[{"skill_mod":{},"summary":"This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1","weakness":{},"price":150,"name":"Adventurer's Pack","id":"equipment-1","text":" Adventurer's Pack Source Core Rulebook pg. 287 Price 1 gp, 5 sp Bulk 1 --- This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary. The pack contains the following items: backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1"},{"remaster_name":["Alchemist's Toolkit"],"skill_mod":{},"summary":"This mobile collection of vials and chemicals can be used for simple alchemical tasks. If you wear your alchemist's tools, you can draw and replace …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2","weakness":{},"price":300,"name":"Alchemist's Tools","id":"equipment-2","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Alchemist's Tools Source Core Rulebook pg. 287 Price 3 gp Hands 2 Bulk 1 --- This mobile collection of vials and chemicals can be used for simple alchemical tasks. If you wear your alchemist's tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2"},{"remaster_name":["Artisan's Toolkit"],"item_child_id":["equipment-3-3","equipment-3-4"],"hands":"2","primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":400,"skill":["Crafting"],"id":"equipment-3","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Artisan's Tools Source Core Rulebook pg. 287 Price 4 gp Hands 2 Bulk 2 --- You need these tools to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools. If you wear your artisan's tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Artisan's Tools Source Core Rulebook pg. 287 Price 4 gp Bulk 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Artisan's Tools (Sterling) Source Core Rulebook pg. 287 Price 50 gp Bulk 2 --- Sterling artisan's tools give you a +1 item bonus to the check. ","skill_mod":{},"summary":"You need these tools to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the …","primary_source":"Core Rulebook","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3","name":"Artisan's Tools","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3"},{"remaster_name":["Artisan's Toolkit"],"skill_mod":{},"summary":"You need these tools to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3","item_parent_id":"equipment-3","weakness":{},"price":400,"name":"Artisan's Tools","id":"equipment-3-3","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Artisan's Tools Source Core Rulebook pg. 287 Price 4 gp Hands 2 Bulk 2 --- You need these tools to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools. If you wear your artisan's tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Artisan's Tools Source Core Rulebook pg. 287 Price 4 gp Bulk 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Artisan's Tools (Sterling) Source Core Rulebook pg. 287 Price 50 gp Bulk 2 --- Sterling artisan's tools give you a +1 item bonus to the check. ","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3-3"},{"remaster_name":["Artisan's Toolkit"],"skill_mod":{},"summary":"Sterling artisan's tools give you a +1 item bonus to the check.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3","item_parent_id":"equipment-3","weakness":{},"price":5000,"skill":["Crafting"],"name":"Artisan's Tools (Sterling)","id":"equipment-3-4","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Artisan's Tools Source Core Rulebook pg. 287 Price 4 gp Hands 2 Bulk 2 --- You need these tools to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools. If you wear your artisan's tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Artisan's Tools Source Core Rulebook pg. 287 Price 4 gp Bulk 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Artisan's Tools (Sterling) Source Core Rulebook pg. 287 Price 50 gp Bulk 2 --- Sterling artisan's tools give you a +1 item bonus to the check. ","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3-4"},{"skill_mod":{},"summary":"A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4","weakness":{},"price":10,"name":"Backpack","id":"equipment-4","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Backpack Source Core Rulebook pg. 287 Price 1 sp --- A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4"},{"skill_mod":{},"summary":"This book contains formulas for Crafting the 0-level common items from Chapter 6 of the Core Rulebook . Nethys note: a list of all such …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=6","weakness":{},"price":10,"name":"Basic Crafter's Book","id":"equipment-6","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Basic Crafter's Book Source Core Rulebook pg. 287 Price 1 sp Hands 2 Bulk L --- This book contains formulas for Crafting the 0-level common items from Chapter 6 of the Core Rulebook . Nethys note: a list of all such equipment can be found here. ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-6"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=7","weakness":{},"price":2,"name":"Bedroll","id":"equipment-7","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Bedroll Source Core Rulebook pg. 288 Price 2 cp Bulk L ---\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-7"},{"skill_mod":{},"summary":"These four-pronged metal spikes can cause damage to a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=9","weakness":{},"price":30,"name":"Caltrops","id":"equipment-9","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Caltrops Source Core Rulebook pg. 287 Price 3 sp Hands 1 Bulk L --- These four-pronged metal spikes can cause damage to a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 Acrobatics check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a –5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the square are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough caltrops are ruined that they can't be salvaged.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-9"},{"skill_mod":{},"summary":"A lit candle sheds dim light in a 10-foot radius for 8 hours.","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=10","weakness":{},"price":1,"name":"Candle","id":"equipment-10","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Candle Source Core Rulebook pg. 287 Price 1 cp Hands 1 --- A lit candle sheds dim light in a 10-foot radius for 8 hours.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-10"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=11","weakness":{},"price":400,"name":"Chain","id":"equipment-11","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Chain Source Core Rulebook pg. 288 Price 4 gp (10 ft.) Hands 2 Bulk 1 ---\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-11"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=12","weakness":{},"price":1,"name":"Chalk","id":"equipment-12","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Chalk Source Core Rulebook pg. 288 Price 1 cp (10 pieces) Hands 1 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-12"},{"skill_mod":{},"summary":"A wooden chest can hold up to 8 Bulk of items.","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=13","weakness":{},"price":60,"name":"Chest","id":"equipment-13","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Chest Source Core Rulebook pg. 287 Price 6 sp Hands 2 Bulk 2 --- A wooden chest can hold up to 8 Bulk of items.\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-13"},{"skill_mod":{},"summary":"This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=14","weakness":{},"price":50,"skill":["Athletics"],"name":"Climbing Kit","id":"equipment-14","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Climbing Kit Source Core Rulebook pg. 287 Price 5 sp Hands 2 Bulk 1 --- This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-14"},{"skill_mod":{},"item_child_id":["equipment-15-11"],"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=15","weakness":{},"skill":["Diplomacy"],"name":"Clothing","id":"equipment-15","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Clothing Source Core Rulebook pg. 287 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Winter) Source Core Rulebook pg. 287 Price 4 sp Bulk L --- Winter clothing allows you to negate the damage from severe environmental cold and reduce the damage from extreme cold to that of severe cold.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-15"},{"remaster_name":["Clothing"],"skill_mod":{},"summary":"Winter clothing allows you to negate the damage from severe environmental cold and reduce the damage from extreme cold to that of severe cold.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=15","item_parent_id":"equipment-15","weakness":{},"price":40,"name":"Clothing (Winter)","id":"equipment-15-11","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Clothing Source Core Rulebook pg. 287 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Winter) Source Core Rulebook pg. 287 Price 4 sp Bulk L --- Winter clothing allows you to negate the damage from severe environmental cold and reduce the damage from extreme cold to that of severe cold.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-15-11"},{"skill_mod":{},"summary":"A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=16","weakness":{},"price":100,"skill":["Survival"],"name":"Compass","id":"equipment-16","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Compass Source Core Rulebook pg. 290 Price 1 gp Hands 1 --- A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-16"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=17","weakness":{},"price":100,"name":"Cookware","id":"equipment-17","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Cookware Source Core Rulebook pg. 288 Price 1 gp Hands 2 Bulk 2 ---\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-17"},{"skill_mod":{},"summary":"When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=18","weakness":{},"price":50,"skill":["Athletics"],"name":"Crowbar","id":"equipment-18","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Crowbar Source Core Rulebook pg. 290 Price 5 sp Hands 2 Bulk L --- When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open (similar to using a shoddy item).\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-18"},{"skill_mod":{},"summary":"This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=19","weakness":{},"price":200,"skill":["Deception"],"name":"Disguise Kit","id":"equipment-19","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Disguise Kit Source Core Rulebook pg. 290 Price 2 gp Hands 2 Bulk L --- This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-19"},{"skill_mod":{},"summary":"This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net.","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=20","weakness":{},"price":80,"name":"Fishing Tackle","id":"equipment-20","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Fishing Tackle Source Core Rulebook pg. 290 Price 8 sp Hands 2 Bulk 1 --- This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-20"},{"skill_mod":{},"summary":"Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=21","weakness":{},"price":5,"name":"Flint and Steel","id":"equipment-21","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Flint and Steel Source Core Rulebook pg. 290 Price 5 cp Hands 2 --- Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-21"},{"skill_mod":{},"summary":"A formula book holds the formulas necessary to make items other than the common equipment from this chapter; alchemists typically get one for free. …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=22","weakness":{},"price":100,"name":"Formula Book (Blank)","id":"equipment-22","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Formula Book (Blank) Source Core Rulebook pg. 290 Price 1 gp Hands 1 Bulk L --- A formula book holds the formulas necessary to make items other than the common equipment from this chapter; alchemists typically get one for free. Each formula book can hold the formulas for up to 100 different items. Formulas can also appear on parchment sheets, tablets, and almost any other medium; there's no need for you to copy them into a specific book as long as you can keep them on hand to reference them.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-22"},{"skill_mod":{},"summary":"You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=23","weakness":{},"price":10,"name":"Grappling Hook","id":"equipment-23","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Grappling Hook Source Core Rulebook pg. 290 Price 1 sp Hands 1 Bulk L --- You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-23"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=24","weakness":{},"price":10,"name":"Hammer","id":"equipment-24","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Hammer Source Core Rulebook pg. 288 Price 1 sp Hands 1 Bulk L ---\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-24"},{"remaster_name":["Healer's Toolkit"],"item_child_id":["equipment-25-22","equipment-25-23"],"hands":"2","primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":500,"skill":["Medicine"],"id":"equipment-25","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Healer's Tools Source Core Rulebook pg. 290 Price 5 gp Hands 2 Bulk 1 --- This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Healer's Tools Source Core Rulebook pg. 290 Price 5 gp Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Healer's Tools (Expanded) Source Core Rulebook pg. 290 Price 50 gp Bulk 1 --- Expanded healer's tools provide a +1 item bonus to such checks.","skill_mod":{},"summary":"This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid , Treat Disease , Treat Poison , or …","primary_source":"Core Rulebook","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=25","name":"Healer's Tools","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-25"},{"remaster_name":["Healer's Toolkit"],"skill_mod":{},"summary":"This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid , Treat Disease , Treat Poison , or …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=25","item_parent_id":"equipment-25","weakness":{},"price":500,"name":"Healer's Tools","id":"equipment-25-22","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Healer's Tools Source Core Rulebook pg. 290 Price 5 gp Hands 2 Bulk 1 --- This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Healer's Tools Source Core Rulebook pg. 290 Price 5 gp Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Healer's Tools (Expanded) Source Core Rulebook pg. 290 Price 50 gp Bulk 1 --- Expanded healer's tools provide a +1 item bonus to such checks.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-25-22"},{"remaster_name":["Healer's Toolkit"],"skill_mod":{},"summary":"Expanded healer's tools provide a +1 item bonus to such checks.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=25","item_parent_id":"equipment-25","weakness":{},"price":5000,"skill":["Medicine"],"name":"Healer's Tools (Expanded)","id":"equipment-25-23","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Healer's Tools Source Core Rulebook pg. 290 Price 5 gp Hands 2 Bulk 1 --- This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Healer's Tools Source Core Rulebook pg. 290 Price 5 gp Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Healer's Tools (Expanded) Source Core Rulebook pg. 290 Price 50 gp Bulk 1 --- Expanded healer's tools provide a +1 item bonus to such checks.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-25-23"},{"remaster_name":["Primal Symbol"],"skill_mod":{},"summary":"Plants of supernatural significance provide a primal focus for primal spellcasters, such as druids, when using certain abilities and casting some …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=26","weakness":{},"name":"Holly and Mistletoe","id":"equipment-26","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Holly and Mistletoe Source Core Rulebook pg. 290 Hands 1 --- Plants of supernatural significance provide a primal focus for primal spellcasters, such as druids, when using certain abilities and casting some spells. A bundle of holly and mistletoe must be held in one hand to use it. Other primal foci exist for druids focused on other aspects of nature.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-26"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=27","weakness":{},"price":300,"name":"Hourglass","id":"equipment-27","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Hourglass Source Core Rulebook pg. 288 Price 3 gp Hands 1 Bulk L ---\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-27"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=28","weakness":{},"price":3,"name":"Ladder (10 ft.)","id":"equipment-28","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Ladder (10 ft.) Source Core Rulebook pg. 288 Price 3 cp Hands 2 Bulk 3 ---\n","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-28"},{"skill_mod":{},"summary":"A lantern sheds bright light and requires 1 pint of oil to function for 6 hours.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=29","weakness":{},"name":"Lantern","id":"equipment-29","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Lantern Source Core Rulebook pg. 290 --- A lantern sheds bright light and requires 1 pint of oil to function for 6 hours.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-29"},{"skill_mod":{},"summary":"Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=30","weakness":{},"name":"Lock","id":"equipment-30","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Lock Source Core Rulebook pg. 290 --- Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-30"},{"skill_mod":{},"summary":"This quality handheld lens gives you a +1 item bonus to Perception checks to notice minute details of documents, fabric, and the like.","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=31","weakness":{},"price":4000,"name":"Magnifying Glass","id":"equipment-31","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Magnifying Glass Source Core Rulebook pg. 290 Price 40 gp Hands 1 --- This quality handheld lens gives you a +1 item bonus to Perception checks to notice minute details of documents, fabric, and the like.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-31"},{"skill_mod":{},"summary":"You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10-30 seconds depending on the creature's size …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=32","weakness":{},"name":"Manacles","id":"equipment-32","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Manacles Source Core Rulebook pg. 290 --- You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10-30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a -15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-32"},{"skill_mod":{},"summary":"This pouch contains material components for those spells that require them. Though the components are used up over time, you can refill spent …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=33","weakness":{},"price":50,"name":"Material Component Pouch","id":"equipment-33","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Limited\" > Material Component Pouch Source Core Rulebook pg. 290 Price 5 sp Hands 1 Bulk L --- This pouch contains material components for those spells that require them. Though the components are used up over time, you can refill spent components during your daily preparations.\n","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-33"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=34","weakness":{},"price":20,"name":"Merchant's Scale","id":"equipment-34","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Merchant's Scale Source Core Rulebook pg. 288 Price 2 sp Hands 2 Bulk L ---\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-34"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=35","weakness":{},"price":100,"name":"Mirror","id":"equipment-35","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Mirror Source Core Rulebook pg. 288 Price 1 gp Hands 1 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-35"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=36","weakness":{},"price":1,"name":"Mug","id":"equipment-36","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Mug Source Core Rulebook pg. 288 Price 1 cp Hands 1 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-36"},{"skill_mod":{},"summary":"Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=37","weakness":{},"skill":["Performance","Performance"],"name":"Musical Instrument","id":"equipment-37","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Musical Instrument Source Core Rulebook pg. 290 --- Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played. A virtuoso instrument gives a +1 item bonus to Performance checks using that instrument. ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-37"},{"skill_mod":{},"summary":"You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=38","weakness":{},"price":1,"name":"Oil","id":"equipment-38","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Oil Source Core Rulebook pg. 291 Price 1 cp Hands 2 --- You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 fire damage.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-38"},{"skill_mod":{},"summary":"These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=39","weakness":{},"price":1,"name":"Piton","id":"equipment-39","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Piton Source Core Rulebook pg. 291 Price 1 cp Hands 1 --- These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-39"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=40","weakness":{},"price":40,"name":"Rations","id":"equipment-40","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Rations Source Core Rulebook pg. 288 Price 4 sp (1 week) Hands 1 Bulk L ---\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-40"},{"skill_mod":{},"summary":"This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=41","weakness":{},"name":"Religious Symbol","id":"equipment-41","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Religious Symbol Source Core Rulebook pg. 291 --- This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol of their deity as a divine focus to use certain abilities and cast some spells. A religious symbol must be held in one hand to use it.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-41"},{"skill_mod":{},"summary":"This manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text as a divine focus to …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=42","weakness":{},"price":100,"name":"Religious Text","id":"equipment-42","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Religious Text Source Core Rulebook pg. 291 Price 1 gp Hands 1 Bulk L --- This manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text as a divine focus to use certain abilities and cast some spells. A religious text must be held in one hand to use it.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-42"},{"remaster_name":["Repair Toolkit"],"skill_mod":{},"summary":"A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for …","item_child_id":["equipment-43-42","equipment-43-43"],"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=43","weakness":{},"skill":["Crafting"],"name":"Repair Kit","id":"equipment-43","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Repair Kit Source Core Rulebook pg. 291 --- A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the Crafting skill. You can draw and replace a worn repair kit as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Repair Kit Source Core Rulebook pg. 291 Price 2 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Repair Kit (Superb) Source Core Rulebook pg. 291 Price 25 gp Hands 2 Bulk 1 --- A superb repair kit gives you a +1 item bonus to the check.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-43"},{"remaster_name":["Repair Toolkit"],"skill_mod":{},"summary":"A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=43","item_parent_id":"equipment-43","weakness":{},"price":200,"name":"Repair Kit","id":"equipment-43-42","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Repair Kit Source Core Rulebook pg. 291 --- A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the Crafting skill. You can draw and replace a worn repair kit as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Repair Kit Source Core Rulebook pg. 291 Price 2 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Repair Kit (Superb) Source Core Rulebook pg. 291 Price 25 gp Hands 2 Bulk 1 --- A superb repair kit gives you a +1 item bonus to the check.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-43-42"},{"remaster_name":["Repair Toolkit"],"hands":"2","primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-43","weakness":{},"price":2500,"skill":["Crafting"],"id":"equipment-43-43","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Repair Kit Source Core Rulebook pg. 291 --- A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the Crafting skill. You can draw and replace a worn repair kit as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Repair Kit Source Core Rulebook pg. 291 Price 2 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Repair Kit (Superb) Source Core Rulebook pg. 291 Price 25 gp Hands 2 Bulk 1 --- A superb repair kit gives you a +1 item bonus to the check.","skill_mod":{},"summary":"A superb repair kit gives you a +1 item bonus to the check.","primary_source":"Core Rulebook","level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=43","name":"Repair Kit (Superb)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-43-43"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=44","weakness":{},"price":50,"name":"Rope","id":"equipment-44","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Rope Source Core Rulebook pg. 288 Price 5 sp (50 ft.) Hands 2 Bulk L ---\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-44"},{"skill_mod":{},"summary":"A sack can hold up to 8 Bulk worth of items. A sack containing 2 Bulk or less can be worn on the body, usually tucked into a belt. You can carry a …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=45","weakness":{},"price":1,"name":"Sack","id":"equipment-45","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Sack Source Core Rulebook pg. 291 Price 1 cp Hands 1 Bulk L --- A sack can hold up to 8 Bulk worth of items. A sack containing 2 Bulk or less can be worn on the body, usually tucked into a belt. You can carry a sack with one hand, but must use two hands to transfer items in and out.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-45"},{"skill_mod":{},"summary":"Saddlebags come in a pair. Each can hold up to 3 Bulk of items, and the first 1 Bulk of items in each doesn't count against your mount's Bulk limit. …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=46","weakness":{},"price":20,"name":"Saddlebags","id":"equipment-46","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Saddlebags Source Core Rulebook pg. 291 Price 2 sp Hands 2 Bulk L --- Saddlebags come in a pair. Each can hold up to 3 Bulk of items, and the first 1 Bulk of items in each doesn't count against your mount's Bulk limit. The Bulk value given is for saddlebags worn by a mount. If you are carrying or stowing saddlebags, they count as 1 Bulk instead of light Bulk.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-46"},{"skill_mod":{},"summary":"When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=50","weakness":{},"price":8,"name":"Signal Whistle","id":"equipment-50","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Signal Whistle Source Core Rulebook pg. 291 Price 8 cp Hands 1 --- When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-50"},{"skill_mod":{},"summary":"This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the Crafting skill. You can draw and …","item_child_id":["equipment-51-44","equipment-51-45"],"primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=51","weakness":{},"price":500,"skill":["Crafting"],"name":"Snare Kit","id":"equipment-51","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Snare Kit Source Core Rulebook pg. 291 Price 5 gp Hands 2 Bulk 2 --- This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the Crafting skill. You can draw and replace a worn snare kit as part of the action to use it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Snare Kit Source Core Rulebook pg. 291 Price 5 gp Hands 2 Bulk 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Snare Kit (Specialist) Source Core Rulebook pg. 291 Price 55 gp Hands 2 Bulk 2 --- A specialist snare kit gives you a +1 item bonus to the check.","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-51"},{"skill_mod":{},"summary":"This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the Crafting skill. You can draw and …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=51","item_parent_id":"equipment-51","weakness":{},"price":500,"name":"Snare Kit","id":"equipment-51-44","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Snare Kit Source Core Rulebook pg. 291 Price 5 gp Hands 2 Bulk 2 --- This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the Crafting skill. You can draw and replace a worn snare kit as part of the action to use it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Snare Kit Source Core Rulebook pg. 291 Price 5 gp Hands 2 Bulk 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Snare Kit (Specialist) Source Core Rulebook pg. 291 Price 55 gp Hands 2 Bulk 2 --- A specialist snare kit gives you a +1 item bonus to the check.","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-51-44"},{"skill_mod":{},"summary":"A specialist snare kit gives you a +1 item bonus to the check.","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=51","item_parent_id":"equipment-51","weakness":{},"price":5500,"skill":["Crafting"],"name":"Snare Kit (Specialist)","id":"equipment-51-45","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Snare Kit Source Core Rulebook pg. 291 Price 5 gp Hands 2 Bulk 2 --- This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the Crafting skill. You can draw and replace a worn snare kit as part of the action to use it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Snare Kit Source Core Rulebook pg. 291 Price 5 gp Hands 2 Bulk 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Snare Kit (Specialist) Source Core Rulebook pg. 291 Price 55 gp Hands 2 Bulk 2 --- A specialist snare kit gives you a +1 item bonus to the check.","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-51-45"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=52","weakness":{},"price":2,"name":"Soap","id":"equipment-52","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Soap Source Core Rulebook pg. 288 Price 2 cp Hands 1 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-52"},{"skill_mod":{},"summary":"A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=53","weakness":{},"price":100,"name":"Spellbook (Blank)","id":"equipment-53","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Spellbook (Blank) Source Core Rulebook pg. 291 Price 1 gp Hands 1 Bulk L --- A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-53"},{"skill_mod":{},"summary":"A typical spyglass lets you see eight times farther than normal.","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=54","weakness":{},"price":2000,"name":"Spyglass","id":"equipment-54","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Spyglass Source Core Rulebook pg. 291 Price 20 gp Hands 2 Bulk L --- A typical spyglass lets you see eight times farther than normal.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-54"},{"skill_mod":{},"summary":"Tack includes all the gear required to outfit a riding animal, including a saddle, bit and bridle, and stirrups if necessary. Especially large or …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=55","weakness":{},"price":400,"name":"Tack","id":"equipment-55","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Tack Source Core Rulebook pg. 291 Price 4 gp Bulk 1 --- Tack includes all the gear required to outfit a riding animal, including a saddle, bit and bridle, and stirrups if necessary. Especially large or oddly shaped animals might require specialty saddles. These can be more expensive or hard to find, as determined by the GM. The Bulk value given is for tack worn by a creature. If carried, the Bulk increases to 2.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-55"},{"skill_mod":{},"summary":"When wielding this long pole, you can use Seek to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon.","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=56","weakness":{},"price":1,"name":"Ten-Foot Pole","id":"equipment-56","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Ten-Foot Pole Source Core Rulebook pg. 291 Price 1 cp Hands 2 Bulk 1 --- When wielding this long pole, you can use Seek to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-56"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=57","weakness":{},"name":"Tent","id":"equipment-57","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Tent Source Core Rulebook pg. 288 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-57"},{"remaster_name":["Thieves' Toolkit"],"item_child_id":["equipment-58-51","equipment-58-52","equipment-58-53","equipment-58-54","equipment-58-844","equipment-58-845"],"hands":"2","primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":300,"skill":["Thievery","Stealth","Thievery"],"id":"equipment-58","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Hands 2 Bulk L --- You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Tools (Replacement Picks) Source Core Rulebook pg. 291 Price 3 sp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Tools (Infiltrator) Source Core Rulebook pg. 291 Price 50 gp Bulk L --- Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Tools (Infiltrator Picks) Source Core Rulebook pg. 291 Price 3 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Concealable Picks Source PFS Guide pg. 114 Price 10 gp Access Member of the Pathfinder Society. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Concealable Thieves' Tools Source PFS Guide pg. 114 Price 80 gp Bulk L Access Member of the Pathfinder Society. --- Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to Stealth checks to Conceal these tools. They otherwise function as infiltrator thieves' tools.","skill_mod":{},"summary":"You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can …","primary_source":"Core Rulebook","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=58","name":"Thieves' Tools","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-58"},{"remaster_name":["Thieves' Toolkit"],"skill_mod":{},"summary":"You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=58","item_parent_id":"equipment-58","weakness":{},"price":300,"name":"Thieves' Tools","id":"equipment-58-51","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Hands 2 Bulk L --- You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Tools (Replacement Picks) Source Core Rulebook pg. 291 Price 3 sp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Tools (Infiltrator) Source Core Rulebook pg. 291 Price 50 gp Bulk L --- Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Tools (Infiltrator Picks) Source Core Rulebook pg. 291 Price 3 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Concealable Picks Source PFS Guide pg. 114 Price 10 gp Access Member of the Pathfinder Society. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Concealable Thieves' Tools Source PFS Guide pg. 114 Price 80 gp Bulk L Access Member of the Pathfinder Society. --- Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to Stealth checks to Conceal these tools. They otherwise function as infiltrator thieves' tools.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-58-51"},{"remaster_name":["Thieves' Toolkit"],"skill_mod":{},"summary":"You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=58","item_parent_id":"equipment-58","weakness":{},"price":30,"name":"Thieves' Tools (Replacement Picks)","id":"equipment-58-52","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Hands 2 Bulk L --- You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Tools (Replacement Picks) Source Core Rulebook pg. 291 Price 3 sp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Tools (Infiltrator) Source Core Rulebook pg. 291 Price 50 gp Bulk L --- Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Tools (Infiltrator Picks) Source Core Rulebook pg. 291 Price 3 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Concealable Picks Source PFS Guide pg. 114 Price 10 gp Access Member of the Pathfinder Society. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Concealable Thieves' Tools Source PFS Guide pg. 114 Price 80 gp Bulk L Access Member of the Pathfinder Society. --- Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to Stealth checks to Conceal these tools. They otherwise function as infiltrator thieves' tools.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-58-52"},{"remaster_name":["Thieves' Toolkit"],"skill_mod":{},"summary":"Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=58","item_parent_id":"equipment-58","weakness":{},"price":5000,"skill":["Thievery"],"name":"Thieves' Tools (Infiltrator)","id":"equipment-58-53","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Hands 2 Bulk L --- You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Tools (Replacement Picks) Source Core Rulebook pg. 291 Price 3 sp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Tools (Infiltrator) Source Core Rulebook pg. 291 Price 50 gp Bulk L --- Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Tools (Infiltrator Picks) Source Core Rulebook pg. 291 Price 3 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Concealable Picks Source PFS Guide pg. 114 Price 10 gp Access Member of the Pathfinder Society. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Concealable Thieves' Tools Source PFS Guide pg. 114 Price 80 gp Bulk L Access Member of the Pathfinder Society. --- Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to Stealth checks to Conceal these tools. They otherwise function as infiltrator thieves' tools.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-58-53"},{"remaster_name":["Thieves' Toolkit"],"skill_mod":{},"summary":"You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=58","item_parent_id":"equipment-58","weakness":{},"price":300,"name":"Thieves' Tools (Infiltrator Picks)","id":"equipment-58-54","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Hands 2 Bulk L --- You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Tools (Replacement Picks) Source Core Rulebook pg. 291 Price 3 sp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Tools (Infiltrator) Source Core Rulebook pg. 291 Price 50 gp Bulk L --- Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Tools (Infiltrator Picks) Source Core Rulebook pg. 291 Price 3 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Concealable Picks Source PFS Guide pg. 114 Price 10 gp Access Member of the Pathfinder Society. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Concealable Thieves' Tools Source PFS Guide pg. 114 Price 80 gp Bulk L Access Member of the Pathfinder Society. --- Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to Stealth checks to Conceal these tools. They otherwise function as infiltrator thieves' tools.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-58-54"},{"remaster_name":["Thieves' Toolkit"],"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-58","weakness":{},"price":1000,"trait":["Uncommon"],"id":"equipment-58-844","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Hands 2 Bulk L --- You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Tools (Replacement Picks) Source Core Rulebook pg. 291 Price 3 sp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Tools (Infiltrator) Source Core Rulebook pg. 291 Price 50 gp Bulk L --- Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Tools (Infiltrator Picks) Source Core Rulebook pg. 291 Price 3 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Concealable Picks Source PFS Guide pg. 114 Price 10 gp Access Member of the Pathfinder Society. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Concealable Thieves' Tools Source PFS Guide pg. 114 Price 80 gp Bulk L Access Member of the Pathfinder Society. --- Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to Stealth checks to Conceal these tools. They otherwise function as infiltrator thieves' tools.","skill_mod":{},"summary":"You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=58","name":"Concealable Picks","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-58-844"},{"remaster_name":["Thieves' Toolkit"],"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-58","weakness":{},"price":8000,"skill":["Stealth","Thievery"],"trait":["Uncommon"],"id":"equipment-58-845","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Hands 2 Bulk L --- You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Tools (Replacement Picks) Source Core Rulebook pg. 291 Price 3 sp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Tools (Infiltrator) Source Core Rulebook pg. 291 Price 50 gp Bulk L --- Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Tools (Infiltrator Picks) Source Core Rulebook pg. 291 Price 3 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Concealable Picks Source PFS Guide pg. 114 Price 10 gp Access Member of the Pathfinder Society. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Concealable Thieves' Tools Source PFS Guide pg. 114 Price 80 gp Bulk L Access Member of the Pathfinder Society. --- Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to Stealth checks to Conceal these tools. They otherwise function as infiltrator thieves' tools.","skill_mod":{},"summary":"Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=58","name":"Concealable Thieves' Tools","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-58-845"},{"skill_mod":{},"summary":"This entry is a catchall for basic hand tools that don’t have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=59","weakness":{},"name":"Tool","id":"equipment-59","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Tool Source Core Rulebook pg. 292 --- This entry is a catchall for basic hand tools that don’t have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that’s appropriate or adjusts the damage if needed.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-59"},{"skill_mod":{},"summary":"A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=60","weakness":{},"price":1,"name":"Torch","id":"equipment-60","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Torch Source Core Rulebook pg. 292 Price 1 cp Hands 1 Bulk L --- A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-60"},{"skill_mod":{},"summary":"When it’s full, a waterskin contains roughly 1 day’s worth of water for a Small or Medium creature.","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=62","weakness":{},"price":5,"name":"Waterskin","id":"equipment-62","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Waterskin Source Core Rulebook pg. 292 Price 5 cp Hands 1 Bulk L --- When it’s full, a waterskin contains roughly 1 day’s worth of water for a Small or Medium creature.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-62"},{"skill_mod":{},"summary":"Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=63","weakness":{},"price":100,"name":"Writing Set","id":"equipment-63","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Writing Set Source Core Rulebook pg. 292 Price 1 gp Hands 2 Bulk L --- Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you’ve written a large amount, you can refill your kit with extra ink and paper.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-63"},{"skill_mod":{},"summary":"Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or …","primary_source":"Core Rulebook","trait_group":["Rarity"],"hands":"1","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=64","weakness":{},"price":600,"name":"Scholarly Journal","trait":["Uncommon"],"id":"equipment-64","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Scholarly Journal Source Core Rulebook pg. 291 Price 6 gp Hands 1 Bulk L --- Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to Recall Knowledge about the subject, you gain a +1 item bonus to the check. A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city. The GM determines what scholarly journals are available in any location.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-64"},{"skill_mod":{},"summary":"Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps …","primary_source":"Core Rulebook","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=65","weakness":{},"skill":["Survival","Survival"],"name":"Survey Map","trait":["Uncommon"],"id":"equipment-65","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Survey Map Source Core Rulebook pg. 291 --- Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to Survival checks and any skill checks to Recall Knowledge, provided the checks are related to the location detailed on the map. Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use. The GM determines what maps are available in any location.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-65"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=66","weakness":{},"name":"Beverages","id":"equipment-66","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Beverages Source Core Rulebook pg. 294 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-66"},{"skill_mod":{},"summary":"Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings …","item_child_id":["equipment-67-68","equipment-67-69"],"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Hirelings","source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=67","weakness":{},"name":"Hireling","id":"equipment-67","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Hireling Source Core Rulebook pg. 294 PFS Note Pathfinder Society characters may not pay for hirelings as listed in the Core Rulebook. More capable hirelings are available via the Achievement Points system. --- Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings’ rates double if they’re going adventuring with you. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Hireling (Unskilled) Source Core Rulebook pg. 294 Price 1 sp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Hireling (Skilled) Source Core Rulebook pg. 294 Price 5 sp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-67"},{"skill_mod":{},"summary":"Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Hirelings","source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=67","item_parent_id":"equipment-67","weakness":{},"price":10,"name":"Hireling (Unskilled)","id":"equipment-67-68","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Hireling Source Core Rulebook pg. 294 PFS Note Pathfinder Society characters may not pay for hirelings as listed in the Core Rulebook. More capable hirelings are available via the Achievement Points system. --- Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings’ rates double if they’re going adventuring with you. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Hireling (Unskilled) Source Core Rulebook pg. 294 Price 1 sp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Hireling (Skilled) Source Core Rulebook pg. 294 Price 5 sp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-67-68"},{"skill_mod":{},"summary":"Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Hirelings","source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=67","item_parent_id":"equipment-67","weakness":{},"price":50,"name":"Hireling (Skilled)","id":"equipment-67-69","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Hireling Source Core Rulebook pg. 294 PFS Note Pathfinder Society characters may not pay for hirelings as listed in the Core Rulebook. More capable hirelings are available via the Achievement Points system. --- Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings’ rates double if they’re going adventuring with you. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Hireling (Unskilled) Source Core Rulebook pg. 294 Price 1 sp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Hireling (Skilled) Source Core Rulebook pg. 294 Price 5 sp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-67-69"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=68","weakness":{},"name":"Lodging","id":"equipment-68","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Lodging Source Core Rulebook pg. 294 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-68"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=69","weakness":{},"name":"Meals","id":"equipment-69","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Meals Source Core Rulebook pg. 294 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-69"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=70","weakness":{},"price":2,"name":"Stabling","id":"equipment-70","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Stabling Source Core Rulebook pg. 294 Price 2 cp (per day) ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-70"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=71","weakness":{},"price":1,"name":"Toll","id":"equipment-71","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Toll Source Core Rulebook pg. 294 Price 1 cp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-71"},{"skill_mod":{},"summary":"The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Transportation","source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=72","weakness":{},"name":"Transportation","id":"equipment-72","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Transportation Source Core Rulebook pg. 294 --- The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-72"},{"skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","item_child_id":["equipment-73-81","equipment-73-82","equipment-73-83","equipment-73-84","equipment-73-85","equipment-73-86","equipment-73-87","equipment-73-88","equipment-73-89"],"primary_source":"Core Rulebook","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=73","weakness":{},"name":"Spellcasting","trait":["Uncommon"],"id":"equipment-73","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73"},{"remaster_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-73","weakness":{},"price":300,"trait":["Uncommon"],"id":"equipment-73-81","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=73","name":"Spellcasting (1st level)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73-81"},{"remaster_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-73","weakness":{},"price":700,"trait":["Uncommon"],"id":"equipment-73-82","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=73","name":"Spellcasting (2nd level)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73-82"},{"remaster_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-73","weakness":{},"price":1800,"trait":["Uncommon"],"id":"equipment-73-83","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=73","name":"Spellcasting (3rd level)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73-83"},{"remaster_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-73","weakness":{},"price":4000,"trait":["Uncommon"],"id":"equipment-73-84","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=73","name":"Spellcasting (4th level)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73-84"},{"remaster_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-73","weakness":{},"price":8000,"trait":["Uncommon"],"id":"equipment-73-85","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=73","name":"Spellcasting (5th level)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73-85"},{"remaster_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-73","weakness":{},"price":16000,"trait":["Uncommon"],"id":"equipment-73-86","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=73","name":"Spellcasting (6th level)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73-86"},{"remaster_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-73","weakness":{},"price":36000,"trait":["Uncommon"],"id":"equipment-73-87","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=73","name":"Spellcasting (7th level)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73-87"},{"remaster_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-73","weakness":{},"price":72000,"trait":["Uncommon"],"id":"equipment-73-88","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=73","name":"Spellcasting (8th level)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73-88"},{"remaster_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-73","weakness":{},"price":180000,"trait":["Uncommon"],"id":"equipment-73-89","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=73","name":"Spellcasting (9th level)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73-89"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Acid","Alchemical","Bomb","Consumable","Splash"],"id":"equipment-74","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Acid Flask Source Core Rulebook pg. 545 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage, and the listed acid splash damage. Many types grant an item bonus to attack rolls. ","skill_mod":{},"summary":"This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage, and the listed acid splash damage. Many types grant an …","primary_source":"Core Rulebook","trait_group":["Energy","Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=74","name":"Acid Flask","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-74"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Fire","Splash"],"id":"equipment-75","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Alchemist's Fire Source Core Rulebook pg. 545 Usage held in 1 hand Bulk L Activate Single Action Strike --- Alchemist’s fire is a combination of volatile liquids that ignite when exposed to air. Alchemist’s fire deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.\n","element":["Fire"],"skill_mod":{},"summary":"Alchemist’s fire is a combination of volatile liquids that ignite when exposed to air. Alchemist’s fire deals the listed fire damage, persistent fire …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=75","name":"Alchemist's Fire","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-75"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Electricity","Splash"],"id":"equipment-76","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Bottled Lightning Source Core Rulebook pg. 545 Usage held in 1 hand Bulk L Activate Single Action Strike --- Bottled lightning is packed with volatile reagents that create a blast of electricity when they are exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes flat-footed until the start of your next turn. Many types grant an item bonus to attack rolls.\n","skill_mod":{},"summary":"Bottled lightning is packed with volatile reagents that create a blast of electricity when they are exposed to air. Bottled lightning deals the …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=76","name":"Bottled Lightning","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-76"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Cold","Consumable","Splash"],"id":"equipment-77","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Frost Vial Source Core Rulebook pg. 545 Usage held in 1 hand Bulk L Activate Single Action Strike --- The liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls.\n","skill_mod":{},"summary":"The liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=77","name":"Frost Vial","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-77"},{"remaster_name":["Glue Bomb"],"item_child_id":["equipment-78-106","equipment-78-107","equipment-78-108","equipment-78-109"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable"],"id":"equipment-78","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Tanglefoot Bag Source Core Rulebook pg. 545 Usage held in 1 hand Bulk L Activate Single Action Strike --- A tanglefoot bag is filled with sticky substances. When you hit a creature with a tanglefoot bag, that creature takes a status penalty to its Speeds for 1 minute. Many types of tanglefoot bag also grant an item bonus on attack rolls. On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water. The target can end any effects by Escaping or spending a total of 3 Interact actions to carefully remove the sticky substances. These Interact actions don’t have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Tanglefoot Bag (Lesser) Source Core Rulebook pg. 545 Price 3 gp Bulk L --- The target takes a –10-foot penalty, and the Escape DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Tanglefoot Bag (Moderate) Source Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Tanglefoot Bag (Greater) Source Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tanglefoot Bag (Major) Source Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls, the target takes a –20-foot penalty, and the Escape DC is 37.","skill_mod":{},"summary":"A tanglefoot bag is filled with sticky substances. When you hit a creature with a tanglefoot bag, that creature takes a status penalty to its Speeds …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=78","name":"Tanglefoot Bag","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-78"},{"remaster_name":["Glue Bomb"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-78","weakness":{},"price":300,"trait":["Alchemical","Bomb","Consumable"],"id":"equipment-78-106","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Tanglefoot Bag Source Core Rulebook pg. 545 Usage held in 1 hand Bulk L Activate Single Action Strike --- A tanglefoot bag is filled with sticky substances. When you hit a creature with a tanglefoot bag, that creature takes a status penalty to its Speeds for 1 minute. Many types of tanglefoot bag also grant an item bonus on attack rolls. On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water. The target can end any effects by Escaping or spending a total of 3 Interact actions to carefully remove the sticky substances. These Interact actions don’t have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Tanglefoot Bag (Lesser) Source Core Rulebook pg. 545 Price 3 gp Bulk L --- The target takes a –10-foot penalty, and the Escape DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Tanglefoot Bag (Moderate) Source Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Tanglefoot Bag (Greater) Source Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tanglefoot Bag (Major) Source Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls, the target takes a –20-foot penalty, and the Escape DC is 37.","skill_mod":{},"summary":"The target takes a –10-foot penalty, and the Escape DC is 17.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=78","name":"Tanglefoot Bag (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-78-106"},{"remaster_name":["Glue Bomb"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-78","weakness":{},"price":1000,"trait":["Alchemical","Bomb","Consumable"],"id":"equipment-78-107","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Tanglefoot Bag Source Core Rulebook pg. 545 Usage held in 1 hand Bulk L Activate Single Action Strike --- A tanglefoot bag is filled with sticky substances. When you hit a creature with a tanglefoot bag, that creature takes a status penalty to its Speeds for 1 minute. Many types of tanglefoot bag also grant an item bonus on attack rolls. On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water. The target can end any effects by Escaping or spending a total of 3 Interact actions to carefully remove the sticky substances. These Interact actions don’t have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Tanglefoot Bag (Lesser) Source Core Rulebook pg. 545 Price 3 gp Bulk L --- The target takes a –10-foot penalty, and the Escape DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Tanglefoot Bag (Moderate) Source Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Tanglefoot Bag (Greater) Source Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tanglefoot Bag (Major) Source Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls, the target takes a –20-foot penalty, and the Escape DC is 37.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 19.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=78","name":"Tanglefoot Bag (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-78-107"},{"remaster_name":["Glue Bomb"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-78","weakness":{},"price":25000,"trait":["Alchemical","Bomb","Consumable"],"id":"equipment-78-108","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Tanglefoot Bag Source Core Rulebook pg. 545 Usage held in 1 hand Bulk L Activate Single Action Strike --- A tanglefoot bag is filled with sticky substances. When you hit a creature with a tanglefoot bag, that creature takes a status penalty to its Speeds for 1 minute. Many types of tanglefoot bag also grant an item bonus on attack rolls. On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water. The target can end any effects by Escaping or spending a total of 3 Interact actions to carefully remove the sticky substances. These Interact actions don’t have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Tanglefoot Bag (Lesser) Source Core Rulebook pg. 545 Price 3 gp Bulk L --- The target takes a –10-foot penalty, and the Escape DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Tanglefoot Bag (Moderate) Source Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Tanglefoot Bag (Greater) Source Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tanglefoot Bag (Major) Source Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls, the target takes a –20-foot penalty, and the Escape DC is 37.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 28.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=78","name":"Tanglefoot Bag (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-78-108"},{"remaster_name":["Glue Bomb"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-78","weakness":{},"price":250000,"trait":["Alchemical","Bomb","Consumable"],"id":"equipment-78-109","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Tanglefoot Bag Source Core Rulebook pg. 545 Usage held in 1 hand Bulk L Activate Single Action Strike --- A tanglefoot bag is filled with sticky substances. When you hit a creature with a tanglefoot bag, that creature takes a status penalty to its Speeds for 1 minute. Many types of tanglefoot bag also grant an item bonus on attack rolls. On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water. The target can end any effects by Escaping or spending a total of 3 Interact actions to carefully remove the sticky substances. These Interact actions don’t have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Tanglefoot Bag (Lesser) Source Core Rulebook pg. 545 Price 3 gp Bulk L --- The target takes a –10-foot penalty, and the Escape DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Tanglefoot Bag (Moderate) Source Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Tanglefoot Bag (Greater) Source Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tanglefoot Bag (Major) Source Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls, the target takes a –20-foot penalty, and the Escape DC is 37.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls, the target takes a –20-foot penalty, and the Escape DC is 37.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=78","name":"Tanglefoot Bag (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-78-109"},{"remaster_name":["Blasting Stone"],"item_child_id":["equipment-79-110","equipment-79-111","equipment-79-112","equipment-79-113"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Sonic","Splash"],"id":"equipment-79","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Thunderstone Source Core Rulebook pg. 546 Usage held in 1 hand Bulk L Activate Single Action Strike --- When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be deafened until the end of its next turn. Many types of thunderstone grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Thunderstone (Lesser) Source Core Rulebook pg. 546 Price 3 gp Bulk L --- The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thunderstone (Moderate) Source Core Rulebook pg. 546 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 sonic damage and 2 sonic splash damage, and the DC is 20. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thunderstone (Greater) Source Core Rulebook pg. 546 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 sonic damage and 3 sonic splash damage, and the DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thunderstone (Major) Source Core Rulebook pg. 546 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 sonic damage and 4 sonic splash damage, and the DC is 36.","skill_mod":{},"summary":"When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=79","name":"Thunderstone","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-79"},{"remaster_name":["Blasting Stone"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-79","weakness":{},"price":300,"trait":["Alchemical","Bomb","Consumable","Sonic","Splash"],"id":"equipment-79-110","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Thunderstone Source Core Rulebook pg. 546 Usage held in 1 hand Bulk L Activate Single Action Strike --- When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be deafened until the end of its next turn. Many types of thunderstone grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Thunderstone (Lesser) Source Core Rulebook pg. 546 Price 3 gp Bulk L --- The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thunderstone (Moderate) Source Core Rulebook pg. 546 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 sonic damage and 2 sonic splash damage, and the DC is 20. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thunderstone (Greater) Source Core Rulebook pg. 546 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 sonic damage and 3 sonic splash damage, and the DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thunderstone (Major) Source Core Rulebook pg. 546 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 sonic damage and 4 sonic splash damage, and the DC is 36.","skill_mod":{},"summary":"The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=79","name":"Thunderstone (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-79-110"},{"remaster_name":["Blasting Stone"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-79","weakness":{},"price":1000,"trait":["Alchemical","Bomb","Consumable","Sonic","Splash"],"id":"equipment-79-111","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Thunderstone Source Core Rulebook pg. 546 Usage held in 1 hand Bulk L Activate Single Action Strike --- When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be deafened until the end of its next turn. Many types of thunderstone grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Thunderstone (Lesser) Source Core Rulebook pg. 546 Price 3 gp Bulk L --- The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thunderstone (Moderate) Source Core Rulebook pg. 546 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 sonic damage and 2 sonic splash damage, and the DC is 20. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thunderstone (Greater) Source Core Rulebook pg. 546 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 sonic damage and 3 sonic splash damage, and the DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thunderstone (Major) Source Core Rulebook pg. 546 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 sonic damage and 4 sonic splash damage, and the DC is 36.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d4 sonic damage and 2 sonic splash damage, and the DC is 20.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=79","name":"Thunderstone (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-79-111"},{"remaster_name":["Blasting Stone"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-79","weakness":{},"price":25000,"trait":["Alchemical","Bomb","Consumable","Sonic","Splash"],"id":"equipment-79-112","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Thunderstone Source Core Rulebook pg. 546 Usage held in 1 hand Bulk L Activate Single Action Strike --- When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be deafened until the end of its next turn. Many types of thunderstone grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Thunderstone (Lesser) Source Core Rulebook pg. 546 Price 3 gp Bulk L --- The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thunderstone (Moderate) Source Core Rulebook pg. 546 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 sonic damage and 2 sonic splash damage, and the DC is 20. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thunderstone (Greater) Source Core Rulebook pg. 546 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 sonic damage and 3 sonic splash damage, and the DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thunderstone (Major) Source Core Rulebook pg. 546 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 sonic damage and 4 sonic splash damage, and the DC is 36.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d4 sonic damage and 3 sonic splash damage, and the DC is 28.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=79","name":"Thunderstone (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-79-112"},{"remaster_name":["Blasting Stone"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-79","weakness":{},"price":250000,"trait":["Alchemical","Bomb","Consumable","Sonic","Splash"],"id":"equipment-79-113","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Thunderstone Source Core Rulebook pg. 546 Usage held in 1 hand Bulk L Activate Single Action Strike --- When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be deafened until the end of its next turn. Many types of thunderstone grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Thunderstone (Lesser) Source Core Rulebook pg. 546 Price 3 gp Bulk L --- The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thunderstone (Moderate) Source Core Rulebook pg. 546 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 sonic damage and 2 sonic splash damage, and the DC is 20. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thunderstone (Greater) Source Core Rulebook pg. 546 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 sonic damage and 3 sonic splash damage, and the DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thunderstone (Major) Source Core Rulebook pg. 546 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 sonic damage and 4 sonic splash damage, and the DC is 36.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d4 sonic damage and 4 sonic splash damage, and the DC is 36.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=79","name":"Thunderstone (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-79-113"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-80","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Antidote Source Core Rulebook pg. 546 Usage held in 1 hand Bulk L Activate Single Action Interact --- An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours.\n","skill_mod":{},"summary":"An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=80","name":"Antidote","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-80"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-81","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Antiplague Source Core Rulebook pg. 546 Usage held in 1 hand Bulk L Activate Single Action Interact --- Antiplague can fortify the body’s defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease’s progression.\n","skill_mod":{},"summary":"Antiplague can fortify the body’s defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=81","name":"Antiplague","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-81"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Athletics","Athletics","Athletics","Athletics"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-82","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Bestial Mutagen Source Core Rulebook pg. 546 Usage held in 1 hand Bulk L Activate Single Action Interact --- Your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy. Benefit You gain an item bonus to Athletics checks and unarmed attack rolls. You gain a claw unarmed attack with the agile trait and a jaws unarmed attack. Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves.\n","skill_mod":{},"summary":"Your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy. Benefit You gain an item bonus to …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=82","name":"Bestial Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-82"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-83","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Bomber's Eye Elixir Source Core Rulebook pg. 547 Usage held in 1 hand Bulk L Activate Single Action Interact --- This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb Strikes reduce the circumstance bonus to AC your targets gain from cover.\n","skill_mod":{},"summary":"This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb Strikes reduce the circumstance bonus to AC your targets gain …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=83","name":"Bomber's Eye Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-83"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Mental"],"id":"equipment-84","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Bravo's Brew Source Core Rulebook pg. 547 Usage held in 1 hand Bulk L Activate Single Action Interact --- This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against fear.\n","skill_mod":{},"summary":"This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=84","name":"Bravo's Brew","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-84"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":700,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-85","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Cat's Eye Elixir Source Core Rulebook pg. 547 Price 7 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- After you consume this elixir, your vision sharpens and you become sensitive to even the most minute movements. For the next minute, you reduce the flat check to target hidden creatures to 5, and you don’t need to attempt a flat check to target concealed creatures. These benefits apply only against creatures within 30 feet of you. ","skill_mod":{},"summary":"After you consume this elixir, your vision sharpens and you become sensitive to even the most minute movements. For the next minute, you reduce the …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=85","name":"Cat's Eye Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-85"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-86","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Cheetah's Elixir Source Core Rulebook pg. 547 Usage held in 1 hand Bulk L Activate Single Action Interact --- Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration.\n","skill_mod":{},"summary":"Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=86","name":"Cheetah's Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-86"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Arcana","Crafting","Lore","Occultism","Arcana","Crafting","Lore","Occultism","Arcana","Crafting","Lore","Occultism","Arcana","Crafting","Lore","Occultism"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-87","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Cognitive Mutagen Source Core Rulebook pg. 547 Usage held in 1 hand Bulk L Activate Single Action Interact --- Your mind becomes clear and cognition flows freely, but physical matters seem ephemeral. Benefit You gain an item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge. Your critical failures on Recall Knowledge checks become failures instead. Drawback You take a –2 penalty to weapon and unarmed attack rolls, Athletics checks, and Acrobatics checks. You can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is reduced by 4.\n","skill_mod":{},"summary":"Your mind becomes clear and cognition flows freely, but physical matters seem ephemeral. Benefit You gain an item bonus to Arcana, Crafting, …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=87","name":"Cognitive Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-87"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Mental"],"id":"equipment-88","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Comprehension Elixir Source Core Rulebook pg. 547 Usage held in 1 hand Bulk L Activate Single Action Interact --- This bitter draught opens your mind to the potential of the written word. For the listed duration after drinking this elixir, you can understand any words you read, so long as they are written in a common language. This elixir doesn’t automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to Decipher Writing.\n","skill_mod":{},"summary":"This bitter draught opens your mind to the potential of the written word. For the listed duration after drinking this elixir, you can understand any …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=88","name":"Comprehension Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-88"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-89","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Darkvision Elixir Source Core Rulebook pg. 547 Usage held in 1 hand Bulk L Activate Single Action Interact --- After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for the listed duration.\n","skill_mod":{},"summary":"After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for the listed duration.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=89","name":"Darkvision Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-89"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-90","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Eagle-Eye Elixir Source Core Rulebook pg. 548 Usage held in 1 hand Bulk L Activate Single Action Interact --- After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to Perception checks that is greater when attempting to find secret doors and traps. ","skill_mod":{},"summary":"After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to Perception checks that is greater when …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=90","name":"Eagle-Eye Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-90"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-91","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Elixir of Life Source Core Rulebook pg. 548 Usage held in 1 hand Bulk L Activate Single Action Interact --- Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes.\n","skill_mod":{},"summary":"Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=91","name":"Elixir of Life","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-91"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Healing","Uncommon"],"id":"equipment-92","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Elixir of Rejuvenation Source Core Rulebook pg. 548 Usage held in 1 hand Bulk L Activate Single Action Interact --- The elixir of rejuvenation restores a creature to full health and eradicates toxins affecting it. When you drink this elixir, you’re restored to your maximum Hit Points, and all afflictions of 20th level or lower affecting you are removed. You can instead administer this elixir to a creature that has been dead for a week or less. When you do, that creature is instantly brought back to life with 1 Hit Point and no spell slots, Focus Points, or other daily resources. Craft Requirements philosopher’s stone, true elixir of life\n","skill_mod":{},"summary":"The elixir of rejuvenation restores a creature to full health and eradicates toxins affecting it. When you drink this elixir, you’re restored to your …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=92","name":"Elixir of Rejuvenation","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-92"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":600,"trait":["Alchemical","Consumable","Elixir","Polymorph"],"id":"equipment-93","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Infiltrator's Elixir Source Core Rulebook pg. 548 Price 6 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Favored by spies and tricksters, an infiltrator’s elixir is used to alter your appearance. When imbibed, you take the shape of a humanoid creature of your size, but different enough so you might be unrecognizable. If you aren’t a humanoid, you might take on a form more similar to your own, at the GM’s discretion. The creator of the elixir decides the basics of the appearance you transform into when you imbibe the elixir, including eye color, skin tone, and hair color. The elixir can’t change your form into that of a specific person. After the form takes hold, you retain it for the next 10 minutes. Drinking this elixir counts as setting up a disguise to Impersonate. You gain a +4 status bonus to your Deception DC to avoid others seeing through your disguise, and you add your level to this DC even if untrained. ","skill_mod":{},"summary":"Favored by spies and tricksters, an infiltrator’s elixir is used to alter your appearance. When imbibed, you take the shape of a humanoid creature of …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=93","name":"Infiltrator's Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-93"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-94","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Juggernaut Mutagen Source Core Rulebook pg. 548 Usage held in 1 hand Bulk L Activate Single Action Interact --- After you drink this mutagen, your body becomes thick and sturdy. You exhibit a healthy glow, though you tend to be ponderous and unobservant. Benefit You gain an item bonus to Fortitude saves and the listed number of temporary Hit Points. Whenever you are at maximum Hit Points for at least 1 full minute, you regain the temporary Hit Points. Drawback You take a –2 penalty to Will saves, Perception checks, and initiative rolls. ","skill_mod":{},"summary":"After you drink this mutagen, your body becomes thick and sturdy. You exhibit a healthy glow, though you tend to be ponderous and unobservant. …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=94","name":"Juggernaut Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-94"},{"item_child_id":["equipment-95-157","equipment-95-158"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-95","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Leaper's Elixir Source Core Rulebook pg. 549 Usage held in 1 hand Bulk L Activate Single Action Interact --- This tingly solution increases the elasticity and contraction of your leg muscles. For 1 minute after drinking this elixir, you can High Jump or Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet). <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Leaper's Elixir (Lesser) Source Core Rulebook pg. 549 Price 3 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Leaper's Elixir (Greater) Source Core Rulebook pg. 549 Price 55 gp --- The maximum vertical distance you can jump with a High Jump is the same as you can jump horizontally with a Long Jump.","skill_mod":{},"summary":"This tingly solution increases the elasticity and contraction of your leg muscles. For 1 minute after drinking this elixir, you can High Jump or …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=95","name":"Leaper's Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-95"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-95","weakness":{},"price":300,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-95-157","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Leaper's Elixir Source Core Rulebook pg. 549 Usage held in 1 hand Bulk L Activate Single Action Interact --- This tingly solution increases the elasticity and contraction of your leg muscles. For 1 minute after drinking this elixir, you can High Jump or Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet). <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Leaper's Elixir (Lesser) Source Core Rulebook pg. 549 Price 3 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Leaper's Elixir (Greater) Source Core Rulebook pg. 549 Price 55 gp --- The maximum vertical distance you can jump with a High Jump is the same as you can jump horizontally with a Long Jump.","skill_mod":{},"summary":"This tingly solution increases the elasticity and contraction of your leg muscles. For 1 minute after drinking this elixir, you can High Jump or …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=95","name":"Leaper's Elixir (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-95-157"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-95","weakness":{},"price":5500,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-95-158","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Leaper's Elixir Source Core Rulebook pg. 549 Usage held in 1 hand Bulk L Activate Single Action Interact --- This tingly solution increases the elasticity and contraction of your leg muscles. For 1 minute after drinking this elixir, you can High Jump or Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet). <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Leaper's Elixir (Lesser) Source Core Rulebook pg. 549 Price 3 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Leaper's Elixir (Greater) Source Core Rulebook pg. 549 Price 55 gp --- The maximum vertical distance you can jump with a High Jump is the same as you can jump horizontally with a Long Jump.","skill_mod":{},"summary":"The maximum vertical distance you can jump with a High Jump is the same as you can jump horizontally with a Long Jump.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=95","name":"Leaper's Elixir (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-95-158"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"school":"illusion","trait":["Alchemical","Consumable","Elixir","Illusion","Visual"],"id":"equipment-96","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Mistform Elixir Source Core Rulebook pg. 549 Usage held in 1 hand Bulk L Activate Single Action Interact --- A faint mist emanates from your skin, making you concealed for the listed duration. As usual being concealed when your position is still obvious, you can't use this concealment to Hide or Sneak.\n","skill_mod":{},"summary":"A faint mist emanates from your skin, making you concealed for the listed duration. As usual being concealed when your position is still obvious, …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","School","Sense"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=96","name":"Mistform Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-96"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Acrobatics","Stealth","Thievery","Acrobatics","Stealth","Thievery","Acrobatics","Stealth","Thievery","Acrobatics","Stealth","Thievery"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-97","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Quicksilver Mutagen Source Core Rulebook pg. 549 Usage held in 1 hand Bulk L Activate Single Action Interact --- Your features become thin and angular. You become swifter and nimbler, but your body also becomes fragile. Benefit You gain an item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and Dexterity-based attack rolls, and you gain the listed status bonus to your Speed. Drawback You take damage equal to twice your level; you can't recover Hit Points lost in this way by any means while the mutagen lasts. You take a –2 penalty to Fortitude saves\n","skill_mod":{},"summary":"Your features become thin and angular. You become swifter and nimbler, but your body also becomes fragile. Benefit You gain an item bonus to …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=97","name":"Quicksilver Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-97"},{"remaster_name":["Cooling Elixir"],"item_child_id":["equipment-98-166","equipment-98-167","equipment-98-168"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-98","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Salamander Elixir Source Core Rulebook pg. 549 Usage held in 1 hand Bulk L Activate Single Action Interact --- This elixir is made from salamander scales to withstand fire. For 24 hours, you are protected from the effects of severe heat. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Salamander Elixir (Lesser) Source Core Rulebook pg. 549 Price 15 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Salamander Elixir (Moderate) Source Core Rulebook pg. 549 Price 320 gp --- You’re also protected from extreme heat. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Salamander Elixir (Greater) Source Core Rulebook pg. 549 Price 1,400 gp --- You’re also protected from extreme and incredible heat.","skill_mod":{},"summary":"This elixir is made from salamander scales to withstand fire. For 24 hours, you are protected from the effects of severe heat.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=98","name":"Salamander Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-98"},{"remaster_name":["Cooling Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-98","weakness":{},"price":1500,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-98-166","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Salamander Elixir Source Core Rulebook pg. 549 Usage held in 1 hand Bulk L Activate Single Action Interact --- This elixir is made from salamander scales to withstand fire. For 24 hours, you are protected from the effects of severe heat. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Salamander Elixir (Lesser) Source Core Rulebook pg. 549 Price 15 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Salamander Elixir (Moderate) Source Core Rulebook pg. 549 Price 320 gp --- You’re also protected from extreme heat. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Salamander Elixir (Greater) Source Core Rulebook pg. 549 Price 1,400 gp --- You’re also protected from extreme and incredible heat.","skill_mod":{},"summary":"This elixir is made from salamander scales to withstand fire. For 24 hours, you are protected from the effects of severe heat.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=98","name":"Salamander Elixir (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-98-166"},{"remaster_name":["Cooling Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-98","weakness":{},"price":32000,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-98-167","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Salamander Elixir Source Core Rulebook pg. 549 Usage held in 1 hand Bulk L Activate Single Action Interact --- This elixir is made from salamander scales to withstand fire. For 24 hours, you are protected from the effects of severe heat. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Salamander Elixir (Lesser) Source Core Rulebook pg. 549 Price 15 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Salamander Elixir (Moderate) Source Core Rulebook pg. 549 Price 320 gp --- You’re also protected from extreme heat. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Salamander Elixir (Greater) Source Core Rulebook pg. 549 Price 1,400 gp --- You’re also protected from extreme and incredible heat.","skill_mod":{},"summary":"You’re also protected from extreme heat.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=98","name":"Salamander Elixir (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-98-167"},{"remaster_name":["Cooling Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-98","weakness":{},"price":140000,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-98-168","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Salamander Elixir Source Core Rulebook pg. 549 Usage held in 1 hand Bulk L Activate Single Action Interact --- This elixir is made from salamander scales to withstand fire. For 24 hours, you are protected from the effects of severe heat. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Salamander Elixir (Lesser) Source Core Rulebook pg. 549 Price 15 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Salamander Elixir (Moderate) Source Core Rulebook pg. 549 Price 320 gp --- You’re also protected from extreme heat. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Salamander Elixir (Greater) Source Core Rulebook pg. 549 Price 1,400 gp --- You’re also protected from extreme and incredible heat.","skill_mod":{},"summary":"You’re also protected from extreme and incredible heat.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=98","name":"Salamander Elixir (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-98-168"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Polymorph"],"id":"equipment-99","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Sea Touch Elixir Source Core Rulebook pg. 549 Usage held in 1 hand Bulk L Activate Single Action Interact --- This briny concoction alters the skin on your hands and feet. The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for the listed duration.\n","skill_mod":{},"summary":"This briny concoction alters the skin on your hands and feet. The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=99","name":"Sea Touch Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-99"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Medicine","Nature","Religion","Survival","Medicine","Nature","Religion","Survival","Medicine","Nature","Religion","Survival","Medicine","Nature","Religion","Survival"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-100","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Serene Mutagen Source Core Rulebook pg. 549 Usage held in 1 hand Bulk L Activate Single Action Interact --- You gain inner serenity, focused on fine details and steeled against mental assaults, but you find violence off-putting. Benefit You gain an item bonus to Will saves and Perception, Medicine, Nature, Religion, and Survival checks. This bonus improves when you attempt Will saves against mental effects. Drawback You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage die to all weapon, unarmed attack, and spell damage.\n","skill_mod":{},"summary":"You gain inner serenity, focused on fine details and steeled against mental assaults, but you find violence off-putting. Benefit You gain an item …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=100","name":"Serene Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-100"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Deception","Diplomacy","Intimidation","Performance","Deception","Diplomacy","Intimidation","Performance","Deception","Diplomacy","Intimidation","Performance","Deception","Diplomacy","Intimidation","Performance"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-101","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Silvertongue Mutagen Source Core Rulebook pg. 550 Usage held in 1 hand Bulk L Activate Single Action Interact --- Your features become striking and your voice becomes musical and commanding, though facts and figures become hazy for you and emotion clouds your ability to reason. Benefit You gain an item bonus to Deception, Diplomacy, Intimidation, and Performance checks. Your critical failures with any of these skills become failures instead. Drawback You take a –2 item penalty to Arcana, Crafting, Lore, Occultism, and Society checks. Choose one skill in which you are trained; for the duration, you become untrained in that skill. All your failures on checks to Recall Knowledge become critical failures.\n","skill_mod":{},"summary":"Your features become striking and your voice becomes musical and commanding, though facts and figures become hazy for you and emotion clouds your …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=101","name":"Silvertongue Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-101"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1300,"trait":["Alchemical","Consumable","Elixir","Morph"],"id":"equipment-102","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Stone Fist Elixir Source Core Rulebook pg. 550 Price 13 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Your fists become hard as stone. For 1 hour, your fists deal 1d6 bludgeoning damage and lose the nonlethal trait.\n","skill_mod":{},"summary":"Your fists become hard as stone. For 1 hour, your fists deal 1d6 bludgeoning damage and lose the nonlethal trait.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=102","name":"Stone Fist Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-102"},{"remaster_name":["Witchwarg Elixir"],"item_child_id":["equipment-103-180","equipment-103-181","equipment-103-182"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-103","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Winter Wolf Elixir Source Core Rulebook pg. 550 Usage held in 1 hand Bulk L Activate Single Action Interact --- This elixir warms your core and improves your circulation. For 24 hours, you are protected from the effects of severe cold. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Winter Wolf Elixir (Lesser) Source Core Rulebook pg. 550 Price 15 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Winter Wolf Elixir (Moderate) Source Core Rulebook pg. 550 Price 320 gp --- You’re also protected from extreme cold. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Winter Wolf Elixir (Greater) Source Core Rulebook pg. 550 Price 1,400 gp --- You’re also protected from extreme and incredible cold.","skill_mod":{},"summary":"This elixir warms your core and improves your circulation. For 24 hours, you are protected from the effects of severe cold.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=103","name":"Winter Wolf Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-103"},{"remaster_name":["Witchwarg Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-103","weakness":{},"price":1500,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-103-180","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Winter Wolf Elixir Source Core Rulebook pg. 550 Usage held in 1 hand Bulk L Activate Single Action Interact --- This elixir warms your core and improves your circulation. For 24 hours, you are protected from the effects of severe cold. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Winter Wolf Elixir (Lesser) Source Core Rulebook pg. 550 Price 15 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Winter Wolf Elixir (Moderate) Source Core Rulebook pg. 550 Price 320 gp --- You’re also protected from extreme cold. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Winter Wolf Elixir (Greater) Source Core Rulebook pg. 550 Price 1,400 gp --- You’re also protected from extreme and incredible cold.","skill_mod":{},"summary":"This elixir warms your core and improves your circulation. For 24 hours, you are protected from the effects of severe cold.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=103","name":"Winter Wolf Elixir (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-103-180"},{"remaster_name":["Witchwarg Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-103","weakness":{},"price":32000,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-103-181","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Winter Wolf Elixir Source Core Rulebook pg. 550 Usage held in 1 hand Bulk L Activate Single Action Interact --- This elixir warms your core and improves your circulation. For 24 hours, you are protected from the effects of severe cold. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Winter Wolf Elixir (Lesser) Source Core Rulebook pg. 550 Price 15 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Winter Wolf Elixir (Moderate) Source Core Rulebook pg. 550 Price 320 gp --- You’re also protected from extreme cold. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Winter Wolf Elixir (Greater) Source Core Rulebook pg. 550 Price 1,400 gp --- You’re also protected from extreme and incredible cold.","skill_mod":{},"summary":"You’re also protected from extreme cold.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=103","name":"Winter Wolf Elixir (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-103-181"},{"remaster_name":["Witchwarg Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-103","weakness":{},"price":140000,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-103-182","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Winter Wolf Elixir Source Core Rulebook pg. 550 Usage held in 1 hand Bulk L Activate Single Action Interact --- This elixir warms your core and improves your circulation. For 24 hours, you are protected from the effects of severe cold. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Winter Wolf Elixir (Lesser) Source Core Rulebook pg. 550 Price 15 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Winter Wolf Elixir (Moderate) Source Core Rulebook pg. 550 Price 320 gp --- You’re also protected from extreme cold. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Winter Wolf Elixir (Greater) Source Core Rulebook pg. 550 Price 1,400 gp --- You’re also protected from extreme and incredible cold.","skill_mod":{},"summary":"You’re also protected from extreme and incredible cold.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=103","name":"Winter Wolf Elixir (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-103-182"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":300,"weakness":{},"saving_throw":"DC 18 Fortitude","price":300,"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-104","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Arsenic Source Core Rulebook pg. 550 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This toxin is a compound of arsenic and other substances. You can't reduce your sickened condition while affected. Saving Throw DC 18 Fortitude; Onset 10 minutes; Maximum Duration 5 minutes; Stage 1 1d4 poison damage and sickened 1 (1 minute); Stage 2 1d6 poison damage and sickened 2 (1 minute); Stage 3 2d6 poison damage and sickened 3 (1 minute)\n","skill_mod":{},"summary":"This toxin is a compound of arsenic and other substances. You can't reduce your sickened condition while affected. Saving Throw DC 18 Fortitude; …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=104","stage":["1d4 poison damage and sickened 1 (1 minute)","1d6 poison damage and sickened 2 (1 minute)","2d6 poison damage and sickened 3 (1 minute)"],"name":"Arsenic","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-104"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":1800,"weakness":{},"saving_throw":"DC 19 Fortitude","price":500,"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-105","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Belladonna Source Core Rulebook pg. 551 Price 5 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- Sometimes called “deadly nightshade,” belladonna is a widely available toxin produced from a plant similar to a tomato. Saving Throw DC 19 Fortitude; Onset 10 minutes; Maximum Duration 30 minutes; Stage 1 dazzled (10 minutes); Stage 2 1d6 poison damage and sickened 1 (10 minutes); Stage 3 1d6 poison damage, confused, and sickened 1 (1 minute)\n","skill_mod":{},"summary":"Sometimes called “deadly nightshade,” belladonna is a widely available toxin produced from a plant similar to a tomato. Saving Throw DC 19 …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=105","stage":["dazzled (10 minutes)","1d6 poison damage and sickened 1 (10 minutes)","1d6 poison damage, confused , and sickened 1 (1 minute)"],"name":"Belladonna","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-105"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":18,"weakness":{},"saving_throw":"DC 18 Fortitude","price":600,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-106","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Black Adder Venom Source Core Rulebook pg. 551 Price 6 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Adder venom is a simple but effective way to enhance a weapon. Saving Throw DC 18 Fortitude; Maximum Duration 3 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d6 poison damage (1 round)\n","skill_mod":{},"summary":"Adder venom is a simple but effective way to enhance a weapon. Saving Throw DC 18 Fortitude; Maximum Duration 3 rounds; Stage 1 1d8 poison …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=106","stage":["1d8 poison damage (1 round)","2d6 poison damage (1 round)"],"name":"Black Adder Venom","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-106"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 42 Fortitude","price":650000,"trait":["Alchemical","Consumable","Contact","Poison","Virulent"],"id":"equipment-107","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Black Lotus Extract Source Core Rulebook pg. 551 Price 6,500 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Black lotus extract causes severe internal bleeding. Saving Throw DC 42 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 15d6 poison damage and drained 1 (1 round); Stage 2 17d6 poison damage and drained 1 (1 round); Stage 3 20d6 poison damage and drained 2 (1 round)\n","skill_mod":{},"summary":"Black lotus extract causes severe internal bleeding. Saving Throw DC 42 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 15d6 …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=107","stage":["15d6 poison damage and drained 1 (1 round)","17d6 poison damage and drained 1 (1 round)","20d6 poison damage and drained 2 (1 round)"],"name":"Black Lotus Extract","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-107"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 31 Fortitude","price":22500,"trait":["Alchemical","Consumable","Contact","Poison"],"id":"equipment-108","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Blightburn Resin Source Core Rulebook pg. 551 Price 225 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- This tacky, hardened sap is harvested from trees infected by fungal blights and exposed to open flames. Saving Throw DC 31 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 8d6 poison damage (1 round); Stage 2 10d6 poison damage (1 round); Stage 3 15d6 poison damage (1 round)\n","skill_mod":{},"summary":"This tacky, hardened sap is harvested from trees infected by fungal blights and exposed to open flames. Saving Throw DC 31 Fortitude; Onset 1 …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=108","stage":["8d6 poison damage (1 round)","10d6 poison damage (1 round)","15d6 poison damage (1 round)"],"name":"Blightburn Resin","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-108"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 36 Fortitude","price":150000,"trait":["Alchemical","Consumable","Evil","Inhaled","Poison"],"id":"equipment-109","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Brimstone Fumes Source Core Rulebook pg. 551 Price 1,500 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Fumes from the forges of Hell drain health and strength alike. Saving Throw DC 36 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 7d6 poison damage and enfeebled 1 (1 round); Stage 2 8d6 poison damage and enfeebled 2 (1 round); Stage 3 10d6 poison damage and enfeebled 3 (1 round)\n","skill_mod":{},"summary":"Fumes from the forges of Hell drain health and strength alike. Saving Throw DC 36 Fortitude; Onset 1 round; Maximum Duration 6 rounds; …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Alignment","Poison","Affliction"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=109","stage":["7d6 poison damage and enfeebled 1 (1 round)","8d6 poison damage and enfeebled 2 (1 round)","10d6 poison damage and enfeebled 3 (1 round)"],"name":"Brimstone Fumes","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-109"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":24,"weakness":{},"saving_throw":"DC 19 Fortitude","price":1000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-110","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Cytillesh Oil Source Core Rulebook pg. 551 Price 10 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- This thick substance is distilled from the mind-robbing cytillesh fungus, though it lacks memory-altering capabilities. Saving Throw DC 19 Fortitude; Maximum Duration 4 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d12 poison damage (1 round); Stage 3 2d10 poison damage (1 round)\n","skill_mod":{},"summary":"This thick substance is distilled from the mind-robbing cytillesh fungus, though it lacks memory-altering capabilities. Saving Throw DC 19 …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=110","stage":["1d10 poison damage (1 round)","1d12 poison damage (1 round)","2d10 poison damage (1 round)"],"name":"Cytillesh Oil","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-110"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 33 Fortitude","price":45000,"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-111","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Deathcap Powder Source Core Rulebook pg. 551 Price 450 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- The toxic deathcap mushroom can be dried, ground, and treated to form a flavorless powder with accelerated effects. Saving Throw DC 33 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 13d6 poison damage (1 minute); Stage 2 17d6 poison damage and sickened 2 (1 minute); Stage 3 20d6 poison damage and sickened 3 (1 minute)\n","skill_mod":{},"summary":"The toxic deathcap mushroom can be dried, ground, and treated to form a flavorless powder with accelerated effects. Saving Throw DC 33 Fortitude; …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=111","stage":["13d6 poison damage (1 minute)","17d6 poison damage and sickened 2 (1 minute)","20d6 poison damage and sickened 3 (1 minute)"],"name":"Deathcap Powder","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-111"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 37 Fortitude","price":92500,"trait":["Alchemical","Consumable","Contact","Poison"],"id":"equipment-112","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Dragon Bile Source Core Rulebook pg. 551 Price 925 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- A mix of digestive juices and green dragon poison glands nauseates the victim as its flesh is digested from within. Saving Throw DC 37 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 6d6 poison damage and sickened 2 (1 round); Stage 2 7d6 poison damage and sickened 3 (1 round); Stage 3 9d6 poison damage and sickened 4 (1 round)\n","skill_mod":{},"summary":"A mix of digestive juices and green dragon poison glands nauseates the victim as its flesh is digested from within. Saving Throw DC 37 …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=112","stage":["6d6 poison damage and sickened 2 (1 round)","7d6 poison damage and sickened 3 (1 round)","9d6 poison damage and sickened 4 (1 round)"],"name":"Dragon Bile","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-112"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 17 Fortitude","price":400,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-113","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Giant Centipede Venom Source Core Rulebook pg. 551 Price 4 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Giant centipede venom causes severe muscle stiffness. Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round); Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)\n","skill_mod":{},"summary":" Giant centipede venom causes severe muscle stiffness. Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=113","stage":["1d6 poison damage (1 round)","1d8 poison damage and flat-footed (1 round)","1d12 poison damage, clumsy 1 , and flat-footed (1 round)"],"name":"Giant Centipede Venom","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-113"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 22 Fortitude","price":4000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-114","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Giant Scorpion Venom Source Core Rulebook pg. 551 Price 40 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Scorpion venom is excruciating and its effects are somewhat debilitating. Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and enfeebled 1 (1 round); Stage 2 2d10 poison damage and enfeebled 1 (1 round); Stage 3 2d10 poison damage and enfeebled 2 (1 round)\n","skill_mod":{},"summary":" Scorpion venom is excruciating and its effects are somewhat debilitating. Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=114","stage":["1d10 poison damage and enfeebled 1 (1 round)","2d10 poison damage and enfeebled 1 (1 round)","2d10 poison damage and enfeebled 2 (1 round)"],"name":"Giant Scorpion Venom","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-114"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 25 Fortitude","price":5500,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-115","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Giant Wasp Venom Source Core Rulebook pg. 552 Price 55 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Giant wasp venom interferes with a victim's movement. Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and clumsy 1 (1 round); Stage 2 3d6 poison damage and clumsy 2 (1 round); Stage 3 4d6 poison damage and clumsy 2 (1 round)\n","skill_mod":{},"summary":" Giant wasp venom interferes with a victim's movement. Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=115","stage":["2d6 poison damage and clumsy 1 (1 round)","3d6 poison damage and clumsy 2 (1 round)","4d6 poison damage and clumsy 2 (1 round)"],"name":"Giant Wasp Venom","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-115"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":24,"weakness":{},"saving_throw":"DC 19 Fortitude","price":1000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-116","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Graveroot Source Core Rulebook pg. 552 Price 10 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- The opaque white sap from the graveroot shrub clouds the mind. Saving Throw DC 19 Fortitude; Maximum Duration 4 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d12 poison damage and stupefied 1 (1 round); Stage 3 2d6 poison damage and stupefied 2 (1 round)\n","skill_mod":{},"summary":"The opaque white sap from the graveroot shrub clouds the mind. Saving Throw DC 19 Fortitude; Maximum Duration 4 rounds; Stage 1 1d10 poison …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=116","stage":["1d10 poison damage (1 round)","1d12 poison damage and stupefied 1 (1 round)","2d6 poison damage and stupefied 2 (1 round)"],"name":"Graveroot","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-116"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":3600,"weakness":{},"saving_throw":"DC 40 Fortitude","price":225000,"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-117","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Hemlock Source Core Rulebook pg. 552 Price 2,250 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Concentrated hemlock is a particularly deadly toxin that halts muscle action—including that of the victim's heart. Saving Throw DC 40 Fortitude; Onset 30 minutes; Maximum Duration 60 minutes; Stage 1 17d6 poison damage and enfeebled 2 (10 minutes); Stage 2 21d6 poison damage and enfeebled 3 (10 minutes); Stage 3 26d6 poison damage and enfeebled 4 (10 minutes) ","skill_mod":{},"summary":"Concentrated hemlock is a particularly deadly toxin that halts muscle action—including that of the victim's heart. Saving Throw DC 40 Fortitude; …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":1800,"resistance":{},"url":"/Equipment.aspx?ID=117","stage":["17d6 poison damage and enfeebled 2 (10 minutes)","21d6 poison damage and enfeebled 3 (10 minutes)","26d6 poison damage and enfeebled 4 (10 minutes)"],"name":"Hemlock","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-117"},{"remaster_name":["Spider Venom"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 21 Fortitude","price":2500,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-118","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Hunting Spider Venom Source Core Rulebook pg. 552 Price 25 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- This venom erodes its target's defenses, aiding the spider in securing prey. Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and flat-footed (1 round); Stage 2 1d12 poison damage, clumsy 1, and flat-footed (1 round); Stage 3 2d6 poison damage, clumsy 2, and flat-footed (1 round)\n","skill_mod":{},"summary":"This venom erodes its target's defenses, aiding the spider in securing prey. Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=118","stage":["1d10 poison damage and flat-footed (1 round)","1d12 poison damage, clumsy 1 , and flat-footed (1 round)","2d6 poison damage, clumsy 2, and flat-footed (1 round)"],"name":"Hunting Spider Venom","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-118"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"saving_throw":"DC 41 Fortitude","price":400000,"trait":["Alchemical","Consumable","Ingested","Poison","Virulent"],"id":"equipment-119","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > King's Sleep Source Core Rulebook pg. 552 Price 4,000 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- King's sleep is an insidious long-term poison that can seem like a disease or even death from natural causes on a venerable target. The drained condition from king's sleep is cumulative with each failed save and can't be removed while the poison lasts. Saving Throw DC 41 Fortitude; Onset 1 day; Stage 1 drained 1 (1 day); Stage 2 drained 1 (1 day); Stage 3 drained 2 (1 day)\n","skill_mod":{},"summary":"King's sleep is an insidious long-term poison that can seem like a disease or even death from natural causes on a venerable target. The drained …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":86400,"resistance":{},"url":"/Equipment.aspx?ID=119","stage":["drained 1 (1 day)","drained 1 (1 day)","drained 2 (1 day)"],"name":"King's Sleep","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-119"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":14400,"weakness":{},"saving_throw":"DC 18 Fortitude","price":700,"trait":["Alchemical","Consumable","Incapacitation","Injury","Poison","Sleep","Uncommon"],"id":"equipment-120","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Lethargy Poison Source Core Rulebook pg. 552 Price 7 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Lethargy poison is commonly used in hit-and-run tactics by drow and others who want their victims alive; the ambusher retreats until the poison sets in and the victim falls unconscious. Further exposure to lethargy poison does not require the target to attempt additional saving throws; only failing an saving throw against an ongoing exposure can progress its stage. Saving Throw DC 18 Fortitude; Maximum Duration 4 hours; Stage 1 slowed 1 (1 round); Stage 2 slowed 1 (1 minute); Stage 3 unconscious with no Perception check to wake up (1 round); Stage 4 unconscious with no Perception check to wake up (1d4 hours). ","skill_mod":{},"summary":"Lethargy poison is commonly used in hit-and-run tactics by drow and others who want their victims alive; the ambusher retreats until the poison …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=120","stage":[" slowed 1 (1 round)","slowed 1 (1 minute)"," unconscious with no Perception check to wake up (1 round)","unconscious with no Perception check to wake up (1d4 hours)."],"name":"Lethargy Poison","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-120"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 28 Fortitude","price":11000,"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-121","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Lich Dust Source Core Rulebook pg. 552 Price 110 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Dust salvaged from the remains of a destroyed lich has paralytic properties that make it a valuable poison. Saving Throw DC 28 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 fatigued (1 minute); Stage 2 5d6 poison damage and fatigued (1 minute); Stage 3 5d6 poison damage, fatigued, and paralyzed (1 minute)\n","skill_mod":{},"summary":"Dust salvaged from the remains of a destroyed lich has paralytic properties that make it a valuable poison. Saving Throw DC 28 Fortitude; Onset …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=121","stage":[" fatigued (1 minute)","5d6 poison damage, fatigued, and paralyzed (1 minute)"],"name":"Lich Dust","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-121"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 26 Fortitude","price":5500,"trait":["Alchemical","Consumable","Contact","Poison"],"id":"equipment-122","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Malyass Root Paste Source Core Rulebook pg. 552 Price 55 gp Usage held in 2 hands Bulk L Activate Three Actions Interact --- Malyass root paste sees use to impede opponents in athletic competitions, in addition to espionage and tracking. Saving Throw DC 26 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 clumsy 1 and –10-foot status penalty to all Speeds (1 minute); Stage 2 clumsy 2 and –20-foot status penalty to all Speeds (1 minute); Stage 3 clumsy 3, flat-footed, and –30-foot status penalty to all Speeds\n","skill_mod":{},"summary":"Malyass root paste sees use to impede opponents in athletic competitions, in addition to espionage and tracking. Saving Throw DC 26 Fortitude; …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=122","stage":[" clumsy 1 and –10-foot status penalty to all Speeds (1 minute)","clumsy 2 and –20-foot status penalty to all Speeds (1 minute)","clumsy 3, flat-footed , and –30-foot status penalty to all Speeds"],"name":"Malyass Root Paste","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-122"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 35 Fortitude","price":100000,"trait":["Alchemical","Consumable","Inhaled","Poison"],"id":"equipment-123","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Mindfog Mist Source Core Rulebook pg. 553 Price 1,000 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Mindfog mist can be used to undermine spellcasters, as its effect on a victim's mental faculties are swift and powerful. Saving Throw DC 35 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 stupefied 2 (1 round); Stage 2 confused and stupefied 3 (1 round); Stage 3 confused and stupefied 4 (1 round)\n","skill_mod":{},"summary":"Mindfog mist can be used to undermine spellcasters, as its effect on a victim's mental faculties are swift and powerful. Saving Throw DC 35 …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=123","stage":[" stupefied 2 (1 round)"," confused and stupefied 3 (1 round)","confused and stupefied 4 (1 round)"],"name":"Mindfog Mist","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-123"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 27 Fortitude","price":7500,"trait":["Alchemical","Consumable","Contact","Poison"],"id":"equipment-124","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Nettleweed Residue Source Core Rulebook pg. 553 Price 75 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- Concentrated sap of stinging weeds makes an effective toxin. Saving Throw DC 27 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 8d6 poison damage (1 minute); Stage 2 10d6 poison damage (1 minute); Stage 3 13d6 poison damage (1 minute)\n","skill_mod":{},"summary":"Concentrated sap of stinging weeds makes an effective toxin. Saving Throw DC 27 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=124","stage":["8d6 poison damage (1 minute)","10d6 poison damage (1 minute)","13d6 poison damage (1 minute)"],"name":"Nettleweed Residue","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-124"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 36 Fortitude","price":140000,"trait":["Alchemical","Consumable","Inhaled","Poison"],"id":"equipment-125","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Nightmare Vapor Source Core Rulebook pg. 553 Price 1,400 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Purportedly sourced from any number of outlandish locales, nightmare vapor is most often created by boiling the sweat collected from humanoids caught in the throes of terrible nightmares. Saving Throw DC 36 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 confused (1 round); Stage 2 confused and flat-footed (1 round); Stage 3 confused, flat-footed, and stupefied 2 (1 round)\n","skill_mod":{},"summary":"Purportedly sourced from any number of outlandish locales, nightmare vapor is most often created by boiling the sweat collected from humanoids caught …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=125","stage":[" confused (1 round)","confused and flat-footed (1 round)","confused, flat-footed, and stupefied 2 (1 round)"],"name":"Nightmare Vapor","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-125"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 32 Fortitude","price":50000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-126","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Purple Worm Venom Source Core Rulebook pg. 553 Price 500 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Venom from enormous purple worms leaves a victim weakened. Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage and enfeebled 2 (1 round); Stage 2 6d6 poison damage and enfeebled 2 (1 round); Stage 3 8d6 poison and enfeebled 2 (1 round)\n","skill_mod":{},"summary":"Venom from enormous purple worms leaves a victim weakened. Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=126","stage":["5d6 poison damage and enfeebled 2 (1 round)","6d6 poison damage and enfeebled 2 (1 round)","8d6 poison and enfeebled 2 (1 round)"],"name":"Purple Worm Venom","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-126"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 29 Fortitude","price":16000,"trait":["Alchemical","Consumable","Injury","Negative","Poison","Void"],"id":"equipment-127","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Shadow Essence Source Core Rulebook pg. 553 Price 160 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Distilled from the Plane of Shadow, this oily substance imposes tenebrous effects. The enfeebled condition from shadow essence lasts for 24 hours. Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 negative damage and 2d6 poison damage (1 round); Stage 2 3d6 negative damage, 2d6 poison damage, and enfeebled 1 (1 round); Stage 3 3d6 negative damage, 2d6 poison damage, and enfeebled 2 (1 round)\n","skill_mod":{},"summary":"Distilled from the Plane of Shadow , this oily substance imposes tenebrous effects. The enfeebled condition from shadow essence lasts for 24 …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Energy","Planar","Creature Type","Affliction"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=127","stage":["3d6 negative damage and 2d6 poison damage (1 round)","3d6 negative damage, 2d6 poison damage, and enfeebled 1 (1 round)","3d6 negative damage, 2d6 poison damage, and enfeebled 2 (1 round)"],"name":"Shadow Essence","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-127"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":604800,"weakness":{},"saving_throw":"DC 32 Fortitude","price":32500,"trait":["Alchemical","Consumable","Ingested","Poison","Sleep"],"id":"equipment-128","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Slumber Wine Source Core Rulebook pg. 553 Price 325 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Slumber wine sees its greatest use in games of intrigue, where an absence can be more devastating than injury. Characters unconscious from slumber wine can't wake up by any means while the poison lasts, don't need to eat or drink while unconscious in this way, and appear to be recently dead unless an examiner succeeds at a DC 40 Medicine check. Saving Throw DC 32 Fortitude; Onset 1 hour; Maximum Duration 7 days; Stage 1 unconscious (1 day); Stage 2 unconscious (2 days); Stage 3 unconscious (3 days).\n","skill_mod":{},"summary":"Slumber wine sees its greatest use in games of intrigue, where an absence can be more devastating than injury. Characters unconscious from slumber …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":3600,"resistance":{},"url":"/Equipment.aspx?ID=128","stage":["unconscious (1 day)","unconscious (2 days)","unconscious (3 days)."],"name":"Slumber Wine","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-128"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 28 Fortitude","price":11000,"trait":["Alchemical","Consumable","Contact","Poison"],"id":"equipment-129","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Spider Root Source Core Rulebook pg. 553 Price 110 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- A paste made by mashing the fine, threadlike roots of a certain creeper vine, spider root renders a victim clumsy and maladroit. Saving Throw DC 28 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 8d6 poison damage and clumsy 1 (1 minute); Stage 2 9d6 poison damage and clumsy 2 (1 minute); Stage 3 10d6 poison damage and clumsy 3 (1 minute)\n","skill_mod":{},"summary":"A paste made by mashing the fine, threadlike roots of a certain creeper vine, spider root renders a victim clumsy and maladroit. Saving Throw DC …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=129","stage":["8d6 poison damage and clumsy 1 (1 minute)","9d6 poison damage and clumsy 2 (1 minute)","10d6 poison damage and clumsy 3 (1 minute)"],"name":"Spider Root","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-129"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":600,"weakness":{},"saving_throw":"DC 46 Fortitude","price":1200000,"trait":["Alchemical","Consumable","Contact","Poison","Virulent"],"id":"equipment-130","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Tears of Death Source Core Rulebook pg. 553 Price 12,000 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- Tears of death are among the most powerful of alchemical poisons, distilled from extracts of five other deadly poisons in just the right ratios. Saving Throw DC 46 Fortitude; Onset 1 minute; Maximum Duration 10 minutes; Stage 1 18d6 poison damage and paralyzed (1 round); Stage 2 25d6 poison damage and paralyzed (1 minute); Stage 3 30d6 poison damage and paralyzed (1 minute)\n","skill_mod":{},"summary":"Tears of death are among the most powerful of alchemical poisons, distilled from extracts of five other deadly poisons in just the right ratios. …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=130","stage":["18d6 poison damage and paralyzed (1 round)","25d6 poison damage and paralyzed (1 minute)","30d6 poison damage and paralyzed (1 minute)"],"name":"Tears of Death","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-130"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 30 Fortitude","price":15500,"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-131","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Wolfsbane Source Core Rulebook pg. 553 Price 155 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Wolfsbane appears in folklore for its link to werecreatures. If you are afflicted with lycanthropy and survive Stage 3 of wolfsbane, you're immediately cured of the lycanthropy. Saving Throw DC 30 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 12d6 poison damage (1 minute); Stage 2 16d6 poison damage (1 minute); Stage 3 20d6 poison damage (1 minute)\n","skill_mod":{},"summary":"Wolfsbane appears in folklore for its link to werecreatures . If you are afflicted with lycanthropy and survive Stage 3 of wolfsbane, you're …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=131","stage":["12d6 poison damage (1 minute)","16d6 poison damage (1 minute)","of wolfsbane, you're immediately cured of the lycanthropy. Saving Throw DC 30 Fortitude"],"name":"Wolfsbane","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-131"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 26 Fortitude","price":8000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-132","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Wyvern Poison Source Core Rulebook pg. 554 Price 80 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Properly harvested and preserved, the poison from a wyvern's sting is effective and direct. Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage (1 round); Stage 2 6d6 poison damage (1 round); Stage 3 8d6 poison damage (1 round)\n","skill_mod":{},"summary":"Properly harvested and preserved, the poison from a wyvern's sting is effective and direct. Saving Throw DC 26 Fortitude; Maximum Duration 6 …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=132","stage":["5d6 poison damage (1 round)","6d6 poison damage (1 round)","8d6 poison damage (1 round)"],"name":"Wyvern Poison","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-132"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-133","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Philosopher's Stone Source Core Rulebook pg. 554, Player Core 2 pg. 295 Usage held in 2 hands Bulk 2 Activate Single Action Interact or 1 or more days; see below --- An alchemist with the Craft Philosopher's Stone feat can create a philosopher's stone once per month by spending 1 batch of infused reagents during their daily preparations using the advanced alchemy class feature. This is the only way to create a philosopher's stone. At a glance, a philosopher's stone appears to be an ordinary, sooty piece of natural rock. Breaking the rock open with a Force Open action (DC 35) reveals a cavity at the stone's heart. The cavity is lined with a rare type of quicksilver that can transmute base metals into precious metals or create an elixir of rejuvenation. To use the quicksilver, you must be legendary in Crafting and have the Alchemical Crafting feat. You can then use the stone's quicksilver for one of two effects: You can apply the stone's quicksilver to an infused true elixir of life using an Interact action. This turns the elixir into an infused elixir of rejuvenation instantaneously. This doesn't require any crafting time or additional materials. You can spend up to a month of downtime applying the quicksilver either to iron to create silver or to lead to create gold. Treat this as a 20th-level task to Earn Income using Crafting, except that you create 500 gp worth of your chosen metal per day on a success or 750 gp worth per day on a critical success. ","skill_mod":{},"summary":"An alchemist with the Craft Philosopher's Stone feat can create a philosopher's stone once per month by spending 1 batch of infused reagents during …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=133","name":"Philosopher's Stone","actions_number":2,"bulk":2,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-133"},{"remaster_name":["Silver Salve"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":600,"trait":["Alchemical","Consumable"],"id":"equipment-134","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Silversheen Source Core Rulebook pg. 554 Price 6 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- You can slather this silvery paste onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. Silversheen spoils quickly, so once you open a vial, you must use it all at once, rather than saving it. For the next hour, the weapon or ammunition counts as silver instead of its normal precious material (such as cold iron) for any physical damage it deals.\n","skill_mod":{},"summary":"You can slather this silvery paste onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. Silversheen spoils quickly, so once you open …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=134","name":"Silversheen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-134"},{"remaster_name":["Smoke Ball"],"item_child_id":["equipment-135-183","equipment-135-184"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable"],"id":"equipment-135","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Smokestick Source Core Rulebook pg. 554 Usage held in 2 hands Bulk L Activate Single Action Interact --- With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Smokestick (Lesser) Source Core Rulebook pg. 554 Price 3 gp --- The radius of the burst is 5 feet. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Smokestick (Greater) Source Core Rulebook pg. 554 Price 53 gp --- The radius of the burst is 20 feet.","skill_mod":{},"summary":"With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=135","name":"Smokestick","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-135"},{"remaster_name":["Smoke Ball"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-135","weakness":{},"price":300,"trait":["Alchemical","Consumable"],"id":"equipment-135-183","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Smokestick Source Core Rulebook pg. 554 Usage held in 2 hands Bulk L Activate Single Action Interact --- With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Smokestick (Lesser) Source Core Rulebook pg. 554 Price 3 gp --- The radius of the burst is 5 feet. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Smokestick (Greater) Source Core Rulebook pg. 554 Price 53 gp --- The radius of the burst is 20 feet.","skill_mod":{},"summary":"The radius of the burst is 5 feet.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=135","name":"Smokestick (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-135-183"},{"remaster_name":["Smoke Ball"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-135","weakness":{},"price":5300,"trait":["Alchemical","Consumable"],"id":"equipment-135-184","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Smokestick Source Core Rulebook pg. 554 Usage held in 2 hands Bulk L Activate Single Action Interact --- With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Smokestick (Lesser) Source Core Rulebook pg. 554 Price 3 gp --- The radius of the burst is 5 feet. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Smokestick (Greater) Source Core Rulebook pg. 554 Price 53 gp --- The radius of the burst is 20 feet.","skill_mod":{},"summary":"The radius of the burst is 20 feet.","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=135","name":"Smokestick (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-135-184"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":200,"trait":["Alchemical","Consumable"],"id":"equipment-136","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Snake Oil Source Core Rulebook pg. 554 Price 2 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- You can apply snake oil onto a wound or other outward symptom of an affliction or condition (such as sores from a disease or discoloration from a poison). For the next hour, the symptom disappears and the wounded or afflicted creature doesn’t feel as if it still has the wound or affliction, though all effects remain. A creature can uncover the ruse by succeeding at a DC 17 Perception check, but only if it uses a Seek action to specifically examine the snake oil’s effects.\n","skill_mod":{},"summary":"You can apply snake oil onto a wound or other outward symptom of an affliction or condition (such as sores from a disease or discoloration from a …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=136","name":"Snake Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-136"},{"remaster_name":["Glow Rod"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":300,"trait":["Alchemical","Consumable","Light"],"id":"equipment-137","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Sunrod Source Core Rulebook pg. 554 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This 1-foot-long, gold-tipped rod glows after it’s struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim light to the next 40 feet).\n","skill_mod":{},"summary":"This 1-foot-long, gold-tipped rod glows after it’s struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=137","name":"Sunrod","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-137"},{"remaster_name":["Matchstick"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":20,"trait":["Alchemical","Consumable","Fire"],"id":"equipment-138","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Tindertwig Source Core Rulebook pg. 554 Price 2 sp Usage held in 1 hand Activate Single Action Interact --- An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel. You can ignite the tindertwig and touch it to a flammable object as part of the same Interact action.\n","element":["Fire"],"skill_mod":{},"summary":"An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig …","primary_source":"Core Rulebook","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=138","name":"Tindertwig","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-138"},{"skill_mod":{},"summary":"Adamantine armor has a shiny, black appearance and is amazingly durable. ","primary_source":"Core Rulebook","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"usage":"worn armor","source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=139","weakness":{},"name":"Adamantine Armor","trait":["Uncommon"],"id":"equipment-139","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Adamantine Armor Source Core Rulebook pg. 555 Usage worn armor Bulk varies by armor Base Material Adamantine --- Adamantine armor has a shiny, black appearance and is amazingly durable. ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-139"},{"skill_mod":{},"summary":"Cold iron armor sickens certain creatures that touch it. A creature with weakness to cold iron (such as most demons and fey) that critically fails an …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"usage":"worn armor","source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=140","weakness":{},"name":"Cold Iron Armor","id":"equipment-140","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Cold Iron Armor Source Core Rulebook pg. 555 Usage worn armor Bulk varies by armor Base Material Cold Iron --- Cold iron armor sickens certain creatures that touch it. A creature with weakness to cold iron (such as most demons and fey) that critically fails an unarmed attack against a creature in cold iron armor becomes sickened 1. A creature with weakness to cold iron is sickened 1 as long as it wears cold iron armor.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-140"},{"remaster_name":["Duskwood Armor"],"item_child_id":["equipment-141-190","equipment-141-191"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"trait":["Uncommon"],"id":"equipment-141","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Darkwood Armor Source Core Rulebook pg. 555 Usage worn armor Bulk varies by armor Base Material Darkwood --- Darkwood armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s easier to wear than normal wood armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet. (There are no types of wood armor in this book.) <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Darkwood Armor (Standard-Grade) Source Core Rulebook pg. 555 Price 1,600 gp (+160 gp per Bulk) Craft Requirements The initial raw materials must include darkwood worth at least 200 gp + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Darkwood Armor (High-Grade) Source Core Rulebook pg. 555 Price 32,000 gp (+3,200 gp per Bulk) Craft Requirements The initial raw materials must include darkwood worth at least 16,000 gp + 1,600 gp per Bulk.","skill_mod":{},"summary":"Darkwood armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=141","name":"Darkwood Armor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-141"},{"remaster_name":["Duskwood Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-141","weakness":{},"price":160000,"trait":["Uncommon"],"id":"equipment-141-190","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Darkwood Armor Source Core Rulebook pg. 555 Usage worn armor Bulk varies by armor Base Material Darkwood --- Darkwood armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s easier to wear than normal wood armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet. (There are no types of wood armor in this book.) <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Darkwood Armor (Standard-Grade) Source Core Rulebook pg. 555 Price 1,600 gp (+160 gp per Bulk) Craft Requirements The initial raw materials must include darkwood worth at least 200 gp + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Darkwood Armor (High-Grade) Source Core Rulebook pg. 555 Price 32,000 gp (+3,200 gp per Bulk) Craft Requirements The initial raw materials must include darkwood worth at least 16,000 gp + 1,600 gp per Bulk.","skill_mod":{},"summary":"Darkwood armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=141","name":"Darkwood Armor (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-141-190"},{"remaster_name":["Duskwood Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-141","weakness":{},"price":3200000,"trait":["Uncommon"],"id":"equipment-141-191","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Darkwood Armor Source Core Rulebook pg. 555 Usage worn armor Bulk varies by armor Base Material Darkwood --- Darkwood armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s easier to wear than normal wood armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet. (There are no types of wood armor in this book.) <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Darkwood Armor (Standard-Grade) Source Core Rulebook pg. 555 Price 1,600 gp (+160 gp per Bulk) Craft Requirements The initial raw materials must include darkwood worth at least 200 gp + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Darkwood Armor (High-Grade) Source Core Rulebook pg. 555 Price 32,000 gp (+3,200 gp per Bulk) Craft Requirements The initial raw materials must include darkwood worth at least 16,000 gp + 1,600 gp per Bulk.","skill_mod":{},"summary":"Darkwood armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=141","name":"Darkwood Armor (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-141-191"},{"skill_mod":{},"summary":"Dragonhide armor is immune to one damage type based on the type of dragon it is made from (as listed in the table below). Wearing armor made from …","primary_source":"Core Rulebook","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"usage":"worn armor","source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=142","weakness":{},"name":"Dragonhide Armor","trait":["Uncommon"],"id":"equipment-142","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Dragonhide Armor Source Core Rulebook pg. 555 Usage worn armor Bulk varies by armor Base Material Dragonhide --- Dragonhide armor is immune to one damage type based on the type of dragon it is made from (as listed in the table below). Wearing armor made from dragonhide also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal the corresponding damage type. ## Dragonhide Resistance Dragon Type Resistance Black or copper Acid Blue or bronze Electricity Brass, gold, or red Fire Green Poison Silver or white Cold ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-142"},{"skill_mod":{},"summary":"Elven chain is a chain shirt made of mithral that glitters in even the faintest light. Because it's constructed with small, supple rings, it has no …","primary_source":"Core Rulebook","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"usage":"worn armor","source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=143","weakness":{},"name":"Elven Chain","trait":["Uncommon"],"id":"equipment-143","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Elven Chain Source Core Rulebook pg. 556 Usage worn armor Bulk L --- Elven chain is a chain shirt made of mithral that glitters in even the faintest light. Because it's constructed with small, supple rings, it has no check penalty. Created by elven artisans employing ancient crafting techniques, elven chain is exceptionally quiet. Unlike other chain shirts—even other mithral chain shirts—elven chain does not have the noisy trait. This suit of armor can be etched with runes like any other mithral chain shirt.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-143"},{"remaster_name":["Dawnsilver Armor"],"item_child_id":["equipment-144-196","equipment-144-197"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"trait":["Uncommon"],"id":"equipment-144","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Mithral Armor Source Core Rulebook pg. 556 Usage worn armor Bulk varies by armor Base Material Mithral --- Mithral armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s easier to wear than normal metal armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Mithral Armor (Standard-Grade) Source Core Rulebook pg. 556 Price 1,600 gp (+160 gp per Bulk) Craft Requirements The initial raw materials must include mithral worth at least 200 gp + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Mithral Armor (High-Grade) Source Core Rulebook pg. 556 Price 32,000 gp (+3,200 gp per Bulk) Craft Requirements The initial raw materials must include mithral worth at least 16,000 gp + 1,600 gp per Bulk.","skill_mod":{},"summary":"Mithral armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=144","name":"Mithral Armor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-144"},{"remaster_name":["Dawnsilver Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-144","weakness":{},"price":160000,"trait":["Uncommon"],"id":"equipment-144-196","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Mithral Armor Source Core Rulebook pg. 556 Usage worn armor Bulk varies by armor Base Material Mithral --- Mithral armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s easier to wear than normal metal armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Mithral Armor (Standard-Grade) Source Core Rulebook pg. 556 Price 1,600 gp (+160 gp per Bulk) Craft Requirements The initial raw materials must include mithral worth at least 200 gp + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Mithral Armor (High-Grade) Source Core Rulebook pg. 556 Price 32,000 gp (+3,200 gp per Bulk) Craft Requirements The initial raw materials must include mithral worth at least 16,000 gp + 1,600 gp per Bulk.","skill_mod":{},"summary":"Mithral armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=144","name":"Mithral Armor (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-144-196"},{"remaster_name":["Dawnsilver Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-144","weakness":{},"price":3200000,"trait":["Uncommon"],"id":"equipment-144-197","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Mithral Armor Source Core Rulebook pg. 556 Usage worn armor Bulk varies by armor Base Material Mithral --- Mithral armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s easier to wear than normal metal armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Mithral Armor (Standard-Grade) Source Core Rulebook pg. 556 Price 1,600 gp (+160 gp per Bulk) Craft Requirements The initial raw materials must include mithral worth at least 200 gp + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Mithral Armor (High-Grade) Source Core Rulebook pg. 556 Price 32,000 gp (+3,200 gp per Bulk) Craft Requirements The initial raw materials must include mithral worth at least 16,000 gp + 1,600 gp per Bulk.","skill_mod":{},"summary":"Mithral armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=144","name":"Mithral Armor (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-144-197"},{"skill_mod":{},"summary":"Orichalcum armor can be etched with four magic property runes instead of three due to the magical empowerment of orichalcum. If you are wearing armor …","primary_source":"Core Rulebook","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"usage":"worn armor","source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=145","weakness":{},"name":"Orichalcum Armor","trait":["Rare"],"id":"equipment-145","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Orichalcum Armor Source Core Rulebook pg. 556 Usage worn armor Bulk varies by armor Base Material Orichalcum --- Orichalcum armor can be etched with four magic property runes instead of three due to the magical empowerment of orichalcum. If you are wearing armor made of orichalcum, the armor grants you insights into the future, granting you a +1 circumstance bonus to initiative rolls. ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-145"},{"skill_mod":{},"summary":"Silver armor sickens certain creatures that touch it. A creature with weakness to silver that critically fails an unarmed attack against a creature …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"usage":"worn armor","source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=146","weakness":{},"name":"Silver Armor","id":"equipment-146","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Silver Armor Source Core Rulebook pg. 556 Usage worn armor Bulk varies by armor Base Material Silver --- Silver armor sickens certain creatures that touch it. A creature with weakness to silver that critically fails an unarmed attack against a creature in silver armor becomes sickened 1. A creature with weakness to silver is sickened 1 as long as it wears silver armor.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-146"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Invested","Magical"],"id":"equipment-147","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Magic Armor Source Core Rulebook pg. 556 Usage worn armor Bulk varies by armor --- A suit of magic armor is simply a suit of armor or explorer’s clothing etched with fundamental runes. An armor potency rune increases the armor’s item bonus to AC, and a resilient rune adds an item bonus to saving throws. The Prices here are for all types of armor. You don’t need to adjust the Price from leather armor to full plate or the like. These armors are made of standard materials, not precious materials such as mithral.\n","skill_mod":{},"summary":"A suit of magic armor is simply a suit of armor or explorer’s clothing etched with fundamental runes. An armor potency rune increases the armor’s …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Basic Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=147","name":"Magic Armor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-147"},{"remaster_name":["Warleader's Bulwark"],"item_child_id":["equipment-148-208","equipment-148-209"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"enchantment","skill":["Diplomacy","Diplomacy"],"trait":["Enchantment","Invested","Magical"],"id":"equipment-148","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Breastplate of Command Source Core Rulebook pg. 557 Usage worn armor Bulk 2 Base Armor Breastplate --- This +1 resilient breastplate is made from shining bronze overlaid with reinforcing golden panels in the shape of lion’s heads. Wearing this breastplate grants you a commanding aura. You gain a +2 item bonus to Diplomacy checks, but you take a –2 item penalty to Stealth checks to Hide and Sneak and Deception checks to Impersonate. Activate Single Action command; Frequency once per day; Effect You grant allies within 100 feet a +2 status bonus to saves against fear effects for 1 minute. When you activate this ability, each affected ally who’s frightened reduces their frightened value by 1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Breastplate of Command Source Core Rulebook pg. 557 Price 1,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Breastplate of Command (Greater) Source Core Rulebook pg. 557 Price 22,000 gp --- The armor is a +2 greater resilient breastplate . The item bonus and penalty increase to +3 and –3, respectively.","skill_mod":{},"summary":"This +1 resilient breastplate is made from shining bronze overlaid with reinforcing golden panels in the shape of lion’s heads. Wearing this …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=148","base_item":["Breastplate"],"name":"Breastplate of Command","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-148"},{"remaster_name":["Warleader's Bulwark"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-148","weakness":{},"school":"enchantment","price":100000,"skill":["Diplomacy"],"trait":["Enchantment","Invested","Magical"],"id":"equipment-148-208","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Breastplate of Command Source Core Rulebook pg. 557 Usage worn armor Bulk 2 Base Armor Breastplate --- This +1 resilient breastplate is made from shining bronze overlaid with reinforcing golden panels in the shape of lion’s heads. Wearing this breastplate grants you a commanding aura. You gain a +2 item bonus to Diplomacy checks, but you take a –2 item penalty to Stealth checks to Hide and Sneak and Deception checks to Impersonate. Activate Single Action command; Frequency once per day; Effect You grant allies within 100 feet a +2 status bonus to saves against fear effects for 1 minute. When you activate this ability, each affected ally who’s frightened reduces their frightened value by 1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Breastplate of Command Source Core Rulebook pg. 557 Price 1,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Breastplate of Command (Greater) Source Core Rulebook pg. 557 Price 22,000 gp --- The armor is a +2 greater resilient breastplate . The item bonus and penalty increase to +3 and –3, respectively.","skill_mod":{},"summary":"This +1 resilient breastplate is made from shining bronze overlaid with reinforcing golden panels in the shape of lion’s heads. Wearing this …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=148","base_item":["Breastplate"],"name":"Breastplate of Command","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-148-208"},{"remaster_name":["Warleader's Bulwark"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-148","weakness":{},"school":"enchantment","price":2200000,"skill":["Diplomacy"],"trait":["Enchantment","Invested","Magical"],"id":"equipment-148-209","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Breastplate of Command Source Core Rulebook pg. 557 Usage worn armor Bulk 2 Base Armor Breastplate --- This +1 resilient breastplate is made from shining bronze overlaid with reinforcing golden panels in the shape of lion’s heads. Wearing this breastplate grants you a commanding aura. You gain a +2 item bonus to Diplomacy checks, but you take a –2 item penalty to Stealth checks to Hide and Sneak and Deception checks to Impersonate. Activate Single Action command; Frequency once per day; Effect You grant allies within 100 feet a +2 status bonus to saves against fear effects for 1 minute. When you activate this ability, each affected ally who’s frightened reduces their frightened value by 1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Breastplate of Command Source Core Rulebook pg. 557 Price 1,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Breastplate of Command (Greater) Source Core Rulebook pg. 557 Price 22,000 gp --- The armor is a +2 greater resilient breastplate . The item bonus and penalty increase to +3 and –3, respectively.","skill_mod":{},"summary":"The armor is a +2 greater resilient breastplate . The item bonus and penalty increase to +3 and –3, respectively.","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=148","base_item":["Breastplate"],"name":"Breastplate of Command (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-148-209"},{"remaster_name":["Holy Chain"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"transmutation","price":250000,"skill":["Diplomacy"],"trait":["Divine","Good","Invested","Transmutation"],"id":"equipment-149","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Celestial Armor Source Core Rulebook pg. 557 Price 2,500 gp Usage worn armor Bulk 1 Base Armor Chain Mail --- This suit of +2 resilient chain mail is made of fine white links of a strange and slightly translucent pale metal, and the sleeves and skirt are fashioned into smaller trails that resemble feathers. Unlike normal chain mail, celestial armor has no Speed reduction, its armor check penalty is 0, and its Bulk is 1. You gain a +1 circumstance bonus to AC and saving throws against fiends. You appear radiant while you wear the armor, giving you a +2 item bonus to Diplomacy checks against all creatures except fiends. If you are not good, you are drained 2 while wearing celestial armor . You can’t recover from this condition while wearing the armor. Activate Single Action command; Frequency once per day; Effect The armor sprouts glowing wings that grant you a fly Speed of 30 feet. The wings shed bright light in a 40-foot radius (and dim light to the next 40 feet). The wings fade away after 10 minutes. Craft Requirements You are good.\n","skill_mod":{},"summary":"This suit of +2 resilient chain mail is made of fine white links of a strange and slightly translucent pale metal, and the sleeves and skirt are …","primary_source":"Core Rulebook","trait_group":["Tradition","Alignment","Equipment","School"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=149","base_item":["Chain Mail"],"name":"Celestial Armor","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-149"},{"remaster_name":["Unholy Plate"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"necromancy","price":250000,"trait":["Divine","Evil","Invested","Necromancy"],"id":"equipment-150","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Demon Armor Source Core Rulebook pg. 557 Price 2,500 gp Usage worn armor Bulk 4 Base Armor Full Plate --- Crafted from black iron, this crude suit of +2 resilient full plate is designed to make you look like a horned demon, with your face peering out of the screaming maw of the beast. While wearing the armor, you can attack with the helmet’s horns. They are a martial melee weapon with the effects of a +2 weapon potency rune . They deal 2d8 piercing damage and have the deadly d12 trait. On a critical hit with the horns, the target must attempt a DC 30 Fortitude save against the Abyssal plague disease. The horns can’t be etched with any runes. If you aren’t evil, you’re drained 2 and can’t recover from this condition while wearing demon armor . Activate Two Actions command; Frequency once per day; Effect You cast dimension door . Craft Requirements You are evil; supply one casting of dimension door . ","skill_mod":{},"summary":"Crafted from black iron, this crude suit of +2 resilient full plate is designed to make you look like a horned demon, with your face peering out …","primary_source":"Core Rulebook","trait_group":["Tradition","Alignment","Equipment","School"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=150","base_item":["Full Plate"],"name":"Demon Armor","bulk":4,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-150"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"evocation","price":1000000,"trait":["Evocation","Invested","Magical","Uncommon"],"id":"equipment-151","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Dragonplate Source Core Rulebook pg. 557 Price 10,000 gp Usage worn armor Bulk 4 Base Armor Full Plate --- This suit of +2 greater resilient dragonhide full plate makes you look like a fearsome dragon. The armor comes in 10 varieties corresponding to the 10 common dragon types, though other varieties undoubtedly exist. Activate Two Actions Interact; Frequency once per day; Effect You unleash a bout of dragon breath with a shape, damage type, and saving throw corresponding to the type of dragon used to make the armor (shown on the table below). The breath weapon deals 14d6 damage; each creature in the area must attempt a DC 36 basic saving throw. ## Dragonplate Dragon Type Protects Against Breath Weapon (Save) Black or copper acid 30-foot line of acid (Reflex) Blue or bronze electricty 30-foot line of electricity (Reflex) Brass fire 30-foot line of fire (Reflex) Green poison 15-foot cone of poison (Fortitude) Gold or red fire 15-foot cone of fire (Reflex) Silver or white cold 15-foot cone of Cold (Reflex) ## Dragonplate Dragon Type Protects Against Breath Weapon (Save) Black or copper acid 30-foot line of acid (Reflex) Blue or bronze electricty 30-foot line of electricity (Reflex) Brass fire 30-foot line of fire (Reflex) Green poison 15-foot cone of poison (Fortitude) Gold or red fire 15-foot cone of fire (Reflex) Silver or white cold 15-foot cone of Cold (Reflex) Craft Requirements The initial raw materials must include 1,250 gp of dragonhide.\n","skill_mod":{},"summary":"This suit of +2 greater resilient dragonhide full plate makes you look like a fearsome dragon. The armor comes in 10 varieties corresponding to …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=151","base_item":["Full Plate"],"name":"Dragonplate","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-151"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"transmutation","price":95000,"skill":["Athletics","Stealth"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-152","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Electric Eelskin Source Core Rulebook pg. 557 Price 950 gp Usage worn armor Bulk 1 Base Armor Leather Armor --- Shining, slippery eelskin covers the plates of this + 1 resilient greater slick leather armor . The armor gives you the ability to breathe water and grants you a +2 item bonus to Athletics checks to Swim and Stealth checks you attempt in the water. Activate Two Actions command, Interact; Frequency once per hour; Effect You cast a 2nd-level shocking grasp with a spell attack modifier of +19. Craft Requirements Supply one casting of shocking grasp .\n","skill_mod":{},"summary":"Shining, slippery eelskin covers the plates of this + 1 resilient greater slick leather armor . The armor gives you the ability to breathe water …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=152","base_item":["Leather Armor"],"name":"Electric Eelskin","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-152"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"necromancy","price":22000,"trait":["Invested","Magical","Necromancy","Uncommon"],"id":"equipment-153","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Ghoul Hide Source Core Rulebook pg. 558 Price 220 gp Usage worn armor Bulk 2 Base Armor Hide Armor --- Stitched together from pieces of ghoul skin, this suit of +1 hide armor grants you a +1 item bonus to saving throws against disease and paralysis and makes you immune to the paralysis of ghouls. Ghoul hide with a resilient rune increases the resilient rune’s item bonus to saving throws against disease and paralysis by 1 (maximum +4). Ghoul hide hisses with sibilant hatred at the touch of elves. When worn by a creature with the elf trait, the armor gains the noisy trait.\n","skill_mod":{},"summary":"Stitched together from pieces of ghoul skin, this suit of +1 hide armor grants you a +1 item bonus to saving throws against disease and paralysis …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=153","base_item":["Hide Armor"],"name":"Ghoul Hide","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-153"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"abjuration","price":1280000,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-154","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Impenetrable Scale Source Core Rulebook pg. 558 Price 12,800 gp Usage worn armor Bulk 3 Base Armor Scale Mail --- Made of overlapping, lustrous black scales of standard-grade adamantine, this +2 greater resilient fortification adamantine scale mail seems to momentarily thicken at the point of impact when hit. Whenever the armor’s fortification rune successfully turns a significant foe’s critical hit into a normal hit, one of the scales on the armor turns violet. You gain resistance to physical damage equal to the number of violet scales, to a maximum of 8. At dawn each day, all the violet scales return to normal. Craft Requirements The initial raw materials must include 1,600 gp of adamantine.\n","skill_mod":{},"summary":"Made of overlapping, lustrous black scales of standard-grade adamantine, this +2 greater resilient fortification adamantine scale mail seems …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=154","base_item":["Scale Mail"],"name":"Impenetrable Scale","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-154"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"divination","price":260000,"trait":["Divination","Invested","Magical"],"id":"equipment-155","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Mail of Luck Source Core Rulebook pg. 558 Price 2,600 gp Usage worn armor Bulk 3 Base Armor Splint Mail --- This suit of +2 resilient splint mail has a large, green gemstone inset in a prominent location. Activate Free Action envision; Frequency once per day; Trigger You are hit or critically hit with an attack, but damage hasn’t been rolled yet; Effect You force the attacker to reroll the attack roll and use the worse result. This effect has the misfortune trait. Activating the armor causes the gemstone to turn gray and become inert. You cannot activate the armor again until the stone returns to its original green color. The gem turns green again after 1 week or when a significant foe critically succeeds at an attack roll targeting you. (If an enemy rolls a critical success at an attack against you and you force the attacker to reroll that critical success, that critical success does not recharge the mail of luck.) Even if the armor’s power returns before a week has elapsed, it can’t be activated more than once per day.\n","skill_mod":{},"summary":"This suit of +2 resilient splint mail has a large, green gemstone inset in a prominent location. Activating the armor causes the gemstone to …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=155","base_item":["Splint Mail"],"name":"Mail of Luck","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-155"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"divination","price":36000,"trait":["Divination","Invested","Magical"],"id":"equipment-156","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Moonlit Chain Source Core Rulebook pg. 558 Price 360 gp Usage worn armor Bulk 2 Base Armor Chain Shirt --- This +1 silver chain shirt has a collar adorned with stitched images of the phases of the moon. You can see in moonlight as though you had low-light vision. Activate Single Action Interact; Frequency one per day; Effect You touch the stitched image of the new moon on the armor’s collar and suppress the dazzled condition for 1 minute. Craft Requirements The initial raw materials must include 33 gp of silver.\n","skill_mod":{},"summary":"This +1 silver chain shirt has a collar adorned with stitched images of the phases of the moon. You can see in moonlight as though you had …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=156","base_item":["Chain Shirt"],"name":"Moonlit Chain","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-156"},{"remaster_name":["Tideplate"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"abjuration","price":650000,"skill":["Athletics"],"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-157","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Plate Armor of the Deep Source Core Rulebook pg. 558 Price 6,500 gp Usage worn armor Bulk 4 Base Armor Full Plate --- This suit of +2 greater resilient full plate is decorated with swirling, ornate motifs of waves and fish scales. While wearing it, you take no Speed reduction or check penalty from armor when Swimming, gain a +2 item bonus to Athletics checks to Swim, can breathe underwater, and can speak Aquan.\n","skill_mod":{},"summary":"This suit of +2 greater resilient full plate is decorated with swirling, ornate motifs of waves and fish scales. While wearing it, you take no …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=157","base_item":["Full Plate"],"name":"Plate Armor of the Deep","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-157"},{"remaster_name":["Onslaught Hide"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Core Rulebook"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"transmutation","price":70000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-158","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Rhino Hide Source Core Rulebook pg. 558 Price 700 gp Usage worn armor Bulk 2 Base Armor Hide Armor --- This +1 resilient hide armor is made from rhinoceros hide. It has an armor check penalty of –1 instead of –3. When you use the Sudden Charge class feat while wearing this armor, your Strike deals an additional 1d8 damage. Craft Requirements The initial raw materials must include 320 gp of rhinoceros hide (a common material).\n","skill_mod":{},"summary":"This +1 resilient hide armor is made from rhinoceros hide. It has an armor check penalty of –1 instead of –3. When you use the Sudden Charge …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=158","base_item":["Hide Armor"],"name":"Rhino Hide","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-158"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":1000,"trait":["Consumable","Evocation","Magical"],"id":"equipment-159","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Beacon Shot Source Core Rulebook pg. 559 Price 10 gp Ammunition arrow, bolt Activate Single Action Interact --- The shaft of a beacon shot is studded with tiny flecks of glimmering gemstones. When an activated beacon shot hits a target, it embeds itself into that target and spews sparks for 1 minute. If the target is invisible, it becomes merely hidden to creatures who would otherwise be unable to see it. The sparks also negate the concealed condition if the target was otherwise concealed. A creature can remove the arrow or bolt by using an Interact basic action and succeeding at a DC 20 Athletics check. ","ammunition":"<%GEAR.WEAPONS%83%%>arrow<%END>, <%GEAR.WEAPONS%81%%>bolt<%END>","skill_mod":{},"summary":"The shaft of a beacon shot is studded with tiny flecks of glimmering gemstones. When an activated beacon shot hits a target, it embeds itself …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=159","name":"Beacon Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-159"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":1500,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-160","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Climbing Bolt Source Core Rulebook pg. 559 Price 15 gp Ammunition bolt --- The shaft of this bolt is wrapped with fine twine. When the bolt strikes a solid surface, the twine unwinds and enlarges into a 50-foot-long rope, securely fastened to the surface the bolt struck. The rope can be pulled free with an Interact action and a successful DC 20 Athletics check.\n","ammunition":"<%GEAR.WEAPONS%81%%>bolt<%END>","skill_mod":{},"summary":"The shaft of this bolt is wrapped with fine twine. When the bolt strikes a solid surface, the twine unwinds and enlarges into a 50-foot-long rope, …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=160","name":"Climbing Bolt","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-160"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":130000,"trait":["Consumable","Evocation","Magical","Uncommon"],"id":"equipment-161","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Disintegration Bolt Source Core Rulebook pg. 559 Price 1,300 gp Ammunition bolt Activate Single Action Interact --- The shaft of this bolt is scorched and blackened, and handling it coats your fingers with a fine black powder. When an activated disintegration bolt hits a target, it is subject to a disintegrate spell requiring a DC 34 Fortitude save. As with the spell, a critical hit on the attack roll causes the target’s saving throw outcome to be one degree worse. Craft Requirements Supply one casting of disintegrate .\n","ammunition":"<%GEAR.WEAPONS%81%%>bolt<%END>","skill_mod":{},"summary":"The shaft of this bolt is scorched and blackened, and handling it coats your fingers with a fine black powder. When an activated disintegration bolt …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=161","name":"Disintegration Bolt","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-161"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Consumable","Evocation","Fire","Magical"],"id":"equipment-162","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Explosive Ammunition Source Core Rulebook pg. 559 Ammunition any Activate Single Action Interact --- This piece of ammunition is coated in gritty black soot. When activated explosive ammunition hits a target, the missile explodes in a 10-foot burst, dealing 6d6 fire damage to each creature in the area (including the target). Each creature must attempt a DC 25 basic Reflex save.\n","element":["Fire"],"ammunition":"any","skill_mod":{},"summary":"This piece of ammunition is coated in gritty black soot. When activated explosive ammunition hits a target, the missile explodes in a 10-foot …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Energy","Elemental","Planar","Monster","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=162","name":"Explosive Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-162"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":90000,"trait":["Magical","Transmutation"],"id":"equipment-163","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Ghost Ammunition Source Core Rulebook pg. 559 Price 900 gp Ammunition any --- Ghost ammunition is cool to the touch. This ammunition has the benefits of the ghost touch property rune and can fly through any obstacle except those that can block incorporeal creatures or effects. Though the ammunition penetrates barriers and ignores all cover, the target still benefits from the flat check from being concealed or hidden. You still can't target an undetected creature without guessing. After it is launched, the ammunition vanishes into mist. However, in the dead of the night 1d4 days later, it reappears in the last quiver or other container it was taken from.\n","ammunition":"any","skill_mod":{},"summary":" Ghost ammunition is cool to the touch. This ammunition has the benefits of the ghost touch property rune and can fly through any obstacle …","primary_source":"Core Rulebook","trait_group":["Mechanics","School"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=163","name":"Ghost Ammunition","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-163"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":40000,"trait":["Consumable","Magical","Transmutation"],"id":"equipment-164","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Penetrating Ammunition Source Core Rulebook pg. 560 Price 400 gp Ammunition arrow, bolt Activate Single Action Interact --- This ammunition has a slender shape and a viciously pointed tip. When you activate and shoot penetrating ammunition , the Strike takes the shape of a 60-foot line originating from you. Roll one attack roll and compare the result to the AC of each target in the line. The ammunition ignores up to 10 of a target’s resistance, and it can penetrate walls up to 1 foot thick with Hardness 10 or less. Each target that takes damage from this ammunition also takes 1d6 persistent bleed damage. If your attack roll result is a natural 20, you improve your degree of success only against the first target in the line, but you can still score a critical hit on other targets if your result exceeds their AC by 10 or more. If you have access to your bow’s critical specialization effect, penetrating ammunition applies that effect only against a target in the last square of the line.\n","ammunition":"<%GEAR.WEAPONS%83%%>arrow<%END>, <%GEAR.WEAPONS%81%%>bolt<%END>","skill_mod":{},"summary":"This ammunition has a slender shape and a viciously pointed tip. When you activate and shoot penetrating ammunition , the Strike takes the shape of …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=164","name":"Penetrating Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-164"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":300,"trait":["Consumable","Evocation","Light","Magical"],"id":"equipment-165","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Shining Ammunition Source Core Rulebook pg. 560 Price 3 gp Ammunition any --- A piece of shining ammunition gives off a faint glow. When shot, this ammunition sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. If it hits a target, it sticks, causing the target to shed light in the same radius. A creature can remove the ammunition with an Interact action, but the ammunition itself continues to glow for the rest of the duration or until destroyed.\n","ammunition":"any","skill_mod":{},"summary":"A piece of shining ammunition gives off a faint glow. When shot, this ammunition sheds bright light in a 20-foot radius (and dim light to the next …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=165","name":"Shining Ammunition","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-165"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":1100,"trait":["Consumable","Enchantment","Magical","Mental","Sleep"],"id":"equipment-166","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Sleep Arrow Source Core Rulebook pg. 560 Price 11 gp Ammunition arrow Activate Single Action Interact --- Sleep arrows often have shafts of deep blue or black, and their fletching is exceptionally soft and downy. An activated sleep arrow deals no damage, but a living creature hit by it is subject to the effects of a sleep spell (DC 17). Craft Requirements Supply one casting of sleep .\n","ammunition":"<%GEAR.WEAPONS%83%%>arrow<%END>","skill_mod":{},"summary":" Sleep arrows often have shafts of deep blue or black, and their fletching is exceptionally soft and downy. An activated sleep arrow deals no …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=166","name":"Sleep Arrow","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-166"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","trait":["Consumable","Magical","Transmutation"],"id":"equipment-167","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Spellstrike Ammunition Source Core Rulebook pg. 560 Ammunition any Activate Two Actions Cast a Spell --- Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell into the ammunition. The spell must be of a spell level the ammunition can hold, and the spell must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn’t a valid target for the spell, the spell is lost. The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll with the ammunition to determine the degree of success of the spell. If the spell requires a saving throw, the target attempts the save against your spell DC. The maximum level of spell the ammunition can hold determines its item level and Price.\n","ammunition":"any","skill_mod":{},"summary":"Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell into the ammunition. The …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=167","name":"Spellstrike Ammunition","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-167"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":130000,"trait":["Consumable","Magical","Transmutation"],"id":"equipment-168","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Stone Bullet Source Core Rulebook pg. 560 Price 1,300 gp Ammunition sling bullet Activate Single Action Interact --- This sling bullet looks like a petrified serpent’s eye. A creature hit by an activated stone bullet is subject to the effects of a 6th-level flesh to stone spell (DC 34). Craft Requirements Supply one casting of flesh to stone .\n","ammunition":"<%GEAR.WEAPONS%82%%>sling bullet<%END>","skill_mod":{},"summary":"This sling bullet looks like a petrified serpent’s eye. A creature hit by an activated stone bullet is subject to the effects of a 6th-level …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=168","name":"Stone Bullet","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-168"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":13000,"trait":["Air","Consumable","Electricity","Evocation","Magical"],"id":"equipment-169","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Storm Arrow Source Core Rulebook pg. 560 Price 130 gp Ammunition arrow Activate Single Action Interact --- The head of this arrow is made from gleaming copper. When an activated storm arrow hits a target, it is buffeted by raging winds and struck by a bolt of lightning that deals 3d12 electricity damage and the target must attempt a DC 25 Reflex saving throw. If this arrow is shot from a weapon with a shock property rune, the save DC increases to 27, though the attack doesn’t benefit from the shock property rune itself. Critical Success The foe is unaffected. Success The foe takes half damage and isn’t affected by the wind. Failure The foe takes full damage and is buffeted by winds for 1 round, taking a –2 circumstance penalty to ranged attack rolls and a –10-foot circumstance penalty to its fly Speed. Critical Failure As failure, but the foe takes double damage.\n","element":["Air"],"ammunition":"<%GEAR.WEAPONS%83%%>arrow<%END>","skill_mod":{},"summary":"The head of this arrow is made from gleaming copper. When an activated storm arrow hits a target, it is buffeted by raging winds and struck by a …","primary_source":"Core Rulebook","trait_group":["Elemental","Planar","Monster","Equipment","Energy","School","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=169","name":"Storm Arrow","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-169"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":1000,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-170","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Vine Arrow Source Core Rulebook pg. 560 Price 10 gp Ammunition arrow Activate Single Action command --- Leafy stalks protrude from the shaft of this rustic arrow. When an activated vine arrow hits a target, the arrow’s shaft splits and grows, wrapping the target in vines. The target takes a –10-foot circumstance penalty to its Speeds for 2d4 rounds, or until it Escapes against a DC of 19. On a critical hit, the target is also immobilized until it Escapes.\n","ammunition":"<%GEAR.WEAPONS%83%%>arrow<%END>","skill_mod":{},"summary":"Leafy stalks protrude from the shaft of this rustic arrow. When an activated vine arrow hits a target, the arrow’s shaft splits and grows, wrapping …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=170","name":"Vine Arrow","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-170"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":1700,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-171","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Viper Arrow Source Core Rulebook pg. 561 Price 17 gp Ammunition arrow Activate Single Action command --- The shaft of this arrow is covered in fine green scales, and its iron head comes to a pair of points almost like fangs. After an activated viper arrow hits a target, the arrow transforms into a viper. The target is affected by the viper's poison, as if it had been bitten. The viper then lands in an open space adjacent to the target. The viper has the summoned trait and acts at the end of your turn, even though you didn't use the Sustain a Spell action. It is under the GM's control, but it generally attacks the creature the arrow struck. The viper vanishes after 1 minute or when slain. Craft Requirements Supply one casting of summon animal .\n","ammunition":"<%GEAR.WEAPONS%83%%>arrow<%END>","skill_mod":{},"summary":"The shaft of this arrow is covered in fine green scales, and its iron head comes to a pair of points almost like fangs. After an activated viper …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=171","name":"Viper Arrow","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-171"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":1300000,"trait":["Abjuration","Consumable","Magical","Rare"],"id":"equipment-172","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Antimagic Oil Source Core Rulebook pg. 561 Price 13,000 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- This oil contains energy that repels nearly all types of magic. When you apply this oil to armor, the creature wearing the armor becomes immune to all spells, effects of magic items (the wearer’s and those of others), and effects with the magical trait for 1 minute. The oil affects neither the magic of the armor nor the fundamental runes of weapons attacking the wearer. Magical effects from a source of 20th level or higher, such as a deity, still function on the armor’s wearer.\n","skill_mod":{},"summary":"This oil contains energy that repels nearly all types of magic. When you apply this oil to armor, the creature wearing the armor becomes immune to …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=172","name":"Antimagic Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-172"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":14000,"trait":["Consumable","Divine","Evocation","Oil"],"id":"equipment-173","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Aligned Oil Source Core Rulebook pg. 561 Price 140 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- This oil fills a weapon with cosmic power of an alignment. Each aligned oil is crafted to one alignment: chaos, evil, good, or law (such as a good-aligned oil ). A weapon anointed with this oil gains the effects of the property rune matching its alignment: anarchic (chaos), axiomatic (law), holy (good), or unholy (evil). This lasts for 1 minute.\n","skill_mod":{},"summary":"This oil fills a weapon with cosmic power of an alignment. Each aligned oil is crafted to one alignment: chaos, evil, good, or law (such as a …","primary_source":"Core Rulebook","trait_group":["Equipment","Tradition","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=173","name":"Aligned Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-173"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":300,"trait":["Consumable","Magical","Necromancy","Oil"],"id":"equipment-174","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Nectar of Purification Source Core Rulebook pg. 561 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- A shimmering liquid, nectar of purification is often stored in bottles similar to those used for vinegar. This oil casts a 1st-level purify food and drink spell over any food or drink onto which it’s poured. The nectar evaporates as it takes effect, leaving the taste and texture of the food or drink unaltered.\n","skill_mod":{},"summary":"A shimmering liquid, nectar of purification is often stored in bottles similar to those used for vinegar. This oil casts a 1st-level purify food …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=174","name":"Nectar of Purification","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-174"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":120000,"trait":["Consumable","Illusion","Magical","Oil"],"id":"equipment-175","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Obfuscation Oil Source Core Rulebook pg. 561 Price 1,200 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- You can spread this blue-gray gel on a single item with a Bulk of 3 or less to ward it against magical detection. It becomes immune to divination magic of 8th level or lower (such as locate ). This oil is permanent, but it can be removed with acid. Removing the oil in this way usually takes 1 minute for objects with Bulk of 1 or less, or a number of minutes equal to the item’s Bulk.\n","skill_mod":{},"summary":"You can spread this blue-gray gel on a single item with a Bulk of 3 or less to ward it against magical detection. It becomes immune to divination …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Monster","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=175","name":"Obfuscation Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-175"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":33000,"trait":["Consumable","Magical","Oil","Transmutation","Uncommon"],"id":"equipment-176","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Oil of Animation Source Core Rulebook pg. 561 Price 330 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- You can rub this bronze-colored oil onto a melee weapon to grant it the benefits of the dancing rune. Once you fail a flat check for the weapon, causing it to fall, this effect ends.\n","skill_mod":{},"summary":"You can rub this bronze-colored oil onto a melee weapon to grant it the benefits of the dancing rune. Once you fail a flat check for the weapon, …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=176","name":"Oil of Animation","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-176"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":25000,"trait":["Consumable","Magical","Oil","Transmutation","Uncommon"],"id":"equipment-177","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Oil of Keen Edges Source Core Rulebook pg. 561 Price 250 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- When this silvery salve is applied to a melee weapon that deals piercing or slashing damage, the weapon grows sharper and more dangerous for 1 minute, granting it the benefits of the keen rune. ","skill_mod":{},"summary":"When this silvery salve is applied to a melee weapon that deals piercing or slashing damage, the weapon grows sharper and more dangerous for 1 …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=177","name":"Oil of Keen Edges","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-177"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":900,"trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-178","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Oil of Mending Source Core Rulebook pg. 561 Price 9 gp Usage held in 2 hands Bulk L Activate 1 minute (Interact) --- A vial of oil of mending appears to have countless translucent threads swirling within. Applying this oil to an item casts a 2nd-level mending spell to repair the item.\n","skill_mod":{},"summary":"A vial of oil of mending appears to have countless translucent threads swirling within. Applying this oil to an item casts a 2nd-level mending …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=178","name":"Oil of Mending","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-178"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":700,"trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-179","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Oil of Potency Source Core Rulebook pg. 562 Price 7 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it temporarily becomes a +1 striking weapon , or, if it's armor, it temporarily becomes +1 resilient armor . This lasts for 1 minute.\n","skill_mod":{},"summary":"When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=179","name":"Oil of Potency","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-179"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":17500,"trait":["Abjuration","Consumable","Magical","Oil"],"id":"equipment-180","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Oil of Repulsion Source Core Rulebook pg. 562 Price 175 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- This oil contains magnetically charged iron filings repelled into opposite ends of the vial. For 1 minute after you apply this oil to armor, any creature that hits you with a melee Strike must attempt a DC 28 Fortitude save with the following effects. Success The creature is unaffected. Failure The creature is pushed up to 10 feet away from you (the GM determines the direction). Critical Failure As failure, and the creature is also knocked prone.\n","skill_mod":{},"summary":"This oil contains magnetically charged iron filings repelled into opposite ends of the vial. For 1 minute after you apply this oil to armor, any …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=180","name":"Oil of Repulsion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-180"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-181","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Oil of Weightlessness Source Core Rulebook pg. 562 Usage held in 2 hands Bulk L Activate Single Action Interact --- You can spread this shimmering oil on an item of 1 Bulk or less to make it feel weightless. It has negligible Bulk for 1 hour.\n","skill_mod":{},"summary":"You can spread this shimmering oil on an item of 1 Bulk or less to make it feel weightless. It has negligible Bulk for 1 hour.","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=181","name":"Oil of Weightlessness","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-181"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","trait":["Consumable","Healing","Magical","Necromancy","Oil"],"id":"equipment-182","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Salve of Antiparalysis Source Core Rulebook pg. 562 Usage held in 2 hands Bulk L Activate Single Action Interact --- Applying this filmy salve to a creature helps it overcome magical paralysis. The creature recovers as if it were the target of a 3rd-level remove paralysis spell. ","skill_mod":{},"summary":"Applying this filmy salve to a creature helps it overcome magical paralysis. The creature recovers as if it were the target of a 3rd-level remove …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=182","name":"Salve of Antiparalysis","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-182"},{"remaster_name":["Tricky Liniment"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":2500,"skill":["Acrobatics"],"trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-183","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Salve of Slipperiness Source Core Rulebook pg. 562 Price 25 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- This greenish, persistent grease can be applied to armor to make it extremely slippery for 8 hours, granting the wearer a +2 item bonus to Acrobatics checks to Escape or to Squeeze.\n","skill_mod":{},"summary":"This greenish, persistent grease can be applied to armor to make it extremely slippery for 8 hours, granting the wearer a +2 item bonus to Acrobatics …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=183","name":"Salve of Slipperiness","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-183"},{"remaster_name":["Oak Potion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":1500,"trait":["Abjuration","Consumable","Potion","Primal"],"id":"equipment-184","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Barkskin Potion Source Core Rulebook pg. 562 Price 15 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- After you drink this bitter draft, your skin thickens like bark. You gain the effects of a 2nd-level barkskin spell for 10 minutes.\n","skill_mod":{},"summary":"After you drink this bitter draft, your skin thickens like bark. You gain the effects of a 2nd-level barkskin spell for 10 minutes.","primary_source":"Core Rulebook","trait_group":["School","Equipment","Tradition"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=184","name":"Barkskin Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-184"},{"remaster_name":["Energy Breath Potion"],"item_child_id":["equipment-185-225","equipment-185-226","equipment-185-227"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Consumable","Evocation","Magical","Potion"],"id":"equipment-185","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Dragon's Breath Potion Source Core Rulebook pg. 562 Usage held in 1 hand Bulk L Activate Single Action Interact --- This liquid contains blood from a certain type of dragon. For 1 hour after you imbibe the concoction, you can unleash a breath weapon used by that type of dragon. The potency of the breath depends on the potion’s type, based on the age of the dragon whose blood was used to make the potion. This potion has the trait matching the damage type of the breath weapon. Exhaling dragon breath uses a single action. The damage type and the area of the dragon breath depend on the type of dragon blood in the potion, as shown in the table below. Regardless of the dragon type, the breath weapon deals 4d6 damage, and each creature in the area must attempt a DC 23 basic save of a type determined by the type of the dragon. After you use the breath weapon, you can’t do so again for 1d4 rounds. ## Dragon's Breath Potion Dragon Type Breath Weapon (Save) Black or copper 30-foot line of acid (Reflex) Blue or bronze 30-foot line of electricity (Reflex) Brass 30-foot line of fire (Reflex) Green 15-foot cone of poison (Fortitude) Gold or red 15-foot cone of fire (Reflex) Silver or white 15-foot cone of cold (Reflex) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Dragon's Breath Potion (Young) Source Core Rulebook pg. 562 Price 70 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dragon's Breath Potion (Adult) Source Core Rulebook pg. 562 Price 400 gp --- The damage is 6d6 and the save DC is 29. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Dragon's Breath Potion (Wyrm) Source Core Rulebook pg. 562 Price 3,000 gp --- The damage is 10d6 and the save DC is 37.","skill_mod":{},"summary":"This liquid contains blood from a certain type of dragon. For 1 hour after you imbibe the concoction, you can unleash a breath weapon used by that …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=185","name":"Dragon's Breath Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-185"},{"remaster_name":["Energy Breath Potion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-185","weakness":{},"school":"evocation","price":7000,"trait":["Consumable","Evocation","Magical","Potion"],"id":"equipment-185-225","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Dragon's Breath Potion Source Core Rulebook pg. 562 Usage held in 1 hand Bulk L Activate Single Action Interact --- This liquid contains blood from a certain type of dragon. For 1 hour after you imbibe the concoction, you can unleash a breath weapon used by that type of dragon. The potency of the breath depends on the potion’s type, based on the age of the dragon whose blood was used to make the potion. This potion has the trait matching the damage type of the breath weapon. Exhaling dragon breath uses a single action. The damage type and the area of the dragon breath depend on the type of dragon blood in the potion, as shown in the table below. Regardless of the dragon type, the breath weapon deals 4d6 damage, and each creature in the area must attempt a DC 23 basic save of a type determined by the type of the dragon. After you use the breath weapon, you can’t do so again for 1d4 rounds. ## Dragon's Breath Potion Dragon Type Breath Weapon (Save) Black or copper 30-foot line of acid (Reflex) Blue or bronze 30-foot line of electricity (Reflex) Brass 30-foot line of fire (Reflex) Green 15-foot cone of poison (Fortitude) Gold or red 15-foot cone of fire (Reflex) Silver or white 15-foot cone of cold (Reflex) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Dragon's Breath Potion (Young) Source Core Rulebook pg. 562 Price 70 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dragon's Breath Potion (Adult) Source Core Rulebook pg. 562 Price 400 gp --- The damage is 6d6 and the save DC is 29. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Dragon's Breath Potion (Wyrm) Source Core Rulebook pg. 562 Price 3,000 gp --- The damage is 10d6 and the save DC is 37.","skill_mod":{},"summary":"This liquid contains blood from a certain type of dragon. For 1 hour after you imbibe the concoction, you can unleash a breath weapon used by that …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=185","name":"Dragon's Breath Potion (Young)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-185-225"},{"remaster_name":["Energy Breath Potion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-185","weakness":{},"school":"evocation","price":40000,"trait":["Consumable","Evocation","Magical","Potion"],"id":"equipment-185-226","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Dragon's Breath Potion Source Core Rulebook pg. 562 Usage held in 1 hand Bulk L Activate Single Action Interact --- This liquid contains blood from a certain type of dragon. For 1 hour after you imbibe the concoction, you can unleash a breath weapon used by that type of dragon. The potency of the breath depends on the potion’s type, based on the age of the dragon whose blood was used to make the potion. This potion has the trait matching the damage type of the breath weapon. Exhaling dragon breath uses a single action. The damage type and the area of the dragon breath depend on the type of dragon blood in the potion, as shown in the table below. Regardless of the dragon type, the breath weapon deals 4d6 damage, and each creature in the area must attempt a DC 23 basic save of a type determined by the type of the dragon. After you use the breath weapon, you can’t do so again for 1d4 rounds. ## Dragon's Breath Potion Dragon Type Breath Weapon (Save) Black or copper 30-foot line of acid (Reflex) Blue or bronze 30-foot line of electricity (Reflex) Brass 30-foot line of fire (Reflex) Green 15-foot cone of poison (Fortitude) Gold or red 15-foot cone of fire (Reflex) Silver or white 15-foot cone of cold (Reflex) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Dragon's Breath Potion (Young) Source Core Rulebook pg. 562 Price 70 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dragon's Breath Potion (Adult) Source Core Rulebook pg. 562 Price 400 gp --- The damage is 6d6 and the save DC is 29. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Dragon's Breath Potion (Wyrm) Source Core Rulebook pg. 562 Price 3,000 gp --- The damage is 10d6 and the save DC is 37.","skill_mod":{},"summary":"The damage is 6d6 and the save DC is 29.","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=185","name":"Dragon's Breath Potion (Adult)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-185-226"},{"remaster_name":["Energy Breath Potion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-185","weakness":{},"school":"evocation","price":300000,"trait":["Consumable","Evocation","Magical","Potion"],"id":"equipment-185-227","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Dragon's Breath Potion Source Core Rulebook pg. 562 Usage held in 1 hand Bulk L Activate Single Action Interact --- This liquid contains blood from a certain type of dragon. For 1 hour after you imbibe the concoction, you can unleash a breath weapon used by that type of dragon. The potency of the breath depends on the potion’s type, based on the age of the dragon whose blood was used to make the potion. This potion has the trait matching the damage type of the breath weapon. Exhaling dragon breath uses a single action. The damage type and the area of the dragon breath depend on the type of dragon blood in the potion, as shown in the table below. Regardless of the dragon type, the breath weapon deals 4d6 damage, and each creature in the area must attempt a DC 23 basic save of a type determined by the type of the dragon. After you use the breath weapon, you can’t do so again for 1d4 rounds. ## Dragon's Breath Potion Dragon Type Breath Weapon (Save) Black or copper 30-foot line of acid (Reflex) Blue or bronze 30-foot line of electricity (Reflex) Brass 30-foot line of fire (Reflex) Green 15-foot cone of poison (Fortitude) Gold or red 15-foot cone of fire (Reflex) Silver or white 15-foot cone of cold (Reflex) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Dragon's Breath Potion (Young) Source Core Rulebook pg. 562 Price 70 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dragon's Breath Potion (Adult) Source Core Rulebook pg. 562 Price 400 gp --- The damage is 6d6 and the save DC is 29. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Dragon's Breath Potion (Wyrm) Source Core Rulebook pg. 562 Price 3,000 gp --- The damage is 10d6 and the save DC is 37.","skill_mod":{},"summary":"The damage is 10d6 and the save DC is 37.","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=185","name":"Dragon's Breath Potion (Wyrm)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-185-227"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","trait":["Consumable","Healing","Magical","Necromancy","Positive","Potion","Vitality"],"id":"equipment-186","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Healing Potion Source Core Rulebook pg. 563 Usage held in 1 hand Bulk L Activate Single Action Interact --- A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion , you regain the listed number of Hit Points.\n","skill_mod":{},"summary":"A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School","Energy","Planar","Creature Type"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=186","name":"Healing Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-186"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":2000,"trait":["Consumable","Illusion","Magical","Potion","Uncommon"],"id":"equipment-187","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Invisibility Potion Source Core Rulebook pg. 563 Price 20 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- An invisibility potion is colorless and oddly lightweight. Upon drinking it, you gain the effects of a 2nd-level invisibility spell.\n","skill_mod":{},"summary":"An invisibility potion is colorless and oddly lightweight. Upon drinking it, you gain the effects of a 2nd-level invisibility spell.","primary_source":"Core Rulebook","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=187","name":"Invisibility Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-187"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":45000,"trait":["Consumable","Healing","Magical","Necromancy","Potion","Uncommon"],"id":"equipment-188","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Panacea Source Core Rulebook pg. 563 Price 450 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This potion appears to shift colors, and no two observers describe it in the same way. When consumed, it attempts to counteract all curses and diseases affecting you, as well as the blinded and deafened conditions from spells affecting you. The potion has a counteract level of 7 and a +20 modifier for the roll.\n","skill_mod":{},"summary":"This potion appears to shift colors, and no two observers describe it in the same way. When consumed, it attempts to counteract all curses and …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=188","name":"Panacea","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-188"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","trait":["Consumable","Magical","Potion","Transmutation"],"id":"equipment-189","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Potion of Flying Source Core Rulebook pg. 563 Usage held in 1 hand Bulk L Activate Single Action Interact --- Upon drinking this effervescent concoction, you gain a fly Speed of 40 feet for 1 minute.\n","skill_mod":{},"summary":"Upon drinking this effervescent concoction, you gain a fly Speed of 40 feet for 1 minute.","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=189","name":"Potion of Flying","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-189"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":2100,"trait":["Consumable","Magical","Potion","Transmutation"],"id":"equipment-190","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Potion of Leaping Source Core Rulebook pg. 563 Price 21 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- For 1 minute after you drink this fizzy potion, whenever you Leap, you gain the effect of the 1st-level jump spell.\n","skill_mod":{},"summary":"For 1 minute after you drink this fizzy potion, whenever you Leap, you gain the effect of the 1st-level jump spell.","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=190","name":"Potion of Leaping","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-190"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":9000,"trait":["Consumable","Magical","Potion","Transmutation"],"id":"equipment-191","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Potion of Quickness Source Core Rulebook pg. 563 Price 90 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Drinking this silver potion grants you the effects of haste for 1 minute.\n","skill_mod":{},"summary":"Drinking this silver potion grants you the effects of haste for 1 minute.","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=191","name":"Potion of Quickness","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-191"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Consumable","Magical","Potion"],"id":"equipment-192","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Potion of Resistance Source Core Rulebook pg. 563 Usage held in 1 hand Bulk L Activate Single Action Interact --- Drinking this thick, fortifying potion grants resistance against a single damage type for 1 hour. Each potion of resistance is created to defend against acid, cold, electricity, fire, or sonic damage (and is called a lesser potion of fire resistance or the like).\n","skill_mod":{},"summary":"Drinking this thick, fortifying potion grants resistance against a single damage type for 1 hour. Each potion of resistance is created to defend …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=192","name":"Potion of Resistance","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-192"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","trait":["Consumable","Magical","Potion","Transmutation"],"id":"equipment-193","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Potion of Swimming Source Core Rulebook pg. 563 Usage held in 1 hand Bulk L Activate Single Action Interact --- This potion tastes like salt water, and sandy grit settles to the bottom of its container. When you drink it, you gain a swim Speed equal to your land Speed for 10 minutes.\n","skill_mod":{},"summary":"This potion tastes like salt water, and sandy grit settles to the bottom of its container. When you drink it, you gain a swim Speed equal to your …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=193","name":"Potion of Swimming","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-193"},{"remaster_name":["Potion of Truespeech"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":32000,"trait":["Consumable","Divination","Magical","Potion","Uncommon"],"id":"equipment-194","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Potion of Tongues Source Core Rulebook pg. 563 Price 320 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This sour potion enlivens your tongue with unusual flavors and uncommon eloquence, allowing you to speak and understand all languages for 4 hours after you drink it. This doesn’t allow you to read these languages in their written form.\n","skill_mod":{},"summary":"This sour potion enlivens your tongue with unusual flavors and uncommon eloquence, allowing you to speak and understand all languages for 4 hours …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=194","name":"Potion of Tongues","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-194"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":440000,"trait":["Consumable","Illusion","Magical","Potion"],"id":"equipment-195","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Potion of Undetectability Source Core Rulebook pg. 563 Price 4,400 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Drinking this dull-black liquid makes you undetectable to divinations. This grants the same effects as mind blank , but without the bonus against mental effects. You also gain the effects of a 4th-level invisibility spell, which protects against see invisibility spells of 8th level and lower and has a DC of 36 against true seeing . The potion’s effects last for 10 minutes. ","skill_mod":{},"summary":"Drinking this dull-black liquid makes you undetectable to divinations. This grants the same effects as mind blank , but without the bonus against …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Monster","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=195","name":"Potion of Undetectability","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-195"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":1100,"trait":["Chaotic","Conjuration","Consumable","Divine","Magical","Potion","Transmutation","Uncommon"],"id":"equipment-196","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Potion of Water Breathing Source Core Rulebook pg. 564 Price 11 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This filmy, gray potion smells of an old fish midden and tastes even worse. After drinking this potion, you gain the effects of a 2nd-level water breathing spell for 1 hour. ","skill_mod":{},"summary":"This filmy, gray potion smells of an old fish midden and tastes even worse. After drinking this potion, you gain the effects of a 2nd-level water …","primary_source":"Core Rulebook","trait_group":["Alignment","School","Equipment","Tradition","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=196","name":"Potion of Water Breathing","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-196"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","skill":["Stealth"],"trait":["Consumable","Magical","Potion","Transmutation"],"id":"equipment-197","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Shrinking Potion Source Core Rulebook pg. 564 Onset 1 minute Usage held in 1 hand Bulk L Activate Single Action Interact --- This fungus-flavored potion conveys the effects of the shrink spell to make you and all your gear smaller. After the onset, you remain small for 10 minutes. ","skill_mod":{},"summary":"This fungus-flavored potion conveys the effects of the shrink spell to make you and all your gear smaller. After the onset, you remain small for …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Potions","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=197","name":"Shrinking Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-197"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":6000,"trait":["Consumable","Magical","Potion","Transmutation"],"id":"equipment-198","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Serum of Sex Shift Source Core Rulebook pg. 564 Price 60 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Upon drinking this potion, your biology instantly transforms to take on a set of sexual characteristics of your choice, changing your appearance and physiology accordingly. You have mild control over the details of this change, but you retain a strong “family resemblance” to your former appearance. The magic functions instantaneously and can’t be counteracted. Your new anatomy is as healthy and functional as your previous body’s, potentially allowing you to procreate (depending on your ancestry’s biology). Drinking a subsequent serum of sex shift allows you to either revert back to your original form or adopt other sexual characteristics, as you choose. The elixir has no effect if you are pregnant or from an ancestry with no sexual differentiation. Most ancestries have a wide spectrum of sexual differentiation, some common, others more rare.\n","skill_mod":{},"summary":"Upon drinking this potion, your biology instantly transforms to take on a set of sexual characteristics of your choice, changing your appearance and …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=198","name":"Serum of Sex Shift","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-198"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":150000,"trait":["Consumable","Divination","Magical","Potion"],"id":"equipment-199","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Truesight Potion Source Core Rulebook pg. 564 Price 1,500 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Upon drinking this clear, refreshing potion, you can see things as they actually are. You gain the benefits of a 7th-level true seeing spell that has a counteract modifier of +25.\n","skill_mod":{},"summary":"Upon drinking this clear, refreshing potion, you can see things as they actually are. You gain the benefits of a 7th-level true seeing spell that …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=199","name":"Truesight Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-199"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":4600,"trait":["Consumable","Enchantment","Magical","Mental","Potion","Uncommon"],"id":"equipment-200","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Truth Potion Source Core Rulebook pg. 564 Price 46 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- For 10 minutes after drinking this astringent potion, you can’t intentionally lie and may be compelled to tell the truth. Upon drinking the potion, attempt a DC 19 Will save. You can voluntarily fail or critically fail. Success The potion does not affect you. Failure When you speak, you must tell the truth. Critical Failure As failure, and when someone asks you a question, you must attempt another DC 19 Will saving throw. If you fail this saving throw, you must answer the question truthfully if you are able to do so; if you succeed, you are temporarily immune to further attempts to ask the same question within the potion’s duration.\n","skill_mod":{},"summary":"For 10 minutes after drinking this astringent potion, you can’t intentionally lie and may be compelled to tell the truth. Upon drinking the potion, …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=200","name":"Truth Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-200"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":2000,"trait":["Consumable","Magical","Necromancy","Talisman"],"id":"equipment-201","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Bloodseeker Beak Source Core Rulebook pg. 565 Price 20 gp Usage affixed to a weapon Activate Free Action envision Trigger You hit a flat-footed creature with the affixed weapon --- This long, hollow proboscis is harvested from the notorious bloodseeker beast and drips a trickle of blood. When you activate the beak, you deal an extra 1d4 precision damage on your damage roll. If you deal sneak attack damage to the creature, you also deal 1d4 persistent bleed damage.\n","skill_mod":{},"summary":"This long, hollow proboscis is harvested from the notorious bloodseeker beast and drips a trickle of blood. When you activate the beak, you deal an …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You hit a flat-footed creature with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=201","name":"Bloodseeker Beak","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-201"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":700,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-202","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Bronze Bull Pendant Source Core Rulebook pg. 566 Price 7 gp Usage affixed to armor Activate Free Action envision Trigger You attempt an Athletics check to Shove, but you haven't rolled yet Requirement You are trained in Athletics --- This pendant is forged from grainy steel and depicts a snorting bull’s face. The pendant must be attached to the chest area or on a shoulder guard. When you activate the pendant, you gain a +2 status bonus to the Athletics check to Shove, and if you roll a critical failure on the check, you get a failure instead.\n","skill_mod":{},"summary":"This pendant is forged from grainy steel and depicts a snorting bull’s face. The pendant must be attached to the chest area or on a shoulder guard. …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are trained in Athletics","trigger":"You attempt an Athletics check to Shove, but you haven't rolled yet","resistance":{},"url":"/Equipment.aspx?ID=202","name":"Bronze Bull Pendant","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-202"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":700,"trait":["Consumable","Divine","Necromancy","Talisman"],"id":"equipment-203","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Crying Angel Pendant Source Core Rulebook pg. 566 Price 7 gp Usage affixed to armor Activate Free Action envision Trigger You critically fail to Administer First Aid Requirement You are trained in Medicine --- When you activate this alabaster pendant, your critical failure becomes a normal failure instead.\n","skill_mod":{},"summary":"When you activate this alabaster pendant, your critical failure becomes a normal failure instead.","primary_source":"Core Rulebook","trait_group":["Equipment","Tradition","School"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are trained in Medicine","trigger":"You critically fail to Administer First Aid","resistance":{},"url":"/Equipment.aspx?ID=203","name":"Crying Angel Pendant","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-203"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":90000,"trait":["Consumable","Enchantment","Magical","Talisman"],"id":"equipment-204","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Dazing Coil Source Core Rulebook pg. 566 Price 900 gp Usage affixed to a weapon Activate Free Action envision Trigger You deal damage to a flat-footed creature with the affixed weapon --- This knot of copper wire reshapes itself in a new pattern every time its affixed weapon deals damage. When you activate the coil, the damaged creature must succeed at a DC 31 Will save or be stunned 1. If it critically fails, it instead becomes stunned 2.\n","skill_mod":{},"summary":"This knot of copper wire reshapes itself in a new pattern every time its affixed weapon deals damage. When you activate the coil, the damaged …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You deal damage to a flat-footed creature with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=204","name":"Dazing Coil","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-204"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":240000,"trait":["Abjuration","Consumable","Magical","Talisman"],"id":"equipment-205","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Dispelling Sliver Source Core Rulebook pg. 566 Price 2,400 gp Usage affixed to a weapon Activate Free Action envision Trigger Your Strike damages a target Requirement You're a master with the affixed weapon --- Made from a treated sliver of cold iron, this talisman allows you to counteract magical effects. When you activate the dispelling sliver , it attempts to counteract a single spell active on the target, with the effects of an 8th-level dispel magic spell (counteract modifier +29) If you activate the talisman on a successful Dispelling Slice, the talisman attempts to counteract all spells active on the target.\n","skill_mod":{},"summary":"Made from a treated sliver of cold iron, this talisman allows you to counteract magical effects. When you activate the dispelling sliver , it …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're a master with the affixed weapon","trigger":"Your Strike damages a target","resistance":{},"url":"/Equipment.aspx?ID=205","name":"Dispelling Sliver","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-205"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":1300,"trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-206","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Dragon Turtle Scale Source Core Rulebook pg. 566 Price 13 gp Usage affixed to armor Activate Single Action envision Requirement You're an expert in Athletics --- This shimmering green scale is usually attached to a golden clasp or chain. When you activate the scale, for 1 minute you gain a swim Speed equal to half your land Speed.\n","skill_mod":{},"summary":"This shimmering green scale is usually attached to a golden clasp or chain. When you activate the scale, for 1 minute you gain a swim Speed equal to …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're an expert in Athletics","resistance":{},"url":"/Equipment.aspx?ID=206","name":"Dragon Turtle Scale","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-206"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":700,"trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-207","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Effervescent Ampoule Source Core Rulebook pg. 566 Price 7 gp Usage affixed to armor Activate Single Action Interact Requirement You're an expert in Acrobatics --- Light spring water fizzes and bubbles within this small glass globe, spilling onto the affixed armor when activated. Until the end of your turn, the armor lets you move across water and other liquids as if they were solid ground. If you Stride or Step over a weight-sensitive pressure plate, you don’t cause the plate to depress, which prevents you from triggering any device or hazard attached to the pressure plate. When the ampoule’s effect ends, you sink, fall, break through flimsy ground, or land on pressure plates as normal for your current location.\n","skill_mod":{},"summary":"Light spring water fizzes and bubbles within this small glass globe, spilling onto the affixed armor when activated. Until the end of your turn, the …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're an expert in Acrobatics","resistance":{},"url":"/Equipment.aspx?ID=207","name":"Effervescent Ampoule","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-207"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":3000,"trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-208","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Emerald Grasshopper Source Core Rulebook pg. 566 Price 30 gp Usage affixed to armor Activate Free Action envision Trigger You attempt a High Jump but haven't rolled yet Requirement You're an expert in Athletics --- This metal grasshopper studded with emeralds is usually clasped to the legs of a suit of armor. When you activate it, if you succeed at the Athletics check, you Leap up to 50 feet vertically and up to 10 feet horizontally. If you critically succeed, you can Leap up to 75 feet vertically and 20 feet horizontally. If you don’t end your jump on solid ground, you flutter in the air until the end of your turn, then fall harmlessly at a rate of 60 feet per round until you reach the ground.\n","skill_mod":{},"summary":"This metal grasshopper studded with emeralds is usually clasped to the legs of a suit of armor. When you activate it, if you succeed at the Athletics …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're an expert in Athletics","trigger":"You attempt a High Jump but haven't rolled yet","resistance":{},"url":"/Equipment.aspx?ID=208","name":"Emerald Grasshopper","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-208"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":40000,"trait":["Consumable","Divination","Fortune","Talisman"],"id":"equipment-209","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Eye of Apprehension Source Core Rulebook pg. 566 Price 400 gp Usage affixed to armor Activate Free Action envision Trigger You are about to roll Perception for initiative but haven't rolled yet Requirement You are a master in Perception --- This round piece of cymophane’s silky inclusion makes it look like a cat’s eye. While affixed, it makes you jittery. When you activate it, roll Perception twice and use the higher result.\n","skill_mod":{},"summary":"This round piece of cymophane’s silky inclusion makes it look like a cat’s eye. While affixed, it makes you jittery. When you activate it, roll …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are a master in Perception","trigger":"You are about to roll Perception for initiative but haven't rolled yet","resistance":{},"url":"/Equipment.aspx?ID=209","name":"Eye of Apprehension","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-209"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":32000,"trait":["Consumable","Illusion","Magical","Talisman"],"id":"equipment-210","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Fade Band Source Core Rulebook pg. 566 Price 320 gp Usage affixed to armor Activate Free Action envision Trigger An attack misses you Requirement You are a master in Stealth --- This thin, silvery wire wraps around your armor. When you activate the band, it casts a 2nd-level invisibility spell on you.\n","skill_mod":{},"summary":"This thin, silvery wire wraps around your armor. When you activate the band, it casts a 2nd-level invisibility spell on you.","primary_source":"Core Rulebook","trait_group":["Equipment","School","Monster","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are a master in Stealth","trigger":"An attack misses you","resistance":{},"url":"/Equipment.aspx?ID=210","name":"Fade Band","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-210"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":2000,"trait":["Consumable","Enchantment","Fear","Magical","Mental","Talisman"],"id":"equipment-211","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Fear Gem Source Core Rulebook pg. 566 Price 20 gp Usage affixed to a weapon Activate Two Actions Intimidating Strike --- Dark smoke seems to writhe within this obsidian gem. When you activate the gem, you make an Intimidating Strike, as the fighter feat. If you have the Intimidating Strike feat, increase the frightened condition value from this Intimidating Strike to frightened 2, or frightened 3 on a critical hit.\n","skill_mod":{},"summary":"Dark smoke seems to writhe within this obsidian gem. When you activate the gem, you make an Intimidating Strike , as the fighter feat. If you have …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=211","name":"Fear Gem","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-211"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":800,"trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-212","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Feather Step Stone Source Core Rulebook pg. 567 Price 8 gp Usage affixed to armor Activate Free Action envision Trigger You Stride or Step Requirement You are an expert in Acrobatics --- This stone, usually shaped as a cabochon, is a small chunk of amber with a bit of feather or a flying insect caught within it. When you activate the stone, you ignore the effects of any difficult terrain and greater difficult terrain you move through until the end of your turn.\n","skill_mod":{},"summary":"This stone, usually shaped as a cabochon, is a small chunk of amber with a bit of feather or a flying insect caught within it. When you activate the …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are an expert in Acrobatics","trigger":"You Stride or Step","resistance":{},"url":"/Equipment.aspx?ID=212","name":"Feather Step Stone","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-212"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":180000,"trait":["Abjuration","Consumable","Magical","Talisman"],"id":"equipment-213","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Flame Navette Source Core Rulebook pg. 567 Price 1,800 gp Usage affixed to armor Activate Single Action envision Requirement You're an Expert in Will saves --- This piece of bronzite is shaped like an oval with points at both ends. It has a carved flame at its center and is traditionally worn over the heart. You can activate only one flame navette per day. When you activate the navette, you gain the benefit of the fighter’s Determination class feat, with a counteract modifier of +22. If you have the Determination feat, you can use your own modifier if it’s better.\n","skill_mod":{},"summary":"This piece of bronzite is shaped like an oval with points at both ends. It has a carved flame at its center and is traditionally worn over the heart. …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're an Expert in Will saves","resistance":{},"url":"/Equipment.aspx?ID=213","name":"Flame Navette","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-213"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":10000,"trait":["Consumable","Divination","Magical","Talisman"],"id":"equipment-214","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Gallows Tooth Source Core Rulebook pg. 567 Price 100 gp Usage affixed to a weapon Activate Free Action Interact Trigger You attack an adjacent creature and haven't rolled your attack roll Requirement You're a master in Intimidation --- This grisly molar hangs from a cord threaded through a tiny hole just above its dried, exposed root. When you activate this talisman, the creature you’re attacking becomes flat-footed until the end of the current turn.\n","skill_mod":{},"summary":"This grisly molar hangs from a cord threaded through a tiny hole just above its dried, exposed root. When you activate this talisman, the creature …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're a master in Intimidation","trigger":"You attack an adjacent creature and haven't rolled your attack roll","resistance":{},"url":"/Equipment.aspx?ID=214","name":"Gallows Tooth","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-214"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":180000,"trait":["Consumable","Illusion","Occult","Talisman"],"id":"equipment-215","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Ghost Dust Source Core Rulebook pg. 567 Price 1,800 gp Usage affixed to armor Activate Free Action envision Trigger You use an action with the move trait Requirement You are legendary in Stealth --- This small vial is filled with a grayish-green dust rendered from dried ectoplasm. When you activate the dust, it casts a 4th-level invisibility spell on you. This comes into effect before you move during the triggering action.\n","skill_mod":{},"summary":"This small vial is filled with a grayish-green dust rendered from dried ectoplasm. When you activate the dust, it casts a 4th-level invisibility …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Monster","Tradition"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are legendary in Stealth","trigger":"You use an action with the move trait","resistance":{},"url":"/Equipment.aspx?ID=215","name":"Ghost Dust","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-215"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":5500,"trait":["Consumable","Enchantment","Magical","Talisman"],"id":"equipment-216","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Grim Trophy Source Core Rulebook pg. 567 Price 55 gp Usage affixed to armor Activate Free Action envision Trigger You attempt an Intimidation check to Coerce or Demoralize, but you haven't rolled yet Requirement You are an expert in Intimidation --- This talisman comes in many forms, most often a severed piece of a humanoid creature displayed in some gruesome manner. When you activate the trophy, select two targets and compare your Intimidation check result to both of their DCs. ","skill_mod":{},"summary":"This talisman comes in many forms, most often a severed piece of a humanoid creature displayed in some gruesome manner. When you activate the trophy, …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are an expert in Intimidation","trigger":"You attempt an Intimidation check to Coerce or Demoralize, but you haven't rolled yet","resistance":{},"url":"/Equipment.aspx?ID=216","name":"Grim Trophy","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-216"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":600,"trait":["Consumable","Divination","Magical","Talisman"],"id":"equipment-217","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Hunter's Bane Source Core Rulebook pg. 567 Price 6 gp Usage affixed to armor Activate Free Action envision Trigger An undetected enemy hits you with an attack Requirement You are trained in Survival --- This talisman is a ring of dried, interwoven leaves. When you activate the hunter’s bane , you sense the exact location of the attacker, making it hidden from you instead of undetected. If the attacker is behind lead, the hunter’s bane fails and is wasted.\n","skill_mod":{},"summary":"This talisman is a ring of dried, interwoven leaves. When you activate the hunter’s bane , you sense the exact location of the attacker, making it …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are trained in Survival","trigger":"An undetected enemy hits you with an attack","resistance":{},"url":"/Equipment.aspx?ID=217","name":"Hunter's Bane","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-217"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":5000,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-218","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Iron Cube Source Core Rulebook pg. 567 Price 50 gp Usage affixed to a weapon Activate Two Actions Knockdown Requirement You are an expert with the affixed weapon --- This cube of blackened iron is affixed to a weapon with an iron chain. When you activate the cube, you use Knockdown, as the fighter feat. If you have the Knockdown feat, ignore its normal size restrictions.\n","skill_mod":{},"summary":"This cube of blackened iron is affixed to a weapon with an iron chain. When you activate the cube, you use Knockdown , as the fighter feat. If you …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are an expert with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=218","name":"Iron Cube","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-218"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":90000,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-219","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Iron Cudgel Source Core Rulebook pg. 567 Price 900 gp Usage affixed to a weapon Activate Single Action Brutal Finish Requirement You are a master with the affixed weapon --- This miniature iron cudgel is typically affixed to a weapon by an iron chain. When you activate the cudgel, you use Brutal Finish, as the fighter feat. You must meet the normal requirements, including those of the press trait. If you have the Brutal Finish feat, add two additional weapon damage dice on a success or a failure.\n","skill_mod":{},"summary":"This miniature iron cudgel is typically affixed to a weapon by an iron chain. When you activate the cudgel, you use Brutal Finish , as the fighter …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are a master with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=219","name":"Iron Cudgel","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-219"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":40000,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-220","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Iron Equalizer Source Core Rulebook pg. 567 Price 400 gp Usage affixed to a weapon Activate Single Action Certain Strike Requirement You are a master with the affixed weapon --- This small iron band has a shifting weight that helps equalize the affixed weapon’s balance. When you activate it, you use Certain Strike, as the fighter feat. You must meet the normal requirements, including those of the press trait. If you have the Certain Strike feat, the failure effect increases to deal the weapon’s normal damage.\n","skill_mod":{},"summary":"This small iron band has a shifting weight that helps equalize the affixed weapon’s balance. When you activate it, you use Certain Strike , as the …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are a master with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=220","name":"Iron Equalizer","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-220"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":17500,"trait":["Abjuration","Consumable","Magical","Talisman"],"id":"equipment-221","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Iron Medallion Source Core Rulebook pg. 568 Price 175 gp Usage affixed to armor Activate Free Action envision Trigger You attempt a Will save against a fear effect but haven't rolled yet Requirement You have master proficiency in Will saves or have the bravery class feature --- This small medallion is shaped like a shield. When you activate it, you gain a +2 status bonus to saves against fear for 1 minute. On the triggering save, if the outcome of your roll is a failure, you get a success instead or if the outcome is a critical failure, you get a failure instead. ","skill_mod":{},"summary":"This small medallion is shaped like a shield. When you activate it, you gain a +2 status bonus to saves against fear for 1 minute. On the triggering …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You have master proficiency in Will saves or have the bravery class feature","trigger":"You attempt a Will save against a fear effect but haven't rolled yet","resistance":{},"url":"/Equipment.aspx?ID=221","name":"Iron Medallion","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-221"},{"primary_source_category":"Rulebooks","usage":"affixed to a melee weapon","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":10000,"trait":["Consumable","Enchantment","Magical","Mental","Talisman"],"id":"equipment-222","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Jade Bauble Source Core Rulebook pg. 568 Price 100 gp Usage affixed to a melee weapon Activate Single Action command Requirement You are a master with the affixed weapon --- This bit of jade is usually carved in the shape of a duelist, or sometimes a multi-armed creature. When you activate the bauble, it magically draws the attention of foes. Until the start of your next turn, enemies within the reach of the weapon the talisman is affixed to are flat-footed.\n","skill_mod":{},"summary":"This bit of jade is usually carved in the shape of a duelist, or sometimes a multi-armed creature. When you activate the bauble, it magically draws …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are a master with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=222","name":"Jade Bauble","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-222"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":600,"trait":["Abjuration","Consumable","Magical","Talisman"],"id":"equipment-223","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Jade Cat Source Core Rulebook pg. 568 Price 6 gp Usage affixed to armor Activate Free Action command Trigger You fall or attempt an Acrobatics check to Balance Requirement You are trained in Acrobatics --- A thumb-sized feline carved of rare stone, the jade cat is typically worn as a pendant upon a suit of armor. For 1 minute after you activate the cat, you treat all falls as 20 feet shorter, you are not flat-footed when you Balance, and narrow surfaces and uneven ground are not difficult terrain for you.\n","skill_mod":{},"summary":"A thumb-sized feline carved of rare stone, the jade cat is typically worn as a pendant upon a suit of armor. For 1 minute after you activate the …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are trained in Acrobatics","trigger":"You fall or attempt an Acrobatics check to Balance","resistance":{},"url":"/Equipment.aspx?ID=223","name":"Jade Cat","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-223"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield or weapon","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":52500,"trait":["Abjuration","Consumable","Magical","Talisman","Uncommon"],"id":"equipment-224","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Mending Lattice Source Core Rulebook pg. 568 Price 525 gp Usage affixed to a shield or weapon Activate Free Action command Trigger The affixed item would take damage Requirement You are a master in Crafting --- This lattice of reinforced iron is shaped into a perfect octagon. When you activate it, it negates the damage and instantly and completely repairs the affixed item.\n","skill_mod":{},"summary":"This lattice of reinforced iron is shaped into a perfect octagon. When you activate it, it negates the damage and instantly and completely repairs …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are a master in Crafting","trigger":"The affixed item would take damage","resistance":{},"url":"/Equipment.aspx?ID=224","name":"Mending Lattice","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-224"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":700,"trait":["Consumable","Enchantment","Magical","Talisman"],"id":"equipment-225","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Mesmerizing Opal Source Core Rulebook pg. 568 Price 7 gp Usage affixed to armor Activate Free Action envision Trigger You attempt a Deception check to Feint, but you haven't rolled yet --- This silver-bound opal pendant is afire with iridescence. When you activate it, if the outcome of your triggering Deception check is a critical failure, you get a failure instead (or if the outcome is a success, you get a critical success instead).\n","skill_mod":{},"summary":"This silver-bound opal pendant is afire with iridescence. When you activate it, if the outcome of your triggering Deception check is a critical …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You attempt a Deception check to Feint, but you haven't rolled yet","resistance":{},"url":"/Equipment.aspx?ID=225","name":"Mesmerizing Opal","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-225"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":600,"trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-226","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Monkey Pin Source Core Rulebook pg. 568 Price 6 gp Usage affixed to armor Activate Single Action Climb Requirement You are trained in Athletics --- This small brass pin is in the shape of a monkey climbing a tree. When you activate this talisman, use a Climb action. If you succeed, you move your full Speed during the Climb. If you roll a critical failure, you get a failure instead.\n","skill_mod":{},"summary":"This small brass pin is in the shape of a monkey climbing a tree. When you activate this talisman, use a Climb action. If you succeed, you move your …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are trained in Athletics","resistance":{},"url":"/Equipment.aspx?ID=226","name":"Monkey Pin","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-226"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":17500,"trait":["Consumable","Divination","Magical","Talisman"],"id":"equipment-227","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Mummified Bat Source Core Rulebook pg. 568 Price 175 gp Usage affixed to a weapon Activate Single Action command Requirement You are a master in Perception --- This talisman is the magically treated corpse of a tiny bat bound in papyrus. When you activate the bat, the affixed weapon detects vibrations around you and guides your perception. You gain the benefits of the fighter Blind-Fight class feat for 1 minute. If you have the Blind-Fight feat, you gain imprecise echolocation with a range of 30 feet for 1 minute. This makes creatures that would be undetected by you because you can’t see them hidden instead.\n","skill_mod":{},"summary":"This talisman is the magically treated corpse of a tiny bat bound in papyrus. When you activate the bat, the affixed weapon detects vibrations around …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are a master in Perception","resistance":{},"url":"/Equipment.aspx?ID=227","name":"Mummified Bat","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-227"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":6600,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-228","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Murderer's Knot Source Core Rulebook pg. 568 Price 66 gp Usage affixed to a weapon Activate Free Action command Trigger You damage a flat-footed creature with a Strike using the affixed weapon Requirement You are an expert with the affixed weapon. --- This black strand of leather is tied to look like a peace knot when the weapon is worn, but it doesn't hamper drawing the weapon. When you activate the knot, the creature you damaged takes 1d6 persistent bleed damage. If you have the Twist the Knife feat, the talisman instead deals persistent bleed damage equal to your sneak attack damage.\n","skill_mod":{},"summary":"This black strand of leather is tied to look like a peace knot when the weapon is worn, but it doesn't hamper drawing the weapon. When you activate …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are an expert with the affixed weapon.","trigger":"You damage a flat-footed creature with a Strike using the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=228","name":"Murderer's Knot","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-228"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":700,"trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-229","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Onyx Panther Source Core Rulebook pg. 569 Price 7 gp Usage affixed to armor Activate Free Action envision Trigger You use a Sneak action Requirement You are trained in Stealth --- This small stone is a stylized panther shape. When you activate it, you can move your full Speed (instead of half) during the triggering Sneak and any other time you Sneak this turn.\n","skill_mod":{},"summary":"This small stone is a stylized panther shape. When you activate it, you can move your full Speed (instead of half) during the triggering Sneak and …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are trained in Stealth","trigger":"You use a Sneak action","resistance":{},"url":"/Equipment.aspx?ID=229","name":"Onyx Panther","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-229"},{"remaster_name":["Predator's Claw"],"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":300,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-230","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Owlbear Claw Source Core Rulebook pg. 569 Price 3 gp Usage affixed to a weapon Activate Free Action envision Trigger You critically succeed at an attack roll with the affixed weapon --- This claw set in an iron clasp and chain isn’t always the claw of an owlbear. When you activate the claw, the triggering attack gains the weapon’s critical specialization effect. ","skill_mod":{},"summary":"This claw set in an iron clasp and chain isn’t always the claw of an owlbear. When you activate the claw, the triggering attack gains the weapon’s …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You critically succeed at an attack roll with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=230","name":"Owlbear Claw","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-230"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":400,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-231","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Potency Crystal Source Core Rulebook pg. 569 Price 4 gp Usage affixed to a weapon Activate Free Action envision Trigger You make an attack with the affixed weapon, but you haven't rolled yet --- This fluorite crystal glows with a strange phosphorescence. When you activate the crystal, the weapon becomes a +1 striking weapon for the rest of the turn, gaining a +1 item bonus to the attack roll and increasing the damage on a hit to two weapon damage dice.\n","skill_mod":{},"summary":"This fluorite crystal glows with a strange phosphorescence. When you activate the crystal, the weapon becomes a +1 striking weapon for the rest of …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You make an attack with the affixed weapon, but you haven't rolled yet","resistance":{},"url":"/Equipment.aspx?ID=231","name":"Potency Crystal","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-231"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":700,"trait":["Abjuration","Consumable","Force","Magical","Talisman"],"id":"equipment-232","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Savior Spike Source Core Rulebook pg. 569 Price 7 gp Usage affixed to armor Activate Free Action command Trigger You attempt to Grab an Edge but haven't rolled Requirement You're an expert in Reflex --- This pyramid-shaped spike is attached to an armor’s chest piece. When you activate the spike, it shoots a strand of force to help you gain purchase. If you roll a success on the triggering attempt, you get a critical success instead (if you roll a critical failure, you get a failure instead). ","skill_mod":{},"summary":"This pyramid-shaped spike is attached to an armor’s chest piece. When you activate the spike, it shoots a strand of force to help you gain purchase. …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Energy","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're an expert in Reflex","trigger":"You attempt to Grab an Edge but haven't rolled","resistance":{},"url":"/Equipment.aspx?ID=232","name":"Savior Spike","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-232"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":2300,"trait":["Abjuration","Consumable","Magical","Talisman"],"id":"equipment-233","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Shark Tooth Charm Source Core Rulebook pg. 569 Price 23 gp Usage affixed to armor Activate Free Action command Trigger You attempt to Escape using Acrobatics for your roll, but you haven't rolled yet Requirement You are an expert in Acrobatics --- This dried seaweed bracelet is lined with charms shaped like small shark teeth. When you activate the bracelet, if you roll a success on the triggering check, you get a critical success instead (if you roll a critical failure, you get a failure instead). If you fail the Acrobatics check against a grabbing creature, the creature must either release you as a free action or take 2d8 piercing damage as shark’s teeth momentarily emerge from your skin. ","skill_mod":{},"summary":"This dried seaweed bracelet is lined with charms shaped like small shark teeth. When you activate the bracelet, if you roll a success on the …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are an expert in Acrobatics","trigger":"You attempt to Escape using Acrobatics for your roll, but you haven't rolled yet","resistance":{},"url":"/Equipment.aspx?ID=233","name":"Shark Tooth Charm","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-233"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":2200,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-234","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Sneaky Key Source Core Rulebook pg. 569 Price 22 gp Usage affixed to armor Activate Single Action Interact Requirement You are an expert in Thievery --- This small silver skeleton key can be pinned to armor or a sleeve. When you turn the key to activate it, for the next minute, if the outcome of any your attempts to Pick a Lock is a critical failure, you get a failure instead.\n","skill_mod":{},"summary":"This small silver skeleton key can be pinned to armor or a sleeve. When you turn the key to activate it, for the next minute, if the outcome of any …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are an expert in Thievery","resistance":{},"url":"/Equipment.aspx?ID=234","name":"Sneaky Key","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-234"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":7000,"trait":["Abjuration","Consumable","Magical","Talisman","Uncommon"],"id":"equipment-235","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Swift Block Cabochon Source Core Rulebook pg. 569 Price 70 gp Usage affixed to a shield Activate Free Action envision Trigger You take damage from a physical attack while you don't have the affixed shield raised --- This clear quartz cabochon attaches to the center of your shield. When you activate the cabochon, you use the Shield Block reaction even if you hadn’t raised the affixed shield (and even if you don’t normally have that reaction).\n","skill_mod":{},"summary":"This clear quartz cabochon attaches to the center of your shield. When you activate the cabochon, you use the Shield Block reaction even if you …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You take damage from a physical attack while you don't have the affixed shield raised","resistance":{},"url":"/Equipment.aspx?ID=235","name":"Swift Block Cabochon","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-235"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":3000,"trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-236","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Tiger Menuki Source Core Rulebook pg. 569 Price 30 gp Usage affixed to a weapon Activate Free Action envision Trigger You Strike with the affixed weapon --- This tiger formed of pewter snarls viciously from your weapon’s grip. When you activate the tiger, the affixed weapon gains the sweep trait for the triggering attack and all other attacks for 1 minute.\n","skill_mod":{},"summary":"This tiger formed of pewter snarls viciously from your weapon’s grip. When you activate the tiger, the affixed weapon gains the sweep trait for the …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You Strike with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=236","name":"Tiger Menuki","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-236"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":16000,"trait":["Consumable","Illusion","Magical","Talisman"],"id":"equipment-237","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Vanishing Coin Source Core Rulebook pg. 569 Price 160 gp Usage affixed to armor Activate Free Action envision Trigger You attempt a Stealth check for initiative, but you haven't rolled yet Requirement You are a master in Stealth --- This copper coin dangles from a leather strip strung through a hole drilled in the center. Until activated, the coin becomes invisible for a few seconds at random intervals every few minutes. When you activate the coin, it casts a 2nd-level invisibility spell on you, lasting until the end of your next turn.\n","skill_mod":{},"summary":"This copper coin dangles from a leather strip strung through a hole drilled in the center. Until activated, the coin becomes invisible for a few …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Monster","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are a master in Stealth","trigger":"You attempt a Stealth check for initiative, but you haven't rolled yet","resistance":{},"url":"/Equipment.aspx?ID=237","name":"Vanishing Coin","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-237"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":85000,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-238","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Viper's Fang Source Core Rulebook pg. 569 Price 850 gp Usage affixed to a weapon Activate Reaction envision Trigger A creature within your reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a moving action it's using Requirement You are a master with the affixed weapon --- When you activate this resin-strengthened viper skull, you make an Attack of Opportunity against the triggering creature. If you have Attack of Opportunity, you can activate the viper’s fang as a free action.\n","skill_mod":{},"summary":"When you activate this resin-strengthened viper skull, you make an Attack of Opportunity against the triggering creature. If you have Attack of …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are a master with the affixed weapon","trigger":"A creature within your reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a moving action it's using","resistance":{},"url":"/Equipment.aspx?ID=238","name":"Viper's Fang","actions_number":1,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"equipment-238"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":400,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-239","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Wolf Fang Source Core Rulebook pg. 570 Price 4 gp Usage affixed to armor Activate Free Action envision Trigger You successfully Trip a foe Requirement You are trained in Athletics --- This wolf canine is bound in a strip of leather and tied to a buckle or strap of a suit of armor. When you activate the fang, you deal bludgeoning damage equal to your Strength modifier to the target of your Trip. If your Trip would already deal physical damage that doesn’t include an ability modifier, add your Strength modifier to that damage.\n","skill_mod":{},"summary":"This wolf canine is bound in a strip of leather and tied to a buckle or strap of a suit of armor. When you activate the fang, you deal bludgeoning …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are trained in Athletics","trigger":"You successfully Trip a foe","resistance":{},"url":"/Equipment.aspx?ID=239","name":"Wolf Fang","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-239"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":7500,"trait":["Consumable","Enchantment","Magical","Mental","Uncommon"],"id":"equipment-240","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Candle of Truth Source Core Rulebook pg. 570 Price 75 gp Activate Single Action Interact --- This tapered candle has a golden wick that burns with white fire. You activate the candle by lighting it, which causes creatures within 10 feet of the candle to find it difficult to tell falsehoods. Creatures in the area receive a –4 status penalty to Lie. In addition, when first entering the affected area, each creature (including you) must succeed at a DC 26 Will save or be unable to tell any deliberate lies while within 10 feet of the lit candle. This lasts for as long as the candle is lit. Once lit, the candle burns for 10 minutes, and it cannot be extinguished.\n","skill_mod":{},"summary":"This tapered candle has a golden wick that burns with white fire. You activate the candle by lighting it, which causes creatures within 10 feet of …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=240","name":"Candle of Truth","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-240"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":5000,"trait":["Consumable","Divination","Magical"],"id":"equipment-241","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Dust of Appearance Source Core Rulebook pg. 570 Price 50 gp Activate Single Action Interact --- Stored in a small reed, this powder looks like a fine metallic dust. When you fling it in the air, it coats all creatures in a 10-foot burst centered on a point within 5 feet of you. For 1 minute, the coated creatures can’t be concealed or invisible, nor can they benefit from mirror image or similar abilities that create illusory duplicates. Any illusions in the area of 3rd level or lower are revealed as such, although this does not end their effect.\n","skill_mod":{},"summary":"Stored in a small reed, this powder looks like a fine metallic dust. When you fling it in the air, it coats all creatures in a 10-foot burst centered …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=241","name":"Dust of Appearance","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-241"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":13500,"trait":["Consumable","Illusion","Magical","Uncommon"],"id":"equipment-242","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Dust of Disappearance Source Core Rulebook pg. 570 Price 135 gp Activate Single Action Interact --- This powder shimmers like a thousand tiny motes of light. Activating the dust by sprinkling it on yourself or a creature within reach casts a 4th-level invisibility spell with a duration of 1 minute on that creature. This invisibility can’t be negated or seen through by any spell of 3rd level or lower or any item of 5th level or lower.\n","skill_mod":{},"summary":"This powder shimmers like a thousand tiny motes of light. Activating the dust by sprinkling it on yourself or a creature within reach casts a …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=242","name":"Dust of Disappearance","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-242"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":20000,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-243","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Elemental Gem Source Core Rulebook pg. 570 Price 200 gp Activate Two Actions command, Interact --- You shout the name of an elemental lord and dash this glassy gem against a hard surface to activate it. It cracks open, casting a 5th-level summon elemental spell to summon forth an elemental you control as long as you spend an action each round to Sustain the Activation. This gem comes in four varieties: transparent for a living whirlwind, light brown for a living landslide, reddish orange for a living wildfire, and blue-green for a living waterfall.\n","skill_mod":{},"summary":"You shout the name of an elemental lord and dash this glassy gem against a hard surface to activate it. It cracks open, casting a 5th-level summon …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=243","name":"Elemental Gem","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-243"},{"remaster_name":["Marvelous Miniature"],"item_child_id":["equipment-244-242","equipment-244-243","equipment-244-244","equipment-244-245","equipment-244-246","equipment-244-247","equipment-244-248","equipment-244-249","equipment-244-250","equipment-244-1407","equipment-244-1408"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Consumable","Magical"],"id":"equipment-244","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Feather Token Source Core Rulebook pg. 570 Activate Single Action Interact --- Each feather token appears to be a simple feather from some exotic bird. The feather’s shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Feather Token (Anchor) Source Core Rulebook pg. 570 Price 55 gp --- This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. After 1 day, the anchor vanishes and the boat can move as normal. The anchor is attached to the boat by a magical chain of force, but the chain can be removed by dispel magic or destroyed (Hardness 30, HP 40). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Bird) Source Core Rulebook pg. 570 Price 8 gp --- When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with the name and rough location of a recipient. The recipient must be someone you have met, and the location must be somewhere you have visited. After receiving the message, the bird flies off to deliver it, traveling at 30 miles per hour and then searching for the target in the location you provided. If the bird finds the target, it moves adjacent to them, your words emanate from the bird, and the bird then flies off and vanishes. The bird also vanishes if it fails to find your target after 10 hours of searching the location you specified. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Chest) Source Core Rulebook pg. 570 Price 10 gp --- When you use this token, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Feather Token (Fan) Source Core Rulebook pg. 570 Price 15 gp --- Activating this feather requires you to fan it in a given direction. If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of gust of wind (DC 20). <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Feather Token (Holly Bush) Source Core Rulebook pg. 570 Price 6 gp --- When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries. While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn’t heal you if you don’t eat it within the span of your Interact action. If activated on soil, the plant continues to grow and thrive (although it doesn’t produce any more healing berries). If activated elsewhere, it withers and dies within 1d4 days. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Feather Token (Ladder) Source Core Rulebook pg. 570 Price 3 gp --- When activated, this feather transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Feather Token (Swan Boat) Source Core Rulebook pg. 570 Price 76 gp --- This feather can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a swan-shaped boat capable of carrying up to 32 Medium creatures, 8 Large creatures, or 2 Huge creatures. The boat moves on the water at a Speed of 50 feet, and lasts 1 day. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Feather Token (Tree) Source Core Rulebook pg. 570 Price 38 gp --- This token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree continues to live and grow if conditions are favorable. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Feather Token (Whip) Source Core Rulebook pg. 570 Price 130 gp --- This feather transforms into a +1 striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your enemies until 1 minute has passed or it fails its flat check for dancing , at which point it vanishes. If the whip’s target isn’t prone, the whip uses its actions to attempt to Trip that creature instead of making a Strike. The whip’s total attack modifier for Striking or Tripping is +18 instead of the normal bonus for a dancing weapon. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Feather Token (Balloon) Source Pathfinder Special: Fumbus Price 50 gp --- This feather can't be activated underwater. When activated, the feather transforms into a balloon of waxed cloth that is 3 feet in diameter and filled with hot air. Handles on the bottom of the balloon allow up to two creatures sized Medium or smaller to hold onto the balloon. One round after being activated, the balloon rises up into the air at a speed of 20 feet per round. After rising for 3 rounds, the balloon floats in place for two rounds as the air inside cools, then descends at a speed of 20 feet per round. When the balloon reaches its original elevation, the balloon deflates. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Feather Token (Puddle) Source Pathfinder Special: Fumbus Price 8 gp --- When activated, the feather transforms into two gallons of fresh, clear water. If no one drinks it, the water evaporates after 1 day.","skill_mod":{},"summary":"Each feather token appears to be a simple feather from some exotic bird. The feather’s shaft, dipped in gold, bears a single arcane rune. Activating …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=244","name":"Feather Token","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-244"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-244","weakness":{},"school":"conjuration","price":5500,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-244-242","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Feather Token Source Core Rulebook pg. 570 Activate Single Action Interact --- Each feather token appears to be a simple feather from some exotic bird. The feather’s shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Feather Token (Anchor) Source Core Rulebook pg. 570 Price 55 gp --- This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. After 1 day, the anchor vanishes and the boat can move as normal. The anchor is attached to the boat by a magical chain of force, but the chain can be removed by dispel magic or destroyed (Hardness 30, HP 40). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Bird) Source Core Rulebook pg. 570 Price 8 gp --- When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with the name and rough location of a recipient. The recipient must be someone you have met, and the location must be somewhere you have visited. After receiving the message, the bird flies off to deliver it, traveling at 30 miles per hour and then searching for the target in the location you provided. If the bird finds the target, it moves adjacent to them, your words emanate from the bird, and the bird then flies off and vanishes. The bird also vanishes if it fails to find your target after 10 hours of searching the location you specified. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Chest) Source Core Rulebook pg. 570 Price 10 gp --- When you use this token, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Feather Token (Fan) Source Core Rulebook pg. 570 Price 15 gp --- Activating this feather requires you to fan it in a given direction. If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of gust of wind (DC 20). <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Feather Token (Holly Bush) Source Core Rulebook pg. 570 Price 6 gp --- When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries. While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn’t heal you if you don’t eat it within the span of your Interact action. If activated on soil, the plant continues to grow and thrive (although it doesn’t produce any more healing berries). If activated elsewhere, it withers and dies within 1d4 days. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Feather Token (Ladder) Source Core Rulebook pg. 570 Price 3 gp --- When activated, this feather transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Feather Token (Swan Boat) Source Core Rulebook pg. 570 Price 76 gp --- This feather can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a swan-shaped boat capable of carrying up to 32 Medium creatures, 8 Large creatures, or 2 Huge creatures. The boat moves on the water at a Speed of 50 feet, and lasts 1 day. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Feather Token (Tree) Source Core Rulebook pg. 570 Price 38 gp --- This token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree continues to live and grow if conditions are favorable. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Feather Token (Whip) Source Core Rulebook pg. 570 Price 130 gp --- This feather transforms into a +1 striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your enemies until 1 minute has passed or it fails its flat check for dancing , at which point it vanishes. If the whip’s target isn’t prone, the whip uses its actions to attempt to Trip that creature instead of making a Strike. The whip’s total attack modifier for Striking or Tripping is +18 instead of the normal bonus for a dancing weapon. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Feather Token (Balloon) Source Pathfinder Special: Fumbus Price 50 gp --- This feather can't be activated underwater. When activated, the feather transforms into a balloon of waxed cloth that is 3 feet in diameter and filled with hot air. Handles on the bottom of the balloon allow up to two creatures sized Medium or smaller to hold onto the balloon. One round after being activated, the balloon rises up into the air at a speed of 20 feet per round. After rising for 3 rounds, the balloon floats in place for two rounds as the air inside cools, then descends at a speed of 20 feet per round. When the balloon reaches its original elevation, the balloon deflates. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Feather Token (Puddle) Source Pathfinder Special: Fumbus Price 8 gp --- When activated, the feather transforms into two gallons of fresh, clear water. If no one drinks it, the water evaporates after 1 day.","skill_mod":{},"summary":"This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=244","name":"Feather Token (Anchor)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-244-242"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-244","weakness":{},"school":"conjuration","price":800,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-244-243","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Feather Token Source Core Rulebook pg. 570 Activate Single Action Interact --- Each feather token appears to be a simple feather from some exotic bird. The feather’s shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Feather Token (Anchor) Source Core Rulebook pg. 570 Price 55 gp --- This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. After 1 day, the anchor vanishes and the boat can move as normal. The anchor is attached to the boat by a magical chain of force, but the chain can be removed by dispel magic or destroyed (Hardness 30, HP 40). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Bird) Source Core Rulebook pg. 570 Price 8 gp --- When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with the name and rough location of a recipient. The recipient must be someone you have met, and the location must be somewhere you have visited. After receiving the message, the bird flies off to deliver it, traveling at 30 miles per hour and then searching for the target in the location you provided. If the bird finds the target, it moves adjacent to them, your words emanate from the bird, and the bird then flies off and vanishes. The bird also vanishes if it fails to find your target after 10 hours of searching the location you specified. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Chest) Source Core Rulebook pg. 570 Price 10 gp --- When you use this token, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Feather Token (Fan) Source Core Rulebook pg. 570 Price 15 gp --- Activating this feather requires you to fan it in a given direction. If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of gust of wind (DC 20). <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Feather Token (Holly Bush) Source Core Rulebook pg. 570 Price 6 gp --- When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries. While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn’t heal you if you don’t eat it within the span of your Interact action. If activated on soil, the plant continues to grow and thrive (although it doesn’t produce any more healing berries). If activated elsewhere, it withers and dies within 1d4 days. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Feather Token (Ladder) Source Core Rulebook pg. 570 Price 3 gp --- When activated, this feather transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Feather Token (Swan Boat) Source Core Rulebook pg. 570 Price 76 gp --- This feather can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a swan-shaped boat capable of carrying up to 32 Medium creatures, 8 Large creatures, or 2 Huge creatures. The boat moves on the water at a Speed of 50 feet, and lasts 1 day. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Feather Token (Tree) Source Core Rulebook pg. 570 Price 38 gp --- This token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree continues to live and grow if conditions are favorable. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Feather Token (Whip) Source Core Rulebook pg. 570 Price 130 gp --- This feather transforms into a +1 striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your enemies until 1 minute has passed or it fails its flat check for dancing , at which point it vanishes. If the whip’s target isn’t prone, the whip uses its actions to attempt to Trip that creature instead of making a Strike. The whip’s total attack modifier for Striking or Tripping is +18 instead of the normal bonus for a dancing weapon. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Feather Token (Balloon) Source Pathfinder Special: Fumbus Price 50 gp --- This feather can't be activated underwater. When activated, the feather transforms into a balloon of waxed cloth that is 3 feet in diameter and filled with hot air. Handles on the bottom of the balloon allow up to two creatures sized Medium or smaller to hold onto the balloon. One round after being activated, the balloon rises up into the air at a speed of 20 feet per round. After rising for 3 rounds, the balloon floats in place for two rounds as the air inside cools, then descends at a speed of 20 feet per round. When the balloon reaches its original elevation, the balloon deflates. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Feather Token (Puddle) Source Pathfinder Special: Fumbus Price 8 gp --- When activated, the feather transforms into two gallons of fresh, clear water. If no one drinks it, the water evaporates after 1 day.","skill_mod":{},"summary":"When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=244","name":"Feather Token (Bird)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-244-243"},{"remaster_name":["Marvelous Miniature (Chest)"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-244","weakness":{},"school":"conjuration","price":1000,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-244-244","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Feather Token Source Core Rulebook pg. 570 Activate Single Action Interact --- Each feather token appears to be a simple feather from some exotic bird. The feather’s shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Feather Token (Anchor) Source Core Rulebook pg. 570 Price 55 gp --- This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. After 1 day, the anchor vanishes and the boat can move as normal. The anchor is attached to the boat by a magical chain of force, but the chain can be removed by dispel magic or destroyed (Hardness 30, HP 40). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Bird) Source Core Rulebook pg. 570 Price 8 gp --- When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with the name and rough location of a recipient. The recipient must be someone you have met, and the location must be somewhere you have visited. After receiving the message, the bird flies off to deliver it, traveling at 30 miles per hour and then searching for the target in the location you provided. If the bird finds the target, it moves adjacent to them, your words emanate from the bird, and the bird then flies off and vanishes. The bird also vanishes if it fails to find your target after 10 hours of searching the location you specified. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Chest) Source Core Rulebook pg. 570 Price 10 gp --- When you use this token, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Feather Token (Fan) Source Core Rulebook pg. 570 Price 15 gp --- Activating this feather requires you to fan it in a given direction. If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of gust of wind (DC 20). <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Feather Token (Holly Bush) Source Core Rulebook pg. 570 Price 6 gp --- When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries. While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn’t heal you if you don’t eat it within the span of your Interact action. If activated on soil, the plant continues to grow and thrive (although it doesn’t produce any more healing berries). If activated elsewhere, it withers and dies within 1d4 days. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Feather Token (Ladder) Source Core Rulebook pg. 570 Price 3 gp --- When activated, this feather transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Feather Token (Swan Boat) Source Core Rulebook pg. 570 Price 76 gp --- This feather can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a swan-shaped boat capable of carrying up to 32 Medium creatures, 8 Large creatures, or 2 Huge creatures. The boat moves on the water at a Speed of 50 feet, and lasts 1 day. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Feather Token (Tree) Source Core Rulebook pg. 570 Price 38 gp --- This token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree continues to live and grow if conditions are favorable. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Feather Token (Whip) Source Core Rulebook pg. 570 Price 130 gp --- This feather transforms into a +1 striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your enemies until 1 minute has passed or it fails its flat check for dancing , at which point it vanishes. If the whip’s target isn’t prone, the whip uses its actions to attempt to Trip that creature instead of making a Strike. The whip’s total attack modifier for Striking or Tripping is +18 instead of the normal bonus for a dancing weapon. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Feather Token (Balloon) Source Pathfinder Special: Fumbus Price 50 gp --- This feather can't be activated underwater. When activated, the feather transforms into a balloon of waxed cloth that is 3 feet in diameter and filled with hot air. Handles on the bottom of the balloon allow up to two creatures sized Medium or smaller to hold onto the balloon. One round after being activated, the balloon rises up into the air at a speed of 20 feet per round. After rising for 3 rounds, the balloon floats in place for two rounds as the air inside cools, then descends at a speed of 20 feet per round. When the balloon reaches its original elevation, the balloon deflates. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Feather Token (Puddle) Source Pathfinder Special: Fumbus Price 8 gp --- When activated, the feather transforms into two gallons of fresh, clear water. If no one drinks it, the water evaporates after 1 day.","skill_mod":{},"summary":"When you use this token, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=244","name":"Feather Token (Chest)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-244-244"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-244","weakness":{},"school":"conjuration","price":1500,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-244-245","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Feather Token Source Core Rulebook pg. 570 Activate Single Action Interact --- Each feather token appears to be a simple feather from some exotic bird. The feather’s shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Feather Token (Anchor) Source Core Rulebook pg. 570 Price 55 gp --- This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. After 1 day, the anchor vanishes and the boat can move as normal. The anchor is attached to the boat by a magical chain of force, but the chain can be removed by dispel magic or destroyed (Hardness 30, HP 40). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Bird) Source Core Rulebook pg. 570 Price 8 gp --- When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with the name and rough location of a recipient. The recipient must be someone you have met, and the location must be somewhere you have visited. After receiving the message, the bird flies off to deliver it, traveling at 30 miles per hour and then searching for the target in the location you provided. If the bird finds the target, it moves adjacent to them, your words emanate from the bird, and the bird then flies off and vanishes. The bird also vanishes if it fails to find your target after 10 hours of searching the location you specified. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Chest) Source Core Rulebook pg. 570 Price 10 gp --- When you use this token, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Feather Token (Fan) Source Core Rulebook pg. 570 Price 15 gp --- Activating this feather requires you to fan it in a given direction. If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of gust of wind (DC 20). <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Feather Token (Holly Bush) Source Core Rulebook pg. 570 Price 6 gp --- When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries. While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn’t heal you if you don’t eat it within the span of your Interact action. If activated on soil, the plant continues to grow and thrive (although it doesn’t produce any more healing berries). If activated elsewhere, it withers and dies within 1d4 days. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Feather Token (Ladder) Source Core Rulebook pg. 570 Price 3 gp --- When activated, this feather transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Feather Token (Swan Boat) Source Core Rulebook pg. 570 Price 76 gp --- This feather can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a swan-shaped boat capable of carrying up to 32 Medium creatures, 8 Large creatures, or 2 Huge creatures. The boat moves on the water at a Speed of 50 feet, and lasts 1 day. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Feather Token (Tree) Source Core Rulebook pg. 570 Price 38 gp --- This token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree continues to live and grow if conditions are favorable. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Feather Token (Whip) Source Core Rulebook pg. 570 Price 130 gp --- This feather transforms into a +1 striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your enemies until 1 minute has passed or it fails its flat check for dancing , at which point it vanishes. If the whip’s target isn’t prone, the whip uses its actions to attempt to Trip that creature instead of making a Strike. The whip’s total attack modifier for Striking or Tripping is +18 instead of the normal bonus for a dancing weapon. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Feather Token (Balloon) Source Pathfinder Special: Fumbus Price 50 gp --- This feather can't be activated underwater. When activated, the feather transforms into a balloon of waxed cloth that is 3 feet in diameter and filled with hot air. Handles on the bottom of the balloon allow up to two creatures sized Medium or smaller to hold onto the balloon. One round after being activated, the balloon rises up into the air at a speed of 20 feet per round. After rising for 3 rounds, the balloon floats in place for two rounds as the air inside cools, then descends at a speed of 20 feet per round. When the balloon reaches its original elevation, the balloon deflates. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Feather Token (Puddle) Source Pathfinder Special: Fumbus Price 8 gp --- When activated, the feather transforms into two gallons of fresh, clear water. If no one drinks it, the water evaporates after 1 day.","skill_mod":{},"summary":"Activating this feather requires you to fan it in a given direction. If this direction is toward the sail of a vessel, the feather flutters up toward …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=244","name":"Feather Token (Fan)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-244-245"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-244","weakness":{},"school":"conjuration","price":600,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-244-246","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Feather Token Source Core Rulebook pg. 570 Activate Single Action Interact --- Each feather token appears to be a simple feather from some exotic bird. The feather’s shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Feather Token (Anchor) Source Core Rulebook pg. 570 Price 55 gp --- This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. After 1 day, the anchor vanishes and the boat can move as normal. The anchor is attached to the boat by a magical chain of force, but the chain can be removed by dispel magic or destroyed (Hardness 30, HP 40). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Bird) Source Core Rulebook pg. 570 Price 8 gp --- When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with the name and rough location of a recipient. The recipient must be someone you have met, and the location must be somewhere you have visited. After receiving the message, the bird flies off to deliver it, traveling at 30 miles per hour and then searching for the target in the location you provided. If the bird finds the target, it moves adjacent to them, your words emanate from the bird, and the bird then flies off and vanishes. The bird also vanishes if it fails to find your target after 10 hours of searching the location you specified. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Chest) Source Core Rulebook pg. 570 Price 10 gp --- When you use this token, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Feather Token (Fan) Source Core Rulebook pg. 570 Price 15 gp --- Activating this feather requires you to fan it in a given direction. If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of gust of wind (DC 20). <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Feather Token (Holly Bush) Source Core Rulebook pg. 570 Price 6 gp --- When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries. While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn’t heal you if you don’t eat it within the span of your Interact action. If activated on soil, the plant continues to grow and thrive (although it doesn’t produce any more healing berries). If activated elsewhere, it withers and dies within 1d4 days. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Feather Token (Ladder) Source Core Rulebook pg. 570 Price 3 gp --- When activated, this feather transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Feather Token (Swan Boat) Source Core Rulebook pg. 570 Price 76 gp --- This feather can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a swan-shaped boat capable of carrying up to 32 Medium creatures, 8 Large creatures, or 2 Huge creatures. The boat moves on the water at a Speed of 50 feet, and lasts 1 day. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Feather Token (Tree) Source Core Rulebook pg. 570 Price 38 gp --- This token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree continues to live and grow if conditions are favorable. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Feather Token (Whip) Source Core Rulebook pg. 570 Price 130 gp --- This feather transforms into a +1 striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your enemies until 1 minute has passed or it fails its flat check for dancing , at which point it vanishes. If the whip’s target isn’t prone, the whip uses its actions to attempt to Trip that creature instead of making a Strike. The whip’s total attack modifier for Striking or Tripping is +18 instead of the normal bonus for a dancing weapon. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Feather Token (Balloon) Source Pathfinder Special: Fumbus Price 50 gp --- This feather can't be activated underwater. When activated, the feather transforms into a balloon of waxed cloth that is 3 feet in diameter and filled with hot air. Handles on the bottom of the balloon allow up to two creatures sized Medium or smaller to hold onto the balloon. One round after being activated, the balloon rises up into the air at a speed of 20 feet per round. After rising for 3 rounds, the balloon floats in place for two rounds as the air inside cools, then descends at a speed of 20 feet per round. When the balloon reaches its original elevation, the balloon deflates. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Feather Token (Puddle) Source Pathfinder Special: Fumbus Price 8 gp --- When activated, the feather transforms into two gallons of fresh, clear water. If no one drinks it, the water evaporates after 1 day.","skill_mod":{},"summary":"When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=244","name":"Feather Token (Holly Bush)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-244-246"},{"remaster_name":["Marvelous Miniature (Ladder)"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-244","weakness":{},"school":"conjuration","price":300,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-244-247","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Feather Token Source Core Rulebook pg. 570 Activate Single Action Interact --- Each feather token appears to be a simple feather from some exotic bird. The feather’s shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Feather Token (Anchor) Source Core Rulebook pg. 570 Price 55 gp --- This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. After 1 day, the anchor vanishes and the boat can move as normal. The anchor is attached to the boat by a magical chain of force, but the chain can be removed by dispel magic or destroyed (Hardness 30, HP 40). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Bird) Source Core Rulebook pg. 570 Price 8 gp --- When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with the name and rough location of a recipient. The recipient must be someone you have met, and the location must be somewhere you have visited. After receiving the message, the bird flies off to deliver it, traveling at 30 miles per hour and then searching for the target in the location you provided. If the bird finds the target, it moves adjacent to them, your words emanate from the bird, and the bird then flies off and vanishes. The bird also vanishes if it fails to find your target after 10 hours of searching the location you specified. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Chest) Source Core Rulebook pg. 570 Price 10 gp --- When you use this token, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Feather Token (Fan) Source Core Rulebook pg. 570 Price 15 gp --- Activating this feather requires you to fan it in a given direction. If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of gust of wind (DC 20). <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Feather Token (Holly Bush) Source Core Rulebook pg. 570 Price 6 gp --- When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries. While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn’t heal you if you don’t eat it within the span of your Interact action. If activated on soil, the plant continues to grow and thrive (although it doesn’t produce any more healing berries). If activated elsewhere, it withers and dies within 1d4 days. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Feather Token (Ladder) Source Core Rulebook pg. 570 Price 3 gp --- When activated, this feather transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Feather Token (Swan Boat) Source Core Rulebook pg. 570 Price 76 gp --- This feather can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a swan-shaped boat capable of carrying up to 32 Medium creatures, 8 Large creatures, or 2 Huge creatures. The boat moves on the water at a Speed of 50 feet, and lasts 1 day. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Feather Token (Tree) Source Core Rulebook pg. 570 Price 38 gp --- This token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree continues to live and grow if conditions are favorable. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Feather Token (Whip) Source Core Rulebook pg. 570 Price 130 gp --- This feather transforms into a +1 striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your enemies until 1 minute has passed or it fails its flat check for dancing , at which point it vanishes. If the whip’s target isn’t prone, the whip uses its actions to attempt to Trip that creature instead of making a Strike. The whip’s total attack modifier for Striking or Tripping is +18 instead of the normal bonus for a dancing weapon. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Feather Token (Balloon) Source Pathfinder Special: Fumbus Price 50 gp --- This feather can't be activated underwater. When activated, the feather transforms into a balloon of waxed cloth that is 3 feet in diameter and filled with hot air. Handles on the bottom of the balloon allow up to two creatures sized Medium or smaller to hold onto the balloon. One round after being activated, the balloon rises up into the air at a speed of 20 feet per round. After rising for 3 rounds, the balloon floats in place for two rounds as the air inside cools, then descends at a speed of 20 feet per round. When the balloon reaches its original elevation, the balloon deflates. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Feather Token (Puddle) Source Pathfinder Special: Fumbus Price 8 gp --- When activated, the feather transforms into two gallons of fresh, clear water. If no one drinks it, the water evaporates after 1 day.","skill_mod":{},"summary":"When activated, this feather transforms permanently into a 20-foot-long wooden ladder.","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=244","name":"Feather Token (Ladder)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-244-247"},{"remaster_name":["Marvelous Miniature (Boat)"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-244","weakness":{},"school":"conjuration","price":7600,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-244-248","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Feather Token Source Core Rulebook pg. 570 Activate Single Action Interact --- Each feather token appears to be a simple feather from some exotic bird. The feather’s shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Feather Token (Anchor) Source Core Rulebook pg. 570 Price 55 gp --- This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. After 1 day, the anchor vanishes and the boat can move as normal. The anchor is attached to the boat by a magical chain of force, but the chain can be removed by dispel magic or destroyed (Hardness 30, HP 40). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Bird) Source Core Rulebook pg. 570 Price 8 gp --- When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with the name and rough location of a recipient. The recipient must be someone you have met, and the location must be somewhere you have visited. After receiving the message, the bird flies off to deliver it, traveling at 30 miles per hour and then searching for the target in the location you provided. If the bird finds the target, it moves adjacent to them, your words emanate from the bird, and the bird then flies off and vanishes. The bird also vanishes if it fails to find your target after 10 hours of searching the location you specified. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Chest) Source Core Rulebook pg. 570 Price 10 gp --- When you use this token, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Feather Token (Fan) Source Core Rulebook pg. 570 Price 15 gp --- Activating this feather requires you to fan it in a given direction. If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of gust of wind (DC 20). <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Feather Token (Holly Bush) Source Core Rulebook pg. 570 Price 6 gp --- When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries. While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn’t heal you if you don’t eat it within the span of your Interact action. If activated on soil, the plant continues to grow and thrive (although it doesn’t produce any more healing berries). If activated elsewhere, it withers and dies within 1d4 days. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Feather Token (Ladder) Source Core Rulebook pg. 570 Price 3 gp --- When activated, this feather transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Feather Token (Swan Boat) Source Core Rulebook pg. 570 Price 76 gp --- This feather can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a swan-shaped boat capable of carrying up to 32 Medium creatures, 8 Large creatures, or 2 Huge creatures. The boat moves on the water at a Speed of 50 feet, and lasts 1 day. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Feather Token (Tree) Source Core Rulebook pg. 570 Price 38 gp --- This token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree continues to live and grow if conditions are favorable. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Feather Token (Whip) Source Core Rulebook pg. 570 Price 130 gp --- This feather transforms into a +1 striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your enemies until 1 minute has passed or it fails its flat check for dancing , at which point it vanishes. If the whip’s target isn’t prone, the whip uses its actions to attempt to Trip that creature instead of making a Strike. The whip’s total attack modifier for Striking or Tripping is +18 instead of the normal bonus for a dancing weapon. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Feather Token (Balloon) Source Pathfinder Special: Fumbus Price 50 gp --- This feather can't be activated underwater. When activated, the feather transforms into a balloon of waxed cloth that is 3 feet in diameter and filled with hot air. Handles on the bottom of the balloon allow up to two creatures sized Medium or smaller to hold onto the balloon. One round after being activated, the balloon rises up into the air at a speed of 20 feet per round. After rising for 3 rounds, the balloon floats in place for two rounds as the air inside cools, then descends at a speed of 20 feet per round. When the balloon reaches its original elevation, the balloon deflates. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Feather Token (Puddle) Source Pathfinder Special: Fumbus Price 8 gp --- When activated, the feather transforms into two gallons of fresh, clear water. If no one drinks it, the water evaporates after 1 day.","skill_mod":{},"summary":"This feather can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a swan-shaped boat …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=244","name":"Feather Token (Swan Boat)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-244-248"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-244","weakness":{},"school":"conjuration","price":3800,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-244-249","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Feather Token Source Core Rulebook pg. 570 Activate Single Action Interact --- Each feather token appears to be a simple feather from some exotic bird. The feather’s shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Feather Token (Anchor) Source Core Rulebook pg. 570 Price 55 gp --- This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. After 1 day, the anchor vanishes and the boat can move as normal. The anchor is attached to the boat by a magical chain of force, but the chain can be removed by dispel magic or destroyed (Hardness 30, HP 40). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Bird) Source Core Rulebook pg. 570 Price 8 gp --- When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with the name and rough location of a recipient. The recipient must be someone you have met, and the location must be somewhere you have visited. After receiving the message, the bird flies off to deliver it, traveling at 30 miles per hour and then searching for the target in the location you provided. If the bird finds the target, it moves adjacent to them, your words emanate from the bird, and the bird then flies off and vanishes. The bird also vanishes if it fails to find your target after 10 hours of searching the location you specified. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Chest) Source Core Rulebook pg. 570 Price 10 gp --- When you use this token, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Feather Token (Fan) Source Core Rulebook pg. 570 Price 15 gp --- Activating this feather requires you to fan it in a given direction. If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of gust of wind (DC 20). <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Feather Token (Holly Bush) Source Core Rulebook pg. 570 Price 6 gp --- When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries. While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn’t heal you if you don’t eat it within the span of your Interact action. If activated on soil, the plant continues to grow and thrive (although it doesn’t produce any more healing berries). If activated elsewhere, it withers and dies within 1d4 days. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Feather Token (Ladder) Source Core Rulebook pg. 570 Price 3 gp --- When activated, this feather transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Feather Token (Swan Boat) Source Core Rulebook pg. 570 Price 76 gp --- This feather can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a swan-shaped boat capable of carrying up to 32 Medium creatures, 8 Large creatures, or 2 Huge creatures. The boat moves on the water at a Speed of 50 feet, and lasts 1 day. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Feather Token (Tree) Source Core Rulebook pg. 570 Price 38 gp --- This token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree continues to live and grow if conditions are favorable. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Feather Token (Whip) Source Core Rulebook pg. 570 Price 130 gp --- This feather transforms into a +1 striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your enemies until 1 minute has passed or it fails its flat check for dancing , at which point it vanishes. If the whip’s target isn’t prone, the whip uses its actions to attempt to Trip that creature instead of making a Strike. The whip’s total attack modifier for Striking or Tripping is +18 instead of the normal bonus for a dancing weapon. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Feather Token (Balloon) Source Pathfinder Special: Fumbus Price 50 gp --- This feather can't be activated underwater. When activated, the feather transforms into a balloon of waxed cloth that is 3 feet in diameter and filled with hot air. Handles on the bottom of the balloon allow up to two creatures sized Medium or smaller to hold onto the balloon. One round after being activated, the balloon rises up into the air at a speed of 20 feet per round. After rising for 3 rounds, the balloon floats in place for two rounds as the air inside cools, then descends at a speed of 20 feet per round. When the balloon reaches its original elevation, the balloon deflates. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Feather Token (Puddle) Source Pathfinder Special: Fumbus Price 8 gp --- When activated, the feather transforms into two gallons of fresh, clear water. If no one drinks it, the water evaporates after 1 day.","skill_mod":{},"summary":"This token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=244","name":"Feather Token (Tree)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-244-249"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-244","weakness":{},"school":"conjuration","price":13000,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-244-250","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Feather Token Source Core Rulebook pg. 570 Activate Single Action Interact --- Each feather token appears to be a simple feather from some exotic bird. The feather’s shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Feather Token (Anchor) Source Core Rulebook pg. 570 Price 55 gp --- This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. After 1 day, the anchor vanishes and the boat can move as normal. The anchor is attached to the boat by a magical chain of force, but the chain can be removed by dispel magic or destroyed (Hardness 30, HP 40). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Bird) Source Core Rulebook pg. 570 Price 8 gp --- When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with the name and rough location of a recipient. The recipient must be someone you have met, and the location must be somewhere you have visited. After receiving the message, the bird flies off to deliver it, traveling at 30 miles per hour and then searching for the target in the location you provided. If the bird finds the target, it moves adjacent to them, your words emanate from the bird, and the bird then flies off and vanishes. The bird also vanishes if it fails to find your target after 10 hours of searching the location you specified. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Chest) Source Core Rulebook pg. 570 Price 10 gp --- When you use this token, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Feather Token (Fan) Source Core Rulebook pg. 570 Price 15 gp --- Activating this feather requires you to fan it in a given direction. If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of gust of wind (DC 20). <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Feather Token (Holly Bush) Source Core Rulebook pg. 570 Price 6 gp --- When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries. While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn’t heal you if you don’t eat it within the span of your Interact action. If activated on soil, the plant continues to grow and thrive (although it doesn’t produce any more healing berries). If activated elsewhere, it withers and dies within 1d4 days. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Feather Token (Ladder) Source Core Rulebook pg. 570 Price 3 gp --- When activated, this feather transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Feather Token (Swan Boat) Source Core Rulebook pg. 570 Price 76 gp --- This feather can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a swan-shaped boat capable of carrying up to 32 Medium creatures, 8 Large creatures, or 2 Huge creatures. The boat moves on the water at a Speed of 50 feet, and lasts 1 day. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Feather Token (Tree) Source Core Rulebook pg. 570 Price 38 gp --- This token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree continues to live and grow if conditions are favorable. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Feather Token (Whip) Source Core Rulebook pg. 570 Price 130 gp --- This feather transforms into a +1 striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your enemies until 1 minute has passed or it fails its flat check for dancing , at which point it vanishes. If the whip’s target isn’t prone, the whip uses its actions to attempt to Trip that creature instead of making a Strike. The whip’s total attack modifier for Striking or Tripping is +18 instead of the normal bonus for a dancing weapon. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Feather Token (Balloon) Source Pathfinder Special: Fumbus Price 50 gp --- This feather can't be activated underwater. When activated, the feather transforms into a balloon of waxed cloth that is 3 feet in diameter and filled with hot air. Handles on the bottom of the balloon allow up to two creatures sized Medium or smaller to hold onto the balloon. One round after being activated, the balloon rises up into the air at a speed of 20 feet per round. After rising for 3 rounds, the balloon floats in place for two rounds as the air inside cools, then descends at a speed of 20 feet per round. When the balloon reaches its original elevation, the balloon deflates. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Feather Token (Puddle) Source Pathfinder Special: Fumbus Price 8 gp --- When activated, the feather transforms into two gallons of fresh, clear water. If no one drinks it, the water evaporates after 1 day.","skill_mod":{},"summary":"This feather transforms into a +1 striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=244","name":"Feather Token (Whip)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-244-250"},{"primary_source_category":"Comics","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-244","weakness":{},"school":"conjuration","price":5000,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-244-1407","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Feather Token Source Core Rulebook pg. 570 Activate Single Action Interact --- Each feather token appears to be a simple feather from some exotic bird. The feather’s shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Feather Token (Anchor) Source Core Rulebook pg. 570 Price 55 gp --- This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. After 1 day, the anchor vanishes and the boat can move as normal. The anchor is attached to the boat by a magical chain of force, but the chain can be removed by dispel magic or destroyed (Hardness 30, HP 40). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Bird) Source Core Rulebook pg. 570 Price 8 gp --- When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with the name and rough location of a recipient. The recipient must be someone you have met, and the location must be somewhere you have visited. After receiving the message, the bird flies off to deliver it, traveling at 30 miles per hour and then searching for the target in the location you provided. If the bird finds the target, it moves adjacent to them, your words emanate from the bird, and the bird then flies off and vanishes. The bird also vanishes if it fails to find your target after 10 hours of searching the location you specified. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Chest) Source Core Rulebook pg. 570 Price 10 gp --- When you use this token, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Feather Token (Fan) Source Core Rulebook pg. 570 Price 15 gp --- Activating this feather requires you to fan it in a given direction. If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of gust of wind (DC 20). <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Feather Token (Holly Bush) Source Core Rulebook pg. 570 Price 6 gp --- When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries. While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn’t heal you if you don’t eat it within the span of your Interact action. If activated on soil, the plant continues to grow and thrive (although it doesn’t produce any more healing berries). If activated elsewhere, it withers and dies within 1d4 days. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Feather Token (Ladder) Source Core Rulebook pg. 570 Price 3 gp --- When activated, this feather transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Feather Token (Swan Boat) Source Core Rulebook pg. 570 Price 76 gp --- This feather can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a swan-shaped boat capable of carrying up to 32 Medium creatures, 8 Large creatures, or 2 Huge creatures. The boat moves on the water at a Speed of 50 feet, and lasts 1 day. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Feather Token (Tree) Source Core Rulebook pg. 570 Price 38 gp --- This token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree continues to live and grow if conditions are favorable. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Feather Token (Whip) Source Core Rulebook pg. 570 Price 130 gp --- This feather transforms into a +1 striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your enemies until 1 minute has passed or it fails its flat check for dancing , at which point it vanishes. If the whip’s target isn’t prone, the whip uses its actions to attempt to Trip that creature instead of making a Strike. The whip’s total attack modifier for Striking or Tripping is +18 instead of the normal bonus for a dancing weapon. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Feather Token (Balloon) Source Pathfinder Special: Fumbus Price 50 gp --- This feather can't be activated underwater. When activated, the feather transforms into a balloon of waxed cloth that is 3 feet in diameter and filled with hot air. Handles on the bottom of the balloon allow up to two creatures sized Medium or smaller to hold onto the balloon. One round after being activated, the balloon rises up into the air at a speed of 20 feet per round. After rising for 3 rounds, the balloon floats in place for two rounds as the air inside cools, then descends at a speed of 20 feet per round. When the balloon reaches its original elevation, the balloon deflates. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Feather Token (Puddle) Source Pathfinder Special: Fumbus Price 8 gp --- When activated, the feather transforms into two gallons of fresh, clear water. If no one drinks it, the water evaporates after 1 day.","skill_mod":{},"summary":"This feather can't be activated underwater. When activated, the feather transforms into a balloon of waxed cloth that is 3 feet in diameter and …","primary_source":"Pathfinder Special: Fumbus","trait_group":["School","Equipment","Mechanics"],"level":6,"source_category":["Comics"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=244","name":"Feather Token (Balloon)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"equipment-244-1407"},{"primary_source_category":"Comics","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-244","weakness":{},"school":"conjuration","price":800,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-244-1408","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Feather Token Source Core Rulebook pg. 570 Activate Single Action Interact --- Each feather token appears to be a simple feather from some exotic bird. The feather’s shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Feather Token (Anchor) Source Core Rulebook pg. 570 Price 55 gp --- This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. After 1 day, the anchor vanishes and the boat can move as normal. The anchor is attached to the boat by a magical chain of force, but the chain can be removed by dispel magic or destroyed (Hardness 30, HP 40). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Bird) Source Core Rulebook pg. 570 Price 8 gp --- When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with the name and rough location of a recipient. The recipient must be someone you have met, and the location must be somewhere you have visited. After receiving the message, the bird flies off to deliver it, traveling at 30 miles per hour and then searching for the target in the location you provided. If the bird finds the target, it moves adjacent to them, your words emanate from the bird, and the bird then flies off and vanishes. The bird also vanishes if it fails to find your target after 10 hours of searching the location you specified. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Feather Token (Chest) Source Core Rulebook pg. 570 Price 10 gp --- When you use this token, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Feather Token (Fan) Source Core Rulebook pg. 570 Price 15 gp --- Activating this feather requires you to fan it in a given direction. If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of gust of wind (DC 20). <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Feather Token (Holly Bush) Source Core Rulebook pg. 570 Price 6 gp --- When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries. While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn’t heal you if you don’t eat it within the span of your Interact action. If activated on soil, the plant continues to grow and thrive (although it doesn’t produce any more healing berries). If activated elsewhere, it withers and dies within 1d4 days. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Feather Token (Ladder) Source Core Rulebook pg. 570 Price 3 gp --- When activated, this feather transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Feather Token (Swan Boat) Source Core Rulebook pg. 570 Price 76 gp --- This feather can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a swan-shaped boat capable of carrying up to 32 Medium creatures, 8 Large creatures, or 2 Huge creatures. The boat moves on the water at a Speed of 50 feet, and lasts 1 day. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Feather Token (Tree) Source Core Rulebook pg. 570 Price 38 gp --- This token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree continues to live and grow if conditions are favorable. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Feather Token (Whip) Source Core Rulebook pg. 570 Price 130 gp --- This feather transforms into a +1 striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your enemies until 1 minute has passed or it fails its flat check for dancing , at which point it vanishes. If the whip’s target isn’t prone, the whip uses its actions to attempt to Trip that creature instead of making a Strike. The whip’s total attack modifier for Striking or Tripping is +18 instead of the normal bonus for a dancing weapon. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Feather Token (Balloon) Source Pathfinder Special: Fumbus Price 50 gp --- This feather can't be activated underwater. When activated, the feather transforms into a balloon of waxed cloth that is 3 feet in diameter and filled with hot air. Handles on the bottom of the balloon allow up to two creatures sized Medium or smaller to hold onto the balloon. One round after being activated, the balloon rises up into the air at a speed of 20 feet per round. After rising for 3 rounds, the balloon floats in place for two rounds as the air inside cools, then descends at a speed of 20 feet per round. When the balloon reaches its original elevation, the balloon deflates. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Feather Token (Puddle) Source Pathfinder Special: Fumbus Price 8 gp --- When activated, the feather transforms into two gallons of fresh, clear water. If no one drinks it, the water evaporates after 1 day.","skill_mod":{},"summary":"When activated, the feather transforms into two gallons of fresh, clear water. If no one drinks it, the water evaporates after 1 day.","primary_source":"Pathfinder Special: Fumbus","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Comics"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=244","name":"Feather Token (Puddle)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"equipment-244-1408"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":300,"trait":["Consumable","Divine","Good","Necromancy","Splash"],"id":"equipment-245","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Holy Water Source Core Rulebook pg. 571 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action Strike --- This vial contains water blessed by a good deity. You activate a vial of holy water by throwing it as a Strike. It’s a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn’t add the manipulate trait to the attack made with it. Holy water deals 1d6 good damage and 1 good splash damage. It damages only fiends, undead, and creatures that have a weakness to good damage.\n","skill_mod":{},"summary":"This vial contains water blessed by a good deity. You activate a vial of holy water by throwing it as a Strike. It’s a simple thrown weapon with a …","primary_source":"Core Rulebook","trait_group":["Equipment","Tradition","Alignment","School","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=245","name":"Holy Water","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-245"},{"remaster_name":["Trident of Lightning"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":11000,"trait":["Consumable","Electricity","Evocation","Magical"],"id":"equipment-246","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Javelin of Lightning Source Core Rulebook pg. 571 Price 110 gp Usage held in 1 hand Bulk L Activate Two Actions command, Interact --- This item looks like a normal javelin carved with lightning-bolt motifs. If thrown without being activated, it wobbles in the air and fails to strike true. When you Activate the javelin, your command makes the carvings crackle with electricity. You then hurl the javelin. It shatters immediately after leaving your hand and unleashes its magic as a 4th-level lightning bolt originating from your space. The bolt deals 5d12 electricity damage and has a Reflex save DC of 25.\n","skill_mod":{},"summary":"This item looks like a normal javelin carved with lightning-bolt motifs. If thrown without being activated, it wobbles in the air and fails to strike …","primary_source":"Core Rulebook","trait_group":["Equipment","Energy","Monster","School","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=246","name":"Javelin of Lightning","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-246"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":300,"trait":["Consumable","Magical"],"id":"equipment-247","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Runestone Source Core Rulebook pg. 571 Price 3 gp Usage held in 1 hand Bulk L --- This flat piece of hard stone is specially prepared for etching a magical fundamental rune or property rune. You can etch only one rune upon a stone. Once the stone is etched, it gains the magic school trait of the rune etched upon it. When a rune is transferred from the runestone to another object, the runestone cracks and is destroyed. The Price listed is for an empty stone; a stone holding a rune adds the Price of the rune.\n","skill_mod":{},"summary":"This flat piece of hard stone is specially prepared for etching a magical fundamental rune or property rune. You can etch only one rune upon a stone. …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=247","name":"Runestone","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-247"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":300,"trait":["Consumable","Divine","Evil","Necromancy","Splash"],"id":"equipment-248","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Unholy Water Source Core Rulebook pg. 571 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action Strike --- An evil deity’s malice lies within this vial of water. You activate a vial of unholy water by throwing it as a Strike. It’s a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn’t add the manipulate trait to the attack made with it. Unholy water deals 1d6 evil damage and 1 evil splash damage. It damages only celestials and creatures that have a weakness to evil damage. ","skill_mod":{},"summary":"An evil deity’s malice lies within this vial of water. You activate a vial of unholy water by throwing it as a Strike. It’s a simple thrown weapon …","primary_source":"Core Rulebook","trait_group":["Equipment","Tradition","Alignment","School","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=248","name":"Unholy Water","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-248"},{"remaster_name":["Spacious Pouch"],"item_child_id":["equipment-249-251","equipment-249-252","equipment-249-253","equipment-249-254"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Extradimensional","Magical"],"id":"equipment-249","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bag of Holding Source Core Rulebook pg. 572 Usage held in 2 hands Bulk 1 --- Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the bag of holding itself. The amount of Bulk the bag's extradimensional space can hold depends on its type. You can Interact with the bag of holding to stow items in it or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside. If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bag of Holding (Type I) Source Core Rulebook pg. 572 Price 75 gp --- Capacity 25 Bulk <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bag of Holding (Type II) Source Core Rulebook pg. 572 Price 300 gp --- Capacity 50 Bulk <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bag of Holding (Type III) Source Core Rulebook pg. 572 Price 1,200 gp --- Capacity 100 Bulk <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Bag of Holding (Type IV) Source Core Rulebook pg. 572 Price 2,400 gp --- Capacity 150 Bulk","skill_mod":{},"summary":"Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=249","name":"Bag of Holding","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-249"},{"remaster_name":["Spacious Pouch"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-249","weakness":{},"school":"conjuration","price":7500,"trait":["Conjuration","Extradimensional","Magical"],"id":"equipment-249-251","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bag of Holding Source Core Rulebook pg. 572 Usage held in 2 hands Bulk 1 --- Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the bag of holding itself. The amount of Bulk the bag's extradimensional space can hold depends on its type. You can Interact with the bag of holding to stow items in it or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside. If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bag of Holding (Type I) Source Core Rulebook pg. 572 Price 75 gp --- Capacity 25 Bulk <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bag of Holding (Type II) Source Core Rulebook pg. 572 Price 300 gp --- Capacity 50 Bulk <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bag of Holding (Type III) Source Core Rulebook pg. 572 Price 1,200 gp --- Capacity 100 Bulk <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Bag of Holding (Type IV) Source Core Rulebook pg. 572 Price 2,400 gp --- Capacity 150 Bulk","skill_mod":{},"summary":"Capacity 25 Bulk","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=249","name":"Bag of Holding (Type I)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-249-251"},{"remaster_name":["Spacious Pouch"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-249","weakness":{},"school":"conjuration","price":30000,"trait":["Conjuration","Extradimensional","Magical"],"id":"equipment-249-252","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bag of Holding Source Core Rulebook pg. 572 Usage held in 2 hands Bulk 1 --- Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the bag of holding itself. The amount of Bulk the bag's extradimensional space can hold depends on its type. You can Interact with the bag of holding to stow items in it or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside. If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bag of Holding (Type I) Source Core Rulebook pg. 572 Price 75 gp --- Capacity 25 Bulk <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bag of Holding (Type II) Source Core Rulebook pg. 572 Price 300 gp --- Capacity 50 Bulk <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bag of Holding (Type III) Source Core Rulebook pg. 572 Price 1,200 gp --- Capacity 100 Bulk <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Bag of Holding (Type IV) Source Core Rulebook pg. 572 Price 2,400 gp --- Capacity 150 Bulk","skill_mod":{},"summary":"Capacity 50 Bulk","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=249","name":"Bag of Holding (Type II)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-249-252"},{"remaster_name":["Spacious Pouch"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-249","weakness":{},"school":"conjuration","price":120000,"trait":["Conjuration","Extradimensional","Magical"],"id":"equipment-249-253","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bag of Holding Source Core Rulebook pg. 572 Usage held in 2 hands Bulk 1 --- Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the bag of holding itself. The amount of Bulk the bag's extradimensional space can hold depends on its type. You can Interact with the bag of holding to stow items in it or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside. If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bag of Holding (Type I) Source Core Rulebook pg. 572 Price 75 gp --- Capacity 25 Bulk <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bag of Holding (Type II) Source Core Rulebook pg. 572 Price 300 gp --- Capacity 50 Bulk <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bag of Holding (Type III) Source Core Rulebook pg. 572 Price 1,200 gp --- Capacity 100 Bulk <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Bag of Holding (Type IV) Source Core Rulebook pg. 572 Price 2,400 gp --- Capacity 150 Bulk","skill_mod":{},"summary":"Capacity 100 Bulk","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=249","name":"Bag of Holding (Type III)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-249-253"},{"remaster_name":["Spacious Pouch"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-249","weakness":{},"school":"conjuration","price":240000,"trait":["Conjuration","Extradimensional","Magical"],"id":"equipment-249-254","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bag of Holding Source Core Rulebook pg. 572 Usage held in 2 hands Bulk 1 --- Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the bag of holding itself. The amount of Bulk the bag's extradimensional space can hold depends on its type. You can Interact with the bag of holding to stow items in it or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside. If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bag of Holding (Type I) Source Core Rulebook pg. 572 Price 75 gp --- Capacity 25 Bulk <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bag of Holding (Type II) Source Core Rulebook pg. 572 Price 300 gp --- Capacity 50 Bulk <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bag of Holding (Type III) Source Core Rulebook pg. 572 Price 1,200 gp --- Capacity 100 Bulk <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Bag of Holding (Type IV) Source Core Rulebook pg. 572 Price 2,400 gp --- Capacity 150 Bulk","skill_mod":{},"summary":"Capacity 150 Bulk","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=249","name":"Bag of Holding (Type IV)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-249-254"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":32000,"trait":["Air","Conjuration","Magical"],"id":"equipment-250","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Bottled Air Source Core Rulebook pg. 572 Price 320 gp Usage held in 1 hand Bulk L --- Appearing to be an ordinary corked glass bottle, this item contains a limitless supply of fresh air. You must uncork the bottle with an Interact action before you can activate it. Activate Single Action Interact; Effect You draw a breath of air from the bottle. This allows you to breathe even in an airless or toxic environment. Air doesn’t escape the mouth of the bottle, so leaving the open bottle in an airless environment doesn’t change the environment.\n","element":["Air"],"skill_mod":{},"summary":"Appearing to be an ordinary corked glass bottle, this item contains a limitless supply of fresh air. You must uncork the bottle with an Interact …","primary_source":"Core Rulebook","trait_group":["Elemental","Planar","Monster","School","Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=250","name":"Bottled Air","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-250"},{"remaster_name":["Flying Broomstick"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"transmutation","price":190000,"trait":["Magical","Transmutation"],"id":"equipment-251","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Broom of Flying Source Core Rulebook pg. 572 Price 1,900 gp Usage held in 1 hand Bulk 1 --- This broom has a tenuous connection to gravity, and it tends to drift even while stowed. You can ride on the broom using one hand to guide it, and the broom can carry up to one passenger in addition to you. The broom moves at a fly Speed of 20 feet. The broom can carry only so much, taking a –10-foot penalty to its Speed if laden with more than 20 Bulk, and crashing to the ground if it carries more than 30 Bulk. Activate Two Actions command, Interact; Effect You name a destination on the same plane, and the broom speeds toward it at a fly Speed of 40 feet. You must either clutch the broom with two hands in order to ride it, or you need to release the broom to send it off with no rider. If you don’t have a good idea of the location, layout, and general direction of the destination, or if your named destination is on another plane, the broom wanders aimlessly, circling back to its starting location after 30 minutes. If the broom carries a rider, this activation lasts until 4 hours pass (typically 16 miles of travel), the broom reaches its destination, or you Dismiss the activation. If the broom doesn’t have a rider, the activation lasts until the broom reaches its destination. When the activation ends, the broom floats to the ground and can’t be activated again for 1 hour.\n","skill_mod":{},"summary":"This broom has a tenuous connection to gravity, and it tends to drift even while stowed. You can ride on the broom using one hand to guide it, and …","primary_source":"Core Rulebook","trait_group":["Mechanics","School"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=251","name":"Broom of Flying","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-251"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"evocation","price":23500,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-252","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Chime of Opening Source Core Rulebook pg. 572 Price 235 gp Usage held in 2 hands Bulk L --- This hollow mithral tube is about a foot long and bears engravings reminiscent of open locks and broken chains. The chime can be activated 10 times before it cracks and becomes useless. Activate Single Action Interact; Effect You aim the chime at a container, door, or lock you want to open and strike the chime. The chime sends out magical vibrations that attempt a Thievery check against the lock’s DC, with a Thievery bonus of +13. This targets only one lock or binding at a time, so you might need to activate the chime multiple times to open a target with several forms of protection.\n","skill_mod":{},"summary":"This hollow mithral tube is about a foot long and bears engravings reminiscent of open locks and broken chains. The chime can be activated 10 times …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=252","name":"Chime of Opening","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-252"},{"skill_mod":{},"summary":"This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":0,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=253","weakness":{},"school":"divination","name":"Crystal Ball","trait":["Divination","Magical","Scrying","Uncommon"],"id":"equipment-253","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Crystal Ball Source Core Rulebook pg. 572 Usage held in 1 hand Bulk L --- This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a scrying spell by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target. The base version of a crystal ball is a sphere of clear quartz, but other versions are made of different stones. Activate 1 minute (command, envision, Interact); Frequency once per hour; Effect The crystal ball casts clairvoyance to your specifications. Activate 10 minutes (command, envision, Interact); Frequency twice per day; Effect The crystal ball casts a DC 33 scrying spell to your specifications.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-253"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":32000,"trait":["Conjuration","Magical","Water"],"id":"equipment-254","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Decanter of Endless Water Source Core Rulebook pg. 573 Price 320 gp Usage held in 2 hands Bulk L --- This item looks like an ordinary glass flask full of water. The stopper can’t be removed unless you speak one of the item’s three command words, each of which causes water to pour forth in a different way. Pulling the stopper straight out creates fresh water, and rotating it as you pull creates salt water. Any effect of the decanter lasts until the decanter is plugged (with its own stopper, a finger, or the like). Activate Single Action command, Interact; Effect Speaking “stream,” you cause water to pour out at a rate of 1 gallon per round. Activate Single Action command, Interact; Effect Speaking “fountain,” you cause water to pour out in a 5-foot-long stream at a rate of 5 gallons per round. Activate Single Action command, Interact; Effect Speaking “geyser,” you cause a powerful deluge of water to erupt at a rate of 15 gallons per round. You can direct the stream at a creature, subjecting it to the effects of hydraulic push (spell attack roll +15). You can repeat this once per round as long as the geyser continues, spending an Interact action to direct the geyser each time.\n","element":["Water"],"skill_mod":{},"summary":"This item looks like an ordinary glass flask full of water. The stopper can’t be removed unless you speak one of the item’s three command words, each …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Elemental","Planar","Monster"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=254","name":"Decanter of Endless Water","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-254"},{"remaster_name":["Everlight Crystal"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"evocation","price":1500,"trait":["Evocation","Light","Magical"],"id":"equipment-255","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Everburning Torch Source Core Rulebook pg. 573 Price 15 gp Usage held in 1 hand Bulk L --- An everburning torch is one of the most common applications of permanent magic. This torch sheds light constantly, requiring no oxygen and generating no heat. The flame can be covered or hidden, but can’t be smothered or quenched.\n","skill_mod":{},"summary":"An everburning torch is one of the most common applications of permanent magic. This torch sheds light constantly, requiring no oxygen and …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=255","name":"Everburning Torch","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-255"},{"item_child_id":["equipment-256-260","equipment-256-261"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"necromancy","trait":["Divine","Healing","Necromancy","Positive","Uncommon","Vitality"],"id":"equipment-256","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Holy Prayer Beads Source Core Rulebook pg. 573 Usage held in 1 hand --- This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while holding it. When you do, the prayer beads become attuned to your deity, changing their form and iconography to prominently incorporate your deity’s religious symbol and iconography. The beads don’t transform or function for an evil spellcaster. Whenever you cast a divine spell from your own spell slots while holding the prayer beads, you recover 1 Hit Point; this is a positive healing effect. If the spell you cast was a healing spell, you can grant this additional healing to one of the spell’s targets instead of yourself. Activate Cast a Spell; Effect Cast bless or heal , each once per day. Craft Requirements You have a spellcasting class feature with the divine tradition. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Holy Prayer Beads Source Core Rulebook pg. 573 Price 160 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Holy Prayer Beads (Greater) Source Core Rulebook pg. 573 Price 1,400 gp --- You recover 1d4 Hit Points instead of 1 Hit Point when casting divine spells from your spell slots. Change the beads’ list of spells to the 4th-level versions of bless , divine wrath (matching one component of your deity’s alignment), heal , neutralize poison , and remove disease . You can cast each of these once per day.","skill_mod":{},"summary":"This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while …","primary_source":"Core Rulebook","trait_group":["Tradition","Mechanics","School","Energy","Planar","Creature Type","Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=256","name":"Holy Prayer Beads","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-256"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-256","weakness":{},"school":"necromancy","price":16000,"trait":["Divine","Healing","Necromancy","Positive","Uncommon","Vitality"],"id":"equipment-256-260","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Holy Prayer Beads Source Core Rulebook pg. 573 Usage held in 1 hand --- This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while holding it. When you do, the prayer beads become attuned to your deity, changing their form and iconography to prominently incorporate your deity’s religious symbol and iconography. The beads don’t transform or function for an evil spellcaster. Whenever you cast a divine spell from your own spell slots while holding the prayer beads, you recover 1 Hit Point; this is a positive healing effect. If the spell you cast was a healing spell, you can grant this additional healing to one of the spell’s targets instead of yourself. Activate Cast a Spell; Effect Cast bless or heal , each once per day. Craft Requirements You have a spellcasting class feature with the divine tradition. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Holy Prayer Beads Source Core Rulebook pg. 573 Price 160 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Holy Prayer Beads (Greater) Source Core Rulebook pg. 573 Price 1,400 gp --- You recover 1d4 Hit Points instead of 1 Hit Point when casting divine spells from your spell slots. Change the beads’ list of spells to the 4th-level versions of bless , divine wrath (matching one component of your deity’s alignment), heal , neutralize poison , and remove disease . You can cast each of these once per day.","skill_mod":{},"summary":"This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while …","primary_source":"Core Rulebook","trait_group":["Tradition","Mechanics","School","Energy","Planar","Creature Type","Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=256","name":"Holy Prayer Beads","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-256-260"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-256","weakness":{},"school":"necromancy","price":140000,"trait":["Divine","Healing","Necromancy","Positive","Uncommon","Vitality"],"id":"equipment-256-261","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Holy Prayer Beads Source Core Rulebook pg. 573 Usage held in 1 hand --- This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while holding it. When you do, the prayer beads become attuned to your deity, changing their form and iconography to prominently incorporate your deity’s religious symbol and iconography. The beads don’t transform or function for an evil spellcaster. Whenever you cast a divine spell from your own spell slots while holding the prayer beads, you recover 1 Hit Point; this is a positive healing effect. If the spell you cast was a healing spell, you can grant this additional healing to one of the spell’s targets instead of yourself. Activate Cast a Spell; Effect Cast bless or heal , each once per day. Craft Requirements You have a spellcasting class feature with the divine tradition. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Holy Prayer Beads Source Core Rulebook pg. 573 Price 160 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Holy Prayer Beads (Greater) Source Core Rulebook pg. 573 Price 1,400 gp --- You recover 1d4 Hit Points instead of 1 Hit Point when casting divine spells from your spell slots. Change the beads’ list of spells to the 4th-level versions of bless , divine wrath (matching one component of your deity’s alignment), heal , neutralize poison , and remove disease . You can cast each of these once per day.","skill_mod":{},"summary":"You recover 1d4 Hit Points instead of 1 Hit Point when casting divine spells from your spell slots. Change the beads’ list of spells to the 4th-level …","primary_source":"Core Rulebook","trait_group":["Tradition","Mechanics","School","Energy","Planar","Creature Type","Rarity"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=256","name":"Holy Prayer Beads (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-256-261"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"evocation","price":70000,"skill":["Performance"],"trait":["Evocation","Sonic"],"id":"equipment-257","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Horn of Blasting Source Core Rulebook pg. 573 Price 700 gp Usage held in 1 hand Bulk L --- A horn of blasting is a bright brass trumpet. It can be played as an instrument, granting a +2 item bonus to your Performance check. Activate Single Action Interact; Frequency once per round; Effect Blowing into the horn with destructive intent, you create a blast note targeting one creature within 30 feet. The blast deals 3d6 sonic damage (DC 28 basic Fortitude save). Activate Two Actions Interact; Frequency once per day; Effect You blow even louder to create an intense blast wave in a 30-foot cone that deals 8d6 sonic damage. Each creature attempts a DC 28 Fortitude save with the following effects Critical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage and is deafened for 2d6 rounds.\n","skill_mod":{},"summary":"A horn of blasting is a bright brass trumpet. It can be played as an instrument, granting a +2 item bonus to your Performance check. ","primary_source":"Core Rulebook","trait_group":["School","Energy","Monster"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=257","name":"Horn of Blasting","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-257"},{"remaster_name":["Cloud Pouch"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":23000,"trait":["Conjuration","Magical","Water"],"id":"equipment-258","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Horn of Fog Source Core Rulebook pg. 573 Price 230 gp Usage held in 1 hand Bulk 1 --- This large ram’s horn perpetually glistens with tiny droplets of water, much like condensation. Activate Two Actions Interact; Frequency once per hour; Effect You activate the horn by blowing deeply into it, causing it to issue forth a low blast and cast a 2nd-level obscuring mist spell. You can Dismiss the mist at any time by blowing a second note on the horn using an Interact action.\n","element":["Water"],"skill_mod":{},"summary":"This large ram’s horn perpetually glistens with tiny droplets of water, much like condensation. ","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Elemental","Planar","Monster"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=258","name":"Horn of Fog","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-258"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"transmutation","price":60000,"trait":["Magical","Transmutation"],"id":"equipment-259","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Immovable Rod Source Core Rulebook pg. 574 Price 600 gp Usage held in 1 hand Bulk 1 --- This flat iron bar is almost completely nondescript, except for one small button appearing on its surface. Activate Single Action Interact; Effect You push the button to anchor the rod in place. It doesn’t move, defying gravity if need be. If the button is pushed again, the rod deactivates, ending the anchoring magic. While anchored, the rod can be moved only if 8,000 pounds of pressure are applied to it or if a creature uses Athletics to Force Open the rod with a DC of 40 (though most intelligent creatures can just push the button to release the rod).\n","skill_mod":{},"summary":"This flat iron bar is almost completely nondescript, except for one small button appearing on its surface. ","primary_source":"Core Rulebook","trait_group":["Mechanics","School"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=259","name":"Immovable Rod","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-259"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"enchantment","skill":["Performance","Performance","Performance"],"trait":["Enchantment","Magical"],"id":"equipment-260","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Maestro's Instrument Source Core Rulebook pg. 574 Usage held in 2 hands Bulk 1 --- A maestro’s instrument can be crafted in the form of any variety of handheld musical instrument. A maestro’s instrument grants you a +1 item bonus to Performance checks while playing music with the instrument. Activate Two Actions Interact; Frequency once per day; Effect You can play the instrument to produce the effects of a DC 17 charm spell. Craft Requirements You must supply a casting of charm of the appropriate level.\n","skill_mod":{},"summary":"A maestro’s instrument can be crafted in the form of any variety of handheld musical instrument. A maestro’s instrument grants you a +1 item bonus to …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=260","name":"Maestro's Instrument","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-260"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"necromancy","skill":["Medicine","Medicine"],"trait":["Magical","Necromancy"],"id":"equipment-261","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Marvelous Medicines Source Core Rulebook pg. 574 Usage held in 2 hands Bulk 1 --- This set of healer’s tools contains a seemingly endless supply of bandages, herbs, and healing items of impeccable quality, granting you a +2 item bonus to Medicine checks. Activate Single Action Treat Poison or 8 hours (Treat Disease); Effect You can activate the tools when you use them to Treat Poison in order to produce the effects of neutralize poison , or when you Treat Disease in order to produce the effects of remove disease . Once these medicines have been used to treat a patient’s poison or disease, they can’t be used again to treat the same affliction for that patient. ","skill_mod":{},"summary":"This set of healer’s tools contains a seemingly endless supply of bandages, herbs, and healing items of impeccable quality, granting you a +2 item …","primary_source":"Core Rulebook","trait_group":["Mechanics","School"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=261","name":"Marvelous Medicines","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-261"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"divination","price":2200000,"skill":["Arcana","Crafting","Lore","Medicine","Nature","Occultism","Religion","Society"],"trait":["Divination","Magical"],"id":"equipment-262","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Possibility Tome Source Core Rulebook pg. 574 Price 22,000 gp Usage held in 2 hands Bulk 2 --- An array of semiprecious stones is set into the ornate silver and beaten copper cover of this thick and weighty tome. If you open the book before it’s been activated, its vellum pages are blank and pristine, but once activated, words dance and swim onto the pages before your eyes. Activate 10 minutes (envision, Interact); Effect As you flip through the book, you think about a broad topic you want to know more about. Choose one skill: Arcana, Crafting, Medicine, Nature, Occultism, Religion, Society, or a single subcategory of Lore. The book’s pages fill with information about that skill, though only you can see the information. While the pages are full, you can spend an Interact action perusing the book just before attempting a check to Recall Knowledge with the chosen skill. This grants you a +3 item bonus to the check, and if you roll a critical failure, you get a failure instead. The information within the book disappears after 24 hours or when the tome is activated again.\n","skill_mod":{},"summary":"An array of semiprecious stones is set into the ornate silver and beaten copper cover of this thick and weighty tome. If you open the book before …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=262","name":"Possibility Tome","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-262"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"transmutation","skill":["Nature","Nature"],"trait":["Primal","Transmutation"],"id":"equipment-263","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Primeval Mistletoe Source Core Rulebook pg. 574 Usage held in 1 hand --- This sprig of berry-festooned holly and mistletoe doesn't wilt or rot. It can be used as a primal focus, and it also grants the creature holding it a +1 item bonus to Nature checks. Activate Two Actions Interact; Frequency once per 10 minutes; Effect You squeeze juice from one of the berries and smear it onto a club or staff to cast shillelagh upon it. Activate Two Actions Interact; Frequency once per day; Effect You can twine the sprig around the wrist of one hand and touch a tree to cast tree shape upon yourself, except instead of a becoming a tree, you become a vine on the touched tree. ","skill_mod":{},"summary":"This sprig of berry-festooned holly and mistletoe doesn't wilt or rot. It can be used as a primal focus, and it also grants the creature holding it a …","primary_source":"Core Rulebook","trait_group":["Tradition","School"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=263","name":"Primeval Mistletoe","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-263"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"abjuration","price":430000,"trait":["Abjuration","Magical"],"id":"equipment-264","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Rod of Negation Source Core Rulebook pg. 574 Price 4,300 gp Usage held in 1 hand Bulk 1 --- This long, plain, leaden rod can disrupt magic. Activate Two Actions Interact; Effect This rod emits a thin, gray beam that negates a spell or magic item, casting a 6th-level dispel magic spell with a counteract modifier of +23. Once activated, the rod can’t be activated again for 2d6 hours.\n","skill_mod":{},"summary":"This long, plain, leaden rod can disrupt magic. ","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=264","name":"Rod of Negation","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-264"},{"remaster_name":["Madcap Top"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"evocation","price":46500,"trait":["Chaotic","Evocation","Magical","Rare"],"id":"equipment-265","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Rod of Wonder Source Core Rulebook pg. 575 Price 465 gp Usage held in 1 hand Bulk L --- This peculiar rod is strange and unpredictable. Each time it is activated, it produces one of a variety of effects at random. Activate Two Actions command, Interact; Effect Choose a creature within 60 feet and roll d% on the table below to determine the rod’s effect. If an entry lists only a spell name, the rod casts that spell at its lowest level. You make any decisions for a spell cast by the rod unless otherwise indicated, except that it must target the creature you chose, or the creature you chose must be the center of the spell’s area, if it has an area but no targets. If the spell’s range is less than 60 feet, increase the range to 60 feet. Any spell DC required is DC 27, and any spell attack roll required is +17. If the rod casts a spell on you, you don’t get a saving throw or other defense against it. Once activated, the rod can’t be activated again for 1d4 hours. ## Rod of Wonder d% Wondrous Effect 1–3 Leaves grow from the target; they last 24 hours 4–8 Darkness 9 Summon a giant stag beetle (5th-level summon animal ) 10–13 A stream of 600 large and colorful butterflies pours forth, fluttering in a 20-foot burst for 2 rounds; creatures are blinded while in the cloud of butterflies 14–15 All the target's weapons animate with the effects of the dancing rune 16–25 Lightning bolt 26–29 Grass grows in a 60-foot cone in front of the rod, or existing grass grows at 10 × normal rate 30 Target turns blue, green, or purple with an unlimited duration 31 Summon an elephant (6th-level summon animal ) 32–34 Heavy rain falls in a 60-foot radius around you for 1 round 35–38 Stinking cloud 39 Summon an ineffective mouse (1st-level summon animal ) 40–42 Vibrant pattern , with a 1-round duration 43–44 The rod casts mirror image on you 45–46 Gust of wind 47–48 The non-living, unattended object closest to the target (up to 30 cubic feet in size) turns ethereal for an unlimited duration 49–53 Slow 54 You turn blue, green, or purple with an unlimited duration 55–59 The rod casts pest form on you, lasting 1d4 rounds 60–61 1d4 × 10 gems, each worth 1 sp, shoot from the rod, dealing 1 piercing damage to each creature in a 15-foot cone 62 Sleep , with a 100-foot burst 63–72 Fireball 73–77 Mind reading 78–80 Roll again; the target believes you created the effect of the second roll 81–84 Enlarge 85–87 Target is coated in nectar, making it clumsy 1 for 1 round 88–92 Faerie fire 93–97 The rod casts invisibility on you 98–100 The rod casts shrink on you, lasting 1 day ","skill_mod":{},"summary":"This peculiar rod is strange and unpredictable. Each time it is activated, it produces one of a variety of effects at random. ","primary_source":"Core Rulebook","trait_group":["Alignment","School","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=265","name":"Rod of Wonder","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-265"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"transmutation","skill":["Thievery","Thievery"],"trait":["Magical","Transmutation"],"id":"equipment-266","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Skeleton Key Source Core Rulebook pg. 575 Usage held in 1 hand --- A grinning skull tops the bow of this macabre key. This key can be used in place of thieves’ tools when attempting to Pick a Lock, and it grants a +1 item bonus to the Thievery check. If the skeleton key becomes broken due to a critical failure on the check, it works as normal thieves’ tools and loses its benefits until repaired. Activate Free Action Interact; Frequency once per day; Trigger You attempt to Pick a Lock but haven’t rolled yet; Effect The key casts knock on the lock you’re trying to pick.\n","skill_mod":{},"summary":"A grinning skull tops the bow of this macabre key. This key can be used in place of thieves’ tools when attempting to Pick a Lock, and it grants a …","primary_source":"Core Rulebook","trait_group":["Mechanics","School"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=266","name":"Skeleton Key","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-266"},{"skill_mod":{},"summary":"This brass censer dangles on a length of chain. Most thuribles of revelation are adorned with swirling Celestial text, though some are iron and …","primary_source":"Core Rulebook","trait_group":["School","Tradition"],"primary_source_category":"Rulebooks","level":0,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=267","weakness":{},"school":"divination","name":"Thurible of Revelation","trait":["Divination","Divine"],"id":"equipment-267","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Thurible of Revelation Source Core Rulebook pg. 575 Usage held in 1 hand Bulk 1 --- This brass censer dangles on a length of chain. Most thuribles of revelation are adorned with swirling Celestial text, though some are iron and feature Infernal or Abyssal text. Activate Two Actions Interact; Cost incense worth at least 5 gp; Effect You light the incense inside the censer, and it burns for 1 hour. During that time, as long you are holding the thurible, you gain a +1 item bonus to Religion checks, and any critical failure you roll when you Decipher Writing of a religious nature is a failure instead.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-267"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"transmutation","price":20000,"trait":["Magical","Transmutation"],"id":"equipment-268","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Traveler's Any-Tool Source Core Rulebook pg. 576 Price 200 gp Usage held in 2 hands Bulk 1 --- Before it’s activated, this item appears to be an ash rod capped with steel on either end. Activate Two Actions envision, Interact; Effect You imagine a specific simple tool, and the any-tool transforms into it. (Usually, you can choose from a tool listed in Chapter 6). This transforms the wooden portion into any haft and the metal caps into spades, hammer heads, or the like, allowing for most basic tools but nothing more complex. You can return the item to its rod form with an Interact action.\n","skill_mod":{},"summary":"Before it’s activated, this item appears to be an ash rod capped with steel on either end. ","primary_source":"Core Rulebook","trait_group":["Mechanics","School"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=268","name":"Traveler's Any-Tool","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-268"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"transmutation","price":64000,"trait":["Magical","Transmutation"],"id":"equipment-269","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Triton's Conch Source Core Rulebook pg. 576 Price 640 gp Usage held in 1 hand Bulk L --- If you put this large opalescent conch shell to your ear, you can hear the sound of the roaring sea crashing against the shore. Activate Single Action Interact (auditory) Effect You can raise the conch to your lips and blow into it, letting out a long, rumbling note. For the next minute, you and all allies who were within 30 feet of you when you activated the conch gain a +2 item bonus to Athletics checks to Swim and can breathe under water.\n","skill_mod":{},"summary":"If you put this large opalescent conch shell to your ear, you can hear the sound of the roaring sea crashing against the shore. ","primary_source":"Core Rulebook","trait_group":["Mechanics","School"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=269","name":"Triton's Conch","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-269"},{"item_child_id":["equipment-270-274","equipment-270-275","equipment-270-276","equipment-270-277","equipment-270-278","equipment-270-626","equipment-270-627","equipment-270-1038","equipment-270-1039","equipment-270-1534"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Magical"],"id":"equipment-270","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wondrous Figurine Source Core Rulebook pg. 576 Usage held in 1 hand Bulk L --- Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals. Activate Two Actions command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below. If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wondrous Figurine (Golden Lions) Source Core Rulebook pg. 576 Price 900 gp --- This statuette depicts a pair of gold lions, and when activated, it becomes a pair of adult lions. The lions can be called on only once per day, and they remain in lion form for no more than 1 hour. If either of the lions is slain, that lion cannot be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wondrous Figurine (Jade Serpent) Source Core Rulebook pg. 576 Price 340 gp --- This tiny statue first appears to be a formless lump of jade until closer inspection reveals it to be a serpentine body curled into a snug knot. When activated, this figurine becomes a giant viper. The figurine can be used only once per day, and it can remain in serpent form for no more than 10 minutes. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wondrous Figurine (Marble Elephant) Source Core Rulebook pg. 576 Price 2,700 gp --- Finely carved from a solid piece of marble, this gleaming elephant statuette becomes a fully grown elephant when activated. The elephant can be called upon no more than four times per month. It remains for 24 hours as long as it is being used as a beast of burden or for transport. If it attempts an attack or otherwise engages in combat, it reverts to statuette form after 1d4 rounds. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wondrous Figurine (Obsidian Steed) Source Core Rulebook pg. 576 Price 6,000 gp --- This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare. It can be called upon once per week for up to 24 hours, though it won't use plane shift or its other abilities on behalf of its rider. Although evil, it allows itself to be ridden by creatures of any alignment, although if a good creature mounts it, the rider must attempt a DC 3 flat check. On a failure, the nightmare uses plane shift to take the rider to a random location in the Abyss, where it promptly returns to statue form, stranding its rider in that nightmarish place. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wondrous Figurine (Onyx Dog) Source Core Rulebook pg. 576 Price 34 gp --- This simple onyx statue transforms into a guard dog. The dog has a +4 circumstance bonus to Survival checks to Track, and it has darkvision. When the dog senses a hidden creature with its scent, that creature is instead observed and concealed. The onyx dog can be activated once per week and remains in its form for up to 6 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Candy Constrictor) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 140 gp --- Although appearing as a multicolored piece of stick candy, this figurine bears a narrow snake head at one end and is as durable as stone. When activated, it becomes a rainbow-striped ball python except it lacks the Stealth skill. The snake can be used once per day, and it can remain in snake form for up to 20 minutes. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Wondrous Figurine (Rubber Bear) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 350 gp --- This small, stretchable statuette depicts a bear wearing a tutu and a fez and balancing on a ball slightly larger than its head. When activated, it becomes a grizzly bear with similar attire. The bear remains balanced upon its rubber ball, and is therefore ungainly: it cannot Climb or Swim, has a –10- foot circumstance penalty to its Speed, and is always flat-footed. If the bear leaves its ball, such as if it is repositioned with forced movement or knocked prone, it immediately reverts to statuette form. The bear can be used once per day, and it can remain in bear form for up to 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Wondrous Figurine (Bismuth Leopards) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 495 gp Bulk L --- This exquisitely crafted statuette is carved into the form of twin panthers climbing a tree. When activated, it transforms into a pair of beautiful leopards that are carved out of bismuth and flash hypnotically as they move. Creatures that come within 5 feet of a bismuth leopard or that end their turn within 5 feet of a bismuth leopard become dazzled for 1 round unless they succeed at a DC 24 Will save. A creature that comes within 5 feet of both leopards or ends its turn within 5 feet of both leopards need only attempt one saving throw each time. The leopards can be called on only once per day, and they remain in their leopard form for up to 10 minutes. If either of the leopards is slain, that leopard can't be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other leopard. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Wondrous Figurine (Ruby Hippopotamus) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 700 gp Bulk L --- This roughly hewn ruby figurine shimmers with a deep red hue and is carved into the likeness of an ornery hippopotamus. When activated, it transforms into an enraged hippopotamus that sees everything within 30 feet of its activation area as its territory. It will relentlessly and ferociously attack anyone within this area except you, but it ignores your commands in favor of defending its area. The hippopotamus is active for 1 minute before reverting to its statue shape, satisfied that it has punished all possible interlopers into its territory. The figurine can be used only once per day <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Stuffed Fox) May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 77 Price 125 gp Usage held in 1 hand Bulk L --- This small toy fox has tufted, fluffy ears and buttons for eyes. When activated, it transforms into a big fox with the statistics of a riding dog. The stuffed fox always allows you to ride it. While you do, you don't take the –2 penalty to Reflex saves while being mounted, and its jaws Strike gains Knockdown. The stuffed fox can be activated once a day and remains in its form for up to 1 hour. ","skill_mod":{},"summary":"Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals. ","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=270","name":"Wondrous Figurine","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-270"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-270","weakness":{},"school":"conjuration","price":90000,"trait":["Conjuration","Magical"],"id":"equipment-270-274","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wondrous Figurine Source Core Rulebook pg. 576 Usage held in 1 hand Bulk L --- Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals. Activate Two Actions command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below. If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wondrous Figurine (Golden Lions) Source Core Rulebook pg. 576 Price 900 gp --- This statuette depicts a pair of gold lions, and when activated, it becomes a pair of adult lions. The lions can be called on only once per day, and they remain in lion form for no more than 1 hour. If either of the lions is slain, that lion cannot be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wondrous Figurine (Jade Serpent) Source Core Rulebook pg. 576 Price 340 gp --- This tiny statue first appears to be a formless lump of jade until closer inspection reveals it to be a serpentine body curled into a snug knot. When activated, this figurine becomes a giant viper. The figurine can be used only once per day, and it can remain in serpent form for no more than 10 minutes. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wondrous Figurine (Marble Elephant) Source Core Rulebook pg. 576 Price 2,700 gp --- Finely carved from a solid piece of marble, this gleaming elephant statuette becomes a fully grown elephant when activated. The elephant can be called upon no more than four times per month. It remains for 24 hours as long as it is being used as a beast of burden or for transport. If it attempts an attack or otherwise engages in combat, it reverts to statuette form after 1d4 rounds. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wondrous Figurine (Obsidian Steed) Source Core Rulebook pg. 576 Price 6,000 gp --- This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare. It can be called upon once per week for up to 24 hours, though it won't use plane shift or its other abilities on behalf of its rider. Although evil, it allows itself to be ridden by creatures of any alignment, although if a good creature mounts it, the rider must attempt a DC 3 flat check. On a failure, the nightmare uses plane shift to take the rider to a random location in the Abyss, where it promptly returns to statue form, stranding its rider in that nightmarish place. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wondrous Figurine (Onyx Dog) Source Core Rulebook pg. 576 Price 34 gp --- This simple onyx statue transforms into a guard dog. The dog has a +4 circumstance bonus to Survival checks to Track, and it has darkvision. When the dog senses a hidden creature with its scent, that creature is instead observed and concealed. The onyx dog can be activated once per week and remains in its form for up to 6 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Candy Constrictor) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 140 gp --- Although appearing as a multicolored piece of stick candy, this figurine bears a narrow snake head at one end and is as durable as stone. When activated, it becomes a rainbow-striped ball python except it lacks the Stealth skill. The snake can be used once per day, and it can remain in snake form for up to 20 minutes. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Wondrous Figurine (Rubber Bear) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 350 gp --- This small, stretchable statuette depicts a bear wearing a tutu and a fez and balancing on a ball slightly larger than its head. When activated, it becomes a grizzly bear with similar attire. The bear remains balanced upon its rubber ball, and is therefore ungainly: it cannot Climb or Swim, has a –10- foot circumstance penalty to its Speed, and is always flat-footed. If the bear leaves its ball, such as if it is repositioned with forced movement or knocked prone, it immediately reverts to statuette form. The bear can be used once per day, and it can remain in bear form for up to 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Wondrous Figurine (Bismuth Leopards) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 495 gp Bulk L --- This exquisitely crafted statuette is carved into the form of twin panthers climbing a tree. When activated, it transforms into a pair of beautiful leopards that are carved out of bismuth and flash hypnotically as they move. Creatures that come within 5 feet of a bismuth leopard or that end their turn within 5 feet of a bismuth leopard become dazzled for 1 round unless they succeed at a DC 24 Will save. A creature that comes within 5 feet of both leopards or ends its turn within 5 feet of both leopards need only attempt one saving throw each time. The leopards can be called on only once per day, and they remain in their leopard form for up to 10 minutes. If either of the leopards is slain, that leopard can't be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other leopard. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Wondrous Figurine (Ruby Hippopotamus) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 700 gp Bulk L --- This roughly hewn ruby figurine shimmers with a deep red hue and is carved into the likeness of an ornery hippopotamus. When activated, it transforms into an enraged hippopotamus that sees everything within 30 feet of its activation area as its territory. It will relentlessly and ferociously attack anyone within this area except you, but it ignores your commands in favor of defending its area. The hippopotamus is active for 1 minute before reverting to its statue shape, satisfied that it has punished all possible interlopers into its territory. The figurine can be used only once per day <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Stuffed Fox) May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 77 Price 125 gp Usage held in 1 hand Bulk L --- This small toy fox has tufted, fluffy ears and buttons for eyes. When activated, it transforms into a big fox with the statistics of a riding dog. The stuffed fox always allows you to ride it. While you do, you don't take the –2 penalty to Reflex saves while being mounted, and its jaws Strike gains Knockdown. The stuffed fox can be activated once a day and remains in its form for up to 1 hour. ","skill_mod":{},"summary":"This statuette depicts a pair of gold lions, and when activated, it becomes a pair of adult lions . The lions can be called on only once per day, …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=270","name":"Wondrous Figurine (Golden Lions)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-270-274"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-270","weakness":{},"school":"conjuration","price":34000,"trait":["Conjuration","Magical"],"id":"equipment-270-275","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wondrous Figurine Source Core Rulebook pg. 576 Usage held in 1 hand Bulk L --- Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals. Activate Two Actions command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below. If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wondrous Figurine (Golden Lions) Source Core Rulebook pg. 576 Price 900 gp --- This statuette depicts a pair of gold lions, and when activated, it becomes a pair of adult lions. The lions can be called on only once per day, and they remain in lion form for no more than 1 hour. If either of the lions is slain, that lion cannot be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wondrous Figurine (Jade Serpent) Source Core Rulebook pg. 576 Price 340 gp --- This tiny statue first appears to be a formless lump of jade until closer inspection reveals it to be a serpentine body curled into a snug knot. When activated, this figurine becomes a giant viper. The figurine can be used only once per day, and it can remain in serpent form for no more than 10 minutes. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wondrous Figurine (Marble Elephant) Source Core Rulebook pg. 576 Price 2,700 gp --- Finely carved from a solid piece of marble, this gleaming elephant statuette becomes a fully grown elephant when activated. The elephant can be called upon no more than four times per month. It remains for 24 hours as long as it is being used as a beast of burden or for transport. If it attempts an attack or otherwise engages in combat, it reverts to statuette form after 1d4 rounds. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wondrous Figurine (Obsidian Steed) Source Core Rulebook pg. 576 Price 6,000 gp --- This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare. It can be called upon once per week for up to 24 hours, though it won't use plane shift or its other abilities on behalf of its rider. Although evil, it allows itself to be ridden by creatures of any alignment, although if a good creature mounts it, the rider must attempt a DC 3 flat check. On a failure, the nightmare uses plane shift to take the rider to a random location in the Abyss, where it promptly returns to statue form, stranding its rider in that nightmarish place. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wondrous Figurine (Onyx Dog) Source Core Rulebook pg. 576 Price 34 gp --- This simple onyx statue transforms into a guard dog. The dog has a +4 circumstance bonus to Survival checks to Track, and it has darkvision. When the dog senses a hidden creature with its scent, that creature is instead observed and concealed. The onyx dog can be activated once per week and remains in its form for up to 6 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Candy Constrictor) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 140 gp --- Although appearing as a multicolored piece of stick candy, this figurine bears a narrow snake head at one end and is as durable as stone. When activated, it becomes a rainbow-striped ball python except it lacks the Stealth skill. The snake can be used once per day, and it can remain in snake form for up to 20 minutes. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Wondrous Figurine (Rubber Bear) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 350 gp --- This small, stretchable statuette depicts a bear wearing a tutu and a fez and balancing on a ball slightly larger than its head. When activated, it becomes a grizzly bear with similar attire. The bear remains balanced upon its rubber ball, and is therefore ungainly: it cannot Climb or Swim, has a –10- foot circumstance penalty to its Speed, and is always flat-footed. If the bear leaves its ball, such as if it is repositioned with forced movement or knocked prone, it immediately reverts to statuette form. The bear can be used once per day, and it can remain in bear form for up to 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Wondrous Figurine (Bismuth Leopards) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 495 gp Bulk L --- This exquisitely crafted statuette is carved into the form of twin panthers climbing a tree. When activated, it transforms into a pair of beautiful leopards that are carved out of bismuth and flash hypnotically as they move. Creatures that come within 5 feet of a bismuth leopard or that end their turn within 5 feet of a bismuth leopard become dazzled for 1 round unless they succeed at a DC 24 Will save. A creature that comes within 5 feet of both leopards or ends its turn within 5 feet of both leopards need only attempt one saving throw each time. The leopards can be called on only once per day, and they remain in their leopard form for up to 10 minutes. If either of the leopards is slain, that leopard can't be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other leopard. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Wondrous Figurine (Ruby Hippopotamus) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 700 gp Bulk L --- This roughly hewn ruby figurine shimmers with a deep red hue and is carved into the likeness of an ornery hippopotamus. When activated, it transforms into an enraged hippopotamus that sees everything within 30 feet of its activation area as its territory. It will relentlessly and ferociously attack anyone within this area except you, but it ignores your commands in favor of defending its area. The hippopotamus is active for 1 minute before reverting to its statue shape, satisfied that it has punished all possible interlopers into its territory. The figurine can be used only once per day <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Stuffed Fox) May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 77 Price 125 gp Usage held in 1 hand Bulk L --- This small toy fox has tufted, fluffy ears and buttons for eyes. When activated, it transforms into a big fox with the statistics of a riding dog. The stuffed fox always allows you to ride it. While you do, you don't take the –2 penalty to Reflex saves while being mounted, and its jaws Strike gains Knockdown. The stuffed fox can be activated once a day and remains in its form for up to 1 hour. ","skill_mod":{},"summary":"This tiny statue first appears to be a formless lump of jade until closer inspection reveals it to be a serpentine body curled into a snug knot. When …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=270","name":"Wondrous Figurine (Jade Serpent)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-270-275"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-270","weakness":{},"school":"conjuration","price":270000,"trait":["Conjuration","Magical"],"id":"equipment-270-276","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wondrous Figurine Source Core Rulebook pg. 576 Usage held in 1 hand Bulk L --- Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals. Activate Two Actions command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below. If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wondrous Figurine (Golden Lions) Source Core Rulebook pg. 576 Price 900 gp --- This statuette depicts a pair of gold lions, and when activated, it becomes a pair of adult lions. The lions can be called on only once per day, and they remain in lion form for no more than 1 hour. If either of the lions is slain, that lion cannot be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wondrous Figurine (Jade Serpent) Source Core Rulebook pg. 576 Price 340 gp --- This tiny statue first appears to be a formless lump of jade until closer inspection reveals it to be a serpentine body curled into a snug knot. When activated, this figurine becomes a giant viper. The figurine can be used only once per day, and it can remain in serpent form for no more than 10 minutes. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wondrous Figurine (Marble Elephant) Source Core Rulebook pg. 576 Price 2,700 gp --- Finely carved from a solid piece of marble, this gleaming elephant statuette becomes a fully grown elephant when activated. The elephant can be called upon no more than four times per month. It remains for 24 hours as long as it is being used as a beast of burden or for transport. If it attempts an attack or otherwise engages in combat, it reverts to statuette form after 1d4 rounds. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wondrous Figurine (Obsidian Steed) Source Core Rulebook pg. 576 Price 6,000 gp --- This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare. It can be called upon once per week for up to 24 hours, though it won't use plane shift or its other abilities on behalf of its rider. Although evil, it allows itself to be ridden by creatures of any alignment, although if a good creature mounts it, the rider must attempt a DC 3 flat check. On a failure, the nightmare uses plane shift to take the rider to a random location in the Abyss, where it promptly returns to statue form, stranding its rider in that nightmarish place. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wondrous Figurine (Onyx Dog) Source Core Rulebook pg. 576 Price 34 gp --- This simple onyx statue transforms into a guard dog. The dog has a +4 circumstance bonus to Survival checks to Track, and it has darkvision. When the dog senses a hidden creature with its scent, that creature is instead observed and concealed. The onyx dog can be activated once per week and remains in its form for up to 6 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Candy Constrictor) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 140 gp --- Although appearing as a multicolored piece of stick candy, this figurine bears a narrow snake head at one end and is as durable as stone. When activated, it becomes a rainbow-striped ball python except it lacks the Stealth skill. The snake can be used once per day, and it can remain in snake form for up to 20 minutes. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Wondrous Figurine (Rubber Bear) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 350 gp --- This small, stretchable statuette depicts a bear wearing a tutu and a fez and balancing on a ball slightly larger than its head. When activated, it becomes a grizzly bear with similar attire. The bear remains balanced upon its rubber ball, and is therefore ungainly: it cannot Climb or Swim, has a –10- foot circumstance penalty to its Speed, and is always flat-footed. If the bear leaves its ball, such as if it is repositioned with forced movement or knocked prone, it immediately reverts to statuette form. The bear can be used once per day, and it can remain in bear form for up to 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Wondrous Figurine (Bismuth Leopards) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 495 gp Bulk L --- This exquisitely crafted statuette is carved into the form of twin panthers climbing a tree. When activated, it transforms into a pair of beautiful leopards that are carved out of bismuth and flash hypnotically as they move. Creatures that come within 5 feet of a bismuth leopard or that end their turn within 5 feet of a bismuth leopard become dazzled for 1 round unless they succeed at a DC 24 Will save. A creature that comes within 5 feet of both leopards or ends its turn within 5 feet of both leopards need only attempt one saving throw each time. The leopards can be called on only once per day, and they remain in their leopard form for up to 10 minutes. If either of the leopards is slain, that leopard can't be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other leopard. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Wondrous Figurine (Ruby Hippopotamus) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 700 gp Bulk L --- This roughly hewn ruby figurine shimmers with a deep red hue and is carved into the likeness of an ornery hippopotamus. When activated, it transforms into an enraged hippopotamus that sees everything within 30 feet of its activation area as its territory. It will relentlessly and ferociously attack anyone within this area except you, but it ignores your commands in favor of defending its area. The hippopotamus is active for 1 minute before reverting to its statue shape, satisfied that it has punished all possible interlopers into its territory. The figurine can be used only once per day <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Stuffed Fox) May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 77 Price 125 gp Usage held in 1 hand Bulk L --- This small toy fox has tufted, fluffy ears and buttons for eyes. When activated, it transforms into a big fox with the statistics of a riding dog. The stuffed fox always allows you to ride it. While you do, you don't take the –2 penalty to Reflex saves while being mounted, and its jaws Strike gains Knockdown. The stuffed fox can be activated once a day and remains in its form for up to 1 hour. ","skill_mod":{},"summary":"Finely carved from a solid piece of marble, this gleaming elephant statuette becomes a fully grown elephant when activated. The elephant can be …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=270","name":"Wondrous Figurine (Marble Elephant)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-270-276"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-270","weakness":{},"school":"conjuration","price":600000,"trait":["Uncommon","Conjuration","Magical"],"id":"equipment-270-277","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wondrous Figurine Source Core Rulebook pg. 576 Usage held in 1 hand Bulk L --- Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals. Activate Two Actions command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below. If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wondrous Figurine (Golden Lions) Source Core Rulebook pg. 576 Price 900 gp --- This statuette depicts a pair of gold lions, and when activated, it becomes a pair of adult lions. The lions can be called on only once per day, and they remain in lion form for no more than 1 hour. If either of the lions is slain, that lion cannot be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wondrous Figurine (Jade Serpent) Source Core Rulebook pg. 576 Price 340 gp --- This tiny statue first appears to be a formless lump of jade until closer inspection reveals it to be a serpentine body curled into a snug knot. When activated, this figurine becomes a giant viper. The figurine can be used only once per day, and it can remain in serpent form for no more than 10 minutes. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wondrous Figurine (Marble Elephant) Source Core Rulebook pg. 576 Price 2,700 gp --- Finely carved from a solid piece of marble, this gleaming elephant statuette becomes a fully grown elephant when activated. The elephant can be called upon no more than four times per month. It remains for 24 hours as long as it is being used as a beast of burden or for transport. If it attempts an attack or otherwise engages in combat, it reverts to statuette form after 1d4 rounds. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wondrous Figurine (Obsidian Steed) Source Core Rulebook pg. 576 Price 6,000 gp --- This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare. It can be called upon once per week for up to 24 hours, though it won't use plane shift or its other abilities on behalf of its rider. Although evil, it allows itself to be ridden by creatures of any alignment, although if a good creature mounts it, the rider must attempt a DC 3 flat check. On a failure, the nightmare uses plane shift to take the rider to a random location in the Abyss, where it promptly returns to statue form, stranding its rider in that nightmarish place. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wondrous Figurine (Onyx Dog) Source Core Rulebook pg. 576 Price 34 gp --- This simple onyx statue transforms into a guard dog. The dog has a +4 circumstance bonus to Survival checks to Track, and it has darkvision. When the dog senses a hidden creature with its scent, that creature is instead observed and concealed. The onyx dog can be activated once per week and remains in its form for up to 6 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Candy Constrictor) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 140 gp --- Although appearing as a multicolored piece of stick candy, this figurine bears a narrow snake head at one end and is as durable as stone. When activated, it becomes a rainbow-striped ball python except it lacks the Stealth skill. The snake can be used once per day, and it can remain in snake form for up to 20 minutes. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Wondrous Figurine (Rubber Bear) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 350 gp --- This small, stretchable statuette depicts a bear wearing a tutu and a fez and balancing on a ball slightly larger than its head. When activated, it becomes a grizzly bear with similar attire. The bear remains balanced upon its rubber ball, and is therefore ungainly: it cannot Climb or Swim, has a –10- foot circumstance penalty to its Speed, and is always flat-footed. If the bear leaves its ball, such as if it is repositioned with forced movement or knocked prone, it immediately reverts to statuette form. The bear can be used once per day, and it can remain in bear form for up to 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Wondrous Figurine (Bismuth Leopards) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 495 gp Bulk L --- This exquisitely crafted statuette is carved into the form of twin panthers climbing a tree. When activated, it transforms into a pair of beautiful leopards that are carved out of bismuth and flash hypnotically as they move. Creatures that come within 5 feet of a bismuth leopard or that end their turn within 5 feet of a bismuth leopard become dazzled for 1 round unless they succeed at a DC 24 Will save. A creature that comes within 5 feet of both leopards or ends its turn within 5 feet of both leopards need only attempt one saving throw each time. The leopards can be called on only once per day, and they remain in their leopard form for up to 10 minutes. If either of the leopards is slain, that leopard can't be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other leopard. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Wondrous Figurine (Ruby Hippopotamus) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 700 gp Bulk L --- This roughly hewn ruby figurine shimmers with a deep red hue and is carved into the likeness of an ornery hippopotamus. When activated, it transforms into an enraged hippopotamus that sees everything within 30 feet of its activation area as its territory. It will relentlessly and ferociously attack anyone within this area except you, but it ignores your commands in favor of defending its area. The hippopotamus is active for 1 minute before reverting to its statue shape, satisfied that it has punished all possible interlopers into its territory. The figurine can be used only once per day <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Stuffed Fox) May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 77 Price 125 gp Usage held in 1 hand Bulk L --- This small toy fox has tufted, fluffy ears and buttons for eyes. When activated, it transforms into a big fox with the statistics of a riding dog. The stuffed fox always allows you to ride it. While you do, you don't take the –2 penalty to Reflex saves while being mounted, and its jaws Strike gains Knockdown. The stuffed fox can be activated once a day and remains in its form for up to 1 hour. ","skill_mod":{},"summary":"This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare . It can be …","primary_source":"Core Rulebook","trait_group":["Rarity","School","Mechanics"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=270","name":"Wondrous Figurine (Obsidian Steed)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-270-277"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-270","weakness":{},"school":"conjuration","price":3400,"trait":["Conjuration","Magical"],"id":"equipment-270-278","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wondrous Figurine Source Core Rulebook pg. 576 Usage held in 1 hand Bulk L --- Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals. Activate Two Actions command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below. If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wondrous Figurine (Golden Lions) Source Core Rulebook pg. 576 Price 900 gp --- This statuette depicts a pair of gold lions, and when activated, it becomes a pair of adult lions. The lions can be called on only once per day, and they remain in lion form for no more than 1 hour. If either of the lions is slain, that lion cannot be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wondrous Figurine (Jade Serpent) Source Core Rulebook pg. 576 Price 340 gp --- This tiny statue first appears to be a formless lump of jade until closer inspection reveals it to be a serpentine body curled into a snug knot. When activated, this figurine becomes a giant viper. The figurine can be used only once per day, and it can remain in serpent form for no more than 10 minutes. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wondrous Figurine (Marble Elephant) Source Core Rulebook pg. 576 Price 2,700 gp --- Finely carved from a solid piece of marble, this gleaming elephant statuette becomes a fully grown elephant when activated. The elephant can be called upon no more than four times per month. It remains for 24 hours as long as it is being used as a beast of burden or for transport. If it attempts an attack or otherwise engages in combat, it reverts to statuette form after 1d4 rounds. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wondrous Figurine (Obsidian Steed) Source Core Rulebook pg. 576 Price 6,000 gp --- This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare. It can be called upon once per week for up to 24 hours, though it won't use plane shift or its other abilities on behalf of its rider. Although evil, it allows itself to be ridden by creatures of any alignment, although if a good creature mounts it, the rider must attempt a DC 3 flat check. On a failure, the nightmare uses plane shift to take the rider to a random location in the Abyss, where it promptly returns to statue form, stranding its rider in that nightmarish place. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wondrous Figurine (Onyx Dog) Source Core Rulebook pg. 576 Price 34 gp --- This simple onyx statue transforms into a guard dog. The dog has a +4 circumstance bonus to Survival checks to Track, and it has darkvision. When the dog senses a hidden creature with its scent, that creature is instead observed and concealed. The onyx dog can be activated once per week and remains in its form for up to 6 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Candy Constrictor) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 140 gp --- Although appearing as a multicolored piece of stick candy, this figurine bears a narrow snake head at one end and is as durable as stone. When activated, it becomes a rainbow-striped ball python except it lacks the Stealth skill. The snake can be used once per day, and it can remain in snake form for up to 20 minutes. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Wondrous Figurine (Rubber Bear) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 350 gp --- This small, stretchable statuette depicts a bear wearing a tutu and a fez and balancing on a ball slightly larger than its head. When activated, it becomes a grizzly bear with similar attire. The bear remains balanced upon its rubber ball, and is therefore ungainly: it cannot Climb or Swim, has a –10- foot circumstance penalty to its Speed, and is always flat-footed. If the bear leaves its ball, such as if it is repositioned with forced movement or knocked prone, it immediately reverts to statuette form. The bear can be used once per day, and it can remain in bear form for up to 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Wondrous Figurine (Bismuth Leopards) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 495 gp Bulk L --- This exquisitely crafted statuette is carved into the form of twin panthers climbing a tree. When activated, it transforms into a pair of beautiful leopards that are carved out of bismuth and flash hypnotically as they move. Creatures that come within 5 feet of a bismuth leopard or that end their turn within 5 feet of a bismuth leopard become dazzled for 1 round unless they succeed at a DC 24 Will save. A creature that comes within 5 feet of both leopards or ends its turn within 5 feet of both leopards need only attempt one saving throw each time. The leopards can be called on only once per day, and they remain in their leopard form for up to 10 minutes. If either of the leopards is slain, that leopard can't be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other leopard. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Wondrous Figurine (Ruby Hippopotamus) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 700 gp Bulk L --- This roughly hewn ruby figurine shimmers with a deep red hue and is carved into the likeness of an ornery hippopotamus. When activated, it transforms into an enraged hippopotamus that sees everything within 30 feet of its activation area as its territory. It will relentlessly and ferociously attack anyone within this area except you, but it ignores your commands in favor of defending its area. The hippopotamus is active for 1 minute before reverting to its statue shape, satisfied that it has punished all possible interlopers into its territory. The figurine can be used only once per day <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Stuffed Fox) May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 77 Price 125 gp Usage held in 1 hand Bulk L --- This small toy fox has tufted, fluffy ears and buttons for eyes. When activated, it transforms into a big fox with the statistics of a riding dog. The stuffed fox always allows you to ride it. While you do, you don't take the –2 penalty to Reflex saves while being mounted, and its jaws Strike gains Knockdown. The stuffed fox can be activated once a day and remains in its form for up to 1 hour. ","skill_mod":{},"summary":"This simple onyx statue transforms into a guard dog . The dog has a +4 circumstance bonus to Survival checks to Track , and it has darkvision . …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=270","name":"Wondrous Figurine (Onyx Dog)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-270-278"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-270","weakness":{},"primary_source_group":"Extinction Curse","school":"conjuration","price":14000,"trait":["Uncommon","Conjuration","Magical"],"id":"equipment-270-626","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wondrous Figurine Source Core Rulebook pg. 576 Usage held in 1 hand Bulk L --- Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals. Activate Two Actions command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below. If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wondrous Figurine (Golden Lions) Source Core Rulebook pg. 576 Price 900 gp --- This statuette depicts a pair of gold lions, and when activated, it becomes a pair of adult lions. The lions can be called on only once per day, and they remain in lion form for no more than 1 hour. If either of the lions is slain, that lion cannot be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wondrous Figurine (Jade Serpent) Source Core Rulebook pg. 576 Price 340 gp --- This tiny statue first appears to be a formless lump of jade until closer inspection reveals it to be a serpentine body curled into a snug knot. When activated, this figurine becomes a giant viper. The figurine can be used only once per day, and it can remain in serpent form for no more than 10 minutes. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wondrous Figurine (Marble Elephant) Source Core Rulebook pg. 576 Price 2,700 gp --- Finely carved from a solid piece of marble, this gleaming elephant statuette becomes a fully grown elephant when activated. The elephant can be called upon no more than four times per month. It remains for 24 hours as long as it is being used as a beast of burden or for transport. If it attempts an attack or otherwise engages in combat, it reverts to statuette form after 1d4 rounds. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wondrous Figurine (Obsidian Steed) Source Core Rulebook pg. 576 Price 6,000 gp --- This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare. It can be called upon once per week for up to 24 hours, though it won't use plane shift or its other abilities on behalf of its rider. Although evil, it allows itself to be ridden by creatures of any alignment, although if a good creature mounts it, the rider must attempt a DC 3 flat check. On a failure, the nightmare uses plane shift to take the rider to a random location in the Abyss, where it promptly returns to statue form, stranding its rider in that nightmarish place. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wondrous Figurine (Onyx Dog) Source Core Rulebook pg. 576 Price 34 gp --- This simple onyx statue transforms into a guard dog. The dog has a +4 circumstance bonus to Survival checks to Track, and it has darkvision. When the dog senses a hidden creature with its scent, that creature is instead observed and concealed. The onyx dog can be activated once per week and remains in its form for up to 6 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Candy Constrictor) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 140 gp --- Although appearing as a multicolored piece of stick candy, this figurine bears a narrow snake head at one end and is as durable as stone. When activated, it becomes a rainbow-striped ball python except it lacks the Stealth skill. The snake can be used once per day, and it can remain in snake form for up to 20 minutes. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Wondrous Figurine (Rubber Bear) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 350 gp --- This small, stretchable statuette depicts a bear wearing a tutu and a fez and balancing on a ball slightly larger than its head. When activated, it becomes a grizzly bear with similar attire. The bear remains balanced upon its rubber ball, and is therefore ungainly: it cannot Climb or Swim, has a –10- foot circumstance penalty to its Speed, and is always flat-footed. If the bear leaves its ball, such as if it is repositioned with forced movement or knocked prone, it immediately reverts to statuette form. The bear can be used once per day, and it can remain in bear form for up to 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Wondrous Figurine (Bismuth Leopards) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 495 gp Bulk L --- This exquisitely crafted statuette is carved into the form of twin panthers climbing a tree. When activated, it transforms into a pair of beautiful leopards that are carved out of bismuth and flash hypnotically as they move. Creatures that come within 5 feet of a bismuth leopard or that end their turn within 5 feet of a bismuth leopard become dazzled for 1 round unless they succeed at a DC 24 Will save. A creature that comes within 5 feet of both leopards or ends its turn within 5 feet of both leopards need only attempt one saving throw each time. The leopards can be called on only once per day, and they remain in their leopard form for up to 10 minutes. If either of the leopards is slain, that leopard can't be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other leopard. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Wondrous Figurine (Ruby Hippopotamus) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 700 gp Bulk L --- This roughly hewn ruby figurine shimmers with a deep red hue and is carved into the likeness of an ornery hippopotamus. When activated, it transforms into an enraged hippopotamus that sees everything within 30 feet of its activation area as its territory. It will relentlessly and ferociously attack anyone within this area except you, but it ignores your commands in favor of defending its area. The hippopotamus is active for 1 minute before reverting to its statue shape, satisfied that it has punished all possible interlopers into its territory. The figurine can be used only once per day <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Stuffed Fox) May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 77 Price 125 gp Usage held in 1 hand Bulk L --- This small toy fox has tufted, fluffy ears and buttons for eyes. When activated, it transforms into a big fox with the statistics of a riding dog. The stuffed fox always allows you to ride it. While you do, you don't take the –2 penalty to Reflex saves while being mounted, and its jaws Strike gains Knockdown. The stuffed fox can be activated once a day and remains in its form for up to 1 hour. ","skill_mod":{},"summary":"Although appearing as a multicolored piece of stick candy, this figurine bears a narrow snake head at one end and is as durable as stone. When …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Rarity","School","Mechanics"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=270","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Wondrous Figurine (Candy Constrictor)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-270-626"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-270","weakness":{},"primary_source_group":"Extinction Curse","school":"conjuration","price":35000,"trait":["Uncommon","Conjuration","Magical"],"id":"equipment-270-627","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wondrous Figurine Source Core Rulebook pg. 576 Usage held in 1 hand Bulk L --- Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals. Activate Two Actions command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below. If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wondrous Figurine (Golden Lions) Source Core Rulebook pg. 576 Price 900 gp --- This statuette depicts a pair of gold lions, and when activated, it becomes a pair of adult lions. The lions can be called on only once per day, and they remain in lion form for no more than 1 hour. If either of the lions is slain, that lion cannot be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wondrous Figurine (Jade Serpent) Source Core Rulebook pg. 576 Price 340 gp --- This tiny statue first appears to be a formless lump of jade until closer inspection reveals it to be a serpentine body curled into a snug knot. When activated, this figurine becomes a giant viper. The figurine can be used only once per day, and it can remain in serpent form for no more than 10 minutes. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wondrous Figurine (Marble Elephant) Source Core Rulebook pg. 576 Price 2,700 gp --- Finely carved from a solid piece of marble, this gleaming elephant statuette becomes a fully grown elephant when activated. The elephant can be called upon no more than four times per month. It remains for 24 hours as long as it is being used as a beast of burden or for transport. If it attempts an attack or otherwise engages in combat, it reverts to statuette form after 1d4 rounds. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wondrous Figurine (Obsidian Steed) Source Core Rulebook pg. 576 Price 6,000 gp --- This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare. It can be called upon once per week for up to 24 hours, though it won't use plane shift or its other abilities on behalf of its rider. Although evil, it allows itself to be ridden by creatures of any alignment, although if a good creature mounts it, the rider must attempt a DC 3 flat check. On a failure, the nightmare uses plane shift to take the rider to a random location in the Abyss, where it promptly returns to statue form, stranding its rider in that nightmarish place. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wondrous Figurine (Onyx Dog) Source Core Rulebook pg. 576 Price 34 gp --- This simple onyx statue transforms into a guard dog. The dog has a +4 circumstance bonus to Survival checks to Track, and it has darkvision. When the dog senses a hidden creature with its scent, that creature is instead observed and concealed. The onyx dog can be activated once per week and remains in its form for up to 6 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Candy Constrictor) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 140 gp --- Although appearing as a multicolored piece of stick candy, this figurine bears a narrow snake head at one end and is as durable as stone. When activated, it becomes a rainbow-striped ball python except it lacks the Stealth skill. The snake can be used once per day, and it can remain in snake form for up to 20 minutes. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Wondrous Figurine (Rubber Bear) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 350 gp --- This small, stretchable statuette depicts a bear wearing a tutu and a fez and balancing on a ball slightly larger than its head. When activated, it becomes a grizzly bear with similar attire. The bear remains balanced upon its rubber ball, and is therefore ungainly: it cannot Climb or Swim, has a –10- foot circumstance penalty to its Speed, and is always flat-footed. If the bear leaves its ball, such as if it is repositioned with forced movement or knocked prone, it immediately reverts to statuette form. The bear can be used once per day, and it can remain in bear form for up to 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Wondrous Figurine (Bismuth Leopards) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 495 gp Bulk L --- This exquisitely crafted statuette is carved into the form of twin panthers climbing a tree. When activated, it transforms into a pair of beautiful leopards that are carved out of bismuth and flash hypnotically as they move. Creatures that come within 5 feet of a bismuth leopard or that end their turn within 5 feet of a bismuth leopard become dazzled for 1 round unless they succeed at a DC 24 Will save. A creature that comes within 5 feet of both leopards or ends its turn within 5 feet of both leopards need only attempt one saving throw each time. The leopards can be called on only once per day, and they remain in their leopard form for up to 10 minutes. If either of the leopards is slain, that leopard can't be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other leopard. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Wondrous Figurine (Ruby Hippopotamus) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 700 gp Bulk L --- This roughly hewn ruby figurine shimmers with a deep red hue and is carved into the likeness of an ornery hippopotamus. When activated, it transforms into an enraged hippopotamus that sees everything within 30 feet of its activation area as its territory. It will relentlessly and ferociously attack anyone within this area except you, but it ignores your commands in favor of defending its area. The hippopotamus is active for 1 minute before reverting to its statue shape, satisfied that it has punished all possible interlopers into its territory. The figurine can be used only once per day <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Stuffed Fox) May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 77 Price 125 gp Usage held in 1 hand Bulk L --- This small toy fox has tufted, fluffy ears and buttons for eyes. When activated, it transforms into a big fox with the statistics of a riding dog. The stuffed fox always allows you to ride it. While you do, you don't take the –2 penalty to Reflex saves while being mounted, and its jaws Strike gains Knockdown. The stuffed fox can be activated once a day and remains in its form for up to 1 hour. ","skill_mod":{},"summary":"This small, stretchable statuette depicts a bear wearing a tutu and a fez and balancing on a ball slightly larger than its head. When activated, it …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Rarity","School","Mechanics"],"level":7,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=270","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Wondrous Figurine (Rubber Bear)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-270-627"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-270","weakness":{},"primary_source_group":"Strength of Thousands","school":"conjuration","price":49500,"trait":["Uncommon","Conjuration","Magical"],"id":"equipment-270-1038","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wondrous Figurine Source Core Rulebook pg. 576 Usage held in 1 hand Bulk L --- Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals. Activate Two Actions command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below. If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wondrous Figurine (Golden Lions) Source Core Rulebook pg. 576 Price 900 gp --- This statuette depicts a pair of gold lions, and when activated, it becomes a pair of adult lions. The lions can be called on only once per day, and they remain in lion form for no more than 1 hour. If either of the lions is slain, that lion cannot be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wondrous Figurine (Jade Serpent) Source Core Rulebook pg. 576 Price 340 gp --- This tiny statue first appears to be a formless lump of jade until closer inspection reveals it to be a serpentine body curled into a snug knot. When activated, this figurine becomes a giant viper. The figurine can be used only once per day, and it can remain in serpent form for no more than 10 minutes. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wondrous Figurine (Marble Elephant) Source Core Rulebook pg. 576 Price 2,700 gp --- Finely carved from a solid piece of marble, this gleaming elephant statuette becomes a fully grown elephant when activated. The elephant can be called upon no more than four times per month. It remains for 24 hours as long as it is being used as a beast of burden or for transport. If it attempts an attack or otherwise engages in combat, it reverts to statuette form after 1d4 rounds. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wondrous Figurine (Obsidian Steed) Source Core Rulebook pg. 576 Price 6,000 gp --- This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare. It can be called upon once per week for up to 24 hours, though it won't use plane shift or its other abilities on behalf of its rider. Although evil, it allows itself to be ridden by creatures of any alignment, although if a good creature mounts it, the rider must attempt a DC 3 flat check. On a failure, the nightmare uses plane shift to take the rider to a random location in the Abyss, where it promptly returns to statue form, stranding its rider in that nightmarish place. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wondrous Figurine (Onyx Dog) Source Core Rulebook pg. 576 Price 34 gp --- This simple onyx statue transforms into a guard dog. The dog has a +4 circumstance bonus to Survival checks to Track, and it has darkvision. When the dog senses a hidden creature with its scent, that creature is instead observed and concealed. The onyx dog can be activated once per week and remains in its form for up to 6 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Candy Constrictor) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 140 gp --- Although appearing as a multicolored piece of stick candy, this figurine bears a narrow snake head at one end and is as durable as stone. When activated, it becomes a rainbow-striped ball python except it lacks the Stealth skill. The snake can be used once per day, and it can remain in snake form for up to 20 minutes. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Wondrous Figurine (Rubber Bear) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 350 gp --- This small, stretchable statuette depicts a bear wearing a tutu and a fez and balancing on a ball slightly larger than its head. When activated, it becomes a grizzly bear with similar attire. The bear remains balanced upon its rubber ball, and is therefore ungainly: it cannot Climb or Swim, has a –10- foot circumstance penalty to its Speed, and is always flat-footed. If the bear leaves its ball, such as if it is repositioned with forced movement or knocked prone, it immediately reverts to statuette form. The bear can be used once per day, and it can remain in bear form for up to 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Wondrous Figurine (Bismuth Leopards) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 495 gp Bulk L --- This exquisitely crafted statuette is carved into the form of twin panthers climbing a tree. When activated, it transforms into a pair of beautiful leopards that are carved out of bismuth and flash hypnotically as they move. Creatures that come within 5 feet of a bismuth leopard or that end their turn within 5 feet of a bismuth leopard become dazzled for 1 round unless they succeed at a DC 24 Will save. A creature that comes within 5 feet of both leopards or ends its turn within 5 feet of both leopards need only attempt one saving throw each time. The leopards can be called on only once per day, and they remain in their leopard form for up to 10 minutes. If either of the leopards is slain, that leopard can't be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other leopard. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Wondrous Figurine (Ruby Hippopotamus) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 700 gp Bulk L --- This roughly hewn ruby figurine shimmers with a deep red hue and is carved into the likeness of an ornery hippopotamus. When activated, it transforms into an enraged hippopotamus that sees everything within 30 feet of its activation area as its territory. It will relentlessly and ferociously attack anyone within this area except you, but it ignores your commands in favor of defending its area. The hippopotamus is active for 1 minute before reverting to its statue shape, satisfied that it has punished all possible interlopers into its territory. The figurine can be used only once per day <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Stuffed Fox) May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 77 Price 125 gp Usage held in 1 hand Bulk L --- This small toy fox has tufted, fluffy ears and buttons for eyes. When activated, it transforms into a big fox with the statistics of a riding dog. The stuffed fox always allows you to ride it. While you do, you don't take the –2 penalty to Reflex saves while being mounted, and its jaws Strike gains Knockdown. The stuffed fox can be activated once a day and remains in its form for up to 1 hour. ","skill_mod":{},"summary":"This exquisitely crafted statuette is carved into the form of twin panthers climbing a tree. When activated, it transforms into a pair of beautiful …","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Rarity","School","Mechanics"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=270","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Wondrous Figurine (Bismuth Leopards)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-270-1038"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-270","weakness":{},"primary_source_group":"Strength of Thousands","school":"conjuration","price":70000,"trait":["Uncommon","Conjuration","Magical"],"id":"equipment-270-1039","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wondrous Figurine Source Core Rulebook pg. 576 Usage held in 1 hand Bulk L --- Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals. Activate Two Actions command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below. If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wondrous Figurine (Golden Lions) Source Core Rulebook pg. 576 Price 900 gp --- This statuette depicts a pair of gold lions, and when activated, it becomes a pair of adult lions. The lions can be called on only once per day, and they remain in lion form for no more than 1 hour. If either of the lions is slain, that lion cannot be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wondrous Figurine (Jade Serpent) Source Core Rulebook pg. 576 Price 340 gp --- This tiny statue first appears to be a formless lump of jade until closer inspection reveals it to be a serpentine body curled into a snug knot. When activated, this figurine becomes a giant viper. The figurine can be used only once per day, and it can remain in serpent form for no more than 10 minutes. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wondrous Figurine (Marble Elephant) Source Core Rulebook pg. 576 Price 2,700 gp --- Finely carved from a solid piece of marble, this gleaming elephant statuette becomes a fully grown elephant when activated. The elephant can be called upon no more than four times per month. It remains for 24 hours as long as it is being used as a beast of burden or for transport. If it attempts an attack or otherwise engages in combat, it reverts to statuette form after 1d4 rounds. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wondrous Figurine (Obsidian Steed) Source Core Rulebook pg. 576 Price 6,000 gp --- This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare. It can be called upon once per week for up to 24 hours, though it won't use plane shift or its other abilities on behalf of its rider. Although evil, it allows itself to be ridden by creatures of any alignment, although if a good creature mounts it, the rider must attempt a DC 3 flat check. On a failure, the nightmare uses plane shift to take the rider to a random location in the Abyss, where it promptly returns to statue form, stranding its rider in that nightmarish place. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wondrous Figurine (Onyx Dog) Source Core Rulebook pg. 576 Price 34 gp --- This simple onyx statue transforms into a guard dog. The dog has a +4 circumstance bonus to Survival checks to Track, and it has darkvision. When the dog senses a hidden creature with its scent, that creature is instead observed and concealed. The onyx dog can be activated once per week and remains in its form for up to 6 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Candy Constrictor) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 140 gp --- Although appearing as a multicolored piece of stick candy, this figurine bears a narrow snake head at one end and is as durable as stone. When activated, it becomes a rainbow-striped ball python except it lacks the Stealth skill. The snake can be used once per day, and it can remain in snake form for up to 20 minutes. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Wondrous Figurine (Rubber Bear) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 350 gp --- This small, stretchable statuette depicts a bear wearing a tutu and a fez and balancing on a ball slightly larger than its head. When activated, it becomes a grizzly bear with similar attire. The bear remains balanced upon its rubber ball, and is therefore ungainly: it cannot Climb or Swim, has a –10- foot circumstance penalty to its Speed, and is always flat-footed. If the bear leaves its ball, such as if it is repositioned with forced movement or knocked prone, it immediately reverts to statuette form. The bear can be used once per day, and it can remain in bear form for up to 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Wondrous Figurine (Bismuth Leopards) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 495 gp Bulk L --- This exquisitely crafted statuette is carved into the form of twin panthers climbing a tree. When activated, it transforms into a pair of beautiful leopards that are carved out of bismuth and flash hypnotically as they move. Creatures that come within 5 feet of a bismuth leopard or that end their turn within 5 feet of a bismuth leopard become dazzled for 1 round unless they succeed at a DC 24 Will save. A creature that comes within 5 feet of both leopards or ends its turn within 5 feet of both leopards need only attempt one saving throw each time. The leopards can be called on only once per day, and they remain in their leopard form for up to 10 minutes. If either of the leopards is slain, that leopard can't be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other leopard. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Wondrous Figurine (Ruby Hippopotamus) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 700 gp Bulk L --- This roughly hewn ruby figurine shimmers with a deep red hue and is carved into the likeness of an ornery hippopotamus. When activated, it transforms into an enraged hippopotamus that sees everything within 30 feet of its activation area as its territory. It will relentlessly and ferociously attack anyone within this area except you, but it ignores your commands in favor of defending its area. The hippopotamus is active for 1 minute before reverting to its statue shape, satisfied that it has punished all possible interlopers into its territory. The figurine can be used only once per day <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Stuffed Fox) May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 77 Price 125 gp Usage held in 1 hand Bulk L --- This small toy fox has tufted, fluffy ears and buttons for eyes. When activated, it transforms into a big fox with the statistics of a riding dog. The stuffed fox always allows you to ride it. While you do, you don't take the –2 penalty to Reflex saves while being mounted, and its jaws Strike gains Knockdown. The stuffed fox can be activated once a day and remains in its form for up to 1 hour. ","skill_mod":{},"summary":"This roughly hewn ruby figurine shimmers with a deep red hue and is carved into the likeness of an ornery hippopotamus. When activated, it transforms …","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Rarity","School","Mechanics"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=270","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Wondrous Figurine (Ruby Hippopotamus)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-270-1039"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #182: Graveclaw"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-270","weakness":{},"primary_source_group":"Blood Lords","school":"conjuration","price":12500,"trait":["Uncommon","Conjuration","Magical"],"id":"equipment-270-1534","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wondrous Figurine Source Core Rulebook pg. 576 Usage held in 1 hand Bulk L --- Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals. Activate Two Actions command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below. If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wondrous Figurine (Golden Lions) Source Core Rulebook pg. 576 Price 900 gp --- This statuette depicts a pair of gold lions, and when activated, it becomes a pair of adult lions. The lions can be called on only once per day, and they remain in lion form for no more than 1 hour. If either of the lions is slain, that lion cannot be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wondrous Figurine (Jade Serpent) Source Core Rulebook pg. 576 Price 340 gp --- This tiny statue first appears to be a formless lump of jade until closer inspection reveals it to be a serpentine body curled into a snug knot. When activated, this figurine becomes a giant viper. The figurine can be used only once per day, and it can remain in serpent form for no more than 10 minutes. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wondrous Figurine (Marble Elephant) Source Core Rulebook pg. 576 Price 2,700 gp --- Finely carved from a solid piece of marble, this gleaming elephant statuette becomes a fully grown elephant when activated. The elephant can be called upon no more than four times per month. It remains for 24 hours as long as it is being used as a beast of burden or for transport. If it attempts an attack or otherwise engages in combat, it reverts to statuette form after 1d4 rounds. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wondrous Figurine (Obsidian Steed) Source Core Rulebook pg. 576 Price 6,000 gp --- This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare. It can be called upon once per week for up to 24 hours, though it won't use plane shift or its other abilities on behalf of its rider. Although evil, it allows itself to be ridden by creatures of any alignment, although if a good creature mounts it, the rider must attempt a DC 3 flat check. On a failure, the nightmare uses plane shift to take the rider to a random location in the Abyss, where it promptly returns to statue form, stranding its rider in that nightmarish place. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wondrous Figurine (Onyx Dog) Source Core Rulebook pg. 576 Price 34 gp --- This simple onyx statue transforms into a guard dog. The dog has a +4 circumstance bonus to Survival checks to Track, and it has darkvision. When the dog senses a hidden creature with its scent, that creature is instead observed and concealed. The onyx dog can be activated once per week and remains in its form for up to 6 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Candy Constrictor) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 140 gp --- Although appearing as a multicolored piece of stick candy, this figurine bears a narrow snake head at one end and is as durable as stone. When activated, it becomes a rainbow-striped ball python except it lacks the Stealth skill. The snake can be used once per day, and it can remain in snake form for up to 20 minutes. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Wondrous Figurine (Rubber Bear) May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 350 gp --- This small, stretchable statuette depicts a bear wearing a tutu and a fez and balancing on a ball slightly larger than its head. When activated, it becomes a grizzly bear with similar attire. The bear remains balanced upon its rubber ball, and is therefore ungainly: it cannot Climb or Swim, has a –10- foot circumstance penalty to its Speed, and is always flat-footed. If the bear leaves its ball, such as if it is repositioned with forced movement or knocked prone, it immediately reverts to statuette form. The bear can be used once per day, and it can remain in bear form for up to 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Wondrous Figurine (Bismuth Leopards) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 495 gp Bulk L --- This exquisitely crafted statuette is carved into the form of twin panthers climbing a tree. When activated, it transforms into a pair of beautiful leopards that are carved out of bismuth and flash hypnotically as they move. Creatures that come within 5 feet of a bismuth leopard or that end their turn within 5 feet of a bismuth leopard become dazzled for 1 round unless they succeed at a DC 24 Will save. A creature that comes within 5 feet of both leopards or ends its turn within 5 feet of both leopards need only attempt one saving throw each time. The leopards can be called on only once per day, and they remain in their leopard form for up to 10 minutes. If either of the leopards is slain, that leopard can't be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other leopard. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Wondrous Figurine (Ruby Hippopotamus) May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 700 gp Bulk L --- This roughly hewn ruby figurine shimmers with a deep red hue and is carved into the likeness of an ornery hippopotamus. When activated, it transforms into an enraged hippopotamus that sees everything within 30 feet of its activation area as its territory. It will relentlessly and ferociously attack anyone within this area except you, but it ignores your commands in favor of defending its area. The hippopotamus is active for 1 minute before reverting to its statue shape, satisfied that it has punished all possible interlopers into its territory. The figurine can be used only once per day <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Wondrous Figurine (Stuffed Fox) May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 77 Price 125 gp Usage held in 1 hand Bulk L --- This small toy fox has tufted, fluffy ears and buttons for eyes. When activated, it transforms into a big fox with the statistics of a riding dog. The stuffed fox always allows you to ride it. While you do, you don't take the –2 penalty to Reflex saves while being mounted, and its jaws Strike gains Knockdown. The stuffed fox can be activated once a day and remains in its form for up to 1 hour. ","skill_mod":{},"summary":"This small toy fox has tufted, fluffy ears and buttons for eyes. When activated, it transforms into a big fox with the statistics of a riding dog . …","primary_source":"Pathfinder #182: Graveclaw","trait_group":["Rarity","School","Mechanics"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=270","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Wondrous Figurine (Stuffed Fox)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-270-1534"},{"skill_mod":{},"summary":"Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for …","primary_source":"Core Rulebook","trait_group":["Equipment","Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=271","weakness":{},"name":"Adamantine","trait":["Precious","Uncommon"],"id":"equipment-271","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Adamantine Source Core Rulebook pg. 578 --- Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge. ## Adamantine Items Adamantine Items Hardness HP BT Thin Items Standard-grade 10 40 20 High-grade 13 52 26 Items Standard-grade 14 56 28 High-grade 17 68 34 Structure Standard-grade 28 112 56 High-grade 34 136 68 Material Uses Adamantine Armor Adamantine Shield Adamantine Weapon ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-271"},{"skill_mod":{},"summary":"Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and …","primary_source":"Core Rulebook","trait_group":["Equipment"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=272","weakness":{},"name":"Cold Iron","trait":["Precious"],"id":"equipment-272","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Cold Iron Source Core Rulebook pg. 578 --- Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items. ## Cold Iron Items Cold Iron Items Hardness HP BT Thin Items Low-grade 5 20 10 Standard-grade 7 28 14 High-grade 10 40 20 Items Low-grade 9 36 18 Standard-grade 11 44 22 High-grade 14 56 28 Structure Low-grade 18 72 36 Standard-grade 22 88 44 High-grade 28 112 56 Material Uses Cold Iron Armor Cold Iron Shield Cold Iron Weapon ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-272"},{"remaster_name":["Duskwood"],"skill_mod":{},"summary":"Darkwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. …","item_child_id":["equipment-273-288","equipment-273-289","equipment-273-290","equipment-273-291"],"primary_source":"Core Rulebook","trait_group":["Equipment","Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=273","weakness":{},"name":"Darkwood","trait":["Precious","Uncommon"],"id":"equipment-273","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Darkwood Source Core Rulebook pg. 578 --- Darkwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A darkwood item’s Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of darkwood is based on the item’s normal Bulk, not its reduced Bulk for being made of darkwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Darkwood Items Darkwood Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 7 28 14 High-grade 10 40 20 Structure Standard-grade 14 56 28 High-grade 20 80 40 Material Uses Darkwood Armor Darkwood Shield Darkwood Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Darkwood Branch Source Core Rulebook pg. 578 Price 500 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Darkwood Lumber Source Core Rulebook pg. 578 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Object (Standard-Grade) Source Core Rulebook pg. 578 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Object (High-Grade) Source Core Rulebook pg. 578 Price 6,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-273"},{"remaster_name":["Duskwood"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-273","weakness":{},"price":50000,"trait":["Precious","Uncommon"],"id":"equipment-273-288","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Darkwood Source Core Rulebook pg. 578 --- Darkwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A darkwood item’s Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of darkwood is based on the item’s normal Bulk, not its reduced Bulk for being made of darkwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Darkwood Items Darkwood Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 7 28 14 High-grade 10 40 20 Structure Standard-grade 14 56 28 High-grade 20 80 40 Material Uses Darkwood Armor Darkwood Shield Darkwood Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Darkwood Branch Source Core Rulebook pg. 578 Price 500 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Darkwood Lumber Source Core Rulebook pg. 578 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Object (Standard-Grade) Source Core Rulebook pg. 578 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Object (High-Grade) Source Core Rulebook pg. 578 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Darkwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. …","primary_source":"Core Rulebook","trait_group":["Equipment","Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=273","name":"Darkwood Branch","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-273-288"},{"remaster_name":["Duskwood"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-273","weakness":{},"price":500000,"trait":["Precious","Uncommon"],"id":"equipment-273-289","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Darkwood Source Core Rulebook pg. 578 --- Darkwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A darkwood item’s Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of darkwood is based on the item’s normal Bulk, not its reduced Bulk for being made of darkwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Darkwood Items Darkwood Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 7 28 14 High-grade 10 40 20 Structure Standard-grade 14 56 28 High-grade 20 80 40 Material Uses Darkwood Armor Darkwood Shield Darkwood Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Darkwood Branch Source Core Rulebook pg. 578 Price 500 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Darkwood Lumber Source Core Rulebook pg. 578 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Object (Standard-Grade) Source Core Rulebook pg. 578 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Object (High-Grade) Source Core Rulebook pg. 578 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Darkwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. …","primary_source":"Core Rulebook","trait_group":["Equipment","Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=273","name":"Darkwood Lumber","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-273-289"},{"remaster_name":["Duskwood"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-273","weakness":{},"price":35000,"trait":["Precious","Uncommon"],"id":"equipment-273-290","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Darkwood Source Core Rulebook pg. 578 --- Darkwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A darkwood item’s Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of darkwood is based on the item’s normal Bulk, not its reduced Bulk for being made of darkwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Darkwood Items Darkwood Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 7 28 14 High-grade 10 40 20 Structure Standard-grade 14 56 28 High-grade 20 80 40 Material Uses Darkwood Armor Darkwood Shield Darkwood Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Darkwood Branch Source Core Rulebook pg. 578 Price 500 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Darkwood Lumber Source Core Rulebook pg. 578 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Object (Standard-Grade) Source Core Rulebook pg. 578 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Object (High-Grade) Source Core Rulebook pg. 578 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Darkwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. …","primary_source":"Core Rulebook","trait_group":["Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=273","name":"Darkwood Object (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-273-290"},{"remaster_name":["Duskwood"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-273","weakness":{},"price":600000,"trait":["Precious","Uncommon"],"id":"equipment-273-291","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Darkwood Source Core Rulebook pg. 578 --- Darkwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A darkwood item’s Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of darkwood is based on the item’s normal Bulk, not its reduced Bulk for being made of darkwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Darkwood Items Darkwood Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 7 28 14 High-grade 10 40 20 Structure Standard-grade 14 56 28 High-grade 20 80 40 Material Uses Darkwood Armor Darkwood Shield Darkwood Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Darkwood Branch Source Core Rulebook pg. 578 Price 500 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Darkwood Lumber Source Core Rulebook pg. 578 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Object (Standard-Grade) Source Core Rulebook pg. 578 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Object (High-Grade) Source Core Rulebook pg. 578 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Darkwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. …","primary_source":"Core Rulebook","trait_group":["Equipment","Rarity"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=273","name":"Darkwood Object (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-273-291"},{"skill_mod":{},"summary":"The hide and scales of a dragon can be used to Craft any item normally made of ordinary leather or hide. Dragonhide varies in color from blue to …","primary_source":"Core Rulebook","trait_group":["Equipment","Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=274","weakness":{},"name":"Dragonhide","trait":["Precious","Uncommon"],"id":"equipment-274","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Dragonhide Source Core Rulebook pg. 579 --- The hide and scales of a dragon can be used to Craft any item normally made of ordinary leather or hide. Dragonhide varies in color from blue to glittering gold, depending on the dragon it came from. Due to the scales’ resiliency, it can also be used to Craft armor usually made out of metal plates (such as a breastplate, half plate, and full plate), allowing such armor to be made without metal. Dragonhide objects are immune to one damage type, depending on the type of dragon. ## Dragonhide Resistance Dragon Type Resistance Black or copper Acid Blue or bronze Electricity Brass, gold, or red Fire Green Poison Silver or white Cold ## Dragonhide Items Dragonhide Items Hardness HP BT Thin Items Standard-grade 4 16 8 High-grade 8 32 16 Items Standard-grade 7 28 14 High-grade 11 44 22 Material Uses Dragonhide Armor Dragonhide Shield\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-274"},{"remaster_name":["Dawnsilver"],"skill_mod":{},"summary":"Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same …","item_child_id":["equipment-275-294","equipment-275-295","equipment-275-296","equipment-275-297"],"primary_source":"Core Rulebook","trait_group":["Equipment","Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=275","weakness":{},"name":"Mithral","trait":["Precious","Uncommon"],"id":"equipment-275","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Mithral Source Core Rulebook pg. 579 --- Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item’s Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item’s normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Mithral Items Mithral Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 9 36 18 High-grade 12 48 24 Structure Standard-grade 18 72 36 High-grade 24 96 48 Material Uses Mithral Armor Mithral Shield Mithral Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mithral Chunk Source Core Rulebook pg. 579 Price 500 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mithral Ingot Source Core Rulebook pg. 579 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mithral Object (Standard-Grade) Source Core Rulebook pg. 579 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Mithral Object (High-Grade) Source Core Rulebook pg. 579 Price 6,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-275"},{"remaster_name":["Dawnsilver"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-275","weakness":{},"price":50000,"trait":["Precious","Uncommon"],"id":"equipment-275-294","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Mithral Source Core Rulebook pg. 579 --- Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item’s Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item’s normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Mithral Items Mithral Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 9 36 18 High-grade 12 48 24 Structure Standard-grade 18 72 36 High-grade 24 96 48 Material Uses Mithral Armor Mithral Shield Mithral Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mithral Chunk Source Core Rulebook pg. 579 Price 500 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mithral Ingot Source Core Rulebook pg. 579 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mithral Object (Standard-Grade) Source Core Rulebook pg. 579 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Mithral Object (High-Grade) Source Core Rulebook pg. 579 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same …","primary_source":"Core Rulebook","trait_group":["Equipment","Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=275","name":"Mithral Chunk","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-275-294"},{"remaster_name":["Dawnsilver"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-275","weakness":{},"price":500000,"trait":["Precious","Uncommon"],"id":"equipment-275-295","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Mithral Source Core Rulebook pg. 579 --- Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item’s Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item’s normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Mithral Items Mithral Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 9 36 18 High-grade 12 48 24 Structure Standard-grade 18 72 36 High-grade 24 96 48 Material Uses Mithral Armor Mithral Shield Mithral Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mithral Chunk Source Core Rulebook pg. 579 Price 500 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mithral Ingot Source Core Rulebook pg. 579 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mithral Object (Standard-Grade) Source Core Rulebook pg. 579 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Mithral Object (High-Grade) Source Core Rulebook pg. 579 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same …","primary_source":"Core Rulebook","trait_group":["Equipment","Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=275","name":"Mithral Ingot","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-275-295"},{"remaster_name":["Dawnsilver"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-275","weakness":{},"price":35000,"trait":["Precious","Uncommon"],"id":"equipment-275-296","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Mithral Source Core Rulebook pg. 579 --- Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item’s Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item’s normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Mithral Items Mithral Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 9 36 18 High-grade 12 48 24 Structure Standard-grade 18 72 36 High-grade 24 96 48 Material Uses Mithral Armor Mithral Shield Mithral Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mithral Chunk Source Core Rulebook pg. 579 Price 500 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mithral Ingot Source Core Rulebook pg. 579 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mithral Object (Standard-Grade) Source Core Rulebook pg. 579 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Mithral Object (High-Grade) Source Core Rulebook pg. 579 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same …","primary_source":"Core Rulebook","trait_group":["Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=275","name":"Mithral Object (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-275-296"},{"remaster_name":["Dawnsilver"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-275","weakness":{},"price":600000,"trait":["Precious","Uncommon"],"id":"equipment-275-297","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Mithral Source Core Rulebook pg. 579 --- Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item’s Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item’s normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Mithral Items Mithral Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 9 36 18 High-grade 12 48 24 Structure Standard-grade 18 72 36 High-grade 24 96 48 Material Uses Mithral Armor Mithral Shield Mithral Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mithral Chunk Source Core Rulebook pg. 579 Price 500 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mithral Ingot Source Core Rulebook pg. 579 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mithral Object (Standard-Grade) Source Core Rulebook pg. 579 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Mithral Object (High-Grade) Source Core Rulebook pg. 579 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same …","primary_source":"Core Rulebook","trait_group":["Equipment","Rarity"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=275","name":"Mithral Object (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-275-297"},{"skill_mod":{},"summary":"The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn’t as …","primary_source":"Core Rulebook","trait_group":["Equipment","Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=276","weakness":{},"name":"Orichalcum","trait":["Precious","Rare"],"id":"equipment-276","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Orichalcum Source Core Rulebook pg. 579 --- The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn’t as physically sturdy as adamantine, but orichalcum’s time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn’t destroyed, it repairs itself completely 24 hours later. ## Orichalcum Items Orichalcum Items Hardness HP BT Thin Items High-grade 16 64 32 Items High-grade 18 72 36 Structure High-grade 35 140 70 Material Uses Orichalcum Armor Orichalcum Shield Orichalcum Weapon ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-276"},{"skill_mod":{},"summary":"Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items …","primary_source":"Core Rulebook","trait_group":["Equipment"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=277","weakness":{},"name":"Silver","trait":["Precious"],"id":"equipment-277","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Silver Source Core Rulebook pg. 579 --- Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated. ## Silver Items Silver Items Hardness HP BT Thin Items Low-grade 3 12 6 Standard-grade 5 20 10 High-grade 8 32 16 Items Low-grade 5 20 10 Standard-grade 7 28 14 High-grade 10 40 20 Structure Low-grade 10 40 20 Standard-grade 14 56 28 High-grade 20 80 40 Material Uses Silver Armor Silver Shield Silver Weapon ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-277"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Magical"],"id":"equipment-278","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Armor Potency Source Core Rulebook pg. 581 Usage etched onto armor --- Magic wards deflect attacks. Increase the armor’s item bonus to AC by 1. The armor can be etched with one property rune. You can upgrade the armor potency rune already etched on a suit of armor to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes’ Prices.\n","skill_mod":{},"summary":"Magic wards deflect attacks. Increase the armor’s item bonus to AC by 1. The armor can be etched with one property rune. You can upgrade the armor …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Armor Runes","resistance":{},"url":"/Equipment.aspx?ID=278","name":"Armor Potency","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-278"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Magical"],"id":"equipment-279","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Resilient Source Core Rulebook pg. 581 Usage etched onto armor --- Resilient runes imbue armor with additional protective magic. This grants the wearer a +1 item bonus to saving throws. You can upgrade the resilient rune already etched on a suit of armor to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes’ Prices.\n","skill_mod":{},"summary":" Resilient runes imbue armor with additional protective magic. This grants the wearer a +1 item bonus to saving throws. You can upgrade the …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Armor Runes","resistance":{},"url":"/Equipment.aspx?ID=279","name":"Resilient","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-279"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical"],"id":"equipment-280","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Striking Source Core Rulebook pg. 581 Usage etched onto a weapon --- A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 striking dagger would deal 2d4 damage instead of 1d4 damage. You can upgrade the striking rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes’ Prices.\n","skill_mod":{},"summary":"A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Weapon Runes","resistance":{},"url":"/Equipment.aspx?ID=280","name":"Striking","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-280"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical"],"id":"equipment-281","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Weapon Potency Source Core Rulebook pg. 581 Usage etched onto a weapon --- Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property rune. You can upgrade the weapon potency rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes’ Prices.\n","skill_mod":{},"summary":"Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Weapon Runes","resistance":{},"url":"/Equipment.aspx?ID=281","name":"Weapon Potency","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-281"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","price":650000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-282","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Antimagic Source Core Rulebook pg. 582 Price 6,500 gp Usage etched onto armor --- This intricate rune displaces spell energy, granting you a +1 status bonus to saving throws against magical effects. Activate Reaction command; Frequency once per day; Trigger A spell targets you or includes you in its area; Effect The armor attempts to counteract the triggering spell with the effect of a 7th-level dispel magic spell and a counteract modifier of +26. Craft Requirements Supply one casting of dispel magic .\n","skill_mod":{},"summary":"This intricate rune displaces spell energy, granting you a +1 status bonus to saving throws against magical effects. ","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=282","name":"Antimagic","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-282"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Magical"],"id":"equipment-283","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Energy-Resistant Source Core Rulebook pg. 582 Usage etched onto armor --- These symbols convey protective forces from the Elemental Planes. You gain resistance 5 to acid, cold, electricity, or fire. The crafter chooses the damage type when creating the rune. Multiple energy-resistant runes can be etched onto a suit of armor; rather than using only the highest-level effect, each must provide resistance to a different damage type. For instance, a +2 acid-resistant greater fire-resistant breastplate would give you acid resistance 5 and fire resistance 10.\n","skill_mod":{},"summary":"These symbols convey protective forces from the Elemental Planes. You gain resistance 5 to acid, cold, electricity, or fire. The crafter chooses the …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=283","name":"Energy-Resistant","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-283"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"conjuration","price":1350000,"trait":["Conjuration","Magical","Uncommon"],"id":"equipment-284","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Ethereal Source Core Rulebook pg. 582 Price 13,500 gp Usage etched onto armor --- An ethereal rune replicates armor on the Ethereal Plane. Activate Single Action command; Frequency once per day; Effect You gain the effects of an ethereal jaunt spell. This doesn’t require concentration and lasts for 10 minutes or until you choose to return to material form as a free action. Craft Requirements Supply a casting of 9th-level ethereal jaunt .\n","skill_mod":{},"summary":"An ethereal rune replicates armor on the Ethereal Plane. ","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=284","name":"Ethereal","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-284"},{"primary_source_category":"Rulebooks","usage":"etched onto medium or heavy armor","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Magical"],"id":"equipment-285","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Fortification Source Core Rulebook pg. 582 Usage etched onto medium or heavy armor --- A fortification rune wards against the most deadly attacks. Each time you’re critically hit while wearing the etched armor, attempt a DC 17 flat check. On a success, it becomes a normal hit. This property thickens the armor, increasing its Bulk by 1 and the Strength required to reduce its penalties by 2.\n","skill_mod":{},"summary":"A fortification rune wards against the most deadly attacks. Each time you’re critically hit while wearing the etched armor, attempt a DC 17 flat …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=285","name":"Fortification","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-285"},{"remaster_name":["Raiment"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"illusion","price":14000,"trait":["Illusion","Magical"],"id":"equipment-286","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Glamered Source Core Rulebook pg. 583 Price 140 gp Usage etched onto armor --- This armor can be disguised with a mere thought. Activate Single Action envision; Effect You change the shape and appearance of this armor to appear as ordinary or fine clothes of your imagining. The armor’s statistics do not change. Only a creature that is benefiting from true seeing or a similar effect can attempt to disbelieve this illusion, with a DC of 25.\n","skill_mod":{},"summary":"This armor can be disguised with a mere thought. ","primary_source":"Core Rulebook","trait_group":["School","Monster","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=286","name":"Glamered","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-286"},{"primary_source_category":"Rulebooks","usage":"etched onto light armor","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"illusion","trait":["Illusion","Magical"],"id":"equipment-287","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Invisibility Source Core Rulebook pg. 583 Usage etched onto light armor --- Light seems to partially penetrate this armor. Activate Single Action command; Frequency once per day; Effect Whispering the command word, you become invisible for 1 minute, gaining the effects of a 2nd-level invisibility spell. Craft Requirements Supply one casting of invisibility .\n","skill_mod":{},"summary":"Light seems to partially penetrate this armor. ","primary_source":"Core Rulebook","trait_group":["School","Monster","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=287","name":"Invisibility","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-287"},{"primary_source_category":"Rulebooks","usage":"etched onto light or medium nonmetallic armor","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","skill":["Stealth","Stealth","Stealth"],"trait":["Magical","Transmutation"],"id":"equipment-288","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Shadow Source Core Rulebook pg. 583 Usage etched onto light or medium nonmetallic armor --- Armor with this rune becomes hazy black. You gain a +1 item bonus to Stealth checks while wearing the armor. ","skill_mod":{},"summary":"Armor with this rune becomes hazy black. You gain a +1 item bonus to Stealth checks while wearing the armor. ","primary_source":"Core Rulebook","trait_group":["Mechanics","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=288","name":"Shadow","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-288"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","skill":["Acrobatics","Acrobatics","Acrobatics"],"trait":["Magical","Transmutation"],"id":"equipment-289","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Slick Source Core Rulebook pg. 583 Usage etched onto armor --- This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to Acrobatics checks to Escape and Squeeze.\n","skill_mod":{},"summary":"This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to Acrobatics checks to Escape and …","primary_source":"Core Rulebook","trait_group":["Mechanics","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=289","name":"Slick","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-289"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon without an axiomatic rune ","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","price":140000,"trait":["Chaotic","Evocation","Magical"],"id":"equipment-290","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Anarchic Source Core Rulebook pg. 583 Price 1,400 gp Usage etched onto a weapon without an axiomatic rune --- An anarchic rune is jagged and asymmetrical, channeling chaotic energy. A weapon with this rune deals an additional 1d6 chaotic damage against lawful targets. If you are lawful, you are enfeebled 2 while carrying or wielding this weapon. When you critically succeed at a Strike with this weapon against a lawful creature, roll 1d6. On a 1 or 2, you deal double minimum damage; on a 3 or 4, double your damage normally; on a 5 or 6, you deal double maximum damage. Craft Requirements You are chaotic.\n","skill_mod":{},"summary":"An anarchic rune is jagged and asymmetrical, channeling chaotic energy. A weapon with this rune deals an additional 1d6 chaotic damage against …","primary_source":"Core Rulebook","trait_group":["Alignment","School","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=290","name":"Anarchic","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-290"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon without an anarchic rune ","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","price":140000,"trait":["Evocation","Lawful","Magical"],"id":"equipment-291","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Axiomatic Source Core Rulebook pg. 583 Price 1,400 gp Usage etched onto a weapon without an anarchic rune --- Complex and symmetrical, an axiomatic rune imbues a weapon with lawful energy. A weapon with this rune deals an additional 1d6 lawful damage against chaotic targets. If you are chaotic, you are enfeebled 2 while carrying or wielding this weapon. When you critically succeed at an attack roll with this weapon against a chaotic creature, instead of rolling, count each weapon damage die as average damage rounded up (3 for d4, 4 for d6, 5 for d8, 6 for d10, 7 for d12). Craft Requirements You are lawful.\n","skill_mod":{},"summary":"Complex and symmetrical, an axiomatic rune imbues a weapon with lawful energy. A weapon with this rune deals an additional 1d6 lawful damage …","primary_source":"Core Rulebook","trait_group":["School","Alignment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=291","name":"Axiomatic","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-291"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"conjuration","trait":["Acid","Conjuration","Magical"],"id":"equipment-292","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Corrosive Source Core Rulebook pg. 583 Usage etched onto a weapon --- Acid sizzles across the surface of the weapon. When you hit with the weapon, add 1d6 acid damage to the damage dealt. In addition, on a critical hit, the target’s armor (if any) takes 3d6 acid damage (before applying Hardness); if the target has a shield raised, the shield takes this damage instead.\n","skill_mod":{},"summary":"Acid sizzles across the surface of the weapon. When you hit with the weapon, add 1d6 acid damage to the damage dealt. In addition, on a critical hit, …","primary_source":"Core Rulebook","trait_group":["Energy","Monster","School","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=292","name":"Corrosive","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-292"},{"remaster_name":["Animated"],"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","price":270000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-293","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Dancing Source Core Rulebook pg. 583 Price 2,700 gp Usage etched onto a melee weapon --- A dancing weapon flies autonomously and strikes your foes. Activate Two Actions command, Interact; Effect You Release the weapon and it dances through the air, fighting on its own against the last enemy you attacked, or the nearest enemy to it if your target has been defeated. At the end of your turn each round, the weapon can Fly up to its fly Speed of 40 feet, and then can either Fly again or Strike one creature within its reach. The weapon has a space of 5 feet, but it doesn’t block or impede enemies attempting to move though that space, nor does it benefit from or provide flanking. The weapon can’t move through an enemy’s space. The weapon can’t use reactions, and its Fly actions don’t trigger reactions. While it’s activated, a dancing weapon makes Strikes with an attack modifier of +24 plus its item bonus to attack rolls. It uses the weapon’s normal damage but has a +0 Strength modifier. The weapon’s abilities that automatically trigger on a hit or critical hit still function, but the weapon can’t be activated or benefit from any of your abilities while dancing. Each round, when the weapon is finished using its actions, attempt a DC 6 flat check. On a failure, the activation ends and the weapon falls to the ground. You can’t activate the item again for 10 minutes.\n","skill_mod":{},"summary":"A dancing weapon flies autonomously and strikes your foes. ","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=293","name":"Dancing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-293"},{"remaster_name":["Vitalizing"],"item_child_id":["equipment-294-332","equipment-294-333"],"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"necromancy","trait":["Magical","Necromancy"],"id":"equipment-294","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Disrupting Source Core Rulebook pg. 584 Usage etched onto a melee weapon --- A disrupting weapon pulses with positive energy, dealing an extra 1d6 positive damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Disrupting Source Core Rulebook pg. 584 Price 150 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Disrupting (Greater) Source Core Rulebook pg. 584 Price 4,300 gp --- Increase the extra damage to 2d6. On a critical hit, instead of being enfeebled 1, the undead creature must attempt a DC 34 Fortitude save with the following effects. This is an incapacitation effect. Critical Success It’s enfeebled 1 until the end of your next turn. Success It’s enfeebled 2 until the end of your next turn. Failure It’s enfeebled 3 until the end of your next turn. Critical Failure It’s destroyed.","skill_mod":{},"summary":"A disrupting weapon pulses with positive energy, dealing an extra 1d6 positive damage to undead. On a critical hit, the undead is also enfeebled 1 …","primary_source":"Core Rulebook","trait_group":["Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=294","name":"Disrupting","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-294"},{"remaster_name":["Vitalizing"],"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-294","weakness":{},"school":"necromancy","price":15000,"trait":["Magical","Necromancy"],"id":"equipment-294-332","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Disrupting Source Core Rulebook pg. 584 Usage etched onto a melee weapon --- A disrupting weapon pulses with positive energy, dealing an extra 1d6 positive damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Disrupting Source Core Rulebook pg. 584 Price 150 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Disrupting (Greater) Source Core Rulebook pg. 584 Price 4,300 gp --- Increase the extra damage to 2d6. On a critical hit, instead of being enfeebled 1, the undead creature must attempt a DC 34 Fortitude save with the following effects. This is an incapacitation effect. Critical Success It’s enfeebled 1 until the end of your next turn. Success It’s enfeebled 2 until the end of your next turn. Failure It’s enfeebled 3 until the end of your next turn. Critical Failure It’s destroyed.","skill_mod":{},"summary":"A disrupting weapon pulses with positive energy, dealing an extra 1d6 positive damage to undead. On a critical hit, the undead is also enfeebled 1 …","primary_source":"Core Rulebook","trait_group":["Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=294","name":"Disrupting","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-294-332"},{"remaster_name":["Vitalizing"],"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-294","weakness":{},"school":"necromancy","price":430000,"trait":["Uncommon","Magical","Necromancy"],"id":"equipment-294-333","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Disrupting Source Core Rulebook pg. 584 Usage etched onto a melee weapon --- A disrupting weapon pulses with positive energy, dealing an extra 1d6 positive damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Disrupting Source Core Rulebook pg. 584 Price 150 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Disrupting (Greater) Source Core Rulebook pg. 584 Price 4,300 gp --- Increase the extra damage to 2d6. On a critical hit, instead of being enfeebled 1, the undead creature must attempt a DC 34 Fortitude save with the following effects. This is an incapacitation effect. Critical Success It’s enfeebled 1 until the end of your next turn. Success It’s enfeebled 2 until the end of your next turn. Failure It’s enfeebled 3 until the end of your next turn. Critical Failure It’s destroyed.","skill_mod":{},"summary":"Increase the extra damage to 2d6. On a critical hit, instead of being enfeebled 1, the undead creature must attempt a DC 34 Fortitude save with the …","primary_source":"Core Rulebook","trait_group":["Rarity","Mechanics","School"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=294","name":"Disrupting (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-294-333"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Fire","Magical"],"id":"equipment-295","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Flaming Source Core Rulebook pg. 584 Usage etched onto a weapon --- This weapon is empowered by flickering flame. The weapon deals an additional 1d6 fire damage on a successful Strike, plus 1d10 persistent fire damage on a critical hit.\n","element":["Fire"],"skill_mod":{},"summary":"This weapon is empowered by flickering flame. The weapon deals an additional 1d6 fire damage on a successful Strike, plus 1d10 persistent fire damage …","primary_source":"Core Rulebook","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=295","name":"Flaming","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-295"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"conjuration","trait":["Cold","Conjuration","Magical"],"id":"equipment-296","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Frost Source Core Rulebook pg. 584 Usage etched onto a weapon --- This weapon is empowered with freezing ice. It deals an additional 1d6 cold damage on a successful Strike. On a critical hit, the target is also slowed 1 until the end of your next turn unless it succeeds at a DC 24 Fortitude save.\n","skill_mod":{},"summary":"This weapon is empowered with freezing ice. It deals an additional 1d6 cold damage on a successful Strike. On a critical hit, the target is also …","primary_source":"Core Rulebook","trait_group":["Energy","Monster","School","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=296","name":"Frost","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-296"},{"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","price":7500,"trait":["Magical","Transmutation"],"id":"equipment-297","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Ghost Touch Source Core Rulebook pg. 584 Price 75 gp Usage etched onto a melee weapon --- The weapon can harm creatures without physical form. A ghost touch weapon is particularly effective against incorporeal creatures, which almost always have a specific vulnerability to ghost touch weapons. Incorporeal creatures can touch, hold, and wield ghost touch weapons (unlike most physical objects).\n","skill_mod":{},"summary":"The weapon can harm creatures without physical form. A ghost touch weapon is particularly effective against incorporeal creatures, which almost …","primary_source":"Core Rulebook","trait_group":["Mechanics","School"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=297","name":"Ghost Touch","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-297"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"enchantment","price":70000,"trait":["Enchantment","Magical"],"id":"equipment-298","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Grievous Source Core Rulebook pg. 584 Price 700 gp Usage etched onto a weapon --- When your attack roll with this weapon is a critical hit and gains the critical specialization effect, you gain an additional benefit depending on the weapon group. Axe You can damage a third creature, with the same restrictions. Bow The Athletics check to pull the missile free is DC 20. Brawling The target takes a –4 circumstance penalty to its save. Club You can knock the target up to 15 feet away. Dart The base persistent bleed damage increases to 2d6. Flail You move the target 5 feet. You can't move it away from you, but you can move it in another direction of your choice. Hammer You can also knock the target 5 feet away from you. Knife The target takes a –5-foot status penalty to its Speed while it has the persistent bleed damage. Pick The extra damage from the critical specialization effect increases to 4 per weapon damage die. Polearm You can move the target up to 10 feet. Shield You can knock the target up to 10 feet away. Sling The target also takes a –10-foot status penalty to its Speed for 1 round if it fails the save. Spear The clumsy condition lasts for 2 rounds. Sword The target is flat-footed until the end of your next turn.\n","skill_mod":{},"summary":"When your attack roll with this weapon is a critical hit and gains the critical specialization effect , you gain an additional benefit depending on …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=298","name":"Grievous","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-298"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon without an unholy rune ","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","price":140000,"trait":["Evocation","Good","Magical"],"id":"equipment-299","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Holy Source Core Rulebook pg. 584 Price 1,400 gp Usage etched onto a weapon without an unholy rune --- Holy weapons command powerful celestial energy. A weapon with this rune deals an extra 1d6 good damage against evil targets. If you are evil, you are enfeebled 2 while carrying or wielding this weapon. Activate Reaction command; Frequency once per day; Trigger You critically succeed at an attack roll against an evil creature with the weapon; Effect You regain HP equal to double the evil creature’s level. This is a good, positive, healing effect. Craft Requirements You are good.\n","skill_mod":{},"summary":" Holy weapons command powerful celestial energy. A weapon with this rune deals an extra 1d6 good damage against evil targets. If you are evil, you …","primary_source":"Core Rulebook","trait_group":["School","Alignment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=299","name":"Holy","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-299"},{"primary_source_category":"Rulebooks","usage":"etched onto a piercing or slashing melee weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","price":300000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-300","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Keen Source Core Rulebook pg. 584 Price 3,000 gp Usage etched onto a piercing or slashing melee weapon --- The edges of a keen weapon are preternaturally sharp. Attacks with this weapon are a critical hit on a 19 on the die as long as that result is a success. This property has no effect on a 19 if the result would be a failure.\n","skill_mod":{},"summary":"The edges of a keen weapon are preternaturally sharp. Attacks with this weapon are a critical hit on a 19 on the die as long as that result is a …","primary_source":"Core Rulebook","trait_group":["Mechanics","School","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=300","name":"Keen","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-300"},{"primary_source_category":"Rulebooks","usage":"etched onto a thrown weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","price":5500,"trait":["Evocation","Magical"],"id":"equipment-301","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Returning Source Core Rulebook pg. 584 Price 55 gp Usage etched onto a thrown weapon --- When you make a thrown Strike with this weapon, it flies back to your hand after the Strike is complete. If your hands are full when the weapon returns, it falls to the ground in your space.\n","skill_mod":{},"summary":"When you make a thrown Strike with this weapon, it flies back to your hand after the Strike is complete. If your hands are full when the weapon …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=301","name":"Returning","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-301"},{"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","price":22500,"trait":["Magical","Transmutation"],"id":"equipment-302","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Shifting Source Core Rulebook pg. 585 Price 225 gp Usage etched onto a melee weapon --- With a moment of manipulation, you can shift this weapon into a different weapon with a similar form. Activate Single Action Interact; Effect The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon’s runes and any precious material it’s made of apply to the weapon’s new shape. Any property runes that can’t apply to the new form are suppressed until the item takes a shape to which they can apply.\n","skill_mod":{},"summary":"With a moment of manipulation, you can shift this weapon into a different weapon with a similar form. ","primary_source":"Core Rulebook","trait_group":["Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=302","name":"Shifting","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-302"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","trait":["Electricity","Evocation","Magical"],"id":"equipment-303","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Shock Source Core Rulebook pg. 585 Usage etched onto a weapon --- Electric arcs crisscross this weapon, dealing an extra 1d6 electricity damage on a hit. On a critical hit, electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target.\n","skill_mod":{},"summary":"Electric arcs crisscross this weapon, dealing an extra 1d6 electricity damage on a hit. On a critical hit, electricity arcs out to deal an equal …","primary_source":"Core Rulebook","trait_group":["Energy","Monster","School","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=303","name":"Shock","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-303"},{"remaster_name":["Quickstrike"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","price":1000000,"trait":["Magical","Rare","Transmutation"],"id":"equipment-304","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Speed Source Core Rulebook pg. 585 Price 10,000 gp Usage etched onto a weapon --- Attacks with a speed weapon are supernaturally swift. While wielding a speed weapon, you gain the quickened condition, but you can use the additional action granted only to make a Strike with the etched weapon.\n","skill_mod":{},"summary":"Attacks with a speed weapon are supernaturally swift. While wielding a speed weapon, you gain the quickened condition, but you can use the …","primary_source":"Core Rulebook","trait_group":["Mechanics","Rarity","School"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=304","name":"Speed","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-304"},{"remaster_name":["Spell Reservoir"],"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","price":270000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-305","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Spell-Storing Source Core Rulebook pg. 585 Price 2,700 gp Usage etched onto a melee weapon --- A spell-storing rune creates a reservoir of eldritch energy within the etched weapon. A spellcaster can spend 1 minute to cast a spell of 3rd level or lower into the weapon. The spell must have a casting of 2 actions or fewer and must be able to target a creature other than the caster. The spell has no immediate effect—it is instead stored for later. When you wield a spell-storing weapon, you immediately know the name and level of the stored spell. A spell-storing weapon found as treasure has a 50% chance of having a spell of the GM’s choice stored in it. Activate Single Action command; Requirements On your previous action this turn, you hit and damaged a creature with this weapon; Effect You unleash the stored spell, which uses the target of the triggering attack as the target of the spell. This empties the spell from the weapon and allows a spell to be cast into it again. If the spell requires a spell attack roll, the result of your attack roll with the weapon determines the degree of success of the spell, and if the spell requires a saving throw, the DC is 30. Activate Single Action command; Effect Harmlessly expend the stored spell. This frees the weapon to have a new spell cast into it.\n","skill_mod":{},"summary":"A spell-storing rune creates a reservoir of eldritch energy within the etched weapon. A spellcaster can spend 1 minute to cast a spell of 3rd level …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=305","name":"Spell-Storing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-305"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Sonic"],"id":"equipment-306","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Thundering Source Core Rulebook pg. 585 Usage etched onto a weapon --- This weapon lets out a peal of thunder when it hits, dealing an extra 1d6 sonic damage on a successful Strike. On a critical hit, the target has to succeed at a DC 24 Fortitude save or be deafened for 1 minute (or 1 hour on a critical failure).\n","skill_mod":{},"summary":"This weapon lets out a peal of thunder when it hits, dealing an extra 1d6 sonic damage on a successful Strike. On a critical hit, the target has to …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Energy","Monster"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=306","name":"Thundering","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-306"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon without a holy rune ","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","price":140000,"trait":["Evil","Evocation","Magical"],"id":"equipment-307","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Unholy Source Core Rulebook pg. 585 Price 1,400 gp Usage etched onto a weapon without a holy rune --- An unholy rune instills fiendish power into the etched weapon. A weapon with this rune deals an additional 1d6 evil damage when it hits a good target. If you are good, you are enfeebled 2 while carrying or wielding this weapon. Activate Reaction command; Frequency once per day; Trigger You critically succeed at an attack roll against a good creature with the weapon; Effect The target takes persistent bleed damage equal to 1d8 per weapon damage die of the etched weapon. Craft Requirements You are evil.\n","skill_mod":{},"summary":"An unholy rune instills fiendish power into the etched weapon. A weapon with this rune deals an additional 1d6 evil damage when it hits a good …","primary_source":"Core Rulebook","trait_group":["Alignment","School","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=307","name":"Unholy","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-307"},{"primary_source_category":"Rulebooks","usage":"etched onto a slashing melee weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","price":1500000,"trait":["Evocation","Magical","Rare"],"id":"equipment-308","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Vorpal Source Core Rulebook pg. 585 Price 15,000 gp Usage etched onto a slashing melee weapon --- Originally created as a means of slaying the legendary jabberwock, vorpal weapons prove equally effective against nearly any foe with a head. Activate Reaction envision (death, incapacitation) Trigger You roll a natural 20 on a Strike with the weapon, critically succeed, and deal slashing damage. The target must have a head; Effect The target must succeed at a DC 37 Fortitude save or be decapitated. This kills any creature except ones that don’t require a head to live. For creatures with multiple heads, this usually kills the creature only if you sever its last head.\n","skill_mod":{},"summary":"Originally created as a means of slaying the legendary jabberwock, vorpal weapons prove equally effective against nearly any foe with a head. ","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=308","name":"Vorpal","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-308"},{"primary_source_category":"Rulebooks","usage":"etched onto a piercing or slashing melee weapon","source":["Core Rulebook"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"necromancy","price":34000,"trait":["Magical","Necromancy"],"id":"equipment-309","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Wounding Source Core Rulebook pg. 585 Price 340 gp Usage etched onto a piercing or slashing melee weapon --- Weapons with wounding runes are said to thirst for blood. When you hit a creature with a wounding weapon, you deal an extra 1d6 persistent bleed damage.\n","skill_mod":{},"summary":"Weapons with wounding runes are said to thirst for blood. When you hit a creature with a wounding weapon, you deal an extra 1d6 persistent bleed …","primary_source":"Core Rulebook","trait_group":["Mechanics","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=309","name":"Wounding","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-309"},{"skill_mod":{},"summary":"Adamantine shields are particularly sturdy, and when used for a shield bash, they are adamantine weapons.","primary_source":"Core Rulebook","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"usage":"varies by shield","source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","source":["Core Rulebook"],"type":"Item","item_category":"Shields","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=310","weakness":{},"name":"Adamantine Shield","trait":["Uncommon"],"id":"equipment-310","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Adamantine Shield Source Core Rulebook pg. 586 Usage varies by shield Base Material Adamantine --- Adamantine shields are particularly sturdy, and when used for a shield bash, they are adamantine weapons.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-310"},{"skill_mod":{},"summary":"Cold iron shields don’t typically have an additional effect, though when used for a shield bash, they are cold iron weapons.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"usage":"varies by shield","source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","source":["Core Rulebook"],"type":"Item","item_category":"Shields","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=311","weakness":{},"name":"Cold Iron Shield","id":"equipment-311","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Cold Iron Shield Source Core Rulebook pg. 586 Usage varies by shield Base Material Cold Iron --- Cold iron shields don’t typically have an additional effect, though when used for a shield bash, they are cold iron weapons.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-311"},{"remaster_name":["Duskwood Shield"],"item_child_id":["equipment-312-352","equipment-312-353","equipment-312-354","equipment-312-355","equipment-312-356","equipment-312-357"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"trait":["Uncommon"],"id":"equipment-312","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Darkwood Shield Source Core Rulebook pg. 586 Usage varies by shield Base Material Darkwood --- Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Buckler (Standard-Grade) Source Core Rulebook pg. 586 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements darkwood worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements darkwood worth at least 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Tower Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 560 gp Bulk 3 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements darkwood worth at least 70 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Buckler (High-Grade) Source Core Rulebook pg. 586 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements darkwood worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Shield (High-Grade) Source Core Rulebook pg. 586 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements darkwood worth at least 4,400 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Tower Shield (High-Grade) Source Core Rulebook pg. 586 Price 11,200 gp Bulk 3 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements darkwood worth at least 5,600 gp","skill_mod":{},"summary":"Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk).","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=312","name":"Darkwood Shield","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-312"},{"remaster_name":["Duskwood Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-312","weakness":{},"price":40000,"trait":["Uncommon"],"id":"equipment-312-352","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Darkwood Shield Source Core Rulebook pg. 586 Usage varies by shield Base Material Darkwood --- Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Buckler (Standard-Grade) Source Core Rulebook pg. 586 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements darkwood worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements darkwood worth at least 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Tower Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 560 gp Bulk 3 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements darkwood worth at least 70 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Buckler (High-Grade) Source Core Rulebook pg. 586 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements darkwood worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Shield (High-Grade) Source Core Rulebook pg. 586 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements darkwood worth at least 4,400 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Tower Shield (High-Grade) Source Core Rulebook pg. 586 Price 11,200 gp Bulk 3 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements darkwood worth at least 5,600 gp","skill_mod":{},"summary":"The shield has Hardness 3, HP 12, and BT 6.","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=312","name":"Darkwood Buckler (Standard-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-312-352"},{"remaster_name":["Duskwood Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-312","weakness":{},"price":44000,"trait":["Uncommon"],"id":"equipment-312-353","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Darkwood Shield Source Core Rulebook pg. 586 Usage varies by shield Base Material Darkwood --- Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Buckler (Standard-Grade) Source Core Rulebook pg. 586 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements darkwood worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements darkwood worth at least 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Tower Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 560 gp Bulk 3 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements darkwood worth at least 70 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Buckler (High-Grade) Source Core Rulebook pg. 586 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements darkwood worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Shield (High-Grade) Source Core Rulebook pg. 586 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements darkwood worth at least 4,400 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Tower Shield (High-Grade) Source Core Rulebook pg. 586 Price 11,200 gp Bulk 3 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements darkwood worth at least 5,600 gp","skill_mod":{},"summary":"The shield has Hardness 5, HP 20, and BT 10.","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=312","name":"Darkwood Shield (Standard-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-312-353"},{"remaster_name":["Duskwood Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-312","weakness":{},"price":56000,"trait":["Uncommon"],"id":"equipment-312-354","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Darkwood Shield Source Core Rulebook pg. 586 Usage varies by shield Base Material Darkwood --- Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Buckler (Standard-Grade) Source Core Rulebook pg. 586 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements darkwood worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements darkwood worth at least 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Tower Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 560 gp Bulk 3 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements darkwood worth at least 70 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Buckler (High-Grade) Source Core Rulebook pg. 586 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements darkwood worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Shield (High-Grade) Source Core Rulebook pg. 586 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements darkwood worth at least 4,400 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Tower Shield (High-Grade) Source Core Rulebook pg. 586 Price 11,200 gp Bulk 3 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements darkwood worth at least 5,600 gp","skill_mod":{},"summary":"The shield has Hardness 5, HP 20, and BT 10.","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=312","name":"Darkwood Tower Shield (Standard-Grade)","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-312-354"},{"remaster_name":["Duskwood Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-312","weakness":{},"price":800000,"trait":["Uncommon"],"id":"equipment-312-355","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Darkwood Shield Source Core Rulebook pg. 586 Usage varies by shield Base Material Darkwood --- Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Buckler (Standard-Grade) Source Core Rulebook pg. 586 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements darkwood worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements darkwood worth at least 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Tower Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 560 gp Bulk 3 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements darkwood worth at least 70 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Buckler (High-Grade) Source Core Rulebook pg. 586 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements darkwood worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Shield (High-Grade) Source Core Rulebook pg. 586 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements darkwood worth at least 4,400 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Tower Shield (High-Grade) Source Core Rulebook pg. 586 Price 11,200 gp Bulk 3 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements darkwood worth at least 5,600 gp","skill_mod":{},"summary":"The shield has Hardness 6, HP 24, and BT 12.","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=312","name":"Darkwood Buckler (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-312-355"},{"remaster_name":["Duskwood Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-312","weakness":{},"price":880000,"trait":["Uncommon"],"id":"equipment-312-356","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Darkwood Shield Source Core Rulebook pg. 586 Usage varies by shield Base Material Darkwood --- Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Buckler (Standard-Grade) Source Core Rulebook pg. 586 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements darkwood worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements darkwood worth at least 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Tower Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 560 gp Bulk 3 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements darkwood worth at least 70 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Buckler (High-Grade) Source Core Rulebook pg. 586 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements darkwood worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Shield (High-Grade) Source Core Rulebook pg. 586 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements darkwood worth at least 4,400 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Tower Shield (High-Grade) Source Core Rulebook pg. 586 Price 11,200 gp Bulk 3 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements darkwood worth at least 5,600 gp","skill_mod":{},"summary":"The shield has Hardness 8, HP 32, and BT 16.","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=312","name":"Darkwood Shield (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-312-356"},{"remaster_name":["Duskwood Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-312","weakness":{},"price":1120000,"trait":["Uncommon"],"id":"equipment-312-357","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Darkwood Shield Source Core Rulebook pg. 586 Usage varies by shield Base Material Darkwood --- Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Buckler (Standard-Grade) Source Core Rulebook pg. 586 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements darkwood worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements darkwood worth at least 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkwood Tower Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 560 gp Bulk 3 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements darkwood worth at least 70 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Buckler (High-Grade) Source Core Rulebook pg. 586 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements darkwood worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Shield (High-Grade) Source Core Rulebook pg. 586 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements darkwood worth at least 4,400 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Darkwood Tower Shield (High-Grade) Source Core Rulebook pg. 586 Price 11,200 gp Bulk 3 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements darkwood worth at least 5,600 gp","skill_mod":{},"summary":"The shield has Hardness 8, HP 32, and BT 16.","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=312","name":"Darkwood Tower Shield (High-Grade)","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-312-357"},{"skill_mod":{},"summary":"Dragonhide shields are each immune to one damage type based on the type of dragon .","primary_source":"Core Rulebook","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"usage":"varies by shield","source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","source":["Core Rulebook"],"type":"Item","item_category":"Shields","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=313","weakness":{},"name":"Dragonhide Shield","trait":["Uncommon"],"id":"equipment-313","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Dragonhide Shield Source Core Rulebook pg. 586 Usage varies by shield Base Material Dragonhide --- Dragonhide shields are each immune to one damage type based on the type of dragon ## Dragonhide Resistance Dragon Type Resistance Black or copper Acid Blue or bronze Electricity Brass, gold, or red Fire Green Poison Silver or white Cold .\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-313"},{"remaster_name":["Dawnsilver Shield"],"item_child_id":["equipment-314-362","equipment-314-363","equipment-314-364","equipment-314-365"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"trait":["Uncommon"],"id":"equipment-314","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Mithral Shield Source Core Rulebook pg. 586 Usage varies by shield Base Material Mithral --- Mithral shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). When used for a shield bash, they are treated as silver weapons. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mithral Buckler (Standard-Grade) Source Core Rulebook pg. 586 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements mithral worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mithral Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, BT 10. Craft Requirements mithral worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Mithral Buckler (High-Grade) Source Core Rulebook pg. 586 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements mithral worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Mithral Shield (High-Grade) Source Core Rulebook pg. 586 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements at least 4,400 gp of mithral","skill_mod":{},"summary":"Mithral shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=314","name":"Mithral Shield","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-314"},{"remaster_name":["Dawnsilver Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-314","weakness":{},"price":40000,"trait":["Uncommon"],"id":"equipment-314-362","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Mithral Shield Source Core Rulebook pg. 586 Usage varies by shield Base Material Mithral --- Mithral shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). When used for a shield bash, they are treated as silver weapons. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mithral Buckler (Standard-Grade) Source Core Rulebook pg. 586 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements mithral worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mithral Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, BT 10. Craft Requirements mithral worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Mithral Buckler (High-Grade) Source Core Rulebook pg. 586 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements mithral worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Mithral Shield (High-Grade) Source Core Rulebook pg. 586 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements at least 4,400 gp of mithral","skill_mod":{},"summary":"The shield has Hardness 3, HP 12, and BT 6.","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=314","name":"Mithral Buckler (Standard-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-314-362"},{"remaster_name":["Dawnsilver Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-314","weakness":{},"price":44000,"trait":["Uncommon"],"id":"equipment-314-363","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Mithral Shield Source Core Rulebook pg. 586 Usage varies by shield Base Material Mithral --- Mithral shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). When used for a shield bash, they are treated as silver weapons. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mithral Buckler (Standard-Grade) Source Core Rulebook pg. 586 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements mithral worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mithral Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, BT 10. Craft Requirements mithral worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Mithral Buckler (High-Grade) Source Core Rulebook pg. 586 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements mithral worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Mithral Shield (High-Grade) Source Core Rulebook pg. 586 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements at least 4,400 gp of mithral","skill_mod":{},"summary":"The shield has Hardness 5, HP 20, BT 10.","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=314","name":"Mithral Shield (Standard-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-314-363"},{"remaster_name":["Dawnsilver Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-314","weakness":{},"price":800000,"trait":["Uncommon"],"id":"equipment-314-364","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Mithral Shield Source Core Rulebook pg. 586 Usage varies by shield Base Material Mithral --- Mithral shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). When used for a shield bash, they are treated as silver weapons. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mithral Buckler (Standard-Grade) Source Core Rulebook pg. 586 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements mithral worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mithral Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, BT 10. Craft Requirements mithral worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Mithral Buckler (High-Grade) Source Core Rulebook pg. 586 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements mithral worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Mithral Shield (High-Grade) Source Core Rulebook pg. 586 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements at least 4,400 gp of mithral","skill_mod":{},"summary":"The shield has Hardness 6, HP 24, and BT 12.","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=314","name":"Mithral Buckler (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-314-364"},{"remaster_name":["Dawnsilver Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-314","weakness":{},"price":880000,"trait":["Uncommon"],"id":"equipment-314-365","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Mithral Shield Source Core Rulebook pg. 586 Usage varies by shield Base Material Mithral --- Mithral shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). When used for a shield bash, they are treated as silver weapons. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mithral Buckler (Standard-Grade) Source Core Rulebook pg. 586 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements mithral worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mithral Shield (Standard-Grade) Source Core Rulebook pg. 586 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, BT 10. Craft Requirements mithral worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Mithral Buckler (High-Grade) Source Core Rulebook pg. 586 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements mithral worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Mithral Shield (High-Grade) Source Core Rulebook pg. 586 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements at least 4,400 gp of mithral","skill_mod":{},"summary":"The shield has Hardness 8, HP 32, and BT 16.","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=314","name":"Mithral Shield (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-314-365"},{"skill_mod":{},"summary":"Orichalcum shields’ time-bending properties are particularly useful for keeping them intact. The first time each day an orichalcum shield would be …","primary_source":"Core Rulebook","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"usage":"varies by shield","source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","source":["Core Rulebook"],"type":"Item","item_category":"Shields","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=315","weakness":{},"name":"Orichalcum Shield","trait":["Rare"],"id":"equipment-315","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Orichalcum Shield Source Core Rulebook pg. 587 Usage varies by shield Base Material Orichalcum --- Orichalcum shields’ time-bending properties are particularly useful for keeping them intact. The first time each day an orichalcum shield would be destroyed, it is instead left with 1 Hit Point and the broken condition.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-315"},{"skill_mod":{},"summary":"Silver shields don’t typically have an additional effect, though when used for a shield bash, they are silver weapons.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"usage":"varies by shield","source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","source":["Core Rulebook"],"type":"Item","item_category":"Shields","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=316","weakness":{},"name":"Silver Shield","id":"equipment-316","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Silver Shield Source Core Rulebook pg. 587 Usage varies by shield Base Material Silver --- Silver shields don’t typically have an additional effect, though when used for a shield bash, they are silver weapons.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-316"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"abjuration","price":135000,"trait":["Abjuration","Magical"],"id":"equipment-317","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Arrow-Catching Shield Source Core Rulebook pg. 587 Price 1,350 gp Usage held in 1 hand Bulk 1 Base Shield Wooden Shield --- This remarkable wooden shield (Hardness 10, HP 60, BT 30) is carved with images of overlapping fletched arrows. Activate Reaction Interact; Frequency once per minute; Trigger A ranged weapon Strike targets a creature within 15 feet of you when you have this shield raised, and the attacker has not yet rolled their attack; Effect The triggering Strike targets you instead of its normal target. If it hits, you gain the effects of the Shield Block reaction.\n","skill_mod":{},"summary":"This remarkable wooden shield (Hardness 10, HP 60, BT 30) is carved with images of overlapping fletched arrows. ","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=317","base_item":["Wooden Shield"],"name":"Arrow-Catching Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-317"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"abjuration","price":67000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-318","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Dragonslayer's Shield Source Core Rulebook pg. 587 Price 670 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- A dragonslayer’s shield is a steel shield covered with dragonhide from a certain type of dragon, which distinguishes each shield from the others. While raised, this steel shield (Hardness 8, HP 32, BT 16) grants its circumstance bonus to Reflex saves against area effects (as well as to AC, as normal). While you hold the shield, it also grants you a +2 circumstance bonus to Will saves against a dragon’s frightful presence ability. The shield has resistance 10 against the damage type corresponding to the type of dragon whose hide was used in its creation; this applies after reducing the damage for Hardness, so when you use Shield Block, the dragonslayer’s shield takes 18 less damage from attacks of that damage type. You can use Shield Block against attacks that deal damage of that type. ## Dragonhide Resistance Dragon Type Resistance Black or copper Acid Blue or bronze Electricity Brass, gold, or red Fire Green Poison Silver or white Cold ","skill_mod":{},"summary":"A dragonslayer’s shield is a steel shield covered with dragonhide from a certain type of dragon, which distinguishes each shield from the …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=318","base_item":["Steel Shield"],"name":"Dragonslayer's Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-318"},{"primary_source_category":"Rulebooks","usage":"strapped to 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"trait":["Magical","Uncommon"],"id":"equipment-319","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Floating Shield Source Core Rulebook pg. 587 Usage strapped to 1 hand Bulk L Base Shield Buckler --- A floating shield is usually carved with wing motifs. This buckler (Hardness 6, HP 24, BT 12) can protect you on its own. Activate Single Action Interact; Frequency once per day; Effect The shield magically releases itself and floats off your arm into the air next to you, granting you its bonus automatically, as if you had Raised the Shield. Because you’re not wielding the shield, you can’t use reactions such as Shield Block with the shield, but you gain its benefits even when using both of your hands. After 1 minute, the shield drops to the ground, ending its floating effect. While the shield is adjacent to you, you can Interact to grasp it, ending its floating effect early.\n","skill_mod":{},"summary":"A floating shield is usually carved with wing motifs. This buckler (Hardness 6, HP 24, BT 12) can protect you on its own. ","primary_source":"Core Rulebook","trait_group":["Mechanics","Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=319","base_item":["Buckler"],"name":"Floating Shield","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-319"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"evocation","price":65000,"trait":["Evocation","Force","Magical","Uncommon"],"id":"equipment-320","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Force Shield Source Core Rulebook pg. 587 Price 650 gp Usage held in 1 hand Bulk L Base Shield Steel Shield --- The edges of this elaborately engraved steel shield (Hardness 8, HP 32, BT 16) bear tiny glass tiles set in mosaic patterns. Activate Single Action command; Frequency once per day; Effect The shield surrounds you with a bubble of force that protects you from harm, granting you resistance 5 to physical damage for 1 minute. The activation ends if you cease holding the shield.\n","skill_mod":{},"summary":"The edges of this elaborately engraved steel shield (Hardness 8, HP 32, BT 16) bear tiny glass tiles set in mosaic patterns. ","primary_source":"Core Rulebook","trait_group":["School","Energy","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=320","base_item":["Steel Shield"],"name":"Force Shield","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-320"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"abjuration","price":97500,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-321","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Forge Warden Source Core Rulebook pg. 587 Price 975 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- The religious symbol of Torag, the forge god—an ornate hammer of dwarven construction—adorns the face of this reinforced steel shield (Hardness 10, HP 40, BT 20). The shield is a religious symbol of Torag. You and any adjacent allies have fire resistance 5 while you have the shield raised. When used for a Shield Block, the forge warden rings out like the hammer strike of a blacksmith, and the symbol glows as if lit by the fires of a furnace. Activate Free Action command (fire) Trigger You use the forge warden to Shield Block an adjacent creature’s attack and the shield takes damage; Effect The attacking creature takes 2d6 fire damage.\n","skill_mod":{},"summary":"The religious symbol of Torag , the forge god—an ornate hammer of dwarven construction—adorns the face of this reinforced steel shield (Hardness …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=321","base_item":["Steel Shield"],"name":"Forge Warden","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-321"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"abjuration","price":2400000,"trait":["Abjuration","Magical","Rare"],"id":"equipment-322","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Indestructible Shield Source Core Rulebook pg. 588 Price 24,000 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- An indestructible shield is a high-grade adamantine shield (Hardness 13, HP 90) that can withstand just about any damage. It can be damaged only by a disintegrate spell (roll damage as if against a creature that failed its save) or by an artifact tied to destruction, such as a sphere of annihilation . Craft Requirements The raw materials must include at least 4,400 gp of adamantine.\n","skill_mod":{},"summary":"An indestructible shield is a high-grade adamantine shield (Hardness 13, HP 90) that can withstand just about any damage. It can be damaged …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=322","base_item":["Steel Shield"],"name":"Indestructible Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-322"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"conjuration","price":24500,"trait":["Conjuration","Magical"],"id":"equipment-323","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Lion's Shield Source Core Rulebook pg. 588 Price 245 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This steel shield (Hardness 6, HP 36, BT 18) is forged into the shape of a roaring lion’s head. The lion’s head functions as +1 striking shield boss that can’t be removed from the shield. Activate Single Action Raise a Shield; Frequency once per day; Effect You animate the lion’s head. You Raise the Shield and make a melee Strike with it as part of the same action. The shield’s biting maw is a martial melee weapon that deals 2d6 piercing damage and has the deadly 1d6 trait; it can’t be enhanced by runes. The shield remains animated for 1 minute, during which time you can Strike with it each time you Raise the Shield, as well as with a Strike action.\n","skill_mod":{},"summary":"This steel shield (Hardness 6, HP 36, BT 18) is forged into the shape of a roaring lion’s head. The lion’s head functions as +1 striking shield …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=323","base_item":["Steel Shield"],"name":"Lion's Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-323"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"abjuration","price":1800000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-324","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Reflecting Shield Source Core Rulebook pg. 588 Price 18,000 gp Usage held in 1 hand Bulk L Base Shield Buckler --- This high-grade silver buckler (Hardness 6, HP 24, BT 12) is polished to a mirrorlike sheen. The shield functions as a spellguard shield that can also reflect spells. Activate Reaction command; Frequency once per day; Trigger You are targeted by a spell; Requirements The reflecting shield is raised; Effect You attempt to reflect the spell on its caster, with the effects of a 9th-level spell turning with a counteract modifier of +30. Craft Requirements Supply one casting of spell turning , and the initial raw materials must include at least 2,750 gp of silver.\n","skill_mod":{},"summary":"This high-grade silver buckler (Hardness 6, HP 24, BT 12) is polished to a mirrorlike sheen. The shield functions as a spellguard shield that …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=324","base_item":["Buckler"],"name":"Reflecting Shield","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-324"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"abjuration","price":25000,"trait":["Abjuration","Magical"],"id":"equipment-325","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Spellguard Shield Source Core Rulebook pg. 588 Price 250 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This shield bears eldritch glyphs to guard against magic. While you have this steel shield (Hardness 6, HP 24, BT 12) raised, you gain its circumstance bonus to saving throws against spells that target you (as well as to AC), and you can shield block spells that target you if you have that action.\n","skill_mod":{},"summary":"This shield bears eldritch glyphs to guard against magic. While you have this steel shield (Hardness 6, HP 24, BT 12) raised, you gain its …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=325","base_item":["Steel Shield"],"name":"Spellguard Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-325"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"evocation","price":36000,"trait":["Evocation","Magical"],"id":"equipment-326","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Spined Shield Source Core Rulebook pg. 588 Price 360 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- Five jagged spines project from the surface of this steel shield (Hardness 6, HP 24, BT 12). The spines are +1 striking shield spikes . When you use the Shield Block reaction with this shield, the spines take the damage before the shield itself does. When the shield would take damage (after applying Hardness), one spine snaps off per 6 damage, reducing the damage by 6. The shield takes any remaining damage. When there are no spines left, the shield takes damage as normal. When all the spines are gone, you lose the ability to attack with them until the spines regenerate the next day. Activate Single Action Interact; Effect You shoot one of the shield’s spines at a target. A fired spine uses the spikes’ statistics, but it is a martial ranged weapon with a range increment of 120 feet.\n","skill_mod":{},"summary":"Five jagged spines project from the surface of this steel shield (Hardness 6, HP 24, BT 12). The spines are +1 striking shield spikes . When you …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=326","base_item":["Steel Shield"],"name":"Spined Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-326"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Magical"],"id":"equipment-327","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Sturdy Shield Source Core Rulebook pg. 588 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy.\n","skill_mod":{},"summary":"With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=327","base_item":["Steel Shield"],"name":"Sturdy Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-327"},{"skill_mod":{},"summary":"You create an alarm snare by rigging one or more noisy objects to a trip wire or pressure plate. When you create an alarm snare, you designate a …","primary_source":"Core Rulebook","trait_group":["Sense","Equipment","Hazard"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=328","weakness":{},"price":300,"name":"Alarm Snare","trait":["Auditory","Consumable","Mechanical","Snare","Trap"],"id":"equipment-328","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Alarm Snare Source Core Rulebook pg. 589 Price 3 gp --- You create an alarm snare by rigging one or more noisy objects to a trip wire or pressure plate. When you create an alarm snare, you designate a range between 100 to 500 feet at which it can be heard. When a Small or larger creature enters the square, the snare makes a noise loud enough that it can be heard by all creatures in the range you designated.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-328"},{"skill_mod":{},"summary":"The snare’s jaws shut on the leg of a creature that steps on it. The snare deals 5d6 piercing damage to the first creature that enters its square; …","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=329","weakness":{},"price":1500,"name":"Biting Snare","trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-329","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Biting Snare Source Core Rulebook pg. 589 Price 15 gp --- The snare’s jaws shut on the leg of a creature that steps on it. The snare deals 5d6 piercing damage to the first creature that enters its square; that creature must attempt a DC 18 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage. Critical Failure The creature takes double damage and takes a –10-foot status penalty to its Speed until it recovers at least 1 Hit Point.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-329"},{"skill_mod":{},"summary":"When a creature enters the square, spines covered in numerous jagged thorns protrude out to stab it, dealing 8d8 piercing damage and 2d8 persistent …","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=330","weakness":{},"price":32000,"name":"Bleeding Spines Snare","trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-330","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Bleeding Spines Snare Source Core Rulebook pg. 589 Price 320 gp --- When a creature enters the square, spines covered in numerous jagged thorns protrude out to stab it, dealing 8d8 piercing damage and 2d8 persistent bleed damage. The creature must attempt a DC 31 basic Reflex saving throw. After the initial trigger, the spines retract and protrude again repeatedly for 1 minute, forcing any creature that enters the space or ends its turn in the space to attempt a Reflex save against the spines’ damage.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-330"},{"skill_mod":{},"summary":"You create a snare that catalyzes three 3rd-level moderate alchemical bombs of the same type to explode when a creature enters the snare’s square. …","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=331","weakness":{},"price":7500,"name":"Bomb Snare","trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-331","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Bomb Snare Source Core Rulebook pg. 589 Price 75 gp --- You create a snare that catalyzes three 3rd-level moderate alchemical bombs of the same type to explode when a creature enters the snare’s square. The target and all creatures in adjacent squares must attempt a DC 26 Reflex save, as the snare deals damage equal to three times the direct hit damage from one of the component bombs (for example, 6d6 electricity damage from bottled lightning) with no splash damage or other effects. Critical Success The creature is unaffected. Success The creature takes half damage and no other effects. Failure The creature takes full damage. It also takes all other effects of a direct hit from one of the component bombs (such as flat-footed from bottled lightning or persistent damage from an acid flask). Critical Failure The creature takes double damage, plus all other effects of a direct hit (as failure). Craft Requirements Supply three of the same damaging 3rd-level moderate alchemical bomb.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-331"},{"skill_mod":{},"summary":"This snare consists of a hidden canister of caltrops attached to a trip wire. When the snare is triggered, it flings the caltrops into either the …","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=332","weakness":{},"price":300,"name":"Caltrop Snare","trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-332","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Caltrop Snare Source Core Rulebook pg. 590 Price 3 gp --- This snare consists of a hidden canister of caltrops attached to a trip wire. When the snare is triggered, it flings the caltrops into either the snare’s square or a square adjacent to the snare. You choose which square when you set up the snare. If the caltrops scatter into the same square as a creature, that creature must attempt the Acrobatics check immediately. Craft Requirements Supply a container of caltrops.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-332"},{"skill_mod":{},"summary":"When a creature enters the square, a deadly flying wheel of spinning blades launches at it, making a Strike with an attack modifier of +33 and …","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=333","weakness":{},"price":1000000,"name":"Flying Blade Wheel Snare","trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-333","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Flying Blade Wheel Snare Source Core Rulebook pg. 590 Price 10,000 gp --- When a creature enters the square, a deadly flying wheel of spinning blades launches at it, making a Strike with an attack modifier of +33 and dealing 8d8 slashing damage. Once on each of your turns, you can use an Interact action within 120 feet of the wheel to cause it to Fly up to 60 feet toward the creature it’s chasing and make another Strike if it’s within 5 feet of its target after it moves. After 1 minute, the spinning ceases and the wheel falls to the ground. Creatures can destroy the wheel to stop it (AC 37, Fort +29, Ref +20, HP 200, Hardness 10, object immunities).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-333"},{"skill_mod":{},"summary":"You rig vines and ropes to hold a creature in place. The first creature to enter the square must attempt a DC 26 Reflex save, with the following …","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=334","weakness":{},"price":7500,"name":"Grasping Snare","trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-334","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Grasping Snare Source Core Rulebook pg. 590 Price 75 gp --- You rig vines and ropes to hold a creature in place. The first creature to enter the square must attempt a DC 26 Reflex save, with the following effects. Critical Success The creature is unaffected. Success The creature takes a –5-foot status penalty to its Speed for 1 minute or until it Escapes (DC 26). Failure The creature is immobilized for 1 round, then takes a –5-foot status penalty to its Speed for 1 minute. Both effects end early if it Escapes (DC 26). Critical Failure The creature is immobilized for 1 minute or until it Escapes (DC 26).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-334"},{"skill_mod":{},"summary":"When a creature enters the snare’s square, it releases hundreds upon hundreds of carefully prepared arrows, blanketing a 20-foot radius around the …","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=335","weakness":{},"price":150000,"name":"Hail of Arrows Snare","trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-335","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Hail of Arrows Snare Source Core Rulebook pg. 590 Price 1,500 gp --- When a creature enters the snare’s square, it releases hundreds upon hundreds of carefully prepared arrows, blanketing a 20-foot radius around the snare’s square with massive arrow fire that deals 18d6 piercing damage. Creatures in the area must attempt a DC 37 basic Reflex saving throw.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-335"},{"skill_mod":{},"summary":"You arrange brambles, wires, sticky goo, or other materials to interfere with a creature’s movement. The square with this snare, as well as three …","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=336","weakness":{},"price":300,"name":"Hampering Snare","trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-336","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Hampering Snare Source Core Rulebook pg. 590 Price 3 gp --- You arrange brambles, wires, sticky goo, or other materials to interfere with a creature’s movement. The square with this snare, as well as three adjacent squares (to form a 10-foot-by-10-foot area), become difficult terrain when the first creature enters the snare’s square. The difficult terrain affects the creature’s movement right away, including its movement into the triggering square, and it lasts for 1d4 rounds after the snare is triggered. A creature can use an Interact action to clear the difficult terrain out of a single square early.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-336"},{"skill_mod":{},"summary":"You rig vines, ropes, or wires to cinch tight around a creature that triggers this snare. The first creature to enter the square must attempt a DC 20 …","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=337","weakness":{},"price":1500,"name":"Hobbling Snare","trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-337","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Hobbling Snare Source Core Rulebook pg. 590 Price 15 gp --- You rig vines, ropes, or wires to cinch tight around a creature that triggers this snare. The first creature to enter the square must attempt a DC 20 Reflex save. Critical Success The creature is unaffected. Success The creature takes a –5-foot status penalty to its Speed for 1 minute or until it Escapes (DC 18). Failure As success, but the penalty is –10 feet. Critical Failure As success, but the penalty is –20 feet.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-337"},{"skill_mod":{},"summary":"When a creature enters the snare’s square, the snare releases an unbelievable arsenal of blades, dealing 24d8 piercing damage (DC 45 basic Reflex).","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=338","weakness":{},"price":1000000,"name":"Instant Evisceration Snare","trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-338","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Instant Evisceration Snare Source Core Rulebook pg. 590 Price 10,000 gp --- When a creature enters the snare’s square, the snare releases an unbelievable arsenal of blades, dealing 24d8 piercing damage (DC 45 basic Reflex).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-338"},{"skill_mod":{},"summary":"This snare is often used to mark intruders for later tracking or identification. When you create this snare, you must decide whether to make it a dye …","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=339","weakness":{},"price":300,"name":"Marking Snare","trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-339","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Marking Snare Source Core Rulebook pg. 590 Price 3 gp --- This snare is often used to mark intruders for later tracking or identification. When you create this snare, you must decide whether to make it a dye or a scent marker. Either type of marking grants a +2 circumstance bonus to Track the creature for up to 24 hours or until the dye or scent is washed off (requiring at least a gallon of water and 10 minutes of scrubbing). A creature that enters a square of the snare must attempt a DC 17 Reflex save. Success The creature is unaffected. Failure The snare marks the creature. Critical Failure The snare marks the creature, and the creature is blinded until the end of its next turn.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-339"},{"skill_mod":{},"summary":"As soon as a creature enters the snare’s square, the snare unleashes wickedly powerful spears at the creature from all directions, dealing 19d8 …","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=340","weakness":{},"price":150000,"name":"Omnidirectional Spear Snare","trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-340","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Omnidirectional Spear Snare Source Core Rulebook pg. 591 Price 1,500 gp --- As soon as a creature enters the snare’s square, the snare unleashes wickedly powerful spears at the creature from all directions, dealing 19d8 piercing damage (DC 37 basic Reflex).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-340"},{"skill_mod":{},"summary":"This snare sends a powerful series of scything blades to slice through a creature entering the snare’s square, dealing 14d8 slashing damage (DC 31 …","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=341","weakness":{},"price":32000,"name":"Scything Blade Snare","trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-341","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Scything Blade Snare Source Core Rulebook pg. 591 Price 320 gp --- This snare sends a powerful series of scything blades to slice through a creature entering the snare’s square, dealing 14d8 slashing damage (DC 31 basic Reflex).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-341"},{"skill_mod":{},"summary":"A subtle snare used in hunting or tracking, a signaling snare often consists of carefully prepared earth, piled sand or stones, specific arrangements …","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=342","weakness":{},"price":300,"name":"Signaling Snare","trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-342","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Signaling Snare Source Core Rulebook pg. 591 Price 3 gp --- A subtle snare used in hunting or tracking, a signaling snare often consists of carefully prepared earth, piled sand or stones, specific arrangements of vegetation, and so forth. When a creature enters a square of a signaling snare, nothing happens to the creature, but instead it causes a small, unobtrusive disruption to the terrain that allows the snare’s creator or another creature who knows what to look for to determine whether a creature of the appropriate size entered the square.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-342"},{"skill_mod":{},"summary":"This basic snare consists of hidden spikes that rely on a creature’s momentum to lacerate or potentially impale it as it enters the snare’s square, …","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=343","weakness":{},"price":300,"name":"Spike Snare","trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-343","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Spike Snare Source Core Rulebook pg. 591 Price 3 gp --- This basic snare consists of hidden spikes that rely on a creature’s momentum to lacerate or potentially impale it as it enters the snare’s square, dealing 2d8 piercing damage. The creature must attempt a DC 17 basic Reflex saving throw.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-343"},{"skill_mod":{},"summary":"This snare explodes in a burst of cloying powder that can cling to a creature stepping into its square. A creature that enters the square of a …","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=344","weakness":{},"price":1500,"name":"Stalker Bane Snare","trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-344","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Stalker Bane Snare Source Core Rulebook pg. 591 Price 15 gp --- This snare explodes in a burst of cloying powder that can cling to a creature stepping into its square. A creature that enters the square of a stalker bane snare must attempt a DC 20 Reflex save. Critical Success The target is unaffected. Success Powder sticks to the target, causing it to leave behind telltale footprints. Being invisible makes the target hidden, rather than undetected, to creatures that could see it if it weren’t invisible. Failure Powder clumps on the target, constantly flaking away. Being invisible makes the target concealed, rather than hidden or undetected, to creatures that could see it if it weren’t invisible. Critical Failure As failure, and the creature is blinded until the end of its next turn.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-344"},{"skill_mod":{},"summary":"You affix a trip line or other trigger to a group of either stones or wooden stakes to strike a creature that enters the snare’s square. The creature …","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=345","weakness":{},"price":7500,"name":"Striking Snare","trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-345","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Striking Snare Source Core Rulebook pg. 591 Price 75 gp --- You affix a trip line or other trigger to a group of either stones or wooden stakes to strike a creature that enters the snare’s square. The creature must attempt a DC 26 basic Reflex saving throw. If you choose stones, the snare deals 9d8 bludgeoning damage; if you choose spikes, it deals 9d8 piercing damage.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-345"},{"skill_mod":{},"summary":"You rig a snare to disorient a creature with a quick bash, leaving it with little ability to defend itself. The trap deals 6d6 bludgeoning damage to …","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=346","weakness":{},"price":32000,"name":"Stunning Snare","trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-346","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Stunning Snare Source Core Rulebook pg. 591 Price 320 gp --- You rig a snare to disorient a creature with a quick bash, leaving it with little ability to defend itself. The trap deals 6d6 bludgeoning damage to the first creature to enter its square; that creature must attempt a DC 31 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage and is flat-footed for 1 round and stunned 1. Failure The creature takes full damage and is flat-footed for 1 round and stunned 2. Critical Failure The creature takes double damage and is flat-footed for 1 minute and stunned 4.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-346"},{"skill_mod":{},"summary":"You set a cunning wire to trip a creature. A Medium or smaller creature that enters this snare’s square must attempt a DC 20 Reflex save. If you …","primary_source":"Core Rulebook","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=347","weakness":{},"price":1500,"name":"Trip Snare","trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-347","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Trip Snare Source Core Rulebook pg. 591 Price 15 gp --- You set a cunning wire to trip a creature. A Medium or smaller creature that enters this snare’s square must attempt a DC 20 Reflex save. If you want to create a trip snare to trip a larger creature, you must create a group of contiguous snares of a length equal to the edge of that larger creature’s space, and the creature must be moving such that it moves into the full set of snares. For example, three trip snares in a 15-foot-line can trip a Huge creature coming down a corridor into the line of snares. Critical Success The creature is unaffected. Success The creature is flat-footed until the start of its next turn. Failure The creature falls prone. Critical Failure The creature falls prone and takes 1d6 bludgeoning damage.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-347"},{"skill_mod":{},"summary":"Using materials specific to the area, you connect a sound‑making component to a trip wire or a pressure plate. This snare is like an alarm snare, but …","primary_source":"Core Rulebook","trait_group":["Sense","Equipment","Hazard"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=348","weakness":{},"price":1500,"name":"Warning Snare","trait":["Auditory","Consumable","Mechanical","Snare","Trap"],"id":"equipment-348","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Warning Snare Source Core Rulebook pg. 591 Price 15 gp --- Using materials specific to the area, you connect a sound‑making component to a trip wire or a pressure plate. This snare is like an alarm snare, but its subtle sound blends into ambient noise. You can detect this sound as long as you’re within 1,000 feet of the snare and aren’t prevented from hearing it. Other creatures in that area who are searching might notice the sound if their Perception check result meets or exceeds your Craft DC.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-348"},{"skill_mod":{},"summary":"This staff is topped with carved animal and monster heads. While wielding the staff, you gain a +2 circumstance bonus to Nature checks to identify …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"primary_source_category":"Rulebooks","level":0,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Staves","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=349","weakness":{},"school":"divination","name":"Animal Staff","trait":["Divination","Magical","Staff"],"id":"equipment-349","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Animal Staff Source Core Rulebook pg. 592 Usage held in 1 hand --- This staff is topped with carved animal and monster heads. While wielding the staff, you gain a +2 circumstance bonus to Nature checks to identify animals. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-349"},{"skill_mod":{},"summary":"This polished wooden staff bears a swirling motif reminiscent of the folds of a brain. While wielding the staff, you gain a +2 circumstance bonus to …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"primary_source_category":"Rulebooks","level":0,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Staves","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=350","weakness":{},"school":"divination","name":"Mentalist's Staff","trait":["Divination","Magical","Staff"],"id":"equipment-350","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Mentalist's Staff Source Core Rulebook pg. 592 Usage held in 1 hand --- This polished wooden staff bears a swirling motif reminiscent of the folds of a brain. While wielding the staff, you gain a +2 circumstance bonus to checks to identify mental magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-350"},{"remaster_name":["Staff of Protection"],"item_child_id":["equipment-351-388","equipment-351-389","equipment-351-390"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Magical","Staff"],"id":"equipment-351","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Abjuration Source Core Rulebook pg. 593 Usage held in 1 hand --- This intricately carved wooden staff is warm to the touch and thrums with inner energy. While wielding the staff, you gain a +2 circumstance bonus to checks to identify abjuration magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Abjuration Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip shield 1st alarm , feather fall 2nd dispel magic , endure elements , resist energy <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Abjuration (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd alarm , glyph of warding 4th dimensional anchor , dispel magic , resist energy <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Abjuration (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th banishment , endure elements 6th dispel magic , repulsion ","skill_mod":{},"summary":"This intricately carved wooden staff is warm to the touch and thrums with inner energy. While wielding the staff, you gain a +2 circumstance bonus to …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=351","name":"Staff of Abjuration","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-351"},{"remaster_name":["Staff of Protection"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-351","weakness":{},"school":"abjuration","price":23000,"trait":["Abjuration","Magical","Staff"],"id":"equipment-351-388","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Abjuration Source Core Rulebook pg. 593 Usage held in 1 hand --- This intricately carved wooden staff is warm to the touch and thrums with inner energy. While wielding the staff, you gain a +2 circumstance bonus to checks to identify abjuration magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Abjuration Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip shield 1st alarm , feather fall 2nd dispel magic , endure elements , resist energy <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Abjuration (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd alarm , glyph of warding 4th dimensional anchor , dispel magic , resist energy <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Abjuration (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th banishment , endure elements 6th dispel magic , repulsion ","skill_mod":{},"summary":"Cantrip shield 1st alarm , feather fall 2nd dispel magic , endure elements , resist energy","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=351","name":"Staff of Abjuration","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-351-388"},{"remaster_name":["Staff of Protection"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-351","weakness":{},"school":"abjuration","price":90000,"trait":["Abjuration","Magical","Staff"],"id":"equipment-351-389","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Abjuration Source Core Rulebook pg. 593 Usage held in 1 hand --- This intricately carved wooden staff is warm to the touch and thrums with inner energy. While wielding the staff, you gain a +2 circumstance bonus to checks to identify abjuration magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Abjuration Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip shield 1st alarm , feather fall 2nd dispel magic , endure elements , resist energy <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Abjuration (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd alarm , glyph of warding 4th dimensional anchor , dispel magic , resist energy <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Abjuration (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th banishment , endure elements 6th dispel magic , repulsion ","skill_mod":{},"summary":"3rd alarm , glyph of warding 4th dimensional anchor , dispel magic , resist energy","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=351","name":"Staff of Abjuration (Greater)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-351-389"},{"remaster_name":["Staff of Protection"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-351","weakness":{},"school":"abjuration","price":400000,"trait":["Abjuration","Magical","Staff"],"id":"equipment-351-390","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Abjuration Source Core Rulebook pg. 593 Usage held in 1 hand --- This intricately carved wooden staff is warm to the touch and thrums with inner energy. While wielding the staff, you gain a +2 circumstance bonus to checks to identify abjuration magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Abjuration Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip shield 1st alarm , feather fall 2nd dispel magic , endure elements , resist energy <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Abjuration (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd alarm , glyph of warding 4th dimensional anchor , dispel magic , resist energy <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Abjuration (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th banishment , endure elements 6th dispel magic , repulsion ","skill_mod":{},"summary":"5th banishment , endure elements 6th dispel magic , repulsion","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=351","name":"Staff of Abjuration (Major)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-351-390"},{"remaster_name":["Staff of Summoning"],"item_child_id":["equipment-352-391","equipment-352-392","equipment-352-393"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Magical","Staff"],"id":"equipment-352","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Conjuration Source Core Rulebook pg. 593 Usage held in 1 hand --- This ash staff is decorated with animals; wielding it, you gain a +2 circumstance bonus to checks to identify conjuration magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Conjuration Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip tanglefoot 1st summon construct , unseen servant 2nd obscuring mist , phantom steed , summon construct , summon elemental <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Conjuration (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd stinking cloud , summon construct , summon elemental 4th creation , phantom steed , summon construct , summon elemental <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Conjuration (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th black tentacles , summon construct , summon elemental 6th phantom steed , summon construct , summon elemental ","skill_mod":{},"summary":"This ash staff is decorated with animals; wielding it, you gain a +2 circumstance bonus to checks to identify conjuration magic. ","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=352","name":"Staff of Conjuration","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-352"},{"remaster_name":["Staff of Summoning"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-352","weakness":{},"school":"conjuration","price":23000,"trait":["Conjuration","Magical","Staff"],"id":"equipment-352-391","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Conjuration Source Core Rulebook pg. 593 Usage held in 1 hand --- This ash staff is decorated with animals; wielding it, you gain a +2 circumstance bonus to checks to identify conjuration magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Conjuration Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip tanglefoot 1st summon construct , unseen servant 2nd obscuring mist , phantom steed , summon construct , summon elemental <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Conjuration (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd stinking cloud , summon construct , summon elemental 4th creation , phantom steed , summon construct , summon elemental <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Conjuration (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th black tentacles , summon construct , summon elemental 6th phantom steed , summon construct , summon elemental ","skill_mod":{},"summary":"Cantrip tanglefoot 1st summon construct , unseen servant 2nd obscuring mist , phantom steed , summon construct , …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=352","name":"Staff of Conjuration","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-352-391"},{"remaster_name":["Staff of Summoning"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-352","weakness":{},"school":"conjuration","price":90000,"trait":["Conjuration","Magical","Staff"],"id":"equipment-352-392","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Conjuration Source Core Rulebook pg. 593 Usage held in 1 hand --- This ash staff is decorated with animals; wielding it, you gain a +2 circumstance bonus to checks to identify conjuration magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Conjuration Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip tanglefoot 1st summon construct , unseen servant 2nd obscuring mist , phantom steed , summon construct , summon elemental <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Conjuration (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd stinking cloud , summon construct , summon elemental 4th creation , phantom steed , summon construct , summon elemental <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Conjuration (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th black tentacles , summon construct , summon elemental 6th phantom steed , summon construct , summon elemental ","skill_mod":{},"summary":"3rd stinking cloud , summon construct , summon elemental 4th creation , phantom steed , summon construct , summon elemental","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=352","name":"Staff of Conjuration (Greater)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-352-392"},{"remaster_name":["Staff of Summoning"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-352","weakness":{},"school":"conjuration","price":400000,"trait":["Conjuration","Magical","Staff"],"id":"equipment-352-393","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Conjuration Source Core Rulebook pg. 593 Usage held in 1 hand --- This ash staff is decorated with animals; wielding it, you gain a +2 circumstance bonus to checks to identify conjuration magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Conjuration Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip tanglefoot 1st summon construct , unseen servant 2nd obscuring mist , phantom steed , summon construct , summon elemental <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Conjuration (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd stinking cloud , summon construct , summon elemental 4th creation , phantom steed , summon construct , summon elemental <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Conjuration (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th black tentacles , summon construct , summon elemental 6th phantom steed , summon construct , summon elemental ","skill_mod":{},"summary":"5th black tentacles , summon construct , summon elemental 6th phantom steed , summon construct , summon elemental","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=352","name":"Staff of Conjuration (Major)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-352-393"},{"remaster_name":["Staff of the Unblinking Eye"],"item_child_id":["equipment-353-394","equipment-353-395","equipment-353-396"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"divination","trait":["Divination","Magical","Staff"],"id":"equipment-353","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Divination Source Core Rulebook pg. 593 Usage held in 1 hand --- Semiprecious gemstones emerge, seemingly at random, from the surface of this gnarled wooden staff. While wielding it, you gain a +2 circumstance bonus to checks to identify divination magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Divination Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip detect magic 1st true strike 2nd comprehend language , darkvision , see invisibility <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Divination (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd clairaudience , darkvision 4th clairvoyance , comprehend language , telepathy <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Divination (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th prying eye , sending 6th telepathy , true seeing ","skill_mod":{},"summary":"Semiprecious gemstones emerge, seemingly at random, from the surface of this gnarled wooden staff. While wielding it, you gain a +2 circumstance …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=353","name":"Staff of Divination","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-353"},{"remaster_name":["Staff of the Unblinking Eye"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-353","weakness":{},"school":"divination","price":23000,"trait":["Divination","Magical","Staff"],"id":"equipment-353-394","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Divination Source Core Rulebook pg. 593 Usage held in 1 hand --- Semiprecious gemstones emerge, seemingly at random, from the surface of this gnarled wooden staff. While wielding it, you gain a +2 circumstance bonus to checks to identify divination magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Divination Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip detect magic 1st true strike 2nd comprehend language , darkvision , see invisibility <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Divination (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd clairaudience , darkvision 4th clairvoyance , comprehend language , telepathy <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Divination (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th prying eye , sending 6th telepathy , true seeing ","skill_mod":{},"summary":"Cantrip detect magic 1st true strike 2nd comprehend language , darkvision , see invisibility","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=353","name":"Staff of Divination","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-353-394"},{"remaster_name":["Staff of the Unblinking Eye"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-353","weakness":{},"school":"divination","price":90000,"trait":["Divination","Magical","Staff"],"id":"equipment-353-395","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Divination Source Core Rulebook pg. 593 Usage held in 1 hand --- Semiprecious gemstones emerge, seemingly at random, from the surface of this gnarled wooden staff. While wielding it, you gain a +2 circumstance bonus to checks to identify divination magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Divination Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip detect magic 1st true strike 2nd comprehend language , darkvision , see invisibility <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Divination (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd clairaudience , darkvision 4th clairvoyance , comprehend language , telepathy <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Divination (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th prying eye , sending 6th telepathy , true seeing ","skill_mod":{},"summary":"3rd clairaudience , darkvision 4th clairvoyance , comprehend language , telepathy","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=353","name":"Staff of Divination (Greater)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-353-395"},{"remaster_name":["Staff of the Unblinking Eye"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-353","weakness":{},"school":"divination","price":400000,"trait":["Divination","Magical","Staff"],"id":"equipment-353-396","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Divination Source Core Rulebook pg. 593 Usage held in 1 hand --- Semiprecious gemstones emerge, seemingly at random, from the surface of this gnarled wooden staff. While wielding it, you gain a +2 circumstance bonus to checks to identify divination magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Divination Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip detect magic 1st true strike 2nd comprehend language , darkvision , see invisibility <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Divination (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd clairaudience , darkvision 4th clairvoyance , comprehend language , telepathy <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Divination (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th prying eye , sending 6th telepathy , true seeing ","skill_mod":{},"summary":"5th prying eye , sending 6th telepathy , true seeing","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=353","name":"Staff of Divination (Major)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-353-396"},{"remaster_name":["Staff of Control"],"item_child_id":["equipment-354-397","equipment-354-398","equipment-354-399"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"enchantment","trait":["Enchantment","Magical","Staff"],"id":"equipment-354","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Enchantment Source Core Rulebook pg. 593 Usage held in 1 hand --- A mesmerizing gemstone caps the head of this handsomely crafted wooden staff. While wielding the staff, you gain a +2 circumstance bonus to checks to identify enchantment magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Enchantment Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip daze 1st charm , command 2nd hideous laughter , touch of idiocy <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Enchantment (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd paralyze 4th charm , confusion , suggestion <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Enchantment (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th command , crushing despair 6th dominate , feeblemind ","skill_mod":{},"summary":"A mesmerizing gemstone caps the head of this handsomely crafted wooden staff. While wielding the staff, you gain a +2 circumstance bonus to checks to …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=354","name":"Staff of Enchantment","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-354"},{"remaster_name":["Staff of Control"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-354","weakness":{},"school":"enchantment","price":23000,"trait":["Enchantment","Magical","Staff"],"id":"equipment-354-397","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Enchantment Source Core Rulebook pg. 593 Usage held in 1 hand --- A mesmerizing gemstone caps the head of this handsomely crafted wooden staff. While wielding the staff, you gain a +2 circumstance bonus to checks to identify enchantment magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Enchantment Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip daze 1st charm , command 2nd hideous laughter , touch of idiocy <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Enchantment (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd paralyze 4th charm , confusion , suggestion <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Enchantment (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th command , crushing despair 6th dominate , feeblemind ","skill_mod":{},"summary":"Cantrip daze 1st charm , command 2nd hideous laughter , touch of idiocy","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=354","name":"Staff of Enchantment","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-354-397"},{"remaster_name":["Staff of Control"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-354","weakness":{},"school":"enchantment","price":90000,"trait":["Enchantment","Magical","Staff"],"id":"equipment-354-398","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Enchantment Source Core Rulebook pg. 593 Usage held in 1 hand --- A mesmerizing gemstone caps the head of this handsomely crafted wooden staff. While wielding the staff, you gain a +2 circumstance bonus to checks to identify enchantment magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Enchantment Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip daze 1st charm , command 2nd hideous laughter , touch of idiocy <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Enchantment (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd paralyze 4th charm , confusion , suggestion <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Enchantment (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th command , crushing despair 6th dominate , feeblemind ","skill_mod":{},"summary":"3rd paralyze 4th charm , confusion , suggestion","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=354","name":"Staff of Enchantment (Greater)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-354-398"},{"remaster_name":["Staff of Control"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-354","weakness":{},"school":"enchantment","price":400000,"trait":["Uncommon","Enchantment","Magical","Staff"],"id":"equipment-354-399","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Enchantment Source Core Rulebook pg. 593 Usage held in 1 hand --- A mesmerizing gemstone caps the head of this handsomely crafted wooden staff. While wielding the staff, you gain a +2 circumstance bonus to checks to identify enchantment magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Enchantment Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip daze 1st charm , command 2nd hideous laughter , touch of idiocy <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Enchantment (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd paralyze 4th charm , confusion , suggestion <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Enchantment (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th command , crushing despair 6th dominate , feeblemind ","skill_mod":{},"summary":"5th command , crushing despair 6th dominate , feeblemind","primary_source":"Core Rulebook","trait_group":["Rarity","School","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=354","name":"Staff of Enchantment (Major)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"uncommon","slug":"equipment-354-399"},{"remaster_name":["Staff of Elemental Power"],"item_child_id":["equipment-355-400","equipment-355-401","equipment-355-402"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Staff"],"id":"equipment-355","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Evocation Source Core Rulebook pg. 593 Usage held in 1 hand --- This staff is tapered at the base and carved into a gem-studded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to checks to identify evocation magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Evocation Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip ray of frost 1st magic missile , shocking grasp 2nd acid arrow , glitterdust <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Evocation (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd lightning bolt , magic missile 4th fireball , weapon storm <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Evocation (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th cone of cold , magic missile 6th chain lightning , wall of force ","skill_mod":{},"summary":"This staff is tapered at the base and carved into a gem-studded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=355","name":"Staff of Evocation","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-355"},{"remaster_name":["Staff of Elemental Power"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-355","weakness":{},"school":"evocation","price":23000,"trait":["Evocation","Magical","Staff"],"id":"equipment-355-400","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Evocation Source Core Rulebook pg. 593 Usage held in 1 hand --- This staff is tapered at the base and carved into a gem-studded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to checks to identify evocation magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Evocation Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip ray of frost 1st magic missile , shocking grasp 2nd acid arrow , glitterdust <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Evocation (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd lightning bolt , magic missile 4th fireball , weapon storm <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Evocation (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th cone of cold , magic missile 6th chain lightning , wall of force ","skill_mod":{},"summary":"Cantrip ray of frost 1st magic missile , shocking grasp 2nd acid arrow , glitterdust","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=355","name":"Staff of Evocation","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-355-400"},{"remaster_name":["Staff of Elemental Power"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-355","weakness":{},"school":"evocation","price":90000,"trait":["Evocation","Magical","Staff"],"id":"equipment-355-401","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Evocation Source Core Rulebook pg. 593 Usage held in 1 hand --- This staff is tapered at the base and carved into a gem-studded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to checks to identify evocation magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Evocation Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip ray of frost 1st magic missile , shocking grasp 2nd acid arrow , glitterdust <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Evocation (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd lightning bolt , magic missile 4th fireball , weapon storm <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Evocation (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th cone of cold , magic missile 6th chain lightning , wall of force ","skill_mod":{},"summary":"3rd lightning bolt , magic missile 4th fireball , weapon storm","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=355","name":"Staff of Evocation (Greater)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-355-401"},{"remaster_name":["Staff of Elemental Power"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-355","weakness":{},"school":"evocation","price":400000,"trait":["Evocation","Magical","Staff"],"id":"equipment-355-402","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Evocation Source Core Rulebook pg. 593 Usage held in 1 hand --- This staff is tapered at the base and carved into a gem-studded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to checks to identify evocation magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Evocation Source Core Rulebook pg. 594 Price 230 gp Bulk 1 --- Cantrip ray of frost 1st magic missile , shocking grasp 2nd acid arrow , glitterdust <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Evocation (Greater) Source Core Rulebook pg. 594 Price 900 gp Bulk 1 --- 3rd lightning bolt , magic missile 4th fireball , weapon storm <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Evocation (Major) Source Core Rulebook pg. 594 Price 4,000 gp Bulk 1 --- 5th cone of cold , magic missile 6th chain lightning , wall of force ","skill_mod":{},"summary":"5th cone of cold , magic missile 6th chain lightning , wall of force","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=355","name":"Staff of Evocation (Major)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-355-402"},{"skill_mod":{},"summary":"This staff resembles a blackened and burned length of ashen wood. It smells faintly of soot and glows as if lit by embers. You can use an Interact …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"primary_source_category":"Rulebooks","level":0,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Staves","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=356","weakness":{},"school":"evocation","name":"Staff of Fire","trait":["Evocation","Magical","Staff"],"id":"equipment-356","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Staff of Fire Source Core Rulebook pg. 594 Usage held in 1 hand --- This staff resembles a blackened and burned length of ashen wood. It smells faintly of soot and glows as if lit by embers. You can use an Interact action to touch the tip of this staff to a torch, tinder, or a flammable substance to ignite a flame. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-356"},{"skill_mod":{},"summary":"Made of smooth, white wood, this staff is capped at each end with a golden cross adorned with a multitude of ruby cabochons. A staff of healing …","primary_source":"Core Rulebook","trait_group":["Mechanics","School","Equipment"],"primary_source_category":"Rulebooks","level":0,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Staves","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=357","weakness":{},"school":"necromancy","name":"Staff of Healing","trait":["Magical","Necromancy","Staff"],"id":"equipment-357","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Staff of Healing Source Core Rulebook pg. 594 Usage held in 1 hand --- Made of smooth, white wood, this staff is capped at each end with a golden cross adorned with a multitude of ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or using charges from the staff. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-357"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"evocation","price":42500,"trait":["Evocation","Magical","Staff"],"id":"equipment-358","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Staff of Illumination Source Core Rulebook pg. 594 Price 425 gp Usage held in 1 hand Bulk 1 --- This simple iron staff is capped with a faceted, clear gem. Activate Interact; Effect The gem at the top of the staff glows as a torch, shedding bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip light 2nd continual flame 3rd continual flame , searing light Craft Requirements Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"This simple iron staff is capped with a faceted, clear gem. Cantrip light 2nd continual flame 3rd continual flame , searing …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=358","name":"Staff of Illumination","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-358"},{"remaster_name":["Staff of Phantasms"],"item_child_id":["equipment-359-410","equipment-359-411","equipment-359-412"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"illusion","trait":["Illusion","Magical","Staff"],"id":"equipment-359","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Illusion Source Core Rulebook pg. 594 Usage held in 1 hand --- This ornately designed metal staff shines with precious inlays of gold. When you Cast a Spell from the staff, the illusory image of something you desire flashes across its surface. While wielding the staff, you gain a +2 circumstance bonus to checks to identify illusion magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Illusion Source Core Rulebook pg. 595 Price 230 gp Bulk 1 --- Cantrip ghost sound 1st illusory disguise , illusory object 2nd illusory creature , item facade , ventriloquism <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Illusion (Greater) Source Core Rulebook pg. 595 Price 900 gp Bulk 1 --- 3rd illusory disguise , item facade 4th illusory creature , veil <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Illusion (Major) Source Core Rulebook pg. 595 Price 4,000 gp Bulk 1 --- 5th illusory scene , veil 6th hallucination , mislead ","skill_mod":{},"summary":"This ornately designed metal staff shines with precious inlays of gold. When you Cast a Spell from the staff, the illusory image of something you …","primary_source":"Core Rulebook","trait_group":["School","Monster","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=359","name":"Staff of Illusion","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-359"},{"remaster_name":["Staff of Phantasms"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-359","weakness":{},"school":"illusion","price":23000,"trait":["Illusion","Magical","Staff"],"id":"equipment-359-410","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Illusion Source Core Rulebook pg. 594 Usage held in 1 hand --- This ornately designed metal staff shines with precious inlays of gold. When you Cast a Spell from the staff, the illusory image of something you desire flashes across its surface. While wielding the staff, you gain a +2 circumstance bonus to checks to identify illusion magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Illusion Source Core Rulebook pg. 595 Price 230 gp Bulk 1 --- Cantrip ghost sound 1st illusory disguise , illusory object 2nd illusory creature , item facade , ventriloquism <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Illusion (Greater) Source Core Rulebook pg. 595 Price 900 gp Bulk 1 --- 3rd illusory disguise , item facade 4th illusory creature , veil <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Illusion (Major) Source Core Rulebook pg. 595 Price 4,000 gp Bulk 1 --- 5th illusory scene , veil 6th hallucination , mislead ","skill_mod":{},"summary":"Cantrip ghost sound 1st illusory disguise , illusory object 2nd illusory creature , item facade , ventriloquism","primary_source":"Core Rulebook","trait_group":["School","Monster","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=359","name":"Staff of Illusion","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-359-410"},{"remaster_name":["Staff of Phantasms"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-359","weakness":{},"school":"illusion","price":90000,"trait":["Illusion","Magical","Staff"],"id":"equipment-359-411","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Illusion Source Core Rulebook pg. 594 Usage held in 1 hand --- This ornately designed metal staff shines with precious inlays of gold. When you Cast a Spell from the staff, the illusory image of something you desire flashes across its surface. While wielding the staff, you gain a +2 circumstance bonus to checks to identify illusion magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Illusion Source Core Rulebook pg. 595 Price 230 gp Bulk 1 --- Cantrip ghost sound 1st illusory disguise , illusory object 2nd illusory creature , item facade , ventriloquism <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Illusion (Greater) Source Core Rulebook pg. 595 Price 900 gp Bulk 1 --- 3rd illusory disguise , item facade 4th illusory creature , veil <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Illusion (Major) Source Core Rulebook pg. 595 Price 4,000 gp Bulk 1 --- 5th illusory scene , veil 6th hallucination , mislead ","skill_mod":{},"summary":"3rd illusory disguise , item facade 4th illusory creature , veil","primary_source":"Core Rulebook","trait_group":["School","Monster","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=359","name":"Staff of Illusion (Greater)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-359-411"},{"remaster_name":["Staff of Phantasms"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-359","weakness":{},"school":"illusion","price":400000,"trait":["Illusion","Magical","Staff"],"id":"equipment-359-412","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Illusion Source Core Rulebook pg. 594 Usage held in 1 hand --- This ornately designed metal staff shines with precious inlays of gold. When you Cast a Spell from the staff, the illusory image of something you desire flashes across its surface. While wielding the staff, you gain a +2 circumstance bonus to checks to identify illusion magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Illusion Source Core Rulebook pg. 595 Price 230 gp Bulk 1 --- Cantrip ghost sound 1st illusory disguise , illusory object 2nd illusory creature , item facade , ventriloquism <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Illusion (Greater) Source Core Rulebook pg. 595 Price 900 gp Bulk 1 --- 3rd illusory disguise , item facade 4th illusory creature , veil <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Illusion (Major) Source Core Rulebook pg. 595 Price 4,000 gp Bulk 1 --- 5th illusory scene , veil 6th hallucination , mislead ","skill_mod":{},"summary":"5th illusory scene , veil 6th hallucination , mislead","primary_source":"Core Rulebook","trait_group":["School","Monster","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=359","name":"Staff of Illusion (Major)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-359-412"},{"remaster_name":["Staff of the Dead"],"item_child_id":["equipment-360-413","equipment-360-414","equipment-360-415"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"necromancy","trait":["Magical","Necromancy","Staff"],"id":"equipment-360","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Necromancy Source Core Rulebook pg. 594 Usage held in 1 hand --- This twisted and grim-looking staff is adorned with hideous skull and bone motifs. While wielding the staff, you gain a +2 circumstance bonus to checks to identify necromancy magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Necromancy Source Core Rulebook pg. 595 Price 230 gp Bulk 1 --- Cantrip chill touch 1st grim tendrils , ray of enfeeblement 2nd deafness , gentle repose <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Necromancy (Greater) Source Core Rulebook pg. 595 Price 900 gp Bulk 1 --- 3rd blindness , vampiric touch 4th grim tendrils , vampiric touch <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Necromancy (Major) Source Core Rulebook pg. 595 Price 4,000 gp Bulk 1 --- 5th cloudkill , gentle repose 6th grim tendrils , vampiric exsanguination ","skill_mod":{},"summary":"This twisted and grim-looking staff is adorned with hideous skull and bone motifs. While wielding the staff, you gain a +2 circumstance bonus to …","primary_source":"Core Rulebook","trait_group":["Mechanics","School","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=360","name":"Staff of Necromancy","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-360"},{"remaster_name":["Staff of the Dead"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-360","weakness":{},"school":"necromancy","price":23000,"trait":["Magical","Necromancy","Staff"],"id":"equipment-360-413","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Necromancy Source Core Rulebook pg. 594 Usage held in 1 hand --- This twisted and grim-looking staff is adorned with hideous skull and bone motifs. While wielding the staff, you gain a +2 circumstance bonus to checks to identify necromancy magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Necromancy Source Core Rulebook pg. 595 Price 230 gp Bulk 1 --- Cantrip chill touch 1st grim tendrils , ray of enfeeblement 2nd deafness , gentle repose <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Necromancy (Greater) Source Core Rulebook pg. 595 Price 900 gp Bulk 1 --- 3rd blindness , vampiric touch 4th grim tendrils , vampiric touch <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Necromancy (Major) Source Core Rulebook pg. 595 Price 4,000 gp Bulk 1 --- 5th cloudkill , gentle repose 6th grim tendrils , vampiric exsanguination ","skill_mod":{},"summary":"Cantrip chill touch 1st grim tendrils , ray of enfeeblement 2nd deafness , gentle repose","primary_source":"Core Rulebook","trait_group":["Mechanics","School","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=360","name":"Staff of Necromancy","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-360-413"},{"remaster_name":["Staff of the Dead"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-360","weakness":{},"school":"necromancy","price":90000,"trait":["Magical","Necromancy","Staff"],"id":"equipment-360-414","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Necromancy Source Core Rulebook pg. 594 Usage held in 1 hand --- This twisted and grim-looking staff is adorned with hideous skull and bone motifs. While wielding the staff, you gain a +2 circumstance bonus to checks to identify necromancy magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Necromancy Source Core Rulebook pg. 595 Price 230 gp Bulk 1 --- Cantrip chill touch 1st grim tendrils , ray of enfeeblement 2nd deafness , gentle repose <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Necromancy (Greater) Source Core Rulebook pg. 595 Price 900 gp Bulk 1 --- 3rd blindness , vampiric touch 4th grim tendrils , vampiric touch <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Necromancy (Major) Source Core Rulebook pg. 595 Price 4,000 gp Bulk 1 --- 5th cloudkill , gentle repose 6th grim tendrils , vampiric exsanguination ","skill_mod":{},"summary":"3rd blindness , vampiric touch 4th grim tendrils , vampiric touch","primary_source":"Core Rulebook","trait_group":["Mechanics","School","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=360","name":"Staff of Necromancy (Greater)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-360-414"},{"remaster_name":["Staff of the Dead"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-360","weakness":{},"school":"necromancy","price":400000,"trait":["Magical","Necromancy","Staff"],"id":"equipment-360-415","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Necromancy Source Core Rulebook pg. 594 Usage held in 1 hand --- This twisted and grim-looking staff is adorned with hideous skull and bone motifs. While wielding the staff, you gain a +2 circumstance bonus to checks to identify necromancy magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Necromancy Source Core Rulebook pg. 595 Price 230 gp Bulk 1 --- Cantrip chill touch 1st grim tendrils , ray of enfeeblement 2nd deafness , gentle repose <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Necromancy (Greater) Source Core Rulebook pg. 595 Price 900 gp Bulk 1 --- 3rd blindness , vampiric touch 4th grim tendrils , vampiric touch <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Necromancy (Major) Source Core Rulebook pg. 595 Price 4,000 gp Bulk 1 --- 5th cloudkill , gentle repose 6th grim tendrils , vampiric exsanguination ","skill_mod":{},"summary":"5th cloudkill , gentle repose 6th grim tendrils , vampiric exsanguination","primary_source":"Core Rulebook","trait_group":["Mechanics","School","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=360","name":"Staff of Necromancy (Major)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-360-415"},{"remaster_name":["Staff of Arcane Might"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"evocation","price":1000000,"trait":["Evocation","Magical","Rare","Staff"],"id":"equipment-361","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Staff of Power Source Core Rulebook pg. 595 Price 10,000 gp Usage held in 1 hand Bulk 1 --- This staff of magically hardened wood is topped with a silver sculpture depicting magical runic symbols. When used as a weapon, a staff of power is a +2 greater striking staff. Voluntarily destroying a staff of power unleashes an incredible blast of energy. When wielding the staff, you can Interact to break it. This releases a 30-foot-burst magical explosion centered on the staff. This deals 2d8 force damage per charge remaining in the staff (DC 40 basic Reflex save). You automatically critically fail your save. A creature reduced to 0 Hit Points by this damage dies instantly; this is a death effect. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. 1st ray of enfeeblement 2nd continual flame 3rd levitate 4th globe of invulnerability , paralyze 5th magic missile 6th wall of force 7th cone of cold , fireball , lightning bolt Craft Requirements Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"This staff of magically hardened wood is topped with a silver sculpture depicting magical runic symbols. When used as a weapon, a staff of power is a …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Rarity","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=361","name":"Staff of Power","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-361"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"evocation","price":9000000,"trait":["Evocation","Magical","Rare","Staff"],"id":"equipment-362","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Staff of the Magi Source Core Rulebook pg. 595 Price 90,000 gp Usage held in 1 hand Bulk 1 --- Sigils and runes of ancient and powerful magic cover the iron cladding on this long wooden staff. A staff of the magi is a +3 major striking staff, and when wielding it you gain a +1 circumstance bonus to saving throws against spells. Voluntarily destroying a staff of the magi unleashes a truly devastating wave of arcane energy that surges out, dissipating with distance. When wielding the staff, you can break it using an Interact action. This releases a 30-foot‑burst magical explosion centered on the staff. This deals 2d10 force damage per charge remaining in the staff (DC 40 basic Reflex save), You automatically critically fail your save. The explosion continues to echo beyond the initial blast zone, dealing half as much damage to creatures beyond 30 feet but within a 60-foot burst. A creature reduced to 0 Hit Points by this damage dies instantly; this is a death effect. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip detect magic , light , mage hand , telekinetic projectile 1st lock 2nd enlarge , glitterdust , invisibility , knock , telekinetic maneuver , web 3rd dispel magic , fireball , lightning bolt 4th invisibility , enlarge , fireball , wall of fire , web 5th cone of cold , passwall , telekinetic haul 6th disintegrate , dispel magic , fireball , lightning bolt 7th cone of cold , passwall , plane shift , wall of fire 8th fireball , mage armor 9th dispel magic , meteor swarm , summon dragon Craft Requirements Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"Sigils and runes of ancient and powerful magic cover the iron cladding on this long wooden staff. A staff of the magi is a +3 major striking staff, …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Rarity","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=362","name":"Staff of the Magi","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-362"},{"remaster_name":["Fluid Form Staff"],"item_child_id":["equipment-363-416","equipment-363-417","equipment-363-418"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"transmutation","trait":["Magical","Staff","Transmutation"],"id":"equipment-363","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Transmutation Source Core Rulebook pg. 595 Usage held in 1 hand --- A glass orb atop this metal staff contains fine, undulating sand. While wielding the staff, you gain a +2 circumstance bonus to checks to identify transmutation magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Transmutation Source Core Rulebook pg. 595 Price 230 gp Bulk 1 --- Cantrip sigil 1st fleet step , jump 2nd enlarge , humanoid form <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Transmutation (Greater) Source Core Rulebook pg. 595 Price 900 gp Bulk 1 --- 3rd feet to fins , jump 4th gaseous form , shape stone <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Transmutation (Major) Source Core Rulebook pg. 595 Price 4,000 gp Bulk 1 --- 5th humanoid transformation 6th baleful polymorph , dragon form , flesh to stone ","skill_mod":{},"summary":"A glass orb atop this metal staff contains fine, undulating sand. While wielding the staff, you gain a +2 circumstance bonus to checks to identify …","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment","School"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=363","name":"Staff of Transmutation","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-363"},{"remaster_name":["Fluid Form Staff"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-363","weakness":{},"school":"transmutation","price":23000,"trait":["Magical","Staff","Transmutation"],"id":"equipment-363-416","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Transmutation Source Core Rulebook pg. 595 Usage held in 1 hand --- A glass orb atop this metal staff contains fine, undulating sand. While wielding the staff, you gain a +2 circumstance bonus to checks to identify transmutation magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Transmutation Source Core Rulebook pg. 595 Price 230 gp Bulk 1 --- Cantrip sigil 1st fleet step , jump 2nd enlarge , humanoid form <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Transmutation (Greater) Source Core Rulebook pg. 595 Price 900 gp Bulk 1 --- 3rd feet to fins , jump 4th gaseous form , shape stone <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Transmutation (Major) Source Core Rulebook pg. 595 Price 4,000 gp Bulk 1 --- 5th humanoid transformation 6th baleful polymorph , dragon form , flesh to stone ","skill_mod":{},"summary":"Cantrip sigil 1st fleet step , jump 2nd enlarge , humanoid form","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment","School"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=363","name":"Staff of Transmutation","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-363-416"},{"remaster_name":["Fluid Form Staff"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-363","weakness":{},"school":"transmutation","price":90000,"trait":["Magical","Staff","Transmutation"],"id":"equipment-363-417","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Transmutation Source Core Rulebook pg. 595 Usage held in 1 hand --- A glass orb atop this metal staff contains fine, undulating sand. While wielding the staff, you gain a +2 circumstance bonus to checks to identify transmutation magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Transmutation Source Core Rulebook pg. 595 Price 230 gp Bulk 1 --- Cantrip sigil 1st fleet step , jump 2nd enlarge , humanoid form <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Transmutation (Greater) Source Core Rulebook pg. 595 Price 900 gp Bulk 1 --- 3rd feet to fins , jump 4th gaseous form , shape stone <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Transmutation (Major) Source Core Rulebook pg. 595 Price 4,000 gp Bulk 1 --- 5th humanoid transformation 6th baleful polymorph , dragon form , flesh to stone ","skill_mod":{},"summary":"3rd feet to fins , jump 4th gaseous form , shape stone","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment","School"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=363","name":"Staff of Transmutation (Greater)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-363-417"},{"remaster_name":["Fluid Form Staff"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-363","weakness":{},"school":"transmutation","price":400000,"trait":["Magical","Staff","Transmutation"],"id":"equipment-363-418","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Staff of Transmutation Source Core Rulebook pg. 595 Usage held in 1 hand --- A glass orb atop this metal staff contains fine, undulating sand. While wielding the staff, you gain a +2 circumstance bonus to checks to identify transmutation magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Staff of Transmutation Source Core Rulebook pg. 595 Price 230 gp Bulk 1 --- Cantrip sigil 1st fleet step , jump 2nd enlarge , humanoid form <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Staff of Transmutation (Greater) Source Core Rulebook pg. 595 Price 900 gp Bulk 1 --- 3rd feet to fins , jump 4th gaseous form , shape stone <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Staff of Transmutation (Major) Source Core Rulebook pg. 595 Price 4,000 gp Bulk 1 --- 5th humanoid transformation 6th baleful polymorph , dragon form , flesh to stone ","skill_mod":{},"summary":"5th humanoid transformation 6th baleful polymorph , dragon form , flesh to stone","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment","School"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=363","name":"Staff of Transmutation (Major)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-363-418"},{"skill_mod":{},"summary":"This oak branch grows leaves in spring that change color in autumn and shed in winter. While wielding it, you gain a +2 circumstance bonus to checks …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"primary_source_category":"Rulebooks","level":0,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Staves","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=364","weakness":{},"school":"divination","name":"Verdant Staff","trait":["Divination","Magical","Staff"],"id":"equipment-364","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Verdant Staff Source Core Rulebook pg. 595 Usage held in 1 hand --- This oak branch grows leaves in spring that change color in autumn and shed in winter. While wielding it, you gain a +2 circumstance bonus to checks to identify plants and fungi. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-364"},{"skill_mod":{},"summary":"Before activation, this item appears to be nothing more than a simple rolled-up tent, barely large enough to fit four Medium creatures. Despite …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Structures","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=365","weakness":{},"school":"conjuration","price":88000,"name":"Explorer's Yurt","trait":["Conjuration","Magical","Structure"],"id":"equipment-365","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Explorer's Yurt Source Core Rulebook pg. 596 Price 880 gp Bulk 1 --- Before activation, this item appears to be nothing more than a simple rolled-up tent, barely large enough to fit four Medium creatures. Despite attempts to clean it, the tent is perpetually smudged with dirt in various places. Activate 10 minutes (Interact); Frequency once per day; Effect The rolled-up tent expands into a spacious yurt complete with a fire pit, 10 bedrolls, various cooking utensils, and basic food and water. The yurt can house and feed you and up to nine other Medium creatures that eat roughly as much as a human does; they need not attempt a Survival check to Subsist when you use the yurt. Fires and light inside the yurt do not extend illumination into the area surrounding the yurt, making it harder to spot from a distance. A large loop of red cloth hangs from one wall. If this loop is pulled, which takes an Interact action, the entire yurt immediately folds back up into its deactivated form, ready for further travel.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-365"},{"skill_mod":{},"summary":"This metal cube is small enough to fit in your palm. Close inspection reveals fine lines in the dark gray metal, as though the cube were folded …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment","Rarity"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Structures","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=366","weakness":{},"school":"conjuration","price":930000,"name":"Instant Fortress","trait":["Conjuration","Magical","Structure","Uncommon"],"id":"equipment-366","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Instant Fortress Source Core Rulebook pg. 596 Price 9,300 gp Bulk L --- This metal cube is small enough to fit in your palm. Close inspection reveals fine lines in the dark gray metal, as though the cube were folded thousands of times. Activate Three Actions command, Interact; Effect You toss the cube on the ground, and it immediately unfolds into an adamantine fortress. The fortress is 20 feet square and 30 feet high, with adamantine stairs leading up to three sets of battlements at heights of 10 feet and 20 feet and at the top. Arrow slits along the lower battlements and crenelations at the top provide standard cover to anyone within the fortress. There’s no roof, leaving an open, 10-foot-square vertical shaft through the center of the structure. As a magical structure, the fortress has the structure trait. Because it expands outward, the fortress can’t catch creatures inside it as a magical structure normally does. Instead, it pushes those creatures back. It can’t push a creature into a surface or hazard this way, and stops expanding if that would happen. The fortress has a single door in the center of one wall on the ground level, and the door appears directly in front of you when you activate the fortress. Provided you’re within 100 feet of the door, you can cause the door to open or slam shut and lock by spending a single action to issue a verbal command, which has the auditory trait. The DC to Force Open the door or Pick its Lock is 40. You can instantly return the instant fortress to its cube form by spending a single action to issue a verbal command, which has the auditory trait. Once deactivated, the fortress can’t be activated again for 4 hours. If the fortress becomes damaged, it can be repaired only with a remake spell or by someone who is legendary at Crafting.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-366"},{"skill_mod":{},"summary":"This item appears to be a miniature replica of a theater. It includes a small pocket full of minute set dressing and costumed paper dolls. ","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Structures","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=367","weakness":{},"school":"conjuration","price":13800,"name":"Pocket Stage","trait":["Conjuration","Magical","Structure"],"id":"equipment-367","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Pocket Stage Source Core Rulebook pg. 596 Price 138 gp Bulk L --- This item appears to be a miniature replica of a theater. It includes a small pocket full of minute set dressing and costumed paper dolls. Activate 1 minute (command, envision, Interact); Effect You place the miniature theater on the ground, filling it with any set dressing and up to six figures you choose. Then, you tap a rhythm on the miniature, causing it to grow into a modest stage 20 feet wide and 15 feet deep. It’s dressed with the decorations you selected, and simple mannequins wear the costumes you chose. A wooden proscenium arch frames the stage, and simple curtains along the sides conceal the wings. As a magical structure, the stage has the structure trait. All the stage’s set dressing is illusory and disappears if taken more than 20 feet from the stage. The costumes are physical but with illusory embellishments that fade at the same range, revealing only plain, white smocks.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-367"},{"item_child_id":["equipment-368-421","equipment-368-422","equipment-368-423","equipment-368-424","equipment-368-425","equipment-368-426","equipment-368-427","equipment-368-428","equipment-368-429"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"trait":["Magical","Wand"],"id":"equipment-368","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source Core Rulebook pg. 597 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a listed-level casting of the spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-Level Spell) Source Core Rulebook pg. 597 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-Level Spell) Source Core Rulebook pg. 597 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-Level Spell) Source Core Rulebook pg. 597 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-Level Spell) Source Core Rulebook pg. 597 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-Level Spell) Source Core Rulebook pg. 597 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-Level Spell) Source Core Rulebook pg. 597 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-Level Spell) Source Core Rulebook pg. 597 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-Level Spell) Source Core Rulebook pg. 597 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-Level Spell) Source Core Rulebook pg. 597 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. ","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=368","name":"Magic Wand","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-368"},{"remaster_name":["Magic Wand"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-368","weakness":{},"price":6000,"trait":["Magical","Wand"],"id":"equipment-368-421","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source Core Rulebook pg. 597 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a listed-level casting of the spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-Level Spell) Source Core Rulebook pg. 597 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-Level Spell) Source Core Rulebook pg. 597 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-Level Spell) Source Core Rulebook pg. 597 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-Level Spell) Source Core Rulebook pg. 597 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-Level Spell) Source Core Rulebook pg. 597 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-Level Spell) Source Core Rulebook pg. 597 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-Level Spell) Source Core Rulebook pg. 597 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-Level Spell) Source Core Rulebook pg. 597 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-Level Spell) Source Core Rulebook pg. 597 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=368","name":"Magic Wand (1st-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-368-421"},{"remaster_name":["Magic Wand"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-368","weakness":{},"price":16000,"trait":["Magical","Wand"],"id":"equipment-368-422","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source Core Rulebook pg. 597 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a listed-level casting of the spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-Level Spell) Source Core Rulebook pg. 597 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-Level Spell) Source Core Rulebook pg. 597 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-Level Spell) Source Core Rulebook pg. 597 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-Level Spell) Source Core Rulebook pg. 597 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-Level Spell) Source Core Rulebook pg. 597 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-Level Spell) Source Core Rulebook pg. 597 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-Level Spell) Source Core Rulebook pg. 597 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-Level Spell) Source Core Rulebook pg. 597 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-Level Spell) Source Core Rulebook pg. 597 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=368","name":"Magic Wand (2nd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-368-422"},{"remaster_name":["Magic Wand"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-368","weakness":{},"price":36000,"trait":["Magical","Wand"],"id":"equipment-368-423","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source Core Rulebook pg. 597 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a listed-level casting of the spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-Level Spell) Source Core Rulebook pg. 597 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-Level Spell) Source Core Rulebook pg. 597 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-Level Spell) Source Core Rulebook pg. 597 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-Level Spell) Source Core Rulebook pg. 597 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-Level Spell) Source Core Rulebook pg. 597 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-Level Spell) Source Core Rulebook pg. 597 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-Level Spell) Source Core Rulebook pg. 597 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-Level Spell) Source Core Rulebook pg. 597 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-Level Spell) Source Core Rulebook pg. 597 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=368","name":"Magic Wand (3rd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-368-423"},{"remaster_name":["Magic Wand"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-368","weakness":{},"price":70000,"trait":["Magical","Wand"],"id":"equipment-368-424","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source Core Rulebook pg. 597 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a listed-level casting of the spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-Level Spell) Source Core Rulebook pg. 597 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-Level Spell) Source Core Rulebook pg. 597 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-Level Spell) Source Core Rulebook pg. 597 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-Level Spell) Source Core Rulebook pg. 597 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-Level Spell) Source Core Rulebook pg. 597 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-Level Spell) Source Core Rulebook pg. 597 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-Level Spell) Source Core Rulebook pg. 597 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-Level Spell) Source Core Rulebook pg. 597 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-Level Spell) Source Core Rulebook pg. 597 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=368","name":"Magic Wand (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-368-424"},{"remaster_name":["Magic Wand"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-368","weakness":{},"price":150000,"trait":["Magical","Wand"],"id":"equipment-368-425","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source Core Rulebook pg. 597 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a listed-level casting of the spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-Level Spell) Source Core Rulebook pg. 597 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-Level Spell) Source Core Rulebook pg. 597 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-Level Spell) Source Core Rulebook pg. 597 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-Level Spell) Source Core Rulebook pg. 597 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-Level Spell) Source Core Rulebook pg. 597 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-Level Spell) Source Core Rulebook pg. 597 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-Level Spell) Source Core Rulebook pg. 597 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-Level Spell) Source Core Rulebook pg. 597 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-Level Spell) Source Core Rulebook pg. 597 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=368","name":"Magic Wand (5th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-368-425"},{"remaster_name":["Magic Wand"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-368","weakness":{},"price":300000,"trait":["Magical","Wand"],"id":"equipment-368-426","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source Core Rulebook pg. 597 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a listed-level casting of the spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-Level Spell) Source Core Rulebook pg. 597 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-Level Spell) Source Core Rulebook pg. 597 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-Level Spell) Source Core Rulebook pg. 597 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-Level Spell) Source Core Rulebook pg. 597 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-Level Spell) Source Core Rulebook pg. 597 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-Level Spell) Source Core Rulebook pg. 597 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-Level Spell) Source Core Rulebook pg. 597 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-Level Spell) Source Core Rulebook pg. 597 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-Level Spell) Source Core Rulebook pg. 597 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=368","name":"Magic Wand (6th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-368-426"},{"remaster_name":["Magic Wand"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-368","weakness":{},"price":650000,"trait":["Magical","Wand"],"id":"equipment-368-427","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source Core Rulebook pg. 597 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a listed-level casting of the spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-Level Spell) Source Core Rulebook pg. 597 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-Level Spell) Source Core Rulebook pg. 597 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-Level Spell) Source Core Rulebook pg. 597 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-Level Spell) Source Core Rulebook pg. 597 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-Level Spell) Source Core Rulebook pg. 597 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-Level Spell) Source Core Rulebook pg. 597 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-Level Spell) Source Core Rulebook pg. 597 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-Level Spell) Source Core Rulebook pg. 597 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-Level Spell) Source Core Rulebook pg. 597 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=368","name":"Magic Wand (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-368-427"},{"remaster_name":["Magic Wand"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-368","weakness":{},"price":1500000,"trait":["Magical","Wand"],"id":"equipment-368-428","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source Core Rulebook pg. 597 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a listed-level casting of the spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-Level Spell) Source Core Rulebook pg. 597 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-Level Spell) Source Core Rulebook pg. 597 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-Level Spell) Source Core Rulebook pg. 597 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-Level Spell) Source Core Rulebook pg. 597 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-Level Spell) Source Core Rulebook pg. 597 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-Level Spell) Source Core Rulebook pg. 597 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-Level Spell) Source Core Rulebook pg. 597 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-Level Spell) Source Core Rulebook pg. 597 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-Level Spell) Source Core Rulebook pg. 597 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=368","name":"Magic Wand (8th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-368-428"},{"remaster_name":["Magic Wand"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-368","weakness":{},"price":4000000,"trait":["Magical","Wand"],"id":"equipment-368-429","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source Core Rulebook pg. 597 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a listed-level casting of the spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-Level Spell) Source Core Rulebook pg. 597 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-Level Spell) Source Core Rulebook pg. 597 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-Level Spell) Source Core Rulebook pg. 597 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-Level Spell) Source Core Rulebook pg. 597 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-Level Spell) Source Core Rulebook pg. 597 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-Level Spell) Source Core Rulebook pg. 597 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-Level Spell) Source Core Rulebook pg. 597 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-Level Spell) Source Core Rulebook pg. 597 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-Level Spell) Source Core Rulebook pg. 597 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=368","name":"Magic Wand (9th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-368-429"},{"item_child_id":["equipment-369-430","equipment-369-431","equipment-369-432","equipment-369-433","equipment-369-434","equipment-369-435","equipment-369-436","equipment-369-437"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"trait":["Magical","Wand"],"id":"equipment-369","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Continuation Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions and a duration no less than 10 minutes and no greater than 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Continuation (1st-Level Spell) Source Core Rulebook pg. 598 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Continuation (2nd-Level Spell) Source Core Rulebook pg. 598 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Continuation (3rd-Level Spell) Source Core Rulebook pg. 598 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Continuation (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Continuation (5th-Level Spell) Source Core Rulebook pg. 598 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Continuation (6th-Level Spell) Source Core Rulebook pg. 598 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Continuation (7th-Level Spell) Source Core Rulebook pg. 598 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Continuation (8th-Level Spell) Source Core Rulebook pg. 598 Price 40,000 gp ","skill_mod":{},"summary":"This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. ","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=369","name":"Wand of Continuation","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-369"},{"remaster_name":["Wand of Continuation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-369","weakness":{},"price":16000,"trait":["Magical","Wand"],"id":"equipment-369-430","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Continuation Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions and a duration no less than 10 minutes and no greater than 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Continuation (1st-Level Spell) Source Core Rulebook pg. 598 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Continuation (2nd-Level Spell) Source Core Rulebook pg. 598 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Continuation (3rd-Level Spell) Source Core Rulebook pg. 598 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Continuation (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Continuation (5th-Level Spell) Source Core Rulebook pg. 598 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Continuation (6th-Level Spell) Source Core Rulebook pg. 598 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Continuation (7th-Level Spell) Source Core Rulebook pg. 598 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Continuation (8th-Level Spell) Source Core Rulebook pg. 598 Price 40,000 gp ","skill_mod":{},"summary":"This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=369","name":"Wand of Continuation (1st-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-369-430"},{"remaster_name":["Wand of Continuation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-369","weakness":{},"price":36000,"trait":["Magical","Wand"],"id":"equipment-369-431","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Continuation Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions and a duration no less than 10 minutes and no greater than 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Continuation (1st-Level Spell) Source Core Rulebook pg. 598 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Continuation (2nd-Level Spell) Source Core Rulebook pg. 598 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Continuation (3rd-Level Spell) Source Core Rulebook pg. 598 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Continuation (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Continuation (5th-Level Spell) Source Core Rulebook pg. 598 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Continuation (6th-Level Spell) Source Core Rulebook pg. 598 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Continuation (7th-Level Spell) Source Core Rulebook pg. 598 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Continuation (8th-Level Spell) Source Core Rulebook pg. 598 Price 40,000 gp ","skill_mod":{},"summary":"This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=369","name":"Wand of Continuation (2nd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-369-431"},{"remaster_name":["Wand of Continuation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-369","weakness":{},"price":70000,"trait":["Magical","Wand"],"id":"equipment-369-432","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Continuation Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions and a duration no less than 10 minutes and no greater than 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Continuation (1st-Level Spell) Source Core Rulebook pg. 598 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Continuation (2nd-Level Spell) Source Core Rulebook pg. 598 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Continuation (3rd-Level Spell) Source Core Rulebook pg. 598 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Continuation (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Continuation (5th-Level Spell) Source Core Rulebook pg. 598 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Continuation (6th-Level Spell) Source Core Rulebook pg. 598 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Continuation (7th-Level Spell) Source Core Rulebook pg. 598 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Continuation (8th-Level Spell) Source Core Rulebook pg. 598 Price 40,000 gp ","skill_mod":{},"summary":"This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=369","name":"Wand of Continuation (3rd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-369-432"},{"remaster_name":["Wand of Continuation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-369","weakness":{},"price":150000,"trait":["Magical","Wand"],"id":"equipment-369-433","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Continuation Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions and a duration no less than 10 minutes and no greater than 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Continuation (1st-Level Spell) Source Core Rulebook pg. 598 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Continuation (2nd-Level Spell) Source Core Rulebook pg. 598 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Continuation (3rd-Level Spell) Source Core Rulebook pg. 598 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Continuation (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Continuation (5th-Level Spell) Source Core Rulebook pg. 598 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Continuation (6th-Level Spell) Source Core Rulebook pg. 598 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Continuation (7th-Level Spell) Source Core Rulebook pg. 598 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Continuation (8th-Level Spell) Source Core Rulebook pg. 598 Price 40,000 gp ","skill_mod":{},"summary":"This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=369","name":"Wand of Continuation (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-369-433"},{"remaster_name":["Wand of Continuation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-369","weakness":{},"price":300000,"trait":["Magical","Wand"],"id":"equipment-369-434","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Continuation Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions and a duration no less than 10 minutes and no greater than 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Continuation (1st-Level Spell) Source Core Rulebook pg. 598 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Continuation (2nd-Level Spell) Source Core Rulebook pg. 598 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Continuation (3rd-Level Spell) Source Core Rulebook pg. 598 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Continuation (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Continuation (5th-Level Spell) Source Core Rulebook pg. 598 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Continuation (6th-Level Spell) Source Core Rulebook pg. 598 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Continuation (7th-Level Spell) Source Core Rulebook pg. 598 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Continuation (8th-Level Spell) Source Core Rulebook pg. 598 Price 40,000 gp ","skill_mod":{},"summary":"This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=369","name":"Wand of Continuation (5th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-369-434"},{"remaster_name":["Wand of Continuation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-369","weakness":{},"price":650000,"trait":["Magical","Wand"],"id":"equipment-369-435","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Continuation Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions and a duration no less than 10 minutes and no greater than 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Continuation (1st-Level Spell) Source Core Rulebook pg. 598 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Continuation (2nd-Level Spell) Source Core Rulebook pg. 598 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Continuation (3rd-Level Spell) Source Core Rulebook pg. 598 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Continuation (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Continuation (5th-Level Spell) Source Core Rulebook pg. 598 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Continuation (6th-Level Spell) Source Core Rulebook pg. 598 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Continuation (7th-Level Spell) Source Core Rulebook pg. 598 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Continuation (8th-Level Spell) Source Core Rulebook pg. 598 Price 40,000 gp ","skill_mod":{},"summary":"This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=369","name":"Wand of Continuation (6th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-369-435"},{"remaster_name":["Wand of Continuation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-369","weakness":{},"price":1500000,"trait":["Magical","Wand"],"id":"equipment-369-436","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Continuation Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions and a duration no less than 10 minutes and no greater than 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Continuation (1st-Level Spell) Source Core Rulebook pg. 598 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Continuation (2nd-Level Spell) Source Core Rulebook pg. 598 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Continuation (3rd-Level Spell) Source Core Rulebook pg. 598 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Continuation (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Continuation (5th-Level Spell) Source Core Rulebook pg. 598 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Continuation (6th-Level Spell) Source Core Rulebook pg. 598 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Continuation (7th-Level Spell) Source Core Rulebook pg. 598 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Continuation (8th-Level Spell) Source Core Rulebook pg. 598 Price 40,000 gp ","skill_mod":{},"summary":"This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=369","name":"Wand of Continuation (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-369-436"},{"remaster_name":["Wand of Continuation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-369","weakness":{},"price":4000000,"trait":["Magical","Wand"],"id":"equipment-369-437","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Continuation Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions and a duration no less than 10 minutes and no greater than 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Continuation (1st-Level Spell) Source Core Rulebook pg. 598 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Continuation (2nd-Level Spell) Source Core Rulebook pg. 598 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Continuation (3rd-Level Spell) Source Core Rulebook pg. 598 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Continuation (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Continuation (5th-Level Spell) Source Core Rulebook pg. 598 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Continuation (6th-Level Spell) Source Core Rulebook pg. 598 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Continuation (7th-Level Spell) Source Core Rulebook pg. 598 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Continuation (8th-Level Spell) Source Core Rulebook pg. 598 Price 40,000 gp ","skill_mod":{},"summary":"This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=369","name":"Wand of Continuation (8th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-369-437"},{"remaster_name":["Wand of Shardstorm"],"item_child_id":["equipment-370-438","equipment-370-439","equipment-370-440","equipment-370-441"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Force","Magical","Wand"],"id":"equipment-370","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Manifold Missiles Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast magic missile of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of magic missile . Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again. Craft Requirements Supply a casting of magic missile of the appropriate level. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Manifold Missiles (1st-Level Spell) Source Core Rulebook pg. 598 Price 160 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Manifold Missiles (3rd-Level Spell) Source Core Rulebook pg. 598 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Manifold Missiles (5th-Level Spell) Source Core Rulebook pg. 598 Price 3,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Manifold Missiles (7th-Level Spell) Source Core Rulebook pg. 598 Price 15,000 gp ","skill_mod":{},"summary":"This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection. ","primary_source":"Core Rulebook","trait_group":["School","Energy","Mechanics","Equipment"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=370","name":"Wand of Manifold Missiles","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-370"},{"remaster_name":["Wand of Shardstorm"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-370","weakness":{},"school":"evocation","price":16000,"trait":["Evocation","Force","Magical","Wand"],"id":"equipment-370-438","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Manifold Missiles Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast magic missile of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of magic missile . Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again. Craft Requirements Supply a casting of magic missile of the appropriate level. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Manifold Missiles (1st-Level Spell) Source Core Rulebook pg. 598 Price 160 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Manifold Missiles (3rd-Level Spell) Source Core Rulebook pg. 598 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Manifold Missiles (5th-Level Spell) Source Core Rulebook pg. 598 Price 3,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Manifold Missiles (7th-Level Spell) Source Core Rulebook pg. 598 Price 15,000 gp ","skill_mod":{},"summary":"This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection.","primary_source":"Core Rulebook","trait_group":["School","Energy","Mechanics","Equipment"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=370","name":"Wand of Manifold Missiles (1st-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-370-438"},{"remaster_name":["Wand of Shardstorm"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-370","weakness":{},"school":"evocation","price":70000,"trait":["Evocation","Force","Magical","Wand"],"id":"equipment-370-439","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Manifold Missiles Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast magic missile of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of magic missile . Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again. Craft Requirements Supply a casting of magic missile of the appropriate level. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Manifold Missiles (1st-Level Spell) Source Core Rulebook pg. 598 Price 160 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Manifold Missiles (3rd-Level Spell) Source Core Rulebook pg. 598 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Manifold Missiles (5th-Level Spell) Source Core Rulebook pg. 598 Price 3,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Manifold Missiles (7th-Level Spell) Source Core Rulebook pg. 598 Price 15,000 gp ","skill_mod":{},"summary":"This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection.","primary_source":"Core Rulebook","trait_group":["School","Energy","Mechanics","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=370","name":"Wand of Manifold Missiles (3rd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-370-439"},{"remaster_name":["Wand of Shardstorm"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-370","weakness":{},"school":"evocation","price":300000,"trait":["Evocation","Force","Magical","Wand"],"id":"equipment-370-440","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Manifold Missiles Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast magic missile of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of magic missile . Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again. Craft Requirements Supply a casting of magic missile of the appropriate level. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Manifold Missiles (1st-Level Spell) Source Core Rulebook pg. 598 Price 160 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Manifold Missiles (3rd-Level Spell) Source Core Rulebook pg. 598 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Manifold Missiles (5th-Level Spell) Source Core Rulebook pg. 598 Price 3,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Manifold Missiles (7th-Level Spell) Source Core Rulebook pg. 598 Price 15,000 gp ","skill_mod":{},"summary":"This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection.","primary_source":"Core Rulebook","trait_group":["School","Energy","Mechanics","Equipment"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=370","name":"Wand of Manifold Missiles (5th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-370-440"},{"remaster_name":["Wand of Shardstorm"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-370","weakness":{},"school":"evocation","price":1500000,"trait":["Evocation","Force","Magical","Wand"],"id":"equipment-370-441","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Manifold Missiles Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast magic missile of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of magic missile . Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again. Craft Requirements Supply a casting of magic missile of the appropriate level. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Manifold Missiles (1st-Level Spell) Source Core Rulebook pg. 598 Price 160 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Manifold Missiles (3rd-Level Spell) Source Core Rulebook pg. 598 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Manifold Missiles (5th-Level Spell) Source Core Rulebook pg. 598 Price 3,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Manifold Missiles (7th-Level Spell) Source Core Rulebook pg. 598 Price 15,000 gp ","skill_mod":{},"summary":"This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection.","primary_source":"Core Rulebook","trait_group":["School","Energy","Mechanics","Equipment"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=370","name":"Wand of Manifold Missiles (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-370-441"},{"item_child_id":["equipment-371-442","equipment-371-443","equipment-371-444"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"illusion","trait":["Illusion","Magical","Wand"],"id":"equipment-371","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Wand of Slaying Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull instead of their face. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast finger of death of the indicated level. If the spell slays its target, the corpse releases negative energy in a 20-foot emanation, dealing negative damage equal to double the spell’s level. Craft Requirements Supply a casting of finger of death of the appropriate level. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Slaying (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Slaying (8th-Level Spell) Source Core Rulebook pg. 598 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Slaying (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp ","skill_mod":{},"summary":"This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull instead of their face. ","primary_source":"Core Rulebook","trait_group":["School","Monster","Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=371","name":"Wand of Slaying","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-371"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-371","weakness":{},"school":"illusion","price":1000000,"trait":["Illusion","Magical","Wand"],"id":"equipment-371-442","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Wand of Slaying Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull instead of their face. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast finger of death of the indicated level. If the spell slays its target, the corpse releases negative energy in a 20-foot emanation, dealing negative damage equal to double the spell’s level. Craft Requirements Supply a casting of finger of death of the appropriate level. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Slaying (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Slaying (8th-Level Spell) Source Core Rulebook pg. 598 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Slaying (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp ","skill_mod":{},"summary":"This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull instead of their face.","primary_source":"Core Rulebook","trait_group":["School","Monster","Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=371","name":"Wand of Slaying (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-371-442"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-371","weakness":{},"school":"illusion","price":2400000,"trait":["Illusion","Magical","Wand"],"id":"equipment-371-443","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Wand of Slaying Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull instead of their face. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast finger of death of the indicated level. If the spell slays its target, the corpse releases negative energy in a 20-foot emanation, dealing negative damage equal to double the spell’s level. Craft Requirements Supply a casting of finger of death of the appropriate level. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Slaying (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Slaying (8th-Level Spell) Source Core Rulebook pg. 598 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Slaying (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp ","skill_mod":{},"summary":"This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull instead of their face.","primary_source":"Core Rulebook","trait_group":["School","Monster","Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=371","name":"Wand of Slaying (8th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-371-443"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-371","weakness":{},"school":"illusion","price":7000000,"trait":["Illusion","Magical","Wand"],"id":"equipment-371-444","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Wand of Slaying Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull instead of their face. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast finger of death of the indicated level. If the spell slays its target, the corpse releases negative energy in a 20-foot emanation, dealing negative damage equal to double the spell’s level. Craft Requirements Supply a casting of finger of death of the appropriate level. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Slaying (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Slaying (8th-Level Spell) Source Core Rulebook pg. 598 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Slaying (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp ","skill_mod":{},"summary":"This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull instead of their face.","primary_source":"Core Rulebook","trait_group":["School","Monster","Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=371","name":"Wand of Slaying (9th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-371-444"},{"item_child_id":["equipment-372-445","equipment-372-446","equipment-372-447","equipment-372-448"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Fire","Magical","Wand"],"id":"equipment-372","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Smoldering Fireballs Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This blackened, heavily burned stick smells faintly of bat guano. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fireball of the indicated level. Each creature that fails its save takes persistent fire damage. Craft Requirements Supply a casting of fireball of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Smoldering Fireballs (3rd-Level Spell) Source Core Rulebook pg. 598 Price 500 gp --- Persistent Damage 1d6 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Smoldering Fireballs (5th-Level Spell) Source Core Rulebook pg. 598 Price 2,000 gp --- Persistent Damage 2d6 <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Smoldering Fireballs (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp --- Persistent Damage 3d6 <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Smoldering Fireballs (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp --- Persistent Damage 4d6","element":["Fire"],"skill_mod":{},"summary":"This blackened, heavily burned stick smells faintly of bat guano. ","primary_source":"Core Rulebook","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=372","name":"Wand of Smoldering Fireballs","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-372"},{"remaster_name":["Wand of Smoldering Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-372","weakness":{},"school":"evocation","price":50000,"trait":["Evocation","Fire","Magical","Wand"],"id":"equipment-372-445","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Smoldering Fireballs Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This blackened, heavily burned stick smells faintly of bat guano. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fireball of the indicated level. Each creature that fails its save takes persistent fire damage. Craft Requirements Supply a casting of fireball of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Smoldering Fireballs (3rd-Level Spell) Source Core Rulebook pg. 598 Price 500 gp --- Persistent Damage 1d6 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Smoldering Fireballs (5th-Level Spell) Source Core Rulebook pg. 598 Price 2,000 gp --- Persistent Damage 2d6 <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Smoldering Fireballs (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp --- Persistent Damage 3d6 <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Smoldering Fireballs (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp --- Persistent Damage 4d6","element":["Fire"],"skill_mod":{},"summary":"Persistent Damage 1d6","primary_source":"Core Rulebook","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=372","name":"Wand of Smoldering Fireballs (3rd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-372-445"},{"remaster_name":["Wand of Smoldering Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-372","weakness":{},"school":"evocation","price":200000,"trait":["Evocation","Fire","Magical","Wand"],"id":"equipment-372-446","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Smoldering Fireballs Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This blackened, heavily burned stick smells faintly of bat guano. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fireball of the indicated level. Each creature that fails its save takes persistent fire damage. Craft Requirements Supply a casting of fireball of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Smoldering Fireballs (3rd-Level Spell) Source Core Rulebook pg. 598 Price 500 gp --- Persistent Damage 1d6 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Smoldering Fireballs (5th-Level Spell) Source Core Rulebook pg. 598 Price 2,000 gp --- Persistent Damage 2d6 <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Smoldering Fireballs (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp --- Persistent Damage 3d6 <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Smoldering Fireballs (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp --- Persistent Damage 4d6","element":["Fire"],"skill_mod":{},"summary":"Persistent Damage 2d6","primary_source":"Core Rulebook","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=372","name":"Wand of Smoldering Fireballs (5th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-372-446"},{"remaster_name":["Wand of Smoldering Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-372","weakness":{},"school":"evocation","price":1000000,"trait":["Evocation","Fire","Magical","Wand"],"id":"equipment-372-447","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Smoldering Fireballs Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This blackened, heavily burned stick smells faintly of bat guano. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fireball of the indicated level. Each creature that fails its save takes persistent fire damage. Craft Requirements Supply a casting of fireball of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Smoldering Fireballs (3rd-Level Spell) Source Core Rulebook pg. 598 Price 500 gp --- Persistent Damage 1d6 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Smoldering Fireballs (5th-Level Spell) Source Core Rulebook pg. 598 Price 2,000 gp --- Persistent Damage 2d6 <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Smoldering Fireballs (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp --- Persistent Damage 3d6 <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Smoldering Fireballs (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp --- Persistent Damage 4d6","element":["Fire"],"skill_mod":{},"summary":"Persistent Damage 3d6","primary_source":"Core Rulebook","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=372","name":"Wand of Smoldering Fireballs (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-372-447"},{"remaster_name":["Wand of Smoldering Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-372","weakness":{},"school":"evocation","price":7000000,"trait":["Evocation","Fire","Magical","Wand"],"id":"equipment-372-448","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Smoldering Fireballs Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- This blackened, heavily burned stick smells faintly of bat guano. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fireball of the indicated level. Each creature that fails its save takes persistent fire damage. Craft Requirements Supply a casting of fireball of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Smoldering Fireballs (3rd-Level Spell) Source Core Rulebook pg. 598 Price 500 gp --- Persistent Damage 1d6 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Smoldering Fireballs (5th-Level Spell) Source Core Rulebook pg. 598 Price 2,000 gp --- Persistent Damage 2d6 <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Smoldering Fireballs (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp --- Persistent Damage 3d6 <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Smoldering Fireballs (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp --- Persistent Damage 4d6","element":["Fire"],"skill_mod":{},"summary":"Persistent Damage 4d6","primary_source":"Core Rulebook","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=372","name":"Wand of Smoldering Fireballs (9th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-372-448"},{"item_child_id":["equipment-373-449","equipment-373-450","equipment-373-451","equipment-373-452","equipment-373-453","equipment-373-454","equipment-373-455","equipment-373-456","equipment-373-457"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"trait":["Magical","Wand"],"id":"equipment-373","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- The end of this wand is forked instead of tapered. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, can’t have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-Level Spell) Source Core Rulebook pg. 598 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-Level Spell) Source Core Rulebook pg. 598 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-Level Spell) Source Core Rulebook pg. 598 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-Level Spell) Source Core Rulebook pg. 598 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-Level Spell) Source Core Rulebook pg. 598 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-Level Spell) Source Core Rulebook pg. 598 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked instead of tapered. ","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=373","name":"Wand of Widening","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-373"},{"remaster_name":["Wand of Widening"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-373","weakness":{},"price":10000,"trait":["Magical","Wand"],"id":"equipment-373-449","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- The end of this wand is forked instead of tapered. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, can’t have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-Level Spell) Source Core Rulebook pg. 598 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-Level Spell) Source Core Rulebook pg. 598 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-Level Spell) Source Core Rulebook pg. 598 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-Level Spell) Source Core Rulebook pg. 598 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-Level Spell) Source Core Rulebook pg. 598 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-Level Spell) Source Core Rulebook pg. 598 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked instead of tapered.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=373","name":"Wand of Widening (1st-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-373-449"},{"remaster_name":["Wand of Widening"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-373","weakness":{},"price":25000,"trait":["Magical","Wand"],"id":"equipment-373-450","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- The end of this wand is forked instead of tapered. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, can’t have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-Level Spell) Source Core Rulebook pg. 598 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-Level Spell) Source Core Rulebook pg. 598 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-Level Spell) Source Core Rulebook pg. 598 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-Level Spell) Source Core Rulebook pg. 598 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-Level Spell) Source Core Rulebook pg. 598 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-Level Spell) Source Core Rulebook pg. 598 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked instead of tapered.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=373","name":"Wand of Widening (2nd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-373-450"},{"remaster_name":["Wand of Widening"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-373","weakness":{},"price":50000,"trait":["Magical","Wand"],"id":"equipment-373-451","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- The end of this wand is forked instead of tapered. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, can’t have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-Level Spell) Source Core Rulebook pg. 598 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-Level Spell) Source Core Rulebook pg. 598 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-Level Spell) Source Core Rulebook pg. 598 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-Level Spell) Source Core Rulebook pg. 598 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-Level Spell) Source Core Rulebook pg. 598 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-Level Spell) Source Core Rulebook pg. 598 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked instead of tapered.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=373","name":"Wand of Widening (3rd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-373-451"},{"remaster_name":["Wand of Widening"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-373","weakness":{},"price":100000,"trait":["Magical","Wand"],"id":"equipment-373-452","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- The end of this wand is forked instead of tapered. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, can’t have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-Level Spell) Source Core Rulebook pg. 598 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-Level Spell) Source Core Rulebook pg. 598 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-Level Spell) Source Core Rulebook pg. 598 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-Level Spell) Source Core Rulebook pg. 598 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-Level Spell) Source Core Rulebook pg. 598 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-Level Spell) Source Core Rulebook pg. 598 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked instead of tapered.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=373","name":"Wand of Widening (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-373-452"},{"remaster_name":["Wand of Widening"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-373","weakness":{},"price":200000,"trait":["Magical","Wand"],"id":"equipment-373-453","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- The end of this wand is forked instead of tapered. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, can’t have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-Level Spell) Source Core Rulebook pg. 598 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-Level Spell) Source Core Rulebook pg. 598 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-Level Spell) Source Core Rulebook pg. 598 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-Level Spell) Source Core Rulebook pg. 598 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-Level Spell) Source Core Rulebook pg. 598 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-Level Spell) Source Core Rulebook pg. 598 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked instead of tapered.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=373","name":"Wand of Widening (5th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-373-453"},{"remaster_name":["Wand of Widening"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-373","weakness":{},"price":450000,"trait":["Magical","Wand"],"id":"equipment-373-454","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- The end of this wand is forked instead of tapered. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, can’t have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-Level Spell) Source Core Rulebook pg. 598 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-Level Spell) Source Core Rulebook pg. 598 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-Level Spell) Source Core Rulebook pg. 598 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-Level Spell) Source Core Rulebook pg. 598 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-Level Spell) Source Core Rulebook pg. 598 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-Level Spell) Source Core Rulebook pg. 598 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked instead of tapered.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=373","name":"Wand of Widening (6th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-373-454"},{"remaster_name":["Wand of Widening"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-373","weakness":{},"price":1000000,"trait":["Magical","Wand"],"id":"equipment-373-455","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- The end of this wand is forked instead of tapered. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, can’t have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-Level Spell) Source Core Rulebook pg. 598 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-Level Spell) Source Core Rulebook pg. 598 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-Level Spell) Source Core Rulebook pg. 598 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-Level Spell) Source Core Rulebook pg. 598 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-Level Spell) Source Core Rulebook pg. 598 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-Level Spell) Source Core Rulebook pg. 598 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked instead of tapered.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=373","name":"Wand of Widening (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-373-455"},{"remaster_name":["Wand of Widening"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-373","weakness":{},"price":2400000,"trait":["Magical","Wand"],"id":"equipment-373-456","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- The end of this wand is forked instead of tapered. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, can’t have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-Level Spell) Source Core Rulebook pg. 598 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-Level Spell) Source Core Rulebook pg. 598 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-Level Spell) Source Core Rulebook pg. 598 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-Level Spell) Source Core Rulebook pg. 598 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-Level Spell) Source Core Rulebook pg. 598 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-Level Spell) Source Core Rulebook pg. 598 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked instead of tapered.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=373","name":"Wand of Widening (8th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-373-456"},{"remaster_name":["Wand of Widening"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-373","weakness":{},"price":7000000,"trait":["Magical","Wand"],"id":"equipment-373-457","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source Core Rulebook pg. 598 Usage held in 1 hand Bulk L --- The end of this wand is forked instead of tapered. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, can’t have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-Level Spell) Source Core Rulebook pg. 598 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-Level Spell) Source Core Rulebook pg. 598 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-Level Spell) Source Core Rulebook pg. 598 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-Level Spell) Source Core Rulebook pg. 598 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-Level Spell) Source Core Rulebook pg. 598 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-Level Spell) Source Core Rulebook pg. 598 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-Level Spell) Source Core Rulebook pg. 598 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-Level Spell) Source Core Rulebook pg. 598 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-Level Spell) Source Core Rulebook pg. 598 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked instead of tapered.","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=373","name":"Wand of Widening (9th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-373-457"},{"skill_mod":{},"summary":"Adamantine weapons have a shiny black appearance and cut through lesser items with ease. They treat any object they hit as if it had half as much …","primary_source":"Core Rulebook","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"usage":"varies by weapon","source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=374","weakness":{},"name":"Adamantine Weapon","trait":["Uncommon"],"id":"equipment-374","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Adamantine Weapon Source Core Rulebook pg. 599 Usage varies by weapon Bulk varies by weapon Base Material Adamantine --- Adamantine weapons have a shiny black appearance and cut through lesser items with ease. They treat any object they hit as if it had half as much Hardness as usual, unless the object’s Hardness is greater than that of the adamantine weapon.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-374"},{"skill_mod":{},"summary":"Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"usage":"varies by weapon","source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=375","weakness":{},"name":"Cold Iron Weapon","id":"equipment-375","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Cold Iron Weapon Source Core Rulebook pg. 599 Usage varies by weapon Bulk varies by weapon Base Material Cold Iron --- Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-375"},{"remaster_name":["Duskwood Weapon"],"item_child_id":["equipment-376-463","equipment-376-464"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Uncommon"],"id":"equipment-376","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Darkwood Weapon Source Core Rulebook pg. 599 Usage varies by weapon Bulk varies by weapon Base Material Darkwood --- Darkwood weapons are as dark as ebony, with a slight purple tint. A darkwood weapon’s Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Darkwood Weapon (Standard-Grade) Source Core Rulebook pg. 599 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of darkwood + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Darkwood Weapon (High-Grade) Source Core Rulebook pg. 599 Price 13,500 gp (+1,350 gp per Bulk) Craft Requirements at least 6,750 gp of darkwood + 675 gp per Bulk","skill_mod":{},"summary":"Darkwood weapons are as dark as ebony, with a slight purple tint. A darkwood weapon’s Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=376","name":"Darkwood Weapon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-376"},{"remaster_name":["Duskwood Weapon"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-376","weakness":{},"price":140000,"trait":["Uncommon"],"id":"equipment-376-463","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Darkwood Weapon Source Core Rulebook pg. 599 Usage varies by weapon Bulk varies by weapon Base Material Darkwood --- Darkwood weapons are as dark as ebony, with a slight purple tint. A darkwood weapon’s Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Darkwood Weapon (Standard-Grade) Source Core Rulebook pg. 599 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of darkwood + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Darkwood Weapon (High-Grade) Source Core Rulebook pg. 599 Price 13,500 gp (+1,350 gp per Bulk) Craft Requirements at least 6,750 gp of darkwood + 675 gp per Bulk","skill_mod":{},"summary":"Darkwood weapons are as dark as ebony, with a slight purple tint. A darkwood weapon’s Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=376","name":"Darkwood Weapon (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-376-463"},{"remaster_name":["Duskwood Weapon"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-376","weakness":{},"price":1350000,"trait":["Uncommon"],"id":"equipment-376-464","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Darkwood Weapon Source Core Rulebook pg. 599 Usage varies by weapon Bulk varies by weapon Base Material Darkwood --- Darkwood weapons are as dark as ebony, with a slight purple tint. A darkwood weapon’s Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Darkwood Weapon (Standard-Grade) Source Core Rulebook pg. 599 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of darkwood + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Darkwood Weapon (High-Grade) Source Core Rulebook pg. 599 Price 13,500 gp (+1,350 gp per Bulk) Craft Requirements at least 6,750 gp of darkwood + 675 gp per Bulk","skill_mod":{},"summary":"Darkwood weapons are as dark as ebony, with a slight purple tint. A darkwood weapon’s Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=376","name":"Darkwood Weapon (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-376-464"},{"remaster_name":["Dawnsilver Weapon"],"item_child_id":["equipment-377-465","equipment-377-466"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Uncommon"],"id":"equipment-377","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Mithral Weapon Source Core Rulebook pg. 599 Usage varies by weapon Bulk varies by weapon Base Material Mithral --- Mithral weapons are slightly lighter than silver. A mithral weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Mithral Weapon (Standard-Grade) Source Core Rulebook pg. 599 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of mithral + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Mithral Weapon (High-Grade) Source Core Rulebook pg. 599 Price 13,500 gp (+1,350 gp per Bulk) Craft Requirements at least 6,750 gp of mithral + 675 gp per Bulk","skill_mod":{},"summary":"Mithral weapons are slightly lighter than silver. A mithral weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=377","name":"Mithral Weapon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-377"},{"remaster_name":["Dawnsilver Weapon"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-377","weakness":{},"price":140000,"trait":["Uncommon"],"id":"equipment-377-465","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Mithral Weapon Source Core Rulebook pg. 599 Usage varies by weapon Bulk varies by weapon Base Material Mithral --- Mithral weapons are slightly lighter than silver. A mithral weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Mithral Weapon (Standard-Grade) Source Core Rulebook pg. 599 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of mithral + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Mithral Weapon (High-Grade) Source Core Rulebook pg. 599 Price 13,500 gp (+1,350 gp per Bulk) Craft Requirements at least 6,750 gp of mithral + 675 gp per Bulk","skill_mod":{},"summary":"Mithral weapons are slightly lighter than silver. A mithral weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=377","name":"Mithral Weapon (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-377-465"},{"remaster_name":["Dawnsilver Weapon"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-377","weakness":{},"price":1350000,"trait":["Uncommon"],"id":"equipment-377-466","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Mithral Weapon Source Core Rulebook pg. 599 Usage varies by weapon Bulk varies by weapon Base Material Mithral --- Mithral weapons are slightly lighter than silver. A mithral weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Mithral Weapon (Standard-Grade) Source Core Rulebook pg. 599 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of mithral + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Mithral Weapon (High-Grade) Source Core Rulebook pg. 599 Price 13,500 gp (+1,350 gp per Bulk) Craft Requirements at least 6,750 gp of mithral + 675 gp per Bulk","skill_mod":{},"summary":"Mithral weapons are slightly lighter than silver. A mithral weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=377","name":"Mithral Weapon (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-377-466"},{"skill_mod":{},"summary":"Orichalcum weapons can have four magic property runes instead of three. Due to orichalcum’s temporal properties, etching the speed weapon …","primary_source":"Core Rulebook","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"usage":"varies by weapon","source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=378","weakness":{},"name":"Orichalcum Weapon","trait":["Rare"],"id":"equipment-378","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Orichalcum Weapon Source Core Rulebook pg. 599 Usage varies by weapon Bulk varies by weapon Base Material Orichalcum --- Orichalcum weapons can have four magic property runes instead of three. Due to orichalcum’s temporal properties, etching the speed weapon property rune onto an orichalcum weapon costs half the normal Price (though transferring the rune to a weapon made of another material requires you to first pay the remaining Price and then pay the cost to transfer). ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-378"},{"skill_mod":{},"summary":"Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"usage":"varies by weapon","source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=379","weakness":{},"name":"Silver Weapon","id":"equipment-379","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Silver Weapon Source Core Rulebook pg. 599 Usage varies by weapon Bulk varies by weapon Base Material Silver --- Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like devils. ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-379"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical"],"id":"equipment-380","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Magic Weapon Source Core Rulebook pg. 599 Usage held in 1 hand --- A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a striking rune increases the weapon’s number of weapon damage dice. The Prices here are for all types of weapons. You don’t need to adjust the Price from a club to a greataxe or the like. These weapons are made of standard materials, not precious materials such as cold iron.\n","skill_mod":{},"summary":"A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Basic Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=380","name":"Magic Weapon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-380"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"necromancy","price":24000,"trait":["Magical","Necromancy","Uncommon"],"id":"equipment-381","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Bloodletting Kukri Source Core Rulebook pg. 600 Price 240 gp Usage held in 1 hand Bulk L Base Weapon Kukri --- This +1 striking kukri has a crimson blade that shimmers eerily in bright light. On a critical hit, the kukri deals 1d8 persistent bleed damage. If the target didn’t already have persistent bleed damage when you scored the critical hit, you also gain 1d8 temporary Hit Points.\n","skill_mod":{},"summary":"This +1 striking kukri has a crimson blade that shimmers eerily in bright light. On a critical hit, the kukri deals 1d8 persistent bleed damage …","primary_source":"Core Rulebook","trait_group":["Mechanics","School","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=381","base_item":["Kukri"],"name":"Bloodletting Kukri","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-381"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":15500,"trait":["Evocation","Magical"],"id":"equipment-382","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Caterwaul Sling Source Core Rulebook pg. 600 Price 155 gp Usage held in 1 hand Bulk L Base Weapon Sling --- Made of shiny brown leather, this +1 striking sling has a single white thread interwoven into its cord. Activate Two Actions Interact (sonic); Frequency once per day; Effect You pull the white thread free, then whirl the sling in circles at high speed. It lets out an ear-piercing wave of sound. Each creature in a 30-foot cone takes 4d6 sonic damage (DC 21 basic Fortitude save). Any creature that fails is deafened for 1 round, or 1 hour on a critical failure.\n","skill_mod":{},"summary":"Made of shiny brown leather, this +1 striking sling has a single white thread interwoven into its cord. ","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=382","base_item":["Sling"],"name":"Caterwaul Sling","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-382"},{"remaster_name":["Serpent Dagger"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"necromancy","price":15000,"trait":["Magical","Necromancy","Poison"],"id":"equipment-383","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Dagger of Venom Source Core Rulebook pg. 600 Price 150 gp Usage held in 1 hand Bulk L Base Weapon Dagger --- The serrated blade of this +1 striking dagger has a greenish tinge, and the hilt is sculpted to look like the head of a serpent about to strike. When you critically succeed at an attack roll with the dagger of venom , the target becomes sickened 1 unless it succeeds at a DC 19 Fortitude save. This is a poison effect. In addition, you can activate the dagger to poison a creature with a more potent poison. Activate Free Action Interact; Frequency once per day; Trigger You damage a creature with the dagger of venom ; Effect You poison the creature you hit with dagger venom. Dagger Venom (poison); Saving Throw Fortitude DC 21; Maximum Duration 4 rounds. Stage 1 1d8 poison damage and enfeebled 1.\n","skill_mod":{},"summary":"The serrated blade of this +1 striking dagger has a greenish tinge, and the hilt is sculpted to look like the head of a serpent about to strike. …","primary_source":"Core Rulebook","trait_group":["Mechanics","School","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=383","base_item":["Dagger"],"name":"Dagger of Venom","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-383"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":275000,"trait":["Evocation","Magical"],"id":"equipment-384","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Dwarven Thrower Source Core Rulebook pg. 600 Price 2,750 gp Usage held in 1 hand Bulk 1 Base Weapon Warhammer --- This +2 striking warhammer is inlaid with precious metals and decorated with geometric patterns in a dwarven style. If you’re a dwarf, a dwarven thrower functions for you as a +2 greater striking returning warhammer with the thrown 30 feet trait, and your attacks with the hammer deal 1d8 additional damage against giants.\n","skill_mod":{},"summary":"This +2 striking warhammer is inlaid with precious metals and decorated with geometric patterns in a dwarven style. If you’re a dwarf , a …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=384","base_item":["Warhammer"],"name":"Dwarven Thrower","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-384"},{"primary_source_category":"Rulebooks","usage":"held in 1 or 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"transmutation","price":5000,"trait":["Magical","Transmutation"],"id":"equipment-385","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Fighter's Fork Source Core Rulebook pg. 600 Price 50 gp Usage held in 1 or 2 hands Bulk 1 Base Weapon Trident --- This +1 trident , usually engraved with a decorative pattern resembling fish scales, is a common weapon among warriors of aquatic ancestries. Activate Single Action Interact; Effect You extend or shorten the trident’s haft. When extended, the trident requires two hands to wield and gains the reach trait, but loses the trident’s normal thrown trait.\n","skill_mod":{},"summary":"This +1 trident , usually engraved with a decorative pattern resembling fish scales, is a common weapon among warriors of aquatic ancestries. ","primary_source":"Core Rulebook","trait_group":["Mechanics","School"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=385","base_item":["Trident"],"name":"Fighter's Fork","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-385"},{"remaster_name":["Searing Blade"],"item_child_id":["equipment-386-477","equipment-386-478"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Fire","Magical"],"id":"equipment-386","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Flame Tongue Source Core Rulebook pg. 600 Usage held in 1 hand Bulk 1 Base Weapon Longsword --- This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects illumination resembling shimmering firelight, emitting dim light in a 10-foot radius. Activate Two Actions command, Interact; Effect You cast the produce flame cantrip from the sword as a 7th-level arcane spell, using your melee attack modifier with flametongue as your spell attack modifier. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Flame Tongue Source Core Rulebook pg. 600 Price 2,800 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Flame Tongue (Greater) Source Core Rulebook pg. 600 Price 13,800 gp --- This is a +3 greater striking greater flaming longsword . When you activate the sword to cast produce flame , the spell is 9th level. Activate Single Action command; Frequency once per day; Effect A 10-foot emanation of flame radiates from the greater flame tongue for 1 minute. All weapon and unarmed attacks by you and your allies within the area gain the effect of the flaming property rune.","element":["Fire"],"skill_mod":{},"summary":"This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects …","primary_source":"Core Rulebook","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=386","base_item":["Longsword"],"name":"Flame Tongue","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-386"},{"remaster_name":["Searing Blade"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-386","weakness":{},"school":"evocation","price":280000,"trait":["Evocation","Fire","Magical"],"id":"equipment-386-477","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Flame Tongue Source Core Rulebook pg. 600 Usage held in 1 hand Bulk 1 Base Weapon Longsword --- This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects illumination resembling shimmering firelight, emitting dim light in a 10-foot radius. Activate Two Actions command, Interact; Effect You cast the produce flame cantrip from the sword as a 7th-level arcane spell, using your melee attack modifier with flametongue as your spell attack modifier. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Flame Tongue Source Core Rulebook pg. 600 Price 2,800 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Flame Tongue (Greater) Source Core Rulebook pg. 600 Price 13,800 gp --- This is a +3 greater striking greater flaming longsword . When you activate the sword to cast produce flame , the spell is 9th level. Activate Single Action command; Frequency once per day; Effect A 10-foot emanation of flame radiates from the greater flame tongue for 1 minute. All weapon and unarmed attacks by you and your allies within the area gain the effect of the flaming property rune.","element":["Fire"],"skill_mod":{},"summary":"This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects …","primary_source":"Core Rulebook","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=386","base_item":["Longsword"],"name":"Flame Tongue","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-386-477"},{"remaster_name":["Searing Blade"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-386","weakness":{},"school":"evocation","price":1380000,"trait":["Evocation","Fire","Magical"],"id":"equipment-386-478","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Flame Tongue Source Core Rulebook pg. 600 Usage held in 1 hand Bulk 1 Base Weapon Longsword --- This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects illumination resembling shimmering firelight, emitting dim light in a 10-foot radius. Activate Two Actions command, Interact; Effect You cast the produce flame cantrip from the sword as a 7th-level arcane spell, using your melee attack modifier with flametongue as your spell attack modifier. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Flame Tongue Source Core Rulebook pg. 600 Price 2,800 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Flame Tongue (Greater) Source Core Rulebook pg. 600 Price 13,800 gp --- This is a +3 greater striking greater flaming longsword . When you activate the sword to cast produce flame , the spell is 9th level. Activate Single Action command; Frequency once per day; Effect A 10-foot emanation of flame radiates from the greater flame tongue for 1 minute. All weapon and unarmed attacks by you and your allies within the area gain the effect of the flaming property rune.","element":["Fire"],"skill_mod":{},"summary":"This is a +3 greater striking greater flaming longsword . When you activate the sword to cast produce flame , the spell is 9th level.","primary_source":"Core Rulebook","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=386","base_item":["Longsword"],"name":"Flame Tongue (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-386-478"},{"remaster_name":["Icicle"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":1000000,"trait":["Cold","Evocation","Magical"],"id":"equipment-387","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Frost Brand Source Core Rulebook pg. 601 Price 10,000 gp Usage held in 2 hands Bulk 2 Base Weapon Greatsword --- The blade of this +2 greater striking greater frost greatsword appears to be nothing but icy shards. The frost brand automatically extinguishes non-magical fires in a 20-foot emanation. While wielding it, you gain fire resistance 5. Activate Two Actions command, Interact; Effect You swing the frost brand into the area of an ongoing magical fire, and the blade attempts to counteract the fire with a counteract modifier of +27. If it fails, it can't attempt to counteract the same fire again.\n","skill_mod":{},"summary":"The blade of this +2 greater striking greater frost greatsword appears to be nothing but icy shards. The frost brand automatically …","primary_source":"Core Rulebook","trait_group":["Energy","Monster","School","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=387","base_item":["Greatsword"],"name":"Frost Brand","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-387"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":70000,"trait":["Evocation","Magical"],"id":"equipment-388","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Gloom Blade Source Core Rulebook pg. 601 Price 700 gp Usage held in 1 hand Bulk L Base Weapon Shortsword --- As black as coal, this blade grows more potent in darkness. While in bright light, it functions as a +1 shortsword and doesn’t appear to radiate a magic aura to detect magic or similar spells unless the spells are 4th level or higher. In dim light or darkness, the gloom blade becomes a +2 striking shortsword . Whenever you use the gloom blade to attack a creature you’re undetected by, you deal 1d6 additional precision damage. To upgrade the gloom blade’s fundamental runes, start with the base +1 shortsword , but if you improve it beyond a +2 striking shortsword , the runes apply in dim light or darkness as well.\n","skill_mod":{},"summary":"As black as coal, this blade grows more potent in darkness. While in bright light, it functions as a +1 shortsword and doesn’t appear to radiate …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=388","base_item":["Shortsword"],"name":"Gloom Blade","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-388"},{"remaster_name":["Chalice of Justice"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":450000,"trait":["Divine","Evocation","Good","Lawful","Uncommon"],"id":"equipment-389","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Holy Avenger Source Core Rulebook pg. 601 Price 4,500 gp Usage held in 1 hand Bulk 1 Base Weapon Longsword --- The gleaming holy avenger is the iconic weapon of powerful paladins. The crossbar of this +2 greater striking holy cold iron longsword is styled to look like angel wings. Tradition holds that those who see their reflection in a holy avenger's highly polished blade have their faults laid bare. If you are evil, you are enfeebled 2 while carrying or wielding this weapon. Activate Two Actions command, Interact; Frequency once per hour; Effect You command the sword and point it at a creature you can see. The sword casts detect alignment to detect evil, but this targets only the selected creature instead of detecting in an area. Paladin Wielder If you're a champion of the paladin cause, you also gain the following two benefits. When you critically hit an evil creature with the holy avenger , the creature is slowed 1 and enfeebled 2 for 1 round. You can activate the sword in the following way. Activate Single Action command; Frequency once per day; Requirements You hit a creature using the holy avenger on your previous action; Effect You cast dispel magic at the same level as your champion focus spells. It must target an illusion the creature you hit created, a spell affecting the creature you hit, or an item the creature you hit wears or carries. The spell or item you attempt to counteract must be within 120 feet of you. Craft Requirements You are a champion with the paladin cause; supply a casting of detect alignment and dispel magic . The initial raw materials must include 120 gp of cold iron.\n","skill_mod":{},"summary":"The gleaming holy avenger is the iconic weapon of powerful paladins . The crossbar of this +2 greater striking holy cold iron longsword is …","primary_source":"Core Rulebook","trait_group":["Tradition","School","Alignment","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=389","base_item":["Longsword"],"name":"Holy Avenger","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-389"},{"item_child_id":["equipment-390-479","equipment-390-480"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"divination","trait":["Divination","Fortune","Magical","Rare"],"id":"equipment-390","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Luck Blade Source Core Rulebook pg. 601 Usage held in 1 hand Bulk L Base Weapon Shortsword --- Luck and good fortune bless the wielder of this +3 greater striking shortsword . Luck blades are crafted in a variety of styles, but their hilts or blades always incorporate symbols of luck, such as clovers, horseshoes, fish, ladybugs, or other symbols. Activate Reaction envision; Frequency once per day; Trigger You miss on a Strike with the luck blade; Effect Reroll the triggering attack roll and use the new result. This is a fortune effect. Craft Requirements Supply a casting of wish <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Luck Blade Source Core Rulebook pg. 601 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Luck Blade (Wishing) Source Core Rulebook pg. 601 Price 30,000 gp --- Some luck blades contain one wish when crafted. You can cast this spell as an arcane innate spell while wielding the luck blade , expending the spell. A spellcaster who can cast wish can place another wish into the blade by spending 8,000 gp and 4 days of downtime. A wishing luck blade can hold no more than one wish at a time.","skill_mod":{},"summary":"Luck and good fortune bless the wielder of this +3 greater striking shortsword . Luck blades are crafted in a variety of styles, but their hilts …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=390","base_item":["Shortsword"],"name":"Luck Blade","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-390"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-390","weakness":{},"school":"divination","price":1500000,"trait":["Divination","Fortune","Magical","Rare"],"id":"equipment-390-479","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Luck Blade Source Core Rulebook pg. 601 Usage held in 1 hand Bulk L Base Weapon Shortsword --- Luck and good fortune bless the wielder of this +3 greater striking shortsword . Luck blades are crafted in a variety of styles, but their hilts or blades always incorporate symbols of luck, such as clovers, horseshoes, fish, ladybugs, or other symbols. Activate Reaction envision; Frequency once per day; Trigger You miss on a Strike with the luck blade; Effect Reroll the triggering attack roll and use the new result. This is a fortune effect. Craft Requirements Supply a casting of wish <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Luck Blade Source Core Rulebook pg. 601 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Luck Blade (Wishing) Source Core Rulebook pg. 601 Price 30,000 gp --- Some luck blades contain one wish when crafted. You can cast this spell as an arcane innate spell while wielding the luck blade , expending the spell. A spellcaster who can cast wish can place another wish into the blade by spending 8,000 gp and 4 days of downtime. A wishing luck blade can hold no more than one wish at a time.","skill_mod":{},"summary":"Luck and good fortune bless the wielder of this +3 greater striking shortsword . Luck blades are crafted in a variety of styles, but their hilts …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=390","base_item":["Shortsword"],"name":"Luck Blade","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-390-479"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-390","weakness":{},"school":"divination","price":3000000,"trait":["Divination","Fortune","Magical","Rare"],"id":"equipment-390-480","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Luck Blade Source Core Rulebook pg. 601 Usage held in 1 hand Bulk L Base Weapon Shortsword --- Luck and good fortune bless the wielder of this +3 greater striking shortsword . Luck blades are crafted in a variety of styles, but their hilts or blades always incorporate symbols of luck, such as clovers, horseshoes, fish, ladybugs, or other symbols. Activate Reaction envision; Frequency once per day; Trigger You miss on a Strike with the luck blade; Effect Reroll the triggering attack roll and use the new result. This is a fortune effect. Craft Requirements Supply a casting of wish <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Luck Blade Source Core Rulebook pg. 601 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Luck Blade (Wishing) Source Core Rulebook pg. 601 Price 30,000 gp --- Some luck blades contain one wish when crafted. You can cast this spell as an arcane innate spell while wielding the luck blade , expending the spell. A spellcaster who can cast wish can place another wish into the blade by spending 8,000 gp and 4 days of downtime. A wishing luck blade can hold no more than one wish at a time.","skill_mod":{},"summary":"Some luck blades contain one wish when crafted. You can cast this spell as an arcane innate spell while wielding the luck blade , expending …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=390","base_item":["Shortsword"],"name":"Luck Blade (Wishing)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-390-480"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":3600000,"skill":["Athletics"],"trait":["Evocation","Magical","Uncommon"],"id":"equipment-391","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Mattock of the Titans Source Core Rulebook pg. 601 Price 36,000 gp Usage held in 2 hands Bulk 16 Base Weapon Greatpick --- This 15-foot-long adamantine digging tool is far too big for even a Large creature to wield, though if you’re a Small or larger creature, you can wield it while wearing a belt of giant strength , as though it were appropriately sized for you and had 2 Bulk. The GM might also allow you to wield the mattock if you have some other means of wielding oversized weapons, such as if you’re a Large barbarian with the giant instinct or are a Huge creature. When it’s used as a weapon, the mattock of the titans has the statistics of a +3 greater striking keen adamantine greatpick . While you’re wielding the mattock of the titans , you gain a +3 item bonus to Athletics checks. You can use it to loosen or push soft earth at a rate of 1 minute per 5-foot cube or smash through solid stone at the rate of 5 minutes per 5-foot-cube. Activate Two Actions Interact; Frequency once per day; Effect You dig furiously with the mattock to non-magically replicate the effects of an earthquake spell. Craft Requirements You are a titan, and the initial raw materials must include 8,100 gp of adamantine.\n","skill_mod":{},"summary":"This 15-foot-long adamantine digging tool is far too big for even a Large creature to wield, though if you’re a Small or larger creature, you can …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=391","base_item":["Greatpick"],"name":"Mattock of the Titans","bulk":16,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-391"},{"remaster_name":["Hunter's Anthem"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"divination","price":130000,"trait":["Divination","Magical"],"id":"equipment-392","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Oathbow Source Core Rulebook pg. 602 Price 1,300 gp Usage held in 1 hand Bulk 2 Base Weapon Composite Longbow --- Constructed of a flexible, white wood and with ornate, twisting designs carved into its surface, this +2 striking composite longbow appears to have been made by elves. Sometimes when you loose an arrow, its whistling in flight sounds like a voice whispering in Elven, wishing for the swift defeat of your enemies. Activate Single Action command; Effect You swear an oath to destroy one creature you can see. For the next 7 days or until that creature is slain, your attacks with the bow against that creature deal 1d6 additional damage, and you gain a +2 circumstance bonus to Survival checks to Track that creature. Your critical hits against the target gain the bow’s critical specialization effect; if they would already do so, they instead increase the DC of the Athletics check to Escape when critically hit to DC 20. After you activate the bow, you can’t activate it again for 7 days. If you kill the creature you’ve sworn an oath against, the oath ends and you need to wait only 10 minutes before you can activate it again.\n","skill_mod":{},"summary":"Constructed of a flexible, white wood and with ornate, twisting designs carved into its surface, this +2 striking composite longbow appears to …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=392","base_item":["Composite Longbow"],"name":"Oathbow","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-392"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"enchantment","price":6000,"trait":["Enchantment","Magical"],"id":"equipment-393","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Retribution Axe Source Core Rulebook pg. 602 Price 60 gp Usage held in 2 hands Bulk 2 Base Weapon Greataxe --- The blade of this +1 greataxe bears a design of a human skull. Whenever a creature damages you with an attack, the skull changes its appearance to look like the face of that creature. You gain a +2 circumstance bonus to your next damage roll against that creature before the end of your next turn. Because the face reshapes each time you’re damaged, you get the additional damage only if you attack the creature that damaged you most recently.\n","skill_mod":{},"summary":"The blade of this +1 greataxe bears a design of a human skull. Whenever a creature damages you with an attack, the skull changes its appearance …","primary_source":"Core Rulebook","trait_group":["School","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=393","base_item":["Greataxe"],"name":"Retribution Axe","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-393"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":7000000,"trait":["Evocation","Magical","Rare"],"id":"equipment-394","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Sky Hammer Source Core Rulebook pg. 602 Price 70,000 gp Usage held in 1 hand Bulk 1 Base Weapon Warhammer --- The sturdy, steel head of this +3 major striking flaming shock orichalcum warhammer is shaped like a blazing comet. Activate Reaction command; Trigger Your attack roll with the sky hammer is a critical success; Effect A 6th-level arcane fireball spell explodes, centered on the sky hammer . The spell DC is 45. You are immune to the fireball’s effect, though your allies are not. Craft Requirements Supply a casting of fireball (6th level), and the initial raw materials must include 12,375 gp of orichalcum.\n","skill_mod":{},"summary":"The sturdy, steel head of this +3 major striking flaming shock orichalcum warhammer is shaped like a blazing comet. ","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=394","base_item":["Warhammer"],"name":"Sky Hammer","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-394"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","trait":["Electricity","Evocation","Magical"],"id":"equipment-395","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Storm Flash Source Core Rulebook pg. 602 Usage held in 1 hand Bulk 1 Base Weapon Rapier --- This +2 greater striking shock rapier has a golden blade, and miniature electric arcs flash across its guard while it’s wielded. When out of its sheath under an open sky, the blade causes storm clouds to gather slowly above. Activate Two Actions command, envision; Frequency once per day; Effect You cast a 6th-level lightning bolt (DC 33). Activate Reaction command; Frequency once per 10 minutes; Trigger An electricity effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area ; Effect You try to divert the electricity off course, to be absorbed by storm flash . Choose one eligible creature to protect and roll a melee attack roll against the DC of the electricity effect. If you succeed, the chosen creature takes no electricity damage from the triggering effect. ","skill_mod":{},"summary":"This +2 greater striking shock rapier has a golden blade, and miniature electric arcs flash across its guard while it’s wielded. When out of …","primary_source":"Core Rulebook","trait_group":["Energy","Monster","School","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=395","base_item":["Rapier"],"name":"Storm Flash","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-395"},{"primary_source_category":"Rulebooks","usage":"held in 1 or 2 hands","source":["Core Rulebook"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"transmutation","price":25000,"trait":["Magical","Transmutation"],"id":"equipment-396","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Twining Staff Source Core Rulebook pg. 602 Price 250 gp Usage held in 1 or 2 hands Bulk to 2 Base Weapon Staff, Bo Staff --- Appearing to be just a small, flat disc made of twigs, this item can grow and shrink. Activate Single Action Interact; Effect You cause the twigs to rapidly grow or contract, reshaping into a +1 striking staff , a +1 striking bo staff , or its disc form. In its disc form, it has negligible Bulk and must be held in one hand to be activated. In the other forms, it has the same Bulk as a normal weapon of its type. You can switch your grip as part of the activation. When you expand the item, you can use the force of the expansion to High Jump or to try to Force Open a door or the like by wedging the disc into a gap before activation. The staff makes the Athletics check with a +15 modifier.\n","skill_mod":{},"summary":"Appearing to be just a small, flat disc made of twigs, this item can grow and shrink. When you expand the item, you can use the force of the …","primary_source":"Core Rulebook","trait_group":["Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=396","base_item":["Staff","Bo Staff"],"name":"Twining Staff","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-396"},{"remaster_name":["Cloak of Swiftness"],"primary_source_category":"Rulebooks","usage":"worn anklets","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":1500000,"skill":["Acrobatics"],"trait":["Apex","Invested","Magical","Transmutation"],"id":"equipment-397","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Anklets of Alacrity Source Core Rulebook pg. 603 Price 15,000 gp Usage worn anklets --- These gem-studded golden anklets give you a +3 item bonus to Acrobatics checks. When you invest the anklets, you either increase your Dexterity score by 2 or increase it to 18, whichever would give you a higher score. Activate Single Action Interact; Frequency once per day; Effect You click the anklets together, gaining a +20-foot status bonus to all your Speeds and the effects of water walk for the next 10 minutes.\n","skill_mod":{},"summary":"These gem-studded golden anklets give you a +3 item bonus to Acrobatics checks. When you invest the anklets, you either increase your Dexterity score …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=397","name":"Anklets of Alacrity","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-397"},{"remaster_name":["Bracers of Strength"],"primary_source_category":"Rulebooks","usage":"worn belt","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1500000,"skill":["Athletics"],"trait":["Apex","Invested"],"id":"equipment-398","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Belt of Giant Strength Source Core Rulebook pg. 603 Price 15,000 gp Usage worn belt Bulk L --- This thick leather belt is decorated with a buckle carved from glittering quartz in the shape of a fist. You gain a +3 item bonus to Athletics checks and a +2 circumstance bonus to Athletics checks to lift a heavy object, Escape, and Force Open. When you invest the belt, you either increase your Strength score by 2 or increase it to 18, whichever would give you a higher score. Activate Reaction Interact; Trigger You are targeted by a thrown rock attack, or a rock would fall on you; Effect Attempt an Athletics check to grab the triggering rock. Use the Athletics DC of the creature throwing the rock, the DC of the hazard or other effect, or DC 35 if no other DC is applicable. You must have a free hand to catch the rock, but you can Release anything you’re holding in a hand as part of this reaction. Success You safely catch the rock, take no damage, and are now holding the rock. Failure You take half damage. Critical Failure You take full damage.\n","skill_mod":{},"summary":"This thick leather belt is decorated with a buckle carved from glittering quartz in the shape of a fist. You gain a +3 item bonus to Athletics checks …","primary_source":"Core Rulebook","trait_group":["Equipment"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=398","name":"Belt of Giant Strength","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-398"},{"remaster_name":["Belt of Long Life"],"primary_source_category":"Rulebooks","usage":"worn belt","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":1500000,"trait":["Apex","Invested","Magical","Transmutation"],"id":"equipment-399","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Belt of Regeneration Source Core Rulebook pg. 603 Price 15,000 gp Usage worn belt Bulk L --- This belt is crafted from rubbery troll hide that’s green and orange in color. You gain 15 temporary Hit Points the first time you invest the belt in a day. When you invest the belt, you either increase your Constitution score by 2 or increase it to 18, whichever would give you a higher score. Activate Single Action Interact; Frequency once per day; Effect You tighten the belt one notch to gain a regeneration effect. For 2d4 rounds, at the start of your turn each round, you recover 15 Hit Points unless you took acid or fire damage since the start of your previous turn.\n","skill_mod":{},"summary":"This belt is crafted from rubbery troll hide that’s green and orange in color. You gain 15 temporary Hit Points the first time you invest the belt in …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=399","name":"Belt of Regeneration","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-399"},{"remaster_name":["Necklace of Allure"],"primary_source_category":"Rulebooks","usage":"worn circlet","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","price":1500000,"skill":["Deception","Diplomacy"],"trait":["Apex","Enchantment","Invested","Magical"],"id":"equipment-400","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Circlet of Persuasion Source Core Rulebook pg. 603 Price 15,000 gp Usage worn circlet --- This elegant silver band often resembles curling fig leaves and fits around your brow. You gain a +2 item bonus to Deception and Diplomacy checks. When you invest the circlet, you either increase your Charisma score by 2 or increase it to 18, whichever would give you a higher score. Activate Two Actions envision; Frequency once per hour; Effect You cast a 4th-level charm spell (DC 38).\n","skill_mod":{},"summary":"This elegant silver band often resembles curling fig leaves and fits around your brow. You gain a +2 item bonus to Deception and Diplomacy checks. …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=400","name":"Circlet of Persuasion","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-400"},{"remaster_name":["Crown of Intellect"],"primary_source_category":"Rulebooks","usage":"worn circlet","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":1500000,"trait":["Apex","Divination","Invested","Magical"],"id":"equipment-401","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Diadem of Intellect Source Core Rulebook pg. 603 Price 15,000 gp Usage worn circlet Bulk L --- An elegant, colorful gem cut into a complex geometric pattern is slotted into a narrow metal band that fits around your brow. You gain a +3 item bonus to checks to Recall Knowledge, regardless of the skill. When you invest the diadem, you either increase your Intelligence score by 2 or increase it to 18, whichever would give you a higher score. This gives you additional trained skills and languages, as normal for increasing your Intelligence score. You must select skills and languages the first time you invest the item, and whenever you invest the same diadem of intellect , you get the same skills and languages you chose the first time. Activate Single Action envision; Frequency once per hour; Effect You gain the effects of hypercognition .\n","skill_mod":{},"summary":"An elegant, colorful gem cut into a complex geometric pattern is slotted into a narrow metal band that fits around your brow. You gain a +3 item …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=401","name":"Diadem of Intellect","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-401"},{"remaster_name":["Headwrap of Wisdom"],"primary_source_category":"Rulebooks","usage":"worn circlet","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","price":1500000,"trait":["Abjuration","Apex","Invested","Magical"],"id":"equipment-402","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Headband of Inspired Wisdom Source Core Rulebook pg. 604 Price 15,000 gp Usage worn circlet --- This simple cloth headband remains pristine and clean at all times, no matter the circumstances. When you invest the headband, you either increase your Wisdom score by 2 or increase it to 18, whichever would give you a higher score. Activate Single Action envision; Frequency once per day; Effect When you are considering a course of action, you get a gut feeling about whether it’s a good idea. You gain the effects of an augury spell, except that you receive the result from your own instincts rather than an external source. Activate Reaction envision (fortune); Frequency once per hour; Trigger You fail a saving throw against an effect that makes you confused, fascinated, or stupefied; Effect The headband of inspired wisdom clears your mind. You can reroll the saving throw and use the better result.\n","skill_mod":{},"summary":"This simple cloth headband remains pristine and clean at all times, no matter the circumstances. When you invest the headband, you either increase …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=402","name":"Headband of Inspired Wisdom","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-402"},{"primary_source_category":"Rulebooks","usage":"worn barding","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":90000,"trait":["Companion","Invested","Primal","Transmutation"],"id":"equipment-403","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Barding of the Zephyr Source Core Rulebook pg. 604 Price 900 gp Usage worn barding Bulk L --- This light barding is covered in stylized wind motifs. When you suit up your animal companion, the barding adjusts to fit your animal companion regardless of its shape. When your companion falls, wind picks it up from below; it gains the effects of feather fall . Activate Two Actions Interact; Frequency once per day; Effect You trace a finger along the wind motifs on the barding, granting your companion wearing the barding a fly Speed of 30 feet for 10 minutes. Even if the companion doesn’t have the mount special ability, it can still Fly while being ridden.\n","skill_mod":{},"summary":"This light barding is covered in stylized wind motifs. When you suit up your animal companion, the barding adjusts to fit your animal companion …","primary_source":"Core Rulebook","trait_group":["Equipment","Tradition","School"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=403","name":"Barding of the Zephyr","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-403"},{"primary_source_category":"Rulebooks","usage":"worn collar (companion) and worn bracelet (you)","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":60000,"trait":["Companion","Divination","Invested","Primal"],"id":"equipment-404","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Collar of Empathy Source Core Rulebook pg. 604 Price 600 gp Usage worn collar (companion) and worn bracelet (you) Bulk 1 --- This ornate collar of intertwined leather strips of contrasting colors is paired with a bracelet of a similar construction. When you wear and invest the bracelet and your companion wears and invests the collar, you gain a stronger connection to each other. You and your companion can always sense each others’ emotional states and basic physical wants and needs. Activate Single Action envision; Effect You perceive through your animal companion’s senses instead of your own. You can Sustain the Activation. You are unaware of your own surroundings for as long as you are using your animal companion’s senses. In addition to the obvious use when you are separated from your companion, this ability might allow you to notice sounds, scents, and other stimuli that your companion’s senses register but yours alone don’t.\n","skill_mod":{},"summary":"This ornate collar of intertwined leather strips of contrasting colors is paired with a bracelet of a similar construction. When you wear and invest …","primary_source":"Core Rulebook","trait_group":["Equipment","School","Tradition"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=404","name":"Collar of Empathy","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-404"},{"primary_source_category":"Rulebooks","usage":"worn collar","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":47500,"trait":["Companion","Invested","Primal","Transmutation"],"id":"equipment-405","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Collar of Inconspicuousness Source Core Rulebook pg. 604 Price 475 gp Usage worn collar Bulk 1 --- This leather collar’s worn and almost threadbare look belies its magical nature. When your companion wears and invests the collar, it gains the ability to change its appearance from that of a ferocious animal into a more inconspicuous form. Activate Single Action envision; Effect You touch your animal companion to transform it into a nonthreatening Tiny creature of the same family or a similar creature (for instance, a house cat instead of a tiger, or a puppy instead of a wolf). This has the effects of pest form (2nd level, or 4th level if your companion can fly). The effect lasts until you Dismiss it.\n","skill_mod":{},"summary":"This leather collar’s worn and almost threadbare look belies its magical nature. When your companion wears and invests the collar, it gains the …","primary_source":"Core Rulebook","trait_group":["Equipment","Tradition","School"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=405","name":"Collar of Inconspicuousness","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-405"},{"remaster_name":["Alacritous Horsehoes"],"item_child_id":["equipment-406-483","equipment-406-484"],"primary_source_category":"Rulebooks","usage":"worn horseshoes","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","skill":["Athletics","Athletics"],"trait":["Companion","Invested","Primal","Transmutation"],"id":"equipment-406","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Horseshoes of Speed Source Core Rulebook pg. 604 Usage worn horseshoes Bulk 1 --- When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests them, that creature gains a +5-foot item bonus to its land Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when it Leaps, it can move 5 feet farther if jumping horizontally or 3 feet higher if jumping vertically. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Horseshoes of Speed Source Core Rulebook pg. 604 Price 340 gp Bulk 1 <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Horseshoes of Speed (Greater) Source Core Rulebook pg. 604 Price 4,250 gp Bulk 1 --- The bonus to Speed is +10 feet, and the bonus to Athletics checks is +3.","skill_mod":{},"summary":"When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests …","primary_source":"Core Rulebook","trait_group":["Equipment","Tradition","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=406","name":"Horseshoes of Speed","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-406"},{"remaster_name":["Alacritous Horsehoes"],"primary_source_category":"Rulebooks","usage":"worn horseshoes","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-406","weakness":{},"school":"transmutation","price":34000,"skill":["Athletics"],"trait":["Companion","Invested","Primal","Transmutation"],"id":"equipment-406-483","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Horseshoes of Speed Source Core Rulebook pg. 604 Usage worn horseshoes Bulk 1 --- When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests them, that creature gains a +5-foot item bonus to its land Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when it Leaps, it can move 5 feet farther if jumping horizontally or 3 feet higher if jumping vertically. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Horseshoes of Speed Source Core Rulebook pg. 604 Price 340 gp Bulk 1 <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Horseshoes of Speed (Greater) Source Core Rulebook pg. 604 Price 4,250 gp Bulk 1 --- The bonus to Speed is +10 feet, and the bonus to Athletics checks is +3.","skill_mod":{},"summary":"When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests …","primary_source":"Core Rulebook","trait_group":["Equipment","Tradition","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=406","name":"Horseshoes of Speed","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-406-483"},{"remaster_name":["Alacritous Horsehoes"],"primary_source_category":"Rulebooks","usage":"worn horseshoes","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-406","weakness":{},"school":"transmutation","price":425000,"skill":["Athletics"],"trait":["Companion","Invested","Primal","Transmutation"],"id":"equipment-406-484","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Horseshoes of Speed Source Core Rulebook pg. 604 Usage worn horseshoes Bulk 1 --- When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests them, that creature gains a +5-foot item bonus to its land Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when it Leaps, it can move 5 feet farther if jumping horizontally or 3 feet higher if jumping vertically. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Horseshoes of Speed Source Core Rulebook pg. 604 Price 340 gp Bulk 1 <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Horseshoes of Speed (Greater) Source Core Rulebook pg. 604 Price 4,250 gp Bulk 1 --- The bonus to Speed is +10 feet, and the bonus to Athletics checks is +3.","skill_mod":{},"summary":"The bonus to Speed is +10 feet, and the bonus to Athletics checks is +3.","primary_source":"Core Rulebook","trait_group":["Equipment","Tradition","School"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=406","name":"Horseshoes of Speed (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-406-484"},{"item_child_id":["equipment-407-485","equipment-407-486","equipment-407-487","equipment-407-488","equipment-407-489","equipment-407-490","equipment-407-491","equipment-407-492","equipment-407-585","equipment-407-868","equipment-407-869","equipment-407-870","equipment-407-871","equipment-407-872","equipment-407-873","equipment-407-874","equipment-407-1491","equipment-407-1568","equipment-407-1569","equipment-407-1570","equipment-407-1571","equipment-407-2344","equipment-407-2345","equipment-407-2346"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","skill":["Arcana","Nature","Occultism","Religion","Deception","Diplomacy"],"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407"},{"remaster_name":["Aeon Stone (Nourishing)"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":32500,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-485","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Clear Spindle)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-485"},{"remaster_name":["Aeon Stone (Consumed)"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":900,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-486","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Dull Gray)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-486"},{"remaster_name":["Aeon Stone (Envisioning)"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":23000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-487","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Gold Nodule)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-487"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":3000000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-488","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School","Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Lavender and Green Ellipsoid)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-488"},{"remaster_name":["Aeon Stone (Amplifying)"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":975000,"skill":["Arcana","Nature","Occultism","Religion"],"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-489","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Orange Prism)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-489"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":220000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-490","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell.","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Pale Lavender Ellipsoid)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-490"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":190000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-491","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Pink Rhomboid)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-491"},{"remaster_name":["Aeon Stone (Delaying)"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":35000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-492","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Tourmaline Sphere)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-492"},{"primary_source_category":"Lost Omens","usage":"worn","source":["World Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":200000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-585","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"This black pearl sparkles with light. The resonant power allows you to cast sending once per day.","primary_source":"World Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Black Pearl)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-585"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":13000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-868","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from …","primary_source":"PFS Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Agate Ellipsoid)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-868"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":8500,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-869","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"This aeon stone must be activated to provide a benefit. The resonant power grants a separate activation.","primary_source":"PFS Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Azure Briolette)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-869"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":5000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-870","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant …","primary_source":"PFS Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Dusty Rose Prism)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-870"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":4000000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-871","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of …","primary_source":"PFS Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"level":19,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Pale Orange Rhomboid)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-871"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":90000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-872","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power …","primary_source":"PFS Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Pearlescent Pyramid)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-872"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":6000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-873","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to …","primary_source":"PFS Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Pearly White Spindle)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-873"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":22500,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-874","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"This aeon stone must be activated to provide a benefit. The resonant power allows you to render all of your aeon stones and your wayfinder …","primary_source":"PFS Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Western Star)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-874"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"transmutation","price":9000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-1491","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","Mechanics","School","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Aeon Stone (Clear Quartz Octagon)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-407-1491"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #185: A Taste of Ashes"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"primary_source_group":"Blood Lords","school":"transmutation","price":980000,"skill":["Deception","Diplomacy"],"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-1568","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"If you are undead , your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself …","primary_source":"Pathfinder #185: A Taste of Ashes","trait_group":["Equipment","Mechanics","School","Rarity"],"level":16,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Aeon Stone (Amber Sphere)","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-407-1568"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #185: A Taste of Ashes"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"primary_source_group":"Blood Lords","school":"transmutation","price":1500000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-1569","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per …","primary_source":"Pathfinder #185: A Taste of Ashes","trait_group":["Equipment","Mechanics","School","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Aeon Stone (Black Disc)","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-407-1569"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #185: A Taste of Ashes"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"primary_source_group":"Blood Lords","school":"transmutation","price":610000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-1570","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"This aeon stone alters your life force. You gain negative healing , which means you are damaged by positive energy and not healed by positive …","primary_source":"Pathfinder #185: A Taste of Ashes","trait_group":["Equipment","Mechanics","School","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Aeon Stone (Mottled Ellipsoid)","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-407-1570"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #185: A Taste of Ashes"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"primary_source_group":"Blood Lords","school":"transmutation","price":220000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-1571","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","skill_mod":{},"summary":"While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone …","primary_source":"Pathfinder #185: A Taste of Ashes","trait_group":["Equipment","Mechanics","School","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Aeon Stone (Rainbow Prism)","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-407-1571"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Rage of Elements"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":65000,"trait":["Earth","Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-2344","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","element":["Earth"],"skill_mod":{},"summary":"Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics","School","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Cymophane Cabochon)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-2344"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Rage of Elements"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":120000,"trait":["Earth","Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-2345","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","element":["Earth"],"skill_mod":{},"summary":"An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics","School","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Olivine Pendeloque)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-2345"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Rage of Elements"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-407","weakness":{},"school":"transmutation","price":5000,"trait":["Earth","Invested","Magical","Transmutation","Uncommon"],"id":"equipment-407-2346","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source Core Rulebook pg. 604 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones , each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Clear Spindle) Source Core Rulebook pg. 604 Price 325 gp --- You don’t need to eat or drink while this aeon stone is invested by you. This aeon stone doesn’t function until it has been worn continuously for a week and invested each day therein. If it’s invested by someone else, this interval starts over. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Dull Gray) Source Core Rulebook pg. 604 Price 9 gp --- A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone . It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame . Dull gray aeon stones have no resonant power. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Gold Nodule) Source Core Rulebook pg. 604 Price 230 gp --- When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. The resonant power allows you to cast comprehend language as an occult innate spell once per day. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Lavender and Green Ellipsoid) Source Core Rulebook pg. 604 Price 30,000 gp --- This functions as a pale lavender ellipsoid aeon stone , but it casts an 8th-level dispel magic spell with a counteract modifier of +31. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Orange Prism) Source Core Rulebook pg. 604 Price 9,750 gp --- An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone . Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Aeon Stone (Pale Lavender Ellipsoid) Source Core Rulebook pg. 604 Price 2,200 gp --- This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell. Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Pink Rhomboid) Source Core Rulebook pg. 604 Price 1,900 gp --- When you invest this stone, you gain 15 temporary Hit Points. If the stone’s effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone , before then. The resonant power allows you to cast the stabilize cantrip as a divine innate spell. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Tourmaline Sphere) Source Core Rulebook pg. 604 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-level heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Aeon Stone (Black Pearl) Source World Guide pg. 63 PFS Note All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones Price 2,000 gp Usage worn --- This black pearl sparkles with light. The resonant power allows you to cast sending once per day. Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Agate Ellipsoid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 130 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day. The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than “nothing.” <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Aeon Stone (Azure Briolette) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 85 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn. The resonant power grants a separate activation. Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Dusty Rose Prism) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy. The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Aeon Stone (Pale Orange Rhomboid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 40,000 gp Usage worn Access Member of the Pathfinder Society. --- The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone . You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. The resonant power allows you to wait more than an hour to return to your body with the aeon stone ; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Aeon Stone (Pearlescent Pyramid) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks. The resonant power grants a special activation. Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Pearly White Spindle) Source PFS Guide pg. 121 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 60 gp Usage worn Access Member of the Pathfinder Society. --- When you invest this aeon stone , it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Western Star) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 225 gp Usage worn Access Member of the Pathfinder Society. --- This aeon stone must be activated to provide a benefit. Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise . The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Clear Quartz Octagon) Source Pathfinder #179: Cradle of Quartz pg. 79 Price 90 gp Usage worn --- This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone . The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Aeon Stone (Amber Sphere) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 9,800 gp --- If you are undead, your body regains much of the appearance it had in life, and you gain a +2 item bonus to Deception to Impersonate yourself as a living creature. If you're alive, your appearance is the healthiest version of yourself, and you gain a +2 item bonus to Make an Impression or Request that involves your strength or vigor. The resonant power of the amber sphere grants you a special activation to improve your salubrious appearance to a lurid extreme. Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Aeon Stone (Black Disc) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 15,000 gp --- This aeon stone slowly infuses negative energy into your body. The stone deals 1 persistent negative damage to you (10 negative damage per minute) so long as it's invested, and you can't recover from persistent negative damage while you have the stone invested. The resonant power grants you resistance 10 to good damage and to positive damage. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Aeon Stone (Mottled Ellipsoid) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 6,100 gp --- This aeon stone alters your life force. You gain negative healing, which means you are damaged by positive energy and not healed by positive healing effects. You don't take negative damage, and you are healed by negative effects that heal undead. The resonant power allows you to cast 7th-level false life once per day. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Aeon Stone (Rainbow Prism) Source Pathfinder #185: A Taste of Ashes pg. 77 Price 2,200 gp --- While this aeon stone orbits your head, the flat part of its base tumbles to briefly face creatures you can see within 30 feet, as though the stone is watching them. You can activate this stone in two ways. Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces. Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible. The resonant power allows the stone to capture up to 5 images. If removed from the wayfinder , you must decide which images to lose. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Aeon Stone (Cymophane Cabochon) Source Rage of Elements pg. 98 PFS Note The cymophane cabochon aeon stone only provides its item bonus to Perception checks and DCs against Hide, Sneak and Steal actions, not a universal bonus to Perception checks and DCs Price 650 gp --- Jabalis use the cymophane cabochon aeon stone to keep an eye on their belongings and surroundings. You gain a +2 item bonus to Perception checks and DCs against Hide, Sneak, and Steal actions. The resonant power allows you to cast see the unseen as an arcane innate spell once per day. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Aeon Stone (Olivine Pendeloque) Source Rage of Elements pg. 98 Price 1,200 gp --- An olivine pendeloque aeon stone imparts the calmness of still earth and a solidity of thought, granting you a +3 item bonus to saving throws against effects that cause the confused, frightened, or stupefied conditions. Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Aeon Stone (Polished Pebble) Source Rage of Elements pg. 98 PFS Note The polished pebble aeon stone only grants its item bonus to Fortitude saves and DCs against attempts to grapple or swallow the holder; it does not provide a universal bonus to Fortitude saves. Price 50 gp --- A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or swallow you. The stone's resonant power allows you to cast grease as a primal innate spell once per day. You can target only surfaces, not objects, with this spell.","element":["Earth"],"skill_mod":{},"summary":"A polished pebble aeon stone imbues you with the strength of the earth, granting a +1 item bonus to saves and DCs against attempts to grapple or …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics","School","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=407","name":"Aeon Stone (Polished Pebble)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-407-2346"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Core Rulebook","Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","skill":["Crafting","Crafting","Crafting"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-408","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Alchemist Goggles Source Core Rulebook pg. 605, Player Core 2 pg. 310 Usage worn eyepiece --- These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to Crafting checks to Craft alchemical items and a +1 item bonus to attack rolls with alchemical bombs. You can also ignore lesser cover when making Strikes with alchemical bombs.\n","skill_mod":{},"summary":"These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to Crafting checks to …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=408","name":"Alchemist Goggles","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-408"},{"primary_source_category":"Rulebooks","usage":"worn armbands","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","skill":["Athletics","Athletics"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-409","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Armbands of Athleticism Source Core Rulebook pg. 605 Usage worn armbands Bulk L --- Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when performing athletic exercises. While fastened to your upper arms, the armbands give you a +2 item bonus to Athletics checks. In addition, whenever you use an action to Climb or Swim and you succeed at the Athletics check, add a +5-foot item bonus to the distance you move.\n","skill_mod":{},"summary":"Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=409","name":"Armbands of Athleticism","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-409"},{"primary_source_category":"Rulebooks","usage":"worn belt","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","price":65000,"trait":["Enchantment","Invested","Magical","Uncommon"],"id":"equipment-410","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Belt of the Five Kings Source Core Rulebook pg. 606 Price 650 gp Usage worn belt Bulk L --- Made from interlocking plates of silver and gold, this heavy belt bears stylized miniature images of five kingly dwarves. You gain a +1 circumstance bonus to Diplomacy checks to Make an Impression with dwarves or make a Request from dwarves. You also gain a +1 circumstance bonus to Intimidation checks against giants and orcs. The belt also grants you darkvision and the ability to understand, speak, and write the Dwarven language. Activate Single Action Interact; Frequency once per day; Requirements You are a dwarf; Effect You tighten the belt one notch to gain temporary Hit Points equal to your level and grant allies within 20 feet of you darkvision. Both effects last for 10 minutes.\n","skill_mod":{},"summary":"Made from interlocking plates of silver and gold, this heavy belt bears stylized miniature images of five kingly dwarves. You gain a +1 circumstance …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=410","name":"Belt of the Five Kings","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-410"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","trait":["Invested","Primal","Transmutation"],"id":"equipment-411","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Berserker's Cloak Source Core Rulebook pg. 606 Usage worn cloak --- This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear’s ferocity. If you have the Rage action, while raging you grow jaws that deal 1d10 piercing damage and claws that deal 1d6 slashing damage and have the agile trait. This transformation is a morph effect, and both the jaws and claws are unarmed attacks in the brawling weapon group. You gain the benefits of a +1 weapon potency rune and a striking rune with these attacks (gaining a +1 item bonus to attack rolls and increasing the weapon damage dice by one). If you have an animal instinct and the bestial rage instinct ability, instead of gaining these unarmed attacks, your unarmed attacks from the bestial rage instinct ability gain the benefits of a +2 weapon potency rune and a greater striking rune (granting a +2 item bonus to attack rolls and increasing the weapon damage dice by two). Craft Requirements You are a barbarian with the animal instinct.\n","skill_mod":{},"summary":"This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around …","primary_source":"Core Rulebook","trait_group":["Equipment","Tradition","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=411","name":"Berserker's Cloak","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-411"},{"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","skill":["Athletics","Athletics"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-412","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Boots of Bounding Source Core Rulebook pg. 606 Usage worn shoes --- The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5-foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically.\n","skill_mod":{},"summary":"The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5-foot item bonus to your Speed …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=412","name":"Boots of Bounding","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-412"},{"remaster_name":["Arboreal Boots"],"item_child_id":["equipment-413-502","equipment-413-503"],"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","skill":["Acrobatics","Acrobatics"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-413","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Boots of Elvenkind Source Core Rulebook pg. 606 Usage worn shoes --- These tall, pointed boots are made from soft, supple black or green leather and are decorated with trim and buckles of gold. When worn, the boots allow you to move more nimbly, granting you a +1 item bonus to Acrobatics checks. Activate Free Action envision; Frequency once per hour; Effect Until the end of your turn, you ignore difficult terrain when moving on the ground. If you’re wearing a cloak of elvenkind , you also gain a +5-foot status bonus to your land Speed until the end of your turn. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Boots of Elvenkind Source Core Rulebook pg. 606 Price 145 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Boots of Elvenkind (Greater) Source Core Rulebook pg. 606 Price 1,250 gp Bulk L --- The boots grant a +2 bonus. If you’re also wearing a cloak of elvenkind , greater boots of elvenkind constantly grant the effects of pass without trace (DC 30) in forest environments.","skill_mod":{},"summary":"These tall, pointed boots are made from soft, supple black or green leather and are decorated with trim and buckles of gold. When worn, the boots …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=413","name":"Boots of Elvenkind","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-413"},{"remaster_name":["Arboreal Boots"],"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-413","weakness":{},"school":"transmutation","price":14500,"skill":["Acrobatics"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-413-502","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Boots of Elvenkind Source Core Rulebook pg. 606 Usage worn shoes --- These tall, pointed boots are made from soft, supple black or green leather and are decorated with trim and buckles of gold. When worn, the boots allow you to move more nimbly, granting you a +1 item bonus to Acrobatics checks. Activate Free Action envision; Frequency once per hour; Effect Until the end of your turn, you ignore difficult terrain when moving on the ground. If you’re wearing a cloak of elvenkind , you also gain a +5-foot status bonus to your land Speed until the end of your turn. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Boots of Elvenkind Source Core Rulebook pg. 606 Price 145 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Boots of Elvenkind (Greater) Source Core Rulebook pg. 606 Price 1,250 gp Bulk L --- The boots grant a +2 bonus. If you’re also wearing a cloak of elvenkind , greater boots of elvenkind constantly grant the effects of pass without trace (DC 30) in forest environments.","skill_mod":{},"summary":"These tall, pointed boots are made from soft, supple black or green leather and are decorated with trim and buckles of gold. When worn, the boots …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=413","name":"Boots of Elvenkind","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-413-502"},{"remaster_name":["Arboreal Boots"],"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-413","weakness":{},"school":"transmutation","price":125000,"skill":["Acrobatics"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-413-503","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Boots of Elvenkind Source Core Rulebook pg. 606 Usage worn shoes --- These tall, pointed boots are made from soft, supple black or green leather and are decorated with trim and buckles of gold. When worn, the boots allow you to move more nimbly, granting you a +1 item bonus to Acrobatics checks. Activate Free Action envision; Frequency once per hour; Effect Until the end of your turn, you ignore difficult terrain when moving on the ground. If you’re wearing a cloak of elvenkind , you also gain a +5-foot status bonus to your land Speed until the end of your turn. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Boots of Elvenkind Source Core Rulebook pg. 606 Price 145 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Boots of Elvenkind (Greater) Source Core Rulebook pg. 606 Price 1,250 gp Bulk L --- The boots grant a +2 bonus. If you’re also wearing a cloak of elvenkind , greater boots of elvenkind constantly grant the effects of pass without trace (DC 30) in forest environments.","skill_mod":{},"summary":"The boots grant a +2 bonus. If you’re also wearing a cloak of elvenkind , greater boots of elvenkind constantly grant the effects of pass …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=413","name":"Boots of Elvenkind (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-413-503"},{"remaster_name":["Propulsive Boots"],"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":300000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-414","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Boots of Speed Source Core Rulebook pg. 606 Price 3,000 gp Usage worn shoes Bulk L --- These sleek red boots make your legs feel like they’re bursting with energy. You gain a +5-foot item bonus to your land Speed and to any climb or swim Speeds you have. Activate Single Action Interact; Frequency once per day; Effect You click the heels of the boots together and gain the quickened condition for 1 minute. You can use the extra action to Stride, Climb, or Swim. (You must still attempt an Athletics check for the Climb and Swim actions unless you have the appropriate movement type.)\n","skill_mod":{},"summary":"These sleek red boots make your legs feel like they’re bursting with energy. You gain a +5-foot item bonus to your land Speed and to any climb or …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=414","name":"Boots of Speed","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-414"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":5800,"skill":["Acrobatics"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-415","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Bracelet of Dashing Source Core Rulebook pg. 607 Price 58 gp Usage worn Bulk L --- This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks. Activate Single Action command; Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute.\n","skill_mod":{},"summary":"This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks. ","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=415","name":"Bracelet of Dashing","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-415"},{"remaster_name":["Bands of Force"],"item_child_id":["equipment-416-504","equipment-416-505","equipment-416-506"],"primary_source_category":"Rulebooks","usage":"worn bracers","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Invested","Magical"],"id":"equipment-416","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Bracers of Armor Source Core Rulebook pg. 607 Usage worn bracers Bulk L --- These stiff leather armguards grant you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5. You can affix talismans to bracers of armor as though they were light armor. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bracers of Armor I Source Core Rulebook pg. 607 Price 450 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Bracers of Armor II Source Core Rulebook pg. 607 Price 4,000 gp Bulk L --- The item bonus to AC and saves is +2. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Bracers of Armor III Source Core Rulebook pg. 607 Price 60,000 gp Bulk L --- The item bonus to AC and saves is +3.","skill_mod":{},"summary":"These stiff leather armguards grant you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5. You can affix talismans to …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=416","name":"Bracers of Armor","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-416"},{"remaster_name":["Bands of Force"],"primary_source_category":"Rulebooks","usage":"worn bracers","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-416","weakness":{},"school":"abjuration","price":45000,"trait":["Abjuration","Invested","Magical"],"id":"equipment-416-504","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Bracers of Armor Source Core Rulebook pg. 607 Usage worn bracers Bulk L --- These stiff leather armguards grant you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5. You can affix talismans to bracers of armor as though they were light armor. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bracers of Armor I Source Core Rulebook pg. 607 Price 450 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Bracers of Armor II Source Core Rulebook pg. 607 Price 4,000 gp Bulk L --- The item bonus to AC and saves is +2. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Bracers of Armor III Source Core Rulebook pg. 607 Price 60,000 gp Bulk L --- The item bonus to AC and saves is +3.","skill_mod":{},"summary":"These stiff leather armguards grant you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5. You can affix talismans to …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=416","name":"Bracers of Armor I","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-416-504"},{"remaster_name":["Bands of Force"],"primary_source_category":"Rulebooks","usage":"worn bracers","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-416","weakness":{},"school":"abjuration","price":400000,"trait":["Abjuration","Invested","Magical"],"id":"equipment-416-505","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Bracers of Armor Source Core Rulebook pg. 607 Usage worn bracers Bulk L --- These stiff leather armguards grant you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5. You can affix talismans to bracers of armor as though they were light armor. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bracers of Armor I Source Core Rulebook pg. 607 Price 450 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Bracers of Armor II Source Core Rulebook pg. 607 Price 4,000 gp Bulk L --- The item bonus to AC and saves is +2. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Bracers of Armor III Source Core Rulebook pg. 607 Price 60,000 gp Bulk L --- The item bonus to AC and saves is +3.","skill_mod":{},"summary":"The item bonus to AC and saves is +2.","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=416","name":"Bracers of Armor II","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-416-505"},{"remaster_name":["Bands of Force"],"primary_source_category":"Rulebooks","usage":"worn bracers","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-416","weakness":{},"school":"abjuration","price":6000000,"trait":["Abjuration","Invested","Magical"],"id":"equipment-416-506","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Bracers of Armor Source Core Rulebook pg. 607 Usage worn bracers Bulk L --- These stiff leather armguards grant you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5. You can affix talismans to bracers of armor as though they were light armor. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bracers of Armor I Source Core Rulebook pg. 607 Price 450 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Bracers of Armor II Source Core Rulebook pg. 607 Price 4,000 gp Bulk L --- The item bonus to AC and saves is +2. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Bracers of Armor III Source Core Rulebook pg. 607 Price 60,000 gp Bulk L --- The item bonus to AC and saves is +3.","skill_mod":{},"summary":"The item bonus to AC and saves is +3.","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=416","name":"Bracers of Armor III","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-416-506"},{"primary_source_category":"Rulebooks","usage":"worn bracers","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Invested","Magical"],"id":"equipment-417","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Bracers of Missile Deflection Source Core Rulebook pg. 607 Usage worn bracers Bulk L --- These bracers are made from plates of durable mithral and gleam like the summer sun. Activate Reaction Interact; Frequency once per day; Trigger A ranged weapon attack hits you but doesn’t critically hit; Requirements You are aware of the attack and not flat-footed; Effect The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you.\n","skill_mod":{},"summary":"These bracers are made from plates of durable mithral and gleam like the summer sun. ","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=417","name":"Bracers of Missile Deflection","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-417"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","price":3000,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-418","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Brooch of Shielding Source Core Rulebook pg. 607 Price 30 gp Usage worn --- This piece of silver or gold jewelry is adorned with miniature images of kite shields and can be used to fasten a cloak or cape. The brooch automatically absorbs magic missile spells targeting you. A brooch of shielding can absorb 30 individual magic missiles before it melts and becomes useless. Sometimes when found, a brooch of shielding has already absorbed a number of missiles. ","skill_mod":{},"summary":"This piece of silver or gold jewelry is adorned with miniature images of kite shields and can be used to fasten a cloak or cape. The brooch …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=418","name":"Brooch of Shielding","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-418"},{"remaster_name":["Charlatan's Cape"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","price":98000,"skill":["Deception"],"trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-419","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Cape of the Mountebank Source Core Rulebook pg. 607 Price 980 gp Usage worn cloak Bulk L --- This bright red-and-gold cape is often interlaced with glittery threads and serves as a distraction. While wearing the cape, you gain a +2 item bonus to Deception checks. Activate Two Actions Interact; Frequency once per day; Effect You cast dimension door . The space you leave and the one you appear in are filled with puffs of smoke that make anyone within concealed until they leave the smoke or the end of your next turn, at which point the smoke dissipates. Strong winds immediately disperse the smoke.\n","skill_mod":{},"summary":"This bright red-and-gold cape is often interlaced with glittery threads and serves as a distraction. While wearing the cape, you gain a +2 item bonus …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=419","name":"Cape of the Mountebank","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-419"},{"remaster_name":["Devoted Vestments"],"primary_source_category":"Rulebooks","usage":"worn garment","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":115000,"skill":["Religion"],"trait":["Divination","Divine","Focused","Invested"],"id":"equipment-420","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Cassock of Devotion Source Core Rulebook pg. 607 Price 1,150 gp Usage worn garment Bulk L --- Each cassock of devotion depicts scenes related to the domains of a certain deity. It serves as a religious symbol of that deity, and it doesn’t need to be wielded to provide that benefit. You gain a +2 item bonus to Religion checks and a +1 item bonus to the divine skill of the deity to whom the cassock is dedicated. Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity the cassock is dedicated to. If you don’t spend this Focus Point by the end of this turn, it is lost. Craft Requirements You are a cleric who worships the deity tied to the cassock.\n","skill_mod":{},"summary":"Each cassock of devotion depicts scenes related to the domains of a certain deity. It serves as a religious symbol of that deity, and it doesn’t …","primary_source":"Core Rulebook","trait_group":["School","Tradition","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=420","name":"Cassock of Devotion","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-420"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","price":5600,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-421","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Channel Protection Amulet Source Core Rulebook pg. 608 Price 56 gp Usage worn --- This nugget of polished tektite is trapped in a cage of braided wire and hangs from a silken cord. When wearing this amulet, you gain resistance 5 against damage from harm spells if you’re living, or against heal spells if you’re undead.\n","skill_mod":{},"summary":"This nugget of polished tektite is trapped in a cage of braided wire and hangs from a silken cord. When wearing this amulet, you gain resistance 5 …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=421","name":"Channel Protection Amulet","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-421"},{"primary_source_category":"Rulebooks","usage":"worn collar","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","skill":["Society","Society"],"trait":["Enchantment","Invested","Magical"],"id":"equipment-422","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Choker of Elocution Source Core Rulebook pg. 608 Usage worn collar Bulk L --- This platinum choker bears characters from a language’s alphabet, and it gives knowledge of that language and the associated culture’s customs. You gain a +1 item bonus to Society checks and the ability to understand, speak, and write the chosen language. Your excellent elocution reduces the DC of the flat check to perform an auditory action while deafened from 5 to 3. Craft Requirements You know the language or languages the choker grants.\n","skill_mod":{},"summary":"This platinum choker bears characters from a language’s alphabet, and it gives knowledge of that language and the associated culture’s customs. You …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=422","name":"Choker of Elocution","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-422"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"illusion","skill":["Stealth","Deception","Stealth","Deception"],"trait":["Illusion","Invested","Magical","Uncommon"],"id":"equipment-423","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Clandestine Cloak Source Core Rulebook pg. 608 Usage worn cloak Bulk L --- When you pull up the hood of this nondescript gray cloak (an Interact action), you become drab and uninteresting, gaining a +1 item bonus to Stealth checks and to Deception checks to Impersonate a forgettable background character, such as a servant, but also taking a –1 item penalty to Diplomacy and Intimidation checks. Activate Two Actions envision, Interact; Frequency once per day; Effect You pull the cloak’s hood up and gain the benefits of nondetection for 1 hour or until you pull the hood back down, whichever comes first.\n","skill_mod":{},"summary":"When you pull up the hood of this nondescript gray cloak (an Interact action), you become drab and uninteresting, gaining a +1 item bonus to Stealth …","primary_source":"Core Rulebook","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=423","name":"Clandestine Cloak","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-423"},{"remaster_name":["Cloak of Illusions"],"item_child_id":["equipment-424-513","equipment-424-514"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"illusion","skill":["Stealth","Stealth"],"trait":["Illusion","Invested","Magical"],"id":"equipment-424","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Cloak of Elvenkind Source Core Rulebook pg. 608 Usage worn cloak Bulk L --- This cloak is deep green with a voluminous hood, embroidered with gold trim and symbols significant in elven culture. The cloak allows you to cast the ghost sound cantrip as an arcane innate spell. When you adjust the cloak’s clasp (an Interact action), the cloak transforms to match the environment around you and muffles your sounds, granting you a +1 item bonus to Stealth checks. Activate Two Actions Interact; Frequency once per day; Effect You draw the hood up and gain the effects of invisibility , with the spell's normal duration or until you pull the hood back down, whichever comes first. If you're also wearing boots of elvenkind , you can activate this ability twice per day. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cloak of Elvenkind Source Core Rulebook pg. 608 Price 360 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cloak of Elvenkind (Greater) Source Core Rulebook pg. 608 Price 1,750 gp Bulk L --- The cloak grants a +2 item bonus, and the effects of 4th-level invisibility . If you’re also wearing boots of elvenkind , the greater cloak of elvenkind allows you to Sneak in forest environments even when creatures are currently observing you.","skill_mod":{},"summary":"This cloak is deep green with a voluminous hood, embroidered with gold trim and symbols significant in elven culture. The cloak allows you to cast …","primary_source":"Core Rulebook","trait_group":["School","Monster","Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=424","name":"Cloak of Elvenkind","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-424"},{"remaster_name":["Cloak of Illusions"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-424","weakness":{},"school":"illusion","price":36000,"skill":["Stealth"],"trait":["Illusion","Invested","Magical"],"id":"equipment-424-513","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Cloak of Elvenkind Source Core Rulebook pg. 608 Usage worn cloak Bulk L --- This cloak is deep green with a voluminous hood, embroidered with gold trim and symbols significant in elven culture. The cloak allows you to cast the ghost sound cantrip as an arcane innate spell. When you adjust the cloak’s clasp (an Interact action), the cloak transforms to match the environment around you and muffles your sounds, granting you a +1 item bonus to Stealth checks. Activate Two Actions Interact; Frequency once per day; Effect You draw the hood up and gain the effects of invisibility , with the spell's normal duration or until you pull the hood back down, whichever comes first. If you're also wearing boots of elvenkind , you can activate this ability twice per day. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cloak of Elvenkind Source Core Rulebook pg. 608 Price 360 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cloak of Elvenkind (Greater) Source Core Rulebook pg. 608 Price 1,750 gp Bulk L --- The cloak grants a +2 item bonus, and the effects of 4th-level invisibility . If you’re also wearing boots of elvenkind , the greater cloak of elvenkind allows you to Sneak in forest environments even when creatures are currently observing you.","skill_mod":{},"summary":"This cloak is deep green with a voluminous hood, embroidered with gold trim and symbols significant in elven culture. The cloak allows you to cast …","primary_source":"Core Rulebook","trait_group":["School","Monster","Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=424","name":"Cloak of Elvenkind","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-424-513"},{"remaster_name":["Cloak of Illusions"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-424","weakness":{},"school":"illusion","price":175000,"skill":["Stealth"],"trait":["Illusion","Invested","Magical"],"id":"equipment-424-514","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Cloak of Elvenkind Source Core Rulebook pg. 608 Usage worn cloak Bulk L --- This cloak is deep green with a voluminous hood, embroidered with gold trim and symbols significant in elven culture. The cloak allows you to cast the ghost sound cantrip as an arcane innate spell. When you adjust the cloak’s clasp (an Interact action), the cloak transforms to match the environment around you and muffles your sounds, granting you a +1 item bonus to Stealth checks. Activate Two Actions Interact; Frequency once per day; Effect You draw the hood up and gain the effects of invisibility , with the spell's normal duration or until you pull the hood back down, whichever comes first. If you're also wearing boots of elvenkind , you can activate this ability twice per day. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cloak of Elvenkind Source Core Rulebook pg. 608 Price 360 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cloak of Elvenkind (Greater) Source Core Rulebook pg. 608 Price 1,750 gp Bulk L --- The cloak grants a +2 item bonus, and the effects of 4th-level invisibility . If you’re also wearing boots of elvenkind , the greater cloak of elvenkind allows you to Sneak in forest environments even when creatures are currently observing you.","skill_mod":{},"summary":"The cloak grants a +2 item bonus, and the effects of 4th-level invisibility . If you’re also wearing boots of elvenkind , the greater cloak of …","primary_source":"Core Rulebook","trait_group":["School","Monster","Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=424","name":"Cloak of Elvenkind (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-424-514"},{"item_child_id":["equipment-425-515","equipment-425-516"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","skill":["Stealth","Acrobatics","Stealth","Acrobatics"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-425","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Cloak of the Bat Source Core Rulebook pg. 608 Usage worn cloak Bulk L --- Sewn from several long strips of luxurious brown and black silk, this cloak grants you a +2 item bonus to Stealth checks as well as to Acrobatics checks to Maneuver in Flight. You can also use your feet to hang from any surface that can support your weight, without requiring any check, though you still must attempt Athletics checks to Climb in order to move around while inverted. Activate Two Actions command, Interact; Frequency once per day; Effect You can either transform the cloak into bat-like wings that grant you a fly Speed of 30 feet for 10 minutes, or have the cloak turn you into a bat by casting a 4th-level pest form spell on you. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Cloak of the Bat Source Core Rulebook pg. 608 Price 950 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cloak of the Bat (Greater) Source Core Rulebook pg. 608 Price 13,000 gp Bulk L --- The item bonus is +3, and you can activate the cloak any number of times per day.","skill_mod":{},"summary":"Sewn from several long strips of luxurious brown and black silk, this cloak grants you a +2 item bonus to Stealth checks as well as to Acrobatics …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=425","name":"Cloak of the Bat","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-425"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-425","weakness":{},"school":"transmutation","price":95000,"skill":["Stealth","Acrobatics"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-425-515","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Cloak of the Bat Source Core Rulebook pg. 608 Usage worn cloak Bulk L --- Sewn from several long strips of luxurious brown and black silk, this cloak grants you a +2 item bonus to Stealth checks as well as to Acrobatics checks to Maneuver in Flight. You can also use your feet to hang from any surface that can support your weight, without requiring any check, though you still must attempt Athletics checks to Climb in order to move around while inverted. Activate Two Actions command, Interact; Frequency once per day; Effect You can either transform the cloak into bat-like wings that grant you a fly Speed of 30 feet for 10 minutes, or have the cloak turn you into a bat by casting a 4th-level pest form spell on you. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Cloak of the Bat Source Core Rulebook pg. 608 Price 950 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cloak of the Bat (Greater) Source Core Rulebook pg. 608 Price 13,000 gp Bulk L --- The item bonus is +3, and you can activate the cloak any number of times per day.","skill_mod":{},"summary":"Sewn from several long strips of luxurious brown and black silk, this cloak grants you a +2 item bonus to Stealth checks as well as to Acrobatics …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=425","name":"Cloak of the Bat","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-425-515"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-425","weakness":{},"school":"transmutation","price":1300000,"skill":["Stealth","Acrobatics"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-425-516","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Cloak of the Bat Source Core Rulebook pg. 608 Usage worn cloak Bulk L --- Sewn from several long strips of luxurious brown and black silk, this cloak grants you a +2 item bonus to Stealth checks as well as to Acrobatics checks to Maneuver in Flight. You can also use your feet to hang from any surface that can support your weight, without requiring any check, though you still must attempt Athletics checks to Climb in order to move around while inverted. Activate Two Actions command, Interact; Frequency once per day; Effect You can either transform the cloak into bat-like wings that grant you a fly Speed of 30 feet for 10 minutes, or have the cloak turn you into a bat by casting a 4th-level pest form spell on you. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Cloak of the Bat Source Core Rulebook pg. 608 Price 950 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cloak of the Bat (Greater) Source Core Rulebook pg. 608 Price 13,000 gp Bulk L --- The item bonus is +3, and you can activate the cloak any number of times per day.","skill_mod":{},"summary":"The item bonus is +3, and you can activate the cloak any number of times per day.","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=425","name":"Cloak of the Bat (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-425-516"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","skill":["Survival","Survival"],"trait":["Divination","Invested","Magical"],"id":"equipment-426","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Coyote Cloak Source Core Rulebook pg. 609 Usage worn cloak --- This dusty coat is made of mangy brown-and-gray coyote fur. You gain a +1 item bonus to Survival checks. If you critically succeed at your Survival check to Subsist, you can feed twice as many additional creatures. ","skill_mod":{},"summary":"This dusty coat is made of mangy brown-and-gray coyote fur. You gain a +1 item bonus to Survival checks. If you critically succeed at your Survival …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=426","name":"Coyote Cloak","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-426"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","skill":["Crafting","Crafting"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-427","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Crafter's Eyepiece Source Core Rulebook pg. 609 Usage worn eyepiece --- This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional outline of an item you plan to build or repair, with helpful labels on the component parts. You gain a +1 item bonus to Crafting checks. When you Repair an item, increase the Hit Points restored to 10 + 10 per proficiency rank on a success or 15 + 15 per proficiency rank on a critical success.\n","skill_mod":{},"summary":"This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=427","name":"Crafter's Eyepiece","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-427"},{"primary_source_category":"Rulebooks","usage":"worn belt","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"illusion","skill":["Performance","Performance"],"trait":["Illusion","Invested","Magical","Visual"],"id":"equipment-428","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Dancing Scarf Source Core Rulebook pg. 609 Usage worn belt --- This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to Performance checks to dance. Activate Single Action Interact; Requirements On your most recent action, you succeeded at a Performance check to dance; Effect You become concealed until the beginning of your next turn.\n","skill_mod":{},"summary":"This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 …","primary_source":"Core Rulebook","trait_group":["School","Monster","Equipment","Mechanics","Sense"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=428","name":"Dancing Scarf","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-428"},{"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","skill":["Acrobatics","Acrobatics"],"trait":["Abjuration","Invested","Magical"],"id":"equipment-429","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Daredevil Boots Source Core Rulebook pg. 609 Usage worn shoes Bulk L --- These brightly colored, soft-soled boots motivate you to perform risky stunts and grant you the agility to succeed. The boots grant you a +2 item bonus to Acrobatics checks and a +1 circumstance bonus to checks to Tumble Through an enemy’s space. The boots can grip solid surfaces and help you avoid a fall, allowing you to use the Grab an Edge reaction even if your hands aren’t free. You treat falls as 10 feet shorter or, if you have the Cat Fall feat, treat your proficiency rank in Acrobatics as one degree better to determine the benefits of that feat. If you have Cat Fall and are already legendary in Acrobatics, you can choose the speed of your fall, from 60 feet per round up to normal falling speed.\n","skill_mod":{},"summary":"These brightly colored, soft-soled boots motivate you to perform risky stunts and grant you the agility to succeed. The boots grant you a +2 item …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=429","name":"Daredevil Boots","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-429"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","skill":["Intimidation","Intimidation"],"trait":["Enchantment","Invested","Magical"],"id":"equipment-430","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Demon Mask Source Core Rulebook pg. 609 Usage worn mask Bulk L --- This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to Intimidation checks. Activate Two Actions Interact; Frequency once per day; Effect The mask casts a fear spell with a DC of 20.\n","skill_mod":{},"summary":"This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to Intimidation checks. ","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=430","name":"Demon Mask","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-430"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","price":12500,"skill":["Diplomacy"],"trait":["Enchantment","Invested","Magical"],"id":"equipment-431","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Diplomat's Badge Source Core Rulebook pg. 609 Price 125 gp Usage worn --- When displayed prominently, this brass badge makes creatures find you more agreeable. You gain a +1 item bonus to Diplomacy checks. Activate Single Action Recall Knowledge; Frequency once per day; Effect Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non-human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge’s bonus increases to +2 for Diplomacy checks with creatures of that group for the rest of the day.\n","skill_mod":{},"summary":"When displayed prominently, this brass badge makes creatures find you more agreeable. You gain a +1 item bonus to Diplomacy checks. ","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=431","name":"Diplomat's Badge","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-431"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Invested","Magical"],"id":"equipment-432","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Doubling Rings Source Core Rulebook pg. 609 Usage worn --- This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon’s fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are weapon potency and striking , which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed. The replication functions only if you wear both rings, and it ends as soon as you cease wielding a melee weapon in one of your hands. Consequently, the benefit doesn’t apply to thrown attacks or if you’re holding a weapon but not wielding it (such as holding in one hand a weapon that requires two hands to wield).\n","skill_mod":{},"summary":"This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=432","name":"Doubling Rings","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-432"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","price":1500000,"skill":["Intimidation"],"trait":["Emotion","Enchantment","Fear","Invested","Magical","Mental"],"id":"equipment-433","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Dread Blindfold Source Core Rulebook pg. 610 Price 15,000 gp Usage worn eyepiece --- When tied over your eyes, this ragged strip of black linen gives you a +3 item bonus to Intimidation checks and darkvision. You can see through the blindfold, but only using darkvision. The first time a particular creature sees you in a day, it must succeed at a DC 37 Will save or be frightened 1. This is an emotion, fear, and mental effect, and your allies become immune to it after about a week. Activate Free Action command; Frequency once per minute; Trigger You damage a creature with a Strike; Effect Your target is gripped by intense fear. This has the effect of a DC 37 phantasmal killer spell, but it is an enchantment instead of an illusion. The creature is then temporarily immune for 24 hours.\n","skill_mod":{},"summary":"When tied over your eyes, this ragged strip of black linen gives you a +3 item bonus to Intimidation checks and darkvision. You can see through the …","primary_source":"Core Rulebook","trait_group":["Mechanics","School","Equipment"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=433","name":"Dread Blindfold","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-433"},{"remaster_name":["Living Mantle"],"primary_source_category":"Rulebooks","usage":"worn garment","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":100000,"skill":["Nature"],"trait":["Focused","Invested","Primal","Transmutation"],"id":"equipment-434","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Druid's Vestments Source Core Rulebook pg. 610 Price 1,000 gp Usage worn garment Bulk L --- This brown-and-green tunic is embroidered with patterns that resemble interlocking elk antlers. You gain a +2 item bonus to Nature checks. Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast an order spell. If you don’t spend this Focus Point by the end of this turn, it is lost. Craft Requirements You are a druid.\n","skill_mod":{},"summary":"This brown-and-green tunic is embroidered with patterns that resemble interlocking elk antlers. You gain a +2 item bonus to Nature checks. ","primary_source":"Core Rulebook","trait_group":["Equipment","Tradition","School"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=434","name":"Druid's Vestments","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-434"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":270000,"trait":["Divination","Invested","Magical"],"id":"equipment-435","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Eye of Fortune Source Core Rulebook pg. 610 Price 2,700 gp Usage worn eyepiece --- Adherents of Erastil, god of the hunt, create these magical eye patches. An eye of fortune has a jeweled eye symbol on its front, allowing you to magically see through the eye patch as though it were transparent. Activate Free Action envision (fortune); Trigger You attack a concealed or hidden creature and haven’t attempted the flat check yet; Effect You can roll the flat check for the concealed or hidden condition twice and use the higher result.\n","skill_mod":{},"summary":"Adherents of Erastil , god of the hunt, create these magical eye patches. An eye of fortune has a jeweled eye symbol on its front, allowing you to …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=435","name":"Eye of Fortune","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-435"},{"remaster_name":["Eyes of the Cat"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":70000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-436","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Eyes of the Eagle Source Core Rulebook pg. 610 Price 700 gp Usage worn eyepiece --- These lenses of amber crystal fit over your eyes. They grant you low-light vision and a +2 item bonus to Perception checks that involve sight.\n","skill_mod":{},"summary":"These lenses of amber crystal fit over your eyes. They grant you low-light vision and a +2 item bonus to Perception checks that involve sight.","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=436","name":"Eyes of the Eagle","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-436"},{"remaster_name":["Retrieval Belt"],"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":34000,"trait":["Extradimensional","Invested","Magical","Transmutation","Uncommon"],"id":"equipment-437","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Gloves of Storing Source Core Rulebook pg. 610 Price 340 gp Usage worn gloves --- An item can be stored inside these supple leather gloves, held in an extradimensional space. When an item is inside the glove, an image of the item appears as a simple, stitched pattern on the back of each glove. Many gloves of storing are found with an item already inside. Activate Single Action Interact; Requirements No item is stored in the gloves; Effect One item you’re holding with a Bulk of 1 or less vanishes into the gloves’ extradimensional space. Activate Free Action Interact; Requirements An item is stored in the gloves, and you have a free hand; Effect The item stored in the gloves appears in your hand. The gloves can’t be activated again for 1 minute.\n","skill_mod":{},"summary":"An item can be stored inside these supple leather gloves, held in an extradimensional space. When an item is inside the glove, an image of the item …","primary_source":"Core Rulebook","trait_group":["Mechanics","Equipment","School","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=437","name":"Gloves of Storing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-437"},{"remaster_name":["Obsidian Goggles"],"item_child_id":["equipment-438-529","equipment-438-530","equipment-438-531"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","trait":["Invested","Magical","Transmutation"],"id":"equipment-438","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Goggles of Night Source Core Rulebook pg. 610 Usage worn eyepiece --- The opaque crystal lenses of these sleek goggles do not obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight. Activate Single Action Interact; Frequency once per day; Effect Rotating the lenses 90 degrees, you gain darkvision for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Goggles of Night Source Core Rulebook pg. 610 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Goggles of Night (Greater) Source Core Rulebook pg. 610 Price 1,250 gp --- The item bonus is +2, and the darkvision lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Goggles of Night (Major) Source Core Rulebook pg. 610 Price 20,000 gp --- The item bonus is +3, and the goggles grant greater darkvision, which lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first.","skill_mod":{},"summary":"The opaque crystal lenses of these sleek goggles do not obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=438","name":"Goggles of Night","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-438"},{"remaster_name":["Obsidian Goggles"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-438","weakness":{},"school":"transmutation","price":15000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-438-529","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Goggles of Night Source Core Rulebook pg. 610 Usage worn eyepiece --- The opaque crystal lenses of these sleek goggles do not obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight. Activate Single Action Interact; Frequency once per day; Effect Rotating the lenses 90 degrees, you gain darkvision for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Goggles of Night Source Core Rulebook pg. 610 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Goggles of Night (Greater) Source Core Rulebook pg. 610 Price 1,250 gp --- The item bonus is +2, and the darkvision lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Goggles of Night (Major) Source Core Rulebook pg. 610 Price 20,000 gp --- The item bonus is +3, and the goggles grant greater darkvision, which lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first.","skill_mod":{},"summary":"The opaque crystal lenses of these sleek goggles do not obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=438","name":"Goggles of Night","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-438-529"},{"remaster_name":["Obsidian Goggles"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-438","weakness":{},"school":"transmutation","price":125000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-438-530","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Goggles of Night Source Core Rulebook pg. 610 Usage worn eyepiece --- The opaque crystal lenses of these sleek goggles do not obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight. Activate Single Action Interact; Frequency once per day; Effect Rotating the lenses 90 degrees, you gain darkvision for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Goggles of Night Source Core Rulebook pg. 610 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Goggles of Night (Greater) Source Core Rulebook pg. 610 Price 1,250 gp --- The item bonus is +2, and the darkvision lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Goggles of Night (Major) Source Core Rulebook pg. 610 Price 20,000 gp --- The item bonus is +3, and the goggles grant greater darkvision, which lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first.","skill_mod":{},"summary":"The item bonus is +2, and the darkvision lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first.","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=438","name":"Goggles of Night (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-438-530"},{"remaster_name":["Obsidian Goggles"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-438","weakness":{},"school":"transmutation","price":2000000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-438-531","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Goggles of Night Source Core Rulebook pg. 610 Usage worn eyepiece --- The opaque crystal lenses of these sleek goggles do not obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight. Activate Single Action Interact; Frequency once per day; Effect Rotating the lenses 90 degrees, you gain darkvision for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Goggles of Night Source Core Rulebook pg. 610 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Goggles of Night (Greater) Source Core Rulebook pg. 610 Price 1,250 gp --- The item bonus is +2, and the darkvision lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Goggles of Night (Major) Source Core Rulebook pg. 610 Price 20,000 gp --- The item bonus is +3, and the goggles grant greater darkvision, which lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first.","skill_mod":{},"summary":"The item bonus is +3, and the goggles grant greater darkvision, which lasts until you rotate the lenses back or the item is no longer invested by …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=438","name":"Goggles of Night (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-438-531"},{"primary_source_category":"Rulebooks","usage":"worn collar","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","price":125000,"skill":["Intimidation"],"trait":["Enchantment","Invested","Magical"],"id":"equipment-439","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Gorget of the Primal Roar Source Core Rulebook pg. 611 Price 1,250 gp Usage worn collar Bulk L --- This engraved darkwood gorget seems to vibrate with ferocity, granting you a +2 item bonus to Intimidation checks. Activate Single Action command; Frequency once during the duration of each polymorph effect; Requirements You’re in a non-humanoid form via a polymorph effect; Effect You unleash a bestial roar, attempting a single Intimidation check compared to the Will DCs of all enemies within 30 feet to impose the effects below. Though this activation has the command component, you can issue this command without the need for language. Critical Success The creature is frightened 2. Success The creature is frightened 1. Failure The creature is unaffected.\n","skill_mod":{},"summary":"This engraved darkwood gorget seems to vibrate with ferocity, granting you a +2 item bonus to Intimidation checks. ","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=439","name":"Gorget of the Primal Roar","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-439"},{"remaster_name":["Charlatan's Gloves"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"evocation","price":3000,"trait":["Evocation","Invested","Magical"],"id":"equipment-440","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Hand of the Mage Source Core Rulebook pg. 611 Price 30 gp Usage worn Bulk L --- This mummified elf hand hangs on a golden chain, its gnarled fingers locked in a peculiar pattern. Activate Two Actions command, envision; Effect You cast mage hand .\n","skill_mod":{},"summary":"This mummified elf hand hangs on a golden chain, its gnarled fingers locked in a peculiar pattern. ","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=440","name":"Hand of the Mage","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-440"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","trait":["Invested","Magical","Transmutation"],"id":"equipment-441","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Handwraps of Mighty Blows Source Core Rulebook pg. 611 Usage worn gloves --- As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead). You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you’re using. For example, a property that must be applied to a slashing weapon wouldn’t function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack. The entries below list the most typical combinations of fundamental runes.\n","skill_mod":{},"summary":"As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=441","name":"Handwraps of Mighty Blows","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-441"},{"remaster_name":["Masquerade Scarf"],"item_child_id":["equipment-442-538","equipment-442-539"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"illusion","trait":["Illusion","Invested","Magical"],"id":"equipment-442","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Hat of Disguise Source Core Rulebook pg. 611 Usage worn headwear --- This ordinary-looking hat allows you to cloak yourself in illusions. Activate 1 minute (Interact); Frequency once per day; Effect The hat casts a 1st-level illusory disguise spell on you. While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Hat of Disguise Source Core Rulebook pg. 611 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Hat of Disguise (Greater) Source Core Rulebook pg. 611 Price 340 gp --- You can activate the hat as a 2-action activity, you can activate it any number of times per day, and the illusory disguise is 2nd level.","skill_mod":{},"summary":"This ordinary-looking hat allows you to cloak yourself in illusions. ","primary_source":"Core Rulebook","trait_group":["School","Monster","Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=442","name":"Hat of Disguise","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-442"},{"remaster_name":["Masquerade Scarf"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-442","weakness":{},"school":"illusion","price":3000,"trait":["Illusion","Invested","Magical"],"id":"equipment-442-538","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Hat of Disguise Source Core Rulebook pg. 611 Usage worn headwear --- This ordinary-looking hat allows you to cloak yourself in illusions. Activate 1 minute (Interact); Frequency once per day; Effect The hat casts a 1st-level illusory disguise spell on you. While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Hat of Disguise Source Core Rulebook pg. 611 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Hat of Disguise (Greater) Source Core Rulebook pg. 611 Price 340 gp --- You can activate the hat as a 2-action activity, you can activate it any number of times per day, and the illusory disguise is 2nd level.","skill_mod":{},"summary":"This ordinary-looking hat allows you to cloak yourself in illusions.","primary_source":"Core Rulebook","trait_group":["School","Monster","Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=442","name":"Hat of Disguise","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-442-538"},{"remaster_name":["Masquerade Scarf"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-442","weakness":{},"school":"illusion","price":34000,"trait":["Illusion","Invested","Magical"],"id":"equipment-442-539","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Hat of Disguise Source Core Rulebook pg. 611 Usage worn headwear --- This ordinary-looking hat allows you to cloak yourself in illusions. Activate 1 minute (Interact); Frequency once per day; Effect The hat casts a 1st-level illusory disguise spell on you. While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Hat of Disguise Source Core Rulebook pg. 611 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Hat of Disguise (Greater) Source Core Rulebook pg. 611 Price 340 gp --- You can activate the hat as a 2-action activity, you can activate it any number of times per day, and the illusory disguise is 2nd level.","skill_mod":{},"summary":"You can activate the hat as a 2-action activity, you can activate it any number of times per day, and the illusory disguise is 2nd level.","primary_source":"Core Rulebook","trait_group":["School","Monster","Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=442","name":"Hat of Disguise (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-442-539"},{"remaster_name":["Mage's Hat"],"item_child_id":["equipment-443-540","equipment-443-541"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","skill":["Arcana","Arcana"],"trait":["Arcane","Conjuration","Invested"],"id":"equipment-443","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Hat of the Magi Source Core Rulebook pg. 611 Usage worn headwear --- This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or runes. It grants you a +1 item bonus to Arcana checks and allows you to cast the prestidigitation cantrip as an arcane innate spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Hat of the Magi Source Core Rulebook pg. 611 Price 50 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Hat of the Magi (Greater) Source Core Rulebook pg. 611 Price 650 gp --- This larger, fancier hat grants a +2 bonus and can be activated. Activate Three Actions Cast a Spell; Frequency once per day; Effect You cast a 4th-level arcane summon elemental spell.","skill_mod":{},"summary":"This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or runes. It grants you a +1 item bonus to …","primary_source":"Core Rulebook","trait_group":["Tradition","Monster","School","Equipment"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=443","name":"Hat of the Magi","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-443"},{"remaster_name":["Mage's Hat"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-443","weakness":{},"school":"conjuration","price":5000,"skill":["Arcana"],"trait":["Arcane","Conjuration","Invested"],"id":"equipment-443-540","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Hat of the Magi Source Core Rulebook pg. 611 Usage worn headwear --- This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or runes. It grants you a +1 item bonus to Arcana checks and allows you to cast the prestidigitation cantrip as an arcane innate spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Hat of the Magi Source Core Rulebook pg. 611 Price 50 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Hat of the Magi (Greater) Source Core Rulebook pg. 611 Price 650 gp --- This larger, fancier hat grants a +2 bonus and can be activated. Activate Three Actions Cast a Spell; Frequency once per day; Effect You cast a 4th-level arcane summon elemental spell.","skill_mod":{},"summary":"This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or runes. It grants you a +1 item bonus to …","primary_source":"Core Rulebook","trait_group":["Tradition","Monster","School","Equipment"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=443","name":"Hat of the Magi","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-443-540"},{"remaster_name":["Mage's Hat"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-443","weakness":{},"school":"conjuration","price":65000,"skill":["Arcana"],"trait":["Arcane","Conjuration","Invested"],"id":"equipment-443-541","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Hat of the Magi Source Core Rulebook pg. 611 Usage worn headwear --- This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or runes. It grants you a +1 item bonus to Arcana checks and allows you to cast the prestidigitation cantrip as an arcane innate spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Hat of the Magi Source Core Rulebook pg. 611 Price 50 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Hat of the Magi (Greater) Source Core Rulebook pg. 611 Price 650 gp --- This larger, fancier hat grants a +2 bonus and can be activated. Activate Three Actions Cast a Spell; Frequency once per day; Effect You cast a 4th-level arcane summon elemental spell.","skill_mod":{},"summary":"This larger, fancier hat grants a +2 bonus and can be activated.","primary_source":"Core Rulebook","trait_group":["Tradition","Monster","School","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=443","name":"Hat of the Magi (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-443-541"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"necromancy","skill":["Medicine","Medicine"],"trait":["Invested","Magical","Necromancy"],"id":"equipment-444","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Healer's Gloves Source Core Rulebook pg. 612 Usage worn gloves Bulk L --- These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks. Activate Single Action Interact; Frequency once per day; Effect You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can't harm undead with this healing.\n","skill_mod":{},"summary":"These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=444","name":"Healer's Gloves","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-444"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":1900000,"skill":["Crafting"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-445","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Inexplicable Apparatus Source Core Rulebook pg. 612 Price 19,000 gp Usage worn garment Bulk 2 --- This strange and intricate harness fits snugly to the torso. Once you invest the apparatus, numerous artificial limbs with various tools, clamps, and lenses whirl into action, following your mental commands effortlessly. When using this apparatus, you gain a +3 item bonus to Crafting checks to Craft, Earn Income, and Repair, and you reduce the minimum time required to Craft an item to 1 day. If you succeed at your Crafting check and spend more downtime to continue work on the item after the minimum number of days, each day you spend reduces the remaining raw material cost by an amount based on your level + 1 and your proficiency rank in Crafting; on a critical success, each day reduces the remaining raw material cost by an amount based on your level + 2 and your proficiency rank. If you are 20th level, on a critical success your progress is 50 gp, 100 gp, 200 gp, or 350 gp for trained, expert, master, or legendary proficiency, respectively. Activate Two Actions command, Interact; Frequency once per day; Effect You command the apparatus to magically jury-rig an item you hold or that’s within 5 feet of you. The item is repaired, as a 3rd-level mending spell. This lasts for 10 minutes, after which the item returns to its previous state of disrepair unless you’ve Repaired it before then.\n","skill_mod":{},"summary":"This strange and intricate harness fits snugly to the torso. Once you invest the apparatus, numerous artificial limbs with various tools, clamps, and …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=445","name":"Inexplicable Apparatus","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-445"},{"item_child_id":["equipment-446-544","equipment-446-545"],"primary_source_category":"Rulebooks","usage":"worn backpack","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Extradimensional","Healing","Invested","Magical","Uncommon"],"id":"equipment-446","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Knapsack of Halflingkind Source Core Rulebook pg. 612 Usage worn backpack Bulk L --- This sturdy leather satchel contains three compartments fastened with large clasps. The first compartment is lined in blue satin and contains an extradimensional space equivalent to a type II bag of holding . The second compartment has no lining. You can pull forth cookware and cooking utensils from it. Once they have been used to prepare a meal, the items transform into plates and silverware, and they evaporate once the meal has been eaten, taking any leftovers with them. The cookware reappears cleaned in the compartment 1 hour later. The compartment provides only kitchenware, not any food. The third compartment is lined with plush purple velvet and contains berry tarts wrapped in parchment paper. A creature can unwrap and eat one tart with an Interact action to regain 2d8+4 Hit Points. The knapsack produces four tarts per day, which appear at breakfast time. Any tarts not eaten by the end of the day evaporate. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Knapsack of Halflingkind Source Core Rulebook pg. 612 Price 675 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Knapsack of Halflingkind (Greater) Source Core Rulebook pg. 612 Price 2,850 gp Bulk L --- The berry tarts each restore 4d8+8 Hit Points, and the bag has two additional compartments, each of which can be Activated with an Interact action. The fourth compartment is lined in golden velvet. Once per day, you can draw a lucky magic sling bullet from this compartment. If you attack with this sling bullet, you roll twice and use the better result on your attack roll and your damage roll. This is a fortune effect. The stone becomes non-magical if not hurled by the end of your turn. Once activated, this compartment stitches itself shut until the next day. The bag’s fifth compartment is lined in black wool. Once per day, you can unfold this compartment into a 5-foot-diameter portal on the ground. The first person to Step into the portal from an adjacent square is teleported away. This has the same effect as an 5th-level dimension door spell, except the affected creature takes the knapsack with them. When the portal is used, or at the start of your next turn if it hasn’t been used, the compartment closes automatically and can’t be unfolded until the next day.","skill_mod":{},"summary":"This sturdy leather satchel contains three compartments fastened with large clasps. The first compartment is lined in blue satin and contains an …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=446","name":"Knapsack of Halflingkind","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-446"},{"primary_source_category":"Rulebooks","usage":"worn backpack","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-446","weakness":{},"school":"conjuration","price":67500,"trait":["Conjuration","Extradimensional","Healing","Invested","Magical","Uncommon"],"id":"equipment-446-544","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Knapsack of Halflingkind Source Core Rulebook pg. 612 Usage worn backpack Bulk L --- This sturdy leather satchel contains three compartments fastened with large clasps. The first compartment is lined in blue satin and contains an extradimensional space equivalent to a type II bag of holding . The second compartment has no lining. You can pull forth cookware and cooking utensils from it. Once they have been used to prepare a meal, the items transform into plates and silverware, and they evaporate once the meal has been eaten, taking any leftovers with them. The cookware reappears cleaned in the compartment 1 hour later. The compartment provides only kitchenware, not any food. The third compartment is lined with plush purple velvet and contains berry tarts wrapped in parchment paper. A creature can unwrap and eat one tart with an Interact action to regain 2d8+4 Hit Points. The knapsack produces four tarts per day, which appear at breakfast time. Any tarts not eaten by the end of the day evaporate. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Knapsack of Halflingkind Source Core Rulebook pg. 612 Price 675 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Knapsack of Halflingkind (Greater) Source Core Rulebook pg. 612 Price 2,850 gp Bulk L --- The berry tarts each restore 4d8+8 Hit Points, and the bag has two additional compartments, each of which can be Activated with an Interact action. The fourth compartment is lined in golden velvet. Once per day, you can draw a lucky magic sling bullet from this compartment. If you attack with this sling bullet, you roll twice and use the better result on your attack roll and your damage roll. This is a fortune effect. The stone becomes non-magical if not hurled by the end of your turn. Once activated, this compartment stitches itself shut until the next day. The bag’s fifth compartment is lined in black wool. Once per day, you can unfold this compartment into a 5-foot-diameter portal on the ground. The first person to Step into the portal from an adjacent square is teleported away. This has the same effect as an 5th-level dimension door spell, except the affected creature takes the knapsack with them. When the portal is used, or at the start of your next turn if it hasn’t been used, the compartment closes automatically and can’t be unfolded until the next day.","skill_mod":{},"summary":"This sturdy leather satchel contains three compartments fastened with large clasps. The first compartment is lined in blue satin and contains an …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=446","name":"Knapsack of Halflingkind","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-446-544"},{"primary_source_category":"Rulebooks","usage":"worn backpack","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-446","weakness":{},"school":"conjuration","price":285000,"trait":["Conjuration","Extradimensional","Healing","Invested","Magical","Uncommon"],"id":"equipment-446-545","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Knapsack of Halflingkind Source Core Rulebook pg. 612 Usage worn backpack Bulk L --- This sturdy leather satchel contains three compartments fastened with large clasps. The first compartment is lined in blue satin and contains an extradimensional space equivalent to a type II bag of holding . The second compartment has no lining. You can pull forth cookware and cooking utensils from it. Once they have been used to prepare a meal, the items transform into plates and silverware, and they evaporate once the meal has been eaten, taking any leftovers with them. The cookware reappears cleaned in the compartment 1 hour later. The compartment provides only kitchenware, not any food. The third compartment is lined with plush purple velvet and contains berry tarts wrapped in parchment paper. A creature can unwrap and eat one tart with an Interact action to regain 2d8+4 Hit Points. The knapsack produces four tarts per day, which appear at breakfast time. Any tarts not eaten by the end of the day evaporate. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Knapsack of Halflingkind Source Core Rulebook pg. 612 Price 675 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Knapsack of Halflingkind (Greater) Source Core Rulebook pg. 612 Price 2,850 gp Bulk L --- The berry tarts each restore 4d8+8 Hit Points, and the bag has two additional compartments, each of which can be Activated with an Interact action. The fourth compartment is lined in golden velvet. Once per day, you can draw a lucky magic sling bullet from this compartment. If you attack with this sling bullet, you roll twice and use the better result on your attack roll and your damage roll. This is a fortune effect. The stone becomes non-magical if not hurled by the end of your turn. Once activated, this compartment stitches itself shut until the next day. The bag’s fifth compartment is lined in black wool. Once per day, you can unfold this compartment into a 5-foot-diameter portal on the ground. The first person to Step into the portal from an adjacent square is teleported away. This has the same effect as an 5th-level dimension door spell, except the affected creature takes the knapsack with them. When the portal is used, or at the start of your next turn if it hasn’t been used, the compartment closes automatically and can’t be unfolded until the next day.","skill_mod":{},"summary":"The berry tarts each restore 4d8+8 Hit Points, and the bag has two additional compartments, each of which can be Activated with an Interact action. …","primary_source":"Core Rulebook","trait_group":["School","Mechanics","Equipment","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=446","name":"Knapsack of Halflingkind (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-446-545"},{"primary_source_category":"Rulebooks","usage":"worn belt","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":8000,"skill":["Athletics"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-447","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Lifting Belt Source Core Rulebook pg. 613 Price 80 gp Usage worn belt Bulk L --- This wide leather belt grants you a +1 item bonus to Athletics checks and increases the amount you can easily carry. You can carry Bulk equal to 6 + your Strength modifier before becoming encumbered, and you can hold and carry a total Bulk up to 11 + your Strength modifier. Activate Two Actions Interact; Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes—you just ignore that weight. The effect lasts until the end of your next turn.\n","skill_mod":{},"summary":"This wide leather belt grants you a +1 item bonus to Athletics checks and increases the amount you can easily carry. You can carry Bulk equal to 6 + …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=447","name":"Lifting Belt","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-447"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","skill":["Diplomacy","Diplomacy"],"trait":["Enchantment","Invested","Magical"],"id":"equipment-448","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Messenger's Ring Source Core Rulebook pg. 613 Usage worn --- This silver signet ring changes to match the insignia of a lord or organization you serve (or your own face, if you serve no one else). It grants you a +2 item bonus to Diplomacy checks and lets you cast message as an arcane innate spell at will. Activate 1 minute (envision); Frequency once per day; Effect The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the lord or organization represented by the ring.\n","skill_mod":{},"summary":"This silver signet ring changes to match the insignia of a lord or organization you serve (or your own face, if you serve no one else). It grants you …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=448","name":"Messenger's Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-448"},{"remaster_name":["Frozen Lava","Eternal Eruption"],"item_child_id":["equipment-449-548","equipment-449-549","equipment-449-550","equipment-449-551","equipment-449-552","equipment-449-553","equipment-449-554"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Invested","Magical"],"id":"equipment-449","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Necklace of Fireballs Source Core Rulebook pg. 613 Usage worn --- This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads. Numerous varieties of the necklace of fireballs exist . Each has a different basic Reflex save DC and includes a combination of spheres dealing different amounts of damage, as listed for each type below. When all the beads are gone, the necklace becomes a non-magical hemp string. Activate Single Action Interact; Effect You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Necklace of Fireballs I Source Core Rulebook pg. 613 Price 44 gp --- One 6d6, two 4d6 (DC 21) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Necklace of Fireballs II Source Core Rulebook pg. 613 Price 115 gp --- One 8d6, one 6d6, two 4d6 (DC 25) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Necklace of Fireballs III Source Core Rulebook pg. 613 Price 300 gp --- One 10d6, two 8d6, two 6d6 (DC 27) <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Necklace of Fireballs IV Source Core Rulebook pg. 613 Price 700 gp --- One 12d6, two 10d6, three 8d6 (DC 30) <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Necklace of Fireballs V Source Core Rulebook pg. 613 Price 1,600 gp --- One 14d6, two 12d6, four 10d6 (DC 32) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Necklace of Fireballs VI Source Core Rulebook pg. 613 Price 4,200 gp --- One 16d6, three 14d6, four 12d6 (DC 36) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Necklace of Fireballs VII Source Core Rulebook pg. 613 Price 9,600 gp --- One 18d6, three 16d6, five 14d6 (DC 39)","skill_mod":{},"summary":"This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=449","name":"Necklace of Fireballs","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-449"},{"remaster_name":["Frozen Lava","Eternal Eruption"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-449","weakness":{},"school":"evocation","price":4400,"trait":["Evocation","Invested","Magical"],"id":"equipment-449-548","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Necklace of Fireballs Source Core Rulebook pg. 613 Usage worn --- This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads. Numerous varieties of the necklace of fireballs exist . Each has a different basic Reflex save DC and includes a combination of spheres dealing different amounts of damage, as listed for each type below. When all the beads are gone, the necklace becomes a non-magical hemp string. Activate Single Action Interact; Effect You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Necklace of Fireballs I Source Core Rulebook pg. 613 Price 44 gp --- One 6d6, two 4d6 (DC 21) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Necklace of Fireballs II Source Core Rulebook pg. 613 Price 115 gp --- One 8d6, one 6d6, two 4d6 (DC 25) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Necklace of Fireballs III Source Core Rulebook pg. 613 Price 300 gp --- One 10d6, two 8d6, two 6d6 (DC 27) <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Necklace of Fireballs IV Source Core Rulebook pg. 613 Price 700 gp --- One 12d6, two 10d6, three 8d6 (DC 30) <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Necklace of Fireballs V Source Core Rulebook pg. 613 Price 1,600 gp --- One 14d6, two 12d6, four 10d6 (DC 32) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Necklace of Fireballs VI Source Core Rulebook pg. 613 Price 4,200 gp --- One 16d6, three 14d6, four 12d6 (DC 36) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Necklace of Fireballs VII Source Core Rulebook pg. 613 Price 9,600 gp --- One 18d6, three 16d6, five 14d6 (DC 39)","skill_mod":{},"summary":"One 6d6, two 4d6 (DC 21)","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=449","name":"Necklace of Fireballs I","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-449-548"},{"remaster_name":["Frozen Lava","Eternal Eruption"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-449","weakness":{},"school":"evocation","price":11500,"trait":["Evocation","Invested","Magical"],"id":"equipment-449-549","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Necklace of Fireballs Source Core Rulebook pg. 613 Usage worn --- This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads. Numerous varieties of the necklace of fireballs exist . Each has a different basic Reflex save DC and includes a combination of spheres dealing different amounts of damage, as listed for each type below. When all the beads are gone, the necklace becomes a non-magical hemp string. Activate Single Action Interact; Effect You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Necklace of Fireballs I Source Core Rulebook pg. 613 Price 44 gp --- One 6d6, two 4d6 (DC 21) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Necklace of Fireballs II Source Core Rulebook pg. 613 Price 115 gp --- One 8d6, one 6d6, two 4d6 (DC 25) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Necklace of Fireballs III Source Core Rulebook pg. 613 Price 300 gp --- One 10d6, two 8d6, two 6d6 (DC 27) <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Necklace of Fireballs IV Source Core Rulebook pg. 613 Price 700 gp --- One 12d6, two 10d6, three 8d6 (DC 30) <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Necklace of Fireballs V Source Core Rulebook pg. 613 Price 1,600 gp --- One 14d6, two 12d6, four 10d6 (DC 32) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Necklace of Fireballs VI Source Core Rulebook pg. 613 Price 4,200 gp --- One 16d6, three 14d6, four 12d6 (DC 36) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Necklace of Fireballs VII Source Core Rulebook pg. 613 Price 9,600 gp --- One 18d6, three 16d6, five 14d6 (DC 39)","skill_mod":{},"summary":"One 8d6, one 6d6, two 4d6 (DC 25)","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=449","name":"Necklace of Fireballs II","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-449-549"},{"remaster_name":["Frozen Lava","Eternal Eruption"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-449","weakness":{},"school":"evocation","price":30000,"trait":["Evocation","Invested","Magical"],"id":"equipment-449-550","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Necklace of Fireballs Source Core Rulebook pg. 613 Usage worn --- This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads. Numerous varieties of the necklace of fireballs exist . Each has a different basic Reflex save DC and includes a combination of spheres dealing different amounts of damage, as listed for each type below. When all the beads are gone, the necklace becomes a non-magical hemp string. Activate Single Action Interact; Effect You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Necklace of Fireballs I Source Core Rulebook pg. 613 Price 44 gp --- One 6d6, two 4d6 (DC 21) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Necklace of Fireballs II Source Core Rulebook pg. 613 Price 115 gp --- One 8d6, one 6d6, two 4d6 (DC 25) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Necklace of Fireballs III Source Core Rulebook pg. 613 Price 300 gp --- One 10d6, two 8d6, two 6d6 (DC 27) <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Necklace of Fireballs IV Source Core Rulebook pg. 613 Price 700 gp --- One 12d6, two 10d6, three 8d6 (DC 30) <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Necklace of Fireballs V Source Core Rulebook pg. 613 Price 1,600 gp --- One 14d6, two 12d6, four 10d6 (DC 32) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Necklace of Fireballs VI Source Core Rulebook pg. 613 Price 4,200 gp --- One 16d6, three 14d6, four 12d6 (DC 36) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Necklace of Fireballs VII Source Core Rulebook pg. 613 Price 9,600 gp --- One 18d6, three 16d6, five 14d6 (DC 39)","skill_mod":{},"summary":"One 10d6, two 8d6, two 6d6 (DC 27)","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=449","name":"Necklace of Fireballs III","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-449-550"},{"remaster_name":["Frozen Lava","Eternal Eruption"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-449","weakness":{},"school":"evocation","price":70000,"trait":["Evocation","Invested","Magical"],"id":"equipment-449-551","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Necklace of Fireballs Source Core Rulebook pg. 613 Usage worn --- This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads. Numerous varieties of the necklace of fireballs exist . Each has a different basic Reflex save DC and includes a combination of spheres dealing different amounts of damage, as listed for each type below. When all the beads are gone, the necklace becomes a non-magical hemp string. Activate Single Action Interact; Effect You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Necklace of Fireballs I Source Core Rulebook pg. 613 Price 44 gp --- One 6d6, two 4d6 (DC 21) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Necklace of Fireballs II Source Core Rulebook pg. 613 Price 115 gp --- One 8d6, one 6d6, two 4d6 (DC 25) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Necklace of Fireballs III Source Core Rulebook pg. 613 Price 300 gp --- One 10d6, two 8d6, two 6d6 (DC 27) <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Necklace of Fireballs IV Source Core Rulebook pg. 613 Price 700 gp --- One 12d6, two 10d6, three 8d6 (DC 30) <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Necklace of Fireballs V Source Core Rulebook pg. 613 Price 1,600 gp --- One 14d6, two 12d6, four 10d6 (DC 32) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Necklace of Fireballs VI Source Core Rulebook pg. 613 Price 4,200 gp --- One 16d6, three 14d6, four 12d6 (DC 36) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Necklace of Fireballs VII Source Core Rulebook pg. 613 Price 9,600 gp --- One 18d6, three 16d6, five 14d6 (DC 39)","skill_mod":{},"summary":"One 12d6, two 10d6, three 8d6 (DC 30)","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=449","name":"Necklace of Fireballs IV","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-449-551"},{"remaster_name":["Frozen Lava","Eternal Eruption"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-449","weakness":{},"school":"evocation","price":160000,"trait":["Evocation","Invested","Magical"],"id":"equipment-449-552","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Necklace of Fireballs Source Core Rulebook pg. 613 Usage worn --- This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads. Numerous varieties of the necklace of fireballs exist . Each has a different basic Reflex save DC and includes a combination of spheres dealing different amounts of damage, as listed for each type below. When all the beads are gone, the necklace becomes a non-magical hemp string. Activate Single Action Interact; Effect You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Necklace of Fireballs I Source Core Rulebook pg. 613 Price 44 gp --- One 6d6, two 4d6 (DC 21) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Necklace of Fireballs II Source Core Rulebook pg. 613 Price 115 gp --- One 8d6, one 6d6, two 4d6 (DC 25) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Necklace of Fireballs III Source Core Rulebook pg. 613 Price 300 gp --- One 10d6, two 8d6, two 6d6 (DC 27) <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Necklace of Fireballs IV Source Core Rulebook pg. 613 Price 700 gp --- One 12d6, two 10d6, three 8d6 (DC 30) <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Necklace of Fireballs V Source Core Rulebook pg. 613 Price 1,600 gp --- One 14d6, two 12d6, four 10d6 (DC 32) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Necklace of Fireballs VI Source Core Rulebook pg. 613 Price 4,200 gp --- One 16d6, three 14d6, four 12d6 (DC 36) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Necklace of Fireballs VII Source Core Rulebook pg. 613 Price 9,600 gp --- One 18d6, three 16d6, five 14d6 (DC 39)","skill_mod":{},"summary":"One 14d6, two 12d6, four 10d6 (DC 32)","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=449","name":"Necklace of Fireballs V","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-449-552"},{"remaster_name":["Frozen Lava","Eternal Eruption"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-449","weakness":{},"school":"evocation","price":420000,"trait":["Evocation","Invested","Magical"],"id":"equipment-449-553","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Necklace of Fireballs Source Core Rulebook pg. 613 Usage worn --- This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads. Numerous varieties of the necklace of fireballs exist . Each has a different basic Reflex save DC and includes a combination of spheres dealing different amounts of damage, as listed for each type below. When all the beads are gone, the necklace becomes a non-magical hemp string. Activate Single Action Interact; Effect You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Necklace of Fireballs I Source Core Rulebook pg. 613 Price 44 gp --- One 6d6, two 4d6 (DC 21) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Necklace of Fireballs II Source Core Rulebook pg. 613 Price 115 gp --- One 8d6, one 6d6, two 4d6 (DC 25) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Necklace of Fireballs III Source Core Rulebook pg. 613 Price 300 gp --- One 10d6, two 8d6, two 6d6 (DC 27) <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Necklace of Fireballs IV Source Core Rulebook pg. 613 Price 700 gp --- One 12d6, two 10d6, three 8d6 (DC 30) <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Necklace of Fireballs V Source Core Rulebook pg. 613 Price 1,600 gp --- One 14d6, two 12d6, four 10d6 (DC 32) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Necklace of Fireballs VI Source Core Rulebook pg. 613 Price 4,200 gp --- One 16d6, three 14d6, four 12d6 (DC 36) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Necklace of Fireballs VII Source Core Rulebook pg. 613 Price 9,600 gp --- One 18d6, three 16d6, five 14d6 (DC 39)","skill_mod":{},"summary":"One 16d6, three 14d6, four 12d6 (DC 36)","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=449","name":"Necklace of Fireballs VI","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-449-553"},{"remaster_name":["Frozen Lava","Eternal Eruption"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-449","weakness":{},"school":"evocation","price":960000,"trait":["Evocation","Invested","Magical"],"id":"equipment-449-554","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Necklace of Fireballs Source Core Rulebook pg. 613 Usage worn --- This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads. Numerous varieties of the necklace of fireballs exist . Each has a different basic Reflex save DC and includes a combination of spheres dealing different amounts of damage, as listed for each type below. When all the beads are gone, the necklace becomes a non-magical hemp string. Activate Single Action Interact; Effect You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Necklace of Fireballs I Source Core Rulebook pg. 613 Price 44 gp --- One 6d6, two 4d6 (DC 21) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Necklace of Fireballs II Source Core Rulebook pg. 613 Price 115 gp --- One 8d6, one 6d6, two 4d6 (DC 25) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Necklace of Fireballs III Source Core Rulebook pg. 613 Price 300 gp --- One 10d6, two 8d6, two 6d6 (DC 27) <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Necklace of Fireballs IV Source Core Rulebook pg. 613 Price 700 gp --- One 12d6, two 10d6, three 8d6 (DC 30) <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Necklace of Fireballs V Source Core Rulebook pg. 613 Price 1,600 gp --- One 14d6, two 12d6, four 10d6 (DC 32) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Necklace of Fireballs VI Source Core Rulebook pg. 613 Price 4,200 gp --- One 16d6, three 14d6, four 12d6 (DC 36) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Necklace of Fireballs VII Source Core Rulebook pg. 613 Price 9,600 gp --- One 18d6, three 16d6, five 14d6 (DC 39)","skill_mod":{},"summary":"One 18d6, three 16d6, five 14d6 (DC 39)","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=449","name":"Necklace of Fireballs VII","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-449-554"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","skill":["Occultism","Occultism"],"trait":["Divination","Invested","Occult"],"id":"equipment-450","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Pendant of the Occult Source Core Rulebook pg. 613 Usage worn --- This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the guidance cantrip as an occult innate spell.\n","skill_mod":{},"summary":"This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Tradition"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=450","name":"Pendant of the Occult","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-450"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"illusion","skill":["Performance","Performance"],"trait":["Fortune","Illusion","Invested","Magical"],"id":"equipment-451","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Persona Mask Source Core Rulebook pg. 613 Usage worn mask --- Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +1 item bonus to Performance checks while acting, orating, performing comedy, or singing. Activate Single Action envision; Effect You change the mask’s appearance into an artistic rendition of a dramatic character of your choice.\n","skill_mod":{},"summary":"Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +1 item bonus to Performance …","primary_source":"Core Rulebook","trait_group":["Mechanics","School","Monster","Equipment"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=451","name":"Persona Mask","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-451"},{"item_child_id":["equipment-452-559","equipment-452-560"],"primary_source_category":"Rulebooks","usage":"worn circlet","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","skill":["Religion","Religion"],"trait":["Divination","Divine","Invested"],"id":"equipment-452","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Phylactery of Faithfulness Source Core Rulebook pg. 614 Usage worn circlet Bulk L --- This tiny box holds a fragment of religious scripture sacred to a particular deity. The box is worn by affixing it to a leather cord and tying it around your head just above your brow. You don’t gain any benefit from the phylactery if you don’t worship the affiliated deity. The phylactery grants you religious wisdom, which manifests as a +2 item bonus to Religion checks. Just before you perform an action that would be anathema to the phylactery’s deity, the phylactery warns you of the potential transgression in time for you to change your mind. Activate Single Action envision; Frequency once per day; Effect You ask for guidance about a particular course of action, gaining the effects of an augury spell. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Phylactery of Faithfulness Source Core Rulebook pg. 614 Price 680 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Phylactery of Faithfulness (Greater) Source Core Rulebook pg. 614 Price 13,000 gp Bulk L --- The phylactery grants a +3 item bonus, and you can activate it once every 30 minutes.","skill_mod":{},"summary":"This tiny box holds a fragment of religious scripture sacred to a particular deity. The box is worn by affixing it to a leather cord and tying it …","primary_source":"Core Rulebook","trait_group":["School","Tradition","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=452","name":"Phylactery of Faithfulness","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-452"},{"primary_source_category":"Rulebooks","usage":"worn circlet","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-452","weakness":{},"school":"divination","price":68000,"skill":["Religion"],"trait":["Divination","Divine","Invested"],"id":"equipment-452-559","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Phylactery of Faithfulness Source Core Rulebook pg. 614 Usage worn circlet Bulk L --- This tiny box holds a fragment of religious scripture sacred to a particular deity. The box is worn by affixing it to a leather cord and tying it around your head just above your brow. You don’t gain any benefit from the phylactery if you don’t worship the affiliated deity. The phylactery grants you religious wisdom, which manifests as a +2 item bonus to Religion checks. Just before you perform an action that would be anathema to the phylactery’s deity, the phylactery warns you of the potential transgression in time for you to change your mind. Activate Single Action envision; Frequency once per day; Effect You ask for guidance about a particular course of action, gaining the effects of an augury spell. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Phylactery of Faithfulness Source Core Rulebook pg. 614 Price 680 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Phylactery of Faithfulness (Greater) Source Core Rulebook pg. 614 Price 13,000 gp Bulk L --- The phylactery grants a +3 item bonus, and you can activate it once every 30 minutes.","skill_mod":{},"summary":"This tiny box holds a fragment of religious scripture sacred to a particular deity. The box is worn by affixing it to a leather cord and tying it …","primary_source":"Core Rulebook","trait_group":["School","Tradition","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=452","name":"Phylactery of Faithfulness","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-452-559"},{"primary_source_category":"Rulebooks","usage":"worn circlet","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-452","weakness":{},"school":"divination","price":1300000,"skill":["Religion"],"trait":["Divination","Divine","Invested"],"id":"equipment-452-560","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Phylactery of Faithfulness Source Core Rulebook pg. 614 Usage worn circlet Bulk L --- This tiny box holds a fragment of religious scripture sacred to a particular deity. The box is worn by affixing it to a leather cord and tying it around your head just above your brow. You don’t gain any benefit from the phylactery if you don’t worship the affiliated deity. The phylactery grants you religious wisdom, which manifests as a +2 item bonus to Religion checks. Just before you perform an action that would be anathema to the phylactery’s deity, the phylactery warns you of the potential transgression in time for you to change your mind. Activate Single Action envision; Frequency once per day; Effect You ask for guidance about a particular course of action, gaining the effects of an augury spell. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Phylactery of Faithfulness Source Core Rulebook pg. 614 Price 680 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Phylactery of Faithfulness (Greater) Source Core Rulebook pg. 614 Price 13,000 gp Bulk L --- The phylactery grants a +3 item bonus, and you can activate it once every 30 minutes.","skill_mod":{},"summary":"The phylactery grants a +3 item bonus, and you can activate it once every 30 minutes.","primary_source":"Core Rulebook","trait_group":["School","Tradition","Equipment"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=452","name":"Phylactery of Faithfulness (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-452-560"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":175000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-453","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Ring of Climbing Source Core Rulebook pg. 614 Price 1,750 gp Usage worn --- Claw-like prongs on his thick golden band bears extend to dig deep into sheer surfaces when you are Climbing. This ring grants you a climb Speed equal to half your land Speed. Penalties to your Speed (including those from your armor) apply before halving.\n","skill_mod":{},"summary":"Claw-like prongs on his thick golden band bears extend to dig deep into sheer surfaces when you are Climbing. This ring grants you a climb Speed …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=453","name":"Ring of Climbing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-453"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","price":92500,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-454","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Ring of Counterspells Source Core Rulebook pg. 614 Price 925 gp Usage worn --- This ornate silver ring bears two competing geometric designs of brightly colored and wildly clashing inlaid gemstones. A spellcaster can cast a single spell into this ring as long as no spell is currently stored within, expending the normal time, costs, and so forth to Cast the Spell. The spell’s effect doesn’t occur; the spell’s power is instead stored within the ring. When you invest a ring of counterspells , you immediately know the name and level of the spell stored inside, if any. A ring of counterspells found as treasure has a 50% chance of having a spell stored in it. The GM determines that spell. Activate Reaction envision; Trigger You are targeted by or within the area of the spell stored within the ring; Effect You can attempt to counteract the triggering spell, using the level of the spell stored in the ring and a counteract modifier of +19. Once you do, the stored spell’s energy is spent, and the ring is empty. Activate Single Action command; Effect You harmlessly expend the stored spell, having no effect but emptying the ring so that another spell can be cast into it.\n","skill_mod":{},"summary":"This ornate silver ring bears two competing geometric designs of brightly colored and wildly clashing inlaid gemstones. A spellcaster can cast a …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=454","name":"Ring of Counterspells","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-454"},{"remaster_name":["Charm of Resistance"],"item_child_id":["equipment-455-561","equipment-455-562","equipment-455-563"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Invested","Magical"],"id":"equipment-455","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Ring of Energy Resistance Source Core Rulebook pg. 614 Usage worn --- This ring grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each ring is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a ring of fire resistance might be capped with a ruby, whereas a ring of cold resistance features a sapphire instead. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Ring of Energy Resistance Source Core Rulebook pg. 614 Price 245 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ring of Energy Resistance (Greater) Source Core Rulebook pg. 614 Price 975 gp --- The ring grants resistance 10. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ring of Energy Resistance (Major) Source Core Rulebook pg. 614 Price 4,400 gp --- The ring grants resistance 15.","skill_mod":{},"summary":"This ring grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each ring is crafted to protect against …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=455","name":"Ring of Energy Resistance","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-455"},{"remaster_name":["Charm of Resistance"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-455","weakness":{},"school":"abjuration","price":24500,"trait":["Abjuration","Invested","Magical"],"id":"equipment-455-561","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Ring of Energy Resistance Source Core Rulebook pg. 614 Usage worn --- This ring grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each ring is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a ring of fire resistance might be capped with a ruby, whereas a ring of cold resistance features a sapphire instead. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Ring of Energy Resistance Source Core Rulebook pg. 614 Price 245 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ring of Energy Resistance (Greater) Source Core Rulebook pg. 614 Price 975 gp --- The ring grants resistance 10. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ring of Energy Resistance (Major) Source Core Rulebook pg. 614 Price 4,400 gp --- The ring grants resistance 15.","skill_mod":{},"summary":"This ring grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each ring is crafted to protect against …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=455","name":"Ring of Energy Resistance","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-455-561"},{"remaster_name":["Charm of Resistance"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-455","weakness":{},"school":"abjuration","price":97500,"trait":["Abjuration","Invested","Magical"],"id":"equipment-455-562","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Ring of Energy Resistance Source Core Rulebook pg. 614 Usage worn --- This ring grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each ring is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a ring of fire resistance might be capped with a ruby, whereas a ring of cold resistance features a sapphire instead. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Ring of Energy Resistance Source Core Rulebook pg. 614 Price 245 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ring of Energy Resistance (Greater) Source Core Rulebook pg. 614 Price 975 gp --- The ring grants resistance 10. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ring of Energy Resistance (Major) Source Core Rulebook pg. 614 Price 4,400 gp --- The ring grants resistance 15.","skill_mod":{},"summary":"The ring grants resistance 10.","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=455","name":"Ring of Energy Resistance (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-455-562"},{"remaster_name":["Charm of Resistance"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-455","weakness":{},"school":"abjuration","price":440000,"trait":["Abjuration","Invested","Magical"],"id":"equipment-455-563","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Ring of Energy Resistance Source Core Rulebook pg. 614 Usage worn --- This ring grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each ring is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a ring of fire resistance might be capped with a ruby, whereas a ring of cold resistance features a sapphire instead. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Ring of Energy Resistance Source Core Rulebook pg. 614 Price 245 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ring of Energy Resistance (Greater) Source Core Rulebook pg. 614 Price 975 gp --- The ring grants resistance 10. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ring of Energy Resistance (Major) Source Core Rulebook pg. 614 Price 4,400 gp --- The ring grants resistance 15.","skill_mod":{},"summary":"The ring grants resistance 15.","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=455","name":"Ring of Energy Resistance (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-455-563"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","price":85000,"skill":["Deception"],"trait":["Enchantment","Invested","Magical","Uncommon"],"id":"equipment-456","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Ring of Lies Source Core Rulebook pg. 614 Price 850 gp Usage worn --- This plain silver ring has an almost oily sheen. While wearing the ring, you gain a +2 item bonus to Deception checks. Activate Two Actions Interact; Frequency once per day; Effect Snapping your fingers on the hand that wears the ring causes the ring to cast glibness on you with no visual manifestations of a spell being cast.\n","skill_mod":{},"summary":"This plain silver ring has an almost oily sheen. While wearing the ring, you gain a +2 item bonus to Deception checks. ","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=456","name":"Ring of Lies","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-456"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","skill":["Thievery","Crafting","Thievery","Crafting"],"trait":["Divination","Invested","Magical"],"id":"equipment-457","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Ring of Maniacal Devices Source Core Rulebook pg. 614 Usage worn --- This ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an Interact action to pull a set of thieves’ tools from the ring. These tools appear in your hand and fold back into the ring if they would leave your possession. They grant you a +2 item bonus to Thievery checks to Disable a Device and to Pick a Lock, and the ring’s insights grant you the same bonus to Crafting checks to Craft and Repair snares and traps. Activate 10 minutes (Interact); Frequency once per day; Effect You create a 4th-level glyph of warding containing fireball . You can have only one glyph of warding from a ring of maniacal devices active at a time, even if you have multiple rings, and the spell ends if you lose your investiture in the ring.\n","skill_mod":{},"summary":"This ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an Interact action to …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=457","name":"Ring of Maniacal Devices","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-457"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","price":6700000,"trait":["Abjuration","Invested","Magical","Rare"],"id":"equipment-458","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Ring of Spell Turning Source Core Rulebook pg. 615 Price 67,000 gp Usage worn --- This golden ring has three diamonds set into its face. Activate Reaction envision; Trigger You are targeted by a spell; Effect The ring replicates the effects of an 8th-level spell turning with a counteract modifier of +35, possibly causing the triggering spell to reflect back on its caster. The ring can reflect no more than 9 total levels of spells per day. If you activate the ring to reflect a spell that would exceed this limit, the attempt fails, but the attempted usage of the ring does not count toward the daily limit.\n","skill_mod":{},"summary":"This golden ring has three diamonds set into its face. ","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=458","name":"Ring of Spell Turning","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-458"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","price":32500,"trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-459","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Ring of Sustenance Source Core Rulebook pg. 615 Price 325 gp Usage worn --- This polished wooden ring constantly refreshes your body and mind. You don’t need to eat or drink while wearing it, and you need only 2 hours of sleep per day to gain the benefits of 8 hours of sleep. A ring of sustenance doesn’t function until it’s been worn and invested continuously for a week. Removing it resets this interval.\n","skill_mod":{},"summary":"This polished wooden ring constantly refreshes your body and mind. You don’t need to eat or drink while wearing it, and you need only 2 hours of …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=459","name":"Ring of Sustenance","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-459"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":175000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-460","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Ring of Swimming Source Core Rulebook pg. 615 Price 1,750 gp Usage worn --- This blue metal ring grants you a swim Speed equal to half your land Speed. Penalties to your Speed (including from your armor) apply before halving.\n","skill_mod":{},"summary":"This blue metal ring grants you a swim Speed equal to half your land Speed. Penalties to your Speed (including from your armor) apply before halving.","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=460","name":"Ring of Swimming","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-460"},{"item_child_id":["equipment-461-566","equipment-461-567"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Force","Invested","Magical"],"id":"equipment-461","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Ring of the Ram Source Core Rulebook pg. 615 Usage worn --- This heavy iron ring is shaped to look like the head of a ram, with curling horns. Activate Single Action or more Actions (Interact); Frequency once per minute; Effect A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force. The blow deals 2d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save. Critical Success The target is unaffected. Success The target takes half damage and is pushed half the distance. Failure The target takes full damage and is pushed the full distance. Critical Failure The target takes double damage and is pushed twice the distance. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Ring of the Ram Source Core Rulebook pg. 615 Price 220 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ring of the Ram (Greater) Source Core Rulebook pg. 615 Price 2,700 gp --- The ring deals 3d6 force damage per action spent, and the save DC is 32. When you activate the ring using 3 actions, you can disperse the force into multiple magical rams, targeting all creatures in a 30-foot cone instead of one target within 60 feet.","skill_mod":{},"summary":"This heavy iron ring is shaped to look like the head of a ram, with curling horns. ","primary_source":"Core Rulebook","trait_group":["School","Energy","Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=461","name":"Ring of the Ram","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-461"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-461","weakness":{},"school":"evocation","price":22000,"trait":["Evocation","Force","Invested","Magical"],"id":"equipment-461-566","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Ring of the Ram Source Core Rulebook pg. 615 Usage worn --- This heavy iron ring is shaped to look like the head of a ram, with curling horns. Activate Single Action or more Actions (Interact); Frequency once per minute; Effect A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force. The blow deals 2d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save. Critical Success The target is unaffected. Success The target takes half damage and is pushed half the distance. Failure The target takes full damage and is pushed the full distance. Critical Failure The target takes double damage and is pushed twice the distance. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Ring of the Ram Source Core Rulebook pg. 615 Price 220 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ring of the Ram (Greater) Source Core Rulebook pg. 615 Price 2,700 gp --- The ring deals 3d6 force damage per action spent, and the save DC is 32. When you activate the ring using 3 actions, you can disperse the force into multiple magical rams, targeting all creatures in a 30-foot cone instead of one target within 60 feet.","skill_mod":{},"summary":"This heavy iron ring is shaped to look like the head of a ram, with curling horns.","primary_source":"Core Rulebook","trait_group":["School","Energy","Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=461","name":"Ring of the Ram","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-461-566"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-461","weakness":{},"school":"evocation","price":270000,"trait":["Evocation","Force","Invested","Magical"],"id":"equipment-461-567","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Ring of the Ram Source Core Rulebook pg. 615 Usage worn --- This heavy iron ring is shaped to look like the head of a ram, with curling horns. Activate Single Action or more Actions (Interact); Frequency once per minute; Effect A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force. The blow deals 2d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save. Critical Success The target is unaffected. Success The target takes half damage and is pushed half the distance. Failure The target takes full damage and is pushed the full distance. Critical Failure The target takes double damage and is pushed twice the distance. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Ring of the Ram Source Core Rulebook pg. 615 Price 220 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ring of the Ram (Greater) Source Core Rulebook pg. 615 Price 2,700 gp --- The ring deals 3d6 force damage per action spent, and the save DC is 32. When you activate the ring using 3 actions, you can disperse the force into multiple magical rams, targeting all creatures in a 30-foot cone instead of one target within 60 feet.","skill_mod":{},"summary":"The ring deals 3d6 force damage per action spent, and the save DC is 32. When you activate the ring using 3 actions, you can disperse the force into …","primary_source":"Core Rulebook","trait_group":["School","Energy","Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=461","name":"Ring of the Ram (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-461-567"},{"item_child_id":["equipment-462-568","equipment-462-569","equipment-462-570","equipment-462-571"],"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","skill":["Arcana","Arcana","Arcana","Arcana"],"trait":["Arcane","Divination","Invested","Uncommon"],"id":"equipment-462","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Ring of Wizardry Source Core Rulebook pg. 615 Usage worn --- This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry , you gain a +1 item bonus to Arcana checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells. If you take off the ring for any reason, you lose the additional spell slots. You can’t gain spell slots from more than one ring of wizardry per day, nor can a single ring of wizardry grant spell slots more than once per day. If you can cast arcane spells in a variety of different ways (such as if you are a draconic bloodline sorcerer with the wizard multiclass archetype), you can divide the spell slots as you wish among your various sources of arcane spells. Craft Requirements You have a spellcasting class feature with the arcane tradition. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ring of Wizardry (Type I) Source Core Rulebook pg. 615 Price 360 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ring of Wizardry (Type II) Source Core Rulebook pg. 615 Price 1,000 gp --- The bonus is +2, and the ring grants two 2nd-level spell slots and one 1st-level spell slot. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Ring of Wizardry (Type III) Source Core Rulebook pg. 615 Price 2,000 gp --- The bonus is +2, and the ring grants two 3rd-level spell slots and one 2nd-level spell slot. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ring of Wizardry (Type IV) Source Core Rulebook pg. 615 Price 4,500 gp --- The bonus is +2, and the ring grants two 4th-level spell slots and one 3rd-level spell slot.","skill_mod":{},"summary":"This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature …","primary_source":"Core Rulebook","trait_group":["Tradition","Monster","School","Equipment","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=462","name":"Ring of Wizardry","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-462"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-462","weakness":{},"school":"divination","price":36000,"skill":["Arcana"],"trait":["Arcane","Divination","Invested","Uncommon"],"id":"equipment-462-568","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Ring of Wizardry Source Core Rulebook pg. 615 Usage worn --- This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry , you gain a +1 item bonus to Arcana checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells. If you take off the ring for any reason, you lose the additional spell slots. You can’t gain spell slots from more than one ring of wizardry per day, nor can a single ring of wizardry grant spell slots more than once per day. If you can cast arcane spells in a variety of different ways (such as if you are a draconic bloodline sorcerer with the wizard multiclass archetype), you can divide the spell slots as you wish among your various sources of arcane spells. Craft Requirements You have a spellcasting class feature with the arcane tradition. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ring of Wizardry (Type I) Source Core Rulebook pg. 615 Price 360 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ring of Wizardry (Type II) Source Core Rulebook pg. 615 Price 1,000 gp --- The bonus is +2, and the ring grants two 2nd-level spell slots and one 1st-level spell slot. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Ring of Wizardry (Type III) Source Core Rulebook pg. 615 Price 2,000 gp --- The bonus is +2, and the ring grants two 3rd-level spell slots and one 2nd-level spell slot. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ring of Wizardry (Type IV) Source Core Rulebook pg. 615 Price 4,500 gp --- The bonus is +2, and the ring grants two 4th-level spell slots and one 3rd-level spell slot.","skill_mod":{},"summary":"This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature …","primary_source":"Core Rulebook","trait_group":["Tradition","Monster","School","Equipment","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=462","name":"Ring of Wizardry (Type I)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-462-568"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-462","weakness":{},"school":"divination","price":100000,"skill":["Arcana"],"trait":["Arcane","Divination","Invested","Uncommon"],"id":"equipment-462-569","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Ring of Wizardry Source Core Rulebook pg. 615 Usage worn --- This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry , you gain a +1 item bonus to Arcana checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells. If you take off the ring for any reason, you lose the additional spell slots. You can’t gain spell slots from more than one ring of wizardry per day, nor can a single ring of wizardry grant spell slots more than once per day. If you can cast arcane spells in a variety of different ways (such as if you are a draconic bloodline sorcerer with the wizard multiclass archetype), you can divide the spell slots as you wish among your various sources of arcane spells. Craft Requirements You have a spellcasting class feature with the arcane tradition. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ring of Wizardry (Type I) Source Core Rulebook pg. 615 Price 360 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ring of Wizardry (Type II) Source Core Rulebook pg. 615 Price 1,000 gp --- The bonus is +2, and the ring grants two 2nd-level spell slots and one 1st-level spell slot. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Ring of Wizardry (Type III) Source Core Rulebook pg. 615 Price 2,000 gp --- The bonus is +2, and the ring grants two 3rd-level spell slots and one 2nd-level spell slot. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ring of Wizardry (Type IV) Source Core Rulebook pg. 615 Price 4,500 gp --- The bonus is +2, and the ring grants two 4th-level spell slots and one 3rd-level spell slot.","skill_mod":{},"summary":"The bonus is +2, and the ring grants two 2nd-level spell slots and one 1st-level spell slot.","primary_source":"Core Rulebook","trait_group":["Tradition","Monster","School","Equipment","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=462","name":"Ring of Wizardry (Type II)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-462-569"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-462","weakness":{},"school":"divination","price":200000,"skill":["Arcana"],"trait":["Arcane","Divination","Invested","Uncommon"],"id":"equipment-462-570","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Ring of Wizardry Source Core Rulebook pg. 615 Usage worn --- This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry , you gain a +1 item bonus to Arcana checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells. If you take off the ring for any reason, you lose the additional spell slots. You can’t gain spell slots from more than one ring of wizardry per day, nor can a single ring of wizardry grant spell slots more than once per day. If you can cast arcane spells in a variety of different ways (such as if you are a draconic bloodline sorcerer with the wizard multiclass archetype), you can divide the spell slots as you wish among your various sources of arcane spells. Craft Requirements You have a spellcasting class feature with the arcane tradition. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ring of Wizardry (Type I) Source Core Rulebook pg. 615 Price 360 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ring of Wizardry (Type II) Source Core Rulebook pg. 615 Price 1,000 gp --- The bonus is +2, and the ring grants two 2nd-level spell slots and one 1st-level spell slot. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Ring of Wizardry (Type III) Source Core Rulebook pg. 615 Price 2,000 gp --- The bonus is +2, and the ring grants two 3rd-level spell slots and one 2nd-level spell slot. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ring of Wizardry (Type IV) Source Core Rulebook pg. 615 Price 4,500 gp --- The bonus is +2, and the ring grants two 4th-level spell slots and one 3rd-level spell slot.","skill_mod":{},"summary":"The bonus is +2, and the ring grants two 3rd-level spell slots and one 2nd-level spell slot.","primary_source":"Core Rulebook","trait_group":["Tradition","Monster","School","Equipment","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=462","name":"Ring of Wizardry (Type III)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-462-570"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-462","weakness":{},"school":"divination","price":450000,"skill":["Arcana"],"trait":["Arcane","Divination","Invested","Uncommon"],"id":"equipment-462-571","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Ring of Wizardry Source Core Rulebook pg. 615 Usage worn --- This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry , you gain a +1 item bonus to Arcana checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells. If you take off the ring for any reason, you lose the additional spell slots. You can’t gain spell slots from more than one ring of wizardry per day, nor can a single ring of wizardry grant spell slots more than once per day. If you can cast arcane spells in a variety of different ways (such as if you are a draconic bloodline sorcerer with the wizard multiclass archetype), you can divide the spell slots as you wish among your various sources of arcane spells. Craft Requirements You have a spellcasting class feature with the arcane tradition. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ring of Wizardry (Type I) Source Core Rulebook pg. 615 Price 360 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ring of Wizardry (Type II) Source Core Rulebook pg. 615 Price 1,000 gp --- The bonus is +2, and the ring grants two 2nd-level spell slots and one 1st-level spell slot. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Ring of Wizardry (Type III) Source Core Rulebook pg. 615 Price 2,000 gp --- The bonus is +2, and the ring grants two 3rd-level spell slots and one 2nd-level spell slot. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ring of Wizardry (Type IV) Source Core Rulebook pg. 615 Price 4,500 gp --- The bonus is +2, and the ring grants two 4th-level spell slots and one 3rd-level spell slot.","skill_mod":{},"summary":"The bonus is +2, and the ring grants two 4th-level spell slots and one 3rd-level spell slot.","primary_source":"Core Rulebook","trait_group":["Tradition","Monster","School","Equipment","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=462","name":"Ring of Wizardry (Type IV)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-462-571"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":1300000,"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-463","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Limited\" > Robe of Eyes Source Core Rulebook pg. 615 Price 13,000 gp Usage worn garment Bulk 1 --- This garment appears to be an ordinary robe until donned, at which point numerous strange and alien eyes of varied shapes and colors open and blink across its fabric. While wearing the robe, you gain a +3 item bonus to Perception checks, and you constantly benefit from the effects of a 2nd-level see invisibility spell. You can also see powerful magic auras. The highest-level magic aura within 30 feet of you glows in a color that reveals its school to you and allows you to determine where the effect originates. This can narrow down the origin point of the effect to a 5-foot-cube, but not more precisely than that. The robe of eyes is not without its dangers. If any spell with the light trait is cast on you or your square while you are wearing the robe, you are blinded for a number of rounds equal to the spell’s level unless you succeed at a Fortitude save against the spell’s DC. Activate Single Action Interact; Effect You pluck an eye from the robe and toss it into the air, where it turns invisible and floats to a destination you choose, with the same effect as a 5th-level prying eye spell. You can Sustain the Activation just as you would be able to Sustain the Spell. ","skill_mod":{},"summary":"This garment appears to be an ordinary robe until donned, at which point numerous strange and alien eyes of varied shapes and colors open and blink …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=463","name":"Robe of Eyes","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-463"},{"item_child_id":["equipment-464-572","equipment-464-573"],"primary_source_category":"Rulebooks","usage":"worn garment","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Arcane","Invested","Uncommon"],"id":"equipment-464","text":"<title level=\"1\" right=\"Item 15+\" pfs=\"Standard\" > Robe of the Archmagi Source Core Rulebook pg. 616 Usage worn garment Bulk 1 Base Armor Explorer's Clothing --- Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good robes are gold, neutral robes are light blue, and evil robes are red. An evil or good robe gains the appropriate trait. The robes benefit only characters who can cast arcane spells and whose alignment on the good-evil axis matches that of the robe. If your alignment does not match that of the robe, or you are not an arcane spellcaster, you are instead stupefied 2 while wearing a robe of the archmagi . This condition can't be removed in any way until you remove the robe. The robes are +2 greater resilient explorer's clothing , and they grant a +1 circumstance bonus to saving throws against arcane spells and resistance 5 to damage from arcane spells. Activate Reaction command; Frequency once per day; Trigger You attempt a saving throw against an arcane spell, but you haven’t rolled yet; Effect You automatically succeed at your save against the triggering arcane spell. Craft Requirements You are an arcane spellcaster. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Robe of the Archmagi Source Core Rulebook pg. 616 Price 6,500 gp Bulk 1 <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Robe of the Archmagi (Greater) Source Core Rulebook pg. 616 Price 32,000 gp Bulk 1 --- The resistance against arcane spells is 10. You can activate the robe when you or an ally within 30 feet attempts a saving throw against an arcane spell, and the robe grants either you or the ally a success on the triggering saving throw; you still can activate it only once per day.","skill_mod":{},"summary":"Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good …","primary_source":"Core Rulebook","trait_group":["School","Tradition","Monster","Equipment","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=464","base_item":["Explorer's Clothing"],"name":"Robe of the Archmagi","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-464"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-464","weakness":{},"school":"abjuration","price":650000,"trait":["Abjuration","Arcane","Invested","Uncommon"],"id":"equipment-464-572","text":"<title level=\"1\" right=\"Item 15+\" pfs=\"Standard\" > Robe of the Archmagi Source Core Rulebook pg. 616 Usage worn garment Bulk 1 Base Armor Explorer's Clothing --- Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good robes are gold, neutral robes are light blue, and evil robes are red. An evil or good robe gains the appropriate trait. The robes benefit only characters who can cast arcane spells and whose alignment on the good-evil axis matches that of the robe. If your alignment does not match that of the robe, or you are not an arcane spellcaster, you are instead stupefied 2 while wearing a robe of the archmagi . This condition can't be removed in any way until you remove the robe. The robes are +2 greater resilient explorer's clothing , and they grant a +1 circumstance bonus to saving throws against arcane spells and resistance 5 to damage from arcane spells. Activate Reaction command; Frequency once per day; Trigger You attempt a saving throw against an arcane spell, but you haven’t rolled yet; Effect You automatically succeed at your save against the triggering arcane spell. Craft Requirements You are an arcane spellcaster. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Robe of the Archmagi Source Core Rulebook pg. 616 Price 6,500 gp Bulk 1 <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Robe of the Archmagi (Greater) Source Core Rulebook pg. 616 Price 32,000 gp Bulk 1 --- The resistance against arcane spells is 10. You can activate the robe when you or an ally within 30 feet attempts a saving throw against an arcane spell, and the robe grants either you or the ally a success on the triggering saving throw; you still can activate it only once per day.","skill_mod":{},"summary":"Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good …","primary_source":"Core Rulebook","trait_group":["School","Tradition","Monster","Equipment","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=464","base_item":["Explorer's Clothing"],"name":"Robe of the Archmagi","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-464-572"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-464","weakness":{},"school":"abjuration","price":3200000,"trait":["Abjuration","Arcane","Invested","Uncommon"],"id":"equipment-464-573","text":"<title level=\"1\" right=\"Item 15+\" pfs=\"Standard\" > Robe of the Archmagi Source Core Rulebook pg. 616 Usage worn garment Bulk 1 Base Armor Explorer's Clothing --- Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good robes are gold, neutral robes are light blue, and evil robes are red. An evil or good robe gains the appropriate trait. The robes benefit only characters who can cast arcane spells and whose alignment on the good-evil axis matches that of the robe. If your alignment does not match that of the robe, or you are not an arcane spellcaster, you are instead stupefied 2 while wearing a robe of the archmagi . This condition can't be removed in any way until you remove the robe. The robes are +2 greater resilient explorer's clothing , and they grant a +1 circumstance bonus to saving throws against arcane spells and resistance 5 to damage from arcane spells. Activate Reaction command; Frequency once per day; Trigger You attempt a saving throw against an arcane spell, but you haven’t rolled yet; Effect You automatically succeed at your save against the triggering arcane spell. Craft Requirements You are an arcane spellcaster. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Robe of the Archmagi Source Core Rulebook pg. 616 Price 6,500 gp Bulk 1 <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Robe of the Archmagi (Greater) Source Core Rulebook pg. 616 Price 32,000 gp Bulk 1 --- The resistance against arcane spells is 10. You can activate the robe when you or an ally within 30 feet attempts a saving throw against an arcane spell, and the robe grants either you or the ally a success on the triggering saving throw; you still can activate it only once per day.","skill_mod":{},"summary":"The resistance against arcane spells is 10. You can activate the robe when you or an ally within 30 feet attempts a saving throw against an arcane …","primary_source":"Core Rulebook","trait_group":["School","Tradition","Monster","Equipment","Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=464","base_item":["Explorer's Clothing"],"name":"Robe of the Archmagi (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-464-573"},{"remaster_name":["Clawed Bracers"],"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":32500,"trait":["Invested","Magical","Transmutation"],"id":"equipment-465","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Slippers of Spider Climbing Source Core Rulebook pg. 616 Price 325 gp Usage worn shoes Bulk L --- These soft slippers are made of fine gray silk. If the slippers are left unattended for a while, they tend to attract spiders that nest inside. Activate Single Action command; Frequency once per hour; Effect Tiny, hairlike tendrils extend from the slippers’ soles, allowing you to walk on vertical surfaces or even to move upside down along ceilings. For 1 minute, you gain a 20-foot climb Speed and you don’t need to use your hands to Climb. However, the slippers require decent traction for you to walk on a wall, so they provide no benefit when you’re moving across greased, icy, or oiled surfaces.\n","skill_mod":{},"summary":"These soft slippers are made of fine gray silk. If the slippers are left unattended for a while, they tend to attract spiders that nest inside. ","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=465","name":"Slippers of Spider Climbing","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-465"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":4000000,"trait":["Divination","Invested","Magical"],"id":"equipment-466","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Third Eye Source Core Rulebook pg. 616 Price 40,000 gp Usage worn --- When invested, this ornate crown and its incandescent gemstone meld into your head and take the form of a tattoo. This grants you otherworldly sight and allows you to read auras. No one but you can manipulate the third eye while it’s invested by you. Your heightened senses and ability to sense emotional auras grant you a +3 item bonus to Perception checks. You continuously see magic auras, as a 9th-level detect magic spell, except you see the location of all auras within 30 feet, not just the strongest. If you use a Seek action to study a creature you can see, you can perceive an aura that conveys knowledge of that creature’s health, including all conditions and afflictions it has and an approximate percentage of its remaining Hit Points. Activate Two Actions envision, command; Frequency once per day; Effect You gain the effects of an 8th-level true seeing spell.\n","skill_mod":{},"summary":"When invested, this ornate crown and its incandescent gemstone meld into your head and take the form of a tattoo. This grants you otherworldly sight …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=466","name":"Third Eye","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-466"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","trait":["Divination","Invested","Magical"],"id":"equipment-467","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Tracker's Goggles Source Core Rulebook pg. 616 Usage worn eyepiece --- These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to Survival checks to Sense Direction and Track. If you fail a check to Track, you can try again after 30 minutes rather than an hour. ","skill_mod":{},"summary":"These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to Survival …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=467","name":"Tracker's Goggles","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-467"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"illusion","skill":["Deception","Deception"],"trait":["Illusion","Invested","Magical"],"id":"equipment-468","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Ventriloquist's Ring Source Core Rulebook pg. 617 Usage worn --- This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +1 item bonus to Deception checks. Activate Two Actions Interact; Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19).\n","skill_mod":{},"summary":"This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +1 item bonus to Deception checks. ","primary_source":"Core Rulebook","trait_group":["School","Monster","Equipment","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=468","name":"Ventriloquist's Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-468"},{"primary_source_category":"Rulebooks","usage":"worn backpack","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","price":1480000,"trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-469","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Voyager's Pack Source Core Rulebook pg. 617 Price 14,800 gp Usage worn backpack --- This leather rucksack has icons burned into it, and every time it’s taken to a plane it hasn’t been to before, a new icon representing that plane scorches into the surface. The pack grants you a +3 bonus to Survival checks. It also enables you to see the magical traces of creatures’ passage, allowing you to Track a creature that has teleported. The GM sets the DC of this check, usually using the level and DC of the teleportation spell. This lets you find the location of the creature’s destination, and you can use that destination when casting teleport or activating the pack, even though you don’t know what it looks like. The pack contains an extradimensional space with the same properties as a type II bag of holding . This space contains the contents of a climber’s kit. If any components of that kit are removed and not returned, they return to the pack at dawn each day. Activate 10 minutes (command, envision, Interact); Effect As you activate the pack, you can harness up to four willing creatures to the ropes on the pack. At the end of the activation time, the pack casts a 7th-level plane shift or teleport spell, transporting you and everyone attached to the pack. Attempt a DC 45 Survival check. On a success, you arrive 25 miles off target using plane shift or halve the distance you’re off-target with teleport . On a critical success, you arrive exactly on target.\n","skill_mod":{},"summary":"This leather rucksack has icons burned into it, and every time it’s taken to a plane it hasn’t been to before, a new icon representing that plane …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=469","name":"Voyager's Pack","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-469"},{"skill_mod":{},"summary":"This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a …","item_child_id":["equipment-470-586","equipment-470-587","equipment-470-591","equipment-470-602","equipment-470-607","equipment-470-608","equipment-470-818","equipment-470-832","equipment-470-875","equipment-470-876","equipment-470-877","equipment-470-878","equipment-470-879","equipment-470-880","equipment-470-881"],"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=470","weakness":{},"skill":["Deception"],"name":"Wayfinder","id":"equipment-470","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 PFS Note All Pathfinders have access. Price 28 gp Usage worn --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone . Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders . Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Archaic Wayfinder Source World Guide pg. 17 PFS Note All characters have access to the archaic wayfinder Price 30 gp Usage held in 1 hand Activate Cast a Spell --- An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder , a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Wayfinder of Rescue Source PFS Scenario #1-03: Escaping the Grave pg. 42 Price 80 gp Usage worn --- As a standard wayfinder , but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bi-Resonant Wayfinder Source Character Guide pg. 110 Price 200 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones . A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shining Wayfinder Source Character Guide pg. 111 Price 100 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder , except instead of an activation to cast light , the shining wayfinder has the following two activations. Activate Two Actions command, Interact; Effect You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. Activate Two Actions command, Interact; Frequency once per day; Effect You call upon the wayfinder’s divine blessings for yourself and your allies. The wayfinder casts bless , with an emanation centered on itself. Once per turn, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vanishing Wayfinder Source Character Guide pg. 112 Price 150 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. Activate Two Actions command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Chronicler Wayfinder Source PFS Guide pg. 30 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 200 gp Usage worn Access Member of the Pathfinder Society. --- Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific Lore skill, chosen at the time of creation. In addition to the effects of a wayfinder , a chronicler wayfinder has the following activation. Activate Single Action envision; Effect You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the chosen Lore skill. For the Lore check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned Lore skill. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Razmiri Wayfinder Source PFS Guide pg. 72 Price 900 gp Usage worn --- Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie or Impersonate. Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. Activate Single Action envision; Frequency three times per day; Effect You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour. Activate Single Action manipulate; Frequency once per day; Effect You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Air) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 650 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you can cast feather fall as a primal innate spell once every 10 minutes. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level lightning bolt . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Earth) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 600 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you dig twice as quickly as normal. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level stoneskin . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Fire) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 700 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain resistance 5 to fire. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level fireball . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Wayfinder (Water) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain the constant effects of water breathing . Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level hydraulic torrent . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fashionable Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder , a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. Activate Single Action envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Homeward Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 2,750 gp Usage worn Access Member of the Pathfinder Society. --- Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder , a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. Activate 10 minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Hummingbird Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 1,750 gp Usage worn Access Member of the Pathfinder Society. --- Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder , a hummingbird wayfinder has the following activation. Activate Two Actions command, Interact; Frequency once per hour; Effect You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye . In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder .","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-470"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-470","weakness":{},"school":"evocation","price":2800,"trait":["Evocation","Invested","Magical","Uncommon"],"id":"equipment-470-586","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 PFS Note All Pathfinders have access. Price 28 gp Usage worn --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone . Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders . Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Archaic Wayfinder Source World Guide pg. 17 PFS Note All characters have access to the archaic wayfinder Price 30 gp Usage held in 1 hand Activate Cast a Spell --- An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder , a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Wayfinder of Rescue Source PFS Scenario #1-03: Escaping the Grave pg. 42 Price 80 gp Usage worn --- As a standard wayfinder , but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bi-Resonant Wayfinder Source Character Guide pg. 110 Price 200 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones . A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shining Wayfinder Source Character Guide pg. 111 Price 100 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder , except instead of an activation to cast light , the shining wayfinder has the following two activations. Activate Two Actions command, Interact; Effect You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. Activate Two Actions command, Interact; Frequency once per day; Effect You call upon the wayfinder’s divine blessings for yourself and your allies. The wayfinder casts bless , with an emanation centered on itself. Once per turn, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vanishing Wayfinder Source Character Guide pg. 112 Price 150 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. Activate Two Actions command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Chronicler Wayfinder Source PFS Guide pg. 30 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 200 gp Usage worn Access Member of the Pathfinder Society. --- Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific Lore skill, chosen at the time of creation. In addition to the effects of a wayfinder , a chronicler wayfinder has the following activation. Activate Single Action envision; Effect You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the chosen Lore skill. For the Lore check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned Lore skill. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Razmiri Wayfinder Source PFS Guide pg. 72 Price 900 gp Usage worn --- Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie or Impersonate. Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. Activate Single Action envision; Frequency three times per day; Effect You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour. Activate Single Action manipulate; Frequency once per day; Effect You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Air) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 650 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you can cast feather fall as a primal innate spell once every 10 minutes. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level lightning bolt . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Earth) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 600 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you dig twice as quickly as normal. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level stoneskin . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Fire) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 700 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain resistance 5 to fire. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level fireball . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Wayfinder (Water) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain the constant effects of water breathing . Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level hydraulic torrent . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fashionable Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder , a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. Activate Single Action envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Homeward Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 2,750 gp Usage worn Access Member of the Pathfinder Society. --- Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder , a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. Activate 10 minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Hummingbird Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 1,750 gp Usage worn Access Member of the Pathfinder Society. --- Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder , a hummingbird wayfinder has the following activation. Activate Two Actions command, Interact; Frequency once per hour; Effect You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye . In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder .","skill_mod":{},"summary":"This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=470","name":"Wayfinder","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-470-586"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["World Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-470","weakness":{},"school":"evocation","price":3000,"trait":["Evocation","Invested","Magical","Uncommon"],"id":"equipment-470-587","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 PFS Note All Pathfinders have access. Price 28 gp Usage worn --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone . Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders . Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Archaic Wayfinder Source World Guide pg. 17 PFS Note All characters have access to the archaic wayfinder Price 30 gp Usage held in 1 hand Activate Cast a Spell --- An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder , a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Wayfinder of Rescue Source PFS Scenario #1-03: Escaping the Grave pg. 42 Price 80 gp Usage worn --- As a standard wayfinder , but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bi-Resonant Wayfinder Source Character Guide pg. 110 Price 200 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones . A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shining Wayfinder Source Character Guide pg. 111 Price 100 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder , except instead of an activation to cast light , the shining wayfinder has the following two activations. Activate Two Actions command, Interact; Effect You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. Activate Two Actions command, Interact; Frequency once per day; Effect You call upon the wayfinder’s divine blessings for yourself and your allies. The wayfinder casts bless , with an emanation centered on itself. Once per turn, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vanishing Wayfinder Source Character Guide pg. 112 Price 150 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. Activate Two Actions command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Chronicler Wayfinder Source PFS Guide pg. 30 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 200 gp Usage worn Access Member of the Pathfinder Society. --- Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific Lore skill, chosen at the time of creation. In addition to the effects of a wayfinder , a chronicler wayfinder has the following activation. Activate Single Action envision; Effect You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the chosen Lore skill. For the Lore check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned Lore skill. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Razmiri Wayfinder Source PFS Guide pg. 72 Price 900 gp Usage worn --- Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie or Impersonate. Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. Activate Single Action envision; Frequency three times per day; Effect You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour. Activate Single Action manipulate; Frequency once per day; Effect You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Air) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 650 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you can cast feather fall as a primal innate spell once every 10 minutes. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level lightning bolt . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Earth) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 600 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you dig twice as quickly as normal. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level stoneskin . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Fire) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 700 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain resistance 5 to fire. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level fireball . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Wayfinder (Water) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain the constant effects of water breathing . Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level hydraulic torrent . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fashionable Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder , a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. Activate Single Action envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Homeward Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 2,750 gp Usage worn Access Member of the Pathfinder Society. --- Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder , a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. Activate 10 minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Hummingbird Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 1,750 gp Usage worn Access Member of the Pathfinder Society. --- Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder , a hummingbird wayfinder has the following activation. Activate Two Actions command, Interact; Frequency once per hour; Effect You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye . In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder .","skill_mod":{},"summary":"An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder , a spellcaster …","primary_source":"World Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=470","name":"Archaic Wayfinder","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-470-587"},{"primary_source_category":"Society","usage":"worn","source":["PFS Scenario #1-03: Escaping the Grave"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-470","weakness":{},"school":"evocation","price":8000,"trait":["Evocation","Invested","Magical","Uncommon"],"id":"equipment-470-591","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 PFS Note All Pathfinders have access. Price 28 gp Usage worn --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone . Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders . Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Archaic Wayfinder Source World Guide pg. 17 PFS Note All characters have access to the archaic wayfinder Price 30 gp Usage held in 1 hand Activate Cast a Spell --- An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder , a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Wayfinder of Rescue Source PFS Scenario #1-03: Escaping the Grave pg. 42 Price 80 gp Usage worn --- As a standard wayfinder , but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bi-Resonant Wayfinder Source Character Guide pg. 110 Price 200 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones . A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shining Wayfinder Source Character Guide pg. 111 Price 100 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder , except instead of an activation to cast light , the shining wayfinder has the following two activations. Activate Two Actions command, Interact; Effect You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. Activate Two Actions command, Interact; Frequency once per day; Effect You call upon the wayfinder’s divine blessings for yourself and your allies. The wayfinder casts bless , with an emanation centered on itself. Once per turn, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vanishing Wayfinder Source Character Guide pg. 112 Price 150 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. Activate Two Actions command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Chronicler Wayfinder Source PFS Guide pg. 30 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 200 gp Usage worn Access Member of the Pathfinder Society. --- Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific Lore skill, chosen at the time of creation. In addition to the effects of a wayfinder , a chronicler wayfinder has the following activation. Activate Single Action envision; Effect You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the chosen Lore skill. For the Lore check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned Lore skill. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Razmiri Wayfinder Source PFS Guide pg. 72 Price 900 gp Usage worn --- Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie or Impersonate. Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. Activate Single Action envision; Frequency three times per day; Effect You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour. Activate Single Action manipulate; Frequency once per day; Effect You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Air) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 650 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you can cast feather fall as a primal innate spell once every 10 minutes. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level lightning bolt . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Earth) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 600 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you dig twice as quickly as normal. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level stoneskin . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Fire) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 700 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain resistance 5 to fire. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level fireball . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Wayfinder (Water) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain the constant effects of water breathing . Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level hydraulic torrent . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fashionable Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder , a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. Activate Single Action envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Homeward Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 2,750 gp Usage worn Access Member of the Pathfinder Society. --- Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder , a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. Activate 10 minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Hummingbird Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 1,750 gp Usage worn Access Member of the Pathfinder Society. --- Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder , a hummingbird wayfinder has the following activation. Activate Two Actions command, Interact; Frequency once per hour; Effect You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye . In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder .","skill_mod":{},"summary":"As a standard wayfinder , but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or …","primary_source":"PFS Scenario #1-03: Escaping the Grave","trait_group":["School","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Society"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=470","name":"Wayfinder of Rescue","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-470-591"},{"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","usage":"worn","source":["Character Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-470","weakness":{},"school":"evocation","price":20000,"trait":["Evocation","Illusion","Invested","Magical","Uncommon"],"id":"equipment-470-602","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 PFS Note All Pathfinders have access. Price 28 gp Usage worn --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone . Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders . Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Archaic Wayfinder Source World Guide pg. 17 PFS Note All characters have access to the archaic wayfinder Price 30 gp Usage held in 1 hand Activate Cast a Spell --- An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder , a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Wayfinder of Rescue Source PFS Scenario #1-03: Escaping the Grave pg. 42 Price 80 gp Usage worn --- As a standard wayfinder , but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bi-Resonant Wayfinder Source Character Guide pg. 110 Price 200 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones . A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shining Wayfinder Source Character Guide pg. 111 Price 100 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder , except instead of an activation to cast light , the shining wayfinder has the following two activations. Activate Two Actions command, Interact; Effect You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. Activate Two Actions command, Interact; Frequency once per day; Effect You call upon the wayfinder’s divine blessings for yourself and your allies. The wayfinder casts bless , with an emanation centered on itself. Once per turn, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vanishing Wayfinder Source Character Guide pg. 112 Price 150 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. Activate Two Actions command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Chronicler Wayfinder Source PFS Guide pg. 30 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 200 gp Usage worn Access Member of the Pathfinder Society. --- Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific Lore skill, chosen at the time of creation. In addition to the effects of a wayfinder , a chronicler wayfinder has the following activation. Activate Single Action envision; Effect You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the chosen Lore skill. For the Lore check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned Lore skill. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Razmiri Wayfinder Source PFS Guide pg. 72 Price 900 gp Usage worn --- Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie or Impersonate. Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. Activate Single Action envision; Frequency three times per day; Effect You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour. Activate Single Action manipulate; Frequency once per day; Effect You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Air) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 650 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you can cast feather fall as a primal innate spell once every 10 minutes. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level lightning bolt . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Earth) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 600 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you dig twice as quickly as normal. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level stoneskin . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Fire) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 700 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain resistance 5 to fire. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level fireball . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Wayfinder (Water) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain the constant effects of water breathing . Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level hydraulic torrent . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fashionable Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder , a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. Activate Single Action envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Homeward Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 2,750 gp Usage worn Access Member of the Pathfinder Society. --- Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder , a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. Activate 10 minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Hummingbird Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 1,750 gp Usage worn Access Member of the Pathfinder Society. --- Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder , a hummingbird wayfinder has the following activation. Activate Two Actions command, Interact; Frequency once per hour; Effect You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye . In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder .","skill_mod":{},"summary":"A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the …","primary_source":"Character Guide","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=470","name":"Bi-Resonant Wayfinder","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-470-602"},{"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","usage":"worn","source":["Character Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-470","weakness":{},"school":"abjuration","price":10000,"trait":["Abjuration","Divination","Evocation","Invested","Magical","Uncommon"],"id":"equipment-470-607","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 PFS Note All Pathfinders have access. Price 28 gp Usage worn --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone . Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders . Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Archaic Wayfinder Source World Guide pg. 17 PFS Note All characters have access to the archaic wayfinder Price 30 gp Usage held in 1 hand Activate Cast a Spell --- An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder , a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Wayfinder of Rescue Source PFS Scenario #1-03: Escaping the Grave pg. 42 Price 80 gp Usage worn --- As a standard wayfinder , but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bi-Resonant Wayfinder Source Character Guide pg. 110 Price 200 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones . A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shining Wayfinder Source Character Guide pg. 111 Price 100 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder , except instead of an activation to cast light , the shining wayfinder has the following two activations. Activate Two Actions command, Interact; Effect You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. Activate Two Actions command, Interact; Frequency once per day; Effect You call upon the wayfinder’s divine blessings for yourself and your allies. The wayfinder casts bless , with an emanation centered on itself. Once per turn, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vanishing Wayfinder Source Character Guide pg. 112 Price 150 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. Activate Two Actions command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Chronicler Wayfinder Source PFS Guide pg. 30 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 200 gp Usage worn Access Member of the Pathfinder Society. --- Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific Lore skill, chosen at the time of creation. In addition to the effects of a wayfinder , a chronicler wayfinder has the following activation. Activate Single Action envision; Effect You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the chosen Lore skill. For the Lore check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned Lore skill. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Razmiri Wayfinder Source PFS Guide pg. 72 Price 900 gp Usage worn --- Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie or Impersonate. Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. Activate Single Action envision; Frequency three times per day; Effect You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour. Activate Single Action manipulate; Frequency once per day; Effect You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Air) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 650 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you can cast feather fall as a primal innate spell once every 10 minutes. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level lightning bolt . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Earth) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 600 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you dig twice as quickly as normal. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level stoneskin . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Fire) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 700 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain resistance 5 to fire. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level fireball . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Wayfinder (Water) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain the constant effects of water breathing . Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level hydraulic torrent . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fashionable Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder , a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. Activate Single Action envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Homeward Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 2,750 gp Usage worn Access Member of the Pathfinder Society. --- Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder , a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. Activate 10 minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Hummingbird Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 1,750 gp Usage worn Access Member of the Pathfinder Society. --- Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder , a hummingbird wayfinder has the following activation. Activate Two Actions command, Interact; Frequency once per hour; Effect You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye . In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder .","skill_mod":{},"summary":"A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder , except …","primary_source":"Character Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=470","name":"Shining Wayfinder","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-470-607"},{"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","usage":"worn","source":["Character Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-470","weakness":{},"school":"evocation","price":15000,"trait":["Evocation","Illusion","Invested","Magical","Uncommon"],"id":"equipment-470-608","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 PFS Note All Pathfinders have access. Price 28 gp Usage worn --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone . Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders . Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Archaic Wayfinder Source World Guide pg. 17 PFS Note All characters have access to the archaic wayfinder Price 30 gp Usage held in 1 hand Activate Cast a Spell --- An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder , a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Wayfinder of Rescue Source PFS Scenario #1-03: Escaping the Grave pg. 42 Price 80 gp Usage worn --- As a standard wayfinder , but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bi-Resonant Wayfinder Source Character Guide pg. 110 Price 200 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones . A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shining Wayfinder Source Character Guide pg. 111 Price 100 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder , except instead of an activation to cast light , the shining wayfinder has the following two activations. Activate Two Actions command, Interact; Effect You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. Activate Two Actions command, Interact; Frequency once per day; Effect You call upon the wayfinder’s divine blessings for yourself and your allies. The wayfinder casts bless , with an emanation centered on itself. Once per turn, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vanishing Wayfinder Source Character Guide pg. 112 Price 150 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. Activate Two Actions command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Chronicler Wayfinder Source PFS Guide pg. 30 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 200 gp Usage worn Access Member of the Pathfinder Society. --- Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific Lore skill, chosen at the time of creation. In addition to the effects of a wayfinder , a chronicler wayfinder has the following activation. Activate Single Action envision; Effect You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the chosen Lore skill. For the Lore check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned Lore skill. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Razmiri Wayfinder Source PFS Guide pg. 72 Price 900 gp Usage worn --- Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie or Impersonate. Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. Activate Single Action envision; Frequency three times per day; Effect You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour. Activate Single Action manipulate; Frequency once per day; Effect You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Air) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 650 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you can cast feather fall as a primal innate spell once every 10 minutes. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level lightning bolt . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Earth) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 600 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you dig twice as quickly as normal. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level stoneskin . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Fire) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 700 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain resistance 5 to fire. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level fireball . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Wayfinder (Water) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain the constant effects of water breathing . Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level hydraulic torrent . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fashionable Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder , a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. Activate Single Action envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Homeward Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 2,750 gp Usage worn Access Member of the Pathfinder Society. --- Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder , a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. Activate 10 minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Hummingbird Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 1,750 gp Usage worn Access Member of the Pathfinder Society. --- Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder , a hummingbird wayfinder has the following activation. Activate Two Actions command, Interact; Frequency once per hour; Effect You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye . In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder .","skill_mod":{},"summary":"A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional …","primary_source":"Character Guide","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=470","name":"Vanishing Wayfinder","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-470-608"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-470","weakness":{},"school":"evocation","price":20000,"trait":["Evocation","Invested","Magical","Uncommon"],"id":"equipment-470-818","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 PFS Note All Pathfinders have access. Price 28 gp Usage worn --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone . Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders . Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Archaic Wayfinder Source World Guide pg. 17 PFS Note All characters have access to the archaic wayfinder Price 30 gp Usage held in 1 hand Activate Cast a Spell --- An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder , a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Wayfinder of Rescue Source PFS Scenario #1-03: Escaping the Grave pg. 42 Price 80 gp Usage worn --- As a standard wayfinder , but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bi-Resonant Wayfinder Source Character Guide pg. 110 Price 200 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones . A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shining Wayfinder Source Character Guide pg. 111 Price 100 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder , except instead of an activation to cast light , the shining wayfinder has the following two activations. Activate Two Actions command, Interact; Effect You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. Activate Two Actions command, Interact; Frequency once per day; Effect You call upon the wayfinder’s divine blessings for yourself and your allies. The wayfinder casts bless , with an emanation centered on itself. Once per turn, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vanishing Wayfinder Source Character Guide pg. 112 Price 150 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. Activate Two Actions command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Chronicler Wayfinder Source PFS Guide pg. 30 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 200 gp Usage worn Access Member of the Pathfinder Society. --- Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific Lore skill, chosen at the time of creation. In addition to the effects of a wayfinder , a chronicler wayfinder has the following activation. Activate Single Action envision; Effect You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the chosen Lore skill. For the Lore check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned Lore skill. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Razmiri Wayfinder Source PFS Guide pg. 72 Price 900 gp Usage worn --- Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie or Impersonate. Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. Activate Single Action envision; Frequency three times per day; Effect You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour. Activate Single Action manipulate; Frequency once per day; Effect You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Air) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 650 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you can cast feather fall as a primal innate spell once every 10 minutes. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level lightning bolt . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Earth) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 600 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you dig twice as quickly as normal. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level stoneskin . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Fire) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 700 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain resistance 5 to fire. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level fireball . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Wayfinder (Water) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain the constant effects of water breathing . Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level hydraulic torrent . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fashionable Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder , a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. Activate Single Action envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Homeward Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 2,750 gp Usage worn Access Member of the Pathfinder Society. --- Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder , a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. Activate 10 minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Hummingbird Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 1,750 gp Usage worn Access Member of the Pathfinder Society. --- Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder , a hummingbird wayfinder has the following activation. Activate Two Actions command, Interact; Frequency once per hour; Effect You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye . In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder .","skill_mod":{},"summary":"Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where …","primary_source":"PFS Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=470","name":"Chronicler Wayfinder","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-470-818"},{"primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-470","weakness":{},"school":"illusion","price":90000,"skill":["Deception"],"trait":["Illusion","Magical","Necromancy","Uncommon"],"id":"equipment-470-832","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 PFS Note All Pathfinders have access. Price 28 gp Usage worn --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone . Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders . Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Archaic Wayfinder Source World Guide pg. 17 PFS Note All characters have access to the archaic wayfinder Price 30 gp Usage held in 1 hand Activate Cast a Spell --- An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder , a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Wayfinder of Rescue Source PFS Scenario #1-03: Escaping the Grave pg. 42 Price 80 gp Usage worn --- As a standard wayfinder , but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bi-Resonant Wayfinder Source Character Guide pg. 110 Price 200 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones . A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shining Wayfinder Source Character Guide pg. 111 Price 100 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder , except instead of an activation to cast light , the shining wayfinder has the following two activations. Activate Two Actions command, Interact; Effect You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. Activate Two Actions command, Interact; Frequency once per day; Effect You call upon the wayfinder’s divine blessings for yourself and your allies. The wayfinder casts bless , with an emanation centered on itself. Once per turn, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vanishing Wayfinder Source Character Guide pg. 112 Price 150 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. Activate Two Actions command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Chronicler Wayfinder Source PFS Guide pg. 30 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 200 gp Usage worn Access Member of the Pathfinder Society. --- Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific Lore skill, chosen at the time of creation. In addition to the effects of a wayfinder , a chronicler wayfinder has the following activation. Activate Single Action envision; Effect You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the chosen Lore skill. For the Lore check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned Lore skill. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Razmiri Wayfinder Source PFS Guide pg. 72 Price 900 gp Usage worn --- Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie or Impersonate. Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. Activate Single Action envision; Frequency three times per day; Effect You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour. Activate Single Action manipulate; Frequency once per day; Effect You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Air) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 650 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you can cast feather fall as a primal innate spell once every 10 minutes. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level lightning bolt . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Earth) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 600 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you dig twice as quickly as normal. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level stoneskin . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Fire) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 700 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain resistance 5 to fire. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level fireball . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Wayfinder (Water) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain the constant effects of water breathing . Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level hydraulic torrent . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fashionable Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder , a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. Activate Single Action envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Homeward Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 2,750 gp Usage worn Access Member of the Pathfinder Society. --- Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder , a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. Activate 10 minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Hummingbird Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 1,750 gp Usage worn Access Member of the Pathfinder Society. --- Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder , a hummingbird wayfinder has the following activation. Activate Two Actions command, Interact; Frequency once per hour; Effect You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye . In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder .","skill_mod":{},"summary":"Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie …","primary_source":"PFS Guide","trait_group":["School","Monster","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=470","name":"Razmiri Wayfinder","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-470-832"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-470","weakness":{},"school":"evocation","price":65000,"trait":["Air","Evocation","Invested","Magical","Uncommon"],"id":"equipment-470-875","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 PFS Note All Pathfinders have access. Price 28 gp Usage worn --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone . Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders . Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Archaic Wayfinder Source World Guide pg. 17 PFS Note All characters have access to the archaic wayfinder Price 30 gp Usage held in 1 hand Activate Cast a Spell --- An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder , a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Wayfinder of Rescue Source PFS Scenario #1-03: Escaping the Grave pg. 42 Price 80 gp Usage worn --- As a standard wayfinder , but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bi-Resonant Wayfinder Source Character Guide pg. 110 Price 200 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones . A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shining Wayfinder Source Character Guide pg. 111 Price 100 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder , except instead of an activation to cast light , the shining wayfinder has the following two activations. Activate Two Actions command, Interact; Effect You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. Activate Two Actions command, Interact; Frequency once per day; Effect You call upon the wayfinder’s divine blessings for yourself and your allies. The wayfinder casts bless , with an emanation centered on itself. Once per turn, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vanishing Wayfinder Source Character Guide pg. 112 Price 150 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. Activate Two Actions command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Chronicler Wayfinder Source PFS Guide pg. 30 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 200 gp Usage worn Access Member of the Pathfinder Society. --- Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific Lore skill, chosen at the time of creation. In addition to the effects of a wayfinder , a chronicler wayfinder has the following activation. Activate Single Action envision; Effect You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the chosen Lore skill. For the Lore check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned Lore skill. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Razmiri Wayfinder Source PFS Guide pg. 72 Price 900 gp Usage worn --- Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie or Impersonate. Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. Activate Single Action envision; Frequency three times per day; Effect You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour. Activate Single Action manipulate; Frequency once per day; Effect You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Air) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 650 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you can cast feather fall as a primal innate spell once every 10 minutes. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level lightning bolt . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Earth) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 600 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you dig twice as quickly as normal. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level stoneskin . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Fire) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 700 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain resistance 5 to fire. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level fireball . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Wayfinder (Water) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain the constant effects of water breathing . Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level hydraulic torrent . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fashionable Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder , a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. Activate Single Action envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Homeward Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 2,750 gp Usage worn Access Member of the Pathfinder Society. --- Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder , a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. Activate 10 minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Hummingbird Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 1,750 gp Usage worn Access Member of the Pathfinder Society. --- Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder , a hummingbird wayfinder has the following activation. Activate Two Actions command, Interact; Frequency once per hour; Effect You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye . In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder .","element":["Air"],"skill_mod":{},"summary":"Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the …","primary_source":"PFS Guide","trait_group":["Elemental","Planar","Monster","School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=470","name":"Elemental Wayfinder (Air)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-470-875"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-470","weakness":{},"school":"evocation","price":60000,"trait":["Earth","Evocation","Invested","Magical","Uncommon"],"id":"equipment-470-876","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 PFS Note All Pathfinders have access. Price 28 gp Usage worn --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone . Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders . Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Archaic Wayfinder Source World Guide pg. 17 PFS Note All characters have access to the archaic wayfinder Price 30 gp Usage held in 1 hand Activate Cast a Spell --- An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder , a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Wayfinder of Rescue Source PFS Scenario #1-03: Escaping the Grave pg. 42 Price 80 gp Usage worn --- As a standard wayfinder , but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bi-Resonant Wayfinder Source Character Guide pg. 110 Price 200 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones . A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shining Wayfinder Source Character Guide pg. 111 Price 100 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder , except instead of an activation to cast light , the shining wayfinder has the following two activations. Activate Two Actions command, Interact; Effect You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. Activate Two Actions command, Interact; Frequency once per day; Effect You call upon the wayfinder’s divine blessings for yourself and your allies. The wayfinder casts bless , with an emanation centered on itself. Once per turn, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vanishing Wayfinder Source Character Guide pg. 112 Price 150 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. Activate Two Actions command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Chronicler Wayfinder Source PFS Guide pg. 30 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 200 gp Usage worn Access Member of the Pathfinder Society. --- Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific Lore skill, chosen at the time of creation. In addition to the effects of a wayfinder , a chronicler wayfinder has the following activation. Activate Single Action envision; Effect You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the chosen Lore skill. For the Lore check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned Lore skill. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Razmiri Wayfinder Source PFS Guide pg. 72 Price 900 gp Usage worn --- Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie or Impersonate. Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. Activate Single Action envision; Frequency three times per day; Effect You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour. Activate Single Action manipulate; Frequency once per day; Effect You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Air) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 650 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you can cast feather fall as a primal innate spell once every 10 minutes. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level lightning bolt . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Earth) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 600 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you dig twice as quickly as normal. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level stoneskin . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Fire) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 700 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain resistance 5 to fire. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level fireball . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Wayfinder (Water) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain the constant effects of water breathing . Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level hydraulic torrent . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fashionable Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder , a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. Activate Single Action envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Homeward Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 2,750 gp Usage worn Access Member of the Pathfinder Society. --- Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder , a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. Activate 10 minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Hummingbird Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 1,750 gp Usage worn Access Member of the Pathfinder Society. --- Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder , a hummingbird wayfinder has the following activation. Activate Two Actions command, Interact; Frequency once per hour; Effect You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye . In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder .","element":["Earth"],"skill_mod":{},"summary":"Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the …","primary_source":"PFS Guide","trait_group":["Elemental","Planar","Monster","School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=470","name":"Elemental Wayfinder (Earth)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-470-876"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-470","weakness":{},"school":"evocation","price":70000,"trait":["Evocation","Fire","Invested","Magical","Uncommon"],"id":"equipment-470-877","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 PFS Note All Pathfinders have access. Price 28 gp Usage worn --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone . Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders . Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Archaic Wayfinder Source World Guide pg. 17 PFS Note All characters have access to the archaic wayfinder Price 30 gp Usage held in 1 hand Activate Cast a Spell --- An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder , a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Wayfinder of Rescue Source PFS Scenario #1-03: Escaping the Grave pg. 42 Price 80 gp Usage worn --- As a standard wayfinder , but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bi-Resonant Wayfinder Source Character Guide pg. 110 Price 200 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones . A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shining Wayfinder Source Character Guide pg. 111 Price 100 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder , except instead of an activation to cast light , the shining wayfinder has the following two activations. Activate Two Actions command, Interact; Effect You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. Activate Two Actions command, Interact; Frequency once per day; Effect You call upon the wayfinder’s divine blessings for yourself and your allies. The wayfinder casts bless , with an emanation centered on itself. Once per turn, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vanishing Wayfinder Source Character Guide pg. 112 Price 150 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. Activate Two Actions command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Chronicler Wayfinder Source PFS Guide pg. 30 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 200 gp Usage worn Access Member of the Pathfinder Society. --- Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific Lore skill, chosen at the time of creation. In addition to the effects of a wayfinder , a chronicler wayfinder has the following activation. Activate Single Action envision; Effect You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the chosen Lore skill. For the Lore check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned Lore skill. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Razmiri Wayfinder Source PFS Guide pg. 72 Price 900 gp Usage worn --- Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie or Impersonate. Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. Activate Single Action envision; Frequency three times per day; Effect You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour. Activate Single Action manipulate; Frequency once per day; Effect You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Air) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 650 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you can cast feather fall as a primal innate spell once every 10 minutes. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level lightning bolt . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Earth) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 600 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you dig twice as quickly as normal. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level stoneskin . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Fire) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 700 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain resistance 5 to fire. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level fireball . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Wayfinder (Water) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain the constant effects of water breathing . Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level hydraulic torrent . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fashionable Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder , a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. Activate Single Action envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Homeward Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 2,750 gp Usage worn Access Member of the Pathfinder Society. --- Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder , a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. Activate 10 minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Hummingbird Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 1,750 gp Usage worn Access Member of the Pathfinder Society. --- Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder , a hummingbird wayfinder has the following activation. Activate Two Actions command, Interact; Frequency once per hour; Effect You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye . In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder .","element":["Fire"],"skill_mod":{},"summary":"Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the …","primary_source":"PFS Guide","trait_group":["School","Energy","Elemental","Planar","Monster","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=470","name":"Elemental Wayfinder (Fire)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-470-877"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-470","weakness":{},"school":"evocation","price":90000,"trait":["Evocation","Invested","Magical","Uncommon","Water"],"id":"equipment-470-878","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 PFS Note All Pathfinders have access. Price 28 gp Usage worn --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone . Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders . Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Archaic Wayfinder Source World Guide pg. 17 PFS Note All characters have access to the archaic wayfinder Price 30 gp Usage held in 1 hand Activate Cast a Spell --- An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder , a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Wayfinder of Rescue Source PFS Scenario #1-03: Escaping the Grave pg. 42 Price 80 gp Usage worn --- As a standard wayfinder , but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bi-Resonant Wayfinder Source Character Guide pg. 110 Price 200 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones . A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shining Wayfinder Source Character Guide pg. 111 Price 100 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder , except instead of an activation to cast light , the shining wayfinder has the following two activations. Activate Two Actions command, Interact; Effect You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. Activate Two Actions command, Interact; Frequency once per day; Effect You call upon the wayfinder’s divine blessings for yourself and your allies. The wayfinder casts bless , with an emanation centered on itself. Once per turn, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vanishing Wayfinder Source Character Guide pg. 112 Price 150 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. Activate Two Actions command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Chronicler Wayfinder Source PFS Guide pg. 30 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 200 gp Usage worn Access Member of the Pathfinder Society. --- Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific Lore skill, chosen at the time of creation. In addition to the effects of a wayfinder , a chronicler wayfinder has the following activation. Activate Single Action envision; Effect You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the chosen Lore skill. For the Lore check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned Lore skill. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Razmiri Wayfinder Source PFS Guide pg. 72 Price 900 gp Usage worn --- Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie or Impersonate. Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. Activate Single Action envision; Frequency three times per day; Effect You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour. Activate Single Action manipulate; Frequency once per day; Effect You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Air) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 650 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you can cast feather fall as a primal innate spell once every 10 minutes. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level lightning bolt . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Earth) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 600 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you dig twice as quickly as normal. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level stoneskin . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Fire) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 700 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain resistance 5 to fire. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level fireball . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Wayfinder (Water) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain the constant effects of water breathing . Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level hydraulic torrent . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fashionable Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder , a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. Activate Single Action envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Homeward Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 2,750 gp Usage worn Access Member of the Pathfinder Society. --- Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder , a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. Activate 10 minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Hummingbird Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 1,750 gp Usage worn Access Member of the Pathfinder Society. --- Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder , a hummingbird wayfinder has the following activation. Activate Two Actions command, Interact; Frequency once per hour; Effect You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye . In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder .","element":["Water"],"skill_mod":{},"summary":"Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the …","primary_source":"PFS Guide","trait_group":["School","Equipment","Mechanics","Rarity","Elemental","Planar","Monster"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=470","name":"Elemental Wayfinder (Water)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-470-878"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-470","weakness":{},"school":"conjuration","price":5000,"trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-470-879","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 PFS Note All Pathfinders have access. Price 28 gp Usage worn --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone . Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders . Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Archaic Wayfinder Source World Guide pg. 17 PFS Note All characters have access to the archaic wayfinder Price 30 gp Usage held in 1 hand Activate Cast a Spell --- An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder , a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Wayfinder of Rescue Source PFS Scenario #1-03: Escaping the Grave pg. 42 Price 80 gp Usage worn --- As a standard wayfinder , but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bi-Resonant Wayfinder Source Character Guide pg. 110 Price 200 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones . A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shining Wayfinder Source Character Guide pg. 111 Price 100 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder , except instead of an activation to cast light , the shining wayfinder has the following two activations. Activate Two Actions command, Interact; Effect You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. Activate Two Actions command, Interact; Frequency once per day; Effect You call upon the wayfinder’s divine blessings for yourself and your allies. The wayfinder casts bless , with an emanation centered on itself. Once per turn, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vanishing Wayfinder Source Character Guide pg. 112 Price 150 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. Activate Two Actions command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Chronicler Wayfinder Source PFS Guide pg. 30 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 200 gp Usage worn Access Member of the Pathfinder Society. --- Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific Lore skill, chosen at the time of creation. In addition to the effects of a wayfinder , a chronicler wayfinder has the following activation. Activate Single Action envision; Effect You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the chosen Lore skill. For the Lore check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned Lore skill. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Razmiri Wayfinder Source PFS Guide pg. 72 Price 900 gp Usage worn --- Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie or Impersonate. Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. Activate Single Action envision; Frequency three times per day; Effect You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour. Activate Single Action manipulate; Frequency once per day; Effect You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Air) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 650 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you can cast feather fall as a primal innate spell once every 10 minutes. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level lightning bolt . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Earth) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 600 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you dig twice as quickly as normal. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level stoneskin . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Fire) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 700 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain resistance 5 to fire. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level fireball . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Wayfinder (Water) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain the constant effects of water breathing . Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level hydraulic torrent . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fashionable Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder , a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. Activate Single Action envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Homeward Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 2,750 gp Usage worn Access Member of the Pathfinder Society. --- Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder , a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. Activate 10 minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Hummingbird Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 1,750 gp Usage worn Access Member of the Pathfinder Society. --- Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder , a hummingbird wayfinder has the following activation. Activate Two Actions command, Interact; Frequency once per hour; Effect You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye . In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder .","skill_mod":{},"summary":"Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder , a fashionable …","primary_source":"PFS Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=470","name":"Fashionable Wayfinder","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-470-879"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-470","weakness":{},"school":"conjuration","price":275000,"trait":["Conjuration","Evocation","Invested","Magical","Teleportation","Uncommon"],"id":"equipment-470-880","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 PFS Note All Pathfinders have access. Price 28 gp Usage worn --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone . Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders . Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Archaic Wayfinder Source World Guide pg. 17 PFS Note All characters have access to the archaic wayfinder Price 30 gp Usage held in 1 hand Activate Cast a Spell --- An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder , a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Wayfinder of Rescue Source PFS Scenario #1-03: Escaping the Grave pg. 42 Price 80 gp Usage worn --- As a standard wayfinder , but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bi-Resonant Wayfinder Source Character Guide pg. 110 Price 200 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones . A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shining Wayfinder Source Character Guide pg. 111 Price 100 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder , except instead of an activation to cast light , the shining wayfinder has the following two activations. Activate Two Actions command, Interact; Effect You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. Activate Two Actions command, Interact; Frequency once per day; Effect You call upon the wayfinder’s divine blessings for yourself and your allies. The wayfinder casts bless , with an emanation centered on itself. Once per turn, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vanishing Wayfinder Source Character Guide pg. 112 Price 150 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. Activate Two Actions command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Chronicler Wayfinder Source PFS Guide pg. 30 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 200 gp Usage worn Access Member of the Pathfinder Society. --- Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific Lore skill, chosen at the time of creation. In addition to the effects of a wayfinder , a chronicler wayfinder has the following activation. Activate Single Action envision; Effect You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the chosen Lore skill. For the Lore check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned Lore skill. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Razmiri Wayfinder Source PFS Guide pg. 72 Price 900 gp Usage worn --- Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie or Impersonate. Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. Activate Single Action envision; Frequency three times per day; Effect You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour. Activate Single Action manipulate; Frequency once per day; Effect You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Air) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 650 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you can cast feather fall as a primal innate spell once every 10 minutes. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level lightning bolt . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Earth) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 600 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you dig twice as quickly as normal. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level stoneskin . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Fire) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 700 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain resistance 5 to fire. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level fireball . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Wayfinder (Water) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain the constant effects of water breathing . Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level hydraulic torrent . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fashionable Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder , a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. Activate Single Action envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Homeward Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 2,750 gp Usage worn Access Member of the Pathfinder Society. --- Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder , a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. Activate 10 minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Hummingbird Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 1,750 gp Usage worn Access Member of the Pathfinder Society. --- Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder , a hummingbird wayfinder has the following activation. Activate Two Actions command, Interact; Frequency once per hour; Effect You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye . In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder .","skill_mod":{},"summary":"Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. …","primary_source":"PFS Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=470","name":"Homeward Wayfinder","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-470-880"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-470","weakness":{},"school":"evocation","price":175000,"trait":["Evocation","Invested","Magical","Transmutation","Uncommon"],"id":"equipment-470-881","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wayfinder Source Core Rulebook pg. 617 PFS Note All Pathfinders have access. Price 28 gp Usage worn --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone . Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders . Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Archaic Wayfinder Source World Guide pg. 17 PFS Note All characters have access to the archaic wayfinder Price 30 gp Usage held in 1 hand Activate Cast a Spell --- An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder , a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone . <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Wayfinder of Rescue Source PFS Scenario #1-03: Escaping the Grave pg. 42 Price 80 gp Usage worn --- As a standard wayfinder , but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bi-Resonant Wayfinder Source Character Guide pg. 110 Price 200 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones . A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shining Wayfinder Source Character Guide pg. 111 Price 100 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder , except instead of an activation to cast light , the shining wayfinder has the following two activations. Activate Two Actions command, Interact; Effect You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. Activate Two Actions command, Interact; Frequency once per day; Effect You call upon the wayfinder’s divine blessings for yourself and your allies. The wayfinder casts bless , with an emanation centered on itself. Once per turn, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vanishing Wayfinder Source Character Guide pg. 112 Price 150 gp Usage worn Access A character who is a member of the Pathfinder Society has access to this option. --- A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. Activate Two Actions command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Chronicler Wayfinder Source PFS Guide pg. 30 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 200 gp Usage worn Access Member of the Pathfinder Society. --- Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific Lore skill, chosen at the time of creation. In addition to the effects of a wayfinder , a chronicler wayfinder has the following activation. Activate Single Action envision; Effect You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the chosen Lore skill. For the Lore check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned Lore skill. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Razmiri Wayfinder Source PFS Guide pg. 72 Price 900 gp Usage worn --- Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie or Impersonate. Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. Activate Single Action envision; Frequency three times per day; Effect You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour. Activate Single Action manipulate; Frequency once per day; Effect You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Air) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 650 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you can cast feather fall as a primal innate spell once every 10 minutes. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level lightning bolt . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Earth) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 600 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you dig twice as quickly as normal. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level stoneskin . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elemental Wayfinder (Fire) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 700 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain resistance 5 to fire. Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level fireball . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Wayfinder (Water) Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 900 gp Usage worn Access Member of the Pathfinder Society. --- Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder , these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Additionally, you gain the constant effects of water breathing . Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level hydraulic torrent . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fashionable Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 50 gp Usage worn Access Member of the Pathfinder Society. --- Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder , a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. Activate Single Action envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Homeward Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 2,750 gp Usage worn Access Member of the Pathfinder Society. --- Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder , a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. Activate 10 minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Hummingbird Wayfinder Source PFS Guide pg. 122 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 1,750 gp Usage worn Access Member of the Pathfinder Society. --- Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder , a hummingbird wayfinder has the following activation. Activate Two Actions command, Interact; Frequency once per hour; Effect You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye . In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder .","skill_mod":{},"summary":"Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and …","primary_source":"PFS Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=470","name":"Hummingbird Wayfinder","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-470-881"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","price":6000000,"skill":["Deception"],"trait":["Enchantment","Invested","Magical","Rare"],"id":"equipment-471","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Whisper of the First Lie Source Core Rulebook pg. 617 Price 60,000 gp Usage worn --- This delicate necklace contains bottled whispers distilled from a source on the Astral Plane rumored to be connected to the first lie ever told. While wearing the necklace, you gain a +3 item bonus to Deception checks, and you can attempt to counteract effects that would force you to tell the truth or determine whether you are lying. Success on this counteract attempt lets you ignore the effect, rather than removing the effect entirely. The counteract level is 9, with a counteract modifier of +35. Activate Three Actions Interact, envision, command; Effect You unstopper the vial and release the lie, creating the effect of a fabricated truth (DC 47). The vial is emptied and can never be activated again. Craft Requirements Supply a casting of fabricated truth .\n","skill_mod":{},"summary":"This delicate necklace contains bottled whispers distilled from a source on the Astral Plane rumored to be connected to the first lie ever told. …","primary_source":"Core Rulebook","trait_group":["School","Equipment","Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=471","name":"Whisper of the First Lie","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-471"},{"remaster_name":["Winged Sandals"],"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":85000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-472","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Winged Boots Source Core Rulebook pg. 617 Price 850 gp Usage worn shoes Bulk L --- Made from soft leather, with delicate white wings attached to the heel, these boots are ensorcelled with powerful air magic. Whenever you fall while wearing these boots, the boots automatically cast feather fall on you. This benefit can’t trigger again for 10 minutes. Activate Two Actions command, Interact; Frequency once per day; Effect You speak a command word and click the boots’ heels together to cause the wings to animate and flap rapidly, granting you a fly Speed of 30 feet for 10 minutes.\n","skill_mod":{},"summary":"Made from soft leather, with delicate white wings attached to the heel, these boots are ensorcelled with powerful air magic. Whenever you fall while …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics","School"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=472","name":"Winged Boots","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-472"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Fall of Plaguestone","Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"The Fall of Plaguestone","trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Uncommon"],"id":"equipment-474","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Limited\" > Energy Mutagen May contain spoilers from The Fall of Plaguestone Source The Fall of Plaguestone pg. 56, Treasure Vault (Remastered) pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts. Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type. Drawback You gain weakness 5 to the other three energy types.\n","skill_mod":{},"summary":"When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen …","primary_source":"The Fall of Plaguestone","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":0,"source_category":["Adventures","Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=474","source_group":["The Fall of Plaguestone"],"spoilers":"The Fall of Plaguestone","name":"Energy Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-474"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Fall of Plaguestone","Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"The Fall of Plaguestone","trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Uncommon"],"id":"equipment-475","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Limited\" > Stone Body Mutagen May contain spoilers from The Fall of Plaguestone Source The Fall of Plaguestone pg. 56, Treasure Vault (Remastered) pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- This mutagen calcifies your body making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount. Drawback Your Speeds are reduced by 10 feet (minimum 5 feet) and you take a –2 penalty to Reflex saves.\n","skill_mod":{},"summary":"This mutagen calcifies your body making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the …","primary_source":"The Fall of Plaguestone","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":0,"source_category":["Adventures","Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=475","source_group":["The Fall of Plaguestone"],"spoilers":"The Fall of Plaguestone","name":"Stone Body Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-475"},{"primary_source_category":"Adventures","usage":"worn","source":["The Fall of Plaguestone"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"The Fall of Plaguestone","school":"divination","price":16000,"skill":["Diplomacy"],"trait":["Divination","Invested","Rare"],"id":"equipment-476","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Bort's Blessing May contain spoilers from The Fall of Plaguestone Source The Fall of Plaguestone pg. 58 Price 160 gp Usage worn --- This ornate copper band has a small ruby set in the center, flanked by a pair of dwarven runes. The wearer of this ring gains the ability to understand, read, and speak one common language of their choice, selected each morning as part of their daily preparations. In addition, the wearer receives a +1 item bonus to Diplomacy checks to Make an Impression.\n","skill_mod":{},"summary":"This ornate copper band has a small ruby set in the center, flanked by a pair of dwarven runes. The wearer of this ring gains the ability to …","primary_source":"The Fall of Plaguestone","trait_group":["School","Equipment","Rarity"],"level":5,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=476","source_group":["The Fall of Plaguestone"],"spoilers":"The Fall of Plaguestone","name":"Bort's Blessing","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-476"},{"primary_source_category":"Adventures","usage":"worn","source":["The Fall of Plaguestone"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"The Fall of Plaguestone","school":"enchantment","price":16000,"skill":["Deception","Diplomacy"],"trait":["Enchantment","Invested","Uncommon"],"id":"equipment-477","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Merchant's Guile May contain spoilers from The Fall of Plaguestone Source The Fall of Plaguestone pg. 58 Price 160 gp Usage worn Activate Three Actions envision, interact --- The band of this ring is made from blue-colored iron and has two sharp, decorative protrusions on each side of the red-stone inlay. It feels quite heavy and reliable. Wearing this ring grants you a +2 item bonus to Deception and Diplomacy checks, but only if the associated checks involve haggling or bargaining over a purchase or trade.\n","skill_mod":{},"summary":"The band of this ring is made from blue-colored iron and has two sharp, decorative protrusions on each side of the red-stone inlay. It feels quite …","primary_source":"The Fall of Plaguestone","trait_group":["School","Equipment","Rarity"],"level":5,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=477","source_group":["The Fall of Plaguestone"],"spoilers":"The Fall of Plaguestone","name":"Merchant's Guile","actions_number":6,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Three Actions","rarity":"uncommon","slug":"equipment-477"},{"primary_source_category":"Adventures","usage":"worn","source":["The Fall of Plaguestone"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"The Fall of Plaguestone","school":"evocation","price":16000,"trait":["Arcane","Evocation","Invested","Uncommon"],"id":"equipment-478","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Ring of Minor Arcana May contain spoilers from The Fall of Plaguestone Source The Fall of Plaguestone pg. 58 Price 160 gp Usage worn --- This rose-gold ring is adorned in the center by a somewhat ominous-looking horned skull. This ring gives you the power to cast the following innate arcane cantrips any number of times each day: detect magic, mage hand, and prestidigitation. Each is cast as a 1st-level spell. If you are an arcane spellcaster, these can instead be heightened to the level of your cantrips.\n","skill_mod":{},"summary":"This rose-gold ring is adorned in the center by a somewhat ominous-looking horned skull. This ring gives you the power to cast the following innate …","primary_source":"The Fall of Plaguestone","trait_group":["Tradition","Monster","School","Equipment","Rarity"],"level":5,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=478","source_group":["The Fall of Plaguestone"],"spoilers":"The Fall of Plaguestone","name":"Ring of Minor Arcana","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-478"},{"primary_source_category":"Adventures","usage":"worn","source":["The Fall of Plaguestone"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"The Fall of Plaguestone","school":"transmutation","price":16000,"trait":["Invested","Transmutation","Uncommon"],"id":"equipment-479","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Ring of the Weary Traveler May contain spoilers from The Fall of Plaguestone Source The Fall of Plaguestone pg. 58 Price 160 gp Usage worn Activate Three Actions envision, interact --- This fanciful golden ring has an ornate band cast with delicate, swirling decorations and is inlaid with three bright-green emeralds. While wearing this ring, you gain a +10-foot item bonus to your Speed, but only when determining your overland movement per hour.\n","skill_mod":{},"summary":"This fanciful golden ring has an ornate band cast with delicate, swirling decorations and is inlaid with three bright-green emeralds. While wearing …","primary_source":"The Fall of Plaguestone","trait_group":["Equipment","School","Rarity"],"level":5,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=479","source_group":["The Fall of Plaguestone"],"spoilers":"The Fall of Plaguestone","name":"Ring of the Weary Traveler","actions_number":6,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Three Actions","rarity":"uncommon","slug":"equipment-479"},{"primary_source_category":"Adventures","usage":"worn","source":["The Fall of Plaguestone"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"The Fall of Plaguestone","school":"necromancy","price":16000,"trait":["Invested","Necromancy","Uncommon"],"id":"equipment-480","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Stalwart's Ring May contain spoilers from The Fall of Plaguestone Source The Fall of Plaguestone pg. 58 Price 160 gp Usage worn --- This fairly simple ring has no gemstone inlaid, but the band is cast to resembled a fanged wolf’s head. Once per day, during your daily preparations, you can meditate on this ring to grant yourself 5 temporary Hit Points. These last until your next daily preparation, as long as you are wearing the ring.\n","skill_mod":{},"summary":"This fairly simple ring has no gemstone inlaid, but the band is cast to resembled a fanged wolf’s head. Once per day, during your daily preparations, …","primary_source":"The Fall of Plaguestone","trait_group":["Equipment","School","Rarity"],"level":5,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=480","source_group":["The Fall of Plaguestone"],"spoilers":"The Fall of Plaguestone","name":"Stalwart's Ring","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-480"},{"primary_source_category":"Adventures","usage":"worn","source":["The Fall of Plaguestone"],"type":"Item","item_category":"Worn Items","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"The Fall of Plaguestone","school":"divination","price":16000,"trait":["Divination","Invested","Uncommon"],"id":"equipment-481","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Warrior's Training Ring May contain spoilers from The Fall of Plaguestone Source The Fall of Plaguestone pg. 58 Price 160 gp Usage worn Activate Free Action envision Frequency once per day Trigger You make an attack with a weapon in which you’re untrained; You gain a +2 circumstance bonus to the attack roll. If you are an expert in any weapon, you instead gain a +4 circumstance bonus to the attack roll. --- This ring is utilitarian in design—indicating its martial use. Its band is decorated only with a simple, sharp-edged sculpture on the band’s center. While wearing this ring, you add your level to your attack rolls with all weapons with which you are untrained.\n","skill_mod":{},"summary":"This ring is utilitarian in design—indicating its martial use. Its band is decorated only with a simple, sharp-edged sculpture on the band’s center. …","primary_source":"The Fall of Plaguestone","trait_group":["School","Equipment","Rarity"],"level":5,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","trigger":"You make an attack with a weapon in which you’re untrained; You gain a +2 circumstance bonus to the attack roll. If you are an expert in any weapon, you instead gain a +4 circumstance bonus to the attack roll.","resistance":{},"url":"/Equipment.aspx?ID=481","source_group":["The Fall of Plaguestone"],"spoilers":"The Fall of Plaguestone","name":"Warrior's Training Ring","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-481"},{"primary_source_category":"Adventure Paths","usage":"worn on 1 hand","source":["Pathfinder #145: Hellknight Hill"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"evocation","price":15000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-482","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Cinderclaw Gauntlet May contain spoilers from Age of Ashes Source Pathfinder #145: Hellknight Hill pg. 77 Price 150 gp Usage worn on 1 hand Bulk L Base Weapon Spiked Gauntlet Activate Reaction command Trigger Your attack roll with the Cinderclaw gauntlet is a critical success. --- This sharp-taloned +1 striking spiked gauntlet appears to have been crafted from dragon scales, with claws built from iron. In addition to the typical weapon traits, a Cinderclaw gauntlet has the versatile S trait. On a critical hit, the Cinderclaw gauntlet deals an additional 1d6 fire damage.\n","skill_mod":{},"summary":"This sharp-taloned +1 striking spiked gauntlet appears to have been crafted from dragon scales, with claws built from iron. In addition to the …","primary_source":"Pathfinder #145: Hellknight Hill","trait_group":["School","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","trigger":"Your attack roll with the Cinderclaw gauntlet is a critical success.","resistance":{},"url":"/Equipment.aspx?ID=482","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","base_item":["Spiked Gauntlet"],"name":"Cinderclaw Gauntlet","actions_number":1,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"equipment-482"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #145: Hellknight Hill","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Age of Ashes","school":"enchantment","price":8000,"skill":["Survival"],"trait":["Enchantment","Invested","Magical","Rare"],"id":"equipment-483","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Hunter's Arrowhead May contain spoilers from Age of Ashes Source Pathfinder #145: Hellknight Hill pg. 77, Treasure Vault (Remastered) pg. 153 Price 80 gp Usage worn Activate Reaction command Frequency once per day Trigger You would miss with an attack made with a bow. --- This arrowhead-shaped charm is not meant to be affixed to an arrow, but instead to be carried in a pocket or inside of a quiver. A hunter’s arrowhead is etched with images sacred to the elven god Ketephys. If you carry one on your person, you are infused with great skill at hunting, and gain a +1 item bonus to Survival skill checks and attack rolls against any creature you’ve currently designated as your prey for the Hunt Prey ranger ability (note that the bonus to attack rolls is an item bonus, and therefore not cumulative with an item bonus from a magic weapon). A hunter's arrowhead is also a religious symbol of Ketephys.\n","skill_mod":{},"summary":"This arrowhead-shaped charm is not meant to be affixed to an arrow, but instead to be carried in a pocket or inside of a quiver. A hunter’s …","primary_source":"Pathfinder #145: Hellknight Hill","trait_group":["School","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","trigger":"You would miss with an attack made with a bow.","resistance":{},"url":"/Equipment.aspx?ID=483","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Hunter's Arrowhead","actions_number":1,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Reaction","rarity":"rare","slug":"equipment-483"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Bestiary","Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":1800,"weakness":{},"saving_throw":"DC 17 Fortitude","price":700,"trait":["Alchemical","Consumable","Ingested","Poison","Uncommon"],"id":"equipment-484","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Restricted\" > Blue Dragonfly Poison Source Bestiary pg. 45, Treasure Vault (Remastered) pg. 67 Price 7 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Boggards brew a potent toxin made from blue dragonflies. Swampseers consume this mixture to awaken their divine powers, but the poison inspires crippling hallucinations in most other creatures. Saving Throw DC 17 Fortitude; Onset 10 minutes; Maximum Duration 30 minutes; Stage 1 dazzled (10 minutes); Stage 2 dazzled and frightened 1 (10 minutes); Stage 3 frightened 1 and confused 1 (1 minute)\n","skill_mod":{},"summary":"Boggards brew a potent toxin made from blue dragonflies. Swampseers consume this mixture to awaken their divine powers, but the poison inspires …","primary_source":"Bestiary","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=484","stage":[" dazzled (10 minutes)"," dazzled and frightened 1 (10 minutes)"," frightened 1 and confused 1 (1 minute)"],"name":"Blue Dragonfly Poison","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"uncommon","slug":"equipment-484"},{"primary_source_category":"Rulebooks","usage":"held, 2 hands","source":["Bestiary"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 16 Fortitude","price":500,"trait":["Alchemical","Consumable","Injury","Poison","Uncommon"],"id":"equipment-485","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Restricted\" > Black Smear Poison Source Bestiary pg. 51 Price 5 gp Usage held, 2 hands Bulk L Activate Three Actions Interact --- Many calignis use a debilitating poison crafted from subterranean fungi. Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round); Stage 2 As stage 1; Stage 3 1d6 poison, and enfeebled 2 (1 round)\n","skill_mod":{},"summary":"Many calignis use a debilitating poison crafted from subterranean fungi. Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 …","primary_source":"Bestiary","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=485","stage":["1d6 poison and enfeebled 1 (1 round)","As stage 1","1d6 poison, and enfeebled 2 (1 round)"],"name":"Black Smear Poison","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Three Actions","rarity":"uncommon","slug":"equipment-485"},{"item_child_id":["equipment-487-1546","equipment-487-1547"],"primary_source_category":"Rulebooks","usage":"worn","source":["Bestiary"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Invested","Occult"],"id":"equipment-487","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Restricted\" > Heartstone Source Bestiary pg. 203 Usage worn --- This gemstone grants its wearer a +2 item bonus to saving throws. Each heartstone is powered by the spirit of a specific night hag. If it’s separated from her for 24 hours (or she’s been dead for 24 hours), it becomes a nonmagical gemstone. A heartstone allows the hag to use additional occult innate spells: ethereal jaunt (9th level) and bind soul at will, and shadow blast twice per day. Activate Single Action command; Requirements You must be touching the heartstone .; Effect The heartstone attempts to counteract one disease affecting you (counteract level 5, counteract modifier +18). Craft Requirements You must be a night hag. <title level=\"2\" right=\"Item 9\" pfs=\"Restricted\" > Heartstone Source Bestiary pg. 203 Price 600 gp ((200 gp when nonmagical)) <title level=\"2\" right=\"Item 13\" pfs=\"\" > Skarja's Heartstone May contain spoilers from Extinction Curse Source Pathfinder #153: Life's Long Shadows pg. 89 Price 2,500 gp ((1,000 gp when nonmagical)) --- This pale gemstone grants its wearer a +2 item bonus to saving throws and the ability to discern a target's alignment (as detect alignment , but can detect chaotic, evil, good, and lawful auras simultaneously) at will by peering through the gemstone. Like all hag heartstones , this gemstone is powered by Skarja's spirit. Skarja does not need to wear her heartstone to benefit from its powers, but she cannot use them if she hasn't touched her heartstone in the past 7 days. If Skarja's heartstone is separated from her for more than 7 days (or if she's been dead for 7 days), it becomes a non-magical gemstone. Skarja's heartstone allows her to use additional occult innate spells: ethereal jaunt (9th level) and bind soul at will, shadow blast (6th level) twice per day, and spirit blast once per day. Activate Single Action command; Requirements You must be touching the heartstone ; Effect The heartstone attempts to counteract one disease affecting you (counteract level 7, counteract modifier +23).","skill_mod":{},"summary":"This gemstone grants its wearer a +2 item bonus to saving throws. Each heartstone is powered by the spirit of a specific night hag. If it’s …","primary_source":"Bestiary","trait_group":["School","Equipment","Tradition"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=487","name":"Heartstone","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-487"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Bestiary"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-487","weakness":{},"school":"abjuration","price":60000,"trait":["Abjuration","Invested","Occult"],"id":"equipment-487-1546","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Restricted\" > Heartstone Source Bestiary pg. 203 Usage worn --- This gemstone grants its wearer a +2 item bonus to saving throws. Each heartstone is powered by the spirit of a specific night hag. If it’s separated from her for 24 hours (or she’s been dead for 24 hours), it becomes a nonmagical gemstone. A heartstone allows the hag to use additional occult innate spells: ethereal jaunt (9th level) and bind soul at will, and shadow blast twice per day. Activate Single Action command; Requirements You must be touching the heartstone .; Effect The heartstone attempts to counteract one disease affecting you (counteract level 5, counteract modifier +18). Craft Requirements You must be a night hag. <title level=\"2\" right=\"Item 9\" pfs=\"Restricted\" > Heartstone Source Bestiary pg. 203 Price 600 gp ((200 gp when nonmagical)) <title level=\"2\" right=\"Item 13\" pfs=\"\" > Skarja's Heartstone May contain spoilers from Extinction Curse Source Pathfinder #153: Life's Long Shadows pg. 89 Price 2,500 gp ((1,000 gp when nonmagical)) --- This pale gemstone grants its wearer a +2 item bonus to saving throws and the ability to discern a target's alignment (as detect alignment , but can detect chaotic, evil, good, and lawful auras simultaneously) at will by peering through the gemstone. Like all hag heartstones , this gemstone is powered by Skarja's spirit. Skarja does not need to wear her heartstone to benefit from its powers, but she cannot use them if she hasn't touched her heartstone in the past 7 days. If Skarja's heartstone is separated from her for more than 7 days (or if she's been dead for 7 days), it becomes a non-magical gemstone. Skarja's heartstone allows her to use additional occult innate spells: ethereal jaunt (9th level) and bind soul at will, shadow blast (6th level) twice per day, and spirit blast once per day. Activate Single Action command; Requirements You must be touching the heartstone ; Effect The heartstone attempts to counteract one disease affecting you (counteract level 7, counteract modifier +23).","skill_mod":{},"summary":"This gemstone grants its wearer a +2 item bonus to saving throws. Each heartstone is powered by the spirit of a specific night hag. If it’s …","primary_source":"Bestiary","trait_group":["School","Equipment","Tradition"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=487","name":"Heartstone","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-487-1546"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #153: Life's Long Shadows"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-487","weakness":{},"primary_source_group":"Extinction Curse","school":"abjuration","price":250000,"trait":["Uncommon","Abjuration","Invested","Occult"],"id":"equipment-487-1547","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Restricted\" > Heartstone Source Bestiary pg. 203 Usage worn --- This gemstone grants its wearer a +2 item bonus to saving throws. Each heartstone is powered by the spirit of a specific night hag. If it’s separated from her for 24 hours (or she’s been dead for 24 hours), it becomes a nonmagical gemstone. A heartstone allows the hag to use additional occult innate spells: ethereal jaunt (9th level) and bind soul at will, and shadow blast twice per day. Activate Single Action command; Requirements You must be touching the heartstone .; Effect The heartstone attempts to counteract one disease affecting you (counteract level 5, counteract modifier +18). Craft Requirements You must be a night hag. <title level=\"2\" right=\"Item 9\" pfs=\"Restricted\" > Heartstone Source Bestiary pg. 203 Price 600 gp ((200 gp when nonmagical)) <title level=\"2\" right=\"Item 13\" pfs=\"\" > Skarja's Heartstone May contain spoilers from Extinction Curse Source Pathfinder #153: Life's Long Shadows pg. 89 Price 2,500 gp ((1,000 gp when nonmagical)) --- This pale gemstone grants its wearer a +2 item bonus to saving throws and the ability to discern a target's alignment (as detect alignment , but can detect chaotic, evil, good, and lawful auras simultaneously) at will by peering through the gemstone. Like all hag heartstones , this gemstone is powered by Skarja's spirit. Skarja does not need to wear her heartstone to benefit from its powers, but she cannot use them if she hasn't touched her heartstone in the past 7 days. If Skarja's heartstone is separated from her for more than 7 days (or if she's been dead for 7 days), it becomes a non-magical gemstone. Skarja's heartstone allows her to use additional occult innate spells: ethereal jaunt (9th level) and bind soul at will, shadow blast (6th level) twice per day, and spirit blast once per day. Activate Single Action command; Requirements You must be touching the heartstone ; Effect The heartstone attempts to counteract one disease affecting you (counteract level 7, counteract modifier +23).","skill_mod":{},"summary":"This pale gemstone grants its wearer a +2 item bonus to saving throws and the ability to discern a target's alignment (as detect alignment , but …","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Rarity","School","Equipment","Tradition"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=487","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Skarja's Heartstone","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-487-1547"},{"remaster_name":["Soul Cage"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Bestiary"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"necromancy","price":160000,"trait":["Arcane","Necromancy","Negative","Rare","Void"],"id":"equipment-488","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Restricted\" > Lich Soul Cage Source Bestiary pg. 222 Price 1,600 gp Usage held in 1 hand --- This item is crafted by a spellcaster who wishes to become a lich. When a lich is destroyed, its soul flees to the soul cage. The soul cage then rebuilds the lich's undead body over the course of 1d10 days. Afterward, the lich manifests next to the soul cage, fully healed and in a new body (therefore, it lacks any equipment it had on its old body). A lich's soul cage must be destroyed to prevent a lich from returning. The standard soul cage is a sealed metal box containing strips of parchment inscribed with magical phrases. This box has Hardness 9 and 36 HP, but some liches devise more durable or difficult-to-obtain soul cages. A soul cage might also come in the form of a ring, an amulet, or a similar item; the specifics are up to the creator.\n","skill_mod":{},"summary":"This item is crafted by a spellcaster who wishes to become a lich. When a lich is destroyed, its soul flees to the soul cage. The soul cage then …","primary_source":"Bestiary","trait_group":["Tradition","Monster","School","Energy","Planar","Creature Type","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=488","name":"Lich Soul Cage","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-488"},{"skill_mod":{},"summary":"This glowing gem is harvested from a demilich and has an 8th-level spell magically bonded to it. This item has the traits of the spell it contains. ","primary_source":"Bestiary","trait_group":["Tradition","Monster","Rarity"],"primary_source_category":"Rulebooks","level":15,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Bestiary"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=489","weakness":{},"price":300000,"name":"Demilich Eye Gem","trait":["Arcane","Rare"],"id":"equipment-489","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Restricted\" > Demilich Eye Gem Source Bestiary pg. 223 Price 3,000 gp (can't be crafted) Usage held in 1 hand --- This glowing gem is harvested from a demilich and has an 8th-level spell magically bonded to it. This item has the traits of the spell it contains. Activate command, Interact; Frequency once per day; Effect The gem casts the 8th-level spell it contains. This activation uses the same number of actions as Casting the Spell. Once the spell is cast, the gem's glow fades, but returns 24 hours later, when the spell can be used once again. Craft Requirements Demilich eye gems can't be crafted.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-489"},{"skill_mod":{},"summary":"This potent weapon used by Treerazer is a +4 greater corrosive major striking obsidian greataxe that grants a +4 item bonus to attack …","primary_source":"Bestiary","trait_group":["Equipment","School","Tradition","Rarity"],"primary_source_category":"Rulebooks","level":25,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Bestiary"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=490","weakness":{},"school":"evocation","base_item":["Greataxe"],"name":"Blackaxe","trait":["Artifact","Cursed","Evocation","Primal","Unique"],"id":"equipment-490","text":"<title level=\"1\" right=\"Item 25\" pfs=\"\" > Blackaxe Source Bestiary pg. 313 Usage held in 2 hands Bulk 2 Base Weapon Greataxe --- This potent weapon used by Treerazer is a +4 greater corrosive major striking obsidian greataxe that grants a +4 item bonus to attack rolls, deals an extra 2d6 damage to plants, and has the properties of adamantine. Activate Single Action (divination, scrying) Requirements You aren't wielding Blackaxe and you are its true owner. ; Effect You sense the world around Blackaxe as though you were in its location and can use any of your innate spells through the link as if it were the source of the spell. If another creature is wielding Blackaxe , it must succeed at a DC 50 Will save or be slowed 2 until it relinquishes the weapon. Activate Free Action command (conjuration, teleportation) Requirements You aren't wielding Blackaxe and you are its true owner.; Effect Blackaxe appears in your hands, teleporting instantly from its prior location. Activate Single Action command (death, healing, necromancy) Frequency once per minute; Effect Make a Strike against a living tree with Blackaxe . If it hits, the tree withers to ash and you heal 250 Hit Points and gain the benefit of restoration (6th) and restore senses .\n","bulk":2,"category":"equipment","rarity":"unique","slug":"equipment-490"},{"skill_mod":{},"summary":"These bioluminescent jellyfish are as bright as candles, come in a variety of colors, and can act as living lanterns. They dry up and die if removed …","primary_source":"World Guide","primary_source_category":"Lost Omens","level":0,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["World Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=495","weakness":{},"price":200,"name":"Jellyfish Lamp","id":"equipment-495","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Jellyfish Lamp Source World Guide pg. 68 Price 2 gp Usage held in 1 hand Bulk L --- These bioluminescent jellyfish are as bright as candles, come in a variety of colors, and can act as living lanterns. They dry up and die if removed from the water for more than 1 hour, but as long as they’re allowed access to seawater, they can usually survive for up to 1 year by feeding on micronutrients. Rarely, a well-treated jellyfish lamp might live longer and potentially develop stronger light or additional abilities.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-495"},{"skill_mod":{},"summary":"These flippers attach to your feet like tight shoes—donning or removing them requires three Interact actions. While worn, you gain a +5-foot item …","primary_source":"World Guide","primary_source_category":"Lost Omens","level":0,"usage":"worn shoes","source_category":["Lost Omens"],"source":["World Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=496","weakness":{},"price":500,"name":"Swim Fins","id":"equipment-496","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Swim Fins Source World Guide pg. 69 Price 5 gp Usage worn shoes Bulk L --- These flippers attach to your feet like tight shoes—donning or removing them requires three Interact actions. While worn, you gain a +5-foot item bonus to the distance you move when rolling Athletics to Swim, not when using a swim Speed, and you take a –10-foot item penalty to your Speed.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-496"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["World Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"school":"necromancy","trait":["Alchemical","Consumable","Elixir","Necromancy","Rare"],"id":"equipment-497","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Sun Orchid Elixir Source World Guide pg. 55 Usage held in 1 hand Bulk L Activate Single Action Interact --- When you drink this elixir, you physically become as you were in whatever phase of your youth you desire. Your new body begins in peak health, regardless of what your actual condition was at that age. Any physical or mental imperfections— including scars, lost limbs, and curses, diseases, poisons of 20th level or lower— are removed, and you regain your full Hit Points. You immediately begin to age normally again, with your natural lifespan extended as if you had never aged past your new apparent age. You retain all your memories. Unlike Crafting most items, brewing the sun orchid elixir takes 1 month’s time. While an individual vial of sun orchid elixir isn’t unique, the formula is unique, and it’s known only to Artokus Kirran of Thuvia.\n","skill_mod":{},"summary":"When you drink this elixir, you physically become as you were in whatever phase of your youth you desire. Your new body begins in peak health, …","primary_source":"World Guide","trait_group":["Monster","Equipment","Weapon","School","Rarity"],"level":20,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=497","name":"Sun Orchid Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-497"},{"primary_source_category":"Lost Omens","usage":"tattoo","source":["World Guide"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"abjuration","price":9000,"trait":["Abjuration","Invested","Magical","Tattoo","Uncommon"],"id":"equipment-498","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Blessed Tattoo Source World Guide pg. 92 PFS Note Orcs and half-orcs from the Mwangi Expanse have access to blessed tattoos Price 90 gp Usage tattoo --- You can activate the tattoo as a reaction instead of a two-action activity, triggered when a demon attacks you or you attempt a saving throw against a demon’s ability. Activate Two Actions envision, Interact; Frequency once per day; Effect You gain the effect of protection against evil .\n","skill_mod":{},"summary":"You can activate the tattoo as a reaction instead of a two-action activity, triggered when a demon attacks you or you attempt a saving throw against …","primary_source":"World Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=498","name":"Blessed Tattoo","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-498"},{"primary_source_category":"Lost Omens","usage":"worn epaulet","source":["World Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","price":5500,"trait":["Enchantment","Invested","Magical","Uncommon"],"id":"equipment-499","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Golden Legion Epaulet Source World Guide pg. 124 Price 55 gp Usage worn epaulet Bulk L --- These gleaming golden epaulets are issued to Eagle Knight officers and worn as part of the uniform. While they can be enchanted to provide a variety of effects, the Golden Legion epaulet remains the most common. Activate Single Action (Command); Frequency once per day; Effect Issue an order as part of the command. You and each ally within 60 feet who follows that order gain a +1 status bonus to attack rolls, damage rolls, and saving throws against fear until the beginning of your next turn.\n","skill_mod":{},"summary":"These gleaming golden epaulets are issued to Eagle Knight officers and worn as part of the uniform. While they can be enchanted to provide a variety …","primary_source":"World Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=499","name":"Golden Legion Epaulet","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-499"},{"skill_mod":{},"summary":"A Large or smaller restrained or willing creature can be executed by a final blade . As an artifact, a final blade cannot be harmed by any but a …","primary_source":"World Guide","trait_group":["Equipment","Mechanics","Alignment","School","Tradition","Rarity"],"primary_source_category":"Lost Omens","level":20,"source_category":["Lost Omens","Adventures"],"source":["World Guide","Night of the Gray Death"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=500","weakness":{},"source_group":["Night of the Gray Death"],"school":"necromancy","name":"Final Blade","trait":["Artifact","Death","Evil","Necromancy","Occult","Rare"],"id":"equipment-500","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > Final Blade Source World Guide pg. 126, Night of the Gray Death pg. 53 Bulk 40 --- A Large or smaller restrained or willing creature can be executed by a final blade . As an artifact, a final blade cannot be harmed by any but a very specific means. Activate 1 minute (Interact); Effect You execute a creature restrained beneath the blade. The executed creature takes 11d10 slashing damage and must succeed at a DC 45 Fortitude save or be decapitated as though it suffered a critical hit with a natural 20 from a +3 major striking vorpal scythe . The soul of a creature executed with a final blade is trapped, and the creature can’t be returned to life through any means, even a miracle or similar magic. A final blade can hold any number of souls in this way, and they can be released only through a complex ritual known only to the Gray Gardeners or through the destruction of the final blade .\n","bulk":40,"category":"equipment","rarity":"rare","slug":"equipment-500"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["World Guide","Gamemastery Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":21600,"weakness":{},"saving_throw":"Fortitude DC 12","price":200,"trait":["Alchemical","Consumable","Drug","Ingested","Inhaled","Poison"],"id":"equipment-501","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Restricted\" > Refined Pesh Source World Guide pg. 52, Gamemastery Guide pg. 120 Price 2 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Saving Throw Fortitude DC 12; Onset 1 minute; Maximum Duration 6 hours; Stage 1 stupefied 1 and a +2 item bonus to saves versus fear effects (1 minute); Stage 2 1 temporary Hit Point per level (first time you reach this stage only), +2 item bonus to saves versus fear effects, clumsy 1, and stupefied 1 (1 minute); Stage 3 clumsy 2 and stupefied 2 (1 hour)\n","skill_mod":{},"summary":" Saving Throw Fortitude DC 12; Onset 1 minute; Maximum Duration 6 hours; Stage 1 stupefied 1 and a +2 item bonus to saves versus fear effects …","primary_source":"World Guide","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":1,"source_category":["Lost Omens","Rulebooks"],"item_subcategory":"Drugs","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=501","stage":["stupefied 1 and a +2 item bonus to saves versus fear effects (1 minute)","1 temporary Hit Point per level (first time you reach this stage only), +2 item bonus to saves versus fear effects, clumsy 1, and stupefied 1 (1 minute)","clumsy 2 and stupefied 2 (1 hour)"],"name":"Refined Pesh","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"equipment-501"},{"hands":"1","primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #146: Cult of Cinders"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"divination","price":36000,"trait":["Divination","Magical","Uncommon"],"id":"equipment-502","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Dragon's Eye Charm May contain spoilers from Age of Ashes Source Pathfinder #146: Cult of Cinders pg. 71 Price 360 gp Hands 1 Usage held in 1 hand Bulk L --- This charm, a dragon-shaped pendant worn like a necklace or set into armor or clothing as a decoration, is warm and smooth to the touch. It must be held in one hand to be used (pressing the palm of one’s hand to the charm also works, provided that your hand is otherwise empty). It has four distinct powers. Activate Single Action Interact; Frequency once per day; Effect The dragon’s eye charm manifests fire for you to wield against your foe. You cast a 5th-level produce flame spell with a spell attack roll of +13. Activate Single Action Interact; Frequency once per day; Effect The charm’s pupil becomes plainly visible. You can look through the charm to gain darkvision for as long as you Sustain the Activation, to a maximum of 10 minutes. Activate Single Action Interact; Frequency once per day; Effect The dragon’s eye charm shrouds you in a faintly glowing layer of golden energy. You gain fire resistance 5 for 10 minutes. Activate Single Action Interact; Frequency once per day; Effect You can speak and understand Draconic as long as you Sustain the Activation, to a maximum of 10 minutes.\n","skill_mod":{},"summary":"This charm, a dragon-shaped pendant worn like a necklace or set into armor or clothing as a decoration, is warm and smooth to the touch. It must be …","primary_source":"Pathfinder #146: Cult of Cinders","trait_group":["School","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=502","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Dragon's Eye Charm","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-502"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #146: Cult of Cinders"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"evocation","price":45000,"trait":["Evocation","Light","Magical","Unique"],"id":"equipment-503","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Eclipse May contain spoilers from Age of Ashes Source Pathfinder #146: Cult of Cinders pg. 72 Price 450 gp Usage held in 1 hand Bulk L Base Weapon Starknife --- This +1 returning striking cold iron starknife has an ornate central grip that depicts a silver dragon, the neck, wings, and tail of which wrap over and around the handle in knots to support the weapon’s four cold iron blades. While the handle is polished to a mirrorlike shine, the blades of Eclipse are a flat black and entirely unreflective. Eclipse is also the portal key required to activate Dreamgate at Alseta’s Ring. Whenever you score a critical hit with Eclipse , the target creature’s eyes are plunged into darkness; if that creature doesn’t have darkvision, it is blinded for 1 round. Activate Single Action command; Frequency once per day; Effect Eclipse’s blades glow like starlit night sky, causing it to shed light as a torch until you deactivate it as a single action, which has the concentrate trait. Activate Reaction envision; Frequency three times per day; Trigger You attempt a Stealth check to Hide or Sneak, but you haven’t rolled yet; Effect You absorb light, gaining a +2 status bonus to the Stealth check.\n","skill_mod":{},"summary":"This +1 returning striking cold iron starknife has an ornate central grip that depicts a silver dragon, the neck, wings, and tail of which …","primary_source":"Pathfinder #146: Cult of Cinders","trait_group":["School","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=503","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","base_item":["Starknife"],"name":"Eclipse","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-503"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":86400,"weakness":{},"saving_throw":"DC 25 Fortitude","primary_source_group":"Age of Ashes","price":5800,"trait":["Alchemical","Consumable","Inhaled","Poison","Rare"],"id":"equipment-504","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Addlebrain May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 71 Price 58 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- Certain Scarlet Triad poisoners use toxins like addlebrain to keep captured prisoners docile and compliant for short periods of time until they can be properly shackled and imprisoned. Addlebrain is distilled from a hallucinogenic lichen that can often be found growing in the sewers below particularly large cities like Katapesh. Once soaked in special reagents and then dried, a dose of addlebrain must be either lit with flame or tossed into a fire to activate, whereupon it unleashes a cloud of toxin as normal for an inhaled poison. Saving Throw DC 25 Fortitude; Onset 1 minute; Maximum Duration 1 day; Stage 1 enfeebled 1 and stupefied 1 (10 minutes); Stage 2 enfeebled 2 and stupefied 2 (1 hour); Stage 3 fatigued, enfeebled 4, and stupefied 4 (1 day)\n","skill_mod":{},"summary":"Certain Scarlet Triad poisoners use toxins like addlebrain to keep captured prisoners docile and compliant for short periods of time until they can …","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=504","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","stage":[" enfeebled 1 and stupefied 1 (10 minutes)","enfeebled 2 and stupefied 2 (1 hour)"," fatigued , enfeebled 4, and stupefied 4 (1 day)"],"name":"Addlebrain","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-504"},{"primary_source_category":"Adventure Paths","usage":"worn belt","source":["Pathfinder #147: Tomorrow Must Burn","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"transmutation","price":22000,"trait":["Invested","Magical","Rare","Transmutation"],"id":"equipment-505","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Bellflower Toolbelt May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 71, Treasure Vault (Remastered) pg. 145 Price 220 gp Usage worn belt Bulk 1 --- Different versions of this belt are customized to appear to suit specific trades, so a belt used for carpentry would look somewhat different than a belt for baking. Activate Two Actions envision, Interact; Effect You place an object of up to 1 Bulk into the belt, transforming that object into a tool befitting the trade for which the belt was created. As long as there are enough transformed items, the belt can be used as artisan’s tools for that trade. Each object remains transformed until it has been removed from the belt for 24 hours or someone uses a single Interact action to return it to its normal form.\n","skill_mod":{},"summary":"Different versions of this belt are customized to appear to suit specific trades, so a belt used for carpentry would look somewhat different than a …","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Equipment","Mechanics","Rarity","School"],"level":6,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=505","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Bellflower Toolbelt","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-505"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Item","item_category":"Other","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"conjuration","price":68000,"skill":["Crafting"],"trait":["Conjuration","Magical","Uncommon"],"id":"equipment-506","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Bountiful Cauldron May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 71 Price 680 gp Bulk 2 --- This mid-sized, silver cauldron is a boon within areas where access to fresh food is limited, for it can be commanded to fill itself with hearty (and delicious) vegetable stew. It can also be put to a much greater use in the pursuit of crafting certain items. When used to Craft alchemical items, potions, or oils, a bountiful cauldron grants a +2 item bonus to the Crafting check. Activate Three Actions command, Interact; Frequency once per day; Effect You stir the cauldron, and it casts a 4th-level create food spell, filling itself with enough delicious vegetable stew to feed 12 Medium creatures.\n","skill_mod":{},"summary":"This mid-sized, silver cauldron is a boon within areas where access to fresh food is limited, for it can be commanded to fill itself with hearty (and …","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=506","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Bountiful Cauldron","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-506"},{"item_child_id":["equipment-507-588","equipment-507-589"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"enchantment","trait":["Enchantment","Magical","Uncommon"],"id":"equipment-507","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Limited\" > Dreamstone May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 71 Usage held in 1 hand Bulk L --- A dreamstone is a disc-shaped object carved with imagery or words sacred to Desna—be it her religious symbol, a short prayer, or merely the shape of a single star. When you carry a dreamstone , you find it easier to fall asleep, and you gain improved effects from the resulting rest. You always fall asleep within 5 minutes of lying down with the intention of sleeping, and you require only 2 hours of sleep per day to gain the benefits of 8 hours of sleep, provided you have carried the dreamstone for at least 24 hours prior to resting. As long as you carry a dreamstone , you gain a +2 item bonus to saving throws against sleep effects. Activate Single Action Interact (metamagic); Frequency once per day; Effect If the next action you use is to Cast a Spell of 4th level or lower that has the sleep trait or is associated with dreams, the spell slot is not expended. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Dreamstone Source Pathfinder #147: Tomorrow Must Burn pg. 71 Price 700 gp Usage held in 1 hand Bulk L --- A dreamstone is a disc-shaped object carved with imagery or words sacred to Desna—be it her religious symbol, a short prayer, or merely the shape of a single star. When you carry a dreamstone , you find it easier to fall asleep, and you gain improved effects from the resulting rest. You always fall asleep within 5 minutes of lying down with the intention of sleeping, and you require only 2 hours of sleep per day to gain the benefits of 8 hours of sleep, provided you have carried the dreamstone for at least 24 hours prior to resting. As long as you carry a dreamstone , you gain a +2 item bonus to saving throws against sleep effects. Activate Single Action Interact (metamagic); Frequency once per day; Effect If the next action you use is to Cast a Spell of 4th level or lower that has the sleep trait or is associated with dreams, the spell slot is not expended. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Cursed Dreamstone Source Pathfinder #147: Tomorrow Must Burn pg. 71 Usage held in 1 hand Bulk L --- A dreamstone can become cursed if left exposed to creatures that corrupt sleep, generate nightmares, or otherwise prey on sleeping or dreaming victims via supernatural methods. A cursed dreamstone seems to function as a normal dreamstone until the bearer falls asleep or is forced to attempt a saving throw against a sleep effect. At this point, the person carrying the cursed dreamstone must attempt a DC 26 Will save to resist the curse’s effects. Critical Success The character resists the curse entirely and experiences a vivid dream while sleeping that warns them of the nature of the cursed dreamstone . Success The character resists the curse. Failure As long as the cursed character possesses the stone, they are fatigued whenever they wake from sleep, whether natural or magically induced, and they take a –2 item penalty to all saving throws against sleep effects instead of gaining the normal bonus from a dreamstone . Critical Failure As failure, and whenever the bearer attempts a saving throw against a sleep effect, they get the outcome that is one degree worse than the result of their saving throw.","skill_mod":{},"summary":"A dreamstone is a disc-shaped object carved with imagery or words sacred to Desna —be it her religious symbol, a short prayer, or merely the shape …","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=507","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Dreamstone","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-507"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-507","weakness":{},"primary_source_group":"Age of Ashes","school":"enchantment","price":70000,"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-507-588","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Limited\" > Dreamstone May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 71 Usage held in 1 hand Bulk L --- A dreamstone is a disc-shaped object carved with imagery or words sacred to Desna—be it her religious symbol, a short prayer, or merely the shape of a single star. When you carry a dreamstone , you find it easier to fall asleep, and you gain improved effects from the resulting rest. You always fall asleep within 5 minutes of lying down with the intention of sleeping, and you require only 2 hours of sleep per day to gain the benefits of 8 hours of sleep, provided you have carried the dreamstone for at least 24 hours prior to resting. As long as you carry a dreamstone , you gain a +2 item bonus to saving throws against sleep effects. Activate Single Action Interact (metamagic); Frequency once per day; Effect If the next action you use is to Cast a Spell of 4th level or lower that has the sleep trait or is associated with dreams, the spell slot is not expended. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Dreamstone Source Pathfinder #147: Tomorrow Must Burn pg. 71 Price 700 gp Usage held in 1 hand Bulk L --- A dreamstone is a disc-shaped object carved with imagery or words sacred to Desna—be it her religious symbol, a short prayer, or merely the shape of a single star. When you carry a dreamstone , you find it easier to fall asleep, and you gain improved effects from the resulting rest. You always fall asleep within 5 minutes of lying down with the intention of sleeping, and you require only 2 hours of sleep per day to gain the benefits of 8 hours of sleep, provided you have carried the dreamstone for at least 24 hours prior to resting. As long as you carry a dreamstone , you gain a +2 item bonus to saving throws against sleep effects. Activate Single Action Interact (metamagic); Frequency once per day; Effect If the next action you use is to Cast a Spell of 4th level or lower that has the sleep trait or is associated with dreams, the spell slot is not expended. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Cursed Dreamstone Source Pathfinder #147: Tomorrow Must Burn pg. 71 Usage held in 1 hand Bulk L --- A dreamstone can become cursed if left exposed to creatures that corrupt sleep, generate nightmares, or otherwise prey on sleeping or dreaming victims via supernatural methods. A cursed dreamstone seems to function as a normal dreamstone until the bearer falls asleep or is forced to attempt a saving throw against a sleep effect. At this point, the person carrying the cursed dreamstone must attempt a DC 26 Will save to resist the curse’s effects. Critical Success The character resists the curse entirely and experiences a vivid dream while sleeping that warns them of the nature of the cursed dreamstone . Success The character resists the curse. Failure As long as the cursed character possesses the stone, they are fatigued whenever they wake from sleep, whether natural or magically induced, and they take a –2 item penalty to all saving throws against sleep effects instead of gaining the normal bonus from a dreamstone . Critical Failure As failure, and whenever the bearer attempts a saving throw against a sleep effect, they get the outcome that is one degree worse than the result of their saving throw.","skill_mod":{},"summary":"A dreamstone is a disc-shaped object carved with imagery or words sacred to Desna —be it her religious symbol, a short prayer, or merely the shape …","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=507","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Dreamstone","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-507-588"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-507","weakness":{},"primary_source_group":"Age of Ashes","school":"enchantment","trait":["Enchantment","Magical","Uncommon"],"id":"equipment-507-589","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Limited\" > Dreamstone May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 71 Usage held in 1 hand Bulk L --- A dreamstone is a disc-shaped object carved with imagery or words sacred to Desna—be it her religious symbol, a short prayer, or merely the shape of a single star. When you carry a dreamstone , you find it easier to fall asleep, and you gain improved effects from the resulting rest. You always fall asleep within 5 minutes of lying down with the intention of sleeping, and you require only 2 hours of sleep per day to gain the benefits of 8 hours of sleep, provided you have carried the dreamstone for at least 24 hours prior to resting. As long as you carry a dreamstone , you gain a +2 item bonus to saving throws against sleep effects. Activate Single Action Interact (metamagic); Frequency once per day; Effect If the next action you use is to Cast a Spell of 4th level or lower that has the sleep trait or is associated with dreams, the spell slot is not expended. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Dreamstone Source Pathfinder #147: Tomorrow Must Burn pg. 71 Price 700 gp Usage held in 1 hand Bulk L --- A dreamstone is a disc-shaped object carved with imagery or words sacred to Desna—be it her religious symbol, a short prayer, or merely the shape of a single star. When you carry a dreamstone , you find it easier to fall asleep, and you gain improved effects from the resulting rest. You always fall asleep within 5 minutes of lying down with the intention of sleeping, and you require only 2 hours of sleep per day to gain the benefits of 8 hours of sleep, provided you have carried the dreamstone for at least 24 hours prior to resting. As long as you carry a dreamstone , you gain a +2 item bonus to saving throws against sleep effects. Activate Single Action Interact (metamagic); Frequency once per day; Effect If the next action you use is to Cast a Spell of 4th level or lower that has the sleep trait or is associated with dreams, the spell slot is not expended. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Cursed Dreamstone Source Pathfinder #147: Tomorrow Must Burn pg. 71 Usage held in 1 hand Bulk L --- A dreamstone can become cursed if left exposed to creatures that corrupt sleep, generate nightmares, or otherwise prey on sleeping or dreaming victims via supernatural methods. A cursed dreamstone seems to function as a normal dreamstone until the bearer falls asleep or is forced to attempt a saving throw against a sleep effect. At this point, the person carrying the cursed dreamstone must attempt a DC 26 Will save to resist the curse’s effects. Critical Success The character resists the curse entirely and experiences a vivid dream while sleeping that warns them of the nature of the cursed dreamstone . Success The character resists the curse. Failure As long as the cursed character possesses the stone, they are fatigued whenever they wake from sleep, whether natural or magically induced, and they take a –2 item penalty to all saving throws against sleep effects instead of gaining the normal bonus from a dreamstone . Critical Failure As failure, and whenever the bearer attempts a saving throw against a sleep effect, they get the outcome that is one degree worse than the result of their saving throw.","skill_mod":{},"summary":"A dreamstone can become cursed if left exposed to creatures that corrupt sleep, generate nightmares, or otherwise prey on sleeping or dreaming …","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=507","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Cursed Dreamstone","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-507-589"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"divination","trait":["Artifact","Divination","Invested","Unique"],"id":"equipment-508","text":"<title level=\"1\" right=\"Item 11\" pfs=\"\" > Eye of the Wise May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 72 Usage held in 1 hand Bulk L --- This fist-sized, 12-rayed black star sapphire is sacred to Yuelral, the elven goddess of magic and jewels, and most accounts of its creation attribute its crafting to a circle of her worshippers. In addition to the abilities listed below, the gem functions as a portal key for Jewelgate at Alseta's Ring. Activate Single Action Interact; Effect You touch the Eye of the Wise to a gem worth at least 10 gp, whereupon the Eye of the Wise assumes the appearance of the touched gemstone. While this connection is active, the carriers of the Eye of the Wise and of the other gemstone can communicate telepathically with one another over any distance, as long as both are on the same plane. This connection is broken if the other gemstone is damaged, if the Eye of the Wise becomes attuned to another gemstone, or if the bearer of the Eye of the Wise Dismisses the activation. Activate Single Action Interact; Effect You hold the Eye of the Wise up to your own eye and peer through it. The Eye of the Wise grows transparent and grants you a +2 item bonus to attempts to Decipher Writing, Disable a Device, Identify Magic, Pick a Lock, Seek, or Sense Motive. You can Sustain this activation as long as you hold the gem in place.\n","skill_mod":{},"summary":"This fist-sized, 12-rayed black star sapphire is sacred to Yuelral , the elven goddess of magic and jewels, and most accounts of its creation …","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Equipment","School","Rarity"],"level":11,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=508","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Eye of the Wise","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-508"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Item","item_category":"Structures","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"conjuration","price":65000,"trait":["Conjuration","Extradimensional","Magical","Rare","Structure"],"id":"equipment-509","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Gourd Home May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 72 Price 650 gp Bulk L when not activated --- This dried gourd seems entirely nondescript, as it is hollow and has a sturdy cord wrapped around its neck for easy carrying. Closer inspection reveals the gourd has grown in the rough shape of a hut or similar small dwelling. Activate (1 minute) Interact; Effect You place the gourd home on the ground (in an open area large enough to contain it) and cause it to expand in size to a 30-foot-square structure with one door. The interior of the gourd is a single large room that can hold 10 Small or Medium creatures with moderate comfort. Activate Single Action Interact; Frequency once per day; Requirements The gourd home must be expanded into its house form atop earth or soil.; Effect By rapping on the door from either outside or inside, you cause the gourd home to shrink back into its normal size and appear to be a non-magical gourd sitting on the ground. For the following 8 hours, the interior of the gourd home becomes an extradimensional space whose size appears unchanged to those within. If anyone outside picks up or damages the gourd, or if anyone inside the gourd home attempts to exit, all creatures within the gourd home immediately reappear in the area surrounding the gourd, and the gourd home becomes inactive for 24 hours.\n","skill_mod":{},"summary":"This dried gourd seems entirely nondescript, as it is hollow and has a sturdy cord wrapped around its neck for easy carrying. Closer inspection …","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["School","Mechanics","Rarity","Equipment"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=509","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Gourd Home","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-509"},{"item_child_id":["equipment-510-592","equipment-510-593","equipment-510-594"],"primary_source_category":"Lost Omens","usage":"worn cloak","source":["Character Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","skill":["Diplomacy","Diplomacy","Diplomacy"],"trait":["Enchantment","Invested","Magical"],"id":"equipment-510","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Cloak of Repute Source Character Guide pg. 72 Usage worn cloak Bulk 1 --- This gaudy and extravagant cloak is adorned with brilliant gems and a fur trim. While wearing the cloak, you gain instant fame and notoriety, granting you a +1 item bonus to Diplomacy checks to Make an Impression. Creatures attempting to learn about you gain the same bonus to Gather Information about you. Activate Two Actions command; Frequency once per day; Effect You wield your great stature to make a Request of a creature. If you roll a success on the check, you get a critical success instead. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cloak of Repute Source Character Guide pg. 72 Price 90 gp Bulk 1 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cloak of Repute (Greater) Source Character Guide pg. 72 Price 1,300 gp Bulk 1 --- The item bonus is +2. You can activate the cloak twice per day. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cloak of Repute (Major) Source Character Guide pg. 72 Price 21,750 gp Bulk 1 --- The item bonus is +3. You can activate the cloak three times per day. If you roll a critical failure on your Diplomacy check when you activate the cloak, you get a failure instead.","skill_mod":{},"summary":"This gaudy and extravagant cloak is adorned with brilliant gems and a fur trim. While wearing the cloak, you gain instant fame and notoriety, …","primary_source":"Character Guide","trait_group":["School","Equipment","Mechanics"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=510","name":"Cloak of Repute","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-510"},{"primary_source_category":"Lost Omens","usage":"worn cloak","source":["Character Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-510","weakness":{},"school":"enchantment","price":9000,"skill":["Diplomacy"],"trait":["Enchantment","Invested","Magical"],"id":"equipment-510-592","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Cloak of Repute Source Character Guide pg. 72 Usage worn cloak Bulk 1 --- This gaudy and extravagant cloak is adorned with brilliant gems and a fur trim. While wearing the cloak, you gain instant fame and notoriety, granting you a +1 item bonus to Diplomacy checks to Make an Impression. Creatures attempting to learn about you gain the same bonus to Gather Information about you. Activate Two Actions command; Frequency once per day; Effect You wield your great stature to make a Request of a creature. If you roll a success on the check, you get a critical success instead. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cloak of Repute Source Character Guide pg. 72 Price 90 gp Bulk 1 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cloak of Repute (Greater) Source Character Guide pg. 72 Price 1,300 gp Bulk 1 --- The item bonus is +2. You can activate the cloak twice per day. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cloak of Repute (Major) Source Character Guide pg. 72 Price 21,750 gp Bulk 1 --- The item bonus is +3. You can activate the cloak three times per day. If you roll a critical failure on your Diplomacy check when you activate the cloak, you get a failure instead.","skill_mod":{},"summary":"This gaudy and extravagant cloak is adorned with brilliant gems and a fur trim. While wearing the cloak, you gain instant fame and notoriety, …","primary_source":"Character Guide","trait_group":["School","Equipment","Mechanics"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=510","name":"Cloak of Repute","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-510-592"},{"primary_source_category":"Lost Omens","usage":"worn cloak","source":["Character Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-510","weakness":{},"school":"enchantment","price":130000,"skill":["Diplomacy"],"trait":["Enchantment","Invested","Magical"],"id":"equipment-510-593","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Cloak of Repute Source Character Guide pg. 72 Usage worn cloak Bulk 1 --- This gaudy and extravagant cloak is adorned with brilliant gems and a fur trim. While wearing the cloak, you gain instant fame and notoriety, granting you a +1 item bonus to Diplomacy checks to Make an Impression. Creatures attempting to learn about you gain the same bonus to Gather Information about you. Activate Two Actions command; Frequency once per day; Effect You wield your great stature to make a Request of a creature. If you roll a success on the check, you get a critical success instead. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cloak of Repute Source Character Guide pg. 72 Price 90 gp Bulk 1 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cloak of Repute (Greater) Source Character Guide pg. 72 Price 1,300 gp Bulk 1 --- The item bonus is +2. You can activate the cloak twice per day. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cloak of Repute (Major) Source Character Guide pg. 72 Price 21,750 gp Bulk 1 --- The item bonus is +3. You can activate the cloak three times per day. If you roll a critical failure on your Diplomacy check when you activate the cloak, you get a failure instead.","skill_mod":{},"summary":"The item bonus is +2. You can activate the cloak twice per day.","primary_source":"Character Guide","trait_group":["School","Equipment","Mechanics"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=510","name":"Cloak of Repute (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-510-593"},{"primary_source_category":"Lost Omens","usage":"worn cloak","source":["Character Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-510","weakness":{},"school":"enchantment","price":2175000,"skill":["Diplomacy"],"trait":["Enchantment","Invested","Magical"],"id":"equipment-510-594","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Cloak of Repute Source Character Guide pg. 72 Usage worn cloak Bulk 1 --- This gaudy and extravagant cloak is adorned with brilliant gems and a fur trim. While wearing the cloak, you gain instant fame and notoriety, granting you a +1 item bonus to Diplomacy checks to Make an Impression. Creatures attempting to learn about you gain the same bonus to Gather Information about you. Activate Two Actions command; Frequency once per day; Effect You wield your great stature to make a Request of a creature. If you roll a success on the check, you get a critical success instead. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cloak of Repute Source Character Guide pg. 72 Price 90 gp Bulk 1 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cloak of Repute (Greater) Source Character Guide pg. 72 Price 1,300 gp Bulk 1 --- The item bonus is +2. You can activate the cloak twice per day. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cloak of Repute (Major) Source Character Guide pg. 72 Price 21,750 gp Bulk 1 --- The item bonus is +3. You can activate the cloak three times per day. If you roll a critical failure on your Diplomacy check when you activate the cloak, you get a failure instead.","skill_mod":{},"summary":"The item bonus is +3. You can activate the cloak three times per day. If you roll a critical failure on your Diplomacy check when you activate the …","primary_source":"Character Guide","trait_group":["School","Equipment","Mechanics"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=510","name":"Cloak of Repute (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-510-594"},{"item_child_id":["equipment-511-595","equipment-511-596","equipment-511-597"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Character Guide"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","skill":["Thievery","Thievery","Thievery"],"trait":["Conjuration","Magical"],"id":"equipment-511","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Insistent Door Knocker Source Character Guide pg. 72 Usage held in 1 hand Bulk 1 --- This dark iron door knocker comes in a variety of shapes, such as a bird clutching a ring in its talons or a gargoyle holding a ring in its mouth. Placing the door knocker on the surface of a door (an Interact action) causes it to attach and remain in place. While in place, the door knocker whispers hints to you while you attempt to unlock the door, granting a +1 item bonus to Thievery checks to Pick a Lock. Removing the door knocker from a surface requires you to use an Interact action. Activate Two Actions command, Interact; Frequency once per day; Effect You place the door knocker against a wall, floor, or ceiling. The door knocker fuses in place and creates a usable door within the surface. Any creature can move through the door normally, as if the door had always been there. The door can penetrate up to 1 foot of material, so thick material, such as heavy stone walls, can cause this effect to fail, expending its use for the day. A thin layer of metal in a wall, floor, or ceiling also causes the effect to fail. You can use an Interact action to release the door knocker from the surface and return the surface to its previous shape. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Insistent Door Knocker Source Character Guide pg. 72 Price 225 gp Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Insistent Door Knocker (Greater) Source Character Guide pg. 72 Price 1,250 gp Bulk 1 --- The item bonus is +2, and the door knocker can penetrate up to 5 feet of material when activated. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Insistent Door Knocker (Major) Source Character Guide pg. 72 Price 13,500 gp Bulk 1 --- The item bonus is +3, and the door knocker can penetrate up to 10 feet of material when activated.","skill_mod":{},"summary":"This dark iron door knocker comes in a variety of shapes, such as a bird clutching a ring in its talons or a gargoyle holding a ring in its mouth. …","primary_source":"Character Guide","trait_group":["School","Mechanics"],"level":6,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=511","name":"Insistent Door Knocker","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-511"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Character Guide"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-511","weakness":{},"school":"conjuration","price":22500,"skill":["Thievery"],"trait":["Conjuration","Magical"],"id":"equipment-511-595","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Insistent Door Knocker Source Character Guide pg. 72 Usage held in 1 hand Bulk 1 --- This dark iron door knocker comes in a variety of shapes, such as a bird clutching a ring in its talons or a gargoyle holding a ring in its mouth. Placing the door knocker on the surface of a door (an Interact action) causes it to attach and remain in place. While in place, the door knocker whispers hints to you while you attempt to unlock the door, granting a +1 item bonus to Thievery checks to Pick a Lock. Removing the door knocker from a surface requires you to use an Interact action. Activate Two Actions command, Interact; Frequency once per day; Effect You place the door knocker against a wall, floor, or ceiling. The door knocker fuses in place and creates a usable door within the surface. Any creature can move through the door normally, as if the door had always been there. The door can penetrate up to 1 foot of material, so thick material, such as heavy stone walls, can cause this effect to fail, expending its use for the day. A thin layer of metal in a wall, floor, or ceiling also causes the effect to fail. You can use an Interact action to release the door knocker from the surface and return the surface to its previous shape. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Insistent Door Knocker Source Character Guide pg. 72 Price 225 gp Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Insistent Door Knocker (Greater) Source Character Guide pg. 72 Price 1,250 gp Bulk 1 --- The item bonus is +2, and the door knocker can penetrate up to 5 feet of material when activated. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Insistent Door Knocker (Major) Source Character Guide pg. 72 Price 13,500 gp Bulk 1 --- The item bonus is +3, and the door knocker can penetrate up to 10 feet of material when activated.","skill_mod":{},"summary":"This dark iron door knocker comes in a variety of shapes, such as a bird clutching a ring in its talons or a gargoyle holding a ring in its mouth. …","primary_source":"Character Guide","trait_group":["School","Mechanics"],"level":6,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=511","name":"Insistent Door Knocker","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-511-595"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Character Guide"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-511","weakness":{},"school":"conjuration","price":125000,"skill":["Thievery"],"trait":["Conjuration","Magical"],"id":"equipment-511-596","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Insistent Door Knocker Source Character Guide pg. 72 Usage held in 1 hand Bulk 1 --- This dark iron door knocker comes in a variety of shapes, such as a bird clutching a ring in its talons or a gargoyle holding a ring in its mouth. Placing the door knocker on the surface of a door (an Interact action) causes it to attach and remain in place. While in place, the door knocker whispers hints to you while you attempt to unlock the door, granting a +1 item bonus to Thievery checks to Pick a Lock. Removing the door knocker from a surface requires you to use an Interact action. Activate Two Actions command, Interact; Frequency once per day; Effect You place the door knocker against a wall, floor, or ceiling. The door knocker fuses in place and creates a usable door within the surface. Any creature can move through the door normally, as if the door had always been there. The door can penetrate up to 1 foot of material, so thick material, such as heavy stone walls, can cause this effect to fail, expending its use for the day. A thin layer of metal in a wall, floor, or ceiling also causes the effect to fail. You can use an Interact action to release the door knocker from the surface and return the surface to its previous shape. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Insistent Door Knocker Source Character Guide pg. 72 Price 225 gp Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Insistent Door Knocker (Greater) Source Character Guide pg. 72 Price 1,250 gp Bulk 1 --- The item bonus is +2, and the door knocker can penetrate up to 5 feet of material when activated. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Insistent Door Knocker (Major) Source Character Guide pg. 72 Price 13,500 gp Bulk 1 --- The item bonus is +3, and the door knocker can penetrate up to 10 feet of material when activated.","skill_mod":{},"summary":"The item bonus is +2, and the door knocker can penetrate up to 5 feet of material when activated.","primary_source":"Character Guide","trait_group":["School","Mechanics"],"level":11,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=511","name":"Insistent Door Knocker (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-511-596"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Character Guide"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-511","weakness":{},"school":"conjuration","price":1350000,"skill":["Thievery"],"trait":["Conjuration","Magical"],"id":"equipment-511-597","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Insistent Door Knocker Source Character Guide pg. 72 Usage held in 1 hand Bulk 1 --- This dark iron door knocker comes in a variety of shapes, such as a bird clutching a ring in its talons or a gargoyle holding a ring in its mouth. Placing the door knocker on the surface of a door (an Interact action) causes it to attach and remain in place. While in place, the door knocker whispers hints to you while you attempt to unlock the door, granting a +1 item bonus to Thievery checks to Pick a Lock. Removing the door knocker from a surface requires you to use an Interact action. Activate Two Actions command, Interact; Frequency once per day; Effect You place the door knocker against a wall, floor, or ceiling. The door knocker fuses in place and creates a usable door within the surface. Any creature can move through the door normally, as if the door had always been there. The door can penetrate up to 1 foot of material, so thick material, such as heavy stone walls, can cause this effect to fail, expending its use for the day. A thin layer of metal in a wall, floor, or ceiling also causes the effect to fail. You can use an Interact action to release the door knocker from the surface and return the surface to its previous shape. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Insistent Door Knocker Source Character Guide pg. 72 Price 225 gp Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Insistent Door Knocker (Greater) Source Character Guide pg. 72 Price 1,250 gp Bulk 1 --- The item bonus is +2, and the door knocker can penetrate up to 5 feet of material when activated. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Insistent Door Knocker (Major) Source Character Guide pg. 72 Price 13,500 gp Bulk 1 --- The item bonus is +3, and the door knocker can penetrate up to 10 feet of material when activated.","skill_mod":{},"summary":"The item bonus is +3, and the door knocker can penetrate up to 10 feet of material when activated.","primary_source":"Character Guide","trait_group":["School","Mechanics"],"level":17,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=511","name":"Insistent Door Knocker (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-511-597"},{"primary_source_category":"Lost Omens","usage":"affixed to armor","source":["Character Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":900,"trait":["Consumable","Illusion","Magical","Talisman"],"id":"equipment-512","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Snapleaf Source Character Guide pg. 73 Price 9 gp Usage affixed to armor Activate Reaction Interact Trigger You begin to fall --- This small, crystalline carving takes the shape of a tree leaf and attaches to armor or clothing with a simple strap. When you activate the snapleaf , you gain the benefits of feather fall and a 2nd-level invisibility spell for 1 minute or until you stop falling, whichever comes first.\n","skill_mod":{},"summary":"This small, crystalline carving takes the shape of a tree leaf and attaches to armor or clothing with a simple strap. When you activate the snapleaf …","primary_source":"Character Guide","trait_group":["Equipment","School","Monster","Mechanics"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Talismans","trigger":"You begin to fall","resistance":{},"url":"/Equipment.aspx?ID=512","name":"Snapleaf","actions_number":1,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"equipment-512"},{"item_child_id":["equipment-513-598","equipment-513-599","equipment-513-600"],"primary_source_category":"Lost Omens","usage":"worn cloak","source":["Character Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"illusion","skill":["Deception","Deception","Deception"],"trait":["Illusion","Invested","Magical"],"id":"equipment-513","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Unmemorable Mantle Source Character Guide pg. 73 Usage worn cloak Bulk 1 --- This long, shoddy cloak bears a hood and a simple brass clasp. While wearing the cloak, you gain a +1 item bonus to Deception checks to Impersonate an individual and to Lie while in character as that individual. Activate 1 minute (envision, Interact); Frequency once per day; Requirements You are Impersonating someone else; Effect While conversing or otherwise casually interacting with other creatures, you can adjust the mantle’s clasp to modify those creatures’ recollections of the last 5 minutes of their interaction with you. Each creature must attempt a DC 25 Will save. Critical Success The creature recalls the interaction clearly and realizes you were trying to alter their memory. Success The creature recalls the interaction clearly. Failure You decide whether or not the creature recalls the interaction. You can also alter minor details the creature recalls about the interaction, such as the time, place, and whether the interaction was favorable, as determined by the GM. Critical Failure You decide whether or not the creature recalls the interaction. You can also alter major details the creature recalls about the interaction, such as believing you to be another individual or that the creature agreed to a favor, as determined by the GM. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Unmemorable Mantle Source Character Guide pg. 73 Price 300 gp Bulk 1 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Unmemorable Mantle (Greater) Source Character Guide pg. 73 Price 1,300 gp Bulk 1 --- The item bonus is +2, and the Will save DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Unmemorable Mantle (Major) Source Character Guide pg. 73 Price 21,750 gp Bulk 1 --- The item bonus is +3, the Will save DC is 38, and you can activate the mantle once every 10 minutes.","skill_mod":{},"summary":"This long, shoddy cloak bears a hood and a simple brass clasp. While wearing the cloak, you gain a +1 item bonus to Deception checks to Impersonate …","primary_source":"Character Guide","trait_group":["School","Monster","Equipment","Mechanics"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=513","name":"Unmemorable Mantle","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-513"},{"primary_source_category":"Lost Omens","usage":"worn cloak","source":["Character Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-513","weakness":{},"school":"illusion","price":30000,"skill":["Deception"],"trait":["Illusion","Invested","Magical"],"id":"equipment-513-598","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Unmemorable Mantle Source Character Guide pg. 73 Usage worn cloak Bulk 1 --- This long, shoddy cloak bears a hood and a simple brass clasp. While wearing the cloak, you gain a +1 item bonus to Deception checks to Impersonate an individual and to Lie while in character as that individual. Activate 1 minute (envision, Interact); Frequency once per day; Requirements You are Impersonating someone else; Effect While conversing or otherwise casually interacting with other creatures, you can adjust the mantle’s clasp to modify those creatures’ recollections of the last 5 minutes of their interaction with you. Each creature must attempt a DC 25 Will save. Critical Success The creature recalls the interaction clearly and realizes you were trying to alter their memory. Success The creature recalls the interaction clearly. Failure You decide whether or not the creature recalls the interaction. You can also alter minor details the creature recalls about the interaction, such as the time, place, and whether the interaction was favorable, as determined by the GM. Critical Failure You decide whether or not the creature recalls the interaction. You can also alter major details the creature recalls about the interaction, such as believing you to be another individual or that the creature agreed to a favor, as determined by the GM. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Unmemorable Mantle Source Character Guide pg. 73 Price 300 gp Bulk 1 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Unmemorable Mantle (Greater) Source Character Guide pg. 73 Price 1,300 gp Bulk 1 --- The item bonus is +2, and the Will save DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Unmemorable Mantle (Major) Source Character Guide pg. 73 Price 21,750 gp Bulk 1 --- The item bonus is +3, the Will save DC is 38, and you can activate the mantle once every 10 minutes.","skill_mod":{},"summary":"This long, shoddy cloak bears a hood and a simple brass clasp. While wearing the cloak, you gain a +1 item bonus to Deception checks to Impersonate …","primary_source":"Character Guide","trait_group":["School","Monster","Equipment","Mechanics"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=513","name":"Unmemorable Mantle","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-513-598"},{"primary_source_category":"Lost Omens","usage":"worn cloak","source":["Character Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-513","weakness":{},"school":"illusion","price":130000,"skill":["Deception"],"trait":["Illusion","Invested","Magical"],"id":"equipment-513-599","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Unmemorable Mantle Source Character Guide pg. 73 Usage worn cloak Bulk 1 --- This long, shoddy cloak bears a hood and a simple brass clasp. While wearing the cloak, you gain a +1 item bonus to Deception checks to Impersonate an individual and to Lie while in character as that individual. Activate 1 minute (envision, Interact); Frequency once per day; Requirements You are Impersonating someone else; Effect While conversing or otherwise casually interacting with other creatures, you can adjust the mantle’s clasp to modify those creatures’ recollections of the last 5 minutes of their interaction with you. Each creature must attempt a DC 25 Will save. Critical Success The creature recalls the interaction clearly and realizes you were trying to alter their memory. Success The creature recalls the interaction clearly. Failure You decide whether or not the creature recalls the interaction. You can also alter minor details the creature recalls about the interaction, such as the time, place, and whether the interaction was favorable, as determined by the GM. Critical Failure You decide whether or not the creature recalls the interaction. You can also alter major details the creature recalls about the interaction, such as believing you to be another individual or that the creature agreed to a favor, as determined by the GM. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Unmemorable Mantle Source Character Guide pg. 73 Price 300 gp Bulk 1 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Unmemorable Mantle (Greater) Source Character Guide pg. 73 Price 1,300 gp Bulk 1 --- The item bonus is +2, and the Will save DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Unmemorable Mantle (Major) Source Character Guide pg. 73 Price 21,750 gp Bulk 1 --- The item bonus is +3, the Will save DC is 38, and you can activate the mantle once every 10 minutes.","skill_mod":{},"summary":"The item bonus is +2, and the Will save DC is 28.","primary_source":"Character Guide","trait_group":["School","Monster","Equipment","Mechanics"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=513","name":"Unmemorable Mantle (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-513-599"},{"primary_source_category":"Lost Omens","usage":"worn cloak","source":["Character Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-513","weakness":{},"school":"illusion","price":2175000,"skill":["Deception"],"trait":["Illusion","Invested","Magical"],"id":"equipment-513-600","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Unmemorable Mantle Source Character Guide pg. 73 Usage worn cloak Bulk 1 --- This long, shoddy cloak bears a hood and a simple brass clasp. While wearing the cloak, you gain a +1 item bonus to Deception checks to Impersonate an individual and to Lie while in character as that individual. Activate 1 minute (envision, Interact); Frequency once per day; Requirements You are Impersonating someone else; Effect While conversing or otherwise casually interacting with other creatures, you can adjust the mantle’s clasp to modify those creatures’ recollections of the last 5 minutes of their interaction with you. Each creature must attempt a DC 25 Will save. Critical Success The creature recalls the interaction clearly and realizes you were trying to alter their memory. Success The creature recalls the interaction clearly. Failure You decide whether or not the creature recalls the interaction. You can also alter minor details the creature recalls about the interaction, such as the time, place, and whether the interaction was favorable, as determined by the GM. Critical Failure You decide whether or not the creature recalls the interaction. You can also alter major details the creature recalls about the interaction, such as believing you to be another individual or that the creature agreed to a favor, as determined by the GM. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Unmemorable Mantle Source Character Guide pg. 73 Price 300 gp Bulk 1 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Unmemorable Mantle (Greater) Source Character Guide pg. 73 Price 1,300 gp Bulk 1 --- The item bonus is +2, and the Will save DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Unmemorable Mantle (Major) Source Character Guide pg. 73 Price 21,750 gp Bulk 1 --- The item bonus is +3, the Will save DC is 38, and you can activate the mantle once every 10 minutes.","skill_mod":{},"summary":"The item bonus is +3, the Will save DC is 38, and you can activate the mantle once every 10 minutes.","primary_source":"Character Guide","trait_group":["School","Monster","Equipment","Mechanics"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=513","name":"Unmemorable Mantle (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-513-600"},{"skill_mod":{},"summary":"These armor-plated skirts, which are also known as armored kilts, are favored by Knights of Lastwall for their versatility and aesthetic appeal. An …","primary_source":"Character Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=514","weakness":{},"price":200,"name":"Armored Skirt","id":"equipment-514","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Armored Skirt Source Character Guide pg. 91 Price 2 gp Bulk 1 --- These armor-plated skirts, which are also known as armored kilts, are favored by Knights of Lastwall for their versatility and aesthetic appeal. An armored skirt can be donned with 2 Interact actions when it’s worn with light or medium armor, or as part of donning heavy armor. When worn with a breastplate, chain shirt, chain mail, or scale mail, an armored skirt increases the armor’s item bonus to AC by 1, worsens the armor’s check penalty by 1, reduces the armor’s Dex cap by 1, increases the Strength score required to ignore the check penalty and reduce the Speed penalty by 2, and adds the noisy trait. This also makes the armor one step heavier (from light to medium, or medium to heavy), and you use the proficiency bonus appropriate to this adjusted armor type. Alternatively, when wearing an armored skirt to replace appropriate portions of a set of half plate or full plate, reduce the armor’s item bonus to AC by 1, lessen the check penalty by 1, decrease the Strength score required to ignore the check penalty and reduce the Speed penalty by 2, increase the armor’s Dex cap by 1, and add the noisy trait to the armor. An armored skirt grants no benefit when worn by itself or with armors other than those listed here.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-514"},{"access":"A character who is a member of the Knights of Lastwall has access to this option.","primary_source_category":"Lost Omens","usage":"held in 1 or 2 hands","source":["Character Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":70000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-515","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Crimson Brand Source Character Guide pg. 82 Price 700 gp Usage held in 1 or 2 hands Bulk 1 Base Weapon Bastard Sword Access A character who is a member of the Knights of Lastwall has access to this option. --- These ominous swords are decorated with crimson lacquer and serve as perfect conduits for the Crimson Oath’s power. The first was granted to Clarethe Iomedar by a mysterious patron who many Reclaimers believe to be an emissary of Ragathiel. A crimson brand is a +1 striking wounding bastard sword . When the wielder uses the crimson brand to cast invoke the Crimson Oath , they can generate a 60-foot line or a 30-foot cone instead of the normal 20-foot cone. Whenever the wielder would inflict persistent bleed damage on an undead creature with the crimson brand , they can instead wreathe the creature in ruby energy, inflicting the same amount of persistent positive damage instead of persistent bleed damage.\n","skill_mod":{},"summary":"These ominous swords are decorated with crimson lacquer and serve as perfect conduits for the Crimson Oath’s power. The first was granted to Clarethe …","primary_source":"Character Guide","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=515","base_item":["Bastard Sword"],"name":"Crimson Brand","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-515"},{"access":"A character who is a member of the Knights of Lastwall has access to this option.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Character Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":300,"skill":["Stealth"],"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-516","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Lastwall Soup Source Character Guide pg. 92 Price 3 gp Usage held in 2 hands Bulk L Access A character who is a member of the Knights of Lastwall has access to this option. Activate 1 minute (Interact) --- Crimson Reclaimers make this rich, hearty soup using herbs that baffle the senses of the undead. A bowl of Lastwall soup is as nourishing as a full meal. In addition, for 1 hour after consuming a bowl of Lastwall soup, you gain a +2 item bonus to Stealth checks and DCs against undead.\n","skill_mod":{},"summary":"Crimson Reclaimers make this rich, hearty soup using herbs that baffle the senses of the undead. A bowl of Lastwall soup is as nourishing as a full …","primary_source":"Character Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=516","name":"Lastwall Soup","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-516"},{"access":"A character who is a member of the Knights of Lastwall has access to this option.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Character Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":575000,"trait":["Divine","Evocation","Fire","Good","Light","Uncommon"],"id":"equipment-517","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Radiant Lance Source Character Guide pg. 92 Price 5,750 gp Usage held in 2 hands Bulk 2 Base Weapon Lance Access A character who is a member of the Knights of Lastwall has access to this option. --- When wielded in battle, these silver lances blaze with light. A radiant lance is a +2 greater striking holy flaming silver lance . When wielded in battle, the radiant lance sheds bright light in a 60-foot radius. On a hit against an undead creature that is specifically vulnerable to sunlight, the lance bursts with a brilliant flash of light, and that undead must attempt a DC 35 Fortitude save. If the attack was a critical hit, the undead uses an outcome one degree of success worse than the result of its saving throw. Success The undead is unaffected. Failure The undead is slowed 1 for 1 round. Critical Failure The undead is slowed 1 for 1 minute. Activate Two Actions command, Interact; Frequency once per day; Effect You point the lance at a foe and call out, firing a beam with the effects of a 7th-level searing light .\n","element":["Fire"],"skill_mod":{},"summary":"When wielded in battle, these silver lances blaze with light. A radiant lance is a +2 greater striking holy flaming silver lance . When …","primary_source":"Character Guide","trait_group":["Tradition","School","Energy","Elemental","Planar","Monster","Alignment","Mechanics","Rarity"],"level":15,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=517","base_item":["Lance"],"name":"Radiant Lance","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-517"},{"access":"A character who is a member of the Knights of Lastwall has access to this option.","primary_source_category":"Lost Omens","usage":"etched onto heavy armor","source":["Character Guide"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","price":50000,"skill":["Deception"],"trait":["Abjuration","Illusion","Magical","Uncommon"],"id":"equipment-518","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Sinister Knight Source Character Guide pg. 92 Price 500 gp Usage etched onto heavy armor Access A character who is a member of the Knights of Lastwall has access to this option. --- Sinister knight armor shrouds the wearer’s identity in secrecy, allowing Crimson Reclaimers to pass among foes without being immediately unmasked. The wearer gains a +1 item bonus to Deception checks. Activate Single Action envision; Effect With a thought, the wearer activates a disguise. While the sinister knight armor’s disguise is active, any identifying insignia or aesthetic of the armor is replaced by generic malevolent aesthetics such as spikes or demonic faces. While in the disguise, the wearer is always considered to be taking precautions against lifesense, and even a creature that successfully notices the wearer with its lifesense mistakes the wearer for an undead unless it critically succeeds at its Perception check or the wearer critically fails a Deception or Stealth check. Finally, while in the disguise, the rune attempts to counteract any effects that would reveal your alignment; on a successful counteract check, rather than negate the effect, the rune causes the effect to perceive your alignment as evil (maintaining any lawful or chaotic component of your alignment). The wearer can Dismiss the disguise, and if the wearer’s armor is removed, the disguise deactivates automatically.\n","skill_mod":{},"summary":" Sinister knight armor shrouds the wearer’s identity in secrecy, allowing Crimson Reclaimers to pass among foes without being immediately unmasked. …","primary_source":"Character Guide","trait_group":["School","Monster","Mechanics","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=518","name":"Sinister Knight","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-518"},{"access":"A character who is a member of the Knights of Lastwall has access to this option.","primary_source_category":"Lost Omens","usage":"etched onto a slashing melee weapon","source":["Character Guide"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","price":100000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-519","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Serrating Source Character Guide pg. 93 Price 1,000 gp Usage etched onto a slashing melee weapon Access A character who is a member of the Knights of Lastwall has access to this option. --- A serrating weapon’s bladed edge separates into jagged, swirling shards that spin along the blade. When dealing slashing damage, the weapon deals an additional 1d4 damage. Activate Single Action Interact; Effect You brandish the weapon and focus its power, causing the serrated shards to buzz as they spin at a dizzying speed. On your next hit with the weapon this turn that deals slashing damage, the serrating rune adds an additional 1d12 damage instead of the additional 1d4 damage, and then the shards return to their usual speed.\n","skill_mod":{},"summary":"A serrating weapon’s bladed edge separates into jagged, swirling shards that spin along the blade. When dealing slashing damage, the weapon deals …","primary_source":"Character Guide","trait_group":["School","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=519","name":"Serrating","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-519"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Character Guide"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"evocation","price":450000,"trait":["Evocation","Good","Light","Magical","Rare"],"id":"equipment-520","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Glorious Plate Source Character Guide pg. 93 Price 4,500 gp Usage worn armor Bulk 4 Base Armor Full Plate --- This elegant full plate is embossed with heraldic imagery and never tarnishes or loses its shine. Glorious plate is +2 resilient full plate . In battle, glorious plate sheds bright light in a 10-foot radius, which enemies see as a blinding halo that obscures creatures other than the wearer. When an enemy looks at the wearer, it must attempt a DC 33 Will saving throw. The enemy is then temporarily immune for 1 minute. Success The enemy is unaffected. Failure For 1 minute, the wearer’s allies within the glorious plate’s 10-foot radius of light are concealed to the enemy. Allies are concealed only while they remain within the light; if allies enter the light later, they are concealed as well. Critical Failure As failure, except the wearer’s allies are hidden to the enemy instead of concealed. Activate Two Actions command, Interact; Frequency once per 10 minutes; Effect The armor casts sanctuary on you.\n","skill_mod":{},"summary":"This elegant full plate is embossed with heraldic imagery and never tarnishes or loses its shine. Glorious plate is +2 resilient full plate . In …","primary_source":"Character Guide","trait_group":["School","Alignment","Mechanics","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=520","base_item":["Full Plate"],"name":"Glorious Plate","bulk":4,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-520"},{"access":"A character who is Magaambyan of at least attendant rank has access to this option.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Character Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"transmutation","price":1200,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-521","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Scrollstaff Source Character Guide pg. 100 Price 12 gp Usage held in 1 hand Bulk 1 Base Weapon Staff Access A character who is Magaambyan of at least attendant rank has access to this option. --- A band of pliant wood encircles the head of this slender mahogany staff. The Magaambya created the first scrollstaves millennia ago, and even the few scrollstaves found beyond the organization often incorporate Magaambyan iconography as an homage to their source. A scrollstaff serves as a weapon just like an ordinary staff and can be improved via runes like any other staff. In addition, if you are capable of creating magical scrolls, you can inscribe a single scroll onto the staff’s head for the same cost as normal for Crafting the scroll. If necessary, you can embed a required material focus into the staff as part of the same Craft activity. As long as you are holding the staff, you can cast the spell from the staff’s head. Casting the written spell works just like casting from a scroll, but you can perform the necessary material component with the staff, even if you don’t have a free hand. Once you cast the inscribed spell, any material focus remains embedded in the staff until removed as an Interact action. The staff can hold only a single scroll at a time. If you inscribe a new scroll before casting the previous spell, you replace the existing spell and remove any previous material focus as part of the Craft activity to write the new scroll.\n","skill_mod":{},"summary":"A band of pliant wood encircles the head of this slender mahogany staff. The Magaambya created the first scrollstaves millennia ago, and even the …","primary_source":"Character Guide","trait_group":["Mechanics","School","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=521","base_item":["Staff"],"name":"Scrollstaff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-521"},{"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","usage":"affixed to armor, shield, or weapon","source":["Character Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":1300,"trait":["Abjuration","Consumable","Magical","Talisman","Uncommon"],"id":"equipment-522","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Fortifying Pebble Source Character Guide pg. 110 Price 13 gp Usage affixed to armor, shield, or weapon Access A character who is a member of the Pathfinder Society has access to this option. Activate Free Action envision Trigger The affixed object would take damage --- This small pebble is strangely dense and surprisingly durable, affixed to an object by a sturdy steel chain. When you activate the pebble, the affixed object takes 10 less damage.\n","skill_mod":{},"summary":"This small pebble is strangely dense and surprisingly durable, affixed to an object by a sturdy steel chain. When you activate the pebble, the …","primary_source":"Character Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Talismans","trigger":"The affixed object would take damage","resistance":{},"url":"/Equipment.aspx?ID=522","name":"Fortifying Pebble","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-522"},{"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Character Guide"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"illusion","price":3000,"trait":["Illusion","Magical","Uncommon"],"id":"equipment-523","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Pathfinder's Coin Source Character Guide pg. 110 Price 30 gp Usage held in 1 hand Access A character who is a member of the Pathfinder Society has access to this option. --- This coin usually resembles ancient currency. An intricate matrix of gold and platinum wires inside the coin causes it to float an inch in the air and spin if placed on a wayfinder . Activate Single Action command; Requirements The coin is levitating above a wayfinder ; Effect You give the coin a message of 25 words or fewer. The message repeats in your voice the next time the coin is floated above a wayfinder . A Pathfinder’s coin can hold only one message at a time, and it replays its message only once.\n","skill_mod":{},"summary":"This coin usually resembles ancient currency. An intricate matrix of gold and platinum wires inside the coin causes it to float an inch in the air …","primary_source":"Character Guide","trait_group":["School","Monster","Mechanics","Rarity"],"level":2,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=523","name":"Pathfinder's Coin","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-523"},{"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","usage":"worn belt pouch","source":["Character Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","price":20000,"trait":["Abjuration","Extradimensional","Invested","Magical","Uncommon"],"id":"equipment-524","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Pathfinder's Pouch Source Character Guide pg. 111 Price 200 gp Usage worn belt pouch Bulk L Access A character who is a member of the Pathfinder Society has access to this option. --- This unobtrusive belt pouch is popular among Pathfinders who operate in places where the Society is not welcome. It is constantly under the effects of a 3rd-level magic aura spell to appear non-magical. The pouch’s normal space holds as much as an ordinary belt pouch, but it also has a small extradimensional space that holds up to 1 Bulk of items. A creature actively inspecting the pouch in its ordinary state discovers the existence of the extradimensional space only on a critical success to Search the pouch (see the Concealing an Item action of the Stealth skill), though when the extradimensional space is active, it’s obvious to anyone examining the pouch that it is more than it seems. Activate Single Action Interact; Effect You switch the pouch to allow access to its extradimensional space instead of its normal space, or vice versa. This lasts until you next activate it. Items in the other space are inaccessible and hard to find until you switch the pouch back.\n","skill_mod":{},"summary":"This unobtrusive belt pouch is popular among Pathfinders who operate in places where the Society is not welcome. It is constantly under the effects …","primary_source":"Character Guide","trait_group":["School","Mechanics","Equipment","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=524","name":"Pathfinder's Pouch","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-524"},{"item_child_id":["equipment-525-603","equipment-525-604","equipment-525-605","equipment-525-606"],"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Character Guide"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"transmutation","trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-525","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Scroll Case of Simplicity Source Character Guide pg. 111 Usage held in 1 hand Access A character who is a member of the Pathfinder Society has access to this option. --- The four different types of scroll cases of simplicity often bear adornments appropriate to their magical tradition, such as angelic wings or otherworldly lettering. On the inside, intricate runic diagrams spiral out to surround the scroll stored within. A scroll placed within the case can be converted into energy to cast consistently useful spells depending on its type. You must be able to cast spells of a given tradition to use a scroll case of simplicity of a corresponding type. Activate Single Action Interact; Requirements The scroll case contains a single scroll of a 1st-level spell; Effect You transfer the scroll’s energy into the scroll case, consuming the scroll, and you can immediately begin casting one of the scroll case’s spells. If you use any action other than to Cast a Spell from the scroll case after activating the scroll case of simplicity , the scroll and its energy are lost. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Arcane Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast alarm or unseen servant . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Divine Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast heal or purify food and drink . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Occult Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast illusory disguise or soothe . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Primal Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast longstrider or pass without trace .","skill_mod":{},"summary":"The four different types of scroll cases of simplicity often bear adornments appropriate to their magical tradition, such as angelic wings or …","primary_source":"Character Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=525","name":"Scroll Case of Simplicity","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-525"},{"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Character Guide"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-525","weakness":{},"school":"transmutation","price":10000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-525-603","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Scroll Case of Simplicity Source Character Guide pg. 111 Usage held in 1 hand Access A character who is a member of the Pathfinder Society has access to this option. --- The four different types of scroll cases of simplicity often bear adornments appropriate to their magical tradition, such as angelic wings or otherworldly lettering. On the inside, intricate runic diagrams spiral out to surround the scroll stored within. A scroll placed within the case can be converted into energy to cast consistently useful spells depending on its type. You must be able to cast spells of a given tradition to use a scroll case of simplicity of a corresponding type. Activate Single Action Interact; Requirements The scroll case contains a single scroll of a 1st-level spell; Effect You transfer the scroll’s energy into the scroll case, consuming the scroll, and you can immediately begin casting one of the scroll case’s spells. If you use any action other than to Cast a Spell from the scroll case after activating the scroll case of simplicity , the scroll and its energy are lost. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Arcane Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast alarm or unseen servant . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Divine Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast heal or purify food and drink . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Occult Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast illusory disguise or soothe . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Primal Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast longstrider or pass without trace .","skill_mod":{},"summary":"The scroll case can be used to cast alarm or unseen servant .","primary_source":"Character Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=525","name":"Arcane Scroll Case of Simplicity","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-525-603"},{"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Character Guide"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-525","weakness":{},"school":"transmutation","price":10000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-525-604","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Scroll Case of Simplicity Source Character Guide pg. 111 Usage held in 1 hand Access A character who is a member of the Pathfinder Society has access to this option. --- The four different types of scroll cases of simplicity often bear adornments appropriate to their magical tradition, such as angelic wings or otherworldly lettering. On the inside, intricate runic diagrams spiral out to surround the scroll stored within. A scroll placed within the case can be converted into energy to cast consistently useful spells depending on its type. You must be able to cast spells of a given tradition to use a scroll case of simplicity of a corresponding type. Activate Single Action Interact; Requirements The scroll case contains a single scroll of a 1st-level spell; Effect You transfer the scroll’s energy into the scroll case, consuming the scroll, and you can immediately begin casting one of the scroll case’s spells. If you use any action other than to Cast a Spell from the scroll case after activating the scroll case of simplicity , the scroll and its energy are lost. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Arcane Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast alarm or unseen servant . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Divine Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast heal or purify food and drink . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Occult Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast illusory disguise or soothe . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Primal Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast longstrider or pass without trace .","skill_mod":{},"summary":"The scroll case can be used to cast heal or purify food and drink .","primary_source":"Character Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=525","name":"Divine Scroll Case of Simplicity","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-525-604"},{"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Character Guide"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-525","weakness":{},"school":"transmutation","price":10000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-525-605","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Scroll Case of Simplicity Source Character Guide pg. 111 Usage held in 1 hand Access A character who is a member of the Pathfinder Society has access to this option. --- The four different types of scroll cases of simplicity often bear adornments appropriate to their magical tradition, such as angelic wings or otherworldly lettering. On the inside, intricate runic diagrams spiral out to surround the scroll stored within. A scroll placed within the case can be converted into energy to cast consistently useful spells depending on its type. You must be able to cast spells of a given tradition to use a scroll case of simplicity of a corresponding type. Activate Single Action Interact; Requirements The scroll case contains a single scroll of a 1st-level spell; Effect You transfer the scroll’s energy into the scroll case, consuming the scroll, and you can immediately begin casting one of the scroll case’s spells. If you use any action other than to Cast a Spell from the scroll case after activating the scroll case of simplicity , the scroll and its energy are lost. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Arcane Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast alarm or unseen servant . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Divine Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast heal or purify food and drink . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Occult Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast illusory disguise or soothe . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Primal Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast longstrider or pass without trace .","skill_mod":{},"summary":"The scroll case can be used to cast illusory disguise or soothe .","primary_source":"Character Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=525","name":"Occult Scroll Case of Simplicity","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-525-605"},{"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Character Guide"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-525","weakness":{},"school":"transmutation","price":10000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-525-606","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Scroll Case of Simplicity Source Character Guide pg. 111 Usage held in 1 hand Access A character who is a member of the Pathfinder Society has access to this option. --- The four different types of scroll cases of simplicity often bear adornments appropriate to their magical tradition, such as angelic wings or otherworldly lettering. On the inside, intricate runic diagrams spiral out to surround the scroll stored within. A scroll placed within the case can be converted into energy to cast consistently useful spells depending on its type. You must be able to cast spells of a given tradition to use a scroll case of simplicity of a corresponding type. Activate Single Action Interact; Requirements The scroll case contains a single scroll of a 1st-level spell; Effect You transfer the scroll’s energy into the scroll case, consuming the scroll, and you can immediately begin casting one of the scroll case’s spells. If you use any action other than to Cast a Spell from the scroll case after activating the scroll case of simplicity , the scroll and its energy are lost. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Arcane Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast alarm or unseen servant . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Divine Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast heal or purify food and drink . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Occult Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast illusory disguise or soothe . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Primal Scroll Case of Simplicity Source Character Guide pg. 111 Price 100 gp Usage held in 1 hand --- The scroll case can be used to cast longstrider or pass without trace .","skill_mod":{},"summary":"The scroll case can be used to cast longstrider or pass without trace .","primary_source":"Character Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=525","name":"Primal Scroll Case of Simplicity","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-525-606"},{"primary_source_category":"Adventure Paths","usage":"etched onto a weapon","source":["Pathfinder #148: Fires of the Haunted City"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"evocation","price":950000,"trait":["Dwarf","Evocation","Magical","Rare","Saggorak"],"id":"equipment-526","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Ancestral Echoing May contain spoilers from Age of Ashes Source Pathfinder #148: Fires of the Haunted City pg. 75 Price 9,500 gp Usage etched onto a weapon --- The wisdom of this weapon’s past owners flows into your mind, amplifying your own abilities with the weapon. Your proficiency rank with this weapon is one step higher than normal, to a maximum of the highest proficiency rank you have in any weapon. For instance, if you had master proficieny with martial weapons and expert proficiency with advanced weapons, you would have master proficiency with advanced weapon that had this rune. In addition, while wielding the ancestral echoing weapon, you have expert proficiency in one Lore skill relevant to one or more of the weapon’s previous owners. This is typically Dwarven Lore but is ultimately determined by the GM depending on the weapon’s history.\n","skill_mod":{},"summary":"The wisdom of this weapon’s past owners flows into your mind, amplifying your own abilities with the weapon. Your proficiency rank with this weapon …","primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Ancestry","Weapon","School","Mechanics","Rarity","Equipment"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=526","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Ancestral Echoing","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-526"},{"primary_source_category":"Adventure Paths","usage":"etched onto medium or heavy armor","source":["Pathfinder #148: Fires of the Haunted City"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"abjuration","price":300000,"trait":["Abjuration","Dwarf","Magical","Rare","Saggorak"],"id":"equipment-527","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Rock-Braced May contain spoilers from Age of Ashes Source Pathfinder #148: Fires of the Haunted City pg. 75 Price 3,000 gp Usage etched onto medium or heavy armor --- Rock-braced armor makes you as hard to move as a boulder. Whenever another creature attempts to forcibly move you from your space, you gain a +4 item bonus to your Fortitude DC against the check to move you. If the creature would not normally need to attempt a check to move you, then the creature must succeed at an Athletics check against your Fortitude DC (including the +4 item bonus) or you are unmoved.\n","skill_mod":{},"summary":" Rock-braced armor makes you as hard to move as a boulder. Whenever another creature attempts to forcibly move you from your space, you gain a +4 …","primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["School","Ancestry","Weapon","Mechanics","Rarity","Equipment"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=527","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Rock-Braced","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-527"},{"primary_source_category":"Adventure Paths","usage":"etched onto a clan dagger ","source":["Pathfinder #148: Fires of the Haunted City"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"abjuration","price":5200,"trait":["Abjuration","Dwarf","Magical","Uncommon"],"id":"equipment-538","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Kin-Warding May contain spoilers from Age of Ashes Source Pathfinder #148: Fires of the Haunted City pg. 75 Price 52 gp Usage etched onto a clan dagger --- A kin-warding clan dagger can deflect attacks aimed at your allies. When you use the weapon’s parry trait, you can point the clan dagger at an adjacent ally instead of defending yourself, creating a shield of runes around them. The runic barrier grants your ally the weapon’s circumstance bonus to AC, but you do not gain the bonus yourself.\n","skill_mod":{},"summary":"A kin-warding clan dagger can deflect attacks aimed at your allies. When you use the weapon’s parry trait, you can point the clan dagger at an …","primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["School","Ancestry","Weapon","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=538","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Kin-Warding","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-538"},{"item_child_id":["equipment-539-611","equipment-539-612"],"primary_source_category":"Adventure Paths","usage":"etched onto a clan dagger ","source":["Pathfinder #148: Fires of the Haunted City"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"evocation","trait":["Dwarf","Evocation","Magical","Uncommon"],"id":"equipment-539","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Limited\" > Bloodbane May contain spoilers from Age of Ashes Source Pathfinder #148: Fires of the Haunted City pg. 75 Usage etched onto a clan dagger --- A bloodbane clan dagger is especially vicious against the ancestral enemies of the clan. When you damage an appropriate type of creature with the weapon, that creature takes 1 persistent bleed damage. The type of creature depends on the clan that made the dagger, but is typically drow, duergar, giant, or orc. In addition, whenever you inflict persistent bleed damage with a bloodbane weapon (whether from its innate ability or in some other way), the weapon leaves ragged wounds. The bleeding creature must succeed at a DC 25 Fortitude save or become sickened 1. The creature is then temporarily immune for 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Bloodbane Source Pathfinder #148: Fires of the Haunted City pg. 75 Price 475 gp <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Bloodbane (Greater) Source Pathfinder #148: Fires of the Haunted City pg. 75 Price 2,800 gp --- The weapon deals 1d4 bleed damage to creatures designated as the clan’s enemy, and the DC of the Fortitude save to avoid becoming sickened is 30.","skill_mod":{},"summary":"A bloodbane clan dagger is especially vicious against the ancestral enemies of the clan. When you damage an appropriate type of creature with the …","primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Ancestry","Weapon","School","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=539","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Bloodbane","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-539"},{"primary_source_category":"Adventure Paths","usage":"etched onto a clan dagger ","source":["Pathfinder #148: Fires of the Haunted City"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-539","weakness":{},"primary_source_group":"Age of Ashes","school":"evocation","price":47500,"trait":["Dwarf","Evocation","Magical","Uncommon"],"id":"equipment-539-611","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Limited\" > Bloodbane May contain spoilers from Age of Ashes Source Pathfinder #148: Fires of the Haunted City pg. 75 Usage etched onto a clan dagger --- A bloodbane clan dagger is especially vicious against the ancestral enemies of the clan. When you damage an appropriate type of creature with the weapon, that creature takes 1 persistent bleed damage. The type of creature depends on the clan that made the dagger, but is typically drow, duergar, giant, or orc. In addition, whenever you inflict persistent bleed damage with a bloodbane weapon (whether from its innate ability or in some other way), the weapon leaves ragged wounds. The bleeding creature must succeed at a DC 25 Fortitude save or become sickened 1. The creature is then temporarily immune for 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Bloodbane Source Pathfinder #148: Fires of the Haunted City pg. 75 Price 475 gp <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Bloodbane (Greater) Source Pathfinder #148: Fires of the Haunted City pg. 75 Price 2,800 gp --- The weapon deals 1d4 bleed damage to creatures designated as the clan’s enemy, and the DC of the Fortitude save to avoid becoming sickened is 30.","skill_mod":{},"summary":"A bloodbane clan dagger is especially vicious against the ancestral enemies of the clan. When you damage an appropriate type of creature with the …","primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Ancestry","Weapon","School","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=539","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Bloodbane","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-539-611"},{"primary_source_category":"Adventure Paths","usage":"etched onto a clan dagger ","source":["Pathfinder #148: Fires of the Haunted City"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-539","weakness":{},"primary_source_group":"Age of Ashes","school":"evocation","price":280000,"trait":["Dwarf","Evocation","Magical","Uncommon"],"id":"equipment-539-612","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Limited\" > Bloodbane May contain spoilers from Age of Ashes Source Pathfinder #148: Fires of the Haunted City pg. 75 Usage etched onto a clan dagger --- A bloodbane clan dagger is especially vicious against the ancestral enemies of the clan. When you damage an appropriate type of creature with the weapon, that creature takes 1 persistent bleed damage. The type of creature depends on the clan that made the dagger, but is typically drow, duergar, giant, or orc. In addition, whenever you inflict persistent bleed damage with a bloodbane weapon (whether from its innate ability or in some other way), the weapon leaves ragged wounds. The bleeding creature must succeed at a DC 25 Fortitude save or become sickened 1. The creature is then temporarily immune for 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Bloodbane Source Pathfinder #148: Fires of the Haunted City pg. 75 Price 475 gp <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Bloodbane (Greater) Source Pathfinder #148: Fires of the Haunted City pg. 75 Price 2,800 gp --- The weapon deals 1d4 bleed damage to creatures designated as the clan’s enemy, and the DC of the Fortitude save to avoid becoming sickened is 30.","skill_mod":{},"summary":"The weapon deals 1d4 bleed damage to creatures designated as the clan’s enemy, and the DC of the Fortitude save to avoid becoming sickened is 30.","primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Ancestry","Weapon","School","Mechanics","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=539","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Bloodbane (Greater)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-539-612"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #148: Fires of the Haunted City"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"enchantment","price":580000,"trait":["Enchantment","Invested","Magical","Rare"],"id":"equipment-540","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Dragonscale Amulet May contain spoilers from Age of Ashes Source Pathfinder #148: Fires of the Haunted City pg. 75 Price 5,800 gp Usage worn --- This amulet is made from the scales of five ancient dragons. You gain resistance 5 to acid, cold, electricity, fire, and poison. If you take damage of one of these types from a dragon’s Breath Weapon, the amulet begins to glow brightly; for the next 10 minutes, your resistance against that type of damage increases to 20. If you are subjected to a dragon’s frightful presence, you can roll your saving throw twice and use the higher result to determine the aura’s effects. This is a fortune effect. Activate Two Actions command; Frequency once per day; Effect You exude an aura that terrifies all foes in a 60-foot radius, as the frightful presence ability with a DC 34 Will save.\n","skill_mod":{},"summary":"This amulet is made from the scales of five ancient dragons. You gain resistance 5 to acid, cold, electricity, fire, and poison. If you take damage …","primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["School","Equipment","Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=540","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Dragonscale Amulet","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-540"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #148: Fires of the Haunted City"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"conjuration","price":1000000,"skill":["Crafting"],"trait":["Conjuration","Elf","Magical","Unique"],"id":"equipment-541","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Limited\" > Guiding Chisel May contain spoilers from Age of Ashes Source Pathfinder #148: Fires of the Haunted City pg. 76 Price 10,000 gp Usage held in 1 hand Bulk 1 --- This magical chisel evokes the holy symbol of the elven goddess of art and architecture, Findeladlara. The Guiding Chisel’s original function was as a portal key to Duskgate, but as Alseta’s Ring faded from the collective memories of the elves, the chisel became known and used exclusively for its other abilities. Eventually, elven emissaries gave it to the dwarves of Saggorak as a gesture of friendship. You gain a +3 item bonus to Crafting checks related to stonemasonry. In addition, it takes you only 1 day to Craft items using the Guiding Chisel instead of 4 days, and you quadruple the discount you get for spending additional days Crafting items with the Guiding Chisel . If it’s unclear whether you could use the Guiding Chisel to Craft an item, the GM decides. Activate 10 minutes (command, envision, Interact); Frequency once per day; Effect You embed the Guiding Chisel in the ground and imagine a building. After 10 minutes, you remove the chisel and the building appears. The building can take any shape you wish, filling up to ten contiguous 10-foot cubes within 1,000 feet of the chisel. The building lasts until you use the chisel to create another building. This building has the structure trait.\n","skill_mod":{},"summary":"This magical chisel evokes the holy symbol of the elven goddess of art and architecture, Findeladlara. The Guiding Chisel’s original function was …","primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["School","Ancestry","Weapon","Half-Elf","Mechanics","Rarity"],"level":16,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=541","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Guiding Chisel","bulk":1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-541"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #148: Fires of the Haunted City"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"abjuration","price":600000,"trait":["Abjuration","Magical","Rare"],"id":"equipment-542","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Reforging Shield May contain spoilers from Age of Ashes Source Pathfinder #148: Fires of the Haunted City pg. 76 Price 6,000 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This steel shield contains a smoldering core of magma that never cools. Whenever the reforging shield’s current Hit Points are below its Break Threshold, the shield recovers 5 Hit Points at the start of its wielder’s turn each round until it is no longer broken. Each time a character Repairs the shield, the shield recovers double the number of Hit Points. The shield has Hardness 15, HP 120, and BT 60.\n","skill_mod":{},"summary":"This steel shield contains a smoldering core of magma that never cools. Whenever the reforging shield’s current Hit Points are below its Break …","primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["School","Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=542","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","base_item":["Steel Shield"],"name":"Reforging Shield","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-542"},{"skill_mod":{},"summary":"You need an alchemist's lab to Craft alchemical items during downtime.","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=543","weakness":{},"price":500,"skill":["Crafting"],"name":"Alchemist's Lab","id":"equipment-543","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Alchemist's Lab Source Core Rulebook pg. 287 Price 5 gp Hands 2 Bulk 6 --- You need an alchemist's lab to Craft alchemical items during downtime.\n","bulk":6,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-543"},{"primary_source_category":"Adventure Paths","usage":"affixed to weapon","source":["Pathfinder #149: Against the Scarlet Triad","Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"enchantment","price":70000,"trait":["Consumable","Enchantment","Magical","Misfortune","Talisman","Uncommon"],"id":"equipment-544","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Limited\" > Grinning Pugwampi May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 77, Treasure Vault (Remastered) pg. 94 Price 700 gp Usage affixed to weapon --- This bone statuette of a sneering gremlin crumbles to dust when activated, imparting a fraction of its subject’s infamous misfortune unto those you strike. Activate Free Action envision; Trigger You damage a flat-footed creature with the affixed weapon; Effect The damaged creature must attempt a DC 33 Will save. Critical Success The creature is unaffected. Success The creature must roll twice and take the worse result on the next check it attempts. Failure The creature must roll twice and take the worse result on all checks until the end of its next turn.\n","skill_mod":{},"summary":"This bone statuette of a sneering gremlin crumbles to dust when activated, imparting a fraction of its subject’s infamous misfortune unto those you …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Equipment","School","Mechanics","Rarity"],"level":14,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=544","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Grinning Pugwampi","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-544"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"abjuration","price":800000,"trait":["Abjuration","Evocation","Magical","Uncommon"],"id":"equipment-546","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Limited\" > Nethysian Bulwark May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 8,000 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This round shield is often fashioned to resemble the religious symbol of its dual-natured namesake. A Nethysian bulwark is a high-grade cold iron shield (Hardness 10, HP 40, BT 20) that defends the wielder and can explode with retributive force when struck. Activate Free Action envision; Trigger The shield becomes broken when performing a Shield Block; Effect The shield explodes in a burst of bright light and shadowy tendrils, releasing a 15-foot cone of force that must include the attacker if possible. The cone deals 6d8 force damage to all creatures in the area (DC 34 basic Reflex save).\n","skill_mod":{},"summary":"This round shield is often fashioned to resemble the religious symbol of its dual-natured namesake. A Nethysian bulwark is a high-grade cold iron …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["School","Mechanics","Rarity"],"level":16,"source_category":["Adventure Paths"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=546","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","base_item":["Steel Shield"],"name":"Nethysian Bulwark","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-546"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #149: Against the Scarlet Triad","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"divination","price":400000,"skill":["Lore"],"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-548","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Limited\" > Pactmaster's Grace May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 77, Treasure Vault (Remastered) pg. 153 Price 4,000 gp Usage worn --- Granted by Katapesh’s Pactmasters to influential merchants, exceptional Zephyr Guards, and favorite retainers, these blue crystal–studded platinum rings sharpen their wearers’ urban instincts. You gain a +3 item bonus to Mercantile Lore checks while wearing the ring, and you can attempt checks that require a proficiency rank of master in Society. While invested, the ring grants a +2 item bonus to saving throws while you are in an urban setting, and this increases to a +3 item bonus if you have legendary proficiency in Guild Lore, Katapesh Lore, Mercantile Lore, or Society.\n","skill_mod":{},"summary":"Granted by Katapesh’s Pactmasters to influential merchants, exceptional Zephyr Guards , and favorite retainers, these blue crystal–studded platinum …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["School","Equipment","Mechanics","Rarity"],"level":14,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=548","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Pactmaster's Grace","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-548"},{"item_child_id":["equipment-549-613","equipment-549-614","equipment-549-615","equipment-549-616"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-549","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Peshspine Grenade May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A peshspine grenade deals the listed piercing damage and splash damage. On a hit, the target gains the stupefied condition until the end of its next turn. Many types of peshpine grenade grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Peshspine Grenade (Lesser) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 3 gp Bulk L --- The bomb deals 1d6 piercing damage and 1 piercing splash damage, and the target is stupefied 1. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Peshspine Grenade (Moderate) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 piercing damage and 2 piercing splash damage, and the target is stupefied 1. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Peshspine Grenade (Greater) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 piercing damage and 3 piercing splash damage, and the target is stupefied 2. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Peshspine Grenade (Major) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 piercing damage and 4 piercing splash damage, and the target is stupefied 3.","skill_mod":{},"summary":"Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A peshspine grenade deals the listed piercing …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=549","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Peshspine Grenade","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-549"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-549","weakness":{},"primary_source_group":"Age of Ashes","price":300,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-549-613","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Peshspine Grenade May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A peshspine grenade deals the listed piercing damage and splash damage. On a hit, the target gains the stupefied condition until the end of its next turn. Many types of peshpine grenade grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Peshspine Grenade (Lesser) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 3 gp Bulk L --- The bomb deals 1d6 piercing damage and 1 piercing splash damage, and the target is stupefied 1. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Peshspine Grenade (Moderate) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 piercing damage and 2 piercing splash damage, and the target is stupefied 1. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Peshspine Grenade (Greater) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 piercing damage and 3 piercing splash damage, and the target is stupefied 2. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Peshspine Grenade (Major) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 piercing damage and 4 piercing splash damage, and the target is stupefied 3.","skill_mod":{},"summary":"The bomb deals 1d6 piercing damage and 1 piercing splash damage, and the target is stupefied 1 .","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=549","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Peshspine Grenade (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-549-613"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-549","weakness":{},"primary_source_group":"Age of Ashes","price":1000,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-549-614","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Peshspine Grenade May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A peshspine grenade deals the listed piercing damage and splash damage. On a hit, the target gains the stupefied condition until the end of its next turn. Many types of peshpine grenade grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Peshspine Grenade (Lesser) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 3 gp Bulk L --- The bomb deals 1d6 piercing damage and 1 piercing splash damage, and the target is stupefied 1. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Peshspine Grenade (Moderate) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 piercing damage and 2 piercing splash damage, and the target is stupefied 1. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Peshspine Grenade (Greater) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 piercing damage and 3 piercing splash damage, and the target is stupefied 2. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Peshspine Grenade (Major) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 piercing damage and 4 piercing splash damage, and the target is stupefied 3.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d6 piercing damage and 2 piercing splash damage, and the target is stupefied 1 .","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=549","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Peshspine Grenade (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-549-614"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-549","weakness":{},"primary_source_group":"Age of Ashes","price":25000,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-549-615","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Peshspine Grenade May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A peshspine grenade deals the listed piercing damage and splash damage. On a hit, the target gains the stupefied condition until the end of its next turn. Many types of peshpine grenade grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Peshspine Grenade (Lesser) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 3 gp Bulk L --- The bomb deals 1d6 piercing damage and 1 piercing splash damage, and the target is stupefied 1. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Peshspine Grenade (Moderate) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 piercing damage and 2 piercing splash damage, and the target is stupefied 1. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Peshspine Grenade (Greater) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 piercing damage and 3 piercing splash damage, and the target is stupefied 2. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Peshspine Grenade (Major) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 piercing damage and 4 piercing splash damage, and the target is stupefied 3.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d6 piercing damage and 3 piercing splash damage, and the target is stupefied 2 .","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=549","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Peshspine Grenade (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-549-615"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-549","weakness":{},"primary_source_group":"Age of Ashes","price":250000,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-549-616","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Peshspine Grenade May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A peshspine grenade deals the listed piercing damage and splash damage. On a hit, the target gains the stupefied condition until the end of its next turn. Many types of peshpine grenade grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Peshspine Grenade (Lesser) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 3 gp Bulk L --- The bomb deals 1d6 piercing damage and 1 piercing splash damage, and the target is stupefied 1. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Peshspine Grenade (Moderate) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 piercing damage and 2 piercing splash damage, and the target is stupefied 1. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Peshspine Grenade (Greater) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 piercing damage and 3 piercing splash damage, and the target is stupefied 2. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Peshspine Grenade (Major) Source Pathfinder #149: Against the Scarlet Triad pg. 77 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 piercing damage and 4 piercing splash damage, and the target is stupefied 3.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d6 piercing damage and 4 piercing splash damage, and the target is stupefied 3 .","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=549","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Peshspine Grenade (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-549-616"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":432000,"weakness":{},"saving_throw":"DC 18 Fortitude","primary_source_group":"Age of Ashes","price":2500,"trait":["Alchemical","Consumable","Ingested","Poison","Uncommon"],"id":"equipment-551","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > False Death May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 78 Price 25 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Typically used to fake one’s death, this poison swiftly causes the imbiber to lose consciousness and suppresses vital signs. A creature examining the unconscious target must succeed at a Medicine check against the imbiber’s Deception DC + 4 to determine that the target is alive, and a critical success allows the examiner to determine that a toxin is causing the effect. The false death toxin has an extremely bitter taste (Perception DC 10 to detect), making it difficult to trick a creature into consuming the poison against its wishes. Saving Throw DC 18 Fortitude; Onset 10 minutes; Maximum Duration 5 days; Stage 1 clumsy 2 (1 round); Stage 2 unconscious (1 hour); Stage 3 unconscious (1 day)\n","skill_mod":{},"summary":"Typically used to fake one’s death, this poison swiftly causes the imbiber to lose consciousness and suppresses vital signs. A creature examining the …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=551","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","stage":[" clumsy 2 (1 round)"," unconscious (1 hour)","unconscious (1 day)"],"name":"False Death","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-551"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 37 Fortitude","primary_source_group":"Age of Ashes","price":150000,"trait":["Alchemical","Consumable","Contact","Poison","Uncommon"],"id":"equipment-552","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Limited\" > Frenzy Oil May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 78 Price 1,500 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This oil, which is pressed from vrock spores and mixed with a combination of acacia ash and thistle seeds, seeps into the skin of living creatures, initially inspiring irritability that unpredictably manifests as berserk rage. Saving Throw DC 37 Fortitude; Onset 1d6 minutes; Maximum Duration 6 rounds; Stage 1 4d6 mental damage, quickened 1, attack nearby creatures as if confused (1 round); Stage 2 6d6 mental damage, attack nearby creatures as if confused (1 round); Stage 3 8d6 mental damage, fatigued, attack nearby creatures as if confused (1 round)\n","skill_mod":{},"summary":"This oil, which is pressed from vrock spores and mixed with a combination of acacia ash and thistle seeds, seeps into the skin of living creatures, …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":16,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":360,"resistance":{},"url":"/Equipment.aspx?ID=552","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","stage":["4d6 mental damage, quickened 1 , attack nearby creatures as if confused (1 round)","6d6 mental damage, attack nearby creatures as if confused (1 round)","8d6 mental damage, fatigued , attack nearby creatures as if confused (1 round)"],"name":"Frenzy Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-552"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #149: Against the Scarlet Triad","Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 32 Fortitude","primary_source_group":"Age of Ashes","price":47500,"trait":["Alchemical","Consumable","Inhaled","Poison","Uncommon"],"id":"equipment-554","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Gorgon's Breath May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 78, Treasure Vault (Remastered) pg. 69 Price 475 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Gorgon’s breath is a fine powder that can easily enter living creatures’ bloodstreams through their lungs before binding to mucous membranes and causing any nearby soft tissues to harden. Saving Throw DC 32 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 slowed 1 (1 round); Stage 2 4d6 bludgeoning damage and slowed 1 (1 round); Stage 3 petrified (1 round); Stage 4 petrified permanently\n","skill_mod":{},"summary":"Gorgon’s breath is a fine powder that can easily enter living creatures’ bloodstreams through their lungs before binding to mucous membranes and …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":13,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=554","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","stage":[" slowed 1 (1 round)","4d6 bludgeoning damage and slowed 1 (1 round)"," petrified (1 round)","petrified permanently"],"name":"Gorgon's Breath","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-554"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":1800,"weakness":{},"saving_throw":"DC 25 Fortitude","primary_source_group":"Age of Ashes","price":5500,"trait":["Alchemical","Consumable","Ingested","Poison","Uncommon"],"id":"equipment-555","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Isolation Draught May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 79 Price 55 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Derived from steeping toxic highland plum pits in refined grain alcohols, this clear tonic slowly shuts down the imbiber’s senses. Saving Throw DC 25 Fortitude; Onset 10 minutes; Maximum Duration 30 minutes; Stage 1 dazzled, –3 to all Perception checks (1 minute); Stage 2 dazzled, deafened, –5 to all Perception checks (1 minute); Stage 3 blinded, deafened, –5 to all Perception checks (5 minutes)\n","skill_mod":{},"summary":"Derived from steeping toxic highland plum pits in refined grain alcohols, this clear tonic slowly shuts down the imbiber’s senses. Saving Throw …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=555","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","stage":[" dazzled , –3 to all Perception checks (1 minute)","dazzled, deafened , –5 to all Perception checks (1 minute)"," blinded , deafened, –5 to all Perception checks (5 minutes)"],"name":"Isolation Draught","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-555"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 32 Fortitude","primary_source_group":"Age of Ashes","price":32500,"trait":["Alchemical","Consumable","Injury","Poison","Uncommon"],"id":"equipment-556","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Mage Bane May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 79 Price 325 gp Usage held in 2 hands Bulk L Activate Three Actions Interact --- Upon being mixed and injected into the bloodstream, this powder of the crimson orchid quickly assaults the brain and nerves, disrupting the victim’s ability to piece together coherent thoughts and spells. Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 mental damage and stupefied 2 (1 round); Stage 2 3d6 mental damage and stupefied 3 (1 round); Stage 3 4d6 mental damage and stupefied 4 (1 round)\n","skill_mod":{},"summary":"Upon being mixed and injected into the bloodstream, this powder of the crimson orchid quickly assaults the brain and nerves, disrupting the victim’s …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=556","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","stage":["2d6 mental damage and stupefied 2 (1 round)","3d6 mental damage and stupefied 3 (1 round)","4d6 mental damage and stupefied 4 (1 round)"],"name":"Mage Bane","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Three Actions","rarity":"uncommon","slug":"equipment-556"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #149: Against the Scarlet Triad","Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":432000,"weakness":{},"saving_throw":"DC 43 Fortitude","primary_source_group":"Age of Ashes","price":1400000,"trait":["Alchemical","Consumable","Ingested","Poison","Rare"],"id":"equipment-557","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Limited\" > Nightmare Salt May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 79, Treasure Vault (Remastered) pg. 70 Price 14,000 gp Usage held in 2 hands Bulk L Activate Three Actions Interact --- This potent poison consists of crystals whose flavor and appearance mimics edible salt but whose effects are deadly: victims experience periods of waking nightmares that overload the senses and eventually result in death through a combination of shock and exhaustion. Saving Throw DC 43 Fortitude; Onset 1 hour; Maximum Duration 5 days; Stage 1 frightened 2 once every 1d4 hours, plus fatigued (1 day); Stage 2 confused for 1 minute once every 1d4 hours, plus frightened 3 and fatigued (1 day); Stage 3 frightened 3, plus confused for 1d4 minutes, once every hour, plus fatigued (1 day); Stage 4 death\n","skill_mod":{},"summary":"This potent poison consists of crystals whose flavor and appearance mimics edible salt but whose effects are deadly: victims experience periods of …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":20,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":3600,"resistance":{},"url":"/Equipment.aspx?ID=557","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","stage":[" frightened 2 once every 1d4 hours, plus fatigued (1 day)"," confused for 1 minute once every 1d4 hours, plus frightened 3 and fatigued (1 day)","frightened 3, plus confused for 1d4 minutes, once every hour, plus fatigued (1 day)","death"],"name":"Nightmare Salt","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Three Actions","rarity":"rare","slug":"equipment-557"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 42 Fortitude","primary_source_group":"Age of Ashes","price":650000,"trait":["Alchemical","Consumable","Injury","Poison","Uncommon"],"id":"equipment-558","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Limited\" > Oblivion Essence May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 79 Price 6,500 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- Created from a daemon’s powdered soul gems or refined from the waters of Abaddon’s rivers, oblivion essence causes victims to rapidly age and decay. Saving Throw DC 42 Fortitude; Maximum Duration 6 rounds; Stage 1 8d6 poison damage and slowed 1 (1 round); Stage 2 10d6 poison damage, enfeebled 2, and slowed 1 (1 round); Stage 3 12d6 poison damage, enfeebled 3, slowed 1 (1 round)\n","skill_mod":{},"summary":"Created from a daemon’s powdered soul gems or refined from the waters of Abaddon’s rivers, oblivion essence causes victims to rapidly age and decay. …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":19,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=558","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","stage":["8d6 poison damage and slowed 1 (1 round)","10d6 poison damage, enfeebled 2 , and slowed 1 (1 round)","12d6 poison damage, enfeebled 3, slowed 1 (1 round)"],"name":"Oblivion Essence","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-558"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 36 Fortitude","primary_source_group":"Age of Ashes","price":140000,"trait":["Alchemical","Consumable","Injury","Poison","Uncommon"],"id":"equipment-559","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Limited\" > Weeping Midnight May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 79 Price 1,400 gp Usage held in 2 hands Bulk L Activate Three Actions Interact --- Alchemists have refined the devastatingly allergenic pollen of the widow orchid to create this venom, which swiftly causes the victim’s eyes to leak mucus and swell shut. Saving Throw DC 36 Fortitude; Maximum Duration 6 rounds; Stage 1 6d6 poison damage and dazzled (1 round); Stage 2 7d6 poison damage, dazzled, and sickened 1 (1 round); Stage 3 8d6 poison damage and blinded (1 round)\n","skill_mod":{},"summary":"Alchemists have refined the devastatingly allergenic pollen of the widow orchid to create this venom, which swiftly causes the victim’s eyes to leak …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":16,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=559","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","stage":["6d6 poison damage and dazzled (1 round)","7d6 poison damage, dazzled, and sickened 1 (1 round)","8d6 poison damage and blinded (1 round)"],"name":"Weeping Midnight","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Three Actions","rarity":"uncommon","slug":"equipment-559"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"enchantment","trait":["Enchantment","Invested","Magical","Uncommon"],"id":"equipment-560","text":"<title level=\"1\" right=\"Item 10\" pfs=\"\" > Aluum Charm May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 82 Usage worn --- This ornate pendant of brass is adorned with a vibrant blue gemstone. An aluum charm grants control over a particular aluum and lesser influence over other such constructs. As long as you wear an aluum’s linked aluum charm , that aluum follows your verbal commands, including somewhat nuanced orders like “subdue this target” or “strike anyone wearing a blue robe.” Activate Two Actions command; Frequency once per round; Effect The charm grants you control over an aluum you can see within 60 feet, with a level equal to or lower than the charm. This has the effect of dominate and allows a DC 28 Will save. If the aluum is currently under the control of someone wearing its linked charm, it gets a result on its saving throw one degree higher than what it rolled. You can control only one aluum at a time using this activation, and controlling a new aluum ends the effect for one you had previously affected.\n","skill_mod":{},"summary":"This ornate pendant of brass is adorned with a vibrant blue gemstone. An aluum charm grants control over a particular aluum and lesser influence …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=560","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Aluum Charm","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-560"},{"skill_mod":{},"primary_source":"Pathfinder #150: Broken Promises","primary_source_category":"Adventure Paths","level":0,"source_category":["Adventure Paths","Rulebooks"],"source":["Pathfinder #150: Broken Promises","Gamemastery Guide"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=561","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"Orb of Dragonkind","id":"equipment-561","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Orb of Dragonkind Source Pathfinder #150: Broken Promises pg. 75, Gamemastery Guide pg. 110 ---\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-561"},{"access":"follower of Abadar \r\n","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Gods & Magic"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"divination","price":5000,"trait":["Divination","Magical","Uncommon"],"id":"equipment-562","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Abadar's Flawless Scale Source Gods & Magic pg. 121 Price 50 gp Usage held in 2 hands Bulk 1 Access follower of Abadar --- This immaculate golden set of merchant’s scales is considered a divine instrument among Abadar’s most faithful. Unlike most scales, this one has only a single dish for placing small objects, and calculates value rather than weight. On the other side of the fulcrum, a steel arrow indicator points to various numbers engraved on the side of the scale. By placing an object of light Bulk onto the dish, you can determine its value in gold pieces in the market in which the scale was made (most of these scales are made in Katapesh or Absalom), based on its material composition and artisanship. For example, after placing a gemstone on the dish, the scale will indicate the fairest (average, in most cases) price you can expect to fetch in the market to which the scale is calibrated, but the scale wouldn’t detect the gemstone’s historical significance or any magical properties. Abadar’s flawless scale can be calibrated to a different market by performing a 1-hour ritual in the proximity of that market.\n","skill_mod":{},"summary":"This immaculate golden set of merchant’s scales is considered a divine instrument among Abadar’s most faithful. Unlike most scales, this one has only …","primary_source":"Gods & Magic","trait_group":["School","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=562","name":"Abadar's Flawless Scale","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-562"},{"access":"follower of Cayden Cailean \r\n","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Gods & Magic"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":2500,"trait":["Conjuration","Magical","Uncommon"],"id":"equipment-563","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Bottomless Stein Source Gods & Magic pg. 121 Price 25 gp Usage held in 1 hand Bulk L Access follower of Cayden Cailean --- A magic item regarded as holy by followers of Cayden Cailean, this ornate metallic stein is always filled to the brim with delicious ale, no matter how much is drunk or spilled. If it is emptied (such as by being gulped quickly or upended onto the floor), the bottomless stein will fill again within 1 round as long as it is right side up, though it’s impossible to transfer the ale to another container to sell it or store it for later. The exact type of ale with which the stein is filled is determined at the item’s creation, and cannot be changed thereafter.\n","skill_mod":{},"summary":"A magic item regarded as holy by followers of Cayden Cailean, this ornate metallic stein is always filled to the brim with delicious ale, no matter …","primary_source":"Gods & Magic","trait_group":["School","Mechanics","Rarity"],"level":2,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=563","name":"Bottomless Stein","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-563"},{"access":"follower of Achaekek \r\n","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Gods & Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":2500,"trait":["Consumable","Magical","Necromancy","Uncommon"],"id":"equipment-564","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Dagger of Eternal Sleep Source Gods & Magic pg. 121 Price 25 gp Usage held in 1 hand Bulk L Access follower of Achaekek --- This tiny serrated dagger looks like a miniature sawtooth sabre. Until activated, it is too small and ornamental to function as a weapon, which might allow it to be passed off as a weapon-shaped decoration. Activate Single Action Interact; Effect You transform the dagger of eternal sleep into a +1 grievous striking dagger and Strike an unconscious target with the dagger. If you are not in an encounter or otherwise threatened and you roll a hit with your Strike, you get a critical hit instead. The damage from the Strike and the bleed from the critical specialization effect do not awaken the target, though the target becomes temporarily immune to this effect until the next time it wakes up, meaning further daggers of eternal sleep awaken it as normal. The dagger disintegrates immediately after use.\n","skill_mod":{},"summary":"This tiny serrated dagger looks like a miniature sawtooth sabre . Until activated, it is too small and ornamental to function as a weapon, which …","primary_source":"Gods & Magic","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=564","name":"Dagger of Eternal Sleep","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-564"},{"item_child_id":["equipment-565-619","equipment-565-620","equipment-565-621"],"access":"follower of Rovagug \r\n","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Gods & Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Consumable","Evocation","Magical","Uncommon"],"id":"equipment-565","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Deteriorating Dust Source Gods & Magic pg. 122 Usage held in 1 hand Access follower of Rovagug --- Contained in a specially enchanted small leather or hide sack, deteriorating dust is a potent caustic agent and a prized item among Rovagug’s more discreet followers. Activate Two Actions Interact; Effect You sprinkle the deteriorating dust over an unattended Medium or smaller object. The dust quickly fades to a transparent color and the object immediately begins to rust, melt, or otherwise fall apart. For the listed time, the object takes constant damage; if the object has a Hardness, then the dust gradually reduces the object’s Hardness instead. If the deteriorating dust is still active after the object’s Hardness is reduced to 0, it deals damage to the object as previously described. If the object survives, reduced Hardness returns after the dust’s duration expires, but any damage remains. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Deteriorating Dust Source Gods & Magic pg. 122 Price 15 gp --- The affected object takes 1 damage per 3 hours (8 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 3 days. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Extended Deteriorating Dust Source Gods & Magic pg. 122 Price 45 gp --- The affected object takes 1 damage per 3 hours (8 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 1 week. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Caustic Deteriorating Dust Source Gods & Magic pg. 122 Price 105 gp --- The affected object takes 1 damage per hour (24 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 3 days.","skill_mod":{},"summary":"Contained in a specially enchanted small leather or hide sack, deteriorating dust is a potent caustic agent and a prized item among Rovagug’s more …","primary_source":"Gods & Magic","trait_group":["Equipment","School","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=565","name":"Deteriorating Dust","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-565"},{"access":"follower of Rovagug \r\n","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Gods & Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-565","weakness":{},"school":"evocation","price":1500,"trait":["Consumable","Evocation","Magical","Uncommon"],"id":"equipment-565-619","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Deteriorating Dust Source Gods & Magic pg. 122 Usage held in 1 hand Access follower of Rovagug --- Contained in a specially enchanted small leather or hide sack, deteriorating dust is a potent caustic agent and a prized item among Rovagug’s more discreet followers. Activate Two Actions Interact; Effect You sprinkle the deteriorating dust over an unattended Medium or smaller object. The dust quickly fades to a transparent color and the object immediately begins to rust, melt, or otherwise fall apart. For the listed time, the object takes constant damage; if the object has a Hardness, then the dust gradually reduces the object’s Hardness instead. If the deteriorating dust is still active after the object’s Hardness is reduced to 0, it deals damage to the object as previously described. If the object survives, reduced Hardness returns after the dust’s duration expires, but any damage remains. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Deteriorating Dust Source Gods & Magic pg. 122 Price 15 gp --- The affected object takes 1 damage per 3 hours (8 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 3 days. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Extended Deteriorating Dust Source Gods & Magic pg. 122 Price 45 gp --- The affected object takes 1 damage per 3 hours (8 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 1 week. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Caustic Deteriorating Dust Source Gods & Magic pg. 122 Price 105 gp --- The affected object takes 1 damage per hour (24 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 3 days.","skill_mod":{},"summary":"The affected object takes 1 damage per 3 hours (8 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 3 days.","primary_source":"Gods & Magic","trait_group":["Equipment","School","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=565","name":"Deteriorating Dust","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-565-619"},{"access":"follower of Rovagug \r\n","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Gods & Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-565","weakness":{},"school":"evocation","price":4500,"trait":["Consumable","Evocation","Magical","Uncommon"],"id":"equipment-565-620","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Deteriorating Dust Source Gods & Magic pg. 122 Usage held in 1 hand Access follower of Rovagug --- Contained in a specially enchanted small leather or hide sack, deteriorating dust is a potent caustic agent and a prized item among Rovagug’s more discreet followers. Activate Two Actions Interact; Effect You sprinkle the deteriorating dust over an unattended Medium or smaller object. The dust quickly fades to a transparent color and the object immediately begins to rust, melt, or otherwise fall apart. For the listed time, the object takes constant damage; if the object has a Hardness, then the dust gradually reduces the object’s Hardness instead. If the deteriorating dust is still active after the object’s Hardness is reduced to 0, it deals damage to the object as previously described. If the object survives, reduced Hardness returns after the dust’s duration expires, but any damage remains. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Deteriorating Dust Source Gods & Magic pg. 122 Price 15 gp --- The affected object takes 1 damage per 3 hours (8 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 3 days. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Extended Deteriorating Dust Source Gods & Magic pg. 122 Price 45 gp --- The affected object takes 1 damage per 3 hours (8 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 1 week. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Caustic Deteriorating Dust Source Gods & Magic pg. 122 Price 105 gp --- The affected object takes 1 damage per hour (24 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 3 days.","skill_mod":{},"summary":"The affected object takes 1 damage per 3 hours (8 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 1 week.","primary_source":"Gods & Magic","trait_group":["Equipment","School","Mechanics","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=565","name":"Extended Deteriorating Dust","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-565-620"},{"access":"follower of Rovagug \r\n","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Gods & Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-565","weakness":{},"school":"evocation","price":10500,"trait":["Consumable","Evocation","Magical","Uncommon"],"id":"equipment-565-621","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Deteriorating Dust Source Gods & Magic pg. 122 Usage held in 1 hand Access follower of Rovagug --- Contained in a specially enchanted small leather or hide sack, deteriorating dust is a potent caustic agent and a prized item among Rovagug’s more discreet followers. Activate Two Actions Interact; Effect You sprinkle the deteriorating dust over an unattended Medium or smaller object. The dust quickly fades to a transparent color and the object immediately begins to rust, melt, or otherwise fall apart. For the listed time, the object takes constant damage; if the object has a Hardness, then the dust gradually reduces the object’s Hardness instead. If the deteriorating dust is still active after the object’s Hardness is reduced to 0, it deals damage to the object as previously described. If the object survives, reduced Hardness returns after the dust’s duration expires, but any damage remains. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Deteriorating Dust Source Gods & Magic pg. 122 Price 15 gp --- The affected object takes 1 damage per 3 hours (8 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 3 days. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Extended Deteriorating Dust Source Gods & Magic pg. 122 Price 45 gp --- The affected object takes 1 damage per 3 hours (8 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 1 week. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Caustic Deteriorating Dust Source Gods & Magic pg. 122 Price 105 gp --- The affected object takes 1 damage per hour (24 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 3 days.","skill_mod":{},"summary":"The affected object takes 1 damage per hour (24 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 3 days.","primary_source":"Gods & Magic","trait_group":["Equipment","School","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=565","name":"Caustic Deteriorating Dust","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-565-621"},{"access":"follower of Urgathoa \r\n","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Gods & Magic"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"necromancy","price":60000,"trait":["Magical","Necromancy","Uncommon"],"id":"equipment-566","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Dreadsmoke Thurible Source Gods & Magic pg. 122 Price 600 gp Usage held in 2 hands Bulk 1 Access follower of Urgathoa --- This black-and-gray thurible is decorated with a skeleton motif; the jaw of one of the decorative skulls unhinges, allowing you to load it with incense as an action. A long, thin chain is connected to the top of the thurible. Activate Two Actions Interact; Cost incense worth at least 5 gp; Effect You swing the thurible around you, spreading inky black smoke in a 20-foot emanation that has the effect of obscuring mist . Undead creatures can see through the smoke as if it didn’t exist. Negative energy also disrupts the magic of the smoke; anyone who uses a negative effect, along with creatures affected by a negative effect, can see through the smoke for 1 round.\n","skill_mod":{},"summary":"This black-and-gray thurible is decorated with a skeleton motif; the jaw of one of the decorative skulls unhinges, allowing you to load it with …","primary_source":"Gods & Magic","trait_group":["Mechanics","School","Rarity"],"level":9,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=566","name":"Dreadsmoke Thurible","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-566"},{"access":"follower of Shelyn \r\n","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Gods & Magic"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"enchantment","price":400000,"skill":["Crafting","Performance"],"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-567","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Glaive of the Artist Source Gods & Magic pg. 122 Price 4,000 gp Usage held in 2 hands Bulk 2 Base Weapon Glaive Access follower of Shelyn --- This +2 holy greater striking glaive has a long, multi-tailed rainbow-colored banner affixed to the butt of the pole in the style of Shelyn’s religious symbol. While wielding the glaive, you gain a +2 item bonus on Crafting and Performance checks. Activate Single Action Interact; Frequency once per round; Effect You furl one of the colored tails around the pole, causing the glaive to gain the effects of your choice of the corrosive , flaming , frost , shocking , or thundering property runes for 1 round, depending on the tail you chose. Activate Two Actions Interact; Frequency once per day; Effect You thrust the blade of the glaive into the ground, activating the power of the banner. (The blade can penetrate any non-metallic surface when used in this way, and does not leave a mark when withdrawn.) As long as the glaive is thrust into the ground and standing upright, all allies within 60 feet who can see the glaive’s banner gain a +2 item bonus to Performance checks.\n","skill_mod":{},"summary":"This +2 holy greater striking glaive has a long, multi-tailed rainbow-colored banner affixed to the butt of the pole in the style of Shelyn’s …","primary_source":"Gods & Magic","trait_group":["School","Mechanics","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=567","base_item":["Glaive"],"name":"Glaive of the Artist","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-567"},{"access":"follower of Desna \r\n","primary_source_category":"Lost Omens","usage":"affixed to armor","source":["Gods & Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":17500,"trait":["Consumable","Divination","Fortune","Magical","Talisman","Uncommon"],"id":"equipment-568","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Lucky Rabbit's Foot Source Gods & Magic pg. 122 Price 175 gp Usage affixed to armor Access follower of Desna Activate Reaction envision Trigger You fail a Reflex save against a damaging effect. --- This treated rabbit’s foot has shockingly blue fur and is often carried by vagabonds who worship Desna. When you activate the foot, reroll the triggering Reflex save. If you fail the second roll as well, you can Stride up to your Speed.\n","skill_mod":{},"summary":"This treated rabbit’s foot has shockingly blue fur and is often carried by vagabonds who worship Desna. When you activate the foot, reroll the …","primary_source":"Gods & Magic","trait_group":["Equipment","School","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Talismans","trigger":"You fail a Reflex save against a damaging effect.","resistance":{},"url":"/Equipment.aspx?ID=568","name":"Lucky Rabbit's Foot","actions_number":1,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"equipment-568"},{"access":"follower of Zon-Kuthon \r\n","primary_source_category":"Lost Omens","usage":"worn on wrists","source":["Gods & Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"necromancy","price":4500,"trait":["Magical","Necromancy","Nonlethal","Uncommon"],"id":"equipment-569","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Manacles of Persuasion Source Gods & Magic pg. 122 Price 45 gp Usage worn on wrists Bulk 1 Access follower of Zon-Kuthon --- These sturdy, average manacles are connected by a thick iron chain that is much heavier than its appearance suggests at a glance. Followers of Zon-Kuthon sometimes employ manacles of persuasion against captured enemies and spies. When the manacles are locked around an immobilized creature’s wrists, they begin to sap the life out of the victim, dealing 2 negative damage per hour until the creature falls unconscious. The effect is nonlethal, so the damage doesn’t cause the creature to become dying. While the creature is unconscious, the manacles deal no damage and allow the creature to recover Hit Points normally to a maximum of 10 Hit Points, at which point the manacles begin to deal damage once more. The manacles have no effect on a creature that is not immobilized.\n","skill_mod":{},"summary":"These sturdy, average manacles are connected by a thick iron chain that is much heavier than its appearance suggests at a glance. Followers of …","primary_source":"Gods & Magic","trait_group":["Mechanics","School","Weapon","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=569","name":"Manacles of Persuasion","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-569"},{"primary_source_category":"Lost Omens","usage":"worn headwear","source":["Gods & Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":80000,"skill":["Religion"],"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-570","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Miter of Communion Source Gods & Magic pg. 123 Price 800 gp Usage worn headwear Bulk L --- This ornate headgear comes in many different shapes and sizes, though most are elaborately decorated with motifs of the deity whose honor in which it was made. The miter brings you spiritually closer to your deity’s servitors, granting you a +2 item bonus to Religion checks. Activate 1 minute (command); Frequency once per week; Effect You chant for a minute about a task at hand for the coming week to cast a 4th-level read omens spell that grants you cryptic but useful advice.\n","skill_mod":{},"summary":"This ornate headgear comes in many different shapes and sizes, though most are elaborately decorated with motifs of the deity whose honor in which it …","primary_source":"Gods & Magic","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=570","name":"Miter of Communion","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-570"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Gods & Magic"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"divination","price":7500,"trait":["Divination","Magical"],"id":"equipment-571","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Mortar of Hidden Meaning Source Gods & Magic pg. 123 Price 75 gp Usage held in 2 hands Bulk L --- This matching mortar and pestle are made from immaculate darkwood that looks nearly olive in the right light. Activate 1 minute (Interact); Frequency once per hour; Effect You use the mortar of hidden meaning to grind tea leaves (or another suitable substance for making a hot beverage). While grinding the tea leaves, which takes no less than 1 minute, you can speak a message into the mortar. After the leaves are steeped in hot water, the first person who drinks from the resulting brew hears the message whispered in their ear.\n","skill_mod":{},"summary":"This matching mortar and pestle are made from immaculate darkwood that looks nearly olive in the right light. ","primary_source":"Gods & Magic","trait_group":["School","Mechanics"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=571","name":"Mortar of Hidden Meaning","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-571"},{"access":"follower of Pharasma \r\n","primary_source_category":"Lost Omens","usage":"worn","source":["Gods & Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","price":2500,"trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-572","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Necklace of Knives Source Gods & Magic pg. 123 Price 25 gp Usage worn Access follower of Pharasma --- This necklace strung with miniature stone throwing knives. As long as you wear it, you are never without a weapon, a crude surgical tool, or stake for a vampire, if necessary in following Pharasma’s teachings. Activate Single Action Interact; Effect You pluck a miniature knife from the necklace, and it grows into a normal stone, steel, or wooden dagger for as long as you hold it, fading away 1 round after it leaves your hand. No matter how many knives you pull from the necklace, you never seem to deplete them. Wooden daggers from the necklace are as effective as ordinary steel daggers and can be useful to stake vampires.\n","skill_mod":{},"summary":"This necklace strung with miniature stone throwing knives. As long as you wear it, you are never without a weapon, a crude surgical tool, or stake …","primary_source":"Gods & Magic","trait_group":["School","Equipment","Mechanics","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=572","name":"Necklace of Knives","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-572"},{"access":"follower of Hanspur \r\n","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Gods & Magic"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"conjuration","price":120000,"trait":["Conjuration","Magical","Uncommon"],"id":"equipment-573","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Rat-Catcher Trident Source Gods & Magic pg. 123 Price 1,200 gp Usage held in 1 hand Bulk 1 Base Weapon Trident Access follower of Hanspur --- The haft of this +2 striking trident is carved with intricate designs of swarming rodents sacred to Hanspur, the drowned god of the Sellen River. When used against a swarm, it ignores the swarm’s resistance to piercing damage, if any. Activate Single Action Interact; Frequency once per day; Effect While floating down a river on a raft or boat, you plunge the rat-catcher trident into the water. The trident casts a 5th-level control water spell on the body of water.\n","skill_mod":{},"summary":"The haft of this +2 striking trident is carved with intricate designs of swarming rodents sacred to Hanspur , the drowned god of the Sellen …","primary_source":"Gods & Magic","trait_group":["School","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=573","base_item":["Trident"],"name":"Rat-Catcher Trident","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-573"},{"access":"follower of Irori \r\n","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Gods & Magic"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"enchantment","price":117500,"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-574","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Singing Bowl of the Versatile Stance Source Gods & Magic pg. 123 Price 1,175 gp Usage held in 2 hands Bulk L Access follower of Irori --- In true Iroran form, the simplicity of this small, inverted copper bell belies its flawlessness. When struck with a mallet (included with the singing bowl), it emits a harmonious tone that inspires bodily perfection in those who know how to hear it. Activate Single Action Interact (auditory) Effect While holding the singing bowl of the versatile stance with one hand, you strike the lip of it with a mallet held in the other. Anyone within 60 feet currently in a stance can spend a reaction to use one of their stance actions in order to change to a different stance.\n","skill_mod":{},"summary":"In true Iroran form, the simplicity of this small, inverted copper bell belies its flawlessness. When struck with a mallet (included with the singing …","primary_source":"Gods & Magic","trait_group":["School","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=574","name":"Singing Bowl of the Versatile Stance","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-574"},{"access":"follower of Torag \r\n","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Gods & Magic"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"transmutation","price":2400000,"skill":["Crafting"],"trait":["Divine","Magical","Transmutation","Uncommon"],"id":"equipment-575","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Torag's Silver Anvil Source Gods & Magic pg. 123 Price 24,000 gp Usage held in 2 hands Bulk 2 Base Weapon Meteor Hammer Access follower of Torag --- This portable silver anvil has a narrow hoop on one end, through which a long, sturdy chain has been strung. Torag's Silver Anvil can be wielded as a +3 holy greater flaming greater striking silver meteor hammer . Outside of combat, the anvil can be used with a hammer as an incredibly effective portable forge, heating up the metal to be forged without a furnace and granting a +3 item bonus to Crafting checks involving metalworking. When you use the anvil to successfully Repair a metal item, the item recovers an additional 10 Hit Points (or an additional 20 on a critical success).\n","skill_mod":{},"summary":"This portable silver anvil has a narrow hoop on one end, through which a long, sturdy chain has been strung. Torag's Silver Anvil can be wielded …","primary_source":"Gods & Magic","trait_group":["Tradition","Mechanics","School","Rarity"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=575","base_item":["Meteor Hammer"],"name":"Torag's Silver Anvil","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-575"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #151: The Show Must Go On"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","price":300,"trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-576","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Dust Pods May contain spoilers from Extinction Curse Source Pathfinder #151: The Show Must Go On pg. 76 Price 3 gp --- You hide fragile pods of pollen or other clinging powder that get in the eyes of the first creature that enters the snare’s square. The creature must attempt a DC 17 Reflex saving throw. A creature dazzled by the pollen can use an Interact action to attempt a DC 5 flat check to remove the condition. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is dazzled for 10 minutes. Critical Failure The creature is blinded for 1 round and dazzled for 10 minutes after.\n","skill_mod":{},"summary":"You hide fragile pods of pollen or other clinging powder that get in the eyes of the first creature that enters the snare’s square. The creature must …","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Equipment","Hazard","Rarity"],"level":1,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=576","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Dust Pods","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-576"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #151: The Show Must Go On"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","price":600,"trait":["Auditory","Consumable","Mechanical","Snare","Trap"],"id":"equipment-577","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Thunder Snare Source Pathfinder #151: The Show Must Go On pg. 76 Price 6 gp --- The snare makes a thunderous noise when a creature enters the snare’s square, which can be heard up to 1,000 feet away. The creature must attempt a DC 18 Fortitude saving throw. Critical Success The target is unaffected. Success The target is deafened until the end of its next turn. Failure As success, and the target also takes 1 sonic damage. Critical Failure As success, and the target also takes 1d4 sonic damage. Craft Requirements 1 lesser thunderstone\n","skill_mod":{},"summary":"The snare makes a thunderous noise when a creature enters the snare’s square, which can be heard up to 1,000 feet away. The creature must attempt a …","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Sense","Equipment","Hazard"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=577","source_group":["Extinction Curse"],"name":"Thunder Snare","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-577"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #151: The Show Must Go On"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","price":900,"trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-578","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Grasping Tree May contain spoilers from Extinction Curse Source Pathfinder #151: The Show Must Go On pg. 76 Price 9 gp --- You rig tree branches, thin strands of bark, or other plant matter to close in on a creature that enters the snare’s square. The first creature to enter the square must attempt a DC 19 Reflex saving throw. Critical Success The target is unaffected. Success The target takes 1d4 slashing damage. Failure As success, plus the target is flat-footed. Critical Failure The target takes 2d4 slashing damage and is immobilized until it destroys the snare (AC 16, HP 25) or Escapes (DC 19).\n","skill_mod":{},"summary":"You rig tree branches, thin strands of bark, or other plant matter to close in on a creature that enters the snare’s square. The first creature to …","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Equipment","Hazard","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=578","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Grasping Tree","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-578"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #151: The Show Must Go On"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","price":900,"trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-579","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Torrent Snare May contain spoilers from Extinction Curse Source Pathfinder #151: The Show Must Go On pg. 76 Price 9 gp --- You pile waterlogged plants or access a nearby source of water to rain down on a Medium or smaller creature that enters the snare’s square. When a creature enters the square, the snare’s square and all adjacent squares become slippery difficult terrain, and the triggering creature must attempt a DC 19 Reflex saving throw, with the following effects. Success The target is unaffected. Failure The target falls prone. Critical Failure The target falls prone and is forced into one of the other squares soaked by the snare.\n","skill_mod":{},"summary":"You pile waterlogged plants or access a nearby source of water to rain down on a Medium or smaller creature that enters the snare’s square. When a …","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Equipment","Hazard","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=579","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Torrent Snare","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-579"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #151: The Show Must Go On"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","price":1500,"trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-580","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Fang Snare May contain spoilers from Extinction Curse Source Pathfinder #151: The Show Must Go On pg. 76 Price 15 gp --- You set snake fangs, poison stingers, or other venomous animal parts in the ground where they can be touched or stepped on by a creature that enters the snare’s square. The first creature to enter the square must attempt a DC 20 Reflex saving throw. Success The target is unaffected. Failure The target takes 1 piercing damage and 2d8 poison damage. Critical Failure The target takes 2 piercing damage and 4d8 poison damage.\n","skill_mod":{},"summary":"You set snake fangs, poison stingers, or other venomous animal parts in the ground where they can be touched or stepped on by a creature that enters …","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Equipment","Hazard","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=580","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Fang Snare","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-580"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands\r\n","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"transmutation","price":23500,"trait":["Fortune","Magical","Transmutation","Uncommon"],"id":"equipment-581","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Acrobat's Staff May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 73 Price 235 gp Usage held in 2 hands Bulk 2 Base Weapon Bo Staff --- This +1 striking bo staff is particularly long, making it useful as a balancing pole. While you wield it, the acrobat’s staff releases chalk dust to make your grip more secure, granting you a +1 circumstance bonus to your Reflex DC against checks to Disarm you of it. Activate Reaction command; Trigger You fail or critically fail an Acrobatics check to Balance and would fall; Effect Reroll the Acrobatics check and take the better result.\n","skill_mod":{},"summary":"This +1 striking bo staff is particularly long, making it useful as a balancing pole. While you wield it, the acrobat’s staff releases chalk dust …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Mechanics","School","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=581","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","base_item":["Bo Staff"],"name":"Acrobat's Staff","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-581"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor\r\n","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"divination","price":2600,"trait":["Consumable","Divination","Fortune","Magical","Talisman","Uncommon"],"id":"equipment-582","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Beckoning Cat Amulet May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 73 Price 26 gp Usage affixed to armor Activate Free Action envision Trigger You use a feat or ability to reroll a failed or critically failed Reflex saving throw (such as Cat’s Luck or Halfling Luck). --- This clay figurine resembles a white cat with a paw outstretched. When it’s activated, any allies within 10 feet who also just failed or critically failed a Reflex saving throw from the same source (such as a fireball spell) can also reroll their saving throw and use the better result.\n","skill_mod":{},"summary":"This clay figurine resembles a white cat with a paw outstretched. When it’s activated, any allies within 10 feet who also just failed or critically …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Equipment","School","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","trigger":"You use a feat or ability to reroll a failed or critically failed Reflex saving throw (such as Cat’s Luck or Halfling Luck ).","resistance":{},"url":"/Equipment.aspx?ID=582","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Beckoning Cat Amulet","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-582"},{"item_child_id":["equipment-583-622","equipment-583-623"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand\r\n","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"enchantment","skill":["Nature","Nature"],"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-583","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Bullhook May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 73 Usage held in 1 hand Bulk 1 --- A bullhook is a stout rod about 4 feet long with a blunt hook on the end. Too dull to be useful as a weapon, a bullhook is instead used to direct animals in training or in performing their tasks. A bullhook grants you an item bonus to Nature checks to Command an Animal while you are holding it. Activate Two Actions command, Interact; Frequency once per day; Effect You wave the bullhook to produce the effects of a command spell. This spell loses the linguistic trait and can target only animals. Craft Requirements Supply a casting of command of the appropriate level. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Bullhook Source Pathfinder #152: Legacy of the Lost God pg. 73 Price 55 gp --- The item bonus is +2, the command spell is 1st level, and the DC is 18 <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Bullhook (Greater) Source Pathfinder #152: Legacy of the Lost God pg. 73 Price 1,900 gp --- The item bonus is +2, the command spell is 5th level, and the DC is 30.","skill_mod":{},"summary":"A bullhook is a stout rod about 4 feet long with a blunt hook on the end. Too dull to be useful as a weapon, a bullhook is instead used to direct …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["School","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=583","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Bullhook","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-583"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand\r\n","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-583","weakness":{},"primary_source_group":"Extinction Curse","school":"enchantment","price":5500,"skill":["Nature"],"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-583-622","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Bullhook May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 73 Usage held in 1 hand Bulk 1 --- A bullhook is a stout rod about 4 feet long with a blunt hook on the end. Too dull to be useful as a weapon, a bullhook is instead used to direct animals in training or in performing their tasks. A bullhook grants you an item bonus to Nature checks to Command an Animal while you are holding it. Activate Two Actions command, Interact; Frequency once per day; Effect You wave the bullhook to produce the effects of a command spell. This spell loses the linguistic trait and can target only animals. Craft Requirements Supply a casting of command of the appropriate level. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Bullhook Source Pathfinder #152: Legacy of the Lost God pg. 73 Price 55 gp --- The item bonus is +2, the command spell is 1st level, and the DC is 18 <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Bullhook (Greater) Source Pathfinder #152: Legacy of the Lost God pg. 73 Price 1,900 gp --- The item bonus is +2, the command spell is 5th level, and the DC is 30.","skill_mod":{},"summary":"The item bonus is +2, the command spell is 1st level, and the DC is 18","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["School","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=583","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Bullhook","bulk":1,"category":"equipment","rarity":"uncommon","slug":"equipment-583-622"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand\r\n","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-583","weakness":{},"primary_source_group":"Extinction Curse","school":"enchantment","price":190000,"skill":["Nature"],"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-583-623","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Bullhook May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 73 Usage held in 1 hand Bulk 1 --- A bullhook is a stout rod about 4 feet long with a blunt hook on the end. Too dull to be useful as a weapon, a bullhook is instead used to direct animals in training or in performing their tasks. A bullhook grants you an item bonus to Nature checks to Command an Animal while you are holding it. Activate Two Actions command, Interact; Frequency once per day; Effect You wave the bullhook to produce the effects of a command spell. This spell loses the linguistic trait and can target only animals. Craft Requirements Supply a casting of command of the appropriate level. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Bullhook Source Pathfinder #152: Legacy of the Lost God pg. 73 Price 55 gp --- The item bonus is +2, the command spell is 1st level, and the DC is 18 <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Bullhook (Greater) Source Pathfinder #152: Legacy of the Lost God pg. 73 Price 1,900 gp --- The item bonus is +2, the command spell is 5th level, and the DC is 30.","skill_mod":{},"summary":"The item bonus is +2, the command spell is 5th level, and the DC is 30.","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["School","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=583","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Bullhook (Greater)","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-583-623"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand\r\n","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"conjuration","price":85000,"trait":["Conjuration","Illusion","Magical","Unique"],"id":"equipment-584","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Grail of Twisted Desires May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 73 Price 850 gp Usage held in 1 hand Bulk L --- This timeworn chalice is constructed of dull tin. It has an unassuming appearance save for the gold, silver, and ebony rings that encircle its rim. Activate Single Action envision; Frequency three times per day; Effect The chalice fills with one of three different wines of your choosing, as described below. The wine looks, tastes, and smells the same regardless of which type you choose, and detect magic has no effect on the liquid beyond indicating that it is magical. Ordinary wine. Wine that, when imbibed, casts a 2nd-level restoration spell on the drinker. Wine that, when imbibed, casts a 4th-level nightmare spell on the drinker. If you aren’t chaotic, the first time each day you activate the chalice, there is a one-in-six chance that the liquid you conjure is a different type (the GM should roll 1d6 as a secret roll) instead. The second and third times you activate the chalice in the same day, the odds of this happening increase to two-in-six or three-in-six, respectively. If you are chaotic, the chalice always works as intended.\n","skill_mod":{},"summary":"This timeworn chalice is constructed of dull tin. It has an unassuming appearance save for the gold, silver, and ebony rings that encircle its rim. …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["School","Monster","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=584","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Grail of Twisted Desires","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-584"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands\r\n","source":["Pathfinder #152: Legacy of the Lost God","Rival Academies"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"enchantment","price":65000,"trait":["Enchantment","Light","Magical","Uncommon"],"id":"equipment-585","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Inspiring Spotlight May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 73, Rival Academies pg. 56 Price 650 gp Usage held in 2 hands Bulk 3 --- An inspiring spotlight is a bulky contraption consisting of a drum-shaped metal housing around several reflective metal plates. Two handles on either side, each with a small button, allow you to aim the spotlight outward from your body. Activate Single Action Interact; Frequency Once per hour; Effect When you push the left-hand button, the inspiring spotlight emits a beam of bright magical light in a 120-foot line that hangs in the air and remains in place even if you move the spotlight. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, the inspiring spotlight attempts to counteract the darkness. Creatures within the line gain a +1 item bonus to saving throws and Charisma-based skill checks. In addition, creatures in the line who are frightened reduce the value of their frightened condition by 1 at the beginning of each turn they start in the area of the line. The beam remains in place for 1 minute or until you push the right-hand button with another Interact action to extinguish the light.\n","skill_mod":{},"summary":"An inspiring spotlight is a bulky contraption consisting of a drum-shaped metal housing around several reflective metal plates. Two handles on …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths","Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=585","source_group":["Extinction Curse","Convocation"],"spoilers":"Extinction Curse","name":"Inspiring Spotlight","bulk":3,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-585"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand\r\n","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"abjuration","price":6000,"trait":["Abjuration","Consumable","Magical","Uncommon"],"id":"equipment-586","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Invisible Net May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 74 Price 60 gp Usage held in 1 hand Activate Single Action Interact --- You activate this folded lace handkerchief by spreading it out on the ground, where it grows to cover a 30-foot-by- 30-foot square area. Pale and diaphanous, the spread handkerchief is exceptionally difficult to see from more than 30 feet away and evaporates entirely after 1 minute. Any creature that falls on the net doesn’t take falling damage.\n","skill_mod":{},"summary":"You activate this folded lace handkerchief by spreading it out on the ground, where it grows to cover a 30-foot-by- 30-foot square area. Pale and …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["School","Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=586","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Invisible Net","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-586"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands\r\n","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Structures","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"conjuration","price":10000,"trait":["Conjuration","Magical","Structure","Uncommon"],"id":"equipment-587","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Marvelous Calliope May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 74 Price 100 gp Usage held in 2 hands Bulk L when not activated --- This large slide whistle appears to be made of fine brass, the sides of which are engraved with musical notes and dancing clowns. Activate 1 minute (command, envision, Interact); Effect You blow a tune upon the slide whistle, causing the whistle to expand. The whistle sprouts from one into several, and then creates a large wooden frame and keyboard. By the time the unfolding is complete, the whistle fully transforms into a calliope, a wagon-sized contraption consisting of several steam whistles played like an organ. The calliope is heavy and anchored in place. You have a +1 item bonus to Performance checks to play the calliope. The calliope has a tendency to produce music for a few seconds after you cease playing it, adding a jaunty and overlong conclusion to your music. If you use an Interact action to pull the small metal ring on the underside of the marvelous calliope , the calliope collapses back down into a slide whistle. Activate Two Actions Interact; Frequency once per hour; Effect You play the calliope, causing it to cast charm on one of the listeners.\n","skill_mod":{},"summary":"This large slide whistle appears to be made of fine brass, the sides of which are engraved with musical notes and dancing clowns. \r\n","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["School","Mechanics","Equipment","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=587","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Marvelous Calliope","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-587"},{"primary_source_category":"Adventure Paths","usage":"worn circlet\r\n","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"divination","price":50000,"skill":["Religion"],"trait":["Divination","Invested","Magical","Rare"],"id":"equipment-588","text":"<title level=\"1\" right=\"Item 8\" pfs=\"\" > Moonstone Diadem May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 74 Price 500 gp Usage worn circlet Bulk L --- This delicate and elegant diadem is woven of intricate silver wires set with three tear-shaped pearlescent moonstones. You gain a +1 item bonus to Religion checks. Activate Three Actions focus; Frequency once per hour; Requirements You are within 10 feet of a moonstone pool ; Effect You peer into the moonstone pool and gain access to all the visual history recorded within the receptacle by concentrating on the specific subject you wish to see. Conversely, you can choose to deposit your own memories into the pool by concentrating for 1 hour on the information you wish to impart.\n","skill_mod":{},"summary":"This delicate and elegant diadem is woven of intricate silver wires set with three tear-shaped pearlescent moonstones. You gain a +1 item bonus to …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["School","Equipment","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=588","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Moonstone Diadem","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-588"},{"item_child_id":["equipment-589-624","equipment-589-625"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand\r\n","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"illusion","trait":["Illusion","Magical","Staff","Uncommon"],"id":"equipment-589","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Ringmaster's Staff May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 74 Usage held in 1 hand Bulk 1 --- This highly polished black wooden staff resembles an aristocrat’s oversized walking cane, complete with a silver head shaped like a large circus animal such as a horse or elephant. Ringmasters or announcers use ringmaster’s staves to draw attention from their audiences or to salvage acts that fall flat mid-performance. While wielding a ringmaster’s staff , your normal voice can be clearly heard by all creatures within 300 feet regardless of intervening barriers or ambient noise, although your voice can’t penetrate magical silence and you can’t use this to extend an auditory or sonic effect through barriers that would otherwise block it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Ringmaster's Staff Source Pathfinder #152: Legacy of the Lost God pg. 74 Price 230 gp Bulk 1 --- Cantrips dancing lights 1st feather fall , floating disk 2nd glitterdust , illusory creature , obscuring mist <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Ringmaster's Staff (Greater) Source Pathfinder #152: Legacy of the Lost God pg. 74 Price 1,800 gp Bulk 1 --- 3rd enthrall , pyrotechnics 4th freedom of movement , summon animal 5th cloak of colors , command ","skill_mod":{},"summary":"This highly polished black wooden staff resembles an aristocrat’s oversized walking cane, complete with a silver head shaped like a large circus …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["School","Monster","Mechanics","Equipment","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=589","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Ringmaster's Staff","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-589"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand\r\n","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-589","weakness":{},"primary_source_group":"Extinction Curse","school":"illusion","price":23000,"trait":["Illusion","Magical","Staff","Uncommon"],"id":"equipment-589-624","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Ringmaster's Staff May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 74 Usage held in 1 hand Bulk 1 --- This highly polished black wooden staff resembles an aristocrat’s oversized walking cane, complete with a silver head shaped like a large circus animal such as a horse or elephant. Ringmasters or announcers use ringmaster’s staves to draw attention from their audiences or to salvage acts that fall flat mid-performance. While wielding a ringmaster’s staff , your normal voice can be clearly heard by all creatures within 300 feet regardless of intervening barriers or ambient noise, although your voice can’t penetrate magical silence and you can’t use this to extend an auditory or sonic effect through barriers that would otherwise block it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Ringmaster's Staff Source Pathfinder #152: Legacy of the Lost God pg. 74 Price 230 gp Bulk 1 --- Cantrips dancing lights 1st feather fall , floating disk 2nd glitterdust , illusory creature , obscuring mist <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Ringmaster's Staff (Greater) Source Pathfinder #152: Legacy of the Lost God pg. 74 Price 1,800 gp Bulk 1 --- 3rd enthrall , pyrotechnics 4th freedom of movement , summon animal 5th cloak of colors , command ","skill_mod":{},"summary":"Cantrips dancing lights 1st feather fall , floating disk 2nd glitterdust , illusory creature , obscuring mist","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["School","Monster","Mechanics","Equipment","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=589","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Ringmaster's Staff","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-589-624"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand\r\n","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-589","weakness":{},"primary_source_group":"Extinction Curse","school":"illusion","price":180000,"trait":["Illusion","Magical","Staff","Uncommon"],"id":"equipment-589-625","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Ringmaster's Staff May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 74 Usage held in 1 hand Bulk 1 --- This highly polished black wooden staff resembles an aristocrat’s oversized walking cane, complete with a silver head shaped like a large circus animal such as a horse or elephant. Ringmasters or announcers use ringmaster’s staves to draw attention from their audiences or to salvage acts that fall flat mid-performance. While wielding a ringmaster’s staff , your normal voice can be clearly heard by all creatures within 300 feet regardless of intervening barriers or ambient noise, although your voice can’t penetrate magical silence and you can’t use this to extend an auditory or sonic effect through barriers that would otherwise block it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Ringmaster's Staff Source Pathfinder #152: Legacy of the Lost God pg. 74 Price 230 gp Bulk 1 --- Cantrips dancing lights 1st feather fall , floating disk 2nd glitterdust , illusory creature , obscuring mist <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Ringmaster's Staff (Greater) Source Pathfinder #152: Legacy of the Lost God pg. 74 Price 1,800 gp Bulk 1 --- 3rd enthrall , pyrotechnics 4th freedom of movement , summon animal 5th cloak of colors , command ","skill_mod":{},"summary":"3rd enthrall , pyrotechnics 4th freedom of movement , summon animal 5th cloak of colors , command","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["School","Monster","Mechanics","Equipment","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=589","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Ringmaster's Staff (Greater)","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-589-625"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand\r\n","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"necromancy","price":7000,"trait":["Consumable","Healing","Magical","Necromancy","Oil","Uncommon"],"id":"equipment-590","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Saints' Balm May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 70 gp Usage held in 1 hand Activate Single Action Interact --- This luminescent paste is made from the powdered bones of a long-forgotten saint, mixed with herbs and blessed by a priest. It typically comes in a tightly sealed, palm-sized dish etched with holy symbols. Applying saints’ balm to yourself or a creature within reach restores 3d8+10 Hit Points to the creature to which it’s applied.\n","skill_mod":{},"summary":"This luminescent paste is made from the powdered bones of a long-forgotten saint, mixed with herbs and blessed by a priest. It typically comes in a …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Equipment","Mechanics","School","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=590","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Saints' Balm","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-590"},{"primary_source_category":"Adventure Paths","usage":"worn armor\r\n","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"divination","price":70000,"skill":["Nature"],"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-591","text":"<title level=\"1\" right=\"Item 9\" pfs=\"\" > Spangled Rider's Suit May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 700 gp Usage worn armor Bulk 1 Base Armor Studded Leather Armor --- This +1 resilient studded leather armor is adorned with colorful sequins that sparkle in even the faintest light. While wearing the spangled rider’s suit, you gain a +2 item bonus to Command an Animal you are riding. Any animal you ride automatically knows the Drop Prone and Step basic actions, in addition to any other basic actions it knows (normally only Leap, Seek, Stand, Stride, and Strike). Activate Reaction (move) Trigger You take damage while mounted or your mount Drops Prone; Effect You dismount, moving off your mount into a space adjacent to it.\n","skill_mod":{},"summary":"This +1 resilient studded leather armor is adorned with colorful sequins that sparkle in even the faintest light. While wearing the spangled …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=591","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","base_item":["Studded Leather Armor"],"name":"Spangled Rider's Suit","bulk":1,"category":"equipment","rarity":"uncommon","slug":"equipment-591"},{"primary_source_category":"Adventure Paths","usage":"worn cloak\r\n","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"enchantment","price":70000,"skill":["Diplomacy","Intimidation"],"trait":["Enchantment","Invested","Magical","Uncommon"],"id":"equipment-592","text":"<title level=\"1\" right=\"Item 9\" pfs=\"\" > Stole of Civility May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 700 gp Usage worn cloak Bulk L --- Woven from swaths of rich brocade silk and embroidered with ancient Azlanti script in golden thread, this stole imparts a noble appearance to even the homeliest of individuals when draped over the shoulders. While wearing a stole of civility, you receive a +2 item bonus to Diplomacy checks to Make an Impression with humans or Make a Request of humans, and a +2 item bonus to Intimidation checks against humans. The stole also grants you full understanding of the Azlanti language. Activate Single Action envision; Frequency once per day; Requirements you are a human; Effect You gain 10 temporary Hit Points, which last for 10 minutes.\n","skill_mod":{},"summary":"Woven from swaths of rich brocade silk and embroidered with ancient Azlanti script in golden thread, this stole imparts a noble appearance to even …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=592","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Stole of Civility","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-592"},{"primary_source_category":"Adventure Paths","usage":"held, 1 hand\r\n","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"enchantment","price":300000,"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-593","text":"<title level=\"1\" right=\"Item 9\" pfs=\"\" > Whip of Compliance May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 75 Price 3,000 gp Usage held, 1 hand Bulk 1 Base Weapon Whip --- The handle of this braided leather +1 striking whip is made from the hairs of a variety of rare and mythical animals. When used against an animal, the whip of compliance can potentially force the target to follow your commands. Activate Single Action command; Effect Until the end of your current turn, any animals you Strike with the whip must attempt a DC 25 Will save. On a failed or critically failed saving throw, the whip casts a 4th-level suggestion spell on the animal with a base duration of 1 round, and the spell loses the linguistic trait. The course of action must still fulfill suggestion’s requirements. If you can cast spells, you can expend one of your spells of 4th level or higher as a part of activating the whip; if you do so, the suggestions this turn have their normal base duration.\n","skill_mod":{},"summary":"The handle of this braided leather +1 striking whip is made from the hairs of a variety of rare and mythical animals. When used against an …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=593","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","base_item":["Whip"],"name":"Whip of Compliance","bulk":1,"category":"equipment","rarity":"uncommon","slug":"equipment-593"},{"item_child_id":["equipment-594-628","equipment-594-629"],"primary_source_category":"Society","usage":"held in 1 hand","source":["PFS Quest #5: The Dragon Who Stole Evoking Day"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Fire","Splash","Uncommon"],"id":"equipment-594","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Dwarven Daisy Source PFS Quest #5: The Dragon Who Stole Evoking Day pg. 14 Usage held in 1 hand Bulk L Activate Single Action Strike --- A dwarven daisy is a string of dozens of firecrackers that create tiny, loud explosions. The string ends with a short, wrapped fuse. Pulling off the wrapping in a quick motion lights the fuse and is done as part of the action to Strike. A dwarven daisy deals the listed fire damage and splash damage. A dwarven daisy also has a chance to dazzle its target. A creature struck by a dwarven daisy must succeed at a Fortitude save or become dazzled for 1 round. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Dwarven Daisy (Lesser) Source PFS Quest #5: The Dragon Who Stole Evoking Day pg. 14 Price 6 gp --- The firework deals 1d6 fire damage and 1 fire splash damage. The DC is 16. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Dwarven Daisy (Moderate) Source PFS Quest #5: The Dragon Who Stole Evoking Day pg. 14 Price 18 gp --- The firework deals 2d6 fire damage and 2 fire splash damage. The DC is 18.","element":["Fire"],"skill_mod":{},"summary":"A dwarven daisy is a string of dozens of firecrackers that create tiny, loud explosions. The string ends with a short, wrapped fuse. Pulling off the …","primary_source":"PFS Quest #5: The Dragon Who Stole Evoking Day","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Rarity"],"level":1,"source_category":["Society"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=594","name":"Dwarven Daisy","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-594"},{"primary_source_category":"Society","usage":"held in 1 hand","source":["PFS Quest #5: The Dragon Who Stole Evoking Day"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-594","weakness":{},"price":600,"trait":["Alchemical","Bomb","Consumable","Fire","Splash","Uncommon"],"id":"equipment-594-628","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Dwarven Daisy Source PFS Quest #5: The Dragon Who Stole Evoking Day pg. 14 Usage held in 1 hand Bulk L Activate Single Action Strike --- A dwarven daisy is a string of dozens of firecrackers that create tiny, loud explosions. The string ends with a short, wrapped fuse. Pulling off the wrapping in a quick motion lights the fuse and is done as part of the action to Strike. A dwarven daisy deals the listed fire damage and splash damage. A dwarven daisy also has a chance to dazzle its target. A creature struck by a dwarven daisy must succeed at a Fortitude save or become dazzled for 1 round. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Dwarven Daisy (Lesser) Source PFS Quest #5: The Dragon Who Stole Evoking Day pg. 14 Price 6 gp --- The firework deals 1d6 fire damage and 1 fire splash damage. The DC is 16. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Dwarven Daisy (Moderate) Source PFS Quest #5: The Dragon Who Stole Evoking Day pg. 14 Price 18 gp --- The firework deals 2d6 fire damage and 2 fire splash damage. The DC is 18.","element":["Fire"],"skill_mod":{},"summary":"The firework deals 1d6 fire damage and 1 fire splash damage. The DC is 16.","primary_source":"PFS Quest #5: The Dragon Who Stole Evoking Day","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Rarity"],"level":1,"source_category":["Society"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=594","name":"Dwarven Daisy (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-594-628"},{"primary_source_category":"Society","usage":"held in 1 hand","source":["PFS Quest #5: The Dragon Who Stole Evoking Day"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-594","weakness":{},"price":1800,"trait":["Alchemical","Bomb","Consumable","Fire","Splash","Uncommon"],"id":"equipment-594-629","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Dwarven Daisy Source PFS Quest #5: The Dragon Who Stole Evoking Day pg. 14 Usage held in 1 hand Bulk L Activate Single Action Strike --- A dwarven daisy is a string of dozens of firecrackers that create tiny, loud explosions. The string ends with a short, wrapped fuse. Pulling off the wrapping in a quick motion lights the fuse and is done as part of the action to Strike. A dwarven daisy deals the listed fire damage and splash damage. A dwarven daisy also has a chance to dazzle its target. A creature struck by a dwarven daisy must succeed at a Fortitude save or become dazzled for 1 round. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Dwarven Daisy (Lesser) Source PFS Quest #5: The Dragon Who Stole Evoking Day pg. 14 Price 6 gp --- The firework deals 1d6 fire damage and 1 fire splash damage. The DC is 16. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Dwarven Daisy (Moderate) Source PFS Quest #5: The Dragon Who Stole Evoking Day pg. 14 Price 18 gp --- The firework deals 2d6 fire damage and 2 fire splash damage. The DC is 18.","element":["Fire"],"skill_mod":{},"summary":"The firework deals 2d6 fire damage and 2 fire splash damage. The DC is 18.","primary_source":"PFS Quest #5: The Dragon Who Stole Evoking Day","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Rarity"],"level":3,"source_category":["Society"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=594","name":"Dwarven Daisy (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-594-629"},{"skill_mod":{},"summary":"The genius diadem is a diadem of intellect that typically acts like an arrogant professor or mentor, often boasting that it is a certified …","primary_source":"Gamemastery Guide","trait_group":["Equipment","Tradition","Monster","School","Rarity"],"primary_source_category":"Rulebooks","level":18,"usage":"worn circlet","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Intelligent Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=595","weakness":{},"school":"divination","name":"Genius Diadem","trait":["Apex","Arcane","Divination","Intelligent","Rare"],"id":"equipment-595","text":"<title level=\"1\" right=\"Item 18\" pfs=\"\" > Genius Diadem Source Gamemastery Guide pg. 89 Usage worn circlet Bulk L --- Perception +22; precise vision 30 feet, imprecise hearing 30 feet, constant detect magic Communication speech (Common, Draconic, and eight other common languages) Skills Arcana +34, seven Lore skills +28, Occultism +28, Society +28 Int +8, Wis +0, Cha +4 Will +24 --- The genius diadem is a diadem of intellect that typically acts like an arrogant professor or mentor, often boasting that it is a certified greater intellect and far superior to your own intelligence, even after the benefits the diadem grants you. The genius diadem encourages you to learn things for yourself rather than actually attempting to Recall Knowledge for you, though you or your allies might be able to play on its arrogance using Deception to trick it into doing so. In addition to allowing you to activate it, the diadem can use the diadem of intellect’s hypercognition activation with its own actions, though if it does so, the diadem gains the benefits instead of you. Only the diadem can use the following activation. Activate Two Actions command, Interact; Frequency once per hour; Effect The genius diadem casts 7th-level feeblemind .\n","alignment":"N","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-595"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Gamemastery Guide"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Divine","Intelligent","Rare"],"id":"equipment-596","text":"<title level=\"1\" right=\"Item 7\" pfs=\"\" > Martyr's Shield Source Gamemastery Guide pg. 89 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- Perception +12; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common and Celestial) Skills Diplomacy +15, Religion +13 Int +0, Wis +2, Cha +4 Will +15 --- A martyr’s shield is a lesser sturdy shield imbued with the compassion of a devout champion of a righteous deity, like Iomedae or Vildeis, who sacrificed themself to save an ally. In addition to good-naturedly attempting to convert you to its religion, the martyr’s shield can use 1 reaction each round that, when raised, it uses to Shield Block to protect an ally adjacent to you, with the effects of the Shield Warden feat. The martyr’s shield uses this reaction whether you would prefer it did so or not. The martyr’s shield can be upgraded to a stronger form of sturdy shield by paying the difference in cost between its current type of sturdy shield and the new type.\n","skill_mod":{},"summary":"A martyr’s shield is a lesser sturdy shield imbued with the compassion of a devout champion of a righteous deity, like Iomedae or Vildeis , …","primary_source":"Gamemastery Guide","trait_group":["School","Tradition","Equipment","Rarity"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=596","base_item":["Steel Shield"],"name":"Martyr's Shield","alignment":"LG","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-596"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Gamemastery Guide"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"school":"enchantment","trait":["Enchantment","Intelligent","Occult","Rare"],"id":"equipment-597","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Singing Sword Source Gamemastery Guide pg. 89 Usage held in 1 hand Bulk 1 Base Weapon Longsword --- Perception +11; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common and four other common languages) Skills Performance +15 Int +2, Wis +2, Cha +4 Will +13 (+17 against attempts to quiet its singing) --- A singing sword is a +1 striking longsword imbued with the consciousness of a boisterous bard, and therefore constantly sings at all times. A singing sword can’t stop singing and in fact communicates in no way other than by singing. A successful Diplomacy or Intimidation check against its Will DC can convince it to quiet its singing to a whisper for 10 minutes, or 20 minutes on a critical success, though it quickly grows displeased at anyone who attempts this repeatedly. The singing sword can spend its actions to attack on its own, with the effects of a dancing weapon’s activation, except that its attack modifier is +12. Additionally, it can perform the following activations; each casts a composition spell and follows all the usual rules for compositions. Activate Single Action command; Frequency once per minute; Effect The singing sword casts inspire courage . Activate Single Action command; Frequency once per minute; Effect The singing sword casts inspire defense . Activate Reaction command; Frequency once per hour; Trigger You or an ally within 60 feet rolls a saving throw against an auditory effect; Effect The singing sword casts counter performance .\n","skill_mod":{},"summary":"A singing sword is a +1 striking longsword imbued with the consciousness of a boisterous bard, and therefore constantly sings at all times. A …","primary_source":"Gamemastery Guide","trait_group":["School","Equipment","Tradition","Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=597","base_item":["Longsword"],"name":"Singing Sword","alignment":"CG","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-597"},{"skill_mod":{},"summary":"This item appears to be and functions as a bag of holding , but is actually a feeding orifice of a bizarre extradimensional creature. Any animal …","item_child_id":["equipment-598-631","equipment-598-632","equipment-598-633"],"primary_source":"Gamemastery Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":7,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=598","weakness":{},"school":"conjuration","name":"Bag of Devouring","trait":["Conjuration","Cursed","Extradimensional","Magical","Rare"],"id":"equipment-598","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"\" > Bag of Devouring Source Gamemastery Guide pg. 90 Usage held in 2 hands Bulk 1 --- This item appears to be and functions as a bag of holding , but is actually a feeding orifice of a bizarre extradimensional creature. Any animal or vegetable matter put in the bag has a chance of triggering the bag's interest. Whenever you reach into the bag to retrieve an item or place an animal (or plant or animal or plant product) within the bag, roll a DC 9 flat check. On a success, the bag ignores the intrusion. On a failure, the bag devours the triggering material, removing it from this realm of existence; the bag can't eat artifacts or other similarly hard-to-destroy items. If the triggering material is not entirely inside of the bag, such as when someone reaches a hand inside, the bag of devouring attempts to pull it completely inside the bag using a Grapple action, with an Athletics bonus determined by the type of bag. On a success, it devours the victim or object entirely. <title level=\"2\" right=\"Item 7\" pfs=\"\" > Bag of Devouring Type I Source Gamemastery Guide pg. 90 --- Athletics Bonus +15; acts as a type II bag of holding <title level=\"2\" right=\"Item 11\" pfs=\"\" > Bag of Devouring Type II Source Gamemastery Guide pg. 90 --- Athletics Bonus +21; acts as a type III bag of holding <title level=\"2\" right=\"Item 13\" pfs=\"\" > Bag of Devouring Type III Source Gamemastery Guide pg. 90 --- Athletics Bonus +24; acts as a type IV bag of holding ","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-598"},{"skill_mod":{},"summary":"Athletics Bonus +15; acts as a type II bag of holding","primary_source":"Gamemastery Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":7,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=598","item_parent_id":"equipment-598","weakness":{},"school":"conjuration","name":"Bag of Devouring Type I","trait":["Conjuration","Cursed","Extradimensional","Magical","Rare"],"id":"equipment-598-631","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"\" > Bag of Devouring Source Gamemastery Guide pg. 90 Usage held in 2 hands Bulk 1 --- This item appears to be and functions as a bag of holding , but is actually a feeding orifice of a bizarre extradimensional creature. Any animal or vegetable matter put in the bag has a chance of triggering the bag's interest. Whenever you reach into the bag to retrieve an item or place an animal (or plant or animal or plant product) within the bag, roll a DC 9 flat check. On a success, the bag ignores the intrusion. On a failure, the bag devours the triggering material, removing it from this realm of existence; the bag can't eat artifacts or other similarly hard-to-destroy items. If the triggering material is not entirely inside of the bag, such as when someone reaches a hand inside, the bag of devouring attempts to pull it completely inside the bag using a Grapple action, with an Athletics bonus determined by the type of bag. On a success, it devours the victim or object entirely. <title level=\"2\" right=\"Item 7\" pfs=\"\" > Bag of Devouring Type I Source Gamemastery Guide pg. 90 --- Athletics Bonus +15; acts as a type II bag of holding <title level=\"2\" right=\"Item 11\" pfs=\"\" > Bag of Devouring Type II Source Gamemastery Guide pg. 90 --- Athletics Bonus +21; acts as a type III bag of holding <title level=\"2\" right=\"Item 13\" pfs=\"\" > Bag of Devouring Type III Source Gamemastery Guide pg. 90 --- Athletics Bonus +24; acts as a type IV bag of holding ","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-598-631"},{"skill_mod":{},"summary":"Athletics Bonus +21; acts as a type III bag of holding","primary_source":"Gamemastery Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":11,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=598","item_parent_id":"equipment-598","weakness":{},"school":"conjuration","name":"Bag of Devouring Type II","trait":["Conjuration","Cursed","Extradimensional","Magical","Rare"],"id":"equipment-598-632","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"\" > Bag of Devouring Source Gamemastery Guide pg. 90 Usage held in 2 hands Bulk 1 --- This item appears to be and functions as a bag of holding , but is actually a feeding orifice of a bizarre extradimensional creature. Any animal or vegetable matter put in the bag has a chance of triggering the bag's interest. Whenever you reach into the bag to retrieve an item or place an animal (or plant or animal or plant product) within the bag, roll a DC 9 flat check. On a success, the bag ignores the intrusion. On a failure, the bag devours the triggering material, removing it from this realm of existence; the bag can't eat artifacts or other similarly hard-to-destroy items. If the triggering material is not entirely inside of the bag, such as when someone reaches a hand inside, the bag of devouring attempts to pull it completely inside the bag using a Grapple action, with an Athletics bonus determined by the type of bag. On a success, it devours the victim or object entirely. <title level=\"2\" right=\"Item 7\" pfs=\"\" > Bag of Devouring Type I Source Gamemastery Guide pg. 90 --- Athletics Bonus +15; acts as a type II bag of holding <title level=\"2\" right=\"Item 11\" pfs=\"\" > Bag of Devouring Type II Source Gamemastery Guide pg. 90 --- Athletics Bonus +21; acts as a type III bag of holding <title level=\"2\" right=\"Item 13\" pfs=\"\" > Bag of Devouring Type III Source Gamemastery Guide pg. 90 --- Athletics Bonus +24; acts as a type IV bag of holding ","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-598-632"},{"skill_mod":{},"summary":"Athletics Bonus +24; acts as a type IV bag of holding","primary_source":"Gamemastery Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":13,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=598","item_parent_id":"equipment-598","weakness":{},"school":"conjuration","name":"Bag of Devouring Type III","trait":["Conjuration","Cursed","Extradimensional","Magical","Rare"],"id":"equipment-598-633","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"\" > Bag of Devouring Source Gamemastery Guide pg. 90 Usage held in 2 hands Bulk 1 --- This item appears to be and functions as a bag of holding , but is actually a feeding orifice of a bizarre extradimensional creature. Any animal or vegetable matter put in the bag has a chance of triggering the bag's interest. Whenever you reach into the bag to retrieve an item or place an animal (or plant or animal or plant product) within the bag, roll a DC 9 flat check. On a success, the bag ignores the intrusion. On a failure, the bag devours the triggering material, removing it from this realm of existence; the bag can't eat artifacts or other similarly hard-to-destroy items. If the triggering material is not entirely inside of the bag, such as when someone reaches a hand inside, the bag of devouring attempts to pull it completely inside the bag using a Grapple action, with an Athletics bonus determined by the type of bag. On a success, it devours the victim or object entirely. <title level=\"2\" right=\"Item 7\" pfs=\"\" > Bag of Devouring Type I Source Gamemastery Guide pg. 90 --- Athletics Bonus +15; acts as a type II bag of holding <title level=\"2\" right=\"Item 11\" pfs=\"\" > Bag of Devouring Type II Source Gamemastery Guide pg. 90 --- Athletics Bonus +21; acts as a type III bag of holding <title level=\"2\" right=\"Item 13\" pfs=\"\" > Bag of Devouring Type III Source Gamemastery Guide pg. 90 --- Athletics Bonus +24; acts as a type IV bag of holding ","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-598-633"},{"skill_mod":{},"summary":"This item appears to be and functions as a type I bag of holding , until you try to retrieve an item from the bag. Whenever you retrieve an item …","primary_source":"Gamemastery Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":4,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=599","weakness":{},"school":"conjuration","name":"Bag of Weasels","trait":["Conjuration","Cursed","Extradimensional","Magical","Rare"],"id":"equipment-599","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Bag of Weasels Source Gamemastery Guide pg. 90 Usage held in 2 hands Bulk 1 --- This item appears to be and functions as a type I bag of holding , until you try to retrieve an item from the bag. Whenever you retrieve an item from the bag of weasels , roll a DC 11 flat check. On a success, you retrieve the item as normal. On a failure, the item you retrieve is transformed into a weasel; this doesn’t affect artifacts, cursed items, or other hard-to-destroy items. This weasel has the statistics of a giant rat, except that it is Tiny and exudes an aura of transmutation magic. The weasel has no loyalty to you and typically attempts to escape as quickly as possible. If the weasel is targeted with a remove curse spell or a similar magical effect, it transforms back into the original item that was taken from the bag of weasels . If it dies or is slain, the weasel disappears and the item is permanently destroyed. Because the weasel is a transformed item, you don’t gain any benefit you would receive from attacking a creature, defeating one, damaging one, or the like, but you do gain any benefit you would gain from destroying an item.\n","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-599"},{"skill_mod":{},"summary":"These boots act as greater boots of elvenkind , but they react wildly to strong physical exertion. While you wear the boots, the curse activates …","primary_source":"Gamemastery Guide","trait_group":["Equipment","School","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":11,"usage":"worn shoes","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=600","weakness":{},"school":"enchantment","name":"Boots of Dancing","trait":["Cursed","Enchantment","Invested","Magical","Rare"],"id":"equipment-600","text":"<title level=\"1\" right=\"Item 11\" pfs=\"\" > Boots of Dancing Source Gamemastery Guide pg. 90 Usage worn shoes Bulk L --- These boots act as greater boots of elvenkind , but they react wildly to strong physical exertion. While you wear the boots, the curse activates whenever you attempt an Athletics check or Stride more than once in a single round during an encounter. The boots cast an 8th-level uncontrollable dance spell on you, and you automatically fail your save. Once the curse has activated for the first time, the boots fuse to you.\n","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-600"},{"skill_mod":{},"summary":"Appearing as a magic cloak such as a cloak of elvenkind , this garment is made of highly volatile fabric. While wearing it, if you take fire …","primary_source":"Gamemastery Guide","trait_group":["Equipment","School","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":7,"usage":"worn cloak","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=601","weakness":{},"school":"evocation","name":"Cloak of Immolation","trait":["Cursed","Evocation","Invested","Magical","Rare"],"id":"equipment-601","text":"<title level=\"1\" right=\"Item 7\" pfs=\"\" > Cloak of Immolation Source Gamemastery Guide pg. 91 Usage worn cloak Bulk L --- Appearing as a magic cloak such as a cloak of elvenkind , this garment is made of highly volatile fabric. While wearing it, if you take fire damage, you also take 1d10 persistent fire damage. Taking fire damage while the persistent fire damage is in effect has no additional effect. You can extinguish the persistent fire damage as normal. Any creature that hits you with a melee unarmed attack while you are taking this persistent fire damage takes fire damage equal to the persistent fire damage you took on your previous turn. Once the curse has activated for the first time, the boots fuse to you.\n","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-601"},{"skill_mod":{},"summary":"These gloves appear and function as gloves of storing but repel any item not stored in the gloves. When wearing them, whenever you Interact to …","primary_source":"Gamemastery Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":7,"usage":"worn gloves","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=602","weakness":{},"school":"abjuration","name":"Gloves of Carelessness","trait":["Abjuration","Cursed","Extradimensional","Invested","Magical","Rare"],"id":"equipment-602","text":"<title level=\"1\" right=\"Item 7\" pfs=\"\" > Gloves of Carelessness Source Gamemastery Guide pg. 91 Usage worn gloves Bulk L --- These gloves appear and function as gloves of storing but repel any item not stored in the gloves. When wearing them, whenever you Interact to draw or pick up an item, roll a DC 11 flat check. On a success, you do so as normal. On a failure, you instead fling the item 15 feet in a random direction. You can use a reaction to attempt a DC 23 Reflex save, causing the item to land at your feet instead if you succeed. Removing the stored item from the gloves does not trigger the item’s curse. The first time the curse activates, the gloves fuse to you.\n","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-602"},{"skill_mod":{},"summary":"This +2 adamantine scale mail appears to have a fortification rune but grants none of its effects. Whenever you are critically hit, after …","primary_source":"Gamemastery Guide","trait_group":["Equipment","Mechanics","Rarity","School"],"primary_source_category":"Rulebooks","level":14,"usage":"worn armor","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=603","weakness":{},"school":"transmutation","name":"Medusa Armor","trait":["Cursed","Invested","Magical","Rare","Transmutation"],"id":"equipment-603","text":"<title level=\"1\" right=\"Item 14\" pfs=\"\" > Medusa Armor Source Gamemastery Guide pg. 91 Usage worn armor Bulk 3 --- This +2 adamantine scale mail appears to have a fortification rune but grants none of its effects. Whenever you are critically hit, after taking damage, you become petrified for 1 round. Once the curse has activated for the first time, the armor fuses to you.\n","bulk":3,"category":"equipment","rarity":"rare","slug":"equipment-603"},{"skill_mod":{},"summary":"This dried, gnarled hand is clenched in a fist, waiting for a creature to pick it up. When you pick up the monkey’s paw , the hand opens, revealing …","primary_source":"Gamemastery Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"primary_source_category":"Rulebooks","level":20,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=604","weakness":{},"school":"necromancy","name":"Monkey's Paw","trait":["Cursed","Magical","Misfortune","Necromancy","Rare"],"id":"equipment-604","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > Monkey's Paw Source Gamemastery Guide pg. 91 Usage held in 1 hand Bulk L --- This dried, gnarled hand is clenched in a fist, waiting for a creature to pick it up. When you pick up the monkey’s paw , the hand opens, revealing three withered fingers. The monkey’s paw grants you three wishes, curling one finger after every one. Once you pick up the monkey’s paw , you cannot discard the hand until it returns to a clenched fist by casting its three wishes. Any attempts to discard the hand, even with the effects of a miracle or wish spell, are unsuccessful as the monkey’s paw reappears among your possessions within 1d4 hours; it doesn’t work for any other creature in the intervening time. The hand returns even if another creature steals it from you. Once you make all three wishes, the monkey’s paw uses plane shift to travel to a random point in the multiverse. Whenever the monkey’s paw hears you utter a statement that sounds like a wish, even if you don’t use the words “I wish,” it activates and grants a twisted, horrifying version of your wish, producing any effect within the possibility of alter reality , miracle , primal phenomenon , or wish , and potentially a greater effect at the GM’s discretion.\n","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-604"},{"skill_mod":{},"summary":"This beautiful necklace appears to be a magical item such as a necklace of fireballs or a pendant of the occult . When invested, it magically …","primary_source":"Gamemastery Guide","trait_group":["Equipment","Mechanics","Rarity","School"],"primary_source_category":"Rulebooks","level":15,"usage":"worn necklace","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=605","weakness":{},"school":"transmutation","name":"Necklace of Strangulation","trait":["Cursed","Invested","Magical","Rare","Transmutation"],"id":"equipment-605","text":"<title level=\"1\" right=\"Item 15\" pfs=\"\" > Necklace of Strangulation Source Gamemastery Guide pg. 91 Usage worn necklace Bulk L --- This beautiful necklace appears to be a magical item such as a necklace of fireballs or a pendant of the occult . When invested, it magically locks in place, suspiciously tightly, and fuses to you. When you enter a situation of extreme stress (as determined by the GM), the necklace tightens around your neck, suffocating you and dealing 30 bludgeoning damage to you at the end of each of your turns. Once per round, you can spend a single action to attempt a DC 34 Athletics check or Fortitude save; success means you don’t take the damage on your current turn, but you continue suffocating. The necklace loosens after you’ve been dead for a month.\n","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-605"},{"skill_mod":{},"summary":"This innocuous-looking cloak is associated with a type of poison, set at the cloak’s creation. It often appears as a clandestine cloak or a …","item_child_id":["equipment-606-634","equipment-606-635","equipment-606-636","equipment-606-637"],"primary_source":"Gamemastery Guide","trait_group":["Equipment","Mechanics","Rarity","School"],"primary_source_category":"Rulebooks","level":6,"usage":"worn cloak","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=606","weakness":{},"school":"transmutation","name":"Poisonous Cloak","trait":["Cursed","Invested","Magical","Rare","Transmutation"],"id":"equipment-606","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Poisonous Cloak Source Gamemastery Guide pg. 91 Usage worn cloak Bulk L --- This innocuous-looking cloak is associated with a type of poison, set at the cloak’s creation. It often appears as a clandestine cloak or a cloak of the bat to the unaware. When you invest this cloak, you lose any resistance to poison damage, and anytime you take piercing or slashing damage in combat, you are exposed to the type of poison associated with the poisonous cloak with no onset, even if it’s not an injury poison. Once the curse has activated for the first time, the cloak fuses to you. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Poisonous Cloak Type I Source Gamemastery Guide pg. 91 --- Poison giant scorpion venom <title level=\"2\" right=\"Item 10\" pfs=\"\" > Poisonous Cloak Type II Source Gamemastery Guide pg. 91 --- Poison wolfsbane <title level=\"2\" right=\"Item 13\" pfs=\"\" > Poisonous Cloak Type III Source Gamemastery Guide pg. 91 --- Poison purple worm venom <title level=\"2\" right=\"Item 17\" pfs=\"\" > Poisonous Cloak Type IV Source Gamemastery Guide pg. 91 --- Poison hemlock","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-606"},{"skill_mod":{},"summary":"Poison giant scorpion venom","primary_source":"Gamemastery Guide","trait_group":["Equipment","Mechanics","Rarity","School"],"primary_source_category":"Rulebooks","level":6,"usage":"worn cloak","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=606","item_parent_id":"equipment-606","weakness":{},"school":"transmutation","name":"Poisonous Cloak Type I","trait":["Cursed","Invested","Magical","Rare","Transmutation"],"id":"equipment-606-634","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Poisonous Cloak Source Gamemastery Guide pg. 91 Usage worn cloak Bulk L --- This innocuous-looking cloak is associated with a type of poison, set at the cloak’s creation. It often appears as a clandestine cloak or a cloak of the bat to the unaware. When you invest this cloak, you lose any resistance to poison damage, and anytime you take piercing or slashing damage in combat, you are exposed to the type of poison associated with the poisonous cloak with no onset, even if it’s not an injury poison. Once the curse has activated for the first time, the cloak fuses to you. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Poisonous Cloak Type I Source Gamemastery Guide pg. 91 --- Poison giant scorpion venom <title level=\"2\" right=\"Item 10\" pfs=\"\" > Poisonous Cloak Type II Source Gamemastery Guide pg. 91 --- Poison wolfsbane <title level=\"2\" right=\"Item 13\" pfs=\"\" > Poisonous Cloak Type III Source Gamemastery Guide pg. 91 --- Poison purple worm venom <title level=\"2\" right=\"Item 17\" pfs=\"\" > Poisonous Cloak Type IV Source Gamemastery Guide pg. 91 --- Poison hemlock","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-606-634"},{"skill_mod":{},"summary":"Poison wolfsbane","primary_source":"Gamemastery Guide","trait_group":["Equipment","Mechanics","Rarity","School"],"primary_source_category":"Rulebooks","level":10,"usage":"worn cloak","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=606","item_parent_id":"equipment-606","weakness":{},"school":"transmutation","name":"Poisonous Cloak Type II","trait":["Cursed","Invested","Magical","Rare","Transmutation"],"id":"equipment-606-635","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Poisonous Cloak Source Gamemastery Guide pg. 91 Usage worn cloak Bulk L --- This innocuous-looking cloak is associated with a type of poison, set at the cloak’s creation. It often appears as a clandestine cloak or a cloak of the bat to the unaware. When you invest this cloak, you lose any resistance to poison damage, and anytime you take piercing or slashing damage in combat, you are exposed to the type of poison associated with the poisonous cloak with no onset, even if it’s not an injury poison. Once the curse has activated for the first time, the cloak fuses to you. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Poisonous Cloak Type I Source Gamemastery Guide pg. 91 --- Poison giant scorpion venom <title level=\"2\" right=\"Item 10\" pfs=\"\" > Poisonous Cloak Type II Source Gamemastery Guide pg. 91 --- Poison wolfsbane <title level=\"2\" right=\"Item 13\" pfs=\"\" > Poisonous Cloak Type III Source Gamemastery Guide pg. 91 --- Poison purple worm venom <title level=\"2\" right=\"Item 17\" pfs=\"\" > Poisonous Cloak Type IV Source Gamemastery Guide pg. 91 --- Poison hemlock","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-606-635"},{"skill_mod":{},"summary":"Poison purple worm venom","primary_source":"Gamemastery Guide","trait_group":["Equipment","Mechanics","Rarity","School"],"primary_source_category":"Rulebooks","level":13,"usage":"worn cloak","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=606","item_parent_id":"equipment-606","weakness":{},"school":"transmutation","name":"Poisonous Cloak Type III","trait":["Cursed","Invested","Magical","Rare","Transmutation"],"id":"equipment-606-636","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Poisonous Cloak Source Gamemastery Guide pg. 91 Usage worn cloak Bulk L --- This innocuous-looking cloak is associated with a type of poison, set at the cloak’s creation. It often appears as a clandestine cloak or a cloak of the bat to the unaware. When you invest this cloak, you lose any resistance to poison damage, and anytime you take piercing or slashing damage in combat, you are exposed to the type of poison associated with the poisonous cloak with no onset, even if it’s not an injury poison. Once the curse has activated for the first time, the cloak fuses to you. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Poisonous Cloak Type I Source Gamemastery Guide pg. 91 --- Poison giant scorpion venom <title level=\"2\" right=\"Item 10\" pfs=\"\" > Poisonous Cloak Type II Source Gamemastery Guide pg. 91 --- Poison wolfsbane <title level=\"2\" right=\"Item 13\" pfs=\"\" > Poisonous Cloak Type III Source Gamemastery Guide pg. 91 --- Poison purple worm venom <title level=\"2\" right=\"Item 17\" pfs=\"\" > Poisonous Cloak Type IV Source Gamemastery Guide pg. 91 --- Poison hemlock","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-606-636"},{"skill_mod":{},"summary":"Poison hemlock","primary_source":"Gamemastery Guide","trait_group":["Equipment","Mechanics","Rarity","School"],"primary_source_category":"Rulebooks","level":17,"usage":"worn cloak","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=606","item_parent_id":"equipment-606","weakness":{},"school":"transmutation","name":"Poisonous Cloak Type IV","trait":["Cursed","Invested","Magical","Rare","Transmutation"],"id":"equipment-606-637","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Poisonous Cloak Source Gamemastery Guide pg. 91 Usage worn cloak Bulk L --- This innocuous-looking cloak is associated with a type of poison, set at the cloak’s creation. It often appears as a clandestine cloak or a cloak of the bat to the unaware. When you invest this cloak, you lose any resistance to poison damage, and anytime you take piercing or slashing damage in combat, you are exposed to the type of poison associated with the poisonous cloak with no onset, even if it’s not an injury poison. Once the curse has activated for the first time, the cloak fuses to you. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Poisonous Cloak Type I Source Gamemastery Guide pg. 91 --- Poison giant scorpion venom <title level=\"2\" right=\"Item 10\" pfs=\"\" > Poisonous Cloak Type II Source Gamemastery Guide pg. 91 --- Poison wolfsbane <title level=\"2\" right=\"Item 13\" pfs=\"\" > Poisonous Cloak Type III Source Gamemastery Guide pg. 91 --- Poison purple worm venom <title level=\"2\" right=\"Item 17\" pfs=\"\" > Poisonous Cloak Type IV Source Gamemastery Guide pg. 91 --- Poison hemlock","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-606-637"},{"skill_mod":{},"summary":"This ring appears to be a ring of lies , but when invested, close investigation reveals angelic wings and divine creatures hidden on the face of …","primary_source":"Gamemastery Guide","trait_group":["Equipment","School","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":10,"usage":"worn","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=607","weakness":{},"school":"enchantment","name":"Ring of Truth","trait":["Cursed","Enchantment","Invested","Magical","Rare"],"id":"equipment-607","text":"<title level=\"1\" right=\"Item 10\" pfs=\"\" > Ring of Truth Source Gamemastery Guide pg. 91 Usage worn --- This ring appears to be a ring of lies , but when invested, close investigation reveals angelic wings and divine creatures hidden on the face of the ring. When you invest the ring, you are rendered unable to tell a deliberate lie, in either speech or writing. If you attempt to omit the truth or phrase things truthfully but deceptively, roll a DC 11 flat check; on a failure, the ring itself blurts out the entire truth (as you believe it) as an answer. Keeping silent does not activate the ring’s curse. Once the curse has activated for the first time, the ring fuses to you.\n","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-607"},{"skill_mod":{},"summary":"Also known as a loadstone, this small stone appears nonmagical and has a lovely sheen, giving the impression that it could be a valuable or a notable …","primary_source":"Gamemastery Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":2,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=608","weakness":{},"school":"conjuration","name":"Stone of Weight","trait":["Conjuration","Cursed","Magical","Rare"],"id":"equipment-608","text":"<title level=\"1\" right=\"Item 2\" pfs=\"\" > Stone of Weight Source Gamemastery Guide pg. 92 Usage held in 1 hand Bulk L --- Also known as a loadstone, this small stone appears nonmagical and has a lovely sheen, giving the impression that it could be a valuable or a notable item or a magic stone of some kind. When you’ve carried the stone on your person for 1 minute, its curse activates: the stone’s size does not change, but it suddenly increases in weight to 5 Bulk. This additional weight does not cause the stone to deal more damage if thrown or used as a weapon. It reappears in your possessions within 1 minute if you discard it, and can’t be destroyed or thrown away permanently, or even placed in a container that would reduce or negate its Bulk (like a bag of holding ), until it is subject to a remove curse spell or similar magic effect. Once the curse has activated for the first time, the stone fuses to you.\n","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-608"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Gamemastery Guide"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"school":"conjuration","skill":["Crafting"],"trait":["Artifact","Conjuration","Magical","Transmutation","Unique"],"id":"equipment-609","text":"<title level=\"1\" right=\"Item 26\" pfs=\"\" > Axe of the Dwarven Lords Source Gamemastery Guide pg. 106 Usage held in 2 hands Bulk 3 Base Weapon Dwarven War Axe --- The blade of this +4 major striking keen returning speed dwarven waraxe is carved with an intricate design depicting countless generations of great dwarven warriors and leaders. The axe has the thrown 30 feet weapon trait, in addition to the normal weapon traits for a dwarven waraxe. Strikes with the axe deal an additional 1d6 damage to orcs. While the axe is in your possession, you gain a +4 item bonus when Crafting armor, jewelry, metalworking, stonemasonry, snares, traps, and weapons. If you are a dwarf, you gain greater darkvision while holding the axe. If you are not a dwarf, you are stupefied 4 while holding the axe, and if you are an orc, you are also drained 4 and enfeebled 4 while holding it. Activate Three Actions envision, Interact; Frequency once per week; Effect The axe casts a 10th-level summon elemental spell to conjure an elite elemental avalanche. The spell is automatically sustained, requiring no action on your part but still allowing you to command the elemental on each of your turns. You can Dismiss the Spell. Destruction If an orc beheads a dwarven king with the Axe of the Dwarven Lords , the axe rusts away to nothing.\n","skill_mod":{},"summary":"The blade of this +4 major striking keen returning speed dwarven waraxe is carved with an intricate design depicting countless generations …","primary_source":"Gamemastery Guide","trait_group":["Equipment","School","Mechanics","Rarity"],"level":26,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=609","base_item":["Dwarven War Axe"],"name":"Axe of the Dwarven Lords","bulk":3,"category":"equipment","rarity":"unique","slug":"equipment-609"},{"skill_mod":{},"summary":"These 22 cards of heavy vellum, usually stored in a box or a pouch, bear images or glyphs depicting symbols of magical power. Looking at a card …","primary_source":"Gamemastery Guide","trait_group":["Equipment","Mechanics","Rarity","School"],"primary_source_category":"Rulebooks","level":22,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=610","weakness":{},"school":"transmutation","name":"Deck of Many Things","trait":["Artifact","Magical","Rare","Transmutation"],"id":"equipment-610","text":"<title level=\"1\" right=\"Item 22\" pfs=\"\" > Deck of Many Things Source Gamemastery Guide pg. 107 Usage held in 1 hand --- These 22 cards of heavy vellum, usually stored in a box or a pouch, bear images or glyphs depicting symbols of magical power. Looking at a card without activating it shows the card face but has no magical effect. Once the deck is face down, the cards randomize themselves—if you look at the top card multiple times, you may find it changes. Any card removed from the deck goes missing after a few seconds, reappearing in the deck. Activate Single Action envision, Interact; Effect You declare how many cards you will draw facedown from the deck, then draw your first card. The card takes effect immediately. Any further cards must be drawn within the next hour, and any card you don’t voluntarily draw flits off the deck and affects you anyway. You can never activate the same deck of many things again. Once a card is drawn, it produces its effect immediately and then disappears back into the deck, which immediately shuffles itself. (The Dullard and Jester are exceptions, as described in their entries below.) The effects of each card are as follows. Balance Your alignment changes to a radically different one. If you fail to adhere to that alignment, you lose a level and all the benefits you gained at that level. Your XP total doesn't change when you lose a level this way. Comet If you alone defeat the next low-threat or harder hostile enemy or enemies you encounter, you gain enough XP to reach the next level. Otherwise, you gain no benefit. Donjon You're imprisoned by a 10th-level imprisonment ritual. This uses the prison option, typically sequestering you in a distant part of the world. You also lose all your items. Cease drawing cards. Dullard Immediately reduce your Intelligence score by 1d4+1. You can then draw an additional card, and the Dullard card then disappears forever. Euryale (curse) A medusa's image curses you with a permanent –1 status penalty to all saving throws. This can be removed by only a deity or the Fates card. The Fates The Fates respin the fabric of reality to save you from any situation you choose. This can reverse even a past event, and you can make the decision instantly even if the event would slay you. This intervention saves only you, not anyone else affected by the event. There's no limit on how long you can wait before using this effect. Flames A fiend becomes filled with anger, jealousy, envy, or some other reason to despise you. Its hatred for you doesn't cease until either it or you is dead. It attacks you or otherwise attempts to foil you within 1d20 days. The GM determines the specifics of the fiend. Fool You lose 1d10×100 XP unless you choose to draw two more cards. Gem Gain your choice of 25 pieces of jewelry worth 200 gp each or 50 gems worth 100 gp each. Jester You can either draw two more cards or gain 1d10×100 XP. The card then disappears forever. Key Gain a magic weapon of 12th level or higher. The GM determines the item and what runes it has, if any. Knight A palace guard arrives and swears unfailing loyalty to you. Moon Roll 1d4 to determine how many wishes the card grants you, which also affects the phase of the moon depicted on the card (1: crescent moon; 2: half moon; 3: gibbous moon; 4: full moon). These wishes each take one action to speak and have the effect of a wish spell. Rogue One NPC ally becomes filled with hatred and immediately turns against you forever. The NPC might keep this hatred secret until an opportune moment. Ruin You lose all your nonmagical possessions, including any wealth and property. Skull You must immediately battle a lesser death. If slain in the battle, you can never be revived, except by a deity. Star Gain an ability boost you must use immediately on one ability score of your choice. Sun Gain 1,000 XP and a beneficial permanent magic item of 6th to 11th level, chosen by the GM. Talons All your magic items disappear permanently, except for the deck and any artifact of higher level than the deck. Throne You gain a permanent +4 status bonus to Diplomacy checks, and you now own a small castle in any open area you wish. You must choose its location within 1 hour. Vizier Upon request, you can learn the solution to any one problem or the correct answer to any one question, unless that information is obscured by a deity. This doesn't necessarily give you the means to act on that solution. You have 1 year to take the vizier's advice or lose its benefits. The Void Your mind becomes trapped forever. This card is fickle, but it often throws the psyche into a prison in an object on a distant plane or planet. Wish or similarly powerful magic can reveal your psyche's location, but it doesn't bring you back. Your comatose body continues to function. Cease drawing cards. Destruction Trick the Grim Reaper into drawing the Skull card.\n","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-610"},{"skill_mod":{},"summary":"This stone tablet is carved with the symbol of a five-branched twig. There are only a limited number of elder signs, and each time one is destroyed, …","primary_source":"Gamemastery Guide","trait_group":["School","Equipment","Tradition","Rarity"],"primary_source_category":"Rulebooks","level":25,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=611","weakness":{},"school":"abjuration","name":"Elder Sign","trait":["Abjuration","Artifact","Occult","Rare"],"id":"equipment-611","text":"<title level=\"1\" right=\"Item 25\" pfs=\"\" > Elder Sign Source Gamemastery Guide pg. 108 Usage held in 1 hand Bulk 1 --- This stone tablet is carved with the symbol of a five-branched twig. There are only a limited number of elder signs, and each time one is destroyed, the universe’s doom creeps inexorably closer. Reciting one of three different occult mantras (DC 20 Occultism check to do so correctly) allows three different activations. All three abilities work only on a creature connected to the Elder Mythos or a cosmic horror, such as a wendigo or gug; the activations refer to them as “eldritch creatures.” Activate Two Actions command, envision, Interact; Effect The elder sign casts a 10th-level banishment spell on an eldritch creature. Even if the creature isn’t extraplanar, the elder sign can still banish it, sending it back to the part of the Material Plane from which it originated. If the creature is a Great Old One, the elder sign banishes it automatically (as if it critically failed its save) but is then forever destroyed. Activate Two Actions command, envision, Interact; Effect The elder sign casts dispel magic on an effect from an eldritch creature, using a counteract level of 10 and +30 modifier for the roll. Activate Two Actions command, envision, Interact; Effect The elder sign casts dimensional lock , though it wards against travel by only eldritch creatures. Each time the elder sign casts dimensional lock in this way, the previous dimensional lock spell ends. Destruction The only way to destroy an elder sign is to use it to banish a Great Old One.\n","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-611"},{"skill_mod":{},"summary":"This enormous, multifaceted prism normally rests on a pedestal, eerily refracting many-colored lights even when no light source is present. In …","primary_source":"Gamemastery Guide","trait_group":["Equipment","School","Rarity"],"primary_source_category":"Rulebooks","level":28,"source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=612","weakness":{},"school":"transmutation","name":"Essence Prism","trait":["Artifact","Transmutation","Unique"],"id":"equipment-612","text":"<title level=\"1\" right=\"Item 28\" pfs=\"\" > Essence Prism Source Gamemastery Guide pg. 108 Bulk 5 --- This enormous, multifaceted prism normally rests on a pedestal, eerily refracting many-colored lights even when no light source is present. In reality, the prism refracts the four magical essences into the visible spectrum. A creature adjacent to the prism can adjust its facets with an Interact action to change between two polarities. Two essences flow from two input streams into the prism, where the prism combines them into a single output stream; alternatively, a single essence flows from one input stream into the prism and is split into two output streams. A creature that enters and stays within an input essence stream for 1 minute is slowly encased in solid magic, at which point it is paralyzed until anyone reverses the prism’s flow or finishes activating the prism. A creature stepping into an output essence stream is gently pushed back and out of the stream. Activate Two Actions Interact; Effect You alter and rearrange the facets of the essence prism, adjusting the essences to select for a single quality, which might be associated with mental essence, like a personality trait; material essence, like a physical quality; vital essence, like a belief or instinct; or spiritual essence, like an alignment component such as good or lawful. You must succeed at a secret DC 30 skill check with a skill associated with a magical tradition that uses the essence you chose (for instance, Arcana or Occultism for mental essence, as arcane and occult magic both use mental essence). On a failure, you accidentally set the prism for some other quality. Activate 1 minute (Interact); Requirements The prism has only one input stream, and a creature is encased in magic in the input stream; Effect Over the course of the next hour, the creature in the input stream has its essences refracted through the prism, creating two cocoons of magic in the output streams that each contain a new creature. At the end of the process, the original creature is gone, and the two new creatures break free of their cocoons. Each creature is part of the original, separated from the rest based on the last quality set by the prism’s first activation. For instance, if you set the prism to “good,” one creature would have all the original creature’s good aspects and the other would be the original creature’s evil side. Unless you selected a physical quality, both new creatures look just like the original. The new creatures are usually 2 levels lower than the original, but if the original creature was strongly biased with respect to the quality you chose (for instance, if splitting out the good and evil side of a redeemer), the stronger creature is 1 level lower and the weaker creature is 3 or more levels lower. If calibrated correctly, this activation can also reverse the effect of the third activation. Activate 1 minute (Interact); Requirements The prism has two input streams, and a creature is encased in magic in each of the input streams; Effect Over the course of the next hour, the essences of both creatures in the input streams are refracted through the prism, creating a cocoon of magic in the output stream that contains a new creature. At the end of the process, the original creatures are gone, and the new creature breaks free of its cocoon. The new creature is an amalgam of the originals, with a new personality blended from both, and is usually 1 or 2 levels higher than the higher level of the original creatures unless the lower-level creature was much weaker. This activation also reverses the effect of the second activation. Destruction Forcing the essence prism to combine two incompatible demigods destroys the prism, though it might also result in a new divinity.\n","bulk":5,"category":"equipment","rarity":"unique","slug":"equipment-612"},{"skill_mod":{},"summary":"This rune was created by Torag , god of the forge, protection, and strategy, and shared with his greatest artisans and warriors. Torag designed a …","primary_source":"Gamemastery Guide","trait_group":["School","Equipment","Tradition","Rarity"],"primary_source_category":"Rulebooks","level":24,"usage":"etched onto armor","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=613","weakness":{},"school":"abjuration","name":"Forgefather's Seal","trait":["Abjuration","Artifact","Divine","Rare"],"id":"equipment-613","text":"<title level=\"1\" right=\"Item 24\" pfs=\"\" > Forgefather's Seal Source Gamemastery Guide pg. 109 Usage etched onto armor --- This rune was created by Torag, god of the forge, protection, and strategy, and shared with his greatest artisans and warriors. Torag designed a small number of these seals as gifts to allied good deities; each one is nearly identical but has a different spell effect when using the reaction activation; for instance, Sarenrae’s seal casts sunburst instead of earthquake . A seal constantly rings with the quiet sound of a hammer striking an anvil when etched onto a runestone . A Forgefather’s seal can be etched only onto armor that can bear two or more property runes, and it is so powerful that it takes the place of two property runes. While wearing armor etched with a Forgefather’s seal , you gain fire resistance 40. You ignore the armor’s check penalty and Speed penalty (if any); if the armor is light or medium, increase its item bonus to AC by 1. In addition, any shield you wield automatically recovers 10 Hit Points at the start of your turn each round. Activate Reaction Interact; Frequency once per hour; Trigger You are hit by an attack; Effect The Forgefather’s seal glows and your armor shakes as it absorbs the blow. The attack’s damage is reduced by 100 and you cast earthquake (DC 40), centered directly on the triggering creature. You decide the area of the earthquake when you Cast the Spell, from as small as the size of the creature and up to a 60-foot burst. Activate Three Actions Interact; Frequency once per day; Effect You call upon on the restorative powers of the seal to repair an item within reach. The rune instantly restores the item to full Hit Points, even if the item was destroyed, using the effects of the remake spell, so long as the majority of the item is available for the repair. The seal can restore even magic items and artifacts of its level or lower. Once you have used this ability, the seal’s ability to automatically repair shields becomes inactive until the next time you make your daily preparations. Activate Free Action envision; Trigger You have not acted yet on your turn; Effect You call upon Torag to defend your allies and those around you, sacrificing yourself in the process. Creatures of your choosing within 60 feet recover all their Hit Points. If any of the creatures are dead, they are instead brought back to life with half of their maximum Hit Points. The chosen creatures also gain a +4 status bonus to AC and saving throws, and fast healing 15 for 1 hour. You can use this ability to bring back to life a creature that requires a miracle spell or divine intervention to raise from the dead, as long as you choose no other creatures within 60 feet to recover. Once you use this activation, you are turned into a perfect statue made from stone or metal that depicts you in a glorious pose honoring your sacrifice, and you can never be restored. The Forgefather’s seal remains on this statue and can be transferred to another suit of armor or a runestone as normal. Destruction Using the Forgefather’s seal ability to bring the dead back to life on an evil demigod causes it to shatter in a violent explosion that destroys the seal and the statue made as part of the sacrifice, erasing all knowledge of the user from existence. It does, however, bring the evil demigod back to life.\n","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-613"},{"skill_mod":{},"summary":"This imposing helm bears the horns of a powerful black dragon. While wearing the Horns of Naraga , you gain greater darkvision and immunity to …","primary_source":"Gamemastery Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"primary_source_category":"Rulebooks","level":26,"usage":"worn headwear","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=614","weakness":{},"school":"necromancy","name":"Horns of Naraga","trait":["Artifact","Invested","Magical","Necromancy","Unique"],"id":"equipment-614","text":"<title level=\"1\" right=\"Item 26\" pfs=\"\" > Horns of Naraga Source Gamemastery Guide pg. 109 Usage worn headwear Bulk 2 --- This imposing helm bears the horns of a powerful black dragon. While wearing the Horns of Naraga , you gain greater darkvision and immunity to acid. If you are undead, you gain resistance 40 to positive damage. If you are not undead, the helm quickly saps the life from you, dealing 10d6 negative damage to you every round. If you die from this damage, you rise as an undead of an equal level in 1d4 rounds. Activate Free Action envision; Trigger You touch a creature as part of an unarmed attack or melee spell attack roll; Effect The creature takes 5d6 negative damage. If you are an undead, you regain Hit Points equal to the negative damage the creature took. Activate Three Actions command; Frequency once per day; Effect The Horns of Naraga transform into Naraga, an ancient black dragon. Naraga appears in an adjacent appropriate space, and if no such space is available, she does not appear. Naraga follows your commands without question. She remains for up to 1 hour or until you use an Interact action to dismiss her, after which she reverts back to the helm. If Naraga is slain, she immediately reverts back to the helm and can’t be summoned for 1 week. You don’t receive any of the helm’s other benefits while it is transformed. Destruction The helm is utterly obliterated if crushed between the jaws of an ancient black dragon’s skull located in a desert while the sun is at its zenith.\n","bulk":2,"category":"equipment","rarity":"unique","slug":"equipment-614"},{"skill_mod":{},"summary":"The silvery glass of this oval mirror displays alluring sights. Its dark wooden frame is studded with small green gems and is carved with the shapes …","primary_source":"Gamemastery Guide","trait_group":["Equipment","School","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":25,"usage":"bonded","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=615","weakness":{},"school":"enchantment","name":"Mirror of Sorshen","trait":["Artifact","Enchantment","Magical","Unique"],"id":"equipment-615","text":"<title level=\"1\" right=\"Item 25\" pfs=\"\" > Mirror of Sorshen Source Gamemastery Guide pg. 110 Usage bonded Bulk L --- The silvery glass of this oval mirror displays alluring sights. Its dark wooden frame is studded with small green gems and is carved with the shapes of a male figure on one edge of the glass and a female figure on the other side. The mirror can form a bond with a spellcaster who has legendary proficiency in Arcana or Occultism, who becomes the mirror’s owner. Regardless of where the mirror is, as long as the bond remains, the owner is aware of everything the mirror is currently reflecting and can use the mirror’s activations. Whenever an intelligent creature looks in the mirror, they see an image of a person, creature, or item they find irresistible—most often one they find attractive. The specific image varies depending on the observer, even when more than one creature is looking into the mirror at the same time. Observers are fascinated by the images in the mirror unless they succeed at a DC 35 Will save each round. On a failure, they stare blankly at the mirror for as long as it remains in view, and if it leaves their view, they stare toward the last place they saw the mirror for several minutes thereafter. This is an emotion, enchantment, incapacitation, and visual effect. Creatures that are fascinated by the mirror are so deeply entranced that they don’t end their fascinated condition automatically even if a creature uses hostile actions against them or their allies; instead, they can attempt a DC 30 Will save to end the fascination. At the GM’s discretion, a truly innocent creature or a creature that has renounced all worldly pleasures might be immune to the mirror’s fascination. Activate Two Actions envision (emotion, enchantment, incapacitation, visual); Effect You force a creature looking at the mirror to attempt an additional Will save against the mirror’s fascination effect, even if they succeeded at their save. Activate Three Actions command (emotion, enchantment, incapacitation); Requirements The target must be fascinated by the mirror; Effect You control the target for 30 days, with the effect of a critically failed saving throw against dominate . If the victim sees the mirror again at any point before this duration expires, the control extends for an additional 30 days from the moment it looked at the mirror again. While there is no initial saving throw, the DC to break free due to commands against the creature’s nature is 35. Destruction The Mirror of Sorshen shatters into a thousand pieces if an intelligent but completely innocent creature resists the mirror’s attraction and then accidentally drops it.\n","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-615"},{"item_child_id":["equipment-616-617","equipment-616-618","equipment-616-638"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Gamemastery Guide","Pathfinder #150: Broken Promises"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"school":"enchantment","trait":["Arcane","Artifact","Enchantment","Unique"],"id":"equipment-616","text":"<title level=\"1\" right=\"Item 20+\" pfs=\"\" > Orb of Dragonkind Source Gamemastery Guide pg. 110, Pathfinder #150: Broken Promises pg. 75 Usage held in 1 hand Bulk 1 --- Each of the legendary orbs of dragonkind contains the essence and personality of a powerful dragon, with each of the 10 most famous orbs preserving a different type of metallic or chromatic dragon’s spirit. It is believed that orbs for other types of true dragons exist, though that theory is yet to be confirmed. While holding an orb of dragonkind , you are immune to the breath weapon of the dragon variety associated with the orb. An orb of dragonkind also grants a number of additional senses. You can communicate verbally and visually with the bearers of other orbs as if you were in the same room with them. You know if there are any dragons within 10 miles of you at all times; this extends to 100 miles for dragons of the type associated with the orb. If an associated dragon is within 1 mile, you know which direction the dragon is from you and the dragon’s age, such as young, adult, or ancient. Each orb grants a 10th-level arcane innate spell that you can cast at will, determined by the specific orb. The Orb of Gold Dragonkind can convey the innate spells of any of the other orbs, as well as their activated abilities, but it can grant each individual power only once per day. In addition, the bearer of the gold orb can use its 3-action activation to attempt to cast dominate on the bearer of another orb if they are within 1 mile, as if that bearer were a dragon of the associated type within 500 feet. The last reports of the Orb of Gold Dragonkind on Golarion indicate the orb has been destroyed, however. GMs running campaigns in settings other than the Age of Lost Omens might decide the gold orb is still intact for their campaigns. Bearing an orb of dragonkind earns you the enmity of all dragonkind forever because you profited from the enslavement of the dragon within the orb, even if you later lose the orb. Spell Granted (DC 40) black dragon ( darkness ), blue dragon ( hallucinatory terrain ), brass dragon ( speak with animals ), bronze dragon ( control water ), copper dragon ( hideous laughter ), green dragon ( entangle ), red dragon ( wall of fire ), silver dragon ( detect alignment [evil only]), white dragon ( wall of ice ) Activate Three Actions command; Frequency once per round; Effect You cast a 10th-level dominate spell (DC 40) on a dragon of the type associated with the orb within 500 feet, except the effect lasts for 1 month rather than unlimited. The dragon does not receive its status bonus to saving throws against magic. The dragon is then temporarily immune to further domination via the orb for 24 hours. Activate Two Actions envision, Interact; Frequency three times per day; Effect You breathe an elemental blast that deals 25d6 damage (DC 40 basic Reflex save) in either a 60-foot cone or a 100-foot line (your choice). The breath’s damage type matches the Breath Weapon of the dragon type associated with the orb of dragonkind (acid for the black orb, electricity for the blue orb, and so on). Destruction An orb of dragonkind violently shatters and explodes when exposed to the Breath Weapon of a dragon who is a descendant of the dragon trapped within. The explosion deals damage as the 2-action activation above to all creatures within 90 feet. <title level=\"2\" right=\"Item 25\" pfs=\"\" > Flawed Orb of Gold Dragonkind May contain spoilers from Age of Ashes Source Pathfinder #150: Broken Promises pg. 75 Usage held in 1 hand Bulk 1 --- Each of the legendary Orbs of Dragonkind contains the essence and personality of a powerful dragon. The Orb of Gold Dragonkind was the most powerful of them all, until it was shattered by Mengkare’s draconic breath. Reconstructed at great expense by enslaved spellcasters toiling under the Scarlet Triad’s watch, the Flawed Orb of Gold Dragonkind is a shadow of its prior self, yet it remains a potent weapon against dragons of all types. While carried, the Flawed Orb of Gold Dragonkind grants its owner resistance 30 to the Breath Weapons of gold dragons. The owner also can sense if there are any dragons within 10 miles, or any gold dragons within 100 miles. When within 1 mile of a dragon, they can determine the direction to the dragon and the dragon’s age category (such as young, ancient, or wyrm). Activate Two Actions envision, Interact; Frequency Three times per day; Effect You attempt to overwhelm a dragon’s mind—while you cannot control the dragon, you can render it immobile for a short time. Choose a dragon within 60 feet; the dragon can attempt to resist the orb with a DC 30 Will saving throw (or higher with orb shards ). Gold dragons take a –4 circumstance penalty to this saving throw. Any stun from this activation ends if the dragon is attacked or otherwise subject to a hostile act other than that of the orb. Critical Success The dragon is unaffected. Success The dragon is stunned 3. Failure The dragon is stunned for as long as the orb’s wielder Sustains the Activation. Critical Failure As failure, but hostile actions don’t end the dragon’s stun. Destruction The Flawed Orb of Gold Dragonkind is resilient, but its imperfect nature leaves it vulnerable. It can be damaged or even destroyed by mundane attacks (Hardness 40, HP 200, BT 100). It has weakness 30 to the Breath Weapons and Strikes of gold dragons. <title level=\"2\" right=\"Item 20\" pfs=\"\" > Orb Shard May contain spoilers from Age of Ashes Source Pathfinder #150: Broken Promises pg. 75 Usage held in 1 hand --- A shard of the Orb of Gold Dragonkind resembles a pointed length of crystal about the size and shape of a shortsword without a hilt. It functions as a +3 striking shortsword that deals 2d6 extra damage to dragons. Each orb shard within 60 feet of the flawed orb of Gold Dragonkind increases the save DC against the orb by 1; thus, if all 13 remaining orb shards are in this area, the save DC against the flawed orb increases from DC 30 to DC 43. A talented spellcaster or crafter can integrate an orb shard back into the flawed orb to make this DC increase permanent. Destruction An orb shard is extraordinarily resilient, but it can be damaged or even destroyed by mundane attacks (Hardness 40, HP 50, BT 25). It has weakness 30 to the Breath Weapons and Strikes of gold dragons. <title level=\"2\" right=\"Item 25\" pfs=\"\" > Orb of Dragonkind Source Gamemastery Guide pg. 110 Usage held in 1 hand Bulk 1 ","skill_mod":{},"summary":"Each of the legendary orbs of dragonkind contains the essence and personality of a powerful dragon, with each of the 10 most famous orbs preserving …","primary_source":"Gamemastery Guide","trait_group":["Tradition","Monster","Equipment","School","Rarity"],"level":20,"source_category":["Rulebooks","Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=616","source_group":["Age of Ashes"],"name":"Orb of Dragonkind","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-616"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #150: Broken Promises","Pathfinder #150: Broken Promises"],"type":"Item","item_category":"Artifacts","speed":{},"item_parent_id":"equipment-616","weakness":{},"primary_source_group":"Age of Ashes","school":"enchantment","trait":["Artifact","Enchantment","Magical","Unique","Arcane"],"id":"equipment-616-617","text":"<title level=\"1\" right=\"Item 20+\" pfs=\"\" > Orb of Dragonkind Source Gamemastery Guide pg. 110, Pathfinder #150: Broken Promises pg. 75 Usage held in 1 hand Bulk 1 --- Each of the legendary orbs of dragonkind contains the essence and personality of a powerful dragon, with each of the 10 most famous orbs preserving a different type of metallic or chromatic dragon’s spirit. It is believed that orbs for other types of true dragons exist, though that theory is yet to be confirmed. While holding an orb of dragonkind , you are immune to the breath weapon of the dragon variety associated with the orb. An orb of dragonkind also grants a number of additional senses. You can communicate verbally and visually with the bearers of other orbs as if you were in the same room with them. You know if there are any dragons within 10 miles of you at all times; this extends to 100 miles for dragons of the type associated with the orb. If an associated dragon is within 1 mile, you know which direction the dragon is from you and the dragon’s age, such as young, adult, or ancient. Each orb grants a 10th-level arcane innate spell that you can cast at will, determined by the specific orb. The Orb of Gold Dragonkind can convey the innate spells of any of the other orbs, as well as their activated abilities, but it can grant each individual power only once per day. In addition, the bearer of the gold orb can use its 3-action activation to attempt to cast dominate on the bearer of another orb if they are within 1 mile, as if that bearer were a dragon of the associated type within 500 feet. The last reports of the Orb of Gold Dragonkind on Golarion indicate the orb has been destroyed, however. GMs running campaigns in settings other than the Age of Lost Omens might decide the gold orb is still intact for their campaigns. Bearing an orb of dragonkind earns you the enmity of all dragonkind forever because you profited from the enslavement of the dragon within the orb, even if you later lose the orb. Spell Granted (DC 40) black dragon ( darkness ), blue dragon ( hallucinatory terrain ), brass dragon ( speak with animals ), bronze dragon ( control water ), copper dragon ( hideous laughter ), green dragon ( entangle ), red dragon ( wall of fire ), silver dragon ( detect alignment [evil only]), white dragon ( wall of ice ) Activate Three Actions command; Frequency once per round; Effect You cast a 10th-level dominate spell (DC 40) on a dragon of the type associated with the orb within 500 feet, except the effect lasts for 1 month rather than unlimited. The dragon does not receive its status bonus to saving throws against magic. The dragon is then temporarily immune to further domination via the orb for 24 hours. Activate Two Actions envision, Interact; Frequency three times per day; Effect You breathe an elemental blast that deals 25d6 damage (DC 40 basic Reflex save) in either a 60-foot cone or a 100-foot line (your choice). The breath’s damage type matches the Breath Weapon of the dragon type associated with the orb of dragonkind (acid for the black orb, electricity for the blue orb, and so on). Destruction An orb of dragonkind violently shatters and explodes when exposed to the Breath Weapon of a dragon who is a descendant of the dragon trapped within. The explosion deals damage as the 2-action activation above to all creatures within 90 feet. <title level=\"2\" right=\"Item 25\" pfs=\"\" > Flawed Orb of Gold Dragonkind May contain spoilers from Age of Ashes Source Pathfinder #150: Broken Promises pg. 75 Usage held in 1 hand Bulk 1 --- Each of the legendary Orbs of Dragonkind contains the essence and personality of a powerful dragon. The Orb of Gold Dragonkind was the most powerful of them all, until it was shattered by Mengkare’s draconic breath. Reconstructed at great expense by enslaved spellcasters toiling under the Scarlet Triad’s watch, the Flawed Orb of Gold Dragonkind is a shadow of its prior self, yet it remains a potent weapon against dragons of all types. While carried, the Flawed Orb of Gold Dragonkind grants its owner resistance 30 to the Breath Weapons of gold dragons. The owner also can sense if there are any dragons within 10 miles, or any gold dragons within 100 miles. When within 1 mile of a dragon, they can determine the direction to the dragon and the dragon’s age category (such as young, ancient, or wyrm). Activate Two Actions envision, Interact; Frequency Three times per day; Effect You attempt to overwhelm a dragon’s mind—while you cannot control the dragon, you can render it immobile for a short time. Choose a dragon within 60 feet; the dragon can attempt to resist the orb with a DC 30 Will saving throw (or higher with orb shards ). Gold dragons take a –4 circumstance penalty to this saving throw. Any stun from this activation ends if the dragon is attacked or otherwise subject to a hostile act other than that of the orb. Critical Success The dragon is unaffected. Success The dragon is stunned 3. Failure The dragon is stunned for as long as the orb’s wielder Sustains the Activation. Critical Failure As failure, but hostile actions don’t end the dragon’s stun. Destruction The Flawed Orb of Gold Dragonkind is resilient, but its imperfect nature leaves it vulnerable. It can be damaged or even destroyed by mundane attacks (Hardness 40, HP 200, BT 100). It has weakness 30 to the Breath Weapons and Strikes of gold dragons. <title level=\"2\" right=\"Item 20\" pfs=\"\" > Orb Shard May contain spoilers from Age of Ashes Source Pathfinder #150: Broken Promises pg. 75 Usage held in 1 hand --- A shard of the Orb of Gold Dragonkind resembles a pointed length of crystal about the size and shape of a shortsword without a hilt. It functions as a +3 striking shortsword that deals 2d6 extra damage to dragons. Each orb shard within 60 feet of the flawed orb of Gold Dragonkind increases the save DC against the orb by 1; thus, if all 13 remaining orb shards are in this area, the save DC against the flawed orb increases from DC 30 to DC 43. A talented spellcaster or crafter can integrate an orb shard back into the flawed orb to make this DC increase permanent. Destruction An orb shard is extraordinarily resilient, but it can be damaged or even destroyed by mundane attacks (Hardness 40, HP 50, BT 25). It has weakness 30 to the Breath Weapons and Strikes of gold dragons. <title level=\"2\" right=\"Item 25\" pfs=\"\" > Orb of Dragonkind Source Gamemastery Guide pg. 110 Usage held in 1 hand Bulk 1 ","skill_mod":{},"summary":"Each of the legendary Orbs of Dragonkind contains the essence and personality of a powerful dragon. The Orb of Gold Dragonkind was the most …","primary_source":"Pathfinder #150: Broken Promises","trait_group":["Equipment","School","Mechanics","Rarity","Tradition","Monster"],"level":25,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=616","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Flawed Orb of Gold Dragonkind","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-616-617"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #150: Broken Promises","Pathfinder #150: Broken Promises"],"type":"Item","item_category":"Artifacts","speed":{},"item_parent_id":"equipment-616","weakness":{},"primary_source_group":"Age of Ashes","school":"enchantment","trait":["Artifact","Enchantment","Magical","Rare","Arcane"],"id":"equipment-616-618","text":"<title level=\"1\" right=\"Item 20+\" pfs=\"\" > Orb of Dragonkind Source Gamemastery Guide pg. 110, Pathfinder #150: Broken Promises pg. 75 Usage held in 1 hand Bulk 1 --- Each of the legendary orbs of dragonkind contains the essence and personality of a powerful dragon, with each of the 10 most famous orbs preserving a different type of metallic or chromatic dragon’s spirit. It is believed that orbs for other types of true dragons exist, though that theory is yet to be confirmed. While holding an orb of dragonkind , you are immune to the breath weapon of the dragon variety associated with the orb. An orb of dragonkind also grants a number of additional senses. You can communicate verbally and visually with the bearers of other orbs as if you were in the same room with them. You know if there are any dragons within 10 miles of you at all times; this extends to 100 miles for dragons of the type associated with the orb. If an associated dragon is within 1 mile, you know which direction the dragon is from you and the dragon’s age, such as young, adult, or ancient. Each orb grants a 10th-level arcane innate spell that you can cast at will, determined by the specific orb. The Orb of Gold Dragonkind can convey the innate spells of any of the other orbs, as well as their activated abilities, but it can grant each individual power only once per day. In addition, the bearer of the gold orb can use its 3-action activation to attempt to cast dominate on the bearer of another orb if they are within 1 mile, as if that bearer were a dragon of the associated type within 500 feet. The last reports of the Orb of Gold Dragonkind on Golarion indicate the orb has been destroyed, however. GMs running campaigns in settings other than the Age of Lost Omens might decide the gold orb is still intact for their campaigns. Bearing an orb of dragonkind earns you the enmity of all dragonkind forever because you profited from the enslavement of the dragon within the orb, even if you later lose the orb. Spell Granted (DC 40) black dragon ( darkness ), blue dragon ( hallucinatory terrain ), brass dragon ( speak with animals ), bronze dragon ( control water ), copper dragon ( hideous laughter ), green dragon ( entangle ), red dragon ( wall of fire ), silver dragon ( detect alignment [evil only]), white dragon ( wall of ice ) Activate Three Actions command; Frequency once per round; Effect You cast a 10th-level dominate spell (DC 40) on a dragon of the type associated with the orb within 500 feet, except the effect lasts for 1 month rather than unlimited. The dragon does not receive its status bonus to saving throws against magic. The dragon is then temporarily immune to further domination via the orb for 24 hours. Activate Two Actions envision, Interact; Frequency three times per day; Effect You breathe an elemental blast that deals 25d6 damage (DC 40 basic Reflex save) in either a 60-foot cone or a 100-foot line (your choice). The breath’s damage type matches the Breath Weapon of the dragon type associated with the orb of dragonkind (acid for the black orb, electricity for the blue orb, and so on). Destruction An orb of dragonkind violently shatters and explodes when exposed to the Breath Weapon of a dragon who is a descendant of the dragon trapped within. The explosion deals damage as the 2-action activation above to all creatures within 90 feet. <title level=\"2\" right=\"Item 25\" pfs=\"\" > Flawed Orb of Gold Dragonkind May contain spoilers from Age of Ashes Source Pathfinder #150: Broken Promises pg. 75 Usage held in 1 hand Bulk 1 --- Each of the legendary Orbs of Dragonkind contains the essence and personality of a powerful dragon. The Orb of Gold Dragonkind was the most powerful of them all, until it was shattered by Mengkare’s draconic breath. Reconstructed at great expense by enslaved spellcasters toiling under the Scarlet Triad’s watch, the Flawed Orb of Gold Dragonkind is a shadow of its prior self, yet it remains a potent weapon against dragons of all types. While carried, the Flawed Orb of Gold Dragonkind grants its owner resistance 30 to the Breath Weapons of gold dragons. The owner also can sense if there are any dragons within 10 miles, or any gold dragons within 100 miles. When within 1 mile of a dragon, they can determine the direction to the dragon and the dragon’s age category (such as young, ancient, or wyrm). Activate Two Actions envision, Interact; Frequency Three times per day; Effect You attempt to overwhelm a dragon’s mind—while you cannot control the dragon, you can render it immobile for a short time. Choose a dragon within 60 feet; the dragon can attempt to resist the orb with a DC 30 Will saving throw (or higher with orb shards ). Gold dragons take a –4 circumstance penalty to this saving throw. Any stun from this activation ends if the dragon is attacked or otherwise subject to a hostile act other than that of the orb. Critical Success The dragon is unaffected. Success The dragon is stunned 3. Failure The dragon is stunned for as long as the orb’s wielder Sustains the Activation. Critical Failure As failure, but hostile actions don’t end the dragon’s stun. Destruction The Flawed Orb of Gold Dragonkind is resilient, but its imperfect nature leaves it vulnerable. It can be damaged or even destroyed by mundane attacks (Hardness 40, HP 200, BT 100). It has weakness 30 to the Breath Weapons and Strikes of gold dragons. <title level=\"2\" right=\"Item 20\" pfs=\"\" > Orb Shard May contain spoilers from Age of Ashes Source Pathfinder #150: Broken Promises pg. 75 Usage held in 1 hand --- A shard of the Orb of Gold Dragonkind resembles a pointed length of crystal about the size and shape of a shortsword without a hilt. It functions as a +3 striking shortsword that deals 2d6 extra damage to dragons. Each orb shard within 60 feet of the flawed orb of Gold Dragonkind increases the save DC against the orb by 1; thus, if all 13 remaining orb shards are in this area, the save DC against the flawed orb increases from DC 30 to DC 43. A talented spellcaster or crafter can integrate an orb shard back into the flawed orb to make this DC increase permanent. Destruction An orb shard is extraordinarily resilient, but it can be damaged or even destroyed by mundane attacks (Hardness 40, HP 50, BT 25). It has weakness 30 to the Breath Weapons and Strikes of gold dragons. <title level=\"2\" right=\"Item 25\" pfs=\"\" > Orb of Dragonkind Source Gamemastery Guide pg. 110 Usage held in 1 hand Bulk 1 ","skill_mod":{},"summary":"A shard of the Orb of Gold Dragonkind resembles a pointed length of crystal about the size and shape of a shortsword without a hilt. It functions …","primary_source":"Pathfinder #150: Broken Promises","trait_group":["Equipment","School","Mechanics","Rarity","Tradition","Monster"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=616","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Orb Shard","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-616-618"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Gamemastery Guide","Pathfinder #150: Broken Promises"],"type":"Item","item_category":"Artifacts","speed":{},"item_parent_id":"equipment-616","weakness":{},"school":"enchantment","trait":["Arcane","Artifact","Enchantment","Unique"],"id":"equipment-616-638","text":"<title level=\"1\" right=\"Item 20+\" pfs=\"\" > Orb of Dragonkind Source Gamemastery Guide pg. 110, Pathfinder #150: Broken Promises pg. 75 Usage held in 1 hand Bulk 1 --- Each of the legendary orbs of dragonkind contains the essence and personality of a powerful dragon, with each of the 10 most famous orbs preserving a different type of metallic or chromatic dragon’s spirit. It is believed that orbs for other types of true dragons exist, though that theory is yet to be confirmed. While holding an orb of dragonkind , you are immune to the breath weapon of the dragon variety associated with the orb. An orb of dragonkind also grants a number of additional senses. You can communicate verbally and visually with the bearers of other orbs as if you were in the same room with them. You know if there are any dragons within 10 miles of you at all times; this extends to 100 miles for dragons of the type associated with the orb. If an associated dragon is within 1 mile, you know which direction the dragon is from you and the dragon’s age, such as young, adult, or ancient. Each orb grants a 10th-level arcane innate spell that you can cast at will, determined by the specific orb. The Orb of Gold Dragonkind can convey the innate spells of any of the other orbs, as well as their activated abilities, but it can grant each individual power only once per day. In addition, the bearer of the gold orb can use its 3-action activation to attempt to cast dominate on the bearer of another orb if they are within 1 mile, as if that bearer were a dragon of the associated type within 500 feet. The last reports of the Orb of Gold Dragonkind on Golarion indicate the orb has been destroyed, however. GMs running campaigns in settings other than the Age of Lost Omens might decide the gold orb is still intact for their campaigns. Bearing an orb of dragonkind earns you the enmity of all dragonkind forever because you profited from the enslavement of the dragon within the orb, even if you later lose the orb. Spell Granted (DC 40) black dragon ( darkness ), blue dragon ( hallucinatory terrain ), brass dragon ( speak with animals ), bronze dragon ( control water ), copper dragon ( hideous laughter ), green dragon ( entangle ), red dragon ( wall of fire ), silver dragon ( detect alignment [evil only]), white dragon ( wall of ice ) Activate Three Actions command; Frequency once per round; Effect You cast a 10th-level dominate spell (DC 40) on a dragon of the type associated with the orb within 500 feet, except the effect lasts for 1 month rather than unlimited. The dragon does not receive its status bonus to saving throws against magic. The dragon is then temporarily immune to further domination via the orb for 24 hours. Activate Two Actions envision, Interact; Frequency three times per day; Effect You breathe an elemental blast that deals 25d6 damage (DC 40 basic Reflex save) in either a 60-foot cone or a 100-foot line (your choice). The breath’s damage type matches the Breath Weapon of the dragon type associated with the orb of dragonkind (acid for the black orb, electricity for the blue orb, and so on). Destruction An orb of dragonkind violently shatters and explodes when exposed to the Breath Weapon of a dragon who is a descendant of the dragon trapped within. The explosion deals damage as the 2-action activation above to all creatures within 90 feet. <title level=\"2\" right=\"Item 25\" pfs=\"\" > Flawed Orb of Gold Dragonkind May contain spoilers from Age of Ashes Source Pathfinder #150: Broken Promises pg. 75 Usage held in 1 hand Bulk 1 --- Each of the legendary Orbs of Dragonkind contains the essence and personality of a powerful dragon. The Orb of Gold Dragonkind was the most powerful of them all, until it was shattered by Mengkare’s draconic breath. Reconstructed at great expense by enslaved spellcasters toiling under the Scarlet Triad’s watch, the Flawed Orb of Gold Dragonkind is a shadow of its prior self, yet it remains a potent weapon against dragons of all types. While carried, the Flawed Orb of Gold Dragonkind grants its owner resistance 30 to the Breath Weapons of gold dragons. The owner also can sense if there are any dragons within 10 miles, or any gold dragons within 100 miles. When within 1 mile of a dragon, they can determine the direction to the dragon and the dragon’s age category (such as young, ancient, or wyrm). Activate Two Actions envision, Interact; Frequency Three times per day; Effect You attempt to overwhelm a dragon’s mind—while you cannot control the dragon, you can render it immobile for a short time. Choose a dragon within 60 feet; the dragon can attempt to resist the orb with a DC 30 Will saving throw (or higher with orb shards ). Gold dragons take a –4 circumstance penalty to this saving throw. Any stun from this activation ends if the dragon is attacked or otherwise subject to a hostile act other than that of the orb. Critical Success The dragon is unaffected. Success The dragon is stunned 3. Failure The dragon is stunned for as long as the orb’s wielder Sustains the Activation. Critical Failure As failure, but hostile actions don’t end the dragon’s stun. Destruction The Flawed Orb of Gold Dragonkind is resilient, but its imperfect nature leaves it vulnerable. It can be damaged or even destroyed by mundane attacks (Hardness 40, HP 200, BT 100). It has weakness 30 to the Breath Weapons and Strikes of gold dragons. <title level=\"2\" right=\"Item 20\" pfs=\"\" > Orb Shard May contain spoilers from Age of Ashes Source Pathfinder #150: Broken Promises pg. 75 Usage held in 1 hand --- A shard of the Orb of Gold Dragonkind resembles a pointed length of crystal about the size and shape of a shortsword without a hilt. It functions as a +3 striking shortsword that deals 2d6 extra damage to dragons. Each orb shard within 60 feet of the flawed orb of Gold Dragonkind increases the save DC against the orb by 1; thus, if all 13 remaining orb shards are in this area, the save DC against the flawed orb increases from DC 30 to DC 43. A talented spellcaster or crafter can integrate an orb shard back into the flawed orb to make this DC increase permanent. Destruction An orb shard is extraordinarily resilient, but it can be damaged or even destroyed by mundane attacks (Hardness 40, HP 50, BT 25). It has weakness 30 to the Breath Weapons and Strikes of gold dragons. <title level=\"2\" right=\"Item 25\" pfs=\"\" > Orb of Dragonkind Source Gamemastery Guide pg. 110 Usage held in 1 hand Bulk 1 ","skill_mod":{},"summary":"Each of the legendary orbs of dragonkind contains the essence and personality of a powerful dragon, with each of the 10 most famous orbs preserving …","primary_source":"Gamemastery Guide","trait_group":["Tradition","Monster","Equipment","School","Rarity"],"level":25,"source_category":["Rulebooks","Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=616","source_group":["Age of Ashes"],"name":"Orb of Dragonkind","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-616-638"},{"skill_mod":{},"summary":"This bizarre machine is a complex arrangement of flasks, tubes, and other alchemical equipment. The philosopher’s extractor is designed to create …","primary_source":"Gamemastery Guide","trait_group":["Equipment","School","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":28,"source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=617","weakness":{},"school":"evocation","skill":["Crafting"],"name":"Philosopher's Extractor","trait":["Artifact","Evocation","Magical","Rare","Transmutation"],"id":"equipment-617","text":"<title level=\"1\" right=\"Item 28\" pfs=\"\" > Philosopher's Extractor Source Gamemastery Guide pg. 112 Bulk 8 --- This bizarre machine is a complex arrangement of flasks, tubes, and other alchemical equipment. The philosopher’s extractor is designed to create the ultimate alchemical concoctions. The extractor functions as an exceptional set of alchemist’s tools, granting a +4 item bonus to Crafting checks related to alchemy. When using the extractor to Craft an alchemical item or with infused reagents as part of your daily preparations, you can create impeccable alchemical items. An impeccable alchemical item always uses the maximum numerical value possible for any rolls it requires, such as dealing maximum damage with alchemist’s fire or restoring the maximum number of Hit Points with an elixir of life. If the impeccable item has a duration, it lasts twice as long as normal. Finally, an impeccable alchemical item never has a drawback. Activate Three Actions Interact; Frequency once per minute; Effect You use the extractor to produce an alchemical item of your level or lower whose formula you know. The extractor can create 56 levels’ worth of items per day in this way. For example, the extractor could create two true elixirs of life (19th level) and two moderate elixirs of life (9th level), or eight comprehension elixirs (7th level), and so on. Activate 1 hour (Interact); Effect You take a sizable portion of a creature (at least two-thirds of its original mass) and filter it through the mechanisms of the extractor. After the end of the process, the philosopher’s extractor creates a transmogrifying mutagen that imparts the essence of the creature to the drinker. The extractor can make several transmogrifying mutagens simultaneously using the same activation if enough mass is provided at once, up to a maximum of 10 concurrent mutagens. Drinking a transmogrifying mutagen imparts you with one of the creature’s unique abilities for 1 hour. This could grant one of several abilities such as a dragon’s Breath Weapon, darkvision, flight, frightful presence, or immunity to sleep. The ability functions as it did for the original creature, except it uses your class DC or your spell DC (whichever is higher) instead of the creature’s DC. The mutagen grants only abilities based on a creature’s physiology and never grants magic-related abilities such as innate spells or spellcasting ability. The GM ultimately decides what ability a transmogrifying mutagen grants. Unlike normal for mutagens and effects, you can drink multiple transmogrifying mutagens and gain benefits from each. When you drink transmogrifying mutagens made from different creatures, you receive abilities from each creature. When you drink multiple transmogrifying mutagens made from the same type of creature, such as multiple mutagens made from trolls, you gain an additional ability for each transmogrifying mutagen you drink, and the duration of the abilities from that creature type increases by 1 hour for each additional concoction you drink. However, these additional benefits come with a risk; if you drink a transmogrifying mutagen while at least one other is active, after drinking it, you must succeed at a flat check with a DC equal to the total number of active transmogrifying mutagens you’ve consumed. On a failure, you fully transform into a member of the species of the latest transmogrifying mutagen you drank, and you almost always go berserk from your change. The transformation may leave some amount of your personality and memories intact, at the GM’s discretion. Destruction Simultaneously feeding the philosopher’s extractor sizable portions of an aeon, angel, archon, azata, daemon, demon, devil, protean, and psychopomp, each of at least 14th level, along with a philosopher’s stone causes the device to jam, overheat, and explode. Creatures within 60 feet of the explosion must succeed at a DC 55 Reflex save or become covered in an alchemical slurry that transforms them into a horrifying amalgam of at least two of the creatures used to destroy the machine.\n","bulk":8,"category":"equipment","rarity":"rare","slug":"equipment-617"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Gamemastery Guide"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Artifact","Divine","Intelligent","Unique"],"id":"equipment-618","text":"<title level=\"1\" right=\"Item 23\" pfs=\"\" > Serithtial Source Gamemastery Guide pg. 112 Usage held in 1 hand Bulk 1 Base Weapon Bastard Sword --- Perception +28; normal vision and hearing within 60 feet Communication empathy (partner only) Skills Iomedae Lore +29, Religion +26, Zon-Kuthon Lore +29 Int +2, Wis +1, Cha +2 Will +30 --- The legendary blade Serithtial is said to have been forged by Iomedae, goddess of honor, justice, and valor. She is an intelligent +4 major striking holy bastard sword . Although the sword is made of steel, Serithtial is also treated as cold iron and silver, allowing her to deal more damage to certain supernatural creatures. She glows as bright as a torch, but you or Serithtial can suppress or resume this glow as a single action, which has the concentrate trait. In addition, Strikes with Serithtial deal an additional 2d6 damage against creatures that are worshippers of Zon-Kuthon, and while wielding Serithtial , you constantly benefit from death ward and freedom of movement spells that function only against effects created by followers of Zon-Kuthon. Serithtial was forged as a bastard sword, and she reverts to this shape when no one wields her, but she can also detect what sort of blade her current wielder prefers and transform into it (choosing from dagger, shortsword, longsword, scimitar, falchion, greatsword, rapier, or bastard sword) using an action, which she does when first held. The wielder can empathically tell Serithtial to transform at any time by using a single action, which has the concentrate trait, after which Serithtial uses an action to transform. Serithtial is willing to work with a partner of almost any alignment as long as they are dedicated to defeating the great wyrm Kazavon and the forces of Zon-Kuthon. If you ignore those threats and pursue your own agenda instead, before long Serithtial attempts to seize control of your body (DC 45 Will save to resist her control), though she typically remains in control for only long enough to find a more worthy partner. You can attempt a new Will save each day to retake control of your body. Activate envision; Frequency once per hour; Effect Serithtial spends the appropriate number of actions and casts a 9th level heal or zone of truth spell (DC 45 for either of the two spells). Destruction If Kazavon or a great wyrm shadow dragon who is a worshipper of Zon-Kuthon uses its breath weapon on Serithtial while she is unattended, the sword melts into a pool of mundane iron.\n","skill_mod":{},"summary":"The legendary blade Serithtial is said to have been forged by Iomedae , goddess of honor, justice, and valor. She is an intelligent +4 major …","primary_source":"Gamemastery Guide","trait_group":["School","Equipment","Tradition","Rarity"],"level":23,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=618","base_item":["Bastard Sword"],"name":"Serithtial","alignment":"LG","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-618"},{"ammunition":"any","skill_mod":{},"summary":"Legends claim that some long-forgotten god stole the original bundle of shots of the First Vault from Abadar’s repository. Since then, individual …","primary_source":"Gamemastery Guide","trait_group":["Equipment","Tradition","School","Rarity"],"primary_source_category":"Rulebooks","level":23,"source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=619","weakness":{},"school":"evocation","name":"Shot of the First Vault","trait":["Artifact","Divine","Evocation","Rare"],"id":"equipment-619","text":"<title level=\"1\" right=\"Item 23\" pfs=\"\" > Shot of the First Vault Source Gamemastery Guide pg. 112 Ammunition any --- Legends claim that some long-forgotten god stole the original bundle of shots of the First Vault from Abadar’s repository. Since then, individual pieces have turned up throughout the multiverse. When you pick up a shot of the First Vault , it immediately reshapes itself to function with any ranged weapon and establishes you as its owner until another creature picks it up. As its owner, you can use the shot’s single-action activation after shooting it. Instead of rolling weapon damage dice, a shot of the First Vault deals 25 damage plus any bonuses or additional damage as if 25 were the result of the weapon’s damage dice; the damage type matches that normally dealt by the weapon. Upon damaging a creature, the shot of the First Vault shatters, and the fragments ricochet to hit any other enemies within 30 feet, making attack rolls with the same attack bonus. The shattered fragments remain lodged in the creatures they damage; the creatures are clumsy 2 while the fragments remain in place. A total of 3 actions, which have the manipulate trait, are required to remove the fragments from yourself or an adjacent creature; alternatively, a single action and a successful DC 30 Medicine check can be used. A critical failure on this Medicine check deals 10 persistent bleed damage to the creature with the embedded fragment. Activate Single Action command; Effect You recall the shot of the First Vault , which automatically reloads itself into your weapon. If the shot had fragmented, the fragments violently dislodge themselves, dealing 15 persistent bleed damage to each creature in which they were embedded. The fragments then unite to re-form the shot of the First Vault , which automatically reloads itself into your weapon. Activate Three Actions Interact; Requirements The shot is loaded in your ranged weapon, or at hand if your ranged weapon has a reload of 0; Effect You line up a perfectly aimed attack directly toward the First Vault. You Strike a creature, then the shot of the First Vault attempts to bring your target with it as it returns to the First Vault. Unless your attack roll is a critical failure, the creature must attempt a DC 45 Reflex save; this effect has the incapacitation trait. Regardless, the shot of the First Vault returns to the First Vault. Critical Success The creature is unaffected. Success The creature is moved 1d20×50 feet in the direction you fired. If this causes it to hit a solid object, it takes 50 bludgeoning damage. Failure The creature is transported to a random location on the plane of Axis. Critical Failure The creature is transported to the First Vault. Unless it is capable of eluding Abadar’s precautions, it is likely unable to escape the Vault on its own. Destruction If 10 shots of the First Vault are all fired at the same group of keketar or izfiitar proteans within 1 minute of each other, each shot was a hit, and the shots are then recalled, the shots collide as they attempt to re-form and crumble to dust.\n","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-619"},{"skill_mod":{},"summary":"A sphere of annihilation is a floating black sphere that pulls any matter that comes into contact with it into a void, destroying it utterly. …","primary_source":"Gamemastery Guide","trait_group":["Equipment","Mechanics","Rarity","School"],"primary_source_category":"Rulebooks","level":27,"source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=620","weakness":{},"school":"transmutation","name":"Sphere of Annihilation","trait":["Artifact","Magical","Rare","Transmutation"],"id":"equipment-620","text":"<title level=\"1\" right=\"Item 27\" pfs=\"\" > Sphere of Annihilation Source Gamemastery Guide pg. 113 --- A sphere of annihilation is a floating black sphere that pulls any matter that comes into contact with it into a void, destroying it utterly. Anything or anyone destroyed by the sphere can be brought back only by a deity’s direct intervention. The sphere can’t be counteracted by dispel magic or similar effects. The sphere stays entirely still until caused to move by a creature controlling it. Taking control of the sphere requires succeeding at an attempt to activate it. A talisman of the sphere makes it easier to control the sphere. Activate Single Action command; Requirements You are within 40 feet of the sphere; Effect You attempt a DC 30 Arcana or Occultism check to take control of the sphere. If someone else already controls the sphere, this check uses their Will DC if higher. If you succeed, you take control of the sphere. If you fail, the sphere moves 10 feet closer to you (or 20 feet on a critical failure). You keep control as long as you remain within 80 feet of the sphere and Sustain the Activation each round. When you Sustain the Activation, you must attempt a DC 30 Arcana or Occultism check. If you succeed, you direct the sphere to move up to 10 feet in a straight line (or up to 20 feet on a critical success). On a failure, you lose control of the sphere, and it moves 10 feet closer to you in a straight line (or 20 feet on a critical failure). Destruction When a gate spell is cast such that its rift overlaps a sphere of annihilation , roll d%. On a result of 1–50, the sphere is destroyed; on a 51–85, the spell is disrupted; and on a 86–100, everything within an 180-foot emanation of the sphere is pulled to another plane through a tear in the spatial fabric. If a rod of cancellation ( Pathfinder Advanced Player’s Guide ) touches the sphere, both items explode, dealing 14d6 bludgeoning damage (DC 35 basic Reflex save) to everything in a 60-foot burst from the point of their destruction.\n","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-620"},{"skill_mod":{},"summary":"This loop of adamantine can be slung on a chain to be worn as a necklace, but must be held to convey its benefits. A creature that can’t cast either …","primary_source":"Gamemastery Guide","trait_group":["Equipment","School","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":20,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=621","weakness":{},"school":"evocation","name":"Talisman of the Sphere","trait":["Artifact","Evocation","Magical","Rare"],"id":"equipment-621","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > Talisman of the Sphere Source Gamemastery Guide pg. 113 Usage held in 1 hand --- This loop of adamantine can be slung on a chain to be worn as a necklace, but must be held to convey its benefits. A creature that can’t cast either arcane or occult spells takes 8d6 mental damage just from picking up the item, and they take that damage again at the start of each of their turns if they continue to hold it. If the wielder can cast arcane or occult spells, they can use the talisman of the sphere to more easily control a sphere of annihilation . This reduces the DC of the check to control the sphere or Sustain the Activation by 10. Destruction The talisman of the sphere is destroyed if touched by a sphere of annihilation.\n","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-621"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Gamemastery Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"saving_throw":"DC 12 Fortitude","price":1,"trait":["Alchemical","Consumable","Drug","Ingested","Poison"],"id":"equipment-622","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Alcohol Source Gamemastery Guide pg. 120 Price 1 cp (or more) Usage held in 1 hand Bulk L Activate Single Action Interact --- Alcohol is a common substance available in stunning variety. The Price of a dose of alcohol depends on the specific beverage. You can’t recover from the sickened condition from alcohol while affected. If you fail a saving throw against alcohol other than initial saves, the affliction’s stage doesn’t increase; the only way to increase the stage of alcohol’s affliction is to consume more alcohol. Saving Throw DC 12 Fortitude; Onset 10 minutes; Stage 1 +1 item bonus to saving throws against fear effects (10 minutes); Stage 2 flat-footed, +1 item bonus to saving throws against fear effects (10 minutes); Stage 3 clumsy 1, flat-footed, stupefied 2 (10 minutes); Stage 4 clumsy 2 and sickened 2 (10 minutes); Stage 5 clumsy 2, sickened 2, and stupefied 2 (10 minutes); Stage 6 unconscious (8 hours); Stage 7 death\n","skill_mod":{},"summary":"Alcohol is a common substance available in stunning variety. The Price of a dose of alcohol depends on the specific beverage. You can’t recover from …","primary_source":"Gamemastery Guide","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Drugs","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=622","stage":["+1 item bonus to saving throws against fear effects (10 minutes)"," flat-footed , +1 item bonus to saving throws against fear effects (10 minutes)"," clumsy 1 , flat-footed, stupefied 2 (10 minutes)","clumsy 2 and sickened 2 (10 minutes)","clumsy 2, sickened 2, and stupefied 2 (10 minutes)"," unconscious (8 hours)","death"],"name":"Alcohol","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"common","slug":"equipment-622"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Gamemastery Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":28800,"weakness":{},"saving_throw":"DC 14 Fortitude","price":50,"trait":["Alchemical","Consumable","Drug","Ingested","Poison"],"id":"equipment-623","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Bloodeye Coffee Source Gamemastery Guide pg. 120 Price 5 sp Usage held in 1 hand Bulk L Activate Single Action Interact --- A strong blend including several spices common in the Padishah Empire of Kelesh, bloodeye coffee is a favorite morning drink across the Inner Sea region. The maximum addiction stage of bloodeye coffee never progresses beyond stage 1. Saving Throw DC 14 Fortitude; Onset 10 minutes; Maximum Duration 8 hours; Stage 1 +1 item bonus to AC and saves to which you are taking penalties caused by the fatigued condition (10 minutes); Stage 2 stupefied 1 (1 hour); Stage 3 can’t recover from fatigued (1 day, after which the drug ends)\n","skill_mod":{},"summary":"A strong blend including several spices common in the Padishah Empire of Kelesh, bloodeye coffee is a favorite morning drink across the Inner Sea …","primary_source":"Gamemastery Guide","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Drugs","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=623","stage":["+1 item bonus to AC and saves to which you are taking penalties caused by the fatigued condition (10 minutes)"," stupefied 1 (1 hour)","can’t recover from fatigued (1 day, after which the drug ends)"],"name":"Bloodeye Coffee","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"common","slug":"equipment-623"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Gamemastery Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":14400,"weakness":{},"saving_throw":"DC 12 Fortitude","price":100,"trait":["Alchemical","Consumable","Drug","Ingested","Inhaled","Poison"],"id":"equipment-624","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Flayleaf Source Gamemastery Guide pg. 120 Price 1 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- The flayleaf plant is relatively common, though the mildly euphoric effects of smoking its dried leaves increase when it’s sourced from plants specifically grown to produce such effects. Saving Throw DC 12 Fortitude; Onset 10 minutes; Maximum Duration 4 hours; Stage 1 +1 item bonus to saving throws against mental effects (1 hour); Stage 2 fatigued and +1 item bonus to saving throws against mental effects (1 hour); Stage 3 fatigued and stupefied 1 (1 hour); Stage 4 fatigued, frightened 2, stupefied 2 (1 hour)\n","skill_mod":{},"summary":"The flayleaf plant is relatively common, though the mildly euphoric effects of smoking its dried leaves increase when it’s sourced from plants …","primary_source":"Gamemastery Guide","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Drugs","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=624","stage":["+1 item bonus to saving throws against mental effects (1 hour)"," fatigued and +1 item bonus to saving throws against mental effects (1 hour)","fatigued and stupefied 1 (1 hour)","fatigued, frightened 2 , stupefied 2 (1 hour)"],"name":"Flayleaf","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"common","slug":"equipment-624"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Gamemastery Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":10800,"weakness":{},"saving_throw":"DC 16 Fortitude","price":400,"skill":["Acrobatics","Athletics"],"trait":["Alchemical","Consumable","Drug","Ingested","Poison"],"id":"equipment-625","text":"<title level=\"1\" right=\"Item 1\" pfs=\"\" > Blood Sap Source Gamemastery Guide pg. 120 Price 4 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This potent drug is distilled from a certain tropical vine into a deep-red syrup that, over time, stains the user’s lips and teeth a vivid shade of red. Saving Throw DC 16 Fortitude; Onset 10 minutes; Maximum Duration 3 hours; Stage 1 drained 1, +1 item bonus to weapon and unarmed attack rolls, Acrobatics checks, and Athletics checks (10 minutes); Stage 2 slowed 1 (1 hour)\n","skill_mod":{},"summary":"This potent drug is distilled from a certain tropical vine into a deep-red syrup that, over time, stains the user’s lips and teeth a vivid shade of …","primary_source":"Gamemastery Guide","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Drugs","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=625","stage":[" drained 1 , +1 item bonus to weapon and unarmed attack rolls, Acrobatics checks, and Athletics checks (10 minutes)"," slowed 1 (1 hour)"],"name":"Blood Sap","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"common","slug":"equipment-625"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Gamemastery Guide","World Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":21600,"weakness":{},"saving_throw":"DC 12 Fortitude","price":200,"trait":["Alchemical","Consumable","Drug","Ingested","Inhaled","Poison"],"id":"equipment-626","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Restricted\" > Refined Pesh Source Gamemastery Guide pg. 120, World Guide pg. 52 Price 2 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- When eaten or smoked, pesh gives users a sense of well-being, sometimes with hallucinations, aggression, and exhaustion. Saving Throw DC 12 Fortitude; Onset 1 minute; Maximum Duration 6 hours; Stage 1 stupefied 1 and a +2 item bonus to saves versus fear effects (1 minute); Stage 2 1 temporary Hit Point per level (first time you reach this stage only), +2 item bonus to saves versus fear effects, clumsy 1, and stupefied 1 (1 minute); Stage 3 clumsy 2 and stupefied 2 (1 hour)\n","skill_mod":{},"summary":"When eaten or smoked, pesh gives users a sense of well-being, sometimes with hallucinations, aggression, and exhaustion. Saving Throw DC 12 …","primary_source":"Gamemastery Guide","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":1,"source_category":["Rulebooks","Lost Omens"],"item_subcategory":"Drugs","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=626","stage":["stupefied 1 and a +2 item bonus to saves versus fear effects (1 minute)","1 temporary Hit Point per level (first time you reach this stage only), +2 item bonus to saves versus fear effects, clumsy 1 , and stupefied 1 (1 minute)","clumsy 2 and stupefied 2 (1 hour)"],"name":"Refined Pesh","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"equipment-626"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Gamemastery Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":14400,"weakness":{},"saving_throw":"DC 19 Fortitude","price":1000,"trait":["Alchemical","Consumable","Drug","Ingested","Poison"],"id":"equipment-627","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Shiver Source Gamemastery Guide pg. 121 Price 10 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- A compound produced from the hallucinogenic venom of certain spiders, shiver is common in black markets. The addiction to shiver has the virulent trait. Saving Throw DC 19 Fortitude; Maximum Duration 4 hours; Stage 1 whenever you become frightened, reduce that condition’s value by 1 (10 minutes); Stage 2 clumsy 2 (1 hour); Stage 3 asleep (1 hour)\n","skill_mod":{},"summary":"A compound produced from the hallucinogenic venom of certain spiders, shiver is common in black markets. The addiction to shiver has the virulent …","primary_source":"Gamemastery Guide","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Drugs","resistance":{},"url":"/Equipment.aspx?ID=627","stage":["whenever you become frightened , reduce that condition’s value by 1 (10 minutes)"," clumsy 2 (1 hour)"," asleep (1 hour)"],"name":"Shiver","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"common","slug":"equipment-627"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Gamemastery Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":1800,"weakness":{},"saving_throw":"DC 21 Fortitude","price":1300,"trait":["Alchemical","Consumable","Drug","Ingested","Poison"],"id":"equipment-628","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Dreamtime Tea Source Gamemastery Guide pg. 121 Price 13 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This lemony tea blended from rare Vudrani herbs and flowers is widely circulated by occult circles looking to transcend the boundaries of reality. The saving throw for addiction to dreamtime tea is DC 19. Saving Throw DC 21 Fortitude; Maximum Duration 30 minutes; Stage 1 stupefied 2 (1 minute); Stage 2 unconscious and can ask a question with the effects of augury except the flat check DC is 10 (10 minutes)\n","skill_mod":{},"summary":"This lemony tea blended from rare Vudrani herbs and flowers is widely circulated by occult circles looking to transcend the boundaries of reality. …","primary_source":"Gamemastery Guide","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Drugs","resistance":{},"url":"/Equipment.aspx?ID=628","stage":[" stupefied 2 (1 minute)"," unconscious and can ask a question with the effects of augury except the flat check DC is 10 (10 minutes)"],"name":"Dreamtime Tea","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"common","slug":"equipment-628"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Gamemastery Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":3600,"weakness":{},"saving_throw":"DC 20 Fortitude","price":2000,"trait":["Alchemical","Consumable","Drug","Injury","Poison"],"id":"equipment-629","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Zerk Source Gamemastery Guide pg. 121 Price 20 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This bitter paste is used among some gladiatorial rings for its short-term benefits in a fight. Saving Throw DC 20 Fortitude; Maximum Duration 1 hour; Stage 1 +2 item bonus to Perception rolls for initiative, and if you have an addiction to zerk, your melee weapon and unarmed attacks deal an extra 2 damage during the first round of a combat encounter (1 minute); Stage 2 drained 1 (1 hour)\n","skill_mod":{},"summary":"This bitter paste is used among some gladiatorial rings for its short-term benefits in a fight. Saving Throw DC 20 Fortitude; Maximum Duration 1 …","primary_source":"Gamemastery Guide","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Drugs","resistance":{},"url":"/Equipment.aspx?ID=629","stage":["+2 item bonus to Perception rolls for initiative, and if you have an addiction to zerk, your melee weapon and unarmed attacks deal an extra 2 damage during the first round of a combat encounter (1 minute)"," drained 1 (1 hour)"],"name":"Zerk","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"common","slug":"equipment-629"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Gamemastery Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":28800,"weakness":{},"saving_throw":"DC 15 Fortitude","price":3000,"trait":["Alchemical","Consumable","Drug","Ingested","Poison","Uncommon"],"id":"equipment-630","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Cytillesh Source Gamemastery Guide pg. 121 Price 30 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Deros use cytillesh in a variety of ways, and some surface-dwellers seek out the fungus for their own use. Memories lost to cytillesh can be restored through modify memory . The save for addiction to cytillesh is DC 20, and the addiction has the virulent trait. Saving Throw DC 15 Fortitude; Maximum Duration 8 hours; Stage 1 stupefied 1 (1 minute); Stage 2 lose all memories made in the previous hour (1 hour)\n","skill_mod":{},"summary":"Deros use cytillesh in a variety of ways, and some surface-dwellers seek out the fungus for their own use. Memories lost to cytillesh can be restored …","primary_source":"Gamemastery Guide","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Drugs","resistance":{},"url":"/Equipment.aspx?ID=630","stage":[" stupefied 1 (1 minute)","lose all memories made in the previous hour (1 hour)"],"name":"Cytillesh","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-630"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Gamemastery Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":86400,"weakness":{},"saving_throw":"DC 20 Fortitude","price":2500,"skill":["Diplomacy","Performance"],"trait":["Alchemical","Consumable","Drug","Ingested","Poison"],"id":"equipment-631","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Elven Absinthe Source Gamemastery Guide pg. 121 Price 25 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Specialists in Kyonin prepare this emerald-green beverage. Saving Throw DC 20 Fortitude; Onset 1 hour; Maximum Duration 1 day; Stage 1 +2 item bonus to Diplomacy and Performance checks (1 hour); Stage 2 drained 2 (1 hour); Stage 3 stupefied 4 (1 hour)\n","skill_mod":{},"summary":"Specialists in Kyonin prepare this emerald-green beverage. Saving Throw DC 20 Fortitude; Onset 1 hour; Maximum Duration 1 day; Stage 1 +2 …","primary_source":"Gamemastery Guide","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Drugs","onset":3600,"resistance":{},"url":"/Equipment.aspx?ID=631","stage":["+2 item bonus to Diplomacy and Performance checks (1 hour)"," drained 2 (1 hour)"," stupefied 4 (1 hour)"],"name":"Elven Absinthe","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"common","slug":"equipment-631"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Gamemastery Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":21600,"weakness":{},"saving_throw":"DC 25 Fortitude","price":8000,"skill":["Acrobatics","Stealth","Thievery"],"trait":["Alchemical","Consumable","Drug","Ingested","Inhaled","Poison","Uncommon"],"id":"equipment-632","text":"<title level=\"1\" right=\"Item 8\" pfs=\"\" > Scour Source Gamemastery Guide pg. 121 Price 80 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This gritty powder improves responsiveness but suppresses thoughts and leaves you weakened. The saving throw for addiction to scour is DC 30, and the addiction is virulent. Saving Throw DC 25 Fortitude; Onset 1 hour; Maximum Duration 6 hours; Stage 1 stupefied 2 and +2 item bonus to Reflex saves and Dexterity-based skill checks (1 hour); Stage 2 fatigued (1 hour); Stage 3 drained 2 and fatigued (1 hour)\n","skill_mod":{},"summary":"This gritty powder improves responsiveness but suppresses thoughts and leaves you weakened. The saving throw for addiction to scour is DC 30, and the …","primary_source":"Gamemastery Guide","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Drugs","onset":3600,"resistance":{},"url":"/Equipment.aspx?ID=632","stage":[" stupefied 2 and +2 item bonus to Reflex saves and Dexterity-based skill checks (1 hour)"," fatigued (1 hour)"," drained 2 and fatigued (1 hour)"],"name":"Scour","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-632"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #153: Life's Long Shadows"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"transmutation","price":85000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-633","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Golem Stylus May contain spoilers from Extinction Curse Source Pathfinder #153: Life's Long Shadows pg. 69 Price 850 gp Usage held in 1 hand Bulk L --- This small, diamond-tipped stylus allows you to inscribe a magical symbol on a golem’s body and possibly gain control over it. Activate Two Actions Interact; Frequency one per hour; Effect You make a quick inscription on an adjacent golem creature of 11th level or lower. The golem must succeed at a DC 27 Reflex saving throw or you immediately gain control over the golem for 1 minute. A controlled golem is helpful toward you and follows your orders to the best of its ability as long as it is under your control. If the golem’s original controller is within 60 feet of the golem and can see the golem, that controller can attempt a counteract check (DC 27) as a reaction to counteract this effect; on a success, the inscription disappears and the golem reverts to its pre-inscription state. The inscription can also be counteracted with dispel magic . If the golem you are targeting has already been inscribed with a golem stylus , you must attempt a counteract check against the previous inscription as part of activating the item, using your golem stylus’s item level or your Arcana skill check modifier as your counteract check modifier. If successful, you modify the existing inscription so that the golem falls under your control.\n","skill_mod":{},"summary":"This small, diamond-tipped stylus allows you to inscribe a magical symbol on a golem’s body and possibly gain control over it. ","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Equipment","Mechanics","School","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=633","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Golem Stylus","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-633"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #153: Life's Long Shadows"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"conjuration","price":180000,"trait":["Conjuration","Earth","Invested","Magical","Teleportation","Uncommon"],"id":"equipment-634","text":"<title level=\"1\" right=\"Item 12\" pfs=\"\" > Ring of Stoneshifting May contain spoilers from Extinction Curse Source Pathfinder #153: Life's Long Shadows pg. 69 Price 1,800 gp Usage worn Bulk L --- This simple iron ring is faceted with a bulbous geode lined with bright purple crystals. A ring of stoneshifting grants you the ability to ignore difficult terrain caused by rubble or uneven ground made of stone and earth. Activate 1 minute; Frequency three times per day; Requirements You are standing on at least 5 feet of earthen material (such as stone, soil, clay, or sand); Effect You sink into the ground and emerge at another location within 100 miles. This location must have an earthen surface at least 5 feet deep and you must be able to identify the location precisely by both its position relative to your starting position and its appearance or other identifying features. You can’t carry extradimensional spaces with you to the destination, and if you attempt to do so, the activation fails.\n","element":["Earth"],"skill_mod":{},"summary":"This simple iron ring is faceted with a bulbous geode lined with bright purple crystals. A ring of stoneshifting grants you the ability to ignore …","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["School","Elemental","Planar","Monster","Equipment","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=634","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Ring of Stoneshifting","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-634"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #153: Life's Long Shadows"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","price":60000,"trait":["Earth","Magical","Rare"],"id":"equipment-635","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Shoony Shovel May contain spoilers from Extinction Curse Source Pathfinder #153: Life's Long Shadows pg. 69 Price 600 gp Usage held in 2 hands Bulk 2 --- This ornate, compact shovel has a golden handle wrapped with beautiful crimson bulette leather. Its silver head never gets dirty or worn no matter how much you use it. Its true magic, however, is in its ability to dig on its own. Activate Two Actions command, envision; Frequency once per day; Effect You place the shovel in a starting position and specify the dimensions and direction to dig (such as “Dig down 8 feet in a rectangle sized 30 feet by 40 feet” or “Dig straight ahead for 30 feet”). The shovel then animates and digs on its own at a rate of one 5-foot cube per 10 minutes until the task is complete or it is picked up. It can dig through dirt, gravel, sand, snow, or similar loose material, but the shovel stops digging (or digs around, if commanded) if it strikes stone or another solid material. A shoony shovel can sense if its digging path will cause a building to collapse, harm a creature, or otherwise create significant problems, in which case it automatically stops digging.\n","element":["Earth"],"skill_mod":{},"summary":"This ornate, compact shovel has a golden handle wrapped with beautiful crimson bulette leather. Its silver head never gets dirty or worn no matter …","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Elemental","Planar","Monster","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=635","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Shoony Shovel","bulk":2,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-635"},{"remaster_name":["Magic Scroll"],"item_child_id":["equipment-640-639","equipment-640-640","equipment-640-641","equipment-640-642","equipment-640-643","equipment-640-644","equipment-640-645","equipment-640-646","equipment-640-647","equipment-640-648"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Magical","Scroll"],"id":"equipment-640","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Scroll Source Core Rulebook pg. 565 Bulk L --- The traits for a scroll vary based on the spell it contains. A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-Level Scroll Source Core Rulebook pg. 565 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-Level Scroll Source Core Rulebook pg. 565 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-Level Scroll Source Core Rulebook pg. 565 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-Level Scroll Source Core Rulebook pg. 565 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-Level Scroll Source Core Rulebook pg. 565 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-Level Scroll Source Core Rulebook pg. 565 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-Level Scroll Source Core Rulebook pg. 565 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-Level Scroll Source Core Rulebook pg. 565 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-Level Scroll Source Core Rulebook pg. 565 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-Level Scroll Source Core Rulebook pg. 565 Price 8,000 gp ","skill_mod":{},"summary":"The traits for a scroll vary based on the spell it contains. A scroll always has the consumable , magical , and scroll traits, plus the traits of …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=640","name":"Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-640"},{"remaster_name":["Magic Scroll"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-640","weakness":{},"price":400,"trait":["Consumable","Magical","Scroll"],"id":"equipment-640-639","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Scroll Source Core Rulebook pg. 565 Bulk L --- The traits for a scroll vary based on the spell it contains. A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-Level Scroll Source Core Rulebook pg. 565 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-Level Scroll Source Core Rulebook pg. 565 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-Level Scroll Source Core Rulebook pg. 565 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-Level Scroll Source Core Rulebook pg. 565 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-Level Scroll Source Core Rulebook pg. 565 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-Level Scroll Source Core Rulebook pg. 565 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-Level Scroll Source Core Rulebook pg. 565 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-Level Scroll Source Core Rulebook pg. 565 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-Level Scroll Source Core Rulebook pg. 565 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-Level Scroll Source Core Rulebook pg. 565 Price 8,000 gp ","skill_mod":{},"summary":"The traits for a scroll vary based on the spell it contains. A scroll always has the consumable , magical , and scroll traits, plus the traits of …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=640","name":"1st-Level Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-640-639"},{"remaster_name":["Magic Scroll"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-640","weakness":{},"price":1200,"trait":["Consumable","Magical","Scroll"],"id":"equipment-640-640","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Scroll Source Core Rulebook pg. 565 Bulk L --- The traits for a scroll vary based on the spell it contains. A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-Level Scroll Source Core Rulebook pg. 565 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-Level Scroll Source Core Rulebook pg. 565 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-Level Scroll Source Core Rulebook pg. 565 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-Level Scroll Source Core Rulebook pg. 565 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-Level Scroll Source Core Rulebook pg. 565 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-Level Scroll Source Core Rulebook pg. 565 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-Level Scroll Source Core Rulebook pg. 565 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-Level Scroll Source Core Rulebook pg. 565 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-Level Scroll Source Core Rulebook pg. 565 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-Level Scroll Source Core Rulebook pg. 565 Price 8,000 gp ","skill_mod":{},"summary":"The traits for a scroll vary based on the spell it contains. A scroll always has the consumable , magical , and scroll traits, plus the traits of …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=640","name":"2nd-Level Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-640-640"},{"remaster_name":["Magic Scroll"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-640","weakness":{},"price":3000,"trait":["Consumable","Magical","Scroll"],"id":"equipment-640-641","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Scroll Source Core Rulebook pg. 565 Bulk L --- The traits for a scroll vary based on the spell it contains. A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-Level Scroll Source Core Rulebook pg. 565 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-Level Scroll Source Core Rulebook pg. 565 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-Level Scroll Source Core Rulebook pg. 565 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-Level Scroll Source Core Rulebook pg. 565 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-Level Scroll Source Core Rulebook pg. 565 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-Level Scroll Source Core Rulebook pg. 565 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-Level Scroll Source Core Rulebook pg. 565 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-Level Scroll Source Core Rulebook pg. 565 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-Level Scroll Source Core Rulebook pg. 565 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-Level Scroll Source Core Rulebook pg. 565 Price 8,000 gp ","skill_mod":{},"summary":"The traits for a scroll vary based on the spell it contains. A scroll always has the consumable , magical , and scroll traits, plus the traits of …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=640","name":"3rd-Level Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-640-641"},{"remaster_name":["Magic Scroll"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-640","weakness":{},"price":7000,"trait":["Consumable","Magical","Scroll"],"id":"equipment-640-642","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Scroll Source Core Rulebook pg. 565 Bulk L --- The traits for a scroll vary based on the spell it contains. A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-Level Scroll Source Core Rulebook pg. 565 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-Level Scroll Source Core Rulebook pg. 565 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-Level Scroll Source Core Rulebook pg. 565 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-Level Scroll Source Core Rulebook pg. 565 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-Level Scroll Source Core Rulebook pg. 565 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-Level Scroll Source Core Rulebook pg. 565 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-Level Scroll Source Core Rulebook pg. 565 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-Level Scroll Source Core Rulebook pg. 565 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-Level Scroll Source Core Rulebook pg. 565 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-Level Scroll Source Core Rulebook pg. 565 Price 8,000 gp ","skill_mod":{},"summary":"The traits for a scroll vary based on the spell it contains. A scroll always has the consumable , magical , and scroll traits, plus the traits of …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=640","name":"4th-Level Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-640-642"},{"remaster_name":["Magic Scroll"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-640","weakness":{},"price":15000,"trait":["Consumable","Magical","Scroll"],"id":"equipment-640-643","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Scroll Source Core Rulebook pg. 565 Bulk L --- The traits for a scroll vary based on the spell it contains. A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-Level Scroll Source Core Rulebook pg. 565 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-Level Scroll Source Core Rulebook pg. 565 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-Level Scroll Source Core Rulebook pg. 565 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-Level Scroll Source Core Rulebook pg. 565 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-Level Scroll Source Core Rulebook pg. 565 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-Level Scroll Source Core Rulebook pg. 565 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-Level Scroll Source Core Rulebook pg. 565 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-Level Scroll Source Core Rulebook pg. 565 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-Level Scroll Source Core Rulebook pg. 565 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-Level Scroll Source Core Rulebook pg. 565 Price 8,000 gp ","skill_mod":{},"summary":"The traits for a scroll vary based on the spell it contains. A scroll always has the consumable , magical , and scroll traits, plus the traits of …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=640","name":"5th-Level Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-640-643"},{"remaster_name":["Magic Scroll"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-640","weakness":{},"price":30000,"trait":["Consumable","Magical","Scroll"],"id":"equipment-640-644","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Scroll Source Core Rulebook pg. 565 Bulk L --- The traits for a scroll vary based on the spell it contains. A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-Level Scroll Source Core Rulebook pg. 565 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-Level Scroll Source Core Rulebook pg. 565 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-Level Scroll Source Core Rulebook pg. 565 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-Level Scroll Source Core Rulebook pg. 565 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-Level Scroll Source Core Rulebook pg. 565 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-Level Scroll Source Core Rulebook pg. 565 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-Level Scroll Source Core Rulebook pg. 565 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-Level Scroll Source Core Rulebook pg. 565 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-Level Scroll Source Core Rulebook pg. 565 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-Level Scroll Source Core Rulebook pg. 565 Price 8,000 gp ","skill_mod":{},"summary":"The traits for a scroll vary based on the spell it contains. A scroll always has the consumable , magical , and scroll traits, plus the traits of …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=640","name":"6th-Level Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-640-644"},{"remaster_name":["Magic Scroll"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-640","weakness":{},"price":60000,"trait":["Consumable","Magical","Scroll"],"id":"equipment-640-645","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Scroll Source Core Rulebook pg. 565 Bulk L --- The traits for a scroll vary based on the spell it contains. A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-Level Scroll Source Core Rulebook pg. 565 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-Level Scroll Source Core Rulebook pg. 565 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-Level Scroll Source Core Rulebook pg. 565 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-Level Scroll Source Core Rulebook pg. 565 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-Level Scroll Source Core Rulebook pg. 565 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-Level Scroll Source Core Rulebook pg. 565 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-Level Scroll Source Core Rulebook pg. 565 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-Level Scroll Source Core Rulebook pg. 565 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-Level Scroll Source Core Rulebook pg. 565 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-Level Scroll Source Core Rulebook pg. 565 Price 8,000 gp ","skill_mod":{},"summary":"The traits for a scroll vary based on the spell it contains. A scroll always has the consumable , magical , and scroll traits, plus the traits of …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=640","name":"7th-Level Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-640-645"},{"remaster_name":["Magic Scroll"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-640","weakness":{},"price":130000,"trait":["Consumable","Magical","Scroll"],"id":"equipment-640-646","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Scroll Source Core Rulebook pg. 565 Bulk L --- The traits for a scroll vary based on the spell it contains. A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-Level Scroll Source Core Rulebook pg. 565 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-Level Scroll Source Core Rulebook pg. 565 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-Level Scroll Source Core Rulebook pg. 565 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-Level Scroll Source Core Rulebook pg. 565 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-Level Scroll Source Core Rulebook pg. 565 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-Level Scroll Source Core Rulebook pg. 565 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-Level Scroll Source Core Rulebook pg. 565 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-Level Scroll Source Core Rulebook pg. 565 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-Level Scroll Source Core Rulebook pg. 565 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-Level Scroll Source Core Rulebook pg. 565 Price 8,000 gp ","skill_mod":{},"summary":"The traits for a scroll vary based on the spell it contains. A scroll always has the consumable , magical , and scroll traits, plus the traits of …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=640","name":"8th-Level Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-640-646"},{"remaster_name":["Magic Scroll"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-640","weakness":{},"price":300000,"trait":["Consumable","Magical","Scroll"],"id":"equipment-640-647","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Scroll Source Core Rulebook pg. 565 Bulk L --- The traits for a scroll vary based on the spell it contains. A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-Level Scroll Source Core Rulebook pg. 565 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-Level Scroll Source Core Rulebook pg. 565 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-Level Scroll Source Core Rulebook pg. 565 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-Level Scroll Source Core Rulebook pg. 565 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-Level Scroll Source Core Rulebook pg. 565 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-Level Scroll Source Core Rulebook pg. 565 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-Level Scroll Source Core Rulebook pg. 565 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-Level Scroll Source Core Rulebook pg. 565 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-Level Scroll Source Core Rulebook pg. 565 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-Level Scroll Source Core Rulebook pg. 565 Price 8,000 gp ","skill_mod":{},"summary":"The traits for a scroll vary based on the spell it contains. A scroll always has the consumable , magical , and scroll traits, plus the traits of …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=640","name":"9th-Level Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-640-647"},{"remaster_name":["Magic Scroll"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-640","weakness":{},"price":800000,"trait":["Consumable","Magical","Scroll"],"id":"equipment-640-648","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Scroll Source Core Rulebook pg. 565 Bulk L --- The traits for a scroll vary based on the spell it contains. A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-Level Scroll Source Core Rulebook pg. 565 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-Level Scroll Source Core Rulebook pg. 565 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-Level Scroll Source Core Rulebook pg. 565 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-Level Scroll Source Core Rulebook pg. 565 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-Level Scroll Source Core Rulebook pg. 565 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-Level Scroll Source Core Rulebook pg. 565 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-Level Scroll Source Core Rulebook pg. 565 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-Level Scroll Source Core Rulebook pg. 565 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-Level Scroll Source Core Rulebook pg. 565 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-Level Scroll Source Core Rulebook pg. 565 Price 8,000 gp ","skill_mod":{},"summary":"The traits for a scroll vary based on the spell it contains. A scroll always has the consumable , magical , and scroll traits, plus the traits of …","primary_source":"Core Rulebook","trait_group":["Equipment","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=640","name":"10th-Level Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-640-648"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","school":"enchantment","trait":["Cursed","Enchantment","Magical","Rare"],"id":"equipment-641","text":"<title level=\"1\" right=\"Item 9\" pfs=\"\" > Cursed Dreamstone May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 71 Usage held in 1 hand Bulk L --- A dreamstone can become cursed if left exposed to creatures that corrupt sleep, generate nightmares, or otherwise prey on sleeping or dreaming victims via supernatural methods. A cursed dreamstone seems to function as a normal dreamstone until the bearer falls asleep or is forced to attempt a saving throw against a sleep effect. At this point, the person carrying the cursed dreamstone must attempt a DC 26 Will save to resist the curse’s effects. Critical Success The character resists the curse entirely and experiences a vivid dream while sleeping that warns them of the nature of the cursed dreamstone . Success The character resists the curse. Failure As long as the cursed character possesses the stone, they are fatigued whenever they wake from sleep, whether natural or magically induced, and they take a –2 item penalty to all saving throws against sleep effects instead of gaining the normal bonus from a dreamstone . Critical Failure As failure, and whenever the bearer attempts a saving throw against a sleep effect, they get the outcome that is one degree worse than the result of their saving throw.\n","skill_mod":{},"summary":"A dreamstone can become cursed if left exposed to creatures that corrupt sleep, generate nightmares, or otherwise prey on sleeping or dreaming …","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Equipment","School","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=641","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Cursed Dreamstone","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-641"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"transmutation","price":280000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-644","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Ankylostar May contain spoilers from Extinction Curse Source Pathfinder #154: Siege of the Dinosaurs pg. 75 Price 2,800 gp Usage held in 1 hand Bulk 1 Base Weapon Morningstar --- This hefty spiked club is made from the fossilized tail-club of a young ankylosaurus. It can be wielded as a +2 greater striking morningstar . Activate Single Action command; Effect The ankylostar grows and transforms into a +2 greater striking greatclub , but it retains the versatile (piercing) trait of a morningstar. While in this form, the ankylostar has Bulk 2 and requires two hands to wield. It can be returned to its morningstar form with another 1-action command. Activate Two Actions command, Interact; Frequency once per day; Requirements The ankylostar is in its greatclub form; Effect The ankylostar’s length extends as you swing the club in a wide arc. You Strike up to three creatures in a 15-foot cone; this counts as one attack for the purpose of calculating your multiple attack penalty. Alternatively, you Shove up to three creatures in a 15-foot cone, rolling a separate Athletics check for each creature.\n","skill_mod":{},"summary":"This hefty spiked club is made from the fossilized tail-club of a young ankylosaurus. It can be wielded as a +2 greater striking morningstar . ","primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Mechanics","School","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=644","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","base_item":["Morningstar"],"name":"Ankylostar","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-644"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"abjuration","price":165000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-645","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Jawbreaker Shield May contain spoilers from Extinction Curse Source Pathfinder #154: Siege of the Dinosaurs pg. 75 Price 1,650 gp Usage held in 1 hand Bulk 1 Base Weapon Shield Spikes --- This heavy bone shield is composed of a massive plate of dinosaur bone with jagged, tooth-like ridges ringing its edge. It has Hardness 12, HP 48, and BT 24. The ridges are unremovable +1 striking shield spikes that deal slashing damage instead of piercing damage. While holding the jawbreaker shield , you gain a +3 item bonus to your Reflex DC to resist Swallow Whole attacks. Activate Reaction Interact; Trigger A creature attacks you with a jaws or fangs Strike or similar Strike using its mouth; Effect You make a shield bash Strike as a reaction against the attacker. If the shield bash hits, the target takes damage and must attempt a DC 31 Fortitude saving throw. The effects of the saving throw are determined after the effects of the triggering Strike are resolved. Success The target is unaffected. Failure You wound the target’s mouth. It takes 1d6 persistent bleed damage and takes a –2 status penalty to attack and damage rolls with jaws, fangs, or similar Strikes for 24 hours. Critical Failure You break the target’s jaw. As failure, and the creature can't make Strikes using its mouth for 1 minute. At the end of its turn, it can attempt a Fortitude save to regain the ability to make Strikes using its mouth.\n","skill_mod":{},"summary":"This heavy bone shield is composed of a massive plate of dinosaur bone with jagged, tooth-like ridges ringing its edge. It has Hardness 12, HP 48, …","primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["School","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=645","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","base_item":["Shield Spikes"],"name":"Jawbreaker Shield","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-645"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"evocation","price":280000,"trait":["Evocation","Magical","Rare"],"id":"equipment-646","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Noxious Jerkin May contain spoilers from Extinction Curse Source Pathfinder #154: Siege of the Dinosaurs pg. 76 Price 2,800 gp Usage worn Bulk L Base Armor Padded Armor --- This +2 resilient padded armor is woven from many strands of gut cord strung with dried organs and preserved xulgath scent glands. When worn, it infuses your body with a ghastly and nauseating flavor. Activate Free Action envision; Trigger You are grabbed or are hit by an unarmed attack; Effect Your attacker must attempt a DC 28 Fortitude saving throw. Creatures with a stench aura, such as otyughs and xulgaths, are immune to this effect. Success The creature is unaffected and is immune to the effects of the noxious jerkin for 1 minute. Failure The creature is sickened 1. Critical Failure The creature is sickened 1 and is slowed 1 for 1 round.\n","skill_mod":{},"summary":"This +2 resilient padded armor is woven from many strands of gut cord strung with dried organs and preserved xulgath scent glands. When worn, …","primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["School","Mechanics","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=646","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","base_item":["Padded Armor"],"name":"Noxious Jerkin","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-646"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"evocation","price":125000,"trait":["Evocation","Fungus","Magical","Uncommon"],"id":"equipment-647","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Spore Sap May contain spoilers from Extinction Curse Source Pathfinder #154: Siege of the Dinosaurs pg. 76 Price 1,250 gp Usage held in 1 hand Bulk L Base Weapon Sap --- This flexible +2 striking sap is crafted from the stalks of cave fungi and bound around a mesh of spore-infused gills. Demon-worshipping xulgaths use spore saps to capture spellcasters alive for later sacrifice. Activate Reaction Interact (poison) Frequency three times per day; Trigger You successfully Strike a creature with the spore sap ; Effect The spore sap releases a puff of stupefying fungal spores. The target must succeed at a DC 28 Fortitude save or become stupefied 1 for 1 minute (stupefied 2 on a critical failure).\n","skill_mod":{},"summary":"This flexible +2 striking sap is crafted from the stalks of cave fungi and bound around a mesh of spore-infused gills. Demon-worshipping …","primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["School","Creature Type","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=647","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","base_item":["Sap"],"name":"Spore Sap","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-647"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"conjuration","price":120000,"trait":["Conjuration","Earth","Magical","Uncommon"],"id":"equipment-648","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Stoneraiser Javelin May contain spoilers from Extinction Curse Source Pathfinder #154: Siege of the Dinosaurs pg. 76 Price 1,200 gp Usage held in 1 hand Bulk L Base Weapon Javelin --- This stone-headed +2 striking returning javelin draws forth the power of the earth itself to strike at enemies. Activate Single Action Interact; Frequency once per day; Effect You hurl the stoneraiser javelin at an unoccupied space within 30 feet. The javelin’s power flows into the ground, which erupts in a 5-foot-radius burst of razor-sharp stalagmites. The stalagmites are 10 feet tall. Everything on each side of the stalagmites has cover from creatures on the opposite side, and the stalagmites’ spaces are difficult terrain. A creature takes 4d4 piercing damage for every move action it takes that enters at least one of the affected spaces. Each 5-foot-by-5-foot section has AC 10, Hardness 14, and 30 Hit Points. It’s immune to critical hits and precision damage. A destroyed section can be moved through freely. The stalagmites crumble to dust after 1 minute. Any creature in the area when the stalagmites appear is pushed to the nearest unoccupied space of its choice; this movement is forced movement. Pushed creatures must attempt a DC 28 Reflex saving throw or take 4d4 piercing damage. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage. Critical Failure The creature takes double damage and is knocked prone.\n","element":["Earth"],"skill_mod":{},"summary":"This stone-headed +2 striking returning javelin draws forth the power of the earth itself to strike at enemies. ","primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["School","Elemental","Planar","Monster","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=648","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","base_item":["Javelin"],"name":"Stoneraiser Javelin","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-648"},{"primary_source_category":"Rulebooks","usage":"held, 2 hands","source":["Bestiary 2","Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 15 Fortitude","price":300,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-649","text":"<title level=\"1\" right=\"Item 1\" pfs=\"\" > Spear Frog Poison Source Bestiary 2 pg. 121, Treasure Vault (Remastered) pg. 71 Price 3 gp Usage held, 2 hands Bulk L Activate Two Actions Interact --- A single spear frog yields enough toxin to Craft 1 dose of spear frog poison. Saving Throw DC 15 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage and enfeebled 1 (1 round)\n","skill_mod":{},"summary":"A single spear frog yields enough toxin to Craft 1 dose of spear frog poison. Saving Throw DC 15 Fortitude; Maximum Duration 6 rounds; Stage 1 …","primary_source":"Bestiary 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=649","stage":["1d4 poison damage (1 round)","1d6 poison damage and enfeebled 1 (1 round)"],"name":"Spear Frog Poison","actions_number":4,"bulk":0.1,"category":"equipment","actions":"Two Actions","rarity":"common","slug":"equipment-649"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Bestiary 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":1800,"weakness":{},"saving_throw":"DC 19 Fortitude","price":600,"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-650","text":"<title level=\"1\" right=\"Item 2\" pfs=\"\" > Toad Tears Source Bestiary 2 pg. 261 Price 6 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Toad tears can be mixed with any other foodstuff or drink, but the poison can also be ingested as is. The process of refining giant toad poison lessens its deadly qualities, and as a result, toad tears are rarely directly fatal. Yet those who are exposed to toad tears often lose control of their actions, making it a dangerous poison nevertheless. Saving Throw DC 19 Fortitude; Onset 5 minutes; Maximum Duration 30 minutes; Stage 1 stupefied 1 (10 minutes); Stage 2 stupefied 1 and confused (1 minute)\n","skill_mod":{},"summary":"Toad tears can be mixed with any other foodstuff or drink, but the poison can also be ingested as is. The process of refining giant toad poison …","primary_source":"Bestiary 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":300,"resistance":{},"url":"/Equipment.aspx?ID=650","stage":[" stupefied 1 (10 minutes)","stupefied 1 and confused (1 minute)"],"name":"Toad Tears","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"common","slug":"equipment-650"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Bestiary 2","Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 17 Fortitude","price":1200,"trait":["Alchemical","Consumable","Contact","Poison","Uncommon"],"id":"equipment-651","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Violet Venom Source Bestiary 2 pg. 286, Treasure Vault (Remastered) pg. 71 Price 12 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- The delicate process of extracting violet venom from a violet fungus leaves it diluted at the best of times. Alchemists are still on the hunt for a truly pure, unadulterated version of this highly toxic poison. Saving Throw DC 17 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 1d6 poison plus enfeebled 1 (1 round); Stage 2 1d6 poison plus drained 1 (1 round); Stage 3 2d6 poison plus enfeebled 1 (1 round)\n","skill_mod":{},"summary":"The delicate process of extracting violet venom from a violet fungus leaves it diluted at the best of times. Alchemists are still on the hunt for a …","primary_source":"Bestiary 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=651","stage":["1d6 poison plus enfeebled 1 (1 round)","1d6 poison plus drained 1 (1 round)","2d6 poison plus enfeebled 1 (1 round)"],"name":"Violet Venom","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-651"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Bestiary 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":12,"weakness":{},"saving_throw":"DC 16 Will","price":700,"trait":["Alchemical","Consumable","Inhaled","Mental","Poison","Uncommon"],"id":"equipment-652","text":"<title level=\"1\" right=\"Item 2\" pfs=\"\" > Yellow Musk Vial Source Bestiary 2 pg. 301 Price 7 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- The powdered pollen from a yellow musk creeper addles the mind. Saving Throw DC 16 Will; Maximum Duration 2 rounds; Stage 1 fascinated by the poison cloud (1 round); Stage 2 fascinated by the poison cloud, and can use no actions but to move closer to the cloud’s point of origin (1 round)\n","skill_mod":{},"summary":"The powdered pollen from a yellow musk creeper addles the mind. Saving Throw DC 16 Will; Maximum Duration 2 rounds; Stage 1 fascinated by …","primary_source":"Bestiary 2","trait_group":["Monster","Equipment","Weapon","Poison","Mechanics","Affliction","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=652","stage":[" fascinated by the poison cloud (1 round)","fascinated by the poison cloud, and can use no actions but to move closer to the cloud’s point of origin (1 round)"],"name":"Yellow Musk Vial","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-652"},{"primary_source_category":"Adventure Paths","usage":"worn necklace","source":["Pathfinder #155: Lord of the Black Sands"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"abjuration","price":230000,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-653","text":"<title level=\"1\" right=\"Item 13\" pfs=\"\" > Blightburn Ward May contain spoilers from Extinction Curse Source Pathfinder #155: Lord of the Black Sands pg. 73 Price 2,300 gp Usage worn necklace --- This heavy iron necklace is decorated with tiny gems that resemble the stars in the ceiling high above the Vault of the Black Desert. While you have invested this item, you cannot contract blightburn sickness. It doesn't cure blightburn sickness if you already have it, but the disease's stage can't progress while you wear it.\n","skill_mod":{},"summary":"This heavy iron necklace is decorated with tiny gems that resemble the stars in the ceiling high above the Vault of the Black Desert. While you have …","primary_source":"Pathfinder #155: Lord of the Black Sands","trait_group":["School","Equipment","Mechanics","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=653","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Blightburn Ward","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-653"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #155: Lord of the Black Sands"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"transmutation","price":280000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-654","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Anchor Spear May contain spoilers from Extinction Curse Source Pathfinder #155: Lord of the Black Sands pg. 75 Price 2,800 gp Usage held in 1 hand Bulk 1 Base Weapon Spear --- The tip of this +2 greater striking spear is large and wickedly barbed, and the haft is inlaid with fine silver lines that run the length of the weapon. Wielded by specially trained xulgath cavalry, anchor spears are used to prevent the escape of gogiteths or other monsters capable of climbing or burrowing. Activate Single Action command; Effect The anchor spear extends into a +2 greater striking longspear or back to its original form as a +2 greater striking spear . Activate Reaction command; Frequency once per 10 minutes; Trigger You damage a creature using the anchor spear ; Effect The spear embeds itself into the creature, and the spear's haft splits along the silver lines to become a series of hooks attached to a thin but strong cable. As long as the anchor spear remains embedded in the creature, any time the creature burrows or climbs, it treats normal terrain as difficult terrain and difficult terrain as greater difficult terrain. The creature can spend an Interact action to attempt a DC 32 Athletics check to remove the spearhead. Critical Success The anchor spear is removed, becomes broken, and falls to the ground in the creature's space. Success The anchor spear is removed, the creature takes 1d8 piercing damage, and the spear falls to the ground in a random space adjacent to the creature. Failure The anchor spear remains in place, and the creature takes 1d8 piercing damage. Critical Failure As failure, except the creature takes 2d8 piercing damage.\n","skill_mod":{},"summary":"The tip of this +2 greater striking spear is large and wickedly barbed, and the haft is inlaid with fine silver lines that run the length of the …","primary_source":"Pathfinder #155: Lord of the Black Sands","trait_group":["Mechanics","School","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=654","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","base_item":["Spear"],"name":"Anchor Spear","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-654"},{"item_child_id":["equipment-655-660","equipment-655-661","equipment-655-662"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #155: Lord of the Black Sands"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-655","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"\" > Cave Worm Repellent May contain spoilers from Extinction Curse Source Pathfinder #155: Lord of the Black Sands pg. 75 Usage held in 1 hand Bulk L Activate 1 minute (Interact) --- Cave worm repellent is a highly noxious oil that can be applied to a creature or sprinkled in a circle around a 10-foot-radius area. In either case, after it is applied, it lasts for 24 hours or until it is scrubbed clean with 1 minute of work. When applied to a creature, the repellent causes cave worms of the indicated type to avoid attacking that creature in melee as long as they have something else nearby to attack. The repellent does not deter a cave worm from making ranged attacks against a coated target. If no creatures are within a cave worm's reach and it wants to approach and make a melee attack, it approaches and attacks a non-coated creature if it can without spending more actions to do so. If the coated creature is swallowed by the designated type of cave worm, the cave worm must succeed at a Fortitude save or involuntarily regurgitate the swallowed creature on the next round (a single action). When sprinkled around an area, cave worm repellent negates any chance of a random encounter with the particular type of cave worm in that area, as the creatures purposefully avoid the affected area. Other types of repellent that function similarly to this one might exist at the GM's discretion. Uncommon or rare creatures are typically much harder to repel, and repellent against them might necessitate harvesting ingredients from the creatures themselves (such as the creature's liver or a certain gland). <title level=\"2\" right=\"Item 13\" pfs=\"\" > Purple Worm Repellent Source Pathfinder #155: Lord of the Black Sands pg. 75 Price 550 gp <title level=\"2\" right=\"Item 15\" pfs=\"\" > Azure Worm Repellent Source Pathfinder #155: Lord of the Black Sands pg. 75 Price 1,100 gp Craft Requirements The initial raw ingredients must include an azure worm's scale. <title level=\"2\" right=\"Item 18\" pfs=\"\" > Crimson Worm Repellent Source Pathfinder #155: Lord of the Black Sands pg. 75 Price 4,500 gp Craft Requirements The initial raw ingredients must include a crimson worm's liver.","skill_mod":{},"summary":"Cave worm repellent is a highly noxious oil that can be applied to a creature or sprinkled in a circle around a 10-foot-radius area. In either case, …","primary_source":"Pathfinder #155: Lord of the Black Sands","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=655","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Cave Worm Repellent","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-655"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #155: Lord of the Black Sands"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-655","weakness":{},"primary_source_group":"Extinction Curse","price":55000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-655-660","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"\" > Cave Worm Repellent May contain spoilers from Extinction Curse Source Pathfinder #155: Lord of the Black Sands pg. 75 Usage held in 1 hand Bulk L Activate 1 minute (Interact) --- Cave worm repellent is a highly noxious oil that can be applied to a creature or sprinkled in a circle around a 10-foot-radius area. In either case, after it is applied, it lasts for 24 hours or until it is scrubbed clean with 1 minute of work. When applied to a creature, the repellent causes cave worms of the indicated type to avoid attacking that creature in melee as long as they have something else nearby to attack. The repellent does not deter a cave worm from making ranged attacks against a coated target. If no creatures are within a cave worm's reach and it wants to approach and make a melee attack, it approaches and attacks a non-coated creature if it can without spending more actions to do so. If the coated creature is swallowed by the designated type of cave worm, the cave worm must succeed at a Fortitude save or involuntarily regurgitate the swallowed creature on the next round (a single action). When sprinkled around an area, cave worm repellent negates any chance of a random encounter with the particular type of cave worm in that area, as the creatures purposefully avoid the affected area. Other types of repellent that function similarly to this one might exist at the GM's discretion. Uncommon or rare creatures are typically much harder to repel, and repellent against them might necessitate harvesting ingredients from the creatures themselves (such as the creature's liver or a certain gland). <title level=\"2\" right=\"Item 13\" pfs=\"\" > Purple Worm Repellent Source Pathfinder #155: Lord of the Black Sands pg. 75 Price 550 gp <title level=\"2\" right=\"Item 15\" pfs=\"\" > Azure Worm Repellent Source Pathfinder #155: Lord of the Black Sands pg. 75 Price 1,100 gp Craft Requirements The initial raw ingredients must include an azure worm's scale. <title level=\"2\" right=\"Item 18\" pfs=\"\" > Crimson Worm Repellent Source Pathfinder #155: Lord of the Black Sands pg. 75 Price 4,500 gp Craft Requirements The initial raw ingredients must include a crimson worm's liver.","skill_mod":{},"summary":"Cave worm repellent is a highly noxious oil that can be applied to a creature or sprinkled in a circle around a 10-foot-radius area. In either case, …","primary_source":"Pathfinder #155: Lord of the Black Sands","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=655","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Purple Worm Repellent","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-655-660"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #155: Lord of the Black Sands"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-655","weakness":{},"primary_source_group":"Extinction Curse","price":110000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-655-661","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"\" > Cave Worm Repellent May contain spoilers from Extinction Curse Source Pathfinder #155: Lord of the Black Sands pg. 75 Usage held in 1 hand Bulk L Activate 1 minute (Interact) --- Cave worm repellent is a highly noxious oil that can be applied to a creature or sprinkled in a circle around a 10-foot-radius area. In either case, after it is applied, it lasts for 24 hours or until it is scrubbed clean with 1 minute of work. When applied to a creature, the repellent causes cave worms of the indicated type to avoid attacking that creature in melee as long as they have something else nearby to attack. The repellent does not deter a cave worm from making ranged attacks against a coated target. If no creatures are within a cave worm's reach and it wants to approach and make a melee attack, it approaches and attacks a non-coated creature if it can without spending more actions to do so. If the coated creature is swallowed by the designated type of cave worm, the cave worm must succeed at a Fortitude save or involuntarily regurgitate the swallowed creature on the next round (a single action). When sprinkled around an area, cave worm repellent negates any chance of a random encounter with the particular type of cave worm in that area, as the creatures purposefully avoid the affected area. Other types of repellent that function similarly to this one might exist at the GM's discretion. Uncommon or rare creatures are typically much harder to repel, and repellent against them might necessitate harvesting ingredients from the creatures themselves (such as the creature's liver or a certain gland). <title level=\"2\" right=\"Item 13\" pfs=\"\" > Purple Worm Repellent Source Pathfinder #155: Lord of the Black Sands pg. 75 Price 550 gp <title level=\"2\" right=\"Item 15\" pfs=\"\" > Azure Worm Repellent Source Pathfinder #155: Lord of the Black Sands pg. 75 Price 1,100 gp Craft Requirements The initial raw ingredients must include an azure worm's scale. <title level=\"2\" right=\"Item 18\" pfs=\"\" > Crimson Worm Repellent Source Pathfinder #155: Lord of the Black Sands pg. 75 Price 4,500 gp Craft Requirements The initial raw ingredients must include a crimson worm's liver.","skill_mod":{},"summary":"Cave worm repellent is a highly noxious oil that can be applied to a creature or sprinkled in a circle around a 10-foot-radius area. In either case, …","primary_source":"Pathfinder #155: Lord of the Black Sands","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=655","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Azure Worm Repellent","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-655-661"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #155: Lord of the Black Sands"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-655","weakness":{},"primary_source_group":"Extinction Curse","price":450000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-655-662","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"\" > Cave Worm Repellent May contain spoilers from Extinction Curse Source Pathfinder #155: Lord of the Black Sands pg. 75 Usage held in 1 hand Bulk L Activate 1 minute (Interact) --- Cave worm repellent is a highly noxious oil that can be applied to a creature or sprinkled in a circle around a 10-foot-radius area. In either case, after it is applied, it lasts for 24 hours or until it is scrubbed clean with 1 minute of work. When applied to a creature, the repellent causes cave worms of the indicated type to avoid attacking that creature in melee as long as they have something else nearby to attack. The repellent does not deter a cave worm from making ranged attacks against a coated target. If no creatures are within a cave worm's reach and it wants to approach and make a melee attack, it approaches and attacks a non-coated creature if it can without spending more actions to do so. If the coated creature is swallowed by the designated type of cave worm, the cave worm must succeed at a Fortitude save or involuntarily regurgitate the swallowed creature on the next round (a single action). When sprinkled around an area, cave worm repellent negates any chance of a random encounter with the particular type of cave worm in that area, as the creatures purposefully avoid the affected area. Other types of repellent that function similarly to this one might exist at the GM's discretion. Uncommon or rare creatures are typically much harder to repel, and repellent against them might necessitate harvesting ingredients from the creatures themselves (such as the creature's liver or a certain gland). <title level=\"2\" right=\"Item 13\" pfs=\"\" > Purple Worm Repellent Source Pathfinder #155: Lord of the Black Sands pg. 75 Price 550 gp <title level=\"2\" right=\"Item 15\" pfs=\"\" > Azure Worm Repellent Source Pathfinder #155: Lord of the Black Sands pg. 75 Price 1,100 gp Craft Requirements The initial raw ingredients must include an azure worm's scale. <title level=\"2\" right=\"Item 18\" pfs=\"\" > Crimson Worm Repellent Source Pathfinder #155: Lord of the Black Sands pg. 75 Price 4,500 gp Craft Requirements The initial raw ingredients must include a crimson worm's liver.","skill_mod":{},"summary":"Cave worm repellent is a highly noxious oil that can be applied to a creature or sprinkled in a circle around a 10-foot-radius area. In either case, …","primary_source":"Pathfinder #155: Lord of the Black Sands","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":18,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=655","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Crimson Worm Repellent","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-655-662"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #155: Lord of the Black Sands"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","price":250000,"trait":["Alchemical","Consumable","Poison","Uncommon"],"id":"equipment-656","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Limited\" > Green Gut May contain spoilers from Extinction Curse Source Pathfinder #155: Lord of the Black Sands pg. 75 Price 2,500 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This watery, mint-green emetic of xulgath design is often carried in a delicate obsidian vial or other fragile container. In the unfortunate circumstance that a creature has been Swallowed Whole by another creature, the swallowed creature can break open a vial of greengut to immediately induce vomiting. The swallower must succeed at a DC 40 Fortitude save or take 18d6 poison damage and possibly vomit the contents of its stomach. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage, is sickened 1, and vomits up any and all creatures Swallowed Whole on its next turn (a single action, which also allows it a Fortitude save against the sickened condition), as well as any stones or other objects it swallowed. Critical Failure As failure, but the creature takes double damage and is sickened 2.\n","skill_mod":{},"summary":"This watery, mint-green emetic of xulgath design is often carried in a delicate obsidian vial or other fragile container. In the unfortunate …","primary_source":"Pathfinder #155: Lord of the Black Sands","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=656","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Green Gut","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-656"},{"primary_source_category":"Adventure Paths","usage":"worn saddle","source":["Pathfinder #155: Lord of the Black Sands"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","price":280000,"trait":["Companion","Invested","Magical","Uncommon"],"id":"equipment-657","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Bomber's Saddle May contain spoilers from Extinction Curse Source Pathfinder #155: Lord of the Black Sands pg. 76 Price 2,800 gp Usage worn saddle Bulk 2 --- Developed by urdefhans for their skaveling mounts but quickly copied by other races' cavalry, this leather saddle is made from cave worm hide and is designed to fit a variety of flying steeds. In addition to a seat for the rider, the bomber's saddle has a bomb compartment situated underneath the mount. The compartment can hold up to six alchemical bombs of light or negligible Bulk. Activate Single Action Interact; Effect You drop a single item from the saddle's compartment, which falls to the ground below. If the item is a bomb, make a ranged Strike with it. Activate Two Actions Interact; Requirements The saddle's compartment is loaded with two to six bombs; Effect You drop the saddle's entire payload, scattering the bombs below. Make a single ranged Strike against an AC of 10. The AC increases by 1 for every 5 feet above the target area you are. On a failure, the bombs fly away wildly and deal no damage. On a successful attack roll, the bombs fall and shatter, starting in the target area and moving in a line of 5-foot spaces up to 30 feet long for six bombs, one bomb per space. The bombs don't directly hit any creatures; instead, creatures take splash damage from the bombs as usual, but combine the splash damage from multiple overlapping bombs together before applying weaknesses or resistances. Apply any effects normally applied to splash damage when throwing a bomb (such as the effects of the Calculated Splash feat).\n","skill_mod":{},"summary":"Developed by urdefhans for their skaveling mounts but quickly copied by other races' cavalry, this leather saddle is made from cave worm hide …","primary_source":"Pathfinder #155: Lord of the Black Sands","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=657","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Bomber's Saddle","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-657"},{"primary_source_category":"Adventure Paths","usage":"worn anklets","source":["Pathfinder #155: Lord of the Black Sands"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"abjuration","price":520000,"trait":["Abjuration","Magical","Rare"],"id":"equipment-658","text":"<title level=\"1\" right=\"Item 15\" pfs=\"\" > Heedless Spurs May contain spoilers from Extinction Curse Source Pathfinder #155: Lord of the Black Sands pg. 76 Price 5,200 gp Usage worn anklets Bulk L --- These wicked-looking spiked metal wheels fit around the ankles and jingle when the wearer walks, imposing a –1 item penalty on Stealth checks. If used as a weapon, they are treated as a spiked gauntlet. Activate Single Action Interact; Frequency once per 10 minutes; Requirements You are riding a mount; Effect You kick both spurs into your mount's flank. Your mount takes 2d6 persistent bleed damage and gains the quickened condition for 1 minute or until the persistent bleed damage ends, whichever comes first. It can use the extra action only to Stride.\n","skill_mod":{},"summary":"These wicked-looking spiked metal wheels fit around the ankles and jingle when the wearer walks, imposing a –1 item penalty on Stealth checks. If …","primary_source":"Pathfinder #155: Lord of the Black Sands","trait_group":["School","Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=658","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Heedless Spurs","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-658"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #155: Lord of the Black Sands"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"necromancy","price":2350000,"trait":["Evil","Magical","Necromancy","Unique"],"id":"equipment-659","text":"<title level=\"1\" right=\"Item 18\" pfs=\"\" > Life's Last Breath May contain spoilers from Extinction Curse Source Pathfinder #155: Lord of the Black Sands pg. 76 Price 23,500 gp Usage held in 1 hand Bulk 2 Base Weapon Rhoka Sword --- The twin serrated blades of this legendary rhoka sword are dull black and constantly drip with blood. Life's Last Breath is said to have been forged centuries ago for an unknown urdefhan general and has since fallen into the hands of countless other powerful urdefhan warlords. Life's Last Breath is a +3 greater striking unholy wounding rhoka sword with the following special abilities. Activate Reaction command; Frequency once per day; Requirements You successfully Strike a creature with Life's Last Breath ; Effect You cast a 9th-level paralyze spell on the target. Activate Reaction envision; Frequency once per 10 minutes; Trigger You successfully Strike a creature with Life's Last Breath ; Effect The target must succeed at a DC 38 Fortitude save or take 4d6 negative damage; you gain an equal amount of temporary Hit Points that last 1 minute.\n","skill_mod":{},"summary":"The twin serrated blades of this legendary rhoka sword are dull black and constantly drip with blood. Life's Last Breath is said to have been …","primary_source":"Pathfinder #155: Lord of the Black Sands","trait_group":["Alignment","Mechanics","School","Rarity"],"level":18,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=659","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","base_item":["Rhoka Sword"],"name":"Life's Last Breath","bulk":2,"category":"equipment","rarity":"unique","slug":"equipment-659"},{"item_child_id":["equipment-660-663","equipment-660-664"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #155: Lord of the Black Sands"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"divination","trait":["Divination","Magical","Staff","Uncommon"],"id":"equipment-660","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Limited\" > Staff of the Black Desert May contain spoilers from Extinction Curse Source Pathfinder #155: Lord of the Black Sands pg. 76 Usage held in 1 hand Bulk 1 --- This rough metal staff is pitted and sandblasted, with thousands of nigh-imperceptible sand crystals embedded in its surface. While carrying the staff, you gain a +2 circumstance bonus to Occultism checks to identify aberrations and oozes native to the Darklands. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Staff of the Black Desert Source Pathfinder #155: Lord of the Black Sands pg. 76 Price 1,850 gp --- Cantrip know direction 1st create water , purify food and drink , unseen servant 2nd darkvision , endure elements 3rd earthbind , neutralize poison , wanderer's guide 4th air walk , hallucinatory terrain , rope trick 5th pillars of sand , veil <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Staff of the Black Desert (Greater) Source Pathfinder #155: Lord of the Black Sands pg. 76 Price 9,500 gp --- 6th purple worm sting , summon entity 7th blightburn blast , control sand , unfettered pack ","skill_mod":{},"summary":"This rough metal staff is pitted and sandblasted, with thousands of nigh-imperceptible sand crystals embedded in its surface. While carrying the …","primary_source":"Pathfinder #155: Lord of the Black Sands","trait_group":["School","Mechanics","Equipment","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=660","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Staff of the Black Desert","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-660"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #155: Lord of the Black Sands"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-660","weakness":{},"primary_source_group":"Extinction Curse","school":"divination","price":185000,"trait":["Divination","Magical","Staff","Uncommon"],"id":"equipment-660-663","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Limited\" > Staff of the Black Desert May contain spoilers from Extinction Curse Source Pathfinder #155: Lord of the Black Sands pg. 76 Usage held in 1 hand Bulk 1 --- This rough metal staff is pitted and sandblasted, with thousands of nigh-imperceptible sand crystals embedded in its surface. While carrying the staff, you gain a +2 circumstance bonus to Occultism checks to identify aberrations and oozes native to the Darklands. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Staff of the Black Desert Source Pathfinder #155: Lord of the Black Sands pg. 76 Price 1,850 gp --- Cantrip know direction 1st create water , purify food and drink , unseen servant 2nd darkvision , endure elements 3rd earthbind , neutralize poison , wanderer's guide 4th air walk , hallucinatory terrain , rope trick 5th pillars of sand , veil <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Staff of the Black Desert (Greater) Source Pathfinder #155: Lord of the Black Sands pg. 76 Price 9,500 gp --- 6th purple worm sting , summon entity 7th blightburn blast , control sand , unfettered pack ","skill_mod":{},"summary":"Cantrip know direction 1st create water , purify food and drink , unseen servant 2nd darkvision , endure elements 3rd …","primary_source":"Pathfinder #155: Lord of the Black Sands","trait_group":["School","Mechanics","Equipment","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=660","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Staff of the Black Desert","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-660-663"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #155: Lord of the Black Sands"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-660","weakness":{},"primary_source_group":"Extinction Curse","school":"divination","price":950000,"trait":["Divination","Magical","Staff","Uncommon"],"id":"equipment-660-664","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Limited\" > Staff of the Black Desert May contain spoilers from Extinction Curse Source Pathfinder #155: Lord of the Black Sands pg. 76 Usage held in 1 hand Bulk 1 --- This rough metal staff is pitted and sandblasted, with thousands of nigh-imperceptible sand crystals embedded in its surface. While carrying the staff, you gain a +2 circumstance bonus to Occultism checks to identify aberrations and oozes native to the Darklands. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Staff of the Black Desert Source Pathfinder #155: Lord of the Black Sands pg. 76 Price 1,850 gp --- Cantrip know direction 1st create water , purify food and drink , unseen servant 2nd darkvision , endure elements 3rd earthbind , neutralize poison , wanderer's guide 4th air walk , hallucinatory terrain , rope trick 5th pillars of sand , veil <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Staff of the Black Desert (Greater) Source Pathfinder #155: Lord of the Black Sands pg. 76 Price 9,500 gp --- 6th purple worm sting , summon entity 7th blightburn blast , control sand , unfettered pack ","skill_mod":{},"summary":"6th purple worm sting , summon entity 7th blightburn blast , control sand , unfettered pack","primary_source":"Pathfinder #155: Lord of the Black Sands","trait_group":["School","Mechanics","Equipment","Rarity"],"level":16,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=660","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Staff of the Black Desert (Greater)","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-660-664"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"necromancy","price":620000,"trait":["Alchemical","Consumable","Elixir","Necromancy","Rare"],"id":"equipment-661","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Limited\" > Ambrosia of Undying Hope May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 74 Price 6,200 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This elixir is usually stored in a small metal flask or miniature stein. The dark liquid sparkles as if it were full of stars and is considered sacred to Cayden Cailean and to the cults of the Failed in Absalom. The next time you would die from damage within 8 hours after you drink the ambrosia, it prevents you from dying, you regain 20 Hit Points, the elixir's benefits end, and you become temporarily immune to the ambrosia of undying hope for 24 hours. The ambrosia can't protect you from death effects or disintegration, but it can protect against almost any other form of death via damage. You can only be under the effect of a single ambrosia of undying hope at a time.\n","skill_mod":{},"summary":"This elixir is usually stored in a small metal flask or miniature stein. The dark liquid sparkles as if it were full of stars and is considered …","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Monster","Equipment","Weapon","School","Rarity"],"level":19,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=661","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Ambrosia of Undying Hope","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-661"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"abjuration","price":1250000,"trait":["Abjuration","Consumable","Magical","Rare","Talisman"],"id":"equipment-662","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Limited\" > Celestial Hair May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 74 Price 12,500 gp Usage affixed to armor Activate Free Action Interact Trigger You critically fail a saving throw or are critically hit by an attack. --- This strand of hair shimmers like the strands of fate. When you activate the string, it resonates with a single, perfect note. The triggering saving throw becomes a failure or the triggering attack roll becomes a regular hit, not critical one. If the source of the attack or effect is an evil creature, that creature must succeed at a DC 41 Will saving throw or be enfeebled 2 and stupefied 2 until the end of its next turn.\n","skill_mod":{},"summary":"This strand of hair shimmers like the strands of fate. When you activate the string, it resonates with a single, perfect note. The triggering saving …","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["School","Equipment","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","trigger":"You critically fail a saving throw or are critically hit by an attack.","resistance":{},"url":"/Equipment.aspx?ID=662","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Celestial Hair","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"rare","slug":"equipment-662"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"abjuration","price":1400000,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-663","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Limited\" > Jerkin of Liberation May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 74 Price 14,000 gp Usage worn armor Bulk 1 Base Armor Studded Leather Armor --- This +2 greater resilient studded leather is traditionally inscribed with a symbol of either Norgorber or Cayden Cailean. Its leather is light as silk, and its buttons and studs are gleaming crystal. While you wear it, you get a +15-foot item bonus to your Speed, and effects that attempt to impose penalties on your Speed must first counteract the jerkin of liberation or they have no effect on you. In addition, you are hard to incapacitate. You use the jerkin's item level or your own level, whichever is higher, to determine effects of the incapacitation trait.\n","skill_mod":{},"summary":"This +2 greater resilient studded leather is traditionally inscribed with a symbol of either Norgorber or Cayden Cailean . Its leather is …","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["School","Equipment","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=663","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","base_item":["Studded Leather Armor"],"name":"Jerkin of Liberation","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-663"},{"primary_source_category":"Adventure Paths","usage":"worn necklace","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"illusion","price":3600000,"trait":["Illusion","Invested","Magical","Rare"],"id":"equipment-664","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Limited\" > Locket of Sealed Nightmares May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 74 Price 36,000 gp Usage worn necklace --- As long as this locket of horn and silver is closed, you don't need to sleep. However, you can still overexert your body with too much activity, so you still need to rest to avoid becoming fatigued or to remove the fatigued condition. You also gain a +4 item bonus on saving throws against mental illusions, magical effects that would make you unconscious, and effects that would make you fatigued. Each time dawn occurs, you regain the ability to make your daily preparations as if you had rested for 8 hours. Daily preparations still take about an hour, as normal. Activate Two Actions envision, Interact; Requirements You aren't fatigued; Effect You open the locket to unleash the dreams it has kept at bay. You become fatigued and cast one of the following spells at 9th level (DC 41): hallucination , sleep , or weird .\n","skill_mod":{},"summary":"As long as this locket of horn and silver is closed, you don't need to sleep. However, you can still overexert your body with too much activity, so …","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":19,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=664","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Locket of Sealed Nightmares","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-664"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"necromancy","price":800000,"trait":["Consumable","Healing","Necromancy","Primal","Rare"],"id":"equipment-665","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Limited\" > Panacea Fruit May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 74 Price 8,000 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This fruit is slowly, constantly changing shape, transforming from one fruit into another, but always appearing at the peak of ripeness. When you consume the fruit, it attempts to counteract all curses, diseases, and poisons affecting you, and you immediately regain 8d8+30 Hit Points. The fruit has a counteract level of 9 and a +30 modifier for the rolls against each condition. The fruit's seed remains after consumption and can be planted later, becoming a seed-shaped tree feather token that sprouts a tree bearing many kinds of mundane fruit.\n","skill_mod":{},"summary":"This fruit is slowly, constantly changing shape, transforming from one fruit into another, but always appearing at the peak of ripeness. When you …","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Equipment","Mechanics","School","Tradition","Rarity"],"level":19,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=665","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Panacea Fruit","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-665"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"evocation","trait":["Divine","Evocation","Intelligent","Unique"],"id":"equipment-666","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > Piereta May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 74 Usage held in 1 hand Bulk 1 Base Weapon Rapier --- Perception +27; precise vision 30 feet, imprecise hearing 30 feet Communication telepathy (Azlanti, Celestial, Common, Utopian) Skills Diplomacy +33, Religion +29, Warfare Lore +27 Int +0, Wis +4, Cha +6 Will +31 --- Piereta was a Knight of Ozem during the Shining Crusade, sworn to the service of Aroden's herald, Arazni. After Arazni perished at the hands of the Whispering Tyrant, Piereta became the first paladin to swear her service to the newly ascended goddess, Iomedae. When she fell in battle, a fragment of her spirit clung to the sword through which she had wielded her faith in countless battles, granting the weapon a sentience of its own. The sword named herself after her fallen bearer and has been a faithful companion to many Iomedaean warriors since. Piereta is a +3 major striking holy rapier devoted to the principles of Iomedae as an exemplar of valorous action and as a protector of the innocent. Piereta is very particular about who she permits to wield her. She agrees to work with you if you are a follower of Iomedae, or if you are lawful good or neutral good and worship a different good deity. Otherwise, you must convince Piereta of the rightness of your cause. If Piereta doesn't want you to wield her, once per minute she can attempt to force you to put her down (DC 42 Will save to resist this command). Even if you succeed at this saving throw, Piereta refuses to apply any of her fundamental or property runes and gives you a –2 penalty on attack rolls with Piereta or any other weapon until you drop her. Piereta can use the following activations. Activate Reaction command, Interact; Frequency once per minute; Effect Piereta makes a Retributive Strike, resolved as though you had used the ability, including any benefits from champion feats you have. Activate Two Actions command, Interact; Frequency once per day; Effect Piereta casts a 9th-level field of life .\n","skill_mod":{},"summary":"Piereta was a Knight of Ozem during the Shining Crusade, sworn to the service of Aroden's herald, Arazni . After Arazni perished at the hands of the …","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Tradition","School","Equipment","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=666","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","base_item":["Rapier"],"name":"Piereta","alignment":"LG","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-666"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"conjuration","price":6000000,"trait":["Conjuration","Occult","Unique"],"id":"equipment-670","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Limited\" > Planar Ribbon May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 75 Price 60,000 gp Usage held in 1 hand Bulk L --- By twisting and twirling this ordinary-looking leather ribbon, you can temporarily bend a rift in space. Activate 1 minute (command, envision, Interact); Effect The ribbon spins and swirls, creating a circular loop in the air through which you can spy on a creature on another plane. This has the effects of a scrying spell (DC 40) against the creature but functions more as a mundane —albeit interplanar—window; a similar loop appears before the target, and for the duration, both sides can clearly see and hear each other through the created portal, but nothing can pass through. You can Sustain the Activation to gain the effects of Sustaining the Spell. This activation has the scrying trait. Activate Single Action Interact; Frequency once per round; Effect You extend the ribbon to brush against a foe up to 60 feet away. If that creature fails a DC 42 Reflex save, you exchange positions with the target and all of that creature's allies are flat-footed to you until the end of your turn. This activation has the teleportation trait.\n","skill_mod":{},"summary":"By twisting and twirling this ordinary-looking leather ribbon, you can temporarily bend a rift in space. ","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["School","Tradition","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=670","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Planar Ribbon","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-670"},{"primary_source_category":"Adventure Paths","usage":"strapped to 1 hand","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"evocation","price":7000000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-671","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Limited\" > Shield of the Unified Legion May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 75 Price 70,000 gp Usage strapped to 1 hand Bulk L Base Weapon Shield Boss --- This high-grade orichalcum shield (Hardness 16, HP 64, and BT 32) bears a +3 major striking shield boss that cannot be removed. It gleams brightly in any light, drawing attention at all times. When you Raise this Shield, ephemeral reflections of it appear in front of each of your allies within 30 feet, granting them its +2 circumstance bonus to AC for as long as they are within 30 feet of you and your shield is raised. Activate Two Actions Interact (force) Frequency once per minute; Effect You heft the shield and thrust it forward, causing ephemeral reflections of the shield to surround you and then rush outward in a 90-foot line or 60-foot cone (your choice). Make a shield bash Strike against each enemy within the area, except that the damage dealt is force damage. Each target you hit is moved 10 feet away from you (each target you critically hit is also knocked prone). This is forced movement. These shield bashes count against your multiple attack penalty, but the penalty doesn't increase until after you have made all these attacks.\n","skill_mod":{},"summary":"This high-grade orichalcum shield (Hardness 16, HP 64, and BT 32) bears a +3 major striking shield boss that cannot be removed. It gleams …","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=671","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","base_item":["Shield Boss"],"name":"Shield of the Unified Legion","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-671"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"evocation","price":6500000,"trait":["Evocation","Magical","Staff","Uncommon"],"id":"equipment-672","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Limited\" > Staff of Sieges May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 75 Price 65,000 gp Usage held in 1 hand Bulk 1 --- This adamantine staff is fitted with mithral plates resembling battlements on a castle. Lesser cover, cover, and greater cover don't grant any bonus against your spell attacks or to saving throws against your spells that you cast from the staff. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrips shield , telekinetic projectile 1st gust of wind , longstrider 2nd obscuring mist , web 3rd fireball , wall of wind 4th hallucinatory terrain , solid fog , wall of fire 5th cloudkill , wall of stone 6th fireball , wall of force 7th magnificent mansion , prismatic spray 8th earthquake , scintillating pattern 9th meteor swarm ","skill_mod":{},"summary":"This adamantine staff is fitted with mithral plates resembling battlements on a castle. Lesser cover, cover, and greater cover don't grant any …","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["School","Mechanics","Equipment","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=672","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Staff of Sieges","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-672"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"enchantment","trait":["Arcane","Artifact","Enchantment","Unique"],"id":"equipment-673","text":"<title level=\"1\" right=\"Item 25\" pfs=\"\" > Aroden's Hearthstone May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 66 Usage held in 1 hand Bulk L --- This coin-sized gemstone can be used on its own but must be included in the construction of a hearth in order to fully activate its magic. Activate 3 days (Interact); Frequency 4 times per year; Requirements You have Legendary proficiency in Crafting; Effect You craft a magical weapon or armor of up to 20th level. You must attempt a Crafting check as usual to create the item, but you need supply only raw materials worth a quarter of the item's Price, and you need not pay the remaining portion of the item's Price or spend additional downtime days working on it. While Aroden's Hearthstone is active, the stars in the sky, including Golarion's sun, appear to glow brighter within a 100-mile radius of the hearthstone. Activate Three Actions command, envision; Frequency once per month; Effect Aroden's Hearthstone draws in heat from the world itself, causing the ambient temperature within 100 miles to drop below 0°F. Within 1 mile of the Hearthstone , the temperature drops to –200°F, rivaling the frigid cold of outer space and dealing 4d6 cold damage each round to every creature in the area. This effect lasts 1 minute, during which time the nearest moon (probably Golarion's) appears an eerie blue color to any observers within 100 miles of the hearthstone. At the end of 1 minute, the hearthstone emits a blast of concentrated heat that deals 25d6 fire damage to creatures and objects within 150 feet. Destruction Using Aroden 's Hearthstone to craft a cursed item results in a failed creation and causes the gemstone to split into five equal-sized but magically impotent pieces. Over the course of a year, four of theses pieces crumble to dust, while the fifth expands to the size of the original artifact and bears its powers anew. To destroy Aroden's Hearthstone , each of the separated pieces must be plunged into one of the five stars that compose the cosmic constellation known as the Follower.\n","skill_mod":{},"summary":"This coin-sized gemstone can be used on its own but must be included in the construction of a hearth in order to fully activate its magic. \r\n","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Tradition","Monster","Equipment","School","Rarity"],"level":25,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=673","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Aroden's Hearthstone","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-673"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"enchantment","trait":["Arcane","Artifact","Enchantment","Unique"],"id":"equipment-674","text":"<title level=\"1\" right=\"Item 23\" pfs=\"\" > Hunter's Dawn May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 67 Usage held in 1 hand Bulk 1 Base Weapon Club --- Hunter's Dawn is a +3 greater striking speed ghost touch club . However, the notched head of the weapon marks it as an atlatl, an ancient tool used for throwing darts and javelins. You can use Hunter's Dawn with a mundane dart or javelin like you would use a bow with an arrow; when you do so, the range of the dart or javelin is doubled, and the dart or javelin uses Hunter's Dawn to determine its attack modifier and damage dice. Activate Single Action to Three Actions Interact; Effect You swing Hunter's Dawn and launch a magically conjured javelin at a target within 60 feet, making a ranged Strike. The javelin has the statistics of a javelin but gains the magical properties of Hunter's Dawn and disappears immediately after hitting or missing its target. On a successful hit, you deal damage (3d6 piercing, due to the atlatl's greater striking rune, plus your Strength modifier); in addition, a gazelle leaps from the hit target to one or more targets within 20 feet of the first, dealing 2d6 piercing damage plus your Strength modifier. The number of additional targets hit in this way is equal to the number of actions you spend to activate this ability (one additional target if you used one action, two additional targets for two actions, and so forth). Activate Reaction ; Trigger You hit a creature with a ranged Strike with Hunter's Dawn ; Effect The target is marked. Once per day, you can cast a 5th-level locate spell on the marked target, regardless of its distance from you or your ability to cast spells. This effect persists until it is dispelled (counterspell DC 46), the creature dies, or a new target is marked. Activate Single Action Interact; Frequency three times per day; Effect You shave a curl of wood from Hunter's Dawn and create a roaring fire within 15 feet. You can choose one of the following shapes for the fire to take: a 10-foot square, a 20-foot line, or a 15-foot cone. Each creature in the affected squares take 6d6 fire damage (DC 46 basic Reflex save). Destruction Hunter's Dawn can be destroyed only by placing it on the funeral pyre of a dead god.\n","skill_mod":{},"summary":" Hunter's Dawn is a +3 greater striking speed ghost touch club . However, the notched head of the weapon marks it as an atlatl, an ancient …","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Tradition","Monster","Equipment","School","Rarity"],"level":23,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=674","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","base_item":["Club"],"name":"Hunter's Dawn","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-674"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"evocation","trait":["Artifact","Divine","Evocation","Unique"],"id":"equipment-675","text":"<title level=\"1\" right=\"Item 22\" pfs=\"\" > Kortos Diamond May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 68 Usage held in 1 hand Bulk 1 Base Weapon Longsword --- The hilt of this +3 major striking axiomatic spell-storing longsword is simple and elegant. The blade itself is made of throneglass—a clear, jewellike crafting material with a razor-sharp edge, capable of absorbing psychic magic and redirecting it at the wielder's enemies. Whenever the Kortos Diamond is in an area of dim or brighter light, it glows faintly, as if reflecting the light of a setting sun. While wielding the Kortos Diamond, you gain a +2 item bonus on saving throws against mental effects. You can never harm yourself with the Kortos Diamond, even if confused. If you ever travel farther than 100 miles from the Isle of Kortos while in possession of the Kortos Diamond , the sword becomes impossibly heavy; you are encumbered as long as you carry the sword and remain outside of this area. If you relinquish the Kortos Diamond while away from Kortos, the sword gradually makes its way back to the isle over the course of a year. Activate Single Action Interact; Effect You attempt a melee Strike with the Kortos Diamond against a creature within reach. On a hit, you deal damage as normal and the target's mind is inflicted with a powerful disruptive energy. When the creature attempts to Cast a Spell, it must attempt a DC 44 Will save; on a failure, the spell fails and both the spell and the actions spent to cast it are lost. This effect lasts for up to 1 minute. Activate Free Action envision; Frequency once per round; Trigger You damage an aberration with the Kortos Diamond ; Effect You deal an additional 2d8 force damage to the struck creature. Activate Two Actions command, Interact; Frequency once per day; Effect You hold the Kortos Diamond aloft and proclaim your might in a booming voice. You cast overwhelming presence (DC 42). Destruction A deity who ascended to divinity via the Test of the Starstone can damage and destroy the Kortos Diamond as if it were not an artifact.\n","skill_mod":{},"summary":"The hilt of this +3 major striking axiomatic spell-storing longsword is simple and elegant. The blade itself is made of throneglass—a …","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Equipment","Tradition","School","Rarity"],"level":22,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=675","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","base_item":["Longsword"],"name":"Kortos Diamond","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-675"},{"primary_source_category":"Adventure Paths","usage":"worn necklace","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","school":"transmutation","trait":["Arcane","Artifact","Invested","Transmutation","Unique"],"id":"equipment-676","text":"<title level=\"1\" right=\"Item 25\" pfs=\"\" > Tears of the Last Azlanti May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 69 Usage worn necklace Bulk L --- This gold necklace sports six bails, each with a different aeon stone . The backside of each bail is engraved with a single ancient Azlanti rune: Patience, Remembrance, Resilience, Tenacity, Wisdom, Invention. While a bail is active, you recall pieces of childhood memories, brief stories and lessons spoken to you by Aroden. The knowledge imparted by each bail carries a specific power but also allows you to access the invested and resonant powers of the aeon stone in the active bail's slot as though the stone orbited your head. Each day at dawn, a new bail becomes active; roll 1d6 to determine which bail is active, determined by the table below. Only one bail can be active at any time. Once per day, you can attempt to exchange the aeon stone in a given bail for another aeon stone with a successful DC 35 Arcana check. ## D6 Bail Default Aeon Stone 1 Patience Gold nodule Active Power : Telepathy with a range of 100 feet 2 Remembrance Tourmaline sphere Active Power : Cast hypercognition at will 3 Resilience Clear spindle Active Power : Worn armor gains the antimagic property rune 4 Tenacity Pink rhomboid Active Power : Wielded weapons gain the vorpal property rune 5 Wisdom Orange prism Active Power : Skill checks for downtime activities or to Recall Knowledge are one degree of success higher 6 Invention Lavender and green ellipsoid Active Power : You can craft items up to 5 levels higher than your actual level Destruction The memories and lessons that echo through the Tears of the Last Azlanti give clues about steps needed to destroy the artifact. After you have gained the power of each of the six aeon stones at least once, you are granted visions of six locations across Golarion. At each of these locations, you must replace one of the necklace's aeon stones with a dull gray aeon stone . Once the final stone is replaced, the powers of the necklace are drawn into its new stones. These stones become pieces of throneglass, and the chain and bails disintegrate.\n","skill_mod":{},"summary":"This gold necklace sports six bails, each with a different aeon stone . The backside of each bail is engraved with a single ancient Azlanti …","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Tradition","Monster","Equipment","School","Rarity"],"level":25,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=676","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Tears of the Last Azlanti","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-676"},{"skill_mod":{},"summary":"A brass ear is a short, flared tube with one end narrow enough to comfortably fit against the ear canal. When using a brass ear to listen through a …","primary_source":"Advanced Player's Guide","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=677","weakness":{},"price":100,"name":"Brass Ear","id":"equipment-677","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Brass Ear Source Advanced Player's Guide pg. 249 Price 1 gp Hands 1 --- A brass ear is a short, flared tube with one end narrow enough to comfortably fit against the ear canal. When using a brass ear to listen through a door, window, thin wall, or similar barrier, if the barrier would normally increase the DC of your Perception check to hear sounds on the other side, the DC increases by only half as much as normal.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-677"},{"skill_mod":{},"summary":"This leather sheath is large enough to hold an item of up to light Bulk and is typically used for daggers , wands , thieves' tools , and similar …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=678","weakness":{},"price":2500,"skill":["Stealth"],"name":"Concealed Sheath","id":"equipment-678","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Concealed Sheath Source Advanced Player's Guide pg. 249 Price 25 gp --- This leather sheath is large enough to hold an item of up to light Bulk and is typically used for daggers, wands, thieves' tools, and similar objects. You can affix it to the inside of a boot, under a bracer or sleeve, or in other inconspicuous locations to gain a +1 item bonus to Stealth checks and DCs to hide or conceal the item within.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-678"},{"skill_mod":{},"summary":"This leather satchel contains empty vials, a pair of tweezers, a supply of small linen cloths, a set of brass calipers and a knotted string for …","primary_source":"Advanced Player's Guide","hands":"2","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=679","weakness":{},"price":2500,"name":"Detective's Kit","id":"equipment-679","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Detective's Kit Source Advanced Player's Guide pg. 249 Price 25 gp Hands 2 Bulk 1 --- This leather satchel contains empty vials, a pair of tweezers, a supply of small linen cloths, a set of brass calipers and a knotted string for measuring distances, several pieces of chalk, a pen, and a blank notebook for keeping notes. Every component of a detective's kit is of exceeding quality, and thus a detective's kit adds a +1 item bonus to checks to investigate a crime scene, a clue, or similar details. Like other tool kits, a detective's kit uses one hand if wearing the kit and two hands otherwise.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-679"},{"skill_mod":{},"summary":"You can pull a dueling cape you're wearing from your shoulder and wrap it around your arm with an Interact action. While wielding the dueling cape …","primary_source":"Advanced Player's Guide","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=680","weakness":{},"price":50,"name":"Dueling Cape","id":"equipment-680","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Dueling Cape Source Advanced Player's Guide pg. 249 Price 5 sp Hands 1 Bulk L --- You can pull a dueling cape you're wearing from your shoulder and wrap it around your arm with an Interact action. While wielding the dueling cape this way, the cape uses that arm and hand, and you can't hold anything else in that hand. While you do so, you can spend an action to hold it in a protective position, giving you a +1 circumstance bonus to AC and to Deception checks to Feint until the start of your next turn.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-680"},{"skill_mod":{},"summary":"You can use a net either on its own or attached to a rope. When attached to a rope, you can use the net to Grapple a Medium or smaller creature up …","primary_source":"Advanced Player's Guide","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=681","weakness":{},"price":100,"name":"Net","id":"equipment-681","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Net Source Advanced Player's Guide pg. 249 Price 1 gp Hands 2 Bulk 1 --- You can use a net either on its own or attached to a rope. When attached to a rope, you can use the net to Grapple a Medium or smaller creature up to 10 feet away (instead of only adjacent creatures). You can continue to Grapple to keep your hold on the target so long as the target remains within 10 feet and you continue to hold the net. The grabbed creature gains a +2 circumstance bonus to Escape unless you are adjacent to them, and it can attempt a DC 16 Athletics check to Force Open the net entirely. Once the target is no longer grabbed, the net is unwieldy until refolded as a Concentrate action that requires two hands; if used without being refolded, Grapple checks made with the net take a –2 penalty. When the net is unattached, you can attempt a ranged attack roll against a Medium or smaller creature within 20 feet. On a hit, the target is flat-footed and takes a –10- foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also immobilized until it Escapes. The Escape DC is 16. A creature adjacent to the target can Interact to remove the net.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-681"},{"skill_mod":{},"summary":"You can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the …","primary_source":"Advanced Player's Guide","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=682","weakness":{},"price":50,"name":"Parrying Scabbard","id":"equipment-682","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Parrying Scabbard Source Advanced Player's Guide pg. 249 Price 5 sp Hands 1 Bulk L --- You can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the scabbard in your other. A parrying scabbard can be used for your defense much like a weapon with the parry trait: you can spend an action to position it defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Parrying scabbards are available for any sword that can be wielded in one hand.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-682"},{"skill_mod":{},"summary":"This is a 2-foot-long tube with two angled mirrors, one at each end. When the mirrors are aligned correctly, you can look around obstacles while …","primary_source":"Advanced Player's Guide","hands":"2","primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=683","weakness":{},"price":2500,"name":"Periscope","id":"equipment-683","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Periscope Source Advanced Player's Guide pg. 249 Price 25 gp Hands 2 Bulk L --- This is a 2-foot-long tube with two angled mirrors, one at each end. When the mirrors are aligned correctly, you can look around obstacles while remaining behind cover. This doesn't provide a sufficient line of effect to target creatures around corners.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-683"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Poison","Splash"],"id":"equipment-684","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Blight Bomb Source Advanced Player's Guide pg. 252 Usage held in 1 hand Bulk L Activate Single Action Strike --- Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage, persistent poison damage, and splash damage. Many types grant an item bonus to attack rolls.\n","skill_mod":{},"summary":"Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage, persistent poison damage , and splash …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=684","name":"Blight Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-684"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Athletics","Athletics","Athletics"],"trait":["Alchemical","Bomb","Consumable","Earth","Splash"],"id":"equipment-685","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Crystal Shards Source Advanced Player's Guide pg. 252 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask holds a pressurized red-brown gas flecked with bits of sublimated crystal. You gain the listed item bonus to attack rolls. When the bomb explodes, it deals the listed piercing damage and piercing splash damage as the mixture suddenly turns into solid crystals flying at high speeds. Surfaces in the splash area grow brittle, gleaming red crystals that crumble to dust after 1 minute. The crystals on level surfaces are caltrops. The crystals on vertical surfaces can be used briefly as handholds, granting the listed item bonus to the next Athletics check to Climb each space. The crystals in each space crumble after the creature leaves, whether Climbing or moving through the caltrops.\n","element":["Earth"],"skill_mod":{},"summary":"This flask holds a pressurized red-brown gas flecked with bits of sublimated crystal. You gain the listed item bonus to attack rolls. When the bomb …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon","Elemental","Planar","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=685","name":"Crystal Shards","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-685"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Emotion","Fear","Mental","Poison","Splash"],"id":"equipment-686","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Dread Ampoule Source Advanced Player's Guide pg. 253 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage. On a hit, the target becomes frightened 1, or frightened 2 on a critical hit. Many types also grant an item bonus to attack rolls.\n","skill_mod":{},"summary":"This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=686","name":"Dread Ampoule","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-686"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Positive","Splash","Vitality"],"id":"equipment-687","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Ghost Charge Source Advanced Player's Guide pg. 253 Usage held in 1 hand Bulk L Activate Single Action Strike --- These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed positive damage and splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next turn. Many types grant an item bonus to attack rolls.\n","skill_mod":{},"summary":"These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon","Energy","Planar","Creature Type","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=687","name":"Ghost Charge","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-687"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-688","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Drakeheart Mutagen Source Advanced Player's Guide pg. 253 Usage held in 1 hand Bulk L Activate Single Action Interact --- Your skin grows tough scales like a drake, your eyesight become sharp and your pupils slitted, and your limbs grow wiry and quick, but your mind and reflexes become slow. Benefit You gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to Perception checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus. You also gain the Final Surge action. Activate Single Action Final Surge; Effect You Stride twice. The drakeheart mutagen's duration ends. Drawback You take a –1 penalty to Will saves, Reflex saves, and all skill checks to Recall Knowledge.\n","skill_mod":{},"summary":"Your skin grows tough scales like a drake , your eyesight become sharp and your pupils slitted, and your limbs grow wiry and quick, but your mind …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=688","name":"Drakeheart Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-688"},{"remaster_name":["Bottled Catharsis"],"item_child_id":["equipment-689-684","equipment-689-685","equipment-689-686","equipment-689-687"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-689","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Focus Cathartic Source Advanced Player's Guide pg. 253 Usage held in 1 hand Bulk L Activate Single Action Interact --- Focus briefly calms your neurons, helping ease mental effects. When you drink this elixir, the elixir attempts a counteract check with the listed counteract modifier to remove the confused or stupefied condition from a single source, using the source of that condition to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Focus Cathartic (Lesser) Source Advanced Player's Guide pg. 254 Price 5 gp Bulk L --- The serum has a +6 counteract modifier. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Focus Cathartic (Moderate) Source Advanced Player's Guide pg. 254 Price 15 gp Bulk L --- The serum has a +8 counteract modifier. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Focus Cathartic (Greater) Source Advanced Player's Guide pg. 254 Price 325 gp Bulk L --- The serum has a +19 counteract modifier. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Focus Cathartic (Major) Source Advanced Player's Guide pg. 254 Price 3,250 gp Bulk L --- The serum has a +28 counteract modifier.","skill_mod":{},"summary":"Focus briefly calms your neurons, helping ease mental effects. When you drink this elixir, the elixir attempts a counteract check with the listed …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=689","name":"Focus Cathartic","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-689"},{"remaster_name":["Bottled Catharsis"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-689","weakness":{},"price":500,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-689-684","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Focus Cathartic Source Advanced Player's Guide pg. 253 Usage held in 1 hand Bulk L Activate Single Action Interact --- Focus briefly calms your neurons, helping ease mental effects. When you drink this elixir, the elixir attempts a counteract check with the listed counteract modifier to remove the confused or stupefied condition from a single source, using the source of that condition to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Focus Cathartic (Lesser) Source Advanced Player's Guide pg. 254 Price 5 gp Bulk L --- The serum has a +6 counteract modifier. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Focus Cathartic (Moderate) Source Advanced Player's Guide pg. 254 Price 15 gp Bulk L --- The serum has a +8 counteract modifier. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Focus Cathartic (Greater) Source Advanced Player's Guide pg. 254 Price 325 gp Bulk L --- The serum has a +19 counteract modifier. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Focus Cathartic (Major) Source Advanced Player's Guide pg. 254 Price 3,250 gp Bulk L --- The serum has a +28 counteract modifier.","skill_mod":{},"summary":"The serum has a +6 counteract modifier.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=689","name":"Focus Cathartic (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-689-684"},{"remaster_name":["Bottled Catharsis"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-689","weakness":{},"price":1500,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-689-685","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Focus Cathartic Source Advanced Player's Guide pg. 253 Usage held in 1 hand Bulk L Activate Single Action Interact --- Focus briefly calms your neurons, helping ease mental effects. When you drink this elixir, the elixir attempts a counteract check with the listed counteract modifier to remove the confused or stupefied condition from a single source, using the source of that condition to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Focus Cathartic (Lesser) Source Advanced Player's Guide pg. 254 Price 5 gp Bulk L --- The serum has a +6 counteract modifier. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Focus Cathartic (Moderate) Source Advanced Player's Guide pg. 254 Price 15 gp Bulk L --- The serum has a +8 counteract modifier. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Focus Cathartic (Greater) Source Advanced Player's Guide pg. 254 Price 325 gp Bulk L --- The serum has a +19 counteract modifier. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Focus Cathartic (Major) Source Advanced Player's Guide pg. 254 Price 3,250 gp Bulk L --- The serum has a +28 counteract modifier.","skill_mod":{},"summary":"The serum has a +8 counteract modifier.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=689","name":"Focus Cathartic (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-689-685"},{"remaster_name":["Bottled Catharsis"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-689","weakness":{},"price":32500,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-689-686","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Focus Cathartic Source Advanced Player's Guide pg. 253 Usage held in 1 hand Bulk L Activate Single Action Interact --- Focus briefly calms your neurons, helping ease mental effects. When you drink this elixir, the elixir attempts a counteract check with the listed counteract modifier to remove the confused or stupefied condition from a single source, using the source of that condition to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Focus Cathartic (Lesser) Source Advanced Player's Guide pg. 254 Price 5 gp Bulk L --- The serum has a +6 counteract modifier. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Focus Cathartic (Moderate) Source Advanced Player's Guide pg. 254 Price 15 gp Bulk L --- The serum has a +8 counteract modifier. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Focus Cathartic (Greater) Source Advanced Player's Guide pg. 254 Price 325 gp Bulk L --- The serum has a +19 counteract modifier. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Focus Cathartic (Major) Source Advanced Player's Guide pg. 254 Price 3,250 gp Bulk L --- The serum has a +28 counteract modifier.","skill_mod":{},"summary":"The serum has a +19 counteract modifier.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=689","name":"Focus Cathartic (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-689-686"},{"remaster_name":["Bottled Catharsis"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-689","weakness":{},"price":325000,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-689-687","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Focus Cathartic Source Advanced Player's Guide pg. 253 Usage held in 1 hand Bulk L Activate Single Action Interact --- Focus briefly calms your neurons, helping ease mental effects. When you drink this elixir, the elixir attempts a counteract check with the listed counteract modifier to remove the confused or stupefied condition from a single source, using the source of that condition to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Focus Cathartic (Lesser) Source Advanced Player's Guide pg. 254 Price 5 gp Bulk L --- The serum has a +6 counteract modifier. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Focus Cathartic (Moderate) Source Advanced Player's Guide pg. 254 Price 15 gp Bulk L --- The serum has a +8 counteract modifier. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Focus Cathartic (Greater) Source Advanced Player's Guide pg. 254 Price 325 gp Bulk L --- The serum has a +19 counteract modifier. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Focus Cathartic (Major) Source Advanced Player's Guide pg. 254 Price 3,250 gp Bulk L --- The serum has a +28 counteract modifier.","skill_mod":{},"summary":"The serum has a +28 counteract modifier.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=689","name":"Focus Cathartic (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-689-687"},{"item_child_id":["equipment-690-688","equipment-690-689"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-690","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Olfactory Obfuscator Source Advanced Player's Guide pg. 254 Usage held in 1 hand Bulk L Activate Single Action Interact --- This frothing fluid causes the drinker's body to exude trace odor-absorbing oils. For the listed duration after drinking this elixir, your scent is nearly unnoticeable. Creatures with imprecise scent don't detect you with that sense unless they Seek for you, and you are concealed from creatures that perceive you with precise scent. You gain a +4 item bonus against attempts to Seek you by creatures using only scent-based senses; if they use any other senses as well, the bonus doesn't apply. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Olfactory Obfuscator Source Advanced Player's Guide pg. 254 Price 9 gp Bulk L --- The duration is 10 minutes. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Olfactory Obfuscator (Greater) Source Advanced Player's Guide pg. 254 Price 225 gp Bulk L --- The duration is 8 hours.","skill_mod":{},"summary":"This frothing fluid causes the drinker's body to exude trace odor-absorbing oils. For the listed duration after drinking this elixir, your scent is …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=690","name":"Olfactory Obfuscator","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-690"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-690","weakness":{},"price":900,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-690-688","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Olfactory Obfuscator Source Advanced Player's Guide pg. 254 Usage held in 1 hand Bulk L Activate Single Action Interact --- This frothing fluid causes the drinker's body to exude trace odor-absorbing oils. For the listed duration after drinking this elixir, your scent is nearly unnoticeable. Creatures with imprecise scent don't detect you with that sense unless they Seek for you, and you are concealed from creatures that perceive you with precise scent. You gain a +4 item bonus against attempts to Seek you by creatures using only scent-based senses; if they use any other senses as well, the bonus doesn't apply. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Olfactory Obfuscator Source Advanced Player's Guide pg. 254 Price 9 gp Bulk L --- The duration is 10 minutes. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Olfactory Obfuscator (Greater) Source Advanced Player's Guide pg. 254 Price 225 gp Bulk L --- The duration is 8 hours.","skill_mod":{},"summary":"The duration is 10 minutes.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=690","name":"Olfactory Obfuscator","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-690-688"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-690","weakness":{},"price":22500,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-690-689","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Olfactory Obfuscator Source Advanced Player's Guide pg. 254 Usage held in 1 hand Bulk L Activate Single Action Interact --- This frothing fluid causes the drinker's body to exude trace odor-absorbing oils. For the listed duration after drinking this elixir, your scent is nearly unnoticeable. Creatures with imprecise scent don't detect you with that sense unless they Seek for you, and you are concealed from creatures that perceive you with precise scent. You gain a +4 item bonus against attempts to Seek you by creatures using only scent-based senses; if they use any other senses as well, the bonus doesn't apply. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Olfactory Obfuscator Source Advanced Player's Guide pg. 254 Price 9 gp Bulk L --- The duration is 10 minutes. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Olfactory Obfuscator (Greater) Source Advanced Player's Guide pg. 254 Price 225 gp Bulk L --- The duration is 8 hours.","skill_mod":{},"summary":"The duration is 8 hours.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=690","name":"Olfactory Obfuscator (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-690-689"},{"remaster_name":["Surging Serum"],"item_child_id":["equipment-691-690","equipment-691-691","equipment-691-692","equipment-691-693"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-691","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Sinew-Shock Serum Source Advanced Player's Guide pg. 254 Usage held in 1 hand Bulk L Activate Single Action Interact --- This serum jolts the body to help shake off physical debilitations. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the clumsy or enfeebled condition from a single source, using the source of that condition to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Sinew-Shock Serum (Lesser) Source Advanced Player's Guide pg. 254 Price 5 gp Bulk L --- The serum has a +6 modifier for the roll. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sinew-Shock Serum (Moderate) Source Advanced Player's Guide pg. 254 Price 15 gp Bulk L --- The serum has a +8 modifier for the roll. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sinew-Shock Serum (Greater) Source Advanced Player's Guide pg. 254 Price 325 gp Bulk L --- The serum has a +19 modifier for the roll. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sinew-Shock Serum (Major) Source Advanced Player's Guide pg. 254 Price 3,250 gp Bulk L --- The serum has a +28 modifier for the roll.","skill_mod":{},"summary":"This serum jolts the body to help shake off physical debilitations. When you drink this elixir, it attempts a counteract check with the listed …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=691","name":"Sinew-Shock Serum","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-691"},{"remaster_name":["Surging Serum"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-691","weakness":{},"price":500,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-691-690","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Sinew-Shock Serum Source Advanced Player's Guide pg. 254 Usage held in 1 hand Bulk L Activate Single Action Interact --- This serum jolts the body to help shake off physical debilitations. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the clumsy or enfeebled condition from a single source, using the source of that condition to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Sinew-Shock Serum (Lesser) Source Advanced Player's Guide pg. 254 Price 5 gp Bulk L --- The serum has a +6 modifier for the roll. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sinew-Shock Serum (Moderate) Source Advanced Player's Guide pg. 254 Price 15 gp Bulk L --- The serum has a +8 modifier for the roll. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sinew-Shock Serum (Greater) Source Advanced Player's Guide pg. 254 Price 325 gp Bulk L --- The serum has a +19 modifier for the roll. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sinew-Shock Serum (Major) Source Advanced Player's Guide pg. 254 Price 3,250 gp Bulk L --- The serum has a +28 modifier for the roll.","skill_mod":{},"summary":"The serum has a +6 modifier for the roll.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=691","name":"Sinew-Shock Serum (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-691-690"},{"remaster_name":["Surging Serum"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-691","weakness":{},"price":1500,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-691-691","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Sinew-Shock Serum Source Advanced Player's Guide pg. 254 Usage held in 1 hand Bulk L Activate Single Action Interact --- This serum jolts the body to help shake off physical debilitations. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the clumsy or enfeebled condition from a single source, using the source of that condition to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Sinew-Shock Serum (Lesser) Source Advanced Player's Guide pg. 254 Price 5 gp Bulk L --- The serum has a +6 modifier for the roll. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sinew-Shock Serum (Moderate) Source Advanced Player's Guide pg. 254 Price 15 gp Bulk L --- The serum has a +8 modifier for the roll. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sinew-Shock Serum (Greater) Source Advanced Player's Guide pg. 254 Price 325 gp Bulk L --- The serum has a +19 modifier for the roll. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sinew-Shock Serum (Major) Source Advanced Player's Guide pg. 254 Price 3,250 gp Bulk L --- The serum has a +28 modifier for the roll.","skill_mod":{},"summary":"The serum has a +8 modifier for the roll.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=691","name":"Sinew-Shock Serum (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-691-691"},{"remaster_name":["Surging Serum"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-691","weakness":{},"price":32500,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-691-692","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Sinew-Shock Serum Source Advanced Player's Guide pg. 254 Usage held in 1 hand Bulk L Activate Single Action Interact --- This serum jolts the body to help shake off physical debilitations. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the clumsy or enfeebled condition from a single source, using the source of that condition to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Sinew-Shock Serum (Lesser) Source Advanced Player's Guide pg. 254 Price 5 gp Bulk L --- The serum has a +6 modifier for the roll. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sinew-Shock Serum (Moderate) Source Advanced Player's Guide pg. 254 Price 15 gp Bulk L --- The serum has a +8 modifier for the roll. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sinew-Shock Serum (Greater) Source Advanced Player's Guide pg. 254 Price 325 gp Bulk L --- The serum has a +19 modifier for the roll. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sinew-Shock Serum (Major) Source Advanced Player's Guide pg. 254 Price 3,250 gp Bulk L --- The serum has a +28 modifier for the roll.","skill_mod":{},"summary":"The serum has a +19 modifier for the roll.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=691","name":"Sinew-Shock Serum (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-691-692"},{"remaster_name":["Surging Serum"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-691","weakness":{},"price":325000,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-691-693","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Sinew-Shock Serum Source Advanced Player's Guide pg. 254 Usage held in 1 hand Bulk L Activate Single Action Interact --- This serum jolts the body to help shake off physical debilitations. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the clumsy or enfeebled condition from a single source, using the source of that condition to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Sinew-Shock Serum (Lesser) Source Advanced Player's Guide pg. 254 Price 5 gp Bulk L --- The serum has a +6 modifier for the roll. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sinew-Shock Serum (Moderate) Source Advanced Player's Guide pg. 254 Price 15 gp Bulk L --- The serum has a +8 modifier for the roll. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sinew-Shock Serum (Greater) Source Advanced Player's Guide pg. 254 Price 325 gp Bulk L --- The serum has a +19 modifier for the roll. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sinew-Shock Serum (Major) Source Advanced Player's Guide pg. 254 Price 3,250 gp Bulk L --- The serum has a +28 modifier for the roll.","skill_mod":{},"summary":"The serum has a +28 modifier for the roll.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=691","name":"Sinew-Shock Serum (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-691-693"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 36 Fortitude","price":145000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-692","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Cerulean Scourge Source Advanced Player's Guide pg. 254 Price 1,450 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Made from a carefully distilled blend of serpentine hemotoxins, the fast-acting cerulean scourge is infamous for transforming the blood vessels near the original wound, which glow with a bright blue light before painfully bursting. Saving Throw DC 36 Fortitude; Maximum Duration 6 rounds; Stage 1 9d6 poison damage (1 round); Stage 2 12d6 poison damage (1 round); Stage 3 15d6 poison damage (1 round)\n","skill_mod":{},"summary":"Made from a carefully distilled blend of serpentine hemotoxins, the fast-acting cerulean scourge is infamous for transforming the blood vessels near …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=692","stage":["9d6 poison damage (1 round)","12d6 poison damage (1 round)","15d6 poison damage (1 round)"],"name":"Cerulean Scourge","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-692"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 20 Fortitude","price":1500,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-693","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Leadenleg Source Advanced Player's Guide pg. 254 Price 15 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Once injected, this synthetic toxin sinks into the extremities, numbing them nearly to paralysis. Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and –5-foot status penalty to all Speeds (1 round); Stage 2 2d6 poison damage and –10-foot status penalty to all Speeds (1 round); Stage 3 2d6 poison damage and –20-foot status penalty to all Speeds (1 round)\n","skill_mod":{},"summary":"Once injected, this synthetic toxin sinks into the extremities, numbing them nearly to paralysis. Saving Throw DC 20 Fortitude; Maximum Duration …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=693","stage":["1d10 poison damage and –5-foot status penalty to all Speeds (1 round)","2d6 poison damage and –10-foot status penalty to all Speeds (1 round)","2d6 poison damage and –20-foot status penalty to all Speeds (1 round)"],"name":"Leadenleg","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-693"},{"item_child_id":["equipment-694-694","equipment-694-695","equipment-694-696"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Survival","Survival","Survival"],"trait":["Alchemical","Consumable"],"id":"equipment-694","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bloodhound Mask Source Advanced Player's Guide pg. 254 Usage held in 1 hand Bulk L Activate Single Action Interact --- This wide, single-use mask is designed to be slipped over your mouth and nose and its alchemical filter activated all with one hand. Once activated, the mask sharpens odors, giving you imprecise scent with the listed range. You can't wear other masks while you're wearing a bloodhound mask. When you use Survival to Track a creature by its scent, your proficiency bonus is equal to your level even if you're untrained, and the mask grants you the listed item bonus to your Survival check. The GM sets the Survival DC based on the area's ability to hold scent rather than on visual clues, as normal for using scent. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bloodhound Mask (Lesser) Source Advanced Player's Guide pg. 254 Price 6 gp Bulk L --- The range is 15 feet, the item bonus is +1, and the duration is 10 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bloodhound Mask (Moderate) Source Advanced Player's Guide pg. 254 Price 40 gp Bulk L --- The range is 30 feet, the item bonus is +2, and the duration is 1 hour. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bloodhound Mask (Greater) Source Advanced Player's Guide pg. 254 Price 250 gp Bulk L --- The range is 60 feet, the item bonus is +3, and the duration is 8 hours.","skill_mod":{},"summary":"This wide, single-use mask is designed to be slipped over your mouth and nose and its alchemical filter activated all with one hand. Once activated, …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=694","name":"Bloodhound Mask","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-694"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-694","weakness":{},"price":600,"skill":["Survival"],"trait":["Alchemical","Consumable"],"id":"equipment-694-694","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bloodhound Mask Source Advanced Player's Guide pg. 254 Usage held in 1 hand Bulk L Activate Single Action Interact --- This wide, single-use mask is designed to be slipped over your mouth and nose and its alchemical filter activated all with one hand. Once activated, the mask sharpens odors, giving you imprecise scent with the listed range. You can't wear other masks while you're wearing a bloodhound mask. When you use Survival to Track a creature by its scent, your proficiency bonus is equal to your level even if you're untrained, and the mask grants you the listed item bonus to your Survival check. The GM sets the Survival DC based on the area's ability to hold scent rather than on visual clues, as normal for using scent. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bloodhound Mask (Lesser) Source Advanced Player's Guide pg. 254 Price 6 gp Bulk L --- The range is 15 feet, the item bonus is +1, and the duration is 10 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bloodhound Mask (Moderate) Source Advanced Player's Guide pg. 254 Price 40 gp Bulk L --- The range is 30 feet, the item bonus is +2, and the duration is 1 hour. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bloodhound Mask (Greater) Source Advanced Player's Guide pg. 254 Price 250 gp Bulk L --- The range is 60 feet, the item bonus is +3, and the duration is 8 hours.","skill_mod":{},"summary":"The range is 15 feet, the item bonus is +1, and the duration is 10 minutes.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=694","name":"Bloodhound Mask (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-694-694"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-694","weakness":{},"price":4000,"skill":["Survival","Survival"],"trait":["Alchemical","Consumable"],"id":"equipment-694-695","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bloodhound Mask Source Advanced Player's Guide pg. 254 Usage held in 1 hand Bulk L Activate Single Action Interact --- This wide, single-use mask is designed to be slipped over your mouth and nose and its alchemical filter activated all with one hand. Once activated, the mask sharpens odors, giving you imprecise scent with the listed range. You can't wear other masks while you're wearing a bloodhound mask. When you use Survival to Track a creature by its scent, your proficiency bonus is equal to your level even if you're untrained, and the mask grants you the listed item bonus to your Survival check. The GM sets the Survival DC based on the area's ability to hold scent rather than on visual clues, as normal for using scent. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bloodhound Mask (Lesser) Source Advanced Player's Guide pg. 254 Price 6 gp Bulk L --- The range is 15 feet, the item bonus is +1, and the duration is 10 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bloodhound Mask (Moderate) Source Advanced Player's Guide pg. 254 Price 40 gp Bulk L --- The range is 30 feet, the item bonus is +2, and the duration is 1 hour. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bloodhound Mask (Greater) Source Advanced Player's Guide pg. 254 Price 250 gp Bulk L --- The range is 60 feet, the item bonus is +3, and the duration is 8 hours.","skill_mod":{},"summary":"The range is 30 feet, the item bonus is +2, and the duration is 1 hour.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=694","name":"Bloodhound Mask (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-694-695"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-694","weakness":{},"price":25000,"trait":["Alchemical","Consumable"],"id":"equipment-694-696","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bloodhound Mask Source Advanced Player's Guide pg. 254 Usage held in 1 hand Bulk L Activate Single Action Interact --- This wide, single-use mask is designed to be slipped over your mouth and nose and its alchemical filter activated all with one hand. Once activated, the mask sharpens odors, giving you imprecise scent with the listed range. You can't wear other masks while you're wearing a bloodhound mask. When you use Survival to Track a creature by its scent, your proficiency bonus is equal to your level even if you're untrained, and the mask grants you the listed item bonus to your Survival check. The GM sets the Survival DC based on the area's ability to hold scent rather than on visual clues, as normal for using scent. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bloodhound Mask (Lesser) Source Advanced Player's Guide pg. 254 Price 6 gp Bulk L --- The range is 15 feet, the item bonus is +1, and the duration is 10 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bloodhound Mask (Moderate) Source Advanced Player's Guide pg. 254 Price 40 gp Bulk L --- The range is 30 feet, the item bonus is +2, and the duration is 1 hour. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bloodhound Mask (Greater) Source Advanced Player's Guide pg. 254 Price 250 gp Bulk L --- The range is 60 feet, the item bonus is +3, and the duration is 8 hours.","skill_mod":{},"summary":"The range is 60 feet, the item bonus is +3, and the duration is 8 hours.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=694","name":"Bloodhound Mask (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-694-696"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":300,"trait":["Alchemical","Consumable"],"id":"equipment-695","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Forensic Dye Source Advanced Player's Guide pg. 254 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Activating this vial of colorless liquid requires inserting a small amount of another chemical or material, such as blood or mud. The vial reacts rapidly, transforming into a murky, reddish-brown substance. Once activated, the dye remains potent for up to 10 minutes, during which time you can spend 1 minute to brush it onto a single object of up to 1 Bulk or across the ground in a single 5-foot square. Where the dye comes in contact with an exact match for the activating chemical, it takes on a bright blue hue, while staying transparent in areas where there is no activating component present.\n","skill_mod":{},"summary":"Activating this vial of colorless liquid requires inserting a small amount of another chemical or material, such as blood or mud. The vial reacts …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=695","name":"Forensic Dye","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-695"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":300,"trait":["Alchemical","Consumable"],"id":"equipment-696","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Ghost Ink Source Advanced Player's Guide pg. 255 Price 3 gp Usage held in 1 hand Bulk L Activate 10 minutes (Interact) --- This pale-blue ink dries rapidly, becoming fully transparent 1 minute after application. The ink glows red when exposed to heat, such as that from a torch or other open flame. This glow lasts only as long as the ink is exposed to heat, after which the ink becomes invisible again. The crafter of the ghost ink can alter the formula slightly to instead make the ink sensitive to sunlight, starlight, magical light, or heatless light created by an alchemical effect such as a sunrod. While the text isn't glowing, a creature closely examining a surface marked with ghost ink can detect the presence of the ink with a successful DC 25 Perception check. On a critical success, they can make out the ink well enough to use Society to Decipher Writing. One vial of ghost ink is sufficient to write a page worth of text.\n","skill_mod":{},"summary":"This pale-blue ink dries rapidly, becoming fully transparent 1 minute after application. The ink glows red when exposed to heat, such as that from a …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=696","name":"Ghost Ink","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-696"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":600,"trait":["Alchemical","Consumable"],"id":"equipment-697","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Origin Unguent Source Advanced Player's Guide pg. 255 Price 6 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This shimmering, violet unguent forms mild chemical bonds between objects with a matching composition. You apply the adhesive to two objects, or to an object and a creature. You can check if the two share an origin (such as if they were broken from the same whole, or if a poison sample or body part came from the same creature) by holding them together with the unguent between; if they match, the unguent becomes sticky.\n","skill_mod":{},"summary":"This shimmering, violet unguent forms mild chemical bonds between objects with a matching composition. You apply the adhesive to two objects, or to …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=697","name":"Origin Unguent","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-697"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":5500,"skill":["Medicine"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-698","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Skinstitch Salve Source Advanced Player's Guide pg. 255 Price 55 gp Usage held in 1 hand Bulk L --- This sticky salve stubbornly holds wounds closed and encourages swift natural healing. You can activate the salve in either of the following ways. Activate Single Action Interact; Effect You Administer First Aid without requiring healer's tools. You either gain a +2 item bonus to the Medicine check, or you can use the skinstitch salve's Medicine modifier of +13 instead of your own. Activate Free Action Interact; Trigger You Treat Wounds or use Battle Medicine; Effect You gain a +2 item bonus to the triggering Medicine check. If you roll a success on the Medicine check, you get a critical success instead.\n","skill_mod":{},"summary":"This sticky salve stubbornly holds wounds closed and encourages swift natural healing. You can activate the salve in either of the following ways. \r\n","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=698","name":"Skinstitch Salve","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-698"},{"remaster_name":["Everlasting Adhesive"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":5500,"trait":["Alchemical","Consumable"],"id":"equipment-699","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Sovereign Glue Source Advanced Player's Guide pg. 255 Price 55 gp Usage held in 1 hand Bulk L Activate 1 minute (Interact) --- This peculiar amber glue bonds two surfaces together almost inseparably. A single flask covers an area up to 1 square foot and must be used all at once to form a single bond between two surfaces. If the activation is interrupted, the bond fails and the glue is wasted. Once two surfaces are joined with sovereign glue, they can be separated only with a successful DC 50 Athletics check. The adhered objects tend to break before the glue does unless they're particularly durable, though a creature determined to separate the objects can break off the parts connected by the sovereign glue and later Repair the objects. Sovereign glue can affect creatures only if they are willing, and its bond can be harmlessly broken by carefully exfoliating the outermost layer of skin or waiting a short while for the skin to shed.\n","skill_mod":{},"summary":"This peculiar amber glue bonds two surfaces together almost inseparably. A single flask covers an area up to 1 square foot and must be used all at …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=699","name":"Sovereign Glue","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-699"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1400,"trait":["Alchemical","Consumable"],"id":"equipment-700","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Timeless Salts Source Advanced Player's Guide pg. 255 Price 14 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- You sprinkle these salts onto a single object up to 10 cubic feet in volume and no more than 40 Bulk to preserve it for 1 week. The object doesn't decay, and effects that require the object to be fresh don't count the time passing during this duration as having elapsed. When sprinkled on a corpse, this extends the period in which a creature can be revived by magic, as well as the wait time required before a corpse can be targeted again with talking corpse . The salts prevent ordinary pests from consuming the target (such as maggots for a corpse or moths for a piece of clothing). Any creature can use an Interact action to disperse the salts from an unattended object and end this effect.\n","skill_mod":{},"summary":"You sprinkle these salts onto a single object up to 10 cubic feet in volume and no more than 40 Bulk to preserve it for 1 week. The object doesn't …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=700","name":"Timeless Salts","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-700"},{"item_child_id":["equipment-701-697","equipment-701-698","equipment-701-699"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable"],"id":"equipment-701","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Universal Solvent Source Advanced Player's Guide pg. 255 Usage held in 1 hand Bulk L Activate Single Action Interact --- Originally formulated as a means of dissolving sovereign glue, this powerful solvent can break almost any adhesive's grip. As universal solvent is particularly effective against sovereign glue, it automatically dissolves sovereign glue. It attempts to counteract any other adhesives, such as tanglefoot bags , with a counteract modifier depending on the type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Universal Solvent (Moderate) Source Advanced Player's Guide pg. 255 Price 21 gp Bulk L --- The serum has a counteract modifier of +9. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Universal Solvent (Greater) Source Advanced Player's Guide pg. 255 Price 325 gp Bulk L --- The serum has a counteract modifier of +19. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Universal Solvent (Major) Source Advanced Player's Guide pg. 255 Price 3,250 gp Bulk L --- The serum has a counteract modifier of +28.","skill_mod":{},"summary":"Originally formulated as a means of dissolving sovereign glue, this powerful solvent can break almost any adhesive's grip. As universal solvent is …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=701","name":"Universal Solvent","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-701"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-701","weakness":{},"price":2100,"trait":["Alchemical","Consumable"],"id":"equipment-701-697","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Universal Solvent Source Advanced Player's Guide pg. 255 Usage held in 1 hand Bulk L Activate Single Action Interact --- Originally formulated as a means of dissolving sovereign glue, this powerful solvent can break almost any adhesive's grip. As universal solvent is particularly effective against sovereign glue, it automatically dissolves sovereign glue. It attempts to counteract any other adhesives, such as tanglefoot bags , with a counteract modifier depending on the type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Universal Solvent (Moderate) Source Advanced Player's Guide pg. 255 Price 21 gp Bulk L --- The serum has a counteract modifier of +9. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Universal Solvent (Greater) Source Advanced Player's Guide pg. 255 Price 325 gp Bulk L --- The serum has a counteract modifier of +19. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Universal Solvent (Major) Source Advanced Player's Guide pg. 255 Price 3,250 gp Bulk L --- The serum has a counteract modifier of +28.","skill_mod":{},"summary":"The serum has a counteract modifier of +9.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=701","name":"Universal Solvent (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-701-697"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-701","weakness":{},"price":32500,"trait":["Alchemical","Consumable"],"id":"equipment-701-698","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Universal Solvent Source Advanced Player's Guide pg. 255 Usage held in 1 hand Bulk L Activate Single Action Interact --- Originally formulated as a means of dissolving sovereign glue, this powerful solvent can break almost any adhesive's grip. As universal solvent is particularly effective against sovereign glue, it automatically dissolves sovereign glue. It attempts to counteract any other adhesives, such as tanglefoot bags , with a counteract modifier depending on the type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Universal Solvent (Moderate) Source Advanced Player's Guide pg. 255 Price 21 gp Bulk L --- The serum has a counteract modifier of +9. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Universal Solvent (Greater) Source Advanced Player's Guide pg. 255 Price 325 gp Bulk L --- The serum has a counteract modifier of +19. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Universal Solvent (Major) Source Advanced Player's Guide pg. 255 Price 3,250 gp Bulk L --- The serum has a counteract modifier of +28.","skill_mod":{},"summary":"The serum has a counteract modifier of +19.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=701","name":"Universal Solvent (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-701-698"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-701","weakness":{},"price":325000,"trait":["Alchemical","Consumable"],"id":"equipment-701-699","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Universal Solvent Source Advanced Player's Guide pg. 255 Usage held in 1 hand Bulk L Activate Single Action Interact --- Originally formulated as a means of dissolving sovereign glue, this powerful solvent can break almost any adhesive's grip. As universal solvent is particularly effective against sovereign glue, it automatically dissolves sovereign glue. It attempts to counteract any other adhesives, such as tanglefoot bags , with a counteract modifier depending on the type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Universal Solvent (Moderate) Source Advanced Player's Guide pg. 255 Price 21 gp Bulk L --- The serum has a counteract modifier of +9. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Universal Solvent (Greater) Source Advanced Player's Guide pg. 255 Price 325 gp Bulk L --- The serum has a counteract modifier of +19. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Universal Solvent (Major) Source Advanced Player's Guide pg. 255 Price 3,250 gp Bulk L --- The serum has a counteract modifier of +28.","skill_mod":{},"summary":"The serum has a counteract modifier of +28.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Equipment","Weapon"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=701","name":"Universal Solvent (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-701-699"},{"skill_mod":{},"summary":"You arrange a spiky cage of bones, particularly tough vegetation, or other material to spring up when disturbed. The snare deals 9d8 piercing damage …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=702","weakness":{},"price":90000,"name":"Engulfing Snare","trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-702","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Engulfing Snare Source Advanced Player's Guide pg. 256 Price 900 gp --- You arrange a spiky cage of bones, particularly tough vegetation, or other material to spring up when disturbed. The snare deals 9d8 piercing damage to the first creature to enter this square; that creature must attempt a DC 31 Reflex save. Critical Success The creature is unaffected. Success The creature is knocked aside by the snare's deployment, taking half damage, and is flat-footed until the end of its next turn. Failure The creature is captured by the cage, taking full damage and falling prone. It is immobilized while it remains within the cage. It can get free by Escaping (DC 31) or by destroying the cage (Hardness 5, HP 30, object immunities). Critical Failure As failure, but the creature takes double damage.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-702"},{"skill_mod":{},"summary":"Using bioluminescent matter or alchemical reagents, you rig a short-lived flare to a trip wire or pressure plate. When a Small or larger creature …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","Hazard","Sense"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=703","weakness":{},"price":500,"name":"Flare Snare","trait":["Consumable","Mechanical","Snare","Trap","Visual"],"id":"equipment-703","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Flare Snare Source Advanced Player's Guide pg. 256 Price 5 gp --- Using bioluminescent matter or alchemical reagents, you rig a short-lived flare to a trip wire or pressure plate. When a Small or larger creature enters the square, this flare shoots into the sky. To creatures with a clear view of the sky, this flare is visible from up to 2 miles away on a clear day or up to 5 miles away on a clear night.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-703"},{"skill_mod":{},"summary":"You position particularly foul substances to splash over a creature. The first creature to enter the square must attempt a DC 20 Fortitude saving …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","Hazard","Poison","Affliction"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=704","weakness":{},"price":4000,"name":"Nauseating Snare","trait":["Consumable","Mechanical","Poison","Snare","Trap"],"id":"equipment-704","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Nauseating Snare Source Advanced Player's Guide pg. 256 Price 40 gp --- You position particularly foul substances to splash over a creature. The first creature to enter the square must attempt a DC 20 Fortitude saving throw. Critical Success The creature is unaffected. Success The creature becomes sickened 1. Failure The creature becomes sickened 2. Critical Failure The creature becomes sickened 3.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-704"},{"skill_mod":{},"summary":"This snare snags a creature with its wicked metal hooks. The first creature to enter the square takes 5d8 piercing damage and 5d8 slashing damage, …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=705","weakness":{},"price":18000,"name":"Snagging Hook Snare","trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-705","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Snagging Hook Snare Source Advanced Player's Guide pg. 256 Price 180 gp --- This snare snags a creature with its wicked metal hooks. The first creature to enter the square takes 5d8 piercing damage and 5d8 slashing damage, with a DC 27 basic Reflex save. On a critical failure, the hooks piercing its flesh make the creature immobilized until it successfully Escapes (DC 27).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-705"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":700,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-706","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Antler Arrow Source Advanced Player's Guide pg. 256 Price 7 gp Ammunition arrow Activate Single Action Interact --- Creation of these arrows was inspired by an encounter with a horned archon scout who sought to peacefully restrain their foes. When an activated antler arrow hits a target, bone antlers extend to pin it down. The target must succeed at a DC 16 Reflex save or become stuck to the surface, taking the critical specialization effects of a bow. If the hit with the antler arrow is a critical hit and you have access to the bow critical specialization effect, the DC of the Athletics check increases to 15.\n","ammunition":"arrow","skill_mod":{},"summary":"Creation of these arrows was inspired by an encounter with a horned archon scout who sought to peacefully restrain their foes. When an activated …","primary_source":"Advanced Player's Guide","trait_group":["School","Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=706","name":"Antler Arrow","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-706"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":40000,"trait":["Consumable","Divine","Evocation","Magical","Talisman"],"id":"equipment-707","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Balisse Feather Source Advanced Player's Guide pg. 256 Price 400 gp Usage affixed to a weapon Activate Free Action envision Trigger You deal damage using the affixed weapon to a creature you have seen commit an evil act. --- This long, fire-red feather seems to catch flame every time the weapon it adorns strikes a purveyor of evil. When you activate the feather, the creature you damaged burns with holy light. The creature must succeed at a DC 29 Will save or take a –2 status penalty to AC and saving throws and reduce its resistances by 5. These effects last until the end of your next turn.\n","skill_mod":{},"summary":"This long, fire-red feather seems to catch flame every time the weapon it adorns strikes a purveyor of evil. When you activate the feather, the …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","Tradition","School","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You deal damage using the affixed weapon to a creature you have seen commit an evil act.","resistance":{},"url":"/Equipment.aspx?ID=707","name":"Balisse Feather","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-707"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":15000,"trait":["Consumable","Magical","Talisman","Transmutation","Visual"],"id":"equipment-708","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Basilisk Eye Source Advanced Player's Guide pg. 256 Price 150 gp Usage affixed to a shield Activate Free Action envision Trigger You Shield Block a melee attack with the affixed shield. --- This slimy green stone glows with a strong light whenever the shield it adorns blocks a melee attack. When the eye is activated, the attacker must succeed at a DC 25 Fortitude save or become slowed 1 for 1 minute as its body slowly stiffens in partial petrification.\n","skill_mod":{},"summary":"This slimy green stone glows with a strong light whenever the shield it adorns blocks a melee attack. When the eye is activated, the attacker must …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","Mechanics","School","Sense"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You Shield Block a melee attack with the affixed shield.","resistance":{},"url":"/Equipment.aspx?ID=708","name":"Basilisk Eye","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-708"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":200000,"trait":["Conjuration","Consumable","Divine","Uncommon"],"id":"equipment-709","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Candle of Invocation Source Advanced Player's Guide pg. 256 Price 2,000 gp Usage held in 1 hand Activate Single Action Interact --- This golden candle bears the symbol of a specific deity emblazoned on its surface, surrounded by the iconography of that deity's faith. Once lit, this candle burns for 1 hour, and it can't be extinguished. Characters who cast divine spells and worship the deity emblazoned on the candle can perform their daily preparations within 10 feet of the lit candle to gain two additional spell slots for the day, each at half the highest spell slot they possess (for example, 4th-level slots if the caster can cast 8th-level spells). Prepared casters must prepare spells in these spell slots as they do for all their other spell slots. A caster's additional spell slots from the candle are lost the next time that caster performs their daily preparations. No one can benefit from more than one candle of invocation in a day, but multiple characters can benefit from a single candle's effects.\n","skill_mod":{},"summary":"This golden candle bears the symbol of a specific deity emblazoned on its surface, surrounded by the iconography of that deity's faith. Once lit, …","primary_source":"Advanced Player's Guide","trait_group":["School","Equipment","Tradition","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=709","name":"Candle of Invocation","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-709"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":6000,"trait":["Consumable","Divination","Magical"],"id":"equipment-710","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Candle of Revealing Source Advanced Player's Guide pg. 257 Price 60 gp Usage held in 1 hand Activate Single Action Interact --- When lit, this black candle's eerie blue flame reveals the presence of invisible creatures. Within a 10-foot radius of the lit candle, creatures don't benefit from the invisible condition. Their bodies are outlined, not fully visible, so they are concealed. Once lit, the candle burns for 1 minute, after which the effect ends. If extinguished, it can't be relit.\n","skill_mod":{},"summary":"When lit, this black candle's eerie blue flame reveals the presence of invisible creatures. Within a 10-foot radius of the lit candle, creatures …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=710","name":"Candle of Revealing","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-710"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":7000,"trait":["Consumable","Evocation","Magical"],"id":"equipment-711","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Corrosive Ammunition Source Advanced Player's Guide pg. 257 Price 70 gp Ammunition any Activate Single Action Interact --- This peculiar ammunition is coated in yellow dust that leaves a stain on anything it touches. When activated corrosive ammunition hits a target, it dissolves across the target's armor. The armor takes 1d8 persistent acid damage that ignores the armor's Hardness; if the target isn't wearing armor, it takes the acid damage instead. This damage occurs at the end of the target's turns. The creature can end this effect by spending an Interact action to wipe off the corrosive dust, and otherwise the effect ends once the armor becomes broken.\n","ammunition":"any","skill_mod":{},"summary":"This peculiar ammunition is coated in yellow dust that leaves a stain on anything it touches. When activated corrosive ammunition hits a target, it …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=711","name":"Corrosive Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-711"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","trait":["Consumable","Magical","Necromancy","Uncommon"],"id":"equipment-712","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Dust of Corpse Animation Source Advanced Player's Guide pg. 257 Usage held in 2 hands Activate Two Actions Interact --- This black pouch contains what appears to be fine bone dust. Pouring the dust in a special pattern over a corpse turns it into an undead creature. The type of undead created depends on the condition of the corpse, resulting in either a skeleton or a zombie. If the undead's level would be greater than 3, the dust fails to animate it. The body must be of an appropriate size and type for the undead you wish to create—for example, you must sprinkle the dust on a horse's skeleton to animate a skeletal horse. If more than one undead in the level range is appropriate, such as skeletal guard or skeletal champion for a Medium humanoid skeleton, you choose. The animated undead has the minion trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The undead creature remains animated for 1 minute before collapsing back into its corpse form. As usual, you can have a maximum of four minions under your control.\n","skill_mod":{},"summary":"This black pouch contains what appears to be fine bone dust. Pouring the dust in a special pattern over a corpse turns it into an undead creature. …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=712","name":"Dust of Corpse Animation","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-712"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":2500,"trait":["Cold","Consumable","Evocation","Magical"],"id":"equipment-713","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Freezing Ammunition Source Advanced Player's Guide pg. 257 Price 25 gp Ammunition any Activate Single Action Interact --- This chilly ammunition is dark blue and cold to the touch. When activated freezing ammunition hits a target, the target must succeed at a DC 19 Fortitude save or be slowed 1 for 1 round by the intense cold (slowed 1 for 1 minute on a critical failure).\n","ammunition":"any","skill_mod":{},"summary":"This chilly ammunition is dark blue and cold to the touch. When activated freezing ammunition hits a target, the target must succeed at a DC 19 …","primary_source":"Advanced Player's Guide","trait_group":["Energy","Monster","Equipment","School","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=713","name":"Freezing Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-713"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":300,"skill":["Athletics","Thievery"],"trait":["Consumable","Magical","Potion","Transmutation"],"id":"equipment-714","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Gecko Potion Source Advanced Player's Guide pg. 257 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- A gecko potion is a sticky, tawny brown liquid with flecks of sand suspended in it. For 5 minutes after drinking this potion, your fingertips sprout thousands of microscopic, bristled hairs that cling to objects, granting you a +1 item bonus to Climb and Palm an Object, and to your Reflex DC against Disarm attempts.\n","skill_mod":{},"summary":"A gecko potion is a sticky, tawny brown liquid with flecks of sand suspended in it. For 5 minutes after drinking this potion, your fingertips sprout …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","Mechanics","School"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=714","name":"Gecko Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-714"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":35000,"trait":["Consumable","Magical","Necromancy","Negative","Void"],"id":"equipment-715","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Incense of Distilled Death Source Advanced Player's Guide pg. 257 Price 350 gp Usage held in 1 hand Activate Single Action Interact --- This black incense smells of fresh earth and ash. You activate the incense by lighting it, whereupon it fills a 10-foot emanation with oily smoke and potent negative energy. Undead creatures, including incorporeal undead, gain fast healing 4 while in the area; though this healing comes from negative energy, it doesn't negatively impact living creatures. Once lit, the incense burns for 1 minute, and it can't be extinguished.\n","skill_mod":{},"summary":"This black incense smells of fresh earth and ash. You activate the incense by lighting it, whereupon it fills a 10-foot emanation with oily smoke and …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","Mechanics","School","Energy","Planar","Creature Type"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=715","name":"Incense of Distilled Death","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-715"},{"remaster_name":["Oil of Dynamism"],"item_child_id":["equipment-716-702","equipment-716-703"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","trait":["Consumable","Magical","Oil","Transmutation","Uncommon"],"id":"equipment-716","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Oil of Object Animation Source Advanced Player's Guide pg. 258 Usage held in 2 hands Activate Two Actions Interact --- This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object of the same type. For example, sprinkling it on a statue makes an animated statue. If the animated object's level would be greater than 3, the oil struggles to animate it and ultimately fails. This animated object has the minion trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The object remains animated for 1 minute before falling inert. As usual, you can have a maximum of four minions under your control. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Oil of Object Animation Source Advanced Player's Guide pg. 258 Price 85 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Oil of Object Animation (Greater) Source Advanced Player's Guide pg. 258 Price 1,400 gp --- You can animate an object with a level of 11 or lower.","skill_mod":{},"summary":"This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object of the same type. …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=716","name":"Oil of Object Animation","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-716"},{"remaster_name":["Oil of Dynamism"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-716","weakness":{},"school":"transmutation","price":8500,"trait":["Consumable","Magical","Oil","Transmutation","Uncommon"],"id":"equipment-716-702","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Oil of Object Animation Source Advanced Player's Guide pg. 258 Usage held in 2 hands Activate Two Actions Interact --- This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object of the same type. For example, sprinkling it on a statue makes an animated statue. If the animated object's level would be greater than 3, the oil struggles to animate it and ultimately fails. This animated object has the minion trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The object remains animated for 1 minute before falling inert. As usual, you can have a maximum of four minions under your control. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Oil of Object Animation Source Advanced Player's Guide pg. 258 Price 85 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Oil of Object Animation (Greater) Source Advanced Player's Guide pg. 258 Price 1,400 gp --- You can animate an object with a level of 11 or lower.","skill_mod":{},"summary":"This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object of the same type. …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=716","name":"Oil of Object Animation","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-716-702"},{"remaster_name":["Oil of Dynamism"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-716","weakness":{},"school":"transmutation","price":140000,"trait":["Consumable","Magical","Oil","Transmutation","Uncommon"],"id":"equipment-716-703","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Oil of Object Animation Source Advanced Player's Guide pg. 258 Usage held in 2 hands Activate Two Actions Interact --- This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object of the same type. For example, sprinkling it on a statue makes an animated statue. If the animated object's level would be greater than 3, the oil struggles to animate it and ultimately fails. This animated object has the minion trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The object remains animated for 1 minute before falling inert. As usual, you can have a maximum of four minions under your control. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Oil of Object Animation Source Advanced Player's Guide pg. 258 Price 85 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Oil of Object Animation (Greater) Source Advanced Player's Guide pg. 258 Price 1,400 gp --- You can animate an object with a level of 11 or lower.","skill_mod":{},"summary":"You can animate an object with a level of 11 or lower.","primary_source":"Advanced Player's Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=716","name":"Oil of Object Animation (Greater)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-716-703"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":2500,"trait":["Consumable","Evocation","Magical","Oil"],"id":"equipment-717","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Oil of Revelation Source Advanced Player's Guide pg. 258 Price 25 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- This bright oil, first created by humans as a tool to help them fight in darkness, holds flecks of tiny gemstones in suspension and smells like a struck tindertwig. The first time a weapon coated with this oil damages a creature, the wound glows with light for 1 minute. If the creature is invisible, the light's position means it is merely hidden to creatures that would otherwise be unable to see it, rather than undetected. The light also negates the concealed condition due to lighting conditions. If the coated weapon doesn't damage a creature within 1 hour, the oil sloughs off and loses its power.\n","skill_mod":{},"summary":"This bright oil, first created by humans as a tool to help them fight in darkness, holds flecks of tiny gemstones in suspension and smells like a …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","School","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=717","name":"Oil of Revelation","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-717"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","trait":["Consumable","Magical","Necromancy","Negative","Oil","Void"],"id":"equipment-718","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Oil of Unlife Source Advanced Player's Guide pg. 258 PFS Note All character have access to all levels of the oil of unlife Usage held in 1 hand Bulk L Activate Single Action Interact --- This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or a living creature with negative healing, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points. You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself.\n","skill_mod":{},"summary":"This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","Mechanics","School","Energy","Planar","Creature Type"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=718","name":"Oil of Unlife","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-718"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","trait":["Consumable","Magical","Polymorph","Potion","Transmutation","Uncommon"],"id":"equipment-719","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Potion of Disguise Source Advanced Player's Guide pg. 258 Usage held in 1 hand Bulk L Activate Single Action Interact --- Upon imbibing this potion, you take on the appearance of a specific type of creature for 2d12 hours. The type of creature is determined when the potion is created. For example, you might have a potion of elf disguise or potion of frog disguise . Drinking the potion doesn't impart the knowledge of how long the effect lasts; the GM rolls the duration in secret. The disguise doesn't change your traits or statistics, nor does it give you any of the special abilities of the creature you're imitating. It might affect what items you can hold or wear (for example, your new form might lack opposable thumbs). The potion shrinks you down to a minimum of size Small, or maintains your size if the creature is your size or larger. For example, if you are Medium and drink a potion of fire giant disguise , you'll take on the appearance of a fire giant but remain Medium. The creature has to be of a specific kind, such as “leopard” or “lion” rather than just “cat,” or “fire giant” or “ogre” rather than just “giant,” but the potion can't cause you to mimic a specific individual creature. The effects of this potion use the same rules as the Impersonate activity of Deception. Onlookers always assume you're the chosen type of creature unless they're actively Seeking. You gain a +4 status bonus to your Deception DC against such Perception checks and add your level even if untrained.\n","skill_mod":{},"summary":"Upon imbibing this potion, you take on the appearance of a specific type of creature for 2d12 hours. The type of creature is determined when the …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","Mechanics","School","Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=719","name":"Potion of Disguise","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-719"},{"remaster_name":["Potion of Emergency Escape"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":300,"trait":["Consumable","Magical","Potion","Transmutation"],"id":"equipment-720","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Potion of Expeditious Retreat Source Advanced Player's Guide pg. 258 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- The stopper for a potion of expeditious retreat is crafted to easily snap open in dire circumstances. When you drink this potion, you become fleeing for 1 minute, and you gain a +40-foot status bonus to all your Speeds for the duration as long as you are fleeing. You immediately Stride.\n","skill_mod":{},"summary":"The stopper for a potion of expeditious retreat is crafted to easily snap open in dire circumstances. When you drink this potion, you become …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","Mechanics","School"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=720","name":"Potion of Expeditious Retreat","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-720"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Consumable","Evocation","Magical","Potion"],"id":"equipment-721","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Potion of Retaliation Source Advanced Player's Guide pg. 259 Usage held in 1 hand Bulk L Activate Single Action Interact --- A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer reminiscent of the energy it contains. For 1 minute after drinking a potion of retaliation , you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon Strike.\n","skill_mod":{},"summary":"A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer reminiscent of the energy it …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","School","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=721","name":"Potion of Retaliation","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-721"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":400,"trait":["Consumable","Divination","Magical","Mental","Potion"],"id":"equipment-722","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Potion of Shared Memories Source Advanced Player's Guide pg. 259 Price 4 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- A potion of shared memories can transfer recollections from one creature to another. To place a memory in the potion, you must hold the vial and focus on a particular memory for 1 minute. This memory must be of a single event, location, person, or otherwise encompass a span of about 1 minute. The clear fluid takes on a shimmering hue reminiscent of the stored memory and gains a slightly sweet taste. Upon consuming the potion, the drinker vividly recalls the memory, and thereafter can remember it as easily as a memory they actually experienced. An unwilling drinker can refuse to absorb the memory.\n","skill_mod":{},"summary":"A potion of shared memories can transfer recollections from one creature to another. To place a memory in the potion, you must hold the vial and …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","School","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=722","name":"Potion of Shared Memories","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-722"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Consumable","Magical","Potion"],"id":"equipment-723","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Ration Tonic Source Advanced Player's Guide pg. 259 Usage held in 1 hand Bulk L Activate Single Action Interact --- This slender vial appears to hold clean, clear water with a faintly fruity scent. Drinking a ration tonic magically nourishes you with the equivalent of a day's worth of food and water. The tonic has a subtle, pleasant taste, its particulars chosen when the potion is crafted.\n","skill_mod":{},"summary":"This slender vial appears to hold clean, clear water with a faintly fruity scent. Drinking a ration tonic magically nourishes you with the …","primary_source":"Advanced Player's Guide","trait_group":["School","Equipment","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=723","name":"Ration Tonic","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-723"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":400,"trait":["Abjuration","Consumable","Magical","Oil"],"id":"equipment-724","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Shielding Salve Source Advanced Player's Guide pg. 259 Price 4 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- This shimmering paste has many properties of a shield spell. When you slather it onto a creature or object, the target gains a +1 circumstance bonus to AC for 1 round. The first time a physical attack or a magic missile hits the target during that round, the oil prevents 5 damage from that attack or spell, and then the oil's effect ends.\n","skill_mod":{},"summary":"This shimmering paste has many properties of a shield spell. When you slather it onto a creature or object, the target gains a +1 circumstance …","primary_source":"Advanced Player's Guide","trait_group":["School","Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=724","name":"Shielding Salve","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-724"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":5000,"trait":["Consumable","Emotion","Enchantment","Fear","Magical","Mental"],"id":"equipment-725","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Terrifying Ammunition Source Advanced Player's Guide pg. 259 Price 50 gp Ammunition any Activate Single Action Interact --- This black-and-gray ammunition is etched with occult symbols and tiny, grinning skulls. When activated terrifying ammunition damages a creature, it fills the creature's mind with visions of their own failures, tragedies, and eventually, their own death. The creature must attempt a DC 20 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 1 and can't reduce its frightened value below 1 until it spends an action, which has the concentrate trait, to calm itself down. Critical Failure As failure, but the creature is frightened 2.\n","ammunition":"any","skill_mod":{},"summary":"This black-and-gray ammunition is etched with occult symbols and tiny, grinning skulls. When activated terrifying ammunition damages a creature, it …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=725","name":"Terrifying Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-725"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":60000,"trait":["Consumable","Magical","Potion","Transmutation"],"id":"equipment-726","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Time Shield Potion Source Advanced Player's Guide pg. 259 Price 600 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This purple potion has a bitter taste and seems to blur with motion. When you drink a time shield potion , you are frozen in time for 2d4 rounds. You can't act or be targeted, you become immune to all effects, and you vanish from your space; as far as the universe is concerned, you simply don't exist as long as the potion lasts. The durations of any effects targeting you when you drink the potion are suspended until it wears off. Once the potion's duration expires, you return to the normal flow of time and your former space; if that space is now occupied, you get shunted to the nearest unoccupied space. Effects with durations immediately resume affecting you, elapsing as though no time has passed. If you are within the area of an effect created while you were outside of time, you immediately take those effects upon returning. The GM might determine that other changes that occurred while you were outside of time (such as the ground beneath you crumbling) also affect you upon your return.\n","skill_mod":{},"summary":"This purple potion has a bitter taste and seems to blur with motion. When you drink a time shield potion , you are frozen in time for 2d4 rounds. …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","Mechanics","School"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=726","name":"Time Shield Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-726"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Advanced Player's Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":650000,"trait":["Earth","Invested","Magical","Transmutation"],"id":"equipment-727","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Earthglide Cloak Source Advanced Player's Guide pg. 260 Price 6,500 gp Usage worn cloak --- This brown-and-gold robe covers you from head to toe. Its weighty fabric doesn't move with the wind, instead hanging still as if carved of stone. Activate Single Action Interact; Frequency once per hour; Effect You Burrow through dirt and stone up to your land Speed, leaving no tunnels or signs of your passing. If you end your movement inside solid stone, you are forcibly expelled into the nearest open area, taking 1d6 bludgeoning damage for every 5 feet between the end of your movement and the open area.\n","element":["Earth"],"skill_mod":{},"summary":"This brown-and-gold robe covers you from head to toe. Its weighty fabric doesn't move with the wind, instead hanging still as if carved of stone. \r\n","primary_source":"Advanced Player's Guide","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics","School"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=727","name":"Earthglide Cloak","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-727"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"divination","price":57500,"trait":["Divination","Magical","Scrying","Uncommon"],"id":"equipment-728","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Earthsight Box Source Advanced Player's Guide pg. 260 Price 575 gp Usage held in 1 hand Bulk L --- This fine wooden box is inlaid with Dwarven runes, with hinges and a clasp of forged iron. The box contains a few handfuls of fine sand. Activate 1 minute (envision, Interact); Frequency once per day; Effect You hold the box closed and, while envisioning the earth around you, turn the box clockwise three times and then give it three slow shakes. When you open the box, the sand has arranged itself to replicate, in miniature, the stone terrain surrounding you, to a range of 60 feet. This shows details of paths; hills; embankments; boulders; and even artificial structures like walls, ditches, and tunnels, as long as they're made of stone and earth. If you're underground, it reveals tunnels and voids in the earth within 60 feet at your current depth. The sand maintains its shape until you close the box.\n","skill_mod":{},"summary":"This fine wooden box is inlaid with Dwarven runes, with hinges and a clasp of forged iron. The box contains a few handfuls of fine sand. ","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=728","name":"Earthsight Box","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-728"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Advanced Player's Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":120000,"trait":["Divination","Invested","Magical","Mental"],"id":"equipment-729","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Envisioning Mask Source Advanced Player's Guide pg. 260 Price 1,200 gp Usage worn mask --- These strange masks consist of a thin stone hood and a shimmering purple veil reminiscent of the pleroma aeon who first gifted them to mortals in the hope that sharing the means of aeon communication would reduce the misunderstandings and conflicts among mortal civilizations. An envisioning mask covers your entire face, though it doesn't hinder your vision or other senses. Activate Single Action Interact; Frequency once per day; Effect You lose the ability to produce language and instead communicate wordlessly through a series of psychic projections. This acts as telepathy with a range of 100 feet, but it is understandable to all creatures regardless of whether they have a language. When communicating with non-aeons, however, your meaning is often vague and mysterious. This effect lasts for 10 minutes.\n","skill_mod":{},"summary":"These strange masks consist of a thin stone hood and a shimmering purple veil reminiscent of the pleroma aeon who first gifted them to mortals in …","primary_source":"Advanced Player's Guide","trait_group":["School","Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=729","name":"Envisioning Mask","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-729"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"evocation","price":2500,"trait":["Evocation","Magical"],"id":"equipment-730","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Exploding Shield Source Advanced Player's Guide pg. 260 Price 25 gp Usage held in 1 hand Bulk 1 Base Shield Wooden Shield --- The magic within this wooden shield (Hardness 3, HP 12, BT 6) lashes out at your foes as the shield is destroyed. Activate Free Action Interact; Trigger The exploding shield is destroyed; Effect The shield explodes outward, dealing 4d6 piercing damage to each creature in a 15-foot cone (DC 19 basic Reflex save).\n","skill_mod":{},"summary":"The magic within this wooden shield (Hardness 3, HP 12, BT 6) lashes out at your foes as the shield is destroyed. ","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=730","base_item":["Wooden Shield"],"name":"Exploding Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-730"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Advanced Player's Guide"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"enchantment","trait":["Emotion","Enchantment","Fear","Magical","Mental"],"id":"equipment-731","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Fearsome Source Advanced Player's Guide pg. 260 Usage etched onto a weapon --- When you critically hit with this weapon, the target becomes frightened 1.\n","skill_mod":{},"summary":"When you critically hit with this weapon, the target becomes frightened 1 .","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=731","name":"Fearsome","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-731"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Advanced Player's Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","price":94000,"trait":["Conjuration","Fire","Invested","Magical","Teleportation","Uncommon"],"id":"equipment-732","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Fire-Jump Ring Source Advanced Player's Guide pg. 260 Price 940 gp Usage worn --- This dark-red ring is engraved with ashen symbols and smells faintly of smoke. Activate Two Actions envision, Interact; Frequency once per day; Effect You Stride (or Burrow or Fly, if you have the corresponding Speed) into any fire large enough to contain you, including magical fires. You vanish into the fire and take no damage from it. You can sense all sufficiently large fires within 100 feet of where you vanish, and you reemerge from any of those fires, either within the fire or adjacent to it. If you end your movement in the fire, it affects you as normal.\n","element":["Fire"],"skill_mod":{},"summary":"This dark-red ring is engraved with ashen symbols and smells faintly of smoke. ","primary_source":"Advanced Player's Guide","trait_group":["School","Energy","Elemental","Planar","Monster","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=732","name":"Fire-Jump Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-732"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":170000,"trait":["Cold","Electricity","Evocation","Fire","Magical","Uncommon"],"id":"equipment-733","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Four-Ways Dogslicer Source Advanced Player's Guide pg. 261 Price 1,700 gp Usage held in 1 hand Bulk L Base Weapon Dogslicer --- This +2 striking dogslicer is obviously the work of a brilliant but scrappy artisan who valued versatility over safety. Four toothy gems line the blade's cutting edge, three of which glow—one with fiery red light, one with a chill blue, and one that gives off sparks—while the last is a glistening black. Each of these gems embodies a weapon property rune, but only one rune can be active at a time. Activate Single Action Interact; Effect You twist the gem along the blade corresponding with the desired weapon rune: red for flaming , blue for frost , or yellow for shock . You take 1d6 damage of the type the chosen rune deals. You can instead twist the black gem to disable the active property rune, taking no damage.\n","element":["Fire"],"skill_mod":{},"summary":"This +2 striking dogslicer is obviously the work of a brilliant but scrappy artisan who valued versatility over safety. Four toothy gems line …","primary_source":"Advanced Player's Guide","trait_group":["Energy","Monster","School","Elemental","Planar","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=733","base_item":["Dogslicer"],"name":"Four-Ways Dogslicer","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-733"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"illusion","price":3500,"skill":["Deception"],"trait":["Illusion","Magical"],"id":"equipment-734","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Glamorous Buckler Source Advanced Player's Guide pg. 261 Price 35 gp Usage held in 1 hand Bulk L Base Shield Buckler --- A glamorous buckler (Hardness 3, HP 6, BT 3) is lavishly decorated with gilding and inset gemstones that glitter in the light. While you have it raised, the glamorous buckler grants you a +1 item bonus to Deception checks to Feint. Activate Free Action envision; Frequency once per day; Trigger You Feint; Requirements You have the glamorous buckler raised; Effect As you Feint, the glamorous buckler sparkles mightily. On a successful Feint, the target is dazzled for 1 round.\n","skill_mod":{},"summary":"A glamorous buckler (Hardness 3, HP 6, BT 3) is lavishly decorated with gilding and inset gemstones that glitter in the light. While you have it …","primary_source":"Advanced Player's Guide","trait_group":["School","Monster","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=734","base_item":["Buckler"],"name":"Glamorous Buckler","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-734"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Advanced Player's Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"evocation","price":300000,"trait":["Evocation","Fire","Invested","Magical"],"id":"equipment-735","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Hellfire Boots Source Advanced Player's Guide pg. 261 Price 3,000 gp Usage worn Bulk 1 --- These heavy boots are made of blackened metal and always feel warm to the touch, with streams of glowing embers cascading off their heels. While wearing hellfire boots , you gain resistance 10 to fire damage. Activate Two Actions Interact; Frequency once per minute; Effect Stride. Each square you move through during your Stride is scorched with hellish flames, becoming hazardous terrain for 1 minute. A creature that moves through one of these spaces takes 3d6 fire damage.\n","element":["Fire"],"skill_mod":{},"summary":"These heavy boots are made of blackened metal and always feel warm to the touch, with streams of glowing embers cascading off their heels. While …","primary_source":"Advanced Player's Guide","trait_group":["School","Energy","Elemental","Planar","Monster","Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=735","name":"Hellfire Boots","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-735"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"illusion","price":15000,"trait":["Illusion","Magical"],"id":"equipment-736","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Infiltrator's Accessory Source Advanced Player's Guide pg. 261 Price 150 gp Usage held in 1 hand Bulk 1 Base Weapon Sword Cane --- This elegant +1 striking sword cane serves equally well as a fashionable accessory and hidden weapon suitable for high-society events where weapons aren't typically permitted. Activate Single Action Interact; Effect You twist the sword cane's hilt, magically merging the blade into the cane. While the blade is merged, it can't be drawn and gains the benefits of a 3rd-level magic aura spell to appear non-magical. Passive observers can't attempt a check to notice the cane is anything more than a mundane, if superb, fashion accessory. Those carefully examining it can discern the cane is more than it appears, but doing so is extremely difficult (DC 30 Perception). Activating the sword cane again releases the blade, allowing it to be drawn normally.\n","skill_mod":{},"summary":"This elegant +1 striking sword cane serves equally well as a fashionable accessory and hidden weapon suitable for high-society events where …","primary_source":"Advanced Player's Guide","trait_group":["School","Monster","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=736","base_item":["Sword Cane"],"name":"Infiltrator's Accessory","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-736"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Advanced Player's Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","price":50000,"skill":["Diplomacy"],"trait":["Emotion","Enchantment","Invested","Magical","Mental"],"id":"equipment-737","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Lover's Gloves Source Advanced Player's Guide pg. 261 Price 500 gp Usage worn gloves --- These white silk gloves are adorned in red hearts that glow faintly whenever you are adjacent to someone you feel particularly strongly toward. They buoy your spirit, giving you a +1 item bonus to Diplomacy checks. Activate Single Action Interact; Frequency once per day; Effect You grasp the hands of a willing creature you have strong positive feelings about, regardless of the nature of those feelings. The creature gains a +1 status bonus to saving throws and 10 temporary Hit Points for 10 minutes. If the creature shares your feelings, you gain the same benefits, and for the duration, when you both roll a success on a saving throw against an emotion effect that causes negative emotions, you both get a critical success instead.\n","skill_mod":{},"summary":"These white silk gloves are adorned in red hearts that glow faintly whenever you are adjacent to someone you feel particularly strongly toward. They …","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=737","name":"Lover's Gloves","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-737"},{"remaster_name":["Guise of the Smirking Devil"],"item_child_id":["equipment-738-721","equipment-738-722"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["Advanced Player's Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"necromancy","skill":["Intimidation","Intimidation"],"trait":["Auditory","Invested","Magical","Necromancy","Negative","Void"],"id":"equipment-738","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Mask of the Banshee Source Advanced Player's Guide pg. 261 Usage worn mask --- This ice-blue half-mask is adorned with a wicked silver grin that covers the wearer's mouth, leaving the rest of the face uncovered. You gain a +2 item bonus to Intimidation checks. Activate Two Actions envision, Interact; Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 negative damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save). Craft Requirements Supply a casting of wail of the banshee . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Mask of the Banshee Source Advanced Player's Guide pg. 261 Price 700 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Mask of the Banshee (Greater) Source Advanced Player's Guide pg. 261 Price 35,000 gp --- The item bonus to Intimidation is +3. Activating a greater mask of the banshee casts a 9th-level wail of the banshee (DC 41) affecting all living creatures in the area.","skill_mod":{},"summary":"This ice-blue half-mask is adorned with a wicked silver grin that covers the wearer's mouth, leaving the rest of the face uncovered. You gain a +2 …","primary_source":"Advanced Player's Guide","trait_group":["Sense","Equipment","Mechanics","School","Energy","Planar","Creature Type"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=738","name":"Mask of the Banshee","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-738"},{"remaster_name":["Guise of the Smirking Devil"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["Advanced Player's Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-738","weakness":{},"school":"necromancy","price":70000,"skill":["Intimidation"],"trait":["Auditory","Invested","Magical","Necromancy","Negative","Void"],"id":"equipment-738-721","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Mask of the Banshee Source Advanced Player's Guide pg. 261 Usage worn mask --- This ice-blue half-mask is adorned with a wicked silver grin that covers the wearer's mouth, leaving the rest of the face uncovered. You gain a +2 item bonus to Intimidation checks. Activate Two Actions envision, Interact; Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 negative damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save). Craft Requirements Supply a casting of wail of the banshee . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Mask of the Banshee Source Advanced Player's Guide pg. 261 Price 700 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Mask of the Banshee (Greater) Source Advanced Player's Guide pg. 261 Price 35,000 gp --- The item bonus to Intimidation is +3. Activating a greater mask of the banshee casts a 9th-level wail of the banshee (DC 41) affecting all living creatures in the area.","skill_mod":{},"summary":"This ice-blue half-mask is adorned with a wicked silver grin that covers the wearer's mouth, leaving the rest of the face uncovered. You gain a +2 …","primary_source":"Advanced Player's Guide","trait_group":["Sense","Equipment","Mechanics","School","Energy","Planar","Creature Type"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=738","name":"Mask of the Banshee","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-738-721"},{"remaster_name":["Guise of the Smirking Devil"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["Advanced Player's Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-738","weakness":{},"school":"necromancy","price":3500000,"skill":["Intimidation"],"trait":["Auditory","Invested","Magical","Necromancy","Negative","Void"],"id":"equipment-738-722","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Mask of the Banshee Source Advanced Player's Guide pg. 261 Usage worn mask --- This ice-blue half-mask is adorned with a wicked silver grin that covers the wearer's mouth, leaving the rest of the face uncovered. You gain a +2 item bonus to Intimidation checks. Activate Two Actions envision, Interact; Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 negative damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save). Craft Requirements Supply a casting of wail of the banshee . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Mask of the Banshee Source Advanced Player's Guide pg. 261 Price 700 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Mask of the Banshee (Greater) Source Advanced Player's Guide pg. 261 Price 35,000 gp --- The item bonus to Intimidation is +3. Activating a greater mask of the banshee casts a 9th-level wail of the banshee (DC 41) affecting all living creatures in the area.","skill_mod":{},"summary":"The item bonus to Intimidation is +3. Activating a greater mask of the banshee casts a 9th-level wail of the banshee (DC 41) affecting all …","primary_source":"Advanced Player's Guide","trait_group":["Sense","Equipment","Mechanics","School","Energy","Planar","Creature Type"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=738","name":"Mask of the Banshee (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-738-722"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"transmutation","trait":["Magical","Transmutation"],"id":"equipment-739","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Medusa's Scream Source Advanced Player's Guide pg. 261 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- The ghastly visage of a slain medusa's head stares out from this steel shield (Hardness 13, HP 52, BT 26). The shield comes with a thick leather cover to conceal the head. Activate Two Actions Interact (visual) Frequency once per day; Effect You reveal the medusa's face, focusing its gaze on one creature within 30 feet. The shield casts flesh to stone with a range of 30 feet. Craft Requirements The initial raw materials must include the head of a medusa.\n","skill_mod":{},"summary":"The ghastly visage of a slain medusa's head stares out from this steel shield (Hardness 13, HP 52, BT 26). The shield comes with a thick leather …","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=739","base_item":["Steel Shield"],"name":"Medusa's Scream","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-739"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"divination","price":300,"trait":["Divination","Magical"],"id":"equipment-740","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Predictable Silver Piece Source Advanced Player's Guide pg. 262 Price 3 gp Usage held in 1 hand --- This seemingly unremarkable, weathered silver coin bears the bust of an unnamed monarch on the face and a majestic bird on the tail. You can toss the coin without activating it, in which case it follows the normal laws of probability. Activate Single Action Interact; Effect You rub your thumb on one side of the coin with the intent of slightly tweaking the strands of fate, then flip the coin into the air in a coin toss. No matter how the toss is resolved—letting the coin fall to the ground, slapping it down on the back of your hand, or catching it on your open palm—it always lands with the side you rubbed face up.\n","skill_mod":{},"summary":"This seemingly unremarkable, weathered silver coin bears the bust of an unnamed monarch on the face and a majestic bird on the tail. You can toss the …","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=740","name":"Predictable Silver Piece","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-740"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Advanced Player's Guide"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical"],"id":"equipment-741","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Ready Source Advanced Player's Guide pg. 262 Usage etched onto armor --- A ready rune draws component pieces of a suit of armor toward one another, making it easier and faster to get into. You can don light armor with this rune as a 3-action activity or medium or heavy armor with this rune in 1 minute.\n","skill_mod":{},"summary":"A ready rune draws component pieces of a suit of armor toward one another, making it easier and faster to get into. You can don light armor with …","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=741","name":"Ready","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-741"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"abjuration","price":7500000,"trait":["Abjuration","Magical","Rare"],"id":"equipment-742","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Rod of Cancellation Source Advanced Player's Guide pg. 262 Price 75,000 gp Usage held in 1 hand Bulk 1 --- This powerful magic rod is inimical to all magic. Activate Two Actions Interact; Effect You touch the rod to a magical effect or magic item and attempt to counteract the effect or item. Regardless of the result, the rod of cancellation can't be activated again for 2d6 hours. On a success, the effect or item is deactivated for the same amount of time, and its duration, if any, continues to expire during that time. If you choose, you can instead completely drain the rod of cancellation's magic on a success in order to completely drain the magic from the effect or item. If you do, both become completely non-magical and their magic can't be recovered, even by the remake spell. The rod of cancellation automatically fails to counteract most artifacts and similarly powerful items, but it reacts explosively when activated against a sphere of annihilation without a counteract check.\n","skill_mod":{},"summary":"This powerful magic rod is inimical to all magic. ","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=742","name":"Rod of Cancellation","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-742"},{"item_child_id":["equipment-743-727","equipment-743-728","equipment-743-729"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"transmutation","trait":["Magical","Transmutation"],"id":"equipment-743","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Rope of Climbing Source Advanced Player's Guide pg. 262 Usage held in 1 hand Bulk L --- This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion retains its magic. Activate Single Action Interact; Frequency once per day; Effect You hold one end of the rope and point to a destination. The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can't extend upward without a surface to support it. At any point while the rope is animated, you can use an Interact action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Rope of Climbing (Lesser) Source Advanced Player's Guide pg. 262 Price 45 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Rope of Climbing (Moderate) Source Advanced Player's Guide pg. 262 Price 125 gp Bulk L --- You can activate the moderate rope of climbing once per hour instead of once per day. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Rope of Climbing (Greater) Source Advanced Player's Guide pg. 262 Price 300 gp Bulk L --- You can activate the greater rope of climbing without any frequency limit.","skill_mod":{},"summary":"This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion …","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=743","name":"Rope of Climbing","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-743"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-743","weakness":{},"school":"transmutation","price":4500,"trait":["Magical","Transmutation"],"id":"equipment-743-727","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Rope of Climbing Source Advanced Player's Guide pg. 262 Usage held in 1 hand Bulk L --- This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion retains its magic. Activate Single Action Interact; Frequency once per day; Effect You hold one end of the rope and point to a destination. The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can't extend upward without a surface to support it. At any point while the rope is animated, you can use an Interact action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Rope of Climbing (Lesser) Source Advanced Player's Guide pg. 262 Price 45 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Rope of Climbing (Moderate) Source Advanced Player's Guide pg. 262 Price 125 gp Bulk L --- You can activate the moderate rope of climbing once per hour instead of once per day. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Rope of Climbing (Greater) Source Advanced Player's Guide pg. 262 Price 300 gp Bulk L --- You can activate the greater rope of climbing without any frequency limit.","skill_mod":{},"summary":"This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion …","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=743","name":"Rope of Climbing (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-743-727"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-743","weakness":{},"school":"transmutation","price":12500,"trait":["Magical","Transmutation"],"id":"equipment-743-728","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Rope of Climbing Source Advanced Player's Guide pg. 262 Usage held in 1 hand Bulk L --- This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion retains its magic. Activate Single Action Interact; Frequency once per day; Effect You hold one end of the rope and point to a destination. The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can't extend upward without a surface to support it. At any point while the rope is animated, you can use an Interact action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Rope of Climbing (Lesser) Source Advanced Player's Guide pg. 262 Price 45 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Rope of Climbing (Moderate) Source Advanced Player's Guide pg. 262 Price 125 gp Bulk L --- You can activate the moderate rope of climbing once per hour instead of once per day. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Rope of Climbing (Greater) Source Advanced Player's Guide pg. 262 Price 300 gp Bulk L --- You can activate the greater rope of climbing without any frequency limit.","skill_mod":{},"summary":"You can activate the moderate rope of climbing once per hour instead of once per day.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=743","name":"Rope of Climbing (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-743-728"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-743","weakness":{},"school":"transmutation","price":30000,"trait":["Magical","Transmutation"],"id":"equipment-743-729","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Rope of Climbing Source Advanced Player's Guide pg. 262 Usage held in 1 hand Bulk L --- This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion retains its magic. Activate Single Action Interact; Frequency once per day; Effect You hold one end of the rope and point to a destination. The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can't extend upward without a surface to support it. At any point while the rope is animated, you can use an Interact action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Rope of Climbing (Lesser) Source Advanced Player's Guide pg. 262 Price 45 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Rope of Climbing (Moderate) Source Advanced Player's Guide pg. 262 Price 125 gp Bulk L --- You can activate the moderate rope of climbing once per hour instead of once per day. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Rope of Climbing (Greater) Source Advanced Player's Guide pg. 262 Price 300 gp Bulk L --- You can activate the greater rope of climbing without any frequency limit.","skill_mod":{},"summary":"You can activate the greater rope of climbing without any frequency limit.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=743","name":"Rope of Climbing (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-743-729"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Advanced Player's Guide"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"divination","price":245000,"trait":["Divination","Magical"],"id":"equipment-744","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Slates of Distant Letters Source Advanced Player's Guide pg. 262 Price 2,450 gp Usage held in 2 hands Bulk L --- This matched pair of slates, roughly one handspan wide and tall, have identical ornate frames. Slates are crafted in pairs, and each works with only the other of its pair. If one slate of a pair is ever broken, the other shatters into non-magical shards. The listed price is for a pair of slates. Activate Two Actions Interact; Frequency once per hour; Effect You use a piece of chalk to write up to 25 words on a slate. As you write, the writing also appears on the other slate in its matched pair, no matter how far away it is, as long as it is on the same plane. Wiping one slate clean erases the writing from both slates. Each slate can be activated once per hour. ","skill_mod":{},"summary":"This matched pair of slates, roughly one handspan wide and tall, have identical ornate frames. Slates are crafted in pairs, and each works with only …","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=744","name":"Slates of Distant Letters","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-744"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["Advanced Player's Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Extradimensional","Invested","Magical"],"id":"equipment-745","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Sleeves of Storage Source Advanced Player's Guide pg. 263 Usage worn garment Bulk L --- This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a bag of holding that can hold up to 5 Bulk of items (for a total of 10 Bulk), though no individual item can be of more than 1 Bulk; the sleeves grow slightly heavy as you reach maximum capacity. You can add or remove an item from a sleeve with a single hand free as an Interact action. If a sleeve is completely empty, you can place your own familiar into that extradimensional space. It can survive comfortably in your sleeve for up to 1 hour, after which it begins to suffocate. While in your sleeve, it can't be affected or targeted by any effects, but you don't benefit from any master abilities. A familiar can exit the sleeve of its own volition with a single action that has the manipulate and move traits. You can't place any other creature into your sleeves, nor can you place your familiar in a sleeve if it's larger than Tiny. If your familiar is in your sleeve, you can't place any items in the sleeve.\n","skill_mod":{},"summary":"This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a bag of holding that can …","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics","Equipment"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=745","name":"Sleeves of Storage","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-745"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"abjuration","price":32000,"trait":["Abjuration","Magical"],"id":"equipment-746","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Spellguard Blade Source Advanced Player's Guide pg. 263 Price 320 gp Usage held in 1 hand Bulk L Base Weapon Main-gauche --- The guard of this +1 striking main-gauche is inscribed with eldritch glyphs that guard against magic. When you are benefiting from the +1 circumstance bonus to AC from this weapon's parry trait, you also apply that circumstance bonus to your saving throws against spells that target you.\n","skill_mod":{},"summary":"The guard of this +1 striking main-gauche is inscribed with eldritch glyphs that guard against magic. When you are benefiting from the +1 …","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=746","base_item":["Main-gauche"],"name":"Spellguard Blade","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-746"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Advanced Player's Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"conjuration","price":45000,"trait":["Conjuration","Magical","Teleportation","Uncommon"],"id":"equipment-747","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Spiritsight Crossbow Source Advanced Player's Guide pg. 263 Price 450 gp Usage held in 2 hands Bulk 2 Base Weapon Crossbow --- This +1 striking ghost touch crossbow has an array of crystalline lenses and silver fittings along the stock and feels strangely light. Activate Single Action envision; Frequency once per minute; Effect You aim through the crossbow's crystalline lenses, gaining imprecise vision onto the Ethereal Plane with a range of 60 feet in addition to your normal senses for the rest of your turn. While this effect lasts, your next Strike with the spiritsight crossbow can also affect targets on the Ethereal Plane during the first 60 feet of its flight.\n","skill_mod":{},"summary":"This +1 striking ghost touch crossbow has an array of crystalline lenses and silver fittings along the stock and feels strangely light. ","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=747","base_item":["Crossbow"],"name":"Spiritsight Crossbow","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-747"},{"skill_mod":{},"summary":"This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While …","primary_source":"Advanced Player's Guide","trait_group":["School","Monster","Mechanics","Equipment","Rarity"],"primary_source_category":"Rulebooks","level":0,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Item","item_category":"Staves","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=748","weakness":{},"school":"illusion","name":"Staff of Impossible Visions","trait":["Illusion","Magical","Staff","Uncommon"],"id":"equipment-748","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Staff of Impossible Visions Source Advanced Player's Guide pg. 263 Usage held in 1 hand Bulk 1 --- This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes, using your normal visual senses (including any benefits of spells affecting your vision, like see invisibility ). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners. The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-748"},{"item_child_id":["equipment-749-736","equipment-749-737","equipment-749-738"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Staff"],"id":"equipment-749","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Staff of Nature's Vengeance Source Advanced Player's Guide pg. 263 Usage held in 1 hand Bulk 1 --- This stout staff is made from gnarled hawthorn. When used as a weapon, a staff of nature's vengeance permanently has the effects of shillelagh . Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells, plus one casting of shillelagh . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Nature's Vengeance Source Advanced Player's Guide pg. 263 Price 900 gp Bulk 1 --- Cantrip tanglefoot 1st shocking grasp , spider sting 2nd flaming sphere , vomit swarm 3rd earthbind , wall of thorns 4th bestial curse , spike stones <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Nature's Vengeance (Greater) Source Advanced Player's Guide pg. 263 Price 4,000 gp Bulk 1 --- 5th cloudkill , control water 6th purple worm sting , tangling creepers <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Staff of Nature's Vengeance (Major) Source Advanced Player's Guide pg. 263 Price 24,000 gp Bulk 1 --- 7th sunburst , volcanic eruption 8th earthquake , punishing winds ","skill_mod":{},"summary":"This stout staff is made from gnarled hawthorn. When used as a weapon, a staff of nature's vengeance permanently has the effects of shillelagh . ","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=749","name":"Staff of Nature's Vengeance","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-749"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-749","weakness":{},"school":"evocation","price":90000,"trait":["Evocation","Magical","Staff"],"id":"equipment-749-736","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Staff of Nature's Vengeance Source Advanced Player's Guide pg. 263 Usage held in 1 hand Bulk 1 --- This stout staff is made from gnarled hawthorn. When used as a weapon, a staff of nature's vengeance permanently has the effects of shillelagh . Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells, plus one casting of shillelagh . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Nature's Vengeance Source Advanced Player's Guide pg. 263 Price 900 gp Bulk 1 --- Cantrip tanglefoot 1st shocking grasp , spider sting 2nd flaming sphere , vomit swarm 3rd earthbind , wall of thorns 4th bestial curse , spike stones <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Nature's Vengeance (Greater) Source Advanced Player's Guide pg. 263 Price 4,000 gp Bulk 1 --- 5th cloudkill , control water 6th purple worm sting , tangling creepers <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Staff of Nature's Vengeance (Major) Source Advanced Player's Guide pg. 263 Price 24,000 gp Bulk 1 --- 7th sunburst , volcanic eruption 8th earthquake , punishing winds ","skill_mod":{},"summary":"Cantrip tanglefoot 1st shocking grasp , spider sting 2nd flaming sphere , vomit swarm 3rd earthbind , wall of …","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=749","name":"Staff of Nature's Vengeance","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-749-736"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-749","weakness":{},"school":"evocation","price":400000,"trait":["Evocation","Magical","Staff"],"id":"equipment-749-737","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Staff of Nature's Vengeance Source Advanced Player's Guide pg. 263 Usage held in 1 hand Bulk 1 --- This stout staff is made from gnarled hawthorn. When used as a weapon, a staff of nature's vengeance permanently has the effects of shillelagh . Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells, plus one casting of shillelagh . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Nature's Vengeance Source Advanced Player's Guide pg. 263 Price 900 gp Bulk 1 --- Cantrip tanglefoot 1st shocking grasp , spider sting 2nd flaming sphere , vomit swarm 3rd earthbind , wall of thorns 4th bestial curse , spike stones <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Nature's Vengeance (Greater) Source Advanced Player's Guide pg. 263 Price 4,000 gp Bulk 1 --- 5th cloudkill , control water 6th purple worm sting , tangling creepers <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Staff of Nature's Vengeance (Major) Source Advanced Player's Guide pg. 263 Price 24,000 gp Bulk 1 --- 7th sunburst , volcanic eruption 8th earthquake , punishing winds ","skill_mod":{},"summary":"5th cloudkill , control water 6th purple worm sting , tangling creepers","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=749","name":"Staff of Nature's Vengeance (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-749-737"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-749","weakness":{},"school":"evocation","price":2400000,"trait":["Evocation","Magical","Staff"],"id":"equipment-749-738","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Staff of Nature's Vengeance Source Advanced Player's Guide pg. 263 Usage held in 1 hand Bulk 1 --- This stout staff is made from gnarled hawthorn. When used as a weapon, a staff of nature's vengeance permanently has the effects of shillelagh . Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells, plus one casting of shillelagh . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Nature's Vengeance Source Advanced Player's Guide pg. 263 Price 900 gp Bulk 1 --- Cantrip tanglefoot 1st shocking grasp , spider sting 2nd flaming sphere , vomit swarm 3rd earthbind , wall of thorns 4th bestial curse , spike stones <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Nature's Vengeance (Greater) Source Advanced Player's Guide pg. 263 Price 4,000 gp Bulk 1 --- 5th cloudkill , control water 6th purple worm sting , tangling creepers <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Staff of Nature's Vengeance (Major) Source Advanced Player's Guide pg. 263 Price 24,000 gp Bulk 1 --- 7th sunburst , volcanic eruption 8th earthquake , punishing winds ","skill_mod":{},"summary":"7th sunburst , volcanic eruption 8th earthquake , punishing winds","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=749","name":"Staff of Nature's Vengeance (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-749-738"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"divination","skill":["Survival","Religion","Survival","Religion","Survival","Religion","Survival","Religion"],"trait":["Divination","Magical","Staff"],"id":"equipment-750","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Staff of Providence Source Advanced Player's Guide pg. 264 Usage held in 1 hand Bulk 1 --- A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus on Survival checks to Sense Direction or Subsist, and to Religion checks to Recall Knowledge. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff …","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics","Equipment"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=750","name":"Staff of Providence","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-750"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"necromancy","price":70000,"trait":["Magical","Necromancy","Negative","Void"],"id":"equipment-751","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Urn of Ashes Source Advanced Player's Guide pg. 264 Price 700 gp Usage held in 1 hand --- This sealed pewter urn contains the ashes of a benevolent ancestor, with a sliver of lingering spirit that strives to protect you. Activate Reaction envision; Trigger You would become doomed or your doomed value would increase; Requirements The ashes aren't doomed; Effect The ashes in the urn intervene, taking the doomed condition in your place, and you don't gain or increase the value of your own doomed condition. Each night when you get a full night's rest, you can reduce your own doomed condition or that of the urn, but not both. Activate Single Action envision, Interact (attack) Frequency once per round; Effect The urn shoots a bolt of negative energy at a foe within 30 feet. Attempt a spell attack roll against the target's AC, using a modifier of +15 or your own spell attack roll modifier, whichever is higher. On a success, the bolt deals 4d4 negative damage (doubled on a critical success).\n","skill_mod":{},"summary":"This sealed pewter urn contains the ashes of a benevolent ancestor, with a sliver of lingering spirit that strives to protect you. \r\n","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School","Energy","Planar","Creature Type"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=751","name":"Urn of Ashes","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-751"},{"item_child_id":["equipment-752-743","equipment-752-744"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Advanced Player's Guide"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-752","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Victory Plate Source Advanced Player's Guide pg. 264 Usage worn armor Bulk 4 Base Armor Full Plate --- The metal plates of this +1 resilient full plate are covered by a bright tabard featuring a distinctive coat of arms divided into four fields. This insignia magically records your recent victories, displaying one triumph in each field of the coat of arms, allowing you to call upon those victories for aid in future battles. Activate Reaction envision; Trigger You kill or destroy a creature of a level equal to or greater than your victory plate (adjusted as usual if you add fundamental runes to victory plate ). This creature must have one of the traits listed in the second activation; Effect You direct the armor to commemorate your victory. The coat of arms on the armor's tabard shifts to incorporate heraldry related to the slain creature, and the victory is recorded within the tabard. If you have already recorded four victories, choose one to replace with the new victory. Activate Two Actions envision, Interact; Frequency once per hour; Effect You touch one of the tabard's four fields representing one of your victories and recall your triumph over that creature. That creature vanishes from the tabard, and for 1 minute, you gain resistance 5 to a damage type based on the creature's trait (you gain resistance to only one type, even if the creature has more than one trait that could apply): Aberration or Fey mental Celestial good Construct poison Dragon or Elemental one energy type that matches one of the dragon's or elemental's traits Fiend evil Ooze precision, and the resistance is 10 Undead negative <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Victory Plate Source Advanced Player's Guide pg. 264 Price 675 gp Bulk 4 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Victory Plate (Greater) Source Advanced Player's Guide pg. 264 Price 5,500 gp Bulk 4 --- The armor is a +2 greater resilient full plate . You can use the second activation once per minute instead of once per hour, and the resistance it grants is 10, or 20 for the ooze's resistance against precision damage.","skill_mod":{},"summary":"The metal plates of this +1 resilient full plate are covered by a bright tabard featuring a distinctive coat of arms divided into four fields. …","primary_source":"Advanced Player's Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=752","base_item":["Full Plate"],"name":"Victory Plate","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-752"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Advanced Player's Guide"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-752","weakness":{},"school":"abjuration","price":67500,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-752-743","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Victory Plate Source Advanced Player's Guide pg. 264 Usage worn armor Bulk 4 Base Armor Full Plate --- The metal plates of this +1 resilient full plate are covered by a bright tabard featuring a distinctive coat of arms divided into four fields. This insignia magically records your recent victories, displaying one triumph in each field of the coat of arms, allowing you to call upon those victories for aid in future battles. Activate Reaction envision; Trigger You kill or destroy a creature of a level equal to or greater than your victory plate (adjusted as usual if you add fundamental runes to victory plate ). This creature must have one of the traits listed in the second activation; Effect You direct the armor to commemorate your victory. The coat of arms on the armor's tabard shifts to incorporate heraldry related to the slain creature, and the victory is recorded within the tabard. If you have already recorded four victories, choose one to replace with the new victory. Activate Two Actions envision, Interact; Frequency once per hour; Effect You touch one of the tabard's four fields representing one of your victories and recall your triumph over that creature. That creature vanishes from the tabard, and for 1 minute, you gain resistance 5 to a damage type based on the creature's trait (you gain resistance to only one type, even if the creature has more than one trait that could apply): Aberration or Fey mental Celestial good Construct poison Dragon or Elemental one energy type that matches one of the dragon's or elemental's traits Fiend evil Ooze precision, and the resistance is 10 Undead negative <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Victory Plate Source Advanced Player's Guide pg. 264 Price 675 gp Bulk 4 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Victory Plate (Greater) Source Advanced Player's Guide pg. 264 Price 5,500 gp Bulk 4 --- The armor is a +2 greater resilient full plate . You can use the second activation once per minute instead of once per hour, and the resistance it grants is 10, or 20 for the ooze's resistance against precision damage.","skill_mod":{},"summary":"The metal plates of this +1 resilient full plate are covered by a bright tabard featuring a distinctive coat of arms divided into four fields. …","primary_source":"Advanced Player's Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=752","base_item":["Full Plate"],"name":"Victory Plate","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-752-743"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Advanced Player's Guide"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-752","weakness":{},"school":"abjuration","price":550000,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-752-744","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Victory Plate Source Advanced Player's Guide pg. 264 Usage worn armor Bulk 4 Base Armor Full Plate --- The metal plates of this +1 resilient full plate are covered by a bright tabard featuring a distinctive coat of arms divided into four fields. This insignia magically records your recent victories, displaying one triumph in each field of the coat of arms, allowing you to call upon those victories for aid in future battles. Activate Reaction envision; Trigger You kill or destroy a creature of a level equal to or greater than your victory plate (adjusted as usual if you add fundamental runes to victory plate ). This creature must have one of the traits listed in the second activation; Effect You direct the armor to commemorate your victory. The coat of arms on the armor's tabard shifts to incorporate heraldry related to the slain creature, and the victory is recorded within the tabard. If you have already recorded four victories, choose one to replace with the new victory. Activate Two Actions envision, Interact; Frequency once per hour; Effect You touch one of the tabard's four fields representing one of your victories and recall your triumph over that creature. That creature vanishes from the tabard, and for 1 minute, you gain resistance 5 to a damage type based on the creature's trait (you gain resistance to only one type, even if the creature has more than one trait that could apply): Aberration or Fey mental Celestial good Construct poison Dragon or Elemental one energy type that matches one of the dragon's or elemental's traits Fiend evil Ooze precision, and the resistance is 10 Undead negative <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Victory Plate Source Advanced Player's Guide pg. 264 Price 675 gp Bulk 4 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Victory Plate (Greater) Source Advanced Player's Guide pg. 264 Price 5,500 gp Bulk 4 --- The armor is a +2 greater resilient full plate . You can use the second activation once per minute instead of once per hour, and the resistance it grants is 10, or 20 for the ooze's resistance against precision damage.","skill_mod":{},"summary":"The armor is a +2 greater resilient full plate . You can use the second activation once per minute instead of once per hour, and the resistance it …","primary_source":"Advanced Player's Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=752","base_item":["Full Plate"],"name":"Victory Plate (Greater)","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-752-744"},{"skill_mod":{},"summary":"This iron cauldron stands upon sturdy iron crow's feet. A walking cauldron has a land Speed of 25 feet and can be used as a suitable tool to Craft …","primary_source":"Advanced Player's Guide","trait_group":["Equipment","Mechanics","School"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Item","item_category":"Other","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=753","weakness":{},"school":"transmutation","price":1200,"name":"Walking Cauldron","trait":["Invested","Magical","Transmutation"],"id":"equipment-753","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Walking Cauldron Source Advanced Player's Guide pg. 264 Price 12 gp Bulk 4 --- This iron cauldron stands upon sturdy iron crow's feet. A walking cauldron has a land Speed of 25 feet and can be used as a suitable tool to Craft potions, oils, or other liquids. As a single action, which has the auditory and concentrate traits, you can command the cauldron to either follow you or to stand in place. When following you, the cauldron does its best to remain within 30 feet of you, but its ungainly movements are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count. It can carry up to 2 Bulk of ingredients for potions or other liquids inside of itself while following you, but if overloaded or if you put anything else inside it, it stands in place and refuses to move until 10 minutes after you remove the excess.\n","bulk":4,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-753"},{"item_child_id":["equipment-754-745","equipment-754-746","equipment-754-747","equipment-754-748"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"evocation","trait":["Electricity","Evocation","Magical","Wand"],"id":"equipment-754","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Crackling Lightning Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- This wand is made of two copper plates separated by a ceramic center. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast lightning bolt , but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are flat-footed for 1 round. Craft Requirements Supply a casting of lightning bolt of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Crackling Lightning (3rd-Level Spell) Source Advanced Player's Guide pg. 265 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Crackling Lightning (4th-Level Spell) Source Advanced Player's Guide pg. 265 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Crackling Lightning (6th-Level Spell) Source Advanced Player's Guide pg. 265 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Crackling Lightning (8th-Level Spell) Source Advanced Player's Guide pg. 265 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This wand is made of two copper plates separated by a ceramic center. ","primary_source":"Advanced Player's Guide","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=754","name":"Wand of Crackling Lightning","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-754"},{"remaster_name":["Wand of Crackling Lightning"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-754","weakness":{},"school":"evocation","price":50000,"trait":["Electricity","Evocation","Magical","Wand"],"id":"equipment-754-745","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Crackling Lightning Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- This wand is made of two copper plates separated by a ceramic center. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast lightning bolt , but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are flat-footed for 1 round. Craft Requirements Supply a casting of lightning bolt of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Crackling Lightning (3rd-Level Spell) Source Advanced Player's Guide pg. 265 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Crackling Lightning (4th-Level Spell) Source Advanced Player's Guide pg. 265 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Crackling Lightning (6th-Level Spell) Source Advanced Player's Guide pg. 265 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Crackling Lightning (8th-Level Spell) Source Advanced Player's Guide pg. 265 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This wand is made of two copper plates separated by a ceramic center.","primary_source":"Advanced Player's Guide","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=754","name":"Wand of Crackling Lightning (3rd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-754-745"},{"remaster_name":["Wand of Crackling Lightning"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-754","weakness":{},"school":"evocation","price":100000,"trait":["Electricity","Evocation","Magical","Wand"],"id":"equipment-754-746","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Crackling Lightning Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- This wand is made of two copper plates separated by a ceramic center. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast lightning bolt , but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are flat-footed for 1 round. Craft Requirements Supply a casting of lightning bolt of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Crackling Lightning (3rd-Level Spell) Source Advanced Player's Guide pg. 265 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Crackling Lightning (4th-Level Spell) Source Advanced Player's Guide pg. 265 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Crackling Lightning (6th-Level Spell) Source Advanced Player's Guide pg. 265 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Crackling Lightning (8th-Level Spell) Source Advanced Player's Guide pg. 265 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This wand is made of two copper plates separated by a ceramic center.","primary_source":"Advanced Player's Guide","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=754","name":"Wand of Crackling Lightning (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-754-746"},{"remaster_name":["Wand of Crackling Lightning"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-754","weakness":{},"school":"evocation","price":450000,"trait":["Electricity","Evocation","Magical","Wand"],"id":"equipment-754-747","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Crackling Lightning Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- This wand is made of two copper plates separated by a ceramic center. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast lightning bolt , but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are flat-footed for 1 round. Craft Requirements Supply a casting of lightning bolt of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Crackling Lightning (3rd-Level Spell) Source Advanced Player's Guide pg. 265 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Crackling Lightning (4th-Level Spell) Source Advanced Player's Guide pg. 265 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Crackling Lightning (6th-Level Spell) Source Advanced Player's Guide pg. 265 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Crackling Lightning (8th-Level Spell) Source Advanced Player's Guide pg. 265 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This wand is made of two copper plates separated by a ceramic center.","primary_source":"Advanced Player's Guide","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=754","name":"Wand of Crackling Lightning (6th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-754-747"},{"remaster_name":["Wand of Crackling Lightning"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-754","weakness":{},"school":"evocation","price":2400000,"trait":["Electricity","Evocation","Magical","Wand"],"id":"equipment-754-748","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Crackling Lightning Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- This wand is made of two copper plates separated by a ceramic center. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast lightning bolt , but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are flat-footed for 1 round. Craft Requirements Supply a casting of lightning bolt of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Crackling Lightning (3rd-Level Spell) Source Advanced Player's Guide pg. 265 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Crackling Lightning (4th-Level Spell) Source Advanced Player's Guide pg. 265 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Crackling Lightning (6th-Level Spell) Source Advanced Player's Guide pg. 265 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Crackling Lightning (8th-Level Spell) Source Advanced Player's Guide pg. 265 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This wand is made of two copper plates separated by a ceramic center.","primary_source":"Advanced Player's Guide","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=754","name":"Wand of Crackling Lightning (8th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-754-748"},{"item_child_id":["equipment-755-749","equipment-755-750"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"evocation","trait":["Darkness","Evocation","Magical","Wand"],"id":"equipment-755","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hopeless Night Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- This wand is a length of wrought black iron. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast darkness . Each creature that ends its turn within the spell's area must succeed at a DC 20 Will save or become frightened 1 (frightened 2 on a critical failure). Craft Requirements Supply a casting of darkness of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hopeless Night (2nd-Level Spell) Source Advanced Player's Guide pg. 265 Price 250 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hopeless Night (4th-Level Spell) Source Advanced Player's Guide pg. 265 Price 1,000 gp Bulk L --- The wand’s DC increases to 27.","skill_mod":{},"summary":"This wand is a length of wrought black iron. ","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School","Equipment"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=755","name":"Wand of Hopeless Night","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-755"},{"remaster_name":["Wand of Hopeless Night"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-755","weakness":{},"school":"evocation","price":25000,"trait":["Darkness","Evocation","Magical","Wand"],"id":"equipment-755-749","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hopeless Night Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- This wand is a length of wrought black iron. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast darkness . Each creature that ends its turn within the spell's area must succeed at a DC 20 Will save or become frightened 1 (frightened 2 on a critical failure). Craft Requirements Supply a casting of darkness of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hopeless Night (2nd-Level Spell) Source Advanced Player's Guide pg. 265 Price 250 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hopeless Night (4th-Level Spell) Source Advanced Player's Guide pg. 265 Price 1,000 gp Bulk L --- The wand’s DC increases to 27.","skill_mod":{},"summary":"This wand is a length of wrought black iron.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School","Equipment"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=755","name":"Wand of Hopeless Night (2nd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-755-749"},{"remaster_name":["Wand of Hopeless Night"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-755","weakness":{},"school":"evocation","price":100000,"trait":["Darkness","Evocation","Magical","Wand"],"id":"equipment-755-750","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hopeless Night Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- This wand is a length of wrought black iron. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast darkness . Each creature that ends its turn within the spell's area must succeed at a DC 20 Will save or become frightened 1 (frightened 2 on a critical failure). Craft Requirements Supply a casting of darkness of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hopeless Night (2nd-Level Spell) Source Advanced Player's Guide pg. 265 Price 250 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hopeless Night (4th-Level Spell) Source Advanced Player's Guide pg. 265 Price 1,000 gp Bulk L --- The wand’s DC increases to 27.","skill_mod":{},"summary":"The wand’s DC increases to 27.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=755","name":"Wand of Hopeless Night (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-755-750"},{"item_child_id":["equipment-756-751","equipment-756-752","equipment-756-753","equipment-756-754","equipment-756-755","equipment-756-756"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"necromancy","trait":["Healing","Magical","Necromancy","Positive","Wand","Vitality"],"id":"equipment-756","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Overflowing Life Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- This alabaster wand has a clear crystal at the tip. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated level. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell level. You gain this benefit only once, even if you cast multiple heal spells from wands of overflowing life in the same turn. Craft Requirements Supply a casting of heal of the appropriate level. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Overflowing Life (3rd-Level Spell) Source Advanced Player's Guide pg. 265 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Overflowing Life (4th-Level Spell) Source Advanced Player's Guide pg. 265 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Overflowing Life (5th-Level Spell) Source Advanced Player's Guide pg. 265 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Overflowing Life (6th-Level Spell) Source Advanced Player's Guide pg. 265 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Overflowing Life (7th-Level Spell) Source Advanced Player's Guide pg. 265 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Overflowing Life (8th-Level Spell) Source Advanced Player's Guide pg. 265 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This alabaster wand has a clear crystal at the tip. ","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School","Energy","Planar","Creature Type","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=756","name":"Wand of Overflowing Life","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-756"},{"remaster_name":["Wand of Overflowing Life"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-756","weakness":{},"school":"necromancy","price":70000,"trait":["Healing","Magical","Necromancy","Positive","Wand","Vitality"],"id":"equipment-756-751","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Overflowing Life Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- This alabaster wand has a clear crystal at the tip. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated level. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell level. You gain this benefit only once, even if you cast multiple heal spells from wands of overflowing life in the same turn. Craft Requirements Supply a casting of heal of the appropriate level. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Overflowing Life (3rd-Level Spell) Source Advanced Player's Guide pg. 265 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Overflowing Life (4th-Level Spell) Source Advanced Player's Guide pg. 265 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Overflowing Life (5th-Level Spell) Source Advanced Player's Guide pg. 265 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Overflowing Life (6th-Level Spell) Source Advanced Player's Guide pg. 265 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Overflowing Life (7th-Level Spell) Source Advanced Player's Guide pg. 265 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Overflowing Life (8th-Level Spell) Source Advanced Player's Guide pg. 265 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This alabaster wand has a clear crystal at the tip.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School","Energy","Planar","Creature Type","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=756","name":"Wand of Overflowing Life (3rd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-756-751"},{"remaster_name":["Wand of Overflowing Life"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-756","weakness":{},"school":"necromancy","price":140000,"trait":["Healing","Magical","Necromancy","Positive","Wand","Vitality"],"id":"equipment-756-752","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Overflowing Life Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- This alabaster wand has a clear crystal at the tip. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated level. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell level. You gain this benefit only once, even if you cast multiple heal spells from wands of overflowing life in the same turn. Craft Requirements Supply a casting of heal of the appropriate level. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Overflowing Life (3rd-Level Spell) Source Advanced Player's Guide pg. 265 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Overflowing Life (4th-Level Spell) Source Advanced Player's Guide pg. 265 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Overflowing Life (5th-Level Spell) Source Advanced Player's Guide pg. 265 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Overflowing Life (6th-Level Spell) Source Advanced Player's Guide pg. 265 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Overflowing Life (7th-Level Spell) Source Advanced Player's Guide pg. 265 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Overflowing Life (8th-Level Spell) Source Advanced Player's Guide pg. 265 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This alabaster wand has a clear crystal at the tip.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School","Energy","Planar","Creature Type","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=756","name":"Wand of Overflowing Life (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-756-752"},{"remaster_name":["Wand of Overflowing Life"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-756","weakness":{},"school":"necromancy","price":300000,"trait":["Healing","Magical","Necromancy","Positive","Wand","Vitality"],"id":"equipment-756-753","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Overflowing Life Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- This alabaster wand has a clear crystal at the tip. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated level. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell level. You gain this benefit only once, even if you cast multiple heal spells from wands of overflowing life in the same turn. Craft Requirements Supply a casting of heal of the appropriate level. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Overflowing Life (3rd-Level Spell) Source Advanced Player's Guide pg. 265 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Overflowing Life (4th-Level Spell) Source Advanced Player's Guide pg. 265 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Overflowing Life (5th-Level Spell) Source Advanced Player's Guide pg. 265 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Overflowing Life (6th-Level Spell) Source Advanced Player's Guide pg. 265 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Overflowing Life (7th-Level Spell) Source Advanced Player's Guide pg. 265 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Overflowing Life (8th-Level Spell) Source Advanced Player's Guide pg. 265 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This alabaster wand has a clear crystal at the tip.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School","Energy","Planar","Creature Type","Equipment"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=756","name":"Wand of Overflowing Life (5th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-756-753"},{"remaster_name":["Wand of Overflowing Life"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-756","weakness":{},"school":"necromancy","price":650000,"trait":["Healing","Magical","Necromancy","Positive","Wand","Vitality"],"id":"equipment-756-754","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Overflowing Life Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- This alabaster wand has a clear crystal at the tip. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated level. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell level. You gain this benefit only once, even if you cast multiple heal spells from wands of overflowing life in the same turn. Craft Requirements Supply a casting of heal of the appropriate level. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Overflowing Life (3rd-Level Spell) Source Advanced Player's Guide pg. 265 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Overflowing Life (4th-Level Spell) Source Advanced Player's Guide pg. 265 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Overflowing Life (5th-Level Spell) Source Advanced Player's Guide pg. 265 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Overflowing Life (6th-Level Spell) Source Advanced Player's Guide pg. 265 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Overflowing Life (7th-Level Spell) Source Advanced Player's Guide pg. 265 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Overflowing Life (8th-Level Spell) Source Advanced Player's Guide pg. 265 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This alabaster wand has a clear crystal at the tip.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School","Energy","Planar","Creature Type","Equipment"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=756","name":"Wand of Overflowing Life (6th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-756-754"},{"remaster_name":["Wand of Overflowing Life"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-756","weakness":{},"school":"necromancy","price":1500000,"trait":["Healing","Magical","Necromancy","Positive","Wand","Vitality"],"id":"equipment-756-755","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Overflowing Life Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- This alabaster wand has a clear crystal at the tip. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated level. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell level. You gain this benefit only once, even if you cast multiple heal spells from wands of overflowing life in the same turn. Craft Requirements Supply a casting of heal of the appropriate level. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Overflowing Life (3rd-Level Spell) Source Advanced Player's Guide pg. 265 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Overflowing Life (4th-Level Spell) Source Advanced Player's Guide pg. 265 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Overflowing Life (5th-Level Spell) Source Advanced Player's Guide pg. 265 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Overflowing Life (6th-Level Spell) Source Advanced Player's Guide pg. 265 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Overflowing Life (7th-Level Spell) Source Advanced Player's Guide pg. 265 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Overflowing Life (8th-Level Spell) Source Advanced Player's Guide pg. 265 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This alabaster wand has a clear crystal at the tip.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School","Energy","Planar","Creature Type","Equipment"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=756","name":"Wand of Overflowing Life (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-756-755"},{"remaster_name":["Wand of Overflowing Life"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-756","weakness":{},"school":"necromancy","price":4000000,"trait":["Healing","Magical","Necromancy","Positive","Wand","Vitality"],"id":"equipment-756-756","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Overflowing Life Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- This alabaster wand has a clear crystal at the tip. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated level. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell level. You gain this benefit only once, even if you cast multiple heal spells from wands of overflowing life in the same turn. Craft Requirements Supply a casting of heal of the appropriate level. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Overflowing Life (3rd-Level Spell) Source Advanced Player's Guide pg. 265 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Overflowing Life (4th-Level Spell) Source Advanced Player's Guide pg. 265 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Overflowing Life (5th-Level Spell) Source Advanced Player's Guide pg. 265 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Overflowing Life (6th-Level Spell) Source Advanced Player's Guide pg. 265 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Overflowing Life (7th-Level Spell) Source Advanced Player's Guide pg. 265 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Overflowing Life (8th-Level Spell) Source Advanced Player's Guide pg. 265 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This alabaster wand has a clear crystal at the tip.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School","Energy","Planar","Creature Type","Equipment"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=756","name":"Wand of Overflowing Life (8th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-756-756"},{"item_child_id":["equipment-757-757","equipment-757-758"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"evocation","trait":["Cold","Evocation","Magical","Wand"],"id":"equipment-757","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Wand of the Snowfields Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- This wand is a slender length of ice-blue glass. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cone of cold . The ground within the spell's area is swathed in deep snow, becoming difficult terrain for 1 minute. Craft Requirements Supply a casting of cone of cold of the appropriate level. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of the Snowfields (5th-Level Spell) Source Advanced Player's Guide pg. 265 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of the Snowfields (7th-Level Spell) Source Advanced Player's Guide pg. 265 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This wand is a slender length of ice-blue glass. ","primary_source":"Advanced Player's Guide","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=757","name":"Wand of the Snowfields","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-757"},{"remaster_name":["Wand of the Snowfields"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-757","weakness":{},"school":"evocation","price":450000,"trait":["Cold","Evocation","Magical","Wand"],"id":"equipment-757-757","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Wand of the Snowfields Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- This wand is a slender length of ice-blue glass. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cone of cold . The ground within the spell's area is swathed in deep snow, becoming difficult terrain for 1 minute. Craft Requirements Supply a casting of cone of cold of the appropriate level. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of the Snowfields (5th-Level Spell) Source Advanced Player's Guide pg. 265 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of the Snowfields (7th-Level Spell) Source Advanced Player's Guide pg. 265 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This wand is a slender length of ice-blue glass.","primary_source":"Advanced Player's Guide","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=757","name":"Wand of the Snowfields (5th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-757-757"},{"remaster_name":["Wand of the Snowfields"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-757","weakness":{},"school":"evocation","price":2400000,"trait":["Cold","Evocation","Magical","Wand"],"id":"equipment-757-758","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Wand of the Snowfields Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- This wand is a slender length of ice-blue glass. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cone of cold . The ground within the spell's area is swathed in deep snow, becoming difficult terrain for 1 minute. Craft Requirements Supply a casting of cone of cold of the appropriate level. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of the Snowfields (5th-Level Spell) Source Advanced Player's Guide pg. 265 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of the Snowfields (7th-Level Spell) Source Advanced Player's Guide pg. 265 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This wand is a slender length of ice-blue glass.","primary_source":"Advanced Player's Guide","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=757","name":"Wand of the Snowfields (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-757-758"},{"item_child_id":["equipment-758-759","equipment-758-760"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Magical","Poison","Wand"],"id":"equipment-758","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Wand of the Spider Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- The handle of this wand is a 5-inch-long piece of rosewood, but most of its length is a pair of twisted spider legs covered in gossamer webbing. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast web , but the strands of webbing are envenomed. Any creature that fails their Athletics check or Reflex save to navigate the web takes 1d6 poison damage. Craft Requirements Supply a casting of web of the appropriate level. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of the Spider (2nd-Level Spell) Source Advanced Player's Guide pg. 265 Price 360 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of the Spider (4th-Level Spell) Source Advanced Player's Guide pg. 265 Price 1,400 gp Bulk L --- The strands deal 2d6 poison damage plus 1d6 persistent poison damage.","skill_mod":{},"summary":"The handle of this wand is a 5-inch-long piece of rosewood, but most of its length is a pair of twisted spider legs covered in gossamer webbing. ","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics","Poison","Affliction","Equipment"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=758","name":"Wand of the Spider","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-758"},{"remaster_name":["Wand of the Spider"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-758","weakness":{},"school":"conjuration","price":36000,"trait":["Conjuration","Magical","Poison","Wand"],"id":"equipment-758-759","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Wand of the Spider Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- The handle of this wand is a 5-inch-long piece of rosewood, but most of its length is a pair of twisted spider legs covered in gossamer webbing. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast web , but the strands of webbing are envenomed. Any creature that fails their Athletics check or Reflex save to navigate the web takes 1d6 poison damage. Craft Requirements Supply a casting of web of the appropriate level. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of the Spider (2nd-Level Spell) Source Advanced Player's Guide pg. 265 Price 360 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of the Spider (4th-Level Spell) Source Advanced Player's Guide pg. 265 Price 1,400 gp Bulk L --- The strands deal 2d6 poison damage plus 1d6 persistent poison damage.","skill_mod":{},"summary":"The handle of this wand is a 5-inch-long piece of rosewood, but most of its length is a pair of twisted spider legs covered in gossamer webbing.","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics","Poison","Affliction","Equipment"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=758","name":"Wand of the Spider (2nd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-758-759"},{"remaster_name":["Wand of the Spider"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Advanced Player's Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-758","weakness":{},"school":"conjuration","price":140000,"trait":["Conjuration","Magical","Poison","Wand"],"id":"equipment-758-760","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Wand of the Spider Source Advanced Player's Guide pg. 265 Usage held in 1 hand Bulk L --- The handle of this wand is a 5-inch-long piece of rosewood, but most of its length is a pair of twisted spider legs covered in gossamer webbing. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast web , but the strands of webbing are envenomed. Any creature that fails their Athletics check or Reflex save to navigate the web takes 1d6 poison damage. Craft Requirements Supply a casting of web of the appropriate level. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of the Spider (2nd-Level Spell) Source Advanced Player's Guide pg. 265 Price 360 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of the Spider (4th-Level Spell) Source Advanced Player's Guide pg. 265 Price 1,400 gp Bulk L --- The strands deal 2d6 poison damage plus 1d6 persistent poison damage.","skill_mod":{},"summary":"The strands deal 2d6 poison damage plus 1d6 persistent poison damage .","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics","Poison","Affliction","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=758","name":"Wand of the Spider (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-758-760"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Advanced Player's Guide"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","trait":["Magical","Transmutation"],"id":"equipment-759","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Winged Source Advanced Player's Guide pg. 265 Usage etched onto armor --- This rune is a swirling glyph on the front of the armor. A large pair of transparent, ephemeral wings floats out from the back of the armor. Activate Two Actions command, Interact; Frequency once per hour; Effect You trace the rune on the front of the breastplate and the armor's ephemeral wings grow tangible, granting you a fly Speed of 25 feet or your land Speed, whichever is slower. This effect lasts for 5 minutes or until you Dismiss it. Once the effect ends, the wings disappear completely, reappearing in their ephemeral form 1 hour later.\n","skill_mod":{},"summary":"This rune is a swirling glyph on the front of the armor. A large pair of transparent, ephemeral wings floats out from the back of the armor. ","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=759","name":"Winged","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-759"},{"skill_mod":{},"summary":"You tap into the fiendish ability to slip through space. When you Stride, you gain a +3 item bonus to Armor Class against reactions triggered by your …","primary_source":"Legends","trait_group":["School","Equipment","Mechanics","Rarity"],"primary_source_category":"Lost Omens","level":11,"source_category":["Lost Omens"],"item_subcategory":"Thrune Contracts","source":["Legends"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=760","weakness":{},"school":"conjuration","name":"Fiendish Teleportation","trait":["Conjuration","Contract","Invested","Magical","Rare"],"id":"equipment-760","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Fiendish Teleportation Source Legends pg. 10 --- You tap into the fiendish ability to slip through space. When you Stride, you gain a +3 item bonus to Armor Class against reactions triggered by your movement. Once per day, from any distance, Abrogail Thrune II can call on a provision in your Thrune contract as a single action, causing you to become paralyzed for 1 hour or until Abrogail releases you, whichever comes first. Activate Two Actions command; Frequency once per day; Effect You recite a subclause of your contract regarding change in venue. You cast dimension door . The space you leave and the one you appear in are filled with the scent of brimstone, dealing 2d6 evil damage to creatures adjacent to both spaces.\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-760"},{"skill_mod":{},"summary":"You regain triple the normal number of Hit Points when resting (meaning you regain triple your Constitution modifier multiplied by your level). The …","primary_source":"Legends","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Lost Omens","level":15,"source_category":["Lost Omens"],"item_subcategory":"Thrune Contracts","source":["Legends"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=761","weakness":{},"name":"Infernal Health","trait":["Contract","Healing","Invested","Magical","Rare"],"id":"equipment-761","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Restricted\" > Infernal Health Source Legends pg. 10 --- You regain triple the normal number of Hit Points when resting (meaning you regain triple your Constitution modifier multiplied by your level). The healing you gain from long-term rest is similarly tripled. Once per day, from any distance, Abrogail Thrune II can recite a voidability clause in your Thrune contract as a 1-minute activity to prevent you from regaining Hit Points from resting for 1 day. Activate Two Actions command; Frequency once per day; Effect You recite a subclause regarding mandatory remediation from your Thrune contract. For 6 rounds, at the start of your turn each round, you recover 25 Hit Points unless you took good damage since the start of your previous turn.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-761"},{"skill_mod":{},"summary":"You cease aging, and if you were older than young adult in age, you become a young adult again. You gain a +4 status bonus to saves against death …","primary_source":"Legends","trait_group":["School","Equipment","Mechanics","Rarity"],"primary_source_category":"Lost Omens","level":20,"source_category":["Lost Omens"],"item_subcategory":"Thrune Contracts","source":["Legends"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=762","weakness":{},"school":"conjuration","name":"Unending Youth","trait":["Conjuration","Contract","Invested","Magical","Rare"],"id":"equipment-762","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Restricted\" > Unending Youth Source Legends pg. 10 --- You cease aging, and if you were older than young adult in age, you become a young adult again. You gain a +4 status bonus to saves against death effects and resistance to negative damage equal to half your level. Once per day, from any distance, Abrogail Thrune II can recite a mandatory appearance clause in your Thrune contract as a 3-action activity to summon you to her side, where you are controlled by Abrogail for 1 minute before you return. Activate Two Actions command; Frequency once per day; Effect You recite a hold harmless provision from your Thrune contract. Reduce your doomed value to 0. Abrogail Thrune II is immediately made aware that you have used this ability.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-762"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":500000,"trait":["Alchemical","Consumable","Rare"],"id":"equipment-763","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Sun Orchid Poultice Source Legends pg. 20 Price 5,000 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- The process of creating the sun orchid elixir leaves behind a large amount of thick paste with its own healing properties. Artokus commonly sells this paste to Thuvian natives who can't purchase the elixir proper and uses the income to support his alchemy students. When you apply the sun orchid poultice, it reduces your clumsy, drained, and enfeebled condition values by 2. In addition, the poultice provides a youthful burst of energy, granting you a +3 item bonus to saves and 20 temporary Hit Points for 1 hour.\n","skill_mod":{},"summary":"The process of creating the sun orchid elixir leaves behind a large amount of thick paste with its own healing properties. Artokus commonly sells …","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=763","name":"Sun Orchid Poultice","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-763"},{"skill_mod":{},"summary":"This small recording device can be as tiny as a music box or around the size of large book and is typically concealed in hollowed-out books and …","primary_source":"Legends","trait_group":["Rarity"],"primary_source_category":"Lost Omens","level":6,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Legends"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=764","weakness":{},"price":25000,"name":"Clockwork Recorder","trait":["Rare"],"id":"equipment-764","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Clockwork Recorder Source Legends pg. 24 PFS Note Spare wax cylinders for a clockwork recorder cost 3 gp each and are the same rarity as the recorder itself (rare). Price 250 gp Usage held in 1 hand Bulk L --- This small recording device can be as tiny as a music box or around the size of large book and is typically concealed in hollowed-out books and jewelry. A clockwork recorder can record up to 1 hour of sound before its wax cylinders must be retrieved and replaced. Any given clockwork recorder can play back the recordings of a cylinder, regardless of whether it was the recorder used for the original recording. Activate Three Actions Interact; Effect You wind the recorder to start recording sound or to play back a recording. You can have the recording or playback start immediately or be timed to start at any point up to one month later.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-764"},{"primary_source_category":"Lost Omens","usage":"with writing set ","source":["Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":500,"trait":["Alchemical","Consumable","Rare"],"id":"equipment-765","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Lovers' Ink Source Legends pg. 24 Price 5 gp Usage with writing set Bulk L --- This ink, derived from inks used by lovers to deliver secret messages, dries to a color similar to most parchments. Avarneus's version requires another dose of lover's ink and a specific agitation to reveal the hidden message, preventing casual interception. Any message written with lovers' ink is revealed by applying a page worth of lover's ink and vigorously shaking, requiring 3 Interact actions. A typical vial provides enough ink to fill 1 page worth of text. While the text is hidden, a creature closely examining a surface marked with lover's ink can detect the presence of the ink with a successful DC 25 Perception check. On a critical success, they can make out the ink well enough to use Society to Decipher Writing.\n","skill_mod":{},"summary":"This ink, derived from inks used by lovers to deliver secret messages, dries to a color similar to most parchments. Avarneus's version requires …","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=765","name":"Lovers' Ink","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-765"},{"skill_mod":{},"summary":"This thick, elegant bracelet conceals a specialized firing mechanism that can hold a single blowgun dart. You can fire the dart normally from the …","primary_source":"Legends","trait_group":["Rarity"],"primary_source_category":"Lost Omens","level":3,"usage":"worn","source_category":["Lost Omens"],"source":["Legends"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=766","weakness":{},"price":6000,"name":"Palm Crossbow","trait":["Rare"],"id":"equipment-766","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Palm Crossbow Source Legends pg. 25 PFS Note Spare bolts for a palm crossbow cost 2 sp for 10 bolts and are the same rarity as the crossbow itself (rare). Price 60 gp Usage worn Bulk L --- This thick, elegant bracelet conceals a specialized firing mechanism that can hold a single blowgun dart. You can fire the dart normally from the bracelet. Recognizing the bracelet's nature requires a successful DC 25 Perception check. Activate Two Actions Interact; Effect You expand the bracelet into a hand crossbow. The bracelet has enough pieces to assemble up to three bolts, but the bolts contain necessary components for the bracelet. Without all of the bolt pieces, you cannot collapse the crossbow back into a bracelet.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-766"},{"primary_source_category":"Lost Omens","usage":"worn eyepiece","source":["Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":4000,"skill":["Survival"],"trait":["Alchemical","Rare"],"id":"equipment-767","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Vestige Lenses Source Legends pg. 25 Price 40 gp Usage worn eyepiece Bulk L --- These simple lenses are alchemically treated to detect the faint smoke trail from a piece of specially formulated sandalwood incense. This incense has an odor undetectable by most people and a long burn time, making it perfect for discreetly tracking individuals. A stick of this incense costs 1 sp and can safely burn for up to 8 hours. While wearing the lenses, you see alchemical fumes in a distinct green tint, granting you a +1 item bonus to Survival checks to Track a creature marked with the incense and to Perception checks to Seek any alchemical vapors. If the smoke is fresh, Tracking via the incense's fumes might use a lower DC than normal for tracking a creature walking on firm surfaces.\n","skill_mod":{},"summary":"These simple lenses are alchemically treated to detect the faint smoke trail from a piece of specially formulated sandalwood incense. This incense …","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=767","name":"Vestige Lenses","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-767"},{"primary_source_category":"Lost Omens","usage":"held in 1 or 2 hands","source":["Legends"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":400000,"trait":["Evocation","Invested","Magical","Rare"],"id":"equipment-768","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Deepdread Claw Source Legends pg. 28 PFS Note For the purposes of Society play, the telepathic link created by a deepdread claw (page 28) ends when a Society adventure ends. Price 4,000 gp Usage held in 1 or 2 hands Bulk 1 Base Weapon Spear --- One of a set of four identical spears collectively known as the Four Claws of the Deepdread, this weapon is fashioned from a single seamless piece of matte-black metal with a razored silver edge. In bright light, it functions as a +1 striking spear , but in darkness or dim light, it becomes a +2 greater striking spear . You can upgrade its fundamental runes as normal for a specific weapon, starting from a +2 greater striking spear , but its fundamental runes are always one type worse in bright light. Activate Single Action command; Effect You establish a telepathic link with someone else wielding a deepdread claw , enabling you to telepathically communicate with the creature while they possess the deepdread claw regardless of distance, so long as you remain on the same plane. You can end a telepathic link you create or that you are part of as an action, which has the concentrate trait. Activate Two Actions command, Interact; Effect You cast 4th-level darkness . You can see clearly in this darkness.\n","skill_mod":{},"summary":"One of a set of four identical spears collectively known as the Four Claws of the Deepdread, this weapon is fashioned from a single seamless piece of …","primary_source":"Legends","trait_group":["School","Equipment","Mechanics","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=768","base_item":["Spear"],"name":"Deepdread Claw","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-768"},{"item_child_id":["equipment-769-763","equipment-769-764"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","trait":["Consumable","Divine","Healing","Magical","Necromancy","Positive","Rare","Vitality"],"id":"equipment-769","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Celestial Peach Source Legends pg. 48 Usage held in 1 hand Bulk L Activate Single Action Interact --- Among Hao Jin's most precious treasures are three living plants, the last surviving celestial peach trees taken from the mountains of Chu Ye. One of the trees grows pearls in place of flowers, but the other two bear fruit that is far more valuable. Eating one of these small red peaches can heal even the most grievous of injuries. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Celestial Peach (Rejuvenation) Source Legends pg. 48 Price 3,000 gp Bulk L --- You gain the effects of 7th-level neutralize poison , regenerate , remove curse , and remove disease spells. The peach has a counteract modifier of +27. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Celestial Peach (Life) Source Legends pg. 48 Price 73,000 gp Bulk L --- When you place the peach into the mouth of an intact corpse that died within the last year, it casts a 10th-level raise dead on the corpse.","skill_mod":{},"summary":"Among Hao Jin's most precious treasures are three living plants, the last surviving celestial peach trees taken from the mountains of Chu Ye. One of …","primary_source":"Legends","trait_group":["Equipment","Tradition","Mechanics","School","Energy","Planar","Creature Type","Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=769","name":"Celestial Peach","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-769"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-769","weakness":{},"school":"necromancy","price":300000,"trait":["Consumable","Divine","Healing","Magical","Necromancy","Positive","Rare","Vitality"],"id":"equipment-769-763","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Celestial Peach Source Legends pg. 48 Usage held in 1 hand Bulk L Activate Single Action Interact --- Among Hao Jin's most precious treasures are three living plants, the last surviving celestial peach trees taken from the mountains of Chu Ye. One of the trees grows pearls in place of flowers, but the other two bear fruit that is far more valuable. Eating one of these small red peaches can heal even the most grievous of injuries. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Celestial Peach (Rejuvenation) Source Legends pg. 48 Price 3,000 gp Bulk L --- You gain the effects of 7th-level neutralize poison , regenerate , remove curse , and remove disease spells. The peach has a counteract modifier of +27. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Celestial Peach (Life) Source Legends pg. 48 Price 73,000 gp Bulk L --- When you place the peach into the mouth of an intact corpse that died within the last year, it casts a 10th-level raise dead on the corpse.","skill_mod":{},"summary":"You gain the effects of 7th-level neutralize poison , regenerate , remove curse , and remove disease spells. The peach has a counteract …","primary_source":"Legends","trait_group":["Equipment","Tradition","Mechanics","School","Energy","Planar","Creature Type","Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=769","name":"Celestial Peach (Rejuvenation)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-769-763"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-769","weakness":{},"school":"necromancy","price":7300000,"trait":["Consumable","Divine","Healing","Magical","Necromancy","Positive","Rare","Vitality"],"id":"equipment-769-764","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Celestial Peach Source Legends pg. 48 Usage held in 1 hand Bulk L Activate Single Action Interact --- Among Hao Jin's most precious treasures are three living plants, the last surviving celestial peach trees taken from the mountains of Chu Ye. One of the trees grows pearls in place of flowers, but the other two bear fruit that is far more valuable. Eating one of these small red peaches can heal even the most grievous of injuries. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Celestial Peach (Rejuvenation) Source Legends pg. 48 Price 3,000 gp Bulk L --- You gain the effects of 7th-level neutralize poison , regenerate , remove curse , and remove disease spells. The peach has a counteract modifier of +27. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Celestial Peach (Life) Source Legends pg. 48 Price 73,000 gp Bulk L --- When you place the peach into the mouth of an intact corpse that died within the last year, it casts a 10th-level raise dead on the corpse.","skill_mod":{},"summary":"When you place the peach into the mouth of an intact corpse that died within the last year, it casts a 10th-level raise dead on the corpse.","primary_source":"Legends","trait_group":["Equipment","Tradition","Mechanics","School","Energy","Planar","Creature Type","Rarity"],"level":20,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=769","name":"Celestial Peach (Life)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-769-764"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Structures","speed":{},"weakness":{},"school":"conjuration","price":1000000,"trait":["Conjuration","Magical","Structure","Unique"],"id":"equipment-770","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Mountain to the Sky Source Legends pg. 48 Price 10,000 gp Usage held in 1 hand Activate 1 minute (Interact) --- This tiny, carved walnut shell contains a sacred mountain within. You can only activate mountain to the sky on an unoccupied patch of earth or soil. When activated, the walnut transforms into an impossibly steep mountain, 5,000 feet tall and 100 feet wide at the base. Climbing the mountain requires 8 hours and a successful DC 35 Athletics check. After activating it, if you climb to the top of the mountain without any assistance from flight or magic, the mountain plane shifts you to Heaven when you reach the summit. You can return the mountain to the sky into the shape of a walnut shell as a 1-minute activity, which has the concentrate and manipulate traits, so long as no living creatures are present on the mountain.\n","skill_mod":{},"summary":"This tiny, carved walnut shell contains a sacred mountain within. You can only activate mountain to the sky on an unoccupied patch of earth or …","primary_source":"Legends","trait_group":["School","Mechanics","Equipment","Rarity"],"level":16,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=770","name":"Mountain to the Sky","bulk":0,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-770"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":90000,"trait":["Conjuration","Consumable","Rare"],"id":"equipment-771","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Ruby String Source Legends pg. 48 Price 900 gp Usage held in 1 hand --- The frayed threads from the rips and tears in Hao Jin's Tapestry still contain traces of the Ruby Phoenix's magic. Hao Jin has collected most of these loose strings, but others occasionally find these potent silk strands in unexpected places. A ruby string can fulfill the cost requirement for an 8th-level create demiplane ritual. When used in this way, the ruby string negates the need for secondary casters, and you get a success for all secondary checks. Alternatively, you can activate it to create a smaller demiplane without requiring the ritual. Activate 8 hours (envision, Interact); Effect You spin the thread to form a demiplane with the effects of a successful 8th-level create demiplane , but the space is a single 10-foot cube.\n","skill_mod":{},"summary":"The frayed threads from the rips and tears in Hao Jin's Tapestry still contain traces of the Ruby Phoenix's magic. Hao Jin has collected most of …","primary_source":"Legends","trait_group":["School","Equipment","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=771","name":"Ruby String","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-771"},{"item_child_id":["equipment-772-765","equipment-772-766"],"primary_source_category":"Lost Omens","source":["Legends"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Consumable","Magical","Rare"],"id":"equipment-772","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Starshot Arrow Source Legends pg. 48 Ammunition arrow Activate Single Action Interact --- The metal of these arrows is said to have come from a star that ventured too close to Golarion and was shot down by a moonlit archer. When you activate and shoot a starshot arrow , you take no range penalties against any target that you can personally detect. There must be a line of effect between you and the target. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Starshot Arrow (Lesser) Source Legends pg. 48 Price 55 gp --- The target must be within the maximum range of your weapon. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Starshot Arrow (Greater) Source Legends pg. 48 Price 800 gp --- You can fire at any creature you can detect, regardless of range. The arrow travels instantly, hitting your target as soon as you fire the arrow. This is a teleportation effect.","ammunition":"arrow","skill_mod":{},"summary":"The metal of these arrows is said to have come from a star that ventured too close to Golarion and was shot down by a moonlit archer. When you …","primary_source":"Legends","trait_group":["School","Equipment","Mechanics","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=772","name":"Starshot Arrow","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-772"},{"primary_source_category":"Lost Omens","source":["Legends"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-772","weakness":{},"school":"conjuration","price":5500,"trait":["Conjuration","Consumable","Magical","Rare"],"id":"equipment-772-765","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Starshot Arrow Source Legends pg. 48 Ammunition arrow Activate Single Action Interact --- The metal of these arrows is said to have come from a star that ventured too close to Golarion and was shot down by a moonlit archer. When you activate and shoot a starshot arrow , you take no range penalties against any target that you can personally detect. There must be a line of effect between you and the target. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Starshot Arrow (Lesser) Source Legends pg. 48 Price 55 gp --- The target must be within the maximum range of your weapon. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Starshot Arrow (Greater) Source Legends pg. 48 Price 800 gp --- You can fire at any creature you can detect, regardless of range. The arrow travels instantly, hitting your target as soon as you fire the arrow. This is a teleportation effect.","ammunition":"arrow","skill_mod":{},"summary":"The target must be within the maximum range of your weapon.","primary_source":"Legends","trait_group":["School","Equipment","Mechanics","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=772","name":"Starshot Arrow (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-772-765"},{"primary_source_category":"Lost Omens","source":["Legends"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-772","weakness":{},"school":"conjuration","price":80000,"trait":["Conjuration","Consumable","Magical","Rare"],"id":"equipment-772-766","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Starshot Arrow Source Legends pg. 48 Ammunition arrow Activate Single Action Interact --- The metal of these arrows is said to have come from a star that ventured too close to Golarion and was shot down by a moonlit archer. When you activate and shoot a starshot arrow , you take no range penalties against any target that you can personally detect. There must be a line of effect between you and the target. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Starshot Arrow (Lesser) Source Legends pg. 48 Price 55 gp --- The target must be within the maximum range of your weapon. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Starshot Arrow (Greater) Source Legends pg. 48 Price 800 gp --- You can fire at any creature you can detect, regardless of range. The arrow travels instantly, hitting your target as soon as you fire the arrow. This is a teleportation effect.","ammunition":"arrow","skill_mod":{},"summary":"You can fire at any creature you can detect, regardless of range. The arrow travels instantly, hitting your target as soon as you fire the arrow. …","primary_source":"Legends","trait_group":["School","Equipment","Mechanics","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=772","name":"Starshot Arrow (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-772-766"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends","Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Rare"],"id":"equipment-773","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Vaccine Source Legends pg. 71, Treasure Vault (Remastered) pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat. Craft Requirements Creating a vaccine requires a sample of the disease in question.\n","skill_mod":{},"summary":"A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on …","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":0,"source_category":["Lost Omens","Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=773","name":"Vaccine","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-773"},{"item_child_id":["equipment-774-773","equipment-774-774","equipment-774-775","equipment-774-776"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Rare"],"id":"equipment-774","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Restricted\" > Addiction Suppressant Source Legends pg. 72 Usage held in 1 hand Bulk L Activate Single Action Interact --- When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant. For every drug, a specific suppressant must be crafted— no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug's addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work. <title level=\"2\" right=\"Item 1\" pfs=\"Restricted\" > Addiction Suppressant (Lesser) Source Legends pg. 72 Price 2 gp Bulk L --- You gain a +1 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Addiction Suppressant (Moderate) Source Legends pg. 72 Price 30 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Addiction Suppressant (Greater) Source Legends pg. 72 Price 140 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Addiction Suppressant (Major) Source Legends pg. 72 Price 500 gp Bulk L --- You gain a +4 item bonus.","skill_mod":{},"summary":"When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug …","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=774","name":"Addiction Suppressant","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-774"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-774","weakness":{},"price":200,"trait":["Alchemical","Consumable","Elixir","Rare"],"id":"equipment-774-773","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Restricted\" > Addiction Suppressant Source Legends pg. 72 Usage held in 1 hand Bulk L Activate Single Action Interact --- When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant. For every drug, a specific suppressant must be crafted— no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug's addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work. <title level=\"2\" right=\"Item 1\" pfs=\"Restricted\" > Addiction Suppressant (Lesser) Source Legends pg. 72 Price 2 gp Bulk L --- You gain a +1 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Addiction Suppressant (Moderate) Source Legends pg. 72 Price 30 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Addiction Suppressant (Greater) Source Legends pg. 72 Price 140 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Addiction Suppressant (Major) Source Legends pg. 72 Price 500 gp Bulk L --- You gain a +4 item bonus.","skill_mod":{},"summary":"You gain a +1 item bonus.","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=774","name":"Addiction Suppressant (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-774-773"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-774","weakness":{},"price":3000,"trait":["Alchemical","Consumable","Elixir","Rare"],"id":"equipment-774-774","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Restricted\" > Addiction Suppressant Source Legends pg. 72 Usage held in 1 hand Bulk L Activate Single Action Interact --- When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant. For every drug, a specific suppressant must be crafted— no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug's addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work. <title level=\"2\" right=\"Item 1\" pfs=\"Restricted\" > Addiction Suppressant (Lesser) Source Legends pg. 72 Price 2 gp Bulk L --- You gain a +1 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Addiction Suppressant (Moderate) Source Legends pg. 72 Price 30 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Addiction Suppressant (Greater) Source Legends pg. 72 Price 140 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Addiction Suppressant (Major) Source Legends pg. 72 Price 500 gp Bulk L --- You gain a +4 item bonus.","skill_mod":{},"summary":"You gain a +2 item bonus.","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=774","name":"Addiction Suppressant (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-774-774"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-774","weakness":{},"price":14000,"trait":["Alchemical","Consumable","Elixir","Rare"],"id":"equipment-774-775","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Restricted\" > Addiction Suppressant Source Legends pg. 72 Usage held in 1 hand Bulk L Activate Single Action Interact --- When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant. For every drug, a specific suppressant must be crafted— no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug's addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work. <title level=\"2\" right=\"Item 1\" pfs=\"Restricted\" > Addiction Suppressant (Lesser) Source Legends pg. 72 Price 2 gp Bulk L --- You gain a +1 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Addiction Suppressant (Moderate) Source Legends pg. 72 Price 30 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Addiction Suppressant (Greater) Source Legends pg. 72 Price 140 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Addiction Suppressant (Major) Source Legends pg. 72 Price 500 gp Bulk L --- You gain a +4 item bonus.","skill_mod":{},"summary":"You gain a +3 item bonus.","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=774","name":"Addiction Suppressant (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-774-775"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-774","weakness":{},"price":50000,"trait":["Alchemical","Consumable","Elixir","Rare"],"id":"equipment-774-776","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Restricted\" > Addiction Suppressant Source Legends pg. 72 Usage held in 1 hand Bulk L Activate Single Action Interact --- When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant. For every drug, a specific suppressant must be crafted— no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug's addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work. <title level=\"2\" right=\"Item 1\" pfs=\"Restricted\" > Addiction Suppressant (Lesser) Source Legends pg. 72 Price 2 gp Bulk L --- You gain a +1 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Addiction Suppressant (Moderate) Source Legends pg. 72 Price 30 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Addiction Suppressant (Greater) Source Legends pg. 72 Price 140 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Addiction Suppressant (Major) Source Legends pg. 72 Price 500 gp Bulk L --- You gain a +4 item bonus.","skill_mod":{},"summary":"You gain a +4 item bonus.","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=774","name":"Addiction Suppressant (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-774-776"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Legends"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":650000,"trait":["Electricity","Evocation","Magical","Unique"],"id":"equipment-775","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Blade of the Black Sovereign Source Legends pg. 76 Price 6,500 gp Usage held in 2 hands Bulk 2 Base Weapon Greatsword --- This +2 greater striking shock greatsword is forged from standard-grade adamantine, with inlays of broken circuitry and a robot's ocular lens on the cross guard. A soft thrum comes from the blade, which you feel as a subtle pulse through the grip when wielding it. It sparks when unsheathed, emitting dim light within 5 feet. On a hit against a foe made of metal, wearing metal armor, or using a metal shield, if the foe takes electricity damage from the blade, the makes the foe flat-footed for 1 round; if the Strike was a critical hit, it also makes them clumsy 1 for 1 round. Activate Two Actions command, Interact; Effect You cast the electric arc cantrip from the sword as an 8th-level primal spell, using 10 + your melee attack modifier with the Blade of the Black Sovereign as your spell DC.\n","skill_mod":{},"summary":"This +2 greater striking shock greatsword is forged from standard-grade adamantine , with inlays of broken circuitry and a robot's ocular …","primary_source":"Legends","trait_group":["Energy","Monster","School","Mechanics","Rarity"],"level":15,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=775","base_item":["Greatsword"],"name":"Blade of the Black Sovereign","bulk":2,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-775"},{"skill_mod":{},"summary":"Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The …","item_child_id":["equipment-776-777","equipment-776-778","equipment-776-779","equipment-776-780"],"primary_source":"Legends","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Legends"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=776","weakness":{},"name":"Sovereign Steel","trait":["Precious","Rare"],"id":"equipment-776","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sovereign Steel Source Legends pg. 77 --- Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Starfall to procure gear made from this rare alloy. While some believe it possible to craft shields of sovereign steel as well, in one of his fits, Kevoth-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell). ## Soverign Steel Items Soverign Steel Items Hardness HP BT Thin Items Standard-grade 7 28 14 High-grade 10 40 20 Items Standard-grade 11 44 22 High-grade 14 56 28 Structures Standard-grade 22 88 44 High-grade 28 112 56 Material Uses Sovereign Steel Armor Sovereign Steel Weapon <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sovereign Steel Chunk Source Legends pg. 77 Price 700 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sovereign Steel Ingot Source Legends pg. 77 Price 7,000 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sovereign Steel Object (Standard-Grade) Source Legends pg. 77 Price 500 gp (per Bulk) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sovereign Steel Object (High-Grade) Source Legends pg. 77 Price 8,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-776"},{"skill_mod":{},"summary":"Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The …","primary_source":"Legends","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Legends"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=776","item_parent_id":"equipment-776","weakness":{},"price":70000,"name":"Sovereign Steel Chunk","trait":["Precious","Rare"],"id":"equipment-776-777","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sovereign Steel Source Legends pg. 77 --- Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Starfall to procure gear made from this rare alloy. While some believe it possible to craft shields of sovereign steel as well, in one of his fits, Kevoth-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell). ## Soverign Steel Items Soverign Steel Items Hardness HP BT Thin Items Standard-grade 7 28 14 High-grade 10 40 20 Items Standard-grade 11 44 22 High-grade 14 56 28 Structures Standard-grade 22 88 44 High-grade 28 112 56 Material Uses Sovereign Steel Armor Sovereign Steel Weapon <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sovereign Steel Chunk Source Legends pg. 77 Price 700 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sovereign Steel Ingot Source Legends pg. 77 Price 7,000 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sovereign Steel Object (Standard-Grade) Source Legends pg. 77 Price 500 gp (per Bulk) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sovereign Steel Object (High-Grade) Source Legends pg. 77 Price 8,000 gp (per Bulk) ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-776-777"},{"skill_mod":{},"summary":"Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The …","primary_source":"Legends","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Legends"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=776","item_parent_id":"equipment-776","weakness":{},"price":700000,"name":"Sovereign Steel Ingot","trait":["Precious","Rare"],"id":"equipment-776-778","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sovereign Steel Source Legends pg. 77 --- Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Starfall to procure gear made from this rare alloy. While some believe it possible to craft shields of sovereign steel as well, in one of his fits, Kevoth-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell). ## Soverign Steel Items Soverign Steel Items Hardness HP BT Thin Items Standard-grade 7 28 14 High-grade 10 40 20 Items Standard-grade 11 44 22 High-grade 14 56 28 Structures Standard-grade 22 88 44 High-grade 28 112 56 Material Uses Sovereign Steel Armor Sovereign Steel Weapon <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sovereign Steel Chunk Source Legends pg. 77 Price 700 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sovereign Steel Ingot Source Legends pg. 77 Price 7,000 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sovereign Steel Object (Standard-Grade) Source Legends pg. 77 Price 500 gp (per Bulk) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sovereign Steel Object (High-Grade) Source Legends pg. 77 Price 8,000 gp (per Bulk) ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-776-778"},{"skill_mod":{},"summary":"Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The …","primary_source":"Legends","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Legends"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=776","item_parent_id":"equipment-776","weakness":{},"price":50000,"name":"Sovereign Steel Object (Standard-Grade)","trait":["Precious","Rare"],"id":"equipment-776-779","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sovereign Steel Source Legends pg. 77 --- Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Starfall to procure gear made from this rare alloy. While some believe it possible to craft shields of sovereign steel as well, in one of his fits, Kevoth-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell). ## Soverign Steel Items Soverign Steel Items Hardness HP BT Thin Items Standard-grade 7 28 14 High-grade 10 40 20 Items Standard-grade 11 44 22 High-grade 14 56 28 Structures Standard-grade 22 88 44 High-grade 28 112 56 Material Uses Sovereign Steel Armor Sovereign Steel Weapon <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sovereign Steel Chunk Source Legends pg. 77 Price 700 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sovereign Steel Ingot Source Legends pg. 77 Price 7,000 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sovereign Steel Object (Standard-Grade) Source Legends pg. 77 Price 500 gp (per Bulk) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sovereign Steel Object (High-Grade) Source Legends pg. 77 Price 8,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-776-779"},{"skill_mod":{},"summary":"Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The …","primary_source":"Legends","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Legends"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=776","item_parent_id":"equipment-776","weakness":{},"price":800000,"name":"Sovereign Steel Object (High-Grade)","trait":["Precious","Rare"],"id":"equipment-776-780","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sovereign Steel Source Legends pg. 77 --- Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Starfall to procure gear made from this rare alloy. While some believe it possible to craft shields of sovereign steel as well, in one of his fits, Kevoth-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell). ## Soverign Steel Items Soverign Steel Items Hardness HP BT Thin Items Standard-grade 7 28 14 High-grade 10 40 20 Items Standard-grade 11 44 22 High-grade 14 56 28 Structures Standard-grade 22 88 44 High-grade 28 112 56 Material Uses Sovereign Steel Armor Sovereign Steel Weapon <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sovereign Steel Chunk Source Legends pg. 77 Price 700 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sovereign Steel Ingot Source Legends pg. 77 Price 7,000 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sovereign Steel Object (Standard-Grade) Source Legends pg. 77 Price 500 gp (per Bulk) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sovereign Steel Object (High-Grade) Source Legends pg. 77 Price 8,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-776-780"},{"item_child_id":["equipment-777-781","equipment-777-782"],"primary_source_category":"Lost Omens","usage":"worn armor","source":["Legends"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-777","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Sovereign Steel Armor Source Legends pg. 77 Usage worn armor Bulk varies by armor Base Material Sovereign Steel --- Sovereign steel armor sickens certain creatures that touch it. A creature with weakness to cold iron that critically fails an unarmed attack against a creature in sovereign steel armor becomes sickened 1, and such a creature is sickened 1 as long as it wears sovereign steel armor. The noqual in sovereign steel armor provides protection against magic, granting you a +1 circumstance bonus to AC against spell attack rolls. If you Cast a Spell while wearing sovereign steel armor, you must succeed at a DC 5 flat check or the spell fails. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sovereign Steel Armor (Standard-Grade) Source Legends pg. 77 Price 2,400 gp (+240 gp per Buk) Craft Requirements at least 150 gp of cold iron + 15 gp per Bulk plus at least 150 gp of noqual + 15 gp per Bulk <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Sovereign Steel Armor (High-Grade) Source Legends pg. 77 Price 50,000 gp (+5,000 gp per Buk) Craft Requirements at least 12,500 gp of cold iron + 1,250 gp per Bulk plus at least 12,500 gp of noqual + 1,250 gp per Bulk","skill_mod":{},"summary":"Sovereign steel armor sickens certain creatures that touch it. A creature with weakness to cold iron that critically fails an unarmed attack …","primary_source":"Legends","trait_group":["Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=777","name":"Sovereign Steel Armor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-777"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Legends"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-777","weakness":{},"price":240000,"trait":["Rare"],"id":"equipment-777-781","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Sovereign Steel Armor Source Legends pg. 77 Usage worn armor Bulk varies by armor Base Material Sovereign Steel --- Sovereign steel armor sickens certain creatures that touch it. A creature with weakness to cold iron that critically fails an unarmed attack against a creature in sovereign steel armor becomes sickened 1, and such a creature is sickened 1 as long as it wears sovereign steel armor. The noqual in sovereign steel armor provides protection against magic, granting you a +1 circumstance bonus to AC against spell attack rolls. If you Cast a Spell while wearing sovereign steel armor, you must succeed at a DC 5 flat check or the spell fails. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sovereign Steel Armor (Standard-Grade) Source Legends pg. 77 Price 2,400 gp (+240 gp per Buk) Craft Requirements at least 150 gp of cold iron + 15 gp per Bulk plus at least 150 gp of noqual + 15 gp per Bulk <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Sovereign Steel Armor (High-Grade) Source Legends pg. 77 Price 50,000 gp (+5,000 gp per Buk) Craft Requirements at least 12,500 gp of cold iron + 1,250 gp per Bulk plus at least 12,500 gp of noqual + 1,250 gp per Bulk","skill_mod":{},"summary":"Sovereign steel armor sickens certain creatures that touch it. A creature with weakness to cold iron that critically fails an unarmed attack …","primary_source":"Legends","trait_group":["Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=777","name":"Sovereign Steel Armor (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-777-781"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Legends"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-777","weakness":{},"price":5000000,"trait":["Rare"],"id":"equipment-777-782","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Sovereign Steel Armor Source Legends pg. 77 Usage worn armor Bulk varies by armor Base Material Sovereign Steel --- Sovereign steel armor sickens certain creatures that touch it. A creature with weakness to cold iron that critically fails an unarmed attack against a creature in sovereign steel armor becomes sickened 1, and such a creature is sickened 1 as long as it wears sovereign steel armor. The noqual in sovereign steel armor provides protection against magic, granting you a +1 circumstance bonus to AC against spell attack rolls. If you Cast a Spell while wearing sovereign steel armor, you must succeed at a DC 5 flat check or the spell fails. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sovereign Steel Armor (Standard-Grade) Source Legends pg. 77 Price 2,400 gp (+240 gp per Buk) Craft Requirements at least 150 gp of cold iron + 15 gp per Bulk plus at least 150 gp of noqual + 15 gp per Bulk <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Sovereign Steel Armor (High-Grade) Source Legends pg. 77 Price 50,000 gp (+5,000 gp per Buk) Craft Requirements at least 12,500 gp of cold iron + 1,250 gp per Bulk plus at least 12,500 gp of noqual + 1,250 gp per Bulk","skill_mod":{},"summary":"Sovereign steel armor sickens certain creatures that touch it. A creature with weakness to cold iron that critically fails an unarmed attack …","primary_source":"Legends","trait_group":["Rarity"],"level":20,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=777","name":"Sovereign Steel Armor (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-777-782"},{"item_child_id":["equipment-778-783","equipment-778-784"],"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Legends"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-778","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Sovereign Steel Weapon Source Legends pg. 77 Usage varies by weapon Bulk varies by weapon Base Material Sovereign Steel --- Sovereign steel weapons are treated as cold iron against creatures with a weakness to cold iron, like demons and fey. In addition, the noqual in sovereign steel weapons disrupts spellcasters' concentration, causing them to become stupefied 1 for 1 round on a critical hit. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sovereign Steel Weapon (Standard-Grade) Source Legends pg. 77 Price 1,600 gp (+160 gp per Buk) Craft Requirements at least 100 gp of cold iron + 10 gp per Bulk plus at least 100 gp of noqual + 10 gp per Bulk <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Sovereign Steel Weapon (High-Grade) Source Legends pg. 77 Price 32,000 gp (+3,200 gp per Buk) Craft Requirements at least 8,000 gp of cold iron + 800 gp per Bulk plus at least 8,000 gp of noqual + 800 gp per Bulk.","skill_mod":{},"summary":"Sovereign steel weapons are treated as cold iron against creatures with a weakness to cold iron, like demons and fey . In addition, the noqual …","primary_source":"Legends","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=778","name":"Sovereign Steel Weapon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-778"},{"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Legends"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-778","weakness":{},"price":160000,"trait":["Rare"],"id":"equipment-778-783","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Sovereign Steel Weapon Source Legends pg. 77 Usage varies by weapon Bulk varies by weapon Base Material Sovereign Steel --- Sovereign steel weapons are treated as cold iron against creatures with a weakness to cold iron, like demons and fey. In addition, the noqual in sovereign steel weapons disrupts spellcasters' concentration, causing them to become stupefied 1 for 1 round on a critical hit. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sovereign Steel Weapon (Standard-Grade) Source Legends pg. 77 Price 1,600 gp (+160 gp per Buk) Craft Requirements at least 100 gp of cold iron + 10 gp per Bulk plus at least 100 gp of noqual + 10 gp per Bulk <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Sovereign Steel Weapon (High-Grade) Source Legends pg. 77 Price 32,000 gp (+3,200 gp per Buk) Craft Requirements at least 8,000 gp of cold iron + 800 gp per Bulk plus at least 8,000 gp of noqual + 800 gp per Bulk.","skill_mod":{},"summary":"Sovereign steel weapons are treated as cold iron against creatures with a weakness to cold iron, like demons and fey . In addition, the noqual …","primary_source":"Legends","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=778","name":"Sovereign Steel Weapon (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-778-783"},{"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Legends"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-778","weakness":{},"price":3200000,"trait":["Rare"],"id":"equipment-778-784","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Sovereign Steel Weapon Source Legends pg. 77 Usage varies by weapon Bulk varies by weapon Base Material Sovereign Steel --- Sovereign steel weapons are treated as cold iron against creatures with a weakness to cold iron, like demons and fey. In addition, the noqual in sovereign steel weapons disrupts spellcasters' concentration, causing them to become stupefied 1 for 1 round on a critical hit. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sovereign Steel Weapon (Standard-Grade) Source Legends pg. 77 Price 1,600 gp (+160 gp per Buk) Craft Requirements at least 100 gp of cold iron + 10 gp per Bulk plus at least 100 gp of noqual + 10 gp per Bulk <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Sovereign Steel Weapon (High-Grade) Source Legends pg. 77 Price 32,000 gp (+3,200 gp per Buk) Craft Requirements at least 8,000 gp of cold iron + 800 gp per Bulk plus at least 8,000 gp of noqual + 800 gp per Bulk.","skill_mod":{},"summary":"Sovereign steel weapons are treated as cold iron against creatures with a weakness to cold iron, like demons and fey . In addition, the noqual …","primary_source":"Legends","trait_group":["Rarity"],"level":19,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=778","name":"Sovereign Steel Weapon (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-778-784"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":17500,"trait":["Alchemical","Rare"],"id":"equipment-779","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Alchemical Atomizer Source Legends pg. 80 Price 175 gp Usage held in 1 hand Bulk L --- Khismar developed this unique atomizer that allows for the distribution of elixirs, oils, and potions as a fine spray or mist. The atomizer can hold a single elixir, oil, or potion. An atomizer contains enough reagents to use it up to 10 times before the reagents must be replaced. A new batch of reagents costs 5 gp and requires an Interact action to replace. Activate Single Action Interact; Effect You spray the contents of the atomizer on yourself or an adjacent willing ally or unattended object. The target gains the effects of the applied elixir, oil, or potion. The target must be a valid target for the effect, such as food or drink for a nectar of purification , or the consumable is lost. Activate Two Actions Interact; Effect You cause the atomizer to mix its reagents and fire its held consumable at a square within 30 feet. The consumable forms a cloud that fills the space. The first willing valid target to enter the space automatically gains the effect of the consumable. If there are multiple valid targets, such as with multiple weapons for aligned oil , the creature entering the space determines how the effect is applied. The cloud is consumed upon contact with a willing valid target or at the start of your next turn, whichever comes first.\n","skill_mod":{},"summary":"Khismar developed this unique atomizer that allows for the distribution of elixirs , oils , and potions as a fine spray or mist. The atomizer can …","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=779","name":"Alchemical Atomizer","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-779"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":60,"weakness":{},"saving_throw":"DC 21 Fortitude","price":2000,"trait":["Alchemical","Consumable","Drug","Ingested","Poison","Uncommon"],"id":"equipment-780","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Diluted Hype Source Legends pg. 81 Price 20 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- A synthetic adrenaline supplement that increases awareness and reaction time. Diluted hype has been mixed with saltwater to allow for cheaper mass production. Saving Throw DC 21 Fortitude; Maximum Duration 1 minute; Stage 1 quickened and can use the additional action to Step (1 round); Stage 2 stupefied 1 (1 round); Stage 3 drained 1 and stupefied 1 (1 round)\n","skill_mod":{},"summary":"A synthetic adrenaline supplement that increases awareness and reaction time. Diluted hype has been mixed with saltwater to allow for cheaper mass …","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Drugs","resistance":{},"url":"/Equipment.aspx?ID=780","stage":[" quickened and can use the additional action to Step (1 round)"," stupefied 1 (1 round)"," drained 1 and stupefied 1 (1 round)"],"name":"Diluted Hype","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"uncommon","slug":"equipment-780"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":60,"weakness":{},"saving_throw":"DC 25 Fortitude","price":10000,"trait":["Alchemical","Consumable","Drug","Ingested","Poison","Rare"],"id":"equipment-781","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Restricted\" > Hype Source Legends pg. 81 Price 100 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- A synthetic adrenaline supplement that increases awareness and reaction time. Saving Throw DC 25 Fortitude; Maximum Duration 1 minute; Stage 1 quickened and can use the additional action to Step or Stride (1 round); Stage 2 stupefied 2 (1 round); Stage 3 drained 2 and stupefied 2 (1 round)\n","skill_mod":{},"summary":"A synthetic adrenaline supplement that increases awareness and reaction time. Saving Throw DC 25 Fortitude; Maximum Duration 1 minute; Stage 1 …","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Drugs","resistance":{},"url":"/Equipment.aspx?ID=781","stage":[" quickened and can use the additional action to Step or Stride (1 round)"," stupefied 2 (1 round)"],"name":"Hype","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-781"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":60,"weakness":{},"saving_throw":"DC 30 Fortitude","price":40000,"trait":["Alchemical","Consumable","Drug","Ingested","Poison","Rare"],"id":"equipment-782","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Restricted\" > Plasma Hype Source Legends pg. 81 Price 400 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- A synthetic adrenaline supplement that increases awareness and reaction time. Plasma hype has been infused with a specific mixture of Numerian fluids and other alchemical reagents to improve upon the original hype formula. Saving Throw DC 30 Fortitude; Maximum Duration 1 minute; Stage 1 +10-foot status bonus to speed, quickened and can use the additional action to Step, Stride, Climb, or Swim (1 round); Stage 2 quickened and can use the additional action to Step or Stride (1 round); Stage 3 drained 2 and stupefied 2 (1 round)\n","skill_mod":{},"summary":"A synthetic adrenaline supplement that increases awareness and reaction time. Plasma hype has been infused with a specific mixture of Numerian fluids …","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Drugs","resistance":{},"url":"/Equipment.aspx?ID=782","stage":["+10-foot status bonus to speed, quickened and can use the additional action to Step, Stride, Climb , or Swim (1 round)","quickened and can use the additional action to Step or Stride (1 round)"," drained 2 and stupefied 2 (1 round)"],"name":"Plasma Hype","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-782"},{"item_child_id":["equipment-783-785","equipment-783-786","equipment-783-787"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Athletics","Athletics","Athletics"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Rare"],"id":"equipment-783","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Applereed Mutagen Source Legends pg. 86 Usage held in 1 hand Bulk L Activate Single Action Interact --- This gummy liquid disproportionately lengthens your legs, causing you to grow but making your movement awkward. The effect is very noticeable unless your clothes can adequately conceal it. Benefit You gain an item bonus to Athletics checks and you gain the listed status bonus to your Speed. In addition, you grow one size larger, but your larger size does not have any additional effects beyond the potential change in space. Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Applereed Mutagen (Lesser) Source Legends pg. 86 Price 20 gp Bulk L --- The bonus to Athletics is +2, the bonus to Speed is +10 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Applereed Mutagen (Moderate) Source Legends pg. 86 Price 400 gp Bulk L --- The bonus to Athletics is +3, the bonus to Speed is +15 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Applereed Mutagen (Greater) Source Legends pg. 86 Price 5,000 gp Bulk L --- The bonus to Athletics is +4, the bonus to Speed is +20 feet, and the duration is 1 hour.","skill_mod":{},"summary":"This gummy liquid disproportionately lengthens your legs, causing you to grow but making your movement awkward. The effect is very noticeable unless …","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=783","name":"Applereed Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-783"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-783","weakness":{},"price":2000,"skill":["Athletics"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Rare"],"id":"equipment-783-785","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Applereed Mutagen Source Legends pg. 86 Usage held in 1 hand Bulk L Activate Single Action Interact --- This gummy liquid disproportionately lengthens your legs, causing you to grow but making your movement awkward. The effect is very noticeable unless your clothes can adequately conceal it. Benefit You gain an item bonus to Athletics checks and you gain the listed status bonus to your Speed. In addition, you grow one size larger, but your larger size does not have any additional effects beyond the potential change in space. Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Applereed Mutagen (Lesser) Source Legends pg. 86 Price 20 gp Bulk L --- The bonus to Athletics is +2, the bonus to Speed is +10 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Applereed Mutagen (Moderate) Source Legends pg. 86 Price 400 gp Bulk L --- The bonus to Athletics is +3, the bonus to Speed is +15 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Applereed Mutagen (Greater) Source Legends pg. 86 Price 5,000 gp Bulk L --- The bonus to Athletics is +4, the bonus to Speed is +20 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus to Athletics is +2, the bonus to Speed is +10 feet, and the duration is 1 minute.","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=783","name":"Applereed Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-783-785"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-783","weakness":{},"price":40000,"skill":["Athletics"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Rare"],"id":"equipment-783-786","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Applereed Mutagen Source Legends pg. 86 Usage held in 1 hand Bulk L Activate Single Action Interact --- This gummy liquid disproportionately lengthens your legs, causing you to grow but making your movement awkward. The effect is very noticeable unless your clothes can adequately conceal it. Benefit You gain an item bonus to Athletics checks and you gain the listed status bonus to your Speed. In addition, you grow one size larger, but your larger size does not have any additional effects beyond the potential change in space. Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Applereed Mutagen (Lesser) Source Legends pg. 86 Price 20 gp Bulk L --- The bonus to Athletics is +2, the bonus to Speed is +10 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Applereed Mutagen (Moderate) Source Legends pg. 86 Price 400 gp Bulk L --- The bonus to Athletics is +3, the bonus to Speed is +15 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Applereed Mutagen (Greater) Source Legends pg. 86 Price 5,000 gp Bulk L --- The bonus to Athletics is +4, the bonus to Speed is +20 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus to Athletics is +3, the bonus to Speed is +15 feet, and the duration is 10 minutes.","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=783","name":"Applereed Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-783-786"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-783","weakness":{},"price":500000,"skill":["Athletics"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Rare"],"id":"equipment-783-787","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Applereed Mutagen Source Legends pg. 86 Usage held in 1 hand Bulk L Activate Single Action Interact --- This gummy liquid disproportionately lengthens your legs, causing you to grow but making your movement awkward. The effect is very noticeable unless your clothes can adequately conceal it. Benefit You gain an item bonus to Athletics checks and you gain the listed status bonus to your Speed. In addition, you grow one size larger, but your larger size does not have any additional effects beyond the potential change in space. Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Applereed Mutagen (Lesser) Source Legends pg. 86 Price 20 gp Bulk L --- The bonus to Athletics is +2, the bonus to Speed is +10 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Applereed Mutagen (Moderate) Source Legends pg. 86 Price 400 gp Bulk L --- The bonus to Athletics is +3, the bonus to Speed is +15 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Applereed Mutagen (Greater) Source Legends pg. 86 Price 5,000 gp Bulk L --- The bonus to Athletics is +4, the bonus to Speed is +20 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus to Athletics is +4, the bonus to Speed is +20 feet, and the duration is 1 hour.","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=783","name":"Applereed Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-783-787"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 30 Will","price":18000,"trait":["Alchemical","Consumable","Inhaled","Poison","Rare"],"id":"equipment-784","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Honeyscent Source Legends pg. 86 Price 180 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This sweet-scented poison triggers vivid hallucinations in those who succumb to it, causing most to believe swarms of ravenous biting insects are feeding on them. So vivid are these hallucinations that the victims damage themselves by scratching and clawing at the imaginary swarm. At the GM's discretion, a creature incapable of clawing at itself might instead slam against solid objects, in which case the poison inflicts bludgeoning damage. Saving Throw DC 30 Will; Maximum Duration 6 rounds; Stage 1 2d6 slashing damage (1 round); Stage 2 2d6 slashing damage and stupefied 1 (1 round); Stage 3 2d6 slashing damage, drained 1, and stupefied 1\n","skill_mod":{},"summary":"This sweet-scented poison triggers vivid hallucinations in those who succumb to it, causing most to believe swarms of ravenous biting insects are …","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=784","stage":["2d6 slashing damage (1 round)","2d6 slashing damage and stupefied 1 (1 round)","2d6 slashing damage, drained 1 , and stupefied 1"],"name":"Honeyscent","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-784"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1200,"trait":["Alchemical","Consumable","Rare"],"id":"equipment-786","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Swamp Lily Quilt Source Legends pg. 86 Price 12 gp Usage held in 2 hands Bulk 2 Activate Two Actions Interact --- This quilt is defined by its green lily-pad pattern, which is rare in Bellflower communications. The quilt is 10 feet square and infused with a reagent that activates when the quilt is laid out across soil or earth. One round after you lay out the quilt, the ground beneath it becomes soft and muddy, creating difficult terrain in the area where the quilt was. You can leave the quilt to maintain the difficult terrain indefinitely, but the affected ground begins to dry once you remove the quilt with an Interact action. The ground dries over the span of 1 hour, after which the ground returns to normal terrain. Placing the quilt on the ground uses up its infused reagents, and it becomes an ordinary quilt once removed from the ground.\n","skill_mod":{},"summary":"This quilt is defined by its green lily-pad pattern, which is rare in Bellflower communications. The quilt is 10 feet square and infused with a …","primary_source":"Legends","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=786","name":"Swamp Lily Quilt","actions_number":4,"bulk":2,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"rare","slug":"equipment-786"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"The Slithering","school":"necromancy","price":48000,"trait":["Magical","Necromancy","Uncommon"],"id":"equipment-787","text":"<title level=\"1\" right=\"Item 8\" pfs=\"\" > Flaying Knife May contain spoilers from The Slithering Source The Slithering pg. 60 Price 480 gp Usage held in 1 hand Bulk 1 Base Weapon Dagger --- This long, thin +1 striking wounding dagger has a smooth edge on one side and a serrated edge on the other. Its persistent bleed damage comes from slicing away long strips of the target's flesh, and it deals 1d8 persistent bleed damage on a hit instead of 1d6. A creature takes a –2 status penalty to saving throws against diseases for as long as it has persistent bleed damage from this knife.\n","skill_mod":{},"summary":"This long, thin +1 striking wounding dagger has a smooth edge on one side and a serrated edge on the other. Its persistent bleed damage …","primary_source":"The Slithering","trait_group":["Mechanics","School","Rarity"],"level":8,"source_category":["Adventures"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=787","source_group":["The Slithering"],"spoilers":"The Slithering","base_item":["Dagger"],"name":"Flaying Knife","bulk":1,"category":"equipment","rarity":"uncommon","slug":"equipment-787"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"The Slithering","school":"necromancy","price":25000,"trait":["Magical","Necromancy","Uncommon"],"id":"equipment-788","text":"<title level=\"1\" right=\"Item 6\" pfs=\"\" > Gluttonous Spear May contain spoilers from The Slithering Source The Slithering pg. 60 Price 250 gp Usage held in 1 hand Bulk 1 Base Weapon Spear --- The head of this +1 striking returning spear is wrapped in greasy hide, and its head resembles a thick, clawed finger. On a critical hit, the target is enfeebled 1 for 1 minute, and you gain 1d8 temporary Hit Points that last for 1 minute.\n","skill_mod":{},"summary":"The head of this +1 striking returning spear is wrapped in greasy hide, and its head resembles a thick, clawed finger. On a critical hit, the …","primary_source":"The Slithering","trait_group":["Mechanics","School","Rarity"],"level":6,"source_category":["Adventures"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=788","source_group":["The Slithering"],"spoilers":"The Slithering","base_item":["Spear"],"name":"Gluttonous Spear","bulk":1,"category":"equipment","rarity":"uncommon","slug":"equipment-788"},{"primary_source_category":"Adventures","usage":"affixed to armor","source":["The Slithering"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"The Slithering","school":"conjuration","price":3000,"trait":["Conjuration","Consumable","Magical","Talisman","Uncommon"],"id":"equipment-789","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Oily Button May contain spoilers from The Slithering Source The Slithering pg. 60 Price 30 gp Usage affixed to armor Activate Free Action envision Trigger You succeed at an Athletics check to Disarm Requirement You are an expert in Athletics. --- A thin sheen of slick oil covers this gaudy button. When you activate the oily button , your attempts to Disarm your opponent of an item before the start of the opponent's next turn gain a +4 circumstance bonus instead of +2, and the –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item lasts until the end of its next turn or until it uses an Interact action to adjust its grip.\n","skill_mod":{},"summary":"A thin sheen of slick oil covers this gaudy button. When you activate the oily button , your attempts to Disarm your opponent of an item before …","primary_source":"The Slithering","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventures"],"item_subcategory":"Talismans","requirement":"You are an expert in Athletics.\r\n","trigger":"You succeed at an Athletics check to Disarm ","resistance":{},"url":"/Equipment.aspx?ID=789","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Oily Button","actions_number":0,"bulk":0,"category":"equipment","actions":"Free Action","rarity":"uncommon","slug":"equipment-789"},{"primary_source_category":"Adventures","usage":"affixed to a weapon","source":["The Slithering"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"The Slithering","school":"conjuration","price":6500,"trait":["Conjuration","Consumable","Magical","Talisman","Uncommon"],"id":"equipment-790","text":"<title level=\"1\" right=\"Item 7\" pfs=\"\" > Putrescent Glob May contain spoilers from The Slithering Source The Slithering pg. 61 Price 65 gp Usage affixed to a weapon Activate Free Action envision Trigger You damage a creature that is sickened 1 with a Strike using the affixed weapon Requirement You are an expert with the affixed weapon. --- This repulsive, hairy glob dangles from the end of your weapon. When you activate the putrescent glob , the creature you damaged must succeed at a DC 23 Fortitude save or its sickened condition increases to sickened 2, and it can't reduce its sickened condition until the end of its next turn. On a critical failure, it's also slowed 1 until the end of its next turn.\n","skill_mod":{},"summary":"This repulsive, hairy glob dangles from the end of your weapon. When you activate the putrescent glob , the creature you damaged must succeed at a …","primary_source":"The Slithering","trait_group":["School","Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventures"],"item_subcategory":"Talismans","requirement":"You are an expert with the affixed weapon.","trigger":"You damage a creature that is sickened 1 with a Strike using the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=790","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Putrescent Glob","actions_number":0,"bulk":0,"category":"equipment","actions":"Free Action","rarity":"uncommon","slug":"equipment-790"},{"item_child_id":["equipment-791-788","equipment-791-789","equipment-791-790"],"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"The Slithering","trait":["Alchemical","Consumable","Elixir","Polymorph","Uncommon"],"id":"equipment-791","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"\" > Sixfingers Elixir May contain spoilers from The Slithering Source The Slithering pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- This gritty, spicy fluid causes you to grow a sixth finger on each hand and gives you a spiderlike grip. You gain a +2 item bonus to your Reflex DC to keep from being Disarmed and a climb Speed of 20 feet for the listed duration. <title level=\"2\" right=\"Item 5\" pfs=\"\" > Sixfingers Elixir (Lesser) Source The Slithering pg. 61 Price 25 gp --- The duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Sixfingers Elixir (Moderate) Source The Slithering pg. 61 Price 250 gp --- The duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Sixfingers Elixir (Greater) Source The Slithering pg. 61 Price 2,500 gp --- The duration is 8 hours.","skill_mod":{},"summary":"This gritty, spicy fluid causes you to grow a sixth finger on each hand and gives you a spiderlike grip. You gain a +2 item bonus to your Reflex DC …","primary_source":"The Slithering","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":5,"source_category":["Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=791","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Sixfingers Elixir","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-791"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-791","weakness":{},"primary_source_group":"The Slithering","price":2500,"trait":["Alchemical","Consumable","Elixir","Polymorph","Uncommon"],"id":"equipment-791-788","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"\" > Sixfingers Elixir May contain spoilers from The Slithering Source The Slithering pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- This gritty, spicy fluid causes you to grow a sixth finger on each hand and gives you a spiderlike grip. You gain a +2 item bonus to your Reflex DC to keep from being Disarmed and a climb Speed of 20 feet for the listed duration. <title level=\"2\" right=\"Item 5\" pfs=\"\" > Sixfingers Elixir (Lesser) Source The Slithering pg. 61 Price 25 gp --- The duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Sixfingers Elixir (Moderate) Source The Slithering pg. 61 Price 250 gp --- The duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Sixfingers Elixir (Greater) Source The Slithering pg. 61 Price 2,500 gp --- The duration is 8 hours.","skill_mod":{},"summary":"The duration is 10 minutes.","primary_source":"The Slithering","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":5,"source_category":["Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=791","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Sixfingers Elixir (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-791-788"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-791","weakness":{},"primary_source_group":"The Slithering","price":25000,"trait":["Alchemical","Consumable","Elixir","Polymorph","Uncommon"],"id":"equipment-791-789","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"\" > Sixfingers Elixir May contain spoilers from The Slithering Source The Slithering pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- This gritty, spicy fluid causes you to grow a sixth finger on each hand and gives you a spiderlike grip. You gain a +2 item bonus to your Reflex DC to keep from being Disarmed and a climb Speed of 20 feet for the listed duration. <title level=\"2\" right=\"Item 5\" pfs=\"\" > Sixfingers Elixir (Lesser) Source The Slithering pg. 61 Price 25 gp --- The duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Sixfingers Elixir (Moderate) Source The Slithering pg. 61 Price 250 gp --- The duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Sixfingers Elixir (Greater) Source The Slithering pg. 61 Price 2,500 gp --- The duration is 8 hours.","skill_mod":{},"summary":"The duration is 1 hour.","primary_source":"The Slithering","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":11,"source_category":["Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=791","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Sixfingers Elixir (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-791-789"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-791","weakness":{},"primary_source_group":"The Slithering","price":250000,"trait":["Alchemical","Consumable","Elixir","Polymorph","Uncommon"],"id":"equipment-791-790","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"\" > Sixfingers Elixir May contain spoilers from The Slithering Source The Slithering pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- This gritty, spicy fluid causes you to grow a sixth finger on each hand and gives you a spiderlike grip. You gain a +2 item bonus to your Reflex DC to keep from being Disarmed and a climb Speed of 20 feet for the listed duration. <title level=\"2\" right=\"Item 5\" pfs=\"\" > Sixfingers Elixir (Lesser) Source The Slithering pg. 61 Price 25 gp --- The duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Sixfingers Elixir (Moderate) Source The Slithering pg. 61 Price 250 gp --- The duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Sixfingers Elixir (Greater) Source The Slithering pg. 61 Price 2,500 gp --- The duration is 8 hours.","skill_mod":{},"summary":"The duration is 8 hours.","primary_source":"The Slithering","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":17,"source_category":["Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=791","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Sixfingers Elixir (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-791-790"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"The Slithering","school":"transmutation","price":36000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-792","text":"<title level=\"1\" right=\"Item 7\" pfs=\"\" > Slime Whip May contain spoilers from The Slithering Source The Slithering pg. 61 Price 360 gp Usage held in 1 hand Bulk 1 Base Weapon Whip --- This thick, greasy +1 striking shifting whip is made from a slimy pseudopod. You don't take the usual –2 circumstance penalty to your attack rolls when using the slime whip to make a lethal attack. The whip's form can be changed just like any weapon with the shifting rune, but it reverts to its original form as soon as it isn't wielded. When in its whip form, you can use the following action. Activate Single Action command, Interact; Frequency once per hour; Effect For 1 round, the slime whip deals acid damage rather than slashing damage. If the attack deals persistent damage, the persistent damage is also acid damage instead of its usual type.\n","skill_mod":{},"summary":"This thick, greasy +1 striking shifting whip is made from a slimy pseudopod. You don't take the usual –2 circumstance penalty to your attack …","primary_source":"The Slithering","trait_group":["Mechanics","School","Rarity"],"level":7,"source_category":["Adventures"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=792","source_group":["The Slithering"],"spoilers":"The Slithering","base_item":["Whip"],"name":"Slime Whip","bulk":1,"category":"equipment","rarity":"uncommon","slug":"equipment-792"},{"primary_source_category":"Adventures","usage":"affixed to armor","source":["The Slithering"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"The Slithering","school":"transmutation","price":1200,"trait":["Consumable","Magical","Talisman","Transmutation","Uncommon"],"id":"equipment-793","text":"<title level=\"1\" right=\"Item 1\" pfs=\"\" > Slippery Ribbon May contain spoilers from The Slithering Source The Slithering pg. 61 Price 12 gp Usage affixed to armor Activate Free Action envision Trigger You succeed at an Acrobatics check to Tumble Through, but you don't have enough Speed to move all the way through the enemy's space Requirement You are an expert in Acrobatics. --- This ribbon is constantly greasy to the touch and stains the armor it's affixed to. When you activate the slippery ribbon , your Speed increases by an amount necessary for you to move all the way through the enemy's space.\n","skill_mod":{},"summary":"This ribbon is constantly greasy to the touch and stains the armor it's affixed to. When you activate the slippery ribbon , your Speed increases by …","primary_source":"The Slithering","trait_group":["Equipment","Mechanics","School","Rarity"],"level":1,"source_category":["Adventures"],"item_subcategory":"Talismans","requirement":"You are an expert in Acrobatics.","trigger":"You succeed at an Acrobatics check to Tumble Through , but you don't have enough Speed to move all the way through the enemy's space","resistance":{},"url":"/Equipment.aspx?ID=793","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Slippery Ribbon","actions_number":0,"bulk":0,"category":"equipment","actions":"Free Action","rarity":"uncommon","slug":"equipment-793"},{"item_child_id":["equipment-794-791","equipment-794-792","equipment-794-793","equipment-794-794"],"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering","Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"primary_source_group":"The Slithering","school":"evocation","trait":["Acid","Evocation","Magical","Uncommon","Wand"],"id":"equipment-794","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Wand of Noisome Acid May contain spoilers from The Slithering Source The Slithering pg. 61, Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- This greasy stick emits a stomach-churning scent when held in a hand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid arrow of the indicated level. A creature that takes acid damage from this spell must succeed at a Fortitude save against your spell DC or become sickened 1. Craft Requirements Supply a casting of acid arrow of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Wand of Noisome Acid (2nd-Level Spell) Source The Slithering pg. 61 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"\" > Wand of Noisome Acid (4th-Level Spell) Source The Slithering pg. 61 Price 1,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"\" > Wand of Noisome Acid (6th-Level Spell) Source The Slithering pg. 61 Price 4,500 gp <title level=\"2\" right=\"Item 18\" pfs=\"\" > Wand of Noisome Acid (8th-Level Spell) Source The Slithering pg. 61 Price 24,000 gp ","skill_mod":{},"summary":"This greasy stick emits a stomach-churning scent when held in a hand. ","primary_source":"The Slithering","trait_group":["Energy","Monster","School","Mechanics","Rarity","Equipment"],"level":6,"source_category":["Adventures","Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=794","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Wand of Noisome Acid","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-794"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering","Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-794","weakness":{},"primary_source_group":"The Slithering","school":"evocation","price":25000,"trait":["Acid","Evocation","Magical","Uncommon","Wand"],"id":"equipment-794-791","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Wand of Noisome Acid May contain spoilers from The Slithering Source The Slithering pg. 61, Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- This greasy stick emits a stomach-churning scent when held in a hand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid arrow of the indicated level. A creature that takes acid damage from this spell must succeed at a Fortitude save against your spell DC or become sickened 1. Craft Requirements Supply a casting of acid arrow of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Wand of Noisome Acid (2nd-Level Spell) Source The Slithering pg. 61 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"\" > Wand of Noisome Acid (4th-Level Spell) Source The Slithering pg. 61 Price 1,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"\" > Wand of Noisome Acid (6th-Level Spell) Source The Slithering pg. 61 Price 4,500 gp <title level=\"2\" right=\"Item 18\" pfs=\"\" > Wand of Noisome Acid (8th-Level Spell) Source The Slithering pg. 61 Price 24,000 gp ","skill_mod":{},"summary":"This greasy stick emits a stomach-churning scent when held in a hand.","primary_source":"The Slithering","trait_group":["Energy","Monster","School","Mechanics","Rarity","Equipment"],"level":6,"source_category":["Adventures","Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=794","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Wand of Noisome Acid (2nd-Level Spell)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-794-791"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering","Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-794","weakness":{},"primary_source_group":"The Slithering","school":"evocation","price":100000,"trait":["Acid","Evocation","Magical","Uncommon","Wand"],"id":"equipment-794-792","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Wand of Noisome Acid May contain spoilers from The Slithering Source The Slithering pg. 61, Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- This greasy stick emits a stomach-churning scent when held in a hand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid arrow of the indicated level. A creature that takes acid damage from this spell must succeed at a Fortitude save against your spell DC or become sickened 1. Craft Requirements Supply a casting of acid arrow of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Wand of Noisome Acid (2nd-Level Spell) Source The Slithering pg. 61 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"\" > Wand of Noisome Acid (4th-Level Spell) Source The Slithering pg. 61 Price 1,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"\" > Wand of Noisome Acid (6th-Level Spell) Source The Slithering pg. 61 Price 4,500 gp <title level=\"2\" right=\"Item 18\" pfs=\"\" > Wand of Noisome Acid (8th-Level Spell) Source The Slithering pg. 61 Price 24,000 gp ","skill_mod":{},"summary":"This greasy stick emits a stomach-churning scent when held in a hand.","primary_source":"The Slithering","trait_group":["Energy","Monster","School","Mechanics","Rarity","Equipment"],"level":10,"source_category":["Adventures","Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=794","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Wand of Noisome Acid (4th-Level Spell)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-794-792"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering","Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-794","weakness":{},"primary_source_group":"The Slithering","school":"evocation","price":450000,"trait":["Acid","Evocation","Magical","Uncommon","Wand"],"id":"equipment-794-793","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Wand of Noisome Acid May contain spoilers from The Slithering Source The Slithering pg. 61, Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- This greasy stick emits a stomach-churning scent when held in a hand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid arrow of the indicated level. A creature that takes acid damage from this spell must succeed at a Fortitude save against your spell DC or become sickened 1. Craft Requirements Supply a casting of acid arrow of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Wand of Noisome Acid (2nd-Level Spell) Source The Slithering pg. 61 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"\" > Wand of Noisome Acid (4th-Level Spell) Source The Slithering pg. 61 Price 1,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"\" > Wand of Noisome Acid (6th-Level Spell) Source The Slithering pg. 61 Price 4,500 gp <title level=\"2\" right=\"Item 18\" pfs=\"\" > Wand of Noisome Acid (8th-Level Spell) Source The Slithering pg. 61 Price 24,000 gp ","skill_mod":{},"summary":"This greasy stick emits a stomach-churning scent when held in a hand.","primary_source":"The Slithering","trait_group":["Energy","Monster","School","Mechanics","Rarity","Equipment"],"level":14,"source_category":["Adventures","Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=794","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Wand of Noisome Acid (6th-Level Spell)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-794-793"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering","Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-794","weakness":{},"primary_source_group":"The Slithering","school":"evocation","price":2400000,"trait":["Acid","Evocation","Magical","Uncommon","Wand"],"id":"equipment-794-794","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Wand of Noisome Acid May contain spoilers from The Slithering Source The Slithering pg. 61, Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- This greasy stick emits a stomach-churning scent when held in a hand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid arrow of the indicated level. A creature that takes acid damage from this spell must succeed at a Fortitude save against your spell DC or become sickened 1. Craft Requirements Supply a casting of acid arrow of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Wand of Noisome Acid (2nd-Level Spell) Source The Slithering pg. 61 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"\" > Wand of Noisome Acid (4th-Level Spell) Source The Slithering pg. 61 Price 1,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"\" > Wand of Noisome Acid (6th-Level Spell) Source The Slithering pg. 61 Price 4,500 gp <title level=\"2\" right=\"Item 18\" pfs=\"\" > Wand of Noisome Acid (8th-Level Spell) Source The Slithering pg. 61 Price 24,000 gp ","skill_mod":{},"summary":"This greasy stick emits a stomach-churning scent when held in a hand.","primary_source":"The Slithering","trait_group":["Energy","Monster","School","Mechanics","Rarity","Equipment"],"level":18,"source_category":["Adventures","Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=794","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Wand of Noisome Acid (8th-Level Spell)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-794-794"},{"item_child_id":["equipment-795-795","equipment-795-796","equipment-795-797","equipment-795-798","equipment-795-799","equipment-795-800","equipment-795-801","equipment-795-802"],"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering","Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"primary_source_group":"The Slithering","school":"necromancy","trait":["Magical","Necromancy","Uncommon","Wand"],"id":"equipment-795","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Wand of Teeming Ghosts May contain spoilers from The Slithering Source The Slithering pg. 61, Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action. Activate Free Action envision; Trigger You successfully impart the frightened 1 condition to a creature; Requirements You have temporary Hit Points; Effect You end false life and increase the creature's frightened condition value to 2. Craft Requirements Supply a casting of false life of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Wand of Teeming Ghosts (2nd-Level Spell) Source The Slithering pg. 61 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Wand of Teeming Ghosts (3rd-Level Spell) Source The Slithering pg. 61 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"\" > Wand of Teeming Ghosts (4th-Level Spell) Source The Slithering pg. 61 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"\" > Wand of Teeming Ghosts (5th-Level Spell) Source The Slithering pg. 61 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"\" > Wand of Teeming Ghosts (6th-Level Spell) Source The Slithering pg. 61 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"\" > Wand of Teeming Ghosts (7th-Level Spell) Source The Slithering pg. 61 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"\" > Wand of Teeming Ghosts (8th-Level Spell) Source The Slithering pg. 61 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"\" > Wand of Teeming Ghosts (9th-Level Spell) Source The Slithering pg. 61 Price 70,000 gp ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. ","primary_source":"The Slithering","trait_group":["Mechanics","School","Rarity","Equipment"],"level":6,"source_category":["Adventures","Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=795","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Wand of Teeming Ghosts","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-795"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering","Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-795","weakness":{},"primary_source_group":"The Slithering","school":"necromancy","price":25000,"trait":["Magical","Necromancy","Uncommon","Wand"],"id":"equipment-795-795","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Wand of Teeming Ghosts May contain spoilers from The Slithering Source The Slithering pg. 61, Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action. Activate Free Action envision; Trigger You successfully impart the frightened 1 condition to a creature; Requirements You have temporary Hit Points; Effect You end false life and increase the creature's frightened condition value to 2. Craft Requirements Supply a casting of false life of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Wand of Teeming Ghosts (2nd-Level Spell) Source The Slithering pg. 61 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Wand of Teeming Ghosts (3rd-Level Spell) Source The Slithering pg. 61 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"\" > Wand of Teeming Ghosts (4th-Level Spell) Source The Slithering pg. 61 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"\" > Wand of Teeming Ghosts (5th-Level Spell) Source The Slithering pg. 61 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"\" > Wand of Teeming Ghosts (6th-Level Spell) Source The Slithering pg. 61 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"\" > Wand of Teeming Ghosts (7th-Level Spell) Source The Slithering pg. 61 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"\" > Wand of Teeming Ghosts (8th-Level Spell) Source The Slithering pg. 61 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"\" > Wand of Teeming Ghosts (9th-Level Spell) Source The Slithering pg. 61 Price 70,000 gp ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"The Slithering","trait_group":["Mechanics","School","Rarity","Equipment"],"level":6,"source_category":["Adventures","Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=795","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Wand of Teeming Ghosts (2nd-Level Spell)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-795-795"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering","Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-795","weakness":{},"primary_source_group":"The Slithering","school":"necromancy","price":50000,"trait":["Magical","Necromancy","Uncommon","Wand"],"id":"equipment-795-796","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Wand of Teeming Ghosts May contain spoilers from The Slithering Source The Slithering pg. 61, Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action. Activate Free Action envision; Trigger You successfully impart the frightened 1 condition to a creature; Requirements You have temporary Hit Points; Effect You end false life and increase the creature's frightened condition value to 2. Craft Requirements Supply a casting of false life of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Wand of Teeming Ghosts (2nd-Level Spell) Source The Slithering pg. 61 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Wand of Teeming Ghosts (3rd-Level Spell) Source The Slithering pg. 61 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"\" > Wand of Teeming Ghosts (4th-Level Spell) Source The Slithering pg. 61 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"\" > Wand of Teeming Ghosts (5th-Level Spell) Source The Slithering pg. 61 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"\" > Wand of Teeming Ghosts (6th-Level Spell) Source The Slithering pg. 61 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"\" > Wand of Teeming Ghosts (7th-Level Spell) Source The Slithering pg. 61 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"\" > Wand of Teeming Ghosts (8th-Level Spell) Source The Slithering pg. 61 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"\" > Wand of Teeming Ghosts (9th-Level Spell) Source The Slithering pg. 61 Price 70,000 gp ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"The Slithering","trait_group":["Mechanics","School","Rarity","Equipment"],"level":8,"source_category":["Adventures","Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=795","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Wand of Teeming Ghosts (3rd-Level Spell)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-795-796"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering","Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-795","weakness":{},"primary_source_group":"The Slithering","school":"necromancy","price":100000,"trait":["Magical","Necromancy","Uncommon","Wand"],"id":"equipment-795-797","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Wand of Teeming Ghosts May contain spoilers from The Slithering Source The Slithering pg. 61, Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action. Activate Free Action envision; Trigger You successfully impart the frightened 1 condition to a creature; Requirements You have temporary Hit Points; Effect You end false life and increase the creature's frightened condition value to 2. Craft Requirements Supply a casting of false life of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Wand of Teeming Ghosts (2nd-Level Spell) Source The Slithering pg. 61 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Wand of Teeming Ghosts (3rd-Level Spell) Source The Slithering pg. 61 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"\" > Wand of Teeming Ghosts (4th-Level Spell) Source The Slithering pg. 61 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"\" > Wand of Teeming Ghosts (5th-Level Spell) Source The Slithering pg. 61 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"\" > Wand of Teeming Ghosts (6th-Level Spell) Source The Slithering pg. 61 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"\" > Wand of Teeming Ghosts (7th-Level Spell) Source The Slithering pg. 61 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"\" > Wand of Teeming Ghosts (8th-Level Spell) Source The Slithering pg. 61 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"\" > Wand of Teeming Ghosts (9th-Level Spell) Source The Slithering pg. 61 Price 70,000 gp ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"The Slithering","trait_group":["Mechanics","School","Rarity","Equipment"],"level":10,"source_category":["Adventures","Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=795","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Wand of Teeming Ghosts (4th-Level Spell)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-795-797"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering","Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-795","weakness":{},"primary_source_group":"The Slithering","school":"necromancy","price":200000,"trait":["Magical","Necromancy","Uncommon","Wand"],"id":"equipment-795-798","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Wand of Teeming Ghosts May contain spoilers from The Slithering Source The Slithering pg. 61, Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action. Activate Free Action envision; Trigger You successfully impart the frightened 1 condition to a creature; Requirements You have temporary Hit Points; Effect You end false life and increase the creature's frightened condition value to 2. Craft Requirements Supply a casting of false life of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Wand of Teeming Ghosts (2nd-Level Spell) Source The Slithering pg. 61 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Wand of Teeming Ghosts (3rd-Level Spell) Source The Slithering pg. 61 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"\" > Wand of Teeming Ghosts (4th-Level Spell) Source The Slithering pg. 61 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"\" > Wand of Teeming Ghosts (5th-Level Spell) Source The Slithering pg. 61 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"\" > Wand of Teeming Ghosts (6th-Level Spell) Source The Slithering pg. 61 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"\" > Wand of Teeming Ghosts (7th-Level Spell) Source The Slithering pg. 61 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"\" > Wand of Teeming Ghosts (8th-Level Spell) Source The Slithering pg. 61 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"\" > Wand of Teeming Ghosts (9th-Level Spell) Source The Slithering pg. 61 Price 70,000 gp ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"The Slithering","trait_group":["Mechanics","School","Rarity","Equipment"],"level":12,"source_category":["Adventures","Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=795","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Wand of Teeming Ghosts (5th-Level Spell)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-795-798"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering","Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-795","weakness":{},"primary_source_group":"The Slithering","school":"necromancy","price":450000,"trait":["Magical","Necromancy","Uncommon","Wand"],"id":"equipment-795-799","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Wand of Teeming Ghosts May contain spoilers from The Slithering Source The Slithering pg. 61, Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action. Activate Free Action envision; Trigger You successfully impart the frightened 1 condition to a creature; Requirements You have temporary Hit Points; Effect You end false life and increase the creature's frightened condition value to 2. Craft Requirements Supply a casting of false life of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Wand of Teeming Ghosts (2nd-Level Spell) Source The Slithering pg. 61 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Wand of Teeming Ghosts (3rd-Level Spell) Source The Slithering pg. 61 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"\" > Wand of Teeming Ghosts (4th-Level Spell) Source The Slithering pg. 61 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"\" > Wand of Teeming Ghosts (5th-Level Spell) Source The Slithering pg. 61 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"\" > Wand of Teeming Ghosts (6th-Level Spell) Source The Slithering pg. 61 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"\" > Wand of Teeming Ghosts (7th-Level Spell) Source The Slithering pg. 61 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"\" > Wand of Teeming Ghosts (8th-Level Spell) Source The Slithering pg. 61 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"\" > Wand of Teeming Ghosts (9th-Level Spell) Source The Slithering pg. 61 Price 70,000 gp ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"The Slithering","trait_group":["Mechanics","School","Rarity","Equipment"],"level":14,"source_category":["Adventures","Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=795","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Wand of Teeming Ghosts (6th-Level Spell)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-795-799"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering","Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-795","weakness":{},"primary_source_group":"The Slithering","school":"necromancy","price":1000000,"trait":["Magical","Necromancy","Uncommon","Wand"],"id":"equipment-795-800","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Wand of Teeming Ghosts May contain spoilers from The Slithering Source The Slithering pg. 61, Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action. Activate Free Action envision; Trigger You successfully impart the frightened 1 condition to a creature; Requirements You have temporary Hit Points; Effect You end false life and increase the creature's frightened condition value to 2. Craft Requirements Supply a casting of false life of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Wand of Teeming Ghosts (2nd-Level Spell) Source The Slithering pg. 61 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Wand of Teeming Ghosts (3rd-Level Spell) Source The Slithering pg. 61 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"\" > Wand of Teeming Ghosts (4th-Level Spell) Source The Slithering pg. 61 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"\" > Wand of Teeming Ghosts (5th-Level Spell) Source The Slithering pg. 61 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"\" > Wand of Teeming Ghosts (6th-Level Spell) Source The Slithering pg. 61 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"\" > Wand of Teeming Ghosts (7th-Level Spell) Source The Slithering pg. 61 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"\" > Wand of Teeming Ghosts (8th-Level Spell) Source The Slithering pg. 61 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"\" > Wand of Teeming Ghosts (9th-Level Spell) Source The Slithering pg. 61 Price 70,000 gp ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"The Slithering","trait_group":["Mechanics","School","Rarity","Equipment"],"level":16,"source_category":["Adventures","Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=795","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Wand of Teeming Ghosts (7th-Level Spell)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-795-800"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering","Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-795","weakness":{},"primary_source_group":"The Slithering","school":"necromancy","price":2400000,"trait":["Magical","Necromancy","Uncommon","Wand"],"id":"equipment-795-801","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Wand of Teeming Ghosts May contain spoilers from The Slithering Source The Slithering pg. 61, Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action. Activate Free Action envision; Trigger You successfully impart the frightened 1 condition to a creature; Requirements You have temporary Hit Points; Effect You end false life and increase the creature's frightened condition value to 2. Craft Requirements Supply a casting of false life of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Wand of Teeming Ghosts (2nd-Level Spell) Source The Slithering pg. 61 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Wand of Teeming Ghosts (3rd-Level Spell) Source The Slithering pg. 61 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"\" > Wand of Teeming Ghosts (4th-Level Spell) Source The Slithering pg. 61 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"\" > Wand of Teeming Ghosts (5th-Level Spell) Source The Slithering pg. 61 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"\" > Wand of Teeming Ghosts (6th-Level Spell) Source The Slithering pg. 61 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"\" > Wand of Teeming Ghosts (7th-Level Spell) Source The Slithering pg. 61 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"\" > Wand of Teeming Ghosts (8th-Level Spell) Source The Slithering pg. 61 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"\" > Wand of Teeming Ghosts (9th-Level Spell) Source The Slithering pg. 61 Price 70,000 gp ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"The Slithering","trait_group":["Mechanics","School","Rarity","Equipment"],"level":18,"source_category":["Adventures","Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=795","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Wand of Teeming Ghosts (8th-Level Spell)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-795-801"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Slithering","Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-795","weakness":{},"primary_source_group":"The Slithering","school":"necromancy","price":7000000,"trait":["Magical","Necromancy","Uncommon","Wand"],"id":"equipment-795-802","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Wand of Teeming Ghosts May contain spoilers from The Slithering Source The Slithering pg. 61, Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action. Activate Free Action envision; Trigger You successfully impart the frightened 1 condition to a creature; Requirements You have temporary Hit Points; Effect You end false life and increase the creature's frightened condition value to 2. Craft Requirements Supply a casting of false life of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Wand of Teeming Ghosts (2nd-Level Spell) Source The Slithering pg. 61 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Wand of Teeming Ghosts (3rd-Level Spell) Source The Slithering pg. 61 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"\" > Wand of Teeming Ghosts (4th-Level Spell) Source The Slithering pg. 61 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"\" > Wand of Teeming Ghosts (5th-Level Spell) Source The Slithering pg. 61 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"\" > Wand of Teeming Ghosts (6th-Level Spell) Source The Slithering pg. 61 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"\" > Wand of Teeming Ghosts (7th-Level Spell) Source The Slithering pg. 61 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"\" > Wand of Teeming Ghosts (8th-Level Spell) Source The Slithering pg. 61 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"\" > Wand of Teeming Ghosts (9th-Level Spell) Source The Slithering pg. 61 Price 70,000 gp ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"The Slithering","trait_group":["Mechanics","School","Rarity","Equipment"],"level":20,"source_category":["Adventures","Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=795","source_group":["The Slithering"],"spoilers":"The Slithering","name":"Wand of Teeming Ghosts (9th-Level Spell)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-795-802"},{"hands":"2","primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","price":3000,"trait":["Uncommon"],"id":"equipment-797","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Fingerprinting Kit May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 77 Price 30 gp Hands 2 Usage held in 2 hands Bulk L --- Rarely found outside of major metropolises, fingerprinting kits are a state-of-the-art, non-magical means of linking suspects to the scene of a crime. The kit consists of two parts. The first, a delicate brush and a jar of extremely fine dust, is used to reveal fingerprints left behind by most humanoid creatures. The dust sticks to the natural oils left behind on smooth surfaces. When you use the kit to determine whether or not creatures left behind a fingerprint at a crime scene, the GM rolls a secret Thievery check against the Thievery DC of every creature capable of leaving prints that has interacted with the scene. On a success, you locate a clear print from that creature and carefully transfer it to a special sheet of sticky paper. (Note that fingerprints can last for days, and prints collected in this manner often include those of victims, witnesses, and unrelated passersby.) At the GM's discretion, the print-leaving creature might get a bonus to its Thievery DC for taking special precautions. In other cases, finding a print might be impossible (such as if the creature was wearing gloves or if the location has been significantly compromised). The second part of the kit is a small sheaf of paper and a pad soaked in ink. By forcing a humanoid creature with fingerprints to roll a finger across the pad and then press it to the paper, you can obtain an image of the unique whorls in that creature's fingerprints. These can then be compared to any prints found at a crime scene. Successfully determining whether or not two prints match requires a DC 15 Perception check—the GM should roll this check secretly as well, since a failed check may result in false information.\n","skill_mod":{},"summary":"Rarely found outside of major metropolises, fingerprinting kits are a state-of-the-art, non-magical means of linking suspects to the scene of a …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=797","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Fingerprinting Kit","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-797"},{"item_child_id":["equipment-798-804","equipment-798-805","equipment-798-806"],"hands":"1","primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","trait":["Uncommon"],"id":"equipment-798","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Handcuffs May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 77 Hands 1 Usage held in 1 hand Bulk L --- Developed in Absalom and rarely used except by police forces in major cities due to their significant cost, handcuffs possess a ratcheting lock system in each cuff that allows them to be quickly cinched down on a captive's limbs, even if they're actively resisting. To apply handcuffs, you must first grab or restrain your opponent, then attempt an Athletics check against the opponent's Fortitude DC. On a success, you lock one of the cuffs around your opponent's wrist. You can lock the other cuff to yourself or a stationary object within reach as an Interact action; to lock it to another creature (either the same opponent you just cuffed or a separate creature altogether), you must first grab or restrain that creature, as before, and then make an Athletics check against its Fortitude DC. The DC to make the Athletics check against your own wrist is 5, or 10 for an unattended object. If you bind a creature to itself, it takes the same penalties as those imposed by manacles. If you bind a creature to another creature (including yourself), the two creatures are locked together and must remain in adjacent spaces, and both creatures gain the clumsy 1 condition as long as they are handcuffed. If you lock a creature to an immobile object, such as a bar or tree, the creature is immobilized. (For creatures with an unusual physiology such as more or fewer limbs, the GM determines what effects handcuffs have, if any.) Handcuffs are unlocked via a key and are easier to slip out of than ordinary manacles. The chain between handcuffs can be Broken Open with a single Athletics check. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Handcuffs (Average) Source Pathfinder #157: Devil at the Dreaming Palace pg. 77 Price 30 gp Bulk L --- Escaping requires two successful DC 27 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 30. <title level=\"2\" right=\"Item 9\" pfs=\"\" > Handcuffs (Good) Source Pathfinder #157: Devil at the Dreaming Palace pg. 77 Price 350 gp Bulk L --- Escaping requires three successful DC 30 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 35. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Handcuffs (Superior) Source Pathfinder #157: Devil at the Dreaming Palace pg. 77 Price 6,000 gp Bulk L --- Escaping requires four successful DC 40 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 45.","skill_mod":{},"summary":"Developed in Absalom and rarely used except by police forces in major cities due to their significant cost, handcuffs possess a ratcheting lock …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=798","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Handcuffs","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-798"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-798","weakness":{},"primary_source_group":"Agents of Edgewatch","price":3000,"trait":["Uncommon"],"id":"equipment-798-804","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Handcuffs May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 77 Hands 1 Usage held in 1 hand Bulk L --- Developed in Absalom and rarely used except by police forces in major cities due to their significant cost, handcuffs possess a ratcheting lock system in each cuff that allows them to be quickly cinched down on a captive's limbs, even if they're actively resisting. To apply handcuffs, you must first grab or restrain your opponent, then attempt an Athletics check against the opponent's Fortitude DC. On a success, you lock one of the cuffs around your opponent's wrist. You can lock the other cuff to yourself or a stationary object within reach as an Interact action; to lock it to another creature (either the same opponent you just cuffed or a separate creature altogether), you must first grab or restrain that creature, as before, and then make an Athletics check against its Fortitude DC. The DC to make the Athletics check against your own wrist is 5, or 10 for an unattended object. If you bind a creature to itself, it takes the same penalties as those imposed by manacles. If you bind a creature to another creature (including yourself), the two creatures are locked together and must remain in adjacent spaces, and both creatures gain the clumsy 1 condition as long as they are handcuffed. If you lock a creature to an immobile object, such as a bar or tree, the creature is immobilized. (For creatures with an unusual physiology such as more or fewer limbs, the GM determines what effects handcuffs have, if any.) Handcuffs are unlocked via a key and are easier to slip out of than ordinary manacles. The chain between handcuffs can be Broken Open with a single Athletics check. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Handcuffs (Average) Source Pathfinder #157: Devil at the Dreaming Palace pg. 77 Price 30 gp Bulk L --- Escaping requires two successful DC 27 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 30. <title level=\"2\" right=\"Item 9\" pfs=\"\" > Handcuffs (Good) Source Pathfinder #157: Devil at the Dreaming Palace pg. 77 Price 350 gp Bulk L --- Escaping requires three successful DC 30 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 35. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Handcuffs (Superior) Source Pathfinder #157: Devil at the Dreaming Palace pg. 77 Price 6,000 gp Bulk L --- Escaping requires four successful DC 40 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 45.","skill_mod":{},"summary":"Escaping requires two successful DC 27 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 30.","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=798","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Handcuffs (Average)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-798-804"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-798","weakness":{},"primary_source_group":"Agents of Edgewatch","price":35000,"trait":["Uncommon"],"id":"equipment-798-805","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Handcuffs May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 77 Hands 1 Usage held in 1 hand Bulk L --- Developed in Absalom and rarely used except by police forces in major cities due to their significant cost, handcuffs possess a ratcheting lock system in each cuff that allows them to be quickly cinched down on a captive's limbs, even if they're actively resisting. To apply handcuffs, you must first grab or restrain your opponent, then attempt an Athletics check against the opponent's Fortitude DC. On a success, you lock one of the cuffs around your opponent's wrist. You can lock the other cuff to yourself or a stationary object within reach as an Interact action; to lock it to another creature (either the same opponent you just cuffed or a separate creature altogether), you must first grab or restrain that creature, as before, and then make an Athletics check against its Fortitude DC. The DC to make the Athletics check against your own wrist is 5, or 10 for an unattended object. If you bind a creature to itself, it takes the same penalties as those imposed by manacles. If you bind a creature to another creature (including yourself), the two creatures are locked together and must remain in adjacent spaces, and both creatures gain the clumsy 1 condition as long as they are handcuffed. If you lock a creature to an immobile object, such as a bar or tree, the creature is immobilized. (For creatures with an unusual physiology such as more or fewer limbs, the GM determines what effects handcuffs have, if any.) Handcuffs are unlocked via a key and are easier to slip out of than ordinary manacles. The chain between handcuffs can be Broken Open with a single Athletics check. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Handcuffs (Average) Source Pathfinder #157: Devil at the Dreaming Palace pg. 77 Price 30 gp Bulk L --- Escaping requires two successful DC 27 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 30. <title level=\"2\" right=\"Item 9\" pfs=\"\" > Handcuffs (Good) Source Pathfinder #157: Devil at the Dreaming Palace pg. 77 Price 350 gp Bulk L --- Escaping requires three successful DC 30 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 35. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Handcuffs (Superior) Source Pathfinder #157: Devil at the Dreaming Palace pg. 77 Price 6,000 gp Bulk L --- Escaping requires four successful DC 40 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 45.","skill_mod":{},"summary":"Escaping requires three successful DC 30 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 35.","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=798","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Handcuffs (Good)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-798-805"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-798","weakness":{},"primary_source_group":"Agents of Edgewatch","price":600000,"trait":["Uncommon"],"id":"equipment-798-806","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Handcuffs May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 77 Hands 1 Usage held in 1 hand Bulk L --- Developed in Absalom and rarely used except by police forces in major cities due to their significant cost, handcuffs possess a ratcheting lock system in each cuff that allows them to be quickly cinched down on a captive's limbs, even if they're actively resisting. To apply handcuffs, you must first grab or restrain your opponent, then attempt an Athletics check against the opponent's Fortitude DC. On a success, you lock one of the cuffs around your opponent's wrist. You can lock the other cuff to yourself or a stationary object within reach as an Interact action; to lock it to another creature (either the same opponent you just cuffed or a separate creature altogether), you must first grab or restrain that creature, as before, and then make an Athletics check against its Fortitude DC. The DC to make the Athletics check against your own wrist is 5, or 10 for an unattended object. If you bind a creature to itself, it takes the same penalties as those imposed by manacles. If you bind a creature to another creature (including yourself), the two creatures are locked together and must remain in adjacent spaces, and both creatures gain the clumsy 1 condition as long as they are handcuffed. If you lock a creature to an immobile object, such as a bar or tree, the creature is immobilized. (For creatures with an unusual physiology such as more or fewer limbs, the GM determines what effects handcuffs have, if any.) Handcuffs are unlocked via a key and are easier to slip out of than ordinary manacles. The chain between handcuffs can be Broken Open with a single Athletics check. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Handcuffs (Average) Source Pathfinder #157: Devil at the Dreaming Palace pg. 77 Price 30 gp Bulk L --- Escaping requires two successful DC 27 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 30. <title level=\"2\" right=\"Item 9\" pfs=\"\" > Handcuffs (Good) Source Pathfinder #157: Devil at the Dreaming Palace pg. 77 Price 350 gp Bulk L --- Escaping requires three successful DC 30 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 35. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Handcuffs (Superior) Source Pathfinder #157: Devil at the Dreaming Palace pg. 77 Price 6,000 gp Bulk L --- Escaping requires four successful DC 40 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 45.","skill_mod":{},"summary":"Escaping requires four successful DC 40 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 45.","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Rarity"],"level":17,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=798","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Handcuffs (Superior)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-798-806"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","price":4000,"trait":["Alchemical","Bomb","Consumable","Uncommon","Visual"],"id":"equipment-799","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Blindpepper Bomb May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 78 Price 40 gp Usage held in 1 hand Bulk L Activate Single Action Strike --- Though expensive, these single-use alchemical bombs are often used by police forces to disperse unruly crowds and quell riots without risking permanent physical injury to either officers or civilians. The bomb can be thrown up to 30 feet, causing it to explode, spraying the aerosolized pepper dust in a 15-foot-radius burst. All creatures in the area must succeed at a DC 18 Reflex save to avoid inhaling the dust or getting it in their eyes. On a failed save, the creature is blinded for 1 round and then dazzled for 1 round. On a critical failure, the creature is blinded for 1 round, sickened 1, and dazzled until it removes the sickened condition.\n","skill_mod":{},"summary":"Though expensive, these single-use alchemical bombs are often used by police forces to disperse unruly crowds and quell riots without risking …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Monster","Equipment","Weapon","Rarity","Sense"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=799","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Blindpepper Bomb","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-799"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","price":300,"trait":["Alchemical","Consumable","Uncommon","Visual"],"id":"equipment-800","text":"<title level=\"1\" right=\"Item 1\" pfs=\"\" > Blindpepper Tube May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 78 Price 3 gp Usage held in 1 hand Bulk L --- This single-use pacification device consists of finely ground hot pepper loaded into a sealed, blowgun-style tube with a one-way valve and a range of 5 feet. To use it, the wielder must tear open the tube's seal as an Interact action, then spend another action to blow the hot pepper into an adjacent creature's face. These actions don't have to be taken in the same round. The target must attempt a DC 15 Reflex save to avoid inhaling the pepper or getting it in their eyes. On a failed save, the creature is blinded for 1 round and then dazzled for 1 round. On a critical failure, the creature is blinded for 1 round, sickened 1, and dazzled until it removes the sickened condition.\n","skill_mod":{},"summary":"This single-use pacification device consists of finely ground hot pepper loaded into a sealed, blowgun-style tube with a one-way valve and a range of …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Monster","Equipment","Weapon","Rarity","Sense"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=800","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Blindpepper Tube","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-800"},{"primary_source_category":"Adventure Paths","usage":"etched onto a weapon","source":["Pathfinder #157: Devil at the Dreaming Palace","Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"enchantment","price":15000,"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-801","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Pacifying May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 78, Treasure Vault (Remastered) pg. 33 Price 150 gp Usage etched onto a weapon --- This rune turns weapons into instruments of peacemaking. Activate Reaction command (mental); Trigger You damage a creature with a pacifying weapon; Effect The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a –2 penalty to attack rolls on any attacks that aren't nonlethal for 1 minute, and the creature also experiences a clear psychic warning that they should stop dealing lethal damage.\n","skill_mod":{},"summary":"This rune turns weapons into instruments of peacemaking. ","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["School","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=801","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Pacifying","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-801"},{"item_child_id":["equipment-803-809","equipment-803-811"],"primary_source_category":"Adventure Paths","usage":"varies","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"divination","trait":["Consumable","Divination","Magical","Scrying","Uncommon"],"id":"equipment-803","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Recording Rod May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 80 Usage varies Bulk 1 --- This smooth metal bar is short enough to fit in one hand. It has several inset gemstone buttons on one end and a small lens on the other. Popular with law enforcement and blackmailers alike, recording rods allow users to capture and replay incriminating scenes and are often concealed and triggered covertly to avoid raising the subject's suspicion. Activate Single Action Interact; Effect When activated, the rod records anything it sees and hears for 1 minute. Its lens acts as both eye and ear with precise vision and imprecise hearing. This recorded sequence can then be played back as many times as desired, the sights and sounds communicated telepathically to the rod's holder. The rod's recording sequence can be triggered manually by a person holding it, or it can be programmed to begin recording automatically in response to a specified stimulus, such as nearby movement or a specific trigger word spoken in its vicinity. For basic recording rods , once activated, the rod records for 1 minute, after which it loses its recording ability but can replay that same scene over and over. Rarer and more expensive reusable versions of the recording rod operate similarly, but the recording function can be enabled a second time by permanently erasing the memory currently stored on the rod. A reusable recording rod lacks the consumable trait. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Recording Rod (Basic) Source Pathfinder #157: Devil at the Dreaming Palace pg. 80 Price 20 gp Bulk 1 <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Recording Rod (Reusable) Source Pathfinder #157: Devil at the Dreaming Palace pg. 80 Price 60 gp Bulk 1 ","skill_mod":{},"summary":"This smooth metal bar is short enough to fit in one hand. It has several inset gemstone buttons on one end and a small lens on the other. Popular …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Equipment","School","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=803","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Recording Rod","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-803"},{"primary_source_category":"Adventure Paths","usage":"varies","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-803","weakness":{},"primary_source_group":"Agents of Edgewatch","school":"divination","price":2000,"trait":["Consumable","Divination","Magical","Scrying","Uncommon"],"id":"equipment-803-809","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Recording Rod May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 80 Usage varies Bulk 1 --- This smooth metal bar is short enough to fit in one hand. It has several inset gemstone buttons on one end and a small lens on the other. Popular with law enforcement and blackmailers alike, recording rods allow users to capture and replay incriminating scenes and are often concealed and triggered covertly to avoid raising the subject's suspicion. Activate Single Action Interact; Effect When activated, the rod records anything it sees and hears for 1 minute. Its lens acts as both eye and ear with precise vision and imprecise hearing. This recorded sequence can then be played back as many times as desired, the sights and sounds communicated telepathically to the rod's holder. The rod's recording sequence can be triggered manually by a person holding it, or it can be programmed to begin recording automatically in response to a specified stimulus, such as nearby movement or a specific trigger word spoken in its vicinity. For basic recording rods , once activated, the rod records for 1 minute, after which it loses its recording ability but can replay that same scene over and over. Rarer and more expensive reusable versions of the recording rod operate similarly, but the recording function can be enabled a second time by permanently erasing the memory currently stored on the rod. A reusable recording rod lacks the consumable trait. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Recording Rod (Basic) Source Pathfinder #157: Devil at the Dreaming Palace pg. 80 Price 20 gp Bulk 1 <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Recording Rod (Reusable) Source Pathfinder #157: Devil at the Dreaming Palace pg. 80 Price 60 gp Bulk 1 ","skill_mod":{},"summary":"This smooth metal bar is short enough to fit in one hand. It has several inset gemstone buttons on one end and a small lens on the other. Popular …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Equipment","School","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=803","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Recording Rod (Basic)","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-803-809"},{"primary_source_category":"Adventure Paths","usage":"varies","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-803","weakness":{},"primary_source_group":"Agents of Edgewatch","school":"divination","price":6000,"trait":["Consumable","Divination","Magical","Scrying","Uncommon"],"id":"equipment-803-811","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Recording Rod May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 80 Usage varies Bulk 1 --- This smooth metal bar is short enough to fit in one hand. It has several inset gemstone buttons on one end and a small lens on the other. Popular with law enforcement and blackmailers alike, recording rods allow users to capture and replay incriminating scenes and are often concealed and triggered covertly to avoid raising the subject's suspicion. Activate Single Action Interact; Effect When activated, the rod records anything it sees and hears for 1 minute. Its lens acts as both eye and ear with precise vision and imprecise hearing. This recorded sequence can then be played back as many times as desired, the sights and sounds communicated telepathically to the rod's holder. The rod's recording sequence can be triggered manually by a person holding it, or it can be programmed to begin recording automatically in response to a specified stimulus, such as nearby movement or a specific trigger word spoken in its vicinity. For basic recording rods , once activated, the rod records for 1 minute, after which it loses its recording ability but can replay that same scene over and over. Rarer and more expensive reusable versions of the recording rod operate similarly, but the recording function can be enabled a second time by permanently erasing the memory currently stored on the rod. A reusable recording rod lacks the consumable trait. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Recording Rod (Basic) Source Pathfinder #157: Devil at the Dreaming Palace pg. 80 Price 20 gp Bulk 1 <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Recording Rod (Reusable) Source Pathfinder #157: Devil at the Dreaming Palace pg. 80 Price 60 gp Bulk 1 ","skill_mod":{},"summary":"This smooth metal bar is short enough to fit in one hand. It has several inset gemstone buttons on one end and a small lens on the other. Popular …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Equipment","School","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=803","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Recording Rod (Reusable)","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-803-811"},{"primary_source_category":"Adventure Paths","usage":"worn ring","source":["Pathfinder #157: Devil at the Dreaming Palace","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"illusion","price":1500,"trait":["Illusion","Invested","Magical","Uncommon","Visual"],"id":"equipment-804","text":"<title level=\"1\" right=\"Item 1\" pfs=\"\" > Ring of Discretion May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 80, Treasure Vault (Remastered) pg. 154 Price 15 gp Usage worn ring --- This ring magically conceals any armor and sheathed weapons you're wearing by either turning them invisible or creating the illusion of ordinary clothes. The ring doesn't change your appearance beyond concealing weapons and armor. As soon as you wield a weapon, the weapon becomes obvious to onlookers and is no longer affected by the ring until you sheathe the weapon for at least 1 minute. A creature can disbelieve this illusion by Seeking or any time it hits you with an attack.\n","skill_mod":{},"summary":"This ring magically conceals any armor and sheathed weapons you're wearing by either turning them invisible or creating the illusion of ordinary …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["School","Monster","Equipment","Mechanics","Rarity","Sense"],"level":1,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=804","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Ring of Discretion","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-804"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","price":1200,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-805","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Aurifying Salts May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 80 Price 12 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- You can apply this pale eggshell powder to one outfit, one object of up to Medium size, or up to 10 smaller objects in the same space, such as jewelry, to make them appear gilded for 1 hour. If used as part of Making an Impression on an audience swayed by expensive clothing, it makes most clothing or jewelry seem to be worth 10 times as much as they really are. Only someone who closely inspects an affected item notices it's not real gold. If you apply the salts to an object made of metal, the metal softens like gold, reducing its Hardness by 4 (to a minimum of Hardness 10) for 1 hour.\n","skill_mod":{},"summary":"You can apply this pale eggshell powder to one outfit, one object of up to Medium size, or up to 10 smaller objects in the same space, such as …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=805","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Aurifying Salts","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-805"},{"primary_source_category":"Adventure Paths","usage":"worn amulet","source":["Pathfinder #157: Devil at the Dreaming Palace","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"abjuration","price":15000,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-806","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Corpseward Pendant May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 80, Treasure Vault (Remastered) pg. 153 Price 150 gp Usage worn amulet --- This small pendant is usually shaped like a humanoid skull or small animal skull. Activate Single Action Interact; Frequency three times per day; Effect You become undetectable to undead creatures for 10 minutes. Undead can't see, hear, or smell you, nor detect you with sensory capabilities such as scent or tremorsense. A creature can attempt a single DC 18 Will saving throw to ignore this effect. If an undead has reason to believe that undetected opponents are present, it can still attempt to Seek or Strike you. If you attempt to use a positive spell to damage undead, use Command Undead, touch or damage an undead creature, or attack any creature while warded in this manner, the pendant's effects immediately end. An undead creature who observes you in this manner or one who succeeds at the Will save is immune to the corpseward pendant for 24 hours.\n","skill_mod":{},"summary":"This small pendant is usually shaped like a humanoid skull or small animal skull. \r\n","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=806","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Corpseward Pendant","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-806"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":28800,"weakness":{},"saving_throw":"DC 13 Fortitude","primary_source_group":"Agents of Edgewatch","price":300,"skill":["Survival"],"trait":["Alchemical","Consumable","Drug","Ingested","Poison","Uncommon"],"id":"equipment-807","text":"<title level=\"1\" right=\"Item 1\" pfs=\"\" > Grolna May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 81 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This caligni-made, murky-green drug supercharges a creature's olfactory senses at the expense of dulling their mind. Popular throughout the Darklands for its ability to transform normally dull scents and flavors into intense, euphoric experiences, grolna can also be a great aid to trackers who want to follow scent trails, turning ordinary humanoids into effective bloodhounds. Taking an additional dose of grolna while affected by the effects of stage 1 of a previous dose resets the duration of stage 1 and postpones the onset of stage 2 effects. Saving Throw DC 13 Fortitude; Onset 1 minute; Maximum Duration 8 hours; Stage 1 gain scent (imprecise) 30 feet, gain a +3 item bonus to Survival checks to follow tracks, and become stupefied 1 (1 hour); Stage 2 stupefied 2 (6 hours)\n","skill_mod":{},"summary":"This caligni -made, murky-green drug supercharges a creature's olfactory senses at the expense of dulling their mind. Popular throughout the …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Drugs","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=807","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","stage":["gain scent (imprecise) 30 feet, gain a +3 item bonus to Survival checks to follow tracks, and become stupefied 1 (1 hour)","stupefied 2 (6 hours)"],"name":"Grolna","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-807"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36000,"weakness":{},"saving_throw":"DC 23 Fortitude","primary_source_group":"Agents of Edgewatch","price":7000,"trait":["Alchemical","Consumable","Ingested","Poison","Uncommon"],"id":"equipment-808","text":"<title level=\"1\" right=\"Item 7\" pfs=\"\" > Knockout Dram May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 81 Price 70 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This soporific chemical comes in liquid form and is virtually undetectable by taste or scent. It's most commonly slipped into a victim's drink to quickly induce a deep unconsciousness. Saving Throw DC 23 Fortitude; Onset 1 minute; Maximum Duration 10 hours; Stage 1 fall unconscious and can't attempt Perception checks to wake up (1 minute); Stage 2 sleep normally (1d4 hours)\n","skill_mod":{},"summary":"This soporific chemical comes in liquid form and is virtually undetectable by taste or scent. It's most commonly slipped into a victim's drink to …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=808","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","stage":["fall unconscious and can't attempt Perception checks to wake up (1 minute)","sleep normally (1d4 hours)"],"name":"Knockout Dram","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-808"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #157: Devil at the Dreaming Palace","Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":3600,"weakness":{},"saving_throw":"DC 19 Fortitude","primary_source_group":"Agents of Edgewatch","price":600,"trait":["Alchemical","Consumable","Contact","Poison","Uncommon"],"id":"equipment-809","text":"<title level=\"1\" right=\"Item 2\" pfs=\"\" > Looter's Lethargy May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 81, Treasure Vault (Remastered) pg. 69 Price 6 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Traps may keep many a thief at bay, but the poison known as looter's lethargy ensures that no thieves are strong enough to walk off with pilfered treasures. Commonly smeared on locks, chests, and even valuable items themselves, the poison slowly saps the strength of those who touch it. Nearby guardians can then simply follow the resulting trail of discarded valuables to find the weakened trespasser. Saving Throw DC 19 Fortitude; Onset 1 minute; Maximum Duration 1 hour; Stage 1 reduce Bulk limit by 3 (1 minute); Stage 2 flat-footed, reduce Bulk limit by 4 (10 minutes); Stage 3 flat-footed, reduce Bulk limit by 5 (10 minutes)\n","skill_mod":{},"summary":"Traps may keep many a thief at bay, but the poison known as looter's lethargy ensures that no thieves are strong enough to walk off with pilfered …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":2,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=809","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","stage":["reduce Bulk limit by 3 (1 minute)"," flat-footed , reduce Bulk limit by 4 (10 minutes)","flat-footed, reduce Bulk limit by 5 (10 minutes)"],"name":"Looter's Lethargy","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-809"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"necromancy","price":20000,"trait":["Magical","Necromancy","Poison","Unique"],"id":"equipment-810","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Reaper's Lancet May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 81 Price 200 gp Usage held in 1 hand Bulk 1 Base Weapon Exquisite Sword Cane --- Hendrid Pratchett himself designed this custom skull-topped +1 striking exquisite sword cane and had it gilded in high-quality gold. Its first victim was the very smith whom Pratchett commissioned to craft the weapon, so the means of its construction are a secret known only to Pratchett. The magic of the Reaper's Lancet applies to both the blade and the sheath, making them each effectively a +1 striking weapon , but only if both are wielded by the same creature—if the two components are shared between creatures, only the blade retains the rune's magic. Reaper's Lancet has a hidden reservoir inside the skull that automatically applies a new dose of poison to the blade after the previous dose was expended with a successful Strike. The reservoir must be filled manually (a process requiring 1 minute) and is large enough to hold only 3 doses at a time. Any sort of injury-delivered poison can be placed in it, though all doses must be of the same poison. The Price of the poison is not reflected in this weapon's listed Price. Activate Reaction Interact; Trigger You damage a creature with Reaper's Lancet ; Effect You poison the creature you hit with the poison currently in the reservoir.\n","skill_mod":{},"summary":"Hendrid Pratchett himself designed this custom skull-topped +1 striking exquisite sword cane and had it gilded in high-quality gold. Its first …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Mechanics","School","Poison","Affliction","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=810","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","base_item":["Exquisite Sword Cane"],"name":"Reaper's Lancet","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-810"},{"primary_source_category":"Society","usage":"worn armor","source":["PFS Scenario #1-24: Lightning Strikes, Stars Fall"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"abjuration","price":90000,"trait":["Abjuration","Invested","Magical","Rare"],"id":"equipment-811","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Numerian Steel Breastplate Source PFS Scenario #1-24: Lightning Strikes, Stars Fall pg. 32 Price 900 gp Usage worn armor Bulk 2 Base Armor Breastplate --- This +1 resilient breastplate is constructed from the salvaged armor plating of one of Numeria's large robots. It protects the wearer from harsh elements and common laser fire, granting the wearer fire resistance 5. Activate Two Actions command; Frequency once per day; Effect You activate the remnants of mysterious technology within the breastplate to encase yourself in an electric field. For 1 minute, adjacent creatures that hit you with a melee Strike, as well as creatures that touch you or hit you with an unarmed attack, take 1d10 electricity damage per hit.\n","skill_mod":{},"summary":"This +1 resilient breastplate is constructed from the salvaged armor plating of one of Numeria's large robots. It protects the wearer from …","primary_source":"PFS Scenario #1-24: Lightning Strikes, Stars Fall","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Society"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=811","base_item":["Breastplate"],"name":"Numerian Steel Breastplate","bulk":2,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-811"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #158: Sixty Feet Under"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"necromancy","price":65000,"trait":["Magical","Necromancy","Uncommon"],"id":"equipment-812","text":"<title level=\"1\" right=\"Item 9\" pfs=\"\" > Chain of the Stilled Spirit May contain spoilers from Agents of Edgewatch Source Pathfinder #158: Sixty Feet Under pg. 75 Price 650 gp Usage held in 2 hands Bulk 2 --- This 3-foot length of chain is made of a mystical blue-white steel. You can wrap the chain around an item or creature; if a ghost of 9th level or lower is bound to the item or creature via its rejuvenation ability, it cannot rejuvenate if it is destroyed. This chain can't impede a ghost's rejuvenation that is tied to an area, only to an item or creature. At the GM's discretion, the chain of the stilled spirit might work on abilities similar to Rejuvenation that prevent a spirit from going being fully destroyed.\n","skill_mod":{},"summary":"This 3-foot length of chain is made of a mystical blue-white steel. You can wrap the chain around an item or creature; if a ghost of 9th level or …","primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Mechanics","School","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=812","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Chain of the Stilled Spirit","bulk":2,"category":"equipment","rarity":"uncommon","slug":"equipment-812"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #158: Sixty Feet Under"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"evocation","price":50000,"trait":["Auditory","Evocation","Magical","Uncommon"],"id":"equipment-813","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Deafening Music Box May contain spoilers from Agents of Edgewatch Source Pathfinder #158: Sixty Feet Under pg. 75 Price 500 gp Usage held in 2 hands Bulk 1 --- Symbols of musical notes decorate this gold-framed wooden cube measuring just under 1 foot by 1 foot. A funnel-shaped trumpet protrudes from the box's top at an angle, though it feels surprisingly light. The box has a large button on its side, and it must be set down on a flat surface in order to activate it; while it's activated, the rumbling and churning gears inside the box make it impossible to carry without dropping it. Activate Single Action Interact; Effect You press the button on the side of the music box, causing it to erupt with a cacophonous and discordant melody for 1 minute while it plays its entire melody, and it can't be shut off prematurely. The music is so loud that any creature within 60 feet must succeed at a DC 24 Fortitude save or become deafened for as long as they remain within 60 feet of the music box, and for 1 minute thereafter. On a critical success, a creature need not make any more saves and is temporarily immune to the deafening music box for the next 24 hours; on a success, the creature must attempt a new save each round it remains within 60 feet of the music box.\n","skill_mod":{},"summary":"Symbols of musical notes decorate this gold-framed wooden cube measuring just under 1 foot by 1 foot. A funnel-shaped trumpet protrudes from the …","primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Sense","School","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=813","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Deafening Music Box","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-813"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #158: Sixty Feet Under","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"divination","price":32500,"trait":["Divination","Invested","Magical","Revelation","Uncommon"],"id":"equipment-814","text":"<title level=\"1\" right=\"Item 7\" pfs=\"\" > Ethersight Ring May contain spoilers from Agents of Edgewatch Source Pathfinder #158: Sixty Feet Under pg. 75, Treasure Vault (Remastered) pg. 153 Price 325 gp Usage worn --- This glass ring contains a swirling cloud of grayish smoke. When you invest the ring, the smoke becomes as transparent as the glass encapsulating it, and you can see clearly into the Ethereal Plane with a range of 60 feet. Whether or not you have invested the ring, you are also visible to creatures in the Ethereal Plane within the same range. Although you can see these creatures and they can see you, you can't affect each other except with abilities that cross between the Ethereal Plane and the Material Plane.\n","skill_mod":{},"summary":"This glass ring contains a swirling cloud of grayish smoke. When you invest the ring, the smoke becomes as transparent as the glass encapsulating it, …","primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["School","Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=814","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Ethersight Ring","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-814"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #158: Sixty Feet Under"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"abjuration","price":12000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-815","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Floorbell May contain spoilers from Agents of Edgewatch Source Pathfinder #158: Sixty Feet Under pg. 75 Price 120 gp Usage held in 1 hand Bulk 1 --- This surprisingly sturdy 3-foot-by-3-foot clay tile resembles a thick pressure plate. It can support up to 500 pounds of weight atop it before it is destroyed. The floorbell's nature is obvious at a glance, but mundane or magical means can obscure or camouflage the tile (such as by covering it in scattered leaves or by casting an illusory object spell) to make it harder to detect. Activate Two Actions command, Interact; Effect The floorbell must be activated on level ground. When you do, specify the amount of weight that triggers the floorbell's alarm system. When the amount of weight you specify (or more) is placed on the floorbell , it emits an ear-piercing wail clearly audible to a range of 150 feet. A floorbell can also ring an alarm if a weight you specify is removed from the floorbell , such as if you activated it while a heavy sack was on it.\n","skill_mod":{},"summary":"This surprisingly sturdy 3-foot-by-3-foot clay tile resembles a thick pressure plate. It can support up to 500 pounds of weight atop it before it is …","primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["School","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=815","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Floorbell","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-815"},{"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #158: Sixty Feet Under","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"divination","price":3000,"trait":["Divination","Divine","Evil","Invested","Magical","Uncommon"],"id":"equipment-817","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Skinsaw Mask May contain spoilers from Agents of Edgewatch Source Pathfinder #158: Sixty Feet Under pg. 76, Treasure Vault (Remastered) pg. 155 Price 30 gp Usage worn mask Bulk L --- A patchwork of humanoid flesh makes up this grotesque mask stitched together with black silk or wire. It is distinctive for its bulbous orange eye— crafted from a magical glass bauble—and wide row of teeth. When worn, the mask amplifies your ability to sense fear in other creatures. You automatically know the value of the frightened condition of any observed creature, and you gain a +1 item bonus to Perception checks to Seek frightened creatures. Whenever you deal precision damage to a frightened creature, you deal 1 additional precision damage. If you are not evil, you are drained 2 while wearing the Skinsaw mask .\n","skill_mod":{},"summary":"A patchwork of humanoid flesh makes up this grotesque mask stitched together with black silk or wire. It is distinctive for its bulbous orange eye— …","primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["School","Tradition","Alignment","Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=817","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Skinsaw Mask","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-817"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #158: Sixty Feet Under","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"abjuration","price":46000,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-818","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Swarmeater's Clasp May contain spoilers from Agents of Edgewatch Source Pathfinder #158: Sixty Feet Under pg. 76, Treasure Vault (Remastered) pg. 154 Price 460 gp Usage worn --- These small brooches usually feature carved reliefs of verminous, swarming creatures. When you wear the clasp, you gain resistance 10 to physical damage from swarm creatures. Activate Two Actions Interact, manipulate; Frequency once per day; Requirements a swarm creature is within your reach; Effect You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover 3d10+8 Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive healing effect.\n","skill_mod":{},"summary":"These small brooches usually feature carved reliefs of verminous, swarming creatures. When you wear the clasp, you gain resistance 10 to physical …","primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["School","Equipment","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=818","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Swarmeater's Clasp","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-818"},{"primary_source_category":"Adventure Paths","usage":"worn backpack","source":["Pathfinder #158: Sixty Feet Under","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"transmutation","price":23000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-819","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Vaultbreaker's Harness May contain spoilers from Agents of Edgewatch Source Pathfinder #158: Sixty Feet Under pg. 76, Treasure Vault (Remastered) pg. 145 Price 230 gp Usage worn backpack Bulk 1 --- This bulky leather harness has four pockets across the chest. The pockets contain a set of infiltrator's thieves' tools, infiltrator picks, a levered crowbar, and a glass cutter. These items are magically bound to the harness; if they are more than 1 foot away from you, they disappear, then reappear in the harness at the next sunset. Broken or destroyed items similarly reappear, restored, in their proper pockets at sunset. Activate Two Actions Interact; Effect You cinch the harness to prepare for mischief. You gain a +1 item bonus to Stealth checks and a +10-foot item bonus to your Speed for 1 minute.\n","skill_mod":{},"summary":"This bulky leather harness has four pockets across the chest. The pockets contain a set of infiltrator's thieves' tools , infiltrator picks, a …","primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Equipment","Mechanics","School","Rarity"],"level":6,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=819","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Vaultbreaker's Harness","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-819"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #159: All or Nothing"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"necromancy","trait":["Cursed","Invested","Magical","Necromancy","Rare"],"id":"equipment-820","text":"<title level=\"1\" right=\"Item 10\" pfs=\"\" > Barbed Vest May contain spoilers from Agents of Edgewatch Source Pathfinder #159: All or Nothing pg. 78 Usage worn armor Bulk 1 --- Viciously sharp spiked chains wrap around this studded leather armor that can be used to magically harm the wearer and channel supernatural abilities without somehow tearing at the leather itself. The barbed vest doesn't fuse to you in the usual way (see Cursed Items). It can be removed and discarded, but 1 day after doing so, you feel driven to recollect the vest at any cost until the curse is removed with a remove curse spell. Anytime you activate the barbed vest , its chains tighten around you, dealing 1d6 persistent piercing damage. You can remove this persistent damage as normal, but only after deactivating the item's magic as a single action. Activate Two Actions Interact; Frequency once per day; Effect The barbed vest casts spiritual weapon , summoning a spiked chain to fight for you.\n","skill_mod":{},"summary":"Viciously sharp spiked chains wrap around this studded leather armor that can be used to magically harm the wearer and channel supernatural …","primary_source":"Pathfinder #159: All or Nothing","trait_group":["Equipment","Mechanics","School","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=820","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Barbed Vest","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-820"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #159: All or Nothing"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 32 Fortitude","primary_source_group":"Agents of Edgewatch","price":35000,"trait":["Alchemical","Consumable","Contact","Poison","Rare","Virulent"],"id":"equipment-821","text":"<title level=\"1\" right=\"Item 12\" pfs=\"\" > Blackfinger Blight May contain spoilers from Agents of Edgewatch Source Pathfinder #159: All or Nothing pg. 78 Price 350 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- This oily, dark purple powder gives off the distinct odor of boiled leather. When delivered, the poison acts quickly to constrict the victim's blood flow to their extremities and turn their lungs into a soft jelly. A victim of blackfinger blight is recognizable by the pores of their fingertips weeping an inky oil that coats their hands and makes it difficult to hold things. Each round, at the beginning of their turn, a creature affected by blackfinger blight must succeed at a flat DC 5 check or drop one random item they're holding. Saving Throw DC 32 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 6d6 poison damage (1 round); Stage 2 8d6 poison damage (1 round); Stage 3 10d6 poison damage and confused (1 round)\n","skill_mod":{},"summary":"This oily, dark purple powder gives off the distinct odor of boiled leather. When delivered, the poison acts quickly to constrict the victim's blood …","primary_source":"Pathfinder #159: All or Nothing","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=821","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","stage":["6d6 poison damage (1 round)","8d6 poison damage (1 round)","10d6 poison damage and confused (1 round)"],"name":"Blackfinger Blight","actions_number":4,"bulk":0.1,"category":"equipment","actions":"Two Actions","rarity":"rare","slug":"equipment-821"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #159: All or Nothing"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","price":7500,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-822","text":"<title level=\"1\" right=\"Item 8\" pfs=\"\" > Mnemonic Acid May contain spoilers from Agents of Edgewatch Source Pathfinder #159: All or Nothing pg. 78 Price 75 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This translucent yellow-green liquid has a sharp, tangy odor and an oily sheen. It's mildly acidic and can cause a minor rash after prolonged contact with skin. To unlock its true potential, you must submerge a piece of an intelligent creature's brain matter in the acid and allow the material to completely dissolve. This takes 2d10 minutes, during which time the mnemonic acid bubbles and steams eagerly. Once the brain matter fully dissolves, you can consume the acid as an Interact action to experience a powerful vision and relive one of the memories of the creature whose brain matter was dissolved. You have no control over which memory you experience, although such visions are almost always of memories that were meaningful to the owner of the dissolved brain matter. The memory might be of a single event or a series of related and interconnected events; the memory lasts no longer than 10 minutes, and you're blind to the world around you for the duration. Each dose of mnemonic acid requires roughly 10% of the brain matter of the creature whose visions are to be experienced, meaning that up to 10 different memories from the same creature can be experienced, each with a different dose of mnemonic acid, before the brain matter is exhausted.\n","skill_mod":{},"summary":"This translucent yellow-green liquid has a sharp, tangy odor and an oily sheen. It's mildly acidic and can cause a minor rash after prolonged contact …","primary_source":"Pathfinder #159: All or Nothing","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=822","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Mnemonic Acid","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-822"},{"skill_mod":{},"summary":"This elegant wooden case contains a recessed section to hold a simple or common harrow deck and a harrow mat. The case features a watertight seal to …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","hands":"1","primary_source_category":"Adventure Paths","level":0,"source_category":["Adventure Paths"],"source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=823","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","price":100,"name":"Harrow Carrying Case","id":"equipment-823","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Limited\" > Harrow Carrying Case Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 1 gp Hands 1 Bulk 1 --- This elegant wooden case contains a recessed section to hold a simple or common harrow deck and a harrow mat. The case features a watertight seal to protect its contents from the elements and everyday wear and tear.\n","bulk":1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-823"},{"skill_mod":{},"summary":"Used by gamblers and seers alike, this deck of cards comes in several varieties. Simple harrow decks are made from low-quality paper and typically …","item_child_id":["equipment-824-812","equipment-824-813","equipment-824-814"],"primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","hands":"2","primary_source_category":"Adventure Paths","level":0,"source_category":["Adventure Paths"],"source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=824","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Harrow Deck","id":"equipment-824","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Harrow Deck Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Hands 2 Bulk L --- Used by gamblers and seers alike, this deck of cards comes in several varieties. Simple harrow decks are made from low-quality paper and typically have only an icon and a number to signify the suit and alignment. These simple decks are mostly used for games of chance, as the actual image and significance of the cards are irrelevant for such games. Common harrow decks are made from higher-quality paper and feature illustrations—harrow readers typically use these decks. Fine harrow decks are made from a variety of materials, such as high-quality paper, woods, bone, ivory, or metal. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Harrow Deck (Common) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 10 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Harrow Deck (Fine) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 11 gp (+) Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Harrow Deck (Simple) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 1 gp Hands 2 Bulk L ","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-824"},{"hands":"2","primary_source_category":"Adventure Paths","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-824","weakness":{},"primary_source_group":"Agents of Edgewatch","price":1000,"id":"equipment-824-812","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Harrow Deck Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Hands 2 Bulk L --- Used by gamblers and seers alike, this deck of cards comes in several varieties. Simple harrow decks are made from low-quality paper and typically have only an icon and a number to signify the suit and alignment. These simple decks are mostly used for games of chance, as the actual image and significance of the cards are irrelevant for such games. Common harrow decks are made from higher-quality paper and feature illustrations—harrow readers typically use these decks. Fine harrow decks are made from a variety of materials, such as high-quality paper, woods, bone, ivory, or metal. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Harrow Deck (Common) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 10 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Harrow Deck (Fine) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 11 gp (+) Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Harrow Deck (Simple) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 1 gp Hands 2 Bulk L ","skill_mod":{},"summary":"Used by gamblers and seers alike, this deck of cards comes in several varieties. Simple harrow decks are made from low-quality paper and typically …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","level":0,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=824","source_group":["Agents of Edgewatch"],"name":"Harrow Deck (Common)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-824-812"},{"hands":"2","primary_source_category":"Adventure Paths","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-824","weakness":{},"primary_source_group":"Agents of Edgewatch","price":1100,"id":"equipment-824-813","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Harrow Deck Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Hands 2 Bulk L --- Used by gamblers and seers alike, this deck of cards comes in several varieties. Simple harrow decks are made from low-quality paper and typically have only an icon and a number to signify the suit and alignment. These simple decks are mostly used for games of chance, as the actual image and significance of the cards are irrelevant for such games. Common harrow decks are made from higher-quality paper and feature illustrations—harrow readers typically use these decks. Fine harrow decks are made from a variety of materials, such as high-quality paper, woods, bone, ivory, or metal. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Harrow Deck (Common) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 10 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Harrow Deck (Fine) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 11 gp (+) Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Harrow Deck (Simple) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 1 gp Hands 2 Bulk L ","skill_mod":{},"summary":"Used by gamblers and seers alike, this deck of cards comes in several varieties. Simple harrow decks are made from low-quality paper and typically …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","level":0,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=824","source_group":["Agents of Edgewatch"],"name":"Harrow Deck (Fine)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-824-813"},{"hands":"2","primary_source_category":"Adventure Paths","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-824","weakness":{},"primary_source_group":"Agents of Edgewatch","price":100,"id":"equipment-824-814","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Harrow Deck Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Hands 2 Bulk L --- Used by gamblers and seers alike, this deck of cards comes in several varieties. Simple harrow decks are made from low-quality paper and typically have only an icon and a number to signify the suit and alignment. These simple decks are mostly used for games of chance, as the actual image and significance of the cards are irrelevant for such games. Common harrow decks are made from higher-quality paper and feature illustrations—harrow readers typically use these decks. Fine harrow decks are made from a variety of materials, such as high-quality paper, woods, bone, ivory, or metal. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Harrow Deck (Common) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 10 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Harrow Deck (Fine) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 11 gp (+) Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Harrow Deck (Simple) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 1 gp Hands 2 Bulk L ","skill_mod":{},"summary":"Used by gamblers and seers alike, this deck of cards comes in several varieties. Simple harrow decks are made from low-quality paper and typically …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","level":0,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=824","source_group":["Agents of Edgewatch"],"name":"Harrow Deck (Simple)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-824-814"},{"hands":"2","primary_source_category":"Adventure Paths","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","price":800,"skill":["Deception","Diplomacy","Lore"],"id":"equipment-825","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Limited\" > Harrow Mat Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 8 gp Hands 2 Bulk L --- This leather mat bears intricate designs and symbols embossed into them to enhance the mystique of a harrow reading. The mat provides a +1 item bonus to Deception, Diplomacy, and relevant Lore checks (such as Fortune-Telling Lore or Harrow Lore) to convince a creature that a harrow reading was accurate.\n","skill_mod":{},"summary":"This leather mat bears intricate designs and symbols embossed into them to enhance the mystique of a harrow reading. The mat provides a +1 item bonus …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","level":0,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=825","source_group":["Agents of Edgewatch"],"name":"Harrow Mat","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-825"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 31 Fortitude","primary_source_group":"Agents of Edgewatch","price":50000,"trait":["Consumable","Divine","Inhaled","Poison","Uncommon"],"id":"equipment-826","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Daylight Vapor May contain spoilers from Agents of Edgewatch Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 77 Price 500 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This heavier-than-air mist emits a soft glow. While this poison lasts, it causes its victims to shine from within with agonizing, brilliant radiance. This effect has the light trait (although the poison itself doesn't, so only the light effect can be counteracted by darkness effects). The sickened condition from daylight vapor can't be removed while the poison lasts, and when the victim enters an area of magical darkness, the poison attempts to counteract the darkness with a counteract modifier of +21. If the poison fails, it can't attempt to counteract the same darkness again. Saving Throw DC 31 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 4d6 poison damage and sickened 1 (1 round); Stage 2 6d6 poison damage and sickened 2 (1 round); Stage 3 10d6 damage and sickened 3 (1 round) Craft Requirements Supply one casting of sunburst .\n","skill_mod":{},"summary":"This heavier-than-air mist emits a soft glow. While this poison lasts, it causes its victims to shine from within with agonizing, brilliant radiance. …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["Equipment","Tradition","Poison","Affliction","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=826","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","stage":["4d6 poison damage and sickened 1 (1 round)","6d6 poison damage and sickened 2 (1 round)","10d6 damage and sickened 3 (1 round)"],"name":"Daylight Vapor","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-826"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 34 Fortitude","primary_source_group":"Agents of Edgewatch","price":62500,"trait":["Consumable","Divine","Injury","Poison","Uncommon"],"id":"equipment-827","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Limited\" > Death Knell Powder May contain spoilers from Agents of Edgewatch Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 625 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- This poison is made from toxic spores of death knell mushrooms, which are reduced to a gray powder and suffused with necromantic energy. If you're reduced to 0 Hit Points while under the effect of death knell powder , you must succeed at a DC 34 Will save or die (this is a death effect). If you die, a random creature adjacent to you is bolstered by your departing life force and gains 20 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. Saving Throw DC 34 Fortitude; Maximum Duration 6 rounds; Stage 1 7d6 poison damage (1 round); Stage 2 9d6 poison damage (1 round); Stage 3 12d6 poison damage (1 round) Craft Requirements Supply one casting of death knell .\n","skill_mod":{},"summary":"This poison is made from toxic spores of death knell mushrooms, which are reduced to a gray powder and suffused with necromantic energy. If you're …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["Equipment","Tradition","Poison","Affliction","Rarity"],"level":14,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=827","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","stage":["7d6 poison damage (1 round)","9d6 poison damage (1 round)","12d6 poison damage (1 round)"],"name":"Death Knell Powder","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"equipment-827"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 30 Fortitude","primary_source_group":"Agents of Edgewatch","price":16000,"trait":["Consumable","Contact","Divine","Poison","Uncommon"],"id":"equipment-828","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Fearweed May contain spoilers from Agents of Edgewatch Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 160 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- Cultivated by mashing and fermenting toxic weeds found in lonely graveyards, fearweed is a greenish paste magically infused with psychic horror. The frightened condition from fearweed can't be removed while the poison lasts. Saving Throw DC 30 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 7d6 poison damage and frightened 1 (1 minute); Stage 2 8d6 poison damage and frightened 2 (1 minute); Stage 3 9d6 poison damage and frightened 3 (1 minute) Craft Requirements Supply one casting of 4th-level fear.\n","skill_mod":{},"summary":"Cultivated by mashing and fermenting toxic weeds found in lonely graveyards, fearweed is a greenish paste magically infused with psychic horror. …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["Equipment","Poison","Tradition","Affliction","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=828","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","stage":["7d6 poison damage and frightened 1 (1 minute)","8d6 poison damage and frightened 2 (1 minute)","9d6 poison damage and frightened 3 (1 minute)"],"name":"Fearweed","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-828"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 30 Fortitude","primary_source_group":"Agents of Edgewatch","price":23500,"trait":["Consumable","Contact","Divine","Poison","Uncommon"],"id":"equipment-829","text":"<title level=\"1\" right=\"Item 11\" pfs=\"\" > Hunger Oil May contain spoilers from Agents of Edgewatch Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 235 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- Rendered from the fat of corporeal undead creatures and infused with ghoulish magic, this yellowish oil causes its victims to experience stabbing hunger pangs that only living flesh can abate. If you eat at least a mouthful of humanoid flesh, you ignore the enfeebled condition from hunger oil for 1 minute. While under the effect of hunger oil , you regain only half as many Hit Points from healing effects unless you've eaten at least a mouthful of humanoid flesh in the last minute. Saving Throw DC 30 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 enfeebled 2 (1 minute); Stage 2 enfeebled 3 (1 minute); Stage 3 enfeebled 4 (1d4 minutes) Craft Requirements Supply one casting of ghoulish cravings .\n","skill_mod":{},"summary":"Rendered from the fat of corporeal undead creatures and infused with ghoulish magic, this yellowish oil causes its victims to experience stabbing …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["Equipment","Poison","Tradition","Affliction","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=829","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","stage":["enfeebled 2 (1 minute)","enfeebled 3 (1 minute)","enfeebled 4 (1d4 minutes)"],"name":"Hunger Oil","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-829"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 34 Fortitude","primary_source_group":"Agents of Edgewatch","price":65000,"trait":["Consumable","Contact","Divine","Poison","Uncommon"],"id":"equipment-830","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Limited\" > Liar's Demise May contain spoilers from Agents of Edgewatch Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 650 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- This thick orange cream quickly seeps into skin. In addition to causing painful swelling in the brain, liar's demise compels the victim to speak only the truth. While under the effect of liar's demise , you take the listed poison damage and mental damage for any time you voluntarily and knowingly tell a lie, due to the poison's increased blood pressure to your brain. You take this damage once per round, even if you lie several times in rapid succession. You're aware of this effect and can choose to not answer or give only evasive, technically truthful, answers; this is a mental effect. Saving Throw DC 34 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 stupefied 1, 3d6 poison damage and 3d6 mental damage for lying (1 minute); Stage 2 stupefied 2, 4d6 poison damage and 4d6 mental damage for lying (1 minute); Stage 3 stupefied 3, 5d6 poison damage and 5d6 mental damage for lying, and the damage becomes a death effect. If it reduces you to 0 Hit Points, your head explodes and you die. (1 minute) Craft Requirements Supply one casting of zone of truth .\n","skill_mod":{},"summary":"This thick orange cream quickly seeps into skin. In addition to causing painful swelling in the brain, liar's demise compels the victim to speak only …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["Equipment","Poison","Tradition","Affliction","Rarity"],"level":14,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=830","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","stage":[" stupefied 1 , 3d6 poison damage and 3d6 mental damage for lying (1 minute)","stupefied 2, 4d6 poison damage and 4d6 mental damage for lying (1 minute)","stupefied 3, 5d6 poison damage and 5d6 mental damage for lying, and the damage becomes a death effect. If it reduces you to 0 Hit Points, your head explodes and you die. (1 minute)"],"name":"Liar's Demise","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-830"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 35 Fortitude","primary_source_group":"Agents of Edgewatch","price":110000,"trait":["Consumable","Divine","Injury","Poison","Uncommon","Virulent"],"id":"equipment-831","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Lifeblight Residue May contain spoilers from Agents of Edgewatch Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 1,100 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- This black slime is carefully culled from coffins and sarcophagi used by the undead, and is then distilled and combined with necromantic energy, creating a dangerous sludge that leeches life force as aggressively as it rots flesh. Saving Throw DC 35 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 negative damage and 3d6 poison damage (1 round); Stage 2 6d6 negative damage and 4d6 poison damage (1 round); Stage 3 7d6 negative damage and 5d6 poison damage (1 round) Craft Requirements Supply one casting of 8th-level harm .\n","skill_mod":{},"summary":"This black slime is carefully culled from coffins and sarcophagi used by the undead, and is then distilled and combined with necromantic energy, …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["Equipment","Tradition","Poison","Affliction","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=831","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","stage":["5d6 negative damage and 3d6 poison damage (1 round)","6d6 negative damage and 4d6 poison damage (1 round)","7d6 negative damage and 5d6 poison damage (1 round)"],"name":"Lifeblight Residue","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"equipment-831"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 38 Fortitude","primary_source_group":"Agents of Edgewatch","price":165000,"trait":["Consumable","Divine","Ingested","Poison","Uncommon"],"id":"equipment-832","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Limited\" > Repulsion Resin May contain spoilers from Agents of Edgewatch Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 1,650 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This clear, tasteless tar causes the victim to emit waves of harmful mental energy that repel other creatures. Desperate users might consume this poison to keep enemies at bay despite the poison's debilitating effects. While you're stupefied from this poison, a creature that starts its turn within 10 feet of you or approaches within 10 feet of you must attempt a DC 35 Will saving throw. On a failure, the creature can't voluntarily move closer to you; this is a mental effect. Once the approaching creature has attempted to save, it uses the same result for all saves from that dose of repulsion resin . Saving Throw DC 38 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 12d6 mental damage and stupefied 1 (1 minute); Stage 2 16d6 poison damage and stupefied 1 (1 minute); Stage 3 20d6 poison damage and stupefied 2 (1 minute) Craft Requirements Supply one casting of repulsion .\n","skill_mod":{},"summary":"This clear, tasteless tar causes the victim to emit waves of harmful mental energy that repel other creatures. Desperate users might consume this …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["Equipment","Tradition","Poison","Affliction","Rarity"],"level":16,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=832","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","stage":["12d6 mental damage and stupefied 1 (1 minute)","16d6 poison damage and stupefied 1 (1 minute)","20d6 poison damage and stupefied 2 (1 minute)"],"name":"Repulsion Resin","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-832"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":50400,"weakness":{},"saving_throw":"DC 28 Fortitude","primary_source_group":"Agents of Edgewatch","price":11500,"trait":["Consumable","Divine","Ingested","Poison","Uncommon"],"id":"equipment-833","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Sight-Theft Grit May contain spoilers from Agents of Edgewatch Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 115 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This blackish grit seems to absorb light and resembles particularly dark flakes of black pepper. Infused with the blindness spell, sight-theft grit causes the victim's sight to dim and then depart altogether. The blinded condition from this poison lasts for an additional 24 hours once the poison has run its course. Saving Throw DC 28 Fortitude; Onset 10 minutes; Maximum Duration 14 hours; Stage 1 dazzled and a –2 status penalty to visual Perception checks (1 hour); Stage 2 dazzled and a –4 status penalty to visual Perception checks (1 hour); Stage 3 blinded (2d6 hours) Craft Requirements Supply one casting of blindness .\n","skill_mod":{},"summary":"This blackish grit seems to absorb light and resembles particularly dark flakes of black pepper. Infused with the blindness spell, sight-theft …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["Equipment","Tradition","Poison","Affliction","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=833","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","stage":[" dazzled and a –2 status penalty to visual Perception checks (1 hour)","dazzled and a –4 status penalty to visual Perception checks (1 hour)","blinded (2d6 hours)"],"name":"Sight-Theft Grit","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-833"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 33 Fortitude","primary_source_group":"Agents of Edgewatch","price":45000,"trait":["Consumable","Divine","Ingested","Poison","Uncommon"],"id":"equipment-834","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Spectral Nightshade May contain spoilers from Agents of Edgewatch Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 450 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Belladonna cultivated in planes hazardous to living visitors, such as the Shadow Plane or the Boneyard, grow with a strange, skeletal look to their branches. The leaves and berries of these extraplanar plants are partly incorporeal and significantly more toxic than belladonna grown on the Material Plane. When imbued with spirit-twisting magic, spectral nightshade quickly drains away the victim's vitality and makes colors painfully bright and bewildering. Spectral nightshade doesn't affect creatures that have no spirit; if a possessing spirit inhabits a body that takes poison damage from spectral nightshade, the possessor takes an equal amount of force damage, even if the possessor can't be affected directly by poisons. Saving Throw DC 33 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 10d6 poison damage and dazzled (1 minute); Stage 2 13d6 poison damage and drained 1 (1 minute); Stage 3 15d6 poison damage, confused, and drained 2 (1 minute) Craft Requirements Supply one casting of spirit blast .\n","skill_mod":{},"summary":"Belladonna cultivated in planes hazardous to living visitors, such as the Shadow Plane or the Boneyard , grow with a strange, skeletal look to …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["Equipment","Tradition","Poison","Affliction","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=834","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","stage":["10d6 poison damage and dazzled (1 minute)","13d6 poison damage and drained 1 (1 minute)","15d6 poison damage, confused , and drained 2 (1 minute)"],"name":"Spectral Nightshade","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-834"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 31 Fortitude","primary_source_group":"Agents of Edgewatch","price":32500,"trait":["Consumable","Divine","Injury","Poison","Uncommon"],"id":"equipment-835","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Spell-Eating Pitch May contain spoilers from Agents of Edgewatch Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 325 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- This gummy resin contains sparkling motes of magical energy that dramatically impair your cognitive functions and dispel spells as you cast them. Spell energy manifests but then sputters out, as though drained away by the sparkling motes. While you're stupefied by this poison, the DC of flat checks to avoid disruption from the stupefied condition when you Cast a Spell is 5 + twice the stupefied value, rather than 5 + the stupefied value. Saving Throw DC 31 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage and stupefied 1 (1 round); Stage 2 6d6 poison damage and stupefied 3 (1 round); Stage 3 7d6 poison damage and stupefied 4 (1 round) Craft Requirements Supply one casting of 6th-level dispel magic .\n","skill_mod":{},"summary":"This gummy resin contains sparkling motes of magical energy that dramatically impair your cognitive functions and dispel spells as you cast them. …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["Equipment","Tradition","Poison","Affliction","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=835","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","stage":["5d6 poison damage and stupefied 1 (1 round)","6d6 poison damage and stupefied 3 (1 round)","7d6 poison damage and stupefied 4 (1 round)"],"name":"Spell-Eating Pitch","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"equipment-835"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"transmutation","price":625000,"trait":["Magical","Rare","Transmutation"],"id":"equipment-836","text":"<title level=\"1\" right=\"Item 15\" pfs=\"\" > Blade of the Rabbit Prince May contain spoilers from Agents of Edgewatch Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 6,250 gp Usage held in 1 hand Bulk 1 Base Weapon Shortsword --- This +2 greater striking dancing shortsword has a golden handguard resembling a bird with outstretched wings. The sword's blade is broken halfway up its length, but this doesn't impair the sword's function. Activate Single Action command, Interact; Effect You attempt to Trip or Disarm an opponent using Thievery instead of Athletics, and you add the blade of the Rabbit Prince's item bonus to the check. You do not need to have a hand free if you're wielding the blade of the Rabbit Prince , and your target can be up to two sizes larger than you. Craft Requirements You must craft the blade in the Harrowed Realm.\n","skill_mod":{},"summary":"This +2 greater striking dancing shortsword has a golden handguard resembling a bird with outstretched wings. The sword's blade is broken …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["Mechanics","Rarity","School"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=836","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","base_item":["Shortsword"],"name":"Blade of the Rabbit Prince","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-836"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"transmutation","price":435000,"trait":["Magical","Rare","Transmutation"],"id":"equipment-837","text":"<title level=\"1\" right=\"Item 14\" pfs=\"\" > Hardened Harrow Deck May contain spoilers from Agents of Edgewatch Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 4,350 gp Usage held in 1 hand Bulk L Base Weapon Dart --- The harrow is a traditional fortunetelling deck used by Varisian soothsayers. The hardened harrow deck is a magical version of the deck with cards made of thin metallic plates adorned with all the imagery common in standard harrow decks, but with more angular designs. You can hurl cards from the hardened harrow deck as +2 greater striking darts with the deadly d10 trait. A card used as a weapon isn't destroyed and can be recovered with 1 minute of searching if it can't be recalled back to the deck (see the deck's Activate entry below). However, if even a single card is missing from the deck, the deck can't be used to perform a traditional harrow reading. As long as you carry more than half the cards in the hardened harrow deck , when you roll a success on a saving throw against a fear effect, you get a critical success instead; if you already have an ability that would make a successful saving throw against a fear effect a critical success, you instead gain a +1 circumstance bonus to saving throws against fear effects. Activate Single Action command, Interact; Effect All cards from the hardened harrow deck within 60 feet that you can see fly back into the deck.\n","skill_mod":{},"summary":"The harrow is a traditional fortunetelling deck used by Varisian soothsayers. The hardened harrow deck is a magical version of the deck with cards …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["Mechanics","Rarity","School"],"level":14,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=837","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","base_item":["Dart"],"name":"Hardened Harrow Deck","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-837"},{"item_child_id":["equipment-838-815","equipment-838-816","equipment-838-817"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"conjuration","trait":["Conjuration","Magical","Necromancy","Staff","Uncommon"],"id":"equipment-838","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Poisoner's Staff May contain spoilers from Agents of Edgewatch Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Usage held in 1 hand Bulk 1 --- This gnarled staff is covered with thorns and coated with a glistening lacquer that acts as a minor irritant. While holding the staff, you aren't affected by its coating or thorns, and you reduce the DC of your flat checks to overcome persistent poison damage. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Poisoner's Staff Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 90 gp --- You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 13. Cantrip guidance 1st detect poison , spider sting <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Poisoner's Staff (Greater) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 450 gp --- You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 10. 2nd enhance victuals , imp sting 3rd neutralize poison , stinking cloud <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Poisoner's Staff (Major) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 4,000 gp --- You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 5. 4th swarming wasp stings 5th cloudkill 6th purple worm sting ","skill_mod":{},"summary":"This gnarled staff is covered with thorns and coated with a glistening lacquer that acts as a minor irritant. While holding the staff, you aren't …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["School","Mechanics","Equipment","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=838","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Poisoner's Staff","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-838"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-838","weakness":{},"primary_source_group":"Agents of Edgewatch","school":"conjuration","price":9000,"trait":["Conjuration","Magical","Necromancy","Staff","Uncommon"],"id":"equipment-838-815","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Poisoner's Staff May contain spoilers from Agents of Edgewatch Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Usage held in 1 hand Bulk 1 --- This gnarled staff is covered with thorns and coated with a glistening lacquer that acts as a minor irritant. While holding the staff, you aren't affected by its coating or thorns, and you reduce the DC of your flat checks to overcome persistent poison damage. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Poisoner's Staff Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 90 gp --- You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 13. Cantrip guidance 1st detect poison , spider sting <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Poisoner's Staff (Greater) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 450 gp --- You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 10. 2nd enhance victuals , imp sting 3rd neutralize poison , stinking cloud <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Poisoner's Staff (Major) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 4,000 gp --- You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 5. 4th swarming wasp stings 5th cloudkill 6th purple worm sting ","skill_mod":{},"summary":"You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 13. Cantrip guidance 1st detect poison , spider …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["School","Mechanics","Equipment","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=838","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Poisoner's Staff","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-838-815"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-838","weakness":{},"primary_source_group":"Agents of Edgewatch","school":"conjuration","price":45000,"trait":["Conjuration","Magical","Necromancy","Staff","Uncommon"],"id":"equipment-838-816","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Poisoner's Staff May contain spoilers from Agents of Edgewatch Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Usage held in 1 hand Bulk 1 --- This gnarled staff is covered with thorns and coated with a glistening lacquer that acts as a minor irritant. While holding the staff, you aren't affected by its coating or thorns, and you reduce the DC of your flat checks to overcome persistent poison damage. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Poisoner's Staff Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 90 gp --- You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 13. Cantrip guidance 1st detect poison , spider sting <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Poisoner's Staff (Greater) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 450 gp --- You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 10. 2nd enhance victuals , imp sting 3rd neutralize poison , stinking cloud <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Poisoner's Staff (Major) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 4,000 gp --- You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 5. 4th swarming wasp stings 5th cloudkill 6th purple worm sting ","skill_mod":{},"summary":"You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 10. 2nd enhance victuals , imp sting 3rd …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["School","Mechanics","Equipment","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=838","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Poisoner's Staff (Greater)","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-838-816"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-838","weakness":{},"primary_source_group":"Agents of Edgewatch","school":"conjuration","price":400000,"trait":["Conjuration","Magical","Necromancy","Staff","Uncommon"],"id":"equipment-838-817","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Poisoner's Staff May contain spoilers from Agents of Edgewatch Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Usage held in 1 hand Bulk 1 --- This gnarled staff is covered with thorns and coated with a glistening lacquer that acts as a minor irritant. While holding the staff, you aren't affected by its coating or thorns, and you reduce the DC of your flat checks to overcome persistent poison damage. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Poisoner's Staff Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 90 gp --- You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 13. Cantrip guidance 1st detect poison , spider sting <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Poisoner's Staff (Greater) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 450 gp --- You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 10. 2nd enhance victuals , imp sting 3rd neutralize poison , stinking cloud <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Poisoner's Staff (Major) Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 4,000 gp --- You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 5. 4th swarming wasp stings 5th cloudkill 6th purple worm sting ","skill_mod":{},"summary":"You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 5. 4th swarming wasp stings 5th cloudkill 6th …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["School","Mechanics","Equipment","Rarity"],"level":14,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=838","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Poisoner's Staff (Major)","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-838-817"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor or to an outfit if a character has no armor","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"divination","price":5500,"trait":["Consumable","Divination","Magical","Mental","Talisman","Uncommon"],"id":"equipment-839","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Whisper Briolette May contain spoilers from Agents of Edgewatch Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66 Price 55 gp Usage affixed to armor or to an outfit if a character has no armor Activate Two Actions envision Requirement You are an expert in Stealth. --- This teardrop-shaped gemstone has triangular facets and looks suitable for fancy attire, although close inspection shows that it's hollow. When it's activated, you can instantly impart up to 1 minute of speech (roughly 150 words) telepathically to any creatures you choose within 100 feet. You can impart this instantaneous telepathic message to creatures that you perceive and creatures hidden to you, but you can't do so to undetected creatures. Once used, the whisper briolette becomes unusable and subtly vanishes within the next few minutes, rather than crumbling to dust.\n","skill_mod":{},"summary":"This teardrop-shaped gemstone has triangular facets and looks suitable for fancy attire, although close inspection shows that it's hollow. When it's …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["Equipment","School","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","requirement":"You are an expert in Stealth .","resistance":{},"url":"/Equipment.aspx?ID=839","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Whisper Briolette","actions_number":4,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"equipment-839"},{"access":"Membership in the Envoy's Alliance Pathfinder Society faction.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":10100,"trait":["Alchemical","Consumable","Healing","Uncommon"],"id":"equipment-840","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Body Recovery Kit Source PFS Guide pg. 26 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 101 gp Usage held in 2 hands Bulk L Access Membership in the Envoy's Alliance Pathfinder Society faction. --- This small silver tin is filled with a herb-infused salve and a shroud of fine silk fabric. The salve smells of lavender and hyssop and is waxy to the touch. The shroud, made of spun silk, can a hold a Medium or smaller creature. If you apply the salve and shroud to a creature that died within the past 3 days, a process which normally takes 1 hour, it slows the decomposition process, allowing a creature to be brought back to life with raise dead up to 1 week after its death.\n","skill_mod":{},"summary":"This small silver tin is filled with a herb-infused salve and a shroud of fine silk fabric. The salve smells of lavender and hyssop and is waxy to …","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=840","name":"Body Recovery Kit","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-840"},{"access":"Membership in the Envoy's Alliance Pathfinder Society faction.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":1000,"trait":["Uncommon"],"id":"equipment-841","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Communication Bangle Source PFS Guide pg. 26 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 10 gp Usage worn Access Membership in the Envoy's Alliance Pathfinder Society faction. --- This simple brass ring is meant to be worn as an ornamentation piece to an outfit, oftentimes as a bangle on the wrist, as the ring closure of a scarf or sash, or as an ornamentation piece of a headdress. While decorative, this serves a cover for the bangle's function as a message bearer. Messages can be coded into the bangle, either through a series of raised dots and dashes or a pattern of notches of different depths and spacings. A bangle is large enough to hold a simple message consisting of a few words like “Danger. Flee.” or “Meeting. Sunset. Fountain.” Coding a message into a bangle requires 1 minute of time. All Pathfinders with access to communication bangles are taught how to code and read most basic messages, but anyone with a bangle can develop their own communication system. A creature inspecting a bangle can discover its true purpose by succeeding at a DC 20 Perception check. Deciphering a message requires a creature to succeed at a Society check against the coder's Deception DC.\n","skill_mod":{},"summary":"This simple brass ring is meant to be worn as an ornamentation piece to an outfit, oftentimes as a bangle on the wrist, as the ring closure of a …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":1,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=841","name":"Communication Bangle","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-841"},{"access":"Membership in the Envoy's Alliance Pathfinder Society faction.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":500,"skill":["Diplomacy"],"trait":["Uncommon"],"id":"equipment-842","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Writ of Authenticity Source PFS Guide pg. 26 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 5 gp Usage held in 1 hand Access Membership in the Envoy's Alliance Pathfinder Society faction. --- A typical Pathfinder writ of authenticity confirms the holder's status as a member of the Pathfinder Society and their intended business. Most writs are pieces of fine parchment folded, bound with gold cord, and sealed with three wax seals. The top seal is always the Glyph of the Open Road and the middle one is the Envoy's Alliance open door emblem. The bottom seal uses the preparer's personal sigil. Inside, the text describes a specific instance of a legitimate business activity, with blanks for the Pathfinder to fill in and personalize the writ to the persons and activity desired. Presenting a writ of authenticity grants a +2 item bonus to Make a Request for the associated business, assuming the writ is legitimate and the viewer expects to work with the Pathfinder Society for that activity.\n","skill_mod":{},"summary":"A typical Pathfinder writ of authenticity confirms the holder's status as a member of the Pathfinder Society and their intended business. Most writs …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":2,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=842","name":"Writ of Authenticity","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-842"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":500,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-843","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Boulderhead Bock Source PFS Guide pg. 29 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 5 gp Usage held in 1 hand Bulk L Access Member of the Pathfinder Society. Activate Single Action Interact --- No one is sure if Gorm brews this malty ale himself, but it seems to be an off-duty favorite of the Grand Archive faction leader. The brew packs a heavy punch, and while Gorm officially discourages drinking on the job, boulderhead bock does makes the drinker more self-assured and protects them from conditions that would addle their mental faculties. For 1 hour, you gain a +1 item bonus to saving throws against effects that would make you stunned or stupefied. However, you also become less aware of your surroundings, taking a –2 item penalty to Perception for 1 hour.\n","skill_mod":{},"summary":"No one is sure if Gorm brews this malty ale himself, but it seems to be an off-duty favorite of the Grand Archive faction leader. The brew packs a …","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=843","name":"Boulderhead Bock","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-843"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":300,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-844","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Bookthief Brew Source PFS Guide pg. 30 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 3 gp Usage held in 1 hand Bulk L Access Member of the Pathfinder Society. Activate 1 minute (Interact) --- This concoction mixes into a thick, paste-like substance when shaken. When exposed to air, the substance dries after one minute. If poured over a book, scroll, or other material featuring words written in ink, the brew will make an exact copy of the words it is in contact with while it dries, though it doesn't contain any magical effect or other special properties of the original words. Once dried, you can remove the dried substance as an Interact action. A single vial of bookthief brew can coat two pages from a book, a single scroll, or a similar amount of area for other surfaces, producing a dried sheet as thick as a piece of paper. Unfortunately, the sheet's copy is flipped, requiring a mirror to properly read.\n","skill_mod":{},"summary":"This concoction mixes into a thick, paste-like substance when shaken. When exposed to air, the substance dries after one minute. If poured over a …","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=844","name":"Bookthief Brew","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-844"},{"skill_mod":{},"summary":"This leather-bound tome is specially treated to protect from water damage and comes with a key and a treated slipcase that bears a simple lock to …","primary_source":"PFS Guide","trait_group":["Rarity"],"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=845","weakness":{},"price":500,"name":"Waterproof Journal","trait":["Uncommon"],"id":"equipment-845","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Waterproof Journal Source PFS Guide pg. 30 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 5 gp Bulk 1 Access Member of the Pathfinder Society. --- This leather-bound tome is specially treated to protect from water damage and comes with a key and a treated slipcase that bears a simple lock to keep the tome secure. This journal is commonly used by adventuring scholars and ship navigators for recording their journeys.\n","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-845"},{"item_child_id":["equipment-846-819","equipment-846-820"],"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["PFS Guide","Gatewalkers (Hardcover)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"trait":["Uncommon"],"id":"equipment-846","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Astrolabe Source PFS Guide pg. 34, Gatewalkers (Hardcover) pg. 232 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Usage held in 2 hands Bulk L Access Member of the Pathfinder Society. Activate 1 minute (Interact) --- Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival. By spending 1 minute to measure the height of the stars and planets, a holder who knows the time and date can determine the latitude, and a holder who knows their latitude can determine the date and time. An astrolabe also grants a +1 item bonus on checks to identify celestial bodies. A standard astrolabe only functions on steady ground. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Astrolabe (Standard) Source PFS Guide pg. 34 Price 30 gp Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Astrolabe (Mariner's) Source PFS Guide pg. 34 Price 50 gp Bulk L --- A mariner's astrolabe contains additional stabilizers that make it suitable for use on moving surfaces, such as the deck of a ship.","skill_mod":{},"summary":"Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival . By …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":2,"source_category":["Lost Omens","Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=846","source_group":["Gatewalkers"],"name":"Astrolabe","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-846"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["PFS Guide","Gatewalkers (Hardcover)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-846","weakness":{},"price":3000,"trait":["Uncommon"],"id":"equipment-846-819","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Astrolabe Source PFS Guide pg. 34, Gatewalkers (Hardcover) pg. 232 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Usage held in 2 hands Bulk L Access Member of the Pathfinder Society. Activate 1 minute (Interact) --- Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival. By spending 1 minute to measure the height of the stars and planets, a holder who knows the time and date can determine the latitude, and a holder who knows their latitude can determine the date and time. An astrolabe also grants a +1 item bonus on checks to identify celestial bodies. A standard astrolabe only functions on steady ground. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Astrolabe (Standard) Source PFS Guide pg. 34 Price 30 gp Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Astrolabe (Mariner's) Source PFS Guide pg. 34 Price 50 gp Bulk L --- A mariner's astrolabe contains additional stabilizers that make it suitable for use on moving surfaces, such as the deck of a ship.","skill_mod":{},"summary":"Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival . By …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":2,"source_category":["Lost Omens","Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=846","source_group":["Gatewalkers"],"name":"Astrolabe (Standard)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-846-819"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["PFS Guide","Gatewalkers (Hardcover)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-846","weakness":{},"price":5000,"trait":["Uncommon"],"id":"equipment-846-820","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Astrolabe Source PFS Guide pg. 34, Gatewalkers (Hardcover) pg. 232 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Usage held in 2 hands Bulk L Access Member of the Pathfinder Society. Activate 1 minute (Interact) --- Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival. By spending 1 minute to measure the height of the stars and planets, a holder who knows the time and date can determine the latitude, and a holder who knows their latitude can determine the date and time. An astrolabe also grants a +1 item bonus on checks to identify celestial bodies. A standard astrolabe only functions on steady ground. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Astrolabe (Standard) Source PFS Guide pg. 34 Price 30 gp Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Astrolabe (Mariner's) Source PFS Guide pg. 34 Price 50 gp Bulk L --- A mariner's astrolabe contains additional stabilizers that make it suitable for use on moving surfaces, such as the deck of a ship.","skill_mod":{},"summary":"A mariner's astrolabe contains additional stabilizers that make it suitable for use on moving surfaces, such as the deck of a ship.","primary_source":"PFS Guide","trait_group":["Rarity"],"level":3,"source_category":["Lost Omens","Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=846","source_group":["Gatewalkers"],"name":"Astrolabe (Mariner's)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-846-820"},{"skill_mod":{},"summary":"This kit includes a writing set , a compass , a standard astrolabe , a ruler , and a survey map .","primary_source":"PFS Guide","trait_group":["Rarity"],"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","level":3,"source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=847","weakness":{},"price":4200,"name":"Cartographer's Kit","trait":["Uncommon"],"id":"equipment-847","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Cartographer's Kit Source PFS Guide pg. 34 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 42 gp Bulk 1 Access Member of the Pathfinder Society. --- This kit includes a writing set, a compass, a standard astrolabe, a ruler, and a survey map.\n","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-847"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-848","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Quickpatch Glue Source PFS Guide pg. 34 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 10 gp Usage held in 1 hand Bulk L Access Member of the Pathfinder Society. Activate 1 minute (Interact) --- Quickpatch glue is a fast-setting adhesive designed for rapid but temporary repairs. When applied to a broken item, the glue adheres the item's pieces back together. This does not restore the item's hit points, but it allows the item to be used for its normal function and removes the broken condition. The glue is fragile and degrades over time. An item repaired by quickpatch glue regains the broken condition after it takes damage or 1 hour passes (whichever comes first). In order to apply a new vial of quickpatch glue to or repair the item, the item's holder must first remove the glue residue, a process that requires 10 minutes of effort and a set of alchemist's tools.\n","skill_mod":{},"summary":"Quickpatch glue is a fast-setting adhesive designed for rapid but temporary repairs. When applied to a broken item, the glue adheres the item's …","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=848","name":"Quickpatch Glue","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-848"},{"skill_mod":{},"summary":"A ruler is a straight-edged object used for measuring small distances accurately and drawing straight lines.","primary_source":"PFS Guide","primary_source_category":"Lost Omens","level":0,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=849","weakness":{},"price":50,"name":"Ruler","id":"equipment-849","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Limited\" > Ruler Source PFS Guide pg. 34 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 5 sp Usage held in 1 hand --- A ruler is a straight-edged object used for measuring small distances accurately and drawing straight lines.\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-849"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":3000,"trait":["Uncommon"],"id":"equipment-850","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Sturdy Satchel Source PFS Guide pg. 34 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 30 gp Usage worn Bulk 1 Access Member of the Pathfinder Society. --- This heavy backpack of alchemically treated cloth layered over a metal mesh protects its contents from water damage and other harmful effects. It holds up to 4 Bulk of items, and the first 2 Bulk contained within the sturdy satchel do not count against your Bulk limits. The bag has Hardness 5 and 20 Hit Points. As long as the bag remains closed and is not broken, water and other liquids can't seep into it.\n","skill_mod":{},"summary":"This heavy backpack of alchemically treated cloth layered over a metal mesh protects its contents from water damage and other harmful effects. It …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":2,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=850","name":"Sturdy Satchel","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-850"},{"item_child_id":["equipment-851-821","equipment-851-822","equipment-851-823","equipment-851-824"],"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["PFS Guide"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Magical","Uncommon"],"id":"equipment-851","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Sealing Chest Source PFS Guide pg. 37 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Usage held in 2 hands Bulk L Access Member of the Pathfinder Society. --- Vigilant Seal members use these containers when transporting samples and relics. The containers are soundproof, airtight, and studded with lead sheets, mistletoe, and other materials that block magical auras. Up to 1 Bulk of objects can be placed inside a sealing chest ; the magic auras and curses of any objects placed within the chest cannot extend beyond the box unless they are of a greater level than the chest. Artifacts and similarly powerful items are unaffected regardless of level. Many cursed items prevent their bearer from removing them, but a successful remove curse gives enough time to stash the item in the chest. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Sealing Chest (Lesser) Source PFS Guide pg. 38 Price 75 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Sealing Chest (Moderate) Source PFS Guide pg. 38 Price 300 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Sealing Chest (Greater) Source PFS Guide pg. 38 Price 1,250 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Sealing Chest (Major) Source PFS Guide pg. 38 Price 3,750 gp Bulk L ","skill_mod":{},"summary":"Vigilant Seal members use these containers when transporting samples and relics. The containers are soundproof, airtight, and studded with lead …","primary_source":"PFS Guide","trait_group":["School","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=851","name":"Sealing Chest","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-851"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["PFS Guide"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-851","weakness":{},"school":"abjuration","price":7500,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-851-821","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Sealing Chest Source PFS Guide pg. 37 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Usage held in 2 hands Bulk L Access Member of the Pathfinder Society. --- Vigilant Seal members use these containers when transporting samples and relics. The containers are soundproof, airtight, and studded with lead sheets, mistletoe, and other materials that block magical auras. Up to 1 Bulk of objects can be placed inside a sealing chest ; the magic auras and curses of any objects placed within the chest cannot extend beyond the box unless they are of a greater level than the chest. Artifacts and similarly powerful items are unaffected regardless of level. Many cursed items prevent their bearer from removing them, but a successful remove curse gives enough time to stash the item in the chest. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Sealing Chest (Lesser) Source PFS Guide pg. 38 Price 75 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Sealing Chest (Moderate) Source PFS Guide pg. 38 Price 300 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Sealing Chest (Greater) Source PFS Guide pg. 38 Price 1,250 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Sealing Chest (Major) Source PFS Guide pg. 38 Price 3,750 gp Bulk L ","skill_mod":{},"summary":"Vigilant Seal members use these containers when transporting samples and relics. The containers are soundproof, airtight, and studded with lead …","primary_source":"PFS Guide","trait_group":["School","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=851","name":"Sealing Chest (Lesser)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-851-821"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["PFS Guide"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-851","weakness":{},"school":"abjuration","price":30000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-851-822","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Sealing Chest Source PFS Guide pg. 37 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Usage held in 2 hands Bulk L Access Member of the Pathfinder Society. --- Vigilant Seal members use these containers when transporting samples and relics. The containers are soundproof, airtight, and studded with lead sheets, mistletoe, and other materials that block magical auras. Up to 1 Bulk of objects can be placed inside a sealing chest ; the magic auras and curses of any objects placed within the chest cannot extend beyond the box unless they are of a greater level than the chest. Artifacts and similarly powerful items are unaffected regardless of level. Many cursed items prevent their bearer from removing them, but a successful remove curse gives enough time to stash the item in the chest. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Sealing Chest (Lesser) Source PFS Guide pg. 38 Price 75 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Sealing Chest (Moderate) Source PFS Guide pg. 38 Price 300 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Sealing Chest (Greater) Source PFS Guide pg. 38 Price 1,250 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Sealing Chest (Major) Source PFS Guide pg. 38 Price 3,750 gp Bulk L ","skill_mod":{},"summary":"Vigilant Seal members use these containers when transporting samples and relics. The containers are soundproof, airtight, and studded with lead …","primary_source":"PFS Guide","trait_group":["School","Mechanics","Rarity"],"level":7,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=851","name":"Sealing Chest (Moderate)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-851-822"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["PFS Guide"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-851","weakness":{},"school":"abjuration","price":125000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-851-823","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Sealing Chest Source PFS Guide pg. 37 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Usage held in 2 hands Bulk L Access Member of the Pathfinder Society. --- Vigilant Seal members use these containers when transporting samples and relics. The containers are soundproof, airtight, and studded with lead sheets, mistletoe, and other materials that block magical auras. Up to 1 Bulk of objects can be placed inside a sealing chest ; the magic auras and curses of any objects placed within the chest cannot extend beyond the box unless they are of a greater level than the chest. Artifacts and similarly powerful items are unaffected regardless of level. Many cursed items prevent their bearer from removing them, but a successful remove curse gives enough time to stash the item in the chest. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Sealing Chest (Lesser) Source PFS Guide pg. 38 Price 75 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Sealing Chest (Moderate) Source PFS Guide pg. 38 Price 300 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Sealing Chest (Greater) Source PFS Guide pg. 38 Price 1,250 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Sealing Chest (Major) Source PFS Guide pg. 38 Price 3,750 gp Bulk L ","skill_mod":{},"summary":"Vigilant Seal members use these containers when transporting samples and relics. The containers are soundproof, airtight, and studded with lead …","primary_source":"PFS Guide","trait_group":["School","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=851","name":"Sealing Chest (Greater)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-851-823"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["PFS Guide"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-851","weakness":{},"school":"abjuration","price":375000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-851-824","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Sealing Chest Source PFS Guide pg. 37 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Usage held in 2 hands Bulk L Access Member of the Pathfinder Society. --- Vigilant Seal members use these containers when transporting samples and relics. The containers are soundproof, airtight, and studded with lead sheets, mistletoe, and other materials that block magical auras. Up to 1 Bulk of objects can be placed inside a sealing chest ; the magic auras and curses of any objects placed within the chest cannot extend beyond the box unless they are of a greater level than the chest. Artifacts and similarly powerful items are unaffected regardless of level. Many cursed items prevent their bearer from removing them, but a successful remove curse gives enough time to stash the item in the chest. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Sealing Chest (Lesser) Source PFS Guide pg. 38 Price 75 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Sealing Chest (Moderate) Source PFS Guide pg. 38 Price 300 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Sealing Chest (Greater) Source PFS Guide pg. 38 Price 1,250 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Sealing Chest (Major) Source PFS Guide pg. 38 Price 3,750 gp Bulk L ","skill_mod":{},"summary":"Vigilant Seal members use these containers when transporting samples and relics. The containers are soundproof, airtight, and studded with lead …","primary_source":"PFS Guide","trait_group":["School","Mechanics","Rarity"],"level":14,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=851","name":"Sealing Chest (Major)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-851-824"},{"item_child_id":["equipment-852-825","equipment-852-826","equipment-852-827","equipment-852-828"],"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Uncommon"],"id":"equipment-852","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Alignment Ampoule Source PFS Guide pg. 38 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Usage held in 1 hand Bulk L Access Member of the Pathfinder Society. --- This glass sphere is divided into four quarters, each of which contains a different material aligned with good, evil, chaos, or law, such as shavings from a holy relic or dried flowers that grew near a planar rift to the Abyss. When an alignment ampoule strikes a creature with a weakness to good, evil, chaos, or law, it deals the listed damage, which matches the creature's highest weakness. This damage is always based on the weaknesses of the initial target of the attack. If a creature has multiple eligible weaknesses, randomly determine the damage type. An alignment ampoule has no effect against creatures that don't have a weakness to the ampoule's associated alignment types. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Alignment Ampoule (Lesser) Source PFS Guide pg. 38 Price 4 gp Bulk L --- The ampoule deals 1 damage and 1 splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Alignment Ampoule (Moderate) Source PFS Guide pg. 38 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 1d4 damage and 2 splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Alignment Ampoule (Greater) Source PFS Guide pg. 38 Price 300 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 2d4 damage and 3 splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Alignment Ampoule (Major) Source PFS Guide pg. 38 Price 3,000 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 3d4 damage and 4 splash damage.","skill_mod":{},"summary":"This glass sphere is divided into four quarters, each of which contains a different material aligned with good, evil, chaos, or law, such as shavings …","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=852","name":"Alignment Ampoule","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-852"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-852","weakness":{},"price":400,"trait":["Alchemical","Bomb","Consumable","Uncommon"],"id":"equipment-852-825","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Alignment Ampoule Source PFS Guide pg. 38 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Usage held in 1 hand Bulk L Access Member of the Pathfinder Society. --- This glass sphere is divided into four quarters, each of which contains a different material aligned with good, evil, chaos, or law, such as shavings from a holy relic or dried flowers that grew near a planar rift to the Abyss. When an alignment ampoule strikes a creature with a weakness to good, evil, chaos, or law, it deals the listed damage, which matches the creature's highest weakness. This damage is always based on the weaknesses of the initial target of the attack. If a creature has multiple eligible weaknesses, randomly determine the damage type. An alignment ampoule has no effect against creatures that don't have a weakness to the ampoule's associated alignment types. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Alignment Ampoule (Lesser) Source PFS Guide pg. 38 Price 4 gp Bulk L --- The ampoule deals 1 damage and 1 splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Alignment Ampoule (Moderate) Source PFS Guide pg. 38 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 1d4 damage and 2 splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Alignment Ampoule (Greater) Source PFS Guide pg. 38 Price 300 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 2d4 damage and 3 splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Alignment Ampoule (Major) Source PFS Guide pg. 38 Price 3,000 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 3d4 damage and 4 splash damage.","skill_mod":{},"summary":"The ampoule deals 1 damage and 1 splash damage.","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=852","name":"Alignment Ampoule (Lesser)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-852-825"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-852","weakness":{},"price":1200,"trait":["Alchemical","Bomb","Consumable","Uncommon"],"id":"equipment-852-826","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Alignment Ampoule Source PFS Guide pg. 38 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Usage held in 1 hand Bulk L Access Member of the Pathfinder Society. --- This glass sphere is divided into four quarters, each of which contains a different material aligned with good, evil, chaos, or law, such as shavings from a holy relic or dried flowers that grew near a planar rift to the Abyss. When an alignment ampoule strikes a creature with a weakness to good, evil, chaos, or law, it deals the listed damage, which matches the creature's highest weakness. This damage is always based on the weaknesses of the initial target of the attack. If a creature has multiple eligible weaknesses, randomly determine the damage type. An alignment ampoule has no effect against creatures that don't have a weakness to the ampoule's associated alignment types. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Alignment Ampoule (Lesser) Source PFS Guide pg. 38 Price 4 gp Bulk L --- The ampoule deals 1 damage and 1 splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Alignment Ampoule (Moderate) Source PFS Guide pg. 38 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 1d4 damage and 2 splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Alignment Ampoule (Greater) Source PFS Guide pg. 38 Price 300 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 2d4 damage and 3 splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Alignment Ampoule (Major) Source PFS Guide pg. 38 Price 3,000 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 3d4 damage and 4 splash damage.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 1d4 damage and 2 splash damage.","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=852","name":"Alignment Ampoule (Moderate)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-852-826"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-852","weakness":{},"price":30000,"trait":["Alchemical","Bomb","Consumable","Uncommon"],"id":"equipment-852-827","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Alignment Ampoule Source PFS Guide pg. 38 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Usage held in 1 hand Bulk L Access Member of the Pathfinder Society. --- This glass sphere is divided into four quarters, each of which contains a different material aligned with good, evil, chaos, or law, such as shavings from a holy relic or dried flowers that grew near a planar rift to the Abyss. When an alignment ampoule strikes a creature with a weakness to good, evil, chaos, or law, it deals the listed damage, which matches the creature's highest weakness. This damage is always based on the weaknesses of the initial target of the attack. If a creature has multiple eligible weaknesses, randomly determine the damage type. An alignment ampoule has no effect against creatures that don't have a weakness to the ampoule's associated alignment types. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Alignment Ampoule (Lesser) Source PFS Guide pg. 38 Price 4 gp Bulk L --- The ampoule deals 1 damage and 1 splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Alignment Ampoule (Moderate) Source PFS Guide pg. 38 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 1d4 damage and 2 splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Alignment Ampoule (Greater) Source PFS Guide pg. 38 Price 300 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 2d4 damage and 3 splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Alignment Ampoule (Major) Source PFS Guide pg. 38 Price 3,000 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 3d4 damage and 4 splash damage.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 2d4 damage and 3 splash damage.","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=852","name":"Alignment Ampoule (Greater)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-852-827"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-852","weakness":{},"price":300000,"trait":["Alchemical","Bomb","Consumable","Uncommon"],"id":"equipment-852-828","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Alignment Ampoule Source PFS Guide pg. 38 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Usage held in 1 hand Bulk L Access Member of the Pathfinder Society. --- This glass sphere is divided into four quarters, each of which contains a different material aligned with good, evil, chaos, or law, such as shavings from a holy relic or dried flowers that grew near a planar rift to the Abyss. When an alignment ampoule strikes a creature with a weakness to good, evil, chaos, or law, it deals the listed damage, which matches the creature's highest weakness. This damage is always based on the weaknesses of the initial target of the attack. If a creature has multiple eligible weaknesses, randomly determine the damage type. An alignment ampoule has no effect against creatures that don't have a weakness to the ampoule's associated alignment types. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Alignment Ampoule (Lesser) Source PFS Guide pg. 38 Price 4 gp Bulk L --- The ampoule deals 1 damage and 1 splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Alignment Ampoule (Moderate) Source PFS Guide pg. 38 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 1d4 damage and 2 splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Alignment Ampoule (Greater) Source PFS Guide pg. 38 Price 300 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 2d4 damage and 3 splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Alignment Ampoule (Major) Source PFS Guide pg. 38 Price 3,000 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 3d4 damage and 4 splash damage.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 3d4 damage and 4 splash damage.","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=852","name":"Alignment Ampoule (Major)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-852-828"},{"item_child_id":["equipment-853-829","equipment-853-830","equipment-853-831"],"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-853","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Metalmist Sphere Source PFS Guide pg. 38 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. All versions of metalmist spheres from this source contain either cold iron or silver. Usage held in 2 hands Bulk L Access Member of the Pathfinder Society. Activate Single Action Interact --- This sphere contains small fragments of thunderstones within a colloidal suspension of a precious metal. When you twist the sphere, it creates an opaque mist in a burst centered on one corner of your space. Creatures within that area are concealed, and all other creatures are concealed to them. Any creature with a weakness to the precious metal that starts its turn in the mist takes damage equal to its weakness. The mist lasts for 1 minute or until dispersed by a strong wind. Most metalmist spheres are filled with silver or cold iron, but more expensive versions containing other ingredients might exist. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Metalmist Sphere (Lesser) Source PFS Guide pg. 38 Price 11 gp Bulk L --- The radius of the burst is 5 feet. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Metalmist Sphere (Moderate) Source PFS Guide pg. 38 Price 90 gp Bulk L --- The radius of the burst is 10 feet. <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Metalmist Sphere (Greater) Source PFS Guide pg. 38 Price 500 gp Bulk L --- The radius of the burst is 15 feet.","skill_mod":{},"summary":"This sphere contains small fragments of thunderstones within a colloidal suspension of a precious metal. When you twist the sphere, it creates an …","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=853","name":"Metalmist Sphere","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-853"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-853","weakness":{},"price":1100,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-853-829","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Metalmist Sphere Source PFS Guide pg. 38 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. All versions of metalmist spheres from this source contain either cold iron or silver. Usage held in 2 hands Bulk L Access Member of the Pathfinder Society. Activate Single Action Interact --- This sphere contains small fragments of thunderstones within a colloidal suspension of a precious metal. When you twist the sphere, it creates an opaque mist in a burst centered on one corner of your space. Creatures within that area are concealed, and all other creatures are concealed to them. Any creature with a weakness to the precious metal that starts its turn in the mist takes damage equal to its weakness. The mist lasts for 1 minute or until dispersed by a strong wind. Most metalmist spheres are filled with silver or cold iron, but more expensive versions containing other ingredients might exist. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Metalmist Sphere (Lesser) Source PFS Guide pg. 38 Price 11 gp Bulk L --- The radius of the burst is 5 feet. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Metalmist Sphere (Moderate) Source PFS Guide pg. 38 Price 90 gp Bulk L --- The radius of the burst is 10 feet. <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Metalmist Sphere (Greater) Source PFS Guide pg. 38 Price 500 gp Bulk L --- The radius of the burst is 15 feet.","skill_mod":{},"summary":"The radius of the burst is 5 feet.","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=853","name":"Metalmist Sphere (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-853-829"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-853","weakness":{},"price":9000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-853-830","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Metalmist Sphere Source PFS Guide pg. 38 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. All versions of metalmist spheres from this source contain either cold iron or silver. Usage held in 2 hands Bulk L Access Member of the Pathfinder Society. Activate Single Action Interact --- This sphere contains small fragments of thunderstones within a colloidal suspension of a precious metal. When you twist the sphere, it creates an opaque mist in a burst centered on one corner of your space. Creatures within that area are concealed, and all other creatures are concealed to them. Any creature with a weakness to the precious metal that starts its turn in the mist takes damage equal to its weakness. The mist lasts for 1 minute or until dispersed by a strong wind. Most metalmist spheres are filled with silver or cold iron, but more expensive versions containing other ingredients might exist. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Metalmist Sphere (Lesser) Source PFS Guide pg. 38 Price 11 gp Bulk L --- The radius of the burst is 5 feet. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Metalmist Sphere (Moderate) Source PFS Guide pg. 38 Price 90 gp Bulk L --- The radius of the burst is 10 feet. <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Metalmist Sphere (Greater) Source PFS Guide pg. 38 Price 500 gp Bulk L --- The radius of the burst is 15 feet.","skill_mod":{},"summary":"The radius of the burst is 10 feet.","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=853","name":"Metalmist Sphere (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-853-830"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-853","weakness":{},"price":50000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-853-831","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Metalmist Sphere Source PFS Guide pg. 38 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. All versions of metalmist spheres from this source contain either cold iron or silver. Usage held in 2 hands Bulk L Access Member of the Pathfinder Society. Activate Single Action Interact --- This sphere contains small fragments of thunderstones within a colloidal suspension of a precious metal. When you twist the sphere, it creates an opaque mist in a burst centered on one corner of your space. Creatures within that area are concealed, and all other creatures are concealed to them. Any creature with a weakness to the precious metal that starts its turn in the mist takes damage equal to its weakness. The mist lasts for 1 minute or until dispersed by a strong wind. Most metalmist spheres are filled with silver or cold iron, but more expensive versions containing other ingredients might exist. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Metalmist Sphere (Lesser) Source PFS Guide pg. 38 Price 11 gp Bulk L --- The radius of the burst is 5 feet. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Metalmist Sphere (Moderate) Source PFS Guide pg. 38 Price 90 gp Bulk L --- The radius of the burst is 10 feet. <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Metalmist Sphere (Greater) Source PFS Guide pg. 38 Price 500 gp Bulk L --- The radius of the burst is 15 feet.","skill_mod":{},"summary":"The radius of the burst is 15 feet.","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=853","name":"Metalmist Sphere (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-853-831"},{"primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1000,"trait":["Consumable"],"id":"equipment-854","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Psychic Warding Bracelet Source PFS Guide pg. 38 PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. Price 10 gp Usage worn Bulk L --- This set of reflective metal wires takes 10 minutes to properly tie along the wrist's energy meridians, then repels attempts at mental manipulation. You gain a +2 item bonus to your next save against a mental effect after tying on the bracelet. After this save, the metal strands tarnish and fall off (possibly alerting the wearer or others that their mind has been tampered with). You can remove the bracelet with an Interact action, but doing so breaks the bracelet's alignment and requires you to spend another 10 minutes to carefully tie it back on. ","skill_mod":{},"summary":"This set of reflective metal wires takes 10 minutes to properly tie along the wrist's energy meridians, then repels attempts at mental manipulation. …","primary_source":"PFS Guide","trait_group":["Equipment"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=854","name":"Psychic Warding Bracelet","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-854"},{"primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":65000,"trait":["Divination","Magical","Uncommon"],"id":"equipment-855","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Diviner's Nose Chain Source PFS Guide pg. 77 Price 650 gp Usage worn --- The diviner's nose chain is worn by attaching piercings to the ear and nose, creating a connection between the senses of hearing and smell. The diviner's nose chain grants you scent out to 30 feet as an imprecise sense, and a +1 item bonus to checks to Seek or Sense Motive.\n","skill_mod":{},"summary":"The diviner's nose chain is worn by attaching piercings to the ear and nose, creating a connection between the senses of hearing and smell. The …","primary_source":"PFS Guide","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=855","name":"Diviner's Nose Chain","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-855"},{"primary_source_category":"Lost Omens","usage":"worn on belt","source":["PFS Guide","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-856","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Everyneed Pack Source PFS Guide pg. 85, Treasure Vault (Remastered) pg. 145 PFS Note All characters have access to this item Usage worn on belt --- Constructed of green material and decorated with a white Glyph of the Open Road, a dozen or more small pockets line the inside of this pack. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of any kind of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack empties after 8 gp worth of items of your choice are removed, after which it becomes a mundane backpack. Activate 1 minute (Interact); Frequency once per hour; Effect You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less.\n","skill_mod":{},"summary":"Constructed of green material and decorated with a white Glyph of the Open Road, a dozen or more small pockets line the inside of this pack. The pack …","primary_source":"PFS Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":0,"source_category":["Lost Omens","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=856","name":"Everyneed Pack","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-856"},{"primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":55000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-857","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Snowshoes of the Long Trek Source PFS Guide pg. 88 Price 550 gp Usage worn --- These magically enhanced snowshoes are practically a necessity when traversing the gelid tundra and snow-drenched taiga of the Saga Lands. The snowshoes of the long trek allow their wearer to walk across ice and snow with the same surety as dry earth, ignoring the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to ordinary difficult terrain). In addition, a character wearing snowshoes of the long trek gains a +5-foot status bonus to their Speed while moving across snow or ice and is never at risk of breaking through naturally-occurring loose or soft snow.\n","skill_mod":{},"summary":"These magically enhanced snowshoes are practically a necessity when traversing the gelid tundra and snow-drenched taiga of the Saga Lands. The …","primary_source":"PFS Guide","trait_group":["Mechanics","School","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=857","name":"Snowshoes of the Long Trek","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-857"},{"skill_mod":{},"summary":"The book is leather-bound and decorated with the symbol of the Lantern Lodge. Red and gold cords wrap around the book and tie to keep it shut. Each …","item_child_id":["equipment-858-835","equipment-858-836"],"primary_source":"PFS Guide","trait_group":["Rarity"],"primary_source_category":"Lost Omens","level":2,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=858","weakness":{},"name":"Book of Translation","trait":["Uncommon"],"id":"equipment-858","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Book of Translation Source PFS Guide pg. 92 Usage held in 1 hand Bulk L --- The book is leather-bound and decorated with the symbol of the Lantern Lodge. Red and gold cords wrap around the book and tie to keep it shut. Each volume offers translation for a different language. When working with a book of translation, you can attempt Diplomacy checks to Gather Information or to Make an Impression with creatures that speak the language featured in the book, even if you do not speak the language. Such checks take 10 times longer to complete and you take a –2 circumstance penalty to the check due to your limited communication capabilities. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Book of Translation (Standard) Source PFS Guide pg. 93 Price 25 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Book of Translation (Advanced) Source PFS Guide pg. 93 Price 125 gp Bulk L --- An advanced book of translation features more complex phrases, local colloquialisms, and assumes a rudimentary understanding of the featured language. Checks attempted while using an advanced book of translation do not take a circumstance penalty.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-858"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-858","weakness":{},"price":2500,"trait":["Uncommon"],"id":"equipment-858-835","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Book of Translation Source PFS Guide pg. 92 Usage held in 1 hand Bulk L --- The book is leather-bound and decorated with the symbol of the Lantern Lodge. Red and gold cords wrap around the book and tie to keep it shut. Each volume offers translation for a different language. When working with a book of translation, you can attempt Diplomacy checks to Gather Information or to Make an Impression with creatures that speak the language featured in the book, even if you do not speak the language. Such checks take 10 times longer to complete and you take a –2 circumstance penalty to the check due to your limited communication capabilities. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Book of Translation (Standard) Source PFS Guide pg. 93 Price 25 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Book of Translation (Advanced) Source PFS Guide pg. 93 Price 125 gp Bulk L --- An advanced book of translation features more complex phrases, local colloquialisms, and assumes a rudimentary understanding of the featured language. Checks attempted while using an advanced book of translation do not take a circumstance penalty.","skill_mod":{},"summary":"The book is leather-bound and decorated with the symbol of the Lantern Lodge. Red and gold cords wrap around the book and tie to keep it shut. Each …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":2,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=858","name":"Book of Translation (Standard)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-858-835"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-858","weakness":{},"price":12500,"trait":["Uncommon"],"id":"equipment-858-836","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Book of Translation Source PFS Guide pg. 92 Usage held in 1 hand Bulk L --- The book is leather-bound and decorated with the symbol of the Lantern Lodge. Red and gold cords wrap around the book and tie to keep it shut. Each volume offers translation for a different language. When working with a book of translation, you can attempt Diplomacy checks to Gather Information or to Make an Impression with creatures that speak the language featured in the book, even if you do not speak the language. Such checks take 10 times longer to complete and you take a –2 circumstance penalty to the check due to your limited communication capabilities. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Book of Translation (Standard) Source PFS Guide pg. 93 Price 25 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Book of Translation (Advanced) Source PFS Guide pg. 93 Price 125 gp Bulk L --- An advanced book of translation features more complex phrases, local colloquialisms, and assumes a rudimentary understanding of the featured language. Checks attempted while using an advanced book of translation do not take a circumstance penalty.","skill_mod":{},"summary":"An advanced book of translation features more complex phrases, local colloquialisms, and assumes a rudimentary understanding of the featured …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":5,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=858","name":"Book of Translation (Advanced)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-858-836"},{"skill_mod":{},"summary":"This item is a formula book , religious text , or spellbook that has been creased—possibly by Princess Ganjay herself—to fold up into an …","primary_source":"PFS Guide","trait_group":["Mechanics","School","Rarity"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=859","weakness":{},"school":"transmutation","price":1000,"name":"Ganjay Book","trait":["Magical","Transmutation","Uncommon"],"id":"equipment-859","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Ganjay Book Source PFS Guide pg. 96 Price 10 gp Bulk L or — --- This item is a formula book, religious text, or spellbook that has been creased—possibly by Princess Ganjay herself—to fold up into an impossibly small shape. When folded up, the book can't be read or used, but its Bulk is reduced by 1 (a book that is 1 Bulk becomes light Bulk, and a book that is light Bulk becomes negligible in weight). Activate 1 minute (Interact); Effect You fold or unfold the Ganjay book , manipulating the cunning creases.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-859"},{"item_child_id":["equipment-860-837","equipment-860-838","equipment-860-839","equipment-860-840"],"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-860","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Vermin Repellent Agent Source PFS Guide pg. 100 Usage held in 2 hands Bulk L Activate Three Actions Interact --- This specialized cream serves as a repellent to stave off insects. The repellent also binds with a number of common insect venoms, dulling the potency and giving the wearer's immune system a boost to resist venoms. Once applied to your skin, the repellent grants you an item bonus to Fortitude saving throws against poisons for 4 hours. In addition, any arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals) must attempt a Will save when attempting to attack you with a melee Strike, or with a swarm attack such as the spider swarm's swarming bites. The arthropod then becomes temporarily immune for 1 minute. Critical Success The creature can act normally. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and fleeing. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Vermin Repellent Agent (Lesser) Source PFS Guide pg. 100 Price 8 gp Bulk L --- You gain a +1 item bonus and the save DC is 17. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Vermin Repellent Agent (Moderate) Source PFS Guide pg. 100 Price 75 gp Bulk L --- You gain a +2 item bonus and the save DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Vermin Repellent Agent (Greater) Source PFS Guide pg. 100 Price 315 gp Bulk L --- You gain a +3 item bonus and the save DC is 29. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Vermin Repellent Agent (Major) Source PFS Guide pg. 100 Price 1,350 gp Bulk L --- You gain a +4 item bonus and the save DC is 35.","skill_mod":{},"summary":"This specialized cream serves as a repellent to stave off insects. The repellent also binds with a number of common insect venoms, dulling the …","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=860","name":"Vermin Repellent Agent","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"uncommon","slug":"equipment-860"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-860","weakness":{},"price":800,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-860-837","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Vermin Repellent Agent Source PFS Guide pg. 100 Usage held in 2 hands Bulk L Activate Three Actions Interact --- This specialized cream serves as a repellent to stave off insects. The repellent also binds with a number of common insect venoms, dulling the potency and giving the wearer's immune system a boost to resist venoms. Once applied to your skin, the repellent grants you an item bonus to Fortitude saving throws against poisons for 4 hours. In addition, any arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals) must attempt a Will save when attempting to attack you with a melee Strike, or with a swarm attack such as the spider swarm's swarming bites. The arthropod then becomes temporarily immune for 1 minute. Critical Success The creature can act normally. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and fleeing. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Vermin Repellent Agent (Lesser) Source PFS Guide pg. 100 Price 8 gp Bulk L --- You gain a +1 item bonus and the save DC is 17. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Vermin Repellent Agent (Moderate) Source PFS Guide pg. 100 Price 75 gp Bulk L --- You gain a +2 item bonus and the save DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Vermin Repellent Agent (Greater) Source PFS Guide pg. 100 Price 315 gp Bulk L --- You gain a +3 item bonus and the save DC is 29. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Vermin Repellent Agent (Major) Source PFS Guide pg. 100 Price 1,350 gp Bulk L --- You gain a +4 item bonus and the save DC is 35.","skill_mod":{},"summary":"You gain a +1 item bonus and the save DC is 17.","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=860","name":"Vermin Repellent Agent (Lesser)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"uncommon","slug":"equipment-860-837"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-860","weakness":{},"price":7500,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-860-838","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Vermin Repellent Agent Source PFS Guide pg. 100 Usage held in 2 hands Bulk L Activate Three Actions Interact --- This specialized cream serves as a repellent to stave off insects. The repellent also binds with a number of common insect venoms, dulling the potency and giving the wearer's immune system a boost to resist venoms. Once applied to your skin, the repellent grants you an item bonus to Fortitude saving throws against poisons for 4 hours. In addition, any arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals) must attempt a Will save when attempting to attack you with a melee Strike, or with a swarm attack such as the spider swarm's swarming bites. The arthropod then becomes temporarily immune for 1 minute. Critical Success The creature can act normally. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and fleeing. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Vermin Repellent Agent (Lesser) Source PFS Guide pg. 100 Price 8 gp Bulk L --- You gain a +1 item bonus and the save DC is 17. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Vermin Repellent Agent (Moderate) Source PFS Guide pg. 100 Price 75 gp Bulk L --- You gain a +2 item bonus and the save DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Vermin Repellent Agent (Greater) Source PFS Guide pg. 100 Price 315 gp Bulk L --- You gain a +3 item bonus and the save DC is 29. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Vermin Repellent Agent (Major) Source PFS Guide pg. 100 Price 1,350 gp Bulk L --- You gain a +4 item bonus and the save DC is 35.","skill_mod":{},"summary":"You gain a +2 item bonus and the save DC is 24.","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=860","name":"Vermin Repellent Agent (Moderate)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"uncommon","slug":"equipment-860-838"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-860","weakness":{},"price":31500,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-860-839","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Vermin Repellent Agent Source PFS Guide pg. 100 Usage held in 2 hands Bulk L Activate Three Actions Interact --- This specialized cream serves as a repellent to stave off insects. The repellent also binds with a number of common insect venoms, dulling the potency and giving the wearer's immune system a boost to resist venoms. Once applied to your skin, the repellent grants you an item bonus to Fortitude saving throws against poisons for 4 hours. In addition, any arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals) must attempt a Will save when attempting to attack you with a melee Strike, or with a swarm attack such as the spider swarm's swarming bites. The arthropod then becomes temporarily immune for 1 minute. Critical Success The creature can act normally. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and fleeing. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Vermin Repellent Agent (Lesser) Source PFS Guide pg. 100 Price 8 gp Bulk L --- You gain a +1 item bonus and the save DC is 17. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Vermin Repellent Agent (Moderate) Source PFS Guide pg. 100 Price 75 gp Bulk L --- You gain a +2 item bonus and the save DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Vermin Repellent Agent (Greater) Source PFS Guide pg. 100 Price 315 gp Bulk L --- You gain a +3 item bonus and the save DC is 29. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Vermin Repellent Agent (Major) Source PFS Guide pg. 100 Price 1,350 gp Bulk L --- You gain a +4 item bonus and the save DC is 35.","skill_mod":{},"summary":"You gain a +3 item bonus and the save DC is 29.","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=860","name":"Vermin Repellent Agent (Greater)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"uncommon","slug":"equipment-860-839"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-860","weakness":{},"price":135000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-860-840","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Vermin Repellent Agent Source PFS Guide pg. 100 Usage held in 2 hands Bulk L Activate Three Actions Interact --- This specialized cream serves as a repellent to stave off insects. The repellent also binds with a number of common insect venoms, dulling the potency and giving the wearer's immune system a boost to resist venoms. Once applied to your skin, the repellent grants you an item bonus to Fortitude saving throws against poisons for 4 hours. In addition, any arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals) must attempt a Will save when attempting to attack you with a melee Strike, or with a swarm attack such as the spider swarm's swarming bites. The arthropod then becomes temporarily immune for 1 minute. Critical Success The creature can act normally. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and fleeing. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Vermin Repellent Agent (Lesser) Source PFS Guide pg. 100 Price 8 gp Bulk L --- You gain a +1 item bonus and the save DC is 17. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Vermin Repellent Agent (Moderate) Source PFS Guide pg. 100 Price 75 gp Bulk L --- You gain a +2 item bonus and the save DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Vermin Repellent Agent (Greater) Source PFS Guide pg. 100 Price 315 gp Bulk L --- You gain a +3 item bonus and the save DC is 29. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Vermin Repellent Agent (Major) Source PFS Guide pg. 100 Price 1,350 gp Bulk L --- You gain a +4 item bonus and the save DC is 35.","skill_mod":{},"summary":"You gain a +4 item bonus and the save DC is 35.","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=860","name":"Vermin Repellent Agent (Major)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"uncommon","slug":"equipment-860-840"},{"item_child_id":["equipment-861-841","equipment-861-842","equipment-861-843"],"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Precious","Uncommon"],"id":"equipment-861","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Cold Iron Blanch Source PFS Guide pg. 104 Usage held in 1 hand Bulk L Access Member of the Pathfinder Society. Activate Two Actions Interact --- You can pour a vial of this dark liquid onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. When used on a melee or thrown weapon, rather than ammunition, the blanch lasts for the listed duration or 10 successful Strikes, whichever comes first. When you use it on ammunition, the blanch is expended on a given piece of ammunition after firing it, whether it hits or not. A cold iron blanch contains small amounts of alchemist's fire, so it must be used all at once; an opened vial ignites to melt the cold iron onto the weapon and is quickly consumed. The weapon or ammunition counts as cold iron instead of its normal precious material (such as silver) for any physical damage it deals, if applicable. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Cold Iron Blanch (Lesser) Source PFS Guide pg. 104 Price 10 gp Bulk L --- The blanch provides low-grade cold iron, so you can use it on a magic weapon up to 8th level, or ammunition for such a weapon. It lasts for 1 minute. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cold Iron Blanch (Moderate) Source PFS Guide pg. 104 Price 140 gp Bulk L --- The blanch provides standard-grade cold iron, so you can use it on a magic weapon up to 15th level, or ammunition for such a weapon. It lasts for 10 minutes. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cold Iron Blanch (Greater) Source PFS Guide pg. 104 Price 1,700 gp Bulk L --- The blanch provides high-grade cold iron, so you can use it with any magic weapon. It lasts for one hour.","skill_mod":{},"summary":"You can pour a vial of this dark liquid onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. When used on a melee or thrown weapon, …","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=861","name":"Cold Iron Blanch","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-861"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-861","weakness":{},"price":1000,"trait":["Alchemical","Consumable","Precious","Uncommon"],"id":"equipment-861-841","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Cold Iron Blanch Source PFS Guide pg. 104 Usage held in 1 hand Bulk L Access Member of the Pathfinder Society. Activate Two Actions Interact --- You can pour a vial of this dark liquid onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. When used on a melee or thrown weapon, rather than ammunition, the blanch lasts for the listed duration or 10 successful Strikes, whichever comes first. When you use it on ammunition, the blanch is expended on a given piece of ammunition after firing it, whether it hits or not. A cold iron blanch contains small amounts of alchemist's fire, so it must be used all at once; an opened vial ignites to melt the cold iron onto the weapon and is quickly consumed. The weapon or ammunition counts as cold iron instead of its normal precious material (such as silver) for any physical damage it deals, if applicable. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Cold Iron Blanch (Lesser) Source PFS Guide pg. 104 Price 10 gp Bulk L --- The blanch provides low-grade cold iron, so you can use it on a magic weapon up to 8th level, or ammunition for such a weapon. It lasts for 1 minute. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cold Iron Blanch (Moderate) Source PFS Guide pg. 104 Price 140 gp Bulk L --- The blanch provides standard-grade cold iron, so you can use it on a magic weapon up to 15th level, or ammunition for such a weapon. It lasts for 10 minutes. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cold Iron Blanch (Greater) Source PFS Guide pg. 104 Price 1,700 gp Bulk L --- The blanch provides high-grade cold iron, so you can use it with any magic weapon. It lasts for one hour.","skill_mod":{},"summary":"The blanch provides low-grade cold iron, so you can use it on a magic weapon up to 8th level, or ammunition for such a weapon. It lasts for 1 minute.","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=861","name":"Cold Iron Blanch (Lesser)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-861-841"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-861","weakness":{},"price":14000,"trait":["Alchemical","Consumable","Precious","Uncommon"],"id":"equipment-861-842","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Cold Iron Blanch Source PFS Guide pg. 104 Usage held in 1 hand Bulk L Access Member of the Pathfinder Society. Activate Two Actions Interact --- You can pour a vial of this dark liquid onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. When used on a melee or thrown weapon, rather than ammunition, the blanch lasts for the listed duration or 10 successful Strikes, whichever comes first. When you use it on ammunition, the blanch is expended on a given piece of ammunition after firing it, whether it hits or not. A cold iron blanch contains small amounts of alchemist's fire, so it must be used all at once; an opened vial ignites to melt the cold iron onto the weapon and is quickly consumed. The weapon or ammunition counts as cold iron instead of its normal precious material (such as silver) for any physical damage it deals, if applicable. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Cold Iron Blanch (Lesser) Source PFS Guide pg. 104 Price 10 gp Bulk L --- The blanch provides low-grade cold iron, so you can use it on a magic weapon up to 8th level, or ammunition for such a weapon. It lasts for 1 minute. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cold Iron Blanch (Moderate) Source PFS Guide pg. 104 Price 140 gp Bulk L --- The blanch provides standard-grade cold iron, so you can use it on a magic weapon up to 15th level, or ammunition for such a weapon. It lasts for 10 minutes. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cold Iron Blanch (Greater) Source PFS Guide pg. 104 Price 1,700 gp Bulk L --- The blanch provides high-grade cold iron, so you can use it with any magic weapon. It lasts for one hour.","skill_mod":{},"summary":"The blanch provides standard-grade cold iron, so you can use it on a magic weapon up to 15th level, or ammunition for such a weapon. It lasts for 10 …","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=861","name":"Cold Iron Blanch (Moderate)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-861-842"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["PFS Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-861","weakness":{},"price":170000,"trait":["Alchemical","Consumable","Precious","Uncommon"],"id":"equipment-861-843","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Cold Iron Blanch Source PFS Guide pg. 104 Usage held in 1 hand Bulk L Access Member of the Pathfinder Society. Activate Two Actions Interact --- You can pour a vial of this dark liquid onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. When used on a melee or thrown weapon, rather than ammunition, the blanch lasts for the listed duration or 10 successful Strikes, whichever comes first. When you use it on ammunition, the blanch is expended on a given piece of ammunition after firing it, whether it hits or not. A cold iron blanch contains small amounts of alchemist's fire, so it must be used all at once; an opened vial ignites to melt the cold iron onto the weapon and is quickly consumed. The weapon or ammunition counts as cold iron instead of its normal precious material (such as silver) for any physical damage it deals, if applicable. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Cold Iron Blanch (Lesser) Source PFS Guide pg. 104 Price 10 gp Bulk L --- The blanch provides low-grade cold iron, so you can use it on a magic weapon up to 8th level, or ammunition for such a weapon. It lasts for 1 minute. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cold Iron Blanch (Moderate) Source PFS Guide pg. 104 Price 140 gp Bulk L --- The blanch provides standard-grade cold iron, so you can use it on a magic weapon up to 15th level, or ammunition for such a weapon. It lasts for 10 minutes. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cold Iron Blanch (Greater) Source PFS Guide pg. 104 Price 1,700 gp Bulk L --- The blanch provides high-grade cold iron, so you can use it with any magic weapon. It lasts for one hour.","skill_mod":{},"summary":"The blanch provides high-grade cold iron, so you can use it with any magic weapon. It lasts for one hour.","primary_source":"PFS Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=861","name":"Cold Iron Blanch (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-861-843"},{"access":"Member of the Pathfinder Society operating out of Woodsedge Lodge.","primary_source_category":"Lost Omens","usage":"affixed to armor","source":["PFS Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":300,"trait":["Conjuration","Consumable","Magical","Talisman","Uncommon"],"id":"equipment-862","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Emergency Disguise Source PFS Guide pg. 108 Price 3 gp Usage affixed to armor Access Member of the Pathfinder Society operating out of Woodsedge Lodge. Activate Single Action envision Requirement You're trained in Deception. --- In Woodsedge Lodge, this thin red ribbon, typically worn around the neck, symbolizes the reach of Galt's soul-trapping guillotines, the infamous final blades . Each of these talismans stores a specific disguise, chosen at the time of its creation. When activated, the talisman applies a disguise to its wearer, allowing them to Impersonate without taking the time to assemble a convincing disguise first. The components the disguise creates can appear to be worth up to 3 gp total. The instant nature of the disguise leaves a few traces of its haphazard nature, imposing a –2 circumstance penalty on checks to Impersonate using the disguise. Wearers with the Quick Disguise feat don't take this penalty. Any objects created as a part of the disguise disappear after 24 hours or after you remove them.\n","skill_mod":{},"summary":"In Woodsedge Lodge, this thin red ribbon, typically worn around the neck, symbolizes the reach of Galt's soul-trapping guillotines, the infamous …","primary_source":"PFS Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Talismans","requirement":"You're trained in Deception .","resistance":{},"url":"/Equipment.aspx?ID=862","name":"Emergency Disguise","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-862"},{"skill_mod":{},"summary":"This canvas vest has been filled with cork shavings, tightly folded, and sewn shut. Wearing a buoyancy vest allows you to float in water with a …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=863","weakness":{},"price":500,"name":"Buoyancy Vest","id":"equipment-863","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Buoyancy Vest Source PFS Guide pg. 114 Price 5 gp Bulk 1 --- This canvas vest has been filled with cork shavings, tightly folded, and sewn shut. Wearing a buoyancy vest allows you to float in water with a lowered risk of sinking. If you end your turn in water while wearing a buoyancy vest and haven't succeeded at a Swim action that turn, attempt a DC 5 flat check. On a success, you do not sink, though you can still get moved by the current, as determined by the GM. The GM can also determine whether the vest is more or less effective in different weather conditions, raising the DC in rough waters or lowering the DC in calm water.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-863"},{"access":"Member of the Pathfinder Society.","hands":"1","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":2000,"trait":["Uncommon"],"id":"equipment-864","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Clockwork Dial Source PFS Guide pg. 114 Price 20 gp Hands 1 Access Member of the Pathfinder Society. --- This small timepiece allows you to accurately track time, useful for coordinating attacks, cooking, and all other sorts of activities, without the steadiness or care necessary to use an hourglass. As always, spell durations are too inexact to be reliably tracked, as they don't last precisely the duration listed. Protected within a brass or steel case, the clockwork mechanism of this device is turned using a small key. Most dials have a maximum duration of 1 hour, with each turn of the key adding 10 minutes to the timer, though some are crafted with longer or shorter durations and intervals. Setting the timer requires one free hand and an Interact action.\n","skill_mod":{},"summary":"This small timepiece allows you to accurately track time, useful for coordinating attacks, cooking, and all other sorts of activities, without the …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":0,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=864","name":"Clockwork Dial","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-864"},{"access":"Member of the Pathfinder Society.","hands":"2","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":300,"trait":["Uncommon"],"id":"equipment-865","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Comealong Source PFS Guide pg. 114 Price 3 gp Hands 2 Bulk 1 Access Member of the Pathfinder Society. --- This portable winch consists of a length of cable or chain, two hooks, and a ratcheting drum with a handle. When used with two sections of rope or chain, it allows you to pull a heavy load along a flat surface.\n","skill_mod":{},"summary":"This portable winch consists of a length of cable or chain, two hooks, and a ratcheting drum with a handle. When used with two sections of rope or …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":0,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=865","name":"Comealong","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-865"},{"access":"Member of the Pathfinder Society.","hands":"2","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":100,"trait":["Uncommon"],"id":"equipment-866","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Depth Gauge Source PFS Guide pg. 114 Price 1 gp Hands 2 Bulk L Access Member of the Pathfinder Society. --- This simple tool consists of a small iron weight attached to a thin rope that is marked at regular intervals (typically every foot). It can be used to measure the depth of a hole or body of water by dropping the weight down into unknown depths and counting the markings on the rope. It can also be used as a plumb bob.\n","skill_mod":{},"summary":"This simple tool consists of a small iron weight attached to a thin rope that is marked at regular intervals (typically every foot). It can be used …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":0,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=866","name":"Depth Gauge","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-866"},{"skill_mod":{},"summary":"Made of waxed cotton or cork, earplugs give you a +1 item bonus to saves against effects with the auditory trait. The earplugs make it difficult to …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens","Rulebooks"],"source":["PFS Guide","Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=867","weakness":{},"price":1,"name":"Earplugs","id":"equipment-867","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Earplugs Source PFS Guide pg. 114, Guns & Gears (Remastered) pg. 179 Price 1 cp --- Made of waxed cotton or cork, earplugs give you a +1 item bonus to saves against effects with the auditory trait. The earplugs make it difficult to hear, however, imposing a –2 item penalty on Perception checks involving sound. Inserting or removing the earplugs requires an Interact action.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-867"},{"access":"Member of the Pathfinder Society.","hands":"2","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":1000,"trait":["Uncommon"],"id":"equipment-868","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > False Manacles Source PFS Guide pg. 114 Price 10 gp Hands 2 Access Member of the Pathfinder Society. --- These manacles are nearly indistinguishable from real manacles upon inspection, but contain a hidden release that enables a wearer who knows the location of the release to free themselves with a single Interact action. An observer who examines the manacles and succeeds at a DC 20 Perception check notices their false nature. On a critical success, the observer finds the location of the hidden catch as well.\n","skill_mod":{},"summary":"These manacles are nearly indistinguishable from real manacles upon inspection, but contain a hidden release that enables a wearer who knows the …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":0,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=868","name":"False Manacles","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-868"},{"skill_mod":{},"summary":"This armored case is made to protect any Tiny or smaller creature contained within. It includes air holes (which can be plugged with cork stoppers …","primary_source":"PFS Guide","trait_group":["Rarity"],"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=869","weakness":{},"price":500,"name":"Familiar Satchel","trait":["Uncommon"],"id":"equipment-869","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Familiar Satchel Source PFS Guide pg. 114 Price 5 gp Bulk 1 Access Member of the Pathfinder Society. --- This armored case is made to protect any Tiny or smaller creature contained within. It includes air holes (which can be plugged with cork stoppers for underwater travel) and two receptacles for food and water. Any creature inside has neither line of sight nor line of effect to the outside world but also cannot be targeted by attacks that require a line of effect while in the satchel. However, an area effect that deals enough damage to break the case also damages the creature inside. The satchel is made of leather (Hardness 4, HP 16, BT 8). A creature can enter or exit the satchel by using a total of 2 actions: an Interact action to open the satchel and a single action with the move trait to enter or exit.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-869"},{"access":"Member of the Pathfinder Society.","hands":"2","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":500,"trait":["Uncommon"],"id":"equipment-870","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Glass Cutter Source PFS Guide pg. 115 Price 5 gp Hands 2 Bulk L Access Member of the Pathfinder Society. --- This small rod has a tiny, sharp cutting wheel made of steel on one end and a thick bulb on the other. You can use the glass cutter's wheel to score ordinary glass and use the bulb to break the piece along your scoring. It typically takes 1 minute of work to cut a hole large enough to fit your hand. If you are attempting to break the glass quietly, you must attempt a Thievery check against the Perception DC of nearby creatures to go unnoticed.\n","skill_mod":{},"summary":"This small rod has a tiny, sharp cutting wheel made of steel on one end and a thick bulb on the other. You can use the glass cutter's wheel to score …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":0,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=870","name":"Glass Cutter","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-870"},{"access":"Member of the Pathfinder Society.","hands":"1","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":20,"trait":["Uncommon"],"id":"equipment-871","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Grappling Arrow Source PFS Guide pg. 115 Price 2 sp Hands 1 Bulk L Access Member of the Pathfinder Society. --- This small grappling hook is designed to be tied to a rope and fired from a bow. When fired, it has half the normal range increment for the weapon.\n","skill_mod":{},"summary":"This small grappling hook is designed to be tied to a rope and fired from a bow. When fired, it has half the normal range increment for the weapon.","primary_source":"PFS Guide","trait_group":["Rarity"],"level":0,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=871","name":"Grappling Arrow","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-871"},{"access":"Member of the Pathfinder Society.","hands":"1","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":20,"trait":["Uncommon"],"id":"equipment-872","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Grappling Bolt Source PFS Guide pg. 115 Price 2 sp Hands 1 Bulk L Access Member of the Pathfinder Society. --- This small grappling hook is designed to be tied to a rope and fired from a crossbow. When fired, it has half the normal range increment for the weapon.\n","skill_mod":{},"summary":"This small grappling hook is designed to be tied to a rope and fired from a crossbow. When fired, it has half the normal range increment for the …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":0,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=872","name":"Grappling Bolt","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-872"},{"skill_mod":{},"summary":"A standard deck of cards consists of 54 cards made from thick paper contained within a paper sleeve. The most common deck used for games and gambling …","item_child_id":["equipment-873-846","equipment-873-847"],"primary_source":"PFS Guide","hands":"2","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=873","weakness":{},"skill":["Lore"],"name":"Playing Cards","id":"equipment-873","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Playing Cards Source PFS Guide pg. 115 Hands 2 --- A standard deck of cards consists of 54 cards made from thick paper contained within a paper sleeve. The most common deck used for games and gambling is known as the Old Mage deck and features four suits themed with the four essences of magic, each with 13 cards, as well as two wildcards. The name and appearance of the deck varies from region to region, such as the Magician's Deck in Taldor or the Deck of Masks in the Shackles. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Marked Playing Cards Source PFS Guide pg. 115 Price 1 gp Hands 2 --- A deck of marked playing cards appears to be an ordinary deck upon initial inspection but bears specific folds, colors, scratches, or other markings on each card that allow an informed user to know what's on the other side of a card. A deck of marked cards grants you a +1 item bonus to Games Lore checks or other relevant checks to gamble with the cards. You can determine that an unattended deck of cards is marked with a successful DC 20 Perception check. Determining that a deck is marked during play is more difficult and is typically determined by a Perception check against the dealer's Games Lore or Thievery DC. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Playing Cards Source PFS Guide pg. 115 Price 5 sp Hands 2\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-873"},{"skill_mod":{},"summary":"A deck of marked playing cards appears to be an ordinary deck upon initial inspection but bears specific folds, colors, scratches, or other markings …","primary_source":"PFS Guide","hands":"2","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=873","item_parent_id":"equipment-873","weakness":{},"price":100,"skill":["Lore"],"name":"Marked Playing Cards","id":"equipment-873-846","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Playing Cards Source PFS Guide pg. 115 Hands 2 --- A standard deck of cards consists of 54 cards made from thick paper contained within a paper sleeve. The most common deck used for games and gambling is known as the Old Mage deck and features four suits themed with the four essences of magic, each with 13 cards, as well as two wildcards. The name and appearance of the deck varies from region to region, such as the Magician's Deck in Taldor or the Deck of Masks in the Shackles. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Marked Playing Cards Source PFS Guide pg. 115 Price 1 gp Hands 2 --- A deck of marked playing cards appears to be an ordinary deck upon initial inspection but bears specific folds, colors, scratches, or other markings on each card that allow an informed user to know what's on the other side of a card. A deck of marked cards grants you a +1 item bonus to Games Lore checks or other relevant checks to gamble with the cards. You can determine that an unattended deck of cards is marked with a successful DC 20 Perception check. Determining that a deck is marked during play is more difficult and is typically determined by a Perception check against the dealer's Games Lore or Thievery DC. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Playing Cards Source PFS Guide pg. 115 Price 5 sp Hands 2\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-873-846"},{"skill_mod":{},"summary":"A standard deck of cards consists of 54 cards made from thick paper contained within a paper sleeve. The most common deck used for games and gambling …","primary_source":"PFS Guide","hands":"2","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=873","item_parent_id":"equipment-873","weakness":{},"price":50,"name":"Playing Cards","id":"equipment-873-847","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Playing Cards Source PFS Guide pg. 115 Hands 2 --- A standard deck of cards consists of 54 cards made from thick paper contained within a paper sleeve. The most common deck used for games and gambling is known as the Old Mage deck and features four suits themed with the four essences of magic, each with 13 cards, as well as two wildcards. The name and appearance of the deck varies from region to region, such as the Magician's Deck in Taldor or the Deck of Masks in the Shackles. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Marked Playing Cards Source PFS Guide pg. 115 Price 1 gp Hands 2 --- A deck of marked playing cards appears to be an ordinary deck upon initial inspection but bears specific folds, colors, scratches, or other markings on each card that allow an informed user to know what's on the other side of a card. A deck of marked cards grants you a +1 item bonus to Games Lore checks or other relevant checks to gamble with the cards. You can determine that an unattended deck of cards is marked with a successful DC 20 Perception check. Determining that a deck is marked during play is more difficult and is typically determined by a Perception check against the dealer's Games Lore or Thievery DC. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Playing Cards Source PFS Guide pg. 115 Price 5 sp Hands 2\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-873-847"},{"access":"Member of the Pathfinder Society.","hands":"2","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":100,"trait":["Uncommon"],"id":"equipment-874","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Rubbing Set Source PFS Guide pg. 115 Price 1 gp Hands 2 Bulk 1 Access Member of the Pathfinder Society. --- By using a rubbing set, you can quickly make a copy of carvings or etchings you find during your explorations, making them easier to accurately reproduce. This kit consists of a roll of thin onion-skin paper in a waterproof leather case, several thick wax crayons, and a bar of sealing wax that can be melted and used to temporarily hold the paper in place while you take the rubbing. Using the kit consumes the materials and provides a +1 item bonus on checks to document or reproduce artwork or writing that has been carved, etched, or otherwise physically added to a surface.\n","skill_mod":{},"summary":"By using a rubbing set, you can quickly make a copy of carvings or etchings you find during your explorations, making them easier to accurately …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":0,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=874","name":"Rubbing Set","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-874"},{"skill_mod":{},"summary":"This carefully balanced metal bracket can be attached to the front or top of a shield or tower shield (but not a buckler), allowing you to carry a …","primary_source":"PFS Guide","trait_group":["Rarity"],"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=875","weakness":{},"price":10,"name":"Shield Sconce","trait":["Uncommon"],"id":"equipment-875","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Shield Sconce Source PFS Guide pg. 115 Price 1 sp Access Member of the Pathfinder Society. --- This carefully balanced metal bracket can be attached to the front or top of a shield or tower shield (but not a buckler), allowing you to carry a torch without giving up your shield or holding it in your other hand. While carrying a torch in this way, you must attempt a DC 11 flat check every time you use the Shield Block reaction; on a failure, the torch is extinguished.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-875"},{"skill_mod":{},"summary":"These specialized pieces of footwear are designed to distribute the wearer's weight over a larger area to prevent them from sinking while walking on …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=876","weakness":{},"price":1000,"name":"Snowshoes","id":"equipment-876","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Snowshoes Source PFS Guide pg. 115 Price 10 gp Bulk 1 --- These specialized pieces of footwear are designed to distribute the wearer's weight over a larger area to prevent them from sinking while walking on snow. They are typically made with a wood frame and rawhide lacings that are tied over the wearer's other footwear. While wearing snowshoes, you ignore the effects of non-magical difficult terrain caused by snow (reducing greater difficult terrain from snow to ordinary difficult terrain). You take a –10-foot item penalty to your Speed if wearing snowshoes while walking on any surface other than snow.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-876"},{"skill_mod":{},"summary":"This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled …","item_child_id":["equipment-877-848","equipment-877-849","equipment-877-850","equipment-877-851"],"primary_source":"PFS Guide","trait_group":["Rarity"],"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=877","weakness":{},"name":"Water Purifier","trait":["Uncommon"],"id":"equipment-877","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Water Purifier Source PFS Guide pg. 115 Access Member of the Pathfinder Society. --- This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled with purifying agents contained between various perforated walls. The purifier attempts to counteract poisons and other toxins present in water or any other liquid poured into it. Alchemically-treated replacement filters can be purchased to more effectively filter out more dangerous substances, using the filter's listed level as the counteract level. The counteract modifier is +5 for the level 1 filter, +9 for the level 5 filter, and +17 for the level 10 filter. If you pour a liquid other than water, such as a potion or beverage, into the purifier, the filtration process negates the liquid's effects and ruins the taste. The center of the tube can be unscrewed from the ends to access and replace the chambers of purifying agents. Each filter can be used to cleanse up to 10 gallons of water at a rate of about 1 gallon every 20 minutes. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Water Purifier Source PFS Guide pg. 115 Price 5 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Replacement Filter (Level 1) Source PFS Guide pg. 115 Price 3 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Replacement Filter (Level 5) Source PFS Guide pg. 115 Price 25 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Replacement Filter (Level 10) Source PFS Guide pg. 115 Price 155 gp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-877"},{"access":"Member of the Pathfinder Society.","hands":"2","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-877","weakness":{},"price":500,"trait":["Uncommon"],"id":"equipment-877-848","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Water Purifier Source PFS Guide pg. 115 Access Member of the Pathfinder Society. --- This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled with purifying agents contained between various perforated walls. The purifier attempts to counteract poisons and other toxins present in water or any other liquid poured into it. Alchemically-treated replacement filters can be purchased to more effectively filter out more dangerous substances, using the filter's listed level as the counteract level. The counteract modifier is +5 for the level 1 filter, +9 for the level 5 filter, and +17 for the level 10 filter. If you pour a liquid other than water, such as a potion or beverage, into the purifier, the filtration process negates the liquid's effects and ruins the taste. The center of the tube can be unscrewed from the ends to access and replace the chambers of purifying agents. Each filter can be used to cleanse up to 10 gallons of water at a rate of about 1 gallon every 20 minutes. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Water Purifier Source PFS Guide pg. 115 Price 5 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Replacement Filter (Level 1) Source PFS Guide pg. 115 Price 3 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Replacement Filter (Level 5) Source PFS Guide pg. 115 Price 25 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Replacement Filter (Level 10) Source PFS Guide pg. 115 Price 155 gp ","skill_mod":{},"summary":"This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":0,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=877","name":"Water Purifier","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-877-848"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-877","weakness":{},"price":300,"trait":["Uncommon"],"id":"equipment-877-849","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Water Purifier Source PFS Guide pg. 115 Access Member of the Pathfinder Society. --- This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled with purifying agents contained between various perforated walls. The purifier attempts to counteract poisons and other toxins present in water or any other liquid poured into it. Alchemically-treated replacement filters can be purchased to more effectively filter out more dangerous substances, using the filter's listed level as the counteract level. The counteract modifier is +5 for the level 1 filter, +9 for the level 5 filter, and +17 for the level 10 filter. If you pour a liquid other than water, such as a potion or beverage, into the purifier, the filtration process negates the liquid's effects and ruins the taste. The center of the tube can be unscrewed from the ends to access and replace the chambers of purifying agents. Each filter can be used to cleanse up to 10 gallons of water at a rate of about 1 gallon every 20 minutes. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Water Purifier Source PFS Guide pg. 115 Price 5 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Replacement Filter (Level 1) Source PFS Guide pg. 115 Price 3 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Replacement Filter (Level 5) Source PFS Guide pg. 115 Price 25 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Replacement Filter (Level 10) Source PFS Guide pg. 115 Price 155 gp ","skill_mod":{},"summary":"This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":1,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=877","name":"Replacement Filter (Level 1)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-877-849"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-877","weakness":{},"price":2500,"trait":["Uncommon"],"id":"equipment-877-850","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Water Purifier Source PFS Guide pg. 115 Access Member of the Pathfinder Society. --- This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled with purifying agents contained between various perforated walls. The purifier attempts to counteract poisons and other toxins present in water or any other liquid poured into it. Alchemically-treated replacement filters can be purchased to more effectively filter out more dangerous substances, using the filter's listed level as the counteract level. The counteract modifier is +5 for the level 1 filter, +9 for the level 5 filter, and +17 for the level 10 filter. If you pour a liquid other than water, such as a potion or beverage, into the purifier, the filtration process negates the liquid's effects and ruins the taste. The center of the tube can be unscrewed from the ends to access and replace the chambers of purifying agents. Each filter can be used to cleanse up to 10 gallons of water at a rate of about 1 gallon every 20 minutes. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Water Purifier Source PFS Guide pg. 115 Price 5 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Replacement Filter (Level 1) Source PFS Guide pg. 115 Price 3 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Replacement Filter (Level 5) Source PFS Guide pg. 115 Price 25 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Replacement Filter (Level 10) Source PFS Guide pg. 115 Price 155 gp ","skill_mod":{},"summary":"This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":5,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=877","name":"Replacement Filter (Level 5)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-877-850"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-877","weakness":{},"price":15500,"trait":["Uncommon"],"id":"equipment-877-851","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Water Purifier Source PFS Guide pg. 115 Access Member of the Pathfinder Society. --- This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled with purifying agents contained between various perforated walls. The purifier attempts to counteract poisons and other toxins present in water or any other liquid poured into it. Alchemically-treated replacement filters can be purchased to more effectively filter out more dangerous substances, using the filter's listed level as the counteract level. The counteract modifier is +5 for the level 1 filter, +9 for the level 5 filter, and +17 for the level 10 filter. If you pour a liquid other than water, such as a potion or beverage, into the purifier, the filtration process negates the liquid's effects and ruins the taste. The center of the tube can be unscrewed from the ends to access and replace the chambers of purifying agents. Each filter can be used to cleanse up to 10 gallons of water at a rate of about 1 gallon every 20 minutes. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Water Purifier Source PFS Guide pg. 115 Price 5 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Replacement Filter (Level 1) Source PFS Guide pg. 115 Price 3 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Replacement Filter (Level 5) Source PFS Guide pg. 115 Price 25 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Replacement Filter (Level 10) Source PFS Guide pg. 115 Price 155 gp ","skill_mod":{},"summary":"This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":10,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=877","name":"Replacement Filter (Level 10)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-877-851"},{"access":"Member of the Pathfinder Society.","hands":"2","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":100,"trait":["Uncommon"],"id":"equipment-878","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Wax Key Blank Source PFS Guide pg. 115 Price 1 gp Hands 2 Access Member of the Pathfinder Society. --- This small wooden or metal box is slightly larger than a typical large key and folds open along a hinge, revealing two halves filled with wax. When a key is placed within and the box closed, the wax is displaced by the key, leaving an accurate impression of its shape. Once the key is removed, the impression left behind will remain indefinitely and can later be used to cast a duplicate key. Inserting, impressing, or removing a key each requires an Interact action. The wax inside this blank can be reused, though it must be smoothed over between uses, erasing any previous impression.\n","skill_mod":{},"summary":"This small wooden or metal box is slightly larger than a typical large key and folds open along a hinge, revealing two halves filled with wax. When a …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":0,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=878","name":"Wax Key Blank","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-878"},{"skill_mod":{},"summary":"A fixer is a guide who knows the inner workings of life in a given location. The right fixer can help you navigate the complicated alleyways of a new …","item_child_id":["equipment-879-852","equipment-879-853","equipment-879-854","equipment-879-855"],"primary_source":"PFS Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Fixer","source":["PFS Guide"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=879","weakness":{},"name":"Fixer","id":"equipment-879","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Fixer Source PFS Guide pg. 116 --- A fixer is a guide who knows the inner workings of life in a given location. The right fixer can help you navigate the complicated alleyways of a new city or the tangled social expectations of the local populace. Every fixer has knowledge about a specific location, such as a settlement like Katapesh, a geographical region like the Verduran Forest, or a notable establishment like the Grand Lodge. If you plan to hire a fixer, you must do so for the specific location for which you need a guide, though the GM can decide that a given fixer may be able to provide assistance with a closely related location, such as a fixer for the Isle of Kortos being able to provide some guidance for the town of Diobel. There are two varieties of fixers: informants and counselors. Informants help provide basic information on a location, such as how to navigate a city, the type of animals native to a region, or the type of clothing worn by specific members of a local thieves' guild. An informant automatically Aids you on attempts to Gather Information and Recall Knowledge about your specific location, granting you a +1 circumstance bonus to such checks. An expert informant critically succeeds at Aiding you, granting a +2 circumstance bonus. A counselor is specialized in social matters. They can help you learn proper etiquette, introduce you to important or useful people, and generally help navigate social circles. A counselor automatically Aids you on attempts to Impersonate, Lie, Make an Impression, and Request when speaking with individuals within the location of the counselor's expertise. An expert counselor critically succeeds at Aiding you, granting a +2 circumstance bonus. The GM is the final arbiter in deciding whether or a not a fixer for a given location is available. A fixer's rate may also change depending on the location or the nature of guidance required. For example, a fixer might lower their rate for simple guidance, such as locating the best Qadiran cuisine in Absalom, or increase their rate when dealing with dangerous information or individuals, such as helping navigate a sewer inhabited by dangerous monsters. Pathfinders are typically able to hire a fixer without issue, but must do so through contacts at a local lodge. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Basic Informant) Source PFS Guide pg. 116 Price 5 sp (per hour) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Expert Informant) Source PFS Guide pg. 116 Price 1 gp (per hour) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Basic Councelor) Source PFS Guide pg. 116 Price 1 gp (per hour) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Expert Councelor) Source PFS Guide pg. 116 Price 2 gp (per hour) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-879"},{"skill_mod":{},"summary":"A fixer is a guide who knows the inner workings of life in a given location. The right fixer can help you navigate the complicated alleyways of a new …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Fixer","source":["PFS Guide"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=879","item_parent_id":"equipment-879","weakness":{},"price":50,"name":"Fixer (Basic Informant)","id":"equipment-879-852","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Fixer Source PFS Guide pg. 116 --- A fixer is a guide who knows the inner workings of life in a given location. The right fixer can help you navigate the complicated alleyways of a new city or the tangled social expectations of the local populace. Every fixer has knowledge about a specific location, such as a settlement like Katapesh, a geographical region like the Verduran Forest, or a notable establishment like the Grand Lodge. If you plan to hire a fixer, you must do so for the specific location for which you need a guide, though the GM can decide that a given fixer may be able to provide assistance with a closely related location, such as a fixer for the Isle of Kortos being able to provide some guidance for the town of Diobel. There are two varieties of fixers: informants and counselors. Informants help provide basic information on a location, such as how to navigate a city, the type of animals native to a region, or the type of clothing worn by specific members of a local thieves' guild. An informant automatically Aids you on attempts to Gather Information and Recall Knowledge about your specific location, granting you a +1 circumstance bonus to such checks. An expert informant critically succeeds at Aiding you, granting a +2 circumstance bonus. A counselor is specialized in social matters. They can help you learn proper etiquette, introduce you to important or useful people, and generally help navigate social circles. A counselor automatically Aids you on attempts to Impersonate, Lie, Make an Impression, and Request when speaking with individuals within the location of the counselor's expertise. An expert counselor critically succeeds at Aiding you, granting a +2 circumstance bonus. The GM is the final arbiter in deciding whether or a not a fixer for a given location is available. A fixer's rate may also change depending on the location or the nature of guidance required. For example, a fixer might lower their rate for simple guidance, such as locating the best Qadiran cuisine in Absalom, or increase their rate when dealing with dangerous information or individuals, such as helping navigate a sewer inhabited by dangerous monsters. Pathfinders are typically able to hire a fixer without issue, but must do so through contacts at a local lodge. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Basic Informant) Source PFS Guide pg. 116 Price 5 sp (per hour) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Expert Informant) Source PFS Guide pg. 116 Price 1 gp (per hour) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Basic Councelor) Source PFS Guide pg. 116 Price 1 gp (per hour) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Expert Councelor) Source PFS Guide pg. 116 Price 2 gp (per hour) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-879-852"},{"skill_mod":{},"summary":"A fixer is a guide who knows the inner workings of life in a given location. The right fixer can help you navigate the complicated alleyways of a new …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Fixer","source":["PFS Guide"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=879","item_parent_id":"equipment-879","weakness":{},"price":100,"name":"Fixer (Expert Informant)","id":"equipment-879-853","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Fixer Source PFS Guide pg. 116 --- A fixer is a guide who knows the inner workings of life in a given location. The right fixer can help you navigate the complicated alleyways of a new city or the tangled social expectations of the local populace. Every fixer has knowledge about a specific location, such as a settlement like Katapesh, a geographical region like the Verduran Forest, or a notable establishment like the Grand Lodge. If you plan to hire a fixer, you must do so for the specific location for which you need a guide, though the GM can decide that a given fixer may be able to provide assistance with a closely related location, such as a fixer for the Isle of Kortos being able to provide some guidance for the town of Diobel. There are two varieties of fixers: informants and counselors. Informants help provide basic information on a location, such as how to navigate a city, the type of animals native to a region, or the type of clothing worn by specific members of a local thieves' guild. An informant automatically Aids you on attempts to Gather Information and Recall Knowledge about your specific location, granting you a +1 circumstance bonus to such checks. An expert informant critically succeeds at Aiding you, granting a +2 circumstance bonus. A counselor is specialized in social matters. They can help you learn proper etiquette, introduce you to important or useful people, and generally help navigate social circles. A counselor automatically Aids you on attempts to Impersonate, Lie, Make an Impression, and Request when speaking with individuals within the location of the counselor's expertise. An expert counselor critically succeeds at Aiding you, granting a +2 circumstance bonus. The GM is the final arbiter in deciding whether or a not a fixer for a given location is available. A fixer's rate may also change depending on the location or the nature of guidance required. For example, a fixer might lower their rate for simple guidance, such as locating the best Qadiran cuisine in Absalom, or increase their rate when dealing with dangerous information or individuals, such as helping navigate a sewer inhabited by dangerous monsters. Pathfinders are typically able to hire a fixer without issue, but must do so through contacts at a local lodge. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Basic Informant) Source PFS Guide pg. 116 Price 5 sp (per hour) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Expert Informant) Source PFS Guide pg. 116 Price 1 gp (per hour) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Basic Councelor) Source PFS Guide pg. 116 Price 1 gp (per hour) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Expert Councelor) Source PFS Guide pg. 116 Price 2 gp (per hour) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-879-853"},{"skill_mod":{},"summary":"A fixer is a guide who knows the inner workings of life in a given location. The right fixer can help you navigate the complicated alleyways of a new …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Fixer","source":["PFS Guide"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=879","item_parent_id":"equipment-879","weakness":{},"price":100,"name":"Fixer (Basic Councelor)","id":"equipment-879-854","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Fixer Source PFS Guide pg. 116 --- A fixer is a guide who knows the inner workings of life in a given location. The right fixer can help you navigate the complicated alleyways of a new city or the tangled social expectations of the local populace. Every fixer has knowledge about a specific location, such as a settlement like Katapesh, a geographical region like the Verduran Forest, or a notable establishment like the Grand Lodge. If you plan to hire a fixer, you must do so for the specific location for which you need a guide, though the GM can decide that a given fixer may be able to provide assistance with a closely related location, such as a fixer for the Isle of Kortos being able to provide some guidance for the town of Diobel. There are two varieties of fixers: informants and counselors. Informants help provide basic information on a location, such as how to navigate a city, the type of animals native to a region, or the type of clothing worn by specific members of a local thieves' guild. An informant automatically Aids you on attempts to Gather Information and Recall Knowledge about your specific location, granting you a +1 circumstance bonus to such checks. An expert informant critically succeeds at Aiding you, granting a +2 circumstance bonus. A counselor is specialized in social matters. They can help you learn proper etiquette, introduce you to important or useful people, and generally help navigate social circles. A counselor automatically Aids you on attempts to Impersonate, Lie, Make an Impression, and Request when speaking with individuals within the location of the counselor's expertise. An expert counselor critically succeeds at Aiding you, granting a +2 circumstance bonus. The GM is the final arbiter in deciding whether or a not a fixer for a given location is available. A fixer's rate may also change depending on the location or the nature of guidance required. For example, a fixer might lower their rate for simple guidance, such as locating the best Qadiran cuisine in Absalom, or increase their rate when dealing with dangerous information or individuals, such as helping navigate a sewer inhabited by dangerous monsters. Pathfinders are typically able to hire a fixer without issue, but must do so through contacts at a local lodge. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Basic Informant) Source PFS Guide pg. 116 Price 5 sp (per hour) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Expert Informant) Source PFS Guide pg. 116 Price 1 gp (per hour) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Basic Councelor) Source PFS Guide pg. 116 Price 1 gp (per hour) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Expert Councelor) Source PFS Guide pg. 116 Price 2 gp (per hour) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-879-854"},{"skill_mod":{},"summary":"A fixer is a guide who knows the inner workings of life in a given location. The right fixer can help you navigate the complicated alleyways of a new …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Fixer","source":["PFS Guide"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=879","item_parent_id":"equipment-879","weakness":{},"price":200,"name":"Fixer (Expert Councelor)","id":"equipment-879-855","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Fixer Source PFS Guide pg. 116 --- A fixer is a guide who knows the inner workings of life in a given location. The right fixer can help you navigate the complicated alleyways of a new city or the tangled social expectations of the local populace. Every fixer has knowledge about a specific location, such as a settlement like Katapesh, a geographical region like the Verduran Forest, or a notable establishment like the Grand Lodge. If you plan to hire a fixer, you must do so for the specific location for which you need a guide, though the GM can decide that a given fixer may be able to provide assistance with a closely related location, such as a fixer for the Isle of Kortos being able to provide some guidance for the town of Diobel. There are two varieties of fixers: informants and counselors. Informants help provide basic information on a location, such as how to navigate a city, the type of animals native to a region, or the type of clothing worn by specific members of a local thieves' guild. An informant automatically Aids you on attempts to Gather Information and Recall Knowledge about your specific location, granting you a +1 circumstance bonus to such checks. An expert informant critically succeeds at Aiding you, granting a +2 circumstance bonus. A counselor is specialized in social matters. They can help you learn proper etiquette, introduce you to important or useful people, and generally help navigate social circles. A counselor automatically Aids you on attempts to Impersonate, Lie, Make an Impression, and Request when speaking with individuals within the location of the counselor's expertise. An expert counselor critically succeeds at Aiding you, granting a +2 circumstance bonus. The GM is the final arbiter in deciding whether or a not a fixer for a given location is available. A fixer's rate may also change depending on the location or the nature of guidance required. For example, a fixer might lower their rate for simple guidance, such as locating the best Qadiran cuisine in Absalom, or increase their rate when dealing with dangerous information or individuals, such as helping navigate a sewer inhabited by dangerous monsters. Pathfinders are typically able to hire a fixer without issue, but must do so through contacts at a local lodge. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Basic Informant) Source PFS Guide pg. 116 Price 5 sp (per hour) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Expert Informant) Source PFS Guide pg. 116 Price 1 gp (per hour) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Basic Councelor) Source PFS Guide pg. 116 Price 1 gp (per hour) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fixer (Expert Councelor) Source PFS Guide pg. 116 Price 2 gp (per hour) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-879-855"},{"skill_mod":{},"summary":"In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can …","item_child_id":["equipment-880-856","equipment-880-857","equipment-880-858","equipment-880-859","equipment-880-860","equipment-880-861","equipment-880-862"],"primary_source":"PFS Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Researcher","source":["PFS Guide"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=880","weakness":{},"name":"Researcher","id":"equipment-880","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Researcher Source PFS Guide pg. 116 --- In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can be hired to do research for you or aid you in your own research. Each researcher specializes in a particular subject such as flora native to the Mwangi Expanse, leaders of the First Mendevian Crusade, or Absalom shipping routes. If you plan to hire a researcher, you must hire one for the appropriate subject. The GM can decide that an appropriate researcher is unavailable in a given location, requiring you to look elsewhere for a researcher. A researcher can be hired to do independent research or as a research assistant. Regardless of what they're hired for, you must specify the level of researcher you're hiring, which is typically not higher than the level of the settlement in which they are hired. When contracting independent research, you hire the researcher to study a subject on your behalf and report the findings to you upon completion. An independent researcher can provide information on subjects up to their level +4, though more difficult tasks take much longer to research. Once the research is done, the researcher presents the relevant findings for the subject as determined by the GM, which is typically the critical success of Recall Knowledge. The level of the subject determines how long the independent research takes. A researcher can provide information on a subject of their level after 1 week. The researcher needs an additional week for every additional level of the subject above their own. For example, a level 6 independent researcher can provide pertinent information on subjects of up to 10th level, but would need 5 weeks to do so. A researcher needs less time when researching subjects of a lower level. A subject 1 level lower requires 5 days, a subject 2 levels lower requires only 3 days, and a researcher only needs 1 day for a subject 3 levels lower. A subject 4 or more levels lower takes less than 1 day and typically not more than 12 hours, as the GM dictates. When hired as a research assistant, a researcher provides a bonus to checks during the research subsystem. The research assistant automatically Aids a single PC with a single skill check rolled as part of researching. If the research assistant is at least 4 levels higher than the level of the library, the Aid is a critical success instead, possibly granting a higher bonus based on the research assistant's proficiency. A research assistant can never help out with a library that's more than 4 levels higher than their own level. The GM ultimately decides if a researcher is available for a given subject. Particularly obscure subjects may be outside of the capabilities of a hired researcher and are best reserved as something that the PCs must research themselves. Pathfinders typically employ fellow Pathfinders for additional research and must do so by working with a local lodge. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 1; trained) Source PFS Guide pg. 116 Price 4 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 2) Source PFS Guide pg. 116 Price 6 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 3; expert) Source PFS Guide pg. 116 Price 10 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 4) Source PFS Guide pg. 116 Price 14 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 5) Source PFS Guide pg. 116 Price 20 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 6) Source PFS Guide pg. 116 Price 40 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 7; master) Source PFS Guide pg. 116 Price 50 gp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-880"},{"skill_mod":{},"summary":"In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Researcher","source":["PFS Guide"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=880","item_parent_id":"equipment-880","weakness":{},"price":400,"name":"Researcher (Level 1; trained)","id":"equipment-880-856","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Researcher Source PFS Guide pg. 116 --- In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can be hired to do research for you or aid you in your own research. Each researcher specializes in a particular subject such as flora native to the Mwangi Expanse, leaders of the First Mendevian Crusade, or Absalom shipping routes. If you plan to hire a researcher, you must hire one for the appropriate subject. The GM can decide that an appropriate researcher is unavailable in a given location, requiring you to look elsewhere for a researcher. A researcher can be hired to do independent research or as a research assistant. Regardless of what they're hired for, you must specify the level of researcher you're hiring, which is typically not higher than the level of the settlement in which they are hired. When contracting independent research, you hire the researcher to study a subject on your behalf and report the findings to you upon completion. An independent researcher can provide information on subjects up to their level +4, though more difficult tasks take much longer to research. Once the research is done, the researcher presents the relevant findings for the subject as determined by the GM, which is typically the critical success of Recall Knowledge. The level of the subject determines how long the independent research takes. A researcher can provide information on a subject of their level after 1 week. The researcher needs an additional week for every additional level of the subject above their own. For example, a level 6 independent researcher can provide pertinent information on subjects of up to 10th level, but would need 5 weeks to do so. A researcher needs less time when researching subjects of a lower level. A subject 1 level lower requires 5 days, a subject 2 levels lower requires only 3 days, and a researcher only needs 1 day for a subject 3 levels lower. A subject 4 or more levels lower takes less than 1 day and typically not more than 12 hours, as the GM dictates. When hired as a research assistant, a researcher provides a bonus to checks during the research subsystem. The research assistant automatically Aids a single PC with a single skill check rolled as part of researching. If the research assistant is at least 4 levels higher than the level of the library, the Aid is a critical success instead, possibly granting a higher bonus based on the research assistant's proficiency. A research assistant can never help out with a library that's more than 4 levels higher than their own level. The GM ultimately decides if a researcher is available for a given subject. Particularly obscure subjects may be outside of the capabilities of a hired researcher and are best reserved as something that the PCs must research themselves. Pathfinders typically employ fellow Pathfinders for additional research and must do so by working with a local lodge. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 1; trained) Source PFS Guide pg. 116 Price 4 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 2) Source PFS Guide pg. 116 Price 6 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 3; expert) Source PFS Guide pg. 116 Price 10 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 4) Source PFS Guide pg. 116 Price 14 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 5) Source PFS Guide pg. 116 Price 20 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 6) Source PFS Guide pg. 116 Price 40 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 7; master) Source PFS Guide pg. 116 Price 50 gp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-880-856"},{"skill_mod":{},"summary":"In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Researcher","source":["PFS Guide"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=880","item_parent_id":"equipment-880","weakness":{},"price":600,"name":"Researcher (Level 2)","id":"equipment-880-857","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Researcher Source PFS Guide pg. 116 --- In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can be hired to do research for you or aid you in your own research. Each researcher specializes in a particular subject such as flora native to the Mwangi Expanse, leaders of the First Mendevian Crusade, or Absalom shipping routes. If you plan to hire a researcher, you must hire one for the appropriate subject. The GM can decide that an appropriate researcher is unavailable in a given location, requiring you to look elsewhere for a researcher. A researcher can be hired to do independent research or as a research assistant. Regardless of what they're hired for, you must specify the level of researcher you're hiring, which is typically not higher than the level of the settlement in which they are hired. When contracting independent research, you hire the researcher to study a subject on your behalf and report the findings to you upon completion. An independent researcher can provide information on subjects up to their level +4, though more difficult tasks take much longer to research. Once the research is done, the researcher presents the relevant findings for the subject as determined by the GM, which is typically the critical success of Recall Knowledge. The level of the subject determines how long the independent research takes. A researcher can provide information on a subject of their level after 1 week. The researcher needs an additional week for every additional level of the subject above their own. For example, a level 6 independent researcher can provide pertinent information on subjects of up to 10th level, but would need 5 weeks to do so. A researcher needs less time when researching subjects of a lower level. A subject 1 level lower requires 5 days, a subject 2 levels lower requires only 3 days, and a researcher only needs 1 day for a subject 3 levels lower. A subject 4 or more levels lower takes less than 1 day and typically not more than 12 hours, as the GM dictates. When hired as a research assistant, a researcher provides a bonus to checks during the research subsystem. The research assistant automatically Aids a single PC with a single skill check rolled as part of researching. If the research assistant is at least 4 levels higher than the level of the library, the Aid is a critical success instead, possibly granting a higher bonus based on the research assistant's proficiency. A research assistant can never help out with a library that's more than 4 levels higher than their own level. The GM ultimately decides if a researcher is available for a given subject. Particularly obscure subjects may be outside of the capabilities of a hired researcher and are best reserved as something that the PCs must research themselves. Pathfinders typically employ fellow Pathfinders for additional research and must do so by working with a local lodge. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 1; trained) Source PFS Guide pg. 116 Price 4 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 2) Source PFS Guide pg. 116 Price 6 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 3; expert) Source PFS Guide pg. 116 Price 10 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 4) Source PFS Guide pg. 116 Price 14 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 5) Source PFS Guide pg. 116 Price 20 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 6) Source PFS Guide pg. 116 Price 40 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 7; master) Source PFS Guide pg. 116 Price 50 gp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-880-857"},{"skill_mod":{},"summary":"In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Researcher","source":["PFS Guide"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=880","item_parent_id":"equipment-880","weakness":{},"price":1000,"name":"Researcher (Level 3; expert)","id":"equipment-880-858","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Researcher Source PFS Guide pg. 116 --- In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can be hired to do research for you or aid you in your own research. Each researcher specializes in a particular subject such as flora native to the Mwangi Expanse, leaders of the First Mendevian Crusade, or Absalom shipping routes. If you plan to hire a researcher, you must hire one for the appropriate subject. The GM can decide that an appropriate researcher is unavailable in a given location, requiring you to look elsewhere for a researcher. A researcher can be hired to do independent research or as a research assistant. Regardless of what they're hired for, you must specify the level of researcher you're hiring, which is typically not higher than the level of the settlement in which they are hired. When contracting independent research, you hire the researcher to study a subject on your behalf and report the findings to you upon completion. An independent researcher can provide information on subjects up to their level +4, though more difficult tasks take much longer to research. Once the research is done, the researcher presents the relevant findings for the subject as determined by the GM, which is typically the critical success of Recall Knowledge. The level of the subject determines how long the independent research takes. A researcher can provide information on a subject of their level after 1 week. The researcher needs an additional week for every additional level of the subject above their own. For example, a level 6 independent researcher can provide pertinent information on subjects of up to 10th level, but would need 5 weeks to do so. A researcher needs less time when researching subjects of a lower level. A subject 1 level lower requires 5 days, a subject 2 levels lower requires only 3 days, and a researcher only needs 1 day for a subject 3 levels lower. A subject 4 or more levels lower takes less than 1 day and typically not more than 12 hours, as the GM dictates. When hired as a research assistant, a researcher provides a bonus to checks during the research subsystem. The research assistant automatically Aids a single PC with a single skill check rolled as part of researching. If the research assistant is at least 4 levels higher than the level of the library, the Aid is a critical success instead, possibly granting a higher bonus based on the research assistant's proficiency. A research assistant can never help out with a library that's more than 4 levels higher than their own level. The GM ultimately decides if a researcher is available for a given subject. Particularly obscure subjects may be outside of the capabilities of a hired researcher and are best reserved as something that the PCs must research themselves. Pathfinders typically employ fellow Pathfinders for additional research and must do so by working with a local lodge. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 1; trained) Source PFS Guide pg. 116 Price 4 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 2) Source PFS Guide pg. 116 Price 6 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 3; expert) Source PFS Guide pg. 116 Price 10 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 4) Source PFS Guide pg. 116 Price 14 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 5) Source PFS Guide pg. 116 Price 20 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 6) Source PFS Guide pg. 116 Price 40 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 7; master) Source PFS Guide pg. 116 Price 50 gp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-880-858"},{"skill_mod":{},"summary":"In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Researcher","source":["PFS Guide"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=880","item_parent_id":"equipment-880","weakness":{},"price":1400,"name":"Researcher (Level 4)","id":"equipment-880-859","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Researcher Source PFS Guide pg. 116 --- In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can be hired to do research for you or aid you in your own research. Each researcher specializes in a particular subject such as flora native to the Mwangi Expanse, leaders of the First Mendevian Crusade, or Absalom shipping routes. If you plan to hire a researcher, you must hire one for the appropriate subject. The GM can decide that an appropriate researcher is unavailable in a given location, requiring you to look elsewhere for a researcher. A researcher can be hired to do independent research or as a research assistant. Regardless of what they're hired for, you must specify the level of researcher you're hiring, which is typically not higher than the level of the settlement in which they are hired. When contracting independent research, you hire the researcher to study a subject on your behalf and report the findings to you upon completion. An independent researcher can provide information on subjects up to their level +4, though more difficult tasks take much longer to research. Once the research is done, the researcher presents the relevant findings for the subject as determined by the GM, which is typically the critical success of Recall Knowledge. The level of the subject determines how long the independent research takes. A researcher can provide information on a subject of their level after 1 week. The researcher needs an additional week for every additional level of the subject above their own. For example, a level 6 independent researcher can provide pertinent information on subjects of up to 10th level, but would need 5 weeks to do so. A researcher needs less time when researching subjects of a lower level. A subject 1 level lower requires 5 days, a subject 2 levels lower requires only 3 days, and a researcher only needs 1 day for a subject 3 levels lower. A subject 4 or more levels lower takes less than 1 day and typically not more than 12 hours, as the GM dictates. When hired as a research assistant, a researcher provides a bonus to checks during the research subsystem. The research assistant automatically Aids a single PC with a single skill check rolled as part of researching. If the research assistant is at least 4 levels higher than the level of the library, the Aid is a critical success instead, possibly granting a higher bonus based on the research assistant's proficiency. A research assistant can never help out with a library that's more than 4 levels higher than their own level. The GM ultimately decides if a researcher is available for a given subject. Particularly obscure subjects may be outside of the capabilities of a hired researcher and are best reserved as something that the PCs must research themselves. Pathfinders typically employ fellow Pathfinders for additional research and must do so by working with a local lodge. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 1; trained) Source PFS Guide pg. 116 Price 4 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 2) Source PFS Guide pg. 116 Price 6 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 3; expert) Source PFS Guide pg. 116 Price 10 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 4) Source PFS Guide pg. 116 Price 14 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 5) Source PFS Guide pg. 116 Price 20 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 6) Source PFS Guide pg. 116 Price 40 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 7; master) Source PFS Guide pg. 116 Price 50 gp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-880-859"},{"skill_mod":{},"summary":"In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Researcher","source":["PFS Guide"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=880","item_parent_id":"equipment-880","weakness":{},"price":2000,"name":"Researcher (Level 5)","id":"equipment-880-860","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Researcher Source PFS Guide pg. 116 --- In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can be hired to do research for you or aid you in your own research. Each researcher specializes in a particular subject such as flora native to the Mwangi Expanse, leaders of the First Mendevian Crusade, or Absalom shipping routes. If you plan to hire a researcher, you must hire one for the appropriate subject. The GM can decide that an appropriate researcher is unavailable in a given location, requiring you to look elsewhere for a researcher. A researcher can be hired to do independent research or as a research assistant. Regardless of what they're hired for, you must specify the level of researcher you're hiring, which is typically not higher than the level of the settlement in which they are hired. When contracting independent research, you hire the researcher to study a subject on your behalf and report the findings to you upon completion. An independent researcher can provide information on subjects up to their level +4, though more difficult tasks take much longer to research. Once the research is done, the researcher presents the relevant findings for the subject as determined by the GM, which is typically the critical success of Recall Knowledge. The level of the subject determines how long the independent research takes. A researcher can provide information on a subject of their level after 1 week. The researcher needs an additional week for every additional level of the subject above their own. For example, a level 6 independent researcher can provide pertinent information on subjects of up to 10th level, but would need 5 weeks to do so. A researcher needs less time when researching subjects of a lower level. A subject 1 level lower requires 5 days, a subject 2 levels lower requires only 3 days, and a researcher only needs 1 day for a subject 3 levels lower. A subject 4 or more levels lower takes less than 1 day and typically not more than 12 hours, as the GM dictates. When hired as a research assistant, a researcher provides a bonus to checks during the research subsystem. The research assistant automatically Aids a single PC with a single skill check rolled as part of researching. If the research assistant is at least 4 levels higher than the level of the library, the Aid is a critical success instead, possibly granting a higher bonus based on the research assistant's proficiency. A research assistant can never help out with a library that's more than 4 levels higher than their own level. The GM ultimately decides if a researcher is available for a given subject. Particularly obscure subjects may be outside of the capabilities of a hired researcher and are best reserved as something that the PCs must research themselves. Pathfinders typically employ fellow Pathfinders for additional research and must do so by working with a local lodge. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 1; trained) Source PFS Guide pg. 116 Price 4 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 2) Source PFS Guide pg. 116 Price 6 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 3; expert) Source PFS Guide pg. 116 Price 10 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 4) Source PFS Guide pg. 116 Price 14 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 5) Source PFS Guide pg. 116 Price 20 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 6) Source PFS Guide pg. 116 Price 40 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 7; master) Source PFS Guide pg. 116 Price 50 gp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-880-860"},{"skill_mod":{},"summary":"In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Researcher","source":["PFS Guide"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=880","item_parent_id":"equipment-880","weakness":{},"price":4000,"name":"Researcher (Level 6)","id":"equipment-880-861","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Researcher Source PFS Guide pg. 116 --- In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can be hired to do research for you or aid you in your own research. Each researcher specializes in a particular subject such as flora native to the Mwangi Expanse, leaders of the First Mendevian Crusade, or Absalom shipping routes. If you plan to hire a researcher, you must hire one for the appropriate subject. The GM can decide that an appropriate researcher is unavailable in a given location, requiring you to look elsewhere for a researcher. A researcher can be hired to do independent research or as a research assistant. Regardless of what they're hired for, you must specify the level of researcher you're hiring, which is typically not higher than the level of the settlement in which they are hired. When contracting independent research, you hire the researcher to study a subject on your behalf and report the findings to you upon completion. An independent researcher can provide information on subjects up to their level +4, though more difficult tasks take much longer to research. Once the research is done, the researcher presents the relevant findings for the subject as determined by the GM, which is typically the critical success of Recall Knowledge. The level of the subject determines how long the independent research takes. A researcher can provide information on a subject of their level after 1 week. The researcher needs an additional week for every additional level of the subject above their own. For example, a level 6 independent researcher can provide pertinent information on subjects of up to 10th level, but would need 5 weeks to do so. A researcher needs less time when researching subjects of a lower level. A subject 1 level lower requires 5 days, a subject 2 levels lower requires only 3 days, and a researcher only needs 1 day for a subject 3 levels lower. A subject 4 or more levels lower takes less than 1 day and typically not more than 12 hours, as the GM dictates. When hired as a research assistant, a researcher provides a bonus to checks during the research subsystem. The research assistant automatically Aids a single PC with a single skill check rolled as part of researching. If the research assistant is at least 4 levels higher than the level of the library, the Aid is a critical success instead, possibly granting a higher bonus based on the research assistant's proficiency. A research assistant can never help out with a library that's more than 4 levels higher than their own level. The GM ultimately decides if a researcher is available for a given subject. Particularly obscure subjects may be outside of the capabilities of a hired researcher and are best reserved as something that the PCs must research themselves. Pathfinders typically employ fellow Pathfinders for additional research and must do so by working with a local lodge. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 1; trained) Source PFS Guide pg. 116 Price 4 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 2) Source PFS Guide pg. 116 Price 6 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 3; expert) Source PFS Guide pg. 116 Price 10 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 4) Source PFS Guide pg. 116 Price 14 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 5) Source PFS Guide pg. 116 Price 20 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 6) Source PFS Guide pg. 116 Price 40 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 7; master) Source PFS Guide pg. 116 Price 50 gp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-880-861"},{"skill_mod":{},"summary":"In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Researcher","source":["PFS Guide"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=880","item_parent_id":"equipment-880","weakness":{},"price":5000,"name":"Researcher (Level 7; master)","id":"equipment-880-862","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Researcher Source PFS Guide pg. 116 --- In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can be hired to do research for you or aid you in your own research. Each researcher specializes in a particular subject such as flora native to the Mwangi Expanse, leaders of the First Mendevian Crusade, or Absalom shipping routes. If you plan to hire a researcher, you must hire one for the appropriate subject. The GM can decide that an appropriate researcher is unavailable in a given location, requiring you to look elsewhere for a researcher. A researcher can be hired to do independent research or as a research assistant. Regardless of what they're hired for, you must specify the level of researcher you're hiring, which is typically not higher than the level of the settlement in which they are hired. When contracting independent research, you hire the researcher to study a subject on your behalf and report the findings to you upon completion. An independent researcher can provide information on subjects up to their level +4, though more difficult tasks take much longer to research. Once the research is done, the researcher presents the relevant findings for the subject as determined by the GM, which is typically the critical success of Recall Knowledge. The level of the subject determines how long the independent research takes. A researcher can provide information on a subject of their level after 1 week. The researcher needs an additional week for every additional level of the subject above their own. For example, a level 6 independent researcher can provide pertinent information on subjects of up to 10th level, but would need 5 weeks to do so. A researcher needs less time when researching subjects of a lower level. A subject 1 level lower requires 5 days, a subject 2 levels lower requires only 3 days, and a researcher only needs 1 day for a subject 3 levels lower. A subject 4 or more levels lower takes less than 1 day and typically not more than 12 hours, as the GM dictates. When hired as a research assistant, a researcher provides a bonus to checks during the research subsystem. The research assistant automatically Aids a single PC with a single skill check rolled as part of researching. If the research assistant is at least 4 levels higher than the level of the library, the Aid is a critical success instead, possibly granting a higher bonus based on the research assistant's proficiency. A research assistant can never help out with a library that's more than 4 levels higher than their own level. The GM ultimately decides if a researcher is available for a given subject. Particularly obscure subjects may be outside of the capabilities of a hired researcher and are best reserved as something that the PCs must research themselves. Pathfinders typically employ fellow Pathfinders for additional research and must do so by working with a local lodge. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 1; trained) Source PFS Guide pg. 116 Price 4 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 2) Source PFS Guide pg. 116 Price 6 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 3; expert) Source PFS Guide pg. 116 Price 10 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 4) Source PFS Guide pg. 116 Price 14 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 5) Source PFS Guide pg. 116 Price 20 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 6) Source PFS Guide pg. 116 Price 40 gp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Researcher (Level 7; master) Source PFS Guide pg. 116 Price 50 gp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-880-862"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["PFS Guide"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":120000,"trait":["Conjuration","Magical","Uncommon"],"id":"equipment-881","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Quill of Passage Source PFS Guide pg. 117 PFS Note All characters have access to this item Price 1,200 gp Usage held in 1 hand Access Member of the Pathfinder Society. --- This black-feathered quill has a glowing nib with a small amount of glowing ink inside it. Activate Two Actions command, Interact; Frequency once per day; Effect Placing the tip of the quill against a wall of wood, plaster, or stone and speaking a command word causes the ink to flow from the nib onto the wall in the shape of a glowing doorway, casting passwall on the touched surface.\n","skill_mod":{},"summary":"This black-feathered quill has a glowing nib with a small amount of glowing ink inside it. ","primary_source":"PFS Guide","trait_group":["School","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=881","name":"Quill of Passage","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-881"},{"item_child_id":["equipment-882-863","equipment-882-864"],"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-882","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spectacles of Understanding Source PFS Guide pg. 117 PFS Note All characters have access to this item Usage worn Access Member of the Pathfinder Society. --- These folding, wood-framed spectacles hold flat discs of cut crystal as lenses and are held in place with thin cords that wrap around each ear, with another strap holding them around the neck while not in use. While you are wearing the spectacles, you gain a +1 item bonus to checks to Decipher Writing. Activate Single Action Interact; Frequency once per day; Effect Unfolding the spectacles onto the bridge of the nose, you gain the effects of 2nd-level comprehend language for one hour except that it applies to all languages you see rather than a single language, and it does not apply to language you hear. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spectacles of Understanding Source PFS Guide pg. 117 Price 130 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spectacles of Understanding (Greater) Source PFS Guide pg. 117 Price 1,200 gp --- The item bonus is +2, and the ability to comprehend writing from comprehend language lasts until you fold up the spectacles or the item is no longer invested by you, whichever comes first, rather than lasting 1 hour.","skill_mod":{},"summary":"These folding, wood-framed spectacles hold flat discs of cut crystal as lenses and are held in place with thin cords that wrap around each ear, with …","primary_source":"PFS Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=882","name":"Spectacles of Understanding","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-882"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-882","weakness":{},"school":"divination","price":13000,"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-882-863","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spectacles of Understanding Source PFS Guide pg. 117 PFS Note All characters have access to this item Usage worn Access Member of the Pathfinder Society. --- These folding, wood-framed spectacles hold flat discs of cut crystal as lenses and are held in place with thin cords that wrap around each ear, with another strap holding them around the neck while not in use. While you are wearing the spectacles, you gain a +1 item bonus to checks to Decipher Writing. Activate Single Action Interact; Frequency once per day; Effect Unfolding the spectacles onto the bridge of the nose, you gain the effects of 2nd-level comprehend language for one hour except that it applies to all languages you see rather than a single language, and it does not apply to language you hear. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spectacles of Understanding Source PFS Guide pg. 117 Price 130 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spectacles of Understanding (Greater) Source PFS Guide pg. 117 Price 1,200 gp --- The item bonus is +2, and the ability to comprehend writing from comprehend language lasts until you fold up the spectacles or the item is no longer invested by you, whichever comes first, rather than lasting 1 hour.","skill_mod":{},"summary":"These folding, wood-framed spectacles hold flat discs of cut crystal as lenses and are held in place with thin cords that wrap around each ear, with …","primary_source":"PFS Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=882","name":"Spectacles of Understanding","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-882-863"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-882","weakness":{},"school":"divination","price":120000,"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-882-864","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spectacles of Understanding Source PFS Guide pg. 117 PFS Note All characters have access to this item Usage worn Access Member of the Pathfinder Society. --- These folding, wood-framed spectacles hold flat discs of cut crystal as lenses and are held in place with thin cords that wrap around each ear, with another strap holding them around the neck while not in use. While you are wearing the spectacles, you gain a +1 item bonus to checks to Decipher Writing. Activate Single Action Interact; Frequency once per day; Effect Unfolding the spectacles onto the bridge of the nose, you gain the effects of 2nd-level comprehend language for one hour except that it applies to all languages you see rather than a single language, and it does not apply to language you hear. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spectacles of Understanding Source PFS Guide pg. 117 Price 130 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spectacles of Understanding (Greater) Source PFS Guide pg. 117 Price 1,200 gp --- The item bonus is +2, and the ability to comprehend writing from comprehend language lasts until you fold up the spectacles or the item is no longer invested by you, whichever comes first, rather than lasting 1 hour.","skill_mod":{},"summary":"The item bonus is +2, and the ability to comprehend writing from comprehend language lasts until you fold up the spectacles or the item is no …","primary_source":"PFS Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=882","name":"Spectacles of Understanding (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-882-864"},{"item_child_id":["equipment-883-865","equipment-883-866","equipment-883-867"],"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-883","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Talisman Cord Source PFS Guide pg. 117 Usage worn Access Member of the Pathfinder Society. --- This thin leather cord bears delicate runic markings and threads through an item that can bear affixed talismans. When you Affix a Talisman to that item, you can thread the talisman onto the cord, activating the cord's preserving effects. The cord is attuned to a particular school of magic, chosen when the cord was created. It gains the corresponding trait for that school. When you activate a talisman threaded through a cord with the same magic school trait that's also the cord's level or lower, attempt a DC 16 flat check. On a success, that talisman is not consumed and can be used again. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Talisman Cord (Lesser) Source PFS Guide pg. 117 Price 85 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Talisman Cord Source PFS Guide pg. 117 Price 850 gp --- This cord is attuned to two schools of magic, and since it's higher level, it can hold higher-level talismans. <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Talisman Cord (Greater) Source PFS Guide pg. 117 Price 8,500 gp --- The cord is attuned to three schools of magic, and since it's higher level, it can hold higher-level talismans.","skill_mod":{},"summary":"This thin leather cord bears delicate runic markings and threads through an item that can bear affixed talismans . When you Affix a Talisman to …","primary_source":"PFS Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=883","name":"Talisman Cord","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-883"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-883","weakness":{},"school":"abjuration","price":8500,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-883-865","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Talisman Cord Source PFS Guide pg. 117 Usage worn Access Member of the Pathfinder Society. --- This thin leather cord bears delicate runic markings and threads through an item that can bear affixed talismans. When you Affix a Talisman to that item, you can thread the talisman onto the cord, activating the cord's preserving effects. The cord is attuned to a particular school of magic, chosen when the cord was created. It gains the corresponding trait for that school. When you activate a talisman threaded through a cord with the same magic school trait that's also the cord's level or lower, attempt a DC 16 flat check. On a success, that talisman is not consumed and can be used again. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Talisman Cord (Lesser) Source PFS Guide pg. 117 Price 85 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Talisman Cord Source PFS Guide pg. 117 Price 850 gp --- This cord is attuned to two schools of magic, and since it's higher level, it can hold higher-level talismans. <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Talisman Cord (Greater) Source PFS Guide pg. 117 Price 8,500 gp --- The cord is attuned to three schools of magic, and since it's higher level, it can hold higher-level talismans.","skill_mod":{},"summary":"This thin leather cord bears delicate runic markings and threads through an item that can bear affixed talismans . When you Affix a Talisman to …","primary_source":"PFS Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=883","name":"Talisman Cord (Lesser)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-883-865"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-883","weakness":{},"school":"abjuration","price":85000,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-883-866","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Talisman Cord Source PFS Guide pg. 117 Usage worn Access Member of the Pathfinder Society. --- This thin leather cord bears delicate runic markings and threads through an item that can bear affixed talismans. When you Affix a Talisman to that item, you can thread the talisman onto the cord, activating the cord's preserving effects. The cord is attuned to a particular school of magic, chosen when the cord was created. It gains the corresponding trait for that school. When you activate a talisman threaded through a cord with the same magic school trait that's also the cord's level or lower, attempt a DC 16 flat check. On a success, that talisman is not consumed and can be used again. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Talisman Cord (Lesser) Source PFS Guide pg. 117 Price 85 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Talisman Cord Source PFS Guide pg. 117 Price 850 gp --- This cord is attuned to two schools of magic, and since it's higher level, it can hold higher-level talismans. <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Talisman Cord (Greater) Source PFS Guide pg. 117 Price 8,500 gp --- The cord is attuned to three schools of magic, and since it's higher level, it can hold higher-level talismans.","skill_mod":{},"summary":"This cord is attuned to two schools of magic, and since it's higher level, it can hold higher-level talismans.","primary_source":"PFS Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=883","name":"Talisman Cord","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-883-866"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-883","weakness":{},"school":"abjuration","price":850000,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-883-867","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Talisman Cord Source PFS Guide pg. 117 Usage worn Access Member of the Pathfinder Society. --- This thin leather cord bears delicate runic markings and threads through an item that can bear affixed talismans. When you Affix a Talisman to that item, you can thread the talisman onto the cord, activating the cord's preserving effects. The cord is attuned to a particular school of magic, chosen when the cord was created. It gains the corresponding trait for that school. When you activate a talisman threaded through a cord with the same magic school trait that's also the cord's level or lower, attempt a DC 16 flat check. On a success, that talisman is not consumed and can be used again. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Talisman Cord (Lesser) Source PFS Guide pg. 117 Price 85 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Talisman Cord Source PFS Guide pg. 117 Price 850 gp --- This cord is attuned to two schools of magic, and since it's higher level, it can hold higher-level talismans. <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Talisman Cord (Greater) Source PFS Guide pg. 117 Price 8,500 gp --- The cord is attuned to three schools of magic, and since it's higher level, it can hold higher-level talismans.","skill_mod":{},"summary":"The cord is attuned to three schools of magic, and since it's higher level, it can hold higher-level talismans.","primary_source":"PFS Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=883","name":"Talisman Cord (Greater)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-883-867"},{"item_child_id":["equipment-884-882","equipment-884-883"],"primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Invested","Magical","Transmutation","Uncommon"],"id":"equipment-884","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Cordelia's Construct Key Source PFS Guide pg. 123 Usage worn --- Worn on a necklace, this intricate key grants you greater facility with constructs. The key alerts you to constructs lurking around you. Whether or not you are Investigating, the GM automatically rolls secret Recall Knowledge checks for you when you see a construct pretending to be a normal object, statue, or the like. Typically, this check is Arcana, Crafting, or an appropriate Lore skill. On a success, you recognize the presence of the construct and gain the usual benefits of Recall Knowledge. While you're wearing the key, if your attack reduces a construct to 0 Hit Points, instead of destroying it completely, you can send it into a dormant state, from which you can study its inner workings and possibly (at the GM's discretion) spend time and money to reprogram or repurpose it. Even if you don't subvert it, you can Repair a construct rendered dormant this way, allowing you to return tomb guardians to their vigil after you've battled them. Additionally, you can activate the key in two ways to call a construct to serve you. Activate Two Actions command, Interact; Frequency once per hour; Effect You turn the key in the air and create a magic glyph. The key casts 3rd-level summon construct . Activate 1 minute (command, envision, Interact); Frequency once per day; Effect You place the key on a Small object and turn it, creating a simple animated object for 1 hour. The animated object has the statistics of an animated broom but has no bristles Strike and can't attack. It performs simple and broad menial tasks for you in exploration or downtime but is too slow to react to individual commands to assist you in a combat encounter. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cordelia's Construct Key Source PFS Guide pg. 123 Price 450 gp Usage worn <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cordelia's Construct Key (Greater) Source PFS Guide pg. 123 Price 1,750 gp Usage worn --- A greater key allows you to fully comprehend and thus partially bypass a construct's resistances. You ignore the first 5 resistance a construct has against your damaging effects, whether martial or magical. Additionally, the key's first activation casts a 5th-level summon construct , and its second activation lasts 8 hours.","skill_mod":{},"summary":"Worn on a necklace, this intricate key grants you greater facility with constructs . The key alerts you to constructs lurking around you. Whether or …","primary_source":"PFS Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=884","name":"Cordelia's Construct Key","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-884"},{"primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-884","weakness":{},"school":"conjuration","price":45000,"trait":["Conjuration","Invested","Magical","Transmutation","Uncommon"],"id":"equipment-884-882","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Cordelia's Construct Key Source PFS Guide pg. 123 Usage worn --- Worn on a necklace, this intricate key grants you greater facility with constructs. The key alerts you to constructs lurking around you. Whether or not you are Investigating, the GM automatically rolls secret Recall Knowledge checks for you when you see a construct pretending to be a normal object, statue, or the like. Typically, this check is Arcana, Crafting, or an appropriate Lore skill. On a success, you recognize the presence of the construct and gain the usual benefits of Recall Knowledge. While you're wearing the key, if your attack reduces a construct to 0 Hit Points, instead of destroying it completely, you can send it into a dormant state, from which you can study its inner workings and possibly (at the GM's discretion) spend time and money to reprogram or repurpose it. Even if you don't subvert it, you can Repair a construct rendered dormant this way, allowing you to return tomb guardians to their vigil after you've battled them. Additionally, you can activate the key in two ways to call a construct to serve you. Activate Two Actions command, Interact; Frequency once per hour; Effect You turn the key in the air and create a magic glyph. The key casts 3rd-level summon construct . Activate 1 minute (command, envision, Interact); Frequency once per day; Effect You place the key on a Small object and turn it, creating a simple animated object for 1 hour. The animated object has the statistics of an animated broom but has no bristles Strike and can't attack. It performs simple and broad menial tasks for you in exploration or downtime but is too slow to react to individual commands to assist you in a combat encounter. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cordelia's Construct Key Source PFS Guide pg. 123 Price 450 gp Usage worn <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cordelia's Construct Key (Greater) Source PFS Guide pg. 123 Price 1,750 gp Usage worn --- A greater key allows you to fully comprehend and thus partially bypass a construct's resistances. You ignore the first 5 resistance a construct has against your damaging effects, whether martial or magical. Additionally, the key's first activation casts a 5th-level summon construct , and its second activation lasts 8 hours.","skill_mod":{},"summary":"Worn on a necklace, this intricate key grants you greater facility with constructs . The key alerts you to constructs lurking around you. Whether or …","primary_source":"PFS Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=884","name":"Cordelia's Construct Key","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-884-882"},{"primary_source_category":"Lost Omens","usage":"worn","source":["PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-884","weakness":{},"school":"conjuration","price":175000,"trait":["Conjuration","Invested","Magical","Transmutation","Uncommon"],"id":"equipment-884-883","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Cordelia's Construct Key Source PFS Guide pg. 123 Usage worn --- Worn on a necklace, this intricate key grants you greater facility with constructs. The key alerts you to constructs lurking around you. Whether or not you are Investigating, the GM automatically rolls secret Recall Knowledge checks for you when you see a construct pretending to be a normal object, statue, or the like. Typically, this check is Arcana, Crafting, or an appropriate Lore skill. On a success, you recognize the presence of the construct and gain the usual benefits of Recall Knowledge. While you're wearing the key, if your attack reduces a construct to 0 Hit Points, instead of destroying it completely, you can send it into a dormant state, from which you can study its inner workings and possibly (at the GM's discretion) spend time and money to reprogram or repurpose it. Even if you don't subvert it, you can Repair a construct rendered dormant this way, allowing you to return tomb guardians to their vigil after you've battled them. Additionally, you can activate the key in two ways to call a construct to serve you. Activate Two Actions command, Interact; Frequency once per hour; Effect You turn the key in the air and create a magic glyph. The key casts 3rd-level summon construct . Activate 1 minute (command, envision, Interact); Frequency once per day; Effect You place the key on a Small object and turn it, creating a simple animated object for 1 hour. The animated object has the statistics of an animated broom but has no bristles Strike and can't attack. It performs simple and broad menial tasks for you in exploration or downtime but is too slow to react to individual commands to assist you in a combat encounter. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cordelia's Construct Key Source PFS Guide pg. 123 Price 450 gp Usage worn <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cordelia's Construct Key (Greater) Source PFS Guide pg. 123 Price 1,750 gp Usage worn --- A greater key allows you to fully comprehend and thus partially bypass a construct's resistances. You ignore the first 5 resistance a construct has against your damaging effects, whether martial or magical. Additionally, the key's first activation casts a 5th-level summon construct , and its second activation lasts 8 hours.","skill_mod":{},"summary":"A greater key allows you to fully comprehend and thus partially bypass a construct's resistances. You ignore the first 5 resistance a construct has …","primary_source":"PFS Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=884","name":"Cordelia's Construct Key (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-884-883"},{"primary_source_category":"Lost Omens","usage":"etched on a slashing or piercing weapon","source":["PFS Guide"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"divination","price":14000,"trait":["Divination","Magical","Uncommon"],"id":"equipment-885","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Cunning Source PFS Guide pg. 123 Price 140 gp Usage etched on a slashing or piercing weapon --- The weapon performs divination magic on the blood of your foes, granting you insight into their abilities and weaknesses. Activate Free Action envision; Frequency once per minute; Requirements On your previous action this turn, you used this weapon to hit and damage a creature that has blood or other vital fluids; Effect You learn the secrets the weapon gleaned from the creature's blood. Attempt to Recall Knowledge about the target of the required attack, gaining an item bonus to the Recall Knowledge skill check equal to the weapon's item bonus to attack rolls from its potency rune. If the required attack was a critical hit, you also gain a +2 circumstance bonus to this check.\n","skill_mod":{},"summary":"The weapon performs divination magic on the blood of your foes, granting you insight into their abilities and weaknesses. ","primary_source":"PFS Guide","trait_group":["School","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=885","name":"Cunning","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-885"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #161: Belly of the Black Whale"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"transmutation","price":720000,"trait":["Invested","Magical","Rare","Transmutation"],"id":"equipment-887","text":"<title level=\"1\" right=\"Item 15\" pfs=\"\" > Fungal Armor May contain spoilers from Agents of Edgewatch Source Pathfinder #161: Belly of the Black Whale pg. 77 Price 7,200 gp Usage worn armor Bulk 1 Base Armor Studded Leather Armor --- This +2 greater resilient studded leather is made of hardened fungus. Every day the armor grows dozens of unusual mushrooms that can be used for cooking, infused reagents, or common spell material components. Activate Reaction or One Action envision; Frequency once per day; Trigger You are hit by a melee, ranged, or spell attack; Effect The attack misses you, dealing no damage as you transform into a cloud of spores. You gain the benefits of a gaseous form spell for 1 minute. For the duration, a cloud of deadly spores surrounds you. Each breathing creature that begins its turn within 10 feet of you takes 6d8 poison damage (DC 35 basic Fortitude save). You can Dismiss the cloud form. Craft Requirements Supply a casting of cloudkill and gaseous form .\n","skill_mod":{},"summary":"This +2 greater resilient studded leather is made of hardened fungus. Every day the armor grows dozens of unusual mushrooms that can be used …","primary_source":"Pathfinder #161: Belly of the Black Whale","trait_group":["Equipment","Mechanics","Rarity","School"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=887","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","base_item":["Studded Leather Armor"],"name":"Fungal Armor","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-887"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #161: Belly of the Black Whale"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"transmutation","price":120000,"trait":["Consumable","Magical","Transmutation","Uncommon"],"id":"equipment-888","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Garrote Bolt May contain spoilers from Agents of Edgewatch Source Pathfinder #161: Belly of the Black Whale pg. 77 Price 1,200 gp Ammunition bolt Activate Single Action Interact --- The shaft of this silver bolt is engraved with wiry designs. When a garrote bolt hits a target, it transforms into a silver garrote and wraps around one of the target's appendages, dealing an additional 2d12 persistent slashing damage. On a critical hit, it wraps around the target's throat, and the target can't breathe until the persistent damage ends.\n","ammunition":"bolt","skill_mod":{},"summary":"The shaft of this silver bolt is engraved with wiry designs. When a garrote bolt hits a target, it transforms into a silver garrote and wraps …","primary_source":"Pathfinder #161: Belly of the Black Whale","trait_group":["Equipment","Mechanics","School","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=888","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Garrote Bolt","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-888"},{"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #161: Belly of the Black Whale"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"necromancy","price":950000,"trait":["Invested","Magical","Necromancy","Unique"],"id":"equipment-889","text":"<title level=\"1\" right=\"Item 16\" pfs=\"\" > Miogimo's Mask May contain spoilers from Agents of Edgewatch Source Pathfinder #161: Belly of the Black Whale pg. 77 Price 9,500 gp Usage worn mask Bulk L --- The crime lord Miogimo almost always appears with this special mask, crafted with a piece of his soul. It has two forms. In its first form, the mask depicts a silvery and angelic face; while wearing the mask in this form, your alignment appears as lawful good to creatures attempting to detect your alignment. In its second form, the mask depicts a gold-skinned demonic face; while wearing the mask in this form, your alignment appears as chaotic evil to creatures attempting to detect your alignment. If you die while wearing the mask, a fragment of your soul is trapped in the mask, forming a life link. If there was already a soul fragment in the mask when this happens, you roll a Will save against the Will DC of the person who left the previous fragment. If you succeed, your soul fragment replaces the old one. On a failure, you die normally. Activate Single Action envision; Effect You switch the mask to its other form. Activate Two Actions envision; Frequency once per day; Effect You cast crisis of faith (DC 34), targeting up to four creatures within 30 feet. If the mask is in its angelic form, you can target only evil and neutral creatures. If the mask is in its demonic form, you can target only good and neutral creatures. Activate 10 minutes (command, envision, Interact); Requirements A soul fragment is in the mask; Effect You cast talking corpse on the soul fragment, except you communicate telepathically and don't require the fragment's body to speak.\n","skill_mod":{},"summary":"The crime lord Miogimo almost always appears with this special mask, crafted with a piece of his soul. It has two forms. In its first form, the mask …","primary_source":"Pathfinder #161: Belly of the Black Whale","trait_group":["Equipment","Mechanics","School","Rarity"],"level":16,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=889","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Miogimo's Mask","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-889"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #161: Belly of the Black Whale"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","price":100000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-890","text":"<title level=\"1\" right=\"Item 11\" pfs=\"\" > Nightmare Cudgel May contain spoilers from Agents of Edgewatch Source Pathfinder #161: Belly of the Black Whale pg. 78 Price 1,000 gp Usage held in 1 hand Bulk 1 Base Weapon Club --- Crafted from polished wood, this seemingly mundane +1 striking club comes with a red leather strap near the handle. The mere sight of the cudgel in a guard's hand fills prisoners with dread. Good creatures are enfeebled 2 while carrying, wielding, or wearing this item crafted by the sea-witches. Activate Two Actions Interact (emotion, mental) Frequency once per day; Effect You initiate an intimidating walk, thumping the cudgel menacingly against your palm. As part of activating this item, you can Stride twice. For the next minute, whenever you successfully Strike a creature with the nightmare cudgel , you can use a free action to attempt an Intimidation check to Demoralize the struck creature.\n","skill_mod":{},"summary":"Crafted from polished wood, this seemingly mundane +1 striking club comes with a red leather strap near the handle. The mere sight of the …","primary_source":"Pathfinder #161: Belly of the Black Whale","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=890","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","base_item":["Club"],"name":"Nightmare Cudgel","bulk":1,"category":"equipment","rarity":"uncommon","slug":"equipment-890"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #161: Belly of the Black Whale"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"illusion","price":1300000,"trait":["Illusion","Invested","Magical","Rare"],"id":"equipment-891","text":"<title level=\"1\" right=\"Item 17\" pfs=\"\" > Cauldron of Nightmares May contain spoilers from Agents of Edgewatch Source Pathfinder #161: Belly of the Black Whale pg. 78 Price 13,000 gp Usage held in 2 hands Bulk 1 --- Engraved with carvings of tortured souls, this green cauldron has two abilities that allow it to capture nightmares and then unleash them on the world. The cauldron has an affinity for preying on the minds of captives and prisoners, who take a –2 circumstance penalty to saving throws against it. Good creatures are enfeebled 2 while carrying, wielding, or wearing this item crafted by the sea-witches. Activate Single Action Interact (divination) Frequency once per day; Effect The cauldron casts nightmare (DC 35) on a target creature that you know by name. The target must be on the same plane as you. If the target fails its save and is 15th level or lower, you add its nightmare to the cauldron. The cauldron can hold only six nightmares at a time; when you add a new nightmare, you choose which six to keep. Activate Two Actions Interact (illusion, visual) Frequency once per week; Effect You spill the nightmarish contents of the cauldron onto the ground and choose one creature whose nightmare is stored in your cauldron. A nightmare copy of the chosen creature springs to life from the bubbling pile of horror. The cauldron casts duplicate foe on the target, ignoring the range restriction, and the target automatically fails its saving throw. All enemies within 20 feet of the cauldron are subjected to a fear spell (DC 35). All other nightmares stored in the cauldron are lost. The cauldron becomes totally inert and can't be used again for 1 week. Craft Requirements Supply a casting of nightmare .\n","skill_mod":{},"summary":"Engraved with carvings of tortured souls, this green cauldron has two abilities that allow it to capture nightmares and then unleash them on the …","primary_source":"Pathfinder #161: Belly of the Black Whale","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=891","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Cauldron of Nightmares","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-891"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #161: Belly of the Black Whale"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"divination","price":250000,"trait":["Divination","Invested","Magical","Rare"],"id":"equipment-892","text":"<title level=\"1\" right=\"Item 13\" pfs=\"\" > Forgotten Shell May contain spoilers from Agents of Edgewatch Source Pathfinder #161: Belly of the Black Whale pg. 78 Price 2,500 gp Usage worn armor Bulk 4 Base Armor Full Plate --- This +2 resilient full plate , crafted from grim plates of iron, covers the entire body except for small holes for the eyes and mouth. While wearing the armor, you gain the benefits of a nondetection spell. Additionally, creatures attempting to Recall Knowledge about a subject involving you must succeed at a DC 30 Will save. On a success, they can attempt the check normally. On a failure, they can still attempt the check, but even if they successfully Recall Knowledge, they don't remember you (although they might remember other details about the event). Creatures that fail their save can make another attempt to Recall Knowledge about you, but they must wait 24 hours to do so. You can spend 1 hour using blacksmithing tools to bind a helpless Medium humanoid inside the suit, which welds the suit shut and makes it impossible to remove without breaking it (Hardness 9, HP 36, BT 18). The humanoid inside the suit counts as being Invested while bound in this fashion and can't break out of the suit on its own. If the suit is welded shut, the creature gains the benefits above but also the following penalties: Whenever the humanoid attempts a Deception, Diplomacy, Intimidation, or Performance check, they must roll twice and use the worse result. Additionally, creatures the humanoid encounters have an initial attitude toward them of one degree worse than they normally would (for instance, unfriendly instead of indifferent). Good creatures are enfeebled 2 while carrying, wielding, or wearing this item crafted by the sea-witches. Craft Requirements Supply a casting of nondetection and outcast's curse .\n","skill_mod":{},"summary":"This +2 resilient full plate , crafted from grim plates of iron, covers the entire body except for small holes for the eyes and mouth. While …","primary_source":"Pathfinder #161: Belly of the Black Whale","trait_group":["School","Equipment","Mechanics","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=892","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","base_item":["Full Plate"],"name":"Forgotten Shell","bulk":4,"category":"equipment","rarity":"rare","slug":"equipment-892"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #161: Belly of the Black Whale","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","price":2000000,"trait":["Clockwork","Invested","Magical","Uncommon"],"id":"equipment-893","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Limited\" > Clockwork Cloak May contain spoilers from Agents of Edgewatch Source Pathfinder #161: Belly of the Black Whale pg. 79, Treasure Vault (Remastered) pg. 146 Price 20,000 gp Usage worn cloak Bulk L --- Paper-thin interlocking gears and winding cogs make up this bronze cloak. Activate Reaction Interact; Frequency once per day; Trigger You're struck by a melee attack with a held weapon; Effect You deflect the blow and attempt to catch the weapon in the cloak's gears. Make an Athletics check to Disarm the weapon. Activate Two Actions Interact; Effect You wrap the cloak around yourself and the winding gears decelerate your body, causing you to enter standby mode. While in standby mode you don't need to eat, drink, or sleep. You remain aware of your surroundings but take a –4 penalty to Perception checks. You can stay in standby mode indefinitely, although your body ages normally. You can leave standby mode as a free action. If you do so to initiate combat, you gain a +2 item bonus to your initiative roll.\n","skill_mod":{},"summary":"Paper-thin interlocking gears and winding cogs make up this bronze cloak. ","primary_source":"Pathfinder #161: Belly of the Black Whale","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":18,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=893","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Clockwork Cloak","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-893"},{"primary_source_category":"Adventure Paths","usage":"worn headwear","source":["Pathfinder #161: Belly of the Black Whale"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","price":1300000,"trait":["Clockwork","Invested","Magical","Rare"],"id":"equipment-894","text":"<title level=\"1\" right=\"Item 17\" pfs=\"\" > Clockwork Helm May contain spoilers from Agents of Edgewatch Source Pathfinder #161: Belly of the Black Whale pg. 79 Price 13,000 gp Usage worn headwear Bulk L --- Rotating gears cover the outside of this imposing helmet. In order to function, the device must be wound for 10 minutes once every 24 hours. The clockwork helm has a calming and focusing effect on the mind. If you're affected by a detrimental condition caused by a mental or emotion effect, each round at the beginning of your turn, the gears of the helmet unwind and reduce the value of the condition by 1. This effect works only if the condition's value can normally be reduced by simply waiting; otherwise the helmet has no effect. Activate Two Actions envision; Frequency once per day; Requirements You've wound the clockwork helm for 10 minutes within the last 24 hours; Effect You fire a beam of withering heat from the helmet's eye slits at a target. Make a spell or ranged attack roll (your choice) to affect the target. On a hit, the target takes 10d8 fire damage and is drained 2.\n","skill_mod":{},"summary":"Rotating gears cover the outside of this imposing helmet. In order to function, the device must be wound for 10 minutes once every 24 hours. The …","primary_source":"Pathfinder #161: Belly of the Black Whale","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=894","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Clockwork Helm","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-894"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #161: Belly of the Black Whale"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"necromancy","price":450000,"trait":["Clockwork","Consumable","Magical","Necromancy","Rare"],"id":"equipment-895","text":"<title level=\"1\" right=\"Item 18\" pfs=\"\" > Clockwork Rejuvenator May contain spoilers from Agents of Edgewatch Source Pathfinder #161: Belly of the Black Whale pg. 79 Price 4,500 gp Usage held in 1 hand Bulk L Activate Single Action or Two Actions Interact Requirement The round you activate the rejuvenator, you must first spend either 1 Interact action or 2 Interact actions to wind the device. --- This device has four finger-like latches centered around a whirring mass of gears. After winding the clockwork rejuvenator , you can latch it to the chest of an adjacent recently dead creature and return it to life. If you wound the rejuvenator using 1 Interact action, you can return to life a creature that died in the last 2 rounds, restoring it to 1 HP. If you wound the rejuvenator using 2 Interact actions, you can return to life a creature that died within the last 3 rounds. After attaching, the device continues to whirl for 1 minute, restoring 10 HP per round to the target. Thereafter, the clockwork rejuvenator loses its magic and becomes inert.\n","skill_mod":{},"summary":"This device has four finger-like latches centered around a whirring mass of gears. After winding the clockwork rejuvenator , you can latch it to the …","primary_source":"Pathfinder #161: Belly of the Black Whale","trait_group":["Monster","Equipment","Weapon","Mechanics","School","Rarity"],"level":18,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","requirement":"The round you activate the rejuvenator, you must first spend either 1 Interact action or 2 Interact actions to wind the device.","resistance":{},"url":"/Equipment.aspx?ID=895","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Clockwork Rejuvenator","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action or Two Actions","rarity":"rare","slug":"equipment-895"},{"primary_source_category":"Adventure Paths","usage":"held in 1 or 2 hands","source":["Pathfinder #161: Belly of the Black Whale"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","price":1300000,"trait":["Clockwork","Invested","Magical","Rare"],"id":"equipment-896","text":"<title level=\"1\" right=\"Item 17\" pfs=\"\" > Gearblade May contain spoilers from Agents of Edgewatch Source Pathfinder #161: Belly of the Black Whale pg. 79 Price 13,000 gp Usage held in 1 or 2 hands Bulk 2 Base Weapon Bastard Sword, Greatsword, Longsword, Shortsword, Greatclub --- Shaped like a blade made from spinning gears, this +2 greater striking weapon can catch enemy weapons and grind up foes. In order to function, the gearblade must be wound for 10 minutes once every 24 hours. During this process, you can reconfigure the weapon to transform into a bastard sword, greatsword, longsword, or shortsword. It then gains all the features of the chosen weapon except that its Bulk is always 2 and it gains the disarm weapon trait and the versatile B weapon trait (which replaces any other versatile trait the weapon might have). If you don't wind the gearblade , it becomes inert and has the statistics of a greatclub. Activate Reaction envision; Frequency once per day; Trigger You roll a critical success to Disarm a target with the gearblade ; Requirements You've wound the gearblade for 10 minutes within the last 24 hours; Effect The target's weapon is pulled through the gearblade's gears and shoots out the other side, landing 20 feet away in a direction of your choice. The target must attempt a DC 36 Reflex save. On a failure, the limb holding their weapon is also pulled into the gearblade , and the creature takes 3d12 bludgeoning damage. On a critical failure, they take 6d12 bludgeoning damage and the limb becomes unusable until healed by a regenerate spell or a similar effect.\n","skill_mod":{},"summary":"Shaped like a blade made from spinning gears, this +2 greater striking weapon can catch enemy weapons and grind up foes. In order to function, …","primary_source":"Pathfinder #161: Belly of the Black Whale","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=896","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","base_item":["Bastard Sword","Greatsword","Longsword","Shortsword","Greatclub"],"name":"Gearblade","bulk":2,"category":"equipment","rarity":"rare","slug":"equipment-896"},{"item_child_id":["equipment-897-886","equipment-897-887","equipment-897-888"],"primary_source_category":"Adventure Paths","source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Item","item_category":"Materials","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","trait":["Precious","Rare"],"id":"equipment-897","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"\" > Warpglass May contain spoilers from Agents of Edgewatch Source Pathfinder #162: Ruins of the Radiant Siege pg. 74 --- This bizarre substance is fashioned from the raw, chaotic quintessence of the Maelstrom. It can be fashioned into weapons and items, but is too unstable to make into useful armor or shields. Raw warpglass is an opalescent glassy material with surprising strength. When worked, it changes its appearance—though not its properties—to appear as random striations of other metals and types of stone. ## Warpglass Items Hardness HP BT Thin Items High-grade 8 32 16 Items High-grade 12 48 24 Structures High-grade 24 96 48 Material Uses Warpglass Weapon <title level=\"2\" right=\"Item 0\" pfs=\"\" > Warpglass Chunk Source Pathfinder #162: Ruins of the Radiant Siege pg. 74 Price 800 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"\" > Warpglass Ingot Source Pathfinder #162: Ruins of the Radiant Siege pg. 74 Price 8,000 gp Bulk 1 <title level=\"2\" right=\"Item 17\" pfs=\"\" > Warpglass Item (High-Grade) Source Pathfinder #162: Ruins of the Radiant Siege pg. 74 Price 8,000 gp (per Bulk) ","skill_mod":{},"summary":"This bizarre substance is fashioned from the raw, chaotic quintessence of the Maelstrom. It can be fashioned into weapons and items, but is too …","primary_source":"Pathfinder #162: Ruins of the Radiant Siege","trait_group":["Equipment","Rarity"],"level":0,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=897","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Warpglass","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-897"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-897","weakness":{},"primary_source_group":"Agents of Edgewatch","price":80000,"trait":["Precious","Rare"],"id":"equipment-897-886","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"\" > Warpglass May contain spoilers from Agents of Edgewatch Source Pathfinder #162: Ruins of the Radiant Siege pg. 74 --- This bizarre substance is fashioned from the raw, chaotic quintessence of the Maelstrom. It can be fashioned into weapons and items, but is too unstable to make into useful armor or shields. Raw warpglass is an opalescent glassy material with surprising strength. When worked, it changes its appearance—though not its properties—to appear as random striations of other metals and types of stone. ## Warpglass Items Hardness HP BT Thin Items High-grade 8 32 16 Items High-grade 12 48 24 Structures High-grade 24 96 48 Material Uses Warpglass Weapon <title level=\"2\" right=\"Item 0\" pfs=\"\" > Warpglass Chunk Source Pathfinder #162: Ruins of the Radiant Siege pg. 74 Price 800 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"\" > Warpglass Ingot Source Pathfinder #162: Ruins of the Radiant Siege pg. 74 Price 8,000 gp Bulk 1 <title level=\"2\" right=\"Item 17\" pfs=\"\" > Warpglass Item (High-Grade) Source Pathfinder #162: Ruins of the Radiant Siege pg. 74 Price 8,000 gp (per Bulk) ","skill_mod":{},"summary":"This bizarre substance is fashioned from the raw, chaotic quintessence of the Maelstrom. It can be fashioned into weapons and items, but is too …","primary_source":"Pathfinder #162: Ruins of the Radiant Siege","trait_group":["Equipment","Rarity"],"level":0,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=897","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Warpglass Chunk","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-897-886"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-897","weakness":{},"primary_source_group":"Agents of Edgewatch","price":800000,"trait":["Precious","Rare"],"id":"equipment-897-887","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"\" > Warpglass May contain spoilers from Agents of Edgewatch Source Pathfinder #162: Ruins of the Radiant Siege pg. 74 --- This bizarre substance is fashioned from the raw, chaotic quintessence of the Maelstrom. It can be fashioned into weapons and items, but is too unstable to make into useful armor or shields. Raw warpglass is an opalescent glassy material with surprising strength. When worked, it changes its appearance—though not its properties—to appear as random striations of other metals and types of stone. ## Warpglass Items Hardness HP BT Thin Items High-grade 8 32 16 Items High-grade 12 48 24 Structures High-grade 24 96 48 Material Uses Warpglass Weapon <title level=\"2\" right=\"Item 0\" pfs=\"\" > Warpglass Chunk Source Pathfinder #162: Ruins of the Radiant Siege pg. 74 Price 800 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"\" > Warpglass Ingot Source Pathfinder #162: Ruins of the Radiant Siege pg. 74 Price 8,000 gp Bulk 1 <title level=\"2\" right=\"Item 17\" pfs=\"\" > Warpglass Item (High-Grade) Source Pathfinder #162: Ruins of the Radiant Siege pg. 74 Price 8,000 gp (per Bulk) ","skill_mod":{},"summary":"This bizarre substance is fashioned from the raw, chaotic quintessence of the Maelstrom. It can be fashioned into weapons and items, but is too …","primary_source":"Pathfinder #162: Ruins of the Radiant Siege","trait_group":["Equipment","Rarity"],"level":0,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=897","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Warpglass Ingot","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-897-887"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-897","weakness":{},"primary_source_group":"Agents of Edgewatch","price":800000,"trait":["Precious","Rare"],"id":"equipment-897-888","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"\" > Warpglass May contain spoilers from Agents of Edgewatch Source Pathfinder #162: Ruins of the Radiant Siege pg. 74 --- This bizarre substance is fashioned from the raw, chaotic quintessence of the Maelstrom. It can be fashioned into weapons and items, but is too unstable to make into useful armor or shields. Raw warpglass is an opalescent glassy material with surprising strength. When worked, it changes its appearance—though not its properties—to appear as random striations of other metals and types of stone. ## Warpglass Items Hardness HP BT Thin Items High-grade 8 32 16 Items High-grade 12 48 24 Structures High-grade 24 96 48 Material Uses Warpglass Weapon <title level=\"2\" right=\"Item 0\" pfs=\"\" > Warpglass Chunk Source Pathfinder #162: Ruins of the Radiant Siege pg. 74 Price 800 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"\" > Warpglass Ingot Source Pathfinder #162: Ruins of the Radiant Siege pg. 74 Price 8,000 gp Bulk 1 <title level=\"2\" right=\"Item 17\" pfs=\"\" > Warpglass Item (High-Grade) Source Pathfinder #162: Ruins of the Radiant Siege pg. 74 Price 8,000 gp (per Bulk) ","skill_mod":{},"summary":"This bizarre substance is fashioned from the raw, chaotic quintessence of the Maelstrom. It can be fashioned into weapons and items, but is too …","primary_source":"Pathfinder #162: Ruins of the Radiant Siege","trait_group":["Equipment","Rarity"],"level":17,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=897","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Warpglass Item (High-Grade)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-897-888"},{"item_child_id":["equipment-898-889"],"primary_source_category":"Adventure Paths","source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","trait":["Rare"],"id":"equipment-898","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"\" > Warpglass Weapon May contain spoilers from Agents of Edgewatch Source Pathfinder #162: Ruins of the Radiant Siege pg. 75 Base Material Warpglass --- If you critically hit a creature with a Strike with a warpglass weapon, the target is affected by a warpwave and automatically fails its saving throw. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Warpglass Weapon (High-Grade) Source Pathfinder #162: Ruins of the Radiant Siege pg. 75 Price 14,000 gp (+ 1,400 gp per Bulk) Craft Requirements at least 7,000 gp of warpglass + 700 gp per Bulk","skill_mod":{},"summary":"If you critically hit a creature with a Strike with a warpglass weapon, the target is affected by a warpwave and automatically fails its saving …","primary_source":"Pathfinder #162: Ruins of the Radiant Siege","trait_group":["Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=898","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Warpglass Weapon","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-898"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-898","weakness":{},"primary_source_group":"Agents of Edgewatch","price":1400000,"trait":["Rare"],"id":"equipment-898-889","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"\" > Warpglass Weapon May contain spoilers from Agents of Edgewatch Source Pathfinder #162: Ruins of the Radiant Siege pg. 75 Base Material Warpglass --- If you critically hit a creature with a Strike with a warpglass weapon, the target is affected by a warpwave and automatically fails its saving throw. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Warpglass Weapon (High-Grade) Source Pathfinder #162: Ruins of the Radiant Siege pg. 75 Price 14,000 gp (+ 1,400 gp per Bulk) Craft Requirements at least 7,000 gp of warpglass + 700 gp per Bulk","skill_mod":{},"summary":"If you critically hit a creature with a Strike with a warpglass weapon, the target is affected by a warpwave and automatically fails its saving …","primary_source":"Pathfinder #162: Ruins of the Radiant Siege","trait_group":["Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=898","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Warpglass Weapon (High-Grade)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-898-889"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"conjuration","trait":["Artifact","Conjuration","Cursed","Divine","Unique"],"id":"equipment-899","text":"<title level=\"1\" right=\"Item 22\" pfs=\"\" > Cane of the Maelstrom May contain spoilers from Agents of Edgewatch Source Pathfinder #162: Ruins of the Radiant Siege pg. 73 Usage held in 1 hand Bulk L Base Weapon Club --- A large crystal of warpglass floats above the head of this silvery purple +3 anarchic greater striking club . If you successfully Strike a creature, the cane also affects the target with a warpwave. While you carry the cane, you hear a constant, distracting chorus of laughing, incoherent Protean whispers and sing-song voices in your mind. Blatant acts of self-indulgence or narcissism quell these whispers, from a few minutes up to a full day depending on the scope of the act, but they immediately return when you use the artifact's powers. The gradually rising chorus eventually drives away rational thought and renders the cane's owner insane, even if staved off from time to time with self-centered acts. As the artifact's abilities pull material from the Maelstrom, it doesn't function in areas where planar connections are severed. Activate Reaction envision; Trigger You are targeted by a ranged attack from an opponent you can see; Effect You draw a temporary shield of chaotic turbulence with a cerulean flash. You gain a +3 circumstance bonus to AC against the triggering attack. Activate 10 minutes (command, envision, Interact); Effect The Cane of the Maelstrom casts a 5th-level hallucinatory terrain spell and infuses the illusion with quasi-real substance drawn from the primal chaos of the Maelstrom. Creatures that don't disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on. If no creature disbelieves the illusion during its duration, the changes become wholly real and permanent when its duration expires. Activate 1 minute (Interact); Effect The Cane of the Maelstrom casts a 5th-level creation spell, except the duration is unlimited and you can create delicate or complex objects by succeeding at an applicable Crafting skill check when you activate this ability. Destruction Trapping a lawful demigod in the hallucinatory terrain created by the cane and leaving it imprisoned for a year and a day causes a deific overload that destroys the artifact. When the artifact is destroyed, the terrain imprisoning the demigod crumbles away and the demigod is freed.\n","skill_mod":{},"summary":"A large crystal of warpglass floats above the head of this silvery purple +3 anarchic greater striking club . If you successfully Strike a …","primary_source":"Pathfinder #162: Ruins of the Radiant Siege","trait_group":["Equipment","School","Tradition","Rarity"],"level":22,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=899","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","base_item":["Club"],"name":"Cane of the Maelstrom","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-899"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"conjuration","trait":["Artifact","Conjuration","Occult","Unique"],"id":"equipment-900","text":"<title level=\"1\" right=\"Item 25\" pfs=\"\" > Radiant Spark May contain spoilers from Agents of Edgewatch Source Pathfinder #162: Ruins of the Radiant Siege pg. 74 Usage held in 1 hand Bulk L --- This shining prism is bound within a golden frame. The bright glow within the artifact is the gleaming essence of celestials bound within it in ancient times. Each activation consumes a bit of this celestial energy, projecting the screams of the celestials into your mind. While holding the Radiant Spark , you gain a +2 item bonus to saving throws against divine spells and effects and you are aware of its powers. If you are good, while holding the Radiant Spark , you are sickened 3 and can't recover from this condition. Activate Two Actions envision, Interact; Effect The Radiant Spark casts a 10th-level dominate spell (DC 49) on a creature that isn't from the Material Plane. Celestials get an outcome one degree of success worse than the result of their save. Activate Free Action envision; Trigger You begin casting a planar binding ritual; Effect The Radiant Spark reduces the casting time of the ritual to 1 hour, and you don't need secondary casters for this ritual. Activate Reaction envision, Interact; Trigger The target critically fails their save against the Radiant Spark's dominate spell or you critically succeed at binding the target with the planar binding ritual using the artifact; Effect The target must attempt a DC 49 Will save and is immune to further attempts for 24 hours. Critical Success The target is unaffected. Success The target is drained 2. Failure The target dies and its essence is trapped within the Radiant Spark . It can be brought back to life only with powerful magic such as wish or miracle . Critical Failure As failure, and the target can't be brought back to life until the Radiant Spark is destroyed. Destruction An archfiend or evil demigod must willingly swap their essence with that of a celestial dominated or bound by the artifact, then critically fail the saving throw against having their essence consumed. This permanently destroys both the artifact and the fiend or demigod.\n","skill_mod":{},"summary":"This shining prism is bound within a golden frame. The bright glow within the artifact is the gleaming essence of celestials bound within it in …","primary_source":"Pathfinder #162: Ruins of the Radiant Siege","trait_group":["Equipment","School","Tradition","Rarity"],"level":25,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=900","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Radiant Spark","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-900"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"divination","price":1000000,"trait":["Divination","Invested","Magical","Rare"],"id":"equipment-901","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > Ring of Recalcitrant Wishes May contain spoilers from Agents of Edgewatch Source Pathfinder #162: Ruins of the Radiant Siege pg. 74 Price 10,000 gp Usage worn --- This band of interwoven gold and copper, traced with Aklo symbols, is topped with a gleaming, luminescent opal gently bleeding wisps of shadowstuff. Activate Three Actions command; Effect You attempt to make the ring cast an arcane wish spell. However, if the ring doesn't deem the wish to be sufficiently selfless, the wish isn't cast and the ring can't be activated for 24 hours. You are drained 3, whether or not the ring refuses the wish. Once the wish is cast, the Ring of Recalcitrant Wishes has no powers, though it is rumored that the wearer's death in an act of profound self-sacrifice restores the wish to the ring.\n","skill_mod":{},"summary":"This band of interwoven gold and copper, traced with Aklo symbols, is topped with a gleaming, luminescent opal gently bleeding wisps of …","primary_source":"Pathfinder #162: Ruins of the Radiant Siege","trait_group":["School","Equipment","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=901","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Ring of Recalcitrant Wishes","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-901"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Troubles in Otari"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Troubles in Otari","school":"necromancy","price":600,"trait":["Consumable","Magical","Necromancy","Potion"],"id":"equipment-902","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Antivenom Potion Source Troubles in Otari pg. 60 Price 6 gp Usage held in 1 hand Bulk L --- This cloudy, white liquid helps protect against poisons. When you drink an antivenom potion , you can immediately attempt a DC 10 flat check to end any persistent poison damage you're taking. In addition, for 1 minute after drinking the potion, you gain a +1 item bonus to Fortitude saving throws to avoid taking persistent poison damage.\n","skill_mod":{},"summary":"This cloudy, white liquid helps protect against poisons . When you drink an antivenom potion , you can immediately attempt a DC 10 flat check to …","primary_source":"Troubles in Otari","trait_group":["Equipment","Mechanics","School"],"level":2,"source_category":["Adventures"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=902","source_group":["Troubles in Otari"],"name":"Antivenom Potion","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-902"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Troubles in Otari","A Few Flowers More"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Troubles in Otari","price":1700,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-903","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Capsaicin Tonic May contain spoilers from Troubles in Otari Source Troubles in Otari pg. 60, A Few Flowers More pg. 13 Price 17 gp Usage held in 1 hand Bulk L --- This translucent, pale-yellow drink has several pepper seeds suspended within it. Although the tonic is painfully spicy when first consumed, the heat soon fades as the tonic coats your throat. In the next hour, you can use the activation below up to three times; the third time you use it, the effects of the capsaicin tonic end. While under the effects of the tonic, you can easily consume even the spiciest of foods without trouble. Activate Single Action Interact; Effect You belch out a foul-smelling cloud of blisteringly spicy gas that fills a single square adjacent to you. Creatures within the cloud are concealed, and all creatures outside the cloud are concealed to creatures within it. The cloud remains for 1 minute but can be dispersed by a strong wind. The cloud deals 1d4 fire damage to creatures that enter the cloud on their turn, as well as to creatures that start their turn in the cloud (a creature takes this damage no more than once per round, even if it moves back and forth into the cloud multiple times during the round).\n","skill_mod":{},"summary":"This translucent, pale-yellow drink has several pepper seeds suspended within it. Although the tonic is painfully spicy when first consumed, the heat …","primary_source":"Troubles in Otari","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=903","source_group":["Troubles in Otari"],"spoilers":"Troubles in Otari","name":"Capsaicin Tonic","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-903"},{"primary_source_category":"Adventures","source":["Troubles in Otari"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Troubles in Otari","school":"evocation","price":7000,"trait":["Evocation","Magical"],"id":"equipment-904","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Sparkblade Source Troubles in Otari pg. 60 Price 70 gp Bulk L Base Weapon Shortsword --- Faint, delicate etchings of lightning trace across the blade of this +1 cold iron shortsword . Cold iron is made from particularly pure sources of iron and shaped with little to no heat, resulting in weapons deadly to demons and fey alike. Once per day, you can spend 1 action to point the sparkblade at a foe within 30 feet of you and shoot an arc of lightning from the blade. This lightning can leap from your chosen foe to another creature you choose within 30 feet, dealing 2d4+4 electricity damage to each creature (DC 19 basic Reflex save).\n","skill_mod":{},"summary":"Faint, delicate etchings of lightning trace across the blade of this +1 cold iron shortsword . Cold iron is made from particularly pure sources …","primary_source":"Troubles in Otari","trait_group":["School","Mechanics"],"level":3,"source_category":["Adventures"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=904","source_group":["Troubles in Otari"],"base_item":["Shortsword"],"name":"Sparkblade","bulk":0.1,"category":"equipment","rarity":"common","slug":"equipment-904"},{"primary_source_category":"Adventures","usage":"worn","source":["Troubles in Otari"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Troubles in Otari","school":"abjuration","price":15000,"skill":["Religion"],"trait":["Abjuration","Invested","Magical","Rare"],"id":"equipment-905","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Sun Wheel May contain spoilers from Troubles in Otari Source Troubles in Otari pg. 60 Price 150 gp Usage worn --- Created by the priests of a Qadiran sect of Sarenites, the sun wheels were designed to protect the Dawnflower's followers in their quest to hunt down a dangerous cult trying to raise a spawn of the evil god Rovagug. Once they completed their crusade, these priests disbanded and went on to minister other congregations. They each took their sun wheels with them, handing them down to the next generations. This copper medallion is etched with a stylized sun, its rays shaped like the spokes of a wagon wheel. It tends to glint brightly when exposed to sunlight. While wearing this pendant, you gain a +1 item bonus to Religion checks. You must be good-aligned to use the sun wheel's true power: the following activation, which provides you a shield of burning force. Activate Single Action concentrate; Effect The sun wheel casts a shield spell benefiting you. When you use the spell to prevent damage, you prevent 10 damage instead of 5. If the attacker is adjacent to you, you can choose to deal 2d6 fire damage to it, which it gets a DC 21 basic Reflex save to resist. If you choose to deal the fire damage, you can't Activate the sun wheel again until the next morning. If you prevent damage but don't deal the fire damage, you can use it again in 10 minutes, as normal for shield .\n","skill_mod":{},"summary":"Created by the priests of a Qadiran sect of Sarenites , the sun wheels were designed to protect the Dawnflower's followers in their quest to hunt …","primary_source":"Troubles in Otari","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=905","source_group":["Troubles in Otari"],"spoilers":"Troubles in Otari","name":"Sun Wheel","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-905"},{"item_child_id":["equipment-906-890","equipment-906-892","equipment-906-893","equipment-906-894"],"primary_source_category":"Blog Posts","usage":"held in 1 hand","source":["Redpitch Alchemy"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Fire","Rare","Splash"],"id":"equipment-906","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Redpitch Bomb Source Redpitch Alchemy Usage held in 1 hand Bulk L Activate Single Action Strike --- Sap from redpitch pines, if properly distilled into a gummy, incendiary mass, ignites when exposed to the air. A redpitch bomb deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Redpitch Bomb (Lesser) Source Redpitch Alchemy Price 3 gp --- The bomb deals 1 fire damage, 1d4 persistent fire damage, and 1 fire splash damage. On a critical hit, the target is clumsy 1 until the start of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Redpitch Bomb (Moderate) Source Redpitch Alchemy Price 10 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2 fire damage, 2d4 persistent fire damage, and 2 fire splash damage. On a critical hit, the target is clumsy 1 until the start of your next turn. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Redpitch Bomb (Greater) Source Redpitch Alchemy Price 250 gp --- You gain a +2 bonus on attack rolls. The bomb deals 3 fire damage, 3d4 persistent fire damage, and 3 fire splash damage. On a critical hit, the target is clumsy 2 until the start of your next turn. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Redpitch Bomb (Major) Source Redpitch Alchemy Price 2,500 gp --- You gain a +3 bonus on attack rolls. The bomb deals 4 fire damage, 4d4 persistent fire damage, and 4 fire splash damage. On a critical hit, the target is clumsy 3 until the start of your next turn.","element":["Fire"],"skill_mod":{},"summary":"Sap from redpitch pines, if properly distilled into a gummy, incendiary mass, ignites when exposed to the air. A redpitch bomb deals the listed fire …","primary_source":"Redpitch Alchemy","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Rarity","Mechanics"],"level":1,"source_category":["Blog Posts"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=906","name":"Redpitch Bomb","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-906"},{"primary_source_category":"Blog Posts","usage":"held in 1 hand","source":["Redpitch Alchemy"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-906","weakness":{},"price":300,"trait":["Alchemical","Bomb","Consumable","Fire","Rare","Splash"],"id":"equipment-906-890","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Redpitch Bomb Source Redpitch Alchemy Usage held in 1 hand Bulk L Activate Single Action Strike --- Sap from redpitch pines, if properly distilled into a gummy, incendiary mass, ignites when exposed to the air. A redpitch bomb deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Redpitch Bomb (Lesser) Source Redpitch Alchemy Price 3 gp --- The bomb deals 1 fire damage, 1d4 persistent fire damage, and 1 fire splash damage. On a critical hit, the target is clumsy 1 until the start of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Redpitch Bomb (Moderate) Source Redpitch Alchemy Price 10 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2 fire damage, 2d4 persistent fire damage, and 2 fire splash damage. On a critical hit, the target is clumsy 1 until the start of your next turn. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Redpitch Bomb (Greater) Source Redpitch Alchemy Price 250 gp --- You gain a +2 bonus on attack rolls. The bomb deals 3 fire damage, 3d4 persistent fire damage, and 3 fire splash damage. On a critical hit, the target is clumsy 2 until the start of your next turn. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Redpitch Bomb (Major) Source Redpitch Alchemy Price 2,500 gp --- You gain a +3 bonus on attack rolls. The bomb deals 4 fire damage, 4d4 persistent fire damage, and 4 fire splash damage. On a critical hit, the target is clumsy 3 until the start of your next turn.","element":["Fire"],"skill_mod":{},"summary":"The bomb deals 1 fire damage, 1d4 persistent fire damage , and 1 fire splash damage. On a critical hit, the target is clumsy 1 until the start of …","primary_source":"Redpitch Alchemy","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Rarity","Mechanics"],"level":1,"source_category":["Blog Posts"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=906","name":"Redpitch Bomb (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-906-890"},{"primary_source_category":"Blog Posts","usage":"held in 1 hand","source":["Redpitch Alchemy"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-906","weakness":{},"price":1000,"trait":["Alchemical","Bomb","Consumable","Fire","Rare","Splash"],"id":"equipment-906-892","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Redpitch Bomb Source Redpitch Alchemy Usage held in 1 hand Bulk L Activate Single Action Strike --- Sap from redpitch pines, if properly distilled into a gummy, incendiary mass, ignites when exposed to the air. A redpitch bomb deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Redpitch Bomb (Lesser) Source Redpitch Alchemy Price 3 gp --- The bomb deals 1 fire damage, 1d4 persistent fire damage, and 1 fire splash damage. On a critical hit, the target is clumsy 1 until the start of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Redpitch Bomb (Moderate) Source Redpitch Alchemy Price 10 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2 fire damage, 2d4 persistent fire damage, and 2 fire splash damage. On a critical hit, the target is clumsy 1 until the start of your next turn. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Redpitch Bomb (Greater) Source Redpitch Alchemy Price 250 gp --- You gain a +2 bonus on attack rolls. The bomb deals 3 fire damage, 3d4 persistent fire damage, and 3 fire splash damage. On a critical hit, the target is clumsy 2 until the start of your next turn. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Redpitch Bomb (Major) Source Redpitch Alchemy Price 2,500 gp --- You gain a +3 bonus on attack rolls. The bomb deals 4 fire damage, 4d4 persistent fire damage, and 4 fire splash damage. On a critical hit, the target is clumsy 3 until the start of your next turn.","element":["Fire"],"skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2 fire damage, 2d4 persistent fire damage , and 2 fire splash damage. On a critical hit, …","primary_source":"Redpitch Alchemy","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Rarity","Mechanics"],"level":3,"source_category":["Blog Posts"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=906","name":"Redpitch Bomb (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-906-892"},{"primary_source_category":"Blog Posts","usage":"held in 1 hand","source":["Redpitch Alchemy"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-906","weakness":{},"price":25000,"trait":["Alchemical","Bomb","Consumable","Fire","Rare","Splash"],"id":"equipment-906-893","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Redpitch Bomb Source Redpitch Alchemy Usage held in 1 hand Bulk L Activate Single Action Strike --- Sap from redpitch pines, if properly distilled into a gummy, incendiary mass, ignites when exposed to the air. A redpitch bomb deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Redpitch Bomb (Lesser) Source Redpitch Alchemy Price 3 gp --- The bomb deals 1 fire damage, 1d4 persistent fire damage, and 1 fire splash damage. On a critical hit, the target is clumsy 1 until the start of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Redpitch Bomb (Moderate) Source Redpitch Alchemy Price 10 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2 fire damage, 2d4 persistent fire damage, and 2 fire splash damage. On a critical hit, the target is clumsy 1 until the start of your next turn. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Redpitch Bomb (Greater) Source Redpitch Alchemy Price 250 gp --- You gain a +2 bonus on attack rolls. The bomb deals 3 fire damage, 3d4 persistent fire damage, and 3 fire splash damage. On a critical hit, the target is clumsy 2 until the start of your next turn. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Redpitch Bomb (Major) Source Redpitch Alchemy Price 2,500 gp --- You gain a +3 bonus on attack rolls. The bomb deals 4 fire damage, 4d4 persistent fire damage, and 4 fire splash damage. On a critical hit, the target is clumsy 3 until the start of your next turn.","element":["Fire"],"skill_mod":{},"summary":"You gain a +2 bonus on attack rolls. The bomb deals 3 fire damage, 3d4 persistent fire damage , and 3 fire splash damage. On a critical hit, the …","primary_source":"Redpitch Alchemy","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Rarity","Mechanics"],"level":11,"source_category":["Blog Posts"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=906","name":"Redpitch Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-906-893"},{"primary_source_category":"Blog Posts","usage":"held in 1 hand","source":["Redpitch Alchemy"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-906","weakness":{},"price":250000,"trait":["Alchemical","Bomb","Consumable","Fire","Rare","Splash"],"id":"equipment-906-894","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Redpitch Bomb Source Redpitch Alchemy Usage held in 1 hand Bulk L Activate Single Action Strike --- Sap from redpitch pines, if properly distilled into a gummy, incendiary mass, ignites when exposed to the air. A redpitch bomb deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Redpitch Bomb (Lesser) Source Redpitch Alchemy Price 3 gp --- The bomb deals 1 fire damage, 1d4 persistent fire damage, and 1 fire splash damage. On a critical hit, the target is clumsy 1 until the start of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Redpitch Bomb (Moderate) Source Redpitch Alchemy Price 10 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2 fire damage, 2d4 persistent fire damage, and 2 fire splash damage. On a critical hit, the target is clumsy 1 until the start of your next turn. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Redpitch Bomb (Greater) Source Redpitch Alchemy Price 250 gp --- You gain a +2 bonus on attack rolls. The bomb deals 3 fire damage, 3d4 persistent fire damage, and 3 fire splash damage. On a critical hit, the target is clumsy 2 until the start of your next turn. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Redpitch Bomb (Major) Source Redpitch Alchemy Price 2,500 gp --- You gain a +3 bonus on attack rolls. The bomb deals 4 fire damage, 4d4 persistent fire damage, and 4 fire splash damage. On a critical hit, the target is clumsy 3 until the start of your next turn.","element":["Fire"],"skill_mod":{},"summary":"You gain a +3 bonus on attack rolls. The bomb deals 4 fire damage, 4d4 persistent fire damage , and 4 fire splash damage. On a critical hit, the …","primary_source":"Redpitch Alchemy","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Rarity","Mechanics"],"level":17,"source_category":["Blog Posts"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=906","name":"Redpitch Bomb (Major)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-906-894"},{"primary_source_category":"Rulebooks","source":["Pathfinder Beginner Box: Game Master's Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":6000,"trait":["Evocation","Magical"],"id":"equipment-907","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Hunter's Bow Source Pathfinder Beginner Box: Game Master's Guide pg. 51 Price 60 gp Bulk 1 Base Weapon Shortbow --- Stealthy hunters and rogues can use this +1 magic shortbow to attack from hiding. If you use this bow to Strike a target that can't see you and you get a critical hit, the target takes an extra 1d6 damage (this is in addition to sneak attack damage if you're a rogue).\n","skill_mod":{},"summary":"Stealthy hunters and rogues can use this +1 magic shortbow to attack from hiding. If you use this bow to Strike a target that can't see you and …","primary_source":"Pathfinder Beginner Box: Game Master's Guide","trait_group":["School","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=907","base_item":["Shortbow"],"name":"Hunter's Bow","bulk":1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-907"},{"primary_source_category":"Rulebooks","source":["Pathfinder Beginner Box: Game Master's Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":6000,"trait":["Evocation","Fire","Magical"],"id":"equipment-908","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Smoking Sword Source Pathfinder Beginner Box: Game Master's Guide pg. 51 Price 60 gp Bulk 1 Base Weapon Longsword --- Smoke constantly belches from this +1 magic longsword . Any hit with this sword deals 1 extra fire damage. You can use a special action while holding the sword to command the blade's edges to light on fire. Activate Single Action concentrate; Effect Until the end of your turn, the blade deals 1d6 extra fire damage instead of just 1. After you use this action, you can't use it again for 10 minutes.\n","element":["Fire"],"skill_mod":{},"summary":"Smoke constantly belches from this +1 magic longsword . Any hit with this sword deals 1 extra fire damage. You can use a special action while …","primary_source":"Pathfinder Beginner Box: Game Master's Guide","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=908","base_item":["Longsword"],"name":"Smoking Sword","bulk":1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-908"},{"primary_source_category":"Rulebooks","source":["Pathfinder Beginner Box: Game Master's Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":6000,"trait":["Electricity","Evocation","Magical"],"id":"equipment-909","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Storm Hammer Source Pathfinder Beginner Box: Game Master's Guide pg. 51 Price 60 gp Bulk 1 Base Weapon Warhammer --- Sparks of crackling electricity arc from this +1 magic warhammer , and the head thrums with distant thunder. Any hit with this hammer deals 1 extra electricity damage. You can use a special action while holding the hammer to transform the sparks into lightning bolts. Activate Single Action concentrate; Effect Until the end of your turn, the hammer deals 1d6 extra electricity damage instead of just 1. After you use this action, you can't use it again for 10 minutes.\n","skill_mod":{},"summary":"Sparks of crackling electricity arc from this +1 magic warhammer , and the head thrums with distant thunder. Any hit with this hammer deals 1 …","primary_source":"Pathfinder Beginner Box: Game Master's Guide","trait_group":["Energy","Monster","School","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=909","base_item":["Warhammer"],"name":"Storm Hammer","bulk":1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-909"},{"primary_source_category":"Rulebooks","source":["Pathfinder Beginner Box: Game Master's Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"necromancy","price":15000,"trait":["Magical","Necromancy","Poison"],"id":"equipment-910","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Poisonous Dagger Source Pathfinder Beginner Box: Game Master's Guide pg. 51 Price 150 gp Bulk L Base Weapon Dagger --- This +1 striking dagger has an image of a snake emblazoned on its blade. When you critically succeed at an attack roll with the dagger, magical fangs emerge and poison the target, dealing 1d4 persistent poison damage.\n","skill_mod":{},"summary":"This +1 striking dagger has an image of a snake emblazoned on its blade. When you critically succeed at an attack roll with the dagger, magical …","primary_source":"Pathfinder Beginner Box: Game Master's Guide","trait_group":["Mechanics","School","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=910","base_item":["Dagger"],"name":"Poisonous Dagger","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-910"},{"remaster_name":["Horned Dragon Breath Potion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Pathfinder Beginner Box: Game Master's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":3000,"trait":["Consumable","Evocation","Magical","Poison","Potion"],"id":"equipment-911","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Green Wyrmling Breath Potion Source Pathfinder Beginner Box: Game Master's Guide pg. 53 Price 30 gp Usage held in 1 hand Bulk L --- This liquid contains blood from a wyrmling green dragon. For 1 hour after you drink it, you can unleash a cloud of poison as a breath weapon. Exhaling dragon breath uses a single action. The breath weapon deals 2d6 poison damage in a 15-foot cone, and each creature in the area must attempt a DC 23 basic Fortitude save. After you use the breath weapon, you can't do so again for 1d4 rounds.\n","skill_mod":{},"summary":"This liquid contains blood from a wyrmling green dragon . For 1 hour after you drink it, you can unleash a cloud of poison as a breath weapon. …","primary_source":"Pathfinder Beginner Box: Game Master's Guide","trait_group":["Equipment","School","Mechanics","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=911","name":"Green Wyrmling Breath Potion","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-911"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Pathfinder Beginner Box: Game Master's Guide"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":3200,"trait":["Conjuration","Magical"],"id":"equipment-912","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Pyrite Rat Source Pathfinder Beginner Box: Game Master's Guide pg. 54 Price 32 gp Usage held in 1 hand Bulk L --- This lustrous, rat-shaped pyrite statuette is 1 inch tall. When activated, the statuette transforms into a flesh-and-blood giant rat. You can use the following action when you hold the pyrite rat . You can use this action only once per day, and the rat remains transformed for 1 hour. Activate Two Actions concentrate, manipulate; Effect You place the statue on solid ground and speak the rat's secret name, causing the statuette to transform into a living giant rat. In creature form, the giant rat acts on your turn. It gets 2 actions and can't use reactions. You have to spend an action each turn to tell it what to do; otherwise, it tries to run away from danger or cowers where it is. If the rat is slain while in animal form, it reverts to its statue shape and can't be transformed again until 1 week has passed. If the figurine is destroyed while in its statue form, it's shattered and its magical properties are lost forever.\n","skill_mod":{},"summary":"This lustrous, rat-shaped pyrite statuette is 1 inch tall. When activated, the statuette transforms into a flesh-and-blood giant rat. You can use the …","primary_source":"Pathfinder Beginner Box: Game Master's Guide","trait_group":["School","Mechanics"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=912","name":"Pyrite Rat","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-912"},{"primary_source_category":"Rulebooks","usage":"worn belt","source":["Pathfinder Beginner Box: Game Master's Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"necromancy","price":8500,"trait":["Invested","Magical","Necromancy"],"id":"equipment-913","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Belt of Good Health Source Pathfinder Beginner Box: Game Master's Guide pg. 54 Price 85 gp Usage worn belt Bulk L --- When you put on this belt, its silver buckle begins to glow, which slowly spreads into the heart-shaped jewel in the center. You increase your maximum Hit Points and current Hit Points by 4. If you remove the belt, you immediately decrease both your maximum and current HP by 4. \" Note from Nethys : If these items are being used for Beginner Box content then you can ignore the Invested trait; this trait is not used in Beginner Box material. ","skill_mod":{},"summary":"When you put on this belt, its silver buckle begins to glow, which slowly spreads into the heart-shaped jewel in the center. You increase your …","primary_source":"Pathfinder Beginner Box: Game Master's Guide","trait_group":["Equipment","Mechanics","School"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=913","name":"Belt of Good Health","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-913"},{"item_child_id":["equipment-914-895","equipment-914-896","equipment-914-897","equipment-914-898"],"primary_source_category":"Blog Posts","usage":"worn","source":["GM's Toolkit: Secret Keeper's Mask"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","skill":["Deception","Deception","Deception","Deception"],"trait":["Divination","Enchantment","Invested","Magical","Rare"],"id":"equipment-914","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Secret-Keeper's Mask Source GM's Toolkit: Secret Keeper's Mask Usage worn --- Each of these full-face masks is made of stitched materials—often including humanoid skin—and has a single, bulbous eye. While wearing the mask, you gain a +1 item bonus to Deception checks to Lie and the mask doesn't impair your vision. The mask can also be activated, with an ability based on its type. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Secret-Keeper's Mask (Blackfingers) Source GM's Toolkit: Secret Keeper's Mask Price 60 gp --- This featureless mask is made of thin, papery skin. Its single eye is a fragile bubble of venom-filled glass. Activate Two Actions Interact; Frequency once per day; Effect You twist the mask's eye and peer at an object. You know whether the object is poison or has been poisoned, but you don't learn the number or type of poisons present in the object. <title level=\"2\" right=\"Item 5\" pfs=\"\" > Secret-Keeper's Mask (Gray Master) Source GM's Toolkit: Secret Keeper's Mask Price 150 gp --- This monochrome mask is made of tattered rags of gray and black cloth and bleached fragments of skin. Activate Reaction Interact; Frequency once per day; Trigger You succeed on a Thievery check to Steal an item of negligible Bulk; Effect You create an illusory duplicate of the item you just stole. This duplicate has the appropriate appearance and weight, but it doesn't make sounds or generate smells. The illusion vanishes after 10 minutes, or earlier if anyone examines or manipulates the illusory duplicate (such as to try to use it). <title level=\"2\" right=\"Item 6\" pfs=\"\" > Secret-Keeper's Mask (Father Skinsaw) Source GM's Toolkit: Secret Keeper's Mask Price 250 gp --- This mask is a patchwork of tanned skins, each with a distinctive scar. It is contorted into a caricature of a face with a leering eye. Activate Reaction Interact; Frequency once per day; Trigger You deal persistent bleed damage to a creature; Effect The bleeding wound you cause is particularly mutilating. The DC of flat checks to recover from the persistent bleed damage is increased by 2, and the target creature has a –2 status penalty to Deception, Diplomacy, and Performance checks while it is bleeding and for 1 minute after it ceases bleeding. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Secret-Keeper's Mask (Reaper of Reputation) Source GM's Toolkit: Secret Keeper's Mask Price 60 gp --- This mask is made of gray and black tiles sewn together. It has a messy, inky spiral over the mouth. Activate Single Action Interact (auditory, linguistic); Frequency once per day; Effect You touch the mask's spiral and identify a target creature within 30 feet. For the next 10 minutes, any normal speech you utter can, at your discretion, be inaudible to all creatures except the target creature, who can hear you clearly regardless of ambient sound so long as it is within 1 mile. This ability doesn't silence magical words, such as the verbal component of spellcasting or commands to activate magic items.","skill_mod":{},"summary":"Each of these full-face masks is made of stitched materials—often including humanoid skin—and has a single, bulbous eye. While wearing the mask, you …","primary_source":"GM's Toolkit: Secret Keeper's Mask","trait_group":["School","Equipment","Mechanics","Rarity"],"level":3,"source_category":["Blog Posts"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=914","name":"Secret-Keeper's Mask","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-914"},{"primary_source_category":"Blog Posts","usage":"worn","source":["GM's Toolkit: Secret Keeper's Mask"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-914","weakness":{},"school":"divination","price":6000,"skill":["Deception"],"trait":["Divination","Enchantment","Invested","Magical","Rare"],"id":"equipment-914-895","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Secret-Keeper's Mask Source GM's Toolkit: Secret Keeper's Mask Usage worn --- Each of these full-face masks is made of stitched materials—often including humanoid skin—and has a single, bulbous eye. While wearing the mask, you gain a +1 item bonus to Deception checks to Lie and the mask doesn't impair your vision. The mask can also be activated, with an ability based on its type. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Secret-Keeper's Mask (Blackfingers) Source GM's Toolkit: Secret Keeper's Mask Price 60 gp --- This featureless mask is made of thin, papery skin. Its single eye is a fragile bubble of venom-filled glass. Activate Two Actions Interact; Frequency once per day; Effect You twist the mask's eye and peer at an object. You know whether the object is poison or has been poisoned, but you don't learn the number or type of poisons present in the object. <title level=\"2\" right=\"Item 5\" pfs=\"\" > Secret-Keeper's Mask (Gray Master) Source GM's Toolkit: Secret Keeper's Mask Price 150 gp --- This monochrome mask is made of tattered rags of gray and black cloth and bleached fragments of skin. Activate Reaction Interact; Frequency once per day; Trigger You succeed on a Thievery check to Steal an item of negligible Bulk; Effect You create an illusory duplicate of the item you just stole. This duplicate has the appropriate appearance and weight, but it doesn't make sounds or generate smells. The illusion vanishes after 10 minutes, or earlier if anyone examines or manipulates the illusory duplicate (such as to try to use it). <title level=\"2\" right=\"Item 6\" pfs=\"\" > Secret-Keeper's Mask (Father Skinsaw) Source GM's Toolkit: Secret Keeper's Mask Price 250 gp --- This mask is a patchwork of tanned skins, each with a distinctive scar. It is contorted into a caricature of a face with a leering eye. Activate Reaction Interact; Frequency once per day; Trigger You deal persistent bleed damage to a creature; Effect The bleeding wound you cause is particularly mutilating. The DC of flat checks to recover from the persistent bleed damage is increased by 2, and the target creature has a –2 status penalty to Deception, Diplomacy, and Performance checks while it is bleeding and for 1 minute after it ceases bleeding. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Secret-Keeper's Mask (Reaper of Reputation) Source GM's Toolkit: Secret Keeper's Mask Price 60 gp --- This mask is made of gray and black tiles sewn together. It has a messy, inky spiral over the mouth. Activate Single Action Interact (auditory, linguistic); Frequency once per day; Effect You touch the mask's spiral and identify a target creature within 30 feet. For the next 10 minutes, any normal speech you utter can, at your discretion, be inaudible to all creatures except the target creature, who can hear you clearly regardless of ambient sound so long as it is within 1 mile. This ability doesn't silence magical words, such as the verbal component of spellcasting or commands to activate magic items.","skill_mod":{},"summary":"This featureless mask is made of thin, papery skin. Its single eye is a fragile bubble of venom-filled glass.","primary_source":"GM's Toolkit: Secret Keeper's Mask","trait_group":["School","Equipment","Mechanics","Rarity"],"level":3,"source_category":["Blog Posts"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=914","name":"Secret-Keeper's Mask (Blackfingers)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-914-895"},{"primary_source_category":"Blog Posts","usage":"worn","source":["GM's Toolkit: Secret Keeper's Mask"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-914","weakness":{},"school":"divination","price":15000,"skill":["Deception"],"trait":["Divination","Enchantment","Invested","Magical","Rare"],"id":"equipment-914-896","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Secret-Keeper's Mask Source GM's Toolkit: Secret Keeper's Mask Usage worn --- Each of these full-face masks is made of stitched materials—often including humanoid skin—and has a single, bulbous eye. While wearing the mask, you gain a +1 item bonus to Deception checks to Lie and the mask doesn't impair your vision. The mask can also be activated, with an ability based on its type. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Secret-Keeper's Mask (Blackfingers) Source GM's Toolkit: Secret Keeper's Mask Price 60 gp --- This featureless mask is made of thin, papery skin. Its single eye is a fragile bubble of venom-filled glass. Activate Two Actions Interact; Frequency once per day; Effect You twist the mask's eye and peer at an object. You know whether the object is poison or has been poisoned, but you don't learn the number or type of poisons present in the object. <title level=\"2\" right=\"Item 5\" pfs=\"\" > Secret-Keeper's Mask (Gray Master) Source GM's Toolkit: Secret Keeper's Mask Price 150 gp --- This monochrome mask is made of tattered rags of gray and black cloth and bleached fragments of skin. Activate Reaction Interact; Frequency once per day; Trigger You succeed on a Thievery check to Steal an item of negligible Bulk; Effect You create an illusory duplicate of the item you just stole. This duplicate has the appropriate appearance and weight, but it doesn't make sounds or generate smells. The illusion vanishes after 10 minutes, or earlier if anyone examines or manipulates the illusory duplicate (such as to try to use it). <title level=\"2\" right=\"Item 6\" pfs=\"\" > Secret-Keeper's Mask (Father Skinsaw) Source GM's Toolkit: Secret Keeper's Mask Price 250 gp --- This mask is a patchwork of tanned skins, each with a distinctive scar. It is contorted into a caricature of a face with a leering eye. Activate Reaction Interact; Frequency once per day; Trigger You deal persistent bleed damage to a creature; Effect The bleeding wound you cause is particularly mutilating. The DC of flat checks to recover from the persistent bleed damage is increased by 2, and the target creature has a –2 status penalty to Deception, Diplomacy, and Performance checks while it is bleeding and for 1 minute after it ceases bleeding. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Secret-Keeper's Mask (Reaper of Reputation) Source GM's Toolkit: Secret Keeper's Mask Price 60 gp --- This mask is made of gray and black tiles sewn together. It has a messy, inky spiral over the mouth. Activate Single Action Interact (auditory, linguistic); Frequency once per day; Effect You touch the mask's spiral and identify a target creature within 30 feet. For the next 10 minutes, any normal speech you utter can, at your discretion, be inaudible to all creatures except the target creature, who can hear you clearly regardless of ambient sound so long as it is within 1 mile. This ability doesn't silence magical words, such as the verbal component of spellcasting or commands to activate magic items.","skill_mod":{},"summary":"This monochrome mask is made of tattered rags of gray and black cloth and bleached fragments of skin.","primary_source":"GM's Toolkit: Secret Keeper's Mask","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Blog Posts"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=914","name":"Secret-Keeper's Mask (Gray Master)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-914-896"},{"primary_source_category":"Blog Posts","usage":"worn","source":["GM's Toolkit: Secret Keeper's Mask"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-914","weakness":{},"school":"divination","price":25000,"skill":["Deception"],"trait":["Divination","Enchantment","Invested","Magical","Rare"],"id":"equipment-914-897","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Secret-Keeper's Mask Source GM's Toolkit: Secret Keeper's Mask Usage worn --- Each of these full-face masks is made of stitched materials—often including humanoid skin—and has a single, bulbous eye. While wearing the mask, you gain a +1 item bonus to Deception checks to Lie and the mask doesn't impair your vision. The mask can also be activated, with an ability based on its type. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Secret-Keeper's Mask (Blackfingers) Source GM's Toolkit: Secret Keeper's Mask Price 60 gp --- This featureless mask is made of thin, papery skin. Its single eye is a fragile bubble of venom-filled glass. Activate Two Actions Interact; Frequency once per day; Effect You twist the mask's eye and peer at an object. You know whether the object is poison or has been poisoned, but you don't learn the number or type of poisons present in the object. <title level=\"2\" right=\"Item 5\" pfs=\"\" > Secret-Keeper's Mask (Gray Master) Source GM's Toolkit: Secret Keeper's Mask Price 150 gp --- This monochrome mask is made of tattered rags of gray and black cloth and bleached fragments of skin. Activate Reaction Interact; Frequency once per day; Trigger You succeed on a Thievery check to Steal an item of negligible Bulk; Effect You create an illusory duplicate of the item you just stole. This duplicate has the appropriate appearance and weight, but it doesn't make sounds or generate smells. The illusion vanishes after 10 minutes, or earlier if anyone examines or manipulates the illusory duplicate (such as to try to use it). <title level=\"2\" right=\"Item 6\" pfs=\"\" > Secret-Keeper's Mask (Father Skinsaw) Source GM's Toolkit: Secret Keeper's Mask Price 250 gp --- This mask is a patchwork of tanned skins, each with a distinctive scar. It is contorted into a caricature of a face with a leering eye. Activate Reaction Interact; Frequency once per day; Trigger You deal persistent bleed damage to a creature; Effect The bleeding wound you cause is particularly mutilating. The DC of flat checks to recover from the persistent bleed damage is increased by 2, and the target creature has a –2 status penalty to Deception, Diplomacy, and Performance checks while it is bleeding and for 1 minute after it ceases bleeding. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Secret-Keeper's Mask (Reaper of Reputation) Source GM's Toolkit: Secret Keeper's Mask Price 60 gp --- This mask is made of gray and black tiles sewn together. It has a messy, inky spiral over the mouth. Activate Single Action Interact (auditory, linguistic); Frequency once per day; Effect You touch the mask's spiral and identify a target creature within 30 feet. For the next 10 minutes, any normal speech you utter can, at your discretion, be inaudible to all creatures except the target creature, who can hear you clearly regardless of ambient sound so long as it is within 1 mile. This ability doesn't silence magical words, such as the verbal component of spellcasting or commands to activate magic items.","skill_mod":{},"summary":"This mask is a patchwork of tanned skins, each with a distinctive scar. It is contorted into a caricature of a face with a leering eye.","primary_source":"GM's Toolkit: Secret Keeper's Mask","trait_group":["School","Equipment","Mechanics","Rarity"],"level":6,"source_category":["Blog Posts"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=914","name":"Secret-Keeper's Mask (Father Skinsaw)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-914-897"},{"primary_source_category":"Blog Posts","usage":"worn","source":["GM's Toolkit: Secret Keeper's Mask"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-914","weakness":{},"school":"divination","price":6000,"skill":["Deception"],"trait":["Divination","Enchantment","Invested","Magical","Rare"],"id":"equipment-914-898","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Secret-Keeper's Mask Source GM's Toolkit: Secret Keeper's Mask Usage worn --- Each of these full-face masks is made of stitched materials—often including humanoid skin—and has a single, bulbous eye. While wearing the mask, you gain a +1 item bonus to Deception checks to Lie and the mask doesn't impair your vision. The mask can also be activated, with an ability based on its type. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Secret-Keeper's Mask (Blackfingers) Source GM's Toolkit: Secret Keeper's Mask Price 60 gp --- This featureless mask is made of thin, papery skin. Its single eye is a fragile bubble of venom-filled glass. Activate Two Actions Interact; Frequency once per day; Effect You twist the mask's eye and peer at an object. You know whether the object is poison or has been poisoned, but you don't learn the number or type of poisons present in the object. <title level=\"2\" right=\"Item 5\" pfs=\"\" > Secret-Keeper's Mask (Gray Master) Source GM's Toolkit: Secret Keeper's Mask Price 150 gp --- This monochrome mask is made of tattered rags of gray and black cloth and bleached fragments of skin. Activate Reaction Interact; Frequency once per day; Trigger You succeed on a Thievery check to Steal an item of negligible Bulk; Effect You create an illusory duplicate of the item you just stole. This duplicate has the appropriate appearance and weight, but it doesn't make sounds or generate smells. The illusion vanishes after 10 minutes, or earlier if anyone examines or manipulates the illusory duplicate (such as to try to use it). <title level=\"2\" right=\"Item 6\" pfs=\"\" > Secret-Keeper's Mask (Father Skinsaw) Source GM's Toolkit: Secret Keeper's Mask Price 250 gp --- This mask is a patchwork of tanned skins, each with a distinctive scar. It is contorted into a caricature of a face with a leering eye. Activate Reaction Interact; Frequency once per day; Trigger You deal persistent bleed damage to a creature; Effect The bleeding wound you cause is particularly mutilating. The DC of flat checks to recover from the persistent bleed damage is increased by 2, and the target creature has a –2 status penalty to Deception, Diplomacy, and Performance checks while it is bleeding and for 1 minute after it ceases bleeding. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Secret-Keeper's Mask (Reaper of Reputation) Source GM's Toolkit: Secret Keeper's Mask Price 60 gp --- This mask is made of gray and black tiles sewn together. It has a messy, inky spiral over the mouth. Activate Single Action Interact (auditory, linguistic); Frequency once per day; Effect You touch the mask's spiral and identify a target creature within 30 feet. For the next 10 minutes, any normal speech you utter can, at your discretion, be inaudible to all creatures except the target creature, who can hear you clearly regardless of ambient sound so long as it is within 1 mile. This ability doesn't silence magical words, such as the verbal component of spellcasting or commands to activate magic items.","skill_mod":{},"summary":"This mask is made of gray and black tiles sewn together. It has a messy, inky spiral over the mouth.","primary_source":"GM's Toolkit: Secret Keeper's Mask","trait_group":["School","Equipment","Mechanics","Rarity"],"level":3,"source_category":["Blog Posts"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=914","name":"Secret-Keeper's Mask (Reaper of Reputation)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-914-898"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","school":"necromancy","trait":["Artifact","Magical","Necromancy","Unique"],"id":"equipment-915","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > Gauntlight May contain spoilers from Abomination Vaults Source Pathfinder #163: Ruins of Gauntlight pg. 77 --- Gauntlight is much more than a 115-foot-tall lighthouse rising from the heart of an old ruin in Fogfen—its pale stone walls extend far below the ruins, passing through eight different dungeon levels and finally terminating at the ninth level below the surface, where its deep foundation centers on an ominous chamber where, long ago, Nhimbaloth herself once physically brushed against this world. Once she finished its physical construction, the sorcerer Belcorra Haruvex used this spot as a source of power to infuse the walls, floors, and ceilings of each of Gauntlight's levels with eldritch power. The lens at the apex of the lighthouse would have, in time, been able to focus this lingering eldritch energy into a powerful beam, but Belcorra's plans were cut short before she could replace the mundane lenses with dangerous magical ones. As an artifact, Gauntlight can't be damaged by normal means. Its walls are impenetrable and impervious to any attempt to breach them by anybody except for followers of Nhimbaloth. They block effects that allow temporary passage, such as passwall , and also create a barrier against dimensional travel. The walls attempt to counteract teleportation effects and planar travel into or out of areas within Gauntlight and efforts to summon creatures into the area (using a +37 counteract modifier); this effect does not stop a summoned creature from departing when the summoning ends. In Gauntlight's current state of diminished functionality, it can be activated only in the two ways below. By swapping in a series of magical lighthouse lenses that focus Nhimbaloth's baleful gaze—lenses so powerful that even Belcorra takes special care with them—the artifact gains significantly greater power, including the ability to reach all the way to Absalom and to activate its effects every minute. These lenses are described in “Eyes of Empty Death,” the third adventure in the Abomination Vaults Adventure Path. To activate Gauntlight , a creature must be in the deepest portion of the artifact (this chamber is in the Temple level and is presented in “Eyes of Empty Death”). From this point, a creature can observe the world outside remotely through Gauntlight's lens, including any area Gauntlight's beam can reach. Activate Three Actions Interact; Frequency once per month; Effect A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The light saturates the region, causing any corpses in the area or within 10 feet of the surface of the illuminated area to animate as level –1 undead (typically as skeleton guards or zombie shamblers). Once animated, the undead remain active until slain. Until then, they remain uncontrolled and are driven only by the desire to slaughter the living. If Gauntlight is fully restored, the undead instead animate as any Common undead of 15th level or less, as the user wishes. Activate Three Actions Interact; Frequency once per month; Effect A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The user chooses one creature of 4th level or less that is physically located within Gauntlight ; this creature is then is teleported to any point within this illumination radius. If Gauntlight is fully restored, any number of creatures within Gauntlight of 15th level or lower can be transported. This is a teleportation effect. Destruction If Belcorra's ghost is permanently destroyed, Gauntlight loses all of its magical properties and collapses in on itself all the way down to its base, leaving an incredibly deep pit in the Fogfen.\n","skill_mod":{},"summary":" Gauntlight is much more than a 115-foot-tall lighthouse rising from the heart of an old ruin in Fogfen—its pale stone walls extend far below the …","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Equipment","Mechanics","School","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=915","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Gauntlight","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-915"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","school":"enchantment","price":24000,"trait":["Enchantment","Magical","Rare"],"id":"equipment-916","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Lantern of Empty Light May contain spoilers from Abomination Vaults Source Pathfinder #163: Ruins of Gauntlight pg. 78 Price 240 gp Usage held in 1 hand Bulk 1 --- It's said that the pale blue light of this eldritch lantern shines from another dimension or even is linked, somehow, to the glow of a ghost when it is consumed by the Outer Goddess Nhimbaloth. A lantern of empty light is not intrinsically an evil item, though it remains a favored tool of those who would manipulate the minds of others for sinister reasons. It can be used as a normal bull's-eye lantern, but prolonged use tends to instill in the user a vague sense of being watched by unseen eyes. Activate Two Actions Interact (emotion, visual) Frequency once per day; Effect You direct the lantern's light upon a single living creature within 60 feet. That creature must attempt a DC 20 Will save to resist the light's effects. Critical Success The creature is unaffected and realizes that you attempted to mentally influence them with the light. Success The creature is unaffected but thinks the light was harmless, unless it knows the true nature of the lantern already. Failure The creature becomes fascinated by the lantern's light, and remains fascinated as long as you Sustain the Activation, up to 10 minutes. Critical Failure As failure, but you can Sustain the Activation for up to 1 hour. When the effect ends, the fascinated creature remembers any events that took place while fascinated only as indistinct, dream-like memories. Activate Two Actions Interact; Frequency once per day; Effect You direct the lantern's light upon a single incorporeal undead creature within 60 feet to siphon away some of the creature's essence, dealing 4d8 positive damage to the creature (DC 20 basic Will save).\n","skill_mod":{},"summary":"It's said that the pale blue light of this eldritch lantern shines from another dimension or even is linked, somehow, to the glow of a ghost when it …","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["School","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=916","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Lantern of Empty Light","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-916"},{"item_child_id":["equipment-917-899","equipment-917-900","equipment-917-901"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-917","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Skeptic's Elixir May contain spoilers from Abomination Vaults Source Pathfinder #163: Ruins of Gauntlight pg. 78 Usage held in 1 hand Bulk L Activate Single Action Interact --- This elixir sharpens your mind and allows you to see through lies, falsehoods, and magical trickery. You gain an item bonus to Perception checks and Perception DCs to notice falsehoods, whether they're spoken lies or written deceit. You gain this same item bonus to Will saves. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Skeptic's Elixir (Lesser) Source Pathfinder #163: Ruins of Gauntlight pg. 78 Price 4 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Skeptic's Elixir (Moderate) Source Pathfinder #163: Ruins of Gauntlight pg. 78 Price 50 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Skeptic's Elixir (Greater) Source Pathfinder #163: Ruins of Gauntlight pg. 78 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour.","skill_mod":{},"summary":"This elixir sharpens your mind and allows you to see through lies, falsehoods, and magical trickery. You gain an item bonus to Perception checks and …","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=917","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Skeptic's Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-917"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-917","weakness":{},"primary_source_group":"Abomination Vaults","price":400,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-917-899","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Skeptic's Elixir May contain spoilers from Abomination Vaults Source Pathfinder #163: Ruins of Gauntlight pg. 78 Usage held in 1 hand Bulk L Activate Single Action Interact --- This elixir sharpens your mind and allows you to see through lies, falsehoods, and magical trickery. You gain an item bonus to Perception checks and Perception DCs to notice falsehoods, whether they're spoken lies or written deceit. You gain this same item bonus to Will saves. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Skeptic's Elixir (Lesser) Source Pathfinder #163: Ruins of Gauntlight pg. 78 Price 4 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Skeptic's Elixir (Moderate) Source Pathfinder #163: Ruins of Gauntlight pg. 78 Price 50 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Skeptic's Elixir (Greater) Source Pathfinder #163: Ruins of Gauntlight pg. 78 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +1, and the duration is 1 minute.","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=917","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Skeptic's Elixir (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-917-899"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-917","weakness":{},"primary_source_group":"Abomination Vaults","price":5000,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-917-900","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Skeptic's Elixir May contain spoilers from Abomination Vaults Source Pathfinder #163: Ruins of Gauntlight pg. 78 Usage held in 1 hand Bulk L Activate Single Action Interact --- This elixir sharpens your mind and allows you to see through lies, falsehoods, and magical trickery. You gain an item bonus to Perception checks and Perception DCs to notice falsehoods, whether they're spoken lies or written deceit. You gain this same item bonus to Will saves. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Skeptic's Elixir (Lesser) Source Pathfinder #163: Ruins of Gauntlight pg. 78 Price 4 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Skeptic's Elixir (Moderate) Source Pathfinder #163: Ruins of Gauntlight pg. 78 Price 50 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Skeptic's Elixir (Greater) Source Pathfinder #163: Ruins of Gauntlight pg. 78 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +2, and the duration is 10 minutes.","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=917","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Skeptic's Elixir (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-917-900"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-917","weakness":{},"primary_source_group":"Abomination Vaults","price":30000,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-917-901","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Skeptic's Elixir May contain spoilers from Abomination Vaults Source Pathfinder #163: Ruins of Gauntlight pg. 78 Usage held in 1 hand Bulk L Activate Single Action Interact --- This elixir sharpens your mind and allows you to see through lies, falsehoods, and magical trickery. You gain an item bonus to Perception checks and Perception DCs to notice falsehoods, whether they're spoken lies or written deceit. You gain this same item bonus to Will saves. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Skeptic's Elixir (Lesser) Source Pathfinder #163: Ruins of Gauntlight pg. 78 Price 4 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Skeptic's Elixir (Moderate) Source Pathfinder #163: Ruins of Gauntlight pg. 78 Price 50 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Skeptic's Elixir (Greater) Source Pathfinder #163: Ruins of Gauntlight pg. 78 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +3, and the duration is 1 hour.","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=917","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Skeptic's Elixir (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-917-901"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"saving_throw":"DC 27 Will","primary_source_group":"Abomination Vaults","school":"divination","trait":["Artifact","Divination","Occult","Rare"],"id":"equipment-918","text":"<title level=\"1\" right=\"Item 10\" pfs=\"\" > The Whispering Reeds May contain spoilers from Abomination Vaults Source Pathfinder #163: Ruins of Gauntlight pg. 78 Usage held in 2 hands Bulk 2 --- This hefty tome was compiled centuries ago by an anonymous author who sought to collect all parables, myths, stories, and encounters with the Outer Goddess Nhimbaloth. According to the introduction, the author's original intent was to create a work that foes of the Empty Death could use to fight against her influence, but as one reads through the book, it becomes apparent that the opposite effect has been achieved—by compiling these stories, the author inadvertently generated a work that made it easier for Nhimbaloth to influence the world. Those who venerate the Empty Death seek copies of this book to use as a guide and religious text, while those who don't know better and peruse the book as though it were merely an anthology of stories find themselves unwittingly falling prey to Nhimbaloth's cult or agents of the entity herself. Those who study from The Whispering Reeds for too long are often cursed to rise as ghosts after death— though their existence never lasts for long, as they are inevitably consumed by Nhimbaloth. If a character understands the dangers of this book, however, moderated use can stall or even prevent such a fate from befalling them. If a character takes special care, they can even potentially use The Whispering Reeds for its original purpose—as a weapon against the cult of Nhimbaloth. Using the text too often or leveraging some of its more powerful effects, however, causes the user to feel an ominous chill. In these cases, the user is exposed to the tome's curse, Empty Death (see below). The anonymous compiler wanted to produce an enormous print run of The Whispering Reeds, but after the initial run they realized the danger and scuttled those plans, instead attempting to destroy those copies already created. This crusade caught the attention of Nhimbaloth's cult, who swiftly assassinated the compiler. Fewer than two dozen copies of this rare tome are believed to still exist. The book's sinister nature causes all attempts to transcribe it to fail, resulting in bodies of gibberish, nonsense text. The Whispering Reeds provides several abilities, but you can't activate any of them while you are stupefied unless you are a follower of Nhimbaloth. Activate 10 minutes (Investigate); Effect You gain a +2 item bonus to skill checks to Recall Knowledge about Nhimbaloth, her faith, or creatures associated with her (such as incorporeal undead, vampiric mists, wisps, and other incorporeal creatures associated with death). Each time you use this ability after the first in a 24-hour period, you are exposed to the Empty Death. Activate Two Actions command, Interact; Frequency once per hour; Effect You read aloud a phrase from the book and target a single incorporeal undead creature within 30 feet. That undead creature takes 5d6 positive damage (DC 27 basic Will save) as portions of their incorporeal being are consumed in patches of seven equally spaced holes. Each time you use this ability after the first in a 24-hour period, you are exposed to the Empty Death. Activate Two Actions command, Interact; Frequency once per day; Effect You invoke a tale from The Whispering Reeds that parallels the situation, environment, or creatures nearby. Eerie mists and indistinct whispers rise in a 20-foot emanation around you, and clusters of seven perfectly spaced divots manifest in the ground, vegetation, and flesh of creatures in the emanation other than yourself and up to three creatures you designate at the time of activation. Creatures afflicted with these divots suffer from agonizing mental anguish in the form of crippling despair and take 4d6 mental damage (DC 27 basic Will save). The mists, whispers, and strange divots fade away at the end of the round, but any creature that takes mental damage from the effect also takes a –1 penalty to saving throws against effects with the emotion trait for 1 minute. You are exposed to the Empty Death each time you use this ability. Activate Cast a Spell; Frequency three times per day; Effect You cast one of the following spells at the lowest level possible (unless otherwise specified): crushing despair (one target within 30 feet only), fear (3rd), paranoia , or phantasmal killer . You are exposed to the Empty Death each time you use this ability. Empty Death (curse, necromancy, occult) Saving Throw DC 27 Will; Effect If you activate The Whispering Reeds and are not a worshipper of Nhimbaloth, you become stupefied 2 for 24 hours as your thoughts fill with paranoia that something is watching you from the other side of death. If you die while affected by the Empty Death, you immediately become a chaotic evil ghost. Every 7 days that pass after you become a ghost, you must succeed at a DC 2 flat check— failure indicates that you are consumed by Nhimbaloth. A creature whose ghost is consumed in this way does not travel to the River of Souls and is utterly annihilated; this creature can only be restored to life via a 10th-level spell effect or ritual like wish . Destruction Copies of The Whispering Reeds have no special protections and can be destroyed like any regular book, but doing so exposes the one who destroyed the book to the Empty Death. ","skill_mod":{},"summary":"This hefty tome was compiled centuries ago by an anonymous author who sought to collect all parables, myths, stories, and encounters with the Outer …","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Equipment","School","Tradition","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=918","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"The Whispering Reeds","bulk":2,"category":"equipment","rarity":"rare","slug":"equipment-918"},{"primary_source_category":"Lost Omens","usage":"etched onto a weapon","source":["Ancestry Guide"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","price":30000,"trait":["Evocation","Magical"],"id":"equipment-919","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Conducting Source Ancestry Guide pg. 139 Price 300 gp Usage etched onto a weapon --- A conducting weapon can channel energy through it. The weapon gains the resonant weapon trait, except that when you Conduct Energy, the weapon deals an additional 1d8 damage of the selected type instead of 1 additional damage per die; if the weapon already had the resonant weapon trait, it deals 1d8 damage plus 1 damage per die instead. On a critical hit, the weapon deals 1d8 persistent damage of the same type.\n","skill_mod":{},"summary":"A conducting weapon can channel energy through it. The weapon gains the resonant weapon trait, except that when you Conduct Energy , the weapon …","primary_source":"Ancestry Guide","trait_group":["School","Mechanics"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=919","name":"Conducting","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-919"},{"primary_source_category":"Lost Omens","usage":"etched onto armor","source":["Ancestry Guide"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","price":375000,"trait":["Abjuration","Magical"],"id":"equipment-920","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Soaring Source Ancestry Guide pg. 139 Price 3,750 gp Usage etched onto armor --- A set of soaring armor helps you fly faster and protects you and nearby allies from falling. While wearing soaring armor, you gain a +10-foot item bonus to your fly Speed, if you have one. As normal, if your fly Speed is based on your land Speed and you already have an item bonus to your land Speed, these bonuses aren't cumulative. Activate Reaction command; Trigger You or a creature within 60 feet of you is falling; Effect You cast feather fall on the triggering creature.\n","skill_mod":{},"summary":"A set of soaring armor helps you fly faster and protects you and nearby allies from falling. While wearing soaring armor, you gain a +10-foot …","primary_source":"Ancestry Guide","trait_group":["School","Mechanics"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=920","name":"Soaring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-920"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #164: Hands of the Devil"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","school":"divination","price":25000,"trait":["Divination","Magical","Unique"],"id":"equipment-922","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Cooperative Blade May contain spoilers from Abomination Vaults Source Pathfinder #164: Hands of the Devil pg. 71 Price 250 gp Usage held in 1 hand Bulk 1 Base Weapon Longsword --- This +1 striking longsword has a mirror-like blade free of tarnish despite being millennia old. While wielding it, you gain a +2 item bonus to checks to Aid. If you're an expert with the skill or attack roll you're using to Aid and you critically succeed, you grant your ally a +3 circumstance bonus to the triggering check instead of a +2 bonus.\n","skill_mod":{},"summary":"This +1 striking longsword has a mirror-like blade free of tarnish despite being millennia old. While wielding it, you gain a +2 item bonus to …","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["School","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=922","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","base_item":["Longsword"],"name":"Cooperative Blade","bulk":1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-922"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #164: Hands of the Devil"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","school":"transmutation","price":8000,"trait":["Divine","Invested","Positive","Transmutation","Unique","Vitality"],"id":"equipment-923","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Hunter's Brooch May contain spoilers from Abomination Vaults Source Pathfinder #164: Hands of the Devil pg. 71 Price 80 gp Usage worn Bulk L --- While wearing this silver religious symbol of Erastil, you can cast the disrupt undead cantrip as an innate divine spell. Activate Three Actions command, Interact; Frequency once per day; Effect By touching a weapon you wield to the symbol and uttering a plea for Erastil's steadying hand, you grant that weapon the deadly d12 trait. Against undead, the weapon instead gains the fatal d12 trait. This blessing lasts for 1 minute, until you score a critical hit with the weapon, or until you aren't wielding the weapon.\n","skill_mod":{},"summary":"While wearing this silver religious symbol of Erastil , you can cast the disrupt undead cantrip as an innate divine spell. ","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Tradition","Equipment","Energy","Planar","Creature Type","School","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=923","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Hunter's Brooch","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-923"},{"skill_mod":{},"summary":"Zarmavdian's spellbook, Thresholds of Truth , was once a straightforward treatise on arcane and occult lore containing several useful spells. It's …","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Rarity"],"primary_source_category":"Adventure Paths","level":0,"source_category":["Adventure Paths"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Item","item_category":"Other","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=924","weakness":{},"source_group":["Abomination Vaults"],"primary_source_group":"Abomination Vaults","spoilers":"Abomination Vaults","name":"Thresholds of Truth","trait":["Unique"],"id":"equipment-924","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Thresholds of Truth May contain spoilers from Abomination Vaults Source Pathfinder #164: Hands of the Devil pg. 71 --- Zarmavdian's spellbook, Thresholds of Truth , was once a straightforward treatise on arcane and occult lore containing several useful spells. It's been so heavily annotated, however, that the original text is hard to read. It's clear that Zarmavdian wanted to prevent eldritch creatures from manipulating innocent minds, but his spellbook is a treasure trove for those seeking dangerous or inscrutable lore. The bookseller Morlibint currently keeps this book in his collection at Odd Stories. Thresholds of Truth provides access to the Eldritch Researcher archetype and contains the following spells. Cantrips : chill touch , dancing lights , daze , detect magic , electric arc , ghost sound , mage hand , light , prestidigitation , read aura , shield 1st Level : alarm , charm , color spray , mage armor , magic missile , true strike , unseen servant 2nd Level : comprehend language , dispel magic , false life , glitterdust , web 3rd Level : haste , lightning bolt , locate , paralyze , slow 4th Level : clairvoyance , daydreamer's curse , resilient sphere ","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-924"},{"primary_source_category":"Adventure Paths","usage":"varies (see text)","source":["Pathfinder #164: Hands of the Devil"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","school":"transmutation","price":16000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-926","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Folding Drums May contain spoilers from Abomination Vaults Source Pathfinder #164: Hands of the Devil pg. 72 Price 160 gp Usage varies (see text) Bulk varies (see text) --- You can unfold this virtuoso percussion instrument into a hand drum (1 Bulk), a marching drum set with a shoulder harness and back brace (3 Bulk), or a large standing drum set with a built-in stool (16 Bulk). Changing the folding drum's size is a 3-action Interact activity, and the drums must have sufficient open space to accommodate their new size. Activate Single Action Interact (concentrate) Frequency once per hour; Effect You play a pounding rhythm on the drum. If the next action you use is to cast a composition cantrip that has an emanation, increase the area of the emanation by 30 feet.\n","skill_mod":{},"summary":"You can unfold this virtuoso percussion instrument into a hand drum (1 Bulk), a marching drum set with a shoulder harness and back brace (3 Bulk), or …","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Mechanics","School","Rarity"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=926","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Folding Drums","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-926"},{"primary_source_category":"Adventure Paths","usage":"worn bracers","source":["Pathfinder #164: Hands of the Devil"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","school":"enchantment","price":67500,"trait":["Enchantment","Incapacitation","Invested","Magical","Rare"],"id":"equipment-927","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Drover's Band May contain spoilers from Abomination Vaults Source Pathfinder #164: Hands of the Devil pg. 72 Price 675 gp Usage worn bracers Bulk L --- This black leather wrist guard has a bright red gem on the inside of the wrist. Faint glyphs and words of domination in Infernal swim inside the gem. Your words become harsh and clipped when you have this magic item invested. Activate Three Actions command; Frequency once per day; Effect You exert your will over a mindless creature within 30 feet. If the target is a mindless creature of 3rd level or lower, it must attempt a DC 20 Will save. If you are a devil, the target uses an outcome one degree of success worse than the result of its saving throw. Critical Success The target creature is unaffected. Success The target creature is slowed 1 for 1 round as its responses are muddled by your commands. Failure The creature is controlled by you for 1 hour, although it doesn't follow commands that are obviously self-destructive. Critical Failure As failure, but the duration is 1 day.\n","skill_mod":{},"summary":"This black leather wrist guard has a bright red gem on the inside of the wrist. Faint glyphs and words of domination in Infernal swim inside the …","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["School","Mechanics","Equipment","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=927","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Drover's Band","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-927"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #164: Hands of the Devil"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","price":2400,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Rare"],"id":"equipment-928","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Ichthyosis Mutagen May contain spoilers from Abomination Vaults Source Pathfinder #164: Hands of the Devil pg. 72 Price 24 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- After you drink this mutagen, your skin continually renews itself, thickening into large, scaly patches. Benefit For 1 minute, you gain fast healing 2 and automatically succeed at flat checks to recover from persistent bleed damage. Drawback Your thickened skin makes quick movement difficult, and your excess skin flakes off with the slightest movement. You take a –2 penalty to Reflex saves for 1 minute. Any creature attempting to Track you in the next 24 hours gains a +4 circumstance bonus to their check.\n","skill_mod":{},"summary":"After you drink this mutagen, your skin continually renews itself, thickening into large, scaly patches. Benefit For 1 minute, you gain fast …","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=928","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Ichthyosis Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-928"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #164: Hands of the Devil"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":3600,"weakness":{},"saving_throw":"DC 25 Fortitude","primary_source_group":"Abomination Vaults","price":6000,"trait":["Alchemical","Consumable","Injury","Poison","Rare"],"id":"equipment-929","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Sloughing Toxin May contain spoilers from Abomination Vaults Source Pathfinder #164: Hands of the Devil pg. 72 Price 60 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- This complex toxin makes the muscles beneath a creature's skin loose and malleable, which fleshwarpers find useful in their work. Rough or jerky movements the victim performs concentrate the toxin in subdermal muscles and eventually cause skin and muscle to slough away. Saving Throw DC 25 Fortitude; Onset 1 round; Maximum Duration 1 hour; Stage 1 1d6 poison damage for each action with the attack or move trait the victim uses (1 round); Stage 2 1d6 poison damage and 1d6 slashing damage for each action with the attack, manipulate, or move trait the victim uses (1 round); Stage 3 as Stage 2, but 1d6 poison damage and 2d6 slashing damage, and forced movement also causes damage (1 hour)\n","skill_mod":{},"summary":"This complex toxin makes the muscles beneath a creature's skin loose and malleable, which fleshwarpers find useful in their work. Rough or jerky …","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=929","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","stage":["1d6 poison damage for each action with the attack or move trait the victim uses (1 round)","1d6 poison damage and 1d6 slashing damage for each action with the attack, manipulate , or move trait the victim uses (1 round)","as Stage 2, but 1d6 poison damage and 2d6 slashing damage, and forced movement also causes damage (1 hour)"],"name":"Sloughing Toxin","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"equipment-929"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #164: Hands of the Devil"],"type":"Item","item_category":"Contracts","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","school":"enchantment","trait":["Contract","Enchantment","Fortune","Invested","Magical","Rare"],"id":"equipment-931","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Devil's Luck May contain spoilers from Abomination Vaults Source Pathfinder #164: Hands of the Devil pg. 74 --- You've bargained with an imp, one of the least powerful devils, for a fragment of infernal luck. Benefit Once per day, you can roll a saving throw twice and use the higher result. Payment At the termination of your mortal life, your soul must serve the imp for 100 years. Hidden Condition The “termination of mortal life” clause is carefully worded to hasten your demise. You can't use the benefit against a death effect, and if you roll a failure on a saving throw against a death effect, you get a critical failure instead. Termination Clause If you critically fail a saving throw against a death effect and do not die, the contract becomes unenforceable on its terms and is voided.\n","skill_mod":{},"summary":"You've bargained with an imp, one of the least powerful devils, for a fragment of infernal luck. Benefit Once per day, you can roll a saving …","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Equipment","School","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Infernal Contracts","resistance":{},"url":"/Equipment.aspx?ID=931","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Devil's Luck","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-931"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #164: Hands of the Devil"],"type":"Item","item_category":"Contracts","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","school":"necromancy","trait":["Contract","Invested","Magical","Necromancy","Rare"],"id":"equipment-932","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Pact of Blood-Taking May contain spoilers from Abomination Vaults Source Pathfinder #164: Hands of the Devil pg. 75 --- You negotiate for might and viciousness. Benefit Your successful Strikes with slashing and piercing melee weapons deal 1 persistent bleed damage. On a critical success, this persistent bleed damage is equal to half your level. Payment You regain half the normal number of Hit Points from resting (including Hit Points gained from long-term rest) and from any application of the Medicine skill. Hidden Condition The barbazu owns any weapons you find. No more often than once per month, the barbazu can demand a single weapon of its choice (often the best weapon in your possession). You are compelled to hand over the weapon immediately, without question. Termination Clause The contract guarantees that you will not “be slain by the barbazu or by barbazu action.” This wording is vague; if any barbazu kills you, or if you die from persistent bleed damage from any source, the contract is voided.\n","skill_mod":{},"summary":"You negotiate for might and viciousness. Benefit Your successful Strikes with slashing and piercing melee weapons deal 1 persistent bleed damage …","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Infernal Contracts","resistance":{},"url":"/Equipment.aspx?ID=932","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Pact of Blood-Taking","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-932"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #164: Hands of the Devil"],"type":"Item","item_category":"Contracts","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","school":"enchantment","trait":["Contract","Enchantment","Invested","Magical","Rare"],"id":"equipment-933","text":"<title level=\"1\" right=\"Item 8\" pfs=\"\" > Right of Retribution May contain spoilers from Abomination Vaults Source Pathfinder #164: Hands of the Devil pg. 75 --- Profane powers of vengeance are yours to inflict. Benefit When a creature deals damage to you, you can call out for retribution as a reaction. Until the end of your next turn, you gain a +1 status bonus to attack rolls against that creature. Payment If you wound a creature, it is your duty to kill it. If a creature survives for 24 hours after you deal it damage, you are doomed 1. If you already have the doomed condition, it increases by 1. Hidden Condition No more than once per year, the erinys can compel you to attack a creature of the erinys's choice that you can see. You are controlled by the erinys and must fight the chosen creature for 1 minute. Termination Clause The contract demands that you enact bloody vengeance against anyone who has ever wronged you, but the nature of the vengeance is vague. You can end the contract by creating effigies of everyone you believe has ever wronged you, bleeding upon them all at once (at least 1 Hit Point per effigy), and destroying them.\n","skill_mod":{},"summary":"Profane powers of vengeance are yours to inflict. Benefit When a creature deals damage to you, you can call out for retribution as a reaction. …","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Equipment","School","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Infernal Contracts","resistance":{},"url":"/Equipment.aspx?ID=933","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Right of Retribution","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-933"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #164: Hands of the Devil"],"type":"Item","item_category":"Contracts","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","school":"abjuration","trait":["Abjuration","Contract","Invested","Magical","Rare"],"id":"equipment-934","text":"<title level=\"1\" right=\"Item 11\" pfs=\"\" > Icy Disposition May contain spoilers from Abomination Vaults Source Pathfinder #164: Hands of the Devil pg. 75 --- Your flesh looks no different, but is cold to the touch. Benefit You gain cold resistance equal to your level and a +1 status bonus to saving throws against mental effects. Payment Liquids in your possession, including potions and liquid alchemical items, freeze over the course of 1 minute and thaw 1 minute after they leave your possession. Frozen potions and elixirs take 1 minute to consume. Hidden Condition (conjuration, teleportation) No more than once per week, the gelugon can move you like a piece on a game board to advance its schemes. The gelugon can appear and transport you and any items you're wearing and holding from your current space to a clear space within 500 feet (the gelugon need not see this location, but must know its relative location and distance from you). This effect doesn't transport any other creatures. The gelugon is unlikely to place you in a less dangerous space than the one you left. Termination Clause The contract provides you the benefits of “the eternal ice of Cocytus.” If you travel to Cocytus, Hell's seventh layer, and stand within an area at least 100 feet across that contains no ice and has a temperature above freezing, the contract is void. Such locations are exceptionally rare in Cocytus, and the efforts to create such an area are likely to attract unpleasant attention.\n","skill_mod":{},"summary":"Your flesh looks no different, but is cold to the touch. Benefit You gain cold resistance equal to your level and a +1 status bonus to saving …","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["School","Equipment","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Infernal Contracts","resistance":{},"url":"/Equipment.aspx?ID=934","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Icy Disposition","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-934"},{"item_child_id":["equipment-935-1526","equipment-935-1527","equipment-935-1528","equipment-935-1529","equipment-935-1530"],"primary_source_category":"Rulebooks","usage":"worn","source":["Bestiary 3"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","trait":["Divination","Invested","Occult","Rare","Scrying"],"id":"equipment-935","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Hag Eye Source Bestiary 3 pg. 128 Usage worn --- This item appears to be an ordinary semiprecious stone and is typically mounted on a brooch or ring, but the stone is, in fact, an eyeball. This illusion can be seen through with true seeing or similar magic, and anyone who interacts with the item feels its wet and sticky surface, allowing them to attempt to disbelieve the illusion (DC 19). Many hags claim a hag eye is more effective if plucked from a living, awake creature, but this is likely just a convenient excuse for sadism. The hag eye produces no direct benefit for the wearer, but allows the hag who created it, or any member of her coven, can peer through the eye using the Seek action. This has no range limit, provided the hag is on the same plane. Any damage dealt to the eye destroys it. If this happens while a hag is looking through it, the hag is blinded for 1 hour. Craft Requirements You must be a hag. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Hag Eye Source Bestiary 3 pg. 128 Price 50 gp Usage worn <title level=\"2\" right=\"Item 4\" pfs=\"\" > Hag Eye (Frightful) Source Pathfinder #182: Graveclaw pg. 76 Price 85 gp Usage worn --- A frightful hag eye is made with the eye of a creature whose gaze inflicts fear, such as some velstracs. Activate Single Action (emotion, enchantment, fear, mental, visual) Trigger once per day; Effect You target a creature within 30 feet that must be able to see the frightful hag eye ; the target must attempt a DC 19 Will save. Once a creature attempts this save, it's temporarily immune for 24 hours. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. <title level=\"2\" right=\"Item 4\" pfs=\"\" > Hag Eye (Oracular) Source Pathfinder #182: Graveclaw pg. 76 Price 75 gp Usage worn Bulk L --- Oracular hag eyes are made with the eye of a cyclops. A hag who casts augury with an oracular hag eye in her possession reduces the DC of the secret flat check to 2. <title level=\"2\" right=\"Item 8\" pfs=\"\" > Hag Eye (Smokey) Source Pathfinder #182: Graveclaw pg. 76 Price 450 gp Usage worn --- A smoky hag eye is named after the black vapor that constantly emanates from it, like the smoke that continually seeps from a bodak's eye. Activate Two Actions (death, necromancy, visual) Effect You target a creature within 30 feet that must be able to see the smoky hag eye . The target must attempt a DC 24 Fortitude save. Once a creature attempts this save, it's temporarily immune for 24 hours. Critical Success The creature is unaffected. Success The creature is drained 1. Failure The creature is doomed 1 and drained 2. Critical Failure The creature is doomed 1 and drained 3. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Hag Eye (Stoney) Source Pathfinder #182: Graveclaw pg. 76 Price 250 gp Usage worn --- A stony hag eye is fashioned from the eye of a creature, such a basilisk or medusa, with a petrifying gaze. Activate Two Actions (incapacitation, transmutation, visual) Trigger once per round; Effect You target a creature within 30 feet that can see the stony hag eye . The target must attempt a DC 22 Fortitude save. On a failure, it's slowed 1 for 1 minute; on a critical failure, if the creature is already slowed, it's permanently petrified. Touching the stony hag eye to the petrified creature (a single action with the manipulate trait) removes the petrified condition.","skill_mod":{},"summary":"This item appears to be an ordinary semiprecious stone and is typically mounted on a brooch or ring, but the stone is, in fact, an eyeball. This …","primary_source":"Bestiary 3","trait_group":["School","Equipment","Tradition","Rarity","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=935","name":"Hag Eye","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-935"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Bestiary 3"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-935","weakness":{},"school":"divination","price":5000,"trait":["Divination","Invested","Occult","Rare","Scrying"],"id":"equipment-935-1526","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Hag Eye Source Bestiary 3 pg. 128 Usage worn --- This item appears to be an ordinary semiprecious stone and is typically mounted on a brooch or ring, but the stone is, in fact, an eyeball. This illusion can be seen through with true seeing or similar magic, and anyone who interacts with the item feels its wet and sticky surface, allowing them to attempt to disbelieve the illusion (DC 19). Many hags claim a hag eye is more effective if plucked from a living, awake creature, but this is likely just a convenient excuse for sadism. The hag eye produces no direct benefit for the wearer, but allows the hag who created it, or any member of her coven, can peer through the eye using the Seek action. This has no range limit, provided the hag is on the same plane. Any damage dealt to the eye destroys it. If this happens while a hag is looking through it, the hag is blinded for 1 hour. Craft Requirements You must be a hag. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Hag Eye Source Bestiary 3 pg. 128 Price 50 gp Usage worn <title level=\"2\" right=\"Item 4\" pfs=\"\" > Hag Eye (Frightful) Source Pathfinder #182: Graveclaw pg. 76 Price 85 gp Usage worn --- A frightful hag eye is made with the eye of a creature whose gaze inflicts fear, such as some velstracs. Activate Single Action (emotion, enchantment, fear, mental, visual) Trigger once per day; Effect You target a creature within 30 feet that must be able to see the frightful hag eye ; the target must attempt a DC 19 Will save. Once a creature attempts this save, it's temporarily immune for 24 hours. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. <title level=\"2\" right=\"Item 4\" pfs=\"\" > Hag Eye (Oracular) Source Pathfinder #182: Graveclaw pg. 76 Price 75 gp Usage worn Bulk L --- Oracular hag eyes are made with the eye of a cyclops. A hag who casts augury with an oracular hag eye in her possession reduces the DC of the secret flat check to 2. <title level=\"2\" right=\"Item 8\" pfs=\"\" > Hag Eye (Smokey) Source Pathfinder #182: Graveclaw pg. 76 Price 450 gp Usage worn --- A smoky hag eye is named after the black vapor that constantly emanates from it, like the smoke that continually seeps from a bodak's eye. Activate Two Actions (death, necromancy, visual) Effect You target a creature within 30 feet that must be able to see the smoky hag eye . The target must attempt a DC 24 Fortitude save. Once a creature attempts this save, it's temporarily immune for 24 hours. Critical Success The creature is unaffected. Success The creature is drained 1. Failure The creature is doomed 1 and drained 2. Critical Failure The creature is doomed 1 and drained 3. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Hag Eye (Stoney) Source Pathfinder #182: Graveclaw pg. 76 Price 250 gp Usage worn --- A stony hag eye is fashioned from the eye of a creature, such a basilisk or medusa, with a petrifying gaze. Activate Two Actions (incapacitation, transmutation, visual) Trigger once per round; Effect You target a creature within 30 feet that can see the stony hag eye . The target must attempt a DC 22 Fortitude save. On a failure, it's slowed 1 for 1 minute; on a critical failure, if the creature is already slowed, it's permanently petrified. Touching the stony hag eye to the petrified creature (a single action with the manipulate trait) removes the petrified condition.","skill_mod":{},"summary":"This item appears to be an ordinary semiprecious stone and is typically mounted on a brooch or ring, but the stone is, in fact, an eyeball. This …","primary_source":"Bestiary 3","trait_group":["School","Equipment","Tradition","Rarity","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=935","name":"Hag Eye","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-935-1526"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #182: Graveclaw"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-935","weakness":{},"primary_source_group":"Blood Lords","school":"divination","price":8500,"trait":["Divination","Invested","Occult","Rare","Scrying"],"id":"equipment-935-1527","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Hag Eye Source Bestiary 3 pg. 128 Usage worn --- This item appears to be an ordinary semiprecious stone and is typically mounted on a brooch or ring, but the stone is, in fact, an eyeball. This illusion can be seen through with true seeing or similar magic, and anyone who interacts with the item feels its wet and sticky surface, allowing them to attempt to disbelieve the illusion (DC 19). Many hags claim a hag eye is more effective if plucked from a living, awake creature, but this is likely just a convenient excuse for sadism. The hag eye produces no direct benefit for the wearer, but allows the hag who created it, or any member of her coven, can peer through the eye using the Seek action. This has no range limit, provided the hag is on the same plane. Any damage dealt to the eye destroys it. If this happens while a hag is looking through it, the hag is blinded for 1 hour. Craft Requirements You must be a hag. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Hag Eye Source Bestiary 3 pg. 128 Price 50 gp Usage worn <title level=\"2\" right=\"Item 4\" pfs=\"\" > Hag Eye (Frightful) Source Pathfinder #182: Graveclaw pg. 76 Price 85 gp Usage worn --- A frightful hag eye is made with the eye of a creature whose gaze inflicts fear, such as some velstracs. Activate Single Action (emotion, enchantment, fear, mental, visual) Trigger once per day; Effect You target a creature within 30 feet that must be able to see the frightful hag eye ; the target must attempt a DC 19 Will save. Once a creature attempts this save, it's temporarily immune for 24 hours. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. <title level=\"2\" right=\"Item 4\" pfs=\"\" > Hag Eye (Oracular) Source Pathfinder #182: Graveclaw pg. 76 Price 75 gp Usage worn Bulk L --- Oracular hag eyes are made with the eye of a cyclops. A hag who casts augury with an oracular hag eye in her possession reduces the DC of the secret flat check to 2. <title level=\"2\" right=\"Item 8\" pfs=\"\" > Hag Eye (Smokey) Source Pathfinder #182: Graveclaw pg. 76 Price 450 gp Usage worn --- A smoky hag eye is named after the black vapor that constantly emanates from it, like the smoke that continually seeps from a bodak's eye. Activate Two Actions (death, necromancy, visual) Effect You target a creature within 30 feet that must be able to see the smoky hag eye . The target must attempt a DC 24 Fortitude save. Once a creature attempts this save, it's temporarily immune for 24 hours. Critical Success The creature is unaffected. Success The creature is drained 1. Failure The creature is doomed 1 and drained 2. Critical Failure The creature is doomed 1 and drained 3. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Hag Eye (Stoney) Source Pathfinder #182: Graveclaw pg. 76 Price 250 gp Usage worn --- A stony hag eye is fashioned from the eye of a creature, such a basilisk or medusa, with a petrifying gaze. Activate Two Actions (incapacitation, transmutation, visual) Trigger once per round; Effect You target a creature within 30 feet that can see the stony hag eye . The target must attempt a DC 22 Fortitude save. On a failure, it's slowed 1 for 1 minute; on a critical failure, if the creature is already slowed, it's permanently petrified. Touching the stony hag eye to the petrified creature (a single action with the manipulate trait) removes the petrified condition.","skill_mod":{},"summary":"A frightful hag eye is made with the eye of a creature whose gaze inflicts fear, such as some velstracs.","primary_source":"Pathfinder #182: Graveclaw","trait_group":["School","Equipment","Tradition","Rarity","Mechanics"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=935","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Hag Eye (Frightful)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-935-1527"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #182: Graveclaw"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-935","weakness":{},"primary_source_group":"Blood Lords","school":"divination","price":7500,"trait":["Divination","Invested","Occult","Rare","Scrying"],"id":"equipment-935-1528","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Hag Eye Source Bestiary 3 pg. 128 Usage worn --- This item appears to be an ordinary semiprecious stone and is typically mounted on a brooch or ring, but the stone is, in fact, an eyeball. This illusion can be seen through with true seeing or similar magic, and anyone who interacts with the item feels its wet and sticky surface, allowing them to attempt to disbelieve the illusion (DC 19). Many hags claim a hag eye is more effective if plucked from a living, awake creature, but this is likely just a convenient excuse for sadism. The hag eye produces no direct benefit for the wearer, but allows the hag who created it, or any member of her coven, can peer through the eye using the Seek action. This has no range limit, provided the hag is on the same plane. Any damage dealt to the eye destroys it. If this happens while a hag is looking through it, the hag is blinded for 1 hour. Craft Requirements You must be a hag. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Hag Eye Source Bestiary 3 pg. 128 Price 50 gp Usage worn <title level=\"2\" right=\"Item 4\" pfs=\"\" > Hag Eye (Frightful) Source Pathfinder #182: Graveclaw pg. 76 Price 85 gp Usage worn --- A frightful hag eye is made with the eye of a creature whose gaze inflicts fear, such as some velstracs. Activate Single Action (emotion, enchantment, fear, mental, visual) Trigger once per day; Effect You target a creature within 30 feet that must be able to see the frightful hag eye ; the target must attempt a DC 19 Will save. Once a creature attempts this save, it's temporarily immune for 24 hours. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. <title level=\"2\" right=\"Item 4\" pfs=\"\" > Hag Eye (Oracular) Source Pathfinder #182: Graveclaw pg. 76 Price 75 gp Usage worn Bulk L --- Oracular hag eyes are made with the eye of a cyclops. A hag who casts augury with an oracular hag eye in her possession reduces the DC of the secret flat check to 2. <title level=\"2\" right=\"Item 8\" pfs=\"\" > Hag Eye (Smokey) Source Pathfinder #182: Graveclaw pg. 76 Price 450 gp Usage worn --- A smoky hag eye is named after the black vapor that constantly emanates from it, like the smoke that continually seeps from a bodak's eye. Activate Two Actions (death, necromancy, visual) Effect You target a creature within 30 feet that must be able to see the smoky hag eye . The target must attempt a DC 24 Fortitude save. Once a creature attempts this save, it's temporarily immune for 24 hours. Critical Success The creature is unaffected. Success The creature is drained 1. Failure The creature is doomed 1 and drained 2. Critical Failure The creature is doomed 1 and drained 3. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Hag Eye (Stoney) Source Pathfinder #182: Graveclaw pg. 76 Price 250 gp Usage worn --- A stony hag eye is fashioned from the eye of a creature, such a basilisk or medusa, with a petrifying gaze. Activate Two Actions (incapacitation, transmutation, visual) Trigger once per round; Effect You target a creature within 30 feet that can see the stony hag eye . The target must attempt a DC 22 Fortitude save. On a failure, it's slowed 1 for 1 minute; on a critical failure, if the creature is already slowed, it's permanently petrified. Touching the stony hag eye to the petrified creature (a single action with the manipulate trait) removes the petrified condition.","skill_mod":{},"summary":"Oracular hag eyes are made with the eye of a cyclops . A hag who casts augury with an oracular hag eye in her possession reduces the DC of …","primary_source":"Pathfinder #182: Graveclaw","trait_group":["School","Equipment","Tradition","Rarity","Mechanics"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=935","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Hag Eye (Oracular)","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-935-1528"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #182: Graveclaw"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-935","weakness":{},"primary_source_group":"Blood Lords","school":"divination","price":45000,"trait":["Divination","Invested","Occult","Rare","Scrying"],"id":"equipment-935-1529","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Hag Eye Source Bestiary 3 pg. 128 Usage worn --- This item appears to be an ordinary semiprecious stone and is typically mounted on a brooch or ring, but the stone is, in fact, an eyeball. This illusion can be seen through with true seeing or similar magic, and anyone who interacts with the item feels its wet and sticky surface, allowing them to attempt to disbelieve the illusion (DC 19). Many hags claim a hag eye is more effective if plucked from a living, awake creature, but this is likely just a convenient excuse for sadism. The hag eye produces no direct benefit for the wearer, but allows the hag who created it, or any member of her coven, can peer through the eye using the Seek action. This has no range limit, provided the hag is on the same plane. Any damage dealt to the eye destroys it. If this happens while a hag is looking through it, the hag is blinded for 1 hour. Craft Requirements You must be a hag. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Hag Eye Source Bestiary 3 pg. 128 Price 50 gp Usage worn <title level=\"2\" right=\"Item 4\" pfs=\"\" > Hag Eye (Frightful) Source Pathfinder #182: Graveclaw pg. 76 Price 85 gp Usage worn --- A frightful hag eye is made with the eye of a creature whose gaze inflicts fear, such as some velstracs. Activate Single Action (emotion, enchantment, fear, mental, visual) Trigger once per day; Effect You target a creature within 30 feet that must be able to see the frightful hag eye ; the target must attempt a DC 19 Will save. Once a creature attempts this save, it's temporarily immune for 24 hours. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. <title level=\"2\" right=\"Item 4\" pfs=\"\" > Hag Eye (Oracular) Source Pathfinder #182: Graveclaw pg. 76 Price 75 gp Usage worn Bulk L --- Oracular hag eyes are made with the eye of a cyclops. A hag who casts augury with an oracular hag eye in her possession reduces the DC of the secret flat check to 2. <title level=\"2\" right=\"Item 8\" pfs=\"\" > Hag Eye (Smokey) Source Pathfinder #182: Graveclaw pg. 76 Price 450 gp Usage worn --- A smoky hag eye is named after the black vapor that constantly emanates from it, like the smoke that continually seeps from a bodak's eye. Activate Two Actions (death, necromancy, visual) Effect You target a creature within 30 feet that must be able to see the smoky hag eye . The target must attempt a DC 24 Fortitude save. Once a creature attempts this save, it's temporarily immune for 24 hours. Critical Success The creature is unaffected. Success The creature is drained 1. Failure The creature is doomed 1 and drained 2. Critical Failure The creature is doomed 1 and drained 3. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Hag Eye (Stoney) Source Pathfinder #182: Graveclaw pg. 76 Price 250 gp Usage worn --- A stony hag eye is fashioned from the eye of a creature, such a basilisk or medusa, with a petrifying gaze. Activate Two Actions (incapacitation, transmutation, visual) Trigger once per round; Effect You target a creature within 30 feet that can see the stony hag eye . The target must attempt a DC 22 Fortitude save. On a failure, it's slowed 1 for 1 minute; on a critical failure, if the creature is already slowed, it's permanently petrified. Touching the stony hag eye to the petrified creature (a single action with the manipulate trait) removes the petrified condition.","skill_mod":{},"summary":"A smoky hag eye is named after the black vapor that constantly emanates from it, like the smoke that continually seeps from a bodak's eye.","primary_source":"Pathfinder #182: Graveclaw","trait_group":["School","Equipment","Tradition","Rarity","Mechanics"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=935","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Hag Eye (Smokey)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-935-1529"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #182: Graveclaw"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-935","weakness":{},"primary_source_group":"Blood Lords","school":"divination","price":25000,"trait":["Divination","Invested","Occult","Rare","Scrying"],"id":"equipment-935-1530","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Hag Eye Source Bestiary 3 pg. 128 Usage worn --- This item appears to be an ordinary semiprecious stone and is typically mounted on a brooch or ring, but the stone is, in fact, an eyeball. This illusion can be seen through with true seeing or similar magic, and anyone who interacts with the item feels its wet and sticky surface, allowing them to attempt to disbelieve the illusion (DC 19). Many hags claim a hag eye is more effective if plucked from a living, awake creature, but this is likely just a convenient excuse for sadism. The hag eye produces no direct benefit for the wearer, but allows the hag who created it, or any member of her coven, can peer through the eye using the Seek action. This has no range limit, provided the hag is on the same plane. Any damage dealt to the eye destroys it. If this happens while a hag is looking through it, the hag is blinded for 1 hour. Craft Requirements You must be a hag. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Hag Eye Source Bestiary 3 pg. 128 Price 50 gp Usage worn <title level=\"2\" right=\"Item 4\" pfs=\"\" > Hag Eye (Frightful) Source Pathfinder #182: Graveclaw pg. 76 Price 85 gp Usage worn --- A frightful hag eye is made with the eye of a creature whose gaze inflicts fear, such as some velstracs. Activate Single Action (emotion, enchantment, fear, mental, visual) Trigger once per day; Effect You target a creature within 30 feet that must be able to see the frightful hag eye ; the target must attempt a DC 19 Will save. Once a creature attempts this save, it's temporarily immune for 24 hours. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. <title level=\"2\" right=\"Item 4\" pfs=\"\" > Hag Eye (Oracular) Source Pathfinder #182: Graveclaw pg. 76 Price 75 gp Usage worn Bulk L --- Oracular hag eyes are made with the eye of a cyclops. A hag who casts augury with an oracular hag eye in her possession reduces the DC of the secret flat check to 2. <title level=\"2\" right=\"Item 8\" pfs=\"\" > Hag Eye (Smokey) Source Pathfinder #182: Graveclaw pg. 76 Price 450 gp Usage worn --- A smoky hag eye is named after the black vapor that constantly emanates from it, like the smoke that continually seeps from a bodak's eye. Activate Two Actions (death, necromancy, visual) Effect You target a creature within 30 feet that must be able to see the smoky hag eye . The target must attempt a DC 24 Fortitude save. Once a creature attempts this save, it's temporarily immune for 24 hours. Critical Success The creature is unaffected. Success The creature is drained 1. Failure The creature is doomed 1 and drained 2. Critical Failure The creature is doomed 1 and drained 3. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Hag Eye (Stoney) Source Pathfinder #182: Graveclaw pg. 76 Price 250 gp Usage worn --- A stony hag eye is fashioned from the eye of a creature, such a basilisk or medusa, with a petrifying gaze. Activate Two Actions (incapacitation, transmutation, visual) Trigger once per round; Effect You target a creature within 30 feet that can see the stony hag eye . The target must attempt a DC 22 Fortitude save. On a failure, it's slowed 1 for 1 minute; on a critical failure, if the creature is already slowed, it's permanently petrified. Touching the stony hag eye to the petrified creature (a single action with the manipulate trait) removes the petrified condition.","skill_mod":{},"summary":"A stony hag eye is fashioned from the eye of a creature, such a basilisk or medusa , with a petrifying gaze.","primary_source":"Pathfinder #182: Graveclaw","trait_group":["School","Equipment","Tradition","Rarity","Mechanics"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=935","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Hag Eye (Stoney)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-935-1530"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #165: Eyes of Empty Death"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","price":100,"trait":["Uncommon"],"id":"equipment-937","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Limited\" > Shootist Bandolier May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 73 Price 1 gp --- This leather bandolier holds up to three repeating hand crossbow magazines in leather pockets that pop open with the quick flick of a thumb. You reduce the reload time for a repeating hand crossbow magazine from the bandolier by 1, to a total of 2 actions. You can wear only one shootist bandolier at a time.\n","skill_mod":{},"summary":"This leather bandolier holds up to three repeating hand crossbow magazines in leather pockets that pop open with the quick flick of a thumb. You …","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Rarity"],"level":0,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=937","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Shootist Bandolier","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-937"},{"item_child_id":["equipment-938-902","equipment-938-903","equipment-938-904","equipment-938-905"],"hands":"1","primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #165: Eyes of Empty Death"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Alchemical","Bomb","Consumable","Negative","Splash","Void"],"id":"equipment-938","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Necrotic Bomb Source Pathfinder #165: Eyes of Empty Death pg. 74 Hands 1 Usage held in 1 hand Bulk L Activate Single Action Strike --- Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage, and it sickens the primary target on a critical hit. This damage harms only living creatures. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Necrotic Bomb (Lesser) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 3 gp Bulk L --- The bomb deals 1d6 negative damage and 1 negative splash damage. On a critical hit, the target is sickened 1. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Necrotic Bomb (Moderate) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 negative damage and 2 negative splash damage. On a critical hit, the target is sickened 2. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Necrotic Bomb (Greater) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 250 gp Bulk L --- You gain a +2 bonus to attack rolls. The bomb deals 3d6 negative damage and 3 negative splash damage. On a critical hit, the target is sickened 3. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Necrotic Bomb (Major) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 2,500 gp Bulk L --- You gain a +3 bonus to attack rolls. The bomb deals 4d6 negative damage and 4 negative splash damage. On a critical hit, the target is sickened 4.","skill_mod":{},"summary":"Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A …","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Monster","Equipment","Weapon","Energy","Planar","Creature Type","Mechanics"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=938","source_group":["Abomination Vaults"],"name":"Necrotic Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"equipment-938"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #165: Eyes of Empty Death"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-938","weakness":{},"primary_source_group":"Abomination Vaults","price":300,"trait":["Alchemical","Bomb","Consumable","Negative","Splash","Void"],"id":"equipment-938-902","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Necrotic Bomb Source Pathfinder #165: Eyes of Empty Death pg. 74 Hands 1 Usage held in 1 hand Bulk L Activate Single Action Strike --- Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage, and it sickens the primary target on a critical hit. This damage harms only living creatures. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Necrotic Bomb (Lesser) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 3 gp Bulk L --- The bomb deals 1d6 negative damage and 1 negative splash damage. On a critical hit, the target is sickened 1. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Necrotic Bomb (Moderate) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 negative damage and 2 negative splash damage. On a critical hit, the target is sickened 2. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Necrotic Bomb (Greater) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 250 gp Bulk L --- You gain a +2 bonus to attack rolls. The bomb deals 3d6 negative damage and 3 negative splash damage. On a critical hit, the target is sickened 3. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Necrotic Bomb (Major) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 2,500 gp Bulk L --- You gain a +3 bonus to attack rolls. The bomb deals 4d6 negative damage and 4 negative splash damage. On a critical hit, the target is sickened 4.","skill_mod":{},"summary":"The bomb deals 1d6 negative damage and 1 negative splash damage. On a critical hit, the target is sickened 1 .","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Monster","Equipment","Weapon","Energy","Planar","Creature Type","Mechanics"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=938","source_group":["Abomination Vaults"],"name":"Necrotic Bomb (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"equipment-938-902"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #165: Eyes of Empty Death"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-938","weakness":{},"primary_source_group":"Abomination Vaults","price":1000,"trait":["Alchemical","Bomb","Consumable","Negative","Splash","Void"],"id":"equipment-938-903","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Necrotic Bomb Source Pathfinder #165: Eyes of Empty Death pg. 74 Hands 1 Usage held in 1 hand Bulk L Activate Single Action Strike --- Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage, and it sickens the primary target on a critical hit. This damage harms only living creatures. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Necrotic Bomb (Lesser) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 3 gp Bulk L --- The bomb deals 1d6 negative damage and 1 negative splash damage. On a critical hit, the target is sickened 1. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Necrotic Bomb (Moderate) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 negative damage and 2 negative splash damage. On a critical hit, the target is sickened 2. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Necrotic Bomb (Greater) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 250 gp Bulk L --- You gain a +2 bonus to attack rolls. The bomb deals 3d6 negative damage and 3 negative splash damage. On a critical hit, the target is sickened 3. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Necrotic Bomb (Major) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 2,500 gp Bulk L --- You gain a +3 bonus to attack rolls. The bomb deals 4d6 negative damage and 4 negative splash damage. On a critical hit, the target is sickened 4.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d6 negative damage and 2 negative splash damage. On a critical hit, the target is sickened …","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Monster","Equipment","Weapon","Energy","Planar","Creature Type","Mechanics"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=938","source_group":["Abomination Vaults"],"name":"Necrotic Bomb (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"equipment-938-903"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #165: Eyes of Empty Death"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-938","weakness":{},"primary_source_group":"Abomination Vaults","price":25000,"trait":["Alchemical","Bomb","Consumable","Negative","Splash","Void"],"id":"equipment-938-904","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Necrotic Bomb Source Pathfinder #165: Eyes of Empty Death pg. 74 Hands 1 Usage held in 1 hand Bulk L Activate Single Action Strike --- Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage, and it sickens the primary target on a critical hit. This damage harms only living creatures. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Necrotic Bomb (Lesser) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 3 gp Bulk L --- The bomb deals 1d6 negative damage and 1 negative splash damage. On a critical hit, the target is sickened 1. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Necrotic Bomb (Moderate) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 negative damage and 2 negative splash damage. On a critical hit, the target is sickened 2. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Necrotic Bomb (Greater) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 250 gp Bulk L --- You gain a +2 bonus to attack rolls. The bomb deals 3d6 negative damage and 3 negative splash damage. On a critical hit, the target is sickened 3. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Necrotic Bomb (Major) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 2,500 gp Bulk L --- You gain a +3 bonus to attack rolls. The bomb deals 4d6 negative damage and 4 negative splash damage. On a critical hit, the target is sickened 4.","skill_mod":{},"summary":"You gain a +2 bonus to attack rolls. The bomb deals 3d6 negative damage and 3 negative splash damage. On a critical hit, the target is sickened 3 .","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Monster","Equipment","Weapon","Energy","Planar","Creature Type","Mechanics"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=938","source_group":["Abomination Vaults"],"name":"Necrotic Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"equipment-938-904"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #165: Eyes of Empty Death"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-938","weakness":{},"primary_source_group":"Abomination Vaults","price":250000,"trait":["Alchemical","Bomb","Consumable","Negative","Splash","Void"],"id":"equipment-938-905","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Necrotic Bomb Source Pathfinder #165: Eyes of Empty Death pg. 74 Hands 1 Usage held in 1 hand Bulk L Activate Single Action Strike --- Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage, and it sickens the primary target on a critical hit. This damage harms only living creatures. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Necrotic Bomb (Lesser) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 3 gp Bulk L --- The bomb deals 1d6 negative damage and 1 negative splash damage. On a critical hit, the target is sickened 1. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Necrotic Bomb (Moderate) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 negative damage and 2 negative splash damage. On a critical hit, the target is sickened 2. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Necrotic Bomb (Greater) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 250 gp Bulk L --- You gain a +2 bonus to attack rolls. The bomb deals 3d6 negative damage and 3 negative splash damage. On a critical hit, the target is sickened 3. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Necrotic Bomb (Major) Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 2,500 gp Bulk L --- You gain a +3 bonus to attack rolls. The bomb deals 4d6 negative damage and 4 negative splash damage. On a critical hit, the target is sickened 4.","skill_mod":{},"summary":"You gain a +3 bonus to attack rolls. The bomb deals 4d6 negative damage and 4 negative splash damage. On a critical hit, the target is sickened 4 .","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Monster","Equipment","Weapon","Energy","Planar","Creature Type","Mechanics"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=938","source_group":["Abomination Vaults"],"name":"Necrotic Bomb (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"equipment-938-905"},{"hands":"2","primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #165: Eyes of Empty Death","Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":21600,"weakness":{},"saving_throw":"DC 20 Fortitude","primary_source_group":"Abomination Vaults","price":1600,"trait":["Alchemical","Consumable","Incapacitation","Injury","Poison","Sleep","Uncommon"],"id":"equipment-939","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Stupor Poison May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 74, Treasure Vault (Remastered) pg. 71 Price 16 gp Hands 2 Usage held in 2 hands Bulk L Activate Two Actions Interact --- Stupor poison is a more potent distillation of lethargy poison. Further exposure to stupor poison doesn't require the target to attempt additional saving throws; only failing a saving throw against an ongoing exposure can progress its stage. Saving Throw DC 20 Fortitude; Maximum Duration 6 hours; Stage 1 slowed 1 and flat-footed (1 round); Stage 2 slowed 2 and flat-footed (1 round); Stage 3 unconscious with no Perception check to wake up (1 round); Stage 4 unconscious with no Perception check to wake up (1d6 hours)\n","skill_mod":{},"summary":"Stupor poison is a more potent distillation of lethargy poison. Further exposure to stupor poison doesn't require the target to attempt additional …","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction","Rarity"],"level":4,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=939","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","stage":[" slowed 1 and flat-footed (1 round)","slowed 2 and flat-footed (1 round)"," unconscious with no Perception check to wake up (1 round)","unconscious with no Perception check to wake up (1d6 hours)"],"name":"Stupor Poison","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"equipment-939"},{"hands":"2","primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #165: Eyes of Empty Death"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","price":2100,"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-940","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Fungal Walk Musk Source Pathfinder #165: Eyes of Empty Death pg. 74 Price 21 gp Hands 2 Usage held in 1 hand Bulk L Activate Single Action Interact --- This foul-smelling unguent dulls the odors and traces that fungus creatures detect. For 1 day after you slather this musk on your body, fungus creatures take a –4 penalty to Perception checks to Seek you or otherwise notice you. If a fungus creature is mindless, it instead has a –6 penalty. The musk also grants you a +1 item bonus to AC against melee attacks from fungus creatures with no vision for the same period of time. The effects of fungal walk musk end immediately if you're submerged in water or subject to another olfactory effect.\n","skill_mod":{},"summary":"This foul-smelling unguent dulls the odors and traces that fungus creatures detect. For 1 day after you slather this musk on your body, fungus …","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Monster","Equipment","Weapon","Sense"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=940","source_group":["Abomination Vaults"],"name":"Fungal Walk Musk","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"equipment-940"},{"skill_mod":{},"summary":" Fulcrum lenses are unique magical crystals that each contain a sliver of Nhimbaloth's essence. They belong to a larger set of lenses created to …","item_child_id":["equipment-942-906","equipment-942-907","equipment-942-908","equipment-942-909"],"primary_source":"Pathfinder #165: Eyes of Empty Death","primary_source_category":"Adventure Paths","level":9,"source_category":["Adventure Paths"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Item","item_category":"Other","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=942","weakness":{},"source_group":["Abomination Vaults"],"primary_source_group":"Abomination Vaults","name":"Fulcrum Lenses","id":"equipment-942","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"\" > Fulcrum Lenses Source Pathfinder #165: Eyes of Empty Death pg. 75 --- Fulcrum lenses are unique magical crystals that each contain a sliver of Nhimbaloth's essence. They belong to a larger set of lenses created to manipulate or even bind the Empty Death; most of the other lenses are long lost and likely destroyed. The Haruvex family came into possession of four of the lenses, and they knew that bringing them together focused Nhimbaloth's attention in unprecedented and dangerous ways. Belcorra brought all four lenses to the Abomination Vaults with her, intending to install them in Gauntlight for her ultimate revenge upon Absalom. She also created a special receptacle called the Fulcrum Lattice to hold the lenses so that their power could be focused together. She realized the danger of keeping the fulcrum lenses too close together until the right time and spread them out among loyal groups in the Abomination Vaults' lowest levels for safekeeping. Belcorra keeps only the most powerful lens, the Ebon Fulcrum Lens , with her—indeed, as a ghost, it's the only one she can carry. If the heroes can bring the other three lenses to bear against Belcorra, they can draw Nhimbaloth's dread glare to the sorcerer. Despite her loyalty, Belcorra can't hope to keep her spirit intact when Nhimbaloth gazes directly upon it. The fulcrum lenses are more than mere receptacles of Nhimbaloth's essence. Each grants those who use it a fragment of the Great Old One's power. <title level=\"2\" right=\"Item 9\" pfs=\"\" > Crimson Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 700 gp Bulk 1 --- This concave lens has a drifting crimson cloud resembling slowly swirling blood within it. While you have the Crimson Fulcrum Lens invested, you seethe with malevolent fury you can barely contain. You gain a +2 item bonus to saving throws against fear effects and a +2 item bonus to your melee Strike damage (this increases to a +4 item bonus to damage if the melee Strike is a jaws attack). You can also activate the lens in the following ways. Activate Two Actions Interact; Frequency once per day; Effect You grasp the Crimson Fulcrum Lens in one hand and make a Strike that doesn't require that hand. The Strike deals an additional 1d8 precision damage (or 2d8 precision damage if you make a jaws Strike) and doesn't count toward your multiple attack penalty. Activate Two Actions Interact (attack, possession); Effect While grasping the lens, make a melee spell attack roll with a modifier of +18. On a hit, you force the splinter of Nhimbaloth's essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by any effect that removes a possession effect. The lens doesn't have any magical abilities until the possession effect ends; when it does, the essence returns to the lens. <title level=\"2\" right=\"Item 12\" pfs=\"\" > Ebon Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 2,000 gp Bulk L --- This strangest and most powerful of the fulcrum lenses resembles a chip of smooth obsidian containing three dark glimmers of Nhimbaloth's essence. Incorporeal creatures can touch and hold the Ebon Fulcrum Lens . While you have the Ebon Fulcrum Lens invested, and you're a corporeal creature, you become insubstantial, gain the incorporeal trait, and are drained 2. Your drained condition can't be reduced below 2 as long as you have the lens invested. You can activate the lens in the following ways. Both require expenditures of glimmers within the lens; once the lens is depleted of its three glimmers, it retains its ability to make corporeal creatures insubstantial but can't be used for its other abilities until its glimmers are restored (which generally requires a ritual or being steeped in an area of Nhimbaloth's power). Activate Reaction envision; Frequency once per day; Requirement At least one glimmer remains in the Ebon Fulcrum Lens ; Prerequisites you have the rejuvenation ability; Trigger you would be destroyed and are able to rejuvenate; Effect For the first 24 hours after you rejuvenate, you gain a +1 item bonus to attack rolls, saving throws, and DCs. Reduce the number of glimmers remaining in the lens by 1. Activate Two Actions Interact; Frequency once per day; Requirement At least one glimmer remains in the Ebon Fulcrum Lens ; Effect You draw upon a glimmer of Nhimbaloth's essence for power; reduce the number of glimmers remaining in the lens by 1. You're quickened for 1 minute and gain a +1 item bonus to attack rolls, saving throws, and DCs. You can use this extra action to Stride or Step, or for an action in a special ghost ability you have. <title level=\"2\" right=\"Item 10\" pfs=\"\" > Emerald Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 1,000 gp Bulk 3 --- This concave green lens is pitted and flawed; its jagged edges can cut those who don't handle it with care. While you have the Emerald Fulcrum Lens invested, your flesh appears waxen and pallid. You gain negative healing and harm spells gain a +4 status bonus to the Hit Points they restore to you. You can also activate the lens in the following ways. Activate Two Actions Interact (healing); Frequency once per day; Effect You grasp the Emerald Fulcrum Lens in one hand, regain 30 Hit Points, and gain a +2 item bonus to saving throws against magic for 1 round. Activate Two Actions Interact (attack, possession); Effect While grasping the lens, make a melee spell attack roll with a modifier of +20. On a hit, you force the splinter of Nhimbaloth's essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by any effect that removes a possession effect. The lens doesn't have any magical abilities until the possession effect ends; when it does, the essence returns to the lens. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Ochre Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 1,400 gp Bulk 2 --- This brownish-orange lens always seems dusty and gritty, even when wet. While you have the Ochre Fulcrum Lens invested, lassitude grips you. You gain resistance 10 to mental damage and a +2 status bonus to saves against emotion effects. You can also activate the lens in the following ways. Activate Two Actions Interact; Frequency once per day; Effect You hold up the Ochre Fulcrum Lens in your hand and the item casts crushing despair (DC 31 Will save). Activate Two Actions Interact (attack, possession); Effect While grasping the lens, make a melee spell attack roll with a modifier of +21. On a hit, you force the splinter of Nhimbaloth's essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by any effect that removes a possession effect. The lens doesn't have any magical abilities until the possession effect ends; when it does, the essence returns to the lens.","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-942"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #165: Eyes of Empty Death"],"type":"Item","item_category":"Other","speed":{},"item_parent_id":"equipment-942","weakness":{},"primary_source_group":"Abomination Vaults","school":"enchantment","price":70000,"trait":["Enchantment","Invested","Occult","Unique"],"id":"equipment-942-906","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"\" > Fulcrum Lenses Source Pathfinder #165: Eyes of Empty Death pg. 75 --- Fulcrum lenses are unique magical crystals that each contain a sliver of Nhimbaloth's essence. They belong to a larger set of lenses created to manipulate or even bind the Empty Death; most of the other lenses are long lost and likely destroyed. The Haruvex family came into possession of four of the lenses, and they knew that bringing them together focused Nhimbaloth's attention in unprecedented and dangerous ways. Belcorra brought all four lenses to the Abomination Vaults with her, intending to install them in Gauntlight for her ultimate revenge upon Absalom. She also created a special receptacle called the Fulcrum Lattice to hold the lenses so that their power could be focused together. She realized the danger of keeping the fulcrum lenses too close together until the right time and spread them out among loyal groups in the Abomination Vaults' lowest levels for safekeeping. Belcorra keeps only the most powerful lens, the Ebon Fulcrum Lens , with her—indeed, as a ghost, it's the only one she can carry. If the heroes can bring the other three lenses to bear against Belcorra, they can draw Nhimbaloth's dread glare to the sorcerer. Despite her loyalty, Belcorra can't hope to keep her spirit intact when Nhimbaloth gazes directly upon it. The fulcrum lenses are more than mere receptacles of Nhimbaloth's essence. Each grants those who use it a fragment of the Great Old One's power. <title level=\"2\" right=\"Item 9\" pfs=\"\" > Crimson Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 700 gp Bulk 1 --- This concave lens has a drifting crimson cloud resembling slowly swirling blood within it. While you have the Crimson Fulcrum Lens invested, you seethe with malevolent fury you can barely contain. You gain a +2 item bonus to saving throws against fear effects and a +2 item bonus to your melee Strike damage (this increases to a +4 item bonus to damage if the melee Strike is a jaws attack). You can also activate the lens in the following ways. Activate Two Actions Interact; Frequency once per day; Effect You grasp the Crimson Fulcrum Lens in one hand and make a Strike that doesn't require that hand. The Strike deals an additional 1d8 precision damage (or 2d8 precision damage if you make a jaws Strike) and doesn't count toward your multiple attack penalty. Activate Two Actions Interact (attack, possession); Effect While grasping the lens, make a melee spell attack roll with a modifier of +18. On a hit, you force the splinter of Nhimbaloth's essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by any effect that removes a possession effect. The lens doesn't have any magical abilities until the possession effect ends; when it does, the essence returns to the lens. <title level=\"2\" right=\"Item 12\" pfs=\"\" > Ebon Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 2,000 gp Bulk L --- This strangest and most powerful of the fulcrum lenses resembles a chip of smooth obsidian containing three dark glimmers of Nhimbaloth's essence. Incorporeal creatures can touch and hold the Ebon Fulcrum Lens . While you have the Ebon Fulcrum Lens invested, and you're a corporeal creature, you become insubstantial, gain the incorporeal trait, and are drained 2. Your drained condition can't be reduced below 2 as long as you have the lens invested. You can activate the lens in the following ways. Both require expenditures of glimmers within the lens; once the lens is depleted of its three glimmers, it retains its ability to make corporeal creatures insubstantial but can't be used for its other abilities until its glimmers are restored (which generally requires a ritual or being steeped in an area of Nhimbaloth's power). Activate Reaction envision; Frequency once per day; Requirement At least one glimmer remains in the Ebon Fulcrum Lens ; Prerequisites you have the rejuvenation ability; Trigger you would be destroyed and are able to rejuvenate; Effect For the first 24 hours after you rejuvenate, you gain a +1 item bonus to attack rolls, saving throws, and DCs. Reduce the number of glimmers remaining in the lens by 1. Activate Two Actions Interact; Frequency once per day; Requirement At least one glimmer remains in the Ebon Fulcrum Lens ; Effect You draw upon a glimmer of Nhimbaloth's essence for power; reduce the number of glimmers remaining in the lens by 1. You're quickened for 1 minute and gain a +1 item bonus to attack rolls, saving throws, and DCs. You can use this extra action to Stride or Step, or for an action in a special ghost ability you have. <title level=\"2\" right=\"Item 10\" pfs=\"\" > Emerald Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 1,000 gp Bulk 3 --- This concave green lens is pitted and flawed; its jagged edges can cut those who don't handle it with care. While you have the Emerald Fulcrum Lens invested, your flesh appears waxen and pallid. You gain negative healing and harm spells gain a +4 status bonus to the Hit Points they restore to you. You can also activate the lens in the following ways. Activate Two Actions Interact (healing); Frequency once per day; Effect You grasp the Emerald Fulcrum Lens in one hand, regain 30 Hit Points, and gain a +2 item bonus to saving throws against magic for 1 round. Activate Two Actions Interact (attack, possession); Effect While grasping the lens, make a melee spell attack roll with a modifier of +20. On a hit, you force the splinter of Nhimbaloth's essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by any effect that removes a possession effect. The lens doesn't have any magical abilities until the possession effect ends; when it does, the essence returns to the lens. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Ochre Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 1,400 gp Bulk 2 --- This brownish-orange lens always seems dusty and gritty, even when wet. While you have the Ochre Fulcrum Lens invested, lassitude grips you. You gain resistance 10 to mental damage and a +2 status bonus to saves against emotion effects. You can also activate the lens in the following ways. Activate Two Actions Interact; Frequency once per day; Effect You hold up the Ochre Fulcrum Lens in your hand and the item casts crushing despair (DC 31 Will save). Activate Two Actions Interact (attack, possession); Effect While grasping the lens, make a melee spell attack roll with a modifier of +21. On a hit, you force the splinter of Nhimbaloth's essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by any effect that removes a possession effect. The lens doesn't have any magical abilities until the possession effect ends; when it does, the essence returns to the lens.","skill_mod":{},"summary":"This concave lens has a drifting crimson cloud resembling slowly swirling blood within it. While you have the Crimson Fulcrum Lens invested, you …","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["School","Equipment","Tradition","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=942","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Crimson Fulcrum Lens","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-942-906"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #165: Eyes of Empty Death"],"type":"Item","item_category":"Other","speed":{},"item_parent_id":"equipment-942","weakness":{},"primary_source_group":"Abomination Vaults","school":"necromancy","price":200000,"trait":["Invested","Necromancy","Occult","Unique"],"id":"equipment-942-907","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"\" > Fulcrum Lenses Source Pathfinder #165: Eyes of Empty Death pg. 75 --- Fulcrum lenses are unique magical crystals that each contain a sliver of Nhimbaloth's essence. They belong to a larger set of lenses created to manipulate or even bind the Empty Death; most of the other lenses are long lost and likely destroyed. The Haruvex family came into possession of four of the lenses, and they knew that bringing them together focused Nhimbaloth's attention in unprecedented and dangerous ways. Belcorra brought all four lenses to the Abomination Vaults with her, intending to install them in Gauntlight for her ultimate revenge upon Absalom. She also created a special receptacle called the Fulcrum Lattice to hold the lenses so that their power could be focused together. She realized the danger of keeping the fulcrum lenses too close together until the right time and spread them out among loyal groups in the Abomination Vaults' lowest levels for safekeeping. Belcorra keeps only the most powerful lens, the Ebon Fulcrum Lens , with her—indeed, as a ghost, it's the only one she can carry. If the heroes can bring the other three lenses to bear against Belcorra, they can draw Nhimbaloth's dread glare to the sorcerer. Despite her loyalty, Belcorra can't hope to keep her spirit intact when Nhimbaloth gazes directly upon it. The fulcrum lenses are more than mere receptacles of Nhimbaloth's essence. Each grants those who use it a fragment of the Great Old One's power. <title level=\"2\" right=\"Item 9\" pfs=\"\" > Crimson Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 700 gp Bulk 1 --- This concave lens has a drifting crimson cloud resembling slowly swirling blood within it. While you have the Crimson Fulcrum Lens invested, you seethe with malevolent fury you can barely contain. You gain a +2 item bonus to saving throws against fear effects and a +2 item bonus to your melee Strike damage (this increases to a +4 item bonus to damage if the melee Strike is a jaws attack). You can also activate the lens in the following ways. Activate Two Actions Interact; Frequency once per day; Effect You grasp the Crimson Fulcrum Lens in one hand and make a Strike that doesn't require that hand. The Strike deals an additional 1d8 precision damage (or 2d8 precision damage if you make a jaws Strike) and doesn't count toward your multiple attack penalty. Activate Two Actions Interact (attack, possession); Effect While grasping the lens, make a melee spell attack roll with a modifier of +18. On a hit, you force the splinter of Nhimbaloth's essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by any effect that removes a possession effect. The lens doesn't have any magical abilities until the possession effect ends; when it does, the essence returns to the lens. <title level=\"2\" right=\"Item 12\" pfs=\"\" > Ebon Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 2,000 gp Bulk L --- This strangest and most powerful of the fulcrum lenses resembles a chip of smooth obsidian containing three dark glimmers of Nhimbaloth's essence. Incorporeal creatures can touch and hold the Ebon Fulcrum Lens . While you have the Ebon Fulcrum Lens invested, and you're a corporeal creature, you become insubstantial, gain the incorporeal trait, and are drained 2. Your drained condition can't be reduced below 2 as long as you have the lens invested. You can activate the lens in the following ways. Both require expenditures of glimmers within the lens; once the lens is depleted of its three glimmers, it retains its ability to make corporeal creatures insubstantial but can't be used for its other abilities until its glimmers are restored (which generally requires a ritual or being steeped in an area of Nhimbaloth's power). Activate Reaction envision; Frequency once per day; Requirement At least one glimmer remains in the Ebon Fulcrum Lens ; Prerequisites you have the rejuvenation ability; Trigger you would be destroyed and are able to rejuvenate; Effect For the first 24 hours after you rejuvenate, you gain a +1 item bonus to attack rolls, saving throws, and DCs. Reduce the number of glimmers remaining in the lens by 1. Activate Two Actions Interact; Frequency once per day; Requirement At least one glimmer remains in the Ebon Fulcrum Lens ; Effect You draw upon a glimmer of Nhimbaloth's essence for power; reduce the number of glimmers remaining in the lens by 1. You're quickened for 1 minute and gain a +1 item bonus to attack rolls, saving throws, and DCs. You can use this extra action to Stride or Step, or for an action in a special ghost ability you have. <title level=\"2\" right=\"Item 10\" pfs=\"\" > Emerald Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 1,000 gp Bulk 3 --- This concave green lens is pitted and flawed; its jagged edges can cut those who don't handle it with care. While you have the Emerald Fulcrum Lens invested, your flesh appears waxen and pallid. You gain negative healing and harm spells gain a +4 status bonus to the Hit Points they restore to you. You can also activate the lens in the following ways. Activate Two Actions Interact (healing); Frequency once per day; Effect You grasp the Emerald Fulcrum Lens in one hand, regain 30 Hit Points, and gain a +2 item bonus to saving throws against magic for 1 round. Activate Two Actions Interact (attack, possession); Effect While grasping the lens, make a melee spell attack roll with a modifier of +20. On a hit, you force the splinter of Nhimbaloth's essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by any effect that removes a possession effect. The lens doesn't have any magical abilities until the possession effect ends; when it does, the essence returns to the lens. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Ochre Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 1,400 gp Bulk 2 --- This brownish-orange lens always seems dusty and gritty, even when wet. While you have the Ochre Fulcrum Lens invested, lassitude grips you. You gain resistance 10 to mental damage and a +2 status bonus to saves against emotion effects. You can also activate the lens in the following ways. Activate Two Actions Interact; Frequency once per day; Effect You hold up the Ochre Fulcrum Lens in your hand and the item casts crushing despair (DC 31 Will save). Activate Two Actions Interact (attack, possession); Effect While grasping the lens, make a melee spell attack roll with a modifier of +21. On a hit, you force the splinter of Nhimbaloth's essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by any effect that removes a possession effect. The lens doesn't have any magical abilities until the possession effect ends; when it does, the essence returns to the lens.","skill_mod":{},"summary":"This strangest and most powerful of the fulcrum lenses resembles a chip of smooth obsidian containing three dark glimmers of Nhimbaloth's essence. …","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Equipment","School","Tradition","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=942","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Ebon Fulcrum Lens","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-942-907"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #165: Eyes of Empty Death"],"type":"Item","item_category":"Other","speed":{},"item_parent_id":"equipment-942","weakness":{},"primary_source_group":"Abomination Vaults","school":"necromancy","price":100000,"trait":["Invested","Necromancy","Negative","Occult","Unique","Void"],"id":"equipment-942-908","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"\" > Fulcrum Lenses Source Pathfinder #165: Eyes of Empty Death pg. 75 --- Fulcrum lenses are unique magical crystals that each contain a sliver of Nhimbaloth's essence. They belong to a larger set of lenses created to manipulate or even bind the Empty Death; most of the other lenses are long lost and likely destroyed. The Haruvex family came into possession of four of the lenses, and they knew that bringing them together focused Nhimbaloth's attention in unprecedented and dangerous ways. Belcorra brought all four lenses to the Abomination Vaults with her, intending to install them in Gauntlight for her ultimate revenge upon Absalom. She also created a special receptacle called the Fulcrum Lattice to hold the lenses so that their power could be focused together. She realized the danger of keeping the fulcrum lenses too close together until the right time and spread them out among loyal groups in the Abomination Vaults' lowest levels for safekeeping. Belcorra keeps only the most powerful lens, the Ebon Fulcrum Lens , with her—indeed, as a ghost, it's the only one she can carry. If the heroes can bring the other three lenses to bear against Belcorra, they can draw Nhimbaloth's dread glare to the sorcerer. Despite her loyalty, Belcorra can't hope to keep her spirit intact when Nhimbaloth gazes directly upon it. The fulcrum lenses are more than mere receptacles of Nhimbaloth's essence. Each grants those who use it a fragment of the Great Old One's power. <title level=\"2\" right=\"Item 9\" pfs=\"\" > Crimson Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 700 gp Bulk 1 --- This concave lens has a drifting crimson cloud resembling slowly swirling blood within it. While you have the Crimson Fulcrum Lens invested, you seethe with malevolent fury you can barely contain. You gain a +2 item bonus to saving throws against fear effects and a +2 item bonus to your melee Strike damage (this increases to a +4 item bonus to damage if the melee Strike is a jaws attack). You can also activate the lens in the following ways. Activate Two Actions Interact; Frequency once per day; Effect You grasp the Crimson Fulcrum Lens in one hand and make a Strike that doesn't require that hand. The Strike deals an additional 1d8 precision damage (or 2d8 precision damage if you make a jaws Strike) and doesn't count toward your multiple attack penalty. Activate Two Actions Interact (attack, possession); Effect While grasping the lens, make a melee spell attack roll with a modifier of +18. On a hit, you force the splinter of Nhimbaloth's essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by any effect that removes a possession effect. The lens doesn't have any magical abilities until the possession effect ends; when it does, the essence returns to the lens. <title level=\"2\" right=\"Item 12\" pfs=\"\" > Ebon Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 2,000 gp Bulk L --- This strangest and most powerful of the fulcrum lenses resembles a chip of smooth obsidian containing three dark glimmers of Nhimbaloth's essence. Incorporeal creatures can touch and hold the Ebon Fulcrum Lens . While you have the Ebon Fulcrum Lens invested, and you're a corporeal creature, you become insubstantial, gain the incorporeal trait, and are drained 2. Your drained condition can't be reduced below 2 as long as you have the lens invested. You can activate the lens in the following ways. Both require expenditures of glimmers within the lens; once the lens is depleted of its three glimmers, it retains its ability to make corporeal creatures insubstantial but can't be used for its other abilities until its glimmers are restored (which generally requires a ritual or being steeped in an area of Nhimbaloth's power). Activate Reaction envision; Frequency once per day; Requirement At least one glimmer remains in the Ebon Fulcrum Lens ; Prerequisites you have the rejuvenation ability; Trigger you would be destroyed and are able to rejuvenate; Effect For the first 24 hours after you rejuvenate, you gain a +1 item bonus to attack rolls, saving throws, and DCs. Reduce the number of glimmers remaining in the lens by 1. Activate Two Actions Interact; Frequency once per day; Requirement At least one glimmer remains in the Ebon Fulcrum Lens ; Effect You draw upon a glimmer of Nhimbaloth's essence for power; reduce the number of glimmers remaining in the lens by 1. You're quickened for 1 minute and gain a +1 item bonus to attack rolls, saving throws, and DCs. You can use this extra action to Stride or Step, or for an action in a special ghost ability you have. <title level=\"2\" right=\"Item 10\" pfs=\"\" > Emerald Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 1,000 gp Bulk 3 --- This concave green lens is pitted and flawed; its jagged edges can cut those who don't handle it with care. While you have the Emerald Fulcrum Lens invested, your flesh appears waxen and pallid. You gain negative healing and harm spells gain a +4 status bonus to the Hit Points they restore to you. You can also activate the lens in the following ways. Activate Two Actions Interact (healing); Frequency once per day; Effect You grasp the Emerald Fulcrum Lens in one hand, regain 30 Hit Points, and gain a +2 item bonus to saving throws against magic for 1 round. Activate Two Actions Interact (attack, possession); Effect While grasping the lens, make a melee spell attack roll with a modifier of +20. On a hit, you force the splinter of Nhimbaloth's essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by any effect that removes a possession effect. The lens doesn't have any magical abilities until the possession effect ends; when it does, the essence returns to the lens. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Ochre Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 1,400 gp Bulk 2 --- This brownish-orange lens always seems dusty and gritty, even when wet. While you have the Ochre Fulcrum Lens invested, lassitude grips you. You gain resistance 10 to mental damage and a +2 status bonus to saves against emotion effects. You can also activate the lens in the following ways. Activate Two Actions Interact; Frequency once per day; Effect You hold up the Ochre Fulcrum Lens in your hand and the item casts crushing despair (DC 31 Will save). Activate Two Actions Interact (attack, possession); Effect While grasping the lens, make a melee spell attack roll with a modifier of +21. On a hit, you force the splinter of Nhimbaloth's essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by any effect that removes a possession effect. The lens doesn't have any magical abilities until the possession effect ends; when it does, the essence returns to the lens.","skill_mod":{},"summary":"This concave green lens is pitted and flawed; its jagged edges can cut those who don't handle it with care. While you have the Emerald Fulcrum Lens …","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Equipment","School","Energy","Planar","Creature Type","Tradition","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=942","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Emerald Fulcrum Lens","bulk":3,"category":"equipment","rarity":"unique","slug":"equipment-942-908"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #165: Eyes of Empty Death"],"type":"Item","item_category":"Other","speed":{},"item_parent_id":"equipment-942","weakness":{},"primary_source_group":"Abomination Vaults","school":"enchantment","price":140000,"trait":["Enchantment","Invested","Occult","Unique"],"id":"equipment-942-909","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"\" > Fulcrum Lenses Source Pathfinder #165: Eyes of Empty Death pg. 75 --- Fulcrum lenses are unique magical crystals that each contain a sliver of Nhimbaloth's essence. They belong to a larger set of lenses created to manipulate or even bind the Empty Death; most of the other lenses are long lost and likely destroyed. The Haruvex family came into possession of four of the lenses, and they knew that bringing them together focused Nhimbaloth's attention in unprecedented and dangerous ways. Belcorra brought all four lenses to the Abomination Vaults with her, intending to install them in Gauntlight for her ultimate revenge upon Absalom. She also created a special receptacle called the Fulcrum Lattice to hold the lenses so that their power could be focused together. She realized the danger of keeping the fulcrum lenses too close together until the right time and spread them out among loyal groups in the Abomination Vaults' lowest levels for safekeeping. Belcorra keeps only the most powerful lens, the Ebon Fulcrum Lens , with her—indeed, as a ghost, it's the only one she can carry. If the heroes can bring the other three lenses to bear against Belcorra, they can draw Nhimbaloth's dread glare to the sorcerer. Despite her loyalty, Belcorra can't hope to keep her spirit intact when Nhimbaloth gazes directly upon it. The fulcrum lenses are more than mere receptacles of Nhimbaloth's essence. Each grants those who use it a fragment of the Great Old One's power. <title level=\"2\" right=\"Item 9\" pfs=\"\" > Crimson Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 700 gp Bulk 1 --- This concave lens has a drifting crimson cloud resembling slowly swirling blood within it. While you have the Crimson Fulcrum Lens invested, you seethe with malevolent fury you can barely contain. You gain a +2 item bonus to saving throws against fear effects and a +2 item bonus to your melee Strike damage (this increases to a +4 item bonus to damage if the melee Strike is a jaws attack). You can also activate the lens in the following ways. Activate Two Actions Interact; Frequency once per day; Effect You grasp the Crimson Fulcrum Lens in one hand and make a Strike that doesn't require that hand. The Strike deals an additional 1d8 precision damage (or 2d8 precision damage if you make a jaws Strike) and doesn't count toward your multiple attack penalty. Activate Two Actions Interact (attack, possession); Effect While grasping the lens, make a melee spell attack roll with a modifier of +18. On a hit, you force the splinter of Nhimbaloth's essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by any effect that removes a possession effect. The lens doesn't have any magical abilities until the possession effect ends; when it does, the essence returns to the lens. <title level=\"2\" right=\"Item 12\" pfs=\"\" > Ebon Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 2,000 gp Bulk L --- This strangest and most powerful of the fulcrum lenses resembles a chip of smooth obsidian containing three dark glimmers of Nhimbaloth's essence. Incorporeal creatures can touch and hold the Ebon Fulcrum Lens . While you have the Ebon Fulcrum Lens invested, and you're a corporeal creature, you become insubstantial, gain the incorporeal trait, and are drained 2. Your drained condition can't be reduced below 2 as long as you have the lens invested. You can activate the lens in the following ways. Both require expenditures of glimmers within the lens; once the lens is depleted of its three glimmers, it retains its ability to make corporeal creatures insubstantial but can't be used for its other abilities until its glimmers are restored (which generally requires a ritual or being steeped in an area of Nhimbaloth's power). Activate Reaction envision; Frequency once per day; Requirement At least one glimmer remains in the Ebon Fulcrum Lens ; Prerequisites you have the rejuvenation ability; Trigger you would be destroyed and are able to rejuvenate; Effect For the first 24 hours after you rejuvenate, you gain a +1 item bonus to attack rolls, saving throws, and DCs. Reduce the number of glimmers remaining in the lens by 1. Activate Two Actions Interact; Frequency once per day; Requirement At least one glimmer remains in the Ebon Fulcrum Lens ; Effect You draw upon a glimmer of Nhimbaloth's essence for power; reduce the number of glimmers remaining in the lens by 1. You're quickened for 1 minute and gain a +1 item bonus to attack rolls, saving throws, and DCs. You can use this extra action to Stride or Step, or for an action in a special ghost ability you have. <title level=\"2\" right=\"Item 10\" pfs=\"\" > Emerald Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 1,000 gp Bulk 3 --- This concave green lens is pitted and flawed; its jagged edges can cut those who don't handle it with care. While you have the Emerald Fulcrum Lens invested, your flesh appears waxen and pallid. You gain negative healing and harm spells gain a +4 status bonus to the Hit Points they restore to you. You can also activate the lens in the following ways. Activate Two Actions Interact (healing); Frequency once per day; Effect You grasp the Emerald Fulcrum Lens in one hand, regain 30 Hit Points, and gain a +2 item bonus to saving throws against magic for 1 round. Activate Two Actions Interact (attack, possession); Effect While grasping the lens, make a melee spell attack roll with a modifier of +20. On a hit, you force the splinter of Nhimbaloth's essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by any effect that removes a possession effect. The lens doesn't have any magical abilities until the possession effect ends; when it does, the essence returns to the lens. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Ochre Fulcrum Lens May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 75 Price 1,400 gp Bulk 2 --- This brownish-orange lens always seems dusty and gritty, even when wet. While you have the Ochre Fulcrum Lens invested, lassitude grips you. You gain resistance 10 to mental damage and a +2 status bonus to saves against emotion effects. You can also activate the lens in the following ways. Activate Two Actions Interact; Frequency once per day; Effect You hold up the Ochre Fulcrum Lens in your hand and the item casts crushing despair (DC 31 Will save). Activate Two Actions Interact (attack, possession); Effect While grasping the lens, make a melee spell attack roll with a modifier of +21. On a hit, you force the splinter of Nhimbaloth's essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by any effect that removes a possession effect. The lens doesn't have any magical abilities until the possession effect ends; when it does, the essence returns to the lens.","skill_mod":{},"summary":"This brownish-orange lens always seems dusty and gritty, even when wet. While you have the Ochre Fulcrum Lens invested, lassitude grips you. You …","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["School","Equipment","Tradition","Rarity"],"level":11,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=942","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Ochre Fulcrum Lens","bulk":2,"category":"equipment","rarity":"unique","slug":"equipment-942-909"},{"hands":"2","primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #165: Eyes of Empty Death"],"type":"Item","item_category":"Other","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","school":"transmutation","price":120000,"trait":["Occult","Transmutation","Unique"],"id":"equipment-943","text":"<title level=\"1\" right=\"Item 11\" pfs=\"\" > Fulcrum Lattice May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 76 Price 1,200 gp Hands 2 Usage held in 2 hands Bulk 2 --- This silver and copper framework is shaped to hold four focusing lenses, one behind the other, from smallest to largest. It has a socketed base to be mounted into a stand, such as that found in a lighthouse lantern. The Fulcrum Lattice was specifically designed to hold the four fulcrum lenses from smallest to largest (ebon, crimson, ochre, emerald), and it hums slightly while within 10 feet of any fulcrum lens. A fulcrum lens slotted into the Fulcrum Lattice has no Bulk; the lattice remains at 1 Bulk and can be carried easily. Inserting or removing a lens from the Fulcrum Lattice requires a single Interact action. The Fulcrum Lattice channels the power of fulcrum lenses joined with it. While you hold the Fulcrum Lattice , lenses socketed into it are considered to be in your hand for the purpose of activating their abilities. When you make a melee spell attack with a lens in the Fulcrum Lattice, you use the highest melee spell attack modifier of any lens in the lattice, or you can use your melee attack modifier with simple weapons if it's greater.\n","skill_mod":{},"summary":"This silver and copper framework is shaped to hold four focusing lenses, one behind the other, from smallest to largest. It has a socketed base to be …","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Tradition","School","Rarity"],"level":11,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=943","source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Fulcrum Lattice","bulk":2,"category":"equipment","rarity":"unique","slug":"equipment-943"},{"item_child_id":["equipment-944-910","equipment-944-911","equipment-944-912","equipment-944-913"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #166: Despair on Danger Island"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","school":"conjuration","trait":["Conjuration","Consumable","Magical","Teleportation","Uncommon"],"id":"equipment-944","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Limited\" > Bonmuan Swapping Stone May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #166: Despair on Danger Island pg. 75 Usage held in 1 hand Activate Single Action Interact --- This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within 100 feet. The stone then casts dimension door on you and transports you to itself. This destroys the stone. You can instead hurl the stone at a creature in an attempt to bring that creature closer to you. Make a ranged Strike against a creature using your highest proficiency with a ranged weapon. The swapping stone has a range increment of 15 feet. On a hit, the stone shatters against the creature, casting dimension door on the creature and causing it to instantly teleport to a space adjacent to you. An unwilling creature can resist this teleportation with a successful DC 28 Will save. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Lesser Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 300 gp <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Moderate Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 600 gp --- The Will save DC is 31. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Greater Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 3,000 gp --- The Will save DC is 37. <title level=\"2\" right=\"Item 20\" pfs=\"Limited\" > Major Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 9,000 gp --- The Will save DC is 43.","skill_mod":{},"summary":"This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within …","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["School","Equipment","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=944","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Bonmuan Swapping Stone","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-944"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #166: Despair on Danger Island"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-944","weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","school":"conjuration","price":30000,"trait":["Conjuration","Consumable","Magical","Teleportation","Uncommon"],"id":"equipment-944-910","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Limited\" > Bonmuan Swapping Stone May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #166: Despair on Danger Island pg. 75 Usage held in 1 hand Activate Single Action Interact --- This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within 100 feet. The stone then casts dimension door on you and transports you to itself. This destroys the stone. You can instead hurl the stone at a creature in an attempt to bring that creature closer to you. Make a ranged Strike against a creature using your highest proficiency with a ranged weapon. The swapping stone has a range increment of 15 feet. On a hit, the stone shatters against the creature, casting dimension door on the creature and causing it to instantly teleport to a space adjacent to you. An unwilling creature can resist this teleportation with a successful DC 28 Will save. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Lesser Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 300 gp <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Moderate Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 600 gp --- The Will save DC is 31. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Greater Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 3,000 gp --- The Will save DC is 37. <title level=\"2\" right=\"Item 20\" pfs=\"Limited\" > Major Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 9,000 gp --- The Will save DC is 43.","skill_mod":{},"summary":"This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within …","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["School","Equipment","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=944","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Lesser Swapping Stone","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-944-910"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #166: Despair on Danger Island"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-944","weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","school":"conjuration","price":60000,"trait":["Conjuration","Consumable","Magical","Teleportation","Uncommon"],"id":"equipment-944-911","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Limited\" > Bonmuan Swapping Stone May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #166: Despair on Danger Island pg. 75 Usage held in 1 hand Activate Single Action Interact --- This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within 100 feet. The stone then casts dimension door on you and transports you to itself. This destroys the stone. You can instead hurl the stone at a creature in an attempt to bring that creature closer to you. Make a ranged Strike against a creature using your highest proficiency with a ranged weapon. The swapping stone has a range increment of 15 feet. On a hit, the stone shatters against the creature, casting dimension door on the creature and causing it to instantly teleport to a space adjacent to you. An unwilling creature can resist this teleportation with a successful DC 28 Will save. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Lesser Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 300 gp <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Moderate Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 600 gp --- The Will save DC is 31. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Greater Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 3,000 gp --- The Will save DC is 37. <title level=\"2\" right=\"Item 20\" pfs=\"Limited\" > Major Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 9,000 gp --- The Will save DC is 43.","skill_mod":{},"summary":"The Will save DC is 31.","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["School","Equipment","Mechanics","Rarity"],"level":14,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=944","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Moderate Swapping Stone","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-944-911"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #166: Despair on Danger Island"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-944","weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","school":"conjuration","price":300000,"trait":["Conjuration","Consumable","Magical","Teleportation","Uncommon"],"id":"equipment-944-912","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Limited\" > Bonmuan Swapping Stone May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #166: Despair on Danger Island pg. 75 Usage held in 1 hand Activate Single Action Interact --- This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within 100 feet. The stone then casts dimension door on you and transports you to itself. This destroys the stone. You can instead hurl the stone at a creature in an attempt to bring that creature closer to you. Make a ranged Strike against a creature using your highest proficiency with a ranged weapon. The swapping stone has a range increment of 15 feet. On a hit, the stone shatters against the creature, casting dimension door on the creature and causing it to instantly teleport to a space adjacent to you. An unwilling creature can resist this teleportation with a successful DC 28 Will save. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Lesser Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 300 gp <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Moderate Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 600 gp --- The Will save DC is 31. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Greater Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 3,000 gp --- The Will save DC is 37. <title level=\"2\" right=\"Item 20\" pfs=\"Limited\" > Major Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 9,000 gp --- The Will save DC is 43.","skill_mod":{},"summary":"The Will save DC is 37.","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["School","Equipment","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=944","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Greater Swapping Stone","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-944-912"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #166: Despair on Danger Island"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-944","weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","school":"conjuration","price":900000,"trait":["Conjuration","Consumable","Magical","Teleportation","Uncommon"],"id":"equipment-944-913","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Limited\" > Bonmuan Swapping Stone May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #166: Despair on Danger Island pg. 75 Usage held in 1 hand Activate Single Action Interact --- This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within 100 feet. The stone then casts dimension door on you and transports you to itself. This destroys the stone. You can instead hurl the stone at a creature in an attempt to bring that creature closer to you. Make a ranged Strike against a creature using your highest proficiency with a ranged weapon. The swapping stone has a range increment of 15 feet. On a hit, the stone shatters against the creature, casting dimension door on the creature and causing it to instantly teleport to a space adjacent to you. An unwilling creature can resist this teleportation with a successful DC 28 Will save. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Lesser Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 300 gp <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Moderate Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 600 gp --- The Will save DC is 31. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Greater Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 3,000 gp --- The Will save DC is 37. <title level=\"2\" right=\"Item 20\" pfs=\"Limited\" > Major Swapping Stone Source Pathfinder #166: Despair on Danger Island pg. 75 Price 9,000 gp --- The Will save DC is 43.","skill_mod":{},"summary":"The Will save DC is 43.","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["School","Equipment","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=944","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Major Swapping Stone","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-944-913"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #166: Despair on Danger Island"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","school":"conjuration","trait":["Artifact","Conjuration","Healing","Magical","Rare"],"id":"equipment-945","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > Phoenix Fighting Fan May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #166: Despair on Danger Island pg. 75 Usage held in 1 hand Bulk L Base Weapon Fighting Fan --- This elegant +3 greater striking flaming silver fighting fan features sharp silver feathers instead of traditional paper leaves in its design. Activate Three Actions command, envision, Interact; Frequency once per day; Effect You call upon the fan's extradimensional powers to trap a creature in Hao Jin's repository, a small demiplane that holds the countless relics Hao Jin collected over her lifetime (though a trapped creature cannot interact with any of these relics). The fighting fan casts maze on a creature within 30 feet. The fan automatically Sustains the Spell as long as you Strike a creature with it each round. The Survival or Perception DC to escape the demiplane is 34. The spell ends once the creature escapes, you fail to Strike a creature with the fan during a round, or after 1 minute, whichever comes first. Activate 10 minutes (envision, Interact); Effect The fan casts 8th-level raise dead , consuming the phoenix fighting fan in the process.\n","skill_mod":{},"summary":"This elegant +3 greater striking flaming silver fighting fan features sharp silver feathers instead of traditional paper leaves in its …","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=945","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","base_item":["Fighting Fan"],"name":"Phoenix Fighting Fan","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-945"},{"primary_source_category":"Adventure Paths","usage":"worn necklace","source":["Pathfinder #166: Despair on Danger Island"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","school":"necromancy","trait":["Artifact","Healing","Magical","Necromancy","Rare"],"id":"equipment-946","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > Phoenix Necklace May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #166: Despair on Danger Island pg. 75 Usage worn necklace --- This brilliant jewelry is made from fine silver interwoven with a uniquely malleable form of ruby that causes the necklace to glimmer like a flickering fire. Hao Jin created the necklaces to mitigate the potential of death during the Ruby Phoenix Tournament pre-qualifier, and she specially attuned each phoenix necklace to the silver feathers she created for the pre-qualifying round. While the silver feathers themselves aren't magical, they are required to activate the necklace's power. Each team starts with 3 feathers hidden in their headquarters; they acquire more through challenges and events. Additionally, the tournament emissary's enforcers have the ability to deliver messages to the necklace's wearer at any time by casting sending , though the wearer can't respond. Activate Three Actions command, envision; Effect You select any number of willing creatures you can see within 30 feet, including yourself. The selected creatures can make nonlethal attacks without taking a penalty to their attack rolls. This effect remains in place until you remove the necklace or use this activation again. Activate 10 minutes (envision, Interact); Effect The necklace consumes one of the attached silver feathers and casts 7th-level raise dead . Activating this ability is particularly costly and every activation requires consuming one more silver feather than the previous activation. Destruction Once a phoenix necklace has 10 silver feathers attached, Hao Jin can transform the necklace into a phoenix fighting fan , a process which requires 3 Interact actions.\n","skill_mod":{},"summary":"This brilliant jewelry is made from fine silver interwoven with a uniquely malleable form of ruby that causes the necklace to glimmer like a …","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Equipment","Mechanics","School","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=946","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Phoenix Necklace","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-946"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #167: Ready? Fight!"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","price":200000,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Uncommon"],"id":"equipment-947","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Limited\" > Apricot of Bestial Might May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #167: Ready? Fight! pg. 74 Price 2,000 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This yellow fruit's soft flesh is covered by waxy, fibrous leaves reminiscent of a pineapple. When you eat an apricot of bestial might, you transform into a boar-faced battle form with scaly skin. You can use feats with this item as if it were a bestial mutagen, improving your tusk unarmed attack as if it were a claw or jaws attack. Benefit You gain 8 resistance to all physical damage and gain a tusk unarmed attack with the deadly d12 trait that deals 1d10 piercing damage. Drawback You become clumsy 1. If you perform an action with the auditory or linguistic traits, you must succeed at a DC 5 flat check or the action is lost.\n","skill_mod":{},"summary":"This yellow fruit's soft flesh is covered by waxy, fibrous leaves reminiscent of a pineapple. When you eat an apricot of bestial might, you transform …","primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":16,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=947","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Apricot of Bestial Might","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-947"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #167: Ready? Fight!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","school":"transmutation","price":2200000,"skill":["Deception","Diplomacy"],"trait":["Invested","Magical","Rare","Transmutation"],"id":"equipment-948","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Limited\" > Cape of the Open Sky May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #167: Ready? Fight! pg. 74 Price 22,000 gp Usage worn cloak Bulk L --- This cloth of gold cape was originally gifted to one of Goka's emperors centuries ago. Since then, it has spawned many imitations, which are all alike in that they are dyed with an elaborate seal depicting two drakes flanking Goka's palace and the Seven Dragons Bridge. The beautiful cape grants you a +3 item bonus to checks to Lie and to Make an Impression. While you wear the cape, the weather (including wind and fog) doesn't affect your movement or vision. Additionally, whenever you fall while wearing the cape of the open sky , the cape automatically casts feather fall on you. Activate Two Actions Interact; Effect The cape becomes a pair of golden drake wings that grant you a fly Speed of 30 feet for 1 hour. Activate Single Action command; Frequency once per minute; Effect The cloak pushes you onward. You Stride or Fly up to your Speed, but you can move only in a straight line. You gain a +15-foot status bonus to your Speed and fly Speed for this movement.\n","skill_mod":{},"summary":"This cloth of gold cape was originally gifted to one of Goka's emperors centuries ago. Since then, it has spawned many imitations, which are all …","primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Equipment","Mechanics","Rarity","School"],"level":18,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=948","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Cape of the Open Sky","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-948"},{"primary_source_category":"Adventure Paths","usage":"worn headband","source":["Pathfinder #167: Ready? Fight!","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","school":"conjuration","price":1000000,"trait":["Conjuration","Invested","Magical","Teleportation","Uncommon"],"id":"equipment-949","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Limited\" > Headbands of Translocation May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #167: Ready? Fight! pg. 74, Treasure Vault (Remastered) pg. 152 Price 10,000 gp Usage worn headband --- These silk headbands always come in pairs and usually feature a prominent symbol of a nation or team. If both wearers Invest their headbands at the same time and think of the same symbol while doing so, both headbands change to display that symbol until they are removed. As long as you both have Invested your headbands, you can Aid each other without taking an action to prepare and when you get a critical failure when attempting to Aid an ally with a paired headband, you get a failure instead. Activate Two Actions Interact; Frequency once per day; Effect You remove your headband, which teleports you to a space adjacent to the other Invested wearer's location, if you are within 1 mile of each other.\n","skill_mod":{},"summary":"These silk headbands always come in pairs and usually feature a prominent symbol of a nation or team. If both wearers Invest their headbands at the …","primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["School","Equipment","Mechanics","Rarity"],"level":16,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=949","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Headbands of Translocation","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-949"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #167: Ready? Fight!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","school":"evocation","price":4000000,"trait":["Evocation","Magical","Rare","Transmutation"],"id":"equipment-950","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Limited\" > Sky-Piercing Bow May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #167: Ready? Fight! pg. 74 Price 40,000 gp Usage held in 2 hands Bulk L Base Weapon Composite Shortbow --- Large turquoise gems stud the outer edge of this sturdy +3 greater striking ghost touch composite shortbow . Arrows shot from the bow are unimpaired by wind and air effects. Activate Two Actions Interact (conjuration, teleportation) Frequency once per day; Effect You shoot an arrow at an open space on a surface within 500 feet and momentarily vanish into a wind that carries the arrow. You teleport to that location. Activate Two Actions command, Interact (electricity) Frequency once per hour; Effect You shoot an arrow at the sky and it tears an extraplanar rift that resembles a storm cloud in a 30-foot burst centered on a point within 200 feet. A torrent of rain pours down from the rift for 1 minute or until you Dismiss the effect. The area within the torrent becomes difficult terrain for all movement (including Flying). As an Interact action, you can fire an arrow into the rift to cause a bolt of lightning to strike a creature in the area. The creature takes 5d12 lightning damage and must attempt a DC 41 basic Reflex save. Activate 10 minutes (command, envision, Interact); Frequency once per week; Effect You fire a volley of arrows into the sky. You create the effects of a successful control weather ritual.\n","skill_mod":{},"summary":"Large turquoise gems stud the outer edge of this sturdy +3 greater striking ghost touch composite shortbow . Arrows shot from the bow are …","primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["School","Mechanics","Rarity"],"level":19,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=950","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","base_item":["Composite Shortbow"],"name":"Sky-Piercing Bow","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-950"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #167: Ready? Fight!","Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","school":"abjuration","price":190000,"trait":["Abjuration","Consumable","Fulu","Magical","Uncommon"],"id":"equipment-951","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Limited\" > Stormbreaker Fulu May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #167: Ready? Fight! pg. 75, Secrets of Magic pg. 161 Price 1,900 gp Usage affixed to armor Activate Free Action command Trigger You would be forced to move, you would be teleported, or you would take cold, electricity, or sonic damage. --- This paper tag is inscribed with magical symbols. When you activate the fulu, it vanishes in a wisp of cloud and you gain resistance 15 to cold, electricity, and sonic damage until the end of your next turn. For that duration, you ignore difficult terrain from wind and weather and you can't be forcibly moved or teleported unless the effect counteracts the fulu (DC 40). These protections apply against the triggering effect.\n","skill_mod":{},"summary":"This paper tag is inscribed with magical symbols. When you activate the fulu, it vanishes in a wisp of cloud and you gain resistance 15 to cold, …","primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["School","Equipment","Mechanics","Rarity"],"level":16,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Fulu","trigger":"You would be forced to move, you would be teleported, or you would take cold, electricity, or sonic damage.","resistance":{},"url":"/Equipment.aspx?ID=951","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Stormbreaker Fulu","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-951"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #167: Ready? Fight!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","price":180000,"trait":["Consumable","Incapacitation","Magical","Talisman","Uncommon"],"id":"equipment-952","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Limited\" > Tusk and Fang Chain May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #167: Ready? Fight! pg. 75 Price 1,800 gp Usage affixed to armor Activate Free Action envision Trigger You Grab or restrain a creature or become grabbed or restrained by a creature --- This length of silver chain has a tiger's fang on one end and the tip of a dire boar's tusk on the other. When you activate the chain, an ephemeral chain encircles the target creature's head and a cacophony of animal sounds clouds its mind. It must attempt a DC 35 Will save. Critical Success The creature is unaffected. Success The creature is confused on its next action. Failure The creature is confused for 1 round. Critical Failure The creature is confused for 1 minute and the creature doesn't receive a flat check to end its confusion if it takes damage. At the end of each of its turns, it attempts a new Will save, ending the effect on a success.\n","skill_mod":{},"summary":"This length of silver chain has a tiger's fang on one end and the tip of a dire boar's tusk on the other. When you activate the chain, an ephemeral …","primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Equipment","Mechanics","Rarity"],"level":16,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","trigger":"You Grab or restrain a creature or become grabbed or restrained by a creature","resistance":{},"url":"/Equipment.aspx?ID=952","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Tusk and Fang Chain","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-952"},{"primary_source_category":"Adventures","source":["Malevolence"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"primary_source_group":"Malevolence","school":"necromancy","price":25000,"trait":["Magical","Necromancy","Rare"],"id":"equipment-953","text":"<title level=\"1\" right=\"Item 6\" pfs=\"\" > Brain Cylinder May contain spoilers from Malevolence Source Malevolence pg. 66 Price 250 gp Bulk 1 --- A brain cylinder allows the extracted brain of a Large or smaller creature to continue to function even after it has been removed from the body. As long as the brain remains in the cylinder, the creature remains alive and can continue to think, even though its body is dead. Detachable modules that fit into the base of the cylinder allow the brain to see, hear, or speak using a raspy speaker. So long as these are attached, the brain can speak and understand any languages it knew in life, though nothing within the cylinder compels it to do so if it is unwilling. It also retains its living alignment, and can use Intelligence-, Wisdom-, and Charisma-based skills. A standard brain cylinder has one skill at +15, one at +13, and two at +11, as chosen by the GM. The brain retains no other abilities it possessed in life, including purely mental ones. Mi-go typically preserve humanoid brains in this manner when they wish to interrogate a creature at a later date, or when they wish to preserve a creature as a resource for consultation or research purposes, as a brain preserved in this manner can live for centuries. If a brain cylinder is destroyed, the brain dies and its soul finally moves on to the Boneyard. Restoring a brain in a brain cylinder to its former body can be done by any effect that restores life (and, in most cases, any capable of creating a new body, since the original is typically missing or long gone). Note that the level 6 brain cylinder presented above represents a level 6 creature's brain. A less powerful or more powerful brain can be placed in a brain cylinder , which can affect the brain cylinder's Perception, mental ability scores, Will save, and skill modifiers (and can drastically alter the value of the brain cylinder), but the physical properties of the brain cylinder remain unchanged. Higher-level brain cylinders can be crafted, with resistances and weaknesses increasing as appropriate to their level. However, they always have low AC and HP and terrible Fortitude and Reflex saves for a creature of the brain cylinder's level (see the Building Creatures rules). You can open a brain cylinder by taking three consecutive actions with the manipulate trait. If the brain cylinder contains a brain, the brain dies 3 rounds after it's removed or if the cylinder is left open for more than 10 minutes. You can transfer a brain from one brain cylinder to another with a DC 25 Medicine (expert) or Occultism (expert) check. This is a two-action activity with the manipulate trait. On a critical failure, the brain dies.\n","skill_mod":{},"summary":"A brain cylinder allows the extracted brain of a Large or smaller creature to continue to function even after it has been removed from the body. As …","primary_source":"Malevolence","trait_group":["Mechanics","School","Rarity"],"level":6,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=953","source_group":["Malevolence"],"spoilers":"Malevolence","name":"Brain Cylinder","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-953"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Malevolence"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Malevolence","school":"divination","price":65000,"skill":["Lore","Occultism"],"trait":["Divination","Divine","Magical","Unique"],"id":"equipment-954","text":"<title level=\"1\" right=\"Item 9\" pfs=\"\" > Starless Scope May contain spoilers from Malevolence Source Malevolence pg. 67 Price 650 gp Usage held in 1 hand Bulk 1 --- Even during the time of Thassilon, when the Order of the Starless Night still existed, starless scopes were uncommon. Today, this final scope might well be the last one to survive the passage of time. A starless scope is a handheld telescope crafted of silver and fine wood. When one peers at the sky through a starless scope , one always views the sky as if during a clear night. A starless scope adds a +2 item bonus to Astronomy Lore and Perception checks made to observe the skies, as it causes all celestial objects to dim when not directly observed, allowing its user to more easily observe their intended subject. It also grants a +2 item bonus to all Occultism checks made to Identify Magic. A starless scope also functions as a divine focus for worshipers of Desna. The magic of a starless scope requires a specially prepared lens to function, and it's possible to shatter the lens if you roll poorly when activating the starless scope . Without a functional lens, a starless scope doesn't function. You can replace a shattered lens with a functional lens by taking a two-action activity with the manipulate trait. If you know the formula for the starless scope, you can Craft a new lens with a DC 25 Crafting (master) check. A starless scope lens is a level 9 item worth 100 gp. Activate Reaction Interact; Frequency once per day; Trigger you use the starless scope as a divine focus; Requirements you worship Desna; Effect You attempt to enhance the effects of a spell as you cast it by attempting a Religion check against the spell's DC, as determined by Table 10–5 Critical Success Any attack rolls you make with the spell gain a +2 status bonus, and any saving throw a foe makes against the spell takes a –2 status penalty. If you would normally cast the spell from a spell slot, and the spell is 5th level or lower, you don't spend the spell slot and cast the spell from the starless scope instead. Success Any attack rolls you make with the spell gain a +1 status bonus, and any saving throw a foe makes against the spell takes a –1 status penalty. Failure The spell is cast normally. Attempt a DC 11 flat check. On a failure, the starless scope's lens shatters. Critical Failure The spell is disrupted and the starless scope's lens shatters. Activate Two Actions Interact (abjuration, divine) Frequency once per hour; Effect You raise the scope to your eye and observe a creature within 30 feet. You can attempt to identify the creature by Recalling Knowledge. The starless scope adds a +2 item bonus to this check. If the creature is associated with the Dominion of the Black or the Elder Mythos, or is a creature whose actions have blasphemed against Desna (Ioseff Xarwin's ghost falls into this latter category), the creature must attempt a DC 27 Will save. Critical Success The creature is unaffected, and the starless scope's lens shatters. Success The creature shines with starlight for 1 round. During this time, the creature can't be concealed if it is visible. If it's invisible, it's concealed rather than being undetected. The creature takes a –1 status penalty to saving throws against divine effects while it shimmers with starlight. Failure As success, but the creature also suffers an additional effect. An incorporeal creature loses its incorporeal trait as long as it shines with starlight. Any other creature becomes slowed 1 as long as it shines with starlight. Critical Failure As failure, but the duration of the starlight is 1 minute, and the status penalty to saving throws against divine effects increases to –2.\n","skill_mod":{},"summary":"Even during the time of Thassilon, when the Order of the Starless Night still existed, starless scopes were uncommon. Today, this final scope might …","primary_source":"Malevolence","trait_group":["School","Tradition","Mechanics","Rarity"],"level":9,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=954","source_group":["Malevolence"],"spoilers":"Malevolence","name":"Starless Scope","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-954"},{"primary_source_category":"Adventures","usage":"mounted in frame (see below)","source":["Malevolence"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Malevolence","school":"conjuration","skill":["Lore"],"trait":["Artifact","Conjuration","Divination","Magical","Unique"],"id":"equipment-955","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > Void Mirror May contain spoilers from Malevolence Source Malevolence pg. 68 Usage mounted in frame (see below) Bulk 3 --- The Void Mirror was created on a distant planet by a now-extinct alien cult to aid in unlocking the secrets of the Dark Tapestry. It appears as a 5-foot-tall, 2-foot-wide mirror of dark glass. As long as it's unmounted in a frame, the Void Mirror functions only as a mirror, save that it always reflects the sky as if it were night, regardless of the time of day. When the Void Mirror is mounted in a frame, it instead serves as a window into space, displaying a star field in its glass rather than a reflection. This frame can be of any quality, but stouter frames help to prevent the frame's destruction and thus help to keep the Void Mirror functional. The view presented by the Void Mirror is any view of the night sky possible from its current physical location, regardless of time of day. Observations of the sky in this way add a +3 item bonus to Astronomy Lore or Perception checks made while using the mirror. The point of view can be shifted through hand gestures, causing the scene within the mirror to reorient in any direction desired. A character who peers into the starscape within the Void Mirror must attempt a DC 41 Will save. On a failure, the character feels something looking back at them from the dark places between the stars. On a critical failure, this sensation causes the character to become frightened 1. The character is then temporarily immune to this effect for 24 hours. By placing the Void Mirror in a specially-constructed frame (such as the one within the Cosmic Crypt in this adventure), it can halt the ongoing transformation of a creature that has performed the apotheosis activation. Building such a frame is beyond the skill of low-level characters, as it requires an artisan with legendary proficiency in Crafting. The Void Mirror can be utilized in other ways, but before a character can activate these effects the occult methods to access these ritual-like effects must be Researched separately. Since the specific methods for these activations vary slightly from person to person, these methods can't be taught; each person who seeks to activate the Void Mirror in one of the following ways must complete their own research to unlock the artifact's secrets. Each requires a separate number of Occultism checks to Research, as detailed below for each activation. Activate 1 hour (Intract); Research Accumulate 12 RP by making DC 20 Occultism (expert) checks when Researching (1 week per attempt); Frequency once per month; Effect The first activation ritual is known as “Speak to the Void” and allows the user to contact an intelligence in a distant part of the universe, provided the mirror shows that location (regardless of distance). This alien intelligence infuses the user's mind with answers, allowing the user to Recall Knowledge using Nature or Occultism as if they were legendary proficiency with the skill (including the +8 proficiency bonus). If this check fails, the character takes 10d6 mental damage (100 mental damage on a critical failure) as the imparted knowledge does more harm than good. Activate 1 hour (Interact); Research Accumulate 12 RP by making DC 30 Occultism (master) checks when Researching (1 month per attempt); Frequency once per year; Effect The second activation ritual is known as “Call from the Void.” The user performs a 1-hour-long rite before the Void Mirror , during which they indicate a type of aberration, beast, fungus, ooze, or plant creature that's an alien life form from the planet the user is currently located on. The target creature must be a level equal to or less than the user's level +4. As the rite ends, the user attempts an Occultism check against the target creature's Will DC. Critical Success The creature is drawn across the universe to appear in a space adjacent to the Void Mirror . The creature's initial attitude toward the user is helpful, but this attitude can shift quickly if the creature realizes its goals and personality differs dramatically from the user's, or if the user makes a request of the creature that's against its nature. As long both the creature and the user are within 30 feet of the Void Mirror , the user can return the creature to its original location by Dismissing this activation. The creature can attempt a Will save against the user's Occultism DC to resist being returned; if it succeeds, it's temporarily immune for 24 hours. Success As critical success, but the creature is indifferent upon arrival. Failure As critical success, but the creature is hostile upon arrival. Critical Failure As failure, but magical feedback from the failed activation causes the user to become stunned 3. Activate 7 days (Interact); Research Accumulate 12 RP by making DC 40 Occultism (legendary) checks when Researching (1 year per attempt); Frequency once per century; Effect The third activation ritual is known as “Become the Void” and requires the user to continue performing the rite for 7 consecutive days (as if they were performing a multi-day ritual). If the user fails to perform this rite for one of these 7 consecutive days, they immediately suffer the critical failure effect below. Critical Success The user's body, mind, and soul are infused with alien energies drawn from the Dark Tapestry, which transforms the user into an aberration of a level no higher than their current level +4. This new form could be an existing aberration or a unique one of the GM's creation. The user retains their memories and spellcasting ability (including any rituals they know) but becomes chaotic evil and loses all other abilities they possessed in their previous form. Success As critical success, but the aberration the user transforms into can be of a level no higher than half the user's current level. Failure The user's attempt to change is a painful mistake that deals 10d6+40 bludgeoning damage as their body twists, bends and breaks. Ultimately, they are not transformed. Critical Failure The user is slain, but their body shifts and transforms into a brand new creature as the bodiless alien intelligence Tchekuth incubates within the user's flesh, mind and soul. This transformation takes another 7 days to complete but can be halted indefinitely if the Void Mirror is placed in a specially constructed frame aimed at the body's location (regardless of any solid object between the mirror and the body). Slowing or stopping this transformation via other means requires complex rituals or divine intervention, subject to the GM's whim. After 7 days, the body completes its transformation and Tchekuth rises once more as a physical threat. Destruction A creature that completes the apotheosis of Becoming the Void can destroy the Void Mirror by smashing it, though doing so also destroys the creature performing this action in a violent burst of occult energy\n","skill_mod":{},"summary":"The Void Mirror was created on a distant planet by a now-extinct alien cult to aid in unlocking the secrets of the Dark Tapestry. It appears as a …","primary_source":"Malevolence","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=955","source_group":["Malevolence"],"spoilers":"Malevolence","name":"Void Mirror","bulk":3,"category":"equipment","rarity":"unique","slug":"equipment-955"},{"access":"Alijae ethnicity","primary_source_category":"Lost Omens","usage":"worn","source":["The Mwangi Expanse"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":1000,"trait":["Divination","Invested","Uncommon"],"id":"equipment-956","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Genealogy Mask Source The Mwangi Expanse pg. 34 PFS Note The genealogy mask may be purchased to strengthen your character’s story and roleplay, but cannot be used to impact gameplay during Organized Play adventures. Price 10 gp Usage worn Bulk L Access Alijae ethnicity --- These large masks are forged of precious metals or carved of wood and tasked with guarding the history of a family. Most Alijae are granted a genealogy mask when they come of age, which they bequeath to their next of kin upon death. When a member of the family recounted in the genealogy mask performs a particularly significant event while wearing the mask, its eyes and ears animate, allowing the item to witness and record the deeds for posterity. Different families have different standards for their genealogy masks —some may value accuracy and objective, clinical facts, while others may relish embellishing their stories to the very brink of believability in the name of a good story. Activate Single Action command; Frequency once per day; Effect You ask the mask about the deeds of a particular ancestor, and the mask speaks for 10 minutes, recalling the tales it knows about that ancestor. The mask is limited by what information a particular ancestor shared with it. ","skill_mod":{},"summary":"These large masks are forged of precious metals or carved of wood and tasked with guarding the history of a family. Most Alijae are granted a …","primary_source":"The Mwangi Expanse","trait_group":["School","Equipment","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=956","name":"Genealogy Mask","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-956"},{"skill_mod":{},"summary":"This enormous stone glows with a pale light and emits a quiet hum. Each Jahan waystone is part of a paired link. The paired stones correspond in …","primary_source":"The Mwangi Expanse","trait_group":["Equipment","School","Mechanics","Rarity"],"primary_source_category":"Lost Omens","level":21,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=957","weakness":{},"school":"conjuration","name":"Jahan Waystone","trait":["Artifact","Conjuration","Magical","Rare","Teleportation"],"id":"equipment-957","text":"<title level=\"1\" right=\"Item 21\" pfs=\"Restricted\" > Jahan Waystone Source The Mwangi Expanse pg. 207 --- This enormous stone glows with a pale light and emits a quiet hum. Each Jahan waystone is part of a paired link. The paired stones correspond in the color of the light they emit, as well as the specific tone at which they hum. Activate 1 minute (envision, Interact); Effect You place your hand on the stone and focus on the stone's light. The stone's glow envelopes all creatures in a 10-foot radius with its light and attempts to teleport the creatures to its paired stone. If there is no open space within 30 feet of the target waystone, the teleportation attempt fails. A creature can resist the teleportation with a successful DC 45 Will save.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-957"},{"skill_mod":{},"summary":"You gain fire and mental resistance 5. When you die, you rise as an undead creature with the zombie trait on the next round; if you are a PC, you …","primary_source":"The Mwangi Expanse","trait_group":["Equipment","Tradition","Mechanics","School","Rarity"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"item_subcategory":"Other Contracts","source":["The Mwangi Expanse"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=958","weakness":{},"school":"necromancy","name":"Oath of the Devoted","trait":["Contract","Divine","Invested","Magical","Necromancy","Rare"],"id":"equipment-958","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Restricted\" > Oath of the Devoted Source The Mwangi Expanse pg. 230 --- You gain fire and mental resistance 5. When you die, you rise as an undead creature with the zombie trait on the next round; if you are a PC, you become an NPC under Walkena's control. Your stats remain the same, except that your alignment changes to evil. If you reach 0 Hit Points as a zombie, you are destroyed and do not rise again. Activate Single Action command; Frequency once per day; Effect You gain a +1 status bonus to Will saves. Choose a weapon or an unarmed Strike; your chosen attack deals an extra 1d6 fire damage for the next 1 minute. Special If you are a zombie at a time when Mzali is entirely purged of foreigners, your duty is fulfilled and you are immediately destroyed.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-958"},{"skill_mod":{},"summary":"This armor is easily doffed. A set of armor with armor latches gains the noisy trait. You cannot add armor latches to armor that already possesses …","primary_source":"The Mwangi Expanse","trait_group":["Equipment"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens","Rulebooks"],"source":["The Mwangi Expanse","Treasure Vault (Remastered)"],"type":"Item","item_category":"Adjustments","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=959","weakness":{},"price":400,"name":"Armor Latches","trait":["Adjustment"],"id":"equipment-959","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Armor Latches Source The Mwangi Expanse pg. 258, Treasure Vault (Remastered) pg. 11 Price 4 gp --- This armor is easily doffed. A set of armor with armor latches gains the noisy trait. You cannot add armor latches to armor that already possesses the noisy trait. You can remove a set of armor with armor latches with a three-action activity, which has the manipulate trait. This doesn't affect the time it takes to don the armor.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-959"},{"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #169: Kindled Magic","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"transmutation","trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-960","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Limited\" > Goz Mask May contain spoilers from Strength of Thousands Source Pathfinder #169: Kindled Magic pg. 73, Treasure Vault (Remastered) pg. 154 Usage worn mask --- Originally designed by a fanatical sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but they remain in use by people all around the Mwangi Expanse. These masks are typically made of wood and crafted to sport round, exaggerated features. Activate Single Action Interact; Frequency once per day; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute.\n","skill_mod":{},"summary":"Originally designed by a fanatical sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The …","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Equipment","Mechanics","School","Rarity"],"level":0,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=960","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Goz Mask","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-960"},{"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #169: Kindled Magic","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"conjuration","price":21000,"trait":["Conjuration","Invested","Magical","Teleportation","Uncommon"],"id":"equipment-961","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Herd Mask May contain spoilers from Strength of Thousands Source Pathfinder #169: Kindled Magic pg. 73, Treasure Vault (Remastered) pg. 154 Price 210 gp Usage worn mask --- All herd masks are linked to at least one other herd mask and are usually sold in sets of multiple masks. Linked herd masks look similar to one another, with only the slightest of differences to tell them apart. Activate Two Actions envision; Frequency once per day; Effect You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each other, other creatures gain an immediate Perception check against the lower of your or the other wearer's Deception DCs to Impersonate each other. On a failure, they don't realize the swap occurred. Craft Requirements Supply a casting of dimension door . You can link a herd mask you create to another herd mask in your possession when you finish crafting it, which causes it to be linked to the chosen mask as well as all other herd masks that are also linked to the chosen mask.\n","skill_mod":{},"summary":"All herd masks are linked to at least one other herd mask and are usually sold in sets of multiple masks. Linked herd masks look similar to one …","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["School","Equipment","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=961","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Herd Mask","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-961"},{"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #169: Kindled Magic","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"necromancy","price":47500,"trait":["Invested","Magical","Necromancy","Uncommon"],"id":"equipment-962","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Mask of the Cursed Eye May contain spoilers from Strength of Thousands Source Pathfinder #169: Kindled Magic pg. 74, Treasure Vault (Remastered) pg. 155 Price 475 gp Usage worn mask --- These masks are always decorated with at least one wide, staring eye. The first time each day a creature on your plane that you can't perceive targets you with a divination spell, the creature must attempt a DC 24 Will save. This effect is automatic and does not require you to Activate the item. Critical Success The creature is unaffected. Success The creature is unaffected, but you know you’ve been targeted with a spell that has one of these traits. Failure The creature is sickened 1 and dazzled for 1 minute. You know you’ve been targeted with a spell that has one of these traits. Critical Failure The creature is sickened 2 and dazzled for 10 minutes, and the spell is disrupted. You gain a brief mental glimpse of the triggering creature and learn its approximate distance and direction.\n","skill_mod":{},"summary":"These masks are always decorated with at least one wide, staring eye. The first time each day a creature on your plane that you can't perceive …","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Equipment","Mechanics","School","Rarity"],"level":8,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=962","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Mask of the Cursed Eye","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-962"},{"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #169: Kindled Magic","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"necromancy","price":10000,"trait":["Fortune","Invested","Magical","Necromancy","Uncommon"],"id":"equipment-963","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Mask of Mercy May contain spoilers from Strength of Thousands Source Pathfinder #169: Kindled Magic pg. 74, Treasure Vault (Remastered) pg. 154 Price 100 gp Usage worn mask --- This porcelain or alabaster mask portrays an angelic visage of kindness and mercy. Activate Free Action envision (fortune) Frequency once per day; Trigger You are about to roll a variable number of Hit Points you restore from an action with the healing trait; Effect Roll twice to determine the number of Hit Points you restore and take the higher result.\n","skill_mod":{},"summary":"This porcelain or alabaster mask portrays an angelic visage of kindness and mercy. ","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Mechanics","Equipment","School","Rarity"],"level":4,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=963","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Mask of Mercy","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-963"},{"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"necromancy","price":500,"trait":["Invested","Magical","Necromancy","Uncommon"],"id":"equipment-964","text":"<title level=\"1\" right=\"Item 1\" pfs=\"\" > Psychopomp Mask May contain spoilers from Strength of Thousands Source Pathfinder #169: Kindled Magic pg. 74 Price 5 gp Usage worn mask --- These minor magic items are painted to resemble your face, or some metaphorical depiction thereof, to encourage the ushers of death to take the mask in your place. If you begin your turn with a dying value of 3 or greater, instead of making your recovery check, you lose the dying condition but remain unconscious at 0 Hit Points. The mask then cracks in half and is destroyed. The psychopomps won't be so easily fooled again—you are temporarily immune to the effects of any psychopomp mask for 1 year.\n","skill_mod":{},"summary":"These minor magic items are painted to resemble your face, or some metaphorical depiction thereof, to encourage the ushers of death to take the mask …","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Equipment","Mechanics","School","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=964","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Psychopomp Mask","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-964"},{"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #169: Kindled Magic","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"transmutation","trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-965","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Limited\" > Rhinoceros Mask May contain spoilers from Strength of Thousands Source Pathfinder #169: Kindled Magic pg. 74, Treasure Vault (Remastered) pg. 155 Usage worn mask --- Covered with thick armor and bearing a thicker horn, this face mask grants you increased momentum. If you Stride at least 10 feet, your next melee Strike before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit.\n","skill_mod":{},"summary":"Covered with thick armor and bearing a thicker horn, this face mask grants you increased momentum. If you Stride at least 10 feet, your next melee …","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Equipment","Mechanics","School","Rarity"],"level":0,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=965","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Rhinoceros Mask","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-965"},{"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #169: Kindled Magic","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"transmutation","price":8000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-966","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Shapespeak Mask May contain spoilers from Strength of Thousands Source Pathfinder #169: Kindled Magic pg. 74, Treasure Vault (Remastered) pg. 155 Price 80 gp Usage worn mask --- This simple wooden mask is carved into the shape of an animal, usually tailored to a species of beast that the user favors. While wearing this mask, you can speak even when polymorphed into an animal. The shapespeak mask does not otherwise remove any limitations, such as the inability to cast spells when transformed.\n","skill_mod":{},"summary":"This simple wooden mask is carved into the shape of an animal, usually tailored to a species of beast that the user favors. While wearing this mask, …","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Equipment","Mechanics","School","Rarity"],"level":4,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=966","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Shapespeak Mask","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-966"},{"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #169: Kindled Magic","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"transmutation","trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-967","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Limited\" > Skittering Mask May contain spoilers from Strength of Thousands Source Pathfinder #169: Kindled Magic pg. 74, Treasure Vault (Remastered) pg. 155 Usage worn mask Bulk 1 --- This carved wooden full-head mask sports several holes along each side of the face. The first time each day that you begin your turn unconscious and within 25 feet of an enemy, metallic insect legs emerge from the holes in the mask and Step 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to hidden or undetected enemies, nor can it distinguish that a creature not acting openly hostile is an enemy.\n","skill_mod":{},"summary":"This carved wooden full-head mask sports several holes along each side of the face. The first time each day that you begin your turn unconscious …","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Equipment","Mechanics","School","Rarity"],"level":0,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=967","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Skittering Mask","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-967"},{"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #169: Kindled Magic","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"transmutation","trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-968","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Limited\" > Tlil Mask May contain spoilers from Strength of Thousands Source Pathfinder #169: Kindled Magic pg. 75, Treasure Vault (Remastered) pg. 155 Usage worn mask Bulk L --- Colorful, beaded tlil masks are most commonly found on the distant continent of Arcadia, but trade between the two regions means that they can be found in the Mwangi Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties. Activate Single Action envision; Frequency once per day; Effect Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can't be concealed from you due to living plants, such as small trees, vines, and grass. This also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute.\n","skill_mod":{},"summary":"Colorful, beaded tlil masks are most commonly found on the distant continent of Arcadia, but trade between the two regions means that they can be …","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Equipment","Mechanics","School","Rarity"],"level":0,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=968","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Tlil Mask","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-968"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"saving_throw":"DC 20 Fortitude (<%TRAITS%142%%>secret<%END>)","primary_source_group":"Strength of Thousands","price":3200,"trait":["Alchemical","Consumable","Contact","Poison","Uncommon"],"id":"equipment-969","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Forgetful Ink May contain spoilers from Strength of Thousands Source Pathfinder #169: Kindled Magic pg. 75 Price 32 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- Used to write secret messages, a single dose of forgetful ink is enough to pen a page of text, often with flourishes extending to the page's edges. Anyone handling the page is exposed to the poison. This includes casual reading, unless the reader specifically takes precautions not to physically touch it. Unlike other poisons, forgetful ink retains its potency for one year, regardless of the number of victims exposed. Saving Throw DC 20 Fortitude (secret); Onset 1 minute; Stage 1 The reader forgets the contents of the writing, recalling it as blank or as inconsequential text.\n","skill_mod":{},"summary":"Used to write secret messages, a single dose of forgetful ink is enough to pen a page of text, often with flourishes extending to the page's edges. …","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=969","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","stage":["The reader forgets the contents of the writing, recalling it as blank or as inconsequential text."],"name":"Forgetful Ink","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-969"},{"item_child_id":["equipment-970-938","equipment-970-939"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Auditory","Magical","Uncommon"],"id":"equipment-970","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Rhythm Bone May contain spoilers from Strength of Thousands Source Pathfinder #169: Kindled Magic pg. 76 Usage held in 1 hand Bulk L --- This small, enchanted bone (most often a jaw) is usually capped with metal at its ends. It's activated by striking it against a hard surface. Activate Single Action Interact; Effect The bone begins recording the next 1 minute of ambient sounds (including speech) that require a DC 15 or lower Perception check to hear. The bone's recording doesn't copy magical auditory effects, such as those of spellcasting, a harpy's song, or a banshee's wail. Once the rhythm bone has been activated in this way, it retains the recorded sound for the rest of its existence and can't be activated this way again. Activate Single Action Interact; Effect The bone replays its recorded sounds. Craft Requirements supply a casting of ghost sound . <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Rhythm Bone Source Pathfinder #169: Kindled Magic pg. 76 Price 8 gp Bulk L <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Rhythm Bone (Greater) Source Pathfinder #169: Kindled Magic pg. 76 Price 64 gp Bulk L --- The magical bone records the next 10 minutes of ambient sounds that require a DC 20 or lower Perception check to hear.","skill_mod":{},"summary":"This small, enchanted bone (most often a jaw) is usually capped with metal at its ends. It's activated by striking it against a hard surface. ","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Sense","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=970","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Rhythm Bone","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-970"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-970","weakness":{},"primary_source_group":"Strength of Thousands","price":800,"trait":["Auditory","Magical","Uncommon"],"id":"equipment-970-938","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Rhythm Bone May contain spoilers from Strength of Thousands Source Pathfinder #169: Kindled Magic pg. 76 Usage held in 1 hand Bulk L --- This small, enchanted bone (most often a jaw) is usually capped with metal at its ends. It's activated by striking it against a hard surface. Activate Single Action Interact; Effect The bone begins recording the next 1 minute of ambient sounds (including speech) that require a DC 15 or lower Perception check to hear. The bone's recording doesn't copy magical auditory effects, such as those of spellcasting, a harpy's song, or a banshee's wail. Once the rhythm bone has been activated in this way, it retains the recorded sound for the rest of its existence and can't be activated this way again. Activate Single Action Interact; Effect The bone replays its recorded sounds. Craft Requirements supply a casting of ghost sound . <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Rhythm Bone Source Pathfinder #169: Kindled Magic pg. 76 Price 8 gp Bulk L <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Rhythm Bone (Greater) Source Pathfinder #169: Kindled Magic pg. 76 Price 64 gp Bulk L --- The magical bone records the next 10 minutes of ambient sounds that require a DC 20 or lower Perception check to hear.","skill_mod":{},"summary":"This small, enchanted bone (most often a jaw) is usually capped with metal at its ends. It's activated by striking it against a hard surface.","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Sense","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=970","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Rhythm Bone","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-970-938"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-970","weakness":{},"primary_source_group":"Strength of Thousands","price":6400,"trait":["Auditory","Magical","Uncommon"],"id":"equipment-970-939","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Rhythm Bone May contain spoilers from Strength of Thousands Source Pathfinder #169: Kindled Magic pg. 76 Usage held in 1 hand Bulk L --- This small, enchanted bone (most often a jaw) is usually capped with metal at its ends. It's activated by striking it against a hard surface. Activate Single Action Interact; Effect The bone begins recording the next 1 minute of ambient sounds (including speech) that require a DC 15 or lower Perception check to hear. The bone's recording doesn't copy magical auditory effects, such as those of spellcasting, a harpy's song, or a banshee's wail. Once the rhythm bone has been activated in this way, it retains the recorded sound for the rest of its existence and can't be activated this way again. Activate Single Action Interact; Effect The bone replays its recorded sounds. Craft Requirements supply a casting of ghost sound . <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Rhythm Bone Source Pathfinder #169: Kindled Magic pg. 76 Price 8 gp Bulk L <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Rhythm Bone (Greater) Source Pathfinder #169: Kindled Magic pg. 76 Price 64 gp Bulk L --- The magical bone records the next 10 minutes of ambient sounds that require a DC 20 or lower Perception check to hear.","skill_mod":{},"summary":"The magical bone records the next 10 minutes of ambient sounds that require a DC 20 or lower Perception check to hear.","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Sense","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=970","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Rhythm Bone (Greater)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-970-939"},{"primary_source_category":"Rulebooks","usage":"affixed over an entrance","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":2500,"trait":["Abjuration","Consumable","Fulu","Magical"],"id":"equipment-971","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Apotropaic Fulu Source Secrets of Magic pg. 159 Price 25 gp Usage affixed over an entrance --- This unassuming yellow paper, affixed above a door or gate, flickers in the light. Pick an alignment trait: chaotic, good, lawful, or evil. When a creature with the opposing alignment trait of the fulu (good for an evil fulu, and so on) passes through the entrance, it must succeed at a DC 17 Fortitude save or become sickened 2; regardless of whether they succeed, the creature becomes temporarily immune for 1 day.\n","skill_mod":{},"summary":"This unassuming yellow paper, affixed above a door or gate, flickers in the light. Pick an alignment trait: chaotic , good , lawful , or evil . …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=971","name":"Apotropaic Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-971"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":10000,"trait":["Abjuration","Consumable","Fulu","Magical","Talisman","Uncommon"],"id":"equipment-972","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Detect Anathema Fulu Source Secrets of Magic pg. 159 Price 100 gp Usage affixed to armor --- Given to undisciplined acolytes at risk of breaking their vows, this fulu activates on its own if its wearer begins to perform an act anathema to a specific deity or cause, decided at the time of crafting. The fulu heats up when activated, giving you enough warning to correct your actions; if you proceed, the fulu immolates in a burst of flame. This deals 4d6 fire damage and brands your skin until you receive an appropriate atone ritual. Either way, activating the fulu consumes it.\n","skill_mod":{},"summary":"Given to undisciplined acolytes at risk of breaking their vows, this fulu activates on its own if its wearer begins to perform an act anathema to a …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=972","name":"Detect Anathema Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-972"},{"primary_source_category":"Rulebooks","usage":"affixed to the ground in four spaces along a 10-foot radius circle","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"duration":3600,"weakness":{},"school":"illusion","price":4000,"trait":["Consumable","Fulu","Illusion","Magical"],"id":"equipment-973","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Fulus of Concealment Source Secrets of Magic pg. 159 Price 40 gp Duration 1 hour Usage affixed to the ground in four spaces along a 10-foot radius circle --- This fulu comes in four pieces, one placed in each cardinal direction. Choose one of the following traits when Activating the fulus: animal, beast, celestial, fey, fiend, humanoid, monitor, plant, or undead. Those within the fulus' circle upon activation (including the fulus themselves) gain the effect of invisibility sphere , but only against creatures with the chosen trait. If any of the fulus are moved or destroyed after activation, the effect ends.\n","skill_mod":{},"summary":"This fulu comes in four pieces, one placed in each cardinal direction. Choose one of the following traits when Activating the fulus: animal , beast …","primary_source":"Secrets of Magic","trait_group":["Equipment","School","Monster","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=973","name":"Fulus of Concealment","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-973"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":2500,"trait":["Abjuration","Consumable","Fulu","Magical","Talisman"],"id":"equipment-974","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Fulu of the Drunken Monkey Source Secrets of Magic pg. 159 Price 25 gp Usage affixed to armor Activate Free Action envision Trigger You attempt a Fortitude save against an ingested poison. --- The monkey on this fulu sits on the point of the armor just over the bearer's stomach, happily drinking any intoxicants that come flowing down. When you activate the fulu, you gain a +2 status bonus on the triggering Fortitude save and on Fortitude saves against the same poison for the next minute. If the triggering poison was normal alcohol, you instead automatically succeed at the triggering save and gain a +4 status bonus on saves against alcohol for 1 minute.\n","skill_mod":{},"summary":"The monkey on this fulu sits on the point of the armor just over the bearer's stomach, happily drinking any intoxicants that come flowing down. When …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Fulu","trigger":"You attempt a Fortitude save against an ingested poison .","resistance":{},"url":"/Equipment.aspx?ID=974","name":"Fulu of the Drunken Monkey","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-974"},{"primary_source_category":"Rulebooks","usage":"affixed to a wall","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"duration":604800,"weakness":{},"school":"abjuration","price":1000,"trait":["Abjuration","Consumable","Fulu","Magical"],"id":"equipment-975","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Fulu of Fire Suppression Source Secrets of Magic pg. 159 Price 10 gp Duration 1 week Usage affixed to a wall --- The silver ink on this black paper charm ebbs in and out of sight, especially when caught out of the corner of your eye. Usually placed in the kitchen, this fulu slows the spread of fire in a 30-foot radius by half. If the fulu itself catches fire, as it burns, it releases a shower of water in a 30-foot cone, automatically putting out non-magical fires in this area and attempting to counteract any magical fire effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu's duration ends early.\n","skill_mod":{},"summary":"The silver ink on this black paper charm ebbs in and out of sight, especially when caught out of the corner of your eye. Usually placed in the …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=975","name":"Fulu of Fire Suppression","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-975"},{"primary_source_category":"Rulebooks","usage":"affixed to a wall","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"duration":604800,"weakness":{},"school":"abjuration","price":1000,"trait":["Abjuration","Consumable","Fulu","Magical"],"id":"equipment-976","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Fulu of Flood Suppression Source Secrets of Magic pg. 159 Price 10 gp Duration 1 week Usage affixed to a wall --- This blue fulu bears dark ink that slowly swirls and twists about itself, expanding and contracting on the paper over the course of the day in time with the tides. This fulu is most effective in the lowest area of a building, or near the most valuable or least-waterproof items. They're often seen as the rainy season approaches, with demand spiking just before a particularly large storm hits. The fulu slows the spread of flooding water in a 30-foot radius by half, repelling the remaining water away. If the fulu becomes submersed, as the ink dissolves in the water, it releases a rush of heat in a 10-foot emanation, harmlessly vaporizing non-magical water in this area into steam and attempting to counteract any magical water effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu's duration ends early.\n","skill_mod":{},"summary":"This blue fulu bears dark ink that slowly swirls and twists about itself, expanding and contracting on the paper over the course of the day in time …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=976","name":"Fulu of Flood Suppression","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-976"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":2500,"trait":["Abjuration","Consumable","Fulu","Magical","Talisman"],"id":"equipment-977","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Fulu of the Stoic Ox Source Secrets of Magic pg. 159 Price 25 gp Usage affixed to armor Activate Free Action envision Trigger You attempt a Fortitude save against a disease. --- The ox on this fulu rests vigilantly on the point of the armor right over the bearer's heart, protecting the bearer against diseases and safeguarding their health. When you activate the fulu, you gain a +2 status bonus on the triggering Fortitude save and on all Fortitude saves against the same disease for the next minute.\n","skill_mod":{},"summary":"The ox on this fulu rests vigilantly on the point of the armor right over the bearer's heart, protecting the bearer against diseases and safeguarding …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Fulu","trigger":"You attempt a Fortitude save against a disease .","resistance":{},"url":"/Equipment.aspx?ID=977","name":"Fulu of the Stoic Ox","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-977"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":4000,"trait":["Consumable","Fulu","Magical","Necromancy","Talisman","Transmutation"],"id":"equipment-978","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Ghostbane Fulu Source Secrets of Magic pg. 160 Price 40 gp Usage affixed to a weapon Activate Free Action envision Trigger You successfully Strike an incorporeal creature with the weapon to which the fulu is affixed, but you haven't rolled damage. --- This white paper fulu bears red ink and attunes a weapon to the spiritual essence of an incorporeal creature. Upon activation, the weapon gains the benefit of the ghost touch property rune against the triggering incorporeal creature for 1 minute.\n","skill_mod":{},"summary":"This white paper fulu bears red ink and attunes a weapon to the spiritual essence of an incorporeal creature. Upon activation, the weapon gains the …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Fulu","trigger":"You successfully Strike an incorporeal creature with the weapon to which the fulu is affixed, but you haven't rolled damage.","resistance":{},"url":"/Equipment.aspx?ID=978","name":"Ghostbane Fulu","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"common","slug":"equipment-978"},{"primary_source_category":"Rulebooks","usage":"affixed to a door, window, or container","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"duration":3600,"weakness":{},"school":"transmutation","price":1500,"trait":["Consumable","Fulu","Magical","Transmutation"],"id":"equipment-979","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Magical Lock Fulu Source Secrets of Magic pg. 160 Price 15 gp Duration 1 hour Usage affixed to a door, window, or container --- The symbols on this fulu depict a lock and winding chains. Affixing this fulu over the seam or frame of the target locks it, even if it has no latch or existing lock. As many as nine fulus can be applied to the same target. One fulu equates a poor lock (DC 15), three a simple lock (DC 20), and nine an average lock (DC 25).\n","skill_mod":{},"summary":"The symbols on this fulu depict a lock and winding chains. Affixing this fulu over the seam or frame of the target locks it, even if it has no latch …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=979","name":"Magical Lock Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-979"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":1000,"trait":["Consumable","Enchantment","Fortune","Fulu","Magical","Talisman"],"id":"equipment-980","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Matchmaker Fulu Source Secrets of Magic pg. 160 Price 10 gp Usage affixed to armor Activate Free Action envision Trigger You attempt a Diplomacy check to Make an Impression. --- This red fulu contains blessings for one's relationship from Shelyn, goddess of beauty and love. You get a +2 status bonus to the Diplomacy check, and if you roll a critical failure on the check, you get a failure instead.\n","skill_mod":{},"summary":"This red fulu contains blessings for one's relationship from Shelyn , goddess of beauty and love. You get a +2 status bonus to the Diplomacy check, …","primary_source":"Secrets of Magic","trait_group":["Equipment","School","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Fulu","trigger":"You attempt a Diplomacy check to Make an Impression .","resistance":{},"url":"/Equipment.aspx?ID=980","name":"Matchmaker Fulu","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-980"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":12500,"trait":["Abjuration","Consumable","Fulu","Magical","Talisman"],"id":"equipment-981","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Rebound Fulu Source Secrets of Magic pg. 160 Price 125 gp Usage affixed to a shield Activate Free Action envision Trigger You use the Shield Block reaction with the shield to which this fulu is affixed. --- The bronze-colored ink on this pale, silvery talisman sharply reflects light, enough that it seems to glow. When you activate the fulu, it reflects your foe's violence back against them. The foe that triggered the Shield Block reaction takes damage equal to your shield's Hardness or the damage they would have dealt before the Shield Block reaction, whichever is less.\n","skill_mod":{},"summary":"The bronze-colored ink on this pale, silvery talisman sharply reflects light, enough that it seems to glow. When you activate the fulu, it reflects …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Fulu","trigger":"You use the Shield Block reaction with the shield to which this fulu is affixed.","resistance":{},"url":"/Equipment.aspx?ID=981","name":"Rebound Fulu","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-981"},{"primary_source_category":"Rulebooks","usage":"affixed to a creature","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"duration":3600,"weakness":{},"school":"enchantment","price":3200,"trait":["Consumable","Enchantment","Fulu","Magical","Necromancy"],"id":"equipment-982","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Restful Sleep Fulu Source Secrets of Magic pg. 160 Price 32 gp Duration 1 hour Usage affixed to a creature Activate Free Action envision --- This fulu depicts the five-spoke wheel of Qi Zhong, god of magic and medicine, and burns away slowly, like incense. If you fall asleep within the fulu's duration, you regain double the amount of Hit Points you usually gain from resting. You also gain a +2 status bonus to saves against mental effects that occur in your dreams, such as the nightmare spell.\n","skill_mod":{},"summary":"This fulu depicts the five-spoke wheel of Qi Zhong , god of magic and medicine, and burns away slowly, like incense. If you fall asleep within the …","primary_source":"Secrets of Magic","trait_group":["Equipment","School","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=982","name":"Restful Sleep Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-982"},{"item_child_id":["equipment-983-941","equipment-983-942"],"primary_source_category":"Rulebooks","usage":"affixed to one undead creature","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"duration":6,"weakness":{},"school":"necromancy","trait":["Consumable","Fulu","Incapacitation","Magical","Necromancy"],"id":"equipment-983","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spirit-Sealing Fulu Source Secrets of Magic pg. 160 Duration 1 round (or 4 rounds) Usage affixed to one undead creature --- This classic fulu seals the negative energy within an undead, freezing it in its tracks. Upon affixing, the target undead must attempt a Will save or be paralyzed for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spirit-Sealing Fulu Source Secrets of Magic pg. 160 Price 10 gp --- The DC is 17. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Spirit-Sealing Fulu (Greater) Source Secrets of Magic pg. 160 Price 155 gp --- The DC is 27. On a critical failure, the undead is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.","skill_mod":{},"summary":"This classic fulu seals the negative energy within an undead, freezing it in its tracks. Upon affixing, the target undead must attempt a Will save or …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=983","name":"Spirit-Sealing Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-983"},{"primary_source_category":"Rulebooks","usage":"affixed to one undead creature","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"duration":6,"item_parent_id":"equipment-983","weakness":{},"school":"necromancy","price":1000,"trait":["Consumable","Fulu","Incapacitation","Magical","Necromancy"],"id":"equipment-983-941","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spirit-Sealing Fulu Source Secrets of Magic pg. 160 Duration 1 round (or 4 rounds) Usage affixed to one undead creature --- This classic fulu seals the negative energy within an undead, freezing it in its tracks. Upon affixing, the target undead must attempt a Will save or be paralyzed for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spirit-Sealing Fulu Source Secrets of Magic pg. 160 Price 10 gp --- The DC is 17. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Spirit-Sealing Fulu (Greater) Source Secrets of Magic pg. 160 Price 155 gp --- The DC is 27. On a critical failure, the undead is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.","skill_mod":{},"summary":"The DC is 17.","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=983","name":"Spirit-Sealing Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-983-941"},{"primary_source_category":"Rulebooks","usage":"affixed to one undead creature","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"duration":6,"item_parent_id":"equipment-983","weakness":{},"school":"necromancy","price":15500,"trait":["Consumable","Fulu","Incapacitation","Magical","Necromancy"],"id":"equipment-983-942","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spirit-Sealing Fulu Source Secrets of Magic pg. 160 Duration 1 round (or 4 rounds) Usage affixed to one undead creature --- This classic fulu seals the negative energy within an undead, freezing it in its tracks. Upon affixing, the target undead must attempt a Will save or be paralyzed for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spirit-Sealing Fulu Source Secrets of Magic pg. 160 Price 10 gp --- The DC is 17. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Spirit-Sealing Fulu (Greater) Source Secrets of Magic pg. 160 Price 155 gp --- The DC is 27. On a critical failure, the undead is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.","skill_mod":{},"summary":"The DC is 27. On a critical failure, the undead is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=983","name":"Spirit-Sealing Fulu (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-983-942"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Secrets of Magic","Pathfinder #167: Ready? Fight!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":190000,"trait":["Abjuration","Consumable","Fulu","Magical","Talisman","Uncommon"],"id":"equipment-984","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Stormbreaker Fulu Source Secrets of Magic pg. 161, Pathfinder #167: Ready? Fight! pg. 75 Price 1,900 gp Usage affixed to armor Activate Free Action command Trigger You would be forced to move, you would be teleported, or you would take cold, electricity, or sonic damage. --- This unassuming paper tag is inscribed with magical symbols. When you activate the fulu, it vanishes in a wisp of cloud, and you gain resistance 15 to cold, electricity, and sonic damage until the end of your next turn. For that duration, you ignore difficult terrain from wind and weather, and you can't be forcibly moved or teleported unless the effect counteracts the fulu (DC 40). These protections apply against the triggering effect.\n","skill_mod":{},"summary":"This unassuming paper tag is inscribed with magical symbols. When you activate the fulu, it vanishes in a wisp of cloud, and you gain resistance 15 …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics","Rarity"],"level":16,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Fulu","trigger":"You would be forced to move, you would be teleported, or you would take cold , electricity , or sonic damage.","resistance":{},"url":"/Equipment.aspx?ID=984","source_group":["Fists of the Ruby Phoenix"],"name":"Stormbreaker Fulu","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-984"},{"primary_source_category":"Rulebooks","usage":"affixed to creature or object","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":2500,"trait":["Abjuration","Consumable","Fulu","Magical"],"id":"equipment-985","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Tracking Fulu Source Secrets of Magic pg. 161 Price 25 gp Usage affixed to creature or object Activate Free Action envision --- Used covertly by assassins and spies, this pair of fulus stick to one another when created but can be easily separated. Affix one fulu to a target before activating its pair. When activated, the unaffixed fulu flutters toward the affixed one at a speed of 30 feet per round, traveling for up to 1 hour and fluttering more rapidly the closer it comes to its pair. The unaffixed fulu always moves in a straight line towards the affixed fulu; it can't solve mazes or find its way through winding paths.\n","skill_mod":{},"summary":"Used covertly by assassins and spies, this pair of fulus stick to one another when created but can be easily separated. Affix one fulu to a target …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=985","name":"Tracking Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-985"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":1000,"trait":["Consumable","Fulu","Magical","Necromancy","Talisman"],"id":"equipment-986","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Venomous Cure Fulu Source Secrets of Magic pg. 161 Price 10 gp Usage affixed to armor Activate Free Action envision Trigger You attempt a saving throw against an injected poison. --- This green fulu depicts venomous creatures and vermin. When activated, the venom from the fulu fights against the venom in your system, granting you a +2 status bonus to the triggering saving throw.\n","skill_mod":{},"summary":"This green fulu depicts venomous creatures and vermin. When activated, the venom from the fulu fights against the venom in your system, granting you …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Fulu","trigger":"You attempt a saving throw against an injected poison .","resistance":{},"url":"/Equipment.aspx?ID=986","name":"Venomous Cure Fulu","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-986"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":2100,"trait":["Consumable","Divine","Good","Necromancy","Potion","Splash"],"id":"equipment-987","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Fu Water Source Secrets of Magic pg. 161 Price 21 gp Usage held in 1 hand --- Burnt fulu ashes float in this liquid, lending a distinctive red color and imparting it with a variety of purifying effects. Unlike many fulu items, fu water must be created using divine magic. Activate Single Action Interact; Effect This potion functions as a bottle of holy water . Like holy water, you throw it as a Strike. It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the manipulate trait to the attack made with it. Activate Single Action Interact; Effect You drink the fu water to counteract ailments within yourself. Attempt a counteract check with a +9 counteract modifier and a counteract level of 3 against one effect that imposes the confused, fascinated, frightened, or stupefied condition. You are then sickened 1.\n","skill_mod":{},"summary":"Burnt fulu ashes float in this liquid, lending a distinctive red color and imparting it with a variety of purifying effects. Unlike many fulu …","primary_source":"Secrets of Magic","trait_group":["Equipment","Tradition","Alignment","School","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=987","name":"Fu Water","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-987"},{"skill_mod":{},"summary":"This pamphlet-sized book records the various symbols seen on fulu and also contains some ready-made magic on a special page that restores itself …","primary_source":"Secrets of Magic","trait_group":["Mechanics","School","Rarity"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=988","weakness":{},"school":"necromancy","price":55000,"name":"Fulu Compendium","trait":["Mental","Necromancy","Uncommon"],"id":"equipment-988","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Fulu Compendium Source Secrets of Magic pg. 161 Price 550 gp --- This pamphlet-sized book records the various symbols seen on fulu and also contains some ready-made magic on a special page that restores itself every day at sunrise. Using the compendium as a reference grants a +2 item bonus to any skill checks to determine a fulu's function or authenticity. Activate Two Actions Interact; Frequency once per day; Effect You rip a page from the fulu compendium and cast it in a wide arc; as it flies in that arc, it multiplies into a storm of fulus. All undead creatures in a 30-foot emanation are affected by a spirit-sealing fulu with a save DC of 25.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-988"},{"skill_mod":{},"summary":"This grimoire fancifully illustrates the spells you inscribe within it with illuminated drawings of creatures that have never existed, the pictures …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=989","weakness":{},"school":"transmutation","price":21000,"name":"Bestiary of Metamorphosis","trait":["Grimoire","Magical","Transmutation"],"id":"equipment-989","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Bestiary of Metamorphosis Source Secrets of Magic pg. 162 Price 210 gp Bulk L --- This grimoire fancifully illustrates the spells you inscribe within it with illuminated drawings of creatures that have never existed, the pictures changing to depict new ones from time to time. Activate Single Action envision (polymorph, transmutation) Frequency once per day; Requirements You're under the effect of a polymorph spell you prepared from this grimoire that offers a choice of multiple forms; Effect You transform into a different form allowed by the polymorph by bending and molding the spell's energy. This reduces the spell's remaining duration by half.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-989"},{"skill_mod":{},"summary":"The common saying, “Where there is progress in the field of magic, there is always someone who uses it to set things on fire,” is engraved in gold on …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=990","weakness":{},"school":"evocation","price":90000,"name":"Book of Lingering Blaze","trait":["Evocation","Grimoire","Magical"],"id":"equipment-990","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Book of Lingering Blaze Source Secrets of Magic pg. 162 PFS Note Remove the word \"evocation\" from the book of lingering blaze. Price 900 gp Bulk L --- The common saying, “Where there is progress in the field of magic, there is always someone who uses it to set things on fire,” is engraved in gold on the cover of this red spellbook. Activate Single Action envision (metamagic) Effect If your next action is to cast an evocation spell dealing fire damage that you prepared from this grimoire, you superheat the flames, allowing the spell to ignore up to 10 resistance to fire of creatures affected by the spell.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-990"},{"skill_mod":{},"summary":"A female figure peers through her blindfold from the cover of this stately tome. ","item_child_id":["equipment-991-943","equipment-991-944"],"primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=991","weakness":{},"school":"divination","name":"Codex of Unimpeded Sight","trait":["Divination","Grimoire","Magical"],"id":"equipment-991","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Codex of Unimpeded Sight Source Secrets of Magic pg. 162 Bulk L --- A female figure peers through her blindfold from the cover of this stately tome. Activate Free Action envision; Frequency once per day; Requirements Your last action was to cast a divination spell prepared from this grimoire; Effect The grimoire offers you a glimpse into the truth of things. Seek or Recall Knowledge. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Codex of Unimpeded Sight Source Secrets of Magic pg. 162 Price 215 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Codex of Unimpeded Sight (Greater) Source Secrets of Magic pg. 162 Price 1,800 gp Bulk L --- The frequency of the activation is once per hour instead of once per day. When you use it, you gain a +1 item bonus on your Perception check to Seek or skill check to Recall Knowledge.","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-991"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Item","item_category":"Grimoires","speed":{},"item_parent_id":"equipment-991","weakness":{},"school":"divination","price":21500,"trait":["Divination","Grimoire","Magical"],"id":"equipment-991-943","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Codex of Unimpeded Sight Source Secrets of Magic pg. 162 Bulk L --- A female figure peers through her blindfold from the cover of this stately tome. Activate Free Action envision; Frequency once per day; Requirements Your last action was to cast a divination spell prepared from this grimoire; Effect The grimoire offers you a glimpse into the truth of things. Seek or Recall Knowledge. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Codex of Unimpeded Sight Source Secrets of Magic pg. 162 Price 215 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Codex of Unimpeded Sight (Greater) Source Secrets of Magic pg. 162 Price 1,800 gp Bulk L --- The frequency of the activation is once per hour instead of once per day. When you use it, you gain a +1 item bonus on your Perception check to Seek or skill check to Recall Knowledge.","skill_mod":{},"summary":"A female figure peers through her blindfold from the cover of this stately tome.","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=991","name":"Codex of Unimpeded Sight","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-991-943"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Item","item_category":"Grimoires","speed":{},"item_parent_id":"equipment-991","weakness":{},"school":"divination","price":180000,"trait":["Divination","Grimoire","Magical"],"id":"equipment-991-944","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Codex of Unimpeded Sight Source Secrets of Magic pg. 162 Bulk L --- A female figure peers through her blindfold from the cover of this stately tome. Activate Free Action envision; Frequency once per day; Requirements Your last action was to cast a divination spell prepared from this grimoire; Effect The grimoire offers you a glimpse into the truth of things. Seek or Recall Knowledge. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Codex of Unimpeded Sight Source Secrets of Magic pg. 162 Price 215 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Codex of Unimpeded Sight (Greater) Source Secrets of Magic pg. 162 Price 1,800 gp Bulk L --- The frequency of the activation is once per hour instead of once per day. When you use it, you gain a +1 item bonus on your Perception check to Seek or skill check to Recall Knowledge.","skill_mod":{},"summary":"The frequency of the activation is once per hour instead of once per day. When you use it, you gain a +1 item bonus on your Perception check to Seek …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=991","name":"Codex of Unimpeded Sight (Greater)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-991-944"},{"skill_mod":{},"summary":"When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its …","item_child_id":["equipment-992-945","equipment-992-946","equipment-992-947","equipment-992-948"],"primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=992","weakness":{},"school":"divination","name":"Endless Grimoire","trait":["Divination","Grimoire","Magical"],"id":"equipment-992","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Endless Grimoire Source Secrets of Magic pg. 162 Bulk L --- When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +1 item bonus to checks to Learn a Spell if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Endless Grimoire Source Secrets of Magic pg. 162 Price 230 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Endless Grimoire (Greater) Source Secrets of Magic pg. 162 Price 900 gp Bulk L --- The item bonus is +2, and the additional spell is 3rd level. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Endless Grimoire (Major) Source Secrets of Magic pg. 162 Price 4,000 gp Bulk L --- The item bonus is +2, and the additional spell is 5th level. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Endless Grimoire (True) Source Secrets of Magic pg. 162 Price 23,000 gp Bulk L --- The item bonus is +3, and the additional spell is 7th level.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-992"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Item","item_category":"Grimoires","speed":{},"item_parent_id":"equipment-992","weakness":{},"school":"divination","price":23000,"trait":["Divination","Grimoire","Magical"],"id":"equipment-992-945","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Endless Grimoire Source Secrets of Magic pg. 162 Bulk L --- When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +1 item bonus to checks to Learn a Spell if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Endless Grimoire Source Secrets of Magic pg. 162 Price 230 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Endless Grimoire (Greater) Source Secrets of Magic pg. 162 Price 900 gp Bulk L --- The item bonus is +2, and the additional spell is 3rd level. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Endless Grimoire (Major) Source Secrets of Magic pg. 162 Price 4,000 gp Bulk L --- The item bonus is +2, and the additional spell is 5th level. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Endless Grimoire (True) Source Secrets of Magic pg. 162 Price 23,000 gp Bulk L --- The item bonus is +3, and the additional spell is 7th level.","skill_mod":{},"summary":"When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=992","name":"Endless Grimoire","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-992-945"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Item","item_category":"Grimoires","speed":{},"item_parent_id":"equipment-992","weakness":{},"school":"divination","price":90000,"trait":["Divination","Grimoire","Magical"],"id":"equipment-992-946","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Endless Grimoire Source Secrets of Magic pg. 162 Bulk L --- When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +1 item bonus to checks to Learn a Spell if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Endless Grimoire Source Secrets of Magic pg. 162 Price 230 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Endless Grimoire (Greater) Source Secrets of Magic pg. 162 Price 900 gp Bulk L --- The item bonus is +2, and the additional spell is 3rd level. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Endless Grimoire (Major) Source Secrets of Magic pg. 162 Price 4,000 gp Bulk L --- The item bonus is +2, and the additional spell is 5th level. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Endless Grimoire (True) Source Secrets of Magic pg. 162 Price 23,000 gp Bulk L --- The item bonus is +3, and the additional spell is 7th level.","skill_mod":{},"summary":"The item bonus is +2, and the additional spell is 3rd level.","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=992","name":"Endless Grimoire (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-992-946"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Item","item_category":"Grimoires","speed":{},"item_parent_id":"equipment-992","weakness":{},"school":"divination","price":400000,"trait":["Divination","Grimoire","Magical"],"id":"equipment-992-947","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Endless Grimoire Source Secrets of Magic pg. 162 Bulk L --- When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +1 item bonus to checks to Learn a Spell if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Endless Grimoire Source Secrets of Magic pg. 162 Price 230 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Endless Grimoire (Greater) Source Secrets of Magic pg. 162 Price 900 gp Bulk L --- The item bonus is +2, and the additional spell is 3rd level. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Endless Grimoire (Major) Source Secrets of Magic pg. 162 Price 4,000 gp Bulk L --- The item bonus is +2, and the additional spell is 5th level. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Endless Grimoire (True) Source Secrets of Magic pg. 162 Price 23,000 gp Bulk L --- The item bonus is +3, and the additional spell is 7th level.","skill_mod":{},"summary":"The item bonus is +2, and the additional spell is 5th level.","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=992","name":"Endless Grimoire (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-992-947"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Item","item_category":"Grimoires","speed":{},"item_parent_id":"equipment-992","weakness":{},"school":"divination","price":2300000,"trait":["Divination","Grimoire","Magical"],"id":"equipment-992-948","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Endless Grimoire Source Secrets of Magic pg. 162 Bulk L --- When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +1 item bonus to checks to Learn a Spell if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 1st-level spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Endless Grimoire Source Secrets of Magic pg. 162 Price 230 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Endless Grimoire (Greater) Source Secrets of Magic pg. 162 Price 900 gp Bulk L --- The item bonus is +2, and the additional spell is 3rd level. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Endless Grimoire (Major) Source Secrets of Magic pg. 162 Price 4,000 gp Bulk L --- The item bonus is +2, and the additional spell is 5th level. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Endless Grimoire (True) Source Secrets of Magic pg. 162 Price 23,000 gp Bulk L --- The item bonus is +3, and the additional spell is 7th level.","skill_mod":{},"summary":"The item bonus is +3, and the additional spell is 7th level.","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=992","name":"Endless Grimoire (True)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-992-948"},{"skill_mod":{},"summary":"This worn and stained manual emits a chill when opened. ","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=993","weakness":{},"school":"necromancy","price":20000,"name":"Instructions for Lasting Agony","trait":["Grimoire","Magical","Necromancy"],"id":"equipment-993","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Instructions for Lasting Agony Source Secrets of Magic pg. 163 Price 200 gp Bulk L --- This worn and stained manual emits a chill when opened. Activate Single Action envision (metamagic) Frequency once per day; Effect If your next action is to cast a harmful necromancy spell that you prepared from this grimoire and that allows a saving throw, you warp and twist negative energy into the spell to cause intense pain. If the target fails its saving throw against the spell, it becomes sickened 1 by the pain.\n","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-993"},{"skill_mod":{},"summary":"When opening the book, whispers can be heard on the wind, or laughter rings in the distance. ","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=994","weakness":{},"school":"enchantment","price":42000,"name":"Spellbook of Redundant Enchantment","trait":["Enchantment","Grimoire","Magical"],"id":"equipment-994","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Spellbook of Redundant Enchantment Source Secrets of Magic pg. 163 Price 420 gp Bulk L --- When opening the book, whispers can be heard on the wind, or laughter rings in the distance. Activate Free Action envision; Frequency once per day; Trigger You cast an enchantment spell prepared from this grimoire that has no effect because all targets critically succeeded on their saving throws; Effect You quickly divert the failed enchantment energy into yourself to retain your favored spell in place of another. You lose another spell you prepared of an equal or higher level to the triggering enchantment spell but retain the ability to cast the enchantment spell again.\n","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-994"},{"skill_mod":{},"summary":"This green spellbook with gold trim contains a cautionary story about a boy who was eaten by a wolf after he previously lied about wolf attacks. When …","primary_source":"Secrets of Magic","trait_group":["Equipment","School","Monster","Mechanics"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=995","weakness":{},"school":"illusion","price":23000,"name":"Storyteller's Opus","trait":["Grimoire","Illusion","Magical"],"id":"equipment-995","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Storyteller's Opus Source Secrets of Magic pg. 163 Price 230 gp Bulk L --- This green spellbook with gold trim contains a cautionary story about a boy who was eaten by a wolf after he previously lied about wolf attacks. When opened, the engravings on the front seem to move in a loop, enacting this story. Activate Reaction envision; Frequency once per day; Trigger A creature succeeds, but doesn't critically succeed, at a Perception check to disbelieve an illusion spell you prepared from this grimoire; Effect You quickly tell a fib to try to smooth over the inconsistencies in your illusion. Attempt a Deception check against the triggering creature's Perception DC. If you succeed, the creature doesn't disbelieve the illusion.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-995"},{"skill_mod":{},"summary":"Classic summoning circles are engraved into the batons of this massive papyrus scroll. ","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=996","weakness":{},"school":"conjuration","price":48000,"name":"Summoning Handscroll","trait":["Conjuration","Grimoire","Magical"],"id":"equipment-996","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Summoning Handscroll Source Secrets of Magic pg. 163 PFS Note Remove the word \"conjuration\" from the summoning handscroll. Price 480 gp Bulk L --- Classic summoning circles are engraved into the batons of this massive papyrus scroll. Activate Free Action envision (metamagic) Frequency once per day; Effect If your next action is to cast a conjuration spell prepared from this spellbook that summons one or more creatures, you infuse one of the summoned creatures with the spell's energies, causing it to arrive with 10 temporary Hit Points that last for up to 1 minute.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-996"},{"skill_mod":{},"summary":"This grimoire takes the form of a series of baked clay tablets. Any text inked upon it turns swiftly into carved depressions. ","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=997","weakness":{},"school":"abjuration","price":45000,"name":"Warding Tablets","trait":["Abjuration","Grimoire","Magical"],"id":"equipment-997","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Warding Tablets Source Secrets of Magic pg. 163 Price 450 gp Bulk L --- This grimoire takes the form of a series of baked clay tablets. Any text inked upon it turns swiftly into carved depressions. Activate Single Action envision (metamagic) Frequency once per day; Effect If your next action is to cast a beneficial abjuration spell on yourself or a single ally, you use the tablets' power to infuse the warding with additional abjurations and attempt to remove a harmful effect. Your spell attempts to counteract a harmful spell effect of your choice on the target. This isn't without risks, however. If your attempt fails to remove the harmful effect, the warding energy is consumed by the unyielding malediction, and you lose the abjuration spell's normal effects. ","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-997"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Secrets of Magic"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"transmutation","price":6000,"trait":["Invested","Magical","Tattoo","Transmutation"],"id":"equipment-998","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Familiar Tattoo Source Secrets of Magic pg. 164 Price 60 gp Usage tattooed on the body --- This tattoo typically consists of an image of a small animal or of a familiar's name written in runes. Your familiar can meld into your familiar tattoo to be carried in your skin. The familiar must spend a single action, which has the magical, move, and transmutation traits, to meld into or exit your tattoo. It must be adjacent to you to meld into your tattoo, and it exits your tattoo in an open space adjacent to you. Any of the familiar's companion items remain on it, but it can't carry any other items with it. This tattoo is non-magical if you don't have a familiar or if your familiar doesn't remain present for the entire tattooing process. If your familiar dies, this tattoo loses its magic and becomes a mundane tattoo.\n","skill_mod":{},"summary":"This tattoo typically consists of an image of a small animal or of a familiar's name written in runes. Your familiar can meld into your familiar …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=998","name":"Familiar Tattoo","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-998"},{"skill_mod":{},"summary":"This jagged glyph, one of the Thassilonian runes of sin , reacts to magic of a particular school (there's no rune for divination , as it was …","primary_source":"Secrets of Magic","trait_group":["Tradition","Monster","Equipment","Rarity"],"primary_source_category":"Rulebooks","level":12,"usage":"tattooed on the body","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Item","item_category":"Tattoos","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=999","weakness":{},"price":170000,"name":"Rune of Sin","trait":["Arcane","Invested","Tattoo","Uncommon"],"id":"equipment-999","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Rune of Sin Source Secrets of Magic pg. 165 Price 1,700 gp Usage tattooed on the body --- This jagged glyph, one of the Thassilonian runes of sin, reacts to magic of a particular school (there's no rune for divination, as it was considered lesser within sin magic). When you Cast a Spell of the school matching the sin, you gain resistance 5 to damage from spells until the start of your next turn. This resistance is increased to 7 against spells of the matching school. This tattoo has the school trait matching the rune: abjuration for envy, necromancy for gluttony, transmutation for greed, enchantment for lust, illusion for pride, conjuration for sloth, and evocation for wrath.\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-999"},{"item_child_id":["equipment-1000-949","equipment-1000-950","equipment-1000-951","equipment-1000-952"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Secrets of Magic"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Invested","Magical","Tattoo"],"id":"equipment-1000","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Warding Tattoo Source Secrets of Magic pg. 165 Usage tattooed on the body --- Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Shackles. Activate Reaction envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Warding Tattoo Source Secrets of Magic pg. 165 Price 140 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Warding Tattoo (Trail) Source Secrets of Magic pg. 165 Price 250 gp --- You gain resistance 2 to damage from hazardous terrain and environmental hazards at all times, which increases to 5 when the tattoo is activated. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Warding Tattoo (Wave) Source Secrets of Magic pg. 165 Price 220 gp --- In addition to the normal triggers, you can activate the tattoo when you enter an environment where you can't breathe. When you activate the tattoo, it casts air bubble on you, in addition to the other effects. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Warding Tattoo (Fiend) Source Secrets of Magic pg. 165 Price 300 gp --- You gain resistance 2 to spells cast by fiends and magical attacks by fiends, which increases to 5 when the tattoo is activated.","skill_mod":{},"summary":"Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1000","name":"Warding Tattoo","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1000"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Secrets of Magic"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-1000","weakness":{},"school":"abjuration","price":14000,"trait":["Abjuration","Invested","Magical","Tattoo"],"id":"equipment-1000-949","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Warding Tattoo Source Secrets of Magic pg. 165 Usage tattooed on the body --- Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Shackles. Activate Reaction envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Warding Tattoo Source Secrets of Magic pg. 165 Price 140 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Warding Tattoo (Trail) Source Secrets of Magic pg. 165 Price 250 gp --- You gain resistance 2 to damage from hazardous terrain and environmental hazards at all times, which increases to 5 when the tattoo is activated. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Warding Tattoo (Wave) Source Secrets of Magic pg. 165 Price 220 gp --- In addition to the normal triggers, you can activate the tattoo when you enter an environment where you can't breathe. When you activate the tattoo, it casts air bubble on you, in addition to the other effects. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Warding Tattoo (Fiend) Source Secrets of Magic pg. 165 Price 300 gp --- You gain resistance 2 to spells cast by fiends and magical attacks by fiends, which increases to 5 when the tattoo is activated.","skill_mod":{},"summary":"Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1000","name":"Warding Tattoo","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1000-949"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Secrets of Magic"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-1000","weakness":{},"school":"abjuration","price":25000,"trait":["Abjuration","Invested","Magical","Tattoo"],"id":"equipment-1000-950","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Warding Tattoo Source Secrets of Magic pg. 165 Usage tattooed on the body --- Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Shackles. Activate Reaction envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Warding Tattoo Source Secrets of Magic pg. 165 Price 140 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Warding Tattoo (Trail) Source Secrets of Magic pg. 165 Price 250 gp --- You gain resistance 2 to damage from hazardous terrain and environmental hazards at all times, which increases to 5 when the tattoo is activated. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Warding Tattoo (Wave) Source Secrets of Magic pg. 165 Price 220 gp --- In addition to the normal triggers, you can activate the tattoo when you enter an environment where you can't breathe. When you activate the tattoo, it casts air bubble on you, in addition to the other effects. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Warding Tattoo (Fiend) Source Secrets of Magic pg. 165 Price 300 gp --- You gain resistance 2 to spells cast by fiends and magical attacks by fiends, which increases to 5 when the tattoo is activated.","skill_mod":{},"summary":"You gain resistance 2 to damage from hazardous terrain and environmental hazards at all times, which increases to 5 when the tattoo is activated.","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1000","name":"Warding Tattoo (Trail)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1000-950"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Secrets of Magic"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-1000","weakness":{},"school":"abjuration","price":22000,"trait":["Abjuration","Invested","Magical","Tattoo"],"id":"equipment-1000-951","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Warding Tattoo Source Secrets of Magic pg. 165 Usage tattooed on the body --- Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Shackles. Activate Reaction envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Warding Tattoo Source Secrets of Magic pg. 165 Price 140 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Warding Tattoo (Trail) Source Secrets of Magic pg. 165 Price 250 gp --- You gain resistance 2 to damage from hazardous terrain and environmental hazards at all times, which increases to 5 when the tattoo is activated. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Warding Tattoo (Wave) Source Secrets of Magic pg. 165 Price 220 gp --- In addition to the normal triggers, you can activate the tattoo when you enter an environment where you can't breathe. When you activate the tattoo, it casts air bubble on you, in addition to the other effects. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Warding Tattoo (Fiend) Source Secrets of Magic pg. 165 Price 300 gp --- You gain resistance 2 to spells cast by fiends and magical attacks by fiends, which increases to 5 when the tattoo is activated.","skill_mod":{},"summary":"In addition to the normal triggers, you can activate the tattoo when you enter an environment where you can't breathe. When you activate the tattoo, …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1000","name":"Warding Tattoo (Wave)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1000-951"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Secrets of Magic"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-1000","weakness":{},"school":"abjuration","price":30000,"trait":["Uncommon","Abjuration","Invested","Magical","Tattoo"],"id":"equipment-1000-952","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Warding Tattoo Source Secrets of Magic pg. 165 Usage tattooed on the body --- Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Shackles. Activate Reaction envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Warding Tattoo Source Secrets of Magic pg. 165 Price 140 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Warding Tattoo (Trail) Source Secrets of Magic pg. 165 Price 250 gp --- You gain resistance 2 to damage from hazardous terrain and environmental hazards at all times, which increases to 5 when the tattoo is activated. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Warding Tattoo (Wave) Source Secrets of Magic pg. 165 Price 220 gp --- In addition to the normal triggers, you can activate the tattoo when you enter an environment where you can't breathe. When you activate the tattoo, it casts air bubble on you, in addition to the other effects. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Warding Tattoo (Fiend) Source Secrets of Magic pg. 165 Price 300 gp --- You gain resistance 2 to spells cast by fiends and magical attacks by fiends, which increases to 5 when the tattoo is activated.","skill_mod":{},"summary":"You gain resistance 2 to spells cast by fiends and magical attacks by fiends, which increases to 5 when the tattoo is activated.","primary_source":"Secrets of Magic","trait_group":["Rarity","School","Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1000","name":"Warding Tattoo (Fiend)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1000-952"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"transmutation","price":650000,"trait":["Magical","Plant","Staff","Transmutation","Unique"],"id":"equipment-1001","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Lini's Leafstick Source Secrets of Magic pg. 165 Price 6,500 gp Usage held in 1 hand Bulk 1 --- This staff was created as an example of the personal staves rules. Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip tanglefoot 1st protector tree, shillelagh 2nd entangle , shape wood 3rd tree shape , wall of thorns 4th barkskin , speak with plants 5th plant form , wall of thorns 6th nature's reprisal , plant form Craft Requirements Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"This staff was created as an example of the personal staves rules . Moss and winding vines give this gnarled staff of wild wood a vibrant green …","primary_source":"Secrets of Magic","trait_group":["Mechanics","Creature Type","Equipment","School","Rarity"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1001","name":"Lini's Leafstick","bulk":1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-1001"},{"item_child_id":["equipment-1002-953","equipment-1002-954","equipment-1002-955"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"transmutation","trait":["Magical","Plant","Staff","Transmutation"],"id":"equipment-1002","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Staff of Nature's Cunning Source Secrets of Magic pg. 167 Usage held in 1 hand Bulk 1 --- Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Staff of Nature's Cunning Source Secrets of Magic pg. 167 Price 250 gp Bulk 1 --- Cantrip tanglefoot 1st protector tree , shillelagh 2nd entangle , shape wood <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Staff of Nature's Cunning (Greater) Source Secrets of Magic pg. 167 Price 1,400 gp Bulk 1 --- 3rd tree shape , wall of thorns 4th barkskin , speak with plants <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Staff of Nature's Cunning (Major) Source Secrets of Magic pg. 167 Price 6,500 gp Bulk 1 --- 5th plant form , wall of thorns 6th nature's reprisal , plant form ","skill_mod":{},"summary":"Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you …","primary_source":"Secrets of Magic","trait_group":["Mechanics","Creature Type","Equipment","School"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1002","name":"Staff of Nature's Cunning","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1002"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-1002","weakness":{},"school":"transmutation","price":25000,"trait":["Magical","Plant","Staff","Transmutation"],"id":"equipment-1002-953","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Staff of Nature's Cunning Source Secrets of Magic pg. 167 Usage held in 1 hand Bulk 1 --- Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Staff of Nature's Cunning Source Secrets of Magic pg. 167 Price 250 gp Bulk 1 --- Cantrip tanglefoot 1st protector tree , shillelagh 2nd entangle , shape wood <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Staff of Nature's Cunning (Greater) Source Secrets of Magic pg. 167 Price 1,400 gp Bulk 1 --- 3rd tree shape , wall of thorns 4th barkskin , speak with plants <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Staff of Nature's Cunning (Major) Source Secrets of Magic pg. 167 Price 6,500 gp Bulk 1 --- 5th plant form , wall of thorns 6th nature's reprisal , plant form ","skill_mod":{},"summary":"Cantrip tanglefoot 1st protector tree , shillelagh 2nd entangle , shape wood","primary_source":"Secrets of Magic","trait_group":["Mechanics","Creature Type","Equipment","School"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1002","name":"Staff of Nature's Cunning","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1002-953"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-1002","weakness":{},"school":"transmutation","price":140000,"trait":["Magical","Plant","Staff","Transmutation"],"id":"equipment-1002-954","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Staff of Nature's Cunning Source Secrets of Magic pg. 167 Usage held in 1 hand Bulk 1 --- Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Staff of Nature's Cunning Source Secrets of Magic pg. 167 Price 250 gp Bulk 1 --- Cantrip tanglefoot 1st protector tree , shillelagh 2nd entangle , shape wood <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Staff of Nature's Cunning (Greater) Source Secrets of Magic pg. 167 Price 1,400 gp Bulk 1 --- 3rd tree shape , wall of thorns 4th barkskin , speak with plants <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Staff of Nature's Cunning (Major) Source Secrets of Magic pg. 167 Price 6,500 gp Bulk 1 --- 5th plant form , wall of thorns 6th nature's reprisal , plant form ","skill_mod":{},"summary":"3rd tree shape , wall of thorns 4th barkskin , speak with plants","primary_source":"Secrets of Magic","trait_group":["Mechanics","Creature Type","Equipment","School"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1002","name":"Staff of Nature's Cunning (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1002-954"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-1002","weakness":{},"school":"transmutation","price":650000,"trait":["Magical","Plant","Staff","Transmutation"],"id":"equipment-1002-955","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Staff of Nature's Cunning Source Secrets of Magic pg. 167 Usage held in 1 hand Bulk 1 --- Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Staff of Nature's Cunning Source Secrets of Magic pg. 167 Price 250 gp Bulk 1 --- Cantrip tanglefoot 1st protector tree , shillelagh 2nd entangle , shape wood <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Staff of Nature's Cunning (Greater) Source Secrets of Magic pg. 167 Price 1,400 gp Bulk 1 --- 3rd tree shape , wall of thorns 4th barkskin , speak with plants <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Staff of Nature's Cunning (Major) Source Secrets of Magic pg. 167 Price 6,500 gp Bulk 1 --- 5th plant form , wall of thorns 6th nature's reprisal , plant form ","skill_mod":{},"summary":"5th plant form , wall of thorns 6th nature's reprisal , plant form","primary_source":"Secrets of Magic","trait_group":["Mechanics","Creature Type","Equipment","School"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1002","name":"Staff of Nature's Cunning (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1002-955"},{"item_child_id":["equipment-1003-956","equipment-1003-957"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1003","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Dazzling Rosary Source Secrets of Magic pg. 168 Usage held in 1 hand Bulk L Activate Cast a Spell --- When energy courses through these lustrous beads, they glow brightly in the sacred colors of the spellcaster's faith. A spiritual weapon empowered with this catalyst flashes with bright light when it critically Strikes a target, causing the target to be dazzled until the beginning of your next turn. The type of rosary determines the maximum spell level of spiritual weapon that can use the rosary as a catalyst. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Dazzling Rosary Source Secrets of Magic pg. 168 Price 15 gp Bulk L --- The rosary can be used with a spiritual weapon of 4th level or below. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dazzling Rosary (Greater) Source Secrets of Magic pg. 168 Price 350 gp Bulk L --- The rosary can be used with a spiritual weapon of any spell level.","skill_mod":{},"summary":"When energy courses through these lustrous beads, they glow brightly in the sacred colors of the spellcaster's faith. A spiritual weapon …","primary_source":"Secrets of Magic","spell":["Spiritual Weapon"],"trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1003","name":"Dazzling Rosary","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1003"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1003","weakness":{},"price":1500,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1003-956","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Dazzling Rosary Source Secrets of Magic pg. 168 Usage held in 1 hand Bulk L Activate Cast a Spell --- When energy courses through these lustrous beads, they glow brightly in the sacred colors of the spellcaster's faith. A spiritual weapon empowered with this catalyst flashes with bright light when it critically Strikes a target, causing the target to be dazzled until the beginning of your next turn. The type of rosary determines the maximum spell level of spiritual weapon that can use the rosary as a catalyst. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Dazzling Rosary Source Secrets of Magic pg. 168 Price 15 gp Bulk L --- The rosary can be used with a spiritual weapon of 4th level or below. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dazzling Rosary (Greater) Source Secrets of Magic pg. 168 Price 350 gp Bulk L --- The rosary can be used with a spiritual weapon of any spell level.","skill_mod":{},"summary":"The rosary can be used with a spiritual weapon of 4th level or below.","primary_source":"Secrets of Magic","spell":["Spiritual Weapon"],"trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1003","name":"Dazzling Rosary","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1003-956"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1003","weakness":{},"price":35000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1003-957","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Dazzling Rosary Source Secrets of Magic pg. 168 Usage held in 1 hand Bulk L Activate Cast a Spell --- When energy courses through these lustrous beads, they glow brightly in the sacred colors of the spellcaster's faith. A spiritual weapon empowered with this catalyst flashes with bright light when it critically Strikes a target, causing the target to be dazzled until the beginning of your next turn. The type of rosary determines the maximum spell level of spiritual weapon that can use the rosary as a catalyst. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Dazzling Rosary Source Secrets of Magic pg. 168 Price 15 gp Bulk L --- The rosary can be used with a spiritual weapon of 4th level or below. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dazzling Rosary (Greater) Source Secrets of Magic pg. 168 Price 350 gp Bulk L --- The rosary can be used with a spiritual weapon of any spell level.","skill_mod":{},"summary":"The rosary can be used with a spiritual weapon of any spell level.","primary_source":"Secrets of Magic","spell":["Spiritual Weapon"],"trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1003","name":"Dazzling Rosary (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1003-957"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":6000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1004","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Dimensional Knot Source Secrets of Magic pg. 168 Price 60 gp Usage held in 1 hand Bulk L Activate Cast a Spell --- Shelynites originally crafted this complex knot of vibrant string for bracelets meant to tie the destinies of two people together. Now, however, spellcasters of all religions use them to enhance their capacity with teleportation magic. Adding this catalyst to a 4th-level dimension door spell allows you to bring a single willing adjacent creature along with you; however, the teleportation is somewhat disorienting for them, causing them to become stunned 1.\n","skill_mod":{},"summary":" Shelynites originally crafted this complex knot of vibrant string for bracelets meant to tie the destinies of two people together. Now, however, …","primary_source":"Secrets of Magic","spell":["Dimension Door"],"trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1004","name":"Dimensional Knot","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1004"},{"item_child_id":["equipment-1005-958","equipment-1005-959","equipment-1005-960"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1005","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Firestarter Pellets Source Secrets of Magic pg. 168 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- These compacted pellets of bat guano, sulfur, and magical accelerants have long been a staple for spellcasters on the battlefield. Adding a firestarter pellet to a fireball spell produces clinging flames that deal persistent fire damage to all who fail the saving throw against the effect (doubling on a critical failure). <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Firestarter Pellets Source Secrets of Magic pg. 168 Price 25 gp Bulk L --- The persistent damage is 1d6. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Firestarter Pellets (Greater) Source Secrets of Magic pg. 168 Price 175 gp Bulk L --- The persistent damage is 2d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Firestarter Pellets (Major) Source Secrets of Magic pg. 168 Price 1,200 gp Bulk L --- The persistent damage is 3d6.","skill_mod":{},"summary":"These compacted pellets of bat guano, sulfur, and magical accelerants have long been a staple for spellcasters on the battlefield. Adding a …","primary_source":"Secrets of Magic","spell":["Fireball"],"trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1005","name":"Firestarter Pellets","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1005"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1005","weakness":{},"price":2500,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1005-958","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Firestarter Pellets Source Secrets of Magic pg. 168 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- These compacted pellets of bat guano, sulfur, and magical accelerants have long been a staple for spellcasters on the battlefield. Adding a firestarter pellet to a fireball spell produces clinging flames that deal persistent fire damage to all who fail the saving throw against the effect (doubling on a critical failure). <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Firestarter Pellets Source Secrets of Magic pg. 168 Price 25 gp Bulk L --- The persistent damage is 1d6. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Firestarter Pellets (Greater) Source Secrets of Magic pg. 168 Price 175 gp Bulk L --- The persistent damage is 2d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Firestarter Pellets (Major) Source Secrets of Magic pg. 168 Price 1,200 gp Bulk L --- The persistent damage is 3d6.","skill_mod":{},"summary":"The persistent damage is 1d6.","primary_source":"Secrets of Magic","spell":["Fireball"],"trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1005","name":"Firestarter Pellets","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1005-958"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1005","weakness":{},"price":17500,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1005-959","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Firestarter Pellets Source Secrets of Magic pg. 168 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- These compacted pellets of bat guano, sulfur, and magical accelerants have long been a staple for spellcasters on the battlefield. Adding a firestarter pellet to a fireball spell produces clinging flames that deal persistent fire damage to all who fail the saving throw against the effect (doubling on a critical failure). <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Firestarter Pellets Source Secrets of Magic pg. 168 Price 25 gp Bulk L --- The persistent damage is 1d6. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Firestarter Pellets (Greater) Source Secrets of Magic pg. 168 Price 175 gp Bulk L --- The persistent damage is 2d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Firestarter Pellets (Major) Source Secrets of Magic pg. 168 Price 1,200 gp Bulk L --- The persistent damage is 3d6.","skill_mod":{},"summary":"The persistent damage is 2d6.","primary_source":"Secrets of Magic","spell":["Fireball"],"trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1005","name":"Firestarter Pellets (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1005-959"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1005","weakness":{},"price":120000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1005-960","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Firestarter Pellets Source Secrets of Magic pg. 168 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- These compacted pellets of bat guano, sulfur, and magical accelerants have long been a staple for spellcasters on the battlefield. Adding a firestarter pellet to a fireball spell produces clinging flames that deal persistent fire damage to all who fail the saving throw against the effect (doubling on a critical failure). <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Firestarter Pellets Source Secrets of Magic pg. 168 Price 25 gp Bulk L --- The persistent damage is 1d6. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Firestarter Pellets (Greater) Source Secrets of Magic pg. 168 Price 175 gp Bulk L --- The persistent damage is 2d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Firestarter Pellets (Major) Source Secrets of Magic pg. 168 Price 1,200 gp Bulk L --- The persistent damage is 3d6.","skill_mod":{},"summary":"The persistent damage is 3d6.","primary_source":"Secrets of Magic","spell":["Fireball"],"trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1005","name":"Firestarter Pellets (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1005-960"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":52500,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1006","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Force Tiles Source Secrets of Magic pg. 168 Price 525 gp Usage held in 1 hand Bulk L Activate Cast a Spell --- Light refracts in strange ways through these precisely ground glass tiles, lengthening the refracted force and causing it to push back. Adding this catalyst to a wall of force spell increases the wall's maximum length to 80 feet and maximum height to 40 feet and causes creatures that try to move into the wall's space (or are Shoved into the wall) to take 2d6 force damage.\n","skill_mod":{},"summary":"Light refracts in strange ways through these precisely ground glass tiles, lengthening the refracted force and causing it to push back. Adding this …","primary_source":"Secrets of Magic","spell":["Wall of Force"],"trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1006","name":"Force Tiles","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1006"},{"item_child_id":["equipment-1007-961","equipment-1007-962","equipment-1007-963"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1007","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Healer's Gel Source Secrets of Magic pg. 168 Usage held in 1 hand Bulk L Activate Cast a Spell --- An astringent aroma from rare succulent plants wafts off these soothing cloth patches. Adding this material component to a heal spell bestows additional temporary Hit Points to one target healed by the spell. These temporary Hit Points last for 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Healer's Gel (Lesser) Source Secrets of Magic pg. 168 Price 25 gp Bulk L --- The spell grants 5 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Healer's Gel (Moderate) Source Secrets of Magic pg. 168 Price 125 gp Bulk L --- The spell grants 10 temporary Hit Points. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Healer's Gel (Greater) Source Secrets of Magic pg. 168 Price 500 gp Bulk L --- The spell grants 15 temporary Hit Points.","skill_mod":{},"summary":"An astringent aroma from rare succulent plants wafts off these soothing cloth patches. Adding this material component to a heal spell bestows …","primary_source":"Secrets of Magic","spell":["Heal"],"trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1007","name":"Healer's Gel","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1007"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1007","weakness":{},"price":2500,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1007-961","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Healer's Gel Source Secrets of Magic pg. 168 Usage held in 1 hand Bulk L Activate Cast a Spell --- An astringent aroma from rare succulent plants wafts off these soothing cloth patches. Adding this material component to a heal spell bestows additional temporary Hit Points to one target healed by the spell. These temporary Hit Points last for 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Healer's Gel (Lesser) Source Secrets of Magic pg. 168 Price 25 gp Bulk L --- The spell grants 5 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Healer's Gel (Moderate) Source Secrets of Magic pg. 168 Price 125 gp Bulk L --- The spell grants 10 temporary Hit Points. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Healer's Gel (Greater) Source Secrets of Magic pg. 168 Price 500 gp Bulk L --- The spell grants 15 temporary Hit Points.","skill_mod":{},"summary":"The spell grants 5 temporary Hit Points.","primary_source":"Secrets of Magic","spell":["Heal"],"trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1007","name":"Healer's Gel (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1007-961"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1007","weakness":{},"price":12500,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1007-962","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Healer's Gel Source Secrets of Magic pg. 168 Usage held in 1 hand Bulk L Activate Cast a Spell --- An astringent aroma from rare succulent plants wafts off these soothing cloth patches. Adding this material component to a heal spell bestows additional temporary Hit Points to one target healed by the spell. These temporary Hit Points last for 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Healer's Gel (Lesser) Source Secrets of Magic pg. 168 Price 25 gp Bulk L --- The spell grants 5 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Healer's Gel (Moderate) Source Secrets of Magic pg. 168 Price 125 gp Bulk L --- The spell grants 10 temporary Hit Points. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Healer's Gel (Greater) Source Secrets of Magic pg. 168 Price 500 gp Bulk L --- The spell grants 15 temporary Hit Points.","skill_mod":{},"summary":"The spell grants 10 temporary Hit Points.","primary_source":"Secrets of Magic","spell":["Heal"],"trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1007","name":"Healer's Gel (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1007-962"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1007","weakness":{},"price":50000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1007-963","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Healer's Gel Source Secrets of Magic pg. 168 Usage held in 1 hand Bulk L Activate Cast a Spell --- An astringent aroma from rare succulent plants wafts off these soothing cloth patches. Adding this material component to a heal spell bestows additional temporary Hit Points to one target healed by the spell. These temporary Hit Points last for 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Healer's Gel (Lesser) Source Secrets of Magic pg. 168 Price 25 gp Bulk L --- The spell grants 5 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Healer's Gel (Moderate) Source Secrets of Magic pg. 168 Price 125 gp Bulk L --- The spell grants 10 temporary Hit Points. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Healer's Gel (Greater) Source Secrets of Magic pg. 168 Price 500 gp Bulk L --- The spell grants 15 temporary Hit Points.","skill_mod":{},"summary":"The spell grants 15 temporary Hit Points.","primary_source":"Secrets of Magic","spell":["Heal"],"trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1007","name":"Healer's Gel (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1007-963"},{"item_child_id":["equipment-1008-964","equipment-1008-1031"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1008","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Noxious Incense Source Secrets of Magic pg. 169 Usage held in 1 hand Bulk L Activate Cast a Spell --- Sold only in single sticks, this foul incense comes coated with a bevy of alchemical smoke that activates in the presence of intense heat, releasing its namesake pungent odor. Adding this catalyst to a wall of fire spell fills all squares adjacent to the wall with thick, foul smoke. Creatures in this area are concealed, and other creatures are concealed to creatures in the area. The smoke lasts for the duration of the spell. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Noxious Incense Source Secrets of Magic pg. 169 Price 125 gp Hands 1 Bulk L --- The incense can be used with a wall of fire of 6th level or below. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Noxious Incense (Greater) Source Secrets of Magic pg. 169 Price 750 gp Hands 2 Bulk L --- The incense can be used with a wall of fire of any spell level.","skill_mod":{},"summary":"Sold only in single sticks, this foul incense comes coated with a bevy of alchemical smoke that activates in the presence of intense heat, releasing …","primary_source":"Secrets of Magic","spell":["Wall of Fire"],"trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1008","name":"Noxious Incense","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1008"},{"hands":"1","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1008","weakness":{},"price":12500,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1008-964","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Noxious Incense Source Secrets of Magic pg. 169 Usage held in 1 hand Bulk L Activate Cast a Spell --- Sold only in single sticks, this foul incense comes coated with a bevy of alchemical smoke that activates in the presence of intense heat, releasing its namesake pungent odor. Adding this catalyst to a wall of fire spell fills all squares adjacent to the wall with thick, foul smoke. Creatures in this area are concealed, and other creatures are concealed to creatures in the area. The smoke lasts for the duration of the spell. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Noxious Incense Source Secrets of Magic pg. 169 Price 125 gp Hands 1 Bulk L --- The incense can be used with a wall of fire of 6th level or below. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Noxious Incense (Greater) Source Secrets of Magic pg. 169 Price 750 gp Hands 2 Bulk L --- The incense can be used with a wall of fire of any spell level.","skill_mod":{},"summary":"The incense can be used with a wall of fire of 6th level or below.","primary_source":"Secrets of Magic","spell":["Wall of Fire"],"trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1008","name":"Noxious Incense","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1008-964"},{"hands":"2","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1008","weakness":{},"price":75000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1008-1031","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Noxious Incense Source Secrets of Magic pg. 169 Usage held in 1 hand Bulk L Activate Cast a Spell --- Sold only in single sticks, this foul incense comes coated with a bevy of alchemical smoke that activates in the presence of intense heat, releasing its namesake pungent odor. Adding this catalyst to a wall of fire spell fills all squares adjacent to the wall with thick, foul smoke. Creatures in this area are concealed, and other creatures are concealed to creatures in the area. The smoke lasts for the duration of the spell. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Noxious Incense Source Secrets of Magic pg. 169 Price 125 gp Hands 1 Bulk L --- The incense can be used with a wall of fire of 6th level or below. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Noxious Incense (Greater) Source Secrets of Magic pg. 169 Price 750 gp Hands 2 Bulk L --- The incense can be used with a wall of fire of any spell level.","skill_mod":{},"summary":"The incense can be used with a wall of fire of any spell level.","primary_source":"Secrets of Magic","spell":["Wall of Fire"],"trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1008","name":"Noxious Incense (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1008-1031"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2500,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1009","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Shimmering Dust Source Secrets of Magic pg. 169 Price 25 gp Usage held in 1 hand Bulk L Activate Cast a Spell --- This luminous mica dust fluoresces for a short time after being exposed to significant amounts of magical energy. When a creature fails its save against a cloud of glitterdust created using this catalyst, glowing grains stick to them, causing them to shed dim light in a 20-foot radius for as long as their invisibility is negated by the spell as well as causing them to take a –2 circumstance penalty to Stealth for that duration.\n","skill_mod":{},"summary":"This luminous mica dust fluoresces for a short time after being exposed to significant amounts of magical energy. When a creature fails its save …","primary_source":"Secrets of Magic","spell":["Glitterdust"],"trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1009","name":"Shimmering Dust","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1009"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1010","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Soothing Scents Source Secrets of Magic pg. 169 Price 10 gp Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- Performers popularized these bundles of aromatic herbs to calm the mind and ward off misfortune before a big show, though soldier bards have found them especially useful for clearing fear during particularly tumultuous battles. Adding this catalyst to a soothe spell also causes the spell to reduce the target's frightened condition value by 1.\n","skill_mod":{},"summary":"Performers popularized these bundles of aromatic herbs to calm the mind and ward off misfortune before a big show, though soldier bards have found …","primary_source":"Secrets of Magic","spell":["Soothe"],"trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1010","name":"Soothing Scents","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1010"},{"item_child_id":["equipment-1011-966","equipment-1011-967","equipment-1011-968","equipment-1011-969"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1011","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Thunderbird Tuft Source Secrets of Magic pg. 169 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- This carved chunk of amber contains a single tuft of gray feathers, which spark with electricity to create an odd jittery sensation in anyone holding the amber for long. When used as part of a shocking grasp spell, thunderbird tuft funnels electricity back into the spellcaster in a defensive nimbus. For 1 minute, any creature that touches you or that hits you with a melee unarmed attack or non-reach melee weapon attack takes the listed electricity damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Thunderbird Tuft (Lesser) Source Secrets of Magic pg. 169 Price 3 gp Bulk L --- The nimbus deals 1d4 electricity damage, or 1d6 electricity damage if the creature is using a metal weapon, but the nimbus only lasts 1 round, rather than the full minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thunderbird Tuft (Moderate) Source Secrets of Magic pg. 169 Price 25 gp Bulk L --- The nimbus deals 1d4 electricity damage, or 1d6 electricity damage if the creature is using a metal weapon. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Thunderbird Tuft (Greater) Source Secrets of Magic pg. 169 Price 125 gp Bulk L --- The nimbus deals 2d4 electricity damage, or 2d6 electricity damage if the creature is using a metal weapon. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Thunderbird Tuft (Major) Source Secrets of Magic pg. 169 Price 500 gp Bulk L --- The nimbus deals 3d4 electricity damage, or 3d6 electricity damage if the creature is using a metal weapon.","skill_mod":{},"summary":"This carved chunk of amber contains a single tuft of gray feathers, which spark with electricity to create an odd jittery sensation in anyone holding …","primary_source":"Secrets of Magic","spell":["Shocking Grasp"],"trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1011","name":"Thunderbird Tuft","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1011"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1011","weakness":{},"price":300,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1011-966","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Thunderbird Tuft Source Secrets of Magic pg. 169 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- This carved chunk of amber contains a single tuft of gray feathers, which spark with electricity to create an odd jittery sensation in anyone holding the amber for long. When used as part of a shocking grasp spell, thunderbird tuft funnels electricity back into the spellcaster in a defensive nimbus. For 1 minute, any creature that touches you or that hits you with a melee unarmed attack or non-reach melee weapon attack takes the listed electricity damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Thunderbird Tuft (Lesser) Source Secrets of Magic pg. 169 Price 3 gp Bulk L --- The nimbus deals 1d4 electricity damage, or 1d6 electricity damage if the creature is using a metal weapon, but the nimbus only lasts 1 round, rather than the full minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thunderbird Tuft (Moderate) Source Secrets of Magic pg. 169 Price 25 gp Bulk L --- The nimbus deals 1d4 electricity damage, or 1d6 electricity damage if the creature is using a metal weapon. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Thunderbird Tuft (Greater) Source Secrets of Magic pg. 169 Price 125 gp Bulk L --- The nimbus deals 2d4 electricity damage, or 2d6 electricity damage if the creature is using a metal weapon. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Thunderbird Tuft (Major) Source Secrets of Magic pg. 169 Price 500 gp Bulk L --- The nimbus deals 3d4 electricity damage, or 3d6 electricity damage if the creature is using a metal weapon.","skill_mod":{},"summary":"The nimbus deals 1d4 electricity damage, or 1d6 electricity damage if the creature is using a metal weapon, but the nimbus only lasts 1 round, rather …","primary_source":"Secrets of Magic","spell":["Shocking Grasp"],"trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1011","name":"Thunderbird Tuft (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1011-966"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1011","weakness":{},"price":2500,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1011-967","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Thunderbird Tuft Source Secrets of Magic pg. 169 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- This carved chunk of amber contains a single tuft of gray feathers, which spark with electricity to create an odd jittery sensation in anyone holding the amber for long. When used as part of a shocking grasp spell, thunderbird tuft funnels electricity back into the spellcaster in a defensive nimbus. For 1 minute, any creature that touches you or that hits you with a melee unarmed attack or non-reach melee weapon attack takes the listed electricity damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Thunderbird Tuft (Lesser) Source Secrets of Magic pg. 169 Price 3 gp Bulk L --- The nimbus deals 1d4 electricity damage, or 1d6 electricity damage if the creature is using a metal weapon, but the nimbus only lasts 1 round, rather than the full minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thunderbird Tuft (Moderate) Source Secrets of Magic pg. 169 Price 25 gp Bulk L --- The nimbus deals 1d4 electricity damage, or 1d6 electricity damage if the creature is using a metal weapon. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Thunderbird Tuft (Greater) Source Secrets of Magic pg. 169 Price 125 gp Bulk L --- The nimbus deals 2d4 electricity damage, or 2d6 electricity damage if the creature is using a metal weapon. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Thunderbird Tuft (Major) Source Secrets of Magic pg. 169 Price 500 gp Bulk L --- The nimbus deals 3d4 electricity damage, or 3d6 electricity damage if the creature is using a metal weapon.","skill_mod":{},"summary":"The nimbus deals 1d4 electricity damage, or 1d6 electricity damage if the creature is using a metal weapon.","primary_source":"Secrets of Magic","spell":["Shocking Grasp"],"trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1011","name":"Thunderbird Tuft (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1011-967"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1011","weakness":{},"price":12500,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1011-968","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Thunderbird Tuft Source Secrets of Magic pg. 169 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- This carved chunk of amber contains a single tuft of gray feathers, which spark with electricity to create an odd jittery sensation in anyone holding the amber for long. When used as part of a shocking grasp spell, thunderbird tuft funnels electricity back into the spellcaster in a defensive nimbus. For 1 minute, any creature that touches you or that hits you with a melee unarmed attack or non-reach melee weapon attack takes the listed electricity damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Thunderbird Tuft (Lesser) Source Secrets of Magic pg. 169 Price 3 gp Bulk L --- The nimbus deals 1d4 electricity damage, or 1d6 electricity damage if the creature is using a metal weapon, but the nimbus only lasts 1 round, rather than the full minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thunderbird Tuft (Moderate) Source Secrets of Magic pg. 169 Price 25 gp Bulk L --- The nimbus deals 1d4 electricity damage, or 1d6 electricity damage if the creature is using a metal weapon. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Thunderbird Tuft (Greater) Source Secrets of Magic pg. 169 Price 125 gp Bulk L --- The nimbus deals 2d4 electricity damage, or 2d6 electricity damage if the creature is using a metal weapon. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Thunderbird Tuft (Major) Source Secrets of Magic pg. 169 Price 500 gp Bulk L --- The nimbus deals 3d4 electricity damage, or 3d6 electricity damage if the creature is using a metal weapon.","skill_mod":{},"summary":"The nimbus deals 2d4 electricity damage, or 2d6 electricity damage if the creature is using a metal weapon.","primary_source":"Secrets of Magic","spell":["Shocking Grasp"],"trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1011","name":"Thunderbird Tuft (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1011-968"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1011","weakness":{},"price":50000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1011-969","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Thunderbird Tuft Source Secrets of Magic pg. 169 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- This carved chunk of amber contains a single tuft of gray feathers, which spark with electricity to create an odd jittery sensation in anyone holding the amber for long. When used as part of a shocking grasp spell, thunderbird tuft funnels electricity back into the spellcaster in a defensive nimbus. For 1 minute, any creature that touches you or that hits you with a melee unarmed attack or non-reach melee weapon attack takes the listed electricity damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Thunderbird Tuft (Lesser) Source Secrets of Magic pg. 169 Price 3 gp Bulk L --- The nimbus deals 1d4 electricity damage, or 1d6 electricity damage if the creature is using a metal weapon, but the nimbus only lasts 1 round, rather than the full minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thunderbird Tuft (Moderate) Source Secrets of Magic pg. 169 Price 25 gp Bulk L --- The nimbus deals 1d4 electricity damage, or 1d6 electricity damage if the creature is using a metal weapon. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Thunderbird Tuft (Greater) Source Secrets of Magic pg. 169 Price 125 gp Bulk L --- The nimbus deals 2d4 electricity damage, or 2d6 electricity damage if the creature is using a metal weapon. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Thunderbird Tuft (Major) Source Secrets of Magic pg. 169 Price 500 gp Bulk L --- The nimbus deals 3d4 electricity damage, or 3d6 electricity damage if the creature is using a metal weapon.","skill_mod":{},"summary":"The nimbus deals 3d4 electricity damage, or 3d6 electricity damage if the creature is using a metal weapon.","primary_source":"Secrets of Magic","spell":["Shocking Grasp"],"trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1011","name":"Thunderbird Tuft (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1011-969"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-1012","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Waterproofing Wax Source Secrets of Magic pg. 169 Price 10 gp Usage held in 1 hand Bulk L Activate Cast a Spell --- Many books and spellbooks are treated in this wax formula to protect them from the elements, but waterproofing wax's liquid-repellent properties can be further applied to split up a grease spell into useful smaller sections. When the spell is cast in an area while using this catalyst, the conjured grease fills three 5-foot squares within 30 feet instead of its normal area; these squares don't need to be contiguous.\n","skill_mod":{},"summary":"Many books and spellbooks are treated in this wax formula to protect them from the elements, but waterproofing wax's liquid-repellent properties …","primary_source":"Secrets of Magic","spell":["Grease"],"trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1012","name":"Waterproofing Wax","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1012"},{"item_child_id":["equipment-1013-970","equipment-1013-971","equipment-1013-972"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"transmutation","skill":["Acrobatics","Acrobatics","Acrobatics"],"trait":["Air","Magical","Spellheart","Transmutation"],"id":"equipment-1013","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Five-Feather Wreath Source Secrets of Magic pg. 170 Usage affixed to armor or a weapon --- Identical feathers radiate from the center of this spellheart, held in place by woven straw. The spell attack roll of any spell cast by Activating this item is +8, and the spell DC is 18. Armor You gain a +1 item bonus to Acrobatics checks and resistance 2 to falling damage. Weapon After you cast an air spell by Activating the wreath, you can Fly 5 feet as a single action, or you can Fly 10 feet as a free action if the spell you cast wasn't a cantrip. This must be your next action, and if you don't have a fly Speed, you must end the flight on solid ground or fall. Activate Cast a Spell; Effect You cast gale blast . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Five-Feather Wreath Source Secrets of Magic pg. 170 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Five-Feather Wreath (Greater) Source Secrets of Magic pg. 170 Price 425 gp --- Resistance when affixed to armor is 5, fly distance affixed to a weapon casting a non-cantrip spell is 25 feet, the spell attack roll is +14, and spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast wall of wind . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Five-Feather Wreath (Major) Source Secrets of Magic pg. 170 Price 1,750 gp --- Bonus affixed to armor is +2, resistance when affixed to armor is 10, fly distance affixed to a weapon casting a non-cantrip spell is 40 feet, spell attack roll is +19, and spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level wall of wind . Activate Cast a Spell; Frequency once per day; Effect You cast air walk .","element":["Air"],"skill_mod":{},"summary":"Identical feathers radiate from the center of this spellheart, held in place by woven straw. The spell attack roll of any spell cast by Activating …","primary_source":"Secrets of Magic","trait_group":["Elemental","Planar","Monster","Mechanics","Equipment","School"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1013","name":"Five-Feather Wreath","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1013"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-1013","weakness":{},"school":"transmutation","price":9000,"skill":["Acrobatics"],"trait":["Air","Magical","Spellheart","Transmutation"],"id":"equipment-1013-970","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Five-Feather Wreath Source Secrets of Magic pg. 170 Usage affixed to armor or a weapon --- Identical feathers radiate from the center of this spellheart, held in place by woven straw. The spell attack roll of any spell cast by Activating this item is +8, and the spell DC is 18. Armor You gain a +1 item bonus to Acrobatics checks and resistance 2 to falling damage. Weapon After you cast an air spell by Activating the wreath, you can Fly 5 feet as a single action, or you can Fly 10 feet as a free action if the spell you cast wasn't a cantrip. This must be your next action, and if you don't have a fly Speed, you must end the flight on solid ground or fall. Activate Cast a Spell; Effect You cast gale blast . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Five-Feather Wreath Source Secrets of Magic pg. 170 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Five-Feather Wreath (Greater) Source Secrets of Magic pg. 170 Price 425 gp --- Resistance when affixed to armor is 5, fly distance affixed to a weapon casting a non-cantrip spell is 25 feet, the spell attack roll is +14, and spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast wall of wind . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Five-Feather Wreath (Major) Source Secrets of Magic pg. 170 Price 1,750 gp --- Bonus affixed to armor is +2, resistance when affixed to armor is 10, fly distance affixed to a weapon casting a non-cantrip spell is 40 feet, spell attack roll is +19, and spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level wall of wind . Activate Cast a Spell; Frequency once per day; Effect You cast air walk .","element":["Air"],"skill_mod":{},"summary":"Identical feathers radiate from the center of this spellheart, held in place by woven straw. The spell attack roll of any spell cast by Activating …","primary_source":"Secrets of Magic","trait_group":["Elemental","Planar","Monster","Mechanics","Equipment","School"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1013","name":"Five-Feather Wreath","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1013-970"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-1013","weakness":{},"school":"transmutation","price":42500,"skill":["Acrobatics"],"trait":["Air","Magical","Spellheart","Transmutation"],"id":"equipment-1013-971","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Five-Feather Wreath Source Secrets of Magic pg. 170 Usage affixed to armor or a weapon --- Identical feathers radiate from the center of this spellheart, held in place by woven straw. The spell attack roll of any spell cast by Activating this item is +8, and the spell DC is 18. Armor You gain a +1 item bonus to Acrobatics checks and resistance 2 to falling damage. Weapon After you cast an air spell by Activating the wreath, you can Fly 5 feet as a single action, or you can Fly 10 feet as a free action if the spell you cast wasn't a cantrip. This must be your next action, and if you don't have a fly Speed, you must end the flight on solid ground or fall. Activate Cast a Spell; Effect You cast gale blast . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Five-Feather Wreath Source Secrets of Magic pg. 170 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Five-Feather Wreath (Greater) Source Secrets of Magic pg. 170 Price 425 gp --- Resistance when affixed to armor is 5, fly distance affixed to a weapon casting a non-cantrip spell is 25 feet, the spell attack roll is +14, and spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast wall of wind . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Five-Feather Wreath (Major) Source Secrets of Magic pg. 170 Price 1,750 gp --- Bonus affixed to armor is +2, resistance when affixed to armor is 10, fly distance affixed to a weapon casting a non-cantrip spell is 40 feet, spell attack roll is +19, and spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level wall of wind . Activate Cast a Spell; Frequency once per day; Effect You cast air walk .","element":["Air"],"skill_mod":{},"summary":"Resistance when affixed to armor is 5, fly distance affixed to a weapon casting a non-cantrip spell is 25 feet, the spell attack roll is +14, and …","primary_source":"Secrets of Magic","trait_group":["Elemental","Planar","Monster","Mechanics","Equipment","School"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1013","name":"Five-Feather Wreath (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1013-971"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-1013","weakness":{},"school":"transmutation","price":175000,"skill":["Acrobatics"],"trait":["Air","Magical","Spellheart","Transmutation"],"id":"equipment-1013-972","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Five-Feather Wreath Source Secrets of Magic pg. 170 Usage affixed to armor or a weapon --- Identical feathers radiate from the center of this spellheart, held in place by woven straw. The spell attack roll of any spell cast by Activating this item is +8, and the spell DC is 18. Armor You gain a +1 item bonus to Acrobatics checks and resistance 2 to falling damage. Weapon After you cast an air spell by Activating the wreath, you can Fly 5 feet as a single action, or you can Fly 10 feet as a free action if the spell you cast wasn't a cantrip. This must be your next action, and if you don't have a fly Speed, you must end the flight on solid ground or fall. Activate Cast a Spell; Effect You cast gale blast . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Five-Feather Wreath Source Secrets of Magic pg. 170 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Five-Feather Wreath (Greater) Source Secrets of Magic pg. 170 Price 425 gp --- Resistance when affixed to armor is 5, fly distance affixed to a weapon casting a non-cantrip spell is 25 feet, the spell attack roll is +14, and spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast wall of wind . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Five-Feather Wreath (Major) Source Secrets of Magic pg. 170 Price 1,750 gp --- Bonus affixed to armor is +2, resistance when affixed to armor is 10, fly distance affixed to a weapon casting a non-cantrip spell is 40 feet, spell attack roll is +19, and spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level wall of wind . Activate Cast a Spell; Frequency once per day; Effect You cast air walk .","element":["Air"],"skill_mod":{},"summary":"Bonus affixed to armor is +2, resistance when affixed to armor is 10, fly distance affixed to a weapon casting a non-cantrip spell is 40 feet, spell …","primary_source":"Secrets of Magic","trait_group":["Elemental","Planar","Monster","Mechanics","Equipment","School"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1013","name":"Five-Feather Wreath (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1013-972"},{"item_child_id":["equipment-1014-973","equipment-1014-974","equipment-1014-975"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Fire","Magical","Spellheart"],"id":"equipment-1014","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Flaming Star Source Secrets of Magic pg. 170 Usage affixed to armor or a weapon --- A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to fire. Weapon After you cast a fire spell by Activating the star , your Strikes with the weapon deal an additional 1d4 fire damage until the end of your next turn. Activate Cast a Spell; Effect You cast produce flame . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Flaming Star Source Secrets of Magic pg. 170 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Flaming Star (Greater) Source Secrets of Magic pg. 170 Price 425 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast fireball . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Flaming Star (Major) Source Secrets of Magic pg. 170 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +19, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level fireball . Activate Cast a Spell; Frequency once per day; Effect You cast wall of fire .","element":["Fire"],"skill_mod":{},"summary":"A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch. …","primary_source":"Secrets of Magic","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1014","name":"Flaming Star","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1014"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-1014","weakness":{},"school":"evocation","price":5500,"trait":["Evocation","Fire","Magical","Spellheart"],"id":"equipment-1014-973","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Flaming Star Source Secrets of Magic pg. 170 Usage affixed to armor or a weapon --- A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to fire. Weapon After you cast a fire spell by Activating the star , your Strikes with the weapon deal an additional 1d4 fire damage until the end of your next turn. Activate Cast a Spell; Effect You cast produce flame . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Flaming Star Source Secrets of Magic pg. 170 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Flaming Star (Greater) Source Secrets of Magic pg. 170 Price 425 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast fireball . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Flaming Star (Major) Source Secrets of Magic pg. 170 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +19, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level fireball . Activate Cast a Spell; Frequency once per day; Effect You cast wall of fire .","element":["Fire"],"skill_mod":{},"summary":"A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch. …","primary_source":"Secrets of Magic","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1014","name":"Flaming Star","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1014-973"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-1014","weakness":{},"school":"evocation","price":42500,"trait":["Evocation","Fire","Magical","Spellheart"],"id":"equipment-1014-974","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Flaming Star Source Secrets of Magic pg. 170 Usage affixed to armor or a weapon --- A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to fire. Weapon After you cast a fire spell by Activating the star , your Strikes with the weapon deal an additional 1d4 fire damage until the end of your next turn. Activate Cast a Spell; Effect You cast produce flame . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Flaming Star Source Secrets of Magic pg. 170 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Flaming Star (Greater) Source Secrets of Magic pg. 170 Price 425 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast fireball . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Flaming Star (Major) Source Secrets of Magic pg. 170 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +19, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level fireball . Activate Cast a Spell; Frequency once per day; Effect You cast wall of fire .","element":["Fire"],"skill_mod":{},"summary":"Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24.","primary_source":"Secrets of Magic","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1014","name":"Flaming Star (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1014-974"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-1014","weakness":{},"school":"evocation","price":175000,"trait":["Evocation","Fire","Magical","Spellheart"],"id":"equipment-1014-975","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Flaming Star Source Secrets of Magic pg. 170 Usage affixed to armor or a weapon --- A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to fire. Weapon After you cast a fire spell by Activating the star , your Strikes with the weapon deal an additional 1d4 fire damage until the end of your next turn. Activate Cast a Spell; Effect You cast produce flame . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Flaming Star Source Secrets of Magic pg. 170 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Flaming Star (Greater) Source Secrets of Magic pg. 170 Price 425 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast fireball . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Flaming Star (Major) Source Secrets of Magic pg. 170 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +19, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level fireball . Activate Cast a Spell; Frequency once per day; Effect You cast wall of fire .","element":["Fire"],"skill_mod":{},"summary":"Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +19, and the spell DC is 29.","primary_source":"Secrets of Magic","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1014","name":"Flaming Star (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1014-975"},{"item_child_id":["equipment-1015-976","equipment-1015-977","equipment-1015-978"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"necromancy","trait":["Magical","Necromancy","Spellheart"],"id":"equipment-1015","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Grim Sandglass Source Secrets of Magic pg. 171 PFS Note Remove the word \"necromancy\" from the grim sandglass. Usage affixed to armor or a weapon --- One bulb of this tiny hourglass contains black sand, the other white. After even a few grains pass from one side to the other, it reverses its flow to keep the two sides in equilibrium. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to negative. Weapon After you cast a necromancy spell by Activating the sandglass , your Strikes with the weapon deal an additional 1d4 negative damage until the end of your next turn. Activate Cast a Spell; Effect You cast chill touch . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Grim Sandglass Source Secrets of Magic pg. 171 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Grim Sandglass (Greater) Source Secrets of Magic pg. 171 Price 450 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-level harm or heal . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Grim Sandglass (Major) Source Secrets of Magic pg. 171 Price 2,000 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level harm or heal . Activate Cast a Spell; Frequency once per day; Effect You cast enervation or 4th-level restoration .","skill_mod":{},"summary":"One bulb of this tiny hourglass contains black sand, the other white. After even a few grains pass from one side to the other, it reverses its flow …","primary_source":"Secrets of Magic","trait_group":["Mechanics","School","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1015","name":"Grim Sandglass","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1015"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-1015","weakness":{},"school":"necromancy","price":5500,"trait":["Magical","Necromancy","Spellheart"],"id":"equipment-1015-976","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Grim Sandglass Source Secrets of Magic pg. 171 PFS Note Remove the word \"necromancy\" from the grim sandglass. Usage affixed to armor or a weapon --- One bulb of this tiny hourglass contains black sand, the other white. After even a few grains pass from one side to the other, it reverses its flow to keep the two sides in equilibrium. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to negative. Weapon After you cast a necromancy spell by Activating the sandglass , your Strikes with the weapon deal an additional 1d4 negative damage until the end of your next turn. Activate Cast a Spell; Effect You cast chill touch . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Grim Sandglass Source Secrets of Magic pg. 171 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Grim Sandglass (Greater) Source Secrets of Magic pg. 171 Price 450 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-level harm or heal . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Grim Sandglass (Major) Source Secrets of Magic pg. 171 Price 2,000 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level harm or heal . Activate Cast a Spell; Frequency once per day; Effect You cast enervation or 4th-level restoration .","skill_mod":{},"summary":"One bulb of this tiny hourglass contains black sand, the other white. After even a few grains pass from one side to the other, it reverses its flow …","primary_source":"Secrets of Magic","trait_group":["Mechanics","School","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1015","name":"Grim Sandglass","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1015-976"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-1015","weakness":{},"school":"necromancy","price":45000,"trait":["Magical","Necromancy","Spellheart"],"id":"equipment-1015-977","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Grim Sandglass Source Secrets of Magic pg. 171 PFS Note Remove the word \"necromancy\" from the grim sandglass. Usage affixed to armor or a weapon --- One bulb of this tiny hourglass contains black sand, the other white. After even a few grains pass from one side to the other, it reverses its flow to keep the two sides in equilibrium. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to negative. Weapon After you cast a necromancy spell by Activating the sandglass , your Strikes with the weapon deal an additional 1d4 negative damage until the end of your next turn. Activate Cast a Spell; Effect You cast chill touch . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Grim Sandglass Source Secrets of Magic pg. 171 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Grim Sandglass (Greater) Source Secrets of Magic pg. 171 Price 450 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-level harm or heal . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Grim Sandglass (Major) Source Secrets of Magic pg. 171 Price 2,000 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level harm or heal . Activate Cast a Spell; Frequency once per day; Effect You cast enervation or 4th-level restoration .","skill_mod":{},"summary":"Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24.","primary_source":"Secrets of Magic","trait_group":["Mechanics","School","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1015","name":"Grim Sandglass (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1015-977"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-1015","weakness":{},"school":"necromancy","price":200000,"trait":["Magical","Necromancy","Spellheart"],"id":"equipment-1015-978","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Grim Sandglass Source Secrets of Magic pg. 171 PFS Note Remove the word \"necromancy\" from the grim sandglass. Usage affixed to armor or a weapon --- One bulb of this tiny hourglass contains black sand, the other white. After even a few grains pass from one side to the other, it reverses its flow to keep the two sides in equilibrium. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to negative. Weapon After you cast a necromancy spell by Activating the sandglass , your Strikes with the weapon deal an additional 1d4 negative damage until the end of your next turn. Activate Cast a Spell; Effect You cast chill touch . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Grim Sandglass Source Secrets of Magic pg. 171 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Grim Sandglass (Greater) Source Secrets of Magic pg. 171 Price 450 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-level harm or heal . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Grim Sandglass (Major) Source Secrets of Magic pg. 171 Price 2,000 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level harm or heal . Activate Cast a Spell; Frequency once per day; Effect You cast enervation or 4th-level restoration .","skill_mod":{},"summary":"Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29.","primary_source":"Secrets of Magic","trait_group":["Mechanics","School","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1015","name":"Grim Sandglass (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1015-978"},{"item_child_id":["equipment-1016-979","equipment-1016-980","equipment-1016-981"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Spellheart","Water"],"id":"equipment-1016","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Perfect Droplet Source Secrets of Magic pg. 171 Usage affixed to armor or a weapon --- Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to water effects and attacks by water creatures. Weapon After you cast a water spell by Activating the droplet , your body becomes mistlike. Until the end of the turn, you can move through enemies' spaces, treating each square in their spaces as difficult terrain. You can't move through creatures that have the water trait in this way. Activate Cast a Spell; Effect You cast spout . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Perfect Droplet Source Secrets of Magic pg. 171 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Perfect Droplet (Greater) Source Secrets of Magic pg. 171 Price 450 gp --- Resistance when affixed to armor is 5, enemies' spaces aren't difficult terrain when mistlike, and spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast aqueous orb or feet to fins . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Perfect Droplet (Major) Source Secrets of Magic pg. 171 Price 1,800 gp --- Resistance when affixed to armor is 10, enemies' spaces aren't difficult terrain when mistlike, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level aqueous orb or feet to fins . Activate Cast a Spell; Frequency once per day; Effect You cast hydraulic torrent .","element":["Water"],"skill_mod":{},"summary":"Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by Activating this item is 17. Armor You gain …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics","Equipment","Elemental","Planar","Monster"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1016","name":"Perfect Droplet","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1016"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-1016","weakness":{},"school":"evocation","price":5500,"trait":["Evocation","Magical","Spellheart","Water"],"id":"equipment-1016-979","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Perfect Droplet Source Secrets of Magic pg. 171 Usage affixed to armor or a weapon --- Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to water effects and attacks by water creatures. Weapon After you cast a water spell by Activating the droplet , your body becomes mistlike. Until the end of the turn, you can move through enemies' spaces, treating each square in their spaces as difficult terrain. You can't move through creatures that have the water trait in this way. Activate Cast a Spell; Effect You cast spout . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Perfect Droplet Source Secrets of Magic pg. 171 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Perfect Droplet (Greater) Source Secrets of Magic pg. 171 Price 450 gp --- Resistance when affixed to armor is 5, enemies' spaces aren't difficult terrain when mistlike, and spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast aqueous orb or feet to fins . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Perfect Droplet (Major) Source Secrets of Magic pg. 171 Price 1,800 gp --- Resistance when affixed to armor is 10, enemies' spaces aren't difficult terrain when mistlike, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level aqueous orb or feet to fins . Activate Cast a Spell; Frequency once per day; Effect You cast hydraulic torrent .","element":["Water"],"skill_mod":{},"summary":"Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by Activating this item is 17. Armor You gain …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics","Equipment","Elemental","Planar","Monster"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1016","name":"Perfect Droplet","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1016-979"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-1016","weakness":{},"school":"evocation","price":45000,"trait":["Evocation","Magical","Spellheart","Water"],"id":"equipment-1016-980","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Perfect Droplet Source Secrets of Magic pg. 171 Usage affixed to armor or a weapon --- Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to water effects and attacks by water creatures. Weapon After you cast a water spell by Activating the droplet , your body becomes mistlike. Until the end of the turn, you can move through enemies' spaces, treating each square in their spaces as difficult terrain. You can't move through creatures that have the water trait in this way. Activate Cast a Spell; Effect You cast spout . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Perfect Droplet Source Secrets of Magic pg. 171 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Perfect Droplet (Greater) Source Secrets of Magic pg. 171 Price 450 gp --- Resistance when affixed to armor is 5, enemies' spaces aren't difficult terrain when mistlike, and spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast aqueous orb or feet to fins . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Perfect Droplet (Major) Source Secrets of Magic pg. 171 Price 1,800 gp --- Resistance when affixed to armor is 10, enemies' spaces aren't difficult terrain when mistlike, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level aqueous orb or feet to fins . Activate Cast a Spell; Frequency once per day; Effect You cast hydraulic torrent .","element":["Water"],"skill_mod":{},"summary":"Resistance when affixed to armor is 5, enemies' spaces aren't difficult terrain when mistlike, and spell DC is 24.","primary_source":"Secrets of Magic","trait_group":["School","Mechanics","Equipment","Elemental","Planar","Monster"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1016","name":"Perfect Droplet (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1016-980"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-1016","weakness":{},"school":"evocation","price":180000,"trait":["Evocation","Magical","Spellheart","Water"],"id":"equipment-1016-981","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Perfect Droplet Source Secrets of Magic pg. 171 Usage affixed to armor or a weapon --- Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to water effects and attacks by water creatures. Weapon After you cast a water spell by Activating the droplet , your body becomes mistlike. Until the end of the turn, you can move through enemies' spaces, treating each square in their spaces as difficult terrain. You can't move through creatures that have the water trait in this way. Activate Cast a Spell; Effect You cast spout . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Perfect Droplet Source Secrets of Magic pg. 171 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Perfect Droplet (Greater) Source Secrets of Magic pg. 171 Price 450 gp --- Resistance when affixed to armor is 5, enemies' spaces aren't difficult terrain when mistlike, and spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast aqueous orb or feet to fins . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Perfect Droplet (Major) Source Secrets of Magic pg. 171 Price 1,800 gp --- Resistance when affixed to armor is 10, enemies' spaces aren't difficult terrain when mistlike, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level aqueous orb or feet to fins . Activate Cast a Spell; Frequency once per day; Effect You cast hydraulic torrent .","element":["Water"],"skill_mod":{},"summary":"Resistance when affixed to armor is 10, enemies' spaces aren't difficult terrain when mistlike, and the spell DC is 29.","primary_source":"Secrets of Magic","trait_group":["School","Mechanics","Equipment","Elemental","Planar","Monster"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1016","name":"Perfect Droplet (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1016-981"},{"item_child_id":["equipment-1017-982","equipment-1017-983","equipment-1017-984"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"evocation","trait":["Earth","Evocation","Magical","Spellheart"],"id":"equipment-1017","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Trinity Geode Source Secrets of Magic pg. 171 Usage affixed to armor or a weapon --- The crystal chamber within this split geode is divided into three lobes of equal size. The spell DC of any spell cast by Activating this item is 17. Armor After you cast an earth spell by Activating the geode , you gain resistance 1 to physical damage (except adamantine) until the end of your next turn, or double the resistance for a non-cantrip spell. Weapon After you cast an earth spell by Activating the geode , your Strikes with the weapon deal an additional 1d4 bludgeoning damage until the end of your next turn. Activate Cast a Spell; Effect You cast scatter scree . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Trinity Geode Source Secrets of Magic pg. 171 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Trinity Geode (Greater) Source Secrets of Magic pg. 171 Price 460 gp --- Resistance when affixed to armor is 3, extra damage affixed to a weapon is 1d6, and spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast meld into stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Trinity Geode (Major) Source Secrets of Magic pg. 171 Price 1,900 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8, and spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level meld into stone . Activate Cast a Spell; Frequency once per day; Effect You cast spike stones .","element":["Earth"],"skill_mod":{},"summary":"The crystal chamber within this split geode is divided into three lobes of equal size. The spell DC of any spell cast by Activating this item is 17. …","primary_source":"Secrets of Magic","trait_group":["Elemental","Planar","Monster","School","Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1017","name":"Trinity Geode","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1017"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-1017","weakness":{},"school":"evocation","price":6000,"trait":["Earth","Evocation","Magical","Spellheart"],"id":"equipment-1017-982","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Trinity Geode Source Secrets of Magic pg. 171 Usage affixed to armor or a weapon --- The crystal chamber within this split geode is divided into three lobes of equal size. The spell DC of any spell cast by Activating this item is 17. Armor After you cast an earth spell by Activating the geode , you gain resistance 1 to physical damage (except adamantine) until the end of your next turn, or double the resistance for a non-cantrip spell. Weapon After you cast an earth spell by Activating the geode , your Strikes with the weapon deal an additional 1d4 bludgeoning damage until the end of your next turn. Activate Cast a Spell; Effect You cast scatter scree . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Trinity Geode Source Secrets of Magic pg. 171 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Trinity Geode (Greater) Source Secrets of Magic pg. 171 Price 460 gp --- Resistance when affixed to armor is 3, extra damage affixed to a weapon is 1d6, and spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast meld into stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Trinity Geode (Major) Source Secrets of Magic pg. 171 Price 1,900 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8, and spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level meld into stone . Activate Cast a Spell; Frequency once per day; Effect You cast spike stones .","element":["Earth"],"skill_mod":{},"summary":"The crystal chamber within this split geode is divided into three lobes of equal size. The spell DC of any spell cast by Activating this item is 17. …","primary_source":"Secrets of Magic","trait_group":["Elemental","Planar","Monster","School","Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1017","name":"Trinity Geode","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1017-982"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-1017","weakness":{},"school":"evocation","price":46000,"trait":["Earth","Evocation","Magical","Spellheart"],"id":"equipment-1017-983","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Trinity Geode Source Secrets of Magic pg. 171 Usage affixed to armor or a weapon --- The crystal chamber within this split geode is divided into three lobes of equal size. The spell DC of any spell cast by Activating this item is 17. Armor After you cast an earth spell by Activating the geode , you gain resistance 1 to physical damage (except adamantine) until the end of your next turn, or double the resistance for a non-cantrip spell. Weapon After you cast an earth spell by Activating the geode , your Strikes with the weapon deal an additional 1d4 bludgeoning damage until the end of your next turn. Activate Cast a Spell; Effect You cast scatter scree . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Trinity Geode Source Secrets of Magic pg. 171 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Trinity Geode (Greater) Source Secrets of Magic pg. 171 Price 460 gp --- Resistance when affixed to armor is 3, extra damage affixed to a weapon is 1d6, and spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast meld into stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Trinity Geode (Major) Source Secrets of Magic pg. 171 Price 1,900 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8, and spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level meld into stone . Activate Cast a Spell; Frequency once per day; Effect You cast spike stones .","element":["Earth"],"skill_mod":{},"summary":"Resistance when affixed to armor is 3, extra damage affixed to a weapon is 1d6, and spell DC is 24.","primary_source":"Secrets of Magic","trait_group":["Elemental","Planar","Monster","School","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1017","name":"Trinity Geode (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1017-983"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-1017","weakness":{},"school":"evocation","price":190000,"trait":["Earth","Evocation","Magical","Spellheart"],"id":"equipment-1017-984","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Trinity Geode Source Secrets of Magic pg. 171 Usage affixed to armor or a weapon --- The crystal chamber within this split geode is divided into three lobes of equal size. The spell DC of any spell cast by Activating this item is 17. Armor After you cast an earth spell by Activating the geode , you gain resistance 1 to physical damage (except adamantine) until the end of your next turn, or double the resistance for a non-cantrip spell. Weapon After you cast an earth spell by Activating the geode , your Strikes with the weapon deal an additional 1d4 bludgeoning damage until the end of your next turn. Activate Cast a Spell; Effect You cast scatter scree . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Trinity Geode Source Secrets of Magic pg. 171 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Trinity Geode (Greater) Source Secrets of Magic pg. 171 Price 460 gp --- Resistance when affixed to armor is 3, extra damage affixed to a weapon is 1d6, and spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast meld into stone . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Trinity Geode (Major) Source Secrets of Magic pg. 171 Price 1,900 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8, and spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level meld into stone . Activate Cast a Spell; Frequency once per day; Effect You cast spike stones .","element":["Earth"],"skill_mod":{},"summary":"Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8, and spell DC is 29.","primary_source":"Secrets of Magic","trait_group":["Elemental","Planar","Monster","School","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1017","name":"Trinity Geode (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1017-984"},{"item_child_id":["equipment-1018-985","equipment-1018-986"],"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-1018","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Binding Coil Source Secrets of Magic pg. 173 Usage affixed to a weapon Activate Free Action envision Trigger Your Strike with the affixed weapon damages a creature Requirement You're an expert in Athletics. --- This talisman, a bright red coil that's warm to the touch and faintly resembles a serpent, wraps entirely around your weapon. When you activate this talisman's effect, attempt to Grapple the creature you hit. On a success, rather than the normal Grapple effects, the coil instead wraps itself around the target with one end remaining attached to your weapon. Your opponent must succeed at a DC 20 Escape check to break free. The coil breaks if you move any further away from the bound opponent, but not if you move any closer. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Binding Coil Source Secrets of Magic pg. 173 Price 50 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Binding Coil (Greater) Source Secrets of Magic pg. 173 Price 450 gp --- The escape DC is 30.","skill_mod":{},"summary":"This talisman, a bright red coil that's warm to the touch and faintly resembles a serpent, wraps entirely around your weapon. When you activate this …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're an expert in Athletics .","trigger":"Your Strike with the affixed weapon damages a creature","resistance":{},"url":"/Equipment.aspx?ID=1018","name":"Binding Coil","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1018"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1018","weakness":{},"school":"transmutation","price":5000,"trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-1018-985","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Binding Coil Source Secrets of Magic pg. 173 Usage affixed to a weapon Activate Free Action envision Trigger Your Strike with the affixed weapon damages a creature Requirement You're an expert in Athletics. --- This talisman, a bright red coil that's warm to the touch and faintly resembles a serpent, wraps entirely around your weapon. When you activate this talisman's effect, attempt to Grapple the creature you hit. On a success, rather than the normal Grapple effects, the coil instead wraps itself around the target with one end remaining attached to your weapon. Your opponent must succeed at a DC 20 Escape check to break free. The coil breaks if you move any further away from the bound opponent, but not if you move any closer. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Binding Coil Source Secrets of Magic pg. 173 Price 50 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Binding Coil (Greater) Source Secrets of Magic pg. 173 Price 450 gp --- The escape DC is 30.","skill_mod":{},"summary":"This talisman, a bright red coil that's warm to the touch and faintly resembles a serpent, wraps entirely around your weapon. When you activate this …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"Your Strike with the affixed weapon damages a creature","resistance":{},"url":"/Equipment.aspx?ID=1018","name":"Binding Coil","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1018-985"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1018","weakness":{},"school":"transmutation","price":45000,"trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-1018-986","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Binding Coil Source Secrets of Magic pg. 173 Usage affixed to a weapon Activate Free Action envision Trigger Your Strike with the affixed weapon damages a creature Requirement You're an expert in Athletics. --- This talisman, a bright red coil that's warm to the touch and faintly resembles a serpent, wraps entirely around your weapon. When you activate this talisman's effect, attempt to Grapple the creature you hit. On a success, rather than the normal Grapple effects, the coil instead wraps itself around the target with one end remaining attached to your weapon. Your opponent must succeed at a DC 20 Escape check to break free. The coil breaks if you move any further away from the bound opponent, but not if you move any closer. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Binding Coil Source Secrets of Magic pg. 173 Price 50 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Binding Coil (Greater) Source Secrets of Magic pg. 173 Price 450 gp --- The escape DC is 30.","skill_mod":{},"summary":"The escape DC is 30.","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"Your Strike with the affixed weapon damages a creature","resistance":{},"url":"/Equipment.aspx?ID=1018","name":"Binding Coil (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1018-986"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":5000,"trait":["Consumable","Evocation","Magical"],"id":"equipment-1019","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Dispersing Bullet Source Secrets of Magic pg. 173 Price 50 gp Ammunition sling bullet Activate Single Action Interact --- The metals used to forge this lead shot were taken from a variety of continents and barely stay together. When an activated dispersing bullet hits a target, the bullet scatters into a sphere of metal shards as the metals try to return to their places of origin. All creatures in a 10-foot emanation around the target of the attack (and not including the target) must succeed at a DC 21 Fortitude save or be pushed 10 feet from the target (15 feet on a critical failure).\n","ammunition":"<%WEAPONS%72%%>sling bullet<%END>","skill_mod":{},"summary":"The metals used to forge this lead shot were taken from a variety of continents and barely stay together. When an activated dispersing bullet hits …","primary_source":"Secrets of Magic","trait_group":["Equipment","School","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1019","name":"Dispersing Bullet","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1019"},{"primary_source_category":"Rulebooks","usage":"affixed to a melee weapon or a ranged weapon with the thrown trait","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":2000,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-1020","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Dragonbone Arrowhead Source Secrets of Magic pg. 173 Price 20 gp Usage affixed to a melee weapon or a ranged weapon with the thrown trait Activate Single Action Interact Requirement You're an expert with the affixed weapon. --- This arrowhead, carved from dragon bone, hangs off the shaft of your weapon. When you activate this talisman, until the end of the current turn, the affixed weapon gains the thrown 20 feet weapon trait, and when you make a thrown Strike with it, it flies back to your hand after the Strike completes. If your hands are full when the weapon returns, it falls to the ground in your space.\n","skill_mod":{},"summary":"This arrowhead, carved from dragon bone, hangs off the shaft of your weapon. When you activate this talisman, until the end of the current turn, …","primary_source":"Secrets of Magic","trait_group":["Equipment","School","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're an expert with the affixed weapon.","resistance":{},"url":"/Equipment.aspx?ID=1020","name":"Dragonbone Arrowhead","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1020"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":2500,"trait":["Consumable","Divination","Magical","Talisman"],"id":"equipment-1021","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Eye of Enlightenment Source Secrets of Magic pg. 173 Price 25 gp Usage affixed to a weapon Activate Free Action envision Trigger You succeed at a Strike with the affixed weapon Requirement You're an expert in Arcana, Occult, Nature, Religion, Society, or a Lore skill. --- This dried eye was plucked from a magical creature. You combine your observation about your enemy's reaction to your Strike with the stores of magical wisdom within the talisman to try to glean more information about the foe's true nature. When you activate this talisman, you attempt to Recall Knowledge about the creature you hit. If you roll a critical failure, you get a failure instead.\n","skill_mod":{},"summary":"This dried eye was plucked from a magical creature. You combine your observation about your enemy's reaction to your Strike with the stores of …","primary_source":"Secrets of Magic","trait_group":["Equipment","School","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're an expert in Arcana , Occult , Nature , Religion , Society , or a Lore skill.","trigger":"You succeed at a Strike with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=1021","name":"Eye of Enlightenment","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1021"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":12000,"trait":["Consumable","Magical","Oil","Transmutation","Uncommon"],"id":"equipment-1022","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Ghostly Portal Paint Source Secrets of Magic pg. 173 Price 120 gp Usage held in 2 hands Bulk L Activate Three Actions Interact --- Translucent and nearly weightless, this opalescent paint seems to resolve into occult symbols if stared at too long. When used to cover a 5-foot-wide, 10-foot-tall section of a wall, the paint turns that section of wall ghostly and incorporeal to a depth of 10 feet, allowing corporeal creatures and objects to pass through it. The portal persists for 10 minutes. When this effect wears off, anything remaining within the portal is shunted to the nearest exit. Force effects, other incorporeal objects and creatures, and ghost touch weapons can't cross through the wall, as is normal for incorporeality. An incorporeal creature that's inside the wall when the paint is used is shunted to the nearest exit.\n","skill_mod":{},"summary":"Translucent and nearly weightless, this opalescent paint seems to resolve into occult symbols if stared at too long. When used to cover a …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=1022","name":"Ghostly Portal Paint","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Three Actions","rarity":"uncommon","slug":"equipment-1022"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":2700,"trait":["Consumable","Evocation","Magical"],"id":"equipment-1023","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Golden Chrysalis Source Secrets of Magic pg. 174 Price 27 gp Ammunition sling bullet Activate Single Action Interact --- Threads of iridescent golden silk wrap around the core of this magical sling stone. When you activate and shoot a golden chrysalis , rather than making an attack roll for your Strike, you cause the chrysalis to unwind in midair to reveal a magical butterfly that flies in a 30-foot line, scattering golden scale dust that hangs in the air for 1 minute. A creature that enters or begins its turn in the dust must attempt a DC 19 Reflex save or have its invisibility negated, becoming concealed instead of invisible. This effect applies both if the creature was already invisible and if it benefits from any new invisibility effects before the end of the invisibility negation effect from the golden chrysalis . Critical Success The target is unaffected. Success The target's invisibility is negated for 2 rounds. Failure The target is dazzled for 1 minute and its invisibility is negated for 1 minute.\n","ammunition":"<%WEAPONS%72%%>sling bullet<%END>","skill_mod":{},"summary":"Threads of iridescent golden silk wrap around the core of this magical sling stone . When you activate and shoot a golden chrysalis , rather than …","primary_source":"Secrets of Magic","trait_group":["Equipment","School","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1023","name":"Golden Chrysalis","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1023"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":30000,"trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-1024","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Lion Claw Source Secrets of Magic pg. 174 Price 300 gp Usage affixed to a weapon Activate Single Action Interact Requirement You're undetected by a creature and are a master in Stealth. --- This dried claw from a mighty beast bestows upon you the ability of a predator. When you activate the claw, you learn to pounce on your prey in one fluid motion. You Stride and then Strike with the affixed weapon against one creature you were undetected by. You remain undetected by the creature until after you Strike.\n","skill_mod":{},"summary":"This dried claw from a mighty beast bestows upon you the ability of a predator. When you activate the claw, you learn to pounce on your prey in one …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're undetected by a creature and are a master in Stealth .","resistance":{},"url":"/Equipment.aspx?ID=1024","name":"Lion Claw","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1024"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":10000,"trait":["Auditory","Consumable","Evocation","Magical","Talisman"],"id":"equipment-1025","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Orchestral Brooch Source Secrets of Magic pg. 174 Price 100 gp Usage affixed to armor Activate Free Action envision Trigger You attempt a Performance check, but you haven't rolled yet Requirement You're a master in Performance. --- This silver brooch reverberates lightly with the sound of music every time anyone touches it. You can transform it into the shape of any chosen instrument when you Affix it. When you activate this talisman, your performance is accompanied by a grand procession of music that complements your own work, subject to your direction and intent. You receive a +1 status bonus to your Performance check. If you roll a success, you get a critical success instead. After being used, the talisman remains a mundane silver brooch with the appearance of the chosen instrument, though it possesses no remaining power.\n","skill_mod":{},"summary":"This silver brooch reverberates lightly with the sound of music every time anyone touches it. You can transform it into the shape of any chosen …","primary_source":"Secrets of Magic","trait_group":["Sense","Equipment","School","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're a master in Performance.","trigger":"You attempt a Performance check, but you haven't rolled yet","resistance":{},"url":"/Equipment.aspx?ID=1025","name":"Orchestral Brooch","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1025"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":35000,"trait":["Consumable","Evocation","Fire","Magical","Potion"],"id":"equipment-1026","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Phoenix Flask Source Secrets of Magic pg. 174 Price 350 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Once you ingest this strongly spiced, glowing red potion, blazing wings of a phoenix sprout from your back and carry you through the air. For 1 minute, you gain a Fly speed of 40 feet. The first time each round that you Fly (including to hover in place), you shed burning feathers that deal 3d4 fire damage to all creatures in a 10-foot emanation at the end of your movement (DC 29 basic Reflex save).\n","element":["Fire"],"skill_mod":{},"summary":"Once you ingest this strongly spiced, glowing red potion, blazing wings of a phoenix sprout from your back and carry you through the air. For 1 …","primary_source":"Secrets of Magic","trait_group":["Equipment","School","Energy","Elemental","Planar","Monster","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=1026","name":"Phoenix Flask","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1026"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":18500,"trait":["Abjuration","Consumable","Electricity","Magical","Potion"],"id":"equipment-1027","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Potion of Grounding Source Secrets of Magic pg. 174 Price 185 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Sparks flash within this amber syrup. Drinking this potion turns you into a living lightning rod for 1 minute, drawing nearby electricity to strike you instead of allies. You gain the following reaction while the effect lasts. Divert Lightning Reaction (electricity) Requirements You aren't immune to electricity; Trigger A creature within 30 feet of you is targeted by an electricity effect or is in the area of an electricity effect. Effect You draw the electricity to yourself like a lightning rod in order to shield the target. If the triggering effect was targeted, it targets you instead of the triggering creature. If it was an area effect, it leaps from the triggering creature's space to fill your space instead. This doesn't divert lightning from any other creatures targeted by or in the area of the lightning. You're automatically hit by or automatically fail your save against the effect. You then can't Divert Lightning for 1d4 rounds.\n","skill_mod":{},"summary":"Sparks flash within this amber syrup. Drinking this potion turns you into a living lightning rod for 1 minute, drawing nearby electricity to strike …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Energy","Monster","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=1027","name":"Potion of Grounding","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1027"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":12500,"trait":["Consumable","Divination","Magical","Potion"],"id":"equipment-1028","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Potion of Minute Echoes Source Secrets of Magic pg. 175 Price 125 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- No matter how carefully you open this bottle, it always lets out an audible, echoing pop. For 1 minute after drinking this potion, you gain a +2 status bonus to Perception checks to hear. In addition, each time you Seek, your hearing becomes a precise sense until the beginning of your next turn, allowing you to pinpoint creatures' locations and otherwise perceive the world in detail by listening to the sound of echoes.\n","skill_mod":{},"summary":"No matter how carefully you open this bottle, it always lets out an audible, echoing pop. For 1 minute after drinking this potion, you gain a +2 …","primary_source":"Secrets of Magic","trait_group":["Equipment","School","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=1028","name":"Potion of Minute Echoes","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1028"},{"item_child_id":["equipment-1029-987","equipment-1029-988"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Consumable","Magical","Potion"],"id":"equipment-1029","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Potion of Stable Form Source Secrets of Magic pg. 175 Usage held in 1 hand Bulk L Activate Single Action Interact --- This aromatic potion is brewed from the white flowers and black roots of the magical herb moly. When you drink this potion, it immediately attempts to counteract all hostile transmutation effects affecting you. For the next hour, you gain an item bonus against transmutation effects, which is greater against polymorph effects. If you roll a success against a polymorph effect during that time, you get a critical success instead. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Potion of Stable Form Source Secrets of Magic pg. 175 Price 180 gp Bulk L --- The counteract level is 5, and the counteract check modifier is +17. The item bonus is +2, or +3 vs. polymorph. <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Potion of Stable Form (Greater) Source Secrets of Magic pg. 175 Price 1,800 gp Bulk L --- The counteract level is 8, and the counteract check modifier is +25. The item bonus is +3, or +4 vs. polymorph.","skill_mod":{},"summary":"This aromatic potion is brewed from the white flowers and black roots of the magical herb moly. When you drink this potion, it immediately attempts …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=1029","name":"Potion of Stable Form","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"equipment-1029"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1029","weakness":{},"school":"abjuration","price":18000,"trait":["Abjuration","Consumable","Magical","Potion"],"id":"equipment-1029-987","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Potion of Stable Form Source Secrets of Magic pg. 175 Usage held in 1 hand Bulk L Activate Single Action Interact --- This aromatic potion is brewed from the white flowers and black roots of the magical herb moly. When you drink this potion, it immediately attempts to counteract all hostile transmutation effects affecting you. For the next hour, you gain an item bonus against transmutation effects, which is greater against polymorph effects. If you roll a success against a polymorph effect during that time, you get a critical success instead. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Potion of Stable Form Source Secrets of Magic pg. 175 Price 180 gp Bulk L --- The counteract level is 5, and the counteract check modifier is +17. The item bonus is +2, or +3 vs. polymorph. <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Potion of Stable Form (Greater) Source Secrets of Magic pg. 175 Price 1,800 gp Bulk L --- The counteract level is 8, and the counteract check modifier is +25. The item bonus is +3, or +4 vs. polymorph.","skill_mod":{},"summary":"The counteract level is 5, and the counteract check modifier is +17. The item bonus is +2, or +3 vs. polymorph.","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=1029","name":"Potion of Stable Form","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"equipment-1029-987"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1029","weakness":{},"school":"abjuration","price":180000,"trait":["Abjuration","Consumable","Magical","Potion"],"id":"equipment-1029-988","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Potion of Stable Form Source Secrets of Magic pg. 175 Usage held in 1 hand Bulk L Activate Single Action Interact --- This aromatic potion is brewed from the white flowers and black roots of the magical herb moly. When you drink this potion, it immediately attempts to counteract all hostile transmutation effects affecting you. For the next hour, you gain an item bonus against transmutation effects, which is greater against polymorph effects. If you roll a success against a polymorph effect during that time, you get a critical success instead. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Potion of Stable Form Source Secrets of Magic pg. 175 Price 180 gp Bulk L --- The counteract level is 5, and the counteract check modifier is +17. The item bonus is +2, or +3 vs. polymorph. <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Potion of Stable Form (Greater) Source Secrets of Magic pg. 175 Price 1,800 gp Bulk L --- The counteract level is 8, and the counteract check modifier is +25. The item bonus is +3, or +4 vs. polymorph.","skill_mod":{},"summary":"The counteract level is 8, and the counteract check modifier is +25. The item bonus is +3, or +4 vs. polymorph.","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=1029","name":"Potion of Stable Form (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"equipment-1029-988"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":9500,"trait":["Consumable","Magical","Necromancy","Potion"],"id":"equipment-1030","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Potion of Shared Life Source Secrets of Magic pg. 175 Price 95 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Two swirling liquids fill this flask, each slightly distinct in color and brightness from the other. When you drink this potion, you consume only half of the contents. If another willing creature consumes the remainder of the contents within 1 minute, your vitalities become linked for 1 minute from the moment the second one of you drinks. The two of you share breath, so as long as you're within 60 feet of one another, neither of you can begin suffocating unless you're both suffocating. You both gain the following reaction. Share Life Reaction Trigger Your linked ally takes damage and is within 60 feet; Effect The ally takes half damage from the triggering effect (rounded down), and you lose a number of Hit Points equal to the remainder of the damage. You can't trigger this reaction to share damage caused by your ally using this reaction.\n","skill_mod":{},"summary":"Two swirling liquids fill this flask, each slightly distinct in color and brightness from the other. When you drink this potion, you consume only …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=1030","name":"Potion of Shared Life","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1030"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":30000,"trait":["Consumable","Evocation","Magical","Sonic"],"id":"equipment-1031","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Resonating Ammunition Source Secrets of Magic pg. 175 Price 300 gp Ammunition arrow, bolt Activate Single Action Interact --- The end of this ammunition is a metallic tuning fork with magical etchings. When an activated resonating arrow hits its target, the tuning fork resonates with residual energy from the shot, transforming it into dangerous sound waves. This deals 5d10 sonic damage to the target and each creature within 10 feet of it with a basic DC 28 Fortitude save.\n","ammunition":"<%WEAPONS%83%%>arrow<%END>, <%WEAPONS%81%%>bolt<%END>","skill_mod":{},"summary":"The end of this ammunition is a metallic tuning fork with magical etchings. When an activated resonating arrow hits its target, the tuning fork …","primary_source":"Secrets of Magic","trait_group":["Equipment","School","Mechanics","Energy","Monster"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1031","name":"Resonating Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1031"},{"item_child_id":["equipment-1032-989","equipment-1032-990"],"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Consumable","Magical","Talisman","Teleportation"],"id":"equipment-1032","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Retrieval Prism Source Secrets of Magic pg. 176 PFS Note A basic retrieval prism must be attuned to a PC to function. Usage affixed to armor Activate Free Action command Requirement You have a free hand. --- This triangular prism showing swirling black patterns inside constantly moves around on your armor, no matter where you affix it. As part of the process of Affixing this Talisman, you attune it to a single item of 1 Bulk or less. When you activate this talisman, the attuned item immediately teleports into your hand. The retrieval prism can't retrieve an item that's not on your plane, including one that's in an extradimensional space like a bag of holding . If you haven't expended the talisman, you can attune it to a different item by Affixing the Talisman again. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Retrieval Prism Source Secrets of Magic pg. 176 Price 12 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Retrieval Prism (Greater) Source Secrets of Magic pg. 176 Price 200 gp --- You don't need to attune the prism. It can retrieve any item in your possession of 1 Bulk or less, chosen when you activate the prism.","skill_mod":{},"summary":"This triangular prism showing swirling black patterns inside constantly moves around on your armor, no matter where you affix it. As part of the …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You have a free hand.","resistance":{},"url":"/Equipment.aspx?ID=1032","name":"Retrieval Prism","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1032"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1032","weakness":{},"school":"conjuration","price":1200,"trait":["Conjuration","Consumable","Magical","Talisman","Teleportation"],"id":"equipment-1032-989","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Retrieval Prism Source Secrets of Magic pg. 176 PFS Note A basic retrieval prism must be attuned to a PC to function. Usage affixed to armor Activate Free Action command Requirement You have a free hand. --- This triangular prism showing swirling black patterns inside constantly moves around on your armor, no matter where you affix it. As part of the process of Affixing this Talisman, you attune it to a single item of 1 Bulk or less. When you activate this talisman, the attuned item immediately teleports into your hand. The retrieval prism can't retrieve an item that's not on your plane, including one that's in an extradimensional space like a bag of holding . If you haven't expended the talisman, you can attune it to a different item by Affixing the Talisman again. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Retrieval Prism Source Secrets of Magic pg. 176 Price 12 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Retrieval Prism (Greater) Source Secrets of Magic pg. 176 Price 200 gp --- You don't need to attune the prism. It can retrieve any item in your possession of 1 Bulk or less, chosen when you activate the prism.","skill_mod":{},"summary":"This triangular prism showing swirling black patterns inside constantly moves around on your armor, no matter where you affix it. As part of the …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=1032","name":"Retrieval Prism","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1032-989"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1032","weakness":{},"school":"conjuration","price":20000,"trait":["Conjuration","Consumable","Magical","Talisman","Teleportation"],"id":"equipment-1032-990","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Retrieval Prism Source Secrets of Magic pg. 176 PFS Note A basic retrieval prism must be attuned to a PC to function. Usage affixed to armor Activate Free Action command Requirement You have a free hand. --- This triangular prism showing swirling black patterns inside constantly moves around on your armor, no matter where you affix it. As part of the process of Affixing this Talisman, you attune it to a single item of 1 Bulk or less. When you activate this talisman, the attuned item immediately teleports into your hand. The retrieval prism can't retrieve an item that's not on your plane, including one that's in an extradimensional space like a bag of holding . If you haven't expended the talisman, you can attune it to a different item by Affixing the Talisman again. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Retrieval Prism Source Secrets of Magic pg. 176 Price 12 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Retrieval Prism (Greater) Source Secrets of Magic pg. 176 Price 200 gp --- You don't need to attune the prism. It can retrieve any item in your possession of 1 Bulk or less, chosen when you activate the prism.","skill_mod":{},"summary":"You don't need to attune the prism. It can retrieve any item in your possession of 1 Bulk or less, chosen when you activate the prism.","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=1032","name":"Retrieval Prism (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1032-990"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":4000,"trait":["Consumable","Divination","Magical","Scrying","Uncommon"],"id":"equipment-1033","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Shortbread Spy Source Secrets of Magic pg. 176 Price 40 gp Usage held in 2 hands Activate 1 minute (Interact) --- Though this item looks like a simple cookie in the shape of a humanoid, it springs to life once decorated with icing or other edible substances. The cookie then scrambles away at a Speed of 15 feet, returning to the same spot about 1 hour later, which gives it enough time to travel roughly a half-mile away and then return along the same path. The cookie spy is oblivious to your instructions and can't be given directions, instead following a path of its own choosing. Upon its return, it falls to the ground, never to move again. As long as you decorated the shortbread spy with eyes, it gains normal vision, which it uses to see and magically record the sights along its path. Any creature that eats the cookie once it returns can then see what the spy saw. The images are relatively clear, but the passage of time is a bit muddied, so it might be difficult to tell when the cookie witnessed a given sight.\n","skill_mod":{},"summary":"Though this item looks like a simple cookie in the shape of a humanoid, it springs to life once decorated with icing or other edible substances. The …","primary_source":"Secrets of Magic","trait_group":["Equipment","School","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1033","name":"Shortbread Spy","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1033"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":10000,"trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-1034","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Stormfeather Source Secrets of Magic pg. 176 Price 100 gp Usage affixed to armor Activate Single Action Interact Requirement You're an expert in Acrobatics. --- Even while affixed, this electric blue feather sways lightly in the air, as if always accompanied by a breeze. When activated, the talisman casts fly on you, though the duration is 1 minute. You can Dismiss this activation. If you do, you're affected by feather fall .\n","skill_mod":{},"summary":"Even while affixed, this electric blue feather sways lightly in the air, as if always accompanied by a breeze. When activated, the talisman casts …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're an expert in Acrobatics .","resistance":{},"url":"/Equipment.aspx?ID=1034","name":"Stormfeather","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1034"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":7000,"trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-1035","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Topology Protoplasm Source Secrets of Magic pg. 176 Price 70 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This slimy gel wriggles to the touch, as if covered by a multitude of imperceptible cilia. If applied to a creature or object no larger than 7 feet in any dimension, the protoplasm shifts it into an ooze-like state for 1 minute, allowing the subject to squash and stretch harmlessly. In this state, a creature that attempts a check to Squeeze uses the outcome one degree of success better than it rolls and can move its full Speed while Squeezing, and an object can fit through a space 2 feet across. One vial can cover a creature or object of up to Large size, but as each vial is made from a specific ooze, multiple vials can't be combined together to cover a larger object, as the two gels simply negate each other.\n","skill_mod":{},"summary":"This slimy gel wriggles to the touch, as if covered by a multitude of imperceptible cilia. If applied to a creature or object no larger than 7 feet …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=1035","name":"Topology Protoplasm","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1035"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Secrets of Magic"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":90000,"trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-1036","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Vapor Sphere Source Secrets of Magic pg. 176 Price 900 gp Usage affixed to armor Activate Reaction envision Trigger You trigger a trap's reaction or an enemy that was undetected by you makes an attack against you Requirement You're an expert in the affixed armor and an expert in Reflex saves. --- Within this strange glass sphere swirls a cloud of smoke that occasionally appears as if it's trying to escape. You react to a surprise encounter with haste, activating this talisman and causing your body to momentarily become like vapor. Against the trap's reaction or the attack, you gain resistance 25 to physical damage and are immune to precision damage. This effect also prevents the reaction or attack from physically moving you (such as falling down a pit or being knocked prone), and after the reaction or attack, you can Fly 5 feet. When you end this flight, you leave your vaporous state and are exposed to any danger still at your location.\n","skill_mod":{},"summary":"Within this strange glass sphere swirls a cloud of smoke that occasionally appears as if it's trying to escape. You react to a surprise encounter …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're an expert in the affixed armor and an expert in Reflex saves.","trigger":"You trigger a trap's reaction or an enemy that was undetected by you makes an attack against you","resistance":{},"url":"/Equipment.aspx?ID=1036","name":"Vapor Sphere","actions_number":1,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"equipment-1036"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"evocation","price":60000,"trait":["Divine","Evocation","Good","Water"],"id":"equipment-1037","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Anointed Waterskin Source Secrets of Magic pg. 179 PFS Note The holy water generated by an anointed waterskin does not persist beyond the end of a session and has an effective sale price of 0 gp. Price 600 gp Usage held in 1 hand Bulk L --- This waterskin coruscates with holy energy, causing it to slowly fill itself with special blessed water unique to the item. After using any of the activations, the waterskin is empty, but slowly refills itself. It becomes full enough to use again at the next dawn. Activate Two Actions command, Interact; Requirements The anointed waterskin is full; Effect You throw the anointed waterskin up to 60 feet. The water explodes out of it, with the effects of holy cascade with a DC of 25. Activate Single Action Interact; Requirements The anointed waterskin is full; Effect You drink the water within the waterskin, granting you the effects of bless . As normal with the spell, you can increase the radius with a single action with the concentrate trait. Activate 1 minute (command, Interact); Requirements The anointed waterskin is full; Effect You decant the water, creating up to 10 vials of holy water . You must provide the vials.\n","element":["Water"],"skill_mod":{},"summary":"This waterskin coruscates with holy energy, causing it to slowly fill itself with special blessed water unique to the item. After using any of the …","primary_source":"Secrets of Magic","trait_group":["Tradition","School","Alignment","Elemental","Planar","Monster"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1037","name":"Anointed Waterskin","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1037"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":2400000,"skill":["Occultism"],"trait":["Apex","Divination","Invested","Magical"],"id":"equipment-1038","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Archivist's Gaze Source Secrets of Magic pg. 179 Price 24,000 gp Usage worn eyepiece --- This strange contraption slides over your eyes, supernaturally sharpening your mind. While peering through it, you can feel some entity whispering to you, telling all sorts of things about the subject of your gaze. You gain a +3 item bonus to Occultism (though some entities might grant a bonus to a different skill, as determined by your GM). In addition, when you employ an exploration tactic other than Investigating, you also gain the benefits of Investigating unless you choose not to. When you invest the spectacles, you either increase your Intelligence score by 2 or increase it to 18, whichever would give you the higher score. This gives you additional trained skills and languages, as normal for increasing your Intelligence score. You must select skills and languages the first time you invest the item, and whenever you invest the same archivist's gaze , you get the same skills and languages you chose the first time. Activate Single Action command, Interact; Frequency once per hour; Effect Pushing the glasses up your nose and asking the entity for help, you cause the spectacles to cast either true seeing or a 3rd-level comprehend language on you. Because the entity tied to the spectacles chooses which one, the GM picks whichever spell is most immediately useful in your current situation (and chooses the most useful language each time the item casts comprehend language ). The spell lasts for 1 minute.\n","skill_mod":{},"summary":"This strange contraption slides over your eyes, supernaturally sharpening your mind. While peering through it, you can feel some entity whispering to …","primary_source":"Secrets of Magic","trait_group":["Equipment","School","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1038","name":"Archivist's Gaze","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1038"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"divination","price":15000,"trait":["Divination","Magical"],"id":"equipment-1039","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Auspicious Scepter Source Secrets of Magic pg. 179 Price 150 gp Usage held in 1 hand Bulk 1 Base Weapon Mace --- This imperious +1 striking mace has a glowing orb in the shape of an eye set in its flanged head. When you succeed at a check to Recall Knowledge about a creature after you've dealt it damage with the auspicious scepter , you learn one of its resistances in addition to any other information. Activate Free Action command (divination, magical) Frequency once every 10 minutes; Trigger You Cast a divination spell; Effect The next attack by a creature who was targeted by the triggering divination spell bypasses an amount of resistance equal to the spell's level. If the triggering spell targeted an enemy, this benefit instead applies to the next attack against that enemy, regardless of who makes it. This benefit is lost if it isn't used by the end of your next turn. If more than one type of resistance would apply against the attack, the attack bypasses only one—whichever would result in the highest amount of damage getting through, as determined by the GM.\n","skill_mod":{},"summary":"This imperious +1 striking mace has a glowing orb in the shape of an eye set in its flanged head. When you succeed at a check to Recall …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1039","base_item":["Mace"],"name":"Auspicious Scepter","bulk":1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-1039"},{"item_child_id":["equipment-1040-991","equipment-1040-992"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Invested","Magical"],"id":"equipment-1040","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Backfire Mantle Source Secrets of Magic pg. 179 Usage worn cloak Bulk 1 --- This vivid red cloak of sturdy fabric is favored by aggressive battle alchemists and mages, as well as those cautious warriors who need to advance into the fray ahead of the blast-happy back line. The mantle interposes to protect you from your own and allies' magic, granting you a circumstance bonus to Reflex saves against your own spells, as well as those of your allies. You also gain resistance to splash damage from your own alchemical items and those of your allies. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Backfire Mantle Source Secrets of Magic pg. 179 Price 45 gp Bulk 1 --- The mantle grants a +1 circumstance bonus and resistance 3. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Backfire Mantle (Greater) Source Secrets of Magic pg. 179 Price 430 gp Bulk 1 --- The mantle grants a +2 circumstance bonus and resistance 10.","skill_mod":{},"summary":"This vivid red cloak of sturdy fabric is favored by aggressive battle alchemists and mages, as well as those cautious warriors who need to advance …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1040","name":"Backfire Mantle","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1040"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1040","weakness":{},"school":"abjuration","price":4500,"trait":["Abjuration","Invested","Magical"],"id":"equipment-1040-991","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Backfire Mantle Source Secrets of Magic pg. 179 Usage worn cloak Bulk 1 --- This vivid red cloak of sturdy fabric is favored by aggressive battle alchemists and mages, as well as those cautious warriors who need to advance into the fray ahead of the blast-happy back line. The mantle interposes to protect you from your own and allies' magic, granting you a circumstance bonus to Reflex saves against your own spells, as well as those of your allies. You also gain resistance to splash damage from your own alchemical items and those of your allies. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Backfire Mantle Source Secrets of Magic pg. 179 Price 45 gp Bulk 1 --- The mantle grants a +1 circumstance bonus and resistance 3. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Backfire Mantle (Greater) Source Secrets of Magic pg. 179 Price 430 gp Bulk 1 --- The mantle grants a +2 circumstance bonus and resistance 10.","skill_mod":{},"summary":"The mantle grants a +1 circumstance bonus and resistance 3.","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1040","name":"Backfire Mantle","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1040-991"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1040","weakness":{},"school":"abjuration","price":43000,"trait":["Abjuration","Invested","Magical"],"id":"equipment-1040-992","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Backfire Mantle Source Secrets of Magic pg. 179 Usage worn cloak Bulk 1 --- This vivid red cloak of sturdy fabric is favored by aggressive battle alchemists and mages, as well as those cautious warriors who need to advance into the fray ahead of the blast-happy back line. The mantle interposes to protect you from your own and allies' magic, granting you a circumstance bonus to Reflex saves against your own spells, as well as those of your allies. You also gain resistance to splash damage from your own alchemical items and those of your allies. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Backfire Mantle Source Secrets of Magic pg. 179 Price 45 gp Bulk 1 --- The mantle grants a +1 circumstance bonus and resistance 3. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Backfire Mantle (Greater) Source Secrets of Magic pg. 179 Price 430 gp Bulk 1 --- The mantle grants a +2 circumstance bonus and resistance 10.","skill_mod":{},"summary":"The mantle grants a +2 circumstance bonus and resistance 10.","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1040","name":"Backfire Mantle (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1040-992"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"divination","price":10000,"trait":["Divination","Magical","Uncommon"],"id":"equipment-1041","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Bane Source Secrets of Magic pg. 180 Price 100 gp Usage etched onto a weapon --- A bane rune causes a weapon to grant you improved understanding of creatures of a particular type, allowing you to deal more damage to those creatures. The crafter chooses aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, giant, monitor, ooze, or both fungus and plant. The weapon deals 1d6 additional damage of the weapon's damage type to creatures with the chosen trait or traits. The benefit doesn't apply against creatures of the chosen type disguised as other creatures. It's up to GM discretion whether the bane rune applies against a creature disguised as a creature of the chosen type. The GM might allow bane runes for other creature traits, such as astral, dream, or demon. However, humanoids, undead, and specific types of humanoids (such as elves) are never a valid option.\n","skill_mod":{},"summary":"A bane rune causes a weapon to grant you improved understanding of creatures of a particular type, allowing you to deal more damage to those …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1041","name":"Bane","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1041"},{"item_child_id":["equipment-1042-993","equipment-1042-994"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical"],"id":"equipment-1042","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Blade of Four Energies Source Secrets of Magic pg. 180 Usage held in 1 hand Bulk L Base Weapon Shortsword --- This +2 greater striking shifting shortsword is formed of rapidly vibrating air and magical energy, though it uses the same statistics as iron. The wooden hilt is adorned with four gems, representing the energies of acid, cold, fire, and electricity, that sparkle in sequence at random intervals. Activate Free Action Interact; Frequency once per round; Effect You draw magical energy from one of the gems. Roll 1d4. Until the start of your next turn, the weapon gains the corresponding rune: 1— corrosive , 2— flaming , 3— frost , or 4— shock . Activate Two Actions command, envision; Frequency once per day; Requirements The blade has an energy rune from the first activation; Effect You call upon the energy stored in the blade to explode outward. The blade of four energies casts a 5th-level spell that depends on the active rune: acid arrow for corrosive , fireball for flaming , cone of cold for frost , or lightning bolt for shock , with a DC of 30 and spell attack bonus of +20. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Blade of Four Energies Source Secrets of Magic pg. 180 Price 3,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Blade of Four Energies (Greater) Source Secrets of Magic pg. 180 Price 20,000 gp --- The blade is a +3 greater striking shifting shortsword and gains the greater corrosive , greater flaming , greater frost , or greater shock runes instead of their base versions. When Activated to Cast a Spell, the blade casts the spell heightened to 7th level, and the DC is 38.","skill_mod":{},"summary":"This +2 greater striking shifting shortsword is formed of rapidly vibrating air and magical energy, though it uses the same statistics as …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1042","base_item":["Shortsword"],"name":"Blade of Four Energies","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1042"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1042","weakness":{},"school":"evocation","price":300000,"trait":["Evocation","Magical"],"id":"equipment-1042-993","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Blade of Four Energies Source Secrets of Magic pg. 180 Usage held in 1 hand Bulk L Base Weapon Shortsword --- This +2 greater striking shifting shortsword is formed of rapidly vibrating air and magical energy, though it uses the same statistics as iron. The wooden hilt is adorned with four gems, representing the energies of acid, cold, fire, and electricity, that sparkle in sequence at random intervals. Activate Free Action Interact; Frequency once per round; Effect You draw magical energy from one of the gems. Roll 1d4. Until the start of your next turn, the weapon gains the corresponding rune: 1— corrosive , 2— flaming , 3— frost , or 4— shock . Activate Two Actions command, envision; Frequency once per day; Requirements The blade has an energy rune from the first activation; Effect You call upon the energy stored in the blade to explode outward. The blade of four energies casts a 5th-level spell that depends on the active rune: acid arrow for corrosive , fireball for flaming , cone of cold for frost , or lightning bolt for shock , with a DC of 30 and spell attack bonus of +20. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Blade of Four Energies Source Secrets of Magic pg. 180 Price 3,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Blade of Four Energies (Greater) Source Secrets of Magic pg. 180 Price 20,000 gp --- The blade is a +3 greater striking shifting shortsword and gains the greater corrosive , greater flaming , greater frost , or greater shock runes instead of their base versions. When Activated to Cast a Spell, the blade casts the spell heightened to 7th level, and the DC is 38.","skill_mod":{},"summary":"This +2 greater striking shifting shortsword is formed of rapidly vibrating air and magical energy, though it uses the same statistics as …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1042","base_item":["Shortsword"],"name":"Blade of Four Energies","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1042-993"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1042","weakness":{},"school":"evocation","price":2000000,"trait":["Evocation","Magical"],"id":"equipment-1042-994","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Blade of Four Energies Source Secrets of Magic pg. 180 Usage held in 1 hand Bulk L Base Weapon Shortsword --- This +2 greater striking shifting shortsword is formed of rapidly vibrating air and magical energy, though it uses the same statistics as iron. The wooden hilt is adorned with four gems, representing the energies of acid, cold, fire, and electricity, that sparkle in sequence at random intervals. Activate Free Action Interact; Frequency once per round; Effect You draw magical energy from one of the gems. Roll 1d4. Until the start of your next turn, the weapon gains the corresponding rune: 1— corrosive , 2— flaming , 3— frost , or 4— shock . Activate Two Actions command, envision; Frequency once per day; Requirements The blade has an energy rune from the first activation; Effect You call upon the energy stored in the blade to explode outward. The blade of four energies casts a 5th-level spell that depends on the active rune: acid arrow for corrosive , fireball for flaming , cone of cold for frost , or lightning bolt for shock , with a DC of 30 and spell attack bonus of +20. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Blade of Four Energies Source Secrets of Magic pg. 180 Price 3,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Blade of Four Energies (Greater) Source Secrets of Magic pg. 180 Price 20,000 gp --- The blade is a +3 greater striking shifting shortsword and gains the greater corrosive , greater flaming , greater frost , or greater shock runes instead of their base versions. When Activated to Cast a Spell, the blade casts the spell heightened to 7th level, and the DC is 38.","skill_mod":{},"summary":"The blade is a +3 greater striking shifting shortsword and gains the greater corrosive , greater flaming , greater frost , or greater shock …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1042","base_item":["Shortsword"],"name":"Blade of Four Energies (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1042-994"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical"],"id":"equipment-1043","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Brilliant Source Secrets of Magic pg. 180 Usage etched onto a weapon --- This rune causes a weapon to transform into pure, brilliant energy. The weapon deals an additional 1d4 fire damage on a successful Strike, as well as 1d4 good damage to fiends and 1d4 positive damage to undead. On a critical hit, the target must succeed at a DC 29 Fortitude save or be blinded for 1 round. Activate Single Action command (light) Effect You plunge your weapon into darkness to return the light. Attempt a counteract check with a counteract level of 5 and a +19 counteract modifier to end a magical darkness effect whose area is within reach of the weapon.\n","skill_mod":{},"summary":"This rune causes a weapon to transform into pure, brilliant energy. The weapon deals an additional 1d4 fire damage on a successful Strike, as well as …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1043","name":"Brilliant","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1043"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"necromancy","price":16000,"trait":["Magical","Necromancy"],"id":"equipment-1044","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Burr Shield Source Secrets of Magic pg. 181 Price 160 gp Usage held in 1 hand Bulk L Base Shield Wooden Shield --- This well-crafted wooden shield (Hardness 5, HP 30, BT 15) is covered in numerous seed pods with long spurs. You can Strike with these burrs as though they were +1 striking shield spikes . Activate Single Action Interact; Requirements Your previous action was a successful Strike with the burrs; Effect One of the burrs catches on the Strike's target, inflicting 1d10 persistent bleed damage.\n","skill_mod":{},"summary":"This well-crafted wooden shield (Hardness 5, HP 30, BT 15) is covered in numerous seed pods with long spurs. You can Strike with these burrs as …","primary_source":"Secrets of Magic","trait_group":["Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1044","base_item":["Wooden Shield"],"name":"Burr Shield","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1044"},{"item_child_id":["equipment-1045-997","equipment-1045-998","equipment-1045-999"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical"],"id":"equipment-1045","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Buzzsaw Axe Source Secrets of Magic pg. 181 Usage held in 1 hand Bulk 1 Base Weapon Battle Axe --- With an aerodynamic cutting edge and a curved handle, this +2 striking battle axe is perfectly suited to whirling motions, and in fact seems like it wants to whirl free from your grip. A Strike with this axe that benefits from the sweep trait's circumstance bonus on attack rolls also gains a +2 circumstance bonus to the damage roll. Activate Two Actions command, Interact; Frequency once per hour; Effect You hurl the axe, which spins at great speed as it flies to a distant point and returns to you, leaving a trail of carnage. Each creature in a 120-foot line must succeed at a DC 28 basic Reflex save or take damage equal to the weapon's melee damage, including your Strength modifier. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Buzzsaw Axe Source Secrets of Magic pg. 181 Price 1,400 gp Bulk 1 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Buzzsaw Axe (Greater) Source Secrets of Magic pg. 181 Price 6,250 gp Bulk 1 --- The axe is a +2 greater striking battle axe , the circumstance bonus to damage is +3, and the activation's DC is 34. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Buzzsaw Axe (Major) Source Secrets of Magic pg. 181 Price 65,000 gp Bulk 1 --- The axe is a +3 major striking battle axe , the circumstance bonus to damage is +4, and the activation's DC is 43.","skill_mod":{},"summary":"With an aerodynamic cutting edge and a curved handle, this +2 striking battle axe is perfectly suited to whirling motions, and in fact seems …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1045","base_item":["Battle Axe"],"name":"Buzzsaw Axe","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1045"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1045","weakness":{},"school":"evocation","price":140000,"trait":["Evocation","Magical"],"id":"equipment-1045-997","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Buzzsaw Axe Source Secrets of Magic pg. 181 Usage held in 1 hand Bulk 1 Base Weapon Battle Axe --- With an aerodynamic cutting edge and a curved handle, this +2 striking battle axe is perfectly suited to whirling motions, and in fact seems like it wants to whirl free from your grip. A Strike with this axe that benefits from the sweep trait's circumstance bonus on attack rolls also gains a +2 circumstance bonus to the damage roll. Activate Two Actions command, Interact; Frequency once per hour; Effect You hurl the axe, which spins at great speed as it flies to a distant point and returns to you, leaving a trail of carnage. Each creature in a 120-foot line must succeed at a DC 28 basic Reflex save or take damage equal to the weapon's melee damage, including your Strength modifier. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Buzzsaw Axe Source Secrets of Magic pg. 181 Price 1,400 gp Bulk 1 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Buzzsaw Axe (Greater) Source Secrets of Magic pg. 181 Price 6,250 gp Bulk 1 --- The axe is a +2 greater striking battle axe , the circumstance bonus to damage is +3, and the activation's DC is 34. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Buzzsaw Axe (Major) Source Secrets of Magic pg. 181 Price 65,000 gp Bulk 1 --- The axe is a +3 major striking battle axe , the circumstance bonus to damage is +4, and the activation's DC is 43.","skill_mod":{},"summary":"With an aerodynamic cutting edge and a curved handle, this +2 striking battle axe is perfectly suited to whirling motions, and in fact seems …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1045","base_item":["Battle Axe"],"name":"Buzzsaw Axe","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1045-997"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1045","weakness":{},"school":"evocation","price":625000,"trait":["Evocation","Magical"],"id":"equipment-1045-998","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Buzzsaw Axe Source Secrets of Magic pg. 181 Usage held in 1 hand Bulk 1 Base Weapon Battle Axe --- With an aerodynamic cutting edge and a curved handle, this +2 striking battle axe is perfectly suited to whirling motions, and in fact seems like it wants to whirl free from your grip. A Strike with this axe that benefits from the sweep trait's circumstance bonus on attack rolls also gains a +2 circumstance bonus to the damage roll. Activate Two Actions command, Interact; Frequency once per hour; Effect You hurl the axe, which spins at great speed as it flies to a distant point and returns to you, leaving a trail of carnage. Each creature in a 120-foot line must succeed at a DC 28 basic Reflex save or take damage equal to the weapon's melee damage, including your Strength modifier. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Buzzsaw Axe Source Secrets of Magic pg. 181 Price 1,400 gp Bulk 1 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Buzzsaw Axe (Greater) Source Secrets of Magic pg. 181 Price 6,250 gp Bulk 1 --- The axe is a +2 greater striking battle axe , the circumstance bonus to damage is +3, and the activation's DC is 34. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Buzzsaw Axe (Major) Source Secrets of Magic pg. 181 Price 65,000 gp Bulk 1 --- The axe is a +3 major striking battle axe , the circumstance bonus to damage is +4, and the activation's DC is 43.","skill_mod":{},"summary":"The axe is a +2 greater striking battle axe , the circumstance bonus to damage is +3, and the activation's DC is 34.","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1045","base_item":["Battle Axe"],"name":"Buzzsaw Axe (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1045-998"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1045","weakness":{},"school":"evocation","price":6500000,"trait":["Evocation","Magical"],"id":"equipment-1045-999","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Buzzsaw Axe Source Secrets of Magic pg. 181 Usage held in 1 hand Bulk 1 Base Weapon Battle Axe --- With an aerodynamic cutting edge and a curved handle, this +2 striking battle axe is perfectly suited to whirling motions, and in fact seems like it wants to whirl free from your grip. A Strike with this axe that benefits from the sweep trait's circumstance bonus on attack rolls also gains a +2 circumstance bonus to the damage roll. Activate Two Actions command, Interact; Frequency once per hour; Effect You hurl the axe, which spins at great speed as it flies to a distant point and returns to you, leaving a trail of carnage. Each creature in a 120-foot line must succeed at a DC 28 basic Reflex save or take damage equal to the weapon's melee damage, including your Strength modifier. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Buzzsaw Axe Source Secrets of Magic pg. 181 Price 1,400 gp Bulk 1 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Buzzsaw Axe (Greater) Source Secrets of Magic pg. 181 Price 6,250 gp Bulk 1 --- The axe is a +2 greater striking battle axe , the circumstance bonus to damage is +3, and the activation's DC is 34. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Buzzsaw Axe (Major) Source Secrets of Magic pg. 181 Price 65,000 gp Bulk 1 --- The axe is a +3 major striking battle axe , the circumstance bonus to damage is +4, and the activation's DC is 43.","skill_mod":{},"summary":"The axe is a +3 major striking battle axe , the circumstance bonus to damage is +4, and the activation's DC is 43.","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1045","base_item":["Battle Axe"],"name":"Buzzsaw Axe (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1045-999"},{"item_child_id":["equipment-1046-1000","equipment-1046-1001"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical"],"id":"equipment-1046","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cantrip Deck Source Secrets of Magic pg. 181 Usage held in 1 hand --- In an effort to spread the knowledge of magic as widely as possible, worshippers of Nethys discovered a way to bind cantrips into cards accessible even to non-spellcasters. The deck contains thick parchment cards, each roughly half the size of a playing card. In precise, no-nonsense script, each card simply states the name of its cantrip, color-coded based on its school. Activate Single Action or more Actions (envision, Interact); Effect You envision your desired cantrip, causing its card to rise to the top of the deck, and draw the card. The deck casts that cantrip as a 1st-level spell, with a DC of 15 and a spell attack modifier of +5. The card crumbles into dust as the cantrip takes effect. The activation takes the same number of actions as the cantrip you chose takes to cast. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cantrip Deck (5-Pack) Source Secrets of Magic pg. 181 Price 5 gp --- This pack contains 5 cards of a single common cantrip (such as light ). <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cantrip Deck (Full Pack) Source Secrets of Magic pg. 181 Price 20 gp --- This pack contains 24 cards—one of each cantrip in the Core Rulebook . Acid splash , chill touch , dancing lights , daze , detect magic , disrupt undead , divine lance , electric arc , forbidding ward , ghost sound , guidance , know direction , light , mage hand , message , prestidigitation , produce flame , ray of frost , read aura , shield , sigil , stabilize , tanglefoot , telekinetic projectile ","skill_mod":{},"summary":"In an effort to spread the knowledge of magic as widely as possible, worshippers of Nethys discovered a way to bind cantrips into cards accessible …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1046","name":"Cantrip Deck","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1046"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1046","weakness":{},"school":"evocation","price":500,"trait":["Evocation","Magical"],"id":"equipment-1046-1000","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cantrip Deck Source Secrets of Magic pg. 181 Usage held in 1 hand --- In an effort to spread the knowledge of magic as widely as possible, worshippers of Nethys discovered a way to bind cantrips into cards accessible even to non-spellcasters. The deck contains thick parchment cards, each roughly half the size of a playing card. In precise, no-nonsense script, each card simply states the name of its cantrip, color-coded based on its school. Activate Single Action or more Actions (envision, Interact); Effect You envision your desired cantrip, causing its card to rise to the top of the deck, and draw the card. The deck casts that cantrip as a 1st-level spell, with a DC of 15 and a spell attack modifier of +5. The card crumbles into dust as the cantrip takes effect. The activation takes the same number of actions as the cantrip you chose takes to cast. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cantrip Deck (5-Pack) Source Secrets of Magic pg. 181 Price 5 gp --- This pack contains 5 cards of a single common cantrip (such as light ). <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cantrip Deck (Full Pack) Source Secrets of Magic pg. 181 Price 20 gp --- This pack contains 24 cards—one of each cantrip in the Core Rulebook . Acid splash , chill touch , dancing lights , daze , detect magic , disrupt undead , divine lance , electric arc , forbidding ward , ghost sound , guidance , know direction , light , mage hand , message , prestidigitation , produce flame , ray of frost , read aura , shield , sigil , stabilize , tanglefoot , telekinetic projectile ","skill_mod":{},"summary":"This pack contains 5 cards of a single common cantrip (such as light ).","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1046","name":"Cantrip Deck (5-Pack)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1046-1000"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1046","weakness":{},"school":"evocation","price":2000,"trait":["Evocation","Magical"],"id":"equipment-1046-1001","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cantrip Deck Source Secrets of Magic pg. 181 Usage held in 1 hand --- In an effort to spread the knowledge of magic as widely as possible, worshippers of Nethys discovered a way to bind cantrips into cards accessible even to non-spellcasters. The deck contains thick parchment cards, each roughly half the size of a playing card. In precise, no-nonsense script, each card simply states the name of its cantrip, color-coded based on its school. Activate Single Action or more Actions (envision, Interact); Effect You envision your desired cantrip, causing its card to rise to the top of the deck, and draw the card. The deck casts that cantrip as a 1st-level spell, with a DC of 15 and a spell attack modifier of +5. The card crumbles into dust as the cantrip takes effect. The activation takes the same number of actions as the cantrip you chose takes to cast. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cantrip Deck (5-Pack) Source Secrets of Magic pg. 181 Price 5 gp --- This pack contains 5 cards of a single common cantrip (such as light ). <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cantrip Deck (Full Pack) Source Secrets of Magic pg. 181 Price 20 gp --- This pack contains 24 cards—one of each cantrip in the Core Rulebook . Acid splash , chill touch , dancing lights , daze , detect magic , disrupt undead , divine lance , electric arc , forbidding ward , ghost sound , guidance , know direction , light , mage hand , message , prestidigitation , produce flame , ray of frost , read aura , shield , sigil , stabilize , tanglefoot , telekinetic projectile ","skill_mod":{},"summary":"This pack contains 24 cards—one of each cantrip in the Core Rulebook . Acid splash , chill touch , dancing lights , daze , detect …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1046","name":"Cantrip Deck (Full Pack)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1046-1001"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"enchantment","price":20000,"trait":["Enchantment","Illusion","Magical","Uncommon"],"id":"equipment-1047","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Chatterer of Follies Source Secrets of Magic pg. 181 Price 200 gp Usage held in 1 hand Bulk 1 Base Weapon Khakkara --- This heavy +1 striking khakkara is cast from solid steel and plated with pyrite. Metal charms shaped like grinning idols festoon its great arched ring, and during combat, as tiny tendrils of flame fly off the pyrite, these hanging dolls seem to chatter in tune with the clash and din of battle. Whenever you complete a move action during your turn, choose a creature adjacent to you at the end of your movement. Until the end of your turn, that creature takes a –1 status penalty to Will saves against your enchantment spells and your illusion spells. Any time you cast your enchantment and illusion spells, you become concealed during your move actions for the rest of the turn.\n","skill_mod":{},"summary":"This heavy +1 striking khakkara is cast from solid steel and plated with pyrite. Metal charms shaped like grinning idols festoon its great …","primary_source":"Secrets of Magic","trait_group":["School","Monster","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1047","base_item":["Khakkara"],"name":"Chatterer of Follies","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1047"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","price":2000,"trait":["Enchantment","Invested","Magical"],"id":"equipment-1048","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Cloak of Feline Rest Source Secrets of Magic pg. 182 Price 20 gp Usage worn cloak Bulk L --- This black velvet cloak is featureless and very soft to the touch. Upon wearing it for the first time, you're momentarily overwhelmed with a sense of comfort and coziness. While wearing this cloak you can comfortably rest in any space, so long as it's not wet or particularly hazardous. While sleeping in this cloak you only take a –2 status penalty to auditory Perception checks, rather than a –4 status penalty.\n","skill_mod":{},"summary":"This black velvet cloak is featureless and very soft to the touch. Upon wearing it for the first time, you're momentarily overwhelmed with a sense of …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1048","name":"Cloak of Feline Rest","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1048"},{"item_child_id":["equipment-1049-1002","equipment-1049-1003","equipment-1049-1004"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Secrets of Magic"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"illusion","trait":["Illusion","Magical"],"id":"equipment-1049","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Codebreaker's Parchment Source Secrets of Magic pg. 182 Usage held in 2 hands Bulk L --- This finely crafted, seemingly mundane parchment is useful for writing sensitive documents. When words are written on this parchment, they instantly scramble into unrecognizable script, requiring a DC 20 check to Decipher Writing. Activate Single Action command; Effect The scrambled words align into the originally written script. Identifying the parchment reveals that it can be activated with a command, but a critical success to Identify Magic is needed to learn the command word. Activate Single Action Interact; Effect You light the parchment on fire, burning the words off while leaving the parchment unharmed and ready to bear more text. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Codebreaker's Parchment Source Secrets of Magic pg. 182 Price 45 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Codebreaker's Parchment (Greater) Source Secrets of Magic pg. 182 Price 950 gp Bulk L --- The DC to Decipher Writing is 30 and requires master proficiency. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Codebreaker's Parchment (Major) Source Secrets of Magic pg. 182 Price 14,500 gp Bulk L --- The DC to Decipher Writing is 40 and requires legendary proficiency. ","skill_mod":{},"summary":"This finely crafted, seemingly mundane parchment is useful for writing sensitive documents. When words are written on this parchment, they instantly …","primary_source":"Secrets of Magic","trait_group":["School","Monster","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1049","name":"Codebreaker's Parchment","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1049"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Secrets of Magic"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1049","weakness":{},"school":"illusion","price":4500,"trait":["Illusion","Magical"],"id":"equipment-1049-1002","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Codebreaker's Parchment Source Secrets of Magic pg. 182 Usage held in 2 hands Bulk L --- This finely crafted, seemingly mundane parchment is useful for writing sensitive documents. When words are written on this parchment, they instantly scramble into unrecognizable script, requiring a DC 20 check to Decipher Writing. Activate Single Action command; Effect The scrambled words align into the originally written script. Identifying the parchment reveals that it can be activated with a command, but a critical success to Identify Magic is needed to learn the command word. Activate Single Action Interact; Effect You light the parchment on fire, burning the words off while leaving the parchment unharmed and ready to bear more text. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Codebreaker's Parchment Source Secrets of Magic pg. 182 Price 45 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Codebreaker's Parchment (Greater) Source Secrets of Magic pg. 182 Price 950 gp Bulk L --- The DC to Decipher Writing is 30 and requires master proficiency. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Codebreaker's Parchment (Major) Source Secrets of Magic pg. 182 Price 14,500 gp Bulk L --- The DC to Decipher Writing is 40 and requires legendary proficiency. ","skill_mod":{},"summary":"This finely crafted, seemingly mundane parchment is useful for writing sensitive documents. When words are written on this parchment, they instantly …","primary_source":"Secrets of Magic","trait_group":["School","Monster","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1049","name":"Codebreaker's Parchment","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1049-1002"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Secrets of Magic"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1049","weakness":{},"school":"illusion","price":95000,"trait":["Illusion","Magical"],"id":"equipment-1049-1003","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Codebreaker's Parchment Source Secrets of Magic pg. 182 Usage held in 2 hands Bulk L --- This finely crafted, seemingly mundane parchment is useful for writing sensitive documents. When words are written on this parchment, they instantly scramble into unrecognizable script, requiring a DC 20 check to Decipher Writing. Activate Single Action command; Effect The scrambled words align into the originally written script. Identifying the parchment reveals that it can be activated with a command, but a critical success to Identify Magic is needed to learn the command word. Activate Single Action Interact; Effect You light the parchment on fire, burning the words off while leaving the parchment unharmed and ready to bear more text. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Codebreaker's Parchment Source Secrets of Magic pg. 182 Price 45 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Codebreaker's Parchment (Greater) Source Secrets of Magic pg. 182 Price 950 gp Bulk L --- The DC to Decipher Writing is 30 and requires master proficiency. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Codebreaker's Parchment (Major) Source Secrets of Magic pg. 182 Price 14,500 gp Bulk L --- The DC to Decipher Writing is 40 and requires legendary proficiency. ","skill_mod":{},"summary":"The DC to Decipher Writing is 30 and requires master proficiency.","primary_source":"Secrets of Magic","trait_group":["School","Monster","Mechanics"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1049","name":"Codebreaker's Parchment (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1049-1003"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Secrets of Magic"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1049","weakness":{},"school":"illusion","price":1450000,"trait":["Illusion","Magical"],"id":"equipment-1049-1004","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Codebreaker's Parchment Source Secrets of Magic pg. 182 Usage held in 2 hands Bulk L --- This finely crafted, seemingly mundane parchment is useful for writing sensitive documents. When words are written on this parchment, they instantly scramble into unrecognizable script, requiring a DC 20 check to Decipher Writing. Activate Single Action command; Effect The scrambled words align into the originally written script. Identifying the parchment reveals that it can be activated with a command, but a critical success to Identify Magic is needed to learn the command word. Activate Single Action Interact; Effect You light the parchment on fire, burning the words off while leaving the parchment unharmed and ready to bear more text. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Codebreaker's Parchment Source Secrets of Magic pg. 182 Price 45 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Codebreaker's Parchment (Greater) Source Secrets of Magic pg. 182 Price 950 gp Bulk L --- The DC to Decipher Writing is 30 and requires master proficiency. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Codebreaker's Parchment (Major) Source Secrets of Magic pg. 182 Price 14,500 gp Bulk L --- The DC to Decipher Writing is 40 and requires legendary proficiency. ","skill_mod":{},"summary":"The DC to Decipher Writing is 40 and requires legendary proficiency.","primary_source":"Secrets of Magic","trait_group":["School","Monster","Mechanics"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1049","name":"Codebreaker's Parchment (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1049-1004"},{"primary_source_category":"Rulebooks","usage":"worn collar","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","price":33000,"trait":["Conjuration","Eidolon","Invested","Magical"],"id":"equipment-1050","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Collar of the Eternal Bond Source Secrets of Magic pg. 182 Price 330 gp Usage worn collar Bulk L --- When you invest this collar for your eidolon, it changes its appearance to match the eidolon's form, possibly into a different sort of neckpiece such as a choker, and it glows brightly with the symbol you and your eidolon share. While your eidolon wears a collar of the eternal bond , the collar bolsters their connection to you, allowing them to move up to 150 feet from you before unmanifesting instead of 100 feet. The eidolon can also Activate the collar to move even further. Activate Single Action envision; Frequency once per day; Effect Your eidolon focuses their will on the collar, allowing the collar to maintain the connection between you at any distance. For the next 5 minutes, you and your eidolon can move any distance from each other without your eidolon unmanifesting. When the duration ends, if your eidolon is more than 150 feet from you, they immediately unmanifest.\n","skill_mod":{},"summary":"When you invest this collar for your eidolon, it changes its appearance to match the eidolon's form, possibly into a different sort of neckpiece such …","primary_source":"Secrets of Magic","trait_group":["School","Class-Specific","Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Eidolon Items","resistance":{},"url":"/Equipment.aspx?ID=1050","name":"Collar of the Eternal Bond","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1050"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":25000,"trait":["Evocation","Magical"],"id":"equipment-1051","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Conflagration Club Source Secrets of Magic pg. 182 Price 250 gp Usage held in 2 hands Bulk 2 Base Weapon Greatclub --- A ring of magical crystals encircles the base of this +1 striking greatclub , allowing it to absorb and store magical energy. Activate Reaction envision; Trigger You Cast a Spell from a spell slot, and the spell has the acid, cold, electricity, fire, or sonic trait; Requirements The club has no charges; Effect You mentally align the club's crystals to reverberate with energy from the spell. It gains a number of charges equal to the level of the spell slot, and the charges are attuned to the damage type matching the spell's trait. If the spell has more than one eligible trait, choose one when the charges are stored. Activate Two Actions command, envision (evocation, magical) Requirements The club has at least 1 charge; Effect You flip the club around to blast a cone of energy from its base. Each creature in a 15-foot cone takes 1d6 damage per charge stored in the club, with a basic Reflex save against your spell DC or DC 19, whichever is greater. The damage type is the same type the charges were attuned to. The club loses all of its charges.\n","skill_mod":{},"summary":"A ring of magical crystals encircles the base of this +1 striking greatclub , allowing it to absorb and store magical energy. ","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1051","base_item":["Greatclub"],"name":"Conflagration Club","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1051"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Secrets of Magic"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"illusion","price":20000,"trait":["Illusion","Magical","Uncommon"],"id":"equipment-1052","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Deck of Illusions Source Secrets of Magic pg. 182 Price 200 gp Usage held in 2 hands --- This set of 34 parchment cards usually comes in a velvet bag or simple leather wrap. Each card depicts a different creature, monster, or other being that, when the deck is activated, immediately appears as a believable, life-size illusion. You can look at the card's artwork, but no magical effect takes place until you Activate the deck, shuffling and drawing randomly. Activate Single Action envision, Interact; Effect You draw a card, chosen randomly from the remaining cards in the deck, and throw it to the ground to create an illusion of the creature depicted. The image is an illusory creature , except it has a range of only 30 feet from where the card was thrown and the illusion lasts until destroyed or until anyone moves or damages the card. The creature takes its actions once on your turn if you're within 60 feet of the card and Sustain the Activation. The illusion ends if you don't Sustain it, or if you activate a new card from the deck. Deck Of Illusions Cards You can use playing cards or Tarot cards as proxies for the cards in a deck of illusions. Creature Playing Card Tarot Card Iron golem Ace of clubs Ace of wands Centaur 2 of clubs 2 of wands Greater shadow 8 of clubs 8 of wands Earth mephit 9 of clubs 9 of wands Hill giant 10 of clubs 10 of wands Gelatinous cube Jack of clubs Jack of wands Pixie Queen of clubs Queen of wands Arboreal warden King of clubs King of wands Glabrezu (demon) Ace of diamonds Ace of pentacles Chimera 2 of diamonds 2 of pentacles Warg 8 of diamonds 8 of pentacles Troll 9 of diamonds 9 of pentacles Yeti 10 of diamonds 10 of pentacles Harpy Jack of diamonds Jack of pentacles Hydra Queen of diamonds Queen of pentacles Sphinx King of diamonds King of pentacles Red dragon Ace of hearts Ace of cups Hyaenodon 2 of hearts 2 of cups Bugbear 8 of hearts 8 of cups Ettin 9 of hearts 9 of cups Cloud giant 10 of hearts 10 of cups Giant mantis Jack of hearts Jack of cups Mammoth Queen of hearts Queen of cups Tyrannosaurus King of hearts King of cups Lich Ace of spades Ace of swords Dryad queen 2 of spades 2 of swords Giant scorpion 8 of spades 8 of swords Troll 9 of spades 9 of swords Frost giant 10 of spades 10 of swords Boar Jack of spades Jack of swords Medusa Queen of spades Queen of swords Leaf leshy King of spades King of swords Deck activator Joker (black) 0. The Fool Deck activator's greatest fear Joker (red) XV. The Devil ","skill_mod":{},"summary":"This set of 34 parchment cards usually comes in a velvet bag or simple leather wrap. Each card depicts a different creature, monster, or other being …","primary_source":"Secrets of Magic","trait_group":["School","Monster","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1052","name":"Deck of Illusions","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1052"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Secrets of Magic"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"illusion","price":7500,"trait":["Illusion","Magical","Uncommon"],"id":"equipment-1053","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Deck of Mischief Source Secrets of Magic pg. 183 Price 75 gp Usage held in 2 hands --- This deck of 54 cards appears nearly identical to standard playing cards. Comprised of four thematic suits of 13 cards each, as well as two wildcards, the deck of mischief is a favorite of scoundrels who prefer not to leave their games to chance—or to at least nudge the odds in their favor. If you know how to activate the deck, you can illusorily transform the ace and face cards into other cards in the deck. The deck is true to its name and less likely to comply with your wishes if not well cared for. While surprisingly resistant to the elements, a waterlogged, dirty, or battered deck may not function as desired, giving you incorrect information about which cards are still in the deck or failing to hold the illusion at a critical moment. If a deck becomes incomplete due to damaged or missing cards, it rapidly loses its deceptive capabilities and might even purposefully sabotage you. Activate Single Action envision, Interact; Effect You learn which of the ace and face cards are still in the deck. You can then swap the apparent face of an ace or face card in your hand (if you have any) with the face of one still in the deck. A creature who Seeks or touches the card can attempt to disbelieve this illusion (Perception DC 20).\n","skill_mod":{},"summary":"This deck of 54 cards appears nearly identical to standard playing cards . Comprised of four thematic suits of 13 cards each, as well as two …","primary_source":"Secrets of Magic","trait_group":["School","Monster","Mechanics","Rarity"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1053","name":"Deck of Mischief","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1053"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"necromancy","price":2400000,"trait":["Apex","Invested","Magical","Necromancy"],"id":"equipment-1054","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Emberheart Source Secrets of Magic pg. 184 Price 24,000 gp Usage worn --- This small, heart-shaped amulet appears to be sculpted from stone with a single streak of dim light running through, like an ember just beneath ashes. When worn, the amulet gives off a gentle warmth, akin to being near a fireplace. You gain poison resistance 15 when wearing this amulet. When you invest the amulet, you either increase your Constitution score by 2 or increase it to 18, whichever would give you a higher score. Activate Two Actions Interact (healing, magical, necromancy, positive) Frequency once per day; Effect You hold the amulet aloft as a ripple of warm orange light exudes outward. Each ally in a 30-foot emanation regains 30 Hit Points and gains a +3 status bonus to Fortitude saves until the end of their next turn.\n","skill_mod":{},"summary":"This small, heart-shaped amulet appears to be sculpted from stone with a single streak of dim light running through, like an ember just beneath …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1054","name":"Emberheart","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1054"},{"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","trait":["Magical","Transmutation"],"id":"equipment-1055","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Extending Source Secrets of Magic pg. 184 Usage etched onto a melee weapon --- An extending rune allows you to extend your weapon to impossible lengths. Activate Two Actions Interact; Effect You extend your weapon for an instant, giving you an impossible reach. You Strike with the weapon, and you have reach 60 feet for the Strike.\n","skill_mod":{},"summary":"An extending rune allows you to extend your weapon to impossible lengths. ","primary_source":"Secrets of Magic","trait_group":["Mechanics","School"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1055","name":"Extending","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1055"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Secrets of Magic"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":2500,"skill":["Diplomacy"],"trait":["Conjuration","Magical"],"id":"equipment-1056","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Flask of Fellowship Source Secrets of Magic pg. 184 Price 25 gp Usage held in 2 hands Bulk L --- This is a metal drinking flask, 4 inches in diameter and 10 inches tall. Its screw top is covered by four simple metal cups that nest together. Activate Make an Impression; Effect If you share drinks from a flask of fellowship as part of your Make an Impression action, the drink that pours from the flask happens to be exactly what the target of your efforts would most like to have a dram or two of—wine, spirits, hot ginger tea, or ice cold water with lemon, for example. You gain a +1 item bonus on your Diplomacy check. The GM can disallow the flask's use if it doesn't make sense in the moment for you to pull out a flask and start pouring, if drinks are inappropriate for the occasion, or if your target is absolutely not interested in sharing a drink with you. Drinks from the flask of fellowship are entirely social; they won't intoxicate anyone, nor alleviate serious thirst.\n","skill_mod":{},"summary":"This is a metal drinking flask, 4 inches in diameter and 10 inches tall. Its screw top is covered by four simple metal cups that nest together. ","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1056","name":"Flask of Fellowship","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1056"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":6000,"skill":["Diplomacy"],"trait":["Divination","Invested","Magical"],"id":"equipment-1057","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Glasses of Sociability Source Secrets of Magic pg. 185 Price 60 gp Usage worn eyepiece Bulk L --- These wire-rim glasses with large, circular lenses were invented for the sole purpose of avoiding awkward confrontations at social gatherings. They grant you a +1 item bonus to Diplomacy. Activate Single Action envision; Effect You stare at another creature and instantly remember their name if you've met and exchanged names. The glasses rely on your latent memories, so if the creature is disguising their identity, the glasses don't penetrate the disguise. If a doppelganger was disguised as an innkeeper you met, the glasses would give you the innkeeper's name, and if a noble you met before was in disguise as a masked vigilante, the glasses wouldn't reveal their name.\n","skill_mod":{},"summary":"These wire-rim glasses with large, circular lenses were invented for the sole purpose of avoiding awkward confrontations at social gatherings. They …","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1057","name":"Glasses of Sociability","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1057"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"conjuration","price":140000,"trait":["Conjuration","Magical","Shadow"],"id":"equipment-1058","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Gloaming Shard Source Secrets of Magic pg. 185 Price 1,400 gp Usage held in 1 hand Bulk L Base Weapon Dagger --- The blade of this +2 striking returning dagger shines the color of twilight, with a triangular lattice design on the hilt. A thin string of darkness connects your shadow to that of the blade, even once it leaves your hand. Activate Two Actions Interact (shadow, teleportation) Frequency once per hour; Effect You make a thrown Strike with the gloaming shard at a target within 60 feet. Whether you hit or miss, rather than returning to you, the blade pulls you down into your own shadow and along the connecting thread. You instantly teleport to a space adjacent to the target of your Strike, as dimension door , and then catch the dagger in your hand.\n","skill_mod":{},"summary":"The blade of this +2 striking returning dagger shines the color of twilight, with a triangular lattice design on the hilt. A thin string of …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics","Planar"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1058","base_item":["Dagger"],"name":"Gloaming Shard","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1058"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":32500,"trait":["Chaotic","Divine","Evocation","Good"],"id":"equipment-1059","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Guiding Star Source Secrets of Magic pg. 185 Price 325 gp Usage held in 1 hand Bulk L Base Weapon Starknife --- This +1 striking returning starknife is made of dark blue metal overlaid with smoky flecks of fused quartz. When you Cast an evocation Spell, your next attack this turn with this starknife reduces the target's cover, changing greater cover to standard cover or ignoring standard and lesser cover. Activate Reaction envision; Frequency once per 10 minutes; Trigger You successfully Strike a creature with a thrown Strike with guiding star ; Effect Soft light outlines the target. At the beginning of your next turn, the guiding star's blades detach and form into darts of starlight, flying up to 40 feet and striking the target unerringly, collectively dealing 4 piercing damage and 1 good damage before re-forming. The piercing damage increases to 6 with a greater striking rune and 8 with a major striking rune .\n","skill_mod":{},"summary":"This +1 striking returning starknife is made of dark blue metal overlaid with smoky flecks of fused quartz. When you Cast an evocation …","primary_source":"Secrets of Magic","trait_group":["Alignment","Tradition","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1059","base_item":["Starknife"],"name":"Guiding Star","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-1059"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","price":180000,"trait":["Conjuration","Magical"],"id":"equipment-1060","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Hat of Many Minds Source Secrets of Magic pg. 185 Price 1,800 gp Usage worn headwear Bulk L --- This pointy, brimmed hat made up of a rainbow patchwork of various materials seems to sit just a little lopsided on your head, no matter how you adjust it. You gain a +2 item bonus to checks to Earn Income. Activate Three Actions envision, Interact; Frequency once per day; Effect You tear off a patch of cloth to manifest it into a copy of yourself, dressed in the color and fabric of the patch. The copy follows your specific instructions and performs a single, straightforward task for up to 30 minutes. It takes the copy three times as long to complete the task as it would you, meaning it can perform a task that would take you a maximum of 10 minutes. It doesn't react quickly enough to be of any use during an encounter, and it can't use your spells or other special abilities—just basic actions and skill actions. The copy disappears and returns to the hat as a piece of cloth when the given task has been completed, or when you Dismiss the activation.\n","skill_mod":{},"summary":"This pointy, brimmed hat made up of a rainbow patchwork of various materials seems to sit just a little lopsided on your head, no matter how you …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1060","name":"Hat of Many Minds","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1060"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"necromancy","price":47500,"trait":["Divine","Necromancy","Negative","Void"],"id":"equipment-1061","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Hundred-Moth Caress Source Secrets of Magic pg. 185 Price 475 gp Usage held in 2 hands Bulk 2 Base Weapon Scythe --- The handles of this +1 striking scythe are made from a dull, gray wood of bone-like consistency, and when you slice with it, a fluttering gust of hundreds of moths' wingbeats fills the air. If you're a devotee of Urgathoa, you can use this scythe as a divine focus, and with every Strike, it exudes a pallid cloud of powdery dust. Activate Free Action command (divine, necromancy, negative) Frequency once per round; Effect You deal 1d10 negative damage to yourself. If your next action is to Strike with the scythe or to Cast a Spell with the disease or negative trait, that Strike or spell deals additional negative damage equal to the damage you took (after any reductions or increases from immunity, resistances, weaknesses).\n","skill_mod":{},"summary":"The handles of this +1 striking scythe are made from a dull, gray wood of bone-like consistency, and when you slice with it, a fluttering gust …","primary_source":"Secrets of Magic","trait_group":["Tradition","School","Energy","Planar","Creature Type"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1061","base_item":["Scythe"],"name":"Hundred-Moth Caress","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1061"},{"item_child_id":["equipment-1062-1007","equipment-1062-1008"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Force","Magical"],"id":"equipment-1062","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Impactful Source Secrets of Magic pg. 185 Usage etched onto a weapon --- This rune thrums with pure magical energy. Weapons with the rune deal an additional 1d6 force damage on a successful Strike. On a critical hit, you can choose to force the target to succeed at a DC 27 Fortitude save or be pushed 5 feet away from you. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Impactful Source Secrets of Magic pg. 185 Price 1,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Impactful (Greater) Source Secrets of Magic pg. 185 Price 15,000 gp --- The save DC is 37, and on a failed save, the foe is pushed 10 feet away from you.","skill_mod":{},"summary":"This rune thrums with pure magical energy. Weapons with the rune deal an additional 1d6 force damage on a successful Strike. On a critical hit, you …","primary_source":"Secrets of Magic","trait_group":["School","Energy","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1062","name":"Impactful","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1062"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1062","weakness":{},"school":"evocation","price":100000,"trait":["Evocation","Force","Magical"],"id":"equipment-1062-1007","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Impactful Source Secrets of Magic pg. 185 Usage etched onto a weapon --- This rune thrums with pure magical energy. Weapons with the rune deal an additional 1d6 force damage on a successful Strike. On a critical hit, you can choose to force the target to succeed at a DC 27 Fortitude save or be pushed 5 feet away from you. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Impactful Source Secrets of Magic pg. 185 Price 1,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Impactful (Greater) Source Secrets of Magic pg. 185 Price 15,000 gp --- The save DC is 37, and on a failed save, the foe is pushed 10 feet away from you.","skill_mod":{},"summary":"This rune thrums with pure magical energy. Weapons with the rune deal an additional 1d6 force damage on a successful Strike. On a critical hit, you …","primary_source":"Secrets of Magic","trait_group":["School","Energy","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1062","name":"Impactful","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1062-1007"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Secrets of Magic"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1062","weakness":{},"school":"evocation","price":1500000,"trait":["Evocation","Force","Magical"],"id":"equipment-1062-1008","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Impactful Source Secrets of Magic pg. 185 Usage etched onto a weapon --- This rune thrums with pure magical energy. Weapons with the rune deal an additional 1d6 force damage on a successful Strike. On a critical hit, you can choose to force the target to succeed at a DC 27 Fortitude save or be pushed 5 feet away from you. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Impactful Source Secrets of Magic pg. 185 Price 1,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Impactful (Greater) Source Secrets of Magic pg. 185 Price 15,000 gp --- The save DC is 37, and on a failed save, the foe is pushed 10 feet away from you.","skill_mod":{},"summary":"The save DC is 37, and on a failed save, the foe is pushed 10 feet away from you.","primary_source":"Secrets of Magic","trait_group":["School","Energy","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1062","name":"Impactful (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1062-1008"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Secrets of Magic"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"evocation","price":275000,"trait":["Evocation","Magical"],"id":"equipment-1063","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Invisible Chain Shirt Source Secrets of Magic pg. 186 Price 2,750 gp Usage worn armor Bulk 1 Base Armor Chain Shirt --- This +2 resilient invisibility chain shirt is itself invisible. Other creatures can't see it at all, allowing you to wear it surreptitiously. Additionally, the armor's invisible composition is quieter and more comfortable than a normal chain shirt. It loses the noisy trait and gains the comfort trait. Activate Two Actions envision; Frequency once per minute; Effect You Stride and turn partially invisible, becoming concealed until the end of your next turn or until you use a hostile action, whichever comes first. As normal, you can use the concealment from this activation to Hide.\n","skill_mod":{},"summary":"This +2 resilient invisibility chain shirt is itself invisible. Other creatures can't see it at all, allowing you to wear it surreptitiously. …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1063","base_item":["Chain Shirt"],"name":"Invisible Chain Shirt","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1063"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Secrets of Magic"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":32000,"trait":["Conjuration","Earth","Magical"],"id":"equipment-1064","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Jar of Shifting Sands Source Secrets of Magic pg. 186 Price 320 gp Usage held in 2 hands Bulk L --- This small, ceramic jar is full, holding approximately a quarter gallon of sand. When poured out, the jar immediately begins to conjure more sand. It is said, however improbably, that this jar is responsible for creating at least one desert in the world. Activate Single Action command, Interact; Effect You cause sand to pour out of the jar at a rate of 1 gallon per round. This doesn't end until the cap is placed back on the jar. Activate Two Actions command, Interact; Effect You quickly pour sand over an adjacent square, making it difficult terrain. You can't use either of the jar's activations for 1 minute.\n","element":["Earth"],"skill_mod":{},"summary":"This small, ceramic jar is full, holding approximately a quarter gallon of sand. When poured out, the jar immediately begins to conjure more sand. It …","primary_source":"Secrets of Magic","trait_group":["School","Elemental","Planar","Monster","Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1064","name":"Jar of Shifting Sands","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1064"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Secrets of Magic"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":5500,"skill":["Thievery"],"trait":["Conjuration","Magical"],"id":"equipment-1065","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Keymaking Tools Source Secrets of Magic pg. 186 Price 55 gp Usage held in 2 hands Bulk L --- These thieves' tools provide their owner the ability to have continued control over a lock while leaving it in place. They grant a +1 item bonus to Thievery checks to Pick a Lock. Upon completely opening a lock by picking it with these tools, the tools produce a temporary copy of the key for the picked lock. This phantom key can lock or unlock the lock just like the original key. The key appears attached to the thieves' tools case by a fine silver chain and lasts for 12 hours before it fades into nothing. Only one key created this way can exist in the same set of thieves' tools. Creating a new key replaces the previous one.\n","skill_mod":{},"summary":"These thieves' tools provide their owner the ability to have continued control over a lock while leaving it in place. They grant a +1 item bonus to …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1065","name":"Keymaking Tools","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1065"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","price":2400000,"skill":["Deception","Diplomacy","Intimidation","Performance"],"trait":["Apex","Enchantment","Invested","Magical"],"id":"equipment-1066","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Mask of Allure Source Secrets of Magic pg. 186 Price 24,000 gp Usage worn mask Bulk L --- This mask appears to be a pool of mirrored, shifting silver adhered to a thin metal plate. When you place it against your face, it melds to the shape of your head. The material is breathable and light, and does not obscure vision. You gain a +2 item bonus to Deception, Diplomacy, Intimidation, and Performance checks while wearing the mask. When you invest the mask, you either increase your Charisma score by 2 or increase it to 18, whichever would give you a higher score. Activate Free Action envision (visual) Frequency once per day; Trigger You attempt a Deception, Diplomacy, Intimidation, or Performance check; Effect You gain a +4 status bonus to the triggering check. This ability has no effect if you're under the effects of a disguise that hides the mask of allure . Depending on the skill used, the mirrored silver transforms into one of the following appearances. Deception A swirl of silver, which entirely obscures and conceals your normal features. Diplomacy A kind, gentle and inviting expression. Intimidation A monstrous visage that shocks viewers into paying attention. Performance A jovial humanoid face, the mouth cracked wide with a comedic smile or a tragic frown, depending on the nature of the performance. ","skill_mod":{},"summary":"This mask appears to be a pool of mirrored, shifting silver adhered to a thin metal plate. When you place it against your face, it melds to the shape …","primary_source":"Secrets of Magic","trait_group":["Equipment","School","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1066","name":"Mask of Allure","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1066"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":2400000,"skill":["Acrobatics","Stealth"],"trait":["Apex","Invested","Magical","Transmutation"],"id":"equipment-1067","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Mercurial Mantle Source Secrets of Magic pg. 187 Price 24,000 gp Usage worn cloak Bulk L --- This deep red cloak fits lightly about your shoulders, and the edges perpetually twitch slightly, as though caught in a breeze. The cloth feels smoother than silk, rippling and swaying like liquid when in motion. You feel a lively energy infusing your arms and legs. You gain a +3 item bonus to Acrobatics and Stealth, and a +2 circumstance bonus to AC against attacks from reactions triggered by your movement. When you invest the cloak, you either increase your Dexterity score by 2 or increase it to 18, whichever would give you a higher score. Activate Reaction Interact; Frequency once per hour; Trigger An enemy misses you with a melee Strike; Effect You slip around the attacking creature with ease. You Step, without moving away from the triggering enemy, and then make a melee Strike against the triggering enemy if it's within reach. If you do make a Strike, the target attempts a DC 38 Perception check before you roll. Failure This creature is flat-footed against the Strike. Critical Failure This creature is flat-footed against all your attacks until the end of their next turn. Activate Two Actions command, envision (conjuration, teleportation) Frequency once per day; Effect The cloak hums with power as your whirl it around yourself, disappearing amid a brief flash of light. Teleport up to double your Speed to a location you can see. At the end of the teleportation, you can make a melee Strike against a creature within reach, if there is one.\n","skill_mod":{},"summary":"This deep red cloak fits lightly about your shoulders, and the edges perpetually twitch slightly, as though caught in a breeze. The cloth feels …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1067","name":"Mercurial Mantle","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1067"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":90000,"trait":["Cold","Evocation","Magical","Uncommon"],"id":"equipment-1068","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > North Wind's Night Verse Source Secrets of Magic pg. 187 Price 900 gp Usage held in 1 hand Bulk 1 Base Weapon Katana --- This +1 striking frost katana is always cool to the touch, nearly uncomfortably so. Unadorned and with no tsuba, its honed blade is carved from a single tusk of dragon-turtle ivory and wrapped in strips of winter wolf hide. Strikes with the katana gain a +2 status bonus to damage rolls against creatures that have a status penalty to their Speed or are slowed. The status bonus increases to +3 if the weapon has a greater striking rune and +4 for major striking . Activate Free Action command (cold, evocation, magical) Frequency once per 1 minute; Trigger Your spell deals cold damage to a creature; Effect Choose one creature dealt cold damage by the spell. It takes a –5-foot status penalty to its Speeds for 1 round.\n","skill_mod":{},"summary":"This +1 striking frost katana is always cool to the touch, nearly uncomfortably so. Unadorned and with no tsuba, its honed blade is carved …","primary_source":"Secrets of Magic","trait_group":["Energy","Monster","School","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1068","base_item":["Katana"],"name":"North Wind's Night Verse","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1068"},{"item_child_id":["equipment-1069-1009","equipment-1069-1010","equipment-1069-1011"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"transmutation","trait":["Magical","Transmutation"],"id":"equipment-1069","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Ouroboros Flail Source Secrets of Magic pg. 187 Usage held in 2 hands Bulk 2 Base Weapon War Flail --- You can easily expand and contract the chain of this +2 greater striking extending war flail . It magically grows new links when extended and loses them when contracted. Activate Reaction command; Frequency once per hour; Trigger You successfully Strike with the flail while activating its extending rune; Effect The head of the flail wraps around the target of the triggering Strike and drags it in your direction. The target must succeed at a DC 31 Fortitude save or be pulled adjacent to you. A creature pulled in is then grabbed by the flail until the end of your next turn unless you move, your target Escapes (DC 31), or you use the flail. Activate Three Actions Interact; Effect You extend the flail's chain, then wrap it across itself and strike two links together. This severs a usable 60-foot loop of chain from the flail, which instantly returns to its normal length. If you use this activation again, any previous chain you created with it disappears after 1 round. As with most obviously magical and temporary constructs, the chain cannot be sold. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ouroboros Flail Source Secrets of Magic pg. 187 Price 4,400 gp Bulk 2 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Ouroboros Flail (Greater) Source Secrets of Magic pg. 187 Price 15,000 gp Bulk 2 --- The flail is a +3 greater striking greater extending war flail , the activation's DC is 37, and the severed chain is 120 feet long. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Ouroboros Flail (Major) Source Secrets of Magic pg. 187 Price 65,000 gp Bulk 2 --- The flail is a +3 major striking greater extending war flail , the activation's DC is 43, and the severed chain is 120 feet long.","skill_mod":{},"summary":"You can easily expand and contract the chain of this +2 greater striking extending war flail . It magically grows new links when extended and …","primary_source":"Secrets of Magic","trait_group":["Mechanics","School"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1069","base_item":["War Flail"],"name":"Ouroboros Flail","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1069"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1069","weakness":{},"school":"transmutation","price":440000,"trait":["Magical","Transmutation"],"id":"equipment-1069-1009","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Ouroboros Flail Source Secrets of Magic pg. 187 Usage held in 2 hands Bulk 2 Base Weapon War Flail --- You can easily expand and contract the chain of this +2 greater striking extending war flail . It magically grows new links when extended and loses them when contracted. Activate Reaction command; Frequency once per hour; Trigger You successfully Strike with the flail while activating its extending rune; Effect The head of the flail wraps around the target of the triggering Strike and drags it in your direction. The target must succeed at a DC 31 Fortitude save or be pulled adjacent to you. A creature pulled in is then grabbed by the flail until the end of your next turn unless you move, your target Escapes (DC 31), or you use the flail. Activate Three Actions Interact; Effect You extend the flail's chain, then wrap it across itself and strike two links together. This severs a usable 60-foot loop of chain from the flail, which instantly returns to its normal length. If you use this activation again, any previous chain you created with it disappears after 1 round. As with most obviously magical and temporary constructs, the chain cannot be sold. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ouroboros Flail Source Secrets of Magic pg. 187 Price 4,400 gp Bulk 2 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Ouroboros Flail (Greater) Source Secrets of Magic pg. 187 Price 15,000 gp Bulk 2 --- The flail is a +3 greater striking greater extending war flail , the activation's DC is 37, and the severed chain is 120 feet long. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Ouroboros Flail (Major) Source Secrets of Magic pg. 187 Price 65,000 gp Bulk 2 --- The flail is a +3 major striking greater extending war flail , the activation's DC is 43, and the severed chain is 120 feet long.","skill_mod":{},"summary":"You can easily expand and contract the chain of this +2 greater striking extending war flail . It magically grows new links when extended and …","primary_source":"Secrets of Magic","trait_group":["Mechanics","School"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1069","base_item":["War Flail"],"name":"Ouroboros Flail","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1069-1009"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1069","weakness":{},"school":"transmutation","price":1500000,"trait":["Magical","Transmutation"],"id":"equipment-1069-1010","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Ouroboros Flail Source Secrets of Magic pg. 187 Usage held in 2 hands Bulk 2 Base Weapon War Flail --- You can easily expand and contract the chain of this +2 greater striking extending war flail . It magically grows new links when extended and loses them when contracted. Activate Reaction command; Frequency once per hour; Trigger You successfully Strike with the flail while activating its extending rune; Effect The head of the flail wraps around the target of the triggering Strike and drags it in your direction. The target must succeed at a DC 31 Fortitude save or be pulled adjacent to you. A creature pulled in is then grabbed by the flail until the end of your next turn unless you move, your target Escapes (DC 31), or you use the flail. Activate Three Actions Interact; Effect You extend the flail's chain, then wrap it across itself and strike two links together. This severs a usable 60-foot loop of chain from the flail, which instantly returns to its normal length. If you use this activation again, any previous chain you created with it disappears after 1 round. As with most obviously magical and temporary constructs, the chain cannot be sold. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ouroboros Flail Source Secrets of Magic pg. 187 Price 4,400 gp Bulk 2 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Ouroboros Flail (Greater) Source Secrets of Magic pg. 187 Price 15,000 gp Bulk 2 --- The flail is a +3 greater striking greater extending war flail , the activation's DC is 37, and the severed chain is 120 feet long. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Ouroboros Flail (Major) Source Secrets of Magic pg. 187 Price 65,000 gp Bulk 2 --- The flail is a +3 major striking greater extending war flail , the activation's DC is 43, and the severed chain is 120 feet long.","skill_mod":{},"summary":"The flail is a +3 greater striking greater extending war flail , the activation's DC is 37, and the severed chain is 120 feet long.","primary_source":"Secrets of Magic","trait_group":["Mechanics","School"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1069","base_item":["War Flail"],"name":"Ouroboros Flail (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1069-1010"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1069","weakness":{},"school":"transmutation","price":6500000,"trait":["Magical","Transmutation"],"id":"equipment-1069-1011","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Ouroboros Flail Source Secrets of Magic pg. 187 Usage held in 2 hands Bulk 2 Base Weapon War Flail --- You can easily expand and contract the chain of this +2 greater striking extending war flail . It magically grows new links when extended and loses them when contracted. Activate Reaction command; Frequency once per hour; Trigger You successfully Strike with the flail while activating its extending rune; Effect The head of the flail wraps around the target of the triggering Strike and drags it in your direction. The target must succeed at a DC 31 Fortitude save or be pulled adjacent to you. A creature pulled in is then grabbed by the flail until the end of your next turn unless you move, your target Escapes (DC 31), or you use the flail. Activate Three Actions Interact; Effect You extend the flail's chain, then wrap it across itself and strike two links together. This severs a usable 60-foot loop of chain from the flail, which instantly returns to its normal length. If you use this activation again, any previous chain you created with it disappears after 1 round. As with most obviously magical and temporary constructs, the chain cannot be sold. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ouroboros Flail Source Secrets of Magic pg. 187 Price 4,400 gp Bulk 2 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Ouroboros Flail (Greater) Source Secrets of Magic pg. 187 Price 15,000 gp Bulk 2 --- The flail is a +3 greater striking greater extending war flail , the activation's DC is 37, and the severed chain is 120 feet long. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Ouroboros Flail (Major) Source Secrets of Magic pg. 187 Price 65,000 gp Bulk 2 --- The flail is a +3 major striking greater extending war flail , the activation's DC is 43, and the severed chain is 120 feet long.","skill_mod":{},"summary":"The flail is a +3 major striking greater extending war flail , the activation's DC is 43, and the severed chain is 120 feet long.","primary_source":"Secrets of Magic","trait_group":["Mechanics","School"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1069","base_item":["War Flail"],"name":"Ouroboros Flail (Major)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1069-1011"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Secrets of Magic"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"evocation","price":7000000,"trait":["Evocation","Force","Magical"],"id":"equipment-1070","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Rebounding Breastplate Source Secrets of Magic pg. 188 Price 70,000 gp Usage worn armor Bulk 2 Base Armor Breastplate --- This +3 greater resilient greater fortification breastplate absorbs impacts for later release. While wearing the armor, you gain resistance 5 to bludgeoning, piercing, and slashing damage and resistance 10 to force damage. Keep track of how much damage the armor prevents from enemy attacks, as the armor absorbs that damage. After 1 minute, the absorbed damage disperses harmlessly and resets to 0. Only damage caused by foes or hazards powers the armor, not damage you take from yourself, allies, or the environment. Activate Single Action Interact; Requirements Your armor has absorbed at least 30 damage; Effect The absorbed energy explodes from your armor in a pulse of force. Creatures in a 30-foot emanation take 10d6 force damage with a DC 43 basic Fortitude save. On a failure, they're pushed 10 feet away from you, and on a critical failure, they're pushed 20 feet away from you and fall prone. The armor's absorbed damage resets to 0.\n","skill_mod":{},"summary":"This +3 greater resilient greater fortification breastplate absorbs impacts for later release. While wearing the armor, you gain resistance 5 …","primary_source":"Secrets of Magic","trait_group":["School","Energy","Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1070","base_item":["Breastplate"],"name":"Rebounding Breastplate","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1070"},{"skill_mod":{},"summary":"This four-person tent provides several benefits for those who rest within. The climate inside the tent is comfortable and allows creatures inside it …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"primary_source_category":"Rulebooks","level":7,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Item","item_category":"Other","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1071","weakness":{},"school":"enchantment","price":32000,"name":"Restful Tent","trait":["Enchantment","Magical"],"id":"equipment-1071","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Restful Tent Source Secrets of Magic pg. 188 Price 320 gp Bulk 1 --- This four-person tent provides several benefits for those who rest within. The climate inside the tent is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater can still damage or destroy the tent. Mundane pests such as solitary ordinary insects avoid the tent, though swarms and giant insects can attack the tent as normal. Once you pitch the tent, only you can easily move it; any other creatures must succeed at a DC 20 Athletics check to do so. Finally, the tent automatically camouflages with its surroundings, requiring a Searching creature to succeed at a DC 22 Perception check to notice it.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1071"},{"primary_source_category":"Rulebooks","usage":"worn belt","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"necromancy","price":2400000,"skill":["Religion"],"trait":["Apex","Invested","Magical","Necromancy"],"id":"equipment-1072","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Sage's Lash Source Secrets of Magic pg. 189 Price 24,000 gp Usage worn belt Bulk 1 --- The thin, glittering strands of rope that comprise this thick belt appear to be spun gold. Strung along the front of the belt are a collection of four multicolored, perfectly spherical beads: jade, turquoise, quartz, and amethyst. While wearing the lash, you gain a +3 item bonus to Religion. When you invest the belt, you either increase your Wisdom score by 2 or to 18, whichever would give you a higher score. Activate Two Actions command, Interact; Effect You touch one of the jewels affixed to the sage's lash and speak a command word. Depending on the jewel, a different effect is produced that affects you and all living creatures in a 30-foot emanation. After the effect occurs, all four jewels disappear from the lash, reappearing at the next dawn. Jade (healing, positive) Speak “purity” to produce a wave of green light that ends any sickened condition and any ongoing poison damage affecting creatures in the emanation. Turquoise Speak “clarity” to grant all affected a +2 status bonus to their next Will save for 1 minute. Quartz (healing, positive) Speak “lenity” to have each creature regain 30 Hit Points. Amethyst (divination, light, revelation) Speak “verity” to emit a magical trail of light from the lash that reveals the location of each creature in the emanation. For 1 round, if they would be invisible, they become concealed instead, and if they would be undetected or unnoticed by a creature, they're hidden instead. A creature can attempt a DC 43 Stealth check to avoid the lash's detection. ","skill_mod":{},"summary":"The thin, glittering strands of rope that comprise this thick belt appear to be spun gold. Strung along the front of the belt are a collection of …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","School"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1072","name":"Sage's Lash","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1072"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"evocation","price":100000,"trait":["Evocation","Invested","Magical"],"id":"equipment-1073","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Shadow Signet Source Secrets of Magic pg. 189 Price 1,000 gp Usage worn --- This obsidian ring allows you to partially warp your spells through the Shadow Plane, allowing them to strike directly at a target's body. Activate Free Action command (metamagic) Effect If your next action is to Cast a Spell that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell attack roll against that defense instead of AC. If the spell has multiple targets, the choice of DC applies to all of them.\n","skill_mod":{},"summary":"This obsidian ring allows you to partially warp your spells through the Shadow Plane , allowing them to strike directly at a target's body. ","primary_source":"Secrets of Magic","trait_group":["School","Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1073","name":"Shadow Signet","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1073"},{"item_child_id":["equipment-1074-1012","equipment-1074-1013"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"enchantment","trait":["Enchantment","Magical"],"id":"equipment-1074","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Singing Shortbow Source Secrets of Magic pg. 189 Usage held in 1 hand Bulk 1 Base Weapon Composite Shortbow --- Rather than a normal bowstring, this +2 greater striking thundering composite shortbow has a string made of animal gut, much like a musical instrument's. When you shoot the bow, it releases a soft musical note—sonorous if your aim is true and discordant if your shot goes off-target. Activate Two Actions command (auditory) Frequency once per hour; Effect You sing, hum, or whistle a note, and your bow provides appropriate accompaniment. Make a Strike with the bow. If it hits, the bow generates a magical effect determined by the note you sung, which has the traits indicated in parentheses. This affects every creature in a 10-foot emanation from the creature you hit. As normal for an emanation, you choose whether the creature you hit is affected. Song of Soothing (emotion, enchantment, healing, mental) Each creature regains 3d10 Hit Points and gains a +1 status bonus to saves against mental effects for 1 minute. Song of Suffering (evocation, sonic) Each creature takes 3d10 sonic damage with a DC 31 basic Fortitude save. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Singing Shortbow Source Secrets of Magic pg. 189 Price 4,500 gp Bulk 1 <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Singing Shortbow (Greater) Source Secrets of Magic pg. 189 Price 22,500 gp Bulk 1 --- The weapon is a +3 greater striking greater thundering composite shortbow , the healing and damage are 5d10, and the DC is 38.","skill_mod":{},"summary":"Rather than a normal bowstring, this +2 greater striking thundering composite shortbow has a string made of animal gut, much like a musical …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1074","base_item":["Composite Shortbow"],"name":"Singing Shortbow","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1074"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1074","weakness":{},"school":"enchantment","price":450000,"trait":["Enchantment","Magical"],"id":"equipment-1074-1012","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Singing Shortbow Source Secrets of Magic pg. 189 Usage held in 1 hand Bulk 1 Base Weapon Composite Shortbow --- Rather than a normal bowstring, this +2 greater striking thundering composite shortbow has a string made of animal gut, much like a musical instrument's. When you shoot the bow, it releases a soft musical note—sonorous if your aim is true and discordant if your shot goes off-target. Activate Two Actions command (auditory) Frequency once per hour; Effect You sing, hum, or whistle a note, and your bow provides appropriate accompaniment. Make a Strike with the bow. If it hits, the bow generates a magical effect determined by the note you sung, which has the traits indicated in parentheses. This affects every creature in a 10-foot emanation from the creature you hit. As normal for an emanation, you choose whether the creature you hit is affected. Song of Soothing (emotion, enchantment, healing, mental) Each creature regains 3d10 Hit Points and gains a +1 status bonus to saves against mental effects for 1 minute. Song of Suffering (evocation, sonic) Each creature takes 3d10 sonic damage with a DC 31 basic Fortitude save. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Singing Shortbow Source Secrets of Magic pg. 189 Price 4,500 gp Bulk 1 <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Singing Shortbow (Greater) Source Secrets of Magic pg. 189 Price 22,500 gp Bulk 1 --- The weapon is a +3 greater striking greater thundering composite shortbow , the healing and damage are 5d10, and the DC is 38.","skill_mod":{},"summary":"Rather than a normal bowstring, this +2 greater striking thundering composite shortbow has a string made of animal gut, much like a musical …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1074","base_item":["Composite Shortbow"],"name":"Singing Shortbow","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1074-1012"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1074","weakness":{},"school":"enchantment","price":2250000,"trait":["Enchantment","Magical"],"id":"equipment-1074-1013","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Singing Shortbow Source Secrets of Magic pg. 189 Usage held in 1 hand Bulk 1 Base Weapon Composite Shortbow --- Rather than a normal bowstring, this +2 greater striking thundering composite shortbow has a string made of animal gut, much like a musical instrument's. When you shoot the bow, it releases a soft musical note—sonorous if your aim is true and discordant if your shot goes off-target. Activate Two Actions command (auditory) Frequency once per hour; Effect You sing, hum, or whistle a note, and your bow provides appropriate accompaniment. Make a Strike with the bow. If it hits, the bow generates a magical effect determined by the note you sung, which has the traits indicated in parentheses. This affects every creature in a 10-foot emanation from the creature you hit. As normal for an emanation, you choose whether the creature you hit is affected. Song of Soothing (emotion, enchantment, healing, mental) Each creature regains 3d10 Hit Points and gains a +1 status bonus to saves against mental effects for 1 minute. Song of Suffering (evocation, sonic) Each creature takes 3d10 sonic damage with a DC 31 basic Fortitude save. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Singing Shortbow Source Secrets of Magic pg. 189 Price 4,500 gp Bulk 1 <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Singing Shortbow (Greater) Source Secrets of Magic pg. 189 Price 22,500 gp Bulk 1 --- The weapon is a +3 greater striking greater thundering composite shortbow , the healing and damage are 5d10, and the DC is 38.","skill_mod":{},"summary":"The weapon is a +3 greater striking greater thundering composite shortbow , the healing and damage are 5d10, and the DC is 38.","primary_source":"Secrets of Magic","trait_group":["School","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1074","base_item":["Composite Shortbow"],"name":"Singing Shortbow (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1074-1013"},{"item_child_id":["equipment-1075-1014","equipment-1075-1015"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Sonic"],"id":"equipment-1075","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sonic Tuning Mace Source Secrets of Magic pg. 189 Usage held in 1 hand Bulk L Base Weapon Light Mace --- This +1 striking thundering light mace has twin tips, perfectly spaced to resonate when striking foes. Activate Two Actions command, Interact; Frequency once per day; Effect You tap the tuning mace against a nearby surface to cast 4th-level sound burst with a DC of 25. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sonic Tuning Mace Source Secrets of Magic pg. 189 Price 700 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sonic Tuning Mace (Greater) Source Secrets of Magic pg. 189 Price 3,000 gp Bulk L --- The mace is a +2 greater striking thundering light mace . When you activate the mace to cast sound burst , the spell is 6th level (DC 30).","skill_mod":{},"summary":"This +1 striking thundering light mace has twin tips, perfectly spaced to resonate when striking foes. ","primary_source":"Secrets of Magic","trait_group":["School","Mechanics","Energy","Monster"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1075","base_item":["Light Mace"],"name":"Sonic Tuning Mace","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1075"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1075","weakness":{},"school":"evocation","price":70000,"trait":["Evocation","Magical","Sonic"],"id":"equipment-1075-1014","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sonic Tuning Mace Source Secrets of Magic pg. 189 Usage held in 1 hand Bulk L Base Weapon Light Mace --- This +1 striking thundering light mace has twin tips, perfectly spaced to resonate when striking foes. Activate Two Actions command, Interact; Frequency once per day; Effect You tap the tuning mace against a nearby surface to cast 4th-level sound burst with a DC of 25. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sonic Tuning Mace Source Secrets of Magic pg. 189 Price 700 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sonic Tuning Mace (Greater) Source Secrets of Magic pg. 189 Price 3,000 gp Bulk L --- The mace is a +2 greater striking thundering light mace . When you activate the mace to cast sound burst , the spell is 6th level (DC 30).","skill_mod":{},"summary":"This +1 striking thundering light mace has twin tips, perfectly spaced to resonate when striking foes.","primary_source":"Secrets of Magic","trait_group":["School","Mechanics","Energy","Monster"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1075","base_item":["Light Mace"],"name":"Sonic Tuning Mace","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1075-1014"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1075","weakness":{},"school":"evocation","price":300000,"trait":["Evocation","Magical","Sonic"],"id":"equipment-1075-1015","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sonic Tuning Mace Source Secrets of Magic pg. 189 Usage held in 1 hand Bulk L Base Weapon Light Mace --- This +1 striking thundering light mace has twin tips, perfectly spaced to resonate when striking foes. Activate Two Actions command, Interact; Frequency once per day; Effect You tap the tuning mace against a nearby surface to cast 4th-level sound burst with a DC of 25. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sonic Tuning Mace Source Secrets of Magic pg. 189 Price 700 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sonic Tuning Mace (Greater) Source Secrets of Magic pg. 189 Price 3,000 gp Bulk L --- The mace is a +2 greater striking thundering light mace . When you activate the mace to cast sound burst , the spell is 6th level (DC 30).","skill_mod":{},"summary":"The mace is a +2 greater striking thundering light mace . When you activate the mace to cast sound burst , the spell is 6th level (DC 30).","primary_source":"Secrets of Magic","trait_group":["School","Mechanics","Energy","Monster"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1075","base_item":["Light Mace"],"name":"Sonic Tuning Mace (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1075-1015"},{"primary_source_category":"Rulebooks","usage":"held in 1 hands","source":["Secrets of Magic"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":90000,"trait":["Evocation","Fire","Magical","Uncommon"],"id":"equipment-1076","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > South Wind's Scorch Song Source Secrets of Magic pg. 190 Price 900 gp Usage held in 1 hands Bulk 1 Base Weapon Scimitar --- This +1 striking flaming scimitar is always warm to the touch, nearly unbearably so. Lines of crackling flame radiate from carnelians affixed to its curved and blackened blade, and its pommel ends in a brilliant tassel of phoenix feathers. While you have a status bonus to at least one of your Speeds, your Strikes with this scimitar that deal fire damage gain a +2 status bonus to their fire damage. The status bonus increases to +3 if the weapon has a greater striking rune and +4 for major striking . Activate Free Action command (evocation, fire, magical) Trigger Your spell deals fire damage to a creature; Effect You gain a +10-foot status bonus to your Speed until the end of your next turn.\n","element":["Fire"],"skill_mod":{},"summary":"This +1 striking flaming scimitar is always warm to the touch, nearly unbearably so. Lines of crackling flame radiate from carnelians affixed …","primary_source":"Secrets of Magic","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1076","base_item":["Scimitar"],"name":"South Wind's Scorch Song","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1076"},{"remaster_name":["Accolade Robe"],"primary_source_category":"Rulebooks","usage":"worn","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":100000,"skill":["Arcana"],"trait":["Focused","Invested","Magical"],"id":"equipment-1077","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Specialist's Ring Source Secrets of Magic pg. 190 Price 1,000 gp Usage worn --- Each specialist's ring is dedicated to a single school of magic, and the ring is covered in symbols and glyphs related to that school according to the creator's arcane studies. A specialist's ring has the trait corresponding to its school of magic. You gain a +2 item bonus to Arcana checks, and a +1 circumstance bonus to recognize magical effects and items of the specific school of magic. Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a wizard school spell of the corresponding school. If not used by the end of your turn, this Focus Point is lost.\n","skill_mod":{},"summary":"Each specialist's ring is dedicated to a single school of magic, and the ring is covered in symbols and glyphs related to that school according to …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1077","name":"Specialist's Ring","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-1077"},{"item_child_id":["equipment-1078-1016","equipment-1078-1017","equipment-1078-1018","equipment-1078-1019"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Magical","Staff"],"id":"equipment-1078","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Desert Winds Source Secrets of Magic pg. 190 Usage held in 1 hand Bulk 1 --- This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. When wielding this staff in deserts, you gain a +1 circumstance bonus to Survival checks to Subsist, Track, and Cover Tracks. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Desert Winds Source Secrets of Magic pg. 190 Price 230 gp Bulk 1 --- Cantrip know direction 1st create water , pass without trace 2nd endure elements , enhance victuals <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of the Desert Winds (Greater) Source Secrets of Magic pg. 190 Price 1,750 gp Bulk 1 --- 3rd remove disease , wall of wind 4th air walk 5th elemental form <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of the Desert Winds (Major) Source Secrets of Magic pg. 190 Price 10,000 gp Bulk 1 --- 6rd flesh to stone , stone to flesh 7th fiery body <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff of the Desert Winds (True) Source Secrets of Magic pg. 190 Price 70,000 gp Bulk 1 --- 8rd horrid wilting , wind walk 9th storm of vengeance ","skill_mod":{},"summary":"This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. …","primary_source":"Secrets of Magic","trait_group":["School","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1078","name":"Staff of the Desert Winds","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1078"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-1078","weakness":{},"school":"abjuration","price":23000,"trait":["Abjuration","Magical","Staff"],"id":"equipment-1078-1016","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Desert Winds Source Secrets of Magic pg. 190 Usage held in 1 hand Bulk 1 --- This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. When wielding this staff in deserts, you gain a +1 circumstance bonus to Survival checks to Subsist, Track, and Cover Tracks. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Desert Winds Source Secrets of Magic pg. 190 Price 230 gp Bulk 1 --- Cantrip know direction 1st create water , pass without trace 2nd endure elements , enhance victuals <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of the Desert Winds (Greater) Source Secrets of Magic pg. 190 Price 1,750 gp Bulk 1 --- 3rd remove disease , wall of wind 4th air walk 5th elemental form <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of the Desert Winds (Major) Source Secrets of Magic pg. 190 Price 10,000 gp Bulk 1 --- 6rd flesh to stone , stone to flesh 7th fiery body <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff of the Desert Winds (True) Source Secrets of Magic pg. 190 Price 70,000 gp Bulk 1 --- 8rd horrid wilting , wind walk 9th storm of vengeance ","skill_mod":{},"summary":"Cantrip know direction 1st create water , pass without trace 2nd endure elements , enhance victuals","primary_source":"Secrets of Magic","trait_group":["School","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1078","name":"Staff of the Desert Winds","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1078-1016"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-1078","weakness":{},"school":"abjuration","price":175000,"trait":["Abjuration","Magical","Staff"],"id":"equipment-1078-1017","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Desert Winds Source Secrets of Magic pg. 190 Usage held in 1 hand Bulk 1 --- This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. When wielding this staff in deserts, you gain a +1 circumstance bonus to Survival checks to Subsist, Track, and Cover Tracks. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Desert Winds Source Secrets of Magic pg. 190 Price 230 gp Bulk 1 --- Cantrip know direction 1st create water , pass without trace 2nd endure elements , enhance victuals <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of the Desert Winds (Greater) Source Secrets of Magic pg. 190 Price 1,750 gp Bulk 1 --- 3rd remove disease , wall of wind 4th air walk 5th elemental form <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of the Desert Winds (Major) Source Secrets of Magic pg. 190 Price 10,000 gp Bulk 1 --- 6rd flesh to stone , stone to flesh 7th fiery body <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff of the Desert Winds (True) Source Secrets of Magic pg. 190 Price 70,000 gp Bulk 1 --- 8rd horrid wilting , wind walk 9th storm of vengeance ","skill_mod":{},"summary":"3rd remove disease , wall of wind 4th air walk 5th elemental form","primary_source":"Secrets of Magic","trait_group":["School","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1078","name":"Staff of the Desert Winds (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1078-1017"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-1078","weakness":{},"school":"abjuration","price":1000000,"trait":["Abjuration","Magical","Staff"],"id":"equipment-1078-1018","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Desert Winds Source Secrets of Magic pg. 190 Usage held in 1 hand Bulk 1 --- This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. When wielding this staff in deserts, you gain a +1 circumstance bonus to Survival checks to Subsist, Track, and Cover Tracks. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Desert Winds Source Secrets of Magic pg. 190 Price 230 gp Bulk 1 --- Cantrip know direction 1st create water , pass without trace 2nd endure elements , enhance victuals <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of the Desert Winds (Greater) Source Secrets of Magic pg. 190 Price 1,750 gp Bulk 1 --- 3rd remove disease , wall of wind 4th air walk 5th elemental form <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of the Desert Winds (Major) Source Secrets of Magic pg. 190 Price 10,000 gp Bulk 1 --- 6rd flesh to stone , stone to flesh 7th fiery body <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff of the Desert Winds (True) Source Secrets of Magic pg. 190 Price 70,000 gp Bulk 1 --- 8rd horrid wilting , wind walk 9th storm of vengeance ","skill_mod":{},"summary":"6rd flesh to stone , stone to flesh 7th fiery body","primary_source":"Secrets of Magic","trait_group":["School","Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1078","name":"Staff of the Desert Winds (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1078-1018"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-1078","weakness":{},"school":"abjuration","price":7000000,"trait":["Abjuration","Magical","Staff"],"id":"equipment-1078-1019","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Desert Winds Source Secrets of Magic pg. 190 Usage held in 1 hand Bulk 1 --- This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. When wielding this staff in deserts, you gain a +1 circumstance bonus to Survival checks to Subsist, Track, and Cover Tracks. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Desert Winds Source Secrets of Magic pg. 190 Price 230 gp Bulk 1 --- Cantrip know direction 1st create water , pass without trace 2nd endure elements , enhance victuals <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of the Desert Winds (Greater) Source Secrets of Magic pg. 190 Price 1,750 gp Bulk 1 --- 3rd remove disease , wall of wind 4th air walk 5th elemental form <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of the Desert Winds (Major) Source Secrets of Magic pg. 190 Price 10,000 gp Bulk 1 --- 6rd flesh to stone , stone to flesh 7th fiery body <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff of the Desert Winds (True) Source Secrets of Magic pg. 190 Price 70,000 gp Bulk 1 --- 8rd horrid wilting , wind walk 9th storm of vengeance ","skill_mod":{},"summary":"8rd horrid wilting , wind walk 9th storm of vengeance","primary_source":"Secrets of Magic","trait_group":["School","Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1078","name":"Staff of the Desert Winds (True)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1078-1019"},{"item_child_id":["equipment-1079-1020","equipment-1079-1021","equipment-1079-1022","equipment-1079-1023"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"transmutation","trait":["Extradimensional","Invested","Magical","Transmutation"],"id":"equipment-1079","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Staff-Storing Shield Source Secrets of Magic pg. 190 Usage held in 1 hand Bulk 1 Base Shield Wooden Shield --- This magically reinforced wooden shield (Hardness 6, HP 36, BT 18) normally has a blank face. It can absorb a staff and transform between a shield and staff. When you prepare a staff, you can hold it up to the shield, at which point the items will merge, and the shield's face becomes an image corresponding to the type of magic, such as a skull for a staff of necromancy . Activate Single Action Interact; Effect You change the staff-storing shield from its shield form into the stored staff, which has an image of the shield on it, or change it from the stored staff back into a shield. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Staff-Storing Shield Source Secrets of Magic pg. 190 Price 350 gp Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Staff-Storing Shield (Greater) Source Secrets of Magic pg. 190 Price 1,300 gp Bulk 1 --- The shield has Hardness 9, HP 54, and BT 27. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Staff-Storing Shield (Major) Source Secrets of Magic pg. 190 Price 5,500 gp Bulk 1 --- The shield has Hardness 12, HP 72, and BT 36. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff-Storing Shield (True) Source Secrets of Magic pg. 190 Price 55,000 gp Bulk 1 --- The shield has Hardness 16, HP 96, and BT 48.","skill_mod":{},"summary":"This magically reinforced wooden shield (Hardness 6, HP 36, BT 18) normally has a blank face. It can absorb a staff and transform between a …","primary_source":"Secrets of Magic","trait_group":["Mechanics","Equipment","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1079","base_item":["Wooden Shield"],"name":"Staff-Storing Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1079"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1079","weakness":{},"school":"transmutation","price":35000,"trait":["Extradimensional","Invested","Magical","Transmutation"],"id":"equipment-1079-1020","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Staff-Storing Shield Source Secrets of Magic pg. 190 Usage held in 1 hand Bulk 1 Base Shield Wooden Shield --- This magically reinforced wooden shield (Hardness 6, HP 36, BT 18) normally has a blank face. It can absorb a staff and transform between a shield and staff. When you prepare a staff, you can hold it up to the shield, at which point the items will merge, and the shield's face becomes an image corresponding to the type of magic, such as a skull for a staff of necromancy . Activate Single Action Interact; Effect You change the staff-storing shield from its shield form into the stored staff, which has an image of the shield on it, or change it from the stored staff back into a shield. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Staff-Storing Shield Source Secrets of Magic pg. 190 Price 350 gp Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Staff-Storing Shield (Greater) Source Secrets of Magic pg. 190 Price 1,300 gp Bulk 1 --- The shield has Hardness 9, HP 54, and BT 27. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Staff-Storing Shield (Major) Source Secrets of Magic pg. 190 Price 5,500 gp Bulk 1 --- The shield has Hardness 12, HP 72, and BT 36. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff-Storing Shield (True) Source Secrets of Magic pg. 190 Price 55,000 gp Bulk 1 --- The shield has Hardness 16, HP 96, and BT 48.","skill_mod":{},"summary":"This magically reinforced wooden shield (Hardness 6, HP 36, BT 18) normally has a blank face. It can absorb a staff and transform between a …","primary_source":"Secrets of Magic","trait_group":["Mechanics","Equipment","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1079","base_item":["Wooden Shield"],"name":"Staff-Storing Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1079-1020"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1079","weakness":{},"school":"transmutation","price":130000,"trait":["Extradimensional","Invested","Magical","Transmutation"],"id":"equipment-1079-1021","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Staff-Storing Shield Source Secrets of Magic pg. 190 Usage held in 1 hand Bulk 1 Base Shield Wooden Shield --- This magically reinforced wooden shield (Hardness 6, HP 36, BT 18) normally has a blank face. It can absorb a staff and transform between a shield and staff. When you prepare a staff, you can hold it up to the shield, at which point the items will merge, and the shield's face becomes an image corresponding to the type of magic, such as a skull for a staff of necromancy . Activate Single Action Interact; Effect You change the staff-storing shield from its shield form into the stored staff, which has an image of the shield on it, or change it from the stored staff back into a shield. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Staff-Storing Shield Source Secrets of Magic pg. 190 Price 350 gp Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Staff-Storing Shield (Greater) Source Secrets of Magic pg. 190 Price 1,300 gp Bulk 1 --- The shield has Hardness 9, HP 54, and BT 27. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Staff-Storing Shield (Major) Source Secrets of Magic pg. 190 Price 5,500 gp Bulk 1 --- The shield has Hardness 12, HP 72, and BT 36. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff-Storing Shield (True) Source Secrets of Magic pg. 190 Price 55,000 gp Bulk 1 --- The shield has Hardness 16, HP 96, and BT 48.","skill_mod":{},"summary":"The shield has Hardness 9, HP 54, and BT 27.","primary_source":"Secrets of Magic","trait_group":["Mechanics","Equipment","School"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1079","base_item":["Wooden Shield"],"name":"Staff-Storing Shield (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1079-1021"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1079","weakness":{},"school":"transmutation","price":550000,"trait":["Extradimensional","Invested","Magical","Transmutation"],"id":"equipment-1079-1022","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Staff-Storing Shield Source Secrets of Magic pg. 190 Usage held in 1 hand Bulk 1 Base Shield Wooden Shield --- This magically reinforced wooden shield (Hardness 6, HP 36, BT 18) normally has a blank face. It can absorb a staff and transform between a shield and staff. When you prepare a staff, you can hold it up to the shield, at which point the items will merge, and the shield's face becomes an image corresponding to the type of magic, such as a skull for a staff of necromancy . Activate Single Action Interact; Effect You change the staff-storing shield from its shield form into the stored staff, which has an image of the shield on it, or change it from the stored staff back into a shield. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Staff-Storing Shield Source Secrets of Magic pg. 190 Price 350 gp Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Staff-Storing Shield (Greater) Source Secrets of Magic pg. 190 Price 1,300 gp Bulk 1 --- The shield has Hardness 9, HP 54, and BT 27. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Staff-Storing Shield (Major) Source Secrets of Magic pg. 190 Price 5,500 gp Bulk 1 --- The shield has Hardness 12, HP 72, and BT 36. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff-Storing Shield (True) Source Secrets of Magic pg. 190 Price 55,000 gp Bulk 1 --- The shield has Hardness 16, HP 96, and BT 48.","skill_mod":{},"summary":"The shield has Hardness 12, HP 72, and BT 36.","primary_source":"Secrets of Magic","trait_group":["Mechanics","Equipment","School"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1079","base_item":["Wooden Shield"],"name":"Staff-Storing Shield (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1079-1022"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1079","weakness":{},"school":"transmutation","price":5500000,"trait":["Extradimensional","Invested","Magical","Transmutation"],"id":"equipment-1079-1023","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Staff-Storing Shield Source Secrets of Magic pg. 190 Usage held in 1 hand Bulk 1 Base Shield Wooden Shield --- This magically reinforced wooden shield (Hardness 6, HP 36, BT 18) normally has a blank face. It can absorb a staff and transform between a shield and staff. When you prepare a staff, you can hold it up to the shield, at which point the items will merge, and the shield's face becomes an image corresponding to the type of magic, such as a skull for a staff of necromancy . Activate Single Action Interact; Effect You change the staff-storing shield from its shield form into the stored staff, which has an image of the shield on it, or change it from the stored staff back into a shield. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Staff-Storing Shield Source Secrets of Magic pg. 190 Price 350 gp Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Staff-Storing Shield (Greater) Source Secrets of Magic pg. 190 Price 1,300 gp Bulk 1 --- The shield has Hardness 9, HP 54, and BT 27. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Staff-Storing Shield (Major) Source Secrets of Magic pg. 190 Price 5,500 gp Bulk 1 --- The shield has Hardness 12, HP 72, and BT 36. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff-Storing Shield (True) Source Secrets of Magic pg. 190 Price 55,000 gp Bulk 1 --- The shield has Hardness 16, HP 96, and BT 48.","skill_mod":{},"summary":"The shield has Hardness 16, HP 96, and BT 48.","primary_source":"Secrets of Magic","trait_group":["Mechanics","Equipment","School"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1079","base_item":["Wooden Shield"],"name":"Staff-Storing Shield (True)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1079-1023"},{"item_child_id":["equipment-1080-1024","equipment-1080-1025","equipment-1080-1026"],"primary_source_category":"Rulebooks","usage":"worn","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"evocation","skill":["Athletics","Athletics","Athletics"],"trait":["Eidolon","Evocation","Invested","Magical"],"id":"equipment-1080","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Stampede Medallion Source Secrets of Magic pg. 190 Usage worn Bulk L --- When you invest this medallion for your eidolon, it changes shape to appear as a tiny bejeweled facsimile of the eidolon, magically attached just over your eidolon's heart. While your eidolon wears the medallion, they gain a +2 item bonus to Athletics checks to Shove or Trip. Activate Two Actions envision; Frequency once per day; Effect Your eidolon Concentrates on the medallion and their connection to you, allowing them to momentarily manifest into a stampede of dozens of copies of themself. The stampede rampages out in every direction, swerving around your allies while trampling any foe on the ground in an emanation around your eidolon with a radius equal to your eidolon's Speed. Each of these foes takes 8d6 bludgeoning damage, with a DC 29 basic Reflex save. On a critical failure, the foe is also knocked prone. After dealing damage, the stampede of eidolons vanishes as quickly as it appeared. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Stampede Medallion Source Secrets of Magic pg. 190 Price 1,800 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Stampede Medallion (Greater) Source Secrets of Magic pg. 190 Price 6,200 gp Bulk L --- The activation's DC is 34 and the damage is 12d6. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Stampede Medallion (Major) Source Secrets of Magic pg. 190 Price 21,000 gp Bulk L --- The item bonus is +3, the activation's DC is 38 and the damage is 14d6.","skill_mod":{},"summary":"When you invest this medallion for your eidolon, it changes shape to appear as a tiny bejeweled facsimile of the eidolon, magically attached just …","primary_source":"Secrets of Magic","trait_group":["Class-Specific","School","Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Eidolon Items","resistance":{},"url":"/Equipment.aspx?ID=1080","name":"Stampede Medallion","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1080"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1080","weakness":{},"school":"evocation","price":180000,"skill":["Athletics"],"trait":["Eidolon","Evocation","Invested","Magical"],"id":"equipment-1080-1024","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Stampede Medallion Source Secrets of Magic pg. 190 Usage worn Bulk L --- When you invest this medallion for your eidolon, it changes shape to appear as a tiny bejeweled facsimile of the eidolon, magically attached just over your eidolon's heart. While your eidolon wears the medallion, they gain a +2 item bonus to Athletics checks to Shove or Trip. Activate Two Actions envision; Frequency once per day; Effect Your eidolon Concentrates on the medallion and their connection to you, allowing them to momentarily manifest into a stampede of dozens of copies of themself. The stampede rampages out in every direction, swerving around your allies while trampling any foe on the ground in an emanation around your eidolon with a radius equal to your eidolon's Speed. Each of these foes takes 8d6 bludgeoning damage, with a DC 29 basic Reflex save. On a critical failure, the foe is also knocked prone. After dealing damage, the stampede of eidolons vanishes as quickly as it appeared. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Stampede Medallion Source Secrets of Magic pg. 190 Price 1,800 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Stampede Medallion (Greater) Source Secrets of Magic pg. 190 Price 6,200 gp Bulk L --- The activation's DC is 34 and the damage is 12d6. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Stampede Medallion (Major) Source Secrets of Magic pg. 190 Price 21,000 gp Bulk L --- The item bonus is +3, the activation's DC is 38 and the damage is 14d6.","skill_mod":{},"summary":"When you invest this medallion for your eidolon, it changes shape to appear as a tiny bejeweled facsimile of the eidolon, magically attached just …","primary_source":"Secrets of Magic","trait_group":["Class-Specific","School","Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Eidolon Items","resistance":{},"url":"/Equipment.aspx?ID=1080","name":"Stampede Medallion","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1080-1024"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1080","weakness":{},"school":"evocation","price":620000,"skill":["Athletics"],"trait":["Eidolon","Evocation","Invested","Magical"],"id":"equipment-1080-1025","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Stampede Medallion Source Secrets of Magic pg. 190 Usage worn Bulk L --- When you invest this medallion for your eidolon, it changes shape to appear as a tiny bejeweled facsimile of the eidolon, magically attached just over your eidolon's heart. While your eidolon wears the medallion, they gain a +2 item bonus to Athletics checks to Shove or Trip. Activate Two Actions envision; Frequency once per day; Effect Your eidolon Concentrates on the medallion and their connection to you, allowing them to momentarily manifest into a stampede of dozens of copies of themself. The stampede rampages out in every direction, swerving around your allies while trampling any foe on the ground in an emanation around your eidolon with a radius equal to your eidolon's Speed. Each of these foes takes 8d6 bludgeoning damage, with a DC 29 basic Reflex save. On a critical failure, the foe is also knocked prone. After dealing damage, the stampede of eidolons vanishes as quickly as it appeared. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Stampede Medallion Source Secrets of Magic pg. 190 Price 1,800 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Stampede Medallion (Greater) Source Secrets of Magic pg. 190 Price 6,200 gp Bulk L --- The activation's DC is 34 and the damage is 12d6. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Stampede Medallion (Major) Source Secrets of Magic pg. 190 Price 21,000 gp Bulk L --- The item bonus is +3, the activation's DC is 38 and the damage is 14d6.","skill_mod":{},"summary":"The activation's DC is 34 and the damage is 12d6.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","School","Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Eidolon Items","resistance":{},"url":"/Equipment.aspx?ID=1080","name":"Stampede Medallion (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1080-1025"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1080","weakness":{},"school":"evocation","price":2100000,"skill":["Athletics"],"trait":["Eidolon","Evocation","Invested","Magical"],"id":"equipment-1080-1026","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Stampede Medallion Source Secrets of Magic pg. 190 Usage worn Bulk L --- When you invest this medallion for your eidolon, it changes shape to appear as a tiny bejeweled facsimile of the eidolon, magically attached just over your eidolon's heart. While your eidolon wears the medallion, they gain a +2 item bonus to Athletics checks to Shove or Trip. Activate Two Actions envision; Frequency once per day; Effect Your eidolon Concentrates on the medallion and their connection to you, allowing them to momentarily manifest into a stampede of dozens of copies of themself. The stampede rampages out in every direction, swerving around your allies while trampling any foe on the ground in an emanation around your eidolon with a radius equal to your eidolon's Speed. Each of these foes takes 8d6 bludgeoning damage, with a DC 29 basic Reflex save. On a critical failure, the foe is also knocked prone. After dealing damage, the stampede of eidolons vanishes as quickly as it appeared. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Stampede Medallion Source Secrets of Magic pg. 190 Price 1,800 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Stampede Medallion (Greater) Source Secrets of Magic pg. 190 Price 6,200 gp Bulk L --- The activation's DC is 34 and the damage is 12d6. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Stampede Medallion (Major) Source Secrets of Magic pg. 190 Price 21,000 gp Bulk L --- The item bonus is +3, the activation's DC is 38 and the damage is 14d6.","skill_mod":{},"summary":"The item bonus is +3, the activation's DC is 38 and the damage is 14d6.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","School","Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Eidolon Items","resistance":{},"url":"/Equipment.aspx?ID=1080","name":"Stampede Medallion (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1080-1026"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Secrets of Magic"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":60000,"skill":["Lore"],"trait":["Extradimensional","Invested","Magical","Uncommon"],"id":"equipment-1081","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Thousand-Blade Thesis Source Secrets of Magic pg. 191 Price 600 gp Usage held in 1 hand Bulk L --- This collection of lacquered rice paper scrolls mounted on flexible bamboo contains a wealth of calligraphic essays and paintings on the art of war, specifically focused on the use of various weapons in warfare and how to tactically deploy warriors using those weapons to the best possible advantage. Consulting the thesis grants a +2 item bonus to Warfare Lore checks. Like most scholarly compendiums, this usage requires holding the thesis in one hand. The thesis also serves as an extradimensional armory for weapons and ammunition. The thesis has a capacity of 5 Bulk, and only weapons and ammunition can be stored within it. You and others can Interact with the thesis to store or retrieve a weapon or piece of ammunition in it, like a mundane container. Activate Single Action Interact; Frequency once per day; Effect The thousand-blade thesis dramatically unfurls, and the weapons contained within it spring forth and array themselves impressively in the air, floating within easy reach. For 1 minute, you can use a free action to Interact to draw one of the floating weapons. Others can attempt to nab them out of the air, but to do so they must critically succeed at a Disarm check. You can't place weapons back into the thesis until the minute elapses.\n","skill_mod":{},"summary":"This collection of lacquered rice paper scrolls mounted on flexible bamboo contains a wealth of calligraphic essays and paintings on the art of war, …","primary_source":"Secrets of Magic","trait_group":["Mechanics","Equipment","Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1081","name":"Thousand-Blade Thesis","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1081"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"evocation","price":2400000,"skill":["Athletics"],"trait":["Apex","Evocation","Invested","Magical"],"id":"equipment-1082","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Titan's Grasp Source Secrets of Magic pg. 191 Price 24,000 gp Usage worn gloves Bulk L --- These bronze gauntlets each have a small red gem embedded in the wrist. You gain a +3 item bonus to Athletics checks and a +1 circumstance bonus to Athletics checks to Grapple. If you successfully Grapple an enemy that's at least one size category larger than you, the gauntlets dig into it, dealing bludgeoning damage equal to your Strength modifier, plus an additional 2d6 on a critical success. When you invest the gloves, you either increase your Strength score by 2 or increase it to 18, whichever would give you a higher score. Activate Single Action Interact (sonic) Frequency once per day; Requirements You have two hands free; Effect You clap the gauntlets together with a thunderous crack that deals 6d10 sonic damage in a 30-foot emanation. Each creature in the area must attempt a DC 35 Fortitude save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is deafened for 1 round. Critical Failure The creature takes double damage, is deafened for 1 minute, and is stunned 1.\n","skill_mod":{},"summary":"These bronze gauntlets each have a small red gem embedded in the wrist. You gain a +3 item bonus to Athletics checks and a +1 circumstance bonus to …","primary_source":"Secrets of Magic","trait_group":["Equipment","School","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1082","name":"Titan's Grasp","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1082"},{"item_child_id":["equipment-1083-1027","equipment-1083-1028","equipment-1083-1029","equipment-1083-1030"],"primary_source_category":"Rulebooks","usage":"worn amulet","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"trait":["Invested","Magical","Rare"],"id":"equipment-1083","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > True Name Amulet Source Secrets of Magic pg. 247 Usage worn amulet --- This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested. If you can read the language in which the name is written, that creature always takes the effects of invoke true name against your spells (with a spell level equal to half the item's level, rounded up). In addition, when the creature uses any magical effect against you, you can immediately attempt to counteract it using Arcana, Nature, Occult, or Religion for the counteract check and the true name amulet's level to determine the counteract level. Legendary amulets bearing the true names of creatures of level 21+ may exist. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > True Name Amulet (Lesser) Source Secrets of Magic pg. 247 Price 150 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > True Name Amulet (Moderate) Source Secrets of Magic pg. 247 Price 850 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > True Name Amulet (Greater) Source Secrets of Magic pg. 247 Price 5,500 gp <title level=\"2\" right=\"Item 20\" pfs=\"Limited\" > True Name Amulet (Major) Source Secrets of Magic pg. 247 Price 55,000 gp ","skill_mod":{},"summary":"This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1083","name":"True Name Amulet","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1083"},{"primary_source_category":"Rulebooks","usage":"worn amulet","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1083","weakness":{},"price":15000,"trait":["Invested","Magical","Rare"],"id":"equipment-1083-1027","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > True Name Amulet Source Secrets of Magic pg. 247 Usage worn amulet --- This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested. If you can read the language in which the name is written, that creature always takes the effects of invoke true name against your spells (with a spell level equal to half the item's level, rounded up). In addition, when the creature uses any magical effect against you, you can immediately attempt to counteract it using Arcana, Nature, Occult, or Religion for the counteract check and the true name amulet's level to determine the counteract level. Legendary amulets bearing the true names of creatures of level 21+ may exist. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > True Name Amulet (Lesser) Source Secrets of Magic pg. 247 Price 150 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > True Name Amulet (Moderate) Source Secrets of Magic pg. 247 Price 850 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > True Name Amulet (Greater) Source Secrets of Magic pg. 247 Price 5,500 gp <title level=\"2\" right=\"Item 20\" pfs=\"Limited\" > True Name Amulet (Major) Source Secrets of Magic pg. 247 Price 55,000 gp ","skill_mod":{},"summary":"This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1083","name":"True Name Amulet (Lesser)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1083-1027"},{"primary_source_category":"Rulebooks","usage":"worn amulet","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1083","weakness":{},"price":85000,"trait":["Invested","Magical","Rare"],"id":"equipment-1083-1028","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > True Name Amulet Source Secrets of Magic pg. 247 Usage worn amulet --- This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested. If you can read the language in which the name is written, that creature always takes the effects of invoke true name against your spells (with a spell level equal to half the item's level, rounded up). In addition, when the creature uses any magical effect against you, you can immediately attempt to counteract it using Arcana, Nature, Occult, or Religion for the counteract check and the true name amulet's level to determine the counteract level. Legendary amulets bearing the true names of creatures of level 21+ may exist. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > True Name Amulet (Lesser) Source Secrets of Magic pg. 247 Price 150 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > True Name Amulet (Moderate) Source Secrets of Magic pg. 247 Price 850 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > True Name Amulet (Greater) Source Secrets of Magic pg. 247 Price 5,500 gp <title level=\"2\" right=\"Item 20\" pfs=\"Limited\" > True Name Amulet (Major) Source Secrets of Magic pg. 247 Price 55,000 gp ","skill_mod":{},"summary":"This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1083","name":"True Name Amulet (Moderate)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1083-1028"},{"primary_source_category":"Rulebooks","usage":"worn amulet","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1083","weakness":{},"price":550000,"trait":["Invested","Magical","Rare"],"id":"equipment-1083-1029","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > True Name Amulet Source Secrets of Magic pg. 247 Usage worn amulet --- This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested. If you can read the language in which the name is written, that creature always takes the effects of invoke true name against your spells (with a spell level equal to half the item's level, rounded up). In addition, when the creature uses any magical effect against you, you can immediately attempt to counteract it using Arcana, Nature, Occult, or Religion for the counteract check and the true name amulet's level to determine the counteract level. Legendary amulets bearing the true names of creatures of level 21+ may exist. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > True Name Amulet (Lesser) Source Secrets of Magic pg. 247 Price 150 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > True Name Amulet (Moderate) Source Secrets of Magic pg. 247 Price 850 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > True Name Amulet (Greater) Source Secrets of Magic pg. 247 Price 5,500 gp <title level=\"2\" right=\"Item 20\" pfs=\"Limited\" > True Name Amulet (Major) Source Secrets of Magic pg. 247 Price 55,000 gp ","skill_mod":{},"summary":"This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1083","name":"True Name Amulet (Greater)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1083-1029"},{"primary_source_category":"Rulebooks","usage":"worn amulet","source":["Secrets of Magic"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1083","weakness":{},"price":5500000,"trait":["Invested","Magical","Rare"],"id":"equipment-1083-1030","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > True Name Amulet Source Secrets of Magic pg. 247 Usage worn amulet --- This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested. If you can read the language in which the name is written, that creature always takes the effects of invoke true name against your spells (with a spell level equal to half the item's level, rounded up). In addition, when the creature uses any magical effect against you, you can immediately attempt to counteract it using Arcana, Nature, Occult, or Religion for the counteract check and the true name amulet's level to determine the counteract level. Legendary amulets bearing the true names of creatures of level 21+ may exist. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > True Name Amulet (Lesser) Source Secrets of Magic pg. 247 Price 150 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > True Name Amulet (Moderate) Source Secrets of Magic pg. 247 Price 850 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > True Name Amulet (Greater) Source Secrets of Magic pg. 247 Price 5,500 gp <title level=\"2\" right=\"Item 20\" pfs=\"Limited\" > True Name Amulet (Major) Source Secrets of Magic pg. 247 Price 55,000 gp ","skill_mod":{},"summary":"This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and …","primary_source":"Secrets of Magic","trait_group":["Equipment","Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1083","name":"True Name Amulet (Major)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1083-1030"},{"skill_mod":{},"summary":"Also known as the Magician's Deck in Taldor or the Deck of Masks in the Shackles, the non-magical deck of cards called the Old Mage Deck exists with …","primary_source":"Secrets of Magic","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1084","weakness":{},"price":50,"name":"The Old Mage Deck","id":"equipment-1084","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > The Old Mage Deck Source Secrets of Magic pg. 183 Price 5 sp Hands 2 --- Also known as the Magician's Deck in Taldor or the Deck of Masks in the Shackles, the non-magical deck of cards called the Old Mage Deck exists with minor variances across Golarion. The four suits correspond to the four essences of magic (matter, spirit, mind, life) and each contains 13 numbered cards with characters depicted on them, plus two wildcards. While common decks are inexpensive (costing 5 sp), limited-edition decks with elaborate art and high-quality materials are often highly sought after by collectors. A deck has negligible Bulk, and takes both hands to use. In a classic Old Mage Deck, the 13 cards in each suit are as follows, with Jatembe's Ten Magic Warriors as cards 2 through 11: Initiate (1), Red Hyena (2), Grey Elephant (3), Golden Snake (4), Black Ibex (5), Frog of Shifting Colors (6), Emerald Spider (7), Walnut Hawk (8), White Bull (9), Blue Leopard (10), Black Heron (11), a different creature for each suit representing the given suit's magical essence (12), and Old Mage Jatembe using magic of the suit's essence (13). Wildcards vary from deck to deck, making each Old Mage Deck unique. Old Mage Deck Substitutions Old Mage Deck Standard Deck Minor Arcana Suit of Matter Diamonds Pentacles Suit of Spirit Clubs Wands Suit of Mind Spades Swords Suit of Life Hearts Cups One Ace Ace Eleven Jack Knight Twelve Queen Queen Thirteen King King Wildcards Jokers Any two Pages or Major Arcana cards ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1084"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"conjuration","price":50000,"trait":["Conjuration","Magical","Transmutation","Uncommon"],"id":"equipment-1085","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Bag of Cats May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 75 Price 500 gp Usage held in 1 hand Bulk 1 --- This beautiful leather bag is lined in soft fur and purrs quietly when pet. Activate Two Actions Interact; Frequency once per day; Effect You shake the bag to produce a single cat. You cast a 3rd-level summon animal to produce a leopard. Activate Two Actions envision, Interact; Frequency once per day; Effect You pull the bag over your head and it covers you completely. You then exit the bag in the form of a large cat. You gain the effects of 3rd-level animal form but must use the cat battle form.\n","skill_mod":{},"summary":"This beautiful leather bag is lined in soft fur and purrs quietly when pet. ","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["School","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1085","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Bag of Cats","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1085"},{"primary_source_category":"Adventure Paths","usage":"worn crown","source":["Pathfinder #170: Spoken on the Song Wind","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"necromancy","price":25000,"skill":["Diplomacy"],"trait":["Healing","Invested","Magical","Necromancy","Positive","Uncommon","Vitality"],"id":"equipment-1086","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Crown of the Companion May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 75, Treasure Vault (Remastered) pg. 151 Price 250 gp Usage worn crown Bulk L --- Stories tell of a forgotten king who once loved his subjects so much he was willing to give his own life energy for them. Whether true or not, this majestic wooden crown bears elaborate carvings depicting that tale. It's ringed with images of the same kingly figure giving more and more of himself to a throng of needy subjects. While wearing it, you gain a +1 item bonus to Diplomacy checks. Activate Two Actions envision, Interact; Frequency once per day; Effect You bow to an ally within 30 feet, creating a magical bond between the two of you. You cast shield other targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell's duration, your ally recovers 4d8 Hit Points and you recover half of what they recover.\n","skill_mod":{},"summary":"Stories tell of a forgotten king who once loved his subjects so much he was willing to give his own life energy for them. Whether true or not, this …","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Mechanics","Equipment","School","Energy","Planar","Creature Type","Rarity"],"level":6,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1086","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Crown of the Companion","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1086"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"evocation","price":36000,"trait":["Evocation","Fire","Magical","Uncommon"],"id":"equipment-1087","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Fulminating Spear May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 76 Price 360 gp Usage held in 1 hand Bulk 1 Base Weapon Spear --- This +1 striking returning spear is warm to the touch. The head of the spear is crafted from gold with ivory inlay and has a ruby set into the shaft. You can make the spear glow like a torch or suppress its light by using an action, which has the concentrate trait. Activate Two Actions envision, Interact; Frequency once per day; Effect You touch the ruby and hurl the spear at a square within 40 feet. When the spear lands, it detonates, dealing 6d6 fire damage (DC 23 basic Reflex save) to all creatures in a 10-foot emanation. It then flies back to your hand.\n","element":["Fire"],"skill_mod":{},"summary":"This +1 striking returning spear is warm to the touch. The head of the spear is crafted from gold with ivory inlay and has a ruby set into …","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1087","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","base_item":["Spear"],"name":"Fulminating Spear","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1087"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"necromancy","price":41500,"trait":["Magical","Necromancy","Unique"],"id":"equipment-1088","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Habu's Cudgel May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 76 Price 415 gp Usage held in 1 hand Bulk 1 Base Weapon Club --- Long associated with a notorious crime boss in Nantambu, this stout +1 striking fearsome club is studded with vicious-looking knobs of obsidian and wrapped in cloth for a better grip. It emits a ghastly groan when swung. Activate Two Actions Interact; Frequency once per day; Effect You gesture at a square within 40 feet with Habu's Cudgel . The club causes a frightful wail to unleash from that square and casts fear (DC 24 Will save) targeting the creature in that square and all adjacent creatures.\n","skill_mod":{},"summary":"Long associated with a notorious crime boss in Nantambu, this stout +1 striking fearsome club is studded with vicious-looking knobs of …","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Mechanics","School","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1088","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","base_item":["Club"],"name":"Habu's Cudgel","bulk":1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-1088"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"transmutation","price":70000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1089","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Leopard's Armor May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 76 Price 700 gp Usage worn armor Bulk 2 Base Armor Chain Mail --- Made of cobalt-colored steel rings that flow down the entire length of the garment, this +1 resilient chain mail includes an armored face covering. The armor is said to be based on the same armor once worn by Azure Leopard, one of Old-Mage Jatembe's magic warriors. Activate Two Actions command, envision; Frequency once per day; Effect You call upon the ferocity and grace of the leopard. The armor's rings flatten out to become a solid piece of flexible armor. You gain a +2 item bonus to Stealth checks and Intimidation checks to Demoralize, but take a –2 penalty to Diplomacy and Society checks. This lasts for 1 hour, but you can Activate the armor again to revert it back to its original form.\n","skill_mod":{},"summary":"Made of cobalt-colored steel rings that flow down the entire length of the garment, this +1 resilient chain mail includes an armored face …","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Mechanics","School","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1089","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","base_item":["Chain Mail"],"name":"Leopard's Armor","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1089"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"abjuration","price":2800,"trait":["Abjuration","Consumable","Magical","Talisman","Uncommon"],"id":"equipment-1090","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Rhino Hide Brooch May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 76 Price 28 gp Usage affixed to armor Activate Reaction envision Trigger You would take physical damage --- This thick brooch is carved from a single piece of rhino hide. It's lacquered and covered in a thin layer of silver dust. When activated, the talisman grants you resistance 5 to physical damage until the end of the current creature's turn. This resistance applies to the triggering attack.\n","skill_mod":{},"summary":"This thick brooch is carved from a single piece of rhino hide. It's lacquered and covered in a thin layer of silver dust. When activated, the …","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","trigger":"You would take physical damage","resistance":{},"url":"/Equipment.aspx?ID=1090","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Rhino Hide Brooch","actions_number":1,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"equipment-1090"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"abjuration","price":25000,"trait":["Abjuration","Consumable","Magical","Talisman","Uncommon"],"id":"equipment-1091","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Singing Muse May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 76 Price 250 gp Usage affixed to armor Activate Reaction envision Trigger You attempt a Performance check --- This small figurine is carved from a single piece of silvery, spiky stone and resembles a beautiful dryad pouring water into a small pool. When you activate the muse, you are momentarily enlightened with inspiration that bolsters your performance. If you roll a success on your triggering check, you get a critical success instead.\n","skill_mod":{},"summary":"This small figurine is carved from a single piece of silvery, spiky stone and resembles a beautiful dryad pouring water into a small pool. When you …","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["School","Equipment","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","trigger":"You attempt a Performance check","resistance":{},"url":"/Equipment.aspx?ID=1091","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Singing Muse","actions_number":1,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"equipment-1091"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"abjuration","price":60000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1092","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Spellender May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 76 Price 600 gp Usage held in 1 hand Bulk L Base Weapon Dagger --- This knife is a +1 striking returning dagger with a wide blade and thick wooden handle. A prayer for protection from evil magic is carved into the handle in tiny script, running around the handle in a spiral. The grooves of the carved prayer provide a good grip on the knife and make it easy to catch when it returns to your hand. Activate Reaction envision; Frequency once per day; Trigger You critically hit with the weapon; Effect The dagger casts a 4th-level dispel magic targeting the most powerful spell effect affecting the creature you critically hit. The counteract check is +15.\n","skill_mod":{},"summary":"This knife is a +1 striking returning dagger with a wide blade and thick wooden handle. A prayer for protection from evil magic is carved …","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1092","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","base_item":["Dagger"],"name":"Spellender","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1092"},{"item_child_id":["equipment-1093-1032","equipment-1093-1033","equipment-1093-1034","equipment-1093-1035","equipment-1093-1036","equipment-1093-1037"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"evocation","trait":["Evocation","Magical","Uncommon"],"id":"equipment-1093","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Warcaller's Chime May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Usage held in 1 hand Bulk L --- The Nantambu Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power. Activate Two Actions envision; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Warcaller's Chime of Blasting Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 250 gp Bulk L --- This chime features carvings of destructive runes. When activated, it creates the effects of a 3rd-level sound burst centered on you (DC 20 Fortitude save). Instead of the spell's normal range, it has a 5-foot emanation. In addition, creatures that critically fail their save are knocked prone by the chime's effect. You can use this chime once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Warcaller's Chime of Destruction Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 100 gp Bulk L --- A series of shattered mountains are carved into this chime. When activated, you touch the chime against an unattended object, casting shatter upon the object, ignoring the object's Hardness if it's 6 or lower. You can use this chime once per day. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Warcaller's Chime of Dread Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 1,000 gp Bulk L --- This chime's carvings depict skulls and other grim icons. When activated, it creates an aura of fear in a 5-foot emanation for 1 round. Creatures in the aura must attempt a DC 27 Will save. On a failure, they become frightened 1 (frightened 2 on a critical failure). Affected creatures can't reduce their frightened condition below frightened 1 while the chime is ringing. You can Sustain the Activation to sustain the aura, up to a total of 5 rounds. This chime can be used only once per day, whether or not you Sustain the aura. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Warcaller's Chime of Refuge Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 500 gp Bulk L --- This chime's carvings depict a series of warding runes that evoke feelings of serene protection. When activated, you touch the chime to yourself or a willing creature. The target gains the effects of sanctuary (DC 20 Will save). You can use this chime up to five times per day, but each use must target a different creature. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Warcaller's Chime of Resistance Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 160 gp Bulk L --- This chime features several elemental runes in its carvings. When activated, it creates a defensive aura in a 5-foot emanation. As you activate the chime, choose acid, cold, electricity, fire, or sonic. You and creatures in the aura gain resistance 5 against the damage type you chose. This aura remains active for 10 minutes. This chime can be used once per week. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Warcaller's Chime of Restoration Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 2,000 gp Bulk L --- This chime's carvings depict blooming flowers. When activated, it creates a small aura of healing in a 5-foot emanation. Creatures in the aura gain fast healing 15. This aura remains active for 3 rounds. This chime can be used once per week.","skill_mod":{},"summary":"The Nantambu Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood …","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["School","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1093","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Warcaller's Chime","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1093"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1093","weakness":{},"primary_source_group":"Strength of Thousands","school":"evocation","price":25000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-1093-1032","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Warcaller's Chime May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Usage held in 1 hand Bulk L --- The Nantambu Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power. Activate Two Actions envision; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Warcaller's Chime of Blasting Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 250 gp Bulk L --- This chime features carvings of destructive runes. When activated, it creates the effects of a 3rd-level sound burst centered on you (DC 20 Fortitude save). Instead of the spell's normal range, it has a 5-foot emanation. In addition, creatures that critically fail their save are knocked prone by the chime's effect. You can use this chime once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Warcaller's Chime of Destruction Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 100 gp Bulk L --- A series of shattered mountains are carved into this chime. When activated, you touch the chime against an unattended object, casting shatter upon the object, ignoring the object's Hardness if it's 6 or lower. You can use this chime once per day. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Warcaller's Chime of Dread Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 1,000 gp Bulk L --- This chime's carvings depict skulls and other grim icons. When activated, it creates an aura of fear in a 5-foot emanation for 1 round. Creatures in the aura must attempt a DC 27 Will save. On a failure, they become frightened 1 (frightened 2 on a critical failure). Affected creatures can't reduce their frightened condition below frightened 1 while the chime is ringing. You can Sustain the Activation to sustain the aura, up to a total of 5 rounds. This chime can be used only once per day, whether or not you Sustain the aura. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Warcaller's Chime of Refuge Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 500 gp Bulk L --- This chime's carvings depict a series of warding runes that evoke feelings of serene protection. When activated, you touch the chime to yourself or a willing creature. The target gains the effects of sanctuary (DC 20 Will save). You can use this chime up to five times per day, but each use must target a different creature. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Warcaller's Chime of Resistance Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 160 gp Bulk L --- This chime features several elemental runes in its carvings. When activated, it creates a defensive aura in a 5-foot emanation. As you activate the chime, choose acid, cold, electricity, fire, or sonic. You and creatures in the aura gain resistance 5 against the damage type you chose. This aura remains active for 10 minutes. This chime can be used once per week. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Warcaller's Chime of Restoration Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 2,000 gp Bulk L --- This chime's carvings depict blooming flowers. When activated, it creates a small aura of healing in a 5-foot emanation. Creatures in the aura gain fast healing 15. This aura remains active for 3 rounds. This chime can be used once per week.","skill_mod":{},"summary":"This chime features carvings of destructive runes. When activated, it creates the effects of a 3rd-level sound burst centered on you (DC 20 …","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["School","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1093","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Warcaller's Chime of Blasting","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1093-1032"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1093","weakness":{},"primary_source_group":"Strength of Thousands","school":"evocation","price":10000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-1093-1033","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Warcaller's Chime May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Usage held in 1 hand Bulk L --- The Nantambu Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power. Activate Two Actions envision; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Warcaller's Chime of Blasting Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 250 gp Bulk L --- This chime features carvings of destructive runes. When activated, it creates the effects of a 3rd-level sound burst centered on you (DC 20 Fortitude save). Instead of the spell's normal range, it has a 5-foot emanation. In addition, creatures that critically fail their save are knocked prone by the chime's effect. You can use this chime once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Warcaller's Chime of Destruction Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 100 gp Bulk L --- A series of shattered mountains are carved into this chime. When activated, you touch the chime against an unattended object, casting shatter upon the object, ignoring the object's Hardness if it's 6 or lower. You can use this chime once per day. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Warcaller's Chime of Dread Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 1,000 gp Bulk L --- This chime's carvings depict skulls and other grim icons. When activated, it creates an aura of fear in a 5-foot emanation for 1 round. Creatures in the aura must attempt a DC 27 Will save. On a failure, they become frightened 1 (frightened 2 on a critical failure). Affected creatures can't reduce their frightened condition below frightened 1 while the chime is ringing. You can Sustain the Activation to sustain the aura, up to a total of 5 rounds. This chime can be used only once per day, whether or not you Sustain the aura. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Warcaller's Chime of Refuge Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 500 gp Bulk L --- This chime's carvings depict a series of warding runes that evoke feelings of serene protection. When activated, you touch the chime to yourself or a willing creature. The target gains the effects of sanctuary (DC 20 Will save). You can use this chime up to five times per day, but each use must target a different creature. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Warcaller's Chime of Resistance Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 160 gp Bulk L --- This chime features several elemental runes in its carvings. When activated, it creates a defensive aura in a 5-foot emanation. As you activate the chime, choose acid, cold, electricity, fire, or sonic. You and creatures in the aura gain resistance 5 against the damage type you chose. This aura remains active for 10 minutes. This chime can be used once per week. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Warcaller's Chime of Restoration Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 2,000 gp Bulk L --- This chime's carvings depict blooming flowers. When activated, it creates a small aura of healing in a 5-foot emanation. Creatures in the aura gain fast healing 15. This aura remains active for 3 rounds. This chime can be used once per week.","skill_mod":{},"summary":"A series of shattered mountains are carved into this chime. When activated, you touch the chime against an unattended object, casting shatter …","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["School","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1093","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Warcaller's Chime of Destruction","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1093-1033"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1093","weakness":{},"primary_source_group":"Strength of Thousands","school":"evocation","price":100000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-1093-1034","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Warcaller's Chime May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Usage held in 1 hand Bulk L --- The Nantambu Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power. Activate Two Actions envision; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Warcaller's Chime of Blasting Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 250 gp Bulk L --- This chime features carvings of destructive runes. When activated, it creates the effects of a 3rd-level sound burst centered on you (DC 20 Fortitude save). Instead of the spell's normal range, it has a 5-foot emanation. In addition, creatures that critically fail their save are knocked prone by the chime's effect. You can use this chime once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Warcaller's Chime of Destruction Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 100 gp Bulk L --- A series of shattered mountains are carved into this chime. When activated, you touch the chime against an unattended object, casting shatter upon the object, ignoring the object's Hardness if it's 6 or lower. You can use this chime once per day. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Warcaller's Chime of Dread Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 1,000 gp Bulk L --- This chime's carvings depict skulls and other grim icons. When activated, it creates an aura of fear in a 5-foot emanation for 1 round. Creatures in the aura must attempt a DC 27 Will save. On a failure, they become frightened 1 (frightened 2 on a critical failure). Affected creatures can't reduce their frightened condition below frightened 1 while the chime is ringing. You can Sustain the Activation to sustain the aura, up to a total of 5 rounds. This chime can be used only once per day, whether or not you Sustain the aura. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Warcaller's Chime of Refuge Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 500 gp Bulk L --- This chime's carvings depict a series of warding runes that evoke feelings of serene protection. When activated, you touch the chime to yourself or a willing creature. The target gains the effects of sanctuary (DC 20 Will save). You can use this chime up to five times per day, but each use must target a different creature. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Warcaller's Chime of Resistance Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 160 gp Bulk L --- This chime features several elemental runes in its carvings. When activated, it creates a defensive aura in a 5-foot emanation. As you activate the chime, choose acid, cold, electricity, fire, or sonic. You and creatures in the aura gain resistance 5 against the damage type you chose. This aura remains active for 10 minutes. This chime can be used once per week. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Warcaller's Chime of Restoration Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 2,000 gp Bulk L --- This chime's carvings depict blooming flowers. When activated, it creates a small aura of healing in a 5-foot emanation. Creatures in the aura gain fast healing 15. This aura remains active for 3 rounds. This chime can be used once per week.","skill_mod":{},"summary":"This chime's carvings depict skulls and other grim icons. When activated, it creates an aura of fear in a 5-foot emanation for 1 round. Creatures in …","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["School","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1093","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Warcaller's Chime of Dread","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1093-1034"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1093","weakness":{},"primary_source_group":"Strength of Thousands","school":"evocation","price":50000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-1093-1035","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Warcaller's Chime May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Usage held in 1 hand Bulk L --- The Nantambu Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power. Activate Two Actions envision; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Warcaller's Chime of Blasting Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 250 gp Bulk L --- This chime features carvings of destructive runes. When activated, it creates the effects of a 3rd-level sound burst centered on you (DC 20 Fortitude save). Instead of the spell's normal range, it has a 5-foot emanation. In addition, creatures that critically fail their save are knocked prone by the chime's effect. You can use this chime once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Warcaller's Chime of Destruction Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 100 gp Bulk L --- A series of shattered mountains are carved into this chime. When activated, you touch the chime against an unattended object, casting shatter upon the object, ignoring the object's Hardness if it's 6 or lower. You can use this chime once per day. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Warcaller's Chime of Dread Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 1,000 gp Bulk L --- This chime's carvings depict skulls and other grim icons. When activated, it creates an aura of fear in a 5-foot emanation for 1 round. Creatures in the aura must attempt a DC 27 Will save. On a failure, they become frightened 1 (frightened 2 on a critical failure). Affected creatures can't reduce their frightened condition below frightened 1 while the chime is ringing. You can Sustain the Activation to sustain the aura, up to a total of 5 rounds. This chime can be used only once per day, whether or not you Sustain the aura. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Warcaller's Chime of Refuge Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 500 gp Bulk L --- This chime's carvings depict a series of warding runes that evoke feelings of serene protection. When activated, you touch the chime to yourself or a willing creature. The target gains the effects of sanctuary (DC 20 Will save). You can use this chime up to five times per day, but each use must target a different creature. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Warcaller's Chime of Resistance Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 160 gp Bulk L --- This chime features several elemental runes in its carvings. When activated, it creates a defensive aura in a 5-foot emanation. As you activate the chime, choose acid, cold, electricity, fire, or sonic. You and creatures in the aura gain resistance 5 against the damage type you chose. This aura remains active for 10 minutes. This chime can be used once per week. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Warcaller's Chime of Restoration Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 2,000 gp Bulk L --- This chime's carvings depict blooming flowers. When activated, it creates a small aura of healing in a 5-foot emanation. Creatures in the aura gain fast healing 15. This aura remains active for 3 rounds. This chime can be used once per week.","skill_mod":{},"summary":"This chime's carvings depict a series of warding runes that evoke feelings of serene protection. When activated, you touch the chime to yourself or a …","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["School","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1093","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Warcaller's Chime of Refuge","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1093-1035"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1093","weakness":{},"primary_source_group":"Strength of Thousands","school":"evocation","price":16000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-1093-1036","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Warcaller's Chime May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Usage held in 1 hand Bulk L --- The Nantambu Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power. Activate Two Actions envision; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Warcaller's Chime of Blasting Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 250 gp Bulk L --- This chime features carvings of destructive runes. When activated, it creates the effects of a 3rd-level sound burst centered on you (DC 20 Fortitude save). Instead of the spell's normal range, it has a 5-foot emanation. In addition, creatures that critically fail their save are knocked prone by the chime's effect. You can use this chime once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Warcaller's Chime of Destruction Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 100 gp Bulk L --- A series of shattered mountains are carved into this chime. When activated, you touch the chime against an unattended object, casting shatter upon the object, ignoring the object's Hardness if it's 6 or lower. You can use this chime once per day. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Warcaller's Chime of Dread Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 1,000 gp Bulk L --- This chime's carvings depict skulls and other grim icons. When activated, it creates an aura of fear in a 5-foot emanation for 1 round. Creatures in the aura must attempt a DC 27 Will save. On a failure, they become frightened 1 (frightened 2 on a critical failure). Affected creatures can't reduce their frightened condition below frightened 1 while the chime is ringing. You can Sustain the Activation to sustain the aura, up to a total of 5 rounds. This chime can be used only once per day, whether or not you Sustain the aura. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Warcaller's Chime of Refuge Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 500 gp Bulk L --- This chime's carvings depict a series of warding runes that evoke feelings of serene protection. When activated, you touch the chime to yourself or a willing creature. The target gains the effects of sanctuary (DC 20 Will save). You can use this chime up to five times per day, but each use must target a different creature. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Warcaller's Chime of Resistance Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 160 gp Bulk L --- This chime features several elemental runes in its carvings. When activated, it creates a defensive aura in a 5-foot emanation. As you activate the chime, choose acid, cold, electricity, fire, or sonic. You and creatures in the aura gain resistance 5 against the damage type you chose. This aura remains active for 10 minutes. This chime can be used once per week. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Warcaller's Chime of Restoration Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 2,000 gp Bulk L --- This chime's carvings depict blooming flowers. When activated, it creates a small aura of healing in a 5-foot emanation. Creatures in the aura gain fast healing 15. This aura remains active for 3 rounds. This chime can be used once per week.","skill_mod":{},"summary":"This chime features several elemental runes in its carvings. When activated, it creates a defensive aura in a 5-foot emanation. As you activate the …","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["School","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1093","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Warcaller's Chime of Resistance","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1093-1036"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1093","weakness":{},"primary_source_group":"Strength of Thousands","school":"evocation","price":200000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-1093-1037","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Warcaller's Chime May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 77 Usage held in 1 hand Bulk L --- The Nantambu Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power. Activate Two Actions envision; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Warcaller's Chime of Blasting Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 250 gp Bulk L --- This chime features carvings of destructive runes. When activated, it creates the effects of a 3rd-level sound burst centered on you (DC 20 Fortitude save). Instead of the spell's normal range, it has a 5-foot emanation. In addition, creatures that critically fail their save are knocked prone by the chime's effect. You can use this chime once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Warcaller's Chime of Destruction Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 100 gp Bulk L --- A series of shattered mountains are carved into this chime. When activated, you touch the chime against an unattended object, casting shatter upon the object, ignoring the object's Hardness if it's 6 or lower. You can use this chime once per day. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Warcaller's Chime of Dread Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 1,000 gp Bulk L --- This chime's carvings depict skulls and other grim icons. When activated, it creates an aura of fear in a 5-foot emanation for 1 round. Creatures in the aura must attempt a DC 27 Will save. On a failure, they become frightened 1 (frightened 2 on a critical failure). Affected creatures can't reduce their frightened condition below frightened 1 while the chime is ringing. You can Sustain the Activation to sustain the aura, up to a total of 5 rounds. This chime can be used only once per day, whether or not you Sustain the aura. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Warcaller's Chime of Refuge Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 500 gp Bulk L --- This chime's carvings depict a series of warding runes that evoke feelings of serene protection. When activated, you touch the chime to yourself or a willing creature. The target gains the effects of sanctuary (DC 20 Will save). You can use this chime up to five times per day, but each use must target a different creature. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Warcaller's Chime of Resistance Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 160 gp Bulk L --- This chime features several elemental runes in its carvings. When activated, it creates a defensive aura in a 5-foot emanation. As you activate the chime, choose acid, cold, electricity, fire, or sonic. You and creatures in the aura gain resistance 5 against the damage type you chose. This aura remains active for 10 minutes. This chime can be used once per week. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Warcaller's Chime of Restoration Source Pathfinder #170: Spoken on the Song Wind pg. 77 Price 2,000 gp Bulk L --- This chime's carvings depict blooming flowers. When activated, it creates a small aura of healing in a 5-foot emanation. Creatures in the aura gain fast healing 15. This aura remains active for 3 rounds. This chime can be used once per week.","skill_mod":{},"summary":"This chime's carvings depict blooming flowers. When activated, it creates a small aura of healing in a 5-foot emanation. Creatures in the aura gain …","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["School","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1093","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Warcaller's Chime of Restoration","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1093-1037"},{"primary_source_category":"Adventures","source":["Night of the Gray Death","World Guide"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Night of the Gray Death","school":"necromancy","trait":["Artifact","Death","Evil","Necromancy","Occult","Rare"],"id":"equipment-1094","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > Final Blade May contain spoilers from Night of the Gray Death Source Night of the Gray Death pg. 53, World Guide pg. 126 Bulk 40 --- A Large or smaller restrained or willing creature can be executed by a final blade . Activate 1 minute (Interact); Effect You execute a creature restrained beneath the blade. The creature you execute takes 11d10 slashing damage and must succeed at a DC 45 Fortitude save or be decapitated as though it suffered a critical hit with a natural 20 from a +3 major striking vorpal scythe. The soul of a creature executed with a final blade is trapped, and the creature can't be returned to life, not even by miracle or similar magic. A final blade can hold any number of souls in this way, and a sufficient number of captured souls forms a monster called a gray death. Destruction A final blade can be destroyed via the rare ritual, blunt the final blade.\n","skill_mod":{},"summary":"A Large or smaller restrained or willing creature can be executed by a final blade . ","primary_source":"Night of the Gray Death","trait_group":["Equipment","Mechanics","Alignment","School","Tradition","Rarity"],"level":20,"source_category":["Adventures","Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1094","source_group":["Night of the Gray Death"],"spoilers":"Night of the Gray Death","name":"Final Blade","bulk":40,"category":"equipment","rarity":"rare","slug":"equipment-1094"},{"item_child_id":["equipment-1095-1040","equipment-1095-1041"],"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Night of the Gray Death"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Night of the Gray Death","school":"divination","skill":["Performance","Diplomacy","Performance","Diplomacy"],"trait":["Divination","Invested","Magical","Rare"],"id":"equipment-1095","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Limited\" > Nosoi Charm May contain spoilers from Night of the Gray Death Source Night of the Gray Death pg. 53 Usage held in 1 hand --- Nosois serve as scribes and messengers to psychopomps. They are rare outside of the Boneyard, so it's common for psychopomps venturing to other planes to carry a nosoi facsimile to aid in their travels. This tiny icon of a masked raven emits twittering sounds in perfect accompaniment to your performances. You gain a +2 item bonus to Performance checks to play an instrument, orate, or sing. You can cast sending once per day as a divine innate spell. Activate Three Actions Interact; Effect You twist the base of the charm, and the twittering it emits becomes helpful words to boost your arguments. You lose the item bonus to Performance checks and gain a +2 item bonus to Diplomacy checks to make Requests until you use this activation again. Activate Single Action Interact; Effect You gain lifesense as an imprecise sense with a range of 30 feet for 1 hour as long as you continue to hold the charm. This allows you to sense the life force that animates living creatures and the perverse force that animates the dead, though you can't distinguish between the two. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Nosoi Charm Source Night of the Gray Death pg. 53 Price 1,900 gp <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Nosoi Charm (Greater) Source Night of the Gray Death pg. 53 Price 19,000 gp --- The item bonus to Performance or Diplomacy is +3. You gain lifesense as long as you are holding the charm, and you don't need to activate it.","skill_mod":{},"summary":"Nosois serve as scribes and messengers to psychopomps. They are rare outside of the Boneyard, so it's common for psychopomps venturing to other …","primary_source":"Night of the Gray Death","trait_group":["School","Equipment","Mechanics","Rarity"],"level":12,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=1095","source_group":["Night of the Gray Death"],"spoilers":"Night of the Gray Death","name":"Nosoi Charm","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1095"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Night of the Gray Death"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1095","weakness":{},"primary_source_group":"Night of the Gray Death","school":"divination","price":190000,"skill":["Performance","Diplomacy"],"trait":["Divination","Invested","Magical","Rare"],"id":"equipment-1095-1040","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Limited\" > Nosoi Charm May contain spoilers from Night of the Gray Death Source Night of the Gray Death pg. 53 Usage held in 1 hand --- Nosois serve as scribes and messengers to psychopomps. They are rare outside of the Boneyard, so it's common for psychopomps venturing to other planes to carry a nosoi facsimile to aid in their travels. This tiny icon of a masked raven emits twittering sounds in perfect accompaniment to your performances. You gain a +2 item bonus to Performance checks to play an instrument, orate, or sing. You can cast sending once per day as a divine innate spell. Activate Three Actions Interact; Effect You twist the base of the charm, and the twittering it emits becomes helpful words to boost your arguments. You lose the item bonus to Performance checks and gain a +2 item bonus to Diplomacy checks to make Requests until you use this activation again. Activate Single Action Interact; Effect You gain lifesense as an imprecise sense with a range of 30 feet for 1 hour as long as you continue to hold the charm. This allows you to sense the life force that animates living creatures and the perverse force that animates the dead, though you can't distinguish between the two. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Nosoi Charm Source Night of the Gray Death pg. 53 Price 1,900 gp <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Nosoi Charm (Greater) Source Night of the Gray Death pg. 53 Price 19,000 gp --- The item bonus to Performance or Diplomacy is +3. You gain lifesense as long as you are holding the charm, and you don't need to activate it.","skill_mod":{},"summary":"Nosois serve as scribes and messengers to psychopomps. They are rare outside of the Boneyard, so it's common for psychopomps venturing to other …","primary_source":"Night of the Gray Death","trait_group":["School","Equipment","Mechanics","Rarity"],"level":12,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=1095","source_group":["Night of the Gray Death"],"spoilers":"Night of the Gray Death","name":"Nosoi Charm","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1095-1040"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Night of the Gray Death"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1095","weakness":{},"primary_source_group":"Night of the Gray Death","school":"divination","price":1900000,"skill":["Performance","Diplomacy"],"trait":["Divination","Invested","Magical","Rare"],"id":"equipment-1095-1041","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Limited\" > Nosoi Charm May contain spoilers from Night of the Gray Death Source Night of the Gray Death pg. 53 Usage held in 1 hand --- Nosois serve as scribes and messengers to psychopomps. They are rare outside of the Boneyard, so it's common for psychopomps venturing to other planes to carry a nosoi facsimile to aid in their travels. This tiny icon of a masked raven emits twittering sounds in perfect accompaniment to your performances. You gain a +2 item bonus to Performance checks to play an instrument, orate, or sing. You can cast sending once per day as a divine innate spell. Activate Three Actions Interact; Effect You twist the base of the charm, and the twittering it emits becomes helpful words to boost your arguments. You lose the item bonus to Performance checks and gain a +2 item bonus to Diplomacy checks to make Requests until you use this activation again. Activate Single Action Interact; Effect You gain lifesense as an imprecise sense with a range of 30 feet for 1 hour as long as you continue to hold the charm. This allows you to sense the life force that animates living creatures and the perverse force that animates the dead, though you can't distinguish between the two. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Nosoi Charm Source Night of the Gray Death pg. 53 Price 1,900 gp <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Nosoi Charm (Greater) Source Night of the Gray Death pg. 53 Price 19,000 gp --- The item bonus to Performance or Diplomacy is +3. You gain lifesense as long as you are holding the charm, and you don't need to activate it.","skill_mod":{},"summary":"The item bonus to Performance or Diplomacy is +3. You gain lifesense as long as you are holding the charm, and you don't need to activate it.","primary_source":"Night of the Gray Death","trait_group":["School","Equipment","Mechanics","Rarity"],"level":18,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=1095","source_group":["Night of the Gray Death"],"spoilers":"Night of the Gray Death","name":"Nosoi Charm (Greater)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1095-1041"},{"hands":"2","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":1800,"legacy_id":["equipment-4200"],"trait":["Uncommon"],"id":"equipment-1096","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Blade Launcher Source Guns & Gears (Remastered) pg. 64 Price 18 gp Hands 2 Usage held in 2 hands Bulk 1 --- A blade launcher has a bow-like assembly mounted on a handled frame. The frame can be configured to fire either a dagger, dart, shuriken, or starknife. Configuring a blade launcher requires three Interact actions. Once properly configured, loading an appropriate thrown weapon into a blade launcher requires a single Interact action. A blade launcher can't fire weapons for which it's not currently configured. A weapon fired with a blade launcher loses the agile, monk, thrown, and versatile traits, if it has them, and has a range increment of 40 feet. Due to losing the thrown weapon trait, returning and most other effects that allow a weapon to return don't function; even if a launched weapon did return, you'd still need to load it into the blade launcher with an Interact action to fire the blade launcher again.\n","skill_mod":{},"summary":"A blade launcher has a bow-like assembly mounted on a handled frame. The frame can be configured to fire either a dagger , dart , shuriken , or …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1096","name":"Blade Launcher","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1096"},{"hands":"2","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":2000,"legacy_id":["equipment-4201"],"trait":["Uncommon"],"id":"equipment-1097","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Bomb Launcher Source Guns & Gears (Remastered) pg. 64 Price 20 gp Hands 2 Usage held in 2 hands Bulk 1 --- This long, hollow tube is held in two hands and braced over the shoulder. Inside, it contains a small metal basket sized to hold alchemical bombs. A chute in the top delivers an alchemical bomb into the internal basket, while a lever on the underside pulls the basket back and locks it in place. Loading an alchemical bomb into a bomb launcher requires a single Interact action. With a pull of a trigger, the basket speeds forward, allowing you to Strike with the loaded alchemical bomb over long distances. Bombs fired with a bomb launcher have a range increment of 60 feet.\n","skill_mod":{},"summary":"This long, hollow tube is held in two hands and braced over the shoulder. Inside, it contains a small metal basket sized to hold alchemical bombs . …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1097","name":"Bomb Launcher","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1097"},{"item_child_id":["equipment-1098-1042","equipment-1098-1043"],"hands":"2","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"legacy_id":["equipment-4202"],"trait":["Uncommon"],"id":"equipment-1098","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Deployable Cover Source Guns & Gears (Remastered) pg. 64 Hands 2 Usage held in 2 hands Bulk 1 --- This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a baton- like shape, and clamped shut. You can rapidly deploy it on the ground with an Interact action to create cover. Deployable cover completely blocks one edge of the chosen square, allowing you (and others) to gain standard cover when you use the Take Cover action. Before it can be used again, deployable cover must be carefully folded and clamped shut, which takes 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Deployable Cover Source Guns & Gears (Remastered) pg. 64 Price 15 gp Bulk 1 <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Deployable Cover (Ballistic Cover) Source Guns & Gears (Remastered) pg. 64 Price 35 gp Bulk 1 --- Specially crafted to protect against bullet fire, a ballistic cover also works against other physical projectiles, such as arrows, bolts, and thrown weapons. While a creature has cover from Taking Cover behind a ballistic cover, it gains resistance 2 to piercing damage from ranged weapons and ranged unarmed attacks.","skill_mod":{},"summary":"This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a baton- like shape, and clamped shut. You …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1098","name":"Deployable Cover","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1098"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-1098","weakness":{},"price":1500,"legacy_id":["equipment-4202"],"trait":["Uncommon"],"id":"equipment-1098-1042","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Deployable Cover Source Guns & Gears (Remastered) pg. 64 Hands 2 Usage held in 2 hands Bulk 1 --- This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a baton- like shape, and clamped shut. You can rapidly deploy it on the ground with an Interact action to create cover. Deployable cover completely blocks one edge of the chosen square, allowing you (and others) to gain standard cover when you use the Take Cover action. Before it can be used again, deployable cover must be carefully folded and clamped shut, which takes 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Deployable Cover Source Guns & Gears (Remastered) pg. 64 Price 15 gp Bulk 1 <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Deployable Cover (Ballistic Cover) Source Guns & Gears (Remastered) pg. 64 Price 35 gp Bulk 1 --- Specially crafted to protect against bullet fire, a ballistic cover also works against other physical projectiles, such as arrows, bolts, and thrown weapons. While a creature has cover from Taking Cover behind a ballistic cover, it gains resistance 2 to piercing damage from ranged weapons and ranged unarmed attacks.","skill_mod":{},"summary":"This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a baton- like shape, and clamped shut. You …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1098","name":"Deployable Cover","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1098-1042"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-1098","weakness":{},"price":3500,"legacy_id":["equipment-4202"],"trait":["Uncommon"],"id":"equipment-1098-1043","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Deployable Cover Source Guns & Gears (Remastered) pg. 64 Hands 2 Usage held in 2 hands Bulk 1 --- This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a baton- like shape, and clamped shut. You can rapidly deploy it on the ground with an Interact action to create cover. Deployable cover completely blocks one edge of the chosen square, allowing you (and others) to gain standard cover when you use the Take Cover action. Before it can be used again, deployable cover must be carefully folded and clamped shut, which takes 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Deployable Cover Source Guns & Gears (Remastered) pg. 64 Price 15 gp Bulk 1 <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Deployable Cover (Ballistic Cover) Source Guns & Gears (Remastered) pg. 64 Price 35 gp Bulk 1 --- Specially crafted to protect against bullet fire, a ballistic cover also works against other physical projectiles, such as arrows, bolts, and thrown weapons. While a creature has cover from Taking Cover behind a ballistic cover, it gains resistance 2 to piercing damage from ranged weapons and ranged unarmed attacks.","skill_mod":{},"summary":"Specially crafted to protect against bullet fire, a ballistic cover also works against other physical projectiles, such as arrows, bolts, and thrown …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1098","name":"Deployable Cover (Ballistic Cover)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1098-1043"},{"skill_mod":{},"summary":"This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To …","item_child_id":["equipment-1099-1044","equipment-1099-1045"],"primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1099","weakness":{},"name":"Grappling Gun","legacy_id":["equipment-4203"],"trait":["Uncommon"],"id":"equipment-1099","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Grappling Gun Source Guns & Gears (Remastered) pg. 64 --- This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel's crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Grappling Gun Source Guns & Gears (Remastered) pg. 64 Price 3 gp Hands 2 Usage held in 2 hands Bulk 1 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Grappling Gun (Clockwork) Source Guns & Gears (Remastered) pg. 64, Guns & Gears pg. 64 Price 15 gp Hands 2 Usage held in 2 hands Bulk 1 --- Clockwork controls the reel on this grappling gun, reeling the grappling hook back in when you pull a lever. Reloading a clockwork grappling gun takes three Interact actions.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1099"},{"hands":"2","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-1099","weakness":{},"price":300,"legacy_id":["equipment-4203"],"trait":["Uncommon"],"id":"equipment-1099-1044","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Grappling Gun Source Guns & Gears (Remastered) pg. 64 --- This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel's crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Grappling Gun Source Guns & Gears (Remastered) pg. 64 Price 3 gp Hands 2 Usage held in 2 hands Bulk 1 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Grappling Gun (Clockwork) Source Guns & Gears (Remastered) pg. 64, Guns & Gears pg. 64 Price 15 gp Hands 2 Usage held in 2 hands Bulk 1 --- Clockwork controls the reel on this grappling gun, reeling the grappling hook back in when you pull a lever. Reloading a clockwork grappling gun takes three Interact actions.","skill_mod":{},"summary":"This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1099","name":"Grappling Gun","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1099-1044"},{"hands":"2","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-1099","weakness":{},"price":1500,"legacy_id":["equipment-4203"],"trait":["Uncommon"],"id":"equipment-1099-1045","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Grappling Gun Source Guns & Gears (Remastered) pg. 64 --- This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel's crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Grappling Gun Source Guns & Gears (Remastered) pg. 64 Price 3 gp Hands 2 Usage held in 2 hands Bulk 1 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Grappling Gun (Clockwork) Source Guns & Gears (Remastered) pg. 64, Guns & Gears pg. 64 Price 15 gp Hands 2 Usage held in 2 hands Bulk 1 --- Clockwork controls the reel on this grappling gun, reeling the grappling hook back in when you pull a lever. Reloading a clockwork grappling gun takes three Interact actions.","skill_mod":{},"summary":"Clockwork controls the reel on this grappling gun, reeling the grappling hook back in when you pull a lever. Reloading a clockwork grappling gun …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1099","name":"Grappling Gun (Clockwork)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1099-1045"},{"hands":"2","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":1600,"legacy_id":["equipment-4204"],"trait":["Rare"],"id":"equipment-1100","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Net Launcher Source Guns & Gears (Remastered) pg. 65 Price 16 gp Hands 2 Usage held in 2 hands Bulk 1 --- This wide, hollow tube is two to three feet long and fires an unattached net at much greater range than one can be thrown. A net launcher can be wielded while propped up on your shoulder or cradled under your arm. A net must be carefully folded to be launched without tangling. Properly loading a net into a net launcher takes 1 minute. A net fired with a net launcher can target a Medium or smaller creature within 40 feet, rather than 20 feet.\n","skill_mod":{},"summary":"This wide, hollow tube is two to three feet long and fires an unattached net at much greater range than one can be thrown. A net launcher can be …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1100","name":"Net Launcher","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1100"},{"legacy_name":["Wind-Up Wings"],"item_child_id":["equipment-1101-1046","equipment-1101-1047"],"primary_source_category":"Rulebooks","usage":"attached to a thrown weapon","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"legacy_id":["equipment-4205"],"trait":["Clockwork","Rare"],"id":"equipment-1101","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Wind-up Wings Source Guns & Gears (Remastered) pg. 65 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to a thrown weapon --- These delicate clockwork wings enable thrown weapons to soar through the air at high speeds, performing turns and other aerial maneuvers midflight. Wind-up wings also have different types of special effects depending on the type. Wind-up wings must be attached to a thrown weapon and wound to function. A thrown weapon with an attached set of wind-up wings can't have anything else attached to it, or the wings cease to function. Attaching or detaching a pair of wind-up wings to a thrown weapon requires a repair kit, and the process takes 10 minutes. Winding an attached pair of wind-up wings takes three Interact actions. There are a variety of wind-up wings, with different effects. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Wind-up Wings (Flutterback) Source Guns & Gears (Remastered) pg. 65 Price 50 gp --- When you make a thrown Strike with the weapon to which a pair of flutterback wind-up wings are attached, and the wings are wound, the wings fly the weapon back to your hand after the Strike is complete. If your hands are full when the weapon returns, the wings hover in place three feet above the ground. At the end of your turn, the wings are wound down; they don't function again until wound. If you aren't holding the weapon when the flutterback wind-up wings become wound down, the weapon falls to the ground. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wind-up Wings (Homing) Source Guns & Gears (Remastered) pg. 65 Price 1,800 gp --- When you make a thrown Strike with the weapon to which a pair of homing wind-up wings are attached, and the wings are wound, the wings seek out your target, flying through cover and avoiding obstacles. You ignore the target's concealed condition and reduce the target's cover by one step (lesser cover to no cover, standard cover to lesser cover, or greater cover to standard cover). After the Strike is complete, the wings are wound down; they don't function again until wound.","skill_mod":{},"summary":"These delicate clockwork wings enable thrown weapons to soar through the air at high speeds, performing turns and other aerial maneuvers midflight. …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1101","name":"Wind-up Wings","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1101"},{"legacy_name":["Wind-Up Wings (Flutterback)"],"primary_source_category":"Rulebooks","usage":"attached to a thrown weapon","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-1101","weakness":{},"price":5000,"legacy_id":["equipment-4205"],"trait":["Clockwork","Rare"],"id":"equipment-1101-1046","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Wind-up Wings Source Guns & Gears (Remastered) pg. 65 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to a thrown weapon --- These delicate clockwork wings enable thrown weapons to soar through the air at high speeds, performing turns and other aerial maneuvers midflight. Wind-up wings also have different types of special effects depending on the type. Wind-up wings must be attached to a thrown weapon and wound to function. A thrown weapon with an attached set of wind-up wings can't have anything else attached to it, or the wings cease to function. Attaching or detaching a pair of wind-up wings to a thrown weapon requires a repair kit, and the process takes 10 minutes. Winding an attached pair of wind-up wings takes three Interact actions. There are a variety of wind-up wings, with different effects. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Wind-up Wings (Flutterback) Source Guns & Gears (Remastered) pg. 65 Price 50 gp --- When you make a thrown Strike with the weapon to which a pair of flutterback wind-up wings are attached, and the wings are wound, the wings fly the weapon back to your hand after the Strike is complete. If your hands are full when the weapon returns, the wings hover in place three feet above the ground. At the end of your turn, the wings are wound down; they don't function again until wound. If you aren't holding the weapon when the flutterback wind-up wings become wound down, the weapon falls to the ground. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wind-up Wings (Homing) Source Guns & Gears (Remastered) pg. 65 Price 1,800 gp --- When you make a thrown Strike with the weapon to which a pair of homing wind-up wings are attached, and the wings are wound, the wings seek out your target, flying through cover and avoiding obstacles. You ignore the target's concealed condition and reduce the target's cover by one step (lesser cover to no cover, standard cover to lesser cover, or greater cover to standard cover). After the Strike is complete, the wings are wound down; they don't function again until wound.","skill_mod":{},"summary":"When you make a thrown Strike with the weapon to which a pair of flutterback wind-up wings are attached, and the wings are wound, the wings fly the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1101","name":"Wind-up Wings (Flutterback)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1101-1046"},{"legacy_name":["Wind-Up Wings (Homing)"],"primary_source_category":"Rulebooks","usage":"attached to a thrown weapon","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-1101","weakness":{},"price":180000,"legacy_id":["equipment-4205"],"trait":["Clockwork","Rare"],"id":"equipment-1101-1047","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Wind-up Wings Source Guns & Gears (Remastered) pg. 65 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to a thrown weapon --- These delicate clockwork wings enable thrown weapons to soar through the air at high speeds, performing turns and other aerial maneuvers midflight. Wind-up wings also have different types of special effects depending on the type. Wind-up wings must be attached to a thrown weapon and wound to function. A thrown weapon with an attached set of wind-up wings can't have anything else attached to it, or the wings cease to function. Attaching or detaching a pair of wind-up wings to a thrown weapon requires a repair kit, and the process takes 10 minutes. Winding an attached pair of wind-up wings takes three Interact actions. There are a variety of wind-up wings, with different effects. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Wind-up Wings (Flutterback) Source Guns & Gears (Remastered) pg. 65 Price 50 gp --- When you make a thrown Strike with the weapon to which a pair of flutterback wind-up wings are attached, and the wings are wound, the wings fly the weapon back to your hand after the Strike is complete. If your hands are full when the weapon returns, the wings hover in place three feet above the ground. At the end of your turn, the wings are wound down; they don't function again until wound. If you aren't holding the weapon when the flutterback wind-up wings become wound down, the weapon falls to the ground. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wind-up Wings (Homing) Source Guns & Gears (Remastered) pg. 65 Price 1,800 gp --- When you make a thrown Strike with the weapon to which a pair of homing wind-up wings are attached, and the wings are wound, the wings seek out your target, flying through cover and avoiding obstacles. You ignore the target's concealed condition and reduce the target's cover by one step (lesser cover to no cover, standard cover to lesser cover, or greater cover to standard cover). After the Strike is complete, the wings are wound down; they don't function again until wound.","skill_mod":{},"summary":"When you make a thrown Strike with the weapon to which a pair of homing wind-up wings are attached, and the wings are wound, the wings seek out your …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1101","name":"Wind-up Wings (Homing)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1101-1047"},{"item_child_id":["equipment-1102-1048","equipment-1102-1049","equipment-1102-1050","equipment-1102-1051","equipment-1102-1052"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to armor or traveler's clothing","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4206"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1102","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Armor Plating Source Guns & Gears (Remastered) pg. 66 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to armor or traveler's clothing Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement. The process of attaching the plating takes 10 minutes and grants the wearer of the armor the listed temporary Hit Points for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Armor Plating (Lesser) Source Guns & Gears (Remastered) pg. 66 Price 4 gp Bulk 1 --- The wearer gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Armor Plating (Moderate) Source Guns & Gears (Remastered) pg. 66 Price 12 gp Bulk 1 --- The wearer gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Armor Plating (Greater) Source Guns & Gears (Remastered) pg. 66 Price 70 gp Bulk 1 --- The wearer gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Armor Plating (Major) Source Guns & Gears (Remastered) pg. 66 Price 600 gp Bulk 1 --- The wearer gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Armor Plating (True) Source Guns & Gears (Remastered) pg. 66 Price 8,000 gp Bulk 1 --- The wearer gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1102","name":"Ablative Armor Plating","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1102"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to armor or traveler's clothing","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1102","weakness":{},"price":400,"legacy_id":["equipment-4206"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1102-1048","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Armor Plating Source Guns & Gears (Remastered) pg. 66 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to armor or traveler's clothing Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement. The process of attaching the plating takes 10 minutes and grants the wearer of the armor the listed temporary Hit Points for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Armor Plating (Lesser) Source Guns & Gears (Remastered) pg. 66 Price 4 gp Bulk 1 --- The wearer gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Armor Plating (Moderate) Source Guns & Gears (Remastered) pg. 66 Price 12 gp Bulk 1 --- The wearer gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Armor Plating (Greater) Source Guns & Gears (Remastered) pg. 66 Price 70 gp Bulk 1 --- The wearer gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Armor Plating (Major) Source Guns & Gears (Remastered) pg. 66 Price 600 gp Bulk 1 --- The wearer gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Armor Plating (True) Source Guns & Gears (Remastered) pg. 66 Price 8,000 gp Bulk 1 --- The wearer gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The wearer gains 5 temporary Hit Points that last for 1 minute or until lost.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1102","name":"Ablative Armor Plating (Lesser)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1102-1048"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to armor or traveler's clothing","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1102","weakness":{},"price":1200,"legacy_id":["equipment-4206"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1102-1049","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Armor Plating Source Guns & Gears (Remastered) pg. 66 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to armor or traveler's clothing Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement. The process of attaching the plating takes 10 minutes and grants the wearer of the armor the listed temporary Hit Points for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Armor Plating (Lesser) Source Guns & Gears (Remastered) pg. 66 Price 4 gp Bulk 1 --- The wearer gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Armor Plating (Moderate) Source Guns & Gears (Remastered) pg. 66 Price 12 gp Bulk 1 --- The wearer gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Armor Plating (Greater) Source Guns & Gears (Remastered) pg. 66 Price 70 gp Bulk 1 --- The wearer gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Armor Plating (Major) Source Guns & Gears (Remastered) pg. 66 Price 600 gp Bulk 1 --- The wearer gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Armor Plating (True) Source Guns & Gears (Remastered) pg. 66 Price 8,000 gp Bulk 1 --- The wearer gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The wearer gains 10 temporary Hit Points that last for 10 minutes or until lost.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1102","name":"Ablative Armor Plating (Moderate)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1102-1049"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to armor or traveler's clothing","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1102","weakness":{},"price":7000,"legacy_id":["equipment-4206"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1102-1050","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Armor Plating Source Guns & Gears (Remastered) pg. 66 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to armor or traveler's clothing Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement. The process of attaching the plating takes 10 minutes and grants the wearer of the armor the listed temporary Hit Points for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Armor Plating (Lesser) Source Guns & Gears (Remastered) pg. 66 Price 4 gp Bulk 1 --- The wearer gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Armor Plating (Moderate) Source Guns & Gears (Remastered) pg. 66 Price 12 gp Bulk 1 --- The wearer gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Armor Plating (Greater) Source Guns & Gears (Remastered) pg. 66 Price 70 gp Bulk 1 --- The wearer gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Armor Plating (Major) Source Guns & Gears (Remastered) pg. 66 Price 600 gp Bulk 1 --- The wearer gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Armor Plating (True) Source Guns & Gears (Remastered) pg. 66 Price 8,000 gp Bulk 1 --- The wearer gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The wearer gains 20 temporary Hit Points that last for 1 hour or until lost.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1102","name":"Ablative Armor Plating (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1102-1050"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to armor or traveler's clothing","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1102","weakness":{},"price":60000,"legacy_id":["equipment-4206"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1102-1051","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Armor Plating Source Guns & Gears (Remastered) pg. 66 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to armor or traveler's clothing Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement. The process of attaching the plating takes 10 minutes and grants the wearer of the armor the listed temporary Hit Points for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Armor Plating (Lesser) Source Guns & Gears (Remastered) pg. 66 Price 4 gp Bulk 1 --- The wearer gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Armor Plating (Moderate) Source Guns & Gears (Remastered) pg. 66 Price 12 gp Bulk 1 --- The wearer gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Armor Plating (Greater) Source Guns & Gears (Remastered) pg. 66 Price 70 gp Bulk 1 --- The wearer gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Armor Plating (Major) Source Guns & Gears (Remastered) pg. 66 Price 600 gp Bulk 1 --- The wearer gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Armor Plating (True) Source Guns & Gears (Remastered) pg. 66 Price 8,000 gp Bulk 1 --- The wearer gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The wearer gains 30 temporary Hit Points that last for 1 hour or until lost.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1102","name":"Ablative Armor Plating (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1102-1051"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to armor or traveler's clothing","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1102","weakness":{},"price":800000,"legacy_id":["equipment-4206"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1102-1052","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Armor Plating Source Guns & Gears (Remastered) pg. 66 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to armor or traveler's clothing Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement. The process of attaching the plating takes 10 minutes and grants the wearer of the armor the listed temporary Hit Points for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Armor Plating (Lesser) Source Guns & Gears (Remastered) pg. 66 Price 4 gp Bulk 1 --- The wearer gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Armor Plating (Moderate) Source Guns & Gears (Remastered) pg. 66 Price 12 gp Bulk 1 --- The wearer gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Armor Plating (Greater) Source Guns & Gears (Remastered) pg. 66 Price 70 gp Bulk 1 --- The wearer gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Armor Plating (Major) Source Guns & Gears (Remastered) pg. 66 Price 600 gp Bulk 1 --- The wearer gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Armor Plating (True) Source Guns & Gears (Remastered) pg. 66 Price 8,000 gp Bulk 1 --- The wearer gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The wearer gains 40 temporary Hit Points that last for 1 hour or until lost.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1102","name":"Ablative Armor Plating (True)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1102-1052"},{"item_child_id":["equipment-1103-1053","equipment-1103-1054","equipment-1103-1055","equipment-1103-1056","equipment-1103-1057"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to a shield","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4207"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1103","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Shield Plating Source Guns & Gears (Remastered) pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to a shield Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can't attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes. When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield temporary Hit Points that last for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Shield Plating (Lesser) Source Guns & Gears (Remastered) pg. 67 Price 4 gp Bulk 1 --- The shield gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Shield Plating (Moderate) Source Guns & Gears (Remastered) pg. 67 Price 12 gp Bulk 1 --- The shield gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Shield Plating (Greater) Source Guns & Gears (Remastered) pg. 67 Price 70 gp Bulk 1 --- The shield gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Shield Plating (Major) Source Guns & Gears (Remastered) pg. 67 Price 600 gp Bulk 1 --- The shield gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Shield Plating (True) Source Guns & Gears (Remastered) pg. 67 Price 8,000 gp Bulk 1 --- The shield gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1103","name":"Ablative Shield Plating","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1103"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to a shield","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1103","weakness":{},"price":400,"legacy_id":["equipment-4207"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1103-1053","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Shield Plating Source Guns & Gears (Remastered) pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to a shield Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can't attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes. When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield temporary Hit Points that last for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Shield Plating (Lesser) Source Guns & Gears (Remastered) pg. 67 Price 4 gp Bulk 1 --- The shield gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Shield Plating (Moderate) Source Guns & Gears (Remastered) pg. 67 Price 12 gp Bulk 1 --- The shield gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Shield Plating (Greater) Source Guns & Gears (Remastered) pg. 67 Price 70 gp Bulk 1 --- The shield gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Shield Plating (Major) Source Guns & Gears (Remastered) pg. 67 Price 600 gp Bulk 1 --- The shield gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Shield Plating (True) Source Guns & Gears (Remastered) pg. 67 Price 8,000 gp Bulk 1 --- The shield gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The shield gains 5 temporary Hit Points that last for 1 minute or until lost.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1103","name":"Ablative Shield Plating (Lesser)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1103-1053"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to a shield","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1103","weakness":{},"price":1200,"legacy_id":["equipment-4207"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1103-1054","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Shield Plating Source Guns & Gears (Remastered) pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to a shield Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can't attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes. When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield temporary Hit Points that last for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Shield Plating (Lesser) Source Guns & Gears (Remastered) pg. 67 Price 4 gp Bulk 1 --- The shield gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Shield Plating (Moderate) Source Guns & Gears (Remastered) pg. 67 Price 12 gp Bulk 1 --- The shield gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Shield Plating (Greater) Source Guns & Gears (Remastered) pg. 67 Price 70 gp Bulk 1 --- The shield gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Shield Plating (Major) Source Guns & Gears (Remastered) pg. 67 Price 600 gp Bulk 1 --- The shield gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Shield Plating (True) Source Guns & Gears (Remastered) pg. 67 Price 8,000 gp Bulk 1 --- The shield gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The shield gains 10 temporary Hit Points that last for 10 minutes or until lost.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1103","name":"Ablative Shield Plating (Moderate)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1103-1054"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to a shield","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1103","weakness":{},"price":7000,"legacy_id":["equipment-4207"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1103-1055","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Shield Plating Source Guns & Gears (Remastered) pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to a shield Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can't attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes. When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield temporary Hit Points that last for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Shield Plating (Lesser) Source Guns & Gears (Remastered) pg. 67 Price 4 gp Bulk 1 --- The shield gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Shield Plating (Moderate) Source Guns & Gears (Remastered) pg. 67 Price 12 gp Bulk 1 --- The shield gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Shield Plating (Greater) Source Guns & Gears (Remastered) pg. 67 Price 70 gp Bulk 1 --- The shield gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Shield Plating (Major) Source Guns & Gears (Remastered) pg. 67 Price 600 gp Bulk 1 --- The shield gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Shield Plating (True) Source Guns & Gears (Remastered) pg. 67 Price 8,000 gp Bulk 1 --- The shield gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The shield gains 20 temporary Hit Points that last for 1 hour or until lost.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1103","name":"Ablative Shield Plating (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1103-1055"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to a shield","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1103","weakness":{},"price":60000,"legacy_id":["equipment-4207"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1103-1056","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Shield Plating Source Guns & Gears (Remastered) pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to a shield Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can't attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes. When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield temporary Hit Points that last for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Shield Plating (Lesser) Source Guns & Gears (Remastered) pg. 67 Price 4 gp Bulk 1 --- The shield gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Shield Plating (Moderate) Source Guns & Gears (Remastered) pg. 67 Price 12 gp Bulk 1 --- The shield gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Shield Plating (Greater) Source Guns & Gears (Remastered) pg. 67 Price 70 gp Bulk 1 --- The shield gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Shield Plating (Major) Source Guns & Gears (Remastered) pg. 67 Price 600 gp Bulk 1 --- The shield gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Shield Plating (True) Source Guns & Gears (Remastered) pg. 67 Price 8,000 gp Bulk 1 --- The shield gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The shield gains 30 temporary Hit Points that last for 1 hour or until lost.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1103","name":"Ablative Shield Plating (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1103-1056"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to a shield","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1103","weakness":{},"price":800000,"legacy_id":["equipment-4207"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1103-1057","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Shield Plating Source Guns & Gears (Remastered) pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to a shield Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can't attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes. When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield temporary Hit Points that last for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Shield Plating (Lesser) Source Guns & Gears (Remastered) pg. 67 Price 4 gp Bulk 1 --- The shield gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Shield Plating (Moderate) Source Guns & Gears (Remastered) pg. 67 Price 12 gp Bulk 1 --- The shield gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Shield Plating (Greater) Source Guns & Gears (Remastered) pg. 67 Price 70 gp Bulk 1 --- The shield gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Shield Plating (Major) Source Guns & Gears (Remastered) pg. 67 Price 600 gp Bulk 1 --- The shield gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Shield Plating (True) Source Guns & Gears (Remastered) pg. 67 Price 8,000 gp Bulk 1 --- The shield gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The shield gains 40 temporary Hit Points that last for 1 hour or until lost.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1103","name":"Ablative Shield Plating (True)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1103-1057"},{"item_child_id":["equipment-1104-1058","equipment-1104-1059","equipment-1104-1060","equipment-1104-1061"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn (attached to footwear or feet)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4208"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1104","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blast Boots Source Guns & Gears (Remastered) pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn (attached to footwear or feet) Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- These sets of rockets come in pairs and strap onto existing footwear (or a creature's feet). Inserting them and aligning them properly takes 1 minute. When you Activate the blast boots, you can High Jump or Long Jump, without the need to Stride first. Higher-level versions increase the distance of your High Jump or Long Jump. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blast Boots (Lesser) Source Guns & Gears (Remastered) pg. 67 Price 3 gp Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blast Boots (Moderate) Source Guns & Gears (Remastered) pg. 67 Price 11 gp Bulk L --- When you Activate the moderate blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 30 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 45 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Blast Boots (Greater) Source Guns & Gears (Remastered) pg. 67 Price 140 gp Bulk L --- When you Activate the greater blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 50 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 75 feet. Additionally, for 1 minute, the greater blast boots continue to boost your jumps. Every time you Leap during the duration, you can move 30 feet in any direction, or your normal Leap distance, whichever is further. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blast Boots (Major) Source Guns & Gears (Remastered) pg. 67 Price 2,750 gp Bulk L --- When you Activate the major blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 80 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 120 feet. Additionally, for 1 minute, the major blast boots remain active, allowing you to clumsily fly through the air for the duration. You gain a 30-foot Fly speed for the duration, but any time you Fly, you are clumsy 1 until the start of your next turn.","skill_mod":{},"summary":"These sets of rockets come in pairs and strap onto existing footwear (or a creature's feet). Inserting them and aligning them properly takes 1 …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1104","name":"Blast Boots","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1104"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn (attached to footwear or feet)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1104","weakness":{},"price":300,"legacy_id":["equipment-4208"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1104-1058","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blast Boots Source Guns & Gears (Remastered) pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn (attached to footwear or feet) Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- These sets of rockets come in pairs and strap onto existing footwear (or a creature's feet). Inserting them and aligning them properly takes 1 minute. When you Activate the blast boots, you can High Jump or Long Jump, without the need to Stride first. Higher-level versions increase the distance of your High Jump or Long Jump. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blast Boots (Lesser) Source Guns & Gears (Remastered) pg. 67 Price 3 gp Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blast Boots (Moderate) Source Guns & Gears (Remastered) pg. 67 Price 11 gp Bulk L --- When you Activate the moderate blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 30 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 45 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Blast Boots (Greater) Source Guns & Gears (Remastered) pg. 67 Price 140 gp Bulk L --- When you Activate the greater blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 50 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 75 feet. Additionally, for 1 minute, the greater blast boots continue to boost your jumps. Every time you Leap during the duration, you can move 30 feet in any direction, or your normal Leap distance, whichever is further. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blast Boots (Major) Source Guns & Gears (Remastered) pg. 67 Price 2,750 gp Bulk L --- When you Activate the major blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 80 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 120 feet. Additionally, for 1 minute, the major blast boots remain active, allowing you to clumsily fly through the air for the duration. You gain a 30-foot Fly speed for the duration, but any time you Fly, you are clumsy 1 until the start of your next turn.","skill_mod":{},"summary":"These sets of rockets come in pairs and strap onto existing footwear (or a creature's feet). Inserting them and aligning them properly takes 1 …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1104","name":"Blast Boots (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1104-1058"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn (attached to footwear or feet)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1104","weakness":{},"price":1100,"legacy_id":["equipment-4208"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1104-1059","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blast Boots Source Guns & Gears (Remastered) pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn (attached to footwear or feet) Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- These sets of rockets come in pairs and strap onto existing footwear (or a creature's feet). Inserting them and aligning them properly takes 1 minute. When you Activate the blast boots, you can High Jump or Long Jump, without the need to Stride first. Higher-level versions increase the distance of your High Jump or Long Jump. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blast Boots (Lesser) Source Guns & Gears (Remastered) pg. 67 Price 3 gp Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blast Boots (Moderate) Source Guns & Gears (Remastered) pg. 67 Price 11 gp Bulk L --- When you Activate the moderate blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 30 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 45 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Blast Boots (Greater) Source Guns & Gears (Remastered) pg. 67 Price 140 gp Bulk L --- When you Activate the greater blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 50 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 75 feet. Additionally, for 1 minute, the greater blast boots continue to boost your jumps. Every time you Leap during the duration, you can move 30 feet in any direction, or your normal Leap distance, whichever is further. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blast Boots (Major) Source Guns & Gears (Remastered) pg. 67 Price 2,750 gp Bulk L --- When you Activate the major blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 80 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 120 feet. Additionally, for 1 minute, the major blast boots remain active, allowing you to clumsily fly through the air for the duration. You gain a 30-foot Fly speed for the duration, but any time you Fly, you are clumsy 1 until the start of your next turn.","skill_mod":{},"summary":"When you Activate the moderate blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 30 feet. When you Activate …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1104","name":"Blast Boots (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1104-1059"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn (attached to footwear or feet)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1104","weakness":{},"price":14000,"legacy_id":["equipment-4208"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1104-1060","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blast Boots Source Guns & Gears (Remastered) pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn (attached to footwear or feet) Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- These sets of rockets come in pairs and strap onto existing footwear (or a creature's feet). Inserting them and aligning them properly takes 1 minute. When you Activate the blast boots, you can High Jump or Long Jump, without the need to Stride first. Higher-level versions increase the distance of your High Jump or Long Jump. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blast Boots (Lesser) Source Guns & Gears (Remastered) pg. 67 Price 3 gp Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blast Boots (Moderate) Source Guns & Gears (Remastered) pg. 67 Price 11 gp Bulk L --- When you Activate the moderate blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 30 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 45 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Blast Boots (Greater) Source Guns & Gears (Remastered) pg. 67 Price 140 gp Bulk L --- When you Activate the greater blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 50 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 75 feet. Additionally, for 1 minute, the greater blast boots continue to boost your jumps. Every time you Leap during the duration, you can move 30 feet in any direction, or your normal Leap distance, whichever is further. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blast Boots (Major) Source Guns & Gears (Remastered) pg. 67 Price 2,750 gp Bulk L --- When you Activate the major blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 80 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 120 feet. Additionally, for 1 minute, the major blast boots remain active, allowing you to clumsily fly through the air for the duration. You gain a 30-foot Fly speed for the duration, but any time you Fly, you are clumsy 1 until the start of your next turn.","skill_mod":{},"summary":"When you Activate the greater blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 50 feet. When you Activate …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1104","name":"Blast Boots (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1104-1060"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn (attached to footwear or feet)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1104","weakness":{},"price":275000,"legacy_id":["equipment-4208"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1104-1061","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blast Boots Source Guns & Gears (Remastered) pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn (attached to footwear or feet) Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- These sets of rockets come in pairs and strap onto existing footwear (or a creature's feet). Inserting them and aligning them properly takes 1 minute. When you Activate the blast boots, you can High Jump or Long Jump, without the need to Stride first. Higher-level versions increase the distance of your High Jump or Long Jump. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blast Boots (Lesser) Source Guns & Gears (Remastered) pg. 67 Price 3 gp Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blast Boots (Moderate) Source Guns & Gears (Remastered) pg. 67 Price 11 gp Bulk L --- When you Activate the moderate blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 30 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 45 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Blast Boots (Greater) Source Guns & Gears (Remastered) pg. 67 Price 140 gp Bulk L --- When you Activate the greater blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 50 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 75 feet. Additionally, for 1 minute, the greater blast boots continue to boost your jumps. Every time you Leap during the duration, you can move 30 feet in any direction, or your normal Leap distance, whichever is further. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blast Boots (Major) Source Guns & Gears (Remastered) pg. 67 Price 2,750 gp Bulk L --- When you Activate the major blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 80 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 120 feet. Additionally, for 1 minute, the major blast boots remain active, allowing you to clumsily fly through the air for the duration. You gain a 30-foot Fly speed for the duration, but any time you Fly, you are clumsy 1 until the start of your next turn.","skill_mod":{},"summary":"When you Activate the major blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 80 feet. When you Activate …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1104","name":"Blast Boots (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1104-1061"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1000,"legacy_id":["equipment-4209"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1105","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Cauterizing Torch Source Guns & Gears (Remastered) pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 10 gp Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- This small, clockwork torch device uses a trigger-operated sparker to ignite a flow of flammable gas, creating a short, hot flame capable of rapidly cauterizing wounds and helping to stop bleeding. The cauterizing torch is applied to yourself or an adjacent target. The target attempts an immediate flat check to end any persistent bleed effect with the lower DC for particularly effective assistance.\n","skill_mod":{},"summary":"This small, clockwork torch device uses a trigger-operated sparker to ignite a flow of flammable gas, creating a short, hot flame capable of rapidly …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1105","name":"Cauterizing Torch","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1105"},{"item_child_id":["equipment-1106-1062","equipment-1106-1063","equipment-1106-1064"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4210"],"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-1106","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Chameleon Suit Source Guns & Gears (Remastered) pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn over armor and clothes Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- This complex clockwork outerwear, worn over armor or other clothing, is composed of thin, interlocking scales of myriad colors attached to numerous clockwork gears that can rotate between all visible colors and shades. When activated, the clockwork gears work double-time to temporarily switch and adjust the scales to match the exact coloration of the area around you, allowing you to blend in as long as you stay still. For the duration, you can Hide without needing cover or concealment to do so. This doesn't allow you to Sneak without ending your movement in cover or concealment, however, as the clockwork flips over and adjusts the scales to match your background as you move, giving the impression of rippling waves of color and revealing your movement. Once the duration expires, the overworked clockwork and scales fall apart. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Chameleon Suit Source Guns & Gears (Remastered) pg. 67 Price 16 gp Bulk L --- The effect lasts for 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Chameleon Suit (Greater) Source Guns & Gears (Remastered) pg. 67 Price 80 gp Bulk L --- The effect lasts for 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Chameleon Suit (Major) Source Guns & Gears (Remastered) pg. 67 Price 320 gp Bulk L --- The effect lasts for 1 hour.","skill_mod":{},"summary":"This complex clockwork outerwear, worn over armor or other clothing, is composed of thin, interlocking scales of myriad colors attached to numerous …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1106","name":"Chameleon Suit","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1106"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1106","weakness":{},"price":1600,"legacy_id":["equipment-4210"],"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-1106-1062","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Chameleon Suit Source Guns & Gears (Remastered) pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn over armor and clothes Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- This complex clockwork outerwear, worn over armor or other clothing, is composed of thin, interlocking scales of myriad colors attached to numerous clockwork gears that can rotate between all visible colors and shades. When activated, the clockwork gears work double-time to temporarily switch and adjust the scales to match the exact coloration of the area around you, allowing you to blend in as long as you stay still. For the duration, you can Hide without needing cover or concealment to do so. This doesn't allow you to Sneak without ending your movement in cover or concealment, however, as the clockwork flips over and adjusts the scales to match your background as you move, giving the impression of rippling waves of color and revealing your movement. Once the duration expires, the overworked clockwork and scales fall apart. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Chameleon Suit Source Guns & Gears (Remastered) pg. 67 Price 16 gp Bulk L --- The effect lasts for 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Chameleon Suit (Greater) Source Guns & Gears (Remastered) pg. 67 Price 80 gp Bulk L --- The effect lasts for 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Chameleon Suit (Major) Source Guns & Gears (Remastered) pg. 67 Price 320 gp Bulk L --- The effect lasts for 1 hour.","skill_mod":{},"summary":"The effect lasts for 1 minute.","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1106","name":"Chameleon Suit","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1106-1062"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1106","weakness":{},"price":8000,"legacy_id":["equipment-4210"],"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-1106-1063","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Chameleon Suit Source Guns & Gears (Remastered) pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn over armor and clothes Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- This complex clockwork outerwear, worn over armor or other clothing, is composed of thin, interlocking scales of myriad colors attached to numerous clockwork gears that can rotate between all visible colors and shades. When activated, the clockwork gears work double-time to temporarily switch and adjust the scales to match the exact coloration of the area around you, allowing you to blend in as long as you stay still. For the duration, you can Hide without needing cover or concealment to do so. This doesn't allow you to Sneak without ending your movement in cover or concealment, however, as the clockwork flips over and adjusts the scales to match your background as you move, giving the impression of rippling waves of color and revealing your movement. Once the duration expires, the overworked clockwork and scales fall apart. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Chameleon Suit Source Guns & Gears (Remastered) pg. 67 Price 16 gp Bulk L --- The effect lasts for 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Chameleon Suit (Greater) Source Guns & Gears (Remastered) pg. 67 Price 80 gp Bulk L --- The effect lasts for 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Chameleon Suit (Major) Source Guns & Gears (Remastered) pg. 67 Price 320 gp Bulk L --- The effect lasts for 1 hour.","skill_mod":{},"summary":"The effect lasts for 10 minutes.","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1106","name":"Chameleon Suit (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1106-1063"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1106","weakness":{},"price":32000,"legacy_id":["equipment-4210"],"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-1106-1064","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Chameleon Suit Source Guns & Gears (Remastered) pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn over armor and clothes Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- This complex clockwork outerwear, worn over armor or other clothing, is composed of thin, interlocking scales of myriad colors attached to numerous clockwork gears that can rotate between all visible colors and shades. When activated, the clockwork gears work double-time to temporarily switch and adjust the scales to match the exact coloration of the area around you, allowing you to blend in as long as you stay still. For the duration, you can Hide without needing cover or concealment to do so. This doesn't allow you to Sneak without ending your movement in cover or concealment, however, as the clockwork flips over and adjusts the scales to match your background as you move, giving the impression of rippling waves of color and revealing your movement. Once the duration expires, the overworked clockwork and scales fall apart. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Chameleon Suit Source Guns & Gears (Remastered) pg. 67 Price 16 gp Bulk L --- The effect lasts for 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Chameleon Suit (Greater) Source Guns & Gears (Remastered) pg. 67 Price 80 gp Bulk L --- The effect lasts for 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Chameleon Suit (Major) Source Guns & Gears (Remastered) pg. 67 Price 320 gp Bulk L --- The effect lasts for 1 hour.","skill_mod":{},"summary":"The effect lasts for 1 hour.","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1106","name":"Chameleon Suit (Major)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1106-1064"},{"item_child_id":["equipment-1107-1065","equipment-1107-1066","equipment-1107-1067"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4211"],"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-1107","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Clockwork Goggles Source Guns & Gears (Remastered) pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn eyepiece Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- This heavy set of mechanical goggles contains a variety of different lenses for different situations, including lenses that filter light at different intensities and frequencies and even some that capture heat and other stimuli. Clockwork mechanisms can swap between the lenses rapidly as needed. However, many of these lenses can only capture a single stimulus once and then are forever etched with it, making them unsuitable for long-term use. When activated, the clockwork mechanism on the goggles rapidly switches between the different lenses, granting you the benefits of all of them for a brief period of time. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Clockwork Goggles Source Guns & Gears (Remastered) pg. 68 Price 3 gp Bulk L --- When activated, you gain low-light vision for 10 minutes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Clockwork Goggles (Greater) Source Guns & Gears (Remastered) pg. 68 Price 15 gp Bulk L --- When activated, you gain low-light vision and darkvision for 10 minutes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Clockwork Goggles (Major) Source Guns & Gears (Remastered) pg. 68 Price 80 gp Bulk L --- When activated, you gain low-light vision, darkvision, and the effects of see invisibility for 10 minutes.","skill_mod":{},"summary":"This heavy set of mechanical goggles contains a variety of different lenses for different situations, including lenses that filter light at different …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1107","name":"Clockwork Goggles","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1107"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1107","weakness":{},"price":300,"legacy_id":["equipment-4211"],"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-1107-1065","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Clockwork Goggles Source Guns & Gears (Remastered) pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn eyepiece Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- This heavy set of mechanical goggles contains a variety of different lenses for different situations, including lenses that filter light at different intensities and frequencies and even some that capture heat and other stimuli. Clockwork mechanisms can swap between the lenses rapidly as needed. However, many of these lenses can only capture a single stimulus once and then are forever etched with it, making them unsuitable for long-term use. When activated, the clockwork mechanism on the goggles rapidly switches between the different lenses, granting you the benefits of all of them for a brief period of time. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Clockwork Goggles Source Guns & Gears (Remastered) pg. 68 Price 3 gp Bulk L --- When activated, you gain low-light vision for 10 minutes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Clockwork Goggles (Greater) Source Guns & Gears (Remastered) pg. 68 Price 15 gp Bulk L --- When activated, you gain low-light vision and darkvision for 10 minutes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Clockwork Goggles (Major) Source Guns & Gears (Remastered) pg. 68 Price 80 gp Bulk L --- When activated, you gain low-light vision, darkvision, and the effects of see invisibility for 10 minutes.","skill_mod":{},"summary":"When activated, you gain low-light vision for 10 minutes.","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1107","name":"Clockwork Goggles","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1107-1065"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1107","weakness":{},"price":1500,"legacy_id":["equipment-4211"],"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-1107-1066","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Clockwork Goggles Source Guns & Gears (Remastered) pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn eyepiece Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- This heavy set of mechanical goggles contains a variety of different lenses for different situations, including lenses that filter light at different intensities and frequencies and even some that capture heat and other stimuli. Clockwork mechanisms can swap between the lenses rapidly as needed. However, many of these lenses can only capture a single stimulus once and then are forever etched with it, making them unsuitable for long-term use. When activated, the clockwork mechanism on the goggles rapidly switches between the different lenses, granting you the benefits of all of them for a brief period of time. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Clockwork Goggles Source Guns & Gears (Remastered) pg. 68 Price 3 gp Bulk L --- When activated, you gain low-light vision for 10 minutes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Clockwork Goggles (Greater) Source Guns & Gears (Remastered) pg. 68 Price 15 gp Bulk L --- When activated, you gain low-light vision and darkvision for 10 minutes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Clockwork Goggles (Major) Source Guns & Gears (Remastered) pg. 68 Price 80 gp Bulk L --- When activated, you gain low-light vision, darkvision, and the effects of see invisibility for 10 minutes.","skill_mod":{},"summary":"When activated, you gain low-light vision and darkvision for 10 minutes.","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1107","name":"Clockwork Goggles (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1107-1066"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1107","weakness":{},"price":8000,"legacy_id":["equipment-4211"],"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-1107-1067","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Clockwork Goggles Source Guns & Gears (Remastered) pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn eyepiece Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- This heavy set of mechanical goggles contains a variety of different lenses for different situations, including lenses that filter light at different intensities and frequencies and even some that capture heat and other stimuli. Clockwork mechanisms can swap between the lenses rapidly as needed. However, many of these lenses can only capture a single stimulus once and then are forever etched with it, making them unsuitable for long-term use. When activated, the clockwork mechanism on the goggles rapidly switches between the different lenses, granting you the benefits of all of them for a brief period of time. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Clockwork Goggles Source Guns & Gears (Remastered) pg. 68 Price 3 gp Bulk L --- When activated, you gain low-light vision for 10 minutes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Clockwork Goggles (Greater) Source Guns & Gears (Remastered) pg. 68 Price 15 gp Bulk L --- When activated, you gain low-light vision and darkvision for 10 minutes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Clockwork Goggles (Major) Source Guns & Gears (Remastered) pg. 68 Price 80 gp Bulk L --- When activated, you gain low-light vision, darkvision, and the effects of see invisibility for 10 minutes.","skill_mod":{},"summary":"When activated, you gain low-light vision, darkvision, and the effects of see invisibility for 10 minutes.","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1107","name":"Clockwork Goggles (Major)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1107-1067"},{"item_child_id":["equipment-1108-1068","equipment-1108-1069","equipment-1108-1070","equipment-1108-1071"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4212"],"trait":["Cold","Consumable","Gadget","Uncommon"],"id":"equipment-1108","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cryomister Source Guns & Gears (Remastered) pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- When you Activate a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you've done so, the metallic device instantly disperses a heavy mist, settling quickly on nearby flat surfaces and forming a sheet of ice. The cryomister creates a burst with a radius depending on the type, making the affected area difficult terrain for 1 minute; at the GM's discretion, however, this duration might be reduced in unusually hot conditions or increased in unusually cold ones. If an affected square takes fire damage, the difficult terrain is removed. Though not designed as a weapon, the cryomister's rapidly cooling mist deals cold splash damage depending on the type to creatures in the area on activation. Creatures attempting to move through the affected area can attempt an Acrobatics check with a DC depending on the type to ignore the difficult terrain and move at their normal Speed. Throwing the cryomister onto the surface of a liquid creates a floating piece of ice for the same duration, capable of supporting one or more creatures of the listed size. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cryomister (Lesser) Source Guns & Gears (Remastered) pg. 68 Price 3 gp Bulk L --- The area is a 5-foot burst, the Acrobatics DC is 17, and the cold splash damage is 1. The floating ice can support one creature up to Medium size. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cryomister (Moderate) Source Guns & Gears (Remastered) pg. 68 Price 25 gp Bulk L --- The area is a 10-foot burst, the Acrobatics DC is 21, and the cold splash damage is 3. The floating ice can support one Large creature or two Medium or smaller creatures. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cryomister (Greater) Source Guns & Gears (Remastered) pg. 68 Price 250 gp Bulk L --- The area is a 15-foot burst, the Acrobatics DC is 30, and the cold splash damage is 5. The floating ice can support one Huge creature, two Large creatures, or four Medium or smaller creatures. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cryomister (Major) Source Guns & Gears (Remastered) pg. 68 Price 2,500 gp Bulk L --- The area is a 20-foot burst, the Acrobatics DC is 39, and the cold splash damage is 8. The floating ice can support one Gargantuan creature, two Huge creatures, four Large creatures, or eight Medium or smaller creatures. The ice can't support Gargantuan creatures larger than a 20-by-20-foot space, such as a mu spore.","skill_mod":{},"summary":"When you Activate a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you've done so, the metallic device …","primary_source":"Guns & Gears (Remastered)","trait_group":["Energy","Monster","Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1108","name":"Cryomister","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1108"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1108","weakness":{},"price":300,"legacy_id":["equipment-4212"],"trait":["Cold","Consumable","Gadget","Uncommon"],"id":"equipment-1108-1068","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cryomister Source Guns & Gears (Remastered) pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- When you Activate a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you've done so, the metallic device instantly disperses a heavy mist, settling quickly on nearby flat surfaces and forming a sheet of ice. The cryomister creates a burst with a radius depending on the type, making the affected area difficult terrain for 1 minute; at the GM's discretion, however, this duration might be reduced in unusually hot conditions or increased in unusually cold ones. If an affected square takes fire damage, the difficult terrain is removed. Though not designed as a weapon, the cryomister's rapidly cooling mist deals cold splash damage depending on the type to creatures in the area on activation. Creatures attempting to move through the affected area can attempt an Acrobatics check with a DC depending on the type to ignore the difficult terrain and move at their normal Speed. Throwing the cryomister onto the surface of a liquid creates a floating piece of ice for the same duration, capable of supporting one or more creatures of the listed size. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cryomister (Lesser) Source Guns & Gears (Remastered) pg. 68 Price 3 gp Bulk L --- The area is a 5-foot burst, the Acrobatics DC is 17, and the cold splash damage is 1. The floating ice can support one creature up to Medium size. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cryomister (Moderate) Source Guns & Gears (Remastered) pg. 68 Price 25 gp Bulk L --- The area is a 10-foot burst, the Acrobatics DC is 21, and the cold splash damage is 3. The floating ice can support one Large creature or two Medium or smaller creatures. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cryomister (Greater) Source Guns & Gears (Remastered) pg. 68 Price 250 gp Bulk L --- The area is a 15-foot burst, the Acrobatics DC is 30, and the cold splash damage is 5. The floating ice can support one Huge creature, two Large creatures, or four Medium or smaller creatures. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cryomister (Major) Source Guns & Gears (Remastered) pg. 68 Price 2,500 gp Bulk L --- The area is a 20-foot burst, the Acrobatics DC is 39, and the cold splash damage is 8. The floating ice can support one Gargantuan creature, two Huge creatures, four Large creatures, or eight Medium or smaller creatures. The ice can't support Gargantuan creatures larger than a 20-by-20-foot space, such as a mu spore.","skill_mod":{},"summary":"The area is a 5-foot burst, the Acrobatics DC is 17, and the cold splash damage is 1. The floating ice can support one creature up to Medium size.","primary_source":"Guns & Gears (Remastered)","trait_group":["Energy","Monster","Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1108","name":"Cryomister (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1108-1068"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1108","weakness":{},"price":2500,"legacy_id":["equipment-4212"],"trait":["Cold","Consumable","Gadget","Uncommon"],"id":"equipment-1108-1069","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cryomister Source Guns & Gears (Remastered) pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- When you Activate a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you've done so, the metallic device instantly disperses a heavy mist, settling quickly on nearby flat surfaces and forming a sheet of ice. The cryomister creates a burst with a radius depending on the type, making the affected area difficult terrain for 1 minute; at the GM's discretion, however, this duration might be reduced in unusually hot conditions or increased in unusually cold ones. If an affected square takes fire damage, the difficult terrain is removed. Though not designed as a weapon, the cryomister's rapidly cooling mist deals cold splash damage depending on the type to creatures in the area on activation. Creatures attempting to move through the affected area can attempt an Acrobatics check with a DC depending on the type to ignore the difficult terrain and move at their normal Speed. Throwing the cryomister onto the surface of a liquid creates a floating piece of ice for the same duration, capable of supporting one or more creatures of the listed size. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cryomister (Lesser) Source Guns & Gears (Remastered) pg. 68 Price 3 gp Bulk L --- The area is a 5-foot burst, the Acrobatics DC is 17, and the cold splash damage is 1. The floating ice can support one creature up to Medium size. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cryomister (Moderate) Source Guns & Gears (Remastered) pg. 68 Price 25 gp Bulk L --- The area is a 10-foot burst, the Acrobatics DC is 21, and the cold splash damage is 3. The floating ice can support one Large creature or two Medium or smaller creatures. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cryomister (Greater) Source Guns & Gears (Remastered) pg. 68 Price 250 gp Bulk L --- The area is a 15-foot burst, the Acrobatics DC is 30, and the cold splash damage is 5. The floating ice can support one Huge creature, two Large creatures, or four Medium or smaller creatures. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cryomister (Major) Source Guns & Gears (Remastered) pg. 68 Price 2,500 gp Bulk L --- The area is a 20-foot burst, the Acrobatics DC is 39, and the cold splash damage is 8. The floating ice can support one Gargantuan creature, two Huge creatures, four Large creatures, or eight Medium or smaller creatures. The ice can't support Gargantuan creatures larger than a 20-by-20-foot space, such as a mu spore.","skill_mod":{},"summary":"The area is a 10-foot burst, the Acrobatics DC is 21, and the cold splash damage is 3. The floating ice can support one Large creature or two Medium …","primary_source":"Guns & Gears (Remastered)","trait_group":["Energy","Monster","Equipment","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1108","name":"Cryomister (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1108-1069"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1108","weakness":{},"price":25000,"legacy_id":["equipment-4212"],"trait":["Cold","Consumable","Gadget","Uncommon"],"id":"equipment-1108-1070","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cryomister Source Guns & Gears (Remastered) pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- When you Activate a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you've done so, the metallic device instantly disperses a heavy mist, settling quickly on nearby flat surfaces and forming a sheet of ice. The cryomister creates a burst with a radius depending on the type, making the affected area difficult terrain for 1 minute; at the GM's discretion, however, this duration might be reduced in unusually hot conditions or increased in unusually cold ones. If an affected square takes fire damage, the difficult terrain is removed. Though not designed as a weapon, the cryomister's rapidly cooling mist deals cold splash damage depending on the type to creatures in the area on activation. Creatures attempting to move through the affected area can attempt an Acrobatics check with a DC depending on the type to ignore the difficult terrain and move at their normal Speed. Throwing the cryomister onto the surface of a liquid creates a floating piece of ice for the same duration, capable of supporting one or more creatures of the listed size. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cryomister (Lesser) Source Guns & Gears (Remastered) pg. 68 Price 3 gp Bulk L --- The area is a 5-foot burst, the Acrobatics DC is 17, and the cold splash damage is 1. The floating ice can support one creature up to Medium size. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cryomister (Moderate) Source Guns & Gears (Remastered) pg. 68 Price 25 gp Bulk L --- The area is a 10-foot burst, the Acrobatics DC is 21, and the cold splash damage is 3. The floating ice can support one Large creature or two Medium or smaller creatures. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cryomister (Greater) Source Guns & Gears (Remastered) pg. 68 Price 250 gp Bulk L --- The area is a 15-foot burst, the Acrobatics DC is 30, and the cold splash damage is 5. The floating ice can support one Huge creature, two Large creatures, or four Medium or smaller creatures. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cryomister (Major) Source Guns & Gears (Remastered) pg. 68 Price 2,500 gp Bulk L --- The area is a 20-foot burst, the Acrobatics DC is 39, and the cold splash damage is 8. The floating ice can support one Gargantuan creature, two Huge creatures, four Large creatures, or eight Medium or smaller creatures. The ice can't support Gargantuan creatures larger than a 20-by-20-foot space, such as a mu spore.","skill_mod":{},"summary":"The area is a 15-foot burst, the Acrobatics DC is 30, and the cold splash damage is 5. The floating ice can support one Huge creature, two Large …","primary_source":"Guns & Gears (Remastered)","trait_group":["Energy","Monster","Equipment","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1108","name":"Cryomister (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1108-1070"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1108","weakness":{},"price":250000,"legacy_id":["equipment-4212"],"trait":["Cold","Consumable","Gadget","Uncommon"],"id":"equipment-1108-1071","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cryomister Source Guns & Gears (Remastered) pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- When you Activate a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you've done so, the metallic device instantly disperses a heavy mist, settling quickly on nearby flat surfaces and forming a sheet of ice. The cryomister creates a burst with a radius depending on the type, making the affected area difficult terrain for 1 minute; at the GM's discretion, however, this duration might be reduced in unusually hot conditions or increased in unusually cold ones. If an affected square takes fire damage, the difficult terrain is removed. Though not designed as a weapon, the cryomister's rapidly cooling mist deals cold splash damage depending on the type to creatures in the area on activation. Creatures attempting to move through the affected area can attempt an Acrobatics check with a DC depending on the type to ignore the difficult terrain and move at their normal Speed. Throwing the cryomister onto the surface of a liquid creates a floating piece of ice for the same duration, capable of supporting one or more creatures of the listed size. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cryomister (Lesser) Source Guns & Gears (Remastered) pg. 68 Price 3 gp Bulk L --- The area is a 5-foot burst, the Acrobatics DC is 17, and the cold splash damage is 1. The floating ice can support one creature up to Medium size. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cryomister (Moderate) Source Guns & Gears (Remastered) pg. 68 Price 25 gp Bulk L --- The area is a 10-foot burst, the Acrobatics DC is 21, and the cold splash damage is 3. The floating ice can support one Large creature or two Medium or smaller creatures. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cryomister (Greater) Source Guns & Gears (Remastered) pg. 68 Price 250 gp Bulk L --- The area is a 15-foot burst, the Acrobatics DC is 30, and the cold splash damage is 5. The floating ice can support one Huge creature, two Large creatures, or four Medium or smaller creatures. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cryomister (Major) Source Guns & Gears (Remastered) pg. 68 Price 2,500 gp Bulk L --- The area is a 20-foot burst, the Acrobatics DC is 39, and the cold splash damage is 8. The floating ice can support one Gargantuan creature, two Huge creatures, four Large creatures, or eight Medium or smaller creatures. The ice can't support Gargantuan creatures larger than a 20-by-20-foot space, such as a mu spore.","skill_mod":{},"summary":"The area is a 20-foot burst, the Acrobatics DC is 39, and the cold splash damage is 8. The floating ice can support one Gargantuan creature, two Huge …","primary_source":"Guns & Gears (Remastered)","trait_group":["Energy","Monster","Equipment","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1108","name":"Cryomister (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1108-1071"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":3000,"legacy_id":["equipment-4213"],"trait":["Consumable","Gadget","Rare"],"id":"equipment-1109","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Electromuscular Stimulator Source Guns & Gears (Remastered) pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 30 gp Usage worn Bulk 1 Activate Two Actions Interact --- This rare gadget uses Stasian technology to grant someone a burst of activity, though its use can be painful. The electromuscular stimulator must be carefully attached to you, requiring 1 minute to do so. You can attach an electromuscular stimulator to yourself. When you Activate an attached electromuscular stimulator, roll a Crafting check, using the Crafting modifier of the creature who attached the stimulator to you, with a DC equal to the standard DC for your level. The effects of the activation depend on the result of the Crafting check. Critical Success You gain the quickened condition for 1 minute and can use the extra action each round only to Stride or Strike. Success As critical success, but you also take 3 persistent electrical damage. Failure You gain the quickened condition for 2 rounds and can use the extra action each round only to Stride or Strike. You take 3 persistent electrical damage. Critical Failure You take 2d6 electrical damage and 3 persistent electrical damage.\n","skill_mod":{},"summary":"This rare gadget uses Stasian technology to grant someone a burst of activity, though its use can be painful. The electromuscular stimulator must be …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1109","name":"Electromuscular Stimulator","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"rare","slug":"equipment-1109"},{"item_child_id":["equipment-1110-1072","equipment-1110-1073","equipment-1110-1074","equipment-1110-1075"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4214"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1110","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Etheric Essence Disruptor Source Guns & Gears (Remastered) pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Stasian etheric-spirit singers, though without the need for a Stasian coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active divine or occult spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Etheric Essence Disruptor (Lesser) Source Guns & Gears (Remastered) pg. 68 Price 12 gp Bulk 1 --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Etheric Essence Disruptor (Moderate) Source Guns & Gears (Remastered) pg. 68 Price 70 gp Bulk 1 --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Etheric Essence Disruptor (Greater) Source Guns & Gears (Remastered) pg. 68 Price 300 gp Bulk 1 --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Etheric Essence Disruptor (Major) Source Guns & Gears (Remastered) pg. 68 Price 1,300 gp Bulk 1 --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Stasian etheric-spirit singers, though without …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1110","name":"Etheric Essence Disruptor","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1110"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1110","weakness":{},"price":1200,"legacy_id":["equipment-4214"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1110-1072","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Etheric Essence Disruptor Source Guns & Gears (Remastered) pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Stasian etheric-spirit singers, though without the need for a Stasian coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active divine or occult spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Etheric Essence Disruptor (Lesser) Source Guns & Gears (Remastered) pg. 68 Price 12 gp Bulk 1 --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Etheric Essence Disruptor (Moderate) Source Guns & Gears (Remastered) pg. 68 Price 70 gp Bulk 1 --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Etheric Essence Disruptor (Greater) Source Guns & Gears (Remastered) pg. 68 Price 300 gp Bulk 1 --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Etheric Essence Disruptor (Major) Source Guns & Gears (Remastered) pg. 68 Price 1,300 gp Bulk 1 --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"The range is 30 feet, the counteract modifier is +7, and the counteract level is 2.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1110","name":"Etheric Essence Disruptor (Lesser)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1110-1072"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1110","weakness":{},"price":7000,"legacy_id":["equipment-4214"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1110-1073","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Etheric Essence Disruptor Source Guns & Gears (Remastered) pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Stasian etheric-spirit singers, though without the need for a Stasian coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active divine or occult spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Etheric Essence Disruptor (Lesser) Source Guns & Gears (Remastered) pg. 68 Price 12 gp Bulk 1 --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Etheric Essence Disruptor (Moderate) Source Guns & Gears (Remastered) pg. 68 Price 70 gp Bulk 1 --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Etheric Essence Disruptor (Greater) Source Guns & Gears (Remastered) pg. 68 Price 300 gp Bulk 1 --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Etheric Essence Disruptor (Major) Source Guns & Gears (Remastered) pg. 68 Price 1,300 gp Bulk 1 --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"The range is 40 feet, the counteract modifier is +13, and the counteract level is 4.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1110","name":"Etheric Essence Disruptor (Moderate)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1110-1073"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1110","weakness":{},"price":30000,"legacy_id":["equipment-4214"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1110-1074","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Etheric Essence Disruptor Source Guns & Gears (Remastered) pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Stasian etheric-spirit singers, though without the need for a Stasian coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active divine or occult spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Etheric Essence Disruptor (Lesser) Source Guns & Gears (Remastered) pg. 68 Price 12 gp Bulk 1 --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Etheric Essence Disruptor (Moderate) Source Guns & Gears (Remastered) pg. 68 Price 70 gp Bulk 1 --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Etheric Essence Disruptor (Greater) Source Guns & Gears (Remastered) pg. 68 Price 300 gp Bulk 1 --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Etheric Essence Disruptor (Major) Source Guns & Gears (Remastered) pg. 68 Price 1,300 gp Bulk 1 --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"The range is 60 feet, the counteract modifier is +18, and the counteract level is 6.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1110","name":"Etheric Essence Disruptor (Greater)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1110-1074"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1110","weakness":{},"price":130000,"legacy_id":["equipment-4214"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1110-1075","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Etheric Essence Disruptor Source Guns & Gears (Remastered) pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Stasian etheric-spirit singers, though without the need for a Stasian coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active divine or occult spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Etheric Essence Disruptor (Lesser) Source Guns & Gears (Remastered) pg. 68 Price 12 gp Bulk 1 --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Etheric Essence Disruptor (Moderate) Source Guns & Gears (Remastered) pg. 68 Price 70 gp Bulk 1 --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Etheric Essence Disruptor (Greater) Source Guns & Gears (Remastered) pg. 68 Price 300 gp Bulk 1 --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Etheric Essence Disruptor (Major) Source Guns & Gears (Remastered) pg. 68 Price 1,300 gp Bulk 1 --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1110","name":"Etheric Essence Disruptor (Major)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1110-1075"},{"item_child_id":["equipment-1111-1076","equipment-1111-1077","equipment-1111-1078","equipment-1111-1079"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4215"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1111","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Explosive Mine Source Guns & Gears (Remastered) pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 2 hands Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- When you Activate an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that square. If you have time in advance to prepare, you can place the mine on the ground before activating it, and you or an ally can try to use Stealth to Conceal an Object before you Activate the mine. If you don't Conceal the mine, its position is obvious at a glance. Once activated, the mine is primed to explode when enough pressure is placed on the square where it's located. Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing the listed fire damage to any creatures in a 5-foot emanation with a basic Reflex save. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Explosive Mine (Lesser) Source Guns & Gears (Remastered) pg. 69 Price 4 gp Bulk L --- The mine deals 2d6 fire damage, and the Reflex DC is 15. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Explosive Mine (Moderate) Source Guns & Gears (Remastered) pg. 69 Price 40 gp Bulk L --- The mine deals 6d6 fire damage, and the Reflex DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Explosive Mine (Greater) Source Guns & Gears (Remastered) pg. 69 Price 400 gp Bulk L --- The mine deals 12d6 fire damage, and the Reflex DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Explosive Mine (Major) Source Guns & Gears (Remastered) pg. 69 Price 4,000 gp Bulk L --- The mine deals 18d6 fire damage in a 10-foot emanation, and the Reflex DC is 38.","skill_mod":{},"summary":"When you Activate an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1111","name":"Explosive Mine","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1111"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1111","weakness":{},"price":400,"legacy_id":["equipment-4215"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1111-1076","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Explosive Mine Source Guns & Gears (Remastered) pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 2 hands Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- When you Activate an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that square. If you have time in advance to prepare, you can place the mine on the ground before activating it, and you or an ally can try to use Stealth to Conceal an Object before you Activate the mine. If you don't Conceal the mine, its position is obvious at a glance. Once activated, the mine is primed to explode when enough pressure is placed on the square where it's located. Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing the listed fire damage to any creatures in a 5-foot emanation with a basic Reflex save. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Explosive Mine (Lesser) Source Guns & Gears (Remastered) pg. 69 Price 4 gp Bulk L --- The mine deals 2d6 fire damage, and the Reflex DC is 15. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Explosive Mine (Moderate) Source Guns & Gears (Remastered) pg. 69 Price 40 gp Bulk L --- The mine deals 6d6 fire damage, and the Reflex DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Explosive Mine (Greater) Source Guns & Gears (Remastered) pg. 69 Price 400 gp Bulk L --- The mine deals 12d6 fire damage, and the Reflex DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Explosive Mine (Major) Source Guns & Gears (Remastered) pg. 69 Price 4,000 gp Bulk L --- The mine deals 18d6 fire damage in a 10-foot emanation, and the Reflex DC is 38.","skill_mod":{},"summary":"The mine deals 2d6 fire damage, and the Reflex DC is 15.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1111","name":"Explosive Mine (Lesser)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1111-1076"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1111","weakness":{},"price":4000,"legacy_id":["equipment-4215"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1111-1077","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Explosive Mine Source Guns & Gears (Remastered) pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 2 hands Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- When you Activate an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that square. If you have time in advance to prepare, you can place the mine on the ground before activating it, and you or an ally can try to use Stealth to Conceal an Object before you Activate the mine. If you don't Conceal the mine, its position is obvious at a glance. Once activated, the mine is primed to explode when enough pressure is placed on the square where it's located. Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing the listed fire damage to any creatures in a 5-foot emanation with a basic Reflex save. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Explosive Mine (Lesser) Source Guns & Gears (Remastered) pg. 69 Price 4 gp Bulk L --- The mine deals 2d6 fire damage, and the Reflex DC is 15. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Explosive Mine (Moderate) Source Guns & Gears (Remastered) pg. 69 Price 40 gp Bulk L --- The mine deals 6d6 fire damage, and the Reflex DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Explosive Mine (Greater) Source Guns & Gears (Remastered) pg. 69 Price 400 gp Bulk L --- The mine deals 12d6 fire damage, and the Reflex DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Explosive Mine (Major) Source Guns & Gears (Remastered) pg. 69 Price 4,000 gp Bulk L --- The mine deals 18d6 fire damage in a 10-foot emanation, and the Reflex DC is 38.","skill_mod":{},"summary":"The mine deals 6d6 fire damage, and the Reflex DC is 20.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1111","name":"Explosive Mine (Moderate)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1111-1077"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1111","weakness":{},"price":40000,"legacy_id":["equipment-4215"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1111-1078","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Explosive Mine Source Guns & Gears (Remastered) pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 2 hands Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- When you Activate an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that square. If you have time in advance to prepare, you can place the mine on the ground before activating it, and you or an ally can try to use Stealth to Conceal an Object before you Activate the mine. If you don't Conceal the mine, its position is obvious at a glance. Once activated, the mine is primed to explode when enough pressure is placed on the square where it's located. Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing the listed fire damage to any creatures in a 5-foot emanation with a basic Reflex save. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Explosive Mine (Lesser) Source Guns & Gears (Remastered) pg. 69 Price 4 gp Bulk L --- The mine deals 2d6 fire damage, and the Reflex DC is 15. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Explosive Mine (Moderate) Source Guns & Gears (Remastered) pg. 69 Price 40 gp Bulk L --- The mine deals 6d6 fire damage, and the Reflex DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Explosive Mine (Greater) Source Guns & Gears (Remastered) pg. 69 Price 400 gp Bulk L --- The mine deals 12d6 fire damage, and the Reflex DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Explosive Mine (Major) Source Guns & Gears (Remastered) pg. 69 Price 4,000 gp Bulk L --- The mine deals 18d6 fire damage in a 10-foot emanation, and the Reflex DC is 38.","skill_mod":{},"summary":"The mine deals 12d6 fire damage, and the Reflex DC is 29.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1111","name":"Explosive Mine (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1111-1078"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1111","weakness":{},"price":400000,"legacy_id":["equipment-4215"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1111-1079","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Explosive Mine Source Guns & Gears (Remastered) pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 2 hands Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- When you Activate an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that square. If you have time in advance to prepare, you can place the mine on the ground before activating it, and you or an ally can try to use Stealth to Conceal an Object before you Activate the mine. If you don't Conceal the mine, its position is obvious at a glance. Once activated, the mine is primed to explode when enough pressure is placed on the square where it's located. Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing the listed fire damage to any creatures in a 5-foot emanation with a basic Reflex save. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Explosive Mine (Lesser) Source Guns & Gears (Remastered) pg. 69 Price 4 gp Bulk L --- The mine deals 2d6 fire damage, and the Reflex DC is 15. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Explosive Mine (Moderate) Source Guns & Gears (Remastered) pg. 69 Price 40 gp Bulk L --- The mine deals 6d6 fire damage, and the Reflex DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Explosive Mine (Greater) Source Guns & Gears (Remastered) pg. 69 Price 400 gp Bulk L --- The mine deals 12d6 fire damage, and the Reflex DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Explosive Mine (Major) Source Guns & Gears (Remastered) pg. 69 Price 4,000 gp Bulk L --- The mine deals 18d6 fire damage in a 10-foot emanation, and the Reflex DC is 38.","skill_mod":{},"summary":"The mine deals 18d6 fire damage in a 10-foot emanation, and the Reflex DC is 38.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1111","name":"Explosive Mine (Major)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1111-1079"},{"item_child_id":["equipment-1112-1080","equipment-1112-1081","equipment-1112-1082","equipment-1112-1083"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4216"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1112","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Flare Beacon Source Guns & Gears (Remastered) pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be dazzled until they are no longer adjacent to it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Flare Beacon (Lesser) Source Guns & Gears (Remastered) pg. 69 Price 4 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Flare Beacon (Moderate) Source Guns & Gears (Remastered) pg. 69 Price 35 gp Bulk L --- The beacon shines bright light in a 60-foot radius and dim light in the next 60 feet. Creatures within a 10-foot radius of the beacon must succeed at a DC 20 Fortitude save or be dazzled until they are no longer within 10 feet of it. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Flare Beacon (Greater) Source Guns & Gears (Remastered) pg. 69 Price 180 gp Bulk L --- The beacon shines bright light in a 100-foot radius and dim light in the next 100 feet. Creatures within a 20-foot radius of the beacon must succeed at a DC 27 Fortitude save or be dazzled until they are no longer within 20 feet of it. Additionally, on a critical failure, they are also blinded for 1 round. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Flare Beacon (Major) Source Guns & Gears (Remastered) pg. 69 Price 1,500 gp Bulk L --- The beacon shines bright light in a 180-foot radius and dim light in the next 180 feet. Creatures within a 30-foot radius of the beacon must succeed at a DC 35 Fortitude save or be dazzled until they are no longer within 30 feet of it. Additionally, on a critical failure, they are also blinded for 1 round.","skill_mod":{},"summary":"Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1112","name":"Flare Beacon","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1112"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1112","weakness":{},"price":400,"legacy_id":["equipment-4216"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1112-1080","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Flare Beacon Source Guns & Gears (Remastered) pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be dazzled until they are no longer adjacent to it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Flare Beacon (Lesser) Source Guns & Gears (Remastered) pg. 69 Price 4 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Flare Beacon (Moderate) Source Guns & Gears (Remastered) pg. 69 Price 35 gp Bulk L --- The beacon shines bright light in a 60-foot radius and dim light in the next 60 feet. Creatures within a 10-foot radius of the beacon must succeed at a DC 20 Fortitude save or be dazzled until they are no longer within 10 feet of it. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Flare Beacon (Greater) Source Guns & Gears (Remastered) pg. 69 Price 180 gp Bulk L --- The beacon shines bright light in a 100-foot radius and dim light in the next 100 feet. Creatures within a 20-foot radius of the beacon must succeed at a DC 27 Fortitude save or be dazzled until they are no longer within 20 feet of it. Additionally, on a critical failure, they are also blinded for 1 round. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Flare Beacon (Major) Source Guns & Gears (Remastered) pg. 69 Price 1,500 gp Bulk L --- The beacon shines bright light in a 180-foot radius and dim light in the next 180 feet. Creatures within a 30-foot radius of the beacon must succeed at a DC 35 Fortitude save or be dazzled until they are no longer within 30 feet of it. Additionally, on a critical failure, they are also blinded for 1 round.","skill_mod":{},"summary":"Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1112","name":"Flare Beacon (Lesser)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1112-1080"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1112","weakness":{},"price":3500,"legacy_id":["equipment-4216"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1112-1081","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Flare Beacon Source Guns & Gears (Remastered) pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be dazzled until they are no longer adjacent to it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Flare Beacon (Lesser) Source Guns & Gears (Remastered) pg. 69 Price 4 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Flare Beacon (Moderate) Source Guns & Gears (Remastered) pg. 69 Price 35 gp Bulk L --- The beacon shines bright light in a 60-foot radius and dim light in the next 60 feet. Creatures within a 10-foot radius of the beacon must succeed at a DC 20 Fortitude save or be dazzled until they are no longer within 10 feet of it. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Flare Beacon (Greater) Source Guns & Gears (Remastered) pg. 69 Price 180 gp Bulk L --- The beacon shines bright light in a 100-foot radius and dim light in the next 100 feet. Creatures within a 20-foot radius of the beacon must succeed at a DC 27 Fortitude save or be dazzled until they are no longer within 20 feet of it. Additionally, on a critical failure, they are also blinded for 1 round. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Flare Beacon (Major) Source Guns & Gears (Remastered) pg. 69 Price 1,500 gp Bulk L --- The beacon shines bright light in a 180-foot radius and dim light in the next 180 feet. Creatures within a 30-foot radius of the beacon must succeed at a DC 35 Fortitude save or be dazzled until they are no longer within 30 feet of it. Additionally, on a critical failure, they are also blinded for 1 round.","skill_mod":{},"summary":"The beacon shines bright light in a 60-foot radius and dim light in the next 60 feet. Creatures within a 10-foot radius of the beacon must succeed at …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1112","name":"Flare Beacon (Moderate)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1112-1081"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1112","weakness":{},"price":18000,"legacy_id":["equipment-4216"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1112-1082","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Flare Beacon Source Guns & Gears (Remastered) pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be dazzled until they are no longer adjacent to it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Flare Beacon (Lesser) Source Guns & Gears (Remastered) pg. 69 Price 4 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Flare Beacon (Moderate) Source Guns & Gears (Remastered) pg. 69 Price 35 gp Bulk L --- The beacon shines bright light in a 60-foot radius and dim light in the next 60 feet. Creatures within a 10-foot radius of the beacon must succeed at a DC 20 Fortitude save or be dazzled until they are no longer within 10 feet of it. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Flare Beacon (Greater) Source Guns & Gears (Remastered) pg. 69 Price 180 gp Bulk L --- The beacon shines bright light in a 100-foot radius and dim light in the next 100 feet. Creatures within a 20-foot radius of the beacon must succeed at a DC 27 Fortitude save or be dazzled until they are no longer within 20 feet of it. Additionally, on a critical failure, they are also blinded for 1 round. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Flare Beacon (Major) Source Guns & Gears (Remastered) pg. 69 Price 1,500 gp Bulk L --- The beacon shines bright light in a 180-foot radius and dim light in the next 180 feet. Creatures within a 30-foot radius of the beacon must succeed at a DC 35 Fortitude save or be dazzled until they are no longer within 30 feet of it. Additionally, on a critical failure, they are also blinded for 1 round.","skill_mod":{},"summary":"The beacon shines bright light in a 100-foot radius and dim light in the next 100 feet. Creatures within a 20-foot radius of the beacon must succeed …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1112","name":"Flare Beacon (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1112-1082"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1112","weakness":{},"price":150000,"legacy_id":["equipment-4216"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1112-1083","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Flare Beacon Source Guns & Gears (Remastered) pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be dazzled until they are no longer adjacent to it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Flare Beacon (Lesser) Source Guns & Gears (Remastered) pg. 69 Price 4 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Flare Beacon (Moderate) Source Guns & Gears (Remastered) pg. 69 Price 35 gp Bulk L --- The beacon shines bright light in a 60-foot radius and dim light in the next 60 feet. Creatures within a 10-foot radius of the beacon must succeed at a DC 20 Fortitude save or be dazzled until they are no longer within 10 feet of it. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Flare Beacon (Greater) Source Guns & Gears (Remastered) pg. 69 Price 180 gp Bulk L --- The beacon shines bright light in a 100-foot radius and dim light in the next 100 feet. Creatures within a 20-foot radius of the beacon must succeed at a DC 27 Fortitude save or be dazzled until they are no longer within 20 feet of it. Additionally, on a critical failure, they are also blinded for 1 round. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Flare Beacon (Major) Source Guns & Gears (Remastered) pg. 69 Price 1,500 gp Bulk L --- The beacon shines bright light in a 180-foot radius and dim light in the next 180 feet. Creatures within a 30-foot radius of the beacon must succeed at a DC 35 Fortitude save or be dazzled until they are no longer within 30 feet of it. Additionally, on a critical failure, they are also blinded for 1 round.","skill_mod":{},"summary":"The beacon shines bright light in a 180-foot radius and dim light in the next 180 feet. Creatures within a 30-foot radius of the beacon must succeed …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1112","name":"Flare Beacon (Major)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1112-1083"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn (attached to footwear or feet)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2100,"legacy_id":["equipment-4217"],"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-1113","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Gadget Skates Source Guns & Gears (Remastered) pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 21 gp Usage worn (attached to footwear or feet) Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact (move) --- Gadget skates are metal devices that come in pairs and strap onto existing footwear (or a creature's feet). When you Activate gadget skates, clockwork gears reveal small wheels that propel you along the ground, moving you up to twice your Speed. During this movement, you must succeed at a DC 20 Acrobatics check to turn up to 90 degrees, and you can't turn more than once or more than 90 degrees. During the activation and after the activation is complete, you can't Stride, Step, or otherwise move on the ground until the end of your next turn. However, you can use this movement instead of a Stride to perform a High Jump or Long Jump just after the activation ends, in the direction of your last movement using the gadget skates. You can Sustain the Activation of your gadget skates for up to 1 minute. Starting on the turn after you Activate the gadget skates, the first time you Sustain the Activation each turn, you gain the effects of the activation again: you move up to twice your Speed in the same direction as your last movement with the gadget skates, and the restrictions continue to apply until you choose to cease Sustaining the Activation or you reach the maximum duration. Once the effect ends, the skates fall away and you can move normally.\n","skill_mod":{},"summary":"Gadget skates are metal devices that come in pairs and strap onto existing footwear (or a creature's feet). When you Activate gadget skates, …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1113","name":"Gadget Skates","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1113"},{"item_child_id":["equipment-1114-1084","equipment-1114-1085"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn (attached to handwear or hands)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4218"],"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-1114","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Gecko Pads Source Guns & Gears (Remastered) pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn (attached to handwear or hands) Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- Gecko pads are thin, clockwork devices shaped like palms, which can be strapped onto existing handwear or a creature's hands. When activated, they whir to life and improve your grip on surfaces, while slowly releasing a sticky substance stored within the device's surface to help you climb. The pads give you a climb Speed equal to your Speed as long as your hands are free. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Gecko Pads Source Guns & Gears (Remastered) pg. 70 Price 25 gp Bulk L --- The climb Speed lasts for 10 minutes. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Gecko Pads (Greater) Source Guns & Gears (Remastered) pg. 70 Price 125 gp Bulk L --- The climb Speed lasts for 1 hour.","skill_mod":{},"summary":"Gecko pads are thin, clockwork devices shaped like palms, which can be strapped onto existing handwear or a creature's hands. When activated, they …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1114","name":"Gecko Pads","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1114"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn (attached to handwear or hands)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1114","weakness":{},"price":2500,"legacy_id":["equipment-4218"],"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-1114-1084","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Gecko Pads Source Guns & Gears (Remastered) pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn (attached to handwear or hands) Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- Gecko pads are thin, clockwork devices shaped like palms, which can be strapped onto existing handwear or a creature's hands. When activated, they whir to life and improve your grip on surfaces, while slowly releasing a sticky substance stored within the device's surface to help you climb. The pads give you a climb Speed equal to your Speed as long as your hands are free. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Gecko Pads Source Guns & Gears (Remastered) pg. 70 Price 25 gp Bulk L --- The climb Speed lasts for 10 minutes. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Gecko Pads (Greater) Source Guns & Gears (Remastered) pg. 70 Price 125 gp Bulk L --- The climb Speed lasts for 1 hour.","skill_mod":{},"summary":"The climb Speed lasts for 10 minutes.","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1114","name":"Gecko Pads","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1114-1084"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn (attached to handwear or hands)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1114","weakness":{},"price":12500,"legacy_id":["equipment-4218"],"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-1114-1085","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Gecko Pads Source Guns & Gears (Remastered) pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn (attached to handwear or hands) Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- Gecko pads are thin, clockwork devices shaped like palms, which can be strapped onto existing handwear or a creature's hands. When activated, they whir to life and improve your grip on surfaces, while slowly releasing a sticky substance stored within the device's surface to help you climb. The pads give you a climb Speed equal to your Speed as long as your hands are free. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Gecko Pads Source Guns & Gears (Remastered) pg. 70 Price 25 gp Bulk L --- The climb Speed lasts for 10 minutes. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Gecko Pads (Greater) Source Guns & Gears (Remastered) pg. 70 Price 125 gp Bulk L --- The climb Speed lasts for 1 hour.","skill_mod":{},"summary":"The climb Speed lasts for 1 hour.","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1114","name":"Gecko Pads (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1114-1085"},{"item_child_id":["equipment-1115-1086","equipment-1115-1087","equipment-1115-1088","equipment-1115-1089"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4219"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1115","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Impact Foam Chassis Source Guns & Gears (Remastered) pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn over armor and clothes Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate see below --- While you're wearing an impact foam chassis wrapped around your body, it Activates automatically whenever you fall at least 10 feet, causing a layer of soft, flexible impact foam to expand beneath and around you to cushion the fall. The impact foam decreases the falling damage by up to the listed amount, taking damage equal to the amount of falling damage the foam reduced. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you're surrounded in foam, you are immobilized and have standard cover against other creatures, and other creatures have standard cover against you. The foam has an Escape DC of 15; a creature can also remove it by spending three Interact actions. You or others can also attack the foam (the foam has an AC of 12), which disperses if reduced to 0 Hit Points. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Impact Foam Chassis (Lesser) Source Guns & Gears (Remastered) pg. 70 Price 3 gp Bulk L --- A lesser impact foam chassis prevents up to 20 falling damage and has 20 Hit Points. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Impact Foam Chassis (Moderate) Source Guns & Gears (Remastered) pg. 70 Price 15 gp Bulk L --- A moderate impact foam chassis prevents up to 50 falling damage and has 40 Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Impact Foam Chassis (Greater) Source Guns & Gears (Remastered) pg. 70 Price 150 gp Bulk L --- A greater impact foam chassis prevents up to 100 falling damage and has 100 Hit Points. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Impact Foam Chassis (Major) Source Guns & Gears (Remastered) pg. 70 Price 650 gp Bulk L --- A major impact foam chassis prevents up to 200 falling damage and has 200 Hit Points.","skill_mod":{},"summary":"While you're wearing an impact foam chassis wrapped around your body, it Activates automatically whenever you fall at least 10 feet, causing a layer …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1115","name":"Impact Foam Chassis","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1115"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1115","weakness":{},"price":300,"legacy_id":["equipment-4219"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1115-1086","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Impact Foam Chassis Source Guns & Gears (Remastered) pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn over armor and clothes Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate see below --- While you're wearing an impact foam chassis wrapped around your body, it Activates automatically whenever you fall at least 10 feet, causing a layer of soft, flexible impact foam to expand beneath and around you to cushion the fall. The impact foam decreases the falling damage by up to the listed amount, taking damage equal to the amount of falling damage the foam reduced. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you're surrounded in foam, you are immobilized and have standard cover against other creatures, and other creatures have standard cover against you. The foam has an Escape DC of 15; a creature can also remove it by spending three Interact actions. You or others can also attack the foam (the foam has an AC of 12), which disperses if reduced to 0 Hit Points. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Impact Foam Chassis (Lesser) Source Guns & Gears (Remastered) pg. 70 Price 3 gp Bulk L --- A lesser impact foam chassis prevents up to 20 falling damage and has 20 Hit Points. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Impact Foam Chassis (Moderate) Source Guns & Gears (Remastered) pg. 70 Price 15 gp Bulk L --- A moderate impact foam chassis prevents up to 50 falling damage and has 40 Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Impact Foam Chassis (Greater) Source Guns & Gears (Remastered) pg. 70 Price 150 gp Bulk L --- A greater impact foam chassis prevents up to 100 falling damage and has 100 Hit Points. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Impact Foam Chassis (Major) Source Guns & Gears (Remastered) pg. 70 Price 650 gp Bulk L --- A major impact foam chassis prevents up to 200 falling damage and has 200 Hit Points.","skill_mod":{},"summary":"A lesser impact foam chassis prevents up to 20 falling damage and has 20 Hit Points.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1115","name":"Impact Foam Chassis (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1115-1086"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1115","weakness":{},"price":1500,"legacy_id":["equipment-4219"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1115-1087","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Impact Foam Chassis Source Guns & Gears (Remastered) pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn over armor and clothes Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate see below --- While you're wearing an impact foam chassis wrapped around your body, it Activates automatically whenever you fall at least 10 feet, causing a layer of soft, flexible impact foam to expand beneath and around you to cushion the fall. The impact foam decreases the falling damage by up to the listed amount, taking damage equal to the amount of falling damage the foam reduced. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you're surrounded in foam, you are immobilized and have standard cover against other creatures, and other creatures have standard cover against you. The foam has an Escape DC of 15; a creature can also remove it by spending three Interact actions. You or others can also attack the foam (the foam has an AC of 12), which disperses if reduced to 0 Hit Points. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Impact Foam Chassis (Lesser) Source Guns & Gears (Remastered) pg. 70 Price 3 gp Bulk L --- A lesser impact foam chassis prevents up to 20 falling damage and has 20 Hit Points. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Impact Foam Chassis (Moderate) Source Guns & Gears (Remastered) pg. 70 Price 15 gp Bulk L --- A moderate impact foam chassis prevents up to 50 falling damage and has 40 Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Impact Foam Chassis (Greater) Source Guns & Gears (Remastered) pg. 70 Price 150 gp Bulk L --- A greater impact foam chassis prevents up to 100 falling damage and has 100 Hit Points. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Impact Foam Chassis (Major) Source Guns & Gears (Remastered) pg. 70 Price 650 gp Bulk L --- A major impact foam chassis prevents up to 200 falling damage and has 200 Hit Points.","skill_mod":{},"summary":"A moderate impact foam chassis prevents up to 50 falling damage and has 40 Hit Points.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1115","name":"Impact Foam Chassis (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1115-1087"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1115","weakness":{},"price":15000,"legacy_id":["equipment-4219"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1115-1088","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Impact Foam Chassis Source Guns & Gears (Remastered) pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn over armor and clothes Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate see below --- While you're wearing an impact foam chassis wrapped around your body, it Activates automatically whenever you fall at least 10 feet, causing a layer of soft, flexible impact foam to expand beneath and around you to cushion the fall. The impact foam decreases the falling damage by up to the listed amount, taking damage equal to the amount of falling damage the foam reduced. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you're surrounded in foam, you are immobilized and have standard cover against other creatures, and other creatures have standard cover against you. The foam has an Escape DC of 15; a creature can also remove it by spending three Interact actions. You or others can also attack the foam (the foam has an AC of 12), which disperses if reduced to 0 Hit Points. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Impact Foam Chassis (Lesser) Source Guns & Gears (Remastered) pg. 70 Price 3 gp Bulk L --- A lesser impact foam chassis prevents up to 20 falling damage and has 20 Hit Points. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Impact Foam Chassis (Moderate) Source Guns & Gears (Remastered) pg. 70 Price 15 gp Bulk L --- A moderate impact foam chassis prevents up to 50 falling damage and has 40 Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Impact Foam Chassis (Greater) Source Guns & Gears (Remastered) pg. 70 Price 150 gp Bulk L --- A greater impact foam chassis prevents up to 100 falling damage and has 100 Hit Points. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Impact Foam Chassis (Major) Source Guns & Gears (Remastered) pg. 70 Price 650 gp Bulk L --- A major impact foam chassis prevents up to 200 falling damage and has 200 Hit Points.","skill_mod":{},"summary":"A greater impact foam chassis prevents up to 100 falling damage and has 100 Hit Points.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1115","name":"Impact Foam Chassis (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1115-1088"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1115","weakness":{},"price":65000,"legacy_id":["equipment-4219"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1115-1089","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Impact Foam Chassis Source Guns & Gears (Remastered) pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn over armor and clothes Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate see below --- While you're wearing an impact foam chassis wrapped around your body, it Activates automatically whenever you fall at least 10 feet, causing a layer of soft, flexible impact foam to expand beneath and around you to cushion the fall. The impact foam decreases the falling damage by up to the listed amount, taking damage equal to the amount of falling damage the foam reduced. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you're surrounded in foam, you are immobilized and have standard cover against other creatures, and other creatures have standard cover against you. The foam has an Escape DC of 15; a creature can also remove it by spending three Interact actions. You or others can also attack the foam (the foam has an AC of 12), which disperses if reduced to 0 Hit Points. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Impact Foam Chassis (Lesser) Source Guns & Gears (Remastered) pg. 70 Price 3 gp Bulk L --- A lesser impact foam chassis prevents up to 20 falling damage and has 20 Hit Points. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Impact Foam Chassis (Moderate) Source Guns & Gears (Remastered) pg. 70 Price 15 gp Bulk L --- A moderate impact foam chassis prevents up to 50 falling damage and has 40 Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Impact Foam Chassis (Greater) Source Guns & Gears (Remastered) pg. 70 Price 150 gp Bulk L --- A greater impact foam chassis prevents up to 100 falling damage and has 100 Hit Points. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Impact Foam Chassis (Major) Source Guns & Gears (Remastered) pg. 70 Price 650 gp Bulk L --- A major impact foam chassis prevents up to 200 falling damage and has 200 Hit Points.","skill_mod":{},"summary":"A major impact foam chassis prevents up to 200 falling damage and has 200 Hit Points.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1115","name":"Impact Foam Chassis (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1115-1089"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":500,"legacy_id":["equipment-4220"],"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-1116","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Instant Spy Source Guns & Gears (Remastered) pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 5 gp Usage held in 1 hand Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- An instant spy is a tiny clockwork device that is small enough to be easily hidden. It contains the same audio-recording mechanisms as a clockwork spy, as well as a short-lived gemstone that can store up to 1 hour of sound to play back later. Once you have activated the instant spy, it surreptitiously begins recording all the sounds around it for an hour. In general, it can hear sounds that are clearly audible in the location where you activated it, but not sounds that would require a Perception check with a DC of 10 or greater to hear. The GM determines exactly what the instant spy can hear and record, as well as whether or not the recording is clear in a situation where the original sound is quiet, distorted, or intentionally obscured. When the recording is complete, once within the next 24 hours, you or another creature can use an Interact action to play back the stored audio in its entirety, after which the gem crumbles to dust. If no one plays the recorded sounds back within 1 day, the gem crumbles into dust anyway. This prevents the information from falling into the wrong hands later. It's typical to use the Conceal an Object action to hide an instant spy in a location once you've activated it, since if you don't hide it, it's relatively easy to discover in a thorough search, despite the fact that it's small and relatively unobtrusive.\n","skill_mod":{},"summary":"An instant spy is a tiny clockwork device that is small enough to be easily hidden. It contains the same audio-recording mechanisms as a clockwork …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1116","name":"Instant Spy","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1116"},{"item_child_id":["equipment-1117-1090","equipment-1117-1091","equipment-1117-1092"],"primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"duration":600,"weakness":{},"legacy_id":["equipment-4221"],"trait":["Aura","Consumable"],"id":"equipment-1117","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Magnetic Suit Source Guns & Gears (Remastered) pg. 71 Duration 10 minutes Usage worn over armor and clothes Bulk 1 Activate Two Actions Interact --- This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or repel. While set to attract, you take a –1 status penalty to your AC against attacks made by metal weapons, while allies within a 10-foot emanation other than you gain a +1 status bonus to their AC. If set to repel, you gain a +1 status bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +1 status bonus to Athletics checks to Climb metal objects and Grapple metal creatures and a –1 status penalty to Athletics checks to Shove metal creatures. While repelling metal, you gain a +1 status bonus to Athletics checks to Shove metal creatures, but you take a –1 status penalty to Climb metal objects and Grapple metal creatures. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Magnetic Suit Source Guns & Gears (Remastered) pg. 71 Price 20 gp Bulk 1 <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Magnetic Suit (Greater) Source Guns & Gears (Remastered) pg. 71 Price 200 gp Bulk 1 --- The area that gains an AC bonus when attracting is a 15-foot emanation, and the status bonuses and penalties increase from 1 to 2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Magnetic Suit (Major) Source Guns & Gears (Remastered) pg. 71 Price 2,000 gp Bulk 1 --- The area that gains an AC bonus when attracting is a 20-foot emanation, and the status bonuses and penalties increase from 1 to 3.","skill_mod":{},"summary":"This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1117","name":"Magnetic Suit","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-1117"},{"primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"duration":600,"item_parent_id":"equipment-1117","weakness":{},"price":2000,"legacy_id":["equipment-4221"],"trait":["Aura","Consumable"],"id":"equipment-1117-1090","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Magnetic Suit Source Guns & Gears (Remastered) pg. 71 Duration 10 minutes Usage worn over armor and clothes Bulk 1 Activate Two Actions Interact --- This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or repel. While set to attract, you take a –1 status penalty to your AC against attacks made by metal weapons, while allies within a 10-foot emanation other than you gain a +1 status bonus to their AC. If set to repel, you gain a +1 status bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +1 status bonus to Athletics checks to Climb metal objects and Grapple metal creatures and a –1 status penalty to Athletics checks to Shove metal creatures. While repelling metal, you gain a +1 status bonus to Athletics checks to Shove metal creatures, but you take a –1 status penalty to Climb metal objects and Grapple metal creatures. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Magnetic Suit Source Guns & Gears (Remastered) pg. 71 Price 20 gp Bulk 1 <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Magnetic Suit (Greater) Source Guns & Gears (Remastered) pg. 71 Price 200 gp Bulk 1 --- The area that gains an AC bonus when attracting is a 15-foot emanation, and the status bonuses and penalties increase from 1 to 2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Magnetic Suit (Major) Source Guns & Gears (Remastered) pg. 71 Price 2,000 gp Bulk 1 --- The area that gains an AC bonus when attracting is a 20-foot emanation, and the status bonuses and penalties increase from 1 to 3.","skill_mod":{},"summary":"This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1117","name":"Magnetic Suit","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-1117-1090"},{"primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"duration":600,"item_parent_id":"equipment-1117","weakness":{},"price":20000,"legacy_id":["equipment-4221"],"trait":["Aura","Consumable"],"id":"equipment-1117-1091","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Magnetic Suit Source Guns & Gears (Remastered) pg. 71 Duration 10 minutes Usage worn over armor and clothes Bulk 1 Activate Two Actions Interact --- This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or repel. While set to attract, you take a –1 status penalty to your AC against attacks made by metal weapons, while allies within a 10-foot emanation other than you gain a +1 status bonus to their AC. If set to repel, you gain a +1 status bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +1 status bonus to Athletics checks to Climb metal objects and Grapple metal creatures and a –1 status penalty to Athletics checks to Shove metal creatures. While repelling metal, you gain a +1 status bonus to Athletics checks to Shove metal creatures, but you take a –1 status penalty to Climb metal objects and Grapple metal creatures. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Magnetic Suit Source Guns & Gears (Remastered) pg. 71 Price 20 gp Bulk 1 <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Magnetic Suit (Greater) Source Guns & Gears (Remastered) pg. 71 Price 200 gp Bulk 1 --- The area that gains an AC bonus when attracting is a 15-foot emanation, and the status bonuses and penalties increase from 1 to 2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Magnetic Suit (Major) Source Guns & Gears (Remastered) pg. 71 Price 2,000 gp Bulk 1 --- The area that gains an AC bonus when attracting is a 20-foot emanation, and the status bonuses and penalties increase from 1 to 3.","skill_mod":{},"summary":"The area that gains an AC bonus when attracting is a 15-foot emanation, and the status bonuses and penalties increase from 1 to 2.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1117","name":"Magnetic Suit (Greater)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-1117-1091"},{"primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"duration":600,"item_parent_id":"equipment-1117","weakness":{},"price":200000,"legacy_id":["equipment-4221"],"trait":["Aura","Consumable"],"id":"equipment-1117-1092","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Magnetic Suit Source Guns & Gears (Remastered) pg. 71 Duration 10 minutes Usage worn over armor and clothes Bulk 1 Activate Two Actions Interact --- This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or repel. While set to attract, you take a –1 status penalty to your AC against attacks made by metal weapons, while allies within a 10-foot emanation other than you gain a +1 status bonus to their AC. If set to repel, you gain a +1 status bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +1 status bonus to Athletics checks to Climb metal objects and Grapple metal creatures and a –1 status penalty to Athletics checks to Shove metal creatures. While repelling metal, you gain a +1 status bonus to Athletics checks to Shove metal creatures, but you take a –1 status penalty to Climb metal objects and Grapple metal creatures. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Magnetic Suit Source Guns & Gears (Remastered) pg. 71 Price 20 gp Bulk 1 <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Magnetic Suit (Greater) Source Guns & Gears (Remastered) pg. 71 Price 200 gp Bulk 1 --- The area that gains an AC bonus when attracting is a 15-foot emanation, and the status bonuses and penalties increase from 1 to 2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Magnetic Suit (Major) Source Guns & Gears (Remastered) pg. 71 Price 2,000 gp Bulk 1 --- The area that gains an AC bonus when attracting is a 20-foot emanation, and the status bonuses and penalties increase from 1 to 3.","skill_mod":{},"summary":"The area that gains an AC bonus when attracting is a 20-foot emanation, and the status bonuses and penalties increase from 1 to 3.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1117","name":"Magnetic Suit (Major)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-1117-1092"},{"item_child_id":["equipment-1118-1093","equipment-1118-1094","equipment-1118-1095","equipment-1118-1096"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4222"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1118","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Material Essence Disruptor Source Guns & Gears (Remastered) pg. 71 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to counteract an active arcane or primal spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Material Essence Disruptor (Lesser) Source Guns & Gears (Remastered) pg. 71 Price 12 gp Bulk 1 --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Material Essence Disruptor (Moderate) Source Guns & Gears (Remastered) pg. 71 Price 70 gp Bulk 1 --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Material Essence Disruptor (Greater) Source Guns & Gears (Remastered) pg. 71 Price 300 gp Bulk 1 --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Material Essence Disruptor (Major) Source Guns & Gears (Remastered) pg. 71 Price 1,300 gp Bulk 1 --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1118","name":"Material Essence Disruptor","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1118"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1118","weakness":{},"price":1200,"legacy_id":["equipment-4222"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1118-1093","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Material Essence Disruptor Source Guns & Gears (Remastered) pg. 71 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to counteract an active arcane or primal spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Material Essence Disruptor (Lesser) Source Guns & Gears (Remastered) pg. 71 Price 12 gp Bulk 1 --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Material Essence Disruptor (Moderate) Source Guns & Gears (Remastered) pg. 71 Price 70 gp Bulk 1 --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Material Essence Disruptor (Greater) Source Guns & Gears (Remastered) pg. 71 Price 300 gp Bulk 1 --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Material Essence Disruptor (Major) Source Guns & Gears (Remastered) pg. 71 Price 1,300 gp Bulk 1 --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"The range is 30 feet, the counteract modifier is +7, and the counteract level is 2.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1118","name":"Material Essence Disruptor (Lesser)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1118-1093"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1118","weakness":{},"price":7000,"legacy_id":["equipment-4222"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1118-1094","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Material Essence Disruptor Source Guns & Gears (Remastered) pg. 71 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to counteract an active arcane or primal spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Material Essence Disruptor (Lesser) Source Guns & Gears (Remastered) pg. 71 Price 12 gp Bulk 1 --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Material Essence Disruptor (Moderate) Source Guns & Gears (Remastered) pg. 71 Price 70 gp Bulk 1 --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Material Essence Disruptor (Greater) Source Guns & Gears (Remastered) pg. 71 Price 300 gp Bulk 1 --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Material Essence Disruptor (Major) Source Guns & Gears (Remastered) pg. 71 Price 1,300 gp Bulk 1 --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"The range is 40 feet, the counteract modifier is +13, and the counteract level is 4.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1118","name":"Material Essence Disruptor (Moderate)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1118-1094"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1118","weakness":{},"price":30000,"legacy_id":["equipment-4222"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1118-1095","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Material Essence Disruptor Source Guns & Gears (Remastered) pg. 71 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to counteract an active arcane or primal spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Material Essence Disruptor (Lesser) Source Guns & Gears (Remastered) pg. 71 Price 12 gp Bulk 1 --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Material Essence Disruptor (Moderate) Source Guns & Gears (Remastered) pg. 71 Price 70 gp Bulk 1 --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Material Essence Disruptor (Greater) Source Guns & Gears (Remastered) pg. 71 Price 300 gp Bulk 1 --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Material Essence Disruptor (Major) Source Guns & Gears (Remastered) pg. 71 Price 1,300 gp Bulk 1 --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"The range is 60 feet, the counteract modifier is +18, and the counteract level is 6.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1118","name":"Material Essence Disruptor (Greater)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1118-1095"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1118","weakness":{},"price":130000,"legacy_id":["equipment-4222"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1118-1096","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Material Essence Disruptor Source Guns & Gears (Remastered) pg. 71 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to counteract an active arcane or primal spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Material Essence Disruptor (Lesser) Source Guns & Gears (Remastered) pg. 71 Price 12 gp Bulk 1 --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Material Essence Disruptor (Moderate) Source Guns & Gears (Remastered) pg. 71 Price 70 gp Bulk 1 --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Material Essence Disruptor (Greater) Source Guns & Gears (Remastered) pg. 71 Price 300 gp Bulk 1 --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Material Essence Disruptor (Major) Source Guns & Gears (Remastered) pg. 71 Price 1,300 gp Bulk 1 --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1118","name":"Material Essence Disruptor (Major)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1118-1096"},{"item_child_id":["equipment-1119-1097","equipment-1119-1098"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4223"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1119","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Smoke Fan Source Guns & Gears (Remastered) pg. 71 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- When you Activate a smoke fan, it creates a cloud of colored smoke. The smoke fills a 5-foot radius. The creator chooses the smoke's color when creating the smoke fan. Creatures within the smoke's area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Smoke Fan Source Guns & Gears (Remastered) pg. 71 Price 5 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Smoke Fan (Greater) Source Guns & Gears (Remastered) pg. 71 Price 75 gp Bulk L --- The smoke's radius is 20 feet, and the creator can choose for the smoke to be a mixture of colors.","skill_mod":{},"summary":"When you Activate a smoke fan, it creates a cloud of colored smoke. The smoke fills a 5-foot radius. The creator chooses the smoke's color when …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1119","name":"Smoke Fan","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1119"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1119","weakness":{},"price":500,"legacy_id":["equipment-4223"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1119-1097","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Smoke Fan Source Guns & Gears (Remastered) pg. 71 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- When you Activate a smoke fan, it creates a cloud of colored smoke. The smoke fills a 5-foot radius. The creator chooses the smoke's color when creating the smoke fan. Creatures within the smoke's area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Smoke Fan Source Guns & Gears (Remastered) pg. 71 Price 5 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Smoke Fan (Greater) Source Guns & Gears (Remastered) pg. 71 Price 75 gp Bulk L --- The smoke's radius is 20 feet, and the creator can choose for the smoke to be a mixture of colors.","skill_mod":{},"summary":"When you Activate a smoke fan, it creates a cloud of colored smoke. The smoke fills a 5-foot radius. The creator chooses the smoke's color when …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1119","name":"Smoke Fan","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1119-1097"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1119","weakness":{},"price":7500,"legacy_id":["equipment-4223"],"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-1119-1098","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Smoke Fan Source Guns & Gears (Remastered) pg. 71 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- When you Activate a smoke fan, it creates a cloud of colored smoke. The smoke fills a 5-foot radius. The creator chooses the smoke's color when creating the smoke fan. Creatures within the smoke's area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Smoke Fan Source Guns & Gears (Remastered) pg. 71 Price 5 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Smoke Fan (Greater) Source Guns & Gears (Remastered) pg. 71 Price 75 gp Bulk L --- The smoke's radius is 20 feet, and the creator can choose for the smoke to be a mixture of colors.","skill_mod":{},"summary":"The smoke's radius is 20 feet, and the creator can choose for the smoke to be a mixture of colors.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1119","name":"Smoke Fan (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1119-1098"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":600,"legacy_id":["equipment-4224"],"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-1120","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Wind-Up Cart Source Guns & Gears (Remastered) pg. 71 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 6 gp Usage held in 2 hands Bulk 2 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- This primitive device can be cobbled together from springs, wheels, and scrap and is commonly used to carry rocks or other dead weight forward to trigger traps. It can be loaded with up to 4 Bulk of items. Most creatures aren't small enough to fit on the cart, and even for Tiny creatures, it makes for a choppy ride; while riding the cart, a creature gains two actions at the start of each of its turns, instead of three. Once activated, the cart moves forward at a speed of 30 feet per round on your turn for up to 1 minute. If it strikes an obstruction, it attempts to continue its movement, pushing with an Athletics bonus of +5, once per round. The wind-up cart has AC 15, Hardness 2, 24 Hit Points, and a Break Threshold of 12. After its 1-minute duration completes, the cart collapses back into scrap.\n","skill_mod":{},"summary":"This primitive device can be cobbled together from springs, wheels, and scrap and is commonly used to carry rocks or other dead weight forward to …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1120","name":"Wind-Up Cart","actions_number":2,"bulk":2,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1120"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"price":1500,"legacy_id":["equipment-4225"],"trait":["Acid","Clockwork","Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1121","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Acid Spitter Source Guns & Gears (Remastered) pg. 78 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 15 gp Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- This tin clockwork lizard is activated when a creature moves adjacent to it, at which point it spits out a glob of acid. The target must succeed at a DC 20 Reflex saving throw or take 3d6 acid damage. Critical Success The creature is unaffected. Success The creature takes full damage. Failure The creature takes full damage and 5 persistent acid damage. Critical Failure The creature takes double damage and 10 persistent acid damage.\n","skill_mod":{},"summary":"This tin clockwork lizard is activated when a creature moves adjacent to it, at which point it spits out a glob of acid. The target must succeed at a …","primary_source":"Guns & Gears (Remastered)","trait_group":["Energy","Monster","Equipment","Weapon","Hazard","Rarity"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1121","name":"Acid Spitter","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1121"},{"skill_mod":{},"summary":"When a creature enters the snare's square, several strands of strong wires ending in jagged hooks latch onto it before hauling it to the ground. The …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1122","weakness":{},"price":16000,"name":"Binding Snare","legacy_id":["equipment-4226"],"trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1122","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Binding Snare Source Guns & Gears (Remastered) pg. 78 Price 160 gp --- When a creature enters the snare's square, several strands of strong wires ending in jagged hooks latch onto it before hauling it to the ground. The snare deals 2d6 piercing damage, and the targeted creature must attempt a DC 28 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is knocked prone and immobilized for 1 round (Escape DC 28). Critical Failure The creature takes double damage, is knocked prone, and is restrained for 1 round (Escape DC 28).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1122"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"price":800,"legacy_id":["equipment-4227"],"trait":["Auditory","Clockwork","Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1123","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Clockwork Chirper Source Guns & Gears (Remastered) pg. 79 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 8 gp Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- This simple clockwork bird is no larger than a sparrow, designed to be wound up and perched on a tree branch or ledge. The Tiny clockwork remains immobile and silent until a Small or larger creature enters the square beneath its perch, at which point it springs into action. Once activated, it flies around making a loud chirping sound that can be heard up to 500 feet away. The bird then follows the creature that activated it for up to one hour or until it is destroyed, doing its best to stay just above the creature and out of reach, and continuing its string of loud chirps. The bird is an object with a Speed 10 feet, and a fly Speed of 25 feet. It has AC 15, Hardness 5, HP 10 (BT 5) and object immunities. Once broken, it can no longer fly. It can't attack or otherwise damage other creatures. After an hour has passed after its activation, the clockwork chirper falls into a pile of useless components.\n","skill_mod":{},"summary":"This simple clockwork bird is no larger than a sparrow, designed to be wound up and perched on a tree branch or ledge. The Tiny clockwork remains …","primary_source":"Guns & Gears (Remastered)","trait_group":["Sense","Monster","Equipment","Weapon","Hazard","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1123","name":"Clockwork Chirper","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1123"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"price":500,"legacy_id":["equipment-4228"],"trait":["Auditory","Clockwork","Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1124","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Clockwork Monkey Source Guns & Gears (Remastered) pg. 79 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 5 gp Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- These cute and unassuming toy monkeys are often dressed in loud clothing and carry a percussion instrument. It's activated once a creature moves adjacent to the square it sits in, at which point it leaps on the creature, scurrying about on its agile hind legs while it pounds on its instrument, riding the creature and raising a racket. The creature being assaulted by the monkey must find a way to escape its agitator either via flinging the monkey off with the Escape action (DC 18) or by breaking the monkey. The monkey has AC 19, Hardness 2, HP 10 (BT 5) and object immunities.\n","skill_mod":{},"summary":"These cute and unassuming toy monkeys are often dressed in loud clothing and carry a percussion instrument. It's activated once a creature moves …","primary_source":"Guns & Gears (Remastered)","trait_group":["Sense","Monster","Equipment","Weapon","Hazard","Rarity"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1124","name":"Clockwork Monkey","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1124"},{"skill_mod":{},"summary":"This modified Stasian coil of metal and glass stands about three feet tall. It activates when at least three creatures are within 20 feet of it, or …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Energy","Monster","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1125","weakness":{},"price":900000,"name":"Death Coil","legacy_id":["equipment-4229"],"trait":["Consumable","Electricity","Mechanical","Rare","Snare","Trap"],"id":"equipment-1125","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Death Coil Source Guns & Gears (Remastered) pg. 79 Price 9,000 gp --- This modified Stasian coil of metal and glass stands about three feet tall. It activates when at least three creatures are within 20 feet of it, or if at least one creature stays within 20 feet of it for more than 1 round. It then lashes out with a torrent of electrical energy dealing 7d12 electricity damage to all creatures within 20 feet of it. Due to the fact that it doesn't trigger immediately when a creature enters its square, abilities like Surprise Snare don't work with a death coil. Creatures within that area must attempt a DC 43 Fortitude saving throw. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is stunned 2. Critical Failure The creature takes double damage is stunned 4.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1125"},{"skill_mod":{},"summary":"This snare uses clockwork stressed almost to the breaking point, which activates with a powerful explosion that deals 3d8 piercing damage to the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Sense","Monster","Equipment","Weapon","Hazard"],"primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1126","weakness":{},"price":1200,"name":"Detonating Gears Snare","legacy_id":["equipment-4230"],"trait":["Auditory","Clockwork","Consumable","Mechanical","Snare","Trap"],"id":"equipment-1126","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Detonating Gears Snare Source Guns & Gears (Remastered) pg. 79 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 12 gp --- This snare uses clockwork stressed almost to the breaking point, which activates with a powerful explosion that deals 3d8 piercing damage to the first creature entering the snare's square. The creature must attempt a DC 19 Reflex saving throw. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and 3 persistent bleed damage. Critical Failure The creature takes double damage and 6 persistent bleed damage.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1126"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"price":2500,"legacy_id":["equipment-4231"],"trait":["Clockwork","Consumable","Fire","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1127","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Flame Drake Snare Source Guns & Gears (Remastered) pg. 79 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 25 gp Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- The snare takes the form of a Tiny, drake-like clockwork toy. When a creature enters its square the snare activates, causing the drake to spit a gout of fire in a 15-foot cone in the direction from which the creature entered. For instance, if a creature entered the square coming from the east, the cone would point east, to hit any allies behind the triggering creature. Those within the cone must succeed a DC 19 basic Reflex save or take 6d6 fire damage. After spitting its fire, the snare falls apart.\n","element":["Fire"],"skill_mod":{},"summary":"The snare takes the form of a Tiny, drake -like clockwork toy. When a creature enters its square the snare activates, causing the drake to spit a …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Hazard","Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1127","name":"Flame Drake Snare","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1127"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"price":1000,"legacy_id":["equipment-4232"],"trait":["Clockwork","Consumable","Fire","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1128","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Fire Box Source Guns & Gears (Remastered) pg. 80 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 10 gp Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- Anyone who opens the box triggers a clockwork mechanism that unleashes a 15-foot cone of fire. The cone issues forth in a random direction determined by the GM but always including the creature who opened the box. Those within the cone must succeed at a DC 17 basic Reflex save or take 4d6 fire damage.\n","element":["Fire"],"skill_mod":{},"summary":"Anyone who opens the box triggers a clockwork mechanism that unleashes a 15-foot cone of fire. The cone issues forth in a random direction determined …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Hazard","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1128","name":"Fire Box","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1128"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"price":11500,"legacy_id":["equipment-4233"],"trait":["Clockwork","Cold","Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1129","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Frost Worm Snare Source Guns & Gears (Remastered) pg. 80 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 115 gp Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- The snare takes the form of a Tiny frost worm clockwork toy. When a creature enters its square, the snare activates, causing the worm to let loose a 30-foot line of frost in the direction from which the creature entered the square. For instance, if a creature entered the square coming from the south, the worm would shoot the line south, to hit any allies of the triggering creature. Those within the line must succeed a DC 25 basic Reflex save or take 10d6 cold damage. After spitting its frost, the snare falls apart.\n","skill_mod":{},"summary":"The snare takes the form of a Tiny frost worm clockwork toy. When a creature enters its square, the snare activates, causing the worm to let loose …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Energy","Hazard","Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1129","name":"Frost Worm Snare","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1129"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"price":600,"legacy_id":["equipment-4234"],"trait":["Clockwork","Consumable","Fire","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1130","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Noisemaker Snare Source Guns & Gears (Remastered) pg. 80 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 6 gp Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- When a creature enters this snare's square, it triggers an extremely loud clockwork device, which explodes with a bang that can be heard from 200 feet away and deals 1d8 fire damage. The creature must attempt a DC 18 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is deafened for 1 round. Critical Failure The creature takes double damage and is deafened for 1 minute.\n","element":["Fire"],"skill_mod":{},"summary":"When a creature enters this snare's square, it triggers an extremely loud clockwork device, which explodes with a bang that can be heard from 200 …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Hazard","Rarity"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1130","name":"Noisemaker Snare","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1130"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"price":12000,"legacy_id":["equipment-4235"],"trait":["Clockwork","Consumable","Mechanical","Poison","Snare","Trap","Uncommon"],"id":"equipment-1131","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Puff Dragon Source Guns & Gears (Remastered) pg. 80 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 120 gp Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- This cute and unassuming dragon toy activates once a creature moves into its square. It then unleashes a rapid burst of toxic gas in a 10-foot emanation. Those within the emanation when the snare is activated must attempt a DC 25 Fortitude saving throw or take 3d6 poison damage. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is sickened 1. Critical Failure The creature takes double damage and is sickened 2.\n","skill_mod":{},"summary":"This cute and unassuming dragon toy activates once a creature moves into its square. It then unleashes a rapid burst of toxic gas in a 10-foot …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Hazard","Poison","Affliction","Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1131","name":"Puff Dragon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1131"},{"skill_mod":{},"summary":"This snare uses tightly wound springs, clockwork, and shrapnel to cause devastating damage. When a creature enters the snare's square, the trap …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1132","weakness":{},"price":70000,"name":"Shrapnel Snare","legacy_id":["equipment-4236"],"trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1132","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Shrapnel Snare Source Guns & Gears (Remastered) pg. 80 Price 700 gp --- This snare uses tightly wound springs, clockwork, and shrapnel to cause devastating damage. When a creature enters the snare's square, the trap releases, dealing 12d6 piercing damage in a deafening explosion. Everyone in a 10-foot radius of the snare's square must attempt a DC 31 Reflex save. Critical Success The creature in unaffected, Success The creature takes half damage and is deafened for 1 round. Failure The creature takes full damage, 2d6 persistent piercing damage, and is deafened for 1 minute. Critical Failure The creature takes double damage, 4d6 persistent piercing damage, and is deafened for 1 minute.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1132"},{"skill_mod":{},"summary":"This complicated snare is affixed with various crystals and Stasian coils attached to strange electrical relays, working on the same principles as …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Energy","Monster","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1133","weakness":{},"price":9000,"name":"Spirit Snare","legacy_id":["equipment-4237"],"trait":["Consumable","Electricity","Mechanical","Rare","Snare","Trap"],"id":"equipment-1133","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Spirit Snare Source Guns & Gears (Remastered) pg. 80 Price 90 gp --- This complicated snare is affixed with various crystals and Stasian coils attached to strange electrical relays, working on the same principles as etheric spirit singers. When an incorporeal creature enters its square, the device lets loose an ectoplasmic web that lashes around the creature's spectral form. The creature must succeed a DC 26 Reflex saving throw or become immobilized for 1 round. On a critical failure, the creature becomes immobilized for 1 minute. In either case, the incorporeal creature can attempt to Escape (DC 26).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1133"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"price":2300,"legacy_id":["equipment-4238"],"trait":["Clockwork","Consumable","Mechanical","Poison","Snare","Trap","Uncommon"],"id":"equipment-1134","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Tin Cobra Source Guns & Gears (Remastered) pg. 81 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 23 gp Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- This clockwork cobra activates when a creature enters its square, at which point it lashes out and spits venom, dealing 3d6 poison damage. The target must attempt a DC 21 Fortitude save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is sickened 1. Critical Failure The creature takes double damage is sickened 2.\n","skill_mod":{},"summary":"This clockwork cobra activates when a creature enters its square, at which point it lashes out and spits venom, dealing 3d6 poison damage. The target …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Hazard","Poison","Affliction","Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1134","name":"Tin Cobra","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1134"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":97000,"legacy_id":["equipment-4239"],"trait":["Magical","Rare"],"id":"equipment-1135","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Galvanic Mortal Coil Source Guns & Gears (Remastered) pg. 82 Price 970 gp Usage held in 1 hand Bulk L --- This porous steel coil wraps around a shard of onyx, supplementing the closely guarded science of galvaspheres with the magic of necromancy. When embedded in a body comprised of flesh, the blood and other fluids catalyze electrical pulses within the coil, activating the necromantic energies. In living creatures, this causes a dangerous surge that can damage the heart. In corpses, however, this can create a limited window of reanimation, with access to the corpse's final memories. Galvanic mortal coils are even rarer than other galvaspheres, and thought by most to be merely hypothetical. Activate Three Actions manipulate Frequency once per hour; Effect You drive the coil into a living creature that has 0 HP while attaching the other end to yourself, in order to damage their heart and possibly siphon their life force. The galvanic mortal coil casts death knell on the creature (DC 27). Activate (10 minutes) manipulate Frequency once per day; Effect implant the coil into a corpse. The coil casts talking corpse on the body.\n","skill_mod":{},"summary":"This porous steel coil wraps around a shard of onyx, supplementing the closely guarded science of galvaspheres with the magic of necromancy. When …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1135","name":"Galvanic Mortal Coil","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1135"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2000,"legacy_id":["equipment-4240"],"trait":["Consumable","Gadget","Rare"],"id":"equipment-1136","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Galvasphere Source Guns & Gears (Remastered) pg. 82 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 20 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- A galvasphere animates a corpse to motion via electricity, rather than necromancy. When you Activate the galvasphere by inserting it into an adjacent intact Medium or Small humanoid corpse, the corpse animates as a galvaheart zombie for 1 minute. The galvaheart zombie has the statistics of a zombie shambler except that it is a construct instead of an undead, isn't unholy, can't be harmed by positive energy, and is the same size as the corpse (Medium or Small). The zombie is your minion and performs the actions you choose when you Command it. If you don't Command it, it takes no action, twitching in place as the electricity that animates it slowly expends itself.\n","skill_mod":{},"summary":"A galvasphere animates a corpse to motion via electricity, rather than necromancy. When you Activate the galvasphere by inserting it into an adjacent …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1136","name":"Galvasphere","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"rare","slug":"equipment-1136"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":17500,"legacy_id":["equipment-4241"],"trait":["Consumable","Magical","Rare","Talisman"],"id":"equipment-1137","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Shockguard Coil Source Guns & Gears (Remastered) pg. 83 Price 175 gp Usage affixed to a shield Activate Free Action manipulate Trigger You Shield Block a foe's melee unarmed attack or melee attack with the affixed shield. --- This miniature Stasian coil talisman emits small sparks when jostled. It uses a combination of Stasian technology and evocation magic to erupt in electricity when discharged. When you activate the coil, the foe takes 2d12 electricity damage (DC 27 basic Reflex save). On a failed save, the foe is flat-footed until the start of its next turn.\n","skill_mod":{},"summary":"This miniature Stasian coil talisman emits small sparks when jostled. It uses a combination of Stasian technology and evocation magic to erupt in …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You Shield Block a foe's melee unarmed attack or melee attack with the affixed shield.","resistance":{},"url":"/Equipment.aspx?ID=1137","name":"Shockguard Coil","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"rare","slug":"equipment-1137"},{"item_child_id":["equipment-1138-1099","equipment-1138-1100","equipment-1138-1101","equipment-1138-1102"],"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"skill":["Performance","Performance","Performance","Performance"],"legacy_id":["equipment-4242"],"trait":["Rare"],"id":"equipment-1138","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears (Remastered) pg. 83 --- Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit-singer grants you a +1 item bonus to Performance checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren't actively Searching for it, due to the distortions of the spirit-singer's music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer's music and that can't otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit-singer in a particular position and uses both hands to play. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears (Remastered) pg. 83 Price 150 gp Bulk 16 <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spirit-Singer (Handheld) Source Guns & Gears (Remastered) pg. 83 Price 200 gp Usage held in 2 hands Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spirit-Singer (Incredible) Source Guns & Gears (Remastered) pg. 83 Price 1,250 gp Bulk 16 --- This spirit-singer is fine-tuned to the point that you can analyze its song more intricately. Increase the item bonus to Performance checks near spiritual disturbances, and the item bonus to detecting haunts and incorporeal undead to +2. While playing the spirit-singer, you can notice haunts that normally require you to have a master proficiency in Perception to detect. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spirit-Singer (Incredible Handheld) Source Guns & Gears (Remastered) pg. 83 Price 1,650 gp Usage held in 2 hands Bulk 1 --- This spirit-singer functions just like an incredible spirit-singer, except for its Usage and Bulk.","skill_mod":{},"summary":"Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1138","name":"Spirit-Singer","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1138"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-1138","weakness":{},"price":15000,"skill":["Performance"],"legacy_id":["equipment-4242"],"trait":["Rare"],"id":"equipment-1138-1099","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears (Remastered) pg. 83 --- Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit-singer grants you a +1 item bonus to Performance checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren't actively Searching for it, due to the distortions of the spirit-singer's music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer's music and that can't otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit-singer in a particular position and uses both hands to play. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears (Remastered) pg. 83 Price 150 gp Bulk 16 <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spirit-Singer (Handheld) Source Guns & Gears (Remastered) pg. 83 Price 200 gp Usage held in 2 hands Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spirit-Singer (Incredible) Source Guns & Gears (Remastered) pg. 83 Price 1,250 gp Bulk 16 --- This spirit-singer is fine-tuned to the point that you can analyze its song more intricately. Increase the item bonus to Performance checks near spiritual disturbances, and the item bonus to detecting haunts and incorporeal undead to +2. While playing the spirit-singer, you can notice haunts that normally require you to have a master proficiency in Perception to detect. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spirit-Singer (Incredible Handheld) Source Guns & Gears (Remastered) pg. 83 Price 1,650 gp Usage held in 2 hands Bulk 1 --- This spirit-singer functions just like an incredible spirit-singer, except for its Usage and Bulk.","skill_mod":{},"summary":"Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1138","name":"Spirit-Singer","bulk":16,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1138-1099"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-1138","weakness":{},"price":20000,"skill":["Performance"],"legacy_id":["equipment-4242"],"trait":["Rare"],"id":"equipment-1138-1100","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears (Remastered) pg. 83 --- Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit-singer grants you a +1 item bonus to Performance checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren't actively Searching for it, due to the distortions of the spirit-singer's music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer's music and that can't otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit-singer in a particular position and uses both hands to play. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears (Remastered) pg. 83 Price 150 gp Bulk 16 <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spirit-Singer (Handheld) Source Guns & Gears (Remastered) pg. 83 Price 200 gp Usage held in 2 hands Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spirit-Singer (Incredible) Source Guns & Gears (Remastered) pg. 83 Price 1,250 gp Bulk 16 --- This spirit-singer is fine-tuned to the point that you can analyze its song more intricately. Increase the item bonus to Performance checks near spiritual disturbances, and the item bonus to detecting haunts and incorporeal undead to +2. While playing the spirit-singer, you can notice haunts that normally require you to have a master proficiency in Perception to detect. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spirit-Singer (Incredible Handheld) Source Guns & Gears (Remastered) pg. 83 Price 1,650 gp Usage held in 2 hands Bulk 1 --- This spirit-singer functions just like an incredible spirit-singer, except for its Usage and Bulk.","skill_mod":{},"summary":"Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1138","name":"Spirit-Singer (Handheld)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1138-1100"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-1138","weakness":{},"price":125000,"skill":["Performance"],"legacy_id":["equipment-4242"],"trait":["Rare"],"id":"equipment-1138-1101","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears (Remastered) pg. 83 --- Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit-singer grants you a +1 item bonus to Performance checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren't actively Searching for it, due to the distortions of the spirit-singer's music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer's music and that can't otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit-singer in a particular position and uses both hands to play. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears (Remastered) pg. 83 Price 150 gp Bulk 16 <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spirit-Singer (Handheld) Source Guns & Gears (Remastered) pg. 83 Price 200 gp Usage held in 2 hands Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spirit-Singer (Incredible) Source Guns & Gears (Remastered) pg. 83 Price 1,250 gp Bulk 16 --- This spirit-singer is fine-tuned to the point that you can analyze its song more intricately. Increase the item bonus to Performance checks near spiritual disturbances, and the item bonus to detecting haunts and incorporeal undead to +2. While playing the spirit-singer, you can notice haunts that normally require you to have a master proficiency in Perception to detect. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spirit-Singer (Incredible Handheld) Source Guns & Gears (Remastered) pg. 83 Price 1,650 gp Usage held in 2 hands Bulk 1 --- This spirit-singer functions just like an incredible spirit-singer, except for its Usage and Bulk.","skill_mod":{},"summary":"This spirit-singer is fine-tuned to the point that you can analyze its song more intricately. Increase the item bonus to Performance checks near …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1138","name":"Spirit-Singer (Incredible)","bulk":16,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1138-1101"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-1138","weakness":{},"price":165000,"skill":["Performance"],"legacy_id":["equipment-4242"],"trait":["Rare"],"id":"equipment-1138-1102","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears (Remastered) pg. 83 --- Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit-singer grants you a +1 item bonus to Performance checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren't actively Searching for it, due to the distortions of the spirit-singer's music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer's music and that can't otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit-singer in a particular position and uses both hands to play. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears (Remastered) pg. 83 Price 150 gp Bulk 16 <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spirit-Singer (Handheld) Source Guns & Gears (Remastered) pg. 83 Price 200 gp Usage held in 2 hands Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spirit-Singer (Incredible) Source Guns & Gears (Remastered) pg. 83 Price 1,250 gp Bulk 16 --- This spirit-singer is fine-tuned to the point that you can analyze its song more intricately. Increase the item bonus to Performance checks near spiritual disturbances, and the item bonus to detecting haunts and incorporeal undead to +2. While playing the spirit-singer, you can notice haunts that normally require you to have a master proficiency in Perception to detect. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spirit-Singer (Incredible Handheld) Source Guns & Gears (Remastered) pg. 83 Price 1,650 gp Usage held in 2 hands Bulk 1 --- This spirit-singer functions just like an incredible spirit-singer, except for its Usage and Bulk.","skill_mod":{},"summary":"This spirit-singer functions just like an incredible spirit-singer, except for its Usage and Bulk.","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1138","name":"Spirit-Singer (Incredible Handheld)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1138-1102"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":189300,"skill":["Medicine"],"legacy_id":["equipment-4243"],"trait":["Rare"],"id":"equipment-1139","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Violet Ray Source Guns & Gears (Remastered) pg. 83 Price 1,893 gp Usage held in 2 hands Bulk 2 --- One of the many wondrous devices brought into the world by Stasian technology is the seemingly miraculous violet ray. Physicians claim it anything from headaches to heartburn, or nausea to deafness, all with an easy and painless treatment. The device is a glass vacuum with an insulated handle connected to a small Stasian coil. When powered, the glass tube fills with purple light and becomes warm to the touch. Pressing the tube to one's body is said to increase blood flow, eliminate toxins, and many other beneficial effects. A violet ray functions as a set of healer's tools and provides a +2 item bonus to Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. Activate Three Actions manipulate Frequency once per day; Effect You apply the violet ray to an adjacent creature and attempt to counteract the blinded, clumsy, confused, deafened, drained, enfeebled, sickened, or stupefied condition with a counteract level of 6 and a counteract modifier of +22, using the source of the condition to determine the condition's counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns after 1 minute. Each use of this ability can only counteract a single condition.\n","skill_mod":{},"summary":"One of the many wondrous devices brought into the world by Stasian technology is the seemingly miraculous violet ray. Physicians claim it anything …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1139","name":"Violet Ray","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1139"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":150000,"legacy_id":["equipment-4244"],"trait":["Electricity","Light","Uncommon"],"id":"equipment-1140","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Aquarium Lamp Source Guns & Gears (Remastered) pg. 84 Price 1,500 gp Bulk 20 Activate Single Action Interact --- The aquarium lamp is a combination light source and exotic animal aquarium, intended to provide rich nobles amusement and illumination. It takes the shape of a glass cube 50 feet wide and seven feet high filled with sea water, flanked by two much smaller water tanks. A sparse brass frame around the device keeps the tanks themselves from touching the ground and serves as a mounting point for a pair of electrical coils on the top, which are enclosed within separate glass tubes. Six electric eels swim within the central tank, while a number of animals belonging to species considered to be the eels' natural prey swim in the smaller feeding tanks. With the simple pull of a lever attached to either smaller tank, one of the prey animals is released into the eel tank. Within seconds, the eels converge on the hapless animal, using their electrical charges to stun their victims. When this happens, the salty seawater conducts the electrical energy into transfer coils hidden within the brass frame, which send the energy to the top-mounted electrical coils. The end result produces enough light to fully illuminate a room as though it were midday. This device is an expression of a recent trend among certain Avistani nobles to blend form and function in their manors' interior decorations. In such circles, ostentatious decorations that serve no functional purpose are derided as “tacky” and “unrefined.” If a noble in such company wishes not to be ridiculed, they must be sure that each decoration adds something to the room beyond the aesthetic. The aquarium lamp is the latest tool in this social arms race, and it's already proven popular with its target market. When active, the aquarium lamp produces bright light in a 60-foot radius (and dim light for the next 60 feet). Each activation provides enough energy for 10 minutes of use, and the two feeding tanks combined carry enough prey animals for 50 activations before needing to be refilled, though electric eels usually need feeding only once per day, and won't go after the prey if they're all full. While electric eels are not aggressive to their aquarium keepers and will gradually learn to associate them with food, they can engage in violent social behavior, especially when they are young. This behavior leads to small fights involving tail slapping, biting, and discharged electricity, the last of which causes the lamp to illuminate without hitting the lever to release prey. The electric eels live around 15 years if kept well-fed.\n","skill_mod":{},"summary":"The aquarium lamp is a combination light source and exotic animal aquarium, intended to provide rich nobles amusement and illumination. It takes the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Energy","Monster","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1140","name":"Aquarium Lamp","actions_number":2,"bulk":20,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1140"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":1500,"legacy_id":["equipment-4245"],"trait":["Clockwork","Uncommon"],"id":"equipment-1141","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Clockwork Bookshelf Source Guns & Gears (Remastered) pg. 85 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 15 gp Bulk 4 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- This device was originally created by an inventor who had way more books they wanted to access than available wall space to store them. Each of the bookshelf's six levels is actually loaded with a pair of shelves instead of a single shelf. A simple switch on the side of the bookshelf flips the corresponding shelf to the other side, revealing any books stored in the paired shelf. While this makes the clockwork bookshelf a little deeper than a normal bookshelf, in order to fit both shelves, it effectively allows you to store twice as many books using the same amount of wall space. Those who wish to keep volumes hidden from visitors (or perhaps stow a weapon or potion within a false book) often load the hidden shelf first, then switch to the second shelf lined with more respectable volumes.\n","skill_mod":{},"summary":"This device was originally created by an inventor who had way more books they wanted to access than available wall space to store them. Each of the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1141","name":"Clockwork Bookshelf","bulk":4,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1141"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":5000,"legacy_id":["equipment-4246"],"trait":["Clockwork","Uncommon"],"id":"equipment-1142","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Clockwork Box Packer Source Guns & Gears (Remastered) pg. 85 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 50 gp Bulk 4 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- This handy clockwork device is too expensive for most warehouses and shipping docks to make use of it, but some nobles have purchased the item for their staff as a status symbol, and merchants who are in the shipping trade can afford to slowly reap the benefits of its usage. It takes 1 minute to wind a clockwork box packer; after which, it can function for up to 1 hour. You can indicate how high you want the clockwork box packer to stack boxes and what the packing storage dimensions are. Once packing instructions have been input, you can load a crate onto the clockwork box packer, and it begins its task. Once the box is stacked, the clockwork box packer closes the box, if necessary, then ties a ribbon or cord around it from a supply loaded into the clockwork box packer in advance. Once the package is secure, the clockwork box packer stacks it and then swivels back into position, ready to accept another box. In this way, the clockwork device can finish within minutes a packing job that might take humanoid workers an hour.\n","skill_mod":{},"summary":"This handy clockwork device is too expensive for most warehouses and shipping docks to make use of it, but some nobles have purchased the item for …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1142","name":"Clockwork Box Packer","bulk":4,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1142"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","usage":"worn armor","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":20000,"legacy_id":["equipment-4247"],"trait":["Clockwork","Uncommon"],"id":"equipment-1143","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Clockwork Disguise Source Guns & Gears (Remastered) pg. 85 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 200 gp Usage worn armor Bulk 2 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- Sometimes, just disguising one's face just isn't convincing enough. Clockwork disguises were invented to supplement regular disguise kits, which are used all across Golarion. For example, if a spy wants to infiltrate a military camp, they must be wearing the same type of armor as the soldiers stationed there—or else have a very good explanation for their commander as to why they're out of proper uniform! The clockwork disguise is intended to help avoid such awkward, potentially fatal confrontations. The clockwork disguise looks like a harness connected to hundreds of small metal plates that cover the user's torso and arms. Each of these plates is equipped with several hinges, allowing them to be shaped into a wide variety of patterns. When these shaped plates are arranged and connected, they can be made to look like almost any basic suit of light or medium metal armor, though armor embellishments such as those worn by high- ranking officers are beyond this device. The arrangement process takes some time, but once it's completed, the user need only perform a few simple adjustments to a clockwork mechanism in the disguise to make the plate arrangement into a new preset configuration. Afterwards, when the user flips a switch on the harness's belt to one of three positions, the plates shift, overlap, and connect as necessary to transform the disguise into the desired preset configuration. The clockwork disguise can have up to three preset configurations at a time, and most users use a minimum of two: the one required for their current task, and a suitably inconspicuous configuration for when the first configuration is unnecessary. Giving a clockwork disguise a new preset configuration requires 20 minutes of work. The clockwork disguise can have a maximum of three preset configurations at a time, and it can only mimic light and medium armor suits made of metal. The clockwork disguise is light armor and has the following stats, regardless of which type of armor it mimics: AC Bonus +2; Dex Cap +3; Check Penalty –1; Strength 12; Group plate Activate Single Action manipulate Effect Transform the clockwork disguise into any one current preset configuration of the user's choice.\n","skill_mod":{},"summary":"Sometimes, just disguising one's face just isn't convincing enough. Clockwork disguises were invented to supplement regular disguise kits, which are …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1143","name":"Clockwork Disguise","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1143"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","usage":"worn","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":20000,"legacy_id":["equipment-4248"],"trait":["Air","Clockwork","Uncommon","Water"],"id":"equipment-1144","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Clockwork Diving Suit Source Guns & Gears (Remastered) pg. 86 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 200 gp Usage worn Bulk 4 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- The clockwork diving suit is a marvel of technology that allows its user to breathe underwater for hours at a time without the aid of magic. Compared to a more traditional magically-assisted diving suit using a bottle of air , a clockwork diving suit is both less expensive and better protected, making clockwork diving suits a good choice for characters who prefer more protection. However, they also come with a built-in time limit, which magical diving suits circumvent. A clockwork diving suit is a bulky, fully sealed suit of armor lined with a complex series of filter-equipped bladders that store and circulate air for the user to breathe. A glass faceplate on the front of the helmet allows the user to see what's going on in front of them. The suit's rigidity and mechanisms severely restrict the user's range of movement and keeps them from moving faster than a slow walk on the sea floor. To compensate for this, a clockwork water jet mechanism is installed in the suit's back. The water jet includes both a vacuum system and separate air bladder; it's activated with a simple pull of a lever on the suit's belt. When the lever is pulled, the vacuum system sucks in seawater, and seconds later, the air bladder sprays the water out and propels the user short distances. This mechanism is also necessary for the suit to surface without walking to shore—it's too heavy to float on its own. Most wearers can only swim a few feet before sinking back to the water's floor. The diving suit contains enough air for three hours of operation, and the clockwork components can operate for up to 3 hours before the suit needs winding. If you run out of air, drowning and suffocation rules begin to apply as normal. This air supply can be refilled by spending one hour in an area with air, and you can rewind the clockwork in a process that takes 10 minutes to complete. The diving suit is a suit of medium armor, and it has the following stats: AC Bonus +4; Dex Cap +1; Check Penalty –4; Speed Penalty –15 ft; Strength 18 Activate Single Action manipulate Effect The diving suit shoots out a water jet that causes you to Swim 25 feet in a straight line. The distance of this movement is unaffected by your swim Speed, if you have one, or the armor's Speed penalty. However, difficult terrain, such as the difficult terrain for moving up or down or moving against a current, still slows this movement.\n","element":["Air","Water"],"skill_mod":{},"summary":"The clockwork diving suit is a marvel of technology that allows its user to breathe underwater for hours at a time without the aid of magic. Compared …","primary_source":"Guns & Gears (Remastered)","trait_group":["Elemental","Planar","Monster","Equipment","Weapon","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1144","name":"Clockwork Diving Suit","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1144"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":1500,"legacy_id":["equipment-4249"],"trait":["Clockwork","Uncommon"],"id":"equipment-1145","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Clockwork Megaphone Source Guns & Gears (Remastered) pg. 87 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 15 gp Bulk 1 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- A clockwork megaphone uses cunning clockwork gears to adjust the shape and angle of the cone within the megaphone, allowing you to raise or lower the volume, widen or contract the angle in which you project your voice, or both at the same time. This makes a clockwork megaphone far more useful than an ordinary megaphone for situations where you want to make sure that everyone in a particular venue or location can hear you without being so loud that your voice comes across as a painful shout. It takes 1 minute to wind up a clockwork megaphone, which allows it to remain active for up to 1 hour of adjustments, only counting the time you change the megaphone's settings, not the time you spend speaking. Since it automatically enters standby mode when not in use, this typically means you don't have to wind up the clockwork megaphone for months, or even years, depending on how often you adjust the settings each day.\n","skill_mod":{},"summary":"A clockwork megaphone uses cunning clockwork gears to adjust the shape and angle of the cone within the megaphone, allowing you to raise or lower the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1145","name":"Clockwork Megaphone","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1145"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":3000,"legacy_id":["equipment-4250"],"trait":["Uncommon"],"id":"equipment-1146","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Day Goggles Source Guns & Gears (Remastered) pg. 87 Price 30 gp Usage worn eyepiece Bulk L --- The darkened lenses of these goggles protect sensitive eyes from bright light but make seeing in the dark more difficult. While wearing day goggles, you gain a +1 item bonus to saving throws against visual light effects. However, while wearing the goggles, you take a –2 item penalty to visual Perception checks and you treat areas of bright light as dim light and areas of dim light as darkness for the purpose of whether you can see. While this is normally a disadvantage, if you have light blindness, you aren't dazzled in bright light as long as you continue wearing the day goggles, since to your eyes, there is only dim light. You can wear the goggles around your neck or on your forehead, granting no benefits, but allowing you to move them over your eyes with a single Interact action, without having to withdraw them first.\n","skill_mod":{},"summary":"The darkened lenses of these goggles protect sensitive eyes from bright light but make seeing in the dark more difficult. While wearing day goggles, …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1146","name":"Day Goggles","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1146"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":4500,"legacy_id":["equipment-4251"],"trait":["Electricity","Fire","Rare"],"id":"equipment-1147","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Electrocable Source Guns & Gears (Remastered) pg. 87 Price 45 gp Usage held in 2 hands Bulk L --- This footlong length of conductive cable is capped on both ends by grounded handles containing Stasian coils. These coils can be turned on or off as a single action. While on, the coils electrify the cable, dealing 1d6 electricity and 1d6 fire damage in a thin precise line to anything the cable touches, though the cable is too unwieldy to use as a weapon. Electrocables are typically used to “cut” a thin straight line through metal. They ignore 10 points of a metal object's hardness.\n","element":["Fire"],"skill_mod":{},"summary":"This footlong length of conductive cable is capped on both ends by grounded handles containing Stasian coils. These coils can be turned on or off as …","primary_source":"Guns & Gears (Remastered)","trait_group":["Energy","Monster","Elemental","Planar","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1147","name":"Electrocable","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1147"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":200,"legacy_id":["equipment-4252"],"trait":["Clockwork","Uncommon"],"id":"equipment-1148","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Extendible Pincer Source Guns & Gears (Remastered) pg. 87 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 2 gp Usage held in 2 hands Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- This extendable rod features a pincer on one end and clamped handle on the other. By squeezing the handle, the pincer opens or closes. As an Interact action, you can extend or retract the rod by 5 feet to one of three settings, allowing you to Interact to pick up an object with the pincer either within your own space, in an adjacent space, or exactly 10 feet away.\n","skill_mod":{},"summary":"This extendable rod features a pincer on one end and clamped handle on the other. By squeezing the handle, the pincer opens or closes. As an Interact …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1148","name":"Extendible Pincer","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1148"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":16000,"legacy_id":["equipment-4253"],"trait":["Uncommon"],"id":"equipment-1149","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Heated Cloak Source Guns & Gears (Remastered) pg. 87 Price 160 gp Usage worn cloak Bulk L --- This fine cloak is lined with tiny tubes of slowly reacting alchemical reagents. These chemicals generate heat, which is circulated throughout the cloak by the wearer's movements. While active, the wearer is protected from severe cold. The cloak offers no protection from extreme or incredible cold. It operates for 24 hours and can be reset with a simple process that takes 1 minute.\n","skill_mod":{},"summary":"This fine cloak is lined with tiny tubes of slowly reacting alchemical reagents. These chemicals generate heat, which is circulated throughout the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1149","name":"Heated Cloak","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1149"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":3000,"legacy_id":["equipment-4254"],"trait":["Divine","Holy","Mental","Uncommon"],"id":"equipment-1150","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Holy Steam Ball Source Guns & Gears (Remastered) pg. 87 Price 30 gp (2 gp per refill) Usage held in 1 hand Bulk L Activate Single Action Interact --- The holy steam ball is an odd-looking device that's nevertheless effective at reinforcing its user's mind against fiendish control. It's a hollow black-rubber ball with small, flexible twin tubes sticking out from its center. Sealed within the rubber ball is vapor made from a mixture of evaporated holy water and a special type of incense smoke. The tube's twin prongs are placed into the user's nostrils, after which the user squeezes the rubber ball to activate the device, forcing the vapor into the user's body through their nose. The holy power contained within the vapor strengthens the user's will against creatures that are weak to holy water , making it tougher for malevolent creatures to subvert the user's mind. When the holy steam ball was first introduced in Mendev fifty years ago, few trusted it's efficacy. The nation had seen many charlatans peddle so-called “anti-demon” products, and most thought this was no different. Only when soldiers of the Mendevian Crusades used the ball and personally testified to its effectiveness did suspicion gave way to enthusiastic use. Nobody remembers who first invented the holy steam ball ; they're likely lost to history because most initially thought it was a scam. After receiving endorsement from the Mendevian Crusade, a team of alchemists and inventors were able to determine the vapor's exact composition and mass produce them. The holy steam ball's highly specialized purpose kept it from widespread use outside of the nations that once bordered the Worldwound. Yet with the return of the Whispering Tyrant in the past few years, the growing undead threat presents a new opportunity for more citizens to use holy steam balls for protection against the mind control powers of vampires and other undead. After using a holy steam ball , you must refill it before the next use in a process that takes five minutes to complete. Activate Single Action manipulate Requirements The holy steam ball is filled with evaporated holy water and incense smoke; Effect You release the stored steam and smoke to grant yourself its protections. Each use of the holy steam ball lasts for 1 hour and gives you a +2 item bonus to Will saving throws against possession effects from fiend and undead and effects from fiends and undead that cause the controlled condition.\n","skill_mod":{},"summary":"The holy steam ball is an odd-looking device that's nevertheless effective at reinforcing its user's mind against fiendish control. It's a hollow …","primary_source":"Guns & Gears (Remastered)","trait_group":["Tradition","Mechanics","Rarity"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1150","name":"Holy Steam Ball","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1150"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":500,"legacy_id":["equipment-4255"],"trait":["Clockwork"],"id":"equipment-1151","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Ignitor Source Guns & Gears (Remastered) pg. 88 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 5 gp Usage held in 1 hand --- An ignitor uses interlocking clockwork to create a small spark in order to ignite flammable materials. While holding the ignitor, you can Interact with it to ignite a flammable object within reach.\n","skill_mod":{},"summary":"An ignitor uses interlocking clockwork to create a small spark in order to ignite flammable materials. While holding the ignitor, you can Interact …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1151","name":"Ignitor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1151"},{"skill_mod":{},"summary":"The light writer is a cutting edge invention, first created in Absalom in late 4721, combining magic and clockwork innovation to allow its operator …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1152","weakness":{},"price":20000,"name":"Light Writer","legacy_id":["equipment-4256"],"trait":["Clockwork","Light","Rare"],"id":"equipment-1152","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Light Writer Source Guns & Gears (Remastered) pg. 88 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 200 gp (3 gp for 10 metal plates) Bulk 2 --- The light writer is a cutting edge invention, first created in Absalom in late 4721, combining magic and clockwork innovation to allow its operator to create a true-to-life, monochromatic portrait of people or a scene over the course of 20 minutes of exposure. It consists of two flat metal squares, one larger than the other, connected by a tube of leather similar to that found on a bellows. The smaller square, which sits at the front of the device, has a small glass lens in the center of it. The larger square contains a specially treated metallic plate on the inside; its exterior also has both a small control stick connected via flexible wire, and a small metal tube attached to the top and pointing forward. The user presses a button on the control stick to activate the light writer. Upon activation, magical light illuminates the tube, producing a steady light for 20 minutes. This light is captured by the lens and projected onto the metal plate, slowly creating an image of the scene in front of the lens. The plate can then be removed, allowing the image to be displayed anywhere the owner desires. The light writer is mounted on a tripod and must be perfectly still during operation to prevent any defects from appearing in the plate image. If creating a captured image of a living creature, it is equally important for that creature to remain still throughout the process, to avoid a ghostlike blurring of the final image.\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1152"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":12500,"legacy_id":["equipment-4258"],"trait":["Air","Clockwork","Uncommon"],"id":"equipment-1154","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Nightbreeze Machine Source Guns & Gears (Remastered) pg. 88 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 125 gp Bulk 4 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- The nightbreeze machine can turn a scorching hot room into a comfortable one with just the pull of a lever. Its outer shell is a brass cube half as tall as the average human that houses a series of flat metal “blades” in a circular arrangement. When placed on a flat surface, a creature within reach can Interact to flip the lever, turning the machine on. When the machine is active, the blades begin to spin rapidly, setting the air in the room into motion, which cools off the room's inhabitants. A front-mounted metal grate prevents anyone from coming into accidental contact with the spinning blades without impeding airflow. The nightbreeze machine was recently commissioned by Malduoni, Keeper of the First Law, leader of the nation of Rahadoum. He tasked the country's brightest inventors with creating devices that would, in his words, “Ensure that no mortal need fear death from the desert heat.” This machine was the first creation to come out of this consolidated engineering effort, but it won't be the last. A nightbreeze machine can affect an enclosed area of no more than 50 feet by 50 feet and has negligible effect when used in a larger enclosed area or outside. While active, it reduces the effects of severe heat by one step to mild heat, and reduces extreme heat to severe heat. A nightbreeze machine isn't powerful enough to reduce the effects of incredible heat, though fortunately such heat isn't found naturally in the deserts of Rahadoum. A nightbreeze machine runs for 8 hours, after which it must be wound in a process that takes 10 minutes to complete. The 8 hours of activity don't have to be consecutive.\n","element":["Air"],"skill_mod":{},"summary":"The nightbreeze machine can turn a scorching hot room into a comfortable one with just the pull of a lever. Its outer shell is a brass cube half as …","primary_source":"Guns & Gears (Remastered)","trait_group":["Elemental","Planar","Monster","Equipment","Weapon","Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1154","name":"Nightbreeze Machine","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1154"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":3000,"legacy_id":["equipment-4259"],"trait":["Clockwork","Uncommon"],"id":"equipment-1155","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Paper Shredder Source Guns & Gears (Remastered) pg. 88 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 30 gp Bulk 2 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- Whether it's a parchment with ominous pentagrams and dangerous magical symbols inscribed upon it, incriminating legal documents, or just simply paper waste, sometimes you just need to make sure a document is completely destroyed in a way that makes it nearly impossible to read afterwards. Enter the paper shredder, a clockwork device that performs exactly this function. With 1 minute of wind-up, a paper shredder can function for up to 1 hour of shredding, and it automatically enters standby mode when not in use, meaning the device can typically go for weeks between wind-ups unless you shred an exceptionally large volume of paper. Setting a piece of paper or parchment into the paper shredder takes a single Interact action, which means you can shred up to three pages of paper or parchment each round. If the page is longer than normal, it takes longer to shred, as determined by the GM. Additionally, only one person can use the shredder each round, limiting it to shredding three pages per round regardless of how many people are available to feed paper into it. The paper shredders rips and tears the paper or parchment apart into tiny disjointed strips. This is typically sufficient to destroy glyphs of warding and other similar dangerous magical traps on the paper, though the GM might determine that particularly resilient magical traps find some way to survive their shredding. If the paper is magically protected or otherwise has more Hardness than a normal sheet of paper or parchment, the shredder can't shred it. After churning such hardened paper for 1 round, the shredder spits it back out without harming the shredder. This prevents shredding any other paper during that round.\n","skill_mod":{},"summary":"Whether it's a parchment with ominous pentagrams and dangerous magical symbols inscribed upon it, incriminating legal documents, or just simply paper …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1155","name":"Paper Shredder","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1155"},{"skill_mod":{},"summary":"The printing press is a revolutionary machine that combines movable type with a mechanical inking system and screw press, allowing for the mass …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1156","weakness":{},"price":60000,"name":"Printing Press","legacy_id":["equipment-4260"],"trait":["Clockwork","Rare"],"id":"equipment-1156","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Printing Press Source Guns & Gears (Remastered) pg. 89 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 600 gp Bulk 20 --- The printing press is a revolutionary machine that combines movable type with a mechanical inking system and screw press, allowing for the mass production of large volumes of text. Using the press, a worker can produce up to 3,600 identical pages per day. In order to use the printing press, you must first set the type for the page you want to print. Time required to set type varies depending on the number of characters used; from 1 hour for small pages with brief text, to 8 hours for a full-sized normal page of text, though extreme examples may be outside this range. When you prepare a page for printing, you can include engraved images in addition to text. No magical properties of text are transferred in the printing process, so it cannot be used to mass-produce magical scrolls, glyphs of warding , or similar spells or magic items.\n","bulk":20,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1156"},{"primary_source_category":"Rulebooks","usage":"worn backpack","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":600000,"legacy_id":["equipment-4261"],"trait":["Clockwork","Rare","Steam"],"id":"equipment-1157","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Steamflight Pack Source Guns & Gears (Remastered) pg. 89 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 6,000 gp Usage worn backpack Bulk 2 Activate Single Action Interact --- The steamflight pack allows its user to fly without using magic or wings. Each steamflight pack looks like a large brass backpack with two large nozzles mounted on the sides pointing downward. It also features metal arms reaching around the front that terminate in handles with activation buttons on them. When the user holds down an activation button, a complex series of mechanisms pumps water from the large tank in the backpack and releases it through the nozzles as powerful jets of steam, enabling the user to fly short distances. Tilting the handle adjusts the nozzles' angles, allowing the user to control the direction of their flight. When active, the steamflight pack gives the user a fly Speed of 20 feet. It carries enough water for 20 minutes of operation and can be refilled in five minutes with a supply of normal water and a funnel. Activate Two Actions manipulate Effect You turn the steamflight pack on or off.\n","skill_mod":{},"summary":"The steamflight pack allows its user to fly without using magic or wings. Each steamflight pack looks like a large brass backpack with two large …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1157","name":"Steamflight Pack","actions_number":2,"bulk":2,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-1157"},{"primary_source_category":"Rulebooks","usage":"operated with two hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":42500,"legacy_id":["equipment-4262"],"trait":["Rare","Steam"],"id":"equipment-1158","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Steam Winch Source Guns & Gears (Remastered) pg. 89 Price 425 gp Usage operated with two hands Bulk 2 --- This hefty winch is powered by a small steam engine and includes a 100 ft. length of steel cable, which enables you to haul a heavier load than you could with a hand cranked winch or comealong. A steam winch allows you to slowly pull a heavy load (usually up to 50 Bulk) along a flat surface or up and down a vertical expanse. Attaching a steam winch to a device takes three Interact actions, while starting the winch (and getting it warm enough to operate) takes 10 minutes. Once in operation, a steam winch requires regular maintenance to function. Every twenty minutes, the boiler must be refilled and heat levels maintained.\n","skill_mod":{},"summary":"This hefty winch is powered by a small steam engine and includes a 100 ft. length of steel cable, which enables you to haul a heavier load than you …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1158","name":"Steam Winch","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1158"},{"item_child_id":["equipment-1159-1103","equipment-1159-1104"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"legacy_id":["equipment-4263"],"trait":["Clockwork","Uncommon"],"id":"equipment-1159","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Timepiece Source Guns & Gears (Remastered) pg. 89 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- Clockwork timepieces come in a variety of sizes and aesthetic styles, but they're all designed to display the accurate time of day down to the second. Clockwork timepieces have a 24-hour activation cycle, after which they must wound in a process that takes 1 minute to complete. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Timepiece (Desktop Clock) Source Guns & Gears (Remastered) pg. 89 Price 10 gp Bulk 3 --- Desktop clocks have been designed to be small enough to only take up a quarter of a typical writing desk's surface area, but they're still too bulky and heavy to be lugged around casually. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Timepiece (Grand Clock) Source Guns & Gears (Remastered) pg. 89 Price 50 gp Bulk 16 --- These towering, ten-foot-tall clocks have been painstakingly handcrafted by skilled artisans and feature loud chimes that can be heard hourly throughout a manor. Owners of grand clocks usually tend to display them prominently in a study, lounge area, or foyer.","skill_mod":{},"summary":"Clockwork timepieces come in a variety of sizes and aesthetic styles, but they're all designed to display the accurate time of day down to the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1159","name":"Timepiece","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1159"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-1159","weakness":{},"price":1000,"legacy_id":["equipment-4263"],"trait":["Clockwork","Uncommon"],"id":"equipment-1159-1103","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Timepiece Source Guns & Gears (Remastered) pg. 89 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- Clockwork timepieces come in a variety of sizes and aesthetic styles, but they're all designed to display the accurate time of day down to the second. Clockwork timepieces have a 24-hour activation cycle, after which they must wound in a process that takes 1 minute to complete. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Timepiece (Desktop Clock) Source Guns & Gears (Remastered) pg. 89 Price 10 gp Bulk 3 --- Desktop clocks have been designed to be small enough to only take up a quarter of a typical writing desk's surface area, but they're still too bulky and heavy to be lugged around casually. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Timepiece (Grand Clock) Source Guns & Gears (Remastered) pg. 89 Price 50 gp Bulk 16 --- These towering, ten-foot-tall clocks have been painstakingly handcrafted by skilled artisans and feature loud chimes that can be heard hourly throughout a manor. Owners of grand clocks usually tend to display them prominently in a study, lounge area, or foyer.","skill_mod":{},"summary":"Desktop clocks have been designed to be small enough to only take up a quarter of a typical writing desk's surface area, but they're still too bulky …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1159","name":"Timepiece (Desktop Clock)","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1159-1103"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-1159","weakness":{},"price":5000,"legacy_id":["equipment-4263"],"trait":["Clockwork","Uncommon"],"id":"equipment-1159-1104","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Timepiece Source Guns & Gears (Remastered) pg. 89 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- Clockwork timepieces come in a variety of sizes and aesthetic styles, but they're all designed to display the accurate time of day down to the second. Clockwork timepieces have a 24-hour activation cycle, after which they must wound in a process that takes 1 minute to complete. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Timepiece (Desktop Clock) Source Guns & Gears (Remastered) pg. 89 Price 10 gp Bulk 3 --- Desktop clocks have been designed to be small enough to only take up a quarter of a typical writing desk's surface area, but they're still too bulky and heavy to be lugged around casually. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Timepiece (Grand Clock) Source Guns & Gears (Remastered) pg. 89 Price 50 gp Bulk 16 --- These towering, ten-foot-tall clocks have been painstakingly handcrafted by skilled artisans and feature loud chimes that can be heard hourly throughout a manor. Owners of grand clocks usually tend to display them prominently in a study, lounge area, or foyer.","skill_mod":{},"summary":"These towering, ten-foot-tall clocks have been painstakingly handcrafted by skilled artisans and feature loud chimes that can be heard hourly …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1159","name":"Timepiece (Grand Clock)","bulk":16,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1159-1104"},{"skill_mod":{},"summary":"This common wheelchair is ideal for everyday use, but isn't designed for adventuring. Basic chairs are most common among non-adventurers.","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Mobility Devices","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1160","weakness":{},"price":50,"name":"Basic Chair","legacy_id":["equipment-4264"],"id":"equipment-1160","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Basic Chair Source Guns & Gears (Remastered) pg. 91 Price 5 sp Bulk 2 --- This common wheelchair is ideal for everyday use, but isn't designed for adventuring. Basic chairs are most common among non-adventurers.\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1160"},{"skill_mod":{},"summary":"This wheelchair is tailored for adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A traveler's …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks","Lost Omens"],"item_subcategory":"Mobility Devices","source":["Guns & Gears (Remastered)","Grand Bazaar"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1161","weakness":{},"price":500,"name":"Traveler's Chair","legacy_id":["equipment-4265"],"id":"equipment-1161","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Traveler's Chair Source Guns & Gears (Remastered) pg. 91, Grand Bazaar pg. 70 Price 5 gp Bulk 3 --- This wheelchair is tailored for adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A traveler's chair has small mechanisms, either made from interlocking wood pieces, clockwork, or other devices, that allow the chair to traverse up or down stairs without any additional difficulty (moving up stairs is still difficult terrain, just like for other characters), and move through other such environments that adventurers and travelers encounter without any additional difficulty, such as ladders and uneven ground.\n","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1161"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Uomoto characters, characters from Eihlona, automatons with memories of Jistka, and Arcadians all have access to uncommon magitechnological options from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":47500,"legacy_id":["equipment-4266"],"trait":["Clockwork","Magical","Uncommon"],"id":"equipment-1162","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Frog Chair Source Guns & Gears (Remastered) pg. 91 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 475 gp Bulk 3 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Uomoto characters, characters from Eihlona, automatons with memories of Jistka, and Arcadians all have access to uncommon magitechnological options from the first two chapters of this book. --- This clockwork traveler's chair is shaped like a wheeled frog, with springs attached to the bottom and an extensible tongue on the front. Activate Single Action manipulate Frequency once per hour; Effect You activate the wheelchair's springs to make hopping leaps. For 1 minute, whenever you Leap with the wheelchair, you can jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action. Activate Single Action manipulate Frequency once per minute; Effect You activate the wheelchair's tongue to grab a nearby object and bring it to you. Interact to pick up an unattended object within 15 feet and bring it to your empty hand. If you don't have a hand to take the object, it falls in your space instead.\n","skill_mod":{},"summary":"This clockwork traveler's chair is shaped like a wheeled frog, with springs attached to the bottom and an extensible tongue on the front. ","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Mobility Devices","resistance":{},"url":"/Equipment.aspx?ID=1162","name":"Frog Chair","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1162"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Uomoto characters, characters from Eihlona, automatons with memories of Jistka, and Arcadians all have access to uncommon magitechnological options from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":180000,"legacy_id":["equipment-4267"],"trait":["Clockwork","Magical","Uncommon"],"id":"equipment-1163","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Spider Chair Source Guns & Gears (Remastered) pg. 91 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 1,800 gp Bulk 3 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Uomoto characters, characters from Eihlona, automatons with memories of Jistka, and Arcadians all have access to uncommon magitechnological options from the first two chapters of this book. --- This clockwork traveler's chair has spinnerets and spider legs that allow it to roll up walls, fire web lines to pull you to a location, and obstruct foes with webs. While using the chair, you gain a climb Speed equal to your Speed. Activate Single Action manipulate Frequency once per minute; Effect The chair shoots a web line at a solid wall, floor, or ceiling up to 60 feet away and then pulls itself and you to that location. Activate Three Actions manipulate Frequency once per hour; Effect You cause the chair to launch an enormous web to hinder your foes, with the effects of a 4th-level web spell.\n","skill_mod":{},"summary":"This clockwork traveler's chair has spinnerets and spider legs that allow it to roll up walls, fire web lines to pull you to a location, and obstruct …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Mobility Devices","resistance":{},"url":"/Equipment.aspx?ID=1163","name":"Spider Chair","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1163"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":440000,"legacy_id":["equipment-4268"],"trait":["Electricity","Magical","Rare"],"id":"equipment-1164","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Storm Chair Source Guns & Gears (Remastered) pg. 91 Price 4,400 gp Bulk 3 --- This traveler's chair uses magic and Stasian technology, storing up power in its Stasian coils to arc lightning through your foes and grant brief spurts of flight. Activate Two Actions manipulate Frequency once per hour; Effect You create a ball of electricity around the chair, surrounding it in a damaging aura of electricity and using electromagnetism to briefly levitate. For 1 minute, you gain a fly Speed equal to your Speed and adjacent creatures that hit you with a melee attack, as well as creatures that touch or hit you with an unarmed attack, take 2d6 electricity damage each time. As normal, this applies to creatures who choose to touch you, not when you touch or attack another creature. Activate Two Actions manipulate Frequency once per day; Effect You release the majority of the stored up energy from your storm chair , devastating foes in a chain of electricity. This has the effects of chain lightning with a DC of 31.\n","skill_mod":{},"summary":"This traveler's chair uses magic and Stasian technology, storing up power in its Stasian coils to arc lightning through your foes and grant brief …","primary_source":"Guns & Gears (Remastered)","trait_group":["Energy","Monster","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Mobility Devices","resistance":{},"url":"/Equipment.aspx?ID=1164","name":"Storm Chair","bulk":3,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1164"},{"item_child_id":["equipment-1165-1105","equipment-1165-1106","equipment-1165-1107"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"legacy_id":["equipment-4269"],"trait":["Magical","Uncommon"],"id":"equipment-1165","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Breath Blaster Source Guns & Gears (Remastered) pg. 154 Usage held in 2 hands Bulk 2 --- A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath attacks or the ability to spit energy are occasionally used. The implementation of the dragon’s trachea allows the firearm to unleash a torrent of pure energy in the form of gouts of flame or bolts of electricity. A breath blaster’s Strikes deal either acid, cold, electricity, fire, or poison damage, depending on the dragon type or other creature from which it was made, though it can otherwise be used like a normal blunderbuss. A breath blaster also can be activated to fire a line of energy in a 30-foot line or 15-foot cone, chosen when it’s created and typically corresponding to the shape of the breath attack used by the type of dragon or creature from which the breath blaster was created. In theory, the foundational techniques required to create a breath blaster would allow for other damage types, but such breath blasters would require the trachea from the correct dragon or creature type and additional creation techniques, making such a breath blaster rare rather than uncommon. Activate—Breath Blast Two Actions (manipulate) Frequency once per minute; Effect You fire the breath blaster , dealing 4d6 damage of the appropriate type in the appropriate area. Creatures in the area must attempt a DC 24 basic Reflex save (or Fortitude save if the damage is poison). Craft Requirements The initial raw materials must include the trachea of a ritually hunted dragon or other creature with a breath weapon with the appropriate damage type and area (line or cone) for the breath blaster . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Breath Blaster Source Guns & Gears (Remastered) pg. 154 Price 500 gp Bulk 2 <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Breath Blaster (Greater) Source Guns & Gears (Remastered) pg. 154 Price 4,500 gp Bulk 2 --- The greater breath blaster's activation deals 6d6 damage and the DC is 31. It's a +2 greater striking blunderbuss. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Breath Blaster (Major) Source Guns & Gears (Remastered) pg. 154 Price 24,000 gp Bulk 2 --- The major breath blaster's activation deals 10d6 damage, the DC is 38, and the area increases to either a 60-foot line or a 30-foot cone, chosen when it's created. It's a +3 greater striking blunderbuss .","skill_mod":{},"summary":"A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath attacks …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1165","name":"Breath Blaster","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1165"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1165","weakness":{},"price":50000,"legacy_id":["equipment-4269"],"trait":["Magical","Uncommon"],"id":"equipment-1165-1105","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Breath Blaster Source Guns & Gears (Remastered) pg. 154 Usage held in 2 hands Bulk 2 --- A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath attacks or the ability to spit energy are occasionally used. The implementation of the dragon’s trachea allows the firearm to unleash a torrent of pure energy in the form of gouts of flame or bolts of electricity. A breath blaster’s Strikes deal either acid, cold, electricity, fire, or poison damage, depending on the dragon type or other creature from which it was made, though it can otherwise be used like a normal blunderbuss. A breath blaster also can be activated to fire a line of energy in a 30-foot line or 15-foot cone, chosen when it’s created and typically corresponding to the shape of the breath attack used by the type of dragon or creature from which the breath blaster was created. In theory, the foundational techniques required to create a breath blaster would allow for other damage types, but such breath blasters would require the trachea from the correct dragon or creature type and additional creation techniques, making such a breath blaster rare rather than uncommon. Activate—Breath Blast Two Actions (manipulate) Frequency once per minute; Effect You fire the breath blaster , dealing 4d6 damage of the appropriate type in the appropriate area. Creatures in the area must attempt a DC 24 basic Reflex save (or Fortitude save if the damage is poison). Craft Requirements The initial raw materials must include the trachea of a ritually hunted dragon or other creature with a breath weapon with the appropriate damage type and area (line or cone) for the breath blaster . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Breath Blaster Source Guns & Gears (Remastered) pg. 154 Price 500 gp Bulk 2 <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Breath Blaster (Greater) Source Guns & Gears (Remastered) pg. 154 Price 4,500 gp Bulk 2 --- The greater breath blaster's activation deals 6d6 damage and the DC is 31. It's a +2 greater striking blunderbuss. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Breath Blaster (Major) Source Guns & Gears (Remastered) pg. 154 Price 24,000 gp Bulk 2 --- The major breath blaster's activation deals 10d6 damage, the DC is 38, and the area increases to either a 60-foot line or a 30-foot cone, chosen when it's created. It's a +3 greater striking blunderbuss .","skill_mod":{},"summary":"A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath attacks …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1165","name":"Breath Blaster","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1165-1105"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1165","weakness":{},"price":450000,"legacy_id":["equipment-4269"],"trait":["Magical","Uncommon"],"id":"equipment-1165-1106","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Breath Blaster Source Guns & Gears (Remastered) pg. 154 Usage held in 2 hands Bulk 2 --- A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath attacks or the ability to spit energy are occasionally used. The implementation of the dragon’s trachea allows the firearm to unleash a torrent of pure energy in the form of gouts of flame or bolts of electricity. A breath blaster’s Strikes deal either acid, cold, electricity, fire, or poison damage, depending on the dragon type or other creature from which it was made, though it can otherwise be used like a normal blunderbuss. A breath blaster also can be activated to fire a line of energy in a 30-foot line or 15-foot cone, chosen when it’s created and typically corresponding to the shape of the breath attack used by the type of dragon or creature from which the breath blaster was created. In theory, the foundational techniques required to create a breath blaster would allow for other damage types, but such breath blasters would require the trachea from the correct dragon or creature type and additional creation techniques, making such a breath blaster rare rather than uncommon. Activate—Breath Blast Two Actions (manipulate) Frequency once per minute; Effect You fire the breath blaster , dealing 4d6 damage of the appropriate type in the appropriate area. Creatures in the area must attempt a DC 24 basic Reflex save (or Fortitude save if the damage is poison). Craft Requirements The initial raw materials must include the trachea of a ritually hunted dragon or other creature with a breath weapon with the appropriate damage type and area (line or cone) for the breath blaster . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Breath Blaster Source Guns & Gears (Remastered) pg. 154 Price 500 gp Bulk 2 <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Breath Blaster (Greater) Source Guns & Gears (Remastered) pg. 154 Price 4,500 gp Bulk 2 --- The greater breath blaster's activation deals 6d6 damage and the DC is 31. It's a +2 greater striking blunderbuss. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Breath Blaster (Major) Source Guns & Gears (Remastered) pg. 154 Price 24,000 gp Bulk 2 --- The major breath blaster's activation deals 10d6 damage, the DC is 38, and the area increases to either a 60-foot line or a 30-foot cone, chosen when it's created. It's a +3 greater striking blunderbuss .","skill_mod":{},"summary":"The greater breath blaster's activation deals 6d6 damage and the DC is 31. It's a +2 greater striking blunderbuss.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1165","name":"Breath Blaster (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1165-1106"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1165","weakness":{},"price":2400000,"legacy_id":["equipment-4269"],"trait":["Magical","Uncommon"],"id":"equipment-1165-1107","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Breath Blaster Source Guns & Gears (Remastered) pg. 154 Usage held in 2 hands Bulk 2 --- A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath attacks or the ability to spit energy are occasionally used. The implementation of the dragon’s trachea allows the firearm to unleash a torrent of pure energy in the form of gouts of flame or bolts of electricity. A breath blaster’s Strikes deal either acid, cold, electricity, fire, or poison damage, depending on the dragon type or other creature from which it was made, though it can otherwise be used like a normal blunderbuss. A breath blaster also can be activated to fire a line of energy in a 30-foot line or 15-foot cone, chosen when it’s created and typically corresponding to the shape of the breath attack used by the type of dragon or creature from which the breath blaster was created. In theory, the foundational techniques required to create a breath blaster would allow for other damage types, but such breath blasters would require the trachea from the correct dragon or creature type and additional creation techniques, making such a breath blaster rare rather than uncommon. Activate—Breath Blast Two Actions (manipulate) Frequency once per minute; Effect You fire the breath blaster , dealing 4d6 damage of the appropriate type in the appropriate area. Creatures in the area must attempt a DC 24 basic Reflex save (or Fortitude save if the damage is poison). Craft Requirements The initial raw materials must include the trachea of a ritually hunted dragon or other creature with a breath weapon with the appropriate damage type and area (line or cone) for the breath blaster . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Breath Blaster Source Guns & Gears (Remastered) pg. 154 Price 500 gp Bulk 2 <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Breath Blaster (Greater) Source Guns & Gears (Remastered) pg. 154 Price 4,500 gp Bulk 2 --- The greater breath blaster's activation deals 6d6 damage and the DC is 31. It's a +2 greater striking blunderbuss. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Breath Blaster (Major) Source Guns & Gears (Remastered) pg. 154 Price 24,000 gp Bulk 2 --- The major breath blaster's activation deals 10d6 damage, the DC is 38, and the area increases to either a 60-foot line or a 30-foot cone, chosen when it's created. It's a +3 greater striking blunderbuss .","skill_mod":{},"summary":"The major breath blaster's activation deals 10d6 damage, the DC is 38, and the area increases to either a 60-foot line or a 30-foot cone, chosen …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1165","name":"Breath Blaster (Major)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1165-1107"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":10000,"legacy_id":["equipment-4270"],"trait":["Magical","Uncommon"],"id":"equipment-1166","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Drake Rifle Source Guns & Gears (Remastered) pg. 154 Price 100 gp Usage held in 2 hands Bulk 2 --- A drake rifle is a firearm made from the saliva glands of a drake. The firearm launches small bursts of empowered spittle instead of typical rounds of ammunition. A drake rifle is a +1 weapon . It's a distinct type of martial firearm that deals 1d10 damage with a range increment of 150 feet and reload 1. It deals acid, cold, electricity, fire, or poison damage, depending on the drake from which it was made. On a critical hit, the spittle clings to the target and they take persistent damage of the same type as the weapon equal to 1d4 + the number of weapon damage dice. A drake rifle does not add critical specialization effects. Activate—Drake Shot Three Actions manipulate Frequency once per day; Effect You fire a large, specialized burst designed to hamper your foes. Make a ranged Strike with the drake rifle. As long as the Strike isn't a critical failure, the drake rifle deals 1 splash damage per weapon damage die to the target and creatures within 5 feet of the target. This splash damage is of the same type as its normal damage. On a hit, the drake rifle provides one of the following additional effects based on its damage type: Acid Clinging acid makes it painful and sickening to move. The target becomes sickened 1. Cold Frozen spittle clings to the target. The target takes a –10-foot status penalty to their Speeds for 1 minute. Electricity Small bursts of electricity continue to spark and jolt the target. The target becomes dazzled and off-guard for 1d4 rounds. Fire A massive explosion knocks the target back. The target is pushed 10 feet away from you, and if it's on the ground, it falls prone. Poison Noxious vapors fill the target's lungs. The target becomes enfeebled 1 and clumsy 1 for 1 minute. Craft Requirements The initial raw materials must include the saliva glands of a ritually hunted drake with a breath weapon that deals the appropriate damage type for the drake rifle .\n","skill_mod":{},"summary":"A drake rifle is a firearm made from the saliva glands of a drake . The firearm launches small bursts of empowered spittle instead of typical …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1166","name":"Drake Rifle","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1166"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":70000,"legacy_id":["equipment-4271"],"trait":["Magical","Uncommon"],"id":"equipment-1167","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Growth Gun Source Guns & Gears (Remastered) pg. 155 Price 700 gp Usage held in 1 hand Bulk 2 --- A growth gun is a +1 striking hand cannon made from the regenerative flesh of a hydra, troll, or other similar creature. It has an attached flesh sac that slowly replenishes one shot each round and can be loaded like a normal round of ammunition. It fires regenerating gobbets of flesh, bone, or teeth, determined by the damage type selected for its modular trait. A growth gun can be fired underwater, though it's still limited by the selected damage type as normal. Activate Two Actions manipulate Frequency once per minute; Effect Make a ranged Strike. On a hit, the creature becomes covered in a mass of flesh that continues to grow on the target for a brief time. The creature becomes slowed 1 for 1 round, after which the growth withers and falls off. Craft Requirements The initial raw materials must include the flesh of a creature with regeneration.\n","skill_mod":{},"summary":"A growth gun is a +1 striking hand cannon made from the regenerative flesh of a hydra , troll , or other similar creature. It has an …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1167","name":"Growth Gun","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1167"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":650000,"legacy_id":["equipment-4272"],"trait":["Magical","Uncommon"],"id":"equipment-1168","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Petrification Cannon Source Guns & Gears (Remastered) pg. 155 Price 6,500 gp Usage held in 2 hands Bulk 2 --- Built from the taxidermic body of a basilisk, a petrification cannon functions as a +2 greater striking double-barreled musket . A petrification cannon can be activated to fire a beam of energy that transforms flesh into stone. Activate Two Actions (manipulate, visual) Frequency once per hour; Effect A beam of coiling energy leaps from the petrification cannon at a target within 60 feet. The target must attempt a Fortitude save against DC 34 with the effects of flesh to stone . Craft Requirements The initial raw materials must include the body of a basilisk.\n","skill_mod":{},"summary":"Built from the taxidermic body of a basilisk , a petrification cannon functions as a +2 greater striking double-barreled musket . A …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1168","name":"Petrification Cannon","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1168"},{"item_child_id":["equipment-1169-1108","equipment-1169-1109","equipment-1169-1110"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"legacy_id":["equipment-4273"],"trait":["Magical","Uncommon"],"id":"equipment-1169","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Screech Shooter Source Guns & Gears (Remastered) pg. 155 Usage held in 2 hands Bulk 2 --- Built from the larynx of a terror shrike or similar animal that possesses a frightening screech or similar special ability, a screech shooter is a special +1 striking harmona gun designed to fire terrifying blasts of sound. A screech shooter deals sonic damage but can otherwise be used like a normal harmona gun. Activate—Screech Shot Two Actions (emotion, manipulate, mental) Frequency once per hour; Effect The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3 and fleeing for 1 round. Craft Requirements The initial raw materials must include the larynx of a creature with a frightening screech. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Screech Shooter Source Guns & Gears (Remastered) pg. 155 Price 700 gp Bulk 2 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Screech Shooter (Greater) Source Guns & Gears (Remastered) pg. 155 Price 3,000 gp Bulk 2 --- A greater screech shooter is a +2 greater striking harmona gun . The DC for the activation is 30 and it affects creatures in a 40-foot emanation. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Screech Shooter (Major) Source Guns & Gears (Remastered) pg. 155 Price 15,000 gp Bulk 2 --- The DC for the activation is 37 and it affects creatures in a 50-foot emanation.","skill_mod":{},"summary":"Built from the larynx of a terror shrike or similar animal that possesses a frightening screech or similar special ability, a screech shooter is …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1169","name":"Screech Shooter","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1169"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1169","weakness":{},"price":70000,"legacy_id":["equipment-4273"],"trait":["Magical","Uncommon"],"id":"equipment-1169-1108","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Screech Shooter Source Guns & Gears (Remastered) pg. 155 Usage held in 2 hands Bulk 2 --- Built from the larynx of a terror shrike or similar animal that possesses a frightening screech or similar special ability, a screech shooter is a special +1 striking harmona gun designed to fire terrifying blasts of sound. A screech shooter deals sonic damage but can otherwise be used like a normal harmona gun. Activate—Screech Shot Two Actions (emotion, manipulate, mental) Frequency once per hour; Effect The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3 and fleeing for 1 round. Craft Requirements The initial raw materials must include the larynx of a creature with a frightening screech. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Screech Shooter Source Guns & Gears (Remastered) pg. 155 Price 700 gp Bulk 2 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Screech Shooter (Greater) Source Guns & Gears (Remastered) pg. 155 Price 3,000 gp Bulk 2 --- A greater screech shooter is a +2 greater striking harmona gun . The DC for the activation is 30 and it affects creatures in a 40-foot emanation. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Screech Shooter (Major) Source Guns & Gears (Remastered) pg. 155 Price 15,000 gp Bulk 2 --- The DC for the activation is 37 and it affects creatures in a 50-foot emanation.","skill_mod":{},"summary":"Built from the larynx of a terror shrike or similar animal that possesses a frightening screech or similar special ability, a screech shooter is …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1169","name":"Screech Shooter","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1169-1108"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1169","weakness":{},"price":300000,"legacy_id":["equipment-4273"],"trait":["Magical","Uncommon"],"id":"equipment-1169-1109","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Screech Shooter Source Guns & Gears (Remastered) pg. 155 Usage held in 2 hands Bulk 2 --- Built from the larynx of a terror shrike or similar animal that possesses a frightening screech or similar special ability, a screech shooter is a special +1 striking harmona gun designed to fire terrifying blasts of sound. A screech shooter deals sonic damage but can otherwise be used like a normal harmona gun. Activate—Screech Shot Two Actions (emotion, manipulate, mental) Frequency once per hour; Effect The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3 and fleeing for 1 round. Craft Requirements The initial raw materials must include the larynx of a creature with a frightening screech. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Screech Shooter Source Guns & Gears (Remastered) pg. 155 Price 700 gp Bulk 2 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Screech Shooter (Greater) Source Guns & Gears (Remastered) pg. 155 Price 3,000 gp Bulk 2 --- A greater screech shooter is a +2 greater striking harmona gun . The DC for the activation is 30 and it affects creatures in a 40-foot emanation. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Screech Shooter (Major) Source Guns & Gears (Remastered) pg. 155 Price 15,000 gp Bulk 2 --- The DC for the activation is 37 and it affects creatures in a 50-foot emanation.","skill_mod":{},"summary":"A greater screech shooter is a +2 greater striking harmona gun . The DC for the activation is 30 and it affects creatures in a 40-foot emanation.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1169","name":"Screech Shooter (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1169-1109"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1169","weakness":{},"price":1500000,"legacy_id":["equipment-4273"],"trait":["Magical","Uncommon"],"id":"equipment-1169-1110","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Screech Shooter Source Guns & Gears (Remastered) pg. 155 Usage held in 2 hands Bulk 2 --- Built from the larynx of a terror shrike or similar animal that possesses a frightening screech or similar special ability, a screech shooter is a special +1 striking harmona gun designed to fire terrifying blasts of sound. A screech shooter deals sonic damage but can otherwise be used like a normal harmona gun. Activate—Screech Shot Two Actions (emotion, manipulate, mental) Frequency once per hour; Effect The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3 and fleeing for 1 round. Craft Requirements The initial raw materials must include the larynx of a creature with a frightening screech. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Screech Shooter Source Guns & Gears (Remastered) pg. 155 Price 700 gp Bulk 2 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Screech Shooter (Greater) Source Guns & Gears (Remastered) pg. 155 Price 3,000 gp Bulk 2 --- A greater screech shooter is a +2 greater striking harmona gun . The DC for the activation is 30 and it affects creatures in a 40-foot emanation. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Screech Shooter (Major) Source Guns & Gears (Remastered) pg. 155 Price 15,000 gp Bulk 2 --- The DC for the activation is 37 and it affects creatures in a 50-foot emanation.","skill_mod":{},"summary":"The DC for the activation is 37 and it affects creatures in a 50-foot emanation.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1169","name":"Screech Shooter (Major)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1169-1110"},{"item_child_id":["equipment-1170-1111","equipment-1170-1112","equipment-1170-1113"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"legacy_id":["equipment-4274"],"trait":["Magical","Uncommon"],"id":"equipment-1170","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Spider Gun Source Guns & Gears (Remastered) pg. 155 Usage held in 2 hands Bulk 2 --- A spider gun is a +1 striking weapon . It's a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 poison damage with a range increment of 30 feet and reload 1. On a critical hit, the venom clings to the target and they take persistent poison damage equal to 1d4 + the number of weapon damage dice. A spider gun does not add critical specialization effects. The gun can be activated to fire webbing that hampers other creatures. Activate Single Action manipulate Frequency once per round; Effect You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an Athletics check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it's immobilized for 1 round or until it Escapes (DC 20) or destroys the webbing. Craft Requirements The initial raw materials for the spider gun must include the fangs and spinneret of a giant spider or other Large spider. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spider Gun Source Guns & Gears (Remastered) pg. 155 Price 250 gp Bulk 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spider Gun (Greater) Source Guns & Gears (Remastered) pg. 155 Price 1,400 gp Bulk 2 --- The gun's webbing requires at least 15 slashing damage or 5 fire damage to clear away and the DC is 25. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spider Gun (Major) Source Guns & Gears (Remastered) pg. 155 Price 6,500 gp Bulk 2 --- A major spider gun is a +2 greater striking weapon . The gun's webbing requires at least 25 slashing damage or 15 fire damage to clear away and the DC is 34.","skill_mod":{},"summary":"A spider gun is a +1 striking weapon . It's a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1170","name":"Spider Gun","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1170"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1170","weakness":{},"price":25000,"legacy_id":["equipment-4274"],"trait":["Magical","Uncommon"],"id":"equipment-1170-1111","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Spider Gun Source Guns & Gears (Remastered) pg. 155 Usage held in 2 hands Bulk 2 --- A spider gun is a +1 striking weapon . It's a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 poison damage with a range increment of 30 feet and reload 1. On a critical hit, the venom clings to the target and they take persistent poison damage equal to 1d4 + the number of weapon damage dice. A spider gun does not add critical specialization effects. The gun can be activated to fire webbing that hampers other creatures. Activate Single Action manipulate Frequency once per round; Effect You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an Athletics check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it's immobilized for 1 round or until it Escapes (DC 20) or destroys the webbing. Craft Requirements The initial raw materials for the spider gun must include the fangs and spinneret of a giant spider or other Large spider. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spider Gun Source Guns & Gears (Remastered) pg. 155 Price 250 gp Bulk 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spider Gun (Greater) Source Guns & Gears (Remastered) pg. 155 Price 1,400 gp Bulk 2 --- The gun's webbing requires at least 15 slashing damage or 5 fire damage to clear away and the DC is 25. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spider Gun (Major) Source Guns & Gears (Remastered) pg. 155 Price 6,500 gp Bulk 2 --- A major spider gun is a +2 greater striking weapon . The gun's webbing requires at least 25 slashing damage or 15 fire damage to clear away and the DC is 34.","skill_mod":{},"summary":"A spider gun is a +1 striking weapon . It's a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1170","name":"Spider Gun","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1170-1111"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1170","weakness":{},"price":140000,"legacy_id":["equipment-4274"],"trait":["Magical","Uncommon"],"id":"equipment-1170-1112","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Spider Gun Source Guns & Gears (Remastered) pg. 155 Usage held in 2 hands Bulk 2 --- A spider gun is a +1 striking weapon . It's a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 poison damage with a range increment of 30 feet and reload 1. On a critical hit, the venom clings to the target and they take persistent poison damage equal to 1d4 + the number of weapon damage dice. A spider gun does not add critical specialization effects. The gun can be activated to fire webbing that hampers other creatures. Activate Single Action manipulate Frequency once per round; Effect You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an Athletics check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it's immobilized for 1 round or until it Escapes (DC 20) or destroys the webbing. Craft Requirements The initial raw materials for the spider gun must include the fangs and spinneret of a giant spider or other Large spider. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spider Gun Source Guns & Gears (Remastered) pg. 155 Price 250 gp Bulk 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spider Gun (Greater) Source Guns & Gears (Remastered) pg. 155 Price 1,400 gp Bulk 2 --- The gun's webbing requires at least 15 slashing damage or 5 fire damage to clear away and the DC is 25. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spider Gun (Major) Source Guns & Gears (Remastered) pg. 155 Price 6,500 gp Bulk 2 --- A major spider gun is a +2 greater striking weapon . The gun's webbing requires at least 25 slashing damage or 15 fire damage to clear away and the DC is 34.","skill_mod":{},"summary":"The gun's webbing requires at least 15 slashing damage or 5 fire damage to clear away and the DC is 25.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1170","name":"Spider Gun (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1170-1112"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1170","weakness":{},"price":650000,"legacy_id":["equipment-4274"],"trait":["Magical","Uncommon"],"id":"equipment-1170-1113","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Spider Gun Source Guns & Gears (Remastered) pg. 155 Usage held in 2 hands Bulk 2 --- A spider gun is a +1 striking weapon . It's a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 poison damage with a range increment of 30 feet and reload 1. On a critical hit, the venom clings to the target and they take persistent poison damage equal to 1d4 + the number of weapon damage dice. A spider gun does not add critical specialization effects. The gun can be activated to fire webbing that hampers other creatures. Activate Single Action manipulate Frequency once per round; Effect You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an Athletics check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it's immobilized for 1 round or until it Escapes (DC 20) or destroys the webbing. Craft Requirements The initial raw materials for the spider gun must include the fangs and spinneret of a giant spider or other Large spider. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spider Gun Source Guns & Gears (Remastered) pg. 155 Price 250 gp Bulk 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spider Gun (Greater) Source Guns & Gears (Remastered) pg. 155 Price 1,400 gp Bulk 2 --- The gun's webbing requires at least 15 slashing damage or 5 fire damage to clear away and the DC is 25. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spider Gun (Major) Source Guns & Gears (Remastered) pg. 155 Price 6,500 gp Bulk 2 --- A major spider gun is a +2 greater striking weapon . The gun's webbing requires at least 25 slashing damage or 15 fire damage to clear away and the DC is 34.","skill_mod":{},"summary":"A major spider gun is a +2 greater striking weapon . The gun's webbing requires at least 25 slashing damage or 15 fire damage to clear away and …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1170","name":"Spider Gun (Major)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1170-1113"},{"primary_source_category":"Rulebooks","usage":"held in 1 or 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":25000,"legacy_id":["equipment-4275"],"trait":["Magical","Uncommon"],"id":"equipment-1171","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Spike Launcher Source Guns & Gears (Remastered) pg. 156 Price 250 gp Usage held in 1 or 2 hands Bulk 2 --- Built from the spiked tail of a manticore, a spike launcher is designed to launch large, spear-like projectiles. A spike launcher is a +1 striking weapon . It's a distinct type of martial firearm that deals 1d8 piercing damage. It has the backstabber, fatal aim d12, and kickback traits with a range increment of 120 feet and reload 2. It uses the critical specialization of the bow weapon group, rather than the firearm critical specialization. Activate Three Actions manipulate Frequency once per day; Requirements The spike launcher is loaded; Effect The spike launcher fires a volley of smaller spikes in a 10-foot burst centered anywhere within its range. Make a Strike with the spike launcher against each creature in the area. These attacks count toward the your multiple attack penalty, but the multiple attack penalty doesn't increase until after you make all of your attacks. On a success, the spike causes the creature to take a –5-foot status penalty to their Speed. On a critical success, the creature becomes immobilized instead. In either case, the creature, or an adjacent creature, can use an Interact action to remove the spike and end the penalty or immobilized condition. Craft Requirements The initial raw materials must include the tail of a manticore.\n","skill_mod":{},"summary":"Built from the spiked tail of a manticore , a spike launcher is designed to launch large, spear-like projectiles. A spike launcher is a +1 …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1171","name":"Spike Launcher","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1171"},{"item_child_id":["equipment-1172-1114","equipment-1172-1115","equipment-1172-1116"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"legacy_id":["equipment-4276"],"trait":["Magical","Uncommon"],"id":"equipment-1172","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Tentacle Cannon Source Guns & Gears (Remastered) pg. 156 Usage held in 2 hands Bulk 2 --- A tentacle cannon is a +1 striking weapon , built using components from squids, krakens, and sometimes even stranger tentacled creatures like alghollthu. It's a distinct type of martial firearm that deals 1d8 piercing damage. It has the capacity 5, concussive, and fatal d12 traits, a range increment of 30 feet, and reload 2. The weapon itself resembles a five-barreled handheld cannon with each barrel made from a hollowed out tentacle. Activate Two Actions manipulate Effect You cause one of the tentacles forming the weapon's five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle attempts to Grapple with a +13 bonus. It can attempt to Grapple any creature, regardless of size. On a success, the tentacle pulls the creature up to 10 feet directly towards you, until it's in a square adjacent to you. Activate Single Action manipulate Requirements The tentacle cannon has a creature grabbed; Effect You continue to keep the tentacle cannon' s hold on one creature it has grabbed. Attempt another check to Grapple the creature with a +13 bonus. Activate Two Actions manipulate Frequency once per hour; Effect The cannon fires a spray of ink in a 15-foot cone. Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in ink and becomes blinded for 1 round and dazzled for 1 minute or until it removes the ink. On a critical failure, the creature becomes blinded and dazzled; both conditions last for 1 minute or until it removes the ink. The creature, or an adjacent creature, can use an Interact action to remove the ink from its eyes to remove the blinded and dazzled conditions. Craft Requirements The initial raw materials must include the tentacles and ink glands of a creature with a tentacle Strike and ink. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Tentacle Cannon Source Guns & Gears (Remastered) pg. 156 Price 360 gp Bulk 2 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Tentacle Cannon (Greater) Source Guns & Gears (Remastered) pg. 156 Price 2,000 gp Bulk 2 --- A greater tentacle cannon is a +2 greater striking weapon . It has a +20 bonus to Grapple, and its ink spray DC is 30. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tentacle Cannon (Major) Source Guns & Gears (Remastered) pg. 156 Price 15,000 gp Bulk 2 --- A major tentacle cannon is a +3 greater striking weapon . It has a +27 bonus to Grapple, and its ink spray DC is 37.","skill_mod":{},"summary":"A tentacle cannon is a +1 striking weapon , built using components from squids, krakens , and sometimes even stranger tentacled creatures like …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1172","name":"Tentacle Cannon","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1172"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1172","weakness":{},"price":36000,"legacy_id":["equipment-4276"],"trait":["Magical","Uncommon"],"id":"equipment-1172-1114","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Tentacle Cannon Source Guns & Gears (Remastered) pg. 156 Usage held in 2 hands Bulk 2 --- A tentacle cannon is a +1 striking weapon , built using components from squids, krakens, and sometimes even stranger tentacled creatures like alghollthu. It's a distinct type of martial firearm that deals 1d8 piercing damage. It has the capacity 5, concussive, and fatal d12 traits, a range increment of 30 feet, and reload 2. The weapon itself resembles a five-barreled handheld cannon with each barrel made from a hollowed out tentacle. Activate Two Actions manipulate Effect You cause one of the tentacles forming the weapon's five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle attempts to Grapple with a +13 bonus. It can attempt to Grapple any creature, regardless of size. On a success, the tentacle pulls the creature up to 10 feet directly towards you, until it's in a square adjacent to you. Activate Single Action manipulate Requirements The tentacle cannon has a creature grabbed; Effect You continue to keep the tentacle cannon' s hold on one creature it has grabbed. Attempt another check to Grapple the creature with a +13 bonus. Activate Two Actions manipulate Frequency once per hour; Effect The cannon fires a spray of ink in a 15-foot cone. Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in ink and becomes blinded for 1 round and dazzled for 1 minute or until it removes the ink. On a critical failure, the creature becomes blinded and dazzled; both conditions last for 1 minute or until it removes the ink. The creature, or an adjacent creature, can use an Interact action to remove the ink from its eyes to remove the blinded and dazzled conditions. Craft Requirements The initial raw materials must include the tentacles and ink glands of a creature with a tentacle Strike and ink. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Tentacle Cannon Source Guns & Gears (Remastered) pg. 156 Price 360 gp Bulk 2 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Tentacle Cannon (Greater) Source Guns & Gears (Remastered) pg. 156 Price 2,000 gp Bulk 2 --- A greater tentacle cannon is a +2 greater striking weapon . It has a +20 bonus to Grapple, and its ink spray DC is 30. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tentacle Cannon (Major) Source Guns & Gears (Remastered) pg. 156 Price 15,000 gp Bulk 2 --- A major tentacle cannon is a +3 greater striking weapon . It has a +27 bonus to Grapple, and its ink spray DC is 37.","skill_mod":{},"summary":"A tentacle cannon is a +1 striking weapon , built using components from squids, krakens , and sometimes even stranger tentacled creatures like …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1172","name":"Tentacle Cannon","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1172-1114"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1172","weakness":{},"price":200000,"legacy_id":["equipment-4276"],"trait":["Magical","Uncommon"],"id":"equipment-1172-1115","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Tentacle Cannon Source Guns & Gears (Remastered) pg. 156 Usage held in 2 hands Bulk 2 --- A tentacle cannon is a +1 striking weapon , built using components from squids, krakens, and sometimes even stranger tentacled creatures like alghollthu. It's a distinct type of martial firearm that deals 1d8 piercing damage. It has the capacity 5, concussive, and fatal d12 traits, a range increment of 30 feet, and reload 2. The weapon itself resembles a five-barreled handheld cannon with each barrel made from a hollowed out tentacle. Activate Two Actions manipulate Effect You cause one of the tentacles forming the weapon's five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle attempts to Grapple with a +13 bonus. It can attempt to Grapple any creature, regardless of size. On a success, the tentacle pulls the creature up to 10 feet directly towards you, until it's in a square adjacent to you. Activate Single Action manipulate Requirements The tentacle cannon has a creature grabbed; Effect You continue to keep the tentacle cannon' s hold on one creature it has grabbed. Attempt another check to Grapple the creature with a +13 bonus. Activate Two Actions manipulate Frequency once per hour; Effect The cannon fires a spray of ink in a 15-foot cone. Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in ink and becomes blinded for 1 round and dazzled for 1 minute or until it removes the ink. On a critical failure, the creature becomes blinded and dazzled; both conditions last for 1 minute or until it removes the ink. The creature, or an adjacent creature, can use an Interact action to remove the ink from its eyes to remove the blinded and dazzled conditions. Craft Requirements The initial raw materials must include the tentacles and ink glands of a creature with a tentacle Strike and ink. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Tentacle Cannon Source Guns & Gears (Remastered) pg. 156 Price 360 gp Bulk 2 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Tentacle Cannon (Greater) Source Guns & Gears (Remastered) pg. 156 Price 2,000 gp Bulk 2 --- A greater tentacle cannon is a +2 greater striking weapon . It has a +20 bonus to Grapple, and its ink spray DC is 30. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tentacle Cannon (Major) Source Guns & Gears (Remastered) pg. 156 Price 15,000 gp Bulk 2 --- A major tentacle cannon is a +3 greater striking weapon . It has a +27 bonus to Grapple, and its ink spray DC is 37.","skill_mod":{},"summary":"A greater tentacle cannon is a +2 greater striking weapon . It has a +20 bonus to Grapple, and its ink spray DC is 30.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1172","name":"Tentacle Cannon (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1172-1115"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1172","weakness":{},"price":1500000,"legacy_id":["equipment-4276"],"trait":["Magical","Uncommon"],"id":"equipment-1172-1116","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Tentacle Cannon Source Guns & Gears (Remastered) pg. 156 Usage held in 2 hands Bulk 2 --- A tentacle cannon is a +1 striking weapon , built using components from squids, krakens, and sometimes even stranger tentacled creatures like alghollthu. It's a distinct type of martial firearm that deals 1d8 piercing damage. It has the capacity 5, concussive, and fatal d12 traits, a range increment of 30 feet, and reload 2. The weapon itself resembles a five-barreled handheld cannon with each barrel made from a hollowed out tentacle. Activate Two Actions manipulate Effect You cause one of the tentacles forming the weapon's five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle attempts to Grapple with a +13 bonus. It can attempt to Grapple any creature, regardless of size. On a success, the tentacle pulls the creature up to 10 feet directly towards you, until it's in a square adjacent to you. Activate Single Action manipulate Requirements The tentacle cannon has a creature grabbed; Effect You continue to keep the tentacle cannon' s hold on one creature it has grabbed. Attempt another check to Grapple the creature with a +13 bonus. Activate Two Actions manipulate Frequency once per hour; Effect The cannon fires a spray of ink in a 15-foot cone. Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in ink and becomes blinded for 1 round and dazzled for 1 minute or until it removes the ink. On a critical failure, the creature becomes blinded and dazzled; both conditions last for 1 minute or until it removes the ink. The creature, or an adjacent creature, can use an Interact action to remove the ink from its eyes to remove the blinded and dazzled conditions. Craft Requirements The initial raw materials must include the tentacles and ink glands of a creature with a tentacle Strike and ink. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Tentacle Cannon Source Guns & Gears (Remastered) pg. 156 Price 360 gp Bulk 2 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Tentacle Cannon (Greater) Source Guns & Gears (Remastered) pg. 156 Price 2,000 gp Bulk 2 --- A greater tentacle cannon is a +2 greater striking weapon . It has a +20 bonus to Grapple, and its ink spray DC is 30. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tentacle Cannon (Major) Source Guns & Gears (Remastered) pg. 156 Price 15,000 gp Bulk 2 --- A major tentacle cannon is a +3 greater striking weapon . It has a +27 bonus to Grapple, and its ink spray DC is 37.","skill_mod":{},"summary":"A major tentacle cannon is a +3 greater striking weapon . It has a +27 bonus to Grapple, and its ink spray DC is 37.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=1172","name":"Tentacle Cannon (Major)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1172-1116"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":36000,"legacy_id":["equipment-4277"],"trait":["Cobbled","Magical","Uncommon"],"id":"equipment-1173","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Liar's Gun Source Guns & Gears (Remastered) pg. 157 Price 360 gp Usage held in 1 hand Bulk L Base Weapon Pepperbox --- This dubious weapon gets its name from the fact that it's typically crafted with multiple false barrels so that it's more difficult for enemies to predict the weapon's angle of fire from the four working barrels. Most of the time, this gun functions as a +1 striking pepperbox with capacity 4 instead of capacity 3, albeit one with a complicated loading mechanism involving rotating the barrels. In a pinch though, all four of the real barrels can be fired simultaneously. Activate Two Actions manipulate Effect Make up to four Strikes with the liar's gun . Each of the four Strikes must be against a different target within a 20-foot cone. You apply and increasing your multiple attack penalty for the four Strikes only after resolving all attacks. If the weapon misfires on any of these attacks, wait to apply the misfire until you resolve all of the attacks\n","skill_mod":{},"summary":"This dubious weapon gets its name from the fact that it's typically crafted with multiple false barrels so that it's more difficult for enemies to …","primary_source":"Guns & Gears (Remastered)","trait_group":["Weapon","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1173","base_item":["Pepperbox"],"name":"Liar's Gun","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1173"},{"skill_mod":{},"summary":"This walnut and brass +1 striking blunderbuss has a natural look, with wood worn smooth by time, but left knotted and gnarled. The handgrip …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":6,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1174","weakness":{},"name":"Arboreal's Revenge","legacy_id":["equipment-4278"],"trait":["Cursed","Magical","Rare"],"id":"equipment-1174","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Arboreal's Revenge Source Guns & Gears (Remastered) pg. 160 Usage held in 2 hands Bulk 2 --- This walnut and brass +1 striking blunderbuss has a natural look, with wood worn smooth by time, but left knotted and gnarled. The handgrip beneath the flared muzzle is a well-positioned bulging tree knot, and the long stock looks as if it was grown to fit you. On closer examination, the whorls and rings in the wood resemble eyes. Arboreal's revenge is a haunted firearm constructed with wood hewn from a living arboreal, slaying the arboreal and trapping its spirit in the firearm. Perhaps a patient wielder could one day put the arboreal's spirit to rest, or at least come to terms with it, abating the drawbacks of the weapon while keeping its advantages. When you first fire arboreal's revenge , the blunderbuss fuses with you, after which it's almost impossible to remove it from your possession with a remove curse or similar effect, like many cursed items. You gain weakness 5 to fire and the flat check for you to recover from persistent fire damage increases from 15 to 17, or from 10 to 12 if you receive appropriate help. Whenever you wield arboreal's revenge , the arboreal spirit bound to the blunderbuss attempts to overtake you. The wood handgrip sprouts roots which grow around your hand, binding both of your hands to the firearm. You gain a +4 circumstance bonus to your Reflex DC when defending against checks to Disarm you. However, you can't Release your grip on the blunderbuss until you forcibly tear off the roots, though they do allow you to move your hands enough (and only enough) to reload and fire the blunderbuss. Tearing off the roots takes 1 minute. The arboreal haunting the firearm can use the following two effects whenever it wants, often using them at random. You can coax it into performing them each intentionally once per day, with the following activations. Activate Free Action concentrate Frequency once per day; Effect The arboreal haunting the blunderbuss attempts to regrow itself into a new physical body by sprouting from the bodies of all the creatures that the firearm recently harmed. You and all creatures within 60 feet damaged by arboreal's revenge within the last minute must attempt a DC 20 Fortitude saving throw. On a failure, they take a –10-foot circumstance penalty to their Speeds as roots rapidly sprout from their wounds, which lasts until they Escape (DC 20). Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast barkskin from the blunderbuss as a 2nd-level primal spell. However, the weakness to fire imposed by barkskin is cumulative with the weakness to fire imposed by this weapon's curse, for a total of weakness 8 to fire.\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1174"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"legacy_id":["equipment-4279"],"trait":["Cursed","Fire","Magical","Rare"],"id":"equipment-1175","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Immolation Clan Pistol Source Guns & Gears (Remastered) pg. 160 Usage held in 1 hand Bulk 1 --- This charred and blackened +2 striking clan pistol is coated in a thick layer of soot and grease and its retort sounds uncomfortably like a scream. Clearly at dangerous risk of misfire, this weapon claimed the life of its dwarven crafter shortly after completion and is haunted by that pained spirit. This ever-burning spirit keeps the firearm warm to the touch, regardless of surrounding environment. No matter how much you clean and maintain it, an immolation clan pistol is always at risk of a misfire, and the flat check to avoid a misfire is DC 7 rather than DC 5. On a misfire, an immolation clan pistol releases a blast of concentrated fire, dealing you 2d6 fire damage and 2d6 persistent fire damage. An immolation clan pistol fuses with you when you first fire it. While you're fused with the immolation clan pistol , the pained spirit haunts your dreams, forcing you to relive its death each night. If you fired the immolation clan pistol that day, you are unharmed by these dreams. If you didn't fire the immolation clan pistol that day, but still possess it, you awaken fatigued. If you no longer possess the immolation clan pistol , the spirit of its dwarven smith is enraged by your neglect; you awaken fatigued and aflame, taking 2d6 persistent fire damage. Regardless, these nightmares possess clues to the spirit's life. If you take the immolation clan pistol to the site of its creation and repair it with tools belonging to the tormented spirit, you might be able to break the curse. If the spirit is set free, this weapon becomes a +2 greater striking flaming clan pistol with no other abilities or curses. Activate (concentrate, manipulate) Frequency once per day; Effect You allow yourself to become partially possessed by the immolated spirit bound to the clan pistol. For 1 minute, you look like a flaming corpse. During this time, you gain a +2 status bonus to Intimidation checks and the immolation clan pistol becomes a +2 striking flaming clan pistol .\n","element":["Fire"],"skill_mod":{},"summary":"This charred and blackened +2 striking clan pistol is coated in a thick layer of soot and grease and its retort sounds uncomfortably like a …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1175","name":"Immolation Clan Pistol","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1175"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"legacy_id":["equipment-4280"],"trait":["Cursed","Fire","Magical","Rare","Unholy"],"id":"equipment-1176","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Pact-Bound Pistol Source Guns & Gears (Remastered) pg. 161 Usage held in 1 hand Bulk L --- Wielded in over a hundred duels by the famed Ustalavic noblewoman Countess Tasya Iserav, this +1 striking fearsome dueling pistol is a work of master craftsmanship, almost eerie in the axiomatic perfection present in each dimension and detail. Commissioned at great expense and artfully designed by a team of the finest gunsmiths, this exquisite mahogany pistol has adamantine detailing. The ruby-eyed, leering devil's face that surrounds the barrel was intended to strike fear into the Countess's opponents—of which there were many. Countess Tasya credited this weapon with her exceptional success in dueling circles and refused to name the weapon's creators for fear their works would fall into an opponent's hands. In the past decade, seven replicas of the Countess's famed pistol have arisen, each said to be crafted by the Countess's anonymous gunsmiths. That each of these weapon's wielders have quickly risen to become exceptional duelists in their own right has lent credence to their claims. Despite public pressure, wielders of these replicas have refused to square off against the Countess. Despite the weapon's beauty and utility, a pact-bound pistol is a cursed weapon and a physical manifestation of an infernal contract sworn between the bearer of the weapon and the Archdevil Mephistopheles. Each pact-bound pistol was crafted not by a team of master artisans, but by Countess Tasya Iserav herself, a secret diabolist and devoted priestess of The Crimson Son. The very act of firing the weapon is an acceptance of the contract's terms and causes the weapon to fuse to you. Thereafter, the weapon reappears in your possessions within 1 minute of you discarding it, and can't be destroyed or thrown away permanently, until the curse is removed. Whenever you attack a living creature with the pact-bound pistol , text from the infernal contract is seared into your flesh, causing you to lose 1 Hit Point, or 2 Hit Points if the attack was a critical success. The text appears one sentence at a time, from the beginning to the end and is written in Infernal. When the contract is fully scribed (see below), you no longer lose Hit Points when you attack a living creature. These burned phrases heal over as scars which can't be removed while you are fused to the weapon, although they can be covered and disguised. Each time a creature dies within 1 hour of being damaged by a pact-bound pistol , that creature must attempt a DC 25 Will saving throw. On a failure, their soul is consigned to the Archdevil Mephistopheles; their soul immediately goes to Hell and they can't be returned to life through any means short of divine intervention, a heist, or a successful appeal in the courts of Hell; even powerful magic such as wish is insufficient. After you have consigned 9 souls to Mephistopheles in this way, the contract is fully scribed upon your flesh. You become immune to fire damage and the pact-bound pistol becomes a +2 striking greater fearsome dueling pistol . Your soul belongs to Mephistopheles and immediately goes to Hell when you die. You can't be returned to life through any means, even through the divine intervention of a deity. Failing to wield a pact-bound pistol is a breach of contract. Each day you go without firing the pact-bound pistol at a living creature, you must attempt a Will saving throw. On a failure, you become stupefied 1. If you are already stupefied, the value of your stupefied condition increases by 1, to a maximum of stupefied 4. While you're fused with the pact-bound pistol , you can't reduce the value of your stupefied condition except by damaging a living creature with it. Whenever you damage a living creature with it, if you are suffering from the stupefied condition due to the pact-bound pistol , your stupefied condition is removed.\n","element":["Fire"],"skill_mod":{},"summary":"Wielded in over a hundred duels by the famed Ustalavic noblewoman Countess Tasya Iserav, this +1 striking fearsome dueling pistol is a work …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1176","name":"Pact-Bound Pistol","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1176"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"legacy_id":["equipment-4281"],"trait":["Intelligent","Occult","Rare"],"id":"equipment-1177","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Animate Dreamer Source Guns & Gears (Remastered) pg. 161 Usage held in 2 hands Bulk 2 Base Weapon Dwarven Scattergun --- Perception +26; precise vision 60 feet, imprecise hearing 30 feet Communication telepathy (Common, and six other common languages) Skills Arcana +30, Deception +27, Diplomacy +27, Occultism +30 Int +6, Wis +4, Cha +4 Will +26 --- The gunsmith that created this marvelous +2 greater striking spell-storing scattergun poured so much love and care into its creation that the weapon gained a spark of sentience. However, at first it was completely incapable of expressing itself. This led a seething frustration to grow within the weapon, as it yearned desperately to respond to the same love and affection that created it. Through decades of effort, it gained the ability to communicate empathically, then telepathically. Now, the weapon is capable of exerting its influence over other inanimate objects. Despite the weapon's progress, years of feeling helpless have given the animate dreamer a singular goal: to obtain and occupy a body of its own. An animate dreamer is cunning, intelligent, and patient. It urges you to create a body for it and is willing to go to any lengths to see its goals come to fruition, including coercion, deception, and violence. An animate dreamer desires a permanent body but isn't picky about the body's form or the methods it has to use in order to gain it. Therefore, an animate dreamer is just as happy in a living body stolen from an innocent as it would be in an artificially constructed body, or even an undead corpse. If you refuse to work towards creating or obtaining a body for the animate dreamer , it will likely use its possession ability to try and take control of you and use your body to find a permanent replacement for itself. Activate Two Actions concentrate Requirements The animate dreamer has a stored spell. It can see a creature it hit and damaged within the last minute, and that creature's within 120 feet of animate dreamer ; Effect The animate dreamer casts its stored spell at a target that meets the requirements. This empties the spell from the weapon and allows a spell to be cast into it again. The animate dreamer has a spell attack roll of +25 and a spell DC of 33 with the stored spell. Activate Three Actions concentrate Effect The animate dreamer focuses on a single unattended inanimate object in an area it can see and exerts its will over the object, temporarily levitating it around. The animate dreamer casts mage hand as a 5th-level occult spell. Activate Three Actions concentrate Frequency once per day; Effect The animate dreamer attempts to achieve its goal of occupying a body of its own and casts possession as a 7th-level spell with a spell DC of 33. The weapon still functions as a +2 greater striking spell-storing scattergun while this effect is active but loses all other special abilities until the spell expires and the animate dreamer's intellect returns to it.\n","skill_mod":{},"summary":"The gunsmith that created this marvelous +2 greater striking spell-storing scattergun poured so much love and care into its creation that the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1177","base_item":["Dwarven Scattergun"],"name":"Animate Dreamer","alignment":"No Alignment","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1177"},{"primary_source_category":"Rulebooks","usage":"held in 1 or 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"legacy_id":["equipment-4282"],"trait":["Intelligent","Primal","Rare"],"id":"equipment-1178","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Boastful Hunter Source Guns & Gears (Remastered) pg. 162 Usage held in 1 or 2 hands Bulk 1 Base Weapon Jezail --- Perception +11; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common) Skills Nature +9, Performance +10, Survival +11 Int +0, Wis +2, Cha +3 Will +11 --- Possessing a boisterous, proud demeanor, this +1 jezail is an aspiring big game hunter, always quick to share a tale of its bold adventures and predatory conquests—although the veracity of such tales is often questionable. A boastful hunter enjoys tracking and hunting animals of all kinds but takes particular pleasure in taking down large, dangerous, or rare animals. Against an animal, the boastful hunter deals 1d6 additional damage. On a critical hit against an animal, the boastful hunter also deals 1d6 persistent bleed damage. A boastful hunter urges you to face off against tougher and tougher creatures—a challenge the ambitious rifle may not be adequate to deal with. If the boastful hunter goes one week without participating in a hunt against an animal of at least your level, it becomes bored. A bored boastful hunter complains incessantly and imposes a –1 item penalty to attack rolls against non-animal targets. A bored boastful hunter can be appeased by using it in combat against an animal of at least your level. Unable to accept its own weaknesses, a boastful hunter blames any failed hunts on you, and considers remarks about its strength or quality a terrible insult. An insulted boastful hunter badmouths you to sentient creatures you interact with, imposing a –1 item penalty to Deception, Diplomacy, and Intimidation skill checks, and all attacks with it incur a misfire chance until the weapon is appeased. An insulted boastful hunter can be appeased by complimenting it and succeeding at a Diplomacy check against its Will DC two days in a row. You can only attempt a Diplomacy check to appease the boastful hunter once each day.\n","skill_mod":{},"summary":"Possessing a boisterous, proud demeanor, this +1 jezail is an aspiring big game hunter, always quick to share a tale of its bold adventures and …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1178","base_item":["Jezail"],"name":"Boastful Hunter","alignment":"No Alignment","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1178"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"legacy_id":["equipment-4283"],"trait":["Intelligent","Occult","Rare"],"id":"equipment-1179","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Duchy Defender Source Guns & Gears (Remastered) pg. 162 Usage held in 2 hands Bulk 1 Base Weapon Flintlock Musket --- Perception +26; precise vision 60 feet, imprecise hearing 30 feet Communication speech (Common, Dwarven, Kelish, Osiriani) Skills Diplomacy +23, Intimidation +23, Alkenstar Lore +25, Firearm Lore +25, Society +21 Int +2, Wis +5, Cha +4 Will +26 --- Patriotic to the extreme, this +2 flaming greater striking flintlock musket was among the first firearms forged in the Gunworks and was wielded by Ancil Alkenstar, founder of the Grand Duchy of Alkenstar. In Alkenstar's hands, the musket was used to defend the burgeoning Grand Duchy from outside threats, including mutants of the Mana Wastes, Nexian constructs, and undead from Geb. After Ancil's death, the weapon was passed down, per his own decree, not to his heirs but to the greatest defender of Alkenstar, as determined by the weapon's previous owner. Over time, the devotion and heroism of each successive wielder left a psychic imprint on the weapon, until it developed an intellect and drive of its own. A duchy defender is a powerful weapon with a rigid personality. It follows the laws of Alkenstar to the letter, and fights in defense of its nation. If these two priorities ever clash, a duchy defender prioritizes the protection of Alkenstar and its citizens over following the laws themselves, since laws can change, but the people will always need protecting. If you break the laws of Alkenstar, a duchy defender goes out of its way to call attention to you at inopportune times, such as when you're engaged in an illegal activity, and attempts to see you pay for your crimes, up to and including outing you to law enforcement and providing testimony against you in court. If a duchy defender is used unjustly against a citizen of Alkenstar, the weapon automatically misfires. If the weapon is removed from the Grand Duchy of Alkenstar without a reason that directly benefits the duchy, the duchy defender transports itself away, reappearing in the hands of a previous worthy owner, or elsewhere in Alkenstar if no such previous owner lives. In the hands of a worthy owner, a duchy defender is nearly impossible to steal, since it transports itself back to you at the first opportunity after someone takes it, and it grants you a +2 circumstance bonus to their Reflex DC to resist being disarmed of it. Activate Two Actions concentrate Frequency once per round; Effect The duchy defender focuses its will on a single target it can see and who it knows is guilty of committing a crime within Alkenstar's borders. The next time the duchy defender damages this target, it deals an additional 2d8 precision damage. Activate Three Actions (concentrate, teleportation) Effect The duchy defender travels through the air at a speed faster than light, returning to the hands of a previous owner who has been deemed worthy. If the owner's hands are full, the duchy defender instead appears on the ground in their space. If there is no previous owner the duchy defender deems worthy that lives, it instead travels to a random public location within Alkenstar. Traveling to an unknown location is draining; after doing so, the duchy defender can't transport itself anywhere for 1d4 days.\n","skill_mod":{},"summary":"Patriotic to the extreme, this +2 flaming greater striking flintlock musket was among the first firearms forged in the Gunworks and was …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1179","base_item":["Flintlock Musket"],"name":"Duchy Defender","alignment":"No Alignment","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1179"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"legacy_id":["equipment-4284"],"trait":["Arcane","Intelligent","Rare"],"id":"equipment-1180","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Sunken Pistol Source Guns & Gears (Remastered) pg. 163 Usage held in 1 hand Bulk 1 Base Weapon Dragon Mouth Pistol --- Perception +12; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common) Skills Intimidation +19, Navigation Lore +14, Sailing Lore +14 Int +0, Wis +2, Cha +4 Will +16 --- A sunken pistol is imbued with the unfulfilled desires and insatiable greed of its previous wielder, a notorious pirate drowned at sea. Once a beautiful and artistically wrought weapon, a sunken pistol is coated in a fine layer of dried salt and encrusted with barnacles. Each shot fired from this +1 striking dragon mouth pistol is now coated in a layer of salty ectoplasm and has the effects of a ghost touch rune. You can shoot the sunken pistol underwater, even when using black powder ammunition. A sunken pistol urges you to amass a horde of treasure even a dragon would be proud of. The methods used to acquire these riches matter not to the greedy pirate pistol, so long as you amass and hoard excessive wealth. Above all else, a sunken pistol desires the return of its own treasure, which might rest in the wreck of its sunken ship's hold or be hidden on a dangerous island. In pursuit of treasure, a sunken pistol offers nautical and navigation advice to you, though it refuses such aid during less lucrative ventures. If you prove a profitable partner, the sunken pistol aids you in combat by Demoralizing your opponents (see the first Activation below). If you prove charitable or unwilling to retrieve its treasure, the sunken pistol turns its ire on you, Demoralizing you during combat until you relent. If you repeatedly refuse the sunken pistol , it would be wise to not accept water breathing from it, as it might attempt to drown you to allow a more suitable wielder to acquire it from your corpse. The sunken pistol can use the following activations. Activate Single Action concentrate Frequency once per minute; Effect The sunken pistol curses and insults a creature it can see, attempting an Intimidation check to Demoralize that creature. Activate Three Actions concentrate Frequency once per day; Effect The sunken pistol casts water breathing on you as a 3rd-level arcane spell. The sunken pistol can Dismiss this spell, so be sure to keep the gun happy if you're relying on its good graces to breathe!\n","skill_mod":{},"summary":"A sunken pistol is imbued with the unfulfilled desires and insatiable greed of its previous wielder, a notorious pirate drowned at sea. Once a …","primary_source":"Guns & Gears (Remastered)","trait_group":["Tradition","Monster","Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1180","base_item":["Dragon Mouth Pistol"],"name":"Sunken Pistol","alignment":"No Alignment","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1180"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"legacy_id":["equipment-4285"],"trait":["Fire","Magical","Poison","Unique"],"id":"equipment-1181","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Hyldarf's Fang Source Guns & Gears (Remastered) pg. 164 Usage held in 1 hand Bulk 1 Base Weapon Hand Cannon --- This +2 greater striking hand cannon is carved and crafted from a single large fang, worn with age and cracked with red lines. The tip of the fang has been filed down, but still leaks black fluid occasionally. It was fashioned from the tooth of the tor linnorm Hyldarf by a half-Ulfen gunsmith from Tian Xia who sought the title of linnorm king. Though the smith failed to slay the linnorm, he did claim the mighty dragon's tooth and fashion it into a magic firearm that still drips warm venom. Hyldarf survived the encounter with her attacker and slew the gunsmith years later, though by then the smith had already bequeathed the weapon to his chosen heir and it was far out of her grasp. The linnorm still searches for her missing tooth, portending potential doom for the weapon's owner. The weapon deals an additional 2d6 fire damage on a successful Strike, plus 3d10 persistent fire damage on a critical hit. Fire damage dealt by this weapon (including persistent fire damage and damage from Hyldarf's Venom) ignores the target's fire resistance. Activate Three Actions concentrate Frequency once per day; Effect You call upon Hyldarf's power to gain the magic of a linnorm for a brief time. For 1 minute, you gain the effects of fly , freedom of movement , and true seeing as well as fire resistance 20. Activate Single Action manipulate Frequency once per minute; Effect You soak your shot in the fluid of the fang, imbuing it with Hyldarf's venom. The next Strike you make with Hydalf's Fang before the end of your next turn delivers the venom to the target. Hyldarf's Venom (fire, injury, poison) Saving Throw DC 34; Maximum Duration 3 rounds; Stage 1 3d6 fire damage and sickened 1; Stage 2 6d6 fire damage and sickened 2.\n","element":["Fire"],"skill_mod":{},"summary":"This +2 greater striking hand cannon is carved and crafted from a single large fang, worn with age and cracked with red lines. The tip of the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Poison","Affliction","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1181","base_item":["Hand Cannon"],"name":"Hyldarf's Fang","bulk":1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-1181"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":24000,"legacy_id":["equipment-4286"],"trait":["Magical","Unique"],"id":"equipment-1182","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Iris of the Sky Source Guns & Gears (Remastered) pg. 165 Price 240 gp Usage held in 2 hands Bulk 2 Base Weapon Jezail --- This +1 striking jezail is built from white hot metal and has a ruby fused into the palm wood stock. When the iris of the sky misfires, you take 5 persistent fire damage. The first firearm of this type came as the result of a gunslinger who entreated an efreeti, wishing for the might of the desert sun. The weapon constantly glows and burns with a brilliant intensity. The firearm has since belonged to an extensive string of users and been replicated several times, though each wielder of the weapon, whether the original or one of its copies, has eventually ended up as a charred husk, slain by fire in battle or unusual accidents that no one could quite explain except, perhaps, the efreet. Activate Single Action concentrate Frequency once per minute; Effect You focus the solar energy housed in the ruby to release a gout of solar flame instead of a bullet. Make a Strike with the iris of the sky . All damage from this Strike is fire damage and the target takes an additional 1d6 fire damage and 1d6 persistent fire damage. Activate Two Actions command, envision (fortune) Frequency once per minute; Effect You make a wish into the iris of the sky , yearning for it to strike true, and then fire. Strike against a foe with the iris, rolling the attack roll twice and taking the better result. If the attack is a failure, you take 5 persistent fire damage.\n","skill_mod":{},"summary":"This +1 striking jezail is built from white hot metal and has a ruby fused into the palm wood stock. When the iris of the sky misfires, you …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1182","base_item":["Jezail"],"name":"Iris of the Sky","bulk":2,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-1182"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"legacy_id":["equipment-4287"],"trait":["Magical","Unique"],"id":"equipment-1183","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Mountebank's Passage Source Guns & Gears (Remastered) pg. 165 Usage held in 1 hand Bulk 1 Base Weapon Flintlock Pistol --- This +2 greater striking flintlock pistol has the odd construction of possessing two triggers, one of soapstone and one of onyx, clearly separated with individual trigger guards. Originally created by a student at Blythir College in Alkenstar, the mountebank's passage has the ability to create temporary linked portals on existing surfaces. The weapon disappeared shortly after its invention, but rumors have circulated that it now belongs to a group of thieves who use it to commit impossible robberies. Activate Single Action manipulate Requirements the mountebank's passage isn't loaded; Effect You pull the soapstone trigger. Choose a vertical surface within 120 feet. A beam of white energy crackles to the vertical surface and creates a white portal on that surface. Any creature who moves through the white portal comes out through the mountebank's passage's black portal, if one exists on the same plane. Using this activation causes any previous white portal to disappear, even if you don't create a new portal; otherwise, the portal lasts until your next daily preparations. Activate Single Action manipulate Requirements the mountebank's passage isn't loaded; Effect You pull the onyx trigger. Choose a vertical surface within 120 feet. A beam of black energy crackles to the vertical surface and creates a black portal on that surface. Any creature who moves through the black portal comes out through the mountebank's passage's white portal, if one exists on the same plane. Using this activation causes any previous black portal to disappear; even if you don't create a new portal; otherwise, the portal lasts until your next daily preparations.\n","skill_mod":{},"summary":"This +2 greater striking flintlock pistol has the odd construction of possessing two triggers, one of soapstone and one of onyx, clearly …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1183","base_item":["Flintlock Pistol"],"name":"Mountebank's Passage","bulk":1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-1183"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"legacy_id":["equipment-4288"],"trait":["Magical","Unholy","Unique"],"id":"equipment-1184","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Reaper's Grasp Source Guns & Gears (Remastered) pg. 165 Usage held in 2 hands Bulk 2 Base Weapon Arquebus --- This +2 striking arquebus has an ashwood stock plated with worked silver, featuring a mosaic of agonized skulls carved into the metal. The mere mention of Galt’s infamous final blades is enough to make any mortal creature shudder. Used to execute political opponents in the nation’s constant civil war, these guillotines hold the souls of those they execute, preventing them from reaching a natural afterlife. When one of the final blades was destroyed in 4710, some of the metal from its remains made its way to Alkenstar and was reforged into a deadly firearm that retained the guillotine’s soul-stealing properties. Whenever the reaper’s grasp kills a sapient living or undead creature, a portion of that creature’s soul is drawn inexorably into the weapon, and another skull is added to the mosaic as if scrawled by an invisible hand, to a maximum of 10 souls. Creatures whose souls are protected by outside forces, such as a lich’s soul cage, are immune to this effect, though the process, while painful, does not prevent the soul from going to the afterlife or being resurrected. Keep track of the level of each creature whose souls are stored in the reaper’s grasp Activate—Soul Shot Single Action (concentrate) Requirements There's at least one soul stored in the reaper's grasp ; Effect You channel the necromantic energy of a soul stored in the weapon into your next attack, increasing the attack's destructive power. Choose a soul stored in the weapon. The next Strike you make with the reaper's grasp before the end of your turn deals an additional negative damage equal to twice the level of the creature whose soul you chose. Using this ability releases the chosen soul, and a skull on the mosaic fades away. Activate—Devour Captured Single Action (concentrate) Requirements There's at least one soul stored in the reaper's grasp ; Effect You channel the necromantic energy of a soul stored in the weapon into a mantle around you, protecting you from harm. Choose a soul stored in the weapon. You gain temporary Hit Points equal to three times the level of the creature whose soul you chose, which last until the end of your next turn. Using this ability releases the chosen soul, and a skull on the mosaic fades away.\n","skill_mod":{},"summary":"This +2 striking arquebus has an ashwood stock plated with worked silver, featuring a mosaic of agonized skulls carved into the metal. The …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1184","base_item":["Arquebus"],"name":"Reaper's Grasp","bulk":2,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-1184"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"legacy_id":["equipment-4289"],"trait":["Magical","Primal","Unique"],"id":"equipment-1185","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Rowan Rifle Source Guns & Gears (Remastered) pg. 166 Usage held in 2 hands Bulk 2 --- In a dense forest within Arcadia, djezet fell from the sky millennia ago, even before Earthfall. While this metal was poisonous to most of the plant life growing nearby, one stubborn rowan tree refused to die, its roots slowly absorbing djezet in small particles from the ground until the entire plant was suffused with it. Fey bowyers discovered the remarkable plant and coaxed it into growing into a very particular shape, its branching trunks woven together into a tightly twisted and naturally rifled barrel. One of the legendary star guns, Arcadia's greatest treasures, the Rowan Rifle is a +2 greater fearsome speed greater striking advanced firearm with a range of increment of 300 feet. It deals 1d8 fire damage and has the backstabber, concussive, and fatal d12 traits. As a star gun, the Rowan Rifle runs on magic, and doesn't use ammunition or black powder. As a weapon forged to protect the fey peoples of Arcadia, the Rowan Rifle's enchantments prevent it from ever causing harm to a creature with the fey trait; any attempt to shoot a fey with it results in an automatic misfire. This legendary star gun is as much a badge of office as a weapon, as it denotes dominion over all Briarbough. If the Rowan Rifle's wielder is fey, or if they were specifically given the Rowan Rifle by a fey creature who recognized them as a worthy champion, they can use the following activations. Activate Single Action concentrate Effect You will the Rowan Rifle to change the energy it fires from the white-hot energy of summer that glows like a star to the shivering chill of winter, the crackling electricity of the storm, or even the sonic vibrations of a roar. The Rowan Rifle's damage type changes from its current damage type to cold, electricity, fire, or sonic. On the next sunrise, the Rowan Rifle returns to dealing fire damage. Activate Two Actions (concentrate, manipulate) Effect The Rowan Rifle fires a 60-foot line of liquid djezet that wraps around all creatures in the affected area before hardening, which impedes them with metallic vines unless the affected creature succeeds at a DC 35 Reflex save. A creature who fails the save takes a –15-foot circumstance penalty to their Speeds, and a creature who critically fails is immobilized. A creature who succeeds at a DC 35 Escape check ends this effect. Otherwise, the djezet vines last for 10 minutes before crumbling away. Activate 1 minute (concentrate, manipulate) Frequency once per 10 minutes; Effect You hold aloft the Rowan Rifle and step into a tree in Briarbough, and you tree stride to another tree in Briarbough.\n","skill_mod":{},"summary":"In a dense forest within Arcadia, djezet fell from the sky millennia ago, even before Earthfall. While this metal was poisonous to most of the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Tradition","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1185","name":"Rowan Rifle","bulk":2,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-1185"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"illusion","price":140000,"legacy_id":["equipment-4290"],"trait":["Illusion","Primal","Rare"],"id":"equipment-1186","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Tiger's Claw Source Guns & Gears (Remastered) pg. 166 Price 1,400 gp Usage held in 1 hand Bulk 1 Base Weapon Dueling Pistol --- This +2 striking fearsome dueling pistol is made from fine tigerwood, with the head of a tiger as the muzzle. Beneath the tiger head is a claw shaped bayonet. One of a set of four guns crafted as a gift to a Zenj family for delivery of rare healing and disease-abating herbs during an outbreak of a deadly disease in the Grand Duchy of Alkenstar, these firearms are now passed down to those who have done brave acts in service to the Zenj people. The flintlock sparks thrown by this weapon take the shape of pouncing tigers and the firearm's report sounds like a tiger's growl. Clever wielders use the firearm's report to panic their prey into mistakes and then pounce for the kill. This firearm's bullets deal slashing damage instead of piercing and add an additional 1d6 persistent bleed damage on a critical hit. This persistent bleed damage causes tiger-claw-shaped wounds to appear on the target. Activate Two Actions concentrate Frequency once per day; Effect You capitalize on the fears your firearm engenders, terrifying your foes. Make a ranged Strike with this firearm against a target. If you successfully deal damage to your target, the target is also affected by a 4th-level phantasmal killer with a spell DC of 28. While phantasmal killer typically takes the shape of the target's worst fear, this effect always appears to the target in the form of a majestic and ferocious tiger.\n","skill_mod":{},"summary":"This +2 striking fearsome dueling pistol is made from fine tigerwood, with the head of a tiger as the muzzle. Beneath the tiger head is a …","primary_source":"Guns & Gears (Remastered)","trait_group":["School","Monster","Tradition","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1186","base_item":["Dueling Pistol"],"name":"Tiger's Claw","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1186"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":300000,"legacy_id":["equipment-4291"],"trait":["Magical","Rare"],"id":"equipment-1187","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Pistol of Wonder Source Guns & Gears (Remastered) pg. 167 Price 3,000 gp Usage held in 1 hand Bulk L Base Weapon Flintlock Pistol --- This +2 greater striking flintlock pistol bears strange, jagged markings of erratic design and has an oddly squishy grip. It can be activated to produce a variety of unusual effects. Activate Two Actions (concentrate, manipulate) Effect Choose a creature within 60 feet and roll a percentile die on the table below to determine the pistol's effect. If an entry lists a spell, the pistol Casts that Spell at the indicated level (or at its lowest level, if no level is listed). You make any decisions for a spell cast by the pistol unless otherwise indicated, except that it must only target the creature you chose, or the creature you chose must be the center of the spell's area, if it has an area but no targets. The only exception to the limitation on targeting is if the effect specifically states it targets you. If the spell's range is less than 60 feet, increase the range to 60 feet. Any spell DC required is DC 29, and any spell attack roll required is +21. If the pistol casts a spell on you, you don't get a saving throw or any other defense against it. Once activated, the pistol can't be activated again for 1d4 hours. ## Pistol of Wonder d% Wondrous Effect 1–2 The pistol casts summon animal (3rd rank) to produce a hippogriff adjacent to you; only you can ride it. 3 The target becomes a shiny metal color (bronze, copper, or iron) and any sound or speech becomes tinny and robotic in nature; this effect lasts 1 month. 4–5 The pistol casts planar tether . 6 Rewrite Memory (6th level) causes the target to forget you ever existed; you can't Sustain the Spell. 7–13 A short rod protrudes from the pistol and unfurls a small flag that reads “Bang!”. The pistol can't be fired until the flag is removed, which requires a single Interact action. 14–16 You are pushed 30 feet directly away from the target; if you hit an object or creature, you stop, but take falling damage equal to the distance you moved (if you hit a creature, it takes the same amount of falling damage). 17–19 The target is pushed 30 feet directly away from you; if it hits an object or creature, it stops, but takes falling damage equal to the distance it moved (if it hits another creature, the other creature takes the same amount of falling damage). 20 You don't need to eat or drink for 1 week. 21–25 The pistol casts toxic cloud . 26–30 The pistol casts heroism on you. 31 The pistol casts one with plants on you, except you appear as a Medium wooden grave marker bearing your name and the current date; you can't Dismiss the spell for 1 round. 32 The pistol casts mask of terror , except the target appears as a more fearsome and violent version of itself to all observers. 33–35 The target knows you have a bullet with its name on it; the first time you Strike the target with the pistol before the end of your next turn, roll the attack roll twice and take the highest result (this is a fortune effect). 36–37 The pistol casts cloak of colors on you with a duration of 1d10 rounds. 38–47 The pistol casts hydraulic push (4th level) as water streams from the pistol. 48–50 The pistol casts translocate on you, teleporting you to the space adjacent to the target opposite your current position; if that space isn't clear, you instead teleport to the nearest open space. 51 The pistol casts disintegrate . 52 Dozens of tattered, nonmagical playing cards burst from the pistol's barrel. 53–54 Shadows crowd around the target, making all creatures concealed to the target while not in bright light; this effect lasts for 1 hour. 55–57 Normal vegetation within 30 feet of the target immediately dies and turns to ash. 58 The pistol casts dinosaur form on you to transform you into a triceratops; the pistol protrudes from the base of your front horn, and you can fire (but not reload) the pistol while in this form. 59 All non-artifact ammunition in your possession crumbles to dust. 60–69 You are quickened for 1 minute. You can use the extra action only to reload or fire the pistol. 70–71 The target is quickened for 1 minute. It can use the extra action only to Step or Stride. 72-79 The pistol casts vision of death . 80–81 Dozens of bullet holes appear in the target's nonmagical clothing. The effect is purely cosmetic. 82–85 The pistol casts outcast's curse . 86 The pistol vanishes, reappearing among your possessions once it can be activated again. 87–91 The pistol casts mist , but with swirling dust and sand instead of fog. 92–96 The pistol casts mountain resilience on you, making your skin rough and leathery; the target ignores the resistance you gain from this spell, and the target's attacks don't reduce the spell's duration. 97–99 The pistol casts uncontrollable dance with a duration of 3 rounds, even on a failure or critical failure. 100 Reroll two results and apply both in the order rolled; further results of 100 on these rerolls have no effect. ","skill_mod":{},"summary":"This +2 greater striking flintlock pistol bears strange, jagged markings of erratic design and has an oddly squishy grip. It can be activated …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1187","base_item":["Flintlock Pistol"],"name":"Pistol of Wonder","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1187"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":500,"skill":["Survival"],"legacy_id":["equipment-4292"],"trait":["Alchemical","Consumable"],"id":"equipment-1188","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Aromatic Ammunition Source Guns & Gears (Remastered) pg. 168 Price 5 gp Ammunition any Activate Single Action Interact --- The components of this ammunition emit a strong smell when combined during its activation. A creature hit by an activated aromatic ammunition gains a distinct odor for up to 1 hour or until the scent is washed off (requiring at least a gallon of water and 10 minutes of scrubbing). Any creatures within 30 feet smell the target, allowing even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which they can detect the target using their scent compared to the normal range of their scent.\n","ammunition":"any","skill_mod":{},"summary":"The components of this ammunition emit a strong smell when combined during its activation. A creature hit by an activated aromatic ammunition gains a …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1188","name":"Aromatic Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1188"},{"item_child_id":["equipment-1189-1117","equipment-1189-1118","equipment-1189-1119"],"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","legacy_id":["equipment-4293"],"trait":["Consumable","Evocation","Magical","Uncommon"],"id":"equipment-1189","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Awakened Metal Shot Source Guns & Gears (Remastered) pg. 168 Ammunition round Activate Single Action Interact --- These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal's true potential. Each version has a different special effect. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Adamantine Shot) Source Guns & Gears (Remastered) pg. 168 Price 3,500 gp --- The shot is a high-grade adamantine bullet. The awakened adamantine breaks through any resistance. The shot ignores the first 20 resistance a creature has to physical damage, all damage, or piercing or bludgeoning damage. Against a golem or creature who already has a resistance bypassed by adamantine, or a weakness to adamantine, the shot shatters the target's defenses, causing them to become flat-footed for 1 minute instead. Because adamantine is uncommon, this version of awakened metal shot is uncommon even for gunslingers or other characters with access to uncommon guns and bullets from this book. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Cold Iron Shot) Source Guns & Gears (Remastered) pg. 168 Price 2,300 gp --- The shot is a high-grade cold iron bullet. The awakened cold iron attempts to disrupt enchantments the target placed on others' minds. You can name a creature you believe to be enchanted by your target or allow the shot to choose an enchanted creature randomly. On a hit, the shot attempts to counteract the enchantment the target is using to manipulate that creature's mind. The counteract level is 9, and the counteract modifier is +27. If you fail (but don't critically fail) the counteract check against a demon or fey, you get a success instead. If you hit a demon or fey with no active enchantment effects on other creatures, the target is stupefied 1 for 1 minute instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Silver Shot) Source Guns & Gears (Remastered) pg. 168 Price 2,300 gp --- The shot is a high-grade silver bullet. The awakened silver gleams with altered celestial moonlight designed to weaken and expose devils and werecreatures. On a hit, it attempts to counteract any polymorph effect on the target. The counteract level is 9, and the counteract modifier is +27. If you fail (but don't critically fail) the counteract check against a devil or a werecreature, you get a success instead. If you counteracted the Change Shape ability, the creature can't use that ability again for 1 round, or 1 minute on a critical success. If you hit a devil or werecreature not under a polymorph effect, the target is enfeebled 1 for 1 minute instead.","ammunition":"round","skill_mod":{},"summary":"These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal's true potential. Each version has a different …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","School","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1189","name":"Awakened Metal Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1189"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1189","weakness":{},"school":"evocation","price":350000,"legacy_id":["equipment-4293"],"trait":["Consumable","Evocation","Magical","Uncommon"],"id":"equipment-1189-1117","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Awakened Metal Shot Source Guns & Gears (Remastered) pg. 168 Ammunition round Activate Single Action Interact --- These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal's true potential. Each version has a different special effect. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Adamantine Shot) Source Guns & Gears (Remastered) pg. 168 Price 3,500 gp --- The shot is a high-grade adamantine bullet. The awakened adamantine breaks through any resistance. The shot ignores the first 20 resistance a creature has to physical damage, all damage, or piercing or bludgeoning damage. Against a golem or creature who already has a resistance bypassed by adamantine, or a weakness to adamantine, the shot shatters the target's defenses, causing them to become flat-footed for 1 minute instead. Because adamantine is uncommon, this version of awakened metal shot is uncommon even for gunslingers or other characters with access to uncommon guns and bullets from this book. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Cold Iron Shot) Source Guns & Gears (Remastered) pg. 168 Price 2,300 gp --- The shot is a high-grade cold iron bullet. The awakened cold iron attempts to disrupt enchantments the target placed on others' minds. You can name a creature you believe to be enchanted by your target or allow the shot to choose an enchanted creature randomly. On a hit, the shot attempts to counteract the enchantment the target is using to manipulate that creature's mind. The counteract level is 9, and the counteract modifier is +27. If you fail (but don't critically fail) the counteract check against a demon or fey, you get a success instead. If you hit a demon or fey with no active enchantment effects on other creatures, the target is stupefied 1 for 1 minute instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Silver Shot) Source Guns & Gears (Remastered) pg. 168 Price 2,300 gp --- The shot is a high-grade silver bullet. The awakened silver gleams with altered celestial moonlight designed to weaken and expose devils and werecreatures. On a hit, it attempts to counteract any polymorph effect on the target. The counteract level is 9, and the counteract modifier is +27. If you fail (but don't critically fail) the counteract check against a devil or a werecreature, you get a success instead. If you counteracted the Change Shape ability, the creature can't use that ability again for 1 round, or 1 minute on a critical success. If you hit a devil or werecreature not under a polymorph effect, the target is enfeebled 1 for 1 minute instead.","ammunition":"round","skill_mod":{},"summary":"The shot is a high-grade adamantine bullet. The awakened adamantine breaks through any resistance. The shot ignores the first 20 resistance a …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","School","Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1189","name":"Awakened Metal Shot (Awakened Adamantine Shot)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1189-1117"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1189","weakness":{},"school":"evocation","price":230000,"legacy_id":["equipment-4293"],"trait":["Consumable","Evocation","Magical","Uncommon"],"id":"equipment-1189-1118","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Awakened Metal Shot Source Guns & Gears (Remastered) pg. 168 Ammunition round Activate Single Action Interact --- These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal's true potential. Each version has a different special effect. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Adamantine Shot) Source Guns & Gears (Remastered) pg. 168 Price 3,500 gp --- The shot is a high-grade adamantine bullet. The awakened adamantine breaks through any resistance. The shot ignores the first 20 resistance a creature has to physical damage, all damage, or piercing or bludgeoning damage. Against a golem or creature who already has a resistance bypassed by adamantine, or a weakness to adamantine, the shot shatters the target's defenses, causing them to become flat-footed for 1 minute instead. Because adamantine is uncommon, this version of awakened metal shot is uncommon even for gunslingers or other characters with access to uncommon guns and bullets from this book. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Cold Iron Shot) Source Guns & Gears (Remastered) pg. 168 Price 2,300 gp --- The shot is a high-grade cold iron bullet. The awakened cold iron attempts to disrupt enchantments the target placed on others' minds. You can name a creature you believe to be enchanted by your target or allow the shot to choose an enchanted creature randomly. On a hit, the shot attempts to counteract the enchantment the target is using to manipulate that creature's mind. The counteract level is 9, and the counteract modifier is +27. If you fail (but don't critically fail) the counteract check against a demon or fey, you get a success instead. If you hit a demon or fey with no active enchantment effects on other creatures, the target is stupefied 1 for 1 minute instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Silver Shot) Source Guns & Gears (Remastered) pg. 168 Price 2,300 gp --- The shot is a high-grade silver bullet. The awakened silver gleams with altered celestial moonlight designed to weaken and expose devils and werecreatures. On a hit, it attempts to counteract any polymorph effect on the target. The counteract level is 9, and the counteract modifier is +27. If you fail (but don't critically fail) the counteract check against a devil or a werecreature, you get a success instead. If you counteracted the Change Shape ability, the creature can't use that ability again for 1 round, or 1 minute on a critical success. If you hit a devil or werecreature not under a polymorph effect, the target is enfeebled 1 for 1 minute instead.","ammunition":"round","skill_mod":{},"summary":"The shot is a high-grade cold iron bullet. The awakened cold iron attempts to disrupt enchantments the target placed on others' minds. You can …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","School","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1189","name":"Awakened Metal Shot (Awakened Cold Iron Shot)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1189-1118"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1189","weakness":{},"school":"evocation","price":230000,"legacy_id":["equipment-4293"],"trait":["Consumable","Evocation","Magical","Uncommon"],"id":"equipment-1189-1119","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Awakened Metal Shot Source Guns & Gears (Remastered) pg. 168 Ammunition round Activate Single Action Interact --- These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal's true potential. Each version has a different special effect. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Adamantine Shot) Source Guns & Gears (Remastered) pg. 168 Price 3,500 gp --- The shot is a high-grade adamantine bullet. The awakened adamantine breaks through any resistance. The shot ignores the first 20 resistance a creature has to physical damage, all damage, or piercing or bludgeoning damage. Against a golem or creature who already has a resistance bypassed by adamantine, or a weakness to adamantine, the shot shatters the target's defenses, causing them to become flat-footed for 1 minute instead. Because adamantine is uncommon, this version of awakened metal shot is uncommon even for gunslingers or other characters with access to uncommon guns and bullets from this book. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Cold Iron Shot) Source Guns & Gears (Remastered) pg. 168 Price 2,300 gp --- The shot is a high-grade cold iron bullet. The awakened cold iron attempts to disrupt enchantments the target placed on others' minds. You can name a creature you believe to be enchanted by your target or allow the shot to choose an enchanted creature randomly. On a hit, the shot attempts to counteract the enchantment the target is using to manipulate that creature's mind. The counteract level is 9, and the counteract modifier is +27. If you fail (but don't critically fail) the counteract check against a demon or fey, you get a success instead. If you hit a demon or fey with no active enchantment effects on other creatures, the target is stupefied 1 for 1 minute instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Silver Shot) Source Guns & Gears (Remastered) pg. 168 Price 2,300 gp --- The shot is a high-grade silver bullet. The awakened silver gleams with altered celestial moonlight designed to weaken and expose devils and werecreatures. On a hit, it attempts to counteract any polymorph effect on the target. The counteract level is 9, and the counteract modifier is +27. If you fail (but don't critically fail) the counteract check against a devil or a werecreature, you get a success instead. If you counteracted the Change Shape ability, the creature can't use that ability again for 1 round, or 1 minute on a critical success. If you hit a devil or werecreature not under a polymorph effect, the target is enfeebled 1 for 1 minute instead.","ammunition":"round","skill_mod":{},"summary":"The shot is a high-grade silver bullet. The awakened silver gleams with altered celestial moonlight designed to weaken and expose devils and …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","School","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1189","name":"Awakened Metal Shot (Awakened Silver Shot)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1189-1119"},{"item_child_id":["equipment-1190-1120","equipment-1190-1121","equipment-1190-1122"],"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4294"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1190","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Black Powder Source Guns & Gears (Remastered) pg. 169 Ammunition round Activate Single Action Interact --- Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions. Black powder becomes inert and useless when wet and must be kept in a sealed, water-tight container. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Black Powder (Dose or Round) Source Guns & Gears (Remastered) pg. 169 Price 1 cp --- The smallest unit of black powder that still has a simple use, a dose can be a simple package paper parcel around black powder or it can be packaged with a metal bullet or pellet to be used as ammunition. When ignited with a fuse or exposed to direct flame, a dose of black powder explodes. This isn't powerful enough to deal damage but makes a loud sound and could trigger further explosions. A fuse for a dose can be created with a few twists of paper and causes the dose to explode the round after it's lit. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Black Powder (Horn) Source Guns & Gears (Remastered) pg. 169 Price 5 gp --- A horn contains 500 doses worth of black powder. A horn can be detonated by leaving a small trail of black powder and then lighting it. Each 5-foot square requires one dose of black powder to create a trail through. As long as the horn is mostly full (at least 400 doses remaining) it can be detonated to deal 1d6 fire damage in a 5-foot burst (DC 16 basic Reflex save). It takes 1 round per 15 feet of powder trail laid down for a horn to detonate after the trail is lit. If multiple horns detonate simultaneously, it can increase the area of the explosion, but the damage in overlapping areas doesn't increase. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Black Powder (Keg) Source Guns & Gears (Remastered) pg. 169 Price 50 gp --- A keg contains 5,000 doses of black powder and can be detonated in the same way as a horn. As long as the keg is mostly full (at least 4,000 doses remaining) this deals 3d6 fire damage in a 20-foot burst (DC 20 basic Reflex save). Detonating multiple kegs can increase the area, but not the damage, of this effect; detonating a keg and any horns at the same time in an overlapping area also doesn't increase the damage.","ammunition":"round","skill_mod":{},"summary":"Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions. Black powder becomes inert and …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1190","name":"Black Powder","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1190"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1190","weakness":{},"price":1,"legacy_id":["equipment-4294"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1190-1120","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Black Powder Source Guns & Gears (Remastered) pg. 169 Ammunition round Activate Single Action Interact --- Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions. Black powder becomes inert and useless when wet and must be kept in a sealed, water-tight container. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Black Powder (Dose or Round) Source Guns & Gears (Remastered) pg. 169 Price 1 cp --- The smallest unit of black powder that still has a simple use, a dose can be a simple package paper parcel around black powder or it can be packaged with a metal bullet or pellet to be used as ammunition. When ignited with a fuse or exposed to direct flame, a dose of black powder explodes. This isn't powerful enough to deal damage but makes a loud sound and could trigger further explosions. A fuse for a dose can be created with a few twists of paper and causes the dose to explode the round after it's lit. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Black Powder (Horn) Source Guns & Gears (Remastered) pg. 169 Price 5 gp --- A horn contains 500 doses worth of black powder. A horn can be detonated by leaving a small trail of black powder and then lighting it. Each 5-foot square requires one dose of black powder to create a trail through. As long as the horn is mostly full (at least 400 doses remaining) it can be detonated to deal 1d6 fire damage in a 5-foot burst (DC 16 basic Reflex save). It takes 1 round per 15 feet of powder trail laid down for a horn to detonate after the trail is lit. If multiple horns detonate simultaneously, it can increase the area of the explosion, but the damage in overlapping areas doesn't increase. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Black Powder (Keg) Source Guns & Gears (Remastered) pg. 169 Price 50 gp --- A keg contains 5,000 doses of black powder and can be detonated in the same way as a horn. As long as the keg is mostly full (at least 4,000 doses remaining) this deals 3d6 fire damage in a 20-foot burst (DC 20 basic Reflex save). Detonating multiple kegs can increase the area, but not the damage, of this effect; detonating a keg and any horns at the same time in an overlapping area also doesn't increase the damage.","ammunition":"round","skill_mod":{},"summary":"The smallest unit of black powder that still has a simple use, a dose can be a simple package paper parcel around black powder or it can be packaged …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1190","name":"Black Powder (Dose or Round)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1190-1120"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1190","weakness":{},"price":500,"legacy_id":["equipment-4294"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1190-1121","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Black Powder Source Guns & Gears (Remastered) pg. 169 Ammunition round Activate Single Action Interact --- Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions. Black powder becomes inert and useless when wet and must be kept in a sealed, water-tight container. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Black Powder (Dose or Round) Source Guns & Gears (Remastered) pg. 169 Price 1 cp --- The smallest unit of black powder that still has a simple use, a dose can be a simple package paper parcel around black powder or it can be packaged with a metal bullet or pellet to be used as ammunition. When ignited with a fuse or exposed to direct flame, a dose of black powder explodes. This isn't powerful enough to deal damage but makes a loud sound and could trigger further explosions. A fuse for a dose can be created with a few twists of paper and causes the dose to explode the round after it's lit. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Black Powder (Horn) Source Guns & Gears (Remastered) pg. 169 Price 5 gp --- A horn contains 500 doses worth of black powder. A horn can be detonated by leaving a small trail of black powder and then lighting it. Each 5-foot square requires one dose of black powder to create a trail through. As long as the horn is mostly full (at least 400 doses remaining) it can be detonated to deal 1d6 fire damage in a 5-foot burst (DC 16 basic Reflex save). It takes 1 round per 15 feet of powder trail laid down for a horn to detonate after the trail is lit. If multiple horns detonate simultaneously, it can increase the area of the explosion, but the damage in overlapping areas doesn't increase. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Black Powder (Keg) Source Guns & Gears (Remastered) pg. 169 Price 50 gp --- A keg contains 5,000 doses of black powder and can be detonated in the same way as a horn. As long as the keg is mostly full (at least 4,000 doses remaining) this deals 3d6 fire damage in a 20-foot burst (DC 20 basic Reflex save). Detonating multiple kegs can increase the area, but not the damage, of this effect; detonating a keg and any horns at the same time in an overlapping area also doesn't increase the damage.","ammunition":"round","skill_mod":{},"summary":"A horn contains 500 doses worth of black powder. A horn can be detonated by leaving a small trail of black powder and then lighting it. Each 5-foot …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1190","name":"Black Powder (Horn)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1190-1121"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1190","weakness":{},"price":5000,"legacy_id":["equipment-4294"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1190-1122","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Black Powder Source Guns & Gears (Remastered) pg. 169 Ammunition round Activate Single Action Interact --- Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions. Black powder becomes inert and useless when wet and must be kept in a sealed, water-tight container. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Black Powder (Dose or Round) Source Guns & Gears (Remastered) pg. 169 Price 1 cp --- The smallest unit of black powder that still has a simple use, a dose can be a simple package paper parcel around black powder or it can be packaged with a metal bullet or pellet to be used as ammunition. When ignited with a fuse or exposed to direct flame, a dose of black powder explodes. This isn't powerful enough to deal damage but makes a loud sound and could trigger further explosions. A fuse for a dose can be created with a few twists of paper and causes the dose to explode the round after it's lit. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Black Powder (Horn) Source Guns & Gears (Remastered) pg. 169 Price 5 gp --- A horn contains 500 doses worth of black powder. A horn can be detonated by leaving a small trail of black powder and then lighting it. Each 5-foot square requires one dose of black powder to create a trail through. As long as the horn is mostly full (at least 400 doses remaining) it can be detonated to deal 1d6 fire damage in a 5-foot burst (DC 16 basic Reflex save). It takes 1 round per 15 feet of powder trail laid down for a horn to detonate after the trail is lit. If multiple horns detonate simultaneously, it can increase the area of the explosion, but the damage in overlapping areas doesn't increase. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Black Powder (Keg) Source Guns & Gears (Remastered) pg. 169 Price 50 gp --- A keg contains 5,000 doses of black powder and can be detonated in the same way as a horn. As long as the keg is mostly full (at least 4,000 doses remaining) this deals 3d6 fire damage in a 20-foot burst (DC 20 basic Reflex save). Detonating multiple kegs can increase the area, but not the damage, of this effect; detonating a keg and any horns at the same time in an overlapping area also doesn't increase the damage.","ammunition":"round","skill_mod":{},"summary":"A keg contains 5,000 doses of black powder and can be detonated in the same way as a horn. As long as the keg is mostly full (at least 4,000 doses …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1190","name":"Black Powder (Keg)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1190-1122"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":90000,"legacy_id":["equipment-4295"],"trait":["Consumable","Incapacitation","Magical","Mental","Sleep","Uncommon"],"id":"equipment-1191","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Dreaming Round Source Guns & Gears (Remastered) pg. 169 Price 900 gp Ammunition round Activate Single Action Interact --- The night sky seems contained in this glass projectile. When an activated dreaming round damages a creature, it induces drowsiness. The creature must attempt a DC 30 Fortitude save. Critical Success The creature is unaffected and becomes temporarily immune for 1 minute. Success The creature becomes slowed 1 and fatigued for 1 round. Failure The creature becomes fatigued and slowed 1, and must attempt another Fortitude save at the end of each of its turns. If it fails, its slowed condition increases by 1. A successful save reduces the slowed condition by 1. If the slowed condition is removed or reduced to 0, the effect and the fatigued condition end. If the target's actions are reduced to 0 by this effect, it immediately falls into a deep sleep and is unconscious, during which it no longer attempts a save at the end of its turn. It wakes up automatically after 1 hour or if it takes damage, but not due to non-painful stimuli (such as noise or being nudged). When it wakes up, its slowed condition decreases by 1, though it must once again save at the end of each of its turns and might risk falling asleep again. Critical Failure As failure, except the target is initially slowed 2.\n","ammunition":"round","skill_mod":{},"summary":"The night sky seems contained in this glass projectile. When an activated dreaming round damages a creature, it induces drowsiness. The creature …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1191","name":"Dreaming Round","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1191"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":2200,"legacy_id":["equipment-4296"],"trait":["Acid","Alchemical","Consumable","Uncommon"],"id":"equipment-1192","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Eroding Bullet Source Guns & Gears (Remastered) pg. 169 Price 22 gp Ammunition round Activate Single Action Interact --- Eroding bullets cast a faint green glow, and smell like the sicklysweet organic gases that rise from corpses. Handling an eroding bullet without gloves deals 1 point of acid damage and leaves the putrid scent coated on your fingers. Upon Striking an enemy, the glass casing inside the bullet bursts, releasing a splattering of bubbling green acid that coats the target. The target takes 2d6 persistent acid damage in addition to the damage normally dealt by the attack.\n","ammunition":"round","skill_mod":{},"summary":"Eroding bullets cast a faint green glow, and smell like the sicklysweet organic gases that rise from corpses. Handling an eroding bullet without …","primary_source":"Guns & Gears (Remastered)","trait_group":["Energy","Monster","Equipment","Weapon","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1192","name":"Eroding Bullet","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1192"},{"item_child_id":["equipment-1193-1123","equipment-1193-1124","equipment-1193-1125"],"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4297"],"trait":["Alchemical","Consumable"],"id":"equipment-1193","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Exsanguinating Ammunition Source Guns & Gears (Remastered) pg. 170 Ammunition any Activate Single Action Interact --- This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains the listed weakness to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Exsanguinating Ammunition Source Guns & Gears (Remastered) pg. 170 Price 15 gp --- The target gains weakness 1 to persistent bleed damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Exsanguinating Ammunition (Greater) Source Guns & Gears (Remastered) pg. 170 Price 80 gp --- The target gains weakness 3 to persistent bleed damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Exsanguinating Ammunition (Major) Source Guns & Gears (Remastered) pg. 170 Price 360 gp --- The target gains weakness 5 persistent bleed damage.","ammunition":"any","skill_mod":{},"summary":"This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1193","name":"Exsanguinating Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1193"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1193","weakness":{},"price":1500,"legacy_id":["equipment-4297"],"trait":["Alchemical","Consumable"],"id":"equipment-1193-1123","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Exsanguinating Ammunition Source Guns & Gears (Remastered) pg. 170 Ammunition any Activate Single Action Interact --- This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains the listed weakness to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Exsanguinating Ammunition Source Guns & Gears (Remastered) pg. 170 Price 15 gp --- The target gains weakness 1 to persistent bleed damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Exsanguinating Ammunition (Greater) Source Guns & Gears (Remastered) pg. 170 Price 80 gp --- The target gains weakness 3 to persistent bleed damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Exsanguinating Ammunition (Major) Source Guns & Gears (Remastered) pg. 170 Price 360 gp --- The target gains weakness 5 persistent bleed damage.","ammunition":"any","skill_mod":{},"summary":"The target gains weakness 1 to persistent bleed damage.","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1193","name":"Exsanguinating Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1193-1123"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1193","weakness":{},"price":8000,"legacy_id":["equipment-4297"],"trait":["Alchemical","Consumable"],"id":"equipment-1193-1124","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Exsanguinating Ammunition Source Guns & Gears (Remastered) pg. 170 Ammunition any Activate Single Action Interact --- This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains the listed weakness to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Exsanguinating Ammunition Source Guns & Gears (Remastered) pg. 170 Price 15 gp --- The target gains weakness 1 to persistent bleed damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Exsanguinating Ammunition (Greater) Source Guns & Gears (Remastered) pg. 170 Price 80 gp --- The target gains weakness 3 to persistent bleed damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Exsanguinating Ammunition (Major) Source Guns & Gears (Remastered) pg. 170 Price 360 gp --- The target gains weakness 5 persistent bleed damage.","ammunition":"any","skill_mod":{},"summary":"The target gains weakness 3 to persistent bleed damage.","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1193","name":"Exsanguinating Ammunition (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1193-1124"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1193","weakness":{},"price":36000,"legacy_id":["equipment-4297"],"trait":["Alchemical","Consumable"],"id":"equipment-1193-1125","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Exsanguinating Ammunition Source Guns & Gears (Remastered) pg. 170 Ammunition any Activate Single Action Interact --- This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains the listed weakness to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Exsanguinating Ammunition Source Guns & Gears (Remastered) pg. 170 Price 15 gp --- The target gains weakness 1 to persistent bleed damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Exsanguinating Ammunition (Greater) Source Guns & Gears (Remastered) pg. 170 Price 80 gp --- The target gains weakness 3 to persistent bleed damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Exsanguinating Ammunition (Major) Source Guns & Gears (Remastered) pg. 170 Price 360 gp --- The target gains weakness 5 persistent bleed damage.","ammunition":"any","skill_mod":{},"summary":"The target gains weakness 5 persistent bleed damage.","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1193","name":"Exsanguinating Ammunition (Major)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1193-1125"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":6500,"legacy_id":["equipment-4298"],"trait":["Consumable","Fey","Magical","Uncommon"],"id":"equipment-1194","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Fairy Bullet Source Guns & Gears (Remastered) pg. 170 PFS Note The glitterdust spell cast by the fairy bullet has a DC of 23 (as is standard for a 7th-level item). Price 65 gp Ammunition round Activate Two Actions command, envision --- These bullets glimmer with emerald green light that dances across the surface of the bullet like a mischievous sprite. On a successful Strike, a fairy bullet casts revealing light (DC 23) extending outward from a corner of the target's space. You choose which corner of the target's space you want the burst to extend out from at the time you declare the associated Strike. Since the fairy bullet is fired before revealing light can reveal the target, the effects don't affect the flat check for the attack roll with the fairy bullet if the target is hidden from you.\n","ammunition":"round","skill_mod":{},"summary":"These bullets glimmer with emerald green light that dances across the surface of the bullet like a mischievous sprite. On a successful Strike, a …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Creature Type","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1194","name":"Fairy Bullet","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1194"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1600,"legacy_id":["equipment-4299"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1195","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Glue Bullet Source Guns & Gears (Remastered) pg. 170 Price 16 gp Ammunition round Activate Single Action Interact --- These cartridges are filled with sticky clear glue. When a glue bullet hits, a syrupy webbing coats the target and sticks to the ground or a nearby surface, hindering their movement. The target takes a –10-foot circumstance penalty to its Speeds for 2d4 rounds, or until it Escape against a DC of 18. On a critical hit, the target is also immobilized until it Escapes.\n","ammunition":"round","skill_mod":{},"summary":"These cartridges are filled with sticky clear glue. When a glue bullet hits, a syrupy webbing coats the target and sticks to the ground or a nearby …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1195","name":"Glue Bullet","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1195"},{"item_child_id":["equipment-1196-1126","equipment-1196-1127","equipment-1196-1128"],"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4300"],"trait":["Consumable","Fire","Magical","Splash","Uncommon"],"id":"equipment-1196","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Meteor Shot Source Guns & Gears (Remastered) pg. 171 Ammunition round Activate Single Action Interact --- This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot, it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon's normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain. In addition, the Strike gains the following critical failure effect. Critical Failure The weapon misfires. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Meteor Shot Source Guns & Gears (Remastered) pg. 171 Price 70 gp --- The ammunition deals 3d6 fire damage in a 5-foot emanation around the target (DC 23 basic Reflex save). <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Meteor Shot (Greater) Source Guns & Gears (Remastered) pg. 171 Price 400 gp --- The ammunition deals 6d6 fire damage in a 10-foot emanation around the target (DC 29 basic Reflex save). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Meteor Shot (Major) Source Guns & Gears (Remastered) pg. 171 Price 3,000 gp --- The ammunition deals 9d6 fire damage in a 20-foot emanation around the target (DC 37 basic Reflex save).","element":["Fire"],"ammunition":"round","skill_mod":{},"summary":"This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot, it explodes into a small swarm of meteors as it reaches …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1196","name":"Meteor Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1196"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1196","weakness":{},"price":7000,"legacy_id":["equipment-4300"],"trait":["Consumable","Fire","Magical","Splash","Uncommon"],"id":"equipment-1196-1126","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Meteor Shot Source Guns & Gears (Remastered) pg. 171 Ammunition round Activate Single Action Interact --- This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot, it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon's normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain. In addition, the Strike gains the following critical failure effect. Critical Failure The weapon misfires. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Meteor Shot Source Guns & Gears (Remastered) pg. 171 Price 70 gp --- The ammunition deals 3d6 fire damage in a 5-foot emanation around the target (DC 23 basic Reflex save). <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Meteor Shot (Greater) Source Guns & Gears (Remastered) pg. 171 Price 400 gp --- The ammunition deals 6d6 fire damage in a 10-foot emanation around the target (DC 29 basic Reflex save). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Meteor Shot (Major) Source Guns & Gears (Remastered) pg. 171 Price 3,000 gp --- The ammunition deals 9d6 fire damage in a 20-foot emanation around the target (DC 37 basic Reflex save).","element":["Fire"],"ammunition":"round","skill_mod":{},"summary":"The ammunition deals 3d6 fire damage in a 5-foot emanation around the target (DC 23 basic Reflex save).","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1196","name":"Meteor Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1196-1126"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1196","weakness":{},"price":40000,"legacy_id":["equipment-4300"],"trait":["Consumable","Fire","Magical","Splash","Uncommon"],"id":"equipment-1196-1127","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Meteor Shot Source Guns & Gears (Remastered) pg. 171 Ammunition round Activate Single Action Interact --- This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot, it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon's normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain. In addition, the Strike gains the following critical failure effect. Critical Failure The weapon misfires. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Meteor Shot Source Guns & Gears (Remastered) pg. 171 Price 70 gp --- The ammunition deals 3d6 fire damage in a 5-foot emanation around the target (DC 23 basic Reflex save). <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Meteor Shot (Greater) Source Guns & Gears (Remastered) pg. 171 Price 400 gp --- The ammunition deals 6d6 fire damage in a 10-foot emanation around the target (DC 29 basic Reflex save). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Meteor Shot (Major) Source Guns & Gears (Remastered) pg. 171 Price 3,000 gp --- The ammunition deals 9d6 fire damage in a 20-foot emanation around the target (DC 37 basic Reflex save).","element":["Fire"],"ammunition":"round","skill_mod":{},"summary":"The ammunition deals 6d6 fire damage in a 10-foot emanation around the target (DC 29 basic Reflex save).","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1196","name":"Meteor Shot (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1196-1127"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1196","weakness":{},"price":300000,"legacy_id":["equipment-4300"],"trait":["Consumable","Fire","Magical","Splash","Uncommon"],"id":"equipment-1196-1128","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Meteor Shot Source Guns & Gears (Remastered) pg. 171 Ammunition round Activate Single Action Interact --- This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot, it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon's normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain. In addition, the Strike gains the following critical failure effect. Critical Failure The weapon misfires. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Meteor Shot Source Guns & Gears (Remastered) pg. 171 Price 70 gp --- The ammunition deals 3d6 fire damage in a 5-foot emanation around the target (DC 23 basic Reflex save). <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Meteor Shot (Greater) Source Guns & Gears (Remastered) pg. 171 Price 400 gp --- The ammunition deals 6d6 fire damage in a 10-foot emanation around the target (DC 29 basic Reflex save). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Meteor Shot (Major) Source Guns & Gears (Remastered) pg. 171 Price 3,000 gp --- The ammunition deals 9d6 fire damage in a 20-foot emanation around the target (DC 37 basic Reflex save).","element":["Fire"],"ammunition":"round","skill_mod":{},"summary":"The ammunition deals 9d6 fire damage in a 20-foot emanation around the target (DC 37 basic Reflex save).","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1196","name":"Meteor Shot (Major)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1196-1128"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":30000,"legacy_id":["equipment-4301"],"trait":["Consumable","Illusion","Magical"],"id":"equipment-1197","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Silencing Shot Source Guns & Gears (Remastered) pg. 171 Price 300 gp Ammunition any Activate Single Action envision --- This shimmering, golden-hued ammunition never makes any sound. A creature hit by a silencing shot is subject to the effects of a 4th-rank silence spell unless it succeeds at a DC 25 Will save. Craft Requirements Supply one casting of silence at 4th level.\n","ammunition":"any","skill_mod":{},"summary":"This shimmering, golden-hued ammunition never makes any sound. A creature hit by a silencing shot is subject to the effects of a 4th-rank silence …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","School","Monster","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1197","name":"Silencing Shot","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1197"},{"item_child_id":["equipment-1198-1129","equipment-1198-1130"],"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4302"],"trait":["Consumable","Magical","Uncommon"],"id":"equipment-1198","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Stepping Stone Shot Source Guns & Gears (Remastered) pg. 171 Ammunition round Activate Single Action envision, Interact --- A series of small stone discs pressed into a single round make up this ammunition. When you fire an activated stepping stone shot , whether you hit or miss your target, the shot creates a series of supports in a line that creatures can walk on as if solid ground. The line can ascend or descend at a 45-degree angle. The discs support any amount of weight, but don't otherwise pose any sort of obstacle; creatures and attacks can move through them if they wish. They crumble to dust if anything attempts to move or otherwise manipulate them. A creature can use a two-action activity, which has the manipulate trait, to Stride up to its speed on the stones while causing them to crumble behind it. This ammunition does not work in firearms with the scatter trait. The maximum length of the line depends on the type of ammunition. However, the line also can't extend beyond the maximum distance for a Strike from your firearm (usually six times the firearm's range increment). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Stepping Stone Shot Source Guns & Gears (Remastered) pg. 171 Price 65 gp --- The stones reach up to 100 feet, and they last up to the end of your next turn if no one collapses them. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Stepping Stone Shot (Greater) Source Guns & Gears (Remastered) pg. 171 Price 185 gp --- The stones reach up to 250 feet, and they last up to 1 minute if no one collapses them.","ammunition":"round","skill_mod":{},"summary":"A series of small stone discs pressed into a single round make up this ammunition. When you fire an activated stepping stone shot , whether you hit …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1198","name":"Stepping Stone Shot","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1198"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1198","weakness":{},"price":6500,"legacy_id":["equipment-4302"],"trait":["Consumable","Magical","Uncommon"],"id":"equipment-1198-1129","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Stepping Stone Shot Source Guns & Gears (Remastered) pg. 171 Ammunition round Activate Single Action envision, Interact --- A series of small stone discs pressed into a single round make up this ammunition. When you fire an activated stepping stone shot , whether you hit or miss your target, the shot creates a series of supports in a line that creatures can walk on as if solid ground. The line can ascend or descend at a 45-degree angle. The discs support any amount of weight, but don't otherwise pose any sort of obstacle; creatures and attacks can move through them if they wish. They crumble to dust if anything attempts to move or otherwise manipulate them. A creature can use a two-action activity, which has the manipulate trait, to Stride up to its speed on the stones while causing them to crumble behind it. This ammunition does not work in firearms with the scatter trait. The maximum length of the line depends on the type of ammunition. However, the line also can't extend beyond the maximum distance for a Strike from your firearm (usually six times the firearm's range increment). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Stepping Stone Shot Source Guns & Gears (Remastered) pg. 171 Price 65 gp --- The stones reach up to 100 feet, and they last up to the end of your next turn if no one collapses them. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Stepping Stone Shot (Greater) Source Guns & Gears (Remastered) pg. 171 Price 185 gp --- The stones reach up to 250 feet, and they last up to 1 minute if no one collapses them.","ammunition":"round","skill_mod":{},"summary":"The stones reach up to 100 feet, and they last up to the end of your next turn if no one collapses them.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1198","name":"Stepping Stone Shot","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1198-1129"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1198","weakness":{},"price":18500,"legacy_id":["equipment-4302"],"trait":["Consumable","Magical","Uncommon"],"id":"equipment-1198-1130","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Stepping Stone Shot Source Guns & Gears (Remastered) pg. 171 Ammunition round Activate Single Action envision, Interact --- A series of small stone discs pressed into a single round make up this ammunition. When you fire an activated stepping stone shot , whether you hit or miss your target, the shot creates a series of supports in a line that creatures can walk on as if solid ground. The line can ascend or descend at a 45-degree angle. The discs support any amount of weight, but don't otherwise pose any sort of obstacle; creatures and attacks can move through them if they wish. They crumble to dust if anything attempts to move or otherwise manipulate them. A creature can use a two-action activity, which has the manipulate trait, to Stride up to its speed on the stones while causing them to crumble behind it. This ammunition does not work in firearms with the scatter trait. The maximum length of the line depends on the type of ammunition. However, the line also can't extend beyond the maximum distance for a Strike from your firearm (usually six times the firearm's range increment). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Stepping Stone Shot Source Guns & Gears (Remastered) pg. 171 Price 65 gp --- The stones reach up to 100 feet, and they last up to the end of your next turn if no one collapses them. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Stepping Stone Shot (Greater) Source Guns & Gears (Remastered) pg. 171 Price 185 gp --- The stones reach up to 250 feet, and they last up to 1 minute if no one collapses them.","ammunition":"round","skill_mod":{},"summary":"The stones reach up to 250 feet, and they last up to 1 minute if no one collapses them.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1198","name":"Stepping Stone Shot (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1198-1130"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":900,"legacy_id":["equipment-4303"],"trait":["Consumable","Magical"],"id":"equipment-1199","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Trustworthy Round Source Guns & Gears (Remastered) pg. 171 Price 9 gp Ammunition any Activate Free Action command --- This ammunition was developed in Dongun Hold to minimize casualties to friendly fire, and is always marked by a burnished copper head or tip so it can be easily identified. Before you can fire a trustworthy round , you must call out a target. You don't need to specify a name; the target could be “The angry tiger attacking our group on the left.” The round will only hit the specified target and will turn to gossamer dust midair if it misses the intended target or comes into contact with anything else; this also prevents abilities that redirect attacks. The round doesn't have any capabilities beyond your own to determine whether someone is who you think they are, so you can't use it to determine a disguised creature's identity. If you specify a target of “Seltyiel” and shoot someone disguised as Seltyiel who you thought was Seltyiel, the attack will still hit, whereas if you were about to hit a disguised Seltyiel who you didn't recognize to be Seltyiel, the round would dissolve. ","ammunition":"any","skill_mod":{},"summary":"This ammunition was developed in Dongun Hold to minimize casualties to friendly fire, and is always marked by a burnished copper head or tip so it …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1199","name":"Trustworthy Round","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1199"},{"skill_mod":{},"summary":"A sambuca is a long, covered troop bridge designed to help troops move from sea to land. Preparing it for use requires lashing together two galleys …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1200","weakness":{},"price":12000,"name":"Sambuca","legacy_id":["equipment-4304"],"trait":["Rare"],"id":"equipment-1200","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Sambuca Source Guns & Gears (Remastered) pg. 177 Price 120 gp --- A sambuca is a long, covered troop bridge designed to help troops move from sea to land. Preparing it for use requires lashing together two galleys or other ships of similar size. The sambuca is then mounted across the ships on one end with its length suspended upward, and attached to pulleys fastened to the tops of the ships' masts. Once the ships are moved into position, the sambuca can be lowered to rest on a battlement or other surface, allowing troops to rush from the ships onto their intended destination. The sambuca has AC 17, Fort +11, Ref +5, Hardness 8, HP 32 (BT 16), and object immunities. It's covered on all sides to protect those who cross, granting them greater cover. The end of the sambuca can be lowered by teams operating the pulleys in concert. This requires three crew members on each ship, and they can lower the far end of the sambuca by 15 feet each round they work.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1200"},{"item_child_id":["equipment-1201-1131","equipment-1201-1132"],"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"legacy_id":["equipment-4305"],"trait":["Uncommon"],"id":"equipment-1201","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Camouflage Suit Source Guns & Gears (Remastered) pg. 178 Bulk L --- This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you blend in seamlessly with the environment. Due to the abrasive nature of the materials used, this item is unsuitable for use by unarmored characters. You can prepare the suit for use within your current environment by using an exploration activity that takes at least 10 minutes, but sometimes longer if the materials are hard to find or the environment is unusual enough to warrant additional difficulty in preparing camouflage that can blend with it consistently. A suit prepared in this manner grants you a +1 item bonus to Stealth checks while you attempt to Hide or Sneak in the specific environment it has been prepared for. The suit remains usable in this manner until you rest for the night, though it doesn't grant the benefit whenever you aren't in the appropriate environment. The GM might rule that some environments are unusual enough that you can't create a camouflage suit appropriate for the environment. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Camouflage Suit Source Guns & Gears (Remastered) pg. 178 Price 10 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Camouflage Suit (Superb) Source Guns & Gears (Remastered) pg. 178 Price 140 gp Bulk L --- A superb camouflage suit is fashioned from especially well-blended materials and gives you a +2 item bonus to the check instead of a +1 item bonus.","skill_mod":{},"summary":"This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1201","name":"Camouflage Suit","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1201"},{"primary_source_category":"Rulebooks","usage":"attached to firearm (firing mechanism)","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"price":60000,"trait":["Magical","Uncommon"],"id":"equipment-4328","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Underwater Firing Mechanism Source Guns & Gears pg. 184 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Price 600 gp Usage attached to firearm (firing mechanism) --- This device replaces the attached firearm’s normal firing mechanism (normally, most of the guns in this chapter use a flintlock or matchlock firing mechanism). When the firearm’s wielder fires the weapon, a small rune etched on a piece of stone affixed inside the mechanism releases a magical spark that’s propelled through the firing mechanism and into the firearm, launching its bullet. An underwater firing mechanism allows the attached firearm to be fired underwater or in other conditions that would normally prevent the ignition of black powder. Attaching an underwater firing mechanism to a firearm takes 1 hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires.\n","skill_mod":{},"summary":"This device replaces the attached firearm’s normal firing mechanism (normally, most of the guns in this chapter use a flintlock or matchlock firing …","primary_source":"Guns & Gears","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Modifications","resistance":{},"url":"/Equipment.aspx?ID=4328","name":"Underwater Firing Mechanism","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4328"},{"primary_source_category":"Rulebooks","usage":"affixed to a firearm","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":500,"trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-4329","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Adaptive Cogwheel Source Guns & Gears pg. 184 Price 5 gp Usage affixed to a firearm Activate Free Action envision Requirement You're wielding the affixed firearm. --- This tiny copper gear is attached to the side of a firearm with a matching bolt or pin. When you activate it, the affixed weapon magically transfigures itself into the form of any simple or martial firearm to which you have access, harmlessly ejecting any contained ammunition in the process. Any runes or attached items present on the affixed weapon remain active unless incompatible with its new form, in which case they’re suppressed for the duration of the transformation. The effect lasts until the beginning of your next turn.\n","skill_mod":{},"summary":"This tiny copper gear is attached to the side of a firearm with a matching bolt or pin. When you activate it, the affixed weapon magically …","primary_source":"Guns & Gears","trait_group":["Equipment","Mechanics","School"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're wielding the affixed firearm.","resistance":{},"url":"/Equipment.aspx?ID=4329","name":"Adaptive Cogwheel","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4329"},{"primary_source_category":"Rulebooks","usage":"affixed to a firearm","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":2000,"trait":["Consumable","Enchantment","Magical","Talisman"],"id":"equipment-4330","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Admonishing Band Source Guns & Gears pg. 184 Price 20 gp Usage affixed to a firearm Activate Single Action envision Requirement You’re trained in Intimidation. --- This wide strip of treated lizard hide is wrapped around the grip or stock of the affixed weapon, augmenting the unease that your gunshot creates. When you activate it, you fire your gun into the air with the effects of Warning Shot. If you already have the Warning Shot feat, the target doesn’t become temporarily immune to your Demoralize, potentially allowing you to Demoralize them again.\n","skill_mod":{},"summary":"This wide strip of treated lizard hide is wrapped around the grip or stock of the affixed weapon, augmenting the unease that your gunshot creates. …","primary_source":"Guns & Gears","trait_group":["Equipment","School","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You’re trained in Intimidation .","resistance":{},"url":"/Equipment.aspx?ID=4330","name":"Admonishing Band","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4330"},{"primary_source_category":"Rulebooks","usage":"affixed to a firearm or crossbow","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":2000,"trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-4331","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Energized Cartridge Source Guns & Gears pg. 184 Price 20 gp Usage affixed to a firearm or crossbow Activate Free Action envision Trigger You attempt an attack roll with the affixed firearm or crossbow Requirement You’re trained in use of the affixed firearm or crossbow. --- This simple brass shell casing contains trace amounts of alchemical ingredients and is usually attached to the underside of the affixed weapon’s barrel. When activated, it causes the ammunition fired from the affixed weapon to transform into your choice of acid, cold, electricity, or fire, dealing damage of the appropriate energy type instead of its usual damage as well as 1d6 persistent damage of the same type on a critical hit.\n","skill_mod":{},"summary":"This simple brass shell casing contains trace amounts of alchemical ingredients and is usually attached to the underside of the affixed weapon’s …","primary_source":"Guns & Gears","trait_group":["Equipment","Mechanics","School"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You’re trained in use of the affixed firearm or crossbow.","trigger":"You attempt an attack roll with the affixed firearm or crossbow","resistance":{},"url":"/Equipment.aspx?ID=4331","name":"Energized Cartridge","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4331"},{"primary_source_category":"Rulebooks","usage":"affixed to a ranged weapon","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":30000,"trait":["Consumable","Illusion","Magical","Talisman"],"id":"equipment-4332","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Ghostshot Wrapping Source Guns & Gears pg. 184 Price 300 gp Usage affixed to a ranged weapon Activate Free Action envision Trigger You attempt a ranged Strike with the affixed weapon while hidden or undetected. --- This long strip of linen is tightly wound around the barrel of the affixed firearm or the grip of a bow. When activated, the talisman’s magic dampens the sound of the triggering shot, rendering it completely silent, and additionally skews the angle of the shot, so it appears to come from a different location and direction than your actual position. You don’t become automatically observed to any creatures due to making the triggering Strike.\n","skill_mod":{},"summary":"This long strip of linen is tightly wound around the barrel of the affixed firearm or the grip of a bow . When activated, the talisman’s magic …","primary_source":"Guns & Gears","trait_group":["Equipment","School","Monster","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You attempt a ranged Strike with the affixed weapon while hidden or undetected .","resistance":{},"url":"/Equipment.aspx?ID=4332","name":"Ghostshot Wrapping","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4332"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":2400,"trait":["Consumable","Divination","Magical","Talisman"],"id":"equipment-4333","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Goblin-Eye Orb Source Guns & Gears pg. 184 Price 24 gp Usage affixed to a weapon Activate Free Action envision Trigger You attempt a Strike with the affixed firearm or crossbow against an enemy that’s concealed or hidden to you Requirement You’re an expert with the affixed firearm or crossbow and an expert in Perception. --- This colorful marble dangles from a leather thong wrapped around the affixed weapon. When you activate the band, for the triggering Strike, you don’t need to attempt a flat check due to the enemy being concealed or hidden to you.\n","skill_mod":{},"summary":"This colorful marble dangles from a leather thong wrapped around the affixed weapon. When you activate the band, for the triggering Strike, you don’t …","primary_source":"Guns & Gears","trait_group":["Equipment","School","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You’re an expert with the affixed firearm or crossbow and an expert in Perception.","trigger":"You attempt a Strike with the affixed firearm or crossbow against an enemy that’s concealed or hidden to you","resistance":{},"url":"/Equipment.aspx?ID=4333","name":"Goblin-Eye Orb","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4333"},{"item_child_id":["equipment-4334-3895","equipment-4334-3896","equipment-4334-3897"],"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Consumable","Fortune","Magical","Talisman"],"id":"equipment-4334","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Indomitable Keepsake Source Guns & Gears pg. 185 Usage affixed to armor Activate Free Action envision Trigger You’re critically hit by a firearm attack. --- This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you activate it, it slows the attack, and you reduce the damage from the triggering critical hit by 10, as the attack destroys the talisman. This effect only reduces the additional damage from a critical hit; it can’t reduce the damage below the amount it would deal on a normal hit. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Indomitable Keepsake Source Guns & Gears pg. 185 Price 12 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Indomitable Keepsake (Greater) Source Guns & Gears pg. 185 Price 120 gp --- When you activate a greater indomitable keepsake , you reduce the damage from a firearm critical hit by 20 instead of reducing it by 10. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Indomitable Keepsake (Major) Source Guns & Gears pg. 185 Price 1,200 gp --- When you activate a major indomitable keepsake, you reduce the damage from a firearm critical hit by 30 instead of reducing it by 10.","skill_mod":{},"summary":"This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you …","primary_source":"Guns & Gears","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You’re critically hit by a firearm attack.","resistance":{},"url":"/Equipment.aspx?ID=4334","name":"Indomitable Keepsake","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4334"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4334","weakness":{},"school":"abjuration","price":1200,"trait":["Abjuration","Consumable","Fortune","Magical","Talisman"],"id":"equipment-4334-3895","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Indomitable Keepsake Source Guns & Gears pg. 185 Usage affixed to armor Activate Free Action envision Trigger You’re critically hit by a firearm attack. --- This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you activate it, it slows the attack, and you reduce the damage from the triggering critical hit by 10, as the attack destroys the talisman. This effect only reduces the additional damage from a critical hit; it can’t reduce the damage below the amount it would deal on a normal hit. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Indomitable Keepsake Source Guns & Gears pg. 185 Price 12 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Indomitable Keepsake (Greater) Source Guns & Gears pg. 185 Price 120 gp --- When you activate a greater indomitable keepsake , you reduce the damage from a firearm critical hit by 20 instead of reducing it by 10. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Indomitable Keepsake (Major) Source Guns & Gears pg. 185 Price 1,200 gp --- When you activate a major indomitable keepsake, you reduce the damage from a firearm critical hit by 30 instead of reducing it by 10.","skill_mod":{},"summary":"This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you …","primary_source":"Guns & Gears","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You’re critically hit by a firearm attack.","resistance":{},"url":"/Equipment.aspx?ID=4334","name":"Indomitable Keepsake","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4334-3895"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4334","weakness":{},"school":"abjuration","price":12000,"trait":["Abjuration","Consumable","Fortune","Magical","Talisman"],"id":"equipment-4334-3896","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Indomitable Keepsake Source Guns & Gears pg. 185 Usage affixed to armor Activate Free Action envision Trigger You’re critically hit by a firearm attack. --- This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you activate it, it slows the attack, and you reduce the damage from the triggering critical hit by 10, as the attack destroys the talisman. This effect only reduces the additional damage from a critical hit; it can’t reduce the damage below the amount it would deal on a normal hit. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Indomitable Keepsake Source Guns & Gears pg. 185 Price 12 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Indomitable Keepsake (Greater) Source Guns & Gears pg. 185 Price 120 gp --- When you activate a greater indomitable keepsake , you reduce the damage from a firearm critical hit by 20 instead of reducing it by 10. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Indomitable Keepsake (Major) Source Guns & Gears pg. 185 Price 1,200 gp --- When you activate a major indomitable keepsake, you reduce the damage from a firearm critical hit by 30 instead of reducing it by 10.","skill_mod":{},"summary":"When you activate a greater indomitable keepsake , you reduce the damage from a firearm critical hit by 20 instead of reducing it by 10.","primary_source":"Guns & Gears","trait_group":["School","Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You’re critically hit by a firearm attack.","resistance":{},"url":"/Equipment.aspx?ID=4334","name":"Indomitable Keepsake (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4334-3896"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4334","weakness":{},"school":"abjuration","price":120000,"trait":["Abjuration","Consumable","Fortune","Magical","Talisman"],"id":"equipment-4334-3897","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Indomitable Keepsake Source Guns & Gears pg. 185 Usage affixed to armor Activate Free Action envision Trigger You’re critically hit by a firearm attack. --- This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you activate it, it slows the attack, and you reduce the damage from the triggering critical hit by 10, as the attack destroys the talisman. This effect only reduces the additional damage from a critical hit; it can’t reduce the damage below the amount it would deal on a normal hit. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Indomitable Keepsake Source Guns & Gears pg. 185 Price 12 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Indomitable Keepsake (Greater) Source Guns & Gears pg. 185 Price 120 gp --- When you activate a greater indomitable keepsake , you reduce the damage from a firearm critical hit by 20 instead of reducing it by 10. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Indomitable Keepsake (Major) Source Guns & Gears pg. 185 Price 1,200 gp --- When you activate a major indomitable keepsake, you reduce the damage from a firearm critical hit by 30 instead of reducing it by 10.","skill_mod":{},"summary":"When you activate a major indomitable keepsake, you reduce the damage from a firearm critical hit by 30 instead of reducing it by 10.","primary_source":"Guns & Gears","trait_group":["School","Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You’re critically hit by a firearm attack.","resistance":{},"url":"/Equipment.aspx?ID=4334","name":"Indomitable Keepsake (Major)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4334-3897"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":3500,"trait":["Abjuration","Consumable","Magical","Talisman"],"id":"equipment-4335","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Peacemaker Source Guns & Gears pg. 185 Price 35 gp Usage affixed to a weapon Activate Single Action envision, manipulate Requirement Your last action was an Interact action to stow the affixed firearm or crossbow --- This ragged piece of white cloth is wrapped around the grip, stock, or haft of the affixed weapon. When you activate the talisman, you gain the effects of a sanctuary spell (DC 20) lasting for 1 minute. If you draw the affixed firearm, the effect ends immediately and the talisman crumbles.\n","skill_mod":{},"summary":"This ragged piece of white cloth is wrapped around the grip, stock, or haft of the affixed weapon. When you activate the talisman, you gain the …","primary_source":"Guns & Gears","trait_group":["School","Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"Your last action was an Interact action to stow the affixed firearm or crossbow","resistance":{},"url":"/Equipment.aspx?ID=4335","name":"Peacemaker","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4335"},{"primary_source_category":"Rulebooks","usage":"affixed to a firearm with a reload of 1","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":5500,"trait":["Conjuration","Consumable","Magical","Talisman"],"id":"equipment-4336","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Persistent Lodestone Source Guns & Gears pg. 185 Price 55 gp Usage affixed to a firearm with a reload of 1 Activate Free Action envision Trigger You miss on a ranged Strike with the affixed weapon using an ordinary 0-level piece of ammunition. --- This small magnetite block is attached to the barrel of the firearm by a thin metal wire drilled through a hole in its center. When you activate the lodestone, the ammunition from your missed shot is immediately recalled to your firearm, allowing you to fire again without reloading.\n","skill_mod":{},"summary":"This small magnetite block is attached to the barrel of the firearm by a thin metal wire drilled through a hole in its center. When you activate the …","primary_source":"Guns & Gears","trait_group":["School","Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You miss on a ranged Strike with the affixed weapon using an ordinary 0-level piece of ammunition.","resistance":{},"url":"/Equipment.aspx?ID=4336","name":"Persistent Lodestone","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4336"},{"primary_source_category":"Rulebooks","usage":"affixed to a firearm or crossbow","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":40000,"trait":["Auditory","Consumable","Enchantment","Magical","Talisman"],"id":"equipment-4337","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Shrieking Skull Source Guns & Gears pg. 185 Price 400 gp Usage affixed to a firearm or crossbow Activate Single Action envision Requirement You’re an expert in Intimidation and the affixed weapon is loaded. --- This dried skull of a snake is mounted atop the firearm’s barrel or affixed to a crossbow’s stock. When activated, the skull crawls onto the ammunition loaded in the affixed weapon. If you Strike with the weapon before the end of your turn, the skull lets out a bloodcurdling scream as the ammunition approaches its target. Regardless of whether the Strike is a success, the screaming skull allows you to attempt to Demoralize the target as well as each enemy within 30 feet of the target.\n","skill_mod":{},"summary":"This dried skull of a snake is mounted atop the firearm’s barrel or affixed to a crossbow’s stock. When activated, the skull crawls onto the …","primary_source":"Guns & Gears","trait_group":["Sense","Equipment","School","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You’re an expert in Intimidation and the affixed weapon is loaded.","resistance":{},"url":"/Equipment.aspx?ID=4337","name":"Shrieking Skull","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4337"},{"item_child_id":["equipment-4338-3898","equipment-4338-3899","equipment-4338-3900"],"primary_source_category":"Rulebooks","usage":"affixed to a two-handed firearm or crossbow","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-4338","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sniper's Bead Source Guns & Gears pg. 185 Usage affixed to a two-handed firearm or crossbow Activate Free Action envision Trigger You attempt a ranged Strike with the affixed weapon before rolling Requirement You’re a master with the affixed weapon. --- This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the effect of distance on your triggering attack. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sniper's Bead Source Guns & Gears pg. 185 Price 16 gp --- You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon’s first two range increments. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sniper's Bead (Greater) Source Guns & Gears pg. 185 Price 160 gp --- You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon’s first four range increments. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sniper's Bead (Major) Source Guns & Gears pg. 185 Price 1,600 gp --- You take no range increment penalty on your attack, even if the target is all the way out to the weapon’s sixth range increment. As normal, you still can’t hit a target more than six range increments away.","skill_mod":{},"summary":"This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the …","primary_source":"Guns & Gears","trait_group":["Equipment","Mechanics","School"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You’re a master with the affixed weapon.","trigger":"You attempt a ranged Strike with the affixed weapon before rolling","resistance":{},"url":"/Equipment.aspx?ID=4338","name":"Sniper's Bead","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4338"},{"primary_source_category":"Rulebooks","usage":"affixed to a two-handed firearm or crossbow","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4338","weakness":{},"school":"transmutation","price":1600,"trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-4338-3898","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sniper's Bead Source Guns & Gears pg. 185 Usage affixed to a two-handed firearm or crossbow Activate Free Action envision Trigger You attempt a ranged Strike with the affixed weapon before rolling Requirement You’re a master with the affixed weapon. --- This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the effect of distance on your triggering attack. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sniper's Bead Source Guns & Gears pg. 185 Price 16 gp --- You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon’s first two range increments. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sniper's Bead (Greater) Source Guns & Gears pg. 185 Price 160 gp --- You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon’s first four range increments. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sniper's Bead (Major) Source Guns & Gears pg. 185 Price 1,600 gp --- You take no range increment penalty on your attack, even if the target is all the way out to the weapon’s sixth range increment. As normal, you still can’t hit a target more than six range increments away.","skill_mod":{},"summary":"You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon’s first two range increments.","primary_source":"Guns & Gears","trait_group":["Equipment","Mechanics","School"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You attempt a ranged Strike with the affixed weapon before rolling","resistance":{},"url":"/Equipment.aspx?ID=4338","name":"Sniper's Bead","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4338-3898"},{"primary_source_category":"Rulebooks","usage":"affixed to a two-handed firearm or crossbow","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4338","weakness":{},"school":"transmutation","price":16000,"trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-4338-3899","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sniper's Bead Source Guns & Gears pg. 185 Usage affixed to a two-handed firearm or crossbow Activate Free Action envision Trigger You attempt a ranged Strike with the affixed weapon before rolling Requirement You’re a master with the affixed weapon. --- This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the effect of distance on your triggering attack. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sniper's Bead Source Guns & Gears pg. 185 Price 16 gp --- You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon’s first two range increments. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sniper's Bead (Greater) Source Guns & Gears pg. 185 Price 160 gp --- You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon’s first four range increments. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sniper's Bead (Major) Source Guns & Gears pg. 185 Price 1,600 gp --- You take no range increment penalty on your attack, even if the target is all the way out to the weapon’s sixth range increment. As normal, you still can’t hit a target more than six range increments away.","skill_mod":{},"summary":"You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon’s first four range increments.","primary_source":"Guns & Gears","trait_group":["Equipment","Mechanics","School"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You attempt a ranged Strike with the affixed weapon before rolling","resistance":{},"url":"/Equipment.aspx?ID=4338","name":"Sniper's Bead (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4338-3899"},{"primary_source_category":"Rulebooks","usage":"affixed to a two-handed firearm or crossbow","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4338","weakness":{},"school":"transmutation","price":160000,"trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-4338-3900","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sniper's Bead Source Guns & Gears pg. 185 Usage affixed to a two-handed firearm or crossbow Activate Free Action envision Trigger You attempt a ranged Strike with the affixed weapon before rolling Requirement You’re a master with the affixed weapon. --- This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the effect of distance on your triggering attack. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sniper's Bead Source Guns & Gears pg. 185 Price 16 gp --- You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon’s first two range increments. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sniper's Bead (Greater) Source Guns & Gears pg. 185 Price 160 gp --- You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon’s first four range increments. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sniper's Bead (Major) Source Guns & Gears pg. 185 Price 1,600 gp --- You take no range increment penalty on your attack, even if the target is all the way out to the weapon’s sixth range increment. As normal, you still can’t hit a target more than six range increments away.","skill_mod":{},"summary":"You take no range increment penalty on your attack, even if the target is all the way out to the weapon’s sixth range increment. As normal, you still …","primary_source":"Guns & Gears","trait_group":["Equipment","Mechanics","School"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You attempt a ranged Strike with the affixed weapon before rolling","resistance":{},"url":"/Equipment.aspx?ID=4338","name":"Sniper's Bead (Major)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4338-3900"},{"primary_source_category":"Rulebooks","usage":"affixed to a firearm with the kickback trait","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":300,"trait":["Conjuration","Consumable","Force","Magical","Talisman"],"id":"equipment-4339","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Silver Tripod Source Guns & Gears pg. 185 Price 3 gp Usage affixed to a firearm with the kickback trait Activate Single Action envision --- This tiny, silver facsimile of a weapon tripod is usually attached to the underside of the affixed weapon’s barrel. When activated, it creates an invisible construct of magical force that attaches to the weapon and automatically stabilizes it in any location, even in midair. The effect lasts for 1 minute or until you Dismiss it. The effect also ends immediately if you let go of the affixed weapon. The affixed weapon cannot be moved while this effect is active.\n","skill_mod":{},"summary":"This tiny, silver facsimile of a weapon tripod is usually attached to the underside of the affixed weapon’s barrel. When activated, it creates an …","primary_source":"Guns & Gears","trait_group":["School","Equipment","Energy","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=4339","name":"Silver Tripod","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4339"},{"skill_mod":{},"summary":"This snare hides a tiny humanoid figurine made of enchanted ice among leaves or just beneath a thin layer of dirt in the square. The first creature …","primary_source":"Hellfire Dispatches","trait_group":["Energy","Monster","Equipment","Mechanics","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":8,"source_category":["Lost Omens"],"item_subcategory":"Magical Snares","source":["Hellfire Dispatches"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4340","weakness":{},"price":7500,"name":"Freezing Embrace Snare","trait":["Cold","Consumable","Magical","Snare","Trap","Uncommon"],"id":"equipment-4340","text":"<title level=\"1\" right=\"Item 8\" pfs=\"\" > Freezing Embrace Snare Source Hellfire Dispatches pg. 73 Price 75 gp --- This snare hides a tiny humanoid figurine made of enchanted ice among leaves or just beneath a thin layer of dirt in the square. The first creature to enter the snare's square crushes the statuette, releasing an incorporeal figure of chilly mist that grabs at the triggering creature, dealing 8d8 cold damage. The creature must attempt a DC 26 Fortitude save. Critical Success The creature takes no damage. Success The creature takes half damage and is clumsy 1 for 1 round as the icy figure clings to its legs. Failure The creature takes full damage and 1d6 persistent cold damage from the icy figure's embrace. It is clumsy 1 for as long as it takes this persistent damage. Critical Failure The creature takes double damage and 2d6 persistent cold damage from the icy figure’s embrace. It IS clumsy 2 for as long as it takes this persistent damage.\n","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-4340"},{"skill_mod":{},"summary":"Some of Brastlewark's youth craft lesser versions of this snare to prank their friends. A creature that enters the square's square is subjected to a …","primary_source":"Hellfire Dispatches","trait_group":["Equipment","Mechanics","Hazard","Rarity","Sense"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"item_subcategory":"Magical Snares","source":["Hellfire Dispatches"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4341","weakness":{},"price":2500,"name":"Glittering Lights Snare","trait":["Consumable","Light","Magical","Snare","Trap","Uncommon","Visual"],"id":"equipment-4341","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Glittering Lights Snare Source Hellfire Dispatches pg. 73 Price 25 gp --- Some of Brastlewark's youth craft lesser versions of this snare to prank their friends. A creature that enters the square's square is subjected to a rapid series of flashing lights that overstimulate the senses. They must attempt a DC 22 Reflex save. Critical Success The creature is unaffected. Success The creature is dazzled for 2 rounds. Failure The creature is dazzled for 1 minute. Critical Failure The creature is blinded for 1 round and then dazzled for 1 minute.\n","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-4341"},{"skill_mod":{},"summary":"A reflective rune is hidden in the snare's square. A creature that enters this square suddenly sees a twisted reflection of themself appear nearby …","primary_source":"Hellfire Dispatches","trait_group":["Equipment","School","Monster","Mechanics","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":7,"source_category":["Lost Omens"],"item_subcategory":"Magical Snares","source":["Hellfire Dispatches"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4342","weakness":{},"school":"illusion","price":6000,"name":"Mocking Mirror Snare","trait":["Consumable","Illusion","Magical","Mental","Snare","Trap","Uncommon"],"id":"equipment-4342","text":"<title level=\"1\" right=\"Item 7\" pfs=\"\" > Mocking Mirror Snare Source Hellfire Dispatches pg. 73 Price 60 gp --- A reflective rune is hidden in the snare's square. A creature that enters this square suddenly sees a twisted reflection of themself appear nearby and perform some action that they would never do. The creature takes 8d6 mental damage with a DC 25 basic Will save. On a critical failure, the creature is also confused until the end of their next turn.\n","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-4342"},{"skill_mod":{},"summary":"You add a touch of illusion magic to a magical sensor that makes the target believe a bottomless pit opens below it when the snare is triggered. A …","primary_source":"Hellfire Dispatches","trait_group":["Equipment","School","Monster","Mechanics","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":3,"source_category":["Lost Omens"],"item_subcategory":"Magical Snares","source":["Hellfire Dispatches"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4343","weakness":{},"school":"illusion","price":900,"name":"Pit Illusion Snare","trait":["Consumable","Illusion","Magical","Mental","Snare","Trap","Uncommon"],"id":"equipment-4343","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Pit Illusion Snare Source Hellfire Dispatches pg. 73 Price 9 gp --- You add a touch of illusion magic to a magical sensor that makes the target believe a bottomless pit opens below it when the snare is triggered. A Medium or smaller creature that enters the snare's square must attempt a DC 20 Will save. Critical Success The creature is unaffected. Success The creature is cautious moving forward, treating the snare's square and all adjacent squares as difficult terrain until the end of its turn. Failure The creature falls prone. Critical Failure The creature falls prone and takes 1d4 mental damage.\n","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-4343"},{"skill_mod":{},"summary":"This snare magically contains a pressurized jet of water activated by an invisible sensor. When a creature enters the snare's square, a powerful …","primary_source":"Hellfire Dispatches","trait_group":["Equipment","Mechanics","Hazard","Rarity","Elemental","Planar","Monster"],"primary_source_category":"Lost Omens","level":6,"source_category":["Lost Omens"],"item_subcategory":"Magical Snares","source":["Hellfire Dispatches"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4344","weakness":{},"price":4000,"name":"Puddle Shove Snare","trait":["Consumable","Magical","Snare","Trap","Uncommon","Water"],"id":"equipment-4344","text":"<title level=\"1\" right=\"Item 6\" pfs=\"\" > Puddle Shove Snare Source Hellfire Dispatches pg. 73 Price 40 gp --- This snare magically contains a pressurized jet of water activated by an invisible sensor. When a creature enters the snare's square, a powerful blast of water deals 4d10 bludgeoning damage to the creature and potentially pushes them. You determine the direction of the blast of water when crafting the snare. The triggering creature must attempt a DC 24 Fortitude save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is pushed 10 feet in the determined direction. Critical Failure The creature takes double damage, is pushed 15 feet in the determined direction, and is drenched with water, taking a –1 circumstance penalty to saving throws against electricity effects for 1 minute.\n","bulk":0,"category":"equipment","element":["Water"],"rarity":"uncommon","slug":"equipment-4344"},{"skill_mod":{},"summary":"When a creature enters the snare's square, it is plunged into an unnatural darkness for 1 minute. Light can't enter the square, any non-magical light …","primary_source":"Hellfire Dispatches","trait_group":["Equipment","Mechanics","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":4,"source_category":["Lost Omens"],"item_subcategory":"Magical Snares","source":["Hellfire Dispatches"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4345","weakness":{},"price":1500,"name":"Shadow Cloak Snare","trait":["Consumable","Darkness","Magical","Snare","Trap","Uncommon"],"id":"equipment-4345","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Shadow Cloak Snare Source Hellfire Dispatches pg. 73 Price 15 gp --- When a creature enters the snare's square, it is plunged into an unnatural darkness for 1 minute. Light can't enter the square, any non-magical light sources within the square do not emanate any light, and magical light emanating from a spell of rank 2 or below is suppressed. Those outside the area can't see directly into or through the darkness, and all adjacent squares are reduced to dim light.\n","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-4345"},{"legacy_name":["Lich Soul Cage"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Monster Core","Book of the Dead"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":160000,"legacy_id":["equipment-488","equipment-1545"],"trait":["Arcane","Rare","Void","Negative"],"id":"equipment-4347","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Restricted\" > Soul Cage Source Monster Core pg. 219, Book of the Dead pg. 51 Price 1,600 gp Usage held in 1 hand --- This item is crafted by a spellcaster who wishes to become a lich. When a lich is destroyed, their soul flees to the soul cage . The soul cage then rebuilds the lich's undead body over the course of 1d10 days. Afterward, the lich manifests next to the soul cage , fully healed and in a new body (therefore, they lack any equipment they had on their old body). A lich's soul cage must be destroyed to prevent a lich from returning. The standard soul cage is a sealed metal box containing strips of parchment inscribed with magical phrases. This box has Hardness 9 and 36 HP, but some liches devise more durable or difficult-to-obtain soul cages . A soul cage might also come in the form of a ring, an amulet, or a similar item; the specifics are up to the creator.\n","skill_mod":{},"summary":"This item is crafted by a spellcaster who wishes to become a lich. When a lich is destroyed, their soul flees to the soul cage . The soul cage then …","primary_source":"Monster Core","trait_group":["Tradition","Monster","Rarity","Energy","Planar","Creature Type"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4347","name":"Soul Cage","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4347"},{"legacy_name":["Green Wyrmling Breath Potion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Pathfinder Beginner Box: Game Master's Guide","Secrets of the Unlit Star Game Master's Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":3000,"legacy_id":["equipment-911"],"trait":["Consumable","Magical","Poison","Potion"],"id":"equipment-4348","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Horned Dragon Breath Potion Source Pathfinder Beginner Box: Game Master's Guide pg. 52, Secrets of the Unlit Star Game Master's Guide pg. 62 Price 30 gp Usage held in 1 hand --- This liquid contains blood from a juvenile green dragon. For 1 hour after you drink the potion, you can breathe out a magical cloud of poison. Exhaling this dragon breath uses a single action. The cloud of poison deals 2d6 poison damage in a 15-foot cone, and each creature in the area must attempt a DC 19 basic Fortitude save. After you use the dragon breath, you can't do so again for 1d4 rounds.\n","skill_mod":{},"summary":"This liquid contains blood from a juvenile green dragon. For 1 hour after you drink the potion, you can breathe out a magical cloud of poison. …","primary_source":"Pathfinder Beginner Box: Game Master's Guide","trait_group":["Equipment","Mechanics","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4348","name":"Horned Dragon Breath Potion","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-4348"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Pathfinder Beginner Box: Game Master's Guide","Secrets of the Unlit Star Game Master's Guide"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":3200,"legacy_id":["equipment-912"],"trait":["Magical"],"id":"equipment-4349","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Pyrite Rat Source Pathfinder Beginner Box: Game Master's Guide pg. 54, Secrets of the Unlit Star Game Master's Guide pg. 62 Price 32 gp Usage held in 1 hand --- This lustrous, rat-shaped pyrite statuette is 1 inch tall. When activated, the statuette transforms into a flesh-and-blood giant rat. You can use the following action when you hold the pyrite rat . You can use this action only once per day, and the rat remains transformed for 1 hour. Activate Two Actions concentrate, manipulate; Effect You place the statue on solid ground and speak the rat's secret name, causing the statuette to transform into a living giant rat. In creature form, the giant rat acts on your turn. It gets 2 actions and can't use reactions. You have to spend an action each turn to tell it what to do; otherwise, it tries to run away from danger or cowers where it is. If the rat is slain while in animal form, it reverts to its statue shape and can't be transformed again until 1 week has passed. If the figurine is destroyed while in its statue form, it's shattered and its magical properties are lost forever.\n","skill_mod":{},"summary":"This lustrous, rat-shaped pyrite statuette is 1 inch tall. When activated, the statuette transforms into a flesh-and-blood giant rat. You can use the …","primary_source":"Pathfinder Beginner Box: Game Master's Guide","trait_group":["Mechanics"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4349","name":"Pyrite Rat","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-4349"},{"primary_source_category":"Rulebooks","usage":"worn belt","source":["Pathfinder Beginner Box: Game Master's Guide","Secrets of the Unlit Star Game Master's Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":8500,"legacy_id":["equipment-913"],"trait":["Invested","Magical"],"id":"equipment-4350","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Belt of Good Health Source Pathfinder Beginner Box: Game Master's Guide pg. 54, Secrets of the Unlit Star Game Master's Guide pg. 62 Price 85 gp Usage worn belt Bulk L --- When you put on this belt, its silver buckle begins to glow, which slowly spreads into the heart-shaped jewel in the center. You increase your maximum Hit Points and current Hit Points by 4. If you remove the belt, you immediately decrease both your maximum and current HP by 4. \" Note from Nethys : If these items are being used for Beginner Box content then you can ignore the Invested trait; this trait is not used in Beginner Box material. ","skill_mod":{},"summary":"When you put on this belt, its silver buckle begins to glow, which slowly spreads into the heart-shaped jewel in the center. You increase your …","primary_source":"Pathfinder Beginner Box: Game Master's Guide","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4350","name":"Belt of Good Health","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-4350"},{"primary_source_category":"Rulebooks","source":["Pathfinder Beginner Box: Game Master's Guide","Secrets of the Unlit Star Game Master's Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":6000,"legacy_id":["equipment-907"],"trait":["Magical"],"id":"equipment-4351","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Hunter's Bow Source Pathfinder Beginner Box: Game Master's Guide pg. 51, Secrets of the Unlit Star Game Master's Guide pg. 59 Price 60 gp Bulk 1 Base Weapon Shortbow --- Stealthy hunters and rogues can use this +1 magic shortbow to attack from hiding. If you use this bow to Strike a target that can't see you and you get a critical hit, the target takes an extra 1d6 damage (this is in addition to sneak attack damage if you're a rogue).\n","skill_mod":{},"summary":"Stealthy hunters and rogues can use this +1 magic shortbow to attack from hiding. If you use this bow to Strike a target that can't see you and …","primary_source":"Pathfinder Beginner Box: Game Master's Guide","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4351","base_item":["Shortbow"],"name":"Hunter's Bow","bulk":1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-4351"},{"primary_source_category":"Rulebooks","source":["Pathfinder Beginner Box: Game Master's Guide","Secrets of the Unlit Star Game Master's Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":6000,"legacy_id":["equipment-908"],"trait":["Fire","Magical"],"id":"equipment-4352","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Smoking Sword Source Pathfinder Beginner Box: Game Master's Guide pg. 51, Secrets of the Unlit Star Game Master's Guide pg. 59 Price 60 gp Bulk 1 Base Weapon Longsword --- Smoke constantly belches from this +1 magic longsword . Any hit with this sword deals 1 extra fire damage. You can use a special action while holding the sword to command the blade's edges to light on fire. Activate Single Action concentrate; Effect Until the end of your turn, the blade deals 1d6 extra fire damage instead of just 1. After you use this action, you can't use it again for 10 minutes.\n","element":["Fire"],"skill_mod":{},"summary":"Smoke constantly belches from this +1 magic longsword . Any hit with this sword deals 1 extra fire damage. You can use a special action while …","primary_source":"Pathfinder Beginner Box: Game Master's Guide","trait_group":["Energy","Elemental","Planar","Monster","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4352","base_item":["Longsword"],"name":"Smoking Sword","bulk":1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-4352"},{"primary_source_category":"Rulebooks","source":["Pathfinder Beginner Box: Game Master's Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":6000,"legacy_id":["equipment-909"],"trait":["Electricity","Magical"],"id":"equipment-4353","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Storm Hammer Source Pathfinder Beginner Box: Game Master's Guide pg. 51 Price 60 gp Bulk 1 Base Weapon Warhammer --- Sparks of crackling electricity arc from this +1 magic warhammer , and the head thrums with distant thunder. Any hit with this hammer deals 1 extra electricity damage. You can use a special action while holding the hammer to transform the sparks into lightning bolts. Activate Single Action concentrate; Effect Until the end of your turn, the hammer deals 1d6 extra electricity damage instead of just 1. After you use this action, you can't use it again for 10 minutes.\n","skill_mod":{},"summary":"Sparks of crackling electricity arc from this +1 magic warhammer , and the head thrums with distant thunder. Any hit with this hammer deals 1 …","primary_source":"Pathfinder Beginner Box: Game Master's Guide","trait_group":["Energy","Monster","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4353","base_item":["Warhammer"],"name":"Storm Hammer","bulk":1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-4353"},{"primary_source_category":"Rulebooks","source":["Pathfinder Beginner Box: Game Master's Guide","Secrets of the Unlit Star Game Master's Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":15000,"legacy_id":["equipment-910"],"trait":["Magical","Poison"],"id":"equipment-4354","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Poisonous Dagger Source Pathfinder Beginner Box: Game Master's Guide pg. 51, Secrets of the Unlit Star Game Master's Guide pg. 59 Price 150 gp Bulk L Base Weapon Dagger --- This +1 striking dagger has an image of a snake emblazoned on its blade. When you critically succeed at an attack roll with the dagger, magical fangs emerge and poison the target, dealing 1d4 persistent poison damage.\n","skill_mod":{},"summary":"This +1 striking dagger has an image of a snake emblazoned on its blade. When you critically succeed at an attack roll with the dagger, magical …","primary_source":"Pathfinder Beginner Box: Game Master's Guide","trait_group":["Mechanics","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4354","base_item":["Dagger"],"name":"Poisonous Dagger","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-4354"},{"skill_mod":{},"summary":"Frost covers the head of this +1 magic maul . Any hit with this maul deals 1 extra cold damage. You can use a special action to transform the …","primary_source":"Secrets of the Unlit Star Game Master's Guide","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","source":["Secrets of the Unlit Star Game Master's Guide"],"type":"Item","item_category":"Weapons","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4355","weakness":{},"price":6000,"base_item":["Maul"],"name":"Glacier Hammer","id":"equipment-4355","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Glacier Hammer Source Secrets of the Unlit Star Game Master's Guide pg. 59 Price 60 gp Bulk 2 Base Weapon Maul --- Frost covers the head of this +1 magic maul . Any hit with this maul deals 1 extra cold damage. You can use a special action to transform the frost into giant icicles. Activate Single Action (Concentrate)Grow Icicles; Effect Until the end of your turn, the maul deals 1d6 extra cold damage instead of just 1. After you activate the glacier hammer , you can't activate it again for 10 minutes.\n","bulk":2,"category":"equipment","rarity":"common","slug":"equipment-4355"},{"skill_mod":{},"summary":"Glowing runes cover these +1 striking handwraps of mighty blows . When you critically hit an enemy with a Strike as part of a Flurry of Blows, you …","primary_source":"Secrets of the Unlit Star Game Master's Guide","primary_source_category":"Rulebooks","level":5,"usage":"worn gloves","source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","source":["Secrets of the Unlit Star Game Master's Guide"],"type":"Item","item_category":"Worn Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4356","weakness":{},"price":15000,"name":"Restorative Handwraps","id":"equipment-4356","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Restorative Handwraps Source Secrets of the Unlit Star Game Master's Guide pg. 60 Price 150 gp Usage worn gloves --- Glowing runes cover these +1 striking handwraps of mighty blows . When you critically hit an enemy with a Strike as part of a Flurry of Blows, you can regain 4 Hit Points. This is a healing vitality effect. The handwraps can heal you only once every 10 minutes.\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-4356"},{"skill_mod":{},"summary":"This armor is easily doffed. A set of armor with armor latches gains the noisy trait; you can’t add latches to armor that already possesses the …","primary_source":"Treasure Vault","trait_group":["Equipment"],"primary_source_category":"Rulebooks","level":1,"usage":"applied to armor","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Adjustments","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4357","weakness":{},"price":400,"name":"Armor Latches","trait":["Adjustment"],"id":"equipment-4357","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Armor Latches Source Treasure Vault pg. 11 Price 4 gp Usage applied to armor --- This armor is easily doffed. A set of armor with armor latches gains the noisy trait; you can’t add latches to armor that already possesses the noisy trait. You can remove a set of armor with armor latches with a 3-action activity, which has the manipulate trait. This doesn’t affect the time it takes to don the armor.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4357"},{"skill_mod":{},"summary":"The storage adjustment fits the armor or clothing with belts, buckles, pouches, and loops for holding and storing tools. Countless fasteners make the …","primary_source":"Treasure Vault","trait_group":["Equipment"],"primary_source_category":"Rulebooks","level":0,"usage":"applied to armor or unarmored defense clothing","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Adjustments","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4358","weakness":{},"price":100,"name":"Storage","trait":["Adjustment"],"id":"equipment-4358","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Storage Source Treasure Vault pg. 11 Price 1 gp Usage applied to armor or unarmored defense clothing Bulk L --- The storage adjustment fits the armor or clothing with belts, buckles, pouches, and loops for holding and storing tools. Countless fasteners make the armor as jangly as chain mail. While wearing armor with this adjustment, you can wear up to 3 Bulk of tools instead of the usual 2. However, the armor acquires the noisy trait. If it already has the noisy trait, increase its penalty to Stealth checks by 1.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4358"},{"skill_mod":{},"summary":"A suit of armor with this adjustment incorporates short, flexible harnesses meant to connect weapons to each of its vambraces. These harnesses can …","primary_source":"Treasure Vault","trait_group":["Equipment","Rarity"],"primary_source_category":"Rulebooks","level":1,"usage":"applied to armor","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Adjustments","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4359","weakness":{},"price":600,"name":"Weapon Harness","trait":["Adjustment","Uncommon"],"id":"equipment-4359","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Weapon Harness Source Treasure Vault pg. 11 Price 6 gp Usage applied to armor Bulk L --- A suit of armor with this adjustment incorporates short, flexible harnesses meant to connect weapons to each of its vambraces. These harnesses can each be connected to a melee weapon of light Bulk or less. Attaching or removing a weapon takes an Interact action. Someone else can attach or remove a weapon if you’re willing to let them or you’re unable to act. You must remove a weapon from its mount before you can completely Release or otherwise stow it. You gain a +1 circumstance bonus to your Reflex DC against attempts to Disarm you of a weapon connected to the armor. If the weapon would be knocked from your grasp or you would drop it, the weapon dangles from the bracer by its harness rather than falling to the ground. You can regain control of the weapon in the normal time it takes you to draw it. Attaching a weapon to a weapon harness prevents you from throwing it or using other abilities that would require it to leave your person.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4359"},{"item_child_id":["equipment-4360-3904","equipment-4360-3905"],"primary_source_category":"Rulebooks","usage":"etched onto heavy armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"necromancy","trait":["Magical","Necromancy"],"id":"equipment-4360","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Advancing Source Treasure Vault pg. 12 Usage etched onto heavy armor Bulk L --- This rune charges up as you defeat your foes, driving you forward across the battlefield with every victory. Activate Free Action command; Requirements Your last action or activity reduced an enemy to 0 Hit Points; Effect You Stride up to 15 feet. This movement doesn’t trigger reactions. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Advancing Source Treasure Vault pg. 12 Price 625 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Advancing (Greater) Source Treasure Vault pg. 12 Price 8,000 gp --- You can Stride up to your Speed instead of 15 feet.","skill_mod":{},"summary":"This rune charges up as you defeat your foes, driving you forward across the battlefield with every victory. ","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4360","name":"Advancing","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4360"},{"primary_source_category":"Rulebooks","usage":"etched onto heavy armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-4360","weakness":{},"school":"necromancy","price":62500,"trait":["Magical","Necromancy"],"id":"equipment-4360-3904","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Advancing Source Treasure Vault pg. 12 Usage etched onto heavy armor Bulk L --- This rune charges up as you defeat your foes, driving you forward across the battlefield with every victory. Activate Free Action command; Requirements Your last action or activity reduced an enemy to 0 Hit Points; Effect You Stride up to 15 feet. This movement doesn’t trigger reactions. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Advancing Source Treasure Vault pg. 12 Price 625 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Advancing (Greater) Source Treasure Vault pg. 12 Price 8,000 gp --- You can Stride up to your Speed instead of 15 feet.","skill_mod":{},"summary":"This rune charges up as you defeat your foes, driving you forward across the battlefield with every victory.","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4360","name":"Advancing","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4360-3904"},{"primary_source_category":"Rulebooks","usage":"etched onto heavy armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-4360","weakness":{},"school":"necromancy","price":800000,"trait":["Magical","Necromancy"],"id":"equipment-4360-3905","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Advancing Source Treasure Vault pg. 12 Usage etched onto heavy armor Bulk L --- This rune charges up as you defeat your foes, driving you forward across the battlefield with every victory. Activate Free Action command; Requirements Your last action or activity reduced an enemy to 0 Hit Points; Effect You Stride up to 15 feet. This movement doesn’t trigger reactions. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Advancing Source Treasure Vault pg. 12 Price 625 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Advancing (Greater) Source Treasure Vault pg. 12 Price 8,000 gp --- You can Stride up to your Speed instead of 15 feet.","skill_mod":{},"summary":"You can Stride up to your Speed instead of 15 feet.","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4360","name":"Advancing (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4360-3905"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","price":22500,"trait":["Magical","Transmutation"],"id":"equipment-4361","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Aim-Aiding Source Treasure Vault pg. 12 Price 225 gp Usage etched onto armor --- Armor etched with this rune aids in routing ranged attacks aimed at an enemy around you. You don’t provide enemies cover against your allies’ ranged attacks.\n","skill_mod":{},"summary":"Armor etched with this rune aids in routing ranged attacks aimed at an enemy around you. You don’t provide enemies cover against your allies’ …","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4361","name":"Aim-Aiding","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4361"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","price":12500,"trait":["Magical","Transmutation"],"id":"equipment-4362","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Assisting Source Treasure Vault pg. 12 Price 125 gp Usage etched onto armor --- Your armor provides support for your joints or advanced prostheses for missing limbs, holding your body in place and easing physical symptoms. This replicates the benefits of any number of splints, supports, and prostheses. When you invest the armor, you determine how many such supports you want, and where on your body they assist you. In addition, the extra support and structure provided by the armor allows you to transport more than you would otherwise normally be able to. You can carry Bulk equal to 6 + your Strength modifier before becoming encumbered, and you can hold and carry a total Bulk of up to 11 + your Strength modifier.\n","skill_mod":{},"summary":"Your armor provides support for your joints or advanced prostheses for missing limbs, holding your body in place and easing physical symptoms. This …","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4362","name":"Assisting","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4362"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","price":260000,"trait":["Abjuration","Magical"],"id":"equipment-4363","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Energy Adaptive Source Treasure Vault pg. 12 Price 2,600 gp Usage etched onto armor --- A complex pattern of protective symbols gives protection against various forms of energy, but only part of the runic structure can be active at a given time. Activate Reaction envision; Frequency once per hour; Trigger You take acid, cold, electricity, or fire damage; Effect You gain resistance 5 to the triggering damage type. This doesn’t apply to the triggering damage. This resistance lasts until you Activate this rune again or the armor is no longer invested by you.\n","skill_mod":{},"summary":"A complex pattern of protective symbols gives protection against various forms of energy, but only part of the runic structure can be active at a …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4363","name":"Energy Adaptive","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4363"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","price":45000,"trait":["Magical","Transmutation"],"id":"equipment-4364","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Gliding Source Treasure Vault pg. 12 Price 450 gp Usage etched onto armor --- The armor allows you to make a controlled descent. Activate Single Action command; Effect You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. Provided you spend at least 1 action gliding on your turn and haven’t yet reached the ground, you remain in the air at the end of your turn. Otherwise, you fall.\n","skill_mod":{},"summary":"The armor allows you to make a controlled descent. ","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4364","name":"Gliding","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4364"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","price":180000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-4365","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Immovable Source Treasure Vault pg. 12 Price 1,800 gp Usage etched onto armor --- This rune utilizes magical principles used in an immovable rod . Activate Single Action Interact; Frequency once per day; Effect Your armor anchors you in place, even defying gravity, rendering you immobilized until you Dismiss the Activation. While you’re immobilized in this way, you can be moved only if a creature succeeds at a DC 40 Athletics check to Force Open your armor. You can also be moved if 8,000 pounds of pressure are placed upon you, though this is likely fatal.\n","skill_mod":{},"summary":"This rune utilizes magical principles used in an immovable rod . ","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4365","name":"Immovable","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4365"},{"primary_source_category":"Rulebooks","usage":"etched onto metal armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","price":90000,"trait":["Evocation","Magical"],"id":"equipment-4366","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Magnetizing Source Treasure Vault pg. 13 Price 900 gp Usage etched onto metal armor --- This rune alters the magnetic polarity of your armor, making other metal items drawn to it ever so slightly. You can amplify the magnetic power of the armor to keep another creature from getting away from you. Activate Single Action command; Frequency once per hour; Requirements A creature adjacent to you is made of metal or wearing metal armor; Effect You magnetize your armor. If you or the target attempt to move away from one another, treat each square as difficult terrain. This doesn’t affect movement that keeps you the same distance from one another, so you could still Step if you remained adjacent to the target. This effect ends once either of you is no longer adjacent to the other at the end of an action. This Activation might work on some creatures partially made of metal, such as those with metal scales, as determined by the GM. Likewise, the GM might determine some metal creatures are non-magnetic, depending on the metal they’re made of.\n","skill_mod":{},"summary":"This rune alters the magnetic polarity of your armor, making other metal items drawn to it ever so slightly. You can amplify the magnetic power of …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4366","name":"Magnetizing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4366"},{"primary_source_category":"Rulebooks","usage":"etched onto light armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"illusion","price":800000,"trait":["Illusion","Magical"],"id":"equipment-4367","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Misleading Source Treasure Vault pg. 13 Price 8,000 gp Usage etched onto light armor --- This rune attempts to obfuscate your location through illusory trickery. When you’re concealed, the DC of the flat check to target you with an effect is 6 instead of 5. Activate Two Actions command, envision; Frequency once per day; Effect The armor casts mislead , affecting you. It lasts until the end of your next turn\n","skill_mod":{},"summary":"This rune attempts to obfuscate your location through illusory trickery. When you’re concealed , the DC of the flat check to target you with an …","primary_source":"Treasure Vault","trait_group":["School","Monster","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4367","name":"Misleading","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4367"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","price":66000,"trait":["Magical","Transmutation"],"id":"equipment-4368","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Portable Source Treasure Vault pg. 13 Price 660 gp Usage etched onto armor --- This rune allows your armor to collapse into a disguised, portable form. Activate Three Actions command, envision, interact; Effect You doff your armor, which folds into another wearable object, such as a bangle or amulet with light Bulk. This wearable object has features that hint at the armor it hides. You aren’t wearing the armor while it’s in this form, but at the GM’s discretion, you can still activate properties that might feasibly come from the wearable item the armor has become. If the armor is in its portable form, you can use this activation to revert it to armor, which you can don in 1 minute.\n","skill_mod":{},"summary":"This rune allows your armor to collapse into a disguised, portable form. ","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4368","name":"Portable","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4368"},{"item_child_id":["equipment-4369-3906","equipment-4369-3907","equipment-4369-3908","equipment-4369-3909"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Magical"],"id":"equipment-4369","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Quenching Source Treasure Vault pg. 13 Usage etched onto armor --- This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Quenching Source Treasure Vault pg. 13 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Quenching (Greater) Source Treasure Vault pg. 13 Price 1,000 gp --- The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance). <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Quenching (Major) Source Treasure Vault pg. 13 Price 4,500 gp --- The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Quenching (True) Source Treasure Vault pg. 13 Price 24,000 gp --- The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent acid or fire damage).","skill_mod":{},"summary":"This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4369","name":"Quenching","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4369"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-4369","weakness":{},"school":"abjuration","price":25000,"trait":["Abjuration","Magical"],"id":"equipment-4369-3906","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Quenching Source Treasure Vault pg. 13 Usage etched onto armor --- This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Quenching Source Treasure Vault pg. 13 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Quenching (Greater) Source Treasure Vault pg. 13 Price 1,000 gp --- The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance). <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Quenching (Major) Source Treasure Vault pg. 13 Price 4,500 gp --- The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Quenching (True) Source Treasure Vault pg. 13 Price 24,000 gp --- The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent acid or fire damage).","skill_mod":{},"summary":"This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4369","name":"Quenching","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4369-3906"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-4369","weakness":{},"school":"abjuration","price":100000,"trait":["Abjuration","Magical"],"id":"equipment-4369-3907","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Quenching Source Treasure Vault pg. 13 Usage etched onto armor --- This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Quenching Source Treasure Vault pg. 13 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Quenching (Greater) Source Treasure Vault pg. 13 Price 1,000 gp --- The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance). <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Quenching (Major) Source Treasure Vault pg. 13 Price 4,500 gp --- The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Quenching (True) Source Treasure Vault pg. 13 Price 24,000 gp --- The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent acid or fire damage).","skill_mod":{},"summary":"The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance).","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4369","name":"Quenching (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4369-3907"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-4369","weakness":{},"school":"abjuration","price":450000,"trait":["Abjuration","Magical"],"id":"equipment-4369-3908","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Quenching Source Treasure Vault pg. 13 Usage etched onto armor --- This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Quenching Source Treasure Vault pg. 13 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Quenching (Greater) Source Treasure Vault pg. 13 Price 1,000 gp --- The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance). <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Quenching (Major) Source Treasure Vault pg. 13 Price 4,500 gp --- The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Quenching (True) Source Treasure Vault pg. 13 Price 24,000 gp --- The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent acid or fire damage).","skill_mod":{},"summary":"The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance).","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4369","name":"Quenching (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4369-3908"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-4369","weakness":{},"school":"abjuration","price":2400000,"trait":["Abjuration","Magical"],"id":"equipment-4369-3909","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Quenching Source Treasure Vault pg. 13 Usage etched onto armor --- This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Quenching Source Treasure Vault pg. 13 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Quenching (Greater) Source Treasure Vault pg. 13 Price 1,000 gp --- The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance). <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Quenching (Major) Source Treasure Vault pg. 13 Price 4,500 gp --- The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Quenching (True) Source Treasure Vault pg. 13 Price 24,000 gp --- The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent acid or fire damage).","skill_mod":{},"summary":"The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent acid or fire damage).","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4369","name":"Quenching (True)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4369-3909"},{"remaster_name":["Spellwatch"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","price":300000,"trait":["Abjuration","Magical"],"id":"equipment-4370","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Spellbreaking Source Treasure Vault pg. 13 Price 3,000 gp Usage etched onto armor --- Counter-runes specific to a particular school of magic provide protections against that school. You gain a +1 status bonus to saving throws and AC against one school of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. The crafter chooses the school when creating the rune.\n","skill_mod":{},"summary":"Counter-runes specific to a particular school of magic provide protections against that school. You gain a +1 status bonus to saving throws and AC …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4370","name":"Spellbreaking","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4370"},{"item_child_id":["equipment-4371-3910","equipment-4371-3911","equipment-4371-3912"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","trait":["Magical","Transmutation"],"id":"equipment-4371","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Swallow-Spike Source Treasure Vault pg. 13 PFS Note Attacks made by armor with the swallow-spike rune apply the Multiple Attack Penalty as if you had made them with another weapon. Usage etched onto armor --- Your armor responds to your desire to break free of a creature grabbing you by growing spikes. Activate Reaction envision (attack) Trigger You become grabbed, restrained, or otherwise held immobilized in a creature’s grasp, such as by being engulfed or swallowed; Effect Your armor suddenly grows spikes, attacking the triggering creature. The armor makes a melee attack with an attack modifier of +14 that deals 2d6 piercing damage. If the creature is swallowing or engulfing you, the attack deals an additional 1d6 damage, and damage from this attack can cut you free if it equals or exceeds the Rupture value of the immobilizing ability. This attack gets an item bonus to the attack roll equal to the armor’s item bonus to your AC and an item bonus to damage equal to double that amount. Activate Single Action envision (attack) Requirements You’re being held immobilized as described in the rune’s other activation; Effect Your armor attacks the creature immobilizing you. The armor makes a melee attack against the creature, as described in the rune’s other activation. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Swallow-Spike Source Treasure Vault pg. 13 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Swallow-Spike (Greater) Source Treasure Vault pg. 13 Price 1,750 gp --- The attack modifier increases to +22, the damage increases to 3d6, and the extra damage to an engulfing or swallowing creature increases to 2d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Swallow-Spike (Major) Source Treasure Vault pg. 13 Price 19,250 gp --- The attack modifier increases to +28, the damage increases to 5d6, and the extra damage to an engulfing or swallowing creature increases to 3d6.","skill_mod":{},"summary":"Your armor responds to your desire to break free of a creature grabbing you by growing spikes. ","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4371","name":"Swallow-Spike","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4371"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-4371","weakness":{},"school":"transmutation","price":20000,"trait":["Magical","Transmutation"],"id":"equipment-4371-3910","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Swallow-Spike Source Treasure Vault pg. 13 PFS Note Attacks made by armor with the swallow-spike rune apply the Multiple Attack Penalty as if you had made them with another weapon. Usage etched onto armor --- Your armor responds to your desire to break free of a creature grabbing you by growing spikes. Activate Reaction envision (attack) Trigger You become grabbed, restrained, or otherwise held immobilized in a creature’s grasp, such as by being engulfed or swallowed; Effect Your armor suddenly grows spikes, attacking the triggering creature. The armor makes a melee attack with an attack modifier of +14 that deals 2d6 piercing damage. If the creature is swallowing or engulfing you, the attack deals an additional 1d6 damage, and damage from this attack can cut you free if it equals or exceeds the Rupture value of the immobilizing ability. This attack gets an item bonus to the attack roll equal to the armor’s item bonus to your AC and an item bonus to damage equal to double that amount. Activate Single Action envision (attack) Requirements You’re being held immobilized as described in the rune’s other activation; Effect Your armor attacks the creature immobilizing you. The armor makes a melee attack against the creature, as described in the rune’s other activation. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Swallow-Spike Source Treasure Vault pg. 13 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Swallow-Spike (Greater) Source Treasure Vault pg. 13 Price 1,750 gp --- The attack modifier increases to +22, the damage increases to 3d6, and the extra damage to an engulfing or swallowing creature increases to 2d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Swallow-Spike (Major) Source Treasure Vault pg. 13 Price 19,250 gp --- The attack modifier increases to +28, the damage increases to 5d6, and the extra damage to an engulfing or swallowing creature increases to 3d6.","skill_mod":{},"summary":"Your armor responds to your desire to break free of a creature grabbing you by growing spikes.","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4371","name":"Swallow-Spike","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4371-3910"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-4371","weakness":{},"school":"transmutation","price":175000,"trait":["Magical","Transmutation"],"id":"equipment-4371-3911","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Swallow-Spike Source Treasure Vault pg. 13 PFS Note Attacks made by armor with the swallow-spike rune apply the Multiple Attack Penalty as if you had made them with another weapon. Usage etched onto armor --- Your armor responds to your desire to break free of a creature grabbing you by growing spikes. Activate Reaction envision (attack) Trigger You become grabbed, restrained, or otherwise held immobilized in a creature’s grasp, such as by being engulfed or swallowed; Effect Your armor suddenly grows spikes, attacking the triggering creature. The armor makes a melee attack with an attack modifier of +14 that deals 2d6 piercing damage. If the creature is swallowing or engulfing you, the attack deals an additional 1d6 damage, and damage from this attack can cut you free if it equals or exceeds the Rupture value of the immobilizing ability. This attack gets an item bonus to the attack roll equal to the armor’s item bonus to your AC and an item bonus to damage equal to double that amount. Activate Single Action envision (attack) Requirements You’re being held immobilized as described in the rune’s other activation; Effect Your armor attacks the creature immobilizing you. The armor makes a melee attack against the creature, as described in the rune’s other activation. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Swallow-Spike Source Treasure Vault pg. 13 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Swallow-Spike (Greater) Source Treasure Vault pg. 13 Price 1,750 gp --- The attack modifier increases to +22, the damage increases to 3d6, and the extra damage to an engulfing or swallowing creature increases to 2d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Swallow-Spike (Major) Source Treasure Vault pg. 13 Price 19,250 gp --- The attack modifier increases to +28, the damage increases to 5d6, and the extra damage to an engulfing or swallowing creature increases to 3d6.","skill_mod":{},"summary":"The attack modifier increases to +22, the damage increases to 3d6, and the extra damage to an engulfing or swallowing creature increases to 2d6.","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4371","name":"Swallow-Spike (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4371-3911"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-4371","weakness":{},"school":"transmutation","price":1925000,"trait":["Magical","Transmutation"],"id":"equipment-4371-3912","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Swallow-Spike Source Treasure Vault pg. 13 PFS Note Attacks made by armor with the swallow-spike rune apply the Multiple Attack Penalty as if you had made them with another weapon. Usage etched onto armor --- Your armor responds to your desire to break free of a creature grabbing you by growing spikes. Activate Reaction envision (attack) Trigger You become grabbed, restrained, or otherwise held immobilized in a creature’s grasp, such as by being engulfed or swallowed; Effect Your armor suddenly grows spikes, attacking the triggering creature. The armor makes a melee attack with an attack modifier of +14 that deals 2d6 piercing damage. If the creature is swallowing or engulfing you, the attack deals an additional 1d6 damage, and damage from this attack can cut you free if it equals or exceeds the Rupture value of the immobilizing ability. This attack gets an item bonus to the attack roll equal to the armor’s item bonus to your AC and an item bonus to damage equal to double that amount. Activate Single Action envision (attack) Requirements You’re being held immobilized as described in the rune’s other activation; Effect Your armor attacks the creature immobilizing you. The armor makes a melee attack against the creature, as described in the rune’s other activation. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Swallow-Spike Source Treasure Vault pg. 13 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Swallow-Spike (Greater) Source Treasure Vault pg. 13 Price 1,750 gp --- The attack modifier increases to +22, the damage increases to 3d6, and the extra damage to an engulfing or swallowing creature increases to 2d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Swallow-Spike (Major) Source Treasure Vault pg. 13 Price 19,250 gp --- The attack modifier increases to +28, the damage increases to 5d6, and the extra damage to an engulfing or swallowing creature increases to 3d6.","skill_mod":{},"summary":"The attack modifier increases to +28, the damage increases to 5d6, and the extra damage to an engulfing or swallowing creature increases to 3d6.","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4371","name":"Swallow-Spike (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4371-3912"},{"item_child_id":["equipment-4372-3913","equipment-4372-3914"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"transmutation","trait":["Invested","Magical","Transmutation"],"id":"equipment-4372","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Arachnid Harness Source Treasure Vault pg. 14 Usage worn armor Bulk 1 Base Armor Leather Armor --- This +1 leather armor has four knobbed ribs that wrap around the torso. The armor grants you resistance 2 to poison damage. Activate Single Action command; Frequency once per day; Effect The ribs from the armor spread into functional spider limbs. For 1 minute, you gain a climb Speed equal to half your land Speed and have your limbs free as you climb. If you use all your free limbs to help you Climb, your climb Speed equals your land Speed. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Arachnid Harness Source Treasure Vault pg. 14 Price 360 gp Craft Requirements The initial raw materials must include four intact legs from an ogre spider <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Arachnid Harness (Greater) Source Treasure Vault pg. 14 Price 700 gp --- The armor is +1 resilient leather armor , the resistance is 5, and the harness can be activated once every 10 minutes. Craft Requirements The initial raw materials must include four intact legs from a goliath spider","skill_mod":{},"summary":"This +1 leather armor has four knobbed ribs that wrap around the torso. The armor grants you resistance 2 to poison damage. ","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4372","base_item":["Leather Armor"],"name":"Arachnid Harness","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4372"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-4372","weakness":{},"school":"transmutation","price":36000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-4372-3913","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Arachnid Harness Source Treasure Vault pg. 14 Usage worn armor Bulk 1 Base Armor Leather Armor --- This +1 leather armor has four knobbed ribs that wrap around the torso. The armor grants you resistance 2 to poison damage. Activate Single Action command; Frequency once per day; Effect The ribs from the armor spread into functional spider limbs. For 1 minute, you gain a climb Speed equal to half your land Speed and have your limbs free as you climb. If you use all your free limbs to help you Climb, your climb Speed equals your land Speed. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Arachnid Harness Source Treasure Vault pg. 14 Price 360 gp Craft Requirements The initial raw materials must include four intact legs from an ogre spider <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Arachnid Harness (Greater) Source Treasure Vault pg. 14 Price 700 gp --- The armor is +1 resilient leather armor , the resistance is 5, and the harness can be activated once every 10 minutes. Craft Requirements The initial raw materials must include four intact legs from a goliath spider","skill_mod":{},"summary":"This +1 leather armor has four knobbed ribs that wrap around the torso. The armor grants you resistance 2 to poison damage.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4372","base_item":["Leather Armor"],"name":"Arachnid Harness","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4372-3913"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-4372","weakness":{},"school":"transmutation","price":70000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-4372-3914","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Arachnid Harness Source Treasure Vault pg. 14 Usage worn armor Bulk 1 Base Armor Leather Armor --- This +1 leather armor has four knobbed ribs that wrap around the torso. The armor grants you resistance 2 to poison damage. Activate Single Action command; Frequency once per day; Effect The ribs from the armor spread into functional spider limbs. For 1 minute, you gain a climb Speed equal to half your land Speed and have your limbs free as you climb. If you use all your free limbs to help you Climb, your climb Speed equals your land Speed. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Arachnid Harness Source Treasure Vault pg. 14 Price 360 gp Craft Requirements The initial raw materials must include four intact legs from an ogre spider <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Arachnid Harness (Greater) Source Treasure Vault pg. 14 Price 700 gp --- The armor is +1 resilient leather armor , the resistance is 5, and the harness can be activated once every 10 minutes. Craft Requirements The initial raw materials must include four intact legs from a goliath spider","skill_mod":{},"summary":"The armor is +1 resilient leather armor , the resistance is 5, and the harness can be activated once every 10 minutes.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4372","base_item":["Leather Armor"],"name":"Arachnid Harness (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4372-3914"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"conjuration","price":200000,"trait":["Conjuration","Invested","Magical"],"id":"equipment-4373","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Autumn's Embrace Source Treasure Vault pg. 14 Price 2,000 gp Usage worn armor Bulk 1 Base Armor Leaf Weave --- Woven by fey seamstresses as rewards for servants of nature, countless leaves continually changing colors in autumnal hues comprise autumn’s embrace, a suit of +2 invisibility resilient leaf weave . Leaves shed from the armor as they might fall in autumn. When activating the armor’s invisibility property rune, you disappear in a swirl of colorful leaves. Activate Two Actions command, envision (aura) Frequency once per day; Effect You call forth a storm of leaves from autumn’s embrace . These leaves swirl in a 20-foot emanation for 1 minute. Creatures within the area are concealed, and creatures outside the area are concealed to creatures within the leaves. However, you can see through this concealment. You can Dismiss the activation.\n","skill_mod":{},"summary":"Woven by fey seamstresses as rewards for servants of nature, countless leaves continually changing colors in autumnal hues comprise autumn’s embrace, …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4373","base_item":["Leaf Weave"],"name":"Autumn's Embrace","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4373"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"enchantment","price":175000,"skill":["Diplomacy"],"trait":["Enchantment","Invested","Magical","Uncommon"],"id":"equipment-4374","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Bastion of the Inheritor Source Treasure Vault pg. 14 Price 1,750 gp Usage worn armor Bulk 5 Base Armor Bastion Plate --- Worn by Iomedae’s prestigious knights, this +2 resilient bastion plate is emblazoned with the Inheritor’s religious symbol and sports a white cloak. While the cloak is white, this armor grants you a +2 item bonus to Diplomacy checks to Make an Impression, provided your target has no enmity toward Iomedae. Activate Single Action command; Effect The armor’s cloak becomes red for 1 minute. As long as the cloak is red, you gain the benefits of the armor’s deflect melee trait without needing to spend an additional action to activate it during each turn. Craft Requirements You worship Iomedae.\n","skill_mod":{},"summary":"Worn by Iomedae’s prestigious knights, this +2 resilient bastion plate is emblazoned with the Inheritor’s religious symbol and sports a white …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4374","base_item":["Bastion Plate"],"name":"Bastion of the Inheritor","bulk":5,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4374"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"abjuration","price":850000,"trait":["Abjuration","Invested","Magical"],"id":"equipment-4375","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Black Hole Armor Source Treasure Vault pg. 14 Price 8,500 gp Usage worn armor Bulk 5 Base Armor Fortress Plate --- The joints of this black +2 greater resilient fortification fortress plate look like swirling vortices of silver. Non‑magical ammunition and thrown weapons aimed at you are destroyed after they hit you and deal damage or miss you. You also have resistance 10 to physical damage from ranged attacks. When an enemy’s ranged attack misses you or hits you and deals no damage, the armor absorbs the projectile. When it has absorbed six projectiles, the armor glows at the joints. Activate Reaction Interact; Frequency once per minute; Trigger A ranged weapon Strike targets a creature within 20 feet of you and the attacker hasn’t yet rolled its attack; Effect The triggering Strike targets you instead of its intended target. Activate Single Action Interact; Requirements The black hole armor has absorbed six or more projectiles; Effect All the projectiles absorbed by the armor appear out of thin air, as though transported there, falling in a 10-foot burst within 120 feet of you. Each creature in the burst takes 10d8 piercing damage with a DC 35 Reflex save. The absorbed projectiles are all expended, and the armor’s joints stop glowing.\n","skill_mod":{},"summary":"The joints of this black +2 greater resilient fortification fortress plate look like swirling vortices of silver . Non‑magical ammunition …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4375","base_item":["Fortress Plate"],"name":"Black Hole Armor","bulk":5,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4375"},{"item_child_id":["equipment-4376-3915","equipment-4376-3916","equipment-4376-3917"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Invested","Magical"],"id":"equipment-4376","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Blade Byrnie Source Treasure Vault pg. 15 Usage worn armor Bulk 1 Base Armor Chain Shirt --- Instead of chain links, this +1 chain shirt is assembled from metal “leaves” that each resemble a small blade. Activate Single Action Interact; Effect You pull a link from the armor, which transforms into a +1 striking dagger . The dagger disappears and reappears as a link in the armor after you Strike with it, or at the end of this turn if you don’t make a Strike. You can Activate the blade byrnie in place of an Interact action to draw a weapon for abilities such as the Quick Draw feat. Upgrading the runes on the blade byrnie makes the daggers pulled from it more powerful. The daggers have a +2 weapon potency rune if the armor has a +2 armor potency rune, or a +3 weapon potency rune if the armor has a +3 armor potency rune. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Blade Byrnie Source Treasure Vault pg. 15 Price 360 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Blade Byrnie (Greater) Source Treasure Vault pg. 15 Price 3,000 gp --- The armor is a +2 resilient chain shirt . The daggers are +2 greater striking daggers . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Blade Byrnie (Major) Source Treasure Vault pg. 15 Price 35,000 gp --- The armor is a +3 greater resilient chain shirt . The daggers are +3 greater striking daggers .","skill_mod":{},"summary":"Instead of chain links, this +1 chain shirt is assembled from metal “leaves” that each resemble a small blade. ","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4376","base_item":["Chain Shirt"],"name":"Blade Byrnie","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4376"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-4376","weakness":{},"school":"conjuration","price":36000,"trait":["Conjuration","Invested","Magical"],"id":"equipment-4376-3915","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Blade Byrnie Source Treasure Vault pg. 15 Usage worn armor Bulk 1 Base Armor Chain Shirt --- Instead of chain links, this +1 chain shirt is assembled from metal “leaves” that each resemble a small blade. Activate Single Action Interact; Effect You pull a link from the armor, which transforms into a +1 striking dagger . The dagger disappears and reappears as a link in the armor after you Strike with it, or at the end of this turn if you don’t make a Strike. You can Activate the blade byrnie in place of an Interact action to draw a weapon for abilities such as the Quick Draw feat. Upgrading the runes on the blade byrnie makes the daggers pulled from it more powerful. The daggers have a +2 weapon potency rune if the armor has a +2 armor potency rune, or a +3 weapon potency rune if the armor has a +3 armor potency rune. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Blade Byrnie Source Treasure Vault pg. 15 Price 360 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Blade Byrnie (Greater) Source Treasure Vault pg. 15 Price 3,000 gp --- The armor is a +2 resilient chain shirt . The daggers are +2 greater striking daggers . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Blade Byrnie (Major) Source Treasure Vault pg. 15 Price 35,000 gp --- The armor is a +3 greater resilient chain shirt . The daggers are +3 greater striking daggers .","skill_mod":{},"summary":"Instead of chain links, this +1 chain shirt is assembled from metal “leaves” that each resemble a small blade.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4376","base_item":["Chain Shirt"],"name":"Blade Byrnie","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4376-3915"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-4376","weakness":{},"school":"conjuration","price":300000,"trait":["Conjuration","Invested","Magical"],"id":"equipment-4376-3916","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Blade Byrnie Source Treasure Vault pg. 15 Usage worn armor Bulk 1 Base Armor Chain Shirt --- Instead of chain links, this +1 chain shirt is assembled from metal “leaves” that each resemble a small blade. Activate Single Action Interact; Effect You pull a link from the armor, which transforms into a +1 striking dagger . The dagger disappears and reappears as a link in the armor after you Strike with it, or at the end of this turn if you don’t make a Strike. You can Activate the blade byrnie in place of an Interact action to draw a weapon for abilities such as the Quick Draw feat. Upgrading the runes on the blade byrnie makes the daggers pulled from it more powerful. The daggers have a +2 weapon potency rune if the armor has a +2 armor potency rune, or a +3 weapon potency rune if the armor has a +3 armor potency rune. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Blade Byrnie Source Treasure Vault pg. 15 Price 360 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Blade Byrnie (Greater) Source Treasure Vault pg. 15 Price 3,000 gp --- The armor is a +2 resilient chain shirt . The daggers are +2 greater striking daggers . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Blade Byrnie (Major) Source Treasure Vault pg. 15 Price 35,000 gp --- The armor is a +3 greater resilient chain shirt . The daggers are +3 greater striking daggers .","skill_mod":{},"summary":"The armor is a +2 resilient chain shirt . The daggers are +2 greater striking daggers .","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4376","base_item":["Chain Shirt"],"name":"Blade Byrnie (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4376-3916"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-4376","weakness":{},"school":"conjuration","price":3500000,"trait":["Conjuration","Invested","Magical"],"id":"equipment-4376-3917","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Blade Byrnie Source Treasure Vault pg. 15 Usage worn armor Bulk 1 Base Armor Chain Shirt --- Instead of chain links, this +1 chain shirt is assembled from metal “leaves” that each resemble a small blade. Activate Single Action Interact; Effect You pull a link from the armor, which transforms into a +1 striking dagger . The dagger disappears and reappears as a link in the armor after you Strike with it, or at the end of this turn if you don’t make a Strike. You can Activate the blade byrnie in place of an Interact action to draw a weapon for abilities such as the Quick Draw feat. Upgrading the runes on the blade byrnie makes the daggers pulled from it more powerful. The daggers have a +2 weapon potency rune if the armor has a +2 armor potency rune, or a +3 weapon potency rune if the armor has a +3 armor potency rune. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Blade Byrnie Source Treasure Vault pg. 15 Price 360 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Blade Byrnie (Greater) Source Treasure Vault pg. 15 Price 3,000 gp --- The armor is a +2 resilient chain shirt . The daggers are +2 greater striking daggers . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Blade Byrnie (Major) Source Treasure Vault pg. 15 Price 35,000 gp --- The armor is a +3 greater resilient chain shirt . The daggers are +3 greater striking daggers .","skill_mod":{},"summary":"The armor is a +3 greater resilient chain shirt . The daggers are +3 greater striking daggers .","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4376","base_item":["Chain Shirt"],"name":"Blade Byrnie (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4376-3917"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"divination","price":25000,"trait":["Divination","Evil","Invested","Magical","Uncommon"],"id":"equipment-4377","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Devil's Bargain Source Treasure Vault pg. 15 Price 250 gp Usage worn armor Bulk L Base Armor Studded Leather Armor --- Those favored by Asmodeus can be found wearing this +1 studded leather , which is lacquered in red and black. Activate Reaction envision (fortune) Frequency once per day; Trigger You critically fail an attack roll, check, or saving throw; Effect You offer a prayer to Asmodeus, who accepts under a reciprocal condition. Reroll the triggering roll with a +2 circumstance bonus and use the higher result. If this reroll improves your degree of success, the GM can later reroll one Strike against you, one saving throw against your abilities, or one secret check or saving throw you make. This is a fortune effect if used on a Strike or save against you, or a misfortune effect if used on your secret check or saving throw. The GM must use this reroll before the end of the last day you activated the armor.\n","skill_mod":{},"summary":"Those favored by Asmodeus can be found wearing this +1 studded leather , which is lacquered in red and black. ","primary_source":"Treasure Vault","trait_group":["School","Alignment","Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4377","base_item":["Studded Leather Armor"],"name":"Devil's Bargain","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4377"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"abjuration","price":70000,"trait":["Abjuration","Invested","Magical"],"id":"equipment-4378","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Dragon Turtle Plate Source Treasure Vault pg. 15 Price 700 gp Usage worn armor Bulk 3 Base Armor Half Plate --- This harness of +1 resilient half plate is made from the shell plates of a dragon turtle and has the aquadynamic trait. Fashioned from organic material, the suit is one of the few heavy armors not anathema to druids. Activate Reaction Interact; Trigger A creature adjacent to you targets you with a melee attack; Effect You roll the hefty plates of the dragon turtle armor toward the attacker to gain a +1 circumstance bonus to AC against the triggering attack. Craft Requirements The initial raw materials must include the shell of a dragon turtle.\n","skill_mod":{},"summary":"This harness of +1 resilient half plate is made from the shell plates of a dragon turtle and has the aquadynamic trait. Fashioned from …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4378","base_item":["Half Plate"],"name":"Dragon Turtle Plate","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4378"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"evocation","price":300000,"trait":["Evocation","Invested","Light","Magical"],"id":"equipment-4379","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Energizing Lattice Source Treasure Vault pg. 15 Price 3,000 gp Usage worn armor Bulk 2 Base Armor Lattice Armor --- This suit of +2 resilient fortification lattice armor has latticework of fine golden wire. After negating a critical hit with its fortification rune, the latticework glows for 1 minute, shedding bright light in a 20-foot radius (and dim light for the next 20 feet). You can Dismiss this light. Activate Two Actions envision (force) Requirements The energizing lattice is glowing because it negated an enemy’s critical hit; Effect You release the lattice’s energy and make a weapon or unarmed attack Strike that deals 6d6 additional force damage. If your Strike fails, but doesn’t critically fail, the target still takes half the force damage. The latticework ceases glowing after the Strike.\n","skill_mod":{},"summary":"This suit of +2 resilient fortification lattice armor has latticework of fine golden wire. After negating a critical hit with its …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4379","base_item":["Lattice Armor"],"name":"Energizing Lattice","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4379"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"abjuration","price":7000000,"trait":["Abjuration","Invested","Magical"],"id":"equipment-4380","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Immortal Bastion Source Treasure Vault pg. 15 Price 70,000 gp Usage worn armor Bulk 5 Base Armor Bastion Plate --- This impressive +3 greater resilient greater fortification bastion plate is built like an impregnable castle, with multiple layers of defense and no weak points. When you activate the armor’s deflect melee trait, you gain a +2 circumstance bonus to AC against melee attacks instead of +1, and you gain 10 temporary Hit Points that last until the start of your next turn. Activate Reaction envision; Frequency once per day; Trigger You are reduced to 0 Hit Points or would die from a death effect; Effect You drop to 1 Hit Point instead of being reduced to 0 HP or dying, and you gain 100 temporary Hit Points that last until the start of your next turn. Activate Reaction envision; Frequency once per day; Trigger You would gain or increase the doomed or wounded condition; Effect You avoid gaining or increasing the condition. If the triggering effect imposes both doomed and wounded, choose only one to prevent. This doesn’t remove either of the conditions if you already have them, nor does it prevent the same triggering effect from giving or increasing the prevented condition later.\n","skill_mod":{},"summary":"This impressive +3 greater resilient greater fortification bastion plate is built like an impregnable castle, with multiple layers of …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4380","base_item":["Bastion Plate"],"name":"Immortal Bastion","bulk":5,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4380"},{"item_child_id":["equipment-4381-3918","equipment-4381-3919","equipment-4381-3920","equipment-4381-3921"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"transmutation","trait":["Invested","Magical","Transmutation"],"id":"equipment-4381","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Library Robes Source Treasure Vault pg. 15 Usage worn armor Bulk L Base Armor Scroll Robes --- These +1 resilient scroll robes magically store a spell for you. During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes’ inscribed trait, but without needing to go through the normal scribing process. You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don’t need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Library Robes Source Treasure Vault pg. 18 Price 700 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Library Robes (Greater) Source Treasure Vault pg. 18 Price 2,000 gp --- The armor is +2 resilient scroll robes , and the spell can be 6th level or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Library Robes (Major) Source Treasure Vault pg. 18 Price 6,000 gp --- The armor is +2 greater resilient scroll robes , and the spell can be 8th level or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Library Robes (True) Source Treasure Vault pg. 18 Price 36,000 gp --- The armor is +3 greater resilient scroll robes , and the spell can be 9th level or lower.","skill_mod":{},"summary":"These +1 resilient scroll robes magically store a spell for you. During your daily preparations, choose one spell you know of 5th level or …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4381","base_item":["Scroll Robes"],"name":"Library Robes","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4381"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-4381","weakness":{},"school":"transmutation","price":70000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-4381-3918","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Library Robes Source Treasure Vault pg. 15 Usage worn armor Bulk L Base Armor Scroll Robes --- These +1 resilient scroll robes magically store a spell for you. During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes’ inscribed trait, but without needing to go through the normal scribing process. You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don’t need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Library Robes Source Treasure Vault pg. 18 Price 700 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Library Robes (Greater) Source Treasure Vault pg. 18 Price 2,000 gp --- The armor is +2 resilient scroll robes , and the spell can be 6th level or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Library Robes (Major) Source Treasure Vault pg. 18 Price 6,000 gp --- The armor is +2 greater resilient scroll robes , and the spell can be 8th level or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Library Robes (True) Source Treasure Vault pg. 18 Price 36,000 gp --- The armor is +3 greater resilient scroll robes , and the spell can be 9th level or lower.","skill_mod":{},"summary":"These +1 resilient scroll robes magically store a spell for you. During your daily preparations, choose one spell you know of 5th level or …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4381","base_item":["Scroll Robes"],"name":"Library Robes","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4381-3918"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-4381","weakness":{},"school":"transmutation","price":200000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-4381-3919","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Library Robes Source Treasure Vault pg. 15 Usage worn armor Bulk L Base Armor Scroll Robes --- These +1 resilient scroll robes magically store a spell for you. During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes’ inscribed trait, but without needing to go through the normal scribing process. You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don’t need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Library Robes Source Treasure Vault pg. 18 Price 700 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Library Robes (Greater) Source Treasure Vault pg. 18 Price 2,000 gp --- The armor is +2 resilient scroll robes , and the spell can be 6th level or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Library Robes (Major) Source Treasure Vault pg. 18 Price 6,000 gp --- The armor is +2 greater resilient scroll robes , and the spell can be 8th level or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Library Robes (True) Source Treasure Vault pg. 18 Price 36,000 gp --- The armor is +3 greater resilient scroll robes , and the spell can be 9th level or lower.","skill_mod":{},"summary":"The armor is +2 resilient scroll robes , and the spell can be 6th level or lower.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4381","base_item":["Scroll Robes"],"name":"Library Robes (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4381-3919"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-4381","weakness":{},"school":"transmutation","price":600000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-4381-3920","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Library Robes Source Treasure Vault pg. 15 Usage worn armor Bulk L Base Armor Scroll Robes --- These +1 resilient scroll robes magically store a spell for you. During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes’ inscribed trait, but without needing to go through the normal scribing process. You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don’t need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Library Robes Source Treasure Vault pg. 18 Price 700 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Library Robes (Greater) Source Treasure Vault pg. 18 Price 2,000 gp --- The armor is +2 resilient scroll robes , and the spell can be 6th level or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Library Robes (Major) Source Treasure Vault pg. 18 Price 6,000 gp --- The armor is +2 greater resilient scroll robes , and the spell can be 8th level or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Library Robes (True) Source Treasure Vault pg. 18 Price 36,000 gp --- The armor is +3 greater resilient scroll robes , and the spell can be 9th level or lower.","skill_mod":{},"summary":"The armor is +2 greater resilient scroll robes , and the spell can be 8th level or lower.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4381","base_item":["Scroll Robes"],"name":"Library Robes (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4381-3920"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-4381","weakness":{},"school":"transmutation","price":3600000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-4381-3921","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Library Robes Source Treasure Vault pg. 15 Usage worn armor Bulk L Base Armor Scroll Robes --- These +1 resilient scroll robes magically store a spell for you. During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes’ inscribed trait, but without needing to go through the normal scribing process. You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don’t need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Library Robes Source Treasure Vault pg. 18 Price 700 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Library Robes (Greater) Source Treasure Vault pg. 18 Price 2,000 gp --- The armor is +2 resilient scroll robes , and the spell can be 6th level or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Library Robes (Major) Source Treasure Vault pg. 18 Price 6,000 gp --- The armor is +2 greater resilient scroll robes , and the spell can be 8th level or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Library Robes (True) Source Treasure Vault pg. 18 Price 36,000 gp --- The armor is +3 greater resilient scroll robes , and the spell can be 9th level or lower.","skill_mod":{},"summary":"The armor is +3 greater resilient scroll robes , and the spell can be 9th level or lower.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4381","base_item":["Scroll Robes"],"name":"Library Robes (True)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4381-3921"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"evocation","price":2275000,"trait":["Evocation","Invested","Magical","Uncommon"],"id":"equipment-4382","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Linnorm's Sankeit Source Treasure Vault pg. 18 Price 22,750 gp Usage worn armor Bulk 2 Base Armor Sankeit --- The first suit of +3 greater resilient antimagic sankeit made in this fashion was crafted for the Varki linnorm king Nankou, after he claimed his title by slaying a taiga linnorm. By Varki tradition, the armor was crafted using some of the slain linnorm’s body to decorate the breastplate and helm, which imbued the armor with several of the linnorm’s natural abilities. Though the helm is shaped like the beast’s head, a linnorm’s actual head would be too large for a proper helmet. Activate Two Actions Interact; Frequency once per hour; Effect You breathe a 60-foot cone of electrified vapor, dealing 17d6 electricity damage to creatures in the area (DC 38 basic Reflex save). The electrified mist persists in the area for 2 rounds, dealing 5d6 electricity damage (DC 38 basic Reflex save) to each creature that ends its turn in the mist. If you slew the linnorm this armor is made from, you can use the higher of your class DC or spell DC instead of the listed DCs for this effect. Activate Reaction Interact; Trigger A creature adjacent to you targets you with a melee attack; Effect The creature takes 4d6 piercing damage as previously invisible magical spines leap outwards from the armor to punish them for the attack. Craft Requirements The initial raw materials must include the hide and skull of a taiga linnorm\n","skill_mod":{},"summary":"The first suit of +3 greater resilient antimagic sankeit made in this fashion was crafted for the Varki linnorm king Nankou, after he …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4382","base_item":["Sankeit"],"name":"Linnorm's Sankeit","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4382"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"transmutation","price":4000000,"trait":["Invested","Magical","Rare","Transmutation"],"id":"equipment-4383","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Ouroboros Buckles Source Treasure Vault pg. 18 Price 40,000 gp Usage worn armor Bulk 1 Base Armor Buckle Armor --- This ominous-looking +3 greater resilient greater acid‑resistant buckle armor is deep red in color, favored by assassins who worship Norgorber or Asmodeus, and if unfastened, the many belts and buckles writhe like living snakes. Ouroboros buckles have the comfort trait. However, while wearing ouroboros buckles , the unfathomable concept of infinity pulls at your mind, and each time you awaken, you’d swear the armor hissed into your ear while you were asleep. The hissing suggested secret wisdom to you in Aklo, though you only ever remember it vaguely, like a fading dream. Activate Two Actions envision, Interact; Frequency once per day; Effect You call forth the cursed regenerative blood of an ouroboros to recover from your wounds. You gain regeneration 15 for 1 minute; fire damage deactivates this regeneration. Each time you regain Hit Points from this regeneration, if you’re in your normal form, you collapse into a Large swarm of Tiny snakes. This is a polymorph effect that changes you into a battle form. When you’re a swarm of snakes, you gain low-light vision, imprecise scent (30 feet), a Speed of 20 feet, a climb Speed of 20 feet, and a swim Speed of 20 feet. You have an AC of 16 + your level and ignore your armor’s check penalty and Speed reduction. Also, you gain resistance 5 to physical damage and weakness 5 to area damage and splash damage. You can use none of your normal Strikes. Instead, you can use Swarming Bites, a single action that deals 4d4 piercing damage plus 2d6 poison damage to creatures in your space with a DC 41 basic Reflex save. If you’re in this battle form and are already at full HP when your regeneration occurs, the snakes instantaneously slither together, and you transform into your original form. Activate Reaction envision; Frequency once per minute; Trigger A foe within 15 feet hits you with a Strike that deals slashing or piercing damage; Effect Your ouroboros buckles spray acidic blood in a 15-foot cone toward the foe, dealing 5d6 acid damage with a DC 41 basic Reflex save. Craft Requirements The initial raw materials must include blood from an ouroboros to tan the leather.\n","skill_mod":{},"summary":"This ominous-looking +3 greater resilient greater acid‑resistant buckle armor is deep red in color, favored by assassins who worship …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","Rarity","School"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4383","base_item":["Buckle Armor"],"name":"Ouroboros Buckles","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4383"},{"item_child_id":["equipment-4384-3922","equipment-4384-3923"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Invested","Magical"],"id":"equipment-4384","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Restricted\" > Reef Heart Source Treasure Vault pg. 18 Usage worn armor Bulk 2 Base Armor Coral Armor --- This +2 resilient coral armor , often favored by allies of merfolk and aquatic elves, is made of living coral carefully harvested from the ocean depths. Legends speak of a variety of similar coral armors with distinct powers, but surface-dwellers know of reef heart as a magic armor that makes it easier for them to travel under the sea. Reef heart enables you to breathe underwater and gives you a swim Speed equal to half your land Speed. Activate Three Actions command, envision, Interact; Frequency once per day; Effect You cast coral eruption . If you conjure the coral underwater, it ceases dealing damage after 1 minute, but its duration is unlimited. If the magical coral remains in place for 1 year, it becomes non-magical coral from which a reef might grow. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Reef Heart Source Treasure Vault pg. 18 Price 2,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Reef Heart (Greater) Source Treasure Vault pg. 18 Price 6,500 gp --- The reef heart is +2 greater resilient coral armor , the swim Speed is equal to your full land Speed, and the coral eruption is 7th level.","skill_mod":{},"summary":"This +2 resilient coral armor , often favored by allies of merfolk and aquatic elves , is made of living coral carefully harvested from the …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4384","base_item":["Coral Armor"],"name":"Reef Heart","bulk":2,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-4384"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-4384","weakness":{},"school":"conjuration","price":200000,"trait":["Conjuration","Invested","Magical"],"id":"equipment-4384-3922","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Restricted\" > Reef Heart Source Treasure Vault pg. 18 Usage worn armor Bulk 2 Base Armor Coral Armor --- This +2 resilient coral armor , often favored by allies of merfolk and aquatic elves, is made of living coral carefully harvested from the ocean depths. Legends speak of a variety of similar coral armors with distinct powers, but surface-dwellers know of reef heart as a magic armor that makes it easier for them to travel under the sea. Reef heart enables you to breathe underwater and gives you a swim Speed equal to half your land Speed. Activate Three Actions command, envision, Interact; Frequency once per day; Effect You cast coral eruption . If you conjure the coral underwater, it ceases dealing damage after 1 minute, but its duration is unlimited. If the magical coral remains in place for 1 year, it becomes non-magical coral from which a reef might grow. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Reef Heart Source Treasure Vault pg. 18 Price 2,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Reef Heart (Greater) Source Treasure Vault pg. 18 Price 6,500 gp --- The reef heart is +2 greater resilient coral armor , the swim Speed is equal to your full land Speed, and the coral eruption is 7th level.","skill_mod":{},"summary":"This +2 resilient coral armor , often favored by allies of merfolk and aquatic elves , is made of living coral carefully harvested from the …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4384","base_item":["Coral Armor"],"name":"Reef Heart","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4384-3922"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-4384","weakness":{},"school":"conjuration","price":650000,"trait":["Conjuration","Invested","Magical"],"id":"equipment-4384-3923","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Restricted\" > Reef Heart Source Treasure Vault pg. 18 Usage worn armor Bulk 2 Base Armor Coral Armor --- This +2 resilient coral armor , often favored by allies of merfolk and aquatic elves, is made of living coral carefully harvested from the ocean depths. Legends speak of a variety of similar coral armors with distinct powers, but surface-dwellers know of reef heart as a magic armor that makes it easier for them to travel under the sea. Reef heart enables you to breathe underwater and gives you a swim Speed equal to half your land Speed. Activate Three Actions command, envision, Interact; Frequency once per day; Effect You cast coral eruption . If you conjure the coral underwater, it ceases dealing damage after 1 minute, but its duration is unlimited. If the magical coral remains in place for 1 year, it becomes non-magical coral from which a reef might grow. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Reef Heart Source Treasure Vault pg. 18 Price 2,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Reef Heart (Greater) Source Treasure Vault pg. 18 Price 6,500 gp --- The reef heart is +2 greater resilient coral armor , the swim Speed is equal to your full land Speed, and the coral eruption is 7th level.","skill_mod":{},"summary":"The reef heart is +2 greater resilient coral armor , the swim Speed is equal to your full land Speed, and the coral eruption is 7th level.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4384","base_item":["Coral Armor"],"name":"Reef Heart (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4384-3923"},{"remaster_name":["Smoldering Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"evocation","price":97500,"trait":["Evocation","Fire","Invested","Magical","Uncommon"],"id":"equipment-4385","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Remorhaz Armor Source Treasure Vault pg. 19 Price 975 gp Usage worn armor Bulk 2 Base Armor Niyaháat --- This +1 resilient fire-resistant niyaháat is often created to mark the passage of an Erutaki warrior into adulthood, formed from the chitinous plates of a remorhaz, with larger pieces protecting the chest, shoulders, and head. As you fight, the armor glows red hot. Activate Two Actions command, envision; Frequency once per day; Effect The armor is sheathed in a fire shield . Activate Reaction envision; Frequency once per day; Trigger You’re dealt 30 or more fire damage, before any reduction from your fire resistance; Requirements You’ve used the fire shield activation already today; Effect The fire shield activation recharges. Craft Requirements The initial raw materials must include the carapace of a remorhaz.\n","element":["Fire"],"skill_mod":{},"summary":"This +1 resilient fire-resistant niyaháat is often created to mark the passage of an Erutaki warrior into adulthood, formed from the …","primary_source":"Treasure Vault","trait_group":["School","Energy","Elemental","Planar","Monster","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4385","base_item":["Niyaháat"],"name":"Remorhaz Armor","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4385"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"evocation","price":47600,"trait":["Evocation","Invested","Magical","Uncommon"],"id":"equipment-4386","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Rusting Carapace Source Treasure Vault pg. 19 Price 476 gp Usage worn armor Bulk 1 Base Armor Leather Lamellar --- This +1 leather lamellar armor incorporates the plates of a rust monster’s hide, woven together with the creature’s own antennae and sinew into a functional set of armor. While wearing the rusting carapace, you gain a +2 item bonus to your Reflex save to prevent an object you’re holding from being affected by rust; this also increases your Reflex DC to avoid being Disarmed by a rust monster’s Antenna Disarm ability. Activate Two Actions Interact; Frequency once per day; Effect .Feathery antennae extend from between the segments of the rusting carapace and brush against a nearby metal creature, non-magical metal hazard, or non-magical metal item of up to 1 Bulk, with the effects of rusting grasp . The DC is 24. Craft Requirements The initial raw materials must include the hide of a rust monster.\n","skill_mod":{},"summary":"This +1 leather lamellar armor incorporates the plates of a rust monster’s hide, woven together with the creature’s own antennae and sinew into …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4386","base_item":["Leather Lamellar"],"name":"Rusting Carapace","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4386"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"necromancy","price":23000,"trait":["Invested","Magical","Necromancy","Uncommon"],"id":"equipment-4387","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Trollhound Vest Source Treasure Vault pg. 19 Price 230 gp Usage worn armor Bulk 2 Base Armor Hide Armor --- This suit of +1 hide armor is sickly green and covered in thick warts and nodules, fashioned from the hide of a trollhound and imbued with some of the beast’s vitality. Wearing this armor gives you a –1 circumstance penalty to all checks made using Diplomacy to interact with trolls and a +1 circumstance bonus to Diplomacy checks used to Make an Impression in communities traditionally plagued by troll attacks. Activate Reaction Interact; Trigger You take damage from a melee attack while you have half or fewer of your normal maximum Hit Points; Effect Your body knits itself back together, healing you for 3d8 Hit Points. Craft Requirements The initial raw materials must include the hides of at least two trollhounds.\n","skill_mod":{},"summary":"This suit of +1 hide armor is sickly green and covered in thick warts and nodules, fashioned from the hide of a trollhound and imbued with …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4387","base_item":["Hide Armor"],"name":"Trollhound Vest","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4387"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"necromancy","price":48700,"trait":["Invested","Magical","Necromancy"],"id":"equipment-4388","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Wasp Guard Source Treasure Vault pg. 19 Price 487 gp Usage worn armor Bulk 1 Base Armor Studded Leather Armor --- Druids and Calistria’s faithful alike value this vindictive armor for its ability to turn away pests and exact revenge on foes in a manner that can easily turn coordinated enemies into a chaotic mass. Wasp guard is +1 studded leather armor with the carapaces of wasps, subtly diverting swarms away and granting a +1 status bonus to Reflex saving throws against Swarming Bites, Swarming Stings, and similar abilities from swarms. Activate Reaction envision; Frequency once per day; Trigger An enemy within 30 feet Strikes you with an attack; Effect You animate the exoskeletons of the wasp guard armor into a spectral swarm of wasps that seeks revenge for the slight. The swarm flies to the triggering enemy’s space and swarms about them, dealing 1d8 persistent poison damage. If the affected enemy has any allies within 30 feet, the enemy can spend a single action, which has the manipulate trait, to shoo the swarm away. This ends the persistent damage on that enemy automatically, but the swarm instead moves to affect the enemy’s ally. Craft Requirements The initial raw materials must include 1 Bulk of wasp exoskeletons.\n","skill_mod":{},"summary":" Druids and Calistria’s faithful alike value this vindictive armor for its ability to turn away pests and exact revenge on foes in a manner that …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4388","base_item":["Studded Leather Armor"],"name":"Wasp Guard","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4388"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"evocation","price":35500,"trait":["Evocation","Invested","Primal"],"id":"equipment-4389","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Wolfjaw Armor Source Treasure Vault pg. 19 Price 355 gp Usage worn armor Bulk 2 Base Armor Hide Armor --- .Barbarians, druids and other outlanders are often forced to spend the harsh winter months protecting their communities from one of the deadliest predators to stalk the forests and taiga of the northern reaches, the fearsome winter wolf. This +1 hide armor is assembled from the hide and fur of a trio of winter wolves, and it conveys on the wearer both an attack akin to the winter wolves' deadly jaws and the ability to channel the frigid cold of the winter wolf's Breath Weapon. Activate Two Actions Interact (cold) Frequency once per day; Effect You breathe a cloud of frost in a 15-foot cone that deals 5d8 cold damage (DC 23 basic Reflex save). Activate Single Action Interact; Frequency once per hour; Effect You gain a jaws unarmed attack that you make using your hands. This attack deals 1d8 piercing damage plus 1 cold damage, is in the brawling group, and has the trip and unarmed traits. Craft Requirements The initial raw materials must include the hides of at least three winter wolves.\n","skill_mod":{},"summary":". Barbarians , druids and other outlanders are often forced to spend the harsh winter months protecting their communities from one of the deadliest …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Tradition"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4389","base_item":["Hide Armor"],"name":"Wolfjaw Armor","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4389"},{"item_child_id":["equipment-4390-3924","equipment-4390-3925"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"transmutation","trait":["Magical","Transmutation"],"id":"equipment-4390","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Clockwork Shield Source Treasure Vault pg. 22 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This brass-coated, steel shield (Hardness 12, HP 90, BT 45) has +2 striking shield spikes made of bronze gears. Activate Single Action Interact; Frequency once per day; Effect The shield’s gears begin to spin, subtly adjusting the shield’s position as you fight. You gain an extra reaction this turn and at the start of each of your turns for the next minute that you can use only to Shield Block. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Clockwork Shield Source Treasure Vault pg. 22 Price 1,300 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Clockwork Shield (Greater) Source Treasure Vault pg. 22 Price 22,000 gp --- A greater clockwork shield’s (Hardness 17, HP 130, and BT 65) gears are +3 greater striking shield spikes .","skill_mod":{},"summary":"This brass-coated, steel shield (Hardness 12, HP 90, BT 45) has +2 striking shield spikes made of bronze gears. ","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4390","base_item":["Steel Shield"],"name":"Clockwork Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4390"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-4390","weakness":{},"school":"transmutation","price":130000,"trait":["Magical","Transmutation"],"id":"equipment-4390-3924","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Clockwork Shield Source Treasure Vault pg. 22 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This brass-coated, steel shield (Hardness 12, HP 90, BT 45) has +2 striking shield spikes made of bronze gears. Activate Single Action Interact; Frequency once per day; Effect The shield’s gears begin to spin, subtly adjusting the shield’s position as you fight. You gain an extra reaction this turn and at the start of each of your turns for the next minute that you can use only to Shield Block. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Clockwork Shield Source Treasure Vault pg. 22 Price 1,300 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Clockwork Shield (Greater) Source Treasure Vault pg. 22 Price 22,000 gp --- A greater clockwork shield’s (Hardness 17, HP 130, and BT 65) gears are +3 greater striking shield spikes .","skill_mod":{},"summary":"This brass-coated, steel shield (Hardness 12, HP 90, BT 45) has +2 striking shield spikes made of bronze gears.","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4390","base_item":["Steel Shield"],"name":"Clockwork Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4390-3924"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-4390","weakness":{},"school":"transmutation","price":2200000,"trait":["Magical","Transmutation"],"id":"equipment-4390-3925","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Clockwork Shield Source Treasure Vault pg. 22 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This brass-coated, steel shield (Hardness 12, HP 90, BT 45) has +2 striking shield spikes made of bronze gears. Activate Single Action Interact; Frequency once per day; Effect The shield’s gears begin to spin, subtly adjusting the shield’s position as you fight. You gain an extra reaction this turn and at the start of each of your turns for the next minute that you can use only to Shield Block. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Clockwork Shield Source Treasure Vault pg. 22 Price 1,300 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Clockwork Shield (Greater) Source Treasure Vault pg. 22 Price 22,000 gp --- A greater clockwork shield’s (Hardness 17, HP 130, and BT 65) gears are +3 greater striking shield spikes .","skill_mod":{},"summary":"A greater clockwork shield’s (Hardness 17, HP 130, and BT 65) gears are +3 greater striking shield spikes .","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4390","base_item":["Steel Shield"],"name":"Clockwork Shield (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4390-3925"},{"item_child_id":["equipment-4391-3926","equipment-4391-3927","equipment-4391-3928"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"transmutation","skill":["Athletics","Lore","Athletics","Lore","Athletics","Lore"],"trait":["Magical","Transmutation"],"id":"equipment-4391","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Helmsman's Recourse Source Treasure Vault pg. 22 Usage held in 1 hand Bulk 1 Base Shield Meteor Shield --- This standard-grade darkwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus to Sailing Lore and to Athletics checks to Swim. Activate Two Actions command; Frequency once per day; Requirements You’re in a body of water; Effect For 10 minutes, you don’t sink if you haven’t succeeded at a Swim action on a turn, and if you’re submerged, you automatically ascend 10 feet at the end of your turn. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Helmsman's Recourse Source Treasure Vault pg. 22 Price 150 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Helmsman's Recourse (Greater) Source Treasure Vault pg. 22 Price 625 gp --- The shield has Hardness 8, HP 60, and BT 30, and when you Activate the shield, it casts water walk on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Helmsman's Recourse (Major) Source Treasure Vault pg. 22 Price 2,650 gp --- The shield has Hardness 11, HP 80, and BT 40; the item bonus is +2; and when you Activate the shield, you can breathe underwater for 10 minutes.","skill_mod":{},"summary":"This standard-grade darkwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus …","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4391","base_item":["Meteor Shield"],"name":"Helmsman's Recourse","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4391"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-4391","weakness":{},"school":"transmutation","price":15000,"trait":["Magical","Transmutation"],"id":"equipment-4391-3926","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Helmsman's Recourse Source Treasure Vault pg. 22 Usage held in 1 hand Bulk 1 Base Shield Meteor Shield --- This standard-grade darkwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus to Sailing Lore and to Athletics checks to Swim. Activate Two Actions command; Frequency once per day; Requirements You’re in a body of water; Effect For 10 minutes, you don’t sink if you haven’t succeeded at a Swim action on a turn, and if you’re submerged, you automatically ascend 10 feet at the end of your turn. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Helmsman's Recourse Source Treasure Vault pg. 22 Price 150 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Helmsman's Recourse (Greater) Source Treasure Vault pg. 22 Price 625 gp --- The shield has Hardness 8, HP 60, and BT 30, and when you Activate the shield, it casts water walk on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Helmsman's Recourse (Major) Source Treasure Vault pg. 22 Price 2,650 gp --- The shield has Hardness 11, HP 80, and BT 40; the item bonus is +2; and when you Activate the shield, you can breathe underwater for 10 minutes.","skill_mod":{},"summary":"This standard-grade darkwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus …","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4391","base_item":["Meteor Shield"],"name":"Helmsman's Recourse","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4391-3926"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-4391","weakness":{},"school":"transmutation","price":62500,"trait":["Magical","Transmutation"],"id":"equipment-4391-3927","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Helmsman's Recourse Source Treasure Vault pg. 22 Usage held in 1 hand Bulk 1 Base Shield Meteor Shield --- This standard-grade darkwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus to Sailing Lore and to Athletics checks to Swim. Activate Two Actions command; Frequency once per day; Requirements You’re in a body of water; Effect For 10 minutes, you don’t sink if you haven’t succeeded at a Swim action on a turn, and if you’re submerged, you automatically ascend 10 feet at the end of your turn. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Helmsman's Recourse Source Treasure Vault pg. 22 Price 150 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Helmsman's Recourse (Greater) Source Treasure Vault pg. 22 Price 625 gp --- The shield has Hardness 8, HP 60, and BT 30, and when you Activate the shield, it casts water walk on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Helmsman's Recourse (Major) Source Treasure Vault pg. 22 Price 2,650 gp --- The shield has Hardness 11, HP 80, and BT 40; the item bonus is +2; and when you Activate the shield, you can breathe underwater for 10 minutes.","skill_mod":{},"summary":"The shield has Hardness 8, HP 60, and BT 30, and when you Activate the shield, it casts water walk on you.","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4391","base_item":["Meteor Shield"],"name":"Helmsman's Recourse (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4391-3927"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-4391","weakness":{},"school":"transmutation","price":265000,"trait":["Magical","Transmutation"],"id":"equipment-4391-3928","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Helmsman's Recourse Source Treasure Vault pg. 22 Usage held in 1 hand Bulk 1 Base Shield Meteor Shield --- This standard-grade darkwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus to Sailing Lore and to Athletics checks to Swim. Activate Two Actions command; Frequency once per day; Requirements You’re in a body of water; Effect For 10 minutes, you don’t sink if you haven’t succeeded at a Swim action on a turn, and if you’re submerged, you automatically ascend 10 feet at the end of your turn. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Helmsman's Recourse Source Treasure Vault pg. 22 Price 150 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Helmsman's Recourse (Greater) Source Treasure Vault pg. 22 Price 625 gp --- The shield has Hardness 8, HP 60, and BT 30, and when you Activate the shield, it casts water walk on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Helmsman's Recourse (Major) Source Treasure Vault pg. 22 Price 2,650 gp --- The shield has Hardness 11, HP 80, and BT 40; the item bonus is +2; and when you Activate the shield, you can breathe underwater for 10 minutes.","skill_mod":{},"summary":"The shield has Hardness 11, HP 80, and BT 40; the item bonus is +2; and when you Activate the shield, you can breathe underwater for 10 minutes.","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4391","base_item":["Meteor Shield"],"name":"Helmsman's Recourse (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4391-3928"},{"item_child_id":["equipment-4392-3929","equipment-4392-3930"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"necromancy","trait":["Magical","Necromancy"],"id":"equipment-4392","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sanguine Klar Source Treasure Vault pg. 22 Usage held in 1 hand Bulk 1 Base Shield Klar --- This +1 striking wounding klar (Hardness 8, HP 64, BT 32) is built with spikes made of beasts’ fangs. Activate Free Action envision; Frequency once per round; Trigger You or a creature within 5 feet of you suffers bleed damage; Effect The sanguine klar regains a number of Hit Points equal to the bleed damage, up to an amount equal to its Hardness. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sanguine Klar Source Treasure Vault pg. 22 Price 650 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Sanguine Klar (Greater) Source Treasure Vault pg. 22 Price 3,700 gp --- A greater sanguine klar (Hardness 13, HP 100, and BT 50) is a +2 greater striking wounding klar , and its activation can be triggered by bleed damage at a range of 30 feet.","skill_mod":{},"summary":"This +1 striking wounding klar (Hardness 8, HP 64, BT 32) is built with spikes made of beasts’ fangs. ","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4392","base_item":["Klar"],"name":"Sanguine Klar","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4392"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-4392","weakness":{},"school":"necromancy","price":65000,"trait":["Magical","Necromancy"],"id":"equipment-4392-3929","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sanguine Klar Source Treasure Vault pg. 22 Usage held in 1 hand Bulk 1 Base Shield Klar --- This +1 striking wounding klar (Hardness 8, HP 64, BT 32) is built with spikes made of beasts’ fangs. Activate Free Action envision; Frequency once per round; Trigger You or a creature within 5 feet of you suffers bleed damage; Effect The sanguine klar regains a number of Hit Points equal to the bleed damage, up to an amount equal to its Hardness. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sanguine Klar Source Treasure Vault pg. 22 Price 650 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Sanguine Klar (Greater) Source Treasure Vault pg. 22 Price 3,700 gp --- A greater sanguine klar (Hardness 13, HP 100, and BT 50) is a +2 greater striking wounding klar , and its activation can be triggered by bleed damage at a range of 30 feet.","skill_mod":{},"summary":"This +1 striking wounding klar (Hardness 8, HP 64, BT 32) is built with spikes made of beasts’ fangs.","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4392","base_item":["Klar"],"name":"Sanguine Klar","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4392-3929"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-4392","weakness":{},"school":"necromancy","price":370000,"trait":["Magical","Necromancy"],"id":"equipment-4392-3930","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sanguine Klar Source Treasure Vault pg. 22 Usage held in 1 hand Bulk 1 Base Shield Klar --- This +1 striking wounding klar (Hardness 8, HP 64, BT 32) is built with spikes made of beasts’ fangs. Activate Free Action envision; Frequency once per round; Trigger You or a creature within 5 feet of you suffers bleed damage; Effect The sanguine klar regains a number of Hit Points equal to the bleed damage, up to an amount equal to its Hardness. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sanguine Klar Source Treasure Vault pg. 22 Price 650 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Sanguine Klar (Greater) Source Treasure Vault pg. 22 Price 3,700 gp --- A greater sanguine klar (Hardness 13, HP 100, and BT 50) is a +2 greater striking wounding klar , and its activation can be triggered by bleed damage at a range of 30 feet.","skill_mod":{},"summary":"A greater sanguine klar (Hardness 13, HP 100, and BT 50) is a +2 greater striking wounding klar , and its activation can be triggered by bleed …","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4392","base_item":["Klar"],"name":"Sanguine Klar (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4392-3930"},{"item_child_id":["equipment-4393-3931","equipment-4393-3932","equipment-4393-3933","equipment-4393-3934","equipment-4393-3935","equipment-4393-3936"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"transmutation","trait":["Magical","Transmutation"],"id":"equipment-4393","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sapling Shield Source Treasure Vault pg. 22 Usage held in 1 hand Bulk 2 Base Shield Buckler, Tower Shield --- This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage. Activate Single Action envision; Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sapling Shield (Minor) Source Treasure Vault pg. 22 Price 57 gp --- The buckler has Hardness 3, HP 24, and BT 12. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sapling Shield (Lesser) Source Treasure Vault pg. 22 Price 240 gp --- The buckler has Hardness 6, HP 48, and BT 24. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sapling Shield (Moderate) Source Treasure Vault pg. 22 Price 680 gp --- The buckler has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sapling Shield (Greater) Source Treasure Vault pg. 22 Price 1,820 gp --- The buckler has Hardness 11, HP 88, and BT 44. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sapling Shield (Major) Source Treasure Vault pg. 22 Price 5,860 gp --- The buckler has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sapling Shield (True) Source Treasure Vault pg. 22 Price 20,220 gp --- The buckler has Hardness 15, HP 120, and BT 60.","skill_mod":{},"summary":"This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes …","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4393","base_item":["Buckler","Tower Shield"],"name":"Sapling Shield","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4393"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-4393","weakness":{},"school":"transmutation","price":5700,"trait":["Magical","Transmutation"],"id":"equipment-4393-3931","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sapling Shield Source Treasure Vault pg. 22 Usage held in 1 hand Bulk 2 Base Shield Buckler, Tower Shield --- This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage. Activate Single Action envision; Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sapling Shield (Minor) Source Treasure Vault pg. 22 Price 57 gp --- The buckler has Hardness 3, HP 24, and BT 12. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sapling Shield (Lesser) Source Treasure Vault pg. 22 Price 240 gp --- The buckler has Hardness 6, HP 48, and BT 24. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sapling Shield (Moderate) Source Treasure Vault pg. 22 Price 680 gp --- The buckler has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sapling Shield (Greater) Source Treasure Vault pg. 22 Price 1,820 gp --- The buckler has Hardness 11, HP 88, and BT 44. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sapling Shield (Major) Source Treasure Vault pg. 22 Price 5,860 gp --- The buckler has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sapling Shield (True) Source Treasure Vault pg. 22 Price 20,220 gp --- The buckler has Hardness 15, HP 120, and BT 60.","skill_mod":{},"summary":"The buckler has Hardness 3, HP 24, and BT 12.","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4393","base_item":["Buckler","Tower Shield"],"name":"Sapling Shield (Minor)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4393-3931"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-4393","weakness":{},"school":"transmutation","price":24000,"trait":["Magical","Transmutation"],"id":"equipment-4393-3932","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sapling Shield Source Treasure Vault pg. 22 Usage held in 1 hand Bulk 2 Base Shield Buckler, Tower Shield --- This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage. Activate Single Action envision; Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sapling Shield (Minor) Source Treasure Vault pg. 22 Price 57 gp --- The buckler has Hardness 3, HP 24, and BT 12. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sapling Shield (Lesser) Source Treasure Vault pg. 22 Price 240 gp --- The buckler has Hardness 6, HP 48, and BT 24. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sapling Shield (Moderate) Source Treasure Vault pg. 22 Price 680 gp --- The buckler has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sapling Shield (Greater) Source Treasure Vault pg. 22 Price 1,820 gp --- The buckler has Hardness 11, HP 88, and BT 44. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sapling Shield (Major) Source Treasure Vault pg. 22 Price 5,860 gp --- The buckler has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sapling Shield (True) Source Treasure Vault pg. 22 Price 20,220 gp --- The buckler has Hardness 15, HP 120, and BT 60.","skill_mod":{},"summary":"The buckler has Hardness 6, HP 48, and BT 24.","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4393","base_item":["Buckler","Tower Shield"],"name":"Sapling Shield (Lesser)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4393-3932"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-4393","weakness":{},"school":"transmutation","price":68000,"trait":["Magical","Transmutation"],"id":"equipment-4393-3933","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sapling Shield Source Treasure Vault pg. 22 Usage held in 1 hand Bulk 2 Base Shield Buckler, Tower Shield --- This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage. Activate Single Action envision; Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sapling Shield (Minor) Source Treasure Vault pg. 22 Price 57 gp --- The buckler has Hardness 3, HP 24, and BT 12. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sapling Shield (Lesser) Source Treasure Vault pg. 22 Price 240 gp --- The buckler has Hardness 6, HP 48, and BT 24. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sapling Shield (Moderate) Source Treasure Vault pg. 22 Price 680 gp --- The buckler has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sapling Shield (Greater) Source Treasure Vault pg. 22 Price 1,820 gp --- The buckler has Hardness 11, HP 88, and BT 44. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sapling Shield (Major) Source Treasure Vault pg. 22 Price 5,860 gp --- The buckler has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sapling Shield (True) Source Treasure Vault pg. 22 Price 20,220 gp --- The buckler has Hardness 15, HP 120, and BT 60.","skill_mod":{},"summary":"The buckler has Hardness 8, HP 64, and BT 32.","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4393","base_item":["Buckler","Tower Shield"],"name":"Sapling Shield (Moderate)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4393-3933"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-4393","weakness":{},"school":"transmutation","price":182000,"trait":["Magical","Transmutation"],"id":"equipment-4393-3934","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sapling Shield Source Treasure Vault pg. 22 Usage held in 1 hand Bulk 2 Base Shield Buckler, Tower Shield --- This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage. Activate Single Action envision; Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sapling Shield (Minor) Source Treasure Vault pg. 22 Price 57 gp --- The buckler has Hardness 3, HP 24, and BT 12. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sapling Shield (Lesser) Source Treasure Vault pg. 22 Price 240 gp --- The buckler has Hardness 6, HP 48, and BT 24. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sapling Shield (Moderate) Source Treasure Vault pg. 22 Price 680 gp --- The buckler has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sapling Shield (Greater) Source Treasure Vault pg. 22 Price 1,820 gp --- The buckler has Hardness 11, HP 88, and BT 44. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sapling Shield (Major) Source Treasure Vault pg. 22 Price 5,860 gp --- The buckler has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sapling Shield (True) Source Treasure Vault pg. 22 Price 20,220 gp --- The buckler has Hardness 15, HP 120, and BT 60.","skill_mod":{},"summary":"The buckler has Hardness 11, HP 88, and BT 44.","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4393","base_item":["Buckler","Tower Shield"],"name":"Sapling Shield (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4393-3934"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-4393","weakness":{},"school":"transmutation","price":586000,"trait":["Magical","Transmutation"],"id":"equipment-4393-3935","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sapling Shield Source Treasure Vault pg. 22 Usage held in 1 hand Bulk 2 Base Shield Buckler, Tower Shield --- This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage. Activate Single Action envision; Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sapling Shield (Minor) Source Treasure Vault pg. 22 Price 57 gp --- The buckler has Hardness 3, HP 24, and BT 12. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sapling Shield (Lesser) Source Treasure Vault pg. 22 Price 240 gp --- The buckler has Hardness 6, HP 48, and BT 24. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sapling Shield (Moderate) Source Treasure Vault pg. 22 Price 680 gp --- The buckler has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sapling Shield (Greater) Source Treasure Vault pg. 22 Price 1,820 gp --- The buckler has Hardness 11, HP 88, and BT 44. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sapling Shield (Major) Source Treasure Vault pg. 22 Price 5,860 gp --- The buckler has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sapling Shield (True) Source Treasure Vault pg. 22 Price 20,220 gp --- The buckler has Hardness 15, HP 120, and BT 60.","skill_mod":{},"summary":"The buckler has Hardness 13, HP 104, and BT 52.","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4393","base_item":["Buckler","Tower Shield"],"name":"Sapling Shield (Major)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4393-3935"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-4393","weakness":{},"school":"transmutation","price":2022000,"trait":["Magical","Transmutation"],"id":"equipment-4393-3936","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sapling Shield Source Treasure Vault pg. 22 Usage held in 1 hand Bulk 2 Base Shield Buckler, Tower Shield --- This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage. Activate Single Action envision; Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sapling Shield (Minor) Source Treasure Vault pg. 22 Price 57 gp --- The buckler has Hardness 3, HP 24, and BT 12. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sapling Shield (Lesser) Source Treasure Vault pg. 22 Price 240 gp --- The buckler has Hardness 6, HP 48, and BT 24. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sapling Shield (Moderate) Source Treasure Vault pg. 22 Price 680 gp --- The buckler has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sapling Shield (Greater) Source Treasure Vault pg. 22 Price 1,820 gp --- The buckler has Hardness 11, HP 88, and BT 44. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sapling Shield (Major) Source Treasure Vault pg. 22 Price 5,860 gp --- The buckler has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sapling Shield (True) Source Treasure Vault pg. 22 Price 20,220 gp --- The buckler has Hardness 15, HP 120, and BT 60.","skill_mod":{},"summary":"The buckler has Hardness 15, HP 120, and BT 60.","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4393","base_item":["Buckler","Tower Shield"],"name":"Sapling Shield (True)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4393-3936"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"evocation","price":2300000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-4394","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Starfall Shield Source Treasure Vault pg. 22 Price 23,000 gp Usage held in 1 hand Bulk 1 Base Shield Heavy Rondache --- This high-grade adamantine heavy rondache (Hardness 17, HP 100, BT 50) bears a +3 greater striking shield boss and has dents that resemble craters on its surface. While wielding the shield, you have fire resistance 15. Activate Three Actions Interact; Frequency once per day; Effect You Stride up to three times. This movement doesn’t trigger reactions and ignores difficult terrain. At the end of your movement, you deal 6d10 bludgeoning damage in a 10-foot emanation and 14d6 fire damage in a 40-foot emanation (DC 40 basic Reflex save, with the results applying to both the bludgeoning and fire damage). The space where you end your movement and all adjacent spaces become difficult terrain for 1 minute, and the shield glows red-hot for 10 minutes, during which it gains the effect of the greater flaming property rune.\n","skill_mod":{},"summary":"This high-grade adamantine heavy rondache (Hardness 17, HP 100, BT 50) bears a +3 greater striking shield boss and has dents that resemble …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4394","base_item":["Heavy Rondache"],"name":"Starfall Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4394"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"abjuration","price":60000,"trait":["Abjuration","Magical"],"id":"equipment-4395","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Turnabout Shield Source Treasure Vault pg. 23 Price 600 gp Usage held in 1 hand Bulk 1 Base Shield Salvo Shield --- The face of this standard-grade silver salvo shield (Hardness 7, HP 28, BT 14) is polished to a mirror finish. Activate Reaction command; Frequency once per 10 minutes; Trigger A ranged Strike using ammunition such as arrows, bolts, or bullets (but not siege rounds or larger projectiles) misses you; Requirements You have the turnabout shield raised; Effect The ammunition enters the shield and is redirected with the same force with which it was originally fired. Make a ranged Strike using the ammunition with an attack modifier of +19, targeting a creature within 60 feet.\n","skill_mod":{},"summary":"The face of this standard-grade silver salvo shield (Hardness 7, HP 28, BT 14) is polished to a mirror finish. ","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4395","base_item":["Salvo Shield"],"name":"Turnabout Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4395"},{"item_child_id":["equipment-4396-3937","equipment-4396-3938"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Magical"],"id":"equipment-4396","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Warding Escutcheon Source Treasure Vault pg. 23 Usage held in 1 hand Bulk 4 Base Shield Tower Shield --- An image of a keyhole adorns the coat of arms of this stone tower shield (Hardness 10, HP 40, BT 20). Activate Two Actions Interact; Frequency once per day; Effect The shield becomes a locked door in an empty, adjacent space no wider than 5 feet, becoming flush with the surrounding structure so it blocks all passage. The door has the same Hardness, HP, and Broken Threshold as the shield, with Athletics and Thievery DCs of 25 to open. The door remains in place for 1 hour, until it’s opened or broken, or until you spend an action to end this effect, at which point the shield returns to your hand (or falls to the ground in your space if your hands are full). Activate 1 minute (command); Frequency once per day; Effect The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast cozy cabin , with the shield becoming the door. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Warding Escutcheon Source Treasure Vault pg. 22 Price 625 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Warding Escutcheon (Greater) Source Treasure Vault pg. 22 Price 55,000 gp --- The shield has Hardness 20, HP 80, and BT 40. The DCs are 43, and using the second activation casts resplendent mansion , forming a tall stone keep.","skill_mod":{},"summary":"An image of a keyhole adorns the coat of arms of this stone tower shield (Hardness 10, HP 40, BT 20). ","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4396","base_item":["Tower Shield"],"name":"Warding Escutcheon","bulk":4,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4396"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-4396","weakness":{},"school":"conjuration","price":62500,"trait":["Conjuration","Magical"],"id":"equipment-4396-3937","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Warding Escutcheon Source Treasure Vault pg. 23 Usage held in 1 hand Bulk 4 Base Shield Tower Shield --- An image of a keyhole adorns the coat of arms of this stone tower shield (Hardness 10, HP 40, BT 20). Activate Two Actions Interact; Frequency once per day; Effect The shield becomes a locked door in an empty, adjacent space no wider than 5 feet, becoming flush with the surrounding structure so it blocks all passage. The door has the same Hardness, HP, and Broken Threshold as the shield, with Athletics and Thievery DCs of 25 to open. The door remains in place for 1 hour, until it’s opened or broken, or until you spend an action to end this effect, at which point the shield returns to your hand (or falls to the ground in your space if your hands are full). Activate 1 minute (command); Frequency once per day; Effect The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast cozy cabin , with the shield becoming the door. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Warding Escutcheon Source Treasure Vault pg. 22 Price 625 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Warding Escutcheon (Greater) Source Treasure Vault pg. 22 Price 55,000 gp --- The shield has Hardness 20, HP 80, and BT 40. The DCs are 43, and using the second activation casts resplendent mansion , forming a tall stone keep.","skill_mod":{},"summary":"An image of a keyhole adorns the coat of arms of this stone tower shield (Hardness 10, HP 40, BT 20).","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4396","base_item":["Tower Shield"],"name":"Warding Escutcheon","bulk":4,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4396-3937"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-4396","weakness":{},"school":"conjuration","price":5500000,"trait":["Conjuration","Magical"],"id":"equipment-4396-3938","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Warding Escutcheon Source Treasure Vault pg. 23 Usage held in 1 hand Bulk 4 Base Shield Tower Shield --- An image of a keyhole adorns the coat of arms of this stone tower shield (Hardness 10, HP 40, BT 20). Activate Two Actions Interact; Frequency once per day; Effect The shield becomes a locked door in an empty, adjacent space no wider than 5 feet, becoming flush with the surrounding structure so it blocks all passage. The door has the same Hardness, HP, and Broken Threshold as the shield, with Athletics and Thievery DCs of 25 to open. The door remains in place for 1 hour, until it’s opened or broken, or until you spend an action to end this effect, at which point the shield returns to your hand (or falls to the ground in your space if your hands are full). Activate 1 minute (command); Frequency once per day; Effect The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast cozy cabin , with the shield becoming the door. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Warding Escutcheon Source Treasure Vault pg. 22 Price 625 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Warding Escutcheon (Greater) Source Treasure Vault pg. 22 Price 55,000 gp --- The shield has Hardness 20, HP 80, and BT 40. The DCs are 43, and using the second activation casts resplendent mansion , forming a tall stone keep.","skill_mod":{},"summary":"The shield has Hardness 20, HP 80, and BT 40. The DCs are 43, and using the second activation casts resplendent mansion , forming a tall stone …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4396","base_item":["Tower Shield"],"name":"Warding Escutcheon (Greater)","bulk":4,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4396-3938"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","price":5000,"trait":["Abjuration","Magical"],"id":"equipment-4397","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Authorized Source Treasure Vault pg. 32 Price 50 gp Usage etched onto a weapon --- Sharp needles impale anyone who attempts to wield this weapon other than its rightful owner. Each authorized rune is etched with the blood of a specific creature. If any other creature wields the weapon, needles immediately erupt from the weapon’s hilt or shaft, dealing 1d8 piercing damage plus 1d4 persistent bleed damage to the wielder. If the weapon has a striking rune, this damage increases to 1d8 per damage die and 1d4 persistent damage per damage die; this counts only the weapon’s base die and dice from the striking rune. The persistent bleed damage can’t end while the creature still holds the weapon. The spikes retract once the creature lets go. When the rune is crafted, the crafter can choose to broaden the criteria for who can safely wield the item, expanding the users to creatures with a particular alignment, bloodline, or patron deity, as the crafter chooses. This criterion must be shared by the creature who contributed the blood for the rune.\n","skill_mod":{},"summary":"Sharp needles impale anyone who attempts to wield this weapon other than its rightful owner. Each authorized rune is etched with the blood of a …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4397","name":"Authorized","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4397"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"conjuration","price":70000,"trait":["Conjuration","Extradimensional","Magical"],"id":"equipment-4398","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Coating Source Treasure Vault pg. 32 Price 700 gp Usage etched onto a weapon --- When etched, this rune creates an extradimensional space that links to the weapon that wields it. The space can hold up to 1 Bulk but can contain only poisons and magic oils that could be applied to the weapon. Stowing or retrieving an item in the space requires an Interact action, except when using the rune’s activation. Activate Single Action command; Requirements At least one magic oil or poison is stored inside the rune’s extradimensional space; Effect For 1 minute, you can apply stored oils and poisons to the weapon without needing any hands free. Applying them takes the same number of actions as normal. An oil or poison applied this way pours directly from the extradimensional space onto the weapon, and when it’s fully applied, its empty vial is ejected.\n","skill_mod":{},"summary":"When etched, this rune creates an extradimensional space that links to the weapon that wields it. The space can hold up to 1 Bulk but can contain …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4398","name":"Coating","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4398"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","price":12500,"trait":["Magical","Transmutation"],"id":"equipment-4399","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Earthbinding Source Treasure Vault pg. 33 Price 125 gp Usage etched onto a weapon --- A weapon with this rune hums when touched to the ground. Activate Reaction command; Frequency once per hour; Requirements You critically hit a flying creature with the etched weapon; Effect The rune casts a DC 20 earthbind spell on the flying creature.\n","skill_mod":{},"summary":"A weapon with this rune hums when touched to the ground. ","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4399","name":"Earthbinding","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4399"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon with the monk trait","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","price":36000,"trait":["Evocation","Magical"],"id":"equipment-4400","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Flurrying Source Treasure Vault pg. 33 Price 360 gp Usage etched onto a weapon with the monk trait --- When you make a Flurry of Blows using the etched weapon and your first Strike reduces a creature to 0 Hit Points, you can make your second Strike with an echo of the weapon, increasing the reach to 30 feet. Activate Two Actions command, envision (evocation, force) Frequency once per day; Effect The weapon casts a spiritual weapon spell. The ghostly weapon looks like the etched weapon. Use your normal attack bonus and damage for the weapon instead of the damage listed in the spell, but use your Wisdom modifier instead of Strength when determining damage. You can choose to make a Flurry of Blows instead of a Strike when the spiritual weapon attacks; this still counts as your flourish for the turn. You can Sustain this activation in the same manner as the spell.\n","skill_mod":{},"summary":"When you make a Flurry of Blows using the etched weapon and your first Strike reduces a creature to 0 Hit Points, you can make your second Strike …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4400","name":"Flurrying","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4400"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"conjuration","price":7000000,"trait":["Conjuration","Magical"],"id":"equipment-4401","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Impossible Source Treasure Vault pg. 33 Price 70,000 gp Usage etched onto a weapon --- This rune makes a weapon capable of impossible offense and defense. The etched weapon is immune to dispel magic and similar effects that could counteract its magic. If it’s a ranged weapon or thrown weapon, its range increment is doubled. Activate Two Actions command, envision (teleportation) Frequency once per hour; Effect You and the weapon flash to a perfect attacking position, then return to where you started. Make a Strike with the etched weapon against one creature you can see, even if the target is beyond the weapon’s reach or range. On this Strike, ignore any circumstance penalty, status penalty, and range increment penalty.\n","skill_mod":{},"summary":"This rune makes a weapon capable of impossible offense and defense. The etched weapon is immune to dispel magic and similar effects that could …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4401","name":"Impossible","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4401"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","price":7000,"trait":["Abjuration","Magical","Mental"],"id":"equipment-4402","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Merciful Source Treasure Vault pg. 33 Price 70 gp Usage etched onto a weapon --- Merciful weapons are sheathed in an unmistakable wispy green aura recognized by both gladiators and guards around the world. A merciful weapon has the nonlethal trait and can’t be used to make a lethal attack. Any persistent damage the weapon would deal is negated. On a critical hit, a merciful weapon causes the target to become fascinated with the weapon’s wielder for 1 minute, as the target is bombarded with feelings of guilt and remorse. This is a mental effect. If you have access to the weapon’s critical specialization effect, you choose whether to use it or the merciful effect.\n","skill_mod":{},"summary":"Merciful weapons are sheathed in an unmistakable wispy green aura recognized by both gladiators and guards around the world. A merciful weapon has …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4402","name":"Merciful","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4402"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"enchantment","price":15000,"trait":["Enchantment","Magical"],"id":"equipment-4403","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Pacifying Source Treasure Vault pg. 33 Price 150 gp Usage etched onto a weapon --- This rune turns weapons into instruments of peacemaking. Activate Reaction command (mental) Trigger You damage a creature with the etched weapon; Effect The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a –2 penalty to attack rolls on any attacks that aren’t nonlethal for 1 minute, and the creature also experiences a clear psychic warning that they should stop making attacks that could kill.\n","skill_mod":{},"summary":"This rune turns weapons into instruments of peacemaking. ","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4403","name":"Pacifying","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-4403"},{"primary_source_category":"Rulebooks","usage":"etched onto a thrown weapon","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"conjuration","price":70000,"trait":["Conjuration","Magical"],"id":"equipment-4404","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Swarming Source Treasure Vault pg. 33 Price 700 gp Usage etched onto a thrown weapon --- Able to copy itself many times over when thrown until the air is filled with deadly blades, a swarming weapon turns a single weapon into a shower of devastation. Activate Two Actions command, envision; Frequency once per hour; Effect You fling your weapon and it multiplies as it flies through the air, filling a 30-foot cone. All creatures within the area take damage equal to double the weapon’s number of damage dice, with a DC 27 basic Reflex save.\n","skill_mod":{},"summary":"Able to copy itself many times over when thrown until the air is filled with deadly blades, a swarming weapon turns a single weapon into a shower …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=4404","name":"Swarming","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4404"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"divination","price":280000,"trait":["Clockwork","Divination","Magical","Uncommon"],"id":"equipment-4405","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Piston Gauntlets Source Treasure Vault pg. 34 Price 2,800 gp Usage held in 1 hand Bulk 1 Base Weapon Gauntlet --- The striking surface of this +2 greater striking flaming pantograph gauntlet releases a puff of fire each time it reaches the end of its linkage. Activate Two Actions command, Interact; Frequency once per day; Effect You supercharge the gauntlet’s attack. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra two dice of weapon damage.\n","skill_mod":{},"summary":"The striking surface of this +2 greater striking flaming pantograph gauntlet releases a puff of fire each time it reaches the end of its …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","School","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4405","base_item":["Gauntlet"],"name":"Piston Gauntlets","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4405"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"transmutation","price":20000,"trait":["Clockwork","Magical","Transmutation"],"id":"equipment-4406","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Windlass Bolas Source Treasure Vault pg. 34 Price 200 gp Usage held in 1 hand Bulk L Base Weapon Bola --- Clockwork mechanisms tick away inside the weights of these +1 striking returning bolas , spooling out more cord in midair. Activate Single Action Interact; Frequency once per day; Effect The cord of the bola snakes out as you throw it, allowing the weapon to wrap around a group of enemies. You use the bolas to attempt a ranged Trip against all creatures in a 5-foot radius burst within the weapon’s first range increment. Roll a separate Athletics check for each target. Each attempt counts toward your multiple attack penalty, but don’t increase your penalty until you have made all the attempts.\n","skill_mod":{},"summary":"Clockwork mechanisms tick away inside the weights of these +1 striking returning bolas , spooling out more cord in midair. ","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4406","base_item":["Bola"],"name":"Windlass Bolas","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4406"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":95000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-4407","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Grounding Spike Source Treasure Vault pg. 34 Price 950 gp Usage held in 1 hand Bulk 1 Base Weapon Dancer's Spear --- Metal caps the bottom of this +1 striking thundering dancer’s spear and its point gives off the faint smell of ozone. If you hit a target that has been struck by a polarizing mace within the last round, you deal additional electricity damage to the target equal to the number of grounding spike’s damage dice. If you critically hit such a target, the creature is flat‑footed until the start of your next turn. Special The grounding spike pairs with the polarizing mace .\n","skill_mod":{},"summary":"Metal caps the bottom of this +1 striking thundering dancer’s spear and its point gives off the faint smell of ozone. If you hit a target …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4407","base_item":["Dancer's Spear"],"name":"Grounding Spike","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4407"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":95000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-4408","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Polarizing Mace Source Treasure Vault pg. 34 Price 950 gp Usage held in 1 hand Bulk L Base Weapon Light Mace --- Even grasping the amber handle of this +1 striking shock light mace makes your hair stand on end. Activate Two Actions command, Interact; Frequency once per day; Requirements The wielder of a grounding spike is within 30 feet; Effect A great surge of electricity connects your paired weapons. All creatures in a line between you and the wielder of the grounding spike take 4d12 electricity damage (DC 24 basic Reflex save). Special The polarizing mace pairs with the grounding spike .\n","skill_mod":{},"summary":"Even grasping the amber handle of this +1 striking shock light mace makes your hair stand on end. Special The polarizing mace pairs …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4408","base_item":["Light Mace"],"name":"Polarizing Mace","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4408"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":140000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-4409","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Rime Foil Source Treasure Vault pg. 34 Price 1,400 gp Usage held in 1 hand Bulk L Base Weapon Rapier --- The steely blue blade of this +2 striking frost rapier emerges from a hilt wrapped in thick leather and trimmed in fur to protect the wielder’s hand. Activate Two Actions command, Interact; Frequency once per day; Requirements You hit a creature using the rime foil as your last action; Effect You cast 5th-level phantom prison on the target (DC 22 Will to disbelieve). If the target has been damaged by a shattered plan in the last round, the DC is instead 24. Special The rime foil pairs with the shattered plan .\n","skill_mod":{},"summary":"The steely blue blade of this +2 striking frost rapier emerges from a hilt wrapped in thick leather and trimmed in fur to protect the …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4409","base_item":["Rapier"],"name":"Rime Foil","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4409"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"divination","price":140000,"trait":["Divination","Magical","Uncommon"],"id":"equipment-4410","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Shattered Plan Source Treasure Vault pg. 35 Price 1,400 gp Usage held in 1 hand Bulk 1 Base Weapon Boomerang --- Though the body of this +2 striking impactful boomerang is riddled with glowing hairline cracks, the weapon feels reassuringly solid in the hand. If you damage a target that has been struck by a rime foil within the last round, you bruise its chilled body, and the target takes a –5-foot penalty to all its Speeds, or a –10-foot penalty on a critical hit. Special The shattered plan pairs with the rime foil.\n","skill_mod":{},"summary":"Though the body of this +2 striking impactful boomerang is riddled with glowing hairline cracks, the weapon feels reassuringly solid in the …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4410","base_item":["Boomerang"],"name":"Shattered Plan","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4410"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":450000,"trait":["Divine","Evocation","Good","Uncommon"],"id":"equipment-4411","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Blessed Reformer Source Treasure Vault pg. 35 Price 4,500 gp Usage held in 1 hand Bulk 1 Base Weapon Warhammer --- The Celestial word for “repent” is etched in golden lettering on the shaft of this +2 greater striking merciful mithral warhammer . An evil-aligned creature is enfeebled 2 when carrying or wielding this weapon. Activate Two Actions command, Interact; Frequency once per hour; Effect You hold your weapon aloft, calling on righteousness to steel your resolve. You cast protection on yourself and you must select evil as the chosen alignment. Redeemer Wielder If you’re a champion of the redeemer cause, you also gain the following two benefits. When you critically hit an evil creature with the blessed reformer, until the end of your next turn, the target takes a –10-foot penalty to its Speeds and can’t Step. You can Activate the weapon in the following way. Activate Single Action command, Interact; Frequency once per day; Requirements You hit a creature using the blessed reformer as your last action; Effect You cast calm emotions at the same level as your champion focus spells. It must target the creature you hit, and the creature takes a status penalty on its save against the spell equal to the blessed reformer’s number of weapon damage dice. Craft Requirements You’re a champion with the redeemer cause. The initial materials must include 140 gp of mithral.\n","skill_mod":{},"summary":"The Celestial word for “repent” is etched in golden lettering on the shaft of this +2 greater striking merciful mithral warhammer . An …","primary_source":"Treasure Vault","trait_group":["Tradition","School","Alignment","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4411","base_item":["Warhammer"],"name":"Blessed Reformer","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4411"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":57500,"trait":["Evocation","Light","Magical","Uncommon"],"id":"equipment-4412","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Reaper's Crescent Source Treasure Vault pg. 35 Price 575 gp Usage held in 1 hand Bulk L Base Weapon Sickle --- The blade of this alabaster +1 striking sickle grows thick and pitted as the moon waxes, and it thins to a sharp sliver as the moon wanes. Moonlight also causes a second rune on the blade to change shape with the moon’s phases: during the new and crescent moon, the weapon has the ghost touch rune; during the quarter moon, the fearsome rune; and during the gibbous and full moon, the wounding rune. When wielded under moonlight of any strength, the reaper’s crescent deals additional cold damage equal to the number of damage dice.\n","skill_mod":{},"summary":"The blade of this alabaster +1 striking sickle grows thick and pitted as the moon waxes, and it thins to a sharp sliver as the moon wanes. …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4412","base_item":["Sickle"],"name":"Reaper's Crescent","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4412"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"divination","price":650000,"trait":["Divination","Invested","Magical","Scrying","Uncommon"],"id":"equipment-4413","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Stargazer Source Treasure Vault pg. 35 Price 6,500 gp Usage held in 1 hand Bulk L Base Weapon Club --- When you invest this clear quartz crystal ball , it orbits your head like an aeon stone. As long as you have the stargazer invested, you can use an Interact action to direct it to orbit one of your hands where you can telekinetically smash the orb into foes, wielding it as a +2 greater striking returning club . While you’re directing the stargazer, your hand is full, and you can send it back to your head with another Interact action. On a critical hit, the stargazer pulses with hypnotic starlight, dazzling the struck creature for 1 round. A stargazer doesn’t add critical specialization effects.\n","skill_mod":{},"summary":"When you invest this clear quartz crystal ball , it orbits your head like an aeon stone. As long as you have the stargazer invested, you can use …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4413","base_item":["Club"],"name":"Stargazer","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4413"},{"remaster_name":["Alghollthu Whip"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"transmutation","price":35000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-4414","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Alghollthu Lash Source Treasure Vault pg. 35 Price 350 gp Usage held in 1 hand Bulk 1 Base Weapon Whip --- This fleshy +1 striking whip is obviously crafted from the tentacle of some fearsome beast, likely an alghollthu, and constantly drips slime. Activate Single Action command; Frequency once per day; Effect The next creature you successfully Strike with this weapon is exposed to alghollthu slime. Alghollthu Slime (curse, occult) Saving Throw DC 25 Fortitude; Stage 1 no ill effect (1 round); Stage 2 the victim’s skin softens, making the creature drained 1 (1 round); Stage 3 the victim’s skin transforms into a clear, slimy membrane, making it drained 2 until the curse ends; every hour this membrane remains dry, the creature’s drained condition increases by 1 (permanent). A remove disease spell can counteract this curse, but immunity to disease offers no protection against it. Craft Requirements The initial raw materials must include a tentacle from an alghollthu.\n","skill_mod":{},"summary":"This fleshy +1 striking whip is obviously crafted from the tentacle of some fearsome beast, likely an alghollthu , and constantly drips …","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4414","base_item":["Whip"],"name":"Alghollthu Lash","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4414"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":15000,"trait":["Evocation","Magical","Transmutation","Uncommon"],"id":"equipment-4415","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Alicorn Lance Source Treasure Vault pg. 36 PFS Note The version of the alicorn lance which does evil damage may not be purchased or crafted in Pathfinder Society play. Price 150 gp Usage held in 1 hand Bulk 2 Base Weapon Lance --- This white +1 striking lance is made from the horn of a unicorn, willingly granted at the end of its lifetime. In addition to its normal damage, it deals 1 good damage on successful attacks. You can make the lance glow like a torch or suppress its light by using an action, which has the concentrate trait. Activate Two Actions Interact (magical, necromancy) Frequency once per hour; Effect You evoke the spirit of the unicorn that donated the alicorn lance’s horn, which you ride in a shining charge. Move up to twice your Speed and make a Strike with the alicorn lance; you gain the effects of the lance’s jousting trait on this Strike. If you were already mounted when you Activate the horn, the unicorn spirit takes shape around your steed, granting it a +10–foot status bonus to its Speed for the charge. Craft Requirements The initial raw materials must include a horn willingly gifted by a unicorn. In rare instances, an alicorn lance can be made with a forcibly taken horn. However this heinous act pollutes the horn’s magic, causing it to glow with a sickly red light, deal evil damage instead of good damage, and make the unicorn spirit evoked in the charge to whinny visibly in pain.\n","skill_mod":{},"summary":"This white +1 striking lance is made from the horn of a unicorn , willingly granted at the end of its lifetime. In addition to its normal …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4415","base_item":["Lance"],"name":"Alicorn Lance","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4415"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"conjuration","price":130000,"trait":["Acid","Conjuration","Magical","Plant"],"id":"equipment-4416","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Dezullon Fountain Source Treasure Vault pg. 36 Price 1,300 gp Usage held in 2 hands Bulk 1 Base Weapon Air Repeater --- A dezullon fountain is a distinct type of +2 striking air repeater made from the still-living pitcher of a dezullon, dealing acid damage instead of the gun’s normal piercing damage. Activate Single Action command; Frequency once per day; Effect The next creature you successfully Strike with this weapon is exposed to amnesia venom. Amnesia Venom (mental, poison) Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 flat-footed (1 round); Stage 2 flat-footed and clumsy 1 (1 round); Stage 3 confused, flat-footed, and clumsy 2 (1 round) Craft Requirements The initial raw materials must include a pitcher from a dezullon or similar creature.\n","skill_mod":{},"summary":"A dezullon fountain is a distinct type of +2 striking air repeater made from the still-living pitcher of a dezullon , dealing acid damage …","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Creature Type"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4416","base_item":["Air Repeater"],"name":"Dezullon Fountain","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4416"},{"remaster_name":["Dragonscale Bo Staff"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"abjuration","price":24000,"trait":["Abjuration","Magical"],"id":"equipment-4417","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Dragonscale Staff Source Treasure Vault pg. 36 Price 240 gp Usage held in 2 hands Bulk 2 Base Weapon Bo Staff --- This +1 striking bo staff is covered in scales shed by or harvested from a dragon. When benefiting from the circumstance bonus to AC granted by the bo staff’s parry trait, you also gain resistance 5 to acid, cold, electricity, fire, or poison, according to the type of damage dealt by the breath weapon of the dragon that provided the scales; for instance, a staff made with scales taken from a white dragon would provide cold resistance. When this resistance prevents you from taking damage, the dragonscale staff deals an additional 1 damage of the type matching its resistance for 1 round. Craft Requirements The initial raw materials must include scales from a dragon with a breath weapon that deals acid, cold, electricity, fire, or poison damage.\n","skill_mod":{},"summary":"This +1 striking bo staff is covered in scales shed by or harvested from a dragon . When benefiting from the circumstance bonus to AC granted …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4417","base_item":["Bo Staff"],"name":"Dragonscale Staff","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4417"},{"remaster_name":["Dragontooth Leiomano"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":300000,"trait":["Evocation","Magical"],"id":"equipment-4418","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Dragontooth Club Source Treasure Vault pg. 36 Price 3,000 gp Usage held in 1 hand Bulk 2 Base Weapon Leiomano --- Dragon teeth line the edges of this +2 greater striking leiomano . The leiomano also has a flaming , frost , shock , or corrosive rune, as appropriate for the dragon from which the teeth were taken, which also grants the weapon the associated energy trait (for instance, fire for a club made with teeth taken from a red dragon). Activate Two Actions Interact (evocation, magical) Frequency once per minute; Effect You swing the leiomano, sending several of the dragon teeth shooting through the air on jets of energy. The dragon teeth deal 3d6 piercing damage and 3d6 damage of the energy type corresponding to the weapon in a 15-foot cone (DC 29 basic Reflex save). The teeth hunt down their targets, correcting their flight in midair, which reduces any circumstance bonus from cover by 2. Craft Requirements The initial raw materials must include teeth from a dragon with a breath weapon that deals acid, cold, electricity, fire, or poison damage.\n","skill_mod":{},"summary":"Dragon teeth line the edges of this +2 greater striking leiomano . The leiomano also has a flaming , frost , shock , or corrosive …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4418","base_item":["Leiomano"],"name":"Dragontooth Club","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4418"},{"remaster_name":["Ghoul Stiletto"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"necromancy","price":6000,"trait":["Magical","Necromancy"],"id":"equipment-4419","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Ghast Stiletto Source Treasure Vault pg. 36 Price 60 gp Usage held in 1 hand Bulk L Base Weapon Dagger --- A ghast stiletto is a +1 dagger wrapped in the still-undead skin of a ghast. While you wield the dagger, you gain a +1 status bonus to all saves against paralysis. Activate Single Action command, Interact (divine, necromancy, olfactory) Frequency once per hour; Effect The ghast stiletto afflicts the next living target struck by the dagger with a terrible wound that emits the foul stench of the grave. For the next minute, the target creature, as well as any creatures within a 10-foot emanation, must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). While within the emanation, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. Craft Requirements The initial raw materials must include skin from a ghast.\n","skill_mod":{},"summary":"A ghast stiletto is a +1 dagger wrapped in the still-undead skin of a ghast . While you wield the dagger, you gain a +1 status bonus to all …","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4419","base_item":["Dagger"],"name":"Ghast Stiletto","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4419"},{"primary_source_category":"Rulebooks","usage":"worn on 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"transmutation","price":15000,"trait":["Magical","Transmutation"],"id":"equipment-4420","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Scizore of the Crab Source Treasure Vault pg. 36 Price 150 gp Usage worn on 1 hand Bulk 1 Base Weapon Scizore --- A scizore of the crab is a +1 scizore that has the grapple trait in addition to its normal weapon traits. Activate Single Action Interact; Requirements Your last action was a successful Strike with this weapon, or you have a creature grabbed with this weapon; Effect The target is grabbed until the end of your next turn. A grabbed creature can use the Escape action to get out of the Grab, and the Grab ends for a grabbed creature if you move away from it. This functions as the Grab creature ability. Activate Single Action Interact; Frequency once per round; Effect The crab claw animates and pinches open and shut, dealing slashing damage equal to the scizore of the crab’s number of damage dice. Craft Requirements The initial raw materials must include a claw from a giant crab or similar creature.\n","skill_mod":{},"summary":"A scizore of the crab is a +1 scizore that has the grapple trait in addition to its normal weapon traits. ","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4420","base_item":["Scizore"],"name":"Scizore of the Crab","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4420"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"necromancy","price":50000,"trait":["Magical","Necromancy"],"id":"equipment-4421","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Vampire-Fang Morningstar Source Treasure Vault pg. 38 Price 500 gp Usage held in 1 hand Bulk 1 Base Weapon Morningstar --- This +1 striking wounding morningstar is studded with teeth pulled from a vampire, which usually requires an animate donor, given vampires’ tendency to turn to dust when destroyed. Activate Single Action Interact; Frequency once per minute; Requirements Your last action was a successful Strike with this weapon and you’re not in direct sunlight; Effect The vampire-fang morningstar absorbs blood from the target, healing the wielder for 10 Hit Points. Craft Requirements The initial raw materials must include teeth from a vampire.\n","skill_mod":{},"summary":"This +1 striking wounding morningstar is studded with teeth pulled from a vampire , which usually requires an animate donor, given …","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4421","base_item":["Morningstar"],"name":"Vampire-Fang Morningstar","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4421"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"transmutation","price":50000,"trait":["Magical","Transmutation"],"id":"equipment-4422","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Vine Whip Source Treasure Vault pg. 38 Price 500 gp Usage held in 1 hand Bulk 1 Base Weapon Whip --- This +1 striking whip is crafted from the vine of a dangerous plant creature. It deals bludgeoning or slashing damage, according to the vine attack of the creature it was harvested from. For example, collecting a vine from an assassin vine would result in a vine whip that deals bludgeoning damage, while one from a mandragora or viper vine would deal piercing damage. Activate Three Actions command, Interact; Requirements You have soil or sand within your reach; Effect You Release the weapon and plant it in the ground, where it takes root and fights on its own against the last enemy you attacked or the nearest enemy to it if your target has been defeated. The weapon has a space of 5 feet, acts on your initiative, and gains two actions. It doesn’t block or impede enemies attempting to move though that space, nor does it benefit from or provide flanking. The weapon can’t use reactions, and it acts on your turn. While Activated, a vine whip makes Strikes with an attack modifier of +22 plus its item bonus to attack rolls (normally +24 total). It uses the weapon’s normal damage but has a +0 Strength modifier. The whip’s abilities that automatically trigger on a hit or critical hit still function, but the weapon can’t be Activated or benefit from any of your abilities while rooted. Each round, when the vine whip is finished using its actions, attempt a DC 6 flat check. On a failure, the Activation ends and the vine whip becomes inanimate. You can’t Activate the item again for 10 minutes. Removing the vine whip from the ground takes an Interact action. While rooted, the vine whip gains fast healing 1. Craft Requirements The initial raw materials must include the vine from a plant creature with a vine attack.\n","skill_mod":{},"summary":"This +1 striking whip is crafted from the vine of a dangerous plant creature. It deals bludgeoning or slashing damage, according to the vine …","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4422","base_item":["Whip"],"name":"Vine Whip","bulk":1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-4422"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","trait":["Arcane","Evocation","Unique"],"id":"equipment-4423","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Kaldemash's Lament Source Treasure Vault pg. 38 Usage held in 1 hand Bulk L --- Resembling little more than a simple iron pipe with a handle, Kaldemash’s Lament is one of the most well-known star guns in all of Arcadia. Legends state the Crowned Regent Kaldemash helped forge one of the first star guns millennia ago. While the star gun served Kaldemash as a powerful weapon, its most notable achievement was the accidental killing of one of Kaldemash’s greatest friends. This death is what caused the regent to recognize the true destructive power of the star guns and led to him developing the Star Code, a set of rules of engagement and proper use of firearms still in use in Arcadia today. Although Kaldemash never named the weapon himself, all legends that mention the weapon refer to it as Kaldemash’s Lament . The legendary weapon is a +3 major striking speed advanced firearm with a range increment of 90 feet. It deals 4d6 force damage (with the major striking rune included) and has the concealable, concussive, and fatal d10 traits. You don’t take a penalty when dealing nonlethal damage with the weapon. Like most star guns, Kaldemash’s Lament uses magic to function and doesn’t require ammunition or black powder. If you use Kaldemash’s Lament as part of a duel in which all parties are in agreement on the terms, the gun’s supernatural instincts help you make the quickest draw. You roll twice and take the higher result on your initiative roll for the duel; this is a fortune effect. In addition, you can draw Kaldemash’s Lament as a free action at the start of your turn during the duel. If you attempt to fire the star gun in bad faith at a dueling opponent once they have surrendered, been defeated, or the duel is over, Kaldemash’s Lament flies out of your hand and you can’t pick it up, hold it, or wield it for 10 minutes. Activate Free Action envision; Trigger You target a creature with an attack; Effect You adjust the damage that Kaldemash’s Lament deals before firing. Kaldemash’s Lament’s damage type changes to either electricity, fire, or force until you change the type again. Activate Two Actions command, Interact; Frequency once per minute; Effect You leave Kaldemash’s Lament to fire on its own. You release the star gun and it begins to move independently, flying through the air and firing. You still gain the benefits of the gun’s speed rune while it’s moving independently. It has a space of 5 feet but doesn’t block or impede enemies attempting to move through that space. It always remains within 30 feet of you and intentionally resists being taken or otherwise moved; all attempts to Grab it fail. Kaldemash’s Lament moves this way for 3 rounds, after which it returns to your hand. If you don’t have a free hand to hold it, the gun instead holsters itself on your person. While Kaldemash’s Lament is moving independently, you can command it to make a Strike against a creature as an action, which has the concentrate trait. It makes a ranged Strike using your attack modifier while wielding it or a +31 bonus, whichever is higher. This attack increases your multiple attack penalty as normal, and the gun uses your multiple attack penalty when determining its attack bonus. Since the star gun is constantly moving and attempting to line up the appropriate shot, creatures it targets are flat‑footed to the gun’s attacks. Activate Three Actions envision, Interact; Effect You unleash a barrage of attacks in an instant. You deal Strike damage to all creatures in a 30-foot cone (DC 45 basic Reflex save). This barrage counts as three attacks for your multiple attack penalty.\n","skill_mod":{},"summary":"Resembling little more than a simple iron pipe with a handle, Kaldemash’s Lament is one of the most well-known star guns in all of Arcadia. Legends …","primary_source":"Treasure Vault","trait_group":["Tradition","Monster","School","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4423","name":"Kaldemash's Lament","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-4423"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"enchantment","price":50000,"trait":["Arcane","Enchantment","Mental","Uncommon"],"id":"equipment-4424","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Mindlance Source Treasure Vault pg. 39 Price 500 gp Usage held in 2 hands Bulk 2 Base Weapon Arquebus --- This +1 striking arquebus is used by caravan guards to nonlethally—though powerfully—deter large game and bandits. When fired, the spark gun deals mental damage and adds the nonlethal trait to the attack. Each mindlance also includes a reinforced stock that benefits from any fundamental runes on the firearm. When you critically succeed at an attack roll with a mindlance , the target becomes frightened 2 unless it succeeds at a DC 24 Will save.\n","skill_mod":{},"summary":"This +1 striking arquebus is used by caravan guards to nonlethally—though powerfully—deter large game and bandits. When fired, the spark gun …","primary_source":"Treasure Vault","trait_group":["Tradition","Monster","School","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4424","base_item":["Arquebus"],"name":"Mindlance","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4424"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":16000,"trait":["Arcane","Evocation","Fire","Uncommon"],"id":"equipment-4425","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Solar Shellflower Source Treasure Vault pg. 39 Price 160 gp Usage held in 2 hands Bulk L Base Weapon Flintlock Musket --- This +1 striking flintlock musket features multiple triangular panels that can be folded out of the stock, like the petals of a tigridia flower, that collect sunlight and feed it into the spark gun’s core. All damage dealt by a solar shellflower is fire damage. Activate Single Action Interact; Frequency once per day (but see below); Effect One of the panels from the solar shellflower detaches and unfurls into a tigridia-shaped construct of flame. For the next 1 minute, whenever you Strike an enemy with the solar shellflower , the construct fires a smaller jet of fire that automatically hits the target, dealing 3d4 additional persistent fire damage or twice that on a critical hit. The solar shellflower usually requires a full day to replenish enough solar energy to recharge this Activation, but if used in an environment with especially strong sunlight, such as in a desert, cliff above the clouds, or near the summer solstice, it can recharge in 1 hour instead.\n","element":["Fire"],"skill_mod":{},"summary":"This +1 striking flintlock musket features multiple triangular panels that can be folded out of the stock, like the petals of a tigridia …","primary_source":"Treasure Vault","trait_group":["Tradition","Monster","School","Energy","Elemental","Planar","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4425","base_item":["Flintlock Musket"],"name":"Solar Shellflower","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4425"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":290000,"trait":["Arcane","Evocation","Fire","Uncommon"],"id":"equipment-4426","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Spark Dancer Source Treasure Vault pg. 39 Price 2,900 gp Usage held in 1 hand Bulk L Base Weapon Pepperbox --- This +2 greater striking pepperbox cycles through several magical cores, swapping in new ones while the previous ones cool. The gun deals fire or electricity damage, alternating with each attack as it rotates cores. Arcadian gunslingers liken the rotating cores to a group of dancers, each taking their turn in the spotlight. Activate Two Actions Interact; Frequency once per day; Effect The spark dancer casts either fireball or lightning bolt , depending on whether the current core would deal fire or electricity damage, as a 7th-level arcane spell (DC 30).\n","element":["Fire"],"skill_mod":{},"summary":"This +2 greater striking pepperbox cycles through several magical cores, swapping in new ones while the previous ones cool. The gun deals fire …","primary_source":"Treasure Vault","trait_group":["Tradition","Monster","School","Energy","Elemental","Planar","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4426","base_item":["Pepperbox"],"name":"Spark Dancer","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4426"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":15500,"trait":["Arcane","Evocation","Uncommon"],"id":"equipment-4427","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Thundercrasher Source Treasure Vault pg. 39 Price 155 gp Usage held in 2 hands Bulk 2 Base Weapon Blunderbuss --- While looking straight down the barrel of this +1 striking blunderbuss , the spark gun’s magical core is visible amid several reflectors. All damage dealt by a thundercrasher is sonic damage. On a critical hit, the target must succeed at a Fortitude save against your class DC or be deafened for 1 minute. Activate Single Action Interact; Frequency once per hour; Effect You overload the thundercrasher to emit chaotic sonic frequencies that soften earth and stone. When you next fire the thundercrasher it also partially liquefies any natural earth or stone surfaces within range of its scatter trait, making the area difficult terrain.\n","skill_mod":{},"summary":"While looking straight down the barrel of this +1 striking blunderbuss , the spark gun’s magical core is visible amid several reflectors. All …","primary_source":"Treasure Vault","trait_group":["Tradition","Monster","School","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4427","base_item":["Blunderbuss"],"name":"Thundercrasher","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4427"},{"item_child_id":["equipment-4428-3939","equipment-4428-3940","equipment-4428-3941"],"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Poison"],"id":"equipment-4428","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bane Ammunition Source Treasure Vault pg. 42 Ammunition any Activate Single Action Interact --- Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature— aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes persistent poison damage in addition to the damage the attack normally deals. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bane Ammunition (Lesser) Source Treasure Vault pg. 42 Price 3 gp --- The ammunition deals 1d4 persistent poison damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bane Ammunition (Moderate) Source Treasure Vault pg. 42 Price 25 gp --- The ammunition deals 2d6 persistent poison damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bane Ammunition (Greater) Source Treasure Vault pg. 42 Price 250 gp --- The ammunition deals 3d6 persistent poison damage.","ammunition":"any","skill_mod":{},"summary":"Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature— aberration , animal , beast , …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4428","name":"Bane Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4428"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4428","weakness":{},"price":300,"trait":["Alchemical","Consumable","Poison"],"id":"equipment-4428-3939","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bane Ammunition Source Treasure Vault pg. 42 Ammunition any Activate Single Action Interact --- Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature— aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes persistent poison damage in addition to the damage the attack normally deals. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bane Ammunition (Lesser) Source Treasure Vault pg. 42 Price 3 gp --- The ammunition deals 1d4 persistent poison damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bane Ammunition (Moderate) Source Treasure Vault pg. 42 Price 25 gp --- The ammunition deals 2d6 persistent poison damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bane Ammunition (Greater) Source Treasure Vault pg. 42 Price 250 gp --- The ammunition deals 3d6 persistent poison damage.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 1d4 persistent poison damage.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4428","name":"Bane Ammunition (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4428-3939"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4428","weakness":{},"price":2500,"trait":["Alchemical","Consumable","Poison"],"id":"equipment-4428-3940","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bane Ammunition Source Treasure Vault pg. 42 Ammunition any Activate Single Action Interact --- Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature— aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes persistent poison damage in addition to the damage the attack normally deals. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bane Ammunition (Lesser) Source Treasure Vault pg. 42 Price 3 gp --- The ammunition deals 1d4 persistent poison damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bane Ammunition (Moderate) Source Treasure Vault pg. 42 Price 25 gp --- The ammunition deals 2d6 persistent poison damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bane Ammunition (Greater) Source Treasure Vault pg. 42 Price 250 gp --- The ammunition deals 3d6 persistent poison damage.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 2d6 persistent poison damage.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4428","name":"Bane Ammunition (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4428-3940"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4428","weakness":{},"price":25000,"trait":["Alchemical","Consumable","Poison"],"id":"equipment-4428-3941","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bane Ammunition Source Treasure Vault pg. 42 Ammunition any Activate Single Action Interact --- Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature— aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes persistent poison damage in addition to the damage the attack normally deals. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bane Ammunition (Lesser) Source Treasure Vault pg. 42 Price 3 gp --- The ammunition deals 1d4 persistent poison damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bane Ammunition (Moderate) Source Treasure Vault pg. 42 Price 25 gp --- The ammunition deals 2d6 persistent poison damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bane Ammunition (Greater) Source Treasure Vault pg. 42 Price 250 gp --- The ammunition deals 3d6 persistent poison damage.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 3d6 persistent poison damage.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4428","name":"Bane Ammunition (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4428-3941"},{"item_child_id":["equipment-4429-3942","equipment-4429-3943","equipment-4429-3944"],"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Poison"],"id":"equipment-4429","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Blister Ammunition Source Treasure Vault pg. 42 Ammunition any Activate Single Action Interact --- Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is dazzled for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single Interact action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 Interact actions scratching and sneezing. These Interact actions don’t need to be consecutive. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Blister Ammunition (Lesser) Source Treasure Vault pg. 42 Price 21 gp --- The maximum duration is 3 rounds, and the Fortitude DC is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blister Ammunition (Moderate) Source Treasure Vault pg. 42 Price 210 gp --- The maximum duration is 6 rounds, and the Fortitude DC is 28. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Blister Ammunition (Greater) Source Treasure Vault pg. 42 Price 1,400 gp --- The maximum duration is 10 rounds, and the Fortitude DC is 35.","ammunition":"any","skill_mod":{},"summary":"Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4429","name":"Blister Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4429"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4429","weakness":{},"price":2100,"trait":["Alchemical","Consumable","Poison"],"id":"equipment-4429-3942","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Blister Ammunition Source Treasure Vault pg. 42 Ammunition any Activate Single Action Interact --- Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is dazzled for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single Interact action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 Interact actions scratching and sneezing. These Interact actions don’t need to be consecutive. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Blister Ammunition (Lesser) Source Treasure Vault pg. 42 Price 21 gp --- The maximum duration is 3 rounds, and the Fortitude DC is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blister Ammunition (Moderate) Source Treasure Vault pg. 42 Price 210 gp --- The maximum duration is 6 rounds, and the Fortitude DC is 28. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Blister Ammunition (Greater) Source Treasure Vault pg. 42 Price 1,400 gp --- The maximum duration is 10 rounds, and the Fortitude DC is 35.","ammunition":"any","skill_mod":{},"summary":"The maximum duration is 3 rounds, and the Fortitude DC is 19.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4429","name":"Blister Ammunition (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4429-3942"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4429","weakness":{},"price":21000,"trait":["Alchemical","Consumable","Poison"],"id":"equipment-4429-3943","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Blister Ammunition Source Treasure Vault pg. 42 Ammunition any Activate Single Action Interact --- Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is dazzled for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single Interact action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 Interact actions scratching and sneezing. These Interact actions don’t need to be consecutive. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Blister Ammunition (Lesser) Source Treasure Vault pg. 42 Price 21 gp --- The maximum duration is 3 rounds, and the Fortitude DC is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blister Ammunition (Moderate) Source Treasure Vault pg. 42 Price 210 gp --- The maximum duration is 6 rounds, and the Fortitude DC is 28. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Blister Ammunition (Greater) Source Treasure Vault pg. 42 Price 1,400 gp --- The maximum duration is 10 rounds, and the Fortitude DC is 35.","ammunition":"any","skill_mod":{},"summary":"The maximum duration is 6 rounds, and the Fortitude DC is 28.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4429","name":"Blister Ammunition (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4429-3943"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4429","weakness":{},"price":140000,"trait":["Alchemical","Consumable","Poison"],"id":"equipment-4429-3944","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Blister Ammunition Source Treasure Vault pg. 42 Ammunition any Activate Single Action Interact --- Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is dazzled for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single Interact action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 Interact actions scratching and sneezing. These Interact actions don’t need to be consecutive. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Blister Ammunition (Lesser) Source Treasure Vault pg. 42 Price 21 gp --- The maximum duration is 3 rounds, and the Fortitude DC is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blister Ammunition (Moderate) Source Treasure Vault pg. 42 Price 210 gp --- The maximum duration is 6 rounds, and the Fortitude DC is 28. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Blister Ammunition (Greater) Source Treasure Vault pg. 42 Price 1,400 gp --- The maximum duration is 10 rounds, and the Fortitude DC is 35.","ammunition":"any","skill_mod":{},"summary":"The maximum duration is 10 rounds, and the Fortitude DC is 35.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4429","name":"Blister Ammunition (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4429-3944"},{"item_child_id":["equipment-4430-3945","equipment-4430-3946","equipment-4430-3947"],"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Splash"],"id":"equipment-4430","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elemental Ammunition Source Treasure Vault pg. 42 Ammunition any Activate Single Action Interact --- When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing persistent acid, cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elemental Ammunition (Lesser) Source Treasure Vault pg. 42 Price 3 gp --- The ammunition deals 1 persistent damage and 1 splash damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Elemental Ammunition (Moderate) Source Treasure Vault pg. 42 Price 21 gp --- The ammunition deals 1 persistent damage and 1 splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Elemental Ammunition (Greater) Source Treasure Vault pg. 42 Price 210 gp --- The ammunition deals 3d4 persistent damage and 3 splash damage.","ammunition":"any","skill_mod":{},"summary":"When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing persistent acid, cold, electricity, fire, …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4430","name":"Elemental Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4430"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4430","weakness":{},"price":300,"trait":["Alchemical","Consumable","Splash"],"id":"equipment-4430-3945","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elemental Ammunition Source Treasure Vault pg. 42 Ammunition any Activate Single Action Interact --- When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing persistent acid, cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elemental Ammunition (Lesser) Source Treasure Vault pg. 42 Price 3 gp --- The ammunition deals 1 persistent damage and 1 splash damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Elemental Ammunition (Moderate) Source Treasure Vault pg. 42 Price 21 gp --- The ammunition deals 1 persistent damage and 1 splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Elemental Ammunition (Greater) Source Treasure Vault pg. 42 Price 210 gp --- The ammunition deals 3d4 persistent damage and 3 splash damage.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 1 persistent damage and 1 splash damage.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4430","name":"Elemental Ammunition (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4430-3945"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4430","weakness":{},"price":2100,"trait":["Alchemical","Consumable","Splash"],"id":"equipment-4430-3946","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elemental Ammunition Source Treasure Vault pg. 42 Ammunition any Activate Single Action Interact --- When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing persistent acid, cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elemental Ammunition (Lesser) Source Treasure Vault pg. 42 Price 3 gp --- The ammunition deals 1 persistent damage and 1 splash damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Elemental Ammunition (Moderate) Source Treasure Vault pg. 42 Price 21 gp --- The ammunition deals 1 persistent damage and 1 splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Elemental Ammunition (Greater) Source Treasure Vault pg. 42 Price 210 gp --- The ammunition deals 3d4 persistent damage and 3 splash damage.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 1 persistent damage and 1 splash damage.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4430","name":"Elemental Ammunition (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4430-3946"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4430","weakness":{},"price":21000,"trait":["Alchemical","Consumable","Splash"],"id":"equipment-4430-3947","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elemental Ammunition Source Treasure Vault pg. 42 Ammunition any Activate Single Action Interact --- When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing persistent acid, cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elemental Ammunition (Lesser) Source Treasure Vault pg. 42 Price 3 gp --- The ammunition deals 1 persistent damage and 1 splash damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Elemental Ammunition (Moderate) Source Treasure Vault pg. 42 Price 21 gp --- The ammunition deals 1 persistent damage and 1 splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Elemental Ammunition (Greater) Source Treasure Vault pg. 42 Price 210 gp --- The ammunition deals 3d4 persistent damage and 3 splash damage.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 3d4 persistent damage and 3 splash damage.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4430","name":"Elemental Ammunition (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4430-3947"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":2800,"trait":["Alchemical","Cold","Consumable","Splash"],"id":"equipment-4431","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Freeze Ammunition Source Treasure Vault pg. 42 Price 28 gp Ammunition any Activate Single Action Interact --- Freeze ammunition carries chilling reagents that activate on contact with the target. A creature hit by activated freeze ammunition takes cold damage instead of the weapon’s normal damage type, plus 2 cold splash damage. Hitting a 5-foot‑square surface successfully with freeze ammunition deals 2 cold splash damage and covers the space in a layer of ice. Each creature standing on the icy surface must succeed at a DC 20 Reflex save or Acrobatics check or else fall prone. Creatures using an action to move onto the icy surface must attempt either a Reflex save or an Acrobatics check to Balance. Creatures that Step or Crawl don’t need to attempt a check or save. The ice melts after 1 minute, although unusually hot or cold temperatures can change this duration at the GM’s discretion. Dealing at least 1 point of fire damage to the ice removes it instantly.\n","ammunition":"any","skill_mod":{},"summary":"Freeze ammunition carries chilling reagents that activate on contact with the target. A creature hit by activated freeze ammunition takes cold …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4431","name":"Freeze Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4431"},{"item_child_id":["equipment-4432-3948","equipment-4432-3949","equipment-4432-3950","equipment-4432-3951","equipment-4432-3952","equipment-4432-3953"],"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4432","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Life Shot Source Treasure Vault pg. 43 Ammunition round Activate Single Action Interact --- Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is flat-footed against it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Life Shot (Minor) Source Treasure Vault pg. 43 Price 5 gp --- The ammunition restores 1d4 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Life Shot (Lesser) Source Treasure Vault pg. 43 Price 50 gp --- The ammunition restores 3d4+3 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Life Shot (Moderate) Source Treasure Vault pg. 43 Price 200 gp --- The ammunition restores 5d4+7 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Life Shot (Greater) Source Treasure Vault pg. 43 Price 750 gp --- The ammunition restores 7d4+10 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Life Shot (Major) Source Treasure Vault pg. 43 Price 1,500 gp --- The ammunition restores 8d4+11 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Life Shot (True) Source Treasure Vault pg. 43 Price 9,000 gp --- The ammunition restores 10d4+14 Hit Points, and the bonus is +4.","ammunition":"round","skill_mod":{},"summary":"Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4432","name":"Life Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4432"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4432","weakness":{},"price":500,"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4432-3948","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Life Shot Source Treasure Vault pg. 43 Ammunition round Activate Single Action Interact --- Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is flat-footed against it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Life Shot (Minor) Source Treasure Vault pg. 43 Price 5 gp --- The ammunition restores 1d4 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Life Shot (Lesser) Source Treasure Vault pg. 43 Price 50 gp --- The ammunition restores 3d4+3 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Life Shot (Moderate) Source Treasure Vault pg. 43 Price 200 gp --- The ammunition restores 5d4+7 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Life Shot (Greater) Source Treasure Vault pg. 43 Price 750 gp --- The ammunition restores 7d4+10 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Life Shot (Major) Source Treasure Vault pg. 43 Price 1,500 gp --- The ammunition restores 8d4+11 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Life Shot (True) Source Treasure Vault pg. 43 Price 9,000 gp --- The ammunition restores 10d4+14 Hit Points, and the bonus is +4.","ammunition":"round","skill_mod":{},"summary":"The ammunition restores 1d4 Hit Points, and the bonus is +1.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4432","name":"Life Shot (Minor)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4432-3948"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4432","weakness":{},"price":5000,"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4432-3949","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Life Shot Source Treasure Vault pg. 43 Ammunition round Activate Single Action Interact --- Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is flat-footed against it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Life Shot (Minor) Source Treasure Vault pg. 43 Price 5 gp --- The ammunition restores 1d4 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Life Shot (Lesser) Source Treasure Vault pg. 43 Price 50 gp --- The ammunition restores 3d4+3 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Life Shot (Moderate) Source Treasure Vault pg. 43 Price 200 gp --- The ammunition restores 5d4+7 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Life Shot (Greater) Source Treasure Vault pg. 43 Price 750 gp --- The ammunition restores 7d4+10 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Life Shot (Major) Source Treasure Vault pg. 43 Price 1,500 gp --- The ammunition restores 8d4+11 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Life Shot (True) Source Treasure Vault pg. 43 Price 9,000 gp --- The ammunition restores 10d4+14 Hit Points, and the bonus is +4.","ammunition":"round","skill_mod":{},"summary":"The ammunition restores 3d4+3 Hit Points, and the bonus is +1.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4432","name":"Life Shot (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4432-3949"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4432","weakness":{},"price":20000,"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4432-3950","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Life Shot Source Treasure Vault pg. 43 Ammunition round Activate Single Action Interact --- Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is flat-footed against it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Life Shot (Minor) Source Treasure Vault pg. 43 Price 5 gp --- The ammunition restores 1d4 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Life Shot (Lesser) Source Treasure Vault pg. 43 Price 50 gp --- The ammunition restores 3d4+3 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Life Shot (Moderate) Source Treasure Vault pg. 43 Price 200 gp --- The ammunition restores 5d4+7 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Life Shot (Greater) Source Treasure Vault pg. 43 Price 750 gp --- The ammunition restores 7d4+10 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Life Shot (Major) Source Treasure Vault pg. 43 Price 1,500 gp --- The ammunition restores 8d4+11 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Life Shot (True) Source Treasure Vault pg. 43 Price 9,000 gp --- The ammunition restores 10d4+14 Hit Points, and the bonus is +4.","ammunition":"round","skill_mod":{},"summary":"The ammunition restores 5d4+7 Hit Points, and the bonus is +2.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4432","name":"Life Shot (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4432-3950"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4432","weakness":{},"price":75000,"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4432-3951","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Life Shot Source Treasure Vault pg. 43 Ammunition round Activate Single Action Interact --- Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is flat-footed against it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Life Shot (Minor) Source Treasure Vault pg. 43 Price 5 gp --- The ammunition restores 1d4 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Life Shot (Lesser) Source Treasure Vault pg. 43 Price 50 gp --- The ammunition restores 3d4+3 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Life Shot (Moderate) Source Treasure Vault pg. 43 Price 200 gp --- The ammunition restores 5d4+7 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Life Shot (Greater) Source Treasure Vault pg. 43 Price 750 gp --- The ammunition restores 7d4+10 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Life Shot (Major) Source Treasure Vault pg. 43 Price 1,500 gp --- The ammunition restores 8d4+11 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Life Shot (True) Source Treasure Vault pg. 43 Price 9,000 gp --- The ammunition restores 10d4+14 Hit Points, and the bonus is +4.","ammunition":"round","skill_mod":{},"summary":"The ammunition restores 7d4+10 Hit Points, and the bonus is +2.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4432","name":"Life Shot (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4432-3951"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4432","weakness":{},"price":150000,"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4432-3952","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Life Shot Source Treasure Vault pg. 43 Ammunition round Activate Single Action Interact --- Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is flat-footed against it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Life Shot (Minor) Source Treasure Vault pg. 43 Price 5 gp --- The ammunition restores 1d4 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Life Shot (Lesser) Source Treasure Vault pg. 43 Price 50 gp --- The ammunition restores 3d4+3 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Life Shot (Moderate) Source Treasure Vault pg. 43 Price 200 gp --- The ammunition restores 5d4+7 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Life Shot (Greater) Source Treasure Vault pg. 43 Price 750 gp --- The ammunition restores 7d4+10 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Life Shot (Major) Source Treasure Vault pg. 43 Price 1,500 gp --- The ammunition restores 8d4+11 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Life Shot (True) Source Treasure Vault pg. 43 Price 9,000 gp --- The ammunition restores 10d4+14 Hit Points, and the bonus is +4.","ammunition":"round","skill_mod":{},"summary":"The ammunition restores 8d4+11 Hit Points, and the bonus is +3.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4432","name":"Life Shot (Major)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4432-3952"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4432","weakness":{},"price":900000,"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4432-3953","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Life Shot Source Treasure Vault pg. 43 Ammunition round Activate Single Action Interact --- Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is flat-footed against it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Life Shot (Minor) Source Treasure Vault pg. 43 Price 5 gp --- The ammunition restores 1d4 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Life Shot (Lesser) Source Treasure Vault pg. 43 Price 50 gp --- The ammunition restores 3d4+3 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Life Shot (Moderate) Source Treasure Vault pg. 43 Price 200 gp --- The ammunition restores 5d4+7 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Life Shot (Greater) Source Treasure Vault pg. 43 Price 750 gp --- The ammunition restores 7d4+10 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Life Shot (Major) Source Treasure Vault pg. 43 Price 1,500 gp --- The ammunition restores 8d4+11 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Life Shot (True) Source Treasure Vault pg. 43 Price 9,000 gp --- The ammunition restores 10d4+14 Hit Points, and the bonus is +4.","ammunition":"round","skill_mod":{},"summary":"The ammunition restores 10d4+14 Hit Points, and the bonus is +4.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4432","name":"Life Shot (True)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4432-3953"},{"item_child_id":["equipment-4433-3954","equipment-4433-3955","equipment-4433-3956","equipment-4433-3957"],"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Acid","Alchemical","Consumable"],"id":"equipment-4433","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Ooze Ammunition Source Treasure Vault pg. 43 Ammunition any Activate Single Action Interact --- Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. Other creatures can provide the actions, although doing so deals half the ammunition’s persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Ooze Ammunition (Lesser) Source Treasure Vault pg. 43 Price 7 gp --- The ammunition deals 1d4 persistent acid damage and imposes a –5-foot penalty to Speed, and the Escape DC is 16. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Ooze Ammunition (Moderate) Source Treasure Vault pg. 43 Price 42 gp --- The ammunition deals 2d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Ooze Ammunition (Greater) Source Treasure Vault pg. 43 Price 350 gp --- The ammunition deals 3d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ooze Ammunition (Major) Source Treasure Vault pg. 43 Price 3,250 gp --- The ammunition deals 4d4 persistent acid damage and imposes a –15-foot penalty to Speed, and the Escape DC is 38.","ammunition":"any","skill_mod":{},"summary":"Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its …","primary_source":"Treasure Vault","trait_group":["Energy","Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4433","name":"Ooze Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4433"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4433","weakness":{},"price":700,"trait":["Acid","Alchemical","Consumable"],"id":"equipment-4433-3954","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Ooze Ammunition Source Treasure Vault pg. 43 Ammunition any Activate Single Action Interact --- Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. Other creatures can provide the actions, although doing so deals half the ammunition’s persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Ooze Ammunition (Lesser) Source Treasure Vault pg. 43 Price 7 gp --- The ammunition deals 1d4 persistent acid damage and imposes a –5-foot penalty to Speed, and the Escape DC is 16. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Ooze Ammunition (Moderate) Source Treasure Vault pg. 43 Price 42 gp --- The ammunition deals 2d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Ooze Ammunition (Greater) Source Treasure Vault pg. 43 Price 350 gp --- The ammunition deals 3d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ooze Ammunition (Major) Source Treasure Vault pg. 43 Price 3,250 gp --- The ammunition deals 4d4 persistent acid damage and imposes a –15-foot penalty to Speed, and the Escape DC is 38.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 1d4 persistent acid damage and imposes a –5-foot penalty to Speed, and the Escape DC is 16.","primary_source":"Treasure Vault","trait_group":["Energy","Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4433","name":"Ooze Ammunition (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4433-3954"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4433","weakness":{},"price":4200,"trait":["Acid","Alchemical","Consumable"],"id":"equipment-4433-3955","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Ooze Ammunition Source Treasure Vault pg. 43 Ammunition any Activate Single Action Interact --- Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. Other creatures can provide the actions, although doing so deals half the ammunition’s persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Ooze Ammunition (Lesser) Source Treasure Vault pg. 43 Price 7 gp --- The ammunition deals 1d4 persistent acid damage and imposes a –5-foot penalty to Speed, and the Escape DC is 16. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Ooze Ammunition (Moderate) Source Treasure Vault pg. 43 Price 42 gp --- The ammunition deals 2d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Ooze Ammunition (Greater) Source Treasure Vault pg. 43 Price 350 gp --- The ammunition deals 3d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ooze Ammunition (Major) Source Treasure Vault pg. 43 Price 3,250 gp --- The ammunition deals 4d4 persistent acid damage and imposes a –15-foot penalty to Speed, and the Escape DC is 38.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 2d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 20.","primary_source":"Treasure Vault","trait_group":["Energy","Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4433","name":"Ooze Ammunition (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4433-3955"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4433","weakness":{},"price":35000,"trait":["Acid","Alchemical","Consumable"],"id":"equipment-4433-3956","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Ooze Ammunition Source Treasure Vault pg. 43 Ammunition any Activate Single Action Interact --- Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. Other creatures can provide the actions, although doing so deals half the ammunition’s persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Ooze Ammunition (Lesser) Source Treasure Vault pg. 43 Price 7 gp --- The ammunition deals 1d4 persistent acid damage and imposes a –5-foot penalty to Speed, and the Escape DC is 16. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Ooze Ammunition (Moderate) Source Treasure Vault pg. 43 Price 42 gp --- The ammunition deals 2d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Ooze Ammunition (Greater) Source Treasure Vault pg. 43 Price 350 gp --- The ammunition deals 3d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ooze Ammunition (Major) Source Treasure Vault pg. 43 Price 3,250 gp --- The ammunition deals 4d4 persistent acid damage and imposes a –15-foot penalty to Speed, and the Escape DC is 38.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 3d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 29.","primary_source":"Treasure Vault","trait_group":["Energy","Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4433","name":"Ooze Ammunition (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4433-3956"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4433","weakness":{},"price":325000,"trait":["Acid","Alchemical","Consumable"],"id":"equipment-4433-3957","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Ooze Ammunition Source Treasure Vault pg. 43 Ammunition any Activate Single Action Interact --- Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. Other creatures can provide the actions, although doing so deals half the ammunition’s persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Ooze Ammunition (Lesser) Source Treasure Vault pg. 43 Price 7 gp --- The ammunition deals 1d4 persistent acid damage and imposes a –5-foot penalty to Speed, and the Escape DC is 16. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Ooze Ammunition (Moderate) Source Treasure Vault pg. 43 Price 42 gp --- The ammunition deals 2d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Ooze Ammunition (Greater) Source Treasure Vault pg. 43 Price 350 gp --- The ammunition deals 3d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ooze Ammunition (Major) Source Treasure Vault pg. 43 Price 3,250 gp --- The ammunition deals 4d4 persistent acid damage and imposes a –15-foot penalty to Speed, and the Escape DC is 38.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 4d4 persistent acid damage and imposes a –15-foot penalty to Speed, and the Escape DC is 38.","primary_source":"Treasure Vault","trait_group":["Energy","Monster","Equipment","Weapon"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4433","name":"Ooze Ammunition (Major)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4433-3957"},{"item_child_id":["equipment-4434-3958","equipment-4434-3959"],"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Force"],"id":"equipment-4434","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Rusting Ammunition Source Treasure Vault pg. 43 Ammunition any Activate Single Action Interact --- Rusting ammunition is made using a rust monster’s saliva and, when activated, deals damage to objects or creatures primarily made of metal. The target takes persistent damage for a duration determined by the type of ammunition used. A creature that drops to 0 Hit Points while taking this persistent damage crumbles into fine powder; its gear remains. The ammunition’s type determines the maximum amount of an object that’s destroyed. Craft Requirements Supply the saliva of a rust monster. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Rusting Ammunition (Moderate) Source Treasure Vault pg. 43 Price 600 gp --- The ammunition deals 3d8 persistent damage for up to 5 rounds. For an object, the ammunition destroys a 5-foot cube. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Rusting Ammunition (Greater) Source Treasure Vault pg. 43 Price 3,600 gp --- The ammunition deals 4d8 persistent damage for up to 6 rounds. For an object, the ammunition destroys a 10-foot cube.","ammunition":"any","skill_mod":{},"summary":"Rusting ammunition is made using a rust monster’s saliva and, when activated, deals damage to objects or creatures primarily made of metal. The …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Energy"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4434","name":"Rusting Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4434"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4434","weakness":{},"price":60000,"trait":["Alchemical","Consumable","Force"],"id":"equipment-4434-3958","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Rusting Ammunition Source Treasure Vault pg. 43 Ammunition any Activate Single Action Interact --- Rusting ammunition is made using a rust monster’s saliva and, when activated, deals damage to objects or creatures primarily made of metal. The target takes persistent damage for a duration determined by the type of ammunition used. A creature that drops to 0 Hit Points while taking this persistent damage crumbles into fine powder; its gear remains. The ammunition’s type determines the maximum amount of an object that’s destroyed. Craft Requirements Supply the saliva of a rust monster. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Rusting Ammunition (Moderate) Source Treasure Vault pg. 43 Price 600 gp --- The ammunition deals 3d8 persistent damage for up to 5 rounds. For an object, the ammunition destroys a 5-foot cube. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Rusting Ammunition (Greater) Source Treasure Vault pg. 43 Price 3,600 gp --- The ammunition deals 4d8 persistent damage for up to 6 rounds. For an object, the ammunition destroys a 10-foot cube.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 3d8 persistent damage for up to 5 rounds. For an object, the ammunition destroys a 5-foot cube.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Energy"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4434","name":"Rusting Ammunition (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4434-3958"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4434","weakness":{},"price":360000,"trait":["Alchemical","Consumable","Force"],"id":"equipment-4434-3959","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Rusting Ammunition Source Treasure Vault pg. 43 Ammunition any Activate Single Action Interact --- Rusting ammunition is made using a rust monster’s saliva and, when activated, deals damage to objects or creatures primarily made of metal. The target takes persistent damage for a duration determined by the type of ammunition used. A creature that drops to 0 Hit Points while taking this persistent damage crumbles into fine powder; its gear remains. The ammunition’s type determines the maximum amount of an object that’s destroyed. Craft Requirements Supply the saliva of a rust monster. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Rusting Ammunition (Moderate) Source Treasure Vault pg. 43 Price 600 gp --- The ammunition deals 3d8 persistent damage for up to 5 rounds. For an object, the ammunition destroys a 5-foot cube. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Rusting Ammunition (Greater) Source Treasure Vault pg. 43 Price 3,600 gp --- The ammunition deals 4d8 persistent damage for up to 6 rounds. For an object, the ammunition destroys a 10-foot cube.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 4d8 persistent damage for up to 6 rounds. For an object, the ammunition destroys a 10-foot cube.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Energy"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4434","name":"Rusting Ammunition (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4434-3959"},{"item_child_id":["equipment-4435-3960","equipment-4435-3961"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Disease","Poison","Splash","Uncommon"],"id":"equipment-4435","text":"<title level=\"1\" right=\"Item 15+\" pfs=\"Standard\" > Blightburn Bomb Source Treasure Vault pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- Blightburn bombs have radioactive materials sealed inside flasks treated with lead. The bomb grants an item bonus to attack rolls and deals poison damage, persistent poison damage, and poison splash damage, according to the bomb’s type. A creature that takes the persistent poison damage deals the splash damage again from its current position as the radiation continues to harm nearby creatures. The persistent damage can last up to 1 minute. Blightburn bombs also expose the primary target to blightburn sickness at the listed Fortitude DC. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Blightburn Bomb Source Treasure Vault pg. 44 Price 1,200 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The Fortitude DC is 34. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Blightburn Bomb (Greater) Source Treasure Vault pg. 44 Price 12,000 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The Fortitude DC is 43.","skill_mod":{},"summary":"Blightburn bombs have radioactive materials sealed inside flasks treated with lead. The bomb grants an item bonus to attack rolls and deals poison …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Affliction","Poison","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4435","name":"Blightburn Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4435"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4435","weakness":{},"price":120000,"trait":["Alchemical","Bomb","Consumable","Disease","Poison","Splash","Uncommon"],"id":"equipment-4435-3960","text":"<title level=\"1\" right=\"Item 15+\" pfs=\"Standard\" > Blightburn Bomb Source Treasure Vault pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- Blightburn bombs have radioactive materials sealed inside flasks treated with lead. The bomb grants an item bonus to attack rolls and deals poison damage, persistent poison damage, and poison splash damage, according to the bomb’s type. A creature that takes the persistent poison damage deals the splash damage again from its current position as the radiation continues to harm nearby creatures. The persistent damage can last up to 1 minute. Blightburn bombs also expose the primary target to blightburn sickness at the listed Fortitude DC. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Blightburn Bomb Source Treasure Vault pg. 44 Price 1,200 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The Fortitude DC is 34. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Blightburn Bomb (Greater) Source Treasure Vault pg. 44 Price 12,000 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The Fortitude DC is 43.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Affliction","Poison","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4435","name":"Blightburn Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4435-3960"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4435","weakness":{},"price":1200000,"trait":["Alchemical","Bomb","Consumable","Disease","Poison","Splash","Uncommon"],"id":"equipment-4435-3961","text":"<title level=\"1\" right=\"Item 15+\" pfs=\"Standard\" > Blightburn Bomb Source Treasure Vault pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- Blightburn bombs have radioactive materials sealed inside flasks treated with lead. The bomb grants an item bonus to attack rolls and deals poison damage, persistent poison damage, and poison splash damage, according to the bomb’s type. A creature that takes the persistent poison damage deals the splash damage again from its current position as the radiation continues to harm nearby creatures. The persistent damage can last up to 1 minute. Blightburn bombs also expose the primary target to blightburn sickness at the listed Fortitude DC. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Blightburn Bomb Source Treasure Vault pg. 44 Price 1,200 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The Fortitude DC is 34. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Blightburn Bomb (Greater) Source Treasure Vault pg. 44 Price 12,000 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The Fortitude DC is 43.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Affliction","Poison","Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4435","name":"Blightburn Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4435-3961"},{"item_child_id":["equipment-4436-3962","equipment-4436-3963"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Splash"],"id":"equipment-4436","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Boulder Seed Source Treasure Vault pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- This bomb is made of volatile fluids that rapidly expand and harden when exposed to air. A boulder seed grants an item bonus to attack rolls and deals bludgeoning damage and bludgeoning splash damage, according to the bomb’s type. When activated, the bomb fills a 5-foot cube with hardened foam, which has stats according to the bomb’s type and which pushes a primary target of a certain size or smaller occupying that space 5 feet away from you. On a critical hit, the target also falls prone. The splash zone fills with rubble, creating difficult terrain. The “boulder” the bomb creates fails all saving throws and loses 1 Hardness per round, disintegrating into fine powder when the boulder’s Hardness is reduced to 0. At that time, the difficult terrain the bomb created also disappears. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Boulder Seed Source Treasure Vault pg. 44 Price 360 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 bludgeoning damage plus 3 bludgeoning splash damage. It creates a boulder as hard as wood (Hardness 5, HP 20) that pushes Medium or smaller targets. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Boulder Seed (Greater) Source Treasure Vault pg. 44 Price 3,600 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 bludgeoning damage plus 4 bludgeoning splash damage. It creates a boulder as hard as stone (Hardness 10, HP 40) that pushes Large or smaller targets","skill_mod":{},"summary":"This bomb is made of volatile fluids that rapidly expand and harden when exposed to air. A boulder seed grants an item bonus to attack rolls and …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4436","name":"Boulder Seed","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4436"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4436","weakness":{},"price":36000,"trait":["Alchemical","Bomb","Consumable","Splash"],"id":"equipment-4436-3962","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Boulder Seed Source Treasure Vault pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- This bomb is made of volatile fluids that rapidly expand and harden when exposed to air. A boulder seed grants an item bonus to attack rolls and deals bludgeoning damage and bludgeoning splash damage, according to the bomb’s type. When activated, the bomb fills a 5-foot cube with hardened foam, which has stats according to the bomb’s type and which pushes a primary target of a certain size or smaller occupying that space 5 feet away from you. On a critical hit, the target also falls prone. The splash zone fills with rubble, creating difficult terrain. The “boulder” the bomb creates fails all saving throws and loses 1 Hardness per round, disintegrating into fine powder when the boulder’s Hardness is reduced to 0. At that time, the difficult terrain the bomb created also disappears. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Boulder Seed Source Treasure Vault pg. 44 Price 360 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 bludgeoning damage plus 3 bludgeoning splash damage. It creates a boulder as hard as wood (Hardness 5, HP 20) that pushes Medium or smaller targets. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Boulder Seed (Greater) Source Treasure Vault pg. 44 Price 3,600 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 bludgeoning damage plus 4 bludgeoning splash damage. It creates a boulder as hard as stone (Hardness 10, HP 40) that pushes Large or smaller targets","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 bludgeoning damage plus 3 bludgeoning splash damage. It creates a boulder as hard as …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4436","name":"Boulder Seed","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4436-3962"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4436","weakness":{},"price":360000,"trait":["Alchemical","Bomb","Consumable","Splash"],"id":"equipment-4436-3963","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Boulder Seed Source Treasure Vault pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- This bomb is made of volatile fluids that rapidly expand and harden when exposed to air. A boulder seed grants an item bonus to attack rolls and deals bludgeoning damage and bludgeoning splash damage, according to the bomb’s type. When activated, the bomb fills a 5-foot cube with hardened foam, which has stats according to the bomb’s type and which pushes a primary target of a certain size or smaller occupying that space 5 feet away from you. On a critical hit, the target also falls prone. The splash zone fills with rubble, creating difficult terrain. The “boulder” the bomb creates fails all saving throws and loses 1 Hardness per round, disintegrating into fine powder when the boulder’s Hardness is reduced to 0. At that time, the difficult terrain the bomb created also disappears. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Boulder Seed Source Treasure Vault pg. 44 Price 360 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 bludgeoning damage plus 3 bludgeoning splash damage. It creates a boulder as hard as wood (Hardness 5, HP 20) that pushes Medium or smaller targets. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Boulder Seed (Greater) Source Treasure Vault pg. 44 Price 3,600 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 bludgeoning damage plus 4 bludgeoning splash damage. It creates a boulder as hard as stone (Hardness 10, HP 40) that pushes Large or smaller targets","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 bludgeoning damage plus 4 bludgeoning splash damage. It creates a boulder as hard as …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4436","name":"Boulder Seed (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4436-3963"},{"item_child_id":["equipment-4437-3964","equipment-4437-3965"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Force","Splash"],"id":"equipment-4437","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Lodestone Bomb Source Treasure Vault pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- Lodestone bombs hold reactive ionized minerals preserved in a dormant state until broken. The bomb grants an item bonus to attack rolls and deals force damage and force splash damage, according to the bomb’s type. In addition, a target made of metal, wearing metal armor, or using metal weapons takes persistent force damage and is clumsy 1 and enfeebled 1 while taking the persistent damage. The persistent damage can last up to 1 minute. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lodestone Bomb Source Treasure Vault pg. 44 Price 400 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 force damage plus 2 force splash damage. The bomb deals 2d4 persistent force damage to applicable targets. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Lodestone Bomb (Greater) Source Treasure Vault pg. 44 Price 4,500 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 force damage plus 3 force splash damage. The bomb deals 3d4 persistent force damage to applicable targets.","skill_mod":{},"summary":"Lodestone bombs hold reactive ionized minerals preserved in a dormant state until broken. The bomb grants an item bonus to attack rolls and deals …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4437","name":"Lodestone Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4437"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4437","weakness":{},"price":40000,"trait":["Alchemical","Bomb","Consumable","Force","Splash"],"id":"equipment-4437-3964","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Lodestone Bomb Source Treasure Vault pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- Lodestone bombs hold reactive ionized minerals preserved in a dormant state until broken. The bomb grants an item bonus to attack rolls and deals force damage and force splash damage, according to the bomb’s type. In addition, a target made of metal, wearing metal armor, or using metal weapons takes persistent force damage and is clumsy 1 and enfeebled 1 while taking the persistent damage. The persistent damage can last up to 1 minute. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lodestone Bomb Source Treasure Vault pg. 44 Price 400 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 force damage plus 2 force splash damage. The bomb deals 2d4 persistent force damage to applicable targets. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Lodestone Bomb (Greater) Source Treasure Vault pg. 44 Price 4,500 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 force damage plus 3 force splash damage. The bomb deals 3d4 persistent force damage to applicable targets.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 force damage plus 2 force splash damage. The bomb deals 2d4 persistent force damage …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4437","name":"Lodestone Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4437-3964"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4437","weakness":{},"price":450000,"trait":["Alchemical","Bomb","Consumable","Force","Splash"],"id":"equipment-4437-3965","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Lodestone Bomb Source Treasure Vault pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- Lodestone bombs hold reactive ionized minerals preserved in a dormant state until broken. The bomb grants an item bonus to attack rolls and deals force damage and force splash damage, according to the bomb’s type. In addition, a target made of metal, wearing metal armor, or using metal weapons takes persistent force damage and is clumsy 1 and enfeebled 1 while taking the persistent damage. The persistent damage can last up to 1 minute. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lodestone Bomb Source Treasure Vault pg. 44 Price 400 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 force damage plus 2 force splash damage. The bomb deals 2d4 persistent force damage to applicable targets. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Lodestone Bomb (Greater) Source Treasure Vault pg. 44 Price 4,500 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 force damage plus 3 force splash damage. The bomb deals 3d4 persistent force damage to applicable targets.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 force damage plus 3 force splash damage. The bomb deals 3d4 persistent force damage …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4437","name":"Lodestone Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4437-3965"},{"item_child_id":["equipment-4438-3966","equipment-4438-3967"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Sonic","Splash"],"id":"equipment-4438","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Shatterstone Source Treasure Vault pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- A shatterstone is a small ceramic orb, much like a thunderstone. Inside are reactive agents that set up an intense field of sonic vibration when the stone breaks. The bomb grants an item bonus to attack rolls and deals sonic damage and sonic splash damage, according to the bomb’s type. Much of the sound is ultrasonic, and creatures with sonic weakness that take damage from the bomb must succeed at a Fortitude saving throw at the listed DC or be deafened until the end of their next turn. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Shatterstone Source Treasure Vault pg. 44 Price 380 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 sonic damage and 3 sonic splash damage. The Fortitude DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Shatterstone (Greater) Source Treasure Vault pg. 44 Price 3,800 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 sonic damage and 4 sonic splash damage. The Fortitude DC is 40.","skill_mod":{},"summary":"A shatterstone is a small ceramic orb, much like a thunderstone . Inside are reactive agents that set up an intense field of sonic vibration when …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4438","name":"Shatterstone","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4438"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4438","weakness":{},"price":38000,"trait":["Alchemical","Bomb","Consumable","Sonic","Splash"],"id":"equipment-4438-3966","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Shatterstone Source Treasure Vault pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- A shatterstone is a small ceramic orb, much like a thunderstone. Inside are reactive agents that set up an intense field of sonic vibration when the stone breaks. The bomb grants an item bonus to attack rolls and deals sonic damage and sonic splash damage, according to the bomb’s type. Much of the sound is ultrasonic, and creatures with sonic weakness that take damage from the bomb must succeed at a Fortitude saving throw at the listed DC or be deafened until the end of their next turn. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Shatterstone Source Treasure Vault pg. 44 Price 380 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 sonic damage and 3 sonic splash damage. The Fortitude DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Shatterstone (Greater) Source Treasure Vault pg. 44 Price 3,800 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 sonic damage and 4 sonic splash damage. The Fortitude DC is 40.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 sonic damage and 3 sonic splash damage. The Fortitude DC is 30.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4438","name":"Shatterstone","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4438-3966"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4438","weakness":{},"price":380000,"trait":["Alchemical","Bomb","Consumable","Sonic","Splash"],"id":"equipment-4438-3967","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Shatterstone Source Treasure Vault pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- A shatterstone is a small ceramic orb, much like a thunderstone. Inside are reactive agents that set up an intense field of sonic vibration when the stone breaks. The bomb grants an item bonus to attack rolls and deals sonic damage and sonic splash damage, according to the bomb’s type. Much of the sound is ultrasonic, and creatures with sonic weakness that take damage from the bomb must succeed at a Fortitude saving throw at the listed DC or be deafened until the end of their next turn. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Shatterstone Source Treasure Vault pg. 44 Price 380 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 sonic damage and 3 sonic splash damage. The Fortitude DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Shatterstone (Greater) Source Treasure Vault pg. 44 Price 3,800 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 sonic damage and 4 sonic splash damage. The Fortitude DC is 40.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 sonic damage and 4 sonic splash damage. The Fortitude DC is 40.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4438","name":"Shatterstone (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4438-3967"},{"item_child_id":["equipment-4439-3968","equipment-4439-3969","equipment-4439-3970","equipment-4439-3971"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Olfactory","Poison","Splash"],"id":"equipment-4439","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Skunk Bomb Source Treasure Vault pg. 45 Usage held in 1 hand Bulk L Activate Single Action Strike --- Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb’s type. Creatures in the splash area treat the results of their saving throw as one step better. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 1 and slowed 1 while sickened. Critical Failure The target is blinded for 1 round, sickened 2, and slowed 1 while sickened. Creatures sickened by the bomb emit an odor that lasts 10 minutes after the sickened condition ends (or 1 hour if they were also blinded). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Skunk Bomb (Lesser) Source Treasure Vault pg. 45 Price 4 gp --- The bomb deals 1d4 poison damage and 1 poison splash damage. The Fortitude DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Skunk Bomb (Moderate) Source Treasure Vault pg. 45 Price 12 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage and 2 poison splash damage. The Fortitude DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Skunk Bomb (Greater) Source Treasure Vault pg. 45 Price 240 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage and 3 poison splash damage. The Fortitude DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Skunk Bomb (Major) Source Treasure Vault pg. 45 Price 2,400 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage and 4 poison splash damage. The Fortitude DC is 37.","skill_mod":{},"summary":"Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Sense","Poison","Affliction","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4439","name":"Skunk Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4439"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4439","weakness":{},"price":400,"trait":["Alchemical","Bomb","Consumable","Olfactory","Poison","Splash"],"id":"equipment-4439-3968","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Skunk Bomb Source Treasure Vault pg. 45 Usage held in 1 hand Bulk L Activate Single Action Strike --- Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb’s type. Creatures in the splash area treat the results of their saving throw as one step better. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 1 and slowed 1 while sickened. Critical Failure The target is blinded for 1 round, sickened 2, and slowed 1 while sickened. Creatures sickened by the bomb emit an odor that lasts 10 minutes after the sickened condition ends (or 1 hour if they were also blinded). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Skunk Bomb (Lesser) Source Treasure Vault pg. 45 Price 4 gp --- The bomb deals 1d4 poison damage and 1 poison splash damage. The Fortitude DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Skunk Bomb (Moderate) Source Treasure Vault pg. 45 Price 12 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage and 2 poison splash damage. The Fortitude DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Skunk Bomb (Greater) Source Treasure Vault pg. 45 Price 240 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage and 3 poison splash damage. The Fortitude DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Skunk Bomb (Major) Source Treasure Vault pg. 45 Price 2,400 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage and 4 poison splash damage. The Fortitude DC is 37.","skill_mod":{},"summary":"The bomb deals 1d4 poison damage and 1 poison splash damage. The Fortitude DC is 15.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Sense","Poison","Affliction","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4439","name":"Skunk Bomb (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4439-3968"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4439","weakness":{},"price":1200,"trait":["Alchemical","Bomb","Consumable","Olfactory","Poison","Splash"],"id":"equipment-4439-3969","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Skunk Bomb Source Treasure Vault pg. 45 Usage held in 1 hand Bulk L Activate Single Action Strike --- Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb’s type. Creatures in the splash area treat the results of their saving throw as one step better. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 1 and slowed 1 while sickened. Critical Failure The target is blinded for 1 round, sickened 2, and slowed 1 while sickened. Creatures sickened by the bomb emit an odor that lasts 10 minutes after the sickened condition ends (or 1 hour if they were also blinded). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Skunk Bomb (Lesser) Source Treasure Vault pg. 45 Price 4 gp --- The bomb deals 1d4 poison damage and 1 poison splash damage. The Fortitude DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Skunk Bomb (Moderate) Source Treasure Vault pg. 45 Price 12 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage and 2 poison splash damage. The Fortitude DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Skunk Bomb (Greater) Source Treasure Vault pg. 45 Price 240 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage and 3 poison splash damage. The Fortitude DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Skunk Bomb (Major) Source Treasure Vault pg. 45 Price 2,400 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage and 4 poison splash damage. The Fortitude DC is 37.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage and 2 poison splash damage. The Fortitude DC is 17.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Sense","Poison","Affliction","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4439","name":"Skunk Bomb (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4439-3969"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4439","weakness":{},"price":24000,"trait":["Alchemical","Bomb","Consumable","Olfactory","Poison","Splash"],"id":"equipment-4439-3970","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Skunk Bomb Source Treasure Vault pg. 45 Usage held in 1 hand Bulk L Activate Single Action Strike --- Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb’s type. Creatures in the splash area treat the results of their saving throw as one step better. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 1 and slowed 1 while sickened. Critical Failure The target is blinded for 1 round, sickened 2, and slowed 1 while sickened. Creatures sickened by the bomb emit an odor that lasts 10 minutes after the sickened condition ends (or 1 hour if they were also blinded). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Skunk Bomb (Lesser) Source Treasure Vault pg. 45 Price 4 gp --- The bomb deals 1d4 poison damage and 1 poison splash damage. The Fortitude DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Skunk Bomb (Moderate) Source Treasure Vault pg. 45 Price 12 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage and 2 poison splash damage. The Fortitude DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Skunk Bomb (Greater) Source Treasure Vault pg. 45 Price 240 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage and 3 poison splash damage. The Fortitude DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Skunk Bomb (Major) Source Treasure Vault pg. 45 Price 2,400 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage and 4 poison splash damage. The Fortitude DC is 37.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage and 3 poison splash damage. The Fortitude DC is 28.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Sense","Poison","Affliction","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4439","name":"Skunk Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4439-3970"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4439","weakness":{},"price":240000,"trait":["Alchemical","Bomb","Consumable","Olfactory","Poison","Splash"],"id":"equipment-4439-3971","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Skunk Bomb Source Treasure Vault pg. 45 Usage held in 1 hand Bulk L Activate Single Action Strike --- Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb’s type. Creatures in the splash area treat the results of their saving throw as one step better. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 1 and slowed 1 while sickened. Critical Failure The target is blinded for 1 round, sickened 2, and slowed 1 while sickened. Creatures sickened by the bomb emit an odor that lasts 10 minutes after the sickened condition ends (or 1 hour if they were also blinded). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Skunk Bomb (Lesser) Source Treasure Vault pg. 45 Price 4 gp --- The bomb deals 1d4 poison damage and 1 poison splash damage. The Fortitude DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Skunk Bomb (Moderate) Source Treasure Vault pg. 45 Price 12 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage and 2 poison splash damage. The Fortitude DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Skunk Bomb (Greater) Source Treasure Vault pg. 45 Price 240 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage and 3 poison splash damage. The Fortitude DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Skunk Bomb (Major) Source Treasure Vault pg. 45 Price 2,400 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage and 4 poison splash damage. The Fortitude DC is 37.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage and 4 poison splash damage. The Fortitude DC is 37.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Sense","Poison","Affliction","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4439","name":"Skunk Bomb (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4439-3971"},{"item_child_id":["equipment-4440-3972","equipment-4440-3973"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Poison","Splash"],"id":"equipment-4440","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Trueshape Bomb Source Treasure Vault pg. 45 Usage held in 1 hand Bulk L Activate Single Action Strike --- Concentrated wolfsbane and other anti-shapechanger reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, persistent poison damage, and poison splash damage, according to their type. If the primary target is under the effects of a morph or polymorph effect, it must succeed at a Fortitude saving throw at the bomb’s listed DC, or else the effects end and the creature returns to its normal form. Targets taking persistent poison damage from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a morph or polymorph effect. The persistent damage can last up to 1 minute. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Trueshape Bomb Source Treasure Vault pg. 45 Price 375 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The Fortitude DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Trueshape Bomb (Greater) Source Treasure Vault pg. 45 Price 3,750 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The Fortitude DC is 40.","skill_mod":{},"summary":"Concentrated wolfsbane and other anti-shapechanger reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4440","name":"Trueshape Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4440"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4440","weakness":{},"price":37500,"trait":["Alchemical","Bomb","Consumable","Poison","Splash"],"id":"equipment-4440-3972","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Trueshape Bomb Source Treasure Vault pg. 45 Usage held in 1 hand Bulk L Activate Single Action Strike --- Concentrated wolfsbane and other anti-shapechanger reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, persistent poison damage, and poison splash damage, according to their type. If the primary target is under the effects of a morph or polymorph effect, it must succeed at a Fortitude saving throw at the bomb’s listed DC, or else the effects end and the creature returns to its normal form. Targets taking persistent poison damage from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a morph or polymorph effect. The persistent damage can last up to 1 minute. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Trueshape Bomb Source Treasure Vault pg. 45 Price 375 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The Fortitude DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Trueshape Bomb (Greater) Source Treasure Vault pg. 45 Price 3,750 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The Fortitude DC is 40.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4440","name":"Trueshape Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4440-3972"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4440","weakness":{},"price":375000,"trait":["Alchemical","Bomb","Consumable","Poison","Splash"],"id":"equipment-4440-3973","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Trueshape Bomb Source Treasure Vault pg. 45 Usage held in 1 hand Bulk L Activate Single Action Strike --- Concentrated wolfsbane and other anti-shapechanger reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, persistent poison damage, and poison splash damage, according to their type. If the primary target is under the effects of a morph or polymorph effect, it must succeed at a Fortitude saving throw at the bomb’s listed DC, or else the effects end and the creature returns to its normal form. Targets taking persistent poison damage from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a morph or polymorph effect. The persistent damage can last up to 1 minute. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Trueshape Bomb Source Treasure Vault pg. 45 Price 375 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The Fortitude DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Trueshape Bomb (Greater) Source Treasure Vault pg. 45 Price 3,750 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The Fortitude DC is 40.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4440","name":"Trueshape Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4440-3973"},{"remaster_name":["Arbor Wine"],"item_child_id":["equipment-4441-3974","equipment-4441-3975"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4441","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Assassin Vine Wine Source Treasure Vault pg. 47 Usage held in 1 hand Bulk L Activate 10 minutes (Interact) --- Crafting wine from assassin vine berries is a dangerous process, but the resulting ruby-red drink is rich and heady. Alchemical reagents added during fermentation concentrate the vine’s connection to its environment and impart them onto the imbiber. For 1 minute after drinking a glass of assassin vine wine, you have tremorsense at a range of 30 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Assassin Vine Wine Source Treasure Vault pg. 47 Price 130 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Assassin Vine Wine (Aged) Source Treasure Vault pg. 47 Price 350 gp --- Assassin vine wine that has been aged for several years— or artificially aged with alchemy—develops both a greater complexity of flavor and a stronger connection to an assassin vine’s bond with nature. When you drink the wine, vegetation in a 20-foot emanation around you begins to writhe, becoming difficult terrain until the start of your next turn.","skill_mod":{},"summary":"Crafting wine from assassin vine berries is a dangerous process, but the resulting ruby-red drink is rich and heady. Alchemical reagents added …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4441","name":"Assassin Vine Wine","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4441"},{"remaster_name":["Arbor Wine"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4441","weakness":{},"price":13000,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4441-3974","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Assassin Vine Wine Source Treasure Vault pg. 47 Usage held in 1 hand Bulk L Activate 10 minutes (Interact) --- Crafting wine from assassin vine berries is a dangerous process, but the resulting ruby-red drink is rich and heady. Alchemical reagents added during fermentation concentrate the vine’s connection to its environment and impart them onto the imbiber. For 1 minute after drinking a glass of assassin vine wine, you have tremorsense at a range of 30 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Assassin Vine Wine Source Treasure Vault pg. 47 Price 130 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Assassin Vine Wine (Aged) Source Treasure Vault pg. 47 Price 350 gp --- Assassin vine wine that has been aged for several years— or artificially aged with alchemy—develops both a greater complexity of flavor and a stronger connection to an assassin vine’s bond with nature. When you drink the wine, vegetation in a 20-foot emanation around you begins to writhe, becoming difficult terrain until the start of your next turn.","skill_mod":{},"summary":"Crafting wine from assassin vine berries is a dangerous process, but the resulting ruby-red drink is rich and heady. Alchemical reagents added …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4441","name":"Assassin Vine Wine","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4441-3974"},{"remaster_name":["Arbor Wine (Aged)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4441","weakness":{},"price":35000,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4441-3975","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Assassin Vine Wine Source Treasure Vault pg. 47 Usage held in 1 hand Bulk L Activate 10 minutes (Interact) --- Crafting wine from assassin vine berries is a dangerous process, but the resulting ruby-red drink is rich and heady. Alchemical reagents added during fermentation concentrate the vine’s connection to its environment and impart them onto the imbiber. For 1 minute after drinking a glass of assassin vine wine, you have tremorsense at a range of 30 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Assassin Vine Wine Source Treasure Vault pg. 47 Price 130 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Assassin Vine Wine (Aged) Source Treasure Vault pg. 47 Price 350 gp --- Assassin vine wine that has been aged for several years— or artificially aged with alchemy—develops both a greater complexity of flavor and a stronger connection to an assassin vine’s bond with nature. When you drink the wine, vegetation in a 20-foot emanation around you begins to writhe, becoming difficult terrain until the start of your next turn.","skill_mod":{},"summary":"Assassin vine wine that has been aged for several years— or artificially aged with alchemy—develops both a greater complexity of flavor and a …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4441","name":"Assassin Vine Wine (Aged)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4441-3975"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1000,"skill":["Arcana","Nature","Occultism","Religion"],"trait":["Alchemical","Consumable","Processed"],"id":"equipment-4442","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Auric Noodles Source Treasure Vault pg. 47 Price 10 gp Usage held in 2 hands Bulk L --- Auric noodles are boiled, then pan-fried and tossed with sliced vegetables and a sticky, savory sauce incorporating alchemical reagents. After you eat the noodles, they boost your ability to sense magic for 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to checks to Identify Magic, and you can move at full speed while using the Detect Magic exploration activity.\n","skill_mod":{},"summary":"Auric noodles are boiled, then pan-fried and tossed with sliced vegetables and a sticky, savory sauce incorporating alchemical reagents. After you …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4442","name":"Auric Noodles","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4442"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1400,"skill":["Arcana","Crafting","Lore","Nature","Occultism","Religion","Society","Medicine"],"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-4443","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Cinnamon Seers Source Treasure Vault pg. 47 Price 14 gp Usage held in 1 hand --- Zippy, alchemically treated cinnamon suffuses cinnamon seers, a rock candy with a lively taste that provides a mental boost. A cinnamon seer remains in your mouth for 1 hour, its stimulating flavor granting you a +1 item bonus to checks to Recall Knowledge. Secondary Effect Reaction (fortune) Trigger You gain no information from a Recall Knowledge check; Effect Reroll the triggering check. If this was a secret check, the GM rerolls rather than you; the candy doesn’t give you any insight into what the GM rolled, so in that case, you’re rerolling based only on guesswork. The seer becomes inert. You become temporarily immune to cinnamon seers until the next time you make your daily preparations.\n","skill_mod":{},"summary":"Zippy, alchemically treated cinnamon suffuses cinnamon seers, a rock candy with a lively taste that provides a mental boost. A cinnamon seer remains …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4443","name":"Cinnamon Seers","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4443"},{"item_child_id":["equipment-4444-3976","equipment-4444-3977"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Processed"],"id":"equipment-4444","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cooperative Waffles Source Treasure Vault pg. 47 Usage held in 2 hands Bulk L Activate 10 minutes (Interact) --- Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those who share the batch. You can split the waffles with one other creature. After you both eat half of the waffles to Activate them, when one of you uses Follow the Expert to follow the other, the circumstance bonus granted is 1 higher. The waffles’ bonus lasts 24 hours or until you next make your daily preparations, whichever comes first. You can only be linked to one creature in this way at a time; if either of you eats cooperative waffles again, the effect of your previous waffles ends. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cooperative Waffles Source Treasure Vault pg. 47 Price 5 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cooperative Waffles (Greater) Source Treasure Vault pg. 47 Price 25 gp --- The benefit of the waffles also applies when one of you successfully Aids a skill check the other attempts.","skill_mod":{},"summary":"Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those who …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4444","name":"Cooperative Waffles","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4444"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4444","weakness":{},"price":500,"trait":["Alchemical","Consumable","Processed"],"id":"equipment-4444-3976","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cooperative Waffles Source Treasure Vault pg. 47 Usage held in 2 hands Bulk L Activate 10 minutes (Interact) --- Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those who share the batch. You can split the waffles with one other creature. After you both eat half of the waffles to Activate them, when one of you uses Follow the Expert to follow the other, the circumstance bonus granted is 1 higher. The waffles’ bonus lasts 24 hours or until you next make your daily preparations, whichever comes first. You can only be linked to one creature in this way at a time; if either of you eats cooperative waffles again, the effect of your previous waffles ends. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cooperative Waffles Source Treasure Vault pg. 47 Price 5 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cooperative Waffles (Greater) Source Treasure Vault pg. 47 Price 25 gp --- The benefit of the waffles also applies when one of you successfully Aids a skill check the other attempts.","skill_mod":{},"summary":"Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those who …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4444","name":"Cooperative Waffles","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4444-3976"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4444","weakness":{},"price":2500,"trait":["Alchemical","Consumable","Processed"],"id":"equipment-4444-3977","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cooperative Waffles Source Treasure Vault pg. 47 Usage held in 2 hands Bulk L Activate 10 minutes (Interact) --- Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those who share the batch. You can split the waffles with one other creature. After you both eat half of the waffles to Activate them, when one of you uses Follow the Expert to follow the other, the circumstance bonus granted is 1 higher. The waffles’ bonus lasts 24 hours or until you next make your daily preparations, whichever comes first. You can only be linked to one creature in this way at a time; if either of you eats cooperative waffles again, the effect of your previous waffles ends. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cooperative Waffles Source Treasure Vault pg. 47 Price 5 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cooperative Waffles (Greater) Source Treasure Vault pg. 47 Price 25 gp --- The benefit of the waffles also applies when one of you successfully Aids a skill check the other attempts.","skill_mod":{},"summary":"The benefit of the waffles also applies when one of you successfully Aids a skill check the other attempts.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4444","name":"Cooperative Waffles (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4444-3977"},{"item_child_id":["equipment-4445-3978","equipment-4445-3979","equipment-4445-3980","equipment-4445-3981"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-4445","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Crackling Bubble Gum Source Treasure Vault pg. 47 Usage held in 1 hand --- This tangy gum cracks and pops in your mouth as you chew it. While you’re chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects. Secondary Effect Two Actions (sonic) Effect You blow a bubble with the gum until it pops, after which it becomes inert. The pop deals sonic damage to all creatures in a 15-foot cone with a basic Fortitude save. A creature that fails its save is also bound with sticky gum, taking a –10-foot item penalty to its Speed for 1 minute. The creature can remove the gum with a total of 3 Interact actions. These actions don’t have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Crackling Bubble Gum (lesser) Source Treasure Vault pg. 47 Price 30 gp --- The item bonus is +1, the damage is 4d4, and the DC is 19. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Crackling Bubble Gum (Moderate) Source Treasure Vault pg. 47 Price 150 gp --- The item bonus is +2, the damage is 6d4, and the DC is 25. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Crackling Bubble Gum (Greater) Source Treasure Vault pg. 47 Price 450 gp --- The item bonus is +2, the damage is 8d4, and the DC is 30. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Crackling Bubble Gum (Major) Source Treasure Vault pg. 47 Price 1,000 gp --- The item bonus is +3, the damage is 9d4, and the DC is 34.","skill_mod":{},"summary":"This tangy gum cracks and pops in your mouth as you chew it. While you’re chewing crackling bubble gum, for up to 10 minutes, you have an item bonus …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4445","name":"Crackling Bubble Gum","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4445"},{"remaster_name":["Crackling Bubble Gum (Lesser)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4445","weakness":{},"price":3000,"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-4445-3978","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Crackling Bubble Gum Source Treasure Vault pg. 47 Usage held in 1 hand --- This tangy gum cracks and pops in your mouth as you chew it. While you’re chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects. Secondary Effect Two Actions (sonic) Effect You blow a bubble with the gum until it pops, after which it becomes inert. The pop deals sonic damage to all creatures in a 15-foot cone with a basic Fortitude save. A creature that fails its save is also bound with sticky gum, taking a –10-foot item penalty to its Speed for 1 minute. The creature can remove the gum with a total of 3 Interact actions. These actions don’t have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Crackling Bubble Gum (lesser) Source Treasure Vault pg. 47 Price 30 gp --- The item bonus is +1, the damage is 4d4, and the DC is 19. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Crackling Bubble Gum (Moderate) Source Treasure Vault pg. 47 Price 150 gp --- The item bonus is +2, the damage is 6d4, and the DC is 25. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Crackling Bubble Gum (Greater) Source Treasure Vault pg. 47 Price 450 gp --- The item bonus is +2, the damage is 8d4, and the DC is 30. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Crackling Bubble Gum (Major) Source Treasure Vault pg. 47 Price 1,000 gp --- The item bonus is +3, the damage is 9d4, and the DC is 34.","skill_mod":{},"summary":"The item bonus is +1, the damage is 4d4, and the DC is 19.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4445","name":"Crackling Bubble Gum (lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4445-3978"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4445","weakness":{},"price":15000,"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-4445-3979","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Crackling Bubble Gum Source Treasure Vault pg. 47 Usage held in 1 hand --- This tangy gum cracks and pops in your mouth as you chew it. While you’re chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects. Secondary Effect Two Actions (sonic) Effect You blow a bubble with the gum until it pops, after which it becomes inert. The pop deals sonic damage to all creatures in a 15-foot cone with a basic Fortitude save. A creature that fails its save is also bound with sticky gum, taking a –10-foot item penalty to its Speed for 1 minute. The creature can remove the gum with a total of 3 Interact actions. These actions don’t have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Crackling Bubble Gum (lesser) Source Treasure Vault pg. 47 Price 30 gp --- The item bonus is +1, the damage is 4d4, and the DC is 19. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Crackling Bubble Gum (Moderate) Source Treasure Vault pg. 47 Price 150 gp --- The item bonus is +2, the damage is 6d4, and the DC is 25. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Crackling Bubble Gum (Greater) Source Treasure Vault pg. 47 Price 450 gp --- The item bonus is +2, the damage is 8d4, and the DC is 30. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Crackling Bubble Gum (Major) Source Treasure Vault pg. 47 Price 1,000 gp --- The item bonus is +3, the damage is 9d4, and the DC is 34.","skill_mod":{},"summary":"The item bonus is +2, the damage is 6d4, and the DC is 25.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4445","name":"Crackling Bubble Gum (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4445-3979"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4445","weakness":{},"price":45000,"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-4445-3980","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Crackling Bubble Gum Source Treasure Vault pg. 47 Usage held in 1 hand --- This tangy gum cracks and pops in your mouth as you chew it. While you’re chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects. Secondary Effect Two Actions (sonic) Effect You blow a bubble with the gum until it pops, after which it becomes inert. The pop deals sonic damage to all creatures in a 15-foot cone with a basic Fortitude save. A creature that fails its save is also bound with sticky gum, taking a –10-foot item penalty to its Speed for 1 minute. The creature can remove the gum with a total of 3 Interact actions. These actions don’t have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Crackling Bubble Gum (lesser) Source Treasure Vault pg. 47 Price 30 gp --- The item bonus is +1, the damage is 4d4, and the DC is 19. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Crackling Bubble Gum (Moderate) Source Treasure Vault pg. 47 Price 150 gp --- The item bonus is +2, the damage is 6d4, and the DC is 25. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Crackling Bubble Gum (Greater) Source Treasure Vault pg. 47 Price 450 gp --- The item bonus is +2, the damage is 8d4, and the DC is 30. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Crackling Bubble Gum (Major) Source Treasure Vault pg. 47 Price 1,000 gp --- The item bonus is +3, the damage is 9d4, and the DC is 34.","skill_mod":{},"summary":"The item bonus is +2, the damage is 8d4, and the DC is 30.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4445","name":"Crackling Bubble Gum (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4445-3980"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4445","weakness":{},"price":100000,"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-4445-3981","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Crackling Bubble Gum Source Treasure Vault pg. 47 Usage held in 1 hand --- This tangy gum cracks and pops in your mouth as you chew it. While you’re chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects. Secondary Effect Two Actions (sonic) Effect You blow a bubble with the gum until it pops, after which it becomes inert. The pop deals sonic damage to all creatures in a 15-foot cone with a basic Fortitude save. A creature that fails its save is also bound with sticky gum, taking a –10-foot item penalty to its Speed for 1 minute. The creature can remove the gum with a total of 3 Interact actions. These actions don’t have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Crackling Bubble Gum (lesser) Source Treasure Vault pg. 47 Price 30 gp --- The item bonus is +1, the damage is 4d4, and the DC is 19. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Crackling Bubble Gum (Moderate) Source Treasure Vault pg. 47 Price 150 gp --- The item bonus is +2, the damage is 6d4, and the DC is 25. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Crackling Bubble Gum (Greater) Source Treasure Vault pg. 47 Price 450 gp --- The item bonus is +2, the damage is 8d4, and the DC is 30. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Crackling Bubble Gum (Major) Source Treasure Vault pg. 47 Price 1,000 gp --- The item bonus is +3, the damage is 9d4, and the DC is 34.","skill_mod":{},"summary":"The item bonus is +3, the damage is 9d4, and the DC is 34.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4445","name":"Crackling Bubble Gum (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4445-3981"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":15500,"skill":["Athletics"],"trait":["Alchemical","Consumable"],"id":"equipment-4446","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Delve Scale Source Treasure Vault pg. 47 Price 155 gp Usage held in 1 hand Activate Single Action Interact --- If fried, a bulette’s thick forefoot scales render into crunchy snacks. Alchemists add reagents to the frying oil to enhance the scales’ properties and flavor. For 1 minute after eating a delve scale, you gain a burrow Speed of 15 feet and a +2 item bonus to Athletics checks to High Jump or Long Jump.\n","skill_mod":{},"summary":"If fried, a bulette’s thick forefoot scales render into crunchy snacks. Alchemists add reagents to the frying oil to enhance the scales’ properties …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4446","name":"Delve Scale","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4446"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":900,"skill":["Diplomacy"],"trait":["Alchemical","Consumable","Processed"],"id":"equipment-4447","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Diplomat's Charcuterie Source Treasure Vault pg. 47 Price 9 gp Usage held in 2 hands Bulk L Activate 10 minutes (Interact) --- A common sight at political gatherings, a diplomat’s charcuterie has fine meats, cheeses, nuts, fruits, and other finger foods mixed with reagents to engender friendly feelings between those consuming them. Contents of the plate vary by chef and the intended palates, from the hearty sausages and hard cheese of charcuterie from the Lands of the Linnorm Kings to the hot-pepper cheese curds and smoked almonds of Thuvian platters. After Activating the charcuterie by eating it, you gain a +1 item bonus to Diplomacy checks to Make an Impression and Perception checks to Sense Motive. These bonuses last 24 hours or until you make your next daily preparations, whichever comes first.\n","skill_mod":{},"summary":"A common sight at political gatherings, a diplomat’s charcuterie has fine meats, cheeses, nuts, fruits, and other finger foods mixed with reagents to …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4447","name":"Diplomat's Charcuterie","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4447"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":2700,"skill":["Acrobatics","Athletics"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4448","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Egg Cream Fizz Source Treasure Vault pg. 48 Price 27 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Containing neither eggs nor cream, an egg cream fizz contains milk or nut milk, sparkling water, and flavored syrup, frothed and chilled. Upon drinking, you feel lighter and more buoyant, gaining a +5-foot item bonus to your Speed for 10 minutes. During this time, you also gain another effect determined by the drink’s syrup, which is chosen when the drink is created. Chocolate You gain a +1 item bonus to Acrobatics checks to Balance, Maneuver in Flight, and Squeeze. Strawberry You gain a +1 item bonus to Athletics checks to Climb, Leap, and Swim. Vanilla You can Step into difficult terrain. ","skill_mod":{},"summary":"Containing neither eggs nor cream, an egg cream fizz contains milk or nut milk, sparkling water, and flavored syrup, frothed and chilled. Upon …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4448","name":"Egg Cream Fizz","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4448"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":7500,"trait":["Alchemical","Consumable"],"id":"equipment-4449","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Firefoot Popcorn Source Treasure Vault pg. 48 Price 75 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- When you consume firefoot popcorn, for 1 minute, you can Leap double the normal distance. You can also attempt to High Jump or Long Jump as a single action. If you do, you don’t perform the initial Stride (nor do you fall if you don’t Stride 10 feet). Each time you Leap 10 feet or more, your feet make a popping sound that can be heard from at least 100 feet, and the space you left fills with waves of intense heat. For 1 minute, that square is hazardous terrain that deals 1d6 fire damage to any creature that moves into it.\n","skill_mod":{},"summary":"When you consume firefoot popcorn, for 1 minute, you can Leap double the normal distance. You can also attempt to High Jump or Long Jump as a …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4449","name":"Firefoot Popcorn","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4449"},{"item_child_id":["equipment-4450-3982","equipment-4450-3983","equipment-4450-3984"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4450","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Fury Cocktail Source Treasure Vault pg. 48 Usage held in 1 hand Bulk L Activate Single Action Interact --- A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It’s rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages. Benefit You gain an item bonus to melee attack rolls and an additional effect depending on the additive chosen when the brew is created. Animalistic Lemon juice and powdered claws or talons are added to the cocktail. You gain an unarmed attack in the brawling group of your choice between a jaws attack that deals 1d6 piercing damage or a claw attack that has the agile trait and deals 1d4 slashing damage. Double This cocktail is just stronger, with more ginger and more rum. You gain resistance 1 to physical damage. The resistance increases to 2 for a moderate fury cocktail or 5 for a greater fury cocktail. Mournful A few flower petals add a powerful aroma to the drink. You gain resistance 1 to negative damage, or resistance 1 to positive damage if you have negative healing. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. Skeptical A splash of bitters gives the drink a more complex flavor. You gain a +1 item bonus to saves against magic. This bonus is +2 for a moderate fury cocktail or +3 for a greater fury cocktail. Titanic Yuzu juice and powdered giant hair are added to this cocktail. If you’re Medium or smaller, you gain the following effects: you become Large, are clumsy 1, and increase your reach by 5 feet (or by 10 feet if you started out Tiny). Wyrmhide Pomegranate juice and elemental reagents are added to the cocktail. You gain resistance 1 to acid, cold, electricity, fire, and poison damage. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Fury Cocktail (Lesser) Source Treasure Vault pg. 48 Price 15 gp --- You gain a +2 item bonus to melee attack rolls, and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fury Cocktail (Moderate) Source Treasure Vault pg. 48 Price 360 gp --- You gain a +3 item bonus to melee attack rolls, and the duration is 1 hour. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fury Cocktail (Greater) Source Treasure Vault pg. 48 Price 4,000 gp --- You gain a +4 item bonus to melee attack rolls, and the duration is 1 hour.","skill_mod":{},"summary":"A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It’s rumored to have originated from a barbarian-themed festival in a …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4450","name":"Fury Cocktail","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4450"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4450","weakness":{},"price":1500,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4450-3982","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Fury Cocktail Source Treasure Vault pg. 48 Usage held in 1 hand Bulk L Activate Single Action Interact --- A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It’s rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages. Benefit You gain an item bonus to melee attack rolls and an additional effect depending on the additive chosen when the brew is created. Animalistic Lemon juice and powdered claws or talons are added to the cocktail. You gain an unarmed attack in the brawling group of your choice between a jaws attack that deals 1d6 piercing damage or a claw attack that has the agile trait and deals 1d4 slashing damage. Double This cocktail is just stronger, with more ginger and more rum. You gain resistance 1 to physical damage. The resistance increases to 2 for a moderate fury cocktail or 5 for a greater fury cocktail. Mournful A few flower petals add a powerful aroma to the drink. You gain resistance 1 to negative damage, or resistance 1 to positive damage if you have negative healing. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. Skeptical A splash of bitters gives the drink a more complex flavor. You gain a +1 item bonus to saves against magic. This bonus is +2 for a moderate fury cocktail or +3 for a greater fury cocktail. Titanic Yuzu juice and powdered giant hair are added to this cocktail. If you’re Medium or smaller, you gain the following effects: you become Large, are clumsy 1, and increase your reach by 5 feet (or by 10 feet if you started out Tiny). Wyrmhide Pomegranate juice and elemental reagents are added to the cocktail. You gain resistance 1 to acid, cold, electricity, fire, and poison damage. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Fury Cocktail (Lesser) Source Treasure Vault pg. 48 Price 15 gp --- You gain a +2 item bonus to melee attack rolls, and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fury Cocktail (Moderate) Source Treasure Vault pg. 48 Price 360 gp --- You gain a +3 item bonus to melee attack rolls, and the duration is 1 hour. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fury Cocktail (Greater) Source Treasure Vault pg. 48 Price 4,000 gp --- You gain a +4 item bonus to melee attack rolls, and the duration is 1 hour.","skill_mod":{},"summary":"You gain a +2 item bonus to melee attack rolls, and the duration is 10 minutes.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4450","name":"Fury Cocktail (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4450-3982"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4450","weakness":{},"price":36000,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4450-3983","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Fury Cocktail Source Treasure Vault pg. 48 Usage held in 1 hand Bulk L Activate Single Action Interact --- A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It’s rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages. Benefit You gain an item bonus to melee attack rolls and an additional effect depending on the additive chosen when the brew is created. Animalistic Lemon juice and powdered claws or talons are added to the cocktail. You gain an unarmed attack in the brawling group of your choice between a jaws attack that deals 1d6 piercing damage or a claw attack that has the agile trait and deals 1d4 slashing damage. Double This cocktail is just stronger, with more ginger and more rum. You gain resistance 1 to physical damage. The resistance increases to 2 for a moderate fury cocktail or 5 for a greater fury cocktail. Mournful A few flower petals add a powerful aroma to the drink. You gain resistance 1 to negative damage, or resistance 1 to positive damage if you have negative healing. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. Skeptical A splash of bitters gives the drink a more complex flavor. You gain a +1 item bonus to saves against magic. This bonus is +2 for a moderate fury cocktail or +3 for a greater fury cocktail. Titanic Yuzu juice and powdered giant hair are added to this cocktail. If you’re Medium or smaller, you gain the following effects: you become Large, are clumsy 1, and increase your reach by 5 feet (or by 10 feet if you started out Tiny). Wyrmhide Pomegranate juice and elemental reagents are added to the cocktail. You gain resistance 1 to acid, cold, electricity, fire, and poison damage. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Fury Cocktail (Lesser) Source Treasure Vault pg. 48 Price 15 gp --- You gain a +2 item bonus to melee attack rolls, and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fury Cocktail (Moderate) Source Treasure Vault pg. 48 Price 360 gp --- You gain a +3 item bonus to melee attack rolls, and the duration is 1 hour. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fury Cocktail (Greater) Source Treasure Vault pg. 48 Price 4,000 gp --- You gain a +4 item bonus to melee attack rolls, and the duration is 1 hour.","skill_mod":{},"summary":"You gain a +3 item bonus to melee attack rolls, and the duration is 1 hour.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4450","name":"Fury Cocktail (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4450-3983"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4450","weakness":{},"price":400000,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4450-3984","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Fury Cocktail Source Treasure Vault pg. 48 Usage held in 1 hand Bulk L Activate Single Action Interact --- A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It’s rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages. Benefit You gain an item bonus to melee attack rolls and an additional effect depending on the additive chosen when the brew is created. Animalistic Lemon juice and powdered claws or talons are added to the cocktail. You gain an unarmed attack in the brawling group of your choice between a jaws attack that deals 1d6 piercing damage or a claw attack that has the agile trait and deals 1d4 slashing damage. Double This cocktail is just stronger, with more ginger and more rum. You gain resistance 1 to physical damage. The resistance increases to 2 for a moderate fury cocktail or 5 for a greater fury cocktail. Mournful A few flower petals add a powerful aroma to the drink. You gain resistance 1 to negative damage, or resistance 1 to positive damage if you have negative healing. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. Skeptical A splash of bitters gives the drink a more complex flavor. You gain a +1 item bonus to saves against magic. This bonus is +2 for a moderate fury cocktail or +3 for a greater fury cocktail. Titanic Yuzu juice and powdered giant hair are added to this cocktail. If you’re Medium or smaller, you gain the following effects: you become Large, are clumsy 1, and increase your reach by 5 feet (or by 10 feet if you started out Tiny). Wyrmhide Pomegranate juice and elemental reagents are added to the cocktail. You gain resistance 1 to acid, cold, electricity, fire, and poison damage. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Fury Cocktail (Lesser) Source Treasure Vault pg. 48 Price 15 gp --- You gain a +2 item bonus to melee attack rolls, and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fury Cocktail (Moderate) Source Treasure Vault pg. 48 Price 360 gp --- You gain a +3 item bonus to melee attack rolls, and the duration is 1 hour. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fury Cocktail (Greater) Source Treasure Vault pg. 48 Price 4,000 gp --- You gain a +4 item bonus to melee attack rolls, and the duration is 1 hour.","skill_mod":{},"summary":"You gain a +4 item bonus to melee attack rolls, and the duration is 1 hour.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4450","name":"Fury Cocktail (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4450-3984"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":7500,"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-4451","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Galvanic Chew Source Treasure Vault pg. 48 Price 75 gp Usage held in 1 hand Activate Single Action Interact --- A galvanic chew is a processed ball of dried electric eel, roasted until chewy and coated in spicy, reagent-infused powder that tingles with electricity as you chew. For up to 1 hour, you have resistance 5 to electricity. Secondary Effect Reaction (electricity) Trigger You’re hit by a melee attack or touched by a creature; Effect You channel electricity into the triggering creature, which must succeed at a DC 24 Fortitude save or be stunned 1 (or stunned 2 on a critical failure). The chew becomes inert. You’re then temporarily immune to galvanic chews for 24 hours or until the next time you make your daily preparations.\n","skill_mod":{},"summary":"A galvanic chew is a processed ball of dried electric eel, roasted until chewy and coated in spicy, reagent-infused powder that tingles with …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4451","name":"Galvanic Chew","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4451"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":2800,"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-4452","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Ginger Chew Source Treasure Vault pg. 49 Price 28 gp Usage held in 1 hand --- This chewy ginger candy aids digestion and soothes unsettled stomachs. A ginger chew lasts for 1 hour and grants you a +1 item bonus to Fortitude saves against being sickened. Secondary Effect Single Action Effect Reduce your sickened value by 1, if any. The chew becomes inert.\n","skill_mod":{},"summary":"This chewy ginger candy aids digestion and soothes unsettled stomachs. A ginger chew lasts for 1 hour and grants you a +1 item bonus to Fortitude …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4452","name":"Ginger Chew","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4452"},{"item_child_id":["equipment-4453-3985","equipment-4453-3986","equipment-4453-3987"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Arcana","Medicine","Nature","Occultism","Religion","Society","Arcana","Medicine","Nature","Occultism","Religion","Society","Arcana","Medicine","Nature","Occultism","Religion","Society"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4453","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Insight Coffee Source Treasure Vault pg. 49 Usage held in 1 hand Bulk L Activate Single Action Interact --- A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation. For 1 hour after you drink an insight coffee, you use d8s instead of d6s for your extra damage from the strategic strike class feature, if you have it. You also gain an item bonus to checks to Recall Knowledge with a skill determined by the blend chosen when the item is crafted. Double Coffee Religion Hazelnut Nature Mocha Arcana Vanilla Society Pumpkin Spice Occultism Toffee Medicine <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Insight Coffee (Lesser) Source Treasure Vault pg. 49 Price 40 gp --- The item bonus is +2. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Insight Coffee (Moderate) Source Treasure Vault pg. 49 Price 375 gp --- The item bonus is +3. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Insight Coffee (Greater) Source Treasure Vault pg. 49 Price 7,500 gp --- The item bonus is +4.","skill_mod":{},"summary":"A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation. For 1 hour after you …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4453","name":"Insight Coffee","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4453"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4453","weakness":{},"price":4000,"skill":["Arcana","Medicine","Nature","Occultism","Religion","Society"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4453-3985","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Insight Coffee Source Treasure Vault pg. 49 Usage held in 1 hand Bulk L Activate Single Action Interact --- A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation. For 1 hour after you drink an insight coffee, you use d8s instead of d6s for your extra damage from the strategic strike class feature, if you have it. You also gain an item bonus to checks to Recall Knowledge with a skill determined by the blend chosen when the item is crafted. Double Coffee Religion Hazelnut Nature Mocha Arcana Vanilla Society Pumpkin Spice Occultism Toffee Medicine <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Insight Coffee (Lesser) Source Treasure Vault pg. 49 Price 40 gp --- The item bonus is +2. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Insight Coffee (Moderate) Source Treasure Vault pg. 49 Price 375 gp --- The item bonus is +3. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Insight Coffee (Greater) Source Treasure Vault pg. 49 Price 7,500 gp --- The item bonus is +4.","skill_mod":{},"summary":"The item bonus is +2.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4453","name":"Insight Coffee (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4453-3985"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4453","weakness":{},"price":37500,"skill":["Arcana","Medicine","Nature","Occultism","Religion","Society"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4453-3986","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Insight Coffee Source Treasure Vault pg. 49 Usage held in 1 hand Bulk L Activate Single Action Interact --- A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation. For 1 hour after you drink an insight coffee, you use d8s instead of d6s for your extra damage from the strategic strike class feature, if you have it. You also gain an item bonus to checks to Recall Knowledge with a skill determined by the blend chosen when the item is crafted. Double Coffee Religion Hazelnut Nature Mocha Arcana Vanilla Society Pumpkin Spice Occultism Toffee Medicine <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Insight Coffee (Lesser) Source Treasure Vault pg. 49 Price 40 gp --- The item bonus is +2. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Insight Coffee (Moderate) Source Treasure Vault pg. 49 Price 375 gp --- The item bonus is +3. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Insight Coffee (Greater) Source Treasure Vault pg. 49 Price 7,500 gp --- The item bonus is +4.","skill_mod":{},"summary":"The item bonus is +3.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4453","name":"Insight Coffee (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4453-3986"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4453","weakness":{},"price":750000,"skill":["Arcana","Medicine","Nature","Occultism","Religion","Society"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4453-3987","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Insight Coffee Source Treasure Vault pg. 49 Usage held in 1 hand Bulk L Activate Single Action Interact --- A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation. For 1 hour after you drink an insight coffee, you use d8s instead of d6s for your extra damage from the strategic strike class feature, if you have it. You also gain an item bonus to checks to Recall Knowledge with a skill determined by the blend chosen when the item is crafted. Double Coffee Religion Hazelnut Nature Mocha Arcana Vanilla Society Pumpkin Spice Occultism Toffee Medicine <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Insight Coffee (Lesser) Source Treasure Vault pg. 49 Price 40 gp --- The item bonus is +2. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Insight Coffee (Moderate) Source Treasure Vault pg. 49 Price 375 gp --- The item bonus is +3. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Insight Coffee (Greater) Source Treasure Vault pg. 49 Price 7,500 gp --- The item bonus is +4.","skill_mod":{},"summary":"The item bonus is +4.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4453","name":"Insight Coffee (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4453-3987"},{"item_child_id":["equipment-4454-3988","equipment-4454-3989"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Athletics"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-4454","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Journeybread Source Treasure Vault pg. 49 Usage held in 1 hand Activate Single Action Interact --- Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need for a day. If you subsist on nothing else for a week, you become temporarily immune to journeybread until you eat real food and drink water normally for 24 hours. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Journeybread Source Treasure Vault pg. 49 Price 3 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Journeybread (Power) Source Treasure Vault pg. 49 Price 15 gp --- In addition to the benefits of journeybread, power journeybread grants you a +1 item bonus to Athletics checks to Climb, Force Open, and Swim, and to Fortitude saving throws against being sickened. The number of minutes you can Hustle changes to your Constitution modifier × 20. These benefits last for 4 hours.","skill_mod":{},"summary":"Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4454","name":"Journeybread","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4454"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4454","weakness":{},"price":300,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-4454-3988","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Journeybread Source Treasure Vault pg. 49 Usage held in 1 hand Activate Single Action Interact --- Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need for a day. If you subsist on nothing else for a week, you become temporarily immune to journeybread until you eat real food and drink water normally for 24 hours. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Journeybread Source Treasure Vault pg. 49 Price 3 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Journeybread (Power) Source Treasure Vault pg. 49 Price 15 gp --- In addition to the benefits of journeybread, power journeybread grants you a +1 item bonus to Athletics checks to Climb, Force Open, and Swim, and to Fortitude saving throws against being sickened. The number of minutes you can Hustle changes to your Constitution modifier × 20. These benefits last for 4 hours.","skill_mod":{},"summary":"Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4454","name":"Journeybread","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4454-3988"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4454","weakness":{},"price":1500,"skill":["Athletics"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-4454-3989","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Journeybread Source Treasure Vault pg. 49 Usage held in 1 hand Activate Single Action Interact --- Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need for a day. If you subsist on nothing else for a week, you become temporarily immune to journeybread until you eat real food and drink water normally for 24 hours. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Journeybread Source Treasure Vault pg. 49 Price 3 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Journeybread (Power) Source Treasure Vault pg. 49 Price 15 gp --- In addition to the benefits of journeybread, power journeybread grants you a +1 item bonus to Athletics checks to Climb, Force Open, and Swim, and to Fortitude saving throws against being sickened. The number of minutes you can Hustle changes to your Constitution modifier × 20. These benefits last for 4 hours.","skill_mod":{},"summary":"In addition to the benefits of journeybread, power journeybread grants you a +1 item bonus to Athletics checks to Climb , Force Open , and Swim …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4454","name":"Journeybread (Power)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4454-3989"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":500,"skill":["Crafting"],"trait":["Alchemical","Consumable","Processed"],"id":"equipment-4455","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Mender's Soup Source Treasure Vault pg. 49 Price 5 gp Usage held in 2 hands Bulk L Activate 10 minutes (Interact) --- This hot, broth-based soup typically contains tubers, leeks, zesty spices, reagents, and if desired, the meat of livestock. Civic authorities commission batches of mender’s soup for workers if a tricky job is on the agenda. After you eat the soup, its effects last 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to Crafting checks to Repair and restore an additional 5 Hit Points to items you successfully Repair during this time. If you eat mender’s soup over the entire period required to attempt a Crafting check to Craft (typically a minimum of eating the soup each day for 4 days), the +1 bonus from the soup can be applied to that check, too.\n","skill_mod":{},"summary":"This hot, broth-based soup typically contains tubers, leeks, zesty spices, reagents, and if desired, the meat of livestock. Civic authorities …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4455","name":"Mender's Soup","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4455"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":300,"trait":["Alchemical","Auditory","Consumable","Linguistic"],"id":"equipment-4456","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Missive Mint Source Treasure Vault pg. 49 Price 3 gp Usage held in 1 hand Activate Single Action Interact --- This white mint with a chalky coating appears to be a normal candy unless someone examining it succeeds at a DC 15 Crafting check to Identify Alchemy. If the crafter has the powerful alchemy class feature, this DC is their class DC instead, if it’s higher. The mint’s crafter can imbue a missive mint with a message containing up to 25 words while creating it. Someone who consumes the missive mint hears the message in a fizzing voice as the mint’s coating bubbles away, which takes the same amount of time as it would to speak the message. The mint’s eater has no way of knowing who the original sender was, what they sound like, or who the message was intended for.\n","skill_mod":{},"summary":"This white mint with a chalky coating appears to be a normal candy unless someone examining it succeeds at a DC 15 Crafting check to Identify …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Sense","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4456","name":"Missive Mint","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4456"},{"remaster_name":["Owl Screech Egg"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":6000,"trait":["Alchemical","Auditory","Consumable","Emotion","Fear","Mental"],"id":"equipment-4457","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Owlbear Egg Source Treasure Vault pg. 50 Price 60 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- Not only are owlbear eggs delicious when boiled, but when infused with a mix of alchemical reagents, they also make you emit a long screech much like an owlbear’s. All creatures in a 30-foot emanation must attempt a DC 23 Will save. Regardless of the result, creatures in the area are temporarily immune to this screech for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3 and fleeing for 1 round.\n","skill_mod":{},"summary":"Not only are owlbear eggs delicious when boiled, but when infused with a mix of alchemical reagents, they also make you emit a long screech much …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Sense","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4457","name":"Owlbear Egg","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4457"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1300,"skill":["Stealth"],"trait":["Alchemical","Consumable"],"id":"equipment-4458","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Phantom Roll Source Treasure Vault pg. 50 Price 13 gp Usage held in 1 hand Bulk L Activate 10 minutes (Interact) --- A phantom roll contains vegetables, greens, and fine, clear noodles, all wrapped in transparent, edible starch paper and alchemically treated and laced with a tangy sauce. Upon eating the roll, you gain a +1 item bonus to Stealth checks you attempt during the Avoid Notice exploration activity. You can also Avoid Notice at full Speed or combine it with Investigate or Scout while moving at half Speed. These effects expire 24 hours after you eat the roll or when you make your next daily preparations, whichever comes first.\n","skill_mod":{},"summary":"A phantom roll contains vegetables, greens, and fine, clear noodles, all wrapped in transparent, edible starch paper and alchemically treated and …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4458","name":"Phantom Roll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4458"},{"item_child_id":["equipment-4459-3990","equipment-4459-3991","equipment-4459-3992"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-4459","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Poison Fizz Source Treasure Vault pg. 50 Usage held in 1 hand Activate Single Action Interact --- Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 hour, you have an item bonus to saving throws against poison and being petrified. Secondary Effect Two Actions (poison) Effect You bite the poison fizz to release its poisonous liquid center and spray green mist in a 15-foot cone. This deals poison damage with a basic Reflex save. A creature that critically fails is also blinded until the end of your next turn and is then temporarily immune to being blinded by poison fizz for 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Poison Fizz (Lesser) Source Treasure Vault pg. 50 Price 80 gp --- The item bonus is +2, the damage is 3d6, and the DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Poison Fizz (Moderate) Source Treasure Vault pg. 50 Price 350 gp --- The item bonus is +2, the damage is 4d6, and the DC is 29. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Poison Fizz (Greater) Source Treasure Vault pg. 50 Price 1,000 gp --- The item bonus is +3, the damage is 5d6, and the DC is 34.","skill_mod":{},"summary":"Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4459","name":"Poison Fizz","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4459"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4459","weakness":{},"price":8000,"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-4459-3990","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Poison Fizz Source Treasure Vault pg. 50 Usage held in 1 hand Activate Single Action Interact --- Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 hour, you have an item bonus to saving throws against poison and being petrified. Secondary Effect Two Actions (poison) Effect You bite the poison fizz to release its poisonous liquid center and spray green mist in a 15-foot cone. This deals poison damage with a basic Reflex save. A creature that critically fails is also blinded until the end of your next turn and is then temporarily immune to being blinded by poison fizz for 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Poison Fizz (Lesser) Source Treasure Vault pg. 50 Price 80 gp --- The item bonus is +2, the damage is 3d6, and the DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Poison Fizz (Moderate) Source Treasure Vault pg. 50 Price 350 gp --- The item bonus is +2, the damage is 4d6, and the DC is 29. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Poison Fizz (Greater) Source Treasure Vault pg. 50 Price 1,000 gp --- The item bonus is +3, the damage is 5d6, and the DC is 34.","skill_mod":{},"summary":"The item bonus is +2, the damage is 3d6, and the DC is 24.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4459","name":"Poison Fizz (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4459-3990"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4459","weakness":{},"price":35000,"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-4459-3991","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Poison Fizz Source Treasure Vault pg. 50 Usage held in 1 hand Activate Single Action Interact --- Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 hour, you have an item bonus to saving throws against poison and being petrified. Secondary Effect Two Actions (poison) Effect You bite the poison fizz to release its poisonous liquid center and spray green mist in a 15-foot cone. This deals poison damage with a basic Reflex save. A creature that critically fails is also blinded until the end of your next turn and is then temporarily immune to being blinded by poison fizz for 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Poison Fizz (Lesser) Source Treasure Vault pg. 50 Price 80 gp --- The item bonus is +2, the damage is 3d6, and the DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Poison Fizz (Moderate) Source Treasure Vault pg. 50 Price 350 gp --- The item bonus is +2, the damage is 4d6, and the DC is 29. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Poison Fizz (Greater) Source Treasure Vault pg. 50 Price 1,000 gp --- The item bonus is +3, the damage is 5d6, and the DC is 34.","skill_mod":{},"summary":"The item bonus is +2, the damage is 4d6, and the DC is 29.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4459","name":"Poison Fizz (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4459-3991"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4459","weakness":{},"price":100000,"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-4459-3992","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Poison Fizz Source Treasure Vault pg. 50 Usage held in 1 hand Activate Single Action Interact --- Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 hour, you have an item bonus to saving throws against poison and being petrified. Secondary Effect Two Actions (poison) Effect You bite the poison fizz to release its poisonous liquid center and spray green mist in a 15-foot cone. This deals poison damage with a basic Reflex save. A creature that critically fails is also blinded until the end of your next turn and is then temporarily immune to being blinded by poison fizz for 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Poison Fizz (Lesser) Source Treasure Vault pg. 50 Price 80 gp --- The item bonus is +2, the damage is 3d6, and the DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Poison Fizz (Moderate) Source Treasure Vault pg. 50 Price 350 gp --- The item bonus is +2, the damage is 4d6, and the DC is 29. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Poison Fizz (Greater) Source Treasure Vault pg. 50 Price 1,000 gp --- The item bonus is +3, the damage is 5d6, and the DC is 34.","skill_mod":{},"summary":"The item bonus is +3, the damage is 5d6, and the DC is 34.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4459","name":"Poison Fizz (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4459-3992"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":3000,"trait":["Alchemical","Consumable","Poison"],"id":"equipment-4460","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Pucker Pickle Source Treasure Vault pg. 50 Price 30 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Sharp and pungent, but tasty, pucker pickles were created by goblin alchemists working to avoid being eaten by larger creatures. For 1 hour after eating a pucker pickle, you smell slightly of pickle, but you have a horrendous taste. Once a creature hits you with a Strike using an attack that allows it to taste you, such as a jaws Strike, it takes a –2 circumstance penalty to further attacks against you that allow it to taste you, including attacks like Grappling or Tripping you using its jaws or Swallowing you Whole. Creatures, especially animals, often choose other targets after tasting you. Any creature that Engulfs you or Swallows you Whole is sickened 1. If it spends an action retching to reduce the sickened condition, you can attempt to Escape as a reaction.\n","skill_mod":{},"summary":"Sharp and pungent, but tasty, pucker pickles were created by goblin alchemists working to avoid being eaten by larger creatures. For 1 hour …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4460","name":"Pucker Pickle","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4460"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":3600,"weakness":{},"saving_throw":"DC 20 Fortitude","price":1400,"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-4461","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Saboteur's Friend Source Treasure Vault pg. 50 Price 14 gp Usage held in 1 hand Activate Single Action Interact --- The euphemistically named saboteur’s friend looks, smells, and tastes like an appetizing chocolate square. You lace the chocolate with reagents that induce a strong laxative effect. Saboteur’s friend is useful for incapacitating rather than dealing lasting harm. Unlike some poisons, saboteur’s friend can have its sickened condition reduced (but changing to a higher or lower stage after a save applies any sickened condition listed for that stage, as normal). Saving Throw DC 20 Fortitude; Onset 10 minutes; Maximum Duration 1 hour; Stage 1 sickened 1 (10 minutes); Stage 2 enfeebled 1 and sickened 2 (10 minutes); Stage 3 enfeebled 1, fatigued, and sickened 3 (10 minutes)\n","skill_mod":{},"summary":"The euphemistically named saboteur’s friend looks, smells, and tastes like an appetizing chocolate square. You lace the chocolate with reagents that …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=4461","stage":["sickened 1 (10 minutes)"," enfeebled 1 and sickened 2 (10 minutes)","enfeebled 1, fatigued , and sickened 3 (10 minutes)"],"name":"Saboteur's Friend","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4461"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":4000,"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-4462","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Scholar's Drop Source Treasure Vault pg. 50 Price 40 gp Usage held in 1 hand --- University students in Katapesh first used the scholar’s drop to gain an edge over their academic rivals, but the candy has since spread across Golarion. The flavor of this hard, sugar‑coated candy is highly refreshing and based on lemon and green tea. For 1 hour, you gain a +1 item bonus to saving throws against effects that could render you fatigued. Secondary Effect Two Actions Requirements You’re fatigued; Effect Ignore the effects of the fatigued condition for 10 minutes. The drop’s other effects end for you, and when the 10 minutes are up, you’re temporarily immune to scholar’s drops for 1 hour. If you use this effect three times in a single day, you become temporarily immune to scholar’s drops entirely until you get a full night’s rest.\n","skill_mod":{},"summary":"University students in Katapesh first used the scholar’s drop to gain an edge over their academic rivals, but the candy has since spread across …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4462","name":"Scholar's Drop","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4462"},{"item_child_id":["equipment-4463-3993","equipment-4463-3994","equipment-4463-3995"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Light","Lozenge"],"id":"equipment-4463","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Silver Crescent Source Treasure Vault pg. 50 Usage held in 1 hand --- A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against olfactory effects according to the crescent’s type. While shedding this light, you can’t be concealed if you’re visible, and if you’re invisible, you’re concealed instead rather than being undetected. Secondary Effect Two Actions Effect A ray of light descends on a 5-foot square of your choice within 120 feet. Any creature in that space takes positive damage with a basic Reflex save and is dazzled until the end of its next turn on a failed save. This is treated as silver for the purposes of weaknesses, resistances, and the like. The silver crescent becomes inert. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Silver Crescent (Lesser) Source Treasure Vault pg. 51 Price 35 gp --- The bonus is +1, the DC is 20, and the ray deals 4d6 damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Silver Crescent (Moderate) Source Treasure Vault pg. 51 Price 235 gp --- The bonus is +2, the DC is 28, and the ray deals 7d6 damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Silver Crescent (Greater) Source Treasure Vault pg. 51 Price 1,400 gp --- The bonus is +3, the DC is 35, and the ray deals 9d6 damage.","skill_mod":{},"summary":"A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4463","name":"Silver Crescent","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4463"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4463","weakness":{},"price":3500,"trait":["Alchemical","Consumable","Light","Lozenge"],"id":"equipment-4463-3993","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Silver Crescent Source Treasure Vault pg. 50 Usage held in 1 hand --- A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against olfactory effects according to the crescent’s type. While shedding this light, you can’t be concealed if you’re visible, and if you’re invisible, you’re concealed instead rather than being undetected. Secondary Effect Two Actions Effect A ray of light descends on a 5-foot square of your choice within 120 feet. Any creature in that space takes positive damage with a basic Reflex save and is dazzled until the end of its next turn on a failed save. This is treated as silver for the purposes of weaknesses, resistances, and the like. The silver crescent becomes inert. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Silver Crescent (Lesser) Source Treasure Vault pg. 51 Price 35 gp --- The bonus is +1, the DC is 20, and the ray deals 4d6 damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Silver Crescent (Moderate) Source Treasure Vault pg. 51 Price 235 gp --- The bonus is +2, the DC is 28, and the ray deals 7d6 damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Silver Crescent (Greater) Source Treasure Vault pg. 51 Price 1,400 gp --- The bonus is +3, the DC is 35, and the ray deals 9d6 damage.","skill_mod":{},"summary":"The bonus is +1, the DC is 20, and the ray deals 4d6 damage.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4463","name":"Silver Crescent (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4463-3993"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4463","weakness":{},"price":23500,"trait":["Alchemical","Consumable","Light","Lozenge"],"id":"equipment-4463-3994","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Silver Crescent Source Treasure Vault pg. 50 Usage held in 1 hand --- A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against olfactory effects according to the crescent’s type. While shedding this light, you can’t be concealed if you’re visible, and if you’re invisible, you’re concealed instead rather than being undetected. Secondary Effect Two Actions Effect A ray of light descends on a 5-foot square of your choice within 120 feet. Any creature in that space takes positive damage with a basic Reflex save and is dazzled until the end of its next turn on a failed save. This is treated as silver for the purposes of weaknesses, resistances, and the like. The silver crescent becomes inert. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Silver Crescent (Lesser) Source Treasure Vault pg. 51 Price 35 gp --- The bonus is +1, the DC is 20, and the ray deals 4d6 damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Silver Crescent (Moderate) Source Treasure Vault pg. 51 Price 235 gp --- The bonus is +2, the DC is 28, and the ray deals 7d6 damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Silver Crescent (Greater) Source Treasure Vault pg. 51 Price 1,400 gp --- The bonus is +3, the DC is 35, and the ray deals 9d6 damage.","skill_mod":{},"summary":"The bonus is +2, the DC is 28, and the ray deals 7d6 damage.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4463","name":"Silver Crescent (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4463-3994"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4463","weakness":{},"price":140000,"trait":["Alchemical","Consumable","Light","Lozenge"],"id":"equipment-4463-3995","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Silver Crescent Source Treasure Vault pg. 50 Usage held in 1 hand --- A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against olfactory effects according to the crescent’s type. While shedding this light, you can’t be concealed if you’re visible, and if you’re invisible, you’re concealed instead rather than being undetected. Secondary Effect Two Actions Effect A ray of light descends on a 5-foot square of your choice within 120 feet. Any creature in that space takes positive damage with a basic Reflex save and is dazzled until the end of its next turn on a failed save. This is treated as silver for the purposes of weaknesses, resistances, and the like. The silver crescent becomes inert. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Silver Crescent (Lesser) Source Treasure Vault pg. 51 Price 35 gp --- The bonus is +1, the DC is 20, and the ray deals 4d6 damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Silver Crescent (Moderate) Source Treasure Vault pg. 51 Price 235 gp --- The bonus is +2, the DC is 28, and the ray deals 7d6 damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Silver Crescent (Greater) Source Treasure Vault pg. 51 Price 1,400 gp --- The bonus is +3, the DC is 35, and the ray deals 9d6 damage.","skill_mod":{},"summary":"The bonus is +3, the DC is 35, and the ray deals 9d6 damage.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4463","name":"Silver Crescent (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4463-3995"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":4500,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4464","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Soothing Toddy Source Treasure Vault pg. 51 Price 45 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Hot tea with a comforting, flowery aroma, a soothing toddy grants you a +1 item bonus to saving throws against emotion effects and against effects with a trait determined by the liquor mixed into the tea when it’s created. These benefits last for 1 hour. Amaretto Auditory Limoncello Olfactory Whiskey Visual ","skill_mod":{},"summary":"Hot tea with a comforting, flowery aroma, a soothing toddy grants you a +1 item bonus to saving throws against emotion effects and against effects …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4464","name":"Soothing Toddy","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4464"},{"item_child_id":["equipment-4465-3996","equipment-4465-3997","equipment-4465-3998","equipment-4465-3999"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Diplomacy","Nature","Performance"],"trait":["Alchemical","Consumable","Light"],"id":"equipment-4465","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sprite Apple Source Treasure Vault pg. 51 Usage held in 1 hand Bulk L Activate 1 minute (Interact) --- A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). While shedding this light, you can’t be concealed if you’re visible, and if you’re invisible, you’re concealed instead rather than being undetected. The light matches the vibrant color of the apple’s candy coating. Creatures in the bright light are subject to another effect, depending on the type of apple. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sprite Apple (Chartreuse) Source Treasure Vault pg. 51 Price 26 gp --- Creatures in the bright light feel more in tune with nature, gaining a +1 item bonus to Nature checks and to Diplomacy checks attempted against animals or plants (if they have the wild empathy class feature or some other ability to make such checks). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sprite Apple (Golden) Source Treasure Vault pg. 51 Price 10 gp --- Creatures in the bright light feel kind and inviting, taking a –1 item penalty to their Will DC against Diplomacy checks. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sprite Apple (Pink) Source Treasure Vault pg. 51 Price 16 gp --- Creatures in the bright light feel a burst of creativity, gaining a +1 item bonus to Performance checks. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sprite Apple (Teal) Source Treasure Vault pg. 51 Price 41 gp --- Creatures in the bright light feel a sense of calm, gaining a +1 item bonus to saving throws against fear effects.","skill_mod":{},"summary":"A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4465","name":"Sprite Apple","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4465"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4465","weakness":{},"price":2600,"skill":["Diplomacy","Nature"],"trait":["Alchemical","Consumable","Light"],"id":"equipment-4465-3996","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sprite Apple Source Treasure Vault pg. 51 Usage held in 1 hand Bulk L Activate 1 minute (Interact) --- A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). While shedding this light, you can’t be concealed if you’re visible, and if you’re invisible, you’re concealed instead rather than being undetected. The light matches the vibrant color of the apple’s candy coating. Creatures in the bright light are subject to another effect, depending on the type of apple. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sprite Apple (Chartreuse) Source Treasure Vault pg. 51 Price 26 gp --- Creatures in the bright light feel more in tune with nature, gaining a +1 item bonus to Nature checks and to Diplomacy checks attempted against animals or plants (if they have the wild empathy class feature or some other ability to make such checks). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sprite Apple (Golden) Source Treasure Vault pg. 51 Price 10 gp --- Creatures in the bright light feel kind and inviting, taking a –1 item penalty to their Will DC against Diplomacy checks. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sprite Apple (Pink) Source Treasure Vault pg. 51 Price 16 gp --- Creatures in the bright light feel a burst of creativity, gaining a +1 item bonus to Performance checks. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sprite Apple (Teal) Source Treasure Vault pg. 51 Price 41 gp --- Creatures in the bright light feel a sense of calm, gaining a +1 item bonus to saving throws against fear effects.","skill_mod":{},"summary":"Creatures in the bright light feel more in tune with nature, gaining a +1 item bonus to Nature checks and to Diplomacy checks attempted against …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4465","name":"Sprite Apple (Chartreuse)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4465-3996"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4465","weakness":{},"price":1000,"trait":["Alchemical","Consumable","Light"],"id":"equipment-4465-3997","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sprite Apple Source Treasure Vault pg. 51 Usage held in 1 hand Bulk L Activate 1 minute (Interact) --- A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). While shedding this light, you can’t be concealed if you’re visible, and if you’re invisible, you’re concealed instead rather than being undetected. The light matches the vibrant color of the apple’s candy coating. Creatures in the bright light are subject to another effect, depending on the type of apple. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sprite Apple (Chartreuse) Source Treasure Vault pg. 51 Price 26 gp --- Creatures in the bright light feel more in tune with nature, gaining a +1 item bonus to Nature checks and to Diplomacy checks attempted against animals or plants (if they have the wild empathy class feature or some other ability to make such checks). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sprite Apple (Golden) Source Treasure Vault pg. 51 Price 10 gp --- Creatures in the bright light feel kind and inviting, taking a –1 item penalty to their Will DC against Diplomacy checks. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sprite Apple (Pink) Source Treasure Vault pg. 51 Price 16 gp --- Creatures in the bright light feel a burst of creativity, gaining a +1 item bonus to Performance checks. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sprite Apple (Teal) Source Treasure Vault pg. 51 Price 41 gp --- Creatures in the bright light feel a sense of calm, gaining a +1 item bonus to saving throws against fear effects.","skill_mod":{},"summary":"Creatures in the bright light feel kind and inviting, taking a –1 item penalty to their Will DC against Diplomacy checks.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4465","name":"Sprite Apple (Golden)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4465-3997"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4465","weakness":{},"price":1600,"skill":["Performance"],"trait":["Alchemical","Consumable","Light"],"id":"equipment-4465-3998","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sprite Apple Source Treasure Vault pg. 51 Usage held in 1 hand Bulk L Activate 1 minute (Interact) --- A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). While shedding this light, you can’t be concealed if you’re visible, and if you’re invisible, you’re concealed instead rather than being undetected. The light matches the vibrant color of the apple’s candy coating. Creatures in the bright light are subject to another effect, depending on the type of apple. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sprite Apple (Chartreuse) Source Treasure Vault pg. 51 Price 26 gp --- Creatures in the bright light feel more in tune with nature, gaining a +1 item bonus to Nature checks and to Diplomacy checks attempted against animals or plants (if they have the wild empathy class feature or some other ability to make such checks). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sprite Apple (Golden) Source Treasure Vault pg. 51 Price 10 gp --- Creatures in the bright light feel kind and inviting, taking a –1 item penalty to their Will DC against Diplomacy checks. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sprite Apple (Pink) Source Treasure Vault pg. 51 Price 16 gp --- Creatures in the bright light feel a burst of creativity, gaining a +1 item bonus to Performance checks. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sprite Apple (Teal) Source Treasure Vault pg. 51 Price 41 gp --- Creatures in the bright light feel a sense of calm, gaining a +1 item bonus to saving throws against fear effects.","skill_mod":{},"summary":"Creatures in the bright light feel a burst of creativity, gaining a +1 item bonus to Performance checks.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4465","name":"Sprite Apple (Pink)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4465-3998"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4465","weakness":{},"price":4100,"trait":["Alchemical","Consumable","Light"],"id":"equipment-4465-3999","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sprite Apple Source Treasure Vault pg. 51 Usage held in 1 hand Bulk L Activate 1 minute (Interact) --- A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). While shedding this light, you can’t be concealed if you’re visible, and if you’re invisible, you’re concealed instead rather than being undetected. The light matches the vibrant color of the apple’s candy coating. Creatures in the bright light are subject to another effect, depending on the type of apple. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sprite Apple (Chartreuse) Source Treasure Vault pg. 51 Price 26 gp --- Creatures in the bright light feel more in tune with nature, gaining a +1 item bonus to Nature checks and to Diplomacy checks attempted against animals or plants (if they have the wild empathy class feature or some other ability to make such checks). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sprite Apple (Golden) Source Treasure Vault pg. 51 Price 10 gp --- Creatures in the bright light feel kind and inviting, taking a –1 item penalty to their Will DC against Diplomacy checks. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sprite Apple (Pink) Source Treasure Vault pg. 51 Price 16 gp --- Creatures in the bright light feel a burst of creativity, gaining a +1 item bonus to Performance checks. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sprite Apple (Teal) Source Treasure Vault pg. 51 Price 41 gp --- Creatures in the bright light feel a sense of calm, gaining a +1 item bonus to saving throws against fear effects.","skill_mod":{},"summary":"Creatures in the bright light feel a sense of calm, gaining a +1 item bonus to saving throws against fear effects.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4465","name":"Sprite Apple (Teal)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4465-3999"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1000,"skill":["Survival"],"trait":["Alchemical","Consumable","Processed"],"id":"equipment-4466","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Tracker's Stew Source Treasure Vault pg. 51 Price 10 gp Usage held in 2 hands Bulk L Activate 10 minutes (Interact) --- Alchemical reagents add punch to tracker’s stew: a rich, fiery mixture of tomatoes, ground nuts, onions, and tubers, often with poultry added. It’s usually served with or over rice or noodles. Once you’ve eaten the stew, it improves your ability to sense and follow tracks for 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to Survival checks to Cover Tracks and Track. You can do either while moving at full speed or both while moving at half speed.\n","skill_mod":{},"summary":"Alchemical reagents add punch to tracker’s stew: a rich, fiery mixture of tomatoes, ground nuts, onions, and tubers, often with poultry added. It’s …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4466","name":"Tracker's Stew","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4466"},{"remaster_name":["Warding Element Draught"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":6000,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4467","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Warding Punch Source Treasure Vault pg. 51 Price 60 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Based on a Thassilonian recipe, warding punch is made from red or white wine combined with fruits, other alcohols, and alchemical reagents. Its alchemical properties provide protection against a specific school of magic depending on the ingredients chosen when it’s created, granting a +1 item bonus to saving throws against spells from that school for 10 minutes. Beer or Cider Transmutation Brown Spirits Necromancy Clear Spirits Evocation Fruit Cordials Abjuration Fruit Juice Illusion Nut Liqueurs Conjuration Spiced Spirits Enchantment ","skill_mod":{},"summary":"Based on a Thassilonian recipe, warding punch is made from red or white wine combined with fruits, other alcohols, and alchemical reagents. Its …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4467","name":"Warding Punch","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4467"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1100,"trait":["Alchemical","Consumable"],"id":"equipment-4468","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Witch's Finger Source Treasure Vault pg. 51 Price 11 gp Usage held in 1 hand Bulk L Activate 1 minute (Interact) --- Shaped like a pointed, gnarled finger on a stick, witch’s finger is a frozen treat imbued with berries that lend it a blood-red hue. A popular tale claims Irriseni winter witches created this dessert, but the story is apocryphal; an enterprising ice cream shop owner in New Stetven invented the treat and, as a marketing ploy, the myth surrounding it. Taking a bite makes you feel warm. For 1 hour, you have cold resistance 3, and for 8 hours, the treat negates the damage you would take from severe environmental cold and reduces the damage you take from extreme cold to that of severe cold.\n","skill_mod":{},"summary":"Shaped like a pointed, gnarled finger on a stick, witch’s finger is a frozen treat imbued with berries that lend it a blood-red hue. A popular tale …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4468","name":"Witch's Finger","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4468"},{"item_child_id":["equipment-4469-4000","equipment-4469-4001","equipment-4469-4002","equipment-4469-4003","equipment-4469-4004"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-4469","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Animal Repellent Source Treasure Vault pg. 52 Usage held in 1 hand Bulk L Activate Single Action Interact --- Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn’t work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn’t work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind. You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). The designated kind of animal can smell the repellent from three times as far away as normal. The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become sickened 1 (or sickened 2 on a critical failure). <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Animal Repellent (Minor) Source Treasure Vault pg. 52 Price 3 gp --- The DC for saves is 15. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Repellent (Lesser) Source Treasure Vault pg. 52 Price 15 gp --- The DC for saves is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Repellent (Moderate) Source Treasure Vault pg. 52 Price 75 gp --- The DC for saves is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Repellent (Greater) Source Treasure Vault pg. 52 Price 350 gp --- The DC for saves is 29. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Animal Repellent (Major) Source Treasure Vault pg. 52 Price 1,600 gp --- The DC for saves is 35.","skill_mod":{},"summary":"Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Sense"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4469","name":"Animal Repellent","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4469"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4469","weakness":{},"price":300,"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-4469-4000","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Animal Repellent Source Treasure Vault pg. 52 Usage held in 1 hand Bulk L Activate Single Action Interact --- Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn’t work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn’t work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind. You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). The designated kind of animal can smell the repellent from three times as far away as normal. The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become sickened 1 (or sickened 2 on a critical failure). <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Animal Repellent (Minor) Source Treasure Vault pg. 52 Price 3 gp --- The DC for saves is 15. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Repellent (Lesser) Source Treasure Vault pg. 52 Price 15 gp --- The DC for saves is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Repellent (Moderate) Source Treasure Vault pg. 52 Price 75 gp --- The DC for saves is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Repellent (Greater) Source Treasure Vault pg. 52 Price 350 gp --- The DC for saves is 29. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Animal Repellent (Major) Source Treasure Vault pg. 52 Price 1,600 gp --- The DC for saves is 35.","skill_mod":{},"summary":"The DC for saves is 15.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Sense"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4469","name":"Animal Repellent (Minor)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4469-4000"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4469","weakness":{},"price":1500,"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-4469-4001","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Animal Repellent Source Treasure Vault pg. 52 Usage held in 1 hand Bulk L Activate Single Action Interact --- Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn’t work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn’t work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind. You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). The designated kind of animal can smell the repellent from three times as far away as normal. The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become sickened 1 (or sickened 2 on a critical failure). <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Animal Repellent (Minor) Source Treasure Vault pg. 52 Price 3 gp --- The DC for saves is 15. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Repellent (Lesser) Source Treasure Vault pg. 52 Price 15 gp --- The DC for saves is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Repellent (Moderate) Source Treasure Vault pg. 52 Price 75 gp --- The DC for saves is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Repellent (Greater) Source Treasure Vault pg. 52 Price 350 gp --- The DC for saves is 29. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Animal Repellent (Major) Source Treasure Vault pg. 52 Price 1,600 gp --- The DC for saves is 35.","skill_mod":{},"summary":"The DC for saves is 18.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Sense"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4469","name":"Animal Repellent (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4469-4001"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4469","weakness":{},"price":7500,"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-4469-4002","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Animal Repellent Source Treasure Vault pg. 52 Usage held in 1 hand Bulk L Activate Single Action Interact --- Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn’t work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn’t work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind. You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). The designated kind of animal can smell the repellent from three times as far away as normal. The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become sickened 1 (or sickened 2 on a critical failure). <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Animal Repellent (Minor) Source Treasure Vault pg. 52 Price 3 gp --- The DC for saves is 15. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Repellent (Lesser) Source Treasure Vault pg. 52 Price 15 gp --- The DC for saves is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Repellent (Moderate) Source Treasure Vault pg. 52 Price 75 gp --- The DC for saves is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Repellent (Greater) Source Treasure Vault pg. 52 Price 350 gp --- The DC for saves is 29. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Animal Repellent (Major) Source Treasure Vault pg. 52 Price 1,600 gp --- The DC for saves is 35.","skill_mod":{},"summary":"The DC for saves is 24.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Sense"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4469","name":"Animal Repellent (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4469-4002"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4469","weakness":{},"price":35000,"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-4469-4003","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Animal Repellent Source Treasure Vault pg. 52 Usage held in 1 hand Bulk L Activate Single Action Interact --- Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn’t work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn’t work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind. You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). The designated kind of animal can smell the repellent from three times as far away as normal. The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become sickened 1 (or sickened 2 on a critical failure). <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Animal Repellent (Minor) Source Treasure Vault pg. 52 Price 3 gp --- The DC for saves is 15. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Repellent (Lesser) Source Treasure Vault pg. 52 Price 15 gp --- The DC for saves is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Repellent (Moderate) Source Treasure Vault pg. 52 Price 75 gp --- The DC for saves is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Repellent (Greater) Source Treasure Vault pg. 52 Price 350 gp --- The DC for saves is 29. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Animal Repellent (Major) Source Treasure Vault pg. 52 Price 1,600 gp --- The DC for saves is 35.","skill_mod":{},"summary":"The DC for saves is 29.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Sense"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4469","name":"Animal Repellent (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4469-4003"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4469","weakness":{},"price":160000,"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-4469-4004","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Animal Repellent Source Treasure Vault pg. 52 Usage held in 1 hand Bulk L Activate Single Action Interact --- Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn’t work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn’t work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind. You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). The designated kind of animal can smell the repellent from three times as far away as normal. The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become sickened 1 (or sickened 2 on a critical failure). <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Animal Repellent (Minor) Source Treasure Vault pg. 52 Price 3 gp --- The DC for saves is 15. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Repellent (Lesser) Source Treasure Vault pg. 52 Price 15 gp --- The DC for saves is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Repellent (Moderate) Source Treasure Vault pg. 52 Price 75 gp --- The DC for saves is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Repellent (Greater) Source Treasure Vault pg. 52 Price 350 gp --- The DC for saves is 29. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Animal Repellent (Major) Source Treasure Vault pg. 52 Price 1,600 gp --- The DC for saves is 35.","skill_mod":{},"summary":"The DC for saves is 35.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Sense"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4469","name":"Animal Repellent (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4469-4004"},{"item_child_id":["equipment-4470-4005","equipment-4470-4006"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable"],"id":"equipment-4470","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Camouflage Dye Source Treasure Vault pg. 52 Usage held in 1 hand Bulk L Activate Single Action Interact --- Camouflage dye uses a variety of alchemically treated paints and crushed crystals to make the user particularly hard to distinguish from their surroundings. When you Activate the dye by sprinkling it on yourself or a creature within reach, the target and its clothing change colors, blending into their surroundings until the target makes a sudden movement. The target can Hide or Sneak without cover or concealment for 10 minutes. If the target uses a hostile action or moves at more than half its Speed, after that action is completed, the effects of camouflage powder end and the creature ceases to be hidden or undetected. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Camouflage Dye (Lesser) Source Treasure Vault pg. 52 Price 10 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Camouflage Dye (Greater) Source Treasure Vault pg. 52 Price 60 gp --- The dye lasts 1 minute, and the effects don’t end if the target uses a hostile action or moves at more than half its Speed.","skill_mod":{},"summary":"Camouflage dye uses a variety of alchemically treated paints and crushed crystals to make the user particularly hard to distinguish from their …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4470","name":"Camouflage Dye","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4470"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4470","weakness":{},"price":1000,"trait":["Alchemical","Consumable"],"id":"equipment-4470-4005","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Camouflage Dye Source Treasure Vault pg. 52 Usage held in 1 hand Bulk L Activate Single Action Interact --- Camouflage dye uses a variety of alchemically treated paints and crushed crystals to make the user particularly hard to distinguish from their surroundings. When you Activate the dye by sprinkling it on yourself or a creature within reach, the target and its clothing change colors, blending into their surroundings until the target makes a sudden movement. The target can Hide or Sneak without cover or concealment for 10 minutes. If the target uses a hostile action or moves at more than half its Speed, after that action is completed, the effects of camouflage powder end and the creature ceases to be hidden or undetected. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Camouflage Dye (Lesser) Source Treasure Vault pg. 52 Price 10 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Camouflage Dye (Greater) Source Treasure Vault pg. 52 Price 60 gp --- The dye lasts 1 minute, and the effects don’t end if the target uses a hostile action or moves at more than half its Speed.","skill_mod":{},"summary":"Camouflage dye uses a variety of alchemically treated paints and crushed crystals to make the user particularly hard to distinguish from their …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4470","name":"Camouflage Dye (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4470-4005"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4470","weakness":{},"price":6000,"trait":["Alchemical","Consumable"],"id":"equipment-4470-4006","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Camouflage Dye Source Treasure Vault pg. 52 Usage held in 1 hand Bulk L Activate Single Action Interact --- Camouflage dye uses a variety of alchemically treated paints and crushed crystals to make the user particularly hard to distinguish from their surroundings. When you Activate the dye by sprinkling it on yourself or a creature within reach, the target and its clothing change colors, blending into their surroundings until the target makes a sudden movement. The target can Hide or Sneak without cover or concealment for 10 minutes. If the target uses a hostile action or moves at more than half its Speed, after that action is completed, the effects of camouflage powder end and the creature ceases to be hidden or undetected. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Camouflage Dye (Lesser) Source Treasure Vault pg. 52 Price 10 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Camouflage Dye (Greater) Source Treasure Vault pg. 52 Price 60 gp --- The dye lasts 1 minute, and the effects don’t end if the target uses a hostile action or moves at more than half its Speed.","skill_mod":{},"summary":"The dye lasts 1 minute, and the effects don’t end if the target uses a hostile action or moves at more than half its Speed.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4470","name":"Camouflage Dye (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4470-4006"},{"item_child_id":["equipment-4471-4007","equipment-4471-4008","equipment-4471-4009","equipment-4471-4010","equipment-4471-4011","equipment-4471-4012","equipment-4471-4013"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable"],"id":"equipment-4471","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Colorful Coating Source Treasure Vault pg. 52 Usage held in 1 hand Bulk L Activate Three Actions Interact --- These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand. It’s possible to use the coating on any surface that can be painted (subject to the GM’s discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Blue) Source Treasure Vault pg. 53 Price 8 gp --- Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that’s loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface’s collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for Athletics checks to Force Open the coated surface. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Green) Source Treasure Vault pg. 53 Price 10 gp --- Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn’t have to attempt to Balance. The coating also makes a coated wall or ceiling harder to climb. It imposes a +2 circumstance penalty to checks to Climb the coated surface. Yellow colorful coating and green colorful coating have opposite effects. If they’re both applied to the same surface, they negate one another. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Indigo) Source Treasure Vault pg. 53 Price 10 gp --- Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object’s Hardness as 2 lower and deals 1d4 acid damage to the object each round. The damage this coating deals remains after the coating becomes inert. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Orange) Source Treasure Vault pg. 53 Price 12 gp --- Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating’s surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Red) Source Treasure Vault pg. 53 Price 10 gp --- Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as reverse gravity . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Colorful Coating (Violet) Source Treasure Vault pg. 53 Price 15 gp --- Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don’t have to be consecutive, and other creatures can help by providing the actions. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Yellow) Source Treasure Vault pg. 53 Price 8 gp --- Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square’s surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can’t affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface’s terrain. The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to Climb the coated surface.","skill_mod":{},"summary":"These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4471","name":"Colorful Coating","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-4471"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4471","weakness":{},"price":800,"trait":["Alchemical","Consumable"],"id":"equipment-4471-4007","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Colorful Coating Source Treasure Vault pg. 52 Usage held in 1 hand Bulk L Activate Three Actions Interact --- These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand. It’s possible to use the coating on any surface that can be painted (subject to the GM’s discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Blue) Source Treasure Vault pg. 53 Price 8 gp --- Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that’s loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface’s collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for Athletics checks to Force Open the coated surface. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Green) Source Treasure Vault pg. 53 Price 10 gp --- Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn’t have to attempt to Balance. The coating also makes a coated wall or ceiling harder to climb. It imposes a +2 circumstance penalty to checks to Climb the coated surface. Yellow colorful coating and green colorful coating have opposite effects. If they’re both applied to the same surface, they negate one another. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Indigo) Source Treasure Vault pg. 53 Price 10 gp --- Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object’s Hardness as 2 lower and deals 1d4 acid damage to the object each round. The damage this coating deals remains after the coating becomes inert. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Orange) Source Treasure Vault pg. 53 Price 12 gp --- Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating’s surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Red) Source Treasure Vault pg. 53 Price 10 gp --- Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as reverse gravity . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Colorful Coating (Violet) Source Treasure Vault pg. 53 Price 15 gp --- Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don’t have to be consecutive, and other creatures can help by providing the actions. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Yellow) Source Treasure Vault pg. 53 Price 8 gp --- Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square’s surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can’t affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface’s terrain. The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to Climb the coated surface.","skill_mod":{},"summary":"Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4471","name":"Colorful Coating (Blue)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-4471-4007"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4471","weakness":{},"price":1000,"trait":["Alchemical","Consumable"],"id":"equipment-4471-4008","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Colorful Coating Source Treasure Vault pg. 52 Usage held in 1 hand Bulk L Activate Three Actions Interact --- These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand. It’s possible to use the coating on any surface that can be painted (subject to the GM’s discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Blue) Source Treasure Vault pg. 53 Price 8 gp --- Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that’s loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface’s collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for Athletics checks to Force Open the coated surface. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Green) Source Treasure Vault pg. 53 Price 10 gp --- Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn’t have to attempt to Balance. The coating also makes a coated wall or ceiling harder to climb. It imposes a +2 circumstance penalty to checks to Climb the coated surface. Yellow colorful coating and green colorful coating have opposite effects. If they’re both applied to the same surface, they negate one another. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Indigo) Source Treasure Vault pg. 53 Price 10 gp --- Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object’s Hardness as 2 lower and deals 1d4 acid damage to the object each round. The damage this coating deals remains after the coating becomes inert. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Orange) Source Treasure Vault pg. 53 Price 12 gp --- Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating’s surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Red) Source Treasure Vault pg. 53 Price 10 gp --- Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as reverse gravity . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Colorful Coating (Violet) Source Treasure Vault pg. 53 Price 15 gp --- Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don’t have to be consecutive, and other creatures can help by providing the actions. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Yellow) Source Treasure Vault pg. 53 Price 8 gp --- Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square’s surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can’t affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface’s terrain. The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to Climb the coated surface.","skill_mod":{},"summary":"Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4471","name":"Colorful Coating (Green)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-4471-4008"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4471","weakness":{},"price":1000,"trait":["Alchemical","Consumable"],"id":"equipment-4471-4009","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Colorful Coating Source Treasure Vault pg. 52 Usage held in 1 hand Bulk L Activate Three Actions Interact --- These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand. It’s possible to use the coating on any surface that can be painted (subject to the GM’s discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Blue) Source Treasure Vault pg. 53 Price 8 gp --- Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that’s loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface’s collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for Athletics checks to Force Open the coated surface. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Green) Source Treasure Vault pg. 53 Price 10 gp --- Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn’t have to attempt to Balance. The coating also makes a coated wall or ceiling harder to climb. It imposes a +2 circumstance penalty to checks to Climb the coated surface. Yellow colorful coating and green colorful coating have opposite effects. If they’re both applied to the same surface, they negate one another. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Indigo) Source Treasure Vault pg. 53 Price 10 gp --- Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object’s Hardness as 2 lower and deals 1d4 acid damage to the object each round. The damage this coating deals remains after the coating becomes inert. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Orange) Source Treasure Vault pg. 53 Price 12 gp --- Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating’s surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Red) Source Treasure Vault pg. 53 Price 10 gp --- Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as reverse gravity . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Colorful Coating (Violet) Source Treasure Vault pg. 53 Price 15 gp --- Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don’t have to be consecutive, and other creatures can help by providing the actions. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Yellow) Source Treasure Vault pg. 53 Price 8 gp --- Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square’s surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can’t affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface’s terrain. The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to Climb the coated surface.","skill_mod":{},"summary":"Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object’s Hardness …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4471","name":"Colorful Coating (Indigo)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-4471-4009"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4471","weakness":{},"price":1200,"trait":["Alchemical","Consumable"],"id":"equipment-4471-4010","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Colorful Coating Source Treasure Vault pg. 52 Usage held in 1 hand Bulk L Activate Three Actions Interact --- These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand. It’s possible to use the coating on any surface that can be painted (subject to the GM’s discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Blue) Source Treasure Vault pg. 53 Price 8 gp --- Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that’s loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface’s collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for Athletics checks to Force Open the coated surface. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Green) Source Treasure Vault pg. 53 Price 10 gp --- Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn’t have to attempt to Balance. The coating also makes a coated wall or ceiling harder to climb. It imposes a +2 circumstance penalty to checks to Climb the coated surface. Yellow colorful coating and green colorful coating have opposite effects. If they’re both applied to the same surface, they negate one another. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Indigo) Source Treasure Vault pg. 53 Price 10 gp --- Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object’s Hardness as 2 lower and deals 1d4 acid damage to the object each round. The damage this coating deals remains after the coating becomes inert. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Orange) Source Treasure Vault pg. 53 Price 12 gp --- Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating’s surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Red) Source Treasure Vault pg. 53 Price 10 gp --- Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as reverse gravity . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Colorful Coating (Violet) Source Treasure Vault pg. 53 Price 15 gp --- Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don’t have to be consecutive, and other creatures can help by providing the actions. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Yellow) Source Treasure Vault pg. 53 Price 8 gp --- Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square’s surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can’t affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface’s terrain. The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to Climb the coated surface.","skill_mod":{},"summary":"Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating’s surface. The square becomes …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4471","name":"Colorful Coating (Orange)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-4471-4010"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4471","weakness":{},"price":1000,"trait":["Alchemical","Consumable"],"id":"equipment-4471-4011","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Colorful Coating Source Treasure Vault pg. 52 Usage held in 1 hand Bulk L Activate Three Actions Interact --- These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand. It’s possible to use the coating on any surface that can be painted (subject to the GM’s discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Blue) Source Treasure Vault pg. 53 Price 8 gp --- Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that’s loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface’s collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for Athletics checks to Force Open the coated surface. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Green) Source Treasure Vault pg. 53 Price 10 gp --- Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn’t have to attempt to Balance. The coating also makes a coated wall or ceiling harder to climb. It imposes a +2 circumstance penalty to checks to Climb the coated surface. Yellow colorful coating and green colorful coating have opposite effects. If they’re both applied to the same surface, they negate one another. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Indigo) Source Treasure Vault pg. 53 Price 10 gp --- Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object’s Hardness as 2 lower and deals 1d4 acid damage to the object each round. The damage this coating deals remains after the coating becomes inert. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Orange) Source Treasure Vault pg. 53 Price 12 gp --- Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating’s surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Red) Source Treasure Vault pg. 53 Price 10 gp --- Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as reverse gravity . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Colorful Coating (Violet) Source Treasure Vault pg. 53 Price 15 gp --- Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don’t have to be consecutive, and other creatures can help by providing the actions. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Yellow) Source Treasure Vault pg. 53 Price 8 gp --- Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square’s surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can’t affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface’s terrain. The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to Climb the coated surface.","skill_mod":{},"summary":"Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4471","name":"Colorful Coating (Red)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-4471-4011"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4471","weakness":{},"price":1500,"trait":["Alchemical","Consumable"],"id":"equipment-4471-4012","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Colorful Coating Source Treasure Vault pg. 52 Usage held in 1 hand Bulk L Activate Three Actions Interact --- These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand. It’s possible to use the coating on any surface that can be painted (subject to the GM’s discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Blue) Source Treasure Vault pg. 53 Price 8 gp --- Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that’s loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface’s collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for Athletics checks to Force Open the coated surface. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Green) Source Treasure Vault pg. 53 Price 10 gp --- Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn’t have to attempt to Balance. The coating also makes a coated wall or ceiling harder to climb. It imposes a +2 circumstance penalty to checks to Climb the coated surface. Yellow colorful coating and green colorful coating have opposite effects. If they’re both applied to the same surface, they negate one another. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Indigo) Source Treasure Vault pg. 53 Price 10 gp --- Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object’s Hardness as 2 lower and deals 1d4 acid damage to the object each round. The damage this coating deals remains after the coating becomes inert. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Orange) Source Treasure Vault pg. 53 Price 12 gp --- Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating’s surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Red) Source Treasure Vault pg. 53 Price 10 gp --- Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as reverse gravity . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Colorful Coating (Violet) Source Treasure Vault pg. 53 Price 15 gp --- Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don’t have to be consecutive, and other creatures can help by providing the actions. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Yellow) Source Treasure Vault pg. 53 Price 8 gp --- Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square’s surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can’t affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface’s terrain. The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to Climb the coated surface.","skill_mod":{},"summary":"Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain . Any creature that enters …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4471","name":"Colorful Coating (Violet)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-4471-4012"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4471","weakness":{},"price":800,"trait":["Alchemical","Consumable"],"id":"equipment-4471-4013","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Colorful Coating Source Treasure Vault pg. 52 Usage held in 1 hand Bulk L Activate Three Actions Interact --- These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand. It’s possible to use the coating on any surface that can be painted (subject to the GM’s discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Blue) Source Treasure Vault pg. 53 Price 8 gp --- Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that’s loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface’s collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for Athletics checks to Force Open the coated surface. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Green) Source Treasure Vault pg. 53 Price 10 gp --- Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn’t have to attempt to Balance. The coating also makes a coated wall or ceiling harder to climb. It imposes a +2 circumstance penalty to checks to Climb the coated surface. Yellow colorful coating and green colorful coating have opposite effects. If they’re both applied to the same surface, they negate one another. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Indigo) Source Treasure Vault pg. 53 Price 10 gp --- Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object’s Hardness as 2 lower and deals 1d4 acid damage to the object each round. The damage this coating deals remains after the coating becomes inert. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Orange) Source Treasure Vault pg. 53 Price 12 gp --- Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating’s surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Red) Source Treasure Vault pg. 53 Price 10 gp --- Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as reverse gravity . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Colorful Coating (Violet) Source Treasure Vault pg. 53 Price 15 gp --- Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don’t have to be consecutive, and other creatures can help by providing the actions. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Yellow) Source Treasure Vault pg. 53 Price 8 gp --- Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square’s surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can’t affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface’s terrain. The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to Climb the coated surface.","skill_mod":{},"summary":"Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4471","name":"Colorful Coating (Yellow)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-4471-4013"},{"item_child_id":["equipment-4472-4014","equipment-4472-4015","equipment-4472-4016"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4472","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Emetic Paste Source Treasure Vault pg. 53 Usage held in 1 hand Bulk L Activate Single Action Interact --- Sickened creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a sickened creature within reach, typically on the throat. The paste makes it easy for the sickened creature to purge, granting it an immediate Fortitude save to reduce its sickened condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the sickened condition for 1 hour. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Emetic Paste (Lesser) Source Treasure Vault pg. 54 Price 5 gp --- The bonus is +2. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Emetic Paste (Moderate) Source Treasure Vault pg. 54 Price 120 gp --- The bonus is +3. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Emetic Paste (Greater) Source Treasure Vault pg. 54 Price 700 gp --- The bonus is +4.","skill_mod":{},"summary":" Sickened creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a sickened creature within …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4472","name":"Emetic Paste","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4472"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4472","weakness":{},"price":500,"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4472-4014","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Emetic Paste Source Treasure Vault pg. 53 Usage held in 1 hand Bulk L Activate Single Action Interact --- Sickened creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a sickened creature within reach, typically on the throat. The paste makes it easy for the sickened creature to purge, granting it an immediate Fortitude save to reduce its sickened condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the sickened condition for 1 hour. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Emetic Paste (Lesser) Source Treasure Vault pg. 54 Price 5 gp --- The bonus is +2. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Emetic Paste (Moderate) Source Treasure Vault pg. 54 Price 120 gp --- The bonus is +3. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Emetic Paste (Greater) Source Treasure Vault pg. 54 Price 700 gp --- The bonus is +4.","skill_mod":{},"summary":"The bonus is +2.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4472","name":"Emetic Paste (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4472-4014"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4472","weakness":{},"price":12000,"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4472-4015","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Emetic Paste Source Treasure Vault pg. 53 Usage held in 1 hand Bulk L Activate Single Action Interact --- Sickened creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a sickened creature within reach, typically on the throat. The paste makes it easy for the sickened creature to purge, granting it an immediate Fortitude save to reduce its sickened condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the sickened condition for 1 hour. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Emetic Paste (Lesser) Source Treasure Vault pg. 54 Price 5 gp --- The bonus is +2. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Emetic Paste (Moderate) Source Treasure Vault pg. 54 Price 120 gp --- The bonus is +3. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Emetic Paste (Greater) Source Treasure Vault pg. 54 Price 700 gp --- The bonus is +4.","skill_mod":{},"summary":"The bonus is +3.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4472","name":"Emetic Paste (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4472-4015"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4472","weakness":{},"price":70000,"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4472-4016","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Emetic Paste Source Treasure Vault pg. 53 Usage held in 1 hand Bulk L Activate Single Action Interact --- Sickened creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a sickened creature within reach, typically on the throat. The paste makes it easy for the sickened creature to purge, granting it an immediate Fortitude save to reduce its sickened condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the sickened condition for 1 hour. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Emetic Paste (Lesser) Source Treasure Vault pg. 54 Price 5 gp --- The bonus is +2. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Emetic Paste (Moderate) Source Treasure Vault pg. 54 Price 120 gp --- The bonus is +3. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Emetic Paste (Greater) Source Treasure Vault pg. 54 Price 700 gp --- The bonus is +4.","skill_mod":{},"summary":"The bonus is +4.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4472","name":"Emetic Paste (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4472-4016"},{"item_child_id":["equipment-4473-4017","equipment-4473-4018","equipment-4473-4019"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Incapacitation"],"id":"equipment-4473","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Gearbinder Oil Source Treasure Vault pg. 54 Usage held in 1 hand Bulk L Activate Single Action Interact --- Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works. The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, manipulate, or move trait, it must attempt a Fortitude save against a DC determined by the oil’s type. A mechanism that’s slowed 2 or more by gearbinder oil also can’t use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue. Critical Success The oil becomes inert, and the effect ends. Success The target reduces its slowed condition by 1. If the slowed condition’s value is 0, the effect ends. Failure The target increases its slowed condition by 1, to a maximum of slowed 3. Critical Failure The target increases its slowed condition by 2, to a maximum of slowed 3. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Gearbinder Oil (Lesser) Source Treasure Vault pg. 54 Price 45 gp --- The DC for saves is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Gearbinder Oil (Moderate) Source Treasure Vault pg. 54 Price 390 gp --- The DC for saves is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Gearbinder Oil (Greater) Source Treasure Vault pg. 54 Price 4,500 gp --- The DC for saves is 38.","skill_mod":{},"summary":"Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4473","name":"Gearbinder Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4473"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4473","weakness":{},"price":4500,"trait":["Alchemical","Consumable","Incapacitation"],"id":"equipment-4473-4017","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Gearbinder Oil Source Treasure Vault pg. 54 Usage held in 1 hand Bulk L Activate Single Action Interact --- Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works. The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, manipulate, or move trait, it must attempt a Fortitude save against a DC determined by the oil’s type. A mechanism that’s slowed 2 or more by gearbinder oil also can’t use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue. Critical Success The oil becomes inert, and the effect ends. Success The target reduces its slowed condition by 1. If the slowed condition’s value is 0, the effect ends. Failure The target increases its slowed condition by 1, to a maximum of slowed 3. Critical Failure The target increases its slowed condition by 2, to a maximum of slowed 3. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Gearbinder Oil (Lesser) Source Treasure Vault pg. 54 Price 45 gp --- The DC for saves is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Gearbinder Oil (Moderate) Source Treasure Vault pg. 54 Price 390 gp --- The DC for saves is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Gearbinder Oil (Greater) Source Treasure Vault pg. 54 Price 4,500 gp --- The DC for saves is 38.","skill_mod":{},"summary":"The DC for saves is 20.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4473","name":"Gearbinder Oil (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4473-4017"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4473","weakness":{},"price":39000,"trait":["Alchemical","Consumable","Incapacitation"],"id":"equipment-4473-4018","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Gearbinder Oil Source Treasure Vault pg. 54 Usage held in 1 hand Bulk L Activate Single Action Interact --- Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works. The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, manipulate, or move trait, it must attempt a Fortitude save against a DC determined by the oil’s type. A mechanism that’s slowed 2 or more by gearbinder oil also can’t use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue. Critical Success The oil becomes inert, and the effect ends. Success The target reduces its slowed condition by 1. If the slowed condition’s value is 0, the effect ends. Failure The target increases its slowed condition by 1, to a maximum of slowed 3. Critical Failure The target increases its slowed condition by 2, to a maximum of slowed 3. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Gearbinder Oil (Lesser) Source Treasure Vault pg. 54 Price 45 gp --- The DC for saves is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Gearbinder Oil (Moderate) Source Treasure Vault pg. 54 Price 390 gp --- The DC for saves is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Gearbinder Oil (Greater) Source Treasure Vault pg. 54 Price 4,500 gp --- The DC for saves is 38.","skill_mod":{},"summary":"The DC for saves is 29.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4473","name":"Gearbinder Oil (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4473-4018"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4473","weakness":{},"price":450000,"trait":["Alchemical","Consumable","Incapacitation"],"id":"equipment-4473-4019","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Gearbinder Oil Source Treasure Vault pg. 54 Usage held in 1 hand Bulk L Activate Single Action Interact --- Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works. The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, manipulate, or move trait, it must attempt a Fortitude save against a DC determined by the oil’s type. A mechanism that’s slowed 2 or more by gearbinder oil also can’t use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue. Critical Success The oil becomes inert, and the effect ends. Success The target reduces its slowed condition by 1. If the slowed condition’s value is 0, the effect ends. Failure The target increases its slowed condition by 1, to a maximum of slowed 3. Critical Failure The target increases its slowed condition by 2, to a maximum of slowed 3. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Gearbinder Oil (Lesser) Source Treasure Vault pg. 54 Price 45 gp --- The DC for saves is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Gearbinder Oil (Moderate) Source Treasure Vault pg. 54 Price 390 gp --- The DC for saves is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Gearbinder Oil (Greater) Source Treasure Vault pg. 54 Price 4,500 gp --- The DC for saves is 38.","skill_mod":{},"summary":"The DC for saves is 38.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4473","name":"Gearbinder Oil (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4473-4019"},{"item_child_id":["equipment-4474-4020","equipment-4474-4021","equipment-4474-4022","equipment-4474-4023"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4474","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Healing Vapor Source Treasure Vault pg. 54 Usage held in 2 hands Bulk L Activate Three Actions Interact --- Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor’s type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Healing Vapor (Lesser) Source Treasure Vault pg. 54 Price 20 gp --- Each creature regains 1 Hit Point every 2 minutes and gets a +1 bonus. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Healing Vapor (Moderate) Source Treasure Vault pg. 54 Price 100 gp --- Each creature regains 1 Hit Point every minute and gets a +1 bonus. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Healing Vapor (Greater) Source Treasure Vault pg. 54 Price 400 gp --- Each creature regains 2 Hit Points every minute and gets a +2 bonus. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Healing Vapor (Major) Source Treasure Vault pg. 54 Price 3,000 gp --- Each creature regains 3 Hit Points every minute and gets a +3 bonus.","skill_mod":{},"summary":"Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4474","name":"Healing Vapor","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-4474"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4474","weakness":{},"price":2000,"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4474-4020","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Healing Vapor Source Treasure Vault pg. 54 Usage held in 2 hands Bulk L Activate Three Actions Interact --- Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor’s type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Healing Vapor (Lesser) Source Treasure Vault pg. 54 Price 20 gp --- Each creature regains 1 Hit Point every 2 minutes and gets a +1 bonus. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Healing Vapor (Moderate) Source Treasure Vault pg. 54 Price 100 gp --- Each creature regains 1 Hit Point every minute and gets a +1 bonus. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Healing Vapor (Greater) Source Treasure Vault pg. 54 Price 400 gp --- Each creature regains 2 Hit Points every minute and gets a +2 bonus. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Healing Vapor (Major) Source Treasure Vault pg. 54 Price 3,000 gp --- Each creature regains 3 Hit Points every minute and gets a +3 bonus.","skill_mod":{},"summary":"Each creature regains 1 Hit Point every 2 minutes and gets a +1 bonus.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4474","name":"Healing Vapor (Lesser)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-4474-4020"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4474","weakness":{},"price":10000,"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4474-4021","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Healing Vapor Source Treasure Vault pg. 54 Usage held in 2 hands Bulk L Activate Three Actions Interact --- Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor’s type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Healing Vapor (Lesser) Source Treasure Vault pg. 54 Price 20 gp --- Each creature regains 1 Hit Point every 2 minutes and gets a +1 bonus. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Healing Vapor (Moderate) Source Treasure Vault pg. 54 Price 100 gp --- Each creature regains 1 Hit Point every minute and gets a +1 bonus. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Healing Vapor (Greater) Source Treasure Vault pg. 54 Price 400 gp --- Each creature regains 2 Hit Points every minute and gets a +2 bonus. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Healing Vapor (Major) Source Treasure Vault pg. 54 Price 3,000 gp --- Each creature regains 3 Hit Points every minute and gets a +3 bonus.","skill_mod":{},"summary":"Each creature regains 1 Hit Point every minute and gets a +1 bonus.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4474","name":"Healing Vapor (Moderate)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-4474-4021"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4474","weakness":{},"price":40000,"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4474-4022","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Healing Vapor Source Treasure Vault pg. 54 Usage held in 2 hands Bulk L Activate Three Actions Interact --- Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor’s type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Healing Vapor (Lesser) Source Treasure Vault pg. 54 Price 20 gp --- Each creature regains 1 Hit Point every 2 minutes and gets a +1 bonus. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Healing Vapor (Moderate) Source Treasure Vault pg. 54 Price 100 gp --- Each creature regains 1 Hit Point every minute and gets a +1 bonus. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Healing Vapor (Greater) Source Treasure Vault pg. 54 Price 400 gp --- Each creature regains 2 Hit Points every minute and gets a +2 bonus. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Healing Vapor (Major) Source Treasure Vault pg. 54 Price 3,000 gp --- Each creature regains 3 Hit Points every minute and gets a +3 bonus.","skill_mod":{},"summary":"Each creature regains 2 Hit Points every minute and gets a +2 bonus.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4474","name":"Healing Vapor (Greater)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-4474-4022"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4474","weakness":{},"price":300000,"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4474-4023","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Healing Vapor Source Treasure Vault pg. 54 Usage held in 2 hands Bulk L Activate Three Actions Interact --- Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor’s type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Healing Vapor (Lesser) Source Treasure Vault pg. 54 Price 20 gp --- Each creature regains 1 Hit Point every 2 minutes and gets a +1 bonus. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Healing Vapor (Moderate) Source Treasure Vault pg. 54 Price 100 gp --- Each creature regains 1 Hit Point every minute and gets a +1 bonus. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Healing Vapor (Greater) Source Treasure Vault pg. 54 Price 400 gp --- Each creature regains 2 Hit Points every minute and gets a +2 bonus. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Healing Vapor (Major) Source Treasure Vault pg. 54 Price 3,000 gp --- Each creature regains 3 Hit Points every minute and gets a +3 bonus.","skill_mod":{},"summary":"Each creature regains 3 Hit Points every minute and gets a +3 bonus.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4474","name":"Healing Vapor (Major)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-4474-4023"},{"item_child_id":["equipment-4475-4024","equipment-4475-4025","equipment-4475-4026"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable"],"id":"equipment-4475","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Implosion Dust Source Treasure Vault pg. 54 Usage held in 1 hand Bulk L Activate Single Action Interact --- Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It’s effective at weakening water elementals, air elementals, oozes, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size. Critical Success The dust becomes inert, and the creature returns to its normal size. Success The target increases in size one step, up to its normal size. If it’s at its normal size after the increase, the effect ends. Failure The target decreases in size one step, to a minimum of Tiny. The reach of each of its Strikes decreases by 5 feet, to a minimum of 5 feet if the creature is Small or larger, or a minimum of 0 feet if the creature is Tiny. Shrinking also imposes a status penalty to the creature’s physical melee damage. This penalty is –2 for every step lower than its normal size the creature is. Critical Failure As failure, but the target decreases in size by two steps. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Implosion Dust (Lesser) Source Treasure Vault pg. 54 Price 40 gp --- The save DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Implosion Dust (Moderate) Source Treasure Vault pg. 55 Price 370 gp --- The save DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Implosion Dust (Greater) Source Treasure Vault pg. 55 Price 4,100 gp --- The save DC is 38.","skill_mod":{},"summary":"Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4475","name":"Implosion Dust","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4475"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4475","weakness":{},"price":4000,"trait":["Alchemical","Consumable"],"id":"equipment-4475-4024","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Implosion Dust Source Treasure Vault pg. 54 Usage held in 1 hand Bulk L Activate Single Action Interact --- Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It’s effective at weakening water elementals, air elementals, oozes, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size. Critical Success The dust becomes inert, and the creature returns to its normal size. Success The target increases in size one step, up to its normal size. If it’s at its normal size after the increase, the effect ends. Failure The target decreases in size one step, to a minimum of Tiny. The reach of each of its Strikes decreases by 5 feet, to a minimum of 5 feet if the creature is Small or larger, or a minimum of 0 feet if the creature is Tiny. Shrinking also imposes a status penalty to the creature’s physical melee damage. This penalty is –2 for every step lower than its normal size the creature is. Critical Failure As failure, but the target decreases in size by two steps. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Implosion Dust (Lesser) Source Treasure Vault pg. 54 Price 40 gp --- The save DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Implosion Dust (Moderate) Source Treasure Vault pg. 55 Price 370 gp --- The save DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Implosion Dust (Greater) Source Treasure Vault pg. 55 Price 4,100 gp --- The save DC is 38.","skill_mod":{},"summary":"The save DC is 20.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4475","name":"Implosion Dust (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4475-4024"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4475","weakness":{},"price":37000,"trait":["Alchemical","Consumable"],"id":"equipment-4475-4025","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Implosion Dust Source Treasure Vault pg. 54 Usage held in 1 hand Bulk L Activate Single Action Interact --- Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It’s effective at weakening water elementals, air elementals, oozes, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size. Critical Success The dust becomes inert, and the creature returns to its normal size. Success The target increases in size one step, up to its normal size. If it’s at its normal size after the increase, the effect ends. Failure The target decreases in size one step, to a minimum of Tiny. The reach of each of its Strikes decreases by 5 feet, to a minimum of 5 feet if the creature is Small or larger, or a minimum of 0 feet if the creature is Tiny. Shrinking also imposes a status penalty to the creature’s physical melee damage. This penalty is –2 for every step lower than its normal size the creature is. Critical Failure As failure, but the target decreases in size by two steps. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Implosion Dust (Lesser) Source Treasure Vault pg. 54 Price 40 gp --- The save DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Implosion Dust (Moderate) Source Treasure Vault pg. 55 Price 370 gp --- The save DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Implosion Dust (Greater) Source Treasure Vault pg. 55 Price 4,100 gp --- The save DC is 38.","skill_mod":{},"summary":"The save DC is 29.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4475","name":"Implosion Dust (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4475-4025"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4475","weakness":{},"price":410000,"trait":["Alchemical","Consumable"],"id":"equipment-4475-4026","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Implosion Dust Source Treasure Vault pg. 54 Usage held in 1 hand Bulk L Activate Single Action Interact --- Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It’s effective at weakening water elementals, air elementals, oozes, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size. Critical Success The dust becomes inert, and the creature returns to its normal size. Success The target increases in size one step, up to its normal size. If it’s at its normal size after the increase, the effect ends. Failure The target decreases in size one step, to a minimum of Tiny. The reach of each of its Strikes decreases by 5 feet, to a minimum of 5 feet if the creature is Small or larger, or a minimum of 0 feet if the creature is Tiny. Shrinking also imposes a status penalty to the creature’s physical melee damage. This penalty is –2 for every step lower than its normal size the creature is. Critical Failure As failure, but the target decreases in size by two steps. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Implosion Dust (Lesser) Source Treasure Vault pg. 54 Price 40 gp --- The save DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Implosion Dust (Moderate) Source Treasure Vault pg. 55 Price 370 gp --- The save DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Implosion Dust (Greater) Source Treasure Vault pg. 55 Price 4,100 gp --- The save DC is 38.","skill_mod":{},"summary":"The save DC is 38.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4475","name":"Implosion Dust (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4475-4026"},{"item_child_id":["equipment-4476-4027","equipment-4476-4028"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable"],"id":"equipment-4476","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Revealing Mist Source Treasure Vault pg. 55 Usage held in 1 hand Bulk L Activate Single Action Interact --- Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone when sprayed. It doesn’t affect visibility but causes invisible creatures in the area to be concealed rather than undetected. Revealing mist is ineffective in water or in areas with other factors affecting the spread of the mist, as determined by the GM. It remains in the area for 1 minute or until any significant wind disperses it, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Revealing Mist (Lesser) Source Treasure Vault pg. 55 Price 9 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Revealing Mist (Greater) Source Treasure Vault pg. 55 Price 60 gp --- The mist spreads in a 30-foot cone instead of a 15-foot cone.","skill_mod":{},"summary":"Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4476","name":"Revealing Mist","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4476"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4476","weakness":{},"price":900,"trait":["Alchemical","Consumable"],"id":"equipment-4476-4027","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Revealing Mist Source Treasure Vault pg. 55 Usage held in 1 hand Bulk L Activate Single Action Interact --- Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone when sprayed. It doesn’t affect visibility but causes invisible creatures in the area to be concealed rather than undetected. Revealing mist is ineffective in water or in areas with other factors affecting the spread of the mist, as determined by the GM. It remains in the area for 1 minute or until any significant wind disperses it, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Revealing Mist (Lesser) Source Treasure Vault pg. 55 Price 9 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Revealing Mist (Greater) Source Treasure Vault pg. 55 Price 60 gp --- The mist spreads in a 30-foot cone instead of a 15-foot cone.","skill_mod":{},"summary":"Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4476","name":"Revealing Mist (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4476-4027"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4476","weakness":{},"price":6000,"trait":["Alchemical","Consumable"],"id":"equipment-4476-4028","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Revealing Mist Source Treasure Vault pg. 55 Usage held in 1 hand Bulk L Activate Single Action Interact --- Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone when sprayed. It doesn’t affect visibility but causes invisible creatures in the area to be concealed rather than undetected. Revealing mist is ineffective in water or in areas with other factors affecting the spread of the mist, as determined by the GM. It remains in the area for 1 minute or until any significant wind disperses it, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Revealing Mist (Lesser) Source Treasure Vault pg. 55 Price 9 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Revealing Mist (Greater) Source Treasure Vault pg. 55 Price 60 gp --- The mist spreads in a 30-foot cone instead of a 15-foot cone.","skill_mod":{},"summary":"The mist spreads in a 30-foot cone instead of a 15-foot cone.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4476","name":"Revealing Mist (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4476-4028"},{"item_child_id":["equipment-4477-4029","equipment-4477-4030"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable"],"id":"equipment-4477","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Sense-Dulling Hood Source Treasure Vault pg. 55 Usage held in 2 hands Bulk L Activate Single Action Interact --- Sometimes, an enemy’s dangerous special ability makes relatively standard sensory capabilities a liability. From otyugh stench to a harpy’s song, plenty of creatures use their prey’s senses against them. A sense-dulling hood is a wide, single-use mask designed to be pulled from an airtight package and slipped over the head. The mask grants you an item bonus to saving throws against auditory, olfactory, and visual effects for a time, according to the mask’s type. Since it dulls your senses without depriving you of them, the mask also imposes a –1 penalty to rolls and checks using Perception for the same duration. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sense-Dulling Hood (Lesser) Source Treasure Vault pg. 55 Price 40 gp --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sense-Dulling Hood (Greater) Source Treasure Vault pg. 55 Price 350 gp --- The bonus is +4, and the duration is 1 hour.","skill_mod":{},"summary":"Sometimes, an enemy’s dangerous special ability makes relatively standard sensory capabilities a liability. From otyugh stench to a harpy’s song, …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4477","name":"Sense-Dulling Hood","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4477"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4477","weakness":{},"price":4000,"trait":["Alchemical","Consumable"],"id":"equipment-4477-4029","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Sense-Dulling Hood Source Treasure Vault pg. 55 Usage held in 2 hands Bulk L Activate Single Action Interact --- Sometimes, an enemy’s dangerous special ability makes relatively standard sensory capabilities a liability. From otyugh stench to a harpy’s song, plenty of creatures use their prey’s senses against them. A sense-dulling hood is a wide, single-use mask designed to be pulled from an airtight package and slipped over the head. The mask grants you an item bonus to saving throws against auditory, olfactory, and visual effects for a time, according to the mask’s type. Since it dulls your senses without depriving you of them, the mask also imposes a –1 penalty to rolls and checks using Perception for the same duration. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sense-Dulling Hood (Lesser) Source Treasure Vault pg. 55 Price 40 gp --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sense-Dulling Hood (Greater) Source Treasure Vault pg. 55 Price 350 gp --- The bonus is +4, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +2, and the duration is 10 minutes.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4477","name":"Sense-Dulling Hood (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4477-4029"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4477","weakness":{},"price":35000,"trait":["Alchemical","Consumable"],"id":"equipment-4477-4030","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Sense-Dulling Hood Source Treasure Vault pg. 55 Usage held in 2 hands Bulk L Activate Single Action Interact --- Sometimes, an enemy’s dangerous special ability makes relatively standard sensory capabilities a liability. From otyugh stench to a harpy’s song, plenty of creatures use their prey’s senses against them. A sense-dulling hood is a wide, single-use mask designed to be pulled from an airtight package and slipped over the head. The mask grants you an item bonus to saving throws against auditory, olfactory, and visual effects for a time, according to the mask’s type. Since it dulls your senses without depriving you of them, the mask also imposes a –1 penalty to rolls and checks using Perception for the same duration. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sense-Dulling Hood (Lesser) Source Treasure Vault pg. 55 Price 40 gp --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sense-Dulling Hood (Greater) Source Treasure Vault pg. 55 Price 350 gp --- The bonus is +4, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +4, and the duration is 1 hour.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4477","name":"Sense-Dulling Hood (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4477-4030"},{"item_child_id":["equipment-4478-4031","equipment-4478-4032"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4478","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Soothing Powder Source Treasure Vault pg. 55 Usage held in 1 hand Bulk L Activate Single Action Interact --- Soothing powders are remedies made to stop a particular type of persistent damage. Each damage type requires a different formula, with the most popular being bleed soothing powder, poison soothing powder, fire soothing powder, and acid soothing powder. You Activate soothing powder by sprinkling it on yourself or another creature within reach. The target can immediately attempt a new flat check to remove persistent damage the powder works against. This powder lowers the DC to 10, as normal for a particularly appropriate type of help. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Soothing Powder (Lesser) Source Treasure Vault pg. 55 Price 30 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Soothing Powder (Greater) Source Treasure Vault pg. 55 Price 210 gp --- In addition to the effects described above, the powder persists for 1 minute, lowering the DCs of flat checks against that type of persistent damage due to particularly effective assistance.","skill_mod":{},"summary":"Soothing powders are remedies made to stop a particular type of persistent damage . Each damage type requires a different formula, with the most …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4478","name":"Soothing Powder","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4478"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4478","weakness":{},"price":3000,"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4478-4031","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Soothing Powder Source Treasure Vault pg. 55 Usage held in 1 hand Bulk L Activate Single Action Interact --- Soothing powders are remedies made to stop a particular type of persistent damage. Each damage type requires a different formula, with the most popular being bleed soothing powder, poison soothing powder, fire soothing powder, and acid soothing powder. You Activate soothing powder by sprinkling it on yourself or another creature within reach. The target can immediately attempt a new flat check to remove persistent damage the powder works against. This powder lowers the DC to 10, as normal for a particularly appropriate type of help. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Soothing Powder (Lesser) Source Treasure Vault pg. 55 Price 30 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Soothing Powder (Greater) Source Treasure Vault pg. 55 Price 210 gp --- In addition to the effects described above, the powder persists for 1 minute, lowering the DCs of flat checks against that type of persistent damage due to particularly effective assistance.","skill_mod":{},"summary":"Soothing powders are remedies made to stop a particular type of persistent damage . Each damage type requires a different formula, with the most …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4478","name":"Soothing Powder (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4478-4031"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4478","weakness":{},"price":21000,"trait":["Alchemical","Consumable","Healing"],"id":"equipment-4478-4032","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Soothing Powder Source Treasure Vault pg. 55 Usage held in 1 hand Bulk L Activate Single Action Interact --- Soothing powders are remedies made to stop a particular type of persistent damage. Each damage type requires a different formula, with the most popular being bleed soothing powder, poison soothing powder, fire soothing powder, and acid soothing powder. You Activate soothing powder by sprinkling it on yourself or another creature within reach. The target can immediately attempt a new flat check to remove persistent damage the powder works against. This powder lowers the DC to 10, as normal for a particularly appropriate type of help. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Soothing Powder (Lesser) Source Treasure Vault pg. 55 Price 30 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Soothing Powder (Greater) Source Treasure Vault pg. 55 Price 210 gp --- In addition to the effects described above, the powder persists for 1 minute, lowering the DCs of flat checks against that type of persistent damage due to particularly effective assistance.","skill_mod":{},"summary":"In addition to the effects described above, the powder persists for 1 minute, lowering the DCs of flat checks against that type of persistent damage …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4478","name":"Soothing Powder (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4478-4032"},{"access":"Sparklers are common in Tian Xia and Vudra and can be Crafted by those who can specifically Craft fireworks (such as a fireworks technician ).","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":40,"trait":["Alchemical","Consumable","Fire","Uncommon"],"id":"equipment-4479","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Sparkler Source Treasure Vault pg. 55 Price 4 sp Usage held in 1 hand Access Sparklers are common in Tian Xia and Vudra and can be Crafted by those who can specifically Craft fireworks (such as a fireworks technician ). Activate Single Action Interact --- A sparkler gives off colorful sparks, burning for 1 minute. It provides bright light in a 10-foot radius (and dim light for the next 10 feet). While the sparkler burns, you can use it as an improvised weapon, dealing 1 fire damage on a hit. On a critical hit, you cause the target to become dazzled for 1 round. You can touch a sparkler to a flammable object as part of the same Interact action you use to Activate it or as an Interact action while the sparkler is already activated. If you do so, the sparkler can ignite flammable objects the way a tindertwig does.\n","element":["Fire"],"skill_mod":{},"summary":"A sparkler gives off colorful sparks, burning for 1 minute. It provides bright light in a 10-foot radius (and dim light for the next 10 feet). While …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4479","name":"Sparkler","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4479"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":14000,"trait":["Alchemical","Consumable","Expandable"],"id":"equipment-4480","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Bottled Roc Source Treasure Vault pg. 56 Price 140 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- This bottle contains a shrunken bird preserved with its feathers intact. When opened, the contents reconstitute into a Gargantuan effigy of a great roc, which can appear in the air instead of on the ground. The roc Grabs up to two creatures, then Flies up to 90 feet and Releases the creatures. The creatures must be within 15 feet of the roc for it to Grab them; if any of them are unwilling to be grabbed, the roc must Grapple them with a +17 Athletics modifier or fail to pick them up. Craft Requirements Supply the corpse of a roc.\n","skill_mod":{},"summary":"This bottle contains a shrunken bird preserved with its feathers intact. When opened, the contents reconstitute into a Gargantuan effigy of a great …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=4480","name":"Bottled Roc","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4480"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"school":"enchantment","price":2000,"trait":["Alchemical","Auditory","Consumable","Divine","Emotion","Enchantment","Expandable","Fear","Mental"],"id":"equipment-4481","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Ghost Ampoule Source Treasure Vault pg. 56 Price 20 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- A daub of ectoplasm twitches within this glass container, faintly glowing with ghostly light. When opened it forms the echo of a departed spirit, which looks like a Medium ghost. You can throw the ampoule up to 30 feet when you Activate it. The ghost utters a final lament, forcing each living creature in a 15-foot emanation except you to attempt a DC 18 Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). Craft Requirements Supply ectoplasmic residue from a destroyed ghost.\n","skill_mod":{},"summary":"A daub of ectoplasm twitches within this glass container, faintly glowing with ghostly light. When opened it forms the echo of a departed spirit, …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Sense","Tradition","Mechanics","School"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=4481","name":"Ghost Ampoule","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4481"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":3000,"trait":["Alchemical","Consumable","Expandable"],"id":"equipment-4482","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Hippogriff in a Jar Source Treasure Vault pg. 56 Price 30 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- This bottle contains a shrunken hippogriff. When opened, the contents reconstitute into a Large effigy of a hippogriff. The hippogriff waits up to 1 round and allows two creatures to mount it, then Flies up to 65 feet and waits 1 more round to give the mounted creatures time to dismount. Creatures who are still mounted on the hippogriff when it dissolves fall prone in the space where the hippogriff corpse ends its movement. Craft Requirements Supply a hippogriff corpse.\n","skill_mod":{},"summary":"This bottle contains a shrunken hippogriff . When opened, the contents reconstitute into a Large effigy of a hippogriff. The hippogriff waits up to …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=4482","name":"Hippogriff in a Jar","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4482"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":500000,"trait":["Alchemical","Consumable","Expandable","Uncommon"],"id":"equipment-4483","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Kraken Bottle Source Treasure Vault pg. 56 Price 5,000 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- Coiled tentacles make it all but impossible to see anything else inside this ampoule. When opened, a Gargantuan kraken bursts forth, which can appear in water instead of on the ground. Its arms attempt to grasp up to four creatures with a reach of 60 feet. The kraken repositions grabbed creatures to a different space within its reach unless the target succeeds at a DC 38 Fortitude save. If the kraken is in water, it then releases a cloud of ink in an 80-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are undetected, can’t use their sense of smell, and are exposed to kraken ink poison. The cloud dissipates after 1 minute. Craft Requirements Supply the corpse of a kraken.\n","skill_mod":{},"summary":"Coiled tentacles make it all but impossible to see anything else inside this ampoule. When opened, a Gargantuan kraken bursts forth, which can …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=4483","name":"Kraken Bottle","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4483"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":130000,"trait":["Alchemical","Consumable","Expandable"],"id":"equipment-4484","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Mukradi Jar Source Treasure Vault pg. 56 Price 1,300 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- A miniature mukradi, its chitin shrunken and pale, is coiled within this jar. Its hollow form grows to a Gargantuan shell when you open the jar. It emits one of three breath weapons, chosen by you. Each creature in the area must attempt a DC 34 basic Reflex save. Acid Maw (acid) 10-foot-wide, 60-foot line of acid dealing 12d6 acid damage. Flame Maw (fire) 60-foot cone of fire dealing 12d6 fire damage. Shock Maw (electricity) 120-foot line of electricity dealing 12d6 electricity damage. Craft Requirements Supply a mukradi corpse.\n","skill_mod":{},"summary":"A miniature mukradi , its chitin shrunken and pale, is coiled within this jar. Its hollow form grows to a Gargantuan shell when you open the jar. It …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=4484","name":"Mukradi Jar","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4484"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":10000,"trait":["Alchemical","Consumable","Expandable","Uncommon"],"id":"equipment-4485","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Octopus Bottle Source Treasure Vault pg. 57 Price 100 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- Miniature octopus arms press up against the sides of this bottle, obscuring the rest of its contents. When opened, a Huge octopus bursts forth, which can appear in water instead of on the ground. Its arms attempt to grasp a creature with a reach of 15 feet. The octopus repositions that creature to a different space within its reach unless the target succeeds at a DC 24 Fortitude save. If the octopus is in water, it then releases a cloud of ink in a 30-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are undetected and can’t use their sense of smell. The cloud dissipates after 1 minute. Craft Requirements Supply a giant octopus corpse.\n","skill_mod":{},"summary":"Miniature octopus arms press up against the sides of this bottle, obscuring the rest of its contents. When opened, a Huge octopus bursts forth, …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=4485","name":"Octopus Bottle","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4485"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":17500,"trait":["Alchemical","Consumable","Expandable"],"id":"equipment-4486","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Tyrant Ampoule Source Treasure Vault pg. 57 Price 175 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- The body of a fearsome tyrannosaurus is shrunken and contained in this bottle, its desiccated form barely constrained within the glass. The effigy of a Gargantuan tyrannosaurus forms when you open the bottle, causing devastation as it rampages. The tyrannosaurus Strides up to 40 feet. It can move through the spaces of Huge or smaller creatures and can attempt to Trample each creature whose space it enters, dealing 2d10+12 bludgeoning damage with a DC 27 basic Reflex save. It can attempt to Trample each creature only once. Craft Requirements Supply the corpse of a tyrannosaurus.\n","skill_mod":{},"summary":"The body of a fearsome tyrannosaurus is shrunken and contained in this bottle, its desiccated form barely constrained within the glass. The effigy of …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=4486","name":"Tyrant Ampoule","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4486"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":25000,"trait":["Air","Alchemical","Consumable","Expandable"],"id":"equipment-4487","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Whirlwind Vial Source Treasure Vault pg. 57 Price 250 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- Opening this vial releases a mighty gust, forming into a fearsome Huge elemental hurricane. The elemental breathes a 30-foot cone of air. Each creature in the cone must succeed at a DC 28 Fortitude save or be knocked away from the elemental. A creature knocked into a solid object stops moving and takes 4d6 bludgeoning damage. Critical Success The creature is unaffected. Success The creature is pushed 10 feet. Failure The creature is pushed 20 feet. Critical Failure The creature is pushed 20 feet and knocked prone. Craft Requirements Supply magical residue from a slain elemental hurricane.\n","element":["Air"],"skill_mod":{},"summary":"Opening this vial releases a mighty gust, forming into a fearsome Huge elemental hurricane . The elemental breathes a 30-foot cone of air. Each …","primary_source":"Treasure Vault","trait_group":["Elemental","Planar","Monster","Equipment","Weapon"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=4487","name":"Whirlwind Vial","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4487"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":60000,"trait":["Alchemical","Consumable","Expandable","Uncommon"],"id":"equipment-4488","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Worm Vial Source Treasure Vault pg. 57 Price 600 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- Opening this vial unleashes its destructive contents: a reconstituted Gargantuan purple worm. The worm has two functions; choose which one to use when you Activate the item. Burrow The worm Burrows up to 80 feet, leaving a tunnel behind it. It can burrow through solid stone, but if it does so it burrows 40 feet instead of 80 feet. Eat The worm attempts to swallow a creature, crush it in its insides, then spit the creature out. The target must be within 15 feet, and it attempts a DC 30 Reflex save. If it fails, it takes 3d6+9 bludgeoning damage (doubled on a critical failure). The worm then spits the creature out to any empty space on the ground within 30 feet, causing the creature to take damage from a 20-foot fall. Craft Requirements Supply the corpse of a purple worm.\n","skill_mod":{},"summary":"Opening this vial unleashes its destructive contents: a reconstituted Gargantuan purple worm . The worm has two functions; choose which one to use …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=4488","name":"Worm Vial","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4488"},{"remaster_name":["Affliction Suppressant"],"item_child_id":["equipment-4489-4033","equipment-4489-4034","equipment-4489-4035","equipment-4489-4036"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4489","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Addition Suppressant Source Treasure Vault pg. 58 Usage held in 1 hand Bulk L Activate Single Action Interact --- When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug’s effects, and it doesn’t increase the addiction DC. You also gain an item bonus against the ongoing save against the drug’s addiction depending on the type of addiction suppressant. For every drug, a specific suppressant must be crafted— no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug’s addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work. Special An addiction suppressant has the same rarity as the specific drug it’s crafted to suppress. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Addiction Suppressant (Lesser) Source Treasure Vault pg. 58 Price 2 gp --- You gain a +1 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Addiction Suppressant (Moderate) Source Treasure Vault pg. 58 Price 30 gp --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Addiction Suppressant (Greater) Source Treasure Vault pg. 58 Price 140 gp --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Addiction Suppressant (Major) Source Treasure Vault pg. 58 Price 500 gp --- You gain a +4 item bonus.","skill_mod":{},"summary":"When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4489","name":"Addition Suppressant","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4489"},{"remaster_name":["Affliction Suppressant (Lesser)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4489","weakness":{},"price":200,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4489-4033","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Addition Suppressant Source Treasure Vault pg. 58 Usage held in 1 hand Bulk L Activate Single Action Interact --- When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug’s effects, and it doesn’t increase the addiction DC. You also gain an item bonus against the ongoing save against the drug’s addiction depending on the type of addiction suppressant. For every drug, a specific suppressant must be crafted— no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug’s addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work. Special An addiction suppressant has the same rarity as the specific drug it’s crafted to suppress. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Addiction Suppressant (Lesser) Source Treasure Vault pg. 58 Price 2 gp --- You gain a +1 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Addiction Suppressant (Moderate) Source Treasure Vault pg. 58 Price 30 gp --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Addiction Suppressant (Greater) Source Treasure Vault pg. 58 Price 140 gp --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Addiction Suppressant (Major) Source Treasure Vault pg. 58 Price 500 gp --- You gain a +4 item bonus.","skill_mod":{},"summary":"You gain a +1 item bonus.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4489","name":"Addiction Suppressant (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4489-4033"},{"remaster_name":["Affliction Suppressant (Moderate)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4489","weakness":{},"price":3000,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4489-4034","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Addition Suppressant Source Treasure Vault pg. 58 Usage held in 1 hand Bulk L Activate Single Action Interact --- When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug’s effects, and it doesn’t increase the addiction DC. You also gain an item bonus against the ongoing save against the drug’s addiction depending on the type of addiction suppressant. For every drug, a specific suppressant must be crafted— no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug’s addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work. Special An addiction suppressant has the same rarity as the specific drug it’s crafted to suppress. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Addiction Suppressant (Lesser) Source Treasure Vault pg. 58 Price 2 gp --- You gain a +1 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Addiction Suppressant (Moderate) Source Treasure Vault pg. 58 Price 30 gp --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Addiction Suppressant (Greater) Source Treasure Vault pg. 58 Price 140 gp --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Addiction Suppressant (Major) Source Treasure Vault pg. 58 Price 500 gp --- You gain a +4 item bonus.","skill_mod":{},"summary":"You gain a +2 item bonus.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4489","name":"Addiction Suppressant (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4489-4034"},{"remaster_name":["Affliction Suppressant (Greater)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4489","weakness":{},"price":14000,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4489-4035","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Addition Suppressant Source Treasure Vault pg. 58 Usage held in 1 hand Bulk L Activate Single Action Interact --- When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug’s effects, and it doesn’t increase the addiction DC. You also gain an item bonus against the ongoing save against the drug’s addiction depending on the type of addiction suppressant. For every drug, a specific suppressant must be crafted— no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug’s addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work. Special An addiction suppressant has the same rarity as the specific drug it’s crafted to suppress. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Addiction Suppressant (Lesser) Source Treasure Vault pg. 58 Price 2 gp --- You gain a +1 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Addiction Suppressant (Moderate) Source Treasure Vault pg. 58 Price 30 gp --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Addiction Suppressant (Greater) Source Treasure Vault pg. 58 Price 140 gp --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Addiction Suppressant (Major) Source Treasure Vault pg. 58 Price 500 gp --- You gain a +4 item bonus.","skill_mod":{},"summary":"You gain a +3 item bonus.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4489","name":"Addiction Suppressant (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4489-4035"},{"remaster_name":["Affliction Suppressant (Major)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4489","weakness":{},"price":50000,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4489-4036","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Addition Suppressant Source Treasure Vault pg. 58 Usage held in 1 hand Bulk L Activate Single Action Interact --- When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug’s effects, and it doesn’t increase the addiction DC. You also gain an item bonus against the ongoing save against the drug’s addiction depending on the type of addiction suppressant. For every drug, a specific suppressant must be crafted— no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug’s addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work. Special An addiction suppressant has the same rarity as the specific drug it’s crafted to suppress. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Addiction Suppressant (Lesser) Source Treasure Vault pg. 58 Price 2 gp --- You gain a +1 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Addiction Suppressant (Moderate) Source Treasure Vault pg. 58 Price 30 gp --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Addiction Suppressant (Greater) Source Treasure Vault pg. 58 Price 140 gp --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Addiction Suppressant (Major) Source Treasure Vault pg. 58 Price 500 gp --- You gain a +4 item bonus.","skill_mod":{},"summary":"You gain a +4 item bonus.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4489","name":"Addiction Suppressant (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4489-4036"},{"item_child_id":["equipment-4490-4037","equipment-4490-4038","equipment-4490-4039"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4490","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Blood Booster Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- This elixir bolsters your body’s natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the listed resistance to persistent bleed and persistent poison damage, and you lower the DC for any flat checks to end persistent bleed or persistent poison damage as if you received particularly appropriate aid. At the GM’s discretion, blood booster elixirs can also automatically counteract non-magical effects that specifically rely on thinning the drinker’s blood, such as a skull peeler’s anticoagulant. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blood Booster (Lesser) Source Treasure Vault pg. 59 Price 9 gp --- The resistance is 5. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blood Booster (Moderate) Source Treasure Vault pg. 59 Price 225 gp --- The resistance is 10. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Blood Booster (Greater) Source Treasure Vault pg. 59 Price 3,400 gp --- The resistance is 20.","skill_mod":{},"summary":"This elixir bolsters your body’s natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4490","name":"Blood Booster","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4490"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4490","weakness":{},"price":900,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4490-4037","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Blood Booster Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- This elixir bolsters your body’s natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the listed resistance to persistent bleed and persistent poison damage, and you lower the DC for any flat checks to end persistent bleed or persistent poison damage as if you received particularly appropriate aid. At the GM’s discretion, blood booster elixirs can also automatically counteract non-magical effects that specifically rely on thinning the drinker’s blood, such as a skull peeler’s anticoagulant. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blood Booster (Lesser) Source Treasure Vault pg. 59 Price 9 gp --- The resistance is 5. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blood Booster (Moderate) Source Treasure Vault pg. 59 Price 225 gp --- The resistance is 10. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Blood Booster (Greater) Source Treasure Vault pg. 59 Price 3,400 gp --- The resistance is 20.","skill_mod":{},"summary":"The resistance is 5.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4490","name":"Blood Booster (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4490-4037"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4490","weakness":{},"price":22500,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4490-4038","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Blood Booster Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- This elixir bolsters your body’s natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the listed resistance to persistent bleed and persistent poison damage, and you lower the DC for any flat checks to end persistent bleed or persistent poison damage as if you received particularly appropriate aid. At the GM’s discretion, blood booster elixirs can also automatically counteract non-magical effects that specifically rely on thinning the drinker’s blood, such as a skull peeler’s anticoagulant. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blood Booster (Lesser) Source Treasure Vault pg. 59 Price 9 gp --- The resistance is 5. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blood Booster (Moderate) Source Treasure Vault pg. 59 Price 225 gp --- The resistance is 10. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Blood Booster (Greater) Source Treasure Vault pg. 59 Price 3,400 gp --- The resistance is 20.","skill_mod":{},"summary":"The resistance is 10.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4490","name":"Blood Booster (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4490-4038"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4490","weakness":{},"price":340000,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4490-4039","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Blood Booster Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- This elixir bolsters your body’s natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the listed resistance to persistent bleed and persistent poison damage, and you lower the DC for any flat checks to end persistent bleed or persistent poison damage as if you received particularly appropriate aid. At the GM’s discretion, blood booster elixirs can also automatically counteract non-magical effects that specifically rely on thinning the drinker’s blood, such as a skull peeler’s anticoagulant. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blood Booster (Lesser) Source Treasure Vault pg. 59 Price 9 gp --- The resistance is 5. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blood Booster (Moderate) Source Treasure Vault pg. 59 Price 225 gp --- The resistance is 10. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Blood Booster (Greater) Source Treasure Vault pg. 59 Price 3,400 gp --- The resistance is 20.","skill_mod":{},"summary":"The resistance is 20.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4490","name":"Blood Booster (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4490-4039"},{"remaster_name":["Bendy-Arm Mutagen"],"item_child_id":["equipment-4491-4040","equipment-4491-4041","equipment-4491-4042","equipment-4491-4043"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics","Acrobatics","Acrobatics"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4491","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Choker-Arm Mutagen Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the listed item bonus to Acrobatics checks to Escape, Squeeze, and Tumble Through, and you increase your reach by the listed amount. Drawback You take a –1 penalty to Athletics checks, Stealth checks, Thievery checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Choker-Arm Mutagen (Lesser) Source Treasure Vault pg. 59 Price 3 gp --- The bonus is +1, your reach increases by 5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Choker-Arm Mutagen (Moderate) Source Treasure Vault pg. 59 Price 12 gp --- The bonus is +2, your reach increases by 5 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Choker-Arm Mutagen (Greater) Source Treasure Vault pg. 59 Price 300 gp --- The bonus is +3, your reach increases by 10 feet, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Choker-Arm Mutagen (Major) Source Treasure Vault pg. 59 Price 3,000 gp --- The bonus is +4, your reach increases by 15 feet, and the duration is 1 hour.","skill_mod":{},"summary":"Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4491","name":"Choker-Arm Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4491"},{"remaster_name":["Bendy-Arm Mutagen (Lesser)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4491","weakness":{},"price":300,"skill":["Acrobatics"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4491-4040","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Choker-Arm Mutagen Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the listed item bonus to Acrobatics checks to Escape, Squeeze, and Tumble Through, and you increase your reach by the listed amount. Drawback You take a –1 penalty to Athletics checks, Stealth checks, Thievery checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Choker-Arm Mutagen (Lesser) Source Treasure Vault pg. 59 Price 3 gp --- The bonus is +1, your reach increases by 5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Choker-Arm Mutagen (Moderate) Source Treasure Vault pg. 59 Price 12 gp --- The bonus is +2, your reach increases by 5 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Choker-Arm Mutagen (Greater) Source Treasure Vault pg. 59 Price 300 gp --- The bonus is +3, your reach increases by 10 feet, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Choker-Arm Mutagen (Major) Source Treasure Vault pg. 59 Price 3,000 gp --- The bonus is +4, your reach increases by 15 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +1, your reach increases by 5 feet, and the duration is 1 minute.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4491","name":"Choker-Arm Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4491-4040"},{"remaster_name":["Bendy-Arm Mutagen (Moderate)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4491","weakness":{},"price":1200,"skill":["Acrobatics"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4491-4041","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Choker-Arm Mutagen Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the listed item bonus to Acrobatics checks to Escape, Squeeze, and Tumble Through, and you increase your reach by the listed amount. Drawback You take a –1 penalty to Athletics checks, Stealth checks, Thievery checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Choker-Arm Mutagen (Lesser) Source Treasure Vault pg. 59 Price 3 gp --- The bonus is +1, your reach increases by 5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Choker-Arm Mutagen (Moderate) Source Treasure Vault pg. 59 Price 12 gp --- The bonus is +2, your reach increases by 5 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Choker-Arm Mutagen (Greater) Source Treasure Vault pg. 59 Price 300 gp --- The bonus is +3, your reach increases by 10 feet, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Choker-Arm Mutagen (Major) Source Treasure Vault pg. 59 Price 3,000 gp --- The bonus is +4, your reach increases by 15 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +2, your reach increases by 5 feet, and the duration is 10 minutes.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4491","name":"Choker-Arm Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4491-4041"},{"remaster_name":["Bendy-Arm Mutagen (Greater)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4491","weakness":{},"price":30000,"skill":["Acrobatics"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4491-4042","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Choker-Arm Mutagen Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the listed item bonus to Acrobatics checks to Escape, Squeeze, and Tumble Through, and you increase your reach by the listed amount. Drawback You take a –1 penalty to Athletics checks, Stealth checks, Thievery checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Choker-Arm Mutagen (Lesser) Source Treasure Vault pg. 59 Price 3 gp --- The bonus is +1, your reach increases by 5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Choker-Arm Mutagen (Moderate) Source Treasure Vault pg. 59 Price 12 gp --- The bonus is +2, your reach increases by 5 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Choker-Arm Mutagen (Greater) Source Treasure Vault pg. 59 Price 300 gp --- The bonus is +3, your reach increases by 10 feet, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Choker-Arm Mutagen (Major) Source Treasure Vault pg. 59 Price 3,000 gp --- The bonus is +4, your reach increases by 15 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +3, your reach increases by 10 feet, and the duration is 1 hour.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4491","name":"Choker-Arm Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4491-4042"},{"remaster_name":["Bendy-Arm Mutagen (Major)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4491","weakness":{},"price":300000,"skill":["Acrobatics"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4491-4043","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Choker-Arm Mutagen Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the listed item bonus to Acrobatics checks to Escape, Squeeze, and Tumble Through, and you increase your reach by the listed amount. Drawback You take a –1 penalty to Athletics checks, Stealth checks, Thievery checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Choker-Arm Mutagen (Lesser) Source Treasure Vault pg. 59 Price 3 gp --- The bonus is +1, your reach increases by 5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Choker-Arm Mutagen (Moderate) Source Treasure Vault pg. 59 Price 12 gp --- The bonus is +2, your reach increases by 5 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Choker-Arm Mutagen (Greater) Source Treasure Vault pg. 59 Price 300 gp --- The bonus is +3, your reach increases by 10 feet, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Choker-Arm Mutagen (Major) Source Treasure Vault pg. 59 Price 3,000 gp --- The bonus is +4, your reach increases by 15 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +4, your reach increases by 15 feet, and the duration is 1 hour.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4491","name":"Choker-Arm Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4491-4043"},{"item_child_id":["equipment-4492-4044","equipment-4492-4045","equipment-4492-4046"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4492","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Chromatic Jellyfish Oil Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil’s type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren’t tight enough to force you to Squeeze, and you can move 5 feet per round when you successfully Squeeze (or 10 feet per round on a critical success). You can also Crawl at half your Speed. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Lesser) Source Treasure Vault pg. 59 Price 120 gp --- The oil grants resistance 5. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Moderate) Source Treasure Vault pg. 59 Price 800 gp --- The oil grants resistance 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Greater) Source Treasure Vault pg. 59 Price 5,200 gp --- The oil grants resistance 15.","skill_mod":{},"summary":"Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4492","name":"Chromatic Jellyfish Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4492"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4492","weakness":{},"price":12000,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4492-4044","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Chromatic Jellyfish Oil Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil’s type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren’t tight enough to force you to Squeeze, and you can move 5 feet per round when you successfully Squeeze (or 10 feet per round on a critical success). You can also Crawl at half your Speed. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Lesser) Source Treasure Vault pg. 59 Price 120 gp --- The oil grants resistance 5. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Moderate) Source Treasure Vault pg. 59 Price 800 gp --- The oil grants resistance 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Greater) Source Treasure Vault pg. 59 Price 5,200 gp --- The oil grants resistance 15.","skill_mod":{},"summary":"The oil grants resistance 5.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4492","name":"Chromatic Jellyfish Oil (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4492-4044"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4492","weakness":{},"price":80000,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4492-4045","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Chromatic Jellyfish Oil Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil’s type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren’t tight enough to force you to Squeeze, and you can move 5 feet per round when you successfully Squeeze (or 10 feet per round on a critical success). You can also Crawl at half your Speed. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Lesser) Source Treasure Vault pg. 59 Price 120 gp --- The oil grants resistance 5. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Moderate) Source Treasure Vault pg. 59 Price 800 gp --- The oil grants resistance 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Greater) Source Treasure Vault pg. 59 Price 5,200 gp --- The oil grants resistance 15.","skill_mod":{},"summary":"The oil grants resistance 10.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4492","name":"Chromatic Jellyfish Oil (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4492-4045"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4492","weakness":{},"price":520000,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4492-4046","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Chromatic Jellyfish Oil Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil’s type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren’t tight enough to force you to Squeeze, and you can move 5 feet per round when you successfully Squeeze (or 10 feet per round on a critical success). You can also Crawl at half your Speed. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Lesser) Source Treasure Vault pg. 59 Price 120 gp --- The oil grants resistance 5. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Moderate) Source Treasure Vault pg. 59 Price 800 gp --- The oil grants resistance 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Greater) Source Treasure Vault pg. 59 Price 5,200 gp --- The oil grants resistance 15.","skill_mod":{},"summary":"The oil grants resistance 15.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4492","name":"Chromatic Jellyfish Oil (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4492-4046"},{"item_child_id":["equipment-4493-4047","equipment-4493-4048","equipment-4493-4049"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4493","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Contagion Metabolizer Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the highest-level poison or disease afflicting you. This takes longer for a disease—the counteract check doesn’t happen until 10 minutes after you drink the elixir. After drinking, you become temporarily immune to contagion metabolizers for 1 hour. If you’re a chirurgeon alchemist and have powerful alchemy, you can substitute your statistics when you create a contagion metabolizer using Quick Alchemy, if your stats are higher. This replaces the counteract level with half your level rounded up and the counteract modifier with your class DC – 10. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Contagion Metabolizer (Lesser) Source Treasure Vault pg. 59 Price 30 gp --- The elixir has a counteract level of 3 and a +11 counteract modifier <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Contagion Metabolizer (Moderate) Source Treasure Vault pg. 59 Price 300 gp --- The elixir has a counteract level of 6 and a +19 counteract modifier <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Contagion Metabolizer (Greater) Source Treasure Vault pg. 59 Price 8,000 gp --- The elixir has a counteract level of 10 and a +30 counteract modifier.","skill_mod":{},"summary":"Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4493","name":"Contagion Metabolizer","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4493"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4493","weakness":{},"price":3000,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4493-4047","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Contagion Metabolizer Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the highest-level poison or disease afflicting you. This takes longer for a disease—the counteract check doesn’t happen until 10 minutes after you drink the elixir. After drinking, you become temporarily immune to contagion metabolizers for 1 hour. If you’re a chirurgeon alchemist and have powerful alchemy, you can substitute your statistics when you create a contagion metabolizer using Quick Alchemy, if your stats are higher. This replaces the counteract level with half your level rounded up and the counteract modifier with your class DC – 10. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Contagion Metabolizer (Lesser) Source Treasure Vault pg. 59 Price 30 gp --- The elixir has a counteract level of 3 and a +11 counteract modifier <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Contagion Metabolizer (Moderate) Source Treasure Vault pg. 59 Price 300 gp --- The elixir has a counteract level of 6 and a +19 counteract modifier <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Contagion Metabolizer (Greater) Source Treasure Vault pg. 59 Price 8,000 gp --- The elixir has a counteract level of 10 and a +30 counteract modifier.","skill_mod":{},"summary":"The elixir has a counteract level of 3 and a +11 counteract modifier","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4493","name":"Contagion Metabolizer (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4493-4047"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4493","weakness":{},"price":30000,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4493-4048","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Contagion Metabolizer Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the highest-level poison or disease afflicting you. This takes longer for a disease—the counteract check doesn’t happen until 10 minutes after you drink the elixir. After drinking, you become temporarily immune to contagion metabolizers for 1 hour. If you’re a chirurgeon alchemist and have powerful alchemy, you can substitute your statistics when you create a contagion metabolizer using Quick Alchemy, if your stats are higher. This replaces the counteract level with half your level rounded up and the counteract modifier with your class DC – 10. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Contagion Metabolizer (Lesser) Source Treasure Vault pg. 59 Price 30 gp --- The elixir has a counteract level of 3 and a +11 counteract modifier <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Contagion Metabolizer (Moderate) Source Treasure Vault pg. 59 Price 300 gp --- The elixir has a counteract level of 6 and a +19 counteract modifier <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Contagion Metabolizer (Greater) Source Treasure Vault pg. 59 Price 8,000 gp --- The elixir has a counteract level of 10 and a +30 counteract modifier.","skill_mod":{},"summary":"The elixir has a counteract level of 6 and a +19 counteract modifier","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4493","name":"Contagion Metabolizer (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4493-4048"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4493","weakness":{},"price":800000,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4493-4049","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Contagion Metabolizer Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the highest-level poison or disease afflicting you. This takes longer for a disease—the counteract check doesn’t happen until 10 minutes after you drink the elixir. After drinking, you become temporarily immune to contagion metabolizers for 1 hour. If you’re a chirurgeon alchemist and have powerful alchemy, you can substitute your statistics when you create a contagion metabolizer using Quick Alchemy, if your stats are higher. This replaces the counteract level with half your level rounded up and the counteract modifier with your class DC – 10. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Contagion Metabolizer (Lesser) Source Treasure Vault pg. 59 Price 30 gp --- The elixir has a counteract level of 3 and a +11 counteract modifier <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Contagion Metabolizer (Moderate) Source Treasure Vault pg. 59 Price 300 gp --- The elixir has a counteract level of 6 and a +19 counteract modifier <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Contagion Metabolizer (Greater) Source Treasure Vault pg. 59 Price 8,000 gp --- The elixir has a counteract level of 10 and a +30 counteract modifier.","skill_mod":{},"summary":"The elixir has a counteract level of 10 and a +30 counteract modifier.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4493","name":"Contagion Metabolizer (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4493-4049"},{"item_child_id":["equipment-4494-4050","equipment-4494-4051","equipment-4494-4052","equipment-4494-4053"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Athletics","Athletics","Athletics","Athletics"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4494","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Deadweight Mutagen Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around. Benefit You gain an item bonus to Athletics checks to Shove and Trip, to your Fortitude and Reflex DCs against attempts to Shove or Trip you, and to saving throws against effects that attempt to force you to move or knock you prone. Drawback You gain the encumbered condition and can’t remove it while under the effects of the mutagen. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Deadweight Mutagen (Lesser) Source Treasure Vault pg. 59 Price 3 gp --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Deadweight Mutagen (Moderate) Source Treasure Vault pg. 59 Price 12 gp --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Deadweight Mutagen (Greater) Source Treasure Vault pg. 59 Price 300 gp --- The bonus is +3, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to two sizes larger than you. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Deadweight Mutagen (Major) Source Treasure Vault pg. 60 Price 3,000 gp --- The bonus is +4, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to three sizes larger than you.","skill_mod":{},"summary":"Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around. Benefit You gain an item bonus to …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4494","name":"Deadweight Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4494"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4494","weakness":{},"price":300,"skill":["Athletics"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4494-4050","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Deadweight Mutagen Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around. Benefit You gain an item bonus to Athletics checks to Shove and Trip, to your Fortitude and Reflex DCs against attempts to Shove or Trip you, and to saving throws against effects that attempt to force you to move or knock you prone. Drawback You gain the encumbered condition and can’t remove it while under the effects of the mutagen. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Deadweight Mutagen (Lesser) Source Treasure Vault pg. 59 Price 3 gp --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Deadweight Mutagen (Moderate) Source Treasure Vault pg. 59 Price 12 gp --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Deadweight Mutagen (Greater) Source Treasure Vault pg. 59 Price 300 gp --- The bonus is +3, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to two sizes larger than you. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Deadweight Mutagen (Major) Source Treasure Vault pg. 60 Price 3,000 gp --- The bonus is +4, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to three sizes larger than you.","skill_mod":{},"summary":"The bonus is +1, and the duration is 1 minute.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4494","name":"Deadweight Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4494-4050"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4494","weakness":{},"price":1200,"skill":["Athletics"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4494-4051","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Deadweight Mutagen Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around. Benefit You gain an item bonus to Athletics checks to Shove and Trip, to your Fortitude and Reflex DCs against attempts to Shove or Trip you, and to saving throws against effects that attempt to force you to move or knock you prone. Drawback You gain the encumbered condition and can’t remove it while under the effects of the mutagen. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Deadweight Mutagen (Lesser) Source Treasure Vault pg. 59 Price 3 gp --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Deadweight Mutagen (Moderate) Source Treasure Vault pg. 59 Price 12 gp --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Deadweight Mutagen (Greater) Source Treasure Vault pg. 59 Price 300 gp --- The bonus is +3, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to two sizes larger than you. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Deadweight Mutagen (Major) Source Treasure Vault pg. 60 Price 3,000 gp --- The bonus is +4, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to three sizes larger than you.","skill_mod":{},"summary":"The bonus is +2, and the duration is 10 minutes.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4494","name":"Deadweight Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4494-4051"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4494","weakness":{},"price":30000,"skill":["Athletics"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4494-4052","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Deadweight Mutagen Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around. Benefit You gain an item bonus to Athletics checks to Shove and Trip, to your Fortitude and Reflex DCs against attempts to Shove or Trip you, and to saving throws against effects that attempt to force you to move or knock you prone. Drawback You gain the encumbered condition and can’t remove it while under the effects of the mutagen. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Deadweight Mutagen (Lesser) Source Treasure Vault pg. 59 Price 3 gp --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Deadweight Mutagen (Moderate) Source Treasure Vault pg. 59 Price 12 gp --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Deadweight Mutagen (Greater) Source Treasure Vault pg. 59 Price 300 gp --- The bonus is +3, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to two sizes larger than you. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Deadweight Mutagen (Major) Source Treasure Vault pg. 60 Price 3,000 gp --- The bonus is +4, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to three sizes larger than you.","skill_mod":{},"summary":"The bonus is +3, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to two sizes larger than you.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4494","name":"Deadweight Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4494-4052"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4494","weakness":{},"price":300000,"skill":["Athletics"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4494-4053","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Deadweight Mutagen Source Treasure Vault pg. 59 Usage held in 1 hand Bulk L Activate Single Action Interact --- Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around. Benefit You gain an item bonus to Athletics checks to Shove and Trip, to your Fortitude and Reflex DCs against attempts to Shove or Trip you, and to saving throws against effects that attempt to force you to move or knock you prone. Drawback You gain the encumbered condition and can’t remove it while under the effects of the mutagen. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Deadweight Mutagen (Lesser) Source Treasure Vault pg. 59 Price 3 gp --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Deadweight Mutagen (Moderate) Source Treasure Vault pg. 59 Price 12 gp --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Deadweight Mutagen (Greater) Source Treasure Vault pg. 59 Price 300 gp --- The bonus is +3, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to two sizes larger than you. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Deadweight Mutagen (Major) Source Treasure Vault pg. 60 Price 3,000 gp --- The bonus is +4, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to three sizes larger than you.","skill_mod":{},"summary":"The bonus is +4, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to three sizes larger than you.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4494","name":"Deadweight Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4494-4053"},{"item_child_id":["equipment-4495-4054","equipment-4495-4055","equipment-4495-4056","equipment-4495-4057"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4495","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Energy Mutagen Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts. Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type. Drawback You gain weakness 5 to the other three energy types. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Energy Mutagen (Lesser) Source Treasure Vault pg. 60 Price 4 sp --- You gain resistance 5, add 1 damage on a hit with a melee weapon, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Energy Mutagen (Moderate) Source Treasure Vault pg. 60 Price 12 gp --- You gain resistance 10, add 1d4 damage on a hit with a melee weapon, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Energy Mutagen (Greater) Source Treasure Vault pg. 60 Price 300 gp --- You gain resistance 15, add 1d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 2d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 8d6) to each creature in the area, with a DC 25 basic Reflex save. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Energy Mutagen (Major) Source Treasure Vault pg. 60 Price 3,000 gp --- You gain resistance 20, add 2d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 3d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 12d6) to each creature in the area, with a DC 32 basic Reflex save.","skill_mod":{},"summary":"When created, this mutagen is attuned to your choice of one of four energy types: acid , cold , electricity , or fire . When consumed, the …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4495","name":"Energy Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4495"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4495","weakness":{},"price":40,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4495-4054","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Energy Mutagen Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts. Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type. Drawback You gain weakness 5 to the other three energy types. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Energy Mutagen (Lesser) Source Treasure Vault pg. 60 Price 4 sp --- You gain resistance 5, add 1 damage on a hit with a melee weapon, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Energy Mutagen (Moderate) Source Treasure Vault pg. 60 Price 12 gp --- You gain resistance 10, add 1d4 damage on a hit with a melee weapon, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Energy Mutagen (Greater) Source Treasure Vault pg. 60 Price 300 gp --- You gain resistance 15, add 1d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 2d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 8d6) to each creature in the area, with a DC 25 basic Reflex save. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Energy Mutagen (Major) Source Treasure Vault pg. 60 Price 3,000 gp --- You gain resistance 20, add 2d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 3d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 12d6) to each creature in the area, with a DC 32 basic Reflex save.","skill_mod":{},"summary":"You gain resistance 5, add 1 damage on a hit with a melee weapon, and the duration is 1 minute.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4495","name":"Energy Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4495-4054"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4495","weakness":{},"price":1200,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4495-4055","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Energy Mutagen Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts. Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type. Drawback You gain weakness 5 to the other three energy types. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Energy Mutagen (Lesser) Source Treasure Vault pg. 60 Price 4 sp --- You gain resistance 5, add 1 damage on a hit with a melee weapon, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Energy Mutagen (Moderate) Source Treasure Vault pg. 60 Price 12 gp --- You gain resistance 10, add 1d4 damage on a hit with a melee weapon, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Energy Mutagen (Greater) Source Treasure Vault pg. 60 Price 300 gp --- You gain resistance 15, add 1d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 2d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 8d6) to each creature in the area, with a DC 25 basic Reflex save. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Energy Mutagen (Major) Source Treasure Vault pg. 60 Price 3,000 gp --- You gain resistance 20, add 2d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 3d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 12d6) to each creature in the area, with a DC 32 basic Reflex save.","skill_mod":{},"summary":"You gain resistance 10, add 1d4 damage on a hit with a melee weapon, and the duration is 10 minutes.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4495","name":"Energy Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4495-4055"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4495","weakness":{},"price":30000,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4495-4056","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Energy Mutagen Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts. Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type. Drawback You gain weakness 5 to the other three energy types. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Energy Mutagen (Lesser) Source Treasure Vault pg. 60 Price 4 sp --- You gain resistance 5, add 1 damage on a hit with a melee weapon, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Energy Mutagen (Moderate) Source Treasure Vault pg. 60 Price 12 gp --- You gain resistance 10, add 1d4 damage on a hit with a melee weapon, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Energy Mutagen (Greater) Source Treasure Vault pg. 60 Price 300 gp --- You gain resistance 15, add 1d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 2d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 8d6) to each creature in the area, with a DC 25 basic Reflex save. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Energy Mutagen (Major) Source Treasure Vault pg. 60 Price 3,000 gp --- You gain resistance 20, add 2d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 3d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 12d6) to each creature in the area, with a DC 32 basic Reflex save.","skill_mod":{},"summary":"You gain resistance 15, add 1d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4495","name":"Energy Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4495-4056"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4495","weakness":{},"price":300000,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4495-4057","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Energy Mutagen Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts. Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type. Drawback You gain weakness 5 to the other three energy types. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Energy Mutagen (Lesser) Source Treasure Vault pg. 60 Price 4 sp --- You gain resistance 5, add 1 damage on a hit with a melee weapon, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Energy Mutagen (Moderate) Source Treasure Vault pg. 60 Price 12 gp --- You gain resistance 10, add 1d4 damage on a hit with a melee weapon, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Energy Mutagen (Greater) Source Treasure Vault pg. 60 Price 300 gp --- You gain resistance 15, add 1d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 2d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 8d6) to each creature in the area, with a DC 25 basic Reflex save. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Energy Mutagen (Major) Source Treasure Vault pg. 60 Price 3,000 gp --- You gain resistance 20, add 2d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 3d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 12d6) to each creature in the area, with a DC 32 basic Reflex save.","skill_mod":{},"summary":"You gain resistance 20, add 2d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4495","name":"Energy Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4495-4057"},{"item_child_id":["equipment-4496-4058","equipment-4496-4059","equipment-4496-4060","equipment-4496-4061","equipment-4496-4062","equipment-4496-4063"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4496","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Numbing Tonic Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Numbing Tonic (Minor) Source Treasure Vault pg. 60 Price 4 gp --- You gain 2 temporary Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Numbing Tonic (Lesser) Source Treasure Vault pg. 60 Price 30 gp --- You gain 5 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Numbing Tonic (Moderate) Source Treasure Vault pg. 60 Price 150 gp --- You gain 10 temporary Hit Points. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Numbing Tonic (Greater) Source Treasure Vault pg. 60 Price 600 gp --- You gain 15 temporary Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Numbing Tonic (Major) Source Treasure Vault pg. 60 Price 1,400 gp --- You gain 20 temporary Hit Points. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Numbing Tonic (True) Source Treasure Vault pg. 60 Price 8,000 gp --- You gain 25 temporary Hit Points.","skill_mod":{},"summary":"Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4496","name":"Numbing Tonic","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4496"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4496","weakness":{},"price":400,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4496-4058","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Numbing Tonic Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Numbing Tonic (Minor) Source Treasure Vault pg. 60 Price 4 gp --- You gain 2 temporary Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Numbing Tonic (Lesser) Source Treasure Vault pg. 60 Price 30 gp --- You gain 5 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Numbing Tonic (Moderate) Source Treasure Vault pg. 60 Price 150 gp --- You gain 10 temporary Hit Points. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Numbing Tonic (Greater) Source Treasure Vault pg. 60 Price 600 gp --- You gain 15 temporary Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Numbing Tonic (Major) Source Treasure Vault pg. 60 Price 1,400 gp --- You gain 20 temporary Hit Points. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Numbing Tonic (True) Source Treasure Vault pg. 60 Price 8,000 gp --- You gain 25 temporary Hit Points.","skill_mod":{},"summary":"You gain 2 temporary Hit Points.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4496","name":"Numbing Tonic (Minor)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4496-4058"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4496","weakness":{},"price":3000,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4496-4059","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Numbing Tonic Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Numbing Tonic (Minor) Source Treasure Vault pg. 60 Price 4 gp --- You gain 2 temporary Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Numbing Tonic (Lesser) Source Treasure Vault pg. 60 Price 30 gp --- You gain 5 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Numbing Tonic (Moderate) Source Treasure Vault pg. 60 Price 150 gp --- You gain 10 temporary Hit Points. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Numbing Tonic (Greater) Source Treasure Vault pg. 60 Price 600 gp --- You gain 15 temporary Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Numbing Tonic (Major) Source Treasure Vault pg. 60 Price 1,400 gp --- You gain 20 temporary Hit Points. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Numbing Tonic (True) Source Treasure Vault pg. 60 Price 8,000 gp --- You gain 25 temporary Hit Points.","skill_mod":{},"summary":"You gain 5 temporary Hit Points.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4496","name":"Numbing Tonic (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4496-4059"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4496","weakness":{},"price":15000,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4496-4060","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Numbing Tonic Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Numbing Tonic (Minor) Source Treasure Vault pg. 60 Price 4 gp --- You gain 2 temporary Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Numbing Tonic (Lesser) Source Treasure Vault pg. 60 Price 30 gp --- You gain 5 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Numbing Tonic (Moderate) Source Treasure Vault pg. 60 Price 150 gp --- You gain 10 temporary Hit Points. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Numbing Tonic (Greater) Source Treasure Vault pg. 60 Price 600 gp --- You gain 15 temporary Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Numbing Tonic (Major) Source Treasure Vault pg. 60 Price 1,400 gp --- You gain 20 temporary Hit Points. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Numbing Tonic (True) Source Treasure Vault pg. 60 Price 8,000 gp --- You gain 25 temporary Hit Points.","skill_mod":{},"summary":"You gain 10 temporary Hit Points.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4496","name":"Numbing Tonic (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4496-4060"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4496","weakness":{},"price":60000,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4496-4061","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Numbing Tonic Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Numbing Tonic (Minor) Source Treasure Vault pg. 60 Price 4 gp --- You gain 2 temporary Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Numbing Tonic (Lesser) Source Treasure Vault pg. 60 Price 30 gp --- You gain 5 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Numbing Tonic (Moderate) Source Treasure Vault pg. 60 Price 150 gp --- You gain 10 temporary Hit Points. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Numbing Tonic (Greater) Source Treasure Vault pg. 60 Price 600 gp --- You gain 15 temporary Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Numbing Tonic (Major) Source Treasure Vault pg. 60 Price 1,400 gp --- You gain 20 temporary Hit Points. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Numbing Tonic (True) Source Treasure Vault pg. 60 Price 8,000 gp --- You gain 25 temporary Hit Points.","skill_mod":{},"summary":"You gain 15 temporary Hit Points.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4496","name":"Numbing Tonic (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4496-4061"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4496","weakness":{},"price":140000,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4496-4062","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Numbing Tonic Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Numbing Tonic (Minor) Source Treasure Vault pg. 60 Price 4 gp --- You gain 2 temporary Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Numbing Tonic (Lesser) Source Treasure Vault pg. 60 Price 30 gp --- You gain 5 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Numbing Tonic (Moderate) Source Treasure Vault pg. 60 Price 150 gp --- You gain 10 temporary Hit Points. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Numbing Tonic (Greater) Source Treasure Vault pg. 60 Price 600 gp --- You gain 15 temporary Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Numbing Tonic (Major) Source Treasure Vault pg. 60 Price 1,400 gp --- You gain 20 temporary Hit Points. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Numbing Tonic (True) Source Treasure Vault pg. 60 Price 8,000 gp --- You gain 25 temporary Hit Points.","skill_mod":{},"summary":"You gain 20 temporary Hit Points.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4496","name":"Numbing Tonic (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4496-4062"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4496","weakness":{},"price":800000,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-4496-4063","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Numbing Tonic Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Numbing Tonic (Minor) Source Treasure Vault pg. 60 Price 4 gp --- You gain 2 temporary Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Numbing Tonic (Lesser) Source Treasure Vault pg. 60 Price 30 gp --- You gain 5 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Numbing Tonic (Moderate) Source Treasure Vault pg. 60 Price 150 gp --- You gain 10 temporary Hit Points. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Numbing Tonic (Greater) Source Treasure Vault pg. 60 Price 600 gp --- You gain 15 temporary Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Numbing Tonic (Major) Source Treasure Vault pg. 60 Price 1,400 gp --- You gain 20 temporary Hit Points. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Numbing Tonic (True) Source Treasure Vault pg. 60 Price 8,000 gp --- You gain 25 temporary Hit Points.","skill_mod":{},"summary":"You gain 25 temporary Hit Points.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4496","name":"Numbing Tonic (True)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4496-4063"},{"item_child_id":["equipment-4497-4064","equipment-4497-4065","equipment-4497-4066","equipment-4497-4067"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4497","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sanguine Mutagen Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood. Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improves when you attempt a save against an effect that has the disease trait, poison trait, or would give you the fatigued condition. Drawback Whenever you take piercing or slashing damage, you take 1d6 persistent bleed damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sanguine Mutagen (Lesser) Source Treasure Vault pg. 60 Price 3 gp --- The bonus is +1 (or +2 against disease, poison, or fatigued), and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sanguine Mutagen (Moderate) Source Treasure Vault pg. 60 Price 12 gp --- The bonus is +2 (or +3 against disease, poison, or fatigued), and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sanguine Mutagen (Greater) Source Treasure Vault pg. 60 Price 300 gp --- The bonus is +3 (or +4 against disease, poison, or fatigued), and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sanguine Mutagen (Major) Source Treasure Vault pg. 60 Price 3,000 gp --- The bonus is +4, and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead and your critical failures on such saves become failures instead.","skill_mod":{},"summary":"You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood. …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4497","name":"Sanguine Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4497"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4497","weakness":{},"price":300,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4497-4064","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sanguine Mutagen Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood. Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improves when you attempt a save against an effect that has the disease trait, poison trait, or would give you the fatigued condition. Drawback Whenever you take piercing or slashing damage, you take 1d6 persistent bleed damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sanguine Mutagen (Lesser) Source Treasure Vault pg. 60 Price 3 gp --- The bonus is +1 (or +2 against disease, poison, or fatigued), and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sanguine Mutagen (Moderate) Source Treasure Vault pg. 60 Price 12 gp --- The bonus is +2 (or +3 against disease, poison, or fatigued), and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sanguine Mutagen (Greater) Source Treasure Vault pg. 60 Price 300 gp --- The bonus is +3 (or +4 against disease, poison, or fatigued), and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sanguine Mutagen (Major) Source Treasure Vault pg. 60 Price 3,000 gp --- The bonus is +4, and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead and your critical failures on such saves become failures instead.","skill_mod":{},"summary":"The bonus is +1 (or +2 against disease, poison, or fatigued), and the duration is 1 minute.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4497","name":"Sanguine Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4497-4064"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4497","weakness":{},"price":1200,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4497-4065","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sanguine Mutagen Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood. Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improves when you attempt a save against an effect that has the disease trait, poison trait, or would give you the fatigued condition. Drawback Whenever you take piercing or slashing damage, you take 1d6 persistent bleed damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sanguine Mutagen (Lesser) Source Treasure Vault pg. 60 Price 3 gp --- The bonus is +1 (or +2 against disease, poison, or fatigued), and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sanguine Mutagen (Moderate) Source Treasure Vault pg. 60 Price 12 gp --- The bonus is +2 (or +3 against disease, poison, or fatigued), and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sanguine Mutagen (Greater) Source Treasure Vault pg. 60 Price 300 gp --- The bonus is +3 (or +4 against disease, poison, or fatigued), and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sanguine Mutagen (Major) Source Treasure Vault pg. 60 Price 3,000 gp --- The bonus is +4, and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead and your critical failures on such saves become failures instead.","skill_mod":{},"summary":"The bonus is +2 (or +3 against disease, poison, or fatigued), and the duration is 10 minutes.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4497","name":"Sanguine Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4497-4065"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4497","weakness":{},"price":30000,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4497-4066","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sanguine Mutagen Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood. Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improves when you attempt a save against an effect that has the disease trait, poison trait, or would give you the fatigued condition. Drawback Whenever you take piercing or slashing damage, you take 1d6 persistent bleed damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sanguine Mutagen (Lesser) Source Treasure Vault pg. 60 Price 3 gp --- The bonus is +1 (or +2 against disease, poison, or fatigued), and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sanguine Mutagen (Moderate) Source Treasure Vault pg. 60 Price 12 gp --- The bonus is +2 (or +3 against disease, poison, or fatigued), and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sanguine Mutagen (Greater) Source Treasure Vault pg. 60 Price 300 gp --- The bonus is +3 (or +4 against disease, poison, or fatigued), and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sanguine Mutagen (Major) Source Treasure Vault pg. 60 Price 3,000 gp --- The bonus is +4, and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead and your critical failures on such saves become failures instead.","skill_mod":{},"summary":"The bonus is +3 (or +4 against disease, poison, or fatigued), and the duration is 1 hour. When you roll a success on a save against a disease, …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4497","name":"Sanguine Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4497-4066"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4497","weakness":{},"price":300000,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4497-4067","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sanguine Mutagen Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood. Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improves when you attempt a save against an effect that has the disease trait, poison trait, or would give you the fatigued condition. Drawback Whenever you take piercing or slashing damage, you take 1d6 persistent bleed damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sanguine Mutagen (Lesser) Source Treasure Vault pg. 60 Price 3 gp --- The bonus is +1 (or +2 against disease, poison, or fatigued), and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sanguine Mutagen (Moderate) Source Treasure Vault pg. 60 Price 12 gp --- The bonus is +2 (or +3 against disease, poison, or fatigued), and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sanguine Mutagen (Greater) Source Treasure Vault pg. 60 Price 300 gp --- The bonus is +3 (or +4 against disease, poison, or fatigued), and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sanguine Mutagen (Major) Source Treasure Vault pg. 60 Price 3,000 gp --- The bonus is +4, and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead and your critical failures on such saves become failures instead.","skill_mod":{},"summary":"The bonus is +4, and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4497","name":"Sanguine Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4497-4067"},{"item_child_id":["equipment-4498-4068","equipment-4498-4069","equipment-4498-4070","equipment-4498-4071"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4498","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Soothing Tonic Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time. You gain fast healing for 1 minute in an amount depending on the tonic’s type. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Soothing Tonic (Lesser) Source Treasure Vault pg. 60 Price 7 gp --- You gain fast healing 1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Soothing Tonic (Moderate) Source Treasure Vault pg. 60 Price 28 gp --- You gain fast healing 3. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Soothing Tonic (Greater) Source Treasure Vault pg. 60 Price 185 gp --- You gain fast healing 5. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Soothing Tonic (Major) Source Treasure Vault pg. 60 Price 2,700 gp --- You gain fast healing 10.","skill_mod":{},"summary":"Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time. You gain fast healing …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4498","name":"Soothing Tonic","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4498"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4498","weakness":{},"price":700,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4498-4068","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Soothing Tonic Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time. You gain fast healing for 1 minute in an amount depending on the tonic’s type. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Soothing Tonic (Lesser) Source Treasure Vault pg. 60 Price 7 gp --- You gain fast healing 1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Soothing Tonic (Moderate) Source Treasure Vault pg. 60 Price 28 gp --- You gain fast healing 3. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Soothing Tonic (Greater) Source Treasure Vault pg. 60 Price 185 gp --- You gain fast healing 5. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Soothing Tonic (Major) Source Treasure Vault pg. 60 Price 2,700 gp --- You gain fast healing 10.","skill_mod":{},"summary":"You gain fast healing 1.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4498","name":"Soothing Tonic (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4498-4068"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4498","weakness":{},"price":2800,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4498-4069","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Soothing Tonic Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time. You gain fast healing for 1 minute in an amount depending on the tonic’s type. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Soothing Tonic (Lesser) Source Treasure Vault pg. 60 Price 7 gp --- You gain fast healing 1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Soothing Tonic (Moderate) Source Treasure Vault pg. 60 Price 28 gp --- You gain fast healing 3. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Soothing Tonic (Greater) Source Treasure Vault pg. 60 Price 185 gp --- You gain fast healing 5. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Soothing Tonic (Major) Source Treasure Vault pg. 60 Price 2,700 gp --- You gain fast healing 10.","skill_mod":{},"summary":"You gain fast healing 3.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4498","name":"Soothing Tonic (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4498-4069"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4498","weakness":{},"price":18500,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4498-4070","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Soothing Tonic Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time. You gain fast healing for 1 minute in an amount depending on the tonic’s type. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Soothing Tonic (Lesser) Source Treasure Vault pg. 60 Price 7 gp --- You gain fast healing 1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Soothing Tonic (Moderate) Source Treasure Vault pg. 60 Price 28 gp --- You gain fast healing 3. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Soothing Tonic (Greater) Source Treasure Vault pg. 60 Price 185 gp --- You gain fast healing 5. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Soothing Tonic (Major) Source Treasure Vault pg. 60 Price 2,700 gp --- You gain fast healing 10.","skill_mod":{},"summary":"You gain fast healing 5.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4498","name":"Soothing Tonic (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4498-4070"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4498","weakness":{},"price":270000,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4498-4071","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Soothing Tonic Source Treasure Vault pg. 60 Usage held in 1 hand Bulk L Activate Single Action Interact --- Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time. You gain fast healing for 1 minute in an amount depending on the tonic’s type. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Soothing Tonic (Lesser) Source Treasure Vault pg. 60 Price 7 gp --- You gain fast healing 1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Soothing Tonic (Moderate) Source Treasure Vault pg. 60 Price 28 gp --- You gain fast healing 3. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Soothing Tonic (Greater) Source Treasure Vault pg. 60 Price 185 gp --- You gain fast healing 5. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Soothing Tonic (Major) Source Treasure Vault pg. 60 Price 2,700 gp --- You gain fast healing 10.","skill_mod":{},"summary":"You gain fast healing 10.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4498","name":"Soothing Tonic (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4498-4071"},{"item_child_id":["equipment-4499-4072","equipment-4499-4073","equipment-4499-4074"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Athletics","Athletics","Athletics"],"trait":["Alchemical","Consumable","Elixir","Morph"],"id":"equipment-4499","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spiderfoot Brew Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- This sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to Climb for the listed duration. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spiderfoot Brew (Lesser) Source Treasure Vault pg. 61 Price 12 gp --- The climb Speed is 15 feet, the item bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spiderfoot Brew (Moderate) Source Treasure Vault pg. 61 Price 150 gp --- The climb Speed is 20 feet, the item bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spiderfoot Brew (Greater) Source Treasure Vault pg. 61 Price 2,500 gp --- The climb Speed is 25 feet, the item bonus is +3, and the duration is 1 hour.","skill_mod":{},"summary":"This sticky fluid is made from the silk glands of giant spiders . When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4499","name":"Spiderfoot Brew","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4499"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4499","weakness":{},"price":1200,"skill":["Athletics"],"trait":["Alchemical","Consumable","Elixir","Morph"],"id":"equipment-4499-4072","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spiderfoot Brew Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- This sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to Climb for the listed duration. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spiderfoot Brew (Lesser) Source Treasure Vault pg. 61 Price 12 gp --- The climb Speed is 15 feet, the item bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spiderfoot Brew (Moderate) Source Treasure Vault pg. 61 Price 150 gp --- The climb Speed is 20 feet, the item bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spiderfoot Brew (Greater) Source Treasure Vault pg. 61 Price 2,500 gp --- The climb Speed is 25 feet, the item bonus is +3, and the duration is 1 hour.","skill_mod":{},"summary":"The climb Speed is 15 feet, the item bonus is +1, and the duration is 1 minute.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4499","name":"Spiderfoot Brew (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4499-4072"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4499","weakness":{},"price":15000,"skill":["Athletics"],"trait":["Alchemical","Consumable","Elixir","Morph"],"id":"equipment-4499-4073","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spiderfoot Brew Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- This sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to Climb for the listed duration. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spiderfoot Brew (Lesser) Source Treasure Vault pg. 61 Price 12 gp --- The climb Speed is 15 feet, the item bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spiderfoot Brew (Moderate) Source Treasure Vault pg. 61 Price 150 gp --- The climb Speed is 20 feet, the item bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spiderfoot Brew (Greater) Source Treasure Vault pg. 61 Price 2,500 gp --- The climb Speed is 25 feet, the item bonus is +3, and the duration is 1 hour.","skill_mod":{},"summary":"The climb Speed is 20 feet, the item bonus is +2, and the duration is 10 minutes.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4499","name":"Spiderfoot Brew (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4499-4073"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4499","weakness":{},"price":250000,"skill":["Athletics"],"trait":["Alchemical","Consumable","Elixir","Morph"],"id":"equipment-4499-4074","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spiderfoot Brew Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- This sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to Climb for the listed duration. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spiderfoot Brew (Lesser) Source Treasure Vault pg. 61 Price 12 gp --- The climb Speed is 15 feet, the item bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spiderfoot Brew (Moderate) Source Treasure Vault pg. 61 Price 150 gp --- The climb Speed is 20 feet, the item bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spiderfoot Brew (Greater) Source Treasure Vault pg. 61 Price 2,500 gp --- The climb Speed is 25 feet, the item bonus is +3, and the duration is 1 hour.","skill_mod":{},"summary":"The climb Speed is 25 feet, the item bonus is +3, and the duration is 1 hour.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4499","name":"Spiderfoot Brew (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4499-4074"},{"item_child_id":["equipment-4500-4075","equipment-4500-4076","equipment-4500-4077"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4500","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Stone Body Mutagen Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- This mutagen calcifies your body, making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount. Drawback Your Speeds are reduced by 10 feet (to a minimum of 5 feet) and you take a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Stone Body Mutagen (Lesser) Source Treasure Vault pg. 61 Price 22 gp --- You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Stone Body Mutagen (Moderate) Source Treasure Vault pg. 61 Price 300 gp --- You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Stone Body Mutagen (Greater) Source Treasure Vault pg. 61 Price 920 gp --- You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.","skill_mod":{},"summary":"This mutagen calcifies your body, making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4500","name":"Stone Body Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4500"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4500","weakness":{},"price":2200,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4500-4075","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Stone Body Mutagen Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- This mutagen calcifies your body, making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount. Drawback Your Speeds are reduced by 10 feet (to a minimum of 5 feet) and you take a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Stone Body Mutagen (Lesser) Source Treasure Vault pg. 61 Price 22 gp --- You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Stone Body Mutagen (Moderate) Source Treasure Vault pg. 61 Price 300 gp --- You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Stone Body Mutagen (Greater) Source Treasure Vault pg. 61 Price 920 gp --- You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.","skill_mod":{},"summary":"You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4500","name":"Stone Body Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4500-4075"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4500","weakness":{},"price":30000,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4500-4076","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Stone Body Mutagen Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- This mutagen calcifies your body, making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount. Drawback Your Speeds are reduced by 10 feet (to a minimum of 5 feet) and you take a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Stone Body Mutagen (Lesser) Source Treasure Vault pg. 61 Price 22 gp --- You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Stone Body Mutagen (Moderate) Source Treasure Vault pg. 61 Price 300 gp --- You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Stone Body Mutagen (Greater) Source Treasure Vault pg. 61 Price 920 gp --- You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.","skill_mod":{},"summary":"You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4500","name":"Stone Body Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4500-4076"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4500","weakness":{},"price":92000,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4500-4077","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Stone Body Mutagen Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- This mutagen calcifies your body, making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount. Drawback Your Speeds are reduced by 10 feet (to a minimum of 5 feet) and you take a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Stone Body Mutagen (Lesser) Source Treasure Vault pg. 61 Price 22 gp --- You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Stone Body Mutagen (Moderate) Source Treasure Vault pg. 61 Price 300 gp --- You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Stone Body Mutagen (Greater) Source Treasure Vault pg. 61 Price 920 gp --- You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.","skill_mod":{},"summary":"You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4500","name":"Stone Body Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4500-4077"},{"item_child_id":["equipment-4501-4078","equipment-4501-4079","equipment-4501-4080","equipment-4501-4081"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics","Acrobatics","Acrobatics","Crafting","Crafting","Crafting","Crafting","Performance","Performance","Performance","Performance"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4501","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Theatrical Mutagen Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- Developed and widely used by students at the Kitharodian Academy in Oppara, the theatrical mutagen stimulates the creative centers of your brain. This causes your movements to become exaggerated and your voice to become clear. However, the erratic surges of inspiration overload your senses, making it difficult to focus on mundane tasks. Benefit You gain the listed item bonus to Acrobatics checks, Crafting checks, and Performance checks. If you’re untrained in any of these skills, your proficiency bonus is equal to your level instead of +0. You also gain the listed status bonus to your Speed. Drawback You take a –1 penalty to Perception checks and Will saves. After any round where you don’t spend at least 1 action to Interact with an object, Perform, Step, or Stride, you’re flat-footed until the start of your next turn. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Theatrical Mutagen (Lesser) Source Treasure Vault pg. 61 Price 3 gp --- The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Theatrical Mutagen (Moderate) Source Treasure Vault pg. 61 Price 12 gp --- The bonus to rolls is +2, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Theatrical Mutagen (Greater) Source Treasure Vault pg. 61 Price 300 gp --- The bonus to rolls is +3, the bonus to Speed is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Theatrical Mutagen (Major) Source Treasure Vault pg. 61 Price 3,000 gp --- The bonus to rolls is +4, the bonus to Speed is +10 feet, and the duration is 1 hour.","skill_mod":{},"summary":"Developed and widely used by students at the Kitharodian Academy in Oppara, the theatrical mutagen stimulates the creative centers of your brain. …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4501","name":"Theatrical Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4501"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4501","weakness":{},"price":300,"skill":["Acrobatics","Crafting","Performance"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4501-4078","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Theatrical Mutagen Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- Developed and widely used by students at the Kitharodian Academy in Oppara, the theatrical mutagen stimulates the creative centers of your brain. This causes your movements to become exaggerated and your voice to become clear. However, the erratic surges of inspiration overload your senses, making it difficult to focus on mundane tasks. Benefit You gain the listed item bonus to Acrobatics checks, Crafting checks, and Performance checks. If you’re untrained in any of these skills, your proficiency bonus is equal to your level instead of +0. You also gain the listed status bonus to your Speed. Drawback You take a –1 penalty to Perception checks and Will saves. After any round where you don’t spend at least 1 action to Interact with an object, Perform, Step, or Stride, you’re flat-footed until the start of your next turn. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Theatrical Mutagen (Lesser) Source Treasure Vault pg. 61 Price 3 gp --- The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Theatrical Mutagen (Moderate) Source Treasure Vault pg. 61 Price 12 gp --- The bonus to rolls is +2, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Theatrical Mutagen (Greater) Source Treasure Vault pg. 61 Price 300 gp --- The bonus to rolls is +3, the bonus to Speed is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Theatrical Mutagen (Major) Source Treasure Vault pg. 61 Price 3,000 gp --- The bonus to rolls is +4, the bonus to Speed is +10 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4501","name":"Theatrical Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4501-4078"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4501","weakness":{},"price":1200,"skill":["Acrobatics","Crafting","Performance"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4501-4079","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Theatrical Mutagen Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- Developed and widely used by students at the Kitharodian Academy in Oppara, the theatrical mutagen stimulates the creative centers of your brain. This causes your movements to become exaggerated and your voice to become clear. However, the erratic surges of inspiration overload your senses, making it difficult to focus on mundane tasks. Benefit You gain the listed item bonus to Acrobatics checks, Crafting checks, and Performance checks. If you’re untrained in any of these skills, your proficiency bonus is equal to your level instead of +0. You also gain the listed status bonus to your Speed. Drawback You take a –1 penalty to Perception checks and Will saves. After any round where you don’t spend at least 1 action to Interact with an object, Perform, Step, or Stride, you’re flat-footed until the start of your next turn. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Theatrical Mutagen (Lesser) Source Treasure Vault pg. 61 Price 3 gp --- The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Theatrical Mutagen (Moderate) Source Treasure Vault pg. 61 Price 12 gp --- The bonus to rolls is +2, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Theatrical Mutagen (Greater) Source Treasure Vault pg. 61 Price 300 gp --- The bonus to rolls is +3, the bonus to Speed is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Theatrical Mutagen (Major) Source Treasure Vault pg. 61 Price 3,000 gp --- The bonus to rolls is +4, the bonus to Speed is +10 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus to rolls is +2, the bonus to Speed is +5 feet, and the duration is 1 minute.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4501","name":"Theatrical Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4501-4079"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4501","weakness":{},"price":30000,"skill":["Acrobatics","Crafting","Performance"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4501-4080","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Theatrical Mutagen Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- Developed and widely used by students at the Kitharodian Academy in Oppara, the theatrical mutagen stimulates the creative centers of your brain. This causes your movements to become exaggerated and your voice to become clear. However, the erratic surges of inspiration overload your senses, making it difficult to focus on mundane tasks. Benefit You gain the listed item bonus to Acrobatics checks, Crafting checks, and Performance checks. If you’re untrained in any of these skills, your proficiency bonus is equal to your level instead of +0. You also gain the listed status bonus to your Speed. Drawback You take a –1 penalty to Perception checks and Will saves. After any round where you don’t spend at least 1 action to Interact with an object, Perform, Step, or Stride, you’re flat-footed until the start of your next turn. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Theatrical Mutagen (Lesser) Source Treasure Vault pg. 61 Price 3 gp --- The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Theatrical Mutagen (Moderate) Source Treasure Vault pg. 61 Price 12 gp --- The bonus to rolls is +2, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Theatrical Mutagen (Greater) Source Treasure Vault pg. 61 Price 300 gp --- The bonus to rolls is +3, the bonus to Speed is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Theatrical Mutagen (Major) Source Treasure Vault pg. 61 Price 3,000 gp --- The bonus to rolls is +4, the bonus to Speed is +10 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus to rolls is +3, the bonus to Speed is +10 feet, and the duration is 10 minutes.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4501","name":"Theatrical Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4501-4080"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4501","weakness":{},"price":300000,"skill":["Acrobatics","Crafting","Performance"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-4501-4081","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Theatrical Mutagen Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- Developed and widely used by students at the Kitharodian Academy in Oppara, the theatrical mutagen stimulates the creative centers of your brain. This causes your movements to become exaggerated and your voice to become clear. However, the erratic surges of inspiration overload your senses, making it difficult to focus on mundane tasks. Benefit You gain the listed item bonus to Acrobatics checks, Crafting checks, and Performance checks. If you’re untrained in any of these skills, your proficiency bonus is equal to your level instead of +0. You also gain the listed status bonus to your Speed. Drawback You take a –1 penalty to Perception checks and Will saves. After any round where you don’t spend at least 1 action to Interact with an object, Perform, Step, or Stride, you’re flat-footed until the start of your next turn. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Theatrical Mutagen (Lesser) Source Treasure Vault pg. 61 Price 3 gp --- The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Theatrical Mutagen (Moderate) Source Treasure Vault pg. 61 Price 12 gp --- The bonus to rolls is +2, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Theatrical Mutagen (Greater) Source Treasure Vault pg. 61 Price 300 gp --- The bonus to rolls is +3, the bonus to Speed is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Theatrical Mutagen (Major) Source Treasure Vault pg. 61 Price 3,000 gp --- The bonus to rolls is +4, the bonus to Speed is +10 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus to rolls is +4, the bonus to Speed is +10 feet, and the duration is 1 hour.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4501","name":"Theatrical Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4501-4081"},{"item_child_id":["equipment-4502-4503","equipment-4502-4504","equipment-4502-4505","equipment-4502-4506","equipment-4502-4507"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4502","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Vaccine Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine’s level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat. Craft Requirements Creating a vaccine requires a sample of the disease in question. Special A vaccine is the same rarity as the disease it’s designed to prevent, or as the creature who inflicts the disease if the disease itself doesn’t list a rarity. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Vaccine (Minor) Source Treasure Vault pg. 61 Price 4 gp --- The duration is 1 hour. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Vaccine (Lesser) Source Treasure Vault pg. 61 Price 12 gp --- The duration is 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Vaccine (Moderate) Source Treasure Vault pg. 61 Price 50 gp --- The duration is 1 week. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Vaccine (Greater) Source Treasure Vault pg. 61 Price 400 gp --- The duration is 1 year. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Vaccine (Major) Source Treasure Vault pg. 61 Price 5,000 gp --- The duration is permanent.","skill_mod":{},"summary":"A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine’s level, and a +2 item bonus on all …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4502","name":"Vaccine","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4502"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4502","weakness":{},"price":400,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4502-4503","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Vaccine Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine’s level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat. Craft Requirements Creating a vaccine requires a sample of the disease in question. Special A vaccine is the same rarity as the disease it’s designed to prevent, or as the creature who inflicts the disease if the disease itself doesn’t list a rarity. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Vaccine (Minor) Source Treasure Vault pg. 61 Price 4 gp --- The duration is 1 hour. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Vaccine (Lesser) Source Treasure Vault pg. 61 Price 12 gp --- The duration is 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Vaccine (Moderate) Source Treasure Vault pg. 61 Price 50 gp --- The duration is 1 week. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Vaccine (Greater) Source Treasure Vault pg. 61 Price 400 gp --- The duration is 1 year. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Vaccine (Major) Source Treasure Vault pg. 61 Price 5,000 gp --- The duration is permanent.","skill_mod":{},"summary":"The duration is 1 hour.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4502","name":"Vaccine (Minor)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4502-4503"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4502","weakness":{},"price":1200,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4502-4504","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Vaccine Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine’s level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat. Craft Requirements Creating a vaccine requires a sample of the disease in question. Special A vaccine is the same rarity as the disease it’s designed to prevent, or as the creature who inflicts the disease if the disease itself doesn’t list a rarity. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Vaccine (Minor) Source Treasure Vault pg. 61 Price 4 gp --- The duration is 1 hour. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Vaccine (Lesser) Source Treasure Vault pg. 61 Price 12 gp --- The duration is 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Vaccine (Moderate) Source Treasure Vault pg. 61 Price 50 gp --- The duration is 1 week. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Vaccine (Greater) Source Treasure Vault pg. 61 Price 400 gp --- The duration is 1 year. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Vaccine (Major) Source Treasure Vault pg. 61 Price 5,000 gp --- The duration is permanent.","skill_mod":{},"summary":"The duration is 24 hours.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4502","name":"Vaccine (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4502-4504"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4502","weakness":{},"price":5000,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4502-4505","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Vaccine Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine’s level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat. Craft Requirements Creating a vaccine requires a sample of the disease in question. Special A vaccine is the same rarity as the disease it’s designed to prevent, or as the creature who inflicts the disease if the disease itself doesn’t list a rarity. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Vaccine (Minor) Source Treasure Vault pg. 61 Price 4 gp --- The duration is 1 hour. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Vaccine (Lesser) Source Treasure Vault pg. 61 Price 12 gp --- The duration is 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Vaccine (Moderate) Source Treasure Vault pg. 61 Price 50 gp --- The duration is 1 week. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Vaccine (Greater) Source Treasure Vault pg. 61 Price 400 gp --- The duration is 1 year. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Vaccine (Major) Source Treasure Vault pg. 61 Price 5,000 gp --- The duration is permanent.","skill_mod":{},"summary":"The duration is 1 week.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4502","name":"Vaccine (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4502-4505"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4502","weakness":{},"price":40000,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4502-4506","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Vaccine Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine’s level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat. Craft Requirements Creating a vaccine requires a sample of the disease in question. Special A vaccine is the same rarity as the disease it’s designed to prevent, or as the creature who inflicts the disease if the disease itself doesn’t list a rarity. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Vaccine (Minor) Source Treasure Vault pg. 61 Price 4 gp --- The duration is 1 hour. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Vaccine (Lesser) Source Treasure Vault pg. 61 Price 12 gp --- The duration is 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Vaccine (Moderate) Source Treasure Vault pg. 61 Price 50 gp --- The duration is 1 week. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Vaccine (Greater) Source Treasure Vault pg. 61 Price 400 gp --- The duration is 1 year. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Vaccine (Major) Source Treasure Vault pg. 61 Price 5,000 gp --- The duration is permanent.","skill_mod":{},"summary":"The duration is 1 year.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4502","name":"Vaccine (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4502-4506"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4502","weakness":{},"price":500000,"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-4502-4507","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Vaccine Source Treasure Vault pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine’s level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat. Craft Requirements Creating a vaccine requires a sample of the disease in question. Special A vaccine is the same rarity as the disease it’s designed to prevent, or as the creature who inflicts the disease if the disease itself doesn’t list a rarity. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Vaccine (Minor) Source Treasure Vault pg. 61 Price 4 gp --- The duration is 1 hour. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Vaccine (Lesser) Source Treasure Vault pg. 61 Price 12 gp --- The duration is 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Vaccine (Moderate) Source Treasure Vault pg. 61 Price 50 gp --- The duration is 1 week. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Vaccine (Greater) Source Treasure Vault pg. 61 Price 400 gp --- The duration is 1 year. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Vaccine (Major) Source Treasure Vault pg. 61 Price 5,000 gp --- The duration is permanent.","skill_mod":{},"summary":"The duration is permanent.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4502","name":"Vaccine (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4502-4507"},{"item_child_id":["equipment-4503-4082","equipment-4503-4083","equipment-4503-4084"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical"],"id":"equipment-4503","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Alchemical Chart Source Treasure Vault pg. 62 Usage held in 1 hand Bulk L --- This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using Quick Alchemy, the items you create of the listed level remain potent for 1 additional round. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Alchemical Chart (Lesser) Source Treasure Vault pg. 62 Price 100 gp --- The chart works for Quick Alchemy items of level 4 or lower. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Alchemical Chart (Moderate) Source Treasure Vault pg. 62 Price 1,750 gp --- The chart works for Quick Alchemy items of level 12 or lower. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Alchemical Chart (Greater) Source Treasure Vault pg. 62 Price 19,000 gp --- The chart works for Quick Alchemy items of level 18 or lower.","skill_mod":{},"summary":"This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4503","name":"Alchemical Chart","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4503"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4503","weakness":{},"price":10000,"trait":["Alchemical"],"id":"equipment-4503-4082","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Alchemical Chart Source Treasure Vault pg. 62 Usage held in 1 hand Bulk L --- This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using Quick Alchemy, the items you create of the listed level remain potent for 1 additional round. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Alchemical Chart (Lesser) Source Treasure Vault pg. 62 Price 100 gp --- The chart works for Quick Alchemy items of level 4 or lower. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Alchemical Chart (Moderate) Source Treasure Vault pg. 62 Price 1,750 gp --- The chart works for Quick Alchemy items of level 12 or lower. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Alchemical Chart (Greater) Source Treasure Vault pg. 62 Price 19,000 gp --- The chart works for Quick Alchemy items of level 18 or lower.","skill_mod":{},"summary":"The chart works for Quick Alchemy items of level 4 or lower.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4503","name":"Alchemical Chart (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4503-4082"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4503","weakness":{},"price":175000,"trait":["Alchemical"],"id":"equipment-4503-4083","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Alchemical Chart Source Treasure Vault pg. 62 Usage held in 1 hand Bulk L --- This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using Quick Alchemy, the items you create of the listed level remain potent for 1 additional round. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Alchemical Chart (Lesser) Source Treasure Vault pg. 62 Price 100 gp --- The chart works for Quick Alchemy items of level 4 or lower. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Alchemical Chart (Moderate) Source Treasure Vault pg. 62 Price 1,750 gp --- The chart works for Quick Alchemy items of level 12 or lower. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Alchemical Chart (Greater) Source Treasure Vault pg. 62 Price 19,000 gp --- The chart works for Quick Alchemy items of level 18 or lower.","skill_mod":{},"summary":"The chart works for Quick Alchemy items of level 12 or lower.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4503","name":"Alchemical Chart (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4503-4083"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4503","weakness":{},"price":1900000,"trait":["Alchemical"],"id":"equipment-4503-4084","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Alchemical Chart Source Treasure Vault pg. 62 Usage held in 1 hand Bulk L --- This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using Quick Alchemy, the items you create of the listed level remain potent for 1 additional round. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Alchemical Chart (Lesser) Source Treasure Vault pg. 62 Price 100 gp --- The chart works for Quick Alchemy items of level 4 or lower. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Alchemical Chart (Moderate) Source Treasure Vault pg. 62 Price 1,750 gp --- The chart works for Quick Alchemy items of level 12 or lower. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Alchemical Chart (Greater) Source Treasure Vault pg. 62 Price 19,000 gp --- The chart works for Quick Alchemy items of level 18 or lower.","skill_mod":{},"summary":"The chart works for Quick Alchemy items of level 18 or lower.","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4503","name":"Alchemical Chart (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4503-4084"},{"skill_mod":{},"summary":"An alchemical gauntlet emits small alchemical detonations when it makes contact with a foe. As an Interact action, you can place a bomb into a …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4504","weakness":{},"price":1000,"name":"Alchemical Gauntlet","trait":["Alchemical"],"id":"equipment-4504","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Alchemical Gauntlet Source Treasure Vault pg. 62 Price 10 gp --- An alchemical gauntlet emits small alchemical detonations when it makes contact with a foe. As an Interact action, you can place a bomb into a metal bracket near the wrist of the gauntlet. The bomb must be one that deals energy damage, such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone. The next three attacks made with the gauntlet deal 1d4 damage of the bomb’s damage type in addition to the gauntlet’s normal damage. If the second and third attacks aren’t all made within 1 minute of the first attack, the bomb’s energy is wasted. These attacks never deal splash damage or other special effects of the bomb and aren’t modified by any abilities that add to or modify a bomb’s effect.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4504"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":3500,"trait":["Alchemical","Fire","Rare"],"id":"equipment-4505","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Alchemist's Flamethrower Source Treasure Vault pg. 63 Price 35 gp Usage held in 2 hands Bulk 1 --- This long cylinder is topped by a pair of brass sockets and a collection of polished pipes and tubes. A total of two vials of alchemist’s fire must be loaded into the sockets at the base of the weapon and the tubes cleaned and primed. Properly loading the flamethrower in this way takes 1 minute. When the trigger on a loaded flamethrower is pulled, the alchemist’s fire is siphoned into the rifle and shot out of the muzzle in a line of fire. The damage dealt by a flamethrower is determined by the strength of the weakest alchemist’s fire loaded into the flamethrower. Activate Two Actions Interact (fire) Requirements The flamethrower is loaded; Effect You pull the trigger, expending both loaded alchemist’s fires to shoot a line of fire. Creatures in the area take fire damage based on the weakest alchemist’s fire loaded into the flamethrower, as noted below. Creatures that critically fail the basic Reflex save additionally take the listed persistent fire damage. Lesser Alchemist’s Fire: The flamethrower deals 1d8 fire damage (DC 15 basic Reflex save) in a 30-foot line. 1 persistent fire damage. Moderate Alchemist’s Fire: The flamethrower deals 2d8 fire damage (DC 17 basic Reflex save) in a 60-foot line. 2 persistent fire damage. Greater Alchemist’s Fire: The flamethrower deals 6d8 fire damage (DC 28 basic Reflex save) in a 90-foot line. 3 persistent fire damage. Major Alchemist’s Fire: The flamethrower deals 10d8 fire damage (DC 37 basic Reflex save) in a 120-foot line. 4 persistent fire damage. ","element":["Fire"],"skill_mod":{},"summary":"This long cylinder is topped by a pair of brass sockets and a collection of polished pipes and tubes. A total of two vials of alchemist’s fire must …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4505","name":"Alchemist's Flamethrower","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4505"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":15000,"trait":["Additive","Alchemical"],"id":"equipment-4506","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Bomb Coagulant Alembic Source Treasure Vault pg. 63 Price 150 gp Usage held in 2 hands Bulk L --- This apparatus increases the viscosity of the reagents in alchemical bombs, to deadly effect. As a 10-minute activity that has the manipulate trait, you can use a bomb coagulant alembic to distill the contents of one alchemical bomb that deals splash damage into a stickier substance. After distilling, the bomb deals no splash damage but instead deals persistent damage equal to and of the same type as its original splash damage. If the bomb already deals persistent damage, distilling increases that damage by the bomb’s original splash damage.\n","skill_mod":{},"summary":"This apparatus increases the viscosity of the reagents in alchemical bombs, to deadly effect. As a 10-minute activity that has the manipulate …","primary_source":"Treasure Vault","trait_group":["Class-Specific","Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4506","name":"Bomb Coagulant Alembic","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4506"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":100000,"trait":["Alchemical"],"id":"equipment-4507","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Bone Dreadnought Plate Source Treasure Vault pg. 63 Price 1,000 gp Usage worn armor Bulk 5 Base Armor Fortress Plate Activate Single Action Interact --- This suit of bone-based fortress plate is a masterpiece of alchemical science. This armor has a receiver that can hold a single lodestone bomb, which takes 3 Interact actions to install. A loaded suit of bone dreadnought plate can be activated to cause the bomb to shift numerous small plates and hinges, offering a wide variety of protections, granting you resistance to cold, electricity, fire, piercing, and slashing damage equal to the loaded lodestone bomb’s splash damage. These effects last for 20 minutes, but each time you’re hit by an attack that deals damage of one of these types, decrease the remaining duration by 1 minute. Once activated, the armor can’t be deactivated. The armor uses up the lodestone bomb during the duration and can’t be activated again until a new one is installed.\n","skill_mod":{},"summary":"This suit of bone-based fortress plate is a masterpiece of alchemical science. This armor has a receiver that can hold a single lodestone bomb , …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4507","base_item":["Fortress Plate"],"name":"Bone Dreadnought Plate","actions_number":2,"bulk":5,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4507"},{"primary_source_category":"Rulebooks","usage":"worn collar","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":13300,"trait":["Alchemical"],"id":"equipment-4508","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Collar of the Shifting Spider Source Treasure Vault pg. 63 Price 133 gp Usage worn collar Bulk 1 Activate Free Action Interact --- This intimidating collar contains a hollow central tube and ends in twin metal points shaped like spider fangs. The collar can be filled with an alchemical mutagen as an Interact action. As a free action triggered when you roll initiative, you can activate the collar, causing the metal points to dig into your neck, inflicting 1 piercing damage and injecting the mutagen directly into your bloodstream. This has the same effect as if you drank the mutagen conventionally, except the duration of the mutagen is halved due to the more direct administration.\n","skill_mod":{},"summary":"This intimidating collar contains a hollow central tube and ends in twin metal points shaped like spider fangs. The collar can be filled with an …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4508","name":"Collar of the Shifting Spider","actions_number":0,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4508"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":10000,"skill":["Intimidation","Intimidation","Intimidation"],"trait":["Alchemical","Aura","Emotion","Fear","Mental"],"id":"equipment-4509","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Dread Helm Source Treasure Vault pg. 63 Price 100 gp Usage worn Bulk L Activate Single Action Interact --- The faceplate of a dread helm has a fierce visage that magnifies the effects of fear. Cleverly concealed within is a reservoir that can hold a single dread ampoule, which takes 3 Interact actions to install. A loaded dread helm can be activated to atomize the dread ampoule, creating a fear‑inducing mist that hangs around your face. The mist grants an item bonus to Intimidation checks equal to the dread ampoule’s item bonus. The mist also deals mental damage equal to the dread ampoule’s splash damage to all creatures within a 5-foot emanation other than you. The effects last for 3 rounds, consuming the dread ampoule, and once the atomization process has begun it can’t be deactivated.\n","skill_mod":{},"summary":"The faceplate of a dread helm has a fierce visage that magnifies the effects of fear. Cleverly concealed within is a reservoir that can hold a single …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4509","name":"Dread Helm","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4509"},{"primary_source_category":"Rulebooks","usage":"applied to a non-injection melee weapon that deals piercing damage","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1000,"trait":["Adjustment","Alchemical"],"id":"equipment-4510","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Injection Reservoir Source Treasure Vault pg. 63 Price 10 gp Usage applied to a non-injection melee weapon that deals piercing damage Bulk L --- This reservoir and spring-loaded needle can be attached to a weapon to let it inject deadly poisons. Additionally, the reservoir can be filled with an injury poison. Immediately after a successful attack with the adjusted weapon, you can inject the target with the loaded poison by activating the reservoir with an Interact action. Refilling the reservoir with a new poison requires 3 Interact actions and uses both hands. Adding an injection reservoir to a weapon throws off its balance, causing the multiple attack penalty with the weapon to be one greater than usual (usually –6 on a second attack and –11 on a third; or –5 and –10 with an agile weapon).\n","skill_mod":{},"summary":"This reservoir and spring-loaded needle can be attached to a weapon to let it inject deadly poisons. Additionally, the reservoir can be filled with …","primary_source":"Treasure Vault","trait_group":["Equipment","Monster","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4510","name":"Injection Reservoir","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4510"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":16000,"skill":["Athletics","Athletics","Athletics"],"trait":["Alchemical","Healing","Plant"],"id":"equipment-4511","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Living Leaf Weave Source Treasure Vault pg. 64 Price 160 gp Usage worn armor Bulk 1 Base Armor Leaf Weave Activate Single Action Interact --- This suit of leaf weave armor is specially modified to metabolize the alchemical accelerants in medicinal compounds. A special receptacle in the armor can hold an elixir of life, which takes 3 Interact actions to install. A loaded suit of living leaf weave can be activated to grow slithering vines from the armor, granting an item bonus to Athletics checks to Grapple, to your Fortitude DC to resist Grapple, Disarm, or Shove attempts, and to your Reflex DCs to resist Trip attempts. The effects last for 3 rounds, consuming the elixir of life, and once the reaction has begun it can’t be deactivated.\n","skill_mod":{},"summary":"This suit of leaf weave armor is specially modified to metabolize the alchemical accelerants in medicinal compounds. A special receptacle in the …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics","Creature Type"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4511","base_item":["Leaf Weave"],"name":"Living Leaf Weave","actions_number":2,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4511"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":13000,"skill":["Athletics"],"trait":["Alchemical","Aura"],"id":"equipment-4512","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Magnetic Shield Source Treasure Vault pg. 64 Price 130 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield Activate Single Action Interact --- Copper rings spiral around this steel shield. Twin electrical probes near the grip can socket into a jar of moderate (or higher leveled) bottled lightning, which takes 3 Interact actions to install. A loaded magnetic shield can be activated to convert it into an electromagnet. When an activated magnetic shield is raised, the circumstance bonus increases by 1 against attacks made with weapons primarily made of metal. If you use a Shield Block against a creature attacking you with such a weapon, you also gain a +1 item bonus to Disarm attempts against that weapon until the end of your next turn. The shield remains charged for 3 rounds, consuming the bottled lightning, and once the reaction has begun it can’t be deactivated.\n","skill_mod":{},"summary":"Copper rings spiral around this steel shield . Twin electrical probes near the grip can socket into a jar of moderate (or higher leveled) bottled …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4512","base_item":["Steel Shield"],"name":"Magnetic Shield","actions_number":2,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4512"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":15000,"skill":["Acrobatics","Acrobatics","Acrobatics"],"trait":["Alchemical"],"id":"equipment-4513","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Ooze Skin Source Treasure Vault pg. 64 Price 150 gp Usage worn armor Bulk 1 Base Armor Leather Armor Activate Single Action Interact --- This leather armor has been treated with extract from oozes, which can be reactivated in the presence of a strong acid. A receptacle in the armor can hold an acid flask, which takes 3 Interact actions to install. A loaded suit of ooze skin can be activated to cause the leather to weep slippery protoplasm, granting an item bonus to Escape and Squeeze checks equal to the acid flask’s item bonus. The protoplasm also irritates the skin on prolonged contact, causing any creature that grapples or swallows you to take acid damage equal to the acid flask’s splash damage. Ooze skin remains activated for a number of rounds equal to the level of the acid flask installed. The effects consume the acid flask, and once the reaction has begun it can’t be deactivated.\n","skill_mod":{},"summary":"This leather armor has been treated with extract from oozes , which can be reactivated in the presence of a strong acid. A receptacle in the armor …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4513","base_item":["Leather Armor"],"name":"Ooze Skin","actions_number":2,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4513"},{"item_child_id":["equipment-4514-4085","equipment-4514-4086","equipment-4514-4087","equipment-4514-4088"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Additive","Alchemical"],"id":"equipment-4514","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Poison Concentrator Source Treasure Vault pg. 64 Usage held in 2 hands Bulk L --- This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same alchemical poison, creating a single concentrated poison with a +1 item bonus to its DC. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Poison Concentrator (Lesser) Source Treasure Vault pg. 64 Price 160 gp --- The concentrator combines poisons of level 4 or lower. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Poison Concentrator (Moderate) Source Treasure Vault pg. 64 Price 960 gp --- The concentrator combines poisons of level 9 or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Poison Concentrator (Greater) Source Treasure Vault pg. 64 Price 5,900 gp --- The concentrator combines poisons of level 14 or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Poison Concentrator (Major) Source Treasure Vault pg. 64 Price 31,000 gp --- The concentrator combines poisons of level 18 or lower.","skill_mod":{},"summary":"This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use …","primary_source":"Treasure Vault","trait_group":["Class-Specific","Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4514","name":"Poison Concentrator","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4514"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4514","weakness":{},"price":16000,"trait":["Additive","Alchemical"],"id":"equipment-4514-4085","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Poison Concentrator Source Treasure Vault pg. 64 Usage held in 2 hands Bulk L --- This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same alchemical poison, creating a single concentrated poison with a +1 item bonus to its DC. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Poison Concentrator (Lesser) Source Treasure Vault pg. 64 Price 160 gp --- The concentrator combines poisons of level 4 or lower. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Poison Concentrator (Moderate) Source Treasure Vault pg. 64 Price 960 gp --- The concentrator combines poisons of level 9 or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Poison Concentrator (Greater) Source Treasure Vault pg. 64 Price 5,900 gp --- The concentrator combines poisons of level 14 or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Poison Concentrator (Major) Source Treasure Vault pg. 64 Price 31,000 gp --- The concentrator combines poisons of level 18 or lower.","skill_mod":{},"summary":"The concentrator combines poisons of level 4 or lower.","primary_source":"Treasure Vault","trait_group":["Class-Specific","Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4514","name":"Poison Concentrator (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4514-4085"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4514","weakness":{},"price":96000,"trait":["Additive","Alchemical"],"id":"equipment-4514-4086","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Poison Concentrator Source Treasure Vault pg. 64 Usage held in 2 hands Bulk L --- This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same alchemical poison, creating a single concentrated poison with a +1 item bonus to its DC. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Poison Concentrator (Lesser) Source Treasure Vault pg. 64 Price 160 gp --- The concentrator combines poisons of level 4 or lower. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Poison Concentrator (Moderate) Source Treasure Vault pg. 64 Price 960 gp --- The concentrator combines poisons of level 9 or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Poison Concentrator (Greater) Source Treasure Vault pg. 64 Price 5,900 gp --- The concentrator combines poisons of level 14 or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Poison Concentrator (Major) Source Treasure Vault pg. 64 Price 31,000 gp --- The concentrator combines poisons of level 18 or lower.","skill_mod":{},"summary":"The concentrator combines poisons of level 9 or lower.","primary_source":"Treasure Vault","trait_group":["Class-Specific","Monster","Equipment","Weapon"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4514","name":"Poison Concentrator (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4514-4086"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4514","weakness":{},"price":590000,"trait":["Additive","Alchemical"],"id":"equipment-4514-4087","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Poison Concentrator Source Treasure Vault pg. 64 Usage held in 2 hands Bulk L --- This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same alchemical poison, creating a single concentrated poison with a +1 item bonus to its DC. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Poison Concentrator (Lesser) Source Treasure Vault pg. 64 Price 160 gp --- The concentrator combines poisons of level 4 or lower. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Poison Concentrator (Moderate) Source Treasure Vault pg. 64 Price 960 gp --- The concentrator combines poisons of level 9 or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Poison Concentrator (Greater) Source Treasure Vault pg. 64 Price 5,900 gp --- The concentrator combines poisons of level 14 or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Poison Concentrator (Major) Source Treasure Vault pg. 64 Price 31,000 gp --- The concentrator combines poisons of level 18 or lower.","skill_mod":{},"summary":"The concentrator combines poisons of level 14 or lower.","primary_source":"Treasure Vault","trait_group":["Class-Specific","Monster","Equipment","Weapon"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4514","name":"Poison Concentrator (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4514-4087"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4514","weakness":{},"price":3100000,"trait":["Additive","Alchemical"],"id":"equipment-4514-4088","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Poison Concentrator Source Treasure Vault pg. 64 Usage held in 2 hands Bulk L --- This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same alchemical poison, creating a single concentrated poison with a +1 item bonus to its DC. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Poison Concentrator (Lesser) Source Treasure Vault pg. 64 Price 160 gp --- The concentrator combines poisons of level 4 or lower. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Poison Concentrator (Moderate) Source Treasure Vault pg. 64 Price 960 gp --- The concentrator combines poisons of level 9 or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Poison Concentrator (Greater) Source Treasure Vault pg. 64 Price 5,900 gp --- The concentrator combines poisons of level 14 or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Poison Concentrator (Major) Source Treasure Vault pg. 64 Price 31,000 gp --- The concentrator combines poisons of level 18 or lower.","skill_mod":{},"summary":"The concentrator combines poisons of level 18 or lower.","primary_source":"Treasure Vault","trait_group":["Class-Specific","Monster","Equipment","Weapon"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4514","name":"Poison Concentrator (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4514-4088"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":36000,"skill":["Athletics","Athletics","Athletics"],"trait":["Alchemical","Rare"],"id":"equipment-4515","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Powered Full Plate Source Treasure Vault pg. 65 Price 360 gp Usage worn armor Bulk 4 Base Armor Full Plate Activate Single Action Interact --- Stasian actuators help the limbs of this full plate move of their own accord, as long as they’re supplied with power. A chamber in the chest plate can hold a single bottled lightning, which takes 3 Interact actions to install. A loaded suit of powered full plate can be activated to lower the armor’s Strength requirement by 1 plus the item bonus of the loaded bomb. The armor’s normal penalties still apply, based on this altered Strength. However, add the bottled lightning’s item bonus to your Athletics checks to Force Open, High Jump, Long Jump, and Shove. These effects last for 10 minutes. The armor uses up the bottled lightning during the duration and can’t be activated again until a new one is installed.\n","skill_mod":{},"summary":"Stasian actuators help the limbs of this full plate move of their own accord, as long as they’re supplied with power. A chamber in the chest plate …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4515","base_item":["Full Plate"],"name":"Powered Full Plate","actions_number":2,"bulk":4,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-4515"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":12500,"trait":["Alchemical"],"id":"equipment-4516","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Remote Trigger Source Treasure Vault pg. 65 Price 125 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This trigger array uses thunderstones and crystals to remotely detonate alchemical bombs through harmonic vibrations. When a switch on the trigger is flipped up, the remote trigger begins to emit infrasonic pulses that slowly build up over the course of 30 minutes in up to three alchemical bombs placed next to the trigger (the trigger can be left to attune during your daily preparations). You can later activate the trigger to detonate one or more of the attuned bombs as long as they’re within 60 feet. Bombs detonated in this way deal their splash damage as if they had missed a target in the square where they were triggered.\n","skill_mod":{},"summary":"This trigger array uses thunderstones and crystals to remotely detonate alchemical bombs through harmonic vibrations. When a switch on the trigger …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4516","name":"Remote Trigger","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4516"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":45000,"trait":["Alchemical","Light","Visual"],"id":"equipment-4517","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Sun Dazzler Source Treasure Vault pg. 65 Price 450 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This metallic tube has a complex array of lenses and prisms at one end and a hatch at the other. The hatch can be unlocked, loaded with a sunrod, and refastened using 3 Interact actions. A loaded sun dazzler can be activated to burn the sunrod to dust in a single focused flash, creating a 30-foot cone of scintillating light. All creatures in the cone must attempt a DC 24 Fortitude save, with the following effects. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round or until it spends an Interact action to rub its eyes, ending the blinded condition. Critical Failure The creature is blinded for 1 round.\n","skill_mod":{},"summary":"This metallic tube has a complex array of lenses and prisms at one end and a hatch at the other. The hatch can be unlocked, loaded with a sunrod , …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics","Sense"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4517","name":"Sun Dazzler","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4517"},{"remaster_name":["Splatrope Extruder"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":5000,"trait":["Alchemical"],"id":"equipment-4518","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Tanglefoot Extruder Source Treasure Vault pg. 65 Price 50 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This portable nozzle-and-trigger assembly based on spider spinnerets can extrude and weave alchemical adhesives into temporary constructions. As an Interact action, you can attach a tanglefoot bag to the extruder. A loaded tanglefoot extruder can be activated to consume the attached tanglefoot bag and convert it into a 30-foot rope, whip, or net, depending on the nozzle die you choose when activating the device. The created object lasts for 1 hour. The DC to Escape a created rope (if used to bind a creature) or net is equal to the consumed tanglefoot bag’s DC and Escaping destroys the created object.\n","skill_mod":{},"summary":"This portable nozzle-and-trigger assembly based on spider spinnerets can extrude and weave alchemical adhesives into temporary constructions. As an …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4518","name":"Tanglefoot Extruder","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4518"},{"primary_source_category":"Rulebooks","usage":"worn armor ","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":600000,"trait":["Alchemical","Healing"],"id":"equipment-4519","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Troll Hide Source Treasure Vault pg. 65 Price 6,000 gp Usage worn armor Bulk 2 Base Armor Hide Armor Activate Single Action Interact --- Tissue from a living troll has been integrated through this hide armor. This armor has two organic receptacles on its back that can each hold a single elixir of life. One elixir takes 3 Interact actions to install. For the armor to function properly, each elixir must be the same level. A loaded suit of troll hide can be activated, causing regenerating tissue from the armor to fill your wounds. At the start of each round, you regain Hit Points equal to the level of the loaded elixirs. Each time you regain at least 13 Hit Points from the armor, you regrow one damaged or ruined organ. During a round that you regain 9 or more Hit Points from the armor, you can reattach severed body parts by spending an Interact action to hold the body part to the area it was severed from. If you take acid or fire damage, the armor deactivates until the end of your next turn. In the event the armor itself is damaged, it will restore its own Hit Points before it resumes healing you. The regeneration lasts for 8 rounds. Once activated, the armor can’t be deactivated. The armor uses up the elixirs of life during the duration and can’t be activated again until two new ones are installed.\n","skill_mod":{},"summary":"Tissue from a living troll has been integrated through this hide armor . This armor has two organic receptacles on its back that can each hold a …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4519","base_item":["Hide Armor"],"name":"Troll Hide","actions_number":2,"bulk":2,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4519"},{"primary_source_category":"Rulebooks","usage":"attached to a melle weapon","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1000,"trait":["Adjustment","Alchemical"],"id":"equipment-4520","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Weapon Siphon Source Treasure Vault pg. 65 Price 10 gp Usage attached to a melle weapon Bulk L Activate Single Action Interact --- This set of tubing snakes down the striking surface of a weapon to deliver alchemical explosives. A single lesser alchemical bomb can be fitted to the weapon siphon as an Interact action. The bomb must be one that deals energy damage, such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone. The next three attacks made with the weapon deal 1d4 damage of the bomb’s damage type in addition to the weapon’s normal damage. If the second and third attacks aren’t all made within 1 minute of the first attack, the bomb’s energy is wasted. These attacks never deal splash damage or other special effects of the bomb and aren’t modified by any abilities that add to or modify a bomb’s effect. Adding a weapon siphon to a weapon throws off its balance, causing the multiple attack penalty with the weapon to be one greater than usual (usually –6 on a second attack and –11 on a third; or –5 and –10 with an agile weapon).\n","skill_mod":{},"summary":"This set of tubing snakes down the striking surface of a weapon to deliver alchemical explosives. A single lesser alchemical bomb can be fitted to …","primary_source":"Treasure Vault","trait_group":["Equipment","Monster","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4520","name":"Weapon Siphon","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4520"},{"access":"member of the Red Mantis assassins","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 42 Fortitude","price":1300000,"trait":["Alchemical","Consumable","Injury","Poison","Rare"],"id":"equipment-4521","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Achaekek's Kiss Source Treasure Vault pg. 66 Price 13,000 gp Usage held in 2 hands Bulk L Access member of the Red Mantis assassins Activate Two Actions Interact --- Kept as a closely guarded secret by the deadly members of the Red Mantis assassins, this poison is treated with reverence for its ability to end lives. If the victim dies while affected by this poison, its body decomposes to nothing in 1 minute, leaving only its gear behind. Non-magical preservation can’t protect the tainted corpse. Gentle repose works on the poisoned body only if cast as a 5th-level spell and the caster succeeds at a counteract check against the poison’s saving throw DC when casting the spell. Even if cast successfully, gentle repose only works as if it had been cast at 2nd level. Saving Throw DC 42 Fortitude; Maximum Duration 6 rounds; Stage 1 7d12 poison damage and doomed 1 (1 round); Stage 2 9d12 poison damage and doomed 2 (1 round) Stage 3 11d12 poison damage and doomed 3 (1 round)\n","skill_mod":{},"summary":"Kept as a closely guarded secret by the deadly members of the Red Mantis assassins , this poison is treated with reverence for its ability to end …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4521","stage":["7d12 poison damage and doomed 1 (1 round)","9d12 poison damage and doomed 2 (1 round) Stage 3 11d12 poison damage and doomed 3 (1 round)","11d12 poison damage and doomed 3 (1 round)"],"name":"Achaekek's Kiss","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"rare","slug":"equipment-4521"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 24 Fortitude","price":4500,"trait":["Alchemical","Consumable","Injury","Poison","Virulent"],"id":"equipment-4522","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Antipode Oil Source Treasure Vault pg. 67 Price 45 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Prepared from brown mold, this liquid oscillates between rapidly absorbing and releasing heat from its victim. Each round the type of damage dealt by this poison changes, starting with cold, then fire, then cold, and so on. If the victim of this poison takes cold damage from a source other than the oil, reduce the save DC to 22 for 1 round. If the victim takes fire damage from a source other than the oil, increase the save DC to 25 for 1 round. Saving Throw DC 24 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 cold or fire damage (1 round); Stage 2 3d6 cold or fire damage (1 round)\n","skill_mod":{},"summary":"Prepared from brown mold , this liquid oscillates between rapidly absorbing and releasing heat from its victim. Each round the type of damage dealt …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4522","stage":["2d6 cold or fire damage (1 round)","3d6 cold or fire damage (1 round)"],"name":"Antipode Oil","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4522"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 32 Fortitude","price":35000,"trait":["Alchemical","Consumable","Contract","Poison","Virulent"],"id":"equipment-4523","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Astringent Venom Source Treasure Vault pg. 67 Price 350 gp Usage held in 2 hands Bulk L Activate Three Actions Interact --- This oily, dark-purple powder gives off the distinct odor of boiled leather. When delivered, the poison acts quickly to constrict the victim’s blood flow to their extremities and turn their lungs into a soft jelly. A victim of astringent venom is recognizable by the frostbite-like hue of their hands as they loose circulation to their extremities, making it difficult for them to hold things. Each round at the beginning of their turn, a creature affected by astringent venom must succeed at a flat DC 5 check or drop one random item they’re holding. Saving Throw DC 32 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 6d6 poison damage (1 round); Stage 2 8d6 poison damage (1 round); Stage 3 10d6 poison damage and confused (1 round)\n","skill_mod":{},"summary":"This oily, dark-purple powder gives off the distinct odor of boiled leather. When delivered, the poison acts quickly to constrict the victim’s blood …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=4523","stage":["6d6 poison damage (1 round)","8d6 poison damage (1 round)","10d6 poison damage and confused (1 round)"],"name":"Astringent Venom","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-4523"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 30 Fortitude","price":28000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-4524","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Blisterwort Source Treasure Vault pg. 67 Price 280 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- This clear, viscous liquid causes lesions and blisters that spread quickly. The victim’s pain response increases and flesh breaks easily under physical stress. Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 poison damage and weakness 2 to physical and force damage; Stage 2 5d6 poison damage and weakness 4 to physical and force damage; Stage 3 7d6 poison damage and weakness 6 to physical and force damage\n","skill_mod":{},"summary":"This clear, viscous liquid causes lesions and blisters that spread quickly. The victim’s pain response increases and flesh breaks easily under …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4524","stage":["4d6 poison damage and weakness 2 to physical and force damage","5d6 poison damage and weakness 4 to physical and force damage","7d6 poison damage and weakness 6 to physical and force damage"],"name":"Blisterwort","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4524"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":1800,"weakness":{},"saving_throw":"DC 17 Fortitude","price":700,"trait":["Alchemical","Consumable","Ingested","Poison","Uncommon"],"id":"equipment-4525","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Blue Dragonfly Poison Source Treasure Vault pg. 67 Price 7 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Boggards brew a potent toxin made from blue dragonflies. Swampseers consume this mixture to awaken their divine powers, but the poison causes debilitating hallucinations in most other creatures. Saving Throw DC 17 Fortitude; Onset 10 minutes; Maximum Duration 30 minutes; Stage 1 dazzled (10 minutes); Stage 2 dazzled and frightened 1 (10 minutes); Stage 3 frightened 1 and confused 1 (1 minute)\n","skill_mod":{},"summary":" Boggards brew a potent toxin made from blue dragonflies. Swampseers consume this mixture to awaken their divine powers, but the poison causes …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=4525","stage":[" dazzled (10 minutes)","dazzled and frightened 1 (10 minutes)","frightened 1 and confused 1 (1 minute)"],"name":"Blue Dragonfly Poison","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4525"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 38 Fortitude","price":300000,"trait":["Alchemical","Consumable","Inhaled","Poison","Uncommon"],"id":"equipment-4526","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Breathtaking Vapor Source Treasure Vault pg. 67 Price 3,000 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This colorless mist has a mild, waxy scent that precedes acute shortness of breath. Creatures that don’t need to breathe can still take the poison’s damage but are immune to its other effects. Saving Throw DC 38 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 6d6 poison damage, drained 1, and can’t breathe; Stage 2 8d6 poison damage, drained 2, and reduce remaining air by 1 additional round; Stage 3 10d6 poison damage, drained 3, and reduce remaining air by 2 additional rounds\n","skill_mod":{},"summary":"This colorless mist has a mild, waxy scent that precedes acute shortness of breath. Creatures that don’t need to breathe can still take the poison’s …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=4526","stage":["6d6 poison damage, drained 1, and can’t breathe ","8d6 poison damage, drained 2, and reduce remaining air by 1 additional round","10d6 poison damage, drained 3, and reduce remaining air by 2 additional rounds"],"name":"Breathtaking Vapor","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4526"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 21 Fortitude","price":1800,"trait":["Alchemical","Consumable","Injury","Poison","Positive","Vitality"],"id":"equipment-4527","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Brightshade Source Treasure Vault pg. 67 Price 18 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Brewed from a plant native to the First World, brightshade destroys tissue, living or dead. Victims of this poison take poison damage if they’re alive and positive damage if they’re undead. Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison or positive damage (1 round); Stage 2 2d6 poison or positive damage (1 round)\n","skill_mod":{},"summary":"Brewed from a plant native to the First World, brightshade destroys tissue, living or dead. Victims of this poison take poison damage if they’re …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Energy","Planar","Creature Type"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4527","stage":["1d6 poison or positive damage (1 round)","2d6 poison or positive damage (1 round)"],"name":"Brightshade","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4527"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":600,"weakness":{},"saving_throw":"DC 28 Fortitude","price":13000,"trait":["Alchemical","Consumable","Ingested","Mental","Poison"],"id":"equipment-4528","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Careless Delight Source Treasure Vault pg. 67 Price 130 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Sometimes called liquid persuasion, this sweet-tasting tincture induces euphoria that lowers inhibitions and increases trust. The status penalty from being stupefied due to this poison doubles when applied to Deception checks to Lie, Perception checks to Sense Motive, and Perception DCs to detect a Lie. Saving Throw DC 28 Fortitude; Onset 1 minute; Maximum Duration 10 minutes; Stage 1 stupefied 1 (1 minute); Stage 2 stupefied 2 (1 minute); Stage 3 stupefied 3, and the victim’s attitude toward others improves by one step (1 minute)\n","skill_mod":{},"summary":"Sometimes called liquid persuasion, this sweet-tasting tincture induces euphoria that lowers inhibitions and increases trust. The status penalty from …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Mechanics","Affliction"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=4528","stage":["stupefied 1 (1 minute)","stupefied 2 (1 minute)","stupefied 3, and the victim’s attitude toward others improves by one step (1 minute)"],"name":"Careless Delight","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4528"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 40 Fortitude","price":420000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-4529","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Choleric Contagion Source Treasure Vault pg. 67 Price 4,200 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- This vile poison is contagious, causing the victim’s skin to secrete the toxin, allowing it to spread to others. While under the effects of choleric contagion, the first time during per round the victim succeeds at an attack roll with an unarmed attack against another creature, the target of the attack is exposed to the poison. Saving Throw DC 40 Fortitude; Maximum Duration 6 rounds; Stage 1 6d10 poison damage (1 round); Stage 2 8d10 poison damage (1 round); Stage 3 10d10 poison damage (1 round)\n","skill_mod":{},"summary":"This vile poison is contagious, causing the victim’s skin to secrete the toxin, allowing it to spread to others. While under the effects of choleric …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4529","stage":["6d10 poison damage (1 round)","8d10 poison damage (1 round)","10d10 poison damage (1 round)"],"name":"Choleric Contagion","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4529"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 22 Fortitude","price":2100,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-4530","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Clown Monarch Source Treasure Vault pg. 68 Price 21 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- A victim of clown monarch is amusing to behold as they repeatedly suffer slapstick pratfalls. This poison disrupts the victim’s sense of balance. Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 falls prone and must succeed at a DC 5 flat check when attempting a Stand action or the action fails and is lost (1 round); Stage 2 as stage 1 but the DC is 10 (1 round); Stage 3 as stage 1 but the DC is 15 (1 round)\n","skill_mod":{},"summary":"A victim of clown monarch is amusing to behold as they repeatedly suffer slapstick pratfalls. This poison disrupts the victim’s sense of balance. …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4530","stage":["falls prone and must succeed at a DC 5 flat check when attempting a Stand action or the action fails and is lost (1 round)","as stage 1 but the DC is 10 (1 round)","as stage 1 but the DC is 15 (1 round)"],"name":"Clown Monarch","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Two Actions","rarity":"common","slug":"equipment-4530"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 32 Fortitude","price":34000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-4531","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Clubhead Poison Source Treasure Vault pg. 68 Price 340 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- This poison is named for the strain of fungi from which it’s distilled. Hallucinations assail the victim’s mind, causing them to see imaginary foes. Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 3d8 poison damage, flat-footed, and can’t take reactions (1 round); Stage 2 4d8 poison damage, flat‑footed, can’t take reactions, stunned 1 (1 round); Stage 3 5d8 poison damage, flat-footed, can’t take reactions, and stunned 1 (1 round)\n","skill_mod":{},"summary":"This poison is named for the strain of fungi from which it’s distilled. Hallucinations assail the victim’s mind, causing them to see imaginary foes. …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4531","stage":["3d8 poison damage, flat-footed , and can’t take reactions (1 round)","4d8 poison damage, flat‑footed, can’t take reactions, stunned 1 (1 round)","5d8 poison damage, flat-footed, can’t take reactions, and stunned 1 (1 round)"],"name":"Clubhead Poison","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4531"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 25 Fortitude","price":10000,"trait":["Alchemical","Consumable","Incapacitation","Injury","Poison"],"id":"equipment-4532","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Curare Source Treasure Vault pg. 68 Price 100 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Hunters all over Golarion favor curare, a potent paralytic derived from boiled tree bark. Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds (but see stage 3); Stage 1 2d6 poison damage, clumsy 1, and enfeebled 1 (1 round); Stage 2 3d6 poison damage, clumsy 2, enfeebled 2, and slowed 1 (1 minute); Stage 3 4d6 poison damage, clumsy 2, enfeebled 2, and slowed 1 (1 round). If the victim fails the saving throw while at Stage 3, the poison ends and the victim is paralyzed for 2d6 minutes.\n","skill_mod":{},"summary":"Hunters all over Golarion favor curare, a potent paralytic derived from boiled tree bark. Saving Throw DC 25 Fortitude; Maximum Duration 6 …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4532","stage":["2d6 poison damage, clumsy 1, and enfeebled 1 (1 round)","3d6 poison damage, clumsy 2, enfeebled 2, and slowed 1 (1 minute)","4d6 poison damage, clumsy 2, enfeebled 2, and slowed 1 (1 round). If the victim fails the saving throw while at Stage 3, the poison ends and the victim is paralyzed for 2d6 minutes."],"name":"Curare","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4532"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 30 Fortitude","price":24000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-4533","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Dancing Lamentation Source Treasure Vault pg. 68 Price 240 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- This toxin erratically stimulates the limbs, forcing unexpected shifts in momentum. The result resembles a gangly, lurching dance. At the start of each turn, the victim takes one or more Steps in a random direction if able. This movement is forced and doesn’t count against the victim’s actions for the round. Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 poison damage and 1 Step of forced movement (1 round); Stage 2 6d6 poison damage, clumsy 1, and 1 Step of forced movement (1 round); Stage 3 8d6 poison damage, clumsy 2, 2 Steps of forced movement (1 round)\n","skill_mod":{},"summary":"This toxin erratically stimulates the limbs, forcing unexpected shifts in momentum. The result resembles a gangly, lurching dance. At the start of …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4533","stage":["4d6 poison damage and 1 Step of forced movement (1 round)","6d6 poison damage, clumsy 1, and 1 Step of forced movement (1 round)","8d6 poison damage, clumsy 2, 2 Steps of forced movement (1 round)"],"name":"Dancing Lamentation","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4533"},{"remaster_name":["Execution Powder"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 34 Fortitude","school":"necromancy","price":62500,"trait":["Alchemical","Consumable","Divine","Injury","Necromancy","Poison","Uncommon"],"id":"equipment-4534","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Death Knell Powder Source Treasure Vault pg. 68 Price 625 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- This poison is made from toxic spores reduced to a gray powder and suffused with necromantic energy. If a creature is reduced to 0 Hit Points while under the effect of death knell powder, it must succeed at a DC 34 Will save or die (this is a death effect). If a creature dies from death knell powder, a random creature adjacent to the victim is bolstered by its departing life force and gains 20 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. Saving Throw DC 34 Fortitude; Maximum Duration 6 rounds; Stage 1 7d6 poison damage (1 round); Stage 2 9d6 poison damage (1 round); Stage 3 12d6 poison damage (1 round)\n","skill_mod":{},"summary":"This poison is made from toxic spores reduced to a gray powder and suffused with necromantic energy. If a creature is reduced to 0 Hit Points while …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Tradition","Poison","School","Affliction","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4534","stage":["7d6 poison damage (1 round)","9d6 poison damage (1 round)","12d6 poison damage (1 round)"],"name":"Death Knell Powder","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4534"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 35 Fortitude","price":110000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-4535","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Eldritch Flare Source Treasure Vault pg. 68 Price 1,100 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- This poison draws power from the magic of its victim. If a creature under the effects of eldritch flare Casts a Spell, excess magical energy feeds back into the toxin, increasing the DC of the poison by 2 that round. In addition, if the spell deals damage, the poison deals half its damage as one of the types of damage the spell deals (the other half remains poison damage). If the target is immune or has resistance to the spell’s damage, the poison deals half its damage as mental damage instead. If the victim casts no spells during a round while affected, the poison still deals its poison damage. Saving Throw DC 35 Fortitude; Maximum Duration 6 rounds; Stage 1 8d6 damage (1 round); Stage 2 10d6 damage (1 round); Stage 3 12d6 damage (1 round)\n","skill_mod":{},"summary":"This poison draws power from the magic of its victim. If a creature under the effects of eldritch flare Casts a Spell , excess magical energy feeds …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4535","stage":["8d6 damage (1 round)","10d6 damage (1 round)","12d6 damage (1 round)"],"name":"Eldritch Flare","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4535"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":60,"weakness":{},"saving_throw":"DC 37 Fortitude (secret)","price":260000,"trait":["Alchemical","Consumable","Injury","Poison","Virulent"],"id":"equipment-4536","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > False Hope Source Treasure Vault pg. 68 Price 2,600 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- This poison is an insidious distillation of the venom of the boomslang snake. It acts slowly and cyclically, giving its victim a false sense that the poison has failed to take hold or its effects have ended. The GM makes the target’s saving throws in secret during any stage that has no effect. Saving Throw DC 37 Fortitude (secret); Maximum Duration 10 rounds; Stage 1 no effect (1 round); Stage 2 10d8 poison damage (1 round); Stage 3 no effect; Stage 4 12d8 poison damage (1 round)\n","skill_mod":{},"summary":"This poison is an insidious distillation of the venom of the boomslang snake. It acts slowly and cyclically, giving its victim a false sense that the …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4536","stage":["no effect (1 round)","10d8 poison damage (1 round)","no effect","12d8 poison damage (1 round)"],"name":"False Hope","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4536"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 32 Fortitude","price":47500,"trait":["Alchemical","Consumable","Inhaled","Poison","Uncommon"],"id":"equipment-4537","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Gorgon's Breath Source Treasure Vault pg. 69 Price 475 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Gorgon’s breath is a fine powder that can easily enter living creatures’ bloodstreams through their lungs before binding to mucous membranes and causing any nearby soft tissues to harden. Saving Throw DC 32 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 slowed 1 (1 round); Stage 2 4d6 bludgeoning damage and slowed 1 (1 round); Stage 3 petrified (1 round); Stage 4 petrified permanently\n","skill_mod":{},"summary":"Gorgon’s breath is a fine powder that can easily enter living creatures’ bloodstreams through their lungs before binding to mucous membranes and …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4537","stage":[" slowed 1 (1 round)","4d6 bludgeoning damage and slowed 1 (1 round)"," petrified (1 round)","petrified permanently"],"name":"Gorgon's Breath","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4537"},{"remaster_name":["Gnawbone Toxin"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 30 Fortitude","school":"necromancy","price":23500,"trait":["Alchemical","Consumable","Contract","Divine","Necromancy","Poison","Uncommon"],"id":"equipment-4538","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Hunger Oil Source Treasure Vault pg. 69 Price 235 gp Usage held in 1 hand Bulk L Activate Three Actions Interact --- Rendered from the fat of corporeal undead creatures and infused with ghoulish magic, this yellowish oil causes its victims to experience stabbing hunger pangs that only living flesh can abate. If the victim eats at least a mouthful of humanoid flesh, it ignores the enfeebled condition from hunger oil for 1 minute. Victims under the effect of hunger oil regain only half as many Hit Points from healing effects unless they’ve eaten at least a mouthful of humanoid flesh in the last minute. Saving Throw DC 30 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 enfeebled 2 (1 minute); Stage 2 enfeebled 3 (1 minute); Stage 3 enfeebled 4 (1d4 minutes) Craft Requirements Supply one casting of ghoulish cravings .\n","skill_mod":{},"summary":"Rendered from the fat of corporeal undead creatures and infused with ghoulish magic, this yellowish oil causes its victims to experience stabbing …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Tradition","School","Poison","Affliction","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=4538","stage":["enfeebled 2 (1 minute)","enfeebled 3 (1 minute)","enfeebled 4 (1d4 minutes)"],"name":"Hunger Oil","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Three Actions","rarity":"uncommon","slug":"equipment-4538"},{"remaster_name":["Fraudslayer Oil"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 34 Fortitude","school":"enchantment","price":65000,"trait":["Alchemical","Consumable","Contact","Divine","Enchantment","Poison","Uncommon"],"id":"equipment-4539","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Liar's Demise Source Treasure Vault pg. 69 Price 650 gp Usage held in 1 hand Bulk L Activate Three Actions Interact --- This thick green cream quickly seeps into victim’s skin. In addition to causing painful swelling in the brain, liar’s demise compels the victim to speak only the truth. While under the effect of liar’s demise, the victim takes the listed poison damage and mental damage for any time they voluntarily and knowingly tell a lie, due to the poison’s increased blood pressure to their brain. They take this damage once per round at most, even if they lie several times in rapid succession. The victim is aware of this effect and can choose to not answer or give only evasive, technically truthful, answers—this is a mental effect. Saving Throw DC 34 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 stupefied 1, 3d6 poison damage and 3d6 mental damage for lying (1 minute); Stage 2 stupefied 2, 4d6 poison damage and 4d6 mental damage for lying (1 minute); Stage 3 stupefied 3, 5d6 poison damage and 5d6 mental damage for lying, and the damage becomes a death effect. If it reduces the victim to 0 Hit Points, the victim’s head explodes, causing death (1 minute). Craft Requirements Supply one casting of zone of truth .\n","skill_mod":{},"summary":"This thick green cream quickly seeps into victim’s skin. In addition to causing painful swelling in the brain, liar’s demise compels the victim to …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Tradition","School","Affliction","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=4539","stage":[" stupefied 1, 3d6 poison damage and 3d6 mental damage for lying (1 minute)","stupefied 2, 4d6 poison damage and 4d6 mental damage for lying (1 minute)","stupefied 3, 5d6 poison damage and 5d6 mental damage for lying, and the damage becomes a death effec t. If it reduces the victim to 0 Hit Points, the victim’s head explodes, causing death (1 minute)."],"name":"Liar's Demise","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"uncommon","slug":"equipment-4539"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":3600,"weakness":{},"saving_throw":"DC 19 Fortitude","price":600,"trait":["Alchemical","Consumable","Contact","Poison","Uncommon"],"id":"equipment-4540","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Looter's Lethargy Source Treasure Vault pg. 69 Price 6 gp Usage held in 1 hand Bulk L Activate Three Actions Interact --- The poison known as looter’s lethargy ensures no thieves are strong enough to walk off with pilfered treasures. Commonly smeared on locks, chests, and even valuable items themselves, the poison slowly saps the strength of those who touch it. Nearby guardians can then simply follow the resulting trail of discarded valuables to find the weakened trespasser. Saving Throw DC 19 Fortitude; Onset 1 minute; Maximum Duration 1 hour; Stage 1 reduce Bulk limit by 3 (1 minute); Stage 2 flat-footed, reduce Bulk limit by 4 (10 minutes); Stage 3 flat-footed, reduce Bulk limit by 5 (10 minutes)\n","skill_mod":{},"summary":"The poison known as looter’s lethargy ensures no thieves are strong enough to walk off with pilfered treasures. Commonly smeared on locks, chests, …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=4540","stage":["reduce Bulk limit by 3 (1 minute)"," flat-footed , reduce Bulk limit by 4 (10 minutes)","flat-footed, reduce Bulk limit by 5 (10 minutes)"],"name":"Looter's Lethargy","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"uncommon","slug":"equipment-4540"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 22 Fortitude","price":2500,"trait":["Alchemical","Consumable","Inhaled","Poison"],"id":"equipment-4541","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Mustard Powder Source Treasure Vault pg. 70 Price 25 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Concocted from the formulas provided by otherworldly refugees to Irrisen, mustard powder is rumored to be devastating to entire armies with proper dispersal. Recipes have quickly spread across Golarion. Mustard powder’s sickened condition ends when the poison’s other effects do. Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and dazzled (1 round); Stage 2 2d4 poison damage, dazzled, sickened 1, and unable to smell (1 round); Stage 3 2d6 poison damage, dazzled, sickened 2, and unable to smell (1 round)\n","skill_mod":{},"summary":"Concocted from the formulas provided by otherworldly refugees to Irrisen, mustard powder is rumored to be devastating to entire armies with proper …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4541","stage":["1d6 poison damage and dazzled (1 round)","2d4 poison damage, dazzled, sickened 1, and unable to smell (1 round)","2d6 poison damage, dazzled, sickened 2, and unable to smell (1 round)"],"name":"Mustard Powder","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"equipment-4541"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":432000,"weakness":{},"saving_throw":"DC 43 Fortitude","price":1400000,"trait":["Alchemical","Consumable","Ingested","Poison","Rare"],"id":"equipment-4542","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Nightmare Salt Source Treasure Vault pg. 70 Price 14,000 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- This potent poison consists of crystals whose flavor and appearance mimics edible salt but whose effects are deadly; victims experience periods of waking nightmares that overload the senses and eventually result in death through a combination of shock and exhaustion. Saving Throw DC 43 Fortitude; Onset 1 hour; Maximum Duration 5 days; Stage 1 frightened 2 once every 1d4 hours, plus fatigued (1 day); Stage 2 confused for 1 minute once every 1d4 hours, plus frightened 3 and fatigued (1 day); Stage 3 frightened 3, plus confused for 1d4 minutes, once every hour, plus fatigued (1 day); Stage 4 death\n","skill_mod":{},"summary":"This potent poison consists of crystals whose flavor and appearance mimics edible salt but whose effects are deadly; victims experience periods of …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":3600,"resistance":{},"url":"/Equipment.aspx?ID=4542","stage":[" frightened 2 once every 1d4 hours, plus fatigued (1 day)"," confused for 1 minute once every 1d4 hours, plus frightened 3 and fatigued (1 day)","frightened 3, plus confused for 1d4 minutes, once every hour, plus fatigued (1 day)","death"],"name":"Nightmare Salt","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-4542"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 42 Fortitude","price":600000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-4543","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Pale Fade Source Treasure Vault pg. 70 Price 6,000 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Pale fade is a white ointment with a sharp, earthy scent. The poison rapidly desiccates flesh, which then crumbles and forms a cloud of pallid dust. If the victim is concealed by this poison, then the cloud of dust also conceals other creatures from the victim. Saving Throw DC 42 Fortitude; Maximum Duration 6 rounds; Stage 1 10d6 poison damage and drained 1 (1 round); Stage 2 12d6 poison damage, drained 1, and concealed (1 round); Stage 3 15d6 poison damage, drained 1, and concealed (1 round)\n","skill_mod":{},"summary":"Pale fade is a white ointment with a sharp, earthy scent. The poison rapidly desiccates flesh, which then crumbles and forms a cloud of pallid dust. …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4543","stage":["10d6 poison damage and drained 1 (1 round)","12d6 poison damage, drained 1, and concealed (1 round)","15d6 poison damage, drained 1, and concealed (1 round)"],"name":"Pale Fade","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4543"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 32 Fortitude","price":55000,"trait":["Alchemical","Consumable","Injury","Morph","Poison"],"id":"equipment-4544","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Pummel-Growth Toxin Source Treasure Vault pg. 70 Price 550 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- This substance is the result of a failed alchemical experiment to regrow a severed arm. An extra outsized, uncontrolled limb of the sort used for manipulation grows from the victim’s body. The limb initially flails about, throwing the creature off-balance. Once it “matures,” the limb pummels the victim instead. The limb can’t deal its bludgeoning damage if the victim is unable to take actions. Upon recovery from the poison, the extra limb withers and falls off. Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 poison damage, clumsy 1, and must succeed at a DC 5 flat check to perform an action with the manipulate trait or the action fails and is lost (1 round); Stage 2 4d6 poison damage, clumsy 1, slowed 1, 2d6 bludgeoning damage (1 round); Stage 3 4d6 poison damage, clumsy 2, slowed 2, 4d6 bludgeoning damage (1 round)\n","skill_mod":{},"summary":"This substance is the result of a failed alchemical experiment to regrow a severed arm. An extra outsized, uncontrolled limb of the sort used for …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Mechanics","Affliction"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4544","stage":["4d6 poison damage, clumsy 1, and must succeed at a DC 5 flat check to perform an action with the manipulate trait or the action fails and is lost (1 round)","4d6 poison damage, clumsy 1, slowed 1, 2d6 bludgeoning damage (1 round)","4d6 poison damage, clumsy 2, slowed 2, 4d6 bludgeoning damage (1 round)"],"name":"Pummel-Growth Toxin","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4544"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 25 Fortitude","price":8000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-4545","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Scarlet Mist Source Treasure Vault pg. 70 Price 80 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Derived from a mixture of krooth venom and an agitating agent, scarlet mist causes bleeding that turns into a foaming mist. When a creature under the effects of scarlet mist takes persistent bleed damage from the toxin, creatures within 5 feet take the splash damage. The persistent damage can’t be staunched until the poison’s effects end. A creature that can’t bleed doesn’t take the bleed damage or cause the splash damage but can still take the poison damage. Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage, 1d4 persistent bleed damage, and 1 poison splash damage (1 round); Stage 2 3d6 poison damage, 2d4 persistent bleed damage, and 2 poison splash damage (1 round); Stage 3 3d6 poison damage, 3d4 persistent bleed damage, and 3 poison splash damage (1 round)\n","skill_mod":{},"summary":"Derived from a mixture of krooth venom and an agitating agent, scarlet mist causes bleeding that turns into a foaming mist. When a creature under the …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4545","stage":["3d6 poison damage, 1d4 persistent bleed damage , and 1 poison splash damage (1 round)","3d6 poison damage, 2d4 persistent bleed damage, and 2 poison splash damage (1 round)","3d6 poison damage, 3d4 persistent bleed damage, and 3 poison splash damage (1 round)"],"name":"Scarlet Mist","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4545"},{"remaster_name":["Sightless Tincture"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":50400,"weakness":{},"saving_throw":"DC 28 Fortitude","school":"necromancy","price":11500,"trait":["Alchemical","Consumable","Divine","Ingested","Necromancy","Poison","Uncommon"],"id":"equipment-4546","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Sight-Theft Grift Source Treasure Vault pg. 70 PFS Note The clause of sight-theft grift which states that “the blinded condition from this poison lasts for an additional 24 hours once the poison has run its course” only applies if the target reaches Stage 3 and is blinded. Price 115 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This blackish grit seems to absorb light and resembles particularly dark flakes of black pepper. Infused with the blindness spell, sight-theft grit causes the victim’s sight to dim and then depart altogether. The blinded condition from this poison lasts for an additional 24 hours once the poison has run its course. Saving Throw DC 28 Fortitude; Onset 10 minutes; Maximum Duration 14 hours; Stage 1 dazzled and a –2 status penalty to visual Perception checks (1 hour); Stage 2 dazzled and a –4 status penalty to visual Perception checks (1 hour); Stage 3 blinded (2d6 hours) Craft Requirements Supply one casting of blindness .\n","skill_mod":{},"summary":"This blackish grit seems to absorb light and resembles particularly dark flakes of black pepper. Infused with the blindness spell, sight-theft grit …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Tradition","Poison","School","Affliction","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=4546","stage":[" dazzled and a –2 status penalty to visual Perception checks (1 hour)","dazzled and a –4 status penalty to visual Perception checks (1 hour)"," blinded (2d6 hours)"],"name":"Sight-Theft Grift","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4546"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":60,"weakness":{},"saving_throw":"DC 22 Fortitude","price":6000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-4547","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Smother Shroud Source Treasure Vault pg. 70 Price 60 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Smother shroud robs a victim of distinguishing features, making it difficult for anyone to identify the corpse. Swelling and distention of facial features makes the victim unrecognizable. Increase the DC of any checks made to identify a creature under the effects of smother shroud by twice the stage of the poison. If the victim dies while under the effects of this poison, its corpse retains an inability to take actions with the auditory trait, and if it tries to speak and fails, it counts against responses to the talking corpse spell. Saving Throw DC 22 Fortitude; Maximum Duration 10 rounds; Stage 1 2d4 poison damage and dazzled (1 round); Stage 2 3d4 poison damage, dazzled, a –4 status penalty to Perception checks to hear and smell, and must succeed at a DC 10 flat check to take actions with the auditory trait or the action is lost (1 round); Stage 3 4d4 poison damage, blinded, deafened, unable to smell, unable to take actions with the auditory trait, and unable to breathe\n","skill_mod":{},"summary":"Smother shroud robs a victim of distinguishing features, making it difficult for anyone to identify the corpse. Swelling and distention of facial …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4547","stage":["2d4 poison damage and dazzled (1 round)","3d4 poison damage, dazzled, a –4 status penalty to Perception checks to hear and smell, and must succeed at a DC 10 flat check to take actions with the auditory trait or the action is lost (1 round)","4d4 poison damage, blinded, deafened, unable to smell, unable to take actions with the auditory trait, and unable to breathe"],"name":"Smother Shroud","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4547"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 15 Fortitude","price":300,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-4548","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Spear Frog Poison Source Treasure Vault pg. 71 Price 3 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Harvested from the skin of the poisonous spear frog, this toxin causes a burning rash and weakness in the limbs. Each frog yields enough toxin to Craft one dose of spear frog poison. Saving Throw DC 15 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage and enfeebled 1 (1 round)\n","skill_mod":{},"summary":"Harvested from the skin of the poisonous spear frog , this toxin causes a burning rash and weakness in the limbs. Each frog yields enough toxin to …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4548","stage":["1d4 poison damage (1 round)","1d6 poison damage and enfeebled 1 (1 round)"],"name":"Spear Frog Poison","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4548"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":21600,"weakness":{},"saving_throw":"DC 20 Fortitude","price":1600,"trait":["Alchemical","Consumable","Incapacitation","Injury","Poison","Sleep","Uncommon"],"id":"equipment-4549","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Stupor Poison Source Treasure Vault pg. 71 Price 16 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Stupor poison is a more potent distillation of lethargy poison. Further exposure to stupor poison doesn’t require the target to attempt additional saving throws; only failing a saving throw against an ongoing exposure can progress its stage. Saving Throw DC 20 Fortitude; Maximum Duration 6 hours; Stage 1 slowed 1 and flat-footed (1 round); Stage 2 slowed 2 and flat-footed (1 round); Stage 3 unconscious with no Perception check to wake up (1 round); Stage 4 unconscious with no Perception check to wake up (1d6 hours)\n","skill_mod":{},"summary":"Stupor poison is a more potent distillation of lethargy poison. Further exposure to stupor poison doesn’t require the target to attempt additional …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4549","stage":[" slowed 1 and flat-footed (1 round)","slowed 2 and flat-footed (1 round)"," unconscious with no Perception check to wake up (1 round)","unconscious with no Perception check to wake up (1d6 hours)"],"name":"Stupor Poison","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4549"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 21 Fortitude","price":2000,"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-4550","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Taster's Folly Source Treasure Vault pg. 71 Price 20 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Devised to bypass detection, a dose of taster’s folly consists of two compounds that aren’t mixed but placed in the contents of one meal. Each compound is harmless on its own. The DC to Recall Knowledge about this poison from one of its components is 23 and attempts to use magic to detect the unmixed components require a successful DC 23 counteract check. The onset period begins only if a victim consumes both compounds during the same hour. If the two compounds mix prior to consumption, they become toxic and are detectable as such. The sickened condition can’t be ended until the poison’s effects end. Saving Throw DC 21 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 2d4 poison damage (1 minute); Stage 2 3d4 poison damage and sickened 1 (1 minute); Stage 3 4d4 poison damage and sickened 1 (1 minute)\n","skill_mod":{},"summary":"Devised to bypass detection, a dose of taster’s folly consists of two compounds that aren’t mixed but placed in the contents of one meal. Each …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=4550","stage":["2d4 poison damage (1 minute)","3d4 poison damage and sickened 1 (1 minute)","4d4 poison damage and sickened 1 (1 minute)"],"name":"Taster's Folly","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4550"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":300,"weakness":{},"saving_throw":"DC 34 Fortitude (secret)","price":70000,"trait":["Alchemical","Consumable","Injury","Poison","Virulent"],"id":"equipment-4551","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Unending Itch Source Treasure Vault pg. 71 Price 700 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Invented to cause a lengthy and unpleasant demise, this poison manifests as an itch that can’t be soothed. The victim experiences the poison damage as irritation rather than pain or sickness and must succeed at a DC 34 Perception check to realize they’re poisoned. The poison can also be identified with a DC 34 Medicine check. Once the victim has lost half or more of its Hit Points, the DC drops to 30 for either check. As long as the victim doesn’t realize it’s poisoned, the GM makes its saving throws in secret. Saving Throw DC 34 Fortitude (secret); Maximum Duration 5 minutes; Stages 1–5 1d6 poison damage (1 round)\n","skill_mod":{},"summary":"Invented to cause a lengthy and unpleasant demise, this poison manifests as an itch that can’t be soothed. The victim experiences the poison damage …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4551","name":"Unending Itch","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4551"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 17 Fortitude","price":1200,"trait":["Alchemical","Consumable","Contact","Poison","Uncommon"],"id":"equipment-4552","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Violet Venom Source Treasure Vault pg. 71 Price 12 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- The delicate process of extracting violet venom from a violet fungus leaves it diluted at the best of times. Alchemists are still on the hunt for a truly pure, unadulterated version of this highly toxic poison. Saving Throw DC 17 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 1d6 poison plus enfeebled 1 (1 round); Stage 2 1d6 poison plus drained 1 (1 round); Stage 3 2d6 poison plus enfeebled 1 (1 round)\n","skill_mod":{},"summary":"The delicate process of extracting violet venom from a violet fungus leaves it diluted at the best of times. Alchemists are still on the hunt for a …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=4552","stage":["1d6 poison plus enfeebled 1 (1 round)","1d6 poison plus drained 1 (1 round)","2d6 poison plus enfeebled 1 (1 round)"],"name":"Violet Venom","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4552"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 26 Will","price":9000,"trait":["Alchemical","Consumable","Injury","Mental","Poison"],"id":"equipment-4553","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Warpwobble Poison Source Treasure Vault pg. 71 Price 90 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Warpwobble poison causes hallucinations of space bending and stretching, leading to vertigo and an inability to discern a stable place to move. Saving Throw DC 26 Will; Maximum Duration 6 rounds; Stage 1 treat all squares as difficult terrain (1 round); Stage 2 treat all squares as greater difficult terrain (1 round); Stage 3 treat all squares as uneven ground (DC 26), treating a critical success to Balance as a success, and a success as a success but moving on greater difficult terrain (1 round)\n","skill_mod":{},"summary":"Warpwobble poison causes hallucinations of space bending and stretching, leading to vertigo and an inability to discern a stable place to move. …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Poison","Mechanics","Affliction"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=4553","stage":["treat all squares as difficult terrain (1 round)","treat all squares as greater difficult terrain (1 round)","treat all squares as uneven ground (DC 26), treating a critical success to Balance as a success, and a success as a success but moving on greater difficult terrain (1 round)"],"name":"Warpwobble Poison","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4553"},{"remaster_name":["Deadlock Mint"],"item_child_id":["equipment-4554-4089","equipment-4554-4090"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Catalyst","Consumable","Magical"],"id":"equipment-4554","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Bralani Breath Source Treasure Vault pg. 74 Usage held in 1 hand Bulk L Activate Cast a Spell --- Bralani breath is a species of mint with small, green flowers, said to grow on battlefields where the opposing sides were equally matched. Sprigs of the flowers blow gently in a breeze of their own creation. If you cast mage armor using bralani breath , you release a small blast of concussive air in an emanation of a size that depends on the catalyst’s type. Some unattended objects are pushed away from you. Large or smaller creatures must succeed at a Fortitude save equal to your spell save DC or be pushed the same distance away from you. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bralani Breath Source Treasure Vault pg. 74 Price 11 gp --- Objects of 1 Bulk or less and creatures that fail the save are pushed 5 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bralani Breath (Greater) Source Treasure Vault pg. 74 Price 110 gp --- Objects of 1 Bulk or less and creatures that fail the save are pushed 10 feet. Objects of up to 2 Bulk are pushed 5 feet, and Huge creatures must succeed at the save or be pushed 5 feet.","skill_mod":{},"summary":" Bralani breath is a species of mint with small, green flowers, said to grow on battlefields where the opposing sides were equally matched. Sprigs …","primary_source":"Treasure Vault","spell":["Mage Armor"],"trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4554","name":"Bralani Breath","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4554"},{"remaster_name":["Deadlock Mint"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4554","weakness":{},"price":1100,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-4554-4089","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Bralani Breath Source Treasure Vault pg. 74 Usage held in 1 hand Bulk L Activate Cast a Spell --- Bralani breath is a species of mint with small, green flowers, said to grow on battlefields where the opposing sides were equally matched. Sprigs of the flowers blow gently in a breeze of their own creation. If you cast mage armor using bralani breath , you release a small blast of concussive air in an emanation of a size that depends on the catalyst’s type. Some unattended objects are pushed away from you. Large or smaller creatures must succeed at a Fortitude save equal to your spell save DC or be pushed the same distance away from you. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bralani Breath Source Treasure Vault pg. 74 Price 11 gp --- Objects of 1 Bulk or less and creatures that fail the save are pushed 5 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bralani Breath (Greater) Source Treasure Vault pg. 74 Price 110 gp --- Objects of 1 Bulk or less and creatures that fail the save are pushed 10 feet. Objects of up to 2 Bulk are pushed 5 feet, and Huge creatures must succeed at the save or be pushed 5 feet.","skill_mod":{},"summary":"Objects of 1 Bulk or less and creatures that fail the save are pushed 5 feet.","primary_source":"Treasure Vault","spell":["Mage Armor"],"trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4554","name":"Bralani Breath","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4554-4089"},{"remaster_name":["Deadlock Mint (Greater)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4554","weakness":{},"price":11000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-4554-4090","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Bralani Breath Source Treasure Vault pg. 74 Usage held in 1 hand Bulk L Activate Cast a Spell --- Bralani breath is a species of mint with small, green flowers, said to grow on battlefields where the opposing sides were equally matched. Sprigs of the flowers blow gently in a breeze of their own creation. If you cast mage armor using bralani breath , you release a small blast of concussive air in an emanation of a size that depends on the catalyst’s type. Some unattended objects are pushed away from you. Large or smaller creatures must succeed at a Fortitude save equal to your spell save DC or be pushed the same distance away from you. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bralani Breath Source Treasure Vault pg. 74 Price 11 gp --- Objects of 1 Bulk or less and creatures that fail the save are pushed 5 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bralani Breath (Greater) Source Treasure Vault pg. 74 Price 110 gp --- Objects of 1 Bulk or less and creatures that fail the save are pushed 10 feet. Objects of up to 2 Bulk are pushed 5 feet, and Huge creatures must succeed at the save or be pushed 5 feet.","skill_mod":{},"summary":"Objects of 1 Bulk or less and creatures that fail the save are pushed 10 feet. Objects of up to 2 Bulk are pushed 5 feet, and Huge creatures must …","primary_source":"Treasure Vault","spell":["Mage Armor"],"trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4554","name":"Bralani Breath (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4554-4090"},{"remaster_name":["Dragon Breath Scale"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":5500,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-4555","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Dragon Throat Scale Source Treasure Vault pg. 74 Price 55 gp Usage held in 1 hand Bulk L Activate Two Actions Cast a Spell --- Dragon scales of all sorts can be powerful magical reagents, infusing magic with the might of their breath. When used to cast magic missile , a scale from a dragon’s throat causes the spell to lose the force trait and damage type. Instead, the spell has the damage type of the breath weapon belonging to the dragon the scale came from, along with that trait. Damage types are associated with the following dragons, with uncommon dragons noted with an asterisk. Acid : Black, brine , copper Cold: Silver, white Electricity: Blue, bronze, cloud , sky Fire : Brass, gold, magma , red, underworld Mental: Sovereign Negative : Umbral Poison: Green\n","skill_mod":{},"summary":"Dragon scales of all sorts can be powerful magical reagents, infusing magic with the might of their breath. When used to cast magic missile , a …","primary_source":"Treasure Vault","spell":["Magic Missile"],"trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4555","name":"Dragon Throat Scale","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4555"},{"item_child_id":["equipment-4556-4091","equipment-4556-4092"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Catalyst","Consumable","Magical"],"id":"equipment-4556","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Euphoric Loop Source Treasure Vault pg. 74 Usage held in 1 hand Bulk L Activate Two Actions Cast a Spell --- This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a charm spell, the enchantment creates a blissful experience for one target of your choice. When the spell ends, even if you Dismiss it, the sudden mental dissonance between the charmed state and reality forces the target to attempt a Will save against your spell DC. Critical Success The target is unaffected. Success The target is stunned 1 or, if the spell ended because of a hostile action, confused for 1 round. Failure The target is stunned 2 or, if the spell ended because of a hostile action, confused for 1 round. Critical Failure The target is stunned 3 or, if the spell ended because of a hostile action, confused for 2 rounds. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Euphoric Loop Source Treasure Vault pg. 74 Price 30 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Euphoric Loop (Greater) Source Treasure Vault pg. 74 Price 450 gp --- The catalyst affects all targets of the charm spell, up to 10.","skill_mod":{},"summary":"This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a charm spell, the enchantment creates a blissful …","primary_source":"Treasure Vault","spell":["Charm"],"trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4556","name":"Euphoric Loop","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4556"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4556","weakness":{},"price":3000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-4556-4091","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Euphoric Loop Source Treasure Vault pg. 74 Usage held in 1 hand Bulk L Activate Two Actions Cast a Spell --- This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a charm spell, the enchantment creates a blissful experience for one target of your choice. When the spell ends, even if you Dismiss it, the sudden mental dissonance between the charmed state and reality forces the target to attempt a Will save against your spell DC. Critical Success The target is unaffected. Success The target is stunned 1 or, if the spell ended because of a hostile action, confused for 1 round. Failure The target is stunned 2 or, if the spell ended because of a hostile action, confused for 1 round. Critical Failure The target is stunned 3 or, if the spell ended because of a hostile action, confused for 2 rounds. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Euphoric Loop Source Treasure Vault pg. 74 Price 30 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Euphoric Loop (Greater) Source Treasure Vault pg. 74 Price 450 gp --- The catalyst affects all targets of the charm spell, up to 10.","skill_mod":{},"summary":"This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a charm spell, the enchantment creates a blissful …","primary_source":"Treasure Vault","spell":["Charm"],"trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4556","name":"Euphoric Loop","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4556-4091"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4556","weakness":{},"price":45000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-4556-4092","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Euphoric Loop Source Treasure Vault pg. 74 Usage held in 1 hand Bulk L Activate Two Actions Cast a Spell --- This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a charm spell, the enchantment creates a blissful experience for one target of your choice. When the spell ends, even if you Dismiss it, the sudden mental dissonance between the charmed state and reality forces the target to attempt a Will save against your spell DC. Critical Success The target is unaffected. Success The target is stunned 1 or, if the spell ended because of a hostile action, confused for 1 round. Failure The target is stunned 2 or, if the spell ended because of a hostile action, confused for 1 round. Critical Failure The target is stunned 3 or, if the spell ended because of a hostile action, confused for 2 rounds. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Euphoric Loop Source Treasure Vault pg. 74 Price 30 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Euphoric Loop (Greater) Source Treasure Vault pg. 74 Price 450 gp --- The catalyst affects all targets of the charm spell, up to 10.","skill_mod":{},"summary":"The catalyst affects all targets of the charm spell, up to 10.","primary_source":"Treasure Vault","spell":["Charm"],"trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4556","name":"Euphoric Loop (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4556-4092"},{"remaster_name":["Ghostcracker"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":500,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-4557","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Fearcracker Source Treasure Vault pg. 74 Price 5 gp Usage held in 1 hand Bulk L Activate Two Actions Cast a Spell --- A fearcracker contains fragments of broken mirrors and reagents that pop and smoke when consumed. When thrown down in your space as part of a mirror image spell, your and your images’ appearance twists nightmarishly. When an image is destroyed, it “dies” in a disturbing fashion, rendering the attacker frightened 1. This aspect of the spell has the emotion, fear, and mental traits.\n","skill_mod":{},"summary":"A fearcracker contains fragments of broken mirrors and reagents that pop and smoke when consumed. When thrown down in your space as part of a …","primary_source":"Treasure Vault","spell":["Mirror Image"],"trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4557","name":"Fearcracker","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4557"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2500,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-4558","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Gravemist Taper Source Treasure Vault pg. 74 Price 25 gp Usage held in 1 hand Bulk L Activate Two Actions Cast a Spell --- A gravemist taper is a conical candle with symbols of terror and death carved into the wax. The taper can be used as a catalyst when casting an obscuring mist spell, burning the taper away, coloring the mist gray, and filling the mist with ghastly, shadowy shapes. The flat check to overcome the concealed state from the mist rises to 7, and a creature who fails such a check becomes frightened 1. This aspect of the spell has the emotion, fear, and mental traits.\n","skill_mod":{},"summary":"A gravemist taper is a conical candle with symbols of terror and death carved into the wax. The taper can be used as a catalyst when casting an …","primary_source":"Treasure Vault","spell":["Obscuring Mist"],"trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4558","name":"Gravemist Taper","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4558"},{"item_child_id":["equipment-4559-4093","equipment-4559-4094","equipment-4559-4095"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Catalyst","Consumable","Magical"],"id":"equipment-4559","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Nevercold Source Treasure Vault pg. 75 Usage held in 1 hand Bulk L Activate Cast a Spell --- Nevercold , sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the First World. True to its name, nevercold remains warm to the touch. If you use nevercold to cast fire shield , the spell’s duration increases by 1 minute, the cold resistance you gain from it lasts 1 hour, and you’re protected from the effects of severe cold for 8 hours. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Nevercold Source Treasure Vault pg. 75 Price 180 gp --- The catalyst affects 4th-level fire shield . <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Nevercold (Compressed) Source Treasure Vault pg. 75 Price 720 gp --- The catalyst affects 6th-level or lower fire shield , and the protection from severe cold lasts 24 hours. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Nevercold (Refined) Source Treasure Vault pg. 75 Price 3,600 gp --- The catalyst affects 8th-level or lower fire shield , and the protection from severe cold lasts 24 hours.","skill_mod":{},"summary":" Nevercold , sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the First World. True to its name, nevercold …","primary_source":"Treasure Vault","spell":["Fire Shield"],"trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4559","name":"Nevercold","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4559"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4559","weakness":{},"price":18000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-4559-4093","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Nevercold Source Treasure Vault pg. 75 Usage held in 1 hand Bulk L Activate Cast a Spell --- Nevercold , sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the First World. True to its name, nevercold remains warm to the touch. If you use nevercold to cast fire shield , the spell’s duration increases by 1 minute, the cold resistance you gain from it lasts 1 hour, and you’re protected from the effects of severe cold for 8 hours. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Nevercold Source Treasure Vault pg. 75 Price 180 gp --- The catalyst affects 4th-level fire shield . <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Nevercold (Compressed) Source Treasure Vault pg. 75 Price 720 gp --- The catalyst affects 6th-level or lower fire shield , and the protection from severe cold lasts 24 hours. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Nevercold (Refined) Source Treasure Vault pg. 75 Price 3,600 gp --- The catalyst affects 8th-level or lower fire shield , and the protection from severe cold lasts 24 hours.","skill_mod":{},"summary":"The catalyst affects 4th-level fire shield .","primary_source":"Treasure Vault","spell":["Fire Shield"],"trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4559","name":"Nevercold","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4559-4093"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4559","weakness":{},"price":72000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-4559-4094","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Nevercold Source Treasure Vault pg. 75 Usage held in 1 hand Bulk L Activate Cast a Spell --- Nevercold , sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the First World. True to its name, nevercold remains warm to the touch. If you use nevercold to cast fire shield , the spell’s duration increases by 1 minute, the cold resistance you gain from it lasts 1 hour, and you’re protected from the effects of severe cold for 8 hours. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Nevercold Source Treasure Vault pg. 75 Price 180 gp --- The catalyst affects 4th-level fire shield . <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Nevercold (Compressed) Source Treasure Vault pg. 75 Price 720 gp --- The catalyst affects 6th-level or lower fire shield , and the protection from severe cold lasts 24 hours. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Nevercold (Refined) Source Treasure Vault pg. 75 Price 3,600 gp --- The catalyst affects 8th-level or lower fire shield , and the protection from severe cold lasts 24 hours.","skill_mod":{},"summary":"The catalyst affects 6th-level or lower fire shield , and the protection from severe cold lasts 24 hours.","primary_source":"Treasure Vault","spell":["Fire Shield"],"trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4559","name":"Nevercold (Compressed)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4559-4094"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4559","weakness":{},"price":360000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-4559-4095","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Nevercold Source Treasure Vault pg. 75 Usage held in 1 hand Bulk L Activate Cast a Spell --- Nevercold , sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the First World. True to its name, nevercold remains warm to the touch. If you use nevercold to cast fire shield , the spell’s duration increases by 1 minute, the cold resistance you gain from it lasts 1 hour, and you’re protected from the effects of severe cold for 8 hours. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Nevercold Source Treasure Vault pg. 75 Price 180 gp --- The catalyst affects 4th-level fire shield . <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Nevercold (Compressed) Source Treasure Vault pg. 75 Price 720 gp --- The catalyst affects 6th-level or lower fire shield , and the protection from severe cold lasts 24 hours. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Nevercold (Refined) Source Treasure Vault pg. 75 Price 3,600 gp --- The catalyst affects 8th-level or lower fire shield , and the protection from severe cold lasts 24 hours.","skill_mod":{},"summary":"The catalyst affects 8th-level or lower fire shield , and the protection from severe cold lasts 24 hours.","primary_source":"Treasure Vault","spell":["Fire Shield"],"trait_group":["Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4559","name":"Nevercold (Refined)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4559-4095"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":6000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-4560","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Nightpitch Source Treasure Vault pg. 75 Price 60 gp Usage held in 1 hand Bulk L Activate Two Actions Cast a Spell --- A pellet of tar mixed with the fur of a nocturnal creature, such as a bat, nightpitch used to cast a darkness spell makes the area of the darkness difficult terrain.\n","skill_mod":{},"summary":"A pellet of tar mixed with the fur of a nocturnal creature, such as a bat , nightpitch used to cast a darkness spell makes the area of the …","primary_source":"Treasure Vault","spell":["Darkness"],"trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4560","name":"Nightpitch","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4560"},{"item_child_id":["equipment-4561-4096","equipment-4561-4097"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Catalyst","Consumable","Magical"],"id":"equipment-4561","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Seventh Prism Source Treasure Vault pg. 75 Usage held in 1 hand Bulk L Activate Two Actions Cast a Spell --- Beloved by the church of the Seventh Veil, a seventh prism is a crystal that disperses its internal light, casting an aurora of color. If you use a seventh prism to cast color spray , targets are dazzled for twice as long as their saving throw indicates. On a critical failure, the target is dazzled for 1 minute after its blinded condition ends. Motes of shifting rainbow hues cloud the eyes, making it difficult to see details. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Seventh Prism (Triangular) Source Treasure Vault pg. 75 Price 10 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Seventh Prism (Pentagonal) Source Treasure Vault pg. 75 Price 52 gp --- The area increases to a 20-foot cone, and the DC for the flat check against the target being concealed increases to 7.","skill_mod":{},"summary":"Beloved by the church of the Seventh Veil , a seventh prism is a crystal that disperses its internal light, casting an aurora of color. If you use …","primary_source":"Treasure Vault","spell":["Color Spray"],"trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4561","name":"Seventh Prism","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4561"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4561","weakness":{},"price":1000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-4561-4096","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Seventh Prism Source Treasure Vault pg. 75 Usage held in 1 hand Bulk L Activate Two Actions Cast a Spell --- Beloved by the church of the Seventh Veil, a seventh prism is a crystal that disperses its internal light, casting an aurora of color. If you use a seventh prism to cast color spray , targets are dazzled for twice as long as their saving throw indicates. On a critical failure, the target is dazzled for 1 minute after its blinded condition ends. Motes of shifting rainbow hues cloud the eyes, making it difficult to see details. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Seventh Prism (Triangular) Source Treasure Vault pg. 75 Price 10 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Seventh Prism (Pentagonal) Source Treasure Vault pg. 75 Price 52 gp --- The area increases to a 20-foot cone, and the DC for the flat check against the target being concealed increases to 7.","skill_mod":{},"summary":"Beloved by the church of the Seventh Veil , a seventh prism is a crystal that disperses its internal light, casting an aurora of color. If you use …","primary_source":"Treasure Vault","spell":["Color Spray"],"trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4561","name":"Seventh Prism (Triangular)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4561-4096"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4561","weakness":{},"price":5200,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-4561-4097","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Seventh Prism Source Treasure Vault pg. 75 Usage held in 1 hand Bulk L Activate Two Actions Cast a Spell --- Beloved by the church of the Seventh Veil, a seventh prism is a crystal that disperses its internal light, casting an aurora of color. If you use a seventh prism to cast color spray , targets are dazzled for twice as long as their saving throw indicates. On a critical failure, the target is dazzled for 1 minute after its blinded condition ends. Motes of shifting rainbow hues cloud the eyes, making it difficult to see details. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Seventh Prism (Triangular) Source Treasure Vault pg. 75 Price 10 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Seventh Prism (Pentagonal) Source Treasure Vault pg. 75 Price 52 gp --- The area increases to a 20-foot cone, and the DC for the flat check against the target being concealed increases to 7.","skill_mod":{},"summary":"The area increases to a 20-foot cone , and the DC for the flat check against the target being concealed increases to 7.","primary_source":"Treasure Vault","spell":["Color Spray"],"trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4561","name":"Seventh Prism (Pentagonal)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4561-4097"},{"primary_source_category":"Rulebooks","usage":"affixed to the ground in four spaces along a circle with a 20-foot radius","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"duration":3600,"weakness":{},"school":"abjuration","price":25000,"trait":["Abjuration","Consumable","Fulu","Magical"],"id":"equipment-4562","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Anathema Fulu Source Treasure Vault pg. 76 Price 250 gp Duration 1 hour Usage affixed to the ground in four spaces along a circle with a 20-foot radius --- First used by aasimars of Tianjing to weaken qlippoth, an anathema fulu comes in four pieces, one placed in each cardinal direction. Choose one of the following traits when activating the fulus: celestial, elemental, fey, fiend, monitor, or undead. If a creature with that trait starts its turn in the area, it must succeed at a DC 30 Fortitude saving throw or become sickened 2 until the start of its next turn. On a critical success, the creature becomes temporarily immune to any anathema fulus for 1 hour. Regardless of the save result, if you subsequently cast banishment on such a creature in the area, the creature takes the –2 penalty described in that spell for using a material component that’s anathema to that creature. The fulu acts as that component; you don’t need to add it. If a creature affected by this penalty rolls a saving throw against banishment, the caster can use a free action to force the result one step lower. Doing so burns the whole fulu out, ending the effect. If any of the fulu’s pieces are moved or destroyed after activation, the effect ends.\n","skill_mod":{},"summary":"First used by aasimars of Tianjing to weaken qlippoth , an anathema fulu comes in four pieces, one placed in each cardinal direction. Choose one …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4562","name":"Anathema Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4562"},{"item_child_id":["equipment-4563-4098","equipment-4563-4099","equipment-4563-4100"],"primary_source_category":"Rulebooks","usage":"affixed to an object or structure","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Consumable","Evocation","Fulu","Magical"],"id":"equipment-4563","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Demolition Fulu Source Treasure Vault pg. 76 Usage affixed to an object or structure --- A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it’s affixed to by an amount equal to the fulu’s level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a Stealth DC to detect it and Thievery DC to disable it according to its type. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Demolition Fulu (Lesser) Source Treasure Vault pg. 77 Price 12 gp --- Sometimes called the moth fulu , good for destroying softer objects; 3d6 bludgeoning damage, DC 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Demolition Fulu (Moderate) Source Treasure Vault pg. 77 Price 275 gp --- Sometimes called the termite fulu , good for destroying wood objects; 6d6 bludgeoning damage, DC 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Demolition Fulu (Greater) Source Treasure Vault pg. 77 Price 2,750 gp --- Sometimes called the rust fulu , good for destroying metal objects; 10d6 bludgeoning damage, DC 37.","skill_mod":{},"summary":"A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4563","name":"Demolition Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4563"},{"primary_source_category":"Rulebooks","usage":"affixed to an object or structure","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4563","weakness":{},"school":"evocation","price":1200,"trait":["Consumable","Evocation","Fulu","Magical"],"id":"equipment-4563-4098","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Demolition Fulu Source Treasure Vault pg. 76 Usage affixed to an object or structure --- A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it’s affixed to by an amount equal to the fulu’s level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a Stealth DC to detect it and Thievery DC to disable it according to its type. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Demolition Fulu (Lesser) Source Treasure Vault pg. 77 Price 12 gp --- Sometimes called the moth fulu , good for destroying softer objects; 3d6 bludgeoning damage, DC 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Demolition Fulu (Moderate) Source Treasure Vault pg. 77 Price 275 gp --- Sometimes called the termite fulu , good for destroying wood objects; 6d6 bludgeoning damage, DC 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Demolition Fulu (Greater) Source Treasure Vault pg. 77 Price 2,750 gp --- Sometimes called the rust fulu , good for destroying metal objects; 10d6 bludgeoning damage, DC 37.","skill_mod":{},"summary":"Sometimes called the moth fulu , good for destroying softer objects; 3d6 bludgeoning damage, DC 17.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4563","name":"Demolition Fulu (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4563-4098"},{"primary_source_category":"Rulebooks","usage":"affixed to an object or structure","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4563","weakness":{},"school":"evocation","price":27500,"trait":["Consumable","Evocation","Fulu","Magical"],"id":"equipment-4563-4099","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Demolition Fulu Source Treasure Vault pg. 76 Usage affixed to an object or structure --- A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it’s affixed to by an amount equal to the fulu’s level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a Stealth DC to detect it and Thievery DC to disable it according to its type. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Demolition Fulu (Lesser) Source Treasure Vault pg. 77 Price 12 gp --- Sometimes called the moth fulu , good for destroying softer objects; 3d6 bludgeoning damage, DC 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Demolition Fulu (Moderate) Source Treasure Vault pg. 77 Price 275 gp --- Sometimes called the termite fulu , good for destroying wood objects; 6d6 bludgeoning damage, DC 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Demolition Fulu (Greater) Source Treasure Vault pg. 77 Price 2,750 gp --- Sometimes called the rust fulu , good for destroying metal objects; 10d6 bludgeoning damage, DC 37.","skill_mod":{},"summary":"Sometimes called the termite fulu , good for destroying wood objects; 6d6 bludgeoning damage, DC 28.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4563","name":"Demolition Fulu (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4563-4099"},{"primary_source_category":"Rulebooks","usage":"affixed to an object or structure","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4563","weakness":{},"school":"evocation","price":275000,"trait":["Consumable","Evocation","Fulu","Magical"],"id":"equipment-4563-4100","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Demolition Fulu Source Treasure Vault pg. 76 Usage affixed to an object or structure --- A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it’s affixed to by an amount equal to the fulu’s level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a Stealth DC to detect it and Thievery DC to disable it according to its type. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Demolition Fulu (Lesser) Source Treasure Vault pg. 77 Price 12 gp --- Sometimes called the moth fulu , good for destroying softer objects; 3d6 bludgeoning damage, DC 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Demolition Fulu (Moderate) Source Treasure Vault pg. 77 Price 275 gp --- Sometimes called the termite fulu , good for destroying wood objects; 6d6 bludgeoning damage, DC 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Demolition Fulu (Greater) Source Treasure Vault pg. 77 Price 2,750 gp --- Sometimes called the rust fulu , good for destroying metal objects; 10d6 bludgeoning damage, DC 37.","skill_mod":{},"summary":"Sometimes called the rust fulu , good for destroying metal objects; 10d6 bludgeoning damage, DC 37.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4563","name":"Demolition Fulu (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4563-4100"},{"primary_source_category":"Rulebooks","usage":"affixed to a creature","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"duration":3600,"weakness":{},"school":"enchantment","price":2200,"trait":["Consumable","Enchantment","Fulu","Magical","Misfortune"],"id":"equipment-4564","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Discord Fulu Source Treasure Vault pg. 77 Price 22 gp Duration 1 hour Usage affixed to a creature --- Incorporating green in its writing, a discord fulu is a popular but unethical tool often deployed on romantic rivals to foil their advances. While the fulu is affixed to it, a creature treats its attitude toward other creatures as one step worse than it is. The creature also takes a –1 status penalty to Diplomacy checks. The first failure the creature rolls on a Diplomacy check becomes a critical failure instead, and the fulu turns to ash, ending its effect.\n","skill_mod":{},"summary":"Incorporating green in its writing, a discord fulu is a popular but unethical tool often deployed on romantic rivals to foil their advances. While …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4564","name":"Discord Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4564"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":6000,"trait":["Consumable","Fulu","Magical","Talisman","Transmutation"],"id":"equipment-4565","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Dragonfly Fulu Source Treasure Vault pg. 77 Price 60 gp Usage affixed to armor Activate Free Action envision Trigger You take the Leap action. --- Tradition says the dragonfly fulu should be affixed to the upper back, like the wings of an insect. When you Activate this fulu, you gain a +2 status bonus to Athletics checks to High Jump or Long Jump for 1 minute. During this time, you can attempt an Athletics check to High Jump or Long Jump as a single action without the Stride requirement. You can also High Jump or Long Jump from a nonsolid substance, such as air or water, but if you use this power of the fulu, its effects ends after you jump.\n","skill_mod":{},"summary":"Tradition says the dragonfly fulu should be affixed to the upper back, like the wings of an insect. When you Activate this fulu, you gain a +2 …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Fulu","trigger":"You take the Leap action.","resistance":{},"url":"/Equipment.aspx?ID=4565","name":"Dragonfly Fulu","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4565"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":7000,"trait":["Consumable","Fulu","Magical","Talisman","Transmutation"],"id":"equipment-4566","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Escape Fulu Source Treasure Vault pg. 77 Price 70 gp Usage affixed to armor Activate Free Action envision Trigger You attempt to Escape. --- The escape fulu is a charm common among wealthy people, who wear the talisman in case of kidnapping. When you Activate this fulu, for 1 minute, you gain a +2 status bonus to your attempts to Escape as well as to Stealth checks to Hide and Sneak.\n","skill_mod":{},"summary":"The escape fulu is a charm common among wealthy people, who wear the talisman in case of kidnapping. When you Activate this fulu, for 1 minute, you …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Fulu","trigger":"You attempt to Escape .","resistance":{},"url":"/Equipment.aspx?ID=4566","name":"Escape Fulu","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4566"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":10000,"trait":["Conjuration","Consumable","Fulu","Magical"],"id":"equipment-4567","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Ghost Courier Fulu Source Treasure Vault pg. 77 Price 100 gp Usage held in 2 hands Activate Two Actions command, Interact --- The inscription on a ghost courier fulu leaves space for a message, and a prominent red stamp indicates which ghost delivery fulu this fulu homes in on (see below). When you Activate this fulu, you dictate a message up to 25 words long that then magically appears on the paper in the language you spoke. The fulu then disappears into the Ethereal Plane, arriving at the assigned ghost delivery fulu in 2d10 hours, provided that fulu is within 500 miles. There, the fulu’s magic dissipates, but the message remains. If the fulu takes any damage in transit, it has a 50% chance to drop back into the Material Plane, intact but bereft of magic.\n","skill_mod":{},"summary":"The inscription on a ghost courier fulu leaves space for a message, and a prominent red stamp indicates which ghost delivery fulu this fulu homes …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4567","name":"Ghost Courier Fulu","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4567"},{"primary_source_category":"Rulebooks","usage":"affixed to structure, object, or creature","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"duration":604800,"weakness":{},"school":"divination","price":10000,"trait":["Consumable","Divination","Fulu","Magical"],"id":"equipment-4568","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Ghost Delivery Fulu Source Treasure Vault pg. 77 Price 100 gp Duration 1 week Usage affixed to structure, object, or creature --- A ghost delivery fulu’s inscription resembles a dovecote with spirits around it, and it has a prominent stamp in red wax. This fulu activates once affixed, becoming the homing location of ghost courier fulus with a matching stamp. Delivered ghost courier fulu messages (see above) stick to the ghost delivery fulu but can be easily removed.\n","skill_mod":{},"summary":"A ghost delivery fulu’s inscription resembles a dovecote with spirits around it, and it has a prominent stamp in red wax. This fulu activates once …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4568","name":"Ghost Delivery Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4568"},{"primary_source_category":"Rulebooks","usage":"affixed to armor;","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":810000,"trait":["Consumable","Fulu","Healing","Magical","Necromancy","Positive","Talisman","Uncommon","Vitality"],"id":"equipment-4569","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Golden Breath Fulu Source Treasure Vault pg. 77 Price 8,100 gp Usage affixed to armor; Activate Free Action envision Trigger You take damage. --- An enterprising chirurgeon reversed the forces evoked by a void thousand-pains fulu to create the golden breath fulu , which fortifies ki and the body as elements move out of balance. When you Activate this fulu, you regain 75 Hit Points and attempt a flat check to end any persistent damage affecting you. The fulu is particularly appropriate help for ending any persistent damage. Also, if you would regain more Hit Points from the fulu than your maximum, you can gain the excess as temporary Hit Points or distribute the excess among creatures of your choice within 30 feet. The temporary Hit Points last for 1 minute.\n","skill_mod":{},"summary":"An enterprising chirurgeon reversed the forces evoked by a void thousand-pains fulu to create the golden breath fulu , which fortifies ki and …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Energy","Planar","Creature Type","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Fulu","trigger":"You take damage.","resistance":{},"url":"/Equipment.aspx?ID=4569","name":"Golden Breath Fulu","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-4569"},{"primary_source_category":"Rulebooks","usage":"affixed to an innovation","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":5000,"trait":["Consumable","Fulu","Magical","Talisman","Transmutation"],"id":"equipment-4570","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Inventor's Fulu Source Treasure Vault pg. 78 Price 50 gp Usage affixed to an innovation Activate Free Action envision Trigger You critically fail an action with the unstable trait. --- Some inventors in Tian Xia put fried snacks near their innovations, a charm to make devices behave as intended. The practice rubbed off on other inventors, who replaced the food with a drawing on an inventor’s fulu . When you Activate the fulu, your critical failure becomes a failure, and you can spend just 1 minute to return your innovation to full functionality. The fulu then burns up, and its effects end.\n","skill_mod":{},"summary":"Some inventors in Tian Xia put fried snacks near their innovations, a charm to make devices behave as intended. The practice rubbed off on other …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Fulu","trigger":"You critically fail an action with the unstable trait.","resistance":{},"url":"/Equipment.aspx?ID=4570","name":"Inventor's Fulu","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4570"},{"primary_source_category":"Rulebooks","usage":"affixed to a load-bearing wall or pillar","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"duration":604800,"weakness":{},"school":"abjuration","price":50000,"trait":["Abjuration","Consumable","Fulu","Magical","Uncommon"],"id":"equipment-4571","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Kaiju Fulu Source Treasure Vault pg. 78 Price 500 gp Duration 1 week Usage affixed to a load-bearing wall or pillar --- Despite the name, a kaiju fulu protects a building against damage of all sorts. When an affixed structure no larger than 100 feet × 100 feet and up to 50 feet tall takes damage, the structure is as hard as standard-grade adamantine against that damage and any damage that occurs within 1 hour thereafter. The fulu then crumbles to dust, and its effects end.\n","skill_mod":{},"summary":"Despite the name, a kaiju fulu protects a building against damage of all sorts. When an affixed structure no larger than 100 feet × 100 feet and up …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4571","name":"Kaiju Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4571"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":12000,"trait":["Consumable","Divination","Fulu","Magical","Uncommon"],"id":"equipment-4572","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Mourner's Dawnlight Fulu Source Treasure Vault pg. 78 Price 120 gp Usage held in 2 hands Activate Three Actions command, envision, interact --- A mourner’s dawnlight fulu is a stack of pages that resembles joss paper, used to locate the remains of the lost. When you Activate the fulu, you envision a specific object or deceased creature you’re familiar with and want to find. You then rip the fulu into pieces and let them drift in the wind. If the item or creature you seek is within 500 feet, the pieces flutter through the air and land on the target, or on the surface closest to a buried or otherwise obscured target. If the torn fulu lands or fails to locate the desired target, its magic ends.\n","skill_mod":{},"summary":"A mourner’s dawnlight fulu is a stack of pages that resembles joss paper, used to locate the remains of the lost. When you Activate the fulu, you …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4572","name":"Mourner's Dawnlight Fulu","actions_number":6,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"uncommon","slug":"equipment-4572"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":3000,"trait":["Abjuration","Consumable","Fulu","Magical","Talisman","Uncommon"],"id":"equipment-4573","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Poracha Fulu Source Treasure Vault pg. 78 Price 30 gp Usage affixed to armor --- Folklore from near the Forest of Spirits tells of the origin of the poracha fulu . Once, a traveler saved an eight-legged feline who turned out to be a poracha prince. In return, the prince gave the traveler a fulu that later prevented a fast-acting poison from slaying them. Traditionally, one wears a string of up to nine poracha fulus, which counts as one talisman. Each time you take persistent damage, one poracha fulu affixed to you negates the damage and crumbles to dust. This response is automatic, but you can use a free action (envision) to prevent your fulus from responding. If you do, any poracha fulus affixed to you never respond to that persistent damage.\n","skill_mod":{},"summary":"Folklore from near the Forest of Spirits tells of the origin of the poracha fulu . Once, a traveler saved an eight-legged feline who turned out to …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4573","name":"Poracha Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4573"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":75000,"trait":["Abjuration","Consumable","Fortune","Fulu","Magical","Talisman"],"id":"equipment-4574","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Reflected Moonlight Fulu Source Treasure Vault pg. 78 Price 750 gp Usage affixed to armor Activate Reaction envision Trigger You fail to save against a negative or death effect. --- An acolyte accidentally left fulu paper outdoors overnight during a divine ceremony to Tsukiyo conducted only during a supermoon, creating the first reflected moonlight fulu . When you Activate this fulu, you reroll your saving throw against the triggering effect and take the better result. If this new roll is a critical success, the effect is reflected on its creator, who’s treated as the effect’s target, with any negative damage converted to positive. A reflected effect or spell affects only the original creator, even if it was an area spell or one that affects more than one creature.\n","skill_mod":{},"summary":"An acolyte accidentally left fulu paper outdoors overnight during a divine ceremony to Tsukiyo conducted only during a supermoon, creating the …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Fulu","trigger":"You fail to save against a negative or death effect .","resistance":{},"url":"/Equipment.aspx?ID=4574","name":"Reflected Moonlight Fulu","actions_number":1,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"equipment-4574"},{"primary_source_category":"Rulebooks","usage":"affixed to the ground","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":1500,"trait":["Abjuration","Consumable","Fulu","Magical"],"id":"equipment-4575","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Sentry Fulu Source Treasure Vault pg. 78 Price 15 gp Usage affixed to the ground Activate Three Actions command, envision, interact --- A sentry fulu depicts an armed guard. When you activate the fulu, it takes the shape of a Tiny humanoid guard made of paper and keeps watch over an area in a 20-foot burst. The guard has a Perception DC of 20, along with precise visual senses and imprecise hearing and vibrational sense to detect creatures moving in its area, including through the air. You dictate whether the guard remains still in its area or patrols it; if the latter, you also determine the path the guard takes, at a Speed of 25 feet. You also determine a password others must give the guard to bypass it. If a creature enters the area without giving the password, the sentry creates either an audible or mental alarm. An audible alarm has the sound and volume of a human shouting, as well as the auditory trait, allowing each creature that can hear it to attempt a DC 15 Perception check to wake up if they’re asleep. The mental alert reaches you if you’re within 60 feet of the active guard (see below). The guard remains active for 8 hours, and then the fulu is consumed. If you have more than one sentry fulu , you can set up several that function as a unit, provided their areas touch or overlap. When one sounds its alarm, the alarm passes through all of them, so you must be within range of only one to hear it or receive the mental alert. Creatures that give the correct password to one sentry fulu in a unit need not give that password again to the others. The destruction of one fulu-created guard in a unit sets off the alarm in others in connected areas.\n","skill_mod":{},"summary":"A sentry fulu depicts an armed guard. When you activate the fulu, it takes the shape of a Tiny humanoid guard made of paper and keeps watch over an …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4575","name":"Sentry Fulu","actions_number":6,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-4575"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":1000,"trait":["Consumable","Fulu","Magical","Transmutation"],"id":"equipment-4576","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Stumbling Fulu Source Treasure Vault pg. 79 Price 10 gp Usage affixed to armor --- The kitsune who first created a stumbling fulu advised the user to tuck the fulu under the target’s belt for maximum effect. When the creature to which the fulu is affixed completes a Stride action, the creature must attempt a DC 17 Reflex save. On a failure, some element of the armor the fulu is affixed to comes undone, making the wearer clumsy 1. On a critical failure, the target falls prone and is clumsy 2. The clumsy condition remains until the target takes a total of 1 Interact action, plus 1 additional Interact action per value of the clumsy condition above 1, to properly reclothe itself. Once the fulu activates, it burns up, its magic lasting only as long as the conditions it has imposed.\n","skill_mod":{},"summary":"The kitsune who first created a stumbling fulu advised the user to tuck the fulu under the target’s belt for maximum effect. When the creature to …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4576","name":"Stumbling Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4576"},{"item_child_id":["equipment-4577-4101","equipment-4577-4102","equipment-4577-4103","equipment-4577-4104","equipment-4577-4105","equipment-4577-4106"],"primary_source_category":"Rulebooks","usage":"affixed to a creature","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","trait":["Consumable","Fulu","Magical","Necromancy","Uncommon"],"id":"equipment-4577","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Thousand-Pains Fulu Source Treasure Vault pg. 79 Usage affixed to a creature --- Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu’s type. Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu’s duration. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thousand-Pains Fulu (Burl) Source Treasure Vault pg. 79 Price 2,700 gp --- Though this green fulu looks inviting, it has a foreboding aura. The DC is 35, and the fulu deals 10d8 poison damage, causing the target’s body to respond adversely to their ki. On a failure or critical failure, if the target takes fire damage, it takes 2d8 persistent poison damage as well. These effects have the poison trait. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thousand-Pains Fulu (Blade) Source Treasure Vault pg. 79 Price 90 gp --- This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals 5d6 slashing damage as meridians burst and cut through flesh. On a failure or critical failure, if the target fails to take an action with the manipulate or move trait on each of its turns, it takes 1d6 persistent slashing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Thousand-Pains Fulu (Icicle) Source Treasure Vault pg. 79 Price 630 gp --- Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals 10d6 cold damage as the target’s ki warps and drains. On a failure or critical failure, if the target takes damage from a poison or disease effect or becomes sickened, it takes 2d6 persistent cold damage. These effects have the cold trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thousand-Pains Fulu (Needle) Source Treasure Vault pg. 79 Price 270 gp --- Picking up this white fulu feels like you’ve stabbed your hand with a pin. The DC is 27, and the fulu deals 7d6 piercing damage as hair, nails, and connective tissues stab inward. On a failure or critical failure, if the target then takes an action with the move trait, it takes 2d6 persistent piercing damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thousand-Pains Fulu (Stone) Source Treasure Vault pg. 79 Price 30 gp --- This fulu’s yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals 3d6 bludgeoning damage as muscles swell to crush joints and bones. On a failure or critical failure, if the target takes electricity damage, it takes 1d6 persistent bludgeoning damage as well. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Thousand-Pains Fulu (Void) Source Treasure Vault pg. 79 Price 8,100 gp --- The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals 12d10 negative damage by dissipating the target’s ki. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes 2d10 persistent negative damage as well. These effects have the death and negative traits. Each time the target takes this persistent damage, any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the persistent damage taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute.","skill_mod":{},"summary":"Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4577","name":"Thousand-Pains Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4577"},{"primary_source_category":"Rulebooks","usage":"affixed to a creature","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4577","weakness":{},"school":"necromancy","price":270000,"trait":["Consumable","Fulu","Magical","Necromancy","Uncommon"],"id":"equipment-4577-4101","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Thousand-Pains Fulu Source Treasure Vault pg. 79 Usage affixed to a creature --- Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu’s type. Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu’s duration. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thousand-Pains Fulu (Burl) Source Treasure Vault pg. 79 Price 2,700 gp --- Though this green fulu looks inviting, it has a foreboding aura. The DC is 35, and the fulu deals 10d8 poison damage, causing the target’s body to respond adversely to their ki. On a failure or critical failure, if the target takes fire damage, it takes 2d8 persistent poison damage as well. These effects have the poison trait. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thousand-Pains Fulu (Blade) Source Treasure Vault pg. 79 Price 90 gp --- This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals 5d6 slashing damage as meridians burst and cut through flesh. On a failure or critical failure, if the target fails to take an action with the manipulate or move trait on each of its turns, it takes 1d6 persistent slashing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Thousand-Pains Fulu (Icicle) Source Treasure Vault pg. 79 Price 630 gp --- Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals 10d6 cold damage as the target’s ki warps and drains. On a failure or critical failure, if the target takes damage from a poison or disease effect or becomes sickened, it takes 2d6 persistent cold damage. These effects have the cold trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thousand-Pains Fulu (Needle) Source Treasure Vault pg. 79 Price 270 gp --- Picking up this white fulu feels like you’ve stabbed your hand with a pin. The DC is 27, and the fulu deals 7d6 piercing damage as hair, nails, and connective tissues stab inward. On a failure or critical failure, if the target then takes an action with the move trait, it takes 2d6 persistent piercing damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thousand-Pains Fulu (Stone) Source Treasure Vault pg. 79 Price 30 gp --- This fulu’s yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals 3d6 bludgeoning damage as muscles swell to crush joints and bones. On a failure or critical failure, if the target takes electricity damage, it takes 1d6 persistent bludgeoning damage as well. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Thousand-Pains Fulu (Void) Source Treasure Vault pg. 79 Price 8,100 gp --- The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals 12d10 negative damage by dissipating the target’s ki. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes 2d10 persistent negative damage as well. These effects have the death and negative traits. Each time the target takes this persistent damage, any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the persistent damage taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute.","skill_mod":{},"summary":"Though this green fulu looks inviting, it has a foreboding aura. The DC is 35, and the fulu deals 10d8 poison damage, causing the target’s body to …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4577","name":"Thousand-Pains Fulu (Burl)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4577-4101"},{"primary_source_category":"Rulebooks","usage":"affixed to a creature","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4577","weakness":{},"school":"necromancy","price":9000,"trait":["Consumable","Fulu","Magical","Necromancy","Uncommon"],"id":"equipment-4577-4102","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Thousand-Pains Fulu Source Treasure Vault pg. 79 Usage affixed to a creature --- Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu’s type. Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu’s duration. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thousand-Pains Fulu (Burl) Source Treasure Vault pg. 79 Price 2,700 gp --- Though this green fulu looks inviting, it has a foreboding aura. The DC is 35, and the fulu deals 10d8 poison damage, causing the target’s body to respond adversely to their ki. On a failure or critical failure, if the target takes fire damage, it takes 2d8 persistent poison damage as well. These effects have the poison trait. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thousand-Pains Fulu (Blade) Source Treasure Vault pg. 79 Price 90 gp --- This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals 5d6 slashing damage as meridians burst and cut through flesh. On a failure or critical failure, if the target fails to take an action with the manipulate or move trait on each of its turns, it takes 1d6 persistent slashing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Thousand-Pains Fulu (Icicle) Source Treasure Vault pg. 79 Price 630 gp --- Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals 10d6 cold damage as the target’s ki warps and drains. On a failure or critical failure, if the target takes damage from a poison or disease effect or becomes sickened, it takes 2d6 persistent cold damage. These effects have the cold trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thousand-Pains Fulu (Needle) Source Treasure Vault pg. 79 Price 270 gp --- Picking up this white fulu feels like you’ve stabbed your hand with a pin. The DC is 27, and the fulu deals 7d6 piercing damage as hair, nails, and connective tissues stab inward. On a failure or critical failure, if the target then takes an action with the move trait, it takes 2d6 persistent piercing damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thousand-Pains Fulu (Stone) Source Treasure Vault pg. 79 Price 30 gp --- This fulu’s yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals 3d6 bludgeoning damage as muscles swell to crush joints and bones. On a failure or critical failure, if the target takes electricity damage, it takes 1d6 persistent bludgeoning damage as well. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Thousand-Pains Fulu (Void) Source Treasure Vault pg. 79 Price 8,100 gp --- The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals 12d10 negative damage by dissipating the target’s ki. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes 2d10 persistent negative damage as well. These effects have the death and negative traits. Each time the target takes this persistent damage, any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the persistent damage taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute.","skill_mod":{},"summary":"This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals 5d6 slashing damage as …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4577","name":"Thousand-Pains Fulu (Blade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4577-4102"},{"primary_source_category":"Rulebooks","usage":"affixed to a creature","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4577","weakness":{},"school":"necromancy","price":63000,"trait":["Consumable","Fulu","Magical","Necromancy","Uncommon"],"id":"equipment-4577-4103","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Thousand-Pains Fulu Source Treasure Vault pg. 79 Usage affixed to a creature --- Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu’s type. Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu’s duration. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thousand-Pains Fulu (Burl) Source Treasure Vault pg. 79 Price 2,700 gp --- Though this green fulu looks inviting, it has a foreboding aura. The DC is 35, and the fulu deals 10d8 poison damage, causing the target’s body to respond adversely to their ki. On a failure or critical failure, if the target takes fire damage, it takes 2d8 persistent poison damage as well. These effects have the poison trait. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thousand-Pains Fulu (Blade) Source Treasure Vault pg. 79 Price 90 gp --- This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals 5d6 slashing damage as meridians burst and cut through flesh. On a failure or critical failure, if the target fails to take an action with the manipulate or move trait on each of its turns, it takes 1d6 persistent slashing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Thousand-Pains Fulu (Icicle) Source Treasure Vault pg. 79 Price 630 gp --- Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals 10d6 cold damage as the target’s ki warps and drains. On a failure or critical failure, if the target takes damage from a poison or disease effect or becomes sickened, it takes 2d6 persistent cold damage. These effects have the cold trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thousand-Pains Fulu (Needle) Source Treasure Vault pg. 79 Price 270 gp --- Picking up this white fulu feels like you’ve stabbed your hand with a pin. The DC is 27, and the fulu deals 7d6 piercing damage as hair, nails, and connective tissues stab inward. On a failure or critical failure, if the target then takes an action with the move trait, it takes 2d6 persistent piercing damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thousand-Pains Fulu (Stone) Source Treasure Vault pg. 79 Price 30 gp --- This fulu’s yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals 3d6 bludgeoning damage as muscles swell to crush joints and bones. On a failure or critical failure, if the target takes electricity damage, it takes 1d6 persistent bludgeoning damage as well. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Thousand-Pains Fulu (Void) Source Treasure Vault pg. 79 Price 8,100 gp --- The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals 12d10 negative damage by dissipating the target’s ki. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes 2d10 persistent negative damage as well. These effects have the death and negative traits. Each time the target takes this persistent damage, any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the persistent damage taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute.","skill_mod":{},"summary":"Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals 10d6 cold damage as the target’s ki warps and drains. On a …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4577","name":"Thousand-Pains Fulu (Icicle)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4577-4103"},{"primary_source_category":"Rulebooks","usage":"affixed to a creature","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4577","weakness":{},"school":"necromancy","price":27000,"trait":["Consumable","Fulu","Magical","Necromancy","Uncommon"],"id":"equipment-4577-4104","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Thousand-Pains Fulu Source Treasure Vault pg. 79 Usage affixed to a creature --- Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu’s type. Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu’s duration. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thousand-Pains Fulu (Burl) Source Treasure Vault pg. 79 Price 2,700 gp --- Though this green fulu looks inviting, it has a foreboding aura. The DC is 35, and the fulu deals 10d8 poison damage, causing the target’s body to respond adversely to their ki. On a failure or critical failure, if the target takes fire damage, it takes 2d8 persistent poison damage as well. These effects have the poison trait. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thousand-Pains Fulu (Blade) Source Treasure Vault pg. 79 Price 90 gp --- This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals 5d6 slashing damage as meridians burst and cut through flesh. On a failure or critical failure, if the target fails to take an action with the manipulate or move trait on each of its turns, it takes 1d6 persistent slashing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Thousand-Pains Fulu (Icicle) Source Treasure Vault pg. 79 Price 630 gp --- Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals 10d6 cold damage as the target’s ki warps and drains. On a failure or critical failure, if the target takes damage from a poison or disease effect or becomes sickened, it takes 2d6 persistent cold damage. These effects have the cold trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thousand-Pains Fulu (Needle) Source Treasure Vault pg. 79 Price 270 gp --- Picking up this white fulu feels like you’ve stabbed your hand with a pin. The DC is 27, and the fulu deals 7d6 piercing damage as hair, nails, and connective tissues stab inward. On a failure or critical failure, if the target then takes an action with the move trait, it takes 2d6 persistent piercing damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thousand-Pains Fulu (Stone) Source Treasure Vault pg. 79 Price 30 gp --- This fulu’s yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals 3d6 bludgeoning damage as muscles swell to crush joints and bones. On a failure or critical failure, if the target takes electricity damage, it takes 1d6 persistent bludgeoning damage as well. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Thousand-Pains Fulu (Void) Source Treasure Vault pg. 79 Price 8,100 gp --- The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals 12d10 negative damage by dissipating the target’s ki. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes 2d10 persistent negative damage as well. These effects have the death and negative traits. Each time the target takes this persistent damage, any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the persistent damage taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute.","skill_mod":{},"summary":"Picking up this white fulu feels like you’ve stabbed your hand with a pin. The DC is 27, and the fulu deals 7d6 piercing damage as hair, nails, and …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4577","name":"Thousand-Pains Fulu (Needle)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4577-4104"},{"primary_source_category":"Rulebooks","usage":"affixed to a creature","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4577","weakness":{},"school":"necromancy","price":3000,"trait":["Consumable","Fulu","Magical","Necromancy","Uncommon"],"id":"equipment-4577-4105","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Thousand-Pains Fulu Source Treasure Vault pg. 79 Usage affixed to a creature --- Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu’s type. Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu’s duration. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thousand-Pains Fulu (Burl) Source Treasure Vault pg. 79 Price 2,700 gp --- Though this green fulu looks inviting, it has a foreboding aura. The DC is 35, and the fulu deals 10d8 poison damage, causing the target’s body to respond adversely to their ki. On a failure or critical failure, if the target takes fire damage, it takes 2d8 persistent poison damage as well. These effects have the poison trait. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thousand-Pains Fulu (Blade) Source Treasure Vault pg. 79 Price 90 gp --- This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals 5d6 slashing damage as meridians burst and cut through flesh. On a failure or critical failure, if the target fails to take an action with the manipulate or move trait on each of its turns, it takes 1d6 persistent slashing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Thousand-Pains Fulu (Icicle) Source Treasure Vault pg. 79 Price 630 gp --- Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals 10d6 cold damage as the target’s ki warps and drains. On a failure or critical failure, if the target takes damage from a poison or disease effect or becomes sickened, it takes 2d6 persistent cold damage. These effects have the cold trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thousand-Pains Fulu (Needle) Source Treasure Vault pg. 79 Price 270 gp --- Picking up this white fulu feels like you’ve stabbed your hand with a pin. The DC is 27, and the fulu deals 7d6 piercing damage as hair, nails, and connective tissues stab inward. On a failure or critical failure, if the target then takes an action with the move trait, it takes 2d6 persistent piercing damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thousand-Pains Fulu (Stone) Source Treasure Vault pg. 79 Price 30 gp --- This fulu’s yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals 3d6 bludgeoning damage as muscles swell to crush joints and bones. On a failure or critical failure, if the target takes electricity damage, it takes 1d6 persistent bludgeoning damage as well. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Thousand-Pains Fulu (Void) Source Treasure Vault pg. 79 Price 8,100 gp --- The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals 12d10 negative damage by dissipating the target’s ki. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes 2d10 persistent negative damage as well. These effects have the death and negative traits. Each time the target takes this persistent damage, any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the persistent damage taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute.","skill_mod":{},"summary":"This fulu’s yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals 3d6 bludgeoning damage as muscles swell to crush joints and …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4577","name":"Thousand-Pains Fulu (Stone)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4577-4105"},{"primary_source_category":"Rulebooks","usage":"affixed to a creature","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4577","weakness":{},"school":"necromancy","price":810000,"trait":["Consumable","Fulu","Magical","Necromancy","Uncommon"],"id":"equipment-4577-4106","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Thousand-Pains Fulu Source Treasure Vault pg. 79 Usage affixed to a creature --- Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu’s type. Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu’s duration. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thousand-Pains Fulu (Burl) Source Treasure Vault pg. 79 Price 2,700 gp --- Though this green fulu looks inviting, it has a foreboding aura. The DC is 35, and the fulu deals 10d8 poison damage, causing the target’s body to respond adversely to their ki. On a failure or critical failure, if the target takes fire damage, it takes 2d8 persistent poison damage as well. These effects have the poison trait. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thousand-Pains Fulu (Blade) Source Treasure Vault pg. 79 Price 90 gp --- This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals 5d6 slashing damage as meridians burst and cut through flesh. On a failure or critical failure, if the target fails to take an action with the manipulate or move trait on each of its turns, it takes 1d6 persistent slashing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Thousand-Pains Fulu (Icicle) Source Treasure Vault pg. 79 Price 630 gp --- Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals 10d6 cold damage as the target’s ki warps and drains. On a failure or critical failure, if the target takes damage from a poison or disease effect or becomes sickened, it takes 2d6 persistent cold damage. These effects have the cold trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thousand-Pains Fulu (Needle) Source Treasure Vault pg. 79 Price 270 gp --- Picking up this white fulu feels like you’ve stabbed your hand with a pin. The DC is 27, and the fulu deals 7d6 piercing damage as hair, nails, and connective tissues stab inward. On a failure or critical failure, if the target then takes an action with the move trait, it takes 2d6 persistent piercing damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thousand-Pains Fulu (Stone) Source Treasure Vault pg. 79 Price 30 gp --- This fulu’s yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals 3d6 bludgeoning damage as muscles swell to crush joints and bones. On a failure or critical failure, if the target takes electricity damage, it takes 1d6 persistent bludgeoning damage as well. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Thousand-Pains Fulu (Void) Source Treasure Vault pg. 79 Price 8,100 gp --- The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals 12d10 negative damage by dissipating the target’s ki. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes 2d10 persistent negative damage as well. These effects have the death and negative traits. Each time the target takes this persistent damage, any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the persistent damage taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute.","skill_mod":{},"summary":"The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals 12d10 negative damage by …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4577","name":"Thousand-Pains Fulu (Void)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4577-4106"},{"item_child_id":["equipment-4578-4108","equipment-4578-4109"],"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Consumable","Magical"],"id":"equipment-4578","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Black Tendril Shot Source Treasure Vault pg. 80 Ammunition any Activate Single Action command --- A glistening, tar-like substance that’s displeasing to the touch coats a black tendril shot . When the activated ammunition hits a target, it exudes tendrils that encase the target, which must attempt a Fortitude saving throw. The ammunition’s effects last until the target Escapes. DCs for the saving throw and Escape vary by type. Critical Success The target is unaffected. Success The target is slowed 1 but gains a +2 circumstance bonus to Escape the ammunition’s effect. Failure The target is slowed 1. Critical Failure The target is slowed 2. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Black Tendril Shot (Moderate) Source Treasure Vault pg. 80 Price 360 gp --- Both DCs are 31. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Black Tendril Shot (Lesser) Source Treasure Vault pg. 80, Treasure Vault pg. 80 Price 2,160 gp --- Both DCs are 39.","ammunition":"any","skill_mod":{},"summary":"A glistening, tar-like substance that’s displeasing to the touch coats a black tendril shot . When the activated ammunition hits a target, it exudes …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4578","name":"Black Tendril Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4578"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4578","weakness":{},"school":"conjuration","price":36000,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-4578-4108","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Black Tendril Shot Source Treasure Vault pg. 80 Ammunition any Activate Single Action command --- A glistening, tar-like substance that’s displeasing to the touch coats a black tendril shot . When the activated ammunition hits a target, it exudes tendrils that encase the target, which must attempt a Fortitude saving throw. The ammunition’s effects last until the target Escapes. DCs for the saving throw and Escape vary by type. Critical Success The target is unaffected. Success The target is slowed 1 but gains a +2 circumstance bonus to Escape the ammunition’s effect. Failure The target is slowed 1. Critical Failure The target is slowed 2. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Black Tendril Shot (Moderate) Source Treasure Vault pg. 80 Price 360 gp --- Both DCs are 31. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Black Tendril Shot (Lesser) Source Treasure Vault pg. 80, Treasure Vault pg. 80 Price 2,160 gp --- Both DCs are 39.","ammunition":"any","skill_mod":{},"summary":"Both DCs are 31.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4578","name":"Black Tendril Shot (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4578-4108"},{"remaster_name":["Black Tendril Shot (Greater)"],"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4578","weakness":{},"school":"conjuration","price":216000,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-4578-4109","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Black Tendril Shot Source Treasure Vault pg. 80 Ammunition any Activate Single Action command --- A glistening, tar-like substance that’s displeasing to the touch coats a black tendril shot . When the activated ammunition hits a target, it exudes tendrils that encase the target, which must attempt a Fortitude saving throw. The ammunition’s effects last until the target Escapes. DCs for the saving throw and Escape vary by type. Critical Success The target is unaffected. Success The target is slowed 1 but gains a +2 circumstance bonus to Escape the ammunition’s effect. Failure The target is slowed 1. Critical Failure The target is slowed 2. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Black Tendril Shot (Moderate) Source Treasure Vault pg. 80 Price 360 gp --- Both DCs are 31. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Black Tendril Shot (Lesser) Source Treasure Vault pg. 80, Treasure Vault pg. 80 Price 2,160 gp --- Both DCs are 39.","ammunition":"any","skill_mod":{},"summary":"Both DCs are 39.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4578","name":"Black Tendril Shot (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4578-4109"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":2500,"trait":["Consumable","Magical","Transmutation"],"id":"equipment-4579","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Bola Shot Source Treasure Vault pg. 80 Price 25 gp Ammunition any Activate Single Action command --- This ammunition bears a rune with three lines radiating out, each ending in a circle. When an activated bola shot hits a target, it deals nonlethal bludgeoning damage. Compare the attack roll to the target’s Reflex DC to determine the shot’s other effects Critical Success The target falls prone and is stunned 1. Success The target falls prone. Failure No additional effect.\n","ammunition":"any","skill_mod":{},"summary":"This ammunition bears a rune with three lines radiating out, each ending in a circle. When an activated bola shot hits a target, it deals …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4579","name":"Bola Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4579"},{"item_child_id":["equipment-4580-4110","equipment-4580-4111","equipment-4580-4112"],"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","trait":["Consumable","Magical","Transmutation"],"id":"equipment-4580","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Conduit Shot Source Treasure Vault pg. 80 Ammunition any Activate Single Action command --- Fine lines of djezet sparkle in conduit shot . When you Activate it, you name up to four creatures, in addition to you, that the ammunition’s magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn’t stick to the target, the active ammunition instead falls into the target’s space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 3rd level or lower; has an area of a burst, cone, or line; and does not have a duration, the djezet in the ammunition flares in striations of red light, increasing the area of that spell. Add 5 feet to the radius of a burst that has a radius of at least 10 feet or to the length of a cone or line normally 15 feet long or smaller. For a larger cone or line, add 10 feet to the length. These increases are based on the spell’s original area, ignoring any increases due to other effects, such as the Widen Spell feat. Increasing a spell’s area destroys the ammunition, which otherwise remains active for 1 minute. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Conduit Shot (Lesser) Source Treasure Vault pg. 81 Price 50 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Conduit Shot (Moderate) Source Treasure Vault pg. 81 Price 200 gp --- The spell can be 5th level or lower. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Conduit Shot (Greater) Source Treasure Vault pg. 81 Price 600 gp --- The spell can be 7th level or lower.","ammunition":"any","skill_mod":{},"summary":"Fine lines of djezet sparkle in conduit shot . When you Activate it, you name up to four creatures, in addition to you, that the ammunition’s magic …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4580","name":"Conduit Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4580"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4580","weakness":{},"school":"transmutation","price":5000,"trait":["Consumable","Magical","Transmutation"],"id":"equipment-4580-4110","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Conduit Shot Source Treasure Vault pg. 80 Ammunition any Activate Single Action command --- Fine lines of djezet sparkle in conduit shot . When you Activate it, you name up to four creatures, in addition to you, that the ammunition’s magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn’t stick to the target, the active ammunition instead falls into the target’s space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 3rd level or lower; has an area of a burst, cone, or line; and does not have a duration, the djezet in the ammunition flares in striations of red light, increasing the area of that spell. Add 5 feet to the radius of a burst that has a radius of at least 10 feet or to the length of a cone or line normally 15 feet long or smaller. For a larger cone or line, add 10 feet to the length. These increases are based on the spell’s original area, ignoring any increases due to other effects, such as the Widen Spell feat. Increasing a spell’s area destroys the ammunition, which otherwise remains active for 1 minute. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Conduit Shot (Lesser) Source Treasure Vault pg. 81 Price 50 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Conduit Shot (Moderate) Source Treasure Vault pg. 81 Price 200 gp --- The spell can be 5th level or lower. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Conduit Shot (Greater) Source Treasure Vault pg. 81 Price 600 gp --- The spell can be 7th level or lower.","ammunition":"any","skill_mod":{},"summary":"Fine lines of djezet sparkle in conduit shot . When you Activate it, you name up to four creatures, in addition to you, that the ammunition’s magic …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4580","name":"Conduit Shot (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4580-4110"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4580","weakness":{},"school":"transmutation","price":20000,"trait":["Consumable","Magical","Transmutation"],"id":"equipment-4580-4111","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Conduit Shot Source Treasure Vault pg. 80 Ammunition any Activate Single Action command --- Fine lines of djezet sparkle in conduit shot . When you Activate it, you name up to four creatures, in addition to you, that the ammunition’s magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn’t stick to the target, the active ammunition instead falls into the target’s space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 3rd level or lower; has an area of a burst, cone, or line; and does not have a duration, the djezet in the ammunition flares in striations of red light, increasing the area of that spell. Add 5 feet to the radius of a burst that has a radius of at least 10 feet or to the length of a cone or line normally 15 feet long or smaller. For a larger cone or line, add 10 feet to the length. These increases are based on the spell’s original area, ignoring any increases due to other effects, such as the Widen Spell feat. Increasing a spell’s area destroys the ammunition, which otherwise remains active for 1 minute. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Conduit Shot (Lesser) Source Treasure Vault pg. 81 Price 50 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Conduit Shot (Moderate) Source Treasure Vault pg. 81 Price 200 gp --- The spell can be 5th level or lower. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Conduit Shot (Greater) Source Treasure Vault pg. 81 Price 600 gp --- The spell can be 7th level or lower.","ammunition":"any","skill_mod":{},"summary":"The spell can be 5th level or lower.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4580","name":"Conduit Shot (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4580-4111"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4580","weakness":{},"school":"transmutation","price":60000,"trait":["Consumable","Magical","Transmutation"],"id":"equipment-4580-4112","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Conduit Shot Source Treasure Vault pg. 80 Ammunition any Activate Single Action command --- Fine lines of djezet sparkle in conduit shot . When you Activate it, you name up to four creatures, in addition to you, that the ammunition’s magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn’t stick to the target, the active ammunition instead falls into the target’s space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 3rd level or lower; has an area of a burst, cone, or line; and does not have a duration, the djezet in the ammunition flares in striations of red light, increasing the area of that spell. Add 5 feet to the radius of a burst that has a radius of at least 10 feet or to the length of a cone or line normally 15 feet long or smaller. For a larger cone or line, add 10 feet to the length. These increases are based on the spell’s original area, ignoring any increases due to other effects, such as the Widen Spell feat. Increasing a spell’s area destroys the ammunition, which otherwise remains active for 1 minute. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Conduit Shot (Lesser) Source Treasure Vault pg. 81 Price 50 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Conduit Shot (Moderate) Source Treasure Vault pg. 81 Price 200 gp --- The spell can be 5th level or lower. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Conduit Shot (Greater) Source Treasure Vault pg. 81 Price 600 gp --- The spell can be 7th level or lower.","ammunition":"any","skill_mod":{},"summary":"The spell can be 7th level or lower.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4580","name":"Conduit Shot (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4580-4112"},{"item_child_id":["equipment-4581-4113","equipment-4581-4114","equipment-4581-4115","equipment-4581-4116","equipment-4581-4117","equipment-4581-4118","equipment-4581-4119"],"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Consumable","Evocation","Magical"],"id":"equipment-4581","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Depth Charge Source Treasure Vault pg. 80 Ammunition any --- Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn’t extend out of the water. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Depth Charge (I) Source Treasure Vault pg. 81 Price 25 gp --- This ammunition deals 3d6 bludgeoning damage with a DC of 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Depth Charge (II) Source Treasure Vault pg. 81 Price 55 gp --- This ammunition deals 5d6 bludgeoning damage with a DC of 24. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Depth Charge (III) Source Treasure Vault pg. 81 Price 165 gp --- This ammunition deals 7d6 bludgeoning damage with a DC of 28. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Depth Charge (IV) Source Treasure Vault pg. 81 Price 330 gp --- This ammunition deals 9d6 bludgeoning damage with a DC of 30. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Depth Charge (V) Source Treasure Vault pg. 81 Price 660 gp --- This ammunition deals 11d6 bludgeoning damage with a DC of 32. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Depth Charge (VI) Source Treasure Vault pg. 81 Price 1,500 gp --- This ammunition deals 13d6 bludgeoning damage with a DC of 36. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Depth Charge (VII) Source Treasure Vault pg. 81 Price 3,200 gp --- This ammunition deals 15d6 bludgeoning damage with a DC of 39.","ammunition":"any","skill_mod":{},"summary":"Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4581","name":"Depth Charge","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4581"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4581","weakness":{},"school":"evocation","price":2500,"trait":["Consumable","Evocation","Magical"],"id":"equipment-4581-4113","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Depth Charge Source Treasure Vault pg. 80 Ammunition any --- Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn’t extend out of the water. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Depth Charge (I) Source Treasure Vault pg. 81 Price 25 gp --- This ammunition deals 3d6 bludgeoning damage with a DC of 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Depth Charge (II) Source Treasure Vault pg. 81 Price 55 gp --- This ammunition deals 5d6 bludgeoning damage with a DC of 24. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Depth Charge (III) Source Treasure Vault pg. 81 Price 165 gp --- This ammunition deals 7d6 bludgeoning damage with a DC of 28. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Depth Charge (IV) Source Treasure Vault pg. 81 Price 330 gp --- This ammunition deals 9d6 bludgeoning damage with a DC of 30. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Depth Charge (V) Source Treasure Vault pg. 81 Price 660 gp --- This ammunition deals 11d6 bludgeoning damage with a DC of 32. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Depth Charge (VI) Source Treasure Vault pg. 81 Price 1,500 gp --- This ammunition deals 13d6 bludgeoning damage with a DC of 36. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Depth Charge (VII) Source Treasure Vault pg. 81 Price 3,200 gp --- This ammunition deals 15d6 bludgeoning damage with a DC of 39.","ammunition":"any","skill_mod":{},"summary":"This ammunition deals 3d6 bludgeoning damage with a DC of 20.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4581","name":"Depth Charge (I)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4581-4113"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4581","weakness":{},"school":"evocation","price":5500,"trait":["Consumable","Evocation","Magical"],"id":"equipment-4581-4114","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Depth Charge Source Treasure Vault pg. 80 Ammunition any --- Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn’t extend out of the water. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Depth Charge (I) Source Treasure Vault pg. 81 Price 25 gp --- This ammunition deals 3d6 bludgeoning damage with a DC of 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Depth Charge (II) Source Treasure Vault pg. 81 Price 55 gp --- This ammunition deals 5d6 bludgeoning damage with a DC of 24. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Depth Charge (III) Source Treasure Vault pg. 81 Price 165 gp --- This ammunition deals 7d6 bludgeoning damage with a DC of 28. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Depth Charge (IV) Source Treasure Vault pg. 81 Price 330 gp --- This ammunition deals 9d6 bludgeoning damage with a DC of 30. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Depth Charge (V) Source Treasure Vault pg. 81 Price 660 gp --- This ammunition deals 11d6 bludgeoning damage with a DC of 32. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Depth Charge (VI) Source Treasure Vault pg. 81 Price 1,500 gp --- This ammunition deals 13d6 bludgeoning damage with a DC of 36. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Depth Charge (VII) Source Treasure Vault pg. 81 Price 3,200 gp --- This ammunition deals 15d6 bludgeoning damage with a DC of 39.","ammunition":"any","skill_mod":{},"summary":"This ammunition deals 5d6 bludgeoning damage with a DC of 24.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4581","name":"Depth Charge (II)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4581-4114"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4581","weakness":{},"school":"evocation","price":16500,"trait":["Consumable","Evocation","Magical"],"id":"equipment-4581-4115","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Depth Charge Source Treasure Vault pg. 80 Ammunition any --- Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn’t extend out of the water. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Depth Charge (I) Source Treasure Vault pg. 81 Price 25 gp --- This ammunition deals 3d6 bludgeoning damage with a DC of 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Depth Charge (II) Source Treasure Vault pg. 81 Price 55 gp --- This ammunition deals 5d6 bludgeoning damage with a DC of 24. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Depth Charge (III) Source Treasure Vault pg. 81 Price 165 gp --- This ammunition deals 7d6 bludgeoning damage with a DC of 28. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Depth Charge (IV) Source Treasure Vault pg. 81 Price 330 gp --- This ammunition deals 9d6 bludgeoning damage with a DC of 30. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Depth Charge (V) Source Treasure Vault pg. 81 Price 660 gp --- This ammunition deals 11d6 bludgeoning damage with a DC of 32. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Depth Charge (VI) Source Treasure Vault pg. 81 Price 1,500 gp --- This ammunition deals 13d6 bludgeoning damage with a DC of 36. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Depth Charge (VII) Source Treasure Vault pg. 81 Price 3,200 gp --- This ammunition deals 15d6 bludgeoning damage with a DC of 39.","ammunition":"any","skill_mod":{},"summary":"This ammunition deals 7d6 bludgeoning damage with a DC of 28.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4581","name":"Depth Charge (III)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4581-4115"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4581","weakness":{},"school":"evocation","price":33000,"trait":["Consumable","Evocation","Magical"],"id":"equipment-4581-4116","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Depth Charge Source Treasure Vault pg. 80 Ammunition any --- Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn’t extend out of the water. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Depth Charge (I) Source Treasure Vault pg. 81 Price 25 gp --- This ammunition deals 3d6 bludgeoning damage with a DC of 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Depth Charge (II) Source Treasure Vault pg. 81 Price 55 gp --- This ammunition deals 5d6 bludgeoning damage with a DC of 24. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Depth Charge (III) Source Treasure Vault pg. 81 Price 165 gp --- This ammunition deals 7d6 bludgeoning damage with a DC of 28. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Depth Charge (IV) Source Treasure Vault pg. 81 Price 330 gp --- This ammunition deals 9d6 bludgeoning damage with a DC of 30. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Depth Charge (V) Source Treasure Vault pg. 81 Price 660 gp --- This ammunition deals 11d6 bludgeoning damage with a DC of 32. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Depth Charge (VI) Source Treasure Vault pg. 81 Price 1,500 gp --- This ammunition deals 13d6 bludgeoning damage with a DC of 36. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Depth Charge (VII) Source Treasure Vault pg. 81 Price 3,200 gp --- This ammunition deals 15d6 bludgeoning damage with a DC of 39.","ammunition":"any","skill_mod":{},"summary":"This ammunition deals 9d6 bludgeoning damage with a DC of 30.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4581","name":"Depth Charge (IV)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4581-4116"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4581","weakness":{},"school":"evocation","price":66000,"trait":["Consumable","Evocation","Magical"],"id":"equipment-4581-4117","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Depth Charge Source Treasure Vault pg. 80 Ammunition any --- Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn’t extend out of the water. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Depth Charge (I) Source Treasure Vault pg. 81 Price 25 gp --- This ammunition deals 3d6 bludgeoning damage with a DC of 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Depth Charge (II) Source Treasure Vault pg. 81 Price 55 gp --- This ammunition deals 5d6 bludgeoning damage with a DC of 24. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Depth Charge (III) Source Treasure Vault pg. 81 Price 165 gp --- This ammunition deals 7d6 bludgeoning damage with a DC of 28. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Depth Charge (IV) Source Treasure Vault pg. 81 Price 330 gp --- This ammunition deals 9d6 bludgeoning damage with a DC of 30. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Depth Charge (V) Source Treasure Vault pg. 81 Price 660 gp --- This ammunition deals 11d6 bludgeoning damage with a DC of 32. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Depth Charge (VI) Source Treasure Vault pg. 81 Price 1,500 gp --- This ammunition deals 13d6 bludgeoning damage with a DC of 36. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Depth Charge (VII) Source Treasure Vault pg. 81 Price 3,200 gp --- This ammunition deals 15d6 bludgeoning damage with a DC of 39.","ammunition":"any","skill_mod":{},"summary":"This ammunition deals 11d6 bludgeoning damage with a DC of 32.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4581","name":"Depth Charge (V)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4581-4117"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4581","weakness":{},"school":"evocation","price":150000,"trait":["Consumable","Evocation","Magical"],"id":"equipment-4581-4118","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Depth Charge Source Treasure Vault pg. 80 Ammunition any --- Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn’t extend out of the water. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Depth Charge (I) Source Treasure Vault pg. 81 Price 25 gp --- This ammunition deals 3d6 bludgeoning damage with a DC of 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Depth Charge (II) Source Treasure Vault pg. 81 Price 55 gp --- This ammunition deals 5d6 bludgeoning damage with a DC of 24. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Depth Charge (III) Source Treasure Vault pg. 81 Price 165 gp --- This ammunition deals 7d6 bludgeoning damage with a DC of 28. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Depth Charge (IV) Source Treasure Vault pg. 81 Price 330 gp --- This ammunition deals 9d6 bludgeoning damage with a DC of 30. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Depth Charge (V) Source Treasure Vault pg. 81 Price 660 gp --- This ammunition deals 11d6 bludgeoning damage with a DC of 32. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Depth Charge (VI) Source Treasure Vault pg. 81 Price 1,500 gp --- This ammunition deals 13d6 bludgeoning damage with a DC of 36. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Depth Charge (VII) Source Treasure Vault pg. 81 Price 3,200 gp --- This ammunition deals 15d6 bludgeoning damage with a DC of 39.","ammunition":"any","skill_mod":{},"summary":"This ammunition deals 13d6 bludgeoning damage with a DC of 36.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4581","name":"Depth Charge (VI)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4581-4118"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4581","weakness":{},"school":"evocation","price":320000,"trait":["Consumable","Evocation","Magical"],"id":"equipment-4581-4119","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Depth Charge Source Treasure Vault pg. 80 Ammunition any --- Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn’t extend out of the water. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Depth Charge (I) Source Treasure Vault pg. 81 Price 25 gp --- This ammunition deals 3d6 bludgeoning damage with a DC of 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Depth Charge (II) Source Treasure Vault pg. 81 Price 55 gp --- This ammunition deals 5d6 bludgeoning damage with a DC of 24. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Depth Charge (III) Source Treasure Vault pg. 81 Price 165 gp --- This ammunition deals 7d6 bludgeoning damage with a DC of 28. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Depth Charge (IV) Source Treasure Vault pg. 81 Price 330 gp --- This ammunition deals 9d6 bludgeoning damage with a DC of 30. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Depth Charge (V) Source Treasure Vault pg. 81 Price 660 gp --- This ammunition deals 11d6 bludgeoning damage with a DC of 32. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Depth Charge (VI) Source Treasure Vault pg. 81 Price 1,500 gp --- This ammunition deals 13d6 bludgeoning damage with a DC of 36. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Depth Charge (VII) Source Treasure Vault pg. 81 Price 3,200 gp --- This ammunition deals 15d6 bludgeoning damage with a DC of 39.","ammunition":"any","skill_mod":{},"summary":"This ammunition deals 15d6 bludgeoning damage with a DC of 39.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4581","name":"Depth Charge (VII)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4581-4119"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":36000,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-4582","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Dimension Shot Source Treasure Vault pg. 80 Price 360 gp Ammunition any Activate Two Actions command, envision --- Dimension shot is deep blue black, but motes of light play upon it like stars in the night sky. The activated ammunition allows you to teleport to a location near where the ammunition hits. If you hit a creature, you can teleport to an unoccupied space adjacent to that creature. If you fire at a square, you can teleport to a space that contains that square or an unoccupied space adjacent to it. The teleportation fails if no unoccupied space is available to you.\n","ammunition":"any","skill_mod":{},"summary":" Dimension shot is deep blue black, but motes of light play upon it like stars in the night sky. The activated ammunition allows you to teleport to …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4582","name":"Dimension Shot","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4582"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":5000,"trait":["Consumable","Divination","Magical"],"id":"equipment-4583","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Fate Shot Source Treasure Vault pg. 80 Price 50 gp Ammunition any Activate Single Action command --- Fate shot is made of a nickel-steel alloy carved with the smiling face of a comedic player on one side, while the other side holds the frown of a tragic dramatist. When you hit a target with this ammunition, roll a DC 11 flat check. On a success, treat all the damage dice for your attack as though they rolled the average damage +1, rounded up (for example, a fate shot arrow fired from a shortbow would normally deal 1d6, which has an average of 3.5, so you deal 5 damage). This doesn’t affect additional damage dice that only happen on a critical hit, such as those added by the deadly trait. On a failure, roll the damage, but your target takes half damage, and you take the remaining amount as mental damage.\n","ammunition":"any","skill_mod":{},"summary":" Fate shot is made of a nickel-steel alloy carved with the smiling face of a comedic player on one side, while the other side holds the frown of a …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4583","name":"Fate Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4583"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":120000,"trait":["Consumable","Magical","Transmutation"],"id":"equipment-4584","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Garrote Shot Source Treasure Vault pg. 80 Price 1,200 gp Ammunition any Activate Single Action command --- Wiry designs mark the silvery coating on a garrote shot . When the activated ammunition hits a target, it transforms into a silvery garrote that wraps around one of the target’s appendages, dealing 2d12 persistent slashing damage. On a critical hit, it wraps around the target’s throat if it has one, and the target can’t breathe until the persistent damage ends. If the persistent damage kills the target, the garrote severs the appendage it’s wrapped around.\n","ammunition":"any","skill_mod":{},"summary":"Wiry designs mark the silvery coating on a garrote shot . When the activated ammunition hits a target, it transforms into a silvery garrote that …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4584","name":"Garrote Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4584"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":2400,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-4585","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Imp Shot Source Treasure Vault pg. 81 Price 24 gp Ammunition any Activate Single Action command --- This black-and-red ammunition contains an egg-shaped capsule. When an activated imp shot hits, the capsule cracks open and releases a manifestation that resembles a Tiny imp that can’t act in any way or provide benefits outside those described here. If the Strike misses the target, the imp appears, makes a rude gesture at you, and vanishes in a puff of sulfuric smoke. On a hit, though, the imp harries the target for up to 1 minute, remaining in the target’s space, slapping, nipping, hurling insults, and moving with the target as it moves. A creature harried by the imp is flat-footed and takes a –2 circumstance penalty to attack rolls and skill checks. At the start of your turn on each round while the imp is active, you must attempt a DC 11 flat check. On a failure, the imp makes a final vulgar gesture at the target and vanishes in a cloud of brimstone.\n","ammunition":"any","skill_mod":{},"summary":"This black-and-red ammunition contains an egg-shaped capsule. When an activated imp shot hits, the capsule cracks open and releases a manifestation …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4585","name":"Imp Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4585"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":6000,"trait":["Consumable","Evocation","Magical"],"id":"equipment-4586","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Lightning Rod Shot Source Treasure Vault pg. 81 Price 60 gp Ammunition any Activate Single Action command --- Made from a shaft of silver with a gleaming copper tip, the lightning rod shot crackles with electricity as it flies through the air. When a lightning rod shot strikes a target, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn’t stick to the target, it falls to the ground and becomes inactive. If the target of this shot is within 10 feet of any creature or target that takes electricity damage, the target of this shot takes 1 electricity damage for each die of damage taken by the nearby creature or target. If the target of this shot takes electricity damage from a spell or attack, it also takes 1 additional electricity damage for each die of damage dealt. If the spell or attack allows a saving throw to reduce the damage, the target of this shot takes a –1 circumstance penalty to the save. This shot remains active for 1 minute, after which it falls to the ground and crumbles to dust.\n","ammunition":"any","skill_mod":{},"summary":"Made from a shaft of silver with a gleaming copper tip, the lightning rod shot crackles with electricity as it flies through the air. When a …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4586","name":"Lightning Rod Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4586"},{"item_child_id":["equipment-4587-4120","equipment-4587-4121","equipment-4587-4122"],"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Consumable","Evocation","Magical"],"id":"equipment-4587","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Magnetic Shot Source Treasure Vault pg. 81 Ammunition any Activate Single Action command --- Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot . When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magnetic Shot (Lesser) Source Treasure Vault pg. 82 Price 60 gp --- The ammunition grants a +1 circumstance bonus to the attack roll, deals two additional weapon damage dice, and is deadly d8. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Magnetic Shot (Moderate) Source Treasure Vault pg. 82 Price 360 gp --- The ammo grants a +1 circumstance bonus to the attack roll, deals three additional weapon damage dice, and is deadly d10. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnetic Shot (Greater) Source Treasure Vault pg. 82 Price 2,200 gp --- The ammunition grants a +2 circumstance bonus to the attack roll, deals four additional weapon damage dice, and is deadly d12.","ammunition":"any","skill_mod":{},"summary":"Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot . When activated, the shot is more effective against …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4587","name":"Magnetic Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4587"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4587","weakness":{},"school":"evocation","price":6000,"trait":["Consumable","Evocation","Magical"],"id":"equipment-4587-4120","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Magnetic Shot Source Treasure Vault pg. 81 Ammunition any Activate Single Action command --- Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot . When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magnetic Shot (Lesser) Source Treasure Vault pg. 82 Price 60 gp --- The ammunition grants a +1 circumstance bonus to the attack roll, deals two additional weapon damage dice, and is deadly d8. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Magnetic Shot (Moderate) Source Treasure Vault pg. 82 Price 360 gp --- The ammo grants a +1 circumstance bonus to the attack roll, deals three additional weapon damage dice, and is deadly d10. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnetic Shot (Greater) Source Treasure Vault pg. 82 Price 2,200 gp --- The ammunition grants a +2 circumstance bonus to the attack roll, deals four additional weapon damage dice, and is deadly d12.","ammunition":"any","skill_mod":{},"summary":"The ammunition grants a +1 circumstance bonus to the attack roll, deals two additional weapon damage dice, and is deadly d8 .","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4587","name":"Magnetic Shot (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4587-4120"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4587","weakness":{},"school":"evocation","price":36000,"trait":["Consumable","Evocation","Magical"],"id":"equipment-4587-4121","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Magnetic Shot Source Treasure Vault pg. 81 Ammunition any Activate Single Action command --- Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot . When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magnetic Shot (Lesser) Source Treasure Vault pg. 82 Price 60 gp --- The ammunition grants a +1 circumstance bonus to the attack roll, deals two additional weapon damage dice, and is deadly d8. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Magnetic Shot (Moderate) Source Treasure Vault pg. 82 Price 360 gp --- The ammo grants a +1 circumstance bonus to the attack roll, deals three additional weapon damage dice, and is deadly d10. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnetic Shot (Greater) Source Treasure Vault pg. 82 Price 2,200 gp --- The ammunition grants a +2 circumstance bonus to the attack roll, deals four additional weapon damage dice, and is deadly d12.","ammunition":"any","skill_mod":{},"summary":"The ammo grants a +1 circumstance bonus to the attack roll, deals three additional weapon damage dice, and is deadly d10.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4587","name":"Magnetic Shot (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4587-4121"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4587","weakness":{},"school":"evocation","price":220000,"trait":["Consumable","Evocation","Magical"],"id":"equipment-4587-4122","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Magnetic Shot Source Treasure Vault pg. 81 Ammunition any Activate Single Action command --- Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot . When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magnetic Shot (Lesser) Source Treasure Vault pg. 82 Price 60 gp --- The ammunition grants a +1 circumstance bonus to the attack roll, deals two additional weapon damage dice, and is deadly d8. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Magnetic Shot (Moderate) Source Treasure Vault pg. 82 Price 360 gp --- The ammo grants a +1 circumstance bonus to the attack roll, deals three additional weapon damage dice, and is deadly d10. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnetic Shot (Greater) Source Treasure Vault pg. 82 Price 2,200 gp --- The ammunition grants a +2 circumstance bonus to the attack roll, deals four additional weapon damage dice, and is deadly d12.","ammunition":"any","skill_mod":{},"summary":"The ammunition grants a +2 circumstance bonus to the attack roll, deals four additional weapon damage dice, and is deadly d12.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4587","name":"Magnetic Shot (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4587-4122"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":25000,"trait":["Consumable","Enchantment","Magical"],"id":"equipment-4588","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Mindlock Shot Source Treasure Vault pg. 81 Price 250 gp Ammunition any Activate Two Actions command, envision --- Mindlock shot is made of luminous ectoplasm in a crystalline form. When you command this ammunition, you pick a Stride or Strike. If you hit a creature with the ammunition, it falls under a mental effect that makes it use its first action on its next turn to take the action you picked. It chooses exactly how to use that action, and if you choose Stride, the target can Step if doing so is beneficial for it. On a critical hit, the target must use its next 2 actions to do as you chose, within the same parameters.\n","ammunition":"any","skill_mod":{},"summary":" Mindlock shot is made of luminous ectoplasm in a crystalline form. When you command this ammunition, you pick a Stride or Strike . If you hit a …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4588","name":"Mindlock Shot","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4588"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":900,"trait":["Consumable","Divination","Magical"],"id":"equipment-4589","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Ranging Shot Source Treasure Vault pg. 81 Price 9 gp Ammunition any Activate Single Action command --- Strange striations and pits mark the head of a ranging shot . When the activated ammunition is fired, it sends out whistling pings along its path until it hits something or reaches its maximum range. As long as you can perceive the sounds the ammunition makes, you can tell exactly how far it has flown. The sounds are audible to creatures who didn’t Activate the ammunition, but they receive no special information from the ranging shot’s whistling.\n","ammunition":"any","skill_mod":{},"summary":"Strange striations and pits mark the head of a ranging shot . When the activated ammunition is fired, it sends out whistling pings along its path …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4589","name":"Ranging Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4589"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":7200,"trait":["Consumable","Divination","Light","Magical"],"id":"equipment-4590","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Sighting Shot Source Treasure Vault pg. 81 Price 72 gp Ammunition any Activate Two Actions command, envision --- Eyes are carved onto a sighting shot . When you Activate the ammunition, it glows, shedding bright light for 20 feet and dim light for 20 feet beyond that. If you shot the activated ammunition, your mind swirls with images of what the sighting shot passed and hit as if you sprinted along the ammunition’s course. You see this path as if with your normal visual senses. Once a sighting shot hits anything or reaches its maximum range, it stops transmitting images to you. A sighting shot’s light is visible to creatures who didn’t Activate the ammunition, but they receive no special information from it.\n","ammunition":"any","skill_mod":{},"summary":"Eyes are carved onto a sighting shot . When you Activate the ammunition, it glows, shedding bright light for 20 feet and dim light for 20 feet …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4590","name":"Sighting Shot","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4590"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":550000,"trait":["Consumable","Evocation","Magical"],"id":"equipment-4591","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Spell Echo Shot Source Treasure Vault pg. 82 Price 5,500 gp Ammunition any Activate Single Action command --- Generous amounts of djezet and orichalcum mix in a spell echo shot . When you Activate it, you name up to four creatures, in addition to you, that the ammunition’s magic works for. When spell echo shot strikes a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn’t stick to the target, the active ammunition instead falls into the target’s space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 5th level or lower; has an area of a burst, cone, or line; and does not have a duration, the materials in the ammunition immediately duplicate that spell with the same parameters. A duplicated spell can’t be duplicated again by another effect. Duplicating a spell destroys the ammunition, which otherwise remains active for 1 minute.\n","ammunition":"any","skill_mod":{},"summary":"Generous amounts of djezet and orichalcum mix in a spell echo shot . When you Activate it, you name up to four creatures, in addition to you, that …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4591","name":"Spell Echo Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4591"},{"item_child_id":["equipment-4592-4123","equipment-4592-4124","equipment-4592-4125","equipment-4592-4126"],"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Consumable","Magical"],"id":"equipment-4592","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Weapon Shot Source Treasure Vault pg. 82 Ammunition any --- The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it. It’s a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon. Activate Single Action envision; Effect For the Strike with which you consume the ammunition, use the ammunition’s fundamental runes, according to its type, instead of those of the weapon firing it. Activate Two Actions envision, Interact; Effect A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the Strike with which it functions, the weapon uses the ammunition’s fundamental runes, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Weapon Shot (Lesser) Source Treasure Vault pg. 83 Price 20 gp --- The attack functions appropriately for a +1 striking weapon. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Weapon Shot (Moderate) Source Treasure Vault pg. 83 Price 200 gp --- The attack functions appropriately for a +2 striking weapon. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Weapon Shot (Greater) Source Treasure Vault pg. 83 Price 400 gp --- The attack functions appropriately for a +2 greater striking weapon . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Weapon Shot (Major) Source Treasure Vault pg. 83 Price 2,000 gp --- The attack functions appropriately for a +3 greater striking weapon. ","ammunition":"any","skill_mod":{},"summary":"The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4592","name":"Weapon Shot","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4592"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4592","weakness":{},"school":"conjuration","price":2000,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-4592-4123","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Weapon Shot Source Treasure Vault pg. 82 Ammunition any --- The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it. It’s a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon. Activate Single Action envision; Effect For the Strike with which you consume the ammunition, use the ammunition’s fundamental runes, according to its type, instead of those of the weapon firing it. Activate Two Actions envision, Interact; Effect A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the Strike with which it functions, the weapon uses the ammunition’s fundamental runes, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Weapon Shot (Lesser) Source Treasure Vault pg. 83 Price 20 gp --- The attack functions appropriately for a +1 striking weapon. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Weapon Shot (Moderate) Source Treasure Vault pg. 83 Price 200 gp --- The attack functions appropriately for a +2 striking weapon. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Weapon Shot (Greater) Source Treasure Vault pg. 83 Price 400 gp --- The attack functions appropriately for a +2 greater striking weapon . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Weapon Shot (Major) Source Treasure Vault pg. 83 Price 2,000 gp --- The attack functions appropriately for a +3 greater striking weapon. ","ammunition":"any","skill_mod":{},"summary":"The attack functions appropriately for a +1 striking weapon.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4592","name":"Weapon Shot (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4592-4123"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4592","weakness":{},"school":"conjuration","price":20000,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-4592-4124","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Weapon Shot Source Treasure Vault pg. 82 Ammunition any --- The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it. It’s a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon. Activate Single Action envision; Effect For the Strike with which you consume the ammunition, use the ammunition’s fundamental runes, according to its type, instead of those of the weapon firing it. Activate Two Actions envision, Interact; Effect A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the Strike with which it functions, the weapon uses the ammunition’s fundamental runes, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Weapon Shot (Lesser) Source Treasure Vault pg. 83 Price 20 gp --- The attack functions appropriately for a +1 striking weapon. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Weapon Shot (Moderate) Source Treasure Vault pg. 83 Price 200 gp --- The attack functions appropriately for a +2 striking weapon. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Weapon Shot (Greater) Source Treasure Vault pg. 83 Price 400 gp --- The attack functions appropriately for a +2 greater striking weapon . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Weapon Shot (Major) Source Treasure Vault pg. 83 Price 2,000 gp --- The attack functions appropriately for a +3 greater striking weapon. ","ammunition":"any","skill_mod":{},"summary":"The attack functions appropriately for a +2 striking weapon.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4592","name":"Weapon Shot (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4592-4124"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4592","weakness":{},"school":"conjuration","price":40000,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-4592-4125","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Weapon Shot Source Treasure Vault pg. 82 Ammunition any --- The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it. It’s a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon. Activate Single Action envision; Effect For the Strike with which you consume the ammunition, use the ammunition’s fundamental runes, according to its type, instead of those of the weapon firing it. Activate Two Actions envision, Interact; Effect A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the Strike with which it functions, the weapon uses the ammunition’s fundamental runes, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Weapon Shot (Lesser) Source Treasure Vault pg. 83 Price 20 gp --- The attack functions appropriately for a +1 striking weapon. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Weapon Shot (Moderate) Source Treasure Vault pg. 83 Price 200 gp --- The attack functions appropriately for a +2 striking weapon. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Weapon Shot (Greater) Source Treasure Vault pg. 83 Price 400 gp --- The attack functions appropriately for a +2 greater striking weapon . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Weapon Shot (Major) Source Treasure Vault pg. 83 Price 2,000 gp --- The attack functions appropriately for a +3 greater striking weapon. ","ammunition":"any","skill_mod":{},"summary":"The attack functions appropriately for a +2 greater striking weapon .","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4592","name":"Weapon Shot (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4592-4125"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4592","weakness":{},"school":"conjuration","price":200000,"trait":["Conjuration","Consumable","Magical"],"id":"equipment-4592-4126","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Weapon Shot Source Treasure Vault pg. 82 Ammunition any --- The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it. It’s a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon. Activate Single Action envision; Effect For the Strike with which you consume the ammunition, use the ammunition’s fundamental runes, according to its type, instead of those of the weapon firing it. Activate Two Actions envision, Interact; Effect A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the Strike with which it functions, the weapon uses the ammunition’s fundamental runes, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Weapon Shot (Lesser) Source Treasure Vault pg. 83 Price 20 gp --- The attack functions appropriately for a +1 striking weapon. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Weapon Shot (Moderate) Source Treasure Vault pg. 83 Price 200 gp --- The attack functions appropriately for a +2 striking weapon. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Weapon Shot (Greater) Source Treasure Vault pg. 83 Price 400 gp --- The attack functions appropriately for a +2 greater striking weapon . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Weapon Shot (Major) Source Treasure Vault pg. 83 Price 2,000 gp --- The attack functions appropriately for a +3 greater striking weapon. ","ammunition":"any","skill_mod":{},"summary":"The attack functions appropriately for a +3 greater striking weapon.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4592","name":"Weapon Shot (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4592-4126"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":25000,"trait":["Auditory","Consumable","Emotion","Enchantment","Incapacitation","Magical","Mental","Missive"],"id":"equipment-4593","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Captivating Score Source Treasure Vault pg. 84 Price 250 gp Usage held in 1 hand Activate Two Actions envision, Interact --- A captivating score is a piece of parchment prepared for musical notation, long enough for a short song. You must be trained in Performance to properly compose this missive (or trained in an appropriate Lore skill your GM allows). You choose one of the emotions described below and write a musical composition to convey that emotion about a subject of your choice, typically a person or group. When activated, the missive plays a note-perfect rendition of the inscribed score. Each creature that can hear the score must succeed at a DC 28 Will save or be influenced to feel the emotion you chose toward the subject of your composition. This lasts for 1 hour, typically returning the creature to its initial attitude unless new events have altered their attitude long-term. Positive Your song engenders sympathy, adoration, joy, or a similar emotion. An affected creature’s attitude toward the subject improves by one step, such as from indifferent to friendly. Negative Your song spurs anger, sadness, jealousy, or a similar emotion. An affected creature’s attitude toward the subject worsens by one step, such as from indifferent to unfriendly. When composing this missive, you can add a small notation or illustration of a type of instrument. If you do, the music sounds like that instrument, and if you didn’t specify, it sounds vaguely like a recorder. The choice of a louder instrument doesn’t make the music carry farther.\n","skill_mod":{},"summary":"A captivating score is a piece of parchment prepared for musical notation, long enough for a short song. You must be trained in Performance to …","primary_source":"Treasure Vault","trait_group":["Sense","Equipment","Mechanics","School"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=4593","name":"Captivating Score","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4593"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":1300,"trait":["Consumable","Evocation","Magical","Missive"],"id":"equipment-4594","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Explosive Missive Source Treasure Vault pg. 84 Price 13 gp Usage held in 1 hand Activate Two Actions envision, Interact --- An explosive missive is slightly warm to the touch, regardless of the surrounding environment. When composed and then activated, the missive explodes. The tenor of what you write or the theme of your illustration determines the damage type and adds the corresponding trait to the missive: acid for a caustic inscription, cold for an aloof one, electricity for an energetic one, fire for an angry one, or sonic for an overly emphatic one. The missive deals 4d6 damage to each creature in a 5-foot burst from a corner of the missive’s space (DC 18 basic Reflex save). A creature who rolls a critical failure also takes 1d4 persistent damage of the same type. The missive burns to ash while releasing its magic.\n","skill_mod":{},"summary":"An explosive missive is slightly warm to the touch, regardless of the surrounding environment. When composed and then activated, the missive …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=4594","name":"Explosive Missive","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4594"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":2000,"trait":["Consumable","Evocation","Light","Magical","Missive"],"id":"equipment-4595","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Glimmering Missive Source Treasure Vault pg. 85 Price 20 gp Usage held in 1 hand Activate Two Actions envision, Interact --- A glimmering missive sparkles as you compose it. When activated, it explodes, disintegrating into a shower of multicolored motes in a 10-foot burst from a corner of the missive’s space. Creatures in the area are covered in sparkling dust that remains luminous for 1 hour. Visible creatures can’t be concealed while covered by the luminous dust; any invisible creatures are concealed while covered in the luminous dust, rather than being undetected.\n","skill_mod":{},"summary":"A glimmering missive sparkles as you compose it. When activated, it explodes, disintegrating into a shower of multicolored motes in a 10-foot …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=4595","name":"Glimmering Missive","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4595"},{"item_child_id":["equipment-4596-4127","equipment-4596-4128","equipment-4596-4129","equipment-4596-4130"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Consumable","Magical","Missive"],"id":"equipment-4596","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Heartening Missive Source Treasure Vault pg. 85 Usage held in 1 hand Activate Two Actions envision, Interact --- You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours. It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours. If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non-magical when it arrives. After imparting or losing its magic, the missive remains as a normal document. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Bull) Source Treasure Vault pg. 85 Price 50 gp --- Folded into a bull, this missive grants the recipient a sense of solidity. The recipient gains a +1 item bonus to Fortitude saves for the next 24 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Heartening Missive (Butterfly) Source Treasure Vault pg. 85 Price 25 gp --- Folded into a delicate butterfly, this missive grants the recipient a sense of grace and poise. Once during the next 24 hours, when the recipient fails a Diplomacy or Performance check, they can improve the result from a failure to a success or from a critical failure to a failure. This is a fortune effect. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Rabbit) Source Treasure Vault pg. 85 Price 50 gp --- Folded into a rabbit sitting on its haunches, this missive grants the recipient a sense of mischief and agility. The recipient gains a +1 item bonus to Reflex saves for the next 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Turtle) Source Treasure Vault pg. 85 Price 50 gp --- Folded into a square-shelled turtle, this missive grants the recipient a firm sense of self and serenity. The recipient gains a +1 item bonus to Will saves for the next 24 hours.","skill_mod":{},"summary":"You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=4596","name":"Heartening Missive","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4596"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4596","weakness":{},"school":"abjuration","price":5000,"trait":["Abjuration","Consumable","Magical","Missive"],"id":"equipment-4596-4127","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Heartening Missive Source Treasure Vault pg. 85 Usage held in 1 hand Activate Two Actions envision, Interact --- You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours. It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours. If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non-magical when it arrives. After imparting or losing its magic, the missive remains as a normal document. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Bull) Source Treasure Vault pg. 85 Price 50 gp --- Folded into a bull, this missive grants the recipient a sense of solidity. The recipient gains a +1 item bonus to Fortitude saves for the next 24 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Heartening Missive (Butterfly) Source Treasure Vault pg. 85 Price 25 gp --- Folded into a delicate butterfly, this missive grants the recipient a sense of grace and poise. Once during the next 24 hours, when the recipient fails a Diplomacy or Performance check, they can improve the result from a failure to a success or from a critical failure to a failure. This is a fortune effect. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Rabbit) Source Treasure Vault pg. 85 Price 50 gp --- Folded into a rabbit sitting on its haunches, this missive grants the recipient a sense of mischief and agility. The recipient gains a +1 item bonus to Reflex saves for the next 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Turtle) Source Treasure Vault pg. 85 Price 50 gp --- Folded into a square-shelled turtle, this missive grants the recipient a firm sense of self and serenity. The recipient gains a +1 item bonus to Will saves for the next 24 hours.","skill_mod":{},"summary":"Folded into a bull, this missive grants the recipient a sense of solidity. The recipient gains a +1 item bonus to Fortitude saves for the next 24 …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=4596","name":"Heartening Missive (Bull)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4596-4127"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4596","weakness":{},"school":"abjuration","price":2500,"trait":["Abjuration","Consumable","Magical","Missive"],"id":"equipment-4596-4128","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Heartening Missive Source Treasure Vault pg. 85 Usage held in 1 hand Activate Two Actions envision, Interact --- You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours. It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours. If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non-magical when it arrives. After imparting or losing its magic, the missive remains as a normal document. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Bull) Source Treasure Vault pg. 85 Price 50 gp --- Folded into a bull, this missive grants the recipient a sense of solidity. The recipient gains a +1 item bonus to Fortitude saves for the next 24 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Heartening Missive (Butterfly) Source Treasure Vault pg. 85 Price 25 gp --- Folded into a delicate butterfly, this missive grants the recipient a sense of grace and poise. Once during the next 24 hours, when the recipient fails a Diplomacy or Performance check, they can improve the result from a failure to a success or from a critical failure to a failure. This is a fortune effect. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Rabbit) Source Treasure Vault pg. 85 Price 50 gp --- Folded into a rabbit sitting on its haunches, this missive grants the recipient a sense of mischief and agility. The recipient gains a +1 item bonus to Reflex saves for the next 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Turtle) Source Treasure Vault pg. 85 Price 50 gp --- Folded into a square-shelled turtle, this missive grants the recipient a firm sense of self and serenity. The recipient gains a +1 item bonus to Will saves for the next 24 hours.","skill_mod":{},"summary":"Folded into a delicate butterfly, this missive grants the recipient a sense of grace and poise. Once during the next 24 hours, when the recipient …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=4596","name":"Heartening Missive (Butterfly)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4596-4128"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4596","weakness":{},"school":"abjuration","price":5000,"trait":["Abjuration","Consumable","Magical","Missive"],"id":"equipment-4596-4129","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Heartening Missive Source Treasure Vault pg. 85 Usage held in 1 hand Activate Two Actions envision, Interact --- You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours. It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours. If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non-magical when it arrives. After imparting or losing its magic, the missive remains as a normal document. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Bull) Source Treasure Vault pg. 85 Price 50 gp --- Folded into a bull, this missive grants the recipient a sense of solidity. The recipient gains a +1 item bonus to Fortitude saves for the next 24 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Heartening Missive (Butterfly) Source Treasure Vault pg. 85 Price 25 gp --- Folded into a delicate butterfly, this missive grants the recipient a sense of grace and poise. Once during the next 24 hours, when the recipient fails a Diplomacy or Performance check, they can improve the result from a failure to a success or from a critical failure to a failure. This is a fortune effect. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Rabbit) Source Treasure Vault pg. 85 Price 50 gp --- Folded into a rabbit sitting on its haunches, this missive grants the recipient a sense of mischief and agility. The recipient gains a +1 item bonus to Reflex saves for the next 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Turtle) Source Treasure Vault pg. 85 Price 50 gp --- Folded into a square-shelled turtle, this missive grants the recipient a firm sense of self and serenity. The recipient gains a +1 item bonus to Will saves for the next 24 hours.","skill_mod":{},"summary":"Folded into a rabbit sitting on its haunches, this missive grants the recipient a sense of mischief and agility. The recipient gains a +1 item bonus …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=4596","name":"Heartening Missive (Rabbit)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4596-4129"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4596","weakness":{},"school":"abjuration","price":5000,"trait":["Abjuration","Consumable","Magical","Missive"],"id":"equipment-4596-4130","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Heartening Missive Source Treasure Vault pg. 85 Usage held in 1 hand Activate Two Actions envision, Interact --- You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours. It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours. If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non-magical when it arrives. After imparting or losing its magic, the missive remains as a normal document. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Bull) Source Treasure Vault pg. 85 Price 50 gp --- Folded into a bull, this missive grants the recipient a sense of solidity. The recipient gains a +1 item bonus to Fortitude saves for the next 24 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Heartening Missive (Butterfly) Source Treasure Vault pg. 85 Price 25 gp --- Folded into a delicate butterfly, this missive grants the recipient a sense of grace and poise. Once during the next 24 hours, when the recipient fails a Diplomacy or Performance check, they can improve the result from a failure to a success or from a critical failure to a failure. This is a fortune effect. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Rabbit) Source Treasure Vault pg. 85 Price 50 gp --- Folded into a rabbit sitting on its haunches, this missive grants the recipient a sense of mischief and agility. The recipient gains a +1 item bonus to Reflex saves for the next 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Turtle) Source Treasure Vault pg. 85 Price 50 gp --- Folded into a square-shelled turtle, this missive grants the recipient a firm sense of self and serenity. The recipient gains a +1 item bonus to Will saves for the next 24 hours.","skill_mod":{},"summary":"Folded into a square-shelled turtle, this missive grants the recipient a firm sense of self and serenity. The recipient gains a +1 item bonus to Will …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=4596","name":"Heartening Missive (Turtle)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4596-4130"},{"item_child_id":["equipment-4597-4131","equipment-4597-4132"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","trait":["Consumable","Divination","Magical","Missive"],"id":"equipment-4597","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Messenger Missive Source Treasure Vault pg. 85 Usage held in 1 hand Activate Two Actions envision, Interact --- A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect to be in that location as a recipient; if you don’t, the first creature in the location to touch the missive is treated as the recipient. Once you finish composing the missive, it folds itself into the shape of a bird and Flies at a Speed of 45 feet (15 miles per hour) toward the location for up to 24 hours. It alights near its recipient or in their hand. When activated, the missive becomes non-magical but retains its contents. If it fails to reach its recipient in 24 hours, the missive burns to ash. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Messanger Missive Source Treasure Vault pg. 85 Price 18 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Messanger Missive (Multiple) Source Treasure Vault pg. 85 Price 60 gp --- You can write up to four locations on the missive, one on each edge of the paper; you can include a recipient for each location, as well. When you finish composing the missive, it folds into four identical missive birds, each one flying to one of the locations carrying the same message.","skill_mod":{},"summary":"A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=4597","name":"Messenger Missive","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4597"},{"remaster_name":["Messenger Missive"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4597","weakness":{},"school":"divination","price":1800,"trait":["Consumable","Divination","Magical","Missive"],"id":"equipment-4597-4131","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Messenger Missive Source Treasure Vault pg. 85 Usage held in 1 hand Activate Two Actions envision, Interact --- A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect to be in that location as a recipient; if you don’t, the first creature in the location to touch the missive is treated as the recipient. Once you finish composing the missive, it folds itself into the shape of a bird and Flies at a Speed of 45 feet (15 miles per hour) toward the location for up to 24 hours. It alights near its recipient or in their hand. When activated, the missive becomes non-magical but retains its contents. If it fails to reach its recipient in 24 hours, the missive burns to ash. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Messanger Missive Source Treasure Vault pg. 85 Price 18 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Messanger Missive (Multiple) Source Treasure Vault pg. 85 Price 60 gp --- You can write up to four locations on the missive, one on each edge of the paper; you can include a recipient for each location, as well. When you finish composing the missive, it folds into four identical missive birds, each one flying to one of the locations carrying the same message.","skill_mod":{},"summary":"A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=4597","name":"Messanger Missive","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4597-4131"},{"remaster_name":["Messenger Missive (Multiple)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4597","weakness":{},"school":"divination","price":6000,"trait":["Consumable","Divination","Magical","Missive"],"id":"equipment-4597-4132","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Messenger Missive Source Treasure Vault pg. 85 Usage held in 1 hand Activate Two Actions envision, Interact --- A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect to be in that location as a recipient; if you don’t, the first creature in the location to touch the missive is treated as the recipient. Once you finish composing the missive, it folds itself into the shape of a bird and Flies at a Speed of 45 feet (15 miles per hour) toward the location for up to 24 hours. It alights near its recipient or in their hand. When activated, the missive becomes non-magical but retains its contents. If it fails to reach its recipient in 24 hours, the missive burns to ash. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Messanger Missive Source Treasure Vault pg. 85 Price 18 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Messanger Missive (Multiple) Source Treasure Vault pg. 85 Price 60 gp --- You can write up to four locations on the missive, one on each edge of the paper; you can include a recipient for each location, as well. When you finish composing the missive, it folds into four identical missive birds, each one flying to one of the locations carrying the same message.","skill_mod":{},"summary":"You can write up to four locations on the missive, one on each edge of the paper; you can include a recipient for each location, as well. When you …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=4597","name":"Messanger Missive (Multiple)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4597-4132"},{"remaster_name":["Red-Handed Missive"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":6000,"trait":["Consumable","Curse","Magical","Missive","Transmutation"],"id":"equipment-4598","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Red-handed Missive Source Treasure Vault pg. 85 Price 60 gp Usage held in 1 hand Activate Two Actions envision, Interact --- Composed to look like an important document, a red-handed missive is a trap used by those who suspect someone has been going through their correspondence. If activated, the missive dissolves into red dye that coats anything touching the missive. Magic in the dye prevents it from washing off for 1 week.\n","skill_mod":{},"summary":"Composed to look like an important document, a red-handed missive is a trap used by those who suspect someone has been going through their …","primary_source":"Treasure Vault","trait_group":["Equipment","Affliction","Mechanics","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=4598","name":"Red-handed Missive","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4598"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":2200,"trait":["Consumable","Curse","Enchantment","Magical","Mental","Missive"],"id":"equipment-4599","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Stage Fright Missive Source Treasure Vault pg. 85 Price 22 gp Usage held in 1 hand Activate Two Actions envision, Interact --- Composing a stage fright missive usually involves creating a scathing review, insulting letter, or embarrassing image that ridicules the recipient. The activating creature must succeed at a DC 20 Will save or be overcome with embarrassment for 1 hour, taking a –1 status penalty to Deception, Diplomacy, Intimidation, and Performance checks. During this time, if the creature attempts to speak or perform in front of an audience, they become sickened 1. When they recover from this sickened condition, the missive’s effects end. You choose when composing the missive whether it remains as a non‑magical document or burns to ash after imparting its magic.\n","skill_mod":{},"summary":"Composing a stage fright missive usually involves creating a scathing review, insulting letter, or embarrassing image that ridicules the recipient. …","primary_source":"Treasure Vault","trait_group":["Equipment","Affliction","School","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=4599","name":"Stage Fright Missive","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4599"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":600,"trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-4600","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Anticorrosion Oil Source Treasure Vault pg. 86 Price 6 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- You can coat objects of 6 Bulk or less with anticorrosion oil . For 24 hours, the object takes half damage from acid and from all effects that specifically cause it to rust or corrode, such as contact with a rust monster’s antennae.\n","skill_mod":{},"summary":"You can coat objects of 6 Bulk or less with anticorrosion oil . For 24 hours, the object takes half damage from acid and from all effects that …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4600","name":"Anticorrosion Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4600"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":1200,"trait":["Consumable","Divination","Magical","Oil","Uncommon"],"id":"equipment-4601","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Bane Oil Source Treasure Vault pg. 86 Price 12 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- Bane oil comes in as many forms as the bane weapon property rune. Coating a weapon with the oil gives the weapon the benefit of one type of bane rune for 1 minute. A weapon can be coated in only one type of bane oil at a time. Any new application of this oil supersedes any previous one. If a weapon has the bane rune, this oil has no effect if it’s of the same type as the rune.\n","skill_mod":{},"summary":" Bane oil comes in as many forms as the bane weapon property rune. Coating a weapon with the oil gives the weapon the benefit of one type of bane …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4601","name":"Bane Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4601"},{"remaster_name":["Burial Oil"],"item_child_id":["equipment-4602-4133","equipment-4602-4134"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","trait":["Consumable","Magical","Necromancy","Oil","Uncommon"],"id":"equipment-4602","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Disrupting Oil Source Treasure Vault pg. 86 Usage held in 2 hands Bulk L Activate Single Action Interact --- A pearlescent fluid, disrupting oil applied to a weapon grants the benefits of a disrupting rune for 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Disrupting Oil Source Treasure Vault pg. 86 Price 10 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Disrupting Oil (Greater) Source Treasure Vault pg. 86 Price 250 gp --- The oil acts as a greater disrupting rune with a save DC of 30.","skill_mod":{},"summary":"A pearlescent fluid, disrupting oil applied to a weapon grants the benefits of a disrupting rune for 1 minute.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4602","name":"Disrupting Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4602"},{"remaster_name":["Burial Oil"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4602","weakness":{},"school":"necromancy","price":1000,"trait":["Consumable","Magical","Necromancy","Oil","Uncommon"],"id":"equipment-4602-4133","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Disrupting Oil Source Treasure Vault pg. 86 Usage held in 2 hands Bulk L Activate Single Action Interact --- A pearlescent fluid, disrupting oil applied to a weapon grants the benefits of a disrupting rune for 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Disrupting Oil Source Treasure Vault pg. 86 Price 10 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Disrupting Oil (Greater) Source Treasure Vault pg. 86 Price 250 gp --- The oil acts as a greater disrupting rune with a save DC of 30.","skill_mod":{},"summary":"A pearlescent fluid, disrupting oil applied to a weapon grants the benefits of a disrupting rune for 1 minute.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4602","name":"Disrupting Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4602-4133"},{"remaster_name":["Burial Oil (Greater)"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4602","weakness":{},"school":"necromancy","price":25000,"trait":["Consumable","Magical","Necromancy","Oil","Uncommon"],"id":"equipment-4602-4134","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Disrupting Oil Source Treasure Vault pg. 86 Usage held in 2 hands Bulk L Activate Single Action Interact --- A pearlescent fluid, disrupting oil applied to a weapon grants the benefits of a disrupting rune for 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Disrupting Oil Source Treasure Vault pg. 86 Price 10 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Disrupting Oil (Greater) Source Treasure Vault pg. 86 Price 250 gp --- The oil acts as a greater disrupting rune with a save DC of 30.","skill_mod":{},"summary":"The oil acts as a greater disrupting rune with a save DC of 30.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4602","name":"Disrupting Oil (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4602-4134"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":22000,"trait":["Consumable","Evocation","Magical","Oil","Uncommon"],"id":"equipment-4603","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Fundamental Oil Source Treasure Vault pg. 86 Price 220 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- Made of elemental salts and essences from the Inner Sphere or where such planes leak onto the Material Plane, fundamental oil is anathema to elementals and other creatures with a weakness to elemental damage. A weapon anointed with this oil acts as bane oil to elementals, but the damage type is the same as the target’s greatest weakness if the target has weakness to acid, cold, electricity, fire, or sonic damage. If it has none of these, the additional damage is the same type as the weapon’s damage type. These effects last 1 minute.\n","skill_mod":{},"summary":"Made of elemental salts and essences from the Inner Sphere or where such planes leak onto the Material Plane, fundamental oil is anathema to …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4603","name":"Fundamental Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4603"},{"item_child_id":["equipment-4604-4135","equipment-4604-4136","equipment-4604-4137","equipment-4604-4138"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":300,"trait":["Consumable","Healing","Magical","Necromancy","Oil","Uncommon"],"id":"equipment-4604","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Life-Boosting Oil Source Treasure Vault pg. 86 Price 3 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- When you apply sticky, stinging life-boosting oil , you gain fast healing according to the oil’s type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Life-Boosting Oil (Lesser) Source Treasure Vault pg. 86 Price 12 gp --- The oil grants fast healing 3. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Life-Boosting Oil (Moderate) Source Treasure Vault pg. 86 Price 70 gp --- The oil grants fast healing 6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Life-Boosting Oil (Greater) Source Treasure Vault pg. 86 Price 300 gp --- The oil grants fast healing 10 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Life-Boosting Oil (Major) Source Treasure Vault pg. 86 Price 1,300 gp --- The oil grants fast healing 15.","skill_mod":{},"summary":"When you apply sticky, stinging life-boosting oil , you gain fast healing according to the oil’s type that starts the first time you take damage …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4604","name":"Life-Boosting Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4604"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4604","weakness":{},"school":"necromancy","price":1200,"trait":["Consumable","Healing","Magical","Necromancy","Oil","Uncommon"],"id":"equipment-4604-4135","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Life-Boosting Oil Source Treasure Vault pg. 86 Price 3 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- When you apply sticky, stinging life-boosting oil , you gain fast healing according to the oil’s type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Life-Boosting Oil (Lesser) Source Treasure Vault pg. 86 Price 12 gp --- The oil grants fast healing 3. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Life-Boosting Oil (Moderate) Source Treasure Vault pg. 86 Price 70 gp --- The oil grants fast healing 6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Life-Boosting Oil (Greater) Source Treasure Vault pg. 86 Price 300 gp --- The oil grants fast healing 10 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Life-Boosting Oil (Major) Source Treasure Vault pg. 86 Price 1,300 gp --- The oil grants fast healing 15.","skill_mod":{},"summary":"The oil grants fast healing 3.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4604","name":"Life-Boosting Oil (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4604-4135"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4604","weakness":{},"school":"necromancy","price":7000,"trait":["Consumable","Healing","Magical","Necromancy","Oil","Uncommon"],"id":"equipment-4604-4136","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Life-Boosting Oil Source Treasure Vault pg. 86 Price 3 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- When you apply sticky, stinging life-boosting oil , you gain fast healing according to the oil’s type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Life-Boosting Oil (Lesser) Source Treasure Vault pg. 86 Price 12 gp --- The oil grants fast healing 3. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Life-Boosting Oil (Moderate) Source Treasure Vault pg. 86 Price 70 gp --- The oil grants fast healing 6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Life-Boosting Oil (Greater) Source Treasure Vault pg. 86 Price 300 gp --- The oil grants fast healing 10 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Life-Boosting Oil (Major) Source Treasure Vault pg. 86 Price 1,300 gp --- The oil grants fast healing 15.","skill_mod":{},"summary":"The oil grants fast healing 6.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4604","name":"Life-Boosting Oil (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4604-4136"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4604","weakness":{},"school":"necromancy","price":30000,"trait":["Consumable","Healing","Magical","Necromancy","Oil","Uncommon"],"id":"equipment-4604-4137","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Life-Boosting Oil Source Treasure Vault pg. 86 Price 3 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- When you apply sticky, stinging life-boosting oil , you gain fast healing according to the oil’s type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Life-Boosting Oil (Lesser) Source Treasure Vault pg. 86 Price 12 gp --- The oil grants fast healing 3. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Life-Boosting Oil (Moderate) Source Treasure Vault pg. 86 Price 70 gp --- The oil grants fast healing 6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Life-Boosting Oil (Greater) Source Treasure Vault pg. 86 Price 300 gp --- The oil grants fast healing 10 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Life-Boosting Oil (Major) Source Treasure Vault pg. 86 Price 1,300 gp --- The oil grants fast healing 15.","skill_mod":{},"summary":"The oil grants fast healing 10","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4604","name":"Life-Boosting Oil (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4604-4137"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4604","weakness":{},"school":"necromancy","price":130000,"trait":["Consumable","Healing","Magical","Necromancy","Oil","Uncommon"],"id":"equipment-4604-4138","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Life-Boosting Oil Source Treasure Vault pg. 86 Price 3 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- When you apply sticky, stinging life-boosting oil , you gain fast healing according to the oil’s type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Life-Boosting Oil (Lesser) Source Treasure Vault pg. 86 Price 12 gp --- The oil grants fast healing 3. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Life-Boosting Oil (Moderate) Source Treasure Vault pg. 86 Price 70 gp --- The oil grants fast healing 6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Life-Boosting Oil (Greater) Source Treasure Vault pg. 86 Price 300 gp --- The oil grants fast healing 10 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Life-Boosting Oil (Major) Source Treasure Vault pg. 86 Price 1,300 gp --- The oil grants fast healing 15.","skill_mod":{},"summary":"The oil grants fast healing 15.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4604","name":"Life-Boosting Oil (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4604-4138"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":500,"trait":["Abjuration","Consumable","Magical","Oil"],"id":"equipment-4605","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Merciful Balm Source Treasure Vault pg. 86 Price 5 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- Smelling strongly of herbs and pine resin, merciful balm is a thick, sticky paste that can be used to anoint a weapon, granting the weapon the nonlethal trait for 1 hour.\n","skill_mod":{},"summary":"Smelling strongly of herbs and pine resin, merciful balm is a thick, sticky paste that can be used to anoint a weapon, granting the weapon the …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4605","name":"Merciful Balm","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4605"},{"item_child_id":["equipment-4606-4139","equipment-4606-4140","equipment-4606-4141"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":5000,"trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-4606","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Oil of Ownership Source Treasure Vault pg. 86 Price 50 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- You can coat objects of 6 Bulk or less with oil of ownership , or “red-handed oil” as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won’t wash off for a length of time that depends on the oil’s type. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Oil of Ownership (Lesser) Source Treasure Vault pg. 87 Price 8 gp --- The stain lasts 24 hours. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Oil of Ownership (Moderate) Source Treasure Vault pg. 87 Price 55 gp --- The stain lasts 1 week. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Oil of Ownership (Greater) Source Treasure Vault pg. 87 Price 210 gp --- The stain lasts 1 month.","skill_mod":{},"summary":"You can coat objects of 6 Bulk or less with oil of ownership , or “red-handed oil” as some call it. Once applied, this clear oil remains active for …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4606","name":"Oil of Ownership","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4606"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4606","weakness":{},"school":"transmutation","price":800,"trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-4606-4139","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Oil of Ownership Source Treasure Vault pg. 86 Price 50 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- You can coat objects of 6 Bulk or less with oil of ownership , or “red-handed oil” as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won’t wash off for a length of time that depends on the oil’s type. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Oil of Ownership (Lesser) Source Treasure Vault pg. 87 Price 8 gp --- The stain lasts 24 hours. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Oil of Ownership (Moderate) Source Treasure Vault pg. 87 Price 55 gp --- The stain lasts 1 week. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Oil of Ownership (Greater) Source Treasure Vault pg. 87 Price 210 gp --- The stain lasts 1 month.","skill_mod":{},"summary":"The stain lasts 24 hours.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4606","name":"Oil of Ownership (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4606-4139"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4606","weakness":{},"school":"transmutation","price":5500,"trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-4606-4140","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Oil of Ownership Source Treasure Vault pg. 86 Price 50 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- You can coat objects of 6 Bulk or less with oil of ownership , or “red-handed oil” as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won’t wash off for a length of time that depends on the oil’s type. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Oil of Ownership (Lesser) Source Treasure Vault pg. 87 Price 8 gp --- The stain lasts 24 hours. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Oil of Ownership (Moderate) Source Treasure Vault pg. 87 Price 55 gp --- The stain lasts 1 week. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Oil of Ownership (Greater) Source Treasure Vault pg. 87 Price 210 gp --- The stain lasts 1 month.","skill_mod":{},"summary":"The stain lasts 1 week.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4606","name":"Oil of Ownership (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4606-4140"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4606","weakness":{},"school":"transmutation","price":21000,"trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-4606-4141","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Oil of Ownership Source Treasure Vault pg. 86 Price 50 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- You can coat objects of 6 Bulk or less with oil of ownership , or “red-handed oil” as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won’t wash off for a length of time that depends on the oil’s type. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Oil of Ownership (Lesser) Source Treasure Vault pg. 87 Price 8 gp --- The stain lasts 24 hours. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Oil of Ownership (Moderate) Source Treasure Vault pg. 87 Price 55 gp --- The stain lasts 1 week. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Oil of Ownership (Greater) Source Treasure Vault pg. 87 Price 210 gp --- The stain lasts 1 month.","skill_mod":{},"summary":"The stain lasts 1 month.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4606","name":"Oil of Ownership (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4606-4141"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":500,"trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-4607","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Oil of Skating Source Treasure Vault pg. 87 Price 5 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- This thin, slippery oil shimmers with a golden hue. Coating your shoes or feet with oil of skating enables you to skate quickly along flat surfaces for 1 hour. You gain a +10-foot status bonus to your Speed, which doubles if you move on a downhill surface. You lose this bonus if moving on difficult terrain, greater difficult terrain, or uneven ground. Also, you treat any uphill movement as moving on difficult terrain while your feet are oiled and treat the results of any Acrobatics checks made to Balance as one degree worse.\n","skill_mod":{},"summary":"This thin, slippery oil shimmers with a golden hue. Coating your shoes or feet with oil of skating enables you to skate quickly along flat surfaces …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4607","name":"Oil of Skating","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4607"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":5000,"trait":["Consumable","Magical","Oil","Transmutation","Uncommon"],"id":"equipment-4608","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Oil of Swiftness Source Treasure Vault pg. 87 Price 50 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- Anoint a weapon with oil of swiftness , which hisses upon application, to give it the benefits of the speed rune for 1 minute.\n","skill_mod":{},"summary":"Anoint a weapon with oil of swiftness , which hisses upon application, to give it the benefits of the speed rune for 1 minute.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4608","name":"Oil of Swiftness","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4608"},{"item_child_id":["equipment-4609-4142","equipment-4609-4143","equipment-4609-4144","equipment-4609-4145","equipment-4609-4146"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-4609","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Serpent Oil Source Treasure Vault pg. 87 Usage held in 2 hands Bulk L Activate Single Action Interact --- This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Serpent Oil (Lesser) Source Treasure Vault pg. 87 Price 8 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Serpent Oil (Moderate) Source Treasure Vault pg. 87 Price 24 gp --- The oil can be applied to a Small object, producing a sea snake, or a Medium object, producing a ball python. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Serpent Oil (Greater) Source Treasure Vault pg. 87 Price 56 gp --- The oil can be applied to a Medium object, producing a giant viper. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Serpent Oil (Major) Source Treasure Vault pg. 87 Price 225 gp --- The oil can be applied to a Large object, producing an emperor cobra. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Serpent Oil (True) Source Treasure Vault pg. 87 Price 1,100 gp --- The oil can be applied to a Huge object, producing a giant anaconda.","skill_mod":{},"summary":"This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4609","name":"Serpent Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4609"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4609","weakness":{},"school":"transmutation","price":800,"trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-4609-4142","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Serpent Oil Source Treasure Vault pg. 87 Usage held in 2 hands Bulk L Activate Single Action Interact --- This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Serpent Oil (Lesser) Source Treasure Vault pg. 87 Price 8 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Serpent Oil (Moderate) Source Treasure Vault pg. 87 Price 24 gp --- The oil can be applied to a Small object, producing a sea snake, or a Medium object, producing a ball python. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Serpent Oil (Greater) Source Treasure Vault pg. 87 Price 56 gp --- The oil can be applied to a Medium object, producing a giant viper. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Serpent Oil (Major) Source Treasure Vault pg. 87 Price 225 gp --- The oil can be applied to a Large object, producing an emperor cobra. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Serpent Oil (True) Source Treasure Vault pg. 87 Price 1,100 gp --- The oil can be applied to a Huge object, producing a giant anaconda.","skill_mod":{},"summary":"This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4609","name":"Serpent Oil (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4609-4142"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4609","weakness":{},"school":"transmutation","price":2400,"trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-4609-4143","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Serpent Oil Source Treasure Vault pg. 87 Usage held in 2 hands Bulk L Activate Single Action Interact --- This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Serpent Oil (Lesser) Source Treasure Vault pg. 87 Price 8 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Serpent Oil (Moderate) Source Treasure Vault pg. 87 Price 24 gp --- The oil can be applied to a Small object, producing a sea snake, or a Medium object, producing a ball python. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Serpent Oil (Greater) Source Treasure Vault pg. 87 Price 56 gp --- The oil can be applied to a Medium object, producing a giant viper. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Serpent Oil (Major) Source Treasure Vault pg. 87 Price 225 gp --- The oil can be applied to a Large object, producing an emperor cobra. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Serpent Oil (True) Source Treasure Vault pg. 87 Price 1,100 gp --- The oil can be applied to a Huge object, producing a giant anaconda.","skill_mod":{},"summary":"The oil can be applied to a Small object, producing a sea snake , or a Medium object, producing a ball python .","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4609","name":"Serpent Oil (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4609-4143"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4609","weakness":{},"school":"transmutation","price":5600,"trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-4609-4144","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Serpent Oil Source Treasure Vault pg. 87 Usage held in 2 hands Bulk L Activate Single Action Interact --- This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Serpent Oil (Lesser) Source Treasure Vault pg. 87 Price 8 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Serpent Oil (Moderate) Source Treasure Vault pg. 87 Price 24 gp --- The oil can be applied to a Small object, producing a sea snake, or a Medium object, producing a ball python. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Serpent Oil (Greater) Source Treasure Vault pg. 87 Price 56 gp --- The oil can be applied to a Medium object, producing a giant viper. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Serpent Oil (Major) Source Treasure Vault pg. 87 Price 225 gp --- The oil can be applied to a Large object, producing an emperor cobra. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Serpent Oil (True) Source Treasure Vault pg. 87 Price 1,100 gp --- The oil can be applied to a Huge object, producing a giant anaconda.","skill_mod":{},"summary":"The oil can be applied to a Medium object, producing a giant viper .","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4609","name":"Serpent Oil (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4609-4144"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4609","weakness":{},"school":"transmutation","price":22500,"trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-4609-4145","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Serpent Oil Source Treasure Vault pg. 87 Usage held in 2 hands Bulk L Activate Single Action Interact --- This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Serpent Oil (Lesser) Source Treasure Vault pg. 87 Price 8 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Serpent Oil (Moderate) Source Treasure Vault pg. 87 Price 24 gp --- The oil can be applied to a Small object, producing a sea snake, or a Medium object, producing a ball python. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Serpent Oil (Greater) Source Treasure Vault pg. 87 Price 56 gp --- The oil can be applied to a Medium object, producing a giant viper. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Serpent Oil (Major) Source Treasure Vault pg. 87 Price 225 gp --- The oil can be applied to a Large object, producing an emperor cobra. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Serpent Oil (True) Source Treasure Vault pg. 87 Price 1,100 gp --- The oil can be applied to a Huge object, producing a giant anaconda.","skill_mod":{},"summary":"The oil can be applied to a Large object, producing an emperor cobra .","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4609","name":"Serpent Oil (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4609-4145"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4609","weakness":{},"school":"transmutation","price":110000,"trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-4609-4146","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Serpent Oil Source Treasure Vault pg. 87 Usage held in 2 hands Bulk L Activate Single Action Interact --- This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Serpent Oil (Lesser) Source Treasure Vault pg. 87 Price 8 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Serpent Oil (Moderate) Source Treasure Vault pg. 87 Price 24 gp --- The oil can be applied to a Small object, producing a sea snake, or a Medium object, producing a ball python. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Serpent Oil (Greater) Source Treasure Vault pg. 87 Price 56 gp --- The oil can be applied to a Medium object, producing a giant viper. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Serpent Oil (Major) Source Treasure Vault pg. 87 Price 225 gp --- The oil can be applied to a Large object, producing an emperor cobra. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Serpent Oil (True) Source Treasure Vault pg. 87 Price 1,100 gp --- The oil can be applied to a Huge object, producing a giant anaconda.","skill_mod":{},"summary":"The oil can be applied to a Huge object, producing a giant anaconda .","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4609","name":"Serpent Oil (True)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4609-4146"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":5500,"trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-4610","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Weapon-Weird Oil Source Treasure Vault pg. 87 Price 55 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- Each dose of weapon-weird oil is keyed to a particular melee weapon group, selected from among axe, brawling, club, flail, hammer, knife, pick, polearm, shield, spear, and sword. The oil creates a synergy between skill and weapon, enabling you to wield the weapon in unexpected ways. You must have proficiency with the original weapon to benefit from the oil; however, you use your proficiency rank with the oil’s keyed group instead of the weapon’s original group. Also, you apply the critical specialization effect from the oil’s keyed group instead of the weapon’s normal critical specialization effect. While the oil remains effective, the grievous rune and similar magic react as if the weapon belongs to the oil’s group. A weapon can be coated in only one type of weapon-weird oil at a time. Any new application of this oil supersedes any previous one. These effects last for 1 hour.\n","skill_mod":{},"summary":"Each dose of weapon-weird oil is keyed to a particular melee weapon group, selected from among axe , brawling , club , flail , hammer , knife …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4610","name":"Weapon-Weird Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4610"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":4500,"trait":["Consumable","Magical","Necromancy","Oil","Uncommon"],"id":"equipment-4611","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Wounding Oil Source Treasure Vault pg. 87 Price 45 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- Smearing wounding oil , a crimson fluid, on a weapon causes it to smell strongly of blood and gives it the benefits of the wounding rune for 1 minute.\n","skill_mod":{},"summary":"Smearing wounding oil , a crimson fluid, on a weapon causes it to smell strongly of blood and gives it the benefits of the wounding rune for 1 …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4611","name":"Wounding Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4611"},{"item_child_id":["equipment-4612-4147","equipment-4612-4148","equipment-4612-4149"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Consumable","Magical","Poison","Potion"],"id":"equipment-4612","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Cayden's Brew Source Treasure Vault pg. 88 Usage held in 1 hand Bulk L Activate Single Action Interact --- Cayden’s brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against fear effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you use this breath weapon, you can’t do so again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is clumsy 1 and stupefied 1 for 1 round. Failure The creature is clumsy 1 and stupefied 1 for 1d4 rounds. Critical Failure The creature becomes clumsy 2, stupefied 2, and sickened 1. The clumsy and stupefied conditions last until 1d4 rounds after the sickened condition ends. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cayden's Brew Source Treasure Vault pg. 88 Price 80 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Cayden's Brew (Double) Source Treasure Vault pg. 88 Price 480 gp --- The save DC is 31. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cayden's Brew (Triple) Source Treasure Vault pg. 88 Price 3,200 gp --- The save DC is 40.","skill_mod":{},"summary":" Cayden’s brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Poison","Affliction"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4612","name":"Cayden's Brew","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4612"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4612","weakness":{},"school":"conjuration","price":8000,"trait":["Conjuration","Consumable","Magical","Poison","Potion"],"id":"equipment-4612-4147","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Cayden's Brew Source Treasure Vault pg. 88 Usage held in 1 hand Bulk L Activate Single Action Interact --- Cayden’s brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against fear effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you use this breath weapon, you can’t do so again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is clumsy 1 and stupefied 1 for 1 round. Failure The creature is clumsy 1 and stupefied 1 for 1d4 rounds. Critical Failure The creature becomes clumsy 2, stupefied 2, and sickened 1. The clumsy and stupefied conditions last until 1d4 rounds after the sickened condition ends. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cayden's Brew Source Treasure Vault pg. 88 Price 80 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Cayden's Brew (Double) Source Treasure Vault pg. 88 Price 480 gp --- The save DC is 31. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cayden's Brew (Triple) Source Treasure Vault pg. 88 Price 3,200 gp --- The save DC is 40.","skill_mod":{},"summary":"Cayden’s brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Poison","Affliction"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4612","name":"Cayden's Brew","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4612-4147"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4612","weakness":{},"school":"conjuration","price":48000,"trait":["Conjuration","Consumable","Magical","Poison","Potion"],"id":"equipment-4612-4148","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Cayden's Brew Source Treasure Vault pg. 88 Usage held in 1 hand Bulk L Activate Single Action Interact --- Cayden’s brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against fear effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you use this breath weapon, you can’t do so again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is clumsy 1 and stupefied 1 for 1 round. Failure The creature is clumsy 1 and stupefied 1 for 1d4 rounds. Critical Failure The creature becomes clumsy 2, stupefied 2, and sickened 1. The clumsy and stupefied conditions last until 1d4 rounds after the sickened condition ends. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cayden's Brew Source Treasure Vault pg. 88 Price 80 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Cayden's Brew (Double) Source Treasure Vault pg. 88 Price 480 gp --- The save DC is 31. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cayden's Brew (Triple) Source Treasure Vault pg. 88 Price 3,200 gp --- The save DC is 40.","skill_mod":{},"summary":"The save DC is 31.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Poison","Affliction"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4612","name":"Cayden's Brew (Double)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4612-4148"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4612","weakness":{},"school":"conjuration","price":320000,"trait":["Conjuration","Consumable","Magical","Poison","Potion"],"id":"equipment-4612-4149","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Cayden's Brew Source Treasure Vault pg. 88 Usage held in 1 hand Bulk L Activate Single Action Interact --- Cayden’s brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against fear effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you use this breath weapon, you can’t do so again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is clumsy 1 and stupefied 1 for 1 round. Failure The creature is clumsy 1 and stupefied 1 for 1d4 rounds. Critical Failure The creature becomes clumsy 2, stupefied 2, and sickened 1. The clumsy and stupefied conditions last until 1d4 rounds after the sickened condition ends. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cayden's Brew Source Treasure Vault pg. 88 Price 80 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Cayden's Brew (Double) Source Treasure Vault pg. 88 Price 480 gp --- The save DC is 31. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cayden's Brew (Triple) Source Treasure Vault pg. 88 Price 3,200 gp --- The save DC is 40.","skill_mod":{},"summary":"The save DC is 40.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Poison","Affliction"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4612","name":"Cayden's Brew (Triple)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4612-4149"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":500000,"trait":["Conjuration","Consumable","Magical","Potion","Rare"],"id":"equipment-4613","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Cloning Potion Source Treasure Vault pg. 88 Price 5,000 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- When you drink a cloning potion , you split in two, one version of you remaining in your space and the other moving into an adjacent space. Your clone, which has the minion trait, looks like you and remains for 1 minute. Provided you are both on the same plane, you can command your clone telepathically with a single action with the concentrate trait. You can also issue verbal commands, as normal for a minion. As an action that has the concentrate trait, you can sense through your clone. When you do, you lose all sensory information from your own body. You can Dismiss this sense-sharing effect. You and your clone share Hit Points, and the clone uses your statistics. Spells and effects target you and your clone as if you are separate creatures. The clone can Activate your abilities and Cast your Spells, limited by its number of actions, but you share elements such as use limits, frequency, and spell slots. In other words, your clone using one of your resources works as if you did so in or from your clone’s space. Your clone has gear identical to your own, excepting artifacts and consumables. Any item taken from the clone melts into silvery dust within seconds, with ammunition or thrown objects lasting just long enough to travel to and possibly hit their target. When the duration lapses, your clone melts into silvery dust. You become temporarily immune to cloning potion for 1d4 days\n","skill_mod":{},"summary":"When you drink a cloning potion , you split in two, one version of you remaining in your space and the other moving into an adjacent space. Your …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4613","name":"Cloning Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-4613"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":4000,"trait":["Consumable","Divination","Magical","Potion"],"id":"equipment-4614","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Eidetic Potion Source Treasure Vault pg. 89 Price 40 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Bright pink, pale lavender, and vibrant orange colors swirl through this purplish liquid, making the eidetic potion resemble an unforgettable sunset. When you drink this potion, for 1 round, anything you observe becomes locked into your memory. You can recall the memory perfectly and gain a +2 status bonus to create representations of that memory, whether using Crafting to create an artistic rendition or Society to create a Forgery. The memory remains locked for 1 week or until you benefit from the bonus it imparts for the first time, whichever comes first; afterward, it becomes a normal, fallible memory. You can only have a single memory locked in your mind at a time. Using this potion while you have a locked memory from a previous use makes the previously locked memory fallible but allows you to lock a new memory.\n","skill_mod":{},"summary":"Bright pink, pale lavender, and vibrant orange colors swirl through this purplish liquid, making the eidetic potion resemble an unforgettable …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4614","name":"Eidetic Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4614"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":37500,"skill":["Acrobatics","Athletics"],"trait":["Consumable","Enchantment","Magical","Potion","Uncommon"],"id":"equipment-4615","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Elysian Dew Source Treasure Vault pg. 89 Price 375 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- When you drink sweet, sky-blue Elysian dew , for 1 minute, you gain a 10-foot aura that evokes the vitality of Elysium, causing nearby objects to seem more colorful and plants to stand taller. You and any ally that starts its turn in the emanation gain 5 temporary Hit Points, a +1 item bonus to saving throws, and a +1 item bonus to Acrobatics and Athletics checks until the start of your or the ally’s next turn. If you’re evil and drink this potion, it fails to work, and you must succeed at a DC 30 Fortitude save or the potion renders you drained 2.\n","skill_mod":{},"summary":"When you drink sweet, sky-blue Elysian dew , for 1 minute, you gain a 10-foot aura that evokes the vitality of Elysium , causing nearby objects to …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4615","name":"Elysian Dew","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4615"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":6500,"trait":["Consumable","Divination","Magical","Mental","Potion"],"id":"equipment-4616","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Restricted\" > Empath's Cordial Source Treasure Vault pg. 89 Price 65 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- The pale liquid of empath’s cordial changes color to reflect the mood of the creature nearest to it—turning blue for calm, red for anger, and green for envious, among other hues. For 1 hour after you drink this potion, you can sense the presence of general emotions, such as hostility toward you or the presence of an emotion effect impacting a creature’s emotions, within 30 feet. A creature that failed a saving throw against calm emotions can’t be detected. This potion doesn’t allow you to automatically tell what emotions a specific creature is experiencing, but you can attempt a Perception check with a +2 item bonus (DC set by the GM) to discern that information. The potion also grants you a +1 item bonus to Perception checks to Sense Motive against creatures whose emotions you can sense.\n","skill_mod":{},"summary":"The pale liquid of empath’s cordial changes color to reflect the mood of the creature nearest to it—turning blue for calm, red for anger, and green …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4616","name":"Empath's Cordial","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"equipment-4616"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":25000,"trait":["Consumable","Divination","Magical","Potion","Revelation"],"id":"equipment-4617","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Enigma-Sight Potion Source Treasure Vault pg. 89 Price 250 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- A vial of this enigma-sight potion seems to contain fragments of kaleidoscopic crystal that reflect mind-bending scenes. However, these “crystals” act like liquid when poured or consumed. Drinking the potion grants you the effects of a true seeing spell, except that you use your Perception modifier and your level for the secret counteract check instead of the normal counteract modifier and spell level. However, if you critically fail the secret counteract check the effect grants, your mind fills in false, nightmarish information. You become stupefied 1 for 1d4 rounds and stunned 1 as your brain struggles to process what you see.\n","skill_mod":{},"summary":"A vial of this enigma-sight potion seems to contain fragments of kaleidoscopic crystal that reflect mind-bending scenes. However, these “crystals” …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4617","name":"Enigma-Sight Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4617"},{"remaster_name":["Fey Dragonet Liqueur"],"item_child_id":["equipment-4618-4150","equipment-4618-4151","equipment-4618-4152"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","trait":["Consumable","Enchantment","Magical","Mental","Potion","Uncommon"],"id":"equipment-4618","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Faerie Dragon Liqueur Source Treasure Vault pg. 89 Usage held in 1 hand Bulk L Activate Single Action Interact --- Each draft of faerie dragon liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot cone of euphoric gas. Each creature in the cone must attempt a DC 23 Will save. After you use this breath weapon, you can’t do so again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 round. Failure The creature is stupefied 1 for 1 minute and slowed 1 for 1d4 rounds. Critical Failure The creature is stupefied 2 and slowed 1 for 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Faerie Dragon Liqueur (Young) Source Treasure Vault pg. 89 Price 70 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Faerie Dragon Liqueur (Adult) Source Treasure Vault pg. 89 Price 400 gp --- The save DC is 29. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Faerie Dragon Liqueur (Wyrm) Source Treasure Vault pg. 89 Price 3,000 gp --- The save DC is 37.","skill_mod":{},"summary":"Each draft of faerie dragon liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4618","name":"Faerie Dragon Liqueur","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4618"},{"remaster_name":["Fey Dragonet Liqueur (Lesser)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4618","weakness":{},"school":"enchantment","price":7000,"trait":["Consumable","Enchantment","Magical","Mental","Potion","Uncommon"],"id":"equipment-4618-4150","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Faerie Dragon Liqueur Source Treasure Vault pg. 89 Usage held in 1 hand Bulk L Activate Single Action Interact --- Each draft of faerie dragon liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot cone of euphoric gas. Each creature in the cone must attempt a DC 23 Will save. After you use this breath weapon, you can’t do so again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 round. Failure The creature is stupefied 1 for 1 minute and slowed 1 for 1d4 rounds. Critical Failure The creature is stupefied 2 and slowed 1 for 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Faerie Dragon Liqueur (Young) Source Treasure Vault pg. 89 Price 70 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Faerie Dragon Liqueur (Adult) Source Treasure Vault pg. 89 Price 400 gp --- The save DC is 29. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Faerie Dragon Liqueur (Wyrm) Source Treasure Vault pg. 89 Price 3,000 gp --- The save DC is 37.","skill_mod":{},"summary":"Each draft of faerie dragon liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4618","name":"Faerie Dragon Liqueur (Young)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4618-4150"},{"remaster_name":["Fey Dragonet Liqueur"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4618","weakness":{},"school":"enchantment","price":40000,"trait":["Consumable","Enchantment","Magical","Mental","Potion","Uncommon"],"id":"equipment-4618-4151","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Faerie Dragon Liqueur Source Treasure Vault pg. 89 Usage held in 1 hand Bulk L Activate Single Action Interact --- Each draft of faerie dragon liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot cone of euphoric gas. Each creature in the cone must attempt a DC 23 Will save. After you use this breath weapon, you can’t do so again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 round. Failure The creature is stupefied 1 for 1 minute and slowed 1 for 1d4 rounds. Critical Failure The creature is stupefied 2 and slowed 1 for 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Faerie Dragon Liqueur (Young) Source Treasure Vault pg. 89 Price 70 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Faerie Dragon Liqueur (Adult) Source Treasure Vault pg. 89 Price 400 gp --- The save DC is 29. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Faerie Dragon Liqueur (Wyrm) Source Treasure Vault pg. 89 Price 3,000 gp --- The save DC is 37.","skill_mod":{},"summary":"The save DC is 29.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4618","name":"Faerie Dragon Liqueur (Adult)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4618-4151"},{"remaster_name":["Fey Dragonet Liqueur (Greater)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4618","weakness":{},"school":"enchantment","price":300000,"trait":["Consumable","Enchantment","Magical","Mental","Potion","Uncommon"],"id":"equipment-4618-4152","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Faerie Dragon Liqueur Source Treasure Vault pg. 89 Usage held in 1 hand Bulk L Activate Single Action Interact --- Each draft of faerie dragon liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot cone of euphoric gas. Each creature in the cone must attempt a DC 23 Will save. After you use this breath weapon, you can’t do so again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 round. Failure The creature is stupefied 1 for 1 minute and slowed 1 for 1d4 rounds. Critical Failure The creature is stupefied 2 and slowed 1 for 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Faerie Dragon Liqueur (Young) Source Treasure Vault pg. 89 Price 70 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Faerie Dragon Liqueur (Adult) Source Treasure Vault pg. 89 Price 400 gp --- The save DC is 29. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Faerie Dragon Liqueur (Wyrm) Source Treasure Vault pg. 89 Price 3,000 gp --- The save DC is 37.","skill_mod":{},"summary":"The save DC is 37.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4618","name":"Faerie Dragon Liqueur (Wyrm)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4618-4152"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":5500,"trait":["Consumable","Evocation","Magical","Potion"],"id":"equipment-4619","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Hovering Potion Source Treasure Vault pg. 90 Price 55 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- A foamy, cloudy liquid, hovering potion enables you to defy gravity for 5 minutes. By default, the potion causes you to float several inches off the ground. If you take a Stride action, you can move 10 feet up or down in the air. You can instead Climb at your full Speed or Stride to move along a horizontal surface at half your Speed. The GM determines which surfaces can be climbed or moved across this way. If you fall while this potion is in effect, you can use the Arrest a Fall reaction as if you had a fly Speed. If you have a fly Speed, you remain airborne at the end of your turn, even if you didn’t use a Fly action this round.\n","skill_mod":{},"summary":"A foamy, cloudy liquid, hovering potion enables you to defy gravity for 5 minutes. By default, the potion causes you to float several inches off …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4619","name":"Hovering Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4619"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":16000,"trait":["Consumable","Magical","Potion","Transmutation"],"id":"equipment-4620","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Immovable Potion Source Treasure Vault pg. 90 Price 160 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- When you drink the thick, slate-colored immovable potion , you become anchored in place, even defying gravity, rendering you immobilized for 1 minute or until you Dismiss the activation. While you are immobilized this way, the DC to move you from your place, including knocking you prone, is 40.\n","skill_mod":{},"summary":"When you drink the thick, slate-colored immovable potion , you become anchored in place, even defying gravity, rendering you immobilized for 1 …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4620","name":"Immovable Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4620"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":100000,"trait":["Consumable","Magical","Mental","Necromancy","Possession","Potion","Rare"],"id":"equipment-4621","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Mind-Swap Potion Source Treasure Vault pg. 90 Price 1,000 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Small bolts of brightly colored electricity flicker through the cloudy mind-swap potion . The potion often comes in a double‑chambered flask, because when you drink it, you consume half the contents. If another creature of the same ancestry consumes the remainder of the contents within 1 minute, your minds swap per the effect of a critical success on a mind swap ritual. The effects last for 24 hours or until one of you Dismisses the activation.\n","skill_mod":{},"summary":"Small bolts of brightly colored electricity flicker through the cloudy mind-swap potion . The potion often comes in a double‑chambered flask, …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4621","name":"Mind-Swap Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-4621"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":8500,"trait":["Consumable","Magical","Necromancy","Potion"],"id":"equipment-4622","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Quenching Potion Source Treasure Vault pg. 90 Price 85 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Quenching potion is a clear liquid that tastes like fresh, cool spring water. Drinking this potion or pouring it over yourself completely hydrates you and cleanses your system. Immediately attempt a flat check to end any persistent acid, fire, negative, or poison damage affecting you, and attempt a new saving throw against any poison affecting you. Poison can’t progress to a worse stage due to this saving throw. The potion counts as a particularly appropriate type of help against persistent acid, fire, negative, and poison damage.\n","skill_mod":{},"summary":"Quenching potion is a clear liquid that tastes like fresh, cool spring water. Drinking this potion or pouring it over yourself completely hydrates …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4622","name":"Quenching Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4622"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":15000,"trait":["Consumable","Magical","Potion","Rare","Transmutation"],"id":"equipment-4623","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Rebirth Potion Source Treasure Vault pg. 90 Price 150 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- A small bit from a humanoid—such as a hair, scale, or feather— steeps in the clear liquid of a rebirth potion . When the potion is created, this bit determines the ancestry and heritage the potion changes the imbiber to. After you drink the potion, you transform into that ancestry over 8 hours during your next period of rest, finishing the transformation after the 8 hours are up. Throughout this time, you are clumsy 2, enfeebled 2, and stupefied 2. Once the transformation is complete, the potion’s magic ends and can’t be counteracted. Replace your ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of your new ancestry. You lose your ancestry feats, selecting replacements valid for your new ancestry. You have mild control over the change, but you end up with a unique appearance fitting for your new ancestry, and some quirks of your body remain, such as relative age, general health, scars, and missing digits, limbs, or organs. Drinking a rebirth potion of your current ancestry works normally, allowing you to rearrange some of the cited ancestry elements and change your appearance (provided you abide by the potion’s limitations regarding health and age).\n","skill_mod":{},"summary":"A small bit from a humanoid—such as a hair, scale, or feather— steeps in the clear liquid of a rebirth potion . When the potion is created, this bit …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","Rarity","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4623","name":"Rebirth Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-4623"},{"item_child_id":["equipment-4624-4153","equipment-4624-4154","equipment-4624-4155"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Consumable","Evocation","Magical","Potion","Sonic"],"id":"equipment-4624","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Roaring Potion Source Treasure Vault pg. 90 Usage held in 1 hand Bulk L Activate Single Action Interact --- Ripples move constantly through a roaring potion , a cloudy liquid that growls when you open its container. Drinking it gives you access to two other activations for 1 hour. Activate Single Action envision; Effect You gain the effects of a bullhorn spell. You can Dismiss the activation. Activate Single Action envision; Frequency once every 1d4 rounds; Effect You emit a scream in a 15-foot cone that deals 4d4 sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is frightened 1. Critical Failure The creature takes double damage and is frightened 2. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Roaring Potion (Lesser) Source Treasure Vault pg. 90 Price 90 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Roaring Potion (Moderate) Source Treasure Vault pg. 90 Price 550 gp --- You gain the effects of a 5th-level bullhorn spell. The damage is 6d4 and the save DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Roaring Potion (Greater) Source Treasure Vault pg. 90 Price 3,600 gp --- You gain the effects of a 7th-level bullhorn spell. The damage is 10d4 and the save DC is 38.","skill_mod":{},"summary":"Ripples move constantly through a roaring potion , a cloudy liquid that growls when you open its container. Drinking it gives you access to two …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Energy","Monster"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4624","name":"Roaring Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4624"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4624","weakness":{},"school":"evocation","price":9000,"trait":["Consumable","Evocation","Magical","Potion","Sonic"],"id":"equipment-4624-4153","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Roaring Potion Source Treasure Vault pg. 90 Usage held in 1 hand Bulk L Activate Single Action Interact --- Ripples move constantly through a roaring potion , a cloudy liquid that growls when you open its container. Drinking it gives you access to two other activations for 1 hour. Activate Single Action envision; Effect You gain the effects of a bullhorn spell. You can Dismiss the activation. Activate Single Action envision; Frequency once every 1d4 rounds; Effect You emit a scream in a 15-foot cone that deals 4d4 sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is frightened 1. Critical Failure The creature takes double damage and is frightened 2. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Roaring Potion (Lesser) Source Treasure Vault pg. 90 Price 90 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Roaring Potion (Moderate) Source Treasure Vault pg. 90 Price 550 gp --- You gain the effects of a 5th-level bullhorn spell. The damage is 6d4 and the save DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Roaring Potion (Greater) Source Treasure Vault pg. 90 Price 3,600 gp --- You gain the effects of a 7th-level bullhorn spell. The damage is 10d4 and the save DC is 38.","skill_mod":{},"summary":"Ripples move constantly through a roaring potion , a cloudy liquid that growls when you open its container. Drinking it gives you access to two …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Energy","Monster"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4624","name":"Roaring Potion (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4624-4153"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4624","weakness":{},"school":"evocation","price":55000,"trait":["Consumable","Evocation","Magical","Potion","Sonic"],"id":"equipment-4624-4154","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Roaring Potion Source Treasure Vault pg. 90 Usage held in 1 hand Bulk L Activate Single Action Interact --- Ripples move constantly through a roaring potion , a cloudy liquid that growls when you open its container. Drinking it gives you access to two other activations for 1 hour. Activate Single Action envision; Effect You gain the effects of a bullhorn spell. You can Dismiss the activation. Activate Single Action envision; Frequency once every 1d4 rounds; Effect You emit a scream in a 15-foot cone that deals 4d4 sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is frightened 1. Critical Failure The creature takes double damage and is frightened 2. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Roaring Potion (Lesser) Source Treasure Vault pg. 90 Price 90 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Roaring Potion (Moderate) Source Treasure Vault pg. 90 Price 550 gp --- You gain the effects of a 5th-level bullhorn spell. The damage is 6d4 and the save DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Roaring Potion (Greater) Source Treasure Vault pg. 90 Price 3,600 gp --- You gain the effects of a 7th-level bullhorn spell. The damage is 10d4 and the save DC is 38.","skill_mod":{},"summary":"You gain the effects of a 5th-level bullhorn spell. The damage is 6d4 and the save DC is 30.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Energy","Monster"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4624","name":"Roaring Potion (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4624-4154"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4624","weakness":{},"school":"evocation","price":360000,"trait":["Consumable","Evocation","Magical","Potion","Sonic"],"id":"equipment-4624-4155","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Roaring Potion Source Treasure Vault pg. 90 Usage held in 1 hand Bulk L Activate Single Action Interact --- Ripples move constantly through a roaring potion , a cloudy liquid that growls when you open its container. Drinking it gives you access to two other activations for 1 hour. Activate Single Action envision; Effect You gain the effects of a bullhorn spell. You can Dismiss the activation. Activate Single Action envision; Frequency once every 1d4 rounds; Effect You emit a scream in a 15-foot cone that deals 4d4 sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is frightened 1. Critical Failure The creature takes double damage and is frightened 2. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Roaring Potion (Lesser) Source Treasure Vault pg. 90 Price 90 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Roaring Potion (Moderate) Source Treasure Vault pg. 90 Price 550 gp --- You gain the effects of a 5th-level bullhorn spell. The damage is 6d4 and the save DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Roaring Potion (Greater) Source Treasure Vault pg. 90 Price 3,600 gp --- You gain the effects of a 7th-level bullhorn spell. The damage is 10d4 and the save DC is 38.","skill_mod":{},"summary":"You gain the effects of a 7th-level bullhorn spell. The damage is 10d4 and the save DC is 38.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Energy","Monster"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4624","name":"Roaring Potion (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4624-4155"},{"item_child_id":["equipment-4625-4156","equipment-4625-4157"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Consumable","Evocation","Magical","Potion"],"id":"equipment-4625","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Rovagug's Mud Source Treasure Vault pg. 90 Usage held in 1 hand Bulk L Activate Single Action Interact --- Rovagug’s mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against incapacitation effects. Also, you can use a single action to breathe out a 20-foot cone of bitter vapor that causes an earth-shaking rumble that can be heard for 100 feet. Creatures and objects in the area take 5d6 damage (DC 30 basic Fortitude save), decreasing Hardness by 5. An object’s Hardness remains lowered for 1d4 rounds, and you can’t use this breath again for the same amount of time. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Rovagug's Mud Source Treasure Vault pg. 91 Price 600 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Rovagug's Mud (Greater) Source Treasure Vault pg. 91 Price 4,800 gp --- The damage is 8d6, the save DC is 38, and Hardness decreases by 10.","skill_mod":{},"summary":" Rovagug’s mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4625","name":"Rovagug's Mud","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4625"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4625","weakness":{},"school":"evocation","price":60000,"trait":["Consumable","Evocation","Magical","Potion"],"id":"equipment-4625-4156","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Rovagug's Mud Source Treasure Vault pg. 90 Usage held in 1 hand Bulk L Activate Single Action Interact --- Rovagug’s mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against incapacitation effects. Also, you can use a single action to breathe out a 20-foot cone of bitter vapor that causes an earth-shaking rumble that can be heard for 100 feet. Creatures and objects in the area take 5d6 damage (DC 30 basic Fortitude save), decreasing Hardness by 5. An object’s Hardness remains lowered for 1d4 rounds, and you can’t use this breath again for the same amount of time. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Rovagug's Mud Source Treasure Vault pg. 91 Price 600 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Rovagug's Mud (Greater) Source Treasure Vault pg. 91 Price 4,800 gp --- The damage is 8d6, the save DC is 38, and Hardness decreases by 10.","skill_mod":{},"summary":"Rovagug’s mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4625","name":"Rovagug's Mud","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4625-4156"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4625","weakness":{},"school":"evocation","price":480000,"trait":["Consumable","Evocation","Magical","Potion"],"id":"equipment-4625-4157","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Rovagug's Mud Source Treasure Vault pg. 90 Usage held in 1 hand Bulk L Activate Single Action Interact --- Rovagug’s mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against incapacitation effects. Also, you can use a single action to breathe out a 20-foot cone of bitter vapor that causes an earth-shaking rumble that can be heard for 100 feet. Creatures and objects in the area take 5d6 damage (DC 30 basic Fortitude save), decreasing Hardness by 5. An object’s Hardness remains lowered for 1d4 rounds, and you can’t use this breath again for the same amount of time. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Rovagug's Mud Source Treasure Vault pg. 91 Price 600 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Rovagug's Mud (Greater) Source Treasure Vault pg. 91 Price 4,800 gp --- The damage is 8d6, the save DC is 38, and Hardness decreases by 10.","skill_mod":{},"summary":"The damage is 8d6, the save DC is 38, and Hardness decreases by 10.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4625","name":"Rovagug's Mud (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4625-4157"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":1400000,"trait":["Consumable","Divination","Fortune","Magical","Potion","Rare"],"id":"equipment-4626","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Starsong Nectar Source Treasure Vault pg. 91 Price 14,000 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- A liquid with the appearance of an expressive night sky and a taste that’s sheer pleasure, starsong nectar grants you cheerful confidence and incredible luck for 10 minutes after you drink it. However, if you show too much caution at any point during this time (GM’s discretion), you must succeed at a DC 6 flat check or the potion’s effects end. While the potion lasts, you gain a +3 status bonus to attack rolls, initiative rolls, Perception checks, saving throws, and skill checks, and you aren’t flat-footed against undetected creatures or when flanked. You are temporarily immune to this potion for 24 hours once its effects end. While the potion lasts, though, if you take a moment to imagine the future, you choose the best courses of action. This aspect of the potion grants you the following activation. Activate Single Action envision; Frequency once per round; Effect Until the start of your next turn, roll two d20s for any attack rolls, Perception checks, saving throws, and skill checks you make and take the higher result.\n","skill_mod":{},"summary":"A liquid with the appearance of an expressive night sky and a taste that’s sheer pleasure, starsong nectar grants you cheerful confidence and …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4626","name":"Starsong Nectar","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-4626"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":1700,"trait":["Consumable","Magical","Potion","Transmutation"],"id":"equipment-4627","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Sure-Step Potion Source Treasure Vault pg. 91 Price 17 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- The light-brown liquid of a sure-step potion helps you find your footing. After drinking it, you gain a +1 item bonus to Acrobatics checks to Balance for 1 hour. In addition, you can Step into difficult terrain, and you aren’t flat-footed on uneven ground.\n","skill_mod":{},"summary":"The light-brown liquid of a sure-step potion helps you find your footing. After drinking it, you gain a +1 item bonus to Acrobatics checks to …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4627","name":"Sure-Step Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4627"},{"item_child_id":["equipment-4628-4158","equipment-4628-4159","equipment-4628-4160"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","trait":["Consumable","Magical","Potion","Transmutation"],"id":"equipment-4628","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Tentacle Potion Source Treasure Vault pg. 91 Usage held in 1 hand Bulk L Activate Single Action Interact --- Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm. Your clothing doesn’t need to accommodate this limb of ghostly matter, which can extrude through your clothing and armor. The limb lasts 1 hour, and you can Dismiss the activation. You can’t hide or disguise the tentacle. You can use the limb to perform simple Interact actions, such as opening an unlocked door. Your limb can’t perform actions that require significant manual dexterity, including any action that would require a check to accomplish. You can’t use it to hold items. At one time, you can have only one extra limb from any version of this potion. Stronger tentacle potions replace the effects of weaker ones. If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Tentacle Potion (Lesser) Source Treasure Vault pg. 91 Price 33 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tentacle Potion (Moderate) Source Treasure Vault pg. 91 Price 155 gp --- As lesser, but you can use the limb to hold an item of up to light Bulk. You can also use the whole limb to hold onto a suitable anchor point, such as a tree branch, balcony, or rocky outcropping, subject to the GM’s discretion. While using your limb this way, you have free use of all your other limbs, so you can perform tasks that require both hands. This potion lasts 8 hours <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tentacle Potion (Greater) Source Treasure Vault pg. 91 Price 660 gp --- As moderate, but the tail can hold an item of up to 1 Bulk or be used as a second hand to help hold an item of up to 2 Bulk. You can also use the limb to make an unarmed attack that deals 1d6 bludgeoning damage and has the sweep trait. This potion lasts 24 hours.","skill_mod":{},"summary":"Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm. Your clothing …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4628","name":"Tentacle Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4628"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4628","weakness":{},"school":"transmutation","price":3300,"trait":["Consumable","Magical","Potion","Transmutation"],"id":"equipment-4628-4158","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Tentacle Potion Source Treasure Vault pg. 91 Usage held in 1 hand Bulk L Activate Single Action Interact --- Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm. Your clothing doesn’t need to accommodate this limb of ghostly matter, which can extrude through your clothing and armor. The limb lasts 1 hour, and you can Dismiss the activation. You can’t hide or disguise the tentacle. You can use the limb to perform simple Interact actions, such as opening an unlocked door. Your limb can’t perform actions that require significant manual dexterity, including any action that would require a check to accomplish. You can’t use it to hold items. At one time, you can have only one extra limb from any version of this potion. Stronger tentacle potions replace the effects of weaker ones. If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Tentacle Potion (Lesser) Source Treasure Vault pg. 91 Price 33 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tentacle Potion (Moderate) Source Treasure Vault pg. 91 Price 155 gp --- As lesser, but you can use the limb to hold an item of up to light Bulk. You can also use the whole limb to hold onto a suitable anchor point, such as a tree branch, balcony, or rocky outcropping, subject to the GM’s discretion. While using your limb this way, you have free use of all your other limbs, so you can perform tasks that require both hands. This potion lasts 8 hours <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tentacle Potion (Greater) Source Treasure Vault pg. 91 Price 660 gp --- As moderate, but the tail can hold an item of up to 1 Bulk or be used as a second hand to help hold an item of up to 2 Bulk. You can also use the limb to make an unarmed attack that deals 1d6 bludgeoning damage and has the sweep trait. This potion lasts 24 hours.","skill_mod":{},"summary":"Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm. Your clothing …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4628","name":"Tentacle Potion (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4628-4158"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4628","weakness":{},"school":"transmutation","price":15500,"trait":["Consumable","Magical","Potion","Transmutation"],"id":"equipment-4628-4159","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Tentacle Potion Source Treasure Vault pg. 91 Usage held in 1 hand Bulk L Activate Single Action Interact --- Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm. Your clothing doesn’t need to accommodate this limb of ghostly matter, which can extrude through your clothing and armor. The limb lasts 1 hour, and you can Dismiss the activation. You can’t hide or disguise the tentacle. You can use the limb to perform simple Interact actions, such as opening an unlocked door. Your limb can’t perform actions that require significant manual dexterity, including any action that would require a check to accomplish. You can’t use it to hold items. At one time, you can have only one extra limb from any version of this potion. Stronger tentacle potions replace the effects of weaker ones. If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Tentacle Potion (Lesser) Source Treasure Vault pg. 91 Price 33 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tentacle Potion (Moderate) Source Treasure Vault pg. 91 Price 155 gp --- As lesser, but you can use the limb to hold an item of up to light Bulk. You can also use the whole limb to hold onto a suitable anchor point, such as a tree branch, balcony, or rocky outcropping, subject to the GM’s discretion. While using your limb this way, you have free use of all your other limbs, so you can perform tasks that require both hands. This potion lasts 8 hours <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tentacle Potion (Greater) Source Treasure Vault pg. 91 Price 660 gp --- As moderate, but the tail can hold an item of up to 1 Bulk or be used as a second hand to help hold an item of up to 2 Bulk. You can also use the limb to make an unarmed attack that deals 1d6 bludgeoning damage and has the sweep trait. This potion lasts 24 hours.","skill_mod":{},"summary":"As lesser, but you can use the limb to hold an item of up to light Bulk. You can also use the whole limb to hold onto a suitable anchor point, such …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4628","name":"Tentacle Potion (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4628-4159"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4628","weakness":{},"school":"transmutation","price":66000,"trait":["Consumable","Magical","Potion","Transmutation"],"id":"equipment-4628-4160","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Tentacle Potion Source Treasure Vault pg. 91 Usage held in 1 hand Bulk L Activate Single Action Interact --- Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm. Your clothing doesn’t need to accommodate this limb of ghostly matter, which can extrude through your clothing and armor. The limb lasts 1 hour, and you can Dismiss the activation. You can’t hide or disguise the tentacle. You can use the limb to perform simple Interact actions, such as opening an unlocked door. Your limb can’t perform actions that require significant manual dexterity, including any action that would require a check to accomplish. You can’t use it to hold items. At one time, you can have only one extra limb from any version of this potion. Stronger tentacle potions replace the effects of weaker ones. If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Tentacle Potion (Lesser) Source Treasure Vault pg. 91 Price 33 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tentacle Potion (Moderate) Source Treasure Vault pg. 91 Price 155 gp --- As lesser, but you can use the limb to hold an item of up to light Bulk. You can also use the whole limb to hold onto a suitable anchor point, such as a tree branch, balcony, or rocky outcropping, subject to the GM’s discretion. While using your limb this way, you have free use of all your other limbs, so you can perform tasks that require both hands. This potion lasts 8 hours <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tentacle Potion (Greater) Source Treasure Vault pg. 91 Price 660 gp --- As moderate, but the tail can hold an item of up to 1 Bulk or be used as a second hand to help hold an item of up to 2 Bulk. You can also use the limb to make an unarmed attack that deals 1d6 bludgeoning damage and has the sweep trait. This potion lasts 24 hours.","skill_mod":{},"summary":"As moderate, but the tail can hold an item of up to 1 Bulk or be used as a second hand to help hold an item of up to 2 Bulk. You can also use the …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4628","name":"Tentacle Potion (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4628-4160"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":14000,"trait":["Consumable","Divination","Magical","Talisman","Uncommon"],"id":"equipment-4629","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Amnemonic Charm Source Treasure Vault pg. 92 Price 140 gp Usage affixed to armor Activate Free Action envision Trigger You fail or critically fail a Deception, Diplomacy, or Intimidation check to Coerce, Lie, Make an Impression, or Request Requirement You’re a master in the skill you failed with. --- This ornate locket, usually containing a faceless, humanoid portrait, is typically worn on a chain around the neck or attached to your clothing. When activated, the charm casts a DC 26 modify memory spell against a single target of the check, removing all memory of your failed attempt and potentially allowing you to make another attempt. The effect can’t remove more than 3 minutes of memories from its target\n","skill_mod":{},"summary":"This ornate locket, usually containing a faceless, humanoid portrait, is typically worn on a chain around the neck or attached to your clothing. When …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You’re a master in the skill you failed with.","trigger":"You fail or critically fail a Deception , Diplomacy , or Intimidation check to Coerce , Lie , Make an Impression , or Request ","resistance":{},"url":"/Equipment.aspx?ID=4629","name":"Amnemonic Charm","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-4629"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":27500,"trait":["Consumable","Illusion","Magical","Talisman"],"id":"equipment-4630","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Blending Brooch Source Treasure Vault pg. 92 Price 275 gp Usage affixed to armor Activate Free Action envision Trigger You roll initiative using Stealth and can see a creature Requirement You are a master in Stealth --- This small, matte-black pin always seems to be on the periphery of your vision, even when you stare directly at it. When you Activate the talisman, choose one creature you can see. You become invisible to that creature unless it succeeds at a DC 28 Will save. This effect lasts for 1 minute or until the target hits you with an attack, whichever comes first.\n","skill_mod":{},"summary":"This small, matte-black pin always seems to be on the periphery of your vision, even when you stare directly at it. When you Activate the talisman, …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Monster","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are a master in Stealth","trigger":"You roll initiative using Stealth and can see a creature","resistance":{},"url":"/Equipment.aspx?ID=4630","name":"Blending Brooch","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4630"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":35000,"trait":["Auditory","Consumable","Emotion","Enchantment","Linguistic","Magical","Talisman","Visual"],"id":"equipment-4631","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Captivating Bauble Source Treasure Vault pg. 92 Price 350 gp Usage affixed to armor Activate Three Actions envision, Interact Requirement You are a master in Deception or Diplomacy --- This talisman appears as an ornate piece of jewelry of the highest quality. When you Activate it, your speech and mannerisms become supernaturally compelling for up to 1 hour. By engaging an intelligent creature in conversation for at least 1 minute, you can cause them to become fascinated unless they succeed at a DC 30 Will save. This fascination lasts for as long as you continue conversing or until you move at least 20 feet away. When the effect ends, the target becomes temporarily immune for 24 hours. If you or any ally within 120 feet takes an overtly hostile action while a creature is fascinated by the bauble, the bauble burns out in a shower of sparks and all its effects end.\n","skill_mod":{},"summary":"This talisman appears as an ornate piece of jewelry of the highest quality. When you Activate it, your speech and mannerisms become supernaturally …","primary_source":"Treasure Vault","trait_group":["Sense","Equipment","Mechanics","School"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are a master in Deception or Diplomacy ","resistance":{},"url":"/Equipment.aspx?ID=4631","name":"Captivating Bauble","actions_number":6,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-4631"},{"primary_source_category":"Rulebooks","usage":"affixed to thrown weapon","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":10000,"trait":["Consumable","Evocation","Force","Magical","Talisman"],"id":"equipment-4632","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Chain of Stars Source Treasure Vault pg. 92 Price 100 gp Usage affixed to thrown weapon Activate Free Action envision Trigger You hit a creature with the affixed weapon. --- This delicate mithral chain strung with tiny shuriken is wound tightly around the handle of the affixed weapon. When you Activate the chain, three +1 striking shuriken made from magical force materialize in the target’s space and split off to attack other creatures. Attempt up to three shuriken Strikes that must each target a different creature and can’t target the creature you hit to trigger this talisman. These Strikes use your attack modifier but originate from the hit creature’s space. These attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after all three attacks have been made. The shuriken deal force damage instead of their normal type, and each shuriken vanishes after its attack.\n","skill_mod":{},"summary":"This delicate mithral chain strung with tiny shuriken is wound tightly around the handle of the affixed weapon. When you Activate the chain, three …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Energy","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You hit a creature with the affixed weapon.","resistance":{},"url":"/Equipment.aspx?ID=4632","name":"Chain of Stars","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4632"},{"primary_source_category":"Rulebooks","usage":"affixed to explorer’s clothing (or another item in the unarmored defense category","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":3000,"trait":["Consumable","Magical","Talisman","Transmutation"],"id":"equipment-4633","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Copper Penny Source Treasure Vault pg. 92 Price 30 gp Usage affixed to explorer’s clothing (or another item in the unarmored defense category Activate Free Action envision Trigger You are knocked prone Requirement You’re an expert in Acrobatics, and you are unarmored --- This plain copper coin is typically affixed near the feet, on a pant leg or hem. When you Activate it, you Stand and can’t be knocked prone again on the current turn.\n","skill_mod":{},"summary":"This plain copper coin is typically affixed near the feet, on a pant leg or hem. When you Activate it, you Stand and can’t be knocked prone again …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You’re an expert in Acrobatics , and you are unarmored","trigger":"You are knocked prone ","resistance":{},"url":"/Equipment.aspx?ID=4633","name":"Copper Penny","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4633"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":160000,"trait":["Abjuration","Consumable","Magical","Talisman"],"id":"equipment-4634","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Dragonclaw Scutcheon Source Treasure Vault pg. 92 Price 1,600 gp Usage affixed to a shield Activate Free Action envision Trigger You would take damage of a type depending on the talisman’s dragon type: acid, cold, electricity, fire, or poison damage --- This decorative shield emblem contains the gilded claw of a dragon mounted in a setting of high-grade adamantine alloy. It protects against a damage type depending on the type of dragon the claw came from (see the sidebar). When you Activate the scutcheon, you and all of your carried, wielded, or worn items gain immunity to all damage of that type until the end of your next turn. If you have a dragonclaw scutcheon , dragonscale cameo , and dragontooth trophy attached to your items, and they all correspond to the same type of dragon, you gain an extra benefit. When you Activate any of these talismans, you gain the ability to cast an 8th-level, DC 35 dragon breath focus spell as an innate spell once before the end of your next turn. Use the dragon type that matches the talismans; you can Cast the Spell this way without spending a Focus Point. Because each talisman disintegrates when used, you can’t get this benefit again until you’ve attached a replacement. Craft Requirements Supply one claw from an adult or older dragon.\n","skill_mod":{},"summary":"This decorative shield emblem contains the gilded claw of a dragon mounted in a setting of high-grade adamantine alloy. It protects against a …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You would take damage of a type depending on the talisman’s dragon type: acid , cold , electricity , fire , or poison damage","resistance":{},"url":"/Equipment.aspx?ID=4634","name":"Dragonclaw Scutcheon","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4634"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":40000,"trait":["Consumable","Magical","Morph","Talisman","Transmutation"],"id":"equipment-4635","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Dragonscale Cameo Source Treasure Vault pg. 93 Price 400 gp Usage affixed to armor Activate Single Action envision --- This ornamental pin, consisting of a single preserved dragon scale from a chromatic or metallic dragon mounted in a setting of precious metal, is typically affixed between the shoulder blades. When you Activate the pin, a pair of draconic wings matching the color of the scale unfurl from your shoulders, granting you a fly Speed of 50 feet for 5 minutes. Craft Requirements Supply one scale from an adult or older dragon.\n","skill_mod":{},"summary":"This ornamental pin, consisting of a single preserved dragon scale from a chromatic or metallic dragon mounted in a setting of precious metal, …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=4635","name":"Dragonscale Cameo","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4635"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":80000,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-4636","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Dragontooth Trophy Source Treasure Vault pg. 93 Price 800 gp Usage affixed to a weapon Activate Free Action envision Trigger You succeed at a Strike with the affixed weapon --- This imposing fang is engraved with an intricate arrangement of symbols, glyphs, and patterns and dangles from a leather strap bound to the hilt of the affixed weapon. When you Activate the trophy, your weapon is momentarily transformed into a magical construct of draconic fury. On the triggering Strike and until the end of your next turn, the damage type of the affixed weapon changes to the type matching the dragon the claw came from (see the sidebar). This change overrides the versatile trait and similar abilities. Craft Requirements Supply one tooth from an adult or older dragon.\n","skill_mod":{},"summary":"This imposing fang is engraved with an intricate arrangement of symbols, glyphs, and patterns and dangles from a leather strap bound to the hilt of …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You succeed at a Strike with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=4636","name":"Dragontooth Trophy","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4636"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":6000,"trait":["Consumable","Divination","Magical","Talisman"],"id":"equipment-4637","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Emergency Eye Source Treasure Vault pg. 93 Price 60 gp Usage affixed to armor Activate Free Action command Trigger You become blinded, or an effect otherwise impedes your vision Requirement You are an expert in Perception. --- This eye, harvested from a monster, looks like it’s peacefully sleeping but gives you a backup when you can’t use your eyes. When the eye is activated, the eyelid pops open, and the eye stares frantically about. You see through the eye with normal vision until the end of your next turn, when the eye withers and flakes away.\n","skill_mod":{},"summary":"This eye, harvested from a monster, looks like it’s peacefully sleeping but gives you a backup when you can’t use your eyes. When the eye is …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are an expert in Perception .","trigger":"You become blinded , or an effect otherwise impedes your vision","resistance":{},"url":"/Equipment.aspx?ID=4637","name":"Emergency Eye","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4637"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":7000,"skill":["Athletics"],"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-4638","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Ensnaring Disk Source Treasure Vault pg. 93 Price 70 gp Usage affixed to a shield Activate Free Action envision Trigger You use the affixed shield to Shield Block a melee weapon attack Requirement You are an expert in Athletics. --- This coin-sized metal disk is inscribed with arcane symbols and mounted on the inner surface of a shield. When you Activate the disk, the triggering weapon momentarily sticks to your shield, allowing you to attempt to Disarm it from its wielder with a +2 item bonus. If you roll a critical failure on this check, you get a failure instead.\n","skill_mod":{},"summary":"This coin-sized metal disk is inscribed with arcane symbols and mounted on the inner surface of a shield. When you Activate the disk, the triggering …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are an expert in Athletics .","trigger":"You use the affixed shield to Shield Block a melee weapon attack","resistance":{},"url":"/Equipment.aspx?ID=4638","name":"Ensnaring Disk","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4638"},{"item_child_id":["equipment-4639-4161","equipment-4639-4162"],"primary_source_category":"Rulebooks","usage":"affixed to explorer’s clothing (or another item in the unarmored defense category","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Consumable","Magical","Talisman","Uncommon"],"id":"equipment-4639","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > False Death Vial Source Treasure Vault pg. 93 Usage affixed to explorer’s clothing (or another item in the unarmored defense category Activate Free Action envision Trigger You would be reduced to 0 Hit Points by damage but not immediately killed Requirement You are unarmored. --- This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing. When you Activate the vial, you avoid being knocked out and remain at 1 Hit Point, your wounded condition increases by 1, and the talisman casts drop dead on you. You and any items you’re wearing and holding are instantly transported from your current space to a clear space of your choice within 30 feet. You take no damage from the triggering effect. If you are carrying another creature (even one contained inside an extradimensional container), it’s left behind in your original space. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > False Death Vial Source Treasure Vault pg. 94 Price 600 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > False Death Vial (Greater) Source Treasure Vault pg. 94 Price 2,000 gp --- The talisman teleports you to a clear space of your choice that you can see within 120 feet. This also transports any items you’re wearing and holding with you, as well as up to one other creature currently in contact with you—including if you’re carrying it in an extradimensional container. This effect has the teleportation trait.","skill_mod":{},"summary":"This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing. When you …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are unarmored.","trigger":"You would be reduced to 0 Hit Points by damage but not immediately killed","resistance":{},"url":"/Equipment.aspx?ID=4639","name":"False Death Vial","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-4639"},{"primary_source_category":"Rulebooks","usage":"affixed to explorer’s clothing (or another item in the unarmored defense category","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4639","weakness":{},"school":"conjuration","price":60000,"trait":["Conjuration","Consumable","Magical","Talisman","Uncommon"],"id":"equipment-4639-4161","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > False Death Vial Source Treasure Vault pg. 93 Usage affixed to explorer’s clothing (or another item in the unarmored defense category Activate Free Action envision Trigger You would be reduced to 0 Hit Points by damage but not immediately killed Requirement You are unarmored. --- This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing. When you Activate the vial, you avoid being knocked out and remain at 1 Hit Point, your wounded condition increases by 1, and the talisman casts drop dead on you. You and any items you’re wearing and holding are instantly transported from your current space to a clear space of your choice within 30 feet. You take no damage from the triggering effect. If you are carrying another creature (even one contained inside an extradimensional container), it’s left behind in your original space. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > False Death Vial Source Treasure Vault pg. 94 Price 600 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > False Death Vial (Greater) Source Treasure Vault pg. 94 Price 2,000 gp --- The talisman teleports you to a clear space of your choice that you can see within 120 feet. This also transports any items you’re wearing and holding with you, as well as up to one other creature currently in contact with you—including if you’re carrying it in an extradimensional container. This effect has the teleportation trait.","skill_mod":{},"summary":"This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing. When you …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You would be reduced to 0 Hit Points by damage but not immediately killed","resistance":{},"url":"/Equipment.aspx?ID=4639","name":"False Death Vial","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-4639-4161"},{"primary_source_category":"Rulebooks","usage":"affixed to explorer’s clothing (or another item in the unarmored defense category","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4639","weakness":{},"school":"conjuration","price":200000,"trait":["Conjuration","Consumable","Magical","Talisman","Uncommon"],"id":"equipment-4639-4162","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > False Death Vial Source Treasure Vault pg. 93 Usage affixed to explorer’s clothing (or another item in the unarmored defense category Activate Free Action envision Trigger You would be reduced to 0 Hit Points by damage but not immediately killed Requirement You are unarmored. --- This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing. When you Activate the vial, you avoid being knocked out and remain at 1 Hit Point, your wounded condition increases by 1, and the talisman casts drop dead on you. You and any items you’re wearing and holding are instantly transported from your current space to a clear space of your choice within 30 feet. You take no damage from the triggering effect. If you are carrying another creature (even one contained inside an extradimensional container), it’s left behind in your original space. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > False Death Vial Source Treasure Vault pg. 94 Price 600 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > False Death Vial (Greater) Source Treasure Vault pg. 94 Price 2,000 gp --- The talisman teleports you to a clear space of your choice that you can see within 120 feet. This also transports any items you’re wearing and holding with you, as well as up to one other creature currently in contact with you—including if you’re carrying it in an extradimensional container. This effect has the teleportation trait.","skill_mod":{},"summary":"The talisman teleports you to a clear space of your choice that you can see within 120 feet. This also transports any items you’re wearing and …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You would be reduced to 0 Hit Points by damage but not immediately killed","resistance":{},"url":"/Equipment.aspx?ID=4639","name":"False Death Vial (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-4639-4162"},{"primary_source_category":"Rulebooks","usage":"affixed to weapon","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":70000,"trait":["Consumable","Enchantment","Magical","Misfortune","Talisman","Uncommon"],"id":"equipment-4640","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Grinning Pugwampi Source Treasure Vault pg. 94 Price 700 gp Usage affixed to weapon Activate Free Action envision Trigger You damage a flat-footed creature with the affixed weapon. --- This bone statuette of a sneering gremlin crumbles to dust when activated, imparting a fraction of its subject’s infamous misfortune on those you strike. The damaged creature must attempt a DC 33 Will save. Critical Success The creature is unaffected. Success The creature must roll twice and take the worse result on the next check it attempts. Failure The creature must roll twice and take the worse result on all checks until the end of its next turn.\n","skill_mod":{},"summary":"This bone statuette of a sneering gremlin crumbles to dust when activated, imparting a fraction of its subject’s infamous misfortune on those you …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You damage a flat-footed creature with the affixed weapon.","resistance":{},"url":"/Equipment.aspx?ID=4640","name":"Grinning Pugwampi","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-4640"},{"item_child_id":["equipment-4641-4163","equipment-4641-4164"],"primary_source_category":"Rulebooks","usage":"affixed to weapon","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-4641","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Grudgestone Source Treasure Vault pg. 94 Usage affixed to weapon Activate Free Action envision Trigger A creature critically hits you. --- This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of cloth wrapped around its grip. When you Activate the grudgestone , your Strikes with the affixed weapon against the triggering creature gain a +3 status bonus to damage rolls for 1 minute or until the target dies, whichever comes first. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Grudgestone Source Treasure Vault pg. 94 Price 70 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Grudgestone (Greater) Source Treasure Vault pg. 94 Price 900 gp --- The bonus is +5.","skill_mod":{},"summary":"This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"A creature critically hits you.","resistance":{},"url":"/Equipment.aspx?ID=4641","name":"Grudgestone","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4641"},{"primary_source_category":"Rulebooks","usage":"affixed to weapon","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4641","weakness":{},"school":"evocation","price":7000,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-4641-4163","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Grudgestone Source Treasure Vault pg. 94 Usage affixed to weapon Activate Free Action envision Trigger A creature critically hits you. --- This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of cloth wrapped around its grip. When you Activate the grudgestone , your Strikes with the affixed weapon against the triggering creature gain a +3 status bonus to damage rolls for 1 minute or until the target dies, whichever comes first. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Grudgestone Source Treasure Vault pg. 94 Price 70 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Grudgestone (Greater) Source Treasure Vault pg. 94 Price 900 gp --- The bonus is +5.","skill_mod":{},"summary":"This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"A creature critically hits you.","resistance":{},"url":"/Equipment.aspx?ID=4641","name":"Grudgestone","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4641-4163"},{"primary_source_category":"Rulebooks","usage":"affixed to weapon","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4641","weakness":{},"school":"evocation","price":90000,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-4641-4164","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Grudgestone Source Treasure Vault pg. 94 Usage affixed to weapon Activate Free Action envision Trigger A creature critically hits you. --- This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of cloth wrapped around its grip. When you Activate the grudgestone , your Strikes with the affixed weapon against the triggering creature gain a +3 status bonus to damage rolls for 1 minute or until the target dies, whichever comes first. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Grudgestone Source Treasure Vault pg. 94 Price 70 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Grudgestone (Greater) Source Treasure Vault pg. 94 Price 900 gp --- The bonus is +5.","skill_mod":{},"summary":"The bonus is +5.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"A creature critically hits you.","resistance":{},"url":"/Equipment.aspx?ID=4641","name":"Grudgestone (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4641-4164"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":220000,"trait":["Abjuration","Consumable","Magical","Necromancy","Talisman","Uncommon"],"id":"equipment-4642","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Hungering Maw Source Treasure Vault pg. 94 Price 2,200 gp Usage affixed to armor Activate Free Action command Trigger You attempt a saving throw against a possession effect Requirement You are a master in Will saves. --- A shining onyx gemstone clutched in a pair of black steel jaws, this pendant is a potent defense against hostile spirits and other beings who commandeer the bodies of others. When you Activate it, you gain a +4 item bonus to your saving throw against the triggering effect. If your result prevents you from being possessed, the creature that attempted to possess you is subject to a DC 37 bind soul spell, which can trap it in the talisman as if it had recently died. The talisman’s magic is exhausted after use, but a soul trapped this way remains imprisoned inside, as detailed in the spell description. Starting at the end of its next turn, the trapped creature gets a new save to end the effect at the end of each of its turns.\n","skill_mod":{},"summary":"A shining onyx gemstone clutched in a pair of black steel jaws, this pendant is a potent defense against hostile spirits and other beings who …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are a master in Will saves.","trigger":"You attempt a saving throw against a possession effect","resistance":{},"url":"/Equipment.aspx?ID=4642","name":"Hungering Maw","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-4642"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":2000,"trait":["Consumable","Magical","Necromancy","Talisman"],"id":"equipment-4643","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Mortalis Coin Source Treasure Vault pg. 94 Price 20 gp Usage affixed to armor Activate Free Action envision Trigger You are reduced to 0 Hit Points by damage but not immediately killed Requirement You are an expert in Fortitude saves. --- This small golden coin is usually stamped with the image of a boar or other resilient creature. If the triggering damage would cause you to become dying 2 (typically due to a critical hit or your critical failure), you become dying 1 instead. In addition, for 10 minutes, you die from the dying condition at dying 5, rather than dying 4.\n","skill_mod":{},"summary":"This small golden coin is usually stamped with the image of a boar or other resilient creature. If the triggering damage would cause you to become …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are an expert in Fortitude saves.","trigger":"You are reduced to 0 Hit Points by damage but not immediately killed","resistance":{},"url":"/Equipment.aspx?ID=4643","name":"Mortalis Coin","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4643"},{"item_child_id":["equipment-4644-4165","equipment-4644-4166"],"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Consumable","Magical","Talisman","Uncommon"],"id":"equipment-4644","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Reflecting Shard Source Treasure Vault pg. 94 Usage affixed to a shield Activate Reaction command Trigger You are targeted by a spell of 5th level or lower Requirement You’re a master in Athletics, and you have the affixed shield raised. --- This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell back at its caster with spell turning , using your Athletics modifier for the counteract check. The talisman’s counteract level is 7th. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Reflecting Shard Source Treasure Vault pg. 94 Price 500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Reflecting Shard (Greater) Source Treasure Vault pg. 94 Price 2,500 gp --- The talisman can reflect spells of any level, and its counteract level is 9th.","skill_mod":{},"summary":"This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You’re a master in Athletics , and you have the affixed shield raised.","trigger":"You are targeted by a spell of 5th level or lower","resistance":{},"url":"/Equipment.aspx?ID=4644","name":"Reflecting Shard","actions_number":1,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"equipment-4644"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4644","weakness":{},"school":"abjuration","price":50000,"trait":["Abjuration","Consumable","Magical","Talisman","Uncommon"],"id":"equipment-4644-4165","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Reflecting Shard Source Treasure Vault pg. 94 Usage affixed to a shield Activate Reaction command Trigger You are targeted by a spell of 5th level or lower Requirement You’re a master in Athletics, and you have the affixed shield raised. --- This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell back at its caster with spell turning , using your Athletics modifier for the counteract check. The talisman’s counteract level is 7th. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Reflecting Shard Source Treasure Vault pg. 94 Price 500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Reflecting Shard (Greater) Source Treasure Vault pg. 94 Price 2,500 gp --- The talisman can reflect spells of any level, and its counteract level is 9th.","skill_mod":{},"summary":"This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You are targeted by a spell of 5th level or lower","resistance":{},"url":"/Equipment.aspx?ID=4644","name":"Reflecting Shard","actions_number":1,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"equipment-4644-4165"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4644","weakness":{},"school":"abjuration","price":250000,"trait":["Abjuration","Consumable","Magical","Talisman","Uncommon"],"id":"equipment-4644-4166","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Reflecting Shard Source Treasure Vault pg. 94 Usage affixed to a shield Activate Reaction command Trigger You are targeted by a spell of 5th level or lower Requirement You’re a master in Athletics, and you have the affixed shield raised. --- This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell back at its caster with spell turning , using your Athletics modifier for the counteract check. The talisman’s counteract level is 7th. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Reflecting Shard Source Treasure Vault pg. 94 Price 500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Reflecting Shard (Greater) Source Treasure Vault pg. 94 Price 2,500 gp --- The talisman can reflect spells of any level, and its counteract level is 9th.","skill_mod":{},"summary":"The talisman can reflect spells of any level, and its counteract level is 9th.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You are targeted by a spell of 5th level or lower","resistance":{},"url":"/Equipment.aspx?ID=4644","name":"Reflecting Shard (Greater)","actions_number":1,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"equipment-4644-4166"},{"item_child_id":["equipment-4645-4167","equipment-4645-4168"],"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-4645","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Reverberating Stone Source Treasure Vault pg. 94 Usage affixed to a shield Activate Free Action envision Trigger You use the affixed shield to Shield Block a melee attack Requirement You’re a master in Athletics, and you have the affixed shield raised. --- This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the talisman, the gem shatters, releasing a powerful shockwave in a 15-foot cone that must include the enemy who struck the triggering blow, if possible. Each creature in the cone takes 2d6 sonic damage with a DC 28 basic Fortitude save. Any creature that fails its save is pushed 5 feet away from you (or 10 feet on a critical failure). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Reverberating Stone Source Treasure Vault pg. 95 Price 275 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Reverberating Stone (Greater) Source Treasure Vault pg. 95 Price 1,200 gp --- The cone is 30 feet, the damage is 3d6, and the DC is 34.","skill_mod":{},"summary":"This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You’re a master in Athletics , and you have the affixed shield raised.","trigger":"You use the affixed shield to S hield Block a melee attack","resistance":{},"url":"/Equipment.aspx?ID=4645","name":"Reverberating Stone","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4645"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4645","weakness":{},"school":"evocation","price":27500,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-4645-4167","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Reverberating Stone Source Treasure Vault pg. 94 Usage affixed to a shield Activate Free Action envision Trigger You use the affixed shield to Shield Block a melee attack Requirement You’re a master in Athletics, and you have the affixed shield raised. --- This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the talisman, the gem shatters, releasing a powerful shockwave in a 15-foot cone that must include the enemy who struck the triggering blow, if possible. Each creature in the cone takes 2d6 sonic damage with a DC 28 basic Fortitude save. Any creature that fails its save is pushed 5 feet away from you (or 10 feet on a critical failure). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Reverberating Stone Source Treasure Vault pg. 95 Price 275 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Reverberating Stone (Greater) Source Treasure Vault pg. 95 Price 1,200 gp --- The cone is 30 feet, the damage is 3d6, and the DC is 34.","skill_mod":{},"summary":"This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You use the affixed shield to S hield Block a melee attack","resistance":{},"url":"/Equipment.aspx?ID=4645","name":"Reverberating Stone","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4645-4167"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4645","weakness":{},"school":"evocation","price":120000,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-4645-4168","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Reverberating Stone Source Treasure Vault pg. 94 Usage affixed to a shield Activate Free Action envision Trigger You use the affixed shield to Shield Block a melee attack Requirement You’re a master in Athletics, and you have the affixed shield raised. --- This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the talisman, the gem shatters, releasing a powerful shockwave in a 15-foot cone that must include the enemy who struck the triggering blow, if possible. Each creature in the cone takes 2d6 sonic damage with a DC 28 basic Fortitude save. Any creature that fails its save is pushed 5 feet away from you (or 10 feet on a critical failure). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Reverberating Stone Source Treasure Vault pg. 95 Price 275 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Reverberating Stone (Greater) Source Treasure Vault pg. 95 Price 1,200 gp --- The cone is 30 feet, the damage is 3d6, and the DC is 34.","skill_mod":{},"summary":"The cone is 30 feet, the damage is 3d6, and the DC is 34.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You use the affixed shield to S hield Block a melee attack","resistance":{},"url":"/Equipment.aspx?ID=4645","name":"Reverberating Stone (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4645-4168"},{"item_child_id":["equipment-4646-4169","equipment-4646-4170","equipment-4646-4171"],"primary_source_category":"Rulebooks","usage":"affixed to a magical staff;","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-4646","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Ruby Capacitor Source Treasure Vault pg. 95 Usage affixed to a magical staff; Activate Free Action Interact Requirement You prepared the staff. --- This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells cast from the staff before the end of the turn expend these charges first. Any unused temporary charges are lost at the end of your turn. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ruby Capacitor Source Treasure Vault pg. 95 Price 180 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ruby Capacitor (Greater) Source Treasure Vault pg. 95 Price 800 gp --- The number of temporary charges increases to 3. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ruby Capacitor (Major) Source Treasure Vault pg. 95 Price 4,500 gp --- The number of temporary charges increases to 5.","skill_mod":{},"summary":"This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You prepared the staff.","resistance":{},"url":"/Equipment.aspx?ID=4646","name":"Ruby Capacitor","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4646"},{"primary_source_category":"Rulebooks","usage":"affixed to a magical staff;","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4646","weakness":{},"school":"evocation","price":18000,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-4646-4169","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Ruby Capacitor Source Treasure Vault pg. 95 Usage affixed to a magical staff; Activate Free Action Interact Requirement You prepared the staff. --- This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells cast from the staff before the end of the turn expend these charges first. Any unused temporary charges are lost at the end of your turn. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ruby Capacitor Source Treasure Vault pg. 95 Price 180 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ruby Capacitor (Greater) Source Treasure Vault pg. 95 Price 800 gp --- The number of temporary charges increases to 3. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ruby Capacitor (Major) Source Treasure Vault pg. 95 Price 4,500 gp --- The number of temporary charges increases to 5.","skill_mod":{},"summary":"This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=4646","name":"Ruby Capacitor","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4646-4169"},{"primary_source_category":"Rulebooks","usage":"affixed to a magical staff;","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4646","weakness":{},"school":"evocation","price":80000,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-4646-4170","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Ruby Capacitor Source Treasure Vault pg. 95 Usage affixed to a magical staff; Activate Free Action Interact Requirement You prepared the staff. --- This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells cast from the staff before the end of the turn expend these charges first. Any unused temporary charges are lost at the end of your turn. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ruby Capacitor Source Treasure Vault pg. 95 Price 180 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ruby Capacitor (Greater) Source Treasure Vault pg. 95 Price 800 gp --- The number of temporary charges increases to 3. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ruby Capacitor (Major) Source Treasure Vault pg. 95 Price 4,500 gp --- The number of temporary charges increases to 5.","skill_mod":{},"summary":"The number of temporary charges increases to 3.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=4646","name":"Ruby Capacitor (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4646-4170"},{"primary_source_category":"Rulebooks","usage":"affixed to a magical staff;","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4646","weakness":{},"school":"evocation","price":450000,"trait":["Consumable","Evocation","Magical","Talisman"],"id":"equipment-4646-4171","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Ruby Capacitor Source Treasure Vault pg. 95 Usage affixed to a magical staff; Activate Free Action Interact Requirement You prepared the staff. --- This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells cast from the staff before the end of the turn expend these charges first. Any unused temporary charges are lost at the end of your turn. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ruby Capacitor Source Treasure Vault pg. 95 Price 180 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ruby Capacitor (Greater) Source Treasure Vault pg. 95 Price 800 gp --- The number of temporary charges increases to 3. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ruby Capacitor (Major) Source Treasure Vault pg. 95 Price 4,500 gp --- The number of temporary charges increases to 5.","skill_mod":{},"summary":"The number of temporary charges increases to 5.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=4646","name":"Ruby Capacitor (Major)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4646-4171"},{"item_child_id":["equipment-4647-4172","equipment-4647-4173","equipment-4647-4174"],"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","trait":["Consumable","Enchantment","Magical","Mental","Talisman"],"id":"equipment-4647","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Snarling Badger Source Treasure Vault pg. 95 Usage affixed to armor Activate Free Action command Trigger You lose the dying condition Requirement You have a wounded value of 1 or more. --- This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the wounded condition, the heroism ends immediately. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Snarling Badger (Lesser) Source Treasure Vault pg. 95 Price 50 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Snarling Badger (Moderate) Source Treasure Vault pg. 95 Price 400 gp --- The heroism is 6th level. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Snarling Badger (Greater) Source Treasure Vault pg. 95 Price 5,000 gp --- The heroism is 9th level.","skill_mod":{},"summary":"This tarnished steel pendant is inlaid with the face of an enraged badger . When you Activate the talisman, it casts heroism on you. If you lose …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You have a wounded value of 1 or more.","trigger":"You lose the dying condition","resistance":{},"url":"/Equipment.aspx?ID=4647","name":"Snarling Badger","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4647"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4647","weakness":{},"school":"enchantment","price":5000,"trait":["Consumable","Enchantment","Magical","Mental","Talisman"],"id":"equipment-4647-4172","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Snarling Badger Source Treasure Vault pg. 95 Usage affixed to armor Activate Free Action command Trigger You lose the dying condition Requirement You have a wounded value of 1 or more. --- This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the wounded condition, the heroism ends immediately. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Snarling Badger (Lesser) Source Treasure Vault pg. 95 Price 50 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Snarling Badger (Moderate) Source Treasure Vault pg. 95 Price 400 gp --- The heroism is 6th level. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Snarling Badger (Greater) Source Treasure Vault pg. 95 Price 5,000 gp --- The heroism is 9th level.","skill_mod":{},"summary":"This tarnished steel pendant is inlaid with the face of an enraged badger . When you Activate the talisman, it casts heroism on you. If you lose …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You lose the dying condition","resistance":{},"url":"/Equipment.aspx?ID=4647","name":"Snarling Badger (Lesser)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4647-4172"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4647","weakness":{},"school":"enchantment","price":40000,"trait":["Consumable","Enchantment","Magical","Mental","Talisman"],"id":"equipment-4647-4173","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Snarling Badger Source Treasure Vault pg. 95 Usage affixed to armor Activate Free Action command Trigger You lose the dying condition Requirement You have a wounded value of 1 or more. --- This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the wounded condition, the heroism ends immediately. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Snarling Badger (Lesser) Source Treasure Vault pg. 95 Price 50 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Snarling Badger (Moderate) Source Treasure Vault pg. 95 Price 400 gp --- The heroism is 6th level. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Snarling Badger (Greater) Source Treasure Vault pg. 95 Price 5,000 gp --- The heroism is 9th level.","skill_mod":{},"summary":"The heroism is 6th level.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You lose the dying condition","resistance":{},"url":"/Equipment.aspx?ID=4647","name":"Snarling Badger (Moderate)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4647-4173"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4647","weakness":{},"school":"enchantment","price":500000,"trait":["Consumable","Enchantment","Magical","Mental","Talisman"],"id":"equipment-4647-4174","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Snarling Badger Source Treasure Vault pg. 95 Usage affixed to armor Activate Free Action command Trigger You lose the dying condition Requirement You have a wounded value of 1 or more. --- This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the wounded condition, the heroism ends immediately. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Snarling Badger (Lesser) Source Treasure Vault pg. 95 Price 50 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Snarling Badger (Moderate) Source Treasure Vault pg. 95 Price 400 gp --- The heroism is 6th level. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Snarling Badger (Greater) Source Treasure Vault pg. 95 Price 5,000 gp --- The heroism is 9th level.","skill_mod":{},"summary":"The heroism is 9th level.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You lose the dying condition","resistance":{},"url":"/Equipment.aspx?ID=4647","name":"Snarling Badger (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4647-4174"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":13000,"trait":["Consumable","Illusion","Magical","Talisman","Visual"],"id":"equipment-4648","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Wooden Nickel Source Treasure Vault pg. 95 Price 130 gp Usage affixed to armor Activate Three Actions envision --- This rough wooden coin hangs from a string drilled through a hole at its center. When you Activate the wooden nickel , for 10 minutes, you can cause any object you touch of 2 Bulk or less to look, feel, and smell like valuables of a similar size crafted from a precious metal of your choice. A creature that touches or Interacts with an affected object can attempt a Perception check against your Deception DC to disbelieve the illusion, and a successful check against your Deception DC with Crafting or an appropriate Lore skill will also reveal the item’s true nature. After 10 minutes have elapsed since you Activated the wooden nickel , all affected objects revert to their true form.\n","skill_mod":{},"summary":"This rough wooden coin hangs from a string drilled through a hole at its center. When you Activate the wooden nickel , for 10 minutes, you can cause …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Monster","Mechanics","Sense"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=4648","name":"Wooden Nickel","actions_number":6,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-4648"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":100000,"trait":["Conjuration","Consumable","Magical","Rare"],"id":"equipment-4649","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Bargainer's Instrument Source Treasure Vault pg. 96 Price 1,000 gp Usage held in 2 hands Bulk L Activate 1 hour (envision, Interact) --- A bargainer’s instrument is a musical implement. The most typical version is a violin made from maple and spruce, its body stained so deep a purple it appears almost black. When activated, the instrument casts a planar binding ritual to conjure a willing extraplanar talent to compete with you in performance. The contest could be a musical battle, a dance-off, an oratorical debate—the two of you could even use entirely different types of performance. The loser of the bout is magically bound to perform a task of the winner’s choice within 1 week. The contest consists of taking turns to Perform, starting with your opponent. The Performance check’s DC is the higher of the opponent’s Perception DC or Will DC, though the two parties can mutually agree to use an impartial judge instead. The first to reach four successes wins, with each critical successes counting as two successes. If you play the bargainer’s instrument as part of your performance, it grants you a +2 item bonus to the Performance checks. After the contest, the conjured creature can choose to return to where it came from or remain where you conjured it. The loser must endeavor to complete the task by all reasonable means within 1 week. Failing to complete it is shameful but has no further consequences. The instrument loses its magic and remains a non-magical virtuoso instrument.\n","skill_mod":{},"summary":"A bargainer’s instrument is a musical implement. The most typical version is a violin made from maple and spruce, its body stained so deep a purple …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4649","name":"Bargainer's Instrument","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4649"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":14000,"skill":["Performance"],"trait":["Attack","Consumable","Emotion","Enchantment","Magical","Mental","Spellgun"],"id":"equipment-4650","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Bewildering Spellgun Source Treasure Vault pg. 96 Price 140 gp Usage held in 1 hand Bulk L Activate Two Actions Interact, Strike --- When stared at, a bewildering spellgun seems to warp the space around it, creating a mind-bending sensation. Whispers of gibberish arise from it, making their way to nearby ears despite any other sounds in the area. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 15 feet. Once fired, the spellgun twists in your hand and melts away. Critical Success The target is confused for 1 minute. Success The target is confused for 1 minute but can attempt a DC 25 Will save at the end of each of its turns to end the effect.\n","skill_mod":{},"summary":"When stared at, a bewildering spellgun seems to warp the space around it, creating a mind-bending sensation. Whispers of gibberish arise from it, …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4650","name":"Bewildering Spellgun","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4650"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":7000,"trait":["Consumable","Magical","Transmutation"],"id":"equipment-4651","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Energizing Treat Source Treasure Vault pg. 96 Price 70 gp Usage held in 1 hand Activate Single Action Interact --- An energizing treat is a treat made from meat or grains. When you feed your animal companion or familiar an energizing treat, it’s quickened for 1 minute. It can use the extra action each round only for Strike, Stride, and Support actions, and it can do so only if it normally has those actions available and you take the proper action to command it.\n","skill_mod":{},"summary":"An energizing treat is a treat made from meat or grains. When you feed your animal companion or familiar an energizing treat, it’s quickened for …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4651","name":"Energizing Treat","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4651"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":3000,"trait":["Consumable","Magical","Transmutation"],"id":"equipment-4652","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Familiar Morsel Source Treasure Vault pg. 96 Price 30 gp Usage held in 1 hand Activate Single Action Interact --- Familiar morsels are little treats that come in a wide variety of flavors that appeal to numerous creatures. Each morsel is keyed to one familiar ability at its creation. When you feed the morsel to your familiar, it gains that familiar ability for 1 hour. If your familiar doesn’t meet the requirements, or if it already has an ability from a familiar morsel , the morsel is nothing more than a pleasing snack, its magic wasted.\n","skill_mod":{},"summary":" Familiar morsels are little treats that come in a wide variety of flavors that appeal to numerous creatures. Each morsel is keyed to one familiar …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4652","name":"Familiar Morsel","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4652"},{"remaster_name":["Miraculous Paintbrush"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":32500,"trait":["Conjuration","Consumable","Magical","Uncommon"],"id":"equipment-4653","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Marvelous Pigment Source Treasure Vault pg. 97 Price 325 gp Usage held in 1 hand Bulk L Activate 10 minutes (envision, Interact) --- Marvelous pigment comes in a small container of shifting, multicolored paint that can magically create an object painted with it. The pigment is applied with a stick tipped with bristles, hair, or fur. The paint flows as you Activate the marvelous pigment and changes color at your whim as you paint. The paint can cover a 10-foot-square, two-dimensional surface. When you’re done painting, attempt a DC 30 Crafting check. Critical Success The object you painted emerges from the surface as a real, permanent object no larger than 10 feet in any dimension. It’s non-magical and inanimate and has no value except to certain art collectors. If you paint a creature, machine, or form of energy (such as a campfire), these depictions appear only as inanimate sculptures. The created object has a painterly appearance that clearly marks its unusual origin, but is as real as any other. Success As critical success, but the object constantly sheds flakes of paint until it falls apart, destroyed, after 24 hours. Failure The pigments leave a painting that doesn’t quite look right and doesn’t become an object. Critical Failure Is it a dog? Whatever you made is a pretty lousy painting and doesn’t resemble what you set out to make.\n","skill_mod":{},"summary":" Marvelous pigment comes in a small container of shifting, multicolored paint that can magically create an object painted with it. The pigment is …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4653","name":"Marvelous Pigment","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4653"},{"item_child_id":["equipment-4654-4175","equipment-4654-4176","equipment-4654-4177","equipment-4654-4178","equipment-4654-4179"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Attack","Consumable","Evocation","Fire","Light","Magical","Spellgun"],"id":"equipment-4654","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Moonlit Spellgun Source Treasure Vault pg. 97 Usage held in 1 hand Bulk L Activate Two Actions Interact, Strike --- Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried by hunters of werecreatures, vampires, and devils. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun’s damage is treated as silver for the purposes of weaknesses, resistances, and the like. Critical Success The target takes double damage and is dazzled until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it’s also enfeebled 1 for 1 minute. Success The target takes full damage and is dazzled until the start of your next turn. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Moonlit Spellgun (Minor) Source Treasure Vault pg. 97 Price 7 gp --- The damage is 1d8 at night, or 1d6 at other times. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Moonlit Spellgun (Lesser) Source Treasure Vault pg. 97 Price 30 gp --- The damage is 3d8 at night, or 3d6 at other times. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moonlit Spellgun (Moderate) Source Treasure Vault pg. 97 Price 150 gp --- The damage is 7d8 at night, or 7d6 at other times. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Moonlit Spellgun (Greater) Source Treasure Vault pg. 97 Price 600 gp --- The damage is 12d8 at night, or 12d6 at other times. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Moonlit Spellgun (Major) Source Treasure Vault pg. 97 Price 3,000 gp --- The damage is 18d8 at night, or 18d6 at other times.","element":["Fire"],"skill_mod":{},"summary":"Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School","Energy","Elemental","Planar","Monster"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4654","name":"Moonlit Spellgun","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4654"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4654","weakness":{},"school":"evocation","price":700,"trait":["Attack","Consumable","Evocation","Fire","Light","Magical","Spellgun"],"id":"equipment-4654-4175","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Moonlit Spellgun Source Treasure Vault pg. 97 Usage held in 1 hand Bulk L Activate Two Actions Interact, Strike --- Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried by hunters of werecreatures, vampires, and devils. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun’s damage is treated as silver for the purposes of weaknesses, resistances, and the like. Critical Success The target takes double damage and is dazzled until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it’s also enfeebled 1 for 1 minute. Success The target takes full damage and is dazzled until the start of your next turn. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Moonlit Spellgun (Minor) Source Treasure Vault pg. 97 Price 7 gp --- The damage is 1d8 at night, or 1d6 at other times. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Moonlit Spellgun (Lesser) Source Treasure Vault pg. 97 Price 30 gp --- The damage is 3d8 at night, or 3d6 at other times. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moonlit Spellgun (Moderate) Source Treasure Vault pg. 97 Price 150 gp --- The damage is 7d8 at night, or 7d6 at other times. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Moonlit Spellgun (Greater) Source Treasure Vault pg. 97 Price 600 gp --- The damage is 12d8 at night, or 12d6 at other times. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Moonlit Spellgun (Major) Source Treasure Vault pg. 97 Price 3,000 gp --- The damage is 18d8 at night, or 18d6 at other times.","element":["Fire"],"skill_mod":{},"summary":"The damage is 1d8 at night, or 1d6 at other times.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School","Energy","Elemental","Planar","Monster"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4654","name":"Moonlit Spellgun (Minor)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4654-4175"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4654","weakness":{},"school":"evocation","price":3000,"trait":["Attack","Consumable","Evocation","Fire","Light","Magical","Spellgun"],"id":"equipment-4654-4176","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Moonlit Spellgun Source Treasure Vault pg. 97 Usage held in 1 hand Bulk L Activate Two Actions Interact, Strike --- Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried by hunters of werecreatures, vampires, and devils. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun’s damage is treated as silver for the purposes of weaknesses, resistances, and the like. Critical Success The target takes double damage and is dazzled until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it’s also enfeebled 1 for 1 minute. Success The target takes full damage and is dazzled until the start of your next turn. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Moonlit Spellgun (Minor) Source Treasure Vault pg. 97 Price 7 gp --- The damage is 1d8 at night, or 1d6 at other times. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Moonlit Spellgun (Lesser) Source Treasure Vault pg. 97 Price 30 gp --- The damage is 3d8 at night, or 3d6 at other times. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moonlit Spellgun (Moderate) Source Treasure Vault pg. 97 Price 150 gp --- The damage is 7d8 at night, or 7d6 at other times. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Moonlit Spellgun (Greater) Source Treasure Vault pg. 97 Price 600 gp --- The damage is 12d8 at night, or 12d6 at other times. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Moonlit Spellgun (Major) Source Treasure Vault pg. 97 Price 3,000 gp --- The damage is 18d8 at night, or 18d6 at other times.","element":["Fire"],"skill_mod":{},"summary":"The damage is 3d8 at night, or 3d6 at other times.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School","Energy","Elemental","Planar","Monster"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4654","name":"Moonlit Spellgun (Lesser)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4654-4176"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4654","weakness":{},"school":"evocation","price":15000,"trait":["Attack","Consumable","Evocation","Fire","Light","Magical","Spellgun"],"id":"equipment-4654-4177","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Moonlit Spellgun Source Treasure Vault pg. 97 Usage held in 1 hand Bulk L Activate Two Actions Interact, Strike --- Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried by hunters of werecreatures, vampires, and devils. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun’s damage is treated as silver for the purposes of weaknesses, resistances, and the like. Critical Success The target takes double damage and is dazzled until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it’s also enfeebled 1 for 1 minute. Success The target takes full damage and is dazzled until the start of your next turn. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Moonlit Spellgun (Minor) Source Treasure Vault pg. 97 Price 7 gp --- The damage is 1d8 at night, or 1d6 at other times. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Moonlit Spellgun (Lesser) Source Treasure Vault pg. 97 Price 30 gp --- The damage is 3d8 at night, or 3d6 at other times. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moonlit Spellgun (Moderate) Source Treasure Vault pg. 97 Price 150 gp --- The damage is 7d8 at night, or 7d6 at other times. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Moonlit Spellgun (Greater) Source Treasure Vault pg. 97 Price 600 gp --- The damage is 12d8 at night, or 12d6 at other times. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Moonlit Spellgun (Major) Source Treasure Vault pg. 97 Price 3,000 gp --- The damage is 18d8 at night, or 18d6 at other times.","element":["Fire"],"skill_mod":{},"summary":"The damage is 7d8 at night, or 7d6 at other times.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School","Energy","Elemental","Planar","Monster"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4654","name":"Moonlit Spellgun (Moderate)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4654-4177"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4654","weakness":{},"school":"evocation","price":60000,"trait":["Attack","Consumable","Evocation","Fire","Light","Magical","Spellgun"],"id":"equipment-4654-4178","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Moonlit Spellgun Source Treasure Vault pg. 97 Usage held in 1 hand Bulk L Activate Two Actions Interact, Strike --- Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried by hunters of werecreatures, vampires, and devils. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun’s damage is treated as silver for the purposes of weaknesses, resistances, and the like. Critical Success The target takes double damage and is dazzled until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it’s also enfeebled 1 for 1 minute. Success The target takes full damage and is dazzled until the start of your next turn. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Moonlit Spellgun (Minor) Source Treasure Vault pg. 97 Price 7 gp --- The damage is 1d8 at night, or 1d6 at other times. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Moonlit Spellgun (Lesser) Source Treasure Vault pg. 97 Price 30 gp --- The damage is 3d8 at night, or 3d6 at other times. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moonlit Spellgun (Moderate) Source Treasure Vault pg. 97 Price 150 gp --- The damage is 7d8 at night, or 7d6 at other times. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Moonlit Spellgun (Greater) Source Treasure Vault pg. 97 Price 600 gp --- The damage is 12d8 at night, or 12d6 at other times. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Moonlit Spellgun (Major) Source Treasure Vault pg. 97 Price 3,000 gp --- The damage is 18d8 at night, or 18d6 at other times.","element":["Fire"],"skill_mod":{},"summary":"The damage is 12d8 at night, or 12d6 at other times.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School","Energy","Elemental","Planar","Monster"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4654","name":"Moonlit Spellgun (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4654-4178"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4654","weakness":{},"school":"evocation","price":300000,"trait":["Attack","Consumable","Evocation","Fire","Light","Magical","Spellgun"],"id":"equipment-4654-4179","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Moonlit Spellgun Source Treasure Vault pg. 97 Usage held in 1 hand Bulk L Activate Two Actions Interact, Strike --- Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried by hunters of werecreatures, vampires, and devils. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun’s damage is treated as silver for the purposes of weaknesses, resistances, and the like. Critical Success The target takes double damage and is dazzled until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it’s also enfeebled 1 for 1 minute. Success The target takes full damage and is dazzled until the start of your next turn. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Moonlit Spellgun (Minor) Source Treasure Vault pg. 97 Price 7 gp --- The damage is 1d8 at night, or 1d6 at other times. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Moonlit Spellgun (Lesser) Source Treasure Vault pg. 97 Price 30 gp --- The damage is 3d8 at night, or 3d6 at other times. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moonlit Spellgun (Moderate) Source Treasure Vault pg. 97 Price 150 gp --- The damage is 7d8 at night, or 7d6 at other times. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Moonlit Spellgun (Greater) Source Treasure Vault pg. 97 Price 600 gp --- The damage is 12d8 at night, or 12d6 at other times. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Moonlit Spellgun (Major) Source Treasure Vault pg. 97 Price 3,000 gp --- The damage is 18d8 at night, or 18d6 at other times.","element":["Fire"],"skill_mod":{},"summary":"The damage is 18d8 at night, or 18d6 at other times.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School","Energy","Elemental","Planar","Monster"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4654","name":"Moonlit Spellgun (Major)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4654-4179"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":800,"trait":["Consumable","Illusion","Magical"],"id":"equipment-4655","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Neophyte's Fipple Source Treasure Vault pg. 97 Price 8 gp Usage held in 2 hands Bulk L Activate Single Action Perform Requirement You are untrained in Performance. --- Made of polished wood, a neophyte’s fipple is a block flute enchanted to guarantee melodic sound. When you Perform a song on the fipple to Activate it, your ability modifier, proficiency bonus, and item bonus for the Performance check total +7, regardless of what they would normally be. Add other bonuses and penalties to the check normally. Once the magic is used, the fipple remains as a mundane instrument.\n","skill_mod":{},"summary":"Made of polished wood, a neophyte’s fipple is a block flute enchanted to guarantee melodic sound. When you Perform a song on the fipple to …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Monster","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","requirement":"You are untrained in Performance .","resistance":{},"url":"/Equipment.aspx?ID=4655","name":"Neophyte's Fipple","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4655"},{"item_child_id":["equipment-4656-4180","equipment-4656-4181","equipment-4656-4182"],"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","trait":["Consumable","Magical","Transmutation"],"id":"equipment-4656","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Potion Patch Source Treasure Vault pg. 97 Activate Single Action command Requirement You must have the potion patch affixed to your skin. --- A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the manipulate trait. A patch has a maximum level of potion it can absorb, depending on the patch’s type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch’s magic is negated after it’s used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Potion Patch (Lesser) Source Treasure Vault pg. 97 Price 20 gp --- The potion must be 10th level or lower. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Potion Patch (Moderate) Source Treasure Vault pg. 97 Price 100 gp --- The potion must be 15th level or lower. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Potion Patch (Greater) Source Treasure Vault pg. 97 Price 600 gp --- The potion can be any level.","skill_mod":{},"summary":"A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","requirement":"You must have the potion patch affixed to your skin.","resistance":{},"url":"/Equipment.aspx?ID=4656","name":"Potion Patch","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4656"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4656","weakness":{},"school":"transmutation","price":2000,"trait":["Consumable","Magical","Transmutation"],"id":"equipment-4656-4180","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Potion Patch Source Treasure Vault pg. 97 Activate Single Action command Requirement You must have the potion patch affixed to your skin. --- A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the manipulate trait. A patch has a maximum level of potion it can absorb, depending on the patch’s type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch’s magic is negated after it’s used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Potion Patch (Lesser) Source Treasure Vault pg. 97 Price 20 gp --- The potion must be 10th level or lower. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Potion Patch (Moderate) Source Treasure Vault pg. 97 Price 100 gp --- The potion must be 15th level or lower. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Potion Patch (Greater) Source Treasure Vault pg. 97 Price 600 gp --- The potion can be any level.","skill_mod":{},"summary":"The potion must be 10th level or lower.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4656","name":"Potion Patch (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4656-4180"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4656","weakness":{},"school":"transmutation","price":10000,"trait":["Consumable","Magical","Transmutation"],"id":"equipment-4656-4181","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Potion Patch Source Treasure Vault pg. 97 Activate Single Action command Requirement You must have the potion patch affixed to your skin. --- A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the manipulate trait. A patch has a maximum level of potion it can absorb, depending on the patch’s type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch’s magic is negated after it’s used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Potion Patch (Lesser) Source Treasure Vault pg. 97 Price 20 gp --- The potion must be 10th level or lower. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Potion Patch (Moderate) Source Treasure Vault pg. 97 Price 100 gp --- The potion must be 15th level or lower. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Potion Patch (Greater) Source Treasure Vault pg. 97 Price 600 gp --- The potion can be any level.","skill_mod":{},"summary":"The potion must be 15th level or lower.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4656","name":"Potion Patch (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4656-4181"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4656","weakness":{},"school":"transmutation","price":60000,"trait":["Consumable","Magical","Transmutation"],"id":"equipment-4656-4182","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Potion Patch Source Treasure Vault pg. 97 Activate Single Action command Requirement You must have the potion patch affixed to your skin. --- A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the manipulate trait. A patch has a maximum level of potion it can absorb, depending on the patch’s type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch’s magic is negated after it’s used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Potion Patch (Lesser) Source Treasure Vault pg. 97 Price 20 gp --- The potion must be 10th level or lower. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Potion Patch (Moderate) Source Treasure Vault pg. 97 Price 100 gp --- The potion must be 15th level or lower. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Potion Patch (Greater) Source Treasure Vault pg. 97 Price 600 gp --- The potion can be any level.","skill_mod":{},"summary":"The potion can be any level.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4656","name":"Potion Patch (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4656-4182"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":60000,"trait":["Attack","Consumable","Death","Magical","Necromancy","Necromancy","Spellgun"],"id":"equipment-4657","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Reaper's Spellgun Source Treasure Vault pg. 97 Price 600 gp Usage held in 1 hand Bulk L Activate Two Actions Interact, Strike --- A rod of blackened bone with a bulb at one end comprises a reaper’s spellgun , which feels heavier than it looks. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun fires a shadowy ray, then dissolves into gray mist. Critical Success The target takes 4d6 negative damage and is drained 2 and doomed 1. If it had fewer than half its maximum Hit Points after taking the negative damage, it’s drained 3 instead. If the Hit Point loss from being drained drops the creature to 0 Hit Points, it dies. Success As critical success, but for the drained condition, the target is drained 1, or drained 2 if it had fewer than half its maximum HP.\n","skill_mod":{},"summary":"A rod of blackened bone with a bulb at one end comprises a reaper’s spellgun , which feels heavier than it looks. You Activate the spellgun by …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4657","name":"Reaper's Spellgun","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4657"},{"item_child_id":["equipment-4658-4183","equipment-4658-4184","equipment-4658-4185"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Attack","Consumable","Evocation","Fire","Magical","Spellgun"],"id":"equipment-4658","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Sparking Spellgun Source Treasure Vault pg. 98 Usage held in 1 hand Bulk L Activate Two Actions Interact, Strike --- A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and persistent fire damage according to its type. Critical Success The target takes double damage, takes double persistent damage, is blinded for 1 round, and is dazzled while the persistent damage lasts. Success The target takes full damage, full persistent damage, and is dazzled while the persistent damage lasts. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sparkling Spellgun (Lesser) Source Treasure Vault pg. 98 Price 30 gp --- The damage is 4d6, and the persistent damage is 1d4. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sparkling Spellgun (Moderate) Source Treasure Vault pg. 98 Price 150 gp --- The damage is 7d6, and the persistent damage is 3d4. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sparkling Spellgun (Greater) Source Treasure Vault pg. 98 Price 600 gp --- The damage is 10d6, and the persistent damage is 5d4.","element":["Fire"],"skill_mod":{},"summary":"A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School","Energy","Elemental","Planar","Monster"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4658","name":"Sparking Spellgun","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4658"},{"remaster_name":["Sparking Spellgun (Lesser)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4658","weakness":{},"school":"evocation","price":3000,"trait":["Attack","Consumable","Evocation","Fire","Magical","Spellgun"],"id":"equipment-4658-4183","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Sparking Spellgun Source Treasure Vault pg. 98 Usage held in 1 hand Bulk L Activate Two Actions Interact, Strike --- A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and persistent fire damage according to its type. Critical Success The target takes double damage, takes double persistent damage, is blinded for 1 round, and is dazzled while the persistent damage lasts. Success The target takes full damage, full persistent damage, and is dazzled while the persistent damage lasts. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sparkling Spellgun (Lesser) Source Treasure Vault pg. 98 Price 30 gp --- The damage is 4d6, and the persistent damage is 1d4. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sparkling Spellgun (Moderate) Source Treasure Vault pg. 98 Price 150 gp --- The damage is 7d6, and the persistent damage is 3d4. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sparkling Spellgun (Greater) Source Treasure Vault pg. 98 Price 600 gp --- The damage is 10d6, and the persistent damage is 5d4.","element":["Fire"],"skill_mod":{},"summary":"The damage is 4d6, and the persistent damage is 1d4.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School","Energy","Elemental","Planar","Monster"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4658","name":"Sparkling Spellgun (Lesser)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4658-4183"},{"remaster_name":["Sparking Spellgun (Moderate)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4658","weakness":{},"school":"evocation","price":15000,"trait":["Attack","Consumable","Evocation","Fire","Magical","Spellgun"],"id":"equipment-4658-4184","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Sparking Spellgun Source Treasure Vault pg. 98 Usage held in 1 hand Bulk L Activate Two Actions Interact, Strike --- A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and persistent fire damage according to its type. Critical Success The target takes double damage, takes double persistent damage, is blinded for 1 round, and is dazzled while the persistent damage lasts. Success The target takes full damage, full persistent damage, and is dazzled while the persistent damage lasts. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sparkling Spellgun (Lesser) Source Treasure Vault pg. 98 Price 30 gp --- The damage is 4d6, and the persistent damage is 1d4. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sparkling Spellgun (Moderate) Source Treasure Vault pg. 98 Price 150 gp --- The damage is 7d6, and the persistent damage is 3d4. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sparkling Spellgun (Greater) Source Treasure Vault pg. 98 Price 600 gp --- The damage is 10d6, and the persistent damage is 5d4.","element":["Fire"],"skill_mod":{},"summary":"The damage is 7d6, and the persistent damage is 3d4.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School","Energy","Elemental","Planar","Monster"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4658","name":"Sparkling Spellgun (Moderate)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4658-4184"},{"remaster_name":["Sparking Spellgun (Greater)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4658","weakness":{},"school":"evocation","price":60000,"trait":["Attack","Consumable","Evocation","Fire","Magical","Spellgun"],"id":"equipment-4658-4185","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Sparking Spellgun Source Treasure Vault pg. 98 Usage held in 1 hand Bulk L Activate Two Actions Interact, Strike --- A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and persistent fire damage according to its type. Critical Success The target takes double damage, takes double persistent damage, is blinded for 1 round, and is dazzled while the persistent damage lasts. Success The target takes full damage, full persistent damage, and is dazzled while the persistent damage lasts. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sparkling Spellgun (Lesser) Source Treasure Vault pg. 98 Price 30 gp --- The damage is 4d6, and the persistent damage is 1d4. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sparkling Spellgun (Moderate) Source Treasure Vault pg. 98 Price 150 gp --- The damage is 7d6, and the persistent damage is 3d4. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sparkling Spellgun (Greater) Source Treasure Vault pg. 98 Price 600 gp --- The damage is 10d6, and the persistent damage is 5d4.","element":["Fire"],"skill_mod":{},"summary":"The damage is 10d6, and the persistent damage is 5d4.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School","Energy","Elemental","Planar","Monster"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4658","name":"Sparkling Spellgun (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4658-4185"},{"item_child_id":["equipment-4659-4186","equipment-4659-4187","equipment-4659-4188","equipment-4659-4189"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Consumable","Force","Magical"],"id":"equipment-4659","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spiritual Warhorn Source Treasure Vault pg. 98 Usage held in 2 hands Bulk L Activate Two Actions Interact --- A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn’s type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn’s type), and then disappears. The warriors can flank with one another and with you and your allies. Once the magic is used, the warhorn remains as a non‑magical musical instrument. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spiritual Warhorn (Lesser) Source Treasure Vault pg. 98 Price 30 gp --- Two warriors manifest with a +11 attack modifier. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spiritual Warhorn (Moderate) Source Treasure Vault pg. 98 Price 150 gp --- Four warriors manifest with a +17 attack modifier. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spiritual Warhorn (Greater) Source Treasure Vault pg. 98 Price 600 gp --- Six warriors manifest with a +22 attack modifier. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spiritual Warhorn (Major) Source Treasure Vault pg. 98 Price 3,000 gp --- Eight warriors manifest with a +29 attack modifier.","skill_mod":{},"summary":"A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Energy","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4659","name":"Spiritual Warhorn","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4659"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4659","weakness":{},"school":"conjuration","price":3000,"trait":["Conjuration","Consumable","Force","Magical"],"id":"equipment-4659-4186","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spiritual Warhorn Source Treasure Vault pg. 98 Usage held in 2 hands Bulk L Activate Two Actions Interact --- A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn’s type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn’s type), and then disappears. The warriors can flank with one another and with you and your allies. Once the magic is used, the warhorn remains as a non‑magical musical instrument. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spiritual Warhorn (Lesser) Source Treasure Vault pg. 98 Price 30 gp --- Two warriors manifest with a +11 attack modifier. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spiritual Warhorn (Moderate) Source Treasure Vault pg. 98 Price 150 gp --- Four warriors manifest with a +17 attack modifier. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spiritual Warhorn (Greater) Source Treasure Vault pg. 98 Price 600 gp --- Six warriors manifest with a +22 attack modifier. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spiritual Warhorn (Major) Source Treasure Vault pg. 98 Price 3,000 gp --- Eight warriors manifest with a +29 attack modifier.","skill_mod":{},"summary":"Two warriors manifest with a +11 attack modifier.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Energy","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4659","name":"Spiritual Warhorn (Lesser)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4659-4186"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4659","weakness":{},"school":"conjuration","price":15000,"trait":["Conjuration","Consumable","Force","Magical"],"id":"equipment-4659-4187","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spiritual Warhorn Source Treasure Vault pg. 98 Usage held in 2 hands Bulk L Activate Two Actions Interact --- A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn’s type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn’s type), and then disappears. The warriors can flank with one another and with you and your allies. Once the magic is used, the warhorn remains as a non‑magical musical instrument. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spiritual Warhorn (Lesser) Source Treasure Vault pg. 98 Price 30 gp --- Two warriors manifest with a +11 attack modifier. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spiritual Warhorn (Moderate) Source Treasure Vault pg. 98 Price 150 gp --- Four warriors manifest with a +17 attack modifier. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spiritual Warhorn (Greater) Source Treasure Vault pg. 98 Price 600 gp --- Six warriors manifest with a +22 attack modifier. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spiritual Warhorn (Major) Source Treasure Vault pg. 98 Price 3,000 gp --- Eight warriors manifest with a +29 attack modifier.","skill_mod":{},"summary":"Four warriors manifest with a +17 attack modifier.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Energy","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4659","name":"Spiritual Warhorn (Moderate)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4659-4187"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4659","weakness":{},"school":"conjuration","price":60000,"trait":["Conjuration","Consumable","Force","Magical"],"id":"equipment-4659-4188","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spiritual Warhorn Source Treasure Vault pg. 98 Usage held in 2 hands Bulk L Activate Two Actions Interact --- A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn’s type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn’s type), and then disappears. The warriors can flank with one another and with you and your allies. Once the magic is used, the warhorn remains as a non‑magical musical instrument. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spiritual Warhorn (Lesser) Source Treasure Vault pg. 98 Price 30 gp --- Two warriors manifest with a +11 attack modifier. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spiritual Warhorn (Moderate) Source Treasure Vault pg. 98 Price 150 gp --- Four warriors manifest with a +17 attack modifier. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spiritual Warhorn (Greater) Source Treasure Vault pg. 98 Price 600 gp --- Six warriors manifest with a +22 attack modifier. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spiritual Warhorn (Major) Source Treasure Vault pg. 98 Price 3,000 gp --- Eight warriors manifest with a +29 attack modifier.","skill_mod":{},"summary":"Six warriors manifest with a +22 attack modifier.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Energy","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4659","name":"Spiritual Warhorn (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4659-4188"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4659","weakness":{},"school":"conjuration","price":300000,"trait":["Conjuration","Consumable","Force","Magical"],"id":"equipment-4659-4189","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spiritual Warhorn Source Treasure Vault pg. 98 Usage held in 2 hands Bulk L Activate Two Actions Interact --- A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn’s type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn’s type), and then disappears. The warriors can flank with one another and with you and your allies. Once the magic is used, the warhorn remains as a non‑magical musical instrument. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spiritual Warhorn (Lesser) Source Treasure Vault pg. 98 Price 30 gp --- Two warriors manifest with a +11 attack modifier. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spiritual Warhorn (Moderate) Source Treasure Vault pg. 98 Price 150 gp --- Four warriors manifest with a +17 attack modifier. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spiritual Warhorn (Greater) Source Treasure Vault pg. 98 Price 600 gp --- Six warriors manifest with a +22 attack modifier. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spiritual Warhorn (Major) Source Treasure Vault pg. 98 Price 3,000 gp --- Eight warriors manifest with a +29 attack modifier.","skill_mod":{},"summary":"Eight warriors manifest with a +29 attack modifier.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Energy","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4659","name":"Spiritual Warhorn (Major)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4659-4189"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":23500,"trait":["Auditory","Consumable","Illusion","Magical","Olfactory","Uncommon","Visual"],"id":"equipment-4660","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Talespinner's Lyre Source Treasure Vault pg. 98 Price 235 gp Usage held in 2 hands Bulk L Activate Two Actions envision, Interact --- Plucking a talespinner’s lyre while focusing on an event you witnessed causes the instrument to create an illusion in a 50-foot emanation that plays out your memory of the event in real time, complete with sights, sounds, and smells. You can Sustain the Activation for up to 1 minute to keep it playing. The scene reproduces only what’s in its area, including nothing beyond that even if present in the memory. The scene is realistic, but all observers can clearly tell it’s an illusion. Observers can’t interact with the scene directly nor can they taste or touch elements of it to get a sensation you didn’t personally experience, but they can attempt skill checks to discern more about the scene without altering its contents. For example, no one could see something you didn’t, such as the true form of a creature polymorphed into a squirrel, but an observer might be able to use Perception and Sense Motive to discern the squirrel was acting unlike a squirrel should. Once the magic is used, the lyre remains as a non-magical virtuoso instrument.\n","skill_mod":{},"summary":"Plucking a talespinner’s lyre while focusing on an event you witnessed causes the instrument to create an illusion in a 50-foot emanation that …","primary_source":"Treasure Vault","trait_group":["Sense","Equipment","School","Monster","Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4660","name":"Talespinner's Lyre","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4660"},{"item_child_id":["equipment-4661-4190","equipment-4661-4191","equipment-4661-4192","equipment-4661-4193"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Attack","Consumable","Evocation","Magical","Spellgun","Water"],"id":"equipment-4661","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Torrent Spellgun Source Treasure Vault pg. 98 Usage held in 1 hand Bulk L Activate Two Actions Interact, Strike --- Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun’s type, then disintegrates into sand. Critical Success The target takes double damage and is knocked back 10 feet. Success The target takes full damage and is knocked back 5 feet. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Torrent Spellgun (Lesser) Source Treasure Vault pg. 98 Price 12 gp --- The damage is 2d6. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Torrent Spellgun (Moderate) Source Treasure Vault pg. 98 Price 70 gp --- The damage is 7d6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Torrent Spellgun (Greater) Source Treasure Vault pg. 98 Price 275 gp --- The damage is 12d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Torrent Spellgun (Major) Source Treasure Vault pg. 98 Price 1,250 gp --- The damage is 16d6.","element":["Water"],"skill_mod":{},"summary":"Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School","Elemental","Planar","Monster"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4661","name":"Torrent Spellgun","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4661"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4661","weakness":{},"school":"evocation","price":1200,"trait":["Attack","Consumable","Evocation","Magical","Spellgun","Water"],"id":"equipment-4661-4190","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Torrent Spellgun Source Treasure Vault pg. 98 Usage held in 1 hand Bulk L Activate Two Actions Interact, Strike --- Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun’s type, then disintegrates into sand. Critical Success The target takes double damage and is knocked back 10 feet. Success The target takes full damage and is knocked back 5 feet. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Torrent Spellgun (Lesser) Source Treasure Vault pg. 98 Price 12 gp --- The damage is 2d6. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Torrent Spellgun (Moderate) Source Treasure Vault pg. 98 Price 70 gp --- The damage is 7d6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Torrent Spellgun (Greater) Source Treasure Vault pg. 98 Price 275 gp --- The damage is 12d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Torrent Spellgun (Major) Source Treasure Vault pg. 98 Price 1,250 gp --- The damage is 16d6.","element":["Water"],"skill_mod":{},"summary":"The damage is 2d6.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School","Elemental","Planar","Monster"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4661","name":"Torrent Spellgun (Lesser)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4661-4190"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4661","weakness":{},"school":"evocation","price":7000,"trait":["Attack","Consumable","Evocation","Magical","Spellgun","Water"],"id":"equipment-4661-4191","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Torrent Spellgun Source Treasure Vault pg. 98 Usage held in 1 hand Bulk L Activate Two Actions Interact, Strike --- Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun’s type, then disintegrates into sand. Critical Success The target takes double damage and is knocked back 10 feet. Success The target takes full damage and is knocked back 5 feet. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Torrent Spellgun (Lesser) Source Treasure Vault pg. 98 Price 12 gp --- The damage is 2d6. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Torrent Spellgun (Moderate) Source Treasure Vault pg. 98 Price 70 gp --- The damage is 7d6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Torrent Spellgun (Greater) Source Treasure Vault pg. 98 Price 275 gp --- The damage is 12d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Torrent Spellgun (Major) Source Treasure Vault pg. 98 Price 1,250 gp --- The damage is 16d6.","element":["Water"],"skill_mod":{},"summary":"The damage is 7d6.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School","Elemental","Planar","Monster"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4661","name":"Torrent Spellgun (Moderate)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4661-4191"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4661","weakness":{},"school":"evocation","price":27500,"trait":["Attack","Consumable","Evocation","Magical","Spellgun","Water"],"id":"equipment-4661-4192","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Torrent Spellgun Source Treasure Vault pg. 98 Usage held in 1 hand Bulk L Activate Two Actions Interact, Strike --- Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun’s type, then disintegrates into sand. Critical Success The target takes double damage and is knocked back 10 feet. Success The target takes full damage and is knocked back 5 feet. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Torrent Spellgun (Lesser) Source Treasure Vault pg. 98 Price 12 gp --- The damage is 2d6. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Torrent Spellgun (Moderate) Source Treasure Vault pg. 98 Price 70 gp --- The damage is 7d6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Torrent Spellgun (Greater) Source Treasure Vault pg. 98 Price 275 gp --- The damage is 12d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Torrent Spellgun (Major) Source Treasure Vault pg. 98 Price 1,250 gp --- The damage is 16d6.","element":["Water"],"skill_mod":{},"summary":"The damage is 12d6.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School","Elemental","Planar","Monster"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4661","name":"Torrent Spellgun (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4661-4192"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4661","weakness":{},"school":"evocation","price":125000,"trait":["Attack","Consumable","Evocation","Magical","Spellgun","Water"],"id":"equipment-4661-4193","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Torrent Spellgun Source Treasure Vault pg. 98 Usage held in 1 hand Bulk L Activate Two Actions Interact, Strike --- Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun’s type, then disintegrates into sand. Critical Success The target takes double damage and is knocked back 10 feet. Success The target takes full damage and is knocked back 5 feet. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Torrent Spellgun (Lesser) Source Treasure Vault pg. 98 Price 12 gp --- The damage is 2d6. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Torrent Spellgun (Moderate) Source Treasure Vault pg. 98 Price 70 gp --- The damage is 7d6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Torrent Spellgun (Greater) Source Treasure Vault pg. 98 Price 275 gp --- The damage is 12d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Torrent Spellgun (Major) Source Treasure Vault pg. 98 Price 1,250 gp --- The damage is 16d6.","element":["Water"],"skill_mod":{},"summary":"The damage is 16d6.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School","Elemental","Planar","Monster"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4661","name":"Torrent Spellgun (Major)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4661-4193"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":12500,"trait":["Consumable","Divination","Magical","Scrying"],"id":"equipment-4662","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Watchful Portrait Source Treasure Vault pg. 98 Price 125 gp Usage held in 2 hands Bulk 1 Activate Single Action Interact --- A watchful portrait appears to be an innocuous depiction of a bored noble, unassuming relative, or unknown local celebrity. You Activate the portrait by hanging it. While it’s activated, you can use a single action with the concentrate trait to see through the eyes of the portrait instead of your own. You can do so while you’re within 500 feet of the portrait, even if it’s outside your line of sight or line of effect. You visually observe the area around the portrait from its perspective, using your own visual senses. While you’re scrying through it, the portrait’s eyes follow others more than usual. A creature that succeeds at a DC 30 Perception check notices this phenomenon. The scrying ends after 10 minutes or when you decide to stop watching through the portrait. The painting loses its magic when the scrying ends, if 4 hours pass after you Activate it without you looking through it, or if you Activate a different watchful portrait . The portrait then remains a normal, non-magical work of art, but due to its rather bland subject matter, it is worth no more than 5 gp.\n","skill_mod":{},"summary":"A watchful portrait appears to be an innocuous depiction of a bored noble, unassuming relative, or unknown local celebrity. You Activate the …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4662","name":"Watchful Portrait","actions_number":2,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4662"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":50000,"trait":["Consumable","Curse","Magical","Necromancy"],"id":"equipment-4663","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Whelming Scrimshaw Source Treasure Vault pg. 99 Price 500 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- An etching of some aquatic beast dragging a figure beneath the waves adorns the ivory of a whelming scrimshaw . When you Activate this item, you break it and choose one creature within 30 feet. The target must attempt a DC 30 Fortitude save; amphibious and aquatic creatures are immune. Critical Success The creature is unaffected. Success The target becomes sickened 1 and unable to breathe until this sickened condition ends. Failure As success, but sickened 2. Critical Failure As success, but sickened 3.\n","skill_mod":{},"summary":"An etching of some aquatic beast dragging a figure beneath the waves adorns the ivory of a whelming scrimshaw . When you Activate this item, you …","primary_source":"Treasure Vault","trait_group":["Equipment","Affliction","Mechanics","School"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4663","name":"Whelming Scrimshaw","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4663"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":5000,"trait":["Air","Aura","Consumable","Evocation","Magical"],"id":"equipment-4664","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Restricted\" > Wind Ocarina Source Treasure Vault pg. 99 Price 50 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- A blue finish decorates the ceramic body of a wind ocarina . When you play a note on this ocarina, for 1 minute, winds sweep into strong gusts in a 5-foot emanation around you. The winds have the following effects. Ammunition from physical ranged attacks—such as arrows, bolts, sling bullets, and other objects of comparable size—can’t pass through the area. Passing through the area causes attacks with bigger ranged weapons, such as thrown weapons, to take a –2 circumstance penalty to their attack rolls if their paths pass through the emanation. Massive ranged weapons and spell effects that don’t create physical objects can pass through the emanation with no penalty. The area is difficult terrain to creatures attempting to move through it. Gases, including creatures in gaseous form, can’t pass through the emanation. When the emanation arises, such gases are removed from the area, including your space. The area, including your space, has breathable air. Once the magic is used, the ocarina remains a non-magical virtuoso musical instrument. ","element":["Air"],"skill_mod":{},"summary":"A blue finish decorates the ceramic body of a wind ocarina . When you play a note on this ocarina, for 1 minute, winds sweep into strong gusts in a …","primary_source":"Treasure Vault","trait_group":["Elemental","Planar","Monster","Mechanics","Equipment","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4664","name":"Wind Ocarina","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"equipment-4664"},{"primary_source_category":"Rulebooks","usage":"worn amulet","source":["Treasure Vault"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"school":"divination","price":1500000,"trait":["Apex","Divination","Invested","Magical"],"id":"equipment-4665","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Amulet of the Third Eye Source Treasure Vault pg. 102 Price 15,000 gp Usage worn amulet Bulk L --- This large brass medallion hangs low on the torso. It’s shaped in the form of an unblinking eye, with a ring of turquoise as the iris and an orb of jet serving as the pupil. The amulet grants you a +2 item bonus to Perception checks. When you invest the amulet, you either increase your Wisdom score by 2 or increase it to 18, whichever is higher. Activate Two Actions envision; Frequency once per day; Effect You cast true seeing .\n","skill_mod":{},"summary":"This large brass medallion hangs low on the torso. It’s shaped in the form of an unblinking eye, with a ring of turquoise as the iris and an orb of …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4665","name":"Amulet of the Third Eye","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4665"},{"primary_source_category":"Rulebooks","usage":"worn armbands","source":["Treasure Vault"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"school":"transmutation","price":1500000,"trait":["Apex","Invested","Magical","Transmutation"],"id":"equipment-4666","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Armbands of the Gorgon Source Treasure Vault pg. 102 Price 15,000 gp Usage worn armbands Bulk L --- Each of these shining, bluish-gray metal armbands is adorned with the plated visage of a gorgon’s head. When targeted by a spell or effect with the incapacitation effect, you treat the result of your save as if it were one degree of success better, and the result of any check made to inflict such an effect on you as one degree of success worse (as if you were more than twice the level of the spell or effect targeting you). When you invest the armbands, you either increase your Constitution score by 2 or increase it to 18, whichever is higher. Activate Single Action Interact; Frequency once per day; Effect You clap the bracers together and remove a single condition of your choice currently afflicting you. If the condition is permanent, it’s instead suppressed for 1 hour.\n","skill_mod":{},"summary":"Each of these shining, bluish-gray metal armbands is adorned with the plated visage of a gorgon’s head. When targeted by a spell or effect with the …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4666","name":"Armbands of the Gorgon","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4666"},{"primary_source_category":"Rulebooks","usage":"worn eyeglasses","source":["Treasure Vault"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"school":"divination","price":1500000,"skill":["Crafting","Arcana","Nature","Occultism","Religion"],"trait":["Apex","Divination","Invested","Magical"],"id":"equipment-4667","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Artificer Spectacles Source Treasure Vault pg. 102 Price 15,000 gp Usage worn eyeglasses --- These seemingly ordinary rectangular eyeglasses feature clear lenses framed in copper. When invested and worn, they rest perfectly on the bridge of the nose and can only be removed by the wearer. You gain a +3 item bonus to Crafting checks and any skill check made to Identify Magic. When you invest the spectacles, you either increase your Intelligence score by 2 or increase it to 18, whichever is higher. You must select the skills and languages the first time you invest the item, and whenever you invest the same artificer spectacles, you get the same skills and languages you chose the first time. Activate Two Actions Interact; Frequency once per hour; Effect You cast a 3rd-level mending spell on an item you touch.\n","skill_mod":{},"summary":"These seemingly ordinary rectangular eyeglasses feature clear lenses framed in copper. When invested and worn, they rest perfectly on the bridge of …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4667","name":"Artificer Spectacles","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4667"},{"primary_source_category":"Rulebooks","usage":"worn boots","source":["Treasure Vault"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"school":"transmutation","price":1500000,"skill":["Athletics"],"trait":["Apex","Invested","Magical","Transmutation"],"id":"equipment-4668","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Avalanche Boots Source Treasure Vault pg. 102 Price 15,000 gp Usage worn boots Bulk 1 --- While the insides of these boots are comfortable, fur-lined leather, the outsides are a jumble of slate plates, giving the impression of a rockslide. You gain a +3 item bonus to Athletics checks and a +2 circumstance bonus to Force Open and Shove. When you invest the boots, you either increase your Strength score by 2 or increase it to 18, whichever is higher. Activate Free Action envision; Frequency once per hour; Trigger You succeed or critically succeed with a Shove; Effect If the Shove was a success, you push your opponent up to 10 feet instead of 5 feet. If the Shove was a critical success, you push your opponent up to 20 feet, and you can then choose to knock them prone.\n","skill_mod":{},"summary":"While the insides of these boots are comfortable, fur-lined leather, the outsides are a jumble of slate plates, giving the impression of a rockslide. …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4668","name":"Avalanche Boots","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4668"},{"primary_source_category":"Rulebooks","usage":"worn crown","source":["Treasure Vault"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"school":"enchantment","price":8000000,"trait":["Apex","Enchantment","Invested","Magical","Uncommon"],"id":"equipment-4669","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Beguiling Crown Source Treasure Vault pg. 103 Price 80,000 gp Usage worn crown Bulk 2 --- This hugely massive crown is bedazzled with glimmering jewels and enchanted with powerful magics that make the gold seem to ripple and surge like strange glimmering tide pools. While uncomfortable to wear, the crown beguiles those within the wearer’s presence. Creatures within 30 feet of you automatically improve their attitude toward you by one step (up to friendly). This doesn’t prevent hostile creatures from attacking you, but it might give you a chance to talk to them before they strike. The dazzling nature of the crown makes it hard for you to read the intentions of others, and you take a –4 status penalty to your Perception DC when someone uses Deception against you. When you invest the crown, you either increase your Charisma score by 2 or increase it to 18, whichever is higher. Activate Single Action envision; Frequency once per round; Effect You’re the subject of the sanctuary spell until the end of your next turn. Activate Reaction envision; Frequency once per hour; Trigger A creature succeeds at an attack roll against you; Effect The creature must succeed at a DC 41 Will save or the attack roll becomes a failure and the target is friendly to you until the end of its turn. On a critical failure, the target becomes friendly to you, drops to their knees, and begs your forgiveness for 1 minute or until another creature takes a hostile action against them. Activate Two Actions envision (fortune, mental) Frequency once per day; Effect Choose one living creature within 30 feet of you. That creature must succeed at a DC 41 Will saving throw or become helpful to you for the next 24 hours. If they succeed, they become friendly to you for 1 hour. If they critically succeed they’re immune to this effect for 1 year.\n","skill_mod":{},"summary":"This hugely massive crown is bedazzled with glimmering jewels and enchanted with powerful magics that make the gold seem to ripple and surge like …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4669","name":"Beguiling Crown","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4669"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"school":"abjuration","price":7000000,"trait":["Abjuration","Apex","Invested","Magical"],"id":"equipment-4670","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Breastplate of the Mountain Source Treasure Vault pg. 103 Price 70,000 gp Usage worn armor Bulk 2 Base Armor Breastplate --- Constructed of dull gray metal, this breastplate is decorated with the symbol of a craggy black mountaintop. This breastplate functions as a +3 greater resilient breastplate . When you’re Shoved or otherwise forced to move, you can reduce the amount you move by up to 10 feet. When you invest the breastplate, you either increase your Constitution score by 2 or increase it to 18, whichever is higher. Activate Two Actions Interact; Frequency once per day; Effect You pound a solid and constant rhythm on your breastplate and cast a 7th-level regeneration spell on yourself. Activate Single Action Interact; Frequency once per day; Effect With a single tap, you gain immunity to poison for 1 minute. Activate Reaction envision; Frequency once per day; Trigger You fail or critically fail a Fortitude saving throw; Effect If you failed the saving throw, it becomes a success. If you critically failed, it becomes a failure instead.\n","skill_mod":{},"summary":"Constructed of dull gray metal, this breastplate is decorated with the symbol of a craggy black mountaintop. This breastplate functions as a +3 …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4670","base_item":["Breastplate"],"name":"Breastplate of the Mountain","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4670"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Treasure Vault"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"school":"transmutation","price":8000000,"skill":["Athletics"],"trait":["Apex","Invested","Magical","Transmutation"],"id":"equipment-4671","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Dragon Handwraps Source Treasure Vault pg. 103 Price 80,000 gp Usage worn gloves Base Weapon Fist --- These silken handwraps feature intricate embroidery of a serpentine red dragon adorned with golden thread. The handwraps function as +3 major striking greater flaming handwraps of mighty blows . You also gain a +4 item bonus to Athletics checks made to Grapple or Shove. When you invest the handwraps, you either increase your Strength score by 2 or increase it to 18, whichever is higher. Activate Two Actions Interact; Frequency once per day; Effect You slap the bottom of your palms with hands splayed outward, casting a 7th-level burning hands spell (DC 41). Activate Free Action envision; Frequency once per hour; Trigger You succeed or critically succeed with a Grapple; Effect You gain a +2 status bonus to your Athletics DC against any checks made to Escape your grapple until the end of your next turn.\n","skill_mod":{},"summary":"These silken handwraps feature intricate embroidery of a serpentine red dragon adorned with golden thread. The handwraps function as +3 major …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4671","base_item":["Fist"],"name":"Dragon Handwraps","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4671"},{"primary_source_category":"Rulebooks","usage":"worn cap","source":["Treasure Vault"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"school":"divination","price":7000000,"trait":["Apex","Divination","Fortune","Invested","Magical"],"id":"equipment-4672","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Laurel of the Empath Source Treasure Vault pg. 103 Price 70,000 gp Usage worn cap --- This silvery, woven ring of leaves sits on top of the head. While wearing it, when you roll Perception for initiative, you can roll twice and take the higher result. This is a fortune effect. Whenever you spend at least 1 minute talking with a living creature, you automatically become aware of its attitude toward you. When you invest the laurel, you either increase your Wisdom score by 2 or increase it to 18, whichever is higher. Activate Reaction envision; Frequency once per minute; Trigger You’re hit by an attack; Effect You take half damage from the triggering attack. Activate Reaction envision; Frequency once per hour; Trigger You fail, but don’t critically fail, a saving throw; Effect You anticipate the danger and guard against it, often in unconventional or almost inconceivable ways. Treat the failed saving throw as a success. Activate (10 minutes) envision (fortune, mental) Frequency once per day; Effect You spend 10 minutes talking with one living creature, conversing in inspirational, religious, or philosophical terms. You gain valuable insights into the personality of your target—their alignment, hopes, dreams, and fears. When the ritual is over, you gain a +4 item bonus to all Perception checks made concerning the target for one month. Also, the target gains inspirational insight, allowing the target to use one of the two reactions listed above once during the next 24 hours.\n","skill_mod":{},"summary":"This silvery, woven ring of leaves sits on top of the head. While wearing it, when you roll Perception for initiative, you can roll twice and take …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4672","name":"Laurel of the Empath","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4672"},{"primary_source_category":"Rulebooks","usage":"worn cape","source":["Treasure Vault"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"school":"transmutation","price":4000000,"trait":["Apex","Invested","Magical","Transmutation"],"id":"equipment-4673","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Mantle of Amazing Health Source Treasure Vault pg. 104 Price 40,000 gp Usage worn cape Bulk L --- This ragged cloak doesn’t appear to be anything special at first glance, seemingly made from mangy black bear fur with various rings of blackened iron piercing the edge of the skin. While somewhat off-putting, the mantle grants a +2 status bonus to all Fortitude saving throws against disease and poison. When you invest the mantle, you either increase your Constitution score by 2 or increase it to 18, whichever is higher. Activate Reaction Interact; Frequency once per round; Trigger You take damage; Effect Drawing the cloak around you, you reduce the damage taken by 10. Activate Two Actions envision, Interact; Frequency once per hour; Effect If you’re currently afflicted by a poison or a disease, you can hold the cloak tight to your body and immediately attempt a saving throw to end the effect. If that saving throw succeeds, you end the effect of either the poison or disease no matter the stage of the affliction. Furthermore, you gain immunity to that poison or disease for 24 hours.\n","skill_mod":{},"summary":"This ragged cloak doesn’t appear to be anything special at first glance, seemingly made from mangy black bear fur with various rings of blackened …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4673","name":"Mantle of Amazing Health","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4673"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Treasure Vault"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"school":"transmutation","price":1500000,"skill":["Thievery"],"trait":["Apex","Invested","Magical","Transmutation"],"id":"equipment-4674","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Pilferer's Gloves Source Treasure Vault pg. 104 Price 15,000 gp Usage worn gloves Bulk L --- Made of soft and subtle black leather, these gloves fit tightly but aren’t uncomfortable and don’t impede your sense of touch. As long as you’re trained in Thievery while wearing these gloves, you’re always considered one skill rank higher than your actual rank. If you possess a Legendary skill rank in Thievery, you gain a +2 item bonus to Thievery checks instead. When you invest the gloves, you either increase your Dexterity score by 2 or increase it to 18, whichever is higher. Activate Reaction envision; Frequency once per day; Trigger You fail or critically fail a Thievery skill check; Effect If you failed the Thievery skill check, you succeed at that check instead. If you critically failed, you fail instead.\n","skill_mod":{},"summary":"Made of soft and subtle black leather, these gloves fit tightly but aren’t uncomfortable and don’t impede your sense of touch. As long as you’re …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4674","name":"Pilferer's Gloves","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4674"},{"primary_source_category":"Rulebooks","usage":"worn sandals","source":["Treasure Vault"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"school":"transmutation","price":2400000,"skill":["Athletics"],"trait":["Apex","Invested","Magical","Transmutation"],"id":"equipment-4675","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Sandals of the Stag Source Treasure Vault pg. 104 Price 24,000 gp Usage worn sandals Bulk L --- These sturdy leather sandals feature straps that wrap up to the knees. Etched in the leather are intricate patterns of stags leaping through the forest. You gain a +5-foot item bonus to your land Speed and a +3 item bonus on Athletics checks when attempting to High Jump or Long Jump. When you invest the sandals, you either increase your Strength score by 2 or increase it to 18, whichever is higher. Activate Reaction envision; Frequency once per minute; Trigger You attempt a High Jump or Long Jump but you didn’t Stride at least 10 feet; Effect You can attempt the jump normally. It doesn’t automatically fail.\n","skill_mod":{},"summary":"These sturdy leather sandals feature straps that wrap up to the knees. Etched in the leather are intricate patterns of stags leaping through the …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4675","name":"Sandals of the Stag","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4675"},{"primary_source_category":"Rulebooks","usage":"worn cape","source":["Treasure Vault"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"school":"illusion","price":4000000,"skill":["Stealth"],"trait":["Apex","Illusion","Invested","Magical"],"id":"equipment-4676","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Shadowmist Cape Source Treasure Vault pg. 104 Price 40,000 gp Usage worn cape Bulk L --- This black cape flows more like a vaporous liquid than fabric. The cape grants you a +3 item bonus to Stealth checks. When you invest the cape, you either increase your Dexterity score by 2 or increase it to 18, whichever is higher. Activate Reaction Interact; Frequency once per hour; Trigger A creature misses you with an attack; Effect Attempt a Stealth check against the triggering creature’s Perception DC. If you roll a success, you’re hidden from that creature until the end of your next turn or until right after you use a hostile action against that creature. If you roll a critical success, you’re hidden from that creature until the end of your next turn, even if you use hostile actions against that creature. Activate Two Actions Interact; Frequency once per day; Effect With a twirl of the cape, you transform yourself into a puff of gray smoke. You cast gaseous form on yourself.\n","skill_mod":{},"summary":"This black cape flows more like a vaporous liquid than fabric. The cape grants you a +3 item bonus to Stealth checks. When you invest the cape, you …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Monster","Mechanics"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4676","name":"Shadowmist Cape","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4676"},{"primary_source_category":"Rulebooks","usage":"worn cape","source":["Treasure Vault"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"school":"enchantment","price":1500000,"skill":["Diplomacy","Performance"],"trait":["Apex","Enchantment","Invested","Magical"],"id":"equipment-4677","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Troubadour's Cap Source Treasure Vault pg. 104 Price 15,000 gp Usage worn cape --- This jaunty cap can take the form and color of any type of hat you wish upon investing the item, but it always has a peacock feather jutting out from one side. You gain a +2 item bonus to Diplomacy and Performance checks while wearing the cap. When you invest the cap, you either increase your Charisma score by 2 or increase it to 18, whichever is higher. Activate Two Actions envision; Frequency once per hour; Effect You cast hypnotic pattern (DC 37). Activate Two Actions Interact; Frequency once per day; Effect Picking the feather from your cap, you throw it toward a target, casting prismatic spray (DC 35).\n","skill_mod":{},"summary":"This jaunty cap can take the form and color of any type of hat you wish upon investing the item, but it always has a peacock feather jutting out from …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4677","name":"Troubadour's Cap","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4677"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"school":"transmutation","price":7000000,"trait":["Apex","Invested","Magical","Transmutation"],"id":"equipment-4678","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Viper Rapier Source Treasure Vault pg. 104 Price 70,000 gp Usage held in 1 hand Bulk 1 Base Weapon Rapier --- Crafted from flawless jade, the guard of this rapier takes the form of a twisting serpent with the blade thrusting from its open mouth. This rapier functions as a +3 greater striking speed rapier . While wielding the rapier, your movement doesn’t trigger reactions when you Stride, Balance, or Tumble Through. When you invest the rapier, you either increase your Dexterity score by 2 or increase it to 18, whichever is higher. Activate Reaction envision; Frequency once per day; Trigger You fail, but don’t critically fail, an attack using the viper rapier ; Effect The tip of the rapier briefly takes the form of a viper’s head, and the blade twists and contorts, biting the target you missed. The target is affected as if successfully poisoned with purple worm venom (DC 43). Activate Reaction envision; Trigger A creature misses or critically misses you with an attack; Effect With a slight, obviously mocking bow or curtsy, you Step. Activate Two Actions Interact; Frequency once per hour; Effect You twirl your rapier in a serpentine pattern, causing your form to become a blur of motion. You’re concealed for 1 minute or until you take a hostile action. While you’re concealed, you also gain a +2 circumstance bonus to Reflex saving throws.\n","skill_mod":{},"summary":"Crafted from flawless jade, the guard of this rapier takes the form of a twisting serpent with the blade thrusting from its open mouth. This rapier …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4678","base_item":["Rapier"],"name":"Viper Rapier","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4678"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"school":"divination","price":7000000,"trait":["Apex","Divination","Invested","Magical","Staff"],"id":"equipment-4679","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Whispering Staff Source Treasure Vault pg. 105 Price 70,000 gp Usage held in 1 hand Bulk 1 --- This gnarled wooden staff is carved with humanoid faces in various emotional states. When the staff is activated, the faces begin to whisper a variety of languages in sibilant tones, creating what seems to be nonsense to all but the staff’s wielder or those they choose to affect. The staff functions as a major staff of divination . While using the staff, you gain a +3 item bonus to Decipher Writing, Identify Magic, and Recall Knowledge checks, regardless of the skill. When you invest the staff, you either increase your Intelligence score by 2 or increase it to 18, whichever is higher. You must select the skills and languages the first time you invest the item, and whenever you invest the same whispering staff, you get the same skills and languages you chose the first time. Activate Single Action envision (mental) Frequency once per round; Effect Through the staff’s strange whispering, you gain a glimpse into the mind and desires of one creature you can see within 30 feet. Until the end of your next turn, that creature is flat-footed to you and takes a –2 circumstance penalty to saving throws against your spells. Activate Two Actions Interact (mental, misfortune) Frequency once per hour; Effect You point the staff at one creature you can see within 30 feet of you, causing the whispers to howl in that creature’s mind. The target must attempt a DC 43 Will save. If it fails, whenever the creature attempts an attack roll, skill check, or saving throw, it must roll twice and take the worse roll. This lasts until the start of your next turn. Activate Two Actions envision (fortune, mental) Frequency once per day; Effect You twirl the staff in three consecutive circles and call for the whispers to speak up. For the next minute, you and all allies within a 30-foot emanation around you can hear your staff’s whispers clearly and distinctly, gaining benefit from their advice and mental protection. Whenever you and your affected allies attempt to Recall Knowledge or attempt a saving throw against a mental effect, you roll twice and take the better result. This is a fortune effect.\n","skill_mod":{},"summary":"This gnarled wooden staff is carved with humanoid faces in various emotional states. When the staff is activated, the faces begin to whisper a …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4679","name":"Whispering Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4679"},{"skill_mod":{},"summary":"Light barding around the torso connects via struts to a number of wheels to assist animal companions’ movement. Companion chairs can be fitted for …","primary_source":"Treasure Vault","trait_group":["Equipment"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4680","weakness":{},"price":40,"name":"Basic Companion Chair","trait":["Barding","Companion"],"id":"equipment-4680","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Basic Companion Chair Source Treasure Vault pg. 106 Price 4 sp Bulk 1 --- Light barding around the torso connects via struts to a number of wheels to assist animal companions’ movement. Companion chairs can be fitted for animal companions of any shape or size and have two- and four-wheel configurations depending on the level of physical support needed. Like the basic chair, a companion chair is ideal for everyday use but not more strenuous activity, making it more common among non-adventurers.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4680"},{"skill_mod":{},"summary":"This more robust assembly is well suited for longer travel and all manner of adventuring. As with the traveler’s chair, small mechanisms built into …","primary_source":"Treasure Vault","trait_group":["Equipment"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4681","weakness":{},"price":400,"name":"Traveling Companion's Chair","trait":["Barding","Companion"],"id":"equipment-4681","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Traveling Companion's Chair Source Treasure Vault pg. 106 Price 4 gp Bulk 1 --- This more robust assembly is well suited for longer travel and all manner of adventuring. As with the traveler’s chair, small mechanisms built into the wheels and support struts allow the user to traverse up and down stairs without any additional difficulty (though moving up stairs is still difficult terrain, just like for other adventurers) and move without additional difficulty through ladders, uneven ground, and other common adventuring terrain.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4681"},{"skill_mod":{},"summary":"The grip of this guide harness fits comfortably in the hand. Guide harnesses are purpose-built for low-sight or blind adventurers who have guide …","primary_source":"Treasure Vault","trait_group":["Equipment"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4682","weakness":{},"price":500,"name":"Guide Harness","trait":["Companion"],"id":"equipment-4682","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Guide Harness Source Treasure Vault pg. 106 Price 5 gp Bulk 1 --- The grip of this guide harness fits comfortably in the hand. Guide harnesses are purpose-built for low-sight or blind adventurers who have guide animals. Usually fastened with side straps placed through a martingale, guide harnesses can be easily reconfigured to allow them to be worn by any animal companion.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4682"},{"skill_mod":{},"summary":"This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A …","item_child_id":["equipment-4683-4496","equipment-4683-4497"],"primary_source":"Treasure Vault","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4683","weakness":{},"price":500,"name":"Olfactory Stimulators","trait":["Magical"],"id":"equipment-4683","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Olfactory Stimulators Source Treasure Vault pg. 106 Price 5 gp --- This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A creature wearing olfactory stimulators gains a sense of smell, which is as precise as an average member of its species, as well as the scent special ability if members of its species typically have that ability. Olfactory stimulators can be fitted to animal companions as well as sapient creatures; stimulators produced for companion use have the companion trait. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Olfactory Stimulators Source Treasure Vault pg. 106 Price 5 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Olfactory Stimulators (Bloodhound) Source Treasure Vault pg. 106 Price 136 gp Bulk L --- These olfactory stimulators can be enhanced to better localize scents. Activate Free Action envision; Frequency once per day; Effect Your olfactory stimulators twitch as they gather even more information. You gain imprecise scent with a range of 30 feet for 1 minute.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4683"},{"skill_mod":{},"summary":"This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A …","primary_source":"Treasure Vault","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4683","item_parent_id":"equipment-4683","weakness":{},"price":500,"name":"Olfactory Stimulators","trait":["Magical"],"id":"equipment-4683-4496","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Olfactory Stimulators Source Treasure Vault pg. 106 Price 5 gp --- This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A creature wearing olfactory stimulators gains a sense of smell, which is as precise as an average member of its species, as well as the scent special ability if members of its species typically have that ability. Olfactory stimulators can be fitted to animal companions as well as sapient creatures; stimulators produced for companion use have the companion trait. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Olfactory Stimulators Source Treasure Vault pg. 106 Price 5 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Olfactory Stimulators (Bloodhound) Source Treasure Vault pg. 106 Price 136 gp Bulk L --- These olfactory stimulators can be enhanced to better localize scents. Activate Free Action envision; Frequency once per day; Effect Your olfactory stimulators twitch as they gather even more information. You gain imprecise scent with a range of 30 feet for 1 minute.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4683-4496"},{"skill_mod":{},"summary":"These olfactory stimulators can be enhanced to better localize scents.","primary_source":"Treasure Vault","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4683","item_parent_id":"equipment-4683","weakness":{},"price":13600,"name":"Olfactory Stimulators (Bloodhound)","trait":["Magical"],"id":"equipment-4683-4497","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Olfactory Stimulators Source Treasure Vault pg. 106 Price 5 gp --- This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A creature wearing olfactory stimulators gains a sense of smell, which is as precise as an average member of its species, as well as the scent special ability if members of its species typically have that ability. Olfactory stimulators can be fitted to animal companions as well as sapient creatures; stimulators produced for companion use have the companion trait. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Olfactory Stimulators Source Treasure Vault pg. 106 Price 5 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Olfactory Stimulators (Bloodhound) Source Treasure Vault pg. 106 Price 136 gp Bulk L --- These olfactory stimulators can be enhanced to better localize scents. Activate Free Action envision; Frequency once per day; Effect Your olfactory stimulators twitch as they gather even more information. You gain imprecise scent with a range of 30 feet for 1 minute.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4683-4497"},{"skill_mod":{},"summary":"This charm, usually placed on an animal companion’s collar, contains a single strand of your hair, as well as one of your animal companion’s, …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4685","weakness":{},"school":"divination","price":3500,"name":"Empathy Charm","trait":["Companion","Divination","Enchantment","Magical","Uncommon"],"id":"equipment-4685","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Empathy Charm Source Treasure Vault pg. 106 Price 35 gp --- This charm, usually placed on an animal companion’s collar, contains a single strand of your hair, as well as one of your animal companion’s, creating a link that better transmits emotional cues to a trained psychological assistance animal. Activate Reaction envision; Frequency once per day; Trigger You attempt a saving throw against an emotion effect; Requirements Your animal companion wearing the empathy charm is within 10 feet; Effect Your animal companion senses the effect and attempts to calm you. You gain a +1 circumstance bonus against the triggering save.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4685"},{"skill_mod":{},"summary":"This simple cloth mask, sewn to closely fit your face, is fastened by two sets of strings drawn across your face and secured behind your head. While …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","level":0,"usage":"worn","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4686","weakness":{},"price":30,"name":"Basic Face Mask","id":"equipment-4686","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Basic Face Mask Source Treasure Vault pg. 107 Price 3 sp Usage worn --- This simple cloth mask, sewn to closely fit your face, is fastened by two sets of strings drawn across your face and secured behind your head. While wearing the mask, you gain a +1 item bonus on any initial saves to avoid contracting airborne diseases, such as choking death or tuberculosis.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4686"},{"skill_mod":{},"summary":"The city of Riddleport is notorious for its noxious air and water. While some inhabitants tolerate the haze, most wear bootstrap respirators to …","primary_source":"Treasure Vault","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":8,"usage":"worn","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4687","weakness":{},"price":45000,"name":"Bootstrap Respirator","trait":["Mechanical","Uncommon"],"id":"equipment-4687","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Bootstrap Respirator Source Treasure Vault pg. 107 Price 450 gp Usage worn Bulk L --- The city of Riddleport is notorious for its noxious air and water. While some inhabitants tolerate the haze, most wear bootstrap respirators to filter out as many of the pollutants as possible. Designed by dwarf smiths operating the Gas Forges, the flexible face mask of a bootstrap respirator fits snugly over your mouth and nose, fastened by two adjustable leather straps. A manual pump inserted into your footwear or under the arm circulates air through tubes and over filters fitted into the front of the mask. While wearing a bootstrap respirator, you gain a +1 item bonus to any saves that require you to smell or taste, such as inhaled poisons and airborne diseases.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4687"},{"skill_mod":{},"summary":"Though it appears to be a basic cane, the inner workings of the wand cane are an intricate network of lenses and magical circuits, with a slot at …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"primary_source_category":"Rulebooks","level":4,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4688","weakness":{},"price":10000,"name":"Wand Cane","trait":["Magical","Wand"],"id":"equipment-4688","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Wand Cane Source Treasure Vault pg. 107 Price 100 gp Usage held in 1 hand Bulk L --- Though it appears to be a basic cane, the inner workings of the wand cane are an intricate network of lenses and magical circuits, with a slot at the top to insert a wand. The wand cane then spends 1 minute attuning to the wand, after which the wand can be used through the cane.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4688"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"evocation","price":95000,"trait":["Evocation","Magical","Sonic"],"id":"equipment-4689","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Batsbreath Cane Source Treasure Vault pg. 107 Price 950 gp Usage held in 1 hand Bulk L --- A specialized +1 striking thundering probing cane made from strengthened spruce wood, a batsbreath cane is distinctive for its brass tip. The tip covers a small hollow in the wood that houses quartz crystals infused with latent storm magic. Activate Single Action Interact; Frequency once per hour; Effect You strike the cane firmly against the ground, causing a pin within the brass tip to tap the crystals and emit a sonic pulse. The pulse reverberates in a 60-foot radius for the next minute, with the cane acting as an antenna to receive the echoes. For 1 minute, as long as you remain in the area and are holding the cane, you gain hearing as a precise sense.\n","skill_mod":{},"summary":"A specialized +1 striking thundering probing cane made from strengthened spruce wood, a batsbreath cane is distinctive for its brass tip. …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Energy","Monster"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4689","name":"Batsbreath Cane","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4689"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"divination","price":500,"trait":["Divination","Magical"],"id":"equipment-4690","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Magical Prosthetic Eye Source Treasure Vault pg. 107 Price 5 gp Usage worn Bulk L --- This prosthetic eye converts visible light into a telepathic signal that is relayed to the wearer’s mind using divination magic. As the wearer’s mind must process the telepathic signal in the same way as it would a nerve impulse, the acuity and other abilities related to the vision provided by the magical prosthetic eye matches that of other members of your ancestry (for instance, a goblin with a magical prosthetic eye would be able to see in darkvision, while a human wearing the same prosthetic would need illumination). You can remove or replace a magical prosthetic eye using an Interact action.\n","skill_mod":{},"summary":"This prosthetic eye converts visible light into a telepathic signal that is relayed to the wearer’s mind using divination magic. As the wearer’s mind …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4690","name":"Magical Prosthetic Eye","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4690"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"divination","price":20000,"trait":["Divination","Magical","Uncommon"],"id":"equipment-4691","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Falconsight Eye Source Treasure Vault pg. 108 Price 200 gp Usage worn Bulk L --- This prosthetic eye resembles that of a bird of prey. Along with the abilities of the magical prosthetic eye, it allows you to strike foes at greater range and with impressive accuracy. Activate Single Action envision; Frequency once per hour; Effect You become keenly aware of your foes, even those seemingly out of reach. For 1 minute, you can close your eyes as a free action to see through a ranged weapon you’re wielding, which reduces the penalty for firing into your weapon’s second range increment from –2 to 0. This effect doesn’t negate the blinded condition.\n","skill_mod":{},"summary":"This prosthetic eye resembles that of a bird of prey. Along with the abilities of the magical prosthetic eye, it allows you to strike foes at greater …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4691","name":"Falconsight Eye","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4691"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"divination","price":3000,"trait":["Divination","Magical"],"id":"equipment-4692","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Gossip's Eye Source Treasure Vault pg. 108 Price 30 gp Usage worn Bulk L --- These discrete prosthetics have been the secret behind more than a few salacious rumors getting out among Taldan high society. This functions like a magical prosthetic eye, but with an added benefit. Activate Single Action command; Frequency once per day; Effect You whisper “spy for me” to the eye, which removes itself from your eye socket and begins to relay its signal to you even at range. Although it can’t move on its own, you can place the eye in a discrete location (using your Stealth DC) to avoid detection. For 10 minutes, you can see what the eye sees as long as you’re within 100 feet of the eye. The eye’s signal can penetrate most barriers but is blocked by lead of any thickness, as well as denser materials. The eye’s signal is visual only.\n","skill_mod":{},"summary":"These discrete prosthetics have been the secret behind more than a few salacious rumors getting out among Taldan high society. This functions like a …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4692","name":"Gossip's Eye","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4692"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"divination","price":16000,"trait":["Divination","Magical"],"id":"equipment-4693","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Spyglass Eye Source Treasure Vault pg. 108 Price 160 gp Usage worn Bulk L --- Polished to a perfect surface and incredibly clear, this special magical prosthetic eye allows you to clearly see small details as well as things a great distance away. Activate Two Actions envision; Frequency once per hour; Effect magical lens of hardened air comes into being in front of the eye, allowing you to see as though you were looking through a fine spyglass for 1 minute.\n","skill_mod":{},"summary":"Polished to a perfect surface and incredibly clear, this special magical prosthetic eye allows you to clearly see small details as well as things a …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4693","name":"Spyglass Eye","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4693"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"transmutation","price":16000,"trait":["Incorporeal","Magical","Transmutation","Uncommon"],"id":"equipment-4694","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Aether Appendage Source Treasure Vault pg. 108 Price 160 gp Usage worn Bulk L --- This otherworldly prosthetic arm is the product of psychopomp magic. An aether appendage is incorporeal so long as no item is being held in the hand or worn on the arm. As an envision action, you can cause the arm to become corporeal until the end of your turn, allowing it to make Strikes or grasp objects. It remains corporeal if you’re holding an item or it’s wearing an item at the end of your turn. Your unarmed attack Strikes made with the aether appendage become magical. If they’re already magical, they instead gain the effect of the ghost touch property rune. Activate Single Action envision, Interact; Frequency once per day; Requirements You’re holding a non-magical item of light or negligible Bulk; Effect The item becomes incorporeal for 1 minute. Your aether appendage can use the incorporeal item normally.\n","skill_mod":{},"summary":"This otherworldly prosthetic arm is the product of psychopomp magic. An aether appendage is incorporeal so long as no item is being held in the …","primary_source":"Treasure Vault","trait_group":["Monster","Mechanics","School","Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4694","name":"Aether Appendage","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4694"},{"skill_mod":{},"summary":"Fitted into each of these prosthetic legs is a large spring, tightly bound around a collapsible shaft. When released, the spring unspools rapidly and …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":5,"usage":"worn","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4695","weakness":{},"price":15000,"name":"Spring Heel","trait":["Clockwork","Mechanical","Uncommon"],"id":"equipment-4695","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Spring Heel Source Treasure Vault pg. 108 Price 150 gp Usage worn Bulk 1 --- Fitted into each of these prosthetic legs is a large spring, tightly bound around a collapsible shaft. When released, the spring unspools rapidly and the shaft telescopes out and back, returning to its compressed form and catapulting you forward. Activate Single Action envision, Interact; Frequency once per hour; Effect You Stride up to twice your speed or Leap up to 20 feet horizontally and 5 feet vertically.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4695"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"necromancy","price":36000,"trait":["Necromancy","Plant","Primal"],"id":"equipment-4696","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Verdant Branch Source Treasure Vault pg. 108 Price 360 gp Usage worn Bulk L --- Woody vines and branches curl and twist around each other, growing small twigs, leaves, and flowers across the surface of this prosthetic arm or leg. Activate Single Action command, envision; Frequency once per day; Effect A branch grows from your prosthesis, quickly flowering and then producing 1d4 ripe and flavorful fruits. A creature can pick and eat a fruit with an Interact action to regain 2d6+5 Hit Points. The fruits wither away after 10 minutes.\n","skill_mod":{},"summary":"Woody vines and branches curl and twist around each other, growing small twigs, leaves, and flowers across the surface of this prosthetic arm or leg. ","primary_source":"Treasure Vault","trait_group":["School","Creature Type","Tradition"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4696","name":"Verdant Branch","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4696"},{"skill_mod":{},"summary":"Built with collapsible poles and expanding hoops, this tail can extend to a length of 20 feet. While it’s no more prehensile than a tail of a typical …","primary_source":"Treasure Vault","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":3,"usage":"worn","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4697","weakness":{},"price":1000,"name":"Extendable Tail","trait":["Mechanical"],"id":"equipment-4697","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Extendable Tail Source Treasure Vault pg. 108 Price 10 gp Usage worn Bulk 1 --- Built with collapsible poles and expanding hoops, this tail can extend to a length of 20 feet. While it’s no more prehensile than a tail of a typical member of your ancestry, it ends with an anchor that you can secure around a sturdy object with an Interact action. While the tail is anchored, you can’t move more than 20 feet from that spot, but you can use the tail to lower yourself up to 20 feet, as if it were a length of rope. You can use another Interact action to disengage the anchor and retract your tail.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4697"},{"skill_mod":{},"summary":" Kobolds admire well-designed objects, especially if it gives them an opportunity to pack it with traps and surprises. This prosthetic tail hides …","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Ancestry","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":9,"usage":"worn","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4698","weakness":{},"price":62000,"name":"Thrasher Tail","trait":["Clockwork","Kobold","Mechanical","Rare"],"id":"equipment-4698","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Thrasher Tail Source Treasure Vault pg. 109 Price 620 gp Usage worn Bulk 1 --- Kobolds admire well-designed objects, especially if it gives them an opportunity to pack it with traps and surprises. This prosthetic tail hides numerous blades and spikes, tensioned and wound around a spring-loaded trigger at the base of the prosthesis. Resetting and reattaching a sprung thrasher tail takes 10 minutes. Activate Reaction ; Trigger You’re grabbed; Effect Your tail comes off in your opponent’s hand, and the mechanism unwinds, causing the blades and spikes to protrude and the tail to spin and thrash. The tail deals 8d6 slashing damage to the opponent who has you grabbed with a DC 25 basic Reflex save. Regardless of the result of their save, you’re no longer grabbed.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4698"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"illusion","price":2500,"trait":["Illusion","Magical"],"id":"equipment-4699","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Apparition Gloves Source Treasure Vault pg. 109 Price 25 gp Usage worn gloves Bulk L --- This set of gloves translates whatever the wearer says into the signed version of that language by projecting a ghostly, translucent version of the wearer’s hands in front of them. The apparition is a purely visual illusion used for communication, so it can’t move on its own, nor can it hold or manipulate objects, or attack.\n","skill_mod":{},"summary":"This set of gloves translates whatever the wearer says into the signed version of that language by projecting a ghostly, translucent version of the …","primary_source":"Treasure Vault","trait_group":["School","Monster","Mechanics"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4699","name":"Apparition Gloves","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4699"},{"primary_source_category":"Rulebooks","usage":"Affixed to instrument","source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"illusion","price":5500,"skill":["Performance"],"trait":["Illusion","Magical","Uncommon"],"id":"equipment-4700","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Confabulator Source Treasure Vault pg. 109 Price 55 gp Usage Affixed to instrument Bulk L --- This device attaches to any non-percussive musical instrument, allowing a non-verbal character to shape the sounds of the instrument into speech. The speech can be any language the character understands, and the sound of the speech resembles the instrument the device is attached to. You also gain a +1 item bonus to Performance checks made with the instrument.\n","skill_mod":{},"summary":"This device attaches to any non-percussive musical instrument, allowing a non-verbal character to shape the sounds of the instrument into speech. The …","primary_source":"Treasure Vault","trait_group":["School","Monster","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4700","name":"Confabulator","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4700"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"conjuration","price":87500,"skill":["Crafting"],"trait":["Conjuration","Magical"],"id":"equipment-4701","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Chair of Inventions Source Treasure Vault pg. 109 Price 875 gp Bulk 1 --- This wheelchair is outfitted with a variety of tools and devices to assist with the creation and production of a number of mechanical implements. While seated in a chair of inventions, you have a worn superb repair kit that doesn’t count against your Bulk limit or maximum worn items. Activate Single Action command, Interact; Frequency once per hour; Effect The chair deploys a complete expanded alchemist’s lab. The chair is immobile while this lab is deployed, but levers and gears in the chair allow you to easily retrieve and access everything you need from both the attached superb repair kit and the deployed lab to Craft. This setup is highly efficient and gives you a +2 circumstance bonus to Earn Income using Crafting.\n","skill_mod":{},"summary":"This wheelchair is outfitted with a variety of tools and devices to assist with the creation and production of a number of mechanical implements. …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4701","name":"Chair of Inventions","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4701"},{"skill_mod":{},"summary":"These small, metallic devices resemble squashed spheres. They each contain a tiny gyroscope that’s incredibly sensitive to vibrations in the earth. …","primary_source":"Treasure Vault","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":4,"usage":"affixed to armor","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4702","weakness":{},"price":10000,"name":"Tremorsensors","trait":["Adjustment","Mechanical","Uncommon"],"id":"equipment-4702","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Tremorsensors Source Treasure Vault pg. 109 Price 100 gp Usage affixed to armor Bulk L --- These small, metallic devices resemble squashed spheres. They each contain a tiny gyroscope that’s incredibly sensitive to vibrations in the earth. While typically worn on one’s footwear, the device can be affixed to any part of your armor. Activate Free Action Interact; Frequency once per day; Effect You stomp a foot, clap your hands, or create some other source of sound, gaining tremorsense as an imprecise sense with a range of 20 feet for the next 10 minutes.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4702"},{"primary_source_category":"Rulebooks","usage":"worn necklace","source":["Treasure Vault"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"illusion","price":50,"trait":["Illusion","Magical"],"id":"equipment-4703","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Voicebox Source Treasure Vault pg. 109 Price 5 sp Usage worn necklace --- This box contains small, magical amplifiers that allow a nonverbal character to translate thought into speech, which emits from the necklace. The speech produced matches any language you understand.\n","skill_mod":{},"summary":"This box contains small, magical amplifiers that allow a nonverbal character to translate thought into speech, which emits from the necklace. The …","primary_source":"Treasure Vault","trait_group":["School","Monster","Mechanics"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4703","name":"Voicebox","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4703"},{"skill_mod":{},"summary":" Goblin wizards invented the amazing pop-up book to store their spells without written words, though the tradition has been spreading to …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":11,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4704","weakness":{},"school":"illusion","price":125000,"name":"Amazing Pop-Up Book","trait":["Grimoire","Illusion","Magical","Uncommon"],"id":"equipment-4704","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Amazing Pop-Up Book Source Treasure Vault pg. 110 Price 1,250 gp Bulk L --- Goblin wizards invented the amazing pop-up book to store their spells without written words, though the tradition has been spreading to illusionists from other cultures. These grimoires have colorful covers and open to reveal three‑dimensional scenes illustrating various spells. Goblins delight in constructing the books just right so a terrifying creature, like a horse or dog, pops up toward the reader each time a page is turned. Activate Free Action envision (metamagic) Frequency once per day; Effect If your next action is to cast an illusion spell prepared from this grimoire that creates illusory terrain or creatures, such as hallucinatory terrain , you draw forth the pop-up scene. If a creature succeeds, but doesn’t critically succeed, at a saving throw to disbelieve the illusion, then just as their mind recognizes the illusion, a startling—though obviously false—illusion pops up somewhere unexpected in their field of vision, visible to only them, dealing mental damage equal to the spell’s level.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4704"},{"skill_mod":{},"summary":"Typically created by wizards who are hobbyists or professional architects, an architect’s pattern book allows the caster to customize certain …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4705","weakness":{},"school":"conjuration","price":24000,"name":"Architect's Pattern Book","trait":["Conjuration","Grimoire","Magical","Uncommon"],"id":"equipment-4705","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Architect's Pattern Book Source Treasure Vault pg. 110 PFS Note Items which can be used once per week, such as the architect’s pattern book may be used once per scenario or adventure in Pathfinder Society play. Price 240 gp Bulk L --- Typically created by wizards who are hobbyists or professional architects, an architect’s pattern book allows the caster to customize certain spells that create magical structures or domiciles, adding recreational areas such as an indoor bathhouse, gaming room, swimming pool, or similar luxury. Activate Free Action envision (metamagic) Frequency once per week; Effect If your next action is to cast a cozy cabin , magnificent mansion , or resplendent mansion spell, you add a room to the structure that is up to 10 feet per side per level of the spell. This room is outfitted with all the accoutrements for a particular type of recreation, determined by you when you cast the spell. Any character who spends at least 1 hour using this recreational facility and then sleeps a full 8 hours inside the location created by the spell is exceptionally well-rested. They regain double the amount of Hit Points they would normally receive for an 8-hour rest, and when they make the next day’s preparations, they gain a +1 circumstance bonus to Athletics checks and Will saves for the next 12 hours.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4705"},{"skill_mod":{},"summary":"Script in a language of the Outer Planes adorns this book’s spine, and a deity’s symbol is etched on its cover. Books of warding prayers are each …","primary_source":"Treasure Vault","trait_group":["Tradition","Equipment","School"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4706","weakness":{},"school":"transmutation","price":42500,"name":"Book of Warding Prayers","trait":["Divine","Grimoire","Transmutation"],"id":"equipment-4706","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Book of Warding Prayers Source Treasure Vault pg. 111 Price 425 gp Bulk L --- Script in a language of the Outer Planes adorns this book’s spine, and a deity’s symbol is etched on its cover. Books of warding prayers are each devoted to a particular deity and are also a religious symbol of that deity. Activate Free Action envision; Frequency once per day; Trigger Your last action was to cast a prepared divine spell granted by your deity; Effect Choose chaotic, evil, good, or lawful; you can’t choose a type that’s part of your deity’s alignment. You and all allies within 30 feet are suffused with your deity’s protection, gaining resistance 10 to damage of that type for 1 minute.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4706"},{"skill_mod":{},"summary":"An unsmiling mask, half obsidian and half ivory, is embossed on the cover of this weighty tome, the opposite color forming the background of each …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4707","weakness":{},"school":"necromancy","price":7000000,"name":"Codex of Destruction and Renewal","trait":["Grimoire","Magical","Necromancy","Rare"],"id":"equipment-4707","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Codex of Destruction and Renewal Source Treasure Vault pg. 111 Price 70,000 gp Bulk L --- An unsmiling mask, half obsidian and half ivory, is embossed on the cover of this weighty tome, the opposite color forming the background of each half. Each codex of destruction and renewal is said to contain a fragment of the knowledge Nethys gained in his apotheosis and they’re sacred to his church. Activate Single Action envision (metamagic) Frequency once per day; Effect If your next action is to cast a damage-dealing evocation spell prepared from this grimoire, the spell wreaks even greater destruction. The spell ignores 10 resistance and you reroll any damage dice that roll a 1. If the spell reduces a creature to 0 Hit Points, they’re torn apart at an infinitesimal level, not even leaving a fine ash; this is a death effect. Activate Single Action envision (metamagic) Frequency once per day; Effect If your next action is to cast a necromancy spell prepared from this grimoire that restores Hit Points, the spell renews the target constantly and perfectly. The spell grants the target regeneration 20, restoring 20 Hit Points at the start of its turn and preventing the target both from dying due to damage and from its dying condition increasing to a value that would result in its death. Each time the creature regains Hit Points from regeneration, it regrows all damaged or ruined organs; it can also regrow any severed body parts as a free action immediately after the body part is severed, with the original crumbling to ash. The effect lasts for 4 rounds.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4707"},{"skill_mod":{},"summary":"This pageless grimoire is made up of two durable covers that open to display a small ritual circle. When you first invest the grimoire, you and your …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4708","weakness":{},"school":"divination","price":375000,"name":"Communion Mat","trait":["Divination","Grimoire","Magical"],"id":"equipment-4708","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Communion Mat Source Treasure Vault pg. 111 Price 3,750 gp Bulk L --- This pageless grimoire is made up of two durable covers that open to display a small ritual circle. When you first invest the grimoire, you and your familiar each press a limb to a corner of the mat. The ritual circle then morphs to one matching the tradition of your patron, the spells contained in your familiar appearing in the margins. During your daily preparations, your familiar performs a small jaunt around the open ritual circle to strengthen its connection to your patron. Activate Free Action envision (metamagic) Frequency once per 10 minutes; Effect If your next action is to cast one of the granted spells from your patron’s theme or one of the spells your familiar learned from a lesson, your patron takes notice that you’re putting their power to good use and strengthens your familiar with a surge of magic. Your familiar Sustains one of your Spells.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4708"},{"skill_mod":{},"summary":"These tin sheets are bound in brass and show significant signs of erosion. The grimoire’s title is acid-etched, and flipping between the sheets …","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4709","weakness":{},"school":"conjuration","price":14000,"name":"Corrosive Engravings","trait":["Acid","Conjuration","Grimoire","Magical"],"id":"equipment-4709","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Corrosive Engravings Source Treasure Vault pg. 111 Price 140 gp Bulk L --- These tin sheets are bound in brass and show significant signs of erosion. The grimoire’s title is acid-etched, and flipping between the sheets leaves your fingers covered in flecks of rust and powdery metal. Activate Free Action envision; Frequency once per day; Effect If your next action is to cast an acid or poison spell that deals persistent damage, any creature who takes persistent damage from the spell is also sickened 2 until the persistent damage ends. Using an action to retch can reduce the sickened value as normal, but it can’t reduce the sickened value below 1 until the persistent damage ends.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4709"},{"skill_mod":{},"summary":"This elegant journal has a detailed social dossier on the owner’s acquaintances. When you make your daily preparations, you can inscribe a secret or …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4710","weakness":{},"school":"enchantment","price":25000,"name":"Courtier's Pillow Book","trait":["Enchantment","Grimoire","Magical"],"id":"equipment-4710","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Restricted\" > Courtier's Pillow Book Source Treasure Vault pg. 112 Price 250 gp Bulk L --- This elegant journal has a detailed social dossier on the owner’s acquaintances. When you make your daily preparations, you can inscribe a secret or embarrassing foible about a specific individual that you know to be true or have on good authority. Activate Free Action envision; Frequency once per day; Effect If your next action is to cast an enchantment spell on a target about whom you’ve written an entry in the book, you can state that secret or foible before Casting the Spell to give the target a –1 circumstance penalty to their saving throw against the spell. The inscription then disappears from the grimoire.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-4710"},{"skill_mod":{},"summary":"This tiny recipe book was created by a famous draxie chef, but it instantly resizes to fit the hand and eyes of the reader. While most of the pages …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4711","weakness":{},"school":"transmutation","price":9000,"name":"Draxie's Recipe Book","trait":["Grimoire","Magical","Transmutation"],"id":"equipment-4711","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Draxie's Recipe Book Source Treasure Vault pg. 112 Price 90 gp Bulk L --- This tiny recipe book was created by a famous draxie chef, but it instantly resizes to fit the hand and eyes of the reader. While most of the pages are blank and ready to receive spells, the first four pages are taken up by a complex seasoning recipe that requires a casting of glitterdust . Activate Free Action envision; Frequency once per day; Effect If your next action is to cast a glitterdust spell, all creatures within the spell’s area who don’t critically succeed at their save are covered with a spicy red powder. Any attempt to grab or grapple a creature affected in this way, or to swallow such a creature whole, gains a +1 circumstance bonus to the attempt, or a +2 circumstance bonus if the attempt is made using a jaws or similar mouth-based attack, due to the target’s extra deliciousness and savory smell. An affected creature can remove the powder by thoroughly cleaning themselves (a process that typically takes about 10 minutes) or by completely immersing themselves in water. This ability can also be used to properly season up to 100 pounds of prepared food within the area of the glitterdust spell instantaneously.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4711"},{"skill_mod":{},"summary":"Crafted of sturdy paper, each card of this harrow deck showcases a beautiful watercolor illustration with space to inscribe a spell below. When …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4712","weakness":{},"school":"divination","price":47500,"name":"Harrow Spellcards","trait":["Divination","Grimoire","Magical","Uncommon"],"id":"equipment-4712","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Harrow Spellcards Source Treasure Vault pg. 112 Price 475 gp Bulk L --- Crafted of sturdy paper, each card of this harrow deck showcases a beautiful watercolor illustration with space to inscribe a spell below. When shuffled, its cards seem to fly between one another of their own accord. Activate Free Action envision (fortune) Frequency once per day; Trigger Your last action was to cast a divination spell prepared from this grimoire; Effect You draw forth a card to gain insight into future challenges you’ll face. Draw a card from a harrow deck or roll 1d6: 1 = hammers (Athletics), 2 = keys (Acrobatics), 3 = shields (Survival), 4 = books (any Recall Knowledge), 5 = stars (Religion), 6 = crowns (Diplomacy). The next time you attempt a check of the same type as your result, roll twice and take the better result, as the spirits of the harrow guide your actions. If not used by your next daily preparations, this benefit disappears.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4712"},{"skill_mod":{},"summary":"The pages of this part-spellbook, part-bestiary are illustrated with all manner of creatures, magical and mundane. The illustrations shift and move …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4713","weakness":{},"school":"conjuration","price":420000,"name":"Illuminated Folio","trait":["Conjuration","Grimoire","Magical"],"id":"equipment-4713","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Illuminated Folio Source Treasure Vault pg. 112 Price 4,200 gp Bulk L --- The pages of this part-spellbook, part-bestiary are illustrated with all manner of creatures, magical and mundane. The illustrations shift and move around the page when examined. Activate Single Action envision (metamagic) Effect If your next action is to cast a conjuration spell prepared from this grimoire that summons one or more creatures, you summon creatures from the illuminated folio rather than their usual source. These summoned creatures appear as living illustrations, granting them resistance to physical damage equal to half their level and weakness 5 to fire and to any ability with the water trait. They can also fold themselves up to pass through spaces only an inch or so wide as part of their movement.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4713"},{"skill_mod":{},"summary":"Bound in sturdy leather, this thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages. ","item_child_id":["equipment-4714-4194","equipment-4714-4195"],"primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4714","weakness":{},"school":"divination","name":"Linguist's Dictionary","trait":["Divination","Grimoire","Magical"],"id":"equipment-4714","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Linguist's Dictionary Source Treasure Vault pg. 112 PFS Note Items with effects that have an undetermined duration, such as the linguist’s dictionary , end their effects at the end of a scenario or adventure unless specifically stated otherwise by the campaign rules. Bulk L --- Bound in sturdy leather, this thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages. Activate Free Action envision; Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire that allows understanding of another language, such as comprehend languages or tongues ; Effect The grimoire absorbs knowledge of one language translated this way (caster’s choice if more than one), allowing its bearer to communicate on a rudimentary level in that language even after the spell’s duration has elapsed. The linguist’s dictionary can hold one language at a time. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Linguist's Dictionary Source Treasure Vault pg. 112 Price 650 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Linguist's Dictionary (Greater) Source Treasure Vault pg. 112 Price 1,750 gp --- The dictionary can hold three languages at a time.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4714"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","speed":{},"item_parent_id":"equipment-4714","weakness":{},"school":"divination","price":65000,"trait":["Divination","Grimoire","Magical"],"id":"equipment-4714-4194","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Linguist's Dictionary Source Treasure Vault pg. 112 PFS Note Items with effects that have an undetermined duration, such as the linguist’s dictionary , end their effects at the end of a scenario or adventure unless specifically stated otherwise by the campaign rules. Bulk L --- Bound in sturdy leather, this thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages. Activate Free Action envision; Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire that allows understanding of another language, such as comprehend languages or tongues ; Effect The grimoire absorbs knowledge of one language translated this way (caster’s choice if more than one), allowing its bearer to communicate on a rudimentary level in that language even after the spell’s duration has elapsed. The linguist’s dictionary can hold one language at a time. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Linguist's Dictionary Source Treasure Vault pg. 112 Price 650 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Linguist's Dictionary (Greater) Source Treasure Vault pg. 112 Price 1,750 gp --- The dictionary can hold three languages at a time.","skill_mod":{},"summary":"Bound in sturdy leather, this thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4714","name":"Linguist's Dictionary","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4714-4194"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","speed":{},"item_parent_id":"equipment-4714","weakness":{},"school":"divination","price":175000,"trait":["Divination","Grimoire","Magical"],"id":"equipment-4714-4195","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Linguist's Dictionary Source Treasure Vault pg. 112 PFS Note Items with effects that have an undetermined duration, such as the linguist’s dictionary , end their effects at the end of a scenario or adventure unless specifically stated otherwise by the campaign rules. Bulk L --- Bound in sturdy leather, this thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages. Activate Free Action envision; Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire that allows understanding of another language, such as comprehend languages or tongues ; Effect The grimoire absorbs knowledge of one language translated this way (caster’s choice if more than one), allowing its bearer to communicate on a rudimentary level in that language even after the spell’s duration has elapsed. The linguist’s dictionary can hold one language at a time. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Linguist's Dictionary Source Treasure Vault pg. 112 Price 650 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Linguist's Dictionary (Greater) Source Treasure Vault pg. 112 Price 1,750 gp --- The dictionary can hold three languages at a time.","skill_mod":{},"summary":"The dictionary can hold three languages at a time.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4714","name":"Linguist's Dictionary (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4714-4195"},{"skill_mod":{},"summary":"Shadows swirl around this soot-black tome, swallowing up any light that touches them. A faint whispering emanates from the grimoire’s pages when …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Planar"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4715","weakness":{},"school":"conjuration","price":2100000,"name":"Maw of Hungry Shadows","trait":["Conjuration","Grimoire","Incapacitation","Magical","Shadow","Teleportation"],"id":"equipment-4715","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Maw of Hungry Shadows Source Treasure Vault pg. 112 Price 21,000 gp Bulk L --- Shadows swirl around this soot-black tome, swallowing up any light that touches them. A faint whispering emanates from the grimoire’s pages when opened. Activate Single Action envision; Frequency once per day; Trigger Your last action was to cast a spell prepared from this grimoire that has the shadow trait; Effect Your shadow, and that of the tome, elongates and reaches hungrily for one foe within 30 feet, who must attempt a Fortitude save. Critical Success The creature is unaffected. Success The creature is blinded for 1 round and drained 1 as the shadows scrape across it. Failure The creature is blinded for 1 minute and drained 2 as the shadows seize it. Critical Failure As failure, but the shadows also pull the creature into the tome, teleporting it to the Shadow Plane.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4715"},{"skill_mod":{},"summary":"Metal clasps line the spine of this book, and diagrams displaying proper somatic casting forms are etched into its cover. ","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4716","weakness":{},"school":"abjuration","price":175000,"name":"Spell Duelist's Siphon","trait":["Abjuration","Grimoire","Magical"],"id":"equipment-4716","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Spell Duelist's Siphon Source Treasure Vault pg. 113 Price 1,750 gp Bulk L --- Metal clasps line the spine of this book, and diagrams displaying proper somatic casting forms are etched into its cover. Activate Reaction envision; Frequency once per day; Trigger You’re targeted with an arcane spell attack and you have this grimoire raised; Requirements You have the Raise a Tome feat; Effect The grimoire attempts to absorb knowledge of the spell targeting you. You attempt to counteract the triggering spell. If you succeed, the spell is absorbed into the grimoire, and the diagrams on the cover change to indicate the somatic gestures and sigils for the counteracted spell. While the grimoire contains a spell, you can spend a spell slot of the same or higher level as the spell in the grimoire to cast that spell instead, heightened to the appropriate level (if you spent a higher-level spell slot). After you cast the spell, it’s expended from the grimoire.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4716"},{"skill_mod":{},"summary":"This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes. ","item_child_id":["equipment-4717-4196","equipment-4717-4197","equipment-4717-4198"],"primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4717","weakness":{},"school":"necromancy","name":"Tome of Restorative Cleansing","trait":["Grimoire","Magical","Necromancy"],"id":"equipment-4717","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Tome of Restorative Cleansing Source Treasure Vault pg. 113 Bulk L --- This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes. Activate Free Action envision (healing, necromancy, positive) Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally; Effect Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Tome of Restorative Cleansing (Lesser) Source Treasure Vault pg. 113 Price 130 gp --- The creature gains 1d8 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tome of Restorative Cleansing (Moderate) Source Treasure Vault pg. 113 Price 600 gp --- The creature gains 2d8 temporary Hit Points. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tome of Restorative Cleansing (Greater) Source Treasure Vault pg. 113 Price 3,750 gp --- The creature gains 3d8 temporary Hit Points.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4717"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","speed":{},"item_parent_id":"equipment-4717","weakness":{},"school":"necromancy","price":13000,"trait":["Grimoire","Magical","Necromancy"],"id":"equipment-4717-4196","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Tome of Restorative Cleansing Source Treasure Vault pg. 113 Bulk L --- This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes. Activate Free Action envision (healing, necromancy, positive) Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally; Effect Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Tome of Restorative Cleansing (Lesser) Source Treasure Vault pg. 113 Price 130 gp --- The creature gains 1d8 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tome of Restorative Cleansing (Moderate) Source Treasure Vault pg. 113 Price 600 gp --- The creature gains 2d8 temporary Hit Points. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tome of Restorative Cleansing (Greater) Source Treasure Vault pg. 113 Price 3,750 gp --- The creature gains 3d8 temporary Hit Points.","skill_mod":{},"summary":"The creature gains 1d8 temporary Hit Points.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4717","name":"Tome of Restorative Cleansing (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4717-4196"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","speed":{},"item_parent_id":"equipment-4717","weakness":{},"school":"necromancy","price":60000,"trait":["Grimoire","Magical","Necromancy"],"id":"equipment-4717-4197","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Tome of Restorative Cleansing Source Treasure Vault pg. 113 Bulk L --- This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes. Activate Free Action envision (healing, necromancy, positive) Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally; Effect Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Tome of Restorative Cleansing (Lesser) Source Treasure Vault pg. 113 Price 130 gp --- The creature gains 1d8 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tome of Restorative Cleansing (Moderate) Source Treasure Vault pg. 113 Price 600 gp --- The creature gains 2d8 temporary Hit Points. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tome of Restorative Cleansing (Greater) Source Treasure Vault pg. 113 Price 3,750 gp --- The creature gains 3d8 temporary Hit Points.","skill_mod":{},"summary":"The creature gains 2d8 temporary Hit Points.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4717","name":"Tome of Restorative Cleansing (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4717-4197"},{"primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","speed":{},"item_parent_id":"equipment-4717","weakness":{},"school":"necromancy","price":375000,"trait":["Grimoire","Magical","Necromancy"],"id":"equipment-4717-4198","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Tome of Restorative Cleansing Source Treasure Vault pg. 113 Bulk L --- This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes. Activate Free Action envision (healing, necromancy, positive) Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally; Effect Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Tome of Restorative Cleansing (Lesser) Source Treasure Vault pg. 113 Price 130 gp --- The creature gains 1d8 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tome of Restorative Cleansing (Moderate) Source Treasure Vault pg. 113 Price 600 gp --- The creature gains 2d8 temporary Hit Points. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tome of Restorative Cleansing (Greater) Source Treasure Vault pg. 113 Price 3,750 gp --- The creature gains 3d8 temporary Hit Points.","skill_mod":{},"summary":"The creature gains 3d8 temporary Hit Points.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4717","name":"Tome of Restorative Cleansing (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4717-4198"},{"skill_mod":{},"summary":"The first 12 pages of this tome tell the same story in two languages: 6 pages in Skald and 6 pages in the ancient Jotun dialect used by saumen …","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Equipment","Tradition"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4718","weakness":{},"school":"evocation","price":43000,"name":"Tome of Scintillating Sleet","trait":["Cold","Evocation","Grimoire","Primal"],"id":"equipment-4718","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Tome of Scintillating Sleet Source Treasure Vault pg. 113 Price 430 gp Bulk L --- The first 12 pages of this tome tell the same story in two languages: 6 pages in Skald and 6 pages in the ancient Jotun dialect used by saumen kar, a species of ice-dwelling humanoids. The story is a tale of a saumen kar stricken with snow blindness after spending too long under the sun building snow giants. Activate Free Action envision; Frequency once per day; Effect If your next action is to cast a cold spell that deals damage, all creatures damaged by the spell are also dazzled for 3 rounds by light refracting and reflecting within and around the spell’s chilling effects. If an affected creature critically failed its save against the required spell, or if you critically succeeded on your spell attack roll against the creature, it’s instead blinded for 1 round and then dazzled for 3 rounds.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4718"},{"skill_mod":{},"summary":"This grim collection of spreadsheets is used both by undertakers who occasionally need to avoid the notice of their more restless clients, and by …","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment","Planar"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4719","weakness":{},"school":"evocation","price":22000,"name":"Undertaker's Manifest","trait":["Darkness","Evocation","Grimoire","Magical","Shadow"],"id":"equipment-4719","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Undertaker's Manifest Source Treasure Vault pg. 113 Price 220 gp Bulk L --- This grim collection of spreadsheets is used both by undertakers who occasionally need to avoid the notice of their more restless clients, and by industrious necromancers looking to avoid catching the notice of cemetery guards and vigilant undertakers. Activate Free Action envision; Frequency once per day; Effect If your next action is to cast a necromancy spell, the spell’s casting is accompanied by a roiling cloud of shadow that spills out around you, creating dim light in a 30-foot emanation centered on you for the next 3 rounds. This has no effect on areas where the lighting level is already darker than dim light.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4719"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":69000,"trait":["Conjuration","Magical","Transmutation","Uncommon"],"id":"equipment-4720","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Anchor of Aquatic Exploration Source Treasure Vault pg. 114 Price 690 gp Usage held in 1 hand Bulk 1 --- No matter how often it’s washed, the last crystals of salt rime never quite leave this pitted anchor. When you’re holding the anchor of aquatic exploration , you can breathe underwater; however, you can’t Swim, losing any Swim speed you have, automatically failing any Athletics checks to Swim, and so on. Instead, when you enter a body of water, you sink to the bottom at a rate of 25 feet per round and can move across the bottom at your normal Speed. You’re protected from environmental effects of deep water such as pressure, cold temperatures, and any negative consequences of depressurization. Activate 1 minute (Interact); Frequency once per day; Requirements You're underwater; Effect You spend one minute digging the anchor into the seabed, after which the anchor casts a cozy cabin spell, summoning a sunken ship instead of a cabin. The sunken ship is filled with breathable air.\n","skill_mod":{},"summary":"No matter how often it’s washed, the last crystals of salt rime never quite leave this pitted anchor. When you’re holding the anchor of aquatic …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4720","name":"Anchor of Aquatic Exploration","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4720"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"necromancy","price":6000,"skill":["Medicine"],"trait":["Magical","Necromancy"],"id":"equipment-4721","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Battle Medic's Baton Source Treasure Vault pg. 114 Price 60 gp Usage held in 1 hand Bulk L --- This short bronze rod has the form of a serpent coiled around it. While you hold it, you gain a +1 item bonus to Medicine checks. Activate Two Actions command, Interact; Frequency once per hour; Requirements You have the Battle Medicine action; Effect You use Battle Medicine. The target is temporarily immune to your Battle Medicine for 1 hour instead of 1 day.\n","skill_mod":{},"summary":"This short bronze rod has the form of a serpent coiled around it. While you hold it, you gain a +1 item bonus to Medicine checks. ","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4721","name":"Battle Medic's Baton","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4721"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":180000,"trait":["Conjuration","Magical","Teleportation","Uncommon"],"id":"equipment-4722","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Bring Me Near Source Treasure Vault pg. 114 Price 1,800 gp Usage held in 2 hands Bulk L --- This collapsible fine spyglass consists of 3 leather tubes that slide into one another. The edge of each is trimmed in silver, and the lenses are made of finely crafted glass. While looking through it, you gain a +2 item bonus to any Perception checks made involving sight. Activate 1 minute (envision, Interact); Frequency once per day; Effect You focus on any spot you can see within 5 miles through the spyglass and rotate its parts in a meticulous order. You and up to 4 willing creatures adjacent to you are instantly teleported to that spot. If there’s not enough room for everyone, only you are transported. If there’s not enough room for you, the teleportation fails.\n","skill_mod":{},"summary":"This collapsible fine spyglass consists of 3 leather tubes that slide into one another. The edge of each is trimmed in silver, and the lenses are …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4722","name":"Bring Me Near","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4722"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":4000000,"trait":["Conjuration","Magical"],"id":"equipment-4723","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Cube of Recall Source Treasure Vault pg. 114 Price 40,000 gp Usage held in 1 hand Bulk L --- This small cube has smooth matte sides. One side is black, the opposite side is white, and the other four are various shades of gray. Each side can be attuned to a location and then teleport you back to that spot in the blink of an eye. Activate 10 minutes (command, envision, Interact); Effect Pick one side of the cube and set it face up. You attune the cube to the location you currently occupy. Each side can be attuned to only one location. Once you use this action to attune to a location, the side you pick loses any previously attuned location. Activate Three Actions command, envision, Interact (teleportation) Effect While speaking a word of command and bringing the location into your mind, you push the corresponding side of the cube. You teleport to the location attuned to the side you press, within 100 feet of the attuned location, as long as that location is on the same planet. If it’s not, your activation produces no effect, but the attunement remains.\n","skill_mod":{},"summary":"This small cube has smooth matte sides. One side is black, the opposite side is white, and the other four are various shades of gray. Each side can …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4723","name":"Cube of Recall","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4723"},{"item_child_id":["equipment-4724-4199","equipment-4724-4200"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"divination","trait":["Divination","Fortune","Magical"],"id":"equipment-4724","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Fortune's Coin Source Treasure Vault pg. 114 Usage held in 1 hand --- This coin is struck with the image of a beatific seraph in gold on one side and a fearsome fiend with seven eyes enameled in black on the other. While it may seem nothing more than a curiosity, it’s a powerful agent of fortune when activated. Activate Reaction Interact; Trigger You fail a check or attack; Effect Flip the coin. If it lands on the seraph side, you get a 12 on the die instead of what you rolled. If it lands on the fiend side, one of the eyes on the fiend closes. Either way, you’re temporarily immune to fortune’s coin for 1 hour. When all seven eyes are closed, the coin vanishes into a puff of smoke, disappearing forever. This activation is a fortune effect, regardless of how the coin flip lands. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Fortune's Coin Source Treasure Vault pg. 115 Price 450 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Fortune's Coin (Platinum) Source Treasure Vault pg. 115 Price 4,000 gp --- This coin is platinum instead of gold. The seraph side grants you a 14 instead of a 12.","skill_mod":{},"summary":"This coin is struck with the image of a beatific seraph in gold on one side and a fearsome fiend with seven eyes enameled in black on the other. …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4724","name":"Fortune's Coin","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4724"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-4724","weakness":{},"school":"divination","price":45000,"trait":["Divination","Fortune","Magical"],"id":"equipment-4724-4199","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Fortune's Coin Source Treasure Vault pg. 114 Usage held in 1 hand --- This coin is struck with the image of a beatific seraph in gold on one side and a fearsome fiend with seven eyes enameled in black on the other. While it may seem nothing more than a curiosity, it’s a powerful agent of fortune when activated. Activate Reaction Interact; Trigger You fail a check or attack; Effect Flip the coin. If it lands on the seraph side, you get a 12 on the die instead of what you rolled. If it lands on the fiend side, one of the eyes on the fiend closes. Either way, you’re temporarily immune to fortune’s coin for 1 hour. When all seven eyes are closed, the coin vanishes into a puff of smoke, disappearing forever. This activation is a fortune effect, regardless of how the coin flip lands. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Fortune's Coin Source Treasure Vault pg. 115 Price 450 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Fortune's Coin (Platinum) Source Treasure Vault pg. 115 Price 4,000 gp --- This coin is platinum instead of gold. The seraph side grants you a 14 instead of a 12.","skill_mod":{},"summary":"This coin is struck with the image of a beatific seraph in gold on one side and a fearsome fiend with seven eyes enameled in black on the other. …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4724","name":"Fortune's Coin","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4724-4199"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-4724","weakness":{},"school":"divination","price":400000,"trait":["Divination","Fortune","Magical"],"id":"equipment-4724-4200","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Fortune's Coin Source Treasure Vault pg. 114 Usage held in 1 hand --- This coin is struck with the image of a beatific seraph in gold on one side and a fearsome fiend with seven eyes enameled in black on the other. While it may seem nothing more than a curiosity, it’s a powerful agent of fortune when activated. Activate Reaction Interact; Trigger You fail a check or attack; Effect Flip the coin. If it lands on the seraph side, you get a 12 on the die instead of what you rolled. If it lands on the fiend side, one of the eyes on the fiend closes. Either way, you’re temporarily immune to fortune’s coin for 1 hour. When all seven eyes are closed, the coin vanishes into a puff of smoke, disappearing forever. This activation is a fortune effect, regardless of how the coin flip lands. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Fortune's Coin Source Treasure Vault pg. 115 Price 450 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Fortune's Coin (Platinum) Source Treasure Vault pg. 115 Price 4,000 gp --- This coin is platinum instead of gold. The seraph side grants you a 14 instead of a 12.","skill_mod":{},"summary":"This coin is platinum instead of gold. The seraph side grants you a 14 instead of a 12.","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4724","name":"Fortune's Coin (Platinum)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4724-4200"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"transmutation","price":185000,"trait":["Light","Magical","Transmutation"],"id":"equipment-4725","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Ghost Lantern Source Treasure Vault pg. 115 Price 1,850 gp Usage held in 1 hand Bulk L --- Crafted from cold iron, this black hooded lantern has gray glass and lenses that emit a pale gray light when the lantern is lit. Anything this light falls on looks gray or desaturated. The lantern uses oil as a standard hooded lantern. The lantern’s light shines within the Ethereal Plane as well as the Material Plane. On any other plane, the light functions as a normal hooded lantern. Activate Single Action envision; Frequency once per day; Requirements The lantern’s shutters are open; Effect You concentrate on the lantern’s light to soften the boundary between the Ethereal and Material Plane. Any creature in the lantern’s bright light on the Material Plane gains the effects of the ghost touch property rune on all its weapons and unarmed attacks. If an affected weapon or attack is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain ghost touch . This benefit lasts for 5 minutes or until the shutters are closed, whichever comes first. It applies to a creature only while it’s in the lantern’s bright light, and if the creature leaves the light and returns it regains the benefit once more.\n","skill_mod":{},"summary":"Crafted from cold iron, this black hooded lantern has gray glass and lenses that emit a pale gray light when the lantern is lit. Anything this light …","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4725","name":"Ghost Lantern","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4725"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"necromancy","price":45000,"trait":["Magical","Necromancy"],"id":"equipment-4726","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Horrid Figurine Source Treasure Vault pg. 115 Price 450 gp Usage held in 2 hands Bulk L --- Carved in a putrid jade, the color of disease, this figurine is a bloated humanoid mass of writhing vermin and serpents, all rendered in disgusting detail. The creeping pattern is carved so they seem to move and contort the more one views the figurine. When activated, the effect is amplified to a disgusting or horrifying degree. The figurine can be activated twice per day. If you try to activate it a third time during a day, it dissolves into a puddle of non-magical, putrid glue, causing you to become sickened 3. Activate Two Actions command, Interact; Effect Holding the figurine over your head and speaking one command word causes a wave of nausea in a 20-foot emanation. Each creature in the emanation must succeed at a DC 24 Fortitude save or become sickened 2. You’re immune to this effect. Activate Two Actions command, Interact; Effect Holding the figurine over your head and speaking a different command word causes those around to tremble in fear. Each creature in a 20-foot emanation must succeed at a DC 24 Will save or become frightened 3. You’re immune to this effect.\n","skill_mod":{},"summary":"Carved in a putrid jade, the color of disease, this figurine is a bloated humanoid mass of writhing vermin and serpents, all rendered in disgusting …","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4726","name":"Horrid Figurine","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4726"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":7500,"trait":["Conjuration","Magical"],"id":"equipment-4727","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Jug of Fond Remembrance Source Treasure Vault pg. 115 Price 75 gp Usage held in 1 hand --- This large jug always seems to contain just enough of the holder’s favorite alcohol to share with a friend. As long as you’re holding the jug, you gain a +1 circumstance bonus to Diplomacy checks. If you share a sip of the liquor from the jug with a creature, you gain a +2 circumstance bonus to your next Diplomacy check to Make an Impression or Request something from that creature any time within the next month. Activate Single Action Interact; Frequency once per hour; Effect You take a long swig on the jug and then Recall Knowledge about a creature you can see, with a +2 circumstance bonus to the check. If you fail but don’t critically fail this check, you get a success instead. You’re then stupefied 1 for 3 rounds.\n","skill_mod":{},"summary":"This large jug always seems to contain just enough of the holder’s favorite alcohol to share with a friend. As long as you’re holding the jug, you …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4727","name":"Jug of Fond Remembrance","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4727"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":2500,"trait":["Conjuration","Extradimensional","Magical"],"id":"equipment-4728","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Legerdemain Handkerchief Source Treasure Vault pg. 115 Price 25 gp Usage held in 1 hand --- This frilled, silvery-gray handkerchief is a stylish tool for personal hygiene by all appearances, but it can be used to covertly make very small items vanish. Activate Single Action Interact; Requirements The handkerchief is entirely covering an item of negligible Bulk; Effect The handkerchief transports the item it covers into its extradimensional space. The handkerchief can hold only one item within its extradimensional space at a time, so any item taken is replaced by any item already within the space. You can also use this action to expel an item already within the extradimensional space without replacing it. This activation can’t be used on an attended item unless the creature with that item allows it. Placing the handkerchief over an item typically takes an Interact action.\n","skill_mod":{},"summary":"This frilled, silvery-gray handkerchief is a stylish tool for personal hygiene by all appearances, but it can be used to covertly make very small …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4728","name":"Legerdemain Handkerchief","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4728"},{"remaster_name":["Planar Tunnel"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":600000,"trait":["Conjuration","Extradimensional","Magical","Uncommon"],"id":"equipment-4729","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Portable Hole Source Treasure Vault pg. 115 Price 6,000 gp Usage held in 2 hands Bulk L --- Wispy, ethereal strands of carefully spun silk make up the substance of a portable hole, which sparkles with captive beams of starlight. It’s linked to an extradimensional space in the shape of a pit, which can be accessed if the hole is fully opened. Portable holes and bags of holding are antithetical to one another. Rather than deactivating either, if one is placed inside the other, as typical for extradimensional spaces, a rift to the Astral Plane tears open and destroys both items. Any creature or unattended object within a 10-foot burst centered on the bag is sucked through to the Astral Plane, though a creature can avoid this with a successful DC 30 Reflex save. The whole process happens in a single blink of an eye. Activate Three Actions Interact; Effect You unfold the hole and open it fully, revealing an extradimensional space that stays in place. The hole is 6 feet across—just big enough to cover a 5-foot square—and 10 feet deep. The hole’s depth is perpendicular to the surface, so it’s most commonly placed on a floor to make a hole straight down or on a wall to create a horizontal passage through it. The only air in the hole is that which enters when it’s opened, though if the hole goes through to open space, air can flow freely through the tunnel. Anyone can Interact to grab the hole by the edges and partially or fully fold it up. This closes the entrance to the extradimensional space. Any objects or creatures within the hole remain inside, and any that can’t fit fully inside are ejected into the nearest open space. No matter how many items are in the portable hole, its Bulk never changes. Items can be stowed or retrieved only while the hole is fully open. A living creature placed inside has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the hole provides no benefits unless it’s retrieved first. Anything in the hole can’t be detected by magic that detects only things on the same plane.\n","skill_mod":{},"summary":"Wispy, ethereal strands of carefully spun silk make up the substance of a portable hole, which sparkles with captive beams of starlight. It’s linked …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4729","name":"Portable Hole","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4729"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"divination","price":9500,"skill":["Survival","Survival"],"trait":["Divination","Magical"],"id":"equipment-4730","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Sextant of the Night Source Treasure Vault pg. 116 Price 95 gp Usage held in 1 hand Bulk 1 --- This finely wrought sextant is made from silver with several onyx mirrors and shades made from thin sets of crystal glass. A fine spyglass made of silver is affixed to the frame; removing the spyglass destroys the sextant. By all appearances, the sextant shouldn’t function, as the shades and mirrors are swapped, but when you look through the spyglass, you see a night sky during the day and the sun during the night, as if day and night were inverted. When you use the sextant, you gain a +1 item bonus to Survival checks, which increases to a +2 item bonus when you Sense Direction.\n","skill_mod":{},"summary":"This finely wrought sextant is made from silver with several onyx mirrors and shades made from thin sets of crystal glass. A fine spyglass made of …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4730","name":"Sextant of the Night","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4730"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"enchantment","price":90000,"skill":["Intimidation"],"trait":["Enchantment","Magical","Mental"],"id":"equipment-4731","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Standard of the Primeval Howl Source Treasure Vault pg. 116 Price 900 gp Usage held in 1 hand Bulk 1 --- These standards are always constructed from uncut wood and a leather banner painted with the visage of a snarling beast—a wolf, boar, bear, lion, dragon, or similarly imposing creature. And while it might become lost on a battlefield scattered with gaudier standards, its effect bolsters those around a competent leader. When carrying this banner, you gain a +1 item bonus to Intimidation checks and initiative rolls, and creatures in a 20-foot emanation also gain a +1 item bonus to initiative checks. Activate Reaction command; Frequency once per hour; Trigger An ally within 20 feet of you critically hits with a Strike; Requirements You have the Battle Cry skill feat; Effect You attempt to Demoralize the foe the Strike hit.\n","skill_mod":{},"summary":"These standards are always constructed from uncut wood and a leather banner painted with the visage of a snarling beast—a wolf, boar, bear, lion, …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4731","name":"Standard of the Primeval Howl","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4731"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":34000,"trait":["Conjuration","Magical"],"id":"equipment-4732","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Vaporous Pipe Source Treasure Vault pg. 116 Price 340 gp Usage held in 1 hand --- This hand-polished pipe is carved from oak and releases small wisps of smoke even when unlit. As long as you’re holding a vaporous pipe , you don’t take a circumstance penalty to Perception checks due to thick smoke, and you can’t suffocate from smoke and heated air (such as within a wildfire). As long as you are holding the pipe, you also gain resistance to fire equal to half your level. Activate Single Action Interact; Frequency once per hour; Effect You draw on the pipe and then blow a massive cloud of smoke that fills a 30-foot emanation that includes your space. All creatures within the smoke cloud are concealed from each other and from creatures outside the smoke, though you can still see clearly within it. The smoke dissipates after 3 rounds, or after 1 round if subjected to a strong wind.\n","skill_mod":{},"summary":"This hand-polished pipe is carved from oak and releases small wisps of smoke even when unlit. As long as you’re holding a vaporous pipe , you don’t …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4732","name":"Vaporous Pipe","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4732"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"evocation","price":70000,"skill":["Performance","Performance"],"trait":["Auditory","Evocation","Magical","Uncommon"],"id":"equipment-4733","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Violin of the Waves Source Treasure Vault pg. 116 Price 700 gp Usage held in 2 hands Bulk 1 --- This violin is crafted from finely wrought rosewood that emits a strong, but pleasant, smell of salt water and ocean life. It’s engraved with images of sailors working and waves gently rolling. When you make a Performance check using the violin of the waves , you gain a +2 item bonus to the check. This bonus increases to +3 if the performer is currently aboard a ship, walking on the ocean, or otherwise immediately adjacent to ocean water. The violin was created to play a specific tune, one that springs instantly into the mind of anyone who so much as casually strums the instrument. It’s a tune of calm waters and safety, but also of pranks played upon shipmates and revelry. Activate 5 minutes (Interact); Frequency once per day; Requirements You must be aboard a ship; Effect You play the song. Once it’s completed, the weather immediately calms to the normal as it would for the season, as control weather. For the next day, the weather remains in this state, unless affected by other magical effects. Anyone aboard the ship finds their mind wanders when performing tasks however, daydreaming of drunken revelry or other forms of entertainment, and the crew of the ship takes a –2 status penalty to skill checks to do anything other than participate in such revelry.\n","skill_mod":{},"summary":"This violin is crafted from finely wrought rosewood that emits a strong, but pleasant, smell of salt water and ocean life. It’s engraved with images …","primary_source":"Treasure Vault","trait_group":["Sense","School","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4733","name":"Violin of the Waves","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4733"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"necromancy","price":170000,"trait":["Magical","Mental","Necromancy","Uncommon"],"id":"equipment-4734","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Voice from the Grave Source Treasure Vault pg. 117 Price 1,700 gp Usage held in 1 hand Bulk L --- This onyx skull emits eerie whispers when on its own, but when held the skull enables you to speak with spirits and haunts you can see, even if you don’t share a language. The voice from the grave translates anything the spirit or haunt says, using a language you understand, and translates your words for the spirit or haunt in kind. This doesn’t make the target friendly or even cooperative, but it does enable communication. The GM determines the language in the case of a haunt. You can’t communicate with mindless spirits using the skull. Activate Two Actions command, envision; Frequency once per hour; Effect The onyx skull casts a DC 27 charm spell on one spirit or haunt you can communicate with using the skull. If you target a haunt that doesn’t have a Will modifier, it automatically gets a failure on its save.\n","skill_mod":{},"summary":"This onyx skull emits eerie whispers when on its own, but when held the skull enables you to speak with spirits and haunts you can see, even if you …","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Rarity"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4734","name":"Voice from the Grave","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4734"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":13000,"trait":["Air","Conjuration","Magical"],"id":"equipment-4735","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Wind at Your Back Source Treasure Vault pg. 117 Price 130 gp Usage held in 2 hands Bulk L --- This object can only be described as a gray, solidified, miniature cloud that feels spongy to the touch. The cloud is incredibly soft and can be easily lifted with little effort, though its ephemeral nature requires using two hands to ensure it doesn’t slip from your grasp. Activate Single Action Interact; Frequency once per day; Effect You blow across the surface of the cloud, and it floats free of you and calls up a strong breeze. For the next 8 hours, it floats behind you and your companions, increasing the amount of time the group can Hustle during exploration to the lowest Constitution modifier in the group × 20 instead of × 10. You must all remain within 100 feet to get the benefit. If you activate the item aboard a vehicle, you instead grant the vehicle a +10-foot circumstance bonus to its Speeds for 8 hours. If the vehicle is powered by wind, such as a sailing ship, the bonus increases to +20 feet. When the 8 hours are up, the cloud stops blowing and floats back into your hands.\n","element":["Air"],"skill_mod":{},"summary":"This object can only be described as a gray, solidified, miniature cloud that feels spongy to the touch. The cloud is incredibly soft and can be …","primary_source":"Treasure Vault","trait_group":["Elemental","Planar","Monster","School","Mechanics"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4735","name":"Wind at Your Back","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4735"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"abjuration","price":3000,"skill":["Lore"],"trait":["Abjuration","Invested","Magical","Tattoo","Uncommon"],"id":"equipment-4736","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Ancestral Geometry Source Treasure Vault pg. 119 Price 30 gp Usage tattooed on the body --- Geometric precision and perfect angles signify that an artist with exemplary knowledge of dwarven tattooing traditions created this body art. Your family’s ancestral stories, recited throughout the tattooing process, bind your blood even tighter to theirs. During your daily preparations, you manifest a visitation by an ancestor—possibly via a dream, a vision, or a magical trinket left by your bedroll. Roll 2d20 and record the highest result. Then roll 1d6 and note a type of saving throw: 1–2 Fortitude, 3–4 Reflex, and 5–6 Will. In addition, until the next visitation, you gain a +1 item bonus to one Lore skill related to the ancestor, as determined by the GM. Usually, the ancestor provides a kind of knowledge they believe you’ll need. For dwarven ancestors, the Lore skill is usually Architecture Lore, Engineering Lore, Genealogy Lore, Labor Lore, Mining Lore, Warfare Lore, or Lore about a dwarven deity. Activate Reaction envision (fortune) Frequency once per day; Trigger You rolled a saving throw of the noted type; Effect Replace the roll with the d20 roll from your ancestor’s visitation.\n","skill_mod":{},"summary":"Geometric precision and perfect angles signify that an artist with exemplary knowledge of dwarven tattooing traditions created this body art. Your …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4736","name":"Ancestral Geometry","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4736"},{"item_child_id":["equipment-4737-4201","equipment-4737-4202","equipment-4737-4203","equipment-4737-4204","equipment-4737-4205","equipment-4737-4206","equipment-4737-4207","equipment-4737-4208","equipment-4737-4209"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"enchantment","trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-4737","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions envision; Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy’s attack, or an effect created by an enemy, that damage can’t reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault pg. 119 Price 350 gp --- A need for freedom trills through your ally’s blood. Until the end of that ally’s next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally’s dying value. The cherry blossom’s activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault pg. 119 Price 25 gp --- Memories bubble to the surface of your ally’s mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature’s attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally’s next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-level command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault pg. 119 PFS Note The white poppy bewitching bloom tattoo (page 119) uses calm , not calm emotions . Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm emotions or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4737","name":"Bewitching Bloom","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4737"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4737","weakness":{},"school":"enchantment","price":550000,"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-4737-4201","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions envision; Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy’s attack, or an effect created by an enemy, that damage can’t reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault pg. 119 Price 350 gp --- A need for freedom trills through your ally’s blood. Until the end of that ally’s next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally’s dying value. The cherry blossom’s activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault pg. 119 Price 25 gp --- Memories bubble to the surface of your ally’s mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature’s attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally’s next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-level command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault pg. 119 PFS Note The white poppy bewitching bloom tattoo (page 119) uses calm , not calm emotions . Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm emotions or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy’s attack, or an effect created by an enemy, that …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4737","name":"Bewitching Bloom (Amaranth)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4737-4201"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4737","weakness":{},"school":"enchantment","price":35000,"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-4737-4202","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions envision; Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy’s attack, or an effect created by an enemy, that damage can’t reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault pg. 119 Price 350 gp --- A need for freedom trills through your ally’s blood. Until the end of that ally’s next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally’s dying value. The cherry blossom’s activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault pg. 119 Price 25 gp --- Memories bubble to the surface of your ally’s mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature’s attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally’s next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-level command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault pg. 119 PFS Note The white poppy bewitching bloom tattoo (page 119) uses calm , not calm emotions . Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm emotions or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"A need for freedom trills through your ally’s blood. Until the end of that ally’s next turn, they gain a +2 status bonus to rolls to recover from the …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4737","name":"Bewitching Bloom (Bellflower)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4737-4202"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4737","weakness":{},"school":"enchantment","price":5000,"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-4737-4203","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions envision; Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy’s attack, or an effect created by an enemy, that damage can’t reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault pg. 119 Price 350 gp --- A need for freedom trills through your ally’s blood. Until the end of that ally’s next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally’s dying value. The cherry blossom’s activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault pg. 119 Price 25 gp --- Memories bubble to the surface of your ally’s mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature’s attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally’s next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-level command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault pg. 119 PFS Note The white poppy bewitching bloom tattoo (page 119) uses calm , not calm emotions . Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm emotions or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4737","name":"Bewitching Bloom (Cherry Blossom)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4737-4203"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4737","weakness":{},"school":"enchantment","price":2500,"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-4737-4204","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions envision; Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy’s attack, or an effect created by an enemy, that damage can’t reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault pg. 119 Price 350 gp --- A need for freedom trills through your ally’s blood. Until the end of that ally’s next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally’s dying value. The cherry blossom’s activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault pg. 119 Price 25 gp --- Memories bubble to the surface of your ally’s mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature’s attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally’s next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-level command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault pg. 119 PFS Note The white poppy bewitching bloom tattoo (page 119) uses calm , not calm emotions . Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm emotions or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"Memories bubble to the surface of your ally’s mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4737","name":"Bewitching Bloom (Lilac)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4737-4204"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4737","weakness":{},"school":"enchantment","price":60000,"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-4737-4205","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions envision; Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy’s attack, or an effect created by an enemy, that damage can’t reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault pg. 119 Price 350 gp --- A need for freedom trills through your ally’s blood. Until the end of that ally’s next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally’s dying value. The cherry blossom’s activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault pg. 119 Price 25 gp --- Memories bubble to the surface of your ally’s mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature’s attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally’s next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-level command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault pg. 119 PFS Note The white poppy bewitching bloom tattoo (page 119) uses calm , not calm emotions . Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm emotions or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4737","name":"Bewitching Bloom (Lotus)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4737-4205"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4737","weakness":{},"school":"enchantment","price":22000,"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-4737-4206","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions envision; Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy’s attack, or an effect created by an enemy, that damage can’t reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault pg. 119 Price 350 gp --- A need for freedom trills through your ally’s blood. Until the end of that ally’s next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally’s dying value. The cherry blossom’s activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault pg. 119 Price 25 gp --- Memories bubble to the surface of your ally’s mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature’s attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally’s next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-level command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault pg. 119 PFS Note The white poppy bewitching bloom tattoo (page 119) uses calm , not calm emotions . Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm emotions or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4737","name":"Bewitching Bloom (Magnolia)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4737-4206"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4737","weakness":{},"school":"enchantment","price":120000,"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-4737-4207","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions envision; Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy’s attack, or an effect created by an enemy, that damage can’t reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault pg. 119 Price 350 gp --- A need for freedom trills through your ally’s blood. Until the end of that ally’s next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally’s dying value. The cherry blossom’s activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault pg. 119 Price 25 gp --- Memories bubble to the surface of your ally’s mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature’s attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally’s next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-level command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault pg. 119 PFS Note The white poppy bewitching bloom tattoo (page 119) uses calm , not calm emotions . Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm emotions or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-level command spell (DC 28) selecting …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4737","name":"Bewitching Bloom (Purple Iris)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4737-4207"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4737","weakness":{},"school":"enchantment","price":9000,"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-4737-4208","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions envision; Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy’s attack, or an effect created by an enemy, that damage can’t reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault pg. 119 Price 350 gp --- A need for freedom trills through your ally’s blood. Until the end of that ally’s next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally’s dying value. The cherry blossom’s activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault pg. 119 Price 25 gp --- Memories bubble to the surface of your ally’s mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature’s attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally’s next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-level command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault pg. 119 PFS Note The white poppy bewitching bloom tattoo (page 119) uses calm , not calm emotions . Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm emotions or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4737","name":"Bewitching Bloom (Red Rose)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4737-4208"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4737","weakness":{},"school":"enchantment","price":8000,"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-4737-4209","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions envision; Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy’s attack, or an effect created by an enemy, that damage can’t reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault pg. 119 Price 350 gp --- A need for freedom trills through your ally’s blood. Until the end of that ally’s next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally’s dying value. The cherry blossom’s activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault pg. 119 Price 25 gp --- Memories bubble to the surface of your ally’s mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature’s attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally’s next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-level command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault pg. 119 PFS Note The white poppy bewitching bloom tattoo (page 119) uses calm , not calm emotions . Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm emotions or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"A sense of peace overwhelms the ally. The tattoo casts calm emotions or sanctuary (your choice) on the ally. The spell affects only the ally …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4737","name":"Bewitching Bloom (White Poppy)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4737-4209"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"abjuration","price":14000,"trait":["Abjuration","Invested","Magical","Tattoo"],"id":"equipment-4738","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Boozy Bottle Source Treasure Vault pg. 119 Price 140 gp Usage tattooed on the body --- This tattoo depicts a container of alcohol, traditionally a small, uncorked brown bottle. You gain a +1 item bonus to saving throws against poison. Activate Reaction command; Frequency once per day; Trigger You fail (but don’t critically fail) an initial saving throw against a poison, or you gain persistent poison damage; Effect You pick your poison. Calling out the name of a drink as though ordering at a bar, you negate the triggering poison. Instead, you gain the alcohol affliction at stage 2. The DC of this magical alcohol is the DC of the triggering poison save or DC 20 for persistent poison damage.\n","skill_mod":{},"summary":"This tattoo depicts a container of alcohol, traditionally a small, uncorked brown bottle. You gain a +1 item bonus to saving throws against poison . ","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4738","name":"Boozy Bottle","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-4738"},{"remaster_name":["Fauna Guardian"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"conjuration","price":67500,"trait":["Conjuration","Invested","Magical","Tattoo","Uncommon"],"id":"equipment-4739","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Bound Guardian Source Treasure Vault pg. 120 Price 675 gp Usage tattooed on the body --- A bound guardian is a tattoo guardian bonded to your skin, which you can temporarily animate to protect you. If your soul leaves your body, your tattoo guardian might be destroyed. Activate Three Actions command, envision, Interact (conjuration) Frequency once per day; Effect You animate your tattoo guardian, otherwise using the duration and other parameters of a 4th-level summon construct spell. You can have the guardian Fly Free as part of Activating your tattoo. If your tattoo guardian drops to 0 HP, the activation ends, and the inanimate tattoo returns to your skin.\n","skill_mod":{},"summary":"A bound guardian is a tattoo guardian bonded to your skin, which you can temporarily animate to protect you. If your soul leaves your body, your …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4739","name":"Bound Guardian","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4739"},{"item_child_id":["equipment-4740-4210","equipment-4740-4211","equipment-4740-4212","equipment-4740-4213"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"divination","trait":["Divination","Invested","Magical","Tattoo"],"id":"equipment-4740","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Eye Slash Source Treasure Vault pg. 120 Usage tattooed on the body --- Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Eye Slash Source Treasure Vault pg. 120 Price 20 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Eye Slash (Greater) Source Treasure Vault pg. 120 Price 100 gp --- The tattoo also grants you a +1 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eye Slash (Major) Source Treasure Vault pg. 120 Price 700 gp --- The tattoo also grants you a +2 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eye Slash (True) Source Treasure Vault pg. 120 Price 15,000 gp --- The tattoo also grants you a +3 item bonus to Perception checks that involve sight","skill_mod":{},"summary":"Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4740","name":"Eye Slash","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4740"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4740","weakness":{},"school":"divination","price":2000,"trait":["Divination","Invested","Magical","Tattoo"],"id":"equipment-4740-4210","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Eye Slash Source Treasure Vault pg. 120 Usage tattooed on the body --- Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Eye Slash Source Treasure Vault pg. 120 Price 20 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Eye Slash (Greater) Source Treasure Vault pg. 120 Price 100 gp --- The tattoo also grants you a +1 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eye Slash (Major) Source Treasure Vault pg. 120 Price 700 gp --- The tattoo also grants you a +2 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eye Slash (True) Source Treasure Vault pg. 120 Price 15,000 gp --- The tattoo also grants you a +3 item bonus to Perception checks that involve sight","skill_mod":{},"summary":"Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4740","name":"Eye Slash","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4740-4210"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4740","weakness":{},"school":"divination","price":10000,"trait":["Divination","Invested","Magical","Tattoo"],"id":"equipment-4740-4211","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Eye Slash Source Treasure Vault pg. 120 Usage tattooed on the body --- Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Eye Slash Source Treasure Vault pg. 120 Price 20 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Eye Slash (Greater) Source Treasure Vault pg. 120 Price 100 gp --- The tattoo also grants you a +1 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eye Slash (Major) Source Treasure Vault pg. 120 Price 700 gp --- The tattoo also grants you a +2 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eye Slash (True) Source Treasure Vault pg. 120 Price 15,000 gp --- The tattoo also grants you a +3 item bonus to Perception checks that involve sight","skill_mod":{},"summary":"The tattoo also grants you a +1 item bonus to Perception checks that involve sight.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4740","name":"Eye Slash (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4740-4211"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4740","weakness":{},"school":"divination","price":70000,"trait":["Divination","Invested","Magical","Tattoo"],"id":"equipment-4740-4212","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Eye Slash Source Treasure Vault pg. 120 Usage tattooed on the body --- Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Eye Slash Source Treasure Vault pg. 120 Price 20 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Eye Slash (Greater) Source Treasure Vault pg. 120 Price 100 gp --- The tattoo also grants you a +1 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eye Slash (Major) Source Treasure Vault pg. 120 Price 700 gp --- The tattoo also grants you a +2 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eye Slash (True) Source Treasure Vault pg. 120 Price 15,000 gp --- The tattoo also grants you a +3 item bonus to Perception checks that involve sight","skill_mod":{},"summary":"The tattoo also grants you a +2 item bonus to Perception checks that involve sight.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4740","name":"Eye Slash (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4740-4212"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4740","weakness":{},"school":"divination","price":1500000,"trait":["Divination","Invested","Magical","Tattoo"],"id":"equipment-4740-4213","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Eye Slash Source Treasure Vault pg. 120 Usage tattooed on the body --- Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Eye Slash Source Treasure Vault pg. 120 Price 20 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Eye Slash (Greater) Source Treasure Vault pg. 120 Price 100 gp --- The tattoo also grants you a +1 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eye Slash (Major) Source Treasure Vault pg. 120 Price 700 gp --- The tattoo also grants you a +2 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eye Slash (True) Source Treasure Vault pg. 120 Price 15,000 gp --- The tattoo also grants you a +3 item bonus to Perception checks that involve sight","skill_mod":{},"summary":"The tattoo also grants you a +3 item bonus to Perception checks that involve sight","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4740","name":"Eye Slash (True)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4740-4213"},{"skill_mod":{},"summary":"You have marked your body to show your devotion to a deity. This tattoo could be the deity’s religious symbol, another image that evokes that deity, …","item_child_id":["equipment-4741-4214","equipment-4741-4215","equipment-4741-4216","equipment-4741-4217"],"primary_source":"Treasure Vault","trait_group":["Tradition","Equipment"],"primary_source_category":"Rulebooks","level":4,"usage":"tattooed on the body","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4741","weakness":{},"name":"Faith Tattoo","trait":["Divine","Invested","Tattoo"],"id":"equipment-4741","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault pg. 120 Usage tattooed on the body --- You have marked your body to show your devotion to a deity. This tattoo could be the deity’s religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit. If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an atone ritual and meet the prerequisites thereafter. Activate Cast a Spell; Frequency once per day; Effect The tattoo casts harm , heal , or the 1st-level spell from your deity’s cleric spells. You can choose harm or heal only in accord with the deity’s divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Also, the tattoo has as a trait the school of the spell the tattoo can cast. Craft Requirements silver worth 2 gp to include in the ink <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault pg. 120 Price 80 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Faith Tattoo (Greater) Source Treasure Vault pg. 120 Price 425 gp --- The spell is 3rd level, and its DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Faith Tattoo (Major) Source Treasure Vault pg. 120 Price 1,700 gp --- The spell is 5th level, and its DC is 30. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Faith Tattoo (True) Source Treasure Vault pg. 120 Price 8,000 gp --- The spell is 7th level, and its DC is 35.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4741"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4741","weakness":{},"price":8000,"trait":["Divine","Invested","Tattoo"],"id":"equipment-4741-4214","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault pg. 120 Usage tattooed on the body --- You have marked your body to show your devotion to a deity. This tattoo could be the deity’s religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit. If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an atone ritual and meet the prerequisites thereafter. Activate Cast a Spell; Frequency once per day; Effect The tattoo casts harm , heal , or the 1st-level spell from your deity’s cleric spells. You can choose harm or heal only in accord with the deity’s divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Also, the tattoo has as a trait the school of the spell the tattoo can cast. Craft Requirements silver worth 2 gp to include in the ink <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault pg. 120 Price 80 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Faith Tattoo (Greater) Source Treasure Vault pg. 120 Price 425 gp --- The spell is 3rd level, and its DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Faith Tattoo (Major) Source Treasure Vault pg. 120 Price 1,700 gp --- The spell is 5th level, and its DC is 30. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Faith Tattoo (True) Source Treasure Vault pg. 120 Price 8,000 gp --- The spell is 7th level, and its DC is 35.","skill_mod":{},"summary":"You have marked your body to show your devotion to a deity. This tattoo could be the deity’s religious symbol, another image that evokes that deity, …","primary_source":"Treasure Vault","trait_group":["Tradition","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4741","name":"Faith Tattoo","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4741-4214"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4741","weakness":{},"price":42500,"trait":["Divine","Invested","Tattoo"],"id":"equipment-4741-4215","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault pg. 120 Usage tattooed on the body --- You have marked your body to show your devotion to a deity. This tattoo could be the deity’s religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit. If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an atone ritual and meet the prerequisites thereafter. Activate Cast a Spell; Frequency once per day; Effect The tattoo casts harm , heal , or the 1st-level spell from your deity’s cleric spells. You can choose harm or heal only in accord with the deity’s divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Also, the tattoo has as a trait the school of the spell the tattoo can cast. Craft Requirements silver worth 2 gp to include in the ink <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault pg. 120 Price 80 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Faith Tattoo (Greater) Source Treasure Vault pg. 120 Price 425 gp --- The spell is 3rd level, and its DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Faith Tattoo (Major) Source Treasure Vault pg. 120 Price 1,700 gp --- The spell is 5th level, and its DC is 30. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Faith Tattoo (True) Source Treasure Vault pg. 120 Price 8,000 gp --- The spell is 7th level, and its DC is 35.","skill_mod":{},"summary":"The spell is 3rd level, and its DC is 24.","primary_source":"Treasure Vault","trait_group":["Tradition","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4741","name":"Faith Tattoo (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4741-4215"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4741","weakness":{},"price":170000,"trait":["Divine","Invested","Tattoo"],"id":"equipment-4741-4216","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault pg. 120 Usage tattooed on the body --- You have marked your body to show your devotion to a deity. This tattoo could be the deity’s religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit. If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an atone ritual and meet the prerequisites thereafter. Activate Cast a Spell; Frequency once per day; Effect The tattoo casts harm , heal , or the 1st-level spell from your deity’s cleric spells. You can choose harm or heal only in accord with the deity’s divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Also, the tattoo has as a trait the school of the spell the tattoo can cast. Craft Requirements silver worth 2 gp to include in the ink <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault pg. 120 Price 80 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Faith Tattoo (Greater) Source Treasure Vault pg. 120 Price 425 gp --- The spell is 3rd level, and its DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Faith Tattoo (Major) Source Treasure Vault pg. 120 Price 1,700 gp --- The spell is 5th level, and its DC is 30. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Faith Tattoo (True) Source Treasure Vault pg. 120 Price 8,000 gp --- The spell is 7th level, and its DC is 35.","skill_mod":{},"summary":"The spell is 5th level, and its DC is 30.","primary_source":"Treasure Vault","trait_group":["Tradition","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4741","name":"Faith Tattoo (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4741-4216"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4741","weakness":{},"price":800000,"trait":["Divine","Invested","Tattoo"],"id":"equipment-4741-4217","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault pg. 120 Usage tattooed on the body --- You have marked your body to show your devotion to a deity. This tattoo could be the deity’s religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit. If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an atone ritual and meet the prerequisites thereafter. Activate Cast a Spell; Frequency once per day; Effect The tattoo casts harm , heal , or the 1st-level spell from your deity’s cleric spells. You can choose harm or heal only in accord with the deity’s divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Also, the tattoo has as a trait the school of the spell the tattoo can cast. Craft Requirements silver worth 2 gp to include in the ink <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault pg. 120 Price 80 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Faith Tattoo (Greater) Source Treasure Vault pg. 120 Price 425 gp --- The spell is 3rd level, and its DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Faith Tattoo (Major) Source Treasure Vault pg. 120 Price 1,700 gp --- The spell is 5th level, and its DC is 30. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Faith Tattoo (True) Source Treasure Vault pg. 120 Price 8,000 gp --- The spell is 7th level, and its DC is 35.","skill_mod":{},"summary":"The spell is 7th level, and its DC is 35.","primary_source":"Treasure Vault","trait_group":["Tradition","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4741","name":"Faith Tattoo (True)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4741-4217"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"abjuration","price":3000,"trait":["Abjuration","Invested","Magical","Tattoo"],"id":"equipment-4742","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Frostwalker Pattern Source Treasure Vault pg. 120 Price 30 gp Usage tattooed on the body --- Northern peoples design magical tattoos to protect against wintry weather, typically in geometric patterns with a combination of straight lines and whorls. This tattoo negates any damage you take from severe environmental cold and reduces damage you take from extreme cold to equal that of severe cold. Activate Single Action envision; Frequency once per day; Effect Until the end of your next turn, you ignore difficult terrain and greater difficult terrain from ice and snow and don’t risk falling when crossing ice.\n","skill_mod":{},"summary":"Northern peoples design magical tattoos to protect against wintry weather, typically in geometric patterns with a combination of straight lines and …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4742","name":"Frostwalker Pattern","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4742"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"divination","price":15000,"trait":["Divination","Invested","Magical","Tattoo","Uncommon"],"id":"equipment-4743","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Homeward Swallow Source Treasure Vault pg. 120 Price 150 gp Usage tattooed on the body --- This small tattoo of a swallow always points toward your home. The tattooing must take place at a location you consider to be your home, or the magic fails to bind with the ink. When you travel to your home using teleportation that can be off target, such as teleport or plane shift , you arrive exactly at your home. If your home is destroyed or you come to believe a new place is your home, this tattoo fades from your skin. Activate Single Action envision; Effect You sense the direction toward your home.\n","skill_mod":{},"summary":"This small tattoo of a swallow always points toward your home. The tattooing must take place at a location you consider to be your home, or the magic …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4743","name":"Homeward Swallow","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4743"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"divination","price":1300,"trait":["Divination","Invested","Magical","Tattoo"],"id":"equipment-4744","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Memoir Map Source Treasure Vault pg. 120 Price 13 gp Usage tattooed on the body --- Your journeys and the major events in your life that occur after you obtain this tattoo appear on it, your life story traced upon your skin. Each time you journey somewhere new or accomplish something noteworthy to you, a design or symbol appears, representing the event. The positions of these images are relative in location, but measurements aren’t exact. A memoir map starts with an icon representing your location when you receive the tattoo, usually over the heart, and grows from there. Traveling to another plane causes a new portion to appear on a different part of your body to represent that plane. If you want a record of your life before you receive your memoir map, you can have the tattoo artist embellish the map to represent past events.\n","skill_mod":{},"summary":"Your journeys and the major events in your life that occur after you obtain this tattoo appear on it, your life story traced upon your skin. Each …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4744","name":"Memoir Map","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4744"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"transmutation","price":1000,"trait":["Invested","Magical","Tattoo","Transmutation"],"id":"equipment-4745","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Mortal Chronicle Source Treasure Vault pg. 121 Price 10 gp Usage tattooed on the body --- Common among fatalists and adventurers with access to resurrection magic, mortal chronicles look like tombstones, funeral plaques, or simple scrolls bearing the wearer’s name or nickname. If you die, the date and cause of your death appear on the tattoo. The cause is literal and inexact, failing to identify specifics; it could read “beheaded” or “immolated” but not “beheaded by Amiri” or “murdered with fire.” If you’re raised from the dead, a mark on the tattoo indicates the date you reversed your death. The tattoo then expands enough to list your next death when it comes.\n","skill_mod":{},"summary":"Common among fatalists and adventurers with access to resurrection magic, mortal chronicles look like tombstones, funeral plaques, or simple scrolls …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4745","name":"Mortal Chronicle","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4745"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"divination","price":1800,"trait":["Divination","Invested","Magical","Tattoo"],"id":"equipment-4746","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Navigator's Star Source Treasure Vault pg. 121 Price 18 gp Usage tattooed on the body --- A star inked on the back of the hand, usually between the thumb and forefinger, keeps you on the right path. Activate Two Actions envision, Interact; Effect As you hold up your hand and align the star in view, you learn which direction you’re facing.\n","skill_mod":{},"summary":"A star inked on the back of the hand, usually between the thumb and forefinger, keeps you on the right path. ","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4746","name":"Navigator's Star","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4746"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"enchantment","price":65000,"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-4747","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Nemesis Name Source Treasure Vault pg. 121 Price 650 gp Usage tattooed on the body --- You want revenge badly enough that you tattoo your nemesis’s name in a place you can easily see to remember your vow to settle the score. Anyone who sees the tattoo senses your hatred of the named being. Receiving a new nemesis name makes any you already have non-magical. You gain a +2 status bonus to damage rolls against the creature named on your tattoo, but this nemesis gains a +1 status bonus to damage rolls against you. Activate Single Action command (mental) Frequency once per round; Requirements You can see your nemesis, and they’re within 30 feet of you; Effect You focus your hatred into a mental scream. Your nemesis takes 3d6 mental damage, which they can resist with a basic DC 26 Will save. You take half as much damage as your nemesis does, and you can’t reduce this damage in any way.\n","skill_mod":{},"summary":"You want revenge badly enough that you tattoo your nemesis’s name in a place you can easily see to remember your vow to settle the score. Anyone who …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4747","name":"Nemesis Name","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4747"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"necromancy","price":6000,"skill":["Intimidation"],"trait":["Invested","Magical","Necromancy","Tattoo"],"id":"equipment-4748","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > One Hundred Victories Source Treasure Vault pg. 121 Price 60 gp Usage tattooed on the body --- One hundred cuts, healed into diamond-shaped scars, represent the ability to withstand the attacks of your enemies. Orc warriors covet these scar patterns and cluster them around what they consider to be their strongest assets—a pattern around the heart signifies a warrior with great endurance, while one along the arms indicates great upper body strength. You gain a +1 item bonus to Intimidation checks. If you have Ferocity (such as from the Orc Ferocity feat or a similar ability), the first time each day you use it, instead of remaining at 1 Hit Point, your Hit Points are set to an amount equal to your ancestry Hit Points, even if this amount is more than you had before using Ferocity.\n","skill_mod":{},"summary":"One hundred cuts, healed into diamond-shaped scars, represent the ability to withstand the attacks of your enemies. Orc warriors covet these scar …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4748","name":"One Hundred Victories","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4748"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"divination","price":9000,"trait":["Divination","Invested","Magical","Tattoo"],"id":"equipment-4749","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Reading Glyphs Source Treasure Vault pg. 121 Price 90 gp Usage tattooed on the body --- These tattoos on your knuckles look like strange glyphs in an unknown language. If you press your fingertips to text in any language, these glyphs cycle in appearance through those of various extant languages. Encrypted text causes your glyphs to turn to a recognizable “null” symbol. Activate Single Action command; Frequency once per day; Effect You sync the tattoos with the text your fingertips are touching. By running your fingers across the text, you translate it, with glyphs on your knuckles showing the translation in a language you can read. Your tattooed glyphs can’t translate encrypted or encoded text, language couched in metaphor, and the like, subject to GM discretion.\n","skill_mod":{},"summary":"These tattoos on your knuckles look like strange glyphs in an unknown language. If you press your fingertips to text in any language, these glyphs …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4749","name":"Reading Glyphs","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4749"},{"item_child_id":["equipment-4750-4218","equipment-4750-4219","equipment-4750-4220"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"transmutation","trait":["Invested","Magical","Tattoo","Transmutation"],"id":"equipment-4750","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Soaring Wings Source Treasure Vault pg. 121 Usage tattooed on the body --- Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the ink, but some artists make it so the tattoo creates a glowing aura or lines of light in the shape of wings. Activate Two Actions command, envision; Frequency once per day; Effect For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Soaring Wings Source Treasure Vault pg. 122 Price 750 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Soaring Wings (Greater) Source Treasure Vault pg. 122 Price 3,800 gp --- You can activate the tattoo once per hour <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Soaring Wings (Major) Source Treasure Vault pg. 122 Price 38,000 gp --- You can activate the tattoo any number of times, and the effect lasts until you Dismiss the activation.","skill_mod":{},"summary":"Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4750","name":"Soaring Wings","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4750"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4750","weakness":{},"school":"transmutation","price":75000,"trait":["Invested","Magical","Tattoo","Transmutation"],"id":"equipment-4750-4218","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Soaring Wings Source Treasure Vault pg. 121 Usage tattooed on the body --- Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the ink, but some artists make it so the tattoo creates a glowing aura or lines of light in the shape of wings. Activate Two Actions command, envision; Frequency once per day; Effect For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Soaring Wings Source Treasure Vault pg. 122 Price 750 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Soaring Wings (Greater) Source Treasure Vault pg. 122 Price 3,800 gp --- You can activate the tattoo once per hour <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Soaring Wings (Major) Source Treasure Vault pg. 122 Price 38,000 gp --- You can activate the tattoo any number of times, and the effect lasts until you Dismiss the activation.","skill_mod":{},"summary":"Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4750","name":"Soaring Wings","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4750-4218"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4750","weakness":{},"school":"transmutation","price":380000,"trait":["Invested","Magical","Tattoo","Transmutation"],"id":"equipment-4750-4219","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Soaring Wings Source Treasure Vault pg. 121 Usage tattooed on the body --- Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the ink, but some artists make it so the tattoo creates a glowing aura or lines of light in the shape of wings. Activate Two Actions command, envision; Frequency once per day; Effect For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Soaring Wings Source Treasure Vault pg. 122 Price 750 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Soaring Wings (Greater) Source Treasure Vault pg. 122 Price 3,800 gp --- You can activate the tattoo once per hour <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Soaring Wings (Major) Source Treasure Vault pg. 122 Price 38,000 gp --- You can activate the tattoo any number of times, and the effect lasts until you Dismiss the activation.","skill_mod":{},"summary":"You can activate the tattoo once per hour","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4750","name":"Soaring Wings (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4750-4219"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4750","weakness":{},"school":"transmutation","price":3800000,"trait":["Invested","Magical","Tattoo","Transmutation"],"id":"equipment-4750-4220","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Soaring Wings Source Treasure Vault pg. 121 Usage tattooed on the body --- Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the ink, but some artists make it so the tattoo creates a glowing aura or lines of light in the shape of wings. Activate Two Actions command, envision; Frequency once per day; Effect For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Soaring Wings Source Treasure Vault pg. 122 Price 750 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Soaring Wings (Greater) Source Treasure Vault pg. 122 Price 3,800 gp --- You can activate the tattoo once per hour <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Soaring Wings (Major) Source Treasure Vault pg. 122 Price 38,000 gp --- You can activate the tattoo any number of times, and the effect lasts until you Dismiss the activation.","skill_mod":{},"summary":"You can activate the tattoo any number of times, and the effect lasts until you Dismiss the activation.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4750","name":"Soaring Wings (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4750-4220"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"abjuration","price":55000,"trait":["Abjuration","Invested","Magical","Tattoo"],"id":"equipment-4751","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Staring Skull Source Treasure Vault pg. 122 Price 550 gp Usage tattooed on the body --- This tattoo usually depicts a humanoid skull with staring eyes in its sockets, but any creature with two eyes and a skull is possible, such as a wolf, phoenix, or psychopomp. When your dying condition increases to a value that would kill you, this tattoo reduces your dying value to 1 fewer than would kill you. If a death effect would kill you—provided the effect is from a creature of 8th level or lower or a spell of 4th level or lower—this tattoo activates and keeps you alive instead. You can benefit from this ability only once per day. Each time the tattoo prevents you from dying, one of its eyes disappears, the image now featuring either an empty socket or an eyepatch or other covering. After both eyes vanish, the tattoo becomes non-magical and no longer protects you. If you receive a new staring skull tattoo, any other you have loses its staring eyes and becomes non-magical.\n","skill_mod":{},"summary":"This tattoo usually depicts a humanoid skull with staring eyes in its sockets, but any creature with two eyes and a skull is possible, such as a …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4751","name":"Staring Skull","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4751"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"evocation","price":85000,"trait":["Evocation","Invested","Magical","Tattoo"],"id":"equipment-4752","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Sun Sight Source Treasure Vault pg. 122 Price 850 gp Usage tattooed on the body --- Placed under the eyes like rays of light, this tattoo burns away illusions with the unmerciful brilliance of the sun. You gain a +2 bonus to Perception checks that involve sight. If you’re dazzled, you receive a new save at the start of each of your turns to end your dazzled condition. Activate Single Action to Three Actions envision; Frequency once per day; Effect The tattoo casts a 4th-level scorching ray , with the rays emitting from your eyes. The number of actions you spend Activating the tattoo determines scorching ray’s number of rays. The tattoo also attempts to dispel each illusion on a creature hit by a ray (counteract level 5th, counteract modifier +19).\n","skill_mod":{},"summary":"Placed under the eyes like rays of light, this tattoo burns away illusions with the unmerciful brilliance of the sun. You gain a +2 bonus to …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4752","name":"Sun Sight","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4752"},{"item_child_id":["equipment-4753-4221","equipment-4753-4222","equipment-4753-4223"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"transmutation","trait":["Invested","Magical","Tattoo","Transmutation"],"id":"equipment-4753","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Tooth and Claw Tattoo Source Treasure Vault pg. 122 Usage tattooed on the body --- This tattoo resembles an animal’s fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the Diplomacy skill with animals of that kind. This tattoo is usually located on the body part or parts it’s meant to transform—on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on.. Activate Single Action command (morph) Effect You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage type is bludgeoning for a fist or frog’s jaws; piercing for an antler, fangs, horns, or most jaws; or slashing for claws.. Activate Two Actions command, envision (polymorph) Effect The tattoo casts 3rd-level animal form to transform you into the animal that matches your tattoo. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Tooth and Claw Tattoo Source Treasure Vault pg. 122 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Tooth and Claw Tattoo (Greater) Source Treasure Vault pg. 122 Price 500 gp --- The tattoo casts 4th-level animal form instead of 3rd. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tooth and Claw Tattoo (Major) Source Treasure Vault pg. 122 Price 1,000 gp --- The tattoo casts 5th-level animal form instead of 3rd.","skill_mod":{},"summary":"This tattoo resembles an animal’s fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4753","name":"Tooth and Claw Tattoo","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4753"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4753","weakness":{},"school":"transmutation","price":25000,"trait":["Invested","Magical","Tattoo","Transmutation"],"id":"equipment-4753-4221","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Tooth and Claw Tattoo Source Treasure Vault pg. 122 Usage tattooed on the body --- This tattoo resembles an animal’s fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the Diplomacy skill with animals of that kind. This tattoo is usually located on the body part or parts it’s meant to transform—on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on.. Activate Single Action command (morph) Effect You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage type is bludgeoning for a fist or frog’s jaws; piercing for an antler, fangs, horns, or most jaws; or slashing for claws.. Activate Two Actions command, envision (polymorph) Effect The tattoo casts 3rd-level animal form to transform you into the animal that matches your tattoo. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Tooth and Claw Tattoo Source Treasure Vault pg. 122 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Tooth and Claw Tattoo (Greater) Source Treasure Vault pg. 122 Price 500 gp --- The tattoo casts 4th-level animal form instead of 3rd. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tooth and Claw Tattoo (Major) Source Treasure Vault pg. 122 Price 1,000 gp --- The tattoo casts 5th-level animal form instead of 3rd.","skill_mod":{},"summary":"This tattoo resembles an animal’s fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4753","name":"Tooth and Claw Tattoo","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4753-4221"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4753","weakness":{},"school":"transmutation","price":50000,"trait":["Invested","Magical","Tattoo","Transmutation"],"id":"equipment-4753-4222","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Tooth and Claw Tattoo Source Treasure Vault pg. 122 Usage tattooed on the body --- This tattoo resembles an animal’s fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the Diplomacy skill with animals of that kind. This tattoo is usually located on the body part or parts it’s meant to transform—on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on.. Activate Single Action command (morph) Effect You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage type is bludgeoning for a fist or frog’s jaws; piercing for an antler, fangs, horns, or most jaws; or slashing for claws.. Activate Two Actions command, envision (polymorph) Effect The tattoo casts 3rd-level animal form to transform you into the animal that matches your tattoo. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Tooth and Claw Tattoo Source Treasure Vault pg. 122 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Tooth and Claw Tattoo (Greater) Source Treasure Vault pg. 122 Price 500 gp --- The tattoo casts 4th-level animal form instead of 3rd. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tooth and Claw Tattoo (Major) Source Treasure Vault pg. 122 Price 1,000 gp --- The tattoo casts 5th-level animal form instead of 3rd.","skill_mod":{},"summary":"The tattoo casts 4th-level animal form instead of 3rd.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4753","name":"Tooth and Claw Tattoo (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4753-4222"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4753","weakness":{},"school":"transmutation","price":100000,"trait":["Invested","Magical","Tattoo","Transmutation"],"id":"equipment-4753-4223","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Tooth and Claw Tattoo Source Treasure Vault pg. 122 Usage tattooed on the body --- This tattoo resembles an animal’s fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the Diplomacy skill with animals of that kind. This tattoo is usually located on the body part or parts it’s meant to transform—on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on.. Activate Single Action command (morph) Effect You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage type is bludgeoning for a fist or frog’s jaws; piercing for an antler, fangs, horns, or most jaws; or slashing for claws.. Activate Two Actions command, envision (polymorph) Effect The tattoo casts 3rd-level animal form to transform you into the animal that matches your tattoo. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Tooth and Claw Tattoo Source Treasure Vault pg. 122 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Tooth and Claw Tattoo (Greater) Source Treasure Vault pg. 122 Price 500 gp --- The tattoo casts 4th-level animal form instead of 3rd. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tooth and Claw Tattoo (Major) Source Treasure Vault pg. 122 Price 1,000 gp --- The tattoo casts 5th-level animal form instead of 3rd.","skill_mod":{},"summary":"The tattoo casts 5th-level animal form instead of 3rd.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4753","name":"Tooth and Claw Tattoo (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4753-4223"},{"item_child_id":["equipment-4754-4224","equipment-4754-4225"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"conjuration","skill":["Crafting","Crafting"],"trait":["Conjuration","Invested","Magical","Tattoo"],"id":"equipment-4754","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Tradecraft Tattoo Source Treasure Vault pg. 122 Usage tattooed on the body --- Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they take the form of artistic patterns or depict tools of the trade, such as anvils, paintbrushes, or trowels. You gain a +2 item bonus to Crafting checks. Furthermore, when you roll a critical failure on a Crafting check to Earn Income, treat it as a failure instead. Activate 1 minute (envision, Interact); Frequency once per day; Effect The tattoo casts creation . You choose the item and its appearance, and whether the spell is 4th or 5th level. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tradecraft Tattoo Source Treasure Vault pg. 122 Price 700 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tradecraft Tattoo (Greater) Source Treasure Vault pg. 122 Price 13,000 gp --- The item bonus to Crafting checks is +3. The creation spell’s duration is unlimited but ends when you Activate the tattoo again.","skill_mod":{},"summary":"Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4754","name":"Tradecraft Tattoo","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4754"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4754","weakness":{},"school":"conjuration","price":70000,"skill":["Crafting"],"trait":["Conjuration","Invested","Magical","Tattoo"],"id":"equipment-4754-4224","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Tradecraft Tattoo Source Treasure Vault pg. 122 Usage tattooed on the body --- Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they take the form of artistic patterns or depict tools of the trade, such as anvils, paintbrushes, or trowels. You gain a +2 item bonus to Crafting checks. Furthermore, when you roll a critical failure on a Crafting check to Earn Income, treat it as a failure instead. Activate 1 minute (envision, Interact); Frequency once per day; Effect The tattoo casts creation . You choose the item and its appearance, and whether the spell is 4th or 5th level. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tradecraft Tattoo Source Treasure Vault pg. 122 Price 700 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tradecraft Tattoo (Greater) Source Treasure Vault pg. 122 Price 13,000 gp --- The item bonus to Crafting checks is +3. The creation spell’s duration is unlimited but ends when you Activate the tattoo again.","skill_mod":{},"summary":"Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4754","name":"Tradecraft Tattoo","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4754-4224"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4754","weakness":{},"school":"conjuration","price":1300000,"skill":["Crafting"],"trait":["Conjuration","Invested","Magical","Tattoo"],"id":"equipment-4754-4225","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Tradecraft Tattoo Source Treasure Vault pg. 122 Usage tattooed on the body --- Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they take the form of artistic patterns or depict tools of the trade, such as anvils, paintbrushes, or trowels. You gain a +2 item bonus to Crafting checks. Furthermore, when you roll a critical failure on a Crafting check to Earn Income, treat it as a failure instead. Activate 1 minute (envision, Interact); Frequency once per day; Effect The tattoo casts creation . You choose the item and its appearance, and whether the spell is 4th or 5th level. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tradecraft Tattoo Source Treasure Vault pg. 122 Price 700 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tradecraft Tattoo (Greater) Source Treasure Vault pg. 122 Price 13,000 gp --- The item bonus to Crafting checks is +3. The creation spell’s duration is unlimited but ends when you Activate the tattoo again.","skill_mod":{},"summary":"The item bonus to Crafting checks is +3. The creation spell’s duration is unlimited but ends when you Activate the tattoo again.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4754","name":"Tradecraft Tattoo (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4754-4225"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"abjuration","price":3300,"skill":["Survival"],"trait":["Abjuration","Invested","Magical","Tattoo"],"id":"equipment-4755","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Triangular Teeth Source Treasure Vault pg. 122 Price 33 gp Usage tattooed on the body --- Rows of triangles symbolizing shark teeth protect you from danger and enable you to take fierce retaliation against those who try to harm you. Seafarers, especially those on the seas of Minata, wear these tattoos in patterns, with multiple rows of regular triangles. You gain a +1 item bonus to Survival checks to navigate bodies of water. Activate Reaction command; Frequency once per day; Trigger You would be hit by an attack against your AC; Effect You gain a +1 circumstance bonus to AC against the attack, or a +2 circumstance bonus if the attacker is in water or has the amphibious, aquatic, or water trait. Whether the attack hits or misses, you gain a +2 status bonus to damage with the next Strike you make against the attacker before the end of your next turn.\n","skill_mod":{},"summary":"Rows of triangles symbolizing shark teeth protect you from danger and enable you to take fierce retaliation against those who try to harm you. …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4755","name":"Triangular Teeth","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4755"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"enchantment","price":6000,"skill":["Diplomacy"],"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-4756","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Unbreakable Heart Source Treasure Vault pg. 122 Price 60 gp Usage tattooed on the body --- The name of your beloved adorns this stylized image of a heart. An unbreakable heart tattoo can be received only at the end of a successful heartbond ritual, serving as your token. The other participant can have a token other than a tattoo if they wish. If you have more than one heartbond , each unbreakable heart you have serves as a token for only one of them. The love exuding from you grants you a +1 item bonus to Diplomacy checks. When you use heartbond’s activity to learn your beloved’s present state, you can also grant them a small gift, choosing from the following options each time. Make your choice after learning their state. Your beloved gains 5 temporary Hit Points that last for 10 minutes. The tattoo casts guidance on your beloved. The tattoo casts stabilize on your beloved. The tattoo casts light on your beloved’s token from heartbond . ","skill_mod":{},"summary":"The name of your beloved adorns this stylized image of a heart. An unbreakable heart tattoo can be received only at the end of a successful …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4756","name":"Unbreakable Heart","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4756"},{"remaster_name":["Unifying Emblem"],"item_child_id":["equipment-4757-4226","equipment-4757-4227","equipment-4757-4228","equipment-4757-4229","equipment-4757-4230","equipment-4757-4231","equipment-4757-4232"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"skill":["Diplomacy"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-4757","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Varisian Emblem Source Treasure Vault pg. 123 Usage tattooed on the body --- These tattoos are created using designs and techniques from Varisian culture. Such tattoos often depict the Varisian rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Varisian iconography. The tattoo allows you to understand and speak Varisian. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Varisian to someone who understands it. Each description lists the school of each Varisian emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Thassilonian magic that was once so prevalent in Varisia, these tattoos lack a symbol of divination. Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Avaria) Source Treasure Vault pg. 123 Price 60 gp --- This rune of transmutation can cast longstrider . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Avidais) Source Treasure Vault pg. 123 Price 60 gp --- This rune of abjuration can cast pass without trace . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Carnasia) Source Treasure Vault pg. 123 Price 60 gp --- This rune of enchantment can cast liberating command . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Idolis) Source Treasure Vault pg. 123 Price 60 gp --- This rune of conjuration can cast thoughtful gift . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Ragario) Source Treasure Vault pg. 123 Price 60 gp --- This rune of evocation can cast concordant choir . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Vangloris) Source Treasure Vault pg. 123 Price 60 gp --- This rune of illusion can cast ventriloquism . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Voratalo) Source Treasure Vault pg. 123 Price 60 gp --- This rune of necromancy can cast purify food and drink .","skill_mod":{},"summary":"These tattoos are created using designs and techniques from Varisian culture. Such tattoos often depict the Varisian rune for one of the seven …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4757","name":"Varisian Emblem","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4757"},{"remaster_name":["Unifying Emblem (Tamiir-Quah)"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4757","weakness":{},"price":6000,"trait":["Invested","Magical","Tattoo"],"id":"equipment-4757-4226","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Varisian Emblem Source Treasure Vault pg. 123 Usage tattooed on the body --- These tattoos are created using designs and techniques from Varisian culture. Such tattoos often depict the Varisian rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Varisian iconography. The tattoo allows you to understand and speak Varisian. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Varisian to someone who understands it. Each description lists the school of each Varisian emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Thassilonian magic that was once so prevalent in Varisia, these tattoos lack a symbol of divination. Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Avaria) Source Treasure Vault pg. 123 Price 60 gp --- This rune of transmutation can cast longstrider . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Avidais) Source Treasure Vault pg. 123 Price 60 gp --- This rune of abjuration can cast pass without trace . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Carnasia) Source Treasure Vault pg. 123 Price 60 gp --- This rune of enchantment can cast liberating command . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Idolis) Source Treasure Vault pg. 123 Price 60 gp --- This rune of conjuration can cast thoughtful gift . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Ragario) Source Treasure Vault pg. 123 Price 60 gp --- This rune of evocation can cast concordant choir . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Vangloris) Source Treasure Vault pg. 123 Price 60 gp --- This rune of illusion can cast ventriloquism . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Voratalo) Source Treasure Vault pg. 123 Price 60 gp --- This rune of necromancy can cast purify food and drink .","skill_mod":{},"summary":"This rune of transmutation can cast longstrider .","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4757","name":"Varisian Emblem (Avaria)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4757-4226"},{"remaster_name":["Unifying Emblem (Lyrune-Quah)"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4757","weakness":{},"price":6000,"trait":["Invested","Magical","Tattoo"],"id":"equipment-4757-4227","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Varisian Emblem Source Treasure Vault pg. 123 Usage tattooed on the body --- These tattoos are created using designs and techniques from Varisian culture. Such tattoos often depict the Varisian rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Varisian iconography. The tattoo allows you to understand and speak Varisian. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Varisian to someone who understands it. Each description lists the school of each Varisian emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Thassilonian magic that was once so prevalent in Varisia, these tattoos lack a symbol of divination. Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Avaria) Source Treasure Vault pg. 123 Price 60 gp --- This rune of transmutation can cast longstrider . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Avidais) Source Treasure Vault pg. 123 Price 60 gp --- This rune of abjuration can cast pass without trace . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Carnasia) Source Treasure Vault pg. 123 Price 60 gp --- This rune of enchantment can cast liberating command . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Idolis) Source Treasure Vault pg. 123 Price 60 gp --- This rune of conjuration can cast thoughtful gift . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Ragario) Source Treasure Vault pg. 123 Price 60 gp --- This rune of evocation can cast concordant choir . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Vangloris) Source Treasure Vault pg. 123 Price 60 gp --- This rune of illusion can cast ventriloquism . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Voratalo) Source Treasure Vault pg. 123 Price 60 gp --- This rune of necromancy can cast purify food and drink .","skill_mod":{},"summary":"This rune of abjuration can cast pass without trace .","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4757","name":"Varisian Emblem (Avidais)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4757-4227"},{"remaster_name":["Unifying Emblem (Shriikirri-Quah)"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4757","weakness":{},"price":6000,"trait":["Invested","Magical","Tattoo"],"id":"equipment-4757-4228","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Varisian Emblem Source Treasure Vault pg. 123 Usage tattooed on the body --- These tattoos are created using designs and techniques from Varisian culture. Such tattoos often depict the Varisian rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Varisian iconography. The tattoo allows you to understand and speak Varisian. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Varisian to someone who understands it. Each description lists the school of each Varisian emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Thassilonian magic that was once so prevalent in Varisia, these tattoos lack a symbol of divination. Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Avaria) Source Treasure Vault pg. 123 Price 60 gp --- This rune of transmutation can cast longstrider . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Avidais) Source Treasure Vault pg. 123 Price 60 gp --- This rune of abjuration can cast pass without trace . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Carnasia) Source Treasure Vault pg. 123 Price 60 gp --- This rune of enchantment can cast liberating command . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Idolis) Source Treasure Vault pg. 123 Price 60 gp --- This rune of conjuration can cast thoughtful gift . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Ragario) Source Treasure Vault pg. 123 Price 60 gp --- This rune of evocation can cast concordant choir . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Vangloris) Source Treasure Vault pg. 123 Price 60 gp --- This rune of illusion can cast ventriloquism . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Voratalo) Source Treasure Vault pg. 123 Price 60 gp --- This rune of necromancy can cast purify food and drink .","skill_mod":{},"summary":"This rune of enchantment can cast liberating command .","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4757","name":"Varisian Emblem (Carnasia)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4757-4228"},{"remaster_name":["Unifying Emblem (Shundar-Quah)"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4757","weakness":{},"price":6000,"trait":["Invested","Magical","Tattoo"],"id":"equipment-4757-4229","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Varisian Emblem Source Treasure Vault pg. 123 Usage tattooed on the body --- These tattoos are created using designs and techniques from Varisian culture. Such tattoos often depict the Varisian rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Varisian iconography. The tattoo allows you to understand and speak Varisian. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Varisian to someone who understands it. Each description lists the school of each Varisian emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Thassilonian magic that was once so prevalent in Varisia, these tattoos lack a symbol of divination. Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Avaria) Source Treasure Vault pg. 123 Price 60 gp --- This rune of transmutation can cast longstrider . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Avidais) Source Treasure Vault pg. 123 Price 60 gp --- This rune of abjuration can cast pass without trace . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Carnasia) Source Treasure Vault pg. 123 Price 60 gp --- This rune of enchantment can cast liberating command . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Idolis) Source Treasure Vault pg. 123 Price 60 gp --- This rune of conjuration can cast thoughtful gift . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Ragario) Source Treasure Vault pg. 123 Price 60 gp --- This rune of evocation can cast concordant choir . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Vangloris) Source Treasure Vault pg. 123 Price 60 gp --- This rune of illusion can cast ventriloquism . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Voratalo) Source Treasure Vault pg. 123 Price 60 gp --- This rune of necromancy can cast purify food and drink .","skill_mod":{},"summary":"This rune of conjuration can cast thoughtful gift .","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4757","name":"Varisian Emblem (Idolis)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4757-4229"},{"remaster_name":["Unifying Emblem (Sklar-Quah)"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4757","weakness":{},"price":6000,"trait":["Invested","Magical","Tattoo"],"id":"equipment-4757-4230","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Varisian Emblem Source Treasure Vault pg. 123 Usage tattooed on the body --- These tattoos are created using designs and techniques from Varisian culture. Such tattoos often depict the Varisian rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Varisian iconography. The tattoo allows you to understand and speak Varisian. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Varisian to someone who understands it. Each description lists the school of each Varisian emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Thassilonian magic that was once so prevalent in Varisia, these tattoos lack a symbol of divination. Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Avaria) Source Treasure Vault pg. 123 Price 60 gp --- This rune of transmutation can cast longstrider . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Avidais) Source Treasure Vault pg. 123 Price 60 gp --- This rune of abjuration can cast pass without trace . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Carnasia) Source Treasure Vault pg. 123 Price 60 gp --- This rune of enchantment can cast liberating command . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Idolis) Source Treasure Vault pg. 123 Price 60 gp --- This rune of conjuration can cast thoughtful gift . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Ragario) Source Treasure Vault pg. 123 Price 60 gp --- This rune of evocation can cast concordant choir . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Vangloris) Source Treasure Vault pg. 123 Price 60 gp --- This rune of illusion can cast ventriloquism . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Voratalo) Source Treasure Vault pg. 123 Price 60 gp --- This rune of necromancy can cast purify food and drink .","skill_mod":{},"summary":"This rune of evocation can cast concordant choir .","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4757","name":"Varisian Emblem (Ragario)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4757-4230"},{"remaster_name":["Unifying Emblem (Skoan-Quah)"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4757","weakness":{},"price":6000,"trait":["Invested","Magical","Tattoo"],"id":"equipment-4757-4231","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Varisian Emblem Source Treasure Vault pg. 123 Usage tattooed on the body --- These tattoos are created using designs and techniques from Varisian culture. Such tattoos often depict the Varisian rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Varisian iconography. The tattoo allows you to understand and speak Varisian. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Varisian to someone who understands it. Each description lists the school of each Varisian emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Thassilonian magic that was once so prevalent in Varisia, these tattoos lack a symbol of divination. Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Avaria) Source Treasure Vault pg. 123 Price 60 gp --- This rune of transmutation can cast longstrider . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Avidais) Source Treasure Vault pg. 123 Price 60 gp --- This rune of abjuration can cast pass without trace . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Carnasia) Source Treasure Vault pg. 123 Price 60 gp --- This rune of enchantment can cast liberating command . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Idolis) Source Treasure Vault pg. 123 Price 60 gp --- This rune of conjuration can cast thoughtful gift . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Ragario) Source Treasure Vault pg. 123 Price 60 gp --- This rune of evocation can cast concordant choir . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Vangloris) Source Treasure Vault pg. 123 Price 60 gp --- This rune of illusion can cast ventriloquism . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Voratalo) Source Treasure Vault pg. 123 Price 60 gp --- This rune of necromancy can cast purify food and drink .","skill_mod":{},"summary":"This rune of illusion can cast ventriloquism .","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4757","name":"Varisian Emblem (Vangloris)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4757-4231"},{"remaster_name":["Unifying Emblem (Shadde-Quah)"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4757","weakness":{},"price":6000,"trait":["Invested","Magical","Tattoo"],"id":"equipment-4757-4232","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Varisian Emblem Source Treasure Vault pg. 123 Usage tattooed on the body --- These tattoos are created using designs and techniques from Varisian culture. Such tattoos often depict the Varisian rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Varisian iconography. The tattoo allows you to understand and speak Varisian. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Varisian to someone who understands it. Each description lists the school of each Varisian emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Thassilonian magic that was once so prevalent in Varisia, these tattoos lack a symbol of divination. Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Avaria) Source Treasure Vault pg. 123 Price 60 gp --- This rune of transmutation can cast longstrider . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Avidais) Source Treasure Vault pg. 123 Price 60 gp --- This rune of abjuration can cast pass without trace . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Carnasia) Source Treasure Vault pg. 123 Price 60 gp --- This rune of enchantment can cast liberating command . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Idolis) Source Treasure Vault pg. 123 Price 60 gp --- This rune of conjuration can cast thoughtful gift . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Ragario) Source Treasure Vault pg. 123 Price 60 gp --- This rune of evocation can cast concordant choir . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Vangloris) Source Treasure Vault pg. 123 Price 60 gp --- This rune of illusion can cast ventriloquism . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Varisian Emblem (Voratalo) Source Treasure Vault pg. 123 Price 60 gp --- This rune of necromancy can cast purify food and drink .","skill_mod":{},"summary":"This rune of necromancy can cast purify food and drink .","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4757","name":"Varisian Emblem (Voratalo)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4757-4232"},{"item_child_id":["equipment-4758-4233","equipment-4758-4234","equipment-4758-4235"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"transmutation","skill":["Stealth","Stealth","Stealth","Stealth","Stealth","Stealth"],"trait":["Invested","Primal","Tattoo","Transmutation"],"id":"equipment-4758","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wildwood Ink Source Treasure Vault pg. 123 Usage tattooed on the body --- These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to Stealth checks, which increases to +2 in forests. Activate Reaction ; Frequency once per day; Trigger A creature would detect you by Seeking; Requirements You’re in a forest or similar natural area; Effect The tattoo casts tree shape on you before you can be noticed. The duration of this spell is 10 minutes. If you’ve already Activated the tattoo, you can supply a separate casting of tree shape to recharge the tattoo instead of having the spell’s normal effect. This allows you to Activate the tattoo again in the same day. You can do so multiple times each day, but only as many times as you continue to cast tree shape to recharge the tattoo after each use. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wildwood Ink Source Treasure Vault pg. 123 Price 80 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wildwood Ink (Greater) Source Treasure Vault pg. 123 Price 900 gp --- The item bonus to Stealth checks is +2, or +3 in forests. Tree shape lasts up to 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wildwood Ink (Major) Source Treasure Vault pg. 123 Price 15,000 gp --- The item bonus to Stealth checks is +3, or +4 in forests. Tree shape lasts up to 8 hours.","skill_mod":{},"summary":"These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific …","primary_source":"Treasure Vault","trait_group":["Equipment","Tradition","School"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4758","name":"Wildwood Ink","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4758"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4758","weakness":{},"school":"transmutation","price":8000,"skill":["Stealth","Stealth"],"trait":["Invested","Primal","Tattoo","Transmutation"],"id":"equipment-4758-4233","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wildwood Ink Source Treasure Vault pg. 123 Usage tattooed on the body --- These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to Stealth checks, which increases to +2 in forests. Activate Reaction ; Frequency once per day; Trigger A creature would detect you by Seeking; Requirements You’re in a forest or similar natural area; Effect The tattoo casts tree shape on you before you can be noticed. The duration of this spell is 10 minutes. If you’ve already Activated the tattoo, you can supply a separate casting of tree shape to recharge the tattoo instead of having the spell’s normal effect. This allows you to Activate the tattoo again in the same day. You can do so multiple times each day, but only as many times as you continue to cast tree shape to recharge the tattoo after each use. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wildwood Ink Source Treasure Vault pg. 123 Price 80 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wildwood Ink (Greater) Source Treasure Vault pg. 123 Price 900 gp --- The item bonus to Stealth checks is +2, or +3 in forests. Tree shape lasts up to 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wildwood Ink (Major) Source Treasure Vault pg. 123 Price 15,000 gp --- The item bonus to Stealth checks is +3, or +4 in forests. Tree shape lasts up to 8 hours.","skill_mod":{},"summary":"These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific …","primary_source":"Treasure Vault","trait_group":["Equipment","Tradition","School"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4758","name":"Wildwood Ink","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4758-4233"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4758","weakness":{},"school":"transmutation","price":90000,"skill":["Stealth","Stealth"],"trait":["Invested","Primal","Tattoo","Transmutation"],"id":"equipment-4758-4234","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wildwood Ink Source Treasure Vault pg. 123 Usage tattooed on the body --- These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to Stealth checks, which increases to +2 in forests. Activate Reaction ; Frequency once per day; Trigger A creature would detect you by Seeking; Requirements You’re in a forest or similar natural area; Effect The tattoo casts tree shape on you before you can be noticed. The duration of this spell is 10 minutes. If you’ve already Activated the tattoo, you can supply a separate casting of tree shape to recharge the tattoo instead of having the spell’s normal effect. This allows you to Activate the tattoo again in the same day. You can do so multiple times each day, but only as many times as you continue to cast tree shape to recharge the tattoo after each use. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wildwood Ink Source Treasure Vault pg. 123 Price 80 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wildwood Ink (Greater) Source Treasure Vault pg. 123 Price 900 gp --- The item bonus to Stealth checks is +2, or +3 in forests. Tree shape lasts up to 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wildwood Ink (Major) Source Treasure Vault pg. 123 Price 15,000 gp --- The item bonus to Stealth checks is +3, or +4 in forests. Tree shape lasts up to 8 hours.","skill_mod":{},"summary":"The item bonus to Stealth checks is +2, or +3 in forests. Tree shape lasts up to 1 hour.","primary_source":"Treasure Vault","trait_group":["Equipment","Tradition","School"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4758","name":"Wildwood Ink (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4758-4234"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4758","weakness":{},"school":"transmutation","price":1500000,"skill":["Stealth","Stealth"],"trait":["Invested","Primal","Tattoo","Transmutation"],"id":"equipment-4758-4235","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wildwood Ink Source Treasure Vault pg. 123 Usage tattooed on the body --- These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to Stealth checks, which increases to +2 in forests. Activate Reaction ; Frequency once per day; Trigger A creature would detect you by Seeking; Requirements You’re in a forest or similar natural area; Effect The tattoo casts tree shape on you before you can be noticed. The duration of this spell is 10 minutes. If you’ve already Activated the tattoo, you can supply a separate casting of tree shape to recharge the tattoo instead of having the spell’s normal effect. This allows you to Activate the tattoo again in the same day. You can do so multiple times each day, but only as many times as you continue to cast tree shape to recharge the tattoo after each use. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wildwood Ink Source Treasure Vault pg. 123 Price 80 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wildwood Ink (Greater) Source Treasure Vault pg. 123 Price 900 gp --- The item bonus to Stealth checks is +2, or +3 in forests. Tree shape lasts up to 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wildwood Ink (Major) Source Treasure Vault pg. 123 Price 15,000 gp --- The item bonus to Stealth checks is +3, or +4 in forests. Tree shape lasts up to 8 hours.","skill_mod":{},"summary":"The item bonus to Stealth checks is +3, or +4 in forests. Tree shape lasts up to 8 hours.","primary_source":"Treasure Vault","trait_group":["Equipment","Tradition","School"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4758","name":"Wildwood Ink (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4758-4235"},{"remaster_name":["Wyrm's Wingspan"],"item_child_id":["equipment-4759-4236","equipment-4759-4237","equipment-4759-4238"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Invested","Magical","Tattoo"],"id":"equipment-4759","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wyrm on the Wing Source Treasure Vault pg. 123 Usage tattooed on the body --- Depicting a majestic dragon in flight, this tattoo imparts the endurance and majesty of those powerful creatures. You gain resistance 5 to the damage type matching the dragon your tattoo depicts. Black or Copper Acid Blue or Bronze Electricity Brass, Gold, or Red Fire Green Poison Silver or White Cold Activate Two Actions command, envision; Frequency once per day; Effect The tattoo casts dragon wings on you. You can add the dragon claws benefit only if you know that focus spell and spend 1 Focus Point when you Activate the tattoo. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wyrm on the Wing Source Treasure Vault pg. 123 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wyrm on the Wing (Greater) Source Treasure Vault pg. 123 Price 2,800 gp --- The resistance increases to 10. The tattoo gains the following activation. Activate Two Actions command, envision; Frequency once per day; Effect The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wyrm on the Wing (Major) Source Treasure Vault pg. 123 Price 13,500 gp --- The resistance increases to 15. The tattoo gains the activation of the greater type, but the dragon form is heightened to 8th level.","skill_mod":{},"summary":"Depicting a majestic dragon in flight, this tattoo imparts the endurance and majesty of those powerful creatures. You gain resistance 5 to the …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4759","name":"Wyrm on the Wing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4759"},{"remaster_name":["Wyrm's Wingspan"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4759","weakness":{},"school":"abjuration","price":70000,"trait":["Abjuration","Invested","Magical","Tattoo"],"id":"equipment-4759-4236","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wyrm on the Wing Source Treasure Vault pg. 123 Usage tattooed on the body --- Depicting a majestic dragon in flight, this tattoo imparts the endurance and majesty of those powerful creatures. You gain resistance 5 to the damage type matching the dragon your tattoo depicts. Black or Copper Acid Blue or Bronze Electricity Brass, Gold, or Red Fire Green Poison Silver or White Cold Activate Two Actions command, envision; Frequency once per day; Effect The tattoo casts dragon wings on you. You can add the dragon claws benefit only if you know that focus spell and spend 1 Focus Point when you Activate the tattoo. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wyrm on the Wing Source Treasure Vault pg. 123 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wyrm on the Wing (Greater) Source Treasure Vault pg. 123 Price 2,800 gp --- The resistance increases to 10. The tattoo gains the following activation. Activate Two Actions command, envision; Frequency once per day; Effect The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wyrm on the Wing (Major) Source Treasure Vault pg. 123 Price 13,500 gp --- The resistance increases to 15. The tattoo gains the activation of the greater type, but the dragon form is heightened to 8th level.","skill_mod":{},"summary":"Depicting a majestic dragon in flight, this tattoo imparts the endurance and majesty of those powerful creatures. You gain resistance 5 to the …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4759","name":"Wyrm on the Wing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4759-4236"},{"remaster_name":["Wyrm's Wingspan (Greater)"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4759","weakness":{},"school":"abjuration","price":280000,"trait":["Abjuration","Invested","Magical","Tattoo"],"id":"equipment-4759-4237","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wyrm on the Wing Source Treasure Vault pg. 123 Usage tattooed on the body --- Depicting a majestic dragon in flight, this tattoo imparts the endurance and majesty of those powerful creatures. You gain resistance 5 to the damage type matching the dragon your tattoo depicts. Black or Copper Acid Blue or Bronze Electricity Brass, Gold, or Red Fire Green Poison Silver or White Cold Activate Two Actions command, envision; Frequency once per day; Effect The tattoo casts dragon wings on you. You can add the dragon claws benefit only if you know that focus spell and spend 1 Focus Point when you Activate the tattoo. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wyrm on the Wing Source Treasure Vault pg. 123 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wyrm on the Wing (Greater) Source Treasure Vault pg. 123 Price 2,800 gp --- The resistance increases to 10. The tattoo gains the following activation. Activate Two Actions command, envision; Frequency once per day; Effect The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wyrm on the Wing (Major) Source Treasure Vault pg. 123 Price 13,500 gp --- The resistance increases to 15. The tattoo gains the activation of the greater type, but the dragon form is heightened to 8th level.","skill_mod":{},"summary":"The resistance increases to 10. The tattoo gains the following activation.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4759","name":"Wyrm on the Wing (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4759-4237"},{"remaster_name":["Wyrm's Wingspan (Major)"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-4759","weakness":{},"school":"abjuration","price":1350000,"trait":["Abjuration","Invested","Magical","Tattoo"],"id":"equipment-4759-4238","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wyrm on the Wing Source Treasure Vault pg. 123 Usage tattooed on the body --- Depicting a majestic dragon in flight, this tattoo imparts the endurance and majesty of those powerful creatures. You gain resistance 5 to the damage type matching the dragon your tattoo depicts. Black or Copper Acid Blue or Bronze Electricity Brass, Gold, or Red Fire Green Poison Silver or White Cold Activate Two Actions command, envision; Frequency once per day; Effect The tattoo casts dragon wings on you. You can add the dragon claws benefit only if you know that focus spell and spend 1 Focus Point when you Activate the tattoo. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wyrm on the Wing Source Treasure Vault pg. 123 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wyrm on the Wing (Greater) Source Treasure Vault pg. 123 Price 2,800 gp --- The resistance increases to 10. The tattoo gains the following activation. Activate Two Actions command, envision; Frequency once per day; Effect The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wyrm on the Wing (Major) Source Treasure Vault pg. 123 Price 13,500 gp --- The resistance increases to 15. The tattoo gains the activation of the greater type, but the dragon form is heightened to 8th level.","skill_mod":{},"summary":"The resistance increases to 15. The tattoo gains the activation of the greater type, but the dragon form is heightened to 8th level.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4759","name":"Wyrm on the Wing (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4759-4238"},{"item_child_id":["equipment-4760-4239","equipment-4760-4240","equipment-4760-4241"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"conjuration","skill":["Athletics","Athletics","Athletics"],"trait":["Conjuration","Magical","Spellheart"],"id":"equipment-4760","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Beastmaster's Sigil Source Treasure Vault pg. 124 Usage affixed to armor or weapon --- This silver disc displays an ever-changing etching of an animal. When you affix the beastmaster’s sigil , the animal settles into a single form based on where you affix it, showing the animal the item can summon when affixed that way. The spell DC of any spell cast by activating this item is 19. A weapon can benefit from only the melee weapon benefit or ranged weapon benefit. A thrown melee weapon gets the melee weapon benefit, and a combination weapon gets only one benefit, which you choose when you affix the spellheart. If it’s unclear which one should apply, the GM decides. Armor The sigil grants you a +1 item bonus to saving throws against poison. Melee Weapo n The sigil grants you a +1 item bonus to Athletics checks to Trip. Ranged Weapon If you critically hit with the affixed weapon, and the target is adjacent to a creature summoned with the sigil, the target takes 1d6 persistent bleed damage. Activate Cast a Spell; Effect You cast tame . <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Beastmaster's Sigil Source Treasure Vault pg. 124 Price 160 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level summon animal to summon a giant monitor lizard (armor), wolverine (melee), or giant bat (ranged). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Beastmaster's Sigil (Greater) Source Treasure Vault pg. 124 Price 360 gp --- The spell DC is 23 and the bleed damage is 2d6. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level summon animal to summon a giant scorpion (armor), dire wolf (melee), or fen mosquito swarm (ranged). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Beastmaster's Sigil (Major) Source Treasure Vault pg. 125 Price 700 gp --- The spell DC is 25, the item bonuses are +2, and the bleed damage is 3d6. Activate Cast a Spell; Effect You cast tanglefoot .","skill_mod":{},"summary":"This silver disc displays an ever-changing etching of an animal. When you affix the beastmaster’s sigil , the animal settles into a single form …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4760","name":"Beastmaster's Sigil","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4760"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4760","weakness":{},"school":"conjuration","price":16000,"skill":["Athletics"],"trait":["Conjuration","Magical","Spellheart"],"id":"equipment-4760-4239","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Beastmaster's Sigil Source Treasure Vault pg. 124 Usage affixed to armor or weapon --- This silver disc displays an ever-changing etching of an animal. When you affix the beastmaster’s sigil , the animal settles into a single form based on where you affix it, showing the animal the item can summon when affixed that way. The spell DC of any spell cast by activating this item is 19. A weapon can benefit from only the melee weapon benefit or ranged weapon benefit. A thrown melee weapon gets the melee weapon benefit, and a combination weapon gets only one benefit, which you choose when you affix the spellheart. If it’s unclear which one should apply, the GM decides. Armor The sigil grants you a +1 item bonus to saving throws against poison. Melee Weapo n The sigil grants you a +1 item bonus to Athletics checks to Trip. Ranged Weapon If you critically hit with the affixed weapon, and the target is adjacent to a creature summoned with the sigil, the target takes 1d6 persistent bleed damage. Activate Cast a Spell; Effect You cast tame . <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Beastmaster's Sigil Source Treasure Vault pg. 124 Price 160 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level summon animal to summon a giant monitor lizard (armor), wolverine (melee), or giant bat (ranged). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Beastmaster's Sigil (Greater) Source Treasure Vault pg. 124 Price 360 gp --- The spell DC is 23 and the bleed damage is 2d6. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level summon animal to summon a giant scorpion (armor), dire wolf (melee), or fen mosquito swarm (ranged). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Beastmaster's Sigil (Major) Source Treasure Vault pg. 125 Price 700 gp --- The spell DC is 25, the item bonuses are +2, and the bleed damage is 3d6. Activate Cast a Spell; Effect You cast tanglefoot .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4760","name":"Beastmaster's Sigil","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4760-4239"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4760","weakness":{},"school":"conjuration","price":36000,"skill":["Athletics"],"trait":["Conjuration","Magical","Spellheart"],"id":"equipment-4760-4240","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Beastmaster's Sigil Source Treasure Vault pg. 124 Usage affixed to armor or weapon --- This silver disc displays an ever-changing etching of an animal. When you affix the beastmaster’s sigil , the animal settles into a single form based on where you affix it, showing the animal the item can summon when affixed that way. The spell DC of any spell cast by activating this item is 19. A weapon can benefit from only the melee weapon benefit or ranged weapon benefit. A thrown melee weapon gets the melee weapon benefit, and a combination weapon gets only one benefit, which you choose when you affix the spellheart. If it’s unclear which one should apply, the GM decides. Armor The sigil grants you a +1 item bonus to saving throws against poison. Melee Weapo n The sigil grants you a +1 item bonus to Athletics checks to Trip. Ranged Weapon If you critically hit with the affixed weapon, and the target is adjacent to a creature summoned with the sigil, the target takes 1d6 persistent bleed damage. Activate Cast a Spell; Effect You cast tame . <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Beastmaster's Sigil Source Treasure Vault pg. 124 Price 160 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level summon animal to summon a giant monitor lizard (armor), wolverine (melee), or giant bat (ranged). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Beastmaster's Sigil (Greater) Source Treasure Vault pg. 124 Price 360 gp --- The spell DC is 23 and the bleed damage is 2d6. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level summon animal to summon a giant scorpion (armor), dire wolf (melee), or fen mosquito swarm (ranged). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Beastmaster's Sigil (Major) Source Treasure Vault pg. 125 Price 700 gp --- The spell DC is 25, the item bonuses are +2, and the bleed damage is 3d6. Activate Cast a Spell; Effect You cast tanglefoot .","skill_mod":{},"summary":"The spell DC is 23 and the bleed damage is 2d6.","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4760","name":"Beastmaster's Sigil (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4760-4240"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4760","weakness":{},"school":"conjuration","price":70000,"skill":["Athletics"],"trait":["Conjuration","Magical","Spellheart"],"id":"equipment-4760-4241","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Beastmaster's Sigil Source Treasure Vault pg. 124 Usage affixed to armor or weapon --- This silver disc displays an ever-changing etching of an animal. When you affix the beastmaster’s sigil , the animal settles into a single form based on where you affix it, showing the animal the item can summon when affixed that way. The spell DC of any spell cast by activating this item is 19. A weapon can benefit from only the melee weapon benefit or ranged weapon benefit. A thrown melee weapon gets the melee weapon benefit, and a combination weapon gets only one benefit, which you choose when you affix the spellheart. If it’s unclear which one should apply, the GM decides. Armor The sigil grants you a +1 item bonus to saving throws against poison. Melee Weapo n The sigil grants you a +1 item bonus to Athletics checks to Trip. Ranged Weapon If you critically hit with the affixed weapon, and the target is adjacent to a creature summoned with the sigil, the target takes 1d6 persistent bleed damage. Activate Cast a Spell; Effect You cast tame . <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Beastmaster's Sigil Source Treasure Vault pg. 124 Price 160 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level summon animal to summon a giant monitor lizard (armor), wolverine (melee), or giant bat (ranged). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Beastmaster's Sigil (Greater) Source Treasure Vault pg. 124 Price 360 gp --- The spell DC is 23 and the bleed damage is 2d6. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level summon animal to summon a giant scorpion (armor), dire wolf (melee), or fen mosquito swarm (ranged). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Beastmaster's Sigil (Major) Source Treasure Vault pg. 125 Price 700 gp --- The spell DC is 25, the item bonuses are +2, and the bleed damage is 3d6. Activate Cast a Spell; Effect You cast tanglefoot .","skill_mod":{},"summary":"The spell DC is 25, the item bonuses are +2, and the bleed damage is 3d6.","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4760","name":"Beastmaster's Sigil (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4760-4241"},{"item_child_id":["equipment-4761-4242","equipment-4761-4243","equipment-4761-4244"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Magical","Plant","Spellheart"],"id":"equipment-4761","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Brightbloom Posy Source Treasure Vault pg. 125 Usage affixed to armor or weapon --- Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon. The spell DC of any spell cast by activating this item is 24. Armor You gain the ability to speak with flowers, as speak with plants . Weapon (disease) After you cast a plant spell by activating the posy, pollen coats your weapon. Your next Strike causes the target to be sickened 1 on a hit (sickened 2 on a critical hit). If the creature attempts to recover, it sneezes rather than retching (rolling against the spellheart’s spell DC). If you don’t make a Strike by the end of your next turn, the pollen becomes inert. Plant creatures are immune. Activate Cast a Spell; Effect You cast tanglefoot . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Brightbloom Posy Source Treasure Vault pg. 125 Price 450 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Brightbloom Posy (Greater) Source Treasure Vault pg. 125 Price 1,300 gp --- The spell DC is 28. Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms . Activate Cast a Spell; Frequency once per day; Effect You cast petal storm . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Brightbloom Posy (Major) Source Treasure Vault pg. 125 Price 36,000 gp --- The spell DC is 41. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level petal storm . Activate Cast a Spell; Frequency once per day; Effect You cast burning blossoms .","skill_mod":{},"summary":"Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon. The spell DC of …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Creature Type","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4761","name":"Brightbloom Posy","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4761"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4761","weakness":{},"school":"conjuration","price":45000,"trait":["Conjuration","Magical","Plant","Spellheart"],"id":"equipment-4761-4242","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Brightbloom Posy Source Treasure Vault pg. 125 Usage affixed to armor or weapon --- Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon. The spell DC of any spell cast by activating this item is 24. Armor You gain the ability to speak with flowers, as speak with plants . Weapon (disease) After you cast a plant spell by activating the posy, pollen coats your weapon. Your next Strike causes the target to be sickened 1 on a hit (sickened 2 on a critical hit). If the creature attempts to recover, it sneezes rather than retching (rolling against the spellheart’s spell DC). If you don’t make a Strike by the end of your next turn, the pollen becomes inert. Plant creatures are immune. Activate Cast a Spell; Effect You cast tanglefoot . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Brightbloom Posy Source Treasure Vault pg. 125 Price 450 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Brightbloom Posy (Greater) Source Treasure Vault pg. 125 Price 1,300 gp --- The spell DC is 28. Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms . Activate Cast a Spell; Frequency once per day; Effect You cast petal storm . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Brightbloom Posy (Major) Source Treasure Vault pg. 125 Price 36,000 gp --- The spell DC is 41. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level petal storm . Activate Cast a Spell; Frequency once per day; Effect You cast burning blossoms .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Creature Type","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4761","name":"Brightbloom Posy","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4761-4242"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4761","weakness":{},"school":"conjuration","price":130000,"trait":["Conjuration","Magical","Plant","Spellheart"],"id":"equipment-4761-4243","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Brightbloom Posy Source Treasure Vault pg. 125 Usage affixed to armor or weapon --- Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon. The spell DC of any spell cast by activating this item is 24. Armor You gain the ability to speak with flowers, as speak with plants . Weapon (disease) After you cast a plant spell by activating the posy, pollen coats your weapon. Your next Strike causes the target to be sickened 1 on a hit (sickened 2 on a critical hit). If the creature attempts to recover, it sneezes rather than retching (rolling against the spellheart’s spell DC). If you don’t make a Strike by the end of your next turn, the pollen becomes inert. Plant creatures are immune. Activate Cast a Spell; Effect You cast tanglefoot . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Brightbloom Posy Source Treasure Vault pg. 125 Price 450 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Brightbloom Posy (Greater) Source Treasure Vault pg. 125 Price 1,300 gp --- The spell DC is 28. Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms . Activate Cast a Spell; Frequency once per day; Effect You cast petal storm . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Brightbloom Posy (Major) Source Treasure Vault pg. 125 Price 36,000 gp --- The spell DC is 41. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level petal storm . Activate Cast a Spell; Frequency once per day; Effect You cast burning blossoms .","skill_mod":{},"summary":"The spell DC is 28.","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Creature Type","Equipment"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4761","name":"Brightbloom Posy (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4761-4243"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4761","weakness":{},"school":"conjuration","price":3600000,"trait":["Conjuration","Magical","Plant","Spellheart"],"id":"equipment-4761-4244","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Brightbloom Posy Source Treasure Vault pg. 125 Usage affixed to armor or weapon --- Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon. The spell DC of any spell cast by activating this item is 24. Armor You gain the ability to speak with flowers, as speak with plants . Weapon (disease) After you cast a plant spell by activating the posy, pollen coats your weapon. Your next Strike causes the target to be sickened 1 on a hit (sickened 2 on a critical hit). If the creature attempts to recover, it sneezes rather than retching (rolling against the spellheart’s spell DC). If you don’t make a Strike by the end of your next turn, the pollen becomes inert. Plant creatures are immune. Activate Cast a Spell; Effect You cast tanglefoot . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Brightbloom Posy Source Treasure Vault pg. 125 Price 450 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Brightbloom Posy (Greater) Source Treasure Vault pg. 125 Price 1,300 gp --- The spell DC is 28. Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms . Activate Cast a Spell; Frequency once per day; Effect You cast petal storm . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Brightbloom Posy (Major) Source Treasure Vault pg. 125 Price 36,000 gp --- The spell DC is 41. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level petal storm . Activate Cast a Spell; Frequency once per day; Effect You cast burning blossoms .","skill_mod":{},"summary":"The spell DC is 41.","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Creature Type","Equipment"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4761","name":"Brightbloom Posy (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4761-4244"},{"item_child_id":["equipment-4762-4245","equipment-4762-4246","equipment-4762-4247"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"enchantment","trait":["Enchantment","Magical","Spellheart"],"id":"equipment-4762","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Desolation Locket Source Treasure Vault pg. 125 Usage affixed to armor or weapon --- The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24. Armor The desolation locket numbs you to further despair, and you gain a +2 item bonus to saving throws against emotion effects. Weapon (emotion, mental) After you cast an enchantment spell by activating the locket, you emanate an aura of hopelessness in a 5-foot emanation until the start of your next turn. A creature that ends its turn in the aura must succeed at a Will saving throw against the locket’s spell DC or become slowed 1 (slowed 2 on a critical failure) until the end of its next turn. Activate Cast a Spell; Effect You cast haunting hymn . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Desolation Locket Source Treasure Vault pg. 125 Price 470 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast agonizing despair . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Desolation Locket (Greater) Source Treasure Vault pg. 125 Price 2,800 gp --- The item bonus when affixed to armor is +3, and the spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level agonizing despair . Activate Cast a Spell; Frequency once per day; Effect You cast crushing despair . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Desolation Locket (Major) Source Treasure Vault pg. 125 Price 34,000 gp --- The item bonus when affixed to armor is +4; when you critically fail a saving throw against an emotion effect, you get a failure instead; and the spell DC is 41. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level crushing despair . Activate Cast a Spell; Frequency once per day; Effect You cast canticle of everlasting grief .","skill_mod":{},"summary":"The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4762","name":"Desolation Locket","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4762"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4762","weakness":{},"school":"enchantment","price":47000,"trait":["Enchantment","Magical","Spellheart"],"id":"equipment-4762-4245","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Desolation Locket Source Treasure Vault pg. 125 Usage affixed to armor or weapon --- The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24. Armor The desolation locket numbs you to further despair, and you gain a +2 item bonus to saving throws against emotion effects. Weapon (emotion, mental) After you cast an enchantment spell by activating the locket, you emanate an aura of hopelessness in a 5-foot emanation until the start of your next turn. A creature that ends its turn in the aura must succeed at a Will saving throw against the locket’s spell DC or become slowed 1 (slowed 2 on a critical failure) until the end of its next turn. Activate Cast a Spell; Effect You cast haunting hymn . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Desolation Locket Source Treasure Vault pg. 125 Price 470 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast agonizing despair . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Desolation Locket (Greater) Source Treasure Vault pg. 125 Price 2,800 gp --- The item bonus when affixed to armor is +3, and the spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level agonizing despair . Activate Cast a Spell; Frequency once per day; Effect You cast crushing despair . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Desolation Locket (Major) Source Treasure Vault pg. 125 Price 34,000 gp --- The item bonus when affixed to armor is +4; when you critically fail a saving throw against an emotion effect, you get a failure instead; and the spell DC is 41. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level crushing despair . Activate Cast a Spell; Frequency once per day; Effect You cast canticle of everlasting grief .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4762","name":"Desolation Locket","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4762-4245"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4762","weakness":{},"school":"enchantment","price":280000,"trait":["Enchantment","Magical","Spellheart"],"id":"equipment-4762-4246","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Desolation Locket Source Treasure Vault pg. 125 Usage affixed to armor or weapon --- The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24. Armor The desolation locket numbs you to further despair, and you gain a +2 item bonus to saving throws against emotion effects. Weapon (emotion, mental) After you cast an enchantment spell by activating the locket, you emanate an aura of hopelessness in a 5-foot emanation until the start of your next turn. A creature that ends its turn in the aura must succeed at a Will saving throw against the locket’s spell DC or become slowed 1 (slowed 2 on a critical failure) until the end of its next turn. Activate Cast a Spell; Effect You cast haunting hymn . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Desolation Locket Source Treasure Vault pg. 125 Price 470 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast agonizing despair . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Desolation Locket (Greater) Source Treasure Vault pg. 125 Price 2,800 gp --- The item bonus when affixed to armor is +3, and the spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level agonizing despair . Activate Cast a Spell; Frequency once per day; Effect You cast crushing despair . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Desolation Locket (Major) Source Treasure Vault pg. 125 Price 34,000 gp --- The item bonus when affixed to armor is +4; when you critically fail a saving throw against an emotion effect, you get a failure instead; and the spell DC is 41. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level crushing despair . Activate Cast a Spell; Frequency once per day; Effect You cast canticle of everlasting grief .","skill_mod":{},"summary":"The item bonus when affixed to armor is +3, and the spell DC is 30.","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4762","name":"Desolation Locket (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4762-4246"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4762","weakness":{},"school":"enchantment","price":3400000,"trait":["Enchantment","Magical","Spellheart"],"id":"equipment-4762-4247","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Desolation Locket Source Treasure Vault pg. 125 Usage affixed to armor or weapon --- The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24. Armor The desolation locket numbs you to further despair, and you gain a +2 item bonus to saving throws against emotion effects. Weapon (emotion, mental) After you cast an enchantment spell by activating the locket, you emanate an aura of hopelessness in a 5-foot emanation until the start of your next turn. A creature that ends its turn in the aura must succeed at a Will saving throw against the locket’s spell DC or become slowed 1 (slowed 2 on a critical failure) until the end of its next turn. Activate Cast a Spell; Effect You cast haunting hymn . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Desolation Locket Source Treasure Vault pg. 125 Price 470 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast agonizing despair . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Desolation Locket (Greater) Source Treasure Vault pg. 125 Price 2,800 gp --- The item bonus when affixed to armor is +3, and the spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level agonizing despair . Activate Cast a Spell; Frequency once per day; Effect You cast crushing despair . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Desolation Locket (Major) Source Treasure Vault pg. 125 Price 34,000 gp --- The item bonus when affixed to armor is +4; when you critically fail a saving throw against an emotion effect, you get a failure instead; and the spell DC is 41. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level crushing despair . Activate Cast a Spell; Frequency once per day; Effect You cast canticle of everlasting grief .","skill_mod":{},"summary":"The item bonus when affixed to armor is +4; when you critically fail a saving throw against an emotion effect, you get a failure instead; and the …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4762","name":"Desolation Locket (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4762-4247"},{"item_child_id":["equipment-4763-4248","equipment-4763-4249","equipment-4763-4250"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"illusion","trait":["Illusion","Magical","Spellheart"],"id":"equipment-4763","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Enigma Mirror Source Treasure Vault pg. 125 Usage affixed to armor or weapon --- Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language. The spell DC of any spell cast by activating this item is 23. Armor After you cast an illusion spell by activating the mirror, choose one ally within 30 feet. That ally gains a single illusory image, per mirror image . The image lasts until the end of your next turn if not destroyed before then. Weapon After you cast an illusion spell by activating the mirror, illusory copies of the weapon swirl in the air around it. You’re affected by the thicket of knives spell until the end of your next turn. The spell ends if you stop wielding the affixed weapon. Activate Cast a Spell; Effect You cast forbidding ward . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Enigma Mirror Source Treasure Vault pg. 125 Price 325 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast mirror image . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Enigma Mirror (Greater) Source Treasure Vault pg. 125 Price 950 gp --- The spell DC is 27. Activate Cast a Spell; Frequency once per day; Effect You cast mirror’s misfortune . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Enigma Mirror (Major) Source Treasure Vault pg. 125 Price 2,750 gp --- The spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast mirror’s misfortune . Activate Cast a Spell; Frequency once per day; Effect You cast mirror malefactors .","skill_mod":{},"summary":"Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing …","primary_source":"Treasure Vault","trait_group":["School","Monster","Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4763","name":"Enigma Mirror","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4763"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4763","weakness":{},"school":"illusion","price":32500,"trait":["Illusion","Magical","Spellheart"],"id":"equipment-4763-4248","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Enigma Mirror Source Treasure Vault pg. 125 Usage affixed to armor or weapon --- Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language. The spell DC of any spell cast by activating this item is 23. Armor After you cast an illusion spell by activating the mirror, choose one ally within 30 feet. That ally gains a single illusory image, per mirror image . The image lasts until the end of your next turn if not destroyed before then. Weapon After you cast an illusion spell by activating the mirror, illusory copies of the weapon swirl in the air around it. You’re affected by the thicket of knives spell until the end of your next turn. The spell ends if you stop wielding the affixed weapon. Activate Cast a Spell; Effect You cast forbidding ward . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Enigma Mirror Source Treasure Vault pg. 125 Price 325 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast mirror image . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Enigma Mirror (Greater) Source Treasure Vault pg. 125 Price 950 gp --- The spell DC is 27. Activate Cast a Spell; Frequency once per day; Effect You cast mirror’s misfortune . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Enigma Mirror (Major) Source Treasure Vault pg. 125 Price 2,750 gp --- The spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast mirror’s misfortune . Activate Cast a Spell; Frequency once per day; Effect You cast mirror malefactors .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["School","Monster","Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4763","name":"Enigma Mirror","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4763-4248"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4763","weakness":{},"school":"illusion","price":95000,"trait":["Illusion","Magical","Spellheart"],"id":"equipment-4763-4249","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Enigma Mirror Source Treasure Vault pg. 125 Usage affixed to armor or weapon --- Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language. The spell DC of any spell cast by activating this item is 23. Armor After you cast an illusion spell by activating the mirror, choose one ally within 30 feet. That ally gains a single illusory image, per mirror image . The image lasts until the end of your next turn if not destroyed before then. Weapon After you cast an illusion spell by activating the mirror, illusory copies of the weapon swirl in the air around it. You’re affected by the thicket of knives spell until the end of your next turn. The spell ends if you stop wielding the affixed weapon. Activate Cast a Spell; Effect You cast forbidding ward . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Enigma Mirror Source Treasure Vault pg. 125 Price 325 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast mirror image . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Enigma Mirror (Greater) Source Treasure Vault pg. 125 Price 950 gp --- The spell DC is 27. Activate Cast a Spell; Frequency once per day; Effect You cast mirror’s misfortune . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Enigma Mirror (Major) Source Treasure Vault pg. 125 Price 2,750 gp --- The spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast mirror’s misfortune . Activate Cast a Spell; Frequency once per day; Effect You cast mirror malefactors .","skill_mod":{},"summary":"The spell DC is 27.","primary_source":"Treasure Vault","trait_group":["School","Monster","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4763","name":"Enigma Mirror (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4763-4249"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4763","weakness":{},"school":"illusion","price":275000,"trait":["Illusion","Magical","Spellheart"],"id":"equipment-4763-4250","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Enigma Mirror Source Treasure Vault pg. 125 Usage affixed to armor or weapon --- Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language. The spell DC of any spell cast by activating this item is 23. Armor After you cast an illusion spell by activating the mirror, choose one ally within 30 feet. That ally gains a single illusory image, per mirror image . The image lasts until the end of your next turn if not destroyed before then. Weapon After you cast an illusion spell by activating the mirror, illusory copies of the weapon swirl in the air around it. You’re affected by the thicket of knives spell until the end of your next turn. The spell ends if you stop wielding the affixed weapon. Activate Cast a Spell; Effect You cast forbidding ward . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Enigma Mirror Source Treasure Vault pg. 125 Price 325 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast mirror image . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Enigma Mirror (Greater) Source Treasure Vault pg. 125 Price 950 gp --- The spell DC is 27. Activate Cast a Spell; Frequency once per day; Effect You cast mirror’s misfortune . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Enigma Mirror (Major) Source Treasure Vault pg. 125 Price 2,750 gp --- The spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast mirror’s misfortune . Activate Cast a Spell; Frequency once per day; Effect You cast mirror malefactors .","skill_mod":{},"summary":"The spell DC is 30.","primary_source":"Treasure Vault","trait_group":["School","Monster","Mechanics","Equipment"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4763","name":"Enigma Mirror (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4763-4250"},{"item_child_id":["equipment-4764-4251","equipment-4764-4252"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"necromancy","trait":["Magical","Necromancy","Spellheart"],"id":"equipment-4764","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Ghostcaller's Planchette Source Treasure Vault pg. 125 Usage affixed to armor or weapon --- This miniature wooden planchette is engraved with symbols designed to attract spirits. When affixed, the symbols begin to glow, and the planchette turns slightly insubstantial. The spell DC of any spell cast by activating this item is 29. Armor After you cast a necromancy spell by activating the planchette, you gain resistance 5 to all physical damage (except ghost touch ) until the start of your next turn. Attacks by incorporeal creatures (such as a ghost’s ghostly hand) count as ghost touch. Weapon After you cast a necromancy spell by activating the planchette, the affixed weapon gains the effects of the ghost touch property rune until the end of your next turn. Activate Cast a Spell; Effect You cast chill touch . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Ghostcaller's Planchette Source Treasure Vault pg. 125 Price 1,750 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast invoke spirits . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ghostcaller's Planchette (Greater) Source Treasure Vault pg. 125 Price 21,000 gp --- The resistance when affixed to armor is 10. When the planchette is affixed to a weapon, casting a necromancy spell by activating the planchette grants the weapon the effects of both the ghost touch and greater disrupting property runes. The spell DC is 38. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level invoke spirits . Activate Cast a Spell; Frequency once per day; Effect You cast tempest of shades .","skill_mod":{},"summary":"This miniature wooden planchette is engraved with symbols designed to attract spirits. When affixed, the symbols begin to glow, and the planchette …","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4764","name":"Ghostcaller's Planchette","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4764"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4764","weakness":{},"school":"necromancy","price":175000,"trait":["Magical","Necromancy","Spellheart"],"id":"equipment-4764-4251","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Ghostcaller's Planchette Source Treasure Vault pg. 125 Usage affixed to armor or weapon --- This miniature wooden planchette is engraved with symbols designed to attract spirits. When affixed, the symbols begin to glow, and the planchette turns slightly insubstantial. The spell DC of any spell cast by activating this item is 29. Armor After you cast a necromancy spell by activating the planchette, you gain resistance 5 to all physical damage (except ghost touch ) until the start of your next turn. Attacks by incorporeal creatures (such as a ghost’s ghostly hand) count as ghost touch. Weapon After you cast a necromancy spell by activating the planchette, the affixed weapon gains the effects of the ghost touch property rune until the end of your next turn. Activate Cast a Spell; Effect You cast chill touch . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Ghostcaller's Planchette Source Treasure Vault pg. 125 Price 1,750 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast invoke spirits . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ghostcaller's Planchette (Greater) Source Treasure Vault pg. 125 Price 21,000 gp --- The resistance when affixed to armor is 10. When the planchette is affixed to a weapon, casting a necromancy spell by activating the planchette grants the weapon the effects of both the ghost touch and greater disrupting property runes. The spell DC is 38. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level invoke spirits . Activate Cast a Spell; Frequency once per day; Effect You cast tempest of shades .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4764","name":"Ghostcaller's Planchette","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4764-4251"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4764","weakness":{},"school":"necromancy","price":2100000,"trait":["Magical","Necromancy","Spellheart"],"id":"equipment-4764-4252","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Ghostcaller's Planchette Source Treasure Vault pg. 125 Usage affixed to armor or weapon --- This miniature wooden planchette is engraved with symbols designed to attract spirits. When affixed, the symbols begin to glow, and the planchette turns slightly insubstantial. The spell DC of any spell cast by activating this item is 29. Armor After you cast a necromancy spell by activating the planchette, you gain resistance 5 to all physical damage (except ghost touch ) until the start of your next turn. Attacks by incorporeal creatures (such as a ghost’s ghostly hand) count as ghost touch. Weapon After you cast a necromancy spell by activating the planchette, the affixed weapon gains the effects of the ghost touch property rune until the end of your next turn. Activate Cast a Spell; Effect You cast chill touch . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Ghostcaller's Planchette Source Treasure Vault pg. 125 Price 1,750 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast invoke spirits . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ghostcaller's Planchette (Greater) Source Treasure Vault pg. 125 Price 21,000 gp --- The resistance when affixed to armor is 10. When the planchette is affixed to a weapon, casting a necromancy spell by activating the planchette grants the weapon the effects of both the ghost touch and greater disrupting property runes. The spell DC is 38. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level invoke spirits . Activate Cast a Spell; Frequency once per day; Effect You cast tempest of shades .","skill_mod":{},"summary":"The resistance when affixed to armor is 10. When the planchette is affixed to a weapon, casting a necromancy spell by activating the planchette …","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4764","name":"Ghostcaller's Planchette (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4764-4252"},{"item_child_id":["equipment-4765-4253","equipment-4765-4254","equipment-4765-4255"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"evocation","trait":["Electricity","Evocation","Magical","Spellheart"],"id":"equipment-4765","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Jolt Coil Source Treasure Vault pg. 126 Usage affixed to armor or weapon --- Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 17. Armor You gain resistance 2 to electricity. Weapon After you cast an electricity spell by activating the coil, your Strikes with the weapon deal an additional 1d4 electricity damage until the end of your next turn. Activate Cast a Spell; Effect You cast electric arc . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Jolt Coil Source Treasure Vault pg. 126 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Jolt Coil (Greater) Source Treasure Vault pg. 126 Price 475 gp --- Resistance when affixed to armor is 3, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast lightning bolt . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Jolt Coil (Major) Source Treasure Vault pg. 126 Price 1,750 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast mirror image . Activate Cast a Spell; Frequency once per day; Effect You cast draw the lightning .","skill_mod":{},"summary":"Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone …","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4765","name":"Jolt Coil","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4765"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4765","weakness":{},"school":"evocation","price":6000,"trait":["Electricity","Evocation","Magical","Spellheart"],"id":"equipment-4765-4253","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Jolt Coil Source Treasure Vault pg. 126 Usage affixed to armor or weapon --- Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 17. Armor You gain resistance 2 to electricity. Weapon After you cast an electricity spell by activating the coil, your Strikes with the weapon deal an additional 1d4 electricity damage until the end of your next turn. Activate Cast a Spell; Effect You cast electric arc . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Jolt Coil Source Treasure Vault pg. 126 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Jolt Coil (Greater) Source Treasure Vault pg. 126 Price 475 gp --- Resistance when affixed to armor is 3, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast lightning bolt . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Jolt Coil (Major) Source Treasure Vault pg. 126 Price 1,750 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast mirror image . Activate Cast a Spell; Frequency once per day; Effect You cast draw the lightning .","skill_mod":{},"summary":"Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone …","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4765","name":"Jolt Coil","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4765-4253"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4765","weakness":{},"school":"evocation","price":47500,"trait":["Electricity","Evocation","Magical","Spellheart"],"id":"equipment-4765-4254","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Jolt Coil Source Treasure Vault pg. 126 Usage affixed to armor or weapon --- Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 17. Armor You gain resistance 2 to electricity. Weapon After you cast an electricity spell by activating the coil, your Strikes with the weapon deal an additional 1d4 electricity damage until the end of your next turn. Activate Cast a Spell; Effect You cast electric arc . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Jolt Coil Source Treasure Vault pg. 126 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Jolt Coil (Greater) Source Treasure Vault pg. 126 Price 475 gp --- Resistance when affixed to armor is 3, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast lightning bolt . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Jolt Coil (Major) Source Treasure Vault pg. 126 Price 1,750 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast mirror image . Activate Cast a Spell; Frequency once per day; Effect You cast draw the lightning .","skill_mod":{},"summary":"Resistance when affixed to armor is 3, extra damage when affixed to a weapon is 1d6, and the spell DC is 24.","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4765","name":"Jolt Coil (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4765-4254"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4765","weakness":{},"school":"evocation","price":175000,"trait":["Electricity","Evocation","Magical","Spellheart"],"id":"equipment-4765-4255","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Jolt Coil Source Treasure Vault pg. 126 Usage affixed to armor or weapon --- Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 17. Armor You gain resistance 2 to electricity. Weapon After you cast an electricity spell by activating the coil, your Strikes with the weapon deal an additional 1d4 electricity damage until the end of your next turn. Activate Cast a Spell; Effect You cast electric arc . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Jolt Coil Source Treasure Vault pg. 126 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Jolt Coil (Greater) Source Treasure Vault pg. 126 Price 475 gp --- Resistance when affixed to armor is 3, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast lightning bolt . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Jolt Coil (Major) Source Treasure Vault pg. 126 Price 1,750 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast mirror image . Activate Cast a Spell; Frequency once per day; Effect You cast draw the lightning .","skill_mod":{},"summary":"Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8, and the spell DC is 29.","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4765","name":"Jolt Coil (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4765-4255"},{"item_child_id":["equipment-4766-4256","equipment-4766-4257","equipment-4766-4258"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Spellheart"],"id":"equipment-4766","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Judgement Thurible Source Treasure Vault pg. 126 Usage affixed to armor or weapon --- The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a judgment thurible if you don't worship a deity or if your deity is true neutral. The spell DC of any spell cast by activating this item is 27. Armor After you cast a spell by activating the thurible, the thurible casts circle of protection on you, with a duration of 1 round. You choose the alignment, which must be one opposed by one of your deity's alignments. Weapon After you cast a spell by activating the thurible, the weapon gains your choice of an anarchic, axiomatic, holy , or unholy rune until the end of your next turn. You can choose a rune only if it matches an alignment your deity has ( anarchic for chaotic , axiomatic for lawful, holy for good, or unholy for evil). Activate Cast a Spell; Effect You cast divine lance . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Judgment Thurible Source Treasure Vault pg. 126 Price 975 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast divine wrath . <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Judgment Thurible (Major) Source Treasure Vault pg. 126 Price 14,000 gp --- The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 35. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level divine wrath. Activate Cast a Spell; Frequency once per day; Effect You cast divine decree . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Judgment Thurible (Greater) Source Treasure Vault pg. 126 Price 65,000 gp --- The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 43. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level divine decree . Activate Cast a Spell; Frequency once per day; Effect You cast summon deific herald .","skill_mod":{},"summary":"The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4766","name":"Judgement Thurible","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4766"},{"remaster_name":["Judgement Thurible"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4766","weakness":{},"school":"evocation","price":97500,"trait":["Evocation","Magical","Spellheart"],"id":"equipment-4766-4256","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Judgement Thurible Source Treasure Vault pg. 126 Usage affixed to armor or weapon --- The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a judgment thurible if you don't worship a deity or if your deity is true neutral. The spell DC of any spell cast by activating this item is 27. Armor After you cast a spell by activating the thurible, the thurible casts circle of protection on you, with a duration of 1 round. You choose the alignment, which must be one opposed by one of your deity's alignments. Weapon After you cast a spell by activating the thurible, the weapon gains your choice of an anarchic, axiomatic, holy , or unholy rune until the end of your next turn. You can choose a rune only if it matches an alignment your deity has ( anarchic for chaotic , axiomatic for lawful, holy for good, or unholy for evil). Activate Cast a Spell; Effect You cast divine lance . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Judgment Thurible Source Treasure Vault pg. 126 Price 975 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast divine wrath . <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Judgment Thurible (Major) Source Treasure Vault pg. 126 Price 14,000 gp --- The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 35. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level divine wrath. Activate Cast a Spell; Frequency once per day; Effect You cast divine decree . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Judgment Thurible (Greater) Source Treasure Vault pg. 126 Price 65,000 gp --- The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 43. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level divine decree . Activate Cast a Spell; Frequency once per day; Effect You cast summon deific herald .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4766","name":"Judgment Thurible","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4766-4256"},{"remaster_name":["Judgement Thurible (Greater)"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4766","weakness":{},"school":"evocation","price":1400000,"trait":["Evocation","Magical","Spellheart"],"id":"equipment-4766-4257","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Judgement Thurible Source Treasure Vault pg. 126 Usage affixed to armor or weapon --- The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a judgment thurible if you don't worship a deity or if your deity is true neutral. The spell DC of any spell cast by activating this item is 27. Armor After you cast a spell by activating the thurible, the thurible casts circle of protection on you, with a duration of 1 round. You choose the alignment, which must be one opposed by one of your deity's alignments. Weapon After you cast a spell by activating the thurible, the weapon gains your choice of an anarchic, axiomatic, holy , or unholy rune until the end of your next turn. You can choose a rune only if it matches an alignment your deity has ( anarchic for chaotic , axiomatic for lawful, holy for good, or unholy for evil). Activate Cast a Spell; Effect You cast divine lance . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Judgment Thurible Source Treasure Vault pg. 126 Price 975 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast divine wrath . <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Judgment Thurible (Major) Source Treasure Vault pg. 126 Price 14,000 gp --- The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 35. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level divine wrath. Activate Cast a Spell; Frequency once per day; Effect You cast divine decree . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Judgment Thurible (Greater) Source Treasure Vault pg. 126 Price 65,000 gp --- The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 43. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level divine decree . Activate Cast a Spell; Frequency once per day; Effect You cast summon deific herald .","skill_mod":{},"summary":"The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 35.","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4766","name":"Judgment Thurible (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4766-4257"},{"remaster_name":["Judgement Thurible (Major)"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4766","weakness":{},"school":"evocation","price":6500000,"trait":["Evocation","Magical","Spellheart"],"id":"equipment-4766-4258","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Judgement Thurible Source Treasure Vault pg. 126 Usage affixed to armor or weapon --- The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a judgment thurible if you don't worship a deity or if your deity is true neutral. The spell DC of any spell cast by activating this item is 27. Armor After you cast a spell by activating the thurible, the thurible casts circle of protection on you, with a duration of 1 round. You choose the alignment, which must be one opposed by one of your deity's alignments. Weapon After you cast a spell by activating the thurible, the weapon gains your choice of an anarchic, axiomatic, holy , or unholy rune until the end of your next turn. You can choose a rune only if it matches an alignment your deity has ( anarchic for chaotic , axiomatic for lawful, holy for good, or unholy for evil). Activate Cast a Spell; Effect You cast divine lance . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Judgment Thurible Source Treasure Vault pg. 126 Price 975 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast divine wrath . <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Judgment Thurible (Major) Source Treasure Vault pg. 126 Price 14,000 gp --- The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 35. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level divine wrath. Activate Cast a Spell; Frequency once per day; Effect You cast divine decree . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Judgment Thurible (Greater) Source Treasure Vault pg. 126 Price 65,000 gp --- The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 43. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level divine decree . Activate Cast a Spell; Frequency once per day; Effect You cast summon deific herald .","skill_mod":{},"summary":"The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 43.","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4766","name":"Judgment Thurible (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4766-4258"},{"item_child_id":["equipment-4767-4259","equipment-4767-4260","equipment-4767-4261"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"necromancy","trait":["Healing","Magical","Necromancy","Positive","Spellheart","Vitality"],"id":"equipment-4767","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Jyoti's Feather Source Treasure Vault pg. 126 Usage affixed to armor or weapon --- A jyoti’s feather is a shimmering red and gold feather, seeming almost metallic, although delicate and flexible to the touch. Though most aren’t made from true jyoti feathers, as the reclusive outsiders avoid visitors from the Material Plane, their connection to positive energy lent the spellhearts their name. Armor You gain a +2 item bonus to saving throws against death effects and negative energy. Weapon The weapon has the disrupting rune while the feather is affixed. Activate Cast a Spell; Effect You cast stabilize . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Jyoti's Feather Source Treasure Vault pg. 126 Price 960 gp --- Activate Three Actions command (emotion, enchantment, incapacitation); Requirements The target must be fascinated by the mirror; Effect You control the target for 30 days, with the effect of a critically failed saving throw against dominate . If the victim sees the mirror again at any point before this duration expires, the control extends for an additional 30 days from the moment it looked at the mirror again. While there is no initial saving throw, the DC to break free due to commands against the creature’s nature is 35. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Jyoti's Feather (Greater) Source Treasure Vault pg. 126 Price 4,100 gp --- The item bonus when affixed to armor is +3. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level vital beacon . Activate Cast a Spell; Frequency once per day; Effect You cast healing well . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Jyoti's Feather (Major) Source Treasure Vault pg. 126 Price 9,400 gp --- The item bonus when affixed to armor is +4, and the rune when affixed to a weapon is greater disrupting . Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level healing well . Activate Cast a Spell; Frequency once per day; Effect You cast field of life .","skill_mod":{},"summary":"A jyoti’s feather is a shimmering red and gold feather, seeming almost metallic, although delicate and flexible to the touch. Though most aren’t made …","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Energy","Planar","Creature Type","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4767","name":"Jyoti's Feather","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4767"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4767","weakness":{},"school":"necromancy","price":96000,"trait":["Healing","Magical","Necromancy","Positive","Spellheart","Vitality"],"id":"equipment-4767-4259","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Jyoti's Feather Source Treasure Vault pg. 126 Usage affixed to armor or weapon --- A jyoti’s feather is a shimmering red and gold feather, seeming almost metallic, although delicate and flexible to the touch. Though most aren’t made from true jyoti feathers, as the reclusive outsiders avoid visitors from the Material Plane, their connection to positive energy lent the spellhearts their name. Armor You gain a +2 item bonus to saving throws against death effects and negative energy. Weapon The weapon has the disrupting rune while the feather is affixed. Activate Cast a Spell; Effect You cast stabilize . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Jyoti's Feather Source Treasure Vault pg. 126 Price 960 gp --- Activate Three Actions command (emotion, enchantment, incapacitation); Requirements The target must be fascinated by the mirror; Effect You control the target for 30 days, with the effect of a critically failed saving throw against dominate . If the victim sees the mirror again at any point before this duration expires, the control extends for an additional 30 days from the moment it looked at the mirror again. While there is no initial saving throw, the DC to break free due to commands against the creature’s nature is 35. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Jyoti's Feather (Greater) Source Treasure Vault pg. 126 Price 4,100 gp --- The item bonus when affixed to armor is +3. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level vital beacon . Activate Cast a Spell; Frequency once per day; Effect You cast healing well . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Jyoti's Feather (Major) Source Treasure Vault pg. 126 Price 9,400 gp --- The item bonus when affixed to armor is +4, and the rune when affixed to a weapon is greater disrupting . Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level healing well . Activate Cast a Spell; Frequency once per day; Effect You cast field of life .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Energy","Planar","Creature Type","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4767","name":"Jyoti's Feather","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4767-4259"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4767","weakness":{},"school":"necromancy","price":410000,"trait":["Healing","Magical","Necromancy","Positive","Spellheart","Vitality"],"id":"equipment-4767-4260","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Jyoti's Feather Source Treasure Vault pg. 126 Usage affixed to armor or weapon --- A jyoti’s feather is a shimmering red and gold feather, seeming almost metallic, although delicate and flexible to the touch. Though most aren’t made from true jyoti feathers, as the reclusive outsiders avoid visitors from the Material Plane, their connection to positive energy lent the spellhearts their name. Armor You gain a +2 item bonus to saving throws against death effects and negative energy. Weapon The weapon has the disrupting rune while the feather is affixed. Activate Cast a Spell; Effect You cast stabilize . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Jyoti's Feather Source Treasure Vault pg. 126 Price 960 gp --- Activate Three Actions command (emotion, enchantment, incapacitation); Requirements The target must be fascinated by the mirror; Effect You control the target for 30 days, with the effect of a critically failed saving throw against dominate . If the victim sees the mirror again at any point before this duration expires, the control extends for an additional 30 days from the moment it looked at the mirror again. While there is no initial saving throw, the DC to break free due to commands against the creature’s nature is 35. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Jyoti's Feather (Greater) Source Treasure Vault pg. 126 Price 4,100 gp --- The item bonus when affixed to armor is +3. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level vital beacon . Activate Cast a Spell; Frequency once per day; Effect You cast healing well . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Jyoti's Feather (Major) Source Treasure Vault pg. 126 Price 9,400 gp --- The item bonus when affixed to armor is +4, and the rune when affixed to a weapon is greater disrupting . Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level healing well . Activate Cast a Spell; Frequency once per day; Effect You cast field of life .","skill_mod":{},"summary":"The item bonus when affixed to armor is +3.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Energy","Planar","Creature Type","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4767","name":"Jyoti's Feather (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4767-4260"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4767","weakness":{},"school":"necromancy","price":940000,"trait":["Healing","Magical","Necromancy","Positive","Spellheart","Vitality"],"id":"equipment-4767-4261","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Jyoti's Feather Source Treasure Vault pg. 126 Usage affixed to armor or weapon --- A jyoti’s feather is a shimmering red and gold feather, seeming almost metallic, although delicate and flexible to the touch. Though most aren’t made from true jyoti feathers, as the reclusive outsiders avoid visitors from the Material Plane, their connection to positive energy lent the spellhearts their name. Armor You gain a +2 item bonus to saving throws against death effects and negative energy. Weapon The weapon has the disrupting rune while the feather is affixed. Activate Cast a Spell; Effect You cast stabilize . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Jyoti's Feather Source Treasure Vault pg. 126 Price 960 gp --- Activate Three Actions command (emotion, enchantment, incapacitation); Requirements The target must be fascinated by the mirror; Effect You control the target for 30 days, with the effect of a critically failed saving throw against dominate . If the victim sees the mirror again at any point before this duration expires, the control extends for an additional 30 days from the moment it looked at the mirror again. While there is no initial saving throw, the DC to break free due to commands against the creature’s nature is 35. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Jyoti's Feather (Greater) Source Treasure Vault pg. 126 Price 4,100 gp --- The item bonus when affixed to armor is +3. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level vital beacon . Activate Cast a Spell; Frequency once per day; Effect You cast healing well . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Jyoti's Feather (Major) Source Treasure Vault pg. 126 Price 9,400 gp --- The item bonus when affixed to armor is +4, and the rune when affixed to a weapon is greater disrupting . Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level healing well . Activate Cast a Spell; Frequency once per day; Effect You cast field of life .","skill_mod":{},"summary":"The item bonus when affixed to armor is +4, and the rune when affixed to a weapon is greater disrupting .","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Energy","Planar","Creature Type","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4767","name":"Jyoti's Feather (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4767-4261"},{"item_child_id":["equipment-4768-4262","equipment-4768-4263","equipment-4768-4264"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"illusion","skill":["Deception","Deception","Deception"],"trait":["Illusion","Magical","Spellheart","Visual"],"id":"equipment-4768","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Lightweave Scarf Source Treasure Vault pg. 127 Usage affixed to armor or weapon --- The first of these strips of glittering cloth was worn by a monk from Jinin who would interweave it into his handwraps of mighty blows. The spell DC of any spell cast by activating this item is 24. Armor You gain a +2 item bonus to saving throws against illusions and Deception checks to Create a Diversion. Weapon (visual) After you cast an illusion spell by activating the scarf, the weapon is shrouded in a mesmerizing illusory pattern. Your next Strike causes the target to be confused for 1 round if it hits. If you don’t make a Strike by the end of your next turn, the illusion ends with no effect. Activate Cast a Spell; Effect You cast dancing lights . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Lightweave Scarf Source Treasure Vault pg. 127 Price 500 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast hypnotic pattern . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Lightweave Scarf (Greater) Source Treasure Vault pg. 127 Price 5,500 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level hypnotic pattern . Activate Cast a Spell; Frequency once per day; Effect You cast vibrant pattern . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Lightweave Scarf (Major) Source Treasure Vault pg. 127 Price 22,000 gp --- Item bonus when affixed to armor is +3; when affixed to a weapon, creatures are confused for 1 minute; and the spell DC is 38. Activate Cast a Spell; Frequency once per day; Effect You cast 8th-level vibrant pattern . Activate Cast a Spell; Frequency once per day; Effect You cast scintillating pattern .","skill_mod":{},"summary":"The first of these strips of glittering cloth was worn by a monk from Jinin who would interweave it into his handwraps of mighty blows. The spell DC …","primary_source":"Treasure Vault","trait_group":["School","Monster","Mechanics","Equipment","Sense"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4768","name":"Lightweave Scarf","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4768"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4768","weakness":{},"school":"illusion","price":50000,"skill":["Deception"],"trait":["Illusion","Magical","Spellheart","Visual"],"id":"equipment-4768-4262","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Lightweave Scarf Source Treasure Vault pg. 127 Usage affixed to armor or weapon --- The first of these strips of glittering cloth was worn by a monk from Jinin who would interweave it into his handwraps of mighty blows. The spell DC of any spell cast by activating this item is 24. Armor You gain a +2 item bonus to saving throws against illusions and Deception checks to Create a Diversion. Weapon (visual) After you cast an illusion spell by activating the scarf, the weapon is shrouded in a mesmerizing illusory pattern. Your next Strike causes the target to be confused for 1 round if it hits. If you don’t make a Strike by the end of your next turn, the illusion ends with no effect. Activate Cast a Spell; Effect You cast dancing lights . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Lightweave Scarf Source Treasure Vault pg. 127 Price 500 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast hypnotic pattern . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Lightweave Scarf (Greater) Source Treasure Vault pg. 127 Price 5,500 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level hypnotic pattern . Activate Cast a Spell; Frequency once per day; Effect You cast vibrant pattern . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Lightweave Scarf (Major) Source Treasure Vault pg. 127 Price 22,000 gp --- Item bonus when affixed to armor is +3; when affixed to a weapon, creatures are confused for 1 minute; and the spell DC is 38. Activate Cast a Spell; Frequency once per day; Effect You cast 8th-level vibrant pattern . Activate Cast a Spell; Frequency once per day; Effect You cast scintillating pattern .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["School","Monster","Mechanics","Equipment","Sense"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4768","name":"Lightweave Scarf","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4768-4262"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4768","weakness":{},"school":"illusion","price":550000,"skill":["Deception"],"trait":["Illusion","Magical","Spellheart","Visual"],"id":"equipment-4768-4263","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Lightweave Scarf Source Treasure Vault pg. 127 Usage affixed to armor or weapon --- The first of these strips of glittering cloth was worn by a monk from Jinin who would interweave it into his handwraps of mighty blows. The spell DC of any spell cast by activating this item is 24. Armor You gain a +2 item bonus to saving throws against illusions and Deception checks to Create a Diversion. Weapon (visual) After you cast an illusion spell by activating the scarf, the weapon is shrouded in a mesmerizing illusory pattern. Your next Strike causes the target to be confused for 1 round if it hits. If you don’t make a Strike by the end of your next turn, the illusion ends with no effect. Activate Cast a Spell; Effect You cast dancing lights . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Lightweave Scarf Source Treasure Vault pg. 127 Price 500 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast hypnotic pattern . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Lightweave Scarf (Greater) Source Treasure Vault pg. 127 Price 5,500 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level hypnotic pattern . Activate Cast a Spell; Frequency once per day; Effect You cast vibrant pattern . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Lightweave Scarf (Major) Source Treasure Vault pg. 127 Price 22,000 gp --- Item bonus when affixed to armor is +3; when affixed to a weapon, creatures are confused for 1 minute; and the spell DC is 38. Activate Cast a Spell; Frequency once per day; Effect You cast 8th-level vibrant pattern . Activate Cast a Spell; Frequency once per day; Effect You cast scintillating pattern .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["School","Monster","Mechanics","Equipment","Sense"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4768","name":"Lightweave Scarf (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4768-4263"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4768","weakness":{},"school":"illusion","price":2200000,"skill":["Deception"],"trait":["Illusion","Magical","Spellheart","Visual"],"id":"equipment-4768-4264","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Lightweave Scarf Source Treasure Vault pg. 127 Usage affixed to armor or weapon --- The first of these strips of glittering cloth was worn by a monk from Jinin who would interweave it into his handwraps of mighty blows. The spell DC of any spell cast by activating this item is 24. Armor You gain a +2 item bonus to saving throws against illusions and Deception checks to Create a Diversion. Weapon (visual) After you cast an illusion spell by activating the scarf, the weapon is shrouded in a mesmerizing illusory pattern. Your next Strike causes the target to be confused for 1 round if it hits. If you don’t make a Strike by the end of your next turn, the illusion ends with no effect. Activate Cast a Spell; Effect You cast dancing lights . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Lightweave Scarf Source Treasure Vault pg. 127 Price 500 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast hypnotic pattern . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Lightweave Scarf (Greater) Source Treasure Vault pg. 127 Price 5,500 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level hypnotic pattern . Activate Cast a Spell; Frequency once per day; Effect You cast vibrant pattern . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Lightweave Scarf (Major) Source Treasure Vault pg. 127 Price 22,000 gp --- Item bonus when affixed to armor is +3; when affixed to a weapon, creatures are confused for 1 minute; and the spell DC is 38. Activate Cast a Spell; Frequency once per day; Effect You cast 8th-level vibrant pattern . Activate Cast a Spell; Frequency once per day; Effect You cast scintillating pattern .","skill_mod":{},"summary":"Item bonus when affixed to armor is +3; when affixed to a weapon, creatures are confused for 1 minute; and the spell DC is 38.","primary_source":"Treasure Vault","trait_group":["School","Monster","Mechanics","Equipment","Sense"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4768","name":"Lightweave Scarf (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4768-4264"},{"item_child_id":["equipment-4769-4265","equipment-4769-4266","equipment-4769-4267"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"illusion","skill":["Thievery","Thievery","Thievery"],"trait":["Emotion","Illusion","Magical","Mental","Spellheart"],"id":"equipment-4769","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Phantasmal Doorknob Source Treasure Vault pg. 127 PFS Note Greater and major versions of phantasmal doorknob are limited, but the standard version is permitted for use. Usage affixed to armor or weapon --- This ornate doorknob can open doors both material and metaphysical, revealing dreams and nightmares. The spell DC of any spell cast by activating this item is 20. Armor You gain a +1 item bonus to Thievery checks to Pick a Lock. Weapon If you critically succeed at a Strike with the weapon, the target is dazzled until the end of its next turn. Activate Cast a Spell; Effect You cast ghost sound . <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Phantasmal Doorknob Source Treasure Vault pg. 127 Price 215 gp --- Activate Cast a Spell; Effect You cast ghost sound . <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Phantasmal Doorknob (Greater) Source Treasure Vault pg. 127 Price 900 gp --- The item bonus when affixed to armor is +2, and the spell DC is 27. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn. Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal treasure . <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Phantasmal Doorknob (Major) Source Treasure Vault pg. 127 Price 6,000 gp --- The item bonus when affixed to armor is +2, and the spell DC is 34. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level phantasmal killer . Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal calamity .","skill_mod":{},"summary":"This ornate doorknob can open doors both material and metaphysical, revealing dreams and nightmares. The spell DC of any spell cast by activating …","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Monster","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4769","name":"Phantasmal Doorknob","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4769"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4769","weakness":{},"school":"illusion","price":21500,"skill":["Thievery"],"trait":["Emotion","Illusion","Magical","Mental","Spellheart"],"id":"equipment-4769-4265","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Phantasmal Doorknob Source Treasure Vault pg. 127 PFS Note Greater and major versions of phantasmal doorknob are limited, but the standard version is permitted for use. Usage affixed to armor or weapon --- This ornate doorknob can open doors both material and metaphysical, revealing dreams and nightmares. The spell DC of any spell cast by activating this item is 20. Armor You gain a +1 item bonus to Thievery checks to Pick a Lock. Weapon If you critically succeed at a Strike with the weapon, the target is dazzled until the end of its next turn. Activate Cast a Spell; Effect You cast ghost sound . <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Phantasmal Doorknob Source Treasure Vault pg. 127 Price 215 gp --- Activate Cast a Spell; Effect You cast ghost sound . <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Phantasmal Doorknob (Greater) Source Treasure Vault pg. 127 Price 900 gp --- The item bonus when affixed to armor is +2, and the spell DC is 27. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn. Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal treasure . <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Phantasmal Doorknob (Major) Source Treasure Vault pg. 127 Price 6,000 gp --- The item bonus when affixed to armor is +2, and the spell DC is 34. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level phantasmal killer . Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal calamity .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Monster","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4769","name":"Phantasmal Doorknob","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4769-4265"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4769","weakness":{},"school":"illusion","price":90000,"skill":["Thievery"],"trait":["Emotion","Illusion","Magical","Mental","Spellheart"],"id":"equipment-4769-4266","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Phantasmal Doorknob Source Treasure Vault pg. 127 PFS Note Greater and major versions of phantasmal doorknob are limited, but the standard version is permitted for use. Usage affixed to armor or weapon --- This ornate doorknob can open doors both material and metaphysical, revealing dreams and nightmares. The spell DC of any spell cast by activating this item is 20. Armor You gain a +1 item bonus to Thievery checks to Pick a Lock. Weapon If you critically succeed at a Strike with the weapon, the target is dazzled until the end of its next turn. Activate Cast a Spell; Effect You cast ghost sound . <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Phantasmal Doorknob Source Treasure Vault pg. 127 Price 215 gp --- Activate Cast a Spell; Effect You cast ghost sound . <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Phantasmal Doorknob (Greater) Source Treasure Vault pg. 127 Price 900 gp --- The item bonus when affixed to armor is +2, and the spell DC is 27. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn. Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal treasure . <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Phantasmal Doorknob (Major) Source Treasure Vault pg. 127 Price 6,000 gp --- The item bonus when affixed to armor is +2, and the spell DC is 34. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level phantasmal killer . Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal calamity .","skill_mod":{},"summary":"The item bonus when affixed to armor is +2, and the spell DC is 27. On a critical hit with a weapon the doorknob is affixed to, the target is …","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Monster","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4769","name":"Phantasmal Doorknob (Greater)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-4769-4266"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4769","weakness":{},"school":"illusion","price":600000,"skill":["Thievery"],"trait":["Emotion","Illusion","Magical","Mental","Spellheart"],"id":"equipment-4769-4267","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Phantasmal Doorknob Source Treasure Vault pg. 127 PFS Note Greater and major versions of phantasmal doorknob are limited, but the standard version is permitted for use. Usage affixed to armor or weapon --- This ornate doorknob can open doors both material and metaphysical, revealing dreams and nightmares. The spell DC of any spell cast by activating this item is 20. Armor You gain a +1 item bonus to Thievery checks to Pick a Lock. Weapon If you critically succeed at a Strike with the weapon, the target is dazzled until the end of its next turn. Activate Cast a Spell; Effect You cast ghost sound . <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Phantasmal Doorknob Source Treasure Vault pg. 127 Price 215 gp --- Activate Cast a Spell; Effect You cast ghost sound . <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Phantasmal Doorknob (Greater) Source Treasure Vault pg. 127 Price 900 gp --- The item bonus when affixed to armor is +2, and the spell DC is 27. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn. Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal treasure . <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Phantasmal Doorknob (Major) Source Treasure Vault pg. 127 Price 6,000 gp --- The item bonus when affixed to armor is +2, and the spell DC is 34. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level phantasmal killer . Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal calamity .","skill_mod":{},"summary":"The item bonus when affixed to armor is +2, and the spell DC is 34. On a critical hit with a weapon the doorknob is affixed to, the target is …","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Monster","Equipment"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4769","name":"Phantasmal Doorknob (Major)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-4769-4267"},{"item_child_id":["equipment-4770-4268","equipment-4770-4269","equipment-4770-4270"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Magical","Spellheart"],"id":"equipment-4770","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Radiant Prism Source Treasure Vault pg. 127 Usage affixed to armor or weapon --- Any armor or weapon this glass prism is affixed to glows softly with shifting colored lights. The spell DC of any spell cast by activating this item is 35. Armor (light) After you cast an abjuration spell by activating the prism, you glow with dim light in a multitude of shimmering hues, shedding light like a torch and making you concealed until the end of your next turn. Weapon After you cast an abjuration spell by activating the prism, your Strikes with the weapon gain the brilliant property rune until the end of your next turn. Activate Cast a Spell; Effect You cast light . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Radiant Prism Source Treasure Vault pg. 127 Price 8,600 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Radiant Prism (Greater) Source Treasure Vault pg. 127 Price 20,500 gp --- The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 38. The damage from the brilliant rune increases to 2d4 of each type. Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor. Activate Cast a Spell; Frequency once per day; Effect You cast prismatic wall . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Radiant Prism (Major) Source Treasure Vault pg. 128 Price 64,000 gp --- The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 43. The rune is greater brilliant , and its damage is 3d4 of each type. Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor . Activate Cast a Spell; Frequency once per day; Effect You cast prismatic sphere .","skill_mod":{},"summary":"Any armor or weapon this glass prism is affixed to glows softly with shifting colored lights. The spell DC of any spell cast by activating this item …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4770","name":"Radiant Prism","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4770"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4770","weakness":{},"school":"abjuration","price":860000,"trait":["Abjuration","Magical","Spellheart"],"id":"equipment-4770-4268","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Radiant Prism Source Treasure Vault pg. 127 Usage affixed to armor or weapon --- Any armor or weapon this glass prism is affixed to glows softly with shifting colored lights. The spell DC of any spell cast by activating this item is 35. Armor (light) After you cast an abjuration spell by activating the prism, you glow with dim light in a multitude of shimmering hues, shedding light like a torch and making you concealed until the end of your next turn. Weapon After you cast an abjuration spell by activating the prism, your Strikes with the weapon gain the brilliant property rune until the end of your next turn. Activate Cast a Spell; Effect You cast light . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Radiant Prism Source Treasure Vault pg. 127 Price 8,600 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Radiant Prism (Greater) Source Treasure Vault pg. 127 Price 20,500 gp --- The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 38. The damage from the brilliant rune increases to 2d4 of each type. Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor. Activate Cast a Spell; Frequency once per day; Effect You cast prismatic wall . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Radiant Prism (Major) Source Treasure Vault pg. 128 Price 64,000 gp --- The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 43. The rune is greater brilliant , and its damage is 3d4 of each type. Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor . Activate Cast a Spell; Frequency once per day; Effect You cast prismatic sphere .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4770","name":"Radiant Prism","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4770-4268"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4770","weakness":{},"school":"abjuration","price":2050000,"trait":["Abjuration","Magical","Spellheart"],"id":"equipment-4770-4269","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Radiant Prism Source Treasure Vault pg. 127 Usage affixed to armor or weapon --- Any armor or weapon this glass prism is affixed to glows softly with shifting colored lights. The spell DC of any spell cast by activating this item is 35. Armor (light) After you cast an abjuration spell by activating the prism, you glow with dim light in a multitude of shimmering hues, shedding light like a torch and making you concealed until the end of your next turn. Weapon After you cast an abjuration spell by activating the prism, your Strikes with the weapon gain the brilliant property rune until the end of your next turn. Activate Cast a Spell; Effect You cast light . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Radiant Prism Source Treasure Vault pg. 127 Price 8,600 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Radiant Prism (Greater) Source Treasure Vault pg. 127 Price 20,500 gp --- The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 38. The damage from the brilliant rune increases to 2d4 of each type. Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor. Activate Cast a Spell; Frequency once per day; Effect You cast prismatic wall . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Radiant Prism (Major) Source Treasure Vault pg. 128 Price 64,000 gp --- The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 43. The rune is greater brilliant , and its damage is 3d4 of each type. Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor . Activate Cast a Spell; Frequency once per day; Effect You cast prismatic sphere .","skill_mod":{},"summary":"The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 38. The damage from the brilliant rune increases to 2d4 of each type. …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4770","name":"Radiant Prism (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4770-4269"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4770","weakness":{},"school":"abjuration","price":6400000,"trait":["Abjuration","Magical","Spellheart"],"id":"equipment-4770-4270","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Radiant Prism Source Treasure Vault pg. 127 Usage affixed to armor or weapon --- Any armor or weapon this glass prism is affixed to glows softly with shifting colored lights. The spell DC of any spell cast by activating this item is 35. Armor (light) After you cast an abjuration spell by activating the prism, you glow with dim light in a multitude of shimmering hues, shedding light like a torch and making you concealed until the end of your next turn. Weapon After you cast an abjuration spell by activating the prism, your Strikes with the weapon gain the brilliant property rune until the end of your next turn. Activate Cast a Spell; Effect You cast light . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Radiant Prism Source Treasure Vault pg. 127 Price 8,600 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Radiant Prism (Greater) Source Treasure Vault pg. 127 Price 20,500 gp --- The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 38. The damage from the brilliant rune increases to 2d4 of each type. Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor. Activate Cast a Spell; Frequency once per day; Effect You cast prismatic wall . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Radiant Prism (Major) Source Treasure Vault pg. 128 Price 64,000 gp --- The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 43. The rune is greater brilliant , and its damage is 3d4 of each type. Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor . Activate Cast a Spell; Frequency once per day; Effect You cast prismatic sphere .","skill_mod":{},"summary":"The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 43. The rune is greater brilliant , and its damage is 3d4 of each …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4770","name":"Radiant Prism (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4770-4270"},{"item_child_id":["equipment-4771-4271","equipment-4771-4272","equipment-4771-4273"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Sonic","Spellheart"],"id":"equipment-4771","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Resonating Fork Source Treasure Vault pg. 128 Usage affixed to armor or weapon --- This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19. Armor You gain resistance 2 to sonic damage and a +1 item bonus to saving throws against effects with the auditory or sonic trait. Weapon After you cast a sonic spell by activating the fork, the weapon reverberates with trapped sound waves. Your next Strike causes the target to be deafened for 1 round if it hits (or for 3 rounds on a critical hit). If you don’t make a Strike by the end of your next turn, the sound waves dissipate with no effect. Activate Cast a Spell; Effect You cast bullhorn . <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Resonating Fork Source Treasure Vault pg. 128 Price 140 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast biting words . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Resonating Fork (Greater) Source Treasure Vault pg. 128 Price 340 gp --- The resistance is 5 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 3 rounds (1 minute on a critical success), the spell attack roll is +13, and the spell DC is 23. Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-level biting words . Activate Cast a Spell; Frequency once per day; Effect You cast sound burst . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Resonating Fork (Major) Source Treasure Vault pg. 128 Price 1,800 gp --- The resistance is 10 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 1 minute (1 hour on a critical success), and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level sound burst . Activate Cast a Spell; Frequency once per day; Effect You cast painful vibrations .","skill_mod":{},"summary":"This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Energy","Monster","Equipment"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4771","name":"Resonating Fork","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4771"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4771","weakness":{},"school":"evocation","price":14000,"trait":["Evocation","Magical","Sonic","Spellheart"],"id":"equipment-4771-4271","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Resonating Fork Source Treasure Vault pg. 128 Usage affixed to armor or weapon --- This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19. Armor You gain resistance 2 to sonic damage and a +1 item bonus to saving throws against effects with the auditory or sonic trait. Weapon After you cast a sonic spell by activating the fork, the weapon reverberates with trapped sound waves. Your next Strike causes the target to be deafened for 1 round if it hits (or for 3 rounds on a critical hit). If you don’t make a Strike by the end of your next turn, the sound waves dissipate with no effect. Activate Cast a Spell; Effect You cast bullhorn . <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Resonating Fork Source Treasure Vault pg. 128 Price 140 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast biting words . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Resonating Fork (Greater) Source Treasure Vault pg. 128 Price 340 gp --- The resistance is 5 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 3 rounds (1 minute on a critical success), the spell attack roll is +13, and the spell DC is 23. Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-level biting words . Activate Cast a Spell; Frequency once per day; Effect You cast sound burst . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Resonating Fork (Major) Source Treasure Vault pg. 128 Price 1,800 gp --- The resistance is 10 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 1 minute (1 hour on a critical success), and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level sound burst . Activate Cast a Spell; Frequency once per day; Effect You cast painful vibrations .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Energy","Monster","Equipment"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4771","name":"Resonating Fork","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4771-4271"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4771","weakness":{},"school":"evocation","price":34000,"trait":["Evocation","Magical","Sonic","Spellheart"],"id":"equipment-4771-4272","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Resonating Fork Source Treasure Vault pg. 128 Usage affixed to armor or weapon --- This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19. Armor You gain resistance 2 to sonic damage and a +1 item bonus to saving throws against effects with the auditory or sonic trait. Weapon After you cast a sonic spell by activating the fork, the weapon reverberates with trapped sound waves. Your next Strike causes the target to be deafened for 1 round if it hits (or for 3 rounds on a critical hit). If you don’t make a Strike by the end of your next turn, the sound waves dissipate with no effect. Activate Cast a Spell; Effect You cast bullhorn . <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Resonating Fork Source Treasure Vault pg. 128 Price 140 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast biting words . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Resonating Fork (Greater) Source Treasure Vault pg. 128 Price 340 gp --- The resistance is 5 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 3 rounds (1 minute on a critical success), the spell attack roll is +13, and the spell DC is 23. Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-level biting words . Activate Cast a Spell; Frequency once per day; Effect You cast sound burst . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Resonating Fork (Major) Source Treasure Vault pg. 128 Price 1,800 gp --- The resistance is 10 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 1 minute (1 hour on a critical success), and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level sound burst . Activate Cast a Spell; Frequency once per day; Effect You cast painful vibrations .","skill_mod":{},"summary":"The resistance is 5 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 3 rounds (1 minute on a …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Energy","Monster","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4771","name":"Resonating Fork (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4771-4272"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4771","weakness":{},"school":"evocation","price":180000,"trait":["Evocation","Magical","Sonic","Spellheart"],"id":"equipment-4771-4273","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Resonating Fork Source Treasure Vault pg. 128 Usage affixed to armor or weapon --- This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19. Armor You gain resistance 2 to sonic damage and a +1 item bonus to saving throws against effects with the auditory or sonic trait. Weapon After you cast a sonic spell by activating the fork, the weapon reverberates with trapped sound waves. Your next Strike causes the target to be deafened for 1 round if it hits (or for 3 rounds on a critical hit). If you don’t make a Strike by the end of your next turn, the sound waves dissipate with no effect. Activate Cast a Spell; Effect You cast bullhorn . <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Resonating Fork Source Treasure Vault pg. 128 Price 140 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast biting words . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Resonating Fork (Greater) Source Treasure Vault pg. 128 Price 340 gp --- The resistance is 5 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 3 rounds (1 minute on a critical success), the spell attack roll is +13, and the spell DC is 23. Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-level biting words . Activate Cast a Spell; Frequency once per day; Effect You cast sound burst . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Resonating Fork (Major) Source Treasure Vault pg. 128 Price 1,800 gp --- The resistance is 10 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 1 minute (1 hour on a critical success), and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level sound burst . Activate Cast a Spell; Frequency once per day; Effect You cast painful vibrations .","skill_mod":{},"summary":"The resistance is 10 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 1 minute (1 hour on a critical …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Energy","Monster","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4771","name":"Resonating Fork (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4771-4273"},{"item_child_id":["equipment-4772-4274","equipment-4772-4275","equipment-4772-4276"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"evocation","trait":["Cold","Evocation","Magical","Spellheart"],"id":"equipment-4772","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Rime Crystal Source Treasure Vault pg. 128 Usage affixed to armor or weapon --- Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to cold. Weapon After you cast a cold spell by activating the crystal, your Strikes with the weapon deal an additional 1d4 cold damage until the end of your next turn. Activate Cast a Spell; Effect You cast ray of frost . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Rime Crystal Source Treasure Vault pg. 128 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Rime Crystal (Greater) Source Treasure Vault pg. 128 Price 425 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level chilling spray . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Rime Crystal (Major) Source Treasure Vault pg. 128 Price 2,800 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast ice storm . Activate Cast a Spell; Frequency once per day; Effect You cast cone of cold .","skill_mod":{},"summary":"Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the …","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4772","name":"Rime Crystal","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4772"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4772","weakness":{},"school":"evocation","price":5500,"trait":["Cold","Evocation","Magical","Spellheart"],"id":"equipment-4772-4274","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Rime Crystal Source Treasure Vault pg. 128 Usage affixed to armor or weapon --- Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to cold. Weapon After you cast a cold spell by activating the crystal, your Strikes with the weapon deal an additional 1d4 cold damage until the end of your next turn. Activate Cast a Spell; Effect You cast ray of frost . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Rime Crystal Source Treasure Vault pg. 128 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Rime Crystal (Greater) Source Treasure Vault pg. 128 Price 425 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level chilling spray . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Rime Crystal (Major) Source Treasure Vault pg. 128 Price 2,800 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast ice storm . Activate Cast a Spell; Frequency once per day; Effect You cast cone of cold .","skill_mod":{},"summary":"Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the …","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4772","name":"Rime Crystal","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4772-4274"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4772","weakness":{},"school":"evocation","price":42500,"trait":["Cold","Evocation","Magical","Spellheart"],"id":"equipment-4772-4275","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Rime Crystal Source Treasure Vault pg. 128 Usage affixed to armor or weapon --- Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to cold. Weapon After you cast a cold spell by activating the crystal, your Strikes with the weapon deal an additional 1d4 cold damage until the end of your next turn. Activate Cast a Spell; Effect You cast ray of frost . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Rime Crystal Source Treasure Vault pg. 128 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Rime Crystal (Greater) Source Treasure Vault pg. 128 Price 425 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level chilling spray . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Rime Crystal (Major) Source Treasure Vault pg. 128 Price 2,800 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast ice storm . Activate Cast a Spell; Frequency once per day; Effect You cast cone of cold .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4772","name":"Rime Crystal (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4772-4275"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4772","weakness":{},"school":"evocation","price":280000,"trait":["Cold","Evocation","Magical","Spellheart"],"id":"equipment-4772-4276","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Rime Crystal Source Treasure Vault pg. 128 Usage affixed to armor or weapon --- Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to cold. Weapon After you cast a cold spell by activating the crystal, your Strikes with the weapon deal an additional 1d4 cold damage until the end of your next turn. Activate Cast a Spell; Effect You cast ray of frost . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Rime Crystal Source Treasure Vault pg. 128 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Rime Crystal (Greater) Source Treasure Vault pg. 128 Price 425 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level chilling spray . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Rime Crystal (Major) Source Treasure Vault pg. 128 Price 2,800 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast ice storm . Activate Cast a Spell; Frequency once per day; Effect You cast cone of cold .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4772","name":"Rime Crystal (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4772-4276"},{"item_child_id":["equipment-4773-4277","equipment-4773-4278","equipment-4773-4279"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"necromancy","trait":["Magical","Necromancy","Negative","Spellheart","Void"],"id":"equipment-4773","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sanguine Fang Source Treasure Vault pg. 128 Usage affixed to armor or weapon --- A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 25. Armor You gain resistance 3 to persistent bleed damage and a +2 item bonus on saving throws against effects with the negative trait. Weapon After you cast a necromancy spell by activating the fang, your Strikes with the weapon deal 1d4 persistent bleed damage until the end of your next turn. Activate Cast a Spell; Effect You cast chill touch . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sanguine Fang Source Treasure Vault pg. 128 Price 650 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast vampiric touch . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sanguine Fang (Greater) Source Treasure Vault pg. 128 Price 1,750 gp --- The resistance is 5 when affixed to armor, the persistent bleed damage is 1d6 when affixed to a weapon, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast sanguine mist . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level vampiric touch . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sanguine Fang (Major) Source Treasure Vault pg. 128 Price 5,750 gp --- The resistance is 10 and the item bonus is +3 when affixed to armor, the persistent bleed damage is 2d6 when affixed to a weapon, and the spell DC is 34. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level vampiric touch . Activate Cast a Spell; Frequency once per day; Effect You cast vampiric exsanguination .","skill_mod":{},"summary":"A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating …","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Energy","Planar","Creature Type","Equipment"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4773","name":"Sanguine Fang","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4773"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4773","weakness":{},"school":"necromancy","price":65000,"trait":["Magical","Necromancy","Negative","Spellheart","Void"],"id":"equipment-4773-4277","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sanguine Fang Source Treasure Vault pg. 128 Usage affixed to armor or weapon --- A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 25. Armor You gain resistance 3 to persistent bleed damage and a +2 item bonus on saving throws against effects with the negative trait. Weapon After you cast a necromancy spell by activating the fang, your Strikes with the weapon deal 1d4 persistent bleed damage until the end of your next turn. Activate Cast a Spell; Effect You cast chill touch . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sanguine Fang Source Treasure Vault pg. 128 Price 650 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast vampiric touch . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sanguine Fang (Greater) Source Treasure Vault pg. 128 Price 1,750 gp --- The resistance is 5 when affixed to armor, the persistent bleed damage is 1d6 when affixed to a weapon, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast sanguine mist . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level vampiric touch . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sanguine Fang (Major) Source Treasure Vault pg. 128 Price 5,750 gp --- The resistance is 10 and the item bonus is +3 when affixed to armor, the persistent bleed damage is 2d6 when affixed to a weapon, and the spell DC is 34. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level vampiric touch . Activate Cast a Spell; Frequency once per day; Effect You cast vampiric exsanguination .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Energy","Planar","Creature Type","Equipment"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4773","name":"Sanguine Fang","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4773-4277"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4773","weakness":{},"school":"necromancy","price":175000,"trait":["Magical","Necromancy","Negative","Spellheart","Void"],"id":"equipment-4773-4278","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sanguine Fang Source Treasure Vault pg. 128 Usage affixed to armor or weapon --- A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 25. Armor You gain resistance 3 to persistent bleed damage and a +2 item bonus on saving throws against effects with the negative trait. Weapon After you cast a necromancy spell by activating the fang, your Strikes with the weapon deal 1d4 persistent bleed damage until the end of your next turn. Activate Cast a Spell; Effect You cast chill touch . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sanguine Fang Source Treasure Vault pg. 128 Price 650 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast vampiric touch . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sanguine Fang (Greater) Source Treasure Vault pg. 128 Price 1,750 gp --- The resistance is 5 when affixed to armor, the persistent bleed damage is 1d6 when affixed to a weapon, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast sanguine mist . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level vampiric touch . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sanguine Fang (Major) Source Treasure Vault pg. 128 Price 5,750 gp --- The resistance is 10 and the item bonus is +3 when affixed to armor, the persistent bleed damage is 2d6 when affixed to a weapon, and the spell DC is 34. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level vampiric touch . Activate Cast a Spell; Frequency once per day; Effect You cast vampiric exsanguination .","skill_mod":{},"summary":"The resistance is 5 when affixed to armor, the persistent bleed damage is 1d6 when affixed to a weapon, and the spell DC is 29.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Energy","Planar","Creature Type","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4773","name":"Sanguine Fang (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4773-4278"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4773","weakness":{},"school":"necromancy","price":575000,"trait":["Magical","Necromancy","Negative","Spellheart","Void"],"id":"equipment-4773-4279","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sanguine Fang Source Treasure Vault pg. 128 Usage affixed to armor or weapon --- A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 25. Armor You gain resistance 3 to persistent bleed damage and a +2 item bonus on saving throws against effects with the negative trait. Weapon After you cast a necromancy spell by activating the fang, your Strikes with the weapon deal 1d4 persistent bleed damage until the end of your next turn. Activate Cast a Spell; Effect You cast chill touch . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sanguine Fang Source Treasure Vault pg. 128 Price 650 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast vampiric touch . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sanguine Fang (Greater) Source Treasure Vault pg. 128 Price 1,750 gp --- The resistance is 5 when affixed to armor, the persistent bleed damage is 1d6 when affixed to a weapon, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast sanguine mist . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level vampiric touch . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sanguine Fang (Major) Source Treasure Vault pg. 128 Price 5,750 gp --- The resistance is 10 and the item bonus is +3 when affixed to armor, the persistent bleed damage is 2d6 when affixed to a weapon, and the spell DC is 34. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level vampiric touch . Activate Cast a Spell; Frequency once per day; Effect You cast vampiric exsanguination .","skill_mod":{},"summary":"The resistance is 10 and the item bonus is +3 when affixed to armor, the persistent bleed damage is 2d6 when affixed to a weapon, and the spell DC is …","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Energy","Planar","Creature Type","Equipment"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4773","name":"Sanguine Fang (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4773-4279"},{"item_child_id":["equipment-4774-4280","equipment-4774-4281","equipment-4774-4282"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"transmutation","trait":["Magical","Spellheart","Transmutation"],"id":"equipment-4774","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Saurian Spike Source Treasure Vault pg. 128 Usage affixed to armor or weapon --- This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often feels a sudden surge in power and confidence. Armor You gain imprecise scent with a range of 30 feet. Weapon (auditory, emotion, fear, visual) When you cast a polymorph spell by activating the spike, your battle form is exceptionally fearsome. Each enemy in a 30-foot emanation must succeed at a DC 27 Will saving throw or become frightened 1 (frightened 2 on a critical failure). Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Saurian Spike Source Treasure Vault pg. 128 Price 700 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast dinosaur form . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Saurian Spike (Greater) Source Treasure Vault pg. 128 Price 1,400 gp --- The range of the scent and fear emanation are both 60 feet. The save DC is 28. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level dinosaur form . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Saurian Spike (Major) Source Treasure Vault pg. 128 Price 6,500 gp --- The range of the scent and fear emanation are both 60 feet. The scent is precise instead of imprecise, and creatures that fail their saves are frightened 2 (frightened 3 on a critical failure) with a DC 34 save. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level dinosaur form .","skill_mod":{},"summary":"This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4774","name":"Saurian Spike","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4774"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4774","weakness":{},"school":"transmutation","price":70000,"trait":["Magical","Spellheart","Transmutation"],"id":"equipment-4774-4280","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Saurian Spike Source Treasure Vault pg. 128 Usage affixed to armor or weapon --- This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often feels a sudden surge in power and confidence. Armor You gain imprecise scent with a range of 30 feet. Weapon (auditory, emotion, fear, visual) When you cast a polymorph spell by activating the spike, your battle form is exceptionally fearsome. Each enemy in a 30-foot emanation must succeed at a DC 27 Will saving throw or become frightened 1 (frightened 2 on a critical failure). Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Saurian Spike Source Treasure Vault pg. 128 Price 700 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast dinosaur form . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Saurian Spike (Greater) Source Treasure Vault pg. 128 Price 1,400 gp --- The range of the scent and fear emanation are both 60 feet. The save DC is 28. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level dinosaur form . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Saurian Spike (Major) Source Treasure Vault pg. 128 Price 6,500 gp --- The range of the scent and fear emanation are both 60 feet. The scent is precise instead of imprecise, and creatures that fail their saves are frightened 2 (frightened 3 on a critical failure) with a DC 34 save. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level dinosaur form .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4774","name":"Saurian Spike","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4774-4280"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4774","weakness":{},"school":"transmutation","price":140000,"trait":["Magical","Spellheart","Transmutation"],"id":"equipment-4774-4281","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Saurian Spike Source Treasure Vault pg. 128 Usage affixed to armor or weapon --- This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often feels a sudden surge in power and confidence. Armor You gain imprecise scent with a range of 30 feet. Weapon (auditory, emotion, fear, visual) When you cast a polymorph spell by activating the spike, your battle form is exceptionally fearsome. Each enemy in a 30-foot emanation must succeed at a DC 27 Will saving throw or become frightened 1 (frightened 2 on a critical failure). Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Saurian Spike Source Treasure Vault pg. 128 Price 700 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast dinosaur form . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Saurian Spike (Greater) Source Treasure Vault pg. 128 Price 1,400 gp --- The range of the scent and fear emanation are both 60 feet. The save DC is 28. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level dinosaur form . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Saurian Spike (Major) Source Treasure Vault pg. 128 Price 6,500 gp --- The range of the scent and fear emanation are both 60 feet. The scent is precise instead of imprecise, and creatures that fail their saves are frightened 2 (frightened 3 on a critical failure) with a DC 34 save. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level dinosaur form .","skill_mod":{},"summary":"The range of the scent and fear emanation are both 60 feet. The save DC is 28.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4774","name":"Saurian Spike (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4774-4281"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4774","weakness":{},"school":"transmutation","price":650000,"trait":["Magical","Spellheart","Transmutation"],"id":"equipment-4774-4282","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Saurian Spike Source Treasure Vault pg. 128 Usage affixed to armor or weapon --- This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often feels a sudden surge in power and confidence. Armor You gain imprecise scent with a range of 30 feet. Weapon (auditory, emotion, fear, visual) When you cast a polymorph spell by activating the spike, your battle form is exceptionally fearsome. Each enemy in a 30-foot emanation must succeed at a DC 27 Will saving throw or become frightened 1 (frightened 2 on a critical failure). Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Saurian Spike Source Treasure Vault pg. 128 Price 700 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast dinosaur form . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Saurian Spike (Greater) Source Treasure Vault pg. 128 Price 1,400 gp --- The range of the scent and fear emanation are both 60 feet. The save DC is 28. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level dinosaur form . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Saurian Spike (Major) Source Treasure Vault pg. 128 Price 6,500 gp --- The range of the scent and fear emanation are both 60 feet. The scent is precise instead of imprecise, and creatures that fail their saves are frightened 2 (frightened 3 on a critical failure) with a DC 34 save. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level dinosaur form .","skill_mod":{},"summary":"The range of the scent and fear emanation are both 60 feet. The scent is precise instead of imprecise, and creatures that fail their saves are …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4774","name":"Saurian Spike (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4774-4282"},{"item_child_id":["equipment-4775-4283","equipment-4775-4284","equipment-4775-4285"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"divination","trait":["Divination","Magical","Spellheart"],"id":"equipment-4775","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Vigilant Eye Source Treasure Vault pg. 129 Usage affixed to armor or weapon --- Carved in this wooden disc is a humanoid eye, painted in muted shades that blend in with the wood. The eye’s pupil continually twitches and moves, scanning its bearer’s surroundings. Armor (revelation) You aren’t flat-footed to hidden or undetected creatures of the eye’s level or lower, or creatures of the eye’s level or lower using surprise attack, though you can still be flanked. Weapon When you make a Strike with the weapon against a target that’s concealed, hidden, or undetected, the DC of your flat check to target it is 4 if the target is concealed or 10 if it’s hidden or undetected. Activate Cast a Spell; Effect You cast detect magic . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Vigilant Eye Source Treasure Vault pg. 129 Price 650 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast web of eyes . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Vigilant Eye (Greater) Source Treasure Vault pg. 129 Price 1,250 gp --- The flat check DC if the eye is affixed to a weapon is 3 if the target is concealed or 9 if it’s hidden. Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Vigilant Eye (Major) Source Treasure Vault pg. 129 Price 2,700 gp --- The flat check DC if the eye is affixed to a weapon is 2 if the target is concealed or 8 if it’s hidden. Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance . Activate Cast a Spell; Frequency once per day; Effect You cast prying eye .","skill_mod":{},"summary":"Carved in this wooden disc is a humanoid eye, painted in muted shades that blend in with the wood. The eye’s pupil continually twitches and moves, …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4775","name":"Vigilant Eye","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4775"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4775","weakness":{},"school":"divination","price":65000,"trait":["Divination","Magical","Spellheart"],"id":"equipment-4775-4283","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Vigilant Eye Source Treasure Vault pg. 129 Usage affixed to armor or weapon --- Carved in this wooden disc is a humanoid eye, painted in muted shades that blend in with the wood. The eye’s pupil continually twitches and moves, scanning its bearer’s surroundings. Armor (revelation) You aren’t flat-footed to hidden or undetected creatures of the eye’s level or lower, or creatures of the eye’s level or lower using surprise attack, though you can still be flanked. Weapon When you make a Strike with the weapon against a target that’s concealed, hidden, or undetected, the DC of your flat check to target it is 4 if the target is concealed or 10 if it’s hidden or undetected. Activate Cast a Spell; Effect You cast detect magic . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Vigilant Eye Source Treasure Vault pg. 129 Price 650 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast web of eyes . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Vigilant Eye (Greater) Source Treasure Vault pg. 129 Price 1,250 gp --- The flat check DC if the eye is affixed to a weapon is 3 if the target is concealed or 9 if it’s hidden. Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Vigilant Eye (Major) Source Treasure Vault pg. 129 Price 2,700 gp --- The flat check DC if the eye is affixed to a weapon is 2 if the target is concealed or 8 if it’s hidden. Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance . Activate Cast a Spell; Frequency once per day; Effect You cast prying eye .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4775","name":"Vigilant Eye","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4775-4283"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4775","weakness":{},"school":"divination","price":125000,"trait":["Divination","Magical","Spellheart"],"id":"equipment-4775-4284","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Vigilant Eye Source Treasure Vault pg. 129 Usage affixed to armor or weapon --- Carved in this wooden disc is a humanoid eye, painted in muted shades that blend in with the wood. The eye’s pupil continually twitches and moves, scanning its bearer’s surroundings. Armor (revelation) You aren’t flat-footed to hidden or undetected creatures of the eye’s level or lower, or creatures of the eye’s level or lower using surprise attack, though you can still be flanked. Weapon When you make a Strike with the weapon against a target that’s concealed, hidden, or undetected, the DC of your flat check to target it is 4 if the target is concealed or 10 if it’s hidden or undetected. Activate Cast a Spell; Effect You cast detect magic . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Vigilant Eye Source Treasure Vault pg. 129 Price 650 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast web of eyes . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Vigilant Eye (Greater) Source Treasure Vault pg. 129 Price 1,250 gp --- The flat check DC if the eye is affixed to a weapon is 3 if the target is concealed or 9 if it’s hidden. Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Vigilant Eye (Major) Source Treasure Vault pg. 129 Price 2,700 gp --- The flat check DC if the eye is affixed to a weapon is 2 if the target is concealed or 8 if it’s hidden. Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance . Activate Cast a Spell; Frequency once per day; Effect You cast prying eye .","skill_mod":{},"summary":"The flat check DC if the eye is affixed to a weapon is 3 if the target is concealed or 9 if it’s hidden .","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4775","name":"Vigilant Eye (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4775-4284"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4775","weakness":{},"school":"divination","price":270000,"trait":["Divination","Magical","Spellheart"],"id":"equipment-4775-4285","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Vigilant Eye Source Treasure Vault pg. 129 Usage affixed to armor or weapon --- Carved in this wooden disc is a humanoid eye, painted in muted shades that blend in with the wood. The eye’s pupil continually twitches and moves, scanning its bearer’s surroundings. Armor (revelation) You aren’t flat-footed to hidden or undetected creatures of the eye’s level or lower, or creatures of the eye’s level or lower using surprise attack, though you can still be flanked. Weapon When you make a Strike with the weapon against a target that’s concealed, hidden, or undetected, the DC of your flat check to target it is 4 if the target is concealed or 10 if it’s hidden or undetected. Activate Cast a Spell; Effect You cast detect magic . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Vigilant Eye Source Treasure Vault pg. 129 Price 650 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast web of eyes . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Vigilant Eye (Greater) Source Treasure Vault pg. 129 Price 1,250 gp --- The flat check DC if the eye is affixed to a weapon is 3 if the target is concealed or 9 if it’s hidden. Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Vigilant Eye (Major) Source Treasure Vault pg. 129 Price 2,700 gp --- The flat check DC if the eye is affixed to a weapon is 2 if the target is concealed or 8 if it’s hidden. Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance . Activate Cast a Spell; Frequency once per day; Effect You cast prying eye .","skill_mod":{},"summary":"The flat check DC if the eye is affixed to a weapon is 2 if the target is concealed or 8 if it’s hidden.","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4775","name":"Vigilant Eye (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4775-4285"},{"item_child_id":["equipment-4776-4286","equipment-4776-4287"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Force","Magical","Spellheart"],"id":"equipment-4776","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Warding Statuette Source Treasure Vault pg. 129 Usage affixed to armor or weapon --- This small figurine is carved from soapstone in the shape of a deity or guardian, facing both front and back to indicate unflagging vigilance. The spell attack roll of any spell cast by activating this item is +13. Armor You gain resistance 1 against ranged weapon attacks. Weapon When you hit with a Strike using the affixed weapon, or when a spell effect you created by activating the statuette hits with a Strike, you can choose a creature adjacent to the creature that was hit. That creature gains a +1 status bonus to AC until the start of your next turn. No more than one creature can benefit from this each turn. Activate Cast a Spell; Effect You cast shield . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Warding Statuette Source Treasure Vault pg. 129 Price 325 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast spiritual weapon . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Warding Statuette (Greater) Source Treasure Vault pg. 129 Price 2,600 gp --- The resistance is 5 when affixed to armor, and the spell attack roll is +20. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level spiritual weapon . Activate Cast a Spell; Frequency once per day; Effect You cast spiritual guardian .","skill_mod":{},"summary":"This small figurine is carved from soapstone in the shape of a deity or guardian, facing both front and back to indicate unflagging vigilance. The …","primary_source":"Treasure Vault","trait_group":["School","Energy","Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4776","name":"Warding Statuette","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4776"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4776","weakness":{},"school":"abjuration","price":32500,"trait":["Abjuration","Force","Magical","Spellheart"],"id":"equipment-4776-4286","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Warding Statuette Source Treasure Vault pg. 129 Usage affixed to armor or weapon --- This small figurine is carved from soapstone in the shape of a deity or guardian, facing both front and back to indicate unflagging vigilance. The spell attack roll of any spell cast by activating this item is +13. Armor You gain resistance 1 against ranged weapon attacks. Weapon When you hit with a Strike using the affixed weapon, or when a spell effect you created by activating the statuette hits with a Strike, you can choose a creature adjacent to the creature that was hit. That creature gains a +1 status bonus to AC until the start of your next turn. No more than one creature can benefit from this each turn. Activate Cast a Spell; Effect You cast shield . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Warding Statuette Source Treasure Vault pg. 129 Price 325 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast spiritual weapon . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Warding Statuette (Greater) Source Treasure Vault pg. 129 Price 2,600 gp --- The resistance is 5 when affixed to armor, and the spell attack roll is +20. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level spiritual weapon . Activate Cast a Spell; Frequency once per day; Effect You cast spiritual guardian .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["School","Energy","Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4776","name":"Warding Statuette","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4776-4286"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4776","weakness":{},"school":"abjuration","price":260000,"trait":["Abjuration","Force","Magical","Spellheart"],"id":"equipment-4776-4287","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Warding Statuette Source Treasure Vault pg. 129 Usage affixed to armor or weapon --- This small figurine is carved from soapstone in the shape of a deity or guardian, facing both front and back to indicate unflagging vigilance. The spell attack roll of any spell cast by activating this item is +13. Armor You gain resistance 1 against ranged weapon attacks. Weapon When you hit with a Strike using the affixed weapon, or when a spell effect you created by activating the statuette hits with a Strike, you can choose a creature adjacent to the creature that was hit. That creature gains a +1 status bonus to AC until the start of your next turn. No more than one creature can benefit from this each turn. Activate Cast a Spell; Effect You cast shield . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Warding Statuette Source Treasure Vault pg. 129 Price 325 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast spiritual weapon . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Warding Statuette (Greater) Source Treasure Vault pg. 129 Price 2,600 gp --- The resistance is 5 when affixed to armor, and the spell attack roll is +20. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level spiritual weapon . Activate Cast a Spell; Frequency once per day; Effect You cast spiritual guardian .","skill_mod":{},"summary":"The resistance is 5 when affixed to armor, and the spell attack roll is +20.","primary_source":"Treasure Vault","trait_group":["School","Energy","Mechanics","Equipment"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4776","name":"Warding Statuette (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4776-4287"},{"remaster_name":["Wyrm Spindle"],"item_child_id":["equipment-4777-4288","equipment-4777-4289","equipment-4777-4290"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Magical","Spellheart"],"id":"equipment-4777","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Wyrm Claw Source Treasure Vault pg. 129 Usage affixed to armor or weapon --- The tip of a metallic dragon’s claw is set into a band of silver. When you summon dragons using the claw, you must choose metallic dragons. Armor After you cast a conjuration spell by activating the wyrm claw, you gain resistance 5 to acid, cold, electricity, and fire for the next minute. Weapon After you cast a conjuration spell by activating the claw, you gain a Breath Weapon activity that takes 2 actions and deals 6d6 damage with a DC 28 basic Reflex save. Choose the area and type of damage when you use Breath Weapon: a 30-foot line that deals acid, electricity, or fire, or a 15-foot cone that deals cold or fire. You can use this activity once before the end of your next turn. Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wyrm Claw Source Treasure Vault pg. 129 Price 1,000 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast summon dragon . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wyrm Claw (Greater) Source Treasure Vault pg. 129 Price 6,500 gp --- Resistance when affixed to armor is 10, and damage from Breath Weapon when affixed to a weapon is 9d6 (DC 34). Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level summon dragon . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wyrm Claw (Major) Source Treasure Vault pg. 129 Price 40,000 gp --- Resistance when affixed to armor is 15, and damage from Breath Weapon when affixed to a weapon is 12d6 (DC 41). Activate Cast a Spell; Frequency once per day; Effect You cast summon draconic legion .","skill_mod":{},"summary":"The tip of a metallic dragon’s claw is set into a band of silver. When you summon dragons using the claw, you must choose metallic dragons . …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4777","name":"Wyrm Claw","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4777"},{"remaster_name":["Wyrm Spindle"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4777","weakness":{},"school":"conjuration","price":100000,"trait":["Conjuration","Magical","Spellheart"],"id":"equipment-4777-4288","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Wyrm Claw Source Treasure Vault pg. 129 Usage affixed to armor or weapon --- The tip of a metallic dragon’s claw is set into a band of silver. When you summon dragons using the claw, you must choose metallic dragons. Armor After you cast a conjuration spell by activating the wyrm claw, you gain resistance 5 to acid, cold, electricity, and fire for the next minute. Weapon After you cast a conjuration spell by activating the claw, you gain a Breath Weapon activity that takes 2 actions and deals 6d6 damage with a DC 28 basic Reflex save. Choose the area and type of damage when you use Breath Weapon: a 30-foot line that deals acid, electricity, or fire, or a 15-foot cone that deals cold or fire. You can use this activity once before the end of your next turn. Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wyrm Claw Source Treasure Vault pg. 129 Price 1,000 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast summon dragon . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wyrm Claw (Greater) Source Treasure Vault pg. 129 Price 6,500 gp --- Resistance when affixed to armor is 10, and damage from Breath Weapon when affixed to a weapon is 9d6 (DC 34). Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level summon dragon . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wyrm Claw (Major) Source Treasure Vault pg. 129 Price 40,000 gp --- Resistance when affixed to armor is 15, and damage from Breath Weapon when affixed to a weapon is 12d6 (DC 41). Activate Cast a Spell; Frequency once per day; Effect You cast summon draconic legion .","skill_mod":{},"summary":"","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4777","name":"Wyrm Claw","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4777-4288"},{"remaster_name":["Wyrm Spindle (Greater)"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4777","weakness":{},"school":"conjuration","price":650000,"trait":["Conjuration","Magical","Spellheart"],"id":"equipment-4777-4289","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Wyrm Claw Source Treasure Vault pg. 129 Usage affixed to armor or weapon --- The tip of a metallic dragon’s claw is set into a band of silver. When you summon dragons using the claw, you must choose metallic dragons. Armor After you cast a conjuration spell by activating the wyrm claw, you gain resistance 5 to acid, cold, electricity, and fire for the next minute. Weapon After you cast a conjuration spell by activating the claw, you gain a Breath Weapon activity that takes 2 actions and deals 6d6 damage with a DC 28 basic Reflex save. Choose the area and type of damage when you use Breath Weapon: a 30-foot line that deals acid, electricity, or fire, or a 15-foot cone that deals cold or fire. You can use this activity once before the end of your next turn. Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wyrm Claw Source Treasure Vault pg. 129 Price 1,000 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast summon dragon . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wyrm Claw (Greater) Source Treasure Vault pg. 129 Price 6,500 gp --- Resistance when affixed to armor is 10, and damage from Breath Weapon when affixed to a weapon is 9d6 (DC 34). Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level summon dragon . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wyrm Claw (Major) Source Treasure Vault pg. 129 Price 40,000 gp --- Resistance when affixed to armor is 15, and damage from Breath Weapon when affixed to a weapon is 12d6 (DC 41). Activate Cast a Spell; Frequency once per day; Effect You cast summon draconic legion .","skill_mod":{},"summary":"Resistance when affixed to armor is 10, and damage from Breath Weapon when affixed to a weapon is 9d6 (DC 34).","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4777","name":"Wyrm Claw (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4777-4289"},{"remaster_name":["Wyrm Spindle (Major)"],"primary_source_category":"Rulebooks","usage":"affixed to armor or weapon","source":["Treasure Vault"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4777","weakness":{},"school":"conjuration","price":4000000,"trait":["Conjuration","Magical","Spellheart"],"id":"equipment-4777-4290","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Wyrm Claw Source Treasure Vault pg. 129 Usage affixed to armor or weapon --- The tip of a metallic dragon’s claw is set into a band of silver. When you summon dragons using the claw, you must choose metallic dragons. Armor After you cast a conjuration spell by activating the wyrm claw, you gain resistance 5 to acid, cold, electricity, and fire for the next minute. Weapon After you cast a conjuration spell by activating the claw, you gain a Breath Weapon activity that takes 2 actions and deals 6d6 damage with a DC 28 basic Reflex save. Choose the area and type of damage when you use Breath Weapon: a 30-foot line that deals acid, electricity, or fire, or a 15-foot cone that deals cold or fire. You can use this activity once before the end of your next turn. Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wyrm Claw Source Treasure Vault pg. 129 Price 1,000 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast summon dragon . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wyrm Claw (Greater) Source Treasure Vault pg. 129 Price 6,500 gp --- Resistance when affixed to armor is 10, and damage from Breath Weapon when affixed to a weapon is 9d6 (DC 34). Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level summon dragon . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wyrm Claw (Major) Source Treasure Vault pg. 129 Price 40,000 gp --- Resistance when affixed to armor is 15, and damage from Breath Weapon when affixed to a weapon is 12d6 (DC 41). Activate Cast a Spell; Frequency once per day; Effect You cast summon draconic legion .","skill_mod":{},"summary":"Resistance when affixed to armor is 15, and damage from Breath Weapon when affixed to a weapon is 12d6 (DC 41).","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4777","name":"Wyrm Claw (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4777-4290"},{"item_child_id":["equipment-4778-4291","equipment-4778-4292","equipment-4778-4293"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"necromancy","trait":["Magical","Necromancy","Staff"],"id":"equipment-4778","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Accursed Staff Source Treasure Vault pg. 130 Usage held in 1 hand Bulk 1 --- Iron strips line the body of an accursed staff, capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff , you’re empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell’s level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can’t have been a willing subject of the curse. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Accursed Staff Source Treasure Vault pg. 130 Price 250 gp --- Cantrip daze 1st bane , ill omen 2nd blood vendetta , warrior’s regret <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Accursed Staff (Greater) Source Treasure Vault pg. 130 Price 900 gp --- 3rd claim curse , cup of dust 4th outcast’s curse , remove curse , warrior’s regret <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Accursed Staff (Major) Source Treasure Vault pg. 130 Price 4,000 gp --- 5th inevitable disaster , mariner’s curse 6th blinding fury , feeblemind , remove curse ","skill_mod":{},"summary":"Iron strips line the body of an accursed staff, capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff , …","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4778","name":"Accursed Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4778"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4778","weakness":{},"school":"necromancy","price":25000,"trait":["Magical","Necromancy","Staff"],"id":"equipment-4778-4291","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Accursed Staff Source Treasure Vault pg. 130 Usage held in 1 hand Bulk 1 --- Iron strips line the body of an accursed staff, capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff , you’re empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell’s level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can’t have been a willing subject of the curse. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Accursed Staff Source Treasure Vault pg. 130 Price 250 gp --- Cantrip daze 1st bane , ill omen 2nd blood vendetta , warrior’s regret <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Accursed Staff (Greater) Source Treasure Vault pg. 130 Price 900 gp --- 3rd claim curse , cup of dust 4th outcast’s curse , remove curse , warrior’s regret <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Accursed Staff (Major) Source Treasure Vault pg. 130 Price 4,000 gp --- 5th inevitable disaster , mariner’s curse 6th blinding fury , feeblemind , remove curse ","skill_mod":{},"summary":"Cantrip daze 1st bane , ill omen 2nd blood vendetta , warrior’s regret","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4778","name":"Accursed Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4778-4291"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4778","weakness":{},"school":"necromancy","price":90000,"trait":["Magical","Necromancy","Staff"],"id":"equipment-4778-4292","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Accursed Staff Source Treasure Vault pg. 130 Usage held in 1 hand Bulk 1 --- Iron strips line the body of an accursed staff, capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff , you’re empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell’s level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can’t have been a willing subject of the curse. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Accursed Staff Source Treasure Vault pg. 130 Price 250 gp --- Cantrip daze 1st bane , ill omen 2nd blood vendetta , warrior’s regret <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Accursed Staff (Greater) Source Treasure Vault pg. 130 Price 900 gp --- 3rd claim curse , cup of dust 4th outcast’s curse , remove curse , warrior’s regret <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Accursed Staff (Major) Source Treasure Vault pg. 130 Price 4,000 gp --- 5th inevitable disaster , mariner’s curse 6th blinding fury , feeblemind , remove curse ","skill_mod":{},"summary":"3rd claim curse , cup of dust 4th outcast’s curse , remove curse , warrior’s regret","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4778","name":"Accursed Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4778-4292"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4778","weakness":{},"school":"necromancy","price":400000,"trait":["Magical","Necromancy","Staff"],"id":"equipment-4778-4293","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Accursed Staff Source Treasure Vault pg. 130 Usage held in 1 hand Bulk 1 --- Iron strips line the body of an accursed staff, capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff , you’re empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell’s level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can’t have been a willing subject of the curse. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Accursed Staff Source Treasure Vault pg. 130 Price 250 gp --- Cantrip daze 1st bane , ill omen 2nd blood vendetta , warrior’s regret <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Accursed Staff (Greater) Source Treasure Vault pg. 130 Price 900 gp --- 3rd claim curse , cup of dust 4th outcast’s curse , remove curse , warrior’s regret <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Accursed Staff (Major) Source Treasure Vault pg. 130 Price 4,000 gp --- 5th inevitable disaster , mariner’s curse 6th blinding fury , feeblemind , remove curse ","skill_mod":{},"summary":"5th inevitable disaster , mariner’s curse 6th blinding fury , feeblemind , remove curse","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4778","name":"Accursed Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4778-4293"},{"item_child_id":["equipment-4779-4294","equipment-4779-4295","equipment-4779-4296"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"transmutation","trait":["Magical","Staff","Transmutation"],"id":"equipment-4779","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Beast Staff Source Treasure Vault pg. 130 Usage held in 1 hand Bulk 1 --- The visages of beasts are carved into the painted wood of a beast staff , with a large head on top. When used as a weapon, the staff is a +1 striking staff . While wielding the staff while you have it prepared, you’re affected by speak with animals . If you have Wild Empathy, you gain a +1 circumstance bonus on checks using it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Beast Staff Source Treasure Vault pg. 131 Price 340 gp --- Cantrip gouging claw 1st magic fang , pest form 2nd animal form , enlarge <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Beast Staff (Greater) Source Treasure Vault pg. 131 Price 1,400 gp --- Used as a weapon, the staff is a +2 striking staff. The circumstance bonus if you have Wild Empathy is +2. 3rd animal form , insect form 4th animal form , bestial curse , insect form , pest form <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Beast Staff (Major) Source Treasure Vault pg. 131 Price 6,250 gp --- Used as a weapon, the staff is a +2 greater striking staff . The circumstance bonus if you have Wild Empathy is +2. 5th animal form, insect form , moon frenzy 6th baleful polymorph , moon frenzy ","skill_mod":{},"summary":"The visages of beasts are carved into the painted wood of a beast staff , with a large head on top. When used as a weapon, the staff is a +1 …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4779","name":"Beast Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4779"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4779","weakness":{},"school":"transmutation","price":34000,"trait":["Magical","Staff","Transmutation"],"id":"equipment-4779-4294","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Beast Staff Source Treasure Vault pg. 130 Usage held in 1 hand Bulk 1 --- The visages of beasts are carved into the painted wood of a beast staff , with a large head on top. When used as a weapon, the staff is a +1 striking staff . While wielding the staff while you have it prepared, you’re affected by speak with animals . If you have Wild Empathy, you gain a +1 circumstance bonus on checks using it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Beast Staff Source Treasure Vault pg. 131 Price 340 gp --- Cantrip gouging claw 1st magic fang , pest form 2nd animal form , enlarge <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Beast Staff (Greater) Source Treasure Vault pg. 131 Price 1,400 gp --- Used as a weapon, the staff is a +2 striking staff. The circumstance bonus if you have Wild Empathy is +2. 3rd animal form , insect form 4th animal form , bestial curse , insect form , pest form <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Beast Staff (Major) Source Treasure Vault pg. 131 Price 6,250 gp --- Used as a weapon, the staff is a +2 greater striking staff . The circumstance bonus if you have Wild Empathy is +2. 5th animal form, insect form , moon frenzy 6th baleful polymorph , moon frenzy ","skill_mod":{},"summary":"Cantrip gouging claw 1st magic fang , pest form 2nd animal form , enlarge","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4779","name":"Beast Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4779-4294"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4779","weakness":{},"school":"transmutation","price":140000,"trait":["Magical","Staff","Transmutation"],"id":"equipment-4779-4295","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Beast Staff Source Treasure Vault pg. 130 Usage held in 1 hand Bulk 1 --- The visages of beasts are carved into the painted wood of a beast staff , with a large head on top. When used as a weapon, the staff is a +1 striking staff . While wielding the staff while you have it prepared, you’re affected by speak with animals . If you have Wild Empathy, you gain a +1 circumstance bonus on checks using it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Beast Staff Source Treasure Vault pg. 131 Price 340 gp --- Cantrip gouging claw 1st magic fang , pest form 2nd animal form , enlarge <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Beast Staff (Greater) Source Treasure Vault pg. 131 Price 1,400 gp --- Used as a weapon, the staff is a +2 striking staff. The circumstance bonus if you have Wild Empathy is +2. 3rd animal form , insect form 4th animal form , bestial curse , insect form , pest form <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Beast Staff (Major) Source Treasure Vault pg. 131 Price 6,250 gp --- Used as a weapon, the staff is a +2 greater striking staff . The circumstance bonus if you have Wild Empathy is +2. 5th animal form, insect form , moon frenzy 6th baleful polymorph , moon frenzy ","skill_mod":{},"summary":"Used as a weapon, the staff is a +2 striking staff. The circumstance bonus if you have Wild Empathy is +2. 3rd animal form , insect form …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4779","name":"Beast Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4779-4295"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4779","weakness":{},"school":"transmutation","price":625000,"trait":["Magical","Staff","Transmutation"],"id":"equipment-4779-4296","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Beast Staff Source Treasure Vault pg. 130 Usage held in 1 hand Bulk 1 --- The visages of beasts are carved into the painted wood of a beast staff , with a large head on top. When used as a weapon, the staff is a +1 striking staff . While wielding the staff while you have it prepared, you’re affected by speak with animals . If you have Wild Empathy, you gain a +1 circumstance bonus on checks using it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Beast Staff Source Treasure Vault pg. 131 Price 340 gp --- Cantrip gouging claw 1st magic fang , pest form 2nd animal form , enlarge <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Beast Staff (Greater) Source Treasure Vault pg. 131 Price 1,400 gp --- Used as a weapon, the staff is a +2 striking staff. The circumstance bonus if you have Wild Empathy is +2. 3rd animal form , insect form 4th animal form , bestial curse , insect form , pest form <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Beast Staff (Major) Source Treasure Vault pg. 131 Price 6,250 gp --- Used as a weapon, the staff is a +2 greater striking staff . The circumstance bonus if you have Wild Empathy is +2. 5th animal form, insect form , moon frenzy 6th baleful polymorph , moon frenzy ","skill_mod":{},"summary":"Used as a weapon, the staff is a +2 greater striking staff . The circumstance bonus if you have Wild Empathy is +2. 5th animal form, insect …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4779","name":"Beast Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4779-4296"},{"item_child_id":["equipment-4780-4297","equipment-4780-4298","equipment-4780-4299"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Staff"],"id":"equipment-4780","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Boreal Staff Source Treasure Vault pg. 131 Usage held in 1 hand Bulk 1 --- A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It gives the air around you a distinct chill. When used as a weapon, a boreal staff is a +1 striking staff . Activate Single Action command; Frequency once per 10 minutes; Effect Attempt a Strike using the staff. That Strike deals 2d4 additional cold damage. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Boreal Staff Source Treasure Vault pg. 131 Price 500 gp --- Cantrip ray of frost 1st chilling spray , snowball 2nd chilling spray , snowball 3rd chilling spray , elemental absorption (water only) <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Boreal Staff (Greater) Source Treasure Vault pg. 131 Price 2,750 gp --- When used as a weapon, this is a +2 striking frost staff . 4th chilling spray , ice storm 5th cone of cold , mantle of the frozen heart <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Boreal Staff (Major) Source Treasure Vault pg. 131 Price 13,500 gp --- When used as a weapon, this is a +3 greater striking frost staff . The additional cold damage from the activation ignores cold resistance. 6th cone of cold 7th cone of cold , frigid flurry ","skill_mod":{},"summary":"A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4780","name":"Boreal Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4780"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4780","weakness":{},"school":"evocation","price":50000,"trait":["Evocation","Magical","Staff"],"id":"equipment-4780-4297","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Boreal Staff Source Treasure Vault pg. 131 Usage held in 1 hand Bulk 1 --- A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It gives the air around you a distinct chill. When used as a weapon, a boreal staff is a +1 striking staff . Activate Single Action command; Frequency once per 10 minutes; Effect Attempt a Strike using the staff. That Strike deals 2d4 additional cold damage. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Boreal Staff Source Treasure Vault pg. 131 Price 500 gp --- Cantrip ray of frost 1st chilling spray , snowball 2nd chilling spray , snowball 3rd chilling spray , elemental absorption (water only) <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Boreal Staff (Greater) Source Treasure Vault pg. 131 Price 2,750 gp --- When used as a weapon, this is a +2 striking frost staff . 4th chilling spray , ice storm 5th cone of cold , mantle of the frozen heart <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Boreal Staff (Major) Source Treasure Vault pg. 131 Price 13,500 gp --- When used as a weapon, this is a +3 greater striking frost staff . The additional cold damage from the activation ignores cold resistance. 6th cone of cold 7th cone of cold , frigid flurry ","skill_mod":{},"summary":"Cantrip ray of frost 1st chilling spray , snowball 2nd chilling spray , snowball 3rd chilling spray , elemental …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4780","name":"Boreal Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4780-4297"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4780","weakness":{},"school":"evocation","price":275000,"trait":["Evocation","Magical","Staff"],"id":"equipment-4780-4298","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Boreal Staff Source Treasure Vault pg. 131 Usage held in 1 hand Bulk 1 --- A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It gives the air around you a distinct chill. When used as a weapon, a boreal staff is a +1 striking staff . Activate Single Action command; Frequency once per 10 minutes; Effect Attempt a Strike using the staff. That Strike deals 2d4 additional cold damage. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Boreal Staff Source Treasure Vault pg. 131 Price 500 gp --- Cantrip ray of frost 1st chilling spray , snowball 2nd chilling spray , snowball 3rd chilling spray , elemental absorption (water only) <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Boreal Staff (Greater) Source Treasure Vault pg. 131 Price 2,750 gp --- When used as a weapon, this is a +2 striking frost staff . 4th chilling spray , ice storm 5th cone of cold , mantle of the frozen heart <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Boreal Staff (Major) Source Treasure Vault pg. 131 Price 13,500 gp --- When used as a weapon, this is a +3 greater striking frost staff . The additional cold damage from the activation ignores cold resistance. 6th cone of cold 7th cone of cold , frigid flurry ","skill_mod":{},"summary":"When used as a weapon, this is a +2 striking frost staff . 4th chilling spray , ice storm 5th cone of cold , mantle of the …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4780","name":"Boreal Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4780-4298"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4780","weakness":{},"school":"evocation","price":1350000,"trait":["Evocation","Magical","Staff"],"id":"equipment-4780-4299","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Boreal Staff Source Treasure Vault pg. 131 Usage held in 1 hand Bulk 1 --- A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It gives the air around you a distinct chill. When used as a weapon, a boreal staff is a +1 striking staff . Activate Single Action command; Frequency once per 10 minutes; Effect Attempt a Strike using the staff. That Strike deals 2d4 additional cold damage. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Boreal Staff Source Treasure Vault pg. 131 Price 500 gp --- Cantrip ray of frost 1st chilling spray , snowball 2nd chilling spray , snowball 3rd chilling spray , elemental absorption (water only) <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Boreal Staff (Greater) Source Treasure Vault pg. 131 Price 2,750 gp --- When used as a weapon, this is a +2 striking frost staff . 4th chilling spray , ice storm 5th cone of cold , mantle of the frozen heart <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Boreal Staff (Major) Source Treasure Vault pg. 131 Price 13,500 gp --- When used as a weapon, this is a +3 greater striking frost staff . The additional cold damage from the activation ignores cold resistance. 6th cone of cold 7th cone of cold , frigid flurry ","skill_mod":{},"summary":"When used as a weapon, this is a +3 greater striking frost staff . The additional cold damage from the activation ignores cold resistance . 6th …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4780","name":"Boreal Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4780-4299"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"transmutation","price":1400000,"trait":["Good","Magical","Staff","Transmutation","Uncommon"],"id":"equipment-4781","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Celestial Staff Source Treasure Vault pg. 131 Price 14,000 gp Usage held in 1 hand Bulk 1 --- Heavenly radiance shines from an active celestial staff , a golden staff capped with a pair of sculpted angel’s wings. Used as a weapon, the staff is a +2 greater striking holy staff . While wielding a celestial staff, you gain a +1 circumstance bonus to saving throws against effects that have the evil trait and effects created by evil creatures. When you prepare this staff, if you’re evil, you become drained 1 until your next daily preparations. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip divine lance (good only) 1st bless , protection 2nd continual flame , inner radiance torrent 3rd circle of protection , sanctified ground 4th holy cascade , inner radiance torrent 5th spiritual guardian , summon celestial 6th holy cascade , summon celestial 7th angel form , inner radiance torrent , summon celestial Craft Requirements You're good. Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"Heavenly radiance shines from an active celestial staff , a golden staff capped with a pair of sculpted angel’s wings. Used as a weapon, the staff …","primary_source":"Treasure Vault","trait_group":["Alignment","Mechanics","Equipment","School","Rarity"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4781","name":"Celestial Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4781"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"divination","price":1500000,"trait":["Divination","Magical","Rare","Staff"],"id":"equipment-4782","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Chronomancer Staff Source Treasure Vault pg. 131 Price 15,000 gp Usage held in 1 hand Bulk 1 --- Clock faces and gears adorn the twisted iron shaft of a chronomancer staff , the hands of the clocks continually ticking or winding backward. Used as a weapon, the staff is a +2 greater striking speed staff . While wielding this staff, you also gain a +1 circumstance bonus to initiative rolls. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip time sense 1st déjà vu , synchronize 2nd loose time’s arrow , synchronize 3rd day’s weight , haste , slow , time jump 4th curse of lost time 5th quicken time , rewinding step , stagnate time 6th cast into time , day’s weight 7th time beacon Craft Requirements Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"Clock faces and gears adorn the twisted iron shaft of a chronomancer staff , the hands of the clocks continually ticking or winding backward. Used …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Rarity","Equipment"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4782","name":"Chronomancer Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4782"},{"item_child_id":["equipment-4783-4300","equipment-4783-4301","equipment-4783-4302"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"enchantment","skill":["Performance","Performance","Performance"],"trait":["Enchantment","Magical","Staff"],"id":"equipment-4783","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Composer Staff Source Treasure Vault pg. 131 Usage held in 1 hand Bulk 1 --- A composer staff is short and shaped like an elegant black conductor’s baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to Performance checks made with it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Composer Staff Source Treasure Vault pg. 131 Price 80 gp --- Cantrip haunting hymn , summon instrument 1st concordant choir <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Composer Staff (Greater) Source Treasure Vault pg. 132 Price 480 gp --- 2nd sonata span 3rd concordant choir , roaring applause , sculpt sound <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Composer Staff (Major) Source Treasure Vault pg. 132 Price 1,800 gp --- The item bonus is +2. 4th infectious melody 5th concordant choir , sculpt sound ","skill_mod":{},"summary":"A composer staff is short and shaped like an elegant black conductor’s baton with a silver tip. When waved through the air, it hums melodically. In …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4783","name":"Composer Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4783"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4783","weakness":{},"school":"enchantment","price":8000,"skill":["Performance"],"trait":["Enchantment","Magical","Staff"],"id":"equipment-4783-4300","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Composer Staff Source Treasure Vault pg. 131 Usage held in 1 hand Bulk 1 --- A composer staff is short and shaped like an elegant black conductor’s baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to Performance checks made with it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Composer Staff Source Treasure Vault pg. 131 Price 80 gp --- Cantrip haunting hymn , summon instrument 1st concordant choir <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Composer Staff (Greater) Source Treasure Vault pg. 132 Price 480 gp --- 2nd sonata span 3rd concordant choir , roaring applause , sculpt sound <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Composer Staff (Major) Source Treasure Vault pg. 132 Price 1,800 gp --- The item bonus is +2. 4th infectious melody 5th concordant choir , sculpt sound ","skill_mod":{},"summary":"Cantrip haunting hymn , summon instrument 1st concordant choir","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4783","name":"Composer Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4783-4300"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4783","weakness":{},"school":"enchantment","price":48000,"skill":["Performance"],"trait":["Enchantment","Magical","Staff"],"id":"equipment-4783-4301","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Composer Staff Source Treasure Vault pg. 131 Usage held in 1 hand Bulk 1 --- A composer staff is short and shaped like an elegant black conductor’s baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to Performance checks made with it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Composer Staff Source Treasure Vault pg. 131 Price 80 gp --- Cantrip haunting hymn , summon instrument 1st concordant choir <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Composer Staff (Greater) Source Treasure Vault pg. 132 Price 480 gp --- 2nd sonata span 3rd concordant choir , roaring applause , sculpt sound <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Composer Staff (Major) Source Treasure Vault pg. 132 Price 1,800 gp --- The item bonus is +2. 4th infectious melody 5th concordant choir , sculpt sound ","skill_mod":{},"summary":"2nd sonata span 3rd concordant choir , roaring applause , sculpt sound","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4783","name":"Composer Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4783-4301"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4783","weakness":{},"school":"enchantment","price":180000,"skill":["Performance"],"trait":["Enchantment","Magical","Staff"],"id":"equipment-4783-4302","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Composer Staff Source Treasure Vault pg. 131 Usage held in 1 hand Bulk 1 --- A composer staff is short and shaped like an elegant black conductor’s baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to Performance checks made with it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Composer Staff Source Treasure Vault pg. 131 Price 80 gp --- Cantrip haunting hymn , summon instrument 1st concordant choir <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Composer Staff (Greater) Source Treasure Vault pg. 132 Price 480 gp --- 2nd sonata span 3rd concordant choir , roaring applause , sculpt sound <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Composer Staff (Major) Source Treasure Vault pg. 132 Price 1,800 gp --- The item bonus is +2. 4th infectious melody 5th concordant choir , sculpt sound ","skill_mod":{},"summary":"The item bonus is +2. 4th infectious melody 5th concordant choir , sculpt sound","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4783","name":"Composer Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4783-4302"},{"item_child_id":["equipment-4784-4303","equipment-4784-4304"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"transmutation","trait":["Magical","Staff","Transmutation"],"id":"equipment-4784","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Dragonprism Staff Source Treasure Vault pg. 132 Usage held in 1 hand Bulk 1 --- A multi-hued array of scales covers a dragonscale staff , forming a gradient of color, and a dragon’s claw holds a gem upon the staff’s head. Dragons give allies these staves as a mark of esteem. While wielding a dragonscale staff you seem fiercer, gaining a +1 circumstance bonus to Intimidation checks to Demoralize. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dragonprism Staff Source Treasure Vault pg. 132 Price 4,500 gp --- Cantrip gouging claw , p uff of poison 1st burning hands , fear 2nd acid arrow , resist energy 3rd fear , lightning bolt 4th fly , reflective scales 5th cone of cold , summon dragon 6th dragon form , reflective scales , summon dragon <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Dragonprism Staff (Greater) Source Treasure Vault pg. 132 Price 68,000 gp --- 7th summon dragon 8th dragon form , summon dragon 9th summon draconic legion , summon dragon ","skill_mod":{},"summary":"A multi-hued array of scales covers a dragonscale staff , forming a gradient of color, and a dragon’s claw holds a gem upon the staff’s head. …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4784","name":"Dragonprism Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4784"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4784","weakness":{},"school":"transmutation","price":450000,"trait":["Magical","Staff","Transmutation"],"id":"equipment-4784-4303","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Dragonprism Staff Source Treasure Vault pg. 132 Usage held in 1 hand Bulk 1 --- A multi-hued array of scales covers a dragonscale staff , forming a gradient of color, and a dragon’s claw holds a gem upon the staff’s head. Dragons give allies these staves as a mark of esteem. While wielding a dragonscale staff you seem fiercer, gaining a +1 circumstance bonus to Intimidation checks to Demoralize. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dragonprism Staff Source Treasure Vault pg. 132 Price 4,500 gp --- Cantrip gouging claw , p uff of poison 1st burning hands , fear 2nd acid arrow , resist energy 3rd fear , lightning bolt 4th fly , reflective scales 5th cone of cold , summon dragon 6th dragon form , reflective scales , summon dragon <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Dragonprism Staff (Greater) Source Treasure Vault pg. 132 Price 68,000 gp --- 7th summon dragon 8th dragon form , summon dragon 9th summon draconic legion , summon dragon ","skill_mod":{},"summary":"Cantrip gouging claw , p uff of poison 1st burning hands , fear 2nd acid arrow , resist energy 3rd fear , …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4784","name":"Dragonprism Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4784-4303"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4784","weakness":{},"school":"transmutation","price":6800000,"trait":["Magical","Staff","Transmutation"],"id":"equipment-4784-4304","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Dragonprism Staff Source Treasure Vault pg. 132 Usage held in 1 hand Bulk 1 --- A multi-hued array of scales covers a dragonscale staff , forming a gradient of color, and a dragon’s claw holds a gem upon the staff’s head. Dragons give allies these staves as a mark of esteem. While wielding a dragonscale staff you seem fiercer, gaining a +1 circumstance bonus to Intimidation checks to Demoralize. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dragonprism Staff Source Treasure Vault pg. 132 Price 4,500 gp --- Cantrip gouging claw , p uff of poison 1st burning hands , fear 2nd acid arrow , resist energy 3rd fear , lightning bolt 4th fly , reflective scales 5th cone of cold , summon dragon 6th dragon form , reflective scales , summon dragon <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Dragonprism Staff (Greater) Source Treasure Vault pg. 132 Price 68,000 gp --- 7th summon dragon 8th dragon form , summon dragon 9th summon draconic legion , summon dragon ","skill_mod":{},"summary":"7th summon dragon 8th dragon form , summon dragon 9th summon draconic legion , summon dragon","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4784","name":"Dragonprism Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4784-4304"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"divination","price":200000,"trait":["Divination","Magical","Staff","Uncommon"],"id":"equipment-4785","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Gambler's Staff Source Treasure Vault pg. 132 Price 2,000 gp Usage held in 1 hand Bulk 1 --- A small glass orb on the head of a gambler’s staff holds a pair of six-sided dice that shift and roll within. Spellcasters who make their living via games of chance use gamblers’ staves to encourage the odds in their favor. Most gambling dens ban players they discover using such magic items. A gambler’s staff grants you a +2 circumstance bonus to checks to Earn Income from gambling (typically using Games Lore). To get this benefit, the staff must be on your person during all the downtime you spend gambling. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip wash your luck 1st nudge the odds 2nd l ucky number 3rd shift blame 4th read omens , winning streak 5th nudge the odds Craft Requirements Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"A small glass orb on the head of a gambler’s staff holds a pair of six-sided dice that shift and roll within. Spellcasters who make their living …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4785","name":"Gambler's Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4785"},{"item_child_id":["equipment-4786-4305","equipment-4786-4306","equipment-4786-4307"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"necromancy","trait":["Magical","Necromancy","Staff"],"id":"equipment-4786","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Guardian Staff Source Treasure Vault pg. 132 Usage held in 1 hand Bulk 1 --- A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value this staff’s spells. Activate Single Action envision; Effect You raise the staff and choose an ally within 10 feet. A ruby-colored plane of force appears like a shield near the ally, granting them a +1 circumstance bonus to AC until the start of your next turn. If you use this action again, any creature you previously granted this bonus to loses it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements You're lawful evil. Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Guardian Staff Source Treasure Vault pg. 132 Price 250 gp --- Cantrip forbidding ward 1st sanctuary , spirit link 2nd shield other , spirit link <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Guardian Staff (Greater) Source Treasure Vault pg. 132 Price 900 gp --- 3rd life connection , spirit link 4th freedom of movement , spirit link <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Guardian Staff (Major) Source Treasure Vault pg. 132 Price 4,000 gp --- 5th blessing of defiance , death ward , spirit link 6th freedom of movement , repulsion , scintillating safeguard , spirit link ","skill_mod":{},"summary":"A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value …","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4786","name":"Guardian Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4786"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4786","weakness":{},"school":"necromancy","price":25000,"trait":["Magical","Necromancy","Staff"],"id":"equipment-4786-4305","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Guardian Staff Source Treasure Vault pg. 132 Usage held in 1 hand Bulk 1 --- A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value this staff’s spells. Activate Single Action envision; Effect You raise the staff and choose an ally within 10 feet. A ruby-colored plane of force appears like a shield near the ally, granting them a +1 circumstance bonus to AC until the start of your next turn. If you use this action again, any creature you previously granted this bonus to loses it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements You're lawful evil. Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Guardian Staff Source Treasure Vault pg. 132 Price 250 gp --- Cantrip forbidding ward 1st sanctuary , spirit link 2nd shield other , spirit link <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Guardian Staff (Greater) Source Treasure Vault pg. 132 Price 900 gp --- 3rd life connection , spirit link 4th freedom of movement , spirit link <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Guardian Staff (Major) Source Treasure Vault pg. 132 Price 4,000 gp --- 5th blessing of defiance , death ward , spirit link 6th freedom of movement , repulsion , scintillating safeguard , spirit link ","skill_mod":{},"summary":"Cantrip forbidding ward 1st sanctuary , spirit link 2nd shield other , spirit link","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4786","name":"Guardian Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4786-4305"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4786","weakness":{},"school":"necromancy","price":90000,"trait":["Magical","Necromancy","Staff"],"id":"equipment-4786-4306","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Guardian Staff Source Treasure Vault pg. 132 Usage held in 1 hand Bulk 1 --- A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value this staff’s spells. Activate Single Action envision; Effect You raise the staff and choose an ally within 10 feet. A ruby-colored plane of force appears like a shield near the ally, granting them a +1 circumstance bonus to AC until the start of your next turn. If you use this action again, any creature you previously granted this bonus to loses it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements You're lawful evil. Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Guardian Staff Source Treasure Vault pg. 132 Price 250 gp --- Cantrip forbidding ward 1st sanctuary , spirit link 2nd shield other , spirit link <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Guardian Staff (Greater) Source Treasure Vault pg. 132 Price 900 gp --- 3rd life connection , spirit link 4th freedom of movement , spirit link <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Guardian Staff (Major) Source Treasure Vault pg. 132 Price 4,000 gp --- 5th blessing of defiance , death ward , spirit link 6th freedom of movement , repulsion , scintillating safeguard , spirit link ","skill_mod":{},"summary":"3rd life connection , spirit link 4th freedom of movement , spirit link","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4786","name":"Guardian Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4786-4306"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4786","weakness":{},"school":"necromancy","price":400000,"trait":["Magical","Necromancy","Staff"],"id":"equipment-4786-4307","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Guardian Staff Source Treasure Vault pg. 132 Usage held in 1 hand Bulk 1 --- A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value this staff’s spells. Activate Single Action envision; Effect You raise the staff and choose an ally within 10 feet. A ruby-colored plane of force appears like a shield near the ally, granting them a +1 circumstance bonus to AC until the start of your next turn. If you use this action again, any creature you previously granted this bonus to loses it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements You're lawful evil. Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Guardian Staff Source Treasure Vault pg. 132 Price 250 gp --- Cantrip forbidding ward 1st sanctuary , spirit link 2nd shield other , spirit link <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Guardian Staff (Greater) Source Treasure Vault pg. 132 Price 900 gp --- 3rd life connection , spirit link 4th freedom of movement , spirit link <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Guardian Staff (Major) Source Treasure Vault pg. 132 Price 4,000 gp --- 5th blessing of defiance , death ward , spirit link 6th freedom of movement , repulsion , scintillating safeguard , spirit link ","skill_mod":{},"summary":"5th blessing of defiance , death ward , spirit link 6th freedom of movement , repulsion , scintillating safeguard , spirit …","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4786","name":"Guardian Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4786-4307"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"conjuration","price":1300000,"trait":["Conjuration","Evil","Magical","Staff","Uncommon"],"id":"equipment-4787","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Hell Staff Source Treasure Vault pg. 132 Price 13,000 gp Usage held in 1 hand Bulk 1 --- A hell staff is a tall, pointed staff forged of red-tinted steel with Infernal inscriptions that march neatly down its sides. At its top sits an inverted ruby pyramid divided into nine sections. Found mostly in Cheliax or other lands where diabolic influences hold sway, when used as a weapon the staff is a +3 greater striking axiomatic unholy staff . When you prepare this staff, if you’re chaotic or good, you become drained 1 until your next daily preparations. The staff’s summon lesser servitor spell can be used only to summon animals with the fiend trait, devils, or hell hounds (at 4th level). Its summon fiend spell can summon only devils or hell hounds. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip divine lance (evil or lawful only) 1st protection , summon lesser servitor 2nd summon lesser servitor , undetectable alignment 3rd chilling darkness , summon lesser servitor 4th divine wrath (evil or lawful only), summon lesser servitor 5th flame strike , summon fiend 6th devil form , summon fiend 7th divine decree (evil or lawful only), summon fiend Craft Requirements Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"A hell staff is a tall, pointed staff forged of red-tinted steel with Infernal inscriptions that march neatly down its sides. At its top sits an …","primary_source":"Treasure Vault","trait_group":["School","Alignment","Mechanics","Equipment","Rarity"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4787","name":"Hell Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4787"},{"item_child_id":["equipment-4788-4308","equipment-4788-4309"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"divination","trait":["Divination","Extradimensional","Magical","Staff"],"id":"equipment-4788","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Librarian Staff Source Treasure Vault pg. 133 Usage held in 1 hand Bulk 1 --- A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves. Activate Three Actions command, envision, Interact; Effect You store one portable text of 1 Bulk or less—typically a book or scroll—in an extradimensional space in the staff. You can also use this activation to retrieve one text stored in the staff. The staff can store up to 50 texts. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Librarian's Staff Source Treasure Vault pg. 133 Price 225 gp --- Cantrip approximate , read aura 1st pocket library , quick sort , share lore 2nd comprehend language , timely tutor <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Librarian's Staff (Greater) Source Treasure Vault pg. 133 Price 1,750 gp --- The staff can store up to 100 texts. 3rd comprehend language , pocket library , quick sort , share lore 4th comprehend language 5th quick sort , share lore ","skill_mod":{},"summary":"A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4788","name":"Librarian Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4788"},{"remaster_name":["Librarian Staff"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4788","weakness":{},"school":"divination","price":22500,"trait":["Divination","Extradimensional","Magical","Staff"],"id":"equipment-4788-4308","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Librarian Staff Source Treasure Vault pg. 133 Usage held in 1 hand Bulk 1 --- A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves. Activate Three Actions command, envision, Interact; Effect You store one portable text of 1 Bulk or less—typically a book or scroll—in an extradimensional space in the staff. You can also use this activation to retrieve one text stored in the staff. The staff can store up to 50 texts. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Librarian's Staff Source Treasure Vault pg. 133 Price 225 gp --- Cantrip approximate , read aura 1st pocket library , quick sort , share lore 2nd comprehend language , timely tutor <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Librarian's Staff (Greater) Source Treasure Vault pg. 133 Price 1,750 gp --- The staff can store up to 100 texts. 3rd comprehend language , pocket library , quick sort , share lore 4th comprehend language 5th quick sort , share lore ","skill_mod":{},"summary":"Cantrip approximate , read aura 1st pocket library , quick sort , share lore 2nd comprehend language , timely …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4788","name":"Librarian's Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4788-4308"},{"remaster_name":["Librarian Staff (Greater)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4788","weakness":{},"school":"divination","price":175000,"trait":["Divination","Extradimensional","Magical","Staff"],"id":"equipment-4788-4309","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Librarian Staff Source Treasure Vault pg. 133 Usage held in 1 hand Bulk 1 --- A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves. Activate Three Actions command, envision, Interact; Effect You store one portable text of 1 Bulk or less—typically a book or scroll—in an extradimensional space in the staff. You can also use this activation to retrieve one text stored in the staff. The staff can store up to 50 texts. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Librarian's Staff Source Treasure Vault pg. 133 Price 225 gp --- Cantrip approximate , read aura 1st pocket library , quick sort , share lore 2nd comprehend language , timely tutor <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Librarian's Staff (Greater) Source Treasure Vault pg. 133 Price 1,750 gp --- The staff can store up to 100 texts. 3rd comprehend language , pocket library , quick sort , share lore 4th comprehend language 5th quick sort , share lore ","skill_mod":{},"summary":"The staff can store up to 100 texts. 3rd comprehend language , pocket library , quick sort , share lore 4th comprehend language …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4788","name":"Librarian's Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4788-4309"},{"item_child_id":["equipment-4789-4310","equipment-4789-4311","equipment-4789-4312"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Staff"],"id":"equipment-4789","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Lyrakien Staff Source Treasure Vault pg. 133 Usage held in 1 hand Bulk 1 --- A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff , a silver shaft that sparkles with the gentle glow of starlight. Desnans first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff , you gain a +1 circumstance bonus on saving throws against incapacitation effects. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lyrakien Staff Source Treasure Vault pg. 133 Price 225 gp --- Cantrip guidance , summon instrument 1st concordant choir 2nd guiding star , remove paralysis <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Lyrakien Staff (Greater) Source Treasure Vault pg. 133 Price 920 gp --- The circumstance bonus is +2. 3rd dream message , safe passage , wanderer’s guide 4th concordant choir , dream message , freedom of movement , remove paralysis <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Lyrakien Staff (Major) Source Treasure Vault pg. 133 Price 8,600 gp --- The circumstance bonus is +2. 5th safe passage , summon celestial (azatas only) 6th concordant choir , zealous conviction 7th cosmic form , remove paralysis ","skill_mod":{},"summary":"A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff , a silver shaft that sparkles with the gentle …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4789","name":"Lyrakien Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4789"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4789","weakness":{},"school":"evocation","price":22500,"trait":["Evocation","Magical","Staff"],"id":"equipment-4789-4310","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Lyrakien Staff Source Treasure Vault pg. 133 Usage held in 1 hand Bulk 1 --- A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff , a silver shaft that sparkles with the gentle glow of starlight. Desnans first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff , you gain a +1 circumstance bonus on saving throws against incapacitation effects. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lyrakien Staff Source Treasure Vault pg. 133 Price 225 gp --- Cantrip guidance , summon instrument 1st concordant choir 2nd guiding star , remove paralysis <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Lyrakien Staff (Greater) Source Treasure Vault pg. 133 Price 920 gp --- The circumstance bonus is +2. 3rd dream message , safe passage , wanderer’s guide 4th concordant choir , dream message , freedom of movement , remove paralysis <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Lyrakien Staff (Major) Source Treasure Vault pg. 133 Price 8,600 gp --- The circumstance bonus is +2. 5th safe passage , summon celestial (azatas only) 6th concordant choir , zealous conviction 7th cosmic form , remove paralysis ","skill_mod":{},"summary":"Cantrip guidance , summon instrument 1st concordant choir 2nd guiding star , remove paralysis","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4789","name":"Lyrakien Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4789-4310"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4789","weakness":{},"school":"evocation","price":92000,"trait":["Evocation","Magical","Staff"],"id":"equipment-4789-4311","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Lyrakien Staff Source Treasure Vault pg. 133 Usage held in 1 hand Bulk 1 --- A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff , a silver shaft that sparkles with the gentle glow of starlight. Desnans first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff , you gain a +1 circumstance bonus on saving throws against incapacitation effects. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lyrakien Staff Source Treasure Vault pg. 133 Price 225 gp --- Cantrip guidance , summon instrument 1st concordant choir 2nd guiding star , remove paralysis <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Lyrakien Staff (Greater) Source Treasure Vault pg. 133 Price 920 gp --- The circumstance bonus is +2. 3rd dream message , safe passage , wanderer’s guide 4th concordant choir , dream message , freedom of movement , remove paralysis <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Lyrakien Staff (Major) Source Treasure Vault pg. 133 Price 8,600 gp --- The circumstance bonus is +2. 5th safe passage , summon celestial (azatas only) 6th concordant choir , zealous conviction 7th cosmic form , remove paralysis ","skill_mod":{},"summary":"The circumstance bonus is +2. 3rd dream message , safe passage , wanderer’s guide 4th concordant choir , dream message , …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4789","name":"Lyrakien Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4789-4311"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4789","weakness":{},"school":"evocation","price":860000,"trait":["Evocation","Magical","Staff"],"id":"equipment-4789-4312","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Lyrakien Staff Source Treasure Vault pg. 133 Usage held in 1 hand Bulk 1 --- A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff , a silver shaft that sparkles with the gentle glow of starlight. Desnans first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff , you gain a +1 circumstance bonus on saving throws against incapacitation effects. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lyrakien Staff Source Treasure Vault pg. 133 Price 225 gp --- Cantrip guidance , summon instrument 1st concordant choir 2nd guiding star , remove paralysis <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Lyrakien Staff (Greater) Source Treasure Vault pg. 133 Price 920 gp --- The circumstance bonus is +2. 3rd dream message , safe passage , wanderer’s guide 4th concordant choir , dream message , freedom of movement , remove paralysis <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Lyrakien Staff (Major) Source Treasure Vault pg. 133 Price 8,600 gp --- The circumstance bonus is +2. 5th safe passage , summon celestial (azatas only) 6th concordant choir , zealous conviction 7th cosmic form , remove paralysis ","skill_mod":{},"summary":"The circumstance bonus is +2. 5th safe passage , summon celestial ( azatas only) 6th concordant choir , zealous conviction …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4789","name":"Lyrakien Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4789-4312"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"necromancy","price":200000,"trait":["Magical","Necromancy","Staff"],"id":"equipment-4790","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Pirate Staff Source Treasure Vault pg. 133 Price 2,000 gp Usage held in 1 hand Bulk 1 --- Carved of driftwood stained white with the salt of the sea, a pirate staff has jewels and gold pieces embedded in the wood. A skull and crossbones sit on top. When used as a weapon, the staff is a +2 striking fearsome staff . While wielding the staff, you gain a +2 circumstance bonus to Intimidation checks to Coerce. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip gale blast , know direction 1st seashell of stolen sound 2nd obscuring mist , water breathing , water walk 3rd mind of menace , water breathing 4th solid fog , water walk 5th flowing strike , mariner’s curse Craft Requirements Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"Carved of driftwood stained white with the salt of the sea, a pirate staff has jewels and gold pieces embedded in the wood. A skull and crossbones …","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4790","name":"Pirate Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4790"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"enchantment","price":190000,"trait":["Enchantment","Magical","Staff"],"id":"equipment-4791","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Restricted\" > Socialite Staff Source Treasure Vault pg. 134 Price 1,900 gp Usage held in 1 hand Bulk 1 --- A socialite staff is designed as an ornate cane, its metal body glimmering with jewels and gold inlays. A sculpture carved from obsidian tops the head of the staff, its design depending on its wielder’s taste. Common choices include birds, flowers, or family crests. While wielding a socialite staff , you gain a +2 circumstance bonus to Make an Impression on members of high society. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip read the air SoM 1st charm , restyle 2nd befitting attire , phantom crowd 3rd bottomless stomach , shift blame 4th befitting attire , suggestion 5th befitting attire , charm , glimmer of charm , suggestion Craft Requirements Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"A socialite staff is designed as an ornate cane, its metal body glimmering with jewels and gold inlays. A sculpture carved from obsidian tops the …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4791","name":"Socialite Staff","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-4791"},{"item_child_id":["equipment-4792-4313","equipment-4792-4314","equipment-4792-4315"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Staff"],"id":"equipment-4792","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Spellstriker Staff Source Treasure Vault pg. 134 Usage held in 1 hand Bulk 1 --- A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a +1 striking shifting staff . Activate Free Action envision; Frequency once per hour; Trigger You use Spellstrike with a non-cantrip spell and miss with the Strike.; Effect An explosion of magical energy—stored up for the Spellstrike—explodes out. All creatures in a 5-foot emanation take 1d6 damage per level of the spell, with a basic Reflex save against your spell DC. This damage is the same type the spell would have dealt, and the activation gains that trait; if the spell would have dealt multiple types of damage, choose one of them. If the damage of the explosion is mental, the save is Will instead of Reflex. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements You have the magus’s Spellstrike activity. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spellstriker Staff Source Treasure Vault pg. 134 Price 360 gp --- Cantrip produce flame 1st echoing weapon , true strike 2nd acid arrow , telekinetic maneuver <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spellstriker Staff (Greater) Source Treasure Vault pg. 134 Price 1,400 gp --- Used as a weapon, the staff is a +2 striking shifting staff . 3rd echoing weapon , haste 4th acid arrow , weapon storm <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Spellstriker Staff (Major) Source Treasure Vault pg. 134 Price 8,500 gp --- Used as a weapon, the staff is a +2 greater striking shifting staff . 5th blink charge , echoing weapon , vampiric touch 6th acid arrow , weapon storm 7th blink charge , true target ","skill_mod":{},"summary":"A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4792","name":"Spellstriker Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4792"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4792","weakness":{},"school":"evocation","price":36000,"trait":["Evocation","Magical","Staff"],"id":"equipment-4792-4313","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Spellstriker Staff Source Treasure Vault pg. 134 Usage held in 1 hand Bulk 1 --- A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a +1 striking shifting staff . Activate Free Action envision; Frequency once per hour; Trigger You use Spellstrike with a non-cantrip spell and miss with the Strike.; Effect An explosion of magical energy—stored up for the Spellstrike—explodes out. All creatures in a 5-foot emanation take 1d6 damage per level of the spell, with a basic Reflex save against your spell DC. This damage is the same type the spell would have dealt, and the activation gains that trait; if the spell would have dealt multiple types of damage, choose one of them. If the damage of the explosion is mental, the save is Will instead of Reflex. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements You have the magus’s Spellstrike activity. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spellstriker Staff Source Treasure Vault pg. 134 Price 360 gp --- Cantrip produce flame 1st echoing weapon , true strike 2nd acid arrow , telekinetic maneuver <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spellstriker Staff (Greater) Source Treasure Vault pg. 134 Price 1,400 gp --- Used as a weapon, the staff is a +2 striking shifting staff . 3rd echoing weapon , haste 4th acid arrow , weapon storm <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Spellstriker Staff (Major) Source Treasure Vault pg. 134 Price 8,500 gp --- Used as a weapon, the staff is a +2 greater striking shifting staff . 5th blink charge , echoing weapon , vampiric touch 6th acid arrow , weapon storm 7th blink charge , true target ","skill_mod":{},"summary":"Cantrip produce flame 1st echoing weapon , true strike 2nd acid arrow , telekinetic maneuver","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4792","name":"Spellstriker Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4792-4313"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4792","weakness":{},"school":"evocation","price":140000,"trait":["Evocation","Magical","Staff"],"id":"equipment-4792-4314","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Spellstriker Staff Source Treasure Vault pg. 134 Usage held in 1 hand Bulk 1 --- A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a +1 striking shifting staff . Activate Free Action envision; Frequency once per hour; Trigger You use Spellstrike with a non-cantrip spell and miss with the Strike.; Effect An explosion of magical energy—stored up for the Spellstrike—explodes out. All creatures in a 5-foot emanation take 1d6 damage per level of the spell, with a basic Reflex save against your spell DC. This damage is the same type the spell would have dealt, and the activation gains that trait; if the spell would have dealt multiple types of damage, choose one of them. If the damage of the explosion is mental, the save is Will instead of Reflex. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements You have the magus’s Spellstrike activity. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spellstriker Staff Source Treasure Vault pg. 134 Price 360 gp --- Cantrip produce flame 1st echoing weapon , true strike 2nd acid arrow , telekinetic maneuver <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spellstriker Staff (Greater) Source Treasure Vault pg. 134 Price 1,400 gp --- Used as a weapon, the staff is a +2 striking shifting staff . 3rd echoing weapon , haste 4th acid arrow , weapon storm <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Spellstriker Staff (Major) Source Treasure Vault pg. 134 Price 8,500 gp --- Used as a weapon, the staff is a +2 greater striking shifting staff . 5th blink charge , echoing weapon , vampiric touch 6th acid arrow , weapon storm 7th blink charge , true target ","skill_mod":{},"summary":"Used as a weapon, the staff is a +2 striking shifting staff . 3rd echoing weapon , haste 4th acid arrow , weapon storm","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4792","name":"Spellstriker Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4792-4314"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4792","weakness":{},"school":"evocation","price":850000,"trait":["Evocation","Magical","Staff"],"id":"equipment-4792-4315","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Spellstriker Staff Source Treasure Vault pg. 134 Usage held in 1 hand Bulk 1 --- A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a +1 striking shifting staff . Activate Free Action envision; Frequency once per hour; Trigger You use Spellstrike with a non-cantrip spell and miss with the Strike.; Effect An explosion of magical energy—stored up for the Spellstrike—explodes out. All creatures in a 5-foot emanation take 1d6 damage per level of the spell, with a basic Reflex save against your spell DC. This damage is the same type the spell would have dealt, and the activation gains that trait; if the spell would have dealt multiple types of damage, choose one of them. If the damage of the explosion is mental, the save is Will instead of Reflex. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements You have the magus’s Spellstrike activity. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spellstriker Staff Source Treasure Vault pg. 134 Price 360 gp --- Cantrip produce flame 1st echoing weapon , true strike 2nd acid arrow , telekinetic maneuver <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spellstriker Staff (Greater) Source Treasure Vault pg. 134 Price 1,400 gp --- Used as a weapon, the staff is a +2 striking shifting staff . 3rd echoing weapon , haste 4th acid arrow , weapon storm <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Spellstriker Staff (Major) Source Treasure Vault pg. 134 Price 8,500 gp --- Used as a weapon, the staff is a +2 greater striking shifting staff . 5th blink charge , echoing weapon , vampiric touch 6th acid arrow , weapon storm 7th blink charge , true target ","skill_mod":{},"summary":"Used as a weapon, the staff is a +2 greater striking shifting staff . 5th blink charge , echoing weapon , vampiric touch 6th …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4792","name":"Spellstriker Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4792-4315"},{"item_child_id":["equipment-4793-4316","equipment-4793-4317","equipment-4793-4318"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"illusion","trait":["Illusion","Magical","Staff","Uncommon"],"id":"equipment-4793","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Spy Staff Source Treasure Vault pg. 134 Usage held in 1 hand Bulk 1 --- In its normal form, a spy staff is a slim rod of burnished wood with subtle etchings of eyes upon its sides. The first to develop the spy staff were agents of Andoran's Twilight Talons, but such staves have spread to espionage agencies throughout the Inner Sea region and beyond. Activate Single Action envision; Effect You change the shape and appearance of this staff to that of an ordinary handheld accessory of your choosing of the same Bulk. The staff’s statistics don’t change. Only a creature benefiting from true seeing or a similar effect can attempt to disbelieve this illusion, with a DC of 27. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spy Staff Source Treasure Vault pg. 134 Price 340 gp --- Cantrip message 1st illusory disguise , invisible item , message rune 2nd humanoid form , illusory disguise , misdirection <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spy Staff (Greater) Source Treasure Vault pg. 134 Price 1,175 gp --- The DC to disbelieve the illusion disguising the staff is 32. 3rd clairaudience , illusory disguise , nondetection 4th clairvoyance , private sanctum <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spy Staff (Major) Source Treasure Vault pg. 134 Price 5,300 gp --- The DC to disbelieve the illusion disguising the staff is 38. 5th mind probe , prying eye 6th mislead , scrying ","skill_mod":{},"summary":"In its normal form, a spy staff is a slim rod of burnished wood with subtle etchings of eyes upon its sides. The first to develop the spy staff …","primary_source":"Treasure Vault","trait_group":["School","Monster","Mechanics","Equipment","Rarity"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4793","name":"Spy Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4793"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4793","weakness":{},"school":"illusion","price":34000,"trait":["Illusion","Magical","Staff","Uncommon"],"id":"equipment-4793-4316","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Spy Staff Source Treasure Vault pg. 134 Usage held in 1 hand Bulk 1 --- In its normal form, a spy staff is a slim rod of burnished wood with subtle etchings of eyes upon its sides. The first to develop the spy staff were agents of Andoran's Twilight Talons, but such staves have spread to espionage agencies throughout the Inner Sea region and beyond. Activate Single Action envision; Effect You change the shape and appearance of this staff to that of an ordinary handheld accessory of your choosing of the same Bulk. The staff’s statistics don’t change. Only a creature benefiting from true seeing or a similar effect can attempt to disbelieve this illusion, with a DC of 27. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spy Staff Source Treasure Vault pg. 134 Price 340 gp --- Cantrip message 1st illusory disguise , invisible item , message rune 2nd humanoid form , illusory disguise , misdirection <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spy Staff (Greater) Source Treasure Vault pg. 134 Price 1,175 gp --- The DC to disbelieve the illusion disguising the staff is 32. 3rd clairaudience , illusory disguise , nondetection 4th clairvoyance , private sanctum <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spy Staff (Major) Source Treasure Vault pg. 134 Price 5,300 gp --- The DC to disbelieve the illusion disguising the staff is 38. 5th mind probe , prying eye 6th mislead , scrying ","skill_mod":{},"summary":"Cantrip message 1st illusory disguise , invisible item , message rune 2nd humanoid form , illusory disguise , …","primary_source":"Treasure Vault","trait_group":["School","Monster","Mechanics","Equipment","Rarity"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4793","name":"Spy Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4793-4316"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4793","weakness":{},"school":"illusion","price":117500,"trait":["Illusion","Magical","Staff","Uncommon"],"id":"equipment-4793-4317","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Spy Staff Source Treasure Vault pg. 134 Usage held in 1 hand Bulk 1 --- In its normal form, a spy staff is a slim rod of burnished wood with subtle etchings of eyes upon its sides. The first to develop the spy staff were agents of Andoran's Twilight Talons, but such staves have spread to espionage agencies throughout the Inner Sea region and beyond. Activate Single Action envision; Effect You change the shape and appearance of this staff to that of an ordinary handheld accessory of your choosing of the same Bulk. The staff’s statistics don’t change. Only a creature benefiting from true seeing or a similar effect can attempt to disbelieve this illusion, with a DC of 27. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spy Staff Source Treasure Vault pg. 134 Price 340 gp --- Cantrip message 1st illusory disguise , invisible item , message rune 2nd humanoid form , illusory disguise , misdirection <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spy Staff (Greater) Source Treasure Vault pg. 134 Price 1,175 gp --- The DC to disbelieve the illusion disguising the staff is 32. 3rd clairaudience , illusory disguise , nondetection 4th clairvoyance , private sanctum <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spy Staff (Major) Source Treasure Vault pg. 134 Price 5,300 gp --- The DC to disbelieve the illusion disguising the staff is 38. 5th mind probe , prying eye 6th mislead , scrying ","skill_mod":{},"summary":"The DC to disbelieve the illusion disguising the staff is 32. 3rd clairaudience , illusory disguise , nondetection 4th …","primary_source":"Treasure Vault","trait_group":["School","Monster","Mechanics","Equipment","Rarity"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4793","name":"Spy Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4793-4317"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4793","weakness":{},"school":"illusion","price":530000,"trait":["Illusion","Magical","Staff","Uncommon"],"id":"equipment-4793-4318","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Spy Staff Source Treasure Vault pg. 134 Usage held in 1 hand Bulk 1 --- In its normal form, a spy staff is a slim rod of burnished wood with subtle etchings of eyes upon its sides. The first to develop the spy staff were agents of Andoran's Twilight Talons, but such staves have spread to espionage agencies throughout the Inner Sea region and beyond. Activate Single Action envision; Effect You change the shape and appearance of this staff to that of an ordinary handheld accessory of your choosing of the same Bulk. The staff’s statistics don’t change. Only a creature benefiting from true seeing or a similar effect can attempt to disbelieve this illusion, with a DC of 27. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spy Staff Source Treasure Vault pg. 134 Price 340 gp --- Cantrip message 1st illusory disguise , invisible item , message rune 2nd humanoid form , illusory disguise , misdirection <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spy Staff (Greater) Source Treasure Vault pg. 134 Price 1,175 gp --- The DC to disbelieve the illusion disguising the staff is 32. 3rd clairaudience , illusory disguise , nondetection 4th clairvoyance , private sanctum <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spy Staff (Major) Source Treasure Vault pg. 134 Price 5,300 gp --- The DC to disbelieve the illusion disguising the staff is 38. 5th mind probe , prying eye 6th mislead , scrying ","skill_mod":{},"summary":"The DC to disbelieve the illusion disguising the staff is 38. 5th mind probe , prying eye 6th mislead , scrying","primary_source":"Treasure Vault","trait_group":["School","Monster","Mechanics","Equipment","Rarity"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4793","name":"Spy Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4793-4318"},{"item_child_id":["equipment-4794-4319","equipment-4794-4320","equipment-4794-4321"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Staff"],"id":"equipment-4794","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Air Source Treasure Vault pg. 134 Usage held in 1 hand Bulk 1 --- Carved from white ash wood, a staff of air crackles with electrical sparks, and a breeze always follows the wielder. While wielding a staff of air , you feel lighter on your feet, and you can Step into difficult terrain once per round. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Air Source Treasure Vault pg. 134 Price 60 gp --- Cantrip gale blast 1st air bubble , gust of wind <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Air (Greater) Source Treasure Vault pg. 134 Price 450 gp --- 2nd ash cloud , obscuring mist 3rd blazing dive , lightning bolt , wall of wind <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Air (Major) Source Treasure Vault pg. 135 Price 1,800 gp --- 4th air walk , ash cloud 5th blazing dive , lightning storm ","skill_mod":{},"summary":"Carved from white ash wood, a staff of air crackles with electrical sparks, and a breeze always follows the wielder. While wielding a staff of air …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4794","name":"Staff of Air","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4794"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4794","weakness":{},"school":"evocation","price":6000,"trait":["Evocation","Magical","Staff"],"id":"equipment-4794-4319","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Air Source Treasure Vault pg. 134 Usage held in 1 hand Bulk 1 --- Carved from white ash wood, a staff of air crackles with electrical sparks, and a breeze always follows the wielder. While wielding a staff of air , you feel lighter on your feet, and you can Step into difficult terrain once per round. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Air Source Treasure Vault pg. 134 Price 60 gp --- Cantrip gale blast 1st air bubble , gust of wind <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Air (Greater) Source Treasure Vault pg. 134 Price 450 gp --- 2nd ash cloud , obscuring mist 3rd blazing dive , lightning bolt , wall of wind <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Air (Major) Source Treasure Vault pg. 135 Price 1,800 gp --- 4th air walk , ash cloud 5th blazing dive , lightning storm ","skill_mod":{},"summary":"Cantrip gale blast 1st air bubble , gust of wind","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4794","name":"Staff of Air","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4794-4319"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4794","weakness":{},"school":"evocation","price":45000,"trait":["Evocation","Magical","Staff"],"id":"equipment-4794-4320","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Air Source Treasure Vault pg. 134 Usage held in 1 hand Bulk 1 --- Carved from white ash wood, a staff of air crackles with electrical sparks, and a breeze always follows the wielder. While wielding a staff of air , you feel lighter on your feet, and you can Step into difficult terrain once per round. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Air Source Treasure Vault pg. 134 Price 60 gp --- Cantrip gale blast 1st air bubble , gust of wind <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Air (Greater) Source Treasure Vault pg. 134 Price 450 gp --- 2nd ash cloud , obscuring mist 3rd blazing dive , lightning bolt , wall of wind <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Air (Major) Source Treasure Vault pg. 135 Price 1,800 gp --- 4th air walk , ash cloud 5th blazing dive , lightning storm ","skill_mod":{},"summary":"2nd ash cloud , obscuring mist 3rd blazing dive , lightning bolt , wall of wind","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4794","name":"Staff of Air (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4794-4320"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4794","weakness":{},"school":"evocation","price":180000,"trait":["Evocation","Magical","Staff"],"id":"equipment-4794-4321","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Air Source Treasure Vault pg. 134 Usage held in 1 hand Bulk 1 --- Carved from white ash wood, a staff of air crackles with electrical sparks, and a breeze always follows the wielder. While wielding a staff of air , you feel lighter on your feet, and you can Step into difficult terrain once per round. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Air Source Treasure Vault pg. 134 Price 60 gp --- Cantrip gale blast 1st air bubble , gust of wind <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Air (Greater) Source Treasure Vault pg. 134 Price 450 gp --- 2nd ash cloud , obscuring mist 3rd blazing dive , lightning bolt , wall of wind <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Air (Major) Source Treasure Vault pg. 135 Price 1,800 gp --- 4th air walk , ash cloud 5th blazing dive , lightning storm ","skill_mod":{},"summary":"4th air walk , ash cloud 5th blazing dive , lightning storm","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4794","name":"Staff of Air (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4794-4321"},{"item_child_id":["equipment-4795-4322","equipment-4795-4323","equipment-4795-4324"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Staff"],"id":"equipment-4795","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Earth Source Treasure Vault pg. 135 Usage held in 1 hand Bulk 1 --- Geometric patterns are etched into the smooth brown and gray surface of a staff of earth , which makes a solid thud whenever tapped against the ground. While wielding a staff of earth , you gain a +1 circumstance bonus to your Fortitude saves and DC against effects that Shove you or knock you prone. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Earth Source Treasure Vault pg. 135 Price 60 gp --- Cantrip scatter scree 1st pummeling rubble <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Earth (Greater) Source Treasure Vault pg. 135 Price 450 gp --- 2nd expeditious excavation , pummeling rubble 3rd earthbind , shifting sand <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Earth (Major) Source Treasure Vault pg. 135 Price 1,800 gp --- 4th expeditious excavation , shape stone , spike stones 5th blazing fissure , wall of stone ","skill_mod":{},"summary":"Geometric patterns are etched into the smooth brown and gray surface of a staff of earth , which makes a solid thud whenever tapped against the …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4795","name":"Staff of Earth","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4795"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4795","weakness":{},"school":"evocation","price":6000,"trait":["Evocation","Magical","Staff"],"id":"equipment-4795-4322","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Earth Source Treasure Vault pg. 135 Usage held in 1 hand Bulk 1 --- Geometric patterns are etched into the smooth brown and gray surface of a staff of earth , which makes a solid thud whenever tapped against the ground. While wielding a staff of earth , you gain a +1 circumstance bonus to your Fortitude saves and DC against effects that Shove you or knock you prone. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Earth Source Treasure Vault pg. 135 Price 60 gp --- Cantrip scatter scree 1st pummeling rubble <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Earth (Greater) Source Treasure Vault pg. 135 Price 450 gp --- 2nd expeditious excavation , pummeling rubble 3rd earthbind , shifting sand <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Earth (Major) Source Treasure Vault pg. 135 Price 1,800 gp --- 4th expeditious excavation , shape stone , spike stones 5th blazing fissure , wall of stone ","skill_mod":{},"summary":"Cantrip scatter scree 1st pummeling rubble","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4795","name":"Staff of Earth","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4795-4322"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4795","weakness":{},"school":"evocation","price":45000,"trait":["Evocation","Magical","Staff"],"id":"equipment-4795-4323","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Earth Source Treasure Vault pg. 135 Usage held in 1 hand Bulk 1 --- Geometric patterns are etched into the smooth brown and gray surface of a staff of earth , which makes a solid thud whenever tapped against the ground. While wielding a staff of earth , you gain a +1 circumstance bonus to your Fortitude saves and DC against effects that Shove you or knock you prone. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Earth Source Treasure Vault pg. 135 Price 60 gp --- Cantrip scatter scree 1st pummeling rubble <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Earth (Greater) Source Treasure Vault pg. 135 Price 450 gp --- 2nd expeditious excavation , pummeling rubble 3rd earthbind , shifting sand <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Earth (Major) Source Treasure Vault pg. 135 Price 1,800 gp --- 4th expeditious excavation , shape stone , spike stones 5th blazing fissure , wall of stone ","skill_mod":{},"summary":"2nd expeditious excavation , pummeling rubble 3rd earthbind , shifting sand","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4795","name":"Staff of Earth (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4795-4323"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4795","weakness":{},"school":"evocation","price":180000,"trait":["Evocation","Magical","Staff"],"id":"equipment-4795-4324","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Earth Source Treasure Vault pg. 135 Usage held in 1 hand Bulk 1 --- Geometric patterns are etched into the smooth brown and gray surface of a staff of earth , which makes a solid thud whenever tapped against the ground. While wielding a staff of earth , you gain a +1 circumstance bonus to your Fortitude saves and DC against effects that Shove you or knock you prone. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Earth Source Treasure Vault pg. 135 Price 60 gp --- Cantrip scatter scree 1st pummeling rubble <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Earth (Greater) Source Treasure Vault pg. 135 Price 450 gp --- 2nd expeditious excavation , pummeling rubble 3rd earthbind , shifting sand <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Earth (Major) Source Treasure Vault pg. 135 Price 1,800 gp --- 4th expeditious excavation , shape stone , spike stones 5th blazing fissure , wall of stone ","skill_mod":{},"summary":"4th expeditious excavation , shape stone , spike stones 5th blazing fissure , wall of stone","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4795","name":"Staff of Earth (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4795-4324"},{"item_child_id":["equipment-4796-4325","equipment-4796-4326","equipment-4796-4327"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Staff"],"id":"equipment-4796","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Water Source Treasure Vault pg. 135 Usage held in 1 hand Bulk 1 --- A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water , you have resistance 2 to fire. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Water Source Treasure Vault pg. 135 Price 60 gp --- Cantrip spout 1st create water , hydraulic push <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Water (Greater) Source Treasure Vault pg. 135 Price 450 gp --- The resistance is 5. 2nd quench , water walk 3rd aqueous orb , wall of water <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Water (Major) Source Treasure Vault pg. 135 Price 1,800 gp --- The resistance is 10. 4th crashing wave , hydraulic torrent 5th control water , geyser ","skill_mod":{},"summary":"A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4796","name":"Staff of Water","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4796"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4796","weakness":{},"school":"evocation","price":6000,"trait":["Evocation","Magical","Staff"],"id":"equipment-4796-4325","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Water Source Treasure Vault pg. 135 Usage held in 1 hand Bulk 1 --- A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water , you have resistance 2 to fire. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Water Source Treasure Vault pg. 135 Price 60 gp --- Cantrip spout 1st create water , hydraulic push <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Water (Greater) Source Treasure Vault pg. 135 Price 450 gp --- The resistance is 5. 2nd quench , water walk 3rd aqueous orb , wall of water <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Water (Major) Source Treasure Vault pg. 135 Price 1,800 gp --- The resistance is 10. 4th crashing wave , hydraulic torrent 5th control water , geyser ","skill_mod":{},"summary":"Cantrip spout 1st create water , hydraulic push","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4796","name":"Staff of Water","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4796-4325"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4796","weakness":{},"school":"evocation","price":45000,"trait":["Evocation","Magical","Staff"],"id":"equipment-4796-4326","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Water Source Treasure Vault pg. 135 Usage held in 1 hand Bulk 1 --- A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water , you have resistance 2 to fire. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Water Source Treasure Vault pg. 135 Price 60 gp --- Cantrip spout 1st create water , hydraulic push <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Water (Greater) Source Treasure Vault pg. 135 Price 450 gp --- The resistance is 5. 2nd quench , water walk 3rd aqueous orb , wall of water <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Water (Major) Source Treasure Vault pg. 135 Price 1,800 gp --- The resistance is 10. 4th crashing wave , hydraulic torrent 5th control water , geyser ","skill_mod":{},"summary":"The resistance is 5. 2nd quench , water walk 3rd aqueous orb , wall of water","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4796","name":"Staff of Water (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4796-4326"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4796","weakness":{},"school":"evocation","price":180000,"trait":["Evocation","Magical","Staff"],"id":"equipment-4796-4327","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Water Source Treasure Vault pg. 135 Usage held in 1 hand Bulk 1 --- A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water , you have resistance 2 to fire. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Water Source Treasure Vault pg. 135 Price 60 gp --- Cantrip spout 1st create water , hydraulic push <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Water (Greater) Source Treasure Vault pg. 135 Price 450 gp --- The resistance is 5. 2nd quench , water walk 3rd aqueous orb , wall of water <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Water (Major) Source Treasure Vault pg. 135 Price 1,800 gp --- The resistance is 10. 4th crashing wave , hydraulic torrent 5th control water , geyser ","skill_mod":{},"summary":"The resistance is 10. 4th crashing wave , hydraulic torrent 5th control water , geyser","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4796","name":"Staff of Water (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4796-4327"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"evocation","price":1300000,"trait":["Evocation","Magical","Staff"],"id":"equipment-4797","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Zealot Staff Source Treasure Vault pg. 135 Price 13,000 gp Usage held in 1 hand Bulk 1 --- A zealot staff’s color, iconography, and materials vary depending on the faith it’s dedicated to. An Iomedaean staff might be forged of gold and shaped like an ornamental sword, while a Lamashtan one could instead be made of blackened iron depicting monstrous faces. Used as a weapon, the staff is a +3 greater striking staff . The staff represents vehement support of the deity to whom the staff is dedicated, punishing defiance. When the staff’s effects require choosing alignments, you can choose only that deity’s alignments. No such staves exist for deities that are true neutral. When you prepare this staff, if you don’t worship its deity, you become drained 1 until your next daily preparations. Activate Free Action envision; Trigger You hit with a Strike using the staff; Effect Choose one of the represented deity’s alignments besides neutral. You expend 1 charge from the staff and deal 1d4 damage per damage die of the staff. This damage is of the alignment type you chose. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip divine lance 1st bane 2nd brand the impenitent , spiritual weapon 3rd crisis of faith , warding aggression 4th anathematic reprisal , spiritual weapon 5th divine wrath 6th spiritual weapon , zealous conviction 7th divine decree Craft Requirements You worship the deity to which the staff is dedicated. Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"A zealot staff’s color, iconography, and materials vary depending on the faith it’s dedicated to. An Iomedaean staff might be forged of gold and …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4797","name":"Zealot Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4797"},{"item_child_id":["equipment-4798-4328","equipment-4798-4329","equipment-4798-4330"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"necromancy","trait":["Magical","Necromancy","Staff"],"id":"equipment-4798","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Zombie Staff Source Treasure Vault pg. 135 Usage held in 1 hand Bulk 1 --- A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff’s animate dead spells can be used only to animate undead that have flesh and an Intelligence modifier of –4 or lower. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. If you cast animate dead , you can also cast protect companion on the resulting minion as a free action. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Zombie Staff Source Treasure Vault pg. 135 Price 330 gp --- Cantrip p rotect companion 1st animate dead , necromancer’s generosity 2nd animate dead , final sacrifice <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Zombie Staff (Greater) Source Treasure Vault pg. 135 Price 1,200 gp --- 3rd animate dead , bind undead , necromancer’s generosity 4th animate dead , enervation , final sacrifice <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Zombie Staff (Major) Source Treasure Vault pg. 135 Price 5,600 gp --- 5th animate dead , necromancer’s generosity 6th animate dead , final sacrifice , necrotize ","skill_mod":{},"summary":"A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff’s animate dead …","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4798","name":"Zombie Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4798"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4798","weakness":{},"school":"necromancy","price":33000,"trait":["Magical","Necromancy","Staff"],"id":"equipment-4798-4328","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Zombie Staff Source Treasure Vault pg. 135 Usage held in 1 hand Bulk 1 --- A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff’s animate dead spells can be used only to animate undead that have flesh and an Intelligence modifier of –4 or lower. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. If you cast animate dead , you can also cast protect companion on the resulting minion as a free action. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Zombie Staff Source Treasure Vault pg. 135 Price 330 gp --- Cantrip p rotect companion 1st animate dead , necromancer’s generosity 2nd animate dead , final sacrifice <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Zombie Staff (Greater) Source Treasure Vault pg. 135 Price 1,200 gp --- 3rd animate dead , bind undead , necromancer’s generosity 4th animate dead , enervation , final sacrifice <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Zombie Staff (Major) Source Treasure Vault pg. 135 Price 5,600 gp --- 5th animate dead , necromancer’s generosity 6th animate dead , final sacrifice , necrotize ","skill_mod":{},"summary":"Cantrip p rotect companion 1st animate dead , necromancer’s generosity 2nd animate dead , final sacrifice","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4798","name":"Zombie Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4798-4328"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4798","weakness":{},"school":"necromancy","price":120000,"trait":["Magical","Necromancy","Staff"],"id":"equipment-4798-4329","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Zombie Staff Source Treasure Vault pg. 135 Usage held in 1 hand Bulk 1 --- A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff’s animate dead spells can be used only to animate undead that have flesh and an Intelligence modifier of –4 or lower. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. If you cast animate dead , you can also cast protect companion on the resulting minion as a free action. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Zombie Staff Source Treasure Vault pg. 135 Price 330 gp --- Cantrip p rotect companion 1st animate dead , necromancer’s generosity 2nd animate dead , final sacrifice <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Zombie Staff (Greater) Source Treasure Vault pg. 135 Price 1,200 gp --- 3rd animate dead , bind undead , necromancer’s generosity 4th animate dead , enervation , final sacrifice <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Zombie Staff (Major) Source Treasure Vault pg. 135 Price 5,600 gp --- 5th animate dead , necromancer’s generosity 6th animate dead , final sacrifice , necrotize ","skill_mod":{},"summary":"3rd animate dead , bind undead , necromancer’s generosity 4th animate dead , enervation , final sacrifice","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4798","name":"Zombie Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4798-4329"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4798","weakness":{},"school":"necromancy","price":560000,"trait":["Magical","Necromancy","Staff"],"id":"equipment-4798-4330","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Zombie Staff Source Treasure Vault pg. 135 Usage held in 1 hand Bulk 1 --- A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff’s animate dead spells can be used only to animate undead that have flesh and an Intelligence modifier of –4 or lower. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. If you cast animate dead , you can also cast protect companion on the resulting minion as a free action. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Zombie Staff Source Treasure Vault pg. 135 Price 330 gp --- Cantrip p rotect companion 1st animate dead , necromancer’s generosity 2nd animate dead , final sacrifice <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Zombie Staff (Greater) Source Treasure Vault pg. 135 Price 1,200 gp --- 3rd animate dead , bind undead , necromancer’s generosity 4th animate dead , enervation , final sacrifice <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Zombie Staff (Major) Source Treasure Vault pg. 135 Price 5,600 gp --- 5th animate dead , necromancer’s generosity 6th animate dead , final sacrifice , necrotize ","skill_mod":{},"summary":"5th animate dead , necromancer’s generosity 6th animate dead , final sacrifice , necrotize","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4798","name":"Zombie Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4798-4330"},{"item_child_id":["equipment-4799-4331","equipment-4799-4332","equipment-4799-4333"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"enchantment","skill":["Performance","Performance","Performance","Intimidation","Intimidation","Intimidation"],"trait":["Coda","Enchantment","Occult","Staff"],"id":"equipment-4799","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bagpipes of Turmoil Source Treasure Vault pg. 136 Usage held in 2 hands Bulk 1 --- While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer’s enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to Performance checks and to Intimidation checks made to Demoralize. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bagpipes of Turmoil Source Treasure Vault pg. 136 Price 90 gp --- Cantrip daze 1st bane <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bagpipes of Turmoil (Greater) Source Treasure Vault pg. 136 Price 460 gp --- 2nd deafness , knock , shatter 3rd agonizing despair , paralyze <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bagpipes of Turmoil (Major) Source Treasure Vault pg. 136 Price 1,900 gp --- The item bonuses are +2. 4th confusion , painful vibrations 5th banishment , crushing despair , synaptic pulse ","skill_mod":{},"summary":"While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4799","name":"Bagpipes of Turmoil","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4799"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4799","weakness":{},"school":"enchantment","price":9000,"skill":["Performance","Intimidation"],"trait":["Coda","Enchantment","Occult","Staff"],"id":"equipment-4799-4331","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bagpipes of Turmoil Source Treasure Vault pg. 136 Usage held in 2 hands Bulk 1 --- While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer’s enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to Performance checks and to Intimidation checks made to Demoralize. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bagpipes of Turmoil Source Treasure Vault pg. 136 Price 90 gp --- Cantrip daze 1st bane <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bagpipes of Turmoil (Greater) Source Treasure Vault pg. 136 Price 460 gp --- 2nd deafness , knock , shatter 3rd agonizing despair , paralyze <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bagpipes of Turmoil (Major) Source Treasure Vault pg. 136 Price 1,900 gp --- The item bonuses are +2. 4th confusion , painful vibrations 5th banishment , crushing despair , synaptic pulse ","skill_mod":{},"summary":"Cantrip daze 1st bane","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4799","name":"Bagpipes of Turmoil","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4799-4331"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4799","weakness":{},"school":"enchantment","price":46000,"skill":["Performance","Intimidation"],"trait":["Coda","Enchantment","Occult","Staff"],"id":"equipment-4799-4332","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bagpipes of Turmoil Source Treasure Vault pg. 136 Usage held in 2 hands Bulk 1 --- While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer’s enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to Performance checks and to Intimidation checks made to Demoralize. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bagpipes of Turmoil Source Treasure Vault pg. 136 Price 90 gp --- Cantrip daze 1st bane <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bagpipes of Turmoil (Greater) Source Treasure Vault pg. 136 Price 460 gp --- 2nd deafness , knock , shatter 3rd agonizing despair , paralyze <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bagpipes of Turmoil (Major) Source Treasure Vault pg. 136 Price 1,900 gp --- The item bonuses are +2. 4th confusion , painful vibrations 5th banishment , crushing despair , synaptic pulse ","skill_mod":{},"summary":"2nd deafness , knock , shatter 3rd agonizing despair , paralyze","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4799","name":"Bagpipes of Turmoil (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4799-4332"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4799","weakness":{},"school":"enchantment","price":190000,"skill":["Performance","Intimidation"],"trait":["Coda","Enchantment","Occult","Staff"],"id":"equipment-4799-4333","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bagpipes of Turmoil Source Treasure Vault pg. 136 Usage held in 2 hands Bulk 1 --- While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer’s enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to Performance checks and to Intimidation checks made to Demoralize. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bagpipes of Turmoil Source Treasure Vault pg. 136 Price 90 gp --- Cantrip daze 1st bane <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bagpipes of Turmoil (Greater) Source Treasure Vault pg. 136 Price 460 gp --- 2nd deafness , knock , shatter 3rd agonizing despair , paralyze <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bagpipes of Turmoil (Major) Source Treasure Vault pg. 136 Price 1,900 gp --- The item bonuses are +2. 4th confusion , painful vibrations 5th banishment , crushing despair , synaptic pulse ","skill_mod":{},"summary":"The item bonuses are +2. 4th confusion , painful vibrations 5th banishment , crushing despair , synaptic pulse","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4799","name":"Bagpipes of Turmoil (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4799-4333"},{"item_child_id":["equipment-4800-4334","equipment-4800-4335","equipment-4800-4336"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"evocation","skill":["Performance","Performance","Performance"],"trait":["Coda","Evocation","Occult","Staff"],"id":"equipment-4800","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Drums of War Source Treasure Vault pg. 136 Usage held in 2 hands Bulk 1 --- This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a marching beat, invoking armies on the move. While playing the drums, you gain a +1 item bonus to Performance checks and a +5-foot status bonus to your Speed. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Drums of War Source Treasure Vault pg. 136 Price 90 gp --- Cantrip shield 1st mage armor , magic missile , true strike <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Drums of War (Greater) Source Treasure Vault pg. 136 Price 460 gp --- 2nd false life , sound burst , spiritual weapon 3rd haste , heroism <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Drums of War (Major) Source Treasure Vault pg. 136 Price 1,900 gp --- The item bonus to Performance checks is +2. 4th spell immunity , tortoise and the hare 5th death ward , quicken time , spell immunity ","skill_mod":{},"summary":"This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4800","name":"Drums of War","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4800"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4800","weakness":{},"school":"evocation","price":9000,"skill":["Performance"],"trait":["Coda","Evocation","Occult","Staff"],"id":"equipment-4800-4334","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Drums of War Source Treasure Vault pg. 136 Usage held in 2 hands Bulk 1 --- This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a marching beat, invoking armies on the move. While playing the drums, you gain a +1 item bonus to Performance checks and a +5-foot status bonus to your Speed. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Drums of War Source Treasure Vault pg. 136 Price 90 gp --- Cantrip shield 1st mage armor , magic missile , true strike <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Drums of War (Greater) Source Treasure Vault pg. 136 Price 460 gp --- 2nd false life , sound burst , spiritual weapon 3rd haste , heroism <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Drums of War (Major) Source Treasure Vault pg. 136 Price 1,900 gp --- The item bonus to Performance checks is +2. 4th spell immunity , tortoise and the hare 5th death ward , quicken time , spell immunity ","skill_mod":{},"summary":"Cantrip shield 1st mage armor , magic missile , true strike","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4800","name":"Drums of War","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4800-4334"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4800","weakness":{},"school":"evocation","price":46000,"skill":["Performance"],"trait":["Coda","Evocation","Occult","Staff"],"id":"equipment-4800-4335","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Drums of War Source Treasure Vault pg. 136 Usage held in 2 hands Bulk 1 --- This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a marching beat, invoking armies on the move. While playing the drums, you gain a +1 item bonus to Performance checks and a +5-foot status bonus to your Speed. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Drums of War Source Treasure Vault pg. 136 Price 90 gp --- Cantrip shield 1st mage armor , magic missile , true strike <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Drums of War (Greater) Source Treasure Vault pg. 136 Price 460 gp --- 2nd false life , sound burst , spiritual weapon 3rd haste , heroism <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Drums of War (Major) Source Treasure Vault pg. 136 Price 1,900 gp --- The item bonus to Performance checks is +2. 4th spell immunity , tortoise and the hare 5th death ward , quicken time , spell immunity ","skill_mod":{},"summary":"2nd false life , sound burst , spiritual weapon 3rd haste , heroism","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4800","name":"Drums of War (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4800-4335"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4800","weakness":{},"school":"evocation","price":190000,"skill":["Performance"],"trait":["Coda","Evocation","Occult","Staff"],"id":"equipment-4800-4336","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Drums of War Source Treasure Vault pg. 136 Usage held in 2 hands Bulk 1 --- This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a marching beat, invoking armies on the move. While playing the drums, you gain a +1 item bonus to Performance checks and a +5-foot status bonus to your Speed. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Drums of War Source Treasure Vault pg. 136 Price 90 gp --- Cantrip shield 1st mage armor , magic missile , true strike <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Drums of War (Greater) Source Treasure Vault pg. 136 Price 460 gp --- 2nd false life , sound burst , spiritual weapon 3rd haste , heroism <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Drums of War (Major) Source Treasure Vault pg. 136 Price 1,900 gp --- The item bonus to Performance checks is +2. 4th spell immunity , tortoise and the hare 5th death ward , quicken time , spell immunity ","skill_mod":{},"summary":"The item bonus to Performance checks is +2. 4th spell immunity , tortoise and the hare 5th death ward , quicken time , spell …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4800","name":"Drums of War (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4800-4336"},{"item_child_id":["equipment-4801-4337","equipment-4801-4338","equipment-4801-4339"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"enchantment","skill":["Performance","Performance","Performance","Diplomacy","Diplomacy","Diplomacy"],"trait":["Coda","Enchantment","Occult","Staff"],"id":"equipment-4801","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Entertainer's Lute Source Treasure Vault pg. 136 Usage held in 2 hands Bulk L --- This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the story of the song you’re currently playing (as a free action). Its frets are inlaid with mother of pearl. With its mix of enchantment and illusion magic, it’s favored by many traveling minstrels. While playing the lute, you gain a +1 item bonus to Diplomacy and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Entertainer's Lute Source Treasure Vault pg. 136 Price 90 gp --- Cantrip infectious enthusiasm 1st bless , ventriloquism <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Entertainer's Lute (Greater) Source Treasure Vault pg. 136 Price 460 gp --- 2nd calm emotions , mirror image 3rd enthrall , heroism , illusory creature <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Entertainer's Lute (Major) Source Treasure Vault pg. 136 Price 1,900 gp --- The item bonuses are +2. 4th glibness , infectious melody 5th hallucination , illusory creature , illusory scene , suggestion ","skill_mod":{},"summary":"This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4801","name":"Entertainer's Lute","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4801"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4801","weakness":{},"school":"enchantment","price":9000,"skill":["Performance","Diplomacy"],"trait":["Coda","Enchantment","Occult","Staff"],"id":"equipment-4801-4337","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Entertainer's Lute Source Treasure Vault pg. 136 Usage held in 2 hands Bulk L --- This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the story of the song you’re currently playing (as a free action). Its frets are inlaid with mother of pearl. With its mix of enchantment and illusion magic, it’s favored by many traveling minstrels. While playing the lute, you gain a +1 item bonus to Diplomacy and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Entertainer's Lute Source Treasure Vault pg. 136 Price 90 gp --- Cantrip infectious enthusiasm 1st bless , ventriloquism <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Entertainer's Lute (Greater) Source Treasure Vault pg. 136 Price 460 gp --- 2nd calm emotions , mirror image 3rd enthrall , heroism , illusory creature <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Entertainer's Lute (Major) Source Treasure Vault pg. 136 Price 1,900 gp --- The item bonuses are +2. 4th glibness , infectious melody 5th hallucination , illusory creature , illusory scene , suggestion ","skill_mod":{},"summary":"Cantrip infectious enthusiasm 1st bless , ventriloquism","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4801","name":"Entertainer's Lute","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4801-4337"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4801","weakness":{},"school":"enchantment","price":46000,"skill":["Performance","Diplomacy"],"trait":["Coda","Enchantment","Occult","Staff"],"id":"equipment-4801-4338","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Entertainer's Lute Source Treasure Vault pg. 136 Usage held in 2 hands Bulk L --- This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the story of the song you’re currently playing (as a free action). Its frets are inlaid with mother of pearl. With its mix of enchantment and illusion magic, it’s favored by many traveling minstrels. While playing the lute, you gain a +1 item bonus to Diplomacy and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Entertainer's Lute Source Treasure Vault pg. 136 Price 90 gp --- Cantrip infectious enthusiasm 1st bless , ventriloquism <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Entertainer's Lute (Greater) Source Treasure Vault pg. 136 Price 460 gp --- 2nd calm emotions , mirror image 3rd enthrall , heroism , illusory creature <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Entertainer's Lute (Major) Source Treasure Vault pg. 136 Price 1,900 gp --- The item bonuses are +2. 4th glibness , infectious melody 5th hallucination , illusory creature , illusory scene , suggestion ","skill_mod":{},"summary":"2nd calm emotions , mirror image 3rd enthrall , heroism , illusory creature","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4801","name":"Entertainer's Lute (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4801-4338"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4801","weakness":{},"school":"enchantment","price":190000,"skill":["Performance","Diplomacy"],"trait":["Coda","Enchantment","Occult","Staff"],"id":"equipment-4801-4339","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Entertainer's Lute Source Treasure Vault pg. 136 Usage held in 2 hands Bulk L --- This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the story of the song you’re currently playing (as a free action). Its frets are inlaid with mother of pearl. With its mix of enchantment and illusion magic, it’s favored by many traveling minstrels. While playing the lute, you gain a +1 item bonus to Diplomacy and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Entertainer's Lute Source Treasure Vault pg. 136 Price 90 gp --- Cantrip infectious enthusiasm 1st bless , ventriloquism <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Entertainer's Lute (Greater) Source Treasure Vault pg. 136 Price 460 gp --- 2nd calm emotions , mirror image 3rd enthrall , heroism , illusory creature <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Entertainer's Lute (Major) Source Treasure Vault pg. 136 Price 1,900 gp --- The item bonuses are +2. 4th glibness , infectious melody 5th hallucination , illusory creature , illusory scene , suggestion ","skill_mod":{},"summary":"The item bonuses are +2. 4th glibness , infectious melody 5th hallucination , illusory creature , illusory scene , …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4801","name":"Entertainer's Lute (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4801-4339"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"enchantment","price":1000000,"skill":["Performance"],"trait":["Coda","Enchantment","Occult","Rare","Staff"],"id":"equipment-4802","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Fiddle of the Maestro Source Treasure Vault pg. 136 Price 10,000 gp Usage held in 2 hands Bulk L --- This exquisite fiddle is perfectly carved and balanced to produce the purest sound while granting its player perfect balance and poise. It grants a +2 item bonus to Performance checks. If you’re a master in Performance, while playing it you also gain a +1 status bonus to Reflex saves and a +1 item bonus to Dexterity-based skill checks. If you’re legendary in Performance, the bonuses are +2. When you Perform with the fiddle, you can choose to create a harsh and discordant note. You critically fail the Performance check, shred the strings of the fiddle, and create an 8th-level sound burst , with a 40-foot emanation around you instead of a 10-foot burst. The fiddle can’t be played again until the strings are replaced at a cost of 200 gp. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Cantrips dancing lights , ghost sound , message 1st command 2nd calm emotions , faerie fire 3rd enthrall 4th glibness 5th sending 6th calm emotions , dominate , vibrant pattern 7th dominate , prismatic spray , true target , vibrant pattern , visions of danger Craft Requirements Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"This exquisite fiddle is perfectly carved and balanced to produce the purest sound while granting its player perfect balance and poise. It grants a …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4802","name":"Fiddle of the Maestro","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4802"},{"item_child_id":["equipment-4803-4340","equipment-4803-4341","equipment-4803-4342"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"enchantment","skill":["Performance","Performance","Performance","Diplomacy","Diplomacy","Diplomacy"],"trait":["Coda","Enchantment","Occult","Staff","Uncommon"],"id":"equipment-4803","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Pipes of Compulsion Source Treasure Vault pg. 137 Usage held in 2 hands Bulk L --- These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn’t function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, you gain a +1 item bonus to Diplomacy and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Pipes of Compulsion Source Treasure Vault pg. 137 Price 90 gp --- Cantrip daze 1st charm , command , fear <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Pipes of Compulsion (Greater) Source Treasure Vault pg. 137 Price 460 gp --- 2nd hideous laughter , touch of idiocy 3rd charm , hypnotic pattern , mind reading , zone of truth <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Pipes of Compulsion (Major) Source Treasure Vault pg. 137 Price 1,900 gp --- The item bonuses are +2. 4th confusion , suggestion 5th charm , glimmer of charm , suggestion , telepathy ","skill_mod":{},"summary":"These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn’t function at all, but in skilled hands …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4803","name":"Pipes of Compulsion","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4803"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4803","weakness":{},"school":"enchantment","price":9000,"skill":["Performance","Diplomacy"],"trait":["Coda","Enchantment","Occult","Staff","Uncommon"],"id":"equipment-4803-4340","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Pipes of Compulsion Source Treasure Vault pg. 137 Usage held in 2 hands Bulk L --- These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn’t function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, you gain a +1 item bonus to Diplomacy and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Pipes of Compulsion Source Treasure Vault pg. 137 Price 90 gp --- Cantrip daze 1st charm , command , fear <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Pipes of Compulsion (Greater) Source Treasure Vault pg. 137 Price 460 gp --- 2nd hideous laughter , touch of idiocy 3rd charm , hypnotic pattern , mind reading , zone of truth <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Pipes of Compulsion (Major) Source Treasure Vault pg. 137 Price 1,900 gp --- The item bonuses are +2. 4th confusion , suggestion 5th charm , glimmer of charm , suggestion , telepathy ","skill_mod":{},"summary":"Cantrip daze 1st charm , command , fear","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4803","name":"Pipes of Compulsion","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4803-4340"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4803","weakness":{},"school":"enchantment","price":46000,"skill":["Performance","Diplomacy"],"trait":["Coda","Enchantment","Occult","Staff","Uncommon"],"id":"equipment-4803-4341","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Pipes of Compulsion Source Treasure Vault pg. 137 Usage held in 2 hands Bulk L --- These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn’t function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, you gain a +1 item bonus to Diplomacy and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Pipes of Compulsion Source Treasure Vault pg. 137 Price 90 gp --- Cantrip daze 1st charm , command , fear <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Pipes of Compulsion (Greater) Source Treasure Vault pg. 137 Price 460 gp --- 2nd hideous laughter , touch of idiocy 3rd charm , hypnotic pattern , mind reading , zone of truth <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Pipes of Compulsion (Major) Source Treasure Vault pg. 137 Price 1,900 gp --- The item bonuses are +2. 4th confusion , suggestion 5th charm , glimmer of charm , suggestion , telepathy ","skill_mod":{},"summary":"2nd hideous laughter , touch of idiocy 3rd charm , hypnotic pattern , mind reading , zone of truth","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4803","name":"Pipes of Compulsion (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4803-4341"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4803","weakness":{},"school":"enchantment","price":190000,"skill":["Performance","Diplomacy"],"trait":["Coda","Enchantment","Occult","Staff","Uncommon"],"id":"equipment-4803-4342","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Pipes of Compulsion Source Treasure Vault pg. 137 Usage held in 2 hands Bulk L --- These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn’t function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, you gain a +1 item bonus to Diplomacy and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Pipes of Compulsion Source Treasure Vault pg. 137 Price 90 gp --- Cantrip daze 1st charm , command , fear <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Pipes of Compulsion (Greater) Source Treasure Vault pg. 137 Price 460 gp --- 2nd hideous laughter , touch of idiocy 3rd charm , hypnotic pattern , mind reading , zone of truth <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Pipes of Compulsion (Major) Source Treasure Vault pg. 137 Price 1,900 gp --- The item bonuses are +2. 4th confusion , suggestion 5th charm , glimmer of charm , suggestion , telepathy ","skill_mod":{},"summary":"The item bonuses are +2. 4th confusion , suggestion 5th charm , glimmer of charm , suggestion , telepathy","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4803","name":"Pipes of Compulsion (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4803-4342"},{"item_child_id":["equipment-4804-4343","equipment-4804-4344","equipment-4804-4345"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"divination","skill":["Performance","Performance","Performance"],"trait":["Coda","Divination","Occult","Staff","Uncommon"],"id":"equipment-4804","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Seer's Flute Source Treasure Vault pg. 137 Usage held in 2 hands Bulk L --- This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed when the flute is played, as if it held the eyes of many independent beings. While playing the flute, you gain a +1 item bonus to Perception checks and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Seer's Flute Source Treasure Vault pg. 137 Price 90 gp --- Cantrip guidance , read aura 1st detect alignment <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Seer's Flute (Greater) Source Treasure Vault pg. 137 Price 460 gp --- 2nd augury , see invisibility 3rd clairaudience , hypercognition , wanderer’s guide <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Seer's Flute (Major) Source Treasure Vault pg. 137 Price 1,900 gp --- The item bonuses are +2. 4th clairvoyance , read omens 5th inevitable disaster , prying eye , tongues ","skill_mod":{},"summary":"This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4804","name":"Seer's Flute","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4804"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4804","weakness":{},"school":"divination","price":9000,"skill":["Performance"],"trait":["Coda","Divination","Occult","Staff","Uncommon"],"id":"equipment-4804-4343","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Seer's Flute Source Treasure Vault pg. 137 Usage held in 2 hands Bulk L --- This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed when the flute is played, as if it held the eyes of many independent beings. While playing the flute, you gain a +1 item bonus to Perception checks and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Seer's Flute Source Treasure Vault pg. 137 Price 90 gp --- Cantrip guidance , read aura 1st detect alignment <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Seer's Flute (Greater) Source Treasure Vault pg. 137 Price 460 gp --- 2nd augury , see invisibility 3rd clairaudience , hypercognition , wanderer’s guide <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Seer's Flute (Major) Source Treasure Vault pg. 137 Price 1,900 gp --- The item bonuses are +2. 4th clairvoyance , read omens 5th inevitable disaster , prying eye , tongues ","skill_mod":{},"summary":"Cantrip guidance , read aura 1st detect alignment","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4804","name":"Seer's Flute","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4804-4343"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4804","weakness":{},"school":"divination","price":46000,"skill":["Performance"],"trait":["Coda","Divination","Occult","Staff","Uncommon"],"id":"equipment-4804-4344","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Seer's Flute Source Treasure Vault pg. 137 Usage held in 2 hands Bulk L --- This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed when the flute is played, as if it held the eyes of many independent beings. While playing the flute, you gain a +1 item bonus to Perception checks and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Seer's Flute Source Treasure Vault pg. 137 Price 90 gp --- Cantrip guidance , read aura 1st detect alignment <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Seer's Flute (Greater) Source Treasure Vault pg. 137 Price 460 gp --- 2nd augury , see invisibility 3rd clairaudience , hypercognition , wanderer’s guide <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Seer's Flute (Major) Source Treasure Vault pg. 137 Price 1,900 gp --- The item bonuses are +2. 4th clairvoyance , read omens 5th inevitable disaster , prying eye , tongues ","skill_mod":{},"summary":"2nd augury , see invisibility 3rd clairaudience , hypercognition , wanderer’s guide","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4804","name":"Seer's Flute (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4804-4344"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4804","weakness":{},"school":"divination","price":190000,"skill":["Performance"],"trait":["Coda","Divination","Occult","Staff","Uncommon"],"id":"equipment-4804-4345","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Seer's Flute Source Treasure Vault pg. 137 Usage held in 2 hands Bulk L --- This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed when the flute is played, as if it held the eyes of many independent beings. While playing the flute, you gain a +1 item bonus to Perception checks and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Seer's Flute Source Treasure Vault pg. 137 Price 90 gp --- Cantrip guidance , read aura 1st detect alignment <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Seer's Flute (Greater) Source Treasure Vault pg. 137 Price 460 gp --- 2nd augury , see invisibility 3rd clairaudience , hypercognition , wanderer’s guide <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Seer's Flute (Major) Source Treasure Vault pg. 137 Price 1,900 gp --- The item bonuses are +2. 4th clairvoyance , read omens 5th inevitable disaster , prying eye , tongues ","skill_mod":{},"summary":"The item bonuses are +2. 4th clairvoyance , read omens 5th inevitable disaster , prying eye , tongues","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4804","name":"Seer's Flute (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4804-4345"},{"item_child_id":["equipment-4805-4346","equipment-4805-4347","equipment-4805-4348"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"illusion","skill":["Performance","Performance","Performance","Deception","Deception","Deception"],"trait":["Coda","Illusion","Occult","Staff"],"id":"equipment-4805","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Trickster's Mandolin Source Treasure Vault pg. 137 Usage held in 2 hands Bulk L --- Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to Deception and Performance checks. Activate Single Action envision; Effect You change the instrument’s color and shape to one you prefer, and you can turn it into a different handheld string instrument that takes two hands to play. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Trickster's Mandolin Source Treasure Vault pg. 137 Price 90 gp --- Cantrip prestidigitation 1st illusory disguise , item facade , ventriloquism <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Trickster's Mandolin (Greater) Source Treasure Vault pg. 137 Price 460 gp --- 2nd i llusory creature , illusory disguise , invisibility , mirror image 3rd illusory disguise , phantom prison , sculpt sound <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Trickster's Mandolin (Major) Source Treasure Vault pg. 137 Price 1,900 gp --- The item bonuses are +2. 4th confusion , invisibility , veil 5th hallucination , illusory scene , veil ","skill_mod":{},"summary":"Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Monster","Tradition"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4805","name":"Trickster's Mandolin","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4805"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4805","weakness":{},"school":"illusion","price":9000,"skill":["Performance","Deception"],"trait":["Coda","Illusion","Occult","Staff"],"id":"equipment-4805-4346","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Trickster's Mandolin Source Treasure Vault pg. 137 Usage held in 2 hands Bulk L --- Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to Deception and Performance checks. Activate Single Action envision; Effect You change the instrument’s color and shape to one you prefer, and you can turn it into a different handheld string instrument that takes two hands to play. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Trickster's Mandolin Source Treasure Vault pg. 137 Price 90 gp --- Cantrip prestidigitation 1st illusory disguise , item facade , ventriloquism <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Trickster's Mandolin (Greater) Source Treasure Vault pg. 137 Price 460 gp --- 2nd i llusory creature , illusory disguise , invisibility , mirror image 3rd illusory disguise , phantom prison , sculpt sound <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Trickster's Mandolin (Major) Source Treasure Vault pg. 137 Price 1,900 gp --- The item bonuses are +2. 4th confusion , invisibility , veil 5th hallucination , illusory scene , veil ","skill_mod":{},"summary":"Cantrip prestidigitation 1st illusory disguise , item facade , ventriloquism","primary_source":"Treasure Vault","trait_group":["Equipment","School","Monster","Tradition"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4805","name":"Trickster's Mandolin","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4805-4346"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4805","weakness":{},"school":"illusion","price":46000,"skill":["Performance","Deception"],"trait":["Coda","Illusion","Occult","Staff"],"id":"equipment-4805-4347","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Trickster's Mandolin Source Treasure Vault pg. 137 Usage held in 2 hands Bulk L --- Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to Deception and Performance checks. Activate Single Action envision; Effect You change the instrument’s color and shape to one you prefer, and you can turn it into a different handheld string instrument that takes two hands to play. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Trickster's Mandolin Source Treasure Vault pg. 137 Price 90 gp --- Cantrip prestidigitation 1st illusory disguise , item facade , ventriloquism <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Trickster's Mandolin (Greater) Source Treasure Vault pg. 137 Price 460 gp --- 2nd i llusory creature , illusory disguise , invisibility , mirror image 3rd illusory disguise , phantom prison , sculpt sound <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Trickster's Mandolin (Major) Source Treasure Vault pg. 137 Price 1,900 gp --- The item bonuses are +2. 4th confusion , invisibility , veil 5th hallucination , illusory scene , veil ","skill_mod":{},"summary":"2nd i llusory creature , illusory disguise , invisibility , mirror image 3rd illusory disguise , phantom prison , sculpt …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Monster","Tradition"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4805","name":"Trickster's Mandolin (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4805-4347"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-4805","weakness":{},"school":"illusion","price":190000,"skill":["Performance","Deception"],"trait":["Coda","Illusion","Occult","Staff"],"id":"equipment-4805-4348","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Trickster's Mandolin Source Treasure Vault pg. 137 Usage held in 2 hands Bulk L --- Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to Deception and Performance checks. Activate Single Action envision; Effect You change the instrument’s color and shape to one you prefer, and you can turn it into a different handheld string instrument that takes two hands to play. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Trickster's Mandolin Source Treasure Vault pg. 137 Price 90 gp --- Cantrip prestidigitation 1st illusory disguise , item facade , ventriloquism <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Trickster's Mandolin (Greater) Source Treasure Vault pg. 137 Price 460 gp --- 2nd i llusory creature , illusory disguise , invisibility , mirror image 3rd illusory disguise , phantom prison , sculpt sound <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Trickster's Mandolin (Major) Source Treasure Vault pg. 137 Price 1,900 gp --- The item bonuses are +2. 4th confusion , invisibility , veil 5th hallucination , illusory scene , veil ","skill_mod":{},"summary":"The item bonuses are +2. 4th confusion , invisibility , veil 5th hallucination , illusory scene , veil","primary_source":"Treasure Vault","trait_group":["Equipment","School","Monster","Tradition"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=4805","name":"Trickster's Mandolin (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4805-4348"},{"item_child_id":["equipment-4806-4349","equipment-4806-4350"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Magical","Wand","Water"],"id":"equipment-4806","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Wand of Choking Mist Source Treasure Vault pg. 138 Usage held in 1 hand Bulk L --- This blackened wood wand has a smoldering tip, emitting a slight trail of steam. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic armor of the indicated level. Additionally, the target can use the Chromatic Armor Burst action. Chromatic Armor Burst Single Action (concentrate, evocation, light, magical); Requirements You’re affected by chromatic armor created by the wand of chromatic burst ; Effect Choose one color of the chromatic armor the wand created for you. The spell ends and light of that color flashes brightly in a 20-foot emanation. Creatures in the area take damage of the type associated with the color you chose, with a basic Reflex save against your spell DC; the amount of damage depends on the wand’s type. This action has the trait corresponding to the damage type you chose. Craft Requirements Supply a casting of obscuring mist or solid fog . <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Wand of Choking Mist (2nd-Level Spell) Source Treasure Vault pg. 138 Price 250 gp --- The spell is obscuring mist . <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Wand of Choking Mist (4th-Level Spell) Source Treasure Vault pg. 138 Price 1,000 gp --- The spell is solid fog .","element":["Water"],"skill_mod":{},"summary":"This blackened wood wand has a smoldering tip, emitting a slight trail of steam. ","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment","Elemental","Planar","Monster"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4806","name":"Wand of Choking Mist","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-4806"},{"remaster_name":["Wand of Choking Mist (2nd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4806","weakness":{},"school":"conjuration","price":25000,"trait":["Conjuration","Magical","Wand","Water"],"id":"equipment-4806-4349","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Wand of Choking Mist Source Treasure Vault pg. 138 Usage held in 1 hand Bulk L --- This blackened wood wand has a smoldering tip, emitting a slight trail of steam. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic armor of the indicated level. Additionally, the target can use the Chromatic Armor Burst action. Chromatic Armor Burst Single Action (concentrate, evocation, light, magical); Requirements You’re affected by chromatic armor created by the wand of chromatic burst ; Effect Choose one color of the chromatic armor the wand created for you. The spell ends and light of that color flashes brightly in a 20-foot emanation. Creatures in the area take damage of the type associated with the color you chose, with a basic Reflex save against your spell DC; the amount of damage depends on the wand’s type. This action has the trait corresponding to the damage type you chose. Craft Requirements Supply a casting of obscuring mist or solid fog . <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Wand of Choking Mist (2nd-Level Spell) Source Treasure Vault pg. 138 Price 250 gp --- The spell is obscuring mist . <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Wand of Choking Mist (4th-Level Spell) Source Treasure Vault pg. 138 Price 1,000 gp --- The spell is solid fog .","element":["Water"],"skill_mod":{},"summary":"The spell is obscuring mist .","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment","Elemental","Planar","Monster"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4806","name":"Wand of Choking Mist (2nd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-4806-4349"},{"remaster_name":["Wand of Choking Mist (4th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4806","weakness":{},"school":"conjuration","price":100000,"trait":["Conjuration","Magical","Wand","Water"],"id":"equipment-4806-4350","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Wand of Choking Mist Source Treasure Vault pg. 138 Usage held in 1 hand Bulk L --- This blackened wood wand has a smoldering tip, emitting a slight trail of steam. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic armor of the indicated level. Additionally, the target can use the Chromatic Armor Burst action. Chromatic Armor Burst Single Action (concentrate, evocation, light, magical); Requirements You’re affected by chromatic armor created by the wand of chromatic burst ; Effect Choose one color of the chromatic armor the wand created for you. The spell ends and light of that color flashes brightly in a 20-foot emanation. Creatures in the area take damage of the type associated with the color you chose, with a basic Reflex save against your spell DC; the amount of damage depends on the wand’s type. This action has the trait corresponding to the damage type you chose. Craft Requirements Supply a casting of obscuring mist or solid fog . <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Wand of Choking Mist (2nd-Level Spell) Source Treasure Vault pg. 138 Price 250 gp --- The spell is obscuring mist . <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Wand of Choking Mist (4th-Level Spell) Source Treasure Vault pg. 138 Price 1,000 gp --- The spell is solid fog .","element":["Water"],"skill_mod":{},"summary":"The spell is solid fog .","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment","Elemental","Planar","Monster"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4806","name":"Wand of Choking Mist (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-4806-4350"},{"item_child_id":["equipment-4807-4351","equipment-4807-4352"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Light","Magical","Wand"],"id":"equipment-4807","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Wand of Chromatic Burst Source Treasure Vault pg. 138 Usage held in 1 hand Bulk L --- This intricately carved quartz wand changes color, cycling through the colors of the rainbow. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic armor of the indicated level. Additionally, the target can use the Chromatic Armor Burst action. Chromatic Armor Burst Single Action (concentrate, evocation, light, magical); Requirements You’re affected by chromatic armor created by the wand of chromatic burst ; Effect Choose one color of the chromatic armor the wand created for you. The spell ends and light of that color flashes brightly in a 20-foot emanation. Creatures in the area take damage of the type associated with the color you chose, with a basic Reflex save against your spell DC; the amount of damage depends on the wand’s type. This action has the trait corresponding to the damage type you chose. Craft Requirements Supply a casting of chromatic armor of the appropriate level. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Chromatic Blastt (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp --- The damage is 4d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Chromatic Blast (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp --- The damage is 8d6.","skill_mod":{},"summary":"This intricately carved quartz wand changes color, cycling through the colors of the rainbow. ","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4807","name":"Wand of Chromatic Burst","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4807"},{"remaster_name":["Wand of Chromatic Burst (4th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4807","weakness":{},"school":"abjuration","price":100000,"trait":["Abjuration","Light","Magical","Wand"],"id":"equipment-4807-4351","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Wand of Chromatic Burst Source Treasure Vault pg. 138 Usage held in 1 hand Bulk L --- This intricately carved quartz wand changes color, cycling through the colors of the rainbow. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic armor of the indicated level. Additionally, the target can use the Chromatic Armor Burst action. Chromatic Armor Burst Single Action (concentrate, evocation, light, magical); Requirements You’re affected by chromatic armor created by the wand of chromatic burst ; Effect Choose one color of the chromatic armor the wand created for you. The spell ends and light of that color flashes brightly in a 20-foot emanation. Creatures in the area take damage of the type associated with the color you chose, with a basic Reflex save against your spell DC; the amount of damage depends on the wand’s type. This action has the trait corresponding to the damage type you chose. Craft Requirements Supply a casting of chromatic armor of the appropriate level. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Chromatic Blastt (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp --- The damage is 4d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Chromatic Blast (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp --- The damage is 8d6.","skill_mod":{},"summary":"The damage is 4d6.","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4807","name":"Wand of Chromatic Blastt (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4807-4351"},{"remaster_name":["Wand of Chromatic Burst (7th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4807","weakness":{},"school":"abjuration","price":1000000,"trait":["Abjuration","Light","Magical","Wand"],"id":"equipment-4807-4352","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Wand of Chromatic Burst Source Treasure Vault pg. 138 Usage held in 1 hand Bulk L --- This intricately carved quartz wand changes color, cycling through the colors of the rainbow. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic armor of the indicated level. Additionally, the target can use the Chromatic Armor Burst action. Chromatic Armor Burst Single Action (concentrate, evocation, light, magical); Requirements You’re affected by chromatic armor created by the wand of chromatic burst ; Effect Choose one color of the chromatic armor the wand created for you. The spell ends and light of that color flashes brightly in a 20-foot emanation. Creatures in the area take damage of the type associated with the color you chose, with a basic Reflex save against your spell DC; the amount of damage depends on the wand’s type. This action has the trait corresponding to the damage type you chose. Craft Requirements Supply a casting of chromatic armor of the appropriate level. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Chromatic Blastt (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp --- The damage is 4d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Chromatic Blast (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp --- The damage is 8d6.","skill_mod":{},"summary":"The damage is 8d6.","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4807","name":"Wand of Chromatic Blast (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4807-4352"},{"item_child_id":["equipment-4808-4353","equipment-4808-4354","equipment-4808-4355"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"evocation","trait":["Cold","Evocation","Magical","Wand","Water"],"id":"equipment-4808","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Wand of Clinging Rime Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- A thin layer of frost coats this gnarled holly wand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast frigid flurry of the indicated level. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the creatures in the area. Each creature that fails its save takes persistent cold damage with the amount determined by the wand’s type. Craft Requirements Supply a casting of frigid flurry of the appropriate level. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Clinging Rime (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp --- The persistent cold damage is 1d6. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Clinging Rime (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp --- The persistent cold damage is 2d6. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Clinging Rime (9th-Level Spell) Source Treasure Vault pg. 139 Price 70,000 gp --- The persistent cold damage is 3d6.","element":["Water"],"skill_mod":{},"summary":"A thin layer of frost coats this gnarled holly wand. ","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment","Elemental","Planar"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4808","name":"Wand of Clinging Rime","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4808"},{"remaster_name":["Wand of Clinging Rime (7th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4808","weakness":{},"school":"evocation","price":1000000,"trait":["Cold","Evocation","Magical","Wand","Water"],"id":"equipment-4808-4353","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Wand of Clinging Rime Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- A thin layer of frost coats this gnarled holly wand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast frigid flurry of the indicated level. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the creatures in the area. Each creature that fails its save takes persistent cold damage with the amount determined by the wand’s type. Craft Requirements Supply a casting of frigid flurry of the appropriate level. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Clinging Rime (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp --- The persistent cold damage is 1d6. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Clinging Rime (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp --- The persistent cold damage is 2d6. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Clinging Rime (9th-Level Spell) Source Treasure Vault pg. 139 Price 70,000 gp --- The persistent cold damage is 3d6.","element":["Water"],"skill_mod":{},"summary":"The persistent cold damage is 1d6.","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment","Elemental","Planar"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4808","name":"Wand of Clinging Rime (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4808-4353"},{"remaster_name":["Wand of Clinging Rime (8th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4808","weakness":{},"school":"evocation","price":2400000,"trait":["Cold","Evocation","Magical","Wand","Water"],"id":"equipment-4808-4354","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Wand of Clinging Rime Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- A thin layer of frost coats this gnarled holly wand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast frigid flurry of the indicated level. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the creatures in the area. Each creature that fails its save takes persistent cold damage with the amount determined by the wand’s type. Craft Requirements Supply a casting of frigid flurry of the appropriate level. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Clinging Rime (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp --- The persistent cold damage is 1d6. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Clinging Rime (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp --- The persistent cold damage is 2d6. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Clinging Rime (9th-Level Spell) Source Treasure Vault pg. 139 Price 70,000 gp --- The persistent cold damage is 3d6.","element":["Water"],"skill_mod":{},"summary":"The persistent cold damage is 2d6.","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment","Elemental","Planar"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4808","name":"Wand of Clinging Rime (8th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4808-4354"},{"remaster_name":["Wand of Clinging Rime (9th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4808","weakness":{},"school":"evocation","price":7000000,"trait":["Cold","Evocation","Magical","Wand","Water"],"id":"equipment-4808-4355","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Wand of Clinging Rime Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- A thin layer of frost coats this gnarled holly wand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast frigid flurry of the indicated level. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the creatures in the area. Each creature that fails its save takes persistent cold damage with the amount determined by the wand’s type. Craft Requirements Supply a casting of frigid flurry of the appropriate level. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Clinging Rime (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp --- The persistent cold damage is 1d6. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Clinging Rime (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp --- The persistent cold damage is 2d6. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Clinging Rime (9th-Level Spell) Source Treasure Vault pg. 139 Price 70,000 gp --- The persistent cold damage is 3d6.","element":["Water"],"skill_mod":{},"summary":"The persistent cold damage is 3d6.","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment","Elemental","Planar"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4808","name":"Wand of Clinging Rime (9th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4808-4355"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"necromancy","price":16000,"trait":["Magical","Necromancy","Wand"],"id":"equipment-4809","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Wand of Contagious Frailty Source Treasure Vault pg. 139 Price 160 gp Usage held in 1 hand Bulk L --- Cracks and healed fractures spiderweb the shaft of this bone wand, worsening each time the wand is used. The bone’s worn epiphysis forms the wand’s pommel, and black leather wraps around the handle. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast ray of enfeeblement . After you cast the spell, if the target is enfeebled, it releases a 10-foot emanation that doesn't include itself. Each creature in that area must attempt a Fortitude save as if struck by the ray of enfeeblement but gets an outcome one degree of success better than it rolled. Craft Requirements Supply a casting of ray of enfeeblement .\n","skill_mod":{},"summary":"Cracks and healed fractures spiderweb the shaft of this bone wand, worsening each time the wand is used. The bone’s worn epiphysis forms the wand’s …","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4809","name":"Wand of Contagious Frailty","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4809"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"transmutation","price":8000,"trait":["Magical","Transmutation","Wand"],"id":"equipment-4810","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Wand of Crushing Leaps Source Treasure Vault pg. 139 Price 80 gp Usage held in 1 hand Bulk L --- This supple, light wooden wand drifts to the ground like a feather or leaf when dropped, landing unharmed. A thin coil of metal wraps around the wand’s handle. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast jump , but can jump up to 60 feet. When you land you shatter the ground, making each creature in a 5-foot emanation flat-footed until the start of its next turn. In addition, the space you land in and all squares in the emanation become difficult terrain for 1 minute. Craft Requirements Supply a casting of 1st-level jump .\n","skill_mod":{},"summary":"This supple, light wooden wand drifts to the ground like a feather or leaf when dropped, landing unharmed. A thin coil of metal wraps around the …","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4810","name":"Wand of Crushing Leaps","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4810"},{"item_child_id":["equipment-4811-4356","equipment-4811-4357","equipment-4811-4358","equipment-4811-4359","equipment-4811-4360","equipment-4811-4361","equipment-4811-4362"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Fire","Good","Light","Magical","Wand"],"id":"equipment-4811","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dazzling Rays Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast searing light of the indicated level, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell level. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled). Craft Requirements Supply a casting of searing light of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dazzling Rays (3rd-Level Spell) Source Treasure Vault pg. 139 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dazzling Rays (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dazzling Rays (5th-Level Spell) Source Treasure Vault pg. 139 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dazzling Rays (6th-Level Spell) Source Treasure Vault pg. 139 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dazzling Rays (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dazzling Rays (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dazzling Rays (9th-Level Spell) Source Treasure Vault pg. 139 Price 70,000 gp ","element":["Fire"],"skill_mod":{},"summary":"Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After …","primary_source":"Treasure Vault","trait_group":["School","Energy","Elemental","Planar","Monster","Alignment","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4811","name":"Wand of Dazzling Rays","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4811"},{"remaster_name":["Wand of Dazzling Rays (3rd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4811","weakness":{},"school":"evocation","price":50000,"trait":["Evocation","Fire","Good","Light","Magical","Wand"],"id":"equipment-4811-4356","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dazzling Rays Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast searing light of the indicated level, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell level. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled). Craft Requirements Supply a casting of searing light of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dazzling Rays (3rd-Level Spell) Source Treasure Vault pg. 139 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dazzling Rays (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dazzling Rays (5th-Level Spell) Source Treasure Vault pg. 139 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dazzling Rays (6th-Level Spell) Source Treasure Vault pg. 139 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dazzling Rays (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dazzling Rays (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dazzling Rays (9th-Level Spell) Source Treasure Vault pg. 139 Price 70,000 gp ","element":["Fire"],"skill_mod":{},"summary":"Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After …","primary_source":"Treasure Vault","trait_group":["School","Energy","Elemental","Planar","Monster","Alignment","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4811","name":"Wand of Dazzling Rays (3rd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4811-4356"},{"remaster_name":["Wand of Dazzling Rays (4th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4811","weakness":{},"school":"evocation","price":100000,"trait":["Evocation","Fire","Good","Light","Magical","Wand"],"id":"equipment-4811-4357","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dazzling Rays Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast searing light of the indicated level, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell level. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled). Craft Requirements Supply a casting of searing light of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dazzling Rays (3rd-Level Spell) Source Treasure Vault pg. 139 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dazzling Rays (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dazzling Rays (5th-Level Spell) Source Treasure Vault pg. 139 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dazzling Rays (6th-Level Spell) Source Treasure Vault pg. 139 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dazzling Rays (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dazzling Rays (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dazzling Rays (9th-Level Spell) Source Treasure Vault pg. 139 Price 70,000 gp ","element":["Fire"],"skill_mod":{},"summary":"Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After …","primary_source":"Treasure Vault","trait_group":["School","Energy","Elemental","Planar","Monster","Alignment","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4811","name":"Wand of Dazzling Rays (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4811-4357"},{"remaster_name":["Wand of Dazzling Rays (5th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4811","weakness":{},"school":"evocation","price":200000,"trait":["Evocation","Fire","Good","Light","Magical","Wand"],"id":"equipment-4811-4358","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dazzling Rays Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast searing light of the indicated level, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell level. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled). Craft Requirements Supply a casting of searing light of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dazzling Rays (3rd-Level Spell) Source Treasure Vault pg. 139 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dazzling Rays (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dazzling Rays (5th-Level Spell) Source Treasure Vault pg. 139 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dazzling Rays (6th-Level Spell) Source Treasure Vault pg. 139 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dazzling Rays (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dazzling Rays (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dazzling Rays (9th-Level Spell) Source Treasure Vault pg. 139 Price 70,000 gp ","element":["Fire"],"skill_mod":{},"summary":"Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After …","primary_source":"Treasure Vault","trait_group":["School","Energy","Elemental","Planar","Monster","Alignment","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4811","name":"Wand of Dazzling Rays (5th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4811-4358"},{"remaster_name":["Wand of Dazzling Rays (6th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4811","weakness":{},"school":"evocation","price":450000,"trait":["Evocation","Fire","Good","Light","Magical","Wand"],"id":"equipment-4811-4359","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dazzling Rays Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast searing light of the indicated level, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell level. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled). Craft Requirements Supply a casting of searing light of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dazzling Rays (3rd-Level Spell) Source Treasure Vault pg. 139 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dazzling Rays (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dazzling Rays (5th-Level Spell) Source Treasure Vault pg. 139 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dazzling Rays (6th-Level Spell) Source Treasure Vault pg. 139 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dazzling Rays (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dazzling Rays (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dazzling Rays (9th-Level Spell) Source Treasure Vault pg. 139 Price 70,000 gp ","element":["Fire"],"skill_mod":{},"summary":"Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After …","primary_source":"Treasure Vault","trait_group":["School","Energy","Elemental","Planar","Monster","Alignment","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4811","name":"Wand of Dazzling Rays (6th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4811-4359"},{"remaster_name":["Wand of Dazzling Rays (7th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4811","weakness":{},"school":"evocation","price":1000000,"trait":["Evocation","Fire","Good","Light","Magical","Wand"],"id":"equipment-4811-4360","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dazzling Rays Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast searing light of the indicated level, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell level. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled). Craft Requirements Supply a casting of searing light of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dazzling Rays (3rd-Level Spell) Source Treasure Vault pg. 139 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dazzling Rays (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dazzling Rays (5th-Level Spell) Source Treasure Vault pg. 139 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dazzling Rays (6th-Level Spell) Source Treasure Vault pg. 139 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dazzling Rays (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dazzling Rays (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dazzling Rays (9th-Level Spell) Source Treasure Vault pg. 139 Price 70,000 gp ","element":["Fire"],"skill_mod":{},"summary":"Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After …","primary_source":"Treasure Vault","trait_group":["School","Energy","Elemental","Planar","Monster","Alignment","Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4811","name":"Wand of Dazzling Rays (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4811-4360"},{"remaster_name":["Wand of Dazzling Rays (8th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4811","weakness":{},"school":"evocation","price":2400000,"trait":["Evocation","Fire","Good","Light","Magical","Wand"],"id":"equipment-4811-4361","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dazzling Rays Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast searing light of the indicated level, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell level. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled). Craft Requirements Supply a casting of searing light of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dazzling Rays (3rd-Level Spell) Source Treasure Vault pg. 139 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dazzling Rays (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dazzling Rays (5th-Level Spell) Source Treasure Vault pg. 139 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dazzling Rays (6th-Level Spell) Source Treasure Vault pg. 139 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dazzling Rays (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dazzling Rays (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dazzling Rays (9th-Level Spell) Source Treasure Vault pg. 139 Price 70,000 gp ","element":["Fire"],"skill_mod":{},"summary":"Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After …","primary_source":"Treasure Vault","trait_group":["School","Energy","Elemental","Planar","Monster","Alignment","Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4811","name":"Wand of Dazzling Rays (8th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4811-4361"},{"remaster_name":["Wand of Dazzling Rays (9th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4811","weakness":{},"school":"evocation","price":7000000,"trait":["Evocation","Fire","Good","Light","Magical","Wand"],"id":"equipment-4811-4362","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dazzling Rays Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast searing light of the indicated level, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell level. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled). Craft Requirements Supply a casting of searing light of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dazzling Rays (3rd-Level Spell) Source Treasure Vault pg. 139 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dazzling Rays (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dazzling Rays (5th-Level Spell) Source Treasure Vault pg. 139 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dazzling Rays (6th-Level Spell) Source Treasure Vault pg. 139 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dazzling Rays (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dazzling Rays (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dazzling Rays (9th-Level Spell) Source Treasure Vault pg. 139 Price 70,000 gp ","element":["Fire"],"skill_mod":{},"summary":"Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After …","primary_source":"Treasure Vault","trait_group":["School","Energy","Elemental","Planar","Monster","Alignment","Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4811","name":"Wand of Dazzling Rays (9th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4811-4362"},{"item_child_id":["equipment-4812-4363","equipment-4812-4364","equipment-4812-4365","equipment-4812-4366","equipment-4812-4367","equipment-4812-4368","equipment-4812-4369"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"divination","trait":["Divination","Emotion","Fear","Incapacitation","Magical","Mental","Prediction","Wand"],"id":"equipment-4812","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dumbfounding Doom Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated level, showing the target a potential death that’s gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell. Craft Requirements Supply a casting of impending doom of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dumbfounding Doom (3rd-Level Spell) Source Treasure Vault pg. 139 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dumbfounding Doom (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dumbfounding Doom (5th-Level Spell) Source Treasure Vault pg. 139 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dumbfounding Doom (6th-Level Spell) Source Treasure Vault pg. 139 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dumbfounding Doom (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dumbfounding Doom (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dumbfounding Doom (9th-Level Spell) Source Treasure Vault pg. 140 Price 70,000 gp ","skill_mod":{},"summary":"Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4812","name":"Wand of Dumbfounding Doom","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4812"},{"remaster_name":["Wand of Dumbfounding Doom (3rd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4812","weakness":{},"school":"divination","price":50000,"trait":["Divination","Emotion","Fear","Incapacitation","Magical","Mental","Prediction","Wand"],"id":"equipment-4812-4363","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dumbfounding Doom Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated level, showing the target a potential death that’s gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell. Craft Requirements Supply a casting of impending doom of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dumbfounding Doom (3rd-Level Spell) Source Treasure Vault pg. 139 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dumbfounding Doom (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dumbfounding Doom (5th-Level Spell) Source Treasure Vault pg. 139 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dumbfounding Doom (6th-Level Spell) Source Treasure Vault pg. 139 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dumbfounding Doom (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dumbfounding Doom (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dumbfounding Doom (9th-Level Spell) Source Treasure Vault pg. 140 Price 70,000 gp ","skill_mod":{},"summary":"Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4812","name":"Wand of Dumbfounding Doom (3rd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4812-4363"},{"remaster_name":["Wand of Dumbfounding Doom (4th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4812","weakness":{},"school":"divination","price":100000,"trait":["Divination","Emotion","Fear","Incapacitation","Magical","Mental","Prediction","Wand"],"id":"equipment-4812-4364","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dumbfounding Doom Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated level, showing the target a potential death that’s gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell. Craft Requirements Supply a casting of impending doom of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dumbfounding Doom (3rd-Level Spell) Source Treasure Vault pg. 139 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dumbfounding Doom (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dumbfounding Doom (5th-Level Spell) Source Treasure Vault pg. 139 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dumbfounding Doom (6th-Level Spell) Source Treasure Vault pg. 139 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dumbfounding Doom (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dumbfounding Doom (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dumbfounding Doom (9th-Level Spell) Source Treasure Vault pg. 140 Price 70,000 gp ","skill_mod":{},"summary":"Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4812","name":"Wand of Dumbfounding Doom (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4812-4364"},{"remaster_name":["Wand of Dumbfounding Doom (5th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4812","weakness":{},"school":"divination","price":200000,"trait":["Divination","Emotion","Fear","Incapacitation","Magical","Mental","Prediction","Wand"],"id":"equipment-4812-4365","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dumbfounding Doom Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated level, showing the target a potential death that’s gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell. Craft Requirements Supply a casting of impending doom of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dumbfounding Doom (3rd-Level Spell) Source Treasure Vault pg. 139 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dumbfounding Doom (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dumbfounding Doom (5th-Level Spell) Source Treasure Vault pg. 139 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dumbfounding Doom (6th-Level Spell) Source Treasure Vault pg. 139 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dumbfounding Doom (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dumbfounding Doom (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dumbfounding Doom (9th-Level Spell) Source Treasure Vault pg. 140 Price 70,000 gp ","skill_mod":{},"summary":"Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4812","name":"Wand of Dumbfounding Doom (5th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4812-4365"},{"remaster_name":["Wand of Dumbfounding Doom (6th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4812","weakness":{},"school":"divination","price":450000,"trait":["Divination","Emotion","Fear","Incapacitation","Magical","Mental","Prediction","Wand"],"id":"equipment-4812-4366","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dumbfounding Doom Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated level, showing the target a potential death that’s gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell. Craft Requirements Supply a casting of impending doom of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dumbfounding Doom (3rd-Level Spell) Source Treasure Vault pg. 139 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dumbfounding Doom (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dumbfounding Doom (5th-Level Spell) Source Treasure Vault pg. 139 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dumbfounding Doom (6th-Level Spell) Source Treasure Vault pg. 139 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dumbfounding Doom (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dumbfounding Doom (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dumbfounding Doom (9th-Level Spell) Source Treasure Vault pg. 140 Price 70,000 gp ","skill_mod":{},"summary":"Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4812","name":"Wand of Dumbfounding Doom (6th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4812-4366"},{"remaster_name":["Wand of Dumbfounding Doom (7th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4812","weakness":{},"school":"divination","price":1000000,"trait":["Divination","Emotion","Fear","Incapacitation","Magical","Mental","Prediction","Wand"],"id":"equipment-4812-4367","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dumbfounding Doom Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated level, showing the target a potential death that’s gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell. Craft Requirements Supply a casting of impending doom of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dumbfounding Doom (3rd-Level Spell) Source Treasure Vault pg. 139 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dumbfounding Doom (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dumbfounding Doom (5th-Level Spell) Source Treasure Vault pg. 139 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dumbfounding Doom (6th-Level Spell) Source Treasure Vault pg. 139 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dumbfounding Doom (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dumbfounding Doom (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dumbfounding Doom (9th-Level Spell) Source Treasure Vault pg. 140 Price 70,000 gp ","skill_mod":{},"summary":"Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4812","name":"Wand of Dumbfounding Doom (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4812-4367"},{"remaster_name":["Wand of Dumbfounding Doom (8th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4812","weakness":{},"school":"divination","price":2400000,"trait":["Divination","Emotion","Fear","Incapacitation","Magical","Mental","Prediction","Wand"],"id":"equipment-4812-4368","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dumbfounding Doom Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated level, showing the target a potential death that’s gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell. Craft Requirements Supply a casting of impending doom of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dumbfounding Doom (3rd-Level Spell) Source Treasure Vault pg. 139 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dumbfounding Doom (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dumbfounding Doom (5th-Level Spell) Source Treasure Vault pg. 139 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dumbfounding Doom (6th-Level Spell) Source Treasure Vault pg. 139 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dumbfounding Doom (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dumbfounding Doom (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dumbfounding Doom (9th-Level Spell) Source Treasure Vault pg. 140 Price 70,000 gp ","skill_mod":{},"summary":"Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4812","name":"Wand of Dumbfounding Doom (8th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4812-4368"},{"remaster_name":["Wand of Dumbfounding Doom (9th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4812","weakness":{},"school":"divination","price":7000000,"trait":["Divination","Emotion","Fear","Incapacitation","Magical","Mental","Prediction","Wand"],"id":"equipment-4812-4369","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dumbfounding Doom Source Treasure Vault pg. 139 Usage held in 1 hand Bulk L --- Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated level, showing the target a potential death that’s gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell. Craft Requirements Supply a casting of impending doom of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dumbfounding Doom (3rd-Level Spell) Source Treasure Vault pg. 139 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dumbfounding Doom (4th-Level Spell) Source Treasure Vault pg. 139 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dumbfounding Doom (5th-Level Spell) Source Treasure Vault pg. 139 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dumbfounding Doom (6th-Level Spell) Source Treasure Vault pg. 139 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dumbfounding Doom (7th-Level Spell) Source Treasure Vault pg. 139 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dumbfounding Doom (8th-Level Spell) Source Treasure Vault pg. 139 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dumbfounding Doom (9th-Level Spell) Source Treasure Vault pg. 140 Price 70,000 gp ","skill_mod":{},"summary":"Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4812","name":"Wand of Dumbfounding Doom (9th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4812-4369"},{"item_child_id":["equipment-4813-4370","equipment-4813-4371","equipment-4813-4372","equipment-4813-4373"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Magical","Plant","Wand"],"id":"equipment-4813","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hawthorn Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged like a cluster of berries, decorate the pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast barkskin of the indicated level, and the target sprouts long thorns like those of a hawthorn tree. While barkskin lasts, any creature that hits the target with an unarmed Strike or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand's type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target's turns. Craft Requirements Supply a casting of barkskin of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hawthorn (2nd-Level Spell) Source Treasure Vault pg. 140 Price 250 gp --- The thorns deal 1d4 piercing damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hawthorn (4th-Level Spell) Source Treasure Vault pg. 140 Price 1,000 gp --- The thorns deal 2d4 piercing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hawthorn (6th-Level Spell) Source Treasure Vault pg. 140 Price 4,500 gp --- The thorns deal 3d4 piercing damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hawthorn (8th-Level Spell) Source Treasure Vault pg. 140 Price 24,000 gp --- The thorns deal 4d4 piercing damage.","skill_mod":{},"summary":"Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Creature Type","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4813","name":"Wand of Hawthorn","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4813"},{"remaster_name":["Wand of Hawthorn (2nd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4813","weakness":{},"school":"abjuration","price":25000,"trait":["Abjuration","Magical","Plant","Wand"],"id":"equipment-4813-4370","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hawthorn Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged like a cluster of berries, decorate the pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast barkskin of the indicated level, and the target sprouts long thorns like those of a hawthorn tree. While barkskin lasts, any creature that hits the target with an unarmed Strike or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand's type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target's turns. Craft Requirements Supply a casting of barkskin of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hawthorn (2nd-Level Spell) Source Treasure Vault pg. 140 Price 250 gp --- The thorns deal 1d4 piercing damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hawthorn (4th-Level Spell) Source Treasure Vault pg. 140 Price 1,000 gp --- The thorns deal 2d4 piercing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hawthorn (6th-Level Spell) Source Treasure Vault pg. 140 Price 4,500 gp --- The thorns deal 3d4 piercing damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hawthorn (8th-Level Spell) Source Treasure Vault pg. 140 Price 24,000 gp --- The thorns deal 4d4 piercing damage.","skill_mod":{},"summary":"The thorns deal 1d4 piercing damage.","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Creature Type","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4813","name":"Wand of Hawthorn (2nd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4813-4370"},{"remaster_name":["Wand of Hawthorn (4th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4813","weakness":{},"school":"abjuration","price":100000,"trait":["Abjuration","Magical","Plant","Wand"],"id":"equipment-4813-4371","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hawthorn Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged like a cluster of berries, decorate the pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast barkskin of the indicated level, and the target sprouts long thorns like those of a hawthorn tree. While barkskin lasts, any creature that hits the target with an unarmed Strike or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand's type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target's turns. Craft Requirements Supply a casting of barkskin of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hawthorn (2nd-Level Spell) Source Treasure Vault pg. 140 Price 250 gp --- The thorns deal 1d4 piercing damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hawthorn (4th-Level Spell) Source Treasure Vault pg. 140 Price 1,000 gp --- The thorns deal 2d4 piercing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hawthorn (6th-Level Spell) Source Treasure Vault pg. 140 Price 4,500 gp --- The thorns deal 3d4 piercing damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hawthorn (8th-Level Spell) Source Treasure Vault pg. 140 Price 24,000 gp --- The thorns deal 4d4 piercing damage.","skill_mod":{},"summary":"The thorns deal 2d4 piercing damage.","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Creature Type","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4813","name":"Wand of Hawthorn (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4813-4371"},{"remaster_name":["Wand of Hawthorn (6th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4813","weakness":{},"school":"abjuration","price":450000,"trait":["Abjuration","Magical","Plant","Wand"],"id":"equipment-4813-4372","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hawthorn Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged like a cluster of berries, decorate the pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast barkskin of the indicated level, and the target sprouts long thorns like those of a hawthorn tree. While barkskin lasts, any creature that hits the target with an unarmed Strike or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand's type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target's turns. Craft Requirements Supply a casting of barkskin of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hawthorn (2nd-Level Spell) Source Treasure Vault pg. 140 Price 250 gp --- The thorns deal 1d4 piercing damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hawthorn (4th-Level Spell) Source Treasure Vault pg. 140 Price 1,000 gp --- The thorns deal 2d4 piercing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hawthorn (6th-Level Spell) Source Treasure Vault pg. 140 Price 4,500 gp --- The thorns deal 3d4 piercing damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hawthorn (8th-Level Spell) Source Treasure Vault pg. 140 Price 24,000 gp --- The thorns deal 4d4 piercing damage.","skill_mod":{},"summary":"The thorns deal 3d4 piercing damage.","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Creature Type","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4813","name":"Wand of Hawthorn (6th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4813-4372"},{"remaster_name":["Wand of Hawthorn (8th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4813","weakness":{},"school":"abjuration","price":2400000,"trait":["Abjuration","Magical","Plant","Wand"],"id":"equipment-4813-4373","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hawthorn Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged like a cluster of berries, decorate the pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast barkskin of the indicated level, and the target sprouts long thorns like those of a hawthorn tree. While barkskin lasts, any creature that hits the target with an unarmed Strike or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand's type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target's turns. Craft Requirements Supply a casting of barkskin of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hawthorn (2nd-Level Spell) Source Treasure Vault pg. 140 Price 250 gp --- The thorns deal 1d4 piercing damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hawthorn (4th-Level Spell) Source Treasure Vault pg. 140 Price 1,000 gp --- The thorns deal 2d4 piercing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hawthorn (6th-Level Spell) Source Treasure Vault pg. 140 Price 4,500 gp --- The thorns deal 3d4 piercing damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hawthorn (8th-Level Spell) Source Treasure Vault pg. 140 Price 24,000 gp --- The thorns deal 4d4 piercing damage.","skill_mod":{},"summary":"The thorns deal 4d4 piercing damage.","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Creature Type","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4813","name":"Wand of Hawthorn (8th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4813-4373"},{"item_child_id":["equipment-4814-4374","equipment-4814-4375","equipment-4814-4376","equipment-4814-4377","equipment-4814-4378","equipment-4814-4379","equipment-4814-4380","equipment-4814-4381"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"transmutation","trait":["Magical","Polymorph","Transmutation","Uncommon","Wand"],"id":"equipment-4814","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hybrid Form Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there’s overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, must have the polymorph trait, and must allow more than one choice of battle form. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hybrid Form (2nd-Level Spell) Source Treasure Vault pg. 140 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Hybrid Form (3rd-Level Spell) Source Treasure Vault pg. 140 Price 450 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hybrid Form (4th-Level Spell) Source Treasure Vault pg. 140 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Hybrid Form (5th-Level Spell) Source Treasure Vault pg. 140 Price 1,750 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hybrid Form (6th-Level Spell) Source Treasure Vault pg. 140 Price 3,750 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Hybrid Form (7th-Level Spell) Source Treasure Vault pg. 140 Price 8,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hybrid Form (8th-Level Spell) Source Treasure Vault pg. 140 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Hybrid Form (9th-Level Spell) Source Treasure Vault pg. 140 Price 55,000 gp ","skill_mod":{},"summary":"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. ","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Rarity","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4814","name":"Wand of Hybrid Form","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4814"},{"remaster_name":["Wand of Hybrid Form (2nd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4814","weakness":{},"school":"transmutation","price":20000,"trait":["Magical","Polymorph","Transmutation","Uncommon","Wand"],"id":"equipment-4814-4374","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hybrid Form Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there’s overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, must have the polymorph trait, and must allow more than one choice of battle form. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hybrid Form (2nd-Level Spell) Source Treasure Vault pg. 140 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Hybrid Form (3rd-Level Spell) Source Treasure Vault pg. 140 Price 450 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hybrid Form (4th-Level Spell) Source Treasure Vault pg. 140 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Hybrid Form (5th-Level Spell) Source Treasure Vault pg. 140 Price 1,750 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hybrid Form (6th-Level Spell) Source Treasure Vault pg. 140 Price 3,750 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Hybrid Form (7th-Level Spell) Source Treasure Vault pg. 140 Price 8,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hybrid Form (8th-Level Spell) Source Treasure Vault pg. 140 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Hybrid Form (9th-Level Spell) Source Treasure Vault pg. 140 Price 55,000 gp ","skill_mod":{},"summary":"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Rarity","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4814","name":"Wand of Hybrid Form (2nd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4814-4374"},{"remaster_name":["Wand of Hybrid Form (3rd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4814","weakness":{},"school":"transmutation","price":45000,"trait":["Magical","Polymorph","Transmutation","Uncommon","Wand"],"id":"equipment-4814-4375","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hybrid Form Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there’s overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, must have the polymorph trait, and must allow more than one choice of battle form. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hybrid Form (2nd-Level Spell) Source Treasure Vault pg. 140 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Hybrid Form (3rd-Level Spell) Source Treasure Vault pg. 140 Price 450 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hybrid Form (4th-Level Spell) Source Treasure Vault pg. 140 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Hybrid Form (5th-Level Spell) Source Treasure Vault pg. 140 Price 1,750 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hybrid Form (6th-Level Spell) Source Treasure Vault pg. 140 Price 3,750 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Hybrid Form (7th-Level Spell) Source Treasure Vault pg. 140 Price 8,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hybrid Form (8th-Level Spell) Source Treasure Vault pg. 140 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Hybrid Form (9th-Level Spell) Source Treasure Vault pg. 140 Price 55,000 gp ","skill_mod":{},"summary":"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Rarity","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4814","name":"Wand of Hybrid Form (3rd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4814-4375"},{"remaster_name":["Wand of Hybrid Form (4th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4814","weakness":{},"school":"transmutation","price":85000,"trait":["Magical","Polymorph","Transmutation","Uncommon","Wand"],"id":"equipment-4814-4376","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hybrid Form Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there’s overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, must have the polymorph trait, and must allow more than one choice of battle form. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hybrid Form (2nd-Level Spell) Source Treasure Vault pg. 140 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Hybrid Form (3rd-Level Spell) Source Treasure Vault pg. 140 Price 450 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hybrid Form (4th-Level Spell) Source Treasure Vault pg. 140 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Hybrid Form (5th-Level Spell) Source Treasure Vault pg. 140 Price 1,750 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hybrid Form (6th-Level Spell) Source Treasure Vault pg. 140 Price 3,750 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Hybrid Form (7th-Level Spell) Source Treasure Vault pg. 140 Price 8,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hybrid Form (8th-Level Spell) Source Treasure Vault pg. 140 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Hybrid Form (9th-Level Spell) Source Treasure Vault pg. 140 Price 55,000 gp ","skill_mod":{},"summary":"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Rarity","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4814","name":"Wand of Hybrid Form (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4814-4376"},{"remaster_name":["Wand of Hybrid Form (5th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4814","weakness":{},"school":"transmutation","price":175000,"trait":["Magical","Polymorph","Transmutation","Uncommon","Wand"],"id":"equipment-4814-4377","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hybrid Form Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there’s overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, must have the polymorph trait, and must allow more than one choice of battle form. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hybrid Form (2nd-Level Spell) Source Treasure Vault pg. 140 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Hybrid Form (3rd-Level Spell) Source Treasure Vault pg. 140 Price 450 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hybrid Form (4th-Level Spell) Source Treasure Vault pg. 140 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Hybrid Form (5th-Level Spell) Source Treasure Vault pg. 140 Price 1,750 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hybrid Form (6th-Level Spell) Source Treasure Vault pg. 140 Price 3,750 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Hybrid Form (7th-Level Spell) Source Treasure Vault pg. 140 Price 8,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hybrid Form (8th-Level Spell) Source Treasure Vault pg. 140 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Hybrid Form (9th-Level Spell) Source Treasure Vault pg. 140 Price 55,000 gp ","skill_mod":{},"summary":"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Rarity","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4814","name":"Wand of Hybrid Form (5th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4814-4377"},{"remaster_name":["Wand of Hybrid Form (6th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4814","weakness":{},"school":"transmutation","price":375000,"trait":["Magical","Polymorph","Transmutation","Uncommon","Wand"],"id":"equipment-4814-4378","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hybrid Form Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there’s overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, must have the polymorph trait, and must allow more than one choice of battle form. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hybrid Form (2nd-Level Spell) Source Treasure Vault pg. 140 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Hybrid Form (3rd-Level Spell) Source Treasure Vault pg. 140 Price 450 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hybrid Form (4th-Level Spell) Source Treasure Vault pg. 140 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Hybrid Form (5th-Level Spell) Source Treasure Vault pg. 140 Price 1,750 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hybrid Form (6th-Level Spell) Source Treasure Vault pg. 140 Price 3,750 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Hybrid Form (7th-Level Spell) Source Treasure Vault pg. 140 Price 8,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hybrid Form (8th-Level Spell) Source Treasure Vault pg. 140 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Hybrid Form (9th-Level Spell) Source Treasure Vault pg. 140 Price 55,000 gp ","skill_mod":{},"summary":"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Rarity","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4814","name":"Wand of Hybrid Form (6th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4814-4378"},{"remaster_name":["Wand of Hybrid Form (7th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4814","weakness":{},"school":"transmutation","price":800000,"trait":["Magical","Polymorph","Transmutation","Uncommon","Wand"],"id":"equipment-4814-4379","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hybrid Form Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there’s overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, must have the polymorph trait, and must allow more than one choice of battle form. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hybrid Form (2nd-Level Spell) Source Treasure Vault pg. 140 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Hybrid Form (3rd-Level Spell) Source Treasure Vault pg. 140 Price 450 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hybrid Form (4th-Level Spell) Source Treasure Vault pg. 140 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Hybrid Form (5th-Level Spell) Source Treasure Vault pg. 140 Price 1,750 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hybrid Form (6th-Level Spell) Source Treasure Vault pg. 140 Price 3,750 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Hybrid Form (7th-Level Spell) Source Treasure Vault pg. 140 Price 8,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hybrid Form (8th-Level Spell) Source Treasure Vault pg. 140 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Hybrid Form (9th-Level Spell) Source Treasure Vault pg. 140 Price 55,000 gp ","skill_mod":{},"summary":"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Rarity","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4814","name":"Wand of Hybrid Form (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4814-4379"},{"remaster_name":["Wand of Hybrid Form (8th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4814","weakness":{},"school":"transmutation","price":1900000,"trait":["Magical","Polymorph","Transmutation","Uncommon","Wand"],"id":"equipment-4814-4380","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hybrid Form Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there’s overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, must have the polymorph trait, and must allow more than one choice of battle form. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hybrid Form (2nd-Level Spell) Source Treasure Vault pg. 140 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Hybrid Form (3rd-Level Spell) Source Treasure Vault pg. 140 Price 450 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hybrid Form (4th-Level Spell) Source Treasure Vault pg. 140 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Hybrid Form (5th-Level Spell) Source Treasure Vault pg. 140 Price 1,750 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hybrid Form (6th-Level Spell) Source Treasure Vault pg. 140 Price 3,750 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Hybrid Form (7th-Level Spell) Source Treasure Vault pg. 140 Price 8,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hybrid Form (8th-Level Spell) Source Treasure Vault pg. 140 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Hybrid Form (9th-Level Spell) Source Treasure Vault pg. 140 Price 55,000 gp ","skill_mod":{},"summary":"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Rarity","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4814","name":"Wand of Hybrid Form (8th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4814-4380"},{"remaster_name":["Wand of Hybrid Form (9th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4814","weakness":{},"school":"transmutation","price":5500000,"trait":["Magical","Polymorph","Transmutation","Uncommon","Wand"],"id":"equipment-4814-4381","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hybrid Form Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there’s overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, must have the polymorph trait, and must allow more than one choice of battle form. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hybrid Form (2nd-Level Spell) Source Treasure Vault pg. 140 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Hybrid Form (3rd-Level Spell) Source Treasure Vault pg. 140 Price 450 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hybrid Form (4th-Level Spell) Source Treasure Vault pg. 140 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Hybrid Form (5th-Level Spell) Source Treasure Vault pg. 140 Price 1,750 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hybrid Form (6th-Level Spell) Source Treasure Vault pg. 140 Price 3,750 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Hybrid Form (7th-Level Spell) Source Treasure Vault pg. 140 Price 8,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hybrid Form (8th-Level Spell) Source Treasure Vault pg. 140 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Hybrid Form (9th-Level Spell) Source Treasure Vault pg. 140 Price 55,000 gp ","skill_mod":{},"summary":"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Rarity","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4814","name":"Wand of Hybrid Form (9th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4814-4381"},{"skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel. ","item_child_id":["equipment-4815-4382","equipment-4815-4383","equipment-4815-4384","equipment-4815-4385","equipment-4815-4386","equipment-4815-4387","equipment-4815-4388","equipment-4815-4389","equipment-4815-4390"],"primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"primary_source_category":"Rulebooks","level":4,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Wands","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4815","weakness":{},"name":"Wand of Legerdemain","trait":["Magical","Wand"],"id":"equipment-4815","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Level Spell) Source Treasure Vault pg. 140 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Level Spell) Source Treasure Vault pg. 140 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Level Spell) Source Treasure Vault pg. 140 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Level Spell) Source Treasure Vault pg. 140 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Level Spell) Source Treasure Vault pg. 140 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Level Spell) Source Treasure Vault pg. 140 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Level Spell) Source Treasure Vault pg. 140 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Level Spell) Source Treasure Vault pg. 140 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Level Spell) Source Treasure Vault pg. 140 Price 70,000 gp ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4815"},{"remaster_name":["Wand of Legerdemain (1st-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4815","weakness":{},"price":10000,"trait":["Magical","Wand"],"id":"equipment-4815-4382","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Level Spell) Source Treasure Vault pg. 140 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Level Spell) Source Treasure Vault pg. 140 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Level Spell) Source Treasure Vault pg. 140 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Level Spell) Source Treasure Vault pg. 140 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Level Spell) Source Treasure Vault pg. 140 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Level Spell) Source Treasure Vault pg. 140 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Level Spell) Source Treasure Vault pg. 140 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Level Spell) Source Treasure Vault pg. 140 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Level Spell) Source Treasure Vault pg. 140 Price 70,000 gp ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4815","name":"Wand of Legerdemain (1st-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4815-4382"},{"remaster_name":["Wand of Legerdemain (2nd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4815","weakness":{},"price":25000,"trait":["Magical","Wand"],"id":"equipment-4815-4383","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Level Spell) Source Treasure Vault pg. 140 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Level Spell) Source Treasure Vault pg. 140 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Level Spell) Source Treasure Vault pg. 140 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Level Spell) Source Treasure Vault pg. 140 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Level Spell) Source Treasure Vault pg. 140 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Level Spell) Source Treasure Vault pg. 140 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Level Spell) Source Treasure Vault pg. 140 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Level Spell) Source Treasure Vault pg. 140 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Level Spell) Source Treasure Vault pg. 140 Price 70,000 gp ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4815","name":"Wand of Legerdemain (2nd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4815-4383"},{"remaster_name":["Wand of Legerdemain (3rd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4815","weakness":{},"price":50000,"trait":["Magical","Wand"],"id":"equipment-4815-4384","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Level Spell) Source Treasure Vault pg. 140 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Level Spell) Source Treasure Vault pg. 140 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Level Spell) Source Treasure Vault pg. 140 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Level Spell) Source Treasure Vault pg. 140 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Level Spell) Source Treasure Vault pg. 140 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Level Spell) Source Treasure Vault pg. 140 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Level Spell) Source Treasure Vault pg. 140 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Level Spell) Source Treasure Vault pg. 140 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Level Spell) Source Treasure Vault pg. 140 Price 70,000 gp ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4815","name":"Wand of Legerdemain (3rd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4815-4384"},{"remaster_name":["Wand of Legerdemain (4th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4815","weakness":{},"price":100000,"trait":["Magical","Wand"],"id":"equipment-4815-4385","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Level Spell) Source Treasure Vault pg. 140 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Level Spell) Source Treasure Vault pg. 140 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Level Spell) Source Treasure Vault pg. 140 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Level Spell) Source Treasure Vault pg. 140 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Level Spell) Source Treasure Vault pg. 140 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Level Spell) Source Treasure Vault pg. 140 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Level Spell) Source Treasure Vault pg. 140 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Level Spell) Source Treasure Vault pg. 140 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Level Spell) Source Treasure Vault pg. 140 Price 70,000 gp ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4815","name":"Wand of Legerdemain (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4815-4385"},{"remaster_name":["Wand of Legerdemain (5th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4815","weakness":{},"price":200000,"trait":["Magical","Wand"],"id":"equipment-4815-4386","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Level Spell) Source Treasure Vault pg. 140 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Level Spell) Source Treasure Vault pg. 140 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Level Spell) Source Treasure Vault pg. 140 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Level Spell) Source Treasure Vault pg. 140 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Level Spell) Source Treasure Vault pg. 140 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Level Spell) Source Treasure Vault pg. 140 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Level Spell) Source Treasure Vault pg. 140 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Level Spell) Source Treasure Vault pg. 140 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Level Spell) Source Treasure Vault pg. 140 Price 70,000 gp ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4815","name":"Wand of Legerdemain (5th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4815-4386"},{"remaster_name":["Wand of Legerdemain (6th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4815","weakness":{},"price":450000,"trait":["Magical","Wand"],"id":"equipment-4815-4387","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Level Spell) Source Treasure Vault pg. 140 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Level Spell) Source Treasure Vault pg. 140 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Level Spell) Source Treasure Vault pg. 140 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Level Spell) Source Treasure Vault pg. 140 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Level Spell) Source Treasure Vault pg. 140 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Level Spell) Source Treasure Vault pg. 140 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Level Spell) Source Treasure Vault pg. 140 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Level Spell) Source Treasure Vault pg. 140 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Level Spell) Source Treasure Vault pg. 140 Price 70,000 gp ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4815","name":"Wand of Legerdemain (6th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4815-4387"},{"remaster_name":["Wand of Legerdemain (7th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4815","weakness":{},"price":1000000,"trait":["Magical","Wand"],"id":"equipment-4815-4388","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Level Spell) Source Treasure Vault pg. 140 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Level Spell) Source Treasure Vault pg. 140 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Level Spell) Source Treasure Vault pg. 140 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Level Spell) Source Treasure Vault pg. 140 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Level Spell) Source Treasure Vault pg. 140 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Level Spell) Source Treasure Vault pg. 140 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Level Spell) Source Treasure Vault pg. 140 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Level Spell) Source Treasure Vault pg. 140 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Level Spell) Source Treasure Vault pg. 140 Price 70,000 gp ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4815","name":"Wand of Legerdemain (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4815-4388"},{"remaster_name":["Wand of Legerdemain (8th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4815","weakness":{},"price":2400000,"trait":["Magical","Wand"],"id":"equipment-4815-4389","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Level Spell) Source Treasure Vault pg. 140 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Level Spell) Source Treasure Vault pg. 140 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Level Spell) Source Treasure Vault pg. 140 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Level Spell) Source Treasure Vault pg. 140 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Level Spell) Source Treasure Vault pg. 140 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Level Spell) Source Treasure Vault pg. 140 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Level Spell) Source Treasure Vault pg. 140 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Level Spell) Source Treasure Vault pg. 140 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Level Spell) Source Treasure Vault pg. 140 Price 70,000 gp ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4815","name":"Wand of Legerdemain (8th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4815-4389"},{"remaster_name":["Wand of Legerdemain (9th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4815","weakness":{},"price":7000000,"trait":["Magical","Wand"],"id":"equipment-4815-4390","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Level Spell) Source Treasure Vault pg. 140 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Level Spell) Source Treasure Vault pg. 140 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Level Spell) Source Treasure Vault pg. 140 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Level Spell) Source Treasure Vault pg. 140 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Level Spell) Source Treasure Vault pg. 140 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Level Spell) Source Treasure Vault pg. 140 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Level Spell) Source Treasure Vault pg. 140 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Level Spell) Source Treasure Vault pg. 140 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Level Spell) Source Treasure Vault pg. 140 Price 70,000 gp ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand’s tasseled pommel.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4815","name":"Wand of Legerdemain (9th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4815-4390"},{"item_child_id":["equipment-4816-4391","equipment-4816-4392","equipment-4816-4393","equipment-4816-4394","equipment-4816-4395","equipment-4816-4396","equipment-4816-4397","equipment-4816-4398","equipment-4816-4399"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"enchantment","trait":["Emotion","Enchantment","Healing","Magical","Mental","Wand"],"id":"equipment-4816","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated level, and can attempt to counteract one mental effect on the same target. Treat the soothe spell’s level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Level Spell) Source Treasure Vault pg. 141 Price 110 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Level Spell) Source Treasure Vault pg. 141 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Level Spell) Source Treasure Vault pg. 141 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Level Spell) Source Treasure Vault pg. 141 Price 70,000 gp ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. ","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4816","name":"Wand of Mental Purification","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4816"},{"remaster_name":["Wand of Mental Purification (1st-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4816","weakness":{},"school":"enchantment","price":11000,"trait":["Emotion","Enchantment","Healing","Magical","Mental","Wand"],"id":"equipment-4816-4391","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated level, and can attempt to counteract one mental effect on the same target. Treat the soothe spell’s level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Level Spell) Source Treasure Vault pg. 141 Price 110 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Level Spell) Source Treasure Vault pg. 141 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Level Spell) Source Treasure Vault pg. 141 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Level Spell) Source Treasure Vault pg. 141 Price 70,000 gp ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4816","name":"Wand of Mental Purification (1st-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4816-4391"},{"remaster_name":["Wand of Mental Purification (2nd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4816","weakness":{},"school":"enchantment","price":25000,"trait":["Emotion","Enchantment","Healing","Magical","Mental","Wand"],"id":"equipment-4816-4392","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated level, and can attempt to counteract one mental effect on the same target. Treat the soothe spell’s level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Level Spell) Source Treasure Vault pg. 141 Price 110 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Level Spell) Source Treasure Vault pg. 141 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Level Spell) Source Treasure Vault pg. 141 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Level Spell) Source Treasure Vault pg. 141 Price 70,000 gp ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4816","name":"Wand of Mental Purification (2nd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4816-4392"},{"remaster_name":["Wand of Mental Purification (3rd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4816","weakness":{},"school":"enchantment","price":50000,"trait":["Emotion","Enchantment","Healing","Magical","Mental","Wand"],"id":"equipment-4816-4393","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated level, and can attempt to counteract one mental effect on the same target. Treat the soothe spell’s level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Level Spell) Source Treasure Vault pg. 141 Price 110 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Level Spell) Source Treasure Vault pg. 141 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Level Spell) Source Treasure Vault pg. 141 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Level Spell) Source Treasure Vault pg. 141 Price 70,000 gp ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4816","name":"Wand of Mental Purification (3rd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4816-4393"},{"remaster_name":["Wand of Mental Purification (4th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4816","weakness":{},"school":"enchantment","price":140000,"trait":["Emotion","Enchantment","Healing","Magical","Mental","Wand"],"id":"equipment-4816-4394","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated level, and can attempt to counteract one mental effect on the same target. Treat the soothe spell’s level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Level Spell) Source Treasure Vault pg. 141 Price 110 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Level Spell) Source Treasure Vault pg. 141 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Level Spell) Source Treasure Vault pg. 141 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Level Spell) Source Treasure Vault pg. 141 Price 70,000 gp ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4816","name":"Wand of Mental Purification (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4816-4394"},{"remaster_name":["Wand of Mental Purification (5th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4816","weakness":{},"school":"enchantment","price":300000,"trait":["Emotion","Enchantment","Healing","Magical","Mental","Wand"],"id":"equipment-4816-4395","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated level, and can attempt to counteract one mental effect on the same target. Treat the soothe spell’s level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Level Spell) Source Treasure Vault pg. 141 Price 110 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Level Spell) Source Treasure Vault pg. 141 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Level Spell) Source Treasure Vault pg. 141 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Level Spell) Source Treasure Vault pg. 141 Price 70,000 gp ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4816","name":"Wand of Mental Purification (5th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4816-4395"},{"remaster_name":["Wand of Mental Purification (6th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4816","weakness":{},"school":"enchantment","price":450000,"trait":["Emotion","Enchantment","Healing","Magical","Mental","Wand"],"id":"equipment-4816-4396","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated level, and can attempt to counteract one mental effect on the same target. Treat the soothe spell’s level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Level Spell) Source Treasure Vault pg. 141 Price 110 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Level Spell) Source Treasure Vault pg. 141 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Level Spell) Source Treasure Vault pg. 141 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Level Spell) Source Treasure Vault pg. 141 Price 70,000 gp ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4816","name":"Wand of Mental Purification (6th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4816-4396"},{"remaster_name":["Wand of Mental Purification (7th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4816","weakness":{},"school":"enchantment","price":1000000,"trait":["Emotion","Enchantment","Healing","Magical","Mental","Wand"],"id":"equipment-4816-4397","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated level, and can attempt to counteract one mental effect on the same target. Treat the soothe spell’s level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Level Spell) Source Treasure Vault pg. 141 Price 110 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Level Spell) Source Treasure Vault pg. 141 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Level Spell) Source Treasure Vault pg. 141 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Level Spell) Source Treasure Vault pg. 141 Price 70,000 gp ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4816","name":"Wand of Mental Purification (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4816-4397"},{"remaster_name":["Wand of Mental Purification (8th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4816","weakness":{},"school":"enchantment","price":2400000,"trait":["Emotion","Enchantment","Healing","Magical","Mental","Wand"],"id":"equipment-4816-4398","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated level, and can attempt to counteract one mental effect on the same target. Treat the soothe spell’s level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Level Spell) Source Treasure Vault pg. 141 Price 110 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Level Spell) Source Treasure Vault pg. 141 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Level Spell) Source Treasure Vault pg. 141 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Level Spell) Source Treasure Vault pg. 141 Price 70,000 gp ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4816","name":"Wand of Mental Purification (8th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4816-4398"},{"remaster_name":["Wand of Mental Purification (9th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4816","weakness":{},"school":"enchantment","price":7000000,"trait":["Emotion","Enchantment","Healing","Magical","Mental","Wand"],"id":"equipment-4816-4399","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated level, and can attempt to counteract one mental effect on the same target. Treat the soothe spell’s level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate level. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Level Spell) Source Treasure Vault pg. 141 Price 110 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Level Spell) Source Treasure Vault pg. 141 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Level Spell) Source Treasure Vault pg. 141 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Level Spell) Source Treasure Vault pg. 141 Price 70,000 gp ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4816","name":"Wand of Mental Purification (9th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4816-4399"},{"skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel . When you cast its spell and choose not to make it nonlethal , the …","item_child_id":["equipment-4817-4400","equipment-4817-4401","equipment-4817-4402","equipment-4817-4403","equipment-4817-4404","equipment-4817-4405","equipment-4817-4406","equipment-4817-4407","equipment-4817-4408"],"primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"primary_source_category":"Rulebooks","level":4,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Wands","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4817","weakness":{},"name":"Wand of Mercy","trait":["Magical","Wand"],"id":"equipment-4817","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions;; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, negative, or nonlethal traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Level Spell) Source Treasure Vault pg. 141 Price 75 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Level Spell) Source Treasure Vault pg. 141 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Level Spell) Source Treasure Vault pg. 141 Price 425 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Level Spell) Source Treasure Vault pg. 141 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Level Spell) Source Treasure Vault pg. 141 Price 1,650 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Level Spell) Source Treasure Vault pg. 141 Price 3,600 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Level Spell) Source Treasure Vault pg. 141 Price 7,900 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Level Spell) Source Treasure Vault pg. 141 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Level Spell) Source Treasure Vault pg. 141 Price 52,000 gp ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4817"},{"remaster_name":["Wand of Mercy (1st-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4817","weakness":{},"price":7500,"trait":["Magical","Wand"],"id":"equipment-4817-4400","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions;; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, negative, or nonlethal traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Level Spell) Source Treasure Vault pg. 141 Price 75 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Level Spell) Source Treasure Vault pg. 141 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Level Spell) Source Treasure Vault pg. 141 Price 425 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Level Spell) Source Treasure Vault pg. 141 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Level Spell) Source Treasure Vault pg. 141 Price 1,650 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Level Spell) Source Treasure Vault pg. 141 Price 3,600 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Level Spell) Source Treasure Vault pg. 141 Price 7,900 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Level Spell) Source Treasure Vault pg. 141 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Level Spell) Source Treasure Vault pg. 141 Price 52,000 gp ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel . When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4817","name":"Wand of Mercy (1st-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4817-4400"},{"remaster_name":["Wand of Mercy (2nd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4817","weakness":{},"price":20000,"trait":["Magical","Wand"],"id":"equipment-4817-4401","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions;; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, negative, or nonlethal traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Level Spell) Source Treasure Vault pg. 141 Price 75 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Level Spell) Source Treasure Vault pg. 141 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Level Spell) Source Treasure Vault pg. 141 Price 425 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Level Spell) Source Treasure Vault pg. 141 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Level Spell) Source Treasure Vault pg. 141 Price 1,650 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Level Spell) Source Treasure Vault pg. 141 Price 3,600 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Level Spell) Source Treasure Vault pg. 141 Price 7,900 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Level Spell) Source Treasure Vault pg. 141 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Level Spell) Source Treasure Vault pg. 141 Price 52,000 gp ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel . When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4817","name":"Wand of Mercy (2nd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4817-4401"},{"remaster_name":["Wand of Mercy (3rd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4817","weakness":{},"price":42500,"trait":["Magical","Wand"],"id":"equipment-4817-4402","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions;; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, negative, or nonlethal traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Level Spell) Source Treasure Vault pg. 141 Price 75 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Level Spell) Source Treasure Vault pg. 141 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Level Spell) Source Treasure Vault pg. 141 Price 425 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Level Spell) Source Treasure Vault pg. 141 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Level Spell) Source Treasure Vault pg. 141 Price 1,650 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Level Spell) Source Treasure Vault pg. 141 Price 3,600 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Level Spell) Source Treasure Vault pg. 141 Price 7,900 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Level Spell) Source Treasure Vault pg. 141 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Level Spell) Source Treasure Vault pg. 141 Price 52,000 gp ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel . When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4817","name":"Wand of Mercy (3rd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4817-4402"},{"remaster_name":["Wand of Mercy (4th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4817","weakness":{},"price":85000,"trait":["Magical","Wand"],"id":"equipment-4817-4403","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions;; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, negative, or nonlethal traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Level Spell) Source Treasure Vault pg. 141 Price 75 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Level Spell) Source Treasure Vault pg. 141 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Level Spell) Source Treasure Vault pg. 141 Price 425 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Level Spell) Source Treasure Vault pg. 141 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Level Spell) Source Treasure Vault pg. 141 Price 1,650 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Level Spell) Source Treasure Vault pg. 141 Price 3,600 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Level Spell) Source Treasure Vault pg. 141 Price 7,900 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Level Spell) Source Treasure Vault pg. 141 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Level Spell) Source Treasure Vault pg. 141 Price 52,000 gp ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel . When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4817","name":"Wand of Mercy (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4817-4403"},{"remaster_name":["Wand of Mercy (5th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4817","weakness":{},"price":165000,"trait":["Magical","Wand"],"id":"equipment-4817-4404","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions;; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, negative, or nonlethal traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Level Spell) Source Treasure Vault pg. 141 Price 75 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Level Spell) Source Treasure Vault pg. 141 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Level Spell) Source Treasure Vault pg. 141 Price 425 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Level Spell) Source Treasure Vault pg. 141 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Level Spell) Source Treasure Vault pg. 141 Price 1,650 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Level Spell) Source Treasure Vault pg. 141 Price 3,600 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Level Spell) Source Treasure Vault pg. 141 Price 7,900 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Level Spell) Source Treasure Vault pg. 141 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Level Spell) Source Treasure Vault pg. 141 Price 52,000 gp ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel . When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4817","name":"Wand of Mercy (5th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4817-4404"},{"remaster_name":["Wand of Mercy (6th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4817","weakness":{},"price":360000,"trait":["Magical","Wand"],"id":"equipment-4817-4405","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions;; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, negative, or nonlethal traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Level Spell) Source Treasure Vault pg. 141 Price 75 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Level Spell) Source Treasure Vault pg. 141 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Level Spell) Source Treasure Vault pg. 141 Price 425 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Level Spell) Source Treasure Vault pg. 141 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Level Spell) Source Treasure Vault pg. 141 Price 1,650 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Level Spell) Source Treasure Vault pg. 141 Price 3,600 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Level Spell) Source Treasure Vault pg. 141 Price 7,900 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Level Spell) Source Treasure Vault pg. 141 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Level Spell) Source Treasure Vault pg. 141 Price 52,000 gp ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel . When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4817","name":"Wand of Mercy (6th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4817-4405"},{"remaster_name":["Wand of Mercy (7th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4817","weakness":{},"price":790000,"trait":["Magical","Wand"],"id":"equipment-4817-4406","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions;; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, negative, or nonlethal traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Level Spell) Source Treasure Vault pg. 141 Price 75 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Level Spell) Source Treasure Vault pg. 141 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Level Spell) Source Treasure Vault pg. 141 Price 425 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Level Spell) Source Treasure Vault pg. 141 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Level Spell) Source Treasure Vault pg. 141 Price 1,650 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Level Spell) Source Treasure Vault pg. 141 Price 3,600 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Level Spell) Source Treasure Vault pg. 141 Price 7,900 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Level Spell) Source Treasure Vault pg. 141 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Level Spell) Source Treasure Vault pg. 141 Price 52,000 gp ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel . When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4817","name":"Wand of Mercy (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4817-4406"},{"remaster_name":["Wand of Mercy (8th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4817","weakness":{},"price":1900000,"trait":["Magical","Wand"],"id":"equipment-4817-4407","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions;; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, negative, or nonlethal traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Level Spell) Source Treasure Vault pg. 141 Price 75 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Level Spell) Source Treasure Vault pg. 141 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Level Spell) Source Treasure Vault pg. 141 Price 425 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Level Spell) Source Treasure Vault pg. 141 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Level Spell) Source Treasure Vault pg. 141 Price 1,650 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Level Spell) Source Treasure Vault pg. 141 Price 3,600 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Level Spell) Source Treasure Vault pg. 141 Price 7,900 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Level Spell) Source Treasure Vault pg. 141 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Level Spell) Source Treasure Vault pg. 141 Price 52,000 gp ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel . When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4817","name":"Wand of Mercy (8th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4817-4407"},{"remaster_name":["Wand of Mercy (9th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4817","weakness":{},"price":5200000,"trait":["Magical","Wand"],"id":"equipment-4817-4408","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions;; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, negative, or nonlethal traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Level Spell) Source Treasure Vault pg. 141 Price 75 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Level Spell) Source Treasure Vault pg. 141 Price 200 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Level Spell) Source Treasure Vault pg. 141 Price 425 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Level Spell) Source Treasure Vault pg. 141 Price 850 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Level Spell) Source Treasure Vault pg. 141 Price 1,650 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Level Spell) Source Treasure Vault pg. 141 Price 3,600 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Level Spell) Source Treasure Vault pg. 141 Price 7,900 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Level Spell) Source Treasure Vault pg. 141 Price 19,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Level Spell) Source Treasure Vault pg. 141 Price 52,000 gp ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel . When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4817","name":"Wand of Mercy (9th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4817-4408"},{"item_child_id":["equipment-4818-4409","equipment-4818-4410","equipment-4818-4411","equipment-4818-4412"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"evocation","trait":["Acid","Evocation","Magical","Wand"],"id":"equipment-4818","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Noisome Acid Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- This greasy stick emits a stomach-churning scent when held in hand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid arrow of the indicated level. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if the creature attempts to recover from this sickness. This is an olfactory effect. Craft Requirements Supply a casting of acid arrow of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Noisome Acid (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Noisome Acid (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Noisome Acid (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Noisome Acid (8th-Level Spell) Source Treasure Vault pg. 141 Price 24,000 gp ","skill_mod":{},"summary":"This greasy stick emits a stomach-churning scent when held in hand. ","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4818","name":"Wand of Noisome Acid","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4818"},{"remaster_name":["Wand of Noisome Acid (2nd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4818","weakness":{},"school":"evocation","price":25000,"trait":["Acid","Evocation","Magical","Wand"],"id":"equipment-4818-4409","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Noisome Acid Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- This greasy stick emits a stomach-churning scent when held in hand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid arrow of the indicated level. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if the creature attempts to recover from this sickness. This is an olfactory effect. Craft Requirements Supply a casting of acid arrow of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Noisome Acid (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Noisome Acid (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Noisome Acid (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Noisome Acid (8th-Level Spell) Source Treasure Vault pg. 141 Price 24,000 gp ","skill_mod":{},"summary":"This greasy stick emits a stomach-churning scent when held in hand.","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4818","name":"Wand of Noisome Acid (2nd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4818-4409"},{"remaster_name":["Wand of Noisome Acid (4th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4818","weakness":{},"school":"evocation","price":100000,"trait":["Acid","Evocation","Magical","Wand"],"id":"equipment-4818-4410","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Noisome Acid Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- This greasy stick emits a stomach-churning scent when held in hand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid arrow of the indicated level. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if the creature attempts to recover from this sickness. This is an olfactory effect. Craft Requirements Supply a casting of acid arrow of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Noisome Acid (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Noisome Acid (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Noisome Acid (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Noisome Acid (8th-Level Spell) Source Treasure Vault pg. 141 Price 24,000 gp ","skill_mod":{},"summary":"This greasy stick emits a stomach-churning scent when held in hand.","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4818","name":"Wand of Noisome Acid (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4818-4410"},{"remaster_name":["Wand of Noisome Acid (6th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4818","weakness":{},"school":"evocation","price":450000,"trait":["Acid","Evocation","Magical","Wand"],"id":"equipment-4818-4411","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Noisome Acid Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- This greasy stick emits a stomach-churning scent when held in hand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid arrow of the indicated level. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if the creature attempts to recover from this sickness. This is an olfactory effect. Craft Requirements Supply a casting of acid arrow of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Noisome Acid (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Noisome Acid (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Noisome Acid (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Noisome Acid (8th-Level Spell) Source Treasure Vault pg. 141 Price 24,000 gp ","skill_mod":{},"summary":"This greasy stick emits a stomach-churning scent when held in hand.","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4818","name":"Wand of Noisome Acid (6th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4818-4411"},{"remaster_name":["Wand of Noisome Acid (8th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4818","weakness":{},"school":"evocation","price":2400000,"trait":["Acid","Evocation","Magical","Wand"],"id":"equipment-4818-4412","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Noisome Acid Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- This greasy stick emits a stomach-churning scent when held in hand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid arrow of the indicated level. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if the creature attempts to recover from this sickness. This is an olfactory effect. Craft Requirements Supply a casting of acid arrow of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Noisome Acid (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Noisome Acid (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Noisome Acid (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Noisome Acid (8th-Level Spell) Source Treasure Vault pg. 141 Price 24,000 gp ","skill_mod":{},"summary":"This greasy stick emits a stomach-churning scent when held in hand.","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4818","name":"Wand of Noisome Acid (8th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4818-4412"},{"item_child_id":["equipment-4819-4413","equipment-4819-4414"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"enchantment","trait":["Electricity","Enchantment","Magical","Mental","Wand"],"id":"equipment-4819","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Paralytic Shock Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- A two-pronged metal rod, this wand has a handle coated in thick rubber. Each prong ends in a copper coil. When Activated, the wand produces a loud zapping sound. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast paralyze , electrocuting the target into immobility. Each target takes electricity damage at the start of its turns while it remains stunned or paralyzed due to the spell. The amount of damage depends on the wand’s type. Craft Requirements Supply a casting of paralyze of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Paralytic Shock (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp --- The electrocution deals 1d12 electricity damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Paralytic Shock (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp --- The electrocution deals 2d12 electricity damage.","skill_mod":{},"summary":"A two-pronged metal rod, this wand has a handle coated in thick rubber. Each prong ends in a copper coil. When Activated, the wand produces a loud …","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4819","name":"Wand of Paralytic Shock","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4819"},{"remaster_name":["Wand of Paralytic Shock (3rd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4819","weakness":{},"school":"enchantment","price":50000,"trait":["Electricity","Enchantment","Magical","Mental","Wand"],"id":"equipment-4819-4413","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Paralytic Shock Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- A two-pronged metal rod, this wand has a handle coated in thick rubber. Each prong ends in a copper coil. When Activated, the wand produces a loud zapping sound. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast paralyze , electrocuting the target into immobility. Each target takes electricity damage at the start of its turns while it remains stunned or paralyzed due to the spell. The amount of damage depends on the wand’s type. Craft Requirements Supply a casting of paralyze of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Paralytic Shock (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp --- The electrocution deals 1d12 electricity damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Paralytic Shock (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp --- The electrocution deals 2d12 electricity damage.","skill_mod":{},"summary":"The electrocution deals 1d12 electricity damage.","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4819","name":"Wand of Paralytic Shock (3rd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4819-4413"},{"remaster_name":["Wand of Paralytic Shock (7th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4819","weakness":{},"school":"enchantment","price":1000000,"trait":["Electricity","Enchantment","Magical","Mental","Wand"],"id":"equipment-4819-4414","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Paralytic Shock Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- A two-pronged metal rod, this wand has a handle coated in thick rubber. Each prong ends in a copper coil. When Activated, the wand produces a loud zapping sound. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast paralyze , electrocuting the target into immobility. Each target takes electricity damage at the start of its turns while it remains stunned or paralyzed due to the spell. The amount of damage depends on the wand’s type. Craft Requirements Supply a casting of paralyze of the appropriate level. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Paralytic Shock (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp --- The electrocution deals 1d12 electricity damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Paralytic Shock (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp --- The electrocution deals 2d12 electricity damage.","skill_mod":{},"summary":"The electrocution deals 2d12 electricity damage.","primary_source":"Treasure Vault","trait_group":["Energy","Monster","School","Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4819","name":"Wand of Paralytic Shock (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4819-4414"},{"item_child_id":["equipment-4820-4415","equipment-4820-4416"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"necromancy","trait":["Magical","Necromancy","Poison","Wand"],"id":"equipment-4820","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Pernicious Poison Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- This wand is made of chitin, topped with a hooked barb that weeps droplets of foul-smelling, green fluid when you Activate the wand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast a Spell determined by the wand’s type. The poison the spell delivers gains the virulent trait. Craft Requirements Supply a casting of spider sting or purple worm sting. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Pernicious Poison (1st-Level Spell) Source Treasure Vault pg. 141 Price 100 gp --- The spell is spider sting . <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Pernicious Poison (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp --- The spell is purple worm sting .","skill_mod":{},"summary":"This wand is made of chitin, topped with a hooked barb that weeps droplets of foul-smelling, green fluid when you Activate the wand. ","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Poison","Affliction","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4820","name":"Wand of Pernicious Poison","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4820"},{"remaster_name":["Wand of Pernicious Poison (1st-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4820","weakness":{},"school":"necromancy","price":10000,"trait":["Magical","Necromancy","Poison","Wand"],"id":"equipment-4820-4415","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Pernicious Poison Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- This wand is made of chitin, topped with a hooked barb that weeps droplets of foul-smelling, green fluid when you Activate the wand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast a Spell determined by the wand’s type. The poison the spell delivers gains the virulent trait. Craft Requirements Supply a casting of spider sting or purple worm sting. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Pernicious Poison (1st-Level Spell) Source Treasure Vault pg. 141 Price 100 gp --- The spell is spider sting . <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Pernicious Poison (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp --- The spell is purple worm sting .","skill_mod":{},"summary":"The spell is spider sting .","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Poison","Affliction","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4820","name":"Wand of Pernicious Poison (1st-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4820-4415"},{"remaster_name":["Wand of Pernicious Poison (6th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4820","weakness":{},"school":"necromancy","price":450000,"trait":["Magical","Necromancy","Poison","Wand"],"id":"equipment-4820-4416","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Pernicious Poison Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- This wand is made of chitin, topped with a hooked barb that weeps droplets of foul-smelling, green fluid when you Activate the wand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast a Spell determined by the wand’s type. The poison the spell delivers gains the virulent trait. Craft Requirements Supply a casting of spider sting or purple worm sting. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Pernicious Poison (1st-Level Spell) Source Treasure Vault pg. 141 Price 100 gp --- The spell is spider sting . <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Pernicious Poison (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp --- The spell is purple worm sting .","skill_mod":{},"summary":"The spell is purple worm sting .","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Poison","Affliction","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4820","name":"Wand of Pernicious Poison (6th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4820-4416"},{"skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine. ","item_child_id":["equipment-4821-4417","equipment-4821-4418","equipment-4821-4419","equipment-4821-4420","equipment-4821-4421","equipment-4821-4422","equipment-4821-4423","equipment-4821-4424","equipment-4821-4425"],"primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"primary_source_category":"Rulebooks","level":4,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Wands","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4821","weakness":{},"name":"Wand of Reaching","trait":["Magical","Wand"],"id":"equipment-4821","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Level Spell) Source Treasure Vault pg. 141 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Level Spell) Source Treasure Vault pg. 141 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Level Spell) Source Treasure Vault pg. 142 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Level Spell) Source Treasure Vault pg. 142 Price 70,000 gp ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4821"},{"remaster_name":["Wand of Reaching (1st-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4821","weakness":{},"price":10000,"trait":["Magical","Wand"],"id":"equipment-4821-4417","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Level Spell) Source Treasure Vault pg. 141 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Level Spell) Source Treasure Vault pg. 141 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Level Spell) Source Treasure Vault pg. 142 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Level Spell) Source Treasure Vault pg. 142 Price 70,000 gp ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4821","name":"Wand of Reaching (1st-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4821-4417"},{"remaster_name":["Wand of Reaching (2nd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4821","weakness":{},"price":25000,"trait":["Magical","Wand"],"id":"equipment-4821-4418","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Level Spell) Source Treasure Vault pg. 141 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Level Spell) Source Treasure Vault pg. 141 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Level Spell) Source Treasure Vault pg. 142 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Level Spell) Source Treasure Vault pg. 142 Price 70,000 gp ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4821","name":"Wand of Reaching (2nd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4821-4418"},{"remaster_name":["Wand of Reaching (3rd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4821","weakness":{},"price":50000,"trait":["Magical","Wand"],"id":"equipment-4821-4419","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Level Spell) Source Treasure Vault pg. 141 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Level Spell) Source Treasure Vault pg. 141 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Level Spell) Source Treasure Vault pg. 142 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Level Spell) Source Treasure Vault pg. 142 Price 70,000 gp ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4821","name":"Wand of Reaching (3rd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4821-4419"},{"remaster_name":["Wand of Reaching (4th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4821","weakness":{},"price":100000,"trait":["Magical","Wand"],"id":"equipment-4821-4420","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Level Spell) Source Treasure Vault pg. 141 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Level Spell) Source Treasure Vault pg. 141 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Level Spell) Source Treasure Vault pg. 142 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Level Spell) Source Treasure Vault pg. 142 Price 70,000 gp ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4821","name":"Wand of Reaching (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4821-4420"},{"remaster_name":["Wand of Reaching (5th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4821","weakness":{},"price":200000,"trait":["Magical","Wand"],"id":"equipment-4821-4421","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Level Spell) Source Treasure Vault pg. 141 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Level Spell) Source Treasure Vault pg. 141 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Level Spell) Source Treasure Vault pg. 142 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Level Spell) Source Treasure Vault pg. 142 Price 70,000 gp ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4821","name":"Wand of Reaching (5th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4821-4421"},{"remaster_name":["Wand of Reaching (6th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4821","weakness":{},"price":450000,"trait":["Magical","Wand"],"id":"equipment-4821-4422","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Level Spell) Source Treasure Vault pg. 141 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Level Spell) Source Treasure Vault pg. 141 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Level Spell) Source Treasure Vault pg. 142 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Level Spell) Source Treasure Vault pg. 142 Price 70,000 gp ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4821","name":"Wand of Reaching (6th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4821-4422"},{"remaster_name":["Wand of Reaching (7th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4821","weakness":{},"price":1000000,"trait":["Magical","Wand"],"id":"equipment-4821-4423","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Level Spell) Source Treasure Vault pg. 141 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Level Spell) Source Treasure Vault pg. 141 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Level Spell) Source Treasure Vault pg. 142 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Level Spell) Source Treasure Vault pg. 142 Price 70,000 gp ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4821","name":"Wand of Reaching (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4821-4423"},{"remaster_name":["Wand of Reaching (8th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4821","weakness":{},"price":2400000,"trait":["Magical","Wand"],"id":"equipment-4821-4424","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Level Spell) Source Treasure Vault pg. 141 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Level Spell) Source Treasure Vault pg. 141 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Level Spell) Source Treasure Vault pg. 142 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Level Spell) Source Treasure Vault pg. 142 Price 70,000 gp ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4821","name":"Wand of Reaching (8th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4821-4424"},{"remaster_name":["Wand of Reaching (9th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4821","weakness":{},"price":7000000,"trait":["Magical","Wand"],"id":"equipment-4821-4425","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate level. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Level Spell) Source Treasure Vault pg. 141 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Level Spell) Source Treasure Vault pg. 141 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Level Spell) Source Treasure Vault pg. 141 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Level Spell) Source Treasure Vault pg. 141 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Level Spell) Source Treasure Vault pg. 141 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Level Spell) Source Treasure Vault pg. 141 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Level Spell) Source Treasure Vault pg. 141 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Level Spell) Source Treasure Vault pg. 142 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Level Spell) Source Treasure Vault pg. 142 Price 70,000 gp ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine.","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4821","name":"Wand of Reaching (9th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4821-4425"},{"item_child_id":["equipment-4822-4426","equipment-4822-4427"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Light","Magical","Uncommon","Wand"],"id":"equipment-4822","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Wand of Refracting Rays Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- This wand is short and wide with a hexagonal, crystal shaft and a leather-wrapped handle. The wand refracts direct bright light into a rainbow. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic ray of the indicated level. After you cast the spell, if you hit the target, the light refracts to another creature within 30 feet of the first target. Roll your spell attack roll and to determine the ray's color separately for each target. The ray continues to refract each time it hits. The refraction ceases if you miss any target, and you can end the refraction at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Craft Requirements Supply a casting of chromatic ray of the appropriate level. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Refracting Rays (4th-Level Spell) Source Treasure Vault pg. 142 Price 1,400 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Refracting Rays (6th-Level Spell) Source Treasure Vault pg. 142 Price 6,500 gp ","skill_mod":{},"summary":"This wand is short and wide with a hexagonal, crystal shaft and a leather-wrapped handle. The wand refracts direct bright light into a rainbow. ","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Rarity","Equipment"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4822","name":"Wand of Refracting Rays","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4822"},{"remaster_name":["Wand of Refracting Rays (4th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4822","weakness":{},"school":"evocation","price":140000,"trait":["Evocation","Light","Magical","Uncommon","Wand"],"id":"equipment-4822-4426","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Wand of Refracting Rays Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- This wand is short and wide with a hexagonal, crystal shaft and a leather-wrapped handle. The wand refracts direct bright light into a rainbow. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic ray of the indicated level. After you cast the spell, if you hit the target, the light refracts to another creature within 30 feet of the first target. Roll your spell attack roll and to determine the ray's color separately for each target. The ray continues to refract each time it hits. The refraction ceases if you miss any target, and you can end the refraction at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Craft Requirements Supply a casting of chromatic ray of the appropriate level. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Refracting Rays (4th-Level Spell) Source Treasure Vault pg. 142 Price 1,400 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Refracting Rays (6th-Level Spell) Source Treasure Vault pg. 142 Price 6,500 gp ","skill_mod":{},"summary":"This wand is short and wide with a hexagonal, crystal shaft and a leather-wrapped handle. The wand refracts direct bright light into a rainbow.","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Rarity","Equipment"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4822","name":"Wand of Refracting Rays (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4822-4426"},{"remaster_name":["Wand of Refracting Rays (6th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4822","weakness":{},"school":"evocation","price":650000,"trait":["Evocation","Light","Magical","Uncommon","Wand"],"id":"equipment-4822-4427","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Wand of Refracting Rays Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- This wand is short and wide with a hexagonal, crystal shaft and a leather-wrapped handle. The wand refracts direct bright light into a rainbow. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic ray of the indicated level. After you cast the spell, if you hit the target, the light refracts to another creature within 30 feet of the first target. Roll your spell attack roll and to determine the ray's color separately for each target. The ray continues to refract each time it hits. The refraction ceases if you miss any target, and you can end the refraction at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Craft Requirements Supply a casting of chromatic ray of the appropriate level. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Refracting Rays (4th-Level Spell) Source Treasure Vault pg. 142 Price 1,400 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Refracting Rays (6th-Level Spell) Source Treasure Vault pg. 142 Price 6,500 gp ","skill_mod":{},"summary":"This wand is short and wide with a hexagonal, crystal shaft and a leather-wrapped handle. The wand refracts direct bright light into a rainbow.","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Rarity","Equipment"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4822","name":"Wand of Refracting Rays (6th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4822-4427"},{"item_child_id":["equipment-4823-4428","equipment-4823-4429","equipment-4823-4430","equipment-4823-4431","equipment-4823-4432","equipment-4823-4433","equipment-4823-4434","equipment-4823-4435"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Fire","Magical","Wand"],"id":"equipment-4823","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Rolling Flames Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast flaming sphere of the indicated level. The ground in the sphere's square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand's type. If a creature in the flames doesn't move on its turn, it takes the damage for each of the squares it's in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it). Craft Requirements Supply a casting of flaming sphere of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Rolling Flames (2nd-level spell) Source Treasure Vault pg. 142 Price 250 gp --- The rolling flames deal 1 fire damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Rolling Flames (3rd-level spell) Source Treasure Vault pg. 142 Price 500 gp --- The rolling flames deal 2 fire damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Rolling Flames (4th-level spell) Source Treasure Vault pg. 142 Price 1,000 gp --- The rolling flames deal 3 fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Rolling Flames (5th-level spell) Source Treasure Vault pg. 142 Price 2,000 gp --- The rolling flames deal 4 fire damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Rolling Flames (6th-level spell) Source Treasure Vault pg. 142 Price 4,500 gp --- The rolling flames deal 5 fire damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Rolling Flames (7th-level spell) Source Treasure Vault pg. 142 Price 10,000 gp --- The rolling flames deal 6 fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Rolling Flames (8th-level spell) Source Treasure Vault pg. 142 Price 24,000 gp --- The rolling flames deal 7 fire damage. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Rolling Flames (9th-level spell) Source Treasure Vault pg. 142 Price 70,000 gp --- The rolling flames deal 8 fire damage.","element":["Fire"],"skill_mod":{},"summary":"The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. ","primary_source":"Treasure Vault","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4823","name":"Wand of Rolling Flames","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4823"},{"remaster_name":["Wand of Rolling Flames (2nd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4823","weakness":{},"school":"evocation","price":25000,"trait":["Evocation","Fire","Magical","Wand"],"id":"equipment-4823-4428","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Rolling Flames Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast flaming sphere of the indicated level. The ground in the sphere's square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand's type. If a creature in the flames doesn't move on its turn, it takes the damage for each of the squares it's in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it). Craft Requirements Supply a casting of flaming sphere of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Rolling Flames (2nd-level spell) Source Treasure Vault pg. 142 Price 250 gp --- The rolling flames deal 1 fire damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Rolling Flames (3rd-level spell) Source Treasure Vault pg. 142 Price 500 gp --- The rolling flames deal 2 fire damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Rolling Flames (4th-level spell) Source Treasure Vault pg. 142 Price 1,000 gp --- The rolling flames deal 3 fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Rolling Flames (5th-level spell) Source Treasure Vault pg. 142 Price 2,000 gp --- The rolling flames deal 4 fire damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Rolling Flames (6th-level spell) Source Treasure Vault pg. 142 Price 4,500 gp --- The rolling flames deal 5 fire damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Rolling Flames (7th-level spell) Source Treasure Vault pg. 142 Price 10,000 gp --- The rolling flames deal 6 fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Rolling Flames (8th-level spell) Source Treasure Vault pg. 142 Price 24,000 gp --- The rolling flames deal 7 fire damage. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Rolling Flames (9th-level spell) Source Treasure Vault pg. 142 Price 70,000 gp --- The rolling flames deal 8 fire damage.","element":["Fire"],"skill_mod":{},"summary":"The rolling flames deal 1 fire damage.","primary_source":"Treasure Vault","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4823","name":"Wand of Rolling Flames (2nd-level spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4823-4428"},{"remaster_name":["Wand of Rolling Flames (3rd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4823","weakness":{},"school":"evocation","price":50000,"trait":["Evocation","Fire","Magical","Wand"],"id":"equipment-4823-4429","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Rolling Flames Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast flaming sphere of the indicated level. The ground in the sphere's square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand's type. If a creature in the flames doesn't move on its turn, it takes the damage for each of the squares it's in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it). Craft Requirements Supply a casting of flaming sphere of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Rolling Flames (2nd-level spell) Source Treasure Vault pg. 142 Price 250 gp --- The rolling flames deal 1 fire damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Rolling Flames (3rd-level spell) Source Treasure Vault pg. 142 Price 500 gp --- The rolling flames deal 2 fire damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Rolling Flames (4th-level spell) Source Treasure Vault pg. 142 Price 1,000 gp --- The rolling flames deal 3 fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Rolling Flames (5th-level spell) Source Treasure Vault pg. 142 Price 2,000 gp --- The rolling flames deal 4 fire damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Rolling Flames (6th-level spell) Source Treasure Vault pg. 142 Price 4,500 gp --- The rolling flames deal 5 fire damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Rolling Flames (7th-level spell) Source Treasure Vault pg. 142 Price 10,000 gp --- The rolling flames deal 6 fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Rolling Flames (8th-level spell) Source Treasure Vault pg. 142 Price 24,000 gp --- The rolling flames deal 7 fire damage. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Rolling Flames (9th-level spell) Source Treasure Vault pg. 142 Price 70,000 gp --- The rolling flames deal 8 fire damage.","element":["Fire"],"skill_mod":{},"summary":"The rolling flames deal 2 fire damage.","primary_source":"Treasure Vault","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4823","name":"Wand of Rolling Flames (3rd-level spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4823-4429"},{"remaster_name":["Wand of Rolling Flames (4th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4823","weakness":{},"school":"evocation","price":100000,"trait":["Evocation","Fire","Magical","Wand"],"id":"equipment-4823-4430","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Rolling Flames Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast flaming sphere of the indicated level. The ground in the sphere's square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand's type. If a creature in the flames doesn't move on its turn, it takes the damage for each of the squares it's in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it). Craft Requirements Supply a casting of flaming sphere of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Rolling Flames (2nd-level spell) Source Treasure Vault pg. 142 Price 250 gp --- The rolling flames deal 1 fire damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Rolling Flames (3rd-level spell) Source Treasure Vault pg. 142 Price 500 gp --- The rolling flames deal 2 fire damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Rolling Flames (4th-level spell) Source Treasure Vault pg. 142 Price 1,000 gp --- The rolling flames deal 3 fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Rolling Flames (5th-level spell) Source Treasure Vault pg. 142 Price 2,000 gp --- The rolling flames deal 4 fire damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Rolling Flames (6th-level spell) Source Treasure Vault pg. 142 Price 4,500 gp --- The rolling flames deal 5 fire damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Rolling Flames (7th-level spell) Source Treasure Vault pg. 142 Price 10,000 gp --- The rolling flames deal 6 fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Rolling Flames (8th-level spell) Source Treasure Vault pg. 142 Price 24,000 gp --- The rolling flames deal 7 fire damage. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Rolling Flames (9th-level spell) Source Treasure Vault pg. 142 Price 70,000 gp --- The rolling flames deal 8 fire damage.","element":["Fire"],"skill_mod":{},"summary":"The rolling flames deal 3 fire damage.","primary_source":"Treasure Vault","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4823","name":"Wand of Rolling Flames (4th-level spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4823-4430"},{"remaster_name":["Wand of Rolling Flames (5th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4823","weakness":{},"school":"evocation","price":200000,"trait":["Evocation","Fire","Magical","Wand"],"id":"equipment-4823-4431","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Rolling Flames Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast flaming sphere of the indicated level. The ground in the sphere's square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand's type. If a creature in the flames doesn't move on its turn, it takes the damage for each of the squares it's in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it). Craft Requirements Supply a casting of flaming sphere of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Rolling Flames (2nd-level spell) Source Treasure Vault pg. 142 Price 250 gp --- The rolling flames deal 1 fire damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Rolling Flames (3rd-level spell) Source Treasure Vault pg. 142 Price 500 gp --- The rolling flames deal 2 fire damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Rolling Flames (4th-level spell) Source Treasure Vault pg. 142 Price 1,000 gp --- The rolling flames deal 3 fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Rolling Flames (5th-level spell) Source Treasure Vault pg. 142 Price 2,000 gp --- The rolling flames deal 4 fire damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Rolling Flames (6th-level spell) Source Treasure Vault pg. 142 Price 4,500 gp --- The rolling flames deal 5 fire damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Rolling Flames (7th-level spell) Source Treasure Vault pg. 142 Price 10,000 gp --- The rolling flames deal 6 fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Rolling Flames (8th-level spell) Source Treasure Vault pg. 142 Price 24,000 gp --- The rolling flames deal 7 fire damage. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Rolling Flames (9th-level spell) Source Treasure Vault pg. 142 Price 70,000 gp --- The rolling flames deal 8 fire damage.","element":["Fire"],"skill_mod":{},"summary":"The rolling flames deal 4 fire damage.","primary_source":"Treasure Vault","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4823","name":"Wand of Rolling Flames (5th-level spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4823-4431"},{"remaster_name":["Wand of Rolling Flames (6th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4823","weakness":{},"school":"evocation","price":450000,"trait":["Evocation","Fire","Magical","Wand"],"id":"equipment-4823-4432","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Rolling Flames Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast flaming sphere of the indicated level. The ground in the sphere's square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand's type. If a creature in the flames doesn't move on its turn, it takes the damage for each of the squares it's in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it). Craft Requirements Supply a casting of flaming sphere of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Rolling Flames (2nd-level spell) Source Treasure Vault pg. 142 Price 250 gp --- The rolling flames deal 1 fire damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Rolling Flames (3rd-level spell) Source Treasure Vault pg. 142 Price 500 gp --- The rolling flames deal 2 fire damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Rolling Flames (4th-level spell) Source Treasure Vault pg. 142 Price 1,000 gp --- The rolling flames deal 3 fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Rolling Flames (5th-level spell) Source Treasure Vault pg. 142 Price 2,000 gp --- The rolling flames deal 4 fire damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Rolling Flames (6th-level spell) Source Treasure Vault pg. 142 Price 4,500 gp --- The rolling flames deal 5 fire damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Rolling Flames (7th-level spell) Source Treasure Vault pg. 142 Price 10,000 gp --- The rolling flames deal 6 fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Rolling Flames (8th-level spell) Source Treasure Vault pg. 142 Price 24,000 gp --- The rolling flames deal 7 fire damage. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Rolling Flames (9th-level spell) Source Treasure Vault pg. 142 Price 70,000 gp --- The rolling flames deal 8 fire damage.","element":["Fire"],"skill_mod":{},"summary":"The rolling flames deal 5 fire damage.","primary_source":"Treasure Vault","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4823","name":"Wand of Rolling Flames (6th-level spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4823-4432"},{"remaster_name":["Wand of Rolling Flames (7th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4823","weakness":{},"school":"evocation","price":1000000,"trait":["Evocation","Fire","Magical","Wand"],"id":"equipment-4823-4433","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Rolling Flames Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast flaming sphere of the indicated level. The ground in the sphere's square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand's type. If a creature in the flames doesn't move on its turn, it takes the damage for each of the squares it's in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it). Craft Requirements Supply a casting of flaming sphere of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Rolling Flames (2nd-level spell) Source Treasure Vault pg. 142 Price 250 gp --- The rolling flames deal 1 fire damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Rolling Flames (3rd-level spell) Source Treasure Vault pg. 142 Price 500 gp --- The rolling flames deal 2 fire damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Rolling Flames (4th-level spell) Source Treasure Vault pg. 142 Price 1,000 gp --- The rolling flames deal 3 fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Rolling Flames (5th-level spell) Source Treasure Vault pg. 142 Price 2,000 gp --- The rolling flames deal 4 fire damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Rolling Flames (6th-level spell) Source Treasure Vault pg. 142 Price 4,500 gp --- The rolling flames deal 5 fire damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Rolling Flames (7th-level spell) Source Treasure Vault pg. 142 Price 10,000 gp --- The rolling flames deal 6 fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Rolling Flames (8th-level spell) Source Treasure Vault pg. 142 Price 24,000 gp --- The rolling flames deal 7 fire damage. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Rolling Flames (9th-level spell) Source Treasure Vault pg. 142 Price 70,000 gp --- The rolling flames deal 8 fire damage.","element":["Fire"],"skill_mod":{},"summary":"The rolling flames deal 6 fire damage.","primary_source":"Treasure Vault","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4823","name":"Wand of Rolling Flames (7th-level spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4823-4433"},{"remaster_name":["Wand of Rolling Flames (8th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4823","weakness":{},"school":"evocation","price":2400000,"trait":["Evocation","Fire","Magical","Wand"],"id":"equipment-4823-4434","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Rolling Flames Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast flaming sphere of the indicated level. The ground in the sphere's square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand's type. If a creature in the flames doesn't move on its turn, it takes the damage for each of the squares it's in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it). Craft Requirements Supply a casting of flaming sphere of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Rolling Flames (2nd-level spell) Source Treasure Vault pg. 142 Price 250 gp --- The rolling flames deal 1 fire damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Rolling Flames (3rd-level spell) Source Treasure Vault pg. 142 Price 500 gp --- The rolling flames deal 2 fire damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Rolling Flames (4th-level spell) Source Treasure Vault pg. 142 Price 1,000 gp --- The rolling flames deal 3 fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Rolling Flames (5th-level spell) Source Treasure Vault pg. 142 Price 2,000 gp --- The rolling flames deal 4 fire damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Rolling Flames (6th-level spell) Source Treasure Vault pg. 142 Price 4,500 gp --- The rolling flames deal 5 fire damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Rolling Flames (7th-level spell) Source Treasure Vault pg. 142 Price 10,000 gp --- The rolling flames deal 6 fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Rolling Flames (8th-level spell) Source Treasure Vault pg. 142 Price 24,000 gp --- The rolling flames deal 7 fire damage. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Rolling Flames (9th-level spell) Source Treasure Vault pg. 142 Price 70,000 gp --- The rolling flames deal 8 fire damage.","element":["Fire"],"skill_mod":{},"summary":"The rolling flames deal 7 fire damage.","primary_source":"Treasure Vault","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4823","name":"Wand of Rolling Flames (8th-level spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4823-4434"},{"remaster_name":["Wand of Rolling Flames (9th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4823","weakness":{},"school":"evocation","price":7000000,"trait":["Evocation","Fire","Magical","Wand"],"id":"equipment-4823-4435","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Rolling Flames Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast flaming sphere of the indicated level. The ground in the sphere's square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand's type. If a creature in the flames doesn't move on its turn, it takes the damage for each of the squares it's in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it). Craft Requirements Supply a casting of flaming sphere of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Rolling Flames (2nd-level spell) Source Treasure Vault pg. 142 Price 250 gp --- The rolling flames deal 1 fire damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Rolling Flames (3rd-level spell) Source Treasure Vault pg. 142 Price 500 gp --- The rolling flames deal 2 fire damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Rolling Flames (4th-level spell) Source Treasure Vault pg. 142 Price 1,000 gp --- The rolling flames deal 3 fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Rolling Flames (5th-level spell) Source Treasure Vault pg. 142 Price 2,000 gp --- The rolling flames deal 4 fire damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Rolling Flames (6th-level spell) Source Treasure Vault pg. 142 Price 4,500 gp --- The rolling flames deal 5 fire damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Rolling Flames (7th-level spell) Source Treasure Vault pg. 142 Price 10,000 gp --- The rolling flames deal 6 fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Rolling Flames (8th-level spell) Source Treasure Vault pg. 142 Price 24,000 gp --- The rolling flames deal 7 fire damage. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Rolling Flames (9th-level spell) Source Treasure Vault pg. 142 Price 70,000 gp --- The rolling flames deal 8 fire damage.","element":["Fire"],"skill_mod":{},"summary":"The rolling flames deal 8 fire damage.","primary_source":"Treasure Vault","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4823","name":"Wand of Rolling Flames (9th-level spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4823-4435"},{"remaster_name":["Wand of Shocking Haze"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"illusion","price":25000,"trait":["Illusion","Magical","Visual","Wand"],"id":"equipment-4824","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Wand of Shattering Images Source Treasure Vault pg. 142 Price 250 gp Usage held in 1 hand Bulk L --- Shattered pieces of a glass mirror, formed into a reflective mosaic, comprise the irregular shaft of this wand. The handle is black and polished smooth, the pommel capped with a tiny reflective orb. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast mirror image . Each time an image is destroyed, the image shatters into sharp fragments of glass. If the creature that destroyed the image is adjacent to you, it takes 5 slashing damage. Craft Requirements Supply a casting of mirror image .\n","skill_mod":{},"summary":"Shattered pieces of a glass mirror, formed into a reflective mosaic, comprise the irregular shaft of this wand. The handle is black and polished …","primary_source":"Treasure Vault","trait_group":["School","Monster","Mechanics","Sense","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4824","name":"Wand of Shattering Images","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4824"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"transmutation","price":8000,"trait":["Magical","Transmutation","Wand"],"id":"equipment-4825","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Wand of Shrouded Step Source Treasure Vault pg. 142 Price 80 gp Usage held in 1 hand Bulk L --- When you move this delicately carved poplar wand, it looks indistinct, leaving a trail of afterimages in its wake. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fleet step . For the duration of the spell, you’re also concealed while you Stride. Craft Requirements Supply a casting of fleet step .\n","skill_mod":{},"summary":"When you move this delicately carved poplar wand, it looks indistinct, leaving a trail of afterimages in its wake. ","primary_source":"Treasure Vault","trait_group":["Mechanics","School","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4825","name":"Wand of Shrouded Step","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4825"},{"item_child_id":["equipment-4826-4436","equipment-4826-4437","equipment-4826-4438","equipment-4826-4439","equipment-4826-4440","equipment-4826-4441","equipment-4826-4442","equipment-4826-4443"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"necromancy","trait":["Necromancy","Uncommon","Wand","Wand"],"id":"equipment-4826","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Teeming Ghosts Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life , and you can use the following action. Activate Free Action envision; Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false life ; Effect You end false life and increase the creature’s frightened condition value to 2. Craft Requirements Supply a casting of false life of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Teeming Ghosts (2nd-Level Spell) Source Treasure Vault pg. 142 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Teeming Ghosts (3rd-Level Spell) Source Treasure Vault pg. 142 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Teeming Ghosts (4th-Level Spell) Source Treasure Vault pg. 142 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Teeming Ghosts (5th-Level Spell) Source Treasure Vault pg. 142 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Teeming Ghosts (6th-Level Spell) Source Treasure Vault pg. 142 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Teeming Ghosts (7th-Level Spell) Source Treasure Vault pg. 142 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Teeming Ghosts (8th-Level Spell) Source Treasure Vault pg. 143 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Teeming Ghosts (9th-Level Spell) Source Treasure Vault pg. 143 Price 70,000 gp ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. ","primary_source":"Treasure Vault","trait_group":["School","Rarity","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4826","name":"Wand of Teeming Ghosts","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4826"},{"remaster_name":["Wand of Teeming Ghosts (2nd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4826","weakness":{},"school":"necromancy","price":25000,"trait":["Necromancy","Uncommon","Wand"],"id":"equipment-4826-4436","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Teeming Ghosts Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life , and you can use the following action. Activate Free Action envision; Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false life ; Effect You end false life and increase the creature’s frightened condition value to 2. Craft Requirements Supply a casting of false life of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Teeming Ghosts (2nd-Level Spell) Source Treasure Vault pg. 142 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Teeming Ghosts (3rd-Level Spell) Source Treasure Vault pg. 142 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Teeming Ghosts (4th-Level Spell) Source Treasure Vault pg. 142 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Teeming Ghosts (5th-Level Spell) Source Treasure Vault pg. 142 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Teeming Ghosts (6th-Level Spell) Source Treasure Vault pg. 142 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Teeming Ghosts (7th-Level Spell) Source Treasure Vault pg. 142 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Teeming Ghosts (8th-Level Spell) Source Treasure Vault pg. 143 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Teeming Ghosts (9th-Level Spell) Source Treasure Vault pg. 143 Price 70,000 gp ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"Treasure Vault","trait_group":["School","Rarity","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4826","name":"Wand of Teeming Ghosts (2nd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4826-4436"},{"remaster_name":["Wand of Teeming Ghosts (3rd-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4826","weakness":{},"school":"necromancy","price":50000,"trait":["Necromancy","Uncommon","Wand"],"id":"equipment-4826-4437","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Teeming Ghosts Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life , and you can use the following action. Activate Free Action envision; Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false life ; Effect You end false life and increase the creature’s frightened condition value to 2. Craft Requirements Supply a casting of false life of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Teeming Ghosts (2nd-Level Spell) Source Treasure Vault pg. 142 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Teeming Ghosts (3rd-Level Spell) Source Treasure Vault pg. 142 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Teeming Ghosts (4th-Level Spell) Source Treasure Vault pg. 142 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Teeming Ghosts (5th-Level Spell) Source Treasure Vault pg. 142 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Teeming Ghosts (6th-Level Spell) Source Treasure Vault pg. 142 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Teeming Ghosts (7th-Level Spell) Source Treasure Vault pg. 142 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Teeming Ghosts (8th-Level Spell) Source Treasure Vault pg. 143 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Teeming Ghosts (9th-Level Spell) Source Treasure Vault pg. 143 Price 70,000 gp ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"Treasure Vault","trait_group":["School","Rarity","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4826","name":"Wand of Teeming Ghosts (3rd-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4826-4437"},{"remaster_name":["Wand of Teeming Ghosts (4th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4826","weakness":{},"school":"necromancy","price":100000,"trait":["Necromancy","Uncommon","Wand"],"id":"equipment-4826-4438","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Teeming Ghosts Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life , and you can use the following action. Activate Free Action envision; Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false life ; Effect You end false life and increase the creature’s frightened condition value to 2. Craft Requirements Supply a casting of false life of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Teeming Ghosts (2nd-Level Spell) Source Treasure Vault pg. 142 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Teeming Ghosts (3rd-Level Spell) Source Treasure Vault pg. 142 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Teeming Ghosts (4th-Level Spell) Source Treasure Vault pg. 142 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Teeming Ghosts (5th-Level Spell) Source Treasure Vault pg. 142 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Teeming Ghosts (6th-Level Spell) Source Treasure Vault pg. 142 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Teeming Ghosts (7th-Level Spell) Source Treasure Vault pg. 142 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Teeming Ghosts (8th-Level Spell) Source Treasure Vault pg. 143 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Teeming Ghosts (9th-Level Spell) Source Treasure Vault pg. 143 Price 70,000 gp ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"Treasure Vault","trait_group":["School","Rarity","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4826","name":"Wand of Teeming Ghosts (4th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4826-4438"},{"remaster_name":["Wand of Teeming Ghosts (5th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4826","weakness":{},"school":"necromancy","price":200000,"trait":["Necromancy","Uncommon","Wand"],"id":"equipment-4826-4439","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Teeming Ghosts Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life , and you can use the following action. Activate Free Action envision; Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false life ; Effect You end false life and increase the creature’s frightened condition value to 2. Craft Requirements Supply a casting of false life of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Teeming Ghosts (2nd-Level Spell) Source Treasure Vault pg. 142 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Teeming Ghosts (3rd-Level Spell) Source Treasure Vault pg. 142 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Teeming Ghosts (4th-Level Spell) Source Treasure Vault pg. 142 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Teeming Ghosts (5th-Level Spell) Source Treasure Vault pg. 142 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Teeming Ghosts (6th-Level Spell) Source Treasure Vault pg. 142 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Teeming Ghosts (7th-Level Spell) Source Treasure Vault pg. 142 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Teeming Ghosts (8th-Level Spell) Source Treasure Vault pg. 143 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Teeming Ghosts (9th-Level Spell) Source Treasure Vault pg. 143 Price 70,000 gp ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"Treasure Vault","trait_group":["School","Rarity","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4826","name":"Wand of Teeming Ghosts (5th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4826-4439"},{"remaster_name":["Wand of Teeming Ghosts (6th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4826","weakness":{},"school":"necromancy","price":450000,"trait":["Necromancy","Uncommon","Wand"],"id":"equipment-4826-4440","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Teeming Ghosts Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life , and you can use the following action. Activate Free Action envision; Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false life ; Effect You end false life and increase the creature’s frightened condition value to 2. Craft Requirements Supply a casting of false life of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Teeming Ghosts (2nd-Level Spell) Source Treasure Vault pg. 142 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Teeming Ghosts (3rd-Level Spell) Source Treasure Vault pg. 142 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Teeming Ghosts (4th-Level Spell) Source Treasure Vault pg. 142 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Teeming Ghosts (5th-Level Spell) Source Treasure Vault pg. 142 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Teeming Ghosts (6th-Level Spell) Source Treasure Vault pg. 142 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Teeming Ghosts (7th-Level Spell) Source Treasure Vault pg. 142 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Teeming Ghosts (8th-Level Spell) Source Treasure Vault pg. 143 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Teeming Ghosts (9th-Level Spell) Source Treasure Vault pg. 143 Price 70,000 gp ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"Treasure Vault","trait_group":["School","Rarity","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4826","name":"Wand of Teeming Ghosts (6th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4826-4440"},{"remaster_name":["Wand of Teeming Ghosts (7th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4826","weakness":{},"school":"necromancy","price":1000000,"trait":["Necromancy","Uncommon","Wand"],"id":"equipment-4826-4441","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Teeming Ghosts Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life , and you can use the following action. Activate Free Action envision; Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false life ; Effect You end false life and increase the creature’s frightened condition value to 2. Craft Requirements Supply a casting of false life of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Teeming Ghosts (2nd-Level Spell) Source Treasure Vault pg. 142 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Teeming Ghosts (3rd-Level Spell) Source Treasure Vault pg. 142 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Teeming Ghosts (4th-Level Spell) Source Treasure Vault pg. 142 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Teeming Ghosts (5th-Level Spell) Source Treasure Vault pg. 142 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Teeming Ghosts (6th-Level Spell) Source Treasure Vault pg. 142 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Teeming Ghosts (7th-Level Spell) Source Treasure Vault pg. 142 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Teeming Ghosts (8th-Level Spell) Source Treasure Vault pg. 143 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Teeming Ghosts (9th-Level Spell) Source Treasure Vault pg. 143 Price 70,000 gp ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"Treasure Vault","trait_group":["School","Rarity","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4826","name":"Wand of Teeming Ghosts (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4826-4441"},{"remaster_name":["Wand of Teeming Ghosts (8th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4826","weakness":{},"school":"necromancy","price":2400000,"trait":["Necromancy","Uncommon","Wand"],"id":"equipment-4826-4442","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Teeming Ghosts Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life , and you can use the following action. Activate Free Action envision; Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false life ; Effect You end false life and increase the creature’s frightened condition value to 2. Craft Requirements Supply a casting of false life of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Teeming Ghosts (2nd-Level Spell) Source Treasure Vault pg. 142 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Teeming Ghosts (3rd-Level Spell) Source Treasure Vault pg. 142 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Teeming Ghosts (4th-Level Spell) Source Treasure Vault pg. 142 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Teeming Ghosts (5th-Level Spell) Source Treasure Vault pg. 142 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Teeming Ghosts (6th-Level Spell) Source Treasure Vault pg. 142 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Teeming Ghosts (7th-Level Spell) Source Treasure Vault pg. 142 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Teeming Ghosts (8th-Level Spell) Source Treasure Vault pg. 143 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Teeming Ghosts (9th-Level Spell) Source Treasure Vault pg. 143 Price 70,000 gp ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"Treasure Vault","trait_group":["School","Rarity","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4826","name":"Wand of Teeming Ghosts (8th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4826-4442"},{"remaster_name":["Wand of Teeming Ghosts (9th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4826","weakness":{},"school":"necromancy","price":7000000,"trait":["Necromancy","Uncommon","Wand"],"id":"equipment-4826-4443","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Teeming Ghosts Source Treasure Vault pg. 142 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life , and you can use the following action. Activate Free Action envision; Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false life ; Effect You end false life and increase the creature’s frightened condition value to 2. Craft Requirements Supply a casting of false life of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Teeming Ghosts (2nd-Level Spell) Source Treasure Vault pg. 142 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Teeming Ghosts (3rd-Level Spell) Source Treasure Vault pg. 142 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Teeming Ghosts (4th-Level Spell) Source Treasure Vault pg. 142 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Teeming Ghosts (5th-Level Spell) Source Treasure Vault pg. 142 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Teeming Ghosts (6th-Level Spell) Source Treasure Vault pg. 142 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Teeming Ghosts (7th-Level Spell) Source Treasure Vault pg. 142 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Teeming Ghosts (8th-Level Spell) Source Treasure Vault pg. 143 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Teeming Ghosts (9th-Level Spell) Source Treasure Vault pg. 143 Price 70,000 gp ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"Treasure Vault","trait_group":["School","Rarity","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4826","name":"Wand of Teeming Ghosts (9th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4826-4443"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"evocation","price":450000,"trait":["Evocation","Magical","Wand"],"id":"equipment-4827","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Wand of the Ash Puppet Source Treasure Vault pg. 143 Price 4,500 gp Usage held in 1 hand Bulk L --- This wand is composed of ash that has been compressed, shaped, and sealed with a clear lacquer. When you trace the wand’s tip along a solid surface, it leaves a black trail of charcoal. Writing with the wand in this way never damages or wears the wand down. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast disintegrate . If the spell reduces a living creature to fine powder, you animate that creature’s ashes into a sulfur zombie with the same general appearance as the disintegrated creature. You control this sulfur zombie, which gains the minion and summoned traits. You can issue a verbal command to the sulfur zombie as a single action with the auditory and concentrate traits. The sulfur zombie crumbles into inanimate ash when reduced to 0 Hit Points or after 1 minute, whichever comes first. Craft Requirements Supply a casting of disintegrate .\n","skill_mod":{},"summary":"This wand is composed of ash that has been compressed, shaped, and sealed with a clear lacquer. When you trace the wand’s tip along a solid surface, …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4827","name":"Wand of the Ash Puppet","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4827"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"conjuration","price":7500,"trait":["Conjuration","Extradimensional","Magical","Wand"],"id":"equipment-4828","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Wand of the Pampered Pet Source Treasure Vault pg. 143 Price 75 gp Usage held in 1 hand Bulk L --- This extravagant wand is made of gold and capped with a large, sparkling gemstone. Its handle is wrapped in plush, padded fabric. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast pet cache but the accommodations inside the extradimensional space are luxurious and spacious. The food is delicious gourmet cuisine tailored to the pet’s palate, the habitat is the perfect temperature and environment for the pet, complete with comfortable bed or lounging area. A pair of phantom hands pamper the pet, patting, grooming, or playing with it at the creature’s whim. Craft Requirements Supply a casting of pet cache .\n","skill_mod":{},"summary":"This extravagant wand is made of gold and capped with a large, sparkling gemstone. Its handle is wrapped in plush, padded fabric. ","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4828","name":"Wand of the Pampered Pet","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4828"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"enchantment","price":100000,"trait":["Enchantment","Magical","Mental","Sleep","Wand"],"id":"equipment-4829","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Wand of Tormented Slumber Source Treasure Vault pg. 143 Price 1,000 gp Usage held in 1 hand Bulk L --- The carved talon of an unidentifiable beast comprises this wand. Blood-stained cloth wraps the thicker part of the talon, which acts as a handle. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast 4th-level sleep , but the slumbering creatures have terrifying nightmares. A creature knocked unconscious by this spell takes 1d6 persistent mental damage. This damage wakes the creature from unconsciousness only if it deals 4 or more damage on a single roll. If the creature awakens from its unconsciousness due to damage (whether it was the persistent mental damage or not), it’s frightened 1. If it awakens from damage on its own turn, the creature doesn’t reduce its frightened condition automatically on that turn. Craft Requirements Supply a casting of 4th-level sleep .\n","skill_mod":{},"summary":"The carved talon of an unidentifiable beast comprises this wand. Blood-stained cloth wraps the thicker part of the talon, which acts as a handle. ","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4829","name":"Wand of Tormented Slumber","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4829"},{"item_child_id":["equipment-4830-4444","equipment-4830-4445","equipment-4830-4446"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Force","Magical","Poison","Wand"],"id":"equipment-4830","text":"<title level=\"1\" right=\"Item 15+\" pfs=\"Standard\" > Wand of Toxic Blades Source Treasure Vault pg. 143 Usage held in 1 hand Bulk L --- This slender metal wand is tinted green and small images of bladed weapons are etched on its surface. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast blade barrier of the indicated level. Damage from the wall also exposes the damaged creature to a poison determined by the wand's type. The poison uses its normal DC. A creature can be exposed to the poison no more than once per turn. Craft Requirements Supply a casting of blade barrier of the appropriate level. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Toxic Blades (6th-Level Spell) Source Treasure Vault pg. 143 Price 6,000 gp --- The poison is purple worm venom. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Toxic Blades (7th-Level Spell) Source Treasure Vault pg. 143 Price 14,000 gp --- The poison is dragon bile with no onset. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Toxic Blades (8th-Level Spell) Source Treasure Vault pg. 143 Price 37,500 gp --- The poison is cerulean scourge.","skill_mod":{},"summary":"This slender metal wand is tinted green and small images of bladed weapons are etched on its surface. ","primary_source":"Treasure Vault","trait_group":["School","Energy","Mechanics","Poison","Affliction","Equipment"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4830","name":"Wand of Toxic Blades","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4830"},{"remaster_name":["Wand of Toxic Blades (6th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4830","weakness":{},"school":"evocation","price":600000,"trait":["Evocation","Force","Magical","Poison","Wand"],"id":"equipment-4830-4444","text":"<title level=\"1\" right=\"Item 15+\" pfs=\"Standard\" > Wand of Toxic Blades Source Treasure Vault pg. 143 Usage held in 1 hand Bulk L --- This slender metal wand is tinted green and small images of bladed weapons are etched on its surface. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast blade barrier of the indicated level. Damage from the wall also exposes the damaged creature to a poison determined by the wand's type. The poison uses its normal DC. A creature can be exposed to the poison no more than once per turn. Craft Requirements Supply a casting of blade barrier of the appropriate level. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Toxic Blades (6th-Level Spell) Source Treasure Vault pg. 143 Price 6,000 gp --- The poison is purple worm venom. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Toxic Blades (7th-Level Spell) Source Treasure Vault pg. 143 Price 14,000 gp --- The poison is dragon bile with no onset. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Toxic Blades (8th-Level Spell) Source Treasure Vault pg. 143 Price 37,500 gp --- The poison is cerulean scourge.","skill_mod":{},"summary":"The poison is purple worm venom .","primary_source":"Treasure Vault","trait_group":["School","Energy","Mechanics","Poison","Affliction","Equipment"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4830","name":"Wand of Toxic Blades (6th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4830-4444"},{"remaster_name":["Wand of Toxic Blades (7th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4830","weakness":{},"school":"evocation","price":1400000,"trait":["Evocation","Force","Magical","Poison","Wand"],"id":"equipment-4830-4445","text":"<title level=\"1\" right=\"Item 15+\" pfs=\"Standard\" > Wand of Toxic Blades Source Treasure Vault pg. 143 Usage held in 1 hand Bulk L --- This slender metal wand is tinted green and small images of bladed weapons are etched on its surface. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast blade barrier of the indicated level. Damage from the wall also exposes the damaged creature to a poison determined by the wand's type. The poison uses its normal DC. A creature can be exposed to the poison no more than once per turn. Craft Requirements Supply a casting of blade barrier of the appropriate level. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Toxic Blades (6th-Level Spell) Source Treasure Vault pg. 143 Price 6,000 gp --- The poison is purple worm venom. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Toxic Blades (7th-Level Spell) Source Treasure Vault pg. 143 Price 14,000 gp --- The poison is dragon bile with no onset. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Toxic Blades (8th-Level Spell) Source Treasure Vault pg. 143 Price 37,500 gp --- The poison is cerulean scourge.","skill_mod":{},"summary":"The poison is dragon bile with no onset.","primary_source":"Treasure Vault","trait_group":["School","Energy","Mechanics","Poison","Affliction","Equipment"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4830","name":"Wand of Toxic Blades (7th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4830-4445"},{"remaster_name":["Wand of Toxic Blades (8th-Rank Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4830","weakness":{},"school":"evocation","price":3750000,"trait":["Evocation","Force","Magical","Poison","Wand"],"id":"equipment-4830-4446","text":"<title level=\"1\" right=\"Item 15+\" pfs=\"Standard\" > Wand of Toxic Blades Source Treasure Vault pg. 143 Usage held in 1 hand Bulk L --- This slender metal wand is tinted green and small images of bladed weapons are etched on its surface. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast blade barrier of the indicated level. Damage from the wall also exposes the damaged creature to a poison determined by the wand's type. The poison uses its normal DC. A creature can be exposed to the poison no more than once per turn. Craft Requirements Supply a casting of blade barrier of the appropriate level. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Toxic Blades (6th-Level Spell) Source Treasure Vault pg. 143 Price 6,000 gp --- The poison is purple worm venom. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Toxic Blades (7th-Level Spell) Source Treasure Vault pg. 143 Price 14,000 gp --- The poison is dragon bile with no onset. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Toxic Blades (8th-Level Spell) Source Treasure Vault pg. 143 Price 37,500 gp --- The poison is cerulean scourge.","skill_mod":{},"summary":"The poison is cerulean scourge .","primary_source":"Treasure Vault","trait_group":["School","Energy","Mechanics","Poison","Affliction","Equipment"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4830","name":"Wand of Toxic Blades (8th-Level Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4830-4446"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"divination","price":200000,"trait":["Divination","Magical","Mental","Uncommon","Wand"],"id":"equipment-4831","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Wand of Traitorous Thoughts Source Treasure Vault pg. 143 Price 2,000 gp Usage held in 1 hand Bulk L --- When you hold this sleek, shiny gray wand, you hear a faint chorus of overlapping whispers. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast mind probe . The first time the target rolls a success at a Deception check to mislead your probe, it gets a result one step worse than it rolled. This means you learn the answer if the target’s Deception check would have succeeded, and you learn nothing rather than believing a falsehood if the check would have been a critical success. Craft Requirements Supply a casting of mind probe .\n","skill_mod":{},"summary":"When you hold this sleek, shiny gray wand, you hear a faint chorus of overlapping whispers. ","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Rarity","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4831","name":"Wand of Traitorous Thoughts","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4831"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"enchantment","price":2400000,"trait":["Enchantment","Magical","Mental","Wand"],"id":"equipment-4832","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Wand of Wearying Dance Source Treasure Vault pg. 143 Price 24,000 gp Usage held in 1 hand Bulk L --- This colorfully painted wand has a few jingling bells tied to the pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast uncontrollable dance . When the spell’s duration ends, if the target was forced to dance for 1 minute, it becomes fatigued. Craft Requirements Supply a casting of uncontrollable dance .\n","skill_mod":{},"summary":"This colorfully painted wand has a few jingling bells tied to the pommel. ","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4832","name":"Wand of Wearying Dance","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4832"},{"remaster_name":["Catching"],"item_child_id":["equipment-4833-4447","equipment-4833-4448"],"primary_source_category":"Rulebooks","usage":"applied any visible article of clothing","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"enchantment","skill":["Intimidation","Intimidation"],"trait":["Enchantment","Magical"],"id":"equipment-4833","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Menacing Source Treasure Vault pg. 144 Usage applied any visible article of clothing --- Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to Intimidation checks to Coerce others. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Menacing Source Treasure Vault pg. 144 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Menacing (Greater) Source Treasure Vault pg. 144 Price 900 gp --- This rune grants a +2 item bonus and has an activation. Activate Two Actions command, interact; Frequency once per day; Effect The rune casts a 3rd-level fear spell (DC 25).","skill_mod":{},"summary":"Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=4833","name":"Menacing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4833"},{"primary_source_category":"Rulebooks","usage":"applied any visible article of clothing","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-4833","weakness":{},"school":"enchantment","price":50000,"skill":["Intimidation"],"trait":["Enchantment","Magical"],"id":"equipment-4833-4447","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Menacing Source Treasure Vault pg. 144 Usage applied any visible article of clothing --- Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to Intimidation checks to Coerce others. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Menacing Source Treasure Vault pg. 144 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Menacing (Greater) Source Treasure Vault pg. 144 Price 900 gp --- This rune grants a +2 item bonus and has an activation. Activate Two Actions command, interact; Frequency once per day; Effect The rune casts a 3rd-level fear spell (DC 25).","skill_mod":{},"summary":"Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=4833","name":"Menacing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4833-4447"},{"primary_source_category":"Rulebooks","usage":"applied any visible article of clothing","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-4833","weakness":{},"school":"enchantment","price":90000,"skill":["Intimidation"],"trait":["Enchantment","Magical"],"id":"equipment-4833-4448","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Menacing Source Treasure Vault pg. 144 Usage applied any visible article of clothing --- Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to Intimidation checks to Coerce others. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Menacing Source Treasure Vault pg. 144 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Menacing (Greater) Source Treasure Vault pg. 144 Price 900 gp --- This rune grants a +2 item bonus and has an activation. Activate Two Actions command, interact; Frequency once per day; Effect The rune casts a 3rd-level fear spell (DC 25).","skill_mod":{},"summary":"This rune grants a +2 item bonus and has an activation.","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=4833","name":"Menacing (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4833-4448"},{"primary_source_category":"Rulebooks","usage":"applied to footwear","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","price":65000,"trait":["Magical","Transmutation"],"id":"equipment-4834","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Pontoon Source Treasure Vault pg. 144 Price 650 gp Usage applied to footwear --- Footwear with pontoon runes allows you to traverse waterways with ease. While wearing footwear with the rune, you can walk on the surface of water and other liquids without falling through. This offers no protection against damage the liquid deals. You can go under the liquid’s surface, but you must Swim if you do.\n","skill_mod":{},"summary":"Footwear with pontoon runes allows you to traverse waterways with ease. While wearing footwear with the rune, you can walk on the surface of water …","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=4834","name":"Pontoon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4834"},{"item_child_id":["equipment-4835-4449","equipment-4835-4450"],"primary_source_category":"Rulebooks","usage":"applied to a basket, bag, or other container","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"necromancy","trait":["Magical","Necromancy"],"id":"equipment-4835","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Preserving Source Treasure Vault pg. 144 Usage applied to a basket, bag, or other container --- Preserving runes are common among merchants and other travelers who are on the road for weeks or months at a time. Any non-magical food and drink inside a container with a preserving rune remains fresher for longer, taking ten times as long to spoil. This feature doesn’t prolong the duration of alchemical items. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Preserving Source Treasure Vault pg. 144 Price 45 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Preserving (Greater) Source Treasure Vault pg. 144 Price 450 gp --- Non-magical food and drink inside the container never spoil, and the rune has an activation. Activate Two Actions command, interact; Frequency once per day; Effect The container casts purify food and drink on all the food and drink within.","skill_mod":{},"summary":" Preserving runes are common among merchants and other travelers who are on the road for weeks or months at a time. Any non-magical food and drink …","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=4835","name":"Preserving","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4835"},{"primary_source_category":"Rulebooks","usage":"applied to a basket, bag, or other container","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-4835","weakness":{},"school":"necromancy","price":4500,"trait":["Magical","Necromancy"],"id":"equipment-4835-4449","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Preserving Source Treasure Vault pg. 144 Usage applied to a basket, bag, or other container --- Preserving runes are common among merchants and other travelers who are on the road for weeks or months at a time. Any non-magical food and drink inside a container with a preserving rune remains fresher for longer, taking ten times as long to spoil. This feature doesn’t prolong the duration of alchemical items. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Preserving Source Treasure Vault pg. 144 Price 45 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Preserving (Greater) Source Treasure Vault pg. 144 Price 450 gp --- Non-magical food and drink inside the container never spoil, and the rune has an activation. Activate Two Actions command, interact; Frequency once per day; Effect The container casts purify food and drink on all the food and drink within.","skill_mod":{},"summary":"Preserving runes are common among merchants and other travelers who are on the road for weeks or months at a time. Any non-magical food and drink …","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=4835","name":"Preserving","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4835-4449"},{"primary_source_category":"Rulebooks","usage":"applied to a basket, bag, or other container","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-4835","weakness":{},"school":"necromancy","price":45000,"trait":["Magical","Necromancy"],"id":"equipment-4835-4450","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Preserving Source Treasure Vault pg. 144 Usage applied to a basket, bag, or other container --- Preserving runes are common among merchants and other travelers who are on the road for weeks or months at a time. Any non-magical food and drink inside a container with a preserving rune remains fresher for longer, taking ten times as long to spoil. This feature doesn’t prolong the duration of alchemical items. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Preserving Source Treasure Vault pg. 144 Price 45 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Preserving (Greater) Source Treasure Vault pg. 144 Price 450 gp --- Non-magical food and drink inside the container never spoil, and the rune has an activation. Activate Two Actions command, interact; Frequency once per day; Effect The container casts purify food and drink on all the food and drink within.","skill_mod":{},"summary":"Non-magical food and drink inside the container never spoil, and the rune has an activation.","primary_source":"Treasure Vault","trait_group":["Mechanics","School"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=4835","name":"Preserving (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4835-4450"},{"item_child_id":["equipment-4836-4451","equipment-4836-4452"],"primary_source_category":"Rulebooks","usage":"applied to footwear","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Magical"],"id":"equipment-4836","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Trackless Source Treasure Vault pg. 145 Usage applied to footwear --- Trackless runes are common among hunters and trappers, as well as thieves and anyone fleeing pursuit. While wearing trackless footwear, you have a +4 item bonus to the DC to track you. However, this bonus doesn't stack with the status bonus from pass without trace . <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Trackless Source Treasure Vault pg. 145 Price 225 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Trackless (Greater) Source Treasure Vault pg. 145 Price 900 gp --- The rune has an activation. Activate Two Actions command, envision; Frequency once per day; Effect You extend the effect of your rune out to a 20-foot emanation. The emanation remains for 8 hours, affecting up to 10 creatures of your choice within the area. You can Dismiss this effect.","skill_mod":{},"summary":" Trackless runes are common among hunters and trappers, as well as thieves and anyone fleeing pursuit. While wearing trackless footwear, you have a …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=4836","name":"Trackless","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4836"},{"primary_source_category":"Rulebooks","usage":"applied to footwear","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-4836","weakness":{},"school":"abjuration","price":22500,"trait":["Abjuration","Magical"],"id":"equipment-4836-4451","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Trackless Source Treasure Vault pg. 145 Usage applied to footwear --- Trackless runes are common among hunters and trappers, as well as thieves and anyone fleeing pursuit. While wearing trackless footwear, you have a +4 item bonus to the DC to track you. However, this bonus doesn't stack with the status bonus from pass without trace . <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Trackless Source Treasure Vault pg. 145 Price 225 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Trackless (Greater) Source Treasure Vault pg. 145 Price 900 gp --- The rune has an activation. Activate Two Actions command, envision; Frequency once per day; Effect You extend the effect of your rune out to a 20-foot emanation. The emanation remains for 8 hours, affecting up to 10 creatures of your choice within the area. You can Dismiss this effect.","skill_mod":{},"summary":"Trackless runes are common among hunters and trappers, as well as thieves and anyone fleeing pursuit. While wearing trackless footwear, you have a …","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=4836","name":"Trackless","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4836-4451"},{"primary_source_category":"Rulebooks","usage":"applied to footwear","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-4836","weakness":{},"school":"abjuration","price":90000,"trait":["Abjuration","Magical"],"id":"equipment-4836-4452","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Trackless Source Treasure Vault pg. 145 Usage applied to footwear --- Trackless runes are common among hunters and trappers, as well as thieves and anyone fleeing pursuit. While wearing trackless footwear, you have a +4 item bonus to the DC to track you. However, this bonus doesn't stack with the status bonus from pass without trace . <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Trackless Source Treasure Vault pg. 145 Price 225 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Trackless (Greater) Source Treasure Vault pg. 145 Price 900 gp --- The rune has an activation. Activate Two Actions command, envision; Frequency once per day; Effect You extend the effect of your rune out to a 20-foot emanation. The emanation remains for 8 hours, affecting up to 10 creatures of your choice within the area. You can Dismiss this effect.","skill_mod":{},"summary":"The rune has an activation.","primary_source":"Treasure Vault","trait_group":["School","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=4836","name":"Trackless (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4836-4452"},{"primary_source_category":"Rulebooks","usage":"worn backpack","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","price":140000,"trait":["Conjuration","Extradimensional","Invested","Magical"],"id":"equipment-4837","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Alchemist's Haversack Source Treasure Vault pg. 145 Price 1,400 gp Usage worn backpack Bulk 1 --- An alchemist’s haversack is a sturdy leather backpack with two compartments. The main section contains an extradimensional space equivalent to a bag of holding type II, perfect for carrying bulkier alchemist equipment. A secondary partition can hold 2 Bulk of items, 1 of which doesn’t count against your Bulk limit. This second compartment can also be activated (see below). Two shoulder straps and a thick belt for the waist hold the haversack on the wearer securely. These straps have pouches and loops for keeping alchemical items handy. They also contain magically expanded alchemist’s tools that grant you a +2 item bonus to Crafting checks to create alchemical items. Water and undesirable material can’t seep into the haversack, which cleans itself once per hour. When you reach in any part of the haversack, the item you sought is the first one you find. Also, the haversack preserves mundane ingredients, food, and drink inside, so they stay fresh indefinitely. This feature doesn’t prolong the duration of magic or alchemical items. Activate Single Action command; Frequency once per day; Requirements You gain batches of infused reagents during your daily preparations; Effect You pull one additional batch of infused reagents from the satchel’s secondary compartment. If you fail to use these reagents by the end of your next turn, they’re lost. Craft Requirements You are an alchemist.\n","skill_mod":{},"summary":"An alchemist’s haversack is a sturdy leather backpack with two compartments. The main section contains an extradimensional space equivalent to a …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4837","name":"Alchemist's Haversack","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4837"},{"item_child_id":["equipment-4838-4453","equipment-4838-4454"],"primary_source_category":"Rulebooks","usage":"worn backpack","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-4838","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Everyneed Pack Source Treasure Vault pg. 145 Usage worn backpack Bulk 1 --- Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the inside. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn’t contain any armor, shields, weapons, or items made of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack becomes a mundane backpack after items of your choice with a combined value of 8 gp have been removed from it. Activate 1 minute (Interact); Frequency once per hour; Effect You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Everyneed Pack Source Treasure Vault pg. 145 Price 20 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Everyneed Pack (Greater) Source Treasure Vault pg. 145 Price 100 gp --- A pocket contains mundane gear worth no more than 5 gp each. When you activate the pack, you can draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less, and the pack becomes a mundane backpack after 45 gp worth of items are removed.","skill_mod":{},"summary":"Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4838","name":"Everyneed Pack","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4838"},{"primary_source_category":"Rulebooks","usage":"worn backpack","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4838","weakness":{},"school":"conjuration","price":2000,"trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-4838-4453","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Everyneed Pack Source Treasure Vault pg. 145 Usage worn backpack Bulk 1 --- Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the inside. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn’t contain any armor, shields, weapons, or items made of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack becomes a mundane backpack after items of your choice with a combined value of 8 gp have been removed from it. Activate 1 minute (Interact); Frequency once per hour; Effect You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Everyneed Pack Source Treasure Vault pg. 145 Price 20 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Everyneed Pack (Greater) Source Treasure Vault pg. 145 Price 100 gp --- A pocket contains mundane gear worth no more than 5 gp each. When you activate the pack, you can draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less, and the pack becomes a mundane backpack after 45 gp worth of items are removed.","skill_mod":{},"summary":"Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4838","name":"Everyneed Pack","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4838-4453"},{"primary_source_category":"Rulebooks","usage":"worn backpack","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4838","weakness":{},"school":"conjuration","price":10000,"trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-4838-4454","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Everyneed Pack Source Treasure Vault pg. 145 Usage worn backpack Bulk 1 --- Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the inside. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn’t contain any armor, shields, weapons, or items made of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack becomes a mundane backpack after items of your choice with a combined value of 8 gp have been removed from it. Activate 1 minute (Interact); Frequency once per hour; Effect You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Everyneed Pack Source Treasure Vault pg. 145 Price 20 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Everyneed Pack (Greater) Source Treasure Vault pg. 145 Price 100 gp --- A pocket contains mundane gear worth no more than 5 gp each. When you activate the pack, you can draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less, and the pack becomes a mundane backpack after 45 gp worth of items are removed.","skill_mod":{},"summary":"A pocket contains mundane gear worth no more than 5 gp each. When you activate the pack, you can draw any number of pieces of mundane gear from the …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4838","name":"Everyneed Pack (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4838-4454"},{"primary_source_category":"Rulebooks","usage":"worn backpack","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":23000,"skill":["Stealth"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-4839","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Vaultbreaker's Harness Source Treasure Vault pg. 145 Price 230 gp Usage worn backpack Bulk 1 --- A vaultbreaker’s harness has four pockets across the chest. The pockets contain a set of infiltrator’s thieves’ tools, infiltrator picks, a levered crowbar, and a glass cutter. These items are magically bound to the harness; if they are more than 1 foot away from you, they disappear, then reappear in the harness at the next sunset. Broken or destroyed items similarly reappear, restored, in their proper pockets at sunset. Activate Single Action Interact; Effect You cinch the harness to prepare for mischief. You gain a +1 item bonus to Stealth checks and a +10-foot item bonus to your Speed for 1 minute.\n","skill_mod":{},"summary":"A vaultbreaker’s harness has four pockets across the chest. The pockets contain a set of infiltrator’s thieves’ tools , infiltrator picks, a …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4839","name":"Vaultbreaker's Harness","bulk":1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-4839"},{"primary_source_category":"Rulebooks","usage":"worn belt","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":22000,"trait":["Invested","Magical","Rare","Transmutation"],"id":"equipment-4840","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Bellflower Toolbelt Source Treasure Vault pg. 145 Price 220 gp Usage worn belt Bulk 1 --- Different versions of the bellflower toolbelt are customized to appear to suit specific trades, so a belt used for carpentry would look different from a belt for baking. Activate Two Actions envision, Interact; Effect You place an object of up to 1 Bulk into the belt, transforming that object into a tool befitting the trade for which the belt was created. Each object remains transformed until it has been removed from the belt for 24 hours or someone uses a single Interact action to return it to its normal form. If enough transformed items are in it, the belt can be used as artisan’s tools for that trade.\n","skill_mod":{},"summary":"Different versions of the bellflower toolbelt are customized to appear to suit specific trades, so a belt used for carpentry would look different …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","Rarity","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4840","name":"Bellflower Toolbelt","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4840"},{"item_child_id":["equipment-4841-4455","equipment-4841-4456","equipment-4841-4457","equipment-4841-4458","equipment-4841-4459","equipment-4841-4460"],"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"trait":["Invested","Magical"],"id":"equipment-4841","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Bravery Baldric Source Treasure Vault pg. 155 Usage worn Bulk L --- A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time. Activate Two Actions command, envision; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bravery Baldric (Fleet) Source Treasure Vault pg. 146 Price 150 gp --- The baldric is grass green when charged, and it grants you the effects of fleet step . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Flight) Source Treasure Vault pg. 146 Price 1,250 gp --- The baldric is light blue when charged, and it grants you the effects of fly . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bravery Baldric (Haste) Source Treasure Vault pg. 146 Price 700 gp --- The baldric is silver when charged, and it grants you the effects of haste . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bravery Baldric (Restoration) Source Treasure Vault pg. 146 Price 350 gp --- The baldric is golden when charged, and it grants you the effects of a 2nd-level restoration . This baldric has the healing and necromancy traits. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Restoration Greater) Source Treasure Vault pg. 146 Price 1,300 gp --- As the restoration baldric, but it grants 4th-level restoration . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Stoneskin) Source Treasure Vault pg. 146 Price 1,400 gp --- The baldric is dark gray when charged, and it grants you the effects of stoneskin . This baldric has the abjuration trait.","skill_mod":{},"summary":"A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4841","name":"Bravery Baldric","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4841"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4841","weakness":{},"price":15000,"trait":["Invested","Magical"],"id":"equipment-4841-4455","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Bravery Baldric Source Treasure Vault pg. 155 Usage worn Bulk L --- A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time. Activate Two Actions command, envision; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bravery Baldric (Fleet) Source Treasure Vault pg. 146 Price 150 gp --- The baldric is grass green when charged, and it grants you the effects of fleet step . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Flight) Source Treasure Vault pg. 146 Price 1,250 gp --- The baldric is light blue when charged, and it grants you the effects of fly . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bravery Baldric (Haste) Source Treasure Vault pg. 146 Price 700 gp --- The baldric is silver when charged, and it grants you the effects of haste . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bravery Baldric (Restoration) Source Treasure Vault pg. 146 Price 350 gp --- The baldric is golden when charged, and it grants you the effects of a 2nd-level restoration . This baldric has the healing and necromancy traits. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Restoration Greater) Source Treasure Vault pg. 146 Price 1,300 gp --- As the restoration baldric, but it grants 4th-level restoration . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Stoneskin) Source Treasure Vault pg. 146 Price 1,400 gp --- The baldric is dark gray when charged, and it grants you the effects of stoneskin . This baldric has the abjuration trait.","skill_mod":{},"summary":"The baldric is grass green when charged, and it grants you the effects of fleet step . This baldric has the transmutation trait.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4841","name":"Bravery Baldric (Fleet)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4841-4455"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4841","weakness":{},"price":125000,"trait":["Invested","Magical"],"id":"equipment-4841-4456","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Bravery Baldric Source Treasure Vault pg. 155 Usage worn Bulk L --- A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time. Activate Two Actions command, envision; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bravery Baldric (Fleet) Source Treasure Vault pg. 146 Price 150 gp --- The baldric is grass green when charged, and it grants you the effects of fleet step . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Flight) Source Treasure Vault pg. 146 Price 1,250 gp --- The baldric is light blue when charged, and it grants you the effects of fly . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bravery Baldric (Haste) Source Treasure Vault pg. 146 Price 700 gp --- The baldric is silver when charged, and it grants you the effects of haste . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bravery Baldric (Restoration) Source Treasure Vault pg. 146 Price 350 gp --- The baldric is golden when charged, and it grants you the effects of a 2nd-level restoration . This baldric has the healing and necromancy traits. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Restoration Greater) Source Treasure Vault pg. 146 Price 1,300 gp --- As the restoration baldric, but it grants 4th-level restoration . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Stoneskin) Source Treasure Vault pg. 146 Price 1,400 gp --- The baldric is dark gray when charged, and it grants you the effects of stoneskin . This baldric has the abjuration trait.","skill_mod":{},"summary":"The baldric is light blue when charged, and it grants you the effects of fly . This baldric has the transmutation trait.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4841","name":"Bravery Baldric (Flight)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4841-4456"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4841","weakness":{},"price":70000,"trait":["Invested","Magical"],"id":"equipment-4841-4457","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Bravery Baldric Source Treasure Vault pg. 155 Usage worn Bulk L --- A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time. Activate Two Actions command, envision; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bravery Baldric (Fleet) Source Treasure Vault pg. 146 Price 150 gp --- The baldric is grass green when charged, and it grants you the effects of fleet step . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Flight) Source Treasure Vault pg. 146 Price 1,250 gp --- The baldric is light blue when charged, and it grants you the effects of fly . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bravery Baldric (Haste) Source Treasure Vault pg. 146 Price 700 gp --- The baldric is silver when charged, and it grants you the effects of haste . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bravery Baldric (Restoration) Source Treasure Vault pg. 146 Price 350 gp --- The baldric is golden when charged, and it grants you the effects of a 2nd-level restoration . This baldric has the healing and necromancy traits. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Restoration Greater) Source Treasure Vault pg. 146 Price 1,300 gp --- As the restoration baldric, but it grants 4th-level restoration . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Stoneskin) Source Treasure Vault pg. 146 Price 1,400 gp --- The baldric is dark gray when charged, and it grants you the effects of stoneskin . This baldric has the abjuration trait.","skill_mod":{},"summary":"The baldric is silver when charged, and it grants you the effects of haste . This baldric has the transmutation trait.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4841","name":"Bravery Baldric (Haste)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4841-4457"},{"remaster_name":["Bravery Baldric (Healthful)"],"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4841","weakness":{},"price":35000,"trait":["Invested","Magical"],"id":"equipment-4841-4458","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Bravery Baldric Source Treasure Vault pg. 155 Usage worn Bulk L --- A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time. Activate Two Actions command, envision; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bravery Baldric (Fleet) Source Treasure Vault pg. 146 Price 150 gp --- The baldric is grass green when charged, and it grants you the effects of fleet step . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Flight) Source Treasure Vault pg. 146 Price 1,250 gp --- The baldric is light blue when charged, and it grants you the effects of fly . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bravery Baldric (Haste) Source Treasure Vault pg. 146 Price 700 gp --- The baldric is silver when charged, and it grants you the effects of haste . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bravery Baldric (Restoration) Source Treasure Vault pg. 146 Price 350 gp --- The baldric is golden when charged, and it grants you the effects of a 2nd-level restoration . This baldric has the healing and necromancy traits. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Restoration Greater) Source Treasure Vault pg. 146 Price 1,300 gp --- As the restoration baldric, but it grants 4th-level restoration . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Stoneskin) Source Treasure Vault pg. 146 Price 1,400 gp --- The baldric is dark gray when charged, and it grants you the effects of stoneskin . This baldric has the abjuration trait.","skill_mod":{},"summary":"The baldric is golden when charged, and it grants you the effects of a 2nd-level restoration . This baldric has the healing and necromancy …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4841","name":"Bravery Baldric (Restoration)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4841-4458"},{"remaster_name":["Bravery Baldric (Healthful, Greater)"],"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4841","weakness":{},"price":130000,"trait":["Invested","Magical"],"id":"equipment-4841-4459","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Bravery Baldric Source Treasure Vault pg. 155 Usage worn Bulk L --- A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time. Activate Two Actions command, envision; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bravery Baldric (Fleet) Source Treasure Vault pg. 146 Price 150 gp --- The baldric is grass green when charged, and it grants you the effects of fleet step . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Flight) Source Treasure Vault pg. 146 Price 1,250 gp --- The baldric is light blue when charged, and it grants you the effects of fly . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bravery Baldric (Haste) Source Treasure Vault pg. 146 Price 700 gp --- The baldric is silver when charged, and it grants you the effects of haste . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bravery Baldric (Restoration) Source Treasure Vault pg. 146 Price 350 gp --- The baldric is golden when charged, and it grants you the effects of a 2nd-level restoration . This baldric has the healing and necromancy traits. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Restoration Greater) Source Treasure Vault pg. 146 Price 1,300 gp --- As the restoration baldric, but it grants 4th-level restoration . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Stoneskin) Source Treasure Vault pg. 146 Price 1,400 gp --- The baldric is dark gray when charged, and it grants you the effects of stoneskin . This baldric has the abjuration trait.","skill_mod":{},"summary":"As the restoration baldric, but it grants 4th-level restoration .","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4841","name":"Bravery Baldric (Restoration Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4841-4459"},{"remaster_name":["Bravery Baldric (Stone)"],"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4841","weakness":{},"price":140000,"trait":["Invested","Magical"],"id":"equipment-4841-4460","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Bravery Baldric Source Treasure Vault pg. 155 Usage worn Bulk L --- A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time. Activate Two Actions command, envision; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bravery Baldric (Fleet) Source Treasure Vault pg. 146 Price 150 gp --- The baldric is grass green when charged, and it grants you the effects of fleet step . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Flight) Source Treasure Vault pg. 146 Price 1,250 gp --- The baldric is light blue when charged, and it grants you the effects of fly . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bravery Baldric (Haste) Source Treasure Vault pg. 146 Price 700 gp --- The baldric is silver when charged, and it grants you the effects of haste . This baldric has the transmutation trait. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bravery Baldric (Restoration) Source Treasure Vault pg. 146 Price 350 gp --- The baldric is golden when charged, and it grants you the effects of a 2nd-level restoration . This baldric has the healing and necromancy traits. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Restoration Greater) Source Treasure Vault pg. 146 Price 1,300 gp --- As the restoration baldric, but it grants 4th-level restoration . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Stoneskin) Source Treasure Vault pg. 146 Price 1,400 gp --- The baldric is dark gray when charged, and it grants you the effects of stoneskin . This baldric has the abjuration trait.","skill_mod":{},"summary":"The baldric is dark gray when charged, and it grants you the effects of stoneskin . This baldric has the abjuration trait.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4841","name":"Bravery Baldric (Stoneskin)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4841-4460"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":2000000,"trait":["Clockwork","Invested","Magical","Transmutation","Uncommon"],"id":"equipment-4842","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Clockwork Cloak Source Treasure Vault pg. 146 Price 20,000 gp Usage worn cloak Bulk L --- Paper-thin interlocking cogs and gears make up the bronze clockwork cloak . Activate Reaction Interact; Frequency once per day; Trigger You’re struck by a melee attack with a held weapon; Effect The folds of the cloak attempt to divert the attack and catch the weapon in the cloak’s gears. Make an Athletics check to Disarm the attacking creature. Activate Two Actions Interact; Effect You wrap the cloak around yourself and the winding gears decelerate your body, causing you to enter standby mode. While in standby mode you don’t need to eat, drink, or sleep. You remain aware of your surroundings but take a –4 penalty to Perception checks. You can stay in standby mode indefinitely, although your body ages normally. You can leave standby mode as a free action. If you do so to initiate combat, you gain a +2 item bonus to your initiative roll.\n","skill_mod":{},"summary":"Paper-thin interlocking cogs and gears make up the bronze clockwork cloak . ","primary_source":"Treasure Vault","trait_group":["Monster","Equipment","Weapon","Mechanics","School","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4842","name":"Clockwork Cloak","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4842"},{"primary_source_category":"Rulebooks","usage":"worn belt","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","price":32500,"trait":["Abjuration","Invested","Magical"],"id":"equipment-4843","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Fearless Sash Source Treasure Vault pg. 146 Price 325 gp Usage worn belt Bulk L --- A feeling of security radiates out from this sash made of fine yellow fabric. You gain a +1 status bonus to saves against fear. Activate Single Action command; Frequency once per day; Effect You and each ally in a 5-foot emanation reduce your frightened values by 1.\n","skill_mod":{},"summary":"A feeling of security radiates out from this sash made of fine yellow fabric. You gain a +1 status bonus to saves against fear . ","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4843","name":"Fearless Sash","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4843"},{"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":21000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-4844","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Sure-Step Crampons Source Treasure Vault pg. 146 Price 210 gp Usage worn shoes Bulk 1 --- Sure-step crampons are sturdy leather boots with warm fur lining and magically augmented steel crampons that offer the wearer better purchase on ice. They allow you to walk across ice without difficulty, ignoring the uneven ground and difficult terrain caused by ice, and reducing greater difficult terrain caused by ice to difficult terrain. Activate Single Action Interact; Requirements You’re standing on an earthen, icy, or wooden surface; Effect You dig the crampons into the spot where you’re standing, offering additional support until the next time you move. You gain a +2 circumstance bonus to your Fortitude and Reflex DCs against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone. The bonus lasts until you move from your current spot.\n","skill_mod":{},"summary":" Sure-step crampons are sturdy leather boots with warm fur lining and magically augmented steel crampons that offer the wearer better purchase on …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4844","name":"Sure-Step Crampons","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4844"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","price":6000,"trait":["Conjuration","Invested","Magical"],"id":"equipment-4845","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Thrower's Bandolier Source Treasure Vault pg. 146 Price 60 gp Usage worn Bulk L --- This bandolier is covered in straps and pouches capable of holding up to 2 Bulk of one-handed thrown weapons. A thrower’s bandolier has a +1 weapon potency rune etched into it, and it can be etched with runes as though it were a one-handed thrown weapon. When you invest the thrower’s bandolier , you can attune it to all the weapons sheathed in it (this ends any previous attunements made with the bandolier). Whenever you draw a weapon from the bandolier, the bandolier’s runes are replicated onto that weapon. Any runes already on the weapon are suppressed, and any runes previously replicated to a different weapon in this way are removed, returning it to normal. Activate Two Actions envision, Interact; Effect All weapons attuned to the bandolier, not including any weapons you’re currently wielding, return to the bandolier.\n","skill_mod":{},"summary":"This bandolier is covered in straps and pouches capable of holding up to 2 Bulk of one-handed thrown weapons. A thrower’s bandolier has a +1 weapon …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4845","name":"Thrower's Bandolier","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4845"},{"item_child_id":["equipment-4846-4461","equipment-4846-4462","equipment-4846-4463"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","trait":["Divination","Invested","Magical"],"id":"equipment-4846","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Clarity Goggles Source Treasure Vault pg. 146 PFS Note The counteract check from a pair of clarity goggles has a counteract rank of half the item’s level rounded up. Usage worn eyepiece --- Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture of them. While wearing the goggles, you gain a +1 item bonus to visual Perception checks. Activate Two Actions command, envision; Frequency once per day; Effect You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your Perception bonus against any illusion effect created by a 3rd-level or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Clarity Goggles (Lesser) Source Treasure Vault pg. 147 Price 425 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Clarity Goggles (Moderate) Source Treasure Vault pg. 147 Price 2,450 gp --- The goggles grant a +2 item bonus. They work against effects created by 6th-level or lower spells or a creature of 13th level or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Clarity Goggles (Greater) Source Treasure Vault pg. 147 Price 32,500 gp --- The goggles grant a +3 item bonus. They work against effects created by 9th-level or lower spells or a creature of 19th level or lower.","skill_mod":{},"summary":" Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4846","name":"Clarity Goggles","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4846"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4846","weakness":{},"school":"divination","price":42500,"trait":["Divination","Invested","Magical"],"id":"equipment-4846-4461","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Clarity Goggles Source Treasure Vault pg. 146 PFS Note The counteract check from a pair of clarity goggles has a counteract rank of half the item’s level rounded up. Usage worn eyepiece --- Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture of them. While wearing the goggles, you gain a +1 item bonus to visual Perception checks. Activate Two Actions command, envision; Frequency once per day; Effect You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your Perception bonus against any illusion effect created by a 3rd-level or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Clarity Goggles (Lesser) Source Treasure Vault pg. 147 Price 425 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Clarity Goggles (Moderate) Source Treasure Vault pg. 147 Price 2,450 gp --- The goggles grant a +2 item bonus. They work against effects created by 6th-level or lower spells or a creature of 13th level or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Clarity Goggles (Greater) Source Treasure Vault pg. 147 Price 32,500 gp --- The goggles grant a +3 item bonus. They work against effects created by 9th-level or lower spells or a creature of 19th level or lower.","skill_mod":{},"summary":"Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4846","name":"Clarity Goggles (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4846-4461"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4846","weakness":{},"school":"divination","price":245000,"trait":["Divination","Invested","Magical"],"id":"equipment-4846-4462","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Clarity Goggles Source Treasure Vault pg. 146 PFS Note The counteract check from a pair of clarity goggles has a counteract rank of half the item’s level rounded up. Usage worn eyepiece --- Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture of them. While wearing the goggles, you gain a +1 item bonus to visual Perception checks. Activate Two Actions command, envision; Frequency once per day; Effect You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your Perception bonus against any illusion effect created by a 3rd-level or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Clarity Goggles (Lesser) Source Treasure Vault pg. 147 Price 425 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Clarity Goggles (Moderate) Source Treasure Vault pg. 147 Price 2,450 gp --- The goggles grant a +2 item bonus. They work against effects created by 6th-level or lower spells or a creature of 13th level or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Clarity Goggles (Greater) Source Treasure Vault pg. 147 Price 32,500 gp --- The goggles grant a +3 item bonus. They work against effects created by 9th-level or lower spells or a creature of 19th level or lower.","skill_mod":{},"summary":"The goggles grant a +2 item bonus. They work against effects created by 6th-level or lower spells or a creature of 13th level or lower.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4846","name":"Clarity Goggles (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4846-4462"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4846","weakness":{},"school":"divination","price":3250000,"trait":["Divination","Invested","Magical"],"id":"equipment-4846-4463","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Clarity Goggles Source Treasure Vault pg. 146 PFS Note The counteract check from a pair of clarity goggles has a counteract rank of half the item’s level rounded up. Usage worn eyepiece --- Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture of them. While wearing the goggles, you gain a +1 item bonus to visual Perception checks. Activate Two Actions command, envision; Frequency once per day; Effect You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your Perception bonus against any illusion effect created by a 3rd-level or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Clarity Goggles (Lesser) Source Treasure Vault pg. 147 Price 425 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Clarity Goggles (Moderate) Source Treasure Vault pg. 147 Price 2,450 gp --- The goggles grant a +2 item bonus. They work against effects created by 6th-level or lower spells or a creature of 13th level or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Clarity Goggles (Greater) Source Treasure Vault pg. 147 Price 32,500 gp --- The goggles grant a +3 item bonus. They work against effects created by 9th-level or lower spells or a creature of 19th level or lower.","skill_mod":{},"summary":"The goggles grant a +3 item bonus. They work against effects created by 9th-level or lower spells or a creature of 19th level or lower.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4846","name":"Clarity Goggles (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4846-4463"},{"item_child_id":["equipment-4847-4464","equipment-4847-4465","equipment-4847-4466"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Invested","Magical"],"id":"equipment-4847","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Mirror Goggles Source Treasure Vault pg. 147 Usage worn eyepiece --- These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving throws against visual effects. Activate Reaction Interact; Trigger A creature within 60 feet targets you with a visual effect; Effect You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is sickened 1 (sickened 2 on a critical failure). The creature is temporarily immune for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Mirror Goggles (Lesser) Source Treasure Vault pg. 147 Price 135 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Mirror Goggles (Moderate) Source Treasure Vault pg. 147 Price 1,200 gp --- The item bonus is +2, and the DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Mirror Goggles (Greater) Source Treasure Vault pg. 147 Price 19,000 gp --- The item bonus is +3, and the DC is 40.","skill_mod":{},"summary":"These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4847","name":"Mirror Goggles","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4847"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4847","weakness":{},"school":"abjuration","price":13500,"trait":["Abjuration","Invested","Magical"],"id":"equipment-4847-4464","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Mirror Goggles Source Treasure Vault pg. 147 Usage worn eyepiece --- These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving throws against visual effects. Activate Reaction Interact; Trigger A creature within 60 feet targets you with a visual effect; Effect You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is sickened 1 (sickened 2 on a critical failure). The creature is temporarily immune for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Mirror Goggles (Lesser) Source Treasure Vault pg. 147 Price 135 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Mirror Goggles (Moderate) Source Treasure Vault pg. 147 Price 1,200 gp --- The item bonus is +2, and the DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Mirror Goggles (Greater) Source Treasure Vault pg. 147 Price 19,000 gp --- The item bonus is +3, and the DC is 40.","skill_mod":{},"summary":"These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4847","name":"Mirror Goggles (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4847-4464"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4847","weakness":{},"school":"abjuration","price":120000,"trait":["Abjuration","Invested","Magical"],"id":"equipment-4847-4465","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Mirror Goggles Source Treasure Vault pg. 147 Usage worn eyepiece --- These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving throws against visual effects. Activate Reaction Interact; Trigger A creature within 60 feet targets you with a visual effect; Effect You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is sickened 1 (sickened 2 on a critical failure). The creature is temporarily immune for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Mirror Goggles (Lesser) Source Treasure Vault pg. 147 Price 135 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Mirror Goggles (Moderate) Source Treasure Vault pg. 147 Price 1,200 gp --- The item bonus is +2, and the DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Mirror Goggles (Greater) Source Treasure Vault pg. 147 Price 19,000 gp --- The item bonus is +3, and the DC is 40.","skill_mod":{},"summary":"The item bonus is +2, and the DC is 30.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4847","name":"Mirror Goggles (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4847-4465"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4847","weakness":{},"school":"abjuration","price":1900000,"trait":["Abjuration","Invested","Magical"],"id":"equipment-4847-4466","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Mirror Goggles Source Treasure Vault pg. 147 Usage worn eyepiece --- These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving throws against visual effects. Activate Reaction Interact; Trigger A creature within 60 feet targets you with a visual effect; Effect You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is sickened 1 (sickened 2 on a critical failure). The creature is temporarily immune for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Mirror Goggles (Lesser) Source Treasure Vault pg. 147 Price 135 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Mirror Goggles (Moderate) Source Treasure Vault pg. 147 Price 1,200 gp --- The item bonus is +2, and the DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Mirror Goggles (Greater) Source Treasure Vault pg. 147 Price 19,000 gp --- The item bonus is +3, and the DC is 40.","skill_mod":{},"summary":"The item bonus is +3, and the DC is 40.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4847","name":"Mirror Goggles (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4847-4466"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":175000,"trait":["Divination","Invested","Magical"],"id":"equipment-4848","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Spectacles of Inquiry Source Treasure Vault pg. 147 Price 1,750 gp Usage worn eyepiece --- Anything viewed through these thin spectacles looks crisp and clear, and the earpieces accentuate sounds around you. You gain a +2 item bonus to Perception checks. Activate Single Action envision; Frequency once per hour; Effect The spectacles key in on someone to show you their social cues in perfect clarity. Choose a creature you can see. You gain a +3 item bonus on Perception checks you make to use Sense Motive against that creature. This benefit lasts until you Activate the item again in this way. If you’re an investigator, you can use this activation as part of the action you take to Devise a Stratagem or Pursue a Lead, and you can do the latter even though you can’t see the creature. You must choose the same creature you chose for Devise a Stratagem or Pursue a Lead. Craft Requirements You are an investigator.\n","skill_mod":{},"summary":"Anything viewed through these thin spectacles looks crisp and clear, and the earpieces accentuate sounds around you. You gain a +2 item bonus to …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4848","name":"Spectacles of Inquiry","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4848"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":2400000,"trait":["Divination","Invested","Magical","Rare"],"id":"equipment-4849","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Spectacles of Piercing Sight Source Treasure Vault pg. 147 Price 24,000 gp Usage worn eyepiece --- With lenses set in a silver frame, spectacles of piercing sight grant you a +3 item bonus to visual Perception checks. Activate Single Action command; Frequency once per hour; Effect You can see into and through solid matter for 1 minute. This vision can pierce through solid materials up to 20 feet away as if looking at something in normal light even if no illumination is available. You can see through up to 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt. A thin sheet of lead blocks this vision entirely.\n","skill_mod":{},"summary":"With lenses set in a silver frame, spectacles of piercing sight grant you a +3 item bonus to visual Perception checks. ","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4849","name":"Spectacles of Piercing Sight","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4849"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"illusion","price":130000,"skill":["Performance"],"trait":["Focused","Illusion","Invested","Occult"],"id":"equipment-4850","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Accompaniment Cloak Source Treasure Vault pg. 147 Price 1,300 gp Usage worn cloak Bulk L --- This lush velvet capelet is embroidered with images of musicians playing a wide variety of instruments. The images animate when you make art, remaining embroidered, but smoothly unknitting and reknitting in time with your performance. The figures play music that perfectly accompanies your instrument, voice, or movements, granting you a +2 item bonus to Performance checks. Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a bard composition spell. If not used by the end of your turn, this Focus Point is lost. Activate Two Actions envision, Interact; Frequency once per day; Effect You peel the musicians from the garment and fling them around you. The cloak casts a 4th-level phantom crowd spell (DC 28); each of the 10‑foot squares must be adjacent to you. The crowd looks like the musicians on the garment and continues to accompany your Performance checks. You can Sustain this effect as described in the spell. Craft Requirements You are a bard.\n","skill_mod":{},"summary":"This lush velvet capelet is embroidered with images of musicians playing a wide variety of instruments. The images animate when you make art, …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Monster","Tradition"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4850","name":"Accompaniment Cloak","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4850"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":200000,"trait":["Focused","Invested","Magical","Transmutation"],"id":"equipment-4851","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Bloodline Robe Source Treasure Vault pg. 147 Price 2,000 gp Usage worn garment Bulk 1 --- Each bloodline robe has a design that befits a particular sorcerer bloodline, depicting creatures of that bloodline or using styles common among them. You gain a +2 item bonus to each of your bloodline skills. Activate Single Action command; Frequency once per day; Requirements You’re benefiting from your blood magic effect; Effect You’re quickened on your next turn. You can use the extra action only as part of Casting a bloodline spell. Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a sorcerer bloodline spell. If not used by the end of your turn, this Focus Point is lost. Craft Requirements You are a sorcerer of the bloodline tied to the robe.\n","skill_mod":{},"summary":"Each bloodline robe has a design that befits a particular sorcerer bloodline, depicting creatures of that bloodline or using styles common among …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4851","name":"Bloodline Robe","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4851"},{"primary_source_category":"Rulebooks","usage":"worn bracers","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","price":140000,"trait":["Abjuration","Divine","Focused","Invested"],"id":"equipment-4852","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Bracers of Devotion Source Treasure Vault pg. 148 Price 1,400 gp Usage worn bracers Bulk L --- Champions adorn these bracers with the symbol of their deity or the text of the tenets they follow. While they’re clasped around your forearms, reassuring focus and devotion flow into you through them. Each time you spend a Focus Point to cast a devotion spell, your divine ally gains a benefit until the start of your next turn, depending on its type. Blade Ally The bracers hold your weapon in place. You gain a +2 item bonus against attempts to Disarm you of your blade ally. Shield Ally While raised, the shield grants you resistance 10 to evil damage if you follow the tenets of good, or resistance to good damage if you follow the tenets of evil. Steed Ally The mount gains a +10-foot status bonus to all its Speeds. Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a champion devotion spell. If not used by the end of your turn, this Focus Point is lost. Craft Requirements You are a champion.\n","skill_mod":{},"summary":" Champions adorn these bracers with the symbol of their deity or the text of the tenets they follow. While they’re clasped around your forearms, …","primary_source":"Treasure Vault","trait_group":["School","Tradition","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4852","name":"Bracers of Devotion","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4852"},{"item_child_id":["equipment-4853-4467","equipment-4853-4468","equipment-4853-4469","equipment-4853-4470"],"primary_source_category":"Rulebooks","usage":"worn garment","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","skill":["Religion","Religion","Religion","Religion"],"trait":["Abjuration","Divine","Invested"],"id":"equipment-4853","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Cloister Robe Source Treasure Vault pg. 148 Usage worn garment Bulk 1 --- The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe’s colors and the complexity of its construction fit the deity’s outlook. The robe serves as a religious symbol of that deity, and it doesn’t need to be wielded to provide that benefit. The robe is +1 resilient explorer’s clothing and grants a +1 item bonus to Religion checks. The robe doesn’t grant any benefits to a wearer who doesn’t worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity’s domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe’s level. Craft Requirements You are a cleric who worships the deity tied to the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cloister Robe (Lesser) Source Treasure Vault pg. 148 Price 600 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cloister Robe (Moderate) Source Treasure Vault pg. 148 Price 1,800 gp --- The robe is +2 resilient explorer’s clothing , and it grants a +2 item bonus to Religion checks. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cloister Robe (Greater) Source Treasure Vault pg. 148 Price 6,000 gp --- The robe is +2 greater resilient explorer's clothing with the focused trait. It also has the skill bonuses and activation of a cassock of devotion. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Cloister Robe (Major) Source Treasure Vault pg. 148 Price 32,000 gp --- As greater cloister robe Destruction , but the robe is +3 greater resilient explorer's clothing .","skill_mod":{},"summary":"The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe’s colors and …","primary_source":"Treasure Vault","trait_group":["School","Tradition","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4853","name":"Cloister Robe","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4853"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4853","weakness":{},"school":"abjuration","price":60000,"skill":["Religion"],"trait":["Abjuration","Divine","Invested"],"id":"equipment-4853-4467","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Cloister Robe Source Treasure Vault pg. 148 Usage worn garment Bulk 1 --- The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe’s colors and the complexity of its construction fit the deity’s outlook. The robe serves as a religious symbol of that deity, and it doesn’t need to be wielded to provide that benefit. The robe is +1 resilient explorer’s clothing and grants a +1 item bonus to Religion checks. The robe doesn’t grant any benefits to a wearer who doesn’t worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity’s domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe’s level. Craft Requirements You are a cleric who worships the deity tied to the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cloister Robe (Lesser) Source Treasure Vault pg. 148 Price 600 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cloister Robe (Moderate) Source Treasure Vault pg. 148 Price 1,800 gp --- The robe is +2 resilient explorer’s clothing , and it grants a +2 item bonus to Religion checks. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cloister Robe (Greater) Source Treasure Vault pg. 148 Price 6,000 gp --- The robe is +2 greater resilient explorer's clothing with the focused trait. It also has the skill bonuses and activation of a cassock of devotion. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Cloister Robe (Major) Source Treasure Vault pg. 148 Price 32,000 gp --- As greater cloister robe Destruction , but the robe is +3 greater resilient explorer's clothing .","skill_mod":{},"summary":"The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe’s colors and …","primary_source":"Treasure Vault","trait_group":["School","Tradition","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4853","name":"Cloister Robe (Lesser)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4853-4467"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4853","weakness":{},"school":"abjuration","price":180000,"skill":["Religion"],"trait":["Abjuration","Divine","Invested"],"id":"equipment-4853-4468","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Cloister Robe Source Treasure Vault pg. 148 Usage worn garment Bulk 1 --- The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe’s colors and the complexity of its construction fit the deity’s outlook. The robe serves as a religious symbol of that deity, and it doesn’t need to be wielded to provide that benefit. The robe is +1 resilient explorer’s clothing and grants a +1 item bonus to Religion checks. The robe doesn’t grant any benefits to a wearer who doesn’t worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity’s domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe’s level. Craft Requirements You are a cleric who worships the deity tied to the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cloister Robe (Lesser) Source Treasure Vault pg. 148 Price 600 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cloister Robe (Moderate) Source Treasure Vault pg. 148 Price 1,800 gp --- The robe is +2 resilient explorer’s clothing , and it grants a +2 item bonus to Religion checks. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cloister Robe (Greater) Source Treasure Vault pg. 148 Price 6,000 gp --- The robe is +2 greater resilient explorer's clothing with the focused trait. It also has the skill bonuses and activation of a cassock of devotion. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Cloister Robe (Major) Source Treasure Vault pg. 148 Price 32,000 gp --- As greater cloister robe Destruction , but the robe is +3 greater resilient explorer's clothing .","skill_mod":{},"summary":"The robe is +2 resilient explorer’s clothing , and it grants a +2 item bonus to Religion checks.","primary_source":"Treasure Vault","trait_group":["School","Tradition","Equipment"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4853","name":"Cloister Robe (Moderate)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4853-4468"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4853","weakness":{},"school":"abjuration","price":600000,"skill":["Religion"],"trait":["Abjuration","Divine","Invested"],"id":"equipment-4853-4469","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Cloister Robe Source Treasure Vault pg. 148 Usage worn garment Bulk 1 --- The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe’s colors and the complexity of its construction fit the deity’s outlook. The robe serves as a religious symbol of that deity, and it doesn’t need to be wielded to provide that benefit. The robe is +1 resilient explorer’s clothing and grants a +1 item bonus to Religion checks. The robe doesn’t grant any benefits to a wearer who doesn’t worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity’s domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe’s level. Craft Requirements You are a cleric who worships the deity tied to the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cloister Robe (Lesser) Source Treasure Vault pg. 148 Price 600 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cloister Robe (Moderate) Source Treasure Vault pg. 148 Price 1,800 gp --- The robe is +2 resilient explorer’s clothing , and it grants a +2 item bonus to Religion checks. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cloister Robe (Greater) Source Treasure Vault pg. 148 Price 6,000 gp --- The robe is +2 greater resilient explorer's clothing with the focused trait. It also has the skill bonuses and activation of a cassock of devotion. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Cloister Robe (Major) Source Treasure Vault pg. 148 Price 32,000 gp --- As greater cloister robe Destruction , but the robe is +3 greater resilient explorer's clothing .","skill_mod":{},"summary":"The robe is +2 greater resilient explorer's clothing with the focused trait. It also has the skill bonuses and activation of a cassock of …","primary_source":"Treasure Vault","trait_group":["School","Tradition","Equipment"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4853","name":"Cloister Robe (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4853-4469"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4853","weakness":{},"school":"abjuration","price":3200000,"skill":["Religion"],"trait":["Abjuration","Divine","Invested"],"id":"equipment-4853-4470","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Cloister Robe Source Treasure Vault pg. 148 Usage worn garment Bulk 1 --- The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe’s colors and the complexity of its construction fit the deity’s outlook. The robe serves as a religious symbol of that deity, and it doesn’t need to be wielded to provide that benefit. The robe is +1 resilient explorer’s clothing and grants a +1 item bonus to Religion checks. The robe doesn’t grant any benefits to a wearer who doesn’t worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity’s domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe’s level. Craft Requirements You are a cleric who worships the deity tied to the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cloister Robe (Lesser) Source Treasure Vault pg. 148 Price 600 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cloister Robe (Moderate) Source Treasure Vault pg. 148 Price 1,800 gp --- The robe is +2 resilient explorer’s clothing , and it grants a +2 item bonus to Religion checks. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cloister Robe (Greater) Source Treasure Vault pg. 148 Price 6,000 gp --- The robe is +2 greater resilient explorer's clothing with the focused trait. It also has the skill bonuses and activation of a cassock of devotion. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Cloister Robe (Major) Source Treasure Vault pg. 148 Price 32,000 gp --- As greater cloister robe Destruction , but the robe is +3 greater resilient explorer's clothing .","skill_mod":{},"summary":"As greater cloister robe","primary_source":"Treasure Vault","trait_group":["School","Tradition","Equipment"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4853","name":"Cloister Robe (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4853-4470"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","price":140000,"skill":["Diplomacy"],"trait":["Enchantment","Focused","Invested","Magical"],"id":"equipment-4854","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Dragon Rune Bracelet Source Treasure Vault pg. 148 Price 1,400 gp Usage worn --- A dragon rune bracelet is a gold bangle formed around the scale of a famous dragon. The bracelet is etched with esoteric symbols or words in Draconic that indicate kinship with dragons. As many types of dragon rune bracelet exist as there are types of dragons, though bracelets associated with uncommon or rare dragons have the same rarity as the dragon. While wearing a dragon rune bracelet, you gain a +2 item bonus to Diplomacy checks while interacting with dragons of the same type as the bracelet’s scale (such as red dragons or cloud dragons). You also gain a +2 item bonus to saving throws against fear effects from any kind of dragon. Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a sorcerer draconic bloodline spell. If not used by the end of your turn, this Focus Point is lost. Craft Requirements You are a sorcerer of a draconic bloodline.\n","skill_mod":{},"summary":"A dragon rune bracelet is a gold bangle formed around the scale of a famous dragon. The bracelet is etched with esoteric symbols or words in …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4854","name":"Dragon Rune Bracelet","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4854"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","price":140000,"skill":["Arcana","Nature","Occultism","Religion"],"trait":["Conjuration","Focused","Invested","Magical"],"id":"equipment-4855","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Eidolon Cape Source Treasure Vault pg. 148 Price 1,400 gp Usage worn cloak Bulk L --- Though it appears to be one elegant piece, an eidolon cape consists of a mantle for your shoulders and a detachable cape. The cape is designed to resemble your eidolon, either with a direct likeness or with features reminiscent of your eidolon. For instance, if your eidolon is a dragon, the cape might depict a stylized dragon, or it might have a pattern of colorful scales with gold trim. An eidolon cape features the sigil you share with your eidolon prominently in its design. You gain a +2 item bonus to the skill that matches your eidolon’s tradition: Arcana for arcane, Religion for divine, Occultism for occult, or Nature for primal. When you Manifest your Eidolon, the cape transforms into the eidolon, and when the eidolon unmanifests, it turns back into the cape. If the cape is attached to the mantle, it comes free immediately, and the eidolon appears adjacent to you as normal. If not, the eidolon appears in a space adjacent to the cape. With the cape detached, the mantle is still light Bulk, and the whole cloak remains invested. If the cape is out of range (beyond 100 feet, typically) or there’s not enough open space for the eidolon to manifest, your attempt to Manifest your Eidolon fails. Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a summoner link spell. If not used by the end of your turn, this Focus Point is lost. Craft Requirements You are a summoner.\n","skill_mod":{},"summary":"Though it appears to be one elegant piece, an eidolon cape consists of a mantle for your shoulders and a detachable cape. The cape is designed to …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4855","name":"Eidolon Cape","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4855"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","price":120000,"trait":["Enchantment","Focused","Invested","Magical"],"id":"equipment-4856","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Hexing Jar Source Treasure Vault pg. 148 Price 1,200 gp Usage worn --- Dangling from a simple cord, a hexing jar houses rich soil. When a witch who has invested the jar wears it overnight, a miniature thing grows from the soil. Your patron chooses the form, commonly including glowing mushrooms, venus flytraps, mandragora roots, or undead hands reaching up. The thing whispers secrets it learned from your patron, giving you a +2 item bonus to your patron skill. Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a witch hex spell. If not used by the end of your turn, this Focus Point is lost. Activate Reaction envision; Frequency once per hour; Trigger You roll a critical success on an attack roll with a witch spell, or your target rolls a critical failure on its saving throw against a witch spell or hex you cast; Effect The thing in the jar becomes more energetic—glowing, dancing, rapping on the glass, or some other action appropriate to its appearance. It encourages you until the start of your next turn, granting you and your familiar a +1 status bonus to AC and saving throws and a +2 status bonus against mental effects. Craft Requirements You are a witch.\n","skill_mod":{},"summary":"Dangling from a simple cord, a hexing jar houses rich soil. When a witch who has invested the jar wears it overnight, a miniature thing grows from …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4856","name":"Hexing Jar","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4856"},{"remaster_name":["Mala Beads of Foresight"],"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":130000,"skill":["Religion"],"trait":["Divination","Divine","Focused","Invested"],"id":"equipment-4857","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Ki-Channeling Beads Source Treasure Vault pg. 150 Price 1,300 gp Usage worn Bulk L --- As you move your body, ki flows into ki-channeling beads you wear and have invested, making them one with your life force. In their usual form, beads are spheres of wood, but versions customized to different martial orders are common. You gain a +2 item bonus to Religion checks. Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a divine monk ki spell. If not used by the end of your turn, this Focus Point is lost. Activate Free Action envision; Frequency once per hour; Requirements You have just Refocused by meditating; Effect While meditating, you searched your feelings for a portent of the future. You’re affected by an augury spell. Craft Requirements You are a monk with divine ki spells.\n","skill_mod":{},"summary":"As you move your body, ki flows into ki-channeling beads you wear and have invested, making them one with your life force. In their usual form, beads …","primary_source":"Treasure Vault","trait_group":["School","Tradition","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4857","name":"Ki-Channeling Beads","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4857"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"necromancy","price":120000,"skill":["Occultism"],"trait":["Focused","Invested","Necromancy","Occult"],"id":"equipment-4858","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Mask of Uncanny Breath Source Treasure Vault pg. 150 Price 1,200 gp Usage worn mask Bulk L --- A thin wooden mask carved in the shape of a skull, monstrous face, or eerily featureless visage, a mask of uncanny breath fully covers your face. While wearing it, each breath you take feels cool and pure, perfectly flowing to feed your ki. You gain resistance 10 to inhaled poisons and can breathe in an airless or toxic environment. When you breathe in, fragments of bizarre knowledge flow through you, granting you a +2 item bonus to Occultism checks. Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast an occult monk ki spell. If not used by the end of your turn, this Focus Point is lost. Activate Reaction command; Frequency once per day; Trigger Your unarmed Strike hits a creature that breathes; Effect The mask contorts and inhales, sucking breath from your target’s lungs. The target falls unconscious but doesn’t fall prone or drop what it’s holding. It wakes up at the end of your turn if it hasn’t been woken up already. Craft Requirements You are a monk with occult ki spells.\n","skill_mod":{},"summary":"A thin wooden mask carved in the shape of a skull, monstrous face, or eerily featureless visage, a mask of uncanny breath fully covers your face. …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4858","name":"Mask of Uncanny Breath","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4858"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","price":125000,"skill":["Arcana"],"trait":["Arcane","Conjuration","Focused","Invested"],"id":"equipment-4859","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Master Magus Ring Source Treasure Vault pg. 150 Price 1,250 gp Usage worn --- Elegant jewelry such as the master magus ring adorns experienced magi. Each ring has a significant metal and symbol to represent a particular hybrid study, such as a heavy iron ring with an icon of a mountain for inexorable iron, or glittering silver with a shield-like emblem for sparkling targe. You gain a +2 item bonus to Arcana checks. Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a magus conflux spell. If not used by the end of your turn, this Focus Point is lost. Activate Free Action command; Frequency once per day; Effect The ring transports you and any items you’re wearing and holding from your current space to an unoccupied space you can see within a range equal to your Speed. If this would bring another creature with you—even if you’re carrying it in an extradimensional container—the activation fails and is used. Craft Requirements You are a magus.\n","skill_mod":{},"summary":"Elegant jewelry such as the master magus ring adorns experienced magi. Each ring has a significant metal and symbol to represent a particular …","primary_source":"Treasure Vault","trait_group":["Tradition","Monster","School","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4859","name":"Master Magus Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4859"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","price":120000,"skill":["Occultism"],"trait":["Enchantment","Focused","Invested","Light","Occult"],"id":"equipment-4860","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Mind's Light Circlet Source Treasure Vault pg. 150 Price 1,200 gp Usage worn headwear --- Gemstones of many colors adorn the silver of a mind’s light circlet . When you’re charged with mental power, the jewels scintillate with light, with different gems resonating based on your emotions. If you have at least 1 Focus Point, the gems cast dim light in a 10-foot radius. When you amp a spell, the light increases to bright light in a 20-foot radius (and dim light to the next 20 feet) until the start of your next turn. You gain a +2 item bonus to Occultism checks. You also gain the following amp, which you can apply to any of your psi cantrips that have a target or area, much like an amp gained from a feat. Amp You transfer some of the magical luminescence from the mind’s light circlet to one of the creatures. Choose a creature targeted by the spell or in its area. Until the start of your next turn, that creature sheds bright light in a 20‑foot radius (and dim light to the next 20 feet) and can’t be concealed. If the creature is invisible, it’s concealed while alight, rather than being undetected. Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to use a psychic amp. If not used by the end of your turn, this Focus Point is lost. Craft Requirements You are a psychic.\n","skill_mod":{},"summary":"Gemstones of many colors adorn the silver of a mind’s light circlet . When you’re charged with mental power, the jewels scintillate with light, with …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Tradition"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4860","name":"Mind's Light Circlet","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4860"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"necromancy","price":120000,"skill":["Occultism"],"trait":["Divine","Focused","Invested","Necromancy"],"id":"equipment-4861","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Oracular Crown Source Treasure Vault pg. 151 Price 1,200 gp Usage worn headwear Bulk L --- Patterns themed to your curse cover your oracular crown . As your curse worsens, the appearance of the crown changes, introducing extreme angles, stronger colors, or other indications of the intensity of your curse. Similarly, it gets closer to its natural form when you reduce the effects of your curse. You gain a +2 item bonus to Religion checks. Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast an oracle revelation spell. If not used by the end of your turn, this Focus Point is lost. Activate Single Action command (healing, necromancy, positive) Frequency once per day; Requirements Your oracular curse is at its minor stage or higher; Effect You regain 3d8 Hit Points. This amount increases to 5d8 if your curse is at its moderate stage or 7d8 if it’s at its major stage. If you have negative healing, this activation has the negative trait and not the healing and positive traits. Craft Requirements You are an oracle.\n","skill_mod":{},"summary":"Patterns themed to your curse cover your oracular crown . As your curse worsens, the appearance of the crown changes, introducing extreme angles, …","primary_source":"Treasure Vault","trait_group":["Tradition","Equipment","School"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4861","name":"Oracular Crown","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4861"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","price":125000,"skill":["Religion"],"trait":["Abjuration","Focused","Invested","Magical"],"id":"equipment-4862","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Warden's Signet Source Treasure Vault pg. 151 Price 1,250 gp Usage worn --- This symbol shows your dedication to the magic practiced by some rangers. Most rangers wear it on an amulet, ring, or piercing. You gain a +2 item bonus to Nature checks. Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a ranger warden spell. When you use this Focus Point, the warden's signet also casts a 4th-level barkskin spell on you. If not used by the end of your turn, this Focus Point is lost. Craft Requirements You are a ranger with at least one warden spell.\n","skill_mod":{},"summary":"This symbol shows your dedication to the magic practiced by some rangers. Most rangers wear it on an amulet, ring, or piercing. You gain a +2 item …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4862","name":"Warden's Signet","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4862"},{"item_child_id":["equipment-4863-4471","equipment-4863-4472"],"primary_source_category":"Rulebooks","usage":"worn footwear","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"evocation","skill":["Nature"],"trait":["Evocation","Evocation","Invested","Invested","Magical","Magical","Sonic","Sonic"],"id":"equipment-4863","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Thunderblast Slippers Source Treasure Vault pg. 151 Usage worn footwear Bulk L --- Unassuming in appearance, these slippers indicate their nature only with a signature strip of yellow stitching. You gain a +2 item bonus to Acrobatics checks. Activate Two Actions command, envision, Interact; Frequency once per day; Effect You move like the wind, with precision and speed. You Stride up to 60 feet; this movement doesn’t trigger reactions. When you stop, if you’ve moved at least 30 feet from where you started, you release a thunderous 5-foot emanation that deals 2d6 bludgeoning damage and 2d6 sonic damage with a DC 25 basic Fortitude save. A creature that critically fails its save is also knocked prone. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Thunderblast Slippers Source Treasure Vault pg. 151 Price 650 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Thunderblast Slippers (Greater) Source Treasure Vault pg. 151 Price 6,500 gp --- The distance you can Stride increases to 120 feet, the damage is 3d6 of each type, and the Fortitude DC is 34.","skill_mod":{},"summary":"Unassuming in appearance, these slippers indicate their nature only with a signature strip of yellow stitching. You gain a +2 item bonus to …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Energy","Monster"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4863","name":"Thunderblast Slippers","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4863"},{"primary_source_category":"Rulebooks","usage":"worn footwear","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4863","weakness":{},"school":"evocation","price":65000,"trait":["Evocation","Invested","Magical","Sonic"],"id":"equipment-4863-4471","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Thunderblast Slippers Source Treasure Vault pg. 151 Usage worn footwear Bulk L --- Unassuming in appearance, these slippers indicate their nature only with a signature strip of yellow stitching. You gain a +2 item bonus to Acrobatics checks. Activate Two Actions command, envision, Interact; Frequency once per day; Effect You move like the wind, with precision and speed. You Stride up to 60 feet; this movement doesn’t trigger reactions. When you stop, if you’ve moved at least 30 feet from where you started, you release a thunderous 5-foot emanation that deals 2d6 bludgeoning damage and 2d6 sonic damage with a DC 25 basic Fortitude save. A creature that critically fails its save is also knocked prone. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Thunderblast Slippers Source Treasure Vault pg. 151 Price 650 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Thunderblast Slippers (Greater) Source Treasure Vault pg. 151 Price 6,500 gp --- The distance you can Stride increases to 120 feet, the damage is 3d6 of each type, and the Fortitude DC is 34.","skill_mod":{},"summary":"Unassuming in appearance, these slippers indicate their nature only with a signature strip of yellow stitching. You gain a +2 item bonus to …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Energy","Monster"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4863","name":"Thunderblast Slippers","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4863-4471"},{"primary_source_category":"Rulebooks","usage":"worn footwear","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4863","weakness":{},"school":"evocation","price":650000,"trait":["Evocation","Invested","Magical","Sonic"],"id":"equipment-4863-4472","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Thunderblast Slippers Source Treasure Vault pg. 151 Usage worn footwear Bulk L --- Unassuming in appearance, these slippers indicate their nature only with a signature strip of yellow stitching. You gain a +2 item bonus to Acrobatics checks. Activate Two Actions command, envision, Interact; Frequency once per day; Effect You move like the wind, with precision and speed. You Stride up to 60 feet; this movement doesn’t trigger reactions. When you stop, if you’ve moved at least 30 feet from where you started, you release a thunderous 5-foot emanation that deals 2d6 bludgeoning damage and 2d6 sonic damage with a DC 25 basic Fortitude save. A creature that critically fails its save is also knocked prone. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Thunderblast Slippers Source Treasure Vault pg. 151 Price 650 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Thunderblast Slippers (Greater) Source Treasure Vault pg. 151 Price 6,500 gp --- The distance you can Stride increases to 120 feet, the damage is 3d6 of each type, and the Fortitude DC is 34.","skill_mod":{},"summary":"The distance you can Stride increases to 120 feet, the damage is 3d6 of each type, and the Fortitude DC is 34.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Energy","Monster"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4863","name":"Thunderblast Slippers (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4863-4472"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"evocation","price":1200,"trait":["Evocation","Invested","Light","Magical"],"id":"equipment-4864","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Candlecap Source Treasure Vault pg. 151 Price 12 gp Usage worn headwear --- The crown of a candlecap is stitched leather sewn in the shape of a small bowl. Fixed inside the bowl is a melted nub of wax with a small black wick. Activate Single Action Interact; Effect You shake your head, and the candle wick ignites. The candlecap sheds dim light in a 20‑foot radius. The candle doesn’t require oxygen and can’t be smothered or quenched. Activating the candlecap again douses the light.\n","skill_mod":{},"summary":"The crown of a candlecap is stitched leather sewn in the shape of a small bowl. Fixed inside the bowl is a melted nub of wax with a small black …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4864","name":"Candlecap","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4864"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","price":22500,"trait":["Abjuration","Invested","Magical"],"id":"equipment-4865","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Cassisian Helmet Source Treasure Vault pg. 151 Price 225 gp Usage worn headwear Bulk L --- A small, feathered wing is attached to either side of this ornate brass helmet. A visor on the front lowers to cover your face. While wearing the cassisian helmet , you gain a +1 status bonus to AC and saves against evil creatures and effects. Activate Two Actions command, interact; Frequency once per hour; Effect Lowering the visor, you send out eye beams that deal your choice of 2d6 cold or fire damage (DC 20 basic Reflex save) to all creatures in a 15-foot line.\n","skill_mod":{},"summary":"A small, feathered wing is attached to either side of this ornate brass helmet. A visor on the front lowers to cover your face. While wearing the …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4865","name":"Cassisian Helmet","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4865"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"necromancy","price":25000,"skill":["Diplomacy"],"trait":["Healing","Invested","Magical","Necromancy","Positive","Uncommon","Vitality"],"id":"equipment-4866","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Crown of the Companion Source Treasure Vault pg. 151 Price 250 gp Usage worn headwear Bulk L --- Stories tell of a king who once loved his subjects so much he was willing to give his own life energy for them, using an object like the crown of the companion . Whether true or not, this majestic wooden crown bears elaborate carvings depicting that tale with images of a regal figure giving increasingly of themself to a throng of needy subjects. While wearing this crown, you gain a +1 item bonus to Diplomacy checks. Activate Two Actions envision, Interact; Frequency once per day; Effect You bow to an ally within 30 feet, creating a magical bond between the two of you as if you cast shield other targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell's duration, your ally recovers 4d8 Hit Points and you recover half of what they recover.\n","skill_mod":{},"summary":"Stories tell of a king who once loved his subjects so much he was willing to give his own life energy for them, using an object like the crown of …","primary_source":"Treasure Vault","trait_group":["Mechanics","Equipment","School","Energy","Planar","Creature Type","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4866","name":"Crown of the Companion","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4866"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":22000,"skill":["Intimidation","Diplomacy","Stealth"],"trait":["Invested","Primal","Transmutation"],"id":"equipment-4867","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Druid's Crown Source Treasure Vault pg. 151 Price 220 gp Usage worn headwear Bulk L --- Made of materials scavenged from wild places, a druid’s crown can be rebuilt for a variety of benefits. The crown grants you a +1 item bonus to a skill, and can be activated to cast a spell, both depending on the material used to build the crown, as listed on the table below. If you invest and wear druid's vestments along with the crown, the crown's item bonus increases by 1 and its spell's DC rises to 27. You can invest this item only if you're a druid. When you do, as a 10-minute activity that has the manipulate trait, you can disassemble and rebuild the crown with different materials, changing its item bonus and spell accordingly. ## Material Item Bonus Spell Antlers Intimidation Enlarge Flowers Diplomacy Animal allies Leaves Stealth Tree Shape Activate Two Actions envision; Frequency once per day; Effect The crown casts its spell at 2nd level (DC 20).\n","skill_mod":{},"summary":"Made of materials scavenged from wild places, a druid’s crown can be rebuilt for a variety of benefits. The crown grants you a +1 item bonus to a …","primary_source":"Treasure Vault","trait_group":["Equipment","Tradition","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4867","name":"Druid's Crown","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4867"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","price":1000000,"trait":["Conjuration","Invested","Magical","Transmutation","Uncommon"],"id":"equipment-4868","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Headbands of Translocation Source Treasure Vault pg. 152 Price 10,000 gp Usage worn headwear --- Headbands of translocation are silk bands that come in pairs and usually feature a prominent symbol of a nation or team. If both wearers Invest their headbands at the same time and think of the same symbol while doing so, both headbands change to display that symbol until they are removed. If you both have invested your headbands, you can Aid each other without taking an action to prepare, and when you roll a critical failure when attempting to Aid an ally with a paired headband, you get a failure instead. Activate Single Action Interact; Frequency once per day; Effect You remove your headband, which teleports you to a space adjacent to the other Invested wearer’s location, provided you are within 1 mile of each other.\n","skill_mod":{},"summary":" Headbands of translocation are silk bands that come in pairs and usually feature a prominent symbol of a nation or team. If both wearers Invest …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4868","name":"Headbands of Translocation","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4868"},{"remaster_name":["Submersible Helm"],"item_child_id":["equipment-4869-4473","equipment-4869-4474"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","skill":["Athletics","Athletics"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-4869","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Helm of Underwater Action Source Treasure Vault pg. 152 Usage worn headwear Bulk L --- A helm of underwater action is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, hear, and speak clearly underwater. You also have a +1 item bonus to Athletics checks to Swim. Activate Three Actions command, envision, Interact; Frequency once per day; Effect You can breathe underwater for 8 hours. During this time, you have a swim Speed equal to your land Speed. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Helm of Underwater Action Source Treasure Vault pg. 152 Price 660 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Helm of Underwater Action (Greater) Source Treasure Vault pg. 152 Price 2,700 gp --- The helm grants a +2 item bonus. Its activation lasts until your next daily preparations.","skill_mod":{},"summary":"A helm of underwater action is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4869","name":"Helm of Underwater Action","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4869"},{"remaster_name":["Submersible Helm"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4869","weakness":{},"school":"transmutation","price":66000,"skill":["Athletics"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-4869-4473","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Helm of Underwater Action Source Treasure Vault pg. 152 Usage worn headwear Bulk L --- A helm of underwater action is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, hear, and speak clearly underwater. You also have a +1 item bonus to Athletics checks to Swim. Activate Three Actions command, envision, Interact; Frequency once per day; Effect You can breathe underwater for 8 hours. During this time, you have a swim Speed equal to your land Speed. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Helm of Underwater Action Source Treasure Vault pg. 152 Price 660 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Helm of Underwater Action (Greater) Source Treasure Vault pg. 152 Price 2,700 gp --- The helm grants a +2 item bonus. Its activation lasts until your next daily preparations.","skill_mod":{},"summary":"A helm of underwater action is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4869","name":"Helm of Underwater Action","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4869-4473"},{"remaster_name":["Submersible Helm (Greater)"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4869","weakness":{},"school":"transmutation","price":270000,"skill":["Athletics"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-4869-4474","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Helm of Underwater Action Source Treasure Vault pg. 152 Usage worn headwear Bulk L --- A helm of underwater action is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, hear, and speak clearly underwater. You also have a +1 item bonus to Athletics checks to Swim. Activate Three Actions command, envision, Interact; Frequency once per day; Effect You can breathe underwater for 8 hours. During this time, you have a swim Speed equal to your land Speed. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Helm of Underwater Action Source Treasure Vault pg. 152 Price 660 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Helm of Underwater Action (Greater) Source Treasure Vault pg. 152 Price 2,700 gp --- The helm grants a +2 item bonus. Its activation lasts until your next daily preparations.","skill_mod":{},"summary":"The helm grants a +2 item bonus. Its activation lasts until your next daily preparations.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4869","name":"Helm of Underwater Action (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4869-4474"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":90000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-4870","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Instinct Crown Source Treasure Vault pg. 152 Price 900 gp Usage worn headwear Bulk L --- An instinct crown is a magical headpiece imbued with the essence of instincts that barbarians draw upon in combat. Each crown is fashioned to represent the instinct it’s tied to, such as a wolf’s head for an animal instinct crown or a simple helmet with Jotun runes for a giant instinct crown . When worn, the crown allows you to tap further into your instincts, granting you even greater benefits if the crown’s essence matches your instinct. You must be able to Rage to use the crown’s activations. Activate Free Action envision; Trigger You roll initiative; Effect You Rage, gaining 10 additional temporary Hit Points. Activate Two Actions command, envision; Requirements The crown’s instinct matches your barbarian instinct; Effect You Rage and draw upon your instinct to gain a boon, as follows. Animal: Your bestial instincts take over, granting you greater ferocity. You can Stride as part of the activation, and you gain 10 additional temporary Hit Points. Until the end of your rage, you deal 3 additional damage with your animal’s unarmed attacks, and those unarmed attacks gain the deadly d8 trait. Dragon: The might of dragons surrounds you in the form of dancing flames, whirling ice, or another appropriate manifestation. Until the end of your rage, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 damage each time they do. The damage type is that of your dragon’s breath weapon. Fury: Your boundless fury allows you push past your natural limits, moving with unmatched speed. You become quickened until the end of your rage. You can use your extra action only to Stride or Strike. Giant: If you have the space to do so and aren’t already, you become Large. Your equipment grows with you but returns to its natural size if removed. Increase your reach by 5 feet (or by 10 feet if you were Tiny). You deal 2 additional damage when using your larger weapon. Also, when you Stride along the ground, you can shatter the earth with your footfalls, and any squares you move through become difficult terrain. You ignore the difficult terrain you create. The ground reverts to normal when your rage ends. Spirit: You take on the partial form of a spirit, becoming somewhat incorporeal. Your raging resistance applies to all physical damage and poison damage, although you halve this resistance against magical attacks. Superstition: Your body fights off the effects of magic with even greater effect. Until the end of your rage, when you attempt a saving throw against magic, roll twice and take the higher result. This is a fortune effect. Also, your raging resistance applies to all magic traditions while you rage.\n","skill_mod":{},"summary":"An instinct crown is a magical headpiece imbued with the essence of instincts that barbarians draw upon in combat. Each crown is fashioned to …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4870","name":"Instinct Crown","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4870"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":16000,"skill":["Lore"],"trait":["Invested","Magical","Transmutation"],"id":"equipment-4871","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Tactician's Helm Source Treasure Vault pg. 152 Price 160 gp Usage worn headwear Bulk L --- Repurposing and enchanting a helmet worn by a battlefield commander can create a tactician’s helm , imparting knowledge of battlefield tactics that feeds off your minor victories. The helm grants you a +1 item bonus to Warfare Lore checks. Also, a jewel adorns the brow of the helmet. This jewel becomes charged each time you hit a creature with an Attack of Opportunity. A tactician’s helm can hold up to 2 charges, and its charges reset to 0 when you invest it. Activate Single Action command; Frequency once per hour; Requirements The helm’s jewel is charged; Effect One charge in the helm’s jewel expires, and you choose one of the following effects. Charge! Stride twice. Move It! You gain a +2 status bonus to Acrobatics and Athletics checks until the end of this turn. Protect! If you’re wielding a shield, Stride to a space adjacent to an ally, then Raise your Shield. Re-Arm! Interact up to three times. Each of these actions must be used to do something on Table 6–2: Changing Equipment. ","skill_mod":{},"summary":"Repurposing and enchanting a helmet worn by a battlefield commander can create a tactician’s helm , imparting knowledge of battlefield tactics that …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4871","name":"Tactician's Helm","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4871"},{"item_child_id":["equipment-4872-4475","equipment-4872-4476","equipment-4872-4477","equipment-4872-4478","equipment-4872-4479"],"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Invested","Magical"],"id":"equipment-4872","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Armory Bracelet Source Treasure Vault pg. 153 Usage worn --- Several small charms shaped like weapons hang from an armory bracelet , which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms. Activate Two Actions envision, Interact; Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm’s weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can’t be sold. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Armory Bracelet (Minor) Source Treasure Vault pg. 153 Price 50 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Armory Bracelet (Lesser) Source Treasure Vault pg. 153 Price 150 gp --- The weapon reverts to a +1 weapon instead of a normal weapon. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Armory Bracelet (Moderate) Source Treasure Vault pg. 153 Price 450 gp --- The weapon is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Armory Bracelet (Greater) Source Treasure Vault pg. 153 Price 1,350 gp --- The weapon is a +2 greater striking weapon for 1 minute. It reverts to a +2 striking weapon afterward. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Armory Bracelet (Major) Source Treasure Vault pg. 153 Price 6,000 gp --- The weapon is a +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward.","skill_mod":{},"summary":"Several small charms shaped like weapons hang from an armory bracelet , which is often brass. The bracelet has one charm each for the groups bow , …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4872","name":"Armory Bracelet","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4872"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4872","weakness":{},"school":"conjuration","price":5000,"trait":["Conjuration","Invested","Magical"],"id":"equipment-4872-4475","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Armory Bracelet Source Treasure Vault pg. 153 Usage worn --- Several small charms shaped like weapons hang from an armory bracelet , which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms. Activate Two Actions envision, Interact; Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm’s weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can’t be sold. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Armory Bracelet (Minor) Source Treasure Vault pg. 153 Price 50 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Armory Bracelet (Lesser) Source Treasure Vault pg. 153 Price 150 gp --- The weapon reverts to a +1 weapon instead of a normal weapon. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Armory Bracelet (Moderate) Source Treasure Vault pg. 153 Price 450 gp --- The weapon is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Armory Bracelet (Greater) Source Treasure Vault pg. 153 Price 1,350 gp --- The weapon is a +2 greater striking weapon for 1 minute. It reverts to a +2 striking weapon afterward. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Armory Bracelet (Major) Source Treasure Vault pg. 153 Price 6,000 gp --- The weapon is a +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward.","skill_mod":{},"summary":"Several small charms shaped like weapons hang from an armory bracelet , which is often brass. The bracelet has one charm each for the groups bow , …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4872","name":"Armory Bracelet (Minor)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4872-4475"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4872","weakness":{},"school":"conjuration","price":15000,"trait":["Conjuration","Invested","Magical"],"id":"equipment-4872-4476","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Armory Bracelet Source Treasure Vault pg. 153 Usage worn --- Several small charms shaped like weapons hang from an armory bracelet , which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms. Activate Two Actions envision, Interact; Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm’s weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can’t be sold. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Armory Bracelet (Minor) Source Treasure Vault pg. 153 Price 50 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Armory Bracelet (Lesser) Source Treasure Vault pg. 153 Price 150 gp --- The weapon reverts to a +1 weapon instead of a normal weapon. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Armory Bracelet (Moderate) Source Treasure Vault pg. 153 Price 450 gp --- The weapon is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Armory Bracelet (Greater) Source Treasure Vault pg. 153 Price 1,350 gp --- The weapon is a +2 greater striking weapon for 1 minute. It reverts to a +2 striking weapon afterward. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Armory Bracelet (Major) Source Treasure Vault pg. 153 Price 6,000 gp --- The weapon is a +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward.","skill_mod":{},"summary":"The weapon reverts to a +1 weapon instead of a normal weapon.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4872","name":"Armory Bracelet (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4872-4476"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4872","weakness":{},"school":"conjuration","price":45000,"trait":["Conjuration","Invested","Magical"],"id":"equipment-4872-4477","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Armory Bracelet Source Treasure Vault pg. 153 Usage worn --- Several small charms shaped like weapons hang from an armory bracelet , which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms. Activate Two Actions envision, Interact; Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm’s weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can’t be sold. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Armory Bracelet (Minor) Source Treasure Vault pg. 153 Price 50 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Armory Bracelet (Lesser) Source Treasure Vault pg. 153 Price 150 gp --- The weapon reverts to a +1 weapon instead of a normal weapon. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Armory Bracelet (Moderate) Source Treasure Vault pg. 153 Price 450 gp --- The weapon is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Armory Bracelet (Greater) Source Treasure Vault pg. 153 Price 1,350 gp --- The weapon is a +2 greater striking weapon for 1 minute. It reverts to a +2 striking weapon afterward. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Armory Bracelet (Major) Source Treasure Vault pg. 153 Price 6,000 gp --- The weapon is a +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward.","skill_mod":{},"summary":"The weapon is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4872","name":"Armory Bracelet (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4872-4477"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4872","weakness":{},"school":"conjuration","price":135000,"trait":["Conjuration","Invested","Magical"],"id":"equipment-4872-4478","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Armory Bracelet Source Treasure Vault pg. 153 Usage worn --- Several small charms shaped like weapons hang from an armory bracelet , which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms. Activate Two Actions envision, Interact; Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm’s weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can’t be sold. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Armory Bracelet (Minor) Source Treasure Vault pg. 153 Price 50 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Armory Bracelet (Lesser) Source Treasure Vault pg. 153 Price 150 gp --- The weapon reverts to a +1 weapon instead of a normal weapon. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Armory Bracelet (Moderate) Source Treasure Vault pg. 153 Price 450 gp --- The weapon is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Armory Bracelet (Greater) Source Treasure Vault pg. 153 Price 1,350 gp --- The weapon is a +2 greater striking weapon for 1 minute. It reverts to a +2 striking weapon afterward. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Armory Bracelet (Major) Source Treasure Vault pg. 153 Price 6,000 gp --- The weapon is a +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward.","skill_mod":{},"summary":"The weapon is a +2 greater striking weapon for 1 minute. It reverts to a +2 striking weapon afterward.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4872","name":"Armory Bracelet (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4872-4478"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4872","weakness":{},"school":"conjuration","price":600000,"trait":["Conjuration","Invested","Magical"],"id":"equipment-4872-4479","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Armory Bracelet Source Treasure Vault pg. 153 Usage worn --- Several small charms shaped like weapons hang from an armory bracelet , which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms. Activate Two Actions envision, Interact; Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm’s weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can’t be sold. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Armory Bracelet (Minor) Source Treasure Vault pg. 153 Price 50 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Armory Bracelet (Lesser) Source Treasure Vault pg. 153 Price 150 gp --- The weapon reverts to a +1 weapon instead of a normal weapon. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Armory Bracelet (Moderate) Source Treasure Vault pg. 153 Price 450 gp --- The weapon is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Armory Bracelet (Greater) Source Treasure Vault pg. 153 Price 1,350 gp --- The weapon is a +2 greater striking weapon for 1 minute. It reverts to a +2 striking weapon afterward. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Armory Bracelet (Major) Source Treasure Vault pg. 153 Price 6,000 gp --- The weapon is a +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward.","skill_mod":{},"summary":"The weapon is a +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward.","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4872","name":"Armory Bracelet (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4872-4479"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","price":15000,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-4873","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Corpseward Pendant Source Treasure Vault pg. 153 Price 150 gp Usage worn --- A corpseward pendant is usually shaped like the skull of a humanoid or small animal. Activate Single Action Interact; Frequency once per hour; Effect You become undetectable to undead creatures for 10 minutes. Undead can’t see, hear, or smell you, or detect you with sensory capabilities such as tremorsense. A creature can attempt a DC 18 Will saving throw to ignore this effect. If an undead has reason to believe that undetected opponents are present, it can still attempt to Seek or Strike you. If you attempt to use a positive spell to damage undead, use Command Undead, touch or damage an undead creature, or attack any creature while warded in this manner, the pendant’s effects immediately end. An undead creature who observes you in this manner or one who succeeds at the Will save is immune to the corpseward pendant for 24 hours.\n","skill_mod":{},"summary":"A corpseward pendant is usually shaped like the skull of a humanoid or small animal. ","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4873","name":"Corpseward Pendant","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4873"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":32500,"trait":["Divination","Invested","Magical","Revelation","Uncommon"],"id":"equipment-4874","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Ethersight Ring Source Treasure Vault pg. 153 Price 325 gp Usage worn --- An ethersight ring is a glass band containing a swirling cloud of gray smoke. When you invest the ring, the smoke becomes as transparent as the glass encapsulating it, and you can see clearly into the Ethereal Plane with a range of 60 feet. Whether or not you have invested the ring, you are visible to creatures in the Ethereal Plane within the same range while wearing it. Although you can see these creatures and they can see you, you can affect each other only with abilities that cross between the Ethereal Plane and the Material Plane.\n","skill_mod":{},"summary":"An ethersight ring is a glass band containing a swirling cloud of gray smoke. When you invest the ring, the smoke becomes as transparent as the …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4874","name":"Ethersight Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4874"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","price":8000,"skill":["Survival"],"trait":["Enchantment","Invested","Magical","Rare"],"id":"equipment-4875","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Hunter's Arrowhead Source Treasure Vault pg. 153 Price 80 gp Usage worn --- A hunter’s arrowhead is meant to be worn as a charm, such as a pendant, or carried in a pocket or quiver. The arrowhead is etched with images sacred to the elven god Ketephys. While you wear or carry the arrowhead, it infuses you with great skill at hunting, and you gain a +1 item bonus to Survival checks and attack rolls against any creature you’ve currently designated as your prey with Hunt Prey. A hunter’s arrowhead is also a religious symbol of Ketephys. Activate Reaction command; Frequency once per day; Trigger You would miss with an attack made with a bow; Effect You gain a +2 circumstance bonus to your attack roll, possibly turning a miss into a hit.\n","skill_mod":{},"summary":"A hunter’s arrowhead is meant to be worn as a charm, such as a pendant, or carried in a pocket or quiver. The arrowhead is etched with images …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4875","name":"Hunter's Arrowhead","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4875"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":400000,"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-4876","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Pactmaster's Grace Source Treasure Vault pg. 153 Price 4,000 gp Usage worn --- Granted by Katapesh’s Pactmasters to influential merchants, exceptional Zephyr Guards, and favorite retainers, a pactmaster’s grace is a crystal-studded blue platinum ring that sharpens the wearer’s urban instincts. While invested, the ring grants a +2 item bonus to saving throws while you are in an urban setting, and this increases to a +3 item bonus if you have legendary proficiency in Guild Lore, Katapesh Lore, Mercantile Lore, or Society. You also gain a +3 item bonus to Mercantile Lore checks while wearing the ring, and you can attempt checks that require a proficiency rank of master in Society.\n","skill_mod":{},"summary":"Granted by Katapesh’s Pactmasters to influential merchants, exceptional Zephyr Guards, and favorite retainers, a pactmaster’s grace is a …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4876","name":"Pactmaster's Grace","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4876"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"illusion","price":1500,"trait":["Illusion","Invested","Magical","Visual"],"id":"equipment-4877","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Ring of Discretion Source Treasure Vault pg. 154 Price 15 gp Usage worn --- A ring of discretion magically conceals any armor and sheathed weapons you’re wearing by either turning them invisible or creating the illusion of ordinary clothes. The ring doesn’t change your appearance beyond concealing weapons and armor. As soon as you wield a weapon affected by the ring, the weapon becomes obvious to onlookers and is no longer affected until you sheathe the weapon for at least 1 minute. A creature can use the Seek action to examine you and disbelieve this illusion (DC 15), and it can attempt to do so without using an action each time it hits you with an attack.\n","skill_mod":{},"summary":"A ring of discretion magically conceals any armor and sheathed weapons you’re wearing by either turning them invisible or creating the illusion of …","primary_source":"Treasure Vault","trait_group":["School","Monster","Equipment","Mechanics","Sense"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4877","name":"Ring of Discretion","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-4877"},{"remaster_name":["Spiritsight Ring"],"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":22500,"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-4878","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Spiritsight Sight Source Treasure Vault pg. 154 Price 225 gp Usage worn --- The opal set in the intricately carved ivory spiritsight ring eventually becomes translucent and tickles your finger whenever an incorporeal creature is nearby. When in the presence of a nearby incorporeal creature, even if it’s within a solid object, you eventually detect the creature, though you might not do so instantly, and you can’t pinpoint the location. This acts as a vague sense, like humans’ sense of smell. An incorporeal creature trying to hide its presence from this sense attempts a Stealth check against your Perception DC to hide from your vague sense, as normal for attempting to foil special senses. You gain a +2 item bonus when using the Seek action to find hidden or undetected incorporeal creatures within 30 feet of you.\n","skill_mod":{},"summary":"The opal set in the intricately carved ivory spiritsight ring eventually becomes translucent and tickles your finger whenever an incorporeal …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4878","name":"Spiritsight Sight","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4878"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","price":46000,"trait":["Abjuration","Invested","Magical"],"id":"equipment-4879","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Swarmeater's Clasp Source Treasure Vault pg. 154 Price 460 gp Usage worn --- A swarmeater’s clasp features carved reliefs of verminous, swarming creatures. When you wear the clasp, you gain resistance 10 to physical damage from swarm creatures. Activate Two Actions envision, Interact; Frequency once per day; Requirements a swarm creature is within your reach; Effect You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover 3d10+8 Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive healing effect.\n","skill_mod":{},"summary":"A swarmeater’s clasp features carved reliefs of verminous, swarming creatures. When you wear the clasp, you gain resistance 10 to physical damage …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4879","name":"Swarmeater's Clasp","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4879"},{"item_child_id":["equipment-4880-4480","equipment-4880-4481","equipment-4880-4482"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","trait":["Invested","Magical","Transmutation"],"id":"equipment-4880","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Goz Mask Source Treasure Vault pg. 154 Usage worn mask --- Originally designed by a sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn’t contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features. Activate Single Action Interact; Frequency once per day; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Goz Mask Source Treasure Vault pg. 154 Price 30 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Goz Mask (Greater) Source Treasure Vault pg. 154 Price 240 gp --- The effect lasts for 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Goz Mask (Major) Source Treasure Vault pg. 154 Price 1,900 gp --- The mask gives you darkvision and allows you to ignore all concealment from any environmental effects for 1 hour.","skill_mod":{},"summary":"Originally designed by a sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn’t …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4880","name":"Goz Mask","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4880"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4880","weakness":{},"school":"transmutation","price":3000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-4880-4480","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Goz Mask Source Treasure Vault pg. 154 Usage worn mask --- Originally designed by a sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn’t contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features. Activate Single Action Interact; Frequency once per day; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Goz Mask Source Treasure Vault pg. 154 Price 30 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Goz Mask (Greater) Source Treasure Vault pg. 154 Price 240 gp --- The effect lasts for 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Goz Mask (Major) Source Treasure Vault pg. 154 Price 1,900 gp --- The mask gives you darkvision and allows you to ignore all concealment from any environmental effects for 1 hour.","skill_mod":{},"summary":"Originally designed by a sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn’t …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4880","name":"Goz Mask","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4880-4480"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4880","weakness":{},"school":"transmutation","price":24000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-4880-4481","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Goz Mask Source Treasure Vault pg. 154 Usage worn mask --- Originally designed by a sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn’t contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features. Activate Single Action Interact; Frequency once per day; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Goz Mask Source Treasure Vault pg. 154 Price 30 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Goz Mask (Greater) Source Treasure Vault pg. 154 Price 240 gp --- The effect lasts for 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Goz Mask (Major) Source Treasure Vault pg. 154 Price 1,900 gp --- The mask gives you darkvision and allows you to ignore all concealment from any environmental effects for 1 hour.","skill_mod":{},"summary":"The effect lasts for 10 minutes.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4880","name":"Goz Mask (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4880-4481"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4880","weakness":{},"school":"transmutation","price":190000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-4880-4482","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Goz Mask Source Treasure Vault pg. 154 Usage worn mask --- Originally designed by a sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn’t contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features. Activate Single Action Interact; Frequency once per day; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Goz Mask Source Treasure Vault pg. 154 Price 30 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Goz Mask (Greater) Source Treasure Vault pg. 154 Price 240 gp --- The effect lasts for 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Goz Mask (Major) Source Treasure Vault pg. 154 Price 1,900 gp --- The mask gives you darkvision and allows you to ignore all concealment from any environmental effects for 1 hour.","skill_mod":{},"summary":"The mask gives you darkvision and allows you to ignore all concealment from any environmental effects for 1 hour.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4880","name":"Goz Mask (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4880-4482"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","price":21000,"trait":["Conjuration","Invested","Magical","Teleportation","Uncommon"],"id":"equipment-4881","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Herd Mask Source Treasure Vault pg. 154 Price 210 gp Usage worn mask --- All herd masks are linked to at least one other herd mask and are usually sold in sets of multiple masks. Linked herd masks look like one another, with only the slightest of differences to tell them apart. Activate Single Action envision; Frequency once per day; Effect You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each other, other creatures gain an immediate Perception check against the lower of your or the other wearer’s Deception DCs to Impersonate each other. On a failure, they don’t realize the swap occurred. Craft Requirements Supply a casting of dimension door . You can link a herd mask you create to another herd mask in your possession when you finish crafting it, which causes it to be linked to the chosen mask as well as all other herd masks that are also linked to the chosen mask.\n","skill_mod":{},"summary":"All herd masks are linked to at least one other herd mask and are usually sold in sets of multiple masks. Linked herd masks look like one …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4881","name":"Herd Mask","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4881"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"necromancy","price":10000,"trait":["Invested","Magical","Necromancy"],"id":"equipment-4882","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Mask of Mercy Source Treasure Vault pg. 154 Price 100 gp Usage worn mask --- This porcelain or alabaster mask portrays an angelic visage of kindness and mercy. The mask grants a +1 item bonus to Medicine checks. Activate Single Action envision (fortune) Frequency once per day; Trigger You are about to roll a variable number of Hit Points you restore from an action with the healing trait; Effect Roll twice to determine the number of Hit Points you restore and take the higher result.\n","skill_mod":{},"summary":"This porcelain or alabaster mask portrays an angelic visage of kindness and mercy. The mask grants a +1 item bonus to Medicine checks. ","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4882","name":"Mask of Mercy","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4882"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"necromancy","price":47500,"trait":["Invested","Magical","Necromancy","Uncommon"],"id":"equipment-4883","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Mask of the Cursed Eye Source Treasure Vault pg. 155 Price 475 gp Usage worn mask --- A mask of the cursed eye is decorated with at least one wide, staring eye. The first time each day a creature on your plane that you can’t perceive targets you with a divination spell, the creature must attempt a DC 24 Will save. This effect is automatic and does not require you to Activate the item. Critical Success The creature is unaffected. Success The creature is unaffected. You know you’ve been targeted with a divination spell, but the mask gives you no additional information. Failure The creature is sickened 1 and dazzled for 1 minute. You know you’ve been targeted with a divination spell, but the mask gives you no additional information. Critical Failure The creature is sickened 2 and dazzled for 10 minutes, and the spell is disrupted. You gain a brief mental glimpse of the triggering creature and learn its approximate distance and direction.\n","skill_mod":{},"summary":"A mask of the cursed eye is decorated with at least one wide, staring eye. The first time each day a creature on your plane that you can’t perceive …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4883","name":"Mask of the Cursed Eye","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4883"},{"item_child_id":["equipment-4884-4483","equipment-4884-4484"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-4884","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Rhinoceros Mask Source Treasure Vault pg. 155 Usage worn mask --- Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you Stride at least 10 feet, your next melee Strike before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Rhinoceros Mask Source Treasure Vault pg. 155 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Rhinoceros Mask (Greater) Source Treasure Vault pg. 155 Price 425 gp --- Your melee Strikes ignore the Hardness of objects with a Hardness of 10 or less.","skill_mod":{},"summary":"Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you Stride at least 10 feet, your next …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4884","name":"Rhinoceros Mask","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4884"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4884","weakness":{},"school":"transmutation","price":9000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-4884-4483","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Rhinoceros Mask Source Treasure Vault pg. 155 Usage worn mask --- Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you Stride at least 10 feet, your next melee Strike before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Rhinoceros Mask Source Treasure Vault pg. 155 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Rhinoceros Mask (Greater) Source Treasure Vault pg. 155 Price 425 gp --- Your melee Strikes ignore the Hardness of objects with a Hardness of 10 or less.","skill_mod":{},"summary":"Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you Stride at least 10 feet, your next …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4884","name":"Rhinoceros Mask","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4884-4483"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4884","weakness":{},"school":"transmutation","price":42500,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-4884-4484","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Rhinoceros Mask Source Treasure Vault pg. 155 Usage worn mask --- Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you Stride at least 10 feet, your next melee Strike before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Rhinoceros Mask Source Treasure Vault pg. 155 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Rhinoceros Mask (Greater) Source Treasure Vault pg. 155 Price 425 gp --- Your melee Strikes ignore the Hardness of objects with a Hardness of 10 or less.","skill_mod":{},"summary":"Your melee Strikes ignore the Hardness of objects with a Hardness of 10 or less.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4884","name":"Rhinoceros Mask (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4884-4484"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":8000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-4885","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Shapespeak Mask Source Treasure Vault pg. 155 Price 80 gp Usage worn mask --- A shapespeak mask is carved into the shape of an animal, usually tailored to a species of beast that the user favors. While wearing this mask, you can speak when polymorphed into an animal. The mask removes no other limitations, such as the inability to cast spells while transformed.\n","skill_mod":{},"summary":"A shapespeak mask is carved into the shape of an animal, usually tailored to a species of beast that the user favors. While wearing this mask, you …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4885","name":"Shapespeak Mask","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4885"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":5000,"trait":["Divination","Divine","Evil","Invested","Uncommon"],"id":"equipment-4886","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Skinsaw Mask Source Treasure Vault pg. 155 Price 50 gp Usage worn mask Bulk L --- A patchwork of humanoid flesh makes up a skinsaw mask , which is stitched together with black silk or wire. It is distinctive for its bulbous orange eye—crafted from a magical glass bauble—and wide row of teeth. When worn, the mask amplifies your ability to sense fear in other creatures. You know the value of the frightened condition of any observed creature, and you gain a +1 item bonus to Perception checks to Seek frightened creatures. Whenever you deal precision damage to a frightened creature, you deal 1 additional precision damage. If you aren’t evil, you are drained 2 while wearing a skinsaw mask .\n","skill_mod":{},"summary":"A patchwork of humanoid flesh makes up a skinsaw mask , which is stitched together with black silk or wire. It is distinctive for its bulbous orange …","primary_source":"Treasure Vault","trait_group":["School","Tradition","Alignment","Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4886","name":"Skinsaw Mask","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4886"},{"item_child_id":["equipment-4887-4485","equipment-4887-4486"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","trait":["Invested","Magical","Transmutation"],"id":"equipment-4887","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Skittering Mask Source Treasure Vault pg. 155 Usage worn mask Bulk 1 --- A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you begin your turn unconscious and within 25 feet of an enemy, skittering metallic insect legs emerge from the holes in the mask and Step 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to hidden or undetected enemies, nor can it distinguish that a creature not acting openly hostile is an enemy. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Skittering Mask Source Treasure Vault pg. 155 Price 30 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Skittering Mask (Greater) Source Treasure Vault pg. 155 Price 500 gp --- The mask Steps 15 feet instead of 5 feet, and for 1 minute, each time you begin your turn unconscious and within 25 feet of an enemy, the mask Steps 15 feet away from the nearest enemy again. An ally can signal the mask with a single action, which has the auditory and concentrate traits. If the mask hears the signal, it attempts to move you towards that ally when it Steps away from the nearest enemy.","skill_mod":{},"summary":"A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4887","name":"Skittering Mask","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4887"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4887","weakness":{},"school":"transmutation","price":3000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-4887-4485","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Skittering Mask Source Treasure Vault pg. 155 Usage worn mask Bulk 1 --- A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you begin your turn unconscious and within 25 feet of an enemy, skittering metallic insect legs emerge from the holes in the mask and Step 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to hidden or undetected enemies, nor can it distinguish that a creature not acting openly hostile is an enemy. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Skittering Mask Source Treasure Vault pg. 155 Price 30 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Skittering Mask (Greater) Source Treasure Vault pg. 155 Price 500 gp --- The mask Steps 15 feet instead of 5 feet, and for 1 minute, each time you begin your turn unconscious and within 25 feet of an enemy, the mask Steps 15 feet away from the nearest enemy again. An ally can signal the mask with a single action, which has the auditory and concentrate traits. If the mask hears the signal, it attempts to move you towards that ally when it Steps away from the nearest enemy.","skill_mod":{},"summary":"A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4887","name":"Skittering Mask","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4887-4485"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4887","weakness":{},"school":"transmutation","price":50000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-4887-4486","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Skittering Mask Source Treasure Vault pg. 155 Usage worn mask Bulk 1 --- A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you begin your turn unconscious and within 25 feet of an enemy, skittering metallic insect legs emerge from the holes in the mask and Step 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to hidden or undetected enemies, nor can it distinguish that a creature not acting openly hostile is an enemy. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Skittering Mask Source Treasure Vault pg. 155 Price 30 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Skittering Mask (Greater) Source Treasure Vault pg. 155 Price 500 gp --- The mask Steps 15 feet instead of 5 feet, and for 1 minute, each time you begin your turn unconscious and within 25 feet of an enemy, the mask Steps 15 feet away from the nearest enemy again. An ally can signal the mask with a single action, which has the auditory and concentrate traits. If the mask hears the signal, it attempts to move you towards that ally when it Steps away from the nearest enemy.","skill_mod":{},"summary":"The mask Steps 15 feet instead of 5 feet, and for 1 minute, each time you begin your turn unconscious and within 25 feet of an enemy, the mask …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4887","name":"Skittering Mask (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4887-4486"},{"item_child_id":["equipment-4888-4487","equipment-4888-4488"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-4888","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Tlil Mask Source Treasure Vault pg. 155 Usage worn mask Bulk L --- Colorful, beaded tlil masks are commonly found on the distant continent of Arcadia, but trade between the two regions means that they can also be found in the Mwangi Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties. Activate Single Action envision; Frequency once per day; Effect Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can’t be concealed from you due to living plants, such as small trees, vines, and grass. This vision also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn’t prevent plants from providing cover to creatures or blocking line of effect. It also doesn’t allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Tlil Mask Source Treasure Vault pg. 155 Price 130 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tlil Mask (Greater) Source Treasure Vault pg. 155 Price 600 gp --- The effect lasts for 10 minutes.","skill_mod":{},"summary":"Colorful, beaded tlil masks are commonly found on the distant continent of Arcadia, but trade between the two regions means that they can also be …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4888","name":"Tlil Mask","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4888"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4888","weakness":{},"school":"transmutation","price":13000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-4888-4487","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Tlil Mask Source Treasure Vault pg. 155 Usage worn mask Bulk L --- Colorful, beaded tlil masks are commonly found on the distant continent of Arcadia, but trade between the two regions means that they can also be found in the Mwangi Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties. Activate Single Action envision; Frequency once per day; Effect Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can’t be concealed from you due to living plants, such as small trees, vines, and grass. This vision also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn’t prevent plants from providing cover to creatures or blocking line of effect. It also doesn’t allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Tlil Mask Source Treasure Vault pg. 155 Price 130 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tlil Mask (Greater) Source Treasure Vault pg. 155 Price 600 gp --- The effect lasts for 10 minutes.","skill_mod":{},"summary":"Colorful, beaded tlil masks are commonly found on the distant continent of Arcadia, but trade between the two regions means that they can also be …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4888","name":"Tlil Mask","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4888-4487"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4888","weakness":{},"school":"transmutation","price":60000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-4888-4488","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Tlil Mask Source Treasure Vault pg. 155 Usage worn mask Bulk L --- Colorful, beaded tlil masks are commonly found on the distant continent of Arcadia, but trade between the two regions means that they can also be found in the Mwangi Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties. Activate Single Action envision; Frequency once per day; Effect Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can’t be concealed from you due to living plants, such as small trees, vines, and grass. This vision also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn’t prevent plants from providing cover to creatures or blocking line of effect. It also doesn’t allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Tlil Mask Source Treasure Vault pg. 155 Price 130 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tlil Mask (Greater) Source Treasure Vault pg. 155 Price 600 gp --- The effect lasts for 10 minutes.","skill_mod":{},"summary":"The effect lasts for 10 minutes.","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4888","name":"Tlil Mask (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4888-4488"},{"skill_mod":{},"summary":"This ordinary-looking silver tankard functions as a +4 major striking hopeful returning light hammer when wielded as a weapon. Imbued …","primary_source":"Treasure Vault","trait_group":["Equipment","Tradition","School","Rarity"],"primary_source_category":"Rulebooks","level":25,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4889","weakness":{},"school":"transmutation","name":"Cayden's Tankard","trait":["Artifact","Divine","Transmutation","Unique"],"id":"equipment-4889","text":"<title level=\"1\" right=\"Item 25\" pfs=\"Restricted\" > Cayden's Tankard Source Treasure Vault pg. 178 Usage held in 1 hand Bulk L --- This ordinary-looking silver tankard functions as a +4 major striking hopeful returning light hammer when wielded as a weapon. Imbued with Cayden Cailean’s courage, you are immune to fear effects. Any liquid poured into the tankard transforms into a strong, alcoholic ambrosia that remains contained safely within until you drink it. Drinking the ambrosia Activates the tankard, with one of the following effects. If you aren’t the one blessed to borrow the tankard, you are drained 4 and enfeebled 4 while holding it, and its magic doesn’t function for you. Activate Reaction Interact; Trigger You are targeted or included in the area of a fear effect; Effect Calmly swigging a drink on the battlefield turns your foe’s attempt to frighten you against them. The fear effect is counteracted for all targets, and the creature that created the effect must attempt a saving throw as if it alone were the original target of the effect. Activate Two Actions envision, Interact; Frequency once per hour; Effect You drink from the tankard, ending the controlled, grabbed, immobilized, paralyzed, restrained, and slowed conditions on yourself and creatures of your choice within 120 feet of you, as well as anything giving such targets a circumstance penalty to Speed. Any effect causing these conditions ends, and if the source of the effect is an item, that item can’t produce the effect for 1 week, provided it is of a level lower than the tankard’s. If a target needs to Escape an effect imposing any of these conditions, it automatically does so on its next attempt. You can Activate this ability even if one of the listed conditions would normally prevent you from doing so (such as paralyzed). Activate Two Actions envision, Interact; Frequency once per day; Effect You enhance yourself with a shard of Cayden’s divine fortune and cast indestructibility . Destruction If a lawful evil creature carries Cayden’s Tankard into the Starstone Cathedral, drinks from it, and returns outside with it, the tankard shatters.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-4889"},{"skill_mod":{},"summary":"One dueling pistol in this paired set is etched with flames along its barrel, while the other is etched with icicles. In these separate forms, one …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":23,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4890","weakness":{},"school":"evocation","name":"Coldstar Pistols","trait":["Artifact","Evocation","Magical","Unique"],"id":"equipment-4890","text":"<title level=\"1\" right=\"Item 23\" pfs=\"Restricted\" > Coldstar Pistols Source Treasure Vault pg. 178 Usage held in 1 hand Bulk 1 --- One dueling pistol in this paired set is etched with flames along its barrel, while the other is etched with icicles. In these separate forms, one gun comprising the Coldstar Pistols functions as a +3 greater striking greater flaming dueling pistol and the other as a +3 greater striking greater frost dueling pistol . When joined, the guns form a double-barreled weapon that functions as a +4 major striking greater flaming greater frost dueling pistol . The combined form has a range increment of 120 feet. In either form, the Coldstar Pistols have the agile, concealable, concussive, and fatal d10 traits. As star guns, the Coldstar Pistols run on magic and don’t use ammunition or black powder. Activate Single Action Interact; Effect You switch the Coldstar Pistols from one form to the other. Attempt a Deception check to Feint with a +4 circumstance bonus. Activate Single Action Interact; Frequency once per round; Effect Make two Strikes against one target, taking the highest of the two attack rolls and applying it to both attacks. Your multiple attack penalty increases only after these Strikes. Destruction If Deft Onki’s name and deeds ever fade from mortal memory entirely, the Coldstar Pistols can be destroyed like a normal object.\n","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-4890"},{"skill_mod":{},"summary":"At the center of this silver ring gleams an obsidian gem, its surface emblazoned with a bloodred rune of forgetting. While wearing a forgotten …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":21,"usage":"worn","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4891","weakness":{},"school":"enchantment","name":"Forgotten Signet","trait":["Artifact","Enchantment","Invested","Magical","Rare"],"id":"equipment-4891","text":"<title level=\"1\" right=\"Item 21\" pfs=\"Restricted\" > Forgotten Signet Source Treasure Vault pg. 179 Usage worn --- At the center of this silver ring gleams an obsidian gem, its surface emblazoned with a bloodred rune of forgetting. While wearing a forgotten signet , you're subjected to mind blank (+32 counteract bonus) and easily fade from others' memory. Sapient creatures must attempt a DC 42 Will save each time you depart from their company or they forget you entirely. Destruction If a creature learns the true name of a forgotten signet’s wearer and makes it public knowledge, that forgotten signet tarnishes and breaks in two. Critical Success The creature’s memories of you are normal. Success The creature remembers you and your interactions but has difficulty describing either to others. Each time they attempt to share information about these subjects with someone else, they relate only confusing or unclear details about you and this interaction. Failure The creature remembers your existence but no details about you or your interactions. For example, they remember speaking with an individual of your most basic biological traits, such as a human woman, but not your name, appearance, or other specific features. Critical Failure The creature retains no memories of you or this interaction.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4891"},{"skill_mod":{},"summary":"The barrel of this long rifle is translucent in places, forming a swirled pattern along the metal, and its stock is formed of crimson wood. …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"primary_source_category":"Rulebooks","level":23,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4892","weakness":{},"school":"transmutation","name":"Ghosthand's Comet","trait":["Artifact","Magical","Transmutation","Unique"],"id":"equipment-4892","text":"<title level=\"1\" right=\"Item 23\" pfs=\"Restricted\" > Ghosthand's Comet Source Treasure Vault pg. 179 Usage held in 2 hands Bulk 2 --- The barrel of this long rifle is translucent in places, forming a swirled pattern along the metal, and its stock is formed of crimson wood. Ghosthand’s Comet is a +4 major striking beast‑bane greater impactful advanced firearm with a range increment of 300 feet. It deals 5d8 force damage and has the backstabber, concussive, kickback, and fatal d12 traits. As a star gun, Ghosthand’s Comet runs on magic and doesn’t use ammunition or black powder. The weapon is silent when fired. Activate Free Action envision; Trigger You attempt a ranged Strike with Ghosthand’s Comet ; Effect For the triggering Strike, Ghosthand’s Comet changes its damage type to your choice of acid, cold, electricity, fire, or sonic. Activate Single Action envision; Effect On your next attempt at a ranged Strike with Ghosthand’s Comet , the shot phases through any material or magical obstacle, such as a wall of force, in its path, ignoring all cover. You must attempt the Strike by the end of your turn or this effect is lost. Destruction If the Grim Reaper slays the wielder of Ghosthand’s Comet , the Reaper’s scythe, as it strikes the killing blow, is destined to slice the star gun in half.\n","bulk":2,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-4892"},{"skill_mod":{},"summary":"These unadorned white robes, fastened with simple brass pins in the shape of a human hand, can't be soiled or blemished. While wearing perfected …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition","Rarity"],"primary_source_category":"Rulebooks","level":22,"usage":"worn","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4893","weakness":{},"school":"divination","name":"Perfected Robes","trait":["Artifact","Divination","Divine","Invested","Rare"],"id":"equipment-4893","text":"<title level=\"1\" right=\"Item 22\" pfs=\"Restricted\" > Perfected Robes Source Treasure Vault pg. 179 Usage worn Bulk L --- These unadorned white robes, fastened with simple brass pins in the shape of a human hand, can't be soiled or blemished. While wearing perfected robes , you don't need to eat, sleep, or drink, but you can if you choose to. The robes bless you with constant true seeing (+32 counteract bonus). A creature who dons these robes without earning them is clumsy 3, enfeebled 3, and stupefied 3 while wearing them, gaining the true seeing but otherwise unable to use the robes' magic. Activate Free Action envision; Frequency once per minute; Effect If your next action is to attempt a d20 roll with which you have legendary proficiency, roll twice and take the better result. This is a fortune effect. Activate Two Actions command, envision; Frequency once per day; Effect You cast avatar , gaining the abilities for Irori. Destruction If the wearer ever willingly turns from the path of self-perfection into corruption or overindulgence, their perfected robes crumble to nothing.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4893"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"school":"abjuration","skill":["Stealth"],"trait":["Abjuration","Artifact","Primal","Rare"],"id":"equipment-4894","text":"<title level=\"1\" right=\"Item 21\" pfs=\"Restricted\" > Scale of Igroon Source Treasure Vault pg. 180 Usage held in 1 hand Bulk L --- Carved from a scale of the kaiju Igroon, this jagged shield refracts light around it in a shimmering haze. A scale of Igroon (Hardness 20, HP 160, BT 80) recovers 4 Hit Points at the start of its wielder’s turn. When you Raise a Shield, you can use the Shield Block reaction with the scale of Igroon to block an attack or effect that deals acid, cold, electricity, fire, force, or sonic damage as well as physical damage. Activate Single Action Interact; Requirements You’re in an area of bright or dim light; Effect You angle the shield to refract light. Until the start of your next turn, you gain a +4 item bonus to Stealth checks to Hide and Sneak and can do so while observed. This bonus ends if you Activate another ability or use the Shield Block reaction. Activate Single Action Interact; Requirements You’re in an area of bright light; Effect You angle the shield at a target within 60 feet, reflecting light into its eyes. It must attempt a DC 42 Fortitude save. Critical Success The target is unaffected. Success The target is blinded until its next turn begins. Failure The target is blinded for 1 minute. Critical Failure The target is blinded for 2d4 hours. Activate Free Action Interact; Trigger You use Shield Block and prevent yourself from taking energy damage from a line, ray, or a direct attack, including a magic missile spell; Effect You reflect the energy along a trajectory you choose. The effect travels only up to its remaining range, using its original parameters if it strikes other targets. Destruction If a deity, kaiju, spawn of a deity, titan, or being of similar power stomps on a scale of Igroon while in absolute darkness, the shield is destroyed permanently.\n","skill_mod":{},"summary":"Carved from a scale of the kaiju Igroon, this jagged shield refracts light around it in a shimmering haze. A scale of Igroon ( Hardness 20, HP …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Tradition","Rarity"],"level":21,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4894","name":"Scale of Igroon","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4894"},{"skill_mod":{},"summary":"The swirling folds of a starfaring cloak appear to contain the night sky, with the stars rotating hypnotically through its firmament shedding dim …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":24,"usage":"worn","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4895","weakness":{},"school":"conjuration","name":"Starfaring Cloak","trait":["Artifact","Conjuration","Divine","Invested","Light","Rare"],"id":"equipment-4895","text":"<title level=\"1\" right=\"Item 24\" pfs=\"Restricted\" > Starfaring Cloak Source Treasure Vault pg. 180 Usage worn Bulk L --- The swirling folds of a starfaring cloak appear to contain the night sky, with the stars rotating hypnotically through its firmament shedding dim light to a range of 10 feet. While wearing the cloak, you gain a +10-foot item bonus to your Speed and a fly Speed equal to your Speed. You can survive comfortably without breathing, in the void of space, and in severe or extreme cold or heat. Also, you gain sustenance from starlight and sunlight, so if you’re outdoors for an hour or more per day, you don’t need to eat or drink. While wearing the cloak, you can navigate perfectly and unerringly by looking up at the sky. Activate Reaction envision; Frequency once per day; Trigger You make an attack roll, skill check, or saving throw; Effect Reroll the triggering roll and take the higher result. This is a fortune effect. Activate Two Actions command, Interact; Frequency once per day; Effect The cloak casts sleep at 4th level (DC 42). Activate Three Actions envision; Frequency once per week; Effect The cloak casts teleport at 10th level. If you name no destination, it teleports you to a random planet in a random location that’s safe for you. Destruction If the wearer of a starfaring cloak is bound by imprisonment for a century and a day, the cloak dissolves into light. This time is reduced to a year and a day if the wearer is placed in eternal slumber by imprisonment and subjected to the nightmare spell once per day.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4895"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"school":"necromancy","skill":["Occultism"],"trait":["Artifact","Divine","Necromancy","Unique"],"id":"equipment-4896","text":"<title level=\"1\" right=\"Item 28\" pfs=\"Restricted\" > Whisperer of Souls Source Treasure Vault pg. 180 Usage held in 2 hands Bulk 2 --- This +4 major striking greater brilliant keen glaive binds the souls of powerful creatures it slays. The soul can’t be returned to life by any means while imprisoned within the glaive and can be freed only by a deed of great benevolence or selflessness. While using the glaive as a weapon, whenever you reduce a sapient creature of 18th level or higher to 0 Hit Points or roll a critical success with a Strike against such a target, the creature must attempt a DC 50 Fortitude save. Critical Success No additional effect. Success The glaive siphons the creature’s essence, rendering it drained 1. If the creature dies from the Strike or while drained in this way, the creature’s soul is bound in the glaive. Failure As success, but the creature is drained 2. Critical Failure As success, but the creature is drained 4. The glaive also has the following activations. Activate Free Action envision; Trigger You Strike with the Whisperer of Souls ; Effect You choose whether the Strike deals lethal or nonlethal damage. If the glaive has a reason for doing so, such as slaying a creature whose soul the glaive can absorb, it can defy your choice if you fail a DC 50 Will save. Activate Free Action envision; Trigger You attempt an Occultism check to Decipher Writing, Identify Magic, Learn a Spell, or Recall Knowledge; Effect You listen to eldritch secrets the weapon whispers, gaining a +4 item bonus to the triggering check. Activate Three Actions command, envision, Interact; Frequency once per week; Effect Attempt an Occultism check as if you cast the legend lore ritual about a subject. If you roll a success or critical success, you can repeat what the Whisperer of Souls relates to you about the subject. On a critical failure, you and the glaive are drawn into a murmuring void of cold, where your mind is assaulted by strange visions for an entire week. At the end of this time, you reappear and must attempt a DC 50 Will save. Success When you return, you can retrain one of your skills into a Lore skill about evil creatures or places, as if you had spent 1 week retraining. Failure As success, but you are stupefied 2 for 1 week. Critical Failure As success, but your alignment moves one step toward evil and you must retrain one of your skills into a Lore about evil creatures or places. You become obsessed with increasing your forbidden knowledge, turning to wicked forces that offer such secrets and compromising your morals further if you must. Destruction If the Whisperer of Souls is used to slay Shelyn’s herald, it disintegrates, bringing about great evil in its wake.\n","skill_mod":{},"summary":"This +4 major striking greater brilliant keen glaive binds the souls of powerful creatures it slays. The soul can’t be returned to life …","primary_source":"Treasure Vault","trait_group":["Equipment","Tradition","School","Rarity"],"level":28,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4896","name":"Whisperer of Souls","bulk":2,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-4896"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"school":"transmutation","skill":["Nature","Nature"],"trait":["Artifact","Invested","Primal","Transmutation","Unique"],"id":"equipment-4897","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Restricted\" > Ursine Avenger Hood Source Treasure Vault pg. 183 Usage worn Bulk L --- Note from Nethys: This item is a constituent part of the Ursine Avenger Hood archetype using the archetype artifact rules. A gift passed from warrior to warrior, this cowl is made from a cave bear’s skull and fur. Once invested, the wearer gains a +1 item bonus to Nature checks to Command an Animal, which increases to +2 if the animal is a bear. The wearer of the hood feels a constant longing for the wilderness and wild places and takes a –1 item penalty to all Diplomacy checks to Gather Information or Make an Impression if they go more than 5 days inside a large town or city without spending at least 4 hours in the wilderness. Destruction Soak the Ursine Avenger Hood in the blood of a linnorm that is at least 16th level and then burn it in a fire that uses only oak and chrysanthemum as fuel.\n","skill_mod":{},"summary":" Note from Nethys: This item is a constituent part of the Ursine Avenger Hood archetype using the archetype artifact rules. A gift passed from …","primary_source":"Treasure Vault","trait_group":["Equipment","Tradition","School","Rarity"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4897","name":"Ursine Avenger Hood","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-4897"},{"skill_mod":{},"summary":" Note from Nethys: This item is a constituent part of the Gelid Shard archetype using the archetype artifact rules. This crystal shard shimmers …","primary_source":"Treasure Vault","trait_group":["Tradition","Monster","Equipment","Energy","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4898","weakness":{},"name":"Gelid Shard","trait":["Arcane","Artifact","Cold","Invested","Rare"],"id":"equipment-4898","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Restricted\" > Gelid Shard Source Treasure Vault pg. 184 --- Note from Nethys: This item is a constituent part of the Gelid Shard archetype using the archetype artifact rules. This crystal shard shimmers with its own light even as it seems to draw the heat out of its surroundings. Plunging it into your heart grants you the tranquil lethality of deepest winter, but the more you draw upon its power, the colder your heart grows. Your frozen heart dulls your emotions. When you gain a bonus from an emotion effect, that bonus is reduced by 1, to a minimum of 0. At 10th level, the bonus is reduced by 2. Your dulled emotions make it hard to relate to others; the DC of checks to Make an Impression or Request a favor of other creatures, or to Aid in such attempts, is increased by +2. You gain resistance to cold equal to your level and a +2 status bonus to all saves against emotion effects. Destruction The gelid shard must be left exposed in the Plane of Fire for a week and a day, then smashed with an adamantine hammer by someone who felt true love for the shard’s creator.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4898"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Blighted Boons","speed":{},"weakness":{},"school":"transmutation","trait":["Consumable","Primal","Rare","Transmutation"],"id":"equipment-4899","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Elder Seed Source Treasure Vault pg. 187 Usage held in 1 hand Bulk L Activate Single Action Interact --- An enormous, perfect, ripe seed from a tree important to a region’s druids, an elder seed exudes vitality. Plant life grows quickly and abundantly around it. Anyone who touches the seed understands the nature of its power. Swallowing it whole imparts its effects, but succeeding at the save against the boon causes the swallower to regurgitate the seed. --- Stage 1 (9 Days) Your skin hardens, giving you a brownish‑green tinge. You gain resistance to bludgeoning damage and piercing damage equal to your level, and you have tremorsense out to a range of 30 feet. Also, you can cast enlarge , speak with animals , speak with plants , and web each once per day as primal innate spells. The web is a dense mycelial net rather than spider silk. --- Stage 2 (1 Month) You gain low-light vision and fluency in Arboreal. However, your body feels stiffer, your mind slower to move to intense emotions, and you are prone to take your time making decisions. You become clumsy 1, take a –1 status penalty to initiative rolls, and gain a weakness to fire damage equal to half your level, and you take the same amount of additional damage from axes. If you die at this stage or higher, your body sinks into the earth, forming rich soil. Over several days, a mature, full‑sized tree of the seed’s type grows where you fell. If plant growth is impossible, such as due to lack of sunlight, fungi grow there instead, extending mycelia through the earth until they reach a place the tree can grow. Then, the tree grows. An arboreal can tend this tree to cause it to regrow one elder seed after 3 years and 3 days. --- Stage 3 (1 Month) You become more treelike and ponderous in body and mind, and when you cast the enlarge innate spell from this boon, you can cast it at 4th level. The clumsy value increases to 2 and the status penalty increases to –2. Whenever you roll initiative, you become slowed 1 automatically, slowed 2 if the d20 roll is 10 or lower, or slowed 3 if the d20 shows a 1. Your weakness to fire and vulnerability to axes equals your level. --- Stage 4 You die. --- Purging You must seek out an arboreal, druid, or nature‑loving fey that is your level or higher whom you have never met, and pledge your allegiance to that being. Doing so places you under a geas to accomplish at least one meaningful service, usually a quest, for your new liege. While under the geas, you can’t advance to stage 4. Once you complete your service, you regurgitate the elder seed , and its effects on you end.\n","skill_mod":{},"summary":"An enormous, perfect, ripe seed from a tree important to a region’s druids , an elder seed exudes vitality. Plant life grows quickly and …","primary_source":"Treasure Vault","trait_group":["Equipment","Tradition","Rarity","School"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4899","stage":["You die. Purging You must seek out an arboreal, druid, or nature‑loving fey that is your level or higher whom you have never met, and pledge your allegiance to that being. Doing so places you under a geas to accomplish at least one meaningful service, usually a quest, for your new liege. While under the geas, you can’t advance to stage 4. Once you complete your service, you regurgitate the elder seed , and its effects on you end."],"name":"Elder Seed","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-4899"},{"primary_source_category":"Rulebooks","usage":"worn ring","source":["Treasure Vault"],"type":"Item","item_category":"Blighted Boons","speed":{},"weakness":{},"school":"necromancy","trait":["Consumable","Magical","Necromancy","Rare"],"id":"equipment-4900","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Restricted\" > Heartblood Ring Source Treasure Vault pg. 187 Usage worn ring Bulk L Activate Single Action Interact --- Sealed inside the hidden compartment of a gold ring, heartblood has an unmistakable coppery taste, along with a thick mouth feel. A whiff of the concoction is pleasantly stimulating. --- Stage 1 (1 Week) The first time you enter this stage from a particular dose of heartblood, you are affected as if by regenerate . Each round this effect functions, it attempts to counteract one disease or poison affecting you with a bonus equal to your class DC – 10. Heartblood also reduces physical signs of aging, altering your appearance to that of vigorous adulthood for your ancestry. (Non-adults who drink heartblood change only in apparent vigor, not age.) You have fast healing equal to half your level, as well as resistance to negative damage and poison damage equal to half your level. Also, you gain a +1 circumstance bonus to saving throws (or any other defense) against death effects, disease, paralysis, poison, and sleep. Treat the outcome of any saving throw you roll against death, paralyze, or sleep effects as one step better. --- Stage 2 (1 Month) You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Reduce your current and maximum Hit Points by 2 × your level; you are doomed 1. You develop a pallor and a dislike of bright light, especially sunlight. If suddenly exposed to bright light, you are dazzled until the end of your next turn. While in an area of sunlight, you remain dazzled until 1 round after the exposure ends. Normal food is unsatisfying, and you have urges to consume blood; when confronted with the opportunity to do so, you must succeed at a Will save to avoid it. Doing so once after each time you roll initiative is enough. Your normal coloration returns for a few hours after you drink blood. If you die at this stage or higher, your body becomes a bloody mist that sinks 6 feet into the ground. The third night thereafter, you rise from the earth as a vampire with the alignment of the heartblood’s creator. You are under the control of the heartblood’s creator unless your level is higher than that creature’s. The controlling vampire senses you and guides you to them via psychic link. Significant destruction of your body and circumstances that prevent the formation of undead stop this effect. --- Stage 3 (1 Month) You gain darkvision and now have fast healing equal to your level. A death effect can’t automatically kill you or increase your dying value. Reduce your current and maximum Hit Points by 4 × your level, rounded up, instead of 2 × your level; you are doomed 2. Your hunger for blood increases, so if you fail to drink a cup or so each day, you are considered to have gone without food that day. You are also slowed 1 while in sunlight, becoming slowed 2 after 1 minute. Your shadow is wispy, and your reflection in mirrors ghostly, which are apparent signs of vampirism to those who know such facts. --- Stage 4 You die. --- Purging Heartblood loses its potency if the vampire who created it is destroyed. However, a dose of heartblood imposes a –2 status penalty to your saving throws against the powers of the vampire who created it.\n","skill_mod":{},"summary":"Sealed inside the hidden compartment of a gold ring, heartblood has an unmistakable coppery taste, along with a thick mouth feel. A whiff of the …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4900","stage":["You die. Purging Heartblood loses its potency if the vampire who created it is destroyed. However, a dose of heartblood imposes a –2 status penalty to your saving throws against the powers of the vampire who created it."],"name":"Heartblood Ring","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-4900"},{"primary_source_category":"Rulebooks","usage":"touched","source":["Treasure Vault"],"type":"Item","item_category":"Blighted Boons","speed":{},"weakness":{},"school":"evocation","trait":["Consumable","Evocation","Fire","Primal","Rare"],"id":"equipment-4901","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Restricted\" > Phoenix Cinder Source Treasure Vault pg. 188 Usage touched Activate Single Action Interact --- An incandescent, multipronged crystal the color of dying fire, a phoenix cinder gives off pleasant warmth and a sense of peace. A low, soft chirruping around the crystal invokes the idea of using fire to cleanse and protect. The crystal offers this power to anyone who touches it. A partaker must be willing to gain the boon’s effects. --- Stage 1 (1 Week) The first time you enter this stage from a particular phoenix cinder , you are affected as if by regenerate . For 3 days after taking in the cinder, you are immune to fire. While in this stage or higher, you have fast healing equal to half your level, as well as resistance to fire damage equal to half your level. You gain a +1 circumstance bonus to saving throws (or any other defense) against fire. Treat the outcome of any saving throw you roll against fire effects as one step better. You can cast produce flame as an innate spell, and you have access to the following activation. Activate Single Action envision (fire) Frequency once per day; Effect You wreathe yourself in flame for 1 minute. Adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage. You can Dismiss the activation. Stage 2 (1 Month) You can use the activation once per hour. Always feverish and flushed, you feel as if temperatures lower than sweltering are cold. Reduce your current and maximum Hit Points by 2 × your level, and you have a weakness to cold damage equal to half your level. You have urges to burn and use fire when you can. When confronted with the opportunity to do so, you must succeed at a Will save to avoid it. Doing so once after each time you roll initiative is enough. If you die at this stage or higher, your body burns from the inside out over 1d4 rounds, reducing you to fine ash. Anything flammable on you is destroyed. A phoenix emerges from your remains, but this creature is (roll d%) neutral (01–33) or neutral evil (34–100), interested more in spreading fire and selfish pursuits than kindness, and if evil, thirsting for vengeance against the little beings like the one who dared to use its power for a time. --- Stage 3 (1 Month) You now have fast healing equal to your level but reduce your current and maximum Hit Points by 4 × your level, rounded up, instead of 2 × your level. Also, you have a weakness to cold damage equal to your level and a weakness to evil damage equal to half your level. You can use the activation you previously gained once per minute, but you can no longer Dismiss it. Whenever you drop to 0 Hit Points, a flame strike erupts from a randomly chosen point on the edge of your space. --- Stage 4 You die. --- Purging You must collect the remains of a phoenix of your level or higher who has been unable to self-resurrect, compressing the remains with powdered diamonds, opals, and rubies worth 75 gp × your level into an egg. You can then use flame strike as if you dropped to 0 Hit Points during this boon’s stage 3. If you do so, the phoenix whose remains you collected is reborn as if it used its Self‑Resurrection, and the phoenix cinder’s effects end on you.\n","element":["Fire"],"skill_mod":{},"summary":"An incandescent, multipronged crystal the color of dying fire, a phoenix cinder gives off pleasant warmth and a sense of peace. A low, soft …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Energy","Elemental","Planar","Monster","Tradition","Rarity"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4901","stage":["You die. Purging You must collect the remains of a phoenix of your level or higher who has been unable to self-resurrect, compressing the remains with powdered diamonds, opals, and rubies worth 75 gp × your level into an egg. You can then use flame strike as if you dropped to 0 Hit Points during this boon’s stage 3. If you do so, the phoenix whose remains you collected is reborn as if it used its Self‑Resurrection, and the phoenix cinder’s effects end on you."],"name":"Phoenix Cinder","actions_number":2,"bulk":0,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-4901"},{"primary_source_category":"Rulebooks","usage":"touched","source":["Treasure Vault"],"type":"Item","item_category":"Blighted Boons","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Consumable","Occult","Rare"],"id":"equipment-4902","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Restricted\" > Void Fragment Source Treasure Vault pg. 189 Usage touched Activate Single Action Interact --- Hovering midair, thrumming and whispering of its power, a void fragment is a crystalline fragment of swirling colors, reminiscent of stars and deep darkness. It thrums intermittently with a beckoning vibration, drawing attention from and pulling at nearby creatures with a tangible sense of gravity. A chill hangs in the air around it. At a touch, the wisp vanishes, giving the point of contact a gangrenous color. If the partaker succeeds at the initial save, the wisp reappears somewhere on the same planet. --- Stage 1 (8 Days) The first time you enter this stage from a given void fragment , you gain the effect of a potion of tongues for 3 days. The wisp grants you telepathy with a range of 30 feet. Also, you are under the effects of mind blank , except that its status bonus is +1 and it counteracts with a bonus equal to your class DC – 9. The wisp grants you resistance to mental damage equal to half your level. You also have access to the following activation. Activate Single Action envision; or Two Actions command, envision (teleportation) Frequency once per hour; Effect You teleport up to 30 feet to an unoccupied space you can see. If you used 2 actions, you can teleport up to 60 feet. --- Stage 2 (24 Days) You gain imprecise thoughtsense to half your telepathy’s range, which increases to 60 feet. However, you have a tough time filtering the mental noise. If any creatures can be detected by your thoughtsense, you take a –1 penalty to Perception checks. When you arrive in a space after using the activation to teleport, you create a 10-foot emanation that works like strange geometry for 1 round. This emanation can affect you. If you die at this stage or higher, your body implodes. Your soul reincarnates as an aberration of a level close to yours, which extrudes from the location of your implosion. Common forms include amalgamite, brain collector, gibbering mouther, gosreg, intellect devourer, quelaunt, or shoggoth. This creature isn't you, but fleeting memories of your former existence remain with it. You can't be raised from the dead while this monster endures. Its alignment is chaotic evil. The void fragment reappears somewhere on the same planet. --- Stage 3 (32 Days) Your telepathy range increases to 100 feet, and the wisp grants you resistance to mental damage equal to your level. The mental noise increases the penalty to Perception to –2. Whenever you roll initiative, you become confused for up to 1d4 rounds. --- Stage 4 You die. --- Purging You must find and slay a chaotic evil aberration or a servant of such creatures the GM deems appropriate. The creature must be of your level or higher. Then, someone must cast a rest eternal ritual on you and the dead being; you must be anointed with the same oils the ritual normally requires. If the ritual results in a success, it casts the slain creature into the void along with the void fragment inside you, ending its effects on you.\n","skill_mod":{},"summary":"Hovering midair, thrumming and whispering of its power, a void fragment is a crystalline fragment of swirling colors, reminiscent of stars and deep …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Tradition","Rarity"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4902","stage":["You die. Purging You must find and slay a chaotic evil aberration or a servant of such creatures the GM deems appropriate. The creature must be of your level or higher. Then, someone must cast a rest eternal ritual on you and the dead being"],"name":"Void Fragment","actions_number":2,"bulk":0,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-4902"},{"skill_mod":{},"summary":"The hilt of a bellicose dagger is etched with the word for “war” in various languages. Having absorbed the spirit of violence over the course of …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"primary_source_category":"Rulebooks","level":7,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4903","weakness":{},"school":"necromancy","name":"Bellicose Dagger","trait":["Cursed","Magical","Necromancy","Rare"],"id":"equipment-4903","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Restricted\" > Bellicose Dagger Source Treasure Vault pg. 190 Usage held in 1 hand Bulk L --- The hilt of a bellicose dagger is etched with the word for “war” in various languages. Having absorbed the spirit of violence over the course of its existence, the weapon now craves bloodshed. A bellicose dagger is a +1 striking wounding dagger . However, anytime you interact with creatures, no matter the context, you must succeed at a DC 25 Will save or else find you have, as a reaction, drawn the dagger. When you use the bellicose dagger as a weapon for the first time, it fuses to you. While it’s in your possession, you take a –2 circumstance penalty to Diplomacy checks and skill checks to avoid fighting, such as Deception checks to trick your way out of a scuffle or Stealth checks to sneak past enemies.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4903"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"school":"necromancy","trait":["Consumable","Cursed","Necromancy","Primal","Rare"],"id":"equipment-4904","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Restricted\" > Bower Fruit Source Treasure Vault pg. 190 Usage held in 1 hand Bulk L Activate Single Action Interact --- Bower fruit got its name from its association with the Green Mother, a fey Eldest with a fondness for plants and manipulation, whose domain is known as the Hanging Bower. She uses these cursed fruits to keep mortals in her thrall, but it’s unknown whether she created them or simply popularized their use. A bower fruit condemns a non-fey who tastes it to never again be satisfied with Material Plane fare. Any fruit can be cursed in this manner, but stone fruits such as peaches, plums, mangoes, and lychees are most common. Upon activating a bower fruit by eating it, the fruit casts a 6th-level feast of ashes on you (DC 30). This curse is permanent, but food from the First World, rather than no food, can sate your accursed hunger. If you sate your hunger this way, you gain an addiction as if First World food and drink were a drug for you (DC 30).\n","skill_mod":{},"summary":" Bower fruit got its name from its association with the Green Mother , a fey Eldest with a fondness for plants and manipulation, whose domain is …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition","Rarity"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4904","name":"Bower Fruit","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-4904"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"school":"divination","trait":["Cursed","Divination","Divine","Focused","Intelligent","Invested","Rare"],"id":"equipment-4905","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Corruption Cassock Source Treasure Vault pg. 190 Usage worn garment Bulk L --- Perception +20; precise vision 30 feet, imprecise hearing 30 feet, constant detect alignment Communication telepathy (Celestial, Common, four other languages) Skills Deception +21, Diplomacy +19, Religion +19 Int +2, Wis +5, Cha +4 Will +20 --- Devotees of non-evil faiths fear and loathe corruption cassocks , each of which is dedicated to an evil deity. When the garment chooses a target, such as when it senses a worshipper of a good or neutral deity, it alters its form to match another deity's iconography, appearing to be a cassock of devotion for that deity. Once donned, the cassock tries to subtly sway its wearer to the worship of its deity. If the wearer begins to succumb, the corruption cassock gradually reverts to its true appearance, replacing its false iconography as its wearer converts. A corruption cassock functions as a cassock of devotion for any wearer it chooses. Once you invest the cassock, it fuses to you. The cassock has the alignment trait of its deity (LE, NE, or CE), and while you remain loyal to another deity, you believe it grants you a +2 item bonus to Religion checks and a +1 item bonus to the divine skill of the deity to whom you believe the cassock is dedicated. It does neither. The GM secretly adjusts your checks with those skills, causing you to fail at religious tasks more often. If you have multiple equal or lower item bonuses to the affected skills, the cassock takes precedence, negating those bonuses. If you convert to following the cassock's true evil deity, however, these bonuses function normally for you. If you attempt to Cast a Spell with an alignment trait that doesn't match the cassock's, it can force you to attempt a DC 28 Will save. On a failure, you're stupefied 1 for one minute (stupefied 2 on a critical failure). A corruption cassock uses this ability to convince you that your deity has forsaken you. Activate Single Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity you believe the cassock is dedicated to. If you don’t spend this Focus Point by the end of this turn, it’s lost. However, when you use this activation, the corruption cassock can instead cast a domain spell of the same level from its deity. It does so only to confuse and dismay you, harming your faith.\n","skill_mod":{},"summary":"Devotees of non- evil faiths fear and loathe corruption cassocks , each of which is dedicated to an evil deity. When the garment chooses a target, …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Tradition","Rarity"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4905","name":"Corruption Cassock","alignment":"No Alignment","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4905"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"school":"evocation","trait":["Cursed","Evocation","Invested","Magical","Rare"],"id":"equipment-4906","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Crushing Coils Source Treasure Vault pg. 191 Usage worn armor Bulk 1 Base Armor Leather Armor --- Made from constrictor snakeskin, the strips of this +1 leather armor wrap around you like an anaconda might wrap around its victim. The first time you roll a 1 on any attack roll or check after donning the armor, it fuses with you and constricts. It constricts anytime you roll a 1 on any attack roll or check thereafter. When the armor constricts, you’re restrained for 1 round. Activate Single Action command, Interact; Effect The armor wraps around you, allowing you to don it by the time the activation finishes.\n","skill_mod":{},"summary":"Made from constrictor snakeskin, the strips of this +1 leather armor wrap around you like an anaconda might wrap around its victim. The …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4906","base_item":["Leather Armor"],"name":"Crushing Coils","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4906"},{"remaster_name":["Energy Toxin Bottle"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"school":"conjuration","trait":["Air","Conjuration","Consumable","Cursed","Magical","Rare"],"id":"equipment-4907","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Restricted\" > Draconic Toxin Bottle Source Treasure Vault pg. 191 Usage held in 1 hand Bulk L --- This glass bottle appears to be a dragon's breath potion of a specific dragon type (usually red) but has been polluted, making it toxic to use. Activate Single Action Interact; Effect You drink from the bottle and must succeed at a DC 25 Fortitude saving throw or become sickened 1 (sickened 2 on a critical failure) and immediately vomit the potion directly onto yourself, taking damage as though you had failed a save against a standard dragon’s breath potion . If you succeed at your Fortitude save, you become sickened 1 but otherwise are able to unleash a breath weapon as normal for a dragon’s breath potion of the appropriate type.\n","element":["Air"],"skill_mod":{},"summary":"This glass bottle appears to be a dragon's breath potion of a specific dragon type (usually red ) but has been polluted, making it toxic to use. ","primary_source":"Treasure Vault","trait_group":["Elemental","Planar","Monster","School","Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4907","name":"Draconic Toxin Bottle","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4907"},{"skill_mod":{},"summary":"The origins of the notorious Dullahan Codex are shrouded in mystery. Some legends claim it belongs to a dullahan whose head was taken by the …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4908","weakness":{},"school":"necromancy","name":"Dullahan Codex","trait":["Cursed","Grimoire","Magical","Necromancy","Unique"],"id":"equipment-4908","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Restricted\" > Dullahan Codex Source Treasure Vault pg. 191 Bulk L --- The origins of the notorious Dullahan Codex are shrouded in mystery. Some legends claim it belongs to a dullahan whose head was taken by the Grim Reaper. Others attribute its creation to a powerful necromancer whose name has been lost to time. Whatever the truth, the grimoire has passed down through the ages, sometimes via mortal hands and other times mysteriously appearing among the possessions of its next target. It deserves its reputation for dooming those who possess it to die, but scholars debate whether the codex causes this fate or merely acts as its harbinger. The Dullahan Codex is a jet-black tome bearing a single rune embossed on its cover, and it functions as a true endless grimoire . Inside, scrawled across its parchment pages in a delicate, spidery script, is a lengthy list of names that always appears in a reader’s native alphabet. The grimoire isn’t sentient, but it selects its owners, quickly passing out of the hands of those it doesn’t choose. An intended victim’s name appears on the list of names. If your name is on the list and you touch the volume or read from its pages, you must attempt a DC 45 Will save. Critical Success The codex disappears, moving on to a new victim. Success The codex fuses to you. Failure The codex fuses to you, and you become doomed 1. Critical Failure As failure, but you’re doomed 2. If you attempt to get rid of the codex while it’s fused to you, it returns to your possession within an hour. Each day the codex is fused to you, you must attempt another Will saving throw, but a critical success does nothing. The doomed value from the codex can decrease only after it’s no longer fused to you; once it’s fused to you, you remain its intended victim unless you complete a freedom ritual aimed at ending this 10th-level effect. (On a critical failure with this ritual, the codex adds all casters to its list.) You can redirect the curse by inscribing another person’s name in the grimoire and succeeding at a DC 40 Arcana or Occultism check. Doing so is an evil act. If the curse is ritually ended or redirected, or the chosen victim dies, the codex moves on to a new victim.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-4908"},{"skill_mod":{},"summary":"These wire-rim glasses appear to be glasses of sociability , making you think they grant a +1 item bonus to Diplomacy when they grant none. The …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":3,"usage":"worn eyepiece","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4909","weakness":{},"school":"divination","name":"Gaffe Glasses","trait":["Cursed","Divination","Invested","Magical","Rare"],"id":"equipment-4909","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Restricted\" > Gaffe Glasses Source Treasure Vault pg. 191 Usage worn eyepiece Bulk L --- These wire-rim glasses appear to be glasses of sociability , making you think they grant a +1 item bonus to Diplomacy when they grant none. The GM secretly adjusts your Diplomacy checks to ignore the bonus, and if you have multiple +1 item bonuses to Diplomacy, the glasses take precedence, negating those bonuses. Activate Single Action envision; Effect Like glasses of sociability , with the same limitations, you stare at another creature. If you’ve met and exchanged names, you expect to instantly remember the target’s name. However, you recall the worst possible incorrect name, such as mistaking a famous artist for their hated rival. This blunder doesn’t prevent you from realizing the creature’s real name after you’ve been corrected. Once you use this activation, the glasses fuse to you.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4909"},{"remaster_name":["Handkerchief of Disagreeable Disguise"],"item_child_id":["equipment-4910-4489","equipment-4910-4490"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"school":"illusion","trait":["Cursed","Illusion","Invested","Magical","Rare"],"id":"equipment-4910","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Restricted\" > Hat of Disagreeable Disguise Source Treasure Vault pg. 191 Usage worn headwear --- This elegant hat appears to be and functions as a hat of disguise . When you invest the hat, it fuses to you. Activate 1 minute (Interact); Frequency once per day; Effect Like a hat of disguise , the hat casts a 1st-level illusory disguise spell on you. However, the illusion disadvantages you based on your intent, making you, for example, appear to be a suspicious ruffian if you’re trying to sneak past guards or lending you the seeming of a pauper if you’re trying to impress a shallow aristocrat. You and those you consider to be allies must succeed at a DC 16 Will save or you perceive the illusion as you intended it, though others won’t. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You can’t Dismiss the spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Hat of Disagreeable Disguise Source Treasure Vault pg. 192 <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Hat of Disagreeable Disguise (Greater) Source Treasure Vault pg. 192 --- You can Activate the hat as a 2-action activity any number of times per day, the illusory disguise is 2nd level (allowing it to malfunction with sound and smell), and the DC is 23.","skill_mod":{},"summary":"This elegant hat appears to be and functions as a hat of disguise . When you invest the hat, it fuses to you. ","primary_source":"Treasure Vault","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4910","name":"Hat of Disagreeable Disguise","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4910"},{"remaster_name":["Handkerchief of Disagreeable Disguise"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","speed":{},"item_parent_id":"equipment-4910","weakness":{},"school":"illusion","trait":["Cursed","Illusion","Invested","Magical","Rare"],"id":"equipment-4910-4489","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Restricted\" > Hat of Disagreeable Disguise Source Treasure Vault pg. 191 Usage worn headwear --- This elegant hat appears to be and functions as a hat of disguise . When you invest the hat, it fuses to you. Activate 1 minute (Interact); Frequency once per day; Effect Like a hat of disguise , the hat casts a 1st-level illusory disguise spell on you. However, the illusion disadvantages you based on your intent, making you, for example, appear to be a suspicious ruffian if you’re trying to sneak past guards or lending you the seeming of a pauper if you’re trying to impress a shallow aristocrat. You and those you consider to be allies must succeed at a DC 16 Will save or you perceive the illusion as you intended it, though others won’t. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You can’t Dismiss the spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Hat of Disagreeable Disguise Source Treasure Vault pg. 192 <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Hat of Disagreeable Disguise (Greater) Source Treasure Vault pg. 192 --- You can Activate the hat as a 2-action activity any number of times per day, the illusory disguise is 2nd level (allowing it to malfunction with sound and smell), and the DC is 23.","skill_mod":{},"summary":"This elegant hat appears to be and functions as a hat of disguise . When you invest the hat, it fuses to you.","primary_source":"Treasure Vault","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4910","name":"Hat of Disagreeable Disguise","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4910-4489"},{"remaster_name":["Handkerchief of Disagreeable Disguise (Greater)"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","speed":{},"item_parent_id":"equipment-4910","weakness":{},"school":"illusion","trait":["Cursed","Illusion","Invested","Magical","Rare"],"id":"equipment-4910-4490","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Restricted\" > Hat of Disagreeable Disguise Source Treasure Vault pg. 191 Usage worn headwear --- This elegant hat appears to be and functions as a hat of disguise . When you invest the hat, it fuses to you. Activate 1 minute (Interact); Frequency once per day; Effect Like a hat of disguise , the hat casts a 1st-level illusory disguise spell on you. However, the illusion disadvantages you based on your intent, making you, for example, appear to be a suspicious ruffian if you’re trying to sneak past guards or lending you the seeming of a pauper if you’re trying to impress a shallow aristocrat. You and those you consider to be allies must succeed at a DC 16 Will save or you perceive the illusion as you intended it, though others won’t. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You can’t Dismiss the spell. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Hat of Disagreeable Disguise Source Treasure Vault pg. 192 <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Hat of Disagreeable Disguise (Greater) Source Treasure Vault pg. 192 --- You can Activate the hat as a 2-action activity any number of times per day, the illusory disguise is 2nd level (allowing it to malfunction with sound and smell), and the DC is 23.","skill_mod":{},"summary":"You can Activate the hat as a 2-action activity any number of times per day, the illusory disguise is 2nd level (allowing it to malfunction with …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4910","name":"Hat of Disagreeable Disguise (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4910-4490"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"school":"enchantment","trait":["Cursed","Enchantment","Intelligent","Magical","Rare"],"id":"equipment-4911","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Restricted\" > Heckling Tools Source Treasure Vault pg. 192 Usage held in 2 hands Bulk as tools of the normal type --- Perception +9; precise vision 30 feet, imprecise hearing 30 feet Communication telepathy (two common languages) Skills Intimidation +9, one skill associated with their use +9 Int +2, Wis +2, Cha +2 Will +7 --- Tools that are severely misused or left in malevolent circumstances can develop malicious sapience, dedicated to critiquing those who use them. Such heckling tools are often born from implements useful to adventurers because such people are the likely to misuse tools or leave them in a corrupting situation. When you first set to using the tools, they fuse to you. Used for their intended purpose, the tools telepathically badger and disparage you, mocking your abilities and giving you ill-founded advice. You must succeed at a DC 19 Will save to realize this badgering comes from the tools and not your own negative thoughts. Instead of the tool’s usual bonus, you take a –2 circumstance penalty to checks made using heckling tools . Once you realize the tools are cursed, you can suppress their negative effects, gaining their typical bonus for 24 hours if you succeed at a DC 17 Deception or Diplomacy check to placate them, often by offering obsequious, public admiration.\n","skill_mod":{},"summary":"Tools that are severely misused or left in malevolent circumstances can develop malicious sapience, dedicated to critiquing those who use them. Such …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4911","name":"Heckling Tools","alignment":"No Alignment","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4911"},{"skill_mod":{},"summary":"Carved of bone, luckless dice appear to be a set of loaded dice . If unsuccessfully identified as cursed , luckless dice seem to hold a minor …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","Rarity","School"],"primary_source_category":"Rulebooks","level":2,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4912","weakness":{},"school":"transmutation","name":"Luckless Dice","trait":["Cursed","Magical","Misfortune","Rare","Transmutation"],"id":"equipment-4912","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Restricted\" > Luckless Dice Source Treasure Vault pg. 192 Usage held in 1 hand Bulk L --- Carved of bone, luckless dice appear to be a set of loaded dice. If unsuccessfully identified as cursed, luckless dice seem to hold a minor enchantment that improves your luck. However, they fuse to you when you use them, cursing you with ill fortune. Luckless dice don’t grant a bonus on Games Lore checks. Instead, when you use them to gamble, the GM rolls secretly, granting you the lower result. Once you realize the dice are cursed, the GM can instead allow you to roll twice and take the lower result.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4912"},{"skill_mod":{},"summary":"This item appears to be and functions as a portable hole , but it’s actually the maw of an alien extradimensional creature akin to and older than …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":15,"usage":"placed on a surface","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4913","weakness":{},"school":"conjuration","name":"Mother Maw","trait":["Conjuration","Cursed","Extradimensional","Magical","Rare"],"id":"equipment-4913","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Restricted\" > Mother Maw Source Treasure Vault pg. 192 Usage placed on a surface Bulk L --- This item appears to be and functions as a portable hole , but it’s actually the maw of an alien extradimensional creature akin to and older than a bag of devouring. Any animal or vegetable matter put in the hole has a chance of triggering the creature’s interest. Whenever you reach into the hole to retrieve an item or place an animal or plant product within the bag, roll a DC 11 flat check. On a success, the hole ignores the intrusion. On a failure, the mother maw devours the triggering material, removing it from existence. The maw can’t eat artifacts. If the triggering material isn’t entirely inside the maw, such as when someone reaches inside, the mother maw attempts to pull it completely inside using a Grapple action with a +28 Athletics bonus. On a success, it devours the victim or object. Whenever the maw critically fails the Athletics check, it regurgitates one creature or object it previously devoured. The condition of the vomited creature or object depends on its resilience and the time it has spent inside the maw. Typically, the maw spews forth items it finds difficult to digest, such as those made of adamantine or protected by magic. It can and does regurgitate remains, though.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4913"},{"skill_mod":{},"summary":"Carved of acacia wood, a ring of ravenousness is inlaid with a geometric pattern. The ring appears to be a ring of sustenance . Once you invest …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":7,"usage":"worn","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4914","weakness":{},"school":"conjuration","name":"Ring of Ravenousness","trait":["Conjuration","Cursed","Invested","Magical","Rare"],"id":"equipment-4914","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Restricted\" > Ring of Ravenousness Source Treasure Vault pg. 192 Usage worn --- Carved of acacia wood, a ring of ravenousness is inlaid with a geometric pattern. The ring appears to be a ring of sustenance . Once you invest it, though, it fuses to you, its effects activating immediately. While wearing the ring, you require twice the normal amount of food and drink for a creature your size to avoid starvation and thirst.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4914"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"school":"necromancy","trait":["Cursed","Invested","Magical","Necromancy","Rare"],"id":"equipment-4915","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Restricted\" > Shared-Pain Sankeit Source Treasure Vault pg. 192 Usage worn armor Bulk 3 Base Armor Sankeit --- A shared-pain sankeit seems to be an impressive suit of +2 resilient fortification darkwood sankeit shaped to resemble a mighty linnorm. However, it protects you by drawing on the health of your nearby allies. When you roll the flat check for the armor’s fortification rune, it protects you normally when you roll a 20. When you roll a 17, 18, or 19, though, the GM determines damage for the critical hit normally, then distributes half to you and the other half evenly among allies within 30 feet of you. If no ally is within range to take the distributed damage, the fortification rune fails to function. This effect manifests the first time an attacker scores a critical hit on you, after which the armor fuses with you.\n","skill_mod":{},"summary":"A shared-pain sankeit seems to be an impressive suit of +2 resilient fortification darkwood sankeit shaped to resemble a mighty linnorm. …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","School","Rarity"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4915","base_item":["Sankeit"],"name":"Shared-Pain Sankeit","bulk":3,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4915"},{"skill_mod":{},"summary":"A skull-topped metal shrieking key appears to be a skeleton key , useful in place of thieves’ tools when attempting to Pick a Lock . A shrieking …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","Rarity","School"],"primary_source_category":"Rulebooks","level":5,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4916","weakness":{},"school":"transmutation","name":"Shrieking Key","trait":["Cursed","Magical","Rare","Transmutation"],"id":"equipment-4916","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Shrieking Key Source Treasure Vault pg. 192 Usage held in 1 hand --- A skull-topped metal shrieking key appears to be a skeleton key , useful in place of thieves’ tools when attempting to Pick a Lock. A shrieking key has no activation, however. When you use it to Pick a Lock, the key emits a loud shriek audible for 500 feet despite ambient noise. Physical barriers still block or muffle the shriek as normal. You also take a –2 circumstance penalty to the Thievery check rather than enjoying a bonus. After you attempt such a check with the key the first time, it fuses to you, returning to your possession if discarded. To use another device to Pick a Lock, you must first succeed at a DC 20 Will save.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4916"},{"skill_mod":{},"summary":"A silver charm bracelet, a sluggish bracelet appears to be a bracelet of dashing , granting you a +1 item bonus to Acrobatics checks. If the …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","Rarity","School"],"primary_source_category":"Rulebooks","level":3,"usage":"worn","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4917","weakness":{},"school":"transmutation","name":"Sluggish Bracelet","trait":["Cursed","Invested","Magical","Rare","Transmutation"],"id":"equipment-4917","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Restricted\" > Sluggish Bracelet Source Treasure Vault pg. 193 Usage worn --- A silver charm bracelet, a sluggish bracelet appears to be a bracelet of dashing , granting you a +1 item bonus to Acrobatics checks. If the curse goes unrecognized, you think you can Activate it to gain a +10-foot status bonus to your Speed for 1 minute. Instead, its activation is as follows. Activate Single Action command; Effect You take a –10-foot penalty to your Speed for 1 minute, and the bracelet fuses to you. Thereafter, it grants you no bonus to Acrobatics checks, and it imposes a –5-foot status penalty to your Speed.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4917"},{"skill_mod":{},"summary":"Made of a deep-brown rosewood, a spurned lute is adorned with carved flowers. The lute appears to be and functions as a virtuoso instrument . …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":5,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4918","weakness":{},"school":"enchantment","name":"Spurned Lute","trait":["Cursed","Enchantment","Magical","Rare"],"id":"equipment-4918","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Spurned Lute Source Treasure Vault pg. 193 Usage held in 2 hands Bulk 1 --- Made of a deep-brown rosewood, a spurned lute is adorned with carved flowers. The lute appears to be and functions as a virtuoso instrument. (Other spurned instruments exist, but the lute is the least rare.) This lute has a jealous streak, demanding total loyalty from its “partner” musician. After you play the lute for the first time, it fuses to you. If you go a day without using it to Perform, you become stupefied 1 until you next do so. After that, when you attempt a Performance check using an instrument other than the lute, you take a –4 circumstance penalty to do so, and you must succeed at a DC 20 Will save or become stupefied 1 for 1 minute.\n","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4918"},{"item_child_id":["equipment-4919-4491","equipment-4919-4492","equipment-4919-4493","equipment-4919-4494","equipment-4919-4495"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"school":"divination","trait":["Cursed","Divination","Magical","Rare","Scrying"],"id":"equipment-4919","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Restricted\" > Tattletale Orb Source Treasure Vault pg. 193 Usage held in 1 hand Bulk 1 --- A tattletale orb is a polished crystal sphere that appears to function as a crystal ball. If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb’s type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your scrying spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb’s type, to use another such device. Tattletale orbs come in the same types as crystal balls , with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tattletale Orb (Clear Quartz) Source Treasure Vault pg. 193 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Tattletale Orb (Selenite) Source Treasure Vault pg. 193 --- The target is temporarily immune to the orb's see invisibility for 24 hours and can choose to be invisible to the orb's scrying during that time. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Tattletale Orb (Moonstone) Source Treasure Vault pg. 193 --- The target is temporarily immune to the orb’s mind reading for 24 hours and can use mind reading against you instead, as if the target used the orb. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tattletale Orb (Peridot) Source Treasure Vault pg. 193 --- The target can send you one telepathic demand . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Tattletale Orb (Obsidian) Source Treasure Vault pg. 193 --- The target is temporarily immune to the orb's true seeing for 24 hours. During that time, you see a false vision of the target's choice if you scry on the target. Despite being higher level than the spell, you can't disbelieve this illusion if scrying through the orb.","skill_mod":{},"summary":"A tattletale orb is a polished crystal sphere that appears to function as a crystal ball . If those whom you use the orb to scry on roll better …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4919","name":"Tattletale Orb","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4919"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","speed":{},"item_parent_id":"equipment-4919","weakness":{},"school":"divination","trait":["Cursed","Divination","Magical","Rare","Scrying"],"id":"equipment-4919-4491","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Restricted\" > Tattletale Orb Source Treasure Vault pg. 193 Usage held in 1 hand Bulk 1 --- A tattletale orb is a polished crystal sphere that appears to function as a crystal ball. If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb’s type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your scrying spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb’s type, to use another such device. Tattletale orbs come in the same types as crystal balls , with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tattletale Orb (Clear Quartz) Source Treasure Vault pg. 193 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Tattletale Orb (Selenite) Source Treasure Vault pg. 193 --- The target is temporarily immune to the orb's see invisibility for 24 hours and can choose to be invisible to the orb's scrying during that time. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Tattletale Orb (Moonstone) Source Treasure Vault pg. 193 --- The target is temporarily immune to the orb’s mind reading for 24 hours and can use mind reading against you instead, as if the target used the orb. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tattletale Orb (Peridot) Source Treasure Vault pg. 193 --- The target can send you one telepathic demand . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Tattletale Orb (Obsidian) Source Treasure Vault pg. 193 --- The target is temporarily immune to the orb's true seeing for 24 hours. During that time, you see a false vision of the target's choice if you scry on the target. Despite being higher level than the spell, you can't disbelieve this illusion if scrying through the orb.","skill_mod":{},"summary":"A tattletale orb is a polished crystal sphere that appears to function as a crystal ball . If those whom you use the orb to scry on roll better …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4919","name":"Tattletale Orb (Clear Quartz)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4919-4491"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","speed":{},"item_parent_id":"equipment-4919","weakness":{},"school":"divination","trait":["Cursed","Divination","Magical","Rare","Scrying"],"id":"equipment-4919-4492","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Restricted\" > Tattletale Orb Source Treasure Vault pg. 193 Usage held in 1 hand Bulk 1 --- A tattletale orb is a polished crystal sphere that appears to function as a crystal ball. If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb’s type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your scrying spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb’s type, to use another such device. Tattletale orbs come in the same types as crystal balls , with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tattletale Orb (Clear Quartz) Source Treasure Vault pg. 193 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Tattletale Orb (Selenite) Source Treasure Vault pg. 193 --- The target is temporarily immune to the orb's see invisibility for 24 hours and can choose to be invisible to the orb's scrying during that time. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Tattletale Orb (Moonstone) Source Treasure Vault pg. 193 --- The target is temporarily immune to the orb’s mind reading for 24 hours and can use mind reading against you instead, as if the target used the orb. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tattletale Orb (Peridot) Source Treasure Vault pg. 193 --- The target can send you one telepathic demand . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Tattletale Orb (Obsidian) Source Treasure Vault pg. 193 --- The target is temporarily immune to the orb's true seeing for 24 hours. During that time, you see a false vision of the target's choice if you scry on the target. Despite being higher level than the spell, you can't disbelieve this illusion if scrying through the orb.","skill_mod":{},"summary":"The target is temporarily immune to the orb's see invisibility for 24 hours and can choose to be invisible to the orb's scrying during that …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4919","name":"Tattletale Orb (Selenite)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4919-4492"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","speed":{},"item_parent_id":"equipment-4919","weakness":{},"school":"divination","trait":["Cursed","Divination","Magical","Rare","Scrying"],"id":"equipment-4919-4493","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Restricted\" > Tattletale Orb Source Treasure Vault pg. 193 Usage held in 1 hand Bulk 1 --- A tattletale orb is a polished crystal sphere that appears to function as a crystal ball. If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb’s type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your scrying spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb’s type, to use another such device. Tattletale orbs come in the same types as crystal balls , with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tattletale Orb (Clear Quartz) Source Treasure Vault pg. 193 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Tattletale Orb (Selenite) Source Treasure Vault pg. 193 --- The target is temporarily immune to the orb's see invisibility for 24 hours and can choose to be invisible to the orb's scrying during that time. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Tattletale Orb (Moonstone) Source Treasure Vault pg. 193 --- The target is temporarily immune to the orb’s mind reading for 24 hours and can use mind reading against you instead, as if the target used the orb. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tattletale Orb (Peridot) Source Treasure Vault pg. 193 --- The target can send you one telepathic demand . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Tattletale Orb (Obsidian) Source Treasure Vault pg. 193 --- The target is temporarily immune to the orb's true seeing for 24 hours. During that time, you see a false vision of the target's choice if you scry on the target. Despite being higher level than the spell, you can't disbelieve this illusion if scrying through the orb.","skill_mod":{},"summary":"The target is temporarily immune to the orb’s mind reading for 24 hours and can use mind reading against you instead, as if the target used the …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4919","name":"Tattletale Orb (Moonstone)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4919-4493"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","speed":{},"item_parent_id":"equipment-4919","weakness":{},"school":"divination","trait":["Cursed","Divination","Magical","Rare","Scrying"],"id":"equipment-4919-4494","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Restricted\" > Tattletale Orb Source Treasure Vault pg. 193 Usage held in 1 hand Bulk 1 --- A tattletale orb is a polished crystal sphere that appears to function as a crystal ball. If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb’s type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your scrying spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb’s type, to use another such device. Tattletale orbs come in the same types as crystal balls , with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tattletale Orb (Clear Quartz) Source Treasure Vault pg. 193 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Tattletale Orb (Selenite) Source Treasure Vault pg. 193 --- The target is temporarily immune to the orb's see invisibility for 24 hours and can choose to be invisible to the orb's scrying during that time. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Tattletale Orb (Moonstone) Source Treasure Vault pg. 193 --- The target is temporarily immune to the orb’s mind reading for 24 hours and can use mind reading against you instead, as if the target used the orb. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tattletale Orb (Peridot) Source Treasure Vault pg. 193 --- The target can send you one telepathic demand . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Tattletale Orb (Obsidian) Source Treasure Vault pg. 193 --- The target is temporarily immune to the orb's true seeing for 24 hours. During that time, you see a false vision of the target's choice if you scry on the target. Despite being higher level than the spell, you can't disbelieve this illusion if scrying through the orb.","skill_mod":{},"summary":"The target can send you one telepathic demand .","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4919","name":"Tattletale Orb (Peridot)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4919-4494"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","speed":{},"item_parent_id":"equipment-4919","weakness":{},"school":"divination","trait":["Cursed","Divination","Magical","Rare","Scrying"],"id":"equipment-4919-4495","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Restricted\" > Tattletale Orb Source Treasure Vault pg. 193 Usage held in 1 hand Bulk 1 --- A tattletale orb is a polished crystal sphere that appears to function as a crystal ball. If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb’s type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your scrying spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb’s type, to use another such device. Tattletale orbs come in the same types as crystal balls , with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tattletale Orb (Clear Quartz) Source Treasure Vault pg. 193 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Tattletale Orb (Selenite) Source Treasure Vault pg. 193 --- The target is temporarily immune to the orb's see invisibility for 24 hours and can choose to be invisible to the orb's scrying during that time. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Tattletale Orb (Moonstone) Source Treasure Vault pg. 193 --- The target is temporarily immune to the orb’s mind reading for 24 hours and can use mind reading against you instead, as if the target used the orb. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tattletale Orb (Peridot) Source Treasure Vault pg. 193 --- The target can send you one telepathic demand . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Tattletale Orb (Obsidian) Source Treasure Vault pg. 193 --- The target is temporarily immune to the orb's true seeing for 24 hours. During that time, you see a false vision of the target's choice if you scry on the target. Despite being higher level than the spell, you can't disbelieve this illusion if scrying through the orb.","skill_mod":{},"summary":"The target is temporarily immune to the orb's true seeing for 24 hours. During that time, you see a false vision of the target's choice if …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4919","name":"Tattletale Orb (Obsidian)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4919-4495"},{"skill_mod":{},"summary":"An unfathomable stargazer is a handheld brass telescope etched with constellations, the patterns of which form bizarre, shifting runes. You can …","primary_source":"Treasure Vault","trait_group":["Equipment","School","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":15,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4920","weakness":{},"school":"divination","name":"Unfathomable Stargazer","trait":["Cursed","Divination","Magical","Rare"],"id":"equipment-4920","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Restricted\" > Unfathomable Stargazer Source Treasure Vault pg. 193 Usage held in 1 hand Bulk 1 --- An unfathomable stargazer is a handheld brass telescope etched with constellations, the patterns of which form bizarre, shifting runes. You can observe the night sky with an unfathomable stargazer , however, the constellations you glimpse through the telescope distort with expanding and contracting fields of darkness among them. You use Occultism instead of Perception or Astronomy Lore when observing the skies with this item, and gain a +2 item bonus on all checks to do so. Once you use it, it fuses to you, and you must succeed at a DC 35 Will save to use another device to observe the stars, including your naked eyes. The telescope imposes a –4 circumstance penalty to Survival checks to Sense Direction or navigate. If you critically fail this Survival check, you’re subjected to warp mind (DC 34) as you glimpse something horrifying and alien amid the darkness.\n","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4920"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"school":"divination","trait":["Divination","Intelligent","Primal","Rare","Staff"],"id":"equipment-4921","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Restricted\" > Arboreal Staff Source Treasure Vault pg. 193 Usage held in 1 hand Bulk 1 --- Perception +25; precise vision (low-light) 60 feet, imprecise hearing 30 feet, imprecise tremorsense 30 feet (only when touching the ground) Communication speech (Arboreal, Common, Sylvan; speak with plants ) Skills Diplomacy +22, Forest Lore +25, Nature +25 Int +4, Wis +6, Cha +4 Will +27 --- Rather than passing on when they feel their death approaching, a rare few elderly arboreals undergo a ritual of preservation. This rite fuses the arboreal’s consciousness into a branch, allowing their spirit to live on within the object. The branch functions as a greater verdant staff , though the arboreal spirit allows only partners willing to safeguard nature to use the staff’s spells. An arboreal who decides to become an arboreal staff is more connected to shorter-lived species than others of their kind. Most choose to endure to share their knowledge with future generations, but they take a long view in ways that can be frustrating to their wielders. In addition to the activation and spells of a greater verdant staff , an arboreal staff can cast the spells it holds as if it were the staff’s wielder, though it usually does so only to benefit a partner. The staff also has earthbind available as a 3rd-level spell.\n","skill_mod":{},"summary":"Rather than passing on when they feel their death approaching, a rare few elderly arboreals undergo a ritual of preservation. This rite fuses the …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Tradition","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4921","name":"Arboreal Staff","alignment":"No Alignment","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4921"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Intelligent","Magical","Rare"],"id":"equipment-4922","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Restricted\" > Bleachguard Doll Source Treasure Vault pg. 194 Usage held in 1 hand Bulk L --- Perception +16; precise vision (low-light) 30 feet, imprecise hearing 30 feet Communication speech (one language spoken by the doll’s creator) Skills One Intelligence-, Wisdom-, or Charisma-based skill chosen by the creator at +16 Int +3, Wis +3, Cha +3 Will +16 --- Rather than seeking out new experiences to stave off the Bleaching, gnome spellcasters with the right know-how can infuse a small fragment of their consciousness into a doll, then send the doll off with a crew of adventurers to experience new things. Such gnomes might have difficulties that keep them from exploring or might be preoccupied with other pursuits, but the doll acts as an intermediary, transmitting the benefits of new experiences to its creator via a potent, but passive, psychic link. A bleachguard doll has the alignment and demeanor of its creator, but new experiences can cause the two to diverge. The doll’s creator is neither able to control it nor are they constantly aware of its activities. If the original creator perishes, the doll sometimes becomes inert (essentially dying as well), sometimes remains an intelligent item, and sometimes becomes a normal soulbound doll, diminished in power but with some of the item’s capabilities. Once per day, the doll sends its creator a dream of the day’s events. Each bleachguard doll can cast the cantrips light (3rd level), prestidigitation , and one other 3rd-level cantrip, along with one spell (at 3rd level) that can be cast once per day. The creator chooses the cantrip and spells, which can’t require an attack roll or saving throw, during the doll’s creation. Activate Two Actions command, interact; Effect The bleachguard doll casts one of its available cantrips or spells. Activate Two Actions command, interact; Frequency once per day; Effect The bleachguard doll animates per summon construct as a soulbound doll, retaining pertinent item statistics, cantrips, and its spell instead of those of the soulbound doll. The soulbound doll can Cast a Spell only if the bleachguard doll has a use of that spell remaining for the day. When reduced to 0 Hit Points or this activation ends, the bleachguard doll becomes inert but repairs itself at the rate of 1 Hit Point per hour. This activation is unavailable until the doll has 23 Hit Points again.\n","skill_mod":{},"summary":"Rather than seeking out new experiences to stave off the Bleaching, gnome spellcasters with the right know-how can infuse a small fragment of their …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4922","name":"Bleachguard Doll","alignment":"No Alignment","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4922"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"school":"divination","trait":["Divination","Healing","Intelligent","Necromancy","Positive","Rare","Vitality"],"id":"equipment-4923","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Dawnflower Beads Source Treasure Vault pg. 194 Usage held in 1 hand --- Perception +20; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Celestial, Common, and two other common languages) Skills Diplomacy +21, Medicine +22, Religion +19, Sarenrae Lore +23 Int +2, Wis +5, Cha +4 Will +20 --- Prayer beads given prolonged exposure to spiritual energies at sacred Sarenite sites can attain sapience as Dawnflower beads . Other such objects hold the spirits of Sarenite priests who dedicated themselves to their work beyond death. Dawnflower beads function as greater holy prayer beads . They don’t re-attune to other deities but allow any good or neutral divine spellcaster to use them, though they attempt to talk their wielder out of morally questionable acts. Add positive luminance to the beads’ spell list, available to be cast once per day. Dawnflower beads also have the following activation. Activate Cast a Spell; Effect The beads cast 4th-level light .\n","skill_mod":{},"summary":"Prayer beads given prolonged exposure to spiritual energies at sacred Sarenite sites can attain sapience as Dawnflower beads . Other such objects …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment","Energy","Planar","Creature Type","Rarity"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4923","name":"Dawnflower Beads","alignment":"No Alignment","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4923"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"school":"transmutation","trait":["Divine","Good","Intelligent","Invested","Rare","Transmutation"],"id":"equipment-4924","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Restricted\" > Faerie Queen's Bower Source Treasure Vault pg. 194 Usage worn armor Bulk 1 --- Perception +23; precise vision (darkvision) 60 feet, imprecise hearing 30 feet Communication telepathy (Celestial, Common) Skills Diplomacy +25, Religion +25 Int +4, Wis +4, Cha +6 Will +25 --- A suit of autumn's embrace armor can gain sapience when lovingly crafted by a fae monarch of sufficient power; a suit of faerie queen's bower is one such example. The armor is happy to give you and your companions counsel, hoping to guide you on a path of benevolence and aid you in battles against forces that seek to cause harm to the natural world. It refuses access to its magic to anyone who causes undue harm to plants or animals. In addition to the features and activation of autumn's embrace , faerie queen's bower has the following activation. Activate Two Actions command, envision; Frequency once per day; Effect The armor casts 4th-level safe passage , with the protected area beginning from your square and extending to a place of relative safety.\n","skill_mod":{},"summary":"A suit of autumn's embrace armor can gain sapience when lovingly crafted by a fae monarch of sufficient power; a suit of faerie queen's bower …","primary_source":"Treasure Vault","trait_group":["Tradition","Alignment","Equipment","Rarity","School"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4924","name":"Faerie Queen's Bower","alignment":"No Alignment","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4924"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand or free-standing","source":["Treasure Vault"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"school":"divination","trait":["Divination","Intelligent","Magical","Rare"],"id":"equipment-4925","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Restricted\" > Inquisitive Quill Source Treasure Vault pg. 194 Usage held in 1 hand or free-standing --- Perception +11; precise vision 30 feet, imprecise hearing 30 feet Communication speech (five languages) Skills Arcana +12, Nature +9, Occultism +10, Religion +9, Scribing Lore +12, Society +10 Int +4, Wis +3, Cha +1 Will +11 --- A colorful feather adorns an inquisitive quill , which never runs out of ink. Essentially a Tiny construct, an inquisitive quill can stand on its own when given a surface, balancing as it writes or stands. (Drawing a line gives it an effective Speed of 5 feet.) It has strong curiosity, eagerly writing any information offered to it, often acting as a scribe for its partner. The quill copies text and drawings it can see or transcribes dictation it hears. It writes at a rate that rivals that of an expert scribe.\n","skill_mod":{},"summary":"A colorful feather adorns an inquisitive quill , which never runs out of ink. Essentially a Tiny construct, an inquisitive quill can stand on its …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4925","name":"Inquisitive Quill","alignment":"No Alignment","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4925"},{"skill_mod":{},"summary":"A kindled tome is a book of lingering blazes awakened to sapience and imbued with an enthusiasm for fire. It encourages you to learn new fire …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":11,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Intelligent Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4926","weakness":{},"school":"evocation","name":"Kindled Tome","trait":["Evocation","Grimoire","Intelligent","Magical","Rare"],"id":"equipment-4926","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Kindled Tome Source Treasure Vault pg. 195 Bulk L --- Perception +17; precise vision 30 feet, imprecise hearing 30 feet, imprecise sense of heat 30 feet Communication telepathy (Common, Ignan, and two other common languages) Skills Arcana +21, Fire Lore +23, Nature +17 Int +4, Wis +0, Cha +5 Will +17 --- A kindled tome is a book of lingering blazes awakened to sapience and imbued with an enthusiasm for fire. It encourages you to learn new fire spells to inscribe within its pages. When you attempt a skill check to Learn a Spell to add a spell with the fire trait to the kindled tome, you treat your result as one step better than you rolled. The tome can be disparaging about other spells as “a waste of good page space,” especially if those spells have the cold or water traits. In addition to the activation of a book of lingering blazes , a kindled tome has the following activations. Activate Reaction command; Frequency once per hour; Trigger You Cast a spell with the fire trait; Effect The tome makes the flames linger, dealing 2d6 persistent fire damage to all you hit with or who fail the saving throw against the effect (doubling on a critical success on a spell attack and on a critical failure on a saving throw). Activate Two Actions command, interact; Frequency once per day; Effect The tome casts fireball at 5th level to your specifications.\n","alignment":"No Alignment","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4926"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"school":"enchantment","skill":["Society"],"trait":["Enchantment","Intelligent","Invested","Magical","Rare"],"id":"equipment-4927","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Restricted\" > Majordomo Torc Source Treasure Vault pg. 195 Usage worn Bulk L --- Perception +13; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common and 1 imparted language) Skills Diplomacy +13, Nobility Lore +13, Society +13 Int +3, Wis +3, Cha +3 Will +14 --- Forged in platinum, a majordomo torc is engraved with heraldic insignias along with one language’s alphabet, much like a choker of elocution. You gain a +1 item bonus to Society checks and the ability to understand, speak, and write the torc’s language. Your excellent elocution reduces the DC of the flat check to perform an auditory action while deafened from 5 to 3. Upon being invested, the torc appoints itself your majordomo and, given the chance, takes over coordinating your social calendar, engagements, and wardrobe. A majordomo torc has a prim, fussy disposition, and although it defers to you, it can grow sardonic if you frequently ignore its advice. The torc has the following activation. Activate Two Actions command, envision; Frequency once per day; Effect The majordomo torc casts befitting attire on you, usually to your specifications. However the torc can also choose the appearance of the illusion for you.\n","skill_mod":{},"summary":"Forged in platinum, a majordomo torc is engraved with heraldic insignias along with one language’s alphabet, much like a choker of elocution. You …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4927","name":"Majordomo Torc","alignment":"No Alignment","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4927"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"school":"divination","trait":["Divination","Intelligent","Invested","Magical","Rare"],"id":"equipment-4928","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Restricted\" > Pathfinder's Mentor Source Treasure Vault pg. 196 Usage worn --- Perception +15; precise vision 30 feet, imprecise hearing 30 feet Communication telepathy (Common and two other common languages) Skills Pathfinder Lore +15, Society +13, Survival +13 Int +3, Wis +3, Cha +1 Will +14 --- A Pathfinder’s mentor is a bi-resonant wayfinder that has developed sapience. Most Pathfinder’s mentors are eager explorers that object to staying in one location for long, urging their bearers toward ancient ruins to explore, relics to study, and discoveries to make. To this end, the wayfinder acts as a guide, making Survival checks on your behalf during your travels. A Pathfinder’s mentor also has the following activations. Activate Two Actions command, envision; Effect The wayfinder casts know direction on you.. Activate 1 minute (command, envision, Interact); Frequency once per day; Effect The wayfinder casts wanderer’s guide on you.\n","skill_mod":{},"summary":"A Pathfinder’s mentor is a bi-resonant wayfinder that has developed sapience. Most Pathfinder’s mentors are eager explorers that object to …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4928","name":"Pathfinder's Mentor","alignment":"No Alignment","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4928"},{"hands":"2","primary_source_category":"Rulebooks","source":["Treasure Vault"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"school":"enchantment","skill":["Performance"],"trait":["Enchantment","Focused","Intelligent","Occult","Rare"],"id":"equipment-4929","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Restricted\" > Phantom Piano Source Treasure Vault pg. 196 Hands 2 Bulk 16 --- Perception +22; precise vision 30 feet, imprecise hearing 30 feet Communication telepathy (any languages the possessing spirit knew in life) Skills Diplomacy +23, Music Lore +23, Performance +25, Society +21 Int +3, Wis +4, Cha +5 Will +22 --- When a skilled musician dies before reaching their full potential or accomplishing an important goal, their soul might refuse to move on to the Boneyard. Rather than becoming undead, the spirit possesses an instrument they played in life, turning it into an intelligent item and a virtuoso instrument. (Other phantom instruments exist, but most are heavy.) A phantom piano offers a bargain to any bard or other skilled musician who finds it: receive musical aid as you dedicate yourself to reaching the success the spirit felt they were denied in life. The piano refuses to play for those who reject this deal. If you accept, the piano asks only that you practice with it and perform for increasingly refined and august audiences, requiring a successful Performance check appropriate to your proficiency level. The piano sets no strict timeline, but at the GM’s discretion, if you go too long without making progress, the piano can cease cooperating with you until it’s satisfied with your dedication once again. While you keep up your end of the bargain, the piano grants you a +2 item bonus to Performance checks made with it. The piano also provides access to composition spells based on your Performance proficiency rank, as if you had the corresponding feat. The spells you can use comprise a cumulative list, but you can cast them only when using the piano. You must spend the actions and Focus Points required to cast these spells. Trained: inspire competence , inspire courage Expert: hymn of healing , inspire defense Master: symphony of the unfettered heart Legendary: soothing ballad A phantom piano has the following activations. Activate Single Action command; Effect The piano shrinks down to a figurine of light Bulk compact enough to store in a pouch, or from figurine form back to instrument form. In figurine form, the piano doesn’t function as an instrument or provide magic other than this activation. Activate Free Action command; Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to Cast a Spell the piano provides you.\n","skill_mod":{},"summary":"When a skilled musician dies before reaching their full potential or accomplishing an important goal, their soul might refuse to move on to the …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Tradition","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4929","name":"Phantom Piano","alignment":"No Alignment","bulk":16,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4929"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Treasure Vault"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"school":"transmutation","trait":["Apex","Intelligent","Invested","Magical","Rare","Transmutation"],"id":"equipment-4930","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Restricted\" > Purloining Cloak Source Treasure Vault pg. 196 Usage worn cloak Bulk L --- Perception +30; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common and two other languages, usually regional and ancestral) Skills Society +31, Thievery +31, Underworld Lore +31 Int +5, Wis +5, Cha +5 Will +30 --- Each purloining cloak is a mercurial mantle once worn by a legendary thief or two. The cloak became infused with a daredevil spirit and a penchant for high-stakes thievery. If its owner isn’t willing to partake in such activities, the cloak tries to convince them to sell or give it to someone who will. A purloining cloak can use tendrils of its cloth to attempt Thievery checks to Palm an Object or Steal, proudly offering you its loot later. In addition to those of a mercurial mantle , a purloining cloak has the following activations. Activate Two Actions command, envision; Effect The cloak casts 2nd-level illusory disguise on you, usually to your specifications. However the cloak can choose the appearance of the illusion for you. Activate Single Action command; Effect The cloak assesses the price of valuables it can see. This valuation doesn’t include the value of features the cloak can’t discern, such as magical properties.\n","skill_mod":{},"summary":"Each purloining cloak is a mercurial mantle once worn by a legendary thief or two. The cloak became infused with a daredevil spirit and a penchant …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","Rarity","School"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4930","name":"Purloining Cloak","alignment":"No Alignment","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4930"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"school":"transmutation","trait":["Divine","Intelligent","Rare","Transmutation"],"id":"equipment-4931","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Toolkit of Bronze Whispers Source Treasure Vault pg. 197 Usage held in 2 hands Bulk 2 --- Perception +12; precise vision 30 feet, imprecise hearing 30 feet Communication telepathy (Common and two other common languages) Skills Clockwork Lore +15, Crafting +13, Religion +11 Int +4, Wis +3, Cha +0 Will +12 --- Sacred to the faith of Brigh, a toolkit of bronze whispers has been used with such devotion it has developed a consciousness and personality that can be a blessing to a partnered crafter. A toolkit of bronze whispers functions as a set of sterling artisan’s tools. Such toolkits focus on new creations and enthusiastically suggest crafting techniques to wielders. A toolkit of bronze whispers knows common item formulas of its level or lower and any other formulas the GM chooses. It can teach these formulas. You must still spend the time to copy a formula before you can use it.\n","skill_mod":{},"summary":"Sacred to the faith of Brigh , a toolkit of bronze whispers has been used with such devotion it has developed a consciousness and personality that …","primary_source":"Treasure Vault","trait_group":["Tradition","Equipment","Rarity","School"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4931","name":"Toolkit of Bronze Whispers","alignment":"No Alignment","bulk":2,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4931"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Intelligent","Invested","Primal","Rare"],"id":"equipment-4932","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Restricted\" > Toshigami Blossom Source Treasure Vault pg. 197 Usage worn --- Perception +30; precise vision (darkvision) 30 feet, imprecise hearing 30 feet Communication telepathy (Common and two other common languages; speak with plants ) Skills Diplomacy +28, Medicine +32, Nature +32 Int +6, Wis +10, Cha +5 Will +32 --- An encounter with a toshigami, the enigmatic kami who protect cherry trees, is rare, though often sought after and treasured by those who achieve such an encounter. Only a handful of mortals can truthfully claim to have seen a toshigami, let alone met one, though many popular fireside tales tell of virtuous souls receiving a toshigami’s blessing to fight for a worthy cause. Such stories have a basis in fact; every so often, a toshigami gives a worthy mortal a flower from their ward, time-locked in perfect bloom and granted sapience. Such toshigami blossoms are more sociable than their creators. Like toshigami, a blossom has a strong curiosity about the mortal world. If you wear a toshigami blossom , it can intercede for you, helping you make a good impression. A toshigami blossom has the following activations. Activate Two Actions command, Interact; Frequency once per day; Effect The blossom casts tree stride on you to your specifications. If you target only cherry trees, the spell is cast at 6th level. Activate Two Actions command, envision; Frequency once per hour; Effect The blossom casts soothing blossoms to your specifications. Activate Single Action command; Frequency once per minute; Effect The blossom sends a flurry of cherry blossoms outward in a 20-foot burst that lasts 1 round. You and your allies can see through these blossoms. To all other creatures, creatures within the cloud of blossoms become concealed, and creatures outside the cloud become concealed to creatures within it. When you or an ally succeeds with a Strike against a creature in the blossoms, the Strike deals an additional 1d6 mental damage and an additional 1d6 negative damage to living creatures, or an additional 1d6 positive damage to undead.\n","skill_mod":{},"summary":"An encounter with a toshigami , the enigmatic kami who protect cherry trees, is rare, though often sought after and treasured by those who achieve …","primary_source":"Treasure Vault","trait_group":["School","Equipment","Tradition","Rarity"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4932","name":"Toshigami Blossom","alignment":"No Alignment","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4932"},{"primary_source_category":"Rulebooks","usage":"worn armbands","source":["Treasure Vault"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"school":"transmutation","trait":["Intelligent","Invested","Magical","Rare","Transmutation"],"id":"equipment-4933","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Restricted\" > Wrestler's Armbands Source Treasure Vault pg. 197 Usage worn armbands Bulk L --- Perception +17; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common and one other common or regional language) Skills Intimidation +19, Sports Lore +17 Int +2, Wis +4, Cha +4 Will +17 --- Wrestler’s armbands are a set of armbands of athleticism that have gained their own boisterous sapience. Often, such items aren’t created intentionally but rather are the result of a truly charismatic champion whose heart and body are unusually strong wearing the armbands of athleticism on many adventures as their most important item. Eventually, the essence of their earnest and adventurous spirit has so thoroughly inundated the item it gains a matching spirit and will of its own. Such armbands view themselves as a tough, but fair, trainer for whomever inherits them next, inspiring you to new heights of athleticism. They also spoil for contests, telepathically calling out competitors on your behalf; typically the armbands won’t challenge a foe you’re unprepared to face, but particularly eager wrestler’s armbands might have an unfortunate habit of overestimating your abilities and pushing you into a conflict that’s beyond your proven capacity. These armbands have the following activation. Activate Reaction command; Frequency once per minute; Trigger You succeed or critically succeed at an Athletics check; Effect The armbands taunt a creature you’re competing with, boasting of your prowess and attempting an Intimidation check to Demoralize that creature.\n","skill_mod":{},"summary":" Wrestler’s armbands are a set of armbands of athleticism that have gained their own boisterous sapience. Often, such items aren’t created …","primary_source":"Treasure Vault","trait_group":["Equipment","Mechanics","Rarity","School"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4933","name":"Wrestler's Armbands","alignment":"No Alignment","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4933"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault"],"type":"Item","item_category":"Relics","speed":{},"weakness":{},"school":"evocation","trait":["Air","Evocation","Magical","Relic","Unique"],"id":"equipment-4934","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Fan of the Four Winds Source Treasure Vault pg. 204 Usage held in 1 hand Bulk L --- The fan of the four winds once belonged to a sage of Gozreh and was passed down as a sacred relic for generations to those found worthy. Since that time, no one has unlocked the fan’s full powers, though many devout priests have used it to aid them in their travels. A worthy member of this order might receive the fan as a reward, as could a suitable helper of the clergy. The fan might also have been lost, allowing for a new wielder to find it. The fan of the four winds has the following activation. Activate Two Actions command, interact; Frequency once per day; Effect You fan in a direction, and the fan casts gust of wind . If this casting is directed toward the sail of a vessel, it instead fills it with swirling air. The vessel gains a +10-foot circumstance bonus to its Speed for 8 hours. --- Minor Gifts : feather steps, wind barrier Major Gifts : lightning storm, propelling winds Grand Gift : living storm\n","element":["Air"],"skill_mod":{},"summary":"The fan of the four winds once belonged to a sage of Gozreh and was passed down as a sacred relic for generations to those found worthy. Since …","primary_source":"Treasure Vault","trait_group":["Elemental","Planar","Monster","School","Mechanics","Equipment","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Relic Seeds","resistance":{},"url":"/Equipment.aspx?ID=4934","name":"Fan of the Four Winds","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-4934"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault"],"type":"Item","item_category":"Relics","speed":{},"weakness":{},"school":"enchantment","skill":["Deception","Lore"],"trait":["Enchantment","Fortune","Invested","Magical","Relic","Unique"],"id":"equipment-4935","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Fortune's Favor Source Treasure Vault pg. 204 Usage worn --- Blessed by Nivi Rhombodazzle, this striking silver necklace is adorned with sparkling sapphires that draw the eye of any who see it. Over the years, this necklace has appeared in many paintings and illustrations, usually around the neck of a carefree and daring adventurer or a stylish rake gambling vast sums of coin. Finding this relic is always seen as a sign of great fortune to come, but when that luck runs out, the necklace is lost just as quickly. Wearing the relic, you quickly realize how distracting it can be, granting you a +1 item bonus on Deception checks made to Feint and on Games Lore checks made to gamble or determine the outcome of a game of chance. --- Minor Gifts : beginner's luck, whammy Major Gifts : clean luck, perception filter Grand Gift : against all odds\n","skill_mod":{},"summary":"Blessed by Nivi Rhombodazzle , this striking silver necklace is adorned with sparkling sapphires that draw the eye of any who see it. Over the …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Relic Seeds","resistance":{},"url":"/Equipment.aspx?ID=4935","name":"Fortune's Favor","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-4935"},{"skill_mod":{},"summary":"Initially crafted by a gifted inventor who no longer had the use of their legs, the inventor’s chair is a traveler’s chair . It’s a marvel of …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment","Rarity"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"item_subcategory":"Relic Seeds","source":["Treasure Vault"],"type":"Item","item_category":"Relics","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4936","weakness":{},"school":"enchantment","name":"Inventor's Chair","trait":["Enchantment","Magical","Relic","Unique"],"id":"equipment-4936","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Inventor's Chair Source Treasure Vault pg. 205 Bulk 3 --- Initially crafted by a gifted inventor who no longer had the use of their legs, the inventor’s chair is a traveler’s chair. It’s a marvel of engineering, utilizing clockwork mechanisms to maneuver about. The chair comes equipped with wheel blades, and portions of its frame contain sterling artisan’s tools. The inventor’s chair might be a family heirloom or a gift from someone who inherited it. It could instead sit unused in its inventor’s abandoned estate, awaiting another user. --- Minor Gifts : emotion surge, muse (Crafting) Major Gifts : emotion conduit, enthralling Grand Gift : artistic perfection (Crafting)\n","bulk":3,"category":"equipment","rarity":"unique","slug":"equipment-4936"},{"skill_mod":{},"summary":"Made of pure gold with platinum strings, the phistophilus fiddle shouldn’t be able to play a note—but play it does, so beautifully that it can move …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment","Rarity"],"hands":"2","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"item_subcategory":"Relic Seeds","source":["Treasure Vault"],"type":"Item","item_category":"Relics","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4937","weakness":{},"school":"enchantment","name":"Phistophilus Fiddle","trait":["Enchantment","Magical","Relic","Unique"],"id":"equipment-4937","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Phistophilus Fiddle Source Treasure Vault pg. 205 Hands 2 Bulk 1 --- Made of pure gold with platinum strings, the phistophilus fiddle shouldn’t be able to play a note—but play it does, so beautifully that it can move almost any audience. The fiddle was stolen from the contract devil who created it, and the cunning fiend still wants to reclaim the instrument. Fiendish misfortunes often befall its owners, allowing it to switch hands. The fiddle is a handheld virtuoso instrument. --- Minor Gifts : little helper, muse (Performance) Major Gifts : charming, fiendish bargain Grand Gift : artistic perfection (Performance)\n","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-4937"},{"skill_mod":{},"summary":"A famed detective once owned the long, curved sleuth’s pipe , taking it with them on investigations, keeping it in hand or mouth while cogitating. …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment","Rarity"],"primary_source_category":"Rulebooks","level":3,"usage":"held in 1 hand","source_category":["Rulebooks"],"item_subcategory":"Relic Seeds","source":["Treasure Vault"],"type":"Item","item_category":"Relics","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4938","weakness":{},"school":"abjuration","name":"Sleuth's Pipe","trait":["Abjuration","Magical","Relic","Unique"],"id":"equipment-4938","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Sleuth's Pipe Source Treasure Vault pg. 205 Usage held in 1 hand Bulk L --- A famed detective once owned the long, curved sleuth’s pipe , taking it with them on investigations, keeping it in hand or mouth while cogitating. The pipe might have passed down through generations. Or, when an owner dies without heirs, it could go up for auction, be given to family friends, or remain at the scene of a crime to be found later. The sleuth’s pipe has sapience that eventually awakens, allowing the relic to act as a helpful assistant in investigations. Even while this sapience sleeps within the pipe, it grants you a +1 item bonus to Perception checks to Sense Motive, and if you’re an investigator, any checks you make to Pursue a Lead. --- Minor Gifts : beginner's luck, repository of knowledge Major Gifts : intelligent relic, steal luck Grand Gift : mental bastion\n","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-4938"},{"skill_mod":{},"summary":"The origins of the watch of lost ages , a silver pocket watch, are enigmatic. Its construction matches no known culture, and its appearance shifts …","primary_source":"Treasure Vault","trait_group":["School","Mechanics","Equipment","Rarity"],"primary_source_category":"Rulebooks","level":3,"usage":"held in 1 hand","source_category":["Rulebooks"],"item_subcategory":"Relic Seeds","source":["Treasure Vault"],"type":"Item","item_category":"Relics","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4939","weakness":{},"school":"divination","name":"Watch of Lost Ages","trait":["Divination","Magical","Relic","Unique"],"id":"equipment-4939","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Watch of Lost Ages Source Treasure Vault pg. 205 Usage held in 1 hand Bulk L --- The origins of the watch of lost ages , a silver pocket watch, are enigmatic. Its construction matches no known culture, and its appearance shifts back and forth from battered and tarnished to shiny and new without cause or apparent reason. The watch exudes a sense of melancholy and loss, and anyone holding it is acutely aware of the impermanence of all things and the march of time, moving ever forward. This relic might show up in a mysterious ruin or spontaneously appear in a spellcaster’s hand after they cast a time spell. The relic grants you a +1 item bonus to Recall Knowledge about historical subjects. --- Minor Gifts : fervor, sands of the hourglass Major Gifts : fervent spell, temporal pulse Grand Gift : time reversal\n","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-4939"},{"skill_mod":{},"summary":"A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are …","item_child_id":["equipment-4940-4498","equipment-4940-4501"],"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4940","weakness":{},"name":"Bone","id":"equipment-4940","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Bone Source Treasure Vault pg. 169 --- A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are applicable to a variety of other sturdy animal-based products, such as chitin, horn, ivory, coral, and shell, which can also be classified as bone for the purposes of determining item statistics. Bone elements from certain beasts, like the horn of a unicorn or the spikes of a manticore, may even yield magical properties when worked by a skilled crafter. ## Bone Objects Hardness HP BT Thin Items 4 16 8 Items 6 24 12 Structures 12 48 24 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Bone Specimen Source Treasure Vault pg. 169 Price 1 sp Bulk 1 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Bone Object Source Treasure Vault pg. 169 Price 1 sp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4940"},{"skill_mod":{},"summary":"A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4940","item_parent_id":"equipment-4940","weakness":{},"price":10,"name":"Bone Specimen","id":"equipment-4940-4498","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Bone Source Treasure Vault pg. 169 --- A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are applicable to a variety of other sturdy animal-based products, such as chitin, horn, ivory, coral, and shell, which can also be classified as bone for the purposes of determining item statistics. Bone elements from certain beasts, like the horn of a unicorn or the spikes of a manticore, may even yield magical properties when worked by a skilled crafter. ## Bone Objects Hardness HP BT Thin Items 4 16 8 Items 6 24 12 Structures 12 48 24 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Bone Specimen Source Treasure Vault pg. 169 Price 1 sp Bulk 1 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Bone Object Source Treasure Vault pg. 169 Price 1 sp (per Bulk) ","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4940-4498"},{"skill_mod":{},"summary":"A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4940","item_parent_id":"equipment-4940","weakness":{},"price":10,"name":"Bone Object","id":"equipment-4940-4501","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Bone Source Treasure Vault pg. 169 --- A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are applicable to a variety of other sturdy animal-based products, such as chitin, horn, ivory, coral, and shell, which can also be classified as bone for the purposes of determining item statistics. Bone elements from certain beasts, like the horn of a unicorn or the spikes of a manticore, may even yield magical properties when worked by a skilled crafter. ## Bone Objects Hardness HP BT Thin Items 4 16 8 Items 6 24 12 Structures 12 48 24 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Bone Specimen Source Treasure Vault pg. 169 Price 1 sp Bulk 1 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Bone Object Source Treasure Vault pg. 169 Price 1 sp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4940-4501"},{"skill_mod":{},"summary":"Stone was one of the earliest materials used to create tools, and crafters can still fashion it into a variety of implements, weapons, and even …","item_child_id":["equipment-4941-4502"],"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4941","weakness":{},"name":"Stone","id":"equipment-4941","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Stone Source Treasure Vault pg. 169 --- Stone was one of the earliest materials used to create tools, and crafters can still fashion it into a variety of implements, weapons, and even armor. Simple stone objects are made from common materials such as flint or basalt, while exquisite stone objects might be made from crystal, obsidian, or semi-precious gems. Particularly notable stone armors or weapons might even be crafted entirely from a giant emerald, ruby, or sapphire, though they can still use the base statistics presented below. Stone can replace the striking surface of any melee weapon as long as it has no complex moving parts, and ammunition can be crafted with it. Stone can replace metal components in chain and composite armor; only plate armor that specifically describes itself as being made from stone can be crafted from this material ## Stone Objects Hardness HP BT Thin Items 4 16 8 Items 7 24 12 Structures 14 48 24 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Stone Object (Low-Grade) Source Treasure Vault pg. 169 Price 1 sp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4941"},{"skill_mod":{},"summary":"Stone was one of the earliest materials used to create tools, and crafters can still fashion it into a variety of implements, weapons, and even …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4941","item_parent_id":"equipment-4941","weakness":{},"price":10,"name":"Stone Object (Low-Grade)","id":"equipment-4941-4502","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Stone Source Treasure Vault pg. 169 --- Stone was one of the earliest materials used to create tools, and crafters can still fashion it into a variety of implements, weapons, and even armor. Simple stone objects are made from common materials such as flint or basalt, while exquisite stone objects might be made from crystal, obsidian, or semi-precious gems. Particularly notable stone armors or weapons might even be crafted entirely from a giant emerald, ruby, or sapphire, though they can still use the base statistics presented below. Stone can replace the striking surface of any melee weapon as long as it has no complex moving parts, and ammunition can be crafted with it. Stone can replace metal components in chain and composite armor; only plate armor that specifically describes itself as being made from stone can be crafted from this material ## Stone Objects Hardness HP BT Thin Items 4 16 8 Items 7 24 12 Structures 14 48 24 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Stone Object (Low-Grade) Source Treasure Vault pg. 169 Price 1 sp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4941-4502"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Troubles in Grayce"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Troubles in Grayce","price":7500,"trait":["Magical","Uncommon"],"id":"equipment-4942","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Floppy Rag Doll May contain spoilers from Troubles in Grayce Source Troubles in Grayce pg. 117 Price 75 gp Usage held in 1 hand Bulk L --- This simple doll is made with scraps of cloth tied or sewn together into a basic humanoid shape, but its appearance belies its strange power over the actions of others. The head and limbs of the doll constantly droop and sway slightly, never able to remain in one position for very long. Whoever holds a floppy rag doll can feel it squirming in their grasp. Activate—Loose Limbs Single Action manipulate, visual Frequency once per hour; Effect You brandish the floppy rag doll at a creature within 30 feet who can see you and shake it about. The creature's own limbs begin moving wildly in a similar fashion, and they must attempt a DC 19 Will saving throw. Critical Success The target is unaffected. Success The target can't use reactions until the end your turn. Failure The target is clumsy 1 and can't use reactions until the beginning of your next turn. Critical Failure As failure, but clumsy 2.\n","skill_mod":{},"summary":"This simple doll is made with scraps of cloth tied or sewn together into a basic humanoid shape, but its appearance belies its strange power over the …","primary_source":"Troubles in Grayce","trait_group":["Mechanics","Rarity"],"level":4,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=4942","source_group":["Troubles in Grayce"],"spoilers":"Troubles in Grayce","name":"Floppy Rag Doll","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4942"},{"primary_source_category":"Adventures","usage":"affixed to armor","source":["Troubles in Grayce"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Troubles in Grayce","price":2000,"trait":["Consumable","Healing","Magical","Talisman","Uncommon"],"id":"equipment-4943","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Guardian Rose May contain spoilers from Troubles in Grayce Source Troubles in Grayce pg. 117 Price 20 gp Usage affixed to armor Activate Free Action (concentrate); Trigger You would be reduced to 0 Hit Points but not immediately killed. --- This rose-shaped crystal brooch is a translucent bloodred. These talismans have saved the lives of many a soldier on the field of battle. When you activate a guardian rose , you avoid being knocked out and regain 2d8+5 Hit Points. However, this puts a strain on your body and you are enfeebled 1 until the end of your next turn.\n","skill_mod":{},"summary":"This rose-shaped crystal brooch is a translucent bloodred. These talismans have saved the lives of many a soldier on the field of battle. When you …","primary_source":"Troubles in Grayce","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventures"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=4943","source_group":["Troubles in Grayce"],"spoilers":"Troubles in Grayce","name":"Guardian Rose","actions_number":0,"bulk":0,"category":"equipment","actions":"Free Action","rarity":"uncommon","slug":"equipment-4943"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Troubles in Grayce"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Troubles in Grayce","price":800,"trait":["Consumable","Divine","Uncommon"],"id":"equipment-4944","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Last Word Stone May contain spoilers from Troubles in Grayce Source Troubles in Grayce pg. 117 Price 8 gp Usage held in 1 hand Bulk L --- This small, palm-sized smooth crystal has a translucent gray coloration. But with a whisper from the lips of the desperate, a last word stone can be filled with a spark of memory, changing its appearance to an opaque, polished stone that is strangely warm to the touch. These divinely infused objects were initially created by Pharasmin priests to preserve a dying person's last moment of life should loved ones be delayed in their arrival at the dying person's side. But with the tragedy of Lastwall, last word stones have gained a new, more desperate purpose. Here, along the Gravelands border regions, refugees and adventurers have taken to using last word stones to impart important details to recipients outside of endangered places when it seems likely they won't survive to spread the news themselves. Activate—Capture Memory Three Actions concentrate, manipulate, mental Requirements The last word stone doesn't contain a memory; Effect You press an empty last word stone to an adjacent willing creature's head. The stone fills with an important memory from the creature's mind, then becomes opaque in appearance. The memory is duplicated, and remains in the target creature's thoughts, but no indication of what type of memory is held within the stone is discernible to anyone else. Which memory is placed in the last word stone is chosen by the creature from whom the memory is copied, and once a memory is stored, the stone can't be used again to Capture Memory. A stored memory can't contain much information beyond a single emotion and a hazy mental picture that, taken together, convey a short message of no more than 10 words— typically enough to impart final words of comfort to a loved one, or to warn one of a specific location that might be trapped, or to impart a bit of news about a noteworthy event. The limit of 10 words represents the hazy and sometimes confusing nature of the mental image. Activate—Reveal Memory Three Actions concentrate, manipulate, mental Requirements The last word stone contains a memory; Effect You hold the last word stone to your head and concentrate on its contents. A moment later, the stored memory plays out in your mind and the last word stone crumbles to dust in your hand.\n","skill_mod":{},"summary":"This small, palm-sized smooth crystal has a translucent gray coloration. But with a whisper from the lips of the desperate, a last word stone can …","primary_source":"Troubles in Grayce","trait_group":["Equipment","Tradition","Monster","Rarity"],"level":3,"source_category":["Adventures"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4944","source_group":["Troubles in Grayce"],"spoilers":"Troubles in Grayce","name":"Last Word Stone","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4944"},{"item_child_id":["equipment-4945-4508","equipment-4945-4509","equipment-4945-4510"],"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Troubles in Grayce"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Troubles in Grayce","trait":["Fortune","Magical","Uncommon"],"id":"equipment-4945","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"\" > Lucky Coin May contain spoilers from Troubles in Grayce Source Troubles in Grayce pg. 118 Usage held in 1 hand --- These coins—copper, silver, or gold depending on their potency—were not minted for circulation. Rather, friendly fey helped to create them as wards against the abilities of some gremlins, namely pugwampis. The coins are said to protect the bearer against misfortunes of all stripes, though, not merely those of gremlins and have come to be seen as good luck charms the world over. Each coin, regardless of the metal used to mint it, has a canine face on both sides; on one side, the face's mouth is open in a wide smile, while the other shows the face snarling. Activate—Guarded Fortune Free Action fortune, manipulate Trigger You fail a skill check due to a misfortune effect; Effect Flip the coin. If it lands on the smiling face, reroll the triggering check; since this activation has the fortune effect, any misfortune effect is canceled out for this check. You must use the new result, even if it's worse. If it lands on the snarling face, nothing happens. Either way, you're temporarily immune to Guarded Fortune for 1 hour. Craft Requirements Any checks made to craft this item while under a misfortune effect are automatic critical failures. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Lucky Coin (Lucky Copper) Source Troubles in Grayce pg. 118 Price 30 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Lucky Coin (Lucky Silver) Source Troubles in Grayce pg. 118 Price 140 gp --- You can use Guarded Fortune when you fail a skill check or a saving throw due to a misfortune effect. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Lucky Coin (Lucky Gold) Source Troubles in Grayce pg. 118 Price 450 gp --- You can use Guarded Fortune when you fail a skill check, saving throw, or attack roll due to a misfortune effect.","skill_mod":{},"summary":"These coins—copper, silver, or gold depending on their potency—were not minted for circulation. Rather, friendly fey helped to create them as wards …","primary_source":"Troubles in Grayce","trait_group":["Mechanics","Rarity"],"level":2,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=4945","source_group":["Troubles in Grayce"],"spoilers":"Troubles in Grayce","name":"Lucky Coin","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-4945"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Troubles in Grayce"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-4945","weakness":{},"primary_source_group":"Troubles in Grayce","price":3000,"trait":["Fortune","Magical","Uncommon"],"id":"equipment-4945-4508","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"\" > Lucky Coin May contain spoilers from Troubles in Grayce Source Troubles in Grayce pg. 118 Usage held in 1 hand --- These coins—copper, silver, or gold depending on their potency—were not minted for circulation. Rather, friendly fey helped to create them as wards against the abilities of some gremlins, namely pugwampis. The coins are said to protect the bearer against misfortunes of all stripes, though, not merely those of gremlins and have come to be seen as good luck charms the world over. Each coin, regardless of the metal used to mint it, has a canine face on both sides; on one side, the face's mouth is open in a wide smile, while the other shows the face snarling. Activate—Guarded Fortune Free Action fortune, manipulate Trigger You fail a skill check due to a misfortune effect; Effect Flip the coin. If it lands on the smiling face, reroll the triggering check; since this activation has the fortune effect, any misfortune effect is canceled out for this check. You must use the new result, even if it's worse. If it lands on the snarling face, nothing happens. Either way, you're temporarily immune to Guarded Fortune for 1 hour. Craft Requirements Any checks made to craft this item while under a misfortune effect are automatic critical failures. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Lucky Coin (Lucky Copper) Source Troubles in Grayce pg. 118 Price 30 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Lucky Coin (Lucky Silver) Source Troubles in Grayce pg. 118 Price 140 gp --- You can use Guarded Fortune when you fail a skill check or a saving throw due to a misfortune effect. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Lucky Coin (Lucky Gold) Source Troubles in Grayce pg. 118 Price 450 gp --- You can use Guarded Fortune when you fail a skill check, saving throw, or attack roll due to a misfortune effect.","skill_mod":{},"summary":"These coins—copper, silver, or gold depending on their potency—were not minted for circulation. Rather, friendly fey helped to create them as wards …","primary_source":"Troubles in Grayce","trait_group":["Mechanics","Rarity"],"level":2,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=4945","source_group":["Troubles in Grayce"],"spoilers":"Troubles in Grayce","name":"Lucky Coin (Lucky Copper)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4945-4508"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Troubles in Grayce"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-4945","weakness":{},"primary_source_group":"Troubles in Grayce","price":14000,"trait":["Fortune","Magical","Uncommon"],"id":"equipment-4945-4509","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"\" > Lucky Coin May contain spoilers from Troubles in Grayce Source Troubles in Grayce pg. 118 Usage held in 1 hand --- These coins—copper, silver, or gold depending on their potency—were not minted for circulation. Rather, friendly fey helped to create them as wards against the abilities of some gremlins, namely pugwampis. The coins are said to protect the bearer against misfortunes of all stripes, though, not merely those of gremlins and have come to be seen as good luck charms the world over. Each coin, regardless of the metal used to mint it, has a canine face on both sides; on one side, the face's mouth is open in a wide smile, while the other shows the face snarling. Activate—Guarded Fortune Free Action fortune, manipulate Trigger You fail a skill check due to a misfortune effect; Effect Flip the coin. If it lands on the smiling face, reroll the triggering check; since this activation has the fortune effect, any misfortune effect is canceled out for this check. You must use the new result, even if it's worse. If it lands on the snarling face, nothing happens. Either way, you're temporarily immune to Guarded Fortune for 1 hour. Craft Requirements Any checks made to craft this item while under a misfortune effect are automatic critical failures. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Lucky Coin (Lucky Copper) Source Troubles in Grayce pg. 118 Price 30 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Lucky Coin (Lucky Silver) Source Troubles in Grayce pg. 118 Price 140 gp --- You can use Guarded Fortune when you fail a skill check or a saving throw due to a misfortune effect. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Lucky Coin (Lucky Gold) Source Troubles in Grayce pg. 118 Price 450 gp --- You can use Guarded Fortune when you fail a skill check, saving throw, or attack roll due to a misfortune effect.","skill_mod":{},"summary":"You can use Guarded Fortune when you fail a skill check or a saving throw due to a misfortune effect.","primary_source":"Troubles in Grayce","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=4945","source_group":["Troubles in Grayce"],"spoilers":"Troubles in Grayce","name":"Lucky Coin (Lucky Silver)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4945-4509"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Troubles in Grayce"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-4945","weakness":{},"primary_source_group":"Troubles in Grayce","price":45000,"trait":["Fortune","Magical","Uncommon"],"id":"equipment-4945-4510","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"\" > Lucky Coin May contain spoilers from Troubles in Grayce Source Troubles in Grayce pg. 118 Usage held in 1 hand --- These coins—copper, silver, or gold depending on their potency—were not minted for circulation. Rather, friendly fey helped to create them as wards against the abilities of some gremlins, namely pugwampis. The coins are said to protect the bearer against misfortunes of all stripes, though, not merely those of gremlins and have come to be seen as good luck charms the world over. Each coin, regardless of the metal used to mint it, has a canine face on both sides; on one side, the face's mouth is open in a wide smile, while the other shows the face snarling. Activate—Guarded Fortune Free Action fortune, manipulate Trigger You fail a skill check due to a misfortune effect; Effect Flip the coin. If it lands on the smiling face, reroll the triggering check; since this activation has the fortune effect, any misfortune effect is canceled out for this check. You must use the new result, even if it's worse. If it lands on the snarling face, nothing happens. Either way, you're temporarily immune to Guarded Fortune for 1 hour. Craft Requirements Any checks made to craft this item while under a misfortune effect are automatic critical failures. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Lucky Coin (Lucky Copper) Source Troubles in Grayce pg. 118 Price 30 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Lucky Coin (Lucky Silver) Source Troubles in Grayce pg. 118 Price 140 gp --- You can use Guarded Fortune when you fail a skill check or a saving throw due to a misfortune effect. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Lucky Coin (Lucky Gold) Source Troubles in Grayce pg. 118 Price 450 gp --- You can use Guarded Fortune when you fail a skill check, saving throw, or attack roll due to a misfortune effect.","skill_mod":{},"summary":"You can use Guarded Fortune when you fail a skill check, saving throw, or attack roll due to a misfortune effect.","primary_source":"Troubles in Grayce","trait_group":["Mechanics","Rarity"],"level":8,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=4945","source_group":["Troubles in Grayce"],"spoilers":"Troubles in Grayce","name":"Lucky Coin (Lucky Gold)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4945-4510"},{"primary_source_category":"Adventures","usage":"worn","source":["Troubles in Grayce"],"type":"Item","item_category":"Worn Items","speed":{},"duration":600,"weakness":{},"saving_throw":"DC 20 Fortitude","primary_source_group":"Troubles in Grayce","price":7500,"trait":["Occult","Rare","Scrying"],"id":"equipment-4946","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Sweet Hag's Eye May contain spoilers from Troubles in Grayce Source Troubles in Grayce pg. 118 Price 75 gp Usage worn --- This item appears to be a normal, if admittedly macabre, piece of hard peppermint candy the size and shape of a human eyeball. That's because it is actually the eye of a sweet hag, removed and painstakingly replaced with a mix of enchantment and cookery. It is typically mounted on a piece of jewelry or stored in a small sack worn on a cord. The eye provides no direct benefit for the wearer, but the hag whose eye it once was can peer through it using the Seek action, and cast the message cantrip through it onto the creature carrying the eye. Both these effects have no range limited, provided the hag is on the same plane. Any damage to the eye destroys it. The sweet hag can also choose to destroy the eye remotely using Meltaway Mint. The eye can also be eaten, but a creature who attempts this is exposed to sickeningly sweet. Activate—Meltaway Mint Single Action ; Effect The hag causes the eye to melt away under a brief flare of intense heat. If a creature is holding the eye, they must attempt a DC 18 Reflex save. On a failure, they take 1d4 persistent fire damage as the boiling hot candy remains stick to and burn their skin. Sickeningly Sweet (ingested, poison) The sickened condition caused by this poison can't be ended until the poison's effects end; Saving Throw DC 20 Fortitude; Onset 1 minute; Maximum Duration 10 minutes; Stage 1 sickened 1 (1 minute); Stage 2 1d8 poison damage and sickened 2 (1 minute); Stage 3 2d8 poison damage and sickened 3 (1 minute) Craft Requirements You must be a sweet hag.\n","skill_mod":{},"summary":"This item appears to be a normal, if admittedly macabre, piece of hard peppermint candy the size and shape of a human eyeball. That's because it is …","primary_source":"Troubles in Grayce","trait_group":["Tradition","Monster","Rarity","Mechanics"],"level":4,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=4946","source_group":["Troubles in Grayce"],"spoilers":"Troubles in Grayce","stage":["sickened 1 (1 minute)","1d8 poison damage and sickened 2 (1 minute)","2d8 poison damage and sickened 3 (1 minute)"],"name":"Sweet Hag's Eye","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-4946"},{"primary_source_category":"Adventures","usage":"held in 2 hands","source":["Troubles in Grayce"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Troubles in Grayce","price":1100,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-4947","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Tearaway Paper Doll May contain spoilers from Troubles in Grayce Source Troubles in Grayce pg. 118 Price 11 gp Usage held in 2 hands --- A humanoid shape has been cut out of a single sheet of colored paper with a face and clothes drawn on. The face looks slightly worried, as if the doll knows what it was made for. You hold up the paper doll in two hands and rip it half, focusing your thoughts on a creature within 20 feet that you can see. That creature takes 3d6 slashing damage (DC 18 basic Fortitude save) as the tears of the paper doll are mimicked on its body.\n","skill_mod":{},"summary":"A humanoid shape has been cut out of a single sheet of colored paper with a face and clothes drawn on. The face looks slightly worried, as if the …","primary_source":"Troubles in Grayce","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventures"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4947","source_group":["Troubles in Grayce"],"spoilers":"Troubles in Grayce","name":"Tearaway Paper Doll","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-4947"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Troubles in Grayce"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Troubles in Grayce","price":5000,"trait":["Magical","Uncommon"],"id":"equipment-4948","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Vagabond's Teapot May contain spoilers from Troubles in Grayce Source Troubles in Grayce pg. 118 Price 50 gp Usage held in 1 hand Bulk L --- These ceramic teapots are highly valued by travelers. While the teapot is filled with water, a creature can use a single action with the concentrate trait to instantly heat the water to boiling, at which point the kettle whistles and the water inside begins to cool at a normal rate. While the water remains heated, it is piping hot, and a creature splashed with it takes 1d4 nonlethal fire damage. Instead of filling the teapot with water, you can pour an elixir of 4th level or lower into the pot and use the following activation. Activate—Share Brew Free Action 10 minutes (concentrate) Effect The teapot magically increases the volume of the inserted elixir to produce four uses of the same elixir. Once an elixir has been brewed in the teapot in this way, further attempts that day to brew another elixir spoil the inserted liquid. Any brewed elixir not consumed by the time it cools (typically 10 minutes) loses its alchemical properties.\n","skill_mod":{},"summary":"These ceramic teapots are highly valued by travelers. While the teapot is filled with water, a creature can use a single action with the concentrate …","primary_source":"Troubles in Grayce","trait_group":["Mechanics","Rarity"],"level":3,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=4948","source_group":["Troubles in Grayce"],"spoilers":"Troubles in Grayce","name":"Vagabond's Teapot","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4948"},{"primary_source_category":"Adventures","usage":"affixed or held in 1 hand","source":["Pathfinder #223: Hell's Destiny"],"type":"Item","item_category":"Banners","speed":{},"weakness":{},"primary_source_group":"Hell's Destiny","price":35000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-4952","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Banner Of Common Cause May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 225 Price 350 gp Usage affixed or held in 1 hand --- Embroidered with symbols of unity, this banner inspires even the meekest warrior to step up and lead when circumstances demand. Activate—Pass the Banner Reaction (fortune) Frequency once per day; Trigger You’re knocked unconscious; Requirements You’re leading a troop; Effect A member of the troop you’re leading picks up and displays the banner, maintaining the troop’s cohesion. When attempting its rout check due to losing its leader, the troop rolls its Will save twice and uses the better result. Activate—Stand Firm Free Action (emotion, mental, visual) Frequency once per day; Trigger A frightened ally begins their turn within your banner’s aura; Requirements ; Effect Reduce the ally’s frightened condition by 1.\n","skill_mod":{},"summary":"Embroidered with symbols of unity, this banner inspires even the meekest warrior to step up and lead when circumstances demand. ","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Mechanics","Rarity"],"level":7,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=4952","source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"Banner Of Common Cause","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4952"},{"primary_source_category":"Adventures","usage":"— (see below)","source":["Pathfinder #223: Hell's Destiny"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Hell's Destiny","trait":["Artifact","Occult","Unique"],"id":"equipment-4953","text":"<title level=\"1\" right=\"Item 21\" pfs=\"Restricted\" > The Eye Of The Slumberer May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 225 Usage — (see below) Bulk 250 --- The Eye of the Slumberer is an alghollthu relic resembling a tangle of barnacle-encrusted tentacles. Though the orb is too large to move easily, the artifact’s owner (referred to as the bearer) can activate its powers by wearing the Amulet of the Slumberer , a companion item shaped like a barnacle-encrusted cephalopod eye; this is a worn item that has the invested and occult traits. Only one such amulet can exist at any given time, and the artifact can grow a new one in 10 minutes if the original is destroyed. The Eye’s abilities that require a saving throw use the higher of the amulet wearer’s spell DC or class DC. As one of the alghollthus’ ancient contingencies to control their servitors, the Eye absorbs thoughts—especially those of pain and anguish—storing them like a battery. On command, it can unleash the stored energy, potentially stunning whole ecosystems. Each time a creature with the aquatic, amphibious, or water trait falls asleep or otherwise passes the night within 1 mile of the Eye of the Slumberer , it dreams fitfully of the artifact; creatures that don’t dream are immune to this effect. When it awakens, the creature must succeed at a DC 45 Will save or become friendly toward the bearer (or helpful on a critical failure) until the next time it rests; this is an emotion and mental effect. The Amulet’s bearer isn’t automatically aware of creatures influenced in this fashion, but they can identify such creatures on sight. Activate—Open the Eye Two Actions (manipulate, occult) Frequency once per day; Requirements You are wearing the Amulet of the Slumberer and are within 100 feet of the Eye of the Slumberer ; Effect The amulet’s eye opens and absorbs fears from creatures within a 20-foot emanation, subjecting them to nightmare as if they’d spent a night under the influence of the spell. Additionally, each creature with the dream or incorporeal trait within 500 feet of the Eye of the Slumberer takes 20d6 force damage (DC 45 basic Reflex save). Activate—Vortex Single Action (occult, water) Requirements You’re wearing the Amulet of the Slumberer , you’re within 100 feet of the Eye of the Slumberer, and the Eye is within water; Effect The water around the Eye churns violently in a 30-foot emanation, becoming difficult terrain for swimming creatures that don’t have the water trait. You can use this action again to Dismiss this effect. Destruction The Eye of the Slumberer is destroyed if it’s brought to the Dreamlands and either fed to a Great Old One or encircled by joyful celebrants for 101 days, during which time none of the dancers can experiences despair.\n","skill_mod":{},"summary":"The Eye of the Slumberer is an alghollthu relic resembling a tangle of barnacle-encrusted tentacles. Though the orb is too large to move easily, …","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Equipment","Tradition","Monster","Rarity"],"level":21,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=4953","source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"The Eye Of The Slumberer","bulk":250,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-4953"},{"primary_source_category":"Adventures","usage":"affixed to armor","source":["Pathfinder #223: Hell's Destiny"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Hell's Destiny","price":540000,"trait":["Consumable","Divine","Magical","Rare","Talisman"],"id":"equipment-4954","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Limited\" > Golden Liberator's Feather May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 226 Price 5,400 gp Usage affixed to armor Activate Free Action or One Action (concentrate) Requirements You don’t have the unholy trait. --- This pristine feather is plucked from a mighty celestial, such as Talmandor. When you activate the talisman, you sprout feathery wings until the end of your turn, granting you a fly Speed of 50 feet and a +4 circumstance bonus to AC against reactions triggered by your movement. You then Fly. If you activate the talisman with 1 action, the wings buffet adjacent enemies either before or after you Fly, dealing 8d8 spirit damage (DC 41 basic Fortitude save).\n","skill_mod":{},"summary":"This pristine feather is plucked from a mighty celestial, such as Talmandor. When you activate the talisman, you sprout feathery wings until the end …","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Equipment","Tradition","Monster","Mechanics","Rarity"],"level":19,"source_category":["Adventures"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=4954","source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"Golden Liberator's Feather","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action or One Action","rarity":"rare","slug":"equipment-4954"},{"item_child_id":["equipment-4955-4513","equipment-4955-4514"],"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Pathfinder #223: Hell's Destiny"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Hell's Destiny","trait":["Magical","Rare"],"id":"equipment-4955","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Warmaster's Baton May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 226 Usage held in 1 hand Bulk 1 --- This double-ended silver baton functions as a mundane silver mace. Its shining surface glimmers in the light, making it easy to signal and inspire troops. Activate—Rally Forth Free Action (concentrate) Frequency once per day; Trigger An enemy triggers a reaction from a troop you’re currently commanding, but that troop has already used its reaction this turn; Requirements ; Effect The troop under your command gains a second reaction that they must immediately use against the triggering enemy. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Warmaster's Baton Source Pathfinder #223: Hell's Destiny pg. 226 Price 850 gp <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Warmaster's Baton (Greater) Source Pathfinder #223: Hell's Destiny pg. 226 Price 8,500 gp --- You can activate the baton once per hour.","skill_mod":{},"summary":"This double-ended silver baton functions as a mundane silver mace. Its shining surface glimmers in the light, making it easy to signal and inspire …","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=4955","source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"Warmaster's Baton","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4955"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Pathfinder #223: Hell's Destiny"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-4955","weakness":{},"primary_source_group":"Hell's Destiny","price":85000,"trait":["Magical","Rare"],"id":"equipment-4955-4513","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Warmaster's Baton May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 226 Usage held in 1 hand Bulk 1 --- This double-ended silver baton functions as a mundane silver mace. Its shining surface glimmers in the light, making it easy to signal and inspire troops. Activate—Rally Forth Free Action (concentrate) Frequency once per day; Trigger An enemy triggers a reaction from a troop you’re currently commanding, but that troop has already used its reaction this turn; Requirements ; Effect The troop under your command gains a second reaction that they must immediately use against the triggering enemy. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Warmaster's Baton Source Pathfinder #223: Hell's Destiny pg. 226 Price 850 gp <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Warmaster's Baton (Greater) Source Pathfinder #223: Hell's Destiny pg. 226 Price 8,500 gp --- You can activate the baton once per hour.","skill_mod":{},"summary":"This double-ended silver baton functions as a mundane silver mace. Its shining surface glimmers in the light, making it easy to signal and inspire …","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=4955","source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"Warmaster's Baton","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4955-4513"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Pathfinder #223: Hell's Destiny"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-4955","weakness":{},"primary_source_group":"Hell's Destiny","price":850000,"trait":["Magical","Rare"],"id":"equipment-4955-4514","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Warmaster's Baton May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 226 Usage held in 1 hand Bulk 1 --- This double-ended silver baton functions as a mundane silver mace. Its shining surface glimmers in the light, making it easy to signal and inspire troops. Activate—Rally Forth Free Action (concentrate) Frequency once per day; Trigger An enemy triggers a reaction from a troop you’re currently commanding, but that troop has already used its reaction this turn; Requirements ; Effect The troop under your command gains a second reaction that they must immediately use against the triggering enemy. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Warmaster's Baton Source Pathfinder #223: Hell's Destiny pg. 226 Price 850 gp <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Warmaster's Baton (Greater) Source Pathfinder #223: Hell's Destiny pg. 226 Price 8,500 gp --- You can activate the baton once per hour.","skill_mod":{},"summary":"You can activate the baton once per hour.","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Mechanics","Rarity"],"level":16,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=4955","source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"Warmaster's Baton (Greater)","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4955-4514"},{"item_child_id":["equipment-4956-4515","equipment-4956-4516","equipment-4956-4517"],"primary_source_category":"Adventures","usage":"held in 2 hands","source":["Pathfinder #223: Hell's Destiny"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Hell's Destiny","trait":["Magical","Uncommon"],"id":"equipment-4956","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Warpriest's Cascade May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 226 Usage held in 2 hands Bulk 2 --- This iron thurible—originally crafted by a Caydenite priest to disperse symbolic libations—swings from the end of an extendable shaft, allowing you to sprinkle the contents over an entire troop. The thurible’s container can hold a magical potion up to the item level of the warpriest’s cascade , dispersing its contents over an entire troop over the course of 1 minute. However, spreading out the potion lessens its duration. Potions with a duration of 1 hour or more affect a troop for only 10 minutes, and potions with a duration of 8 hours or more affect a troop for only 1 hour. Potions with a duration less than 1 hour don’t work inside of a warpriest’s cascade . <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Warpriest's Cascade Source Pathfinder #223: Hell's Destiny pg. 226 Price 145 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Warpriest's Cascade (Greater) Source Pathfinder #223: Hell's Destiny pg. 226 Price 900 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Warpriest's Cascade (Major) Source Pathfinder #223: Hell's Destiny pg. 226 Price 5,500 gp ","skill_mod":{},"summary":"This iron thurible—originally crafted by a Caydenite priest to disperse symbolic libations—swings from the end of an extendable shaft, allowing you …","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=4956","source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"Warpriest's Cascade","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4956"},{"primary_source_category":"Adventures","usage":"held in 2 hands","source":["Pathfinder #223: Hell's Destiny"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-4956","weakness":{},"primary_source_group":"Hell's Destiny","price":14500,"trait":["Magical","Uncommon"],"id":"equipment-4956-4515","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Warpriest's Cascade May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 226 Usage held in 2 hands Bulk 2 --- This iron thurible—originally crafted by a Caydenite priest to disperse symbolic libations—swings from the end of an extendable shaft, allowing you to sprinkle the contents over an entire troop. The thurible’s container can hold a magical potion up to the item level of the warpriest’s cascade , dispersing its contents over an entire troop over the course of 1 minute. However, spreading out the potion lessens its duration. Potions with a duration of 1 hour or more affect a troop for only 10 minutes, and potions with a duration of 8 hours or more affect a troop for only 1 hour. Potions with a duration less than 1 hour don’t work inside of a warpriest’s cascade . <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Warpriest's Cascade Source Pathfinder #223: Hell's Destiny pg. 226 Price 145 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Warpriest's Cascade (Greater) Source Pathfinder #223: Hell's Destiny pg. 226 Price 900 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Warpriest's Cascade (Major) Source Pathfinder #223: Hell's Destiny pg. 226 Price 5,500 gp ","skill_mod":{},"summary":"This iron thurible—originally crafted by a Caydenite priest to disperse symbolic libations—swings from the end of an extendable shaft, allowing you …","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=4956","source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"Warpriest's Cascade","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4956-4515"},{"primary_source_category":"Adventures","usage":"held in 2 hands","source":["Pathfinder #223: Hell's Destiny"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-4956","weakness":{},"primary_source_group":"Hell's Destiny","price":90000,"trait":["Magical","Uncommon"],"id":"equipment-4956-4516","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Warpriest's Cascade May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 226 Usage held in 2 hands Bulk 2 --- This iron thurible—originally crafted by a Caydenite priest to disperse symbolic libations—swings from the end of an extendable shaft, allowing you to sprinkle the contents over an entire troop. The thurible’s container can hold a magical potion up to the item level of the warpriest’s cascade , dispersing its contents over an entire troop over the course of 1 minute. However, spreading out the potion lessens its duration. Potions with a duration of 1 hour or more affect a troop for only 10 minutes, and potions with a duration of 8 hours or more affect a troop for only 1 hour. Potions with a duration less than 1 hour don’t work inside of a warpriest’s cascade . <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Warpriest's Cascade Source Pathfinder #223: Hell's Destiny pg. 226 Price 145 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Warpriest's Cascade (Greater) Source Pathfinder #223: Hell's Destiny pg. 226 Price 900 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Warpriest's Cascade (Major) Source Pathfinder #223: Hell's Destiny pg. 226 Price 5,500 gp ","skill_mod":{},"summary":"This iron thurible—originally crafted by a Caydenite priest to disperse symbolic libations—swings from the end of an extendable shaft, allowing you …","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=4956","source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"Warpriest's Cascade (Greater)","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4956-4516"},{"primary_source_category":"Adventures","usage":"held in 2 hands","source":["Pathfinder #223: Hell's Destiny"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-4956","weakness":{},"primary_source_group":"Hell's Destiny","price":550000,"trait":["Magical","Uncommon"],"id":"equipment-4956-4517","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Warpriest's Cascade May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 226 Usage held in 2 hands Bulk 2 --- This iron thurible—originally crafted by a Caydenite priest to disperse symbolic libations—swings from the end of an extendable shaft, allowing you to sprinkle the contents over an entire troop. The thurible’s container can hold a magical potion up to the item level of the warpriest’s cascade , dispersing its contents over an entire troop over the course of 1 minute. However, spreading out the potion lessens its duration. Potions with a duration of 1 hour or more affect a troop for only 10 minutes, and potions with a duration of 8 hours or more affect a troop for only 1 hour. Potions with a duration less than 1 hour don’t work inside of a warpriest’s cascade . <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Warpriest's Cascade Source Pathfinder #223: Hell's Destiny pg. 226 Price 145 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Warpriest's Cascade (Greater) Source Pathfinder #223: Hell's Destiny pg. 226 Price 900 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Warpriest's Cascade (Major) Source Pathfinder #223: Hell's Destiny pg. 226 Price 5,500 gp ","skill_mod":{},"summary":"This iron thurible—originally crafted by a Caydenite priest to disperse symbolic libations—swings from the end of an extendable shaft, allowing you …","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Mechanics","Rarity"],"level":15,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=4956","source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"Warpriest's Cascade (Major)","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4956-4517"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-1201","weakness":{},"price":1000,"skill":["Stealth"],"legacy_id":["equipment-4305"],"trait":["Uncommon"],"id":"equipment-1201-1131","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Camouflage Suit Source Guns & Gears (Remastered) pg. 178 Bulk L --- This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you blend in seamlessly with the environment. Due to the abrasive nature of the materials used, this item is unsuitable for use by unarmored characters. You can prepare the suit for use within your current environment by using an exploration activity that takes at least 10 minutes, but sometimes longer if the materials are hard to find or the environment is unusual enough to warrant additional difficulty in preparing camouflage that can blend with it consistently. A suit prepared in this manner grants you a +1 item bonus to Stealth checks while you attempt to Hide or Sneak in the specific environment it has been prepared for. The suit remains usable in this manner until you rest for the night, though it doesn't grant the benefit whenever you aren't in the appropriate environment. The GM might rule that some environments are unusual enough that you can't create a camouflage suit appropriate for the environment. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Camouflage Suit Source Guns & Gears (Remastered) pg. 178 Price 10 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Camouflage Suit (Superb) Source Guns & Gears (Remastered) pg. 178 Price 140 gp Bulk L --- A superb camouflage suit is fashioned from especially well-blended materials and gives you a +2 item bonus to the check instead of a +1 item bonus.","skill_mod":{},"summary":"This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1201","name":"Camouflage Suit","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1201-1131"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-1201","weakness":{},"price":14000,"skill":["Stealth"],"legacy_id":["equipment-4305"],"trait":["Uncommon"],"id":"equipment-1201-1132","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Camouflage Suit Source Guns & Gears (Remastered) pg. 178 Bulk L --- This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you blend in seamlessly with the environment. Due to the abrasive nature of the materials used, this item is unsuitable for use by unarmored characters. You can prepare the suit for use within your current environment by using an exploration activity that takes at least 10 minutes, but sometimes longer if the materials are hard to find or the environment is unusual enough to warrant additional difficulty in preparing camouflage that can blend with it consistently. A suit prepared in this manner grants you a +1 item bonus to Stealth checks while you attempt to Hide or Sneak in the specific environment it has been prepared for. The suit remains usable in this manner until you rest for the night, though it doesn't grant the benefit whenever you aren't in the appropriate environment. The GM might rule that some environments are unusual enough that you can't create a camouflage suit appropriate for the environment. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Camouflage Suit Source Guns & Gears (Remastered) pg. 178 Price 10 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Camouflage Suit (Superb) Source Guns & Gears (Remastered) pg. 178 Price 140 gp Bulk L --- A superb camouflage suit is fashioned from especially well-blended materials and gives you a +2 item bonus to the check instead of a +1 item bonus.","skill_mod":{},"summary":"A superb camouflage suit is fashioned from especially well-blended materials and gives you a +2 item bonus to the check instead of a +1 item bonus.","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1201","name":"Camouflage Suit (Superb)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1201-1132"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":2500,"skill":["Stealth"],"legacy_id":["equipment-4306"],"trait":["Uncommon"],"id":"equipment-1202","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Concealed Holster Source Guns & Gears (Remastered) pg. 179 Price 25 gp Bulk L --- This leather holster is crafted to better hide small firearms from view. Only firearms designed for use in one hand are small enough to disguise with this holster. You gain a +1 item bonus to Stealth checks and DCs to hide or conceal a firearm or hand crossbow in this holster.\n","skill_mod":{},"summary":"This leather holster is crafted to better hide small firearms from view. Only firearms designed for use in one hand are small enough to disguise with …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1202","name":"Concealed Holster","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1202"},{"skill_mod":{},"summary":"These small pieces of cloth and stuffing have been crafted to dramatically muffle sound and easily slide into and out of the ear canals of humanoid …","primary_source":"Guns & Gears (Remastered)","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks","Lost Omens"],"source":["Guns & Gears (Remastered)","PFS Guide"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1203","weakness":{},"price":10,"name":"Earplugs","legacy_id":["equipment-4307"],"id":"equipment-1203","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Earplugs Source Guns & Gears (Remastered) pg. 179, PFS Guide pg. 114 Price 1 sp Hands 1 --- These small pieces of cloth and stuffing have been crafted to dramatically muffle sound and easily slide into and out of the ear canals of humanoid creatures. You can insert or remove earplugs from your ears or a willing creature's ears with a single Interact action using one hand. They take a –2 circumstance penalty to all auditory Perception checks but also gain a +2 circumstance bonus to saving throws against auditory effects.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1203"},{"hands":"2","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":10,"legacy_id":["equipment-4308"],"trait":["Uncommon"],"id":"equipment-1204","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Firearm Cleaning Kit Source Guns & Gears (Remastered) pg. 179 PFS Note Characters with access to a firearm also automatically are granted access to the firearm cleaning kit. Price 1 sp Hands 2 Bulk L --- This kit contains cleaning cloth, oil, small steel brushes, and other minor tools necessary for proper cleaning and maintenance of a firearm. Without a firearm cleaning kit, you can't perform the necessary tasks during your daily preparations to ensure that your firearm isn't at risk of misfiring under normal use conditions.\n","skill_mod":{},"summary":"This kit contains cleaning cloth, oil, small steel brushes, and other minor tools necessary for proper cleaning and maintenance of a firearm. Without …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1204","name":"Firearm Cleaning Kit","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1204"},{"skill_mod":{},"summary":"While gunslingers have many methods for practicing their aim, these sturdy paper targets are excellent for tracking a gunslinger's progress over …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1205","weakness":{},"price":20,"name":"Practice Targets","legacy_id":["equipment-4309"],"trait":["Uncommon"],"id":"equipment-1205","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Practice Targets Source Guns & Gears (Remastered) pg. 179 Price 2 sp (price for 10) Bulk L --- While gunslingers have many methods for practicing their aim, these sturdy paper targets are excellent for tracking a gunslinger's progress over time, keeping score of how close they came to hitting the most vital spots. These targets are also used in situations where more detailed accuracy must be recorded, such as firearm competitions. Practice targets can appear in many shapes and sizes and usually come in packs of 10 held in protective cases made of heavy cloth or light leather.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1205"},{"hands":"1","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":10,"legacy_id":["equipment-4310"],"trait":["Uncommon"],"id":"equipment-1206","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Silencer Source Guns & Gears (Remastered) pg. 179 Price 1 sp Hands 1 Bulk L --- One of the more prolifically used devices developed in the infamous Alkenstar Gunworks, these small firearm components are capable of muffling most of the weapons' explosive sound when fired. Without a silencer, a firearm's shot makes a loud and distinctive bang, which can easily be heard through doors and thin walls, but firearms equipped with silencers only make a quiet noise when fired. Due to engineering constraints, a silencer can't be attached to any firearm with the scatter trait. Attaching a silencer to a firearm takes 1 minute, and the silencer is consumed the first time a shot is fired through it.\n","skill_mod":{},"summary":"One of the more prolifically used devices developed in the infamous Alkenstar Gunworks, these small firearm components are capable of muffling most …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1206","name":"Silencer","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1206"},{"hands":"2","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":20,"legacy_id":["equipment-4311"],"trait":["Uncommon"],"id":"equipment-1207","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Tripod Source Guns & Gears (Remastered) pg. 179 Price 2 sp Hands 2 Bulk 1 --- Tripods are designed for use with kickback weapons, as a way for gunslingers with lower strength to accurately use these more powerful weapons by sacrificing mobility instead. They can be set up and attached to a firearm with a single Interact action using one hand, setting the tripod in your square. If the kickback weapon requires two hands, you can change your grip on the weapon as part of this action. While this sturdy piece of engineering is in use, you don't take the –2 penalty for firing a kickback weapon, even if your Strength isn't high enough to avoid the penalty. However, you must retrieve the tripod with a single Interact action before you can move the firearm to a different position. Normally, when you're hidden or undetected, you become observed if you do anything except Hide, Sneak, or Step. However, deploying or retrieving a tripod with an Interact action doesn't automatically make you observed, so long as you don't set up or remove the tripod when it's in a spot where creatures can see the tripod itself.\n","skill_mod":{},"summary":"Tripods are designed for use with kickback weapons, as a way for gunslingers with lower strength to accurately use these more powerful weapons by …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1207","name":"Tripod","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1207"},{"legacy_name":["Waterproof Firearm Carrying Case"],"hands":"2","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":20,"legacy_id":["equipment-4312"],"trait":["Uncommon"],"id":"equipment-1208","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Waterproof Carrying Case Source Guns & Gears (Remastered) pg. 179 Price 2 sp Hands 2 Bulk L --- This buttoned, leather case protects a firearm and up to 6 rounds of ammunition from being damaged by water or other environmental effects.\n","skill_mod":{},"summary":"This buttoned, leather case protects a firearm and up to 6 rounds of ammunition from being damaged by water or other environmental effects.","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1208","name":"Waterproof Carrying Case","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1208"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"price":6000,"legacy_id":["equipment-4313"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-1209","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Gunner's Bandolier Source Guns & Gears (Remastered) pg. 179 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Price 60 gp Usage worn Bulk L --- This incredibly spacious bandolier can hold up to 4 one-handed crossbows or firearms that take no more than 1 action to completely reload (typically meaning that weapons with the capacity or repeating traits won't fit in the bandolier's holsters). A gunner's bandolier can be etched with runes as though it were a ranged weapon. When you invest the gunner's bandolier , you can attune it to each of the 4 weapons holstered in it. Activate Single Action concentrate Effect You empower one of the attuned weapons in the bandolier, granting it the runes etched onto the gunner's bandolier and removing the runes from any previously drawn weapon. Then, you Interact to draw the weapon. Activate Three Actions concentrate Effect All weapons that were attuned to the bandolier when you invested it, not including any weapons you're currently wielding, return to the bandolier, and one of the returned weapons is automatically reloaded.\n","skill_mod":{},"summary":"This incredibly spacious bandolier can hold up to 4 one-handed crossbows or firearms that take no more than 1 action to completely reload (typically …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Holsters","resistance":{},"url":"/Equipment.aspx?ID=1209","name":"Gunner's Bandolier","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1209"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"price":5200,"legacy_id":["equipment-4314"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-1210","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Immaculate Holsters Source Guns & Gears (Remastered) pg. 180 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Price 52 gp Usage worn Bulk L --- This pristine leather belt is made of treated and polished black leather with silver fittings; it features a pair of matching leather holsters that can each fit a one-handed firearm or hand crossbow. Activate Three Actions concentrate Frequency once per day; Effect Up to two firearms currently holstered in the immaculate holsters are instantly cleaned and oiled, protecting them from accidental misfires (though not misfires caused as a result of using a feat or ability). The holstered weapons are also reloaded with non-magical 0-level ammunition appropriate to a weapon of their type; if a firearm has multiple chambers, such as a slide pistol, each empty chamber is loaded. Immaculate holsters can't reload the cartridge of a repeating weapon.\n","skill_mod":{},"summary":"This pristine leather belt is made of treated and polished black leather with silver fittings; it features a pair of matching leather holsters that …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Holsters","resistance":{},"url":"/Equipment.aspx?ID=1210","name":"Immaculate Holsters","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1210"},{"item_child_id":["equipment-1211-1133","equipment-1211-1134"],"primary_source_category":"Rulebooks","usage":"worn","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"legacy_id":["equipment-4315"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-1211","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Lucky Draw Bandolier Source Guns & Gears (Remastered) pg. 180 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage worn Bulk L --- This beige bandolier has a rectangular holster, which allows it to contain a standard-sized Harrow deck, and red pockets embroidered with goldwork in a strange but appealing mixture of Alkenstar and Varisian motifs. Activate Single Action manipulate Frequency once per day; Effect You draw a card from the bandolier and Interact to load the card into a gun or crossbow you're wielding that requires 1 action to reload. The drawn card immediately transforms into magical ammunition with a type depending on the drawn card's suit, and a new copy of that card returns to the deck, ready to be drawn again. When the card transforms into ammunition, it transforms into a firearm round or crossbow bolt appropriate for the weapon you chose to reload, even if magical ammunition of the drawn variety would normally be limited to ammunition of a different type (such as a storm arrow normally only being available in arrow form). Either draw a card from the Harrow deck or roll 1d6 to determine the suit of the card. The result determines the type of magical ammunition the card becomes, as per the table below. Magical ammunition created this way lasts 10 minutes or until you fire it, whichever comes first. ## Lucky Draw Bandolier d6 Ability (Suit) Ammunition 1 Strength (Hammer) Meteor shot 2 Dexterity (Key) Storm arrow 3 Constitution (Shield) Corrosive ammunition 4 Intelligence (Book) Explosive ammunition 5 Wisdom (Star) Terrifying ammunition 6 Charisma (Crown) Fairy bullet <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Lucky Draw Bandolier Source Guns & Gears (Remastered) pg. 180 Price 700 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lucky Draw Bandolier (Greater) Source Guns & Gears (Remastered) pg. 180 Price 2,000 gp Bulk L --- You can activate a greater lucky draw bandolier once per hour instead of being able to activate it once per day.","skill_mod":{},"summary":"This beige bandolier has a rectangular holster, which allows it to contain a standard-sized Harrow deck , and red pockets embroidered with goldwork …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Holsters","resistance":{},"url":"/Equipment.aspx?ID=1211","name":"Lucky Draw Bandolier","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1211"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-1211","weakness":{},"price":70000,"legacy_id":["equipment-4315"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-1211-1133","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Lucky Draw Bandolier Source Guns & Gears (Remastered) pg. 180 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage worn Bulk L --- This beige bandolier has a rectangular holster, which allows it to contain a standard-sized Harrow deck, and red pockets embroidered with goldwork in a strange but appealing mixture of Alkenstar and Varisian motifs. Activate Single Action manipulate Frequency once per day; Effect You draw a card from the bandolier and Interact to load the card into a gun or crossbow you're wielding that requires 1 action to reload. The drawn card immediately transforms into magical ammunition with a type depending on the drawn card's suit, and a new copy of that card returns to the deck, ready to be drawn again. When the card transforms into ammunition, it transforms into a firearm round or crossbow bolt appropriate for the weapon you chose to reload, even if magical ammunition of the drawn variety would normally be limited to ammunition of a different type (such as a storm arrow normally only being available in arrow form). Either draw a card from the Harrow deck or roll 1d6 to determine the suit of the card. The result determines the type of magical ammunition the card becomes, as per the table below. Magical ammunition created this way lasts 10 minutes or until you fire it, whichever comes first. ## Lucky Draw Bandolier d6 Ability (Suit) Ammunition 1 Strength (Hammer) Meteor shot 2 Dexterity (Key) Storm arrow 3 Constitution (Shield) Corrosive ammunition 4 Intelligence (Book) Explosive ammunition 5 Wisdom (Star) Terrifying ammunition 6 Charisma (Crown) Fairy bullet <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Lucky Draw Bandolier Source Guns & Gears (Remastered) pg. 180 Price 700 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lucky Draw Bandolier (Greater) Source Guns & Gears (Remastered) pg. 180 Price 2,000 gp Bulk L --- You can activate a greater lucky draw bandolier once per hour instead of being able to activate it once per day.","skill_mod":{},"summary":"This beige bandolier has a rectangular holster, which allows it to contain a standard-sized Harrow deck , and red pockets embroidered with goldwork …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Holsters","resistance":{},"url":"/Equipment.aspx?ID=1211","name":"Lucky Draw Bandolier","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1211-1133"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-1211","weakness":{},"price":200000,"legacy_id":["equipment-4315"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-1211-1134","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Lucky Draw Bandolier Source Guns & Gears (Remastered) pg. 180 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage worn Bulk L --- This beige bandolier has a rectangular holster, which allows it to contain a standard-sized Harrow deck, and red pockets embroidered with goldwork in a strange but appealing mixture of Alkenstar and Varisian motifs. Activate Single Action manipulate Frequency once per day; Effect You draw a card from the bandolier and Interact to load the card into a gun or crossbow you're wielding that requires 1 action to reload. The drawn card immediately transforms into magical ammunition with a type depending on the drawn card's suit, and a new copy of that card returns to the deck, ready to be drawn again. When the card transforms into ammunition, it transforms into a firearm round or crossbow bolt appropriate for the weapon you chose to reload, even if magical ammunition of the drawn variety would normally be limited to ammunition of a different type (such as a storm arrow normally only being available in arrow form). Either draw a card from the Harrow deck or roll 1d6 to determine the suit of the card. The result determines the type of magical ammunition the card becomes, as per the table below. Magical ammunition created this way lasts 10 minutes or until you fire it, whichever comes first. ## Lucky Draw Bandolier d6 Ability (Suit) Ammunition 1 Strength (Hammer) Meteor shot 2 Dexterity (Key) Storm arrow 3 Constitution (Shield) Corrosive ammunition 4 Intelligence (Book) Explosive ammunition 5 Wisdom (Star) Terrifying ammunition 6 Charisma (Crown) Fairy bullet <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Lucky Draw Bandolier Source Guns & Gears (Remastered) pg. 180 Price 700 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lucky Draw Bandolier (Greater) Source Guns & Gears (Remastered) pg. 180 Price 2,000 gp Bulk L --- You can activate a greater lucky draw bandolier once per hour instead of being able to activate it once per day.","skill_mod":{},"summary":"You can activate a greater lucky draw bandolier once per hour instead of being able to activate it once per day.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Holsters","resistance":{},"url":"/Equipment.aspx?ID=1211","name":"Lucky Draw Bandolier (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1211-1134"},{"item_child_id":["equipment-1212-1135","equipment-1212-1136"],"primary_source_category":"Rulebooks","usage":"attached to firearm or crossbow (scope)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"legacy_id":["equipment-4316"],"trait":["Magical"],"id":"equipment-1212","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Darkvision Scope Source Guns & Gears (Remastered) pg. 180 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm or crossbow (scope) Bulk L --- These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical properties into their design. While relatively useless under normal lighting conditions, these crystals can help bring things into focus when used in dim light. The scope is then given an enchantment to enhance these properties for use in darkness. The scope grants you a +1 item bonus to Perception checks involving sight in areas of dim light visible through the scope (as well as in areas of darkness, if the scope has been activated). Activate Single Action manipulate Effect You gain darkvision until the beginning of your next turn, as long as you continue to look through the scope. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Darkvision Scope Source Guns & Gears (Remastered) pg. 180 Price 160 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Darkvision Scope (Greater) Source Guns & Gears (Remastered) pg. 180 Price 5,500 gp Bulk L --- The item bonus is +2 and activating the scope grants greater darkvision until the beginning of your next turn, as long as you continue to look through the scope.","skill_mod":{},"summary":"These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Scopes","resistance":{},"url":"/Equipment.aspx?ID=1212","name":"Darkvision Scope","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1212"},{"primary_source_category":"Rulebooks","usage":"attached to firearm or crossbow (scope)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-1212","weakness":{},"price":16000,"legacy_id":["equipment-4316"],"trait":["Magical"],"id":"equipment-1212-1135","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Darkvision Scope Source Guns & Gears (Remastered) pg. 180 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm or crossbow (scope) Bulk L --- These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical properties into their design. While relatively useless under normal lighting conditions, these crystals can help bring things into focus when used in dim light. The scope is then given an enchantment to enhance these properties for use in darkness. The scope grants you a +1 item bonus to Perception checks involving sight in areas of dim light visible through the scope (as well as in areas of darkness, if the scope has been activated). Activate Single Action manipulate Effect You gain darkvision until the beginning of your next turn, as long as you continue to look through the scope. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Darkvision Scope Source Guns & Gears (Remastered) pg. 180 Price 160 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Darkvision Scope (Greater) Source Guns & Gears (Remastered) pg. 180 Price 5,500 gp Bulk L --- The item bonus is +2 and activating the scope grants greater darkvision until the beginning of your next turn, as long as you continue to look through the scope.","skill_mod":{},"summary":"These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Scopes","resistance":{},"url":"/Equipment.aspx?ID=1212","name":"Darkvision Scope","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1212-1135"},{"primary_source_category":"Rulebooks","usage":"attached to firearm or crossbow (scope)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-1212","weakness":{},"price":550000,"legacy_id":["equipment-4316"],"trait":["Magical"],"id":"equipment-1212-1136","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Darkvision Scope Source Guns & Gears (Remastered) pg. 180 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm or crossbow (scope) Bulk L --- These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical properties into their design. While relatively useless under normal lighting conditions, these crystals can help bring things into focus when used in dim light. The scope is then given an enchantment to enhance these properties for use in darkness. The scope grants you a +1 item bonus to Perception checks involving sight in areas of dim light visible through the scope (as well as in areas of darkness, if the scope has been activated). Activate Single Action manipulate Effect You gain darkvision until the beginning of your next turn, as long as you continue to look through the scope. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Darkvision Scope Source Guns & Gears (Remastered) pg. 180 Price 160 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Darkvision Scope (Greater) Source Guns & Gears (Remastered) pg. 180 Price 5,500 gp Bulk L --- The item bonus is +2 and activating the scope grants greater darkvision until the beginning of your next turn, as long as you continue to look through the scope.","skill_mod":{},"summary":"The item bonus is +2 and activating the scope grants greater darkvision until the beginning of your next turn, as long as you continue to look …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Scopes","resistance":{},"url":"/Equipment.aspx?ID=1212","name":"Darkvision Scope (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1212-1136"},{"item_child_id":["equipment-1213-1137","equipment-1213-1138"],"primary_source_category":"Rulebooks","usage":"attached to firearm (scope)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"skill":["Survival","Survival"],"legacy_id":["equipment-4317"],"trait":["Magical"],"id":"equipment-1213","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Magnetite Scope Source Guns & Gears (Remastered) pg. 181 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm (scope) Bulk L --- More of a field projector than a scope, this small cylinder of magnetite has been enchanted to spread and accelerate the shrapnel of a scatter weapon further than the weapon's natural capabilities. Furthermore, some of the floating magnetite inside the scope's structure can help you when attempting to determine the your allies' locations. The magnetite scope grants you a +2 item bonus to Survival checks to Sense Direction when using the scope to assist you in navigating. This scope can only be attached to firearms with the scatter trait. Activate Single Action manipulate Effect The next Strike you make this round with the gun to which the scope is attached has its scatter radius increased by 5 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magnetite Scope Source Guns & Gears (Remastered) pg. 181 Price 800 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnetite Scope (Greater) Source Guns & Gears (Remastered) pg. 181 Price 16,000 gp Bulk L --- The item bonus is +3, and activating the scope increases the scatter radius by 10 feet.","skill_mod":{},"summary":"More of a field projector than a scope, this small cylinder of magnetite has been enchanted to spread and accelerate the shrapnel of a scatter …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Scopes","resistance":{},"url":"/Equipment.aspx?ID=1213","name":"Magnetite Scope","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1213"},{"primary_source_category":"Rulebooks","usage":"attached to firearm (scope)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-1213","weakness":{},"price":80000,"skill":["Survival"],"legacy_id":["equipment-4317"],"trait":["Magical"],"id":"equipment-1213-1137","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Magnetite Scope Source Guns & Gears (Remastered) pg. 181 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm (scope) Bulk L --- More of a field projector than a scope, this small cylinder of magnetite has been enchanted to spread and accelerate the shrapnel of a scatter weapon further than the weapon's natural capabilities. Furthermore, some of the floating magnetite inside the scope's structure can help you when attempting to determine the your allies' locations. The magnetite scope grants you a +2 item bonus to Survival checks to Sense Direction when using the scope to assist you in navigating. This scope can only be attached to firearms with the scatter trait. Activate Single Action manipulate Effect The next Strike you make this round with the gun to which the scope is attached has its scatter radius increased by 5 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magnetite Scope Source Guns & Gears (Remastered) pg. 181 Price 800 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnetite Scope (Greater) Source Guns & Gears (Remastered) pg. 181 Price 16,000 gp Bulk L --- The item bonus is +3, and activating the scope increases the scatter radius by 10 feet.","skill_mod":{},"summary":"More of a field projector than a scope, this small cylinder of magnetite has been enchanted to spread and accelerate the shrapnel of a scatter …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Scopes","resistance":{},"url":"/Equipment.aspx?ID=1213","name":"Magnetite Scope","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1213-1137"},{"primary_source_category":"Rulebooks","usage":"attached to firearm (scope)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-1213","weakness":{},"price":1600000,"skill":["Survival"],"legacy_id":["equipment-4317"],"trait":["Magical"],"id":"equipment-1213-1138","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Magnetite Scope Source Guns & Gears (Remastered) pg. 181 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm (scope) Bulk L --- More of a field projector than a scope, this small cylinder of magnetite has been enchanted to spread and accelerate the shrapnel of a scatter weapon further than the weapon's natural capabilities. Furthermore, some of the floating magnetite inside the scope's structure can help you when attempting to determine the your allies' locations. The magnetite scope grants you a +2 item bonus to Survival checks to Sense Direction when using the scope to assist you in navigating. This scope can only be attached to firearms with the scatter trait. Activate Single Action manipulate Effect The next Strike you make this round with the gun to which the scope is attached has its scatter radius increased by 5 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magnetite Scope Source Guns & Gears (Remastered) pg. 181 Price 800 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnetite Scope (Greater) Source Guns & Gears (Remastered) pg. 181 Price 16,000 gp Bulk L --- The item bonus is +3, and activating the scope increases the scatter radius by 10 feet.","skill_mod":{},"summary":"The item bonus is +3, and activating the scope increases the scatter radius by 10 feet.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Scopes","resistance":{},"url":"/Equipment.aspx?ID=1213","name":"Magnetite Scope (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1213-1138"},{"item_child_id":["equipment-1214-1139","equipment-1214-1140","equipment-1214-1141"],"primary_source_category":"Rulebooks","usage":"attached to firearm or crossbow (scope)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"legacy_id":["equipment-4318"],"trait":["Magical"],"id":"equipment-1214","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magnifying Scope Source Guns & Gears (Remastered) pg. 181 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm or crossbow (scope) Bulk L --- These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to visual Perception checks to Seek creatures through the scope. Activate Single Action manipulate Effect While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the weapon to which the scope is attached by 5 feet until the beginning of your next turn or until you're no longer wielding the weapon, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magnifying Scope Source Guns & Gears (Remastered) pg. 181 Price 70 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magnifying Scope (Greater) Source Guns & Gears (Remastered) pg. 181 Price 800 gp Bulk L --- The item bonus is +2, and activating the scope increases the range increment by 10 feet. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnifying Scope (Major) Source Guns & Gears (Remastered) pg. 181 Price 16,000 gp Bulk L --- The item bonus is +3, and activating the scope increases the range increment by 20 feet.","skill_mod":{},"summary":"These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Scopes","resistance":{},"url":"/Equipment.aspx?ID=1214","name":"Magnifying Scope","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1214"},{"primary_source_category":"Rulebooks","usage":"attached to firearm or crossbow (scope)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-1214","weakness":{},"price":7000,"legacy_id":["equipment-4318"],"trait":["Magical"],"id":"equipment-1214-1139","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magnifying Scope Source Guns & Gears (Remastered) pg. 181 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm or crossbow (scope) Bulk L --- These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to visual Perception checks to Seek creatures through the scope. Activate Single Action manipulate Effect While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the weapon to which the scope is attached by 5 feet until the beginning of your next turn or until you're no longer wielding the weapon, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magnifying Scope Source Guns & Gears (Remastered) pg. 181 Price 70 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magnifying Scope (Greater) Source Guns & Gears (Remastered) pg. 181 Price 800 gp Bulk L --- The item bonus is +2, and activating the scope increases the range increment by 10 feet. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnifying Scope (Major) Source Guns & Gears (Remastered) pg. 181 Price 16,000 gp Bulk L --- The item bonus is +3, and activating the scope increases the range increment by 20 feet.","skill_mod":{},"summary":"These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Scopes","resistance":{},"url":"/Equipment.aspx?ID=1214","name":"Magnifying Scope","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1214-1139"},{"primary_source_category":"Rulebooks","usage":"attached to firearm or crossbow (scope)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-1214","weakness":{},"price":80000,"legacy_id":["equipment-4318"],"trait":["Magical"],"id":"equipment-1214-1140","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magnifying Scope Source Guns & Gears (Remastered) pg. 181 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm or crossbow (scope) Bulk L --- These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to visual Perception checks to Seek creatures through the scope. Activate Single Action manipulate Effect While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the weapon to which the scope is attached by 5 feet until the beginning of your next turn or until you're no longer wielding the weapon, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magnifying Scope Source Guns & Gears (Remastered) pg. 181 Price 70 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magnifying Scope (Greater) Source Guns & Gears (Remastered) pg. 181 Price 800 gp Bulk L --- The item bonus is +2, and activating the scope increases the range increment by 10 feet. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnifying Scope (Major) Source Guns & Gears (Remastered) pg. 181 Price 16,000 gp Bulk L --- The item bonus is +3, and activating the scope increases the range increment by 20 feet.","skill_mod":{},"summary":"The item bonus is +2, and activating the scope increases the range increment by 10 feet.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Scopes","resistance":{},"url":"/Equipment.aspx?ID=1214","name":"Magnifying Scope (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1214-1140"},{"primary_source_category":"Rulebooks","usage":"attached to firearm or crossbow (scope)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-1214","weakness":{},"price":1600000,"legacy_id":["equipment-4318"],"trait":["Magical"],"id":"equipment-1214-1141","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magnifying Scope Source Guns & Gears (Remastered) pg. 181 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm or crossbow (scope) Bulk L --- These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to visual Perception checks to Seek creatures through the scope. Activate Single Action manipulate Effect While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the weapon to which the scope is attached by 5 feet until the beginning of your next turn or until you're no longer wielding the weapon, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magnifying Scope Source Guns & Gears (Remastered) pg. 181 Price 70 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magnifying Scope (Greater) Source Guns & Gears (Remastered) pg. 181 Price 800 gp Bulk L --- The item bonus is +2, and activating the scope increases the range increment by 10 feet. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnifying Scope (Major) Source Guns & Gears (Remastered) pg. 181 Price 16,000 gp Bulk L --- The item bonus is +3, and activating the scope increases the range increment by 20 feet.","skill_mod":{},"summary":"The item bonus is +3, and activating the scope increases the range increment by 20 feet.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Scopes","resistance":{},"url":"/Equipment.aspx?ID=1214","name":"Magnifying Scope (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1214-1141"},{"primary_source_category":"Rulebooks","usage":"attached to firearm (scope)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"price":90000,"legacy_id":["equipment-4319"],"trait":["Magical"],"id":"equipment-1215","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Scope of Limning Source Guns & Gears (Remastered) pg. 182 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Price 900 gp Usage attached to firearm (scope) Bulk L --- The dwarven gunsmiths of Dongun Hold originally created these scopes to help them clear out vermin in underground areas. This scope captures the sound that echoes off a creature hit by the firearm and transforms it into light, illuminating the target for all to see. Activate Single Action (auditory, light, manipulate) Effect If your next Strike from the weapon to which the scope is attached hits a creature, the sound of the impact transforms into light, causing the creature to glow until the end of your next turn. A visible creature can't be concealed while they glow. If a creature is invisible, they're concealed while glowing, rather than being undetected. Because the effect requires a solid impact, incorporeal creatures are unaffected unless the bullet can deal force damage or has the effects of the ghost touch property rune.\n","skill_mod":{},"summary":"The dwarven gunsmiths of Dongun Hold originally created these scopes to help them clear out vermin in underground areas. This scope captures the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Scopes","resistance":{},"url":"/Equipment.aspx?ID=1215","name":"Scope of Limning","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1215"},{"primary_source_category":"Rulebooks","usage":"attached to firearm or crossbow (scope)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"price":300000,"legacy_id":["equipment-4320"],"trait":["Magical"],"id":"equipment-1216","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Scope of Truth Source Guns & Gears (Remastered) pg. 182 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Replace the word \"transmutation\" in the scope of truth with the word \"polymorph.\" Price 3,000 gp Usage attached to firearm or crossbow (scope) Bulk L --- The scope of truth is a bit bigger than most to accommodate larger lenses, which have been magically prepared with tiny shards from crystal balls to reveal the truth. The scope grants you a +2 item bonus to Perception checks made to Seek in areas you can see through the scope. Activate Two Actions manipulate Frequency once per day; Effect For the next 10 minutes, you can see things through the scope as they actually are. The GM rolls a secret counteract check with a +20 counteract modifier and a counteract level of 7 against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it, not to end the spell or effect. For instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the spell.\n","skill_mod":{},"summary":"The scope of truth is a bit bigger than most to accommodate larger lenses, which have been magically prepared with tiny shards from crystal balls …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Scopes","resistance":{},"url":"/Equipment.aspx?ID=1216","name":"Scope of Truth","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1216"},{"primary_source_category":"Rulebooks","usage":"worn saddle","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"price":2000,"legacy_id":["equipment-4321"],"trait":["Uncommon"],"id":"equipment-1217","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Gunner's Saddle Source Guns & Gears (Remastered) pg. 182 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Price 20 gp Usage worn saddle Bulk 2 --- Developed by marauders from the Mana Wastes, this clockwork saddle comes with a retractable weapon mount that can be used as a tripod to stabilize a weapon with the kickback trait. Just like a normal tripod, you Interact to deploy the tripod to stabilize the firearm, and then again to retract the tripod to move it. The saddle uses complex hydraulics to protect the steed from the firearm's recoil.\n","skill_mod":{},"summary":"Developed by marauders from the Mana Wastes, this clockwork saddle comes with a retractable weapon mount that can be used as a tripod to stabilize …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=1217","name":"Gunner's Saddle","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1217"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"price":70000,"legacy_id":["equipment-4322"],"trait":["Magical","Uncommon"],"id":"equipment-1218","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Immovable Tripod Source Guns & Gears (Remastered) pg. 182 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Price 700 gp Bulk 1 --- This copper tripod has a magical core that can't be moved once magically locked in place—a perfect example of engineering ingenuity applied to magic items. This eccentric magical power is put to a pragmatic use of stabilizing weapons without the need for solid ground on which to stabilize them. In addition to extraplanar and aquatic environments, these devices have seen use by flying and climbing snipers who would otherwise have no way to mitigate their weapons' fierce kickback. Activate Single Action manipulate Effect You deploy the tripod and press a button to lock it into place, allowing you to deploy the tripod in midair, underwater, or anywhere else where you don't have a solid horizontal surface available. If you Activate the tripod by pushing the button again, you release and retrieve the tripod. While anchored, the tripod can be moved only if 8,000 pounds of pressure are applied to it or if a creature uses Athletics to Force Open the tripod with a DC of 40 (though most intelligent creatures can just push the button to release the tripod).\n","skill_mod":{},"summary":"This copper tripod has a magical core that can't be moved once magically locked in place—a perfect example of engineering ingenuity applied to …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=1218","name":"Immovable Tripod","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1218"},{"item_child_id":["equipment-1219-1142","equipment-1219-1143"],"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"legacy_id":["equipment-4323"],"trait":["Uncommon"],"id":"equipment-1219","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Portable Weapon Mount Source Guns & Gears (Remastered) pg. 182 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Bulk 1 --- Powerful firearms like the arquebus were originally used to defend fortifications or ships, mounted on casements or pintles to steady their aim and offset their recoil. More mobile means of stabilizing weapons with kickback were developed as firearms began to spread across the Inner Sea. The standard tripod takes an Interact action to deploy using one hand. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Portable Weapon Mount (Monopod) Source Guns & Gears (Remastered) pg. 182 Price 2 sp Bulk 1 --- Monopods are lighter and can be deployed with a single hand using the same action as drawing the firearm. They still require an Interact action to retrieve. Monopods are less stable than a tripod, and firing a kickback weapon from a monopod without the necessary Strength reduces the penalty to a –1 circumstance penalty instead of removing it entirely. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Portable Weapon Mount (Tripod, Shielded) Source Guns & Gears (Remastered) pg. 182 Price 50 gp Bulk 5 --- A shielded tripod resembles a squat shield on a tripod. You can deploy and retrieve a shielded tripod with an Interact action, as normal, but while a shielded tripod is in your square, you can use the Take Cover action to gain standard cover behind the tripod's shield. You can't use this cover to Hide or Sneak, as normal for times when your cover still leaves your position obvious.","skill_mod":{},"summary":"Powerful firearms like the arquebus were originally used to defend fortifications or ships, mounted on casements or pintles to steady their aim and …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=1219","name":"Portable Weapon Mount","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1219"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-1219","weakness":{},"price":20,"legacy_id":["equipment-4323"],"trait":["Uncommon"],"id":"equipment-1219-1142","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Portable Weapon Mount Source Guns & Gears (Remastered) pg. 182 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Bulk 1 --- Powerful firearms like the arquebus were originally used to defend fortifications or ships, mounted on casements or pintles to steady their aim and offset their recoil. More mobile means of stabilizing weapons with kickback were developed as firearms began to spread across the Inner Sea. The standard tripod takes an Interact action to deploy using one hand. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Portable Weapon Mount (Monopod) Source Guns & Gears (Remastered) pg. 182 Price 2 sp Bulk 1 --- Monopods are lighter and can be deployed with a single hand using the same action as drawing the firearm. They still require an Interact action to retrieve. Monopods are less stable than a tripod, and firing a kickback weapon from a monopod without the necessary Strength reduces the penalty to a –1 circumstance penalty instead of removing it entirely. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Portable Weapon Mount (Tripod, Shielded) Source Guns & Gears (Remastered) pg. 182 Price 50 gp Bulk 5 --- A shielded tripod resembles a squat shield on a tripod. You can deploy and retrieve a shielded tripod with an Interact action, as normal, but while a shielded tripod is in your square, you can use the Take Cover action to gain standard cover behind the tripod's shield. You can't use this cover to Hide or Sneak, as normal for times when your cover still leaves your position obvious.","skill_mod":{},"summary":"Monopods are lighter and can be deployed with a single hand using the same action as drawing the firearm. They still require an Interact action to …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=1219","name":"Portable Weapon Mount (Monopod)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1219-1142"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-1219","weakness":{},"price":5000,"legacy_id":["equipment-4323"],"trait":["Uncommon"],"id":"equipment-1219-1143","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Portable Weapon Mount Source Guns & Gears (Remastered) pg. 182 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Bulk 1 --- Powerful firearms like the arquebus were originally used to defend fortifications or ships, mounted on casements or pintles to steady their aim and offset their recoil. More mobile means of stabilizing weapons with kickback were developed as firearms began to spread across the Inner Sea. The standard tripod takes an Interact action to deploy using one hand. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Portable Weapon Mount (Monopod) Source Guns & Gears (Remastered) pg. 182 Price 2 sp Bulk 1 --- Monopods are lighter and can be deployed with a single hand using the same action as drawing the firearm. They still require an Interact action to retrieve. Monopods are less stable than a tripod, and firing a kickback weapon from a monopod without the necessary Strength reduces the penalty to a –1 circumstance penalty instead of removing it entirely. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Portable Weapon Mount (Tripod, Shielded) Source Guns & Gears (Remastered) pg. 182 Price 50 gp Bulk 5 --- A shielded tripod resembles a squat shield on a tripod. You can deploy and retrieve a shielded tripod with an Interact action, as normal, but while a shielded tripod is in your square, you can use the Take Cover action to gain standard cover behind the tripod's shield. You can't use this cover to Hide or Sneak, as normal for times when your cover still leaves your position obvious.","skill_mod":{},"summary":"A shielded tripod resembles a squat shield on a tripod. You can deploy and retrieve a shielded tripod with an Interact action, as normal, but while a …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=1219","name":"Portable Weapon Mount (Tripod, Shielded)","bulk":5,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1219-1143"},{"legacy_name":["Air Cartridge Firing system"],"primary_source_category":"Rulebooks","usage":"attached to firearm (firing mechanism)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"price":7500,"legacy_id":["equipment-4324"],"trait":["Uncommon"],"id":"equipment-1220","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Air Cartridge Firing System Source Guns & Gears (Remastered) pg. 183 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Weapons that install an air cartridge firing system and that have the kickback trait retain the trait and the associated drawbacks. Price 75 gp Usage attached to firearm (firing mechanism) --- Air cartridge firing mechanisms use a container of compressed air affixed to a sealed system that releases the air in a small burst to propel ammunition, and they're the default used in Arcadian air repeaters. Any firearm can be modified to replace its normal firing mechanism with an air cartridge firing system, allowing the weapon to be fired underwater or in other conditions that would normally prevent the ignition of black powder. The air cartridges lack much of the propulsive power of black powder, however, imposing a –10-foot penalty to the attached firearm's range increment. Weapons with the kickback trait don't gain that trait's benefits when using an air cartridge firing system. Attaching an air cartridge firing system takes one hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires.\n","skill_mod":{},"summary":"Air cartridge firing mechanisms use a container of compressed air affixed to a sealed system that releases the air in a small burst to propel …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Modifications","resistance":{},"url":"/Equipment.aspx?ID=1220","name":"Air Cartridge Firing System","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1220"},{"item_child_id":["equipment-1221-1144","equipment-1221-1145"],"primary_source_category":"Rulebooks","usage":"worn and attached to two weapons (see below)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-4325"],"trait":["Invested","Magical"],"id":"equipment-1221","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Blazons of Shared Power Source Guns & Gears (Remastered) pg. 183 Usage worn and attached to two weapons (see below) --- These brass emblems come in a variety of designs, usually customized to the purchaser to reflect the heraldry of a family or guild. Blazons of shared power come in sets of three. When you invest the blazons, you wear one of the three on your chest, and you attach the others to a pair of one-handed weapons, choosing one as the primary weapon and one as the secondary weapon. These weapons can be either melee weapons or ranged weapons. As long as you're wielding both the primary weapon and the secondary weapon, the secondary weapon gains the benefit of the fundamental runes on the primary weapon. A weapon can only have a single blazon of shared power attached to it at a time. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blazons of Shared Power Source Guns & Gears (Remastered) pg. 183 Price 52 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blazons of Shared Power (Greater) Source Guns & Gears (Remastered) pg. 183 Price 1,350 gp --- A set of greater blazons of shared power also replicates property runes from the primary weapon, so long as the secondary weapon meets all the prerequisites for a given rune and isn't a specific weapon. The secondary weapon gains the benefits of those runes. All of its own runes are suppressed. When you invest the blazons, you can elect for them to transfer only fundamental runes, in which case they function as standard blazons of shared power .","skill_mod":{},"summary":"These brass emblems come in a variety of designs, usually customized to the purchaser to reflect the heraldry of a family or guild. Blazons of …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1221","name":"Blazons of Shared Power","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1221"},{"primary_source_category":"Rulebooks","usage":"worn and attached to two weapons (see below)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1221","weakness":{},"price":5200,"legacy_id":["equipment-4325"],"trait":["Invested","Magical"],"id":"equipment-1221-1144","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Blazons of Shared Power Source Guns & Gears (Remastered) pg. 183 Usage worn and attached to two weapons (see below) --- These brass emblems come in a variety of designs, usually customized to the purchaser to reflect the heraldry of a family or guild. Blazons of shared power come in sets of three. When you invest the blazons, you wear one of the three on your chest, and you attach the others to a pair of one-handed weapons, choosing one as the primary weapon and one as the secondary weapon. These weapons can be either melee weapons or ranged weapons. As long as you're wielding both the primary weapon and the secondary weapon, the secondary weapon gains the benefit of the fundamental runes on the primary weapon. A weapon can only have a single blazon of shared power attached to it at a time. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blazons of Shared Power Source Guns & Gears (Remastered) pg. 183 Price 52 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blazons of Shared Power (Greater) Source Guns & Gears (Remastered) pg. 183 Price 1,350 gp --- A set of greater blazons of shared power also replicates property runes from the primary weapon, so long as the secondary weapon meets all the prerequisites for a given rune and isn't a specific weapon. The secondary weapon gains the benefits of those runes. All of its own runes are suppressed. When you invest the blazons, you can elect for them to transfer only fundamental runes, in which case they function as standard blazons of shared power .","skill_mod":{},"summary":"These brass emblems come in a variety of designs, usually customized to the purchaser to reflect the heraldry of a family or guild. Blazons of …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1221","name":"Blazons of Shared Power","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1221-1144"},{"primary_source_category":"Rulebooks","usage":"worn and attached to two weapons (see below)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1221","weakness":{},"price":135000,"legacy_id":["equipment-4325"],"trait":["Invested","Magical"],"id":"equipment-1221-1145","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Blazons of Shared Power Source Guns & Gears (Remastered) pg. 183 Usage worn and attached to two weapons (see below) --- These brass emblems come in a variety of designs, usually customized to the purchaser to reflect the heraldry of a family or guild. Blazons of shared power come in sets of three. When you invest the blazons, you wear one of the three on your chest, and you attach the others to a pair of one-handed weapons, choosing one as the primary weapon and one as the secondary weapon. These weapons can be either melee weapons or ranged weapons. As long as you're wielding both the primary weapon and the secondary weapon, the secondary weapon gains the benefit of the fundamental runes on the primary weapon. A weapon can only have a single blazon of shared power attached to it at a time. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blazons of Shared Power Source Guns & Gears (Remastered) pg. 183 Price 52 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blazons of Shared Power (Greater) Source Guns & Gears (Remastered) pg. 183 Price 1,350 gp --- A set of greater blazons of shared power also replicates property runes from the primary weapon, so long as the secondary weapon meets all the prerequisites for a given rune and isn't a specific weapon. The secondary weapon gains the benefits of those runes. All of its own runes are suppressed. When you invest the blazons, you can elect for them to transfer only fundamental runes, in which case they function as standard blazons of shared power .","skill_mod":{},"summary":"A set of greater blazons of shared power also replicates property runes from the primary weapon, so long as the secondary weapon meets all the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1221","name":"Blazons of Shared Power (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1221-1145"},{"primary_source_category":"Rulebooks","usage":"attached to firearm (firing mechanism)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"price":1000,"legacy_id":["equipment-4326"],"trait":["Consumable","Uncommon"],"id":"equipment-1222","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Breech Ejectors Source Guns & Gears (Remastered) pg. 183 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Price 10 gp Usage attached to firearm (firing mechanism) --- These spring-loaded inserts can be fitted into the breech of a double-barreled firearm over the course of 10 minutes or during the firearm's daily maintenance. After the weapon is fired, the ejectors hasten the reloading process by ejecting the spent detritus from the fired rounds. This allows you to reload both barrels of the double-barreled weapon as a single Interact action the next time you reload the weapon as long as you do so before the end of your next turn. However, the ejectors are consumed in the process, and you must spend the time to insert a new set to gain the benefit again.\n","skill_mod":{},"summary":"These spring-loaded inserts can be fitted into the breech of a double-barreled firearm over the course of 10 minutes or during the firearm's daily …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Modifications","resistance":{},"url":"/Equipment.aspx?ID=1222","name":"Breech Ejectors","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1222"},{"primary_source_category":"Rulebooks","usage":"attached to firearm","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"price":12000,"legacy_id":["equipment-4327"],"trait":["Uncommon"],"id":"equipment-1223","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Large Bore Modifications Source Guns & Gears (Remastered) pg. 183 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Price 120 gp Usage attached to firearm Bulk 1 --- These modifications include a heavier stock and larger replacement barrel designed to increase the stopping power of firearms. Large bore modifications can only be applied to firearms with the kickback or scatter traits, and attaching large bore modifications takes 1 hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires. When you attach large bore modifications to a kickback weapon, the bonus to damage granted by the kickback trait increases from 1 to 2 additional damage and the Strength modifier requirement to fire the weapon without penalty increases to +4. When you attach large bore modifications to a weapon with the scatter trait, the radius of the scatter effect increases by 5 feet, but the weapon imposes a –2 penalty on attack rolls if the wielder's Strength modifier is less than +2. If the weapon has both the kickback and scatter traits, apply both sets of modifications with the Strength modifier requirement raised to +4 to avoid penalties when firing.\n","skill_mod":{},"summary":"These modifications include a heavier stock and larger replacement barrel designed to increase the stopping power of firearms. Large bore …","primary_source":"Guns & Gears (Remastered)","trait_group":["Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Modifications","resistance":{},"url":"/Equipment.aspx?ID=1223","name":"Large Bore Modifications","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1223"},{"primary_source_category":"Rulebooks","usage":"attached to firearm (firing mechanism)","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"price":60000,"legacy_id":["equipment-4328"],"trait":["Magical","Uncommon"],"id":"equipment-1224","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Underwater Firing Mechanism Source Guns & Gears (Remastered) pg. 184 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Price 600 gp Usage attached to firearm (firing mechanism) --- This device replaces the attached firearm's normal firing mechanism (normally, most of the guns in this chapter use a flintlock or matchlock firing mechanism). When the firearm's wielder fires the weapon, a small rune etched on a piece of stone affixed inside the mechanism releases a magical spark that's propelled through the firing mechanism and into the firearm, launching its bullet. An underwater firing mechanism allows the attached firearm to be fired underwater or in other conditions that would normally prevent the ignition of black powder. Attaching an underwater firing mechanism to a firearm takes 1 hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires.\n","skill_mod":{},"summary":"This device replaces the attached firearm's normal firing mechanism (normally, most of the guns in this chapter use a flintlock or matchlock firing …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Modifications","resistance":{},"url":"/Equipment.aspx?ID=1224","name":"Underwater Firing Mechanism","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1224"},{"primary_source_category":"Rulebooks","usage":"affixed to a firearm","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":500,"legacy_id":["equipment-4329"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-1225","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Adaptive Cogwheel Source Guns & Gears (Remastered) pg. 184 Price 5 gp Usage affixed to a firearm Activate Free Action concentrate Requirement You're wielding the affixed firearm. --- This tiny copper gear is attached to the side of a firearm with a matching bolt or pin. When you activate it, the affixed weapon magically transfigures itself into the form of any simple or martial firearm to which you have access, harmlessly ejecting any contained ammunition in the process. Any runes or attached items present on the affixed weapon remain active unless incompatible with its new form, in which case they're suppressed for the duration of the transformation. The effect lasts until the beginning of your next turn.\n","skill_mod":{},"summary":"This tiny copper gear is attached to the side of a firearm with a matching bolt or pin. When you activate it, the affixed weapon magically …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're wielding the affixed firearm.","resistance":{},"url":"/Equipment.aspx?ID=1225","name":"Adaptive Cogwheel","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1225"},{"primary_source_category":"Rulebooks","usage":"affixed to a firearm","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2000,"legacy_id":["equipment-4330"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-1226","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Admonishing Band Source Guns & Gears (Remastered) pg. 184 Price 20 gp Usage affixed to a firearm Activate Single Action concentrate Requirement You're trained in Intimidation. --- This wide strip of treated lizard hide is wrapped around the grip or stock of the affixed weapon, augmenting the unease that your gunshot creates. When you activate it, you fire your gun into the air with the effects of Warning Shot. If you already have the Warning Shot feat, the target doesn't become temporarily immune to your Demoralize, potentially allowing you to Demoralize them again.\n","skill_mod":{},"summary":"This wide strip of treated lizard hide is wrapped around the grip or stock of the affixed weapon, augmenting the unease that your gunshot creates. …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're trained in Intimidation .","resistance":{},"url":"/Equipment.aspx?ID=1226","name":"Admonishing Band","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1226"},{"primary_source_category":"Rulebooks","usage":"affixed to a firearm or crossbow","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2000,"legacy_id":["equipment-4331"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-1227","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Energized Cartridge Source Guns & Gears (Remastered) pg. 184 Price 20 gp Usage affixed to a firearm or crossbow Activate Free Action concentrate Trigger You attempt an attack roll with the affixed firearm or crossbow Requirement You're trained in use of the affixed firearm or crossbow. --- This simple brass shell casing contains trace amounts of alchemical ingredients and is usually attached to the underside of the affixed weapon's barrel. When activated, it causes the ammunition fired from the affixed weapon to transform into your choice of acid, cold, electricity, or fire, dealing damage of the appropriate energy type instead of its usual damage as well as 1d6 persistent damage of the same type on a critical hit.\n","skill_mod":{},"summary":"This simple brass shell casing contains trace amounts of alchemical ingredients and is usually attached to the underside of the affixed weapon's …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're trained in use of the affixed firearm or crossbow.","trigger":"You attempt an attack roll with the affixed firearm or crossbow","resistance":{},"url":"/Equipment.aspx?ID=1227","name":"Energized Cartridge","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1227"},{"primary_source_category":"Rulebooks","usage":"affixed to a ranged weapon","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":30000,"legacy_id":["equipment-4332"],"trait":["Consumable","Illusion","Magical","Talisman"],"id":"equipment-1228","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Ghostshot Wrapping Source Guns & Gears (Remastered) pg. 184 Price 300 gp Usage affixed to a ranged weapon Activate Free Action concentrate Trigger You attempt a ranged Strike with the affixed weapon while hidden or undetected. --- This long strip of linen is tightly wound around the barrel of the affixed firearm or the grip of a bow. When activated, the talisman's magic dampens the sound of the triggering shot, rendering it completely silent, and additionally skews the angle of the shot, so it appears to come from a different location and direction than your actual position. You don't become automatically observed to any creatures due to making the triggering Strike.\n","skill_mod":{},"summary":"This long strip of linen is tightly wound around the barrel of the affixed firearm or the grip of a bow. When activated, the talisman's magic dampens …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","School","Monster","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You attempt a ranged Strike with the affixed weapon while hidden or undetected .","resistance":{},"url":"/Equipment.aspx?ID=1228","name":"Ghostshot Wrapping","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1228"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2400,"legacy_id":["equipment-4333"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-1229","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Goblin-Eye Orb Source Guns & Gears (Remastered) pg. 184 Price 24 gp Usage affixed to a weapon Activate Free Action concentrate Trigger You attempt a Strike with the affixed firearm or crossbow against an enemy that's concealed or hidden to you Requirement You're an expert with the affixed firearm or crossbow and an expert in Perception. --- This colorful marble dangles from a leather thong wrapped around the affixed weapon. When you activate the band, for the triggering Strike, you don't need to attempt a flat check due to the enemy being concealed or hidden to you.\n","skill_mod":{},"summary":"This colorful marble dangles from a leather thong wrapped around the affixed weapon. When you activate the band, for the triggering Strike, you …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're an expert with the affixed firearm or crossbow and an expert in Perception.","trigger":"You attempt a Strike with the affixed firearm or crossbow against an enemy that's concealed or hidden to you","resistance":{},"url":"/Equipment.aspx?ID=1229","name":"Goblin-Eye Orb","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1229"},{"item_child_id":["equipment-1230-1146","equipment-1230-1147","equipment-1230-1148"],"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4334"],"trait":["Consumable","Fortune","Magical","Talisman"],"id":"equipment-1230","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Indomitable Keepsake Source Guns & Gears (Remastered) pg. 186 Usage affixed to armor Activate Free Action concentrate Trigger You're critically hit by a firearm attack. --- This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you activate it, it slows the attack, and you reduce the damage from the triggering critical hit by 10, as the attack destroys the talisman. This effect only reduces the additional damage from a critical hit; it can't reduce the damage below the amount it would deal on a normal hit. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Indomitable Keepsake Source Guns & Gears (Remastered) pg. 186 Price 12 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Indomitable Keepsake (Greater) Source Guns & Gears (Remastered) pg. 186 Price 120 gp --- When you activate a greater indomitable keepsake , you reduce the damage from a firearm critical hit by 20 instead of reducing it by 10. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Indomitable Keepsake (Major) Source Guns & Gears (Remastered) pg. 186 Price 1,200 gp --- When you activate a major indomitable keepsake , you reduce the damage from a firearm critical hit by 30 instead of reducing it by 10.","skill_mod":{},"summary":"This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You're critically hit by a firearm attack.","resistance":{},"url":"/Equipment.aspx?ID=1230","name":"Indomitable Keepsake","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1230"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1230","weakness":{},"price":1200,"legacy_id":["equipment-4334"],"trait":["Consumable","Fortune","Magical","Talisman"],"id":"equipment-1230-1146","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Indomitable Keepsake Source Guns & Gears (Remastered) pg. 186 Usage affixed to armor Activate Free Action concentrate Trigger You're critically hit by a firearm attack. --- This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you activate it, it slows the attack, and you reduce the damage from the triggering critical hit by 10, as the attack destroys the talisman. This effect only reduces the additional damage from a critical hit; it can't reduce the damage below the amount it would deal on a normal hit. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Indomitable Keepsake Source Guns & Gears (Remastered) pg. 186 Price 12 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Indomitable Keepsake (Greater) Source Guns & Gears (Remastered) pg. 186 Price 120 gp --- When you activate a greater indomitable keepsake , you reduce the damage from a firearm critical hit by 20 instead of reducing it by 10. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Indomitable Keepsake (Major) Source Guns & Gears (Remastered) pg. 186 Price 1,200 gp --- When you activate a major indomitable keepsake , you reduce the damage from a firearm critical hit by 30 instead of reducing it by 10.","skill_mod":{},"summary":"This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You're critically hit by a firearm attack.","resistance":{},"url":"/Equipment.aspx?ID=1230","name":"Indomitable Keepsake","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1230-1146"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1230","weakness":{},"price":12000,"legacy_id":["equipment-4334"],"trait":["Consumable","Fortune","Magical","Talisman"],"id":"equipment-1230-1147","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Indomitable Keepsake Source Guns & Gears (Remastered) pg. 186 Usage affixed to armor Activate Free Action concentrate Trigger You're critically hit by a firearm attack. --- This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you activate it, it slows the attack, and you reduce the damage from the triggering critical hit by 10, as the attack destroys the talisman. This effect only reduces the additional damage from a critical hit; it can't reduce the damage below the amount it would deal on a normal hit. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Indomitable Keepsake Source Guns & Gears (Remastered) pg. 186 Price 12 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Indomitable Keepsake (Greater) Source Guns & Gears (Remastered) pg. 186 Price 120 gp --- When you activate a greater indomitable keepsake , you reduce the damage from a firearm critical hit by 20 instead of reducing it by 10. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Indomitable Keepsake (Major) Source Guns & Gears (Remastered) pg. 186 Price 1,200 gp --- When you activate a major indomitable keepsake , you reduce the damage from a firearm critical hit by 30 instead of reducing it by 10.","skill_mod":{},"summary":"When you activate a greater indomitable keepsake , you reduce the damage from a firearm critical hit by 20 instead of reducing it by 10.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You're critically hit by a firearm attack.","resistance":{},"url":"/Equipment.aspx?ID=1230","name":"Indomitable Keepsake (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1230-1147"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1230","weakness":{},"price":120000,"legacy_id":["equipment-4334"],"trait":["Consumable","Fortune","Magical","Talisman"],"id":"equipment-1230-1148","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Indomitable Keepsake Source Guns & Gears (Remastered) pg. 186 Usage affixed to armor Activate Free Action concentrate Trigger You're critically hit by a firearm attack. --- This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you activate it, it slows the attack, and you reduce the damage from the triggering critical hit by 10, as the attack destroys the talisman. This effect only reduces the additional damage from a critical hit; it can't reduce the damage below the amount it would deal on a normal hit. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Indomitable Keepsake Source Guns & Gears (Remastered) pg. 186 Price 12 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Indomitable Keepsake (Greater) Source Guns & Gears (Remastered) pg. 186 Price 120 gp --- When you activate a greater indomitable keepsake , you reduce the damage from a firearm critical hit by 20 instead of reducing it by 10. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Indomitable Keepsake (Major) Source Guns & Gears (Remastered) pg. 186 Price 1,200 gp --- When you activate a major indomitable keepsake , you reduce the damage from a firearm critical hit by 30 instead of reducing it by 10.","skill_mod":{},"summary":"When you activate a major indomitable keepsake , you reduce the damage from a firearm critical hit by 30 instead of reducing it by 10.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You're critically hit by a firearm attack.","resistance":{},"url":"/Equipment.aspx?ID=1230","name":"Indomitable Keepsake (Major)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1230-1148"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":3500,"legacy_id":["equipment-4335"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-1231","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Peacemaker Source Guns & Gears (Remastered) pg. 186 Price 35 gp Usage affixed to a weapon Activate Single Action (concentrate, manipulate) Requirement Your last action was an Interact action to stow the affixed firearm or crossbow. --- This ragged piece of white cloth is wrapped around the grip, stock, or haft of the affixed weapon. When you activate the talisman, you gain the effects of a sanctuary spell (DC 20) lasting for 1 minute. If you draw the affixed firearm, the effect ends immediately and the talisman crumbles.\n","skill_mod":{},"summary":"This ragged piece of white cloth is wrapped around the grip, stock, or haft of the affixed weapon. When you activate the talisman, you gain the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"Your last action was an Interact action to stow the affixed firearm or crossbow.","resistance":{},"url":"/Equipment.aspx?ID=1231","name":"Peacemaker","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1231"},{"primary_source_category":"Rulebooks","usage":"affixed to a firearm with a reload of 1","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":5500,"legacy_id":["equipment-4336"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-1232","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Persistent Lodestone Source Guns & Gears (Remastered) pg. 186 Price 55 gp Usage affixed to a firearm with a reload of 1 Activate Free Action concentrate Trigger You miss on a ranged Strike with the affixed weapon using an ordinary 0-level piece of ammunition. --- This small magnetite block is attached to the barrel of the firearm by a thin metal wire drilled through a hole in its center. When you activate the lodestone, the ammunition from your missed shot is immediately recalled to your firearm, allowing you to fire again without reloading.\n","skill_mod":{},"summary":"This small magnetite block is attached to the barrel of the firearm by a thin metal wire drilled through a hole in its center. When you activate the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You miss on a ranged Strike with the affixed weapon using an ordinary 0-level piece of ammunition.","resistance":{},"url":"/Equipment.aspx?ID=1232","name":"Persistent Lodestone","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1232"},{"primary_source_category":"Rulebooks","usage":"affixed to a firearm or crossbow","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":40000,"legacy_id":["equipment-4337"],"trait":["Auditory","Consumable","Magical","Talisman"],"id":"equipment-1233","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Shrieking Skull Source Guns & Gears (Remastered) pg. 186 Price 400 gp Usage affixed to a firearm or crossbow Activate Single Action concentrate Requirement You're an expert in Intimidation and the affixed weapon is loaded. --- This dried skull of a snake is mounted atop the firearm's barrel or affixed to a crossbow's stock. When activated, the skull crawls onto the ammunition loaded in the affixed weapon. If you Strike with the weapon before the end of your turn, the skull lets out a bloodcurdling scream as the ammunition approaches its target. Regardless of whether the Strike is a success, the screaming skull allows you to attempt to Demoralize the target as well as each enemy within 30 feet of the target.\n","skill_mod":{},"summary":"This dried skull of a snake is mounted atop the firearm's barrel or affixed to a crossbow's stock. When activated, the skull crawls onto the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Sense","Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're an expert in Intimidation and the affixed weapon is loaded.","resistance":{},"url":"/Equipment.aspx?ID=1233","name":"Shrieking Skull","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1233"},{"item_child_id":["equipment-1234-1149","equipment-1234-1150","equipment-1234-1151"],"primary_source_category":"Rulebooks","usage":"affixed to a two-handed firearm or crossbow","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4338"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-1234","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sniper's Bead Source Guns & Gears (Remastered) pg. 186 Usage affixed to a two-handed firearm or crossbow Activate Free Action concentrate Trigger You attempt a ranged Strike with the affixed weapon before rolling Requirement You're a master with the affixed weapon. --- This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the effect of distance on your triggering attack. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sniper's Bead Source Guns & Gears (Remastered) pg. 186 Price 16 gp --- You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first two range increments. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sniper's Bead (Greater) Source Guns & Gears (Remastered) pg. 186 Price 160 gp --- You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first four range increments. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sniper's Bead (Major) Source Guns & Gears (Remastered) pg. 186 Price 1,600 gp --- You take no range increment penalty on your attack, even if the target is all the way out to the weapon's sixth range increment. As normal, you still can't hit a target more than six range increments away.","skill_mod":{},"summary":"This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're a master with the affixed weapon.","trigger":"You attempt a ranged Strike with the affixed weapon before rolling","resistance":{},"url":"/Equipment.aspx?ID=1234","name":"Sniper's Bead","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1234"},{"primary_source_category":"Rulebooks","usage":"affixed to a two-handed firearm or crossbow","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1234","weakness":{},"price":1600,"legacy_id":["equipment-4338"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-1234-1149","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sniper's Bead Source Guns & Gears (Remastered) pg. 186 Usage affixed to a two-handed firearm or crossbow Activate Free Action concentrate Trigger You attempt a ranged Strike with the affixed weapon before rolling Requirement You're a master with the affixed weapon. --- This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the effect of distance on your triggering attack. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sniper's Bead Source Guns & Gears (Remastered) pg. 186 Price 16 gp --- You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first two range increments. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sniper's Bead (Greater) Source Guns & Gears (Remastered) pg. 186 Price 160 gp --- You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first four range increments. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sniper's Bead (Major) Source Guns & Gears (Remastered) pg. 186 Price 1,600 gp --- You take no range increment penalty on your attack, even if the target is all the way out to the weapon's sixth range increment. As normal, you still can't hit a target more than six range increments away.","skill_mod":{},"summary":"You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first two range …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You attempt a ranged Strike with the affixed weapon before rolling","resistance":{},"url":"/Equipment.aspx?ID=1234","name":"Sniper's Bead","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1234-1149"},{"primary_source_category":"Rulebooks","usage":"affixed to a two-handed firearm or crossbow","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1234","weakness":{},"price":16000,"legacy_id":["equipment-4338"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-1234-1150","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sniper's Bead Source Guns & Gears (Remastered) pg. 186 Usage affixed to a two-handed firearm or crossbow Activate Free Action concentrate Trigger You attempt a ranged Strike with the affixed weapon before rolling Requirement You're a master with the affixed weapon. --- This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the effect of distance on your triggering attack. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sniper's Bead Source Guns & Gears (Remastered) pg. 186 Price 16 gp --- You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first two range increments. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sniper's Bead (Greater) Source Guns & Gears (Remastered) pg. 186 Price 160 gp --- You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first four range increments. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sniper's Bead (Major) Source Guns & Gears (Remastered) pg. 186 Price 1,600 gp --- You take no range increment penalty on your attack, even if the target is all the way out to the weapon's sixth range increment. As normal, you still can't hit a target more than six range increments away.","skill_mod":{},"summary":"You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first four range increments.","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You attempt a ranged Strike with the affixed weapon before rolling","resistance":{},"url":"/Equipment.aspx?ID=1234","name":"Sniper's Bead (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1234-1150"},{"primary_source_category":"Rulebooks","usage":"affixed to a two-handed firearm or crossbow","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1234","weakness":{},"price":160000,"legacy_id":["equipment-4338"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-1234-1151","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sniper's Bead Source Guns & Gears (Remastered) pg. 186 Usage affixed to a two-handed firearm or crossbow Activate Free Action concentrate Trigger You attempt a ranged Strike with the affixed weapon before rolling Requirement You're a master with the affixed weapon. --- This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the effect of distance on your triggering attack. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sniper's Bead Source Guns & Gears (Remastered) pg. 186 Price 16 gp --- You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first two range increments. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sniper's Bead (Greater) Source Guns & Gears (Remastered) pg. 186 Price 160 gp --- You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first four range increments. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sniper's Bead (Major) Source Guns & Gears (Remastered) pg. 186 Price 1,600 gp --- You take no range increment penalty on your attack, even if the target is all the way out to the weapon's sixth range increment. As normal, you still can't hit a target more than six range increments away.","skill_mod":{},"summary":"You take no range increment penalty on your attack, even if the target is all the way out to the weapon's sixth range increment. As normal, you still …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You attempt a ranged Strike with the affixed weapon before rolling","resistance":{},"url":"/Equipment.aspx?ID=1234","name":"Sniper's Bead (Major)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1234-1151"},{"primary_source_category":"Rulebooks","usage":"affixed to a firearm with the kickback trait","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":300,"legacy_id":["equipment-4339"],"trait":["Consumable","Force","Magical","Talisman"],"id":"equipment-1235","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Silver Tripod Source Guns & Gears (Remastered) pg. 186 Price 3 gp Usage affixed to a firearm with the kickback trait Activate Single Action concentrate --- This tiny, silver facsimile of a weapon tripod is usually attached to the underside of the affixed weapon's barrel. When activated, it creates an invisible construct of magical force that attaches to the weapon and automatically stabilizes it in any location, even in midair. The effect lasts for 1 minute or until you Dismiss it. The effect also ends immediately if you let go of the affixed weapon. The affixed weapon cannot be moved while this effect is active.\n","skill_mod":{},"summary":"This tiny, silver facsimile of a weapon tripod is usually attached to the underside of the affixed weapon's barrel. When activated, it creates an …","primary_source":"Guns & Gears (Remastered)","trait_group":["Equipment","Energy","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=1235","name":"Silver Tripod","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1235"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":1000,"legacy_id":["equipment-4257"],"trait":["Clockwork"],"id":"equipment-1236","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Mechanical Torch Source Guns & Gears (Remastered) pg. 88 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 10 gp Usage held in 1 hand Bulk L --- Powered by electricity, you can turn a mechanical torch on and off by toggling a lever on the torch with an Interact action. When active, the torch sheds bright light in either a 20-foot radius (and dim light to the next 40 feet) or a 40-foot cone (and dim light to the next 40 feet). Changing this area requires a single Interact action to flip a switch. The torch carries sufficient charge to operate for ten minutes. You can recharge the torch in 1 minute via an integrated crank-charging mechanism, turning the clockwork gears and generating sparks to power the torch, though doing so requires two hands.\n","skill_mod":{},"summary":"Powered by electricity, you can turn a mechanical torch on and off by toggling a lever on the torch with an Interact action. When active, the torch …","primary_source":"Guns & Gears (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1236","name":"Mechanical Torch","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1236"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":450000,"trait":["Evocation","Light","Magical","Uncommon"],"id":"equipment-1237","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Brilliant Rapier Source Grand Bazaar pg. 10 PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin Price 4,500 gp Usage held in 1 hand Bulk L Base Weapon Rapier --- This +2 brilliant greater striking rapier is formed entirely out of radiant energy, even more so than a usual brilliant weapon, and has left its physical form behind entirely. Instead of dealing piercing damage, it deals fire damage, and in addition to a rapier's normal weapon traits, it gains the versatile good or positive trait.\n","skill_mod":{},"summary":"This +2 brilliant greater striking rapier is formed entirely out of radiant energy, even more so than a usual brilliant weapon, and has …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1237","base_item":["Rapier"],"name":"Brilliant Rapier","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1237"},{"primary_source_category":"Lost Omens","usage":"etched onto armor","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"necromancy","price":33000,"trait":["Healing","Magical","Necromancy","Uncommon"],"id":"equipment-1238","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Deathless Source Grand Bazaar pg. 10 PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin Price 330 gp Usage etched onto armor --- These symbols fortify your body's grasp on your soul, keeping it tethered when death approaches. Activate Reaction envision; Frequency once per day; Trigger You gain the doomed or wounded condition; Effect You reduce the value of the triggering condition by 1.\n","skill_mod":{},"summary":"These symbols fortify your body's grasp on your soul, keeping it tethered when death approaches. ","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1238","name":"Deathless","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1238"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"evocation","price":45000,"trait":["Evocation","Light","Magical","Uncommon"],"id":"equipment-1239","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Duelist's Beacon Source Grand Bazaar pg. 10 PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin Price 450 gp Usage held in 1 hand Bulk L Base Shield Buckler --- A spiked glove is attached to the front of this buckler (Hardness 6, HP 24, BT 12), functioning as +1 striking shield spikes . Perforations and slits line the defensive side, shining bright light through them when the item's magic is activated. Activate Two Actions envision; Frequency once per hour; Effect You activate the shield's inner light. Attempt a melee Strike with the duelist's beacon . On a hit, the target must succeed at a DC 22 Fortitude save or be blinded for 1 round. On a critical hit, the target uses the result one degree of success worse than it rolled for its Fortitude save.\n","skill_mod":{},"summary":"A spiked glove is attached to the front of this buckler (Hardness 6, HP 24, BT 12), functioning as +1 striking shield spikes . Perforations …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1239","base_item":["Buckler"],"name":"Duelist's Beacon","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1239"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":45000,"trait":["Conjuration","Extradimensional","Magical","Uncommon"],"id":"equipment-1240","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Encompassing Lockpick Source Grand Bazaar pg. 10 PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin Price 450 gp Usage held in 1 hand Bulk L --- This lockpick houses a small compartment containing many smaller picks and other miniature tools. The lockpick itself is surprisingly malleable, belying the components within. An almost-impossible number of other tools are hidden in the compartment, including an entire set of infiltrator thieves' tools and any replacement picks, an elite disguise kit and any replacement cosmetics, and an extreme climber's kit, all while still somehow remaining only light Bulk. This makes the encompassing lockpick a favorite discreet option for rogues infiltrating high society events, as formal wear generally has few pockets and only allows a character to wear a single tool kit of light Bulk.\n","skill_mod":{},"summary":"This lockpick houses a small compartment containing many smaller picks and other miniature tools. The lockpick itself is surprisingly malleable, …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":8,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1240","name":"Encompassing Lockpick","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1240"},{"primary_source_category":"Lost Omens","usage":"etched onto a weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","price":25000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1241","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Energizing Source Grand Bazaar pg. 10 PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin Price 250 gp Usage etched onto a weapon --- A weapon with this rune can absorb energy damage to empower it. Activate Reaction concentrate; Trigger You take acid, cold, electricity, fire, or sonic damage; Effect The weapon becomes imbued with the triggering energy type. It deals an additional 1d8 damage of the triggering type until the end of your next turn. As normal, if you use this reaction again during the duration, the damage doesn't combine; instead, change the 1d8 damage to the new triggering type of damage and change the duration to the end of your next turn.\n","skill_mod":{},"summary":"A weapon with this rune can absorb energy damage to empower it. ","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1241","name":"Energizing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1241"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"illusion","price":20000,"trait":["Illusion","Magical","Uncommon"],"id":"equipment-1242","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Misdirecting Haversack Source Grand Bazaar pg. 10 PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin Price 200 gp Usage held in 1 hand Bulk L --- This brown leather satchel is made from a heavily oiled and rustic leather. The satchel is large enough to hold up to 1 Bulk worth of items. Activate 1 minute (envision, Interact); Effect Documents inside the haversack become magically disguised as documents of a similar type but with misleading information. Anyone inspecting a document notices the disguise with a successful DC 20 Perception check, but determining the actual text requires a successful DC 20 Society check to Decipher Writing. This lasts until you use this activation again, which ends the effect for all previously disguised documents; until you use the second activation to end the effect for a single document; or until a document in the haversack remains outside the haversack for at least 1 hour, ending the effect for that document. Activate Single Action command; Effect You revert one of the documents back to its original state.\n","skill_mod":{},"summary":"This brown leather satchel is made from a heavily oiled and rustic leather. The satchel is large enough to hold up to 1 Bulk worth of items. ","primary_source":"Grand Bazaar","trait_group":["School","Monster","Mechanics","Rarity"],"level":6,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1242","name":"Misdirecting Haversack","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1242"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"abjuration","price":100000,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-1243","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Scarab Cuirass Source Grand Bazaar pg. 10 PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin Price 1,000 gp Usage worn armor Bulk 1 Base Armor Leather Armor --- The cuirass of this +1 deathless resilient leather armor , stitched to resemble an Osiriani scarab beetle, feels strangely chitinous. You gain resistance 5 to negative damage. Activate Two Actions command, Interact; Effect You cast a 1st-level pest form . You can only become a scarab beetle. Craft Requirements Supply one casting of pest form .\n","skill_mod":{},"summary":"The cuirass of this +1 deathless resilient leather armor , stitched to resemble an Osiriani scarab beetle, feels strangely chitinous. You gain …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1243","base_item":["Leather Armor"],"name":"Scarab Cuirass","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1243"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":12500,"trait":["Consumable","Illusion","Magical","Uncommon"],"id":"equipment-1244","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Silencing Ammunition Source Grand Bazaar pg. 10 PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin Price 125 gp Ammunition arrow, bolt Activate Single Action Interact --- Silencing ammunition is particularly dense and seems to dampen sounds around it. On a successful Strike, an activated piece of silencing ammunition creates a 2nd-level silence effect on the target. The target can resist the effects of the ammunition with a successful DC 25 Will save, though it takes a –2 circumstance penalty if the Strike was a critical hit. While the effect is active, the target can use an Interact action to try to tug out the arrow or bolt and end the effect early; this requires a successful DC 25 Will save.\n","ammunition":"arrow, bolt","skill_mod":{},"summary":" Silencing ammunition is particularly dense and seems to dampen sounds around it. On a successful Strike, an activated piece of silencing …","primary_source":"Grand Bazaar","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1244","name":"Silencing Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1244"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"conjuration","price":600000,"trait":["Conjuration","Magical","Uncommon"],"id":"equipment-1245","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Silkspinner's Shield Source Grand Bazaar pg. 11 PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin Price 6,000 gp Usage held in 1 hand Bulk L Base Shield Buckler --- This oddly fuzzy buckler (Hardness 10, HP 60, BT 30) resembles the abdomen of a spider. Its defensive side is covered in fine hairs, and two small spinnerets protrude from the bottom of its rim. The spinnerets serve as +2 greater striking shield spikes . Activate Single Action Command; Frequency once per day; Effect You animate the silkspinner's shield . Eight spider legs sprout from the shield's rim, granting you a climb Speed of 25 feet until the end of your next turn. Additionally, the spinnerets animate and produce silk for 1 minute. Successful shield bash Strikes made with the silkspinner's shield during this time entangle the target in silk. The target takes a –10-foot circumstance penalty to its Speeds for 1 round. If your Strike was a critical hit, the target becomes immobilized for 1 round instead. Regardless, the target can attempt to Escape (DC 30) to end the effect early.\n","skill_mod":{},"summary":"This oddly fuzzy buckler (Hardness 10, HP 60, BT 30) resembles the abdomen of a spider. Its defensive side is covered in fine hairs, and two small …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":15,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1245","base_item":["Buckler"],"name":"Silkspinner's Shield","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1245"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":32500,"trait":["Consumable","Magical","Transmutation","Uncommon"],"id":"equipment-1246","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Stonethroat Ammunition Source Grand Bazaar pg. 11 PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin Price 325 gp Ammunition arrow, bolt Activate Single Action Interact --- Each piece of stonethroat ammunition is tipped with an unusual yellow stone. When an activated piece of stonethroat ammunition hits a target, the target must attempt a DC 30 Fortitude save. Critical Success The creature is unaffected. Success The ammunition lodges itself loosely into the target's throat. For 1 round, the target takes a –2 status penalty to attack rolls with its jaws or fangs, and to Athletics checks. Failure The ammunition embeds itself deep in the target's throat. The target can't use its jaws or fangs Strike (if it has one) or the Swallow Whole ability until the end of its next turn. Critical Failure As failure, and the target is enfeebled 2 for 1 round.\n","ammunition":"arrow, bolt","skill_mod":{},"summary":"Each piece of stonethroat ammunition is tipped with an unusual yellow stone. When an activated piece of stonethroat ammunition hits a target, the …","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1246","name":"Stonethroat Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1246"},{"item_child_id":["equipment-1247-1152","equipment-1247-1153","equipment-1247-1154","equipment-1247-1155"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Force","Magical","Uncommon","Wand"],"id":"equipment-1247","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Wand of Spiritual Warfare Source Grand Bazaar pg. 11 PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin Usage held in 1 hand Bulk L --- This wand juts from an ornate hilt like a short, wooden dagger blade. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast spiritual weapon of the indicated level. When you critically hit, you apply the weapon's critical specialization effect. In addition, you can etch one of the following property runes onto the wand: corrosive , flaming , frost , shock , thundering , or their respective greater versions. The spiritual weapon's Strikes gain the effects of this rune. Craft Requirements Supply a casting of spiritual weapon of the appropriate level. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Spiritual Warfare (2nd-Level) Source Grand Bazaar pg. 11 Price 360 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Spiritual Warfare (4th-Level) Source Grand Bazaar pg. 11 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Spiritual Warfare (6th-Level) Source Grand Bazaar pg. 11 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Spiritual Warfare (8th-Level) Source Grand Bazaar pg. 11 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This wand juts from an ornate hilt like a short, wooden dagger blade. ","primary_source":"Grand Bazaar","trait_group":["School","Energy","Mechanics","Rarity","Equipment"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=1247","name":"Wand of Spiritual Warfare","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1247"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-1247","weakness":{},"school":"evocation","price":36000,"trait":["Evocation","Force","Magical","Uncommon","Wand"],"id":"equipment-1247-1152","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Wand of Spiritual Warfare Source Grand Bazaar pg. 11 PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin Usage held in 1 hand Bulk L --- This wand juts from an ornate hilt like a short, wooden dagger blade. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast spiritual weapon of the indicated level. When you critically hit, you apply the weapon's critical specialization effect. In addition, you can etch one of the following property runes onto the wand: corrosive , flaming , frost , shock , thundering , or their respective greater versions. The spiritual weapon's Strikes gain the effects of this rune. Craft Requirements Supply a casting of spiritual weapon of the appropriate level. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Spiritual Warfare (2nd-Level) Source Grand Bazaar pg. 11 Price 360 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Spiritual Warfare (4th-Level) Source Grand Bazaar pg. 11 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Spiritual Warfare (6th-Level) Source Grand Bazaar pg. 11 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Spiritual Warfare (8th-Level) Source Grand Bazaar pg. 11 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This wand juts from an ornate hilt like a short, wooden dagger blade.","primary_source":"Grand Bazaar","trait_group":["School","Energy","Mechanics","Rarity","Equipment"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=1247","name":"Wand of Spiritual Warfare (2nd-Level)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1247-1152"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-1247","weakness":{},"school":"evocation","price":140000,"trait":["Evocation","Force","Magical","Uncommon","Wand"],"id":"equipment-1247-1153","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Wand of Spiritual Warfare Source Grand Bazaar pg. 11 PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin Usage held in 1 hand Bulk L --- This wand juts from an ornate hilt like a short, wooden dagger blade. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast spiritual weapon of the indicated level. When you critically hit, you apply the weapon's critical specialization effect. In addition, you can etch one of the following property runes onto the wand: corrosive , flaming , frost , shock , thundering , or their respective greater versions. The spiritual weapon's Strikes gain the effects of this rune. Craft Requirements Supply a casting of spiritual weapon of the appropriate level. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Spiritual Warfare (2nd-Level) Source Grand Bazaar pg. 11 Price 360 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Spiritual Warfare (4th-Level) Source Grand Bazaar pg. 11 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Spiritual Warfare (6th-Level) Source Grand Bazaar pg. 11 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Spiritual Warfare (8th-Level) Source Grand Bazaar pg. 11 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This wand juts from an ornate hilt like a short, wooden dagger blade.","primary_source":"Grand Bazaar","trait_group":["School","Energy","Mechanics","Rarity","Equipment"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=1247","name":"Wand of Spiritual Warfare (4th-Level)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1247-1153"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-1247","weakness":{},"school":"evocation","price":650000,"trait":["Evocation","Force","Magical","Uncommon","Wand"],"id":"equipment-1247-1154","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Wand of Spiritual Warfare Source Grand Bazaar pg. 11 PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin Usage held in 1 hand Bulk L --- This wand juts from an ornate hilt like a short, wooden dagger blade. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast spiritual weapon of the indicated level. When you critically hit, you apply the weapon's critical specialization effect. In addition, you can etch one of the following property runes onto the wand: corrosive , flaming , frost , shock , thundering , or their respective greater versions. The spiritual weapon's Strikes gain the effects of this rune. Craft Requirements Supply a casting of spiritual weapon of the appropriate level. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Spiritual Warfare (2nd-Level) Source Grand Bazaar pg. 11 Price 360 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Spiritual Warfare (4th-Level) Source Grand Bazaar pg. 11 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Spiritual Warfare (6th-Level) Source Grand Bazaar pg. 11 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Spiritual Warfare (8th-Level) Source Grand Bazaar pg. 11 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This wand juts from an ornate hilt like a short, wooden dagger blade.","primary_source":"Grand Bazaar","trait_group":["School","Energy","Mechanics","Rarity","Equipment"],"level":15,"source_category":["Lost Omens"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=1247","name":"Wand of Spiritual Warfare (6th-Level)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1247-1154"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-1247","weakness":{},"school":"evocation","price":4000000,"trait":["Evocation","Force","Magical","Uncommon","Wand"],"id":"equipment-1247-1155","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Wand of Spiritual Warfare Source Grand Bazaar pg. 11 PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin Usage held in 1 hand Bulk L --- This wand juts from an ornate hilt like a short, wooden dagger blade. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast spiritual weapon of the indicated level. When you critically hit, you apply the weapon's critical specialization effect. In addition, you can etch one of the following property runes onto the wand: corrosive , flaming , frost , shock , thundering , or their respective greater versions. The spiritual weapon's Strikes gain the effects of this rune. Craft Requirements Supply a casting of spiritual weapon of the appropriate level. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Spiritual Warfare (2nd-Level) Source Grand Bazaar pg. 11 Price 360 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Spiritual Warfare (4th-Level) Source Grand Bazaar pg. 11 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Spiritual Warfare (6th-Level) Source Grand Bazaar pg. 11 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Spiritual Warfare (8th-Level) Source Grand Bazaar pg. 11 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This wand juts from an ornate hilt like a short, wooden dagger blade.","primary_source":"Grand Bazaar","trait_group":["School","Energy","Mechanics","Rarity","Equipment"],"level":19,"source_category":["Lost Omens"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=1247","name":"Wand of Spiritual Warfare (8th-Level)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1247-1155"},{"item_child_id":["equipment-1248-1156","equipment-1248-1157","equipment-1248-1158"],"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","trait":["Consumable","Earth","Magical","Transmutation","Uncommon"],"id":"equipment-1248","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Big Rock Bullet Source Grand Bazaar pg. 14 Ammunition sling bullet Activate Single Action Interact --- A big rock bullet is a sling bullet made of heavy granite, but each piece of ammunition feels much more dense than it appears. When activated, a big rock bullet transforms into a giant rock just before hitting the target. The target takes 4d6 additional bludgeoning damage on a successful hit. Even on a failed attack roll (but not a critical failure), the target takes 2d6 bludgeoning damage. Creatures with the Catch Rock reaction can use it against a big rock bullet . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Big Rock Bullet Source Grand Bazaar pg. 14 Price 60 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Big Rock Bullet (Greater) Source Grand Bazaar pg. 14 Price 250 gp --- The bullet deals 8d6 additional bludgeoning damage, or 4d6 on a failure. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Big Rock Bullet (Major) Source Grand Bazaar pg. 14 Price 1,150 gp --- The bullet deals 12d6 additional bludgeoning damage, or 6d6 on a failure.","element":["Earth"],"ammunition":"sling bullet","skill_mod":{},"summary":"A big rock bullet is a sling bullet made of heavy granite, but each piece of ammunition feels much more dense than it appears. When activated, a …","primary_source":"Grand Bazaar","trait_group":["Equipment","Elemental","Planar","Monster","Mechanics","School","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1248","name":"Big Rock Bullet","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1248"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1248","weakness":{},"school":"transmutation","price":6000,"trait":["Consumable","Earth","Magical","Transmutation","Uncommon"],"id":"equipment-1248-1156","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Big Rock Bullet Source Grand Bazaar pg. 14 Ammunition sling bullet Activate Single Action Interact --- A big rock bullet is a sling bullet made of heavy granite, but each piece of ammunition feels much more dense than it appears. When activated, a big rock bullet transforms into a giant rock just before hitting the target. The target takes 4d6 additional bludgeoning damage on a successful hit. Even on a failed attack roll (but not a critical failure), the target takes 2d6 bludgeoning damage. Creatures with the Catch Rock reaction can use it against a big rock bullet . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Big Rock Bullet Source Grand Bazaar pg. 14 Price 60 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Big Rock Bullet (Greater) Source Grand Bazaar pg. 14 Price 250 gp --- The bullet deals 8d6 additional bludgeoning damage, or 4d6 on a failure. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Big Rock Bullet (Major) Source Grand Bazaar pg. 14 Price 1,150 gp --- The bullet deals 12d6 additional bludgeoning damage, or 6d6 on a failure.","element":["Earth"],"ammunition":"sling bullet","skill_mod":{},"summary":"A big rock bullet is a sling bullet made of heavy granite, but each piece of ammunition feels much more dense than it appears. When activated, a …","primary_source":"Grand Bazaar","trait_group":["Equipment","Elemental","Planar","Monster","Mechanics","School","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1248","name":"Big Rock Bullet","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1248-1156"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1248","weakness":{},"school":"transmutation","price":25000,"trait":["Consumable","Earth","Magical","Transmutation","Uncommon"],"id":"equipment-1248-1157","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Big Rock Bullet Source Grand Bazaar pg. 14 Ammunition sling bullet Activate Single Action Interact --- A big rock bullet is a sling bullet made of heavy granite, but each piece of ammunition feels much more dense than it appears. When activated, a big rock bullet transforms into a giant rock just before hitting the target. The target takes 4d6 additional bludgeoning damage on a successful hit. Even on a failed attack roll (but not a critical failure), the target takes 2d6 bludgeoning damage. Creatures with the Catch Rock reaction can use it against a big rock bullet . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Big Rock Bullet Source Grand Bazaar pg. 14 Price 60 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Big Rock Bullet (Greater) Source Grand Bazaar pg. 14 Price 250 gp --- The bullet deals 8d6 additional bludgeoning damage, or 4d6 on a failure. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Big Rock Bullet (Major) Source Grand Bazaar pg. 14 Price 1,150 gp --- The bullet deals 12d6 additional bludgeoning damage, or 6d6 on a failure.","element":["Earth"],"ammunition":"sling bullet","skill_mod":{},"summary":"The bullet deals 8d6 additional bludgeoning damage, or 4d6 on a failure.","primary_source":"Grand Bazaar","trait_group":["Equipment","Elemental","Planar","Monster","Mechanics","School","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1248","name":"Big Rock Bullet (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1248-1157"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1248","weakness":{},"school":"transmutation","price":115000,"trait":["Consumable","Earth","Magical","Transmutation","Uncommon"],"id":"equipment-1248-1158","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Big Rock Bullet Source Grand Bazaar pg. 14 Ammunition sling bullet Activate Single Action Interact --- A big rock bullet is a sling bullet made of heavy granite, but each piece of ammunition feels much more dense than it appears. When activated, a big rock bullet transforms into a giant rock just before hitting the target. The target takes 4d6 additional bludgeoning damage on a successful hit. Even on a failed attack roll (but not a critical failure), the target takes 2d6 bludgeoning damage. Creatures with the Catch Rock reaction can use it against a big rock bullet . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Big Rock Bullet Source Grand Bazaar pg. 14 Price 60 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Big Rock Bullet (Greater) Source Grand Bazaar pg. 14 Price 250 gp --- The bullet deals 8d6 additional bludgeoning damage, or 4d6 on a failure. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Big Rock Bullet (Major) Source Grand Bazaar pg. 14 Price 1,150 gp --- The bullet deals 12d6 additional bludgeoning damage, or 6d6 on a failure.","element":["Earth"],"ammunition":"sling bullet","skill_mod":{},"summary":"The bullet deals 12d6 additional bludgeoning damage, or 6d6 on a failure.","primary_source":"Grand Bazaar","trait_group":["Equipment","Elemental","Planar","Monster","Mechanics","School","Rarity"],"level":15,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1248","name":"Big Rock Bullet (Major)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1248-1158"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1000,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-1249","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Blindpepper Bolt Source Grand Bazaar pg. 14 Price 10 gp Ammunition bolt Activate Single Action Interact --- The head of this bolt is a vented container that smells strongly of caustic pepper. When an activated blindpepper bolt hits a target, it deals no damage; instead the creature must attempt a DC 17 Fortitude save. If the Strike was a critical success, the target takes a –2 circumstance penalty to its Fortitude save. At the GM's discretion, a creature with no eyes or olfactory organs might not be affected by this item. Critical Success The target is unaffected. Success The target is dazzled until the end of your next turn. It can end the effect early if it spends an action, which has the manipulate trait, to wipe down its eyes. Failure The target is dazzled for 1 minute. Critical Failure The target is blinded until the end of your next turn and dazzled for 1 minute.\n","ammunition":"bolt","skill_mod":{},"summary":"The head of this bolt is a vented container that smells strongly of caustic pepper. When an activated blindpepper bolt hits a target, it deals no …","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1249","name":"Blindpepper Bolt","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1249"},{"skill_mod":{},"summary":"An almost-impossible number of axes spring out at a target with lethal force. When a creature enters the snare's square, it's nearly buried beneath a …","primary_source":"Grand Bazaar","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":14,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1250","weakness":{},"price":70000,"name":"Chopping Evisceration Snare","trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1250","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Chopping Evisceration Snare Source Grand Bazaar pg. 14 Price 700 gp --- An almost-impossible number of axes spring out at a target with lethal force. When a creature enters the snare's square, it's nearly buried beneath a storm of sharpened metal, which deals 16d8 slashing damage (DC 33 basic Reflex).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1250"},{"skill_mod":{},"summary":"This snare is made of magnetized weights and heavy ropes rigged to a trip wire or pressure plate. When a creature enters the square, the magnets and …","primary_source":"Grand Bazaar","trait_group":["Equipment","Monster","Ancestry","Weapon","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":2,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1251","weakness":{},"price":600,"name":"Deadweight Snare","trait":["Consumable","Kobold","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1251","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Deadweight Snare Source Grand Bazaar pg. 14 Price 6 gp --- This snare is made of magnetized weights and heavy ropes rigged to a trip wire or pressure plate. When a creature enters the square, the magnets and ropes deploy, weighing down the creature's weapons and limbs. The creature must attempt a DC 18 Reflex save. Critical Success The creature is unaffected. Success The creature takes a –1 status penalty to attack rolls for 1 round or until it Escapes (DC 18). Failure The creature takes a –2 status penalty to attack rolls for 1 minute or until it Escapes (DC 18). Critical Failure As failure, but the creature drops any metallic items it's holding.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1251"},{"item_child_id":["equipment-1252-1159","equipment-1252-1160","equipment-1252-1161"],"primary_source_category":"Lost Omens","usage":"etched onto armor","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"enchantment","trait":["Emotion","Enchantment","Fear","Magical","Mental","Uncommon","Visual"],"id":"equipment-1252","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Dread Source Grand Bazaar pg. 14 Usage etched onto armor --- Eerie symbols cover your armor, inspiring terror in your foes. Frightened enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their frightened condition doesn't decrease below 1 that turn. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Dread (Lesser) Source Grand Bazaar pg. 14 Price 225 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dread (Moderate) Source Grand Bazaar pg. 14 Price 1,800 gp --- The DC is 29, and the value of affected enemies' frightened condition doesn't decrease below 2. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Dread (Greater) Source Grand Bazaar pg. 14 Price 21,000 gp --- The DC is 38, and the value of affected enemies' frightened condition doesn't decrease, no matter the value.","skill_mod":{},"summary":"Eerie symbols cover your armor, inspiring terror in your foes. Frightened enemies within 30 feet that can see you must attempt a DC 20 Will save at …","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity","Sense"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1252","name":"Dread","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1252"},{"primary_source_category":"Lost Omens","usage":"etched onto armor","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1252","weakness":{},"school":"enchantment","price":22500,"trait":["Emotion","Enchantment","Fear","Magical","Mental","Uncommon","Visual"],"id":"equipment-1252-1159","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Dread Source Grand Bazaar pg. 14 Usage etched onto armor --- Eerie symbols cover your armor, inspiring terror in your foes. Frightened enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their frightened condition doesn't decrease below 1 that turn. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Dread (Lesser) Source Grand Bazaar pg. 14 Price 225 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dread (Moderate) Source Grand Bazaar pg. 14 Price 1,800 gp --- The DC is 29, and the value of affected enemies' frightened condition doesn't decrease below 2. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Dread (Greater) Source Grand Bazaar pg. 14 Price 21,000 gp --- The DC is 38, and the value of affected enemies' frightened condition doesn't decrease, no matter the value.","skill_mod":{},"summary":"Eerie symbols cover your armor, inspiring terror in your foes. Frightened enemies within 30 feet that can see you must attempt a DC 20 Will save at …","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity","Sense"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1252","name":"Dread (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1252-1159"},{"primary_source_category":"Lost Omens","usage":"etched onto armor","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1252","weakness":{},"school":"enchantment","price":180000,"trait":["Emotion","Enchantment","Fear","Magical","Mental","Uncommon","Visual"],"id":"equipment-1252-1160","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Dread Source Grand Bazaar pg. 14 Usage etched onto armor --- Eerie symbols cover your armor, inspiring terror in your foes. Frightened enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their frightened condition doesn't decrease below 1 that turn. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Dread (Lesser) Source Grand Bazaar pg. 14 Price 225 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dread (Moderate) Source Grand Bazaar pg. 14 Price 1,800 gp --- The DC is 29, and the value of affected enemies' frightened condition doesn't decrease below 2. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Dread (Greater) Source Grand Bazaar pg. 14 Price 21,000 gp --- The DC is 38, and the value of affected enemies' frightened condition doesn't decrease, no matter the value.","skill_mod":{},"summary":"The DC is 29, and the value of affected enemies' frightened condition doesn't decrease below 2.","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity","Sense"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1252","name":"Dread (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1252-1160"},{"primary_source_category":"Lost Omens","usage":"etched onto armor","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1252","weakness":{},"school":"enchantment","price":2100000,"trait":["Emotion","Enchantment","Fear","Magical","Mental","Uncommon","Visual"],"id":"equipment-1252-1161","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Dread Source Grand Bazaar pg. 14 Usage etched onto armor --- Eerie symbols cover your armor, inspiring terror in your foes. Frightened enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their frightened condition doesn't decrease below 1 that turn. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Dread (Lesser) Source Grand Bazaar pg. 14 Price 225 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dread (Moderate) Source Grand Bazaar pg. 14 Price 1,800 gp --- The DC is 29, and the value of affected enemies' frightened condition doesn't decrease below 2. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Dread (Greater) Source Grand Bazaar pg. 14 Price 21,000 gp --- The DC is 38, and the value of affected enemies' frightened condition doesn't decrease, no matter the value.","skill_mod":{},"summary":"The DC is 38, and the value of affected enemies' frightened condition doesn't decrease, no matter the value.","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity","Sense"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1252","name":"Dread (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1252-1161"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":12500,"trait":["Conjuration","Consumable","Magical","Uncommon"],"id":"equipment-1253","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Enfilading Arrow Source Grand Bazaar pg. 14 Price 125 gp Ammunition arrow Activate Single Action Interact --- This arrow splits at the far end of the shaft into five branching arrowheads, making it impractical for single targets but deadly in combat. When you fire an activated enfilading arrow , it sails upward and shatters into countless copies. The arrows then rain down in a 10-foot burst at any point within your weapon's first range increment, dealing 6d8 piercing damage to all creatures in the area (DC 25 basic Reflex). If a creature critically fails the save and you have access to the bow critical specialization effect, the target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds.\n","ammunition":"arrow","skill_mod":{},"summary":"This arrow splits at the far end of the shaft into five branching arrowheads, making it impractical for single targets but deadly in combat. When you …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1253","name":"Enfilading Arrow","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1253"},{"skill_mod":{},"summary":"This snare is coated with giant wasp venom and tipped with needles, which deliver the venom to the first creature to enter the square. That …","primary_source":"Grand Bazaar","trait_group":["Equipment","Hazard","Poison","Affliction","Rarity"],"primary_source_category":"Lost Omens","level":7,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1254","weakness":{},"price":6000,"name":"Envenomed Snare","trait":["Consumable","Mechanical","Poison","Snare","Trap","Uncommon"],"id":"equipment-1254","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Envenomed Snare Source Grand Bazaar pg. 15 Price 60 gp --- This snare is coated with giant wasp venom and tipped with needles, which deliver the venom to the first creature to enter the square. That creature takes 4d6 damage (DC 23 basic Reflex) and, on a failure, the creature is exposed to the giant wasp venom. Craft Requirements Supply 2 doses of giant wasp venom.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1254"},{"skill_mod":{},"summary":"Fired clay covers a pit of thin mud interspersed with fragile vials of blue dragon blood. The first creature to step into the square breaks through …","primary_source":"Grand Bazaar","trait_group":["Equipment","Monster","Ancestry","Weapon","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":10,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1255","weakness":{},"price":17000,"name":"Mudrock Snare","trait":["Consumable","Kobold","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1255","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Mudrock Snare Source Grand Bazaar pg. 15 Price 170 gp --- Fired clay covers a pit of thin mud interspersed with fragile vials of blue dragon blood. The first creature to step into the square breaks through the clay and sinks into the pit, fracturing the vials and rapidly hardening the mud as it touches the blue dragon blood. That creature must attempt a DC 29 Fortitude save as the mud hardens over its legs. Critical Success The creature is unaffected. Success The creature takes a –5-foot circumstance penalty to its Speed for 1 minute or until it Escapes (DC 27). Failure The creature is stunned 2, and it takes a –10-foot circumstance penalty to its Speed for 1 minute or until it Escapes (DC 27). Critical Failure The creature is stunned 3, and it's immobilized for 1 minute or until it Escapes (DC 27). Craft Requirements Supply 75 gp worth of refined blue dragon blood.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1255"},{"skill_mod":{},"summary":"Sharp metal jaws wind tightly into the pressure plate mechanism of this snare. When triggered, the jaws clamp shut and spin, damaging limbs in the …","primary_source":"Grand Bazaar","trait_group":["Equipment","Monster","Ancestry","Weapon","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":14,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1256","weakness":{},"price":70000,"name":"Rending Snare","trait":["Consumable","Kobold","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1256","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Rending Snare Source Grand Bazaar pg. 15 Price 700 gp --- Sharp metal jaws wind tightly into the pressure plate mechanism of this snare. When triggered, the jaws clamp shut and spin, damaging limbs in the process. The snare deals 10d8 piercing damage to the first creature to enter the square; that creature must attempt a DC 33 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage and is flat-footed until the end of its next turn. Failure The creature takes full damage plus 2d6 persistent bleed damage, and it becomes clumsy 2 for 1 round. Critical Failure The creature takes double damage plus 4d6 persistent bleed damage, and it becomes clumsy 2 for 1 minute.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1256"},{"item_child_id":["equipment-1257-1162","equipment-1257-1163","equipment-1257-1164","equipment-1257-1165"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Acid","Alchemical","Bomb","Consumable","Olfactory","Splash","Uncommon"],"id":"equipment-1257","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sulfur Bomb Source Grand Bazaar pg. 15 Usage held in 1 hand Bulk L Activate Single Action Strike --- A thick, sulfurous, irritating gas fills this golden-yellow flask. A sulfur bomb deals the listed damage. On a hit, the target takes a –1 status penalty to Perception checks and attack rolls until the end of its next turn, or becomes sickened 1 on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sulfur Bomb (Lesser) Source Grand Bazaar pg. 15 Price 4 gp Bulk L --- The bomb deals 1d4 acid damage and 1 acid splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sulfur Bomb (Moderate) Source Grand Bazaar pg. 15 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 acid damage and 2 acid splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sulfur Bomb (Greater) Source Grand Bazaar pg. 15 Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 acid damage and 3 acid splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sulfur Bomb (Major) Source Grand Bazaar pg. 15 Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 acid damage and 4 acid splash damage.","skill_mod":{},"summary":"A thick, sulfurous, irritating gas fills this golden-yellow flask. A sulfur bomb deals the listed damage. On a hit, the target takes a –1 status …","primary_source":"Grand Bazaar","trait_group":["Energy","Monster","Equipment","Weapon","Sense","Mechanics","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1257","name":"Sulfur Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1257"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1257","weakness":{},"price":400,"trait":["Acid","Alchemical","Bomb","Consumable","Olfactory","Splash","Uncommon"],"id":"equipment-1257-1162","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sulfur Bomb Source Grand Bazaar pg. 15 Usage held in 1 hand Bulk L Activate Single Action Strike --- A thick, sulfurous, irritating gas fills this golden-yellow flask. A sulfur bomb deals the listed damage. On a hit, the target takes a –1 status penalty to Perception checks and attack rolls until the end of its next turn, or becomes sickened 1 on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sulfur Bomb (Lesser) Source Grand Bazaar pg. 15 Price 4 gp Bulk L --- The bomb deals 1d4 acid damage and 1 acid splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sulfur Bomb (Moderate) Source Grand Bazaar pg. 15 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 acid damage and 2 acid splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sulfur Bomb (Greater) Source Grand Bazaar pg. 15 Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 acid damage and 3 acid splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sulfur Bomb (Major) Source Grand Bazaar pg. 15 Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 acid damage and 4 acid splash damage.","skill_mod":{},"summary":"The bomb deals 1d4 acid damage and 1 acid splash damage.","primary_source":"Grand Bazaar","trait_group":["Energy","Monster","Equipment","Weapon","Sense","Mechanics","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1257","name":"Sulfur Bomb (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1257-1162"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1257","weakness":{},"price":1200,"trait":["Acid","Alchemical","Bomb","Consumable","Olfactory","Splash","Uncommon"],"id":"equipment-1257-1163","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sulfur Bomb Source Grand Bazaar pg. 15 Usage held in 1 hand Bulk L Activate Single Action Strike --- A thick, sulfurous, irritating gas fills this golden-yellow flask. A sulfur bomb deals the listed damage. On a hit, the target takes a –1 status penalty to Perception checks and attack rolls until the end of its next turn, or becomes sickened 1 on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sulfur Bomb (Lesser) Source Grand Bazaar pg. 15 Price 4 gp Bulk L --- The bomb deals 1d4 acid damage and 1 acid splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sulfur Bomb (Moderate) Source Grand Bazaar pg. 15 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 acid damage and 2 acid splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sulfur Bomb (Greater) Source Grand Bazaar pg. 15 Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 acid damage and 3 acid splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sulfur Bomb (Major) Source Grand Bazaar pg. 15 Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 acid damage and 4 acid splash damage.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d4 acid damage and 2 acid splash damage.","primary_source":"Grand Bazaar","trait_group":["Energy","Monster","Equipment","Weapon","Sense","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1257","name":"Sulfur Bomb (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1257-1163"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1257","weakness":{},"price":27500,"trait":["Acid","Alchemical","Bomb","Consumable","Olfactory","Splash","Uncommon"],"id":"equipment-1257-1164","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sulfur Bomb Source Grand Bazaar pg. 15 Usage held in 1 hand Bulk L Activate Single Action Strike --- A thick, sulfurous, irritating gas fills this golden-yellow flask. A sulfur bomb deals the listed damage. On a hit, the target takes a –1 status penalty to Perception checks and attack rolls until the end of its next turn, or becomes sickened 1 on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sulfur Bomb (Lesser) Source Grand Bazaar pg. 15 Price 4 gp Bulk L --- The bomb deals 1d4 acid damage and 1 acid splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sulfur Bomb (Moderate) Source Grand Bazaar pg. 15 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 acid damage and 2 acid splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sulfur Bomb (Greater) Source Grand Bazaar pg. 15 Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 acid damage and 3 acid splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sulfur Bomb (Major) Source Grand Bazaar pg. 15 Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 acid damage and 4 acid splash damage.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d4 acid damage and 3 acid splash damage.","primary_source":"Grand Bazaar","trait_group":["Energy","Monster","Equipment","Weapon","Sense","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1257","name":"Sulfur Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1257-1164"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1257","weakness":{},"price":275000,"trait":["Acid","Alchemical","Bomb","Consumable","Olfactory","Splash","Uncommon"],"id":"equipment-1257-1165","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sulfur Bomb Source Grand Bazaar pg. 15 Usage held in 1 hand Bulk L Activate Single Action Strike --- A thick, sulfurous, irritating gas fills this golden-yellow flask. A sulfur bomb deals the listed damage. On a hit, the target takes a –1 status penalty to Perception checks and attack rolls until the end of its next turn, or becomes sickened 1 on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sulfur Bomb (Lesser) Source Grand Bazaar pg. 15 Price 4 gp Bulk L --- The bomb deals 1d4 acid damage and 1 acid splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sulfur Bomb (Moderate) Source Grand Bazaar pg. 15 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 acid damage and 2 acid splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sulfur Bomb (Greater) Source Grand Bazaar pg. 15 Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 acid damage and 3 acid splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sulfur Bomb (Major) Source Grand Bazaar pg. 15 Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 acid damage and 4 acid splash damage.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d4 acid damage and 4 acid splash damage.","primary_source":"Grand Bazaar","trait_group":["Energy","Monster","Equipment","Weapon","Sense","Mechanics","Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1257","name":"Sulfur Bomb (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1257-1165"},{"primary_source_category":"Lost Omens","usage":"etched onto armor","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","price":13500,"trait":["Magical","Poison","Transmutation","Uncommon"],"id":"equipment-1258","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Bitter Source Grand Bazaar pg. 18 Price 135 gp Usage etched onto armor --- While you wear this acrid armor, any creature that Engulfs you or Swallows you Whole is sickened 1; if it spends an action retching to reduce the sickened condition, you can attempt to Escape as a reaction.\n","skill_mod":{},"summary":"While you wear this acrid armor, any creature that Engulfs you or Swallows you Whole is sickened 1 ; if it spends an action retching to reduce …","primary_source":"Grand Bazaar","trait_group":["Mechanics","Poison","Affliction","School","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1258","name":"Bitter","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1258"},{"item_child_id":["equipment-1259-1166","equipment-1259-1167"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Cold","Consumable","Uncommon"],"id":"equipment-1259","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Cold Comfort Source Grand Bazaar pg. 18 Usage held in 1 hand Bulk L Activate Single Action Interact --- The contraption called cold comfort is a watertight pouch filled with a handful of small, heavy, silvery pellets. When emptied into an adjacent body of water, the pellets freeze the water's surface almost instantly, creating an ice block in a 10-foot square to a depth of 1 foot. Any creatures inside this space must attempt a DC 23 Reflex save. On a failure, the creature takes 2d6 cold damage and is immobilized for 1 minute or until it Escapes (DC 20) or the ice is broken. The entire ice block has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. The ice is strong enough to support one Large creature or up to four Medium or Small creatures. Traversing the slippery ice requires a successful DC 20 Acrobatics check to Balance. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Comfort (Lesser) Source Grand Bazaar pg. 18 Price 70 gp Bulk L --- Ice created by the pellets lasts for 1 hour or until broken. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Comfort (Greater) Source Grand Bazaar pg. 18 Price 1,300 gp Bulk L --- The area increases to a 20-foot square, the save DC increases to 34, the cold damage increases to 4d6 and the Escape DC increases to 31. Ice created by the pellets lasts for 3 hours or until broken. The block of ice is strong enough to support one Huge creature, up to 2 Large creatures, or up to 8 Medium or Small creatures.","skill_mod":{},"summary":"The contraption called cold comfort is a watertight pouch filled with a handful of small, heavy, silvery pellets. When emptied into an adjacent body …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Energy","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1259","name":"Cold Comfort","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1259"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1259","weakness":{},"price":7000,"trait":["Alchemical","Cold","Consumable","Uncommon"],"id":"equipment-1259-1166","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Cold Comfort Source Grand Bazaar pg. 18 Usage held in 1 hand Bulk L Activate Single Action Interact --- The contraption called cold comfort is a watertight pouch filled with a handful of small, heavy, silvery pellets. When emptied into an adjacent body of water, the pellets freeze the water's surface almost instantly, creating an ice block in a 10-foot square to a depth of 1 foot. Any creatures inside this space must attempt a DC 23 Reflex save. On a failure, the creature takes 2d6 cold damage and is immobilized for 1 minute or until it Escapes (DC 20) or the ice is broken. The entire ice block has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. The ice is strong enough to support one Large creature or up to four Medium or Small creatures. Traversing the slippery ice requires a successful DC 20 Acrobatics check to Balance. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Comfort (Lesser) Source Grand Bazaar pg. 18 Price 70 gp Bulk L --- Ice created by the pellets lasts for 1 hour or until broken. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Comfort (Greater) Source Grand Bazaar pg. 18 Price 1,300 gp Bulk L --- The area increases to a 20-foot square, the save DC increases to 34, the cold damage increases to 4d6 and the Escape DC increases to 31. Ice created by the pellets lasts for 3 hours or until broken. The block of ice is strong enough to support one Huge creature, up to 2 Large creatures, or up to 8 Medium or Small creatures.","skill_mod":{},"summary":"Ice created by the pellets lasts for 1 hour or until broken.","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Energy","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1259","name":"Cold Comfort (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1259-1166"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1259","weakness":{},"price":130000,"trait":["Alchemical","Cold","Consumable","Uncommon"],"id":"equipment-1259-1167","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Cold Comfort Source Grand Bazaar pg. 18 Usage held in 1 hand Bulk L Activate Single Action Interact --- The contraption called cold comfort is a watertight pouch filled with a handful of small, heavy, silvery pellets. When emptied into an adjacent body of water, the pellets freeze the water's surface almost instantly, creating an ice block in a 10-foot square to a depth of 1 foot. Any creatures inside this space must attempt a DC 23 Reflex save. On a failure, the creature takes 2d6 cold damage and is immobilized for 1 minute or until it Escapes (DC 20) or the ice is broken. The entire ice block has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. The ice is strong enough to support one Large creature or up to four Medium or Small creatures. Traversing the slippery ice requires a successful DC 20 Acrobatics check to Balance. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Comfort (Lesser) Source Grand Bazaar pg. 18 Price 70 gp Bulk L --- Ice created by the pellets lasts for 1 hour or until broken. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Comfort (Greater) Source Grand Bazaar pg. 18 Price 1,300 gp Bulk L --- The area increases to a 20-foot square, the save DC increases to 34, the cold damage increases to 4d6 and the Escape DC increases to 31. Ice created by the pellets lasts for 3 hours or until broken. The block of ice is strong enough to support one Huge creature, up to 2 Large creatures, or up to 8 Medium or Small creatures.","skill_mod":{},"summary":"The area increases to a 20-foot square, the save DC increases to 34, the cold damage increases to 4d6 and the Escape DC increases to 31. Ice created …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Energy","Rarity"],"level":15,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1259","name":"Cold Comfort (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1259-1167"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"abjuration","price":1450000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1260","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Cursebreak Bulwark Source Grand Bazaar pg. 18 Price 14,500 gp Usage held in 1 hand Bulk 4 Base Shield Tower Shield --- This tower shield (Hardness 14, HP 56, BT 28) is composed of interlocking hexagonal wooden tiles lined with metal. The tiles are painted a verdant green, and each is marked with a faded rune that protects against curses. While you have this shield raised, you gain a +1 circumstance bonus to saving throws against spells that target you, increasing to a +2 circumstance bonus against curses. You can unleash the energy stored in the shield to destroy a curse before it can affect you. Activate Reaction command; Frequency once per day; Trigger You are targeted with a curse spell; Requirements The cursebreak bulwark is raised; Effect You activate the shield's countermeasures. It casts 8th-level remove curse with a counteract modifier of +27 against the triggering curse.\n","skill_mod":{},"summary":"This tower shield (Hardness 14, HP 56, BT 28) is composed of interlocking hexagonal wooden tiles lined with metal. The tiles are painted a verdant …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1260","base_item":["Tower Shield"],"name":"Cursebreak Bulwark","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1260"},{"skill_mod":{},"summary":"Diving suits are bulky, waterproofed leather outfits with copper helmets, worn by divers and underwater salvagers. The suit grants a +1 item bonus to …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":3,"usage":"worn clothing","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1261","weakness":{},"price":10000,"skill":["Athletics"],"name":"Diving Suit","id":"equipment-1261","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Diving Suit Source Grand Bazaar pg. 19 Price 100 gp Usage worn clothing Bulk 1 --- Diving suits are bulky, waterproofed leather outfits with copper helmets, worn by divers and underwater salvagers. The suit grants a +1 item bonus to Swim checks made underwater, and the helmet features tubes for connecting bottled air . When connected to a diving suit, bottled air doesn't need to be held and can be used to breathe as a free action. If you wear armor over a diving suit, you become clumsy 1 until you remove the diving suit.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1261"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":22500,"trait":["Conjuration","Consumable","Magical","Teleportation","Uncommon"],"id":"equipment-1262","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Juxtaposition Ammunition Source Grand Bazaar pg. 19 Price 225 gp Ammunition any Activate Single Action Interact --- Juxtaposition ammunition quivers with anticipation, as if the projectile wishes to constantly be in motion. When an activated juxtaposition ammunition hits a creature, it doesn't deal the Strike's normal damage. Instead, the target must succeed at a DC 28 Will save or be teleported to a safe, unoccupied square of your choice within 60 feet of its original position and within the weapon's first range increment. On a critical failure, the target is also sickened 1 from the gut-wrenching sensation of sudden movement. Any relocation from the juxtaposition ammunition is forced movement.\n","ammunition":"any","skill_mod":{},"summary":" Juxtaposition ammunition quivers with anticipation, as if the projectile wishes to constantly be in motion. When an activated juxtaposition …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1262","name":"Juxtaposition Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1262"},{"item_child_id":["equipment-1263-1168","equipment-1263-1169"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-1263","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Malleable Mixture Source Grand Bazaar pg. 19 Usage held in 1 hand Bulk L Activate Single Action Interact --- Your bones, muscles, and organs become vastly softer and more pliable. You can fit into and through small or narrow spaces as though you were smaller than your normal size, and you gain an item bonus to your Fortitude and Reflex DCs against attempts to Grapple, Shove, or Trip you. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Malleable Mixture (Lesser) Source Grand Bazaar pg. 19 Price 75 gp Bulk L --- You can fit into and through small or narrow spaces as though you were 1 size smaller than your normal size (minimum Small). The bonus to your DCs is +2, and the duration is 1 minute. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Malleable Mixture (Greater) Source Grand Bazaar pg. 19 Price 750 gp Bulk L --- You can fit into and through small or narrow spaces as though you were 2 sizes smaller than your normal size (minimum Tiny). The bonus to your DCs is +3, and the duration is 10 minutes.","skill_mod":{},"summary":"Your bones, muscles, and organs become vastly softer and more pliable. You can fit into and through small or narrow spaces as though you were smaller …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1263","name":"Malleable Mixture","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1263"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1263","weakness":{},"price":7500,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-1263-1168","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Malleable Mixture Source Grand Bazaar pg. 19 Usage held in 1 hand Bulk L Activate Single Action Interact --- Your bones, muscles, and organs become vastly softer and more pliable. You can fit into and through small or narrow spaces as though you were smaller than your normal size, and you gain an item bonus to your Fortitude and Reflex DCs against attempts to Grapple, Shove, or Trip you. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Malleable Mixture (Lesser) Source Grand Bazaar pg. 19 Price 75 gp Bulk L --- You can fit into and through small or narrow spaces as though you were 1 size smaller than your normal size (minimum Small). The bonus to your DCs is +2, and the duration is 1 minute. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Malleable Mixture (Greater) Source Grand Bazaar pg. 19 Price 750 gp Bulk L --- You can fit into and through small or narrow spaces as though you were 2 sizes smaller than your normal size (minimum Tiny). The bonus to your DCs is +3, and the duration is 10 minutes.","skill_mod":{},"summary":"You can fit into and through small or narrow spaces as though you were 1 size smaller than your normal size (minimum Small). The bonus to your DCs is …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1263","name":"Malleable Mixture (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1263-1168"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1263","weakness":{},"price":75000,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-1263-1169","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Malleable Mixture Source Grand Bazaar pg. 19 Usage held in 1 hand Bulk L Activate Single Action Interact --- Your bones, muscles, and organs become vastly softer and more pliable. You can fit into and through small or narrow spaces as though you were smaller than your normal size, and you gain an item bonus to your Fortitude and Reflex DCs against attempts to Grapple, Shove, or Trip you. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Malleable Mixture (Lesser) Source Grand Bazaar pg. 19 Price 75 gp Bulk L --- You can fit into and through small or narrow spaces as though you were 1 size smaller than your normal size (minimum Small). The bonus to your DCs is +2, and the duration is 1 minute. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Malleable Mixture (Greater) Source Grand Bazaar pg. 19 Price 750 gp Bulk L --- You can fit into and through small or narrow spaces as though you were 2 sizes smaller than your normal size (minimum Tiny). The bonus to your DCs is +3, and the duration is 10 minutes.","skill_mod":{},"summary":"You can fit into and through small or narrow spaces as though you were 2 sizes smaller than your normal size (minimum Tiny). The bonus to your DCs is …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1263","name":"Malleable Mixture (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1263-1169"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":1000,"trait":["Consumable","Rare"],"id":"equipment-1264","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Recovery Bladder Source Grand Bazaar pg. 19 Price 10 gp Bulk L 8 if inflated Activate Single Action Interact --- Tattletail developed this tether-covered bladder to help divers in Anuli's Crater Lake recover heavy salvage or escape dangerous underwater beasts. Pulling the ripcord causes a small, pressurized air tank to instantly inflate the bladder to the size of a rowboat, forcing up to 16 Bulk of attached items or creatures to jet to the surface of the water at a rate of 60 feet per round. Pulling the ripcord, or removing or affixing something to one of the many tethers on the recovery bladder, takes an Interact action. A recovery bladder can only be used once, as the quick inflation permanently stretches the bladder, and only a few tinkerers have the skills and equipment to refill a pressurized air tank.\n","skill_mod":{},"summary":"Tattletail developed this tether-covered bladder to help divers in Anuli's Crater Lake recover heavy salvage or escape dangerous underwater beasts. …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1264","name":"Recovery Bladder","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-1264"},{"skill_mod":{},"summary":"A wizard's tower is a tiny gaming piece carved into the form of a stone tower. ","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Equipment","Rarity"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Structures","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1265","weakness":{},"school":"conjuration","price":250000,"name":"Wizard's Tower","trait":["Conjuration","Magical","Structure","Uncommon"],"id":"equipment-1265","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Restricted\" > Wizard's Tower Source Grand Bazaar pg. 19 Price 2,500 gp Bulk when not activated --- A wizard's tower is a tiny gaming piece carved into the form of a stone tower. Activate 10 minutes (command, envision, Interact); Effect The gaming piece transforms into a fully furnished stone tower 80 feet high and 30 feet in diameter. The tower is topped by a peaked wooden roof, with a wooden door on the second floor accessed by wooden stairs on the tower's exterior. A spiral staircase in the center of the tower connects its 6 floors. The bottom floor is empty, ideal for storage, and the second floor is a great hall for audiences and guests. The third and fourth floors are divided into servants quarters and guest rooms, while the top two floors feature luxurious personal chambers and an alchemy lab. You can revert the tower back to its original state by climbing to the top floor and using an action to speak a command word.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"uncommon","slug":"equipment-1265"},{"primary_source_category":"Lost Omens","usage":"worn shoes","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":30000,"trait":["Clockwork","Rare"],"id":"equipment-1266","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Clockwork Heels Source Grand Bazaar pg. 22 Price 300 gp Usage worn shoes Bulk L --- This clockwork footwear features a marvelous mechanical heel built into the base to increase your speed. When you lean your weight onto your heel, a springboard triggers and pops out small metal wheels that propel you forward. You gain a +5-foot item bonus to your Speed.\n","skill_mod":{},"summary":"This clockwork footwear features a marvelous mechanical heel built into the base to increase your speed. When you lean your weight onto your heel, a …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1266","name":"Clockwork Heels","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1266"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":10000,"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-1267","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Clockwork Spider Bomb Source Grand Bazaar pg. 22 Price 100 gp Usage held in 1 hand Bulk 1 Activate Single Action Interact --- While arachnophobes don't need to fear this contraption's spiderlike appearance, they should probably worry if it starts ticking. When you activate the spider bomb, you place it on the ground and the clockwork spider crawls 5 feet in a straight line, continuing to advance 5 feet in the same straight line at the end of each of your turns for the next 4 rounds (traveling a total of 25 feet). If it takes any damage during this time, its bulbous abdomen detonates in a raging flame, dealing 5d6 fire damage to all creatures in a 5-foot burst (DC 24 basic Reflex save). You can also activate it a second time with a single-action command word activation, causing it to explode. The spider bomb has an AC of 10, 5 Hit Points, and +0 to all saving throws. After it detonates, the spider bomb is completely destroyed, regardless of the effects of its detonation. If it survives to the end of the 4-round duration without being detonated, the spider harmlessly loses its explosive charge and falls apart.\n","skill_mod":{},"summary":"While arachnophobes don't need to fear this contraption's spiderlike appearance, they should probably worry if it starts ticking. When you activate …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1267","name":"Clockwork Spider Bomb","actions_number":2,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1267"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1200,"trait":["Clockwork","Consumable","Gadget","Rare"],"id":"equipment-1268","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Periscopic Viewfinder Source Grand Bazaar pg. 22 Price 12 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This bronze, spherical device slowly rotates around a cluster of angled mirrors and a light-filled orb. When you activate the viewfinder, it spins rapidly and reflects light into the orb at the center. This reveals the area around you up to 30 feet in a burst of light, including objects and areas that aren't in your line of sight. This doesn't grant you any additional information that couldn't otherwise be gathered by your senses.\n","skill_mod":{},"summary":"This bronze, spherical device slowly rotates around a cluster of angled mirrors and a light-filled orb. When you activate the viewfinder, it spins …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1268","name":"Periscopic Viewfinder","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-1268"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":600,"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-1269","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Spring-Loaded Net Launcher Source Grand Bazaar pg. 23 Price 6 gp Usage held in 1 hand Bulk 1 Activate Single Action Interact --- This small bronze cylinder is about the size of a potion bottle. When you activate the launcher, it fires an unattached net requiring only a single hand, and at a greater distance. As normal, you make a ranged attack roll against a Medium or smaller creature, but you can target a creature up to 60 feet away, instead of only 20 feet away. The net trap otherwise functions as an unattached net.\n","skill_mod":{},"summary":"This small bronze cylinder is about the size of a potion bottle. When you activate the launcher, it fires an unattached net requiring only a single …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=1269","name":"Spring-Loaded Net Launcher","actions_number":2,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1269"},{"skill_mod":{},"summary":"When a creature enters the trapped square, putrefied badger guts coated in hyper-flammable oil and several other incendiary reactants catch fire and …","primary_source":"Grand Bazaar","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":10,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1270","weakness":{},"price":17000,"name":"Burning Badger Guts Snare","trait":["Consumable","Fire","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1270","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Burning Badger Guts Snare Source Grand Bazaar pg. 26 Price 170 gp --- When a creature enters the trapped square, putrefied badger guts coated in hyper-flammable oil and several other incendiary reactants catch fire and are dumped in the snare's square, as well as up to two adjacent squares that you choose when you set the snare. The burning oil deals 5d8 fire damage to any creatures in the affected squares. Those creatures must attempt a DC 27 Fortitude save. Critical Success The creature is unaffected. Success The creature takes half damage and 1d8 persistent fire damage. Failure The creature takes full damage and 2d8 persistent fire damage, and is sickened 1. Critical Failure As failure, but the creature is sickened 2.\n","bulk":0,"category":"equipment","pfs":"Standard","element":["Fire"],"rarity":"uncommon","slug":"equipment-1270"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"enchantment","price":4500,"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-1271","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Coin of Comfort Source Grand Bazaar pg. 26 Price 45 gp Usage held in 1 hand --- This thick silver coin is deeply worn on one side, creating a shallow dip. Activate Single Action Interact; Frequency once per hour; Effect You rub your thumb along the grooved side and become filled with a sense of comfort and safety. You reduce your frightened condition by 1.\n","skill_mod":{},"summary":"This thick silver coin is deeply worn on one side, creating a shallow dip. ","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1271","name":"Coin of Comfort","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1271"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":31000,"trait":["Consumable","Magical","Morph","Potion","Transmutation","Uncommon"],"id":"equipment-1272","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Dragonfly Potion Source Grand Bazaar pg. 26 Price 310 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Your eyes transform into those of a giant dragonfly, the thousands of separate facets wrapping around your head, and a pair of long, delicate, insectile wings grow from your upper back. You gain a fly Speed equal to your land Speed. Additionally, you gain low-light vision and a +2 item bonus to visual Perception checks, and you can't be flanked except by creatures higher level than you are (though lower-level creatures can still help their higher-level allies flank). These effects last for 1 minute.\n","skill_mod":{},"summary":"Your eyes transform into those of a giant dragonfly, the thousands of separate facets wrapping around your head, and a pair of long, delicate, …","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=1272","name":"Dragonfly Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1272"},{"skill_mod":{},"summary":"Small flecks of mica, sand, and ground glass are packed into a spring-loaded canister that can be rigged to a trip wire or hidden in a container. The …","primary_source":"Grand Bazaar","trait_group":["Equipment","Hazard","Rarity","Sense"],"primary_source_category":"Lost Omens","level":4,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1273","weakness":{},"price":1800,"name":"Glittering Snare","trait":["Consumable","Mechanical","Snare","Trap","Uncommon","Visual"],"id":"equipment-1273","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Glittering Snare Source Grand Bazaar pg. 26 Price 18 gp --- Small flecks of mica, sand, and ground glass are packed into a spring-loaded canister that can be rigged to a trip wire or hidden in a container. The first creature to enter the square or open the container must attempt a DC 20 Reflex save as the area is showered with bright, glittering dust that sticks to skin, fur, and clothing. Critical Success The creature is unaffected. Success The creature takes a –1 status penalty to Stealth checks for 1 minute or until it uses an Interact action to remove the glitter. Failure The creature takes a –2 status penalty to Stealth checks for 2 minutes or until it spends a 2-action activity, which has the manipulate trait, to remove the glitter. If the creature was invisible, the glitter outlines it for 1 round, making it concealed rather than undetected to visual senses. Critical Failure As failure, but the penalty is –4. The glitter sticks for 5 minutes or until the creature spends a 3-action activity, which has the manipulate trait, to remove it. The glitter continues to fall around the creature until completely removed, leaving a trail behind it as it moves and revealing its rough location; the creature is hidden, rather than undetected, to any creature that can see the glitter whenever it would otherwise have been undetected.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1273"},{"skill_mod":{},"summary":"A mixture of metal shavings and flash powder inside this small, mirrored sphere ignites when disturbed, causing the ball to flash and spin. When a …","primary_source":"Grand Bazaar","trait_group":["Equipment","Hazard","Rarity","Sense"],"primary_source_category":"Lost Omens","level":6,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1274","weakness":{},"price":4000,"name":"Mirror-Ball Snare","trait":["Consumable","Mechanical","Snare","Trap","Uncommon","Visual"],"id":"equipment-1274","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Mirror-Ball Snare Source Grand Bazaar pg. 26 Price 40 gp --- A mixture of metal shavings and flash powder inside this small, mirrored sphere ignites when disturbed, causing the ball to flash and spin. When a creature enters the square, the ball pops into the air, and all creatures within 10 feet who can see the mirror ball must succeed at a DC 22 Fortitude save or become dazzled for 1 round. On a critical failure, affected creatures are instead dazzled for 1 minute.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1274"},{"skill_mod":{},"summary":"A portable gaming hall resembles a miniature roulette wheel, except it's marked with indecipherable runes, not numbers. ","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Equipment","Rarity"],"primary_source_category":"Lost Omens","level":8,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Structures","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1275","weakness":{},"school":"conjuration","price":50000,"name":"Portable Gaming Hall","trait":["Conjuration","Magical","Structure","Uncommon"],"id":"equipment-1275","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Restricted\" > Portable Gaming Hall Source Grand Bazaar pg. 26 Price 500 gp Bulk L when not activated --- A portable gaming hall resembles a miniature roulette wheel, except it's marked with indecipherable runes, not numbers. Activate (1 minute) command, envision, Interact; Effect The wheel grows into a circular room 30 feet in diameter, with a door on one side. Six chairs surround a circular table, 10 feet in diameter. The underside of the table contains retractable drawers full of dice, harrow cards, game pieces, and other gambling accouterments. A gallon of ale or a similar drink with a spigot near the bottom hangs on the door, replenishing to a full gallon each day; you can also bring in your own drinks if you require more than the gaming hall provides. You can flip the central table over as a 3-action activity, which has the manipulate trait, to revert the gaming hall to its original form.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"uncommon","slug":"equipment-1275"},{"skill_mod":{},"summary":"You coat a small firework with a thick layer of resin and tar, so it sticks firmly onto a target. When a creature enters the square, the rocket …","primary_source":"Grand Bazaar","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":4,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1276","weakness":{},"price":1500,"name":"Tar Rocket Snare","trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1276","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Tar Rocket Snare Source Grand Bazaar pg. 27 Price 15 gp --- You coat a small firework with a thick layer of resin and tar, so it sticks firmly onto a target. When a creature enters the square, the rocket launches at the creature and potentially sticks to it. You determine the direction the rocket faces when crafting the snare. The triggering creature must attempt a DC 20 Reflex save. Critical Success The creature is unaffected. Success The creature is dealt a glancing blow by the rocket and becomes flat-footed until the start of its next turn. Failure The rocket's coating of tar and resin sticks to the creature, and it can't be shaken loose. The creature becomes flat-footed for 1 round, and clumsy 1 for 1 minute or until it Escapes (DC 20). Critical Failure As failure, but the creature takes a direct hit. It takes 2d6 bludgeoning damage and is pushed 10 feet in the direction the rocket faces.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1276"},{"item_child_id":["equipment-1277-1170","equipment-1277-1171","equipment-1277-1172"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Poison","Uncommon"],"id":"equipment-1277","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Toadskin Salve Source Grand Bazaar pg. 27 Usage held in 1 hand Bulk L --- This thick, oily salve reacts with the air to exude a toxic mucus when applied to skin. Once it's applied, you can activate the salve in one of the two ways detailed below. After either reaction has been used, the remaining mucus loses its reactive properties and falls away as the effect ends. You can only have one dose applied at a time. If you don't use either reaction, after 10 minutes, the mucus flakes away and the effect ends. Activate Reaction Interact; Trigger You hit a creature with a melee Strike; Effect You fling mucus on the creature, dealing 1d4 persistent poison damage. Activate Reaction Interact; Trigger You are hit with a melee attack that deals physical damage; Effect The mucus dulls the blow, granting you resistance 3 to physical damage against the triggering attack. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Toadskin Salve Source Grand Bazaar pg. 27 Price 10 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Toadskin Salve (Greater) Source Grand Bazaar pg. 27 Price 55 gp Bulk L --- The persistent poison damage increases to 2d4, and the resistance increases to 5. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Toadskin Salve (Major) Source Grand Bazaar pg. 27 Price 225 gp Bulk L --- The persistent poison damage increases to 3d4, the resistance increases to 8, and the duration increases to up to 1 hour if you don't use the reaction.","skill_mod":{},"summary":"This thick, oily salve reacts with the air to exude a toxic mucus when applied to skin. Once it's applied, you can activate the salve in one of the …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=1277","name":"Toadskin Salve","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1277"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1277","weakness":{},"price":1000,"trait":["Alchemical","Consumable","Poison","Uncommon"],"id":"equipment-1277-1170","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Toadskin Salve Source Grand Bazaar pg. 27 Usage held in 1 hand Bulk L --- This thick, oily salve reacts with the air to exude a toxic mucus when applied to skin. Once it's applied, you can activate the salve in one of the two ways detailed below. After either reaction has been used, the remaining mucus loses its reactive properties and falls away as the effect ends. You can only have one dose applied at a time. If you don't use either reaction, after 10 minutes, the mucus flakes away and the effect ends. Activate Reaction Interact; Trigger You hit a creature with a melee Strike; Effect You fling mucus on the creature, dealing 1d4 persistent poison damage. Activate Reaction Interact; Trigger You are hit with a melee attack that deals physical damage; Effect The mucus dulls the blow, granting you resistance 3 to physical damage against the triggering attack. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Toadskin Salve Source Grand Bazaar pg. 27 Price 10 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Toadskin Salve (Greater) Source Grand Bazaar pg. 27 Price 55 gp Bulk L --- The persistent poison damage increases to 2d4, and the resistance increases to 5. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Toadskin Salve (Major) Source Grand Bazaar pg. 27 Price 225 gp Bulk L --- The persistent poison damage increases to 3d4, the resistance increases to 8, and the duration increases to up to 1 hour if you don't use the reaction.","skill_mod":{},"summary":"This thick, oily salve reacts with the air to exude a toxic mucus when applied to skin. Once it's applied, you can activate the salve in one of the …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=1277","name":"Toadskin Salve","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1277-1170"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1277","weakness":{},"price":5500,"trait":["Alchemical","Consumable","Poison","Uncommon"],"id":"equipment-1277-1171","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Toadskin Salve Source Grand Bazaar pg. 27 Usage held in 1 hand Bulk L --- This thick, oily salve reacts with the air to exude a toxic mucus when applied to skin. Once it's applied, you can activate the salve in one of the two ways detailed below. After either reaction has been used, the remaining mucus loses its reactive properties and falls away as the effect ends. You can only have one dose applied at a time. If you don't use either reaction, after 10 minutes, the mucus flakes away and the effect ends. Activate Reaction Interact; Trigger You hit a creature with a melee Strike; Effect You fling mucus on the creature, dealing 1d4 persistent poison damage. Activate Reaction Interact; Trigger You are hit with a melee attack that deals physical damage; Effect The mucus dulls the blow, granting you resistance 3 to physical damage against the triggering attack. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Toadskin Salve Source Grand Bazaar pg. 27 Price 10 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Toadskin Salve (Greater) Source Grand Bazaar pg. 27 Price 55 gp Bulk L --- The persistent poison damage increases to 2d4, and the resistance increases to 5. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Toadskin Salve (Major) Source Grand Bazaar pg. 27 Price 225 gp Bulk L --- The persistent poison damage increases to 3d4, the resistance increases to 8, and the duration increases to up to 1 hour if you don't use the reaction.","skill_mod":{},"summary":"The persistent poison damage increases to 2d4, and the resistance increases to 5.","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=1277","name":"Toadskin Salve (Greater)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1277-1171"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1277","weakness":{},"price":22500,"trait":["Alchemical","Consumable","Poison","Uncommon"],"id":"equipment-1277-1172","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Toadskin Salve Source Grand Bazaar pg. 27 Usage held in 1 hand Bulk L --- This thick, oily salve reacts with the air to exude a toxic mucus when applied to skin. Once it's applied, you can activate the salve in one of the two ways detailed below. After either reaction has been used, the remaining mucus loses its reactive properties and falls away as the effect ends. You can only have one dose applied at a time. If you don't use either reaction, after 10 minutes, the mucus flakes away and the effect ends. Activate Reaction Interact; Trigger You hit a creature with a melee Strike; Effect You fling mucus on the creature, dealing 1d4 persistent poison damage. Activate Reaction Interact; Trigger You are hit with a melee attack that deals physical damage; Effect The mucus dulls the blow, granting you resistance 3 to physical damage against the triggering attack. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Toadskin Salve Source Grand Bazaar pg. 27 Price 10 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Toadskin Salve (Greater) Source Grand Bazaar pg. 27 Price 55 gp Bulk L --- The persistent poison damage increases to 2d4, and the resistance increases to 5. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Toadskin Salve (Major) Source Grand Bazaar pg. 27 Price 225 gp Bulk L --- The persistent poison damage increases to 3d4, the resistance increases to 8, and the duration increases to up to 1 hour if you don't use the reaction.","skill_mod":{},"summary":"The persistent poison damage increases to 3d4, the resistance increases to 8, and the duration increases to up to 1 hour if you don't use the …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=1277","name":"Toadskin Salve (Major)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1277-1172"},{"item_child_id":["equipment-1278-1173","equipment-1278-1174","equipment-1278-1175","equipment-1278-1176"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Inhaled","Mental","Poison","Splash","Uncommon"],"id":"equipment-1278","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Vexing Vapor Source Grand Bazaar pg. 27 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask contains a fine red powder made from toxic berries. A vexing vapor bomb deals the listed mental damage and mental splash damage. On a hit, the target must succeed at a DC 5 flat check before taking actions with the concentrate trait. This lasts until the end of its next turn (1 minute on a critical hit). <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Vexing Vapor (Lesser) Source Grand Bazaar pg. 27 Price 4 gp Bulk L --- The bomb deals 1d6 mental damage and 1 mental splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Vexing Vapor (Moderate) Source Grand Bazaar pg. 27 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Vexing Vapor (Greater) Source Grand Bazaar pg. 27 Price 300 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Vexing Vapor (Major) Source Grand Bazaar pg. 27 Price 3,000 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 mental damage and 4 mental splash damage.","skill_mod":{},"summary":"This flask contains a fine red powder made from toxic berries. A vexing vapor bomb deals the listed mental damage and mental splash damage. On a …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Poison","Mechanics","Affliction","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1278","name":"Vexing Vapor","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1278"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1278","weakness":{},"price":400,"trait":["Alchemical","Bomb","Consumable","Inhaled","Mental","Poison","Splash","Uncommon"],"id":"equipment-1278-1173","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Vexing Vapor Source Grand Bazaar pg. 27 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask contains a fine red powder made from toxic berries. A vexing vapor bomb deals the listed mental damage and mental splash damage. On a hit, the target must succeed at a DC 5 flat check before taking actions with the concentrate trait. This lasts until the end of its next turn (1 minute on a critical hit). <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Vexing Vapor (Lesser) Source Grand Bazaar pg. 27 Price 4 gp Bulk L --- The bomb deals 1d6 mental damage and 1 mental splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Vexing Vapor (Moderate) Source Grand Bazaar pg. 27 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Vexing Vapor (Greater) Source Grand Bazaar pg. 27 Price 300 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Vexing Vapor (Major) Source Grand Bazaar pg. 27 Price 3,000 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 mental damage and 4 mental splash damage.","skill_mod":{},"summary":"The bomb deals 1d6 mental damage and 1 mental splash damage.","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Poison","Mechanics","Affliction","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1278","name":"Vexing Vapor (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1278-1173"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1278","weakness":{},"price":1200,"trait":["Alchemical","Bomb","Consumable","Inhaled","Mental","Poison","Splash","Uncommon"],"id":"equipment-1278-1174","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Vexing Vapor Source Grand Bazaar pg. 27 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask contains a fine red powder made from toxic berries. A vexing vapor bomb deals the listed mental damage and mental splash damage. On a hit, the target must succeed at a DC 5 flat check before taking actions with the concentrate trait. This lasts until the end of its next turn (1 minute on a critical hit). <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Vexing Vapor (Lesser) Source Grand Bazaar pg. 27 Price 4 gp Bulk L --- The bomb deals 1d6 mental damage and 1 mental splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Vexing Vapor (Moderate) Source Grand Bazaar pg. 27 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Vexing Vapor (Greater) Source Grand Bazaar pg. 27 Price 300 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Vexing Vapor (Major) Source Grand Bazaar pg. 27 Price 3,000 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 mental damage and 4 mental splash damage.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage.","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Poison","Mechanics","Affliction","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1278","name":"Vexing Vapor (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1278-1174"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1278","weakness":{},"price":30000,"trait":["Alchemical","Bomb","Consumable","Inhaled","Mental","Poison","Splash","Uncommon"],"id":"equipment-1278-1175","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Vexing Vapor Source Grand Bazaar pg. 27 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask contains a fine red powder made from toxic berries. A vexing vapor bomb deals the listed mental damage and mental splash damage. On a hit, the target must succeed at a DC 5 flat check before taking actions with the concentrate trait. This lasts until the end of its next turn (1 minute on a critical hit). <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Vexing Vapor (Lesser) Source Grand Bazaar pg. 27 Price 4 gp Bulk L --- The bomb deals 1d6 mental damage and 1 mental splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Vexing Vapor (Moderate) Source Grand Bazaar pg. 27 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Vexing Vapor (Greater) Source Grand Bazaar pg. 27 Price 300 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Vexing Vapor (Major) Source Grand Bazaar pg. 27 Price 3,000 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 mental damage and 4 mental splash damage.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage.","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Poison","Mechanics","Affliction","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1278","name":"Vexing Vapor (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1278-1175"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1278","weakness":{},"price":300000,"trait":["Alchemical","Bomb","Consumable","Inhaled","Mental","Poison","Splash","Uncommon"],"id":"equipment-1278-1176","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Vexing Vapor Source Grand Bazaar pg. 27 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask contains a fine red powder made from toxic berries. A vexing vapor bomb deals the listed mental damage and mental splash damage. On a hit, the target must succeed at a DC 5 flat check before taking actions with the concentrate trait. This lasts until the end of its next turn (1 minute on a critical hit). <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Vexing Vapor (Lesser) Source Grand Bazaar pg. 27 Price 4 gp Bulk L --- The bomb deals 1d6 mental damage and 1 mental splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Vexing Vapor (Moderate) Source Grand Bazaar pg. 27 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Vexing Vapor (Greater) Source Grand Bazaar pg. 27 Price 300 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Vexing Vapor (Major) Source Grand Bazaar pg. 27 Price 3,000 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 mental damage and 4 mental splash damage.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d6 mental damage and 4 mental splash damage.","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Poison","Mechanics","Affliction","Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1278","name":"Vexing Vapor (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1278-1176"},{"skill_mod":{},"summary":"A hidden copper plate conceals a bag of electric eels. When a creature steps on the plate, the eels become agitated, and the creature takes 4d8 …","primary_source":"Grand Bazaar","trait_group":["Equipment","Energy","Monster","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1279","weakness":{},"price":2500,"name":"Wet Shock Snare","trait":["Consumable","Electricity","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1279","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Wet Shock Snare Source Grand Bazaar pg. 27 Price 25 gp --- A hidden copper plate conceals a bag of electric eels. When a creature steps on the plate, the eels become agitated, and the creature takes 4d8 electricity damage (DC 21 basic Reflex save). On a critical failure, the current causes the creature to become stunned 2. The eels are unharmed after use, but the mechanism is broken as usual for snares.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1279"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"enchantment","price":100000,"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-1280","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Amaranthine Pavise Source Grand Bazaar pg. 30 Price 1,000 gp Usage held in 1 hand Bulk 4 Base Shield Tower Shield --- This tower shield (Hardness 9, HP 54, BT 27) was developed by followers of Ketephys, the elven god of the hunt. It's distinct for having a central ridge, and for being made from only wood and hide. Ketephys's religious symbol, a hawk rising over a silver crescent, is painted on the hide stretched across the front of the shield. Each amaranthine pavise is blessed by Ketephysian priests to aid in liberating Tanglebriar and defeating the nascent demon lord Treerazer. While you have the shield raised, you gain a +2 circumstance bonus to saving throws against the innate spells and special abilities of demons. When your allies have cover from the amaranthine pavise , the circumstance bonus they gain from cover to Reflex saves against area effects also applies to Fortitude and Will saves against demons' area effects. Activate Two Actions command; Frequency once per day; Effect Ketephys's wrath descends upon your foes. The shield casts good divine wrath with a DC of 27.\n","skill_mod":{},"summary":"This tower shield (Hardness 9, HP 54, BT 27) was developed by followers of Ketephys , the elven god of the hunt. It's distinct for having a …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1280","base_item":["Tower Shield"],"name":"Amaranthine Pavise","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1280"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":6000000,"skill":["Performance"],"trait":["Conjuration","Earth","Magical","Uncommon"],"id":"equipment-1281","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Drum of Upheaval Source Grand Bazaar pg. 30 Price 60,000 gp Usage held in 2 hands Bulk 1 --- This heavy drum is engraved along the sides with images of centaurs in fierce combat. The drum grants you a +3 item bonus on Performance checks you make using the drum. Additionally, it imparts the rhythms of two songs upon your mind as soon as you touch it. One is a fast marching cadence; the other is a frenetic ritual dance. Each song has a different activation. Activate Two Actions Interact; Frequency once per minute; Effect Dozens of spectral centaurs burst from the drum and stampede in a 60-foot cone. The stampede deals 7d10 force damage (DC 43 basic Reflex save). Activate Two Actions Interact; Frequency once per day; Effect The drum casts a DC 43 earthquake spell. Craft Requirements You are a centaur.\n","element":["Earth"],"skill_mod":{},"summary":"This heavy drum is engraved along the sides with images of centaurs in fierce combat. The drum grants you a +3 item bonus on Performance checks you …","primary_source":"Grand Bazaar","trait_group":["School","Elemental","Planar","Monster","Mechanics","Rarity"],"level":20,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1281","name":"Drum of Upheaval","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1281"},{"skill_mod":{},"summary":"A private workshop is a model building about the size of a music box that resembles a smithy, tannery, alchemy lab, or other crafting facility. ","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Equipment","Rarity"],"primary_source_category":"Lost Omens","level":6,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Structures","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1282","weakness":{},"school":"conjuration","price":20000,"name":"Private Workshop","trait":["Conjuration","Magical","Structure","Uncommon"],"id":"equipment-1282","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Restricted\" > Private Workshop Source Grand Bazaar pg. 30 Price 200 gp Bulk L when not activated --- A private workshop is a model building about the size of a music box that resembles a smithy, tannery, alchemy lab, or other crafting facility. Activate 1 minute (command, envision, Interact); Effect The model workshop transforms into a full-sized square workshop of the represented type. The walls are 15 feet wide and the ceiling is 10 feet high. The workshop is stocked with mundane tools and can be used to Craft items appropriate to the workshop with a +1 item bonus, but you must supply any raw materials. You can pull on a cord hanging from the workshop's ceiling as an Interact action to revert the private workshop to its model form.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"uncommon","slug":"equipment-1282"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"conjuration","price":190000,"trait":["Conjuration","Magical","Uncommon"],"id":"equipment-1283","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Rampart Shield Source Grand Bazaar pg. 30 Price 1,900 gp Usage held in 1 hand Bulk 4 Base Shield Tower Shield --- This massive tower shield (Hardness 10, HP 60, BT 30) is painted a cool cyan green and is decorated with an image of Absalom's mother-sphinx emerging from a cresting wave. Activate Two Actions Command; Effect You transform the shield into a 1-foot-thick, 10-foot-by-10-foot stone rampart topped with a battlement and adorned with the flags of Absalom. If any part of the rampart would pass through any creatures or objects, the activation fails. At the center of each 5-foot length of the rampart is an arrow slit. The rampart has AC 10, Hardness 15, and 30 Hit Points. The rampart is immune to critical hits and precision damage. Attacks that would destroy the rampart cause it to instead revert back to its shield form and drop to the ground in an open space below the rampart. When this happens, the shield loses 30 Hit Points. You can Dismiss the activation, causing the wall to revert back to its shield form. The shield then returns secured to your arm if you are adjacent to the rampart, or drops to the ground in an open space if you're not adjacent to the rampart. If neither destroyed nor Dismissed, the rampart reverts back to a shield automatically after 1 hour.\n","skill_mod":{},"summary":"This massive tower shield (Hardness 10, HP 60, BT 30) is painted a cool cyan green and is decorated with an image of Absalom's mother-sphinx …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1283","base_item":["Tower Shield"],"name":"Rampart Shield","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1283"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":2200,"trait":["Conjuration","Consumable","Magical","Uncommon"],"id":"equipment-1284","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Rhino Shot Source Grand Bazaar pg. 30 Price 22 gp Ammunition any Activate Single Action Interact --- This arrow is made of polished animal horn, with the head of a rhinoceros carved in place of a traditional arrowhead. When an activated rhino shot is fired, the ethereal form of a large rhinoceros takes shape around the projectile. On a successful Strike, the attack deals an additional 2d6 force damage, and the target must succeed at a DC 19 Fortitude save or be knocked prone. If the hit with the rhino shot was a critical success, the target is knocked prone unless it critically succeeds at its save.\n","ammunition":"any","skill_mod":{},"summary":"This arrow is made of polished animal horn, with the head of a rhinoceros carved in place of a traditional arrowhead. When an activated rhino shot …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1284","name":"Rhino Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1284"},{"item_child_id":["equipment-1285-1177","equipment-1285-1178","equipment-1285-1179"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"necromancy","trait":["Magical","Necromancy","Staff","Uncommon"],"id":"equipment-1285","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Final Rest Source Grand Bazaar pg. 30 Usage held in 1 hand Bulk 1 --- This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Lastwall, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the versatile P trait and functions as a wooden stake, allowing you to use it to stake vampires, and your Strikes with the staff gain a +1 circumstance bonus to damage rolls against undead. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Final Rest Source Grand Bazaar pg. 30 Price 240 gp Bulk 1 --- Cantrip disrupt undead 1st disrupting weapons , heal 2nd heal , gentle repose <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Final Rest (Greater) Source Grand Bazaar pg. 30 Price 900 gp Bulk 1 --- The circumstance bonus to damage rolls is +2. 3rd bind undead , disrupting weapons , heal 4th heal , holy cascade <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of Final Rest (Major) Source Grand Bazaar pg. 30 Price 9,000 gp Bulk 1 --- The circumstance bonus to damage rolls is +3. 5th death ward , disrupting weapons , heal 6th field of life , heal , holy cascade 7th heal , holy cascade , sunburst ","skill_mod":{},"summary":"This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Lastwall, with a wickedly pointed sword …","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Equipment","Rarity"],"level":6,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1285","name":"Staff of Final Rest","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1285"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-1285","weakness":{},"school":"necromancy","price":24000,"trait":["Magical","Necromancy","Staff","Uncommon"],"id":"equipment-1285-1177","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Final Rest Source Grand Bazaar pg. 30 Usage held in 1 hand Bulk 1 --- This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Lastwall, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the versatile P trait and functions as a wooden stake, allowing you to use it to stake vampires, and your Strikes with the staff gain a +1 circumstance bonus to damage rolls against undead. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Final Rest Source Grand Bazaar pg. 30 Price 240 gp Bulk 1 --- Cantrip disrupt undead 1st disrupting weapons , heal 2nd heal , gentle repose <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Final Rest (Greater) Source Grand Bazaar pg. 30 Price 900 gp Bulk 1 --- The circumstance bonus to damage rolls is +2. 3rd bind undead , disrupting weapons , heal 4th heal , holy cascade <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of Final Rest (Major) Source Grand Bazaar pg. 30 Price 9,000 gp Bulk 1 --- The circumstance bonus to damage rolls is +3. 5th death ward , disrupting weapons , heal 6th field of life , heal , holy cascade 7th heal , holy cascade , sunburst ","skill_mod":{},"summary":"Cantrip disrupt undead 1st disrupting weapons , heal 2nd heal , gentle repose","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Equipment","Rarity"],"level":6,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1285","name":"Staff of Final Rest","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1285-1177"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-1285","weakness":{},"school":"necromancy","price":90000,"trait":["Magical","Necromancy","Staff","Uncommon"],"id":"equipment-1285-1178","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Final Rest Source Grand Bazaar pg. 30 Usage held in 1 hand Bulk 1 --- This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Lastwall, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the versatile P trait and functions as a wooden stake, allowing you to use it to stake vampires, and your Strikes with the staff gain a +1 circumstance bonus to damage rolls against undead. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Final Rest Source Grand Bazaar pg. 30 Price 240 gp Bulk 1 --- Cantrip disrupt undead 1st disrupting weapons , heal 2nd heal , gentle repose <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Final Rest (Greater) Source Grand Bazaar pg. 30 Price 900 gp Bulk 1 --- The circumstance bonus to damage rolls is +2. 3rd bind undead , disrupting weapons , heal 4th heal , holy cascade <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of Final Rest (Major) Source Grand Bazaar pg. 30 Price 9,000 gp Bulk 1 --- The circumstance bonus to damage rolls is +3. 5th death ward , disrupting weapons , heal 6th field of life , heal , holy cascade 7th heal , holy cascade , sunburst ","skill_mod":{},"summary":"The circumstance bonus to damage rolls is +2. 3rd bind undead , disrupting weapons , heal 4th heal , holy cascade","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Equipment","Rarity"],"level":10,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1285","name":"Staff of Final Rest (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1285-1178"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-1285","weakness":{},"school":"necromancy","price":900000,"trait":["Magical","Necromancy","Staff","Uncommon"],"id":"equipment-1285-1179","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Final Rest Source Grand Bazaar pg. 30 Usage held in 1 hand Bulk 1 --- This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Lastwall, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the versatile P trait and functions as a wooden stake, allowing you to use it to stake vampires, and your Strikes with the staff gain a +1 circumstance bonus to damage rolls against undead. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Final Rest Source Grand Bazaar pg. 30 Price 240 gp Bulk 1 --- Cantrip disrupt undead 1st disrupting weapons , heal 2nd heal , gentle repose <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Final Rest (Greater) Source Grand Bazaar pg. 30 Price 900 gp Bulk 1 --- The circumstance bonus to damage rolls is +2. 3rd bind undead , disrupting weapons , heal 4th heal , holy cascade <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of Final Rest (Major) Source Grand Bazaar pg. 30 Price 9,000 gp Bulk 1 --- The circumstance bonus to damage rolls is +3. 5th death ward , disrupting weapons , heal 6th field of life , heal , holy cascade 7th heal , holy cascade , sunburst ","skill_mod":{},"summary":"The circumstance bonus to damage rolls is +3. 5th death ward , disrupting weapons , heal 6th field of life , heal , holy cascade …","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Equipment","Rarity"],"level":16,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1285","name":"Staff of Final Rest (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1285-1179"},{"item_child_id":["equipment-1286-1180","equipment-1286-1181"],"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Consumable","Magical","Teleportation","Uncommon"],"id":"equipment-1286","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Transposition Ammunition Source Grand Bazaar pg. 31 Ammunition any Activate Two Actions Interact --- Transposition ammunition has a milky-white cast and will sometimes shift position subtly of its own accord. When you activate the ammunition, instead of making your Strike against a foe, you fire transposition ammunition at any unoccupied square you can see within your weapon's first range increment and succeed without making an attack roll. You pull yourself through the Astral Plane, teleporting along with any items you are holding into the square where you shot the ammunition. If this would carry along any other creature (even one in an extradimensional space), the activation fails. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Transposition Ammunition Source Grand Bazaar pg. 31 Price 125 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Transposition Ammunition (Greater) Source Grand Bazaar pg. 31 Price 1,250 gp --- When you teleport, you can take along up to two willing adjacent creatures. These creatures must each arrive in unoccupied squares adjacent to the transposition ammunition ; if there's not enough space for both of them, you choose which one is teleported.","ammunition":"any","skill_mod":{},"summary":" Transposition ammunition has a milky-white cast and will sometimes shift position subtly of its own accord. When you activate the ammunition, …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1286","name":"Transposition Ammunition","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1286"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1286","weakness":{},"school":"conjuration","price":12500,"trait":["Conjuration","Consumable","Magical","Teleportation","Uncommon"],"id":"equipment-1286-1180","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Transposition Ammunition Source Grand Bazaar pg. 31 Ammunition any Activate Two Actions Interact --- Transposition ammunition has a milky-white cast and will sometimes shift position subtly of its own accord. When you activate the ammunition, instead of making your Strike against a foe, you fire transposition ammunition at any unoccupied square you can see within your weapon's first range increment and succeed without making an attack roll. You pull yourself through the Astral Plane, teleporting along with any items you are holding into the square where you shot the ammunition. If this would carry along any other creature (even one in an extradimensional space), the activation fails. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Transposition Ammunition Source Grand Bazaar pg. 31 Price 125 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Transposition Ammunition (Greater) Source Grand Bazaar pg. 31 Price 1,250 gp --- When you teleport, you can take along up to two willing adjacent creatures. These creatures must each arrive in unoccupied squares adjacent to the transposition ammunition ; if there's not enough space for both of them, you choose which one is teleported.","ammunition":"any","skill_mod":{},"summary":"Transposition ammunition has a milky-white cast and will sometimes shift position subtly of its own accord. When you activate the ammunition, …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1286","name":"Transposition Ammunition","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1286-1180"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1286","weakness":{},"school":"conjuration","price":125000,"trait":["Conjuration","Consumable","Magical","Teleportation","Uncommon"],"id":"equipment-1286-1181","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Transposition Ammunition Source Grand Bazaar pg. 31 Ammunition any Activate Two Actions Interact --- Transposition ammunition has a milky-white cast and will sometimes shift position subtly of its own accord. When you activate the ammunition, instead of making your Strike against a foe, you fire transposition ammunition at any unoccupied square you can see within your weapon's first range increment and succeed without making an attack roll. You pull yourself through the Astral Plane, teleporting along with any items you are holding into the square where you shot the ammunition. If this would carry along any other creature (even one in an extradimensional space), the activation fails. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Transposition Ammunition Source Grand Bazaar pg. 31 Price 125 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Transposition Ammunition (Greater) Source Grand Bazaar pg. 31 Price 1,250 gp --- When you teleport, you can take along up to two willing adjacent creatures. These creatures must each arrive in unoccupied squares adjacent to the transposition ammunition ; if there's not enough space for both of them, you choose which one is teleported.","ammunition":"any","skill_mod":{},"summary":"When you teleport, you can take along up to two willing adjacent creatures. These creatures must each arrive in unoccupied squares adjacent to the …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":15,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1286","name":"Transposition Ammunition (Greater)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1286-1181"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"necromancy","price":300000,"trait":["Evil","Magical","Necromancy","Negative","Uncommon","Void"],"id":"equipment-1287","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Restricted\" > Vampiric Scythe Source Grand Bazaar pg. 31 Price 3,000 gp Usage held in 2 hands Bulk 2 Base Weapon Scythe --- The blade of this +2 greater striking wounding scythe is sharp enough to produce a whistling sound when swung through the air. The shaft is made of ebony wood with a sickly shine to it, much like the shine of infected wounds and contaminated water. Activate Reaction command; Trigger An enemy critically succeeds at an attempt to Disarm you; Effect As the scythe leaves your hand, it drinks the triggering creature's blood. The creature must succeed at a DC 30 Fortitude save or become drained 2 (drained 3 on a critical failure). If the triggering creature becomes drained, you gain temporary Hit Points equal to the triggering creature's level. You lose any remaining temporary Hit Points after 1 minute. Activate Reaction command; Frequency once per hour; Trigger You critically succeed at a Strike against a living opponent; Effect The scythe drains life essence from your opponent into you. You gain a number of temporary Hit Points equal to half the slashing damage the scythe dealt to the foe. You lose any remaining temporary Hit Points after 1 minute. ","skill_mod":{},"summary":"The blade of this +2 greater striking wounding scythe is sharp enough to produce a whistling sound when swung through the air. The shaft is …","primary_source":"Grand Bazaar","trait_group":["Alignment","Mechanics","School","Energy","Planar","Creature Type","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1287","base_item":["Scythe"],"name":"Vampiric Scythe","bulk":2,"category":"equipment","pfs":"Restricted","rarity":"uncommon","slug":"equipment-1287"},{"item_child_id":["equipment-1288-1182","equipment-1288-1183"],"primary_source_category":"Lost Omens","usage":"tattoo","source":["Grand Bazaar"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"evocation","trait":["Cold","Evocation","Invested","Magical","Tattoo","Uncommon"],"id":"equipment-1288","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Arctic Vigor Source Grand Bazaar pg. 38 Usage tattoo --- This tattoo takes the shape of the face of a roaring polar bear with piercing, ice-blue eyes. You don't take damage from extreme cold or severe cold. Activate Two Actions command; Frequency once per day; Effect You call forth a blast of polar wind in a 10-foot burst within a range of 30 feet that deals 7d6 cold damage. All creatures in the area must attempt a DC 27 basic Fortitude save. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Arctic Vigor Source Grand Bazaar pg. 38 Price 900 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Arctic Vigor (Greater) Source Grand Bazaar pg. 38 Price 6,000 gp --- The damage of your polar wind increases to 12d6, the range increases to 60 feet, and you can choose to increase the radius to 15 or 20 feet. While exposed to incredible cold, you only take minor cold damage every hour, instead of moderate cold damage every minute. You ignore the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to normal difficult terrain).","skill_mod":{},"summary":"This tattoo takes the shape of the face of a roaring polar bear with piercing, ice-blue eyes. You don't take damage from extreme cold or severe cold …","primary_source":"Grand Bazaar","trait_group":["Energy","Monster","School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1288","name":"Arctic Vigor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1288"},{"primary_source_category":"Lost Omens","usage":"tattoo","source":["Grand Bazaar"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-1288","weakness":{},"school":"evocation","price":90000,"trait":["Cold","Evocation","Invested","Magical","Tattoo","Uncommon"],"id":"equipment-1288-1182","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Arctic Vigor Source Grand Bazaar pg. 38 Usage tattoo --- This tattoo takes the shape of the face of a roaring polar bear with piercing, ice-blue eyes. You don't take damage from extreme cold or severe cold. Activate Two Actions command; Frequency once per day; Effect You call forth a blast of polar wind in a 10-foot burst within a range of 30 feet that deals 7d6 cold damage. All creatures in the area must attempt a DC 27 basic Fortitude save. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Arctic Vigor Source Grand Bazaar pg. 38 Price 900 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Arctic Vigor (Greater) Source Grand Bazaar pg. 38 Price 6,000 gp --- The damage of your polar wind increases to 12d6, the range increases to 60 feet, and you can choose to increase the radius to 15 or 20 feet. While exposed to incredible cold, you only take minor cold damage every hour, instead of moderate cold damage every minute. You ignore the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to normal difficult terrain).","skill_mod":{},"summary":"This tattoo takes the shape of the face of a roaring polar bear with piercing, ice-blue eyes. You don't take damage from extreme cold or severe cold …","primary_source":"Grand Bazaar","trait_group":["Energy","Monster","School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1288","name":"Arctic Vigor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1288-1182"},{"primary_source_category":"Lost Omens","usage":"tattoo","source":["Grand Bazaar"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-1288","weakness":{},"school":"evocation","price":600000,"trait":["Cold","Evocation","Invested","Magical","Tattoo","Uncommon"],"id":"equipment-1288-1183","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Arctic Vigor Source Grand Bazaar pg. 38 Usage tattoo --- This tattoo takes the shape of the face of a roaring polar bear with piercing, ice-blue eyes. You don't take damage from extreme cold or severe cold. Activate Two Actions command; Frequency once per day; Effect You call forth a blast of polar wind in a 10-foot burst within a range of 30 feet that deals 7d6 cold damage. All creatures in the area must attempt a DC 27 basic Fortitude save. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Arctic Vigor Source Grand Bazaar pg. 38 Price 900 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Arctic Vigor (Greater) Source Grand Bazaar pg. 38 Price 6,000 gp --- The damage of your polar wind increases to 12d6, the range increases to 60 feet, and you can choose to increase the radius to 15 or 20 feet. While exposed to incredible cold, you only take minor cold damage every hour, instead of moderate cold damage every minute. You ignore the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to normal difficult terrain).","skill_mod":{},"summary":"The damage of your polar wind increases to 12d6, the range increases to 60 feet, and you can choose to increase the radius to 15 or 20 feet. While …","primary_source":"Grand Bazaar","trait_group":["Energy","Monster","School","Equipment","Mechanics","Rarity"],"level":15,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1288","name":"Arctic Vigor (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1288-1183"},{"primary_source_category":"Lost Omens","usage":"tattoo","source":["Grand Bazaar"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"abjuration","price":36000,"trait":["Abjuration","Invested","Magical","Tattoo","Uncommon"],"id":"equipment-1289","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Crown of Insight Source Grand Bazaar pg. 38 Price 360 gp Usage tattoo --- A series of evenly spaced, unblinking tattooed eyes line your skin. When you enter an area that contains creatures within 60 feet that are unnoticed to you, the GM rolls a secret Perception check for you against the creatures' Stealth DCs. On a success, the creature becomes undetected by you, rather than unnoticed, and on a critical success, the creature becomes hidden to you. All creatures in the area are then temporarily immune to your crown of insight for 24 hours. The crown of insight doesn't help you find hidden items or traps, nor can it help you discern a creature hiding in plain sight, such as a gargoyle pretending to be an inanimate statue. Additionally, since the effect occurs when you move to enter an area that contains creatures, it doesn't detect an unnoticed creature Sneaking up on you.\n","skill_mod":{},"summary":"A series of evenly spaced, unblinking tattooed eyes line your skin. When you enter an area that contains creatures within 60 feet that are unnoticed …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":7,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1289","name":"Crown of Insight","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1289"},{"item_child_id":["equipment-1290-1184","equipment-1290-1185"],"primary_source_category":"Lost Omens","usage":"tattoo","source":["Grand Bazaar"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"necromancy","trait":["Invested","Magical","Necromancy","Positive","Tattoo","Uncommon","Vitality"],"id":"equipment-1290","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Enveloping Light Source Grand Bazaar pg. 38 Usage tattoo --- This tattoo is a series of six concentric circles that show up as a soft yellow on any skin tone. The marks carry in them a protective force that bolsters your body and soul. The first time each day that someone attempts to Treat your Wounds and rolls a critical failure, they get a failure instead. Activate Two Actions command; Frequency once per day; Effect For 5 rounds, your entire body begins to glow, with the effects of a 1st-level light spell. At the end of each of your turns during this time, you regain 1d4 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Enveloping Light Source Grand Bazaar pg. 38 Price 50 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Enveloping Light (Greater) Source Grand Bazaar pg. 38 Price 650 gp --- Any time someone rolls a critical failure to Treat your Wounds, they get a failure instead. The glow has the effects of a 4th-level light spell, and you regain 2d8 Hit Points per round.","skill_mod":{},"summary":"This tattoo is a series of six concentric circles that show up as a soft yellow on any skin tone. The marks carry in them a protective force that …","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School","Energy","Planar","Creature Type","Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1290","name":"Enveloping Light","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1290"},{"primary_source_category":"Lost Omens","usage":"tattoo","source":["Grand Bazaar"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-1290","weakness":{},"school":"necromancy","price":5000,"trait":["Invested","Magical","Necromancy","Positive","Tattoo","Uncommon","Vitality"],"id":"equipment-1290-1184","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Enveloping Light Source Grand Bazaar pg. 38 Usage tattoo --- This tattoo is a series of six concentric circles that show up as a soft yellow on any skin tone. The marks carry in them a protective force that bolsters your body and soul. The first time each day that someone attempts to Treat your Wounds and rolls a critical failure, they get a failure instead. Activate Two Actions command; Frequency once per day; Effect For 5 rounds, your entire body begins to glow, with the effects of a 1st-level light spell. At the end of each of your turns during this time, you regain 1d4 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Enveloping Light Source Grand Bazaar pg. 38 Price 50 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Enveloping Light (Greater) Source Grand Bazaar pg. 38 Price 650 gp --- Any time someone rolls a critical failure to Treat your Wounds, they get a failure instead. The glow has the effects of a 4th-level light spell, and you regain 2d8 Hit Points per round.","skill_mod":{},"summary":"This tattoo is a series of six concentric circles that show up as a soft yellow on any skin tone. The marks carry in them a protective force that …","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School","Energy","Planar","Creature Type","Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1290","name":"Enveloping Light","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1290-1184"},{"primary_source_category":"Lost Omens","usage":"tattoo","source":["Grand Bazaar"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-1290","weakness":{},"school":"necromancy","price":65000,"trait":["Invested","Magical","Necromancy","Positive","Tattoo","Uncommon","Vitality"],"id":"equipment-1290-1185","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Enveloping Light Source Grand Bazaar pg. 38 Usage tattoo --- This tattoo is a series of six concentric circles that show up as a soft yellow on any skin tone. The marks carry in them a protective force that bolsters your body and soul. The first time each day that someone attempts to Treat your Wounds and rolls a critical failure, they get a failure instead. Activate Two Actions command; Frequency once per day; Effect For 5 rounds, your entire body begins to glow, with the effects of a 1st-level light spell. At the end of each of your turns during this time, you regain 1d4 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Enveloping Light Source Grand Bazaar pg. 38 Price 50 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Enveloping Light (Greater) Source Grand Bazaar pg. 38 Price 650 gp --- Any time someone rolls a critical failure to Treat your Wounds, they get a failure instead. The glow has the effects of a 4th-level light spell, and you regain 2d8 Hit Points per round.","skill_mod":{},"summary":"Any time someone rolls a critical failure to Treat your Wounds, they get a failure instead. The glow has the effects of a 4th-level light spell, …","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School","Energy","Planar","Creature Type","Rarity"],"level":9,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1290","name":"Enveloping Light (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1290-1185"},{"primary_source_category":"Lost Omens","usage":"tattoo","source":["Grand Bazaar"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"necromancy","price":35000,"trait":["Invested","Magical","Necromancy","Tattoo","Uncommon"],"id":"equipment-1291","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Reflexive Tattoo Source Grand Bazaar pg. 38 Price 350 gp Usage tattoo --- This subtle pattern of complex dots, sunbursts, and lines is difficult to make out, as it's a near match for the wearer's skin tone. Serving as a barrier facing inward, this tattoo prevents ostentatious expressions of spells that are internal to you, making them easier to hide. Activate Single Action Interact (concentrate, manipulate, metamagic) Frequency once per day; Effect If the next action you use is to Cast a Spell of 2nd level or lower that affects or targets only you, you can hide that you're casting it. This has the same effect as the Conceal Spell feat.\n","skill_mod":{},"summary":"This subtle pattern of complex dots, sunbursts, and lines is difficult to make out, as it's a near match for the wearer's skin tone. Serving as a …","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School","Rarity"],"level":7,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1291","name":"Reflexive Tattoo","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1291"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"conjuration","price":4000000,"trait":["Conjuration","Magical","Uncommon"],"id":"equipment-1292","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Kraken's Guard Source Grand Bazaar pg. 38 Price 40,000 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This steel shield (Hardness 16, HP 96, BT 48) is painted a mottled crimson, and it always glistens as if wet. Its crest is composed of eight appendages that curl around each other, resembling the swirling tentacles of a giant kraken. Two ferocious eyes sit in its center, gleaming with an inner light. Activate Two Actions Raise a Shield; Frequency once per hour; Effect You unleash the kraken's wrath. You Raise the Shield. The shield's appendages briefly extend to impossible length as they wriggle and lash out at your foes, dealing 10d10 bludgeoning damage to all enemies in a 30-foot cone (DC 41 basic Reflex save). The shield remains animated for 1 minute, during which you can use it to Grapple a creature within 10 feet of you without needing a free hand. When you use the shield to Grapple, you gain a +3 item bonus to your Athletics check.\n","skill_mod":{},"summary":"This steel shield (Hardness 16, HP 96, BT 48) is painted a mottled crimson, and it always glistens as if wet. Its crest is composed of eight …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":19,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1292","base_item":["Steel Shield"],"name":"Kraken's Guard","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1292"},{"item_child_id":["equipment-1293-1186","equipment-1293-1187","equipment-1293-1188"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"necromancy","trait":["Light","Magical","Necromancy","Uncommon"],"id":"equipment-1293","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Queasy Lantern Source Grand Bazaar pg. 38 Usage held in 1 hand Bulk 1 --- This bull's-eye lantern is wrapped in decrepit leather skin. It constantly emits light in a 60-foot cone (and dim light in the next 60 feet). You can close or open internal shutters with an Interact action to block or reveal the light. Activate Two Actions Interact; Frequency once per day; Effect You slide in a magical lens that causes the lantern to emit a pale green light and then aim the lantern. All creatures in the lantern's 60-foot cone of bright light (but not those in the dim light), must attempt a DC 23 Fortitude save. On a failure, a creature becomes sickened 1 (sickened 2 on a critical failure). The light then reverts to normal as the lens slides out of place. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Queasy Lantern (Lesser) Source Grand Bazaar pg. 38 Price 325 gp Bulk 1 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Queasy Lantern (Moderate) Source Grand Bazaar pg. 38 Price 1,700 gp Bulk 1 --- The DC is 29. Creatures become sickened 2 on a failure or sickened 3 on a critical failure. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Queasy Lantern (Greater) Source Grand Bazaar pg. 38 Price 13,500 gp Bulk 1 --- The DC is 37. Creatures become sickened 3 on a failure or sickened 4 on a critical failure.","skill_mod":{},"summary":"This bull's-eye lantern is wrapped in decrepit leather skin. It constantly emits light in a 60-foot cone (and dim light in the next 60 feet). You can …","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":7,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1293","name":"Queasy Lantern","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1293"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1293","weakness":{},"school":"necromancy","price":32500,"trait":["Light","Magical","Necromancy","Uncommon"],"id":"equipment-1293-1186","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Queasy Lantern Source Grand Bazaar pg. 38 Usage held in 1 hand Bulk 1 --- This bull's-eye lantern is wrapped in decrepit leather skin. It constantly emits light in a 60-foot cone (and dim light in the next 60 feet). You can close or open internal shutters with an Interact action to block or reveal the light. Activate Two Actions Interact; Frequency once per day; Effect You slide in a magical lens that causes the lantern to emit a pale green light and then aim the lantern. All creatures in the lantern's 60-foot cone of bright light (but not those in the dim light), must attempt a DC 23 Fortitude save. On a failure, a creature becomes sickened 1 (sickened 2 on a critical failure). The light then reverts to normal as the lens slides out of place. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Queasy Lantern (Lesser) Source Grand Bazaar pg. 38 Price 325 gp Bulk 1 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Queasy Lantern (Moderate) Source Grand Bazaar pg. 38 Price 1,700 gp Bulk 1 --- The DC is 29. Creatures become sickened 2 on a failure or sickened 3 on a critical failure. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Queasy Lantern (Greater) Source Grand Bazaar pg. 38 Price 13,500 gp Bulk 1 --- The DC is 37. Creatures become sickened 3 on a failure or sickened 4 on a critical failure.","skill_mod":{},"summary":"This bull's-eye lantern is wrapped in decrepit leather skin. It constantly emits light in a 60-foot cone (and dim light in the next 60 feet). You can …","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":7,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1293","name":"Queasy Lantern (Lesser)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1293-1186"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1293","weakness":{},"school":"necromancy","price":170000,"trait":["Light","Magical","Necromancy","Uncommon"],"id":"equipment-1293-1187","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Queasy Lantern Source Grand Bazaar pg. 38 Usage held in 1 hand Bulk 1 --- This bull's-eye lantern is wrapped in decrepit leather skin. It constantly emits light in a 60-foot cone (and dim light in the next 60 feet). You can close or open internal shutters with an Interact action to block or reveal the light. Activate Two Actions Interact; Frequency once per day; Effect You slide in a magical lens that causes the lantern to emit a pale green light and then aim the lantern. All creatures in the lantern's 60-foot cone of bright light (but not those in the dim light), must attempt a DC 23 Fortitude save. On a failure, a creature becomes sickened 1 (sickened 2 on a critical failure). The light then reverts to normal as the lens slides out of place. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Queasy Lantern (Lesser) Source Grand Bazaar pg. 38 Price 325 gp Bulk 1 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Queasy Lantern (Moderate) Source Grand Bazaar pg. 38 Price 1,700 gp Bulk 1 --- The DC is 29. Creatures become sickened 2 on a failure or sickened 3 on a critical failure. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Queasy Lantern (Greater) Source Grand Bazaar pg. 38 Price 13,500 gp Bulk 1 --- The DC is 37. Creatures become sickened 3 on a failure or sickened 4 on a critical failure.","skill_mod":{},"summary":"The DC is 29. Creatures become sickened 2 on a failure or sickened 3 on a critical failure.","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":12,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1293","name":"Queasy Lantern (Moderate)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1293-1187"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1293","weakness":{},"school":"necromancy","price":1350000,"trait":["Light","Magical","Necromancy","Uncommon"],"id":"equipment-1293-1188","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Queasy Lantern Source Grand Bazaar pg. 38 Usage held in 1 hand Bulk 1 --- This bull's-eye lantern is wrapped in decrepit leather skin. It constantly emits light in a 60-foot cone (and dim light in the next 60 feet). You can close or open internal shutters with an Interact action to block or reveal the light. Activate Two Actions Interact; Frequency once per day; Effect You slide in a magical lens that causes the lantern to emit a pale green light and then aim the lantern. All creatures in the lantern's 60-foot cone of bright light (but not those in the dim light), must attempt a DC 23 Fortitude save. On a failure, a creature becomes sickened 1 (sickened 2 on a critical failure). The light then reverts to normal as the lens slides out of place. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Queasy Lantern (Lesser) Source Grand Bazaar pg. 38 Price 325 gp Bulk 1 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Queasy Lantern (Moderate) Source Grand Bazaar pg. 38 Price 1,700 gp Bulk 1 --- The DC is 29. Creatures become sickened 2 on a failure or sickened 3 on a critical failure. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Queasy Lantern (Greater) Source Grand Bazaar pg. 38 Price 13,500 gp Bulk 1 --- The DC is 37. Creatures become sickened 3 on a failure or sickened 4 on a critical failure.","skill_mod":{},"summary":"The DC is 37. Creatures become sickened 3 on a failure or sickened 4 on a critical failure.","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":17,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1293","name":"Queasy Lantern (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1293-1188"},{"item_child_id":["equipment-1294-1189","equipment-1294-1190","equipment-1294-1191","equipment-1294-1192"],"primary_source_category":"Lost Omens","usage":"etched onto armor","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"necromancy","trait":["Magical","Necromancy","Uncommon"],"id":"equipment-1294","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Stanching Source Grand Bazaar pg. 38 Usage etched onto armor --- These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end persistent bleed damage from 15 to 12 (7 with particularly effective assistance). <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Stanching Source Grand Bazaar pg. 38 Price 130 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Stanching (Greater) Source Grand Bazaar pg. 38 Price 600 gp --- The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Stanching (Major) Source Grand Bazaar pg. 38 Price 2,500 gp --- The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Stanching (True) Source Grand Bazaar pg. 38 Price 12,500 gp --- The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent bleed damage).","skill_mod":{},"summary":"These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end persistent bleed damage from 15 to 12 (7 with …","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1294","name":"Stanching","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1294"},{"primary_source_category":"Lost Omens","usage":"etched onto armor","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1294","weakness":{},"school":"necromancy","price":13000,"trait":["Magical","Necromancy","Uncommon"],"id":"equipment-1294-1189","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Stanching Source Grand Bazaar pg. 38 Usage etched onto armor --- These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end persistent bleed damage from 15 to 12 (7 with particularly effective assistance). <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Stanching Source Grand Bazaar pg. 38 Price 130 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Stanching (Greater) Source Grand Bazaar pg. 38 Price 600 gp --- The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Stanching (Major) Source Grand Bazaar pg. 38 Price 2,500 gp --- The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Stanching (True) Source Grand Bazaar pg. 38 Price 12,500 gp --- The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent bleed damage).","skill_mod":{},"summary":"These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end persistent bleed damage from 15 to 12 (7 with …","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1294","name":"Stanching","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1294-1189"},{"primary_source_category":"Lost Omens","usage":"etched onto armor","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1294","weakness":{},"school":"necromancy","price":60000,"trait":["Magical","Necromancy","Uncommon"],"id":"equipment-1294-1190","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Stanching Source Grand Bazaar pg. 38 Usage etched onto armor --- These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end persistent bleed damage from 15 to 12 (7 with particularly effective assistance). <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Stanching Source Grand Bazaar pg. 38 Price 130 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Stanching (Greater) Source Grand Bazaar pg. 38 Price 600 gp --- The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Stanching (Major) Source Grand Bazaar pg. 38 Price 2,500 gp --- The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Stanching (True) Source Grand Bazaar pg. 38 Price 12,500 gp --- The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent bleed damage).","skill_mod":{},"summary":"The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance).","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1294","name":"Stanching (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1294-1190"},{"primary_source_category":"Lost Omens","usage":"etched onto armor","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1294","weakness":{},"school":"necromancy","price":250000,"trait":["Magical","Necromancy","Uncommon"],"id":"equipment-1294-1191","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Stanching Source Grand Bazaar pg. 38 Usage etched onto armor --- These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end persistent bleed damage from 15 to 12 (7 with particularly effective assistance). <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Stanching Source Grand Bazaar pg. 38 Price 130 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Stanching (Greater) Source Grand Bazaar pg. 38 Price 600 gp --- The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Stanching (Major) Source Grand Bazaar pg. 38 Price 2,500 gp --- The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Stanching (True) Source Grand Bazaar pg. 38 Price 12,500 gp --- The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent bleed damage).","skill_mod":{},"summary":"The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance).","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1294","name":"Stanching (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1294-1191"},{"primary_source_category":"Lost Omens","usage":"etched onto armor","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1294","weakness":{},"school":"necromancy","price":1250000,"trait":["Magical","Necromancy","Uncommon"],"id":"equipment-1294-1192","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Stanching Source Grand Bazaar pg. 38 Usage etched onto armor --- These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end persistent bleed damage from 15 to 12 (7 with particularly effective assistance). <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Stanching Source Grand Bazaar pg. 38 Price 130 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Stanching (Greater) Source Grand Bazaar pg. 38 Price 600 gp --- The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Stanching (Major) Source Grand Bazaar pg. 38 Price 2,500 gp --- The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Stanching (True) Source Grand Bazaar pg. 38 Price 12,500 gp --- The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent bleed damage).","skill_mod":{},"summary":"The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent bleed damage).","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1294","name":"Stanching (True)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1294-1192"},{"item_child_id":["equipment-1295-1193","equipment-1295-1194"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Structures","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Magical","Structure","Uncommon"],"id":"equipment-1295","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Restricted\" > Stone Circle Source Grand Bazaar pg. 38 Usage held in 1 hand Bulk when not activated --- A stone circle appears to be a thumb-sized rectangular gray stone until activated. Activate (1 minute) envision, Interact; Frequency once per week; Effect When the circle is stood on the ground and activated, the stone grows into a massive stone pillar 13 feet high, 7 feet across, and weighing 25 tons. Identical pillars rise up from the ground marking a circle 100 feet across, with capstones connecting the pillars. There must be enough space to deploy the circle or it won't activate. During the activation, you align the stone circle to face a single astronomical feature, such as the sun, the moon, or a constellation. You can revert the stone circle back to its original state by using an Interact action to push over the original stone pillar. Once you do, the rest of the stone circle collapses in a dramatic fashion, the stones falling, cracking, and disintegrating into dust. If you don't begin a ritual inside of the stone circle within 1 day of its activation, it reverts back to its original state. When you cast a ritual of 5th level or lower within the stone circle , the first failure on a secondary check is improved by one degree of success (a critical failure becomes a failure and a failure becomes a success). Once you complete a ritual within the stone circle , regardless of the result, the stones collapse and it reverts back to its original form. <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Stone Circle Source Grand Bazaar pg. 38 Price 1,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Restricted\" > Stone Circle (Greater) Source Grand Bazaar pg. 38 Price 32,000 gp --- The circle can be activated once per day. It provides its benefit when casting a ritual of any level, and it improves the secondary check with the worst degree of success by one degree of success, even if that secondary check succeeded.","skill_mod":{},"summary":"A stone circle appears to be a thumb-sized rectangular gray stone until activated. ","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Equipment","Rarity"],"level":10,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1295","name":"Stone Circle","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"uncommon","slug":"equipment-1295"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Structures","speed":{},"item_parent_id":"equipment-1295","weakness":{},"school":"conjuration","price":100000,"trait":["Conjuration","Magical","Structure","Uncommon"],"id":"equipment-1295-1193","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Restricted\" > Stone Circle Source Grand Bazaar pg. 38 Usage held in 1 hand Bulk when not activated --- A stone circle appears to be a thumb-sized rectangular gray stone until activated. Activate (1 minute) envision, Interact; Frequency once per week; Effect When the circle is stood on the ground and activated, the stone grows into a massive stone pillar 13 feet high, 7 feet across, and weighing 25 tons. Identical pillars rise up from the ground marking a circle 100 feet across, with capstones connecting the pillars. There must be enough space to deploy the circle or it won't activate. During the activation, you align the stone circle to face a single astronomical feature, such as the sun, the moon, or a constellation. You can revert the stone circle back to its original state by using an Interact action to push over the original stone pillar. Once you do, the rest of the stone circle collapses in a dramatic fashion, the stones falling, cracking, and disintegrating into dust. If you don't begin a ritual inside of the stone circle within 1 day of its activation, it reverts back to its original state. When you cast a ritual of 5th level or lower within the stone circle , the first failure on a secondary check is improved by one degree of success (a critical failure becomes a failure and a failure becomes a success). Once you complete a ritual within the stone circle , regardless of the result, the stones collapse and it reverts back to its original form. <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Stone Circle Source Grand Bazaar pg. 38 Price 1,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Restricted\" > Stone Circle (Greater) Source Grand Bazaar pg. 38 Price 32,000 gp --- The circle can be activated once per day. It provides its benefit when casting a ritual of any level, and it improves the secondary check with the worst degree of success by one degree of success, even if that secondary check succeeded.","skill_mod":{},"summary":"A stone circle appears to be a thumb-sized rectangular gray stone until activated.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Equipment","Rarity"],"level":10,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1295","name":"Stone Circle","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"uncommon","slug":"equipment-1295-1193"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Structures","speed":{},"item_parent_id":"equipment-1295","weakness":{},"school":"conjuration","price":3200000,"trait":["Conjuration","Magical","Structure","Uncommon"],"id":"equipment-1295-1194","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Restricted\" > Stone Circle Source Grand Bazaar pg. 38 Usage held in 1 hand Bulk when not activated --- A stone circle appears to be a thumb-sized rectangular gray stone until activated. Activate (1 minute) envision, Interact; Frequency once per week; Effect When the circle is stood on the ground and activated, the stone grows into a massive stone pillar 13 feet high, 7 feet across, and weighing 25 tons. Identical pillars rise up from the ground marking a circle 100 feet across, with capstones connecting the pillars. There must be enough space to deploy the circle or it won't activate. During the activation, you align the stone circle to face a single astronomical feature, such as the sun, the moon, or a constellation. You can revert the stone circle back to its original state by using an Interact action to push over the original stone pillar. Once you do, the rest of the stone circle collapses in a dramatic fashion, the stones falling, cracking, and disintegrating into dust. If you don't begin a ritual inside of the stone circle within 1 day of its activation, it reverts back to its original state. When you cast a ritual of 5th level or lower within the stone circle , the first failure on a secondary check is improved by one degree of success (a critical failure becomes a failure and a failure becomes a success). Once you complete a ritual within the stone circle , regardless of the result, the stones collapse and it reverts back to its original form. <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Stone Circle Source Grand Bazaar pg. 38 Price 1,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Restricted\" > Stone Circle (Greater) Source Grand Bazaar pg. 38 Price 32,000 gp --- The circle can be activated once per day. It provides its benefit when casting a ritual of any level, and it improves the secondary check with the worst degree of success by one degree of success, even if that secondary check succeeded.","skill_mod":{},"summary":"The circle can be activated once per day. It provides its benefit when casting a ritual of any level, and it improves the secondary check with the …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Equipment","Rarity"],"level":19,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1295","name":"Stone Circle (Greater)","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"uncommon","slug":"equipment-1295-1194"},{"skill_mod":{},"summary":"When a creature enters the snare's square, the snare releases countless stones to batter the creature, dealing 22d8 bludgeoning damage (DC 40 basic …","primary_source":"Grand Bazaar","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":18,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1296","weakness":{},"price":375000,"name":"Avalanche of Stones Snare","trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1296","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Avalanche of Stones Snare Source Grand Bazaar pg. 42 Price 3,750 gp --- When a creature enters the snare's square, the snare releases countless stones to batter the creature, dealing 22d8 bludgeoning damage (DC 40 basic Reflex).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1296"},{"primary_source_category":"Lost Omens","usage":"etched onto a slashing or piercing melee weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"necromancy","price":850000,"trait":["Magical","Necromancy","Uncommon"],"id":"equipment-1297","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Bloodthirsty Source Grand Bazaar pg. 42 Price 8,500 gp Usage etched onto a slashing or piercing melee weapon --- The magic in this rune sings in time with your attacks and coaxes you into finishing your opponent. When you critically hit a target that's taking persistent bleed damage, your target becomes drained 1. Activate Reaction envision; Trigger You reduce a creature to 0 Hit Points with the weapon; Effect You gain a number of temporary Hit Points equal to twice the creature's level. These Hit Points remain for 1 minute.\n","skill_mod":{},"summary":"The magic in this rune sings in time with your attacks and coaxes you into finishing your opponent. When you critically hit a target that's taking …","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1297","name":"Bloodthirsty","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1297"},{"item_child_id":["equipment-1298-1195","equipment-1298-1196"],"primary_source_category":"Lost Omens","usage":"etched onto a bludgeoning weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"necromancy","trait":["Magical","Necromancy","Uncommon"],"id":"equipment-1298","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Crushing Source Grand Bazaar pg. 42 Usage etched onto a bludgeoning weapon --- Weapons with this rune empower your strength, and attacks with these weapons leave your foe staggered. When you critically hit a target with this weapon, your target becomes clumsy 1 and enfeebled 1 until the end of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Crushing Source Grand Bazaar pg. 42 Price 50 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Crushing (Greater) Source Grand Bazaar pg. 42 Price 650 gp --- Your critical hits leave the target clumsy 2 and enfeebled 2 until the end of your next turn.","skill_mod":{},"summary":"Weapons with this rune empower your strength, and attacks with these weapons leave your foe staggered. When you critically hit a target with this …","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1298","name":"Crushing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1298"},{"primary_source_category":"Lost Omens","usage":"etched onto a bludgeoning weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1298","weakness":{},"school":"necromancy","price":5000,"trait":["Magical","Necromancy","Uncommon"],"id":"equipment-1298-1195","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Crushing Source Grand Bazaar pg. 42 Usage etched onto a bludgeoning weapon --- Weapons with this rune empower your strength, and attacks with these weapons leave your foe staggered. When you critically hit a target with this weapon, your target becomes clumsy 1 and enfeebled 1 until the end of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Crushing Source Grand Bazaar pg. 42 Price 50 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Crushing (Greater) Source Grand Bazaar pg. 42 Price 650 gp --- Your critical hits leave the target clumsy 2 and enfeebled 2 until the end of your next turn.","skill_mod":{},"summary":"Weapons with this rune empower your strength, and attacks with these weapons leave your foe staggered. When you critically hit a target with this …","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1298","name":"Crushing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1298-1195"},{"primary_source_category":"Lost Omens","usage":"etched onto a bludgeoning weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1298","weakness":{},"school":"necromancy","price":65000,"trait":["Magical","Necromancy","Uncommon"],"id":"equipment-1298-1196","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Crushing Source Grand Bazaar pg. 42 Usage etched onto a bludgeoning weapon --- Weapons with this rune empower your strength, and attacks with these weapons leave your foe staggered. When you critically hit a target with this weapon, your target becomes clumsy 1 and enfeebled 1 until the end of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Crushing Source Grand Bazaar pg. 42 Price 50 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Crushing (Greater) Source Grand Bazaar pg. 42 Price 650 gp --- Your critical hits leave the target clumsy 2 and enfeebled 2 until the end of your next turn.","skill_mod":{},"summary":"Your critical hits leave the target clumsy 2 and enfeebled 2 until the end of your next turn.","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1298","name":"Crushing (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1298-1196"},{"item_child_id":["equipment-1299-1197","equipment-1299-1198"],"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-1299","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Dinosaur Boots Source Grand Bazaar pg. 42 Usage worn Bulk 1 --- The tough, scaled leather of these heavy boots comes from a mighty dinosaur, granting you the steadiness of a lumbering beast. Any time an action or effect would cause you to make a forced movement, roll a DC 17 flat check. On a success, the forced movement fails to affect you. Activate Single Action command (magical, morph, transmutation) Frequency once per day; Effect You grow, gaining the effects of enlarge for 1 minute. During that time, you gain dinosaur features; your legs and feet transform into a dinosaur's. You gain a foot unarmed attack that has the same statistics as your fist unarmed attack, except its damage die is increased from 1d4 to 1d6. Once during the duration, you can use the Trample 3-action activity to Trample creatures one size smaller than you or smaller. This deals an amount of damage to each creature equal to that of your foot unarmed attack (including any extra weapon damage dice, bonuses, or additional damage as normal), with a DC 27 basic Reflex save. You can Dismiss the activation. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Dinosaur Boots Source Grand Bazaar pg. 42 Price 950 gp Bulk 1 <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dinosaur Boots (Greater) Source Grand Bazaar pg. 42 Price 9,500 gp Bulk 1 --- The activation makes you grow to size Huge, if you choose, with the effects of 4th-level enlarge . Either way, the damage die of your foot unarmed attack increases from 1d4 to 1d8, and you can use Trample as many times as you want during the activation.","skill_mod":{},"summary":"The tough, scaled leather of these heavy boots comes from a mighty dinosaur, granting you the steadiness of a lumbering beast. Any time an action or …","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1299","name":"Dinosaur Boots","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1299"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1299","weakness":{},"school":"transmutation","price":95000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-1299-1197","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Dinosaur Boots Source Grand Bazaar pg. 42 Usage worn Bulk 1 --- The tough, scaled leather of these heavy boots comes from a mighty dinosaur, granting you the steadiness of a lumbering beast. Any time an action or effect would cause you to make a forced movement, roll a DC 17 flat check. On a success, the forced movement fails to affect you. Activate Single Action command (magical, morph, transmutation) Frequency once per day; Effect You grow, gaining the effects of enlarge for 1 minute. During that time, you gain dinosaur features; your legs and feet transform into a dinosaur's. You gain a foot unarmed attack that has the same statistics as your fist unarmed attack, except its damage die is increased from 1d4 to 1d6. Once during the duration, you can use the Trample 3-action activity to Trample creatures one size smaller than you or smaller. This deals an amount of damage to each creature equal to that of your foot unarmed attack (including any extra weapon damage dice, bonuses, or additional damage as normal), with a DC 27 basic Reflex save. You can Dismiss the activation. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Dinosaur Boots Source Grand Bazaar pg. 42 Price 950 gp Bulk 1 <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dinosaur Boots (Greater) Source Grand Bazaar pg. 42 Price 9,500 gp Bulk 1 --- The activation makes you grow to size Huge, if you choose, with the effects of 4th-level enlarge . Either way, the damage die of your foot unarmed attack increases from 1d4 to 1d8, and you can use Trample as many times as you want during the activation.","skill_mod":{},"summary":"The tough, scaled leather of these heavy boots comes from a mighty dinosaur, granting you the steadiness of a lumbering beast. Any time an action or …","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1299","name":"Dinosaur Boots","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1299-1197"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1299","weakness":{},"school":"transmutation","price":950000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-1299-1198","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Dinosaur Boots Source Grand Bazaar pg. 42 Usage worn Bulk 1 --- The tough, scaled leather of these heavy boots comes from a mighty dinosaur, granting you the steadiness of a lumbering beast. Any time an action or effect would cause you to make a forced movement, roll a DC 17 flat check. On a success, the forced movement fails to affect you. Activate Single Action command (magical, morph, transmutation) Frequency once per day; Effect You grow, gaining the effects of enlarge for 1 minute. During that time, you gain dinosaur features; your legs and feet transform into a dinosaur's. You gain a foot unarmed attack that has the same statistics as your fist unarmed attack, except its damage die is increased from 1d4 to 1d6. Once during the duration, you can use the Trample 3-action activity to Trample creatures one size smaller than you or smaller. This deals an amount of damage to each creature equal to that of your foot unarmed attack (including any extra weapon damage dice, bonuses, or additional damage as normal), with a DC 27 basic Reflex save. You can Dismiss the activation. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Dinosaur Boots Source Grand Bazaar pg. 42 Price 950 gp Bulk 1 <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dinosaur Boots (Greater) Source Grand Bazaar pg. 42 Price 9,500 gp Bulk 1 --- The activation makes you grow to size Huge, if you choose, with the effects of 4th-level enlarge . Either way, the damage die of your foot unarmed attack increases from 1d4 to 1d8, and you can use Trample as many times as you want during the activation.","skill_mod":{},"summary":"The activation makes you grow to size Huge, if you choose, with the effects of 4th-level enlarge . Either way, the damage die of your foot unarmed …","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School","Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1299","name":"Dinosaur Boots (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1299-1198"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"transmutation","price":8000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1300","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Pillow Shield Source Grand Bazaar pg. 42 Price 80 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- The shield's blue enameled face is cool to the touch, and displays the moon's current phase at night. When you lay your head on the reverse side of this steel shield (Hardness 6, HP 36, BT 18), it becomes as pliant and supportive as the best pillows. If you complete a period of rest using the pillow shield , you can choose to transfer your recovery to the shield. Instead of recovering a number of Hit Points after resting, the shield is restored an equal number of Hit Points instead. Activate Two Actions command, envision; Frequency once per day; Effect The shield creates an area of vigilance. It casts alarm centered on itself; you decide whether it creates a mental alarm or an audible alarm. The alarm goes off at the end of the spell's duration or when triggered as normal, whichever comes first.\n","skill_mod":{},"summary":"The shield's blue enameled face is cool to the touch, and displays the moon's current phase at night. When you lay your head on the reverse side of …","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1300","base_item":["Steel Shield"],"name":"Pillow Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1300"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"abjuration","price":300000,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-1301","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Psychic Brigandine Source Grand Bazaar pg. 42 Price 3,000 gp Usage worn armor Bulk 2 Base Armor Splint Mail --- Transparent crystals as hard as steel take the place of metal plates on this suit of +2 greater invisibility splint mail . Also known as a coat of a thousand thoughts in Vudra and Jalmeray, where it was first developed by psychic warriors, it makes your mind an indomitable fortress. You gain resistance 5 to mental damage. Whenever you use the armor to become invisible, you also become psychically invisible. Each time you would be affected by an effect with the mental trait while you are invisible, attempt a DC 17 flat check. On a success, it doesn't affect you.\n","skill_mod":{},"summary":"Transparent crystals as hard as steel take the place of metal plates on this suit of +2 greater invisibility splint mail . Also known as a coat …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1301","base_item":["Splint Mail"],"name":"Psychic Brigandine","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1301"},{"skill_mod":{},"summary":"This snare unleashes a trio of large stones that batter the creature entering the snare's square, dealing 6d8 bludgeoning damage (DC 21 basic …","primary_source":"Grand Bazaar","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1302","weakness":{},"price":2500,"name":"Pummeling Snare","trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1302","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Pummeling Snare Source Grand Bazaar pg. 43 Price 25 gp --- This snare unleashes a trio of large stones that batter the creature entering the snare's square, dealing 6d8 bludgeoning damage (DC 21 basic Reflex save).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1302"},{"item_child_id":["equipment-1303-1199","equipment-1303-1200"],"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-1303","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Quick Runner's Shirt Source Grand Bazaar pg. 43 Usage worn --- This light shirt is made of thin fabric embroidered with arrangements of winged feet. Activate Two Actions envision; Frequency once per hour; Effect Your feet feel lighter, allowing you to move with greater speed. You Stride twice and gain a +10-foot item bonus to your Speed during those Stride actions. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Quick Runner's Shirt Source Grand Bazaar pg. 43 Price 150 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Quick Runner's Shirt (Greater) Source Grand Bazaar pg. 43 Price 1,750 gp --- When you Activate the shirt, you Stride three times.","skill_mod":{},"summary":"This light shirt is made of thin fabric embroidered with arrangements of winged feet. ","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1303","name":"Quick Runner's Shirt","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1303"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1303","weakness":{},"school":"transmutation","price":15000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-1303-1199","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Quick Runner's Shirt Source Grand Bazaar pg. 43 Usage worn --- This light shirt is made of thin fabric embroidered with arrangements of winged feet. Activate Two Actions envision; Frequency once per hour; Effect Your feet feel lighter, allowing you to move with greater speed. You Stride twice and gain a +10-foot item bonus to your Speed during those Stride actions. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Quick Runner's Shirt Source Grand Bazaar pg. 43 Price 150 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Quick Runner's Shirt (Greater) Source Grand Bazaar pg. 43 Price 1,750 gp --- When you Activate the shirt, you Stride three times.","skill_mod":{},"summary":"This light shirt is made of thin fabric embroidered with arrangements of winged feet.","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1303","name":"Quick Runner's Shirt","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1303-1199"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1303","weakness":{},"school":"transmutation","price":175000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-1303-1200","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Quick Runner's Shirt Source Grand Bazaar pg. 43 Usage worn --- This light shirt is made of thin fabric embroidered with arrangements of winged feet. Activate Two Actions envision; Frequency once per hour; Effect Your feet feel lighter, allowing you to move with greater speed. You Stride twice and gain a +10-foot item bonus to your Speed during those Stride actions. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Quick Runner's Shirt Source Grand Bazaar pg. 43 Price 150 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Quick Runner's Shirt (Greater) Source Grand Bazaar pg. 43 Price 1,750 gp --- When you Activate the shirt, you Stride three times.","skill_mod":{},"summary":"When you Activate the shirt, you Stride three times.","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1303","name":"Quick Runner's Shirt (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1303-1200"},{"skill_mod":{},"summary":"As soon as a creature enters the snare's square, it unleashes a barrage of knives at the creature from all directions, dealing 11d8 piercing damage …","primary_source":"Grand Bazaar","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":10,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1304","weakness":{},"price":17000,"name":"Raining Knives Snare","trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1304","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Raining Knives Snare Source Grand Bazaar pg. 43 Price 170 gp --- As soon as a creature enters the snare's square, it unleashes a barrage of knives at the creature from all directions, dealing 11d8 piercing damage (DC 29 basic Reflex).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1304"},{"skill_mod":{},"summary":"You weave plant matter among loose stones in an area with trees or a ceiling overhead. When a creature enters the square, the snare's square and each …","primary_source":"Grand Bazaar","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":3,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1305","weakness":{},"price":900,"name":"Rock Ripper Snare","trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1305","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Rock Ripper Snare Source Grand Bazaar pg. 43 Price 9 gp --- You weave plant matter among loose stones in an area with trees or a ceiling overhead. When a creature enters the square, the snare's square and each adjacent square becomes difficult terrain, and the triggering creature must attempt a DC 19 Reflex saving throw. Success The target is unaffected. Failure The target takes 1d6 bludgeoning damage. Critical Failure The target takes 2d6 bludgeoning damage.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1305"},{"primary_source_category":"Lost Omens","usage":"worn cloak","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":7000000,"skill":["Stealth"],"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-1306","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Silhouette Cloak Source Grand Bazaar pg. 43 Price 70,000 gp Usage worn cloak --- In bright light, this dark cloak shimmers with patches of color that shift and move even when the cloth is still. In dim light or darkness, the cloak seems to blend into your surroundings and grants you a +3 item bonus to Stealth checks. Activate Interact (1 minute); Effect You and objects you wear or carry fall into your shadow, becoming a two-dimensional silhouette. In this form you aren't incorporeal, but you also don't have a solid form and don't occupy your space, allowing other creatures to pass through or end their turn there. You gain resistance 20 to all damage except force damage, damage from effects with the light trait, and damage from Strikes with the ghost touch property rune. This increases to resistance 40 against nonmagical damage. Other creatures can't attempt Strength-based skill checks against you. Your land and climb Speeds both become 40 feet. You can't use actions except Climb, Step, or Stride actions using the granted Speeds or an Interact activation to return to your normal form. If your current space doesn't have sufficient room for you to return to your normal form, you return to your normal form in the nearest open space. Activate Reaction Interact; Frequency once per day; Trigger You take damage; Effect You fold the cloak over yourself and vanish into your shadow for a moment, gaining the benefits of the first activation until the end of the current creature's turn. The damage resistance applies to the triggering damage.\n","skill_mod":{},"summary":"In bright light, this dark cloak shimmers with patches of color that shift and move even when the cloth is still. In dim light or darkness, the cloak …","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School","Rarity"],"level":20,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1306","name":"Silhouette Cloak","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1306"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":55000,"trait":["Consumable","Evocation","Magical","Uncommon"],"id":"equipment-1307","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Singularity Ammunition Source Grand Bazaar pg. 43 Price 550 gp Ammunition any Activate Single Action Interact --- Singularity ammunition seems to pull in the light around it, swirling along the surface in a misty pattern. An activated singularity arrow creates a strong gravitational force, centered on the creature hit. All creatures in a 10-foot emanation from the target must succeed at a DC 30 Fortitude save or be pulled 5 feet closer to the target. The singularity then explodes, dealing 7d12 bludgeoning damage to the original target and all creatures in a 5-foot emanation (DC 28 basic Reflex save).\n","ammunition":"any","skill_mod":{},"summary":" Singularity ammunition seems to pull in the light around it, swirling along the surface in a misty pattern. An activated singularity arrow …","primary_source":"Grand Bazaar","trait_group":["Equipment","School","Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1307","name":"Singularity Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1307"},{"skill_mod":{},"summary":"You hide insulating crystals or other material that releases a strong static charge when the first creature enters the snare's square. That creature …","primary_source":"Grand Bazaar","trait_group":["Equipment","Energy","Monster","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":2,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1308","weakness":{},"price":600,"name":"Static Snare","trait":["Consumable","Electricity","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1308","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Static Snare Source Grand Bazaar pg. 43 Price 6 gp --- You hide insulating crystals or other material that releases a strong static charge when the first creature enters the snare's square. That creature must attempt a DC 18 Reflex saving throw. Success The target is unaffected. Failure The target takes 1 persistent electricity damage and takes a –1 circumstance penalty to saving throws against electricity effects for as long as the persistent electricity damage lasts. Critical Failure As failure, and the target attracts nearby dirt and dust. If the target is or becomes invisible, it's merely hidden to creatures that have sight as a precise sense. This effect lasts as long as the persistent electricity damage does.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1308"},{"item_child_id":["equipment-1309-1201","equipment-1309-1202"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1309","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Brewer's Regret Source Grand Bazaar pg. 46 Usage held in 1 hand Bulk L Activate Single Action Interact --- When a brewer makes a batch of something they'd rather not drink, they often boil it down; add myrrh, mugwort extract, and violet salt; and sell it to chefs looking for cheap sandwich fillings. The thick, salty sourness ruins the taste of most other food, but it also creates a strong desire to live to taste anything else. For 1 hour after consumption, you gain a +2 item bonus to saves against death and negative effects. In addition, your doomed value decreases by 1 (minimum 0). You can reduce the doomed condition with brewer's regret only once per day, and after you do, you can't reduce the doomed condition from the restoration spell that same day (or vice versa). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Brewer's Regret Source Grand Bazaar pg. 46 Price 120 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Brewer's Regret (Greater) Source Grand Bazaar pg. 46 Price 625 gp Bulk L --- The item bonus increases to +3.","skill_mod":{},"summary":"When a brewer makes a batch of something they'd rather not drink, they often boil it down; add myrrh, mugwort extract, and violet salt; and sell it …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1309","name":"Brewer's Regret","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1309"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1309","weakness":{},"price":12000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1309-1201","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Brewer's Regret Source Grand Bazaar pg. 46 Usage held in 1 hand Bulk L Activate Single Action Interact --- When a brewer makes a batch of something they'd rather not drink, they often boil it down; add myrrh, mugwort extract, and violet salt; and sell it to chefs looking for cheap sandwich fillings. The thick, salty sourness ruins the taste of most other food, but it also creates a strong desire to live to taste anything else. For 1 hour after consumption, you gain a +2 item bonus to saves against death and negative effects. In addition, your doomed value decreases by 1 (minimum 0). You can reduce the doomed condition with brewer's regret only once per day, and after you do, you can't reduce the doomed condition from the restoration spell that same day (or vice versa). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Brewer's Regret Source Grand Bazaar pg. 46 Price 120 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Brewer's Regret (Greater) Source Grand Bazaar pg. 46 Price 625 gp Bulk L --- The item bonus increases to +3.","skill_mod":{},"summary":"When a brewer makes a batch of something they'd rather not drink, they often boil it down; add myrrh, mugwort extract, and violet salt; and sell it …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1309","name":"Brewer's Regret","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1309-1201"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1309","weakness":{},"price":62500,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1309-1202","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Brewer's Regret Source Grand Bazaar pg. 46 Usage held in 1 hand Bulk L Activate Single Action Interact --- When a brewer makes a batch of something they'd rather not drink, they often boil it down; add myrrh, mugwort extract, and violet salt; and sell it to chefs looking for cheap sandwich fillings. The thick, salty sourness ruins the taste of most other food, but it also creates a strong desire to live to taste anything else. For 1 hour after consumption, you gain a +2 item bonus to saves against death and negative effects. In addition, your doomed value decreases by 1 (minimum 0). You can reduce the doomed condition with brewer's regret only once per day, and after you do, you can't reduce the doomed condition from the restoration spell that same day (or vice versa). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Brewer's Regret Source Grand Bazaar pg. 46 Price 120 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Brewer's Regret (Greater) Source Grand Bazaar pg. 46 Price 625 gp Bulk L --- The item bonus increases to +3.","skill_mod":{},"summary":"The item bonus increases to +3.","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1309","name":"Brewer's Regret (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1309-1202"},{"item_child_id":["equipment-1310-1203","equipment-1310-1204","equipment-1310-1205","equipment-1310-1206"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Intimidation","Intimidation","Intimidation"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1310","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Dragon's Blood Pudding Source Grand Bazaar pg. 46 Usage held in 1 hand Bulk L Activate Single Action Interact --- While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from bloody mandrake paste, ginger root, and distilled terrap sap. This potent combination singes the nostrils and throat, removing effects that make you sluggish. When you consume the pudding, it attempts a counteract check with the listed counteract modifier to remove the slowed condition from a single source, using the source of that condition to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Dragon's Blood Pudding (Lesser) Source Grand Bazaar pg. 46 Price 5 gp Bulk L --- The pudding has a +6 counteract modifier. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Dragon's Blood Pudding (Moderate) Source Grand Bazaar pg. 46 Price 25 gp Bulk L --- The pudding has a +9 counteract modifier. You also become quickened for 1 round. While taking the additional action from being quickened, you scream, as a result of both the flavor and the mandrake paste's properties. You can use the additional action to Step, Stride, Strike, or Demoralize. If you choose to Demoralize, you gain a +2 item bonus to the Intimidation check. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Dragon's Blood Pudding (Greater) Source Grand Bazaar pg. 46 Price 425 gp Bulk L --- The pudding has a +20 counteract modifier. You become quickened as per the 5th-level version, except you gain a +3 item bonus to the Intimidation check. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Dragon's Blood Pudding (Major) Source Grand Bazaar pg. 46 Price 5,500 gp Bulk L --- The pudding has a +31 counteract modifier. You become quickened as per the 5th-level version, except the effect lasts for 2 rounds and you gain a +4 item bonus to the Intimidation check.","skill_mod":{},"summary":"While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1310","name":"Dragon's Blood Pudding","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1310"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1310","weakness":{},"price":500,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1310-1203","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Dragon's Blood Pudding Source Grand Bazaar pg. 46 Usage held in 1 hand Bulk L Activate Single Action Interact --- While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from bloody mandrake paste, ginger root, and distilled terrap sap. This potent combination singes the nostrils and throat, removing effects that make you sluggish. When you consume the pudding, it attempts a counteract check with the listed counteract modifier to remove the slowed condition from a single source, using the source of that condition to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Dragon's Blood Pudding (Lesser) Source Grand Bazaar pg. 46 Price 5 gp Bulk L --- The pudding has a +6 counteract modifier. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Dragon's Blood Pudding (Moderate) Source Grand Bazaar pg. 46 Price 25 gp Bulk L --- The pudding has a +9 counteract modifier. You also become quickened for 1 round. While taking the additional action from being quickened, you scream, as a result of both the flavor and the mandrake paste's properties. You can use the additional action to Step, Stride, Strike, or Demoralize. If you choose to Demoralize, you gain a +2 item bonus to the Intimidation check. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Dragon's Blood Pudding (Greater) Source Grand Bazaar pg. 46 Price 425 gp Bulk L --- The pudding has a +20 counteract modifier. You become quickened as per the 5th-level version, except you gain a +3 item bonus to the Intimidation check. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Dragon's Blood Pudding (Major) Source Grand Bazaar pg. 46 Price 5,500 gp Bulk L --- The pudding has a +31 counteract modifier. You become quickened as per the 5th-level version, except the effect lasts for 2 rounds and you gain a +4 item bonus to the Intimidation check.","skill_mod":{},"summary":"The pudding has a +6 counteract modifier.","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1310","name":"Dragon's Blood Pudding (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1310-1203"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1310","weakness":{},"price":2500,"skill":["Intimidation"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1310-1204","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Dragon's Blood Pudding Source Grand Bazaar pg. 46 Usage held in 1 hand Bulk L Activate Single Action Interact --- While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from bloody mandrake paste, ginger root, and distilled terrap sap. This potent combination singes the nostrils and throat, removing effects that make you sluggish. When you consume the pudding, it attempts a counteract check with the listed counteract modifier to remove the slowed condition from a single source, using the source of that condition to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Dragon's Blood Pudding (Lesser) Source Grand Bazaar pg. 46 Price 5 gp Bulk L --- The pudding has a +6 counteract modifier. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Dragon's Blood Pudding (Moderate) Source Grand Bazaar pg. 46 Price 25 gp Bulk L --- The pudding has a +9 counteract modifier. You also become quickened for 1 round. While taking the additional action from being quickened, you scream, as a result of both the flavor and the mandrake paste's properties. You can use the additional action to Step, Stride, Strike, or Demoralize. If you choose to Demoralize, you gain a +2 item bonus to the Intimidation check. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Dragon's Blood Pudding (Greater) Source Grand Bazaar pg. 46 Price 425 gp Bulk L --- The pudding has a +20 counteract modifier. You become quickened as per the 5th-level version, except you gain a +3 item bonus to the Intimidation check. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Dragon's Blood Pudding (Major) Source Grand Bazaar pg. 46 Price 5,500 gp Bulk L --- The pudding has a +31 counteract modifier. You become quickened as per the 5th-level version, except the effect lasts for 2 rounds and you gain a +4 item bonus to the Intimidation check.","skill_mod":{},"summary":"The pudding has a +9 counteract modifier. You also become quickened for 1 round. While taking the additional action from being quickened, you …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1310","name":"Dragon's Blood Pudding (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1310-1204"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1310","weakness":{},"price":42500,"skill":["Intimidation"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1310-1205","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Dragon's Blood Pudding Source Grand Bazaar pg. 46 Usage held in 1 hand Bulk L Activate Single Action Interact --- While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from bloody mandrake paste, ginger root, and distilled terrap sap. This potent combination singes the nostrils and throat, removing effects that make you sluggish. When you consume the pudding, it attempts a counteract check with the listed counteract modifier to remove the slowed condition from a single source, using the source of that condition to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Dragon's Blood Pudding (Lesser) Source Grand Bazaar pg. 46 Price 5 gp Bulk L --- The pudding has a +6 counteract modifier. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Dragon's Blood Pudding (Moderate) Source Grand Bazaar pg. 46 Price 25 gp Bulk L --- The pudding has a +9 counteract modifier. You also become quickened for 1 round. While taking the additional action from being quickened, you scream, as a result of both the flavor and the mandrake paste's properties. You can use the additional action to Step, Stride, Strike, or Demoralize. If you choose to Demoralize, you gain a +2 item bonus to the Intimidation check. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Dragon's Blood Pudding (Greater) Source Grand Bazaar pg. 46 Price 425 gp Bulk L --- The pudding has a +20 counteract modifier. You become quickened as per the 5th-level version, except you gain a +3 item bonus to the Intimidation check. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Dragon's Blood Pudding (Major) Source Grand Bazaar pg. 46 Price 5,500 gp Bulk L --- The pudding has a +31 counteract modifier. You become quickened as per the 5th-level version, except the effect lasts for 2 rounds and you gain a +4 item bonus to the Intimidation check.","skill_mod":{},"summary":"The pudding has a +20 counteract modifier. You become quickened as per the 5th-level version, except you gain a +3 item bonus to the Intimidation …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1310","name":"Dragon's Blood Pudding (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1310-1205"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1310","weakness":{},"price":550000,"skill":["Intimidation"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1310-1206","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Dragon's Blood Pudding Source Grand Bazaar pg. 46 Usage held in 1 hand Bulk L Activate Single Action Interact --- While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from bloody mandrake paste, ginger root, and distilled terrap sap. This potent combination singes the nostrils and throat, removing effects that make you sluggish. When you consume the pudding, it attempts a counteract check with the listed counteract modifier to remove the slowed condition from a single source, using the source of that condition to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Dragon's Blood Pudding (Lesser) Source Grand Bazaar pg. 46 Price 5 gp Bulk L --- The pudding has a +6 counteract modifier. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Dragon's Blood Pudding (Moderate) Source Grand Bazaar pg. 46 Price 25 gp Bulk L --- The pudding has a +9 counteract modifier. You also become quickened for 1 round. While taking the additional action from being quickened, you scream, as a result of both the flavor and the mandrake paste's properties. You can use the additional action to Step, Stride, Strike, or Demoralize. If you choose to Demoralize, you gain a +2 item bonus to the Intimidation check. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Dragon's Blood Pudding (Greater) Source Grand Bazaar pg. 46 Price 425 gp Bulk L --- The pudding has a +20 counteract modifier. You become quickened as per the 5th-level version, except you gain a +3 item bonus to the Intimidation check. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Dragon's Blood Pudding (Major) Source Grand Bazaar pg. 46 Price 5,500 gp Bulk L --- The pudding has a +31 counteract modifier. You become quickened as per the 5th-level version, except the effect lasts for 2 rounds and you gain a +4 item bonus to the Intimidation check.","skill_mod":{},"summary":"The pudding has a +31 counteract modifier. You become quickened as per the 5th-level version, except the effect lasts for 2 rounds and you gain a +4 …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":19,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1310","name":"Dragon's Blood Pudding (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1310-1206"},{"item_child_id":["equipment-1311-1207","equipment-1311-1208","equipment-1311-1209"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1311","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Fire and Iceberg Source Grand Bazaar pg. 46 Usage held in 1 hand Bulk L Activate Single Action Interact --- Fiery Anulite paprika, sunrise cinnamon, and winterbite are hidden inside this salad's translucent leaves, bringing the cool of snow and the heat of steam to every bite. The dueling sensations make some diners sweat and others shiver, but all leave with a lasting sense of heat and cold that make other sources pale in comparison. When you consume the salad, you gain resistance 5 to fire and cold for 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Fire and Iceberg Source Grand Bazaar pg. 46 Price 60 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fire and Iceberg (greater) Source Grand Bazaar pg. 46 Price 350 gp Bulk L --- You gain resistance 10 to fire and cold for 5 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Fire and Iceberg (Major) Source Grand Bazaar pg. 46 Price 2,500 gp Bulk L --- You gain resistance 15 to fire and cold for 10 minutes.","skill_mod":{},"summary":"Fiery Anulite paprika, sunrise cinnamon, and winterbite are hidden inside this salad's translucent leaves, bringing the cool of snow and the heat of …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1311","name":"Fire and Iceberg","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1311"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1311","weakness":{},"price":6000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1311-1207","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Fire and Iceberg Source Grand Bazaar pg. 46 Usage held in 1 hand Bulk L Activate Single Action Interact --- Fiery Anulite paprika, sunrise cinnamon, and winterbite are hidden inside this salad's translucent leaves, bringing the cool of snow and the heat of steam to every bite. The dueling sensations make some diners sweat and others shiver, but all leave with a lasting sense of heat and cold that make other sources pale in comparison. When you consume the salad, you gain resistance 5 to fire and cold for 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Fire and Iceberg Source Grand Bazaar pg. 46 Price 60 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fire and Iceberg (greater) Source Grand Bazaar pg. 46 Price 350 gp Bulk L --- You gain resistance 10 to fire and cold for 5 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Fire and Iceberg (Major) Source Grand Bazaar pg. 46 Price 2,500 gp Bulk L --- You gain resistance 15 to fire and cold for 10 minutes.","skill_mod":{},"summary":"Fiery Anulite paprika, sunrise cinnamon, and winterbite are hidden inside this salad's translucent leaves, bringing the cool of snow and the heat of …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1311","name":"Fire and Iceberg","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1311-1207"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1311","weakness":{},"price":35000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1311-1208","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Fire and Iceberg Source Grand Bazaar pg. 46 Usage held in 1 hand Bulk L Activate Single Action Interact --- Fiery Anulite paprika, sunrise cinnamon, and winterbite are hidden inside this salad's translucent leaves, bringing the cool of snow and the heat of steam to every bite. The dueling sensations make some diners sweat and others shiver, but all leave with a lasting sense of heat and cold that make other sources pale in comparison. When you consume the salad, you gain resistance 5 to fire and cold for 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Fire and Iceberg Source Grand Bazaar pg. 46 Price 60 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fire and Iceberg (greater) Source Grand Bazaar pg. 46 Price 350 gp Bulk L --- You gain resistance 10 to fire and cold for 5 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Fire and Iceberg (Major) Source Grand Bazaar pg. 46 Price 2,500 gp Bulk L --- You gain resistance 15 to fire and cold for 10 minutes.","skill_mod":{},"summary":"You gain resistance 10 to fire and cold for 5 minutes.","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1311","name":"Fire and Iceberg (greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1311-1208"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1311","weakness":{},"price":250000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1311-1209","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Fire and Iceberg Source Grand Bazaar pg. 46 Usage held in 1 hand Bulk L Activate Single Action Interact --- Fiery Anulite paprika, sunrise cinnamon, and winterbite are hidden inside this salad's translucent leaves, bringing the cool of snow and the heat of steam to every bite. The dueling sensations make some diners sweat and others shiver, but all leave with a lasting sense of heat and cold that make other sources pale in comparison. When you consume the salad, you gain resistance 5 to fire and cold for 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Fire and Iceberg Source Grand Bazaar pg. 46 Price 60 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fire and Iceberg (greater) Source Grand Bazaar pg. 46 Price 350 gp Bulk L --- You gain resistance 10 to fire and cold for 5 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Fire and Iceberg (Major) Source Grand Bazaar pg. 46 Price 2,500 gp Bulk L --- You gain resistance 15 to fire and cold for 10 minutes.","skill_mod":{},"summary":"You gain resistance 15 to fire and cold for 10 minutes.","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1311","name":"Fire and Iceberg (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1311-1209"},{"item_child_id":["equipment-1312-1210","equipment-1312-1211","equipment-1312-1212"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Deception","Deception","Deception"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1312","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Impossible Cake Source Grand Bazaar pg. 46 PFS Note “Type of item” refers to a broad category of items such as books, spells, etc, not a specific object. Usage held in 1 hand Bulk L Activate Single Action Interact --- This sleight-of-hand for the taste buds is flavored with absinthe and honey and always resembles something completely unlike a cake, from a pile of armor to a bowl of soup. Eating the cake gives you the confidence to make the impossible seem possible: for 10 minutes after the meal, you gain a +2 item bonus to your Deception checks to Impersonate, as well as to Lie to convince others that you possess knowledge about the type of item that the cake resembles. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Impossible Cake Source Grand Bazaar pg. 46 Price 5 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Impossible Cake (Greater) Source Grand Bazaar pg. 46 Price 25 gp Bulk L --- The item bonus is +3 and the effect lasts 30 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Impossible Cake (Major) Source Grand Bazaar pg. 46 Price 2,500 gp Bulk L --- The item bonus is +4 and the effect lasts 1 hour.","skill_mod":{},"summary":"This sleight-of-hand for the taste buds is flavored with absinthe and honey and always resembles something completely unlike a cake, from a pile of …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1312","name":"Impossible Cake","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1312"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1312","weakness":{},"price":500,"skill":["Deception"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1312-1210","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Impossible Cake Source Grand Bazaar pg. 46 PFS Note “Type of item” refers to a broad category of items such as books, spells, etc, not a specific object. Usage held in 1 hand Bulk L Activate Single Action Interact --- This sleight-of-hand for the taste buds is flavored with absinthe and honey and always resembles something completely unlike a cake, from a pile of armor to a bowl of soup. Eating the cake gives you the confidence to make the impossible seem possible: for 10 minutes after the meal, you gain a +2 item bonus to your Deception checks to Impersonate, as well as to Lie to convince others that you possess knowledge about the type of item that the cake resembles. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Impossible Cake Source Grand Bazaar pg. 46 Price 5 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Impossible Cake (Greater) Source Grand Bazaar pg. 46 Price 25 gp Bulk L --- The item bonus is +3 and the effect lasts 30 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Impossible Cake (Major) Source Grand Bazaar pg. 46 Price 2,500 gp Bulk L --- The item bonus is +4 and the effect lasts 1 hour.","skill_mod":{},"summary":"This sleight-of-hand for the taste buds is flavored with absinthe and honey and always resembles something completely unlike a cake, from a pile of …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1312","name":"Impossible Cake","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1312-1210"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1312","weakness":{},"price":2500,"skill":["Deception"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1312-1211","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Impossible Cake Source Grand Bazaar pg. 46 PFS Note “Type of item” refers to a broad category of items such as books, spells, etc, not a specific object. Usage held in 1 hand Bulk L Activate Single Action Interact --- This sleight-of-hand for the taste buds is flavored with absinthe and honey and always resembles something completely unlike a cake, from a pile of armor to a bowl of soup. Eating the cake gives you the confidence to make the impossible seem possible: for 10 minutes after the meal, you gain a +2 item bonus to your Deception checks to Impersonate, as well as to Lie to convince others that you possess knowledge about the type of item that the cake resembles. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Impossible Cake Source Grand Bazaar pg. 46 Price 5 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Impossible Cake (Greater) Source Grand Bazaar pg. 46 Price 25 gp Bulk L --- The item bonus is +3 and the effect lasts 30 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Impossible Cake (Major) Source Grand Bazaar pg. 46 Price 2,500 gp Bulk L --- The item bonus is +4 and the effect lasts 1 hour.","skill_mod":{},"summary":"The item bonus is +3 and the effect lasts 30 minutes.","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1312","name":"Impossible Cake (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1312-1211"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1312","weakness":{},"price":250000,"skill":["Deception"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1312-1212","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Impossible Cake Source Grand Bazaar pg. 46 PFS Note “Type of item” refers to a broad category of items such as books, spells, etc, not a specific object. Usage held in 1 hand Bulk L Activate Single Action Interact --- This sleight-of-hand for the taste buds is flavored with absinthe and honey and always resembles something completely unlike a cake, from a pile of armor to a bowl of soup. Eating the cake gives you the confidence to make the impossible seem possible: for 10 minutes after the meal, you gain a +2 item bonus to your Deception checks to Impersonate, as well as to Lie to convince others that you possess knowledge about the type of item that the cake resembles. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Impossible Cake Source Grand Bazaar pg. 46 Price 5 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Impossible Cake (Greater) Source Grand Bazaar pg. 46 Price 25 gp Bulk L --- The item bonus is +3 and the effect lasts 30 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Impossible Cake (Major) Source Grand Bazaar pg. 46 Price 2,500 gp Bulk L --- The item bonus is +4 and the effect lasts 1 hour.","skill_mod":{},"summary":"The item bonus is +4 and the effect lasts 1 hour.","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1312","name":"Impossible Cake (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1312-1212"},{"item_child_id":["equipment-1313-1213","equipment-1313-1214","equipment-1313-1215"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Consumable","Evocation","Magical","Uncommon"],"id":"equipment-1313","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Follypops Source Grand Bazaar pg. 47 Usage held in 1 hand Bulk L Activate Single Action Interact --- These savory breaded snacks stuffed with cheese, peppers, and “secret ingredients” of draconic or demonic origin are often offered alongside a challenge—complete a full portion and get a free drink. For 1 hour after consuming follypops , your stomach gurgles and rumbles with magical potential. During this time, you can unleash magic in the area up to three times as a single action, which has the concentrate trait, with an area and damage determined by the type of pop; the third time you use this magic, the effects of your follypops end. All creatures within the area must attempt a DC 27 basic saving throw each time you unleash magic, as noted by the type of pop. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Follypops (Hotpops) Source Grand Bazaar pg. 47 Price 175 gp Bulk L --- You begin to sweat profusely after consuming the serving. When you unleash magic, you breathe out a blast of fire in a 15-foot cone. Creatures in the cone take 4d6 fire damage with the first blast, 2d6 fire damage with the second blast, and 1d6 fire damage with the final blast. The creatures must attempt a basic Reflex save for each blast. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Follypops (Rotters) Source Grand Bazaar pg. 47 Price 175 gp Bulk L --- Your breath smells of rotting garbage after you consume the serving. When you unleash magic, you exhale a noxious breath in a 15-foot cone. Creatures in the cone take 4d6 poison damage with the first breath, 2d6 poison damage with the second breath, and 1d6 poison damage with the final breath. The creatures must attempt a basic Fortitude save for each breath. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Follypops (Sizzlers) Source Grand Bazaar pg. 47 Price 175 gp Bulk L --- Your skin crawls and your hair stands on end after consuming the serving. When you unleash magic, you release a bolt of lightning from your hand that travels in a 30-foot line. The first bolt deals 2d12 electricity damage, the second 1d12 electricity damage, and the third 1d6 electricity damage. The targeted creatures must attempt a basic Reflex save for each bolt.","skill_mod":{},"summary":"These savory breaded snacks stuffed with cheese, peppers, and “secret ingredients” of draconic or demonic origin are often offered alongside a …","primary_source":"Grand Bazaar","trait_group":["Equipment","School","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1313","name":"Follypops","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1313"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1313","weakness":{},"school":"evocation","price":17500,"trait":["Consumable","Evocation","Magical","Uncommon"],"id":"equipment-1313-1213","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Follypops Source Grand Bazaar pg. 47 Usage held in 1 hand Bulk L Activate Single Action Interact --- These savory breaded snacks stuffed with cheese, peppers, and “secret ingredients” of draconic or demonic origin are often offered alongside a challenge—complete a full portion and get a free drink. For 1 hour after consuming follypops , your stomach gurgles and rumbles with magical potential. During this time, you can unleash magic in the area up to three times as a single action, which has the concentrate trait, with an area and damage determined by the type of pop; the third time you use this magic, the effects of your follypops end. All creatures within the area must attempt a DC 27 basic saving throw each time you unleash magic, as noted by the type of pop. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Follypops (Hotpops) Source Grand Bazaar pg. 47 Price 175 gp Bulk L --- You begin to sweat profusely after consuming the serving. When you unleash magic, you breathe out a blast of fire in a 15-foot cone. Creatures in the cone take 4d6 fire damage with the first blast, 2d6 fire damage with the second blast, and 1d6 fire damage with the final blast. The creatures must attempt a basic Reflex save for each blast. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Follypops (Rotters) Source Grand Bazaar pg. 47 Price 175 gp Bulk L --- Your breath smells of rotting garbage after you consume the serving. When you unleash magic, you exhale a noxious breath in a 15-foot cone. Creatures in the cone take 4d6 poison damage with the first breath, 2d6 poison damage with the second breath, and 1d6 poison damage with the final breath. The creatures must attempt a basic Fortitude save for each breath. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Follypops (Sizzlers) Source Grand Bazaar pg. 47 Price 175 gp Bulk L --- Your skin crawls and your hair stands on end after consuming the serving. When you unleash magic, you release a bolt of lightning from your hand that travels in a 30-foot line. The first bolt deals 2d12 electricity damage, the second 1d12 electricity damage, and the third 1d6 electricity damage. The targeted creatures must attempt a basic Reflex save for each bolt.","skill_mod":{},"summary":"You begin to sweat profusely after consuming the serving. When you unleash magic, you breathe out a blast of fire in a 15-foot cone. Creatures in the …","primary_source":"Grand Bazaar","trait_group":["Equipment","School","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1313","name":"Follypops (Hotpops)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1313-1213"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1313","weakness":{},"school":"evocation","price":17500,"trait":["Consumable","Evocation","Magical","Uncommon"],"id":"equipment-1313-1214","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Follypops Source Grand Bazaar pg. 47 Usage held in 1 hand Bulk L Activate Single Action Interact --- These savory breaded snacks stuffed with cheese, peppers, and “secret ingredients” of draconic or demonic origin are often offered alongside a challenge—complete a full portion and get a free drink. For 1 hour after consuming follypops , your stomach gurgles and rumbles with magical potential. During this time, you can unleash magic in the area up to three times as a single action, which has the concentrate trait, with an area and damage determined by the type of pop; the third time you use this magic, the effects of your follypops end. All creatures within the area must attempt a DC 27 basic saving throw each time you unleash magic, as noted by the type of pop. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Follypops (Hotpops) Source Grand Bazaar pg. 47 Price 175 gp Bulk L --- You begin to sweat profusely after consuming the serving. When you unleash magic, you breathe out a blast of fire in a 15-foot cone. Creatures in the cone take 4d6 fire damage with the first blast, 2d6 fire damage with the second blast, and 1d6 fire damage with the final blast. The creatures must attempt a basic Reflex save for each blast. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Follypops (Rotters) Source Grand Bazaar pg. 47 Price 175 gp Bulk L --- Your breath smells of rotting garbage after you consume the serving. When you unleash magic, you exhale a noxious breath in a 15-foot cone. Creatures in the cone take 4d6 poison damage with the first breath, 2d6 poison damage with the second breath, and 1d6 poison damage with the final breath. The creatures must attempt a basic Fortitude save for each breath. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Follypops (Sizzlers) Source Grand Bazaar pg. 47 Price 175 gp Bulk L --- Your skin crawls and your hair stands on end after consuming the serving. When you unleash magic, you release a bolt of lightning from your hand that travels in a 30-foot line. The first bolt deals 2d12 electricity damage, the second 1d12 electricity damage, and the third 1d6 electricity damage. The targeted creatures must attempt a basic Reflex save for each bolt.","skill_mod":{},"summary":"Your breath smells of rotting garbage after you consume the serving. When you unleash magic, you exhale a noxious breath in a 15-foot cone. Creatures …","primary_source":"Grand Bazaar","trait_group":["Equipment","School","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1313","name":"Follypops (Rotters)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1313-1214"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1313","weakness":{},"school":"evocation","price":17500,"trait":["Consumable","Evocation","Magical","Uncommon"],"id":"equipment-1313-1215","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Follypops Source Grand Bazaar pg. 47 Usage held in 1 hand Bulk L Activate Single Action Interact --- These savory breaded snacks stuffed with cheese, peppers, and “secret ingredients” of draconic or demonic origin are often offered alongside a challenge—complete a full portion and get a free drink. For 1 hour after consuming follypops , your stomach gurgles and rumbles with magical potential. During this time, you can unleash magic in the area up to three times as a single action, which has the concentrate trait, with an area and damage determined by the type of pop; the third time you use this magic, the effects of your follypops end. All creatures within the area must attempt a DC 27 basic saving throw each time you unleash magic, as noted by the type of pop. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Follypops (Hotpops) Source Grand Bazaar pg. 47 Price 175 gp Bulk L --- You begin to sweat profusely after consuming the serving. When you unleash magic, you breathe out a blast of fire in a 15-foot cone. Creatures in the cone take 4d6 fire damage with the first blast, 2d6 fire damage with the second blast, and 1d6 fire damage with the final blast. The creatures must attempt a basic Reflex save for each blast. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Follypops (Rotters) Source Grand Bazaar pg. 47 Price 175 gp Bulk L --- Your breath smells of rotting garbage after you consume the serving. When you unleash magic, you exhale a noxious breath in a 15-foot cone. Creatures in the cone take 4d6 poison damage with the first breath, 2d6 poison damage with the second breath, and 1d6 poison damage with the final breath. The creatures must attempt a basic Fortitude save for each breath. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Follypops (Sizzlers) Source Grand Bazaar pg. 47 Price 175 gp Bulk L --- Your skin crawls and your hair stands on end after consuming the serving. When you unleash magic, you release a bolt of lightning from your hand that travels in a 30-foot line. The first bolt deals 2d12 electricity damage, the second 1d12 electricity damage, and the third 1d6 electricity damage. The targeted creatures must attempt a basic Reflex save for each bolt.","skill_mod":{},"summary":"Your skin crawls and your hair stands on end after consuming the serving. When you unleash magic, you release a bolt of lightning from your hand that …","primary_source":"Grand Bazaar","trait_group":["Equipment","School","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1313","name":"Follypops (Sizzlers)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1313-1215"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":6000,"skill":["Diplomacy"],"trait":["Consumable","Divination","Magical","Uncommon"],"id":"equipment-1314","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Server's Stew Source Grand Bazaar pg. 47 Price 60 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- The type of animal tongue used in this tomato-based stew shifts from region to region, but it's always cooked with spirit of wine and seasoned with refined pesh. Eating this restaurant-staff favorite empowers you to speak and understand a single language for 1 hour. This must be a language the stew's cook could speak and understand, chosen at the time of the stew's creation. It also helps your words land smoothly, granting you a +2 item bonus to Diplomacy checks made in that language for the same duration. It doesn't allow you to read the newly acquired language in its written form.\n","skill_mod":{},"summary":"The type of animal tongue used in this tomato-based stew shifts from region to region, but it's always cooked with spirit of wine and seasoned with …","primary_source":"Grand Bazaar","trait_group":["Equipment","School","Mechanics","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1314","name":"Server's Stew","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1314"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":35000,"trait":["Abjuration","Consumable","Magical","Uncommon"],"id":"equipment-1315","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Thrice-Fried Mudwings Source Grand Bazaar pg. 47 Price 350 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Frying mudwings—the remains of magical winged creatures found in blighted swamps—is a delicate balance. Cooked for too long and they lose their potency; cooked too briefly and the toxins in their system could end up harming whoever eats them. When you consume a perfectly cooked tapas, you grow two sets of mudwings that grant you a fly Speed of 30 feet or your Speed, whichever is lower, for 10 minutes. You can also use the following Activation. Activate Reaction Interact; Trigger You would take damage from a physical attack; Effect You intercept the attack with a pair of your wings. You gain resistance 15 against physical damage for the triggering attack only, shattering one set of your wings in the process. The first time you use this Activation, your fly Speed becomes 15 feet, or half your Speed, whichever is lower, for the duration. After the second time, your mudwings are shattered entirely, ending the effect. ","skill_mod":{},"summary":"Frying mudwings—the remains of magical winged creatures found in blighted swamps—is a delicate balance. Cooked for too long and they lose their …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1315","name":"Thrice-Fried Mudwings","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1315"},{"primary_source_category":"Lost Omens","usage":"worn clothing","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"illusion","price":2500,"trait":["Illusion","Invested","Magical","Uncommon"],"id":"equipment-1316","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Dweomerweave Robe Source Grand Bazaar pg. 50 Price 25 gp Usage worn clothing Bulk L --- This robe is made from dweomerweave, a magical fabric created by spinning minor illusions into the threads of ether spider silk. Dweomerweave is naturally hazy and translucent. It can take on the illusory appearances of other fabrics and garments, and dweomerweave robes are coveted by adventurers who want to travel light without compromising on fashion. Activate 1 minute (Interact); Frequency once per day; Effect You gain the effects of a 1st-level illusory disguise except that the illusion only alters the appearance of the dweomerweave robe , changing it into another garment with an appearance of your choice. The spell persists until the next activation. You can Dismiss the activation.\n","skill_mod":{},"summary":"This robe is made from dweomerweave, a magical fabric created by spinning minor illusions into the threads of ether spider silk. Dweomerweave is …","primary_source":"Grand Bazaar","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1316","name":"Dweomerweave Robe","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1316"},{"item_child_id":["equipment-1317-1216","equipment-1317-1217","equipment-1317-1218","equipment-1317-1219"],"primary_source_category":"Lost Omens","usage":"worn clothing","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-1317","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Energy Robe Source Grand Bazaar pg. 50 Usage worn clothing Bulk L --- This brightly colored linen robe is covered in delicate embroidery depicting creatures and natural phenomena suiting its aligned energy, such as a living thunderclap, pools of acid, roaring flames, or dancing marids. Activate Two Actions command, Interact; Frequency once per day; Effect You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Energy Robe (Fire) Source Grand Bazaar pg. 50 Price 320 gp Bulk L --- You gain resistance 5 to fire. When the robe is activated, you gain a +30-foot status bonus to Speed for 1 minute as flames shoot out behind you to speed you up. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Energy Robe (Cold) Source Grand Bazaar pg. 50 Price 450 gp Bulk L --- You gain resistance 5 to cold. When the robe is activated, you gain the effects of water walk for 1 minute, as you momentarily flash freeze the surface of water as you walk across it. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Energy Robe (Acid) Source Grand Bazaar pg. 50 Price 575 gp Bulk L --- You gain resistance 5 to acid. When the robe is activated, you gain a climb Speed equal to your Speed, as the acid on your hands grants you easier handholds. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Energy Robe (Electricity) Source Grand Bazaar pg. 50 Price 900 gp Bulk L --- You gain resistance 5 to electricity. When the robe is activated, you gain a fly Speed equal to your Speed for 1 minute.","skill_mod":{},"summary":"This brightly colored linen robe is covered in delicate embroidery depicting creatures and natural phenomena suiting its aligned energy, such as a …","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1317","name":"Energy Robe","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1317"},{"primary_source_category":"Lost Omens","usage":"worn clothing","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1317","weakness":{},"school":"transmutation","price":32000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-1317-1216","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Energy Robe Source Grand Bazaar pg. 50 Usage worn clothing Bulk L --- This brightly colored linen robe is covered in delicate embroidery depicting creatures and natural phenomena suiting its aligned energy, such as a living thunderclap, pools of acid, roaring flames, or dancing marids. Activate Two Actions command, Interact; Frequency once per day; Effect You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Energy Robe (Fire) Source Grand Bazaar pg. 50 Price 320 gp Bulk L --- You gain resistance 5 to fire. When the robe is activated, you gain a +30-foot status bonus to Speed for 1 minute as flames shoot out behind you to speed you up. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Energy Robe (Cold) Source Grand Bazaar pg. 50 Price 450 gp Bulk L --- You gain resistance 5 to cold. When the robe is activated, you gain the effects of water walk for 1 minute, as you momentarily flash freeze the surface of water as you walk across it. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Energy Robe (Acid) Source Grand Bazaar pg. 50 Price 575 gp Bulk L --- You gain resistance 5 to acid. When the robe is activated, you gain a climb Speed equal to your Speed, as the acid on your hands grants you easier handholds. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Energy Robe (Electricity) Source Grand Bazaar pg. 50 Price 900 gp Bulk L --- You gain resistance 5 to electricity. When the robe is activated, you gain a fly Speed equal to your Speed for 1 minute.","skill_mod":{},"summary":"You gain resistance 5 to fire. When the robe is activated, you gain a +30-foot status bonus to Speed for 1 minute as flames shoot out behind you to …","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1317","name":"Energy Robe (Fire)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1317-1216"},{"primary_source_category":"Lost Omens","usage":"worn clothing","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1317","weakness":{},"school":"transmutation","price":45000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-1317-1217","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Energy Robe Source Grand Bazaar pg. 50 Usage worn clothing Bulk L --- This brightly colored linen robe is covered in delicate embroidery depicting creatures and natural phenomena suiting its aligned energy, such as a living thunderclap, pools of acid, roaring flames, or dancing marids. Activate Two Actions command, Interact; Frequency once per day; Effect You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Energy Robe (Fire) Source Grand Bazaar pg. 50 Price 320 gp Bulk L --- You gain resistance 5 to fire. When the robe is activated, you gain a +30-foot status bonus to Speed for 1 minute as flames shoot out behind you to speed you up. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Energy Robe (Cold) Source Grand Bazaar pg. 50 Price 450 gp Bulk L --- You gain resistance 5 to cold. When the robe is activated, you gain the effects of water walk for 1 minute, as you momentarily flash freeze the surface of water as you walk across it. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Energy Robe (Acid) Source Grand Bazaar pg. 50 Price 575 gp Bulk L --- You gain resistance 5 to acid. When the robe is activated, you gain a climb Speed equal to your Speed, as the acid on your hands grants you easier handholds. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Energy Robe (Electricity) Source Grand Bazaar pg. 50 Price 900 gp Bulk L --- You gain resistance 5 to electricity. When the robe is activated, you gain a fly Speed equal to your Speed for 1 minute.","skill_mod":{},"summary":"You gain resistance 5 to cold. When the robe is activated, you gain the effects of water walk for 1 minute, as you momentarily flash freeze the …","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1317","name":"Energy Robe (Cold)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1317-1217"},{"primary_source_category":"Lost Omens","usage":"worn clothing","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1317","weakness":{},"school":"transmutation","price":57500,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-1317-1218","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Energy Robe Source Grand Bazaar pg. 50 Usage worn clothing Bulk L --- This brightly colored linen robe is covered in delicate embroidery depicting creatures and natural phenomena suiting its aligned energy, such as a living thunderclap, pools of acid, roaring flames, or dancing marids. Activate Two Actions command, Interact; Frequency once per day; Effect You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Energy Robe (Fire) Source Grand Bazaar pg. 50 Price 320 gp Bulk L --- You gain resistance 5 to fire. When the robe is activated, you gain a +30-foot status bonus to Speed for 1 minute as flames shoot out behind you to speed you up. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Energy Robe (Cold) Source Grand Bazaar pg. 50 Price 450 gp Bulk L --- You gain resistance 5 to cold. When the robe is activated, you gain the effects of water walk for 1 minute, as you momentarily flash freeze the surface of water as you walk across it. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Energy Robe (Acid) Source Grand Bazaar pg. 50 Price 575 gp Bulk L --- You gain resistance 5 to acid. When the robe is activated, you gain a climb Speed equal to your Speed, as the acid on your hands grants you easier handholds. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Energy Robe (Electricity) Source Grand Bazaar pg. 50 Price 900 gp Bulk L --- You gain resistance 5 to electricity. When the robe is activated, you gain a fly Speed equal to your Speed for 1 minute.","skill_mod":{},"summary":"You gain resistance 5 to acid. When the robe is activated, you gain a climb Speed equal to your Speed, as the acid on your hands grants you easier …","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1317","name":"Energy Robe (Acid)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1317-1218"},{"primary_source_category":"Lost Omens","usage":"worn clothing","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1317","weakness":{},"school":"transmutation","price":90000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-1317-1219","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Energy Robe Source Grand Bazaar pg. 50 Usage worn clothing Bulk L --- This brightly colored linen robe is covered in delicate embroidery depicting creatures and natural phenomena suiting its aligned energy, such as a living thunderclap, pools of acid, roaring flames, or dancing marids. Activate Two Actions command, Interact; Frequency once per day; Effect You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Energy Robe (Fire) Source Grand Bazaar pg. 50 Price 320 gp Bulk L --- You gain resistance 5 to fire. When the robe is activated, you gain a +30-foot status bonus to Speed for 1 minute as flames shoot out behind you to speed you up. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Energy Robe (Cold) Source Grand Bazaar pg. 50 Price 450 gp Bulk L --- You gain resistance 5 to cold. When the robe is activated, you gain the effects of water walk for 1 minute, as you momentarily flash freeze the surface of water as you walk across it. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Energy Robe (Acid) Source Grand Bazaar pg. 50 Price 575 gp Bulk L --- You gain resistance 5 to acid. When the robe is activated, you gain a climb Speed equal to your Speed, as the acid on your hands grants you easier handholds. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Energy Robe (Electricity) Source Grand Bazaar pg. 50 Price 900 gp Bulk L --- You gain resistance 5 to electricity. When the robe is activated, you gain a fly Speed equal to your Speed for 1 minute.","skill_mod":{},"summary":"You gain resistance 5 to electricity. When the robe is activated, you gain a fly Speed equal to your Speed for 1 minute.","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1317","name":"Energy Robe (Electricity)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1317-1219"},{"primary_source_category":"Lost Omens","usage":"worn clothing","source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":2500,"skill":["Diplomacy"],"trait":["Uncommon"],"id":"equipment-1318","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Experimental Clothing Source Grand Bazaar pg. 50 Price 25 gp Usage worn clothing Bulk L --- Experimental clothing is custom tailored in radical, avant-garde styles by independent dressmakers, utilizing expensive or eccentric materials and unconventional patterns. At the GM's discretion, wearing experimental clothing may impart a +1 item bonus or –1 item penalty on checks to Make An Impression, depending on the target's fashion sense.\n","skill_mod":{},"summary":"Experimental clothing is custom tailored in radical, avant-garde styles by independent dressmakers, utilizing expensive or eccentric materials and …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":2,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1318","name":"Experimental Clothing","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1318"},{"primary_source_category":"Lost Omens","usage":"worn clothing","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"illusion","price":5500,"trait":["Illusion","Invested","Magical","Uncommon"],"id":"equipment-1319","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Mirror Robe Source Grand Bazaar pg. 50 Price 55 gp Usage worn clothing Bulk L --- Thousands of small, reflective, mirrored glass shards have been carefully stitched down this long silk duster. Activate Single Action Interact; Requirements The mirror robe was last activated to draw attention toward you, or you haven't used the mirror robe today; Effect The mirror robe Creates a Diversion for you with a +9 Deception modifier. Activate Single Action Interact (visual) Requirements The mirror robe was last activated to divert attention away from you and you are hidden or undetected by at least one foe; Effect You draw attention toward yourself. Choose one foe to which you were hidden or undetected. You reveal yourself to all, becoming observed. The foe you chose diverts its attention to you, becoming flat-footed to your allies until the beginning of your next turn. If you are invisible or otherwise can't become observed, you can't use this activation.\n","skill_mod":{},"summary":"Thousands of small, reflective, mirrored glass shards have been carefully stitched down this long silk duster. ","primary_source":"Grand Bazaar","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1319","name":"Mirror Robe","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1319"},{"primary_source_category":"Lost Omens","usage":"sewn into clothing","source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":10000,"skill":["Stealth"],"trait":["Uncommon"],"id":"equipment-1320","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Pickpocket's Tailoring Source Grand Bazaar pg. 50 Price 100 gp Usage sewn into clothing --- Pickpocket's tailoring modifies an existing outfit by adding concealed interior pockets and strategically opened seams for hiding small objects inside the lining. You gain a +1 item bonus to Stealth checks to Conceal an Object of light Bulk or less in the pockets. When you get a failure (but not a critical failure, which works as normal) on a Stealth check to Conceal such an Object, observers know you're concealing an object somewhere, but they don't find the object unless they succeed at a DC 20 Perception check to locate the seams in the garment.\n","skill_mod":{},"summary":"Pickpocket's tailoring modifies an existing outfit by adding concealed interior pockets and strategically opened seams for hiding small objects …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1320","name":"Pickpocket's Tailoring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1320"},{"primary_source_category":"Lost Omens","usage":"worn headwear","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"illusion","price":3000,"skill":["Deception"],"trait":["Illusion","Invested","Magical","Uncommon"],"id":"equipment-1321","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Quick Wig Source Grand Bazaar pg. 50 Price 30 gp Usage worn headwear Bulk L --- A quick wig magically conceals your natural hair while worn, eliminating the need to braid or pin your hair beneath it. In addition, your facial hair and eyebrows change color to match the wig while you wear it. When used as part of a Deception check to Impersonate to go unrecognized by changing your hair, you no longer require a disguise kit, you gain a +1 item bonus on the check, and you reduce the time to create the disguise from 10 minutes to 5 minutes. You still need a disguise kit and the full time if you're using cosmetics and other props to change other aspects of your disguise or Impersonating a specific person, and the wig only provides its item bonus when Impersonating a specific person if that person's hair color and style match the wig's. Quick wigs detangle themselves while not in use.\n","skill_mod":{},"summary":"A quick wig magically conceals your natural hair while worn, eliminating the need to braid or pin your hair beneath it. In addition, your facial …","primary_source":"Grand Bazaar","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1321","name":"Quick Wig","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1321"},{"primary_source_category":"Lost Omens","usage":"worn headwear","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","price":15000,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-1322","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Shade Hat Source Grand Bazaar pg. 51 Price 150 gp Usage worn headwear Bulk L --- This comfortable and stylish wide-brimmed hat magically protects you from the worst of the heat in hot areas, even when the heat doesn't come from the sun. While wearing the shade hat, you are protected from mild and severe heat (but not extreme heat).\n","skill_mod":{},"summary":"This comfortable and stylish wide-brimmed hat magically protects you from the worst of the heat in hot areas, even when the heat doesn't come from …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1322","name":"Shade Hat","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1322"},{"item_child_id":["equipment-1323-1220","equipment-1323-1221","equipment-1323-1222"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"illusion","skill":["Lore","Lore"],"trait":["Illusion","Invested","Magical","Uncommon"],"id":"equipment-1323","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Wardrobe Stone Source Grand Bazaar pg. 51 Usage held in 1 hand Bulk L --- This large stone eye is the size of a fist and decorated with elaborate carvings of robes and other garments. Activate (1 minute) envision, Interact; Effect You enter a brief trance in which you envision yourself entering a large dressing room. You maneuver through the endless dressing-room mindscape and search for whatever articles of clothing, accessories, and other garments you desire. After the activation, you gain the effects of illusory disguise , except that it only causes you to appear to be wearing the exact outfit you selected within the mindscape. The illusion also disguises the wardrobe stone to match your outfit and not appear out of place, such as by appearing to be a glove or bracelet, though it continues to occupy your hand while you're under the effects of illusory disguise . You can actively Dismiss the Spell, but the effects are also dismissed immediately when you're no longer holding the wardrobe stone . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Wardrobe Stone (Lesser) Source Grand Bazaar pg. 51 Price 50 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wardrobe Stone (Moderate) Source Grand Bazaar pg. 51 Price 1,250 gp Bulk L --- You gain a +2 item bonus to a specific Lore skill associated with your outfit, such as Carpentry Lore when wearing a carpenter's outfit or Cooking Lore when wearing a chef's outfit. Activate (1 minute) envision, Interact; Frequency once per day; Effect You cast prying eye . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wardrobe Stone (Greater) Source Grand Bazaar pg. 51 Price 55,000 gp Bulk L --- You gain +3 item bonus to Perception checks involving sight and a +3 item bonus to a specific Lore skill associated with your outfit. Activate (1 minute) envision, Interact; Effect You cast prying eye . Activate (10 minutes) envision, Interact; Effect The wardrobe stone splits open and permanently transforms into a specific type of magical robe of your choosing. It can transform into any 20th-level or lower magical robe to which you have access, except for items that can't normally be Crafted, such as artifacts. This process is irreversible.","skill_mod":{},"summary":"This large stone eye is the size of a fist and decorated with elaborate carvings of robes and other garments. ","primary_source":"Grand Bazaar","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1323","name":"Wardrobe Stone","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1323"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1323","weakness":{},"school":"illusion","price":5000,"trait":["Illusion","Invested","Magical","Uncommon"],"id":"equipment-1323-1220","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Wardrobe Stone Source Grand Bazaar pg. 51 Usage held in 1 hand Bulk L --- This large stone eye is the size of a fist and decorated with elaborate carvings of robes and other garments. Activate (1 minute) envision, Interact; Effect You enter a brief trance in which you envision yourself entering a large dressing room. You maneuver through the endless dressing-room mindscape and search for whatever articles of clothing, accessories, and other garments you desire. After the activation, you gain the effects of illusory disguise , except that it only causes you to appear to be wearing the exact outfit you selected within the mindscape. The illusion also disguises the wardrobe stone to match your outfit and not appear out of place, such as by appearing to be a glove or bracelet, though it continues to occupy your hand while you're under the effects of illusory disguise . You can actively Dismiss the Spell, but the effects are also dismissed immediately when you're no longer holding the wardrobe stone . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Wardrobe Stone (Lesser) Source Grand Bazaar pg. 51 Price 50 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wardrobe Stone (Moderate) Source Grand Bazaar pg. 51 Price 1,250 gp Bulk L --- You gain a +2 item bonus to a specific Lore skill associated with your outfit, such as Carpentry Lore when wearing a carpenter's outfit or Cooking Lore when wearing a chef's outfit. Activate (1 minute) envision, Interact; Frequency once per day; Effect You cast prying eye . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wardrobe Stone (Greater) Source Grand Bazaar pg. 51 Price 55,000 gp Bulk L --- You gain +3 item bonus to Perception checks involving sight and a +3 item bonus to a specific Lore skill associated with your outfit. Activate (1 minute) envision, Interact; Effect You cast prying eye . Activate (10 minutes) envision, Interact; Effect The wardrobe stone splits open and permanently transforms into a specific type of magical robe of your choosing. It can transform into any 20th-level or lower magical robe to which you have access, except for items that can't normally be Crafted, such as artifacts. This process is irreversible.","skill_mod":{},"summary":"This large stone eye is the size of a fist and decorated with elaborate carvings of robes and other garments.","primary_source":"Grand Bazaar","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1323","name":"Wardrobe Stone (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1323-1220"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1323","weakness":{},"school":"illusion","price":125000,"skill":["Lore"],"trait":["Illusion","Invested","Magical","Uncommon"],"id":"equipment-1323-1221","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Wardrobe Stone Source Grand Bazaar pg. 51 Usage held in 1 hand Bulk L --- This large stone eye is the size of a fist and decorated with elaborate carvings of robes and other garments. Activate (1 minute) envision, Interact; Effect You enter a brief trance in which you envision yourself entering a large dressing room. You maneuver through the endless dressing-room mindscape and search for whatever articles of clothing, accessories, and other garments you desire. After the activation, you gain the effects of illusory disguise , except that it only causes you to appear to be wearing the exact outfit you selected within the mindscape. The illusion also disguises the wardrobe stone to match your outfit and not appear out of place, such as by appearing to be a glove or bracelet, though it continues to occupy your hand while you're under the effects of illusory disguise . You can actively Dismiss the Spell, but the effects are also dismissed immediately when you're no longer holding the wardrobe stone . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Wardrobe Stone (Lesser) Source Grand Bazaar pg. 51 Price 50 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wardrobe Stone (Moderate) Source Grand Bazaar pg. 51 Price 1,250 gp Bulk L --- You gain a +2 item bonus to a specific Lore skill associated with your outfit, such as Carpentry Lore when wearing a carpenter's outfit or Cooking Lore when wearing a chef's outfit. Activate (1 minute) envision, Interact; Frequency once per day; Effect You cast prying eye . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wardrobe Stone (Greater) Source Grand Bazaar pg. 51 Price 55,000 gp Bulk L --- You gain +3 item bonus to Perception checks involving sight and a +3 item bonus to a specific Lore skill associated with your outfit. Activate (1 minute) envision, Interact; Effect You cast prying eye . Activate (10 minutes) envision, Interact; Effect The wardrobe stone splits open and permanently transforms into a specific type of magical robe of your choosing. It can transform into any 20th-level or lower magical robe to which you have access, except for items that can't normally be Crafted, such as artifacts. This process is irreversible.","skill_mod":{},"summary":"You gain a +2 item bonus to a specific Lore skill associated with your outfit, such as Carpentry Lore when wearing a carpenter's outfit or Cooking …","primary_source":"Grand Bazaar","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1323","name":"Wardrobe Stone (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1323-1221"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1323","weakness":{},"school":"illusion","price":5500000,"skill":["Lore"],"trait":["Illusion","Invested","Magical","Uncommon"],"id":"equipment-1323-1222","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Wardrobe Stone Source Grand Bazaar pg. 51 Usage held in 1 hand Bulk L --- This large stone eye is the size of a fist and decorated with elaborate carvings of robes and other garments. Activate (1 minute) envision, Interact; Effect You enter a brief trance in which you envision yourself entering a large dressing room. You maneuver through the endless dressing-room mindscape and search for whatever articles of clothing, accessories, and other garments you desire. After the activation, you gain the effects of illusory disguise , except that it only causes you to appear to be wearing the exact outfit you selected within the mindscape. The illusion also disguises the wardrobe stone to match your outfit and not appear out of place, such as by appearing to be a glove or bracelet, though it continues to occupy your hand while you're under the effects of illusory disguise . You can actively Dismiss the Spell, but the effects are also dismissed immediately when you're no longer holding the wardrobe stone . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Wardrobe Stone (Lesser) Source Grand Bazaar pg. 51 Price 50 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wardrobe Stone (Moderate) Source Grand Bazaar pg. 51 Price 1,250 gp Bulk L --- You gain a +2 item bonus to a specific Lore skill associated with your outfit, such as Carpentry Lore when wearing a carpenter's outfit or Cooking Lore when wearing a chef's outfit. Activate (1 minute) envision, Interact; Frequency once per day; Effect You cast prying eye . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wardrobe Stone (Greater) Source Grand Bazaar pg. 51 Price 55,000 gp Bulk L --- You gain +3 item bonus to Perception checks involving sight and a +3 item bonus to a specific Lore skill associated with your outfit. Activate (1 minute) envision, Interact; Effect You cast prying eye . Activate (10 minutes) envision, Interact; Effect The wardrobe stone splits open and permanently transforms into a specific type of magical robe of your choosing. It can transform into any 20th-level or lower magical robe to which you have access, except for items that can't normally be Crafted, such as artifacts. This process is irreversible.","skill_mod":{},"summary":"You gain +3 item bonus to Perception checks involving sight and a +3 item bonus to a specific Lore skill associated with your outfit.","primary_source":"Grand Bazaar","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":20,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1323","name":"Wardrobe Stone (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1323-1222"},{"primary_source_category":"Lost Omens","usage":"worn headwear","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"conjuration","price":4500,"trait":["Conjuration","Extradimensional","Invested","Magical","Uncommon"],"id":"equipment-1324","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Wig of Holding Source Grand Bazaar pg. 51 Price 45 gp Usage worn headwear Bulk L --- Wigs of holding are created from planar fibers and contain small extradimensional spaces accessible within the hair. They can hold up to four items of light Bulk inside them, and Bulk held within the wig of holding doesn't increase the Bulk of the wig itself. You can Interact with a wig of holding to put items inside or remove items from it, and you can do so more easily than with a mundane container. It only takes a single Interact action to withdraw these items, like a worn item, rather than taking two Interact actions, like a stowed item.\n","skill_mod":{},"summary":" Wigs of holding are created from planar fibers and contain small extradimensional spaces accessible within the hair. They can hold up to four items …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Equipment","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1324","name":"Wig of Holding","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1324"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":8000,"trait":["Companion","Invested","Primal","Transmutation","Uncommon"],"id":"equipment-1325","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Hosteling Statuette Source Grand Bazaar pg. 55 Price 80 gp Usage worn Bulk L --- This soapstone statuette resembles an unidentified lump with a vaguely animal shape, worn on a band or cord around the companion's neck. When your companion invests the item, the statuette changes to appear as a miniature carved soapstone version of the companion. Activate Two Actions envision, Interact; Frequency once per day; Effect You touch your companion, merging it into the statuette and ending the activation with the statuette in your hand (or on the ground in your space if you don't have a hand free). While in statuette form, your companion has the petrified condition, and its size is Tiny. Activate Two Actions envision, Interact; Requirements Your companion is in statuette form; Effect You call forth your companion from the statuette, causing it to unmerge and appear in an unoccupied space adjacent to you.\n","skill_mod":{},"summary":"This soapstone statuette resembles an unidentified lump with a vaguely animal shape, worn on a band or cord around the companion's neck. When your …","primary_source":"Grand Bazaar","trait_group":["Equipment","Tradition","School","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=1325","name":"Hosteling Statuette","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1325"},{"primary_source_category":"Lost Omens","usage":"worn collar","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":35000,"trait":["Companion","Invested","Primal","Transmutation","Uncommon"],"id":"equipment-1326","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Swarmform Collar Source Grand Bazaar pg. 55 Price 350 gp Usage worn collar Bulk 1 --- This sturdy leather collar is imprinted with tessellated animal shapes. When invested, the animal shapes change to match that of your companion. Activate Two Actions envision, Interact; Frequency once per day; Effect You touch the collar and your companion splits into a swarm of hundreds of identical Tiny versions of itself for 1 minute. Its space becomes Large, it gains the weaknesses and resistances of a spider swarm, and the swarm trait, though it doesn't gain swarm mind, as it's controlled by a single mind. Its unarmed attacks are replaced with a single-action swarming attack that deals 1d8 damage of the type normally inflicted by the companion's unarmed attacks to any foe in its space, with a DC 23 basic Reflex save. While in swarm form, your companion can take the Support action but can't perform its advanced maneuver. Its other statistics don't change. If the companion is reduced to 0 Hit Points while in swarm form, the companion immediately recombines into its original form in an available space, in addition to the usual effects of being reduced to 0 Hit Points.\n","skill_mod":{},"summary":"This sturdy leather collar is imprinted with tessellated animal shapes. When invested, the animal shapes change to match that of your companion. ","primary_source":"Grand Bazaar","trait_group":["Equipment","Tradition","School","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=1326","name":"Swarmform Collar","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1326"},{"primary_source_category":"Lost Omens","usage":"worn barding","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":13000,"trait":["Companion","Invested","Primal","Transmutation","Uncommon"],"id":"equipment-1327","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Waverider Barding Source Grand Bazaar pg. 55 Price 130 gp Usage worn barding Bulk L --- This light barding is covered in wavelike patterns. The barding adjusts to fit your animal companion regardless of its shape. Activate Two Actions Interact; Frequency once per day; Effect You trace a finger along the wave patterns on the barding, granting your companion a swim Speed of 30 feet for 10 minutes. If your companion already had a swim Speed, it gains a +10-foot item bonus to its swim Speed for 10 minutes instead. Even if the companion doesn't have the mount special ability, it can still Swim while being ridden.\n","skill_mod":{},"summary":"This light barding is covered in wavelike patterns. The barding adjusts to fit your animal companion regardless of its shape. ","primary_source":"Grand Bazaar","trait_group":["Equipment","Tradition","School","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=1327","name":"Waverider Barding","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1327"},{"skill_mod":{},"summary":"Toy balls come in a variety of shapes, sizes, and compositions, such as with squishy fabric, bouncy rubber, or lightweight wicker, or forms like …","primary_source":"Grand Bazaar","hands":"1","primary_source_category":"Lost Omens","level":0,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1328","weakness":{},"price":3,"name":"Ball","id":"equipment-1328","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Ball Source Grand Bazaar pg. 58 Price 3 cp Hands 1 Usage held in 1 hand Bulk L --- Toy balls come in a variety of shapes, sizes, and compositions, such as with squishy fabric, bouncy rubber, or lightweight wicker, or forms like bean-filled sacks and hard-hide balls.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1328"},{"skill_mod":{},"summary":"Similar to a spool of string, a bandalore consists of two wooden disks connected to a central axle wound with string. By holding the end of the …","primary_source":"Grand Bazaar","hands":"1","primary_source_category":"Lost Omens","level":0,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1329","weakness":{},"price":5,"name":"Bandalore","id":"equipment-1329","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Bandalore Source Grand Bazaar pg. 58 Price 5 cp Hands 1 Usage held in 1 hand --- Similar to a spool of string, a bandalore consists of two wooden disks connected to a central axle wound with string. By holding the end of the string and releasing the bandalore, a skilled user can move the bandalore up and down, performing a variety of tricks.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1329"},{"skill_mod":{},"summary":"These wooden blocks can be stacked to build flimsy structures. A standard set comes in a small sack with 12 blocks.","primary_source":"Grand Bazaar","hands":"2","primary_source_category":"Lost Omens","level":0,"usage":"held in 2 hands","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1330","weakness":{},"price":10,"name":"Blocks","id":"equipment-1330","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Blocks Source Grand Bazaar pg. 58 Price 1 sp Hands 2 Usage held in 2 hands Bulk L --- These wooden blocks can be stacked to build flimsy structures. A standard set comes in a small sack with 12 blocks.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1330"},{"skill_mod":{},"summary":"This malleable, oil-based clay can be shaped by hand and is available in a variety of colors. A single unit has 4 ounces of clay.","primary_source":"Grand Bazaar","hands":"2","primary_source_category":"Lost Omens","level":0,"usage":"held in 2 hands","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1331","weakness":{},"price":1,"name":"Clay","id":"equipment-1331","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Clay Source Grand Bazaar pg. 58 Price 1 cp Hands 2 Usage held in 2 hands --- This malleable, oil-based clay can be shaped by hand and is available in a variety of colors. A single unit has 4 ounces of clay.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1331"},{"skill_mod":{},"summary":"Dolls are found throughout Golarion in a wide variety of forms. Among the most common are miniature painted figurines, plush animals crafted from fur …","item_child_id":["equipment-1332-1223","equipment-1332-1225"],"primary_source":"Grand Bazaar","hands":"1","primary_source_category":"Lost Omens","level":0,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1332","weakness":{},"skill":["Stealth"],"name":"Doll","id":"equipment-1332","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Doll Source Grand Bazaar pg. 58 Hands 1 Usage held in 1 hand Bulk L --- Dolls are found throughout Golarion in a wide variety of forms. Among the most common are miniature painted figurines, plush animals crafted from fur and stuffed with cotton, porcelain dolls with fine clothing and silky hair, fabric hand puppets, and elaborate marionettes. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Doll Source Grand Bazaar pg. 58 Price 1 sp Bulk L --- This price is for an average doll of any type. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Exquisite Surprise Doll Source Grand Bazaar pg. 58 Price 10 gp Bulk L --- Hiding an object inside this beautifully crafted surprise doll grants you a +1 item bonus on Stealth checks made to Conceal an Item, as the compartment is particularly well-hidden and weighted to ensure the doll doesn't feel off-balance with an item inside.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1332"},{"skill_mod":{},"summary":"This price is for an average doll of any type.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1332","item_parent_id":"equipment-1332","weakness":{},"price":10,"name":"Doll","id":"equipment-1332-1223","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Doll Source Grand Bazaar pg. 58 Hands 1 Usage held in 1 hand Bulk L --- Dolls are found throughout Golarion in a wide variety of forms. Among the most common are miniature painted figurines, plush animals crafted from fur and stuffed with cotton, porcelain dolls with fine clothing and silky hair, fabric hand puppets, and elaborate marionettes. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Doll Source Grand Bazaar pg. 58 Price 1 sp Bulk L --- This price is for an average doll of any type. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Exquisite Surprise Doll Source Grand Bazaar pg. 58 Price 10 gp Bulk L --- Hiding an object inside this beautifully crafted surprise doll grants you a +1 item bonus on Stealth checks made to Conceal an Item, as the compartment is particularly well-hidden and weighted to ensure the doll doesn't feel off-balance with an item inside.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1332-1223"},{"skill_mod":{},"summary":"Hiding an object inside this beautifully crafted surprise doll grants you a +1 item bonus on Stealth checks made to Conceal an Item , as the …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":2,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1332","item_parent_id":"equipment-1332","weakness":{},"price":1000,"skill":["Stealth"],"name":"Exquisite Surprise Doll","id":"equipment-1332-1225","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Doll Source Grand Bazaar pg. 58 Hands 1 Usage held in 1 hand Bulk L --- Dolls are found throughout Golarion in a wide variety of forms. Among the most common are miniature painted figurines, plush animals crafted from fur and stuffed with cotton, porcelain dolls with fine clothing and silky hair, fabric hand puppets, and elaborate marionettes. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Doll Source Grand Bazaar pg. 58 Price 1 sp Bulk L --- This price is for an average doll of any type. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Exquisite Surprise Doll Source Grand Bazaar pg. 58 Price 10 gp Bulk L --- Hiding an object inside this beautifully crafted surprise doll grants you a +1 item bonus on Stealth checks made to Conceal an Item, as the compartment is particularly well-hidden and weighted to ensure the doll doesn't feel off-balance with an item inside.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1332-1225"},{"skill_mod":{},"summary":"A nigh-infinite assortment of games exist in Golarion. Simple games, including dice, a deck of cards, or dominoes, cost 5 sp. Board games vary in …","item_child_id":["equipment-1333-1226","equipment-1333-1227"],"primary_source":"Grand Bazaar","hands":"2","primary_source_category":"Lost Omens","level":0,"usage":"held in 2 hands","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1333","weakness":{},"skill":["Lore"],"name":"Games","id":"equipment-1333","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Games Source Grand Bazaar pg. 58 Hands 2 Usage held in 2 hands Bulk L --- A nigh-infinite assortment of games exist in Golarion. Simple games, including dice, a deck of cards, or dominoes, cost 5 sp. Board games vary in cost from 1 gp for dexterity games like Bungle, 3 gp for colorful children's games like Cauldron Quest, and 5 gp for complex strategy games like Kingmaker and Abendego Raiders. Lavish game sets can cost much more than these prices, as they are made of expensive components and are intricately crafted works of art unto themselves. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Games Source Grand Bazaar pg. 58 Price 5 sp (-5 gp, see text) Bulk L <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Loaded Dice Source Grand Bazaar pg. 58 Price 5 gp Bulk L --- These dice are weighted on one side to ensure they always land with the desired number facing up. Loaded dice grant you a +1 item bonus to Games Lore checks to gamble with the dice. You can determine a die is loaded while handling it with a successful secret DC 20 Perception check. Determining dice are loaded without handling the dice is more difficult, especially since smart cheaters switch loaded dice in and out so they don't suspiciously roll the same number over and over. In this case, an observer must succeed at a secret Perception check against the roller's Games Lore or Thievery DC to notice the switches or the patterns.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1333"},{"skill_mod":{},"summary":"A nigh-infinite assortment of games exist in Golarion. Simple games, including dice, a deck of cards, or dominoes, cost 5 sp. Board games vary in …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"usage":"held in 2 hands","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1333","item_parent_id":"equipment-1333","weakness":{},"price":50,"name":"Games","id":"equipment-1333-1226","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Games Source Grand Bazaar pg. 58 Hands 2 Usage held in 2 hands Bulk L --- A nigh-infinite assortment of games exist in Golarion. Simple games, including dice, a deck of cards, or dominoes, cost 5 sp. Board games vary in cost from 1 gp for dexterity games like Bungle, 3 gp for colorful children's games like Cauldron Quest, and 5 gp for complex strategy games like Kingmaker and Abendego Raiders. Lavish game sets can cost much more than these prices, as they are made of expensive components and are intricately crafted works of art unto themselves. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Games Source Grand Bazaar pg. 58 Price 5 sp (-5 gp, see text) Bulk L <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Loaded Dice Source Grand Bazaar pg. 58 Price 5 gp Bulk L --- These dice are weighted on one side to ensure they always land with the desired number facing up. Loaded dice grant you a +1 item bonus to Games Lore checks to gamble with the dice. You can determine a die is loaded while handling it with a successful secret DC 20 Perception check. Determining dice are loaded without handling the dice is more difficult, especially since smart cheaters switch loaded dice in and out so they don't suspiciously roll the same number over and over. In this case, an observer must succeed at a secret Perception check against the roller's Games Lore or Thievery DC to notice the switches or the patterns.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1333-1226"},{"skill_mod":{},"summary":"These dice are weighted on one side to ensure they always land with the desired number facing up. Loaded dice grant you a +1 item bonus to Games …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":1,"usage":"held in 2 hands","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1333","item_parent_id":"equipment-1333","weakness":{},"price":500,"skill":["Lore"],"name":"Loaded Dice","id":"equipment-1333-1227","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Games Source Grand Bazaar pg. 58 Hands 2 Usage held in 2 hands Bulk L --- A nigh-infinite assortment of games exist in Golarion. Simple games, including dice, a deck of cards, or dominoes, cost 5 sp. Board games vary in cost from 1 gp for dexterity games like Bungle, 3 gp for colorful children's games like Cauldron Quest, and 5 gp for complex strategy games like Kingmaker and Abendego Raiders. Lavish game sets can cost much more than these prices, as they are made of expensive components and are intricately crafted works of art unto themselves. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Games Source Grand Bazaar pg. 58 Price 5 sp (-5 gp, see text) Bulk L <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Loaded Dice Source Grand Bazaar pg. 58 Price 5 gp Bulk L --- These dice are weighted on one side to ensure they always land with the desired number facing up. Loaded dice grant you a +1 item bonus to Games Lore checks to gamble with the dice. You can determine a die is loaded while handling it with a successful secret DC 20 Perception check. Determining dice are loaded without handling the dice is more difficult, especially since smart cheaters switch loaded dice in and out so they don't suspiciously roll the same number over and over. In this case, an observer must succeed at a secret Perception check against the roller's Games Lore or Thievery DC to notice the switches or the patterns.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1333-1227"},{"skill_mod":{},"summary":"This colorful canvas kite is controlled by twine and flies when it catches the wind.","primary_source":"Grand Bazaar","hands":"1","primary_source_category":"Lost Omens","level":0,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1334","weakness":{},"price":4,"name":"Kite","id":"equipment-1334","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Kite Source Grand Bazaar pg. 58 Price 4 cp Hands 1 Usage held in 1 hand --- This colorful canvas kite is controlled by twine and flies when it catches the wind.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1334"},{"skill_mod":{},"summary":"This collection of small magnets and metal rods comes in a wooden box. The magnets are strong enough to firmly cling to metal objects but too weak to …","primary_source":"Grand Bazaar","hands":"2","primary_source_category":"Lost Omens","level":1,"usage":"held in 2 hands","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1335","weakness":{},"price":200,"name":"Magnetic Construction Set","id":"equipment-1335","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Magnetic Construction Set Source Grand Bazaar pg. 58 Price 2 gp Hands 2 Usage held in 2 hands Bulk L --- This collection of small magnets and metal rods comes in a wooden box. The magnets are strong enough to firmly cling to metal objects but too weak to move or suspend them. The metal rods are a quarter of an inch in diameter and vary in length from 3 to 6 inches. If connected with the magnets, these rods can be used to build flimsy shapes and structures, which collapse if external weight or pressure is applied.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1335"},{"skill_mod":{},"summary":"These tiny round balls are made of polished stone and colorful glass, and come in a bag of 200. You can pour marbles in an empty square adjacent to …","primary_source":"Grand Bazaar","hands":"1","primary_source_category":"Lost Omens","level":0,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1336","weakness":{},"price":20,"name":"Marbles","id":"equipment-1336","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Marbles Source Grand Bazaar pg. 58 Price 2 sp Hands 1 Usage held in 1 hand Bulk L --- These tiny round balls are made of polished stone and colorful glass, and come in a bag of 200. You can pour marbles in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 13 Acrobatics check or Reflex save (its choice) or fall prone. Once a creature enters a space with marbles, enough marbles are scattered that other creatures moving into that space don't need to attempt a roll to avoid falling. ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1336"},{"skill_mod":{},"summary":"This set of painting supplies includes paints, brushes, jars, a palette, a set of small canvases, and a miniature easel. You can refill your paint …","primary_source":"Grand Bazaar","hands":"2","primary_source_category":"Lost Omens","level":0,"usage":"held in 2 hands","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1337","weakness":{},"price":100,"name":"Paint Set","id":"equipment-1337","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Paint Set Source Grand Bazaar pg. 59 Price 1 gp Hands 2 Usage held in 2 hands Bulk L --- This set of painting supplies includes paints, brushes, jars, a palette, a set of small canvases, and a miniature easel. You can refill your paint set with extra paints and canvas for 1 sp.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1337"},{"skill_mod":{},"summary":"This paper and wood pinwheel spins when blown upon by a person or the wind.","primary_source":"Grand Bazaar","hands":"1","primary_source_category":"Lost Omens","level":0,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1338","weakness":{},"price":1,"name":"Pinwheel","id":"equipment-1338","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Pinwheel Source Grand Bazaar pg. 59 Price 1 cp Hands 1 Usage held in 1 hand --- This paper and wood pinwheel spins when blown upon by a person or the wind.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1338"},{"hands":"1","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":100,"trait":["Alchemical","Consumable","Sonic","Uncommon"],"id":"equipment-1339","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Popdust Source Grand Bazaar pg. 59 Price 1 gp Hands 1 Usage held in 1 hand Bulk L Activate Single Action Interact --- You can sprinkle popdust in an empty square adjacent to you. The first creature that applies pressure to the popdust, such as by moving into that square, causes it to emit a series of thunderous cracks.\n","skill_mod":{},"summary":"You can sprinkle popdust in an empty square adjacent to you. The first creature that applies pressure to the popdust, such as by moving into that …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Energy","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1339","name":"Popdust","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1339"},{"skill_mod":{},"summary":"A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires …","item_child_id":["equipment-1340-1228","equipment-1340-1229","equipment-1340-1230","equipment-1340-1231"],"primary_source":"Grand Bazaar","hands":"1","primary_source_category":"Lost Omens","level":0,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1340","weakness":{},"name":"Puzzle Box","id":"equipment-1340","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Puzzle Box Source Grand Bazaar pg. 59 Hands 1 Usage held in 1 hand Bulk L --- A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires three successful Games Lore or Thievery checks to Open a Lock, though puzzle boxes come in countless configurations and themes, and the GM can determine which skills are appropriate. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Puzzle Box (Simple) Source Grand Bazaar pg. 59 Price 2 sp Bulk L --- The DC to solve this puzzle box is 15. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Puzzle Box (Complex) Source Grand Bazaar pg. 59 Price 2 gp Bulk L --- The DC to solve this puzzle box is 20. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Puzzle Box (Challenging) Source Grand Bazaar pg. 59 Price 10 gp Bulk L --- The DC to solve this puzzle box is 25. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Puzzle Box (Hollow) Source Grand Bazaar pg. 59 Bulk L --- A hollow puzzle box is designed to have an empty compartment in its center, allowing you to hide an object inside of the box. Only someone that solves the puzzle box can access the item within. A hollow puzzle box can hold an item of negligible Bulk no larger than 1 inch in diameter. Any puzzle box can be made into a hollow puzzle box. Doing so doubles the puzzle box's price.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1340"},{"skill_mod":{},"summary":"The DC to solve this puzzle box is 15.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1340","item_parent_id":"equipment-1340","weakness":{},"price":20,"name":"Puzzle Box (Simple)","id":"equipment-1340-1228","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Puzzle Box Source Grand Bazaar pg. 59 Hands 1 Usage held in 1 hand Bulk L --- A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires three successful Games Lore or Thievery checks to Open a Lock, though puzzle boxes come in countless configurations and themes, and the GM can determine which skills are appropriate. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Puzzle Box (Simple) Source Grand Bazaar pg. 59 Price 2 sp Bulk L --- The DC to solve this puzzle box is 15. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Puzzle Box (Complex) Source Grand Bazaar pg. 59 Price 2 gp Bulk L --- The DC to solve this puzzle box is 20. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Puzzle Box (Challenging) Source Grand Bazaar pg. 59 Price 10 gp Bulk L --- The DC to solve this puzzle box is 25. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Puzzle Box (Hollow) Source Grand Bazaar pg. 59 Bulk L --- A hollow puzzle box is designed to have an empty compartment in its center, allowing you to hide an object inside of the box. Only someone that solves the puzzle box can access the item within. A hollow puzzle box can hold an item of negligible Bulk no larger than 1 inch in diameter. Any puzzle box can be made into a hollow puzzle box. Doing so doubles the puzzle box's price.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1340-1228"},{"skill_mod":{},"summary":"The DC to solve this puzzle box is 20.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":1,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1340","item_parent_id":"equipment-1340","weakness":{},"price":200,"name":"Puzzle Box (Complex)","id":"equipment-1340-1229","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Puzzle Box Source Grand Bazaar pg. 59 Hands 1 Usage held in 1 hand Bulk L --- A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires three successful Games Lore or Thievery checks to Open a Lock, though puzzle boxes come in countless configurations and themes, and the GM can determine which skills are appropriate. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Puzzle Box (Simple) Source Grand Bazaar pg. 59 Price 2 sp Bulk L --- The DC to solve this puzzle box is 15. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Puzzle Box (Complex) Source Grand Bazaar pg. 59 Price 2 gp Bulk L --- The DC to solve this puzzle box is 20. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Puzzle Box (Challenging) Source Grand Bazaar pg. 59 Price 10 gp Bulk L --- The DC to solve this puzzle box is 25. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Puzzle Box (Hollow) Source Grand Bazaar pg. 59 Bulk L --- A hollow puzzle box is designed to have an empty compartment in its center, allowing you to hide an object inside of the box. Only someone that solves the puzzle box can access the item within. A hollow puzzle box can hold an item of negligible Bulk no larger than 1 inch in diameter. Any puzzle box can be made into a hollow puzzle box. Doing so doubles the puzzle box's price.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1340-1229"},{"skill_mod":{},"summary":"The DC to solve this puzzle box is 25.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":3,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1340","item_parent_id":"equipment-1340","weakness":{},"price":1000,"name":"Puzzle Box (Challenging)","id":"equipment-1340-1230","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Puzzle Box Source Grand Bazaar pg. 59 Hands 1 Usage held in 1 hand Bulk L --- A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires three successful Games Lore or Thievery checks to Open a Lock, though puzzle boxes come in countless configurations and themes, and the GM can determine which skills are appropriate. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Puzzle Box (Simple) Source Grand Bazaar pg. 59 Price 2 sp Bulk L --- The DC to solve this puzzle box is 15. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Puzzle Box (Complex) Source Grand Bazaar pg. 59 Price 2 gp Bulk L --- The DC to solve this puzzle box is 20. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Puzzle Box (Challenging) Source Grand Bazaar pg. 59 Price 10 gp Bulk L --- The DC to solve this puzzle box is 25. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Puzzle Box (Hollow) Source Grand Bazaar pg. 59 Bulk L --- A hollow puzzle box is designed to have an empty compartment in its center, allowing you to hide an object inside of the box. Only someone that solves the puzzle box can access the item within. A hollow puzzle box can hold an item of negligible Bulk no larger than 1 inch in diameter. Any puzzle box can be made into a hollow puzzle box. Doing so doubles the puzzle box's price.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1340-1230"},{"skill_mod":{},"summary":"A hollow puzzle box is designed to have an empty compartment in its center, allowing you to hide an object inside of the box. Only someone that …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1340","item_parent_id":"equipment-1340","weakness":{},"name":"Puzzle Box (Hollow)","id":"equipment-1340-1231","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Puzzle Box Source Grand Bazaar pg. 59 Hands 1 Usage held in 1 hand Bulk L --- A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires three successful Games Lore or Thievery checks to Open a Lock, though puzzle boxes come in countless configurations and themes, and the GM can determine which skills are appropriate. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Puzzle Box (Simple) Source Grand Bazaar pg. 59 Price 2 sp Bulk L --- The DC to solve this puzzle box is 15. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Puzzle Box (Complex) Source Grand Bazaar pg. 59 Price 2 gp Bulk L --- The DC to solve this puzzle box is 20. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Puzzle Box (Challenging) Source Grand Bazaar pg. 59 Price 10 gp Bulk L --- The DC to solve this puzzle box is 25. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Puzzle Box (Hollow) Source Grand Bazaar pg. 59 Bulk L --- A hollow puzzle box is designed to have an empty compartment in its center, allowing you to hide an object inside of the box. Only someone that solves the puzzle box can access the item within. A hollow puzzle box can hold an item of negligible Bulk no larger than 1 inch in diameter. Any puzzle box can be made into a hollow puzzle box. Doing so doubles the puzzle box's price.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1340-1231"},{"hands":"2","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":700,"trait":["Alchemical","Consumable","Inhaled","Uncommon"],"id":"equipment-1341","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Sneezing Powder Source Grand Bazaar pg. 59 Price 7 gp Hands 2 Usage held in 2 hands Bulk L Activate Single Action Interact --- You can toss sneezing powder at an adjacent creature as an Interact action. The target must attempt a DC 15 Fortitude save to avoid sneezing. On a failed save, the creature sneezes uncontrollably, becoming slowed 1 for 1 round. On a critical failure, the creature is instead slowed 1 for 3 rounds.\n","skill_mod":{},"summary":"You can toss sneezing powder at an adjacent creature as an Interact action. The target must attempt a DC 15 Fortitude save to avoid sneezing. On a …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Poison","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1341","name":"Sneezing Powder","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1341"},{"skill_mod":{},"summary":"A miniature toy carriage is carved from wood and has fully functioning wheels. It can vary in size from 2 to 8 inches long, too small for even Tiny …","item_child_id":["equipment-1342-1232","equipment-1342-1233"],"primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1342","weakness":{},"name":"Toy Carriage","id":"equipment-1342","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Toy Carriage Source Grand Bazaar pg. 59 --- A miniature toy carriage is carved from wood and has fully functioning wheels. It can vary in size from 2 to 8 inches long, too small for even Tiny creatures to ride. If pushed or propelled, obstacles and terrain might slow, stop, tip, or divert the carriage's course. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Toy Carriage Source Grand Bazaar pg. 59 Price 5 sp Hands 1 Usage held in 1 hand --- If pushed and released as an Interact action, a toy carriage rolls along the ground up to 20 feet. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Toy Carriage (Windup) Source Grand Bazaar pg. 59 Price 5 gp Hands 2 Usage held in 2 hands --- A tiny crank protrudes from the side of this carriage. If the crank is wound and the carriage is released on the ground, the carriage propels in a straight line at a Speed of 10 feet. Each Interact action spent winding the crank propels the carriage for 1 round. A windup toy carriage can be wound for a maximum of 9 actions total, at which point it's too tight to wind further.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1342"},{"skill_mod":{},"summary":"If pushed and released as an Interact action, a toy carriage rolls along the ground up to 20 feet.","primary_source":"Grand Bazaar","hands":"1","primary_source_category":"Lost Omens","level":0,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1342","item_parent_id":"equipment-1342","weakness":{},"price":50,"name":"Toy Carriage","id":"equipment-1342-1232","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Toy Carriage Source Grand Bazaar pg. 59 --- A miniature toy carriage is carved from wood and has fully functioning wheels. It can vary in size from 2 to 8 inches long, too small for even Tiny creatures to ride. If pushed or propelled, obstacles and terrain might slow, stop, tip, or divert the carriage's course. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Toy Carriage Source Grand Bazaar pg. 59 Price 5 sp Hands 1 Usage held in 1 hand --- If pushed and released as an Interact action, a toy carriage rolls along the ground up to 20 feet. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Toy Carriage (Windup) Source Grand Bazaar pg. 59 Price 5 gp Hands 2 Usage held in 2 hands --- A tiny crank protrudes from the side of this carriage. If the crank is wound and the carriage is released on the ground, the carriage propels in a straight line at a Speed of 10 feet. Each Interact action spent winding the crank propels the carriage for 1 round. A windup toy carriage can be wound for a maximum of 9 actions total, at which point it's too tight to wind further.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1342-1232"},{"skill_mod":{},"summary":"A tiny crank protrudes from the side of this carriage. If the crank is wound and the carriage is released on the ground, the carriage propels in a …","primary_source":"Grand Bazaar","hands":"2","primary_source_category":"Lost Omens","level":2,"usage":"held in 2 hands","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1342","item_parent_id":"equipment-1342","weakness":{},"price":500,"name":"Toy Carriage (Windup)","id":"equipment-1342-1233","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Toy Carriage Source Grand Bazaar pg. 59 --- A miniature toy carriage is carved from wood and has fully functioning wheels. It can vary in size from 2 to 8 inches long, too small for even Tiny creatures to ride. If pushed or propelled, obstacles and terrain might slow, stop, tip, or divert the carriage's course. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Toy Carriage Source Grand Bazaar pg. 59 Price 5 sp Hands 1 Usage held in 1 hand --- If pushed and released as an Interact action, a toy carriage rolls along the ground up to 20 feet. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Toy Carriage (Windup) Source Grand Bazaar pg. 59 Price 5 gp Hands 2 Usage held in 2 hands --- A tiny crank protrudes from the side of this carriage. If the crank is wound and the carriage is released on the ground, the carriage propels in a straight line at a Speed of 10 feet. Each Interact action spent winding the crank propels the carriage for 1 round. A windup toy carriage can be wound for a maximum of 9 actions total, at which point it's too tight to wind further.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1342-1233"},{"remaster_name":["Cane"],"skill_mod":{},"summary":"A basic cane is a straight cane with a curved handle, shaped like the tip of a hook. Its simple design helps with balance and only slightly assists …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"usage":"held in 1 hand","source_category":["Lost Omens"],"item_subcategory":"Canes & Crutches","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1343","weakness":{},"price":50,"name":"Basic Cane","id":"equipment-1343","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Basic Cane Source Grand Bazaar pg. 67 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 5 sp Usage held in 1 hand Bulk L --- A basic cane is a straight cane with a curved handle, shaped like the tip of a hook. Its simple design helps with balance and only slightly assists with taking weight off the affected opposite leg. The cane is typically 2 to 3 feet long but can be lengthened or shortened as needed.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1343"},{"remaster_name":["Crutch"],"skill_mod":{},"summary":"Crutches come as singles or a pair depending on how much support you need while walking. A crutch fits under your armpit, and you use your hand and …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"usage":"held in 1 hand","source_category":["Lost Omens"],"item_subcategory":"Canes & Crutches","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1344","weakness":{},"price":50,"name":"Basic Crutch","id":"equipment-1344","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Basic Crutch Source Grand Bazaar pg. 67 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 5 sp Usage held in 1 hand Bulk L --- Crutches come as singles or a pair depending on how much support you need while walking. A crutch fits under your armpit, and you use your hand and the swing of your arm to move with them.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1344"},{"skill_mod":{},"summary":"A griffon cane is named for the shape of its base, which features four small pronged supports splayed out in a manner similar to a griffon's talons. …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"usage":"held in 1 hand","source_category":["Lost Omens"],"item_subcategory":"Canes & Crutches","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1345","weakness":{},"price":100,"name":"Griffon Cane","id":"equipment-1345","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Griffon Cane Source Grand Bazaar pg. 67 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 1 gp Usage held in 1 hand Bulk L --- A griffon cane is named for the shape of its base, which features four small pronged supports splayed out in a manner similar to a griffon's talons. A griffon cane's splayed foot enables it to stand upright by itself. A griffon cane deals 1d6 bludgeoning damage, has the backswing and two-hand d10 traits, and is a martial melee weapon in the club weapon group.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1345"},{"skill_mod":{},"summary":"Your cane indicates that you have low vision or are blind. By holding this cane in front of you, you indicate to those around that you're partially …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"usage":"held in 1 hand","source_category":["Lost Omens"],"item_subcategory":"Canes & Crutches","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1346","weakness":{},"price":50,"name":"Probing Cane","id":"equipment-1346","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Probing Cane Source Grand Bazaar pg. 67 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 5 sp Usage held in 1 hand Bulk L --- Your cane indicates that you have low vision or are blind. By holding this cane in front of you, you indicate to those around that you're partially sighted, which is particularly useful in urban or busy places to let others know to give you enough space. The cane is typically several feet long, generally reaching the user's chin, but can be lengthened or shortened as needed. Probing canes are made from reinforced wood with the same strengthening process and treatment as a longbow, creating a cane that is both high quality and durable enough for an adventuring owner to use as a weapon. A probing cane deals 1d6 bludgeoning damage, has the finesse and sweep traits, and is a martial melee weapon in the club weapon group.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1346"},{"remaster_name":["Hearing Aid"],"skill_mod":{},"summary":"A basic hearing aid rests on the ear and is made from carved wood, shaped metal, or even small clockwork pieces. The shape of the device aids those …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"usage":"worn","source_category":["Lost Omens"],"item_subcategory":"Hearing Aids","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1347","weakness":{},"price":50,"name":"Basic Hearing Aid","id":"equipment-1347","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Basic Hearing Aid Source Grand Bazaar pg. 67 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 5 sp Usage worn --- A basic hearing aid rests on the ear and is made from carved wood, shaped metal, or even small clockwork pieces. The shape of the device aids those that are hard of hearing, and you can wear one or two depending on your hearing loss. You can attach or remove your hearing aids as an Interact action.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1347"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"divination","price":500,"trait":["Divination","Magical"],"id":"equipment-1348","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Magical Hearing Aid Source Grand Bazaar pg. 68 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 5 gp Usage worn --- These curved hearing aids hook over the top and sit behind your ear, with a receiver that fits into the ear opening. The external part of the device detects sound waves and, using divination magic, transfers them down the receiver and into your ear. You can wear one or two depending on your hearing loss, and you can turn your hearing aids on or off using an Interact action.\n","skill_mod":{},"summary":"These curved hearing aids hook over the top and sit behind your ear, with a receiver that fits into the ear opening. The external part of the device …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Hearing Aids","resistance":{},"url":"/Equipment.aspx?ID=1348","name":"Magical Hearing Aid","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1348"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"divination","price":5000,"trait":["Divination","Magical"],"id":"equipment-1349","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Enhanced Hearing Aid Source Grand Bazaar pg. 68 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 50 gp Usage worn Bulk L --- These hearing aids work like magical hearing aids , but they're designed with a more potent and focused magic. Activate Free Action envision; Frequency once per day; Requirements Your hearing aids are currently on; Effect You mentally increase the input of your hearing aids. You gain a +1 item bonus to all hearing-based Perception checks for 10 minutes.\n","skill_mod":{},"summary":"These hearing aids work like magical hearing aids , but they're designed with a more potent and focused magic. ","primary_source":"Grand Bazaar","trait_group":["School","Mechanics"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Hearing Aids","resistance":{},"url":"/Equipment.aspx?ID=1349","name":"Enhanced Hearing Aid","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1349"},{"skill_mod":{},"summary":"Splints can be applied to the following joints: finger, hand, wrist, elbow, knee, and shin. They are strapped to the desired area but are more rigid …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"usage":"worn","source_category":["Lost Omens"],"item_subcategory":"Joint Supports and Splints","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1350","weakness":{},"price":50,"name":"Splint","id":"equipment-1350","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Splint Source Grand Bazaar pg. 69 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 5 sp Usage worn --- Splints can be applied to the following joints: finger, hand, wrist, elbow, knee, and shin. They are strapped to the desired area but are more rigid in structure than supports and braces, with metal or wooden bars pulled firmly against the bone structure to provide constant support (ring splints only attach to a single digit). They are a little less flexible, but you still have full use of your limbs and fingers when using one. You still have full mobility of the limb when not wearing it, but the limb becomes painful and feels less secure without the extra support it normally has, which might present physical symptoms.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1350"},{"skill_mod":{},"summary":"Supports, also commonly known as braces, can be applied to any of the following major joints: wrist, elbow, knee, and ankle. They typically strap …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"usage":"worn","source_category":["Lost Omens"],"item_subcategory":"Joint Supports and Splints","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1351","weakness":{},"price":50,"name":"Support","id":"equipment-1351","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Support Source Grand Bazaar pg. 69 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 5 sp Usage worn --- Supports, also commonly known as braces, can be applied to any of the following major joints: wrist, elbow, knee, and ankle. They typically strap around the desired area and provide not only support but warmth that soothes aches and pains. You can still use your limb or joint even if you're not wearing your support, but you might feel aches and pains that are worse than usual and may manifest into physical symptoms.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1351"},{"remaster_name":["Prosthesis"],"skill_mod":{},"summary":"A basic prosthesis replaces a missing or damaged body part. Typical prostheses include artificial feet, eyes, hands, and limbs, though a basic …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"usage":"worn","source_category":["Lost Omens"],"item_subcategory":"Prostheses","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1352","weakness":{},"price":50,"name":"Basic Prosthesis","id":"equipment-1352","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Basic Prosthesis Source Grand Bazaar pg. 69 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 5 sp Usage worn --- A basic prosthesis replaces a missing or damaged body part. Typical prostheses include artificial feet, eyes, hands, and limbs, though a basic prosthesis can be designed as a replacement for any body part. A prosthesis has a number of belts or cuffs that keep it attached to your body. You can attach or remove a prosthesis as an Interact action.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1352"},{"item_child_id":["equipment-1353-1234","equipment-1353-1235"],"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"divination","trait":["Divination","Magical"],"id":"equipment-1353","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Reading Ring Source Grand Bazaar pg. 69 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Usage worn --- Reading rings are small magic items that can be crafted into any design the wearer pleases and worn on any finger. They're made using a variety of materials, such as metal or wood, and are imbued with minor divination magic. These rings assist blind and low-vision wearers in reading books, tomes, and other such forms of writing, needing only to run the finger or hand wearing the ring over the pages to hear what's written on the page in their mind. If the user is deafblind, the ring will instead translate the writing into tactile sign or another method for the user to glean the writing's meaning. A reading ring is personalized to its user and capable of reading only languages in which the user is fluent. Each ring is unique and can't be used by anyone other than its specific bonded user. A reading ring is bonded to its user in a process that taps into the user's inner potential, similar to an invested item, except the process takes 10 minutes, is permanent, and doesn't count toward your number of invested items. You can wear the ring in various ways, often either on a finger or a chain worn about your person if you can't have it on a digit. You can use the reading ring to read text by taking an Interact action, and you read with the ring at roughly the same rate as a visual reader. There is no limit to how often you can use the ring to read in this manner. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Reading Ring Source Grand Bazaar pg. 69 Price 15 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Reading Ring (Greater) Source Grand Bazaar pg. 69 Price 1,800 gp --- A greater reading ring has the same function as the standard ring, except it can read any written language and enable the wearer to comprehend what it reads.","skill_mod":{},"summary":" Reading rings are small magic items that can be crafted into any design the wearer pleases and worn on any finger. They're made using a variety of …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics"],"level":1,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1353","name":"Reading Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1353"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","speed":{},"item_parent_id":"equipment-1353","weakness":{},"school":"divination","price":1500,"trait":["Divination","Magical"],"id":"equipment-1353-1234","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Reading Ring Source Grand Bazaar pg. 69 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Usage worn --- Reading rings are small magic items that can be crafted into any design the wearer pleases and worn on any finger. They're made using a variety of materials, such as metal or wood, and are imbued with minor divination magic. These rings assist blind and low-vision wearers in reading books, tomes, and other such forms of writing, needing only to run the finger or hand wearing the ring over the pages to hear what's written on the page in their mind. If the user is deafblind, the ring will instead translate the writing into tactile sign or another method for the user to glean the writing's meaning. A reading ring is personalized to its user and capable of reading only languages in which the user is fluent. Each ring is unique and can't be used by anyone other than its specific bonded user. A reading ring is bonded to its user in a process that taps into the user's inner potential, similar to an invested item, except the process takes 10 minutes, is permanent, and doesn't count toward your number of invested items. You can wear the ring in various ways, often either on a finger or a chain worn about your person if you can't have it on a digit. You can use the reading ring to read text by taking an Interact action, and you read with the ring at roughly the same rate as a visual reader. There is no limit to how often you can use the ring to read in this manner. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Reading Ring Source Grand Bazaar pg. 69 Price 15 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Reading Ring (Greater) Source Grand Bazaar pg. 69 Price 1,800 gp --- A greater reading ring has the same function as the standard ring, except it can read any written language and enable the wearer to comprehend what it reads.","skill_mod":{},"summary":"Reading rings are small magic items that can be crafted into any design the wearer pleases and worn on any finger. They're made using a variety of …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics"],"level":1,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1353","name":"Reading Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1353-1234"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","speed":{},"item_parent_id":"equipment-1353","weakness":{},"school":"divination","price":180000,"trait":["Divination","Magical"],"id":"equipment-1353-1235","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Reading Ring Source Grand Bazaar pg. 69 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Usage worn --- Reading rings are small magic items that can be crafted into any design the wearer pleases and worn on any finger. They're made using a variety of materials, such as metal or wood, and are imbued with minor divination magic. These rings assist blind and low-vision wearers in reading books, tomes, and other such forms of writing, needing only to run the finger or hand wearing the ring over the pages to hear what's written on the page in their mind. If the user is deafblind, the ring will instead translate the writing into tactile sign or another method for the user to glean the writing's meaning. A reading ring is personalized to its user and capable of reading only languages in which the user is fluent. Each ring is unique and can't be used by anyone other than its specific bonded user. A reading ring is bonded to its user in a process that taps into the user's inner potential, similar to an invested item, except the process takes 10 minutes, is permanent, and doesn't count toward your number of invested items. You can wear the ring in various ways, often either on a finger or a chain worn about your person if you can't have it on a digit. You can use the reading ring to read text by taking an Interact action, and you read with the ring at roughly the same rate as a visual reader. There is no limit to how often you can use the ring to read in this manner. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Reading Ring Source Grand Bazaar pg. 69 Price 15 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Reading Ring (Greater) Source Grand Bazaar pg. 69 Price 1,800 gp --- A greater reading ring has the same function as the standard ring, except it can read any written language and enable the wearer to comprehend what it reads.","skill_mod":{},"summary":"A greater reading ring has the same function as the standard ring, except it can read any written language and enable the wearer to comprehend what …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics"],"level":12,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1353","name":"Reading Ring (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1353-1235"},{"remaster_name":["Corrective Lenses"],"skill_mod":{},"summary":"A set of corrective lenses might take the form of eyeglasses or specialized goggles. You can don or remove your corrective lenses as an Interact …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"usage":"worn","source_category":["Lost Omens"],"item_subcategory":"Vision Assistance","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1354","weakness":{},"price":50,"name":"Basic Corrective Lenses","id":"equipment-1354","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Basic Corrective Lenses Source Grand Bazaar pg. 70 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 5 sp Usage worn --- A set of corrective lenses might take the form of eyeglasses or specialized goggles. You can don or remove your corrective lenses as an Interact action.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1354"},{"remaster_name":["Wheelchair"],"skill_mod":{},"summary":"This common wheelchair is ideal for everyday use but isn't designed for strenuous activity. Basic chairs are most common among non-adventurers.\r\n","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens","Rulebooks"],"item_subcategory":"Mobility Devices","source":["Grand Bazaar","Guns & Gears"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1355","weakness":{},"price":50,"name":"Basic Chair","id":"equipment-1355","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Basic Chair Source Grand Bazaar pg. 70, Guns & Gears pg. 91 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 5 sp Bulk 2 --- This common wheelchair is ideal for everyday use but isn't designed for strenuous activity. Basic chairs are most common among non-adventurers.\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1355"},{"skill_mod":{},"summary":"This wheelchair is tailored for frequent adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens","Rulebooks"],"item_subcategory":"Mobility Devices","source":["Grand Bazaar","Guns & Gears (Remastered)"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1356","weakness":{},"price":500,"name":"Traveler's Chair","id":"equipment-1356","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Traveler's Chair Source Grand Bazaar pg. 70, Guns & Gears (Remastered) pg. 91 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 5 gp Bulk 3 --- This wheelchair is tailored for frequent adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A traveler's chair has small mechanisms, either made from interlocking wood pieces, clockwork, or other devices, that allow the chair to traverse up or down stairs without any additional difficulty (moving up stairs is still difficult terrain, just like for other characters), and move through other common adventuring terrain without any additional difficulty, such as ladders and uneven ground.\n","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1356"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"enchantment","price":35000,"skill":["Performance"],"trait":["Enchantment","Magical"],"id":"equipment-1357","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Maestro's Chair Source Grand Bazaar pg. 70 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 350 gp Bulk 6 --- A maestro's chair is a traveler's chair with the impulse control upgrade and a small pipe organ installed into the frame. You can use the maestro's chair to make Performance checks in the same manner that you could use any mundane instrument, using both of your hands. When you make a Performance check using your chair, you gain a +1 item bonus to the check. Activate Single Action Interact; Frequency once per 10 minutes; Effect You use your chair to Stride up to your chair's speed. If you have a composition cantrip that is currently active, you Sustain it as a free action.\n","skill_mod":{},"summary":"A maestro's chair is a traveler's chair with the impulse control upgrade and a small pipe organ installed into the frame. You can use the …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Mobility Devices","resistance":{},"url":"/Equipment.aspx?ID=1357","name":"Maestro's Chair","bulk":6,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1357"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"evocation","price":60000,"trait":["Evocation","Magical"],"id":"equipment-1358","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Minotaur Chair Source Grand Bazaar pg. 71 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 600 gp Bulk 4 --- A minotaur chair is a traveler's chair with chair storage, impulse control , and +1 striking wounding wheel spikes . The wheel spikes can have runes upgraded, transferred, or added as normal. The chair magically stores the kinetic energy from movement throughout the day, allowing you to expend it to make a powerful rushing charge. Activate Two Actions Interact; Frequency once per hour; Effect You rush forward with the wheelchair in a powerful charge, bowling through foes who stand in the way. Stride in a straight line, moving through enemies' spaces and making an attack with the wheel spikes against every foe in the line. If the foe is prone, the following effects apply: the attack gains a +1 circumstance bonus to damage per weapon damage die, and the wounding rune deals 1d12 persistent bleed damage on a hit (or 3d6 persistent bleed damage on a critical hit).\n","skill_mod":{},"summary":"A minotaur chair is a traveler's chair with chair storage , impulse control , and +1 striking wounding wheel spikes . The wheel …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Mobility Devices","resistance":{},"url":"/Equipment.aspx?ID=1358","name":"Minotaur Chair","bulk":4,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1358"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"transmutation","price":57500,"trait":["Magical","Transmutation"],"id":"equipment-1359","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Amphibious Chair Source Grand Bazaar pg. 71 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 575 gp --- This magical upgrade allows the wheelchair to shift its functionality between land and aquatic environments without a hitch, propelling through the water or on land with equal ease. Your chair has a base land Speed of 20 feet if that's faster than your land Speed (for example, if you are an aquatic creature with no land Speed or a very slow land Speed), and your chair has a base swim Speed of 20 feet if that's faster than any swim Speed you have. Additionally, while riding in the chair, you can magically breathe underwater if you normally breathe air, or breathe air if you can normally only breathe underwater.\n","skill_mod":{},"summary":"This magical upgrade allows the wheelchair to shift its functionality between land and aquatic environments without a hitch, propelling through the …","primary_source":"Grand Bazaar","trait_group":["Mechanics","School"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Mobility Devices","resistance":{},"url":"/Equipment.aspx?ID=1359","name":"Amphibious Chair","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1359"},{"skill_mod":{},"summary":"The chair has an efficient allocated space to hold additional items. This reduces the amount of Bulk the items weigh when stored within the chair, …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Mobility Devices","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1360","weakness":{},"price":100,"name":"Chair Storage","id":"equipment-1360","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Chair Storage Source Grand Bazaar pg. 71 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 1 gp --- The chair has an efficient allocated space to hold additional items. This reduces the amount of Bulk the items weigh when stored within the chair, much like a backpack. The first 2 Bulk of items stowed in your chair don't count against your Bulk limit. If you use both chair storage and a backpack at the same time, only 2 Bulk total isn't counted against your limit, much like if you used multiple backpacks or similar items at the same time.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1360"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"divination","price":500,"trait":["Divination","Magical"],"id":"equipment-1361","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Impulse Control Source Grand Bazaar pg. 71 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 5 gp --- The magical impulse control upgrade attaches the wheelchair to your fingers or nerve impulses, making it accessible for those with mobility restrictions or other health conditions You still can't move the wheelchair if you're physically or magically prevented from doing so, such as by being grabbed or magically paralyzed.\n","skill_mod":{},"summary":"The magical impulse control upgrade attaches the wheelchair to your fingers or nerve impulses, making it accessible for those with mobility …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Mobility Devices","resistance":{},"url":"/Equipment.aspx?ID=1361","name":"Impulse Control","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1361"},{"skill_mod":{},"summary":"The chair's wheels have been reinforced with tough, metal rims or a metal cap. While in the chair, you gain a wheel Strike. Your wheel deals 1d4 …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Mobility Devices","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1362","weakness":{},"price":50,"name":"Reinforced Wheels","id":"equipment-1362","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Reinforced Wheels Source Grand Bazaar pg. 72 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 5 sp --- The chair's wheels have been reinforced with tough, metal rims or a metal cap. While in the chair, you gain a wheel Strike. Your wheel deals 1d4 bludgeoning damage and has the agile, attached, and free-hand traits. A reinforced wheel is a simple melee weapon in the club weapon group. You can etch weapon runes onto reinforced wheels. A wheelchair can only have one attached weapon.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1362"},{"skill_mod":{},"summary":"A set of large blades have been attached to your chair's wheels. While in the chair, you gain a wheel blade Strike. Your wheel blade deals 1d4 …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Mobility Devices","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1363","weakness":{},"price":50,"name":"Wheel Blades","id":"equipment-1363","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Wheel Blades Source Grand Bazaar pg. 72 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 5 sp --- A set of large blades have been attached to your chair's wheels. While in the chair, you gain a wheel blade Strike. Your wheel blade deals 1d4 slashing damage and has the agile, attached, and free-hand traits. A wheel blade is a simple melee weapon in the sword weapon group. You can etch weapon runes onto wheel blades. A wheelchair can only have one attached weapon.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1363"},{"skill_mod":{},"summary":"A set of thick, sharp spikes have been added to the chair's wheels, granting you a piercing attack. While in the chair, you gain a wheel spike …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Mobility Devices","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1364","weakness":{},"price":50,"name":"Wheel Spikes","id":"equipment-1364","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Wheel Spikes Source Grand Bazaar pg. 72 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 5 sp --- A set of thick, sharp spikes have been added to the chair's wheels, granting you a piercing attack. While in the chair, you gain a wheel spike Strike. Your wheel spike deals 1d4 piercing damage and has the agile, attached, and free-hand traits. A wheel spike is a simple melee weapon in the knife weapon group. You can etch weapon runes onto wheel spikes. A wheelchair can only have one attached weapon.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1364"},{"item_child_id":["equipment-1365-1236","equipment-1365-1237"],"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"evocation","trait":["Companion","Evocation","Invested","Magical"],"id":"equipment-1365","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Horned Hand Rests Source Grand Bazaar pg. 72 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Usage worn Bulk 1 --- These thick bull or ram horns fuse into the armrests of your legchair companion, giving it more aggressive options. Your animal companion can only invest this item if it is a legchair. Activate Single Action or Two Actions envision; Frequency once per minute; Effect You trace your finger along the base of the ram horns, with an effect depending on how many actions you spent. Single Action Your legchair draws force from its momentum. Until the end of this turn, if your legchair Strides, it deals 2d6 additional force damage on its next Strike and, on a critical success, pushes the target away by 5 feet. Two Actions Your legchair fires a beam of force from its ram horns. The target takes 4d6 force damage and must attempt a DC 22 Fortitude save. Critical Success The target is unaffected. Success The target takes half damage and is pushed 5 feet. Failure The target takes full damage and is pushed 10 feet. Critical Failure The target takes double damage and is pushed 20 feet. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Horned Hand Rests Source Grand Bazaar pg. 72 Price 225 gp Bulk 1 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Horned Hand Rests (Greater) Source Grand Bazaar pg. 72 Price 2,750 gp Bulk 1 --- The 1-action version of the activation deals 3d6 additional force damage and pushes the target 10 feet on a critical success. The 2-action version deals 6d6 force damage, and the Fortitude DC is 32.","skill_mod":{},"summary":"These thick bull or ram horns fuse into the armrests of your legchair companion, giving it more aggressive options. Your animal companion can only …","primary_source":"Grand Bazaar","trait_group":["Equipment","School","Mechanics"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=1365","name":"Horned Hand Rests","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1365"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1365","weakness":{},"school":"evocation","price":22500,"trait":["Companion","Evocation","Invested","Magical"],"id":"equipment-1365-1236","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Horned Hand Rests Source Grand Bazaar pg. 72 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Usage worn Bulk 1 --- These thick bull or ram horns fuse into the armrests of your legchair companion, giving it more aggressive options. Your animal companion can only invest this item if it is a legchair. Activate Single Action or Two Actions envision; Frequency once per minute; Effect You trace your finger along the base of the ram horns, with an effect depending on how many actions you spent. Single Action Your legchair draws force from its momentum. Until the end of this turn, if your legchair Strides, it deals 2d6 additional force damage on its next Strike and, on a critical success, pushes the target away by 5 feet. Two Actions Your legchair fires a beam of force from its ram horns. The target takes 4d6 force damage and must attempt a DC 22 Fortitude save. Critical Success The target is unaffected. Success The target takes half damage and is pushed 5 feet. Failure The target takes full damage and is pushed 10 feet. Critical Failure The target takes double damage and is pushed 20 feet. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Horned Hand Rests Source Grand Bazaar pg. 72 Price 225 gp Bulk 1 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Horned Hand Rests (Greater) Source Grand Bazaar pg. 72 Price 2,750 gp Bulk 1 --- The 1-action version of the activation deals 3d6 additional force damage and pushes the target 10 feet on a critical success. The 2-action version deals 6d6 force damage, and the Fortitude DC is 32.","skill_mod":{},"summary":"These thick bull or ram horns fuse into the armrests of your legchair companion, giving it more aggressive options. Your animal companion can only …","primary_source":"Grand Bazaar","trait_group":["Equipment","School","Mechanics"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=1365","name":"Horned Hand Rests","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1365-1236"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1365","weakness":{},"school":"evocation","price":275000,"trait":["Companion","Evocation","Invested","Magical"],"id":"equipment-1365-1237","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Horned Hand Rests Source Grand Bazaar pg. 72 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Usage worn Bulk 1 --- These thick bull or ram horns fuse into the armrests of your legchair companion, giving it more aggressive options. Your animal companion can only invest this item if it is a legchair. Activate Single Action or Two Actions envision; Frequency once per minute; Effect You trace your finger along the base of the ram horns, with an effect depending on how many actions you spent. Single Action Your legchair draws force from its momentum. Until the end of this turn, if your legchair Strides, it deals 2d6 additional force damage on its next Strike and, on a critical success, pushes the target away by 5 feet. Two Actions Your legchair fires a beam of force from its ram horns. The target takes 4d6 force damage and must attempt a DC 22 Fortitude save. Critical Success The target is unaffected. Success The target takes half damage and is pushed 5 feet. Failure The target takes full damage and is pushed 10 feet. Critical Failure The target takes double damage and is pushed 20 feet. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Horned Hand Rests Source Grand Bazaar pg. 72 Price 225 gp Bulk 1 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Horned Hand Rests (Greater) Source Grand Bazaar pg. 72 Price 2,750 gp Bulk 1 --- The 1-action version of the activation deals 3d6 additional force damage and pushes the target 10 feet on a critical success. The 2-action version deals 6d6 force damage, and the Fortitude DC is 32.","skill_mod":{},"summary":"The 1-action version of the activation deals 3d6 additional force damage and pushes the target 10 feet on a critical success. The 2-action version …","primary_source":"Grand Bazaar","trait_group":["Equipment","School","Mechanics"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=1365","name":"Horned Hand Rests (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1365-1237"},{"item_child_id":["equipment-1366-1238","equipment-1366-1239"],"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Invested","Magical"],"id":"equipment-1366","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Blast Foot Source Grand Bazaar pg. 73 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Usage worn Bulk 1 --- These prosthetic feet and legs, created by dwarven alchemists and spellcasters together, are engraved with simple but effective evocation symbols on the ball and heel, empowering you to leap to great heights and blast foes with your feet. Activate Single Action envision; Frequency once per 10 minutes; Effect You blast off from the ground, using the force to leap through the air. The blast feet cast jump on you. Activate Two Actions envision, Interact; Frequency once per day; Effect You blast from your feet, dealing 4d6 force damage to all creatures in a 15-foot cone, with a basic Reflex save. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Blast Foot Source Grand Bazaar pg. 73 Price 250 gp Bulk 1 <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Blast Foot (Greater) Source Grand Bazaar pg. 73 Price 1,000 gp Bulk 1 --- You can use the first activation once per minute, and the second activation unleashes a 30-foot cone that deals 8d6 damage.","skill_mod":{},"summary":"These prosthetic feet and legs, created by dwarven alchemists and spellcasters together, are engraved with simple but effective evocation symbols on …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Prostheses","resistance":{},"url":"/Equipment.aspx?ID=1366","name":"Blast Foot","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1366"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","speed":{},"item_parent_id":"equipment-1366","weakness":{},"school":"evocation","price":25000,"trait":["Evocation","Invested","Magical"],"id":"equipment-1366-1238","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Blast Foot Source Grand Bazaar pg. 73 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Usage worn Bulk 1 --- These prosthetic feet and legs, created by dwarven alchemists and spellcasters together, are engraved with simple but effective evocation symbols on the ball and heel, empowering you to leap to great heights and blast foes with your feet. Activate Single Action envision; Frequency once per 10 minutes; Effect You blast off from the ground, using the force to leap through the air. The blast feet cast jump on you. Activate Two Actions envision, Interact; Frequency once per day; Effect You blast from your feet, dealing 4d6 force damage to all creatures in a 15-foot cone, with a basic Reflex save. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Blast Foot Source Grand Bazaar pg. 73 Price 250 gp Bulk 1 <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Blast Foot (Greater) Source Grand Bazaar pg. 73 Price 1,000 gp Bulk 1 --- You can use the first activation once per minute, and the second activation unleashes a 30-foot cone that deals 8d6 damage.","skill_mod":{},"summary":"These prosthetic feet and legs, created by dwarven alchemists and spellcasters together, are engraved with simple but effective evocation symbols on …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Prostheses","resistance":{},"url":"/Equipment.aspx?ID=1366","name":"Blast Foot","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1366-1238"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","speed":{},"item_parent_id":"equipment-1366","weakness":{},"school":"evocation","price":100000,"trait":["Evocation","Invested","Magical"],"id":"equipment-1366-1239","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Blast Foot Source Grand Bazaar pg. 73 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Usage worn Bulk 1 --- These prosthetic feet and legs, created by dwarven alchemists and spellcasters together, are engraved with simple but effective evocation symbols on the ball and heel, empowering you to leap to great heights and blast foes with your feet. Activate Single Action envision; Frequency once per 10 minutes; Effect You blast off from the ground, using the force to leap through the air. The blast feet cast jump on you. Activate Two Actions envision, Interact; Frequency once per day; Effect You blast from your feet, dealing 4d6 force damage to all creatures in a 15-foot cone, with a basic Reflex save. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Blast Foot Source Grand Bazaar pg. 73 Price 250 gp Bulk 1 <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Blast Foot (Greater) Source Grand Bazaar pg. 73 Price 1,000 gp Bulk 1 --- You can use the first activation once per minute, and the second activation unleashes a 30-foot cone that deals 8d6 damage.","skill_mod":{},"summary":"You can use the first activation once per minute, and the second activation unleashes a 30-foot cone that deals 8d6 damage.","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Prostheses","resistance":{},"url":"/Equipment.aspx?ID=1366","name":"Blast Foot (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1366-1239"},{"item_child_id":["equipment-1367-1240","equipment-1367-1241"],"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"divination","trait":["Divination","Invested","Magical"],"id":"equipment-1367","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Eye of the Unseen Source Grand Bazaar pg. 73 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Usage worn Bulk L --- This prosthetic eye was designed by elven crafters but comes in a range of appearances for different ancestries. While wearing the eye, you gain a +1 item bonus to visual Perception checks. Activate Two Actions command, envision; Frequency once per day; Effect You focus on the eye to see the unseen. The eye casts see invisibility on you. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Eye of the Unseen Source Grand Bazaar pg. 73 Price 450 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Eye of the Unseen (Greater) Source Grand Bazaar pg. 73 Price 4,000 gp Bulk L --- This functions as the eye of the unseen , except the item bonus is +2 and it casts a 5th-level see invisibility on you.","skill_mod":{},"summary":"This prosthetic eye was designed by elven crafters but comes in a range of appearances for different ancestries. While wearing the eye, you gain a +1 …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Prostheses","resistance":{},"url":"/Equipment.aspx?ID=1367","name":"Eye of the Unseen","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1367"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","speed":{},"item_parent_id":"equipment-1367","weakness":{},"school":"divination","price":45000,"trait":["Divination","Invested","Magical"],"id":"equipment-1367-1240","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Eye of the Unseen Source Grand Bazaar pg. 73 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Usage worn Bulk L --- This prosthetic eye was designed by elven crafters but comes in a range of appearances for different ancestries. While wearing the eye, you gain a +1 item bonus to visual Perception checks. Activate Two Actions command, envision; Frequency once per day; Effect You focus on the eye to see the unseen. The eye casts see invisibility on you. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Eye of the Unseen Source Grand Bazaar pg. 73 Price 450 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Eye of the Unseen (Greater) Source Grand Bazaar pg. 73 Price 4,000 gp Bulk L --- This functions as the eye of the unseen , except the item bonus is +2 and it casts a 5th-level see invisibility on you.","skill_mod":{},"summary":"This prosthetic eye was designed by elven crafters but comes in a range of appearances for different ancestries. While wearing the eye, you gain a +1 …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Prostheses","resistance":{},"url":"/Equipment.aspx?ID=1367","name":"Eye of the Unseen","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1367-1240"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","speed":{},"item_parent_id":"equipment-1367","weakness":{},"school":"divination","price":400000,"trait":["Divination","Invested","Magical"],"id":"equipment-1367-1241","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Eye of the Unseen Source Grand Bazaar pg. 73 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Usage worn Bulk L --- This prosthetic eye was designed by elven crafters but comes in a range of appearances for different ancestries. While wearing the eye, you gain a +1 item bonus to visual Perception checks. Activate Two Actions command, envision; Frequency once per day; Effect You focus on the eye to see the unseen. The eye casts see invisibility on you. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Eye of the Unseen Source Grand Bazaar pg. 73 Price 450 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Eye of the Unseen (Greater) Source Grand Bazaar pg. 73 Price 4,000 gp Bulk L --- This functions as the eye of the unseen , except the item bonus is +2 and it casts a 5th-level see invisibility on you.","skill_mod":{},"summary":"This functions as the eye of the unseen , except the item bonus is +2 and it casts a 5th-level see invisibility on you.","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Prostheses","resistance":{},"url":"/Equipment.aspx?ID=1367","name":"Eye of the Unseen (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1367-1241"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"transmutation","price":70000,"trait":["Magical","Transmutation"],"id":"equipment-1368","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Immovable Arm Source Grand Bazaar pg. 73 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 700 gp Usage worn Bulk 1 --- The flat iron bar of an immovable rod has been worked into the core frame of this prosthetic arm, a small button discreetly placed at the heel of the hand. Activate Single Action Interact; Effect You curl your fingers inward to press the button on the heel of your hand, anchoring your prosthetic arm in place. Your arm no longer moves, defying gravity if necessary. You can still move the fingers of this hand and your elbow, shoulder, and rest of your body while the magic is in effect, but you can't move your wrist. If you press the button again, the rod inside your arm is deactivated, ending the magic that anchors it in place. While anchored, the arm can be moved only if 8,000 pounds of pressure is placed upon it or if a creature succeeds at a DC 40 Athletics check to Force Open your arm. A creature can notice the button hidden in the hand of the prosthesis with a successful DC 25 Perception check to Seek.\n","skill_mod":{},"summary":"The flat iron bar of an immovable rod has been worked into the core frame of this prosthetic arm, a small button discreetly placed at the heel of …","primary_source":"Grand Bazaar","trait_group":["Mechanics","School"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Prostheses","resistance":{},"url":"/Equipment.aspx?ID=1368","name":"Immovable Arm","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1368"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"transmutation","price":21000,"trait":["Invested","Magical","Transmutation"],"id":"equipment-1369","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Shifter Prosthesis Source Grand Bazaar pg. 73 PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel Price 210 gp Usage worn Bulk 1 --- This prosthetic arm is imbued with transmutation magic that can transform it into a weapon. Activate Three Actions command, Interact; Requirements You are holding a one-handed weapon; Effect The prosthesis engulfs the weapon and absorbs it entirely. The weapon is unavailable until you use this Activation to release it from the prosthesis. The prosthesis can hold up to two items at a time. Activate Free Action envision; Frequency once per minute; Effect The prosthesis reshapes into the form of a weapon it has absorbed. The prosthesis has all of the statistics of the weapon, including the effects of any etched runes. The prosthesis remains in this weapon's form until you use this Activation again to revert it back to a prosthesis.\n","skill_mod":{},"summary":"This prosthetic arm is imbued with transmutation magic that can transform it into a weapon. ","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","School"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Prostheses","resistance":{},"url":"/Equipment.aspx?ID=1369","name":"Shifter Prosthesis","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1369"},{"item_child_id":["equipment-1370-1242","equipment-1370-1243"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"transmutation","trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1370","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Folding Boat Source Grand Bazaar pg. 76 Usage held in 1 hand Bulk 1 --- This simple carved box can fold or unfold into a boat when activated. Activate Two Actions command, Interact; Effect The folding boat can take two shapes. The first is a wooden box that's 12 inches long, 6 inches wide, and 4 inches high; it weighs 1 Bulk and can store up to 1 Bulk of items. The other form is a rowboat. If the chosen form can't fit in the space, it takes the largest shape that does fit. You can activate the boat again to revert it to its original shape. If the boat is occupied, the item can't be activated. Much like a magical structure, a folding boat can't harm creatures when it unfolds and creatures within it are set aside harmlessly when it folds. Any items that were stored inside the box appear in the boat or ship. Items stored on the boat or ship form that are too large to fit inside the box form are ejected from the vehicle and appear on the ground adjacent to the box. A folding boat with the broken condition must be repaired before it can change form again. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Folding Boat Source Grand Bazaar pg. 76 Price 500 gp Bulk 1 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Folding Boat (Greater) Source Grand Bazaar pg. 76 Price 6,000 gp Bulk 1 --- A greater folding boat's alternate form is a cutter, rather than a rowboat, piloted and crewed by ethereal sailors. The ethereal sailors don't prevent you from activating the boat to return it to a box.","skill_mod":{},"summary":"This simple carved box can fold or unfold into a boat when activated. ","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":8,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1370","name":"Folding Boat","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1370"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1370","weakness":{},"school":"transmutation","price":50000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1370-1242","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Folding Boat Source Grand Bazaar pg. 76 Usage held in 1 hand Bulk 1 --- This simple carved box can fold or unfold into a boat when activated. Activate Two Actions command, Interact; Effect The folding boat can take two shapes. The first is a wooden box that's 12 inches long, 6 inches wide, and 4 inches high; it weighs 1 Bulk and can store up to 1 Bulk of items. The other form is a rowboat. If the chosen form can't fit in the space, it takes the largest shape that does fit. You can activate the boat again to revert it to its original shape. If the boat is occupied, the item can't be activated. Much like a magical structure, a folding boat can't harm creatures when it unfolds and creatures within it are set aside harmlessly when it folds. Any items that were stored inside the box appear in the boat or ship. Items stored on the boat or ship form that are too large to fit inside the box form are ejected from the vehicle and appear on the ground adjacent to the box. A folding boat with the broken condition must be repaired before it can change form again. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Folding Boat Source Grand Bazaar pg. 76 Price 500 gp Bulk 1 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Folding Boat (Greater) Source Grand Bazaar pg. 76 Price 6,000 gp Bulk 1 --- A greater folding boat's alternate form is a cutter, rather than a rowboat, piloted and crewed by ethereal sailors. The ethereal sailors don't prevent you from activating the boat to return it to a box.","skill_mod":{},"summary":"This simple carved box can fold or unfold into a boat when activated.","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":8,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1370","name":"Folding Boat","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1370-1242"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1370","weakness":{},"school":"transmutation","price":600000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1370-1243","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Folding Boat Source Grand Bazaar pg. 76 Usage held in 1 hand Bulk 1 --- This simple carved box can fold or unfold into a boat when activated. Activate Two Actions command, Interact; Effect The folding boat can take two shapes. The first is a wooden box that's 12 inches long, 6 inches wide, and 4 inches high; it weighs 1 Bulk and can store up to 1 Bulk of items. The other form is a rowboat. If the chosen form can't fit in the space, it takes the largest shape that does fit. You can activate the boat again to revert it to its original shape. If the boat is occupied, the item can't be activated. Much like a magical structure, a folding boat can't harm creatures when it unfolds and creatures within it are set aside harmlessly when it folds. Any items that were stored inside the box appear in the boat or ship. Items stored on the boat or ship form that are too large to fit inside the box form are ejected from the vehicle and appear on the ground adjacent to the box. A folding boat with the broken condition must be repaired before it can change form again. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Folding Boat Source Grand Bazaar pg. 76 Price 500 gp Bulk 1 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Folding Boat (Greater) Source Grand Bazaar pg. 76 Price 6,000 gp Bulk 1 --- A greater folding boat's alternate form is a cutter, rather than a rowboat, piloted and crewed by ethereal sailors. The ethereal sailors don't prevent you from activating the boat to return it to a box.","skill_mod":{},"summary":"A greater folding boat's alternate form is a cutter , rather than a rowboat, piloted and crewed by ethereal sailors . The ethereal sailors don't …","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":15,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1370","name":"Folding Boat (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1370-1243"},{"item_child_id":["equipment-1371-1244","equipment-1371-1245"],"primary_source_category":"Lost Omens","usage":"etched onto a weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1371","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Anchoring Source Grand Bazaar pg. 80 Usage etched onto a weapon --- This rune prevents enemies from escaping your grasp by fleeing to other planes. If you critically hit a target with an anchoring weapon, the weapon casts dimensional anchor on the target (DC 27, counteract modifier +17). <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Anchoring Source Grand Bazaar pg. 80 Price 900 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Anchoring (Greater) Source Grand Bazaar pg. 80 Price 22,000 gp --- When you critically hit a target with a weapon with the anchoring rune, the weapon casts 8th-level dimensional anchor on the target (DC 38, counteract modifier +28), except that if the target critically succeeds at its Will save, instead of having no effect, the dimensional anchor lasts for 1 round. When you hit a target with the weapon but don't critically hit, the target is affected by 4th-level dimensional anchor for 1 round without a save (this still uses a counteract modifier of +28).","skill_mod":{},"summary":"This rune prevents enemies from escaping your grasp by fleeing to other planes. If you critically hit a target with an anchoring weapon, the weapon …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1371","name":"Anchoring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1371"},{"primary_source_category":"Lost Omens","usage":"etched onto a weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1371","weakness":{},"school":"abjuration","price":90000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1371-1244","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Anchoring Source Grand Bazaar pg. 80 Usage etched onto a weapon --- This rune prevents enemies from escaping your grasp by fleeing to other planes. If you critically hit a target with an anchoring weapon, the weapon casts dimensional anchor on the target (DC 27, counteract modifier +17). <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Anchoring Source Grand Bazaar pg. 80 Price 900 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Anchoring (Greater) Source Grand Bazaar pg. 80 Price 22,000 gp --- When you critically hit a target with a weapon with the anchoring rune, the weapon casts 8th-level dimensional anchor on the target (DC 38, counteract modifier +28), except that if the target critically succeeds at its Will save, instead of having no effect, the dimensional anchor lasts for 1 round. When you hit a target with the weapon but don't critically hit, the target is affected by 4th-level dimensional anchor for 1 round without a save (this still uses a counteract modifier of +28).","skill_mod":{},"summary":"This rune prevents enemies from escaping your grasp by fleeing to other planes. If you critically hit a target with an anchoring weapon, the weapon …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1371","name":"Anchoring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1371-1244"},{"primary_source_category":"Lost Omens","usage":"etched onto a weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1371","weakness":{},"school":"abjuration","price":2200000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1371-1245","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Anchoring Source Grand Bazaar pg. 80 Usage etched onto a weapon --- This rune prevents enemies from escaping your grasp by fleeing to other planes. If you critically hit a target with an anchoring weapon, the weapon casts dimensional anchor on the target (DC 27, counteract modifier +17). <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Anchoring Source Grand Bazaar pg. 80 Price 900 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Anchoring (Greater) Source Grand Bazaar pg. 80 Price 22,000 gp --- When you critically hit a target with a weapon with the anchoring rune, the weapon casts 8th-level dimensional anchor on the target (DC 38, counteract modifier +28), except that if the target critically succeeds at its Will save, instead of having no effect, the dimensional anchor lasts for 1 round. When you hit a target with the weapon but don't critically hit, the target is affected by 4th-level dimensional anchor for 1 round without a save (this still uses a counteract modifier of +28).","skill_mod":{},"summary":"When you critically hit a target with a weapon with the anchoring rune, the weapon casts 8th-level dimensional anchor on the target (DC 38, …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1371","name":"Anchoring (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1371-1245"},{"item_child_id":["equipment-1372-1246","equipment-1372-1247"],"primary_source_category":"Lost Omens","usage":"etched onto a weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Uncommon"],"id":"equipment-1372","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Hauling Source Grand Bazaar pg. 80 Usage etched onto a weapon --- Hauling weapons are adept at moving creatures around the battlefield after a successful attack. Activate Reaction Command; Frequency once per hour; Trigger You succeed at an attack roll to Strike with a weapon with the hauling rune; Effect The target must succeed at a DC 20 Reflex save or be moved 5 feet in a direction you choose. This is forced movement. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Hauling Source Grand Bazaar pg. 80 Price 225 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Hauling (Greater) Source Grand Bazaar pg. 80 Price 1,300 gp --- The DC is 28, and the target is moved up to 10 feet.","skill_mod":{},"summary":" Hauling weapons are adept at moving creatures around the battlefield after a successful attack. ","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1372","name":"Hauling","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1372"},{"primary_source_category":"Lost Omens","usage":"etched onto a weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1372","weakness":{},"school":"evocation","price":22500,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-1372-1246","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Hauling Source Grand Bazaar pg. 80 Usage etched onto a weapon --- Hauling weapons are adept at moving creatures around the battlefield after a successful attack. Activate Reaction Command; Frequency once per hour; Trigger You succeed at an attack roll to Strike with a weapon with the hauling rune; Effect The target must succeed at a DC 20 Reflex save or be moved 5 feet in a direction you choose. This is forced movement. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Hauling Source Grand Bazaar pg. 80 Price 225 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Hauling (Greater) Source Grand Bazaar pg. 80 Price 1,300 gp --- The DC is 28, and the target is moved up to 10 feet.","skill_mod":{},"summary":"Hauling weapons are adept at moving creatures around the battlefield after a successful attack.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1372","name":"Hauling","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1372-1246"},{"primary_source_category":"Lost Omens","usage":"etched onto a weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1372","weakness":{},"school":"evocation","price":130000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-1372-1247","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Hauling Source Grand Bazaar pg. 80 Usage etched onto a weapon --- Hauling weapons are adept at moving creatures around the battlefield after a successful attack. Activate Reaction Command; Frequency once per hour; Trigger You succeed at an attack roll to Strike with a weapon with the hauling rune; Effect The target must succeed at a DC 20 Reflex save or be moved 5 feet in a direction you choose. This is forced movement. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Hauling Source Grand Bazaar pg. 80 Price 225 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Hauling (Greater) Source Grand Bazaar pg. 80 Price 1,300 gp --- The DC is 28, and the target is moved up to 10 feet.","skill_mod":{},"summary":"The DC is 28, and the target is moved up to 10 feet.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1372","name":"Hauling (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1372-1247"},{"primary_source_category":"Lost Omens","usage":"etched onto medium or heavy armor","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","price":120000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1373","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Implacable Source Grand Bazaar pg. 80 PFS Note The effects of the implacable rune only activate when an enemy causes the effect to apply. Price 1,200 gp Usage etched onto medium or heavy armor --- This substantial rune makes you difficult to hold back. Whenever you are affected by an effect that lasts until you Escape (for instance, from the Grapple action or a tanglefoot bag), you become quickened. You can use the extra action each round only to Step or Escape.\n","skill_mod":{},"summary":"This substantial rune makes you difficult to hold back. Whenever you are affected by an effect that lasts until you Escape (for instance, from the …","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1373","name":"Implacable","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1373"},{"skill_mod":{},"summary":"A memory palace is an elaborate magical structure that safely stores memories for easy access. It appears to be a miniature Taldan villa small …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Equipment","Rarity"],"primary_source_category":"Lost Omens","level":14,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Structures","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1374","weakness":{},"school":"conjuration","price":420000,"name":"Memory Palace","trait":["Conjuration","Magical","Structure","Uncommon"],"id":"equipment-1374","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Restricted\" > Memory Palace Source Grand Bazaar pg. 80 Price 4,200 gp Bulk when not activated --- A memory palace is an elaborate magical structure that safely stores memories for easy access. It appears to be a miniature Taldan villa small enough to fit in the palm of a human hand. Activate (10 minutes) envision, Interact; Frequency once per day; Effect The miniature grows into a building connected to the Astral Plane for 1 hour. The memory palace has a 30-foot-square central courtyard surrounded by 12 10-foot-square chambers. Arranged within these chambers are various items referred to as the palace's nodes—statues, tapestries, fountains, and other works of art are common, but a node can take other forms at the GM's discretion. As a 10-minute activity, you can imprint one extended memory onto a node: the contents of a specific simple book, for example, or the events of a recent adventure. When you do, the node changes its shape and appearance to visually represent the memory you have imprinted onto it. If the node was already imprinted with a memory, the old one can be overwritten to repurpose the node. Memories you have imprinted on a node can be mentally accessed at any time by a creature holding the memory palace in its miniature form, regardless of who imprinted them. This grants a +2 item bonus to Recall Knowledge checks relating to details specifically occurring within the memory. What exactly qualifies is up to the GM's discretion, but a node shouldn't grant the benefits for most uses of a given skill. For example, a node dedicated to a book about trees found in the Mwangi Expanse would help with Recall Knowledge checks for such trees, but it wouldn't grant the benefits for all Nature checks to Recall Knowledge. A memory palace node can also store the text from a spellbook or magical tome, but these memories aren't a substitute for having the book in your possession. A wizard can't prepare spells from a memory palace, though they could use it as source material to try to Learn a Spell. However, since storing spells in a node would only benefit someone else who later discovers the memory palace , few choose to take such an action. The memories contained within the nodes aren't real, and thus don't cause harmful effects, even if the source of the memory was a mental danger. Many memory palaces have leftover memories from previous users—now long dead—imprinted on their various nodes.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"uncommon","slug":"equipment-1374"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"conjuration","price":25000,"trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-1375","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Sarkorian God-Caller Garb Source Grand Bazaar pg. 80 Price 250 gp Usage worn armor Bulk L Base Armor Explorer's Clothing --- Each Sarkorian god-caller garb is emblazoned with a unique sigil of a particular Sarkorian deity and adorned with symbols sacred to Sarkorian god callers, the summoners and religious leaders of Sarkoris. These +1 explorer's clothing outfits look as if they were stitched together from multiple types of animals, featuring feathers, fur, leather, and scales. When you cast a 3-action summoning spell while wearing this armor, the summoned creature gains a magical sigil that matches the one on the armor. As long as it is within 30 feet of you, the summoned creature gains a +1 status bonus to AC. If it ever moves farther than 30 feet from you, the sigil fades and the creature loses the status bonus to AC, even if it later comes within 30 feet of you again.\n","skill_mod":{},"summary":"Each Sarkorian god-caller garb is emblazoned with a unique sigil of a particular Sarkorian deity and adorned with symbols sacred to Sarkorian god …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1375","base_item":["Explorer's Clothing"],"name":"Sarkorian God-Caller Garb","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1375"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":2500,"trait":["Air","Consumable","Electricity","Evocation","Magical","Uncommon"],"id":"equipment-1376","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Sky Serpent Bolt Source Grand Bazaar pg. 81 Price 25 gp Ammunition bolt Activate Single Action or Two Actions Interact --- This azure bolt is carved in the shape of an undulating snake, its bared fangs framing the point of its head. When an activated sky serpent bolt successfully hits a target, the bolt takes the form of a snake made of pure lightning, dealing 2d12 electricity damage to all creatures in a 30-foot line (DC 19 basic Reflex save) starting from the target. If you spent 2 actions to activate the sky serpent bolt , then the line is 60 feet long, and at a single point in the line, you can change the remainder of the line's path by up to a 90-degree angle.\n","element":["Air"],"ammunition":"bolt","skill_mod":{},"summary":"This azure bolt is carved in the shape of an undulating snake, its bared fangs framing the point of its head. When an activated sky serpent bolt …","primary_source":"Grand Bazaar","trait_group":["Elemental","Planar","Monster","Equipment","Energy","School","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1376","name":"Sky Serpent Bolt","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action or Two Actions","rarity":"uncommon","slug":"equipment-1376"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"evocation","price":36000,"trait":["Evocation","Light","Magical","Uncommon","Wand"],"id":"equipment-1377","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Wand of Fey Flames Source Grand Bazaar pg. 81 Price 360 gp Usage held in 1 hand Bulk L --- This red maple wand carved into a tongue of flame feels warm in your hand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast faerie fire . For the duration of the spell, you can use the limning flames as a source for your magic. Creatures affected by your faerie fire must succeed at a Will save against your spell DC or take a –2 status penalty to their Will saves against enchantment and illusions spells as long as they are affected by faerie fire . You can cast an enchantment or illusion spell on such a creature up to a distance twice the spell's normal range. If the spell has a range of touch, or doesn't have a range, it is unaffected by the increase in range from the faerie fire . Craft Requirements Supply a casting of faerie fire .\n","skill_mod":{},"summary":"This red maple wand carved into a tongue of flame feels warm in your hand. ","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity","Equipment"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=1377","name":"Wand of Fey Flames","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1377"},{"item_child_id":["equipment-1378-1248","equipment-1378-1249","equipment-1378-1250","equipment-1378-1251","equipment-1378-1252","equipment-1378-1253"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1378","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wovenwood Shield Source Grand Bazaar pg. 81 Usage held in 1 hand Bulk 1 Base Shield Wooden Shield --- This magically reinforced wooden shield is made by skilled Ekujae mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wovenwood Shield (Minor) Source Grand Bazaar pg. 81 Price 85 gp Bulk 1 --- This shield has Hardness 5, Hit Points 40, and Broken Threshold 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wovenwood Shield (Lesser) Source Grand Bazaar pg. 81 Price 305 gp Bulk 1 --- This shield has Hardness 8, Hit Points 64, and Broken Threshold 32. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wovenwood Shield (Moderate) Source Grand Bazaar pg. 81 Price 850 gp Bulk 1 --- This shield has Hardness 10, Hit Points 80, and Broken Threshold 40. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wovenwood Shield (Greater) Source Grand Bazaar pg. 81 Price 2,550 gp Bulk 1 --- This shield has Hardness 13, Hit Points 104, and Broken Threshold 52. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wovenwood Shield (Major) Source Grand Bazaar pg. 81 Price 8,500 gp Bulk 1 --- This shield has Hardness 15, Hit Points 120, and Broken Threshold 60. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wovenwood Shield (True) Source Grand Bazaar pg. 81 Price 34,000 gp Bulk 1 --- This shield has Hardness 17, Hit Points 136, and Broken Threshold 68.","skill_mod":{},"summary":"This magically reinforced wooden shield is made by skilled Ekujae mages, who've developed unique spells for reinforcing wood collected from their …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1378","base_item":["Wooden Shield"],"name":"Wovenwood Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1378"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1378","weakness":{},"school":"abjuration","price":8500,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1378-1248","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wovenwood Shield Source Grand Bazaar pg. 81 Usage held in 1 hand Bulk 1 Base Shield Wooden Shield --- This magically reinforced wooden shield is made by skilled Ekujae mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wovenwood Shield (Minor) Source Grand Bazaar pg. 81 Price 85 gp Bulk 1 --- This shield has Hardness 5, Hit Points 40, and Broken Threshold 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wovenwood Shield (Lesser) Source Grand Bazaar pg. 81 Price 305 gp Bulk 1 --- This shield has Hardness 8, Hit Points 64, and Broken Threshold 32. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wovenwood Shield (Moderate) Source Grand Bazaar pg. 81 Price 850 gp Bulk 1 --- This shield has Hardness 10, Hit Points 80, and Broken Threshold 40. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wovenwood Shield (Greater) Source Grand Bazaar pg. 81 Price 2,550 gp Bulk 1 --- This shield has Hardness 13, Hit Points 104, and Broken Threshold 52. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wovenwood Shield (Major) Source Grand Bazaar pg. 81 Price 8,500 gp Bulk 1 --- This shield has Hardness 15, Hit Points 120, and Broken Threshold 60. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wovenwood Shield (True) Source Grand Bazaar pg. 81 Price 34,000 gp Bulk 1 --- This shield has Hardness 17, Hit Points 136, and Broken Threshold 68.","skill_mod":{},"summary":"This shield has Hardness 5, Hit Points 40, and Broken Threshold 20.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1378","base_item":["Wooden Shield"],"name":"Wovenwood Shield (Minor)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1378-1248"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1378","weakness":{},"school":"abjuration","price":30500,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1378-1249","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wovenwood Shield Source Grand Bazaar pg. 81 Usage held in 1 hand Bulk 1 Base Shield Wooden Shield --- This magically reinforced wooden shield is made by skilled Ekujae mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wovenwood Shield (Minor) Source Grand Bazaar pg. 81 Price 85 gp Bulk 1 --- This shield has Hardness 5, Hit Points 40, and Broken Threshold 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wovenwood Shield (Lesser) Source Grand Bazaar pg. 81 Price 305 gp Bulk 1 --- This shield has Hardness 8, Hit Points 64, and Broken Threshold 32. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wovenwood Shield (Moderate) Source Grand Bazaar pg. 81 Price 850 gp Bulk 1 --- This shield has Hardness 10, Hit Points 80, and Broken Threshold 40. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wovenwood Shield (Greater) Source Grand Bazaar pg. 81 Price 2,550 gp Bulk 1 --- This shield has Hardness 13, Hit Points 104, and Broken Threshold 52. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wovenwood Shield (Major) Source Grand Bazaar pg. 81 Price 8,500 gp Bulk 1 --- This shield has Hardness 15, Hit Points 120, and Broken Threshold 60. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wovenwood Shield (True) Source Grand Bazaar pg. 81 Price 34,000 gp Bulk 1 --- This shield has Hardness 17, Hit Points 136, and Broken Threshold 68.","skill_mod":{},"summary":"This shield has Hardness 8, Hit Points 64, and Broken Threshold 32.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1378","base_item":["Wooden Shield"],"name":"Wovenwood Shield (Lesser)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1378-1249"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1378","weakness":{},"school":"abjuration","price":85000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1378-1250","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wovenwood Shield Source Grand Bazaar pg. 81 Usage held in 1 hand Bulk 1 Base Shield Wooden Shield --- This magically reinforced wooden shield is made by skilled Ekujae mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wovenwood Shield (Minor) Source Grand Bazaar pg. 81 Price 85 gp Bulk 1 --- This shield has Hardness 5, Hit Points 40, and Broken Threshold 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wovenwood Shield (Lesser) Source Grand Bazaar pg. 81 Price 305 gp Bulk 1 --- This shield has Hardness 8, Hit Points 64, and Broken Threshold 32. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wovenwood Shield (Moderate) Source Grand Bazaar pg. 81 Price 850 gp Bulk 1 --- This shield has Hardness 10, Hit Points 80, and Broken Threshold 40. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wovenwood Shield (Greater) Source Grand Bazaar pg. 81 Price 2,550 gp Bulk 1 --- This shield has Hardness 13, Hit Points 104, and Broken Threshold 52. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wovenwood Shield (Major) Source Grand Bazaar pg. 81 Price 8,500 gp Bulk 1 --- This shield has Hardness 15, Hit Points 120, and Broken Threshold 60. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wovenwood Shield (True) Source Grand Bazaar pg. 81 Price 34,000 gp Bulk 1 --- This shield has Hardness 17, Hit Points 136, and Broken Threshold 68.","skill_mod":{},"summary":"This shield has Hardness 10, Hit Points 80, and Broken Threshold 40.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1378","base_item":["Wooden Shield"],"name":"Wovenwood Shield (Moderate)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1378-1250"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1378","weakness":{},"school":"abjuration","price":255000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1378-1251","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wovenwood Shield Source Grand Bazaar pg. 81 Usage held in 1 hand Bulk 1 Base Shield Wooden Shield --- This magically reinforced wooden shield is made by skilled Ekujae mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wovenwood Shield (Minor) Source Grand Bazaar pg. 81 Price 85 gp Bulk 1 --- This shield has Hardness 5, Hit Points 40, and Broken Threshold 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wovenwood Shield (Lesser) Source Grand Bazaar pg. 81 Price 305 gp Bulk 1 --- This shield has Hardness 8, Hit Points 64, and Broken Threshold 32. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wovenwood Shield (Moderate) Source Grand Bazaar pg. 81 Price 850 gp Bulk 1 --- This shield has Hardness 10, Hit Points 80, and Broken Threshold 40. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wovenwood Shield (Greater) Source Grand Bazaar pg. 81 Price 2,550 gp Bulk 1 --- This shield has Hardness 13, Hit Points 104, and Broken Threshold 52. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wovenwood Shield (Major) Source Grand Bazaar pg. 81 Price 8,500 gp Bulk 1 --- This shield has Hardness 15, Hit Points 120, and Broken Threshold 60. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wovenwood Shield (True) Source Grand Bazaar pg. 81 Price 34,000 gp Bulk 1 --- This shield has Hardness 17, Hit Points 136, and Broken Threshold 68.","skill_mod":{},"summary":"This shield has Hardness 13, Hit Points 104, and Broken Threshold 52.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1378","base_item":["Wooden Shield"],"name":"Wovenwood Shield (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1378-1251"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1378","weakness":{},"school":"abjuration","price":850000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1378-1252","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wovenwood Shield Source Grand Bazaar pg. 81 Usage held in 1 hand Bulk 1 Base Shield Wooden Shield --- This magically reinforced wooden shield is made by skilled Ekujae mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wovenwood Shield (Minor) Source Grand Bazaar pg. 81 Price 85 gp Bulk 1 --- This shield has Hardness 5, Hit Points 40, and Broken Threshold 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wovenwood Shield (Lesser) Source Grand Bazaar pg. 81 Price 305 gp Bulk 1 --- This shield has Hardness 8, Hit Points 64, and Broken Threshold 32. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wovenwood Shield (Moderate) Source Grand Bazaar pg. 81 Price 850 gp Bulk 1 --- This shield has Hardness 10, Hit Points 80, and Broken Threshold 40. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wovenwood Shield (Greater) Source Grand Bazaar pg. 81 Price 2,550 gp Bulk 1 --- This shield has Hardness 13, Hit Points 104, and Broken Threshold 52. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wovenwood Shield (Major) Source Grand Bazaar pg. 81 Price 8,500 gp Bulk 1 --- This shield has Hardness 15, Hit Points 120, and Broken Threshold 60. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wovenwood Shield (True) Source Grand Bazaar pg. 81 Price 34,000 gp Bulk 1 --- This shield has Hardness 17, Hit Points 136, and Broken Threshold 68.","skill_mod":{},"summary":"This shield has Hardness 15, Hit Points 120, and Broken Threshold 60.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1378","base_item":["Wooden Shield"],"name":"Wovenwood Shield (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1378-1252"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1378","weakness":{},"school":"abjuration","price":3400000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1378-1253","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wovenwood Shield Source Grand Bazaar pg. 81 Usage held in 1 hand Bulk 1 Base Shield Wooden Shield --- This magically reinforced wooden shield is made by skilled Ekujae mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wovenwood Shield (Minor) Source Grand Bazaar pg. 81 Price 85 gp Bulk 1 --- This shield has Hardness 5, Hit Points 40, and Broken Threshold 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wovenwood Shield (Lesser) Source Grand Bazaar pg. 81 Price 305 gp Bulk 1 --- This shield has Hardness 8, Hit Points 64, and Broken Threshold 32. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wovenwood Shield (Moderate) Source Grand Bazaar pg. 81 Price 850 gp Bulk 1 --- This shield has Hardness 10, Hit Points 80, and Broken Threshold 40. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wovenwood Shield (Greater) Source Grand Bazaar pg. 81 Price 2,550 gp Bulk 1 --- This shield has Hardness 13, Hit Points 104, and Broken Threshold 52. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wovenwood Shield (Major) Source Grand Bazaar pg. 81 Price 8,500 gp Bulk 1 --- This shield has Hardness 15, Hit Points 120, and Broken Threshold 60. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wovenwood Shield (True) Source Grand Bazaar pg. 81 Price 34,000 gp Bulk 1 --- This shield has Hardness 17, Hit Points 136, and Broken Threshold 68.","skill_mod":{},"summary":"This shield has Hardness 17, Hit Points 136, and Broken Threshold 68.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":19,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1378","base_item":["Wooden Shield"],"name":"Wovenwood Shield (True)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1378-1253"},{"item_child_id":["equipment-1379-1254","equipment-1379-1255","equipment-1379-1256"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"enchantment","trait":["Enchantment","Magical","Uncommon"],"id":"equipment-1379","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Alluring Scarf Source Grand Bazaar pg. 84 Usage held in 1 hand --- This thin, multicolored scarf shifts between hues in almost dizzying patterns. Activate Two Actions Interact (emotion, enchantment, mental, visual) Frequency once per day; Effect You Stride. All creatures within 10 feet of you when you started the Stride must attempt a DC 24 Will save. On a failure, a creature becomes fascinated and must spend at least one of its actions on its next turn to move toward you. A fascinated creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting hostile to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting hostile to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Alluring Scarf Source Grand Bazaar pg. 84 Price 415 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Alluring Scarf (Greater) Source Grand Bazaar pg. 84 Price 1,650 gp --- The DC is 29. You attempt to fascinate all creatures within 20 feet. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Alluring Scarf (Major) Source Grand Bazaar pg. 84 Price 8,000 gp --- The DC is 35. You attempt to fascinate all creatures within 30 feet.","skill_mod":{},"summary":"This thin, multicolored scarf shifts between hues in almost dizzying patterns. ","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":8,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1379","name":"Alluring Scarf","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1379"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1379","weakness":{},"school":"enchantment","price":41500,"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-1379-1254","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Alluring Scarf Source Grand Bazaar pg. 84 Usage held in 1 hand --- This thin, multicolored scarf shifts between hues in almost dizzying patterns. Activate Two Actions Interact (emotion, enchantment, mental, visual) Frequency once per day; Effect You Stride. All creatures within 10 feet of you when you started the Stride must attempt a DC 24 Will save. On a failure, a creature becomes fascinated and must spend at least one of its actions on its next turn to move toward you. A fascinated creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting hostile to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting hostile to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Alluring Scarf Source Grand Bazaar pg. 84 Price 415 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Alluring Scarf (Greater) Source Grand Bazaar pg. 84 Price 1,650 gp --- The DC is 29. You attempt to fascinate all creatures within 20 feet. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Alluring Scarf (Major) Source Grand Bazaar pg. 84 Price 8,000 gp --- The DC is 35. You attempt to fascinate all creatures within 30 feet.","skill_mod":{},"summary":"This thin, multicolored scarf shifts between hues in almost dizzying patterns.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":8,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1379","name":"Alluring Scarf","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1379-1254"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1379","weakness":{},"school":"enchantment","price":165000,"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-1379-1255","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Alluring Scarf Source Grand Bazaar pg. 84 Usage held in 1 hand --- This thin, multicolored scarf shifts between hues in almost dizzying patterns. Activate Two Actions Interact (emotion, enchantment, mental, visual) Frequency once per day; Effect You Stride. All creatures within 10 feet of you when you started the Stride must attempt a DC 24 Will save. On a failure, a creature becomes fascinated and must spend at least one of its actions on its next turn to move toward you. A fascinated creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting hostile to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting hostile to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Alluring Scarf Source Grand Bazaar pg. 84 Price 415 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Alluring Scarf (Greater) Source Grand Bazaar pg. 84 Price 1,650 gp --- The DC is 29. You attempt to fascinate all creatures within 20 feet. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Alluring Scarf (Major) Source Grand Bazaar pg. 84 Price 8,000 gp --- The DC is 35. You attempt to fascinate all creatures within 30 feet.","skill_mod":{},"summary":"The DC is 29. You attempt to fascinate all creatures within 20 feet.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":12,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1379","name":"Alluring Scarf (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1379-1255"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1379","weakness":{},"school":"enchantment","price":800000,"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-1379-1256","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Alluring Scarf Source Grand Bazaar pg. 84 Usage held in 1 hand --- This thin, multicolored scarf shifts between hues in almost dizzying patterns. Activate Two Actions Interact (emotion, enchantment, mental, visual) Frequency once per day; Effect You Stride. All creatures within 10 feet of you when you started the Stride must attempt a DC 24 Will save. On a failure, a creature becomes fascinated and must spend at least one of its actions on its next turn to move toward you. A fascinated creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting hostile to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting hostile to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Alluring Scarf Source Grand Bazaar pg. 84 Price 415 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Alluring Scarf (Greater) Source Grand Bazaar pg. 84 Price 1,650 gp --- The DC is 29. You attempt to fascinate all creatures within 20 feet. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Alluring Scarf (Major) Source Grand Bazaar pg. 84 Price 8,000 gp --- The DC is 35. You attempt to fascinate all creatures within 30 feet.","skill_mod":{},"summary":"The DC is 35. You attempt to fascinate all creatures within 30 feet.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":16,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1379","name":"Alluring Scarf (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1379-1256"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"illusion","price":250000,"trait":["Auditory","Focused","Illusion","Invested","Magical","Uncommon"],"id":"equipment-1380","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Harmonic Hauberk Source Grand Bazaar pg. 84 Price 2,500 gp Usage worn armor Bulk 1 Base Armor Chain Shirt --- Rose gold and copper rings in this +2 resilient chain shirt form a vague bird shape. The jingling links tinkle musically, almost like birdsong. While you wear the armor, effects with the auditory trait must first counteract the harmonic hauberk or they have no effect on you. The harmonic hauberk attempts to counteract silence spells cast on you and 4th-level or higher heightened silence spells the first time the armor enters their area (counteract level 4, counteract modifier +20). After failing to counteract a silence spell, the armor can't attempt to counteract the same spell again, even if you leave and enter the spell's area multiple times. Activate Single Action command; Frequency once per day; Requirements You have a pool of Focus Points and at least one composition spell; Effect You gain 1 Focus Point and immediately use the Focus Point to cast lingering composition , using your Performance check to determine the effects of the spell, followed by the inspire defense composition cantrip. You can use this activation to cast those spells even if you don't have the Lingering Composition or Inspire Defense feats.\n","skill_mod":{},"summary":"Rose gold and copper rings in this +2 resilient chain shirt form a vague bird shape. The jingling links tinkle musically, almost like birdsong. …","primary_source":"Grand Bazaar","trait_group":["Sense","Equipment","School","Monster","Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1380","base_item":["Chain Shirt"],"name":"Harmonic Hauberk","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1380"},{"primary_source_category":"Lost Omens","usage":"etched onto a weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"enchantment","price":120000,"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-1381","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Hopeful Source Grand Bazaar pg. 84 Price 1,200 gp Usage etched onto a weapon --- A weapon with a hopeful rune exudes positivity. On a critical hit with this weapon, you inspire your comrades, pushing them to fight harder and stand for your shared convictions. Allies within 30 feet that share at least one alignment component with you gain a +1 status bonus to attack rolls until the end of your next turn.\n","skill_mod":{},"summary":"A weapon with a hopeful rune exudes positivity. On a critical hit with this weapon, you inspire your comrades, pushing them to fight harder and …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1381","name":"Hopeful","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1381"},{"skill_mod":{},"summary":"This item appears to be a miniature stone replica of an aristocratic home or a simple castle. ","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Equipment","Rarity"],"primary_source_category":"Lost Omens","level":16,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Structures","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1382","weakness":{},"school":"conjuration","price":1000000,"name":"Pocket Gala","trait":["Conjuration","Magical","Structure","Uncommon"],"id":"equipment-1382","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Restricted\" > Pocket Gala Source Grand Bazaar pg. 84 Price 10,000 gp Bulk L when not activated --- This item appears to be a miniature stone replica of an aristocratic home or a simple castle. Activate (10 minutes) command, envision, Interact; Frequency once per day; Effect You place the figurine on the ground, and a harmonious note rings out as it grows into a spacious, elegant ballroom. The ballroom is 60 feet long, 45 feet wide, and features a ceiling that rises to a height of 20 feet. Elegant double doors on either end of the ballroom allow entry. Inside, the ballroom is fully stocked with tables and chairs along both sides. A feasting table in the center of each seating area provides enough food and drink for up to 36 guests, and a cadre of unseen servants tend to guests' basic needs. While inside, you can utter a command word to call forth music, which echoes through the ballroom. Repeating the command word can alter the dynamics of the music, such as the musical style or tempo, or stop the music entirely. A second command word produces a set of masked, illusory dancers that immediately take to the floor and begin dancing to the current music. When there's no music, the illusory guests chatter among themselves in a nonsense language. An illusory dancer will gladly dance with anyone who asks. Repeating the command word dismisses the dancers. You can utter a third command word declaring the gala over to revert the ballroom to its original form. As it reverts, the illusory dancers clap and cheer for your hospitality. If you don't revert the ballroom on your own, it automatically returns to its original state at the next sunrise.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"uncommon","slug":"equipment-1382"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"abjuration","price":1400000,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-1383","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Prismatic Plate Source Grand Bazaar pg. 85 Price 14,000 gp Usage worn armor Bulk 1 Base Armor Breastplate --- With its standard-grade mithral polished to a mirrorlike sheen, this +2 resilient glamered mithral breastplate features the religious symbols of the goddesses of the Prismatic Ray pantheon—Desna, Sarenrae, and Shelyn—surrounded by a rainbow-colored set of gems. Activate Two Actions command, Interact; Frequency once per day; Effect You surround yourself in a coruscating field of red, orange, yellow, green, blue, indigo, and violet light for 1 minute. Each color has a different effect, based on the effects of a 7th-level chromatic wall spell, and you apply the effects of each color once before it disappears from your field of light, which can happen in the following two ways. First, the field attempts a counteract check (counteract level 7, counteract modifier +27) against any effect that would be blocked by a chromatic wall of any of the colors still surrounding you in your field of light. Succeed or fail, that color then disappears from your field of light. Second, any creature that touches you or damages you with an unarmed attack or non-reach melee weapon is affected by a random remaining color from your field. As normal, this doesn't affect creatures you choose to touch. A creature can also remove a color from your field of light by using a specific spell, as described in chromatic wall . The effect ends early if each color disappears from your field of light, or if you choose to Dismiss it. Craft Requirements The initial raw materials must include 1,600 gp of mithral.\n","skill_mod":{},"summary":"With its standard-grade mithral polished to a mirrorlike sheen, this +2 resilient glamered mithral breastplate features the religious …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1383","base_item":["Breastplate"],"name":"Prismatic Plate","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1383"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":60000,"trait":["Evocation","Good","Light","Magical","Uncommon"],"id":"equipment-1384","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Vine of Roses Source Grand Bazaar pg. 85 Price 600 gp Usage held in 2 hands Bulk 1 Base Weapon Spiked Chain --- This +1 striking disrupting spiked chain comes in a rich, green color with rose petals painted on the handle in varying shades of red and pink. The chain seems to banish nearby shadows. Activate Single Action Interact; Effect You hold the chain out before you, and the weapon glows as bright as a torch. You can suppress this light by Activating the weapon again. Activate Reaction envision; Frequency once per day; Trigger You critically succeed at a Strike against a fiend or undead; Effect The weapon unleashes its light in an attempt to destroy the target. The vine of roses casts a 3rd-level searing light spell with the triggering creature as the target. In place of a spell attack roll, make a weapon attack roll with the vine of roses using the same multiple attack penalty as the triggering Strike.\n","skill_mod":{},"summary":"This +1 striking disrupting spiked chain comes in a rich, green color with rose petals painted on the handle in varying shades of red and …","primary_source":"Grand Bazaar","trait_group":["School","Alignment","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1384","base_item":["Spiked Chain"],"name":"Vine of Roses","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1384"},{"item_child_id":["equipment-1385-1257","equipment-1385-1258","equipment-1385-1259","equipment-1385-1260","equipment-1385-1261","equipment-1385-1262"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Sonic","Uncommon","Wand"],"id":"equipment-1385","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Thundering Echoes Source Grand Bazaar pg. 85 Usage held in 1 hand Bulk L --- A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast sound burst of the indicated level. After you Cast the Spell, at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below 2d10. The echoes don't affect structures or other items. Craft Requirements Supply a casting of sound burst of the appropriate level. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Thundering Echoes (3rd-Level) Source Grand Bazaar pg. 85 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Thundering Echoes (4th-Level) Source Grand Bazaar pg. 85 Price 1,500 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Thundering Echoes (5th-Level) Source Grand Bazaar pg. 85 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Thundering Echoes (6th-Level) Source Grand Bazaar pg. 85 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Thundering Echoes (7th-Level) Source Grand Bazaar pg. 85 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Thundering Echoes (8th-Level) Source Grand Bazaar pg. 85 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder. ","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Energy","Monster","Rarity","Equipment"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=1385","name":"Wand of Thundering Echoes","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1385"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-1385","weakness":{},"school":"evocation","price":70000,"trait":["Evocation","Magical","Sonic","Uncommon","Wand"],"id":"equipment-1385-1257","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Thundering Echoes Source Grand Bazaar pg. 85 Usage held in 1 hand Bulk L --- A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast sound burst of the indicated level. After you Cast the Spell, at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below 2d10. The echoes don't affect structures or other items. Craft Requirements Supply a casting of sound burst of the appropriate level. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Thundering Echoes (3rd-Level) Source Grand Bazaar pg. 85 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Thundering Echoes (4th-Level) Source Grand Bazaar pg. 85 Price 1,500 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Thundering Echoes (5th-Level) Source Grand Bazaar pg. 85 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Thundering Echoes (6th-Level) Source Grand Bazaar pg. 85 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Thundering Echoes (7th-Level) Source Grand Bazaar pg. 85 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Thundering Echoes (8th-Level) Source Grand Bazaar pg. 85 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Energy","Monster","Rarity","Equipment"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=1385","name":"Wand of Thundering Echoes (3rd-Level)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1385-1257"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-1385","weakness":{},"school":"evocation","price":150000,"trait":["Evocation","Magical","Sonic","Uncommon","Wand"],"id":"equipment-1385-1258","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Thundering Echoes Source Grand Bazaar pg. 85 Usage held in 1 hand Bulk L --- A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast sound burst of the indicated level. After you Cast the Spell, at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below 2d10. The echoes don't affect structures or other items. Craft Requirements Supply a casting of sound burst of the appropriate level. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Thundering Echoes (3rd-Level) Source Grand Bazaar pg. 85 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Thundering Echoes (4th-Level) Source Grand Bazaar pg. 85 Price 1,500 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Thundering Echoes (5th-Level) Source Grand Bazaar pg. 85 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Thundering Echoes (6th-Level) Source Grand Bazaar pg. 85 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Thundering Echoes (7th-Level) Source Grand Bazaar pg. 85 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Thundering Echoes (8th-Level) Source Grand Bazaar pg. 85 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Energy","Monster","Rarity","Equipment"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=1385","name":"Wand of Thundering Echoes (4th-Level)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1385-1258"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-1385","weakness":{},"school":"evocation","price":300000,"trait":["Evocation","Magical","Sonic","Uncommon","Wand"],"id":"equipment-1385-1259","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Thundering Echoes Source Grand Bazaar pg. 85 Usage held in 1 hand Bulk L --- A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast sound burst of the indicated level. After you Cast the Spell, at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below 2d10. The echoes don't affect structures or other items. Craft Requirements Supply a casting of sound burst of the appropriate level. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Thundering Echoes (3rd-Level) Source Grand Bazaar pg. 85 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Thundering Echoes (4th-Level) Source Grand Bazaar pg. 85 Price 1,500 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Thundering Echoes (5th-Level) Source Grand Bazaar pg. 85 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Thundering Echoes (6th-Level) Source Grand Bazaar pg. 85 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Thundering Echoes (7th-Level) Source Grand Bazaar pg. 85 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Thundering Echoes (8th-Level) Source Grand Bazaar pg. 85 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Energy","Monster","Rarity","Equipment"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=1385","name":"Wand of Thundering Echoes (5th-Level)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1385-1259"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-1385","weakness":{},"school":"evocation","price":650000,"trait":["Evocation","Magical","Sonic","Uncommon","Wand"],"id":"equipment-1385-1260","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Thundering Echoes Source Grand Bazaar pg. 85 Usage held in 1 hand Bulk L --- A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast sound burst of the indicated level. After you Cast the Spell, at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below 2d10. The echoes don't affect structures or other items. Craft Requirements Supply a casting of sound burst of the appropriate level. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Thundering Echoes (3rd-Level) Source Grand Bazaar pg. 85 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Thundering Echoes (4th-Level) Source Grand Bazaar pg. 85 Price 1,500 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Thundering Echoes (5th-Level) Source Grand Bazaar pg. 85 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Thundering Echoes (6th-Level) Source Grand Bazaar pg. 85 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Thundering Echoes (7th-Level) Source Grand Bazaar pg. 85 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Thundering Echoes (8th-Level) Source Grand Bazaar pg. 85 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Energy","Monster","Rarity","Equipment"],"level":15,"source_category":["Lost Omens"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=1385","name":"Wand of Thundering Echoes (6th-Level)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1385-1260"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-1385","weakness":{},"school":"evocation","price":1500000,"trait":["Evocation","Magical","Sonic","Uncommon","Wand"],"id":"equipment-1385-1261","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Thundering Echoes Source Grand Bazaar pg. 85 Usage held in 1 hand Bulk L --- A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast sound burst of the indicated level. After you Cast the Spell, at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below 2d10. The echoes don't affect structures or other items. Craft Requirements Supply a casting of sound burst of the appropriate level. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Thundering Echoes (3rd-Level) Source Grand Bazaar pg. 85 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Thundering Echoes (4th-Level) Source Grand Bazaar pg. 85 Price 1,500 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Thundering Echoes (5th-Level) Source Grand Bazaar pg. 85 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Thundering Echoes (6th-Level) Source Grand Bazaar pg. 85 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Thundering Echoes (7th-Level) Source Grand Bazaar pg. 85 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Thundering Echoes (8th-Level) Source Grand Bazaar pg. 85 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Energy","Monster","Rarity","Equipment"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=1385","name":"Wand of Thundering Echoes (7th-Level)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1385-1261"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-1385","weakness":{},"school":"evocation","price":4000000,"trait":["Evocation","Magical","Sonic","Uncommon","Wand"],"id":"equipment-1385-1262","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Thundering Echoes Source Grand Bazaar pg. 85 Usage held in 1 hand Bulk L --- A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast sound burst of the indicated level. After you Cast the Spell, at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below 2d10. The echoes don't affect structures or other items. Craft Requirements Supply a casting of sound burst of the appropriate level. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Thundering Echoes (3rd-Level) Source Grand Bazaar pg. 85 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Thundering Echoes (4th-Level) Source Grand Bazaar pg. 85 Price 1,500 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Thundering Echoes (5th-Level) Source Grand Bazaar pg. 85 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Thundering Echoes (6th-Level) Source Grand Bazaar pg. 85 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Thundering Echoes (7th-Level) Source Grand Bazaar pg. 85 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Thundering Echoes (8th-Level) Source Grand Bazaar pg. 85 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Energy","Monster","Rarity","Equipment"],"level":19,"source_category":["Lost Omens"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=1385","name":"Wand of Thundering Echoes (8th-Level)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1385-1262"},{"primary_source_category":"Lost Omens","usage":"applied to any item of light or negligible Bulk","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"conjuration","price":6000,"trait":["Conjuration","Magical","Uncommon"],"id":"equipment-1386","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Called (Accessory Rune) Source Grand Bazaar pg. 88 Price 60 gp Usage applied to any item of light or negligible Bulk --- With this rune, you can instantly retrieve an item in your possession without digging around looking for it. Activate Single Action command; Frequency once per hour; Requirements You have a free hand and the called item is in a bag, pack, pouch, or other container on your person, or unattended within 30 feet; Effect The item teleports to a free hand.\n","skill_mod":{},"summary":"With this rune, you can instantly retrieve an item in your possession without digging around looking for it. ","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1386","name":"Called (Accessory Rune)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1386"},{"item_child_id":["equipment-1387-1263","equipment-1387-1264","equipment-1387-1265","equipment-1387-1266","equipment-1387-1267","equipment-1387-1268","equipment-1387-1269","equipment-1387-1270","equipment-1387-1271"],"primary_source_category":"Lost Omens","usage":"applied to dueling cape or shield","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1387","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Dragon's Breath Source Grand Bazaar pg. 88 Usage applied to dueling cape or shield --- This rune depicts a specific type of dragon, resizing after application to fit the surface of the item. Activate Free Action envision (metamagic) Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Dragon's Breath (1st-Level Spell) Source Grand Bazaar pg. 88 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Dragon's Breath (2nd-Level Spell) Source Grand Bazaar pg. 88 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragon's Breath (3rd-Level Spell) Source Grand Bazaar pg. 88 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Dragon's Breath (4th-Level Spell) Source Grand Bazaar pg. 88 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dragon's Breath (5th-Level Spell) Source Grand Bazaar pg. 88 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dragon's Breath (6th-Level Spell) Source Grand Bazaar pg. 88 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragon's Breath (7th-Level Spell) Source Grand Bazaar pg. 88 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Dragon's Breath (8th-Level Spell) Source Grand Bazaar pg. 88 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Dragon's Breath (9th-Level Spell) Source Grand Bazaar pg. 88 Price 70,000 gp ","skill_mod":{},"summary":"This rune depicts a specific type of dragon, resizing after application to fit the surface of the item. ","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1387","name":"Dragon's Breath","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1387"},{"primary_source_category":"Lost Omens","usage":"applied to dueling cape or shield","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1387","weakness":{},"school":"transmutation","price":10000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1387-1263","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Dragon's Breath Source Grand Bazaar pg. 88 Usage applied to dueling cape or shield --- This rune depicts a specific type of dragon, resizing after application to fit the surface of the item. Activate Free Action envision (metamagic) Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Dragon's Breath (1st-Level Spell) Source Grand Bazaar pg. 88 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Dragon's Breath (2nd-Level Spell) Source Grand Bazaar pg. 88 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragon's Breath (3rd-Level Spell) Source Grand Bazaar pg. 88 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Dragon's Breath (4th-Level Spell) Source Grand Bazaar pg. 88 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dragon's Breath (5th-Level Spell) Source Grand Bazaar pg. 88 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dragon's Breath (6th-Level Spell) Source Grand Bazaar pg. 88 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragon's Breath (7th-Level Spell) Source Grand Bazaar pg. 88 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Dragon's Breath (8th-Level Spell) Source Grand Bazaar pg. 88 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Dragon's Breath (9th-Level Spell) Source Grand Bazaar pg. 88 Price 70,000 gp ","skill_mod":{},"summary":"This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1387","name":"Dragon's Breath (1st-Level Spell)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1387-1263"},{"primary_source_category":"Lost Omens","usage":"applied to dueling cape or shield","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1387","weakness":{},"school":"transmutation","price":25000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1387-1264","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Dragon's Breath Source Grand Bazaar pg. 88 Usage applied to dueling cape or shield --- This rune depicts a specific type of dragon, resizing after application to fit the surface of the item. Activate Free Action envision (metamagic) Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Dragon's Breath (1st-Level Spell) Source Grand Bazaar pg. 88 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Dragon's Breath (2nd-Level Spell) Source Grand Bazaar pg. 88 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragon's Breath (3rd-Level Spell) Source Grand Bazaar pg. 88 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Dragon's Breath (4th-Level Spell) Source Grand Bazaar pg. 88 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dragon's Breath (5th-Level Spell) Source Grand Bazaar pg. 88 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dragon's Breath (6th-Level Spell) Source Grand Bazaar pg. 88 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragon's Breath (7th-Level Spell) Source Grand Bazaar pg. 88 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Dragon's Breath (8th-Level Spell) Source Grand Bazaar pg. 88 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Dragon's Breath (9th-Level Spell) Source Grand Bazaar pg. 88 Price 70,000 gp ","skill_mod":{},"summary":"This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1387","name":"Dragon's Breath (2nd-Level Spell)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1387-1264"},{"primary_source_category":"Lost Omens","usage":"applied to dueling cape or shield","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1387","weakness":{},"school":"transmutation","price":50000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1387-1265","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Dragon's Breath Source Grand Bazaar pg. 88 Usage applied to dueling cape or shield --- This rune depicts a specific type of dragon, resizing after application to fit the surface of the item. Activate Free Action envision (metamagic) Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Dragon's Breath (1st-Level Spell) Source Grand Bazaar pg. 88 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Dragon's Breath (2nd-Level Spell) Source Grand Bazaar pg. 88 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragon's Breath (3rd-Level Spell) Source Grand Bazaar pg. 88 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Dragon's Breath (4th-Level Spell) Source Grand Bazaar pg. 88 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dragon's Breath (5th-Level Spell) Source Grand Bazaar pg. 88 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dragon's Breath (6th-Level Spell) Source Grand Bazaar pg. 88 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragon's Breath (7th-Level Spell) Source Grand Bazaar pg. 88 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Dragon's Breath (8th-Level Spell) Source Grand Bazaar pg. 88 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Dragon's Breath (9th-Level Spell) Source Grand Bazaar pg. 88 Price 70,000 gp ","skill_mod":{},"summary":"This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1387","name":"Dragon's Breath (3rd-Level Spell)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1387-1265"},{"primary_source_category":"Lost Omens","usage":"applied to dueling cape or shield","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1387","weakness":{},"school":"transmutation","price":100000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1387-1266","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Dragon's Breath Source Grand Bazaar pg. 88 Usage applied to dueling cape or shield --- This rune depicts a specific type of dragon, resizing after application to fit the surface of the item. Activate Free Action envision (metamagic) Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Dragon's Breath (1st-Level Spell) Source Grand Bazaar pg. 88 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Dragon's Breath (2nd-Level Spell) Source Grand Bazaar pg. 88 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragon's Breath (3rd-Level Spell) Source Grand Bazaar pg. 88 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Dragon's Breath (4th-Level Spell) Source Grand Bazaar pg. 88 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dragon's Breath (5th-Level Spell) Source Grand Bazaar pg. 88 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dragon's Breath (6th-Level Spell) Source Grand Bazaar pg. 88 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragon's Breath (7th-Level Spell) Source Grand Bazaar pg. 88 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Dragon's Breath (8th-Level Spell) Source Grand Bazaar pg. 88 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Dragon's Breath (9th-Level Spell) Source Grand Bazaar pg. 88 Price 70,000 gp ","skill_mod":{},"summary":"This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1387","name":"Dragon's Breath (4th-Level Spell)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1387-1266"},{"primary_source_category":"Lost Omens","usage":"applied to dueling cape or shield","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1387","weakness":{},"school":"transmutation","price":200000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1387-1267","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Dragon's Breath Source Grand Bazaar pg. 88 Usage applied to dueling cape or shield --- This rune depicts a specific type of dragon, resizing after application to fit the surface of the item. Activate Free Action envision (metamagic) Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Dragon's Breath (1st-Level Spell) Source Grand Bazaar pg. 88 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Dragon's Breath (2nd-Level Spell) Source Grand Bazaar pg. 88 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragon's Breath (3rd-Level Spell) Source Grand Bazaar pg. 88 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Dragon's Breath (4th-Level Spell) Source Grand Bazaar pg. 88 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dragon's Breath (5th-Level Spell) Source Grand Bazaar pg. 88 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dragon's Breath (6th-Level Spell) Source Grand Bazaar pg. 88 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragon's Breath (7th-Level Spell) Source Grand Bazaar pg. 88 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Dragon's Breath (8th-Level Spell) Source Grand Bazaar pg. 88 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Dragon's Breath (9th-Level Spell) Source Grand Bazaar pg. 88 Price 70,000 gp ","skill_mod":{},"summary":"This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1387","name":"Dragon's Breath (5th-Level Spell)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1387-1267"},{"primary_source_category":"Lost Omens","usage":"applied to dueling cape or shield","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1387","weakness":{},"school":"transmutation","price":450000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1387-1268","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Dragon's Breath Source Grand Bazaar pg. 88 Usage applied to dueling cape or shield --- This rune depicts a specific type of dragon, resizing after application to fit the surface of the item. Activate Free Action envision (metamagic) Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Dragon's Breath (1st-Level Spell) Source Grand Bazaar pg. 88 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Dragon's Breath (2nd-Level Spell) Source Grand Bazaar pg. 88 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragon's Breath (3rd-Level Spell) Source Grand Bazaar pg. 88 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Dragon's Breath (4th-Level Spell) Source Grand Bazaar pg. 88 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dragon's Breath (5th-Level Spell) Source Grand Bazaar pg. 88 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dragon's Breath (6th-Level Spell) Source Grand Bazaar pg. 88 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragon's Breath (7th-Level Spell) Source Grand Bazaar pg. 88 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Dragon's Breath (8th-Level Spell) Source Grand Bazaar pg. 88 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Dragon's Breath (9th-Level Spell) Source Grand Bazaar pg. 88 Price 70,000 gp ","skill_mod":{},"summary":"This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1387","name":"Dragon's Breath (6th-Level Spell)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1387-1268"},{"primary_source_category":"Lost Omens","usage":"applied to dueling cape or shield","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1387","weakness":{},"school":"transmutation","price":1000000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1387-1269","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Dragon's Breath Source Grand Bazaar pg. 88 Usage applied to dueling cape or shield --- This rune depicts a specific type of dragon, resizing after application to fit the surface of the item. Activate Free Action envision (metamagic) Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Dragon's Breath (1st-Level Spell) Source Grand Bazaar pg. 88 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Dragon's Breath (2nd-Level Spell) Source Grand Bazaar pg. 88 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragon's Breath (3rd-Level Spell) Source Grand Bazaar pg. 88 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Dragon's Breath (4th-Level Spell) Source Grand Bazaar pg. 88 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dragon's Breath (5th-Level Spell) Source Grand Bazaar pg. 88 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dragon's Breath (6th-Level Spell) Source Grand Bazaar pg. 88 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragon's Breath (7th-Level Spell) Source Grand Bazaar pg. 88 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Dragon's Breath (8th-Level Spell) Source Grand Bazaar pg. 88 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Dragon's Breath (9th-Level Spell) Source Grand Bazaar pg. 88 Price 70,000 gp ","skill_mod":{},"summary":"This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1387","name":"Dragon's Breath (7th-Level Spell)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1387-1269"},{"primary_source_category":"Lost Omens","usage":"applied to dueling cape or shield","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1387","weakness":{},"school":"transmutation","price":2400000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1387-1270","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Dragon's Breath Source Grand Bazaar pg. 88 Usage applied to dueling cape or shield --- This rune depicts a specific type of dragon, resizing after application to fit the surface of the item. Activate Free Action envision (metamagic) Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Dragon's Breath (1st-Level Spell) Source Grand Bazaar pg. 88 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Dragon's Breath (2nd-Level Spell) Source Grand Bazaar pg. 88 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragon's Breath (3rd-Level Spell) Source Grand Bazaar pg. 88 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Dragon's Breath (4th-Level Spell) Source Grand Bazaar pg. 88 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dragon's Breath (5th-Level Spell) Source Grand Bazaar pg. 88 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dragon's Breath (6th-Level Spell) Source Grand Bazaar pg. 88 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragon's Breath (7th-Level Spell) Source Grand Bazaar pg. 88 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Dragon's Breath (8th-Level Spell) Source Grand Bazaar pg. 88 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Dragon's Breath (9th-Level Spell) Source Grand Bazaar pg. 88 Price 70,000 gp ","skill_mod":{},"summary":"This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1387","name":"Dragon's Breath (8th-Level Spell)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1387-1270"},{"primary_source_category":"Lost Omens","usage":"applied to dueling cape or shield","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1387","weakness":{},"school":"transmutation","price":7000000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1387-1271","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Dragon's Breath Source Grand Bazaar pg. 88 Usage applied to dueling cape or shield --- This rune depicts a specific type of dragon, resizing after application to fit the surface of the item. Activate Free Action envision (metamagic) Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Dragon's Breath (1st-Level Spell) Source Grand Bazaar pg. 88 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Dragon's Breath (2nd-Level Spell) Source Grand Bazaar pg. 88 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragon's Breath (3rd-Level Spell) Source Grand Bazaar pg. 88 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Dragon's Breath (4th-Level Spell) Source Grand Bazaar pg. 88 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dragon's Breath (5th-Level Spell) Source Grand Bazaar pg. 88 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dragon's Breath (6th-Level Spell) Source Grand Bazaar pg. 88 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragon's Breath (7th-Level Spell) Source Grand Bazaar pg. 88 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Dragon's Breath (8th-Level Spell) Source Grand Bazaar pg. 88 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Dragon's Breath (9th-Level Spell) Source Grand Bazaar pg. 88 Price 70,000 gp ","skill_mod":{},"summary":"This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":20,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1387","name":"Dragon's Breath (9th-Level Spell)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1387-1271"},{"item_child_id":["equipment-1388-1272","equipment-1388-1273","equipment-1388-1274"],"primary_source_category":"Lost Omens","usage":"each rune applied to a separate item that has pockets","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Magical","Teleportation","Uncommon"],"id":"equipment-1388","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Paired Source Grand Bazaar pg. 88 Usage each rune applied to a separate item that has pockets --- These runes always come in pairs and can be applied to a garment's pockets to be activated. Activate Single Action command; Frequency once per day; Requirements The paired items are both invested, typically by two different characters, and are within 100 feet of each other; Effect Items in the pockets (up to 10 negligible Bulk items or 1 light Bulk item per pocket) trade places via teleportation. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Paired Source Grand Bazaar pg. 88 Price 150 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Paired (Greater) Source Grand Bazaar pg. 88 Price 650 gp --- You can activate these runes at a distance of up to 1 mile. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Paired (Major) Source Grand Bazaar pg. 88 Price 2,750 gp --- You can activate these runes at any distance as long as they're on the same plane.","skill_mod":{},"summary":"These runes always come in pairs and can be applied to a garment's pockets to be activated. ","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1388","name":"Paired","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1388"},{"primary_source_category":"Lost Omens","usage":"each rune applied to a separate item that has pockets","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1388","weakness":{},"school":"conjuration","price":15000,"trait":["Conjuration","Magical","Teleportation","Uncommon"],"id":"equipment-1388-1272","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Paired Source Grand Bazaar pg. 88 Usage each rune applied to a separate item that has pockets --- These runes always come in pairs and can be applied to a garment's pockets to be activated. Activate Single Action command; Frequency once per day; Requirements The paired items are both invested, typically by two different characters, and are within 100 feet of each other; Effect Items in the pockets (up to 10 negligible Bulk items or 1 light Bulk item per pocket) trade places via teleportation. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Paired Source Grand Bazaar pg. 88 Price 150 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Paired (Greater) Source Grand Bazaar pg. 88 Price 650 gp --- You can activate these runes at a distance of up to 1 mile. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Paired (Major) Source Grand Bazaar pg. 88 Price 2,750 gp --- You can activate these runes at any distance as long as they're on the same plane.","skill_mod":{},"summary":"These runes always come in pairs and can be applied to a garment's pockets to be activated.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1388","name":"Paired","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1388-1272"},{"primary_source_category":"Lost Omens","usage":"each rune applied to a separate item that has pockets","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1388","weakness":{},"school":"conjuration","price":65000,"trait":["Conjuration","Magical","Teleportation","Uncommon"],"id":"equipment-1388-1273","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Paired Source Grand Bazaar pg. 88 Usage each rune applied to a separate item that has pockets --- These runes always come in pairs and can be applied to a garment's pockets to be activated. Activate Single Action command; Frequency once per day; Requirements The paired items are both invested, typically by two different characters, and are within 100 feet of each other; Effect Items in the pockets (up to 10 negligible Bulk items or 1 light Bulk item per pocket) trade places via teleportation. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Paired Source Grand Bazaar pg. 88 Price 150 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Paired (Greater) Source Grand Bazaar pg. 88 Price 650 gp --- You can activate these runes at a distance of up to 1 mile. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Paired (Major) Source Grand Bazaar pg. 88 Price 2,750 gp --- You can activate these runes at any distance as long as they're on the same plane.","skill_mod":{},"summary":"You can activate these runes at a distance of up to 1 mile.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1388","name":"Paired (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1388-1273"},{"primary_source_category":"Lost Omens","usage":"each rune applied to a separate item that has pockets","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1388","weakness":{},"school":"conjuration","price":275000,"trait":["Conjuration","Magical","Teleportation","Uncommon"],"id":"equipment-1388-1274","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Paired Source Grand Bazaar pg. 88 Usage each rune applied to a separate item that has pockets --- These runes always come in pairs and can be applied to a garment's pockets to be activated. Activate Single Action command; Frequency once per day; Requirements The paired items are both invested, typically by two different characters, and are within 100 feet of each other; Effect Items in the pockets (up to 10 negligible Bulk items or 1 light Bulk item per pocket) trade places via teleportation. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Paired Source Grand Bazaar pg. 88 Price 150 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Paired (Greater) Source Grand Bazaar pg. 88 Price 650 gp --- You can activate these runes at a distance of up to 1 mile. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Paired (Major) Source Grand Bazaar pg. 88 Price 2,750 gp --- You can activate these runes at any distance as long as they're on the same plane.","skill_mod":{},"summary":"You can activate these runes at any distance as long as they're on the same plane.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1388","name":"Paired (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1388-1274"},{"item_child_id":["equipment-1389-1275","equipment-1389-1276"],"primary_source_category":"Lost Omens","usage":"applied to any visible article of clothing","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"enchantment","skill":["Diplomacy","Diplomacy"],"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-1389","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Presentable Source Grand Bazaar pg. 89 Usage applied to any visible article of clothing --- A garment with this rune is always clean, as though it had just been affected by prestidigitation . You gain a +1 item bonus to Make an Impression on those who would be impressed by a particular presentable outfit while wearing this garment. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Presentable Source Grand Bazaar pg. 89 Price 50 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Presentable (Greater) Source Grand Bazaar pg. 89 Price 900 gp --- This rune grants a +2 item bonus and has an activation. Activate Two Actions envision, Interact; Frequency once per day; Effect You cast suggestion .","skill_mod":{},"summary":"A garment with this rune is always clean, as though it had just been affected by prestidigitation . You gain a +1 item bonus to Make an …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1389","name":"Presentable","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1389"},{"primary_source_category":"Lost Omens","usage":"applied to any visible article of clothing","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1389","weakness":{},"school":"enchantment","price":5000,"skill":["Diplomacy"],"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-1389-1275","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Presentable Source Grand Bazaar pg. 89 Usage applied to any visible article of clothing --- A garment with this rune is always clean, as though it had just been affected by prestidigitation . You gain a +1 item bonus to Make an Impression on those who would be impressed by a particular presentable outfit while wearing this garment. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Presentable Source Grand Bazaar pg. 89 Price 50 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Presentable (Greater) Source Grand Bazaar pg. 89 Price 900 gp --- This rune grants a +2 item bonus and has an activation. Activate Two Actions envision, Interact; Frequency once per day; Effect You cast suggestion .","skill_mod":{},"summary":"A garment with this rune is always clean, as though it had just been affected by prestidigitation . You gain a +1 item bonus to Make an …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1389","name":"Presentable","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1389-1275"},{"primary_source_category":"Lost Omens","usage":"applied to any visible article of clothing","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1389","weakness":{},"school":"enchantment","price":90000,"skill":["Diplomacy"],"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-1389-1276","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Presentable Source Grand Bazaar pg. 89 Usage applied to any visible article of clothing --- A garment with this rune is always clean, as though it had just been affected by prestidigitation . You gain a +1 item bonus to Make an Impression on those who would be impressed by a particular presentable outfit while wearing this garment. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Presentable Source Grand Bazaar pg. 89 Price 50 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Presentable (Greater) Source Grand Bazaar pg. 89 Price 900 gp --- This rune grants a +2 item bonus and has an activation. Activate Two Actions envision, Interact; Frequency once per day; Effect You cast suggestion .","skill_mod":{},"summary":"This rune grants a +2 item bonus and has an activation.","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1389","name":"Presentable (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1389-1276"},{"primary_source_category":"Lost Omens","usage":"applied to belt, cape, cloak, or scarf","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","price":6000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1390","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Snagging Source Grand Bazaar pg. 89 Price 60 gp Usage applied to belt, cape, cloak, or scarf --- This animated item attempts to catch you when you fall. You can attempt to Grab an Edge, even if your hands are tied behind your back or otherwise restrained, so long as there's a solid edge within 10 feet. If you roll a success, you can Grab the Edge even if you don't have a hand free.\n","skill_mod":{},"summary":"This animated item attempts to catch you when you fall. You can attempt to Grab an Edge , even if your hands are tied behind your back or otherwise …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1390","name":"Snagging","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1390"},{"primary_source_category":"Lost Omens","usage":"applied to boots, cape, cloak, or umbrella","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","price":6000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1391","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Soft-Landing Source Grand Bazaar pg. 89 Price 60 gp Usage applied to boots, cape, cloak, or umbrella --- This item creates a small cushion of air that catches you when you fall. You treat falls as 10 feet shorter. Activate Reaction envision; Frequency once per day; Trigger You begin to fall; Effect You gain the effects of feather fall for 1 minute or until you stop falling, whichever comes first.\n","skill_mod":{},"summary":"This item creates a small cushion of air that catches you when you fall. You treat falls as 10 feet shorter. ","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1391","name":"Soft-Landing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1391"},{"primary_source_category":"Lost Omens","usage":"applied to shield","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"abjuration","price":270000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1392","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Spell-Bastion Source Grand Bazaar pg. 89 Price 2,700 gp Usage applied to shield --- A spell-bastion rune creates a reservoir of eldritch energy within the shield. A spellcaster can spend 1 minute to Cast a Spell of 3rd level or lower into the shield. The spell must take 2 actions or fewer to cast and must be able to target a creature other than the caster. The spell has no immediate effect—it's instead stored for later. When you invest a spell-bastion shield, you immediately know the name and level of the stored spell. A spell-bastion shield found as treasure has a 50% chance of having a spell of the GM's choice stored in it. Activate Single Action envision; Requirements Your spell-bastion shield is storing a spell, and you have your shield raised; Effect You prepare to unleash the stored spell on any foe that hits you until your next turn. Activate Free Action command; Trigger You use the Shield Block reaction against a foe that the stored spell can target; Requirements You have a spell stored in your spell-bastion shield, and you've activated the shield since your last turn in preparation for unleashing the spell; Effect You unleash the stored spell, which uses the target of the triggering attack as the target of the spell. This empties the spell from the shield and allows a spell to be cast into it again. Activate Single Action command; Effect You harmlessly expend the stored spell. This frees the shield to have a new spell cast into it.\n","skill_mod":{},"summary":"A spell-bastion rune creates a reservoir of eldritch energy within the shield. A spellcaster can spend 1 minute to Cast a Spell of 3rd level or …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1392","name":"Spell-Bastion","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1392"},{"item_child_id":["equipment-1393-1277","equipment-1393-1278"],"primary_source_category":"Lost Omens","usage":"applied to a wind-powered vehicle","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Uncommon"],"id":"equipment-1393","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Wind-Catcher Source Grand Bazaar pg. 89 Usage applied to a wind-powered vehicle --- This rune is invested by the captain or pilot of the vehicle. The vehicle gains a +5-foot item bonus to its Speed. If lack of wind prevents the vehicle from moving, it can still move at a Speed of 5 feet. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wind-Catcher Source Grand Bazaar pg. 89 Price 350 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wind-Catcher (Greater) Source Grand Bazaar pg. 89 Price 4,250 gp --- The bonus to Speed is +10 feet, and the minimum speed is 10 feet","skill_mod":{},"summary":"This rune is invested by the captain or pilot of the vehicle. The vehicle gains a +5-foot item bonus to its Speed. If lack of wind prevents the …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1393","name":"Wind-Catcher","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1393"},{"primary_source_category":"Lost Omens","usage":"applied to a wind-powered vehicle","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1393","weakness":{},"school":"evocation","price":35000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-1393-1277","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Wind-Catcher Source Grand Bazaar pg. 89 Usage applied to a wind-powered vehicle --- This rune is invested by the captain or pilot of the vehicle. The vehicle gains a +5-foot item bonus to its Speed. If lack of wind prevents the vehicle from moving, it can still move at a Speed of 5 feet. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wind-Catcher Source Grand Bazaar pg. 89 Price 350 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wind-Catcher (Greater) Source Grand Bazaar pg. 89 Price 4,250 gp --- The bonus to Speed is +10 feet, and the minimum speed is 10 feet","skill_mod":{},"summary":"This rune is invested by the captain or pilot of the vehicle. The vehicle gains a +5-foot item bonus to its Speed. If lack of wind prevents the …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1393","name":"Wind-Catcher","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1393-1277"},{"primary_source_category":"Lost Omens","usage":"applied to a wind-powered vehicle","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1393","weakness":{},"school":"evocation","price":425000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-1393-1278","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Wind-Catcher Source Grand Bazaar pg. 89 Usage applied to a wind-powered vehicle --- This rune is invested by the captain or pilot of the vehicle. The vehicle gains a +5-foot item bonus to its Speed. If lack of wind prevents the vehicle from moving, it can still move at a Speed of 5 feet. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wind-Catcher Source Grand Bazaar pg. 89 Price 350 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wind-Catcher (Greater) Source Grand Bazaar pg. 89 Price 4,250 gp --- The bonus to Speed is +10 feet, and the minimum speed is 10 feet","skill_mod":{},"summary":"The bonus to Speed is +10 feet, and the minimum speed is 10 feet","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=1393","name":"Wind-Catcher (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1393-1278"},{"skill_mod":{},"summary":"This weighted animal bladder can be inflated with air in preparation for a dive. It holds enough air to breathe for one round. As a free action, you …","primary_source":"Grand Bazaar","hands":"1","primary_source_category":"Lost Omens","level":0,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1394","weakness":{},"price":10,"name":"Air Bladder","id":"equipment-1394","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Air Bladder Source Grand Bazaar pg. 92 Price 1 sp Hands 1 Usage held in 1 hand Bulk L 1 if inflated --- This weighted animal bladder can be inflated with air in preparation for a dive. It holds enough air to breathe for one round. As a free action, you can inhale the contents of the air bladder, which resets the number of rounds you can hold your breath (see the rules for drowning and suffocating). You can inflate the bladder or remove its attached weight as an Interact action. An unattached inflated bladder without the weight will float toward the surface of the water at a rate of 60 feet per round.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1394"},{"primary_source_category":"Lost Omens","usage":"worn under light armor or clothes","source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":100,"skill":["Deception"],"trait":["Consumable"],"id":"equipment-1395","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Fake Blood Pack Source Grand Bazaar pg. 92 Price 1 gp Usage worn under light armor or clothes Bulk L --- Adventurers have found a number of uses for these animal blood–filled bladders, which were originally used in theatrical productions. Whenever you take slashing or piercing damage with the fake blood pack under your clothes or armor, roll a DC 11 flat check. On a success, the blood pack is punctured. You or an ally can puncture the hidden pack intentionally. When faking an injury, the blood pack grants a +2 item bonus to relevant Deception checks, such as to Lie about being injured. Abilities that trigger when a creature deals bleed damage, determine if a creature is bleeding, or are otherwise based on bleed damage don't trigger or apply for blood from a fake blood pack, which might mean creatures with such abilities automatically realize the ruse.\n","skill_mod":{},"summary":"Adventurers have found a number of uses for these animal blood–filled bladders, which were originally used in theatrical productions. Whenever you …","primary_source":"Grand Bazaar","trait_group":["Equipment"],"level":0,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1395","name":"Fake Blood Pack","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1395"},{"skill_mod":{},"summary":"This multi-hinged, 10-foot ladder is useful for climbing upward or across dangerous pits. You can fold or unfold the ladder with two total Interact …","primary_source":"Grand Bazaar","hands":"2","primary_source_category":"Lost Omens","level":0,"usage":"held in 2 hands","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1396","weakness":{},"price":300,"name":"Folding Ladder","id":"equipment-1396","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Folding Ladder Source Grand Bazaar pg. 92 Price 3 gp Hands 2 Usage held in 2 hands Bulk 1 3 unfolded --- This multi-hinged, 10-foot ladder is useful for climbing upward or across dangerous pits. You can fold or unfold the ladder with two total Interact actions, which don't need to be consecutive.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1396"},{"skill_mod":{},"summary":"A mask helps you use the Impersonate action to pass yourself off as someone you aren't.","item_child_id":["equipment-1397-1279","equipment-1397-1280","equipment-1397-1281","equipment-1397-1282"],"primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"usage":"worn mask","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1397","weakness":{},"name":"Mask","id":"equipment-1397","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Mask Source Grand Bazaar pg. 92 Usage worn mask --- A mask helps you use the Impersonate action to pass yourself off as someone you aren't. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mask (Ordinary) Source Grand Bazaar pg. 92 Price 5 cp --- This ordinary mask is made out of cheap material, such as paper-mâché or simple cloth. This can be specially fitted over another mask. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mask (Fine) Source Grand Bazaar pg. 92 Price 2 gp --- This well-crafted mask, suitable for a noble at a masquerade, is made with impeccable craftsmanship and expensive material, such as porcelain and gold filigree. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Mask (Plague) Source Grand Bazaar pg. 92 Price 10 gp --- This stylized bird mask is equipped with a basic filter. The plague mask attempts to counteract any inhaled poisons or airborne diseases each round you breathe. The same replacement filters used in water purifiers can be used with a plague mask, granting you the counteract modifier and effects of the filter for 20 minutes. Plague masks are uncommon items because the filters they use to protect from inhaled poisons and diseases are themselves uncommon. As such, you can buy a plague mask without a filter as a common item, though it's usually more cost-effective to buy a fine mask in the shape of a plague mask in that case. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Mask (Rubber) Source Grand Bazaar pg. 92 Price 5 gp --- Rubber masks are sculpted to resemble the face of another creature. You can use this mask to help decrease the difficulty of Impersonating a specific creature with a very different face than yours.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1397"},{"skill_mod":{},"summary":"This ordinary mask is made out of cheap material, such as paper-mâché or simple cloth. This can be specially fitted over another mask.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"usage":"worn mask","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1397","item_parent_id":"equipment-1397","weakness":{},"price":5,"name":"Mask (Ordinary)","id":"equipment-1397-1279","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Mask Source Grand Bazaar pg. 92 Usage worn mask --- A mask helps you use the Impersonate action to pass yourself off as someone you aren't. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mask (Ordinary) Source Grand Bazaar pg. 92 Price 5 cp --- This ordinary mask is made out of cheap material, such as paper-mâché or simple cloth. This can be specially fitted over another mask. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mask (Fine) Source Grand Bazaar pg. 92 Price 2 gp --- This well-crafted mask, suitable for a noble at a masquerade, is made with impeccable craftsmanship and expensive material, such as porcelain and gold filigree. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Mask (Plague) Source Grand Bazaar pg. 92 Price 10 gp --- This stylized bird mask is equipped with a basic filter. The plague mask attempts to counteract any inhaled poisons or airborne diseases each round you breathe. The same replacement filters used in water purifiers can be used with a plague mask, granting you the counteract modifier and effects of the filter for 20 minutes. Plague masks are uncommon items because the filters they use to protect from inhaled poisons and diseases are themselves uncommon. As such, you can buy a plague mask without a filter as a common item, though it's usually more cost-effective to buy a fine mask in the shape of a plague mask in that case. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Mask (Rubber) Source Grand Bazaar pg. 92 Price 5 gp --- Rubber masks are sculpted to resemble the face of another creature. You can use this mask to help decrease the difficulty of Impersonating a specific creature with a very different face than yours.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1397-1279"},{"skill_mod":{},"summary":"This well-crafted mask, suitable for a noble at a masquerade, is made with impeccable craftsmanship and expensive material, such as porcelain and …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"usage":"worn mask","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1397","item_parent_id":"equipment-1397","weakness":{},"price":200,"name":"Mask (Fine)","id":"equipment-1397-1280","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Mask Source Grand Bazaar pg. 92 Usage worn mask --- A mask helps you use the Impersonate action to pass yourself off as someone you aren't. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mask (Ordinary) Source Grand Bazaar pg. 92 Price 5 cp --- This ordinary mask is made out of cheap material, such as paper-mâché or simple cloth. This can be specially fitted over another mask. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mask (Fine) Source Grand Bazaar pg. 92 Price 2 gp --- This well-crafted mask, suitable for a noble at a masquerade, is made with impeccable craftsmanship and expensive material, such as porcelain and gold filigree. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Mask (Plague) Source Grand Bazaar pg. 92 Price 10 gp --- This stylized bird mask is equipped with a basic filter. The plague mask attempts to counteract any inhaled poisons or airborne diseases each round you breathe. The same replacement filters used in water purifiers can be used with a plague mask, granting you the counteract modifier and effects of the filter for 20 minutes. Plague masks are uncommon items because the filters they use to protect from inhaled poisons and diseases are themselves uncommon. As such, you can buy a plague mask without a filter as a common item, though it's usually more cost-effective to buy a fine mask in the shape of a plague mask in that case. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Mask (Rubber) Source Grand Bazaar pg. 92 Price 5 gp --- Rubber masks are sculpted to resemble the face of another creature. You can use this mask to help decrease the difficulty of Impersonating a specific creature with a very different face than yours.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1397-1280"},{"skill_mod":{},"summary":"This stylized bird mask is equipped with a basic filter. The plague mask attempts to counteract any inhaled poisons or airborne diseases each …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":1,"usage":"worn mask","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1397","item_parent_id":"equipment-1397","weakness":{},"price":1000,"name":"Mask (Plague)","id":"equipment-1397-1281","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Mask Source Grand Bazaar pg. 92 Usage worn mask --- A mask helps you use the Impersonate action to pass yourself off as someone you aren't. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mask (Ordinary) Source Grand Bazaar pg. 92 Price 5 cp --- This ordinary mask is made out of cheap material, such as paper-mâché or simple cloth. This can be specially fitted over another mask. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mask (Fine) Source Grand Bazaar pg. 92 Price 2 gp --- This well-crafted mask, suitable for a noble at a masquerade, is made with impeccable craftsmanship and expensive material, such as porcelain and gold filigree. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Mask (Plague) Source Grand Bazaar pg. 92 Price 10 gp --- This stylized bird mask is equipped with a basic filter. The plague mask attempts to counteract any inhaled poisons or airborne diseases each round you breathe. The same replacement filters used in water purifiers can be used with a plague mask, granting you the counteract modifier and effects of the filter for 20 minutes. Plague masks are uncommon items because the filters they use to protect from inhaled poisons and diseases are themselves uncommon. As such, you can buy a plague mask without a filter as a common item, though it's usually more cost-effective to buy a fine mask in the shape of a plague mask in that case. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Mask (Rubber) Source Grand Bazaar pg. 92 Price 5 gp --- Rubber masks are sculpted to resemble the face of another creature. You can use this mask to help decrease the difficulty of Impersonating a specific creature with a very different face than yours.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1397-1281"},{"skill_mod":{},"summary":"Rubber masks are sculpted to resemble the face of another creature. You can use this mask to help decrease the difficulty of Impersonating a specific …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":1,"usage":"worn mask","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1397","item_parent_id":"equipment-1397","weakness":{},"price":500,"name":"Mask (Rubber)","id":"equipment-1397-1282","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Mask Source Grand Bazaar pg. 92 Usage worn mask --- A mask helps you use the Impersonate action to pass yourself off as someone you aren't. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mask (Ordinary) Source Grand Bazaar pg. 92 Price 5 cp --- This ordinary mask is made out of cheap material, such as paper-mâché or simple cloth. This can be specially fitted over another mask. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Mask (Fine) Source Grand Bazaar pg. 92 Price 2 gp --- This well-crafted mask, suitable for a noble at a masquerade, is made with impeccable craftsmanship and expensive material, such as porcelain and gold filigree. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Mask (Plague) Source Grand Bazaar pg. 92 Price 10 gp --- This stylized bird mask is equipped with a basic filter. The plague mask attempts to counteract any inhaled poisons or airborne diseases each round you breathe. The same replacement filters used in water purifiers can be used with a plague mask, granting you the counteract modifier and effects of the filter for 20 minutes. Plague masks are uncommon items because the filters they use to protect from inhaled poisons and diseases are themselves uncommon. As such, you can buy a plague mask without a filter as a common item, though it's usually more cost-effective to buy a fine mask in the shape of a plague mask in that case. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Mask (Rubber) Source Grand Bazaar pg. 92 Price 5 gp --- Rubber masks are sculpted to resemble the face of another creature. You can use this mask to help decrease the difficulty of Impersonating a specific creature with a very different face than yours.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1397-1282"},{"skill_mod":{},"summary":"A portable ram is a handheld, ironshod wooden beam designed to knock open doors, gates, and other similar obstacles. You gain a +1 item bonus to …","item_child_id":["equipment-1398-1283","equipment-1398-1284"],"primary_source":"Grand Bazaar","hands":"2","primary_source_category":"Lost Omens","level":3,"usage":"held in 2 hands","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1398","weakness":{},"skill":["Athletics","Athletics"],"name":"Portable Ram","id":"equipment-1398","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Portable Ram Source Grand Bazaar pg. 92 Hands 2 Usage held in 2 hands Bulk 3 --- A portable ram is a handheld, ironshod wooden beam designed to knock open doors, gates, and other similar obstacles. You gain a +1 item bonus to checks to Force Open these obstacles. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Portable Ram Source Grand Bazaar pg. 92 Price 20 gp Bulk 3 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Portable Ram (Reinforced) Source Grand Bazaar pg. 92 Price 600 gp Bulk 3 --- A reinforced portable ram grants you a +2 item bonus to checks to Force Open obstacles.","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1398"},{"skill_mod":{},"summary":"A portable ram is a handheld, ironshod wooden beam designed to knock open doors, gates, and other similar obstacles. You gain a +1 item bonus to …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":3,"usage":"held in 2 hands","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1398","item_parent_id":"equipment-1398","weakness":{},"price":2000,"skill":["Athletics"],"name":"Portable Ram","id":"equipment-1398-1283","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Portable Ram Source Grand Bazaar pg. 92 Hands 2 Usage held in 2 hands Bulk 3 --- A portable ram is a handheld, ironshod wooden beam designed to knock open doors, gates, and other similar obstacles. You gain a +1 item bonus to checks to Force Open these obstacles. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Portable Ram Source Grand Bazaar pg. 92 Price 20 gp Bulk 3 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Portable Ram (Reinforced) Source Grand Bazaar pg. 92 Price 600 gp Bulk 3 --- A reinforced portable ram grants you a +2 item bonus to checks to Force Open obstacles.","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1398-1283"},{"skill_mod":{},"summary":"A reinforced portable ram grants you a +2 item bonus to checks to Force Open obstacles.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":9,"usage":"held in 2 hands","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1398","item_parent_id":"equipment-1398","weakness":{},"price":60000,"skill":["Athletics"],"name":"Portable Ram (Reinforced)","id":"equipment-1398-1284","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Portable Ram Source Grand Bazaar pg. 92 Hands 2 Usage held in 2 hands Bulk 3 --- A portable ram is a handheld, ironshod wooden beam designed to knock open doors, gates, and other similar obstacles. You gain a +1 item bonus to checks to Force Open these obstacles. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Portable Ram Source Grand Bazaar pg. 92 Price 20 gp Bulk 3 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Portable Ram (Reinforced) Source Grand Bazaar pg. 92 Price 600 gp Bulk 3 --- A reinforced portable ram grants you a +2 item bonus to checks to Force Open obstacles.","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1398-1284"},{"hands":"1","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":10,"trait":["Consumable"],"id":"equipment-1399","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Powder Source Grand Bazaar pg. 92 Price 1 sp Hands 1 Usage held in 1 hand Bulk L --- A bag of powder contains powdered chalk, flour, or similar materials. In addition to other uses for powder, it can be handy while adventuring to help pinpoint invisible creatures. You can throw the powder into an adjacent square as an Interact action. If there's a creature in that square, it becomes temporarily observed until the end of your turn, though the creature still has concealment due to invisibility. The powder quickly falls away or becomes invisible itself, preventing you from tracking the creature indefinitely.\n","skill_mod":{},"summary":"A bag of powder contains powdered chalk, flour, or similar materials. In addition to other uses for powder, it can be handy while adventuring to help …","primary_source":"Grand Bazaar","trait_group":["Equipment"],"level":0,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1399","name":"Powder","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1399"},{"skill_mod":{},"summary":"These goggles use lenses made out of smoked glass to protect against creatures with gaze attacks. While wearing smoked goggles, you're always …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":3,"usage":"worn eyepiece","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1400","weakness":{},"price":2000,"name":"Smoked Goggles","id":"equipment-1400","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Smoked Goggles Source Grand Bazaar pg. 92 Price 20 gp Usage worn eyepiece --- These goggles use lenses made out of smoked glass to protect against creatures with gaze attacks. While wearing smoked goggles, you're always considered to be Averting your Gaze, but all creatures have concealment from you. The fact that the goggles conceal creatures is part of what grants the wearer the item's benefits. If you have a way to negate the concealment from the smoked goggles, you no longer gain the benefit, either.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1400"},{"item_child_id":["equipment-1401-1285","equipment-1401-1286"],"primary_source_category":"Lost Omens","usage":"attached to explorer's clothing ","source":["Grand Bazaar","Pathfinder #201: Pactbreaker"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"trait":["Uncommon"],"id":"equipment-1401","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Swarmsuit Source Grand Bazaar pg. 93, Pathfinder #201: Pactbreaker pg. 46 Usage attached to explorer's clothing --- These thick, overlapping layers of clothing are coupled with a matching hat, outfitted with mesh netting around its wide brim to keep you safe from insects. You gain resistance 3 to physical damage from swarms. Explorer's clothing altered in this way has a Dexterity cap of +2, check penalty of –1, and Speed penalty of –5 feet regardless of your Strength. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Swarmsuit Source Grand Bazaar pg. 93 Price 20 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Swarmsuit (Impenetrable) Source Grand Bazaar pg. 93 Price 420 gp --- An impenetrable swarmsuit is made of expensive, finely crafted mesh designed to completely prevent swarms from getting inside. You gain resistance 10 to physical damage from swarms while wearing an impenetrable swarmsuit, rather than 3.","skill_mod":{},"summary":"These thick, overlapping layers of clothing are coupled with a matching hat, outfitted with mesh netting around its wide brim to keep you safe from …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":1,"source_category":["Lost Omens","Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1401","source_group":["Wardens of Wildwood"],"name":"Swarmsuit","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1401"},{"primary_source_category":"Lost Omens","usage":"attached to explorer's clothing ","source":["Grand Bazaar","Pathfinder #201: Pactbreaker"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-1401","weakness":{},"price":2000,"trait":["Uncommon"],"id":"equipment-1401-1285","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Swarmsuit Source Grand Bazaar pg. 93, Pathfinder #201: Pactbreaker pg. 46 Usage attached to explorer's clothing --- These thick, overlapping layers of clothing are coupled with a matching hat, outfitted with mesh netting around its wide brim to keep you safe from insects. You gain resistance 3 to physical damage from swarms. Explorer's clothing altered in this way has a Dexterity cap of +2, check penalty of –1, and Speed penalty of –5 feet regardless of your Strength. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Swarmsuit Source Grand Bazaar pg. 93 Price 20 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Swarmsuit (Impenetrable) Source Grand Bazaar pg. 93 Price 420 gp --- An impenetrable swarmsuit is made of expensive, finely crafted mesh designed to completely prevent swarms from getting inside. You gain resistance 10 to physical damage from swarms while wearing an impenetrable swarmsuit, rather than 3.","skill_mod":{},"summary":"These thick, overlapping layers of clothing are coupled with a matching hat, outfitted with mesh netting around its wide brim to keep you safe from …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":1,"source_category":["Lost Omens","Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1401","source_group":["Wardens of Wildwood"],"name":"Swarmsuit","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1401-1285"},{"primary_source_category":"Lost Omens","usage":"attached to explorer's clothing ","source":["Grand Bazaar","Pathfinder #201: Pactbreaker"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-1401","weakness":{},"price":42000,"trait":["Uncommon"],"id":"equipment-1401-1286","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Swarmsuit Source Grand Bazaar pg. 93, Pathfinder #201: Pactbreaker pg. 46 Usage attached to explorer's clothing --- These thick, overlapping layers of clothing are coupled with a matching hat, outfitted with mesh netting around its wide brim to keep you safe from insects. You gain resistance 3 to physical damage from swarms. Explorer's clothing altered in this way has a Dexterity cap of +2, check penalty of –1, and Speed penalty of –5 feet regardless of your Strength. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Swarmsuit Source Grand Bazaar pg. 93 Price 20 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Swarmsuit (Impenetrable) Source Grand Bazaar pg. 93 Price 420 gp --- An impenetrable swarmsuit is made of expensive, finely crafted mesh designed to completely prevent swarms from getting inside. You gain resistance 10 to physical damage from swarms while wearing an impenetrable swarmsuit, rather than 3.","skill_mod":{},"summary":"An impenetrable swarmsuit is made of expensive, finely crafted mesh designed to completely prevent swarms from getting inside. You gain resistance 10 …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":8,"source_category":["Lost Omens","Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1401","source_group":["Wardens of Wildwood"],"name":"Swarmsuit (Impenetrable)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1401-1286"},{"skill_mod":{},"summary":"Performers and criminals are both known to use disposable clothing designed to be torn off the body quickly and easily. This garment is loose enough …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"usage":"modifies existing clothing","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1402","weakness":{},"price":50,"name":"Tear-Away Clothing","id":"equipment-1402","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Tear-Away Clothing Source Grand Bazaar pg. 93 Price 5 sp Usage modifies existing clothing --- Performers and criminals are both known to use disposable clothing designed to be torn off the body quickly and easily. This garment is loose enough to be worn over another outfit, including light armor. You can remove tear-away clothing with an Interact action. The price for tear-away clothing is to modify an existing outfit. If purchasing a new outfit, add the tear-away clothing's price to the outfit to modify it as part of the purchase.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1402"},{"skill_mod":{},"summary":"This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour …","item_child_id":["equipment-1403-1287","equipment-1403-1288","equipment-1403-1289","equipment-1403-1290"],"primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1403","weakness":{},"name":"Waffle Iron","id":"equipment-1403","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Waffle Iron Source Grand Bazaar pg. 93 Bulk 1 --- This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Waffle Iron Source Grand Bazaar pg. 93 Price 5 sp Bulk 1 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Waffle Iron (Imprint) Source Grand Bazaar pg. 93 Price 2 gp Bulk 1 --- The plates of this waffle iron feature a noble insignia, a religious symbol, or other design to imprint onto the pastry. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Waffle Iron (Mithral) Source Grand Bazaar pg. 93 Price 355 gp Bulk 1 --- The plates of this waffle iron are made of standard-grade mithral rather than iron and might bear an imprint on the plates. As with other mithral cookware, food rarely sticks to a mithral waffle iron. As it's made of mithral, this is an uncommon item. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Waffle Iron (High-Grade Mithral) Source Grand Bazaar pg. 93 Price 6,005 gp Bulk 1 --- Truly fit for emperors and demigods, this waffle iron is made of high-grade mithral. Although most metallurgists are certain that the much more affordable standard-grade mithral waffle iron maintains mithral's full non-stick properties, the super elite insist that only waffles made from high-grade mithral waffle irons conform to the most perfect shape and texture. Nadian has one high-grade mithral waffle iron for sale emblazoned with an archaic symbol associated with Milani from before she became a deity, supposedly used to make Milani herself waffles during her mortal life. As it's made of mithral, this is an uncommon item.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1403"},{"skill_mod":{},"summary":"This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1403","item_parent_id":"equipment-1403","weakness":{},"price":50,"name":"Waffle Iron","id":"equipment-1403-1287","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Waffle Iron Source Grand Bazaar pg. 93 Bulk 1 --- This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Waffle Iron Source Grand Bazaar pg. 93 Price 5 sp Bulk 1 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Waffle Iron (Imprint) Source Grand Bazaar pg. 93 Price 2 gp Bulk 1 --- The plates of this waffle iron feature a noble insignia, a religious symbol, or other design to imprint onto the pastry. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Waffle Iron (Mithral) Source Grand Bazaar pg. 93 Price 355 gp Bulk 1 --- The plates of this waffle iron are made of standard-grade mithral rather than iron and might bear an imprint on the plates. As with other mithral cookware, food rarely sticks to a mithral waffle iron. As it's made of mithral, this is an uncommon item. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Waffle Iron (High-Grade Mithral) Source Grand Bazaar pg. 93 Price 6,005 gp Bulk 1 --- Truly fit for emperors and demigods, this waffle iron is made of high-grade mithral. Although most metallurgists are certain that the much more affordable standard-grade mithral waffle iron maintains mithral's full non-stick properties, the super elite insist that only waffles made from high-grade mithral waffle irons conform to the most perfect shape and texture. Nadian has one high-grade mithral waffle iron for sale emblazoned with an archaic symbol associated with Milani from before she became a deity, supposedly used to make Milani herself waffles during her mortal life. As it's made of mithral, this is an uncommon item.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1403-1287"},{"skill_mod":{},"summary":"The plates of this waffle iron feature a noble insignia, a religious symbol, or other design to imprint onto the pastry.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1403","item_parent_id":"equipment-1403","weakness":{},"price":200,"name":"Waffle Iron (Imprint)","id":"equipment-1403-1288","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Waffle Iron Source Grand Bazaar pg. 93 Bulk 1 --- This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Waffle Iron Source Grand Bazaar pg. 93 Price 5 sp Bulk 1 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Waffle Iron (Imprint) Source Grand Bazaar pg. 93 Price 2 gp Bulk 1 --- The plates of this waffle iron feature a noble insignia, a religious symbol, or other design to imprint onto the pastry. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Waffle Iron (Mithral) Source Grand Bazaar pg. 93 Price 355 gp Bulk 1 --- The plates of this waffle iron are made of standard-grade mithral rather than iron and might bear an imprint on the plates. As with other mithral cookware, food rarely sticks to a mithral waffle iron. As it's made of mithral, this is an uncommon item. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Waffle Iron (High-Grade Mithral) Source Grand Bazaar pg. 93 Price 6,005 gp Bulk 1 --- Truly fit for emperors and demigods, this waffle iron is made of high-grade mithral. Although most metallurgists are certain that the much more affordable standard-grade mithral waffle iron maintains mithral's full non-stick properties, the super elite insist that only waffles made from high-grade mithral waffle irons conform to the most perfect shape and texture. Nadian has one high-grade mithral waffle iron for sale emblazoned with an archaic symbol associated with Milani from before she became a deity, supposedly used to make Milani herself waffles during her mortal life. As it's made of mithral, this is an uncommon item.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1403-1288"},{"skill_mod":{},"summary":"The plates of this waffle iron are made of standard-grade mithral rather than iron and might bear an imprint on the plates. As with other mithral …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"primary_source_category":"Lost Omens","level":8,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1403","item_parent_id":"equipment-1403","weakness":{},"price":35500,"name":"Waffle Iron (Mithral)","trait":["Uncommon"],"id":"equipment-1403-1289","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Waffle Iron Source Grand Bazaar pg. 93 Bulk 1 --- This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Waffle Iron Source Grand Bazaar pg. 93 Price 5 sp Bulk 1 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Waffle Iron (Imprint) Source Grand Bazaar pg. 93 Price 2 gp Bulk 1 --- The plates of this waffle iron feature a noble insignia, a religious symbol, or other design to imprint onto the pastry. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Waffle Iron (Mithral) Source Grand Bazaar pg. 93 Price 355 gp Bulk 1 --- The plates of this waffle iron are made of standard-grade mithral rather than iron and might bear an imprint on the plates. As with other mithral cookware, food rarely sticks to a mithral waffle iron. As it's made of mithral, this is an uncommon item. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Waffle Iron (High-Grade Mithral) Source Grand Bazaar pg. 93 Price 6,005 gp Bulk 1 --- Truly fit for emperors and demigods, this waffle iron is made of high-grade mithral. Although most metallurgists are certain that the much more affordable standard-grade mithral waffle iron maintains mithral's full non-stick properties, the super elite insist that only waffles made from high-grade mithral waffle irons conform to the most perfect shape and texture. Nadian has one high-grade mithral waffle iron for sale emblazoned with an archaic symbol associated with Milani from before she became a deity, supposedly used to make Milani herself waffles during her mortal life. As it's made of mithral, this is an uncommon item.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1403-1289"},{"skill_mod":{},"summary":"Truly fit for emperors and demigods, this waffle iron is made of high-grade mithral. Although most metallurgists are certain that the much more …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"primary_source_category":"Lost Omens","level":16,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1403","item_parent_id":"equipment-1403","weakness":{},"price":600500,"name":"Waffle Iron (High-Grade Mithral)","trait":["Uncommon"],"id":"equipment-1403-1290","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Waffle Iron Source Grand Bazaar pg. 93 Bulk 1 --- This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Waffle Iron Source Grand Bazaar pg. 93 Price 5 sp Bulk 1 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Waffle Iron (Imprint) Source Grand Bazaar pg. 93 Price 2 gp Bulk 1 --- The plates of this waffle iron feature a noble insignia, a religious symbol, or other design to imprint onto the pastry. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Waffle Iron (Mithral) Source Grand Bazaar pg. 93 Price 355 gp Bulk 1 --- The plates of this waffle iron are made of standard-grade mithral rather than iron and might bear an imprint on the plates. As with other mithral cookware, food rarely sticks to a mithral waffle iron. As it's made of mithral, this is an uncommon item. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Waffle Iron (High-Grade Mithral) Source Grand Bazaar pg. 93 Price 6,005 gp Bulk 1 --- Truly fit for emperors and demigods, this waffle iron is made of high-grade mithral. Although most metallurgists are certain that the much more affordable standard-grade mithral waffle iron maintains mithral's full non-stick properties, the super elite insist that only waffles made from high-grade mithral waffle irons conform to the most perfect shape and texture. Nadian has one high-grade mithral waffle iron for sale emblazoned with an archaic symbol associated with Milani from before she became a deity, supposedly used to make Milani herself waffles during her mortal life. As it's made of mithral, this is an uncommon item.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1403-1290"},{"skill_mod":{},"summary":"This small, hand-propelled vehicle has a single wheel and is designed to carry large loads over a distance. A wheelbarrow can typically hold up to 5 …","primary_source":"Grand Bazaar","hands":"2","primary_source_category":"Lost Omens","level":0,"usage":"held in 2 hands","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1404","weakness":{},"price":50,"name":"Wheelbarrow","id":"equipment-1404","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Wheelbarrow Source Grand Bazaar pg. 93 Price 5 sp Hands 2 Usage held in 2 hands Bulk 5 --- This small, hand-propelled vehicle has a single wheel and is designed to carry large loads over a distance. A wheelbarrow can typically hold up to 5 Bulk of objects without issue. The GM might rule that it can hold more Bulk of particular items, such as sand, or less Bulk of other items, like awkwardly shaped rocks. You can raise or place a wheelbarrow using an Interact action and can Stride your normal Speed while you have the wheelbarrow raised, though you're encumbered while pushing a wheelbarrow. You can Release a wheelbarrow as normal, but a loaded wheelbarrow has a chance of tipping over if you don't place it down with care. When you Release a wheelbarrow, attempt a DC 7 flat check. On a failure, the wheelbarrow tips over, spilling its contents into a randomly determined adjacent space.\n","bulk":5,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1404"},{"skill_mod":{},"summary":"A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to …","item_child_id":["equipment-1405-1291","equipment-1405-1292","equipment-1405-1293","equipment-1405-1294"],"primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1405","weakness":{},"name":"Abysium","trait":["Precious","Rare"],"id":"equipment-1405","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Abysium Source Grand Bazaar pg. 96 --- A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is sickened 1 for a standard-grade object of light Bulk, sickened 2 for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or sickened 3 for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are poison effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius. ## Abysium Abysium Items Hardness HP BT Thin Items Standard-grade 6 24 12 High-grade 10 40 20 Items Standard-grade 10 40 20 High-grade 13 52 26 Structures Standard-grade 20 80 40 High-grade 26 104 52 Material Uses Abysium Armor Abysium Shield Abysium Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Abysium Chunk Source Grand Bazaar pg. 96 Price 450 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Abysium Ingot Source Grand Bazaar pg. 96 Price 4,500 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Abysium Object (Standard-Grade) Source Grand Bazaar pg. 96 Price 450 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Abysium Object (High-Grade) Source Grand Bazaar pg. 96 Price 7,500 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1405"},{"skill_mod":{},"summary":"A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1405","item_parent_id":"equipment-1405","weakness":{},"price":45000,"name":"Abysium Chunk","trait":["Precious","Rare"],"id":"equipment-1405-1291","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Abysium Source Grand Bazaar pg. 96 --- A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is sickened 1 for a standard-grade object of light Bulk, sickened 2 for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or sickened 3 for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are poison effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius. ## Abysium Abysium Items Hardness HP BT Thin Items Standard-grade 6 24 12 High-grade 10 40 20 Items Standard-grade 10 40 20 High-grade 13 52 26 Structures Standard-grade 20 80 40 High-grade 26 104 52 Material Uses Abysium Armor Abysium Shield Abysium Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Abysium Chunk Source Grand Bazaar pg. 96 Price 450 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Abysium Ingot Source Grand Bazaar pg. 96 Price 4,500 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Abysium Object (Standard-Grade) Source Grand Bazaar pg. 96 Price 450 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Abysium Object (High-Grade) Source Grand Bazaar pg. 96 Price 7,500 gp (per Bulk) ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1405-1291"},{"skill_mod":{},"summary":"A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1405","item_parent_id":"equipment-1405","weakness":{},"price":450000,"name":"Abysium Ingot","trait":["Precious","Rare"],"id":"equipment-1405-1292","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Abysium Source Grand Bazaar pg. 96 --- A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is sickened 1 for a standard-grade object of light Bulk, sickened 2 for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or sickened 3 for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are poison effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius. ## Abysium Abysium Items Hardness HP BT Thin Items Standard-grade 6 24 12 High-grade 10 40 20 Items Standard-grade 10 40 20 High-grade 13 52 26 Structures Standard-grade 20 80 40 High-grade 26 104 52 Material Uses Abysium Armor Abysium Shield Abysium Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Abysium Chunk Source Grand Bazaar pg. 96 Price 450 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Abysium Ingot Source Grand Bazaar pg. 96 Price 4,500 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Abysium Object (Standard-Grade) Source Grand Bazaar pg. 96 Price 450 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Abysium Object (High-Grade) Source Grand Bazaar pg. 96 Price 7,500 gp (per Bulk) ","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1405-1292"},{"skill_mod":{},"summary":"A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":8,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1405","item_parent_id":"equipment-1405","weakness":{},"price":45000,"name":"Abysium Object (Standard-Grade)","trait":["Precious","Rare"],"id":"equipment-1405-1293","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Abysium Source Grand Bazaar pg. 96 --- A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is sickened 1 for a standard-grade object of light Bulk, sickened 2 for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or sickened 3 for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are poison effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius. ## Abysium Abysium Items Hardness HP BT Thin Items Standard-grade 6 24 12 High-grade 10 40 20 Items Standard-grade 10 40 20 High-grade 13 52 26 Structures Standard-grade 20 80 40 High-grade 26 104 52 Material Uses Abysium Armor Abysium Shield Abysium Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Abysium Chunk Source Grand Bazaar pg. 96 Price 450 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Abysium Ingot Source Grand Bazaar pg. 96 Price 4,500 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Abysium Object (Standard-Grade) Source Grand Bazaar pg. 96 Price 450 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Abysium Object (High-Grade) Source Grand Bazaar pg. 96 Price 7,500 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1405-1293"},{"skill_mod":{},"summary":"A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":16,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1405","item_parent_id":"equipment-1405","weakness":{},"price":750000,"name":"Abysium Object (High-Grade)","trait":["Precious","Rare"],"id":"equipment-1405-1294","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Abysium Source Grand Bazaar pg. 96 --- A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is sickened 1 for a standard-grade object of light Bulk, sickened 2 for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or sickened 3 for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are poison effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius. ## Abysium Abysium Items Hardness HP BT Thin Items Standard-grade 6 24 12 High-grade 10 40 20 Items Standard-grade 10 40 20 High-grade 13 52 26 Structures Standard-grade 20 80 40 High-grade 26 104 52 Material Uses Abysium Armor Abysium Shield Abysium Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Abysium Chunk Source Grand Bazaar pg. 96 Price 450 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Abysium Ingot Source Grand Bazaar pg. 96 Price 4,500 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Abysium Object (Standard-Grade) Source Grand Bazaar pg. 96 Price 450 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Abysium Object (High-Grade) Source Grand Bazaar pg. 96 Price 7,500 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1405-1294"},{"item_child_id":["equipment-1406-1295","equipment-1406-1296"],"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-1406","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Abysium Armor Source Grand Bazaar pg. 96 Usage worn armor Bulk varies by armor Base Material Abysium --- Typically only creatures immune to abysium's effects would don abysium armor. You're sickened 2 while wearing standard-grade armor made from abysium, or sickened 3 while wearing high-grade armor made from abysium. You can't reduce your sickened condition while wearing abysium armor, or for 1 hour after removing it. Abysium armor is dangerous to nearby creatures, too. Creatures within 10 feet of abysium armor must succeed at a Fortitude save (DC 30 for standard grade or DC 40 for high grade) or become sickened 1 (sickened 2 on a critical failure). Afterwards, the creature is temporarily immune for 1 minute, but if they remain within the area for longer than 1 minute, they automatically critically fail the next save. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Abysium Armor (Standard-Grade) Source Grand Bazaar pg. 96 Price 2,000 gp (+200 gp per Bulk) Craft Requirements The initial raw materials must include at least 250 gp of abysium + 25 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Abysium Armor (High-Grade) Source Grand Bazaar pg. 96 Price 40,000 gp (+4,000 gp per Bulk) Craft Requirements The initial raw materials must include at least 20,000 gp of abysium + 2,000 gp per Bulk.","skill_mod":{},"summary":"Typically only creatures immune to abysium's effects would don abysium armor. You're sickened 2 while wearing standard-grade armor made from …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1406","name":"Abysium Armor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1406"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1406","weakness":{},"price":200000,"trait":["Rare"],"id":"equipment-1406-1295","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Abysium Armor Source Grand Bazaar pg. 96 Usage worn armor Bulk varies by armor Base Material Abysium --- Typically only creatures immune to abysium's effects would don abysium armor. You're sickened 2 while wearing standard-grade armor made from abysium, or sickened 3 while wearing high-grade armor made from abysium. You can't reduce your sickened condition while wearing abysium armor, or for 1 hour after removing it. Abysium armor is dangerous to nearby creatures, too. Creatures within 10 feet of abysium armor must succeed at a Fortitude save (DC 30 for standard grade or DC 40 for high grade) or become sickened 1 (sickened 2 on a critical failure). Afterwards, the creature is temporarily immune for 1 minute, but if they remain within the area for longer than 1 minute, they automatically critically fail the next save. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Abysium Armor (Standard-Grade) Source Grand Bazaar pg. 96 Price 2,000 gp (+200 gp per Bulk) Craft Requirements The initial raw materials must include at least 250 gp of abysium + 25 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Abysium Armor (High-Grade) Source Grand Bazaar pg. 96 Price 40,000 gp (+4,000 gp per Bulk) Craft Requirements The initial raw materials must include at least 20,000 gp of abysium + 2,000 gp per Bulk.","skill_mod":{},"summary":"Typically only creatures immune to abysium's effects would don abysium armor. You're sickened 2 while wearing standard-grade armor made from …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1406","name":"Abysium Armor (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1406-1295"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1406","weakness":{},"price":4000000,"trait":["Rare"],"id":"equipment-1406-1296","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Abysium Armor Source Grand Bazaar pg. 96 Usage worn armor Bulk varies by armor Base Material Abysium --- Typically only creatures immune to abysium's effects would don abysium armor. You're sickened 2 while wearing standard-grade armor made from abysium, or sickened 3 while wearing high-grade armor made from abysium. You can't reduce your sickened condition while wearing abysium armor, or for 1 hour after removing it. Abysium armor is dangerous to nearby creatures, too. Creatures within 10 feet of abysium armor must succeed at a Fortitude save (DC 30 for standard grade or DC 40 for high grade) or become sickened 1 (sickened 2 on a critical failure). Afterwards, the creature is temporarily immune for 1 minute, but if they remain within the area for longer than 1 minute, they automatically critically fail the next save. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Abysium Armor (Standard-Grade) Source Grand Bazaar pg. 96 Price 2,000 gp (+200 gp per Bulk) Craft Requirements The initial raw materials must include at least 250 gp of abysium + 25 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Abysium Armor (High-Grade) Source Grand Bazaar pg. 96 Price 40,000 gp (+4,000 gp per Bulk) Craft Requirements The initial raw materials must include at least 20,000 gp of abysium + 2,000 gp per Bulk.","skill_mod":{},"summary":"Typically only creatures immune to abysium's effects would don abysium armor. You're sickened 2 while wearing standard-grade armor made from …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":19,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1406","name":"Abysium Armor (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1406-1296"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Grand Bazaar"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 27 Fortitude","price":15000,"trait":["Alchemical","Consumable","Contact","Poison","Rare"],"id":"equipment-1407","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Abysium Powder Source Grand Bazaar pg. 96 Price 150 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- This faintly glowing powder rapidly induces the symptoms of abysium poisoning. Saving Throw DC 27 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 8d6 poison damage and sickened 1 (1 minute); Stage 2 9d6 poison damage and sickened 2 (1 minute); Stage 3 10d6 poison damage and sickened 3 (1 minute) Craft Requirements abysium worth at least 75 gp.\n","skill_mod":{},"summary":"This faintly glowing powder rapidly induces the symptoms of abysium poisoning. Saving Throw DC 27 Fortitude; Onset 1 minute; Maximum Duration …","primary_source":"Grand Bazaar","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=1407","stage":["8d6 poison damage and sickened 1 (1 minute)","9d6 poison damage and sickened 2 (1 minute)","10d6 poison damage and sickened 3 (1 minute)"],"name":"Abysium Powder","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"rare","slug":"equipment-1407"},{"item_child_id":["equipment-1408-1297","equipment-1408-1298","equipment-1408-1299","equipment-1408-1300"],"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-1408","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Abysium Shield Source Grand Bazaar pg. 96 Usage varies by shield Base Material Abysium --- These glowing shields are crafted to ensure that the abysium used is safely contained within a durable outer shell. If the shield breaks, however, the toxic metal becomes exposed. When you use the Shield Block reaction against an adjacent creature's melee Strike, if the shield breaks, the creature is exposed to the abysium and is sickened 1 for a standard-grade shield or sickened 2 for a high-grade shield. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Abysium Buckler (Standard-Grade) Source Grand Bazaar pg. 96 Price 400 gp Bulk L --- The shield has Hardness 4, HP 16, and BT 8. Craft Requirements abysium worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Abysium Shield (Standard-Grade) Source Grand Bazaar pg. 96 Price 440 gp Bulk 1 --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements abysium worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Abysium Buckler (High-Grade) Source Grand Bazaar pg. 96 Price 8,000 gp Bulk L --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements abysium worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Abysium Shield (High-Grade) Source Grand Bazaar pg. 96 Price 8,800 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements abysium worth at least 4,400 gp","skill_mod":{},"summary":"These glowing shields are crafted to ensure that the abysium used is safely contained within a durable outer shell. If the shield breaks, however, …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1408","name":"Abysium Shield","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1408"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1408","weakness":{},"price":40000,"trait":["Rare"],"id":"equipment-1408-1297","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Abysium Shield Source Grand Bazaar pg. 96 Usage varies by shield Base Material Abysium --- These glowing shields are crafted to ensure that the abysium used is safely contained within a durable outer shell. If the shield breaks, however, the toxic metal becomes exposed. When you use the Shield Block reaction against an adjacent creature's melee Strike, if the shield breaks, the creature is exposed to the abysium and is sickened 1 for a standard-grade shield or sickened 2 for a high-grade shield. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Abysium Buckler (Standard-Grade) Source Grand Bazaar pg. 96 Price 400 gp Bulk L --- The shield has Hardness 4, HP 16, and BT 8. Craft Requirements abysium worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Abysium Shield (Standard-Grade) Source Grand Bazaar pg. 96 Price 440 gp Bulk 1 --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements abysium worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Abysium Buckler (High-Grade) Source Grand Bazaar pg. 96 Price 8,000 gp Bulk L --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements abysium worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Abysium Shield (High-Grade) Source Grand Bazaar pg. 96 Price 8,800 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements abysium worth at least 4,400 gp","skill_mod":{},"summary":"The shield has Hardness 4, HP 16, and BT 8.","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1408","name":"Abysium Buckler (Standard-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1408-1297"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1408","weakness":{},"price":44000,"trait":["Rare"],"id":"equipment-1408-1298","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Abysium Shield Source Grand Bazaar pg. 96 Usage varies by shield Base Material Abysium --- These glowing shields are crafted to ensure that the abysium used is safely contained within a durable outer shell. If the shield breaks, however, the toxic metal becomes exposed. When you use the Shield Block reaction against an adjacent creature's melee Strike, if the shield breaks, the creature is exposed to the abysium and is sickened 1 for a standard-grade shield or sickened 2 for a high-grade shield. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Abysium Buckler (Standard-Grade) Source Grand Bazaar pg. 96 Price 400 gp Bulk L --- The shield has Hardness 4, HP 16, and BT 8. Craft Requirements abysium worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Abysium Shield (Standard-Grade) Source Grand Bazaar pg. 96 Price 440 gp Bulk 1 --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements abysium worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Abysium Buckler (High-Grade) Source Grand Bazaar pg. 96 Price 8,000 gp Bulk L --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements abysium worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Abysium Shield (High-Grade) Source Grand Bazaar pg. 96 Price 8,800 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements abysium worth at least 4,400 gp","skill_mod":{},"summary":"The shield has Hardness 6, HP 24, and BT 12.","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1408","name":"Abysium Shield (Standard-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1408-1298"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1408","weakness":{},"price":800000,"trait":["Rare"],"id":"equipment-1408-1299","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Abysium Shield Source Grand Bazaar pg. 96 Usage varies by shield Base Material Abysium --- These glowing shields are crafted to ensure that the abysium used is safely contained within a durable outer shell. If the shield breaks, however, the toxic metal becomes exposed. When you use the Shield Block reaction against an adjacent creature's melee Strike, if the shield breaks, the creature is exposed to the abysium and is sickened 1 for a standard-grade shield or sickened 2 for a high-grade shield. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Abysium Buckler (Standard-Grade) Source Grand Bazaar pg. 96 Price 400 gp Bulk L --- The shield has Hardness 4, HP 16, and BT 8. Craft Requirements abysium worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Abysium Shield (Standard-Grade) Source Grand Bazaar pg. 96 Price 440 gp Bulk 1 --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements abysium worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Abysium Buckler (High-Grade) Source Grand Bazaar pg. 96 Price 8,000 gp Bulk L --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements abysium worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Abysium Shield (High-Grade) Source Grand Bazaar pg. 96 Price 8,800 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements abysium worth at least 4,400 gp","skill_mod":{},"summary":"The shield has Hardness 7, HP 28, and BT 14.","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1408","name":"Abysium Buckler (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1408-1299"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1408","weakness":{},"price":880000,"trait":["Rare"],"id":"equipment-1408-1300","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Abysium Shield Source Grand Bazaar pg. 96 Usage varies by shield Base Material Abysium --- These glowing shields are crafted to ensure that the abysium used is safely contained within a durable outer shell. If the shield breaks, however, the toxic metal becomes exposed. When you use the Shield Block reaction against an adjacent creature's melee Strike, if the shield breaks, the creature is exposed to the abysium and is sickened 1 for a standard-grade shield or sickened 2 for a high-grade shield. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Abysium Buckler (Standard-Grade) Source Grand Bazaar pg. 96 Price 400 gp Bulk L --- The shield has Hardness 4, HP 16, and BT 8. Craft Requirements abysium worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Abysium Shield (Standard-Grade) Source Grand Bazaar pg. 96 Price 440 gp Bulk 1 --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements abysium worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Abysium Buckler (High-Grade) Source Grand Bazaar pg. 96 Price 8,000 gp Bulk L --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements abysium worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Abysium Shield (High-Grade) Source Grand Bazaar pg. 96 Price 8,800 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements abysium worth at least 4,400 gp","skill_mod":{},"summary":"The shield has Hardness 10, HP 40, and BT 20.","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1408","name":"Abysium Shield (High-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1408-1300"},{"item_child_id":["equipment-1409-1301","equipment-1409-1302"],"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-1409","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Abysium Weapon Source Grand Bazaar pg. 97 Usage varies by weapon Bulk varies by weapon Base Material Abysium --- Abysium weapons are safe to carry, as the toxic metal is contained within an outer shell. However, the inherent toxicity in these blue-green weapons can irradiate open wounds and poison foes. Abysium weapons have one fewer property rune slot, but they deal 1d4 poison damage on a successful Strike, and on a critical hit, the target is sickened 1, or sickened 2 with high-grade abysium. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Abysium Weapon (Standard-Grade) Source Grand Bazaar pg. 97 Price 2,000 gp (+200 gp per Bulk) Craft Requirements at least 250 gp of abysium + 25 gp per Bulk <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Abysium Weapon (High-Grade) Source Grand Bazaar pg. 97 Price 24,000 gp (+2,400 gp per Bulk) Craft Requirements at least 12,000 gp of abysium + 1,200 gp per Bulk","skill_mod":{},"summary":"Abysium weapons are safe to carry, as the toxic metal is contained within an outer shell. However, the inherent toxicity in these blue-green weapons …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1409","name":"Abysium Weapon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1409"},{"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1409","weakness":{},"price":200000,"trait":["Rare"],"id":"equipment-1409-1301","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Abysium Weapon Source Grand Bazaar pg. 97 Usage varies by weapon Bulk varies by weapon Base Material Abysium --- Abysium weapons are safe to carry, as the toxic metal is contained within an outer shell. However, the inherent toxicity in these blue-green weapons can irradiate open wounds and poison foes. Abysium weapons have one fewer property rune slot, but they deal 1d4 poison damage on a successful Strike, and on a critical hit, the target is sickened 1, or sickened 2 with high-grade abysium. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Abysium Weapon (Standard-Grade) Source Grand Bazaar pg. 97 Price 2,000 gp (+200 gp per Bulk) Craft Requirements at least 250 gp of abysium + 25 gp per Bulk <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Abysium Weapon (High-Grade) Source Grand Bazaar pg. 97 Price 24,000 gp (+2,400 gp per Bulk) Craft Requirements at least 12,000 gp of abysium + 1,200 gp per Bulk","skill_mod":{},"summary":"Abysium weapons are safe to carry, as the toxic metal is contained within an outer shell. However, the inherent toxicity in these blue-green weapons …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1409","name":"Abysium Weapon (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1409-1301"},{"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1409","weakness":{},"price":2400000,"trait":["Rare"],"id":"equipment-1409-1302","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Abysium Weapon Source Grand Bazaar pg. 97 Usage varies by weapon Bulk varies by weapon Base Material Abysium --- Abysium weapons are safe to carry, as the toxic metal is contained within an outer shell. However, the inherent toxicity in these blue-green weapons can irradiate open wounds and poison foes. Abysium weapons have one fewer property rune slot, but they deal 1d4 poison damage on a successful Strike, and on a critical hit, the target is sickened 1, or sickened 2 with high-grade abysium. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Abysium Weapon (Standard-Grade) Source Grand Bazaar pg. 97 Price 2,000 gp (+200 gp per Bulk) Craft Requirements at least 250 gp of abysium + 25 gp per Bulk <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Abysium Weapon (High-Grade) Source Grand Bazaar pg. 97 Price 24,000 gp (+2,400 gp per Bulk) Craft Requirements at least 12,000 gp of abysium + 1,200 gp per Bulk","skill_mod":{},"summary":"Abysium weapons are safe to carry, as the toxic metal is contained within an outer shell. However, the inherent toxicity in these blue-green weapons …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1409","name":"Abysium Weapon (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1409-1302"},{"skill_mod":{},"summary":"This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the …","item_child_id":["equipment-1410-1303","equipment-1410-1304","equipment-1410-1305","equipment-1410-1306"],"primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1410","weakness":{},"name":"Djezet","trait":["Precious","Rare"],"id":"equipment-1410","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Djezet Source Grand Bazaar pg. 97 --- This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name “quickiron” in some places. Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it “tiger iron.” When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses. ## Djezet Alloy Djezet Alloy Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 9 36 18 High-grade 12 48 24 Structures Standard-grade 18 72 36 High-grade 24 96 48 Material Uses Djezet Armor Djezet Shield Djezet Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Djezet Mass Source Grand Bazaar pg. 97 Price 600 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Djezet Alloy Ingot Source Grand Bazaar pg. 97 Price 6,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Djezet Alloy Object (Standard-Grade) Source Grand Bazaar pg. 97 Price 400 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Djezet Alloy Object (High-Grade) Source Grand Bazaar pg. 97 Price 7,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1410"},{"skill_mod":{},"summary":"This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1410","item_parent_id":"equipment-1410","weakness":{},"price":60000,"name":"Djezet Mass","trait":["Precious","Rare"],"id":"equipment-1410-1303","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Djezet Source Grand Bazaar pg. 97 --- This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name “quickiron” in some places. Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it “tiger iron.” When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses. ## Djezet Alloy Djezet Alloy Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 9 36 18 High-grade 12 48 24 Structures Standard-grade 18 72 36 High-grade 24 96 48 Material Uses Djezet Armor Djezet Shield Djezet Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Djezet Mass Source Grand Bazaar pg. 97 Price 600 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Djezet Alloy Ingot Source Grand Bazaar pg. 97 Price 6,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Djezet Alloy Object (Standard-Grade) Source Grand Bazaar pg. 97 Price 400 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Djezet Alloy Object (High-Grade) Source Grand Bazaar pg. 97 Price 7,000 gp (per Bulk) ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1410-1303"},{"skill_mod":{},"summary":"This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1410","item_parent_id":"equipment-1410","weakness":{},"price":600000,"name":"Djezet Alloy Ingot","trait":["Precious","Rare"],"id":"equipment-1410-1304","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Djezet Source Grand Bazaar pg. 97 --- This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name “quickiron” in some places. Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it “tiger iron.” When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses. ## Djezet Alloy Djezet Alloy Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 9 36 18 High-grade 12 48 24 Structures Standard-grade 18 72 36 High-grade 24 96 48 Material Uses Djezet Armor Djezet Shield Djezet Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Djezet Mass Source Grand Bazaar pg. 97 Price 600 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Djezet Alloy Ingot Source Grand Bazaar pg. 97 Price 6,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Djezet Alloy Object (Standard-Grade) Source Grand Bazaar pg. 97 Price 400 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Djezet Alloy Object (High-Grade) Source Grand Bazaar pg. 97 Price 7,000 gp (per Bulk) ","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1410-1304"},{"skill_mod":{},"summary":"This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":8,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1410","item_parent_id":"equipment-1410","weakness":{},"price":40000,"name":"Djezet Alloy Object (Standard-Grade)","trait":["Precious","Rare"],"id":"equipment-1410-1305","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Djezet Source Grand Bazaar pg. 97 --- This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name “quickiron” in some places. Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it “tiger iron.” When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses. ## Djezet Alloy Djezet Alloy Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 9 36 18 High-grade 12 48 24 Structures Standard-grade 18 72 36 High-grade 24 96 48 Material Uses Djezet Armor Djezet Shield Djezet Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Djezet Mass Source Grand Bazaar pg. 97 Price 600 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Djezet Alloy Ingot Source Grand Bazaar pg. 97 Price 6,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Djezet Alloy Object (Standard-Grade) Source Grand Bazaar pg. 97 Price 400 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Djezet Alloy Object (High-Grade) Source Grand Bazaar pg. 97 Price 7,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1410-1305"},{"skill_mod":{},"summary":"This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":16,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1410","item_parent_id":"equipment-1410","weakness":{},"price":700000,"name":"Djezet Alloy Object (High-Grade)","trait":["Precious","Rare"],"id":"equipment-1410-1306","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Djezet Source Grand Bazaar pg. 97 --- This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name “quickiron” in some places. Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it “tiger iron.” When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses. ## Djezet Alloy Djezet Alloy Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 9 36 18 High-grade 12 48 24 Structures Standard-grade 18 72 36 High-grade 24 96 48 Material Uses Djezet Armor Djezet Shield Djezet Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Djezet Mass Source Grand Bazaar pg. 97 Price 600 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Djezet Alloy Ingot Source Grand Bazaar pg. 97 Price 6,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Djezet Alloy Object (Standard-Grade) Source Grand Bazaar pg. 97 Price 400 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Djezet Alloy Object (High-Grade) Source Grand Bazaar pg. 97 Price 7,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1410-1306"},{"item_child_id":["equipment-1411-1307","equipment-1411-1308"],"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-1411","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Djezet Armor Source Grand Bazaar pg. 98 Usage worn armor Bulk varies by armor Base Material Djezet --- Armor made of djezet alloy is easy to enchant. Transferring runes onto djezet armor from other armor waives the usual 1/10 cost to etch the rune. This benefit has no effect on the cost of the rune itself or on the cost to transfer a rune off djezet armor onto a non-djezet armor. High-grade djezet armor can be etched with an additional property rune (to a maximum of four instead of three for +3 armor ). <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Djezet Armor (Standard-Grade) Source Grand Bazaar pg. 98 Price 1,800 gp (+180 gp per Bulk) Craft Requirements The initial raw materials must include at least 225 gp of djezet + 22.5 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Djezet Armor (High-Grade) Source Grand Bazaar pg. 98 Price 35,000 gp (+3,500 gp per Bulk) Craft Requirements The initial raw materials must include at least 17,500 gp of djezet + 1,750 gp per Bulk.","skill_mod":{},"summary":"Armor made of djezet alloy is easy to enchant. Transferring runes onto djezet armor from other armor waives the usual 1/10 cost to etch the rune. …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1411","name":"Djezet Armor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1411"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1411","weakness":{},"price":180000,"trait":["Rare"],"id":"equipment-1411-1307","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Djezet Armor Source Grand Bazaar pg. 98 Usage worn armor Bulk varies by armor Base Material Djezet --- Armor made of djezet alloy is easy to enchant. Transferring runes onto djezet armor from other armor waives the usual 1/10 cost to etch the rune. This benefit has no effect on the cost of the rune itself or on the cost to transfer a rune off djezet armor onto a non-djezet armor. High-grade djezet armor can be etched with an additional property rune (to a maximum of four instead of three for +3 armor ). <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Djezet Armor (Standard-Grade) Source Grand Bazaar pg. 98 Price 1,800 gp (+180 gp per Bulk) Craft Requirements The initial raw materials must include at least 225 gp of djezet + 22.5 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Djezet Armor (High-Grade) Source Grand Bazaar pg. 98 Price 35,000 gp (+3,500 gp per Bulk) Craft Requirements The initial raw materials must include at least 17,500 gp of djezet + 1,750 gp per Bulk.","skill_mod":{},"summary":"Armor made of djezet alloy is easy to enchant. Transferring runes onto djezet armor from other armor waives the usual 1/10 cost to etch the rune. …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1411","name":"Djezet Armor (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1411-1307"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1411","weakness":{},"price":3500000,"trait":["Rare"],"id":"equipment-1411-1308","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Djezet Armor Source Grand Bazaar pg. 98 Usage worn armor Bulk varies by armor Base Material Djezet --- Armor made of djezet alloy is easy to enchant. Transferring runes onto djezet armor from other armor waives the usual 1/10 cost to etch the rune. This benefit has no effect on the cost of the rune itself or on the cost to transfer a rune off djezet armor onto a non-djezet armor. High-grade djezet armor can be etched with an additional property rune (to a maximum of four instead of three for +3 armor ). <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Djezet Armor (Standard-Grade) Source Grand Bazaar pg. 98 Price 1,800 gp (+180 gp per Bulk) Craft Requirements The initial raw materials must include at least 225 gp of djezet + 22.5 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Djezet Armor (High-Grade) Source Grand Bazaar pg. 98 Price 35,000 gp (+3,500 gp per Bulk) Craft Requirements The initial raw materials must include at least 17,500 gp of djezet + 1,750 gp per Bulk.","skill_mod":{},"summary":"Armor made of djezet alloy is easy to enchant. Transferring runes onto djezet armor from other armor waives the usual 1/10 cost to etch the rune. …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":19,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1411","name":"Djezet Armor (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1411-1308"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":60000,"trait":["Consumable","Magical","Rare"],"id":"equipment-1412","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Djezet Dose Source Grand Bazaar pg. 98 Price 600 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Some mages carry vials of djezet for its magic-enhancing properties. When you drink a djezet dose, if your next action is to Cast a Spell, you can apply the effects of the Reach Spell or Widen Spell metamagic feats. Craft Requirements At least 300 gp of djezet.\n","skill_mod":{},"summary":"Some mages carry vials of djezet for its magic-enhancing properties. When you drink a djezet dose, if your next action is to Cast a Spell, you can …","primary_source":"Grand Bazaar","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1412","name":"Djezet Dose","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-1412"},{"item_child_id":["equipment-1413-1309","equipment-1413-1310","equipment-1413-1311","equipment-1413-1312"],"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-1413","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Djezet Shield Source Grand Bazaar pg. 98 Usage varies by shield Base Material Djezet --- The burnished red faces of djezet-alloy shields attract effects made of pure magic. While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger. When taking energy damage from a spell, the shield's listed Hardness doubles. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Djezet Buckler (Standard-Grade) Source Grand Bazaar pg. 98 Price 600 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements djezet worth at least 75 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Djezet Shield (Standard-Grade) Source Grand Bazaar pg. 98 Price 660 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements djezet worth at least 82.5 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Djezet Buckler (High-Grade) Source Grand Bazaar pg. 98 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements djezet worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Djezet Shield (High-Grade) Source Grand Bazaar pg. 98 Price 8,800 gp Bulk 1 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements djezet worth at least 4,400 gp","skill_mod":{},"summary":"The burnished red faces of djezet-alloy shields attract effects made of pure magic. While you have a djezet shield Raised , you can use the Shield …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1413","name":"Djezet Shield","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1413"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1413","weakness":{},"price":60000,"trait":["Rare"],"id":"equipment-1413-1309","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Djezet Shield Source Grand Bazaar pg. 98 Usage varies by shield Base Material Djezet --- The burnished red faces of djezet-alloy shields attract effects made of pure magic. While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger. When taking energy damage from a spell, the shield's listed Hardness doubles. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Djezet Buckler (Standard-Grade) Source Grand Bazaar pg. 98 Price 600 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements djezet worth at least 75 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Djezet Shield (Standard-Grade) Source Grand Bazaar pg. 98 Price 660 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements djezet worth at least 82.5 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Djezet Buckler (High-Grade) Source Grand Bazaar pg. 98 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements djezet worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Djezet Shield (High-Grade) Source Grand Bazaar pg. 98 Price 8,800 gp Bulk 1 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements djezet worth at least 4,400 gp","skill_mod":{},"summary":"The shield has Hardness 3, HP 12, and BT 6.","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1413","name":"Djezet Buckler (Standard-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1413-1309"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1413","weakness":{},"price":66000,"trait":["Rare"],"id":"equipment-1413-1310","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Djezet Shield Source Grand Bazaar pg. 98 Usage varies by shield Base Material Djezet --- The burnished red faces of djezet-alloy shields attract effects made of pure magic. While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger. When taking energy damage from a spell, the shield's listed Hardness doubles. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Djezet Buckler (Standard-Grade) Source Grand Bazaar pg. 98 Price 600 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements djezet worth at least 75 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Djezet Shield (Standard-Grade) Source Grand Bazaar pg. 98 Price 660 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements djezet worth at least 82.5 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Djezet Buckler (High-Grade) Source Grand Bazaar pg. 98 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements djezet worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Djezet Shield (High-Grade) Source Grand Bazaar pg. 98 Price 8,800 gp Bulk 1 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements djezet worth at least 4,400 gp","skill_mod":{},"summary":"The shield has Hardness 5, HP 20, and BT 10.","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1413","name":"Djezet Shield (Standard-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1413-1310"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1413","weakness":{},"price":800000,"trait":["Rare"],"id":"equipment-1413-1311","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Djezet Shield Source Grand Bazaar pg. 98 Usage varies by shield Base Material Djezet --- The burnished red faces of djezet-alloy shields attract effects made of pure magic. While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger. When taking energy damage from a spell, the shield's listed Hardness doubles. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Djezet Buckler (Standard-Grade) Source Grand Bazaar pg. 98 Price 600 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements djezet worth at least 75 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Djezet Shield (Standard-Grade) Source Grand Bazaar pg. 98 Price 660 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements djezet worth at least 82.5 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Djezet Buckler (High-Grade) Source Grand Bazaar pg. 98 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements djezet worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Djezet Shield (High-Grade) Source Grand Bazaar pg. 98 Price 8,800 gp Bulk 1 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements djezet worth at least 4,400 gp","skill_mod":{},"summary":"The shield has Hardness 6, HP 24, and BT 12.","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1413","name":"Djezet Buckler (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1413-1311"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1413","weakness":{},"price":880000,"trait":["Rare"],"id":"equipment-1413-1312","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Djezet Shield Source Grand Bazaar pg. 98 Usage varies by shield Base Material Djezet --- The burnished red faces of djezet-alloy shields attract effects made of pure magic. While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger. When taking energy damage from a spell, the shield's listed Hardness doubles. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Djezet Buckler (Standard-Grade) Source Grand Bazaar pg. 98 Price 600 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements djezet worth at least 75 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Djezet Shield (Standard-Grade) Source Grand Bazaar pg. 98 Price 660 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements djezet worth at least 82.5 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Djezet Buckler (High-Grade) Source Grand Bazaar pg. 98 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements djezet worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Djezet Shield (High-Grade) Source Grand Bazaar pg. 98 Price 8,800 gp Bulk 1 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements djezet worth at least 4,400 gp","skill_mod":{},"summary":"The shield has Hardness 8, HP 32, and BT 16.","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1413","name":"Djezet Shield (High-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1413-1312"},{"item_child_id":["equipment-1414-1313","equipment-1414-1314"],"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-1414","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Djezet Weapon Source Grand Bazaar pg. 98 Usage varies by weapon Bulk varies by weapon Base Material Djezet --- The djezet in weapons absorbs magical power. Critical hits made with a djezet weapon against a prepared or spontaneous spellcaster cause the target to lose one prepared spell or one spontaneous spell slot unless the target succeeds at a Will save (DC 30 for standard-grade or DC 40 for high-grade). The spell is randomly selected from among the caster's highest three spell levels (and then from among the spells prepared in that level, for a prepared spellcaster). <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Djezet Weapon (Standard-Grade) Source Grand Bazaar pg. 98 Price 1,800 gp (+180 gp per Bulk) Craft Requirements at least 225 gp of djezet + 22.5 gp per Bulk <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Djezet Weapon (High-Grade) Source Grand Bazaar pg. 98 Price 22,000 gp (+2,200 gp per Bulk) Craft Requirements at least 11,000 gp of djezet + 1,100 gp per Bulk","skill_mod":{},"summary":"The djezet in weapons absorbs magical power. Critical hits made with a djezet weapon against a prepared or spontaneous spellcaster cause the target …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1414","name":"Djezet Weapon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1414"},{"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1414","weakness":{},"price":180000,"trait":["Rare"],"id":"equipment-1414-1313","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Djezet Weapon Source Grand Bazaar pg. 98 Usage varies by weapon Bulk varies by weapon Base Material Djezet --- The djezet in weapons absorbs magical power. Critical hits made with a djezet weapon against a prepared or spontaneous spellcaster cause the target to lose one prepared spell or one spontaneous spell slot unless the target succeeds at a Will save (DC 30 for standard-grade or DC 40 for high-grade). The spell is randomly selected from among the caster's highest three spell levels (and then from among the spells prepared in that level, for a prepared spellcaster). <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Djezet Weapon (Standard-Grade) Source Grand Bazaar pg. 98 Price 1,800 gp (+180 gp per Bulk) Craft Requirements at least 225 gp of djezet + 22.5 gp per Bulk <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Djezet Weapon (High-Grade) Source Grand Bazaar pg. 98 Price 22,000 gp (+2,200 gp per Bulk) Craft Requirements at least 11,000 gp of djezet + 1,100 gp per Bulk","skill_mod":{},"summary":"The djezet in weapons absorbs magical power. Critical hits made with a djezet weapon against a prepared or spontaneous spellcaster cause the target …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1414","name":"Djezet Weapon (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1414-1313"},{"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1414","weakness":{},"price":2200000,"trait":["Rare"],"id":"equipment-1414-1314","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Djezet Weapon Source Grand Bazaar pg. 98 Usage varies by weapon Bulk varies by weapon Base Material Djezet --- The djezet in weapons absorbs magical power. Critical hits made with a djezet weapon against a prepared or spontaneous spellcaster cause the target to lose one prepared spell or one spontaneous spell slot unless the target succeeds at a Will save (DC 30 for standard-grade or DC 40 for high-grade). The spell is randomly selected from among the caster's highest three spell levels (and then from among the spells prepared in that level, for a prepared spellcaster). <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Djezet Weapon (Standard-Grade) Source Grand Bazaar pg. 98 Price 1,800 gp (+180 gp per Bulk) Craft Requirements at least 225 gp of djezet + 22.5 gp per Bulk <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Djezet Weapon (High-Grade) Source Grand Bazaar pg. 98 Price 22,000 gp (+2,200 gp per Bulk) Craft Requirements at least 11,000 gp of djezet + 1,100 gp per Bulk","skill_mod":{},"summary":"The djezet in weapons absorbs magical power. Critical hits made with a djezet weapon against a prepared or spontaneous spellcaster cause the target …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1414","name":"Djezet Weapon (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1414-1314"},{"skill_mod":{},"summary":"This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this …","item_child_id":["equipment-1415-1315","equipment-1415-1316","equipment-1415-1317","equipment-1415-1318"],"primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1415","weakness":{},"name":"Inubrix","trait":["Precious","Rare"],"id":"equipment-1415","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Inubrix Source Grand Bazaar pg. 98 --- This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor. ## Inubrix Inubrix Items Hardness HP BT Thin Items Standard-grade 4 16 8 High-grade 7 28 14 Items Standard-grade 8 32 16 High-grade 11 44 22 Structures Standard-grade 17 68 34 High-grade 23 92 46 Material Uses Inubrix Armor Inubrix Shield Inubrix Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Inubrix Chunk Source Grand Bazaar pg. 98 Price 550 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Inubrix Ingot Source Grand Bazaar pg. 98 Price 5,500 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Inubrix Object (Standard-Grade) Source Grand Bazaar pg. 98 Price 400 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Inubrix Object (High-Grade) Source Grand Bazaar pg. 98 Price 6,500 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1415"},{"skill_mod":{},"summary":"This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1415","item_parent_id":"equipment-1415","weakness":{},"price":55000,"name":"Inubrix Chunk","trait":["Precious","Rare"],"id":"equipment-1415-1315","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Inubrix Source Grand Bazaar pg. 98 --- This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor. ## Inubrix Inubrix Items Hardness HP BT Thin Items Standard-grade 4 16 8 High-grade 7 28 14 Items Standard-grade 8 32 16 High-grade 11 44 22 Structures Standard-grade 17 68 34 High-grade 23 92 46 Material Uses Inubrix Armor Inubrix Shield Inubrix Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Inubrix Chunk Source Grand Bazaar pg. 98 Price 550 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Inubrix Ingot Source Grand Bazaar pg. 98 Price 5,500 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Inubrix Object (Standard-Grade) Source Grand Bazaar pg. 98 Price 400 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Inubrix Object (High-Grade) Source Grand Bazaar pg. 98 Price 6,500 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1415-1315"},{"skill_mod":{},"summary":"This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1415","item_parent_id":"equipment-1415","weakness":{},"price":550000,"name":"Inubrix Ingot","trait":["Precious","Rare"],"id":"equipment-1415-1316","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Inubrix Source Grand Bazaar pg. 98 --- This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor. ## Inubrix Inubrix Items Hardness HP BT Thin Items Standard-grade 4 16 8 High-grade 7 28 14 Items Standard-grade 8 32 16 High-grade 11 44 22 Structures Standard-grade 17 68 34 High-grade 23 92 46 Material Uses Inubrix Armor Inubrix Shield Inubrix Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Inubrix Chunk Source Grand Bazaar pg. 98 Price 550 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Inubrix Ingot Source Grand Bazaar pg. 98 Price 5,500 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Inubrix Object (Standard-Grade) Source Grand Bazaar pg. 98 Price 400 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Inubrix Object (High-Grade) Source Grand Bazaar pg. 98 Price 6,500 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1415-1316"},{"skill_mod":{},"summary":"This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":8,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1415","item_parent_id":"equipment-1415","weakness":{},"price":40000,"name":"Inubrix Object (Standard-Grade)","trait":["Precious","Rare"],"id":"equipment-1415-1317","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Inubrix Source Grand Bazaar pg. 98 --- This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor. ## Inubrix Inubrix Items Hardness HP BT Thin Items Standard-grade 4 16 8 High-grade 7 28 14 Items Standard-grade 8 32 16 High-grade 11 44 22 Structures Standard-grade 17 68 34 High-grade 23 92 46 Material Uses Inubrix Armor Inubrix Shield Inubrix Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Inubrix Chunk Source Grand Bazaar pg. 98 Price 550 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Inubrix Ingot Source Grand Bazaar pg. 98 Price 5,500 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Inubrix Object (Standard-Grade) Source Grand Bazaar pg. 98 Price 400 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Inubrix Object (High-Grade) Source Grand Bazaar pg. 98 Price 6,500 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1415-1317"},{"skill_mod":{},"summary":"This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":16,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1415","item_parent_id":"equipment-1415","weakness":{},"price":650000,"name":"Inubrix Object (High-Grade)","trait":["Precious","Rare"],"id":"equipment-1415-1318","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Inubrix Source Grand Bazaar pg. 98 --- This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor. ## Inubrix Inubrix Items Hardness HP BT Thin Items Standard-grade 4 16 8 High-grade 7 28 14 Items Standard-grade 8 32 16 High-grade 11 44 22 Structures Standard-grade 17 68 34 High-grade 23 92 46 Material Uses Inubrix Armor Inubrix Shield Inubrix Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Inubrix Chunk Source Grand Bazaar pg. 98 Price 550 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Inubrix Ingot Source Grand Bazaar pg. 98 Price 5,500 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Inubrix Object (Standard-Grade) Source Grand Bazaar pg. 98 Price 400 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Inubrix Object (High-Grade) Source Grand Bazaar pg. 98 Price 6,500 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1415-1318"},{"item_child_id":["equipment-1416-1319","equipment-1416-1320"],"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-1416","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Inubrix Armor Source Grand Bazaar pg. 98 Usage worn armor Bulk varies by armor Base Material Inubrix --- Inubrix's malleable nature means armor crafted from it is less rigid than usual, though this slightly increased mobility comes at the cost of protection. Metal armor crafted from inubrix gains the flexible armor trait; its item bonus to AC decreases by 1 but its maximum Dexterity bonus increases by 1. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Inubrix Armor (Standard-Grade) Source Grand Bazaar pg. 98 Price 1,200 gp (+120 gp per Bulk) Craft Requirements The initial raw materials must include at least 150 gp of inubrix + 15 gp per Bulk. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Inubrix Armor (High-Grade) Source Grand Bazaar pg. 98 Price 18,000 gp (+1,800 gp per Bulk) Craft Requirements The initial raw materials must include at least 9,000 gp of inubrix + 900 gp per Bulk.","skill_mod":{},"summary":"Inubrix's malleable nature means armor crafted from it is less rigid than usual, though this slightly increased mobility comes at the cost of …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1416","name":"Inubrix Armor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1416"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1416","weakness":{},"price":120000,"trait":["Rare"],"id":"equipment-1416-1319","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Inubrix Armor Source Grand Bazaar pg. 98 Usage worn armor Bulk varies by armor Base Material Inubrix --- Inubrix's malleable nature means armor crafted from it is less rigid than usual, though this slightly increased mobility comes at the cost of protection. Metal armor crafted from inubrix gains the flexible armor trait; its item bonus to AC decreases by 1 but its maximum Dexterity bonus increases by 1. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Inubrix Armor (Standard-Grade) Source Grand Bazaar pg. 98 Price 1,200 gp (+120 gp per Bulk) Craft Requirements The initial raw materials must include at least 150 gp of inubrix + 15 gp per Bulk. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Inubrix Armor (High-Grade) Source Grand Bazaar pg. 98 Price 18,000 gp (+1,800 gp per Bulk) Craft Requirements The initial raw materials must include at least 9,000 gp of inubrix + 900 gp per Bulk.","skill_mod":{},"summary":"Inubrix's malleable nature means armor crafted from it is less rigid than usual, though this slightly increased mobility comes at the cost of …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1416","name":"Inubrix Armor (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1416-1319"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1416","weakness":{},"price":1800000,"trait":["Rare"],"id":"equipment-1416-1320","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Inubrix Armor Source Grand Bazaar pg. 98 Usage worn armor Bulk varies by armor Base Material Inubrix --- Inubrix's malleable nature means armor crafted from it is less rigid than usual, though this slightly increased mobility comes at the cost of protection. Metal armor crafted from inubrix gains the flexible armor trait; its item bonus to AC decreases by 1 but its maximum Dexterity bonus increases by 1. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Inubrix Armor (Standard-Grade) Source Grand Bazaar pg. 98 Price 1,200 gp (+120 gp per Bulk) Craft Requirements The initial raw materials must include at least 150 gp of inubrix + 15 gp per Bulk. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Inubrix Armor (High-Grade) Source Grand Bazaar pg. 98 Price 18,000 gp (+1,800 gp per Bulk) Craft Requirements The initial raw materials must include at least 9,000 gp of inubrix + 900 gp per Bulk.","skill_mod":{},"summary":"Inubrix's malleable nature means armor crafted from it is less rigid than usual, though this slightly increased mobility comes at the cost of …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1416","name":"Inubrix Armor (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1416-1320"},{"item_child_id":["equipment-1417-1321","equipment-1417-1322","equipment-1417-1323","equipment-1417-1324"],"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-1417","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Inubrix Shield Source Grand Bazaar pg. 99 Usage varies by shield Base Material Inubrix --- Inubrix is much softer than steel, and it's atypical for it to be used to make shields. An item made by an unskilled smith will dent from a single blow and prove worthless on the battlefield. However, its yielding surface can entrap metal weapons. You can use an inubrix shield (or shield boss or shield spikes on an inubrix shield) to Disarm a metal item with the Athletics skill even if you don't have a free hand; doing so uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm a metal item using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Inubrix Buckler (Standard-Grade) Source Grand Bazaar pg. 99 Price 320 gp Bulk L --- The shield has Hardness 2, HP 8, and BT 4. Craft Requirements inubrix worth at least 40 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Inubrix Shield (Standard-Grade) Source Grand Bazaar pg. 99 Price 352 gp Bulk 1 --- The shield has Hardness 4, HP 16, and BT 8. Craft Requirements inubrix worth at least 44 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Inubrix Buckler (High-Grade) Source Grand Bazaar pg. 99 Price 5,000 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements inubrix worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Inubrix Shield (High-Grade) Source Grand Bazaar pg. 99 Price 5,500 gp Bulk 1 --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements inubrix worth at least 2,750 gp","skill_mod":{},"summary":"Inubrix is much softer than steel, and it's atypical for it to be used to make shields. An item made by an unskilled smith will dent from a single …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1417","name":"Inubrix Shield","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1417"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1417","weakness":{},"price":32000,"trait":["Rare"],"id":"equipment-1417-1321","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Inubrix Shield Source Grand Bazaar pg. 99 Usage varies by shield Base Material Inubrix --- Inubrix is much softer than steel, and it's atypical for it to be used to make shields. An item made by an unskilled smith will dent from a single blow and prove worthless on the battlefield. However, its yielding surface can entrap metal weapons. You can use an inubrix shield (or shield boss or shield spikes on an inubrix shield) to Disarm a metal item with the Athletics skill even if you don't have a free hand; doing so uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm a metal item using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Inubrix Buckler (Standard-Grade) Source Grand Bazaar pg. 99 Price 320 gp Bulk L --- The shield has Hardness 2, HP 8, and BT 4. Craft Requirements inubrix worth at least 40 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Inubrix Shield (Standard-Grade) Source Grand Bazaar pg. 99 Price 352 gp Bulk 1 --- The shield has Hardness 4, HP 16, and BT 8. Craft Requirements inubrix worth at least 44 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Inubrix Buckler (High-Grade) Source Grand Bazaar pg. 99 Price 5,000 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements inubrix worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Inubrix Shield (High-Grade) Source Grand Bazaar pg. 99 Price 5,500 gp Bulk 1 --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements inubrix worth at least 2,750 gp","skill_mod":{},"summary":"The shield has Hardness 2, HP 8, and BT 4.","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1417","name":"Inubrix Buckler (Standard-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1417-1321"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1417","weakness":{},"price":35200,"trait":["Rare"],"id":"equipment-1417-1322","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Inubrix Shield Source Grand Bazaar pg. 99 Usage varies by shield Base Material Inubrix --- Inubrix is much softer than steel, and it's atypical for it to be used to make shields. An item made by an unskilled smith will dent from a single blow and prove worthless on the battlefield. However, its yielding surface can entrap metal weapons. You can use an inubrix shield (or shield boss or shield spikes on an inubrix shield) to Disarm a metal item with the Athletics skill even if you don't have a free hand; doing so uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm a metal item using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Inubrix Buckler (Standard-Grade) Source Grand Bazaar pg. 99 Price 320 gp Bulk L --- The shield has Hardness 2, HP 8, and BT 4. Craft Requirements inubrix worth at least 40 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Inubrix Shield (Standard-Grade) Source Grand Bazaar pg. 99 Price 352 gp Bulk 1 --- The shield has Hardness 4, HP 16, and BT 8. Craft Requirements inubrix worth at least 44 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Inubrix Buckler (High-Grade) Source Grand Bazaar pg. 99 Price 5,000 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements inubrix worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Inubrix Shield (High-Grade) Source Grand Bazaar pg. 99 Price 5,500 gp Bulk 1 --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements inubrix worth at least 2,750 gp","skill_mod":{},"summary":"The shield has Hardness 4, HP 16, and BT 8.","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1417","name":"Inubrix Shield (Standard-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1417-1322"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1417","weakness":{},"price":500000,"trait":["Rare"],"id":"equipment-1417-1323","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Inubrix Shield Source Grand Bazaar pg. 99 Usage varies by shield Base Material Inubrix --- Inubrix is much softer than steel, and it's atypical for it to be used to make shields. An item made by an unskilled smith will dent from a single blow and prove worthless on the battlefield. However, its yielding surface can entrap metal weapons. You can use an inubrix shield (or shield boss or shield spikes on an inubrix shield) to Disarm a metal item with the Athletics skill even if you don't have a free hand; doing so uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm a metal item using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Inubrix Buckler (Standard-Grade) Source Grand Bazaar pg. 99 Price 320 gp Bulk L --- The shield has Hardness 2, HP 8, and BT 4. Craft Requirements inubrix worth at least 40 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Inubrix Shield (Standard-Grade) Source Grand Bazaar pg. 99 Price 352 gp Bulk 1 --- The shield has Hardness 4, HP 16, and BT 8. Craft Requirements inubrix worth at least 44 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Inubrix Buckler (High-Grade) Source Grand Bazaar pg. 99 Price 5,000 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements inubrix worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Inubrix Shield (High-Grade) Source Grand Bazaar pg. 99 Price 5,500 gp Bulk 1 --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements inubrix worth at least 2,750 gp","skill_mod":{},"summary":"The shield has Hardness 5, HP 20, and BT 10.","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":15,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1417","name":"Inubrix Buckler (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1417-1323"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1417","weakness":{},"price":550000,"trait":["Rare"],"id":"equipment-1417-1324","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Inubrix Shield Source Grand Bazaar pg. 99 Usage varies by shield Base Material Inubrix --- Inubrix is much softer than steel, and it's atypical for it to be used to make shields. An item made by an unskilled smith will dent from a single blow and prove worthless on the battlefield. However, its yielding surface can entrap metal weapons. You can use an inubrix shield (or shield boss or shield spikes on an inubrix shield) to Disarm a metal item with the Athletics skill even if you don't have a free hand; doing so uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm a metal item using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Inubrix Buckler (Standard-Grade) Source Grand Bazaar pg. 99 Price 320 gp Bulk L --- The shield has Hardness 2, HP 8, and BT 4. Craft Requirements inubrix worth at least 40 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Inubrix Shield (Standard-Grade) Source Grand Bazaar pg. 99 Price 352 gp Bulk 1 --- The shield has Hardness 4, HP 16, and BT 8. Craft Requirements inubrix worth at least 44 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Inubrix Buckler (High-Grade) Source Grand Bazaar pg. 99 Price 5,000 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements inubrix worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Inubrix Shield (High-Grade) Source Grand Bazaar pg. 99 Price 5,500 gp Bulk 1 --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements inubrix worth at least 2,750 gp","skill_mod":{},"summary":"The shield has Hardness 7, HP 28, and BT 14.","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":15,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1417","name":"Inubrix Shield (High-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1417-1324"},{"item_child_id":["equipment-1418-1325","equipment-1418-1326"],"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-1418","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Inubrix Weapon Source Grand Bazaar pg. 99 Usage varies by weapon Bulk varies by weapon Base Material Inubrix --- While inubrix weapons don't pack the same punch as more durable weapons, they have the unique ability to bypass some of the protections offered by metal armors and shields. A weapon crafted from inubrix reduces the weapon's damage die by 1 size. However, they ignore the resistance to damage from metal armor's armor specialization effects and the circumstance bonus to AC from metal shields. Strikes with inubrix weapons don't trigger the Shield Block reaction from a metal shield. Weapons that normally deal 1d4 damage can't be crafted from inubrix. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Inubrix Weapon (Standard-Grade) Source Grand Bazaar pg. 99 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of inubrix + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Inubrix Weapon (High-Grade) Source Grand Bazaar pg. 99 Price 13,500 gp (+1,350 gp per Bulk) Craft Requirements at least 6,750 gp of inubrix + 675 gp per Bulk","skill_mod":{},"summary":"While inubrix weapons don't pack the same punch as more durable weapons, they have the unique ability to bypass some of the protections offered by …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1418","name":"Inubrix Weapon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1418"},{"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1418","weakness":{},"price":140000,"trait":["Rare"],"id":"equipment-1418-1325","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Inubrix Weapon Source Grand Bazaar pg. 99 Usage varies by weapon Bulk varies by weapon Base Material Inubrix --- While inubrix weapons don't pack the same punch as more durable weapons, they have the unique ability to bypass some of the protections offered by metal armors and shields. A weapon crafted from inubrix reduces the weapon's damage die by 1 size. However, they ignore the resistance to damage from metal armor's armor specialization effects and the circumstance bonus to AC from metal shields. Strikes with inubrix weapons don't trigger the Shield Block reaction from a metal shield. Weapons that normally deal 1d4 damage can't be crafted from inubrix. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Inubrix Weapon (Standard-Grade) Source Grand Bazaar pg. 99 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of inubrix + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Inubrix Weapon (High-Grade) Source Grand Bazaar pg. 99 Price 13,500 gp (+1,350 gp per Bulk) Craft Requirements at least 6,750 gp of inubrix + 675 gp per Bulk","skill_mod":{},"summary":"While inubrix weapons don't pack the same punch as more durable weapons, they have the unique ability to bypass some of the protections offered by …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1418","name":"Inubrix Weapon (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1418-1325"},{"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1418","weakness":{},"price":1350000,"trait":["Rare"],"id":"equipment-1418-1326","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Inubrix Weapon Source Grand Bazaar pg. 99 Usage varies by weapon Bulk varies by weapon Base Material Inubrix --- While inubrix weapons don't pack the same punch as more durable weapons, they have the unique ability to bypass some of the protections offered by metal armors and shields. A weapon crafted from inubrix reduces the weapon's damage die by 1 size. However, they ignore the resistance to damage from metal armor's armor specialization effects and the circumstance bonus to AC from metal shields. Strikes with inubrix weapons don't trigger the Shield Block reaction from a metal shield. Weapons that normally deal 1d4 damage can't be crafted from inubrix. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Inubrix Weapon (Standard-Grade) Source Grand Bazaar pg. 99 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of inubrix + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Inubrix Weapon (High-Grade) Source Grand Bazaar pg. 99 Price 13,500 gp (+1,350 gp per Bulk) Craft Requirements at least 6,750 gp of inubrix + 675 gp per Bulk","skill_mod":{},"summary":"While inubrix weapons don't pack the same punch as more durable weapons, they have the unique ability to bypass some of the protections offered by …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1418","name":"Inubrix Weapon (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1418-1326"},{"skill_mod":{},"summary":"Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of …","item_child_id":["equipment-1419-1327","equipment-1419-1328","equipment-1419-1329","equipment-1419-1330"],"primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1419","weakness":{},"name":"Noqual","trait":["Precious","Rare"],"id":"equipment-1419","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Noqual Source Grand Bazaar pg. 99 --- Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Kevoth-Kul, the Black Sovereign of Numeria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell). ## Noqual Noqual Items Hardness HP BT Thin Items Standard-grade 6 24 12 High-grade 10 40 20 Items Standard-grade 10 40 20 High-grade 13 52 26 Structures Standard-grade 20 80 40 High-grade 26 104 52 Material Uses Noqual Armor Noqual Shield Noqual Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Noqual Chunk Source Grand Bazaar pg. 99 Price 600 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Noqual Ingot Source Grand Bazaar pg. 99 Price 6,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Noqual Object (Standard-Grade) Source Grand Bazaar pg. 99 Price 400 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Noqual Object (High-Grade) Source Grand Bazaar pg. 99 Price 7,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1419"},{"skill_mod":{},"summary":"Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1419","item_parent_id":"equipment-1419","weakness":{},"price":60000,"name":"Noqual Chunk","trait":["Precious","Rare"],"id":"equipment-1419-1327","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Noqual Source Grand Bazaar pg. 99 --- Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Kevoth-Kul, the Black Sovereign of Numeria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell). ## Noqual Noqual Items Hardness HP BT Thin Items Standard-grade 6 24 12 High-grade 10 40 20 Items Standard-grade 10 40 20 High-grade 13 52 26 Structures Standard-grade 20 80 40 High-grade 26 104 52 Material Uses Noqual Armor Noqual Shield Noqual Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Noqual Chunk Source Grand Bazaar pg. 99 Price 600 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Noqual Ingot Source Grand Bazaar pg. 99 Price 6,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Noqual Object (Standard-Grade) Source Grand Bazaar pg. 99 Price 400 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Noqual Object (High-Grade) Source Grand Bazaar pg. 99 Price 7,000 gp (per Bulk) ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1419-1327"},{"skill_mod":{},"summary":"Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1419","item_parent_id":"equipment-1419","weakness":{},"price":600000,"name":"Noqual Ingot","trait":["Precious","Rare"],"id":"equipment-1419-1328","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Noqual Source Grand Bazaar pg. 99 --- Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Kevoth-Kul, the Black Sovereign of Numeria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell). ## Noqual Noqual Items Hardness HP BT Thin Items Standard-grade 6 24 12 High-grade 10 40 20 Items Standard-grade 10 40 20 High-grade 13 52 26 Structures Standard-grade 20 80 40 High-grade 26 104 52 Material Uses Noqual Armor Noqual Shield Noqual Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Noqual Chunk Source Grand Bazaar pg. 99 Price 600 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Noqual Ingot Source Grand Bazaar pg. 99 Price 6,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Noqual Object (Standard-Grade) Source Grand Bazaar pg. 99 Price 400 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Noqual Object (High-Grade) Source Grand Bazaar pg. 99 Price 7,000 gp (per Bulk) ","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1419-1328"},{"skill_mod":{},"summary":"Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":8,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1419","item_parent_id":"equipment-1419","weakness":{},"price":40000,"name":"Noqual Object (Standard-Grade)","trait":["Precious","Rare"],"id":"equipment-1419-1329","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Noqual Source Grand Bazaar pg. 99 --- Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Kevoth-Kul, the Black Sovereign of Numeria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell). ## Noqual Noqual Items Hardness HP BT Thin Items Standard-grade 6 24 12 High-grade 10 40 20 Items Standard-grade 10 40 20 High-grade 13 52 26 Structures Standard-grade 20 80 40 High-grade 26 104 52 Material Uses Noqual Armor Noqual Shield Noqual Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Noqual Chunk Source Grand Bazaar pg. 99 Price 600 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Noqual Ingot Source Grand Bazaar pg. 99 Price 6,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Noqual Object (Standard-Grade) Source Grand Bazaar pg. 99 Price 400 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Noqual Object (High-Grade) Source Grand Bazaar pg. 99 Price 7,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1419-1329"},{"skill_mod":{},"summary":"Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":16,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1419","item_parent_id":"equipment-1419","weakness":{},"price":700000,"name":"Noqual Object (High-Grade)","trait":["Precious","Rare"],"id":"equipment-1419-1330","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Noqual Source Grand Bazaar pg. 99 --- Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Kevoth-Kul, the Black Sovereign of Numeria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell). ## Noqual Noqual Items Hardness HP BT Thin Items Standard-grade 6 24 12 High-grade 10 40 20 Items Standard-grade 10 40 20 High-grade 13 52 26 Structures Standard-grade 20 80 40 High-grade 26 104 52 Material Uses Noqual Armor Noqual Shield Noqual Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Noqual Chunk Source Grand Bazaar pg. 99 Price 600 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Noqual Ingot Source Grand Bazaar pg. 99 Price 6,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Noqual Object (Standard-Grade) Source Grand Bazaar pg. 99 Price 400 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Noqual Object (High-Grade) Source Grand Bazaar pg. 99 Price 7,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1419-1330"},{"item_child_id":["equipment-1420-1331","equipment-1420-1332"],"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-1420","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Noqual Armor Source Grand Bazaar pg. 100 Usage worn armor Bulk varies by armor Base Material Noqual --- The mere sight of a suit of noqual armor is enough to make some opposing spellcasters withdraw from the battlefield. While wearing noqual armor, you gain a +1 circumstance bonus to AC against spell attack rolls. If you Cast a Spell while wearing noqual armor, you must succeed at a DC 5 flat check or the spell fails. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Noqual Armor (Standard-Grade) Source Grand Bazaar pg. 100 Price 1,600 gp (+160 gp per Bulk) Craft Requirements The initial raw materials must include at least 200 gp of noqual + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Noqual Armor (High-Grade) Source Grand Bazaar pg. 100 Price 32,000 gp (+3,200 gp per Bulk) Craft Requirements The initial raw materials must include at least 16,000 gp of noqual + 1,600 gp per Bulk.","skill_mod":{},"summary":"The mere sight of a suit of noqual armor is enough to make some opposing spellcasters withdraw from the battlefield. While wearing noqual armor, you …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1420","name":"Noqual Armor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1420"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1420","weakness":{},"price":160000,"trait":["Rare"],"id":"equipment-1420-1331","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Noqual Armor Source Grand Bazaar pg. 100 Usage worn armor Bulk varies by armor Base Material Noqual --- The mere sight of a suit of noqual armor is enough to make some opposing spellcasters withdraw from the battlefield. While wearing noqual armor, you gain a +1 circumstance bonus to AC against spell attack rolls. If you Cast a Spell while wearing noqual armor, you must succeed at a DC 5 flat check or the spell fails. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Noqual Armor (Standard-Grade) Source Grand Bazaar pg. 100 Price 1,600 gp (+160 gp per Bulk) Craft Requirements The initial raw materials must include at least 200 gp of noqual + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Noqual Armor (High-Grade) Source Grand Bazaar pg. 100 Price 32,000 gp (+3,200 gp per Bulk) Craft Requirements The initial raw materials must include at least 16,000 gp of noqual + 1,600 gp per Bulk.","skill_mod":{},"summary":"The mere sight of a suit of noqual armor is enough to make some opposing spellcasters withdraw from the battlefield. While wearing noqual armor, you …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1420","name":"Noqual Armor (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1420-1331"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1420","weakness":{},"price":3200000,"trait":["Rare"],"id":"equipment-1420-1332","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Noqual Armor Source Grand Bazaar pg. 100 Usage worn armor Bulk varies by armor Base Material Noqual --- The mere sight of a suit of noqual armor is enough to make some opposing spellcasters withdraw from the battlefield. While wearing noqual armor, you gain a +1 circumstance bonus to AC against spell attack rolls. If you Cast a Spell while wearing noqual armor, you must succeed at a DC 5 flat check or the spell fails. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Noqual Armor (Standard-Grade) Source Grand Bazaar pg. 100 Price 1,600 gp (+160 gp per Bulk) Craft Requirements The initial raw materials must include at least 200 gp of noqual + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Noqual Armor (High-Grade) Source Grand Bazaar pg. 100 Price 32,000 gp (+3,200 gp per Bulk) Craft Requirements The initial raw materials must include at least 16,000 gp of noqual + 1,600 gp per Bulk.","skill_mod":{},"summary":"The mere sight of a suit of noqual armor is enough to make some opposing spellcasters withdraw from the battlefield. While wearing noqual armor, you …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":19,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1420","name":"Noqual Armor (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1420-1332"},{"item_child_id":["equipment-1421-1333","equipment-1421-1334"],"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-1421","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Noqual Shield Source Grand Bazaar pg. 100 Usage varies by shield Base Material Noqual --- Noqual shields are notoriously difficult to make, requiring high-grade materials, but they're especially effective against magic. When you have a noqual shield Raised, you gain its circumstance bonus to saving throws against spells that target you (as well as AC). Additionally, while the shield is Raised, when an opponent casting a spell that targets you critically fails a spell attack roll against your AC, you can reflect the spell back toward them as a reaction. Attempt a ranged attack roll against the triggering creature using your highest proficiency with a ranged weapon. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Noqual Buckler (High-Grade) Source Grand Bazaar pg. 100 Price 14,000 gp Bulk L --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements noqual worth at least 7,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Noqual Shield (High-Grade) Source Grand Bazaar pg. 100 Price 15,400 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements noqual worth at least 7,700 gp","skill_mod":{},"summary":"Noqual shields are notoriously difficult to make, requiring high-grade materials, but they're especially effective against magic. When you have a …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1421","name":"Noqual Shield","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1421"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1421","weakness":{},"price":1400000,"trait":["Rare"],"id":"equipment-1421-1333","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Noqual Shield Source Grand Bazaar pg. 100 Usage varies by shield Base Material Noqual --- Noqual shields are notoriously difficult to make, requiring high-grade materials, but they're especially effective against magic. When you have a noqual shield Raised, you gain its circumstance bonus to saving throws against spells that target you (as well as AC). Additionally, while the shield is Raised, when an opponent casting a spell that targets you critically fails a spell attack roll against your AC, you can reflect the spell back toward them as a reaction. Attempt a ranged attack roll against the triggering creature using your highest proficiency with a ranged weapon. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Noqual Buckler (High-Grade) Source Grand Bazaar pg. 100 Price 14,000 gp Bulk L --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements noqual worth at least 7,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Noqual Shield (High-Grade) Source Grand Bazaar pg. 100 Price 15,400 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements noqual worth at least 7,700 gp","skill_mod":{},"summary":"The shield has Hardness 7, HP 28, and BT 14.","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1421","name":"Noqual Buckler (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1421-1333"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1421","weakness":{},"price":1540000,"trait":["Rare"],"id":"equipment-1421-1334","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Noqual Shield Source Grand Bazaar pg. 100 Usage varies by shield Base Material Noqual --- Noqual shields are notoriously difficult to make, requiring high-grade materials, but they're especially effective against magic. When you have a noqual shield Raised, you gain its circumstance bonus to saving throws against spells that target you (as well as AC). Additionally, while the shield is Raised, when an opponent casting a spell that targets you critically fails a spell attack roll against your AC, you can reflect the spell back toward them as a reaction. Attempt a ranged attack roll against the triggering creature using your highest proficiency with a ranged weapon. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Noqual Buckler (High-Grade) Source Grand Bazaar pg. 100 Price 14,000 gp Bulk L --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements noqual worth at least 7,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Noqual Shield (High-Grade) Source Grand Bazaar pg. 100 Price 15,400 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements noqual worth at least 7,700 gp","skill_mod":{},"summary":"The shield has Hardness 10, HP 40, and BT 20.","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1421","name":"Noqual Shield (High-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1421-1334"},{"item_child_id":["equipment-1422-1335","equipment-1422-1336"],"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-1422","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Noqual Weapon Source Grand Bazaar pg. 100 Usage varies by weapon Bulk varies by weapon Base Material Noqual --- Noqual weapons are inimical to summoned creatures and spell effects that can be damaged by conventional attacks. Against such targets, a Strike with a noqual weapon gains a circumstance bonus to damage equal to twice the number of weapon damage dice. In addition, noqual weapons disrupt spellcasters' concentration, causing them to become stupefied 1 for 1 round on a critical hit. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Noqual Weapon (Standard-Grade) Source Grand Bazaar pg. 100 Price 1,600 gp (+160 gp per Bulk) Craft Requirements at least 200 gp of noqual + 20 gp per Bulk <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Noqual Weapon (High-Grade) Source Grand Bazaar pg. 100 Price 24,000 gp (+2,400 gp per Bulk) Craft Requirements at least 12,000 gp of noqual + 1,200 gp per Bulk","skill_mod":{},"summary":"Noqual weapons are inimical to summoned creatures and spell effects that can be damaged by conventional attacks. Against such targets, a Strike …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1422","name":"Noqual Weapon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1422"},{"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1422","weakness":{},"price":160000,"trait":["Rare"],"id":"equipment-1422-1335","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Noqual Weapon Source Grand Bazaar pg. 100 Usage varies by weapon Bulk varies by weapon Base Material Noqual --- Noqual weapons are inimical to summoned creatures and spell effects that can be damaged by conventional attacks. Against such targets, a Strike with a noqual weapon gains a circumstance bonus to damage equal to twice the number of weapon damage dice. In addition, noqual weapons disrupt spellcasters' concentration, causing them to become stupefied 1 for 1 round on a critical hit. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Noqual Weapon (Standard-Grade) Source Grand Bazaar pg. 100 Price 1,600 gp (+160 gp per Bulk) Craft Requirements at least 200 gp of noqual + 20 gp per Bulk <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Noqual Weapon (High-Grade) Source Grand Bazaar pg. 100 Price 24,000 gp (+2,400 gp per Bulk) Craft Requirements at least 12,000 gp of noqual + 1,200 gp per Bulk","skill_mod":{},"summary":"Noqual weapons are inimical to summoned creatures and spell effects that can be damaged by conventional attacks. Against such targets, a Strike …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1422","name":"Noqual Weapon (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1422-1335"},{"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1422","weakness":{},"price":2400000,"trait":["Rare"],"id":"equipment-1422-1336","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Noqual Weapon Source Grand Bazaar pg. 100 Usage varies by weapon Bulk varies by weapon Base Material Noqual --- Noqual weapons are inimical to summoned creatures and spell effects that can be damaged by conventional attacks. Against such targets, a Strike with a noqual weapon gains a circumstance bonus to damage equal to twice the number of weapon damage dice. In addition, noqual weapons disrupt spellcasters' concentration, causing them to become stupefied 1 for 1 round on a critical hit. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Noqual Weapon (Standard-Grade) Source Grand Bazaar pg. 100 Price 1,600 gp (+160 gp per Bulk) Craft Requirements at least 200 gp of noqual + 20 gp per Bulk <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Noqual Weapon (High-Grade) Source Grand Bazaar pg. 100 Price 24,000 gp (+2,400 gp per Bulk) Craft Requirements at least 12,000 gp of noqual + 1,200 gp per Bulk","skill_mod":{},"summary":"Noqual weapons are inimical to summoned creatures and spell effects that can be damaged by conventional attacks. Against such targets, a Strike …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1422","name":"Noqual Weapon (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1422-1336"},{"skill_mod":{},"summary":"In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances …","item_child_id":["equipment-1423-1337","equipment-1423-1338","equipment-1423-1339","equipment-1423-1340"],"primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1423","weakness":{},"name":"Siccatite","trait":["Precious","Rare"],"id":"equipment-1423","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Siccatite Source Grand Bazaar pg. 100 --- In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances or one substance that determines its temperature output via some unknown process. Whatever the reason, the extreme temperature of the material means it must be handled carefully. Hot siccatite can easily ignite flammables such as paper and dry brush, and cold siccatite left in moist areas quickly surrounds itself with a thick layer of ice. A creature that comes into physical contact with a significant amount of siccatite takes 1 energy damage for each round of continued contact (either fire or cold damage, for hot and cold siccatite respectively). ## Siccatite Siccatite Items Hardness HP BT Thin Items Standard-grade 6 24 12 High-grade 10 40 20 Items Standard-grade 10 40 20 High-grade 13 52 26 Structures Standard-grade 20 80 40 High-grade 26 104 52 Material Uses Siccatite Armor Siccatite Shield Siccatite Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Siccatite Chunk Source Grand Bazaar pg. 100 Price 500 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Siccatite Ingot Source Grand Bazaar pg. 100 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Siccatite Object (Standard-Grade) Source Grand Bazaar pg. 100 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Siccatite Object (High-Grade) Source Grand Bazaar pg. 100 Price 6,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1423"},{"skill_mod":{},"summary":"In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1423","item_parent_id":"equipment-1423","weakness":{},"price":50000,"name":"Siccatite Chunk","trait":["Precious","Rare"],"id":"equipment-1423-1337","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Siccatite Source Grand Bazaar pg. 100 --- In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances or one substance that determines its temperature output via some unknown process. Whatever the reason, the extreme temperature of the material means it must be handled carefully. Hot siccatite can easily ignite flammables such as paper and dry brush, and cold siccatite left in moist areas quickly surrounds itself with a thick layer of ice. A creature that comes into physical contact with a significant amount of siccatite takes 1 energy damage for each round of continued contact (either fire or cold damage, for hot and cold siccatite respectively). ## Siccatite Siccatite Items Hardness HP BT Thin Items Standard-grade 6 24 12 High-grade 10 40 20 Items Standard-grade 10 40 20 High-grade 13 52 26 Structures Standard-grade 20 80 40 High-grade 26 104 52 Material Uses Siccatite Armor Siccatite Shield Siccatite Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Siccatite Chunk Source Grand Bazaar pg. 100 Price 500 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Siccatite Ingot Source Grand Bazaar pg. 100 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Siccatite Object (Standard-Grade) Source Grand Bazaar pg. 100 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Siccatite Object (High-Grade) Source Grand Bazaar pg. 100 Price 6,000 gp (per Bulk) ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1423-1337"},{"skill_mod":{},"summary":"In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1423","item_parent_id":"equipment-1423","weakness":{},"price":500000,"name":"Siccatite Ingot","trait":["Precious","Rare"],"id":"equipment-1423-1338","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Siccatite Source Grand Bazaar pg. 100 --- In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances or one substance that determines its temperature output via some unknown process. Whatever the reason, the extreme temperature of the material means it must be handled carefully. Hot siccatite can easily ignite flammables such as paper and dry brush, and cold siccatite left in moist areas quickly surrounds itself with a thick layer of ice. A creature that comes into physical contact with a significant amount of siccatite takes 1 energy damage for each round of continued contact (either fire or cold damage, for hot and cold siccatite respectively). ## Siccatite Siccatite Items Hardness HP BT Thin Items Standard-grade 6 24 12 High-grade 10 40 20 Items Standard-grade 10 40 20 High-grade 13 52 26 Structures Standard-grade 20 80 40 High-grade 26 104 52 Material Uses Siccatite Armor Siccatite Shield Siccatite Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Siccatite Chunk Source Grand Bazaar pg. 100 Price 500 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Siccatite Ingot Source Grand Bazaar pg. 100 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Siccatite Object (Standard-Grade) Source Grand Bazaar pg. 100 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Siccatite Object (High-Grade) Source Grand Bazaar pg. 100 Price 6,000 gp (per Bulk) ","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1423-1338"},{"skill_mod":{},"summary":"In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":8,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1423","item_parent_id":"equipment-1423","weakness":{},"price":35000,"name":"Siccatite Object (Standard-Grade)","trait":["Precious","Rare"],"id":"equipment-1423-1339","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Siccatite Source Grand Bazaar pg. 100 --- In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances or one substance that determines its temperature output via some unknown process. Whatever the reason, the extreme temperature of the material means it must be handled carefully. Hot siccatite can easily ignite flammables such as paper and dry brush, and cold siccatite left in moist areas quickly surrounds itself with a thick layer of ice. A creature that comes into physical contact with a significant amount of siccatite takes 1 energy damage for each round of continued contact (either fire or cold damage, for hot and cold siccatite respectively). ## Siccatite Siccatite Items Hardness HP BT Thin Items Standard-grade 6 24 12 High-grade 10 40 20 Items Standard-grade 10 40 20 High-grade 13 52 26 Structures Standard-grade 20 80 40 High-grade 26 104 52 Material Uses Siccatite Armor Siccatite Shield Siccatite Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Siccatite Chunk Source Grand Bazaar pg. 100 Price 500 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Siccatite Ingot Source Grand Bazaar pg. 100 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Siccatite Object (Standard-Grade) Source Grand Bazaar pg. 100 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Siccatite Object (High-Grade) Source Grand Bazaar pg. 100 Price 6,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1423-1339"},{"skill_mod":{},"summary":"In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":16,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1423","item_parent_id":"equipment-1423","weakness":{},"price":600000,"name":"Siccatite Object (High-Grade)","trait":["Precious","Rare"],"id":"equipment-1423-1340","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Siccatite Source Grand Bazaar pg. 100 --- In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances or one substance that determines its temperature output via some unknown process. Whatever the reason, the extreme temperature of the material means it must be handled carefully. Hot siccatite can easily ignite flammables such as paper and dry brush, and cold siccatite left in moist areas quickly surrounds itself with a thick layer of ice. A creature that comes into physical contact with a significant amount of siccatite takes 1 energy damage for each round of continued contact (either fire or cold damage, for hot and cold siccatite respectively). ## Siccatite Siccatite Items Hardness HP BT Thin Items Standard-grade 6 24 12 High-grade 10 40 20 Items Standard-grade 10 40 20 High-grade 13 52 26 Structures Standard-grade 20 80 40 High-grade 26 104 52 Material Uses Siccatite Armor Siccatite Shield Siccatite Weapon <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Siccatite Chunk Source Grand Bazaar pg. 100 Price 500 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Siccatite Ingot Source Grand Bazaar pg. 100 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Siccatite Object (Standard-Grade) Source Grand Bazaar pg. 100 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Siccatite Object (High-Grade) Source Grand Bazaar pg. 100 Price 6,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1423-1340"},{"item_child_id":["equipment-1424-1341","equipment-1424-1342"],"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-1424","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Siccatite Armor Source Grand Bazaar pg. 100 Usage worn armor Bulk varies by armor Base Material Siccatite --- Siccatite armor must be fitted with protective undercoats for it to be safely donned, making it heavier than other types of armor; add 1 Bulk to the armor's typical weight. When wearing cold siccatite armor, you're protected from severe and extreme environmental heat, and when wearing hot siccatite armor, you're protected from severe and extreme environmental cold. An opponent that has you grabbed or restrained with its body while you're wearing standard-grade siccatite armor takes 4 energy damage at the end of its turn (either fire or cold, for hot and cold siccatite armor respectively), or 6 damage for a high-grade siccatite armor. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Siccatite Armor (Standard-Grade) Source Grand Bazaar pg. 100 Price 1,600 gp (+160 gp per Bulk) Craft Requirements The initial raw materials must include at least 200 gp of siccatite + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Siccatite Armor (High-Grade) Source Grand Bazaar pg. 100 Price 32,000 gp (+3,200 gp per Bulk) Craft Requirements The initial raw materials must include at least 16,000 gp of siccatite + 1,600 gp per Bulk.","skill_mod":{},"summary":"Siccatite armor must be fitted with protective undercoats for it to be safely donned, making it heavier than other types of armor; add 1 Bulk to the …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1424","name":"Siccatite Armor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1424"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1424","weakness":{},"price":160000,"trait":["Rare"],"id":"equipment-1424-1341","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Siccatite Armor Source Grand Bazaar pg. 100 Usage worn armor Bulk varies by armor Base Material Siccatite --- Siccatite armor must be fitted with protective undercoats for it to be safely donned, making it heavier than other types of armor; add 1 Bulk to the armor's typical weight. When wearing cold siccatite armor, you're protected from severe and extreme environmental heat, and when wearing hot siccatite armor, you're protected from severe and extreme environmental cold. An opponent that has you grabbed or restrained with its body while you're wearing standard-grade siccatite armor takes 4 energy damage at the end of its turn (either fire or cold, for hot and cold siccatite armor respectively), or 6 damage for a high-grade siccatite armor. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Siccatite Armor (Standard-Grade) Source Grand Bazaar pg. 100 Price 1,600 gp (+160 gp per Bulk) Craft Requirements The initial raw materials must include at least 200 gp of siccatite + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Siccatite Armor (High-Grade) Source Grand Bazaar pg. 100 Price 32,000 gp (+3,200 gp per Bulk) Craft Requirements The initial raw materials must include at least 16,000 gp of siccatite + 1,600 gp per Bulk.","skill_mod":{},"summary":"Siccatite armor must be fitted with protective undercoats for it to be safely donned, making it heavier than other types of armor; add 1 Bulk to the …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1424","name":"Siccatite Armor (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1424-1341"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Grand Bazaar"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1424","weakness":{},"price":3200000,"trait":["Rare"],"id":"equipment-1424-1342","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Siccatite Armor Source Grand Bazaar pg. 100 Usage worn armor Bulk varies by armor Base Material Siccatite --- Siccatite armor must be fitted with protective undercoats for it to be safely donned, making it heavier than other types of armor; add 1 Bulk to the armor's typical weight. When wearing cold siccatite armor, you're protected from severe and extreme environmental heat, and when wearing hot siccatite armor, you're protected from severe and extreme environmental cold. An opponent that has you grabbed or restrained with its body while you're wearing standard-grade siccatite armor takes 4 energy damage at the end of its turn (either fire or cold, for hot and cold siccatite armor respectively), or 6 damage for a high-grade siccatite armor. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Siccatite Armor (Standard-Grade) Source Grand Bazaar pg. 100 Price 1,600 gp (+160 gp per Bulk) Craft Requirements The initial raw materials must include at least 200 gp of siccatite + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Siccatite Armor (High-Grade) Source Grand Bazaar pg. 100 Price 32,000 gp (+3,200 gp per Bulk) Craft Requirements The initial raw materials must include at least 16,000 gp of siccatite + 1,600 gp per Bulk.","skill_mod":{},"summary":"Siccatite armor must be fitted with protective undercoats for it to be safely donned, making it heavier than other types of armor; add 1 Bulk to the …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":19,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1424","name":"Siccatite Armor (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1424-1342"},{"item_child_id":["equipment-1425-1343","equipment-1425-1344","equipment-1425-1345","equipment-1425-1346"],"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-1425","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Siccatite Shield Source Grand Bazaar pg. 101 Usage varies by shield Base Material Siccatite --- Siccatite shields radiate extreme temperatures that protect them from energy damage. A protective coating on the wielder's side of the shield protects them from siccatite's radiant heat or cold but makes the shields bulkier than average. Standard-grade siccatite shields have resistance 10 to the corresponding energy type: fire damage for a hot siccatite shield or cold damage for a cold siccatite shield, as it takes even more extreme temperatures to affect them. They also provide some resistance to opposing temperatures because of their own extreme temperature, which extends to you when you Raise the Shield. The shield has resistance 5 to the opposing damage type (cold damage for a hot siccatite shield or fire damage for a cold siccatite shield), and while you have a siccatite shield Raised, you gain that resistance to the opposing damage type as well. For a high-grade siccatite shield, the resistances increase from 10 to 20 for damage of the corresponding type, and from 5 to 10 for damage of the opposing type. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Siccatite Buckler (Standard-Grade) Source Grand Bazaar pg. 101 Price 400 gp Bulk 1 --- The shield has Hardness 4, HP 16, BT 8. Resistance 10 to the corresponding damage type and 5 to the opposing type. Craft Requirements siccatite worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Siccatite Shield (Standard-Grade) Source Grand Bazaar pg. 101 Price 440 gp Bulk 2 --- The shield has Hardness 6, HP 24, BT 12. Resistance 10 to the corresponding damage type and 5 to the opposing type. Craft Requirements siccatite worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Siccatite Buckler (High-Grade) Source Grand Bazaar pg. 101 Price 8,000 gp Bulk 1 --- The shield has Hardness 7, HP 28, BT 14. Resistance 20 to the corresponding damage type and 10 to the opposing type. Craft Requirements siccatite worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Siccatite Shield (High-Grade) Source Grand Bazaar pg. 101 Price 8,800 gp Bulk 2 --- The shield has Hardness 10, HP 40, BT 20. Resistance 20 to the corresponding damage type and 10 to the opposing type. Craft Requirements siccatite worth at least 4,400 gp","skill_mod":{},"summary":"Siccatite shields radiate extreme temperatures that protect them from energy damage. A protective coating on the wielder's side of the shield …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1425","name":"Siccatite Shield","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1425"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1425","weakness":{},"price":40000,"trait":["Rare"],"id":"equipment-1425-1343","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Siccatite Shield Source Grand Bazaar pg. 101 Usage varies by shield Base Material Siccatite --- Siccatite shields radiate extreme temperatures that protect them from energy damage. A protective coating on the wielder's side of the shield protects them from siccatite's radiant heat or cold but makes the shields bulkier than average. Standard-grade siccatite shields have resistance 10 to the corresponding energy type: fire damage for a hot siccatite shield or cold damage for a cold siccatite shield, as it takes even more extreme temperatures to affect them. They also provide some resistance to opposing temperatures because of their own extreme temperature, which extends to you when you Raise the Shield. The shield has resistance 5 to the opposing damage type (cold damage for a hot siccatite shield or fire damage for a cold siccatite shield), and while you have a siccatite shield Raised, you gain that resistance to the opposing damage type as well. For a high-grade siccatite shield, the resistances increase from 10 to 20 for damage of the corresponding type, and from 5 to 10 for damage of the opposing type. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Siccatite Buckler (Standard-Grade) Source Grand Bazaar pg. 101 Price 400 gp Bulk 1 --- The shield has Hardness 4, HP 16, BT 8. Resistance 10 to the corresponding damage type and 5 to the opposing type. Craft Requirements siccatite worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Siccatite Shield (Standard-Grade) Source Grand Bazaar pg. 101 Price 440 gp Bulk 2 --- The shield has Hardness 6, HP 24, BT 12. Resistance 10 to the corresponding damage type and 5 to the opposing type. Craft Requirements siccatite worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Siccatite Buckler (High-Grade) Source Grand Bazaar pg. 101 Price 8,000 gp Bulk 1 --- The shield has Hardness 7, HP 28, BT 14. Resistance 20 to the corresponding damage type and 10 to the opposing type. Craft Requirements siccatite worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Siccatite Shield (High-Grade) Source Grand Bazaar pg. 101 Price 8,800 gp Bulk 2 --- The shield has Hardness 10, HP 40, BT 20. Resistance 20 to the corresponding damage type and 10 to the opposing type. Craft Requirements siccatite worth at least 4,400 gp","skill_mod":{},"summary":"The shield has Hardness 4, HP 16, BT 8. Resistance 10 to the corresponding damage type and 5 to the opposing type.","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1425","name":"Siccatite Buckler (Standard-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1425-1343"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1425","weakness":{},"price":44000,"trait":["Rare"],"id":"equipment-1425-1344","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Siccatite Shield Source Grand Bazaar pg. 101 Usage varies by shield Base Material Siccatite --- Siccatite shields radiate extreme temperatures that protect them from energy damage. A protective coating on the wielder's side of the shield protects them from siccatite's radiant heat or cold but makes the shields bulkier than average. Standard-grade siccatite shields have resistance 10 to the corresponding energy type: fire damage for a hot siccatite shield or cold damage for a cold siccatite shield, as it takes even more extreme temperatures to affect them. They also provide some resistance to opposing temperatures because of their own extreme temperature, which extends to you when you Raise the Shield. The shield has resistance 5 to the opposing damage type (cold damage for a hot siccatite shield or fire damage for a cold siccatite shield), and while you have a siccatite shield Raised, you gain that resistance to the opposing damage type as well. For a high-grade siccatite shield, the resistances increase from 10 to 20 for damage of the corresponding type, and from 5 to 10 for damage of the opposing type. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Siccatite Buckler (Standard-Grade) Source Grand Bazaar pg. 101 Price 400 gp Bulk 1 --- The shield has Hardness 4, HP 16, BT 8. Resistance 10 to the corresponding damage type and 5 to the opposing type. Craft Requirements siccatite worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Siccatite Shield (Standard-Grade) Source Grand Bazaar pg. 101 Price 440 gp Bulk 2 --- The shield has Hardness 6, HP 24, BT 12. Resistance 10 to the corresponding damage type and 5 to the opposing type. Craft Requirements siccatite worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Siccatite Buckler (High-Grade) Source Grand Bazaar pg. 101 Price 8,000 gp Bulk 1 --- The shield has Hardness 7, HP 28, BT 14. Resistance 20 to the corresponding damage type and 10 to the opposing type. Craft Requirements siccatite worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Siccatite Shield (High-Grade) Source Grand Bazaar pg. 101 Price 8,800 gp Bulk 2 --- The shield has Hardness 10, HP 40, BT 20. Resistance 20 to the corresponding damage type and 10 to the opposing type. Craft Requirements siccatite worth at least 4,400 gp","skill_mod":{},"summary":"The shield has Hardness 6, HP 24, BT 12. Resistance 10 to the corresponding damage type and 5 to the opposing type.","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1425","name":"Siccatite Shield (Standard-Grade)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1425-1344"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1425","weakness":{},"price":800000,"trait":["Rare"],"id":"equipment-1425-1345","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Siccatite Shield Source Grand Bazaar pg. 101 Usage varies by shield Base Material Siccatite --- Siccatite shields radiate extreme temperatures that protect them from energy damage. A protective coating on the wielder's side of the shield protects them from siccatite's radiant heat or cold but makes the shields bulkier than average. Standard-grade siccatite shields have resistance 10 to the corresponding energy type: fire damage for a hot siccatite shield or cold damage for a cold siccatite shield, as it takes even more extreme temperatures to affect them. They also provide some resistance to opposing temperatures because of their own extreme temperature, which extends to you when you Raise the Shield. The shield has resistance 5 to the opposing damage type (cold damage for a hot siccatite shield or fire damage for a cold siccatite shield), and while you have a siccatite shield Raised, you gain that resistance to the opposing damage type as well. For a high-grade siccatite shield, the resistances increase from 10 to 20 for damage of the corresponding type, and from 5 to 10 for damage of the opposing type. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Siccatite Buckler (Standard-Grade) Source Grand Bazaar pg. 101 Price 400 gp Bulk 1 --- The shield has Hardness 4, HP 16, BT 8. Resistance 10 to the corresponding damage type and 5 to the opposing type. Craft Requirements siccatite worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Siccatite Shield (Standard-Grade) Source Grand Bazaar pg. 101 Price 440 gp Bulk 2 --- The shield has Hardness 6, HP 24, BT 12. Resistance 10 to the corresponding damage type and 5 to the opposing type. Craft Requirements siccatite worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Siccatite Buckler (High-Grade) Source Grand Bazaar pg. 101 Price 8,000 gp Bulk 1 --- The shield has Hardness 7, HP 28, BT 14. Resistance 20 to the corresponding damage type and 10 to the opposing type. Craft Requirements siccatite worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Siccatite Shield (High-Grade) Source Grand Bazaar pg. 101 Price 8,800 gp Bulk 2 --- The shield has Hardness 10, HP 40, BT 20. Resistance 20 to the corresponding damage type and 10 to the opposing type. Craft Requirements siccatite worth at least 4,400 gp","skill_mod":{},"summary":"The shield has Hardness 7, HP 28, BT 14. Resistance 20 to the corresponding damage type and 10 to the opposing type.","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1425","name":"Siccatite Buckler (High-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1425-1345"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Grand Bazaar"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1425","weakness":{},"price":880000,"trait":["Rare"],"id":"equipment-1425-1346","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Siccatite Shield Source Grand Bazaar pg. 101 Usage varies by shield Base Material Siccatite --- Siccatite shields radiate extreme temperatures that protect them from energy damage. A protective coating on the wielder's side of the shield protects them from siccatite's radiant heat or cold but makes the shields bulkier than average. Standard-grade siccatite shields have resistance 10 to the corresponding energy type: fire damage for a hot siccatite shield or cold damage for a cold siccatite shield, as it takes even more extreme temperatures to affect them. They also provide some resistance to opposing temperatures because of their own extreme temperature, which extends to you when you Raise the Shield. The shield has resistance 5 to the opposing damage type (cold damage for a hot siccatite shield or fire damage for a cold siccatite shield), and while you have a siccatite shield Raised, you gain that resistance to the opposing damage type as well. For a high-grade siccatite shield, the resistances increase from 10 to 20 for damage of the corresponding type, and from 5 to 10 for damage of the opposing type. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Siccatite Buckler (Standard-Grade) Source Grand Bazaar pg. 101 Price 400 gp Bulk 1 --- The shield has Hardness 4, HP 16, BT 8. Resistance 10 to the corresponding damage type and 5 to the opposing type. Craft Requirements siccatite worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Siccatite Shield (Standard-Grade) Source Grand Bazaar pg. 101 Price 440 gp Bulk 2 --- The shield has Hardness 6, HP 24, BT 12. Resistance 10 to the corresponding damage type and 5 to the opposing type. Craft Requirements siccatite worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Siccatite Buckler (High-Grade) Source Grand Bazaar pg. 101 Price 8,000 gp Bulk 1 --- The shield has Hardness 7, HP 28, BT 14. Resistance 20 to the corresponding damage type and 10 to the opposing type. Craft Requirements siccatite worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Siccatite Shield (High-Grade) Source Grand Bazaar pg. 101 Price 8,800 gp Bulk 2 --- The shield has Hardness 10, HP 40, BT 20. Resistance 20 to the corresponding damage type and 10 to the opposing type. Craft Requirements siccatite worth at least 4,400 gp","skill_mod":{},"summary":"The shield has Hardness 10, HP 40, BT 20. Resistance 20 to the corresponding damage type and 10 to the opposing type.","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=1425","name":"Siccatite Shield (High-Grade)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1425-1346"},{"item_child_id":["equipment-1426-1347","equipment-1426-1348"],"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-1426","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Siccatite Weapon Source Grand Bazaar pg. 101 Usage varies by weapon Bulk varies by weapon Base Material Siccatite --- Crafting weapons from siccatite is often enough to drive smiths to despair, as the extreme temperature of the metal can cause it to shatter while being worked. Siccatite weapons have substantial grip wrappings to protect their wielders from the metal's extreme temperatures. They're constantly surrounded by a heat haze or a halo of rime, depending on the siccatite's type. Siccatite weapons automatically gain either a flaming or frost property rune, for hot and cold siccatite respectively, even if they aren't otherwise enchanted; this rune can't be removed, and it deals 1d8 damage instead of 1d6 damage. This uses one of the weapon's property rune slots as normal. High-grade siccatite gains a greater flaming (hot siccatite) or greater frost (cold siccatite) property instead. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Siccatite Weapon (Standard-Grade) Source Grand Bazaar pg. 101 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of siccatite + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Siccatite Weapon (High-Grade) Source Grand Bazaar pg. 101 Price 15,000 gp (+1,500 gp per Bulk) Craft Requirements at least 7,500 gp of siccatite + 750 gp per Bulk","skill_mod":{},"summary":"Crafting weapons from siccatite is often enough to drive smiths to despair, as the extreme temperature of the metal can cause it to shatter while …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1426","name":"Siccatite Weapon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1426"},{"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1426","weakness":{},"price":140000,"trait":["Rare"],"id":"equipment-1426-1347","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Siccatite Weapon Source Grand Bazaar pg. 101 Usage varies by weapon Bulk varies by weapon Base Material Siccatite --- Crafting weapons from siccatite is often enough to drive smiths to despair, as the extreme temperature of the metal can cause it to shatter while being worked. Siccatite weapons have substantial grip wrappings to protect their wielders from the metal's extreme temperatures. They're constantly surrounded by a heat haze or a halo of rime, depending on the siccatite's type. Siccatite weapons automatically gain either a flaming or frost property rune, for hot and cold siccatite respectively, even if they aren't otherwise enchanted; this rune can't be removed, and it deals 1d8 damage instead of 1d6 damage. This uses one of the weapon's property rune slots as normal. High-grade siccatite gains a greater flaming (hot siccatite) or greater frost (cold siccatite) property instead. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Siccatite Weapon (Standard-Grade) Source Grand Bazaar pg. 101 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of siccatite + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Siccatite Weapon (High-Grade) Source Grand Bazaar pg. 101 Price 15,000 gp (+1,500 gp per Bulk) Craft Requirements at least 7,500 gp of siccatite + 750 gp per Bulk","skill_mod":{},"summary":"Crafting weapons from siccatite is often enough to drive smiths to despair, as the extreme temperature of the metal can cause it to shatter while …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1426","name":"Siccatite Weapon (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1426-1347"},{"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1426","weakness":{},"price":1500000,"trait":["Rare"],"id":"equipment-1426-1348","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Siccatite Weapon Source Grand Bazaar pg. 101 Usage varies by weapon Bulk varies by weapon Base Material Siccatite --- Crafting weapons from siccatite is often enough to drive smiths to despair, as the extreme temperature of the metal can cause it to shatter while being worked. Siccatite weapons have substantial grip wrappings to protect their wielders from the metal's extreme temperatures. They're constantly surrounded by a heat haze or a halo of rime, depending on the siccatite's type. Siccatite weapons automatically gain either a flaming or frost property rune, for hot and cold siccatite respectively, even if they aren't otherwise enchanted; this rune can't be removed, and it deals 1d8 damage instead of 1d6 damage. This uses one of the weapon's property rune slots as normal. High-grade siccatite gains a greater flaming (hot siccatite) or greater frost (cold siccatite) property instead. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Siccatite Weapon (Standard-Grade) Source Grand Bazaar pg. 101 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of siccatite + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Siccatite Weapon (High-Grade) Source Grand Bazaar pg. 101 Price 15,000 gp (+1,500 gp per Bulk) Craft Requirements at least 7,500 gp of siccatite + 750 gp per Bulk","skill_mod":{},"summary":"Crafting weapons from siccatite is often enough to drive smiths to despair, as the extreme temperature of the metal can cause it to shatter while …","primary_source":"Grand Bazaar","trait_group":["Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1426","name":"Siccatite Weapon (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1426-1348"},{"skill_mod":{},"summary":"These highly polished metal plates can be added to any armor. While wearing armor with burnished plating, you gain the Sunshine! reaction. However, …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":1,"usage":"applied to metal armor","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adjustments","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1427","weakness":{},"price":500,"name":"Burnished Plating","trait":["Adjustment","Uncommon"],"id":"equipment-1427","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Burnished Plating Source Grand Bazaar pg. 104 Price 5 gp Usage applied to metal armor Bulk L --- These highly polished metal plates can be added to any armor. While wearing armor with burnished plating, you gain the Sunshine! reaction. However, you take a –4 circumstance penalty to Stealth checks except in darkness, and your armor's Strength entry increases its value by 2, requiring you to have a higher Strength score to overcome the armor's penalties. Even if you meet your armor's new Strength entry, you still take the penalty to Stealth checks. When you are critically hit by an attack that deals bludgeoning damage, burnished plating stops working until someone spends 10 minutes repairing and polishing it; this doesn't require a Crafting check. Sunshine! Reaction Trigger A creature you can see targets you with an attack; Requirements You are in an area of bright light; Effect You twist to reflect light in your foe's eyes. The attacking creature must succeed at a DC 3 flat check or the attack fails. The attacker doesn't need to roll this flat check if it has a precise sense other than vision or if it would already need to roll a flat check with a higher DC to target you, such as if you are concealed or hidden.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1427"},{"skill_mod":{},"summary":"This variant on the shield boss is usually shaped like a dragon's head, its jaws open wide enough to wedge a small vessel of liquid within. A …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":1,"usage":"applied to a shield","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adjustments","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1428","weakness":{},"price":1000,"name":"Dragon's Crest","trait":["Adjustment","Uncommon"],"id":"equipment-1428","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Dragon's Crest Source Grand Bazaar pg. 104 Price 10 gp Usage applied to a shield --- This variant on the shield boss is usually shaped like a dragon's head, its jaws open wide enough to wedge a small vessel of liquid within. A dragon's crest can be etched with weapon runes, much like a shield boss or shield spikes, but doesn't otherwise alter your shield's statistics. A shield bearing a dragon's crest can't be combined with an attached weapon, like shield spikes. You can use an Interact action to wedge an alchemical bomb into the crest's jaws. While a bomb is wedged in the shield, you take a –1 penalty to attack rolls with the shield. When you successfully Strike a creature with the shield, the vessel shatters, exposing the creature you hit—and yourself— to the substance within. This counts as a successful hit with the bomb against the creature if it's adjacent to you or a successful hit against the appropriate adjacent square if it's not. The bomb deals splash damage as normal to surrounding creatures, including you. In addition, the bomb deals full damage to the attached shield.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1428"},{"skill_mod":{},"summary":"This surcoat is made of thick fabric and light chain, designed to protect vital areas. When you are critically hit by an attack, you gain physical …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":0,"usage":"applied to medium or heavy armor","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adjustments","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1429","weakness":{},"price":200,"name":"Reinforced Surcoat","trait":["Adjustment","Uncommon"],"id":"equipment-1429","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Reinforced Surcoat Source Grand Bazaar pg. 104 Price 2 gp Usage applied to medium or heavy armor Bulk L --- This surcoat is made of thick fabric and light chain, designed to protect vital areas. When you are critically hit by an attack, you gain physical resistance equal to 2 + the value of the armor's potency rune against the attack's damage. If the armor is in the chain armor group and you have its armor specialization effect, you instead increase the physical resistance from the chain armor specialization by 2. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit. However, the reinforced surcoat increases the Speed penalty of your armor by 5 feet.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1429"},{"skill_mod":{},"summary":"There are numerous methods to modify shields—snarling rods to catch weapons, bladed edges, padding for nonlethal strikes, and so on—but all share …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":0,"usage":"applied to a shield","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adjustments","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1430","weakness":{},"price":80,"name":"Shield Augmentation","trait":["Adjustment","Uncommon"],"id":"equipment-1430","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Shield Augmentation Source Grand Bazaar pg. 104 Price 8 sp Usage applied to a shield --- There are numerous methods to modify shields—snarling rods to catch weapons, bladed edges, padding for nonlethal strikes, and so on—but all share basic functionality. A shield augmentation can be etched with weapon runes, much like a shield boss or shield spikes, but doesn't otherwise alter your shield's statistics. A shield bearing an augmentation can't be combined with an attached weapon, like shield spikes. A shield augmentation grants your shield one or more weapon traits, chosen when the augmentation is created. You can either choose to add the backswing or forceful trait, or you can choose two of the following weapon traits: disarm, nonlethal, shove, thrown 10 feet, trip, or versatile S.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1430"},{"skill_mod":{},"summary":"This set of chains is completely covered with spikes and sharp blades. Not balanced for weapon use, twining chains are instead wrapped around a …","primary_source":"Grand Bazaar","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":1,"usage":"applied to armor","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Item","item_category":"Adjustments","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1431","weakness":{},"price":500,"name":"Twining Chains","trait":["Adjustment","Uncommon"],"id":"equipment-1431","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Twining Chains Source Grand Bazaar pg. 104 Price 5 gp Usage applied to armor Bulk 1 --- This set of chains is completely covered with spikes and sharp blades. Not balanced for weapon use, twining chains are instead wrapped around a user's body as a deterrent to attackers—and, for some, a fashion statement. While wearing twining chains, you gain the Thorns reaction. In addition to their dangers, twining chains' weight also increases your armor's Bulk by 1, Strength entry value by 2, and check penalty by 2. Thorns Reaction Trigger You are hit by an unarmed attack; Effect You twist to harm your attacker with your chains' spikes and blades. Make an attack roll against the triggering attacker using your unarmed attack modifier. On a hit, the attacking creature takes 1d6 piercing damage. This damage increases to 2d6 damage if the armor has a +1 potency rune, 3d6 damage if the armor has a +2 potency rune, or 4d6 damage if the armor has a +3 potency rune. However, whether you hit or miss, you take piercing damage equal to the number of d6s of piercing damage you would deal your attacker.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1431"},{"item_child_id":["equipment-1432-1349","equipment-1432-1350"],"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"transmutation","trait":["Air","Magical","Transmutation","Uncommon"],"id":"equipment-1432","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Skyrider Sword Source Grand Bazaar pg. 106 Usage held in 2 hands Bulk 1 Base Weapon Greatsword --- This +2 greater striking shock greatsword has a broad, flat blade that can support the weight of a Medium-sized or smaller wielder. Magic allows the weapon to soar through the air, carrying its wielder along with it. Activate Single Action command; Frequency once per day; Requirements You're holding the sword in at least one hand; Effect You leap upon your sword as it soars through the air for up to 10 minutes. You gain a fly Speed of 25 feet or your land Speed, whichever is slower, but you can't Strike with your weapon except via the weapon's other activation (see below). You can Dismiss the activation, and it ends automatically if you cease holding the weapon with at least one hand. Activate Two Actions Interact; Requirements You are riding on your weapon; Effect You ride your weapon into a foe, attacking it as you fly past. You Fly, making a melee Strike with the weapon once at any point during your movement. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Skyrider Sword Source Grand Bazaar pg. 106 Price 4,500 gp Bulk 1 <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Skyrider Sword (Greater) Source Grand Bazaar pg. 106 Price 32,000 gp Bulk 1 Craft Requirements The sword is a +3 greater striking greater shock greatsword . You can activate the weapon's flight any number of times per day, and its duration is no longer limited to 10 minutes.","element":["Air"],"skill_mod":{},"summary":"This +2 greater striking shock greatsword has a broad, flat blade that can support the weight of a Medium-sized or smaller wielder. Magic …","primary_source":"Grand Bazaar","trait_group":["Elemental","Planar","Monster","Mechanics","School","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1432","base_item":["Greatsword"],"name":"Skyrider Sword","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1432"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1432","weakness":{},"school":"transmutation","price":450000,"trait":["Air","Magical","Transmutation","Uncommon"],"id":"equipment-1432-1349","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Skyrider Sword Source Grand Bazaar pg. 106 Usage held in 2 hands Bulk 1 Base Weapon Greatsword --- This +2 greater striking shock greatsword has a broad, flat blade that can support the weight of a Medium-sized or smaller wielder. Magic allows the weapon to soar through the air, carrying its wielder along with it. Activate Single Action command; Frequency once per day; Requirements You're holding the sword in at least one hand; Effect You leap upon your sword as it soars through the air for up to 10 minutes. You gain a fly Speed of 25 feet or your land Speed, whichever is slower, but you can't Strike with your weapon except via the weapon's other activation (see below). You can Dismiss the activation, and it ends automatically if you cease holding the weapon with at least one hand. Activate Two Actions Interact; Requirements You are riding on your weapon; Effect You ride your weapon into a foe, attacking it as you fly past. You Fly, making a melee Strike with the weapon once at any point during your movement. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Skyrider Sword Source Grand Bazaar pg. 106 Price 4,500 gp Bulk 1 <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Skyrider Sword (Greater) Source Grand Bazaar pg. 106 Price 32,000 gp Bulk 1 Craft Requirements The sword is a +3 greater striking greater shock greatsword . You can activate the weapon's flight any number of times per day, and its duration is no longer limited to 10 minutes.","element":["Air"],"skill_mod":{},"summary":"This +2 greater striking shock greatsword has a broad, flat blade that can support the weight of a Medium-sized or smaller wielder. Magic …","primary_source":"Grand Bazaar","trait_group":["Elemental","Planar","Monster","Mechanics","School","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1432","base_item":["Greatsword"],"name":"Skyrider Sword","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1432-1349"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1432","weakness":{},"school":"transmutation","price":3200000,"trait":["Air","Magical","Transmutation","Uncommon"],"id":"equipment-1432-1350","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Skyrider Sword Source Grand Bazaar pg. 106 Usage held in 2 hands Bulk 1 Base Weapon Greatsword --- This +2 greater striking shock greatsword has a broad, flat blade that can support the weight of a Medium-sized or smaller wielder. Magic allows the weapon to soar through the air, carrying its wielder along with it. Activate Single Action command; Frequency once per day; Requirements You're holding the sword in at least one hand; Effect You leap upon your sword as it soars through the air for up to 10 minutes. You gain a fly Speed of 25 feet or your land Speed, whichever is slower, but you can't Strike with your weapon except via the weapon's other activation (see below). You can Dismiss the activation, and it ends automatically if you cease holding the weapon with at least one hand. Activate Two Actions Interact; Requirements You are riding on your weapon; Effect You ride your weapon into a foe, attacking it as you fly past. You Fly, making a melee Strike with the weapon once at any point during your movement. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Skyrider Sword Source Grand Bazaar pg. 106 Price 4,500 gp Bulk 1 <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Skyrider Sword (Greater) Source Grand Bazaar pg. 106 Price 32,000 gp Bulk 1 Craft Requirements The sword is a +3 greater striking greater shock greatsword . You can activate the weapon's flight any number of times per day, and its duration is no longer limited to 10 minutes.","element":["Air"],"skill_mod":{},"summary":"This +2 greater striking shock greatsword has a broad, flat blade that can support the weight of a Medium-sized or smaller wielder. Magic …","primary_source":"Grand Bazaar","trait_group":["Elemental","Planar","Monster","Mechanics","School","Rarity"],"level":19,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1432","base_item":["Greatsword"],"name":"Skyrider Sword (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1432-1350"},{"item_child_id":["equipment-1433-1351","equipment-1433-1352","equipment-1433-1353"],"primary_source_category":"Lost Omens","usage":"etched onto a melee weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"transmutation","trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1433","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Fanged Source Grand Bazaar pg. 106 Usage etched onto a melee weapon --- When etched with this rune, a weapon's hilt or haft becomes engraved with grooves that match the imprints of a wolf's teeth. By putting a fanged weapon in your mouth, you can transform into an animal. Activate Single Action Interact (magical, polymorph, transmutation) Effect You transform into a Small or Medium animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely associated with (a lizardfolk would turn into a lizard, a kitsune into a fox, a deer instinct barbarian into a deer, etc.) or a wolf if no specific animal is applicable. While in this form, you can attack with the fanged weapon even though you don't have any hands. However, you can attack only with the fanged weapon and you don't have hands or the ability to hold items. For effects dependent on how many hands you are using to hold the item, such as the two-hand trait, you are holding the weapon in two hands. You can Dismiss this effect, and it ends automatically if you drop the fanged weapon (whether or not of your own volition). <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Fanged Source Grand Bazaar pg. 106 Price 30 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Fanged (Greater) Source Grand Bazaar pg. 106 Price 425 gp --- In animal form, you gain low-light vision and a +5-foot item bonus to your Speed. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Fanged (Major) Source Grand Bazaar pg. 106 Price 6,000 gp --- In animal form, you gain low-light vision, imprecise scent to a range of 30 feet, and a +10-foot item bonus to your Speed.","skill_mod":{},"summary":"When etched with this rune, a weapon's hilt or haft becomes engraved with grooves that match the imprints of a wolf's teeth. By putting a fanged …","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1433","name":"Fanged","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1433"},{"primary_source_category":"Lost Omens","usage":"etched onto a melee weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1433","weakness":{},"school":"transmutation","price":3000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1433-1351","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Fanged Source Grand Bazaar pg. 106 Usage etched onto a melee weapon --- When etched with this rune, a weapon's hilt or haft becomes engraved with grooves that match the imprints of a wolf's teeth. By putting a fanged weapon in your mouth, you can transform into an animal. Activate Single Action Interact (magical, polymorph, transmutation) Effect You transform into a Small or Medium animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely associated with (a lizardfolk would turn into a lizard, a kitsune into a fox, a deer instinct barbarian into a deer, etc.) or a wolf if no specific animal is applicable. While in this form, you can attack with the fanged weapon even though you don't have any hands. However, you can attack only with the fanged weapon and you don't have hands or the ability to hold items. For effects dependent on how many hands you are using to hold the item, such as the two-hand trait, you are holding the weapon in two hands. You can Dismiss this effect, and it ends automatically if you drop the fanged weapon (whether or not of your own volition). <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Fanged Source Grand Bazaar pg. 106 Price 30 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Fanged (Greater) Source Grand Bazaar pg. 106 Price 425 gp --- In animal form, you gain low-light vision and a +5-foot item bonus to your Speed. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Fanged (Major) Source Grand Bazaar pg. 106 Price 6,000 gp --- In animal form, you gain low-light vision, imprecise scent to a range of 30 feet, and a +10-foot item bonus to your Speed.","skill_mod":{},"summary":"When etched with this rune, a weapon's hilt or haft becomes engraved with grooves that match the imprints of a wolf's teeth. By putting a fanged …","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1433","name":"Fanged","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1433-1351"},{"primary_source_category":"Lost Omens","usage":"etched onto a melee weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1433","weakness":{},"school":"transmutation","price":42500,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1433-1352","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Fanged Source Grand Bazaar pg. 106 Usage etched onto a melee weapon --- When etched with this rune, a weapon's hilt or haft becomes engraved with grooves that match the imprints of a wolf's teeth. By putting a fanged weapon in your mouth, you can transform into an animal. Activate Single Action Interact (magical, polymorph, transmutation) Effect You transform into a Small or Medium animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely associated with (a lizardfolk would turn into a lizard, a kitsune into a fox, a deer instinct barbarian into a deer, etc.) or a wolf if no specific animal is applicable. While in this form, you can attack with the fanged weapon even though you don't have any hands. However, you can attack only with the fanged weapon and you don't have hands or the ability to hold items. For effects dependent on how many hands you are using to hold the item, such as the two-hand trait, you are holding the weapon in two hands. You can Dismiss this effect, and it ends automatically if you drop the fanged weapon (whether or not of your own volition). <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Fanged Source Grand Bazaar pg. 106 Price 30 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Fanged (Greater) Source Grand Bazaar pg. 106 Price 425 gp --- In animal form, you gain low-light vision and a +5-foot item bonus to your Speed. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Fanged (Major) Source Grand Bazaar pg. 106 Price 6,000 gp --- In animal form, you gain low-light vision, imprecise scent to a range of 30 feet, and a +10-foot item bonus to your Speed.","skill_mod":{},"summary":"In animal form, you gain low-light vision and a +5-foot item bonus to your Speed.","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1433","name":"Fanged (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1433-1352"},{"primary_source_category":"Lost Omens","usage":"etched onto a melee weapon","source":["Grand Bazaar"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1433","weakness":{},"school":"transmutation","price":600000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1433-1353","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Fanged Source Grand Bazaar pg. 106 Usage etched onto a melee weapon --- When etched with this rune, a weapon's hilt or haft becomes engraved with grooves that match the imprints of a wolf's teeth. By putting a fanged weapon in your mouth, you can transform into an animal. Activate Single Action Interact (magical, polymorph, transmutation) Effect You transform into a Small or Medium animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely associated with (a lizardfolk would turn into a lizard, a kitsune into a fox, a deer instinct barbarian into a deer, etc.) or a wolf if no specific animal is applicable. While in this form, you can attack with the fanged weapon even though you don't have any hands. However, you can attack only with the fanged weapon and you don't have hands or the ability to hold items. For effects dependent on how many hands you are using to hold the item, such as the two-hand trait, you are holding the weapon in two hands. You can Dismiss this effect, and it ends automatically if you drop the fanged weapon (whether or not of your own volition). <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Fanged Source Grand Bazaar pg. 106 Price 30 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Fanged (Greater) Source Grand Bazaar pg. 106 Price 425 gp --- In animal form, you gain low-light vision and a +5-foot item bonus to your Speed. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Fanged (Major) Source Grand Bazaar pg. 106 Price 6,000 gp --- In animal form, you gain low-light vision, imprecise scent to a range of 30 feet, and a +10-foot item bonus to your Speed.","skill_mod":{},"summary":"In animal form, you gain low-light vision, imprecise scent to a range of 30 feet, and a +10-foot item bonus to your Speed.","primary_source":"Grand Bazaar","trait_group":["Mechanics","School","Rarity"],"level":15,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1433","name":"Fanged (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1433-1353"},{"item_child_id":["equipment-1434-1354","equipment-1434-1355","equipment-1434-1356"],"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","skill":["Lore","Lore","Lore"],"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-1434","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Brooch of Inspiration Source Grand Bazaar pg. 110 Usage worn --- This finely cut garnet brooch fills your mind with vigor and occasional bursts of mental clarity. While wearing the brooch, you gain a +1 item bonus to checks to Recall Knowledge with Lore skills. Activate Two Actions envision (fortune) Frequency once per day; Effect You think hard on a topic and receive a sudden inspiration. You attempt to Recall Knowledge using Lore. On this check, you roll twice and take the higher result. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Brooch of Inspiration Source Grand Bazaar pg. 110 Price 425 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Brooch of Inspiration (Greater) Source Grand Bazaar pg. 110 Price 1,200 gp --- The item bonus is +2, and the frequency for the activation is once per hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Brooch of Inspiration (Major) Source Grand Bazaar pg. 110 Price 12,500 gp --- The item bonus is +3 and applies to all checks to Recall Knowledge with any skill. The activation has a frequency of once per 10 minutes, takes only a single action to activate, and you can attempt to Recall Knowledge with any skill.","skill_mod":{},"summary":"This finely cut garnet brooch fills your mind with vigor and occasional bursts of mental clarity. While wearing the brooch, you gain a +1 item bonus …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1434","name":"Brooch of Inspiration","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1434"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1434","weakness":{},"school":"divination","price":42500,"skill":["Lore"],"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-1434-1354","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Brooch of Inspiration Source Grand Bazaar pg. 110 Usage worn --- This finely cut garnet brooch fills your mind with vigor and occasional bursts of mental clarity. While wearing the brooch, you gain a +1 item bonus to checks to Recall Knowledge with Lore skills. Activate Two Actions envision (fortune) Frequency once per day; Effect You think hard on a topic and receive a sudden inspiration. You attempt to Recall Knowledge using Lore. On this check, you roll twice and take the higher result. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Brooch of Inspiration Source Grand Bazaar pg. 110 Price 425 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Brooch of Inspiration (Greater) Source Grand Bazaar pg. 110 Price 1,200 gp --- The item bonus is +2, and the frequency for the activation is once per hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Brooch of Inspiration (Major) Source Grand Bazaar pg. 110 Price 12,500 gp --- The item bonus is +3 and applies to all checks to Recall Knowledge with any skill. The activation has a frequency of once per 10 minutes, takes only a single action to activate, and you can attempt to Recall Knowledge with any skill.","skill_mod":{},"summary":"This finely cut garnet brooch fills your mind with vigor and occasional bursts of mental clarity. While wearing the brooch, you gain a +1 item bonus …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1434","name":"Brooch of Inspiration","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1434-1354"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1434","weakness":{},"school":"divination","price":120000,"skill":["Lore"],"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-1434-1355","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Brooch of Inspiration Source Grand Bazaar pg. 110 Usage worn --- This finely cut garnet brooch fills your mind with vigor and occasional bursts of mental clarity. While wearing the brooch, you gain a +1 item bonus to checks to Recall Knowledge with Lore skills. Activate Two Actions envision (fortune) Frequency once per day; Effect You think hard on a topic and receive a sudden inspiration. You attempt to Recall Knowledge using Lore. On this check, you roll twice and take the higher result. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Brooch of Inspiration Source Grand Bazaar pg. 110 Price 425 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Brooch of Inspiration (Greater) Source Grand Bazaar pg. 110 Price 1,200 gp --- The item bonus is +2, and the frequency for the activation is once per hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Brooch of Inspiration (Major) Source Grand Bazaar pg. 110 Price 12,500 gp --- The item bonus is +3 and applies to all checks to Recall Knowledge with any skill. The activation has a frequency of once per 10 minutes, takes only a single action to activate, and you can attempt to Recall Knowledge with any skill.","skill_mod":{},"summary":"The item bonus is +2, and the frequency for the activation is once per hour.","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1434","name":"Brooch of Inspiration (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1434-1355"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1434","weakness":{},"school":"divination","price":1250000,"skill":["Lore"],"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-1434-1356","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Brooch of Inspiration Source Grand Bazaar pg. 110 Usage worn --- This finely cut garnet brooch fills your mind with vigor and occasional bursts of mental clarity. While wearing the brooch, you gain a +1 item bonus to checks to Recall Knowledge with Lore skills. Activate Two Actions envision (fortune) Frequency once per day; Effect You think hard on a topic and receive a sudden inspiration. You attempt to Recall Knowledge using Lore. On this check, you roll twice and take the higher result. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Brooch of Inspiration Source Grand Bazaar pg. 110 Price 425 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Brooch of Inspiration (Greater) Source Grand Bazaar pg. 110 Price 1,200 gp --- The item bonus is +2, and the frequency for the activation is once per hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Brooch of Inspiration (Major) Source Grand Bazaar pg. 110 Price 12,500 gp --- The item bonus is +3 and applies to all checks to Recall Knowledge with any skill. The activation has a frequency of once per 10 minutes, takes only a single action to activate, and you can attempt to Recall Knowledge with any skill.","skill_mod":{},"summary":"The item bonus is +3 and applies to all checks to Recall Knowledge with any skill. The activation has a frequency of once per 10 minutes, takes only …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1434","name":"Brooch of Inspiration (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1434-1356"},{"item_child_id":["equipment-1435-1357","equipment-1435-1358","equipment-1435-1359"],"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Invested","Magical","Uncommon"],"id":"equipment-1435","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Crown of the Fire Eater Source Grand Bazaar pg. 110 Usage worn Bulk L --- A wreath of flames dances around the rim of this golden crown. You gain resistance 5 to fire. Activate Reaction command; Frequency once per day; Trigger You take fire damage; Effect You absorb some of the flame that would harm you. Increase your fire resistance from the crown from 5 to 15. Just after taking any remaining fire damage, you regain a number of Hit Points equal to 15 or the fire damage dealt by the triggering attack before damage resistance, whichever is less. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Crown of the Fire Eater Source Grand Bazaar pg. 110 Price 500 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Crown of the Fire Eater (Greater) Source Grand Bazaar pg. 110 Price 2,000 gp Bulk L --- The constant fire resistance is 10. When activated, the fire resistance and maximum number of Hit Points regained are each 25. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Crown of the Fire Eater (Major) Source Grand Bazaar pg. 110 Price 10,000 gp Bulk L --- The constant fire resistance is 15. When activated, the fire resistance and maximum number of Hit Points regained are each 35.","skill_mod":{},"summary":"A wreath of flames dances around the rim of this golden crown. You gain resistance 5 to fire . ","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1435","name":"Crown of the Fire Eater","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1435"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1435","weakness":{},"school":"evocation","price":50000,"trait":["Evocation","Invested","Magical","Uncommon"],"id":"equipment-1435-1357","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Crown of the Fire Eater Source Grand Bazaar pg. 110 Usage worn Bulk L --- A wreath of flames dances around the rim of this golden crown. You gain resistance 5 to fire. Activate Reaction command; Frequency once per day; Trigger You take fire damage; Effect You absorb some of the flame that would harm you. Increase your fire resistance from the crown from 5 to 15. Just after taking any remaining fire damage, you regain a number of Hit Points equal to 15 or the fire damage dealt by the triggering attack before damage resistance, whichever is less. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Crown of the Fire Eater Source Grand Bazaar pg. 110 Price 500 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Crown of the Fire Eater (Greater) Source Grand Bazaar pg. 110 Price 2,000 gp Bulk L --- The constant fire resistance is 10. When activated, the fire resistance and maximum number of Hit Points regained are each 25. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Crown of the Fire Eater (Major) Source Grand Bazaar pg. 110 Price 10,000 gp Bulk L --- The constant fire resistance is 15. When activated, the fire resistance and maximum number of Hit Points regained are each 35.","skill_mod":{},"summary":"A wreath of flames dances around the rim of this golden crown. You gain resistance 5 to fire .","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1435","name":"Crown of the Fire Eater","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1435-1357"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1435","weakness":{},"school":"evocation","price":200000,"trait":["Evocation","Invested","Magical","Uncommon"],"id":"equipment-1435-1358","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Crown of the Fire Eater Source Grand Bazaar pg. 110 Usage worn Bulk L --- A wreath of flames dances around the rim of this golden crown. You gain resistance 5 to fire. Activate Reaction command; Frequency once per day; Trigger You take fire damage; Effect You absorb some of the flame that would harm you. Increase your fire resistance from the crown from 5 to 15. Just after taking any remaining fire damage, you regain a number of Hit Points equal to 15 or the fire damage dealt by the triggering attack before damage resistance, whichever is less. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Crown of the Fire Eater Source Grand Bazaar pg. 110 Price 500 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Crown of the Fire Eater (Greater) Source Grand Bazaar pg. 110 Price 2,000 gp Bulk L --- The constant fire resistance is 10. When activated, the fire resistance and maximum number of Hit Points regained are each 25. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Crown of the Fire Eater (Major) Source Grand Bazaar pg. 110 Price 10,000 gp Bulk L --- The constant fire resistance is 15. When activated, the fire resistance and maximum number of Hit Points regained are each 35.","skill_mod":{},"summary":"The constant fire resistance is 10. When activated, the fire resistance and maximum number of Hit Points regained are each 25.","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1435","name":"Crown of the Fire Eater (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1435-1358"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1435","weakness":{},"school":"evocation","price":1000000,"trait":["Evocation","Invested","Magical","Uncommon"],"id":"equipment-1435-1359","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Crown of the Fire Eater Source Grand Bazaar pg. 110 Usage worn Bulk L --- A wreath of flames dances around the rim of this golden crown. You gain resistance 5 to fire. Activate Reaction command; Frequency once per day; Trigger You take fire damage; Effect You absorb some of the flame that would harm you. Increase your fire resistance from the crown from 5 to 15. Just after taking any remaining fire damage, you regain a number of Hit Points equal to 15 or the fire damage dealt by the triggering attack before damage resistance, whichever is less. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Crown of the Fire Eater Source Grand Bazaar pg. 110 Price 500 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Crown of the Fire Eater (Greater) Source Grand Bazaar pg. 110 Price 2,000 gp Bulk L --- The constant fire resistance is 10. When activated, the fire resistance and maximum number of Hit Points regained are each 25. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Crown of the Fire Eater (Major) Source Grand Bazaar pg. 110 Price 10,000 gp Bulk L --- The constant fire resistance is 15. When activated, the fire resistance and maximum number of Hit Points regained are each 35.","skill_mod":{},"summary":"The constant fire resistance is 15. When activated, the fire resistance and maximum number of Hit Points regained are each 35.","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Mechanics","Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1435","name":"Crown of the Fire Eater (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1435-1359"},{"item_child_id":["equipment-1436-1360","equipment-1436-1361"],"primary_source_category":"Lost Omens","usage":"envision","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Invested","Primal","Uncommon"],"id":"equipment-1436","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Fleshgem Source Grand Bazaar pg. 110 Usage envision Base Weapon Fist --- Originally developed as a body modification by oreads, fleshgems are crystals that can be implanted in the skin of a creature of any ancestry. While a fleshgem can be applied anywhere on the body for cosmetic purposes, the most common usage among adventurers is to implant them at the base of the fingers, to be used like brass knuckles. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Fleshgem (Combat) Source Grand Bazaar pg. 110 Price 160 gp --- These pointed crystal shards embedded in your fingers grant you a fist Strike that deals 1d6 piercing damage, is in the brawling group, and has the magical and unarmed traits. Combat fleshgems can be enhanced with the effects of handwraps of mighty blows , as normal for an unarmed attack. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Fleshgem (Earthspeaker) Source Grand Bazaar pg. 110 Price 450 gp --- You siphon your fleshgem's power, and the earth around you erupts in crystal stalagmites. Activate Single Action to Two Actions command; Frequency once per day; Requirements You are standing on the ground; Effect The ground around you erupts in a 10-foot burst of knee-high crystal shards that remain for 1 round, or 1 minute if you spent two actions. To all creatures other than you, the area is difficult terrain as well as hazardous terrain. Creatures that move through a space containing crystal shards take 2 piercing damage.","skill_mod":{},"summary":"Originally developed as a body modification by oreads , fleshgems are crystals that can be implanted in the skin of a creature of any ancestry. …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Tradition","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1436","base_item":["Fist"],"name":"Fleshgem","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1436"},{"primary_source_category":"Lost Omens","usage":"envision","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1436","weakness":{},"school":"evocation","price":16000,"trait":["Evocation","Invested","Primal","Uncommon"],"id":"equipment-1436-1360","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Fleshgem Source Grand Bazaar pg. 110 Usage envision Base Weapon Fist --- Originally developed as a body modification by oreads, fleshgems are crystals that can be implanted in the skin of a creature of any ancestry. While a fleshgem can be applied anywhere on the body for cosmetic purposes, the most common usage among adventurers is to implant them at the base of the fingers, to be used like brass knuckles. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Fleshgem (Combat) Source Grand Bazaar pg. 110 Price 160 gp --- These pointed crystal shards embedded in your fingers grant you a fist Strike that deals 1d6 piercing damage, is in the brawling group, and has the magical and unarmed traits. Combat fleshgems can be enhanced with the effects of handwraps of mighty blows , as normal for an unarmed attack. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Fleshgem (Earthspeaker) Source Grand Bazaar pg. 110 Price 450 gp --- You siphon your fleshgem's power, and the earth around you erupts in crystal stalagmites. Activate Single Action to Two Actions command; Frequency once per day; Requirements You are standing on the ground; Effect The ground around you erupts in a 10-foot burst of knee-high crystal shards that remain for 1 round, or 1 minute if you spent two actions. To all creatures other than you, the area is difficult terrain as well as hazardous terrain. Creatures that move through a space containing crystal shards take 2 piercing damage.","skill_mod":{},"summary":"These pointed crystal shards embedded in your fingers grant you a fist Strike that deals 1d6 piercing damage, is in the brawling group, and has …","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Tradition","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1436","base_item":["Fist"],"name":"Fleshgem (Combat)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1436-1360"},{"primary_source_category":"Lost Omens","usage":"envision","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1436","weakness":{},"school":"evocation","price":45000,"trait":["Evocation","Invested","Primal","Uncommon"],"id":"equipment-1436-1361","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Fleshgem Source Grand Bazaar pg. 110 Usage envision Base Weapon Fist --- Originally developed as a body modification by oreads, fleshgems are crystals that can be implanted in the skin of a creature of any ancestry. While a fleshgem can be applied anywhere on the body for cosmetic purposes, the most common usage among adventurers is to implant them at the base of the fingers, to be used like brass knuckles. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Fleshgem (Combat) Source Grand Bazaar pg. 110 Price 160 gp --- These pointed crystal shards embedded in your fingers grant you a fist Strike that deals 1d6 piercing damage, is in the brawling group, and has the magical and unarmed traits. Combat fleshgems can be enhanced with the effects of handwraps of mighty blows , as normal for an unarmed attack. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Fleshgem (Earthspeaker) Source Grand Bazaar pg. 110 Price 450 gp --- You siphon your fleshgem's power, and the earth around you erupts in crystal stalagmites. Activate Single Action to Two Actions command; Frequency once per day; Requirements You are standing on the ground; Effect The ground around you erupts in a 10-foot burst of knee-high crystal shards that remain for 1 round, or 1 minute if you spent two actions. To all creatures other than you, the area is difficult terrain as well as hazardous terrain. Creatures that move through a space containing crystal shards take 2 piercing damage.","skill_mod":{},"summary":"You siphon your fleshgem's power, and the earth around you erupts in crystal stalagmites.","primary_source":"Grand Bazaar","trait_group":["School","Equipment","Tradition","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1436","base_item":["Fist"],"name":"Fleshgem (Earthspeaker)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1436-1361"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"conjuration","price":20000,"trait":["Conjuration","Magical","Uncommon"],"id":"equipment-1437","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Lady's Knife Source Grand Bazaar pg. 110 Price 200 gp Usage held in 1 hand Bulk L Base Weapon Dagger --- This +1 striking returning dagger has an elaborate, gemmed handle and can be worn strapped to the inside of a wrist or tucked within a decorative bodice. Despite the name, which stems from the dagger's historical basis in Oppara as a lady's favor, this dagger is common among wielders of all genders and has become quite fashionable in Absalom of late, with most nobles who carry them matching their evening finery to the gems on the hilt. Activate Two Actions command, Interact; Frequency once per day; Effect You offer this weapon as a romantic or platonic favor to an ally. You and the ally become linked for 1 day. During this time, you each benefit from the effects of status , using each other as the targets. Activate Single Action envision; Frequency once per day; Requirements You have become linked with an ally by offering them the lady's knife ; Effect You call forth the blade. The lady's knife instantly teleports to your hand. The attempt to recall the knife fails if you are more than 1 mile away from the knife's current location. Your linked ally can use the same Activation to recall the knife once per day as well.\n","skill_mod":{},"summary":"This +1 striking returning dagger has an elaborate, gemmed handle and can be worn strapped to the inside of a wrist or tucked within a …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1437","base_item":["Dagger"],"name":"Lady's Knife","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1437"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"divination","price":12500,"trait":["Divination","Magical","Uncommon"],"id":"equipment-1438","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Magnifying Glass of Elucidation Source Grand Bazaar pg. 110 PFS Note The magnifying glass of elucidation is available for purchase for any common languages, as well as any other languages to which a PC has gained access. Price 125 gp Usage held in 1 hand --- These well-aged wooden magnifying glasses are engraved with a variety of runes. Each is imbued with a specific language. When you use a magnifying glass to examine writing of its imbued language, it translates the writing into a language you understand. For example, an elf who speaks only Elven using a magnifying glass of elucidation imbued with Dwarven would see Dwarven writing as Elven when observed through the magnifying glass. The magnifying glass only provides direct translations and doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to Decipher Writing. Activate Three Actions envision, Interact; Frequency once per day; Effect You scan up to two pages of writing with the magnifying glass of elucidation , imbuing the magnifying glass with the information you scanned. You can use a separate 3-action activity to have the magnifying glass reproduce the imbued information onto blank paper exactly as it appeared when you Activated the magnifying glass. The reproduction is a direct copy of the pages but doesn't imbue the reproduction with any magical effects or other special effects. As such, you can copy the writing of a scroll, for example, but it will only be mundane writing and not have any magical effect. The magnifying glass can only hold one instance of information at a given time; Activating the magnifying glass a second time or reproducing the information clears out the magnifying glass's information. Craft Requirements You know the language imbued in the magnifying glass.\n","skill_mod":{},"summary":"These well-aged wooden magnifying glasses are engraved with a variety of runes. Each is imbued with a specific language. When you use a magnifying …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1438","name":"Magnifying Glass of Elucidation","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1438"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Grand Bazaar"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"illusion","price":30000,"trait":["Illusion","Invested","Magical","Sleep","Uncommon"],"id":"equipment-1439","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Mirror of Sleeping Vigil Source Grand Bazaar pg. 111 Price 300 gp Usage worn Bulk L --- This jeweled mirror grants you gain greater control over your dreaming self. While invested, you can watch over your sleeping body from the Dreamlands, letting you see your own body and a 5-foot emanation around you, though you can't hear, smell, or use other senses from your dreaming self. You do not take the –4 status penalty to visual Perception checks in that area or gain the blinded condition from being unconscious against creatures in that area. As long as you fell asleep voluntarily and not from a sleep effect, you can automatically wake up from sleep if there is visible activity around you.\n","skill_mod":{},"summary":"This jeweled mirror grants you gain greater control over your dreaming self. While invested, you can watch over your sleeping body from the …","primary_source":"Grand Bazaar","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1439","name":"Mirror of Sleeping Vigil","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1439"},{"item_child_id":["equipment-1440-1362","equipment-1440-1363","equipment-1440-1364"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"school":"enchantment","trait":["Enchantment","Magical","Staff","Uncommon"],"id":"equipment-1440","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Dreamlands Source Grand Bazaar pg. 111 Usage held in 1 hand Bulk 1 --- The carved night hag's hand at the end of this sandalwood staff clutches a rough gem. The staff of the Dreamlands makes it easier to navigate and survive in the Dreamlands and recognize its denizens. When wielding the staff, you gain a +1 circumstance bonus to Survival checks while in the Dreamlands and to checks to Recall Knowledge about creatures with the dream trait. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Dreamlands Source Grand Bazaar pg. 111 Price 250 gp Bulk 1 --- Cantrip daze 1st alarm , déjà vu , sleep 2nd phantasmal treasure , silence <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of the Dreamlands (Greater) Source Grand Bazaar pg. 111 Price 2,000 gp Bulk 1 --- 3rd dream message 4th dream message , nightmare , sleep 5th dreaming potential , illusory scene <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Staff of the Dreamlands (Major) Source Grand Bazaar pg. 111 Price 24,000 gp Bulk 1 --- 6th illusory scene 7th project image , visions of danger 8th dream council , maze , visions of danger ","skill_mod":{},"summary":"The carved night hag's hand at the end of this sandalwood staff clutches a rough gem. The staff of the Dreamlands makes it easier to navigate and …","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Equipment","Rarity"],"level":6,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1440","name":"Staff of the Dreamlands","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1440"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-1440","weakness":{},"school":"enchantment","price":25000,"trait":["Enchantment","Magical","Staff","Uncommon"],"id":"equipment-1440-1362","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Dreamlands Source Grand Bazaar pg. 111 Usage held in 1 hand Bulk 1 --- The carved night hag's hand at the end of this sandalwood staff clutches a rough gem. The staff of the Dreamlands makes it easier to navigate and survive in the Dreamlands and recognize its denizens. When wielding the staff, you gain a +1 circumstance bonus to Survival checks while in the Dreamlands and to checks to Recall Knowledge about creatures with the dream trait. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Dreamlands Source Grand Bazaar pg. 111 Price 250 gp Bulk 1 --- Cantrip daze 1st alarm , déjà vu , sleep 2nd phantasmal treasure , silence <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of the Dreamlands (Greater) Source Grand Bazaar pg. 111 Price 2,000 gp Bulk 1 --- 3rd dream message 4th dream message , nightmare , sleep 5th dreaming potential , illusory scene <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Staff of the Dreamlands (Major) Source Grand Bazaar pg. 111 Price 24,000 gp Bulk 1 --- 6th illusory scene 7th project image , visions of danger 8th dream council , maze , visions of danger ","skill_mod":{},"summary":"Cantrip daze 1st alarm , déjà vu , sleep 2nd phantasmal treasure , silence","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Equipment","Rarity"],"level":6,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1440","name":"Staff of the Dreamlands","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1440-1362"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-1440","weakness":{},"school":"enchantment","price":200000,"trait":["Enchantment","Magical","Staff","Uncommon"],"id":"equipment-1440-1363","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Dreamlands Source Grand Bazaar pg. 111 Usage held in 1 hand Bulk 1 --- The carved night hag's hand at the end of this sandalwood staff clutches a rough gem. The staff of the Dreamlands makes it easier to navigate and survive in the Dreamlands and recognize its denizens. When wielding the staff, you gain a +1 circumstance bonus to Survival checks while in the Dreamlands and to checks to Recall Knowledge about creatures with the dream trait. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Dreamlands Source Grand Bazaar pg. 111 Price 250 gp Bulk 1 --- Cantrip daze 1st alarm , déjà vu , sleep 2nd phantasmal treasure , silence <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of the Dreamlands (Greater) Source Grand Bazaar pg. 111 Price 2,000 gp Bulk 1 --- 3rd dream message 4th dream message , nightmare , sleep 5th dreaming potential , illusory scene <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Staff of the Dreamlands (Major) Source Grand Bazaar pg. 111 Price 24,000 gp Bulk 1 --- 6th illusory scene 7th project image , visions of danger 8th dream council , maze , visions of danger ","skill_mod":{},"summary":"3rd dream message 4th dream message , nightmare , sleep 5th dreaming potential , illusory scene","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Equipment","Rarity"],"level":12,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1440","name":"Staff of the Dreamlands (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1440-1363"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Grand Bazaar"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-1440","weakness":{},"school":"enchantment","price":2400000,"trait":["Enchantment","Magical","Staff","Uncommon"],"id":"equipment-1440-1364","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Dreamlands Source Grand Bazaar pg. 111 Usage held in 1 hand Bulk 1 --- The carved night hag's hand at the end of this sandalwood staff clutches a rough gem. The staff of the Dreamlands makes it easier to navigate and survive in the Dreamlands and recognize its denizens. When wielding the staff, you gain a +1 circumstance bonus to Survival checks while in the Dreamlands and to checks to Recall Knowledge about creatures with the dream trait. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Dreamlands Source Grand Bazaar pg. 111 Price 250 gp Bulk 1 --- Cantrip daze 1st alarm , déjà vu , sleep 2nd phantasmal treasure , silence <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of the Dreamlands (Greater) Source Grand Bazaar pg. 111 Price 2,000 gp Bulk 1 --- 3rd dream message 4th dream message , nightmare , sleep 5th dreaming potential , illusory scene <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Staff of the Dreamlands (Major) Source Grand Bazaar pg. 111 Price 24,000 gp Bulk 1 --- 6th illusory scene 7th project image , visions of danger 8th dream council , maze , visions of danger ","skill_mod":{},"summary":"6th illusory scene 7th project image , visions of danger 8th dream council , maze , visions of danger","primary_source":"Grand Bazaar","trait_group":["School","Mechanics","Equipment","Rarity"],"level":18,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1440","name":"Staff of the Dreamlands (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1440-1364"},{"item_child_id":["equipment-1441-1365","equipment-1441-1366","equipment-1441-1367"],"primary_source_category":"Adventure Paths","source":["Pathfinder #171: Hurricane's Howl"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"conjuration","trait":["Conjuration","Consumable","Magical","Structure","Uncommon"],"id":"equipment-1441","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Barricade Stone May contain spoilers from Strength of Thousands Source Pathfinder #171: Hurricane's Howl pg. 75 Bulk when not activated Activate Two Actions command, Interact --- The ancient inhabitants of Bloodsalt crafted these magic rocks to construct defenses quickly. In its stone form, a barricade stone appears to be a simple pebble with an unnaturally geometric shape. The size and shape of the stone's final form depends on the type of barricade stone . When you activate the barricade stone, you drop it on the ground, throw it up to 20 feet away, or sling it using a sling weapon. Upon landing, the stone instantly and permanently expands. The stone grows to its maximum size. While normally items with the structure trait put creatures in their area inside the structure, this effect creates solid stone, so it can't be placed in an area where there are creatures. While it's likely to take some time even with the right tools, an activated barricade stone can be destroyed the same as any normal stone structure (Hardness 14, HP 56). <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Barricade Stone (Sphere) Source Pathfinder #171: Hurricane's Howl pg. 75 Price 40 gp --- This smooth marble keeps its shape when activated, growing into a spherical boulder 10 feet in diameter. If stationary, the boulder can be pushed 5 feet with a successful DC 24 Athletics check. If the marble was thrown or slung, the boulder retains its momentum, moving 25 feet away from you each round. A creature in the boulder's way takes 4d6 bludgeoning damage (DC 20 basic Reflex save; on a failure, the creature is knocked prone). <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Barricade Stone (Cube) Source Pathfinder #171: Hurricane's Howl pg. 75 Price 80 gp --- This seemingly simple six-sided die was designed to block a corridor. When activated, it grows to fill a solid square or rectangular space no more than 20 feet on any side. The cube fills spaces well enough that Tiny creatures can't slip through, but it's far from a perfect seal. Liquids, gases, and minuscule creatures such as insects can still find ways around it. Depending on the irregularities of the space the cube fills, it might be possible to see or hear past it. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Barricade Stone (Cylinder) Source Pathfinder #171: Hurricane's Howl pg. 75 Price 160 gp --- When activated, this cylinder expands to a diameter of 5 feet, 10 feet, or 20 feet, depending on the command, with respective maximum heights of 80 feet, 40 feet, and 20 feet. If a dimension can't be reached due to contact with another solid surface, the cylinder ceases to grow in that direction. You can activate the cylinder horizontally instead of vertically. If you do, the cylinder moves similarly to the sphere barricade stone, with the following changes: both DCs increase to 27, the damage increases to 6d6, and a creature that critically fails its Reflex save against the rolling cylinder gains the wounded 1 condition (or increases the value of its wounded condition by 1).","skill_mod":{},"summary":"The ancient inhabitants of Bloodsalt crafted these magic rocks to construct defenses quickly. In its stone form, a barricade stone appears to be a …","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["School","Equipment","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1441","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Barricade Stone","actions_number":4,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1441"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #171: Hurricane's Howl"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1441","weakness":{},"primary_source_group":"Strength of Thousands","school":"conjuration","price":4000,"trait":["Conjuration","Consumable","Magical","Structure","Uncommon"],"id":"equipment-1441-1365","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Barricade Stone May contain spoilers from Strength of Thousands Source Pathfinder #171: Hurricane's Howl pg. 75 Bulk when not activated Activate Two Actions command, Interact --- The ancient inhabitants of Bloodsalt crafted these magic rocks to construct defenses quickly. In its stone form, a barricade stone appears to be a simple pebble with an unnaturally geometric shape. The size and shape of the stone's final form depends on the type of barricade stone . When you activate the barricade stone, you drop it on the ground, throw it up to 20 feet away, or sling it using a sling weapon. Upon landing, the stone instantly and permanently expands. The stone grows to its maximum size. While normally items with the structure trait put creatures in their area inside the structure, this effect creates solid stone, so it can't be placed in an area where there are creatures. While it's likely to take some time even with the right tools, an activated barricade stone can be destroyed the same as any normal stone structure (Hardness 14, HP 56). <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Barricade Stone (Sphere) Source Pathfinder #171: Hurricane's Howl pg. 75 Price 40 gp --- This smooth marble keeps its shape when activated, growing into a spherical boulder 10 feet in diameter. If stationary, the boulder can be pushed 5 feet with a successful DC 24 Athletics check. If the marble was thrown or slung, the boulder retains its momentum, moving 25 feet away from you each round. A creature in the boulder's way takes 4d6 bludgeoning damage (DC 20 basic Reflex save; on a failure, the creature is knocked prone). <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Barricade Stone (Cube) Source Pathfinder #171: Hurricane's Howl pg. 75 Price 80 gp --- This seemingly simple six-sided die was designed to block a corridor. When activated, it grows to fill a solid square or rectangular space no more than 20 feet on any side. The cube fills spaces well enough that Tiny creatures can't slip through, but it's far from a perfect seal. Liquids, gases, and minuscule creatures such as insects can still find ways around it. Depending on the irregularities of the space the cube fills, it might be possible to see or hear past it. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Barricade Stone (Cylinder) Source Pathfinder #171: Hurricane's Howl pg. 75 Price 160 gp --- When activated, this cylinder expands to a diameter of 5 feet, 10 feet, or 20 feet, depending on the command, with respective maximum heights of 80 feet, 40 feet, and 20 feet. If a dimension can't be reached due to contact with another solid surface, the cylinder ceases to grow in that direction. You can activate the cylinder horizontally instead of vertically. If you do, the cylinder moves similarly to the sphere barricade stone, with the following changes: both DCs increase to 27, the damage increases to 6d6, and a creature that critically fails its Reflex save against the rolling cylinder gains the wounded 1 condition (or increases the value of its wounded condition by 1).","skill_mod":{},"summary":"This smooth marble keeps its shape when activated, growing into a spherical boulder 10 feet in diameter. If stationary, the boulder can be pushed 5 …","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["School","Equipment","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1441","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Barricade Stone (Sphere)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1441-1365"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #171: Hurricane's Howl"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1441","weakness":{},"primary_source_group":"Strength of Thousands","school":"conjuration","price":8000,"trait":["Conjuration","Consumable","Magical","Structure","Uncommon"],"id":"equipment-1441-1366","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Barricade Stone May contain spoilers from Strength of Thousands Source Pathfinder #171: Hurricane's Howl pg. 75 Bulk when not activated Activate Two Actions command, Interact --- The ancient inhabitants of Bloodsalt crafted these magic rocks to construct defenses quickly. In its stone form, a barricade stone appears to be a simple pebble with an unnaturally geometric shape. The size and shape of the stone's final form depends on the type of barricade stone . When you activate the barricade stone, you drop it on the ground, throw it up to 20 feet away, or sling it using a sling weapon. Upon landing, the stone instantly and permanently expands. The stone grows to its maximum size. While normally items with the structure trait put creatures in their area inside the structure, this effect creates solid stone, so it can't be placed in an area where there are creatures. While it's likely to take some time even with the right tools, an activated barricade stone can be destroyed the same as any normal stone structure (Hardness 14, HP 56). <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Barricade Stone (Sphere) Source Pathfinder #171: Hurricane's Howl pg. 75 Price 40 gp --- This smooth marble keeps its shape when activated, growing into a spherical boulder 10 feet in diameter. If stationary, the boulder can be pushed 5 feet with a successful DC 24 Athletics check. If the marble was thrown or slung, the boulder retains its momentum, moving 25 feet away from you each round. A creature in the boulder's way takes 4d6 bludgeoning damage (DC 20 basic Reflex save; on a failure, the creature is knocked prone). <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Barricade Stone (Cube) Source Pathfinder #171: Hurricane's Howl pg. 75 Price 80 gp --- This seemingly simple six-sided die was designed to block a corridor. When activated, it grows to fill a solid square or rectangular space no more than 20 feet on any side. The cube fills spaces well enough that Tiny creatures can't slip through, but it's far from a perfect seal. Liquids, gases, and minuscule creatures such as insects can still find ways around it. Depending on the irregularities of the space the cube fills, it might be possible to see or hear past it. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Barricade Stone (Cylinder) Source Pathfinder #171: Hurricane's Howl pg. 75 Price 160 gp --- When activated, this cylinder expands to a diameter of 5 feet, 10 feet, or 20 feet, depending on the command, with respective maximum heights of 80 feet, 40 feet, and 20 feet. If a dimension can't be reached due to contact with another solid surface, the cylinder ceases to grow in that direction. You can activate the cylinder horizontally instead of vertically. If you do, the cylinder moves similarly to the sphere barricade stone, with the following changes: both DCs increase to 27, the damage increases to 6d6, and a creature that critically fails its Reflex save against the rolling cylinder gains the wounded 1 condition (or increases the value of its wounded condition by 1).","skill_mod":{},"summary":"This seemingly simple six-sided die was designed to block a corridor. When activated, it grows to fill a solid square or rectangular space no more …","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["School","Equipment","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1441","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Barricade Stone (Cube)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1441-1366"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #171: Hurricane's Howl"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1441","weakness":{},"primary_source_group":"Strength of Thousands","school":"conjuration","price":16000,"trait":["Conjuration","Consumable","Magical","Structure","Uncommon"],"id":"equipment-1441-1367","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Barricade Stone May contain spoilers from Strength of Thousands Source Pathfinder #171: Hurricane's Howl pg. 75 Bulk when not activated Activate Two Actions command, Interact --- The ancient inhabitants of Bloodsalt crafted these magic rocks to construct defenses quickly. In its stone form, a barricade stone appears to be a simple pebble with an unnaturally geometric shape. The size and shape of the stone's final form depends on the type of barricade stone . When you activate the barricade stone, you drop it on the ground, throw it up to 20 feet away, or sling it using a sling weapon. Upon landing, the stone instantly and permanently expands. The stone grows to its maximum size. While normally items with the structure trait put creatures in their area inside the structure, this effect creates solid stone, so it can't be placed in an area where there are creatures. While it's likely to take some time even with the right tools, an activated barricade stone can be destroyed the same as any normal stone structure (Hardness 14, HP 56). <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Barricade Stone (Sphere) Source Pathfinder #171: Hurricane's Howl pg. 75 Price 40 gp --- This smooth marble keeps its shape when activated, growing into a spherical boulder 10 feet in diameter. If stationary, the boulder can be pushed 5 feet with a successful DC 24 Athletics check. If the marble was thrown or slung, the boulder retains its momentum, moving 25 feet away from you each round. A creature in the boulder's way takes 4d6 bludgeoning damage (DC 20 basic Reflex save; on a failure, the creature is knocked prone). <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Barricade Stone (Cube) Source Pathfinder #171: Hurricane's Howl pg. 75 Price 80 gp --- This seemingly simple six-sided die was designed to block a corridor. When activated, it grows to fill a solid square or rectangular space no more than 20 feet on any side. The cube fills spaces well enough that Tiny creatures can't slip through, but it's far from a perfect seal. Liquids, gases, and minuscule creatures such as insects can still find ways around it. Depending on the irregularities of the space the cube fills, it might be possible to see or hear past it. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Barricade Stone (Cylinder) Source Pathfinder #171: Hurricane's Howl pg. 75 Price 160 gp --- When activated, this cylinder expands to a diameter of 5 feet, 10 feet, or 20 feet, depending on the command, with respective maximum heights of 80 feet, 40 feet, and 20 feet. If a dimension can't be reached due to contact with another solid surface, the cylinder ceases to grow in that direction. You can activate the cylinder horizontally instead of vertically. If you do, the cylinder moves similarly to the sphere barricade stone, with the following changes: both DCs increase to 27, the damage increases to 6d6, and a creature that critically fails its Reflex save against the rolling cylinder gains the wounded 1 condition (or increases the value of its wounded condition by 1).","skill_mod":{},"summary":"When activated, this cylinder expands to a diameter of 5 feet, 10 feet, or 20 feet, depending on the command, with respective maximum heights of 80 …","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1441","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Barricade Stone (Cylinder)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1441-1367"},{"primary_source_category":"Adventure Paths","usage":"worn bracelet","source":["Pathfinder #171: Hurricane's Howl","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"enchantment","price":140000,"skill":["Diplomacy"],"trait":["Enchantment","Focused","Invested","Magical","Uncommon"],"id":"equipment-1442","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Dragon Rune Bracelet May contain spoilers from Strength of Thousands Source Pathfinder #171: Hurricane's Howl pg. 75, Treasure Vault (Remastered) pg. 148 Price 1,400 gp Usage worn bracelet --- This polished golden bracelet is formed around the scale of a famous dragon. The bracelet is etched with esoteric symbols or words—always in Draconic—that indicate kinship with dragons. As many types of dragon rune bracelets exist as there are types of dragons, though dragon rune bracelets associated with Uncommon or Rare dragons are Rare. While wearing a dragon rune bracelet, you gain a +2 item bonus to Diplomacy checks while interacting with dragons of the same type as the pendant's scale (such as red dragons or cloud dragons). You also gain a +2 item bonus to saving throws against fear effects from any kind of dragon. Activate Free Action envision; Frequency once per day; Requirements You can cast bloodline spells from the draconic bloodline, such as from the sorcerer class or sorcerer multiclass archetype; Effect You regain 1 Focus Point, which you can spend only to cast a sorcerer bloodline spell. If you don't spend this Focus Point by the end of your turn, it is lost.\n","skill_mod":{},"summary":"This polished golden bracelet is formed around the scale of a famous dragon. The bracelet is etched with esoteric symbols or words—always in …","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["School","Equipment","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1442","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Dragon Rune Bracelet","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1442"},{"item_child_id":["equipment-1443-1368","equipment-1443-1369","equipment-1443-1370"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #171: Hurricane's Howl"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"divination","trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-1443","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Exploration Lens May contain spoilers from Strength of Thousands Source Pathfinder #171: Hurricane's Howl pg. 76 Usage held in 1 hand Activate Single Action Interact --- An exploration lens is a magical glass lens designed for a bull's-eye lantern. When light from the lantern passes through the lens, it alters the light to make it easier to perform a common exploration activity with the lantern. You can find more information about exploration activities related to these lenses on page 496 of the Core Rulebook. Alternatively, an exploration lens can be installed in a wayfinder like an aeon stone . In this case, light (such as that from a lantern, torch, or light spell) must still pass through the lens and you must hold the wayfinder in your hand for it to function. There are several different types of exploration lens, each granting benefits with a different type of exploration activity. Each type of lens is distinguishable from all the other types by holding it up to a bright light. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Exploration Lens (Detecting) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 1,000 gp --- When held up to light, this lens sparkles as though infused with glitter. While Detecting Magic in exploration mode, when the lantern's light falls upon something you detect as magical, it pulsates faintly. This makes it easier to triangulate the magic, since you can use the cone of the bull's-eye lantern instead of the circular pulse of detect magic . You also gain a +2 item bonus to checks to Identify Magic within the light. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Exploration Lens (Investigating) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 1,750 gp --- The outer rim of this lens glows faintly when held up to the light. While activated, the lens grants you a +1 item bonus to skill checks to Recall Knowledge while Investigating by outlining potential clues in a way that triggers your memory. If you're Investigating something while using the lens, you can always roll a Recall Knowledge skill check appropriate to the investigation for initiative. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Exploration Lens (Searching) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 4,000 gp --- This lens has an opalescent sheen when held up to light. The lens subtly outlines hidden doors and concealed hazards, granting you a +2 item bonus to Perception checks to spot such features while Searching. Even if you aren't Searching, you get a check to find traps that normally require you to Search.","skill_mod":{},"summary":"An exploration lens is a magical glass lens designed for a bull's-eye lantern . When light from the lantern passes through the lens, it alters the …","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1443","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Exploration Lens","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1443"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #171: Hurricane's Howl"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1443","weakness":{},"primary_source_group":"Strength of Thousands","school":"divination","price":100000,"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-1443-1368","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Exploration Lens May contain spoilers from Strength of Thousands Source Pathfinder #171: Hurricane's Howl pg. 76 Usage held in 1 hand Activate Single Action Interact --- An exploration lens is a magical glass lens designed for a bull's-eye lantern. When light from the lantern passes through the lens, it alters the light to make it easier to perform a common exploration activity with the lantern. You can find more information about exploration activities related to these lenses on page 496 of the Core Rulebook. Alternatively, an exploration lens can be installed in a wayfinder like an aeon stone . In this case, light (such as that from a lantern, torch, or light spell) must still pass through the lens and you must hold the wayfinder in your hand for it to function. There are several different types of exploration lens, each granting benefits with a different type of exploration activity. Each type of lens is distinguishable from all the other types by holding it up to a bright light. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Exploration Lens (Detecting) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 1,000 gp --- When held up to light, this lens sparkles as though infused with glitter. While Detecting Magic in exploration mode, when the lantern's light falls upon something you detect as magical, it pulsates faintly. This makes it easier to triangulate the magic, since you can use the cone of the bull's-eye lantern instead of the circular pulse of detect magic . You also gain a +2 item bonus to checks to Identify Magic within the light. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Exploration Lens (Investigating) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 1,750 gp --- The outer rim of this lens glows faintly when held up to the light. While activated, the lens grants you a +1 item bonus to skill checks to Recall Knowledge while Investigating by outlining potential clues in a way that triggers your memory. If you're Investigating something while using the lens, you can always roll a Recall Knowledge skill check appropriate to the investigation for initiative. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Exploration Lens (Searching) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 4,000 gp --- This lens has an opalescent sheen when held up to light. The lens subtly outlines hidden doors and concealed hazards, granting you a +2 item bonus to Perception checks to spot such features while Searching. Even if you aren't Searching, you get a check to find traps that normally require you to Search.","skill_mod":{},"summary":"When held up to light, this lens sparkles as though infused with glitter. While Detecting Magic in exploration mode, when the lantern's light falls …","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1443","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Exploration Lens (Detecting)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1443-1368"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #171: Hurricane's Howl"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1443","weakness":{},"primary_source_group":"Strength of Thousands","school":"divination","price":175000,"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-1443-1369","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Exploration Lens May contain spoilers from Strength of Thousands Source Pathfinder #171: Hurricane's Howl pg. 76 Usage held in 1 hand Activate Single Action Interact --- An exploration lens is a magical glass lens designed for a bull's-eye lantern. When light from the lantern passes through the lens, it alters the light to make it easier to perform a common exploration activity with the lantern. You can find more information about exploration activities related to these lenses on page 496 of the Core Rulebook. Alternatively, an exploration lens can be installed in a wayfinder like an aeon stone . In this case, light (such as that from a lantern, torch, or light spell) must still pass through the lens and you must hold the wayfinder in your hand for it to function. There are several different types of exploration lens, each granting benefits with a different type of exploration activity. Each type of lens is distinguishable from all the other types by holding it up to a bright light. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Exploration Lens (Detecting) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 1,000 gp --- When held up to light, this lens sparkles as though infused with glitter. While Detecting Magic in exploration mode, when the lantern's light falls upon something you detect as magical, it pulsates faintly. This makes it easier to triangulate the magic, since you can use the cone of the bull's-eye lantern instead of the circular pulse of detect magic . You also gain a +2 item bonus to checks to Identify Magic within the light. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Exploration Lens (Investigating) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 1,750 gp --- The outer rim of this lens glows faintly when held up to the light. While activated, the lens grants you a +1 item bonus to skill checks to Recall Knowledge while Investigating by outlining potential clues in a way that triggers your memory. If you're Investigating something while using the lens, you can always roll a Recall Knowledge skill check appropriate to the investigation for initiative. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Exploration Lens (Searching) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 4,000 gp --- This lens has an opalescent sheen when held up to light. The lens subtly outlines hidden doors and concealed hazards, granting you a +2 item bonus to Perception checks to spot such features while Searching. Even if you aren't Searching, you get a check to find traps that normally require you to Search.","skill_mod":{},"summary":"The outer rim of this lens glows faintly when held up to the light. While activated, the lens grants you a +1 item bonus to skill checks to Recall …","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["School","Equipment","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1443","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Exploration Lens (Investigating)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1443-1369"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #171: Hurricane's Howl"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1443","weakness":{},"primary_source_group":"Strength of Thousands","school":"divination","price":400000,"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-1443-1370","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Exploration Lens May contain spoilers from Strength of Thousands Source Pathfinder #171: Hurricane's Howl pg. 76 Usage held in 1 hand Activate Single Action Interact --- An exploration lens is a magical glass lens designed for a bull's-eye lantern. When light from the lantern passes through the lens, it alters the light to make it easier to perform a common exploration activity with the lantern. You can find more information about exploration activities related to these lenses on page 496 of the Core Rulebook. Alternatively, an exploration lens can be installed in a wayfinder like an aeon stone . In this case, light (such as that from a lantern, torch, or light spell) must still pass through the lens and you must hold the wayfinder in your hand for it to function. There are several different types of exploration lens, each granting benefits with a different type of exploration activity. Each type of lens is distinguishable from all the other types by holding it up to a bright light. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Exploration Lens (Detecting) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 1,000 gp --- When held up to light, this lens sparkles as though infused with glitter. While Detecting Magic in exploration mode, when the lantern's light falls upon something you detect as magical, it pulsates faintly. This makes it easier to triangulate the magic, since you can use the cone of the bull's-eye lantern instead of the circular pulse of detect magic . You also gain a +2 item bonus to checks to Identify Magic within the light. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Exploration Lens (Investigating) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 1,750 gp --- The outer rim of this lens glows faintly when held up to the light. While activated, the lens grants you a +1 item bonus to skill checks to Recall Knowledge while Investigating by outlining potential clues in a way that triggers your memory. If you're Investigating something while using the lens, you can always roll a Recall Knowledge skill check appropriate to the investigation for initiative. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Exploration Lens (Searching) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 4,000 gp --- This lens has an opalescent sheen when held up to light. The lens subtly outlines hidden doors and concealed hazards, granting you a +2 item bonus to Perception checks to spot such features while Searching. Even if you aren't Searching, you get a check to find traps that normally require you to Search.","skill_mod":{},"summary":"This lens has an opalescent sheen when held up to light. The lens subtly outlines hidden doors and concealed hazards, granting you a +2 item bonus to …","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["School","Equipment","Mechanics","Rarity"],"level":14,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1443","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Exploration Lens (Searching)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1443-1370"},{"primary_source_category":"Adventure Paths","usage":"affixed to headgear","source":["Pathfinder #171: Hurricane's Howl"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"divination","price":15000,"trait":["Consumable","Divination","Magical","Rare","Talisman"],"id":"equipment-1446","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Ixamè's Eye May contain spoilers from Strength of Thousands Source Pathfinder #171: Hurricane's Howl pg. 76 Price 150 gp Usage affixed to headgear Activate Free Action envision --- Via some strange alchemical reaction with the gasses of Terwa Lake, the cloud dragon Ixamè's eyeballs have shriveled into sky-blue gems. The dragon's sense of vision isn't impaired, and her eyes can't be removed from her head until she's destroyed. Once removed, each gem functions as a special talisman. Ixamè's eye sparkles when it's in an area of fog or mist. Activating the talisman enables you to see clearly through fog and mist for 1 minute; any creature concealed only by fog or mist is no longer concealed to you. If such a creature was relying on the concealment to Hide or Sneak, this also means it's no longer hidden or undetected.\n","skill_mod":{},"summary":"Via some strange alchemical reaction with the gasses of Terwa Lake, the cloud dragon Ixamè's eyeballs have shriveled into sky-blue gems. The …","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Equipment","School","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=1446","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Ixamè's Eye","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"rare","slug":"equipment-1446"},{"item_child_id":["equipment-1447-1371","equipment-1447-1372","equipment-1447-1373"],"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #171: Hurricane's Howl"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Alchemical","Consumable","Rare"],"id":"equipment-1447","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Red-Rib Gill Mask May contain spoilers from Strength of Thousands Source Pathfinder #171: Hurricane's Howl pg. 76 Usage worn mask Bulk L Activate Single Action Interact --- This mask is made from the gills of the red-rib salamander, an amphibious creature unique to Terwa Lake. Once activated, the mask intensifies the odors of gaseous toxins, allowing you to automatically detect toxic fumes within 30 feet and their approximate source (making the source undetected instead of unnoticed). You can't wear other masks while you're wearing a red-rib gill mask . After Activating the mask, you also gain the listed item bonus to Fortitude saves against inhaled effects; this bonus is increased against the deadly volcanic gas known around Terwa Lake as Dead Man's Breath, and possibly against other similar volcanic gases at the GM's discretion. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Red-Rib Gill Mask (Lesser) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 7 gp Bulk L --- The item bonus is +1, or +2 against Dead Man's Breath, and the duration is 10 minutes. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Red-Rib Gill Mask (Moderate) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 100 gp Bulk L --- The item bonus is +2, or +3 against Dead Man's Breath, and the duration is 1 hour. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Red-Rib Gill Mask (Greater) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 700 gp Bulk L --- The item bonus is +3, or +4 against Dead Man's Breath, and the duration is 8 hours.","skill_mod":{},"summary":"This mask is made from the gills of the red-rib salamander, an amphibious creature unique to Terwa Lake. Once activated, the mask intensifies the …","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1447","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Red-Rib Gill Mask","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-1447"},{"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #171: Hurricane's Howl"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1447","weakness":{},"primary_source_group":"Strength of Thousands","price":700,"trait":["Alchemical","Consumable","Rare"],"id":"equipment-1447-1371","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Red-Rib Gill Mask May contain spoilers from Strength of Thousands Source Pathfinder #171: Hurricane's Howl pg. 76 Usage worn mask Bulk L Activate Single Action Interact --- This mask is made from the gills of the red-rib salamander, an amphibious creature unique to Terwa Lake. Once activated, the mask intensifies the odors of gaseous toxins, allowing you to automatically detect toxic fumes within 30 feet and their approximate source (making the source undetected instead of unnoticed). You can't wear other masks while you're wearing a red-rib gill mask . After Activating the mask, you also gain the listed item bonus to Fortitude saves against inhaled effects; this bonus is increased against the deadly volcanic gas known around Terwa Lake as Dead Man's Breath, and possibly against other similar volcanic gases at the GM's discretion. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Red-Rib Gill Mask (Lesser) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 7 gp Bulk L --- The item bonus is +1, or +2 against Dead Man's Breath, and the duration is 10 minutes. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Red-Rib Gill Mask (Moderate) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 100 gp Bulk L --- The item bonus is +2, or +3 against Dead Man's Breath, and the duration is 1 hour. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Red-Rib Gill Mask (Greater) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 700 gp Bulk L --- The item bonus is +3, or +4 against Dead Man's Breath, and the duration is 8 hours.","skill_mod":{},"summary":"The item bonus is +1, or +2 against Dead Man's Breath, and the duration is 10 minutes.","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1447","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Red-Rib Gill Mask (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-1447-1371"},{"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #171: Hurricane's Howl"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1447","weakness":{},"primary_source_group":"Strength of Thousands","price":10000,"trait":["Alchemical","Consumable","Rare"],"id":"equipment-1447-1372","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Red-Rib Gill Mask May contain spoilers from Strength of Thousands Source Pathfinder #171: Hurricane's Howl pg. 76 Usage worn mask Bulk L Activate Single Action Interact --- This mask is made from the gills of the red-rib salamander, an amphibious creature unique to Terwa Lake. Once activated, the mask intensifies the odors of gaseous toxins, allowing you to automatically detect toxic fumes within 30 feet and their approximate source (making the source undetected instead of unnoticed). You can't wear other masks while you're wearing a red-rib gill mask . After Activating the mask, you also gain the listed item bonus to Fortitude saves against inhaled effects; this bonus is increased against the deadly volcanic gas known around Terwa Lake as Dead Man's Breath, and possibly against other similar volcanic gases at the GM's discretion. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Red-Rib Gill Mask (Lesser) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 7 gp Bulk L --- The item bonus is +1, or +2 against Dead Man's Breath, and the duration is 10 minutes. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Red-Rib Gill Mask (Moderate) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 100 gp Bulk L --- The item bonus is +2, or +3 against Dead Man's Breath, and the duration is 1 hour. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Red-Rib Gill Mask (Greater) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 700 gp Bulk L --- The item bonus is +3, or +4 against Dead Man's Breath, and the duration is 8 hours.","skill_mod":{},"summary":"The item bonus is +2, or +3 against Dead Man's Breath, and the duration is 1 hour.","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1447","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Red-Rib Gill Mask (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-1447-1372"},{"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #171: Hurricane's Howl"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1447","weakness":{},"primary_source_group":"Strength of Thousands","price":70000,"trait":["Alchemical","Consumable","Rare"],"id":"equipment-1447-1373","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Red-Rib Gill Mask May contain spoilers from Strength of Thousands Source Pathfinder #171: Hurricane's Howl pg. 76 Usage worn mask Bulk L Activate Single Action Interact --- This mask is made from the gills of the red-rib salamander, an amphibious creature unique to Terwa Lake. Once activated, the mask intensifies the odors of gaseous toxins, allowing you to automatically detect toxic fumes within 30 feet and their approximate source (making the source undetected instead of unnoticed). You can't wear other masks while you're wearing a red-rib gill mask . After Activating the mask, you also gain the listed item bonus to Fortitude saves against inhaled effects; this bonus is increased against the deadly volcanic gas known around Terwa Lake as Dead Man's Breath, and possibly against other similar volcanic gases at the GM's discretion. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Red-Rib Gill Mask (Lesser) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 7 gp Bulk L --- The item bonus is +1, or +2 against Dead Man's Breath, and the duration is 10 minutes. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Red-Rib Gill Mask (Moderate) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 100 gp Bulk L --- The item bonus is +2, or +3 against Dead Man's Breath, and the duration is 1 hour. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Red-Rib Gill Mask (Greater) Source Pathfinder #171: Hurricane's Howl pg. 76 Price 700 gp Bulk L --- The item bonus is +3, or +4 against Dead Man's Breath, and the duration is 8 hours.","skill_mod":{},"summary":"The item bonus is +3, or +4 against Dead Man's Breath, and the duration is 8 hours.","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":14,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1447","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Red-Rib Gill Mask (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-1447-1373"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #172: Secrets of the Temple City"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"abjuration","price":450000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1448","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Limited\" > Deflecting Branch May contain spoilers from Strength of Thousands Source Pathfinder #172: Secrets of the Temple City pg. 75 Price 4,500 gp Usage held in 2 hands Bulk 2 Base Weapon Greatclub --- This massive branch has been cut into a general club shape but still bears several knots and has a number of runes carved along its length. The deflecting branch is a +2 greater striking greatclub . On a critical hit, you knock the target prone. Activate Reaction Interact; Frequency once per minute; Trigger You are the target of a physical ranged attack; Requirements You're aware of the attack and are not flat-footed against it; Effect You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have knocked it away. You can't use this ability to deflect unusually massive ranged projectiles (such as boulders or ballista bolts). Activate Free Action Interact; Frequency once per hour; Trigger You knock away a physical ranged attack by using the deflecting branch's other activation; Effect You swing the club and reflect the oncoming attack. The attack is redirected toward a creature within 60 feet. Make a ranged attack against the creature using your highest proficiency with a ranged weapon. ","skill_mod":{},"summary":"This massive branch has been cut into a general club shape but still bears several knots and has a number of runes carved along its length. The …","primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["School","Mechanics","Rarity"],"level":14,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1448","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","base_item":["Greatclub"],"name":"Deflecting Branch","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1448"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #172: Secrets of the Temple City"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"evocation","price":650000,"trait":["Evocation","Fire","Light","Magical","Rare"],"id":"equipment-1449","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Golden Blade of Mzali May contain spoilers from Strength of Thousands Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 6,500 gp Usage held in 1 hand Bulk 1 Base Weapon Spear --- Each of these golden spears was forged in the days of old Mzali, when the sun kings ruled the city. The majority of these weapons are lost, most likely buried with warriors in tombs and temples sealed by Walkena's decrees. Walkena retains a single golden blade, which he grants to his Master of Spears. This +2 greater striking returning spear is coated in brilliant gold, and beautiful engravings run along the shaft, depicting the rising and setting of the sun against Mzali's skyline. The spear glows with the effects of 4th-level light . You can suppress or resume this light by using an action, which has the concentrate trait. When you hit a creature with the spear, it takes 1d6 additional fire damage. When you critically hit a creature with the spear, the creature takes 1d8 persistent fire damage and 1d8 persistent bleed damage as its blood boils away. Unlike normal when taking two types of persistent damage, a creature needs only a single successful flat check to remove both the fire and bleed damage. Activate Reaction envision; Frequency once per day; Trigger You critically hit a creature with the weapon; Effect You call upon the spear's light to guide the creature away from violence. The creature must choose one of the following options: The creature surrenders, immediately receiving the critical failure effects of calm emotions and paralyze . The weapon casts 7th-level blindness on the creature with a DC of 34. Regardless of the choice, the spear loses its ability to glow with light until your next daily preparations. Activate Two Actions envision, Interact; Frequency once per day; Effect The spear casts 7th-level elemental form on you, choosing fire as the form's trait. The spear loses its additional fire damage until your next daily preparations.\n","element":["Fire"],"skill_mod":{},"summary":"Each of these golden spears was forged in the days of old Mzali, when the sun kings ruled the city. The majority of these weapons are lost, most …","primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1449","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","base_item":["Spear"],"name":"Golden Blade of Mzali","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1449"},{"item_child_id":["equipment-1450-1374","equipment-1450-1375","equipment-1450-1376","equipment-1450-1377"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #172: Secrets of the Temple City"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"transmutation","trait":["Light","Magical","Transmutation","Uncommon"],"id":"equipment-1450","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Midday Lantern May contain spoilers from Strength of Thousands Source Pathfinder #172: Secrets of the Temple City pg. 76 Usage held in 1 hand Bulk L --- This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard lantern, except that any light the lantern emits is magical and similar to sunlight. The lantern doesn't emit dim light, instead only emitting bright light to its normal radius (20 feet for typical lights when using oil). This bright light is close enough to sunlight to open temple doors that require sunlight or similar light, but it doesn't shine direct sunlight, so it doesn't trigger effects such as a vampire's sunlight weakness. Activate Single Action to Three Actions envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a blast of powerful sunlight. The blast has the effects of 2nd-level scorching ray using a spell attack roll of +14, with its effect determined by the number of actions you used to <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Midday Lantern (Lesser) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 235 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Midday Lantern (Moderate) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 850 gp Bulk L --- The lantern casts 4th-level scorching ray using a spell attack roll of +20. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Midday Lantern (Greater) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 3,700 gp Bulk L --- The lantern casts 6th-level light and 6th-level scorching ray , using a spell attack roll of +26. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Midday Lantern (Major) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 18,750 gp Bulk L --- The lantern casts 8th-level scorching ray , using a spell attack roll of +32.","skill_mod":{},"summary":"This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard …","primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Mechanics","School","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1450","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Midday Lantern","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1450"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #172: Secrets of the Temple City"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1450","weakness":{},"primary_source_group":"Strength of Thousands","school":"transmutation","price":23500,"trait":["Light","Magical","Transmutation","Uncommon"],"id":"equipment-1450-1374","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Midday Lantern May contain spoilers from Strength of Thousands Source Pathfinder #172: Secrets of the Temple City pg. 76 Usage held in 1 hand Bulk L --- This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard lantern, except that any light the lantern emits is magical and similar to sunlight. The lantern doesn't emit dim light, instead only emitting bright light to its normal radius (20 feet for typical lights when using oil). This bright light is close enough to sunlight to open temple doors that require sunlight or similar light, but it doesn't shine direct sunlight, so it doesn't trigger effects such as a vampire's sunlight weakness. Activate Single Action to Three Actions envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a blast of powerful sunlight. The blast has the effects of 2nd-level scorching ray using a spell attack roll of +14, with its effect determined by the number of actions you used to <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Midday Lantern (Lesser) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 235 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Midday Lantern (Moderate) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 850 gp Bulk L --- The lantern casts 4th-level scorching ray using a spell attack roll of +20. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Midday Lantern (Greater) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 3,700 gp Bulk L --- The lantern casts 6th-level light and 6th-level scorching ray , using a spell attack roll of +26. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Midday Lantern (Major) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 18,750 gp Bulk L --- The lantern casts 8th-level scorching ray , using a spell attack roll of +32.","skill_mod":{},"summary":"This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard …","primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Mechanics","School","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1450","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Midday Lantern (Lesser)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1450-1374"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #172: Secrets of the Temple City"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1450","weakness":{},"primary_source_group":"Strength of Thousands","school":"transmutation","price":85000,"trait":["Light","Magical","Transmutation","Uncommon"],"id":"equipment-1450-1375","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Midday Lantern May contain spoilers from Strength of Thousands Source Pathfinder #172: Secrets of the Temple City pg. 76 Usage held in 1 hand Bulk L --- This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard lantern, except that any light the lantern emits is magical and similar to sunlight. The lantern doesn't emit dim light, instead only emitting bright light to its normal radius (20 feet for typical lights when using oil). This bright light is close enough to sunlight to open temple doors that require sunlight or similar light, but it doesn't shine direct sunlight, so it doesn't trigger effects such as a vampire's sunlight weakness. Activate Single Action to Three Actions envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a blast of powerful sunlight. The blast has the effects of 2nd-level scorching ray using a spell attack roll of +14, with its effect determined by the number of actions you used to <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Midday Lantern (Lesser) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 235 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Midday Lantern (Moderate) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 850 gp Bulk L --- The lantern casts 4th-level scorching ray using a spell attack roll of +20. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Midday Lantern (Greater) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 3,700 gp Bulk L --- The lantern casts 6th-level light and 6th-level scorching ray , using a spell attack roll of +26. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Midday Lantern (Major) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 18,750 gp Bulk L --- The lantern casts 8th-level scorching ray , using a spell attack roll of +32.","skill_mod":{},"summary":"The lantern casts 4th-level scorching ray using a spell attack roll of +20.","primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Mechanics","School","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1450","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Midday Lantern (Moderate)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1450-1375"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #172: Secrets of the Temple City"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1450","weakness":{},"primary_source_group":"Strength of Thousands","school":"transmutation","price":370000,"trait":["Light","Magical","Transmutation","Uncommon"],"id":"equipment-1450-1376","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Midday Lantern May contain spoilers from Strength of Thousands Source Pathfinder #172: Secrets of the Temple City pg. 76 Usage held in 1 hand Bulk L --- This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard lantern, except that any light the lantern emits is magical and similar to sunlight. The lantern doesn't emit dim light, instead only emitting bright light to its normal radius (20 feet for typical lights when using oil). This bright light is close enough to sunlight to open temple doors that require sunlight or similar light, but it doesn't shine direct sunlight, so it doesn't trigger effects such as a vampire's sunlight weakness. Activate Single Action to Three Actions envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a blast of powerful sunlight. The blast has the effects of 2nd-level scorching ray using a spell attack roll of +14, with its effect determined by the number of actions you used to <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Midday Lantern (Lesser) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 235 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Midday Lantern (Moderate) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 850 gp Bulk L --- The lantern casts 4th-level scorching ray using a spell attack roll of +20. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Midday Lantern (Greater) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 3,700 gp Bulk L --- The lantern casts 6th-level light and 6th-level scorching ray , using a spell attack roll of +26. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Midday Lantern (Major) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 18,750 gp Bulk L --- The lantern casts 8th-level scorching ray , using a spell attack roll of +32.","skill_mod":{},"summary":"The lantern casts 6th-level light and 6th-level scorching ray , using a spell attack roll of +26.","primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Mechanics","School","Rarity"],"level":14,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1450","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Midday Lantern (Greater)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1450-1376"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #172: Secrets of the Temple City"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1450","weakness":{},"primary_source_group":"Strength of Thousands","school":"transmutation","price":1875000,"trait":["Light","Magical","Transmutation","Uncommon"],"id":"equipment-1450-1377","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Midday Lantern May contain spoilers from Strength of Thousands Source Pathfinder #172: Secrets of the Temple City pg. 76 Usage held in 1 hand Bulk L --- This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard lantern, except that any light the lantern emits is magical and similar to sunlight. The lantern doesn't emit dim light, instead only emitting bright light to its normal radius (20 feet for typical lights when using oil). This bright light is close enough to sunlight to open temple doors that require sunlight or similar light, but it doesn't shine direct sunlight, so it doesn't trigger effects such as a vampire's sunlight weakness. Activate Single Action to Three Actions envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a blast of powerful sunlight. The blast has the effects of 2nd-level scorching ray using a spell attack roll of +14, with its effect determined by the number of actions you used to <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Midday Lantern (Lesser) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 235 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Midday Lantern (Moderate) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 850 gp Bulk L --- The lantern casts 4th-level scorching ray using a spell attack roll of +20. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Midday Lantern (Greater) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 3,700 gp Bulk L --- The lantern casts 6th-level light and 6th-level scorching ray , using a spell attack roll of +26. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Midday Lantern (Major) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 18,750 gp Bulk L --- The lantern casts 8th-level scorching ray , using a spell attack roll of +32.","skill_mod":{},"summary":"The lantern casts 8th-level scorching ray , using a spell attack roll of +32.","primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Mechanics","School","Rarity"],"level":18,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1450","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Midday Lantern (Major)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1450-1377"},{"item_child_id":["equipment-1451-1378","equipment-1451-1379","equipment-1451-1380","equipment-1451-1381"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #172: Secrets of the Temple City"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"transmutation","trait":["Light","Magical","Transmutation","Uncommon"],"id":"equipment-1451","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Twilight Lantern May contain spoilers from Strength of Thousands Source Pathfinder #172: Secrets of the Temple City pg. 76 Usage held in 1 hand Bulk L --- This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars in a night sky. The lantern uses oil as a standard hooded lantern, except that any light the lantern emits is converted into magical light similar to moonlight. This magical moonlight is always dim light. Activate Single Action envision; Effect You concentrate on the lantern's light and reduce or increase its radius. The light can have a minimum radius of 5 feet and a maximum radius equal to double the light's standard radius. Activate Two Actions envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a beam of powerful moonlight, targeting a darkness effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +10. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Twilight Lantern (Lesser) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 235 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Twilight Lantern (Moderate) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 850 gp Bulk L --- The counteract modifier is +17, and the maximum radius is equal to triple the light's standard radius. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Twilight Lantern (Greater) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 3,700 gp Bulk L --- As moderate twilight lantern , but the counteract modifier is +21. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Twilight Lantern (Major) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 18,750 gp Bulk L --- The counteract modifier is +28, and the maximum radius is equal to quadruple the light's standard radius.","skill_mod":{},"summary":"This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars …","primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Mechanics","School","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1451","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Twilight Lantern","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1451"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #172: Secrets of the Temple City"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1451","weakness":{},"primary_source_group":"Strength of Thousands","school":"transmutation","price":23500,"trait":["Light","Magical","Transmutation","Uncommon"],"id":"equipment-1451-1378","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Twilight Lantern May contain spoilers from Strength of Thousands Source Pathfinder #172: Secrets of the Temple City pg. 76 Usage held in 1 hand Bulk L --- This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars in a night sky. The lantern uses oil as a standard hooded lantern, except that any light the lantern emits is converted into magical light similar to moonlight. This magical moonlight is always dim light. Activate Single Action envision; Effect You concentrate on the lantern's light and reduce or increase its radius. The light can have a minimum radius of 5 feet and a maximum radius equal to double the light's standard radius. Activate Two Actions envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a beam of powerful moonlight, targeting a darkness effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +10. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Twilight Lantern (Lesser) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 235 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Twilight Lantern (Moderate) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 850 gp Bulk L --- The counteract modifier is +17, and the maximum radius is equal to triple the light's standard radius. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Twilight Lantern (Greater) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 3,700 gp Bulk L --- As moderate twilight lantern , but the counteract modifier is +21. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Twilight Lantern (Major) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 18,750 gp Bulk L --- The counteract modifier is +28, and the maximum radius is equal to quadruple the light's standard radius.","skill_mod":{},"summary":"This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars …","primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Mechanics","School","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1451","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Twilight Lantern (Lesser)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1451-1378"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #172: Secrets of the Temple City"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1451","weakness":{},"primary_source_group":"Strength of Thousands","school":"transmutation","price":85000,"trait":["Light","Magical","Transmutation","Uncommon"],"id":"equipment-1451-1379","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Twilight Lantern May contain spoilers from Strength of Thousands Source Pathfinder #172: Secrets of the Temple City pg. 76 Usage held in 1 hand Bulk L --- This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars in a night sky. The lantern uses oil as a standard hooded lantern, except that any light the lantern emits is converted into magical light similar to moonlight. This magical moonlight is always dim light. Activate Single Action envision; Effect You concentrate on the lantern's light and reduce or increase its radius. The light can have a minimum radius of 5 feet and a maximum radius equal to double the light's standard radius. Activate Two Actions envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a beam of powerful moonlight, targeting a darkness effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +10. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Twilight Lantern (Lesser) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 235 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Twilight Lantern (Moderate) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 850 gp Bulk L --- The counteract modifier is +17, and the maximum radius is equal to triple the light's standard radius. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Twilight Lantern (Greater) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 3,700 gp Bulk L --- As moderate twilight lantern , but the counteract modifier is +21. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Twilight Lantern (Major) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 18,750 gp Bulk L --- The counteract modifier is +28, and the maximum radius is equal to quadruple the light's standard radius.","skill_mod":{},"summary":"The counteract modifier is +17, and the maximum radius is equal to triple the light's standard radius.","primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Mechanics","School","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1451","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Twilight Lantern (Moderate)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1451-1379"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #172: Secrets of the Temple City"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1451","weakness":{},"primary_source_group":"Strength of Thousands","school":"transmutation","price":370000,"trait":["Light","Magical","Transmutation","Uncommon"],"id":"equipment-1451-1380","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Twilight Lantern May contain spoilers from Strength of Thousands Source Pathfinder #172: Secrets of the Temple City pg. 76 Usage held in 1 hand Bulk L --- This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars in a night sky. The lantern uses oil as a standard hooded lantern, except that any light the lantern emits is converted into magical light similar to moonlight. This magical moonlight is always dim light. Activate Single Action envision; Effect You concentrate on the lantern's light and reduce or increase its radius. The light can have a minimum radius of 5 feet and a maximum radius equal to double the light's standard radius. Activate Two Actions envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a beam of powerful moonlight, targeting a darkness effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +10. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Twilight Lantern (Lesser) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 235 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Twilight Lantern (Moderate) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 850 gp Bulk L --- The counteract modifier is +17, and the maximum radius is equal to triple the light's standard radius. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Twilight Lantern (Greater) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 3,700 gp Bulk L --- As moderate twilight lantern , but the counteract modifier is +21. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Twilight Lantern (Major) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 18,750 gp Bulk L --- The counteract modifier is +28, and the maximum radius is equal to quadruple the light's standard radius.","skill_mod":{},"summary":"As moderate twilight lantern , but the counteract modifier is +21.","primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Mechanics","School","Rarity"],"level":14,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1451","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Twilight Lantern (Greater)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1451-1380"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #172: Secrets of the Temple City"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1451","weakness":{},"primary_source_group":"Strength of Thousands","school":"transmutation","price":1875000,"trait":["Light","Magical","Transmutation","Uncommon"],"id":"equipment-1451-1381","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Twilight Lantern May contain spoilers from Strength of Thousands Source Pathfinder #172: Secrets of the Temple City pg. 76 Usage held in 1 hand Bulk L --- This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars in a night sky. The lantern uses oil as a standard hooded lantern, except that any light the lantern emits is converted into magical light similar to moonlight. This magical moonlight is always dim light. Activate Single Action envision; Effect You concentrate on the lantern's light and reduce or increase its radius. The light can have a minimum radius of 5 feet and a maximum radius equal to double the light's standard radius. Activate Two Actions envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a beam of powerful moonlight, targeting a darkness effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +10. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Twilight Lantern (Lesser) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 235 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Twilight Lantern (Moderate) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 850 gp Bulk L --- The counteract modifier is +17, and the maximum radius is equal to triple the light's standard radius. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Twilight Lantern (Greater) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 3,700 gp Bulk L --- As moderate twilight lantern , but the counteract modifier is +21. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Twilight Lantern (Major) Source Pathfinder #172: Secrets of the Temple City pg. 76 Price 18,750 gp Bulk L --- The counteract modifier is +28, and the maximum radius is equal to quadruple the light's standard radius.","skill_mod":{},"summary":"The counteract modifier is +28, and the maximum radius is equal to quadruple the light's standard radius.","primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Mechanics","School","Rarity"],"level":18,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1451","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Twilight Lantern (Major)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1451-1381"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #172: Secrets of the Temple City"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","price":16500,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-1452","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Deathless Light May contain spoilers from Strength of Thousands Source Pathfinder #172: Secrets of the Temple City pg. 85 Price 165 gp Usage held in 1 hand Bulk L Activate Single Action envision --- This glowing piece of flesh increases the spell level of a spell with the light trait by 1 (maximum 7) when determining whether the spell's light will shine in magical darkness or counteract a darkness spell.\n","skill_mod":{},"summary":"This glowing piece of flesh increases the spell level of a spell with the light trait by 1 (maximum 7) when determining whether the spell's light …","primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1452","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Deathless Light","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1452"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #173: Doorway to the Red Star"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"conjuration","price":1300000,"trait":["Conjuration","Magical","Staff","Unique"],"id":"equipment-1453","text":"<title level=\"1\" right=\"Item 17\" pfs=\"\" > Wyrm Drinker May contain spoilers from Strength of Thousands Source Pathfinder #173: Doorway to the Red Star pg. 75 Price 13,000 gp Usage held in 1 hand Bulk 1 --- This staff is made from the femur of a gold dragon wrapped in the multicolored scales of every type of chromatic and metallic dragon. When wielding this staff, you gain a +1 circumstance bonus to skill checks to Coerce, Make an Impression, Request, or Lie to dragons and creatures with strong draconic ties (such as kobolds, dragon instinct barbarians, and draconic sorcerers). Activate Two Actions command, Interact; Frequency once per day; Effect Attempt a melee Strike with Wyrm Drinker . If your target is a dragon or a creature with a strong draconic tie, such as a kobold, and you damage the target, the target is drained 2, or drained 4 on a critical hit. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. 2nd illusory creature (dragons only) 4th reflective scales 5th summon dragon 6th dragon form , summon dragon (6th) 7th summon dragon (7th) ","skill_mod":{},"summary":"This staff is made from the femur of a gold dragon wrapped in the multicolored scales of every type of chromatic and metallic dragon . When …","primary_source":"Pathfinder #173: Doorway to the Red Star","trait_group":["School","Mechanics","Equipment","Rarity"],"level":17,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1453","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Wyrm Drinker","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-1453"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #173: Doorway to the Red Star"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"abjuration","price":1500000,"trait":["Abjuration","Cursed","Magical","Unique"],"id":"equipment-1457","text":"<title level=\"1\" right=\"Item 17\" pfs=\"\" > Spellcutter May contain spoilers from Strength of Thousands Source Pathfinder #173: Doorway to the Red Star pg. 76 Price 15,000 gp Usage held in 1 hand Bulk 1 Base Weapon Longsword --- The blade of this +2 greater striking adamantine longsword seems to absorb light from the air around it, giving the impression the wielder is standing in the shadow of a much larger creature. While Spellcutter is a potent weapon for battling undead and constructs, an ancient restriction on the blade prevents it from harming living creatures; attacks against living beings deal no damage. This restriction doesn't apply to dhampirs or creatures with the negative healing ability who are otherwise living; the magic of the blade can't distinguish between such beings and undead. Activate Reaction envision; Trigger You're targeted by a spell while wielding Spellcutter ; Effect Spellcutter attempts to absorb the magic of the triggering spell, giving you a +4 status bonus to your AC and saves against the effect. Activate Single Action Interact; Effect Touching Spellcutter to any light source of 12th level or lower (including 6th-level spells with the light trait) instantly extinguishes the effect. If the source of the light is a large flame, such as a forest fire or bonfire, it only extinguishes the light source in a 5-foot radius burst from the point of contact.\n","skill_mod":{},"summary":"The blade of this +2 greater striking adamantine longsword seems to absorb light from the air around it, giving the impression the wielder is …","primary_source":"Pathfinder #173: Doorway to the Red Star","trait_group":["School","Equipment","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1457","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","base_item":["Longsword"],"name":"Spellcutter","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-1457"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #173: Doorway to the Red Star"],"type":"Item","item_category":"Grimoires","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"divination","price":800000,"trait":["Divination","Grimoire","Invested","Magical","Unique"],"id":"equipment-1458","text":"<title level=\"1\" right=\"Item 16\" pfs=\"\" > Grimoire of Unknown Necessities May contain spoilers from Strength of Thousands Source Pathfinder #173: Doorway to the Red Star pg. 77 Price 8,000 gp Bulk L --- The cover of this grimoire is bound in a strange crimson, pebbly leather that a DC 40 Occultism check to Recall Knowledge identifies as the hide of a rare monster from the distant plane of Leng. The grimoire's spine is bound in copper and a spiral of shifting runes slowly swirls across its surface. Activate Single Action envision (arcane, divination) Frequency once per day; Requirements You're an arcane prepared spellcaster and you have rested but not yet prepared your spells for the day; Effect The grimoire provides you with temporary knowledge of a single spell of the highest level you're capable of casting that you don't already have recorded in it or any of your other spellbooks, chosen by the GM based on their knowledge of the adventure to be particularly useful to you during the upcoming day. A strange quirk of the tome prevents the spell's knowledge from ever traveling further than your own mind. The granted spell is not only removed from the tome's pages at the start of the next day, but is also removed from any other scroll, spellbook, or grimoire the granted spell is copied into, as well as any other way it might have been learned or copied.\n","skill_mod":{},"summary":"The cover of this grimoire is bound in a strange crimson, pebbly leather that a DC 40 Occultism check to Recall Knowledge identifies as the hide …","primary_source":"Pathfinder #173: Doorway to the Red Star","trait_group":["School","Equipment","Mechanics","Rarity"],"level":16,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1458","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Grimoire of Unknown Necessities","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-1458"},{"item_child_id":["equipment-1459-1396","equipment-1459-1397","equipment-1459-1398","equipment-1459-1399"],"primary_source_category":"Comics","usage":"held in 1 hand","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-1459","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Junk Bomb Source Pathfinder Special: Fumbus Usage held in 1 hand Bulk L Activate Single Action Strike --- This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core of explosive alchemical slag. A junk bomb deals the listed slashing damage, persistent bleed damage, and piercing splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Junk Bomb (Lesser) Source Pathfinder Special: Fumbus Price 4 gp Bulk L --- The bomb deals 1d8 slashing damage, 1 persistent bleed damage, and 1 slashing splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Junk Bomb (Moderate) Source Pathfinder Special: Fumbus Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 slashing damage, 2 persistent bleed damage, and 2 slashing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Junk Bomb (Greater) Source Pathfinder Special: Fumbus Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 slashing damage, 3 persistent bleed damage, and 3 slashing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Junk Bomb (Major) Source Pathfinder Special: Fumbus Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 slashing damage, 4 persistent bleed damage, and 4 slashing splash damage.","skill_mod":{},"summary":"This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core …","primary_source":"Pathfinder Special: Fumbus","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":1,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1459","name":"Junk Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1459"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1459","weakness":{},"price":400,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-1459-1396","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Junk Bomb Source Pathfinder Special: Fumbus Usage held in 1 hand Bulk L Activate Single Action Strike --- This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core of explosive alchemical slag. A junk bomb deals the listed slashing damage, persistent bleed damage, and piercing splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Junk Bomb (Lesser) Source Pathfinder Special: Fumbus Price 4 gp Bulk L --- The bomb deals 1d8 slashing damage, 1 persistent bleed damage, and 1 slashing splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Junk Bomb (Moderate) Source Pathfinder Special: Fumbus Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 slashing damage, 2 persistent bleed damage, and 2 slashing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Junk Bomb (Greater) Source Pathfinder Special: Fumbus Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 slashing damage, 3 persistent bleed damage, and 3 slashing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Junk Bomb (Major) Source Pathfinder Special: Fumbus Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 slashing damage, 4 persistent bleed damage, and 4 slashing splash damage.","skill_mod":{},"summary":"The bomb deals 1d8 slashing damage, 1 persistent bleed damage, and 1 slashing splash damage.","primary_source":"Pathfinder Special: Fumbus","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":1,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1459","name":"Junk Bomb (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1459-1396"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1459","weakness":{},"price":1200,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-1459-1397","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Junk Bomb Source Pathfinder Special: Fumbus Usage held in 1 hand Bulk L Activate Single Action Strike --- This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core of explosive alchemical slag. A junk bomb deals the listed slashing damage, persistent bleed damage, and piercing splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Junk Bomb (Lesser) Source Pathfinder Special: Fumbus Price 4 gp Bulk L --- The bomb deals 1d8 slashing damage, 1 persistent bleed damage, and 1 slashing splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Junk Bomb (Moderate) Source Pathfinder Special: Fumbus Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 slashing damage, 2 persistent bleed damage, and 2 slashing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Junk Bomb (Greater) Source Pathfinder Special: Fumbus Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 slashing damage, 3 persistent bleed damage, and 3 slashing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Junk Bomb (Major) Source Pathfinder Special: Fumbus Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 slashing damage, 4 persistent bleed damage, and 4 slashing splash damage.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d8 slashing damage, 2 persistent bleed damage, and 2 slashing splash damage.","primary_source":"Pathfinder Special: Fumbus","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":3,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1459","name":"Junk Bomb (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1459-1397"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1459","weakness":{},"price":27500,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-1459-1398","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Junk Bomb Source Pathfinder Special: Fumbus Usage held in 1 hand Bulk L Activate Single Action Strike --- This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core of explosive alchemical slag. A junk bomb deals the listed slashing damage, persistent bleed damage, and piercing splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Junk Bomb (Lesser) Source Pathfinder Special: Fumbus Price 4 gp Bulk L --- The bomb deals 1d8 slashing damage, 1 persistent bleed damage, and 1 slashing splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Junk Bomb (Moderate) Source Pathfinder Special: Fumbus Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 slashing damage, 2 persistent bleed damage, and 2 slashing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Junk Bomb (Greater) Source Pathfinder Special: Fumbus Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 slashing damage, 3 persistent bleed damage, and 3 slashing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Junk Bomb (Major) Source Pathfinder Special: Fumbus Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 slashing damage, 4 persistent bleed damage, and 4 slashing splash damage.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d8 slashing damage, 3 persistent bleed damage, and 3 slashing splash damage.","primary_source":"Pathfinder Special: Fumbus","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":11,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1459","name":"Junk Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1459-1398"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1459","weakness":{},"price":275000,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-1459-1399","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Junk Bomb Source Pathfinder Special: Fumbus Usage held in 1 hand Bulk L Activate Single Action Strike --- This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core of explosive alchemical slag. A junk bomb deals the listed slashing damage, persistent bleed damage, and piercing splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Junk Bomb (Lesser) Source Pathfinder Special: Fumbus Price 4 gp Bulk L --- The bomb deals 1d8 slashing damage, 1 persistent bleed damage, and 1 slashing splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Junk Bomb (Moderate) Source Pathfinder Special: Fumbus Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 slashing damage, 2 persistent bleed damage, and 2 slashing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Junk Bomb (Greater) Source Pathfinder Special: Fumbus Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 slashing damage, 3 persistent bleed damage, and 3 slashing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Junk Bomb (Major) Source Pathfinder Special: Fumbus Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 slashing damage, 4 persistent bleed damage, and 4 slashing splash damage.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d8 slashing damage, 4 persistent bleed damage, and 4 slashing splash damage.","primary_source":"Pathfinder Special: Fumbus","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":17,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1459","name":"Junk Bomb (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1459-1399"},{"item_child_id":["equipment-1460-1400","equipment-1460-1401","equipment-1460-1402","equipment-1460-1403"],"primary_source_category":"Comics","usage":"held in 1 hand","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Force","Splash","Uncommon"],"id":"equipment-1460","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Pressure Bomb Source Pathfinder Special: Fumbus Usage held in 1 hand Bulk L Activate Single Action Strike --- This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A pressure bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is knocked prone. Many types grant an item bonus to attack rolls, and more powerful pressure bombs can knock creatures back. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Pressure Bomb (Lesser) Source Pathfinder Special: Fumbus Price 4 gp Bulk L --- The bomb deals 1d4 bludgeoning damage and 1 bludgeoning splash damage. Tiny or smaller targets are pushed 5 feet away from you. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Pressure Bomb (Moderate) Source Pathfinder Special: Fumbus Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 bludgeoning damage and 2 bludgeoning splash damage. Small or smaller targets are pushed 5 feet away from you. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Pressure Bomb (Greater) Source Pathfinder Special: Fumbus Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 bludgeoning damage and 3 bludgeoning splash damage. Medium or smaller targets are pushed 5 feet away from you. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Pressure Bomb (Major) Source Pathfinder Special: Fumbus Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 bludgeoning damage and 4 bludgeoning splash damage. Medium or smaller creatures who take splash damage are pushed 5 feet away from the target, and then, if the target is Large or smaller, it is pushed 5 feet away from you.","skill_mod":{},"summary":"This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A pressure bomb deals the …","primary_source":"Pathfinder Special: Fumbus","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics","Rarity"],"level":1,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1460","name":"Pressure Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1460"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1460","weakness":{},"price":400,"trait":["Alchemical","Bomb","Consumable","Force","Splash","Uncommon"],"id":"equipment-1460-1400","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Pressure Bomb Source Pathfinder Special: Fumbus Usage held in 1 hand Bulk L Activate Single Action Strike --- This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A pressure bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is knocked prone. Many types grant an item bonus to attack rolls, and more powerful pressure bombs can knock creatures back. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Pressure Bomb (Lesser) Source Pathfinder Special: Fumbus Price 4 gp Bulk L --- The bomb deals 1d4 bludgeoning damage and 1 bludgeoning splash damage. Tiny or smaller targets are pushed 5 feet away from you. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Pressure Bomb (Moderate) Source Pathfinder Special: Fumbus Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 bludgeoning damage and 2 bludgeoning splash damage. Small or smaller targets are pushed 5 feet away from you. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Pressure Bomb (Greater) Source Pathfinder Special: Fumbus Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 bludgeoning damage and 3 bludgeoning splash damage. Medium or smaller targets are pushed 5 feet away from you. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Pressure Bomb (Major) Source Pathfinder Special: Fumbus Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 bludgeoning damage and 4 bludgeoning splash damage. Medium or smaller creatures who take splash damage are pushed 5 feet away from the target, and then, if the target is Large or smaller, it is pushed 5 feet away from you.","skill_mod":{},"summary":"The bomb deals 1d4 bludgeoning damage and 1 bludgeoning splash damage. Tiny or smaller targets are pushed 5 feet away from you.","primary_source":"Pathfinder Special: Fumbus","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics","Rarity"],"level":1,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1460","name":"Pressure Bomb (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1460-1400"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1460","weakness":{},"price":1200,"trait":["Alchemical","Bomb","Consumable","Force","Splash","Uncommon"],"id":"equipment-1460-1401","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Pressure Bomb Source Pathfinder Special: Fumbus Usage held in 1 hand Bulk L Activate Single Action Strike --- This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A pressure bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is knocked prone. Many types grant an item bonus to attack rolls, and more powerful pressure bombs can knock creatures back. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Pressure Bomb (Lesser) Source Pathfinder Special: Fumbus Price 4 gp Bulk L --- The bomb deals 1d4 bludgeoning damage and 1 bludgeoning splash damage. Tiny or smaller targets are pushed 5 feet away from you. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Pressure Bomb (Moderate) Source Pathfinder Special: Fumbus Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 bludgeoning damage and 2 bludgeoning splash damage. Small or smaller targets are pushed 5 feet away from you. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Pressure Bomb (Greater) Source Pathfinder Special: Fumbus Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 bludgeoning damage and 3 bludgeoning splash damage. Medium or smaller targets are pushed 5 feet away from you. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Pressure Bomb (Major) Source Pathfinder Special: Fumbus Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 bludgeoning damage and 4 bludgeoning splash damage. Medium or smaller creatures who take splash damage are pushed 5 feet away from the target, and then, if the target is Large or smaller, it is pushed 5 feet away from you.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d4 bludgeoning damage and 2 bludgeoning splash damage. Small or smaller targets are pushed …","primary_source":"Pathfinder Special: Fumbus","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics","Rarity"],"level":3,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1460","name":"Pressure Bomb (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1460-1401"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1460","weakness":{},"price":27500,"trait":["Alchemical","Bomb","Consumable","Force","Splash","Uncommon"],"id":"equipment-1460-1402","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Pressure Bomb Source Pathfinder Special: Fumbus Usage held in 1 hand Bulk L Activate Single Action Strike --- This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A pressure bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is knocked prone. Many types grant an item bonus to attack rolls, and more powerful pressure bombs can knock creatures back. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Pressure Bomb (Lesser) Source Pathfinder Special: Fumbus Price 4 gp Bulk L --- The bomb deals 1d4 bludgeoning damage and 1 bludgeoning splash damage. Tiny or smaller targets are pushed 5 feet away from you. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Pressure Bomb (Moderate) Source Pathfinder Special: Fumbus Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 bludgeoning damage and 2 bludgeoning splash damage. Small or smaller targets are pushed 5 feet away from you. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Pressure Bomb (Greater) Source Pathfinder Special: Fumbus Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 bludgeoning damage and 3 bludgeoning splash damage. Medium or smaller targets are pushed 5 feet away from you. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Pressure Bomb (Major) Source Pathfinder Special: Fumbus Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 bludgeoning damage and 4 bludgeoning splash damage. Medium or smaller creatures who take splash damage are pushed 5 feet away from the target, and then, if the target is Large or smaller, it is pushed 5 feet away from you.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d4 bludgeoning damage and 3 bludgeoning splash damage. Medium or smaller targets are pushed …","primary_source":"Pathfinder Special: Fumbus","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics","Rarity"],"level":11,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1460","name":"Pressure Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1460-1402"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1460","weakness":{},"price":275000,"trait":["Alchemical","Bomb","Consumable","Force","Splash","Uncommon"],"id":"equipment-1460-1403","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Pressure Bomb Source Pathfinder Special: Fumbus Usage held in 1 hand Bulk L Activate Single Action Strike --- This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A pressure bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is knocked prone. Many types grant an item bonus to attack rolls, and more powerful pressure bombs can knock creatures back. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Pressure Bomb (Lesser) Source Pathfinder Special: Fumbus Price 4 gp Bulk L --- The bomb deals 1d4 bludgeoning damage and 1 bludgeoning splash damage. Tiny or smaller targets are pushed 5 feet away from you. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Pressure Bomb (Moderate) Source Pathfinder Special: Fumbus Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 bludgeoning damage and 2 bludgeoning splash damage. Small or smaller targets are pushed 5 feet away from you. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Pressure Bomb (Greater) Source Pathfinder Special: Fumbus Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 bludgeoning damage and 3 bludgeoning splash damage. Medium or smaller targets are pushed 5 feet away from you. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Pressure Bomb (Major) Source Pathfinder Special: Fumbus Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 bludgeoning damage and 4 bludgeoning splash damage. Medium or smaller creatures who take splash damage are pushed 5 feet away from the target, and then, if the target is Large or smaller, it is pushed 5 feet away from you.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d4 bludgeoning damage and 4 bludgeoning splash damage. Medium or smaller creatures who take …","primary_source":"Pathfinder Special: Fumbus","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics","Rarity"],"level":17,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1460","name":"Pressure Bomb (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1460-1403"},{"item_child_id":["equipment-1461-1406"],"primary_source_category":"Comics","usage":"held in 1 hand","source":["Pathfinder Special: Fumbus","Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Athletics","Athletics","Athletics"],"trait":["Alchemical","Consumable","Elixir","Polymorph","Uncommon"],"id":"equipment-1461","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Limited\" > Spiderfoot Brew Source Pathfinder Special: Fumbus, Treasure Vault (Remastered) pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- This gelatinous, sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny clinging hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to climb for the listed duration. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Spiderfoot Brew (Major) Source Pathfinder Special: Fumbus Price 2,500 gp Bulk L --- The climb speed is 25 feet, the item bonus is +3, and the duration is 1 hour.","skill_mod":{},"summary":"This gelatinous, sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny clinging hairs grow on your hands …","primary_source":"Pathfinder Special: Fumbus","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":17,"source_category":["Comics","Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1461","name":"Spiderfoot Brew","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1461"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Pathfinder Special: Fumbus","Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1461","weakness":{},"price":250000,"skill":["Athletics"],"trait":["Alchemical","Consumable","Elixir","Polymorph","Uncommon"],"id":"equipment-1461-1406","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Limited\" > Spiderfoot Brew Source Pathfinder Special: Fumbus, Treasure Vault (Remastered) pg. 61 Usage held in 1 hand Bulk L Activate Single Action Interact --- This gelatinous, sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny clinging hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to climb for the listed duration. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Spiderfoot Brew (Major) Source Pathfinder Special: Fumbus Price 2,500 gp Bulk L --- The climb speed is 25 feet, the item bonus is +3, and the duration is 1 hour.","skill_mod":{},"summary":"The climb speed is 25 feet, the item bonus is +3, and the duration is 1 hour.","primary_source":"Pathfinder Special: Fumbus","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":17,"source_category":["Comics","Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1461","name":"Spiderfoot Brew (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1461-1406"},{"primary_source_category":"Comics","usage":"held in 2 hands","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":20000,"trait":["Alchemical","Consumable","Fire","Mental","Splash","Unique"],"id":"equipment-1462","text":"<title level=\"1\" right=\"Item 10\" pfs=\"\" > Overloaded Brain Grenade Source Pathfinder Special: Fumbus Price 200 gp Usage held in 2 hands Bulk 1 Activate Two Actions Interact --- It's possible for a desperate alchemist to rig the brain container of a defeated alchemical golem to create a volatile (if unusual) explosive. You throw the grenade up to 60 feet, and it explodes, dealing 3d6 fire damage and 3d6 mental damage in a 10-foot burst (DC 27 basic Reflex save). On a critical failure, a creature takes 2d6 persistent fire damage. Craft Requirements Supply a brain case harvested from alchemical golem\n","element":["Fire"],"skill_mod":{},"summary":"It's possible for a desperate alchemist to rig the brain container of a defeated alchemical golem to create a volatile (if unusual) explosive. You …","primary_source":"Pathfinder Special: Fumbus","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Rarity"],"level":10,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1462","name":"Overloaded Brain Grenade","actions_number":4,"bulk":1,"category":"equipment","actions":"Two Actions","rarity":"unique","slug":"equipment-1462"},{"primary_source_category":"Comics","usage":"worn","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":300000,"trait":["Auditory","Divination","Invested","Magical","Rare"],"id":"equipment-1463","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Communication Pendants Source Pathfinder Special: Fumbus Price 3,000 gp Usage worn Bulk L --- Each of these matching necklaces has been constructed using one half of a purple teardrop-shaped gem, split in two. These pendants function only with the other pendant in their pair and must be crafted together. If one pendant becomes broken, the other shatters into non-magical shards. The Price listed above is for a pair of pendants. Activate Single Action Interact; Effect You speak, audibly projecting your voice from the pendant you're wearing to the other. Your voice can be heard by whoever is wearing the other pendant no matter how far away the pendants are from each other, as long as the wearer has invested the other pendant and is on the same plane as you. Continued activation allows you to communicate with the other pendant's wearer whenever and for as long as your desire.\n","skill_mod":{},"summary":"Each of these matching necklaces has been constructed using one half of a purple teardrop-shaped gem, split in two. These pendants function only with …","primary_source":"Pathfinder Special: Fumbus","trait_group":["Sense","School","Equipment","Mechanics","Rarity"],"level":13,"source_category":["Comics"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1463","name":"Communication Pendants","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1463"},{"primary_source_category":"Comics","usage":"etched onto a weapon","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"evocation","price":22500,"trait":["Evocation","Magical","Rare"],"id":"equipment-1464","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Demolishing Source Pathfinder Special: Fumbus Price 225 gp Usage etched onto a weapon --- A demolishing weapon is made to destroy constructs. Damage inflicted on a construct with a demolishing weapon continues to spread throughout the creature—cracks form, linkages fail, surfaces erode—and otherwise dismantle its body. When you damage a construct using a demolishing weapon, you deal an extra 1d6 persistent force damage. On a critical hit, you deal an extra 1d12 persistent force damage instead.\n","skill_mod":{},"summary":"A demolishing weapon is made to destroy constructs. Damage inflicted on a construct with a demolishing weapon continues to spread throughout the …","primary_source":"Pathfinder Special: Fumbus","trait_group":["School","Mechanics","Rarity"],"level":6,"source_category":["Comics"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1464","name":"Demolishing","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1464"},{"primary_source_category":"Comics","usage":"worn","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":45000,"trait":["Divination","Invested","Magical","Mental","Rare"],"id":"equipment-1465","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Empathic Cords Source Pathfinder Special: Fumbus Price 450 gp Usage worn --- These intracately braided lenghts of leather, twince, and ribbon can be worn around the neck. Empathic cords function only with the other cord in their pair and must be crafted together. If one cord becomes broken, the other dissolves in to non-magical dust. The Price listed above is for a pair of cords. The creatures wearing a pair of empathic cords can sense each other's feelings and communicate empathically, no matter how far away they are, as long as the creatures are on the same planet. Activate Two Actions command, Interact; Frequency once per day; Effect You cast message , targeting the creature wearing the matching cord. The range of this message is planetary.\n","skill_mod":{},"summary":"These intracately braided lenghts of leather, twince, and ribbon can be worn around the neck. Empathic cords function only with the other cord in …","primary_source":"Pathfinder Special: Fumbus","trait_group":["School","Equipment","Mechanics","Rarity"],"level":8,"source_category":["Comics"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1465","name":"Empathic Cords","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1465"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"divination","price":65000,"trait":["Detection","Divination","Magical","Rare"],"id":"equipment-1466","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Librarian's Baton Source Pathfinder Special: Fumbus Price 650 gp Usage held in 1 hand Bulk L --- A crystal pendulum hangs loosely from a delicate cord connecting the tips of this Y-shaped wooden baton. Such batons are often used by librarians who have problems with customers (or thieves) who can't be trusted to return the books they borrow, but they're equally valuable to wizards who are particularly worried about having ther spellbooks stolen. Activate 10 minutes (envision, Interact); Frequency once per month; Effect You focus your attention on the crystal pendulum, repeatedly passing it over the covers of up to 10 Bulk of books. Doing so causes the librarian's baton to permanently attune itself to those books, while simultaneously removing any attunement it may have had to previous books. If an attuned book is damage significantly, the librarian's baton loses attunement to it (although it can be reattuned at a later date to the damaged book as long as it retains some of its functionality). The librarian's baton grants a +2 item bonus to perception checks to Search for attuned books hidden within 60 feet of you. Activate Two Actions envision, Interact; Frequency once per hour; Effect When you activate the librarian's baton , concentrate on one of the books to which the baton is attuned. The crystal pendulum moves of its own volition, pointing directly toward the location of the book you were concentrating on as a long as the book is within 25 miles of you. If the book is further away than this, or if the book has been damaged enough that it's no longer attuned, you learn only that the book is out of range or damaged, as appropriate. You can Sustain this activation up to 1 minute, during which time you can sense whether the target book is in motion, is in a creature's possession, or enters the possession of a different creature. However, you can't determine the identities of such creatures\n","skill_mod":{},"summary":"A crystal pendulum hangs loosely from a delicate cord connecting the tips of this Y-shaped wooden baton. Such batons are often used by librarians who …","primary_source":"Pathfinder Special: Fumbus","trait_group":["Mechanics","School","Rarity"],"level":9,"source_category":["Comics"],"resistance":{},"url":"/Equipment.aspx?ID=1466","name":"Librarian's Baton","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1466"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"school":"conjuration","price":16000,"trait":["Acid","Conjuration","Magical","Rare","Wand"],"id":"equipment-1467","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Wand of Caustic Effluence Source Pathfinder Special: Fumbus Price 160 gp Usage held in 1 hand Bulk L --- This dirty metal wand is covered in an oily acrid smelling film. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast grease , but the grease is caustic. If you cast this spell on an area, any creature that fails their Reflex save and falls prone, or that begins their turn prone, takes 1d6 acid damage. If you cast this spell on an unattended object, the first creature to pick up the object during the duration takes 1d6 persistent acid damage. If you cast this spell on an attended object and the holder or wielder fails their Acrobatics or Reflex save, the holder or wielder takes 1d6 persistent acid damage. If you cast this spell on a worn object, any creature who Grapples or Grabs the wearer takes 1d6 acid damage. Craft Requirements Supply a casting of grease ","skill_mod":{},"summary":"This dirty metal wand is covered in an oily acrid smelling film. ","primary_source":"Pathfinder Special: Fumbus","trait_group":["Energy","Monster","School","Mechanics","Rarity","Equipment"],"level":5,"source_category":["Comics"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=1467","name":"Wand of Caustic Effluence","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1467"},{"item_child_id":["equipment-1468-1409","equipment-1468-1410"],"primary_source_category":"Comics","usage":"worn eyepiece","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-1468","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Conundrum Spectacles Source Pathfinder Special: Fumbus Usage worn eyepiece --- These wire spectacles have been fitted with circular glass lenses. While wearing the spectacles, you gain a +1 item bonus to Decipher Writing. Activate Single Action Interact; Frequency once per day; Requirements You are attempting to read something in a language you don't understand; Effect You flick a small toggle on the side of the spectacles, flipping the lenses over in the frames. You can understand the meaning of the language you are reading. This doesn't let you understand codes, riddles, or metaphors (subject to the GM's discretion). This effect lasts 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Conundrum Spectacles Source Pathfinder Special: Fumbus Price 150 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Conundrum Spectacles (Greater) Source Pathfinder Special: Fumbus Price 850 gp --- The item bonus is +2, and the activated effect can be used up to three times per day.","skill_mod":{},"summary":"These wire spectacles have been fitted with circular glass lenses. While wearing the spectacles, you gain a +1 item bonus to Decipher Writing. ","primary_source":"Pathfinder Special: Fumbus","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Comics"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1468","name":"Conundrum Spectacles","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1468"},{"primary_source_category":"Comics","usage":"worn eyepiece","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1468","weakness":{},"school":"divination","price":15000,"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-1468-1409","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Conundrum Spectacles Source Pathfinder Special: Fumbus Usage worn eyepiece --- These wire spectacles have been fitted with circular glass lenses. While wearing the spectacles, you gain a +1 item bonus to Decipher Writing. Activate Single Action Interact; Frequency once per day; Requirements You are attempting to read something in a language you don't understand; Effect You flick a small toggle on the side of the spectacles, flipping the lenses over in the frames. You can understand the meaning of the language you are reading. This doesn't let you understand codes, riddles, or metaphors (subject to the GM's discretion). This effect lasts 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Conundrum Spectacles Source Pathfinder Special: Fumbus Price 150 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Conundrum Spectacles (Greater) Source Pathfinder Special: Fumbus Price 850 gp --- The item bonus is +2, and the activated effect can be used up to three times per day.","skill_mod":{},"summary":"These wire spectacles have been fitted with circular glass lenses. While wearing the spectacles, you gain a +1 item bonus to Decipher Writing.","primary_source":"Pathfinder Special: Fumbus","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Comics"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1468","name":"Conundrum Spectacles","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1468-1409"},{"primary_source_category":"Comics","usage":"worn eyepiece","source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1468","weakness":{},"school":"divination","price":85000,"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-1468-1410","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Conundrum Spectacles Source Pathfinder Special: Fumbus Usage worn eyepiece --- These wire spectacles have been fitted with circular glass lenses. While wearing the spectacles, you gain a +1 item bonus to Decipher Writing. Activate Single Action Interact; Frequency once per day; Requirements You are attempting to read something in a language you don't understand; Effect You flick a small toggle on the side of the spectacles, flipping the lenses over in the frames. You can understand the meaning of the language you are reading. This doesn't let you understand codes, riddles, or metaphors (subject to the GM's discretion). This effect lasts 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Conundrum Spectacles Source Pathfinder Special: Fumbus Price 150 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Conundrum Spectacles (Greater) Source Pathfinder Special: Fumbus Price 850 gp --- The item bonus is +2, and the activated effect can be used up to three times per day.","skill_mod":{},"summary":"The item bonus is +2, and the activated effect can be used up to three times per day.","primary_source":"Pathfinder Special: Fumbus","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Comics"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1468","name":"Conundrum Spectacles (Greater)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1468-1410"},{"skill_mod":{},"summary":"By combining a lesser alchemist's fire , a lesser thunderstone , and other catalysts with a pressure sensitive trigger, you create a snare that …","primary_source":"Pathfinder Special: Fumbus","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Comics","level":4,"source_category":["Comics"],"source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1469","weakness":{},"price":1800,"name":"Boom Snare","trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1469","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Boom Snare Source Pathfinder Special: Fumbus Price 18 gp --- By combining a lesser alchemist's fire, a lesser thunderstone, and other catalysts with a pressure sensitive trigger, you create a snare that creates a fiery and thunderous explosion when triggered. The target and all creatures in adjacent squares take 2d6 fire damage and 2d6 sonic damage with a basic DC 19 Reflex save. On a failure, they are deafened for 1d4 rounds and take 1d4 persistent fire damage. Craft Requirements Supply a lesser alchemist's fire and a lesser thunderstone.\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1469"},{"skill_mod":{},"summary":"Complex traps that incorporate ooze monsters into their ingenious construction have long been a favorite of those who seek devious ways to protect …","primary_source":"Pathfinder Special: Fumbus","trait_group":["Energy","Monster","Equipment","Hazard","Rarity"],"primary_source_category":"Comics","level":4,"source_category":["Comics"],"source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1470","weakness":{},"price":2500,"name":"Clinging Ooze Snare","trait":["Acid","Consumable","Mechanical","Rare","Snare","Trap"],"id":"equipment-1470","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Clinging Ooze Snare Source Pathfinder Special: Fumbus Price 25 gp --- Complex traps that incorporate ooze monsters into their ingenious construction have long been a favorite of those who seek devious ways to protect their hidden laboratories, and it is from this tradition that the clinging ooze snare takes its inspiration. With its ingenious mixture of rare reagents, dried protoplasm harvested from ooze creatures, and a little pinch of alchemy, this snare triggers into an ooze-like hazard that temporarily mimics the dangers presented by a creature like a sewer ooze or other carnivorous protoplasmic monster. When a creature triggers a clinging ooze snare, the snare creates a short lived protoplasmic mass that lashes out in all directions, dealing 2d6 bludgeoning damage and 2d6 acid damage. The triggering creature must attempt a DC 21 Reflex save. Critical Success The creature is unaffected Success The creature takes half damage Failure The target takes full damage and is flat-footed until the start of their next turn as the ooze impedes their movement. Critical Failure The target takes double damage and is both flat-footed and immobilized for 1 round. The target can Escape (DC 21) to end this effect early.\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1470"},{"skill_mod":{},"summary":"Using a moderate frost vial as a catalyst, this snare spills out over the ground when triggered to create a slippery patch of ice on the ground. …","primary_source":"Pathfinder Special: Fumbus","trait_group":["Energy","Monster","Equipment","Hazard","Rarity"],"primary_source_category":"Comics","level":4,"source_category":["Comics"],"source":["Pathfinder Special: Fumbus"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1471","weakness":{},"price":4000,"name":"Ice Slick Snare","trait":["Cold","Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1471","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Ice Slick Snare Source Pathfinder Special: Fumbus Price 40 gp --- Using a moderate frost vial as a catalyst, this snare spills out over the ground when triggered to create a slippery patch of ice on the ground. When a creature triggers this snare, it takes 2d6 cold damage and must attempt a DC 22 Reflex saving throw.\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1471"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Monsters of Myth"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"school":"evocation","trait":["Artifact","Evocation","Magical","Unique"],"id":"equipment-1472","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Spear of the Destroyer's Flame Source Monsters of Myth pg. 16 Usage held in 2 hands Bulk 3 Base Weapon Longspear --- The tip of this +3 major striking greater flaming returning speed longspear is edged with several razor-sharp obsidian blades. The spear has the thrown 30 feet weapon trait, in addition to the normal weapon traits for a longspear. While the Spear of the Destroyer's Flame is in your possession, you gain fire resistance 20. When you critically hit a creature with the spear, the creature's blood begins to boil, unleashing blasts of heat from the wound. The creature takes 2d8 persistent fire damage, in addition to the persistent fire damage from the greater flaming rune; all creatures adjacent to the creature when it takes the persistent fire damage take an equal amount of fire damage. Like the fire damage from the greater flaming rune, this fire damage ignores a creature's fire resistance, though it doesn't ignore fire immunity. In addition to its deadliness as a weapon, the Spear of the Destroyer's Flame gives its wielder full control over the Army of Fire, though the orders of the Commander of Flame supersede the orders of anyone wielding the spear, as noted below. While the spear is in your possession, you're aware of the location of the Army of Fire and the army's distance from you. In addition, you can give orders to the Army of Fire, and the army's members will understand and obey you, regardless of what language you speak. If you're within 1 mile of the Army of Fire, the army and its members gain a +10 circumstance bonus to their Speeds. Any members of the Army of Fire within 100 feet of you become quickened and can use the additional action to Step, Stride, or Strike. The army remains quickened for 1 minute after moving further than 100 feet from you. The Army of Fire has unwavering loyalty to the Commander of Flame, an individual who has completed a special activation that ties their soul to the spear. As long as the Army of Fire can see and hear the Commander of Flame, the army will follow the Commander's orders. The Commander of Flame can sense the presence of the Army of Fire and issue orders, regardless of language, with the same effects as for someone in possession of the spear. The Commander of Flame still needs the spear in hand to muster the Army of Fire, however. If the Commander of Flame doesn't hold the Spear of the Destroyer's Flame for 1 week, it returns to Cuetzmonquali's gut, instantly teleporting to the creature's location. If Cuetzmonquali is dead at this time, the spear also resurrects the creature, using the effects of a critical success on a 10th-level resurrect ritual. Activate 1 minute (envision, Interact); Frequency once per day; Effect You attempt to tie your soul to the spear. If the current Commander of Flame still lives, you must attempt either a Will save, Diplomacy check, Intimidation check, or Warfare Lore check. The DC of this check is equal to the current Commander's Will DC, Diplomacy DC, Intimidation DC, or Warfare Lore DC, whichever is highest. On a success, you become the Commander of Flame. On a failure, the current Commander knows your name and appearance and is aware of your exact location for 24 hours. Activate 1 hour (envision, Interact); Frequency once per week; Effect You use the spear's power to muster the Army of Fire. You can choose to either call the Army of Fire to your location or move yourself to the army's location. When calling the army, you select an area you can see within 500 feet. The army is instantly teleported to the location you select, spreading out as necessary to arrive safely. When moving yourself, you instantly teleport yourself to a location within 500 feet of the army. The army is composed of souls given form as burning humanoids, elementals, spirits, and undead. Destruction If the entire Army of Fire is destroyed and the Commander of Flame is slain with the Spear of the Destroyer's Flame , the spear shatters into a massive explosion of flame, dealing 20d10 fire damage in a 30-foot burst (DC 43 basic Reflex save). In addition, the Commander's soul burns away to nothing, destroying the Commander forever and releasing the bound souls of the Army of Fire to the River of Souls.\n","skill_mod":{},"summary":"The tip of this +3 major striking greater flaming returning speed longspear is edged with several razor-sharp obsidian blades. The spear …","primary_source":"Monsters of Myth","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1472","base_item":["Longspear"],"name":"Spear of the Destroyer's Flame","bulk":3,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-1472"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Monsters of Myth"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"school":"evocation","trait":["Artifact","Evocation","Magical","Transmutation","Unique"],"id":"equipment-1473","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Ridill Source Monsters of Myth pg. 29 Usage held in 2 hands Bulk 4 Base Weapon Greatsword --- This 12-foot sword was made by a cyclops in the ancient past. It might be the greatest dragon-killing weapon ever made, and Fafnheir justly fears it, which is why he keeps it hidden in his hoard. Runes of dragon slaying are written down its blade. Ridill is a +3 major striking dragon bane speed adamantine greatsword . While wielding Ridill , you gain a +2 circumstance bonus to saves against fear . This increases to +4 if the effect is from a dragon. If you have an ability that depends on Large weapons (such as barbarian giant instinct), it works with Ridill . Ridill is always considered to have the appropriate material or damage type necessary to deactivate a dragon's regeneration or cause the dragon's weakness to apply. For example, Ridill is considered to be cold iron when attacking a linnorm, while it would be treated as having dealt cold damage when attacking a red dragon. If the dragon has more than one weakness, only the highest value applies. Destruction If you boil Ridill in the blood of 10 different types of dragon (blue dragon dragon, red dragon, etc.) and drop the eye of a cyclops seer into the brew, Ridill melts away into nothingness.\n","skill_mod":{},"summary":"This 12-foot sword was made by a cyclops in the ancient past. It might be the greatest dragon-killing weapon ever made, and Fafnheir justly fears …","primary_source":"Monsters of Myth","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1473","base_item":["Greatsword"],"name":"Ridill","bulk":4,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-1473"},{"skill_mod":{},"summary":"Highly desired for the prestige, the pelt of the grogrisant also has invaluable properties. Standard-grade items can be made from the pelt of a …","item_child_id":["equipment-1474-1411","equipment-1474-1412"],"primary_source":"Monsters of Myth","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":12,"source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1474","weakness":{},"name":"Grisantian Pelt","trait":["Precious","Rare"],"id":"equipment-1474","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Grisantian Pelt Source Monsters of Myth pg. 35 --- Highly desired for the prestige, the pelt of the grogrisant also has invaluable properties. Standard-grade items can be made from the pelt of a grisantian lion, but high-grade items require the pelt of the grogrisant itself. This supernaturally tough animal skin is gold and shines in sunlight. It can be used to make any item usually made of cloth, leather, or hide. This material is immune to fire, and its Hardness is doubled against piercing or slashing damage. Up to 4 Bulk of grisantian pelt can be harvested from a single creature (this is usually more than enough for 4 suits of standard grade armor or 2 suits of high-grade armor). ## Grisantian Pelt Items Thin Items Hardness HP BT Standard-grade 6 24 12 High-grade 8 32 16 Items Hardness HP BT Standard-grade 9 36 18 High-grade 11 44 22 Material Uses Grisantian Pelt Armor <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Grisantian Hide Object (Standard-Grade) Source Monsters of Myth pg. 35 Price 1,200 gp (per Bulk) <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Grisantian Hide Object (High-Grade) Source Monsters of Myth pg. 35 Price 12,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1474"},{"skill_mod":{},"summary":"Highly desired for the prestige, the pelt of the grogrisant also has invaluable properties. Standard-grade items can be made from the pelt of a …","primary_source":"Monsters of Myth","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":12,"source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1474","item_parent_id":"equipment-1474","weakness":{},"price":120000,"name":"Grisantian Hide Object (Standard-Grade)","trait":["Precious","Rare"],"id":"equipment-1474-1411","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Grisantian Pelt Source Monsters of Myth pg. 35 --- Highly desired for the prestige, the pelt of the grogrisant also has invaluable properties. Standard-grade items can be made from the pelt of a grisantian lion, but high-grade items require the pelt of the grogrisant itself. This supernaturally tough animal skin is gold and shines in sunlight. It can be used to make any item usually made of cloth, leather, or hide. This material is immune to fire, and its Hardness is doubled against piercing or slashing damage. Up to 4 Bulk of grisantian pelt can be harvested from a single creature (this is usually more than enough for 4 suits of standard grade armor or 2 suits of high-grade armor). ## Grisantian Pelt Items Thin Items Hardness HP BT Standard-grade 6 24 12 High-grade 8 32 16 Items Hardness HP BT Standard-grade 9 36 18 High-grade 11 44 22 Material Uses Grisantian Pelt Armor <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Grisantian Hide Object (Standard-Grade) Source Monsters of Myth pg. 35 Price 1,200 gp (per Bulk) <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Grisantian Hide Object (High-Grade) Source Monsters of Myth pg. 35 Price 12,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1474-1411"},{"skill_mod":{},"summary":"Highly desired for the prestige, the pelt of the grogrisant also has invaluable properties. Standard-grade items can be made from the pelt of a …","primary_source":"Monsters of Myth","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":18,"source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1474","item_parent_id":"equipment-1474","weakness":{},"price":1200000,"name":"Grisantian Hide Object (High-Grade)","trait":["Precious","Rare"],"id":"equipment-1474-1412","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Grisantian Pelt Source Monsters of Myth pg. 35 --- Highly desired for the prestige, the pelt of the grogrisant also has invaluable properties. Standard-grade items can be made from the pelt of a grisantian lion, but high-grade items require the pelt of the grogrisant itself. This supernaturally tough animal skin is gold and shines in sunlight. It can be used to make any item usually made of cloth, leather, or hide. This material is immune to fire, and its Hardness is doubled against piercing or slashing damage. Up to 4 Bulk of grisantian pelt can be harvested from a single creature (this is usually more than enough for 4 suits of standard grade armor or 2 suits of high-grade armor). ## Grisantian Pelt Items Thin Items Hardness HP BT Standard-grade 6 24 12 High-grade 8 32 16 Items Hardness HP BT Standard-grade 9 36 18 High-grade 11 44 22 Material Uses Grisantian Pelt Armor <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Grisantian Hide Object (Standard-Grade) Source Monsters of Myth pg. 35 Price 1,200 gp (per Bulk) <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Grisantian Hide Object (High-Grade) Source Monsters of Myth pg. 35 Price 12,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1474-1412"},{"item_child_id":["equipment-1475-1413","equipment-1475-1414"],"primary_source_category":"Lost Omens","usage":"worn armor","source":["Monsters of Myth"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-1475","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Grisantian Pelt Armor Source Monsters of Myth pg. 35 Usage worn armor Bulk varies by armor Base Material Grisantian Pelt --- Grisantian pelt armor is immune to fire damage, and its Hardness is doubled against piercing or slashing damage. Wearing armor made from grisantian pelt also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Grisantian Pelt Armor (Standard-Grade) Source Monsters of Myth pg. 35 Price 1,800 gp (+180 gp per Bulk) Craft Requirements The initial raw materials must include grisantian pelt worth at least 900 gp + 90 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Grisantian Pelt Armor (High-Grade) Source Monsters of Myth pg. 35 Price 33,000 gp (+3,300 gp per Bulk) Craft Requirements The initial raw materials must include grisantian pelt worth at least 16,500 gp + 1,650 gp per Bulk.","skill_mod":{},"summary":"Grisantian pelt armor is immune to fire damage, and its Hardness is doubled against piercing or slashing damage. Wearing armor made from grisantian …","primary_source":"Monsters of Myth","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1475","name":"Grisantian Pelt Armor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1475"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Monsters of Myth"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1475","weakness":{},"price":180000,"trait":["Rare"],"id":"equipment-1475-1413","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Grisantian Pelt Armor Source Monsters of Myth pg. 35 Usage worn armor Bulk varies by armor Base Material Grisantian Pelt --- Grisantian pelt armor is immune to fire damage, and its Hardness is doubled against piercing or slashing damage. Wearing armor made from grisantian pelt also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Grisantian Pelt Armor (Standard-Grade) Source Monsters of Myth pg. 35 Price 1,800 gp (+180 gp per Bulk) Craft Requirements The initial raw materials must include grisantian pelt worth at least 900 gp + 90 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Grisantian Pelt Armor (High-Grade) Source Monsters of Myth pg. 35 Price 33,000 gp (+3,300 gp per Bulk) Craft Requirements The initial raw materials must include grisantian pelt worth at least 16,500 gp + 1,650 gp per Bulk.","skill_mod":{},"summary":"Grisantian pelt armor is immune to fire damage, and its Hardness is doubled against piercing or slashing damage. Wearing armor made from grisantian …","primary_source":"Monsters of Myth","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1475","name":"Grisantian Pelt Armor (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1475-1413"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Monsters of Myth"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1475","weakness":{},"price":3300000,"trait":["Rare"],"id":"equipment-1475-1414","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Grisantian Pelt Armor Source Monsters of Myth pg. 35 Usage worn armor Bulk varies by armor Base Material Grisantian Pelt --- Grisantian pelt armor is immune to fire damage, and its Hardness is doubled against piercing or slashing damage. Wearing armor made from grisantian pelt also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Grisantian Pelt Armor (Standard-Grade) Source Monsters of Myth pg. 35 Price 1,800 gp (+180 gp per Bulk) Craft Requirements The initial raw materials must include grisantian pelt worth at least 900 gp + 90 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Grisantian Pelt Armor (High-Grade) Source Monsters of Myth pg. 35 Price 33,000 gp (+3,300 gp per Bulk) Craft Requirements The initial raw materials must include grisantian pelt worth at least 16,500 gp + 1,650 gp per Bulk.","skill_mod":{},"summary":"Grisantian pelt armor is immune to fire damage, and its Hardness is doubled against piercing or slashing damage. Wearing armor made from grisantian …","primary_source":"Monsters of Myth","trait_group":["Rarity"],"level":19,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1475","name":"Grisantian Pelt Armor (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1475-1414"},{"primary_source_category":"Lost Omens","usage":"worn cloak","source":["Monsters of Myth"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","price":2200000,"trait":["Abjuration","Invested","Primal","Unique"],"id":"equipment-1476","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Mantle of the Grogrisant Source Monsters of Myth pg. 35 Price 22,000 gp Usage worn cloak Bulk L --- This long, golden cloak is among the royal regalia of the emperors of Taldor. It was fashioned from the pelt of Grogrisant itself, after being slain by Taldaris, and Grogrisant's mane was fashioned into a thick fringe that runs all along the mantle's edges. The paws of the Grogrisant cross beneath the wearer's throat, giving you an imposing appearance. The Mantle of the Grogrisant grants you fire resistance 15 and physical resistance 5 (except bludgeoning). Activate Single Action envision, Interact (evocation, incapacitation, light, primal, visual) Frequency once per day; Effect You pull the hood of the mantle over your face, revealing the six eyes of Grogrisant. The mantle gives off a flash of blinding light in a 60-foot emanation. All enemies within this area must attempt a DC 38 Fortitude saving throw. On a failure, they're blinded for 1 minute. On a critical failure, they're permanently blinded. ","skill_mod":{},"summary":"This long, golden cloak is among the royal regalia of the emperors of Taldor. It was fashioned from the pelt of Grogrisant itself, after being …","primary_source":"Monsters of Myth","trait_group":["School","Equipment","Tradition","Rarity"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1476","name":"Mantle of the Grogrisant","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-1476"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Monsters of Myth"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"enchantment","price":10000,"trait":["Enchantment","Magical","Unique"],"id":"equipment-1477","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Devil's Trident Source Monsters of Myth pg. 47 Price 100 gp Usage held in 1 hand Bulk 1 Base Weapon Trident --- This +1 striking returning trident is made of an ancient black metal that glistens unnaturally and is cold to the touch. The prongs of this trident drip with metallic lake water. Strikes with the Devil's Trident trigger the weaknesses of any creature with a weakness to water. Activate Reaction Command; Trigger You critically hit a creature; Effect The target must succeed at a DC 25 Fortitude save or become infected with sewer haze. Activate Two Actions envision, Interact; Frequency once per hour; Effect The trident casts 3rd-level quench with a DC of 25 and a counteract modifier of +15. You can Sustain the Spell as normal. Activate Three Actions envision, Interact; Frequency once per day; Effect You call upon the corrupted power of the trident to stay a foe. Attempt a Strike. On a hit, the trident casts 3rd-level paralyze on the target (DC 25). If the Strike was a critical hit, the target is stunned 1 even if it critically succeeds at the save.\n","skill_mod":{},"summary":"This +1 striking returning trident is made of an ancient black metal that glistens unnaturally and is cold to the touch. The prongs of this …","primary_source":"Monsters of Myth","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1477","base_item":["Trident"],"name":"Devil's Trident","bulk":1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-1477"},{"skill_mod":{},"summary":"This coin-sized golden pin depicts a bundle of five trimmed tree branches. Once you've stolen the pin, accepted it from Krampus willingly, or …","primary_source":"Monsters of Myth","trait_group":["School","Equipment","Mechanics","Rarity"],"primary_source_category":"Lost Omens","level":20,"usage":"worn","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1478","weakness":{},"school":"abjuration","name":"Golden Rod Memento","trait":["Abjuration","Cursed","Magical","Rare"],"id":"equipment-1478","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Golden Rod Memento Source Monsters of Myth pg. 59 Usage worn --- This coin-sized golden pin depicts a bundle of five trimmed tree branches. Once you've stolen the pin, accepted it from Krampus willingly, or carried it for at least 1 minute, its curse activates. After that happens, the pin fastens itself to your clothing, providing you an insistent empathic admonition not to be naughty and constantly informing Krampus of your location, as status . The pin reappears and reattaches itself within moments if discarded or destroyed. The pin constantly monitors your actions, judging you against a good-aligned champion's code of conduct, plus the following third tenet: You must never knowingly steal or inflict harm with the goal of stealing the victim's wealth. This tenet doesn't prevent you from looting those you harm primarily in the defense of yourself and others. Whenever you violate this code of conduct, one of the golden branches tarnishes (and utterly egregious violations might tarnish multiple branches). During the winter following the curse activating, the pin transforms based on the number of golden branches remaining. 5 Branches : The pin either transforms into a pile of golden trinkets whose gold piece value equals your level × 25, or it grants you absolution for your misdeeds as a critically successful atone ritual for any good-aligned faith. You don't need to perform a special quest; your exemplary behavior over the past year qualifies. 3–4 Branches : The pin either becomes a non-magical golden pin worth 10 gp, or it grants you absolution for your misdeeds as a successful atone ritual for any good-aligned faith. 1–2 Branches : The pin transforms into a leering Krampus face. As long as you wear it, it grants you weakness 5 to bludgeoning damage, and you still can't remove it. 0 Branches : The pin transforms into Krampus, who appears in an adjacent space and knows of your misdeeds while wearing the pin.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1478"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Monsters of Myth"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":120000,"trait":["Conjuration","Magical","Rare"],"id":"equipment-1479","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Gamepiece Chariot Source Monsters of Myth pg. 65 Price 1,200 gp Usage held in 1 hand --- This stone figurine of a chariot pulled by two horses was used by Tekritanin adults during strategy game competitions. Sometimes, though, mischievous adolescents snatched pieces like this one for joyriding. Activate Two Actions Interact; Frequency once per day; Effect You place the figurine on the ground and roll it forward. As the chariot begins to move, it rapidly expands to the size of a Large heavy chariot pulled by two animated stone war horses. You can board the chariot and drive it up to 80 feet in a straight line. You can move through spaces occupied by creatures of size Medium or smaller, dealing 4d8+10 bludgeoning damage to those creatures. Affected creatures must attempt a DC 28 basic Reflex save; on a failure, a creature is knocked prone. The chariot returns to its figurine form once it stops moving.\n","skill_mod":{},"summary":"This stone figurine of a chariot pulled by two horses was used by Tekritanin adults during strategy game competitions. Sometimes, though, mischievous …","primary_source":"Monsters of Myth","trait_group":["School","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1479","name":"Gamepiece Chariot","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1479"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Monsters of Myth"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"evocation","price":300000,"trait":["Evocation","Magical","Rare"],"id":"equipment-1480","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Sandstorm Top Source Monsters of Myth pg. 65 Price 3,000 gp Usage held in 1 hand Bulk L --- On Tekritanin holidays, children reenacted legendary battles of deities by playing with magical tops. Though the paint on this wooden top has long since faded, its magical runes once gleamed yellow-gold and fiery orange, evoking the color of the sky during a sandstorm. To set the top in motion, wind a string around its bottom and upward along its body, and then throw it while gripping the string. Activate Single Action Ineteract; Frequency once per day; Effect You throw the sandstorm top 10 feet away from you. For 1 minute, as it spins, the top generates a magical sandstorm in a 5-foot radius. Any creature that starts its turn in the area or moves into the area takes 4d6 slashing damage (DC 30 basic Reflex save). Additionally, a creature within the sandstorm must hold its breath or begin suffocating.\n","skill_mod":{},"summary":"On Tekritanin holidays, children reenacted legendary battles of deities by playing with magical tops. Though the paint on this wooden top has long …","primary_source":"Monsters of Myth","trait_group":["School","Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1480","name":"Sandstorm Top","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1480"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Monsters of Myth"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":650000,"trait":["Evocation","Magical","Rare"],"id":"equipment-1481","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Godsbreath Bow Source Monsters of Myth pg. 89 Price 6,500 gp Usage held in 1 hand Bulk 1 Base Weapon Composite Shortbow --- This +2 greater striking composite shortbow is made from wood, horn, and sinew. Once wielded by Ninshaburian heretics, it's carried in a leather case etched with images of Namzaruum in combat with Somnalu. On a successful Strike, it deals an additional 1d6 bludgeoning damage. Activate Two Actions command; Frequency once per day; Effect You make a ranged Strike. On a hit, a vortex of air trails the arrow as it travels. When the arrow strikes its target, the vortex expands to a 30-foot radius from its point of impact. The arrow deals an additional 1d8 bludgeoning damage against its target. For the next 3 minutes, any physical ranged attacks that would strike a target within the vortex deal an additional 1d8 bludgeoning damage. The vortex is difficult terrain, and creatures attempting to fly through the vortex using a move action must attempt a DC 34 Fortitude save, losing its move action on a failed save. Any gases within the vortex are cleared by the winds.\n","skill_mod":{},"summary":"This +2 greater striking composite shortbow is made from wood, horn, and sinew. Once wielded by Ninshaburian heretics, it's carried in a …","primary_source":"Monsters of Myth","trait_group":["School","Mechanics","Rarity"],"level":15,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1481","base_item":["Composite Shortbow"],"name":"Godsbreath Bow","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1481"},{"primary_source_category":"Lost Omens","usage":"worn cloak","source":["Monsters of Myth"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"illusion","price":3000,"trait":["Illusion","Invested","Magical","Rare"],"id":"equipment-1482","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Jack's Tattered Cape Source Monsters of Myth pg. 94 Price 30 gp Usage worn cloak --- This ragged, mud-stained cape closes with a single black button engraved with a leering devil's face. When you Leap, High Jump, or Long Jump (or Vault, if you're Spring-Heeled Jack), you gain a +1 item bonus to Stealth checks to Hide or Sneak until the start of your next turn.\n","skill_mod":{},"summary":"This ragged, mud-stained cape closes with a single black button engraved with a leering devil's face. When you Leap , High Jump , or Long Jump …","primary_source":"Monsters of Myth","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1482","name":"Jack's Tattered Cape","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1482"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Monsters of Myth"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"transmutation","price":6000,"trait":["Magical","Rare","Transmutation"],"id":"equipment-1483","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Little Love Source Monsters of Myth pg. 94 Price 60 gp Usage held in 1 hand Bulk L Base Weapon Dagger --- This steel +1 dagger is chipped and worn but no less deadly for its much-used appearance. When you critically succeed at an attack roll with Little Love , you can activate the dagger to spring away from your foes. Activate Free Action Interact; Frequency once per 10 minutes; Trigger You critically hit a creature with Little Love ; Effect You Leap (or Vault, if you're Spring-Heeled Jack).\n","skill_mod":{},"summary":"This steel +1 dagger is chipped and worn but no less deadly for its much-used appearance. When you critically succeed at an attack roll with …","primary_source":"Monsters of Myth","trait_group":["Mechanics","Rarity","School"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1483","base_item":["Dagger"],"name":"Little Love","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1483"},{"primary_source_category":"Lost Omens","usage":"tattooed on the body","source":["Monsters of Myth"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"divination","price":90000,"trait":["Divination","Invested","Magical","Rare","Tattoo"],"id":"equipment-1484","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Star Chart Tattoo Source Monsters of Myth pg. 107 Price 900 gp Usage tattooed on the body --- This tattoo consists of numerous asterisks at regular intervals along the fingers of one hand, perfect for measuring stars against the horizon. When used against a clear night sky, the tattoo grants a +2 circumstance bonus to Survival checks to Sense Direction and counts as a compass for the purpose of that action. Activate Single Action Interact (divination, metamagic) Frequency once per day; Effect The dots of the tattoo turn to points of light and fly above the head of a creature within 30 feet, where they form a three-star constellation that guides your spells further than they could normally travel. The constellation sheds dim light and remains visible even if the creature hides, aiding in locating it. Furthermore, while the constellation lasts, if you Cast a Spell that has a range and that spell would affect only the marked creature, the spell's range is increased by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. Each time you use this benefit, one of the stars above the creature's head winks out; when all three have winked out or after 1 minute has passed, the effect ends.\n","skill_mod":{},"summary":"This tattoo consists of numerous asterisks at regular intervals along the fingers of one hand, perfect for measuring stars against the horizon. When …","primary_source":"Monsters of Myth","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1484","name":"Star Chart Tattoo","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1484"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Monsters of Myth"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"transmutation","price":170000,"trait":["Magical","Rare","Transmutation","Water"],"id":"equipment-1485","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Tidal Fishhook Source Monsters of Myth pg. 107 Price 1,700 gp Usage held in 1 hand Bulk 1 Base Weapon Combat Grapnel --- This +2 greater striking returning combat grapnel takes the form of a fishhook made of scavenged bones and stone with a cord of braided water. Attacks with a tidal fishhook don't take any of the normal penalties for fighting underwater. A broken (but not destroyed) tidal fishhook can be fully repaired by submerging it in an ocean for 1 minute. Activate Two Actions Interact (teleportation, water) Frequency once per hour; Effect A tidal fishhook can travel between bodies of water to strike distant foes. You throw the fishhook into a 5-foot square that's fully covered with water, and it emerges to Strike or Grapple a target from another such square within 60 feet; the squares can be part of the same body of water or different ones. The distance between the bodies of water doesn't count toward the fishhook's range increment. If you successfully Grapple the target as part of this Strike, you can pull yourself along the fishhook's line, teleporting to the secondary body of water.\n","element":["Water"],"skill_mod":{},"summary":"This +2 greater striking returning combat grapnel takes the form of a fishhook made of scavenged bones and stone with a cord of braided …","primary_source":"Monsters of Myth","trait_group":["Mechanics","Rarity","School","Elemental","Planar","Monster"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1485","base_item":["Combat Grapnel"],"name":"Tidal Fishhook","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1485"},{"skill_mod":{},"summary":"You construct this snare around a sealed bladder containing substances that local predators find delicious, such as scent glands from prey animals or …","primary_source":"Monsters of Myth","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1486","weakness":{},"price":300,"name":"Appetizing Flavor Snare","trait":["Consumable","Mechanical","Rare","Snare","Trap"],"id":"equipment-1486","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Appetizing Flavor Snare Source Monsters of Myth pg. 112 Price 3 gp --- You construct this snare around a sealed bladder containing substances that local predators find delicious, such as scent glands from prey animals or fresh carrion. The first creature to enter the square must succeed at a DC 15 Reflex save or be doused with the substances. For 1 hour, animals attracted to the flavor (such as most predators, at the GM's discretion) can smell the creature from double the usual distance of their scent and are likely to approach to investigate the smell. A creature can wash away the appetizing flavor with 1 minute of vigorous scrubbing.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1486"},{"skill_mod":{},"summary":"You conceal a rounded board or thin metal plate just beneath the ground, concave side down. The first creature to enter the snare's square finds it …","primary_source":"Monsters of Myth","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":2,"source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1487","weakness":{},"price":600,"name":"Expulsion Snare","trait":["Consumable","Mechanical","Rare","Snare","Trap"],"id":"equipment-1487","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Expulsion Snare Source Monsters of Myth pg. 112 Price 6 gp --- You conceal a rounded board or thin metal plate just beneath the ground, concave side down. The first creature to enter the snare's square finds it unexpectedly springy and is bounced back out of the square when the flattened board springs back into place. The triggering creature must succeed at a DC 17 Fortitude saving throw or be moved into an adjacent square (chosen by you when you craft the snare). This is forced movement. On a critical failure, the creature falls prone in that square.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1487"},{"skill_mod":{},"summary":"You carefully pack rare, heat-absorbing powders into a specially prepared clay vessel, then bury the vessel in the ground up to its neck. When a …","primary_source":"Monsters of Myth","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":4,"source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1488","weakness":{},"price":1500,"name":"Fire-Douse Snare","trait":["Consumable","Mechanical","Rare","Snare","Trap"],"id":"equipment-1488","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Fire-Douse Snare Source Monsters of Myth pg. 112 Price 15 gp --- You carefully pack rare, heat-absorbing powders into a specially prepared clay vessel, then bury the vessel in the ground up to its neck. When a creature enters the square, the vessel's neck shatters, dispersing the powders into the air. The powder instantly douses non-magical fires the size of a campfire or smaller within 10 feet of the snare. The creature triggering the snare must attempt a DC 20 Reflex save to avoid getting powder in its face. A creature blinded or dazzled by the powder can use an Interact action to attempt a DC 10 flat check; on a success, it removes the condition. On a failure, it can try again, with a DC of 5 on the next Interact check. If it fails a second time, it automatically removes the condition with a third Interact action. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded until the end of its next turn and dazzled for 1 minute afterwards. Critical Failure The creature is blinded for 1 minute and dazzled for 10 minutes afterwards.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1488"},{"skill_mod":{},"summary":"This snare releases a stream of grease that coats the area, making movement difficult and potentially making the target slippery and clumsy. The …","primary_source":"Monsters of Myth","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1489","weakness":{},"price":3000,"name":"Grease Snare","trait":["Consumable","Mechanical","Rare","Snare","Trap"],"id":"equipment-1489","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Grease Snare Source Monsters of Myth pg. 113 Price 30 gp --- This snare releases a stream of grease that coats the area, making movement difficult and potentially making the target slippery and clumsy. The square with the snare, as well as three adjacent squares you determine when you set the snare, become difficult terrain when a creature triggers the snare. The triggering creature must attempt a DC 22 Reflex saving throw. A creature can use three Interact actions to wipe away the grease from a single square or from the triggering creature; removing the grease from the triggering creature ends the effects on it. Critical Success The creature is unaffected. Success The creature is clumsy 1 for 1 round. Failure For 1 minute, the creature is clumsy 1 and must roll twice and use the worse result whenever attempting a Thievery check. If the target rolls a failure at a Thievery check, it gets a critical failure instead. This is a misfortune effect. Critical Failure As failure, but the effects last for 1 hour instead of 1 minute, and removing the grease from the triggering creature requires a 1-minute activity instead of three Interact actions.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1489"},{"skill_mod":{},"summary":"This snare forces air through several high-pitched, whistle-like pipes or reeds. The shrill noise can be heard clearly up to 2 miles away but is most …","primary_source":"Monsters of Myth","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":6,"source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1490","weakness":{},"price":4500,"name":"Piercing Whistle Snare","trait":["Consumable","Mechanical","Rare","Snare","Trap"],"id":"equipment-1490","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Piercing Whistle Snare Source Monsters of Myth pg. 113 Price 45 gp --- This snare forces air through several high-pitched, whistle-like pipes or reeds. The shrill noise can be heard clearly up to 2 miles away but is most intense near the snare's trigger. The snare deals 4d6 sonic damage (DC 22 basic Fortitude save) to creatures within 10 feet; a creature that fails this save is deafened for 1 round (1 hour on a critical failure). The triggering creature is deafened for 1 minute on a failure, or 1 hour on a critical failure.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1490"},{"skill_mod":{},"summary":"This snare emits puffs of oxidizing chemicals that rapidly degrade metal items; skymetals and most precious metals are immune. The chemicals affect a …","primary_source":"Monsters of Myth","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Lost Omens","level":8,"source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1491","weakness":{},"price":7500,"name":"Rusting Snare","trait":["Consumable","Mechanical","Rare","Snare","Trap"],"id":"equipment-1491","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Rusting Snare Source Monsters of Myth pg. 113 Price 75 gp --- This snare emits puffs of oxidizing chemicals that rapidly degrade metal items; skymetals and most precious metals are immune. The chemicals affect a non-magical metal item of up to 1 Bulk that the triggering creature is holding or openly wearing (determined randomly if the creature is holding or wearing more than one). The triggering creature must attempt a DC 25 Reflex saving throw. The snare deals 2d6 damage to the item; this damage ignores the item's Hardness and might deal persistent damage on a failed Reflex save. The creature, or an adjacent creature, can attempt to scrape off the chemicals as an Interact action to prevent the persistent damage; doing so reduces the DC of the flat check to end persistent damage to 10 and grants an immediate flat check. Thin iron or steel items, such as weapons, typically have 20 HP and a Broken Threshold of 10, and thicker iron or steel items, such as most suits of armor, typically have 36 HP and a Broken Threshold of 18. Other materials' statistics can be found on here and the statistics for items made of precious materials on their respective pages. Critical Success The object is unaffected. Success The object takes full damage. Failure The object takes full damage as well as 1d6 persistent damage. Critical Failure The object takes double damage as well as 2d6 persistent damage.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1491"},{"item_child_id":["equipment-1492-1415","equipment-1492-1416"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Monsters of Myth"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"enchantment","trait":["Enchantment","Magical","Rare"],"id":"equipment-1492","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Ivory Baton Source Monsters of Myth pg. 125 Usage held in 1 hand Bulk 1 --- This white, slender rod bears intricately carved reliefs of magnificent animals that bow and dance to some unseen commander. The baton enables you to command constructs. Activate Two Actions command, Interact (enchantment, incapacitation) Frequency once per day; Effect You take control of a construct. This has the effects of dominate with a DC of 30, but it affects only constructs. It lacks the mental trait and functions on mindless constructs. It also ignores any golem antimagic the target might have. The effect's duration ends if the baton is destroyed or leaves your possession for at least 1 minute, and you can issue commands to the target only while holding the baton. Activate Single Action Interact; Frequency once per round; Effect You closely direct the actions of one construct you control and can see within 60 feet. That construct gains a +1 status bonus to attack rolls, damage rolls, and saving throws (except saving throws against the ivory baton ). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ivory Baton Source Monsters of Myth pg. 125 Price 2,500 gp Bulk 1 <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ivory Baton (Greater) Source Monsters of Myth pg. 125 Price 35,000 gp Bulk 1 --- When you activate the baton, it has the effects of a 9th-level dominate with the adjustments above. The DC is 39.","skill_mod":{},"summary":"This white, slender rod bears intricately carved reliefs of magnificent animals that bow and dance to some unseen commander. The baton enables you to …","primary_source":"Monsters of Myth","trait_group":["School","Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1492","name":"Ivory Baton","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1492"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Monsters of Myth"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1492","weakness":{},"school":"enchantment","price":250000,"trait":["Enchantment","Magical","Rare"],"id":"equipment-1492-1415","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Ivory Baton Source Monsters of Myth pg. 125 Usage held in 1 hand Bulk 1 --- This white, slender rod bears intricately carved reliefs of magnificent animals that bow and dance to some unseen commander. The baton enables you to command constructs. Activate Two Actions command, Interact (enchantment, incapacitation) Frequency once per day; Effect You take control of a construct. This has the effects of dominate with a DC of 30, but it affects only constructs. It lacks the mental trait and functions on mindless constructs. It also ignores any golem antimagic the target might have. The effect's duration ends if the baton is destroyed or leaves your possession for at least 1 minute, and you can issue commands to the target only while holding the baton. Activate Single Action Interact; Frequency once per round; Effect You closely direct the actions of one construct you control and can see within 60 feet. That construct gains a +1 status bonus to attack rolls, damage rolls, and saving throws (except saving throws against the ivory baton ). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ivory Baton Source Monsters of Myth pg. 125 Price 2,500 gp Bulk 1 <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ivory Baton (Greater) Source Monsters of Myth pg. 125 Price 35,000 gp Bulk 1 --- When you activate the baton, it has the effects of a 9th-level dominate with the adjustments above. The DC is 39.","skill_mod":{},"summary":"This white, slender rod bears intricately carved reliefs of magnificent animals that bow and dance to some unseen commander. The baton enables you to …","primary_source":"Monsters of Myth","trait_group":["School","Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1492","name":"Ivory Baton","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1492-1415"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Monsters of Myth"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1492","weakness":{},"school":"enchantment","price":3500000,"trait":["Enchantment","Magical","Rare"],"id":"equipment-1492-1416","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Ivory Baton Source Monsters of Myth pg. 125 Usage held in 1 hand Bulk 1 --- This white, slender rod bears intricately carved reliefs of magnificent animals that bow and dance to some unseen commander. The baton enables you to command constructs. Activate Two Actions command, Interact (enchantment, incapacitation) Frequency once per day; Effect You take control of a construct. This has the effects of dominate with a DC of 30, but it affects only constructs. It lacks the mental trait and functions on mindless constructs. It also ignores any golem antimagic the target might have. The effect's duration ends if the baton is destroyed or leaves your possession for at least 1 minute, and you can issue commands to the target only while holding the baton. Activate Single Action Interact; Frequency once per round; Effect You closely direct the actions of one construct you control and can see within 60 feet. That construct gains a +1 status bonus to attack rolls, damage rolls, and saving throws (except saving throws against the ivory baton ). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ivory Baton Source Monsters of Myth pg. 125 Price 2,500 gp Bulk 1 <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ivory Baton (Greater) Source Monsters of Myth pg. 125 Price 35,000 gp Bulk 1 --- When you activate the baton, it has the effects of a 9th-level dominate with the adjustments above. The DC is 39.","skill_mod":{},"summary":"When you activate the baton, it has the effects of a 9th-level dominate with the adjustments above. The DC is 39.","primary_source":"Monsters of Myth","trait_group":["School","Mechanics","Rarity"],"level":19,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1492","name":"Ivory Baton (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1492-1416"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Absalom, City of Lost Omens"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":28800,"weakness":{},"saving_throw":"DC 14 Fortitude","price":40,"trait":["Alchemical","Consumable","Drug","Ingested","Poison"],"id":"equipment-1493","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Restricted\" > Qat Source Absalom, City of Lost Omens pg. 391 Price 4 sp Usage held in 1 hand Bulk L Activate Single Action Interact --- While initially used by Qadiran soldiers and warriors going to battle, this stimulant and euphoriant soon became popular among civilian Qadirans from diverse social strata. Some of the latter close up shop for three to four hours after the midday meal to socialize and chew qat leaves. User experiences with qat vary from feeling energetic, euphoric, talkative, and alert to experiencing depression and hallucination, depending on the quality and type of qat leaves. The save for addiction to qat is DC 14, but the maximum addiction stage of qat never progresses beyond stage 1. Saving Throw DC 14 Fortitude; Onset 10 minutes; Maximum Duration 8 hours; Stage 1 +1 item bonus to Reflex saves (10 minutes); Stage 2 stupefied 1 (1 hour)\n","skill_mod":{},"summary":"While initially used by Qadiran soldiers and warriors going to battle, this stimulant and euphoriant soon became popular among civilian Qadirans from …","primary_source":"Absalom, City of Lost Omens","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":0,"source_category":["Lost Omens"],"item_subcategory":"Drugs","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=1493","stage":["+1 item bonus to Reflex saves (10 minutes)"," stupefied 1 (1 hour)"],"name":"Qat","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"equipment-1493"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Absalom, City of Lost Omens"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":14400,"weakness":{},"saving_throw":"DC 15 Fortitude","price":300,"skill":["Athletics","Crafting","Performance"],"trait":["Alchemical","Consumable","Drug","Ingested","Poison"],"id":"equipment-1494","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Restricted\" > Grit Source Absalom, City of Lost Omens pg. 391 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- First developed in the Puddles about 20 years ago, this stimulant has grown from a diversion of the wretched poor to a habit for well- heeled merchants and nobles. At low doses, grit provides the physical body with increased energy while stimulating the idle mind into effortless flights of creative fancy. Abuse of the drug leads to severe hallucinations, numbing, and uncontrollable rage. Grit is produced by grinding down alchemically-enhanced barbarian chew, which is mixed with toxic plant- based substances, such as bitterbark or redroot. The powder is very expensive and highly addictive. The save for addiction to grit is DC 15, and the addiction has the virulent trait. Saving Throw DC 15 Fortitude; Onset 1 minute; Maximum Duration 4 hours; Stage 1 +1 item bonus to Athletics, Crafting, and Performance checks (10 minutes); Stage 2 +1 item bonus to Athletics, Crafting, and Performance checks, –2 item penalty to Perception checks (1 hour); Stage 3 –4 item penalty to Perception checks (1 hour); Stage 4 as stage 3 (1 hour); Stage 5 confusion (1 round); Stage 6 unconscious (remaining duration)\n","skill_mod":{},"summary":"First developed in the Puddles about 20 years ago, this stimulant has grown from a diversion of the wretched poor to a habit for well- heeled …","primary_source":"Absalom, City of Lost Omens","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Drugs","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=1494","stage":["+1 item bonus to Athletics , Crafting , and Performance checks (10 minutes)","+1 item bonus to Athletics, Crafting, and Performance checks, –2 item penalty to Perception checks (1 hour)","–4 item penalty to Perception checks (1 hour)","as stage 3 (1 hour)"," confusion (1 round)"," unconscious (remaining duration)"],"name":"Grit","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"equipment-1494"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Absalom, City of Lost Omens"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":28800,"weakness":{},"saving_throw":"DC 20 Fortitude","price":4500,"skill":["Athletics"],"trait":["Alchemical","Consumable","Drug","Inhaled","Poison","Uncommon"],"id":"equipment-1495","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Restricted\" > Demon Dust Source Absalom, City of Lost Omens pg. 391 Price 45 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This highly addictive drug is produced from the crushed bones of demons. Demon dust strengthens the inhaler's body for acts requiring great physical stamina. While the drug is in effect, users typically experience some form of memory loss. Others claim to have experienced hallucinations, flashbacks, and confusion for a few hours after the drug wears off. The save for addiction to demon dust is DC 24, and the addiction has the virulent trait. Saving Throw DC 20 Fortitude; Maximum Duration 8 hours; Stage 1 +2 item bonus to Athletics checks and treat up to 4 Bulk as being negligible in weight (1 minute); Stage 2 +2 item bonus to Athletics checks, treat up to 4 Bulk as being negligible in weight, and stupefied 1 (1 hour); Stage 3 stupefied 1 (1 hour); Stage 4 stupefied 2 (1 hour); Stage 5 stupefied 2 and all memories made since you were first exposed to this dose of demon dust become hazy and vague (1 hour); Stage 6 stupefied 2 and all memories made in the previous 24 hours become hazy and vague (1 hour)\n","skill_mod":{},"summary":"This highly addictive drug is produced from the crushed bones of demons . Demon dust strengthens the inhaler's body for acts requiring great …","primary_source":"Absalom, City of Lost Omens","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Drugs","resistance":{},"url":"/Equipment.aspx?ID=1495","stage":["+2 item bonus to Athletics checks and treat up to 4 Bulk as being negligible in weight (1 minute)","+2 item bonus to Athletics checks, treat up to 4 Bulk as being negligible in weight, and stupefied 1 (1 hour)","stupefied 1 (1 hour)","stupefied 2 (1 hour)","stupefied 2 and all memories made since you were first exposed to this dose of demon dust become hazy and vague (1 hour)","stupefied 2 and all memories made in the previous 24 hours become hazy and vague (1 hour)"],"name":"Demon Dust","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"uncommon","slug":"equipment-1495"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Absalom, City of Lost Omens"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":28800,"weakness":{},"saving_throw":"DC 24 Fortitude","price":7000,"trait":["Alchemical","Consumable","Drug","Ingested","Poison","Rare"],"id":"equipment-1496","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Restricted\" > Succubus Kiss Source Absalom, City of Lost Omens pg. 391 Price 70 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This rare and highly addictive drug is rumored to be created by wizards working alongside succubi. Taken in the form of lozenges, this drug can heighten the body's pleasure and pain stimuli as well as increase alertness, energy, and euphoria. Serious side effects that can occur include heart attack, stroke, and sudden vision and hearing loss, but these risks do little to deter users. The save for addiction to succubus kiss is DC 28, and the addiction has the virulent trait. Saving Throw DC 24 Fortitude; Onset 1 minute; Maximum Duration 8 hours; Stage 1 +2 item bonus to initiative checks (10 minutes) and to all saving throws against emotion and mental effects; Stage 2 as stage 1 plus drained 1 (1 hour); Stage 3 as stage 2 plus blinded or deafness (1 hour); Stage 4 blindness and deafness (1 hour); Stage 5 unconscious\n","skill_mod":{},"summary":"This rare and highly addictive drug is rumored to be created by wizards working alongside succubi . Taken in the form of lozenges, this drug can …","primary_source":"Absalom, City of Lost Omens","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Drugs","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=1496","stage":["+2 item bonus to initiative checks (10 minutes) and to all saving throws against emotion and mental effects","as stage 1 plus drained 1 (1 hour)","as stage 2 plus blinded or deafness (1 hour)","blindness and deafness (1 hour)"," unconscious "],"name":"Succubus Kiss","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-1496"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Threshold of Knowledge"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Threshold of Knowledge","school":"transmutation","price":500,"trait":["Consumable","Magical","Transmutation","Uncommon"],"id":"equipment-1497","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Bubbling Scale May contain spoilers from Threshold of Knowledge Source Threshold of Knowledge pg. 10 Price 5 gp Usage held in 1 hand Activate Single Action Interact --- This dark, iridescent scale is about the size of a small coin. When you swallow the scale, you immediately grow a patch of scales that cover the majority of your body. For 1 hour, you can hold your breath for 15 rounds plus your Constitution modifier (instead of 5 rounds + your Constitution modifier) before drowning. It has no effect in non-aquatic environments that require you to hold your breath. After this time, the scales wither and fall off your body.\n","skill_mod":{},"summary":"This dark, iridescent scale is about the size of a small coin. When you swallow the scale, you immediately grow a patch of scales that cover the …","primary_source":"Threshold of Knowledge","trait_group":["Equipment","Mechanics","School","Rarity"],"level":2,"source_category":["Adventures"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1497","source_group":["Threshold of Knowledge"],"spoilers":"Threshold of Knowledge","name":"Bubbling Scale","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1497"},{"primary_source_category":"Adventures","usage":"affixed to armor","source":["Threshold of Knowledge"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Threshold of Knowledge","school":"abjuration","price":1500,"trait":["Abjuration","Consumable","Magical","Talisman","Uncommon"],"id":"equipment-1498","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Lion Badge May contain spoilers from Threshold of Knowledge Source Threshold of Knowledge pg. 10 Price 15 gp Usage affixed to armor Activate Free Action envision Trigger You gain the frightened condition as a result of a Will save Requirement You're an expert in Will saves. --- This plain wooden badge has the face of a roaring lion etched onto its surface. When you activate this talisman, reduce the value of your frightened condition by 1 (to a minimum of 0). When this talisman is used, the image of the lion fades and the item becomes a plain, non-magical wooden badge.\n","skill_mod":{},"summary":"This plain wooden badge has the face of a roaring lion etched onto its surface. When you activate this talisman, reduce the value of your frightened …","primary_source":"Threshold of Knowledge","trait_group":["School","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventures"],"item_subcategory":"Talismans","requirement":"You're an expert in Will saves.","trigger":"You gain the frightened condition as a result of a Will save","resistance":{},"url":"/Equipment.aspx?ID=1498","source_group":["Threshold of Knowledge"],"spoilers":"Threshold of Knowledge","name":"Lion Badge","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-1498"},{"primary_source_category":"Adventures","usage":"worn bracelet","source":["Threshold of Knowledge"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Threshold of Knowledge","school":"abjuration","price":1200,"trait":["Abjuration","Consumable","Magical","Uncommon"],"id":"equipment-1499","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Seeking Bracelets May contain spoilers from Threshold of Knowledge Source Threshold of Knowledge pg. 10 Price 12 gp Usage worn bracelet Activate Two Actions envision, Interact --- Both beaded bracelets in this pair have an even larger bead in their center. The bracelets are magically linked and only interact with their counterpart from the same pair. When you crush the largest bead to activate the bracelet, it creates a mental alert in the mind of the wearer of the paired bracelet. This alert works at any distance as long as both bracelets are on the same plane.\n","skill_mod":{},"summary":"Both beaded bracelets in this pair have an even larger bead in their center. The bracelets are magically linked and only interact with their …","primary_source":"Threshold of Knowledge","trait_group":["School","Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventures"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1499","source_group":["Threshold of Knowledge"],"spoilers":"Threshold of Knowledge","name":"Seeking Bracelets","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1499"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Threshold of Knowledge"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Threshold of Knowledge","school":"divination","price":5500,"trait":["Divination","Magical","Uncommon"],"id":"equipment-1500","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Wordreaper May contain spoilers from Threshold of Knowledge Source Threshold of Knowledge pg. 10 Price 55 gp Usage held in 1 hand Bulk L Base Weapon Sickle --- The blade of this +1 sickle is engraved to look like the curving feather of a particularly elaborate quill. The wooden handle has a pen nib at the base. You can use the wordreaper's handle as an ink pen and it never runs out of ink. Activate Three Actions Interact; Frequency once per day; Effect You use the wordreaper to inscribe the words “read by” and your name inside a non-magical literary work (such as a non-magical book, scroll, or play). You immediately gain cursory knowledge of the literary work as though you had skimmed it for 5 minutes.\n","skill_mod":{},"summary":"The blade of this +1 sickle is engraved to look like the curving feather of a particularly elaborate quill. The wooden handle has a pen nib at …","primary_source":"Threshold of Knowledge","trait_group":["School","Mechanics","Rarity"],"level":3,"source_category":["Adventures"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1500","source_group":["Threshold of Knowledge"],"spoilers":"Threshold of Knowledge","base_item":["Sickle"],"name":"Wordreaper","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1500"},{"item_child_id":["equipment-1501-1417","equipment-1501-1418","equipment-1501-1419","equipment-1501-1420"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Alchemical","Bomb","Consumable","Fire","Splash","Uncommon"],"id":"equipment-1501","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Tallow Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- A mixture of rendered animal fat and acids designed to ignite the fat when exposed to air, a tallow bomb creates a splash of burning oil that adheres to skin, clothes, and hair. A tallow bomb deals the listed fire damage, persistent fire damage, and splash damage. On a critical hit, a living creature taking persistent fire damage from a tallow bomb is sickened 1 from the stench of burning fat and can't reduce its sickened value below 1 while the persistent fire damage lasts. Many types of tallow bombs grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Tallow Bomb (Lesser) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 3 gp Bulk L --- The bomb deals 1d4 persistent fire damage and 1 fire splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Tallow Bomb (Moderate) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 persistent fire damage and 2 fire splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Tallow Bomb (Greater) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 persistent fire damage and 3 fire splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Tallow Bomb (Major) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 persistent fire damage and 4 fire splash damage.","element":["Fire"],"skill_mod":{},"summary":"A mixture of rendered animal fat and acids designed to ignite the fat when exposed to air, a tallow bomb creates a splash of burning oil that adheres …","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1501","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Tallow Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1501"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1501","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":300,"trait":["Alchemical","Bomb","Consumable","Fire","Splash","Uncommon"],"id":"equipment-1501-1417","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Tallow Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- A mixture of rendered animal fat and acids designed to ignite the fat when exposed to air, a tallow bomb creates a splash of burning oil that adheres to skin, clothes, and hair. A tallow bomb deals the listed fire damage, persistent fire damage, and splash damage. On a critical hit, a living creature taking persistent fire damage from a tallow bomb is sickened 1 from the stench of burning fat and can't reduce its sickened value below 1 while the persistent fire damage lasts. Many types of tallow bombs grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Tallow Bomb (Lesser) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 3 gp Bulk L --- The bomb deals 1d4 persistent fire damage and 1 fire splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Tallow Bomb (Moderate) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 persistent fire damage and 2 fire splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Tallow Bomb (Greater) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 persistent fire damage and 3 fire splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Tallow Bomb (Major) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 persistent fire damage and 4 fire splash damage.","element":["Fire"],"skill_mod":{},"summary":"The bomb deals 1d4 persistent fire damage and 1 fire splash damage.","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1501","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Tallow Bomb (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1501-1417"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1501","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":1000,"trait":["Alchemical","Bomb","Consumable","Fire","Splash","Uncommon"],"id":"equipment-1501-1418","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Tallow Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- A mixture of rendered animal fat and acids designed to ignite the fat when exposed to air, a tallow bomb creates a splash of burning oil that adheres to skin, clothes, and hair. A tallow bomb deals the listed fire damage, persistent fire damage, and splash damage. On a critical hit, a living creature taking persistent fire damage from a tallow bomb is sickened 1 from the stench of burning fat and can't reduce its sickened value below 1 while the persistent fire damage lasts. Many types of tallow bombs grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Tallow Bomb (Lesser) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 3 gp Bulk L --- The bomb deals 1d4 persistent fire damage and 1 fire splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Tallow Bomb (Moderate) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 persistent fire damage and 2 fire splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Tallow Bomb (Greater) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 persistent fire damage and 3 fire splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Tallow Bomb (Major) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 persistent fire damage and 4 fire splash damage.","element":["Fire"],"skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d4 persistent fire damage and 2 fire splash damage.","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1501","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Tallow Bomb (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1501-1418"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1501","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":25000,"trait":["Alchemical","Bomb","Consumable","Fire","Splash","Uncommon"],"id":"equipment-1501-1419","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Tallow Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- A mixture of rendered animal fat and acids designed to ignite the fat when exposed to air, a tallow bomb creates a splash of burning oil that adheres to skin, clothes, and hair. A tallow bomb deals the listed fire damage, persistent fire damage, and splash damage. On a critical hit, a living creature taking persistent fire damage from a tallow bomb is sickened 1 from the stench of burning fat and can't reduce its sickened value below 1 while the persistent fire damage lasts. Many types of tallow bombs grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Tallow Bomb (Lesser) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 3 gp Bulk L --- The bomb deals 1d4 persistent fire damage and 1 fire splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Tallow Bomb (Moderate) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 persistent fire damage and 2 fire splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Tallow Bomb (Greater) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 persistent fire damage and 3 fire splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Tallow Bomb (Major) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 persistent fire damage and 4 fire splash damage.","element":["Fire"],"skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d4 persistent fire damage and 3 fire splash damage.","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1501","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Tallow Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1501-1419"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1501","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":250000,"trait":["Alchemical","Bomb","Consumable","Fire","Splash","Uncommon"],"id":"equipment-1501-1420","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Tallow Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- A mixture of rendered animal fat and acids designed to ignite the fat when exposed to air, a tallow bomb creates a splash of burning oil that adheres to skin, clothes, and hair. A tallow bomb deals the listed fire damage, persistent fire damage, and splash damage. On a critical hit, a living creature taking persistent fire damage from a tallow bomb is sickened 1 from the stench of burning fat and can't reduce its sickened value below 1 while the persistent fire damage lasts. Many types of tallow bombs grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Tallow Bomb (Lesser) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 3 gp Bulk L --- The bomb deals 1d4 persistent fire damage and 1 fire splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Tallow Bomb (Moderate) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 persistent fire damage and 2 fire splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Tallow Bomb (Greater) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 persistent fire damage and 3 fire splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Tallow Bomb (Major) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 persistent fire damage and 4 fire splash damage.","element":["Fire"],"skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d4 persistent fire damage and 4 fire splash damage.","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1501","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Tallow Bomb (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1501-1420"},{"item_child_id":["equipment-1502-1421","equipment-1502-1422","equipment-1502-1423","equipment-1502-1424"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-1502","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Twigjack Sack May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- Sharp, flexible brambles poke from this sack made of intricately intertwined plant fibers. The sack's contents creak under the strain of the tightly compressed bundle. When thrown, a twigjack sack bursts open, spraying brambles in all directions that gouge and slash nearby creatures. A twigjack sack deals the listed piercing damage, persistent bleed damage, and splash damage. Many types of twigjack sacks grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Twigjack Sack (Lesser) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 3 gp Bulk L --- The bomb deals 1d6 piercing damage, 1 persistent bleed damage, and 1 piercing splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Twigjack Sack (Moderate) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 piercing damage, 3 persistent bleed damage, and 2 piercing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Twigjack Sack (Greater) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 piercing damage, 4 persistent bleed damage, and 3 piercing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Twigjack Sack (Major) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 piercing damage, 5 persistent bleed damage, and 4 piercing splash damage.","skill_mod":{},"summary":"Sharp, flexible brambles poke from this sack made of intricately intertwined plant fibers. The sack's contents creak under the strain of the tightly …","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1502","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Twigjack Sack","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1502"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1502","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":300,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-1502-1421","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Twigjack Sack May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- Sharp, flexible brambles poke from this sack made of intricately intertwined plant fibers. The sack's contents creak under the strain of the tightly compressed bundle. When thrown, a twigjack sack bursts open, spraying brambles in all directions that gouge and slash nearby creatures. A twigjack sack deals the listed piercing damage, persistent bleed damage, and splash damage. Many types of twigjack sacks grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Twigjack Sack (Lesser) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 3 gp Bulk L --- The bomb deals 1d6 piercing damage, 1 persistent bleed damage, and 1 piercing splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Twigjack Sack (Moderate) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 piercing damage, 3 persistent bleed damage, and 2 piercing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Twigjack Sack (Greater) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 piercing damage, 4 persistent bleed damage, and 3 piercing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Twigjack Sack (Major) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 piercing damage, 5 persistent bleed damage, and 4 piercing splash damage.","skill_mod":{},"summary":"The bomb deals 1d6 piercing damage, 1 persistent bleed damage, and 1 piercing splash damage.","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1502","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Twigjack Sack (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1502-1421"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1502","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":1000,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-1502-1422","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Twigjack Sack May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- Sharp, flexible brambles poke from this sack made of intricately intertwined plant fibers. The sack's contents creak under the strain of the tightly compressed bundle. When thrown, a twigjack sack bursts open, spraying brambles in all directions that gouge and slash nearby creatures. A twigjack sack deals the listed piercing damage, persistent bleed damage, and splash damage. Many types of twigjack sacks grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Twigjack Sack (Lesser) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 3 gp Bulk L --- The bomb deals 1d6 piercing damage, 1 persistent bleed damage, and 1 piercing splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Twigjack Sack (Moderate) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 piercing damage, 3 persistent bleed damage, and 2 piercing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Twigjack Sack (Greater) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 piercing damage, 4 persistent bleed damage, and 3 piercing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Twigjack Sack (Major) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 piercing damage, 5 persistent bleed damage, and 4 piercing splash damage.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d6 piercing damage, 3 persistent bleed damage, and 2 piercing splash damage.","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1502","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Twigjack Sack (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1502-1422"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1502","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":25000,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-1502-1423","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Twigjack Sack May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- Sharp, flexible brambles poke from this sack made of intricately intertwined plant fibers. The sack's contents creak under the strain of the tightly compressed bundle. When thrown, a twigjack sack bursts open, spraying brambles in all directions that gouge and slash nearby creatures. A twigjack sack deals the listed piercing damage, persistent bleed damage, and splash damage. Many types of twigjack sacks grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Twigjack Sack (Lesser) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 3 gp Bulk L --- The bomb deals 1d6 piercing damage, 1 persistent bleed damage, and 1 piercing splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Twigjack Sack (Moderate) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 piercing damage, 3 persistent bleed damage, and 2 piercing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Twigjack Sack (Greater) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 piercing damage, 4 persistent bleed damage, and 3 piercing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Twigjack Sack (Major) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 piercing damage, 5 persistent bleed damage, and 4 piercing splash damage.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d6 piercing damage, 4 persistent bleed damage, and 3 piercing splash damage.","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1502","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Twigjack Sack (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1502-1423"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1502","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":250000,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-1502-1424","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Twigjack Sack May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- Sharp, flexible brambles poke from this sack made of intricately intertwined plant fibers. The sack's contents creak under the strain of the tightly compressed bundle. When thrown, a twigjack sack bursts open, spraying brambles in all directions that gouge and slash nearby creatures. A twigjack sack deals the listed piercing damage, persistent bleed damage, and splash damage. Many types of twigjack sacks grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Twigjack Sack (Lesser) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 3 gp Bulk L --- The bomb deals 1d6 piercing damage, 1 persistent bleed damage, and 1 piercing splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Twigjack Sack (Moderate) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 piercing damage, 3 persistent bleed damage, and 2 piercing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Twigjack Sack (Greater) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 piercing damage, 4 persistent bleed damage, and 3 piercing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Twigjack Sack (Major) Source Pathfinder #175: Broken Tusk Moon pg. 75 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 piercing damage, 5 persistent bleed damage, and 4 piercing splash damage.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d6 piercing damage, 5 persistent bleed damage, and 4 piercing splash damage.","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1502","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Twigjack Sack (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1502-1424"},{"primary_source_category":"Adventure Paths","usage":"worn headgear","source":["Pathfinder #175: Broken Tusk Moon","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"evocation","price":1200,"trait":["Evocation","Invested","Magical","Unique"],"id":"equipment-1503","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Candlecap May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 76, Treasure Vault (Remastered) pg. 151 Price 12 gp Usage worn headgear --- The crown of this stitched leather cap is sewn in the shape of a small bowl. Fixed inside the bowl is a melted nub of wax with a small black wick. Activate Single Action Interact; Effect You shake your head, and the candle wick ignites. The candlecap sheds dim light in a 20-foot radius. The candle doesn't require oxygen and can't be smothered or quenched. Activating the candlecap again douses the light.\n","skill_mod":{},"summary":"The crown of this stitched leather cap is sewn in the shape of a small bowl. Fixed inside the bowl is a melted nub of wax with a small black wick. ","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["School","Equipment","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1503","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Candlecap","bulk":0,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-1503"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"evocation","price":600,"trait":["Consumable","Evocation","Fire","Magical","Uncommon"],"id":"equipment-1504","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Ember Dust May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 76 Price 6 gp Activate Single Action Interact --- This handful of gritty black dust glows faintly, like old coals, but is cool to the touch. When ember dust is sprinkled upon the ground or a flat surface in an adjacent unoccupied square, the dust transforms into a bonfire that fills the majority of the square. For 8 hours, the bonfire blazes regardless of whether it has any fuel. The fire doesn't harm the surface on which it was sprinkled, and it can't be extinguished except by fully dousing or submerging it in water, or by smothering it completely. Anything that's lit from the bonfire requires fuel to burn and can be quenched normally. While it's safe enough to move through the space and edge around the bonfire, a creature remaining in the bonfire for at least a full round takes 1d6 fire damage each round. After 8 hours, the bonfire becomes a normal fire and continues burning only as conditions permit.\n","element":["Fire"],"skill_mod":{},"summary":"This handful of gritty black dust glows faintly, like old coals, but is cool to the touch. When ember dust is sprinkled upon the ground or a flat …","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Equipment","School","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1504","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Ember Dust","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1504"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"conjuration","price":3000,"trait":["Conjuration","Consumable","Magical","Rare","Talisman","Teleportation"],"id":"equipment-1505","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Mad Mammoth's Juke May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 76 Price 30 gp Usage affixed to armor Activate Free Action envision Trigger You would be injured by an effect that would bury you, such as an avalanche or a tunnel collapse Requirement You are an expert in Acrobatics. --- This small, fragile tusk came from a very young mammoth. It's filled with ice-cold glacial water and capped with a carved piece of ivory. When you crush the tusk, the water rushes around you in an instant as you twist away from impending disaster with a supernatural flourish. You teleport to an unoccupied space within 200 feet that you can see, bringing along all your equipment. You can't bring any other creature with you, even in an extradimensional space.\n","skill_mod":{},"summary":"This small, fragile tusk came from a very young mammoth. It's filled with ice-cold glacial water and capped with a carved piece of ivory. When you …","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","requirement":"You are an expert in Acrobatics .","trigger":"You would be injured by an effect that would bury you, such as an avalanche or a tunnel collapse","resistance":{},"url":"/Equipment.aspx?ID=1505","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Mad Mammoth's Juke","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"rare","slug":"equipment-1505"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"transmutation","price":1500,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-1506","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Mudlily May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 76 Price 15 gp Usage worn --- This golden flower grows amid filthy ponds or puddles, its spotless yellow petals sharply contrasting its soiled surroundings. You can pin a mudlily to your clothing or your hair to enjoy some of its magical sullying and cleaning properties. While you wear a clean mudlily , you gradually become dirty over the course of an hour; grime and mud subtly manifest from nowhere onto your clothes, hair, skin, and all of your possessions other than the mudlily . After just 1 hour, you appear as though you've been living in squalor for years. This filth can be washed away normally, but it inevitably returns as long as you continue to wear a clean mudlily . If you soil the mudlily with some dirt or mud, as long as you wear the flower, you instead become clean over an hour. Any gunk soiling your person vanishes completely from everywhere on your body except the mudlily . Each day at dawn, the mudlily instantly becomes clean again.\n","skill_mod":{},"summary":"This golden flower grows amid filthy ponds or puddles, its spotless yellow petals sharply contrasting its soiled surroundings. You can pin a mudlily …","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Equipment","Mechanics","School","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1506","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Mudlily","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1506"},{"primary_source_category":"Adventure Paths","usage":"worn armband","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"divination","price":6000,"trait":["Divination","Invested","Primal","Uncommon"],"id":"equipment-1507","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Raven Band May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 77 Price 60 gp Usage worn armband --- This armband is woven from overlapping raven feathers, including one large feather from a kadlaka. As long as you wear it, you understand what ravens are saying, but you can't speak to ravens unless you activate the raven band . Activate Single Action Interact; Frequency once per day; Effect When you stroke the kadlaka feather, the raven band gives you the effects of speak with animals , except that you can speak with and understand only birds, not other animals.\n","skill_mod":{},"summary":"This armband is woven from overlapping raven feathers, including one large feather from a kadlaka . As long as you wear it, you understand what …","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["School","Equipment","Tradition","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1507","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Raven Band","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1507"},{"item_child_id":["equipment-1508-1425","equipment-1508-1426"],"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"enchantment","skill":["Nature","Nature"],"trait":["Enchantment","Invested","Primal","Rare"],"id":"equipment-1508","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Broken Tusk Pendant May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 77 Usage worn --- The followers of the Broken Tusk have passed down their custom of crafting and gifting these small ivory necklaces for generations. They're typically made from mammoth tusk (though any type of ivory will do), and each is carved to resemble a particular kind of animal—usually a raven, a moose, an ox, or an otter. Because tradition dictates that Broken Tusk followers take ivory only from already-dead animals, Broken Tusk pendants are especially rare; if an individual loses their pendant, it might be years before they acquire the materials necessary to fashion a replacement. Broken Tusk pendants bear no magical powers if they are made for oneself; only gifted pendants have true magical properties. You wear a Broken Tusk pendant like jewelry or tie it to your clothing. A Broken Tusk pendant grants you a +1 item bonus to Nature checks; this bonus increases to +2 when you Command an Animal of the specific kind depicted by the pendant. Activate Reaction Interact; Frequency once per hour; Trigger An animal targets you with a melee attack, and you can see the animal; Effect You gain a +1 item bonus to AC against the triggering attack, or a +2 item bonus if the animal is the specific kind depicted by the pendant. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Broken Tusk Pendant Source Pathfinder #175: Broken Tusk Moon pg. 77 Price 50 gp <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Broken Tusk Pendant (Greater) Source Pathfinder #175: Broken Tusk Moon pg. 77 Price 3,000 gp --- The pendant grants a +2 item bonus to Nature checks (+3 to Command an Animal of the type depicted by the pendant). Once per day, when you use the Broken Tusk pendant's activation, if the animal misses you, the Broken Tusk pendant casts dominate on the animal (DC 30). You can choose whether to use this once-per-day effect after the animal misses you.","skill_mod":{},"summary":"The followers of the Broken Tusk have passed down their custom of crafting and gifting these small ivory necklaces for generations. They're typically …","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["School","Equipment","Tradition","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1508","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Broken Tusk Pendant","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1508"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1508","weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"enchantment","price":5000,"skill":["Nature"],"trait":["Enchantment","Invested","Primal","Rare"],"id":"equipment-1508-1425","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Broken Tusk Pendant May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 77 Usage worn --- The followers of the Broken Tusk have passed down their custom of crafting and gifting these small ivory necklaces for generations. They're typically made from mammoth tusk (though any type of ivory will do), and each is carved to resemble a particular kind of animal—usually a raven, a moose, an ox, or an otter. Because tradition dictates that Broken Tusk followers take ivory only from already-dead animals, Broken Tusk pendants are especially rare; if an individual loses their pendant, it might be years before they acquire the materials necessary to fashion a replacement. Broken Tusk pendants bear no magical powers if they are made for oneself; only gifted pendants have true magical properties. You wear a Broken Tusk pendant like jewelry or tie it to your clothing. A Broken Tusk pendant grants you a +1 item bonus to Nature checks; this bonus increases to +2 when you Command an Animal of the specific kind depicted by the pendant. Activate Reaction Interact; Frequency once per hour; Trigger An animal targets you with a melee attack, and you can see the animal; Effect You gain a +1 item bonus to AC against the triggering attack, or a +2 item bonus if the animal is the specific kind depicted by the pendant. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Broken Tusk Pendant Source Pathfinder #175: Broken Tusk Moon pg. 77 Price 50 gp <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Broken Tusk Pendant (Greater) Source Pathfinder #175: Broken Tusk Moon pg. 77 Price 3,000 gp --- The pendant grants a +2 item bonus to Nature checks (+3 to Command an Animal of the type depicted by the pendant). Once per day, when you use the Broken Tusk pendant's activation, if the animal misses you, the Broken Tusk pendant casts dominate on the animal (DC 30). You can choose whether to use this once-per-day effect after the animal misses you.","skill_mod":{},"summary":"The followers of the Broken Tusk have passed down their custom of crafting and gifting these small ivory necklaces for generations. They're typically …","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["School","Equipment","Tradition","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1508","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Broken Tusk Pendant","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1508-1425"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1508","weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"enchantment","price":300000,"skill":["Nature"],"trait":["Enchantment","Invested","Primal","Rare"],"id":"equipment-1508-1426","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Broken Tusk Pendant May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 77 Usage worn --- The followers of the Broken Tusk have passed down their custom of crafting and gifting these small ivory necklaces for generations. They're typically made from mammoth tusk (though any type of ivory will do), and each is carved to resemble a particular kind of animal—usually a raven, a moose, an ox, or an otter. Because tradition dictates that Broken Tusk followers take ivory only from already-dead animals, Broken Tusk pendants are especially rare; if an individual loses their pendant, it might be years before they acquire the materials necessary to fashion a replacement. Broken Tusk pendants bear no magical powers if they are made for oneself; only gifted pendants have true magical properties. You wear a Broken Tusk pendant like jewelry or tie it to your clothing. A Broken Tusk pendant grants you a +1 item bonus to Nature checks; this bonus increases to +2 when you Command an Animal of the specific kind depicted by the pendant. Activate Reaction Interact; Frequency once per hour; Trigger An animal targets you with a melee attack, and you can see the animal; Effect You gain a +1 item bonus to AC against the triggering attack, or a +2 item bonus if the animal is the specific kind depicted by the pendant. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Broken Tusk Pendant Source Pathfinder #175: Broken Tusk Moon pg. 77 Price 50 gp <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Broken Tusk Pendant (Greater) Source Pathfinder #175: Broken Tusk Moon pg. 77 Price 3,000 gp --- The pendant grants a +2 item bonus to Nature checks (+3 to Command an Animal of the type depicted by the pendant). Once per day, when you use the Broken Tusk pendant's activation, if the animal misses you, the Broken Tusk pendant casts dominate on the animal (DC 30). You can choose whether to use this once-per-day effect after the animal misses you.","skill_mod":{},"summary":"The pendant grants a +2 item bonus to Nature checks (+3 to Command an Animal of the type depicted by the pendant). Once per day, when you use the …","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["School","Equipment","Tradition","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1508","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Broken Tusk Pendant (Greater)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1508-1426"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":300,"trait":["Consumable","Mechanical","Nonlethal","Snare","Trap"],"id":"equipment-1509","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Battering Snare Source Pathfinder #175: Broken Tusk Moon pg. 79 Price 3 gp --- This snare consists of a flat rock or metal plate held in place with a spring or flexible branch. When triggered, the flat object swings wide and smacks the triggering creature violently. The first creature to enter its square receives 2d6 bludgeoning damage (DC 16 basic Reflex save). On a critical failure, the creature is also stunned 1.\n","skill_mod":{},"summary":"This snare consists of a flat rock or metal plate held in place with a spring or flexible branch. When triggered, the flat object swings wide and …","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Equipment","Hazard","Weapon"],"level":1,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1509","source_group":["Quest for the Frozen Flame"],"name":"Battering Snare","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-1509"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":1200,"trait":["Consumable","Incapacitation","Mechanical","Mental","Snare","Trap","Uncommon"],"id":"equipment-1510","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Dream Pollen Snare May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 79 Price 12 gp --- This simple trap is made of taut twigs that, when triggered, snap down on a pollen-filled sac of a peculiar flower. When inhaled, the pollen imparts a hazy state of profound agreeability. The first creature that enters the snare's space triggers the snare. The creature that triggered the trap must attempt a DC 18 Will save. Undead creatures and creatures that don't breathe are immune to dream pollen. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 round. Failure The creature is stupefied 1 for 1 round. For 1 minute, the creature becomes friendly to all creatures to which it was indifferent, or helpful to all creatures to which it was friendly. If the creature was unfriendly or hostile to any creatures, it remains unfriendly or hostile to them. If the creature is an animal, any creature to which it's friendly or helpful can use Diplomacy to Make an Impression on it and to make very simple Requests of it. Critical Failure As failure, but the duration of the agreeability is 1 hour instead of 1 minute.\n","skill_mod":{},"summary":"This simple trap is made of taut twigs that, when triggered, snap down on a pollen-filled sac of a peculiar flower. When inhaled, the pollen imparts …","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Equipment","Mechanics","Hazard","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1510","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Dream Pollen Snare","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1510"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":1000,"trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1511","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Hoof Stakes Snare May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 79 Price 10 gp --- This snare consists of several narrow, sharpened stakes, each over a foot long, clustered together and pointing upward. The snare is patently obvious unless planted amid tall reeds or grasses or in someplace dark. Medium and smaller creatures can pass among the stakes easily; unlike most snares, the hoof stakes snare triggers only when a Large or larger creature enters its square. The snare deals 2d6 piercing damage to the triggering creature, which must attempt a DC 18 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage, and it takes a –5-foot circumstance penalty to its Speed for 1 minute, or until the creature or an ally spends three Interact actions to carefully remove the stakes. Failure The triggering creature takes full damage. The creature takes a –5-foot circumstance penalty to its Speed, and any time it deals damage with a foot Strike (including as part of Trample or a similar ability), the creature takes 2d6 piercing damage. The effect lasts for 1 minute, or until the creature or an ally spends three Interact actions to carefully remove the stakes. Critical Failure As failure, but the circumstance penalty to its Speed is –10 feet, and the creature takes 4d6 damage whenever it deals damage with a foot Strike.\n","skill_mod":{},"summary":"This snare consists of several narrow, sharpened stakes, each over a foot long, clustered together and pointing upward. The snare is patently obvious …","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Equipment","Hazard","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1511","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Hoof Stakes Snare","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1511"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":400,"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-1512","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Poison Barbs Snare Source Pathfinder #175: Broken Tusk Moon pg. 79 Price 4 gp --- You set several barbed animal spines or wooden stakes in the ground, each tipped with poison from a venomous animal or toxic plant. The snare deals 1d4 piercing damage to the first creature to enter its square (DC 15 basic Reflex save). On a failed save, several barbs lodge in the creature's feet. For 1 minute (or until a creature or an ally spends three Interact actions to remove the barbs), the barbs deal 1d4 poison damage to the creature each time it Strides more than half its Speed.\n","skill_mod":{},"summary":"You set several barbed animal spines or wooden stakes in the ground, each tipped with poison from a venomous animal or toxic plant. The snare deals …","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Equipment","Hazard"],"level":1,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1512","source_group":["Quest for the Frozen Flame"],"name":"Poison Barbs Snare","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-1512"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"evocation","trait":["Artifact","Cursed","Evocation","Fire","Light","Magical","Unique"],"id":"equipment-1513","text":"<title level=\"1\" right=\"Item 23\" pfs=\"\" > Primordial Flame May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 75 Usage held in 1 hand Bulk 1 --- Created by the Kellid goddess Sister Cinder to lead her believers out of the Age of Darkness, this hand-held lamp is constructed from animal bone, hide, and sinew, and it contains an eternal flame that requires neither fuel nor oxygen to burn. The lamp's flame can be covered or hidden, but it can't be smothered or quenched. While uncovered, the Primordial Flame sheds bright light in a 100-foot radius (and dim light for the next 100 feet). If the light passes through an area of magical darkness or targets a creature affected by magical darkness, the Primordial Flame attempts to counteract the darkness with a counteract level of 10 and a counteract modifier of +35. The presence of the Primordial Flame alters the surrounding environment, changing weather patterns, temperature, climate, and even seasons. Within a 10-mile radius of the Primordial Flame , the temperature remains 70° F (21° C) during the day and 60° F (16° C) at night. The weather is calm and free from extreme weather conditions (such as blizzards, hail, thunderstorms, and tornadoes), and the sky remains clear. Plants in the area flourish as if they were receiving optimal sunlight, water, and nutrients for their species, despite the lack of precipitation. If the Primordial Flame remains in the same region for an extended time, the area of this effect increases (typically by 1 mile each year, though terrain and other factors might alter this limit). During the time Venexus carried the Primordial Flame , its environmental reach expanded to cover the entirety of Lost Mammoth Valley. Cursed The Primordial Flame was cursed by Syarstik Painted-Tiger, the guardian spirit of Red Cat Cave. As long as it remains cursed, a creature that holds the Primordial Flame can't willingly give up possession. A creature that has held the Primordial Flame and no longer has it in their possession is wracked with mental anguish, becoming clumsy 4, enfeebled 4, stupefied 4, and fatigued; these conditions can't be reduced or removed until the creature regains possession of the Primordial Flame or the curse is removed. The curse can be removed only by avenging Syarstik. Activate Three Actions command, Interact; Frequency once per week; Effect The Primordial Flame's light intensifies, shedding bright sunlight in a 10-mile radius (and dim light to the next mile) for 1 hour. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, the Primordial Flame attempts to counteract the darkness with a counteract level of 10 and a counteract modifier of +35. Activate Two Actions command, Interact; Frequency once per day; Effect The Primordial Flame casts a 7th-level sunburst spell. If you can cast spells higher than 7th level, the Primordial Flame automatically heightens sunburst to half your level rounded up. Activate Two Actions command, Interact; Effect The Primordial Flame casts a 5th-level produce flame spell. If you can cast spells higher than 5th level, the Primordial Flame automatically heightens produce flame to half your level rounded up. Destruction If used to slay a herald of Sister Cinder while on the Shadow Plane, the Primordial Flame is destroyed.\n","element":["Fire"],"skill_mod":{},"summary":"Created by the Kellid goddess Sister Cinder to lead her believers out of the Age of Darkness, this hand-held lamp is constructed from animal bone, …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Equipment","School","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":23,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1513","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Primordial Flame","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-1513"},{"item_child_id":["equipment-1514-1427","equipment-1514-1428","equipment-1514-1429","equipment-1514-1430"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Alchemical","Bomb","Consumable","Earth","Splash","Uncommon"],"id":"equipment-1514","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Mud Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 78 Usage held in 1 hand Bulk L Activate Single Action Strike --- This clay vessel launches gobs of clinging mud and grit. A mud bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is dazzled until the start of your next turn. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Mud Bomb (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 3 gp Bulk L --- The bomb deals 1d6 bludgeoning damage and 1 bludgeoning splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Mud Bomb (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 bludgeoning damage and 2 bludgeoning splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Mud Bomb (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 bludgeoning damage and 3 bludgeoning splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Mud Bomb (Major) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 bludgeoning damage and 4 bludgeoning splash damage.","element":["Earth"],"skill_mod":{},"summary":"This clay vessel launches gobs of clinging mud and grit. A mud bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Elemental","Planar","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1514","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Mud Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1514"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1514","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":300,"trait":["Alchemical","Bomb","Consumable","Earth","Splash","Uncommon"],"id":"equipment-1514-1427","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Mud Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 78 Usage held in 1 hand Bulk L Activate Single Action Strike --- This clay vessel launches gobs of clinging mud and grit. A mud bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is dazzled until the start of your next turn. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Mud Bomb (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 3 gp Bulk L --- The bomb deals 1d6 bludgeoning damage and 1 bludgeoning splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Mud Bomb (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 bludgeoning damage and 2 bludgeoning splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Mud Bomb (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 bludgeoning damage and 3 bludgeoning splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Mud Bomb (Major) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 bludgeoning damage and 4 bludgeoning splash damage.","element":["Earth"],"skill_mod":{},"summary":"The bomb deals 1d6 bludgeoning damage and 1 bludgeoning splash damage.","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Elemental","Planar","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1514","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Mud Bomb (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1514-1427"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1514","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":1000,"trait":["Alchemical","Bomb","Consumable","Earth","Splash","Uncommon"],"id":"equipment-1514-1428","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Mud Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 78 Usage held in 1 hand Bulk L Activate Single Action Strike --- This clay vessel launches gobs of clinging mud and grit. A mud bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is dazzled until the start of your next turn. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Mud Bomb (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 3 gp Bulk L --- The bomb deals 1d6 bludgeoning damage and 1 bludgeoning splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Mud Bomb (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 bludgeoning damage and 2 bludgeoning splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Mud Bomb (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 bludgeoning damage and 3 bludgeoning splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Mud Bomb (Major) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 bludgeoning damage and 4 bludgeoning splash damage.","element":["Earth"],"skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d6 bludgeoning damage and 2 bludgeoning splash damage.","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Elemental","Planar","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1514","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Mud Bomb (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1514-1428"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1514","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":25000,"trait":["Alchemical","Bomb","Consumable","Earth","Splash","Uncommon"],"id":"equipment-1514-1429","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Mud Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 78 Usage held in 1 hand Bulk L Activate Single Action Strike --- This clay vessel launches gobs of clinging mud and grit. A mud bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is dazzled until the start of your next turn. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Mud Bomb (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 3 gp Bulk L --- The bomb deals 1d6 bludgeoning damage and 1 bludgeoning splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Mud Bomb (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 bludgeoning damage and 2 bludgeoning splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Mud Bomb (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 bludgeoning damage and 3 bludgeoning splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Mud Bomb (Major) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 bludgeoning damage and 4 bludgeoning splash damage.","element":["Earth"],"skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d6 bludgeoning damage and 3 bludgeoning splash damage.","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Elemental","Planar","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1514","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Mud Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1514-1429"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1514","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":250000,"trait":["Alchemical","Bomb","Consumable","Earth","Splash","Uncommon"],"id":"equipment-1514-1430","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Mud Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 78 Usage held in 1 hand Bulk L Activate Single Action Strike --- This clay vessel launches gobs of clinging mud and grit. A mud bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is dazzled until the start of your next turn. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Mud Bomb (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 3 gp Bulk L --- The bomb deals 1d6 bludgeoning damage and 1 bludgeoning splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Mud Bomb (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 bludgeoning damage and 2 bludgeoning splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Mud Bomb (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 bludgeoning damage and 3 bludgeoning splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Mud Bomb (Major) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 bludgeoning damage and 4 bludgeoning splash damage.","element":["Earth"],"skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d6 bludgeoning damage and 4 bludgeoning splash damage.","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Elemental","Planar","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1514","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Mud Bomb (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1514-1430"},{"item_child_id":["equipment-1515-1431","equipment-1515-1432","equipment-1515-1433","equipment-1515-1434"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Alchemical","Bomb","Consumable","Poison","Splash","Uncommon"],"id":"equipment-1515","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Pernicious Spore Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 78 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask contains fast-growing mold spores, which quickly take root but just as quickly rot away. A pernicious spore bomb deals the listed poison damage, persistent piercing damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Pernicious Spore Bomb (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 3 gp Bulk L --- The bomb deals 1 poison damage, 1d4 persistent piercing damage, and 1 poison splash damage. Except on a critical failure, one square of the target creature's space is coated in vegetation, becoming difficult terrain for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Pernicious Spore Bomb (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2 poison damage, 2d4 persistent piercing damage, and 2 poison splash damage. Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Pernicious Spore Bomb (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3 poison damage, 3d4 persistent piercing damage, and 3 poison splash damage. Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Pernicious Spore Bomb (Major) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4 poison damage, 4d4 persistent piercing damage, and 4 poison splash damage. Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 minute.","skill_mod":{},"summary":"This flask contains fast-growing mold spores, which quickly take root but just as quickly rot away. A pernicious spore bomb deals the listed poison …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1515","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Pernicious Spore Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1515"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1515","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":300,"trait":["Alchemical","Bomb","Consumable","Poison","Splash","Uncommon"],"id":"equipment-1515-1431","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Pernicious Spore Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 78 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask contains fast-growing mold spores, which quickly take root but just as quickly rot away. A pernicious spore bomb deals the listed poison damage, persistent piercing damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Pernicious Spore Bomb (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 3 gp Bulk L --- The bomb deals 1 poison damage, 1d4 persistent piercing damage, and 1 poison splash damage. Except on a critical failure, one square of the target creature's space is coated in vegetation, becoming difficult terrain for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Pernicious Spore Bomb (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2 poison damage, 2d4 persistent piercing damage, and 2 poison splash damage. Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Pernicious Spore Bomb (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3 poison damage, 3d4 persistent piercing damage, and 3 poison splash damage. Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Pernicious Spore Bomb (Major) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4 poison damage, 4d4 persistent piercing damage, and 4 poison splash damage. Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 minute.","skill_mod":{},"summary":"The bomb deals 1 poison damage, 1d4 persistent piercing damage, and 1 poison splash damage. Except on a critical failure, one square of the target …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1515","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Pernicious Spore Bomb (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1515-1431"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1515","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":1000,"trait":["Alchemical","Bomb","Consumable","Poison","Splash","Uncommon"],"id":"equipment-1515-1432","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Pernicious Spore Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 78 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask contains fast-growing mold spores, which quickly take root but just as quickly rot away. A pernicious spore bomb deals the listed poison damage, persistent piercing damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Pernicious Spore Bomb (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 3 gp Bulk L --- The bomb deals 1 poison damage, 1d4 persistent piercing damage, and 1 poison splash damage. Except on a critical failure, one square of the target creature's space is coated in vegetation, becoming difficult terrain for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Pernicious Spore Bomb (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2 poison damage, 2d4 persistent piercing damage, and 2 poison splash damage. Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Pernicious Spore Bomb (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3 poison damage, 3d4 persistent piercing damage, and 3 poison splash damage. Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Pernicious Spore Bomb (Major) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4 poison damage, 4d4 persistent piercing damage, and 4 poison splash damage. Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 minute.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2 poison damage, 2d4 persistent piercing damage, and 2 poison splash damage. Except on a …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1515","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Pernicious Spore Bomb (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1515-1432"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1515","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":25000,"trait":["Alchemical","Bomb","Consumable","Poison","Splash","Uncommon"],"id":"equipment-1515-1433","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Pernicious Spore Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 78 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask contains fast-growing mold spores, which quickly take root but just as quickly rot away. A pernicious spore bomb deals the listed poison damage, persistent piercing damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Pernicious Spore Bomb (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 3 gp Bulk L --- The bomb deals 1 poison damage, 1d4 persistent piercing damage, and 1 poison splash damage. Except on a critical failure, one square of the target creature's space is coated in vegetation, becoming difficult terrain for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Pernicious Spore Bomb (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2 poison damage, 2d4 persistent piercing damage, and 2 poison splash damage. Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Pernicious Spore Bomb (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3 poison damage, 3d4 persistent piercing damage, and 3 poison splash damage. Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Pernicious Spore Bomb (Major) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4 poison damage, 4d4 persistent piercing damage, and 4 poison splash damage. Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 minute.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3 poison damage, 3d4 persistent piercing damage, and 3 poison splash damage. Except on a …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1515","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Pernicious Spore Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1515-1433"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1515","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":250000,"trait":["Alchemical","Bomb","Consumable","Poison","Splash","Uncommon"],"id":"equipment-1515-1434","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Pernicious Spore Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 78 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask contains fast-growing mold spores, which quickly take root but just as quickly rot away. A pernicious spore bomb deals the listed poison damage, persistent piercing damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Pernicious Spore Bomb (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 3 gp Bulk L --- The bomb deals 1 poison damage, 1d4 persistent piercing damage, and 1 poison splash damage. Except on a critical failure, one square of the target creature's space is coated in vegetation, becoming difficult terrain for 1 round. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Pernicious Spore Bomb (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2 poison damage, 2d4 persistent piercing damage, and 2 poison splash damage. Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Pernicious Spore Bomb (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3 poison damage, 3d4 persistent piercing damage, and 3 poison splash damage. Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Pernicious Spore Bomb (Major) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4 poison damage, 4d4 persistent piercing damage, and 4 poison splash damage. Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 minute.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4 poison damage, 4d4 persistent piercing damage, and 4 poison splash damage. Except on a …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1515","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Pernicious Spore Bomb (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1515-1434"},{"item_child_id":["equipment-1516-1435","equipment-1516-1436","equipment-1516-1437"],"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1516","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Quickmelt Slick May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 78 Usage held in 2 hands Bulk L --- This clay jar is filled with a warm fluid composed primarily of lagofir oil and natural fire retardants. You can pour the fluid in an empty area adjacent to you, or over an adjacent frozen object, with an Interact action. The fluid instantly melts non-magical ice and snow in the area and harmlessly vaporizes the resulting meltwater. When used to melt magical ice and snow, quickmelt slick attempts a counteract check with the listed counteract modifier to melt the ice and snow, using the source of that ice and snow to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Quickmelt Slick (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 5 gp Bulk L --- Lesser quickmelt slick melts ice and snow up to 1 foot in depth in one 5-foot square, or melts the ice covering a Small or smaller object. The slick has a +6 modifier for the counteract check and a counteract level of 1. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Quickmelt Slick (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 13 gp Bulk L --- Moderate quickmelt slick melts ice and snow up to 2 feet in depth in two adjacent 5-foot squares, or melts the ice covering a Medium or smaller object. The slick has a +8 modifier for the counteract check and a counteract level of 2. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Quickmelt Slick (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 310 gp Bulk L --- Greater quickmelt slick melts ice and snow up to 5 feet in depth in a 10-foot-square area or melts the ice covering a Large or smaller object. The slick has a +19 modifier for the counteract check and a counteract level of 6.","skill_mod":{},"summary":"This clay jar is filled with a warm fluid composed primarily of lagofir oil and natural fire retardants. You can pour the fluid in an empty area …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1516","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Quickmelt Slick","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1516"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1516","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":500,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1516-1435","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Quickmelt Slick May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 78 Usage held in 2 hands Bulk L --- This clay jar is filled with a warm fluid composed primarily of lagofir oil and natural fire retardants. You can pour the fluid in an empty area adjacent to you, or over an adjacent frozen object, with an Interact action. The fluid instantly melts non-magical ice and snow in the area and harmlessly vaporizes the resulting meltwater. When used to melt magical ice and snow, quickmelt slick attempts a counteract check with the listed counteract modifier to melt the ice and snow, using the source of that ice and snow to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Quickmelt Slick (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 5 gp Bulk L --- Lesser quickmelt slick melts ice and snow up to 1 foot in depth in one 5-foot square, or melts the ice covering a Small or smaller object. The slick has a +6 modifier for the counteract check and a counteract level of 1. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Quickmelt Slick (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 13 gp Bulk L --- Moderate quickmelt slick melts ice and snow up to 2 feet in depth in two adjacent 5-foot squares, or melts the ice covering a Medium or smaller object. The slick has a +8 modifier for the counteract check and a counteract level of 2. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Quickmelt Slick (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 310 gp Bulk L --- Greater quickmelt slick melts ice and snow up to 5 feet in depth in a 10-foot-square area or melts the ice covering a Large or smaller object. The slick has a +19 modifier for the counteract check and a counteract level of 6.","skill_mod":{},"summary":"Lesser quickmelt slick melts ice and snow up to 1 foot in depth in one 5-foot square, or melts the ice covering a Small or smaller object. The slick …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1516","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Quickmelt Slick (Lesser)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1516-1435"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1516","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":1300,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1516-1436","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Quickmelt Slick May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 78 Usage held in 2 hands Bulk L --- This clay jar is filled with a warm fluid composed primarily of lagofir oil and natural fire retardants. You can pour the fluid in an empty area adjacent to you, or over an adjacent frozen object, with an Interact action. The fluid instantly melts non-magical ice and snow in the area and harmlessly vaporizes the resulting meltwater. When used to melt magical ice and snow, quickmelt slick attempts a counteract check with the listed counteract modifier to melt the ice and snow, using the source of that ice and snow to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Quickmelt Slick (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 5 gp Bulk L --- Lesser quickmelt slick melts ice and snow up to 1 foot in depth in one 5-foot square, or melts the ice covering a Small or smaller object. The slick has a +6 modifier for the counteract check and a counteract level of 1. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Quickmelt Slick (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 13 gp Bulk L --- Moderate quickmelt slick melts ice and snow up to 2 feet in depth in two adjacent 5-foot squares, or melts the ice covering a Medium or smaller object. The slick has a +8 modifier for the counteract check and a counteract level of 2. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Quickmelt Slick (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 310 gp Bulk L --- Greater quickmelt slick melts ice and snow up to 5 feet in depth in a 10-foot-square area or melts the ice covering a Large or smaller object. The slick has a +19 modifier for the counteract check and a counteract level of 6.","skill_mod":{},"summary":"Moderate quickmelt slick melts ice and snow up to 2 feet in depth in two adjacent 5-foot squares, or melts the ice covering a Medium or smaller …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1516","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Quickmelt Slick (Moderate)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1516-1436"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1516","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":31000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1516-1437","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Quickmelt Slick May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 78 Usage held in 2 hands Bulk L --- This clay jar is filled with a warm fluid composed primarily of lagofir oil and natural fire retardants. You can pour the fluid in an empty area adjacent to you, or over an adjacent frozen object, with an Interact action. The fluid instantly melts non-magical ice and snow in the area and harmlessly vaporizes the resulting meltwater. When used to melt magical ice and snow, quickmelt slick attempts a counteract check with the listed counteract modifier to melt the ice and snow, using the source of that ice and snow to determine the counteract level and DC. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Quickmelt Slick (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 5 gp Bulk L --- Lesser quickmelt slick melts ice and snow up to 1 foot in depth in one 5-foot square, or melts the ice covering a Small or smaller object. The slick has a +6 modifier for the counteract check and a counteract level of 1. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Quickmelt Slick (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 13 gp Bulk L --- Moderate quickmelt slick melts ice and snow up to 2 feet in depth in two adjacent 5-foot squares, or melts the ice covering a Medium or smaller object. The slick has a +8 modifier for the counteract check and a counteract level of 2. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Quickmelt Slick (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 78 Price 310 gp Bulk L --- Greater quickmelt slick melts ice and snow up to 5 feet in depth in a 10-foot-square area or melts the ice covering a Large or smaller object. The slick has a +19 modifier for the counteract check and a counteract level of 6.","skill_mod":{},"summary":"Greater quickmelt slick melts ice and snow up to 5 feet in depth in a 10-foot-square area or melts the ice covering a Large or smaller object. The …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1516","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Quickmelt Slick (Greater)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1516-1437"},{"item_child_id":["equipment-1517-1438","equipment-1517-1439","equipment-1517-1440","equipment-1517-1441"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Alchemical","Bomb","Consumable","Nonlethal","Splash","Uncommon","Water"],"id":"equipment-1517","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Water Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 79 Usage held in 1 hand Bulk L Activate Single Action Strike --- This bladder of water explodes when put under pressure or upon being punctured, dealing minimal damage, neutralizing acids, and dousing flames. A water bomb deals the listed bludgeoning damage and bludgeoning splash damage. On a hit, if the target is suffering from persistent acid or persistent fire damage, it can attempt a flat check to end that persistent damage immediately. As this is particularly effective assistance, the DC of the flat check is reduced from 15 to 10 for this check. On a hit against an unattended, non-magical fire, the bomb extinguishes the fire, or extinguishes one square of fire for a larger fire. Many types grant an item bonus to attack rolls, and some types extinguish wider areas of fire. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Water Bomb (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 3 gp Bulk L --- The bomb deals 1 nonlethal bludgeoning damage and 1 nonlethal bludgeoning splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Water Bomb (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 1d4 nonlethal bludgeoning damage and 2 nonlethal bludgeoning splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Water Bomb (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 2d4 nonlethal bludgeoning damage and 3 nonlethal bludgeoning splash damage. Except on a critical failure, the bomb extinguishes non-magical fires within its splash area. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Water Bomb (Major) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 3d4 nonlethal bludgeoning damage and 4 nonlethal bludgeoning splash damage. Except on a critical failure, the bomb extinguishes nonmagical fires within its splash area. ","element":["Water"],"skill_mod":{},"summary":"This bladder of water explodes when put under pressure or upon being punctured, dealing minimal damage, neutralizing acids, and dousing flames. A …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity","Elemental","Planar"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1517","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Water Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1517"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1517","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":300,"trait":["Alchemical","Bomb","Consumable","Nonlethal","Splash","Uncommon","Water"],"id":"equipment-1517-1438","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Water Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 79 Usage held in 1 hand Bulk L Activate Single Action Strike --- This bladder of water explodes when put under pressure or upon being punctured, dealing minimal damage, neutralizing acids, and dousing flames. A water bomb deals the listed bludgeoning damage and bludgeoning splash damage. On a hit, if the target is suffering from persistent acid or persistent fire damage, it can attempt a flat check to end that persistent damage immediately. As this is particularly effective assistance, the DC of the flat check is reduced from 15 to 10 for this check. On a hit against an unattended, non-magical fire, the bomb extinguishes the fire, or extinguishes one square of fire for a larger fire. Many types grant an item bonus to attack rolls, and some types extinguish wider areas of fire. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Water Bomb (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 3 gp Bulk L --- The bomb deals 1 nonlethal bludgeoning damage and 1 nonlethal bludgeoning splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Water Bomb (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 1d4 nonlethal bludgeoning damage and 2 nonlethal bludgeoning splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Water Bomb (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 2d4 nonlethal bludgeoning damage and 3 nonlethal bludgeoning splash damage. Except on a critical failure, the bomb extinguishes non-magical fires within its splash area. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Water Bomb (Major) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 3d4 nonlethal bludgeoning damage and 4 nonlethal bludgeoning splash damage. Except on a critical failure, the bomb extinguishes nonmagical fires within its splash area. ","element":["Water"],"skill_mod":{},"summary":"The bomb deals 1 nonlethal bludgeoning damage and 1 nonlethal bludgeoning splash damage.","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity","Elemental","Planar"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1517","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Water Bomb (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1517-1438"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1517","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":1000,"trait":["Alchemical","Bomb","Consumable","Nonlethal","Splash","Uncommon","Water"],"id":"equipment-1517-1439","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Water Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 79 Usage held in 1 hand Bulk L Activate Single Action Strike --- This bladder of water explodes when put under pressure or upon being punctured, dealing minimal damage, neutralizing acids, and dousing flames. A water bomb deals the listed bludgeoning damage and bludgeoning splash damage. On a hit, if the target is suffering from persistent acid or persistent fire damage, it can attempt a flat check to end that persistent damage immediately. As this is particularly effective assistance, the DC of the flat check is reduced from 15 to 10 for this check. On a hit against an unattended, non-magical fire, the bomb extinguishes the fire, or extinguishes one square of fire for a larger fire. Many types grant an item bonus to attack rolls, and some types extinguish wider areas of fire. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Water Bomb (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 3 gp Bulk L --- The bomb deals 1 nonlethal bludgeoning damage and 1 nonlethal bludgeoning splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Water Bomb (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 1d4 nonlethal bludgeoning damage and 2 nonlethal bludgeoning splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Water Bomb (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 2d4 nonlethal bludgeoning damage and 3 nonlethal bludgeoning splash damage. Except on a critical failure, the bomb extinguishes non-magical fires within its splash area. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Water Bomb (Major) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 3d4 nonlethal bludgeoning damage and 4 nonlethal bludgeoning splash damage. Except on a critical failure, the bomb extinguishes nonmagical fires within its splash area. ","element":["Water"],"skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 1d4 nonlethal bludgeoning damage and 2 nonlethal bludgeoning splash damage.","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity","Elemental","Planar"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1517","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Water Bomb (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1517-1439"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1517","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":25000,"trait":["Alchemical","Bomb","Consumable","Nonlethal","Splash","Uncommon","Water"],"id":"equipment-1517-1440","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Water Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 79 Usage held in 1 hand Bulk L Activate Single Action Strike --- This bladder of water explodes when put under pressure or upon being punctured, dealing minimal damage, neutralizing acids, and dousing flames. A water bomb deals the listed bludgeoning damage and bludgeoning splash damage. On a hit, if the target is suffering from persistent acid or persistent fire damage, it can attempt a flat check to end that persistent damage immediately. As this is particularly effective assistance, the DC of the flat check is reduced from 15 to 10 for this check. On a hit against an unattended, non-magical fire, the bomb extinguishes the fire, or extinguishes one square of fire for a larger fire. Many types grant an item bonus to attack rolls, and some types extinguish wider areas of fire. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Water Bomb (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 3 gp Bulk L --- The bomb deals 1 nonlethal bludgeoning damage and 1 nonlethal bludgeoning splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Water Bomb (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 1d4 nonlethal bludgeoning damage and 2 nonlethal bludgeoning splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Water Bomb (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 2d4 nonlethal bludgeoning damage and 3 nonlethal bludgeoning splash damage. Except on a critical failure, the bomb extinguishes non-magical fires within its splash area. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Water Bomb (Major) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 3d4 nonlethal bludgeoning damage and 4 nonlethal bludgeoning splash damage. Except on a critical failure, the bomb extinguishes nonmagical fires within its splash area. ","element":["Water"],"skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 2d4 nonlethal bludgeoning damage and 3 nonlethal bludgeoning splash damage. Except on a …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity","Elemental","Planar"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1517","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Water Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1517-1440"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1517","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":250000,"trait":["Alchemical","Bomb","Consumable","Nonlethal","Splash","Uncommon","Water"],"id":"equipment-1517-1441","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Water Bomb May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 79 Usage held in 1 hand Bulk L Activate Single Action Strike --- This bladder of water explodes when put under pressure or upon being punctured, dealing minimal damage, neutralizing acids, and dousing flames. A water bomb deals the listed bludgeoning damage and bludgeoning splash damage. On a hit, if the target is suffering from persistent acid or persistent fire damage, it can attempt a flat check to end that persistent damage immediately. As this is particularly effective assistance, the DC of the flat check is reduced from 15 to 10 for this check. On a hit against an unattended, non-magical fire, the bomb extinguishes the fire, or extinguishes one square of fire for a larger fire. Many types grant an item bonus to attack rolls, and some types extinguish wider areas of fire. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Water Bomb (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 3 gp Bulk L --- The bomb deals 1 nonlethal bludgeoning damage and 1 nonlethal bludgeoning splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Water Bomb (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 1d4 nonlethal bludgeoning damage and 2 nonlethal bludgeoning splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Water Bomb (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 2d4 nonlethal bludgeoning damage and 3 nonlethal bludgeoning splash damage. Except on a critical failure, the bomb extinguishes non-magical fires within its splash area. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Water Bomb (Major) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 3d4 nonlethal bludgeoning damage and 4 nonlethal bludgeoning splash damage. Except on a critical failure, the bomb extinguishes nonmagical fires within its splash area. ","element":["Water"],"skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 3d4 nonlethal bludgeoning damage and 4 nonlethal bludgeoning splash damage. Except on a …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity","Elemental","Planar"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1517","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Water Bomb (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1517-1441"},{"item_child_id":["equipment-1518-1442","equipment-1518-1443","equipment-1518-1444","equipment-1518-1445"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-1518","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Winterstep Elixir May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 79 Usage held in 1 hand Bulk L Activate Single Action Interact --- This frigid white elixir widens your feet and lightens your steps, enabling you to walk across ice and snow without difficulty. You ignore the uneven ground and difficult terrain caused by ice, and the difficult terrain caused by snow (reducing greater difficult terrain caused by ice or snow to ordinary difficult terrain). <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Winterstep Elixir (Minor) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 6 gp Bulk L --- The duration is 1 minute. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Winterstep Elixir (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 36 gp Bulk L --- The duration is 10 minutes. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Winterstep Elixir (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 160 gp Bulk L --- The duration is 1 hour. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Winterstep Elixir (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 640 gp Bulk L --- The duration is 8 hours.","skill_mod":{},"summary":"This frigid white elixir widens your feet and lightens your steps, enabling you to walk across ice and snow without difficulty. You ignore the uneven …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1518","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Winterstep Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1518"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1518","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":600,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-1518-1442","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Winterstep Elixir May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 79 Usage held in 1 hand Bulk L Activate Single Action Interact --- This frigid white elixir widens your feet and lightens your steps, enabling you to walk across ice and snow without difficulty. You ignore the uneven ground and difficult terrain caused by ice, and the difficult terrain caused by snow (reducing greater difficult terrain caused by ice or snow to ordinary difficult terrain). <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Winterstep Elixir (Minor) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 6 gp Bulk L --- The duration is 1 minute. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Winterstep Elixir (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 36 gp Bulk L --- The duration is 10 minutes. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Winterstep Elixir (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 160 gp Bulk L --- The duration is 1 hour. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Winterstep Elixir (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 640 gp Bulk L --- The duration is 8 hours.","skill_mod":{},"summary":"The duration is 1 minute.","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1518","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Winterstep Elixir (Minor)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1518-1442"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1518","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":3600,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-1518-1443","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Winterstep Elixir May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 79 Usage held in 1 hand Bulk L Activate Single Action Interact --- This frigid white elixir widens your feet and lightens your steps, enabling you to walk across ice and snow without difficulty. You ignore the uneven ground and difficult terrain caused by ice, and the difficult terrain caused by snow (reducing greater difficult terrain caused by ice or snow to ordinary difficult terrain). <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Winterstep Elixir (Minor) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 6 gp Bulk L --- The duration is 1 minute. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Winterstep Elixir (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 36 gp Bulk L --- The duration is 10 minutes. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Winterstep Elixir (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 160 gp Bulk L --- The duration is 1 hour. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Winterstep Elixir (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 640 gp Bulk L --- The duration is 8 hours.","skill_mod":{},"summary":"The duration is 10 minutes.","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1518","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Winterstep Elixir (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1518-1443"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1518","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":16000,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-1518-1444","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Winterstep Elixir May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 79 Usage held in 1 hand Bulk L Activate Single Action Interact --- This frigid white elixir widens your feet and lightens your steps, enabling you to walk across ice and snow without difficulty. You ignore the uneven ground and difficult terrain caused by ice, and the difficult terrain caused by snow (reducing greater difficult terrain caused by ice or snow to ordinary difficult terrain). <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Winterstep Elixir (Minor) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 6 gp Bulk L --- The duration is 1 minute. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Winterstep Elixir (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 36 gp Bulk L --- The duration is 10 minutes. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Winterstep Elixir (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 160 gp Bulk L --- The duration is 1 hour. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Winterstep Elixir (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 640 gp Bulk L --- The duration is 8 hours.","skill_mod":{},"summary":"The duration is 1 hour.","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1518","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Winterstep Elixir (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1518-1444"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1518","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":64000,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-1518-1445","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Winterstep Elixir May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 79 Usage held in 1 hand Bulk L Activate Single Action Interact --- This frigid white elixir widens your feet and lightens your steps, enabling you to walk across ice and snow without difficulty. You ignore the uneven ground and difficult terrain caused by ice, and the difficult terrain caused by snow (reducing greater difficult terrain caused by ice or snow to ordinary difficult terrain). <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Winterstep Elixir (Minor) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 6 gp Bulk L --- The duration is 1 minute. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Winterstep Elixir (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 36 gp Bulk L --- The duration is 10 minutes. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Winterstep Elixir (Moderate) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 160 gp Bulk L --- The duration is 1 hour. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Winterstep Elixir (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 640 gp Bulk L --- The duration is 8 hours.","skill_mod":{},"summary":"The duration is 8 hours.","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":14,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1518","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Winterstep Elixir (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1518-1445"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":1500,"trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1519","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Irritating Thorn Snare May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 79 Price 15 gp --- You dip thorns, spines, or pine needles in a mild toxin that causes skin irritation and swelling, then lash them together into a ball. When a creature enters the snare's square, the thorny ball is lobbed at that creature, dealing 3d8 piercing damage. The creature must attempt a DC 19 Reflex save. Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage and 1d6 persistent poison damage. Critical Failure The target takes double damage and 2d6 persistent poison damage.\n","skill_mod":{},"summary":"You dip thorns, spines, or pine needles in a mild toxin that causes skin irritation and swelling, then lash them together into a ball. When a …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Equipment","Hazard","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1519","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Irritating Thorn Snare","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1519"},{"item_child_id":["equipment-1520-1446","equipment-1520-1447"],"primary_source_category":"Adventure Paths","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1520","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Smoke Screen Snare May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 80 --- You create a snare that releases a dense cloud of smoke when a creature enters the square, filling a specified area. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind. Craft Requirements Supply a lesser smokestick for the lesser snare or a greater smokestick for the greater snare. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Smoke Screen Snare (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 80 Price 3 gp Bulk L --- The smoke fills the snare's square and all adjacent squares. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Smoke Screen Snare (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 80 Price 60 gp Bulk L --- The smoke fills a 20-foot burst centered on the snare's square.","skill_mod":{},"summary":"You create a snare that releases a dense cloud of smoke when a creature enters the square, filling a specified area. All creatures within that area …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Equipment","Hazard","Rarity"],"level":1,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1520","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Smoke Screen Snare","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1520"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Snares","speed":{},"item_parent_id":"equipment-1520","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":300,"trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1520-1446","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Smoke Screen Snare May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 80 --- You create a snare that releases a dense cloud of smoke when a creature enters the square, filling a specified area. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind. Craft Requirements Supply a lesser smokestick for the lesser snare or a greater smokestick for the greater snare. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Smoke Screen Snare (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 80 Price 3 gp Bulk L --- The smoke fills the snare's square and all adjacent squares. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Smoke Screen Snare (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 80 Price 60 gp Bulk L --- The smoke fills a 20-foot burst centered on the snare's square.","skill_mod":{},"summary":"The smoke fills the snare's square and all adjacent squares.","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Equipment","Hazard","Rarity"],"level":1,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1520","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Smoke Screen Snare (Lesser)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1520-1446"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Snares","speed":{},"item_parent_id":"equipment-1520","weakness":{},"primary_source_group":"Quest for the Frozen Flame","price":6000,"trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-1520-1447","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Smoke Screen Snare May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 80 --- You create a snare that releases a dense cloud of smoke when a creature enters the square, filling a specified area. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind. Craft Requirements Supply a lesser smokestick for the lesser snare or a greater smokestick for the greater snare. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Smoke Screen Snare (Lesser) Source Pathfinder #176: Lost Mammoth Valley pg. 80 Price 3 gp Bulk L --- The smoke fills the snare's square and all adjacent squares. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Smoke Screen Snare (Greater) Source Pathfinder #176: Lost Mammoth Valley pg. 80 Price 60 gp Bulk L --- The smoke fills a 20-foot burst centered on the snare's square.","skill_mod":{},"summary":"The smoke fills a 20-foot burst centered on the snare's square.","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Equipment","Hazard","Rarity"],"level":7,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1520","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Smoke Screen Snare (Greater)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1520-1447"},{"primary_source_category":"Adventure Paths","usage":"affixed to weapon","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"evocation","price":1500,"trait":["Divine","Evocation","Magical","Talisman","Uncommon"],"id":"equipment-1521","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Blessed Ampoule May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 80 Price 15 gp Usage affixed to weapon Activate Free Action envision Trigger Your Strike with the affixed weapon hits a target Requirement You're an expert with the affixed weapon. --- This small glass vial contains a drop of holy water . When activated, the weapon's physical damage for the Strike becomes good damage.\n","skill_mod":{},"summary":"This small glass vial contains a drop of holy water . When activated, the weapon's physical damage for the Strike becomes good damage.","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Tradition","School","Mechanics","Equipment","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","requirement":"You're an expert with the affixed weapon.","trigger":"Your Strike with the affixed weapon hits a target","resistance":{},"url":"/Equipment.aspx?ID=1521","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Blessed Ampoule","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-1521"},{"primary_source_category":"Adventure Paths","usage":"affixed to weapon","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"transmutation","price":3000,"trait":["Magical","Talisman","Transmutation","Uncommon"],"id":"equipment-1522","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Malleable Clay May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 80 Price 30 gp Usage affixed to weapon Activate Free Action envision Trigger You Strike with the affixed weapon Requirement You're trained in the affixed weapon. --- This small lump of clay is malleable and can be molded into innumerable shapes and forms. When affixed, the clay takes on the appearance of the affixed weapon. When activated, the affixed weapon gains the versatile bludgeoning, versatile piercing, and versatile slashing weapon traits for the triggering Strike and all other attacks for 1 minute. With each attack, the clay changes shape, taking on the appearance of a different weapon that deals damage of the chosen damage type.\n","skill_mod":{},"summary":"This small lump of clay is malleable and can be molded into innumerable shapes and forms. When affixed, the clay takes on the appearance of the …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Mechanics","Equipment","School","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","requirement":"You're trained in the affixed weapon.","trigger":"You Strike with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=1522","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Malleable Clay","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-1522"},{"primary_source_category":"Adventure Paths","usage":"affixed to weapon","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"abjuration","price":900,"trait":["Abjuration","Magical","Talisman","Uncommon"],"id":"equipment-1523","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Merciful Charm May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 80 Price 9 gp Usage affixed to weapon Activate Free Action envision Trigger You Strike with the affixed weapon Requirement You're trained in the affixed weapon. --- This small limestone pendant is typically carved in the shape of clasped hands. When activated, the affixed weapon gains the nonlethal trait for the triggering attack and all other attacks for 1 minute.\n","skill_mod":{},"summary":"This small limestone pendant is typically carved in the shape of clasped hands. When activated, the affixed weapon gains the nonlethal trait for …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["School","Mechanics","Equipment","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","requirement":"You're trained in the affixed weapon.","trigger":"You Strike with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=1523","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Merciful Charm","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-1523"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"transmutation","price":10000,"trait":["Magical","Talisman","Transmutation","Uncommon"],"id":"equipment-1524","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Runescribed Disk May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 80 Price 100 gp Usage affixed to armor Activate Free Action envision Trigger You use an action with the move trait Requirement You're an expert in Acrobatics. --- This decorative silver disk is inscribed with magical runes, similar in appearance to a miniature teleportation circle but with the runes indicating movement encircled by runes associated with time. When you activate the disk, you flicker out of sight, seeming to teleport directly to your destination as you accelerate your flow of time dramatically for the duration of your move action. Your movement doesn't trigger reactions.\n","skill_mod":{},"summary":"This decorative silver disk is inscribed with magical runes, similar in appearance to a miniature teleportation circle but with the runes indicating …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Mechanics","Equipment","School","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","requirement":"You're an expert in Acrobatics .","trigger":"You use an action with the move trait","resistance":{},"url":"/Equipment.aspx?ID=1524","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Runescribed Disk","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-1524"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"abjuration","price":15500,"trait":["Abjuration","Invested","Magical","Unique"],"id":"equipment-1525","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Metuak's Pendant May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 81 Price 155 gp Usage worn Bulk L --- This black quartz pendant carved in the shape of an angel's feather hangs from a leather cord worn around the neck. Once worn by Metuak of the Burning Mammoths, this family heirloom anchors you to your ancestors, preserving your sense of self and protecting your mind from mental manipulation and demonic possession. You gain a +1 item bonus to saving throws against mental effects that would make you confused, controlled, frightened, or stupefied. This bonus increases to +2 if the source of the effect is a fiend. Activate Reaction ; Frequency once per hour; Trigger You succeed or critically succeed at a saving throw against a mental effect that would make you confused, controlled, frightened, or stupefied; Effect Empowered by your determination, your ancestors protect you and your nearby allies. For 1 minute, you and each of your allies within 30 feet gains a +1 status bonus to saving throws against mental effects that would make you confused, controlled, frightened, or stupefied.\n","skill_mod":{},"summary":"This black quartz pendant carved in the shape of an angel's feather hangs from a leather cord worn around the neck. Once worn by Metuak of the …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1525","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Metuak's Pendant","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-1525"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #176: Lost Mammoth Valley","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"enchantment","price":22500,"trait":["Enchantment","Invested","Magical","Uncommon"],"id":"equipment-1526","text":"<title level=\"1\" right=\"Item 6\" pfs=\"\" > Spiritsight Ring May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 81, Treasure Vault (Remastered) pg. 154 Price 225 gp Usage worn --- The opal set in this intricately carved ivory ring eventually becomes translucent and tickles your finger whenever an incorporeal creature is nearby. When in the presence of a nearby incorporeal creature, even if it's within a solid object, you eventually detect the creature, though you might not do so instantly, and you can't pinpoint the location. This acts as a vague sense, similar to humans' sense of smell. An incorporeal creature trying to hide its presence from this sense attempts a Stealth check against your Perception DC to hide from your vague sense, as normal for attempting to foil special senses. You gain a +2 item bonus when using the Seek action to find hidden or undetected incorporeal creatures within 30 feet of you.\n","skill_mod":{},"summary":"The opal set in this intricately carved ivory ring eventually becomes translucent and tickles your finger whenever an incorporeal creature is …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["School","Equipment","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1526","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Spiritsight Ring","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-1526"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #176: Lost Mammoth Valley","Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"transmutation","price":21000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-1527","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Sure-Step Crampons May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 81, Treasure Vault (Remastered) pg. 146 Price 210 gp Usage worn Bulk 1 --- These sturdy leather boots have warm fur lining and magically augmented steel crampons that offer the wearer purchase on even the slipperiest ice slicks. Sure-step crampons allow you to walk across ice without difficulty, ignoring the uneven ground and difficult terrain caused by ice, and reducing greater difficult terrain caused by ice to ordinary difficult terrain. Activate Single Action Interact; Requirements You're standing on an earthen, icy, or wooden surface; Effect You dig the crampons into the spot where you're standing, offering additional support until the next time you move. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone. The bonus lasts until you move from your current spot.\n","skill_mod":{},"summary":"These sturdy leather boots have warm fur lining and magically augmented steel crampons that offer the wearer purchase on even the slipperiest ice …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Equipment","Mechanics","School","Rarity"],"level":6,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1527","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Sure-Step Crampons","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1527"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #174: Shadows of the Ancients"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"necromancy","trait":["Artifact","Divine","Invested","Necromancy","Unique"],"id":"equipment-1528","text":"<title level=\"1\" right=\"Item 26\" pfs=\"\" > Ancestral Embrace May contain spoilers from Strength of Thousands Source Pathfinder #174: Shadows of the Ancients pg. 76 Usage worn armor Bulk 1 Base Armor Leather Armor --- This brightly colored +4 major resilient leather armor is inscribed with a spiral that has no end or beginning. Though it is a symbol of the ancient religion of Holy Xatramba, it also serves as a religious symbol of Pharasma. When you invest the armor, you gain negative resistance 25 and can draw on the power of your ancestors. You gain an ancestry feat from your ancestry; the feat can be any level, but you must meet any other prerequisites of the feat. You lose the feat when the investment ends, and you can select a different feat each time you invest the armor again. Activate Free Action envision; Frequency once per day; Trigger You use an ancestry feat that has a limited number of uses per day; Effect You gain an additional use of the ancestry feat. If you do not use it before the next time you make your daily preparations, the use is lost. Activate Free Action envision; Trigger You begin casting a legend lore ritual to learn legends about your ancestry or about someone of your ancestry; Effect Ancestral Embrace reduces the casting time of this ritual to 1 hour, and you don't need secondary casters for this ritual. Activate Two Actions command, Interact; Frequency once per day; Effect The armor casts avatar , granting these specific additional abilities instead of those associated with a deity: Speed 70 feet, air walk , ignore difficult terrain and greater difficult terrain; Melee Single Action spear (reach 15 feet, thrown 50 feet), Damage 6d6+6 piercing; Ranged Single Action blowgun (range 120 feet), Damage 1d6+3 piercing plus 5d6 poison. Destruction Ancestral Embrace crumbles if its wearer intentionally and knowingly kills or desecrates the remains of six generations of their family.\n","skill_mod":{},"summary":"This brightly colored +4 major resilient leather armor is inscribed with a spiral that has no end or beginning. Though it is a symbol of the …","primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Equipment","Tradition","School","Rarity"],"level":26,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1528","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","base_item":["Leather Armor"],"name":"Ancestral Embrace","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-1528"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #174: Shadows of the Ancients"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"divination","trait":["Artifact","Divination","Magical","Rare"],"id":"equipment-1529","text":"<title level=\"1\" right=\"Item 21\" pfs=\"\" > Halcyon Heart May contain spoilers from Strength of Thousands Source Pathfinder #174: Shadows of the Ancients pg. 77 Usage held in 2 hands Bulk 1 --- This shekere features carved prayers barely visible under a fine silk net of colorful beads. The handheld percussion instrument grants a +3 item bonus to Performance checks while playing music with it. In addition, when you Perform with it, you can make it heard by any number of creatures within 100 miles. You can specify one or more specific creatures, or otherwise describe those who will hear it, such as all humans, or all inhabitants of a village. You can send a message through the music that the targets understand. Demons and creatures connected to demons (such as a creature whose deity is a demon lord or a sorcerer with the demonic bloodline) can't easily understand any messages conveyed in this way, even if you wish to send the message to them. They must attempt a Society check against your Performance DC or against DC 40, whichever is higher. If your Performance DC is higher than DC 40 and you want demons to be able to understand the message, you can choose to use DC 40 instead. Success They understand the message. Failure They don't understand the message but are aware there was one. Critical Failure They don't realize the sound of the halcyon heart contains a message. Activate Two Actions command, Interact; Requirements The halcyon heart has its net of beads; Effect You pull the net off the halcyon heart and throw it at a creature within 20 feet, using your attack bonus for a ranged simple weapon. On a hit, the net grows and envelops the creature, which becomes flat-footed and takes a –10-foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also immobilized until it Escapes. The net also attempts to counteract teleportation effects and planar travel of the creature it's entrapping. The Escape DC is 44, and the net has a counteract level of 9 and a counteract modifier of +38. If the target is a demon or connected to a demon, they must roll twice and take the lower result on all attempts to Escape (this is a misfortune effect), and for counteract checks, the net rolls twice and takes the higher result (this is a fortune effect). You can't Perform with the halcyon heart while it doesn't have its net. So long as the net doesn't contain a creature, you can restore it with a single action, which has the concentrate trait. Destruction If the Gorilla King plays a halcyon heart in front of Angazhan's totem, the gourd decomposes, the net frays, and the beads shatter.\n","skill_mod":{},"summary":"This shekere features carved prayers barely visible under a fine silk net of colorful beads. The handheld percussion instrument grants a +3 item …","primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Equipment","School","Mechanics","Rarity"],"level":21,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1529","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Halcyon Heart","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-1529"},{"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #174: Shadows of the Ancients"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","school":"conjuration","trait":["Artifact","Conjuration","Invested","Magical","Primal","Unique"],"id":"equipment-1530","text":"<title level=\"1\" right=\"Item 22\" pfs=\"\" > Shadowed Scale, the Jungle Secret May contain spoilers from Strength of Thousands Source Pathfinder #174: Shadows of the Ancients pg. 77 Usage worn mask Bulk L --- This gold-inlaid wooden mask depicts the reptilian visage of a mokele-mbembe, a jungle predator seen by the Mwangi as embodiments of nature's strength and majesty. If you're a Magaambyan who already has a mask, you can use Shadowed Scale, the Jungle Secret in lieu of your own mask for the purposes of mask-related abilities, such as Magic Warrior Dedication. When you wear the mask, you are always concealed while in a jungle. Activate Single Action envision; Requirements Your last action was a melee Strike that killed a living creature or destroyed an undead creature; Effect You cause the body to decompose into a pile of fertile soil. The creature's body is completely destroyed at the start of your next turn, and it can only be returned to life with the use of powerful magic such as miracle or wish . Activate Single Action Interact; Frequency once per hour; Requirements You are adjacent to the body of a creature you killed that has decomposed into soil; Effect You pull a seed from the mask and throw it into the soil, where it sprouts. You cast summon plant or fungus ; the spell is heightened to a level equal to one-half of the slain creature's level, rounded up. When the spell's duration ends, the plant creature returns to the soil, where it roots itself and becomes a non-creature piece of flora. Destruction If the progenitor of all mokele-mbembes stomps on the mask, it is crushed to splinters.\n","skill_mod":{},"summary":"This gold-inlaid wooden mask depicts the reptilian visage of a mokele-mbembe , a jungle predator seen by the Mwangi as embodiments of nature's …","primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Equipment","School","Mechanics","Tradition","Rarity"],"level":22,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1530","source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Shadowed Scale, the Jungle Secret","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-1530"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #177: Burning Tundra"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"evocation","price":200000,"trait":["Evocation","Magical","Unique"],"id":"equipment-1531","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Mammoth Bow May contain spoilers from Quest for the Frozen Flame Source Pathfinder #177: Burning Tundra pg. 74 Price 2,000 gp Usage held in 1 hand Bulk 4 Base Weapon Composite Longbow --- This heavy, 12-foot-tall +2 striking composite longbow is fashioned from mammoth tusks lashed together. Due to its great size, you can attack with the Mammoth Bow only if you're Large or larger. The Mammoth Bow deals 2d6 additional piercing damage because of its incredible, magically enhanced draw power. Additionally, the Mammoth Bow has a 180-foot range increment instead of a 100-foot range increment, but its volley range increases from 30 feet to 50 feet.\n","skill_mod":{},"summary":"This heavy, 12-foot-tall +2 striking composite longbow is fashioned from mammoth tusks lashed together. Due to its great size, you can attack …","primary_source":"Pathfinder #177: Burning Tundra","trait_group":["School","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1531","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","base_item":["Composite Longbow"],"name":"Mammoth Bow","bulk":4,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-1531"},{"item_child_id":["equipment-1532-1448","equipment-1532-1449","equipment-1532-1450","equipment-1532-1451"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Book of the Dead"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Fire","Light","Positive","Splash","Vitality"],"id":"equipment-1532","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bottled Sunlight Source Book of the Dead pg. 18 Usage held in 1 hand Bulk L Activate Single Action Interact --- This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet). During this hour, it can be thrown like a bomb. This requires a single action to Activate with a Strike, like other bombs, and deals the damage below. If it's not thrown within an hour of the first activation, it defuses harmlessly and is consumed. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bottled Sunlight (Lesser) Source Book of the Dead pg. 18 Price 7 gp Bulk L --- The bomb deals 1d4 positive damage and 1 positive splash damage, as well as 1d4 additional fire damage. As normal, positive damage harms only undead and other creatures with negative healing. Undead with a particular vulnerability to sunlight (such as vampires or wraiths) take the maximum amount of positive damage from bottled sunlight (4 instead of 1d4). For any ability that depends on the number of weapon dice bottled sunlight has, count only the positive damage dice. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bottled Sunlight (Moderate) Source Book of the Dead pg. 18 Price 20 gp Bulk L --- The bomb deals 2d4 positive damage, 2 positive splash damage, and 2d4 additional fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bottled Sunlight (Greater) Source Book of the Dead pg. 18 Price 360 gp Bulk L --- The bomb deals 3d4 positive damage, 3 positive splash damage, and 3d4 additional fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Bottled Sunlight (Major) Source Book of the Dead pg. 18 Price 4,500 gp Bulk L --- The bomb deals 4d4 positive damage, 4 positive splash damage, and 4d4 additional fire damage.","element":["Fire"],"skill_mod":{},"summary":"This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to …","primary_source":"Book of the Dead","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Creature Type"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1532","name":"Bottled Sunlight","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1532"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Book of the Dead"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1532","weakness":{},"price":700,"trait":["Alchemical","Bomb","Consumable","Fire","Light","Positive","Splash","Vitality"],"id":"equipment-1532-1448","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bottled Sunlight Source Book of the Dead pg. 18 Usage held in 1 hand Bulk L Activate Single Action Interact --- This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet). During this hour, it can be thrown like a bomb. This requires a single action to Activate with a Strike, like other bombs, and deals the damage below. If it's not thrown within an hour of the first activation, it defuses harmlessly and is consumed. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bottled Sunlight (Lesser) Source Book of the Dead pg. 18 Price 7 gp Bulk L --- The bomb deals 1d4 positive damage and 1 positive splash damage, as well as 1d4 additional fire damage. As normal, positive damage harms only undead and other creatures with negative healing. Undead with a particular vulnerability to sunlight (such as vampires or wraiths) take the maximum amount of positive damage from bottled sunlight (4 instead of 1d4). For any ability that depends on the number of weapon dice bottled sunlight has, count only the positive damage dice. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bottled Sunlight (Moderate) Source Book of the Dead pg. 18 Price 20 gp Bulk L --- The bomb deals 2d4 positive damage, 2 positive splash damage, and 2d4 additional fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bottled Sunlight (Greater) Source Book of the Dead pg. 18 Price 360 gp Bulk L --- The bomb deals 3d4 positive damage, 3 positive splash damage, and 3d4 additional fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Bottled Sunlight (Major) Source Book of the Dead pg. 18 Price 4,500 gp Bulk L --- The bomb deals 4d4 positive damage, 4 positive splash damage, and 4d4 additional fire damage.","element":["Fire"],"skill_mod":{},"summary":"The bomb deals 1d4 positive damage and 1 positive splash damage, as well as 1d4 additional fire damage. As normal, positive damage harms only …","primary_source":"Book of the Dead","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Creature Type"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1532","name":"Bottled Sunlight (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1532-1448"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Book of the Dead"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1532","weakness":{},"price":2000,"trait":["Alchemical","Bomb","Consumable","Fire","Light","Positive","Splash","Vitality"],"id":"equipment-1532-1449","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bottled Sunlight Source Book of the Dead pg. 18 Usage held in 1 hand Bulk L Activate Single Action Interact --- This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet). During this hour, it can be thrown like a bomb. This requires a single action to Activate with a Strike, like other bombs, and deals the damage below. If it's not thrown within an hour of the first activation, it defuses harmlessly and is consumed. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bottled Sunlight (Lesser) Source Book of the Dead pg. 18 Price 7 gp Bulk L --- The bomb deals 1d4 positive damage and 1 positive splash damage, as well as 1d4 additional fire damage. As normal, positive damage harms only undead and other creatures with negative healing. Undead with a particular vulnerability to sunlight (such as vampires or wraiths) take the maximum amount of positive damage from bottled sunlight (4 instead of 1d4). For any ability that depends on the number of weapon dice bottled sunlight has, count only the positive damage dice. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bottled Sunlight (Moderate) Source Book of the Dead pg. 18 Price 20 gp Bulk L --- The bomb deals 2d4 positive damage, 2 positive splash damage, and 2d4 additional fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bottled Sunlight (Greater) Source Book of the Dead pg. 18 Price 360 gp Bulk L --- The bomb deals 3d4 positive damage, 3 positive splash damage, and 3d4 additional fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Bottled Sunlight (Major) Source Book of the Dead pg. 18 Price 4,500 gp Bulk L --- The bomb deals 4d4 positive damage, 4 positive splash damage, and 4d4 additional fire damage.","element":["Fire"],"skill_mod":{},"summary":"The bomb deals 2d4 positive damage, 2 positive splash damage, and 2d4 additional fire damage.","primary_source":"Book of the Dead","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Creature Type"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1532","name":"Bottled Sunlight (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1532-1449"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Book of the Dead"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1532","weakness":{},"price":36000,"trait":["Alchemical","Bomb","Consumable","Fire","Light","Positive","Splash","Vitality"],"id":"equipment-1532-1450","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bottled Sunlight Source Book of the Dead pg. 18 Usage held in 1 hand Bulk L Activate Single Action Interact --- This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet). During this hour, it can be thrown like a bomb. This requires a single action to Activate with a Strike, like other bombs, and deals the damage below. If it's not thrown within an hour of the first activation, it defuses harmlessly and is consumed. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bottled Sunlight (Lesser) Source Book of the Dead pg. 18 Price 7 gp Bulk L --- The bomb deals 1d4 positive damage and 1 positive splash damage, as well as 1d4 additional fire damage. As normal, positive damage harms only undead and other creatures with negative healing. Undead with a particular vulnerability to sunlight (such as vampires or wraiths) take the maximum amount of positive damage from bottled sunlight (4 instead of 1d4). For any ability that depends on the number of weapon dice bottled sunlight has, count only the positive damage dice. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bottled Sunlight (Moderate) Source Book of the Dead pg. 18 Price 20 gp Bulk L --- The bomb deals 2d4 positive damage, 2 positive splash damage, and 2d4 additional fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bottled Sunlight (Greater) Source Book of the Dead pg. 18 Price 360 gp Bulk L --- The bomb deals 3d4 positive damage, 3 positive splash damage, and 3d4 additional fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Bottled Sunlight (Major) Source Book of the Dead pg. 18 Price 4,500 gp Bulk L --- The bomb deals 4d4 positive damage, 4 positive splash damage, and 4d4 additional fire damage.","element":["Fire"],"skill_mod":{},"summary":"The bomb deals 3d4 positive damage, 3 positive splash damage, and 3d4 additional fire damage.","primary_source":"Book of the Dead","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Creature Type"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1532","name":"Bottled Sunlight (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1532-1450"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Book of the Dead"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1532","weakness":{},"price":450000,"trait":["Alchemical","Bomb","Consumable","Fire","Light","Positive","Splash","Vitality"],"id":"equipment-1532-1451","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bottled Sunlight Source Book of the Dead pg. 18 Usage held in 1 hand Bulk L Activate Single Action Interact --- This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet). During this hour, it can be thrown like a bomb. This requires a single action to Activate with a Strike, like other bombs, and deals the damage below. If it's not thrown within an hour of the first activation, it defuses harmlessly and is consumed. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bottled Sunlight (Lesser) Source Book of the Dead pg. 18 Price 7 gp Bulk L --- The bomb deals 1d4 positive damage and 1 positive splash damage, as well as 1d4 additional fire damage. As normal, positive damage harms only undead and other creatures with negative healing. Undead with a particular vulnerability to sunlight (such as vampires or wraiths) take the maximum amount of positive damage from bottled sunlight (4 instead of 1d4). For any ability that depends on the number of weapon dice bottled sunlight has, count only the positive damage dice. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bottled Sunlight (Moderate) Source Book of the Dead pg. 18 Price 20 gp Bulk L --- The bomb deals 2d4 positive damage, 2 positive splash damage, and 2d4 additional fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bottled Sunlight (Greater) Source Book of the Dead pg. 18 Price 360 gp Bulk L --- The bomb deals 3d4 positive damage, 3 positive splash damage, and 3d4 additional fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Bottled Sunlight (Major) Source Book of the Dead pg. 18 Price 4,500 gp Bulk L --- The bomb deals 4d4 positive damage, 4 positive splash damage, and 4d4 additional fire damage.","element":["Fire"],"skill_mod":{},"summary":"The bomb deals 4d4 positive damage, 4 positive splash damage, and 4d4 additional fire damage.","primary_source":"Book of the Dead","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Creature Type"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1532","name":"Bottled Sunlight (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1532-1451"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Book of the Dead","Tian Xia Character Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"necromancy","price":1500000,"trait":["Good","Magical","Necromancy","Positive","Rare","Vitality"],"id":"equipment-1533","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Celestial Peachwood Sword Source Book of the Dead pg. 18, Tian Xia Character Guide pg. 128 Price 15,000 gp Usage held in 1 hand Bulk L Base Weapon Shortsword --- From blade to pommel, this sword is carved from a branch of the now-extinct celestial peach tree. The blade of this +3 greater striking disrupting holy peachwood shortsword has ancient runes that can permanently destroy the most powerful undead—if you are willing to pay the price. An undead creature of 12th level or lower that takes damage from a Strike with the sword takes 10d6 positive damage (DC 35 basic Fortitude save). This damage is separate from the Strike itself and isn't included in any effect based on the Strike's damage. Activate Reaction envision; Trigger You critically hit an undead creature with the celestial peachwood sword ; Requirements once per day; Effect The creature must succeed at a DC 35 Fortitude save or be destroyed. If the undead fails its saving throw and is destroyed, you suffer a backlash, taking 1d6 negative damage per level of the destroyed undead.\n","skill_mod":{},"summary":"From blade to pommel, this sword is carved from a branch of the now-extinct celestial peach tree. The blade of this +3 greater striking …","primary_source":"Book of the Dead","trait_group":["Alignment","Mechanics","School","Energy","Planar","Creature Type","Rarity"],"level":17,"source_category":["Rulebooks","Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1533","base_item":["Shortsword"],"name":"Celestial Peachwood Sword","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1533"},{"item_child_id":["equipment-1534-1452","equipment-1534-1453","equipment-1534-1454"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Book of the Dead"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"evocation","trait":["Divine","Evocation","Uncommon"],"id":"equipment-1534","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Dawnlight Source Book of the Dead pg. 18 Usage held in 1 hand Bulk L --- This shining symbol of Sarenrae depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect feather floating inside, glowing bright as a candle with the light of the goddess. Activate Cast a Spell; Frequency once per day for each spell; Effect The dawnlight casts 1st-level disrupt undead or light . The dawnlight's spell attack roll and counteract modifier are +7, and any spell with the light trait is treated as though its counteract level were 1 higher for counteracting darkness. Craft Requirements You have a spellcasting class feature with the divine tradition. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Dawnlight Source Book of the Dead pg. 18 Price 60 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Dawnlight (Greater) Source Book of the Dead pg. 18 Price 320 gp Bulk L --- Whenever you successfully counteract magical darkness while holding this symbol, the clash of magic unleashes a momentary flash of light. Creatures with darkvision in the area of the light spell or targeted by it must succeed at a DC 23 Fortitude save or be dazzled for 1 round. Those with light blindness are also exposed to bright light. Change the list of spells to 3rd-level versions of disrupt undead , light , and searing light . The spell attack roll and counteract modifier are +13. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Dawnlight (Major) Source Book of the Dead pg. 18 Price 1,300 gp Bulk L --- A major dawnlight creates a flash of light like a greater dawnlight , but the DC is 28. Change the list of spells to 5th-level versions of disrupt undead and light , and 4th-level versions of searing light and vital beacon . The spell attack roll and counteract modifier are +18.","skill_mod":{},"summary":"This shining symbol of Sarenrae depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect …","primary_source":"Book of the Dead","trait_group":["Tradition","School","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1534","name":"Dawnlight","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1534"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Book of the Dead"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1534","weakness":{},"school":"evocation","price":6000,"trait":["Divine","Evocation","Uncommon"],"id":"equipment-1534-1452","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Dawnlight Source Book of the Dead pg. 18 Usage held in 1 hand Bulk L --- This shining symbol of Sarenrae depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect feather floating inside, glowing bright as a candle with the light of the goddess. Activate Cast a Spell; Frequency once per day for each spell; Effect The dawnlight casts 1st-level disrupt undead or light . The dawnlight's spell attack roll and counteract modifier are +7, and any spell with the light trait is treated as though its counteract level were 1 higher for counteracting darkness. Craft Requirements You have a spellcasting class feature with the divine tradition. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Dawnlight Source Book of the Dead pg. 18 Price 60 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Dawnlight (Greater) Source Book of the Dead pg. 18 Price 320 gp Bulk L --- Whenever you successfully counteract magical darkness while holding this symbol, the clash of magic unleashes a momentary flash of light. Creatures with darkvision in the area of the light spell or targeted by it must succeed at a DC 23 Fortitude save or be dazzled for 1 round. Those with light blindness are also exposed to bright light. Change the list of spells to 3rd-level versions of disrupt undead , light , and searing light . The spell attack roll and counteract modifier are +13. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Dawnlight (Major) Source Book of the Dead pg. 18 Price 1,300 gp Bulk L --- A major dawnlight creates a flash of light like a greater dawnlight , but the DC is 28. Change the list of spells to 5th-level versions of disrupt undead and light , and 4th-level versions of searing light and vital beacon . The spell attack roll and counteract modifier are +18.","skill_mod":{},"summary":"This shining symbol of Sarenrae depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect …","primary_source":"Book of the Dead","trait_group":["Tradition","School","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1534","name":"Dawnlight","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1534-1452"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Book of the Dead"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1534","weakness":{},"school":"evocation","price":32000,"trait":["Divine","Evocation","Uncommon"],"id":"equipment-1534-1453","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Dawnlight Source Book of the Dead pg. 18 Usage held in 1 hand Bulk L --- This shining symbol of Sarenrae depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect feather floating inside, glowing bright as a candle with the light of the goddess. Activate Cast a Spell; Frequency once per day for each spell; Effect The dawnlight casts 1st-level disrupt undead or light . The dawnlight's spell attack roll and counteract modifier are +7, and any spell with the light trait is treated as though its counteract level were 1 higher for counteracting darkness. Craft Requirements You have a spellcasting class feature with the divine tradition. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Dawnlight Source Book of the Dead pg. 18 Price 60 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Dawnlight (Greater) Source Book of the Dead pg. 18 Price 320 gp Bulk L --- Whenever you successfully counteract magical darkness while holding this symbol, the clash of magic unleashes a momentary flash of light. Creatures with darkvision in the area of the light spell or targeted by it must succeed at a DC 23 Fortitude save or be dazzled for 1 round. Those with light blindness are also exposed to bright light. Change the list of spells to 3rd-level versions of disrupt undead , light , and searing light . The spell attack roll and counteract modifier are +13. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Dawnlight (Major) Source Book of the Dead pg. 18 Price 1,300 gp Bulk L --- A major dawnlight creates a flash of light like a greater dawnlight , but the DC is 28. Change the list of spells to 5th-level versions of disrupt undead and light , and 4th-level versions of searing light and vital beacon . The spell attack roll and counteract modifier are +18.","skill_mod":{},"summary":"Whenever you successfully counteract magical darkness while holding this symbol, the clash of magic unleashes a momentary flash of light. Creatures …","primary_source":"Book of the Dead","trait_group":["Tradition","School","Rarity"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1534","name":"Dawnlight (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1534-1453"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Book of the Dead"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1534","weakness":{},"school":"evocation","price":130000,"trait":["Divine","Evocation","Uncommon"],"id":"equipment-1534-1454","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Dawnlight Source Book of the Dead pg. 18 Usage held in 1 hand Bulk L --- This shining symbol of Sarenrae depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect feather floating inside, glowing bright as a candle with the light of the goddess. Activate Cast a Spell; Frequency once per day for each spell; Effect The dawnlight casts 1st-level disrupt undead or light . The dawnlight's spell attack roll and counteract modifier are +7, and any spell with the light trait is treated as though its counteract level were 1 higher for counteracting darkness. Craft Requirements You have a spellcasting class feature with the divine tradition. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Dawnlight Source Book of the Dead pg. 18 Price 60 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Dawnlight (Greater) Source Book of the Dead pg. 18 Price 320 gp Bulk L --- Whenever you successfully counteract magical darkness while holding this symbol, the clash of magic unleashes a momentary flash of light. Creatures with darkvision in the area of the light spell or targeted by it must succeed at a DC 23 Fortitude save or be dazzled for 1 round. Those with light blindness are also exposed to bright light. Change the list of spells to 3rd-level versions of disrupt undead , light , and searing light . The spell attack roll and counteract modifier are +13. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Dawnlight (Major) Source Book of the Dead pg. 18 Price 1,300 gp Bulk L --- A major dawnlight creates a flash of light like a greater dawnlight , but the DC is 28. Change the list of spells to 5th-level versions of disrupt undead and light , and 4th-level versions of searing light and vital beacon . The spell attack roll and counteract modifier are +18.","skill_mod":{},"summary":"A major dawnlight creates a flash of light like a greater dawnlight , but the DC is 28. Change the list of spells to 5th-level versions of …","primary_source":"Book of the Dead","trait_group":["Tradition","School","Rarity"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1534","name":"Dawnlight (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1534-1454"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Book of the Dead"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1200,"trait":["Alchemical","Consumable"],"id":"equipment-1535","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Ectoplasmic Tracer Source Book of the Dead pg. 19 Price 12 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This sticky, fluorescing substance, stored in an atomizing nozzle, sprays all creatures within a 15-foot cone when released. This marks any incorporeal creatures in the cone for 1d4 days. Anyone attempting to Track a marked creature gains a +2 item bonus to the check. The tracer has no effect on corporeal creatures, nor incorporeal creatures not formed of spiritual essence, such as animate dreams that are purely mental in nature. A marked creature that's aware of the tracer can attempt to remove it, but the process is lengthy and unpleasant. It takes 10 minutes of scraping through its incorporeal form to remove the tracer's effects.\n","skill_mod":{},"summary":"This sticky, fluorescing substance, stored in an atomizing nozzle, sprays all creatures within a 15-foot cone when released. This marks any …","primary_source":"Book of the Dead","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1535","name":"Ectoplasmic Tracer","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1535"},{"item_child_id":["equipment-1536-1455","equipment-1536-1456"],"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","trait":["Consumable","Enchantment","Magical"],"id":"equipment-1536","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Feast of Hungry Ghosts Source Book of the Dead pg. 19 Activate 1 hour (Interact) --- This lavish meal with meats, fresh and dried fruits, grains, and wine smells absolutely scrumptious, especially to undead. It comes complete with dishes and dining utensils. You spend an hour setting up this feast to feed one undead creature, who is present throughout the process. The undead must be willing, but the food smells delicious and feeds any unusual hunger the undead has, so an undead motivated mainly by hunger will usually be willing to dine. Incorporeal undead consume the various essences of the meal, allowing them to eat it despite their lack of a body. After it has consumed the meal, the undead becomes friendly to you for 24 hours, or until you take actions to antagonize or anger it. The meal also sates the undead during that time, which could allow an undead with an unnatural hunger to stave off that hunger for a time. If you eat or drink a morsel of the leftover meal after the undead has eaten its fill, you can communicate with the undead as if you shared a language. Though you can feed a meal to a mindless undead, it does not give the mindless undead or you the ability to communicate with one another. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Feast of Hungry Ghosts Source Book of the Dead pg. 19 Price 120 gp Bulk 3 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Banquet of Hungry Ghosts Source Book of the Dead pg. 19 Price 350 gp Bulk 8 --- This feast feeds up to 4 willing undead.","skill_mod":{},"summary":"This lavish meal with meats, fresh and dried fruits, grains, and wine smells absolutely scrumptious, especially to undead . It comes complete with …","primary_source":"Book of the Dead","trait_group":["Equipment","School","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1536","name":"Feast of Hungry Ghosts","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1536"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1536","weakness":{},"school":"enchantment","price":12000,"trait":["Consumable","Enchantment","Magical"],"id":"equipment-1536-1455","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Feast of Hungry Ghosts Source Book of the Dead pg. 19 Activate 1 hour (Interact) --- This lavish meal with meats, fresh and dried fruits, grains, and wine smells absolutely scrumptious, especially to undead. It comes complete with dishes and dining utensils. You spend an hour setting up this feast to feed one undead creature, who is present throughout the process. The undead must be willing, but the food smells delicious and feeds any unusual hunger the undead has, so an undead motivated mainly by hunger will usually be willing to dine. Incorporeal undead consume the various essences of the meal, allowing them to eat it despite their lack of a body. After it has consumed the meal, the undead becomes friendly to you for 24 hours, or until you take actions to antagonize or anger it. The meal also sates the undead during that time, which could allow an undead with an unnatural hunger to stave off that hunger for a time. If you eat or drink a morsel of the leftover meal after the undead has eaten its fill, you can communicate with the undead as if you shared a language. Though you can feed a meal to a mindless undead, it does not give the mindless undead or you the ability to communicate with one another. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Feast of Hungry Ghosts Source Book of the Dead pg. 19 Price 120 gp Bulk 3 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Banquet of Hungry Ghosts Source Book of the Dead pg. 19 Price 350 gp Bulk 8 --- This feast feeds up to 4 willing undead.","skill_mod":{},"summary":"This lavish meal with meats, fresh and dried fruits, grains, and wine smells absolutely scrumptious, especially to undead . It comes complete with …","primary_source":"Book of the Dead","trait_group":["Equipment","School","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1536","name":"Feast of Hungry Ghosts","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1536-1455"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1536","weakness":{},"school":"enchantment","price":35000,"trait":["Consumable","Enchantment","Magical"],"id":"equipment-1536-1456","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Feast of Hungry Ghosts Source Book of the Dead pg. 19 Activate 1 hour (Interact) --- This lavish meal with meats, fresh and dried fruits, grains, and wine smells absolutely scrumptious, especially to undead. It comes complete with dishes and dining utensils. You spend an hour setting up this feast to feed one undead creature, who is present throughout the process. The undead must be willing, but the food smells delicious and feeds any unusual hunger the undead has, so an undead motivated mainly by hunger will usually be willing to dine. Incorporeal undead consume the various essences of the meal, allowing them to eat it despite their lack of a body. After it has consumed the meal, the undead becomes friendly to you for 24 hours, or until you take actions to antagonize or anger it. The meal also sates the undead during that time, which could allow an undead with an unnatural hunger to stave off that hunger for a time. If you eat or drink a morsel of the leftover meal after the undead has eaten its fill, you can communicate with the undead as if you shared a language. Though you can feed a meal to a mindless undead, it does not give the mindless undead or you the ability to communicate with one another. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Feast of Hungry Ghosts Source Book of the Dead pg. 19 Price 120 gp Bulk 3 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Banquet of Hungry Ghosts Source Book of the Dead pg. 19 Price 350 gp Bulk 8 --- This feast feeds up to 4 willing undead.","skill_mod":{},"summary":"This feast feeds up to 4 willing undead.","primary_source":"Book of the Dead","trait_group":["Equipment","School","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1536","name":"Banquet of Hungry Ghosts","bulk":8,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1536-1456"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Book of the Dead"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"necromancy","price":2400000,"trait":["Magical","Necromancy"],"id":"equipment-1537","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Final Rest Source Book of the Dead pg. 19 Price 24,000 gp Usage held in 1 hand Bulk 1 Base Weapon Longsword --- This +3 greater disrupting greater striking silver longsword is made from the purest silver. The blade is carefully etched to depict a vast and sprawling necropolis, a place where the dead are laid to rest. Whenever you critically hit an undead creature with final rest , the undead creature takes 3d6 persistent good damage, with a DC 36 Fortitude save. Critical Success No effect. Success The creature takes half the persistent good damage. Failure The creature is stunned 1 and takes the full persistent good damage. Critical Failure The creature is stunned 3 and takes double the persistent good damage. Activate Two Actions command, envision; Frequency once per day; Effect You hold the sword aloft, making it cast sunburst (DC 38 Reflex save). Craft Requirements The initial raw materials must include 4,950 gp of silver.\n","skill_mod":{},"summary":"This +3 greater disrupting greater striking silver longsword is made from the purest silver. The blade is carefully etched to depict a vast …","primary_source":"Book of the Dead","trait_group":["Mechanics","School"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1537","base_item":["Longsword"],"name":"Final Rest","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1537"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Book of the Dead"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":15000,"trait":["Detection","Divination","Divine","Invested","Uncommon"],"id":"equipment-1538","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Grim Ring Source Book of the Dead pg. 19 Price 150 gp Usage worn --- This golden ring is sculpted with the visage of a grinning skull on the side. While wearing the ring, you can attempt to detect the presence of undead creatures as an exploration activity. This reveals the presence or absence of undead in the area, but it doesn't pinpoint their locations. This ring can't detect undead whose appearance is masked by any illusion spell that is 2nd level or higher. If an undead is hiding or disguised, the GM rolls a secret Perception check for you against the undead's Stealth or Deception DC, as appropriate, with a +2 item bonus to your check. Activate Reaction envision (positive) Frequency once per day; Trigger You gain the drained condition from an undead creature; Effect Reduce the value of the drained condition you gain by 1, and the undead that caused the condition takes 2d6 positive damage.\n","skill_mod":{},"summary":"This golden ring is sculpted with the visage of a grinning skull on the side. While wearing the ring, you can attempt to detect the presence of …","primary_source":"Book of the Dead","trait_group":["Mechanics","School","Tradition","Equipment","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1538","name":"Grim Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1538"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Book of the Dead"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"necromancy","price":36000,"trait":["Magical","Necromancy","Uncommon"],"id":"equipment-1539","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Lady's Spiral Source Book of the Dead pg. 19 Price 360 gp Usage held in 1 hand Bulk 1 Base Weapon Whip --- This +1 disrupting striking whip has a single strip of anointed leather wrapped around its hilt in a spiral pattern. The handle of the whip ends in an oak spike that has been sanctified with ashes from Pharasma's Boneyard. If the spike is used to stake a vampire that's vulnerable to being staked, the vampire is immediately destroyed, without having to sever its head and anoint it with holy water . If the whip is buried with a creature, that creature can't rise as an undead as long as the whip remains by its side.\n","skill_mod":{},"summary":"This +1 disrupting striking whip has a single strip of anointed leather wrapped around its hilt in a spiral pattern. The handle of the whip …","primary_source":"Book of the Dead","trait_group":["Mechanics","School","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1539","base_item":["Whip"],"name":"Lady's Spiral","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1539"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Book of the Dead"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2500,"trait":["Consumable","Divine","Positive","Vitality"],"id":"equipment-1540","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Life Salt Source Book of the Dead pg. 20 Price 25 gp Usage held in 1 hand Bulk L Activate Single Action Strike --- This crystal vial contains salts blessed by channeling life-giving energies into waters purified by holy fire. You can activate this vial by throwing it as a Strike. It's a simple thrown ranged weapon with a range increment of 10 feet. Unlike an alchemical bomb, it doesn't add the manipulate trait to the attack made with it. On a hit against an undead, life salt deals 1 persistent positive damage, and the undead must succeed at a DC 20 Will save or be unable to attack you as long as it continues taking the persistent positive damage. If you use a hostile action against any undead, this second effect ends, and the undead can attack you normally.\n","skill_mod":{},"summary":"This crystal vial contains salts blessed by channeling life-giving energies into waters purified by holy fire. You can activate this vial by throwing …","primary_source":"Book of the Dead","trait_group":["Equipment","Tradition","Energy","Planar","Creature Type"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1540","name":"Life Salt","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1540"},{"skill_mod":{},"summary":"Peachwood, often cultivated by Pharasma priests, can ward against undead —even incorporeal ones. However, the wood loses its magical properties …","primary_source":"Book of the Dead","trait_group":["Equipment","Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks","Lost Omens"],"source":["Book of the Dead","Tian Xia Character Guide"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1541","weakness":{},"name":"Peachwood","trait":["Precious","Uncommon"],"id":"equipment-1541","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Peachwood Source Book of the Dead pg. 20, Tian Xia Character Guide pg. 129 --- Peachwood, often cultivated by Pharasma priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it. ## Peachwood Items Peachwood Items Hardness HP BT Thin Items Standard-grade 4 16 8 High-grade 6 24 12 Items Standard-grade 5 20 10 High-grade 8 32 16 Structures Standard-grade 12 48 24 High-grade 18 64 32 Material Uses Peachwood Weapon ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1541"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Book of the Dead","Tian Xia Character Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":4000,"trait":["Abjuration","Consumable","Magical","Talisman","Uncommon"],"id":"equipment-1542","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Peachwood Talisman Source Book of the Dead pg. 20, Tian Xia Character Guide pg. 130 Price 40 gp Usage affixed to armor Activate Single Action envision Requirement You are an expert in Perception --- Symbols of good fortune and luck are carved on this thin, square wooden plaque. It smells of sandalwood from the blessings placed upon it. After activation, for the next minute, you can sense attacks from undead. You aren't flat-footed to hidden, undetected, or flanking undead of your level or lower, or undead of your level or lower using surprise attack. However, they can still help their allies flank.\n","skill_mod":{},"summary":"Symbols of good fortune and luck are carved on this thin, square wooden plaque. It smells of sandalwood from the blessings placed upon it. After …","primary_source":"Book of the Dead","trait_group":["School","Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks","Lost Omens"],"item_subcategory":"Talismans","requirement":"You are an expert in Perception","resistance":{},"url":"/Equipment.aspx?ID=1542","name":"Peachwood Talisman","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1542"},{"skill_mod":{},"summary":"Peachwood weapons have a particularly auburn tinge to them when under direct sunlight. Peachwood is treated as darkwood for any undead creatures' …","primary_source":"Book of the Dead","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"usage":"varies by weapon","source_category":["Rulebooks","Lost Omens"],"item_subcategory":"Precious Material Weapons","source":["Book of the Dead","Tian Xia Character Guide"],"type":"Item","item_category":"Weapons","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1543","weakness":{},"name":"Peachwood Weapon","trait":["Uncommon"],"id":"equipment-1543","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Peachwood Weapon Source Book of the Dead pg. 20, Tian Xia Character Guide pg. 130 Usage varies by weapon Bulk varies by weapon Base Material Peachwood --- Peachwood weapons have a particularly auburn tinge to them when under direct sunlight. Peachwood is treated as darkwood for any undead creatures' resistances or weaknesses related to darkwood (allowing a peachwood weapon to bypass a jiang-shi's resistance, for example). In addition, peachwood weapons bypass a small portion of the resistances of any undead creature. Strikes with a peachwood weapon treat an undead's resistances against physical damage as 2 lower for standard-grade peachwood, and 4 lower for high-grade.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1543"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Book of the Dead"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":2000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1544","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Undead Detection Dye Source Book of the Dead pg. 20 Price 20 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- The liquid in this test tube is as clear as water. You can drop in a sample collected from the environment or a creature to reveal what kind of undead has been in contact with the sample in the past 24 hours. The water changes color, as seen on the table, or remains clear if it doesn't detect any traces of undead. The higher the undead's level or number of undead in contact with the sample, the more intense the color. This isn't a foolproof way to identify a disguised creature as undead, since any contact with undead causes the sample to change colors. If an undead has been disguising its undead nature or its presence in an area, the GM can roll a secret DC 20 Deception or Stealth check for the creature when the dye is activated. On a success, the creature avoided leaving traces. This can't protect the undead from discovery if it actively uses its undead abilities on an area or creature, though it can attempt to remove any evidence with activities like Cover Tracks and Conceal an Object. ## Undead Detection Dye Color Undead Detected Red Vampire Orange Wight Yellow Mummy Green Ghost Blue Ghoul Indigo Wraith Purple Shadow Gray Mindless undead such as zombie or skeleton Black Lich White Other undead ","skill_mod":{},"summary":"The liquid in this test tube is as clear as water. You can drop in a sample collected from the environment or a creature to reveal what kind of …","primary_source":"Book of the Dead","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1544","name":"Undead Detection Dye","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1544"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Book of the Dead","Monster Core"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"necromancy","price":160000,"trait":["Arcane","Necromancy","Negative","Rare","Void"],"id":"equipment-1545","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Soul Cage Source Book of the Dead pg. 51, Monster Core pg. 219 Price 1,600 gp Usage held in 1 hand --- As you Craft your soul cage , you trap your soul within it, an integral part of the complicated process of becoming a lich. When you're destroyed, your soul flees to the soul cage , which rebuilds your undead body over the course of 1d10 days. Afterward, you manifest next to the soul cage , fully healed and in a new body (lacking any equipment you had on your old body). Only destroying your soul cage can prevent you from returning. You choose the form of your soul cage when you Craft it. A few options include a miniature cage, a ring, an amulet, or a crown. Work with your GM to adjust the usage and Bulk as needed, though a soul cage is rarely more than light Bulk. The soul cage has Hardness 9 and 36 HP. If your soul cage is destroyed but you aren't, you can attempt to find your soul and trap it again, building a new soul cage . This is no trivial feat and often takes an entire adventure to accomplish. If you don't cage your soul again, you suffer a long decline as described on page 119. Craft Requirements You have Lich Dedication.\n","skill_mod":{},"summary":"As you Craft your soul cage , you trap your soul within it, an integral part of the complicated process of becoming a lich . When you're …","primary_source":"Book of the Dead","trait_group":["Tradition","Monster","School","Energy","Planar","Creature Type","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1545","name":"Soul Cage","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1545"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Book of the Dead"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":6000,"trait":["Conjuration","Divine","Good","Uncommon"],"id":"equipment-1546","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Lady's Chalice Source Book of the Dead pg. 200 Price 60 gp Usage held in 1 hand Bulk L --- This silver chalice bears the symbol of Pharasma, a swirling cloud that transforms into a flight of whippoorwills that encircle the top. The chalice can be activated in one of two ways, though only once per day total.\n","skill_mod":{},"summary":"This silver chalice bears the symbol of Pharasma , a swirling cloud that transforms into a flight of whippoorwills that encircle the top. The …","primary_source":"Book of the Dead","trait_group":["School","Tradition","Alignment","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1546","name":"Lady's Chalice","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1546"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":14400,"weakness":{},"saving_throw":"DC 17 Fortitude","primary_source_group":"Outlaws of Alkenstar","price":700,"trait":["Alchemical","Consumable","Drug","Ingested","Poison","Uncommon"],"id":"equipment-1547","text":"<title level=\"1\" right=\"Item 2\" pfs=\"\" > Blaze May contain spoilers from Outlaws of Alkenstar Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 7 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This acrid blend of black powder, honey, saltpeter, sulfur, and stranger ingredients sees plenty of use in the Mana Wastes, where magical environmental protection is unreliable. Users experience euphoric feelings of warmth and wellbeing followed by intense bouts of dehydration and disorientation. Saving Throw DC 17 Fortitude; Maximum Duration 4 hours; Stage 1 +1 item bonus to saves versus fire effects, and you treat severe or extreme environmental heat effects as if they were one step lower (1 hour); Stage 2 stupefied 1, and you treat severe or extreme environmental heat effects as if they were one step lower (1 hour); Stage 3 fatigued and stupefied 2 (1 hour)\n","skill_mod":{},"summary":"This acrid blend of black powder, honey, saltpeter, sulfur, and stranger ingredients sees plenty of use in the Mana Wastes, where magical …","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Drugs","resistance":{},"url":"/Equipment.aspx?ID=1547","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","stage":["+1 item bonus to saves versus fire effects, and you treat severe or extreme environmental heat effects as if they were one step lower (1 hour)"," stupefied 1 , and you treat severe or extreme environmental heat effects as if they were one step lower (1 hour)"," fatigued and stupefied 2 (1 hour)"],"name":"Blaze","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-1547"},{"item_child_id":["equipment-1548-1463","equipment-1548-1465"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","trait":["Alchemical","Consumable","Fire","Uncommon"],"id":"equipment-1548","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Searing Suture May contain spoilers from Outlaws of Alkenstar Source Pathfinder #178: Punks in a Powderkeg pg. 77 Usage held in 1 hand Bulk L Activate Single Action Interact --- Activating this black powder–infused alchemical bandage cauterizes wounds. You can apply a searing suture to yourself or an adjacent willing creature as you activate it. The target creature takes 1d6 fire damage and can immediately attempt a flat check to remove the persistent bleed damage—the DC of this flat check depends on the type of searing suture applied. When applied against a bleed effect that is lower level than the searing suture, the flat check is automatically successful. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Searing Suture (Lesser) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 3 gp Bulk L --- The flat check DC is 15. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Searing Suture (greater) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 120 gp Bulk L --- The flat check DC is 5.","element":["Fire"],"skill_mod":{},"summary":"Activating this black powder–infused alchemical bandage cauterizes wounds. You can apply a searing suture to yourself or an adjacent willing creature …","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1548","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Searing Suture","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1548"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1548","weakness":{},"primary_source_group":"Outlaws of Alkenstar","price":300,"trait":["Alchemical","Consumable","Fire","Uncommon"],"id":"equipment-1548-1463","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Searing Suture May contain spoilers from Outlaws of Alkenstar Source Pathfinder #178: Punks in a Powderkeg pg. 77 Usage held in 1 hand Bulk L Activate Single Action Interact --- Activating this black powder–infused alchemical bandage cauterizes wounds. You can apply a searing suture to yourself or an adjacent willing creature as you activate it. The target creature takes 1d6 fire damage and can immediately attempt a flat check to remove the persistent bleed damage—the DC of this flat check depends on the type of searing suture applied. When applied against a bleed effect that is lower level than the searing suture, the flat check is automatically successful. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Searing Suture (Lesser) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 3 gp Bulk L --- The flat check DC is 15. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Searing Suture (greater) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 120 gp Bulk L --- The flat check DC is 5.","element":["Fire"],"skill_mod":{},"summary":"The flat check DC is 15.","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1548","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Searing Suture (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1548-1463"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1548","weakness":{},"primary_source_group":"Outlaws of Alkenstar","price":12000,"trait":["Alchemical","Consumable","Fire","Uncommon"],"id":"equipment-1548-1465","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Searing Suture May contain spoilers from Outlaws of Alkenstar Source Pathfinder #178: Punks in a Powderkeg pg. 77 Usage held in 1 hand Bulk L Activate Single Action Interact --- Activating this black powder–infused alchemical bandage cauterizes wounds. You can apply a searing suture to yourself or an adjacent willing creature as you activate it. The target creature takes 1d6 fire damage and can immediately attempt a flat check to remove the persistent bleed damage—the DC of this flat check depends on the type of searing suture applied. When applied against a bleed effect that is lower level than the searing suture, the flat check is automatically successful. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Searing Suture (Lesser) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 3 gp Bulk L --- The flat check DC is 15. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Searing Suture (greater) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 120 gp Bulk L --- The flat check DC is 5.","element":["Fire"],"skill_mod":{},"summary":"The flat check DC is 5.","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1548","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Searing Suture (greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1548-1465"},{"item_child_id":["equipment-1549-1466","equipment-1549-1467","equipment-1549-1468","equipment-1549-1469"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Uncommon"],"id":"equipment-1549","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > War Blood Mutagen May contain spoilers from Outlaws of Alkenstar Source Pathfinder #178: Punks in a Powderkeg pg. 77 Usage held in 1 hand Bulk L Activate Single Action Interact --- Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding. Benefit Choose one melee weapon you're holding in one or both hands. You gain the listed item bonus to your attack rolls with this weapon and to Will saves against fear effects. Any attempt to Disarm or otherwise remove the weapon from your hands must exceed the listed DC based on the type of war blood mutagen or the attempt fails. Drawback You can't voluntarily remove the weapon unless you succeed at an Athletics check at the listed DC, which ends the war blood mutagen's effects; this check takes a single action. If you perform an action with the concentrate trait, you must succeed at a DC 5 flat check or the action is lost. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > War Blood Mutagen (Lesser) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 4 gp Bulk L --- The item bonus is +1, the DC to remove the weapon is 25, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > War Blood Mutagen (Moderate) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 12 gp Bulk L --- The item bonus is +2, the DC to remove the weapon is 30, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > War Blood Mutagen (Greater) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 300 gp Bulk L --- The item bonus is +3, the DC to remove the weapon is 40, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > War Blood Mutagen (Major) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 3,000 gp Bulk L --- The item bonus is +4, the DC to remove the weapon is 50, and the duration is 1 hour.","skill_mod":{},"summary":"Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as …","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1549","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"War Blood Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1549"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1549","weakness":{},"primary_source_group":"Outlaws of Alkenstar","price":400,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Uncommon"],"id":"equipment-1549-1466","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > War Blood Mutagen May contain spoilers from Outlaws of Alkenstar Source Pathfinder #178: Punks in a Powderkeg pg. 77 Usage held in 1 hand Bulk L Activate Single Action Interact --- Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding. Benefit Choose one melee weapon you're holding in one or both hands. You gain the listed item bonus to your attack rolls with this weapon and to Will saves against fear effects. Any attempt to Disarm or otherwise remove the weapon from your hands must exceed the listed DC based on the type of war blood mutagen or the attempt fails. Drawback You can't voluntarily remove the weapon unless you succeed at an Athletics check at the listed DC, which ends the war blood mutagen's effects; this check takes a single action. If you perform an action with the concentrate trait, you must succeed at a DC 5 flat check or the action is lost. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > War Blood Mutagen (Lesser) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 4 gp Bulk L --- The item bonus is +1, the DC to remove the weapon is 25, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > War Blood Mutagen (Moderate) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 12 gp Bulk L --- The item bonus is +2, the DC to remove the weapon is 30, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > War Blood Mutagen (Greater) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 300 gp Bulk L --- The item bonus is +3, the DC to remove the weapon is 40, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > War Blood Mutagen (Major) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 3,000 gp Bulk L --- The item bonus is +4, the DC to remove the weapon is 50, and the duration is 1 hour.","skill_mod":{},"summary":"The item bonus is +1, the DC to remove the weapon is 25, and the duration is 1 minute.","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1549","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"War Blood Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1549-1466"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1549","weakness":{},"primary_source_group":"Outlaws of Alkenstar","price":1200,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Uncommon"],"id":"equipment-1549-1467","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > War Blood Mutagen May contain spoilers from Outlaws of Alkenstar Source Pathfinder #178: Punks in a Powderkeg pg. 77 Usage held in 1 hand Bulk L Activate Single Action Interact --- Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding. Benefit Choose one melee weapon you're holding in one or both hands. You gain the listed item bonus to your attack rolls with this weapon and to Will saves against fear effects. Any attempt to Disarm or otherwise remove the weapon from your hands must exceed the listed DC based on the type of war blood mutagen or the attempt fails. Drawback You can't voluntarily remove the weapon unless you succeed at an Athletics check at the listed DC, which ends the war blood mutagen's effects; this check takes a single action. If you perform an action with the concentrate trait, you must succeed at a DC 5 flat check or the action is lost. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > War Blood Mutagen (Lesser) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 4 gp Bulk L --- The item bonus is +1, the DC to remove the weapon is 25, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > War Blood Mutagen (Moderate) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 12 gp Bulk L --- The item bonus is +2, the DC to remove the weapon is 30, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > War Blood Mutagen (Greater) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 300 gp Bulk L --- The item bonus is +3, the DC to remove the weapon is 40, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > War Blood Mutagen (Major) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 3,000 gp Bulk L --- The item bonus is +4, the DC to remove the weapon is 50, and the duration is 1 hour.","skill_mod":{},"summary":"The item bonus is +2, the DC to remove the weapon is 30, and the duration is 10 minutes.","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1549","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"War Blood Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1549-1467"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1549","weakness":{},"primary_source_group":"Outlaws of Alkenstar","price":30000,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Uncommon"],"id":"equipment-1549-1468","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > War Blood Mutagen May contain spoilers from Outlaws of Alkenstar Source Pathfinder #178: Punks in a Powderkeg pg. 77 Usage held in 1 hand Bulk L Activate Single Action Interact --- Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding. Benefit Choose one melee weapon you're holding in one or both hands. You gain the listed item bonus to your attack rolls with this weapon and to Will saves against fear effects. Any attempt to Disarm or otherwise remove the weapon from your hands must exceed the listed DC based on the type of war blood mutagen or the attempt fails. Drawback You can't voluntarily remove the weapon unless you succeed at an Athletics check at the listed DC, which ends the war blood mutagen's effects; this check takes a single action. If you perform an action with the concentrate trait, you must succeed at a DC 5 flat check or the action is lost. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > War Blood Mutagen (Lesser) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 4 gp Bulk L --- The item bonus is +1, the DC to remove the weapon is 25, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > War Blood Mutagen (Moderate) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 12 gp Bulk L --- The item bonus is +2, the DC to remove the weapon is 30, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > War Blood Mutagen (Greater) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 300 gp Bulk L --- The item bonus is +3, the DC to remove the weapon is 40, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > War Blood Mutagen (Major) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 3,000 gp Bulk L --- The item bonus is +4, the DC to remove the weapon is 50, and the duration is 1 hour.","skill_mod":{},"summary":"The item bonus is +3, the DC to remove the weapon is 40, and the duration is 1 hour.","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1549","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"War Blood Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1549-1468"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1549","weakness":{},"primary_source_group":"Outlaws of Alkenstar","price":300000,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Uncommon"],"id":"equipment-1549-1469","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > War Blood Mutagen May contain spoilers from Outlaws of Alkenstar Source Pathfinder #178: Punks in a Powderkeg pg. 77 Usage held in 1 hand Bulk L Activate Single Action Interact --- Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding. Benefit Choose one melee weapon you're holding in one or both hands. You gain the listed item bonus to your attack rolls with this weapon and to Will saves against fear effects. Any attempt to Disarm or otherwise remove the weapon from your hands must exceed the listed DC based on the type of war blood mutagen or the attempt fails. Drawback You can't voluntarily remove the weapon unless you succeed at an Athletics check at the listed DC, which ends the war blood mutagen's effects; this check takes a single action. If you perform an action with the concentrate trait, you must succeed at a DC 5 flat check or the action is lost. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > War Blood Mutagen (Lesser) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 4 gp Bulk L --- The item bonus is +1, the DC to remove the weapon is 25, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > War Blood Mutagen (Moderate) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 12 gp Bulk L --- The item bonus is +2, the DC to remove the weapon is 30, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > War Blood Mutagen (Greater) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 300 gp Bulk L --- The item bonus is +3, the DC to remove the weapon is 40, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > War Blood Mutagen (Major) Source Pathfinder #178: Punks in a Powderkeg pg. 77 Price 3,000 gp Bulk L --- The item bonus is +4, the DC to remove the weapon is 50, and the duration is 1 hour.","skill_mod":{},"summary":"The item bonus is +4, the DC to remove the weapon is 50, and the duration is 1 hour.","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1549","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"War Blood Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1549-1469"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Shadows at Sundown"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Shadows at Sundown","school":"evocation","price":300000,"skill":["Performance"],"trait":["Evocation","Magical","Rare"],"id":"equipment-1550","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Horn of the Sun Aurochs May contain spoilers from Shadows at Sundown Source Shadows at Sundown pg. 53 Price 3,000 gp Usage held in 1 hand Bulk L --- A horn of the sun aurochs grants a +2 item bonus to Performance checks when played as an instrument. Activate Two Actions Interact; Frequency once per day; Effect The horn is clearly audible for hundreds of feet, but within a 20-foot emanation, the sound causes agony in those who wish harm upon the user; the horn also sheds bright light in that area and dim light to the next 20 feet. Enemies of the user in this area take 7d6 sonic damage and 7d6 good damage (basic DC 30 Fortitude save). Creatures that are specifically vulnerable to sunlight are also frightened 1 if they fail this save or frightened 2 on a critical failure. This activation also attempts to counteract any darkness or sleep effects in the area (+23 counteract check).\n","skill_mod":{},"summary":"A horn of the sun aurochs grants a +2 item bonus to Performance checks when played as an instrument. ","primary_source":"Shadows at Sundown","trait_group":["School","Mechanics","Rarity"],"level":13,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=1550","source_group":["Shadows at Sundown"],"spoilers":"Shadows at Sundown","name":"Horn of the Sun Aurochs","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1550"},{"skill_mod":{},"summary":"You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1552","weakness":{},"name":"Barding","id":"equipment-1552","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Barding Source Core Rulebook pg. 295 Bulk L --- You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available. ## Table 6-18: Barding Size Barding Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Strength Light Small or Medium 10 gp +1 +5 -1 -5 ft. 2 +3 Large 20 gp +1 +5 -1 -5 ft. 4 +3 Heavy Small or Medium (Level 2) 25 gp +3 +3 -3 -10 ft. 4 +5 Large (Level 3) 50 gp +3 +3 -3 -10 ft. 8 +5 ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1552"},{"skill_mod":{},"summary":"A hollowed hilt is a weapon modification that allows a pommel to be detached and its hilt meticulously hollowed out to create a small compartment …","primary_source":"Knights of Lastwall","trait_group":["Rarity"],"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1553","weakness":{},"price":300,"name":"Hollowed Hilt","trait":["Uncommon"],"id":"equipment-1553","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Hollowed Hilt Source Knights of Lastwall pg. 86 Price 3 gp Access Knights of Lastwall have access to this item. --- A hollowed hilt is a weapon modification that allows a pommel to be detached and its hilt meticulously hollowed out to create a small compartment without greatly affecting its balance. Often used by knight emissaries to hide important missives, this space can hold an object of light Bulk about the size of a scroll. A creature studying the weapon can find the hilt compartment with a successful DC 20 Perception check. Any weapon with an appropriate hilt or pommel can be converted into a hollowed one by paying the equipment's price.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1553"},{"access":"Knights of Lastwall have access to this item.","hands":"2","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":5000,"skill":["Crafting"],"trait":["Uncommon"],"id":"equipment-1554","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Knight's Maintenance Kit Source Knights of Lastwall pg. 86 Price 50 gp Hands 2 Bulk 1 Access Knights of Lastwall have access to this item. --- This set of gear contains a repair kit, cloth rolls for storing or covering equipment, and specialized mixtures developed by the Knights of Lastwall to clean and treat armaments for continued use. This kit gives you a +1 item bonus to checks to Repair weapons, shields, and armor using the Crafting skill, and you restore an additional 5 Hit Points when you successfully Repair such items using it.\n","skill_mod":{},"summary":"This set of gear contains a repair kit, cloth rolls for storing or covering equipment, and specialized mixtures developed by the Knights of Lastwall …","primary_source":"Knights of Lastwall","trait_group":["Rarity"],"level":5,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1554","name":"Knight's Maintenance Kit","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1554"},{"access":"Knights of Lastwall have access to this item.","hands":"2","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":500,"trait":["Uncommon"],"id":"equipment-1555","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Knight's Standard Source Knights of Lastwall pg. 86 Price 5 gp Hands 2 Bulk 1 Access Knights of Lastwall have access to this item. --- This cloth flag or banner, no larger than a few feet long, bears the symbol or heraldry of a deity, knightly house, nation, or similar organization. A typical standard comes with a stand or pole to hold it aloft. You can instead spend 2 consecutive Interact actions to mount a knight's standard on a two-handed polearm or spear weapon; the standard is visible as long as you wield the weapon with two hands. Some individuals are inspired by the sight of a standard or demoralized by the destruction of one.\n","skill_mod":{},"summary":"This cloth flag or banner, no larger than a few feet long, bears the symbol or heraldry of a deity, knightly house, nation, or similar organization. …","primary_source":"Knights of Lastwall","trait_group":["Rarity"],"level":0,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1555","name":"Knight's Standard","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1555"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":1500,"skill":["Diplomacy"],"trait":["Uncommon"],"id":"equipment-1556","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Knight's Tabard Source Knights of Lastwall pg. 86 Price 15 gp Bulk L Access Knights of Lastwall have access to this item. --- This cloth vestment features the heraldry or symbol associated with an entity (such as a deity, kingdom, or organization). Knights typically wear it over armor and other clothing, helping them identify allies on the battlefield or distinguishing themselves in more peaceful situations. An individual wearing a tabard gains a +1 item bonus to Make an Impression on creatures who have a positive association with the entity represented on the tabard.\n","skill_mod":{},"summary":"This cloth vestment features the heraldry or symbol associated with an entity (such as a deity, kingdom, or organization). Knights typically wear it …","primary_source":"Knights of Lastwall","trait_group":["Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1556","name":"Knight's Tabard","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1556"},{"access":"Knights of Lastwall have access to this item.","hands":"2","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":2500,"skill":["Performance","Religion"],"trait":["Uncommon"],"id":"equipment-1557","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Portable Altar Source Knights of Lastwall pg. 86 Price 25 gp Hands 2 Bulk 3 Access Knights of Lastwall have access to this item. --- This travel-ready kit contains a small altar featuring a deity's iconography. The altar's top can be lifted to reveal a compartment for materials of no more than light Bulk (such as candles, incense, oils, and small texts). The altar grants a +1 item bonus to checks made to conduct religious rites using Performance or Religion.\n","skill_mod":{},"summary":"This travel-ready kit contains a small altar featuring a deity's iconography. The altar's top can be lifted to reveal a compartment for materials of …","primary_source":"Knights of Lastwall","trait_group":["Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1557","name":"Portable Altar","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1557"},{"skill_mod":{},"summary":"These cloaks are designed to accommodate long treks through various climates. Traveler's cloaks for hot climates might be bleached white and created …","primary_source":"Knights of Lastwall","trait_group":["Rarity"],"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1558","weakness":{},"price":700,"name":"Traveler's Cloak","trait":["Uncommon"],"id":"equipment-1558","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Traveler's Cloak Source Knights of Lastwall pg. 86 Price 7 gp Bulk L Access Knights of Lastwall have access to this item. --- These cloaks are designed to accommodate long treks through various climates. Traveler's cloaks for hot climates might be bleached white and created from lighter materials, while those intended for cold climates are made of thicker materials and have linings intended to retain heat. While wearing a traveler's cloak for the appropriate type of weather, increase the time it takes to become fatigued from temperature effects by 2 hours. A traveler's cloak has no effect at extreme or incredible temperatures.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1558"},{"skill_mod":{},"summary":"Each war saddle is specifically fitted to a mount's body type and has numerous straps that can secure you on your mount. You remain mounted even if …","primary_source":"Knights of Lastwall","trait_group":["Rarity"],"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1559","weakness":{},"price":5000,"name":"War Saddle","trait":["Uncommon"],"id":"equipment-1559","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > War Saddle Source Knights of Lastwall pg. 86 Price 50 gp Bulk 1 Access Knights of Lastwall have access to this item. --- Each war saddle is specifically fitted to a mount's body type and has numerous straps that can secure you on your mount. You remain mounted even if you fall unconscious until either you or someone else uses an Interact action to unfasten the straps on the saddle. A creature or effect can separate you from your mount by pulling so hard it tears the straps, but to do so, the effect's DC, attack roll, or skill check must exceed 20.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1559"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"applied to medium or heavy armor","source":["Knights of Lastwall"],"type":"Item","item_category":"Adjustments","speed":{},"weakness":{},"price":1000,"skill":["Diplomacy","Intimidation"],"trait":["Adjustment","Uncommon"],"id":"equipment-1560","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Parade Armor Source Knights of Lastwall pg. 87 Price 10 gp Usage applied to medium or heavy armor Access Knights of Lastwall have access to this item. --- Parade armor is an armor adjustment that creates a set of pseudo-decorative armor to wear during noncombat functions. Any medium or heavy armor can be fashioned into parade armor, which features custom designs based on the wearer's affiliation, military branch, or rank. A particular faction typically has one uniform appearance for its set of parade armor. While wearing this armor, you gain a +1 item bonus to Diplomacy and Intimidation checks against creatures of the same affiliation as your parade armor, though the bonus to Intimidation doesn't apply when interacting with creatures of higher rank than you. The armor is slightly bulkier, increasing the Bulk by 1.\n","skill_mod":{},"summary":"Parade armor is an armor adjustment that creates a set of pseudo-decorative armor to wear during noncombat functions. Any medium or heavy armor can …","primary_source":"Knights of Lastwall","trait_group":["Equipment","Rarity"],"level":2,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1560","name":"Parade Armor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1560"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"applied to a buckler or shield","source":["Knights of Lastwall"],"type":"Item","item_category":"Adjustments","speed":{},"weakness":{},"price":500,"trait":["Adjustment","Uncommon"],"id":"equipment-1561","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Throwing Shield Source Knights of Lastwall pg. 87 Price 5 gp Usage applied to a buckler or shield Access Knights of Lastwall have access to this item. --- These special straps and weightings fit over a shield or buckler, but not a tower shield. They are designed to let you doff and throw the shield in one swift movement. You can quickly remove the shield by spending a free action as part of the Strike to throw the shield. When thrown in this way, the shield is a martial thrown weapon that deals 1d6 bludgeoning damage and has the thrown 20 feet trait. A shield with the throwing shield attachment can't have any attached weapons, such as shield spikes or a shield boss, and the adjustments to make it more aerodynamic make it slightly less sturdy, reducing its Hardness by 1.\n","skill_mod":{},"summary":"These special straps and weightings fit over a shield or buckler, but not a tower shield. They are designed to let you doff and throw the shield in …","primary_source":"Knights of Lastwall","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1561","name":"Throwing Shield","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1561"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Knights of Lastwall"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"necromancy","price":900000,"trait":["Divine","Good","Invested","Magical","Necromancy","Rare"],"id":"equipment-1562","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Armor of the Holy Warrior Source Knights of Lastwall pg. 88 Price 9,000 gp Usage worn armor Bulk 3 Base Armor Half Plate --- Based on the armors used by the holy warriors who served under General Arnisant in the Shining Crusade, this well-polished +2 greater resilient half plate is decorated with religious motifs and carved with sacred scripture. While wearing armor of the holy warrior , your item bonus from the greater resilient rune increases from +2 to +3; if you upgrade to a major resilient rune, the item bonus instead increases from +3 to +4. An undead that critically fails an unarmed attack against you while you wear this armor takes 1d6 positive damage. If you are evil, you're enfeebled 2 while wearing the armor. If you're undead, you also take 2d6 positive damage each round that you wear the armor. Activate Three Actions Interact; Frequency once per day; Effect The armor casts the three-action version of a 6th-level heal spell.\n","skill_mod":{},"summary":"Based on the armors used by the holy warriors who served under General Arnisant in the Shining Crusade, this well-polished +2 greater resilient …","primary_source":"Knights of Lastwall","trait_group":["Tradition","Alignment","Equipment","Mechanics","School","Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1562","base_item":["Half Plate"],"name":"Armor of the Holy Warrior","bulk":3,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1562"},{"item_child_id":["equipment-1563-1474","equipment-1563-1475"],"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Knights of Lastwall"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","trait":["Consumable","Magical","Necromancy","Oil","Uncommon"],"id":"equipment-1563","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Anointing Oil Source Knights of Lastwall pg. 88 Usage held in 2 hands Bulk L Access Knights of Lastwall have access to this item. Activate Single Action Interact --- Carried by many Knights of Lastwall, this amber-colored, fragrant-smelling oil is meant to prevent those who fall in battle from rising as undead. Applying anointing oil to a corpse casts gentle repose on it. The effects last for 24 hours. The oil is repugnant to the undead. An undead creature that touches a corpse treated with this oil is enfeebled 1 until the contact is broken or the oil's effect wears off. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Anointing Oil Source Knights of Lastwall pg. 88 Price 18 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Anointing Oil (Greater) Source Knights of Lastwall pg. 88 Price 180 gp Bulk L --- Applying the oil casts 5th-level gentle repose . The funerary rites of the Knights of Lastwall sometimes include using this type of oil on their dead if they are to be buried.","skill_mod":{},"summary":"Carried by many Knights of Lastwall, this amber-colored, fragrant-smelling oil is meant to prevent those who fall in battle from rising as undead . …","primary_source":"Knights of Lastwall","trait_group":["Equipment","Mechanics","School","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=1563","name":"Anointing Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1563"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Knights of Lastwall"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1563","weakness":{},"school":"necromancy","price":1800,"trait":["Consumable","Magical","Necromancy","Oil","Uncommon"],"id":"equipment-1563-1474","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Anointing Oil Source Knights of Lastwall pg. 88 Usage held in 2 hands Bulk L Access Knights of Lastwall have access to this item. Activate Single Action Interact --- Carried by many Knights of Lastwall, this amber-colored, fragrant-smelling oil is meant to prevent those who fall in battle from rising as undead. Applying anointing oil to a corpse casts gentle repose on it. The effects last for 24 hours. The oil is repugnant to the undead. An undead creature that touches a corpse treated with this oil is enfeebled 1 until the contact is broken or the oil's effect wears off. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Anointing Oil Source Knights of Lastwall pg. 88 Price 18 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Anointing Oil (Greater) Source Knights of Lastwall pg. 88 Price 180 gp Bulk L --- Applying the oil casts 5th-level gentle repose . The funerary rites of the Knights of Lastwall sometimes include using this type of oil on their dead if they are to be buried.","skill_mod":{},"summary":"Carried by many Knights of Lastwall, this amber-colored, fragrant-smelling oil is meant to prevent those who fall in battle from rising as undead . …","primary_source":"Knights of Lastwall","trait_group":["Equipment","Mechanics","School","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=1563","name":"Anointing Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1563-1474"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Knights of Lastwall"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1563","weakness":{},"school":"necromancy","price":18000,"trait":["Consumable","Magical","Necromancy","Oil","Uncommon"],"id":"equipment-1563-1475","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Anointing Oil Source Knights of Lastwall pg. 88 Usage held in 2 hands Bulk L Access Knights of Lastwall have access to this item. Activate Single Action Interact --- Carried by many Knights of Lastwall, this amber-colored, fragrant-smelling oil is meant to prevent those who fall in battle from rising as undead. Applying anointing oil to a corpse casts gentle repose on it. The effects last for 24 hours. The oil is repugnant to the undead. An undead creature that touches a corpse treated with this oil is enfeebled 1 until the contact is broken or the oil's effect wears off. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Anointing Oil Source Knights of Lastwall pg. 88 Price 18 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Anointing Oil (Greater) Source Knights of Lastwall pg. 88 Price 180 gp Bulk L --- Applying the oil casts 5th-level gentle repose . The funerary rites of the Knights of Lastwall sometimes include using this type of oil on their dead if they are to be buried.","skill_mod":{},"summary":"Applying the oil casts 5th-level gentle repose . The funerary rites of the Knights of Lastwall sometimes include using this type of oil on their …","primary_source":"Knights of Lastwall","trait_group":["Equipment","Mechanics","School","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=1563","name":"Anointing Oil (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1563-1475"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Knights of Lastwall"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"abjuration","price":70000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1564","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Banner of the Restful Source Knights of Lastwall pg. 88 Price 700 gp Usage held in 1 hand Bulk 1 Access Knights of Lastwall have access to this item. --- Carried by knights who expect to spend the night in the open, this simple-looking banner is accompanied by a long cross pole from which it hangs. Usually, the banner appears to be a piece of plain cloth; when activated, it automatically adopts whatever insignia the person activating it desires. Activate 10 minutes (command, envision, Interact); Frequency once per day; Effect You plant the banner firmly in the ground, and a comfortable environment is created around it in a 20-foot radius. Those within the area are shielded against your choice of hot or cold temperatures, gaining the effects of 1st-level endure elements . The area created by the banner lasts for 8 hours or until it is removed from the ground. As part of the activation, you can choose to ward the same area with an alarm spell. In addition to a mental alert for the person who Activates the banner, the alert sent by the alarm spell also includes an audible alarm with the sound and volume of a hand bell, which has the auditory trait. You choose the password as you decide to ward the area.\n","skill_mod":{},"summary":"Carried by knights who expect to spend the night in the open, this simple-looking banner is accompanied by a long cross pole from which it hangs. …","primary_source":"Knights of Lastwall","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1564","name":"Banner of the Restful","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1564"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"worn saddle","source":["Knights of Lastwall"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":33000,"trait":["Companion","Invested","Magical","Transmutation","Uncommon"],"id":"equipment-1565","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Barding Saddle Source Knights of Lastwall pg. 88 Price 330 gp Usage worn saddle Bulk 4 Access Knights of Lastwall have access to this item. --- This saddle is covered with well-polished metal plates on the outside and adjusts itself to fit any mount. Activate Two Actions Interact; Effect You touch the metal plates of the saddle, and they begin to unfold and adapt to the creature, covering your mount in heavy barding. This leaves the mount covered with the barding and wearing a simple-looking saddle. The bulk of the saddle is unchanged in either form, but your mount is not affected by the restrictions, nor the benefits, of wearing barding while in saddle form. If the mount is already wearing any barding, this has no effect. You can make the barding return to its saddle form by following the same process.\n","skill_mod":{},"summary":"This saddle is covered with well-polished metal plates on the outside and adjusts itself to fit any mount. ","primary_source":"Knights of Lastwall","trait_group":["Equipment","Mechanics","School","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=1565","name":"Barding Saddle","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1565"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Knights of Lastwall"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":600000,"skill":["Performance"],"trait":["Conjuration","Divine","Good","Magical","Uncommon"],"id":"equipment-1566","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Busine of Divine Reinforcement Source Knights of Lastwall pg. 89 Price 6,000 gp Usage held in 2 hands Bulk 1 Access Knights of Lastwall have access to this item. --- This long, straight, trumpet-like instrument is made of well-polished brass and adorned with imagery of angels fighting demons or religious symbols. When played as an instrument, the busine generates powerful and harmonious notes and grants a +2 item bonus to Performance checks. Activate Two Actions Interact (auditory) Frequency once per minute; Effect You play a few notes on the busine. Evil creatures within 60 feet who hear the notes must succeed at a DC 34 Will save or be stunned for 1 round, or 2 rounds on a critical failure; this is an incapacitation effect. Activate Three Actions command, envision, Interact; Frequency once per day; Effect You blow into the busine and conjure a celestial with the effects of a 6th-level summon celestial spell, but there are no alignment restrictions to define which celestials you can call. The celestial will fight only evil creatures and leaves after all present evil creatures have been defeated or the spell's duration ends, whichever comes first. You can Sustain the Activation to extend the spell's duration, as normal. If you have a deity and the conjured celestial's alignment is one of your deity's preferred alignments, the effect functions as a normal 6th-level summon celestial spell instead, meaning the celestial will fight any creature, not just evil creatures, and will perform other tasks as you command.\n","skill_mod":{},"summary":"This long, straight, trumpet-like instrument is made of well-polished brass and adorned with imagery of angels fighting demons or religious symbols. …","primary_source":"Knights of Lastwall","trait_group":["School","Tradition","Alignment","Mechanics","Rarity"],"level":15,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1566","name":"Busine of Divine Reinforcement","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1566"},{"primary_source_category":"Lost Omens","usage":"etched onto a weapon","source":["Knights of Lastwall"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"conjuration","price":35000,"trait":["Conjuration","Magical"],"id":"equipment-1567","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Called (Weapon Rune) Source Knights of Lastwall pg. 89 Price 350 gp Usage etched onto a weapon --- A called weapon can be teleported to its owner's hand. Activate 1 minute (command, envision); Effect You imprint upon the weapon, proclaiming yourself as its owner. This allows you to use the rune's second activation until someone else uses this activation or succeeds at a Will save to prevent you from using the second activation. Activate Two Actions command, envision; Effect You extend your hand and call the weapon. If the weapon is within 100 feet of you, it appears in your hand even if it was restrained. If the weapon is in another creature's possession, that creature can attempt a Will save against your Will DC. If the creature succeeds, your bond as the owner is broken, and you can't use this activation again until you use the first activation to restore the connection.\n","skill_mod":{},"summary":"A called weapon can be teleported to its owner's hand. ","primary_source":"Knights of Lastwall","trait_group":["School","Mechanics"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1567","name":"Called (Weapon Rune)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1567"},{"item_child_id":["equipment-1568-1476","equipment-1568-1477","equipment-1568-1478","equipment-1568-1479","equipment-1568-1480"],"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Knights of Lastwall"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","trait":["Consumable","Illusion","Magical","Uncommon"],"id":"equipment-1568","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Camp Shroud Source Knights of Lastwall pg. 89 Usage held in 1 hand Access Knights of Lastwall have access to this item. Activate Single Action Interact --- Knights make use of this magically treated powder to help hide their camps while traveling through the Gravelands or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen. A creature outside the area that uses the Seek action or Search activity to examine the area or look for smoke and light coming from that direction can attempt a DC 18 Perception check to disbelieve the illusion. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Camp Shroud (Minor) Source Knights of Lastwall pg. 89 Price 15 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Camp Shroud (Lesser) Source Knights of Lastwall pg. 89 Price 65 gp --- The mist enshrouds a 15-foot emanation, and the DC is 23. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Camp Shroud (Moderate) Source Knights of Lastwall pg. 89 Price 175 gp --- The mist enshrouds a 20-foot emanation, and the DC is 27. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Camp Shroud (Greater) Source Knights of Lastwall pg. 89 Price 500 gp --- The mist enshrouds a 25-foot emanation, and the DC is 30. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Camp Shroud (Major) Source Knights of Lastwall pg. 89 Price 1,500 gp --- The mist enshrouds a 30-foot emanation, and the DC is 35.","skill_mod":{},"summary":"Knights make use of this magically treated powder to help hide their camps while traveling through the Gravelands or other dangerous regions. When …","primary_source":"Knights of Lastwall","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1568","name":"Camp Shroud","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1568"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Knights of Lastwall"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1568","weakness":{},"school":"illusion","price":1500,"trait":["Consumable","Illusion","Magical","Uncommon"],"id":"equipment-1568-1476","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Camp Shroud Source Knights of Lastwall pg. 89 Usage held in 1 hand Access Knights of Lastwall have access to this item. Activate Single Action Interact --- Knights make use of this magically treated powder to help hide their camps while traveling through the Gravelands or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen. A creature outside the area that uses the Seek action or Search activity to examine the area or look for smoke and light coming from that direction can attempt a DC 18 Perception check to disbelieve the illusion. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Camp Shroud (Minor) Source Knights of Lastwall pg. 89 Price 15 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Camp Shroud (Lesser) Source Knights of Lastwall pg. 89 Price 65 gp --- The mist enshrouds a 15-foot emanation, and the DC is 23. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Camp Shroud (Moderate) Source Knights of Lastwall pg. 89 Price 175 gp --- The mist enshrouds a 20-foot emanation, and the DC is 27. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Camp Shroud (Greater) Source Knights of Lastwall pg. 89 Price 500 gp --- The mist enshrouds a 25-foot emanation, and the DC is 30. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Camp Shroud (Major) Source Knights of Lastwall pg. 89 Price 1,500 gp --- The mist enshrouds a 30-foot emanation, and the DC is 35.","skill_mod":{},"summary":"Knights make use of this magically treated powder to help hide their camps while traveling through the Gravelands or other dangerous regions. When …","primary_source":"Knights of Lastwall","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1568","name":"Camp Shroud (Minor)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1568-1476"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Knights of Lastwall"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1568","weakness":{},"school":"illusion","price":6500,"trait":["Consumable","Illusion","Magical","Uncommon"],"id":"equipment-1568-1477","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Camp Shroud Source Knights of Lastwall pg. 89 Usage held in 1 hand Access Knights of Lastwall have access to this item. Activate Single Action Interact --- Knights make use of this magically treated powder to help hide their camps while traveling through the Gravelands or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen. A creature outside the area that uses the Seek action or Search activity to examine the area or look for smoke and light coming from that direction can attempt a DC 18 Perception check to disbelieve the illusion. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Camp Shroud (Minor) Source Knights of Lastwall pg. 89 Price 15 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Camp Shroud (Lesser) Source Knights of Lastwall pg. 89 Price 65 gp --- The mist enshrouds a 15-foot emanation, and the DC is 23. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Camp Shroud (Moderate) Source Knights of Lastwall pg. 89 Price 175 gp --- The mist enshrouds a 20-foot emanation, and the DC is 27. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Camp Shroud (Greater) Source Knights of Lastwall pg. 89 Price 500 gp --- The mist enshrouds a 25-foot emanation, and the DC is 30. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Camp Shroud (Major) Source Knights of Lastwall pg. 89 Price 1,500 gp --- The mist enshrouds a 30-foot emanation, and the DC is 35.","skill_mod":{},"summary":"The mist enshrouds a 15-foot emanation, and the DC is 23.","primary_source":"Knights of Lastwall","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1568","name":"Camp Shroud (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1568-1477"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Knights of Lastwall"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1568","weakness":{},"school":"illusion","price":17500,"trait":["Consumable","Illusion","Magical","Uncommon"],"id":"equipment-1568-1478","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Camp Shroud Source Knights of Lastwall pg. 89 Usage held in 1 hand Access Knights of Lastwall have access to this item. Activate Single Action Interact --- Knights make use of this magically treated powder to help hide their camps while traveling through the Gravelands or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen. A creature outside the area that uses the Seek action or Search activity to examine the area or look for smoke and light coming from that direction can attempt a DC 18 Perception check to disbelieve the illusion. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Camp Shroud (Minor) Source Knights of Lastwall pg. 89 Price 15 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Camp Shroud (Lesser) Source Knights of Lastwall pg. 89 Price 65 gp --- The mist enshrouds a 15-foot emanation, and the DC is 23. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Camp Shroud (Moderate) Source Knights of Lastwall pg. 89 Price 175 gp --- The mist enshrouds a 20-foot emanation, and the DC is 27. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Camp Shroud (Greater) Source Knights of Lastwall pg. 89 Price 500 gp --- The mist enshrouds a 25-foot emanation, and the DC is 30. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Camp Shroud (Major) Source Knights of Lastwall pg. 89 Price 1,500 gp --- The mist enshrouds a 30-foot emanation, and the DC is 35.","skill_mod":{},"summary":"The mist enshrouds a 20-foot emanation, and the DC is 27.","primary_source":"Knights of Lastwall","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1568","name":"Camp Shroud (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1568-1478"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Knights of Lastwall"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1568","weakness":{},"school":"illusion","price":50000,"trait":["Consumable","Illusion","Magical","Uncommon"],"id":"equipment-1568-1479","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Camp Shroud Source Knights of Lastwall pg. 89 Usage held in 1 hand Access Knights of Lastwall have access to this item. Activate Single Action Interact --- Knights make use of this magically treated powder to help hide their camps while traveling through the Gravelands or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen. A creature outside the area that uses the Seek action or Search activity to examine the area or look for smoke and light coming from that direction can attempt a DC 18 Perception check to disbelieve the illusion. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Camp Shroud (Minor) Source Knights of Lastwall pg. 89 Price 15 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Camp Shroud (Lesser) Source Knights of Lastwall pg. 89 Price 65 gp --- The mist enshrouds a 15-foot emanation, and the DC is 23. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Camp Shroud (Moderate) Source Knights of Lastwall pg. 89 Price 175 gp --- The mist enshrouds a 20-foot emanation, and the DC is 27. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Camp Shroud (Greater) Source Knights of Lastwall pg. 89 Price 500 gp --- The mist enshrouds a 25-foot emanation, and the DC is 30. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Camp Shroud (Major) Source Knights of Lastwall pg. 89 Price 1,500 gp --- The mist enshrouds a 30-foot emanation, and the DC is 35.","skill_mod":{},"summary":"The mist enshrouds a 25-foot emanation, and the DC is 30.","primary_source":"Knights of Lastwall","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1568","name":"Camp Shroud (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1568-1479"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Knights of Lastwall"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1568","weakness":{},"school":"illusion","price":150000,"trait":["Consumable","Illusion","Magical","Uncommon"],"id":"equipment-1568-1480","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Camp Shroud Source Knights of Lastwall pg. 89 Usage held in 1 hand Access Knights of Lastwall have access to this item. Activate Single Action Interact --- Knights make use of this magically treated powder to help hide their camps while traveling through the Gravelands or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen. A creature outside the area that uses the Seek action or Search activity to examine the area or look for smoke and light coming from that direction can attempt a DC 18 Perception check to disbelieve the illusion. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Camp Shroud (Minor) Source Knights of Lastwall pg. 89 Price 15 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Camp Shroud (Lesser) Source Knights of Lastwall pg. 89 Price 65 gp --- The mist enshrouds a 15-foot emanation, and the DC is 23. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Camp Shroud (Moderate) Source Knights of Lastwall pg. 89 Price 175 gp --- The mist enshrouds a 20-foot emanation, and the DC is 27. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Camp Shroud (Greater) Source Knights of Lastwall pg. 89 Price 500 gp --- The mist enshrouds a 25-foot emanation, and the DC is 30. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Camp Shroud (Major) Source Knights of Lastwall pg. 89 Price 1,500 gp --- The mist enshrouds a 30-foot emanation, and the DC is 35.","skill_mod":{},"summary":"The mist enshrouds a 30-foot emanation, and the DC is 35.","primary_source":"Knights of Lastwall","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1568","name":"Camp Shroud (Major)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1568-1480"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Item","item_category":"Structures","speed":{},"weakness":{},"school":"conjuration","price":50000,"trait":["Conjuration","Magical","Structure","Uncommon"],"id":"equipment-1569","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Campaign Stable Source Knights of Lastwall pg. 89 Price 500 gp Bulk L when not activated Access Knights of Lastwall have access to this item. --- Used to facilitate the care of mounts during long campaigns or when it's necessary to move camp frequently, this object appears to be a simple, worn wooden horseshoe. Activate 1 minute (command, Interact; Frequency once per day; Effect You place the horseshoe on the ground and it unfolds into a spacious stable with a wide central aisle, stalls to accommodate up to eight horses, and sufficient feed and water to sustain the horses for 1 day. The stalls can house other quadrupedal mounts, but the stable provides only horse feed, which might be unsuitable for other creatures. As a 1-minute activity, which has the concentrate trait, you can alter the shape of the stalls to accommodate different mounts, though the space available within the stable never changes, only the layout. A metal horseshoe hangs inside the stable near the entrance. You can remove the horseshoe with an Interact action, which causes the stable to fold into the horseshoe, leaving it again looking as if it's made of worn wood.\n","skill_mod":{},"summary":"Used to facilitate the care of mounts during long campaigns or when it's necessary to move camp frequently, this object appears to be a simple, worn …","primary_source":"Knights of Lastwall","trait_group":["School","Mechanics","Equipment","Rarity"],"level":8,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1569","name":"Campaign Stable","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1569"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"worn","source":["Knights of Lastwall"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":36000,"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-1570","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Detector Stone Source Knights of Lastwall pg. 90 Price 360 gp Usage worn Access Knights of Lastwall have access to this item. --- During their journeys across the Gravelands, the Knights of Lastwall found several smoky, gemstone-like objects that knights refer to as detector stones . Some of the knights' Magaambyan allies believe the stones are aeon stones corrupted by the same energies that corrupted the Gravelands, though they don't display the characteristic orbiting behavior of aeon stones when invested. Despite the controversy, many knights use the stones for their ability to detect the presence of undead. While you have a detector stone invested, it glows faintly when an undead creature is within 30 feet of you, unless the undead is hidden or disguised with a Deception or Stealth result of 20 or higher. An invested stone may be carried in a pocket, but some knights set them in necklaces, bracelets, or weapon hilts. Activate Single Action envision; Frequency once per minute; Effect You channel your life-force into the stone, empowering it temporarily. The stone can detect undead within 60 feet of you, rather than 30 feet, until the end of your turn. Undead hiding or disguising themselves must make an additional Deception or Stealth check to remain disguised or hidden from the activation, and the DC of the check is 23 rather than 20. Activate Two Actions envision, Interact; Frequency one per hour; Effect You focus on the stone as it glows, and your eyes glow with the same tainted light. You detect the auras of evil undead in a 30-foot radius around you and learn each aura's location and strength. This has the effects of a 2nd-level detect alignment spell but only detects evil undead.\n","skill_mod":{},"summary":"During their journeys across the Gravelands, the Knights of Lastwall found several smoky, gemstone-like objects that knights refer to as detector …","primary_source":"Knights of Lastwall","trait_group":["School","Equipment","Mechanics","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1570","name":"Detector Stone","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1570"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Knights of Lastwall"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":1800,"trait":["Consumable","Magical","Oil","Transmutation"],"id":"equipment-1571","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Ghost Oil Source Knights of Lastwall pg. 90 Price 18 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- The vials containing this translucent, unsubstantial oil are always cold to the touch. Applying ghost oil to a melee weapon you're wielding or carrying causes it to become semitransparent and gain the effects of a ghost touch rune, but it also makes the weapon unable to harm corporeal creatures. The oil has no effect when applied to another creature's weapon. The effect of the oil lasts for 1 minute.\n","skill_mod":{},"summary":"The vials containing this translucent, unsubstantial oil are always cold to the touch. Applying ghost oil to a melee weapon you're wielding or …","primary_source":"Knights of Lastwall","trait_group":["Equipment","Mechanics","School"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=1571","name":"Ghost Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1571"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Knights of Lastwall"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"abjuration","price":120000,"trait":["Abjuration","Divine","Magical","Uncommon"],"id":"equipment-1572","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Guardian Shield Source Knights of Lastwall pg. 90 Price 1,200 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield Access Knights of Lastwall have access to this item. --- A guardian shield is a steel shield (Hardness 9, HP 36, BT 18) engraved with the symbol of a good deity. Activate Two Actions command, Interact; Frequency once per day; Effect You conjure a Medium guardian with the effects of the spiritual guardian spell, but it carries a shield instead of weapons and can't attack. The guardian appears in an unoccupied space next to an ally of your choice within range and uses the Raise a Shield action, granting that ally a +2 circumstance bonus to AC until the beginning of your next turn or until your ally is no longer adjacent to the spiritual guardian . Each time you Sustain the Activation, the guardian moves to the ally, as long as the ally remains within range, and Raises its Shield, granting its bonus again until the beginning of your next turn or until your ally is no longer adjacent to the spiritual guardian . When the ally receiving the AC bonus takes damage beyond the 10 that's redirected to the guardian, you can use a reaction to have the guardian reduce damage for your ally even more by interposing itself further. When it blocks damage in this way, it reduces the damage your ally takes by an additional 20 (for a total of 30 damage reduced), but Dismisses the guardian, immediately ending the activation.\n","skill_mod":{},"summary":"A guardian shield is a steel shield (Hardness 9, HP 36, BT 18) engraved with the symbol of a good deity. ","primary_source":"Knights of Lastwall","trait_group":["School","Tradition","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1572","base_item":["Steel Shield"],"name":"Guardian Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1572"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Knights of Lastwall"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"enchantment","price":300000,"trait":["Divine","Enchantment","Magical","Uncommon"],"id":"equipment-1573","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Knight Captain's Lance Source Knights of Lastwall pg. 90 Price 3,000 gp Usage held in 2 hands Bulk 2 Base Weapon Lance Access Knights of Lastwall have access to this item. --- The appearance of this beautifully crafted +2 disrupting greater striking lance changes to match the armor of its wielder. It has a cloth flag attached behind the lance point that displays whatever heraldry the wielder wishes. If a cavalier with the Cavalier's Banner feat takes the knight captain's lance, it instead automatically displays the banner of their pledge. Activate Reaction Interact; Trigger Your attack roll with the knight captain's lance is a critical success; Effect You raise the lance, inspiring those around you. Allies within 30 feet that can see you receive a +1 status bonus to their attack rolls and damage rolls for 1 round.\n","skill_mod":{},"summary":"The appearance of this beautifully crafted +2 disrupting greater striking lance changes to match the armor of its wielder. It has a cloth …","primary_source":"Knights of Lastwall","trait_group":["Tradition","School","Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1573","base_item":["Lance"],"name":"Knight Captain's Lance","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1573"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Knights of Lastwall"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"enchantment","price":100000,"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-1574","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Shining Shield Source Knights of Lastwall pg. 90 Price 1,000 gp Usage held in 1 hand Bulk 1 Base Shield Wooden Shield Access Knights of Lastwall have access to this item. --- Kalabrynne Iomedar commissioned the first of these shields, which have become some of the Shining Sentinels' most valued equipment, replicated among these knights. A shining shield is a seemingly simple wooden shield (Hardness 6, HP 24, BT 12) with the Shining Oath engraved on the inside. While raised, a shining shield moves itself to provide cover for your allies. If you have this shield raised and would provide cover to an ally against a foe by standing between them, the cover you provide increases one step. Thus, if you were to grant lesser cover, you grant standard cover instead; if you were to grant standard cover, you instead grant greater cover. Activate Three Actions command, Interact; Frequency once per day; Effect You shout an oath to protect the innocent and weak, and the shield gives off bright light. All enemies in a 30- foot radius around you must attempt a DC 27 Will save, with the following effects. Success The creature is unaffected. Failure For 1 round, the creature ignores other creatures in the area and concentrates on bringing you down. The creature will still attack anyone preventing them from attacking you, uses tactics deemed most convenient to defeat you, and works with other creatures that confront you. Critical Failure As failure, but the duration is 1 minute.\n","skill_mod":{},"summary":"Kalabrynne Iomedar commissioned the first of these shields, which have become some of the Shining Sentinels' most valued equipment, replicated among …","primary_source":"Knights of Lastwall","trait_group":["School","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1574","base_item":["Wooden Shield"],"name":"Shining Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1574"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"worn saddle","source":["Knights of Lastwall"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","price":36000,"skill":["Nature"],"trait":["Companion","Divination","Invested","Magical","Primal","Uncommon"],"id":"equipment-1575","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Swiftmount Saddle Source Knights of Lastwall pg. 91 Price 360 gp Usage worn saddle Bulk 2 Access Knights of Lastwall have access to this item. --- This sturdy leather saddle was designed to improve communication between mount and rider, allowing even inexperienced knights to command their mounts in battle. A swiftmount saddle grants a +2 item bonus to Nature checks made to Command an Animal for anyone who is riding the creature wearing it. Activate Free Action Interact; Frequency once per day; Requirements You're adjacent to the creature wearing the swiftmount saddle and could Mount it; Effect You Mount the creature wearing the swiftmount saddle .\n","skill_mod":{},"summary":"This sturdy leather saddle was designed to improve communication between mount and rider, allowing even inexperienced knights to command their mounts …","primary_source":"Knights of Lastwall","trait_group":["Equipment","School","Mechanics","Tradition","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=1575","name":"Swiftmount Saddle","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1575"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Knights of Lastwall"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"divination","price":630000,"trait":["Divination","Magical","Uncommon"],"id":"equipment-1576","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Restricted\" > Undead Compendium Source Knights of Lastwall pg. 91 Price 6,300 gp Usage held in 1 hand Bulk L Access Knights of Lastwall have access to this item. --- The best minds among the Magaambyan, Iomedaean, and Pharasmin Knights of Lastwall joined together to create these small, leather-bound journals. While you're holding an undead compendium , the information it contains slips into your mind, granting you a +2 item bonus to Recall Knowledge checks to obtain information about undead creatures. Activate 10 minutes (envision, Interact; auditory, linguistics) Frequency once per day; Effect You study the journal, focusing on a specific type of undead creature, and as the information fills the pages, you recite it aloud to your allies. Select ghost, ghoul, graveknight, lich, mummy, vampire, wight, or zombie. You and up to four allies that hear you read the information aloud during the activation gain a +2 item bonus on attack rolls and saving throws against that type of undead for the next 10 minutes. To benefit from the bonus, your allies must listen attentively and can't perform any other activities during the activation time.\n","skill_mod":{},"summary":"The best minds among the Magaambyan, Iomedaean, and Pharasmin Knights of Lastwall joined together to create these small, leather-bound journals. …","primary_source":"Knights of Lastwall","trait_group":["School","Mechanics","Rarity"],"level":14,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1576","name":"Undead Compendium","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"uncommon","slug":"equipment-1576"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Knights of Lastwall"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"necromancy","price":35000,"trait":["Magical","Necromancy","Uncommon"],"id":"equipment-1577","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Undead Scourge Source Knights of Lastwall pg. 91 Price 350 gp Usage held in 1 hand Bulk L Base Weapon Dagger Access Knights of Lastwall have access to this item. --- An undead scourge is a +1 striking disrupting dagger with a bluish-white metal blade that emits a faint glow. These used to be weapons of Pharasmin undead slayers only, but the slayers have since shared these daggers with the Knights of Lastwall. Activate Free Action Interact; Frequency once per hour; Trigger You damage an undead creature with the undead scourge ; Effect You disrupt the undead's connection to negative energy. For 1 minute, the undead damaged with the dagger can't be healed by negative energy unless the effect attempting to heal the undead first counteracts the undead scourge's effect, with a counteract level of 4 and DC of 25. Positive energy still has the usual effects on the undead.\n","skill_mod":{},"summary":"An undead scourge is a +1 striking disrupting dagger with a bluish-white metal blade that emits a faint glow. These used to be weapons of …","primary_source":"Knights of Lastwall","trait_group":["Mechanics","School","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1577","base_item":["Dagger"],"name":"Undead Scourge","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1577"},{"access":"Knights of Lastwall have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Knights of Lastwall"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":630000,"trait":["Conjuration","Magical","Uncommon"],"id":"equipment-1578","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Whistle of Calling Source Knights of Lastwall pg. 91 Price 6,300 gp Usage held in 1 hand Access Knights of Lastwall have access to this item. --- A whistle of calling appears to be a simple brass whistle. It changes slightly in appearance depending on the type of creature to which it's attuned, depicting small carvings of hooves, feather patterns, claws, or other appropriate motifs. Activate 10 minutes (Interact); Effect You blow the whistle at different tones in the presence of a companion or another allied creature willing to be your mount. At the end of the 10 minutes, the whistle is attuned to that creature. The whistle can be attuned to only one creature at any time, but you can attune it to a new one with another 10-minute activation. Activate Two Actions Interact; Frequency once per day; Effect You blow the whistle and the creature to which it is attuned teleports instantly from as far as 1 mile away to an unoccupied space within 30 feet of you. The whistle has no effect if the attuned creature is dead, on another plane, or outside the range.\n","skill_mod":{},"summary":"A whistle of calling appears to be a simple brass whistle. It changes slightly in appearance depending on the type of creature to which it's …","primary_source":"Knights of Lastwall","trait_group":["School","Mechanics","Rarity"],"level":15,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1578","name":"Whistle of Calling","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1578"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","price":25000,"trait":["Alchemical","Consumable","Fire","Rare"],"id":"equipment-1579","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Pyronite May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 75 Price 250 gp Usage held in 1 hand Bulk L --- A stick of pyronite is a devastating explosive that fills an area with fire and concussive force when it detonates— as long as its fuse has been lit! Pyronite is an unstable material with a limited shelf life. Sticks of pyronite must be kept dry and cool; otherwise, the raw pyronite will leak out of the rods and collect as a semi-transparent goo that explodes on any impact or loud noise, with an explosive effect equal to half the number of rods. Activate Single Action or Two Actions Interact; Effect Activating a stick of pyronite is usually a two-action activity. First, you interact with the pyronite to light its fuse with a source of fire. This fire source can be an object you hold in another hand, such as a tindertwig or a lit torch, or it can be a free-standing adjacent fire. Once the fuse is lit, you throw it (an Interact action with the ranged trait) up to 50 feet away—if you hurl it into an existing fire, you don't need to take the initial action to light its fuse and can Activate the pyronite with only one action. You can toss the pyronite anywhere within 50 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. Once a stick of pyronite's fuse is lit, it explodes at the end of your turn, regardless of whether you've thrown it or not. (A lit fuse can be extinguished with an Interact action.) If multiple sticks of pyronite detonate at the end of your turn, you can increase the area, but not the damage, of this effect. When the pyronite explodes, all creatures in a 20-foot burst must attempt a DC 28 Reflex save or take 3d6 fire damage and 3d6 bludgeoning damage. Critical Success The creature is unaffected. Success The creature takes half damage and is deafened for 1 round. Failure The creature takes full damage and is deafened for 1 minute. Critical Failure The creature takes double damage and is knocked prone, stunned 1, and deafened for 1 hour.\n","element":["Fire"],"skill_mod":{},"summary":"A stick of pyronite is a devastating explosive that fills an area with fire and concussive force when it detonates— as long as its fuse has been lit! …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1579","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Pyronite","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1579"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","price":300,"trait":["Alchemical","Consumable","Fire"],"id":"equipment-1580","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Alchemical Fuse Source Pathfinder #179: Cradle of Quartz pg. 75 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- An alchemical fuse is a length of treated cord that can be used to time the detonation of an alchemical bomb or a stick of pyronite, or simply as a timer—at the GM's option, fuses can be used as timers to trigger other devices that can be triggered with a single appropriate action, as well. Activate Single Action Interact; Effect You attach the alchemical fuse to an alchemical bomb, stick of pyronite, or other device that can be triggered by a fuse. Alternately, you can attach one fuse to another to extend its burn time by 1 round. Activate Single Action Interact; Effect You light the alchemical fuse with an adjacent fire source or a fire source that you hold in a hand. If you have a tindertwig in your other hand, you can activate the tindertwig and use it to light a fuse with the same Interact action. A lit fuse takes 1 round per attached fuse to burn down. During the round that the fuse runs out, the device to which the fuse has been attached explodes or otherwise activates at the end of your turn. For a bomb, this deals splash damage, and for pyronite, it deals pyronite's normal damage. An alchemical fuse burns underwater or in up to moderate wind. Activate Single Action Interact; Effect You extinguish the fuse\n","element":["Fire"],"skill_mod":{},"summary":"An alchemical fuse is a length of treated cord that can be used to time the detonation of an alchemical bomb or a stick of pyronite, or simply as a …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1580","source_group":["Outlaws of Alkenstar"],"name":"Alchemical Fuse","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"equipment-1580"},{"primary_source_category":"Adventure Paths","usage":"attached to a firearm with the kickback weapon trait","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"transmutation","price":3000,"trait":["Consumable","Magical","Talisman","Transmutation","Uncommon"],"id":"equipment-1581","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Alchemist's Damper May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 76 Price 30 gp Usage attached to a firearm with the kickback weapon trait Activate Free Action envision Trigger You attack with the affixed firearm Requirement You're an expert with the affixed firearm. --- A glass tube of mercury is contained within this golden clasp that's fitted in front of a firearm's trigger. On the triggering Strike, the mercury turns briefly to gold, reducing the effect of recoil, allowing you to ignore the circumstance penalty of the attached weapon's kickback weapon trait.\n","skill_mod":{},"summary":"A glass tube of mercury is contained within this golden clasp that's fitted in front of a firearm's trigger. On the triggering Strike, the mercury …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","requirement":"You're an expert with the affixed firearm.","trigger":"You attack with the affixed firearm","resistance":{},"url":"/Equipment.aspx?ID=1581","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Alchemist's Damper","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-1581"},{"primary_source_category":"Adventure Paths","usage":"affixed to a ranged weapon","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"transmutation","price":3000,"trait":["Consumable","Magical","Talisman","Transmutation","Uncommon"],"id":"equipment-1582","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Dupe's Gold Nugget May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 76 Price 30 gp Usage affixed to a ranged weapon Activate Free Action envision Trigger You hit with a ranged Strike with the affixed weapon Requirement You're an expert with the affixed weapon. --- This nugget of gold and lead amalgam is attached to the weapon by thick, twisted wire or chain. When activated, the target's limbs become like lead weights. For 2 rounds, each time the target Strides it must attempt a DC 23 Fortitude save. On a failure, it takes a –10-foot status penalty to its Speed for that Stride (to a minimum Speed of 5 feet). On a critical success, the dupe's gold nugget effect ends early.\n","skill_mod":{},"summary":"This nugget of gold and lead amalgam is attached to the weapon by thick, twisted wire or chain. When activated, the target's limbs become like lead …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","requirement":"You're an expert with the affixed weapon.","trigger":"You hit with a ranged Strike with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=1582","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Dupe's Gold Nugget","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-1582"},{"item_child_id":["equipment-1583-1481","equipment-1583-1482","equipment-1583-1483"],"primary_source_category":"Adventure Paths","usage":"affixed to a two-handed firearm or crossbow","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"transmutation","trait":["Consumable","Magical","Talisman","Transmutation","Uncommon"],"id":"equipment-1583","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Golden Branding Iron May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 76 Usage affixed to a two-handed firearm or crossbow Activate Free Action envision Trigger You hit a target with a ranged Strike with the affixed weapon Requirement You're an expert with the affixed weapon. --- This talisman is a gold-plated brand that can be affixed to a ranged weapon's stock. When you activate a golden branding iron, you mark the target with your magical sigil. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Golden Branding Iron Source Pathfinder #179: Cradle of Quartz pg. 76 Price 25 gp --- You harmlessly place your unique magical sigil, which is about 1 square inch in size, anywhere on the target creature, as long as the location is visible to you. The mark is only visible to you and up to 6 of your allies. The mark can be scrubbed or scraped off with 5 minutes of work. It fades naturally over the course of a month. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Golden Branding Iron (Greater) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 120 gp --- Your arcane sigil fades naturally over the course of a year. <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Golden Branding Iron (Major) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 450 gp --- Your arcane sigil never fades naturally.","skill_mod":{},"summary":"This talisman is a gold-plated brand that can be affixed to a ranged weapon's stock. When you activate a golden branding iron, you mark the target …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","requirement":"You're an expert with the affixed weapon.","trigger":"You hit a target with a ranged Strike with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=1583","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Golden Branding Iron","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-1583"},{"primary_source_category":"Adventure Paths","usage":"affixed to a two-handed firearm or crossbow","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1583","weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"transmutation","price":2500,"trait":["Consumable","Magical","Talisman","Transmutation","Uncommon"],"id":"equipment-1583-1481","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Golden Branding Iron May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 76 Usage affixed to a two-handed firearm or crossbow Activate Free Action envision Trigger You hit a target with a ranged Strike with the affixed weapon Requirement You're an expert with the affixed weapon. --- This talisman is a gold-plated brand that can be affixed to a ranged weapon's stock. When you activate a golden branding iron, you mark the target with your magical sigil. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Golden Branding Iron Source Pathfinder #179: Cradle of Quartz pg. 76 Price 25 gp --- You harmlessly place your unique magical sigil, which is about 1 square inch in size, anywhere on the target creature, as long as the location is visible to you. The mark is only visible to you and up to 6 of your allies. The mark can be scrubbed or scraped off with 5 minutes of work. It fades naturally over the course of a month. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Golden Branding Iron (Greater) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 120 gp --- Your arcane sigil fades naturally over the course of a year. <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Golden Branding Iron (Major) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 450 gp --- Your arcane sigil never fades naturally.","skill_mod":{},"summary":"You harmlessly place your unique magical sigil, which is about 1 square inch in size, anywhere on the target creature, as long as the location is …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","trigger":"You hit a target with a ranged Strike with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=1583","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Golden Branding Iron","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-1583-1481"},{"primary_source_category":"Adventure Paths","usage":"affixed to a two-handed firearm or crossbow","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1583","weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"transmutation","price":12000,"trait":["Consumable","Magical","Talisman","Transmutation","Uncommon"],"id":"equipment-1583-1482","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Golden Branding Iron May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 76 Usage affixed to a two-handed firearm or crossbow Activate Free Action envision Trigger You hit a target with a ranged Strike with the affixed weapon Requirement You're an expert with the affixed weapon. --- This talisman is a gold-plated brand that can be affixed to a ranged weapon's stock. When you activate a golden branding iron, you mark the target with your magical sigil. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Golden Branding Iron Source Pathfinder #179: Cradle of Quartz pg. 76 Price 25 gp --- You harmlessly place your unique magical sigil, which is about 1 square inch in size, anywhere on the target creature, as long as the location is visible to you. The mark is only visible to you and up to 6 of your allies. The mark can be scrubbed or scraped off with 5 minutes of work. It fades naturally over the course of a month. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Golden Branding Iron (Greater) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 120 gp --- Your arcane sigil fades naturally over the course of a year. <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Golden Branding Iron (Major) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 450 gp --- Your arcane sigil never fades naturally.","skill_mod":{},"summary":"Your arcane sigil fades naturally over the course of a year.","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","Mechanics","School","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","trigger":"You hit a target with a ranged Strike with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=1583","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Golden Branding Iron (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-1583-1482"},{"primary_source_category":"Adventure Paths","usage":"affixed to a two-handed firearm or crossbow","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1583","weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"transmutation","price":45000,"trait":["Consumable","Magical","Talisman","Transmutation","Uncommon"],"id":"equipment-1583-1483","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Golden Branding Iron May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 76 Usage affixed to a two-handed firearm or crossbow Activate Free Action envision Trigger You hit a target with a ranged Strike with the affixed weapon Requirement You're an expert with the affixed weapon. --- This talisman is a gold-plated brand that can be affixed to a ranged weapon's stock. When you activate a golden branding iron, you mark the target with your magical sigil. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Golden Branding Iron Source Pathfinder #179: Cradle of Quartz pg. 76 Price 25 gp --- You harmlessly place your unique magical sigil, which is about 1 square inch in size, anywhere on the target creature, as long as the location is visible to you. The mark is only visible to you and up to 6 of your allies. The mark can be scrubbed or scraped off with 5 minutes of work. It fades naturally over the course of a month. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Golden Branding Iron (Greater) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 120 gp --- Your arcane sigil fades naturally over the course of a year. <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Golden Branding Iron (Major) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 450 gp --- Your arcane sigil never fades naturally.","skill_mod":{},"summary":"Your arcane sigil never fades naturally.","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","Mechanics","School","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","trigger":"You hit a target with a ranged Strike with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=1583","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Golden Branding Iron (Major)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-1583-1483"},{"item_child_id":["equipment-1584-1484","equipment-1584-1485","equipment-1584-1486"],"primary_source_category":"Adventure Paths","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"divination","trait":["Consumable","Divination","Magical","Uncommon"],"id":"equipment-1584","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Golden-Cased Bullet May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 76 Ammunition round Activate Single Action envision --- The magic-infused metal of this bullet's golden casing allows it to curve just a bit in flight once the bullet has been fired, allowing you to ignore the bonus to AC granted to a target in lesser cover. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Golden-Cased Bullet (Standard) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 20 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Golden-Cased Bullet (Greater) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 200 gp --- You ignore the bonus to AC granted to a target in standard or lesser cover. <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Golden-Cased Bullet (Major) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 2,000 gp --- You ignore the bonus to AC granted to a target in greater, standard, or lesser cover.","ammunition":"round","skill_mod":{},"summary":"The magic-infused metal of this bullet's golden casing allows it to curve just a bit in flight once the bullet has been fired, allowing you to ignore …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","School","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1584","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Golden-Cased Bullet","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1584"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1584","weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"divination","price":2000,"trait":["Consumable","Divination","Magical","Uncommon"],"id":"equipment-1584-1484","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Golden-Cased Bullet May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 76 Ammunition round Activate Single Action envision --- The magic-infused metal of this bullet's golden casing allows it to curve just a bit in flight once the bullet has been fired, allowing you to ignore the bonus to AC granted to a target in lesser cover. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Golden-Cased Bullet (Standard) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 20 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Golden-Cased Bullet (Greater) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 200 gp --- You ignore the bonus to AC granted to a target in standard or lesser cover. <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Golden-Cased Bullet (Major) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 2,000 gp --- You ignore the bonus to AC granted to a target in greater, standard, or lesser cover.","ammunition":"round","skill_mod":{},"summary":"The magic-infused metal of this bullet's golden casing allows it to curve just a bit in flight once the bullet has been fired, allowing you to ignore …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","School","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1584","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Golden-Cased Bullet (Standard)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1584-1484"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1584","weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"divination","price":20000,"trait":["Consumable","Divination","Magical","Uncommon"],"id":"equipment-1584-1485","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Golden-Cased Bullet May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 76 Ammunition round Activate Single Action envision --- The magic-infused metal of this bullet's golden casing allows it to curve just a bit in flight once the bullet has been fired, allowing you to ignore the bonus to AC granted to a target in lesser cover. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Golden-Cased Bullet (Standard) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 20 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Golden-Cased Bullet (Greater) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 200 gp --- You ignore the bonus to AC granted to a target in standard or lesser cover. <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Golden-Cased Bullet (Major) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 2,000 gp --- You ignore the bonus to AC granted to a target in greater, standard, or lesser cover.","ammunition":"round","skill_mod":{},"summary":"You ignore the bonus to AC granted to a target in standard or lesser cover.","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","School","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1584","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Golden-Cased Bullet (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1584-1485"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1584","weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"divination","price":200000,"trait":["Consumable","Divination","Magical","Uncommon"],"id":"equipment-1584-1486","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Golden-Cased Bullet May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 76 Ammunition round Activate Single Action envision --- The magic-infused metal of this bullet's golden casing allows it to curve just a bit in flight once the bullet has been fired, allowing you to ignore the bonus to AC granted to a target in lesser cover. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Golden-Cased Bullet (Standard) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 20 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Golden-Cased Bullet (Greater) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 200 gp --- You ignore the bonus to AC granted to a target in standard or lesser cover. <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Golden-Cased Bullet (Major) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 2,000 gp --- You ignore the bonus to AC granted to a target in greater, standard, or lesser cover.","ammunition":"round","skill_mod":{},"summary":"You ignore the bonus to AC granted to a target in greater, standard, or lesser cover.","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","School","Mechanics","Rarity"],"level":16,"source_category":["Adventure Paths"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1584","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Golden-Cased Bullet (Major)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1584-1486"},{"item_child_id":["equipment-1585-1487","equipment-1585-1488"],"primary_source_category":"Adventure Paths","usage":"affixed to a firearm","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"illusion","trait":["Consumable","Illusion","Magical","Talisman","Uncommon"],"id":"equipment-1585","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Golden Silencer May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 76 Usage affixed to a firearm Bulk L Activate Single Action Interact Requirement You're an expert in Stealth. --- The Golden Gunners are dreaded for their use of their golden silencers , which they put to good use in clandestine raids. They silence both the loud gunshot and the screams of creatures wounded by its shot. A weapon with a golden silencer attached emits no light and makes no noise when fired. A target hit by a ranged Strike from the affixed weapon must succeed at a DC 20 Fortitude save or be silenced as well until the start of its next turn. A silenced creature can't call for help or use sonic abilities, nor can it use abilities with the auditory trait. This prevents it from casting spells that include verbal components. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Golden Silencer (Standard) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 50 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Golden Silencer (Greater) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 200 gp Bulk L --- The save DC is 27, and the silence effect on the target creature lasts for up to 1 minute. The silenced creature can attempt a new Fortitude save at the end of each of its turns to end the duration early.","skill_mod":{},"summary":"The Golden Gunners are dreaded for their use of their golden silencers , which they put to good use in clandestine raids. They silence both the loud …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","requirement":"You're an expert in Stealth .","resistance":{},"url":"/Equipment.aspx?ID=1585","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Golden Silencer","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1585"},{"primary_source_category":"Adventure Paths","usage":"affixed to a firearm","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1585","weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"illusion","price":5000,"trait":["Consumable","Illusion","Magical","Talisman","Uncommon"],"id":"equipment-1585-1487","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Golden Silencer May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 76 Usage affixed to a firearm Bulk L Activate Single Action Interact Requirement You're an expert in Stealth. --- The Golden Gunners are dreaded for their use of their golden silencers , which they put to good use in clandestine raids. They silence both the loud gunshot and the screams of creatures wounded by its shot. A weapon with a golden silencer attached emits no light and makes no noise when fired. A target hit by a ranged Strike from the affixed weapon must succeed at a DC 20 Fortitude save or be silenced as well until the start of its next turn. A silenced creature can't call for help or use sonic abilities, nor can it use abilities with the auditory trait. This prevents it from casting spells that include verbal components. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Golden Silencer (Standard) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 50 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Golden Silencer (Greater) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 200 gp Bulk L --- The save DC is 27, and the silence effect on the target creature lasts for up to 1 minute. The silenced creature can attempt a new Fortitude save at the end of each of its turns to end the duration early.","skill_mod":{},"summary":"The Golden Gunners are dreaded for their use of their golden silencers , which they put to good use in clandestine raids. They silence both the loud …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=1585","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Golden Silencer (Standard)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1585-1487"},{"primary_source_category":"Adventure Paths","usage":"affixed to a firearm","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1585","weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"illusion","price":20000,"trait":["Consumable","Illusion","Magical","Talisman","Uncommon"],"id":"equipment-1585-1488","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Golden Silencer May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 76 Usage affixed to a firearm Bulk L Activate Single Action Interact Requirement You're an expert in Stealth. --- The Golden Gunners are dreaded for their use of their golden silencers , which they put to good use in clandestine raids. They silence both the loud gunshot and the screams of creatures wounded by its shot. A weapon with a golden silencer attached emits no light and makes no noise when fired. A target hit by a ranged Strike from the affixed weapon must succeed at a DC 20 Fortitude save or be silenced as well until the start of its next turn. A silenced creature can't call for help or use sonic abilities, nor can it use abilities with the auditory trait. This prevents it from casting spells that include verbal components. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Golden Silencer (Standard) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 50 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Golden Silencer (Greater) Source Pathfinder #179: Cradle of Quartz pg. 76 Price 200 gp Bulk L --- The save DC is 27, and the silence effect on the target creature lasts for up to 1 minute. The silenced creature can attempt a new Fortitude save at the end of each of its turns to end the duration early.","skill_mod":{},"summary":"The save DC is 27, and the silence effect on the target creature lasts for up to 1 minute. The silenced creature can attempt a new Fortitude save at …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=1585","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Golden Silencer (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1585-1488"},{"primary_source_category":"Adventure Paths","usage":"affixed to a firearm or crossbow","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"conjuration","price":30000,"trait":["Conjuration","Consumable","Magical","Talisman","Teleportation","Uncommon"],"id":"equipment-1586","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Golden Spur May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 76 Price 300 gp Usage affixed to a firearm or crossbow Activate Single Action command Trigger You hit a target within 120 feet with the affixed weapon Requirement You're a master in Arcana, Nature, Occultism, or Religion. --- This golden spur is affixed to a weapon by a braided leather cord. You teleport to a space you can see within 10 feet of the target. You must have line of effect to the space.\n","skill_mod":{},"summary":"This golden spur is affixed to a weapon by a braided leather cord. You teleport to a space you can see within 10 feet of the target. You must have …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["School","Equipment","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","requirement":"You're a master in Arcana , Nature , Occultism , or Religion .","trigger":"You hit a target within 120 feet with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=1586","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Golden Spur","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1586"},{"item_child_id":["equipment-1587-1489","equipment-1587-1490"],"primary_source_category":"Adventure Paths","usage":"affixed to a one-handed firearm or hand crossbow","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"evocation","trait":["Consumable","Evocation","Magical","Talisman","Uncommon"],"id":"equipment-1587","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Liquid Gold May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 77 Usage affixed to a one-handed firearm or hand crossbow Activate Free Action Interact Trigger You roll for initiative Requirement You're an expert in Stealth. --- This glass vial containing liquid gold is fastened to a weapon by a fine gold chain. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Liquid Gold Source Pathfinder #179: Cradle of Quartz pg. 77 Price 40 gp --- You draw the attached weapon as a free action instead of as a reaction. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Liquid Gold (Greater) Source Pathfinder #179: Cradle of Quartz pg. 77 Price 80 gp --- You load the weapon as you draw it.","skill_mod":{},"summary":"This glass vial containing liquid gold is fastened to a weapon by a fine gold chain.","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","School","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","requirement":"You're an expert in Stealth .","trigger":"You roll for initiative","resistance":{},"url":"/Equipment.aspx?ID=1587","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Liquid Gold","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-1587"},{"primary_source_category":"Adventure Paths","usage":"affixed to a one-handed firearm or hand crossbow","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1587","weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"evocation","price":4000,"trait":["Consumable","Evocation","Magical","Talisman","Uncommon"],"id":"equipment-1587-1489","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Liquid Gold May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 77 Usage affixed to a one-handed firearm or hand crossbow Activate Free Action Interact Trigger You roll for initiative Requirement You're an expert in Stealth. --- This glass vial containing liquid gold is fastened to a weapon by a fine gold chain. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Liquid Gold Source Pathfinder #179: Cradle of Quartz pg. 77 Price 40 gp --- You draw the attached weapon as a free action instead of as a reaction. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Liquid Gold (Greater) Source Pathfinder #179: Cradle of Quartz pg. 77 Price 80 gp --- You load the weapon as you draw it.","skill_mod":{},"summary":"You draw the attached weapon as a free action instead of as a reaction.","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","School","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","trigger":"You roll for initiative","resistance":{},"url":"/Equipment.aspx?ID=1587","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Liquid Gold","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-1587-1489"},{"primary_source_category":"Adventure Paths","usage":"affixed to a one-handed firearm or hand crossbow","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1587","weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"evocation","price":8000,"trait":["Consumable","Evocation","Magical","Talisman","Uncommon"],"id":"equipment-1587-1490","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Liquid Gold May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 77 Usage affixed to a one-handed firearm or hand crossbow Activate Free Action Interact Trigger You roll for initiative Requirement You're an expert in Stealth. --- This glass vial containing liquid gold is fastened to a weapon by a fine gold chain. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Liquid Gold Source Pathfinder #179: Cradle of Quartz pg. 77 Price 40 gp --- You draw the attached weapon as a free action instead of as a reaction. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Liquid Gold (Greater) Source Pathfinder #179: Cradle of Quartz pg. 77 Price 80 gp --- You load the weapon as you draw it.","skill_mod":{},"summary":"You load the weapon as you draw it.","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","School","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","trigger":"You roll for initiative","resistance":{},"url":"/Equipment.aspx?ID=1587","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Liquid Gold (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-1587-1490"},{"primary_source_category":"Adventure Paths","usage":"attached to a two-handed firearm","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"divination","price":11500,"trait":["Divination","Magical","Uncommon"],"id":"equipment-1588","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Gyroscopic Stabilizer May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 77 Price 115 gp Usage attached to a two-handed firearm Bulk L --- A gyroscopic stabilizer appears as a gold disk suspended within three rotating golden bands inside a gilded case, itself attached to a set of clamps. These clamps allow you to attach the gyroscopic stabilizer to any one-handed firearm as an Interact action. Activate Single Action Interact; Frequency once per hour; Requirements The gyroscopic stabilizer is attached to a one-handed firearm without the fatal or fatal aim traits; Effect The gyroscopic stabilizer begins spinning for 1 minute. While the gyroscopic stabilizer is spinning, the weapon it's attached to gains the fatal aim weapon trait with a die one size larger than its damage die (maximum d12). This allows you to wield it in two hands to grant it the fatal trait.\n","skill_mod":{},"summary":"A gyroscopic stabilizer appears as a gold disk suspended within three rotating golden bands inside a gilded case, itself attached to a set of …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["School","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1588","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Gyroscopic Stabilizer","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1588"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"conjuration","price":1500,"trait":["Conjuration","Consumable","Magical","Uncommon"],"id":"equipment-1589","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Harpoon Bolt May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 77 Price 15 gp Ammunition round --- This iron spike can be fitted into the barrel of a two-handed firearm that doesn't have the scatter property with an Interact action. The spike is attached to a 50-foot-long coil of rope held in a simple spool that can be attached to a weapon's barrel. The weight and awkward balance of the bolt and its spool reduce the range of the weapon by 10 feet when fired. A creature hit by a harpoon bolt takes normal damage from the shot and must succeed at a DC 18 Fortitude save. On a failure, the harpoon bolt becomes lodged in its body. Once a harpoon bolt is lodged, a creature can remove the harpoon bolt with a DC 18 check to Escape or Force Open, but on a failure, the creature takes 1d4 piercing damage. As long as the harpoon bolt remains lodged, the creature can't move more than 50 feet away from you. You can attempt to Trip a creature by tugging on the rope attached to the harpoon bolt, even if it isn't within your reach, but if you fail this attempt, the bolt rips free, causing 1d4 piercing damage to the target but releasing it from the bolt. If you reload, drop, or fire the firearm again, the creature is no longer limited in its movement. Once a harpoon bolt is removed from a creature, the bolt, its rope, and the spool all decay away, consumed by the same magic that empowers the unusual ammunition to function in the first place.\n","ammunition":"round","skill_mod":{},"summary":"This iron spike can be fitted into the barrel of a two-handed firearm that doesn't have the scatter property with an Interact action. The spike …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["School","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1589","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Harpoon Bolt","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1589"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"evocation","trait":["Cursed","Divine","Evocation","Intelligent","Unique"],"id":"equipment-1590","text":"<title level=\"1\" right=\"Item 8\" pfs=\"\" > Jax May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 77 Usage held in 2 hands Bulk 1 Base Weapon Piercing Wind --- Perception +13; precise vision 30 feet, imprecise hearing 30 feet Communication empathy Skills Diplomacy +14, Survival +16 Int +1, Wis +5, Cha +3 Will +18 --- Jax was a caravan guard who died defending her charges from a pack of Lamashtan cultists in the Spellscar Desert. Her spirit of fury and hopelessness infused her weapon upon her death, imbuing the firearm with a fragment of her soul and intelligence. The rifle, upon awakening, remembered just enough of Jax's former life to think of her former wielder's name as her own. Jax is a +1 striking fearsome piercing wind whose driving purpose is to protect innocent travelers in the Spellscar Desert from raiders, bandits, and cultists. Jax allows any creature to wield her, but she doesn't reveal her intelligence or powers until she detects an innocent in danger or if her wielder has proven themselves a worthy champion of justice. If she deems a wielder to be unworthy, Jax uses her dominate ability to control the wielder until she can find a new one. If ever used to attack an innocent traveler, or if, in Jax's opinion, the attack could be considered banditry, the weapon automatically misfires. If Jax witnesses an innocent harmed or killed, she empathically urges her wielder to avenge the victim. If the wielder doesn't comply, Jax attempts to cast dominate (below). Even if the dominate spell fails, Jax withholds all magical abilities, including the +1 weapon potency rune and striking rune, until her wielder redeems themself. Activate Two Actions command; Frequency once per day; Effect Jax casts heroism on you. Activate Two Actions command; Frequency once per day; Effect Jax deems you an unworthy agent of justice. She casts dominate on you (DC 24). If you're chaotic or a worshipper of Lamashtu, you take a –2 penalty to your Will save, and the result of your save is one degree of success worse than the result you rolled. Jax orders you to fight banditry and protect innocent travelers in the Spellscar Desert, renewing the spell as often as necessary until you cease your lawless ways.\n","skill_mod":{},"summary":"Jax was a caravan guard who died defending her charges from a pack of Lamashtan cultists in the Spellscar Desert. Her spirit of fury and hopelessness …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","Tradition","School","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1590","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","base_item":["Piercing Wind"],"name":"Jax","alignment":"LN","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-1590"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"transmutation","price":1200,"trait":["Consumable","Magical","Transmutation","Uncommon"],"id":"equipment-1591","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Lodestone Pellet May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 78 Price 12 gp Ammunition pellet Activate Single Action Interact --- These round, black pellets are made from magically enhanced magnetic lodestone. They can be loaded into an air repeater or long air repeater. When activated, lodestone pellets provide a +1 circumstance bonus to ranged Strikes made against creatures made of metal or wearing metal armor.\n","ammunition":"pellet","skill_mod":{},"summary":"These round, black pellets are made from magically enhanced magnetic lodestone. They can be loaded into an air repeater or long air repeater . …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","Mechanics","School","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1591","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Lodestone Pellet","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1591"},{"primary_source_category":"Adventure Paths","usage":"worn backpack","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"conjuration","price":60000,"trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-1592","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Smogger May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 78 Price 600 gp Usage worn backpack Bulk 2 --- Some mutants savor the acrid smog of Alkenstar and the Gunworks. A smogger recreates this pollution by sucking in clean air and spewing it back out as pungent smog. Activate Two Actions Interact (poison) Frequency once per hour; Effect The smogger creates a 10-foot-radius emanation of smog centered on you, which moves with you. You and other creatures in the smog are concealed while inside the smog, and other creatures are concealed to you and other creatures in the smog. A strong wind doesn't disperse the smog but reduces it to a 5-foot-radius emanation. A creature that must breathe that begins its turn inside of the smog can choose to hold its breath as a free action for the round, but if it doesn't, it becomes sickened 1. The smogger can maintain this effect for up to 1 minute, and the wearer of the smogger can Dismiss the effect. Activate Two Actions Interact (poison) Frequency once per day; Requirements The smogger's above activation is in effect; Effect The smog created by the smogger thickens into a toxic element that burns the eyes, blisters flesh, and causes fits of coughing. All creatures in the smog cloud, including you, must attempt a DC 32 Fortitude save—creatures that must breathe and aren't holding their breath take a –2 circumstance penalty to this save. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 1 (or increases their sickened condition value to 2 if it isn't holding its breath). The creature also takes 4d6 poison damage. Critical Failure As failure, but the creature takes 8d6 poison damage.\n","skill_mod":{},"summary":"Some mutants savor the acrid smog of Alkenstar and the Gunworks. A smogger recreates this pollution by sucking in clean air and spewing it back out …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1592","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Smogger","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1592"},{"primary_source_category":"Adventure Paths","usage":"worn headwear","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"conjuration","price":16000,"trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-1593","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Thunder Helm May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 78 Price 160 gp Usage worn headwear Bulk L --- The creator of the original thunder helm tried and failed time and again to craft a reliable, helmet-mounted firearm that enabled hands-free gunplay, but even after resorting to magical enhancements, they were never quite able to realize their vision. The allure of the thunder helm continues to compel certain mindsets in the Mana Wastes, and these items continue to be crafted to this day. A thunder helm appears as a cylindrical iron helmet adorned with a crown-like display of gun barrels extending out in all directions. A slit in the front allows for limited visibility, while sound is muffled by the inner lining. As long as a creature wears a thunder helm , it takes a –1 circumstance penalty to auditory and visual Perception checks but also gain a +1 circumstance bonus to saving throws against auditory and visual effects. Activate Two Actions envision, Interact; Frequency once per day; Effect The helm's gun barrels swivel and aim randomly, then conjure enough gunpowder and bullets to fire in all directions around you. Every creature within a 20-foot emanation takes 4d6 piercing damage (DC 19 basic Reflex save). When determining a creature's resistance or immunity to this damage, use the weaker of the target's resistance or immunity to piercing or bludgeoning.\n","skill_mod":{},"summary":"The creator of the original thunder helm tried and failed time and again to craft a reliable, helmet-mounted firearm that enabled hands-free …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1593","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Thunder Helm","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1593"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"transmutation","price":50000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-1594","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Containment Contraption May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 79 Price 500 gp Usage worn armor Bulk 6 Base Armor Full Plate --- This heavy, mechanized brass suit is studded with pistons, gears, dials, and gauges and topped with a front-facing thick glass porthole. The suit is a suit of +1 full plate . While worn, it completely encloses you, providing protection against inhaled toxins—you gain a +1 circumstance bonus to all saving throws made against such effects. The suit isn't airtight, however, and doesn't protect against drowning if you're immersed in water or suffocation if you're placed in a vacuum—at least, not until you activate it. Activate Single Action envision; Frequency once per day; Effect The containment contraption fills with breathable air and filters exterior air or water to create more breathable air for you, as needed. This state persists for up to 1 hour, during which time you can breathe normally in environments where you normally couldn't. During this time, your circumstance bonus to saving throws against inhaled toxins increases to +2, and you also gain a +2 circumstance bonus to saves against olfactory effects. This effect ends immediately if the containment contraption becomes broken.\n","skill_mod":{},"summary":"This heavy, mechanized brass suit is studded with pistons, gears, dials, and gauges and topped with a front-facing thick glass porthole. The suit is …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Equipment","Mechanics","School","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1594","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","base_item":["Full Plate"],"name":"Containment Contraption","bulk":6,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1594"},{"primary_source_category":"Adventure Paths","usage":"held in 1 or 2 hands","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"evocation","price":16000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-1595","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Metronomic Hammer May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 79 Price 160 gp Usage held in 1 or 2 hands Bulk 1 Base Weapon Gnome Hooked Hammer --- A polished brass metronome ticks rhythmically within the haft of this +1 striking gnome hooked hammer . Gnome adherents of Brigh often attempt to reproduce this item as part of a ritual symbolizing methodical problem-solving and thoughtful craftsmanship. Activate Reaction envision; Trigger You attempt to Trip a creature with the metronomic hammer ; Effect By timing the sweeping arcs of your Trip attempt to the built-in metronome of a metronomic hammer , you gain a +1 item bonus to your Athletics check to Trip the target. This item bonus increases by 1 with every subsequent Trip attempt you make with the metronomic hammer against the same target this turn, to a maximum of +3 on your third Trip. The bonus resets to +1 if you successfully Trip the target, if you critically fail to Trip the target, or if your turn ends.\n","skill_mod":{},"summary":"A polished brass metronome ticks rhythmically within the haft of this +1 striking gnome hooked hammer . Gnome adherents of Brigh often attempt …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["School","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1595","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","base_item":["Gnome Hooked Hammer"],"name":"Metronomic Hammer","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1595"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #179: Cradle of Quartz"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"transmutation","price":36000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-1596","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Winder's Ring May contain spoilers from Outlaws of Alkenstar Source Pathfinder #179: Cradle of Quartz pg. 79 Price 360 gp Usage worn --- This ring contains dozens of minute, interlocking bronze gears that buzz incessantly. The ring grants you a +1 item bonus to all Crafting checks to construct or repair clockworks. Activate varies (Interact); Effect The winder's ring extends a winding key that fits any clockwork contraption or creature, allowing you to fully wind a clockwork device or creature in half the usual time. When you activate a winder's ring in this way, attempt a DC 16 flat check. On a failure, the winder's ring exhausts itself, and you can't activate it again until the next time you make your daily preparations. Activate Single Action Interact; Frequency once per day; Effect The winder's ring transforms into a clockwork spy that doesn't require winding and obeys your spoken commands for up to 1 hour. In this form, the winder's ring has the minion trait. You can use this action again to return the clockwork spy to winder's ring form as long as you're adjacent to the clockwork spy. If the clockwork spy is slain, it reverts to its ring shape, and the winder's ring can't be activated again until 1 week has passed.\n","skill_mod":{},"summary":"This ring contains dozens of minute, interlocking bronze gears that buzz incessantly. The ring grants you a +1 item bonus to all Crafting checks to …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Mechanics","School","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1596","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Winder's Ring","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1596"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"enchantment","price":140000,"trait":["Curse","Emotion","Enchantment","Fear","Magical","Mental","Occult","Unique"],"id":"equipment-1597","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Hex Blaster May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 73 Price 1,400 gp Usage held in 2 hands Bulk 2 Base Weapon Arquebus --- This +2 striking fearsome arquebus is composed of warped and twisted wood engraved with eerie runes. When the weapon fires, the blast sometimes sounds like the cackling of a diabolical witch. Activate Single Action command; Frequency once per day; Effect You afflict a creature you can see with a hex of impending doom . The hex lasts for 1 minute. As long as the creature is hexed, when you hit it with a round from the hex blaster, the creature must attempt a DC 28 Will save at the end of your turn; the creature attempts a single Will save regardless of the number of times you hit it. Critical Success The creature is unaffected. Success The creature is frightened 1. It also takes 1d6 persistent mental damage. Failure The creature is frightened 2. It also takes 2d6 persistent mental damage. Critical Failure The creature is frightened 2 and slowed 1 for 1 minute. It also takes 4d6 persistent mental damage and is cursed with a hex of impending doom . If the target falls unconscious from damage dealt by this Strike or the persistent mental damage, it remains unconscious for 1 day or until this curse is removed. After 1 day, if the creature is still unconscious, it must succeed at a DC 28 Fortitude save or die; this effect has the death and incapacitation traits.\n","skill_mod":{},"summary":"This +2 striking fearsome arquebus is composed of warped and twisted wood engraved with eerie runes. When the weapon fires, the blast …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Affliction","Mechanics","School","Tradition","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1597","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","base_item":["Arquebus"],"name":"Hex Blaster","bulk":2,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-1597"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"evocation","price":10000,"trait":["Evocation","Lawful","Magical","Uncommon"],"id":"equipment-1598","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Lawbringer's Lasso May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 73 Price 100 gp Usage held in 2 hands Bulk 1 --- This enchanted lasso is a net that can be used to Grapple creatures up to 30 feet away, requires a DC 18 Athletics check to Force Open, and has an Escape DC of 18. It's permanently attached to a 30-foot rope. While using the lawbringer's lasso to Grapple, you receive a +1 item bonus to Grapple checks against creatures with the chaotic trait. If you roll a critical failure on your attempt to Grapple a chaotic creature with the lawbringer's lasso , you get a failure instead.\n","skill_mod":{},"summary":"This enchanted lasso is a net that can be used to Grapple creatures up to 30 feet away, requires a DC 18 Athletics check to Force Open , and …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["School","Alignment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1598","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Lawbringer's Lasso","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1598"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"abjuration","price":140000,"trait":["Abjuration","Good","Magical","Mental","Unique"],"id":"equipment-1599","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Redeemer's Pistol May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 73 Price 1,400 gp Usage held in 1 hand Bulk L Base Weapon Dueling Pistol --- This +2 striking dueling pistol is fashioned from silvery steel that glistens with a radiant light. You can choose to make a nonlethal attack with the redeemer's pistol without taking a –2 penalty; if you do so, the attack deals 1d6 additional mental damage. You can also call forth the redemptive spirit within the gun to pass judgment on your foes. Activate Reaction command; Frequency once per day; Trigger An enemy within 30 feet damages you; Effect The protective spirit within the gun imposes a vision of redemption in your foe's mind. The foe must choose one of the following options. You're unharmed by the triggering damage. You gain resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn and takes 4 persistent good damage. ","skill_mod":{},"summary":"This +2 striking dueling pistol is fashioned from silvery steel that glistens with a radiant light. You can choose to make a nonlethal attack …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["School","Alignment","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1599","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","base_item":["Dueling Pistol"],"name":"Redeemer's Pistol","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-1599"},{"item_child_id":["equipment-1600-1492","equipment-1600-1493"],"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"evocation","trait":["Evocation","Fire","Magical","Uncommon"],"id":"equipment-1600","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Blast Lance May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 74 Usage held in 2 hands Bulk 2 Base Weapon Lance --- This weapon is a long +1 lance with a muzzle built into the pointed tip, allowing the user to fire the chamber after a successful melee attack. A barrel running down the length of the lance allows you to load firearm ammunition into the base of the weapon more easily than it might seem from the design. It takes 2 actions to reload a blast lance . Activate Free Action command; Trigger You strike a foe with the blast lance ; Requirements The blast lance is loaded with a round; Effect You fire a blast of gunpowder through the weapon that deals 2d8 fire damage. The foe must attempt a DC 18 Fortitude save. Critical Success The target is unaffected by the blast of gunpowder and the blast lance misfires and jams. Success The target takes half the fire damage. Failure The target takes the full fire damage and is pushed back 5 feet. You can Stride after it, but you must move the same distance and in the same direction. Critical Failure The target takes double damage and is pushed back 10 feet. You can Stride after it, but you must move the same distance and in the same direction. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Blast Lance Source Pathfinder #180: The Smoking Gun pg. 74 Price 100 gp Bulk 2 <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Blast Lance (Greater) Source Pathfinder #180: The Smoking Gun pg. 74 Price 500 gp Bulk 2 --- A greater blast lance is a +1 striking lance whose blast deals 3d8 fire damage instead of 2d8 fire damage. The Fortitude save DC is 24.","element":["Fire"],"skill_mod":{},"summary":"This weapon is a long +1 lance with a muzzle built into the pointed tip, allowing the user to fire the chamber after a successful melee attack. A …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1600","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","base_item":["Lance"],"name":"Blast Lance","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1600"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1600","weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"evocation","price":10000,"trait":["Evocation","Fire","Magical","Uncommon"],"id":"equipment-1600-1492","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Blast Lance May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 74 Usage held in 2 hands Bulk 2 Base Weapon Lance --- This weapon is a long +1 lance with a muzzle built into the pointed tip, allowing the user to fire the chamber after a successful melee attack. A barrel running down the length of the lance allows you to load firearm ammunition into the base of the weapon more easily than it might seem from the design. It takes 2 actions to reload a blast lance . Activate Free Action command; Trigger You strike a foe with the blast lance ; Requirements The blast lance is loaded with a round; Effect You fire a blast of gunpowder through the weapon that deals 2d8 fire damage. The foe must attempt a DC 18 Fortitude save. Critical Success The target is unaffected by the blast of gunpowder and the blast lance misfires and jams. Success The target takes half the fire damage. Failure The target takes the full fire damage and is pushed back 5 feet. You can Stride after it, but you must move the same distance and in the same direction. Critical Failure The target takes double damage and is pushed back 10 feet. You can Stride after it, but you must move the same distance and in the same direction. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Blast Lance Source Pathfinder #180: The Smoking Gun pg. 74 Price 100 gp Bulk 2 <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Blast Lance (Greater) Source Pathfinder #180: The Smoking Gun pg. 74 Price 500 gp Bulk 2 --- A greater blast lance is a +1 striking lance whose blast deals 3d8 fire damage instead of 2d8 fire damage. The Fortitude save DC is 24.","element":["Fire"],"skill_mod":{},"summary":"This weapon is a long +1 lance with a muzzle built into the pointed tip, allowing the user to fire the chamber after a successful melee attack. A …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1600","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","base_item":["Lance"],"name":"Blast Lance","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1600-1492"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1600","weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"evocation","price":50000,"trait":["Evocation","Fire","Magical","Uncommon"],"id":"equipment-1600-1493","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Blast Lance May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 74 Usage held in 2 hands Bulk 2 Base Weapon Lance --- This weapon is a long +1 lance with a muzzle built into the pointed tip, allowing the user to fire the chamber after a successful melee attack. A barrel running down the length of the lance allows you to load firearm ammunition into the base of the weapon more easily than it might seem from the design. It takes 2 actions to reload a blast lance . Activate Free Action command; Trigger You strike a foe with the blast lance ; Requirements The blast lance is loaded with a round; Effect You fire a blast of gunpowder through the weapon that deals 2d8 fire damage. The foe must attempt a DC 18 Fortitude save. Critical Success The target is unaffected by the blast of gunpowder and the blast lance misfires and jams. Success The target takes half the fire damage. Failure The target takes the full fire damage and is pushed back 5 feet. You can Stride after it, but you must move the same distance and in the same direction. Critical Failure The target takes double damage and is pushed back 10 feet. You can Stride after it, but you must move the same distance and in the same direction. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Blast Lance Source Pathfinder #180: The Smoking Gun pg. 74 Price 100 gp Bulk 2 <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Blast Lance (Greater) Source Pathfinder #180: The Smoking Gun pg. 74 Price 500 gp Bulk 2 --- A greater blast lance is a +1 striking lance whose blast deals 3d8 fire damage instead of 2d8 fire damage. The Fortitude save DC is 24.","element":["Fire"],"skill_mod":{},"summary":"A greater blast lance is a +1 striking lance whose blast deals 3d8 fire damage instead of 2d8 fire damage. The Fortitude save DC is 24.","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1600","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","base_item":["Lance"],"name":"Blast Lance (Greater)","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1600-1493"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"abjuration","price":65000,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-1601","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Blast Suit May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 74 Price 650 gp Usage worn armor Bulk 2 Base Armor Full Plate --- Crafted from heavy steel plating and riveted together with cunning precision, this suit of +1 resilient full plate is specifically designed to protect against sudden explosions. This added layer of security comes at the cost of movement, however. Activate Reaction command; Trigger You're affected by an area effect that requires a Reflex save, or you would take splash damage from a scatter weapon; Effect The blast suit locks together into a rigid bulwark, protecting you from the blast but preventing you from moving from your position under any circumstances. You become immobilized, gain a +2 circumstance bonus to your Reflex save against area effects, and gain resistance 5 to all damage you would normally take from area effects and scatter splash damage (this doesn't damage the blast suit ). These effects persist for as long as the suit remains in the locked position. You can Interact with the suit to unlock it.\n","skill_mod":{},"summary":"Crafted from heavy steel plating and riveted together with cunning precision, this suit of +1 resilient full plate is specifically designed to …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1601","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","base_item":["Full Plate"],"name":"Blast Suit","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1601"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"transmutation","price":70000,"trait":["Magical","Rare","Transmutation"],"id":"equipment-1602","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Erraticannon May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 75 Price 700 gp Usage held in 1 hand Bulk 1 Base Weapon Hand Cannon --- This +1 striking hand cannon is festooned with so many add-ons and modifications it's barely recognizable as a firearm. A large hopper at the top of the gun allows any type of ammunition (including arrows, bolts, stone bullets, and firearm rounds) to be fed into the machine, which converts the ammunition into blasts of raw, destructive energy. Each time you attack with the weapon, roll 1d8 to determine the damage type of the Strike—all of the erraticannon's weapon damage is converted to that damage type for the Strike. Additionally, roll another d8, and the erraticannon deals 1d6 additional damage of this second damage type. ## Erraticannon d8 Damage Type 1 Acid 2 Cold 3 Electricity 4 Fire 5 Sonic 6 Bludgeoning 7 Piercing 8 Slashing Activate Two Actions ; Frequency once per day; Effect You set the erraticannon to maximum power and unleash a blast that deals 1d6 acid, 1d6 cold, 1d6 electricity, 1d6 fire, 1d6 sonic, 1d6 bludgeoning, 1d6 piercing, and 1d6 slashing damage to all creatures in a 30-foot cone (DC 25 basic Reflex save).\n","skill_mod":{},"summary":"This +1 striking hand cannon is festooned with so many add-ons and modifications it's barely recognizable as a firearm. A large hopper at the …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Mechanics","Rarity","School"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1602","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","base_item":["Hand Cannon"],"name":"Erraticannon","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1602"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"transmutation","price":2500,"trait":["Consumable","Magical","Transmutation","Uncommon"],"id":"equipment-1603","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Reducer Round May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 75 Price 25 gp Ammunition round Activate Single Action Interact --- This bullet is fashioned from a rubbery substance and stamped with the image of a diminutive ant twitching in surprise. The bullet deals no damage on a successful hit. Instead, the target must attempt a DC 19 Fortitude save. Success The target is unaffected. Failure The target shrinks to Tiny size for 1d4 rounds. Its reach becomes 0 feet, and it's enfeebled 1 for this duration. Critical Failure The target shrinks to Tiny size for 1 minute. Its reach becomes 0 feet, and it's enfeebled 2 for this duration.\n","ammunition":"round","skill_mod":{},"summary":"This bullet is fashioned from a rubbery substance and stamped with the image of a diminutive ant twitching in surprise. The bullet deals no damage on …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1603","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Reducer Round","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1603"},{"item_child_id":["equipment-1604-1494","equipment-1604-1495","equipment-1604-1496","equipment-1604-1497"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","trait":["Alchemical","Bomb","Consumable","Fire","Splash","Uncommon"],"id":"equipment-1604","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Star Grenade May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- These unusual gunpowder bombs, typically marked with a symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross whenever they Strike a target. When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). Any effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Star Grenade (Lesser) Source Pathfinder #180: The Smoking Gun pg. 75 Price 3 gp Bulk L --- The bomb deals 1d8 fire damage and 1 splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Star Grenade (Moderate) Source Pathfinder #180: The Smoking Gun pg. 75 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage and 2 splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Star Grenade (Greater) Source Pathfinder #180: The Smoking Gun pg. 75 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage and 3 splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Star Grenade (Major) Source Pathfinder #180: The Smoking Gun pg. 75 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage and 4 splash damage.","element":["Fire"],"skill_mod":{},"summary":"These unusual gunpowder bombs, typically marked with a symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1604","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Star Grenade","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1604"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1604","weakness":{},"primary_source_group":"Outlaws of Alkenstar","price":300,"trait":["Alchemical","Bomb","Consumable","Fire","Splash","Uncommon"],"id":"equipment-1604-1494","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Star Grenade May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- These unusual gunpowder bombs, typically marked with a symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross whenever they Strike a target. When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). Any effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Star Grenade (Lesser) Source Pathfinder #180: The Smoking Gun pg. 75 Price 3 gp Bulk L --- The bomb deals 1d8 fire damage and 1 splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Star Grenade (Moderate) Source Pathfinder #180: The Smoking Gun pg. 75 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage and 2 splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Star Grenade (Greater) Source Pathfinder #180: The Smoking Gun pg. 75 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage and 3 splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Star Grenade (Major) Source Pathfinder #180: The Smoking Gun pg. 75 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage and 4 splash damage.","element":["Fire"],"skill_mod":{},"summary":"The bomb deals 1d8 fire damage and 1 splash damage.","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1604","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Star Grenade (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1604-1494"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1604","weakness":{},"primary_source_group":"Outlaws of Alkenstar","price":1000,"trait":["Alchemical","Bomb","Consumable","Fire","Splash","Uncommon"],"id":"equipment-1604-1495","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Star Grenade May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- These unusual gunpowder bombs, typically marked with a symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross whenever they Strike a target. When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). Any effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Star Grenade (Lesser) Source Pathfinder #180: The Smoking Gun pg. 75 Price 3 gp Bulk L --- The bomb deals 1d8 fire damage and 1 splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Star Grenade (Moderate) Source Pathfinder #180: The Smoking Gun pg. 75 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage and 2 splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Star Grenade (Greater) Source Pathfinder #180: The Smoking Gun pg. 75 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage and 3 splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Star Grenade (Major) Source Pathfinder #180: The Smoking Gun pg. 75 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage and 4 splash damage.","element":["Fire"],"skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage and 2 splash damage.","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1604","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Star Grenade (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1604-1495"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1604","weakness":{},"primary_source_group":"Outlaws of Alkenstar","price":25000,"trait":["Alchemical","Bomb","Consumable","Fire","Splash","Uncommon"],"id":"equipment-1604-1496","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Star Grenade May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- These unusual gunpowder bombs, typically marked with a symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross whenever they Strike a target. When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). Any effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Star Grenade (Lesser) Source Pathfinder #180: The Smoking Gun pg. 75 Price 3 gp Bulk L --- The bomb deals 1d8 fire damage and 1 splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Star Grenade (Moderate) Source Pathfinder #180: The Smoking Gun pg. 75 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage and 2 splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Star Grenade (Greater) Source Pathfinder #180: The Smoking Gun pg. 75 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage and 3 splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Star Grenade (Major) Source Pathfinder #180: The Smoking Gun pg. 75 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage and 4 splash damage.","element":["Fire"],"skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage and 3 splash damage.","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1604","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Star Grenade (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1604-1496"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1604","weakness":{},"primary_source_group":"Outlaws of Alkenstar","price":250000,"trait":["Alchemical","Bomb","Consumable","Fire","Splash","Uncommon"],"id":"equipment-1604-1497","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Star Grenade May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- These unusual gunpowder bombs, typically marked with a symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross whenever they Strike a target. When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). Any effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Star Grenade (Lesser) Source Pathfinder #180: The Smoking Gun pg. 75 Price 3 gp Bulk L --- The bomb deals 1d8 fire damage and 1 splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Star Grenade (Moderate) Source Pathfinder #180: The Smoking Gun pg. 75 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage and 2 splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Star Grenade (Greater) Source Pathfinder #180: The Smoking Gun pg. 75 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage and 3 splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Star Grenade (Major) Source Pathfinder #180: The Smoking Gun pg. 75 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage and 4 splash damage.","element":["Fire"],"skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage and 4 splash damage.","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1604","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Star Grenade (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1604-1497"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"divination","price":4500,"trait":["Divination","Magical","Necromancy","Uncommon"],"id":"equipment-1605","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Corpse Compass May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 76 Price 45 gp Usage held in 1 hand Bulk L --- This bone compass, made of the bones of sapient creatures that died violent deaths, is eerily effective when it comes to locating corpses. If you know you're Tracking a creature that's dead, you can use the compass's idiosyncrasies to your advantage and gain a +2 item bonus to your Survival check to do so. Otherwise, it works as a normal compass.\n","skill_mod":{},"summary":"This bone compass , made of the bones of sapient creatures that died violent deaths, is eerily effective when it comes to locating corpses. If you …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["School","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1605","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Corpse Compass","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-1605"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"necromancy","price":13000,"trait":["Consumable","Magical","Necromancy","Negative","Uncommon","Void"],"id":"equipment-1606","text":"<title level=\"1\" right=\"Item 9\" pfs=\"\" > Corpsecaller Round May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 76 Price 130 gp Ammunition round Activate Single Action Interact --- This bullet is crafted entirely from obsidian and engraved with hair-thin runes. When an activated corpsecaller round hits a target, the struck creature is called to the grave. It takes 4d10 negative damage with a DC 25 Fortitude saving throw. Critical Success The foe is unaffected. Success The foe takes half damage. Failure The foe takes full damage and is doomed 1. If the foe dies within the next 24 hours, its corpse is tethered to the Negative Energy Plane, making it easier to raise as an undead. Creatures using the create undead ritual on the foe's corpse receive a +2 circumstance bonus to their primary and secondary skill checks for the ritual. Critical Failure As failure, except the foe takes double damage and is doomed 2.\n","ammunition":"round","skill_mod":{},"summary":"This bullet is crafted entirely from obsidian and engraved with hair-thin runes. When an activated corpsecaller round hits a target, the struck …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Equipment","Mechanics","School","Energy","Planar","Creature Type","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1606","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Corpsecaller Round","actions_number":2,"bulk":0,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-1606"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand (see text)","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"necromancy","price":8000,"trait":["Clockwork","Consumable","Fire","Magical","Necromancy","Uncommon"],"id":"equipment-1607","text":"<title level=\"1\" right=\"Item 8\" pfs=\"\" > Skull Bomb May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 76 Price 80 gp Usage held in 1 hand (see text) Bulk L --- This device is a human-sized skull crafted entirely from metal plating and clockwork gears, which slots easily into a human skeleton in the spot where an ordinary skull would normally be located. While performing a create undead ritual, you can attach this skull bomb to the target creature in place of its own head. In order to do so, the target creature must be Medium and have the humanoid trait. The target creature can have only one skull bomb attached in this fashion. The creature gains the following ability. Throw Skull Two Actions (manipulate) The creature detaches its skull bomb and hurls the volatile explosive at a point within 30 feet. The skull explodes, dealing 7d6 fire damage to creatures within a 15-foot burst (DC 24 basic Reflex save). The skull is permanently destroyed and can't be used again, and the throwing creature is permanently blinded and headless.\n","element":["Fire"],"skill_mod":{},"summary":"This device is a human-sized skull crafted entirely from metal plating and clockwork gears, which slots easily into a human skeleton in the spot …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","School","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1607","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Skull Bomb","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-1607"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"evocation","price":16000,"trait":["Air","Consumable","Evocation","Magical","Potion","Uncommon"],"id":"equipment-1608","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Effervescent Decoction May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 76 Price 160 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This bubbly potion is purportedly made from winds gathered from the Mana Wastes and distilled into a liquor. For 1 hour after you imbibe the decoction, you can belch fizzy foam around willing creatures or unattended objects, surrounding them with a pink bubble. Once per minute, you can belch a bubble by using two Interact actions. This has effects similar to a levitate spell, except you can't control the bubbles; they rise 10 feet per round on their own. The bubble is sturdy enough to resist minor bumps or heavy winds, but if the item or creature takes any damage, the bubble pops, causing the levitation effect to end. If the creature surrounded by the bubble uses a move action rather than just ride within the bubble, the bubble also pops.\n","element":["Air"],"skill_mod":{},"summary":"This bubbly potion is purportedly made from winds gathered from the Mana Wastes and distilled into a liquor. For 1 hour after you imbibe the …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Elemental","Planar","Monster","Equipment","School","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=1608","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Effervescent Decoction","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1608"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"abjuration","price":18000,"trait":["Abjuration","Consumable","Magical","Potion","Uncommon"],"id":"equipment-1610","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Mutagenic Renovator May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 77 Price 180 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This sludgy concoction is said to be derived from liquefied mutant scales. For 1 hour after you imbibe the potion, your skin warps and mutates to grant you resistance 5 to one type of energy damage. When you first drink the potion, choose either acid, cold, electricity, fire, or sonic damage. The potion starts by granting you resistance against this type of damage. Each time you take damage from one of these listed energy types other than the one you currently resist, your skin mutates, causing you to lose the energy resistance previously granted by this potion and gain resistance to the type of energy by which you were most recently damaged, and the potion's duration decreases by 10 minutes. The resistance shifts only after you take the damage, so it doesn't apply to the first instance of damage.\n","skill_mod":{},"summary":"This sludgy concoction is said to be derived from liquefied mutant scales. For 1 hour after you imbibe the potion, your skin warps and mutates to …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=1610","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Mutagenic Renovator","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1610"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #180: The Smoking Gun"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","price":11000,"trait":["Alchemical","Consumable","Elixir","Morph","Uncommon"],"id":"equipment-1611","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Mana-Rattler Liniment May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 77 Price 110 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- According to reports, as well as Emelett's own marketing pitches, this lotion is derived from rare mana rattlesnakes whose oils ward against poison and disease. When applied, you can attempt to counteract a poison or disease effect currently afflicting you. The potion has a counteract level of 5 and a +15 modifier for the roll. You also acquire a serpentine appearance, growing fangs and scaly skin. For 1 hour, you gain a fangs unarmed attack that deals 1d6 piercing damage plus 1 poison damage.\n","skill_mod":{},"summary":"According to reports, as well as Emelett's own marketing pitches, this lotion is derived from rare mana rattlesnakes whose oils ward against poison …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1611","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Mana-Rattler Liniment","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1611"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archive"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":15500,"trait":["Alchemical","Consumable","Elixir","Rare"],"id":"equipment-1612","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Baleblood Draft Source Dark Archive pg. 62 Price 155 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This vial of murky, acrid-smelling liquid is derived from a blend of strange blood, typically coming from aberrations and cryptids. It has no special properties when used alone, but if you drink one shortly before drinking an alchemical elixir, you enhance the elixir's duration. Many tales of mysterious cryptids are actually based on encounters with people suffering the aftereffects of such concoctions. After drinking a baleblood draft, the next elixir you drink within 1 minute that has a duration of at least 1 minute and at most 1 hour has its duration extended by 50% (so a lesser cheetah's elixir lasts for a minute and a half instead of 1 minute). However, after pairing baleblood draft with another elixir, you suffer an eerie side effect for 1 week. This side effect never causes serious harm, although it might be inconvenient and is always ominous in appearance. All elixirs made in the same batch cause the same side effect. Drinking another draft with the same side effect extends the side effect's duration by another week, and drinking one with a different side effect causes you to suffer both effects simultaneously.\n","skill_mod":{},"summary":"This vial of murky, acrid-smelling liquid is derived from a blend of strange blood, typically coming from aberrations and cryptids. It has no special …","primary_source":"Dark Archive","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1612","name":"Baleblood Draft","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-1612"},{"primary_source_category":"Rulebooks","usage":"worn collar","source":["Dark Archive"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":12500,"trait":["Companion","Invested","Primal","Transmutation"],"id":"equipment-1613","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Chaos Collar Source Dark Archive pg. 62 Price 125 gp Usage worn collar Bulk L --- This unobtrusive collar is made to hide beneath an animal's fur or blend in against scaled skin. It's most often used by unscrupulous trophy hunters hoping to make a name for themselves by defeating threats they artificially created, using hapless animals as pawns. A chaos collar fuses to its animal bearer the first time it's clasped around the creature's neck. Three nights per month, it transforms the animal into the form of a terrifying monster. The appearance is the same size as the original animal and doesn't change the animal's statistics, but it's always something new, horrifying, and unique to that particular chaos collar . The transformation lasts from dusk until dawn, and it occurs with complete randomness throughout the month. An animal slain while wearing a chaos collar remains in the form it had at the time of its death. Once its bearer dies, the collar transforms into a scrap of dirty string and falls off, where the unscrupulous hunter can collect and use it again.\n","skill_mod":{},"summary":"This unobtrusive collar is made to hide beneath an animal's fur or blend in against scaled skin. It's most often used by unscrupulous trophy hunters …","primary_source":"Dark Archive","trait_group":["Equipment","Tradition","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=1613","name":"Chaos Collar","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-1613"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":1500,"trait":["Consumable","Magical","Transmutation"],"id":"equipment-1614","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Chimera Thread Source Dark Archive pg. 62 Price 15 gp Activate 10 minutes (Interact) --- This multicolored skein is twisted together from strands of many different materials. When used to stitch together pieces from the carcasses of two or more animals, it fuses them into a single intact carcass of an outlandish-looking monster with characteristics of the component species. The thread disappears, leaving no obvious seams and smoothing the transition between the parts of the creatures.\n","skill_mod":{},"summary":"This multicolored skein is twisted together from strands of many different materials. When used to stitch together pieces from the carcasses of two …","primary_source":"Dark Archive","trait_group":["Equipment","Mechanics","School"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1614","name":"Chimera Thread","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1614"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Dark Archive"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":185000,"trait":["Invested","Primal","Transmutation"],"id":"equipment-1615","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Cloak of the False Foe Source Dark Archive pg. 62 Price 1,850 gp Usage worn cloak Bulk L --- Images of strange animals and distorted figures are woven into this coarse, fur-lined cloak. Activate Interact (polymorph, primal, transmutation) Frequency once per day; Effect The cloak rises to envelop your head and body, reshaping your appearance into that of a locally feared cryptid. If there is no such figure in local lore, the cloak of the false foe instead alters your appearance into a form imagined by the crafter of the cloak. One choice that occurs with disturbing frequency is a gaunt figure with triple-jointed fingers; an eyeless, hairless head with a lamprey mouth in the center of its face; and stubby tentacles waving down its neck. The transformation also grants the effects of either a 3rd-level humanoid form spell that lasts for 1 hour if you turn into a Medium cryptid, or a 5th-level humanoid form spell that lasts for 10 minutes if you turn into a Large cryptid. While you're in cryptid form, any wounds left by your spells and Strikes appear to be the result of the cryptid's unarmed attacks and special abilities to a casual inspection. This doesn't alter the actual damage type inflicted or the effects of such attack. Someone closely studying the wounds can, with a successful DC 30 Medicine check, realize that magic has altered the appearance of the injuries.\n","skill_mod":{},"summary":"Images of strange animals and distorted figures are woven into this coarse, fur-lined cloak. ","primary_source":"Dark Archive","trait_group":["Equipment","Tradition","School"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1615","name":"Cloak of the False Foe","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1615"},{"hands":"2","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Dark Archive"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":5000,"skill":["Survival"],"trait":["Uncommon"],"id":"equipment-1616","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Hoax-Hunter's Kit Source Dark Archive pg. 63 Price 50 gp Hands 2 Usage held in 2 hands Bulk 1 --- This wooden box unfolds into a stack of hinged trays holding calipers, magnifying lenses, acids and reagents, comparison sketches of species commonly mistaken for one another, and glass slides for specimen testing. When you use this kit to study accounts of a creature or what it left behind (such as spoor, tracks, or fur samples), you gain a +1 item bonus to Recall Knowledge about the creature or to Track the creature. In addition, if you fail to Recall Knowledge about the creature (but don't critically fail), you're able to eliminate at least one possibility of a common type of animal. For instance, you might be able to verify the creature isn't an owlbear, even if you get no further information.\n","skill_mod":{},"summary":"This wooden box unfolds into a stack of hinged trays holding calipers, magnifying lenses, acids and reagents, comparison sketches of species commonly …","primary_source":"Dark Archive","trait_group":["Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1616","name":"Hoax-Hunter's Kit","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1616"},{"skill_mod":{},"summary":"This beloved tavern mascot is a shabby old stuffed beast mounted on an immense slab of ironwood. The beast is roughly the size and shape of a …","primary_source":"Dark Archive","trait_group":["School","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Item","item_category":"Other","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1617","weakness":{},"school":"enchantment","price":200000,"name":"Old Tillimaquin","trait":["Enchantment","Magical","Unique"],"id":"equipment-1617","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Old Tillimaquin Source Dark Archive pg. 63 Price 2,000 gp Bulk 3 --- This beloved tavern mascot is a shabby old stuffed beast mounted on an immense slab of ironwood. The beast is roughly the size and shape of a wolverine but with a broader snout, blue stripes along its upper legs and bristled back, and a club of spiked bone at the end of its long tail. No one can recall where Old Tillimaquin originally came from, how the taxidermic beast came to stand in its tavern, or even whether it's a genuine article. The tradition of rubbing its bronzed claws for good luck has been observed for so long that the front claws are worn to stubs. Local belief holds that as long as Old Tillimaquin stands, neither fire nor flood will claim its town. Activate Interact (divination, fortune, occult) Frequency once per month; Effect You rub Old Tillimaquin's bronzed claws for good luck before setting out on a task that might benefit the town. You can reroll a single failed saving throw within the next 24 hours, but you must take the second result, even if it's worse than your original result. Each person who rubs the claws can benefit only once per month, but there's no limit to how many people can draw on Old Tillimaquin's luck.\n","bulk":3,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-1617"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":2200,"trait":["Consumable","Magical","Necromancy"],"id":"equipment-1618","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Sampling Ammunition Source Dark Archive pg. 63 Price 22 gp Ammunition arrow, bolt --- The head of this arrow or bolt is a pointed glass cylinder with a hollow core. Upon hitting a corporeal creature, sampling ammunition captures a small portion of the target's skin, blood, and flesh. The sample falls to the ground below wherever the creature was hit. This sample is sealed and magically preserved inside its chamber, although it deteriorates normally once the cylinder is opened. Sampling ammunition can't collect samples from creatures made entirely of metal, stone, or other hard substances.\n","ammunition":"arrow, bolt","skill_mod":{},"summary":"The head of this arrow or bolt is a pointed glass cylinder with a hollow core. Upon hitting a corporeal creature, sampling ammunition captures a …","primary_source":"Dark Archive","trait_group":["Equipment","Mechanics","School"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1618","name":"Sampling Ammunition","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1618"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archive"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":5200,"trait":["Catalyst","Consumable","Magical","Rare"],"id":"equipment-1619","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Swirling Sand Source Dark Archive pg. 72 Price 52 gp Usage held in 1 hand Bulk L Activate Cast a Spell --- Swirling sand carries a faint trace of strange compulsions from the helical sand spire near Beachcomber. Adding this catalyst to a suggestion spell implants a strange compulsion in one target of the spell. The target creature must spin counterclockwise at the end of its turn if it didn't take a move action that turn. This spin is a free action that has the move trait. This effect lasts for 3 rounds on a success, failure, or critical failure against suggestion (even if the target completes its suggestion in fewer rounds); a target that critically succeeds against suggestion is unaffected by the swirling sand .\n","skill_mod":{},"summary":" Swirling sand carries a faint trace of strange compulsions from the helical sand spire near Beachcomber. Adding this catalyst to a suggestion …","primary_source":"Dark Archive","spell":["Suggestion"],"trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1619","name":"Swirling Sand","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1619"},{"access":"Member of the Bellflower Network","hands":"1","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archive"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":50,"trait":["Uncommon"],"id":"equipment-1620","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > False-Bottomed Mug Source Dark Archive pg. 82 Price 5 sp Hands 1 Usage held in 1 hand Bulk L Access Member of the Bellflower Network --- This mug looks like any other; however, the bottom part unscrews to reveal a velvet-lined chamber. These are primarily used by members of the Bellflower Network to sneak messages and small objects to other possible members. The Perception DC to discover the false bottom is 15 if someone specifically examines the mug.\n","skill_mod":{},"summary":"This mug looks like any other; however, the bottom part unscrews to reveal a velvet-lined chamber. These are primarily used by members of the …","primary_source":"Dark Archive","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1620","name":"False-Bottomed Mug","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1620"},{"access":"Member of a secret society","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archive"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":3600,"weakness":{},"saving_throw":"DC 18 Fortitude","price":1000,"trait":["Alchemical","Consumable","Ingested","Poison","Uncommon"],"id":"equipment-1621","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Forgetful Drops Source Dark Archive pg. 82 Price 10 gp Usage held in 1 hand Bulk 1 Access Member of a secret society Activate Single Action Interact --- These innocuous, colorless drops can be poured directly into a victim's mouth, or slipped into their food or drink. They initially haze a victim's mind slightly, making them easier to fool; in later stages, they can lead to the victim entering a murderous confused state. Secret societies use these drops to befuddle a target or to frame them for violence. Saving Throw DC 18 Fortitude; Onset 5 minutes; Maximum Duration 1 hour; Stage 1 stupefied 1 (10 minutes); Stage 2 stupefied 1 and clumsy 1 (20 minutes); Stage 3 stupefied 1, clumsy 1, and confused (30 minutes)\n","skill_mod":{},"summary":"These innocuous, colorless drops can be poured directly into a victim's mouth, or slipped into their food or drink. They initially haze a victim's …","primary_source":"Dark Archive","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":300,"resistance":{},"url":"/Equipment.aspx?ID=1621","stage":[" stupefied 1 (10 minutes)","stupefied 1 and clumsy 1 (20 minutes)","stupefied 1, clumsy 1 , and confused (30 minutes)"],"name":"Forgetful Drops","actions_number":2,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1621"},{"access":"Member of the Esoteric Order of the Palatine Eye","primary_source_category":"Rulebooks","usage":"worn","source":["Dark Archive"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":1000,"trait":["Uncommon"],"id":"equipment-1622","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Glittering Scarab Source Dark Archive pg. 82 Price 10 gp Usage worn Access Member of the Esoteric Order of the Palatine Eye --- This pin is a valuable copy of a popular pin sold in markets throughout Osirion. The original pin is a solid piece, often purchased by tourists. The glittering scarab, though, can be squeezed gently, causing the wings to part and reveal an eye painted underneath them. This pin is used to gain entrance to most meetings of the Esoteric Order of the Palatine Eye. Someone who specifically examines the scarab can find the hidden eye with a successful DC 20 Perception check, though if they know about glittering scarabs, they can simply squeeze it to check for the eye.\n","skill_mod":{},"summary":"This pin is a valuable copy of a popular pin sold in markets throughout Osirion. The original pin is a solid piece, often purchased by tourists. The …","primary_source":"Dark Archive","trait_group":["Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1622","name":"Glittering Scarab","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1622"},{"access":"Member of a secret society","primary_source_category":"Rulebooks","usage":"worn","source":["Dark Archive"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":500,"trait":["Uncommon"],"id":"equipment-1623","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Membership Cords Source Dark Archive pg. 82 Price 5 gp Usage worn Bulk L Access Member of a secret society --- These braided wool cords are threaded with reflective metal threads in patterns specified by the purchaser. No two society's patterns are the same, and purchasers tend to return to the same weaver each time to ensure new cords match previous ones. In a room lit only by dim candlelight, the reflective metal threads shimmer in a specific pattern. Many societies use these cords to prevent outsiders from infiltrating secret meetings and often have someone at the meeting area's entrance checking cords before allowing entry.\n","skill_mod":{},"summary":"These braided wool cords are threaded with reflective metal threads in patterns specified by the purchaser. No two society's patterns are the same, …","primary_source":"Dark Archive","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1623","name":"Membership Cords","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1623"},{"access":"Member of a secret society","hands":"1","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archive"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":500,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1624","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Moonlit Ink Source Dark Archive pg. 82 Price 5 gp Hands 1 Usage held in 1 hand Access Member of a secret society Activate Single Action Interact --- This alchemical ink is applied to a stamping device, typically a wooden seal or chop commissioned by the secret society and costing 1 sp. When the seal is pressed to paper, the ink briefly shows up before fading into invisibility. The stamp can be revealed by exposing the stamped item to direct moonlight for 1 minute. A character checking a good or document marked by a moonlit ink stamp must succeed at a DC 25 Perception check to spot the stamp without exposure to moonlight. In addition to its use by secret societies for their secret books, papers, and messages, some smugglers use moonlit ink to mark their goods.\n","skill_mod":{},"summary":"This alchemical ink is applied to a stamping device, typically a wooden seal or chop commissioned by the secret society and costing 1 sp. When the …","primary_source":"Dark Archive","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1624","name":"Moonlit Ink","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1624"},{"access":"Member of a secret society","hands":"1","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archive"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":800,"trait":["Consumable","Illusion","Magical","Uncommon"],"id":"equipment-1625","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Parchment of Secrets Source Dark Archive pg. 82 Price 8 gp Hands 1 Usage held in 1 hand Bulk L Access Member of a secret society --- This parchment is crafted with illusion magic, allowing for the transfer of secret messages. You can fill the parchment with the usual amount of text, encoding your secret message within the innocuous message. Activate 1 minute (Interact); Effect You tap the letters of your secret message one at a time, causing the letters to glow momentarily before fading to their standard ink color, and a symbol of your choice appears at the corner of the page. The next time someone taps the symbol with a writing instrument, the chosen letters glow again, revealing the secret message, and then the power of the parchment is spent.\n","skill_mod":{},"summary":"This parchment is crafted with illusion magic, allowing for the transfer of secret messages. You can fill the parchment with the usual amount of …","primary_source":"Dark Archive","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1625","name":"Parchment of Secrets","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1625"},{"access":"Member of a secret society","hands":"1","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archive"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":300,"trait":["Alchemical","Consumable","Fire","Uncommon"],"id":"equipment-1626","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Self-Immolating Note Source Dark Archive pg. 83 Price 3 gp Hands 1 Usage held in 1 hand Access Member of a secret society Activate Single Action Interact --- This paper is crafted with an unusual formula, causing it to catch fire and self-immolate 5 minutes after being exposed to the air. The item activates automatically when the envelope is opened, which typically takes an Interact action. Anyone holding the note when it catches fire takes 1 fire damage. Often, these notes are given as practical jokes or threats, but secret societies find them quite useful when sharing information about upcoming meetings or any other relevant news. These letters must be written in haste and require the use of their accompanying envelopes, which prevent air from interacting with the paper until the envelope's seal is broken.\n","element":["Fire"],"skill_mod":{},"summary":"This paper is crafted with an unusual formula, causing it to catch fire and self-immolate 5 minutes after being exposed to the air. The item …","primary_source":"Dark Archive","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1626","name":"Self-Immolating Note","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1626"},{"access":"Member of a secret society","hands":"1","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archive"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":1000,"trait":["Uncommon"],"id":"equipment-1627","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Sibling's Coin Source Dark Archive pg. 83 Price 10 gp Hands 1 Usage held in 1 hand Access Member of a secret society --- Contrary to widespread belief, secret handshakes are not the preferred method of confirmation between secret society members, mostly because this would be obvious in the middle of a crowded street or busy tavern. Instead, societies tend to mark each other by carrying sibling's coins. The name was originally coined by a past secret society that has since fallen into obscurity, but its ingenious coins remain. The coins are innocuous, resembling common silver coins until the owner twists the outer edge clockwise. At this point, the face of the coin rotates to reveal the symbol of the secret society of the owner. Suspected compatriots often toy with their coins as a half-recognized fidget, before trying to subtly flash the inscription to their fellow conversationalist. While it's possible to notice the coin's mechanism if you specifically check the coin (DC 20 Perception), few people individually inspect coins unless they have a reason to be suspicious of them.\n","skill_mod":{},"summary":"Contrary to widespread belief, secret handshakes are not the preferred method of confirmation between secret society members, mostly because this …","primary_source":"Dark Archive","trait_group":["Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1627","name":"Sibling's Coin","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1627"},{"access":"Member of a secret society","hands":"1","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archive"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"illusion","price":60000,"trait":["Illusion","Magical","Uncommon"],"id":"equipment-1628","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Silent Bell Source Dark Archive pg. 83 Price 600 gp Hands 1 Usage held in 1 hand Bulk L Access Member of a secret society --- This large handbell is made from cast bronze and has a wooden handle. The outside of the bell is covered in fine etchings, showing a group of varied people sitting around a table with clouds obscuring anyone in the background. The clapper is curiously absent from this bell and, when idly rung, it produces no audible sound. Activate Three Actions envision, Interact; Frequency once per day; Effect The silent bell creates an invisible wall surrounding a cube, 20 feet to a side, that prevents sound from passing into or from the cube for 10 minutes. The wall isn't solid and doesn't prevent anything but sound from passing through. Since the cube is invisible, creatures can still read lips and body language through the wall.\n","skill_mod":{},"summary":"This large handbell is made from cast bronze and has a wooden handle. The outside of the bell is covered in fine etchings, showing a group of varied …","primary_source":"Dark Archive","trait_group":["School","Monster","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1628","name":"Silent Bell","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1628"},{"access":"Member of a secret society","primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Item","item_category":"Other","speed":{},"weakness":{},"school":"divination","price":21000,"trait":["Divination","Magical","Uncommon"],"id":"equipment-1629","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Society Portrait Source Dark Archive pg. 83 Price 210 gp Bulk 1 Access Member of a secret society --- These large portraits are commonly commissioned by secret societies to display their current member ranks, and to protect against members who would break their vows to keep their secrets. Each member being painted gives their consent to be traced by the portrait, and they agree to keep their vows for as long as their membership stands or until death, whichever comes first. This consent can be transferred to a new portrait if one is needed once the society expands, without needing another confirmation. Should a member betray the secrets of their society, their image in the society portrait changes within 10 minutes, altering the image of the member by spelling out “TRAITOR” across their form. It provides no details on the specifics of the betrayal. The traitor can attempt a DC 30 Will save or Deception check at the time they betrayed a secret to avoid the portrait revealing their treachery. The traitorous scrawl can be counteracted by dispel magic targeted at the portrait (counteract DC 20, counteract level of 3).\n","skill_mod":{},"summary":"These large portraits are commonly commissioned by secret societies to display their current member ranks, and to protect against members who would …","primary_source":"Dark Archive","trait_group":["School","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1629","name":"Society Portrait","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1629"},{"access":"Member of a secret society","primary_source_category":"Rulebooks","usage":"worn","source":["Dark Archive"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":150,"trait":["Uncommon"],"id":"equipment-1630","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Traitor's Ring Source Dark Archive pg. 83 Price 1 gp, 5 sp Usage worn Access Member of a secret society --- This ring has a thick band supporting a square-cut gem that can be customized to the buyer's preference. The thickness of the band allows it to be taken to any jeweler or blacksmith to be adjusted to different hands or fingers from the original make. There is a tiny clasp at the side of the gem that, when pressed, opens the gem, revealing a small, hinged compartment. This compartment is designed to hold one dose of poison, allowing wearers to slip the contents of the ring into the food or drink of an intended target. The compartment can be closed again by gently pressing the gem back into place. Noticing the compartment requires a DC 15 Perception check for anyone inspecting the ring.\n","skill_mod":{},"summary":"This ring has a thick band supporting a square-cut gem that can be customized to the buyer's preference. The thickness of the band allows it to be …","primary_source":"Dark Archive","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1630","name":"Traitor's Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1630"},{"skill_mod":{},"summary":"Secret societies are notorious for their rituals and symbolism, and for working those symbols into their properties and belongings. The silent …","item_child_id":["equipment-1631-1498","equipment-1631-1499","equipment-1631-1500"],"primary_source":"Dark Archive","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","source":["Dark Archive"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1631","weakness":{},"name":"Coded Signal","trait":["Uncommon"],"id":"equipment-1631","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Coded Signal Source Dark Archive pg. 83 --- Secret societies are notorious for their rituals and symbolism, and for working those symbols into their properties and belongings. The silent hunters of the Cat and Mouse Society wear cat masks and brand their lodges with the sign of the sphinx. Some of this is due to ego, some due to what might be best understood as an exercise in branding, but some is to convey messages to members. Unlike other secret messages, coded signals make no effort to direct themselves to a specific individual. Rather, the message is clearly visible, but the actual meaning is decipherable only to members of the secret society. Recognizing the Signal : If one isn't a member of the relevant society, then identifying the presence of a coded signal requires succeeding at a Society check, with a critical success also conveying the general meaning. The DC depends on how secretive and widespread the society is—the Esoteric Order of the Palatine Eye, widespread and famous, might use a simple expert DC of 20, while the paranoid Exarchate of the Infinite Clock might use a simple master DC of 30, and an even more obscure society might use the simple legendary DC of 40. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Temporary) Source Dark Archive pg. 83 Price 10 gp --- Temporary signal examples include newspaper advertisements or temporary illusions. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Permanent) Source Dark Archive pg. 83 Price 100 gp --- Permanent signal examples include graffiti on a wall or small carvings in building stones. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Monument) Source Dark Archive pg. 83 Price 1,000 gp --- Monument signal examples include occult symbolism on a civic landmark or in a seal of an organization.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1631"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-1631","weakness":{},"price":1000,"trait":["Uncommon"],"id":"equipment-1631-1498","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Coded Signal Source Dark Archive pg. 83 --- Secret societies are notorious for their rituals and symbolism, and for working those symbols into their properties and belongings. The silent hunters of the Cat and Mouse Society wear cat masks and brand their lodges with the sign of the sphinx. Some of this is due to ego, some due to what might be best understood as an exercise in branding, but some is to convey messages to members. Unlike other secret messages, coded signals make no effort to direct themselves to a specific individual. Rather, the message is clearly visible, but the actual meaning is decipherable only to members of the secret society. Recognizing the Signal : If one isn't a member of the relevant society, then identifying the presence of a coded signal requires succeeding at a Society check, with a critical success also conveying the general meaning. The DC depends on how secretive and widespread the society is—the Esoteric Order of the Palatine Eye, widespread and famous, might use a simple expert DC of 20, while the paranoid Exarchate of the Infinite Clock might use a simple master DC of 30, and an even more obscure society might use the simple legendary DC of 40. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Temporary) Source Dark Archive pg. 83 Price 10 gp --- Temporary signal examples include newspaper advertisements or temporary illusions. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Permanent) Source Dark Archive pg. 83 Price 100 gp --- Permanent signal examples include graffiti on a wall or small carvings in building stones. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Monument) Source Dark Archive pg. 83 Price 1,000 gp --- Monument signal examples include occult symbolism on a civic landmark or in a seal of an organization.","skill_mod":{},"summary":"Temporary signal examples include newspaper advertisements or temporary illusions.","primary_source":"Dark Archive","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=1631","name":"Coded Signal (Temporary)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1631-1498"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-1631","weakness":{},"price":10000,"trait":["Uncommon"],"id":"equipment-1631-1499","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Coded Signal Source Dark Archive pg. 83 --- Secret societies are notorious for their rituals and symbolism, and for working those symbols into their properties and belongings. The silent hunters of the Cat and Mouse Society wear cat masks and brand their lodges with the sign of the sphinx. Some of this is due to ego, some due to what might be best understood as an exercise in branding, but some is to convey messages to members. Unlike other secret messages, coded signals make no effort to direct themselves to a specific individual. Rather, the message is clearly visible, but the actual meaning is decipherable only to members of the secret society. Recognizing the Signal : If one isn't a member of the relevant society, then identifying the presence of a coded signal requires succeeding at a Society check, with a critical success also conveying the general meaning. The DC depends on how secretive and widespread the society is—the Esoteric Order of the Palatine Eye, widespread and famous, might use a simple expert DC of 20, while the paranoid Exarchate of the Infinite Clock might use a simple master DC of 30, and an even more obscure society might use the simple legendary DC of 40. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Temporary) Source Dark Archive pg. 83 Price 10 gp --- Temporary signal examples include newspaper advertisements or temporary illusions. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Permanent) Source Dark Archive pg. 83 Price 100 gp --- Permanent signal examples include graffiti on a wall or small carvings in building stones. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Monument) Source Dark Archive pg. 83 Price 1,000 gp --- Monument signal examples include occult symbolism on a civic landmark or in a seal of an organization.","skill_mod":{},"summary":"Permanent signal examples include graffiti on a wall or small carvings in building stones.","primary_source":"Dark Archive","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=1631","name":"Coded Signal (Permanent)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1631-1499"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-1631","weakness":{},"price":100000,"trait":["Uncommon"],"id":"equipment-1631-1500","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Coded Signal Source Dark Archive pg. 83 --- Secret societies are notorious for their rituals and symbolism, and for working those symbols into their properties and belongings. The silent hunters of the Cat and Mouse Society wear cat masks and brand their lodges with the sign of the sphinx. Some of this is due to ego, some due to what might be best understood as an exercise in branding, but some is to convey messages to members. Unlike other secret messages, coded signals make no effort to direct themselves to a specific individual. Rather, the message is clearly visible, but the actual meaning is decipherable only to members of the secret society. Recognizing the Signal : If one isn't a member of the relevant society, then identifying the presence of a coded signal requires succeeding at a Society check, with a critical success also conveying the general meaning. The DC depends on how secretive and widespread the society is—the Esoteric Order of the Palatine Eye, widespread and famous, might use a simple expert DC of 20, while the paranoid Exarchate of the Infinite Clock might use a simple master DC of 30, and an even more obscure society might use the simple legendary DC of 40. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Temporary) Source Dark Archive pg. 83 Price 10 gp --- Temporary signal examples include newspaper advertisements or temporary illusions. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Permanent) Source Dark Archive pg. 83 Price 100 gp --- Permanent signal examples include graffiti on a wall or small carvings in building stones. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Monument) Source Dark Archive pg. 83 Price 1,000 gp --- Monument signal examples include occult symbolism on a civic landmark or in a seal of an organization.","skill_mod":{},"summary":"Monument signal examples include occult symbolism on a civic landmark or in a seal of an organization.","primary_source":"Dark Archive","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=1631","name":"Coded Signal (Monument)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1631-1500"},{"skill_mod":{},"summary":"Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police …","item_child_id":["equipment-1632-1501","equipment-1632-1502","equipment-1632-1503"],"primary_source":"Dark Archive","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","source":["Dark Archive"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1632","weakness":{},"name":"Counterfeit Item","trait":["Uncommon"],"id":"equipment-1632","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Counterfeit Item Source Dark Archive pg. 83 --- Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police attention or dealing with the occasional mystic curse, most members would say it's separating counterfeit goods from real ones. Almost anything can be counterfeited, and counterfeiting is a major criminal enterprise with its own tricks, techniques, and intricacies. Some counterfeiters specialize in the production of adulterated coinage, while others produce beautiful legal documents with forged signatures and stolen stamps. Another class of forger produces artwork in the style of some great master, while ancient relics can be churned out by the dozen in subterranean workshops. You can hire a counterfeiter to create low-grade, medium-grade, or high-grade counterfeit goods. In all cases, the goods can still act as mundane examples of their type (a counterfeit copy of the queen's longsword is still a longsword), and if the original is enchanted, then the counterfeiter attempts to fake the appropriate magical auras. Counterfeit goods don't have any other magical powers, though—a counterfeit scroll can't be used to Cast a Spell, for example. A counterfeit good can't be cheaper than the base item. For example, the sword couldn't be cheaper than a longsword, nor the scroll cheaper than a piece of parchment. An item sold to a store goes through a rigorous vetting process that is extremely likely to detect a counterfeit, so a secret society member can't simply create counterfeits and then sell them at a profit. Counterfeits excel in situations where the item's hand-off is illicit or the item doesn't need to pass intense scrutiny from an appraiser. Detecting Counterfeits : Determining something is counterfeit requires inspecting the item and succeeding at a relevant skill check against the counterfeit's DC. Typically, this is Crafting, but one might use Religion to detect a fake reliquary or Medicine to realize a potion is mere snake oil. Low-grade counterfeits typically have a very easy DC of the item's level, medium-grade counterfeits typically have a standard DC of the item's level, and high-grade counterfeits typically have a hard DC of the item's level. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (Low-Grade) Source Dark Archive pg. 83 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (Medium-Grade) Source Dark Archive pg. 83 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (High-Grade) Source Dark Archive pg. 83\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1632"},{"skill_mod":{},"summary":"Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police …","primary_source":"Dark Archive","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","source":["Dark Archive"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1632","item_parent_id":"equipment-1632","weakness":{},"name":"Counterfeit Item (Low-Grade)","trait":["Uncommon"],"id":"equipment-1632-1501","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Counterfeit Item Source Dark Archive pg. 83 --- Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police attention or dealing with the occasional mystic curse, most members would say it's separating counterfeit goods from real ones. Almost anything can be counterfeited, and counterfeiting is a major criminal enterprise with its own tricks, techniques, and intricacies. Some counterfeiters specialize in the production of adulterated coinage, while others produce beautiful legal documents with forged signatures and stolen stamps. Another class of forger produces artwork in the style of some great master, while ancient relics can be churned out by the dozen in subterranean workshops. You can hire a counterfeiter to create low-grade, medium-grade, or high-grade counterfeit goods. In all cases, the goods can still act as mundane examples of their type (a counterfeit copy of the queen's longsword is still a longsword), and if the original is enchanted, then the counterfeiter attempts to fake the appropriate magical auras. Counterfeit goods don't have any other magical powers, though—a counterfeit scroll can't be used to Cast a Spell, for example. A counterfeit good can't be cheaper than the base item. For example, the sword couldn't be cheaper than a longsword, nor the scroll cheaper than a piece of parchment. An item sold to a store goes through a rigorous vetting process that is extremely likely to detect a counterfeit, so a secret society member can't simply create counterfeits and then sell them at a profit. Counterfeits excel in situations where the item's hand-off is illicit or the item doesn't need to pass intense scrutiny from an appraiser. Detecting Counterfeits : Determining something is counterfeit requires inspecting the item and succeeding at a relevant skill check against the counterfeit's DC. Typically, this is Crafting, but one might use Religion to detect a fake reliquary or Medicine to realize a potion is mere snake oil. Low-grade counterfeits typically have a very easy DC of the item's level, medium-grade counterfeits typically have a standard DC of the item's level, and high-grade counterfeits typically have a hard DC of the item's level. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (Low-Grade) Source Dark Archive pg. 83 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (Medium-Grade) Source Dark Archive pg. 83 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (High-Grade) Source Dark Archive pg. 83\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1632-1501"},{"skill_mod":{},"summary":"Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police …","primary_source":"Dark Archive","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","source":["Dark Archive"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1632","item_parent_id":"equipment-1632","weakness":{},"name":"Counterfeit Item (Medium-Grade)","trait":["Uncommon"],"id":"equipment-1632-1502","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Counterfeit Item Source Dark Archive pg. 83 --- Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police attention or dealing with the occasional mystic curse, most members would say it's separating counterfeit goods from real ones. Almost anything can be counterfeited, and counterfeiting is a major criminal enterprise with its own tricks, techniques, and intricacies. Some counterfeiters specialize in the production of adulterated coinage, while others produce beautiful legal documents with forged signatures and stolen stamps. Another class of forger produces artwork in the style of some great master, while ancient relics can be churned out by the dozen in subterranean workshops. You can hire a counterfeiter to create low-grade, medium-grade, or high-grade counterfeit goods. In all cases, the goods can still act as mundane examples of their type (a counterfeit copy of the queen's longsword is still a longsword), and if the original is enchanted, then the counterfeiter attempts to fake the appropriate magical auras. Counterfeit goods don't have any other magical powers, though—a counterfeit scroll can't be used to Cast a Spell, for example. A counterfeit good can't be cheaper than the base item. For example, the sword couldn't be cheaper than a longsword, nor the scroll cheaper than a piece of parchment. An item sold to a store goes through a rigorous vetting process that is extremely likely to detect a counterfeit, so a secret society member can't simply create counterfeits and then sell them at a profit. Counterfeits excel in situations where the item's hand-off is illicit or the item doesn't need to pass intense scrutiny from an appraiser. Detecting Counterfeits : Determining something is counterfeit requires inspecting the item and succeeding at a relevant skill check against the counterfeit's DC. Typically, this is Crafting, but one might use Religion to detect a fake reliquary or Medicine to realize a potion is mere snake oil. Low-grade counterfeits typically have a very easy DC of the item's level, medium-grade counterfeits typically have a standard DC of the item's level, and high-grade counterfeits typically have a hard DC of the item's level. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (Low-Grade) Source Dark Archive pg. 83 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (Medium-Grade) Source Dark Archive pg. 83 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (High-Grade) Source Dark Archive pg. 83\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1632-1502"},{"skill_mod":{},"summary":"Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police …","primary_source":"Dark Archive","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","source":["Dark Archive"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1632","item_parent_id":"equipment-1632","weakness":{},"name":"Counterfeit Item (High-Grade)","trait":["Uncommon"],"id":"equipment-1632-1503","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Counterfeit Item Source Dark Archive pg. 83 --- Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police attention or dealing with the occasional mystic curse, most members would say it's separating counterfeit goods from real ones. Almost anything can be counterfeited, and counterfeiting is a major criminal enterprise with its own tricks, techniques, and intricacies. Some counterfeiters specialize in the production of adulterated coinage, while others produce beautiful legal documents with forged signatures and stolen stamps. Another class of forger produces artwork in the style of some great master, while ancient relics can be churned out by the dozen in subterranean workshops. You can hire a counterfeiter to create low-grade, medium-grade, or high-grade counterfeit goods. In all cases, the goods can still act as mundane examples of their type (a counterfeit copy of the queen's longsword is still a longsword), and if the original is enchanted, then the counterfeiter attempts to fake the appropriate magical auras. Counterfeit goods don't have any other magical powers, though—a counterfeit scroll can't be used to Cast a Spell, for example. A counterfeit good can't be cheaper than the base item. For example, the sword couldn't be cheaper than a longsword, nor the scroll cheaper than a piece of parchment. An item sold to a store goes through a rigorous vetting process that is extremely likely to detect a counterfeit, so a secret society member can't simply create counterfeits and then sell them at a profit. Counterfeits excel in situations where the item's hand-off is illicit or the item doesn't need to pass intense scrutiny from an appraiser. Detecting Counterfeits : Determining something is counterfeit requires inspecting the item and succeeding at a relevant skill check against the counterfeit's DC. Typically, this is Crafting, but one might use Religion to detect a fake reliquary or Medicine to realize a potion is mere snake oil. Low-grade counterfeits typically have a very easy DC of the item's level, medium-grade counterfeits typically have a standard DC of the item's level, and high-grade counterfeits typically have a hard DC of the item's level. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (Low-Grade) Source Dark Archive pg. 83 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (Medium-Grade) Source Dark Archive pg. 83 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (High-Grade) Source Dark Archive pg. 83\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1632-1503"},{"skill_mod":{},"summary":"There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over …","item_child_id":["equipment-1633-1504","equipment-1633-1505","equipment-1633-1506","equipment-1633-1507","equipment-1633-1508"],"primary_source":"Dark Archive","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","source":["Dark Archive"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1633","weakness":{},"name":"False Witness","trait":["Uncommon"],"id":"equipment-1633","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > False Witness Source Dark Archive pg. 83 --- There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over a stack of holy books that the two of them were out drinking—yes, your honor, all night, never left my sight for more than a minute, you have my solemn oath. Lucky thieves have a friend who is willing to be an alibi; for everyone else, there's the false witness, a professional in the art of fraudulent testimony. Some false witnesses are truly freelance, willing to claim to have seen someone for the price of a round of drinks. More respectable witnesses, however, tend to be associated with thieves' guilds, secret societies, and other conspiracies. Such organizations can match a person in need of an alibi with a witness with no apparent connection to them, and they often have large enough numbers that no one witness appears before law enforcement often enough to arouse suspicion. The most expensive and professional false witnesses use memory charms or similar techniques to render their testimony foolproof. Typically, a false witness charges per incident, providing a false alibi and, if necessary, hiring other witnesses to back themselves up and thus foul an investigation. False witnesses generally know better than to ask questions, but depending on their background, might refuse to protect—and might even turn in—someone involved in a particularly heinous crime. A tavern keeper might have no qualms about covering for burglars and footpads but will gladly send a child murderer to the gallows. Detecting False Testimony : To defeat a false witness's testimony, an investigator must succeed at a check against the DC listed in the table. The check used depends on the investigation: Perception to Sense Motive versus spoken testimony, Society to determine forgeries, and so on. A false witness can sometimes stymie an investigation where the lead investigator is sufficiently lower level than the false witness, and they might be able to delay or befuddle a more serious investigation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > False Witness (Disreputable) Source Dark Archive pg. 83 Price 9 gp --- Disreputable (DC 16) false witnesses fall into two main types: people considered unreliable to a typical investigator—barflies, beggars, petty criminals—and poor actors, their perjury painfully transparent to any court taking a cursory effort to cross-examine them. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > False Witness (Ordinary) Source Dark Archive pg. 83 Price 75 gp --- Ordinary (DC 22) false witnesses are usually on the edges of the criminal community but can at least pass themselves off as respectable: retired thieves, relatives of criminals, or the like. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > False Witness (Respectable) Source Dark Archive pg. 83 Price 450 gp --- Reputable (DC 28) false witnesses are upstanding members of the community, though typically ones with secrets: a merchant who acts as a fence on the side or a clerk with gambling debts. This is the highest level that's ever available to characters without membership in a secret society or similar conspiracy (such as a spy network or thieves' guild). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > False Witness (Honorable) Source Dark Archive pg. 83 Price 1,500 gp --- Honorable (DC 33) false witnesses are pillars of society and likely have no illicit connections save for their contact with the society or conspiracy: well-to-do aristocrats who were discussing business with the subject or somber church deacons who report the subject prayed all night for a loved one's soul. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > False Witness (Unimpeachable) Source Dark Archive pg. 83 Price 7,500 gp --- Unimpeachable (DC 38) false witnesses provide signed affidavits from impeccable sources like the High Priest of Pharasma, the Chief Magistrate of the Royal Court, or the king's favorite aunt.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1633"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-1633","weakness":{},"price":900,"trait":["Uncommon"],"id":"equipment-1633-1504","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > False Witness Source Dark Archive pg. 83 --- There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over a stack of holy books that the two of them were out drinking—yes, your honor, all night, never left my sight for more than a minute, you have my solemn oath. Lucky thieves have a friend who is willing to be an alibi; for everyone else, there's the false witness, a professional in the art of fraudulent testimony. Some false witnesses are truly freelance, willing to claim to have seen someone for the price of a round of drinks. More respectable witnesses, however, tend to be associated with thieves' guilds, secret societies, and other conspiracies. Such organizations can match a person in need of an alibi with a witness with no apparent connection to them, and they often have large enough numbers that no one witness appears before law enforcement often enough to arouse suspicion. The most expensive and professional false witnesses use memory charms or similar techniques to render their testimony foolproof. Typically, a false witness charges per incident, providing a false alibi and, if necessary, hiring other witnesses to back themselves up and thus foul an investigation. False witnesses generally know better than to ask questions, but depending on their background, might refuse to protect—and might even turn in—someone involved in a particularly heinous crime. A tavern keeper might have no qualms about covering for burglars and footpads but will gladly send a child murderer to the gallows. Detecting False Testimony : To defeat a false witness's testimony, an investigator must succeed at a check against the DC listed in the table. The check used depends on the investigation: Perception to Sense Motive versus spoken testimony, Society to determine forgeries, and so on. A false witness can sometimes stymie an investigation where the lead investigator is sufficiently lower level than the false witness, and they might be able to delay or befuddle a more serious investigation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > False Witness (Disreputable) Source Dark Archive pg. 83 Price 9 gp --- Disreputable (DC 16) false witnesses fall into two main types: people considered unreliable to a typical investigator—barflies, beggars, petty criminals—and poor actors, their perjury painfully transparent to any court taking a cursory effort to cross-examine them. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > False Witness (Ordinary) Source Dark Archive pg. 83 Price 75 gp --- Ordinary (DC 22) false witnesses are usually on the edges of the criminal community but can at least pass themselves off as respectable: retired thieves, relatives of criminals, or the like. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > False Witness (Respectable) Source Dark Archive pg. 83 Price 450 gp --- Reputable (DC 28) false witnesses are upstanding members of the community, though typically ones with secrets: a merchant who acts as a fence on the side or a clerk with gambling debts. This is the highest level that's ever available to characters without membership in a secret society or similar conspiracy (such as a spy network or thieves' guild). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > False Witness (Honorable) Source Dark Archive pg. 83 Price 1,500 gp --- Honorable (DC 33) false witnesses are pillars of society and likely have no illicit connections save for their contact with the society or conspiracy: well-to-do aristocrats who were discussing business with the subject or somber church deacons who report the subject prayed all night for a loved one's soul. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > False Witness (Unimpeachable) Source Dark Archive pg. 83 Price 7,500 gp --- Unimpeachable (DC 38) false witnesses provide signed affidavits from impeccable sources like the High Priest of Pharasma, the Chief Magistrate of the Royal Court, or the king's favorite aunt.","skill_mod":{},"summary":"Disreputable (DC 16) false witnesses fall into two main types: people considered unreliable to a typical investigator—barflies, beggars, petty …","primary_source":"Dark Archive","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=1633","name":"False Witness (Disreputable)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1633-1504"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-1633","weakness":{},"price":7500,"trait":["Uncommon"],"id":"equipment-1633-1505","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > False Witness Source Dark Archive pg. 83 --- There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over a stack of holy books that the two of them were out drinking—yes, your honor, all night, never left my sight for more than a minute, you have my solemn oath. Lucky thieves have a friend who is willing to be an alibi; for everyone else, there's the false witness, a professional in the art of fraudulent testimony. Some false witnesses are truly freelance, willing to claim to have seen someone for the price of a round of drinks. More respectable witnesses, however, tend to be associated with thieves' guilds, secret societies, and other conspiracies. Such organizations can match a person in need of an alibi with a witness with no apparent connection to them, and they often have large enough numbers that no one witness appears before law enforcement often enough to arouse suspicion. The most expensive and professional false witnesses use memory charms or similar techniques to render their testimony foolproof. Typically, a false witness charges per incident, providing a false alibi and, if necessary, hiring other witnesses to back themselves up and thus foul an investigation. False witnesses generally know better than to ask questions, but depending on their background, might refuse to protect—and might even turn in—someone involved in a particularly heinous crime. A tavern keeper might have no qualms about covering for burglars and footpads but will gladly send a child murderer to the gallows. Detecting False Testimony : To defeat a false witness's testimony, an investigator must succeed at a check against the DC listed in the table. The check used depends on the investigation: Perception to Sense Motive versus spoken testimony, Society to determine forgeries, and so on. A false witness can sometimes stymie an investigation where the lead investigator is sufficiently lower level than the false witness, and they might be able to delay or befuddle a more serious investigation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > False Witness (Disreputable) Source Dark Archive pg. 83 Price 9 gp --- Disreputable (DC 16) false witnesses fall into two main types: people considered unreliable to a typical investigator—barflies, beggars, petty criminals—and poor actors, their perjury painfully transparent to any court taking a cursory effort to cross-examine them. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > False Witness (Ordinary) Source Dark Archive pg. 83 Price 75 gp --- Ordinary (DC 22) false witnesses are usually on the edges of the criminal community but can at least pass themselves off as respectable: retired thieves, relatives of criminals, or the like. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > False Witness (Respectable) Source Dark Archive pg. 83 Price 450 gp --- Reputable (DC 28) false witnesses are upstanding members of the community, though typically ones with secrets: a merchant who acts as a fence on the side or a clerk with gambling debts. This is the highest level that's ever available to characters without membership in a secret society or similar conspiracy (such as a spy network or thieves' guild). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > False Witness (Honorable) Source Dark Archive pg. 83 Price 1,500 gp --- Honorable (DC 33) false witnesses are pillars of society and likely have no illicit connections save for their contact with the society or conspiracy: well-to-do aristocrats who were discussing business with the subject or somber church deacons who report the subject prayed all night for a loved one's soul. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > False Witness (Unimpeachable) Source Dark Archive pg. 83 Price 7,500 gp --- Unimpeachable (DC 38) false witnesses provide signed affidavits from impeccable sources like the High Priest of Pharasma, the Chief Magistrate of the Royal Court, or the king's favorite aunt.","skill_mod":{},"summary":"Ordinary (DC 22) false witnesses are usually on the edges of the criminal community but can at least pass themselves off as respectable: retired …","primary_source":"Dark Archive","trait_group":["Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=1633","name":"False Witness (Ordinary)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1633-1505"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-1633","weakness":{},"price":45000,"trait":["Uncommon"],"id":"equipment-1633-1506","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > False Witness Source Dark Archive pg. 83 --- There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over a stack of holy books that the two of them were out drinking—yes, your honor, all night, never left my sight for more than a minute, you have my solemn oath. Lucky thieves have a friend who is willing to be an alibi; for everyone else, there's the false witness, a professional in the art of fraudulent testimony. Some false witnesses are truly freelance, willing to claim to have seen someone for the price of a round of drinks. More respectable witnesses, however, tend to be associated with thieves' guilds, secret societies, and other conspiracies. Such organizations can match a person in need of an alibi with a witness with no apparent connection to them, and they often have large enough numbers that no one witness appears before law enforcement often enough to arouse suspicion. The most expensive and professional false witnesses use memory charms or similar techniques to render their testimony foolproof. Typically, a false witness charges per incident, providing a false alibi and, if necessary, hiring other witnesses to back themselves up and thus foul an investigation. False witnesses generally know better than to ask questions, but depending on their background, might refuse to protect—and might even turn in—someone involved in a particularly heinous crime. A tavern keeper might have no qualms about covering for burglars and footpads but will gladly send a child murderer to the gallows. Detecting False Testimony : To defeat a false witness's testimony, an investigator must succeed at a check against the DC listed in the table. The check used depends on the investigation: Perception to Sense Motive versus spoken testimony, Society to determine forgeries, and so on. A false witness can sometimes stymie an investigation where the lead investigator is sufficiently lower level than the false witness, and they might be able to delay or befuddle a more serious investigation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > False Witness (Disreputable) Source Dark Archive pg. 83 Price 9 gp --- Disreputable (DC 16) false witnesses fall into two main types: people considered unreliable to a typical investigator—barflies, beggars, petty criminals—and poor actors, their perjury painfully transparent to any court taking a cursory effort to cross-examine them. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > False Witness (Ordinary) Source Dark Archive pg. 83 Price 75 gp --- Ordinary (DC 22) false witnesses are usually on the edges of the criminal community but can at least pass themselves off as respectable: retired thieves, relatives of criminals, or the like. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > False Witness (Respectable) Source Dark Archive pg. 83 Price 450 gp --- Reputable (DC 28) false witnesses are upstanding members of the community, though typically ones with secrets: a merchant who acts as a fence on the side or a clerk with gambling debts. This is the highest level that's ever available to characters without membership in a secret society or similar conspiracy (such as a spy network or thieves' guild). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > False Witness (Honorable) Source Dark Archive pg. 83 Price 1,500 gp --- Honorable (DC 33) false witnesses are pillars of society and likely have no illicit connections save for their contact with the society or conspiracy: well-to-do aristocrats who were discussing business with the subject or somber church deacons who report the subject prayed all night for a loved one's soul. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > False Witness (Unimpeachable) Source Dark Archive pg. 83 Price 7,500 gp --- Unimpeachable (DC 38) false witnesses provide signed affidavits from impeccable sources like the High Priest of Pharasma, the Chief Magistrate of the Royal Court, or the king's favorite aunt.","skill_mod":{},"summary":"Reputable (DC 28) false witnesses are upstanding members of the community, though typically ones with secrets: a merchant who acts as a fence on the …","primary_source":"Dark Archive","trait_group":["Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=1633","name":"False Witness (Respectable)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1633-1506"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-1633","weakness":{},"price":150000,"trait":["Uncommon"],"id":"equipment-1633-1507","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > False Witness Source Dark Archive pg. 83 --- There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over a stack of holy books that the two of them were out drinking—yes, your honor, all night, never left my sight for more than a minute, you have my solemn oath. Lucky thieves have a friend who is willing to be an alibi; for everyone else, there's the false witness, a professional in the art of fraudulent testimony. Some false witnesses are truly freelance, willing to claim to have seen someone for the price of a round of drinks. More respectable witnesses, however, tend to be associated with thieves' guilds, secret societies, and other conspiracies. Such organizations can match a person in need of an alibi with a witness with no apparent connection to them, and they often have large enough numbers that no one witness appears before law enforcement often enough to arouse suspicion. The most expensive and professional false witnesses use memory charms or similar techniques to render their testimony foolproof. Typically, a false witness charges per incident, providing a false alibi and, if necessary, hiring other witnesses to back themselves up and thus foul an investigation. False witnesses generally know better than to ask questions, but depending on their background, might refuse to protect—and might even turn in—someone involved in a particularly heinous crime. A tavern keeper might have no qualms about covering for burglars and footpads but will gladly send a child murderer to the gallows. Detecting False Testimony : To defeat a false witness's testimony, an investigator must succeed at a check against the DC listed in the table. The check used depends on the investigation: Perception to Sense Motive versus spoken testimony, Society to determine forgeries, and so on. A false witness can sometimes stymie an investigation where the lead investigator is sufficiently lower level than the false witness, and they might be able to delay or befuddle a more serious investigation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > False Witness (Disreputable) Source Dark Archive pg. 83 Price 9 gp --- Disreputable (DC 16) false witnesses fall into two main types: people considered unreliable to a typical investigator—barflies, beggars, petty criminals—and poor actors, their perjury painfully transparent to any court taking a cursory effort to cross-examine them. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > False Witness (Ordinary) Source Dark Archive pg. 83 Price 75 gp --- Ordinary (DC 22) false witnesses are usually on the edges of the criminal community but can at least pass themselves off as respectable: retired thieves, relatives of criminals, or the like. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > False Witness (Respectable) Source Dark Archive pg. 83 Price 450 gp --- Reputable (DC 28) false witnesses are upstanding members of the community, though typically ones with secrets: a merchant who acts as a fence on the side or a clerk with gambling debts. This is the highest level that's ever available to characters without membership in a secret society or similar conspiracy (such as a spy network or thieves' guild). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > False Witness (Honorable) Source Dark Archive pg. 83 Price 1,500 gp --- Honorable (DC 33) false witnesses are pillars of society and likely have no illicit connections save for their contact with the society or conspiracy: well-to-do aristocrats who were discussing business with the subject or somber church deacons who report the subject prayed all night for a loved one's soul. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > False Witness (Unimpeachable) Source Dark Archive pg. 83 Price 7,500 gp --- Unimpeachable (DC 38) false witnesses provide signed affidavits from impeccable sources like the High Priest of Pharasma, the Chief Magistrate of the Royal Court, or the king's favorite aunt.","skill_mod":{},"summary":"Honorable (DC 33) false witnesses are pillars of society and likely have no illicit connections save for their contact with the society or …","primary_source":"Dark Archive","trait_group":["Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=1633","name":"False Witness (Honorable)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1633-1507"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-1633","weakness":{},"price":750000,"trait":["Uncommon"],"id":"equipment-1633-1508","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > False Witness Source Dark Archive pg. 83 --- There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over a stack of holy books that the two of them were out drinking—yes, your honor, all night, never left my sight for more than a minute, you have my solemn oath. Lucky thieves have a friend who is willing to be an alibi; for everyone else, there's the false witness, a professional in the art of fraudulent testimony. Some false witnesses are truly freelance, willing to claim to have seen someone for the price of a round of drinks. More respectable witnesses, however, tend to be associated with thieves' guilds, secret societies, and other conspiracies. Such organizations can match a person in need of an alibi with a witness with no apparent connection to them, and they often have large enough numbers that no one witness appears before law enforcement often enough to arouse suspicion. The most expensive and professional false witnesses use memory charms or similar techniques to render their testimony foolproof. Typically, a false witness charges per incident, providing a false alibi and, if necessary, hiring other witnesses to back themselves up and thus foul an investigation. False witnesses generally know better than to ask questions, but depending on their background, might refuse to protect—and might even turn in—someone involved in a particularly heinous crime. A tavern keeper might have no qualms about covering for burglars and footpads but will gladly send a child murderer to the gallows. Detecting False Testimony : To defeat a false witness's testimony, an investigator must succeed at a check against the DC listed in the table. The check used depends on the investigation: Perception to Sense Motive versus spoken testimony, Society to determine forgeries, and so on. A false witness can sometimes stymie an investigation where the lead investigator is sufficiently lower level than the false witness, and they might be able to delay or befuddle a more serious investigation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > False Witness (Disreputable) Source Dark Archive pg. 83 Price 9 gp --- Disreputable (DC 16) false witnesses fall into two main types: people considered unreliable to a typical investigator—barflies, beggars, petty criminals—and poor actors, their perjury painfully transparent to any court taking a cursory effort to cross-examine them. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > False Witness (Ordinary) Source Dark Archive pg. 83 Price 75 gp --- Ordinary (DC 22) false witnesses are usually on the edges of the criminal community but can at least pass themselves off as respectable: retired thieves, relatives of criminals, or the like. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > False Witness (Respectable) Source Dark Archive pg. 83 Price 450 gp --- Reputable (DC 28) false witnesses are upstanding members of the community, though typically ones with secrets: a merchant who acts as a fence on the side or a clerk with gambling debts. This is the highest level that's ever available to characters without membership in a secret society or similar conspiracy (such as a spy network or thieves' guild). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > False Witness (Honorable) Source Dark Archive pg. 83 Price 1,500 gp --- Honorable (DC 33) false witnesses are pillars of society and likely have no illicit connections save for their contact with the society or conspiracy: well-to-do aristocrats who were discussing business with the subject or somber church deacons who report the subject prayed all night for a loved one's soul. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > False Witness (Unimpeachable) Source Dark Archive pg. 83 Price 7,500 gp --- Unimpeachable (DC 38) false witnesses provide signed affidavits from impeccable sources like the High Priest of Pharasma, the Chief Magistrate of the Royal Court, or the king's favorite aunt.","skill_mod":{},"summary":"Unimpeachable (DC 38) false witnesses provide signed affidavits from impeccable sources like the High Priest of Pharasma , the Chief Magistrate of …","primary_source":"Dark Archive","trait_group":["Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=1633","name":"False Witness (Unimpeachable)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1633-1508"},{"skill_mod":{},"summary":"For many, the allure of being in a secret society is the chance to place their hands on the levers of power in government. Members can rub elbows …","item_child_id":["equipment-1634-1509","equipment-1634-1510","equipment-1634-1511"],"primary_source":"Dark Archive","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","source":["Dark Archive"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1634","weakness":{},"name":"Political Favor","trait":["Uncommon"],"id":"equipment-1634","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Political Favor Source Dark Archive pg. 83 --- For many, the allure of being in a secret society is the chance to place their hands on the levers of power in government. Members can rub elbows with the great and good, introduce themselves to politicians and powerbrokers, and form bonds through shared allegiances unavailable to the common rabble. They can lean on those connections for a favor, some little trifle that might matter a great deal to them. Purchasing political favors typically requires membership in a secret society that has significant political sway in the region (such as the Esoteric Order of the Palatine Eye in Ustalav). At the GM's discretion, characters with similarly deep connections (perhaps by virtue of having the royalty background) might also be able to purchase political favors. While the options below assume the favors are being purchased with cash, in most secret societies, favors are more likely to be traded for other favors or services rendered. The granter of the favor isn't necessarily a member of a secret society, but anyone in high office is invariably entangled in webs of favor and obligation. The degree of the favor is based on how much effort it requires of the decision-maker and how much risk to which it exposes them. This can vary depending on the NPC. A moderate favor that takes days or weeks of work for a lord in high standing might be fulfilled with one sentence from a monarch. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Minor) Source Dark Archive pg. 83 Price 50 gp --- Minor favors involve little risk and can be done in a matter of minutes, or at most, a few hours. Examples include signing a search warrant against a target of no political importance or arranging the loan of some horses from a military stable. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Moderate) Source Dark Archive pg. 83 Price 1,000 gp --- Moderate favors require work from the politician and the expenditure of at least some political capital, such as having the government purchase a specific building, or reassigning a meddlesome city watch officer. Typically, only NPCs of 11th level or higher can grant such favors. If an NPC is a specialist with a higher level for some tasks, that higher level could apply here, as determined by the GM. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Major) Source Dark Archive pg. 83 Price 10,000 gp --- Major favors are serious, politically fraught, or otherwise controversial: pardoning a notorious criminal or granting a royal trade monopoly. Typically, only NPCs of 17th level or higher can grant such favors, with exceptions for specialists.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1634"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-1634","weakness":{},"price":5000,"trait":["Uncommon"],"id":"equipment-1634-1509","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Political Favor Source Dark Archive pg. 83 --- For many, the allure of being in a secret society is the chance to place their hands on the levers of power in government. Members can rub elbows with the great and good, introduce themselves to politicians and powerbrokers, and form bonds through shared allegiances unavailable to the common rabble. They can lean on those connections for a favor, some little trifle that might matter a great deal to them. Purchasing political favors typically requires membership in a secret society that has significant political sway in the region (such as the Esoteric Order of the Palatine Eye in Ustalav). At the GM's discretion, characters with similarly deep connections (perhaps by virtue of having the royalty background) might also be able to purchase political favors. While the options below assume the favors are being purchased with cash, in most secret societies, favors are more likely to be traded for other favors or services rendered. The granter of the favor isn't necessarily a member of a secret society, but anyone in high office is invariably entangled in webs of favor and obligation. The degree of the favor is based on how much effort it requires of the decision-maker and how much risk to which it exposes them. This can vary depending on the NPC. A moderate favor that takes days or weeks of work for a lord in high standing might be fulfilled with one sentence from a monarch. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Minor) Source Dark Archive pg. 83 Price 50 gp --- Minor favors involve little risk and can be done in a matter of minutes, or at most, a few hours. Examples include signing a search warrant against a target of no political importance or arranging the loan of some horses from a military stable. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Moderate) Source Dark Archive pg. 83 Price 1,000 gp --- Moderate favors require work from the politician and the expenditure of at least some political capital, such as having the government purchase a specific building, or reassigning a meddlesome city watch officer. Typically, only NPCs of 11th level or higher can grant such favors. If an NPC is a specialist with a higher level for some tasks, that higher level could apply here, as determined by the GM. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Major) Source Dark Archive pg. 83 Price 10,000 gp --- Major favors are serious, politically fraught, or otherwise controversial: pardoning a notorious criminal or granting a royal trade monopoly. Typically, only NPCs of 17th level or higher can grant such favors, with exceptions for specialists.","skill_mod":{},"summary":"Minor favors involve little risk and can be done in a matter of minutes, or at most, a few hours. Examples include signing a search warrant against a …","primary_source":"Dark Archive","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=1634","name":"Political Favor (Minor)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1634-1509"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-1634","weakness":{},"price":100000,"trait":["Uncommon"],"id":"equipment-1634-1510","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Political Favor Source Dark Archive pg. 83 --- For many, the allure of being in a secret society is the chance to place their hands on the levers of power in government. Members can rub elbows with the great and good, introduce themselves to politicians and powerbrokers, and form bonds through shared allegiances unavailable to the common rabble. They can lean on those connections for a favor, some little trifle that might matter a great deal to them. Purchasing political favors typically requires membership in a secret society that has significant political sway in the region (such as the Esoteric Order of the Palatine Eye in Ustalav). At the GM's discretion, characters with similarly deep connections (perhaps by virtue of having the royalty background) might also be able to purchase political favors. While the options below assume the favors are being purchased with cash, in most secret societies, favors are more likely to be traded for other favors or services rendered. The granter of the favor isn't necessarily a member of a secret society, but anyone in high office is invariably entangled in webs of favor and obligation. The degree of the favor is based on how much effort it requires of the decision-maker and how much risk to which it exposes them. This can vary depending on the NPC. A moderate favor that takes days or weeks of work for a lord in high standing might be fulfilled with one sentence from a monarch. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Minor) Source Dark Archive pg. 83 Price 50 gp --- Minor favors involve little risk and can be done in a matter of minutes, or at most, a few hours. Examples include signing a search warrant against a target of no political importance or arranging the loan of some horses from a military stable. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Moderate) Source Dark Archive pg. 83 Price 1,000 gp --- Moderate favors require work from the politician and the expenditure of at least some political capital, such as having the government purchase a specific building, or reassigning a meddlesome city watch officer. Typically, only NPCs of 11th level or higher can grant such favors. If an NPC is a specialist with a higher level for some tasks, that higher level could apply here, as determined by the GM. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Major) Source Dark Archive pg. 83 Price 10,000 gp --- Major favors are serious, politically fraught, or otherwise controversial: pardoning a notorious criminal or granting a royal trade monopoly. Typically, only NPCs of 17th level or higher can grant such favors, with exceptions for specialists.","skill_mod":{},"summary":"Moderate favors require work from the politician and the expenditure of at least some political capital, such as having the government purchase a …","primary_source":"Dark Archive","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=1634","name":"Political Favor (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1634-1510"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-1634","weakness":{},"price":1000000,"trait":["Uncommon"],"id":"equipment-1634-1511","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Political Favor Source Dark Archive pg. 83 --- For many, the allure of being in a secret society is the chance to place their hands on the levers of power in government. Members can rub elbows with the great and good, introduce themselves to politicians and powerbrokers, and form bonds through shared allegiances unavailable to the common rabble. They can lean on those connections for a favor, some little trifle that might matter a great deal to them. Purchasing political favors typically requires membership in a secret society that has significant political sway in the region (such as the Esoteric Order of the Palatine Eye in Ustalav). At the GM's discretion, characters with similarly deep connections (perhaps by virtue of having the royalty background) might also be able to purchase political favors. While the options below assume the favors are being purchased with cash, in most secret societies, favors are more likely to be traded for other favors or services rendered. The granter of the favor isn't necessarily a member of a secret society, but anyone in high office is invariably entangled in webs of favor and obligation. The degree of the favor is based on how much effort it requires of the decision-maker and how much risk to which it exposes them. This can vary depending on the NPC. A moderate favor that takes days or weeks of work for a lord in high standing might be fulfilled with one sentence from a monarch. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Minor) Source Dark Archive pg. 83 Price 50 gp --- Minor favors involve little risk and can be done in a matter of minutes, or at most, a few hours. Examples include signing a search warrant against a target of no political importance or arranging the loan of some horses from a military stable. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Moderate) Source Dark Archive pg. 83 Price 1,000 gp --- Moderate favors require work from the politician and the expenditure of at least some political capital, such as having the government purchase a specific building, or reassigning a meddlesome city watch officer. Typically, only NPCs of 11th level or higher can grant such favors. If an NPC is a specialist with a higher level for some tasks, that higher level could apply here, as determined by the GM. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Major) Source Dark Archive pg. 83 Price 10,000 gp --- Major favors are serious, politically fraught, or otherwise controversial: pardoning a notorious criminal or granting a royal trade monopoly. Typically, only NPCs of 17th level or higher can grant such favors, with exceptions for specialists.","skill_mod":{},"summary":"Major favors are serious, politically fraught, or otherwise controversial: pardoning a notorious criminal or granting a royal trade monopoly. …","primary_source":"Dark Archive","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=1634","name":"Political Favor (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1634-1511"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archive"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"necromancy","price":3000,"trait":["Consumable","Healing","Magical","Necromancy","Potion","Rare"],"id":"equipment-1635","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Wine of the Blood Source Dark Archive pg. 114 Price 30 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This wine, prepared using the blood of a creature with overwhelming vitality, soothes the body, mind, and spirit with a temporary sense of euphoria and rest. When you drink wine of the blood , you recover 2d10 Hit Points. Additionally, the wine attempts to counteract every negative emotion effect affecting you, with a counteract level of 3 and a counteract modifier of +9. Lastly, you gain a +1 status bonus to all Will saves, or a +2 status bonus against emotion effects, for 1 minute.\n","skill_mod":{},"summary":"This wine, prepared using the blood of a creature with overwhelming vitality, soothes the body, mind, and spirit with a temporary sense of euphoria …","primary_source":"Dark Archive","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=1635","name":"Wine of the Blood","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-1635"},{"skill_mod":{},"summary":"This musical instrument is crafted from the horn of an aoyin—a large, cannibalistic beast whose form resembles an ox with a white body, four horns, …","primary_source":"Dark Archive","trait_group":["Equipment","School","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":13,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1636","weakness":{},"school":"enchantment","name":"Horn of the Aoyin","trait":["Cursed","Enchantment","Magical","Rare"],"id":"equipment-1636","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Restricted\" > Horn of the Aoyin Source Dark Archive pg. 115 Usage held in 2 hands Bulk 1 --- This musical instrument is crafted from the horn of an aoyin—a large, cannibalistic beast whose form resembles an ox with a white body, four horns, and hair as coarse as straw—and carved with fell symbols. If the horn of the aoyin's owner doesn't use the instrument's activation on sapient creatures at least once a day, the horn of the aoyin activates at some point of its own choosing on the owner, and the owner critically fails with no saving throw. Activate Two Actions Interact (auditory, emotion, enchantment, incapacitation, magical, mental) Frequency once per hour; Requirements You're trained in Performance; Effect You blow the horn, creating a low growling sound. Creatures other than you within 60 feet must attempt a DC 30 Will save. Those who fail become overwhelmed with an animalistic rage and the urge to consume flesh for 1 round, or 1 minute on a critical failure. They indiscriminately attack the nearest target unaffected by the magic of the horn unless there are no such targets, at which point they set on each other. While affected, they gain a jaws unarmed attack that deals 1d8 piercing damage, deal an additional 2 damage with unarmed attacks, and lose the ability to use any weaponry. They also gain a +2 status bonus to saving throws against mental effects and pain, can detect bleeding creatures and open wounds as an imprecise sense with a range of 30 feet, and gain a +10- foot status bonus to their Speed. Lastly, they take a –1 penalty to AC and are unable to use concentrate actions other than Seeking. Creatures who critically succeed are temporarily immune for 24 hours. Craft Requirements A horn of the aoyin can be crafted only from a single aoyin horn. Crafting this object must be undertaken using tools soaked in the wielder's blood.\n","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-1636"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archive"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"abjuration","price":15000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-1637","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Dog-Bone Knife Source Dark Archive pg. 134 Price 150 gp Usage held in 1 hand Bulk 1 Base Weapon Dagger --- The blade of this +1 striking dagger is made from the thigh bone of a canine that died in the act of protecting its master. A werecreature or other creature willingly under the effects of a non-permanent polymorph effect damaged by a dog-bone knife must attempt a DC 19 Will save or immediately revert to its natural form—this has no effect on a creature unwillingly polymorphed. On a successful save, the creature is temporarily immune to this effect for 1 minute. Kushtakas and other creatures vulnerable to canines take a –2 circumstance penalty to saves against this effect, and this weapon overcomes any resistance such creatures have to physical attacks.\n","skill_mod":{},"summary":"The blade of this +1 striking dagger is made from the thigh bone of a canine that died in the act of protecting its master. A werecreature or …","primary_source":"Dark Archive","trait_group":["School","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1637","base_item":["Dagger"],"name":"Dog-Bone Knife","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1637"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archive"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":95000,"trait":["Conjuration","Invested","Magical","Rare","Teleportation"],"id":"equipment-1638","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Compass of Transpositional Awareness Source Dark Archive pg. 154 Price 950 gp Usage held in 1 hand Bulk L --- The silver face of this glass-encased compass is etched with dozens of esoteric symbols, obscure icons, and inscrutable abbreviations. Activate Single Action concentrate, Interact; Frequency once per minute; Effect You point the compass of transpositional awareness at an extant teleportation effect (such as a magical portal) or the site of a teleportation effect that existed within the last 1 minute (such as the space where a creature just cast dimension door ). Attempt an Occultism check to determine to where the effect leads or led. The DC of this check is the effect's counteract DC. On a success, you know roughly the destination of the teleportation effect (for example “the Plane of Fire,” “north,” or “Avistan”). On a critical success, you ascertain the exact destination within mere feet for local effects (such as dimension door ) or within a few miles for long-range effects (such as teleport , plane shift , or interdimensional portals). Activate Single Action ; Frequency once per day; Effect You use the compass of transpositional awareness to triangulate your current coordinates and the coordinates of your intended destination using teleportation magic. For 1 minute, whenever you cast a teleportation spell that has a range, increase that spell's range by 30 feet. If the spell normally has a range of touch, extend its range to 30 feet.\n","skill_mod":{},"summary":"The silver face of this glass-encased compass is etched with dozens of esoteric symbols, obscure icons, and inscrutable abbreviations. ","primary_source":"Dark Archive","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1638","name":"Compass of Transpositional Awareness","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1638"},{"item_child_id":["equipment-1639-1512","equipment-1639-1513"],"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Dark Archive"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-1639","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Conrasu Coin Source Dark Archive pg. 155 Usage affixed to armor Activate Free Action envision Trigger varies, see entry --- These wooden discs sometimes form spontaneously at the Wood Pile, a secret conrasu location suffused with extraplanar energy. A conrasu coin can be activated to call upon the power of a specific type of aeon. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Conrasu Coin (Arbiter) Source Dark Archive pg. 155 Price 7 gp --- Trigger You attempt a Diplomacy check to Make an Impression. This coin has small wings like an arbiter, the messenger and diplomat aeon. When you activate the coin, you gain a +2 circumstance bonus on the Diplomacy check, which increases to a +3 circumstance bonus to Make an Impression on a lawful creature. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Conrasu Coin (Bythos) Source Dark Archive pg. 155 Price 200 gp --- Trigger You're targeted with an attack but the opponent hasn't rolled yet. This cog-like coin bears an hourglass on one side and the four-armed silhouette of a bythos—aeons that steward over time—on the other. When activated, you catch a glimpse of your body moving on one of its potential timelines in response to danger and you follow those movements to dodge. You gain a +2 circumstance bonus to AC against the attack, and after resolving the attack, you can Stride up to 10 feet without triggering reactions. If you have the Nimble Roll feat and the attack misses, you can Stride up to 20 feet instead.","skill_mod":{},"summary":"These wooden discs sometimes form spontaneously at the Wood Pile, a secret conrasu location suffused with extraplanar energy. A conrasu coin can be …","primary_source":"Dark Archive","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"varies, see entry","resistance":{},"url":"/Equipment.aspx?ID=1639","name":"Conrasu Coin","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-1639"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Dark Archive"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1639","weakness":{},"price":700,"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-1639-1512","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Conrasu Coin Source Dark Archive pg. 155 Usage affixed to armor Activate Free Action envision Trigger varies, see entry --- These wooden discs sometimes form spontaneously at the Wood Pile, a secret conrasu location suffused with extraplanar energy. A conrasu coin can be activated to call upon the power of a specific type of aeon. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Conrasu Coin (Arbiter) Source Dark Archive pg. 155 Price 7 gp --- Trigger You attempt a Diplomacy check to Make an Impression. This coin has small wings like an arbiter, the messenger and diplomat aeon. When you activate the coin, you gain a +2 circumstance bonus on the Diplomacy check, which increases to a +3 circumstance bonus to Make an Impression on a lawful creature. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Conrasu Coin (Bythos) Source Dark Archive pg. 155 Price 200 gp --- Trigger You're targeted with an attack but the opponent hasn't rolled yet. This cog-like coin bears an hourglass on one side and the four-armed silhouette of a bythos—aeons that steward over time—on the other. When activated, you catch a glimpse of your body moving on one of its potential timelines in response to danger and you follow those movements to dodge. You gain a +2 circumstance bonus to AC against the attack, and after resolving the attack, you can Stride up to 10 feet without triggering reactions. If you have the Nimble Roll feat and the attack misses, you can Stride up to 20 feet instead.","skill_mod":{},"summary":"Trigger You attempt a Diplomacy check to Make an Impression . This coin has small wings like an arbiter , the messenger and diplomat aeon. …","primary_source":"Dark Archive","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"varies, see entry","resistance":{},"url":"/Equipment.aspx?ID=1639","name":"Conrasu Coin (Arbiter)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-1639-1512"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Dark Archive"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1639","weakness":{},"price":20000,"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-1639-1513","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Conrasu Coin Source Dark Archive pg. 155 Usage affixed to armor Activate Free Action envision Trigger varies, see entry --- These wooden discs sometimes form spontaneously at the Wood Pile, a secret conrasu location suffused with extraplanar energy. A conrasu coin can be activated to call upon the power of a specific type of aeon. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Conrasu Coin (Arbiter) Source Dark Archive pg. 155 Price 7 gp --- Trigger You attempt a Diplomacy check to Make an Impression. This coin has small wings like an arbiter, the messenger and diplomat aeon. When you activate the coin, you gain a +2 circumstance bonus on the Diplomacy check, which increases to a +3 circumstance bonus to Make an Impression on a lawful creature. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Conrasu Coin (Bythos) Source Dark Archive pg. 155 Price 200 gp --- Trigger You're targeted with an attack but the opponent hasn't rolled yet. This cog-like coin bears an hourglass on one side and the four-armed silhouette of a bythos—aeons that steward over time—on the other. When activated, you catch a glimpse of your body moving on one of its potential timelines in response to danger and you follow those movements to dodge. You gain a +2 circumstance bonus to AC against the attack, and after resolving the attack, you can Stride up to 10 feet without triggering reactions. If you have the Nimble Roll feat and the attack misses, you can Stride up to 20 feet instead.","skill_mod":{},"summary":"Trigger You're targeted with an attack but the opponent hasn't rolled yet. This cog-like coin bears an hourglass on one side and the four-armed …","primary_source":"Dark Archive","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"varies, see entry","resistance":{},"url":"/Equipment.aspx?ID=1639","name":"Conrasu Coin (Bythos)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-1639-1513"},{"skill_mod":{},"summary":"This massive tome's yellowed pages curl at the edges, and the letters on its face and spine are too worn to be read. When you open the book, it …","primary_source":"Dark Archive","trait_group":["Equipment","School","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":15,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1640","weakness":{},"school":"enchantment","name":"Book of Lost Days","trait":["Cursed","Enchantment","Magical","Unique"],"id":"equipment-1640","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Restricted\" > Book of Lost Days Source Dark Archive pg. 160 Usage held in 2 hands Bulk 1 --- This massive tome's yellowed pages curl at the edges, and the letters on its face and spine are too worn to be read. When you open the book, it always opens to a page that seems to perfectly answer the question you had in mind, but reading more than a few lines causes your head to swim alarmingly. Activate 1 hour (envision, Interact); Requirements You aren't drained; Effect You open the book while trying to learn information about any topic. The Book of Lost Days permits you to view another's memory, which contains information about that subject commensurate to rolling a total of 40 to Recall Knowledge about the topic, with additional context provided on a success or critical success. The price for this knowledge is the memory of a day in your past, and the vitality of a day in your future. You lose the memory of that day completely, and the total of all the knowledge you learned on that date is added to the book's repository of information. The book, not you, chooses which memories are taken, preferring days with concentrated emotional resonance, and thus tends to steal significant life moments. This loss affects only your memories; it has no effect on your level, class, feats, or other character choices. Your natural lifespan is also shortened by 1 day. The loss of this life energy causes you to be drained 2. You can't reduce the drained condition for 2 days, after which you can recover normally from the condition. Creatures have occasionally managed to use the Book of Lost Days not to gain others' knowledge but to wipe their minds clean of painful memories or deadly secrets. Their memories aren't destroyed but merely stored in the book, where someone else might later retrieve them.\n","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-1640"},{"skill_mod":{},"summary":"This mirror appears to give warnings about the future, but subtle and malevolent hands designed the silver-framed glass to lure heroes into bringing …","primary_source":"Dark Archive","trait_group":["Equipment","School","Mechanics"],"primary_source_category":"Rulebooks","level":11,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1641","weakness":{},"school":"divination","name":"Calamity Glass","trait":["Cursed","Divination","Magical","Scrying"],"id":"equipment-1641","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Calamity Glass Source Dark Archive pg. 160 Usage held in 1 hand Bulk L --- This mirror appears to give warnings about the future, but subtle and malevolent hands designed the silver-framed glass to lure heroes into bringing doom upon those they hope to save. Activate 1 minute (envision, Interact); Frequency once per week; Effect You activate the calamity glass and obtain a vision related to a likely action or event within the next 48 hours. The calamity glass decides what vision to show, though if you think about a specific event, the vision is typically at least tangentially related. No matter what, the mirror shows only tragedies. The mirror's visions are accurate but misleading, as they depict tragedies that could be averted but in so doing might lead to greater suffering. For example, a calamity glass might show a family starving as the result of harbor officials turning away a boatload of improperly documented grain. Without intervention, this future will come to pass. What the mirror didn't show is the grain was improperly labeled and carelessly stored, resulting in its contamination with poisonous mold capable of killing hundreds. Purifying and then distributing the grain would avert both the calamity glass' s vision and the greater suffering its curse attempted to create.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-1641"},{"skill_mod":{},"summary":"Those who fail to see the curse view this object as a priceless gift, capable of restoring life to the deceased, but deep in the heart of this …","primary_source":"Dark Archive","trait_group":["Equipment","Alignment","Mechanics","School","Rarity"],"primary_source_category":"Rulebooks","level":16,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1642","weakness":{},"school":"necromancy","name":"Gift of the Poisoned Heart","trait":["Consumable","Cursed","Evil","Magical","Necromancy","Rare"],"id":"equipment-1642","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Restricted\" > Gift of the Poisoned Heart Source Dark Archive pg. 160 Usage held in 1 hand Activate 1 minute (command, Interact) --- Those who fail to see the curse view this object as a priceless gift, capable of restoring life to the deceased, but deep in the heart of this diamond lies a single flaw: a fissured occlusion of sickly, tainted red. To activate the diamond, place it on the relatively intact body of a creature that died within the past year. The stone shatters, restoring the recipient to life with the effects of a successful resurrect ritual, except there is no limit to the level of the creature that may be revived. This gift of life comes with a terrible cost: the recipient believes you—and anyone else who aided in the resurrection— deliberately caused their death and revived them only in furtherance of some nefarious scheme. Having a proxy activate the gift of the poisoned heart is of no use, as the item's magic sniffs out all coconspirators and uses your attempt to avoid the drawback to feed the resurrected creature's paranoia. No amount of information or persuasion can alleviate this mistrust, as the cursed creature twists the facts endlessly to fit their delusion. Only magic such as remove curse can neutralize this effect, and the subject resists any attempt to alter their beliefs by magic.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-1642"},{"skill_mod":{},"summary":"This life-sized, hollow, golden goose statuette has an open, fanged mouth and an unsettling aura of hunger. Fiends sometimes present it as a gift …","primary_source":"Dark Archive","trait_group":["Equipment","Alignment","Mechanics","School"],"primary_source_category":"Rulebooks","level":11,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1643","weakness":{},"school":"transmutation","name":"Golden Goose","trait":["Cursed","Evil","Magical","Transmutation"],"id":"equipment-1643","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Golden Goose Source Dark Archive pg. 160 Usage held in 2 hands Bulk L --- This life-sized, hollow, golden goose statuette has an open, fanged mouth and an unsettling aura of hunger. Fiends sometimes present it as a gift to mortals whose greed makes them susceptible to temptation. While the golden goose can be used without malice, those who possess such a thing often find its glittering lure erodes their morals over time. Activate Interact; Effect You feed the goose the warm, still-bloody heart of any sapient, non-evil creature who died within the past hour. The golden goose's eyes flare red as it chews the heart into pulp. Once the heart is destroyed, the goose lays a golden egg worth 50 gp, or 100 gp if you murdered the creature for no reason other than to feed the goose. After 12 such eggs are laid, the next time you activate the golden goose, it transmutes your heart to gold. This effect functions as flesh to stone , with a DC 30 Fortitude save to resist. If you become petrified, you turn to solid, transparent stone. Your heart becomes a golden egg worth 100 gp, which can be retrieved only by shattering your body. Whether or not you turn to stone, the golden goose dissipates with a honk into sulfurous smoke.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-1643"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archive"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"school":"divination","trait":["Consumable","Cursed","Divination","Magical","Potion"],"id":"equipment-1644","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Restricted\" > Mistranslator's Draft Source Dark Archive pg. 161 Usage held in 1 hand Bulk L Activate Single Action Interact --- A pickled lizard's tongue, tied into a knot, floats in this oily potion. When you drink it, you can speak and understand all spoken (but not written) languages for 1 hour. However, if you attempt to translate any spoken language, your translation is always erroneous in a way likely to cause substantial confusion or anger, typically reducing the listener's attitude toward you by one step. You aren't aware of your error, and any attempt to correct the mistake only compounds it.\n","skill_mod":{},"summary":"A pickled lizard's tongue, tied into a knot, floats in this oily potion. When you drink it, you can speak and understand all spoken (but not written) …","primary_source":"Dark Archive","trait_group":["Equipment","School","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1644","name":"Mistranslator's Draft","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"equipment-1644"},{"skill_mod":{},"summary":"This gold ring seems to offer good fortune to the wearer when they are charitable to those in need, but its curse was created to tear societies apart …","primary_source":"Dark Archive","trait_group":["Equipment","School","Mechanics"],"primary_source_category":"Rulebooks","level":7,"usage":"worn ring","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1645","weakness":{},"school":"enchantment","name":"Ring of Sneering Charity","trait":["Cursed","Enchantment","Invested","Magical"],"id":"equipment-1645","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Restricted\" > Ring of Sneering Charity Source Dark Archive pg. 161 Usage worn ring --- This gold ring seems to offer good fortune to the wearer when they are charitable to those in need, but its curse was created to tear societies apart by inflaming class resentments and discrediting good works of true charity. Upon donning the ring, you must attempt a secret DC 25 Will save to avoid activating its magic. If you succeed, the ring's curse remains dormant, and it appears to be an exhausted item with no magic left. If you fail, the curse awakens, and the ring fuses to you. You are compelled to spend 10% of your wealth—and 10% of any future wealth you obtain—on charity. However, your acts of charity are insensitive and so insulting that they earn the recipients' enmity. For example, upon learning someone lost a child, you might toss money at them “to buy a new one.” You can't understand why your gifts aren't met with gratitude and resent the unappreciative recipients, and you firmly believe you should be able to call upon them for favors. You consider yourself an ideal philanthropist, and you constantly try to ingratiate yourself with other charitable organizations and individuals by offering to guide their donations to be more like your own.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-1645"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archive"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"school":"enchantment","trait":["Consumable","Cursed","Enchantment","Evil","Magical"],"id":"equipment-1646","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Restricted\" > Rose of Loves Lost Source Dark Archive pg. 161 Usage held in 1 hand Bulk L Activate Single Action Interact --- No thorns are visible on this ruby-red crystal rose, which seems to grant a boon to a loved one, but it draws three beads of blood when first bestowed upon an unwitting recipient. Hags delight in using the rose's curse to ruin young lovers, but it can be found anywhere—even buried innocently in a treasure hoard. You activate the rose of loves lost by giving it to someone toward whom you feel romantic attraction. This item functions only if you feel genuine attraction and desire, and it doesn't function if you know the item's curse. If the target accepts the gift, they must succeed at a DC 27 Will save with the effects of charm , except the duration is unlimited. Every 24 hours, the victim attempts another Will save to break the spell. If they fail three consecutive Will saves, they become doomed 1, as the rose inflicts a lethal wasting disease upon the recipient. This value can't decrease while the curse continues. Instead, it worsens every 3 days the victim fails to break the rose's spell, until the victim either dies or shakes off the enchantment. A successful saving throw or remove curse ends the charm and enables the victim to begin decreasing their doomed value.\n","skill_mod":{},"summary":"No thorns are visible on this ruby-red crystal rose, which seems to grant a boon to a loved one, but it draws three beads of blood when first …","primary_source":"Dark Archive","trait_group":["Equipment","School","Alignment","Mechanics"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1646","name":"Rose of Loves Lost","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"equipment-1646"},{"skill_mod":{},"summary":"Half-formed, unreadable runes drift across this weathered stone tablet, which resembles a tombstone too eroded to be legible. Created by a long-dead …","primary_source":"Dark Archive","trait_group":["Equipment","Mechanics","School"],"primary_source_category":"Rulebooks","level":8,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1647","weakness":{},"school":"necromancy","name":"Tablet of Chained Souls","trait":["Cursed","Magical","Necromancy"],"id":"equipment-1647","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Restricted\" > Tablet of Chained Souls Source Dark Archive pg. 161 Usage held in 2 hands Bulk L --- Half-formed, unreadable runes drift across this weathered stone tablet, which resembles a tombstone too eroded to be legible. Created by a long-dead order of scholars dedicated to Pharasma, the tablet of chained souls can be a powerful tool in laying uneasy spirits to rest, but its magic exacts a heavy cost. Activate Two Actions envision, Interact; Effect You present the tablet to a ghost, or lay it on a haunted site. The tablet's words resolve into a cryptic but accurate clue about the unfinished business that keeps this spirit from rest. Upon reading the tablet's words, you are subject to a geas that requires you to right that wrong and lay the ghost to rest. If you die without completing the task, you become a ghost, cursed to remain until another recovers the tablet and discharges your duty.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-1647"},{"primary_source_category":"Rulebooks","usage":"worn ring","source":["Dark Archive"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"school":"enchantment","skill":["Deception","Performance"],"trait":["Cursed","Enchantment","Invested","Magical"],"id":"equipment-1648","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Restricted\" > Taleteller's Ring Source Dark Archive pg. 161 Usage worn ring --- Smiling faces are inscribed about this silver band. You become a fluent weaver of fictions, gaining a +2 item bonus to Deception checks to Lie, Deception DCs against Sense Motive, and Performance checks for storytelling. Whenever you're under suspicion or being questioned by an authority figure, you find yourself compulsively spinning absurd, tall tales that are so unconvincing that they make you look guilty even when you're innocent. The ring's bonuses vanish, and any listener can quickly determine you're lying. Nevertheless, you're completely unable to be honest in such situations.\n","skill_mod":{},"summary":"Smiling faces are inscribed about this silver band. You become a fluent weaver of fictions, gaining a +2 item bonus to Deception checks to Lie , …","primary_source":"Dark Archive","trait_group":["Equipment","School","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1648","name":"Taleteller's Ring","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-1648"},{"skill_mod":{},"summary":"With a handshake, you traded future wealth for a bottomless purse of gems and other valuables. Using the purse, you can always sell items for their …","primary_source":"Dark Archive","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"item_subcategory":"Bargained Contracts","source":["Dark Archive"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1649","weakness":{},"name":"Bottomless Purse","trait":["Contract","Invested","Magical","Rare"],"id":"equipment-1649","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Bottomless Purse Source Dark Archive pg. 164 --- With a handshake, you traded future wealth for a bottomless purse of gems and other valuables. Using the purse, you can always sell items for their normal sell value during downtime, even if you aren't anywhere near a settlement. You just put them into the purse, and within a day, the proper sale price appears in coins and gems. Once per day, from any distance, the entity that holds your bargained contract automatically sells a common consumable item in your possession, giving you back only half the normal amount for a sold item. Activate Two Actions envision, command; Frequency once per day; Effect You deposit up to 30 gp of gems and coins in a separate pouch of the bottomless purse while thinking of a common consumable item costing that amount of money. You then upend the pouch. The item you envisioned comes tumbling out into your hand.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1649"},{"skill_mod":{},"summary":"You tore your eye from the socket and offered it to whatever spirit would take it. In return, you received a glass eye in its place. This eye allows …","primary_source":"Dark Archive","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"item_subcategory":"Bargained Contracts","source":["Dark Archive"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1650","weakness":{},"name":"Cryolite Eye","trait":["Contract","Invested","Magical","Rare"],"id":"equipment-1650","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Cryolite Eye Source Dark Archive pg. 164 --- You tore your eye from the socket and offered it to whatever spirit would take it. In return, you received a glass eye in its place. This eye allows you to see as normal, and when you succeed at a Perception check against an illusion, you get a critical success instead. Once per day, from any distance, the entity that holds your bargained contract can overwhelm your cryolite eye with magical energy, causing images to float over your vision that inflict the dazzled condition on you for 1 minute. Activate Two Actions command; Frequency once per day; Effect You look through the glass eye sealing your bargained contract . The contract casts see invisibility affecting you.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1650"},{"skill_mod":{},"summary":"At the crossroads under a new moon, you traded your face for one that you can mold as though it were clay, sealed with a ribbon worn around your neck …","primary_source":"Dark Archive","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":7,"source_category":["Rulebooks"],"item_subcategory":"Bargained Contracts","source":["Dark Archive"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1651","weakness":{},"name":"Hand-Hewed Face","trait":["Contract","Invested","Magical","Rare"],"id":"equipment-1651","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Hand-Hewed Face Source Dark Archive pg. 164 --- At the crossroads under a new moon, you traded your face for one that you can mold as though it were clay, sealed with a ribbon worn around your neck to hide the seam. Your true appearance changes to that of a generic member of your ancestry. You can shape your facial features with your hands and thus don't need a disguise kit to Impersonate, and you don't take circumstance penalties to Impersonate someone due to the difference in your facial features. Once per day, from any distance, the entity that holds your bargained contract can change their appearance to match your appearance from before you sealed the contract, or the appearance you are currently using through Impersonate. When they do, your face transforms to your new true appearance, that of a generic member of your ancestry, and you become stunned 3 by the sudden backlash. Activate Two Actions Interact; Requirements You have used Impersonate and molded your face into a different face; Effect You peel your current face from your skin, revealing the true generic appearance from your bargained contract. This allows you to duck out of sight and remove the facial component of your disguise almost immediately, though clothing or other elements might still give you away.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1651"},{"skill_mod":{},"summary":"Whether due to the inconvenience of having a physical body or the desperation of impending starvation, you were drawn to a person offering relief …","primary_source":"Dark Archive","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"item_subcategory":"Bargained Contracts","source":["Dark Archive"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1652","weakness":{},"name":"Key to the Stomach","trait":["Contract","Invested","Magical","Rare"],"id":"equipment-1652","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Key to the Stomach Source Dark Archive pg. 165 --- Whether due to the inconvenience of having a physical body or the desperation of impending starvation, you were drawn to a person offering relief from hunger. You swallowed a key, which remains in your stomach, that continuously satiates you. You no longer need to eat or drink. Once per day, from any distance, the entity that holds your bargained contract can have the key sealing your bargained contract absorb all items in your stomach, which prevents you from benefiting from items that require you to eat or drink them, such as potions and elixirs, for 10 minutes. During this time, the entity gains the benefits of these items instead. Activate Two Actions command; Frequency once per day; Effect You absorb any poisons with the key sealing your bargained contract. You gain the benefits of a casting of neutralize poison .\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1652"},{"skill_mod":{},"summary":"Sealed with a vial containing the ashes from your childhood home, you traded the memories of your early life to stay focused on the present, allowing …","primary_source":"Dark Archive","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"item_subcategory":"Bargained Contracts","source":["Dark Archive"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1653","weakness":{},"name":"Lost Ember","trait":["Contract","Invested","Magical","Rare"],"id":"equipment-1653","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Lost Ember Source Dark Archive pg. 165 --- Sealed with a vial containing the ashes from your childhood home, you traded the memories of your early life to stay focused on the present, allowing you to avoid distractions during combat. Once per day, from any distance, the entity that holds your bargained contract can take one of your memories. This functions as a casting of modify memory that doesn't grant you a saving throw and can't be reversed by any means without stealing the memory back first. Activate Free Action command; Frequency once per day; Trigger You start your turn flat-footed or confused; Effect A speck of ash from the vial sealing your bargained contract appears out of nowhere on your tongue, bringing your senses into focus. You suppress the flat-footed or confused condition until the start of your next turn. You can use this free action when you are confused, even though you normally can't take actions of your choice when confused.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1653"},{"skill_mod":{},"summary":"You traded your senses to a hag for unrivaled expertise stolen from various souls who were once the greatest in their field. Your bargained …","primary_source":"Dark Archive","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"item_subcategory":"Bargained Contracts","source":["Dark Archive"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1654","weakness":{},"name":"Stone of Unrivaled Skill","trait":["Contract","Invested","Magical","Rare"],"id":"equipment-1654","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Stone of Unrivaled Skill Source Dark Archive pg. 165 --- You traded your senses to a hag for unrivaled expertise stolen from various souls who were once the greatest in their field. Your bargained contract is sealed by sleeping with a pitch-black stone under your pillow every night. Choose one skill when you seal this bargained contract . You become an expert in that skill; if you were already an expert, you become a master, and if you were already a master, you become legendary. Once per day, from any distance, the hag that holds your contract can take over your senses for 10 minutes, during which time the hag hears, sees, smells, tastes, and feels everything you would typically experience. During this time, you are dazzled by your own disjointed senses. Activate Two Actions command; Frequency once per day; Effect You place the stone sealing your bargained contract in your mouth. For the next 10 minutes, you gain a +3 status bonus to skill checks using the skill you chose for your contract.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1654"},{"skill_mod":{},"summary":"At a wellspring, you gave your blood to a force of nature and received a vial from the wellspring's heart in return. Once per 10 minutes, when your …","primary_source":"Dark Archive","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"item_subcategory":"Bargained Contracts","source":["Dark Archive"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1655","weakness":{},"name":"Vial of the Immortal Wellspring","trait":["Contract","Invested","Magical","Rare"],"id":"equipment-1655","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Vial of the Immortal Wellspring Source Dark Archive pg. 165 --- At a wellspring, you gave your blood to a force of nature and received a vial from the wellspring's heart in return. Once per 10 minutes, when your dying value would increase above 3, you instead become unconscious and are no longer dying; this doesn't prevent you from being killed by death effects or the doomed condition. Once per day, from any distance, the entity that holds your bargained contract can possess you and control your actions, leaving you unaware of what goes on. This possession automatically succeeds, regardless of any countermeasures you might take. Normally this lasts for only 1 round if during an encounter, or no longer than a few minutes during exploration. However, the more you rely on the power of the wellspring's heart to survive death, the longer it can possess you the next time it chooses to do so, doubling the amount of time with each use, to a maximum duration of 1 day. Once the entity possesses you, this duration resets. Activate Two Actions command; Frequency once per day; Effect You drink from the vial of water that seals your bargained contract . You gain the effects of a 9th-level, 2-action heal spell.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1655"},{"skill_mod":{},"summary":"You never perform to an empty crowd after promising any profits to a phantom in a playhouse, sealed by holes that appear in your pockets. By meeting …","primary_source":"Dark Archive","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"item_subcategory":"Bargained Contracts","source":["Dark Archive"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1656","weakness":{},"skill":["Performance"],"name":"Self-Emptying Pocket","trait":["Contract","Invested","Magical","Rare"],"id":"equipment-1656","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Self-Emptying Pocket Source Dark Archive pg. 165 --- You never perform to an empty crowd after promising any profits to a phantom in a playhouse, sealed by holes that appear in your pockets. By meeting with the attendees at your events, you can use Performance instead of Diplomacy to Gather Information. When you would use Performance to Earn Income, you don't earn any gold pieces, as the money disappears before you can even count it. The entity that holds your bargained contract can influence your reception any time you perform for a crowd or Activate the pocket. If they influence your performance favorably, you gain a +2 item bonus to your Performance check. If they influence your performance unfavorably, you gain a -2 item penalty to your Performance check. If you've failed to earn the entity money in quite a while, it typically influences your performance unfavorably. Activate Two Actions command, envision; Frequency once per day; Effect You exercise all of your charm on a creature, turning a chance meeting into an impromptu performance that commands attention. Attempt a single Performance check against the Perception DC of the creature. On a success, the creature is affected as though by a successful Deception check to Create a Diversion. The entity that holds your contract can influence this performance as well.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1656"},{"hands":"1","primary_source_category":"Adventures","usage":"held in 1 hand","source":["A Fistful of Flowers"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":300,"id":"equipment-1657","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Sack of Rotten Fruit Source A Fistful of Flowers pg. 15 Price 3 gp Hands 1 Usage held in 1 hand Bulk L Activate Single Action Strike --- Each of these unassuming sacks contains enough rotting fruit to provide a fungus leshy with 1 week's worth of rations, along with clusters of stones to help press out the fruit's juices. When you Strike a creature with a sack of rotten fruit, the sack is consumed while the creature takes 1d4 bludgeoning damage and must attempt a DC 15 Fortitude save. On a failure, the creature is sickened 1. The range increment of a thrown sack of rotten fruit is 20 feet.\n","skill_mod":{},"summary":"Each of these unassuming sacks contains enough rotting fruit to provide a fungus leshy with 1 week's worth of rations, along with clusters of …","primary_source":"A Fistful of Flowers","level":1,"source_category":["Adventures"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1657","name":"Sack of Rotten Fruit","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"equipment-1657"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Travel Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1100,"trait":["Alchemical","Consumable"],"id":"equipment-1658","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Artevil Suspension Source Travel Guide pg. 101 PFS Note The DC to remove the sickened condition from an artevil suspension is the standard DC for an item of its level (in this case, DC 17). Price 11 gp Usage held in 1 hand Bulk L Activate Treat Poison --- This dried herb is known for its ability to draw toxins from the body, albeit violently. You can administer the suspension orally, Activating the item as part of the same activity you use to Treat Poison. If you succeed at your Medicine check to Treat Poison against an ingested poison, you can reduce the stage of the toxin by one stage, though this can't reduce the stage below stage 1 or cure the poison entirely. If you do, the creature becomes sickened 2 as its body purges the toxin. An artevil suspension doesn't work unless the poison was administered through ingestion; for instance, if a poison can be administered through either ingestion or injury and was administered through injury, the suspension won't work.\n","skill_mod":{},"summary":"This dried herb is known for its ability to draw toxins from the body, albeit violently. You can administer the suspension orally, Activating the …","primary_source":"Travel Guide","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Plants","resistance":{},"url":"/Equipment.aspx?ID=1658","name":"Artevil Suspension","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1658"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Travel Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":6000,"trait":["Alchemical","Consumable"],"id":"equipment-1659","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Curled Cure Gel Source Travel Guide pg. 101 Price 60 gp Usage held in 1 hand Bulk L Activate Treat Wounds --- Curled cure secretes a gel that gently warms the skin and stimulates healing. You can Activate the item as part of the same activity you use to Treat Wounds. If you successfully Treat Wounds, you can also reduce the value of one of the targets' clumsy, enfeebled, or stupefied conditions by 1. The target of your Treat Wounds is then temporarily immune to curled cure gel for 24 hours, whether or not your attempt to Treat Wounds was successful.\n","skill_mod":{},"summary":"Curled cure secretes a gel that gently warms the skin and stimulates healing. You can Activate the item as part of the same activity you use to Treat …","primary_source":"Travel Guide","trait_group":["Monster","Equipment","Weapon"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Plants","resistance":{},"url":"/Equipment.aspx?ID=1659","name":"Curled Cure Gel","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1659"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Travel Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":900,"trait":["Alchemical","Consumable"],"id":"equipment-1660","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Drowsy Sun Eye Drops Source Travel Guide pg. 101 Price 9 gp Usage held in 1 hand Bulk L Activate Seek --- These drops are made from luminescent mushrooms and refined into eye drops, which simulates a creature's natural night vision. When you attempt a Perception check to Seek, you can draw and apply a dose of drowsy sun to your eyes as part of the same action, which grants you darkvision to a range of 30 feet for 1 round. If you do, your Seek action gains the manipulate trait, due to drawing and applying the eye drops.\n","skill_mod":{},"summary":"These drops are made from luminescent mushrooms and refined into eye drops, which simulates a creature's natural night vision. When you attempt a …","primary_source":"Travel Guide","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Plants","resistance":{},"url":"/Equipment.aspx?ID=1660","name":"Drowsy Sun Eye Drops","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1660"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Travel Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":300,"trait":["Alchemical","Consumable"],"id":"equipment-1661","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Lady's Blessing Oil Source Travel Guide pg. 101 Price 3 gp Usage held in 1 hand Bulk L Activate Administer First Aid --- Lady's blessing oil is favored by Pharasmin healers who ease the transitions of life. You can Activate the item as part of the same activity you use to Administer First Aid to stabilize a creature. If you use lady's blessing oil, the DC of the check to Administer First Aid is reduced to the creature's recovery roll DC, rather than 5 + the recovery roll DC. However, if you roll a failure on the check, you get a critical failure instead.\n","skill_mod":{},"summary":"Lady's blessing oil is favored by Pharasmin healers who ease the transitions of life. You can Activate the item as part of the same activity you …","primary_source":"Travel Guide","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Plants","resistance":{},"url":"/Equipment.aspx?ID=1661","name":"Lady's Blessing Oil","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1661"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Travel Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":900,"trait":["Additive","Alchemical","Consumable"],"id":"equipment-1662","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Toothwort Extract Source Travel Guide pg. 101 Price 9 gp Usage held in 1 hand Bulk L Activate Free Action Trigger You use Quick Alchemy to craft an alchemical poison that's at least 1 level lower than your advanced alchemy level. --- Originally used in dental procedures, toothwort numbs the gums by deadening nerves. When the oils are extracted and distilled, toothwort has a secondary reputation among alchemists for enhancing the duration of poisons. When adding toothwort extract to an alchemical poison, you can extend the maximum duration of the poison by 1 round.\n","skill_mod":{},"summary":"Originally used in dental procedures, toothwort numbs the gums by deadening nerves. When the oils are extracted and distilled, toothwort has a …","primary_source":"Travel Guide","trait_group":["Class-Specific","Monster","Equipment","Weapon"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Plants","trigger":"You use Quick Alchemy to craft an alchemical poison that's at least 1 level lower than your advanced alchemy level.","resistance":{},"url":"/Equipment.aspx?ID=1662","name":"Toothwort Extract","actions_number":0,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-1662"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Travel Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1200,"trait":["Alchemical","Consumable"],"id":"equipment-1663","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Yarrow-Root Bandage Source Travel Guide pg. 101 Price 12 gp Usage held in 1 hand Bulk L Activate Administer First Aid --- This root is often infused into bandages for life-threatening bleeding. Activating the item is part of the same activity you use to Administer First Aid to stop bleeding on a creature who's also dying. When you do, you can Administer First Aid to stop bleeding and dying as part of the same activity with only one Medicine check. However, the DC for the Medicine check is equal to the 5 + the higher of the two DCs to Administer First Aid.\n","skill_mod":{},"summary":"This root is often infused into bandages for life-threatening bleeding. Activating the item is part of the same activity you use to Administer First …","primary_source":"Travel Guide","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Plants","resistance":{},"url":"/Equipment.aspx?ID=1663","name":"Yarrow-Root Bandage","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1663"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1664","weakness":{},"price":7500,"name":"Alpaca","id":"equipment-1664","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Alpaca Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 75 gp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1664"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1665","weakness":{},"price":4000,"name":"Axolotl","id":"equipment-1665","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Axolotl Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 40 gp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1665"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1666","weakness":{},"price":150,"name":"Badger","id":"equipment-1666","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Badger Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 1 gp, 5 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1666"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1667","weakness":{},"price":300,"name":"Bat","id":"equipment-1667","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Bat Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 3 gp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1667"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1668","weakness":{},"price":100,"name":"Beehive","id":"equipment-1668","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Beehive Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 1 gp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1668"},{"skill_mod":{},"item_child_id":["equipment-1669-1514","equipment-1669-1515"],"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1669","weakness":{},"name":"Bird","id":"equipment-1669","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Bird Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Bird Source Travel Guide pg. 101 Price 1 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Bird (House Eagle) Source Travel Guide pg. 101 Price 10 gp --- These smaller falcons feature the brown-and-white markings of eagles and are popular among Eagle Knights. They serve both as a symbol of national pride and help keep watch in the field. They can be kept in a home but require a dedicated perch. They're known for pouncing on and tearing up floor rugs.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1669"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1669","item_parent_id":"equipment-1669","weakness":{},"price":10,"name":"Bird","id":"equipment-1669-1514","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Bird Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Bird Source Travel Guide pg. 101 Price 1 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Bird (House Eagle) Source Travel Guide pg. 101 Price 10 gp --- These smaller falcons feature the brown-and-white markings of eagles and are popular among Eagle Knights. They serve both as a symbol of national pride and help keep watch in the field. They can be kept in a home but require a dedicated perch. They're known for pouncing on and tearing up floor rugs.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1669-1514"},{"skill_mod":{},"summary":"These smaller falcons feature the brown-and-white markings of eagles and are popular among Eagle Knights. They serve both as a symbol of national …","primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1669","item_parent_id":"equipment-1669","weakness":{},"price":1000,"name":"Bird (House Eagle)","id":"equipment-1669-1515","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Bird Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Bird Source Travel Guide pg. 101 Price 1 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Bird (House Eagle) Source Travel Guide pg. 101 Price 10 gp --- These smaller falcons feature the brown-and-white markings of eagles and are popular among Eagle Knights. They serve both as a symbol of national pride and help keep watch in the field. They can be kept in a home but require a dedicated perch. They're known for pouncing on and tearing up floor rugs.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1669-1515"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1670","weakness":{},"price":10,"name":"Butterfly or Moth","id":"equipment-1670","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Butterfly or Moth Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 1 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1670"},{"skill_mod":{},"item_child_id":["equipment-1671-1516","equipment-1671-1517"],"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1671","weakness":{},"name":"Cat","id":"equipment-1671","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Cat Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cat Source Travel Guide pg. 101 Price 3 cp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cat (Galtan Orange) Source Travel Guide pg. 101 Price 10 gp --- The Galtan orange cat was bred to have short legs and a thick orange coat so it could easily hunt vermin in tight spaces. They were often kept as staff in noble houses. During the Galtan revolution, as noble households fell, these cats were left to fend for their themselves. While there's a substantial feral population, only one breeder of pedigreed Galtan orange cats remains, making them highly sought after.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1671"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1671","item_parent_id":"equipment-1671","weakness":{},"price":3,"name":"Cat","id":"equipment-1671-1516","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Cat Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cat Source Travel Guide pg. 101 Price 3 cp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cat (Galtan Orange) Source Travel Guide pg. 101 Price 10 gp --- The Galtan orange cat was bred to have short legs and a thick orange coat so it could easily hunt vermin in tight spaces. They were often kept as staff in noble houses. During the Galtan revolution, as noble households fell, these cats were left to fend for their themselves. While there's a substantial feral population, only one breeder of pedigreed Galtan orange cats remains, making them highly sought after.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1671-1516"},{"skill_mod":{},"summary":"The Galtan orange cat was bred to have short legs and a thick orange coat so it could easily hunt vermin in tight spaces. They were often kept as …","primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1671","item_parent_id":"equipment-1671","weakness":{},"price":1000,"name":"Cat (Galtan Orange)","id":"equipment-1671-1517","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Cat Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cat Source Travel Guide pg. 101 Price 3 cp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cat (Galtan Orange) Source Travel Guide pg. 101 Price 10 gp --- The Galtan orange cat was bred to have short legs and a thick orange coat so it could easily hunt vermin in tight spaces. They were often kept as staff in noble houses. During the Galtan revolution, as noble households fell, these cats were left to fend for their themselves. While there's a substantial feral population, only one breeder of pedigreed Galtan orange cats remains, making them highly sought after.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1671-1517"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1672","weakness":{},"price":800,"name":"Cow","id":"equipment-1672","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Cow Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 8 gp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1672"},{"skill_mod":{},"summary":"Sought after in Cheliax, the cradle minder resembles an imp . Despite rumors they were given as part of household pacts with devils , these …","primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1673","weakness":{},"price":5000,"name":"Cradle Minder","id":"equipment-1673","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Cradle Minder Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 50 gp --- Sought after in Cheliax, the cradle minder resembles an imp. Despite rumors they were given as part of household pacts with devils, these creatures were bred from fiendish frog. Amphibious, they have leathery wings, frog-like eyes, and a forgiving temperament. They're ideal companions for children, as they tend to bond closely with one person and let out loud croaks when they become aware of danger. They require fiendish earthworms (unique feed) regularly, so ensuring you have a stable food supply is a necessity for ownership.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1673"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1674","weakness":{},"price":1000,"name":"Dinosaur","id":"equipment-1674","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Dinosaur Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 10 gp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1674"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1675","weakness":{},"price":20,"name":"Dog","id":"equipment-1675","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Dog Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 2 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1675"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1676","weakness":{},"price":50,"name":"Duck","id":"equipment-1676","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Duck Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 5 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1676"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1677","weakness":{},"price":10,"name":"Ferret","id":"equipment-1677","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Ferret Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 1 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1677"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1678","weakness":{},"price":1,"name":"Fish","id":"equipment-1678","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Fish Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 1 cp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1678"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1679","weakness":{},"price":80,"name":"Fox","id":"equipment-1679","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Fox Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 8 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1679"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1680","weakness":{},"price":20,"name":"Frog","id":"equipment-1680","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Frog Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 2 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1680"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1681","weakness":{},"price":10,"name":"Gerbil or Hamster","id":"equipment-1681","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Gerbil or Hamster Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 1 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1681"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1682","weakness":{},"price":200,"name":"Horse","id":"equipment-1682","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Horse Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 2 gp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1682"},{"skill_mod":{},"summary":"Originally brought to Absalom by kayals fleeing the Shadow Plane , kayalinis are shy creatures made from shadow. They resemble small monkeys …","primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1683","weakness":{},"price":500,"name":"Kayalini","id":"equipment-1683","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Kayalini Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 5 gp --- Originally brought to Absalom by kayals fleeing the Shadow Plane, kayalinis are shy creatures made from shadow. They resemble small monkeys with reptilian features like claws, short horns, and long, shadowy tongues. When in a new home, they tend to hide under beds or in closets. Around people they trust, they'll sit quietly on a lap for hours.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1683"},{"skill_mod":{},"item_child_id":["equipment-1684-1518","equipment-1684-1519"],"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1684","weakness":{},"name":"Lizard","id":"equipment-1684","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Lizard Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lizard Source Travel Guide pg. 101 Price 1 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lizard (X's) Source Travel Guide pg. 101 Price 1 gp --- Named after the druid that popularized them, these black-and-white lizards have substantial stomachs and a rather slow digestive system. X trained these lizards to keep valuables in their stomachs. They swallow specially treated purses with attached chains that clip to a collar, which can hold objects up to 1 Bulk. The contents of the purse stay safe for one month before slowly dissolving.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1684"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1684","item_parent_id":"equipment-1684","weakness":{},"price":10,"name":"Lizard","id":"equipment-1684-1518","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Lizard Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lizard Source Travel Guide pg. 101 Price 1 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lizard (X's) Source Travel Guide pg. 101 Price 1 gp --- Named after the druid that popularized them, these black-and-white lizards have substantial stomachs and a rather slow digestive system. X trained these lizards to keep valuables in their stomachs. They swallow specially treated purses with attached chains that clip to a collar, which can hold objects up to 1 Bulk. The contents of the purse stay safe for one month before slowly dissolving.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1684-1518"},{"skill_mod":{},"summary":"Named after the druid that popularized them, these black-and-white lizards have substantial stomachs and a rather slow digestive system. X trained …","primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1684","item_parent_id":"equipment-1684","weakness":{},"price":100,"name":"Lizard (X's)","id":"equipment-1684-1519","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Lizard Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lizard Source Travel Guide pg. 101 Price 1 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lizard (X's) Source Travel Guide pg. 101 Price 1 gp --- Named after the druid that popularized them, these black-and-white lizards have substantial stomachs and a rather slow digestive system. X trained these lizards to keep valuables in their stomachs. They swallow specially treated purses with attached chains that clip to a collar, which can hold objects up to 1 Bulk. The contents of the purse stay safe for one month before slowly dissolving.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1684-1519"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1685","weakness":{},"price":300,"name":"Monkey","id":"equipment-1685","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Monkey Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 3 gp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1685"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1686","weakness":{},"price":1,"name":"Mouse","id":"equipment-1686","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Mouse Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 1 cp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1686"},{"skill_mod":{},"summary":"This tamed version of the wild Arcadian opossum is favored by those who like to match outfits with their pets, as the domestic opossum tolerates …","primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1687","weakness":{},"price":200,"name":"Opossum, domestic","id":"equipment-1687","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Opossum, domestic Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 2 gp --- This tamed version of the wild Arcadian opossum is favored by those who like to match outfits with their pets, as the domestic opossum tolerates clothing and accessories. They're very tolerant of travel and can eat table scraps, making them popular with caravan drivers or ship captains.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1687"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1688","weakness":{},"price":50,"name":"Pig","id":"equipment-1688","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Pig Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 5 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1688"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1689","weakness":{},"price":10,"name":"Praying Mantis","id":"equipment-1689","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Praying Mantis Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 1 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1689"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1690","weakness":{},"price":100,"name":"Rabbit","id":"equipment-1690","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Rabbit Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 1 gp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1690"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1691","weakness":{},"price":500,"name":"Raccoon","id":"equipment-1691","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Raccoon Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 5 gp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1691"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1692","weakness":{},"price":10,"name":"Rat","id":"equipment-1692","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Rat Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 1 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1692"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1693","weakness":{},"price":100,"name":"Snake","id":"equipment-1693","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Snake Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 1 gp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1693"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1694","weakness":{},"price":20,"name":"Spider","id":"equipment-1694","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Spider Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 2 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1694"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1695","weakness":{},"price":70,"name":"Squirrel","id":"equipment-1695","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Squirrel Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 7 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1695"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animals","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1696","weakness":{},"price":30,"name":"Turtle","id":"equipment-1696","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Turtle Source Travel Guide pg. 103 PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way. Price 3 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1696"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animal Caretaking Gear","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1697","weakness":{},"price":10,"name":"Animal Bed","id":"equipment-1697","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Animal Bed Source Travel Guide pg. 103 Price 1 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1697"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animal Caretaking Gear","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1698","weakness":{},"price":50,"name":"Cage","id":"equipment-1698","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Cage Source Travel Guide pg. 103 Price 5 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1698"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animal Caretaking Gear","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1699","weakness":{},"price":10,"name":"Collar","id":"equipment-1699","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Collar Source Travel Guide pg. 103 Price 1 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1699"},{"skill_mod":{},"item_child_id":["equipment-1700-1520","equipment-1700-1521"],"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animal Caretaking Gear","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1700","weakness":{},"name":"Feed","id":"equipment-1700","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Feed Source Travel Guide pg. 103 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Feed (Standard) Source Travel Guide pg. 101 Price 1 cp (1 week) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Feed (Unique) Source Travel Guide pg. 101 Price 1 sp (1 week) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1700"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animal Caretaking Gear","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1700","item_parent_id":"equipment-1700","weakness":{},"price":1,"name":"Feed (Standard)","id":"equipment-1700-1520","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Feed Source Travel Guide pg. 103 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Feed (Standard) Source Travel Guide pg. 101 Price 1 cp (1 week) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Feed (Unique) Source Travel Guide pg. 101 Price 1 sp (1 week) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1700-1520"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animal Caretaking Gear","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1700","item_parent_id":"equipment-1700","weakness":{},"price":10,"name":"Feed (Unique)","id":"equipment-1700-1521","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Feed Source Travel Guide pg. 103 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Feed (Standard) Source Travel Guide pg. 101 Price 1 cp (1 week) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Feed (Unique) Source Travel Guide pg. 101 Price 1 sp (1 week) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1700-1521"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animal Caretaking Gear","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1701","weakness":{},"price":50,"name":"Handling Gloves","id":"equipment-1701","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Handling Gloves Source Travel Guide pg. 103 Price 5 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1701"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animal Caretaking Gear","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1702","weakness":{},"price":80,"name":"Harness","id":"equipment-1702","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Harness Source Travel Guide pg. 103 Price 8 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1702"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animal Caretaking Gear","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1703","weakness":{},"price":10,"name":"Leash","id":"equipment-1703","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Leash Source Travel Guide pg. 103 Price 1 sp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1703"},{"skill_mod":{},"item_child_id":["equipment-1704-1522","equipment-1704-1523"],"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animal Caretaking Gear","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1704","weakness":{},"name":"Tank","id":"equipment-1704","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Tank Source Travel Guide pg. 103 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tank (Stationary) Source Travel Guide pg. 101 Price 1 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tank (Traveling) Source Travel Guide pg. 101 Price 10 gp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1704"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animal Caretaking Gear","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1704","item_parent_id":"equipment-1704","weakness":{},"price":100,"name":"Tank (Stationary)","id":"equipment-1704-1522","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Tank Source Travel Guide pg. 103 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tank (Stationary) Source Travel Guide pg. 101 Price 1 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tank (Traveling) Source Travel Guide pg. 101 Price 10 gp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1704-1522"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animal Caretaking Gear","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1704","item_parent_id":"equipment-1704","weakness":{},"price":1000,"name":"Tank (Traveling)","id":"equipment-1704-1523","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Tank Source Travel Guide pg. 103 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tank (Stationary) Source Travel Guide pg. 101 Price 1 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tank (Traveling) Source Travel Guide pg. 101 Price 10 gp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1704-1523"},{"skill_mod":{},"item_child_id":["equipment-1705-1524","equipment-1705-1525"],"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animal Caretaking Gear","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1705","weakness":{},"name":"Treats","id":"equipment-1705","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Treats Source Travel Guide pg. 103 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Treats (Standard) Source Travel Guide pg. 101 Price 1 cp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Treats (Unique) Source Travel Guide pg. 101 Price 1 sp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1705"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animal Caretaking Gear","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1705","item_parent_id":"equipment-1705","weakness":{},"price":1,"name":"Treats (Standard)","id":"equipment-1705-1524","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Treats Source Travel Guide pg. 103 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Treats (Standard) Source Travel Guide pg. 101 Price 1 cp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Treats (Unique) Source Travel Guide pg. 101 Price 1 sp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1705-1524"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"item_subcategory":"Animal Caretaking Gear","source":["Travel Guide"],"type":"Item","item_category":"Animals and Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1705","item_parent_id":"equipment-1705","weakness":{},"price":10,"name":"Treats (Unique)","id":"equipment-1705-1525","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Treats Source Travel Guide pg. 103 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Treats (Standard) Source Travel Guide pg. 101 Price 1 cp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Treats (Unique) Source Travel Guide pg. 101 Price 1 sp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1705-1525"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #182: Graveclaw"],"type":"Item","item_category":"Other","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"transmutation","price":8500,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-1706","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Extraction Cauldron May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 75 Price 85 gp Bulk 6 --- This large magical stew pot can boil objects down to their valuable components, greatly assisting anyone who wants to harvest raw materials without visiting a settlement. The cauldron is roughly 3 feet in diameter. Activate Three Actions Interact; Requirements The cauldron must be filled with boiling water for at least 1 hour; Effect As you stir the cauldron, one object that has been in it for at least an hour transforms into raw materials with a value of one half the object's Price; art objects are instead transformed into raw materials with a value equal to their Price. The cauldron produces raw materials associated with the object but unaffected by immersion in boiling water. For example, a magical broom might be rendered into a block of dense, valuable wood, while a gilt-edged portrait might be transformed into a lump of gold. Objects removed from the cauldron before an hour passes can't be transformed and they might be damaged or ruined by water and heat.\n","skill_mod":{},"summary":"This large magical stew pot can boil objects down to their valuable components, greatly assisting anyone who wants to harvest raw materials without …","primary_source":"Pathfinder #182: Graveclaw","trait_group":["Equipment","Mechanics","School","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1706","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Extraction Cauldron","bulk":6,"category":"equipment","rarity":"uncommon","slug":"equipment-1706"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #182: Graveclaw"],"type":"Item","item_category":"Other","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"necromancy","price":90000,"trait":["Invested","Magical","Necromancy","Negative","Uncommon","Void"],"id":"equipment-1707","text":"<title level=\"1\" right=\"Item 10\" pfs=\"\" > Ghastly Cauldron May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 75 Price 900 gp Bulk 5 --- This black cooking pot can produce a feast fit for undead. Activate Three Actions Interact; Trigger once per day; Requirements The cauldron must be filled with water, herbs, bones, and raw meat, and kept at a boil for 1 hour; Effect As you stir the cauldron, its contents transform into 10 meals suitable for undead consumption. Each meal must be ladled from the cauldron individually as a 3-action activity and must be eaten within 1 hour of removal. An undead creature that consumes a meal from the cauldron regains 5d8 Hit Points and gains the benefits of 4th-level restoration that you choose; living creatures who consume a meal from the cauldron take 5d8 negative damage (DC 27 basic Fortitude save) instead. Any meals remaining in the cauldron 24 hours after activation become inedible slurry.\n","skill_mod":{},"summary":"This black cooking pot can produce a feast fit for undead . ","primary_source":"Pathfinder #182: Graveclaw","trait_group":["Equipment","Mechanics","School","Energy","Planar","Creature Type","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1707","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Ghastly Cauldron","bulk":5,"category":"equipment","rarity":"uncommon","slug":"equipment-1707"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #182: Graveclaw"],"type":"Item","item_category":"Structures","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"conjuration","price":24000,"trait":["Conjuration","Magical","Structure","Uncommon"],"id":"equipment-1708","text":"<title level=\"1\" right=\"Item 6\" pfs=\"\" > Gingerbread House May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 75 Price 240 gp Bulk L when not activated --- A gingerbread house is made of magical gingerbread sweetened with honey and spices, and further decorated with candies and icing. Its roof tiles are made of sugar. It can be held safely in one hand but is very delicate; it's often stored within a wooden box of 1 Bulk. Activate Three Actions 1 minute (command, envision, Interact); Effect The gingerbread house expands into a spacious and comfortable two-story cottage with a fenced yard. Although fully furnished with beds, chairs, tables, and so on, it and all its contents are made of magical gingerbread and candy. It includes a hearth that keeps the entire house warm but doesn't damage its composition. The house's cupboards are supplied with candy and cocoa sufficient to sustain 10 Medium creatures that eat roughly as much as a human for as long as the house remains activated. Creatures who spend an entire day and night resting in a gingerbread house recover Hit Points at twice the normal rate; if they successfully save against an affliction, they reduce the stage of that affliction by an additional step. When not activated the gingerbread house has Hardness 0, 2 Hit Points, and a BT of 1. Once activated, it has Hardness 0, 40 HP, and a BT of 20. Any damage done to the activated house—including eating any part of its structure—remains when the house returns to its un-activated size. Craft Requirements You can attempt Cooking Lore checks instead of Crafting checks to Craft a gingerbread house.\n","skill_mod":{},"summary":"A gingerbread house is made of magical gingerbread sweetened with honey and spices, and further decorated with candies and icing. Its roof tiles are …","primary_source":"Pathfinder #182: Graveclaw","trait_group":["School","Mechanics","Equipment","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1708","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Gingerbread House","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-1708"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #182: Graveclaw"],"type":"Item","item_category":"Grimoires","speed":{},"weakness":{},"primary_source_group":"Blood Lords","price":70000,"trait":["Fortune","Grimoire","Magical","Unique"],"id":"equipment-1709","text":"<title level=\"1\" right=\"Item 9\" pfs=\"\" > Hunter's Hagbook May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 77 Price 700 gp Bulk L --- This magical book has its official title, The Grimoire of Lady Jayne Cutter , written on an inside page in illuminated letters. Among occultists and other scholars, it's known by its colloquial name: the Hunter's Hagbook . The book is a grimoire created and used by a legendary Varisian monster hunter. The Hunter's Hagbook can hold 100 spells but the following spells are always present in the book, can't be removed from it, and count against the total: blind eye , blood duplicate , caster's imposition , hag's fruit , ritual obstruction , web of influence When you attempt a saving throw against a coven spell, you can immediately end the duration of a spell affecting you that you prepared from this book. If you do, the result of your saving throw is one degree of success better than your roll (for example, a critical failure becomes a failure).\n","skill_mod":{},"summary":"This magical book has its official title, The Grimoire of Lady Jayne Cutter , written on an inside page in illuminated letters. Among occultists and …","primary_source":"Pathfinder #182: Graveclaw","trait_group":["Mechanics","Equipment","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1709","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Hunter's Hagbook","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-1709"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #182: Graveclaw"],"type":"Item","item_category":"Other","speed":{},"weakness":{},"primary_source_group":"Blood Lords","price":25000,"trait":["Fortune","Magical","Uncommon"],"id":"equipment-1710","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Lucky Kitchen Witch May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 77 Price 250 gp Bulk L --- This small doll in the shape of a witch is made from sticks and clad in a simple dress, bonnet, and wooden shoes. It sits astride a miniature straw broom. When hung in a kitchen, the witch brings good luck and protects a cook from malicious spirits. The lucky kitchen witch must hang in a kitchen for a week to give any benefit. When you have a lucky kitchen witch hung in your kitchen, you can reroll a Cooking Lore or Crafting check made during downtime to make food, Earn Income, or Craft an alchemical item in your kitchen.\n","skill_mod":{},"summary":"This small doll in the shape of a witch is made from sticks and clad in a simple dress, bonnet, and wooden shoes. It sits astride a miniature straw …","primary_source":"Pathfinder #182: Graveclaw","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1710","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Lucky Kitchen Witch","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1710"},{"item_child_id":["equipment-1711-1531","equipment-1711-1532","equipment-1711-1533"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #182: Graveclaw"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"abjuration","trait":["Abjuration","Consumable","Magical","Potion","Rare"],"id":"equipment-1711","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"\" > Potion of Annulment May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 77 Usage held in 1 hand Bulk L Activate Single Action Interact --- A potion of annulment magically breaks a supernatural deal you have made, such as an infernal contract (Bestiary 90), a sea hag's bargain, or the geas ritual. Upon drinking the potion, attempt a counteract check against the highest-level such effect, with a counteract modifier determined by the potion's type. If the check is successful, the deal ends for all parties. You're not penalized for breaking the contract, but you also enjoy none of its benefits or rewards. Individuals with whom you shared the contract are aware it has been annulled and may seek vengeance. This potion can't rewind time or negate effects that have already occurred; for example, if you have killed someone to fulfill an infernal contract, drinking this potion and canceling the contract doesn't bring the dead individual back to life. <title level=\"2\" right=\"Item 10\" pfs=\"\" > Potion of Annulment (Lesser) Source Pathfinder #182: Graveclaw pg. 77 Price 200 gp Bulk L --- The counteract modifier is +17. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Potion of Annulment (Moderate) Source Pathfinder #182: Graveclaw pg. 77 Price 1,300 gp Bulk L --- The counteract modifier is +24. <title level=\"2\" right=\"Item 20\" pfs=\"\" > Potion of Annulment (Greater) Source Pathfinder #182: Graveclaw pg. 77 Price 13,000 gp Bulk L --- The counteract modifier is +30.","skill_mod":{},"summary":"A potion of annulment magically breaks a supernatural deal you have made, such as an infernal contract (Bestiary 90), a sea hag's bargain, or the …","primary_source":"Pathfinder #182: Graveclaw","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=1711","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Potion of Annulment","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-1711"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #182: Graveclaw"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1711","weakness":{},"primary_source_group":"Blood Lords","school":"abjuration","price":20000,"trait":["Abjuration","Consumable","Magical","Potion","Rare"],"id":"equipment-1711-1531","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"\" > Potion of Annulment May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 77 Usage held in 1 hand Bulk L Activate Single Action Interact --- A potion of annulment magically breaks a supernatural deal you have made, such as an infernal contract (Bestiary 90), a sea hag's bargain, or the geas ritual. Upon drinking the potion, attempt a counteract check against the highest-level such effect, with a counteract modifier determined by the potion's type. If the check is successful, the deal ends for all parties. You're not penalized for breaking the contract, but you also enjoy none of its benefits or rewards. Individuals with whom you shared the contract are aware it has been annulled and may seek vengeance. This potion can't rewind time or negate effects that have already occurred; for example, if you have killed someone to fulfill an infernal contract, drinking this potion and canceling the contract doesn't bring the dead individual back to life. <title level=\"2\" right=\"Item 10\" pfs=\"\" > Potion of Annulment (Lesser) Source Pathfinder #182: Graveclaw pg. 77 Price 200 gp Bulk L --- The counteract modifier is +17. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Potion of Annulment (Moderate) Source Pathfinder #182: Graveclaw pg. 77 Price 1,300 gp Bulk L --- The counteract modifier is +24. <title level=\"2\" right=\"Item 20\" pfs=\"\" > Potion of Annulment (Greater) Source Pathfinder #182: Graveclaw pg. 77 Price 13,000 gp Bulk L --- The counteract modifier is +30.","skill_mod":{},"summary":"The counteract modifier is +17.","primary_source":"Pathfinder #182: Graveclaw","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=1711","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Potion of Annulment (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-1711-1531"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #182: Graveclaw"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1711","weakness":{},"primary_source_group":"Blood Lords","school":"abjuration","price":130000,"trait":["Abjuration","Consumable","Magical","Potion","Rare"],"id":"equipment-1711-1532","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"\" > Potion of Annulment May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 77 Usage held in 1 hand Bulk L Activate Single Action Interact --- A potion of annulment magically breaks a supernatural deal you have made, such as an infernal contract (Bestiary 90), a sea hag's bargain, or the geas ritual. Upon drinking the potion, attempt a counteract check against the highest-level such effect, with a counteract modifier determined by the potion's type. If the check is successful, the deal ends for all parties. You're not penalized for breaking the contract, but you also enjoy none of its benefits or rewards. Individuals with whom you shared the contract are aware it has been annulled and may seek vengeance. This potion can't rewind time or negate effects that have already occurred; for example, if you have killed someone to fulfill an infernal contract, drinking this potion and canceling the contract doesn't bring the dead individual back to life. <title level=\"2\" right=\"Item 10\" pfs=\"\" > Potion of Annulment (Lesser) Source Pathfinder #182: Graveclaw pg. 77 Price 200 gp Bulk L --- The counteract modifier is +17. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Potion of Annulment (Moderate) Source Pathfinder #182: Graveclaw pg. 77 Price 1,300 gp Bulk L --- The counteract modifier is +24. <title level=\"2\" right=\"Item 20\" pfs=\"\" > Potion of Annulment (Greater) Source Pathfinder #182: Graveclaw pg. 77 Price 13,000 gp Bulk L --- The counteract modifier is +30.","skill_mod":{},"summary":"The counteract modifier is +24.","primary_source":"Pathfinder #182: Graveclaw","trait_group":["School","Equipment","Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=1711","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Potion of Annulment (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-1711-1532"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #182: Graveclaw"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1711","weakness":{},"primary_source_group":"Blood Lords","school":"abjuration","price":1300000,"trait":["Abjuration","Consumable","Magical","Potion","Rare"],"id":"equipment-1711-1533","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"\" > Potion of Annulment May contain spoilers from Blood Lords Source Pathfinder #182: Graveclaw pg. 77 Usage held in 1 hand Bulk L Activate Single Action Interact --- A potion of annulment magically breaks a supernatural deal you have made, such as an infernal contract (Bestiary 90), a sea hag's bargain, or the geas ritual. Upon drinking the potion, attempt a counteract check against the highest-level such effect, with a counteract modifier determined by the potion's type. If the check is successful, the deal ends for all parties. You're not penalized for breaking the contract, but you also enjoy none of its benefits or rewards. Individuals with whom you shared the contract are aware it has been annulled and may seek vengeance. This potion can't rewind time or negate effects that have already occurred; for example, if you have killed someone to fulfill an infernal contract, drinking this potion and canceling the contract doesn't bring the dead individual back to life. <title level=\"2\" right=\"Item 10\" pfs=\"\" > Potion of Annulment (Lesser) Source Pathfinder #182: Graveclaw pg. 77 Price 200 gp Bulk L --- The counteract modifier is +17. <title level=\"2\" right=\"Item 15\" pfs=\"\" > Potion of Annulment (Moderate) Source Pathfinder #182: Graveclaw pg. 77 Price 1,300 gp Bulk L --- The counteract modifier is +24. <title level=\"2\" right=\"Item 20\" pfs=\"\" > Potion of Annulment (Greater) Source Pathfinder #182: Graveclaw pg. 77 Price 13,000 gp Bulk L --- The counteract modifier is +30.","skill_mod":{},"summary":"The counteract modifier is +30.","primary_source":"Pathfinder #182: Graveclaw","trait_group":["School","Equipment","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=1711","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Potion of Annulment (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-1711-1533"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Travel Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":1800,"weakness":{},"saving_throw":"DC 19 Fortitude","price":500,"trait":["Alchemical","Consumable","Inhaled","Poison"],"id":"equipment-1714","text":"<title level=\"1\" right=\"Item 2\" pfs=\"\" > False Flayleaf Source Travel Guide pg. 98 Price 5 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- This poisonous plant is nearly identical in appearance to flayleaf. Unlike its namesake, it has a smooth leaf and pale white veins. Adventurous foragers should beware its effects. Saving Throw DC 19 Fortitude; Onset 10 minutes; Maximum Duration 30 minutes; Stage 1 dazzled (10 minutes); Stage 2 1d6 poison damage and sickened 1 (10 minutes); Stage 3 1d6 poison damage, confused, and sickened 1 (1 minute)\n","skill_mod":{},"summary":"This poisonous plant is nearly identical in appearance to flayleaf. Unlike its namesake , it has a smooth leaf and pale white veins. Adventurous …","primary_source":"Travel Guide","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=1714","stage":["dazzled (10 minutes)","1d6 poison damage and sickened 1 (10 minutes)","1d6 poison damage, confused , and sickened 1 (1 minute)"],"name":"False Flayleaf","actions_number":4,"bulk":0.1,"category":"equipment","actions":"Two Actions","rarity":"common","slug":"equipment-1714"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"enchantment","price":125000,"trait":["Enchantment","Magical","Mental","Uncommon"],"id":"equipment-1715","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Ebon Marionette May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 75 Price 1,250 gp Usage held in 2 hands Bulk 1 --- This puppet is carved out of ebony wood and affixed to violet strings for easy manipulation. Activate Three Actions envision, Interact; Frequency once per day; Effect When you Activate the ebon marionette while envisioning a specific creature within 40 feet, you can force the creature to mimic a single action you make with the puppet. You might command the creature to throw down its weapon, run away, or attack an ally. Whenever you issue a command, the creature must succeed at a DC 28 Will save or be forced to follow the command as its first action on its next turn. If you command it to do something that takes more than 1 action, it accomplishes only as much as it can with 1 action. You can Sustain the Activation for up to 1 minute; each time you do, you give the target another command by manipulating the marionette, and the target makes another Will save. If the target succeeds at its save, the effect ends. Sustaining the Activation has no effect if the creature already has a command, so you can't dictate more than one of its actions per turn.\n","skill_mod":{},"summary":"This puppet is carved out of ebony wood and affixed to violet strings for easy manipulation. ","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["School","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1715","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Ebon Marionette","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1715"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"evocation","price":125000,"skill":["Stealth"],"trait":["Evocation","Magical","Shadow","Uncommon"],"id":"equipment-1716","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Gloaming Arc May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 75 Price 1,250 gp Usage held in 1 hand Bulk 1 Base Weapon Scimitar --- This black +2 striking scimitar reflects light only along its edge, like a thin crescent moon. It grants a +1 item bonus to Stealth while you're holding it, increasing to a +2 item bonus if it has a +3 weapon potency rune . Activate Three Actions envision, Interact; Frequency once per day; Effect Attempt a melee Strike with the gloaming arc . On a hit, you slice away the target's shadow from its body and it must attempt a DC 30 Fortitude save. Critical Success The target is unaffected. Success The target is enfeebled 1 for 1 round. Failure The target is enfeebled 2 for 1 minute and drained 1. The target doesn't cast a shadow until it is no longer drained. Critical Failure As failure, but drained 2.\n","skill_mod":{},"summary":"This black +2 striking scimitar reflects light only along its edge, like a thin crescent moon. It grants a +1 item bonus to Stealth while …","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["School","Mechanics","Planar","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1716","source_group":["Blood Lords"],"spoilers":"Blood Lords","base_item":["Scimitar"],"name":"Gloaming Arc","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1716"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Structures","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"conjuration","price":155000,"trait":["Conjuration","Magical","Rare","Structure"],"id":"equipment-1717","text":"<title level=\"1\" right=\"Item 11\" pfs=\"\" > Shadow Manse May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 76 Price 1,550 gp Bulk 1 when not activated --- This miniature dollhouse is made of dark wood with steep eaves and wide windows. Close inspection through the open windows reveals the inside to be elaborately decorated with fine furniture and ebony accoutrements. Activate 1 minute (command, envision, Interact); Effect You cause the dollhouse to grow into a mansion, 60 feet across and 20 feet high, with a dozen rooms. The mansion pushes aside rather than traps creatures in the area when it is created. The door appears in front of you; it bears no lock and provides easy entrance to anyone. The mansion's interior is well-appointed and dimly lit via wall sconces and fireplaces that emit pale, heatless flames. Each day at dusk, the mansion's dining room produces enough fine food and water to sustain the creatures in the manor at that time. Except for this nourishment, everything inside the manor is nearly impossible to break; even the flimsiest chairs and thinnest draperies have Hardness 20. The material inside the mansion vanishes if removed, but is replaced with the next activation. Although the mansion is easy for anyone to enter, only you and other creatures you designate when you activate the manor can leave it. Others find themselves entering some other part of the mansion when they leave through a door or window, rather than exiting. A creature that succeeds at a DC 30 Occultism check when attempting to exit the mansion can leave it if they choose, as can anyone who Forces Open an exit with a successful DC 30 Athletics check; any opening they make in the mansion closes behind them. You can return the shadow manse to its dollhouse form by twisting the front door handle and uttering a command (as a single action). Once deactivated, it can't be reactivated for 8 hours.\n","skill_mod":{},"summary":"This miniature dollhouse is made of dark wood with steep eaves and wide windows. Close inspection through the open windows reveals the inside to be …","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["School","Mechanics","Rarity","Equipment"],"level":11,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1717","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Shadow Manse","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-1717"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"necromancy","price":125000,"trait":["Magical","Necromancy","Uncommon"],"id":"equipment-1718","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Skeletal Claw May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 76 Price 1,250 gp Usage held in 1 hand Bulk L Base Weapon Tekko-kagi --- This +1 striking tekko-kagi resembles a clawed skeletal hand that fits over your own. Embedded in the back of the bony hand is an onyx gemstone held in place by fine silver chains. When the claws tear into a living creature, the gem pulses with negative energy. The skeletal claw deals an additional 1d4 persistent negative damage to living creatures (1d10 persistent negative damage on a critical hit). Activate Free Action command; Frequency once per day; Trigger You cast a spell to summon an undead creature that has a skeletal structure, such as with animate dead ; Effect The triggering undead creature has 10 temporary Hit Points that last for 1 minute. As long as any of these temporary Hit Points remain, the skeletal claw doesn't deal additional negative damage.\n","skill_mod":{},"summary":"This +1 striking tekko-kagi resembles a clawed skeletal hand that fits over your own. Embedded in the back of the bony hand is an onyx gemstone …","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Mechanics","School","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1718","source_group":["Blood Lords"],"spoilers":"Blood Lords","base_item":["Tekko-kagi"],"name":"Skeletal Claw","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1718"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"transmutation","price":50000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-1719","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Umbral Wings May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 76 Price 500 gp Usage worn Bulk 1 --- This hooded cloak is soft and surprisingly durable. Its cloth is a purple so deep as to be almost black, woven with dark blue and purple shapes suggesting wings of nocturnal creatures. While wearing the cloak, you gain low-light vision and a +1 item bonus to Seek creatures. Activate Single Action envision; Frequency once per hour; Effect You gain a fly Speed equal to your Speed until the end of your next turn. If you aren't standing on solid ground when the effect ends, you fall.\n","skill_mod":{},"summary":"This hooded cloak is soft and surprisingly durable. Its cloth is a purple so deep as to be almost black, woven with dark blue and purple shapes …","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Equipment","Mechanics","School","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1719","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Umbral Wings","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1719"},{"item_child_id":["equipment-1720-1535","equipment-1720-1536","equipment-1720-1537","equipment-1720-1538","equipment-1720-1539"],"primary_source_category":"Adventure Paths","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Materials","speed":{},"weakness":{},"primary_source_group":"Blood Lords","trait":["Precious","Rare"],"id":"equipment-1720","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"\" > Sisterstone May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 79 --- Sisterstone is a term used for two closely related ores infused by the spiritual runoff in the Field of Maidens, dusk sisterstone and scarlet sisterstone. They have the same physical properties except for color—dusk sisterstone is a pale orange while scarlet sisterstone is orange-red. When near an object made of the other type of sisterstone, they both begin exuding spiritual energy that repels undead. When an object made of dusk sisterstone is within 15 feet of an object made of scarlet sisterstone of the same grade, they create a reciprocal field. Any undead creature adjacent to one of the objects when the field is formed, or who moves adjacent to one while the field is active, becomes enfeebled 1 unless it succeeds at a DC 15 Fortitude save. This lasts until the undead creature is no longer adjacent to either of the items or until the field's removed (typically by the objects ceasing to be within 15 feet of one another). The DC increases to 22 if both items are standard grade or better, and to 33 if they're both high grade. Unworked chunks and ingots don't create a reciprocal field. A single object can't be made of both types of sisterstone. ## Sisterstone Items Sisterstone Items Hardness HP BT Thin Items Low-grade 6 18 9 Standard-grade 8 24 12 High-grade 10 36 18 Items Low-grade 10 28 14 Standard-grade 12 40 20 High-grade 15 54 27 Structures Low-grade 20 56 28 Standard-grade 24 80 40 High-grade 30 108 54 Material Uses Sisterstone Armor Sisterstone Weapon <title level=\"2\" right=\"Item 0\" pfs=\"\" > Sisterstone Chunk Source Pathfinder #183: Field of Maidens pg. 79 Price 20 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"\" > Sisterstone Ingot Source Pathfinder #183: Field of Maidens pg. 79 Price 200 gp Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"\" > Sisterstone Object (Low-Grade) Source Pathfinder #183: Field of Maidens pg. 79 Price 30 gp (per Bulk) <title level=\"2\" right=\"Item 8\" pfs=\"\" > Sisterstone Object (Standard-Grade) Source Pathfinder #183: Field of Maidens pg. 79 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"\" > Sisterstone Object (High-Grade) Source Pathfinder #183: Field of Maidens pg. 79 Price 5,500 gp (per Bulk) ","skill_mod":{},"summary":"Sisterstone is a term used for two closely related ores infused by the spiritual runoff in the Field of Maidens, dusk sisterstone and scarlet …","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Equipment","Rarity"],"level":0,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1720","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Sisterstone","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1720"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-1720","weakness":{},"primary_source_group":"Blood Lords","price":2000,"trait":["Precious","Rare"],"id":"equipment-1720-1535","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"\" > Sisterstone May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 79 --- Sisterstone is a term used for two closely related ores infused by the spiritual runoff in the Field of Maidens, dusk sisterstone and scarlet sisterstone. They have the same physical properties except for color—dusk sisterstone is a pale orange while scarlet sisterstone is orange-red. When near an object made of the other type of sisterstone, they both begin exuding spiritual energy that repels undead. When an object made of dusk sisterstone is within 15 feet of an object made of scarlet sisterstone of the same grade, they create a reciprocal field. Any undead creature adjacent to one of the objects when the field is formed, or who moves adjacent to one while the field is active, becomes enfeebled 1 unless it succeeds at a DC 15 Fortitude save. This lasts until the undead creature is no longer adjacent to either of the items or until the field's removed (typically by the objects ceasing to be within 15 feet of one another). The DC increases to 22 if both items are standard grade or better, and to 33 if they're both high grade. Unworked chunks and ingots don't create a reciprocal field. A single object can't be made of both types of sisterstone. ## Sisterstone Items Sisterstone Items Hardness HP BT Thin Items Low-grade 6 18 9 Standard-grade 8 24 12 High-grade 10 36 18 Items Low-grade 10 28 14 Standard-grade 12 40 20 High-grade 15 54 27 Structures Low-grade 20 56 28 Standard-grade 24 80 40 High-grade 30 108 54 Material Uses Sisterstone Armor Sisterstone Weapon <title level=\"2\" right=\"Item 0\" pfs=\"\" > Sisterstone Chunk Source Pathfinder #183: Field of Maidens pg. 79 Price 20 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"\" > Sisterstone Ingot Source Pathfinder #183: Field of Maidens pg. 79 Price 200 gp Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"\" > Sisterstone Object (Low-Grade) Source Pathfinder #183: Field of Maidens pg. 79 Price 30 gp (per Bulk) <title level=\"2\" right=\"Item 8\" pfs=\"\" > Sisterstone Object (Standard-Grade) Source Pathfinder #183: Field of Maidens pg. 79 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"\" > Sisterstone Object (High-Grade) Source Pathfinder #183: Field of Maidens pg. 79 Price 5,500 gp (per Bulk) ","skill_mod":{},"summary":"Sisterstone is a term used for two closely related ores infused by the spiritual runoff in the Field of Maidens, dusk sisterstone and scarlet …","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Equipment","Rarity"],"level":0,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1720","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Sisterstone Chunk","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-1720-1535"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-1720","weakness":{},"primary_source_group":"Blood Lords","price":20000,"trait":["Precious","Rare"],"id":"equipment-1720-1536","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"\" > Sisterstone May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 79 --- Sisterstone is a term used for two closely related ores infused by the spiritual runoff in the Field of Maidens, dusk sisterstone and scarlet sisterstone. They have the same physical properties except for color—dusk sisterstone is a pale orange while scarlet sisterstone is orange-red. When near an object made of the other type of sisterstone, they both begin exuding spiritual energy that repels undead. When an object made of dusk sisterstone is within 15 feet of an object made of scarlet sisterstone of the same grade, they create a reciprocal field. Any undead creature adjacent to one of the objects when the field is formed, or who moves adjacent to one while the field is active, becomes enfeebled 1 unless it succeeds at a DC 15 Fortitude save. This lasts until the undead creature is no longer adjacent to either of the items or until the field's removed (typically by the objects ceasing to be within 15 feet of one another). The DC increases to 22 if both items are standard grade or better, and to 33 if they're both high grade. Unworked chunks and ingots don't create a reciprocal field. A single object can't be made of both types of sisterstone. ## Sisterstone Items Sisterstone Items Hardness HP BT Thin Items Low-grade 6 18 9 Standard-grade 8 24 12 High-grade 10 36 18 Items Low-grade 10 28 14 Standard-grade 12 40 20 High-grade 15 54 27 Structures Low-grade 20 56 28 Standard-grade 24 80 40 High-grade 30 108 54 Material Uses Sisterstone Armor Sisterstone Weapon <title level=\"2\" right=\"Item 0\" pfs=\"\" > Sisterstone Chunk Source Pathfinder #183: Field of Maidens pg. 79 Price 20 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"\" > Sisterstone Ingot Source Pathfinder #183: Field of Maidens pg. 79 Price 200 gp Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"\" > Sisterstone Object (Low-Grade) Source Pathfinder #183: Field of Maidens pg. 79 Price 30 gp (per Bulk) <title level=\"2\" right=\"Item 8\" pfs=\"\" > Sisterstone Object (Standard-Grade) Source Pathfinder #183: Field of Maidens pg. 79 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"\" > Sisterstone Object (High-Grade) Source Pathfinder #183: Field of Maidens pg. 79 Price 5,500 gp (per Bulk) ","skill_mod":{},"summary":"Sisterstone is a term used for two closely related ores infused by the spiritual runoff in the Field of Maidens, dusk sisterstone and scarlet …","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Equipment","Rarity"],"level":0,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1720","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Sisterstone Ingot","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-1720-1536"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-1720","weakness":{},"primary_source_group":"Blood Lords","price":3000,"trait":["Precious","Rare"],"id":"equipment-1720-1537","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"\" > Sisterstone May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 79 --- Sisterstone is a term used for two closely related ores infused by the spiritual runoff in the Field of Maidens, dusk sisterstone and scarlet sisterstone. They have the same physical properties except for color—dusk sisterstone is a pale orange while scarlet sisterstone is orange-red. When near an object made of the other type of sisterstone, they both begin exuding spiritual energy that repels undead. When an object made of dusk sisterstone is within 15 feet of an object made of scarlet sisterstone of the same grade, they create a reciprocal field. Any undead creature adjacent to one of the objects when the field is formed, or who moves adjacent to one while the field is active, becomes enfeebled 1 unless it succeeds at a DC 15 Fortitude save. This lasts until the undead creature is no longer adjacent to either of the items or until the field's removed (typically by the objects ceasing to be within 15 feet of one another). The DC increases to 22 if both items are standard grade or better, and to 33 if they're both high grade. Unworked chunks and ingots don't create a reciprocal field. A single object can't be made of both types of sisterstone. ## Sisterstone Items Sisterstone Items Hardness HP BT Thin Items Low-grade 6 18 9 Standard-grade 8 24 12 High-grade 10 36 18 Items Low-grade 10 28 14 Standard-grade 12 40 20 High-grade 15 54 27 Structures Low-grade 20 56 28 Standard-grade 24 80 40 High-grade 30 108 54 Material Uses Sisterstone Armor Sisterstone Weapon <title level=\"2\" right=\"Item 0\" pfs=\"\" > Sisterstone Chunk Source Pathfinder #183: Field of Maidens pg. 79 Price 20 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"\" > Sisterstone Ingot Source Pathfinder #183: Field of Maidens pg. 79 Price 200 gp Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"\" > Sisterstone Object (Low-Grade) Source Pathfinder #183: Field of Maidens pg. 79 Price 30 gp (per Bulk) <title level=\"2\" right=\"Item 8\" pfs=\"\" > Sisterstone Object (Standard-Grade) Source Pathfinder #183: Field of Maidens pg. 79 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"\" > Sisterstone Object (High-Grade) Source Pathfinder #183: Field of Maidens pg. 79 Price 5,500 gp (per Bulk) ","skill_mod":{},"summary":"Sisterstone is a term used for two closely related ores infused by the spiritual runoff in the Field of Maidens, dusk sisterstone and scarlet …","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Equipment","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1720","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Sisterstone Object (Low-Grade)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1720-1537"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-1720","weakness":{},"primary_source_group":"Blood Lords","price":35000,"trait":["Precious","Rare"],"id":"equipment-1720-1538","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"\" > Sisterstone May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 79 --- Sisterstone is a term used for two closely related ores infused by the spiritual runoff in the Field of Maidens, dusk sisterstone and scarlet sisterstone. They have the same physical properties except for color—dusk sisterstone is a pale orange while scarlet sisterstone is orange-red. When near an object made of the other type of sisterstone, they both begin exuding spiritual energy that repels undead. When an object made of dusk sisterstone is within 15 feet of an object made of scarlet sisterstone of the same grade, they create a reciprocal field. Any undead creature adjacent to one of the objects when the field is formed, or who moves adjacent to one while the field is active, becomes enfeebled 1 unless it succeeds at a DC 15 Fortitude save. This lasts until the undead creature is no longer adjacent to either of the items or until the field's removed (typically by the objects ceasing to be within 15 feet of one another). The DC increases to 22 if both items are standard grade or better, and to 33 if they're both high grade. Unworked chunks and ingots don't create a reciprocal field. A single object can't be made of both types of sisterstone. ## Sisterstone Items Sisterstone Items Hardness HP BT Thin Items Low-grade 6 18 9 Standard-grade 8 24 12 High-grade 10 36 18 Items Low-grade 10 28 14 Standard-grade 12 40 20 High-grade 15 54 27 Structures Low-grade 20 56 28 Standard-grade 24 80 40 High-grade 30 108 54 Material Uses Sisterstone Armor Sisterstone Weapon <title level=\"2\" right=\"Item 0\" pfs=\"\" > Sisterstone Chunk Source Pathfinder #183: Field of Maidens pg. 79 Price 20 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"\" > Sisterstone Ingot Source Pathfinder #183: Field of Maidens pg. 79 Price 200 gp Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"\" > Sisterstone Object (Low-Grade) Source Pathfinder #183: Field of Maidens pg. 79 Price 30 gp (per Bulk) <title level=\"2\" right=\"Item 8\" pfs=\"\" > Sisterstone Object (Standard-Grade) Source Pathfinder #183: Field of Maidens pg. 79 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"\" > Sisterstone Object (High-Grade) Source Pathfinder #183: Field of Maidens pg. 79 Price 5,500 gp (per Bulk) ","skill_mod":{},"summary":"Sisterstone is a term used for two closely related ores infused by the spiritual runoff in the Field of Maidens, dusk sisterstone and scarlet …","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Equipment","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1720","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Sisterstone Object (Standard-Grade)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1720-1538"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-1720","weakness":{},"primary_source_group":"Blood Lords","price":550000,"trait":["Precious","Rare"],"id":"equipment-1720-1539","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"\" > Sisterstone May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 79 --- Sisterstone is a term used for two closely related ores infused by the spiritual runoff in the Field of Maidens, dusk sisterstone and scarlet sisterstone. They have the same physical properties except for color—dusk sisterstone is a pale orange while scarlet sisterstone is orange-red. When near an object made of the other type of sisterstone, they both begin exuding spiritual energy that repels undead. When an object made of dusk sisterstone is within 15 feet of an object made of scarlet sisterstone of the same grade, they create a reciprocal field. Any undead creature adjacent to one of the objects when the field is formed, or who moves adjacent to one while the field is active, becomes enfeebled 1 unless it succeeds at a DC 15 Fortitude save. This lasts until the undead creature is no longer adjacent to either of the items or until the field's removed (typically by the objects ceasing to be within 15 feet of one another). The DC increases to 22 if both items are standard grade or better, and to 33 if they're both high grade. Unworked chunks and ingots don't create a reciprocal field. A single object can't be made of both types of sisterstone. ## Sisterstone Items Sisterstone Items Hardness HP BT Thin Items Low-grade 6 18 9 Standard-grade 8 24 12 High-grade 10 36 18 Items Low-grade 10 28 14 Standard-grade 12 40 20 High-grade 15 54 27 Structures Low-grade 20 56 28 Standard-grade 24 80 40 High-grade 30 108 54 Material Uses Sisterstone Armor Sisterstone Weapon <title level=\"2\" right=\"Item 0\" pfs=\"\" > Sisterstone Chunk Source Pathfinder #183: Field of Maidens pg. 79 Price 20 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"\" > Sisterstone Ingot Source Pathfinder #183: Field of Maidens pg. 79 Price 200 gp Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"\" > Sisterstone Object (Low-Grade) Source Pathfinder #183: Field of Maidens pg. 79 Price 30 gp (per Bulk) <title level=\"2\" right=\"Item 8\" pfs=\"\" > Sisterstone Object (Standard-Grade) Source Pathfinder #183: Field of Maidens pg. 79 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"\" > Sisterstone Object (High-Grade) Source Pathfinder #183: Field of Maidens pg. 79 Price 5,500 gp (per Bulk) ","skill_mod":{},"summary":"Sisterstone is a term used for two closely related ores infused by the spiritual runoff in the Field of Maidens, dusk sisterstone and scarlet …","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Equipment","Rarity"],"level":16,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1720","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Sisterstone Object (High-Grade)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1720-1539"},{"item_child_id":["equipment-1721-1540","equipment-1721-1541","equipment-1721-1542"],"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Blood Lords","trait":["Rare"],"id":"equipment-1721","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"\" > Sisterstone Armor May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 80 Usage worn armor Bulk varies by armor Base Material Sisterstone --- Sisterstone armor incorporates stone plates. A creature wearing sisterstone armor gains the following activation to help defend an ally threatened by undead creatures. Activate Reaction command; Trigger The ally deals damage to an undead creature; Requirements A reciprocal field is active between this armor and an ally's sisterstone armor or sisterstone weapon; Effect You call on the energy in your armor to protect your companion from retaliation. The ally gains resistance 2 to all damage dealt by undead creatures for 1 round. The resistance is 3 if your sisterstone armor is standard grade, or resistance 4 if it's high grade. <title level=\"2\" right=\"Item 5\" pfs=\"\" > Sisterstone Armor (Low-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 140 gp (plus 14 gp per Bulk) <title level=\"2\" right=\"Item 10\" pfs=\"\" > Sisterstone Armor (Standard-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 1,000 gp (plus 100 gp per Bulk) <title level=\"2\" right=\"Item 18\" pfs=\"\" > Sisterstone Armor (High-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 19,500 gp (plus 1,950 gp per Bulk) ","skill_mod":{},"summary":"Sisterstone armor incorporates stone plates. A creature wearing sisterstone armor gains the following activation to help defend an ally threatened by …","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1721","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Sisterstone Armor","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1721"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1721","weakness":{},"primary_source_group":"Blood Lords","price":14000,"trait":["Rare"],"id":"equipment-1721-1540","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"\" > Sisterstone Armor May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 80 Usage worn armor Bulk varies by armor Base Material Sisterstone --- Sisterstone armor incorporates stone plates. A creature wearing sisterstone armor gains the following activation to help defend an ally threatened by undead creatures. Activate Reaction command; Trigger The ally deals damage to an undead creature; Requirements A reciprocal field is active between this armor and an ally's sisterstone armor or sisterstone weapon; Effect You call on the energy in your armor to protect your companion from retaliation. The ally gains resistance 2 to all damage dealt by undead creatures for 1 round. The resistance is 3 if your sisterstone armor is standard grade, or resistance 4 if it's high grade. <title level=\"2\" right=\"Item 5\" pfs=\"\" > Sisterstone Armor (Low-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 140 gp (plus 14 gp per Bulk) <title level=\"2\" right=\"Item 10\" pfs=\"\" > Sisterstone Armor (Standard-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 1,000 gp (plus 100 gp per Bulk) <title level=\"2\" right=\"Item 18\" pfs=\"\" > Sisterstone Armor (High-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 19,500 gp (plus 1,950 gp per Bulk) ","skill_mod":{},"summary":"Sisterstone armor incorporates stone plates. A creature wearing sisterstone armor gains the following activation to help defend an ally threatened by …","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1721","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Sisterstone Armor (Low-Grade)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1721-1540"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1721","weakness":{},"primary_source_group":"Blood Lords","price":100000,"trait":["Rare"],"id":"equipment-1721-1541","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"\" > Sisterstone Armor May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 80 Usage worn armor Bulk varies by armor Base Material Sisterstone --- Sisterstone armor incorporates stone plates. A creature wearing sisterstone armor gains the following activation to help defend an ally threatened by undead creatures. Activate Reaction command; Trigger The ally deals damage to an undead creature; Requirements A reciprocal field is active between this armor and an ally's sisterstone armor or sisterstone weapon; Effect You call on the energy in your armor to protect your companion from retaliation. The ally gains resistance 2 to all damage dealt by undead creatures for 1 round. The resistance is 3 if your sisterstone armor is standard grade, or resistance 4 if it's high grade. <title level=\"2\" right=\"Item 5\" pfs=\"\" > Sisterstone Armor (Low-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 140 gp (plus 14 gp per Bulk) <title level=\"2\" right=\"Item 10\" pfs=\"\" > Sisterstone Armor (Standard-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 1,000 gp (plus 100 gp per Bulk) <title level=\"2\" right=\"Item 18\" pfs=\"\" > Sisterstone Armor (High-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 19,500 gp (plus 1,950 gp per Bulk) ","skill_mod":{},"summary":"Sisterstone armor incorporates stone plates. A creature wearing sisterstone armor gains the following activation to help defend an ally threatened by …","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1721","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Sisterstone Armor (Standard-Grade)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1721-1541"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1721","weakness":{},"primary_source_group":"Blood Lords","price":1950000,"trait":["Rare"],"id":"equipment-1721-1542","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"\" > Sisterstone Armor May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 80 Usage worn armor Bulk varies by armor Base Material Sisterstone --- Sisterstone armor incorporates stone plates. A creature wearing sisterstone armor gains the following activation to help defend an ally threatened by undead creatures. Activate Reaction command; Trigger The ally deals damage to an undead creature; Requirements A reciprocal field is active between this armor and an ally's sisterstone armor or sisterstone weapon; Effect You call on the energy in your armor to protect your companion from retaliation. The ally gains resistance 2 to all damage dealt by undead creatures for 1 round. The resistance is 3 if your sisterstone armor is standard grade, or resistance 4 if it's high grade. <title level=\"2\" right=\"Item 5\" pfs=\"\" > Sisterstone Armor (Low-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 140 gp (plus 14 gp per Bulk) <title level=\"2\" right=\"Item 10\" pfs=\"\" > Sisterstone Armor (Standard-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 1,000 gp (plus 100 gp per Bulk) <title level=\"2\" right=\"Item 18\" pfs=\"\" > Sisterstone Armor (High-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 19,500 gp (plus 1,950 gp per Bulk) ","skill_mod":{},"summary":"Sisterstone armor incorporates stone plates. A creature wearing sisterstone armor gains the following activation to help defend an ally threatened by …","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Rarity"],"level":18,"source_category":["Adventure Paths"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=1721","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Sisterstone Armor (High-Grade)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1721-1542"},{"item_child_id":["equipment-1722-1543","equipment-1722-1544","equipment-1722-1545"],"primary_source_category":"Adventure Paths","usage":"varies by weapon","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Blood Lords","trait":["Rare"],"id":"equipment-1722","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Sisterstone Weapon May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 80 Usage varies by weapon Bulk varies by weapon Base Material Sisterstone --- A weapon with a sisterstone striking surface can be charged with undead-destroying energy in response to violence from an undead creature. A creature wielding a sisterstone weapon gains the following activation. Only melee weapons can be made of sisterstone. Activate Reaction command; Trigger The ally is critically hit by a Strike from an undead creature you can see; Requirements A reciprocal field is active between this weapon and an ally's sisterstone armor or sisterstone weapon; Effect Your weapon leaps out with positive energy in retaliation. Strike the triggering undead with the weapon, and your Strike deals 2 additional positive damage. The positive damage increases to 4 if your sisterstone weapon is standard grade, or 6 if it's high grade. If the triggering undead is beyond the reach of your sisterstone weapon, your Strike doesn't deal its base damage, but can still deal the positive damage. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Sisterstone Weapon (Low-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 70 gp (plus 7 gp per Bulk) <title level=\"2\" right=\"Item 11\" pfs=\"\" > Sisterstone Weapon (Standard-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 1,200 gp (plus 120 gp per Bulk) <title level=\"2\" right=\"Item 19\" pfs=\"\" > Sisterstone Weapon (High-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 32,000 gp (plus 3,200 gp per Bulk) ","skill_mod":{},"summary":"A weapon with a sisterstone striking surface can be charged with undead -destroying energy in response to violence from an undead creature. A …","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1722","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Sisterstone Weapon","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1722"},{"primary_source_category":"Adventure Paths","usage":"varies by weapon","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1722","weakness":{},"primary_source_group":"Blood Lords","price":7000,"trait":["Rare"],"id":"equipment-1722-1543","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Sisterstone Weapon May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 80 Usage varies by weapon Bulk varies by weapon Base Material Sisterstone --- A weapon with a sisterstone striking surface can be charged with undead-destroying energy in response to violence from an undead creature. A creature wielding a sisterstone weapon gains the following activation. Only melee weapons can be made of sisterstone. Activate Reaction command; Trigger The ally is critically hit by a Strike from an undead creature you can see; Requirements A reciprocal field is active between this weapon and an ally's sisterstone armor or sisterstone weapon; Effect Your weapon leaps out with positive energy in retaliation. Strike the triggering undead with the weapon, and your Strike deals 2 additional positive damage. The positive damage increases to 4 if your sisterstone weapon is standard grade, or 6 if it's high grade. If the triggering undead is beyond the reach of your sisterstone weapon, your Strike doesn't deal its base damage, but can still deal the positive damage. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Sisterstone Weapon (Low-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 70 gp (plus 7 gp per Bulk) <title level=\"2\" right=\"Item 11\" pfs=\"\" > Sisterstone Weapon (Standard-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 1,200 gp (plus 120 gp per Bulk) <title level=\"2\" right=\"Item 19\" pfs=\"\" > Sisterstone Weapon (High-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 32,000 gp (plus 3,200 gp per Bulk) ","skill_mod":{},"summary":"A weapon with a sisterstone striking surface can be charged with undead -destroying energy in response to violence from an undead creature. A …","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1722","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Sisterstone Weapon (Low-Grade)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1722-1543"},{"primary_source_category":"Adventure Paths","usage":"varies by weapon","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1722","weakness":{},"primary_source_group":"Blood Lords","price":120000,"trait":["Rare"],"id":"equipment-1722-1544","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Sisterstone Weapon May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 80 Usage varies by weapon Bulk varies by weapon Base Material Sisterstone --- A weapon with a sisterstone striking surface can be charged with undead-destroying energy in response to violence from an undead creature. A creature wielding a sisterstone weapon gains the following activation. Only melee weapons can be made of sisterstone. Activate Reaction command; Trigger The ally is critically hit by a Strike from an undead creature you can see; Requirements A reciprocal field is active between this weapon and an ally's sisterstone armor or sisterstone weapon; Effect Your weapon leaps out with positive energy in retaliation. Strike the triggering undead with the weapon, and your Strike deals 2 additional positive damage. The positive damage increases to 4 if your sisterstone weapon is standard grade, or 6 if it's high grade. If the triggering undead is beyond the reach of your sisterstone weapon, your Strike doesn't deal its base damage, but can still deal the positive damage. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Sisterstone Weapon (Low-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 70 gp (plus 7 gp per Bulk) <title level=\"2\" right=\"Item 11\" pfs=\"\" > Sisterstone Weapon (Standard-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 1,200 gp (plus 120 gp per Bulk) <title level=\"2\" right=\"Item 19\" pfs=\"\" > Sisterstone Weapon (High-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 32,000 gp (plus 3,200 gp per Bulk) ","skill_mod":{},"summary":"A weapon with a sisterstone striking surface can be charged with undead -destroying energy in response to violence from an undead creature. A …","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1722","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Sisterstone Weapon (Standard-Grade)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1722-1544"},{"primary_source_category":"Adventure Paths","usage":"varies by weapon","source":["Pathfinder #183: Field of Maidens"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-1722","weakness":{},"primary_source_group":"Blood Lords","price":3200000,"trait":["Rare"],"id":"equipment-1722-1545","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"\" > Sisterstone Weapon May contain spoilers from Blood Lords Source Pathfinder #183: Field of Maidens pg. 80 Usage varies by weapon Bulk varies by weapon Base Material Sisterstone --- A weapon with a sisterstone striking surface can be charged with undead-destroying energy in response to violence from an undead creature. A creature wielding a sisterstone weapon gains the following activation. Only melee weapons can be made of sisterstone. Activate Reaction command; Trigger The ally is critically hit by a Strike from an undead creature you can see; Requirements A reciprocal field is active between this weapon and an ally's sisterstone armor or sisterstone weapon; Effect Your weapon leaps out with positive energy in retaliation. Strike the triggering undead with the weapon, and your Strike deals 2 additional positive damage. The positive damage increases to 4 if your sisterstone weapon is standard grade, or 6 if it's high grade. If the triggering undead is beyond the reach of your sisterstone weapon, your Strike doesn't deal its base damage, but can still deal the positive damage. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Sisterstone Weapon (Low-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 70 gp (plus 7 gp per Bulk) <title level=\"2\" right=\"Item 11\" pfs=\"\" > Sisterstone Weapon (Standard-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 1,200 gp (plus 120 gp per Bulk) <title level=\"2\" right=\"Item 19\" pfs=\"\" > Sisterstone Weapon (High-Grade) Source Pathfinder #183: Field of Maidens pg. 80 Price 32,000 gp (plus 3,200 gp per Bulk) ","skill_mod":{},"summary":"A weapon with a sisterstone striking surface can be charged with undead -destroying energy in response to violence from an undead creature. A …","primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Rarity"],"level":19,"source_category":["Adventure Paths"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=1722","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Sisterstone Weapon (High-Grade)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1722-1545"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #184: The Ghouls Hunger"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"necromancy","price":75000,"trait":["Catalyst","Cold","Consumable","Magical","Necromancy","Rare"],"id":"equipment-1723","text":"<title level=\"1\" right=\"Item 12\" pfs=\"\" > Shadow Ash May contain spoilers from Blood Lords Source Pathfinder #184: The Ghouls Hunger pg. 81 Price 750 gp Usage held in 1 hand Bulk L Activate Cast a Spell or successfully perform a ritual as the primary or secondary caster --- This small pile of ash glows with strange blue embers that coat whatever they touch with a thin layer of frost laced with veins of necrotic ichor. Adding this catalyst to an animate dead spell or create undead ritual wreathes the resulting undead creature in a shroud of frost that pulses with negative energy. During a combat encounter, the first opponent to deal damage to the undead creature with a melee Strike takes 3d6 cold damage and becomes drained 1 as the shroud of ice and rot shatters from the blow. If the undead creature survives the encounter, the shroud of frost reforms the next day. When an undead creature animated or created with this catalyst dies, it can return to animation with half of its Hit Points within 1d4 rounds of its death (unless it was killed in a manner that destroys it remains completely such as a disintegrate spell) with a DC 11 flat check. If the undead creature rises again, a desperate, garbled screech resonates from within its corpse.\n","skill_mod":{},"summary":"This small pile of ash glows with strange blue embers that coat whatever they touch with a thin layer of frost laced with veins of necrotic ichor. …","primary_source":"Pathfinder #184: The Ghouls Hunger","spell":["Animate Dead"],"trait_group":["Equipment","Energy","Monster","Mechanics","School","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1723","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Shadow Ash","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-1723"},{"item_child_id":["equipment-1724-1548","equipment-1724-1549","equipment-1724-1550"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #184: The Ghouls Hunger"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"conjuration","trait":["Conjuration","Magical","Rare"],"id":"equipment-1724","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wraithweave Patch May contain spoilers from Blood Lords Source Pathfinder #184: The Ghouls Hunger pg. 81 Usage held in 1 hand Bulk L --- A wraithweave patch appears to be a square sheet of gray cloth that sparkles softly when observed in dim light. An incorporeal creature can touch, hold, and carry wraithweave patches (unlike most physical objects). You can Interact with a wraithweave patch to securely wrap up an object or container that does not exceed the wraithweave patch's capacity in Bulk (as determined by the wraithweave patch's type). Once an object is wrapped up, its Bulk becomes negligible, and the wraithweave patch appears and behaves as if it's nothing more than a tightly folded but empty piece of cloth. You must Interact with the wraithweave patch again to unfold it, at which point the wrapped object returns to its normal Bulk and can itself be interacted with again. Creatures wrapped in a wraithweave patch are not affected and treat the patch as normal cloth. A wrapped item provides no benefits until it is unwrapped, but can be detected by magic normally. If the wraithweave patch is destroyed, any object it contains reverts to normal and is exposed to the damage or effect that destroyed the wraithweave patch . Activate Two Actions command, Interact; Requirements the wraithweave patch has been wrapped around an object and you are incorporeal; Effect You cause the wraithweave patch and the object it contains to become incorporeal. This effect lasts as long as you Sustain the activation. The wraithweave patch can only be touched, held, and carried by an incorporeal creature, and returns to solid form if not carried by such a creature—if the wraithweave patch is in a solid object at this time, it tears apart and the item inside is either lost forever or simply lodged within the solid object, at the GM's discretion. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wraithweave Patch (Type I) Source Pathfinder #184: The Ghouls Hunger pg. 81 Price 600 gp Bulk L --- Capacity Light Bulk <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wraithweave Patch (Type II) Source Pathfinder #184: The Ghouls Hunger pg. 81 Price 1,750 gp Bulk L --- Capacity 1 Bulk <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wraithweave Patch (Type III) Source Pathfinder #184: The Ghouls Hunger pg. 81 Price 6,000 gp Bulk L --- Capacity 2 Bulk","skill_mod":{},"summary":"A wraithweave patch appears to be a square sheet of gray cloth that sparkles softly when observed in dim light. An incorporeal creature can …","primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1724","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Wraithweave Patch","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1724"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #184: The Ghouls Hunger"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1724","weakness":{},"primary_source_group":"Blood Lords","school":"conjuration","price":60000,"trait":["Conjuration","Magical","Rare"],"id":"equipment-1724-1548","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wraithweave Patch May contain spoilers from Blood Lords Source Pathfinder #184: The Ghouls Hunger pg. 81 Usage held in 1 hand Bulk L --- A wraithweave patch appears to be a square sheet of gray cloth that sparkles softly when observed in dim light. An incorporeal creature can touch, hold, and carry wraithweave patches (unlike most physical objects). You can Interact with a wraithweave patch to securely wrap up an object or container that does not exceed the wraithweave patch's capacity in Bulk (as determined by the wraithweave patch's type). Once an object is wrapped up, its Bulk becomes negligible, and the wraithweave patch appears and behaves as if it's nothing more than a tightly folded but empty piece of cloth. You must Interact with the wraithweave patch again to unfold it, at which point the wrapped object returns to its normal Bulk and can itself be interacted with again. Creatures wrapped in a wraithweave patch are not affected and treat the patch as normal cloth. A wrapped item provides no benefits until it is unwrapped, but can be detected by magic normally. If the wraithweave patch is destroyed, any object it contains reverts to normal and is exposed to the damage or effect that destroyed the wraithweave patch . Activate Two Actions command, Interact; Requirements the wraithweave patch has been wrapped around an object and you are incorporeal; Effect You cause the wraithweave patch and the object it contains to become incorporeal. This effect lasts as long as you Sustain the activation. The wraithweave patch can only be touched, held, and carried by an incorporeal creature, and returns to solid form if not carried by such a creature—if the wraithweave patch is in a solid object at this time, it tears apart and the item inside is either lost forever or simply lodged within the solid object, at the GM's discretion. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wraithweave Patch (Type I) Source Pathfinder #184: The Ghouls Hunger pg. 81 Price 600 gp Bulk L --- Capacity Light Bulk <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wraithweave Patch (Type II) Source Pathfinder #184: The Ghouls Hunger pg. 81 Price 1,750 gp Bulk L --- Capacity 1 Bulk <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wraithweave Patch (Type III) Source Pathfinder #184: The Ghouls Hunger pg. 81 Price 6,000 gp Bulk L --- Capacity 2 Bulk","skill_mod":{},"summary":"Capacity Light Bulk","primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1724","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Wraithweave Patch (Type I)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1724-1548"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #184: The Ghouls Hunger"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1724","weakness":{},"primary_source_group":"Blood Lords","school":"conjuration","price":175000,"trait":["Conjuration","Magical","Rare"],"id":"equipment-1724-1549","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wraithweave Patch May contain spoilers from Blood Lords Source Pathfinder #184: The Ghouls Hunger pg. 81 Usage held in 1 hand Bulk L --- A wraithweave patch appears to be a square sheet of gray cloth that sparkles softly when observed in dim light. An incorporeal creature can touch, hold, and carry wraithweave patches (unlike most physical objects). You can Interact with a wraithweave patch to securely wrap up an object or container that does not exceed the wraithweave patch's capacity in Bulk (as determined by the wraithweave patch's type). Once an object is wrapped up, its Bulk becomes negligible, and the wraithweave patch appears and behaves as if it's nothing more than a tightly folded but empty piece of cloth. You must Interact with the wraithweave patch again to unfold it, at which point the wrapped object returns to its normal Bulk and can itself be interacted with again. Creatures wrapped in a wraithweave patch are not affected and treat the patch as normal cloth. A wrapped item provides no benefits until it is unwrapped, but can be detected by magic normally. If the wraithweave patch is destroyed, any object it contains reverts to normal and is exposed to the damage or effect that destroyed the wraithweave patch . Activate Two Actions command, Interact; Requirements the wraithweave patch has been wrapped around an object and you are incorporeal; Effect You cause the wraithweave patch and the object it contains to become incorporeal. This effect lasts as long as you Sustain the activation. The wraithweave patch can only be touched, held, and carried by an incorporeal creature, and returns to solid form if not carried by such a creature—if the wraithweave patch is in a solid object at this time, it tears apart and the item inside is either lost forever or simply lodged within the solid object, at the GM's discretion. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wraithweave Patch (Type I) Source Pathfinder #184: The Ghouls Hunger pg. 81 Price 600 gp Bulk L --- Capacity Light Bulk <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wraithweave Patch (Type II) Source Pathfinder #184: The Ghouls Hunger pg. 81 Price 1,750 gp Bulk L --- Capacity 1 Bulk <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wraithweave Patch (Type III) Source Pathfinder #184: The Ghouls Hunger pg. 81 Price 6,000 gp Bulk L --- Capacity 2 Bulk","skill_mod":{},"summary":"Capacity 1 Bulk","primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["School","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1724","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Wraithweave Patch (Type II)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1724-1549"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #184: The Ghouls Hunger"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-1724","weakness":{},"primary_source_group":"Blood Lords","school":"conjuration","price":600000,"trait":["Conjuration","Magical","Rare"],"id":"equipment-1724-1550","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wraithweave Patch May contain spoilers from Blood Lords Source Pathfinder #184: The Ghouls Hunger pg. 81 Usage held in 1 hand Bulk L --- A wraithweave patch appears to be a square sheet of gray cloth that sparkles softly when observed in dim light. An incorporeal creature can touch, hold, and carry wraithweave patches (unlike most physical objects). You can Interact with a wraithweave patch to securely wrap up an object or container that does not exceed the wraithweave patch's capacity in Bulk (as determined by the wraithweave patch's type). Once an object is wrapped up, its Bulk becomes negligible, and the wraithweave patch appears and behaves as if it's nothing more than a tightly folded but empty piece of cloth. You must Interact with the wraithweave patch again to unfold it, at which point the wrapped object returns to its normal Bulk and can itself be interacted with again. Creatures wrapped in a wraithweave patch are not affected and treat the patch as normal cloth. A wrapped item provides no benefits until it is unwrapped, but can be detected by magic normally. If the wraithweave patch is destroyed, any object it contains reverts to normal and is exposed to the damage or effect that destroyed the wraithweave patch . Activate Two Actions command, Interact; Requirements the wraithweave patch has been wrapped around an object and you are incorporeal; Effect You cause the wraithweave patch and the object it contains to become incorporeal. This effect lasts as long as you Sustain the activation. The wraithweave patch can only be touched, held, and carried by an incorporeal creature, and returns to solid form if not carried by such a creature—if the wraithweave patch is in a solid object at this time, it tears apart and the item inside is either lost forever or simply lodged within the solid object, at the GM's discretion. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wraithweave Patch (Type I) Source Pathfinder #184: The Ghouls Hunger pg. 81 Price 600 gp Bulk L --- Capacity Light Bulk <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wraithweave Patch (Type II) Source Pathfinder #184: The Ghouls Hunger pg. 81 Price 1,750 gp Bulk L --- Capacity 1 Bulk <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wraithweave Patch (Type III) Source Pathfinder #184: The Ghouls Hunger pg. 81 Price 6,000 gp Bulk L --- Capacity 2 Bulk","skill_mod":{},"summary":"Capacity 2 Bulk","primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["School","Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1724","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Wraithweave Patch (Type III)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1724-1550"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Crown of the Kobold King"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Crown of the Kobold King","school":"evocation","trait":["Divine","Evocation","Intelligent","Unique"],"id":"equipment-1725","text":"<title level=\"1\" right=\"Item 7\" pfs=\"\" > Azarim May contain spoilers from Crown of the Kobold King Source Crown of the Kobold King pg. 113 Usage held in 1 hand Bulk 1 Base Weapon Rapier --- Perception +12; darkvision 30 feet, hearing 30 feet (imprecise) Communication telepathy (Celestial, Common, Dwarven, Undercommon) Skills Alcohol Lore +13, Deception +15, Diplomacy +13, Religion +13, Society +15 Int +2, Wis +2, Cha +4 Will +15 --- In life, the dwarven rogue Azarim was always something of an outsider among her people for her fast and loose relationship with dwarven tradition. However, she still harbored in her heart a fierce pride in what dwarves had accomplished. She had long fought against the cult of Droskar, seeing it as emblematic of all the worst parts of dwarven culture. By the time she infiltrated Droskar's Crucible in 4065 AR, the cult was already in decline. She knew portions of Droskar's Crucible were built by the worshippers of Torag who preceded the cult and that something of great power had been locked away in the Lower Vault, but not what that object was. If she could gain control over the cult, she could simultaneously use them to open the Lower Vault and convince them to set aside their worship of Droskar—if not for her own patron, Cayden Cailean, then any other faith with a more positive leaning. Unfortunately, her attempt to seize control of the cult using their own traditions against them backfired when she succumbed to the Soul Smith. Unlike the others who were slain by the Soul Smith, Azarim's soul managed to somewhat escape being bound into the Soul Smith's soul chain by instead seeking shelter in her own magic rapier. Frustrated at the fact her soul slipped away but ignorant of where that soul fled to, the Soul Smith returned to his tasks and soon forgot about Azarim—she was, to the undead dwarf, just another in a long line of failures. Today, Azarim is an intelligent +1 striking shifting rapier . The rapier has been waiting patiently for centuries for a new, like-minded ally to take her up in arms against her foes. While she prefers to exist in the form of a rapier, she can use one of her actions to activate her shifting rune to take the shape of another weapon as needed. While Azarim prefers to be wielded by chaotic good characters, particularly those who worship Cayden Cailean, she's open-minded and eager to work with any wielder who seeks to oppose corrupting or toxic traditions in society, particularly those who work against the influence of the cult of Droskar. To wielders she doesn't approve of, she works to convince them to either change their ways or to hand her over to someone who she can work with, resorting to her ability to induce weakness in her carrier as needed when simply having them discard her is the only option left. Azarim deals an additional 1d6 chaotic damage to worshippers of Droskar, to creatures allied with Droskar's faith, and to those who are under the influence of Droskar's faith—which includes the Kobold King Merlokrep for as long as he continues to wear his crown as well as most of the intelligent inhabitants of the deeper levels of Droskar's Crucible. Activate Reaction ; Trigger A creature picks up Azarim or begins its turn carrying Azarim ; Effect The creature who carries Azarim becomes enfeebled 2. This condition persists as long as the creature carries Azarim . A non-lawful creature can attempt to resist this effect with a DC 23 Fortitude save, but lawful creatures don't gain a save to resist. Activate Two Actions command, Interact; Effect Azarim casts 2nd-level illusory disguise on her wielder. This effect ends immediately as soon as the wielder no longer carries Azarim . Activate Two Actions command, Interact; Frequency once per hour; Effect Azarim bolsters her user's ability to lie. She can either attempt her own Deception check to resolve her wielder's Lie, or she can assist with her wielder's attempt to Lie and grant a +2 circumstance bonus to the Deception check. Activate Three Actions command, Interact; Frequency once per day; Effect Azarim gains the effects of an anarchic weapon rune for 1 minute. When wielded by a character who's at least 11th level, Azarim becomes a +2 striking anarchic shifting rapier , and instead this activation can be applied to another weapon that's in physical contact with Azarim .\n","skill_mod":{},"summary":"In life, the dwarven rogue Azarim was always something of an outsider among her people for her fast and loose relationship with dwarven …","primary_source":"Crown of the Kobold King","trait_group":["Tradition","School","Equipment","Rarity"],"level":7,"source_category":["Adventures"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1725","source_group":["Crown of the Kobold King"],"spoilers":"Crown of the Kobold King","base_item":["Rapier"],"name":"Azarim","alignment":"CG","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-1725"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Crown of the Kobold King"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Crown of the Kobold King","school":"necromancy","price":70000,"trait":["Magical","Necromancy","Rare"],"id":"equipment-1726","text":"<title level=\"1\" right=\"Item 9\" pfs=\"\" > Cresset of Grisly Interrogation May contain spoilers from Crown of the Kobold King Source Crown of the Kobold King pg. 114 Price 700 gp Usage held in 1 hand Bulk 1 --- This iron cresset appears as a cage-like basket with a metal bowl fitted into its base—a bowl sized perfectly to hold the severed head of a Medium or Small humanoid. Activate Three Actions Interact; Frequency once per day; Effect You open the cresset by detaching the top and folding it back on a hinge so that a decapitated head can be placed inside the bowl. Once the cage lid is folded back over the head and latched in place, and as long as the decapitated head has been dead for no longer than 10 minutes before being placed inside the cresset, the head is no longer subject to decay, and bugs and pests (such as maggots) are prevented from consuming the remains. This doesn't prevent the rest of the corpse or its soul from becoming undead, nor does it prevent effects that restore life to the dead (but note that some spells, such as raise dead , can't be used to restore life to a decapitated corpse in the first place). If the head is later removed from within the cresset, the head's delayed decay immediately catches up with it in a few seconds, rendering it useless for further use inside of a cresset of grisly interrogation . Activate 1 minute (command, Interact); Frequency three times per day; Requirements A severed head is within the cresset of grisly interrogation ; Effect You pose a question to the head contained within the cresset, and it animates briefly to reply with a short answer over the course of a minute. The cresset empowers the severed head with the ability to reply even without breath, granting the head a semblance of life, calling upon the physical remains' latent memories rather than summoning back the deceased's spirit. The head must be forcefully commanded to answer with a secret Intimidation check— other attempts to query the head without attempting an Intimidation check for a result automatically fail. Once activated in this way, this activation of a cresset of grisly interrogation can't be performed again for 1 hour. The head answers the question based on the result of the secret Intimidation check against the Will DC the creature had when it was alive or DC 25, whichever is higher. Critical Success The head answers the question truthfully, to the best of its ability. Success The head answers the question truthfully, but the answer is brief, cryptic, or repetitive. Failure The head's answer provides false information, attempting to Lie to you with a +15 Deception modifier, or the creature's original Deception, whichever is higher. Critical Failure As failure, but the head gains a +4 circumstance bonus to its Deception check, and the next time you use this activation of the cresset of grisly interrogation during the next 24 hours, the result of your Intimidation check is one degree of success worse than the result you rolled.\n","skill_mod":{},"summary":"This iron cresset appears as a cage-like basket with a metal bowl fitted into its base—a bowl sized perfectly to hold the severed head of a Medium or …","primary_source":"Crown of the Kobold King","trait_group":["Mechanics","School","Rarity"],"level":9,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=1726","source_group":["Crown of the Kobold King"],"spoilers":"Crown of the Kobold King","name":"Cresset of Grisly Interrogation","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-1726"},{"primary_source_category":"Adventures","usage":"worn headwear","source":["Crown of the Kobold King"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Crown of the Kobold King","school":"enchantment","price":70000,"skill":["Intimidation"],"trait":["Enchantment","Invested","Magical","Unique"],"id":"equipment-1727","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Crown of the Kobold King May contain spoilers from Crown of the Kobold King Source Crown of the Kobold King pg. 114 Price 700 gp Usage worn headwear --- Originally, this magical crown was to be known as the Crown of Toil —a magic item crafted by the dwarven priest named Gristogar. He intended for the crown to bolster his ability to rule and herald in a new era of a dwarven kingdom that followed the teachings of Droskar. Yet Gristogar wasn't equal to his own ambitions, and before he could complete the Crown of Toil , his cult died out and he ended his own life. For centuries, the incomplete crown lay dormant, but over that time, fragments of Gristogar's soul infused it—not enough to transform it into a truly intelligent item, but enough to give it a rudimentary need and desire to be completed. When the Kobold King Merlokrep discovered the discarded crown and placed it upon his head, the crown at last had agency— if not in a hale and hearty dwarf, at least in the frame of a powerful and ambitious kobold. Just as the crown began influencing Merlokrep, so too did the Kobold King's personality influence the crown. Today, the device is known as the Crown of the Kobold King , and while it still urges the one who wears it to build a kingdom of endlessly toiling workers, it no longer does so in honor of Droskar. Instead, it seeks the rise of a brutal kobold kingdom. The crown appears as a golden band surrounded by iron spikes that glisten with fresh blood—the addition of a kobold skull to the top is largely decorative, but one the crown has grown to “enjoy.” Even in its incomplete state, a few rituals away from its true potential, the Crown of the Kobold King is a potent item. Wearing the crown grants you a +2 item bonus to Intimidation checks and a +1 item bonus to saving throws against fear effects. Activate Two Actions command, envision; Frequency once per day; Effect The crown infuses you with the glorious conviction that you're meant to rule, granting you a +1 status bonus to attack rolls, saving throws, and Charisma-based skill checks for 1 minute. Activate 10 minutes (envision, Interact); Frequency once per day; Effect You cast a nightmare spell.\n","skill_mod":{},"summary":"Originally, this magical crown was to be known as the Crown of Toil —a magic item crafted by the dwarven priest named Gristogar. He intended for the …","primary_source":"Crown of the Kobold King","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1727","source_group":["Crown of the Kobold King"],"spoilers":"Crown of the Kobold King","name":"Crown of the Kobold King","bulk":0,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-1727"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Crown of the Kobold King"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"primary_source_group":"Crown of the Kobold King","school":"divination","price":47500,"trait":["Divination","Magical","Staff","Unique"],"id":"equipment-1728","text":"<title level=\"1\" right=\"Item 10\" pfs=\"\" > Drazmorg's Staff of All-Sight May contain spoilers from Crown of the Kobold King Source Crown of the Kobold King pg. 115 Price 475 gp Usage held in 1 hand Bulk 1 --- This long, gnarled staff looks like several bones fused together, then wrapped tightly with strips of desiccated, gray skin. At the top of the staff, a clump of sinew clasps a small stone orb resembling a large human eye. When the staff is activated, this eye twitches and glances around randomly. When wielding this staff, you gain a +1 item bonus to visual Perception checks. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip read aura 1st true strike 2nd darkvision, flaming sphere (creates what appears to be a large eye made of fire), see invisibility 3rd organsight , web of eyes 4th clairvoyance , countless eyes , detect scrying Craft Requirements Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"This long, gnarled staff looks like several bones fused together, then wrapped tightly with strips of desiccated, gray skin. At the top of the staff, …","primary_source":"Crown of the Kobold King","trait_group":["School","Mechanics","Equipment","Rarity"],"level":10,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=1728","source_group":["Crown of the Kobold King"],"spoilers":"Crown of the Kobold King","name":"Drazmorg's Staff of All-Sight","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-1728"},{"primary_source_category":"Adventures","usage":"worn glove","source":["Crown of the Kobold King"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Crown of the Kobold King","school":"divination","price":15500,"skill":["Athletics"],"trait":["Cursed","Divination","Invested","Magical","Rare","Transmutation"],"id":"equipment-1729","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Grasp of Droskar May contain spoilers from Crown of the Kobold King Source Crown of the Kobold King pg. 115 Price 155 gp Usage worn glove Base Weapon Gauntlet --- This +1 striking gauntlet appears little more than a dull, soot-stained, metal-plated glove at first glance, but in truth it is an invasive boon granted by Droskar to his most faithful subjects. Placing the glove on your hand causes excruciating pain as your appendage curls into a tight fist and then slowly transforms to a supernaturally hard ball of black stone, fusing to you and preventing you from using this hand for anything other than gauntlet Strikes or the grasp of Droskar's activated abilities (a grasp of Droskar does not have the free-hand weapon trait). The gauntlet can't be removed without a successful casting of remove curse or a similar spell. The gauntlet reverts to normal (and can be removed with ease) if the curse is removed, the hand is removed from the body, or the wearer dies. Activate Single Action envision; Frequency once per hour; Effect You gain a +1 item bonus on all Athletics checks for 1 minute. Activate Two Actions envision; Frequency once per day; Effect You cast ray of enfeeblement with a spell attack modifier of +10 and a DC of 20.\n","skill_mod":{},"summary":"This +1 striking gauntlet appears little more than a dull, soot-stained, metal-plated glove at first glance, but in truth it is an invasive …","primary_source":"Crown of the Kobold King","trait_group":["Equipment","School","Mechanics","Rarity"],"level":5,"source_category":["Adventures"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1729","source_group":["Crown of the Kobold King"],"spoilers":"Crown of the Kobold King","base_item":["Gauntlet"],"name":"Grasp of Droskar","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1729"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Crown of the Kobold King"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Crown of the Kobold King","school":"necromancy","price":16000,"trait":["Magical","Necromancy","Rare"],"id":"equipment-1730","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Heartripper Blade May contain spoilers from Crown of the Kobold King Source Crown of the Kobold King pg. 115 Price 160 gp Usage held in 1 hand Bulk L Base Weapon Dagger --- This wicked-looking curved weapon is a +1 striking dagger that draws power from defeating foes, either to bolster itself or its wielder. A heartripper blade is well suited for use in any ritual that involves divination, and incorporating it into any ritual with the divination trait grants the wielder a +1 item bonus on any check made to resolve the effects of the ritual's casting. Activate Reaction command; Frequency once per day; Trigger You reduce a foe to 0 Hit Points with a Strike from the heartripper blade ; Effect The heartripper blade draws power from the devastating strike, causing its blade to erupt in black flames. For 1 minute, Strikes with the heartripper blade inflict an additional 1d6 negative damage to living creatures. Activate Reaction command; Frequency once per day; Trigger You reduce a foe to 0 Hit Points with a Strike from the heartripper blade ; Effect The heartripper blade draws life from the victim's body and siphons it into you. Choose one of the following effects: restore 2d8 Hit Points; reduce the value of your clumsy, enfeebled, or stupefied conditions by 1; or reduce the stage of one toxin or disease you're suffering by one stage (this can't reduce the stage below stage 1 or cure the affliction).\n","skill_mod":{},"summary":"This wicked-looking curved weapon is a +1 striking dagger that draws power from defeating foes, either to bolster itself or its wielder. A …","primary_source":"Crown of the Kobold King","trait_group":["Mechanics","School","Rarity"],"level":5,"source_category":["Adventures"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1730","source_group":["Crown of the Kobold King"],"spoilers":"Crown of the Kobold King","base_item":["Dagger"],"name":"Heartripper Blade","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1730"},{"primary_source_category":"Adventures","source":["Crown of the Kobold King"],"type":"Item","item_category":"Grimoires","speed":{},"weakness":{},"primary_source_group":"Crown of the Kobold King","school":"necromancy","price":50000,"trait":["Grimoire","Magical","Necromancy","Unique"],"id":"equipment-1731","text":"<title level=\"1\" right=\"Item 8\" pfs=\"\" > In the Shadows of Toil May contain spoilers from Crown of the Kobold King Source Crown of the Kobold King pg. 116 Price 500 gp Bulk L --- In the Shadows of Toil was originally an incomplete copy of a journal kept by the dwarven adventurer Druingar the Glintaxe. Drazmorg made extensive use of the book's wide margins and several dozen blank pages left in the back to serve as a spellbook. Over the years, he further enhanced his copy to transform it into a grimoire (see here full rules on grimoires). A character who reads Necril can learn about Drazmorg's history, his discovery of the Third Seal, and his hopes to absorb all of its power before seeking out the Whispering Way to lead them on a new crusade to hunt down the next two seals, destroy them, and bring back the Whispering Tyrant. Beyond these frightening notes, the grimoire also contains copies of all the spells Drazmorg has prepared and those needed to recharge his staff; feel free to add more spells to this list if you wish. Activate Single Action envision (metamagic) Frequency once per day; Effect If your next action is to cast a necromancy spell that you prepared from this grimoire and that allows a saving throw, you infuse the magic with sensations of endless toil. If the target fails its saving throw against the spell, it becomes fatigued for 1 minute by the sense of exhaustion imbued in the magic.\n","skill_mod":{},"summary":" In the Shadows of Toil was originally an incomplete copy of a journal kept by the dwarven adventurer Druingar the Glintaxe. Drazmorg made extensive …","primary_source":"Crown of the Kobold King","trait_group":["Equipment","Mechanics","School","Rarity"],"level":8,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=1731","source_group":["Crown of the Kobold King"],"spoilers":"Crown of the Kobold King","name":"In the Shadows of Toil","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-1731"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Crown of the Kobold King"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Crown of the Kobold King","school":"divination","price":36000,"trait":["Divination","Magical","Unique"],"id":"equipment-1732","text":"<title level=\"1\" right=\"Item 7\" pfs=\"\" > Man-Feller May contain spoilers from Crown of the Kobold King Source Crown of the Kobold King pg. 116 Price 360 gp Usage held in 1 hand Bulk 1 Base Weapon Battle Axe --- This impressive-looking weapon is forged from a single piece of cold iron. Man-Feller is a +1 striking cold iron battle axe that strikes particularly painful wounds into the flesh of humans it hews. The battle axe deals an additional 1d6 slashing damage to any human it wounds. This benefit doesn't apply against humans disguised as other creatures. It's up to GM discretion whether this effect applies against such a disguised human. Those who might find it amusing to point out the awkward and almost comedic duplication in the weapon's name would do well to consider that those who previously mocked the name of King Merlokrep's favorite axe to the kobold's face didn't live long enough to finish their self-congratulatory chuckles.\n","skill_mod":{},"summary":"This impressive-looking weapon is forged from a single piece of cold iron. Man-Feller is a +1 striking cold iron battle axe that strikes …","primary_source":"Crown of the Kobold King","trait_group":["School","Mechanics","Rarity"],"level":7,"source_category":["Adventures"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1732","source_group":["Crown of the Kobold King"],"spoilers":"Crown of the Kobold King","base_item":["Battle Axe"],"name":"Man-Feller","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-1732"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Crown of the Kobold King"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Crown of the Kobold King","school":"necromancy","price":3000,"trait":["Consumable","Incapacitation","Injury","Magical","Necromancy","Rare"],"id":"equipment-1733","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Necrobinding Serum May contain spoilers from Crown of the Kobold King Source Crown of the Kobold King pg. 116 Price 30 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- This potent necromantic serum is distilled from the body of an intelligent corporeal undead who seeks to establish absolute control over their undead minions. The raw materials of a necrobinding serum are composed of a slurry made from the creator's own flesh and blood mixed with pulped fungal toxins. The exact ingredients vary, but the act of brewing a necrobinding serum is typically viewed with distaste at best and, in many societies, is regarded as an evil act. While necrobinding serum isn't a poison, its method of delivery is identical to that of an injury poison—it's applied to a weapon that's then used to Strike an undead target (living creatures suffer no additional effect from exposure to a dose of necrobinding serum ). When an undead creature is targeted by a dose of necrobinding serum , it must attempt a DC 19 Will save. Critical Success The undead creature is unaffected. Success The undead creature is momentarily disoriented; it takes a –1 status penalty to all attack rolls made against you until the start of your next turn. Failure The undead creature becomes friendly toward you. If it was already friendly, it becomes helpful. It can't use hostile actions against you. This effect persists for 8 hours if the undead is mindless. Against other undead, the effect gains the mental trait and persists for 10 minutes. Critical Failure The undead creature becomes helpful toward you and can't use hostile actions against you. This effect persists for 24 hours if the undead is mindless. Against other undead, the effect gains the mental trait and persists for 1 hour. Craft Requirements You must be a corporeal undead, and the serum must include some of your flesh and blood.\n","skill_mod":{},"summary":"This potent necromantic serum is distilled from the body of an intelligent corporeal undead who seeks to establish absolute control over their …","primary_source":"Crown of the Kobold King","trait_group":["Equipment","Mechanics","Poison","School","Rarity"],"level":5,"source_category":["Adventures"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=1733","source_group":["Crown of the Kobold King"],"spoilers":"Crown of the Kobold King","name":"Necrobinding Serum","actions_number":4,"bulk":0.1,"category":"equipment","actions":"Two Actions","rarity":"rare","slug":"equipment-1733"},{"primary_source_category":"Adventures","usage":"worn","source":["Crown of the Kobold King"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Crown of the Kobold King","school":"abjuration","price":6000,"trait":["Abjuration","Invested","Magical","Rare"],"id":"equipment-1734","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Ring of Torag May contain spoilers from Crown of the Kobold King Source Crown of the Kobold King pg. 116 Price 60 gp Usage worn --- This simple golden ring has a large, red gemstone set into it that sparkles with an inner fire. Activate Single Action Interact; Frequency once per round; Requirements You're taking persistent fire damage; Effect You call upon the ring to put out the flame and its magic attempts to bring the fire under control. This is especially effective assistance against persistent fire damage, so you gain an immediate flat check to remove the persistent fire damage, and the DC typically decreases from 15 to 10. Activate Reaction envision; Frequency once per day; Trigger You're targeted by a fire effect; Effect The ring's red gemstone flashes with light, granting you resistance 5 against fire and a +1 status bonus on your AC or saving throw against the fire effect targeting you; these benefits end as soon as the fire effect is resolved.\n","skill_mod":{},"summary":"This simple golden ring has a large, red gemstone set into it that sparkles with an inner fire. ","primary_source":"Crown of the Kobold King","trait_group":["School","Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1734","source_group":["Crown of the Kobold King"],"spoilers":"Crown of the Kobold King","name":"Ring of Torag","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1734"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Crown of the Kobold King"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Crown of the Kobold King","school":"abjuration","price":60000,"trait":["Abjuration","Magical","Unique"],"id":"equipment-1735","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Shard of the Third Seal May contain spoilers from Crown of the Kobold King Source Crown of the Kobold King pg. 117 Price 600 gp Usage held in 1 hand Bulk L --- This stone fragment from the Third Seal retains a tiny sliver of that legendary item's power. The shard sheds light constantly, with the effects of a torch requiring no oxygen and generating no heat. The flame can be covered or hidden, but it can't be smothered or quenched. Activate Two Actions envision, Interact; Effect You generate the effects of a disrupt undead cantrip, heightened to 3rd level. Activate Two Actions envision, Interact; Frequency once per day; Effect By passing the shard over a creature or object, you can produce the effects of a nondetection spell on that target. Activate Two Actions envision, Interact; Frequency once per day; Effect By gripping the shard tightly and waving it before you, you can produce the effects of a levitate spell on yourself.\n","skill_mod":{},"summary":"This stone fragment from the Third Seal retains a tiny sliver of that legendary item's power. The shard sheds light constantly, with the effects of …","primary_source":"Crown of the Kobold King","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=1735","source_group":["Crown of the Kobold King"],"spoilers":"Crown of the Kobold King","name":"Shard of the Third Seal","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-1735"},{"primary_source_category":"Adventures","usage":"worn","source":["Crown of the Kobold King"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Crown of the Kobold King","school":"illusion","price":2500,"trait":["Illusion","Invested","Magical","Rare"],"id":"equipment-1736","text":"<title level=\"1\" right=\"Item 2\" pfs=\"\" > Soulspeaker May contain spoilers from Crown of the Kobold King Source Crown of the Kobold King pg. 117 Price 25 gp Usage worn --- This grotesque, amulet-like shrunken head is said to hold a shard of its owner's psyche. The head is often that of a humanoid, but any creature capable of speaking in life can provide the grisly component needed for this magic item's creation. The head can contain a short message whispered to it and can then be commanded to repeat the message later. While a soulspeaker carries a message, the eyes of the shrunken head open, and they close as soon as its message is delivered. Activate Two Actions command; Effect You cast message , but instead of your message being transferred directly to a target's ears, the message is stored in the soulspeaker . The soulspeaker's eyes open, and the next time it's activated, the soulspeaker repeats the message you spoke to it with a rasping whisper before its eyes close again, the message expended.\n","skill_mod":{},"summary":"This grotesque, amulet-like shrunken head is said to hold a shard of its owner's psyche. The head is often that of a humanoid , but any creature …","primary_source":"Crown of the Kobold King","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":2,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1736","source_group":["Crown of the Kobold King"],"spoilers":"Crown of the Kobold King","name":"Soulspeaker","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1736"},{"primary_source_category":"Adventures","usage":"held in 2 hands","source":["Crown of the Kobold King"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Crown of the Kobold King","school":"evocation","trait":["Cursed","Evocation","Magical","Rare"],"id":"equipment-1737","text":"<title level=\"1\" right=\"Item 6\" pfs=\"\" > Soul Chain May contain spoilers from Crown of the Kobold King Source Crown of the Kobold King pg. 117 Usage held in 2 hands Bulk 1 Base Weapon Spiked Chain --- A soul chain is a +1 striking spiked chain that has become cursed after a forge-spurned used it to kill a creature and trap its soul. In the hands of a forge-spurned, a soul chain inflicts an additional 1d6 fire damage on a hit. Other creatures can use a soul chain as a standard +1 striking spiked chain . A soul chain fuses with its wielder the first time the wielder damages a living creature with the weapon. A character who dies while carrying a soul chain must attempt a DC 20 Will save; on a failure, they're immediately transformed into a forge-spurned. Carrying multiple soul chains doesn't increase the DC of the save, but the carrier must attempt the save once for each chain they carry.\n","skill_mod":{},"summary":"A soul chain is a +1 striking spiked chain that has become cursed after a forge-spurned used it to kill a creature and trap its soul. In the …","primary_source":"Crown of the Kobold King","trait_group":["Equipment","School","Mechanics","Rarity"],"level":6,"source_category":["Adventures"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1737","source_group":["Crown of the Kobold King"],"spoilers":"Crown of the Kobold King","base_item":["Spiked Chain"],"name":"Soul Chain","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-1737"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Crown of the Kobold King"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Crown of the Kobold King","school":"abjuration","price":42500,"trait":["Abjuration","Divine","Healing","Necromancy","Rare","Transmutation"],"id":"equipment-1738","text":"<title level=\"1\" right=\"Item 8\" pfs=\"\" > Tallowheart Mass May contain spoilers from Crown of the Kobold King Source Crown of the Kobold King pg. 117 Price 425 gp Usage held in 1 hand Bulk L --- This disgusting mass of magically-infused hardened tallow is often found divided into three portions, each attached to the other by a thin tangle of fibers and hair. While some create tallowheart masses that are connected via lengths of scented cord or even fine chain, the mass of tallow is always off-putting in texture, scent, and appearance. Despite the mass's unpleasant look, this magical item can be quite helpful. Each of the three portions can be activated in one of three ways, but once a portion is activated, it's consumed. Once you've consumed all three portions, you fully expend the tallowheart mass . Activate Single Action Interact; Effect If you rub a portion between your hands, the mass melts into your flesh and you gain the quickened condition for 1 minute. You can use the extra action each round only for Strike actions made with weapons you wield in your hands. Activate Single Action Interact; Effect If you consume a portion, you regain 4d8+12 Hit Points. Activate Single Action Interact; Effect If you rub a portion on your body, it melts into your worn gear and flesh and grants you resistance 10 to fire damage for 1 minute.\n","skill_mod":{},"summary":"This disgusting mass of magically-infused hardened tallow is often found divided into three portions, each attached to the other by a thin tangle of …","primary_source":"Crown of the Kobold King","trait_group":["School","Tradition","Mechanics","Rarity"],"level":8,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=1738","source_group":["Crown of the Kobold King"],"spoilers":"Crown of the Kobold King","name":"Tallowheart Mass","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-1738"},{"skill_mod":{},"summary":"This simple guitar appears worn and battered from use, but upon close observation, the damage seems to be intentional. From the correct angle, the …","primary_source":"Celebrating Hispanic Heritage Month","trait_group":["School","Mechanics"],"primary_source_category":"Blog Posts","level":4,"usage":"held in 2 hands","source_category":["Blog Posts"],"source":["Celebrating Hispanic Heritage Month"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1739","weakness":{},"school":"divination","price":10000,"name":"Memory Guitar","trait":["Divination","Magical","Mental"],"id":"equipment-1739","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Memory Guitar Source Celebrating Hispanic Heritage Month Price 100 gp Usage held in 2 hands Bulk L --- This simple guitar appears worn and battered from use, but upon close observation, the damage seems to be intentional. From the correct angle, the guitar's scratches and marks seem to form a simple picture, such as an environmental scene or a crude face. Activate Three Actions Interact; Effect You play music with the guitar and the instrument's power shares a memory with your audience. When sharing with an audience, you share a memory of yours with anyone within 30 feet. This has the effects of mindlink for anyone that can hear the music. Activate Three Actions Interact; Frequency once per month; Effect You play the guitar and the instrument attempts to help you recover a lost memory. You can either have a specific memory in mind, such as trying to remember a childhood event, or let the guitar find a memory for you. You recall the moment with perfect clarity and reestablish it permanently in your mind with the failure effects of modify memory .\n","bulk":0.1,"category":"equipment","rarity":"common","slug":"equipment-1739"},{"skill_mod":{},"summary":"This wooden, box-shaped percussion instrument resonates with great power when struck. The drum is large enough that you can't play it while holding …","primary_source":"Celebrating Hispanic Heritage Month","trait_group":["School","Mechanics"],"primary_source_category":"Blog Posts","level":5,"usage":"held in 2 hands","source_category":["Blog Posts"],"source":["Celebrating Hispanic Heritage Month"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1740","weakness":{},"school":"enchantment","price":16000,"name":"Guiding Cajon Drum","trait":["Enchantment","Magical"],"id":"equipment-1740","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Guiding Cajon Drum Source Celebrating Hispanic Heritage Month Price 160 gp Usage held in 2 hands Bulk 2 --- This wooden, box-shaped percussion instrument resonates with great power when struck. The drum is large enough that you can't play it while holding it. Instead, you sit on the drum and play it with both hands. Sitting on or standing up from the drum requires an action, which has the move trait. You're flat-footed while sitting on the drum, but you gain a +1 item bonus to Performance checks to play the drum. The drum is loud and creatures within 100 feet of the drum can hear its music, regardless of the ambient noise, though it can't penetrate silence and similar magical effects. Activate Single Action Interact (auditory, emotion, enchantment, mental) Frequency once per round; Effect You play the drum, unleashing a rhythm that gets other moving. Up to 2 allies that can hear the drum can use a reaction to Stride 5 feet.\n","bulk":2,"category":"equipment","rarity":"common","slug":"equipment-1740"},{"primary_source_category":"Blog Posts","usage":"held in 1 hand","source":["Celebrating Hispanic Heritage Month"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"evocation","price":1900000,"trait":["Air","Evocation","Magical"],"id":"equipment-1741","text":"<title level=\"1\" right=\"Item 18\" pfs=\"\" > Tornado Trompo Source Celebrating Hispanic Heritage Month Price 19,000 gp Usage held in 1 hand Bulk L --- Various runes are carved along the entirety of this wooden top. Spinning the top requires wrapping a thick string around its base and pulling the string in a vigorous motion. Wrapping a string and pulling the string each require an Interact action. The top's magic is connected to the power of the wind, which becomes evident when placed on a surface as it hovers in place. Activate Two Actions envision, Interact; Requirements A string is wrapped around the top and you have a hand free; Effect You lightly pull on the string and catch the top in your free hand. It spins in place, hovering over your open palm, sharing its power over the winds with you. You gain the effects of fly as long as you keep the top in your hand. You can Release the top at any time to end the effect. Activate Two Actions command, Interact; Frequency once per day; Requirements A string is wrapped around the top; Effect You call upon the top's power and give the string a powerful pull. The top travels across the ground in a 120-foot line. As it does, it unleashes a powerful vortex of winds, becoming a tornado temporarily. This tornado has the effects of whirlwind except that it's not limited by being used outside or in a cramped space and can't be sustained. Creatures in the tornado's path must attempt a DC 38 Reflex save to determine the effects of the tornado. The tornado ends after traveling its full distance, causing any creatures that rose in the air due to a failed save to begin falling immediately.\n","element":["Air"],"skill_mod":{},"summary":"Various runes are carved along the entirety of this wooden top. Spinning the top requires wrapping a thick string around its base and pulling the …","primary_source":"Celebrating Hispanic Heritage Month","trait_group":["Elemental","Planar","Monster","School","Mechanics"],"level":18,"source_category":["Blog Posts"],"resistance":{},"url":"/Equipment.aspx?ID=1741","name":"Tornado Trompo","bulk":0.1,"category":"equipment","rarity":"common","slug":"equipment-1741"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Kingmaker Adventure Path"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 28 Fortitude","primary_source_group":"Kingmaker","price":20000,"trait":["Alchemical","Consumable","Inhaled","Poison","Rare"],"id":"equipment-1742","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Azure Lily Pollen May contain spoilers from Kingmaker Source Kingmaker Adventure Path pg. 584 Price 200 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Azure lilies are a rare, toxic plant. Once harvested and refined, the effects of the rare azure lily overwhelm the senses with radical swings from torpor to euphoria. Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 mental damage (1 round); Stage 2 3d6 mental damage (1 round); Stage 3 3d6 mental damage and slowed 1 (1 round); Stage 4 3d6 mental damage, slowed 1, and confused (1 round).\n","skill_mod":{},"summary":"Azure lilies are a rare, toxic plant. Once harvested and refined, the effects of the rare azure lily overwhelm the senses with radical swings from …","primary_source":"Kingmaker Adventure Path","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=1742","source_group":["Kingmaker"],"spoilers":"Kingmaker","stage":["2d6 mental damage (1 round)","3d6 mental damage (1 round)","3d6 mental damage and slowed 1 (1 round)","3d6 mental damage, slowed 1, and confused (1 round)."],"name":"Azure Lily Pollen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-1742"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Kingmaker Adventure Path"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Kingmaker","school":"evocation","trait":["Artifact","Evocation","Magical","Transmutation","Unique"],"id":"equipment-1743","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > Briar May contain spoilers from Kingmaker Source Kingmaker Adventure Path pg. 584 Usage held in 1 hand Bulk 1 Base Weapon Bastard Sword --- Briar was formed ages ago by the Eldest when they tore from Nyrissa's mind and spirit her capability to love, then solidified this emotional energy into a sword. They entrusted Briar's safe keeping to the Lantern King, who mischievously kept moving the sword from world to world, always near to the regions Nyrissa was focused on but always hidden from her so that he could privately enjoy the delicious irony that the thing she sought so ardently was always kept just out of reach. When first recovered by the PCs, Briar is a +3 greater striking cold iron bastard sword , but its additional powers remain dormant. These powers can be awakened as the PCs progress through Chapter 10. The process of awakening Briar requires that the weapon be present when First World blooms are defeated or when powerful creatures from the First World are slain— Briar need not be the weapon that defeats a bloom or slays a monster, but it must be in the immediate area (within 500 feet). Defeating a bloom or slaying a 17th-level or greater monster from the First World— including all creatures closely associated with a bloom—gives Briar a Sharpness Point. As it accumulates these points, it gains additional powers, as detailed below. Once Briar gains the capability to speak, it can relate to its partner the sad tale of its creation, including the fact that it was created by the Lantern King using Nyrissa's capacity to love. Briar knows that without love, Nyrissa is as good as dead, and it suspects that only by being used to slay Nyrissa can it be returned to her soul. It doesn't know about the Lantern King's additional machinations, the nature of the Apology , or Nyrissa's reasons for attacking the Stolen Lands, and as such doesn't realize there is another method to be reunited with the nymph queen—see the end of Chapter 10. The first time Briar is brought within 30 feet of Nyrissa, it automatically gains enough Sharpness Points to reach 20 points. --- 1 Sharpness Point Briar becomes a +3 greater striking shifting cold iron bastard sword . --- 4 Sharpness Points Briar becomes a +3 major striking shifting cold iron bastard sword . It gains the Intelligent trait, becomes chaotic neutral, and gains the following statistics. Perception +30, normal vision and hearing within 30 feet Communication empathy (partner only) Skills First World Lore +30, Nature +28 Int +0, Wis +0, Cha +3 Will +30 Activate Single Action command; Frequency three times per day; Effect Briar casts barkskin on its partner. --- 8 Sharpness Points Briar becomes a +4 major striking shifting cold iron bastard sword . Its statistics improve as follows. Perception +32, normal vision, darkvision, and hearing within 60 feet Communication speech (Aklo, Common, and Sylvan) Skills First World Lore +32, Nature +30 Int +2, Wis +2, Cha +5 Will +32 Activate Single Action command; Frequency three times per day; Effect Briar casts a 4th-level barkskin on its partner. Activate Reaction ; Frequency once per day; Trigger Briar damages a plant creature; Effect Briar draws moisture out of the plant creature's body, dealing 10d10 negative damage (DC 39 basic Fortitude save) --- 14 Sharpness Points Briar becomes a +4 major striking shifting cold iron bastard sword . Against denizens of the First World, it also functions as a vorpal weapon. Its statistics improve as follows. Perception +34, normal vision, darkvision, and hearing within 120 feet Communication speech and telepathy (Aklo, Common, and Sylvan) Skills First World Lore +34, Nature +32 Int +4, Wis +4, Cha +7 Will +34 Activate Single Action command; Frequency three times per day; Effect Briar casts a 6th-level barkskin on its partner. Activate Reaction ; Frequency once per day; Trigger Briar damages a plant creature; Effect Briar draws moisture out of the plant creature's body, dealing 12d10 negative damage (DC 41 basic Fortitude save) Activate Reaction ; Frequency once per month; Trigger Briar's partner would die; Effect Briar casts breath of life on its partner. --- 20 Sharpness Points Briar becomes a +4 major striking shifting cold iron vorpal bastard sword . Its statistics improve as follows. Perception +36, normal vision, darkvision, and hearing within 60 feet Communication speech and telepathy (Aklo, Common, and Sylvan) Skills First World Lore +36, Nature +34 Int +6, Wis +6, Cha +9 Will +36 Activate Single Action command; Frequency three times per day; Effect Briar casts an 8th-level barkskin on its partner. Activate Reaction ; Frequency once per day; Trigger Briar damages a plant creature; Effect Briar draws moisture out of the plant creature's body, dealing 14d10 negative damage (DC 43 basic Fortitude save) Activate Reaction ; Frequency once per month; Trigger Briar's partner would die; Effect Briar resurrects its partner. The partner returns to life with full Hit Points and the same spells prepared and points in their pools they had when they died, but still suffering from any long-term debilitations of the old body. The target is also permanently changed in some way that shifts their appearance slightly toward that of Nyrissa's, such as a green streak in the hair, a few thorny growths on the body, or a slight greenish cast to their skin. Activate Reaction ; Trigger Briar's partner Strikes Nyrissa with Briar for the first time in a round; Effect Nyrissa must make a successful DC 50 Fortitude save to resist being stunned 1 (stunned 3 on a critical failure). Briar's partner gains a +4 item bonus to all saving throws against Nyrissa's spells for 1 minute. Destruction The Lantern King can will Briar's destruction if he chooses. Alternately, defeating the Lantern King's aspect (see page 600) causes the sword's destruction. Once Briar is destroyed, Nyrissa regains the capability to love once again, but what she does next will depend on how the PCs treated her—assuming she survives. If Nyrissa is slain, Briar immediately loses 1d6 Sharpness points. It can never again gain Sharpness points, and it continues to lose more at the rate of 1d6 every 24 hours. Once Briar's Sharpness points drop to 0 in this way, the sword is destroyed.\n","skill_mod":{},"summary":" Briar was formed ages ago by the Eldest when they tore from Nyrissa's mind and spirit her capability to love, then solidified this emotional …","primary_source":"Kingmaker Adventure Path","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1743","source_group":["Kingmaker"],"spoilers":"Kingmaker","base_item":["Bastard Sword"],"name":"Briar","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-1743"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Kingmaker Adventure Path"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Kingmaker","school":"necromancy","price":600,"trait":["Consumable","Healing","Magical","Necromancy","Talisman","Uncommon"],"id":"equipment-1744","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Lover's Knot May contain spoilers from Kingmaker Source Kingmaker Adventure Path pg. 586 Price 6 gp Usage affixed to armor Activate Single Action envision Requirement You are trained in Medicine. --- This lock of hair is wrapped around a twig twisted into the shape of a heart. Popular among many of Restov's explorers, traders, and mercenaries, often a person carries several lover's knots on their person in case of emergency. While the original lover's knots were specific rewards granted by a particularly flirtatious Swordlord to her favored agents, time has seen these talismans become much more widespread through southern Brevoy. When you activate a lover's knot , you regain 2d6 Hit Points. If you have the Battle Medicine feat, you instead regain 2d6+7 Hit Points.\n","skill_mod":{},"summary":"This lock of hair is wrapped around a twig twisted into the shape of a heart. Popular among many of Restov's explorers, traders, and mercenaries, …","primary_source":"Kingmaker Adventure Path","trait_group":["Equipment","Mechanics","School","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","requirement":"You are trained in Medicine .","resistance":{},"url":"/Equipment.aspx?ID=1744","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Lover's Knot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1744"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Kingmaker Adventure Path"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Kingmaker","price":600,"trait":["Alchemical","Consumable","Healing","Mental","Uncommon"],"id":"equipment-1746","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Moon Radish Soup May contain spoilers from Kingmaker Source Kingmaker Adventure Path pg. 587 Price 6 gp Usage held in 1 hand Bulk L Activate 1 minute (Interact) --- In addition to its slightly spicy-sweet flavor, Svetlana Leveton's creamy moon radish soup is amazingly comforting, clearing the mind of anyone who has a bowl of it. After you eat the soup, it attempts to counteract (counteract +6) stupefied conditions affecting you; if successful, it reduces the value of your stupefied condition by 1 (or by 2 on a critical success). After eating a serving of moon radish soup, you gain temporary immunity to its effects for 24 hours.\n","skill_mod":{},"summary":"In addition to its slightly spicy-sweet flavor, Svetlana Leveton's creamy moon radish soup is amazingly comforting, clearing the mind of anyone who …","primary_source":"Kingmaker Adventure Path","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1746","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Moon Radish Soup","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1746"},{"primary_source_category":"Adventure Paths","source":["Kingmaker Adventure Path"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Kingmaker","school":"conjuration","trait":["Artifact","Conjuration","Divination","Evil","Magical","Necromancy","Rare"],"id":"equipment-1747","text":"<title level=\"1\" right=\"Item 15\" pfs=\"\" > Oculus of Abaddon May contain spoilers from Kingmaker Source Kingmaker Adventure Path pg. 587 --- An oculus of Abaddon is a potent artifact rumored to have been created by one of the Four Horsemen of the Apocalypse as a way to reward those who work as their agents on the Material Plane. More likely, these items were crafted by a powerful pre-Earthfall death cult that has long since moved on, leaving behind these dangerous artifacts to tempt mortals into serving the needs of the Horsemen. An oculus of Abaddon appears as a sphere of clear crystal that contains a pinpoint of flickering red light at its center. When held, the oculus feels warm to the touch and fills you with a sudden desire to pluck out an eye and place the oculus within the socket—this causes 4d6 persistent bleed damage. Once placed in an eye socket, the oculus can be removed only by ripping it free (causing the same amount of persistent bleed damage as the initial plucking). When you place the oculus in your empty eye socket, you immediately heal all damage caused by plucking the previous eye out. Once placed, an oculus grants you constant darkvision. It can also be activated to perform a number of other magical effects, as detailed below, but if you aren't evil, each time you activate an oculus of Abaddon , you must succeed at a DC 36 Will save or become affected by a subconscious suggestion (heightened to 8th level) to perform an evil act the next time an opportunity to do so arises, as determined by the GM. Activate 10 minutes (envision); Frequency three times per day; Effect You gain the effects of scrying , heightened to 7th level. Activate Cast a Spell; Frequency once per week; Effect You use the oculus of Abaddon to cast a planar binding ritual, heightened to 7th level. You can only conjure neutral evil creatures with this casting of planar binding . If you already know the planar binding ritual, you gain a +3 item bonus on the primary check when casting planar binding . Activate Three Actions envision; Requirements you have a familiar or animal companion; Effect You can see and hear through your familiar or animal companion's eyes and ears, provided you are on the same plane. This effect can be sustained, but as long as you do so you can take no other actions. Activate 1 hour (envision; evil) Frequency once per year; Effect You manipulate the minds of a huge number of targets, provided that the end goal of the manipulation is a tragic or otherwise horrific fate for those being manipulated. This functions as suggestion , but with a range of 1 mile. All creatures within this area are affected, with the same suggestion implanted in their minds. Creatures hear the telepathic suggestion in their native language, and creatures that are 7th level or higher can attempt a DC 36 Will save to resist the effect. This power was used by Vordakai to cause the vanishing of Varnhold, suggesting to its inhabitants to leave their homes and travel south to his tomb. If this effect is counteracted or removed on one victim, it ends for all victims. Destruction A foul and hideous object, an oculus of Abaddon is fortunately relatively easy to destroy, as far as artifacts go. It has Hardness 25 and 100 Hit Points, but repairs damage to itself swiftly, regaining 10 Hit Points per round. It has weakness 10 to bludgeoning damage and weakness 30 to good damage.\n","skill_mod":{},"summary":"An oculus of Abaddon is a potent artifact rumored to have been created by one of the Four Horsemen of the Apocalypse as a way to reward those who …","primary_source":"Kingmaker Adventure Path","trait_group":["Equipment","School","Alignment","Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1747","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Oculus of Abaddon","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1747"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Kingmaker Adventure Path"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Kingmaker","school":"evocation","trait":["Artifact","Cursed","Evocation","Intelligent","Magical","Unique"],"id":"equipment-1748","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > Ovinrbaane May contain spoilers from Kingmaker Source Kingmaker Adventure Path pg. 587 Usage held in 2 hands Bulk 2 Base Weapon Greatsword --- Perception +27; precise vision 60 feet, imprecise hearing Communication empathy Skills Deception +28, Intimidation +32 Int +0, Wis +3, Cha +4 Will +33 --- Ovinrbaane (literally translated as “enemy of all enemies”) is instilled with an unquenchable bloodlust, and it chafes any time it is not being used to slay. If its partner goes too long without fighting, the sword misleads its wielder into believing they're the real Armag and that anyone around them who isn't obviously a member of their lineage or following is a mortal enemy. The cursed greatsword also slowly changes the features of the wielder over the course of several days or even weeks to appear as those of the original Armag. If left unchecked, these powers seemingly bring the warlord back to life—it's the wait for this subtle transformation to be complete that's kept the current “Armag” in meditation in the tomb for so long. The long-term effects on a PC as a result of this curse are left to the GM to adjudicate, but at the very least should result in a gradual shift of the PCs' alignment to chaotic neutral. If 24 hours pass without Ovinrbaane being used in an encounter of at least moderate difficulty, its partner becomes irritable and short-tempered, and is stupefied 2 until the end of their first turn in a moderate or more difficult combat. Ovinrbaane is a +2 striking wounding greatsword . It can perform all of the following activations, but only does so when its wielder is in combat against a foe the sword deems worthy—that is, any creature of the wielder's level or higher. Activate Single Action command; Frequency three times per day; Effect Ovinrbaane casts bless . Activate Reaction ; Frequency three times per day; Trigger Ovinrbaane's partner becomes immobilized or restrained; Effect Ovinrbaane casts freedom of movement (heightened to 8th level) on its partner Activate Reaction ; Frequency three times per day; Trigger An undesirable spell effect with a duration affects Ovinrbaane's partner; Effect Ovinrbaane casts dispel magic (heightened to 8th level, counteract check +31) on the spell. Activate Single Action command; Frequency once per day; Requirements Ovinrbaane hasn't been wielded in a moderate or more dangerous encounter within the last 24 hours; Effect Ovinrbaane casts subconscious suggestion (heightened to 8th level, DC 34 Will save) on its partner, suggesting to the partner to attack the next time they face a potential encounter of moderate or greater danger. Destruction In order to destroy Ovinrbaane , its wielder must bring it to the Boneyard, where they must use the sword to strike three blows against their own gravestone, causing the sword to shatter. How one can find their own gravestone in the Boneyard when they have yet to die and be judged, of course, can be a complex problem to solve, perhaps requiring the destroyer to first die, be judged, sent on to the afterlife, and then be restored to their original mortal life through the result of an epic quest by allies or the whims of a deity. Alternately, if Ovinrbaane is left unused for a hundred years, its magical powers grow dormant. At this time, the weapon can be destroyed normally, although it still has Hardness 30 and 120 Hit Points, and at the end of any round during which it is not destroyed, its dormant powers awaken again if it succeeds at a DC 5 Flat Check. Since the blade is currently active, this option doesn't present a particularly viable one for PCs seeking the artifact's destruction during the course of the Adventure Path— although sealing it away in a vault could be an excellent first step in this process, entrusting the final destruction of the dangerous artifact to some future generation of hero.\n","skill_mod":{},"summary":" Ovinrbaane (literally translated as “enemy of all enemies”) is instilled with an unquenchable bloodlust, and it chafes any time it is not being …","primary_source":"Kingmaker Adventure Path","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1748","source_group":["Kingmaker"],"spoilers":"Kingmaker","base_item":["Greatsword"],"name":"Ovinrbaane","alignment":"CN","bulk":2,"category":"equipment","rarity":"unique","slug":"equipment-1748"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Kingmaker Adventure Path"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"primary_source_group":"Kingmaker","school":"enchantment","price":60000,"trait":["Cursed","Enchantment","Invested","Magical","Unique"],"id":"equipment-1749","text":"<title level=\"1\" right=\"Item 9\" pfs=\"\" > Ring of Bestial Friendship May contain spoilers from Kingmaker Source Kingmaker Adventure Path pg. 588 Price 600 gp Usage worn --- The ring is made from a lock of green hair woven around several small gemstones. The ring of bestial friendship was created by Nyrissa for a specific reason: to allow her pawn Eirikk to manipulate the beasts of the Stolen Lands so as to sow discord among the PCs' nascent kingdom. As long as someone wears it, she can use spells like discern location and scrying on that person as if she possessed a part of their body. This effect does not work in reverse, despite being crafted from a lock of Nyrissa's hair. Instead, any attempt to use the ring as a body part to aid in casting a spell causes the ring instead to explode into a blast of lightning that causes 6d6 electricity damage to all creatures within 20 feet (DC 20 basic Reflex save). This destroys the ring and automatically counteracts the spell effect that triggered the explosion. Activate Two Actions Interact; Frequency once per day; Effect You cast charm (heightened to 4th level) on an animal or beast within 30 feet. If the spell succeeds, it forms a mental bond between you and the target for the duration of the charm, which allows you to remain aware of the creature's present state, its direction from you, it's distance from you, and any conditions affecting it, as long as you are both on the same plane of existence and are both alive. If you fail to affect the creature with this charm, or once the charm ends (such as if it is counteracted, or its duration expires), the creature becomes enraged and is immune to the ring's charm from that point on. The creature's rage drives it to attack you and grants it a +1 item bonus on all checks and DCs to do so for 1 hour.\n","skill_mod":{},"summary":"The ring is made from a lock of green hair woven around several small gemstones. The ring of bestial friendship was created by Nyrissa for a specific …","primary_source":"Kingmaker Adventure Path","trait_group":["Equipment","School","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1749","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Ring of Bestial Friendship","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-1749"},{"item_child_id":["equipment-1750-1551","equipment-1750-1552"],"primary_source_category":"Adventure Paths","usage":"worn","source":["Kingmaker Adventure Path"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Kingmaker","school":"transmutation","skill":["Stealth","Stealth"],"trait":["Invested","Magical","Primal","Transmutation","Uncommon"],"id":"equipment-1750","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Ring of the Tiger May contain spoilers from Kingmaker Source Kingmaker Adventure Path pg. 589 Usage worn --- This ring, carved from green wood, bears carvings of tigers chasing each other through grasslands and forests. Rings of the tiger are traditionally crafted by Kellids in northeastern Avistan, and are often worn by scouts or explorers. Many barbarians in these regions react poorly to anyone obviously not part of their people who dare to wear such a ring, but ironically have been known to gift these rings to outsiders who have proven their worth—potentially setting up a further clash in the future should that character encounter another group of Kellids who aren't familiar with how the wearer earned the right to wear the ring. A ring of the tiger grants a +1 item bonus on Stealth checks and Perception checks made in outdoor wilderness areas, and it can be activated to momentarily transform the wearer's hand into a tiger's claw. Activate Single Action Interact; Requirements You aren't carrying anything in the hand on which the ring is worn; Effect Your hand becomes a tiger's claw, granting you an agile claw unarmed attack that inflicts 1d6 slashing damage, and you Strike with the claw. Then the claw turns back to normal. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Ring of the Tiger Source Kingmaker Adventure Path pg. 589 Price 160 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Ring of the Tiger (Greater) Source Kingmaker Adventure Path pg. 589 Price 1,000 gp --- The item bonus is +2, and the claw inflicts 2d6 slashing damage; the additional damage die is not cumulative with additional damage dice from striking runes.","skill_mod":{},"summary":"This ring, carved from green wood, bears carvings of tigers chasing each other through grasslands and forests. Rings of the tiger are traditionally …","primary_source":"Kingmaker Adventure Path","trait_group":["Equipment","Mechanics","Tradition","School","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1750","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Ring of the Tiger","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1750"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Kingmaker Adventure Path"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1750","weakness":{},"primary_source_group":"Kingmaker","school":"transmutation","price":16000,"skill":["Stealth"],"trait":["Invested","Magical","Primal","Transmutation","Uncommon"],"id":"equipment-1750-1551","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Ring of the Tiger May contain spoilers from Kingmaker Source Kingmaker Adventure Path pg. 589 Usage worn --- This ring, carved from green wood, bears carvings of tigers chasing each other through grasslands and forests. Rings of the tiger are traditionally crafted by Kellids in northeastern Avistan, and are often worn by scouts or explorers. Many barbarians in these regions react poorly to anyone obviously not part of their people who dare to wear such a ring, but ironically have been known to gift these rings to outsiders who have proven their worth—potentially setting up a further clash in the future should that character encounter another group of Kellids who aren't familiar with how the wearer earned the right to wear the ring. A ring of the tiger grants a +1 item bonus on Stealth checks and Perception checks made in outdoor wilderness areas, and it can be activated to momentarily transform the wearer's hand into a tiger's claw. Activate Single Action Interact; Requirements You aren't carrying anything in the hand on which the ring is worn; Effect Your hand becomes a tiger's claw, granting you an agile claw unarmed attack that inflicts 1d6 slashing damage, and you Strike with the claw. Then the claw turns back to normal. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Ring of the Tiger Source Kingmaker Adventure Path pg. 589 Price 160 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Ring of the Tiger (Greater) Source Kingmaker Adventure Path pg. 589 Price 1,000 gp --- The item bonus is +2, and the claw inflicts 2d6 slashing damage; the additional damage die is not cumulative with additional damage dice from striking runes.","skill_mod":{},"summary":"This ring, carved from green wood, bears carvings of tigers chasing each other through grasslands and forests. Rings of the tiger are traditionally …","primary_source":"Kingmaker Adventure Path","trait_group":["Equipment","Mechanics","Tradition","School","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1750","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Ring of the Tiger","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1750-1551"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Kingmaker Adventure Path"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1750","weakness":{},"primary_source_group":"Kingmaker","school":"transmutation","price":100000,"skill":["Stealth"],"trait":["Invested","Magical","Primal","Transmutation","Uncommon"],"id":"equipment-1750-1552","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Ring of the Tiger May contain spoilers from Kingmaker Source Kingmaker Adventure Path pg. 589 Usage worn --- This ring, carved from green wood, bears carvings of tigers chasing each other through grasslands and forests. Rings of the tiger are traditionally crafted by Kellids in northeastern Avistan, and are often worn by scouts or explorers. Many barbarians in these regions react poorly to anyone obviously not part of their people who dare to wear such a ring, but ironically have been known to gift these rings to outsiders who have proven their worth—potentially setting up a further clash in the future should that character encounter another group of Kellids who aren't familiar with how the wearer earned the right to wear the ring. A ring of the tiger grants a +1 item bonus on Stealth checks and Perception checks made in outdoor wilderness areas, and it can be activated to momentarily transform the wearer's hand into a tiger's claw. Activate Single Action Interact; Requirements You aren't carrying anything in the hand on which the ring is worn; Effect Your hand becomes a tiger's claw, granting you an agile claw unarmed attack that inflicts 1d6 slashing damage, and you Strike with the claw. Then the claw turns back to normal. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Ring of the Tiger Source Kingmaker Adventure Path pg. 589 Price 160 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Ring of the Tiger (Greater) Source Kingmaker Adventure Path pg. 589 Price 1,000 gp --- The item bonus is +2, and the claw inflicts 2d6 slashing damage; the additional damage die is not cumulative with additional damage dice from striking runes.","skill_mod":{},"summary":"The item bonus is +2, and the claw inflicts 2d6 slashing damage; the additional damage die is not cumulative with additional damage dice from …","primary_source":"Kingmaker Adventure Path","trait_group":["Equipment","Mechanics","Tradition","School","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1750","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Ring of the Tiger (Greater)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1750-1552"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Kingmaker Adventure Path"],"type":"Item","item_category":"High-Tech","speed":{},"weakness":{},"primary_source_group":"Kingmaker","price":130000,"trait":["Rare","Tech"],"id":"equipment-1751","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Rod of Razors May contain spoilers from Kingmaker Source Kingmaker Adventure Path pg. 589 Price 1,300 gp Usage held in 2 hands Bulk 2 Base Weapon Halberd --- This ornate, polearm-like weapon appears to be a cross between a halberd and a strange scepter of alien design. The rod's blades are edged in adamantine, and its haft is surprisingly elastic and can be used to extend the item's reach in combat dynamically, as needed. A rod of razors gains the effects of a +2 adamantine greater striking halberd , but these effects are high-tech in nature, not magical. You can't etch property runes onto a rod of razors . The rod of razors has a long-lasting internal power source that does not require recharging from batteries (unlike the mindrender baton—see page 586), but if the rod of razors becomes broken, its power supply grows unreliable. In such a case, each time the rod of razors is activated, the user must also succeed at a DC 5 flat check. Failure indicates that the rod's power supply fails and causes the rod to explode. This destroys the rod and causes 10d6 piercing damage and 10d6 slashing damage to the rod's wielder (DC 36 basic Reflex save). Additionally, if the rod is destroyed through other means, the rod's current wielder must make a successful DC 11 flat check to avoid having the rod explode in the same way. Stories of desperate people intentionally destroying a rod of razors as a last ditch attack have inadvertently given these Numearian weapons a poor reputation among certain circles in that nation, particularly with the Technic League, who regard those who fight with these weapons as fools. Activate Single Action Strike; Frequency six times per day; Effect You fire a razor-sharp flechette from the rod of razors. This is a ranged weapon attack that has a range of 100 feet, a reload of 0, and the deadly d10 and volley 30 feet traits. The flechette inflicts 3d8 piercing damage on a hit, and belongs to the dart weapon group. The flechette is an adamantine weapon.\n","skill_mod":{},"summary":"This ornate, polearm-like weapon appears to be a cross between a halberd and a strange scepter of alien design. The rod's blades are edged in …","primary_source":"Kingmaker Adventure Path","trait_group":["Rarity","Mechanics"],"level":15,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1751","source_group":["Kingmaker"],"spoilers":"Kingmaker","base_item":["Halberd"],"name":"Rod of Razors","bulk":2,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1751"},{"primary_source_category":"Adventure Paths","usage":"worn headwear","source":["Kingmaker Adventure Path"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Kingmaker","school":"divination","price":24000,"trait":["Divination","Invested","Magical","Rare"],"id":"equipment-1752","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Stag's Helm May contain spoilers from Kingmaker Source Kingmaker Adventure Path pg. 589 Price 240 gp Usage worn headwear --- This impressive-looking helmet is crafted to resemble the skull of a mighty stag. Although made from bone, the antlers and helm are as strong as iron. While the Stag Lord himself wears this helmet in the Kingmaker Adventure Path, stag's helms are actually the creation of the church of Erastil, and worshipers of this deity find that the helm is not only particularly comfortable to wear, but that they can activate it once per hour rather than once per day. Rather than restrict the senses, a stag's helm enhances them, causing the world to appear in more vibrant colors and significantly enhancing the ambient sounds of the region without making them distracting. While worn, it grants a +1 item bonus to Perception checks. Activate Free Action ; Frequency once per day (or once per hour if the wearer worships Erastil); Effect Choose a single creature within 30 feet. The stag's helm focuses your aim and grants supernatural insight into your next shot. Your target is flat-footed to the next ranged Strike you make this turn against them.\n","skill_mod":{},"summary":"This impressive-looking helmet is crafted to resemble the skull of a mighty stag. Although made from bone, the antlers and helm are as strong as …","primary_source":"Kingmaker Adventure Path","trait_group":["School","Equipment","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1752","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Stag's Helm","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1752"},{"primary_source_category":"Adventure Paths","source":["Kingmaker Adventure Path"],"type":"Item","item_category":"High-Tech","speed":{},"weakness":{},"primary_source_group":"Kingmaker","price":650000,"trait":["Rare","Tech"],"id":"equipment-1753","text":"<title level=\"1\" right=\"Item 15\" pfs=\"\" > Mindrender Baton May contain spoilers from Kingmaker Source Kingmaker Adventure Path pg. 586 Price 6,500 gp Bulk 1 --- This short, green, metal baton uses potent transmissions along brainwave frequencies to control the minds of nearby creatures. This Numerian item's effects are high-tech in nature, not magical. A mindrender baton's power is provided via a battery, but King Irovetti has used his supply of them over the years. Whether or not you want to allow the PCs to discover replacement batteries to recharge this device is left to you to decide, but certainly batteries are not available in markets outside of Numeria itself—and even there, their availability isn't guaranteed. When this campaign begins, the mindrender baton Irovetti carries is fully powered and has 10 charges available. Charges are expended whenever the device is activated, as detailed below for each activation's “Charges” entry. The mindrender baton can be used as a club. Activate Two Actions Interact (mental) Frequency once per day; Charges 1; Effect You point the mindrender baton at a target creature within 60 feet and cause the target to suffer cripplingly painful headaches. The target takes 11d6 mental damage (DC 31 basic Will save), and is stunned 2 on a critical failure. Activate Two Actions Interact (incapacitation, mental) Frequency once per day; Charges 2; Effect You point the mindrender baton at a target creature within 30 feet and disrupt the target's thoughts so that it sees the carrier of the mindrender baton as its commander and liege. The target must attempt a DC 31 Will save. Critical Success The target is unaffected. Success The target is stunned 1 as it fights off the intrusion into its mind. Failure You take command of the target and it becomes controlled, following your orders; if you issue an obviously self-destructive order, the target doesn't act until you issue a new order. The creature can attempt a new DC 31 Will save at the end of each of its turns; on a success, the effect ends. Another character can attempt a DC 32 Diplomacy (master) or Intimidation (master) check against the effect's DC of 31 to remove this effect before then, but if this attempt fails, the commanded creature becomes temporarily immune to that character's attempts to remove the effect via skills for 24 hours. Critical Failure As failure, but the target receives a new save only if you give a new order that is against its nature, such as to kill its allies. Otherwise, this effect persists for 24 hours, or until another character ends it via a skill check.\n","skill_mod":{},"summary":"This short, green, metal baton uses potent transmissions along brainwave frequencies to control the minds of nearby creatures. This Numerian item's …","primary_source":"Kingmaker Adventure Path","trait_group":["Rarity","Mechanics"],"level":15,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1753","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Mindrender Baton","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-1753"},{"primary_source_category":"Adventure Paths","source":["Kingmaker Companion Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Kingmaker","school":"conjuration","price":600,"trait":["Conjuration","Consumable","Magical","Rare"],"id":"equipment-1754","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Tripline Arrow May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 24 Price 6 gp Ammunition arrow --- This arrow unspools a line of wire as its flies at its target. The wire animates as it hits a target and attempts to wrap around its legs before vanishing a moment later. If you can apply the bow's critical specialization effect, you can choose to knock the target prone instead of pinning the target. If you cannot apply the bow's critical specialization effect, you can instead attempt to use the arrow to Trip with the Athletics skill as if the bow had the trip weapon trait. The arrow's unwieldy nature halves its weapon's range increment.\n","ammunition":"<%GEAR.WEAPONS%83%%>arrow<%END>","skill_mod":{},"summary":"This arrow unspools a line of wire as its flies at its target. The wire animates as it hits a target and attempts to wrap around its legs before …","primary_source":"Kingmaker Companion Guide","trait_group":["School","Equipment","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1754","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Tripline Arrow","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1754"},{"primary_source_category":"Adventure Paths","usage":"etched onto a melee weapon","source":["Kingmaker Companion Guide"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"primary_source_group":"Kingmaker","school":"conjuration","price":14000,"trait":["Conjuration","Magical","Rare"],"id":"equipment-1755","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Hooked May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 24 Price 140 gp Usage etched onto a melee weapon --- A hooked weapon extends hooks when it's used to attack. A hooked weapon gains the trip trait. If a hooked weapon normally has the trip trait, you can attempt to Trip a foe as a reaction when you critically hit it with the hooked weapon .\n","skill_mod":{},"summary":"A hooked weapon extends hooks when it's used to attack. A hooked weapon gains the trip trait. If a hooked weapon normally has the trip trait, …","primary_source":"Kingmaker Companion Guide","trait_group":["School","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1755","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Hooked","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1755"},{"item_child_id":["equipment-1756-1553","equipment-1756-1554"],"primary_source_category":"Adventure Paths","usage":"etched onto a weapon","source":["Kingmaker Companion Guide"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"primary_source_group":"Kingmaker","school":"necromancy","trait":["Magical","Necromancy","Rare"],"id":"equipment-1756","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Limited\" > Giant-Killing May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 24 Usage etched onto a weapon --- This weapon features stylized etchings of giants. A giant-killing weapon deals an additional 1d6 mental damage on a successful Strike against a giant. On a critical hit, the giant is also enfeebled 1 until the end of your next turn. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Giant-Killing Source Kingmaker Companion Guide pg. 24 Price 450 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Giant-Killing (Greater) Source Kingmaker Companion Guide pg. 24 Price 6,000 gp --- Increase the additional mental damage to 2d6, and mental damage dealt by this weapon ignores the target's mental resistance. On a critical hit, instead of being enfeebled 1, the giant must attempt a DC 34 Fortitude save with the following effects. Critical Success The giant is enfeebled 1 until the end of your next turn. Success The giant is enfeebled 2 until the end of your next turn and takes 1d10 additional mental damage. Failure The giant is enfeebled 2 for the next minute and takes 2d10 additional mental damage. Critical Failure The giant is enfeebled 4 for the next minute and takes 4d10 additional mental damage.","skill_mod":{},"summary":"This weapon features stylized etchings of giants. A giant-killing weapon deals an additional 1d6 mental damage on a successful Strike against a …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","School","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1756","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Giant-Killing","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1756"},{"primary_source_category":"Adventure Paths","usage":"etched onto a weapon","source":["Kingmaker Companion Guide"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1756","weakness":{},"primary_source_group":"Kingmaker","school":"necromancy","price":45000,"trait":["Magical","Necromancy","Rare"],"id":"equipment-1756-1553","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Limited\" > Giant-Killing May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 24 Usage etched onto a weapon --- This weapon features stylized etchings of giants. A giant-killing weapon deals an additional 1d6 mental damage on a successful Strike against a giant. On a critical hit, the giant is also enfeebled 1 until the end of your next turn. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Giant-Killing Source Kingmaker Companion Guide pg. 24 Price 450 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Giant-Killing (Greater) Source Kingmaker Companion Guide pg. 24 Price 6,000 gp --- Increase the additional mental damage to 2d6, and mental damage dealt by this weapon ignores the target's mental resistance. On a critical hit, instead of being enfeebled 1, the giant must attempt a DC 34 Fortitude save with the following effects. Critical Success The giant is enfeebled 1 until the end of your next turn. Success The giant is enfeebled 2 until the end of your next turn and takes 1d10 additional mental damage. Failure The giant is enfeebled 2 for the next minute and takes 2d10 additional mental damage. Critical Failure The giant is enfeebled 4 for the next minute and takes 4d10 additional mental damage.","skill_mod":{},"summary":"This weapon features stylized etchings of giants. A giant-killing weapon deals an additional 1d6 mental damage on a successful Strike against a …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","School","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1756","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Giant-Killing","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1756-1553"},{"primary_source_category":"Adventure Paths","usage":"etched onto a weapon","source":["Kingmaker Companion Guide"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1756","weakness":{},"primary_source_group":"Kingmaker","school":"necromancy","price":600000,"trait":["Magical","Necromancy","Rare"],"id":"equipment-1756-1554","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Limited\" > Giant-Killing May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 24 Usage etched onto a weapon --- This weapon features stylized etchings of giants. A giant-killing weapon deals an additional 1d6 mental damage on a successful Strike against a giant. On a critical hit, the giant is also enfeebled 1 until the end of your next turn. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Giant-Killing Source Kingmaker Companion Guide pg. 24 Price 450 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Giant-Killing (Greater) Source Kingmaker Companion Guide pg. 24 Price 6,000 gp --- Increase the additional mental damage to 2d6, and mental damage dealt by this weapon ignores the target's mental resistance. On a critical hit, instead of being enfeebled 1, the giant must attempt a DC 34 Fortitude save with the following effects. Critical Success The giant is enfeebled 1 until the end of your next turn. Success The giant is enfeebled 2 until the end of your next turn and takes 1d10 additional mental damage. Failure The giant is enfeebled 2 for the next minute and takes 2d10 additional mental damage. Critical Failure The giant is enfeebled 4 for the next minute and takes 4d10 additional mental damage.","skill_mod":{},"summary":"Increase the additional mental damage to 2d6, and mental damage dealt by this weapon ignores the target's mental resistance. On a critical hit, …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","School","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1756","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Giant-Killing (Greater)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1756-1554"},{"item_child_id":["equipment-1757-1555","equipment-1757-1556","equipment-1757-1557"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Kingmaker Companion Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Kingmaker","trait":["Alchemical","Consumable","Rare"],"id":"equipment-1757","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Feyfoul May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 35 Usage held in 1 hand Bulk L Activate Single Action Interact --- To creatures other than fey, the scent of feyfoul seems to be a faint but non-obnoxious odor of cinnamon, but fey find that the stuff interferes with their ability to manipulate a creature's mind. Jubilost invented feyfoul accidentally while he was attempting to create a cologne that would enhance its wearer's appearance to make them seem more otherworldly, but to anyone that asks, the gnome alchemist quickly claims that he'd always intended to create an alchemical tool that provided protection from fey magic. A single dose of feyfoul spritzed on a person in the manner of perfume grants the wearer an item bonus to Will saving throws against mental effects generated by fey creatures. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Feyfoul (Lesser) Source Kingmaker Companion Guide pg. 35 Price 4 gp Bulk L --- You gain a +1 item bonus, and the duration is 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Feyfoul (Moderate) Source Kingmaker Companion Guide pg. 35 Price 90 gp Bulk L --- You gain a +2 item bonus, and the duration is 1 hour. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Feyfoul (Greater) Source Kingmaker Companion Guide pg. 35 Price 750 gp Bulk L --- You gain a +3 item bonus, and the duration is 8 hours.","skill_mod":{},"summary":"To creatures other than fey, the scent of feyfoul seems to be a faint but non-obnoxious odor of cinnamon, but fey find that the stuff interferes with …","primary_source":"Kingmaker Companion Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1757","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Feyfoul","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-1757"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Kingmaker Companion Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1757","weakness":{},"primary_source_group":"Kingmaker","price":400,"trait":["Alchemical","Consumable","Rare"],"id":"equipment-1757-1555","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Feyfoul May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 35 Usage held in 1 hand Bulk L Activate Single Action Interact --- To creatures other than fey, the scent of feyfoul seems to be a faint but non-obnoxious odor of cinnamon, but fey find that the stuff interferes with their ability to manipulate a creature's mind. Jubilost invented feyfoul accidentally while he was attempting to create a cologne that would enhance its wearer's appearance to make them seem more otherworldly, but to anyone that asks, the gnome alchemist quickly claims that he'd always intended to create an alchemical tool that provided protection from fey magic. A single dose of feyfoul spritzed on a person in the manner of perfume grants the wearer an item bonus to Will saving throws against mental effects generated by fey creatures. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Feyfoul (Lesser) Source Kingmaker Companion Guide pg. 35 Price 4 gp Bulk L --- You gain a +1 item bonus, and the duration is 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Feyfoul (Moderate) Source Kingmaker Companion Guide pg. 35 Price 90 gp Bulk L --- You gain a +2 item bonus, and the duration is 1 hour. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Feyfoul (Greater) Source Kingmaker Companion Guide pg. 35 Price 750 gp Bulk L --- You gain a +3 item bonus, and the duration is 8 hours.","skill_mod":{},"summary":"You gain a +1 item bonus, and the duration is 1 minute.","primary_source":"Kingmaker Companion Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1757","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Feyfoul (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-1757-1555"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Kingmaker Companion Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1757","weakness":{},"primary_source_group":"Kingmaker","price":9000,"trait":["Alchemical","Consumable","Rare"],"id":"equipment-1757-1556","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Feyfoul May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 35 Usage held in 1 hand Bulk L Activate Single Action Interact --- To creatures other than fey, the scent of feyfoul seems to be a faint but non-obnoxious odor of cinnamon, but fey find that the stuff interferes with their ability to manipulate a creature's mind. Jubilost invented feyfoul accidentally while he was attempting to create a cologne that would enhance its wearer's appearance to make them seem more otherworldly, but to anyone that asks, the gnome alchemist quickly claims that he'd always intended to create an alchemical tool that provided protection from fey magic. A single dose of feyfoul spritzed on a person in the manner of perfume grants the wearer an item bonus to Will saving throws against mental effects generated by fey creatures. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Feyfoul (Lesser) Source Kingmaker Companion Guide pg. 35 Price 4 gp Bulk L --- You gain a +1 item bonus, and the duration is 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Feyfoul (Moderate) Source Kingmaker Companion Guide pg. 35 Price 90 gp Bulk L --- You gain a +2 item bonus, and the duration is 1 hour. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Feyfoul (Greater) Source Kingmaker Companion Guide pg. 35 Price 750 gp Bulk L --- You gain a +3 item bonus, and the duration is 8 hours.","skill_mod":{},"summary":"You gain a +2 item bonus, and the duration is 1 hour.","primary_source":"Kingmaker Companion Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1757","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Feyfoul (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-1757-1556"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Kingmaker Companion Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1757","weakness":{},"primary_source_group":"Kingmaker","price":75000,"trait":["Alchemical","Consumable","Rare"],"id":"equipment-1757-1557","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Feyfoul May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 35 Usage held in 1 hand Bulk L Activate Single Action Interact --- To creatures other than fey, the scent of feyfoul seems to be a faint but non-obnoxious odor of cinnamon, but fey find that the stuff interferes with their ability to manipulate a creature's mind. Jubilost invented feyfoul accidentally while he was attempting to create a cologne that would enhance its wearer's appearance to make them seem more otherworldly, but to anyone that asks, the gnome alchemist quickly claims that he'd always intended to create an alchemical tool that provided protection from fey magic. A single dose of feyfoul spritzed on a person in the manner of perfume grants the wearer an item bonus to Will saving throws against mental effects generated by fey creatures. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Feyfoul (Lesser) Source Kingmaker Companion Guide pg. 35 Price 4 gp Bulk L --- You gain a +1 item bonus, and the duration is 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Feyfoul (Moderate) Source Kingmaker Companion Guide pg. 35 Price 90 gp Bulk L --- You gain a +2 item bonus, and the duration is 1 hour. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Feyfoul (Greater) Source Kingmaker Companion Guide pg. 35 Price 750 gp Bulk L --- You gain a +3 item bonus, and the duration is 8 hours.","skill_mod":{},"summary":"You gain a +3 item bonus, and the duration is 8 hours.","primary_source":"Kingmaker Companion Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":14,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1757","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Feyfoul (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-1757-1557"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Kingmaker Companion Guide"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Kingmaker","school":"abjuration","price":35000,"trait":["Abjuration","Magical","Rare"],"id":"equipment-1758","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Admirer's Bouquet May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 84 Price 350 gp Usage held in 1 hand Bulk L --- An admirer's bouquet appears to be a colorful silken handkerchief that exudes a pleasant floral scent until it's picked up, at which point a dozen vibrantly colored long-stemmed flowers appear in the carrier's hand, the stems wrapped in the silk. Activate Single Action Interact; Frequency once per minute; Effect By taking a deep sniff of the pleasant-smelling flowers, you can speed your recovery from nausea and reduce your sickened value by 1. Activate Reaction Interact; Frequency once per hour; Trigger an ally with a free hand ends their turn adjacent to you; Effect You hand the admirer's bouquet to the triggering ally. If they accept the bouquet, they gain a +1 item bonus to saves against emotion and mental effects as long as they continue to carry the admirer's bouquet . If they're currently suffering from a debilitating emotion or mental effect as the result of a saving throw made during the previous turn, they can immediately attempt a new saving throw against that effect upon being given the bouquet; if they do so, they gain the admirer's bouquet's +1 item bonus to this saving throw. An admirer's bouquet can allow for a new saving throw in this way only once per day.\n","skill_mod":{},"summary":"An admirer's bouquet appears to be a colorful silken handkerchief that exudes a pleasant floral scent until it's picked up, at which point a dozen …","primary_source":"Kingmaker Companion Guide","trait_group":["School","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1758","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Admirer's Bouquet","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1758"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Kingmaker Companion Guide"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Kingmaker","school":"conjuration","price":195000,"skill":["Crafting"],"trait":["Conjuration","Magical","Rare"],"id":"equipment-1759","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Palette of Masterstrokes May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 84 Price 1,950 gp Usage held in 1 hand Bulk L --- This painter's palette is decorated with an image of Shelyn's religious symbol: a songbird with a colorful curved tail. The feathers on this tail constantly produce a wide range of colorful pigments, granting you a +2 item bonus to Crafting checks made to create paintings. A palette of masterstrokes functions as a divine focus for a cleric of Shelyn. Activate 1 minute (envision, Interact); Frequency once per day; Effect The palette of masterstrokes casts creation as a 5th-level divine spell to your specifications. Activate Two Actions Interact (illusion, incapacitation) Frequency once per hour; Effect With a sweeping motion, you swing the palette of masterstrokes in your hand. It casts color spray as a 4th-level divine spell. The spell DC is 29.\n","skill_mod":{},"summary":"This painter's palette is decorated with an image of Shelyn's religious symbol: a songbird with a colorful curved tail. The feathers on this tail …","primary_source":"Kingmaker Companion Guide","trait_group":["School","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1759","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Palette of Masterstrokes","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1759"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Kingmaker Companion Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Kingmaker","school":"evocation","price":600000,"skill":["Performance"],"trait":["Evocation","Good","Magical","Rare"],"id":"equipment-1760","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Songbird's Brush May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 84 Price 6,000 gp Usage held in 2 hands Bulk 2 Base Weapon Glaive --- The blade of this +2 greater striking holy glaive shimmers with a prismatic sheen, as if faintly reflecting a rainbow. A songbird's brush sheds bright light in a 20-foot radius (and dim light for the next 40 feet). When wielded in combat, the sound of the blade cutting through the air creates a soft, musical trill as if produced by a songbird. Sacred to the faithful of Shelyn, a songbird's brush is so named for the fighting style developed by worshippers of the Eternal Rose, which equates its sweeping swings to painting with a brush. A songbird's brush grants a +2 item bonus to Performance checks made to dance or sing as long as the glaive is held in two hands. Activate Two Actions Interact; Frequency once per day; Effect You sweep the songbird's brush in an arc before you, casting prismatic spray from the glaive. The spell DC is 34. This prismatic spray does not affect good-aligned creatures in its area. Craft Requirements You are a worshipper of Shelyn.\n","skill_mod":{},"summary":"The blade of this +2 greater striking holy glaive shimmers with a prismatic sheen, as if faintly reflecting a rainbow. A songbird's brush …","primary_source":"Kingmaker Companion Guide","trait_group":["School","Alignment","Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1760","source_group":["Kingmaker"],"spoilers":"Kingmaker","base_item":["Glaive"],"name":"Songbird's Brush","bulk":2,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1760"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Kingmaker Companion Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Kingmaker","school":"necromancy","price":65000,"trait":["Magical","Necromancy","Rare"],"id":"equipment-1761","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Grisly Scythe May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 93 Price 650 gp Usage held in 2 hands Bulk 2 Base Weapon Scythe --- While this sinister-looking weapon isn't inherently evil, its unsettling appearance and powers particularly appeal to those who revel in causing pain. A grisly scythe has a twisted thorny haft and a blade that appears to be rusted, but it functions as a +1 striking wounding scythe . Activate Reaction command; Frequency once per hour; Trigger Your attack roll with the grisly scythe is a critical success; Effect Instead of inflicting slashing damage with the grisly scythe, you inflict negative damage. You regain a number of hit points equal to half the negative damage inflicted, and the creature struck becomes sickened 1 from the agony.\n","skill_mod":{},"summary":"While this sinister-looking weapon isn't inherently evil, its unsettling appearance and powers particularly appeal to those who revel in causing …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","School","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1761","source_group":["Kingmaker"],"spoilers":"Kingmaker","base_item":["Scythe"],"name":"Grisly Scythe","bulk":2,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1761"},{"primary_source_category":"Adventure Paths","usage":"etched onto a weapon without a disrupting rune","source":["Kingmaker Companion Guide"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"primary_source_group":"Kingmaker","school":"necromancy","price":36000,"trait":["Magical","Necromancy","Rare"],"id":"equipment-1762","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Deathdrinking May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 96 Price 360 gp Usage etched onto a weapon without a disrupting rune --- A weapon etched with a deathdrinking rune shimmers with dark purple energy. When held by a living creature, the weapon causes twinges of hunger to manifest. While holding a deathdrinking weapon , you gain a +1 item bonus to saving throws against negative damage and death effects. When you critically hit a creature with a deathdrinking weapon , you inflict an additional 1d6 points of positive or negative damage to the creature— whichever type of damage would harm the creature. You also gain the following reaction when wielding a deathdrinking weapon . Activate Reaction envision; Frequency once per day; Trigger you kill or destroy a creature with the deathdrinking weapon ; Effect If the creature you killed was living, you gain a +1 item bonus to attack and damage rolls for 10 minutes. If the creature you destroyed was undead, you gain a number of temporary HP equal to twice your level for 10 minutes.\n","skill_mod":{},"summary":"A weapon etched with a deathdrinking rune shimmers with dark purple energy. When held by a living creature, the weapon causes twinges of hunger to …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","School","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1762","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Deathdrinking","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1762"},{"item_child_id":["equipment-1763-1558","equipment-1763-1559"],"primary_source_category":"Adventure Paths","usage":"etched onto armor","source":["Kingmaker Companion Guide"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"primary_source_group":"Kingmaker","school":"abjuration","trait":["Abjuration","Magical","Rare"],"id":"equipment-1763","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Limited\" > Energy-Absorbing May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 104 Usage etched onto armor --- As with energy-resistant runes, these runes convey protective forces from the Elemental Planes. You gain 5 resistance to acid, cold, electricity, or fire. The crafter chooses the damage type when creating the rune. Multiple energy-absorbing runes can be etched onto a suit of armor; rather than using only the highest-level effect, each must provide resistance to a different type. When an energy-absorbing rune provides resistance to damage from a foe's attack or ability, the armor itself appears to become infused with that energy, be it dripping with acid, riming over in frost, crackling with lightning, or flickering with flames. This effect does not inflict damage itself and ends at the start of your next turn, or as soon as you take the following reaction. Activate Reaction envision; Trigger Your armor is infused with energy and you take damage from a melee Strike; Effect You unleash the infused energy against the triggering melee Strike, inflicting 2d6 damage of that energy type to the creature who made the melee Strike. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Energy-Absorbing Source Kingmaker Companion Guide pg. 104 Price 1,200 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Energy-Absorbing (Greater) Source Kingmaker Companion Guide pg. 104 Price 6,000 gp --- You gain resistance 10 to the specified damage type, and you inflict 4d6 damage when you activate the rune's reaction.","skill_mod":{},"summary":"As with energy-resistant runes, these runes convey protective forces from the Elemental Planes. You gain 5 resistance to acid , cold , …","primary_source":"Kingmaker Companion Guide","trait_group":["School","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1763","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Energy-Absorbing","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1763"},{"primary_source_category":"Adventure Paths","usage":"etched onto armor","source":["Kingmaker Companion Guide"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1763","weakness":{},"primary_source_group":"Kingmaker","school":"abjuration","price":120000,"trait":["Abjuration","Magical","Rare"],"id":"equipment-1763-1558","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Limited\" > Energy-Absorbing May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 104 Usage etched onto armor --- As with energy-resistant runes, these runes convey protective forces from the Elemental Planes. You gain 5 resistance to acid, cold, electricity, or fire. The crafter chooses the damage type when creating the rune. Multiple energy-absorbing runes can be etched onto a suit of armor; rather than using only the highest-level effect, each must provide resistance to a different type. When an energy-absorbing rune provides resistance to damage from a foe's attack or ability, the armor itself appears to become infused with that energy, be it dripping with acid, riming over in frost, crackling with lightning, or flickering with flames. This effect does not inflict damage itself and ends at the start of your next turn, or as soon as you take the following reaction. Activate Reaction envision; Trigger Your armor is infused with energy and you take damage from a melee Strike; Effect You unleash the infused energy against the triggering melee Strike, inflicting 2d6 damage of that energy type to the creature who made the melee Strike. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Energy-Absorbing Source Kingmaker Companion Guide pg. 104 Price 1,200 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Energy-Absorbing (Greater) Source Kingmaker Companion Guide pg. 104 Price 6,000 gp --- You gain resistance 10 to the specified damage type, and you inflict 4d6 damage when you activate the rune's reaction.","skill_mod":{},"summary":"As with energy-resistant runes, these runes convey protective forces from the Elemental Planes. You gain 5 resistance to acid , cold , …","primary_source":"Kingmaker Companion Guide","trait_group":["School","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1763","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Energy-Absorbing","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1763-1558"},{"primary_source_category":"Adventure Paths","usage":"etched onto armor","source":["Kingmaker Companion Guide"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1763","weakness":{},"primary_source_group":"Kingmaker","school":"abjuration","price":600000,"trait":["Abjuration","Magical","Rare"],"id":"equipment-1763-1559","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Limited\" > Energy-Absorbing May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 104 Usage etched onto armor --- As with energy-resistant runes, these runes convey protective forces from the Elemental Planes. You gain 5 resistance to acid, cold, electricity, or fire. The crafter chooses the damage type when creating the rune. Multiple energy-absorbing runes can be etched onto a suit of armor; rather than using only the highest-level effect, each must provide resistance to a different type. When an energy-absorbing rune provides resistance to damage from a foe's attack or ability, the armor itself appears to become infused with that energy, be it dripping with acid, riming over in frost, crackling with lightning, or flickering with flames. This effect does not inflict damage itself and ends at the start of your next turn, or as soon as you take the following reaction. Activate Reaction envision; Trigger Your armor is infused with energy and you take damage from a melee Strike; Effect You unleash the infused energy against the triggering melee Strike, inflicting 2d6 damage of that energy type to the creature who made the melee Strike. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Energy-Absorbing Source Kingmaker Companion Guide pg. 104 Price 1,200 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Energy-Absorbing (Greater) Source Kingmaker Companion Guide pg. 104 Price 6,000 gp --- You gain resistance 10 to the specified damage type, and you inflict 4d6 damage when you activate the rune's reaction.","skill_mod":{},"summary":"You gain resistance 10 to the specified damage type, and you inflict 4d6 damage when you activate the rune's reaction.","primary_source":"Kingmaker Companion Guide","trait_group":["School","Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1763","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Energy-Absorbing (Greater)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1763-1559"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1764","weakness":{},"price":1000,"name":"Copper (Ingot)","id":"equipment-1764","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Copper (Ingot) Source Travel Guide pg. 36 Price 10 gp ---\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-1764"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1765","weakness":{},"price":100000,"name":"Gold (Ingot)","id":"equipment-1765","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Gold (Ingot) Source Travel Guide pg. 36 Price 1,000 gp ---\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-1765"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1766","weakness":{},"price":3000,"name":"Tin (Ingot)","id":"equipment-1766","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Tin (Ingot) Source Travel Guide pg. 36 Price 30 gp ---\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-1766"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1767","weakness":{},"price":100,"name":"Iron (Ingot)","id":"equipment-1767","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Iron (Ingot) Source Travel Guide pg. 36 Price 1 gp ---\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-1767"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1768","weakness":{},"name":"Fish","id":"equipment-1768","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Fish Source Travel Guide pg. 36 ---\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-1768"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1769","weakness":{},"price":100,"name":"Wine (Fine)","id":"equipment-1769","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Wine (Fine) Source Travel Guide pg. 36 Price 1 gp (per bottle) ---\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-1769"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1770","weakness":{},"price":20,"name":"Ale","id":"equipment-1770","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Ale Source Travel Guide pg. 36 Price 2 sp (per keg) ---\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-1770"},{"skill_mod":{},"item_child_id":["equipment-1771-1560","equipment-1771-1561"],"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1771","weakness":{},"name":"Cotton","id":"equipment-1771","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Cotton Source Travel Guide pg. 36 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cotton (1 Bulk) Source Travel Guide pg. 36 Price 2 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cotton (Bale) Source Travel Guide pg. 36 Price 100 gp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1771"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1771","item_parent_id":"equipment-1771","weakness":{},"price":200,"name":"Cotton (1 Bulk)","id":"equipment-1771-1560","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Cotton Source Travel Guide pg. 36 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cotton (1 Bulk) Source Travel Guide pg. 36 Price 2 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cotton (Bale) Source Travel Guide pg. 36 Price 100 gp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1771-1560"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1771","item_parent_id":"equipment-1771","weakness":{},"price":10000,"name":"Cotton (Bale)","id":"equipment-1771-1561","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Cotton Source Travel Guide pg. 36 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cotton (1 Bulk) Source Travel Guide pg. 36 Price 2 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cotton (Bale) Source Travel Guide pg. 36 Price 100 gp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1771-1561"},{"skill_mod":{},"item_child_id":["equipment-1772-1562","equipment-1772-1563"],"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1772","weakness":{},"name":"Wool","id":"equipment-1772","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Wool Source Travel Guide pg. 36 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wool (1 Bulk) Source Travel Guide pg. 36 Price 1 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wool (Sack) Source Travel Guide pg. 36 Price 24 gp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1772"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1772","item_parent_id":"equipment-1772","weakness":{},"price":100,"name":"Wool (1 Bulk)","id":"equipment-1772-1562","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Wool Source Travel Guide pg. 36 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wool (1 Bulk) Source Travel Guide pg. 36 Price 1 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wool (Sack) Source Travel Guide pg. 36 Price 24 gp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1772-1562"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1772","item_parent_id":"equipment-1772","weakness":{},"price":2400,"name":"Wool (Sack)","id":"equipment-1772-1563","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Wool Source Travel Guide pg. 36 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wool (1 Bulk) Source Travel Guide pg. 36 Price 1 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wool (Sack) Source Travel Guide pg. 36 Price 24 gp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1772-1563"},{"skill_mod":{},"item_child_id":["equipment-1773-1564","equipment-1773-1565","equipment-1773-1566","equipment-1773-1567"],"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1773","weakness":{},"name":"Cloth","id":"equipment-1773","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Cloth Source Travel Guide pg. 37 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (wool cloth, 1 Bulk) Source Travel Guide pg. 37 Price 4 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (Wool Cloth, 1 square yard) Source Travel Guide pg. 37 Price 1 cp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (Linen) Source Travel Guide pg. 37 Price 6 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (Cotton) Source Travel Guide pg. 37 Price 8 sp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1773"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1773","item_parent_id":"equipment-1773","weakness":{},"price":40,"name":"Cloth (wool cloth, 1 Bulk)","id":"equipment-1773-1564","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Cloth Source Travel Guide pg. 37 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (wool cloth, 1 Bulk) Source Travel Guide pg. 37 Price 4 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (Wool Cloth, 1 square yard) Source Travel Guide pg. 37 Price 1 cp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (Linen) Source Travel Guide pg. 37 Price 6 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (Cotton) Source Travel Guide pg. 37 Price 8 sp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1773-1564"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1773","item_parent_id":"equipment-1773","weakness":{},"price":1,"name":"Cloth (Wool Cloth, 1 square yard)","id":"equipment-1773-1565","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Cloth Source Travel Guide pg. 37 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (wool cloth, 1 Bulk) Source Travel Guide pg. 37 Price 4 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (Wool Cloth, 1 square yard) Source Travel Guide pg. 37 Price 1 cp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (Linen) Source Travel Guide pg. 37 Price 6 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (Cotton) Source Travel Guide pg. 37 Price 8 sp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1773-1565"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1773","item_parent_id":"equipment-1773","weakness":{},"price":60,"name":"Cloth (Linen)","id":"equipment-1773-1566","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Cloth Source Travel Guide pg. 37 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (wool cloth, 1 Bulk) Source Travel Guide pg. 37 Price 4 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (Wool Cloth, 1 square yard) Source Travel Guide pg. 37 Price 1 cp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (Linen) Source Travel Guide pg. 37 Price 6 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (Cotton) Source Travel Guide pg. 37 Price 8 sp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1773-1566"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1773","item_parent_id":"equipment-1773","weakness":{},"price":80,"name":"Cloth (Cotton)","id":"equipment-1773-1567","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Cloth Source Travel Guide pg. 37 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (wool cloth, 1 Bulk) Source Travel Guide pg. 37 Price 4 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (Wool Cloth, 1 square yard) Source Travel Guide pg. 37 Price 1 cp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (Linen) Source Travel Guide pg. 37 Price 6 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Cloth (Cotton) Source Travel Guide pg. 37 Price 8 sp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1773-1567"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1774","weakness":{},"price":2,"name":"Leather","id":"equipment-1774","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Leather Source Travel Guide pg. 37 Price 2 cp (+ per square yard) ---\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-1774"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1775","weakness":{},"price":1,"name":"Lumber","id":"equipment-1775","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Lumber Source Travel Guide pg. 37 Price 1 cp (per 40 board feet) ---\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-1775"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1776","weakness":{},"price":17,"name":"Brick","id":"equipment-1776","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Brick Source Travel Guide pg. 37 Price 1 sp, 7 cp (per 1,000 bricks) ---\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-1776"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1777","weakness":{},"price":350,"name":"Infused Stone","id":"equipment-1777","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Infused Stone Source Travel Guide pg. 37 Price 3 gp, 5 sp (+ per pound) ---\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-1777"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1778","weakness":{},"price":1000,"name":"Marble","id":"equipment-1778","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Marble Source Travel Guide pg. 37 Price 10 gp (per slab) ---\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-1778"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1779","weakness":{},"price":10,"name":"Dyes and Ink","id":"equipment-1779","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Dyes and Ink Source Travel Guide pg. 37 Price 1 sp (per vial) ---\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-1779"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1780","weakness":{},"price":60,"name":"Wheat","id":"equipment-1780","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Wheat Source Travel Guide pg. 37 Price 6 sp (per bushel) ---\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-1780"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Travel Guide"],"type":"Item","item_category":"Trade Goods","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1781","weakness":{},"price":10000,"name":"Silver (Ingot)","id":"equipment-1781","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Silver (Ingot) Source Travel Guide pg. 36 Price 100 gp ---\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-1781"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #185: A Taste of Ashes"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"evocation","price":190000,"skill":["Performance"],"trait":["Evocation","Invested","Magical","Uncommon"],"id":"equipment-1782","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Curtain Call Cloak May contain spoilers from Blood Lords Source Pathfinder #185: A Taste of Ashes pg. 78 Price 1,900 gp Usage worn cloak Bulk L --- This blue velvet cloak is cut from the remains of a curtain from a destroyed theater. When worn, you gain a +2 item bonus to Performance checks while acting, orating, or singing, as the cloak makes minor motions to accentuate your performance. Activate Two Actions Interact; Frequency once per day; Effect You take a bow, spread your arms, and the cloak casts 4th-level darkness centered on a corner of your space. This darkness doesn't impede your vision. While the darkness persists, it emits noise like the applauding of a moderately sized crowd.\n","skill_mod":{},"summary":"This blue velvet cloak is cut from the remains of a curtain from a destroyed theater. When worn, you gain a +2 item bonus to Performance checks …","primary_source":"Pathfinder #185: A Taste of Ashes","trait_group":["School","Equipment","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1782","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Curtain Call Cloak","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1782"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #185: A Taste of Ashes"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"conjuration","price":1500000,"trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-1783","text":"<title level=\"1\" right=\"Item 17\" pfs=\"\" > Phantom Shroud May contain spoilers from Blood Lords Source Pathfinder #185: A Taste of Ashes pg. 78 Price 15,000 gp Usage worn cloak Bulk L --- This pale blue cloak is wispy, thin, and cold to the touch. When worn, the cloak turns your hands pale and translucent, imbuing you with the dangerous touch of a ghost. This effect doesn't impede the normal use of your hands. You also gain an unarmed attack that deals 3d6 negative damage with the agile, finesse, and magical traits. You gain the benefits of a +2 weapon potency rune with these unarmed attacks (granting a +2 item bonus to your attack rolls). Activate Two Actions Interact; Frequency once per day; Effect You fold the cloak around yourself, and it casts ethereal jaunt on you. You can Sustain the activation for up to 10 minutes. When the activation ends, you return to material form.\n","skill_mod":{},"summary":"This pale blue cloak is wispy, thin, and cold to the touch. When worn, the cloak turns your hands pale and translucent, imbuing you with the …","primary_source":"Pathfinder #185: A Taste of Ashes","trait_group":["School","Equipment","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1783","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Phantom Shroud","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-1783"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #185: A Taste of Ashes"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"divination","price":140000,"trait":["Divination","Magical","Uncommon"],"id":"equipment-1784","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Spectral Opera Glasses May contain spoilers from Blood Lords Source Pathfinder #185: A Taste of Ashes pg. 78 Price 1,400 gp Usage held in 1 hand Bulk L --- These bulky opera glasses are attached to a rod for ease of use. When held up to the eyes, which requires a free hand, you can see up to four times further than normal, and the glasses provide you a +2 item bonus to Perception checks. Activate Single Action Interact, envision; Frequency once per day; Effect For 1 hour, anyone who looks through the glasses can see invisible creatures and objects, and sees creatures with the spirit trait as solid and substantial (rather than ghostly).\n","skill_mod":{},"summary":"These bulky opera glasses are attached to a rod for ease of use. When held up to the eyes, which requires a free hand, you can see up to four times …","primary_source":"Pathfinder #185: A Taste of Ashes","trait_group":["School","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1784","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Spectral Opera Glasses","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-1784"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands or mounted","source":["Pathfinder #185: A Taste of Ashes"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"illusion","price":160000,"skill":["Deception","Diplomacy","Intimidation","Performance"],"trait":["Illusion","Magical","Uncommon"],"id":"equipment-1785","text":"<title level=\"1\" right=\"Item 12\" pfs=\"\" > Splendid Floodlight May contain spoilers from Blood Lords Source Pathfinder #185: A Taste of Ashes pg. 78 Price 1,600 gp Usage held in 2 hands or mounted Bulk 3 --- This drum-shaped metal floodlight has a metal handle on each side and a housing at its base to be slotted into a stand or pedestal. A splendid floodlight has a primary function as well as several secondary functions available by rotating through a series of translucent sheets called gels. A splendid floodlight comes with the four gels described below, but other gels exist with different abilities. Activate Single Action Interact; Frequency once per hour; Requirements The splendid floodlight's light is off; Effect You flip a switch and the splendid floodlight emits bright magical light in a 120-foot cone that hangs in the air and remains in place even if you move the floodlight. If the cone passes through an area of magical darkness or targets a creature affected by magical darkness, the splendid floodlight attempts to counteract the darkness. Creatures in the cone who are frightened reduce the value of their frightened condition by 1 at the beginning of each turn they start in the area of the cone. The light remains in place until you Interact to flip the switch again to extinguish the floodlight. If you haven't done so after an hour, the switch flips on its own and the floodlight turns off. Activate Two Actions Interact; Requirements The splendid floodlight's light is on; Effect You rotate one of the following gels into position in the floodlight or rotate a gel out. You can do this even if the splendid floodlight has been moved from its position when the light was created. You can have up to two gels in place at once; if you rotate in a third, another of your choice rotates out. Red Gel The light lends an air of gravitas to all creatures illuminated by it. Creatures in the light gain a +2 item bonus to Charisma-based skill checks. Yellow Gel Invisible creatures and objects are visible while in the light, and creatures with the spirit trait appear substantial rather than ghostly. Green Gel All creatures illuminated by the light appear to be wearing exceptionally stylish clothing with elegantly coiffed hair styles. Blue Gel Undead creatures in the light appear as they did when alive, and living creatures in the light appear decayed, like an undead creature. ","skill_mod":{},"summary":"This drum-shaped metal floodlight has a metal handle on each side and a housing at its base to be slotted into a stand or pedestal. A splendid …","primary_source":"Pathfinder #185: A Taste of Ashes","trait_group":["School","Monster","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1785","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Splendid Floodlight","bulk":3,"category":"equipment","rarity":"uncommon","slug":"equipment-1785"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #185: A Taste of Ashes"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"illusion","price":2300000,"trait":["Illusion","Magical","Rare"],"id":"equipment-1786","text":"<title level=\"1\" right=\"Item 18\" pfs=\"\" > Shadow's Heart May contain spoilers from Blood Lords Source Pathfinder #185: A Taste of Ashes pg. 79 Price 23,000 gp Usage held in 1 hand Bulk L Base Weapon Kukri --- This +3 greater striking kukri has a thin, delicate blade that absorbs light. Activate Interact (illusion, teleportation) Frequency one per day; Effect You make a melee Strike with shadow's heart and teleport to an open space you can see within 100 feet. If the attack hits, you also leave behind a shadowy, illusory duplicate of yourself that attacks the same target for up to 3 rounds. The illusion has 1 action per round, which it takes on the turn it's created and on your turn each round. It uses this action to move up to 30 feet to a square adjacent to the target and (if the target is adjacent) to attack the target with a +28 attack modifier, dealing 3d6+16 slashing damage. The illusion has an AC of 35 and is immediately destroyed by any attack that deals damage or requires a saving throw.\n","skill_mod":{},"summary":"This +3 greater striking kukri has a thin, delicate blade that absorbs light. ","primary_source":"Pathfinder #185: A Taste of Ashes","trait_group":["School","Monster","Mechanics","Rarity"],"level":18,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1786","source_group":["Blood Lords"],"spoilers":"Blood Lords","base_item":["Kukri"],"name":"Shadow's Heart","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-1786"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #185: A Taste of Ashes"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"divination","price":3400000,"trait":["Divination","Invested","Magical","Rare"],"id":"equipment-1787","text":"<title level=\"1\" right=\"Item 19\" pfs=\"\" > Umbraex Eye May contain spoilers from Blood Lords Source Pathfinder #185: A Taste of Ashes pg. 79 Price 34,000 gp Usage held in 2 hands Bulk 1 --- Like the rest of its form, the eyes of the legendary umbraex darvakka (page 83) collapse into ashes when the creature is destroyed. Rarely, when the umbraex wishes to impart information beyond its ashen reconstitution, it ejects one of its eyes at the moment of destruction. This large orb hardens into an obsidian-like substance that swirls with captivated motes of darkness deep within. While you hold the umbraex eye , you have lifesense (imprecise) 120 feet. Activate 1 minute (command, Interact); Frequency once per hour; Effect Name a person, event, or location and the umbraex eye shows 1 minute of relevant memory the umbraex witnessed firsthand. The events are displayed as clear images in the eye and accompanied by sound. If the umbraex has no relevant memories, the eye merely flickers with shadows.\n","skill_mod":{},"summary":"Like the rest of its form, the eyes of the legendary umbraex darvakka (page 83) collapse into ashes when the creature is destroyed. Rarely, when the …","primary_source":"Pathfinder #185: A Taste of Ashes","trait_group":["School","Equipment","Mechanics","Rarity"],"level":19,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1787","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Umbraex Eye","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-1787"},{"access":"Characters from Alkenstar have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":2500,"trait":["Alchemical","Consumable","Drug","Ingested","Poison","Positive","Uncommon","Vitality"],"id":"equipment-1788","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Alkenstar Ice Wine Source Impossible Lands pg. 106 Price 25 gp Usage held in 1 hand Bulk L Access Characters from Alkenstar have access to this item. --- This bottle of delicately sweet ice wine has the properties of alcohol. Made exclusively from grapes frozen in the Mana Wastes' erratic surge storms, Alkenstar ice wine finds a ready market among Geb, though undead are still immune to the drug's listed effects. The listed price is for a mediocre vintage, but finer vintages are higher level and commensurately more expensive.\n","skill_mod":{},"summary":"This bottle of delicately sweet ice wine has the properties of alcohol . Made exclusively from grapes frozen in the Mana Wastes' erratic surge …","primary_source":"Impossible Lands","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Energy","Planar","Creature Type","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Drugs","resistance":{},"url":"/Equipment.aspx?ID=1788","name":"Alkenstar Ice Wine","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1788"},{"skill_mod":{},"summary":"These loose-fitting long coats of canvas or leather are lined with metal plates, offering wearers respite from Alkenstar's dust storms and smog …","primary_source":"Impossible Lands","trait_group":["Rarity"],"access":"Characters from Alkenstar have access to this item.","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1789","weakness":{},"price":200,"name":"Plated Duster","trait":["Uncommon"],"id":"equipment-1789","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Plated Duster Source Impossible Lands pg. 106 Price 2 gp Bulk 1 Access Characters from Alkenstar have access to this item. --- These loose-fitting long coats of canvas or leather are lined with metal plates, offering wearers respite from Alkenstar's dust storms and smog stains as well as modest protection against bullets and knives. While these dusters can't turn away gunfire entirely, their utility, affordability, and comfort ensure their popularity, especially among the city's shieldmarshals, who have adopted them as a sort of unofficial uniform. A plated duster can be donned with 2 Interact actions or as part of donning light armor. When worn with light armor from the cloth, leather, or chain groups, a plated duster increases the armor's item bonus to AC by 1, worsens the armor's check penalty by 1, reduces the armor's Dex cap by 1, increases the Strength score required to ignore the armor check penalty and Speed penalty by 2, adds the noisy trait, and changes the armor's group to composite. This also makes the armor one step heavier (from light to medium), and you use the proficiency bonus appropriate to this adjusted armor type. You can't use a plated duster alongside an armored skirt or any other item that adjusts an armor's statistics.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1789"},{"access":"Characters from Alkenstar have access to this item.","hands":"1","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":2500,"trait":["Uncommon"],"id":"equipment-1790","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Pocket Watch Source Impossible Lands pg. 106 Price 25 gp Hands 1 Usage held in 1 hand Bulk L Access Characters from Alkenstar have access to this item. --- This timepiece is a marvel of clockwork and miniaturization; its gears, arbor, and mainspring are immaculately crafted and tuned to maximize precision and reduce time loss. This pocket watch has the properties of a clockwork dial, except it has a maximum duration of 24 hours and is available to characters from Alkenstar.\n","skill_mod":{},"summary":"This timepiece is a marvel of clockwork and miniaturization; its gears, arbor, and mainspring are immaculately crafted and tuned to maximize …","primary_source":"Impossible Lands","trait_group":["Rarity"],"level":2,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1790","name":"Pocket Watch","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1790"},{"access":"Characters from Alkenstar have access to this item.","hands":"1","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":5000,"skill":["Thievery"],"trait":["Uncommon"],"id":"equipment-1791","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Wrenchgear Source Impossible Lands pg. 106 Price 50 gp Hands 1 Usage held in 1 hand Bulk L Access Characters from Alkenstar have access to this item. --- The ubiquity of clockwork constructs in Alkenstar spurred the development of the wrenchgear (a shortened “wrench in the gears”) by innovative criminals (“wrenchers”) to create security exploits and larcenous opportunities. You gain a +2 item bonus to Disable a Device checks made against clockwork creatures (typically to wind them down). ","skill_mod":{},"summary":"The ubiquity of clockwork constructs in Alkenstar spurred the development of the wrenchgear (a shortened “wrench in the gears”) by innovative …","primary_source":"Impossible Lands","trait_group":["Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1791","name":"Wrenchgear","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1791"},{"access":"Characters from Geb have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":20000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-1792","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Bottled Screams Source Impossible Lands pg. 177 Price 200 gp Usage held in 1 hand Bulk L Access Characters from Geb have access to this item. Activate Single Action envision --- The vengeful wails of a revenant, barely contained in this rattling jar, infuse your magic with all of their spite and malice. If a target fails its saving throw against your seal fate spell after you've added this catalyst, it takes 1d6 persistent damage of the type chosen for the spell (2d6 if it critically fails).\n","skill_mod":{},"summary":"The vengeful wails of a revenant , barely contained in this rattling jar, infuse your magic with all of their spite and malice. If a target fails …","primary_source":"Impossible Lands","spell":["Seal Fate"],"trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1792","name":"Bottled Screams","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1792"},{"item_child_id":["equipment-1793-1573","equipment-1793-1574"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Catalyst","Consumable","Magical","Rare"],"id":"equipment-1793","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Defiled Costa Source Impossible Lands pg. 177 Usage held in 1 hand Bulk L Activate Single Action envision --- This still-bloody rib was taken from a priest of Urgathoa at the moment they passed into undeath and has a constant stench of decay. The first time any creature critically fails its saving throw against a mask of terror spell cast using this catalyst, it also takes 6d10 mental damage, with a basic Fortitude save against the spell's DC, as it lives through the memory of having its rib torn from its body. Once any creature takes this damage, the defiled costa's effect ends, and no other creatures take the damage, even if they critically fail. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Defiled Costa Source Impossible Lands pg. 177 Price 900 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Defiled Costa (Greater) Source Impossible Lands pg. 177 Price 2,500 gp Bulk L --- A creature who critically fails against this save is killed instantly. This effect has the incapacitation trait.","skill_mod":{},"summary":"This still-bloody rib was taken from a priest of Urgathoa at the moment they passed into undeath and has a constant stench of decay. The first time …","primary_source":"Impossible Lands","spell":["Mask of Terror"],"trait_group":["Equipment","Mechanics","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1793","name":"Defiled Costa","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-1793"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1793","weakness":{},"price":90000,"trait":["Catalyst","Consumable","Magical","Rare"],"id":"equipment-1793-1573","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Defiled Costa Source Impossible Lands pg. 177 Usage held in 1 hand Bulk L Activate Single Action envision --- This still-bloody rib was taken from a priest of Urgathoa at the moment they passed into undeath and has a constant stench of decay. The first time any creature critically fails its saving throw against a mask of terror spell cast using this catalyst, it also takes 6d10 mental damage, with a basic Fortitude save against the spell's DC, as it lives through the memory of having its rib torn from its body. Once any creature takes this damage, the defiled costa's effect ends, and no other creatures take the damage, even if they critically fail. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Defiled Costa Source Impossible Lands pg. 177 Price 900 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Defiled Costa (Greater) Source Impossible Lands pg. 177 Price 2,500 gp Bulk L --- A creature who critically fails against this save is killed instantly. This effect has the incapacitation trait.","skill_mod":{},"summary":"This still-bloody rib was taken from a priest of Urgathoa at the moment they passed into undeath and has a constant stench of decay. The first time …","primary_source":"Impossible Lands","spell":["Mask of Terror"],"trait_group":["Equipment","Mechanics","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1793","name":"Defiled Costa","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-1793-1573"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1793","weakness":{},"price":250000,"trait":["Catalyst","Consumable","Magical","Rare"],"id":"equipment-1793-1574","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Defiled Costa Source Impossible Lands pg. 177 Usage held in 1 hand Bulk L Activate Single Action envision --- This still-bloody rib was taken from a priest of Urgathoa at the moment they passed into undeath and has a constant stench of decay. The first time any creature critically fails its saving throw against a mask of terror spell cast using this catalyst, it also takes 6d10 mental damage, with a basic Fortitude save against the spell's DC, as it lives through the memory of having its rib torn from its body. Once any creature takes this damage, the defiled costa's effect ends, and no other creatures take the damage, even if they critically fail. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Defiled Costa Source Impossible Lands pg. 177 Price 900 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Defiled Costa (Greater) Source Impossible Lands pg. 177 Price 2,500 gp Bulk L --- A creature who critically fails against this save is killed instantly. This effect has the incapacitation trait.","skill_mod":{},"summary":"A creature who critically fails against this save is killed instantly. This effect has the incapacitation trait.","primary_source":"Impossible Lands","spell":["Mask of Terror"],"trait_group":["Equipment","Mechanics","Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1793","name":"Defiled Costa (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-1793-1574"},{"access":"Characters from Geb have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1800,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-1794","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Grave Token Source Impossible Lands pg. 177 Price 18 gp Usage held in 1 hand Bulk L Access Characters from Geb have access to this item. Activate Single Action envision --- This simple charm is made from compacted grave dirt infused with bone dust. A harm spell that's empowered by this catalyst can reach faraway targets. If the harm spell is cast with 1 action, its range is 30 feet; if it's cast with 2 actions, its range is 60 feet. This has no effect on the three-action area version of harm , though in most cases, you don't have enough actions to Activate the token and cast a three-action harm anyway.\n","skill_mod":{},"summary":"This simple charm is made from compacted grave dirt infused with bone dust. A harm spell that's empowered by this catalyst can reach faraway …","primary_source":"Impossible Lands","spell":["Harm"],"trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1794","name":"Grave Token","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1794"},{"item_child_id":["equipment-1795-1575","equipment-1795-1576","equipment-1795-1577","equipment-1795-1578"],"access":"Characters from Geb have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-1795","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Unsullied Blood Source Impossible Lands pg. 177 Usage held in 1 hand Bulk L Access Characters from Geb have access to this item. Activate Single Action envision --- Blood offered from a willing donor was taken directly from the vein and stored in an ornate vial that keeps it as pure and red as the day it was extracted. When this catalyst is added to a vampiric touch spell of up to 4th level, instead of gaining temporary Hit Points based on the damage dealt, you recover half of the damage dealt as Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Unsullied Blood (Lesser) Source Impossible Lands pg. 177 Price 30 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Unsullied Blood (Moderate) Source Impossible Lands pg. 177 Price 85 gp Bulk L --- You can add the catalyst to a vampiric touch spell up to 5th level. In addition to the effects of lesser unsullied blood , if the amount of Hit Points that would be restored by the spell exceeds your Hit Point maximum, you gain the excess as temporary Hit Points. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Unsullied Blood (Greater) Source Impossible Lands pg. 177 Price 200 gp Bulk L --- As moderate, except you can add the catalyst to a vampiric touch or vampiric maiden spell of up to 6th level. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Unsullied Blood (Major) Source Impossible Lands pg. 177 Price 900 gp Bulk L --- As moderate, except you can add the catalyst to a vampiric touch , vampiric maiden , or vampiric exsanguination spell of any level.","skill_mod":{},"summary":"Blood offered from a willing donor was taken directly from the vein and stored in an ornate vial that keeps it as pure and red as the day it was …","primary_source":"Impossible Lands","spell":["Vampiric Touch","Vampiric Maiden","Vampiric Exsanguination"],"trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1795","name":"Unsullied Blood","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1795"},{"access":"Characters from Geb have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1795","weakness":{},"price":3000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-1795-1575","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Unsullied Blood Source Impossible Lands pg. 177 Usage held in 1 hand Bulk L Access Characters from Geb have access to this item. Activate Single Action envision --- Blood offered from a willing donor was taken directly from the vein and stored in an ornate vial that keeps it as pure and red as the day it was extracted. When this catalyst is added to a vampiric touch spell of up to 4th level, instead of gaining temporary Hit Points based on the damage dealt, you recover half of the damage dealt as Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Unsullied Blood (Lesser) Source Impossible Lands pg. 177 Price 30 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Unsullied Blood (Moderate) Source Impossible Lands pg. 177 Price 85 gp Bulk L --- You can add the catalyst to a vampiric touch spell up to 5th level. In addition to the effects of lesser unsullied blood , if the amount of Hit Points that would be restored by the spell exceeds your Hit Point maximum, you gain the excess as temporary Hit Points. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Unsullied Blood (Greater) Source Impossible Lands pg. 177 Price 200 gp Bulk L --- As moderate, except you can add the catalyst to a vampiric touch or vampiric maiden spell of up to 6th level. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Unsullied Blood (Major) Source Impossible Lands pg. 177 Price 900 gp Bulk L --- As moderate, except you can add the catalyst to a vampiric touch , vampiric maiden , or vampiric exsanguination spell of any level.","skill_mod":{},"summary":"Blood offered from a willing donor was taken directly from the vein and stored in an ornate vial that keeps it as pure and red as the day it was …","primary_source":"Impossible Lands","spell":["Vampiric Touch"],"trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1795","name":"Unsullied Blood (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1795-1575"},{"access":"Characters from Geb have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1795","weakness":{},"price":8500,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-1795-1576","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Unsullied Blood Source Impossible Lands pg. 177 Usage held in 1 hand Bulk L Access Characters from Geb have access to this item. Activate Single Action envision --- Blood offered from a willing donor was taken directly from the vein and stored in an ornate vial that keeps it as pure and red as the day it was extracted. When this catalyst is added to a vampiric touch spell of up to 4th level, instead of gaining temporary Hit Points based on the damage dealt, you recover half of the damage dealt as Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Unsullied Blood (Lesser) Source Impossible Lands pg. 177 Price 30 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Unsullied Blood (Moderate) Source Impossible Lands pg. 177 Price 85 gp Bulk L --- You can add the catalyst to a vampiric touch spell up to 5th level. In addition to the effects of lesser unsullied blood , if the amount of Hit Points that would be restored by the spell exceeds your Hit Point maximum, you gain the excess as temporary Hit Points. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Unsullied Blood (Greater) Source Impossible Lands pg. 177 Price 200 gp Bulk L --- As moderate, except you can add the catalyst to a vampiric touch or vampiric maiden spell of up to 6th level. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Unsullied Blood (Major) Source Impossible Lands pg. 177 Price 900 gp Bulk L --- As moderate, except you can add the catalyst to a vampiric touch , vampiric maiden , or vampiric exsanguination spell of any level.","skill_mod":{},"summary":"You can add the catalyst to a vampiric touch spell up to 5th level. In addition to the effects of lesser unsullied blood , if the amount of Hit …","primary_source":"Impossible Lands","spell":["Vampiric Touch"],"trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1795","name":"Unsullied Blood (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1795-1576"},{"access":"Characters from Geb have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1795","weakness":{},"price":20000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-1795-1577","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Unsullied Blood Source Impossible Lands pg. 177 Usage held in 1 hand Bulk L Access Characters from Geb have access to this item. Activate Single Action envision --- Blood offered from a willing donor was taken directly from the vein and stored in an ornate vial that keeps it as pure and red as the day it was extracted. When this catalyst is added to a vampiric touch spell of up to 4th level, instead of gaining temporary Hit Points based on the damage dealt, you recover half of the damage dealt as Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Unsullied Blood (Lesser) Source Impossible Lands pg. 177 Price 30 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Unsullied Blood (Moderate) Source Impossible Lands pg. 177 Price 85 gp Bulk L --- You can add the catalyst to a vampiric touch spell up to 5th level. In addition to the effects of lesser unsullied blood , if the amount of Hit Points that would be restored by the spell exceeds your Hit Point maximum, you gain the excess as temporary Hit Points. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Unsullied Blood (Greater) Source Impossible Lands pg. 177 Price 200 gp Bulk L --- As moderate, except you can add the catalyst to a vampiric touch or vampiric maiden spell of up to 6th level. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Unsullied Blood (Major) Source Impossible Lands pg. 177 Price 900 gp Bulk L --- As moderate, except you can add the catalyst to a vampiric touch , vampiric maiden , or vampiric exsanguination spell of any level.","skill_mod":{},"summary":"As moderate, except you can add the catalyst to a vampiric touch or vampiric maiden spell of up to 6th level.","primary_source":"Impossible Lands","spell":["Vampiric Touch","Vampiric Maiden"],"trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1795","name":"Unsullied Blood (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1795-1577"},{"access":"Characters from Geb have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-1795","weakness":{},"price":90000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-1795-1578","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Unsullied Blood Source Impossible Lands pg. 177 Usage held in 1 hand Bulk L Access Characters from Geb have access to this item. Activate Single Action envision --- Blood offered from a willing donor was taken directly from the vein and stored in an ornate vial that keeps it as pure and red as the day it was extracted. When this catalyst is added to a vampiric touch spell of up to 4th level, instead of gaining temporary Hit Points based on the damage dealt, you recover half of the damage dealt as Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Unsullied Blood (Lesser) Source Impossible Lands pg. 177 Price 30 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Unsullied Blood (Moderate) Source Impossible Lands pg. 177 Price 85 gp Bulk L --- You can add the catalyst to a vampiric touch spell up to 5th level. In addition to the effects of lesser unsullied blood , if the amount of Hit Points that would be restored by the spell exceeds your Hit Point maximum, you gain the excess as temporary Hit Points. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Unsullied Blood (Greater) Source Impossible Lands pg. 177 Price 200 gp Bulk L --- As moderate, except you can add the catalyst to a vampiric touch or vampiric maiden spell of up to 6th level. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Unsullied Blood (Major) Source Impossible Lands pg. 177 Price 900 gp Bulk L --- As moderate, except you can add the catalyst to a vampiric touch , vampiric maiden , or vampiric exsanguination spell of any level.","skill_mod":{},"summary":"As moderate, except you can add the catalyst to a vampiric touch , vampiric maiden , or vampiric exsanguination spell of any level.","primary_source":"Impossible Lands","spell":["Vampiric Touch","Vampiric Maiden","Vampiric Exsanguination"],"trait_group":["Equipment","Mechanics","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1795","name":"Unsullied Blood (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1795-1578"},{"access":"Characters from Geb have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":20000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-1796","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Vulture's Wing Source Impossible Lands pg. 178 Price 200 gp Usage held in 1 hand Bulk L Access Characters from Geb have access to this item. Activate Single Action Cast a Spell --- This fan of vulture feathers scatters on an unnatural gust of wind. If this catalyst is used to cast a ray of enfeeblement spell that has been heightened to at least 5th level, instead of targeting a single creature, you cast the spell in a 30-foot-area cone. You don't make a spell attack roll, instead affecting all creatures within the area with the effect the spell would normally have on a hit. This means creatures within the area must attempt a Fortitude save to determine whether they're enfeebled.\n","skill_mod":{},"summary":"This fan of vulture feathers scatters on an unnatural gust of wind. If this catalyst is used to cast a ray of enfeeblement spell that has been …","primary_source":"Impossible Lands","spell":["Ray of Enfeeblement"],"trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=1796","name":"Vulture's Wing","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1796"},{"access":"Characters from Geb have access to this item.","primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Item","item_category":"Other","speed":{},"weakness":{},"school":"necromancy","price":50000,"trait":["Magical","Necromancy","Uncommon"],"id":"equipment-1797","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Carrion Cask Source Impossible Lands pg. 178 Price 500 gp Bulk L Access Characters from Geb have access to this item. --- This stylized, palm-sized box contains a black, ooze-like substance that can easily devour a corpse in moments, breaking the body down into a necromantic sludge. Activate Interact; Frequency once per day; Effect You feed a corpse of a Small-sized or larger creature to the cask, little by little. The activation requires a three-action activity for a Small or Medium creature, a 1-minute activity for a Larger creature, and a 10-minute activity for a Huge creature. A Gargantuan creature is too large for the cask to devour. Activate Two Actions command, envision; Frequency once per day; Requirements The carrion cask has consumed a corpse since the last time it was activated; Effect You release the sludge from the carrion cask's last meal in a pulse of necromantic energy. Creatures in a 30-foot cone take 6d6 negative damage, with a DC 24 basic Fortitude save.\n","skill_mod":{},"summary":"This stylized, palm-sized box contains a black, ooze-like substance that can easily devour a corpse in moments, breaking the body down into a …","primary_source":"Impossible Lands","trait_group":["Mechanics","School","Rarity"],"level":8,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1797","name":"Carrion Cask","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1797"},{"access":"Characters from Geb have access to this item.","primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Item","item_category":"Grimoires","speed":{},"weakness":{},"school":"necromancy","price":34000,"trait":["Grimoire","Magical","Necromancy","Uncommon"],"id":"equipment-1798","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Doctrine of Blissful Eternity Source Impossible Lands pg. 178 Price 340 gp Bulk L Access Characters from Geb have access to this item. --- The bones of small animals decorate the cover of this tome, creating a pattern that resembles a gross perversion of Pharasma's holy symbol. Activate Reaction command; Frequency once per day; Trigger An undead minion you summoned or created using a spell prepared from this grimoire takes damage that would bring it to 0 Hit Points; Effect You call out and demand the undead to remain, reaching out with tendrils of negative energy that preserves your minion so it might continue to serve you. Expend a spell slot in which you've prepared a harm spell to restore 1d8 Hit Points to your undead minion per level of the expended spell slot, before applying the damage. If this prevents the minion from being reduced to 0 Hit Points, it isn't destroyed.\n","skill_mod":{},"summary":"The bones of small animals decorate the cover of this tome, creating a pattern that resembles a gross perversion of Pharasma's holy symbol. ","primary_source":"Impossible Lands","trait_group":["Equipment","Mechanics","School","Rarity"],"level":7,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1798","name":"Doctrine of Blissful Eternity","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1798"},{"access":"Characters from Geb have access to this item.","primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Item","item_category":"Other","speed":{},"weakness":{},"school":"conjuration","price":82500,"trait":["Conjuration","Magical","Uncommon"],"id":"equipment-1799","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Palanquin of Night Source Impossible Lands pg. 178 Price 825 gp Bulk L when not activated Access Characters from Geb have access to this item. --- This small square of dark blue fabric appears to be painted with a depiction of the night sky, shifting each day to match the sky above Geb the previous night. Activate Three Actions Interact; Effect The fabric unfolds into a dark palanquin large enough to comfortably hold two Medium creatures. Four spectral bearers appear at the corners of the palanquin, capable of carrying it effortlessly over most types of terrain as long as the terrain is relatively flat and devoid of hazards. Spectral bearers have the statistics of an unseen servant, except they're strong enough to carry the palanquin and its occupants. They move generally along a basic set of directions you indicate upon activation, which can include turns onto various streets, but they don't take other creatures' feelings into account and can be inconsiderate to passersby in an inhabited area as they relentlessly move you forward. The bearers move slowly but steadily along their simple directions. While the palanquin is perfectly suitable for overland travel, the bearers' imprecise movements and the requirement to reactivate the palanquin to change destinations make it unsuited for a combat encounter or other situation where seconds and precise movements count. The palanquin's interior ceiling is painted with the same night sky pattern as the cloth, and dark curtains hang over the windows. The palanquin protects its occupants from sunlight and severe heat and cold (though not extreme or incredible heat or cold) as well as blocks most non-damaging forms of weather. The palanquin is only as sturdy as a standard wooden carriage—if it would be destroyed, it instantly reverts to a square of fabric and can't be Activated again for 1 month. You can return the palanquin to its original shape by using an Interact action to command the spectral bearers to collapse it. They disappear the moment it returns to its fabric form.\n","skill_mod":{},"summary":"This small square of dark blue fabric appears to be painted with a depiction of the night sky, shifting each day to match the sky above Geb the …","primary_source":"Impossible Lands","trait_group":["School","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1799","name":"Palanquin of Night","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1799"},{"primary_source_category":"Lost Omens","usage":"worn or held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"illusion","price":48000,"trait":["Illusion","Magical","Rare"],"id":"equipment-1800","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Sunflower Censer Source Impossible Lands pg. 178 Price 480 gp Usage worn or held in 1 hand Bulk L --- This gold-and-ivory incense burner always emits a pleasant, floral-scented smoke without any need to be refilled. It has a chain that can be easily affixed to a belt or bag, allowing it to be worn without a free hand. As long as the censer is burning, the bearer benefits from the undetectable alignment spell. They also don't appear undead to divination spells or abilities, or to senses such as lifesense, unless those abilities successfully counteract the censer. The censer can be lit or extinguished with an Interact action. Activate Two Actions Interact; Frequency once per hour; Effect Smoke bellows from the censer with the effects of an obscuring mist centered on you.\n","skill_mod":{},"summary":"This gold-and-ivory incense burner always emits a pleasant, floral-scented smoke without any need to be refilled. It has a chain that can be easily …","primary_source":"Impossible Lands","trait_group":["School","Monster","Mechanics","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1800","name":"Sunflower Censer","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1800"},{"access":"Characters from Geb have access to this item.","primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Item","item_category":"Grimoires","speed":{},"weakness":{},"school":"necromancy","price":50000,"trait":["Grimoire","Magical","Necromancy","Uncommon"],"id":"equipment-1801","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Tyrant's Writ Source Impossible Lands pg. 178 Price 500 gp Bulk L Access Characters from Geb have access to this item. --- A spirited debate persists among scholars on whether the eponymous tyrant of this grimoire actually refers to Tar-Baphon, the necromancer Geb, or even the goddess Urgathoa herself. This grimoire appears at first to be a series of writs that makes arrogant demands of the reader, those around them, and the universe. Anyone who gives these writings more than a cursory look realizes the writs hold spells much like any other grimoire, with the animate dead spell being particularly prominent. Tyrant's writs grants you the ability to demand more from the undead you animate. Activate Free Action envision (metamagic) Frequency once per day; Effect If your next action is to Cast a Spell to cast an animate dead spell prepared with tyrant's writs , you can choose one of the following additional benefits to grant the summoned undead. Bloody The undead gains fast healing equal to its level. Explosive When it reaches 0 Hit Points, the undead explodes, dealing 4d6 fire damage to adjacent creatures, with a basic Reflex save using the animate dead spell's DC. As normal, since the final sacrifice spell doesn't reduce the target to 0 Hit Points, it doesn't cause this explosion. Necrotic Speed The undead gains a +10-foot status bonus to all its Speeds. Rotten Any living creature who starts its turn adjacent to the undead who isn't at full Hit Points takes 1d6 poison damage. ","skill_mod":{},"summary":"A spirited debate persists among scholars on whether the eponymous tyrant of this grimoire actually refers to Tar-Baphon, the necromancer Geb, or …","primary_source":"Impossible Lands","trait_group":["Equipment","Mechanics","School","Rarity"],"level":8,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1801","name":"Tyrant's Writ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1801"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":6900,"trait":["Alchemical","Consumable","Rare"],"id":"equipment-1802","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Condensed Mana Source Impossible Lands pg. 234 Price 69 gp Usage held in 1 hand Bulk L Activate Two Actions Strike --- Condensed mana is a crystal vial filled with concentrated miasma from the Mana Wastes. The colors shift abruptly and unpredictably within and the opening of the bottle is sealed tighter than any other potion or alchemical item, emphasizing its dangers. On a successful Strike, the creature takes 1 force damage. Then, roll on the Wellspring Surge table. The result affects all creatures within the emanation indiscriminately. For the purpose of determining the effects of the surge, use a spell level of 4 and a DC of 23. The person Striking with this vial is considered to be the caster for the purposes of determining effects on the Mana Surge table. The emanation is centered on the target's space, and both the caster and the target of the wellspring surge are the target of the condensed mana. On a failed Strike, the surge only has an effect if it would normally affect an area; if you roll an effect that depends on a caster or a target, nothing happens. If the effect normally doesn't have a DC, creatures affected by the surge or within the surge's area must attempt a DC 23 Reflex save instead. On a critical failure on any saving throw against condensed mana, the creature is stunned 1 by the wild energies of the surge. Sometimes a wellspring surge's effects make it difficult to determine exactly who is affected. The GM makes the determination, basing it on creatures directly affected; for example, while many creatures can hear the music from the surge “strike up the band,” only the creature emanating the music is directly affected by it. Craft Requirements You must be in or adjacent to an area of Mana Wastes miasma.\n","skill_mod":{},"summary":"Condensed mana is a crystal vial filled with concentrated miasma from the Mana Wastes. The colors shift abruptly and unpredictably within and the …","primary_source":"Impossible Lands","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1802","name":"Condensed Mana","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"rare","slug":"equipment-1802"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"evocation","price":300000,"trait":["Evocation","Magical","Rare"],"id":"equipment-1803","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Cube of Force Source Impossible Lands pg. 304 Price 3,000 gp Usage held in 1 hand --- A cube of force is an enchanted cube that measures an inch across. While made from any hard material, the sides of a cube of force are decorated so that they can be distinguished by touch. Activate Two Actions Interact; Frequency once per day; Effect You hold the cube aloft and depress one of its six faces for several seconds. The cube creates six walls around you, creating a cube 10 feet on each side centered on you (typically centered on the top of your space if you're a Medium creature). If a creature or object overlaps any of these walls, that face of the cube doesn't appear; this also means if you're Huge or larger, the activation has no effect, as your space is larger than the cube would be. The duration and effect of the six walls depends on which face of the cube you press when you Activate the cube, as seen on Table 5: Cube Effects (below). Pressing the sixth cube face with a simple Interact action Dismisses the effect; doing so isn't an activation and thus doesn't count against the cube's frequency. The walls have the AC, Hit Points, and Hardness of a wall of force . ## Cube Effects Cube Face Duration Effect 1 30 minutes The walls keep out gas and wind, attempting to counteract such effects that cross the threshold with a +20 counteract modifier but allowing all other things through. 2 10 minutes The walls block nonliving matter from crossing; a nonliving creature must succeed at a DC 30 Will save to cross the threshold, wasting their move action on a failure, and unattended objects can't cross. Non-magical ranged attacks can't cross either and instead attack the wall. A living creature can bring attended objects across the walls without needing to attempt a saving throw. 3 10 minutes The walls block living matter from crossing; a living creature must succeed at a DC 30 Will save to cross the threshold, wasting their move action on a failure. 4 5 minutes The walls keep out magical effects that cross the threshold, attempting to counteract magical effects with a +20 counteract modifier, though they don't prevent a creature with magical items or effects from entering. 5 1 minute The walls block everything, with the effects of wall of force . 6 — The cube is Dismissed (this takes only an Interact action and isn't an activation). ","skill_mod":{},"summary":"A cube of force is an enchanted cube that measures an inch across. While made from any hard material, the sides of a cube of force are decorated …","primary_source":"Impossible Lands","trait_group":["School","Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1803","name":"Cube of Force","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1803"},{"skill_mod":{},"summary":"A Lesser Cube of Nex acts as a cube of force , but the effect lasts until you press the sixth face to Dismiss it, and the activation can be used …","primary_source":"Impossible Lands","trait_group":["Equipment","School","Mechanics","Rarity"],"primary_source_category":"Lost Omens","level":20,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1804","weakness":{},"school":"evocation","name":"Lesser Cube of Nex","trait":["Artifact","Evocation","Magical","Unique"],"id":"equipment-1804","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Lesser Cube of Nex Source Impossible Lands pg. 304 Usage held in 1 hand --- A Lesser Cube of Nex acts as a cube of force , but the effect lasts until you press the sixth face to Dismiss it, and the activation can be used once per hour. You must first Dismiss any previous activation before you use it again. Additionally, each Lesser Cube of Nex is attuned to a single school of magic. Within 5 feet of the Lesser Cube , all magic from that school is suppressed or impossible to cast, with the effects of a 10th-level antimagic field spell. While there are eight Lesser Cubes of Nex , each of the artifacts is unique, as there's only one Lesser Cube of Nex for each school of magic.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-1804"},{"skill_mod":{},"summary":"The Cube of Nex acts as a Lesser Cube of Nex except it suppresses all magic within 5 feet of it with the effects of a 10th-level antimagic …","primary_source":"Impossible Lands","trait_group":["Equipment","School","Mechanics","Rarity"],"primary_source_category":"Lost Omens","level":25,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1805","weakness":{},"school":"evocation","name":"Cube of Nex","trait":["Artifact","Evocation","Magical","Unique"],"id":"equipment-1805","text":"<title level=\"1\" right=\"Item 25\" pfs=\"Standard\" > Cube of Nex Source Impossible Lands pg. 305 Usage held in 1 hand --- The Cube of Nex acts as a Lesser Cube of Nex except it suppresses all magic within 5 feet of it with the effects of a 10th-level antimagic field spell, instead of just one school. However, spells you cast and magic items you wield ignore the antimagic field from the Cube of Nex . Activate Two Actions Interact; Frequency once per minute; Effect A cube of force or Lesser Cube of Nex within 60 feet of you becomes inert. It can't be Activated, any current activation ends, and any constant abilities it has cease to function.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-1805"},{"access":"Followers of Abraxas from Nex have access to this tattoo.","primary_source_category":"Lost Omens","usage":"worn","source":["Impossible Lands"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":90000,"skill":["Lore"],"trait":["Invested","Magical","Tattoo","Uncommon"],"id":"equipment-1806","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Restricted\" > Open Mind Source Impossible Lands pg. 305 Price 900 gp Usage worn Access Followers of Abraxas from Nex have access to this tattoo. --- Abraxas teaches knowledge is the only power that matters. This tattoo of a stylized eye provides a +1 item bonus to Lore checks. Activate Single Action envision; Frequency once per hour; Effect Abraxas opens your inner eye; you gain the effects of hypercognition .\n","skill_mod":{},"summary":" Abraxas teaches knowledge is the only power that matters. This tattoo of a stylized eye provides a +1 item bonus to Lore checks. ","primary_source":"Impossible Lands","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1806","name":"Open Mind","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"uncommon","slug":"equipment-1806"},{"access":"Followers of Abraxas from Nex have access to this tattoo.","primary_source_category":"Lost Omens","usage":"worn","source":["Impossible Lands"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":13000,"skill":["Occultism"],"trait":["Invested","Magical","Tattoo","Uncommon"],"id":"equipment-1807","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Silent Heart Source Impossible Lands pg. 305 Price 130 gp Usage worn Access Followers of Abraxas from Nex have access to this tattoo. --- Abraxas teaches that the true heart is impenetrable, dedicated only to knowledge. This tattoo of a venom-soaked heart provides a +1 item bonus to Occultism checks. Activate Reaction envision; Frequency once per hour; Trigger You're about to attempt a saving throw against an emotion effect or an effect that would make you controlled; Effect Abraxas envelops your heart in the shadow of his secret, granting you a +2 status bonus on your saving throw against the triggering effect.\n","skill_mod":{},"summary":" Abraxas teaches that the true heart is impenetrable, dedicated only to knowledge. This tattoo of a venom-soaked heart provides a +1 item bonus to …","primary_source":"Impossible Lands","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1807","name":"Silent Heart","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"uncommon","slug":"equipment-1807"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Impossible Lands"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":135000,"skill":["Thievery"],"trait":["Invested","Magical","Rare","Tattoo"],"id":"equipment-1808","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Thoughtwhip Claw Source Impossible Lands pg. 305 Price 1,350 gp Usage worn --- Abraxas teaches that minds can be robbed as surely as pockets. This tattoo of a clenched fist provides a +2 item bonus to Thievery checks. Activate Two Actions command, envision; Frequency once per day; Effect Abraxas reaches through your hands and creates threads to yank thoughts from the mind of another. The thoughtwhip claw casts mind probe on a creature within range, with a DC of 28.\n","skill_mod":{},"summary":" Abraxas teaches that minds can be robbed as surely as pockets. This tattoo of a clenched fist provides a +2 item bonus to Thievery checks. ","primary_source":"Impossible Lands","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1808","name":"Thoughtwhip Claw","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-1808"},{"access":"Followers of Abraxas from Nex have access to this tattoo.","primary_source_category":"Lost Omens","usage":"worn","source":["Impossible Lands"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":10000,"skill":["Society"],"trait":["Invested","Magical","Tattoo","Uncommon"],"id":"equipment-1809","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Restricted\" > Vengeful Arm Source Impossible Lands pg. 305 Price 100 gp Usage worn Access Followers of Abraxas from Nex have access to this tattoo. --- Abraxas teaches that an eye for an eye is the basis of law. This tattoo of a coiled viper provides a +1 item bonus to Society checks. Activate Single Action envision; Effect Abraxas transforms the tattoo into a weapon of your vengeance. The vengeful arm crawls into your hand and becomes a retribution axe. You can use this activation again while holding the axe to revert the vengeful arm to a tattoo. Like other retribution axes , you can etch fundamental runes into the vengeful arm's retribution axe to increase its potency or to add striking .\n","skill_mod":{},"summary":" Abraxas teaches that an eye for an eye is the basis of law. This tattoo of a coiled viper provides a +1 item bonus to Society checks. ","primary_source":"Impossible Lands","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1809","name":"Vengeful Arm","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"uncommon","slug":"equipment-1809"},{"access":"Followers of Abraxas from Nex have access to this tattoo.","primary_source_category":"Lost Omens","usage":"worn","source":["Impossible Lands"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":33300,"skill":["Deception"],"trait":["Invested","Magical","Tattoo","Uncommon"],"id":"equipment-1810","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Restricted\" > Venomed Tongue Source Impossible Lands pg. 305 Price 333 gp Usage worn Access Followers of Abraxas from Nex have access to this tattoo. --- Secrets must be unraveled, no matter how painful. This tattoo of braided tongues provides a +1 item bonus to Deception checks. Activate Single Action envision; Frequency once per day; Effect Abraxas fills your tongue with venom, causing your deceptions to poison your foes. You use Deception to Create a Diversion, Feint, or Lie. Choose one target against whom your Deception check succeeded; that target takes 2d6 persistent poison damage.\n","skill_mod":{},"summary":"Secrets must be unraveled, no matter how painful. This tattoo of braided tongues provides a +1 item bonus to Deception checks. ","primary_source":"Impossible Lands","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1810","name":"Venomed Tongue","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"uncommon","slug":"equipment-1810"},{"item_child_id":["equipment-1811-1579","equipment-1811-1580","equipment-1811-1581","equipment-1811-1582"],"access":"Characters from Nex have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-1811","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Goo Grenade Source Impossible Lands pg. 306 Usage held in 1 hand Bulk L Access Characters from Nex have access to this item. Activate Single Action Strike --- A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes persistent acid damage and a circumstance penalty to its Speeds from the clinging goo. The target can end any penalties, conditions, and persistent damage caused by the bomb by Escaping or spending a total of 3 Interact actions to pry themselves free of the ooze. These Interact actions don't have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Goo Grenade (Lesser) Source Impossible Lands pg. 306 Price 3 gp Bulk L --- The target takes 1d4 acid damage, 1 persistent acid damage, and 1 acid splash damage. They take a –5-foot circumstance penalty to their Speeds. The Escape DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Goo Grenade (Moderate) Source Impossible Lands pg. 306 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The target takes 2d4 acid damage, 2 persistent acid damage, and 2 acid splash damage. They take a –5-foot circumstance penalty to their Speeds. The Escape DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Goo Grenade (Greater) Source Impossible Lands pg. 306 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The target takes 3d4 acid damage, 3 persistent acid damage, and 3 acid splash damage. They take a –10-foot circumstance penalty to their Speeds. The Escape DC is 26. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Goo Grenade (Major) Source Impossible Lands pg. 306 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The target takes 4d4 acid damage, 4 persistent acid damage, and 4 acid splash damage. They take a –10-foot circumstance penalty to their Speeds. The Escape DC is 35.","skill_mod":{},"summary":"A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes …","primary_source":"Impossible Lands","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1811","name":"Goo Grenade","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1811"},{"access":"Characters from Nex have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1811","weakness":{},"price":300,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-1811-1579","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Goo Grenade Source Impossible Lands pg. 306 Usage held in 1 hand Bulk L Access Characters from Nex have access to this item. Activate Single Action Strike --- A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes persistent acid damage and a circumstance penalty to its Speeds from the clinging goo. The target can end any penalties, conditions, and persistent damage caused by the bomb by Escaping or spending a total of 3 Interact actions to pry themselves free of the ooze. These Interact actions don't have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Goo Grenade (Lesser) Source Impossible Lands pg. 306 Price 3 gp Bulk L --- The target takes 1d4 acid damage, 1 persistent acid damage, and 1 acid splash damage. They take a –5-foot circumstance penalty to their Speeds. The Escape DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Goo Grenade (Moderate) Source Impossible Lands pg. 306 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The target takes 2d4 acid damage, 2 persistent acid damage, and 2 acid splash damage. They take a –5-foot circumstance penalty to their Speeds. The Escape DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Goo Grenade (Greater) Source Impossible Lands pg. 306 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The target takes 3d4 acid damage, 3 persistent acid damage, and 3 acid splash damage. They take a –10-foot circumstance penalty to their Speeds. The Escape DC is 26. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Goo Grenade (Major) Source Impossible Lands pg. 306 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The target takes 4d4 acid damage, 4 persistent acid damage, and 4 acid splash damage. They take a –10-foot circumstance penalty to their Speeds. The Escape DC is 35.","skill_mod":{},"summary":"The target takes 1d4 acid damage, 1 persistent acid damage, and 1 acid splash damage. They take a –5-foot circumstance penalty to their Speeds. The …","primary_source":"Impossible Lands","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1811","name":"Goo Grenade (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1811-1579"},{"access":"Characters from Nex have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1811","weakness":{},"price":1000,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-1811-1580","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Goo Grenade Source Impossible Lands pg. 306 Usage held in 1 hand Bulk L Access Characters from Nex have access to this item. Activate Single Action Strike --- A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes persistent acid damage and a circumstance penalty to its Speeds from the clinging goo. The target can end any penalties, conditions, and persistent damage caused by the bomb by Escaping or spending a total of 3 Interact actions to pry themselves free of the ooze. These Interact actions don't have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Goo Grenade (Lesser) Source Impossible Lands pg. 306 Price 3 gp Bulk L --- The target takes 1d4 acid damage, 1 persistent acid damage, and 1 acid splash damage. They take a –5-foot circumstance penalty to their Speeds. The Escape DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Goo Grenade (Moderate) Source Impossible Lands pg. 306 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The target takes 2d4 acid damage, 2 persistent acid damage, and 2 acid splash damage. They take a –5-foot circumstance penalty to their Speeds. The Escape DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Goo Grenade (Greater) Source Impossible Lands pg. 306 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The target takes 3d4 acid damage, 3 persistent acid damage, and 3 acid splash damage. They take a –10-foot circumstance penalty to their Speeds. The Escape DC is 26. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Goo Grenade (Major) Source Impossible Lands pg. 306 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The target takes 4d4 acid damage, 4 persistent acid damage, and 4 acid splash damage. They take a –10-foot circumstance penalty to their Speeds. The Escape DC is 35.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The target takes 2d4 acid damage, 2 persistent acid damage, and 2 acid splash damage. They take a –5-foot …","primary_source":"Impossible Lands","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1811","name":"Goo Grenade (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1811-1580"},{"access":"Characters from Nex have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1811","weakness":{},"price":25000,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-1811-1581","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Goo Grenade Source Impossible Lands pg. 306 Usage held in 1 hand Bulk L Access Characters from Nex have access to this item. Activate Single Action Strike --- A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes persistent acid damage and a circumstance penalty to its Speeds from the clinging goo. The target can end any penalties, conditions, and persistent damage caused by the bomb by Escaping or spending a total of 3 Interact actions to pry themselves free of the ooze. These Interact actions don't have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Goo Grenade (Lesser) Source Impossible Lands pg. 306 Price 3 gp Bulk L --- The target takes 1d4 acid damage, 1 persistent acid damage, and 1 acid splash damage. They take a –5-foot circumstance penalty to their Speeds. The Escape DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Goo Grenade (Moderate) Source Impossible Lands pg. 306 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The target takes 2d4 acid damage, 2 persistent acid damage, and 2 acid splash damage. They take a –5-foot circumstance penalty to their Speeds. The Escape DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Goo Grenade (Greater) Source Impossible Lands pg. 306 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The target takes 3d4 acid damage, 3 persistent acid damage, and 3 acid splash damage. They take a –10-foot circumstance penalty to their Speeds. The Escape DC is 26. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Goo Grenade (Major) Source Impossible Lands pg. 306 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The target takes 4d4 acid damage, 4 persistent acid damage, and 4 acid splash damage. They take a –10-foot circumstance penalty to their Speeds. The Escape DC is 35.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The target takes 3d4 acid damage, 3 persistent acid damage, and 3 acid splash damage. They take a –10-foot …","primary_source":"Impossible Lands","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1811","name":"Goo Grenade (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1811-1581"},{"access":"Characters from Nex have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1811","weakness":{},"price":250000,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-1811-1582","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Goo Grenade Source Impossible Lands pg. 306 Usage held in 1 hand Bulk L Access Characters from Nex have access to this item. Activate Single Action Strike --- A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes persistent acid damage and a circumstance penalty to its Speeds from the clinging goo. The target can end any penalties, conditions, and persistent damage caused by the bomb by Escaping or spending a total of 3 Interact actions to pry themselves free of the ooze. These Interact actions don't have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Goo Grenade (Lesser) Source Impossible Lands pg. 306 Price 3 gp Bulk L --- The target takes 1d4 acid damage, 1 persistent acid damage, and 1 acid splash damage. They take a –5-foot circumstance penalty to their Speeds. The Escape DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Goo Grenade (Moderate) Source Impossible Lands pg. 306 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The target takes 2d4 acid damage, 2 persistent acid damage, and 2 acid splash damage. They take a –5-foot circumstance penalty to their Speeds. The Escape DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Goo Grenade (Greater) Source Impossible Lands pg. 306 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The target takes 3d4 acid damage, 3 persistent acid damage, and 3 acid splash damage. They take a –10-foot circumstance penalty to their Speeds. The Escape DC is 26. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Goo Grenade (Major) Source Impossible Lands pg. 306 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The target takes 4d4 acid damage, 4 persistent acid damage, and 4 acid splash damage. They take a –10-foot circumstance penalty to their Speeds. The Escape DC is 35.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The target takes 4d4 acid damage, 4 persistent acid damage, and 4 acid splash damage. They take a –10-foot …","primary_source":"Impossible Lands","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1811","name":"Goo Grenade (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1811-1582"},{"item_child_id":["equipment-1812-1583","equipment-1812-1584"],"access":"Characters from Nex have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Thievery","Thievery"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1812","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Oozepick Source Impossible Lands pg. 306 Usage held in 1 hand Bulk L Access Characters from Nex have access to this item. Activate Single Action Interact --- You can pour this silver ooze into a lock or similar mechanism to create a set of malleable lockpicks and tools that conform to internal mechanisms. The ooze is treated as a set of thieves' tools that last for 1 hour and provide a +2 item bonus to Thievery checks to Pick Lock or Disable a Device against the mechanism into which they were first poured. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Oozepick Source Impossible Lands pg. 306 Price 20 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Oozepick (Greater) Source Impossible Lands pg. 306 Price 200 gp Bulk L --- The item bonus is +3, and the tools last for 8 hours.","skill_mod":{},"summary":"You can pour this silver ooze into a lock or similar mechanism to create a set of malleable lockpicks and tools that conform to internal mechanisms. …","primary_source":"Impossible Lands","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1812","name":"Oozepick","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1812"},{"access":"Characters from Nex have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1812","weakness":{},"price":2000,"skill":["Thievery"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1812-1583","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Oozepick Source Impossible Lands pg. 306 Usage held in 1 hand Bulk L Access Characters from Nex have access to this item. Activate Single Action Interact --- You can pour this silver ooze into a lock or similar mechanism to create a set of malleable lockpicks and tools that conform to internal mechanisms. The ooze is treated as a set of thieves' tools that last for 1 hour and provide a +2 item bonus to Thievery checks to Pick Lock or Disable a Device against the mechanism into which they were first poured. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Oozepick Source Impossible Lands pg. 306 Price 20 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Oozepick (Greater) Source Impossible Lands pg. 306 Price 200 gp Bulk L --- The item bonus is +3, and the tools last for 8 hours.","skill_mod":{},"summary":"You can pour this silver ooze into a lock or similar mechanism to create a set of malleable lockpicks and tools that conform to internal mechanisms. …","primary_source":"Impossible Lands","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1812","name":"Oozepick","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1812-1583"},{"access":"Characters from Nex have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1812","weakness":{},"price":20000,"skill":["Thievery"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1812-1584","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Oozepick Source Impossible Lands pg. 306 Usage held in 1 hand Bulk L Access Characters from Nex have access to this item. Activate Single Action Interact --- You can pour this silver ooze into a lock or similar mechanism to create a set of malleable lockpicks and tools that conform to internal mechanisms. The ooze is treated as a set of thieves' tools that last for 1 hour and provide a +2 item bonus to Thievery checks to Pick Lock or Disable a Device against the mechanism into which they were first poured. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Oozepick Source Impossible Lands pg. 306 Price 20 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Oozepick (Greater) Source Impossible Lands pg. 306 Price 200 gp Bulk L --- The item bonus is +3, and the tools last for 8 hours.","skill_mod":{},"summary":"The item bonus is +3, and the tools last for 8 hours.","primary_source":"Impossible Lands","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1812","name":"Oozepick (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1812-1584"},{"access":"Characters from Nex have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Impossible Lands"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1500,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1813","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Oxygen Ooze Source Impossible Lands pg. 306 Price 15 gp Usage held in 1 hand Bulk L Access Characters from Nex have access to this item. Activate Single Action Interact --- You can chew on this translucent green ooze to cause it to expand into a bubble of slime that envelops your mouth and nose. For the next hour, the ooze provides breathable oxygen, allowing you to breathe in environments where you couldn't normally breathe. It then harmlessly dries up and falls away.\n","skill_mod":{},"summary":"You can chew on this translucent green ooze to cause it to expand into a bubble of slime that envelops your mouth and nose. For the next hour, the …","primary_source":"Impossible Lands","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1813","name":"Oxygen Ooze","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1813"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #186: Ghost King's Rage"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"conjuration","trait":["Artifact","Conjuration","Divine","Rare","Teleportation"],"id":"equipment-1814","text":"<title level=\"1\" right=\"Item 25\" pfs=\"\" > Passage Pane May contain spoilers from Blood Lords Source Pathfinder #186: Ghost King's Rage pg. 78 Bulk 3 --- The pane of this large circular mirror has a diameter of 8 feet and a gray cast. The mirror reflects its surroundings in muted colors, and any living creatures that look into the mirror see themselves as preserved corpses with sallow skin, sunken cheeks, and a vacant expression. The mirror is mounted in a bone frame intricately carved with imagery of corvids, keys, and winding roads. These roads represent the Dead Roads, the secret back routes between the Boneyard and all other planes that are under the purview of the psychopomp usher Barzahk the Passage and their followers. Passage panes are created by incredibly powerful priests of Barzahk using mirrors that have reflected Barzahk during their travels from when Barzahk passes through mortal realms. Through prayer, powerful magic, and exceptional crafting skill, these mirrors form a spiritual connection to the Dead Roads, which can be harnessed to open a gate to the Boneyard. To utilize a passage pane , the mirror must be securely mounted on a solid surface. Once mounted, a user must bond with the passage pane by gazing beyond their dead visage into the Dead Roads. Bonding takes patience and can only be accomplished by a living creature who has at least master proficiency in Religion and who succeeds at a DC 40 Religion check. Attempting to bond with the mirror in this way takes 1 hour. Once a creature is bonded with the mirror, they can use the passage pane to open a portal to a random point along the Dead Roads. A creature with knowledge of a location in the Boneyard can force the mirror to lock onto that location, allowing more pointed travel. Only one creature can be bonded with the mirror at a time. When a creature forms a bond with the mirror, any previous bonds are immediately severed. Undead can't bond with the passage pane. When Barzahk themself walks the Dead Roads, a depiction of them appears in the frame's carvings. When Barzahk is depicted in this way, they can prevent the passage pane from Activating or alter the destination of the passage pane , if desired. Activate 1 minute (envision, Interact; divination, divine, scrying) Requirements The passage pane is mounted firmly to a solid surface, and you're bonded with the passage pane ; Effect You focus on a location in the Boneyard that you wish to travel to. You must have either seen or visited this location before or be able to describe the location in detail and its purpose or name, as appropriate. Attempt a DC 40 Religion check. On a success, the mirror locks onto your desired location, and you (and only you) see this location reflected in the mirror's pane. Activate Three Actions envision, Interact (conjuration, divine, teleportation) Frequency once per week; Requirements The passage pane is mounted firmly to a solid surface, and you're bonded with the passage pane ; Effect You urge the mirror to open a rift to the Boneyard. Creatures can travel through this rift in either direction. If you've successfully forced the mirror to lock onto a specific location, the mirror's pane becomes a rift to the Boneyard that opens onto that location. If you haven't forced the mirror to lock onto a specific location, the mirror's pane becomes a rift to a random location on the Dead Roads. This rift remains open until you close it, up to a maximum of 24 hours. As long as the rift is open, the mirror is immovable, no one can form a bond with the mirror, and no one but you can Activate the mirror. Activate envision, Interact (conjuration, divine, teleportation) Requirements The passage pane is an active rift to the Boneyard, and you're bonded with the passage pane ; Effect You close the rift. Destruction The passage pane shatters into thousands of pieces if Barzahk the Passage bonds with the mirror and wills its destruction.\n","skill_mod":{},"summary":"The pane of this large circular mirror has a diameter of 8 feet and a gray cast. The mirror reflects its surroundings in muted colors, and any living …","primary_source":"Pathfinder #186: Ghost King's Rage","trait_group":["Equipment","School","Tradition","Rarity","Mechanics"],"level":25,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1814","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Passage Pane","bulk":3,"category":"equipment","rarity":"rare","slug":"equipment-1814"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #186: Ghost King's Rage"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"transmutation","trait":["Artifact","Divine","Transmutation","Unique"],"id":"equipment-1815","text":"<title level=\"1\" right=\"Item 23\" pfs=\"\" > Redsand Hourglass May contain spoilers from Blood Lords Source Pathfinder #186: Ghost King's Rage pg. 78 Usage held in 1 hand Bulk 1 --- This platinum hourglass is filled with red sand, is decorated with imagery of roses and whippoorwills with tiny black onyx eyes, and has the ability to manipulate time. Once used by Pharasma herself, the Redsand Hourglass was stolen from Pharasma's court a millennia ago. While the hourglass is in your possession, you're immune to the paralyzed, slowed, and stunned conditions. Activate Reaction Interact (divine, fortune, transmutation) Frequency once per day; Trigger You fail a saving throw; Effect You flip the hourglass upside down then immediately right it again, rewinding time by a few moments. Reroll the saving throw with a +4 circumstance bonus. You must use the results of this new saving throw. Activate Two Actions Interact (divine, transmutation) Frequency once per day; Effect You flip the hourglass upside down, unhinging you from the flow of time. You become quickened for 1 minute. You can use this extra action only to Step, Stride, or Sustain a Spell. Activate Three Actions Interact (divine, transmutation) Frequency once per week; Effect You flip the hourglass sideways, pausing time for everyone but yourself. You cast time stop . Destruction The Redsand Hourglass is destroyed if it's used within the Dimension of Time.\n","skill_mod":{},"summary":"This platinum hourglass is filled with red sand, is decorated with imagery of roses and whippoorwills with tiny black onyx eyes, and has the ability …","primary_source":"Pathfinder #186: Ghost King's Rage","trait_group":["Equipment","Tradition","School","Rarity"],"level":23,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1815","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Redsand Hourglass","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-1815"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #186: Ghost King's Rage"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"divination","trait":["Artifact","Consecration","Divination","Divine","Rare"],"id":"equipment-1816","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > Soulspark Candle May contain spoilers from Blood Lords Source Pathfinder #186: Ghost King's Rage pg. 79 Bulk L --- This thick, white pillar candle has flecks of ash and bone mixed amid the wax. When lit, the candle sheds bright light for 20 feet and dim light for a further 20 feet. The candle can't be snuffed by weather, water, or accident but can be purposefully snuffed through ritual prayer. The candle doesn't release heat and can't be used to start a fire. The candle is never exhausted, regardless of how long it burns. The area within the candle's light is a consecrated space. Worshippers of Pharasma within this area gain a +3 status bonus to attack rolls, skill checks, saving throws, and Perception checks. Undead creatures and worshippers of Urgathoa within this area take a –3 status penalty to those checks. When an undead creature or a haunt comes within the light of a soulspark candle , the candle's flame turns from red to black, makes a loud crackling sound, and releases a flash of bright sparks. The candle continues to burn black and crackle for as long as a haunt or undead remains in the area. Activate Single Action Interact; Effect You light the candle. Activate Single Action command; Requirements The candle is lit; Effect You put out the candle with ritual prayers to Pharasma. Activate Two Actions command (evocation, light) Requirements The candle is lit, and an undead is within the light's area; Effect You command the candle to illuminate the dead. All undead creatures in the area are limned in blue, heatless fire for as long as they remain in the area, plus 1 minute after they leave the area or the light goes out. Visible undead can't be concealed while limned in these flames. Invisible undead are concealed while limned in these flames, rather than being undetected. Haunts are unaffected by this light. Activate Three Actions command (divine, evocation, fire) Requirements The candle is lit, and an undead or haunt is within the light's area; Effect You command the candle to destroy the undead. The candle's flame erupts into a mass of fire that burns away undead and haunts. Any undead within the candle's light takes 20d8 fire damage (DC 45 basic Fortitude save). Pharasma empowers these flames, allowing them to ignore fire resistance or immunity. Any haunts in the area are instead subject to Pharasma's banishing light. The candle attempts a check to disable each haunt with a +35 modifier. This check applies to any skills applicable to disable the haunt and always has legendary proficiency. Once the candle is Activated in this way, its light immediately goes out, and the candle can't be relit for 1 hour. Destruction If a soulspark candle is lit by an undead of at least 20th level that worships Urgathoa, the candle burns down as if it were a normal candle over the course of 48 hours. At the end of this time, if the candle is still burning, it burns away completely and is destroyed.\n","skill_mod":{},"summary":"This thick, white pillar candle has flecks of ash and bone mixed amid the wax. When lit, the candle sheds bright light for 20 feet and dim light …","primary_source":"Pathfinder #186: Ghost King's Rage","trait_group":["Equipment","Mechanics","School","Tradition","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1816","source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Soulspark Candle","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-1816"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #186: Ghost King's Rage"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"abjuration","trait":["Abjuration","Artifact","Magical","Unique"],"id":"equipment-1817","text":"<title level=\"1\" right=\"Item 22\" pfs=\"\" > Spiral Athame May contain spoilers from Blood Lords Source Pathfinder #186: Ghost King's Rage pg. 79 Usage held in 1 hand Bulk L Base Weapon Dagger --- The pommel of this +4 major striking disruptive ghost touch high-grade silver dagger is a black glass orb that contains a tiny blue comet that spirals through the orb's interior. Strikes with the dagger deal an additional 1d8 positive damage to worshippers of Urgathoa and to anyone who has ever created or summoned an undead creature. While the dagger is in your possession, you gain a +4 circumstance bonus to Medicine checks and to Midwifery Lore checks. If you're a worshipper of Pharasma, you gain imprecise lifesense with a range of 60 feet while holding the dagger. If you're undead or a worshipper of Urgathoa, you're stupefied 4 while holding the dagger. Despite its utility in combat, the Spiral Athame is intended as a ritual implement, meant to bless newborns and protect them from the predations of undead. If you use the Spiral Athame to cut the umbilical cord of a newly born creature, that creature gains resistance to negative damage equal to their level (minimum 1) and gains a +2 status bonus to saving throws against death effects and necromancy. These bonuses are permanent. Additionally, that creature can never become an undead creature. Activate Two Actions command, interact (divine, necromancy) Effect You point the Spiral Athame at a corpse within 30 feet, shielding it from corruption. The Spiral Athame casts 5th-level gentle repose on the corpse. Activate Two Actions command, interact (divine, necromancy) Effect You point the Spiral Athame to the sky and pray, warding creatures against undead. This has the effect of 3rd-level circle of protection , except it wards against undead creatures rather than creatures of a specified alignment, and the emanation is centered on the Spiral Athame . Destruction If an undead creature uses the Spiral Athame to slay a psychopomp usher while within the Boneyard, the Spiral Athame's pommel shatters and the Spiral Athame becomes a mundane, high-grade silver dagger with no special abilities. ","skill_mod":{},"summary":"The pommel of this +4 major striking disruptive ghost touch high-grade silver dagger is a black glass orb that contains a tiny blue comet …","primary_source":"Pathfinder #186: Ghost King's Rage","trait_group":["School","Equipment","Mechanics","Rarity"],"level":22,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1817","source_group":["Blood Lords"],"spoilers":"Blood Lords","base_item":["Dagger"],"name":"Spiral Athame","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-1817"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #187: The Seventh Arch"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"illusion","skill":["Stealth"],"trait":["Artifact","Cursed","Illusion","Invested","Primal","Shadow","Unique"],"id":"equipment-1818","text":"<title level=\"1\" right=\"Item 22\" pfs=\"\" > Shadewither Key May contain spoilers from Gatewalkers Source Pathfinder #187: The Seventh Arch pg. 79 Usage worn --- This palm-sized talisman hangs on a string of braided bark fibers. It resembles a leaf from some unknown tree similar to oak, carved from jade and then dipped halfway into black ink that looks wet despite feeling completely dry. The gate key was originally created to open the aiudara known as the Seventh Arch . In recent years, corrupting magic has given it additional, stranger powers. When you wear and invest the Shadewither Key , shadows gather around you. You gain a +1 item bonus to Stealth checks. However, this boon comes with great risk: any elf who touches the Shadewither Key is immediately afflicted with the obnubilate curse . Activate Two Actions Interact; Effect You touch the Shadewither Key and command the shadows it casts around you to peel away. The shadows form an umbral double that resembles you in every way except for its fiery red eyes and the expression of wicked delight on its face. The double occupies the same space as you and attempts to intercept any attacks aimed at you. A creature must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect; on a failure, they hit the shadowy double instead of you. The effect lasts for 1 minute or until the double is hit, whichever comes first. Once the double is hit, it's destroyed. As long as the double exists, you don't gain the Shadewither Key's item bonus to Stealth checks. Destruction The Shadewither Key's magic can be destroyed by exposing the artifact to uncontained teleportation energies. If touched to an unlinked or malfunctioning aiudara , the Shadewither Key causes the gate to connect to a new counterpart. If this happens, the key's magic leaves it, rendering the item useless.\n","skill_mod":{},"summary":"This palm-sized talisman hangs on a string of braided bark fibers. It resembles a leaf from some unknown tree similar to oak, carved from jade and …","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Equipment","School","Monster","Tradition","Planar","Rarity"],"level":22,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=1818","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Shadewither Key","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-1818"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #187: The Seventh Arch"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","price":300,"trait":["Alchemical","Bomb","Consumable","Light","Uncommon"],"id":"equipment-1819","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Bioluminescence Bomb May contain spoilers from Gatewalkers Source Pathfinder #187: The Seventh Arch pg. 80 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action Strike --- This vial of glowing goo constantly sheds dim light in a 10-foot radius. When a bioluminescence bomb strikes a creature or a hard surface, it shatters and releases the bioluminescent fluid's energy in a flare of light. Each creature within 10 feet of where the bomb exploded must succeed at a DC 17 Reflex save or be marked with dye that continues to glow for 24 hours. An affected creature must also attempt a DC 17 Fortitude saving throw against the overwhelming burst of light. Success The creature is unaffected. Failure The creature is dazzled for 1 round. Critical Failure The creature is blinded for 1 round, then dazzled for 1 round.\n","skill_mod":{},"summary":"This vial of glowing goo constantly sheds dim light in a 10-foot radius. When a bioluminescence bomb strikes a creature or a hard surface, it …","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1819","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Bioluminescence Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-1819"},{"item_child_id":["equipment-1820-1585","equipment-1820-1586","equipment-1820-1587"],"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #187: The Seventh Arch"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"transmutation","trait":["Invested","Primal","Rare","Transmutation"],"id":"equipment-1820","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Cloak of Gnawing Leaves May contain spoilers from Gatewalkers Source Pathfinder #187: The Seventh Arch pg. 80 Usage worn cloak Bulk L --- This cloak appears to be woven from a thousand living leaves, hungry for flesh and eager to defend the cloak's wearer. Activate Reaction envision; Frequency once per day; Trigger You are damaged by a melee attack from an adjacent creature; Effect The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex saving throw. Success The creature is unaffected. Failure The creature takes 1d4 piercing damage. Critical Failure The creature takes 2d4 piercing damage and 1 bleed damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Cloak of Gnawing Leaves Source Pathfinder #187: The Seventh Arch pg. 80 Price 60 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Cloak of Thirsty Fronds Source Pathfinder #187: The Seventh Arch pg. 80 Price 330 gp Bulk L --- The save DC is 23, and the cloak can be activated once per minute. The leaves deal 1d6 piercing damage to a creature on a failed save, or 2d6 piercing damage and 2 bleed damage on a critical failure. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Cloak of Devouring Thorns Source Pathfinder #187: The Seventh Arch pg. 80 Price 2,000 gp Bulk L --- The save DC is 30, and the cloak can be activated once per round. The leaves deal 2d6 piercing damage to a creature on a failed save, or 4d6 piercing damage and 3 bleed damage on a critical failure.","skill_mod":{},"summary":"This cloak appears to be woven from a thousand living leaves, hungry for flesh and eager to defend the cloak's wearer. ","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Equipment","Tradition","Rarity","School"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1820","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Cloak of Gnawing Leaves","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1820"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #187: The Seventh Arch"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1820","weakness":{},"primary_source_group":"Gatewalkers","school":"transmutation","price":6000,"trait":["Invested","Primal","Rare","Transmutation"],"id":"equipment-1820-1585","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Cloak of Gnawing Leaves May contain spoilers from Gatewalkers Source Pathfinder #187: The Seventh Arch pg. 80 Usage worn cloak Bulk L --- This cloak appears to be woven from a thousand living leaves, hungry for flesh and eager to defend the cloak's wearer. Activate Reaction envision; Frequency once per day; Trigger You are damaged by a melee attack from an adjacent creature; Effect The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex saving throw. Success The creature is unaffected. Failure The creature takes 1d4 piercing damage. Critical Failure The creature takes 2d4 piercing damage and 1 bleed damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Cloak of Gnawing Leaves Source Pathfinder #187: The Seventh Arch pg. 80 Price 60 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Cloak of Thirsty Fronds Source Pathfinder #187: The Seventh Arch pg. 80 Price 330 gp Bulk L --- The save DC is 23, and the cloak can be activated once per minute. The leaves deal 1d6 piercing damage to a creature on a failed save, or 2d6 piercing damage and 2 bleed damage on a critical failure. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Cloak of Devouring Thorns Source Pathfinder #187: The Seventh Arch pg. 80 Price 2,000 gp Bulk L --- The save DC is 30, and the cloak can be activated once per round. The leaves deal 2d6 piercing damage to a creature on a failed save, or 4d6 piercing damage and 3 bleed damage on a critical failure.","skill_mod":{},"summary":"This cloak appears to be woven from a thousand living leaves, hungry for flesh and eager to defend the cloak's wearer.","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Equipment","Tradition","Rarity","School"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1820","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Cloak of Gnawing Leaves","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1820-1585"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #187: The Seventh Arch"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1820","weakness":{},"primary_source_group":"Gatewalkers","school":"transmutation","price":33000,"trait":["Invested","Primal","Rare","Transmutation"],"id":"equipment-1820-1586","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Cloak of Gnawing Leaves May contain spoilers from Gatewalkers Source Pathfinder #187: The Seventh Arch pg. 80 Usage worn cloak Bulk L --- This cloak appears to be woven from a thousand living leaves, hungry for flesh and eager to defend the cloak's wearer. Activate Reaction envision; Frequency once per day; Trigger You are damaged by a melee attack from an adjacent creature; Effect The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex saving throw. Success The creature is unaffected. Failure The creature takes 1d4 piercing damage. Critical Failure The creature takes 2d4 piercing damage and 1 bleed damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Cloak of Gnawing Leaves Source Pathfinder #187: The Seventh Arch pg. 80 Price 60 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Cloak of Thirsty Fronds Source Pathfinder #187: The Seventh Arch pg. 80 Price 330 gp Bulk L --- The save DC is 23, and the cloak can be activated once per minute. The leaves deal 1d6 piercing damage to a creature on a failed save, or 2d6 piercing damage and 2 bleed damage on a critical failure. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Cloak of Devouring Thorns Source Pathfinder #187: The Seventh Arch pg. 80 Price 2,000 gp Bulk L --- The save DC is 30, and the cloak can be activated once per round. The leaves deal 2d6 piercing damage to a creature on a failed save, or 4d6 piercing damage and 3 bleed damage on a critical failure.","skill_mod":{},"summary":"The save DC is 23, and the cloak can be activated once per minute. The leaves deal 1d6 piercing damage to a creature on a failed save, or 2d6 …","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Equipment","Tradition","Rarity","School"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1820","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Cloak of Thirsty Fronds","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1820-1586"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #187: The Seventh Arch"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1820","weakness":{},"primary_source_group":"Gatewalkers","school":"transmutation","price":200000,"trait":["Invested","Primal","Rare","Transmutation"],"id":"equipment-1820-1587","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Cloak of Gnawing Leaves May contain spoilers from Gatewalkers Source Pathfinder #187: The Seventh Arch pg. 80 Usage worn cloak Bulk L --- This cloak appears to be woven from a thousand living leaves, hungry for flesh and eager to defend the cloak's wearer. Activate Reaction envision; Frequency once per day; Trigger You are damaged by a melee attack from an adjacent creature; Effect The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex saving throw. Success The creature is unaffected. Failure The creature takes 1d4 piercing damage. Critical Failure The creature takes 2d4 piercing damage and 1 bleed damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Cloak of Gnawing Leaves Source Pathfinder #187: The Seventh Arch pg. 80 Price 60 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Cloak of Thirsty Fronds Source Pathfinder #187: The Seventh Arch pg. 80 Price 330 gp Bulk L --- The save DC is 23, and the cloak can be activated once per minute. The leaves deal 1d6 piercing damage to a creature on a failed save, or 2d6 piercing damage and 2 bleed damage on a critical failure. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Cloak of Devouring Thorns Source Pathfinder #187: The Seventh Arch pg. 80 Price 2,000 gp Bulk L --- The save DC is 30, and the cloak can be activated once per round. The leaves deal 2d6 piercing damage to a creature on a failed save, or 4d6 piercing damage and 3 bleed damage on a critical failure.","skill_mod":{},"summary":"The save DC is 30, and the cloak can be activated once per round. The leaves deal 2d6 piercing damage to a creature on a failed save, or 4d6 piercing …","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Equipment","Tradition","Rarity","School"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1820","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Cloak of Devouring Thorns","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-1820-1587"},{"item_child_id":["equipment-1821-1588","equipment-1821-1589","equipment-1821-1590"],"primary_source_category":"Adventure Paths","usage":"worn eyepiece","source":["Pathfinder #187: The Seventh Arch"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"transmutation","trait":["Invested","Magical","Morph","Rare","Transmutation"],"id":"equipment-1821","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Stalk Goggles May contain spoilers from Gatewalkers Source Pathfinder #187: The Seventh Arch pg. 80 Usage worn eyepiece --- These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer's eyes transform and lengthen into snail-like eyestalks. The wobbly eyestalks stretch out through the lens holes and up over the wearer's head on lengthened optic nerves. Activate Single Action envision; Frequency once per day; Effect By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can't be flanked. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Stalk Goggles Source Pathfinder #187: The Seventh Arch pg. 80 Price 20 gp <title level=\"2\" right=\"Item 3\" pfs=\"\" > Stalk Goggles (Greater) Source Pathfinder #187: The Seventh Arch pg. 80 Price 60 gp --- When you activate the goggles, you also gain a +1 item bonus to Perception checks involving sight for the duration of the effect. <title level=\"2\" right=\"Item 8\" pfs=\"\" > Stalk Goggles (Major) Source Pathfinder #187: The Seventh Arch pg. 80 Price 450 gp --- When you activate the goggles, you also gain a +2 item bonus to Perception checks involving sight and low-light vision for the duration of the effect.","skill_mod":{},"summary":"These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer's eyes transform and lengthen …","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Equipment","Mechanics","Rarity","School"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1821","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Stalk Goggles","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1821"},{"primary_source_category":"Adventure Paths","usage":"worn eyepiece","source":["Pathfinder #187: The Seventh Arch"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1821","weakness":{},"primary_source_group":"Gatewalkers","school":"transmutation","price":2000,"trait":["Invested","Magical","Morph","Rare","Transmutation"],"id":"equipment-1821-1588","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Stalk Goggles May contain spoilers from Gatewalkers Source Pathfinder #187: The Seventh Arch pg. 80 Usage worn eyepiece --- These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer's eyes transform and lengthen into snail-like eyestalks. The wobbly eyestalks stretch out through the lens holes and up over the wearer's head on lengthened optic nerves. Activate Single Action envision; Frequency once per day; Effect By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can't be flanked. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Stalk Goggles Source Pathfinder #187: The Seventh Arch pg. 80 Price 20 gp <title level=\"2\" right=\"Item 3\" pfs=\"\" > Stalk Goggles (Greater) Source Pathfinder #187: The Seventh Arch pg. 80 Price 60 gp --- When you activate the goggles, you also gain a +1 item bonus to Perception checks involving sight for the duration of the effect. <title level=\"2\" right=\"Item 8\" pfs=\"\" > Stalk Goggles (Major) Source Pathfinder #187: The Seventh Arch pg. 80 Price 450 gp --- When you activate the goggles, you also gain a +2 item bonus to Perception checks involving sight and low-light vision for the duration of the effect.","skill_mod":{},"summary":"These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer's eyes transform and lengthen …","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Equipment","Mechanics","Rarity","School"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1821","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Stalk Goggles","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1821-1588"},{"remaster_name":["Greater Stalk Goggles"],"primary_source_category":"Adventure Paths","usage":"worn eyepiece","source":["Pathfinder #187: The Seventh Arch"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1821","weakness":{},"primary_source_group":"Gatewalkers","school":"transmutation","price":6000,"trait":["Invested","Magical","Morph","Rare","Transmutation"],"id":"equipment-1821-1589","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Stalk Goggles May contain spoilers from Gatewalkers Source Pathfinder #187: The Seventh Arch pg. 80 Usage worn eyepiece --- These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer's eyes transform and lengthen into snail-like eyestalks. The wobbly eyestalks stretch out through the lens holes and up over the wearer's head on lengthened optic nerves. Activate Single Action envision; Frequency once per day; Effect By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can't be flanked. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Stalk Goggles Source Pathfinder #187: The Seventh Arch pg. 80 Price 20 gp <title level=\"2\" right=\"Item 3\" pfs=\"\" > Stalk Goggles (Greater) Source Pathfinder #187: The Seventh Arch pg. 80 Price 60 gp --- When you activate the goggles, you also gain a +1 item bonus to Perception checks involving sight for the duration of the effect. <title level=\"2\" right=\"Item 8\" pfs=\"\" > Stalk Goggles (Major) Source Pathfinder #187: The Seventh Arch pg. 80 Price 450 gp --- When you activate the goggles, you also gain a +2 item bonus to Perception checks involving sight and low-light vision for the duration of the effect.","skill_mod":{},"summary":"When you activate the goggles, you also gain a +1 item bonus to Perception checks involving sight for the duration of the effect.","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Equipment","Mechanics","Rarity","School"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1821","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Stalk Goggles (Greater)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1821-1589"},{"remaster_name":["Major Stalk Goggles"],"primary_source_category":"Adventure Paths","usage":"worn eyepiece","source":["Pathfinder #187: The Seventh Arch"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-1821","weakness":{},"primary_source_group":"Gatewalkers","school":"transmutation","price":45000,"trait":["Invested","Magical","Morph","Rare","Transmutation"],"id":"equipment-1821-1590","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Stalk Goggles May contain spoilers from Gatewalkers Source Pathfinder #187: The Seventh Arch pg. 80 Usage worn eyepiece --- These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer's eyes transform and lengthen into snail-like eyestalks. The wobbly eyestalks stretch out through the lens holes and up over the wearer's head on lengthened optic nerves. Activate Single Action envision; Frequency once per day; Effect By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can't be flanked. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Stalk Goggles Source Pathfinder #187: The Seventh Arch pg. 80 Price 20 gp <title level=\"2\" right=\"Item 3\" pfs=\"\" > Stalk Goggles (Greater) Source Pathfinder #187: The Seventh Arch pg. 80 Price 60 gp --- When you activate the goggles, you also gain a +1 item bonus to Perception checks involving sight for the duration of the effect. <title level=\"2\" right=\"Item 8\" pfs=\"\" > Stalk Goggles (Major) Source Pathfinder #187: The Seventh Arch pg. 80 Price 450 gp --- When you activate the goggles, you also gain a +2 item bonus to Perception checks involving sight and low-light vision for the duration of the effect.","skill_mod":{},"summary":"When you activate the goggles, you also gain a +2 item bonus to Perception checks involving sight and low-light vision for the duration of the …","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Equipment","Mechanics","Rarity","School"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=1821","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Stalk Goggles (Major)","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-1821-1590"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #187: The Seventh Arch"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"divination","price":2000,"trait":["Consumable","Divination","Fortune","Magical","Potion","Rare"],"id":"equipment-1822","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Bottled Omen May contain spoilers from Gatewalkers Source Pathfinder #187: The Seventh Arch pg. 81 Price 20 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This potion holds a tiny, tightly wrapped scroll and tastes like paper. Upon drinking it, you gain a burst of insight into your immediate future—and how to potentially avoid it. When you attempt a saving throw, you can roll twice and use the better result. The potion's magic ends when you make use of this effect, or after 1 minute. You then become immune to bottled omen potions for 24 hours.\n","skill_mod":{},"summary":"This potion holds a tiny, tightly wrapped scroll and tastes like paper. Upon drinking it, you gain a burst of insight into your immediate future—and …","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Equipment","School","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=1822","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Bottled Omen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-1822"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #187: The Seventh Arch"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"evocation","price":1200,"trait":["Consumable","Evocation","Light","Magical","Potion","Rare"],"id":"equipment-1823","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Draft of Stellar Radiance May contain spoilers from Gatewalkers Source Pathfinder #187: The Seventh Arch pg. 81 Price 12 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This potion's bottle glows softly with shimmering silver light. Upon drinking this potion, you're surrounded by a nimbus of blazing starlight that lasts for 1 minute. You emanate a field of bright light with a 20-foot radius (and dim light for another 20 feet, like a torch). You take a –20 penalty to Stealth checks. Any creature that targets you with an attack or an ability must succeed at a DC 17 Fortitude save or be dazzled for 1 round. A creature who succeeds at this save is immune to the effect for 24 hours.\n","skill_mod":{},"summary":"This potion's bottle glows softly with shimmering silver light. Upon drinking this potion, you're surrounded by a nimbus of blazing starlight that …","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Equipment","School","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=1823","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Draft of Stellar Radiance","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-1823"},{"primary_source_category":"Rulebooks","usage":"applied to armor","source":["Treasure Vault (Remastered)","The Mwangi Expanse"],"type":"Item","item_category":"Adjustments","speed":{},"weakness":{},"price":400,"legacy_id":["equipment-4357"],"trait":["Adjustment"],"id":"equipment-1824","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Armor Latches Source Treasure Vault (Remastered) pg. 11, The Mwangi Expanse pg. 258 Price 4 gp Usage applied to armor --- This armor is easily doffed. A set of armor with armor latches gains the noisy trait; you can't add latches to armor that already possesses the noisy trait. You can remove a set of armor with armor latches with a 3-action activity, which has the manipulate trait. This doesn't affect the time it takes to don the armor.\n","skill_mod":{},"summary":"This armor is easily doffed. A set of armor with armor latches gains the noisy trait; you can't add latches to armor that already possesses the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment"],"level":1,"source_category":["Rulebooks","Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=1824","name":"Armor Latches","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1824"},{"primary_source_category":"Rulebooks","usage":"applied to armor or unarmored defense clothing","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Adjustments","speed":{},"weakness":{},"price":100,"legacy_id":["equipment-4358"],"trait":["Adjustment"],"id":"equipment-1825","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Storage Source Treasure Vault (Remastered) pg. 11 Price 1 gp Usage applied to armor or unarmored defense clothing Bulk L --- The storage adjustment fits the armor or clothing with belts, buckles, pouches, and loops for holding and storing tools. Countless fasteners make the armor as jangly as chain mail. While wearing armor with this adjustment, you can wear up to 3 Bulk of tools instead of the usual 2. However, the armor acquires the noisy trait. If it already has the noisy trait, increase its penalty to Stealth checks by 1.\n","skill_mod":{},"summary":"The storage adjustment fits the armor or clothing with belts, buckles, pouches, and loops for holding and storing tools. Countless fasteners make the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1825","name":"Storage","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1825"},{"primary_source_category":"Rulebooks","usage":"applied to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Adjustments","speed":{},"weakness":{},"price":600,"legacy_id":["equipment-4359"],"trait":["Adjustment","Uncommon"],"id":"equipment-1826","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Weapon Harness Source Treasure Vault (Remastered) pg. 11 Price 6 gp Usage applied to armor Bulk L --- A suit of armor with this adjustment incorporates short, flexible harnesses meant to connect weapons to each of its vambraces. These harnesses can each be connected to a melee weapon of light Bulk or less. Attaching or removing a weapon takes an Interact action. Someone else can attach or remove a weapon if you're willing to let them or you're unable to act. You must remove a weapon from its mount before you can completely Release or otherwise stow it. You gain a +1 circumstance bonus to your Reflex DC against attempts to Disarm you of a weapon connected to the armor. If the weapon would be knocked from your grasp or you would drop it, the weapon dangles from the bracer by its harness rather than falling to the ground. You can regain control of the weapon in the normal time it takes you to draw it. Attaching a weapon to a weapon harness prevents you from throwing it or using other abilities that would require it to leave your person.\n","skill_mod":{},"summary":"A suit of armor with this adjustment incorporates short, flexible harnesses meant to connect weapons to each of its vambraces. These harnesses can …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=1826","name":"Weapon Harness","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1826"},{"item_child_id":["equipment-1827-1591","equipment-1827-1592"],"primary_source_category":"Rulebooks","usage":"etched onto heavy armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-4360"],"trait":["Magical"],"id":"equipment-1827","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Advancing Source Treasure Vault (Remastered) pg. 12 Usage etched onto heavy armor --- This rune charges up as you defeat your foes, driving you forward across the battlefield with every victory. Activate Free Action (concentrate) Requirements Your last action or activity reduced an enemy to 0 Hit Points; Effect You Stride up to 15 feet. This movement doesn't trigger reactions. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Advancing Source Treasure Vault (Remastered) pg. 12 Price 625 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Advancing (Greater) Source Treasure Vault (Remastered) pg. 12 Price 8,000 gp --- You can Stride up to your Speed instead of 15 feet.","skill_mod":{},"summary":"This rune charges up as you defeat your foes, driving you forward across the battlefield with every victory. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1827","name":"Advancing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1827"},{"primary_source_category":"Rulebooks","usage":"etched onto heavy armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1827","weakness":{},"price":62500,"legacy_id":["equipment-4360"],"trait":["Magical"],"id":"equipment-1827-1591","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Advancing Source Treasure Vault (Remastered) pg. 12 Usage etched onto heavy armor --- This rune charges up as you defeat your foes, driving you forward across the battlefield with every victory. Activate Free Action (concentrate) Requirements Your last action or activity reduced an enemy to 0 Hit Points; Effect You Stride up to 15 feet. This movement doesn't trigger reactions. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Advancing Source Treasure Vault (Remastered) pg. 12 Price 625 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Advancing (Greater) Source Treasure Vault (Remastered) pg. 12 Price 8,000 gp --- You can Stride up to your Speed instead of 15 feet.","skill_mod":{},"summary":"This rune charges up as you defeat your foes, driving you forward across the battlefield with every victory.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1827","name":"Advancing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1827-1591"},{"primary_source_category":"Rulebooks","usage":"etched onto heavy armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1827","weakness":{},"price":800000,"legacy_id":["equipment-4360"],"trait":["Magical"],"id":"equipment-1827-1592","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Advancing Source Treasure Vault (Remastered) pg. 12 Usage etched onto heavy armor --- This rune charges up as you defeat your foes, driving you forward across the battlefield with every victory. Activate Free Action (concentrate) Requirements Your last action or activity reduced an enemy to 0 Hit Points; Effect You Stride up to 15 feet. This movement doesn't trigger reactions. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Advancing Source Treasure Vault (Remastered) pg. 12 Price 625 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Advancing (Greater) Source Treasure Vault (Remastered) pg. 12 Price 8,000 gp --- You can Stride up to your Speed instead of 15 feet.","skill_mod":{},"summary":"You can Stride up to your Speed instead of 15 feet.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1827","name":"Advancing (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1827-1592"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":22500,"legacy_id":["equipment-4361"],"trait":["Magical"],"id":"equipment-1828","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Aim-Aiding Source Treasure Vault (Remastered) pg. 12 Price 225 gp Usage etched onto armor --- Armor etched with this rune aids in routing ranged attacks aimed at an enemy around you. You don't provide enemies cover against your allies' ranged attacks.\n","skill_mod":{},"summary":"Armor etched with this rune aids in routing ranged attacks aimed at an enemy around you. You don't provide enemies cover against your allies' …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1828","name":"Aim-Aiding","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1828"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":12500,"legacy_id":["equipment-4362"],"trait":["Magical"],"id":"equipment-1829","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Assisting Source Treasure Vault (Remastered) pg. 12 Price 125 gp Usage etched onto armor --- Your armor provides support for your joints or advanced prostheses for missing limbs, holding your body in place and easing physical symptoms. This replicates the benefits of any number of splints, supports, and prostheses. When you invest the armor, you determine how many such supports you want, and where on your body they assist you. In addition, the extra support and structure provided by the armor allows you to transport more than you would otherwise normally be able to. You can carry Bulk equal to 6 + your Strength modifier before becoming encumbered, and you can hold and carry a total Bulk of up to 11 + your Strength modifier.\n","skill_mod":{},"summary":"Your armor provides support for your joints or advanced prostheses for missing limbs, holding your body in place and easing physical symptoms. This …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1829","name":"Assisting","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1829"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":260000,"legacy_id":["equipment-4363"],"trait":["Magical"],"id":"equipment-1830","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Energy Adaptive Source Treasure Vault (Remastered) pg. 12 Price 2,600 gp Usage etched onto armor --- A complex pattern of protective symbols gives protection against various forms of energy, but only part of the runic structure can be active at a given time. Activate Reaction (concentrate) Frequency once per hour; Trigger You take acid, cold, electricity, or fire damage; Effect You gain resistance 5 to the triggering damage type. This doesn't apply to the triggering damage. This resistance lasts until you Activate this rune again or the armor is no longer invested by you.\n","skill_mod":{},"summary":"A complex pattern of protective symbols gives protection against various forms of energy, but only part of the runic structure can be active at a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1830","name":"Energy Adaptive","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1830"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":45000,"legacy_id":["equipment-4364"],"trait":["Magical"],"id":"equipment-1831","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Gliding Source Treasure Vault (Remastered) pg. 12 Price 450 gp Usage etched onto armor --- The armor allows you to make a controlled descent. Activate Single Action (concentrate) Effect You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. Provided you spend at least 1 action gliding on your turn and haven't yet reached the ground, you remain in the air at the end of your turn. Otherwise, you fall.\n","skill_mod":{},"summary":"The armor allows you to make a controlled descent. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1831","name":"Gliding","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1831"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":180000,"legacy_id":["equipment-4365"],"trait":["Magical","Uncommon"],"id":"equipment-1832","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Immovable Source Treasure Vault (Remastered) pg. 12 Price 1,800 gp Usage etched onto armor --- This rune utilizes magical principles to manipulate gravity and turn you into an immovable object. Activate Single Action (manipulate) Frequency once per day; Effect Your armor anchors you in place, even defying gravity, rendering you immobilized until you Dismiss the Activation. while you're immobilized in this way, you can be moved only if a creature succeeds at a DC 40 Athletics check to Force Open your armor. You can also be moved if 8,000 pounds of pressure are placed upon you, though this is likely fatal.\n","skill_mod":{},"summary":"This rune utilizes magical principles to manipulate gravity and turn you into an immovable object. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1832","name":"Immovable","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1832"},{"primary_source_category":"Rulebooks","usage":"etched onto metal armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":90000,"legacy_id":["equipment-4366"],"trait":["Magical"],"id":"equipment-1833","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Magnetizing Source Treasure Vault (Remastered) pg. 13 Price 900 gp Usage etched onto metal armor --- This rune alters the magnetic polarity of your armor, making other metal items drawn to it ever so slightly. You can amplify the magnetic power of the armor to keep another creature from getting away from you. Activate Single Action (concentrate) Frequency once per hour; Requirements A creature adjacent to you is made of metal or wearing metal armor; Effect You magnetize your armor. If you or the target attempt to move away from one another, treat each square as difficult terrain. This doesn't affect movement that keeps you the same distance from one another, so you could still Step if you remained adjacent to the target. This effect ends once either of you is no longer adjacent to the other at the end of an action. This Activation might work on some creatures partially made of metal, such as those with metal scales, as determined by the GM. Likewise, the GM might determine some metal creatures are non-magnetic, depending on the metal they're made of.\n","skill_mod":{},"summary":"This rune alters the magnetic polarity of your armor, making other metal items drawn to it ever so slightly. You can amplify the magnetic power of …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1833","name":"Magnetizing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1833"},{"primary_source_category":"Rulebooks","usage":"etched onto light armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"illusion","price":800000,"legacy_id":["equipment-4367"],"trait":["Illusion","Magical"],"id":"equipment-1834","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Misleading Source Treasure Vault (Remastered) pg. 13 Price 8,000 gp Usage etched onto light armor --- This rune attempts to obfuscate your location through illusory trickery. When you're concealed, the DC of the flat check to target you with an effect is 6 instead of 5. Activate Two Actions (concentrate) Frequency once per day; Effect The armor casts mislead , affecting you. It lasts until the end of your next turn.\n","skill_mod":{},"summary":"This rune attempts to obfuscate your location through illusory trickery. When you're concealed , the DC of the flat check to target you with an …","primary_source":"Treasure Vault (Remastered)","trait_group":["School","Monster","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1834","name":"Misleading","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1834"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":66000,"legacy_id":["equipment-4368"],"trait":["Magical"],"id":"equipment-1835","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Portable Source Treasure Vault (Remastered) pg. 13 Price 660 gp Usage etched onto armor --- This rune allows your armor to collapse into a disguised, portable form. Activate Three Actions (concentrate, manipulate) Effect You doff your armor, which folds into another wearable object, such as a bangle or amulet with light Bulk. This wearable object has features that hint at the armor it hides. You aren't wearing the armor while it's in this form, but at the GM's discretion, you can still activate properties that might feasibly come from the wearable item the armor has become. If the armor is in its portable form, you can use this activation to revert it to armor, which you can don in 1 minute.\n","skill_mod":{},"summary":"This rune allows your armor to collapse into a disguised, portable form. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1835","name":"Portable","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1835"},{"item_child_id":["equipment-1836-1593","equipment-1836-1594","equipment-1836-1595","equipment-1836-1596"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-4369"],"trait":["Magical"],"id":"equipment-1836","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Quenching Source Treasure Vault (Remastered) pg. 13 Usage etched onto armor --- This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Quenching Source Treasure Vault (Remastered) pg. 13 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Quenching (Greater) Source Treasure Vault (Remastered) pg. 13 Price 1,000 gp --- The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance). <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Quenching (Major) Source Treasure Vault (Remastered) pg. 13 Price 4,500 gp --- The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Quenching (True) Source Treasure Vault (Remastered) pg. 13 Price 24,000 gp --- The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent acid or fire damage).","skill_mod":{},"summary":"This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1836","name":"Quenching","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1836"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1836","weakness":{},"price":25000,"legacy_id":["equipment-4369"],"trait":["Magical"],"id":"equipment-1836-1593","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Quenching Source Treasure Vault (Remastered) pg. 13 Usage etched onto armor --- This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Quenching Source Treasure Vault (Remastered) pg. 13 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Quenching (Greater) Source Treasure Vault (Remastered) pg. 13 Price 1,000 gp --- The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance). <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Quenching (Major) Source Treasure Vault (Remastered) pg. 13 Price 4,500 gp --- The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Quenching (True) Source Treasure Vault (Remastered) pg. 13 Price 24,000 gp --- The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent acid or fire damage).","skill_mod":{},"summary":"This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1836","name":"Quenching","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1836-1593"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1836","weakness":{},"price":100000,"legacy_id":["equipment-4369"],"trait":["Magical"],"id":"equipment-1836-1594","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Quenching Source Treasure Vault (Remastered) pg. 13 Usage etched onto armor --- This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Quenching Source Treasure Vault (Remastered) pg. 13 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Quenching (Greater) Source Treasure Vault (Remastered) pg. 13 Price 1,000 gp --- The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance). <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Quenching (Major) Source Treasure Vault (Remastered) pg. 13 Price 4,500 gp --- The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Quenching (True) Source Treasure Vault (Remastered) pg. 13 Price 24,000 gp --- The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent acid or fire damage).","skill_mod":{},"summary":"The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance).","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1836","name":"Quenching (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1836-1594"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1836","weakness":{},"price":450000,"legacy_id":["equipment-4369"],"trait":["Magical"],"id":"equipment-1836-1595","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Quenching Source Treasure Vault (Remastered) pg. 13 Usage etched onto armor --- This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Quenching Source Treasure Vault (Remastered) pg. 13 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Quenching (Greater) Source Treasure Vault (Remastered) pg. 13 Price 1,000 gp --- The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance). <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Quenching (Major) Source Treasure Vault (Remastered) pg. 13 Price 4,500 gp --- The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Quenching (True) Source Treasure Vault (Remastered) pg. 13 Price 24,000 gp --- The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent acid or fire damage).","skill_mod":{},"summary":"The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance).","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1836","name":"Quenching (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1836-1595"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1836","weakness":{},"price":2400000,"legacy_id":["equipment-4369"],"trait":["Magical"],"id":"equipment-1836-1596","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Quenching Source Treasure Vault (Remastered) pg. 13 Usage etched onto armor --- This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Quenching Source Treasure Vault (Remastered) pg. 13 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Quenching (Greater) Source Treasure Vault (Remastered) pg. 13 Price 1,000 gp --- The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance). <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Quenching (Major) Source Treasure Vault (Remastered) pg. 13 Price 4,500 gp --- The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Quenching (True) Source Treasure Vault (Remastered) pg. 13 Price 24,000 gp --- The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent acid or fire damage).","skill_mod":{},"summary":"The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent acid or fire damage).","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1836","name":"Quenching (True)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1836-1596"},{"legacy_name":["Spellbreaking"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":300000,"legacy_id":["equipment-4370"],"trait":["Magical"],"id":"equipment-1837","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Spellwatch Source Treasure Vault (Remastered) pg. 13 Price 3,000 gp Usage etched onto armor --- Counter-runes chip away at unwanted magic that impedes you. You can attempt a new saving throw against one hostile spell affecting you at the start of each of your turns. If you succeed, the spell ends, and if you fail it continues unchanged, with no additional ill effect. If you’re affected by multiple hostile spells, choose only one each turn to attempt the additional save against.\n","skill_mod":{},"summary":"Counter-runes chip away at unwanted magic that impedes you. You can attempt a new saving throw against one hostile spell affecting you at the start …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1837","name":"Spellwatch","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1837"},{"item_child_id":["equipment-1838-1597","equipment-1838-1598","equipment-1838-1599"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-4371"],"trait":["Magical"],"id":"equipment-1838","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Swallow-Spike Source Treasure Vault (Remastered) pg. 13 PFS Note Attacks made by armor with the swallow-spike rune apply the Multiple Attack Penalty as if you had made them with another weapon. Usage etched onto armor --- Your armor responds to your desire to break free of a creature grabbing you by growing spikes. Activate Reaction (attack, concentrate) Trigger You become grabbed, restrained, or otherwise held immobilized in a creature's grasp, such as by being engulfed or swallowed; Effect Your armor suddenly grows spikes, attacking the triggering creature. The armor makes a melee attack with an attack modifier of +14 that deals 2d6 piercing damage. If the creature is swallowing or engulfing you, the attack deals an additional 1d6 damage, and damage from this attack can cut you free if it equals or exceeds the Rupture value of the immobilizing ability. This attack gets an item bonus to the attack roll equal to the armor's item bonus to your AC and an item bonus to damage equal to double that amount. Activate Single Action (attack, concentrate) Requirements You're being held immobilized as described in the rune's other activation; Effect Your armor attacks the creature immobilizing you. The armor makes a melee attack against the creature, as described in the rune's other activation. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Swallow-Spike Source Treasure Vault (Remastered) pg. 13 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Swallow-Spike (Greater) Source Treasure Vault (Remastered) pg. 13 Price 1,750 gp --- The attack modifier increases to +22, the damage increases to 3d6, and the extra damage to an engulfing or swallowing creature increases to 2d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Swallow-Spike (Major) Source Treasure Vault (Remastered) pg. 13 Price 19,250 gp --- The attack modifier increases to +28, the damage increases to 5d6, and the extra damage to an engulfing or swallowing creature increases to 3d6.","skill_mod":{},"summary":"Your armor responds to your desire to break free of a creature grabbing you by growing spikes. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1838","name":"Swallow-Spike","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1838"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1838","weakness":{},"price":20000,"legacy_id":["equipment-4371"],"trait":["Magical"],"id":"equipment-1838-1597","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Swallow-Spike Source Treasure Vault (Remastered) pg. 13 PFS Note Attacks made by armor with the swallow-spike rune apply the Multiple Attack Penalty as if you had made them with another weapon. Usage etched onto armor --- Your armor responds to your desire to break free of a creature grabbing you by growing spikes. Activate Reaction (attack, concentrate) Trigger You become grabbed, restrained, or otherwise held immobilized in a creature's grasp, such as by being engulfed or swallowed; Effect Your armor suddenly grows spikes, attacking the triggering creature. The armor makes a melee attack with an attack modifier of +14 that deals 2d6 piercing damage. If the creature is swallowing or engulfing you, the attack deals an additional 1d6 damage, and damage from this attack can cut you free if it equals or exceeds the Rupture value of the immobilizing ability. This attack gets an item bonus to the attack roll equal to the armor's item bonus to your AC and an item bonus to damage equal to double that amount. Activate Single Action (attack, concentrate) Requirements You're being held immobilized as described in the rune's other activation; Effect Your armor attacks the creature immobilizing you. The armor makes a melee attack against the creature, as described in the rune's other activation. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Swallow-Spike Source Treasure Vault (Remastered) pg. 13 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Swallow-Spike (Greater) Source Treasure Vault (Remastered) pg. 13 Price 1,750 gp --- The attack modifier increases to +22, the damage increases to 3d6, and the extra damage to an engulfing or swallowing creature increases to 2d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Swallow-Spike (Major) Source Treasure Vault (Remastered) pg. 13 Price 19,250 gp --- The attack modifier increases to +28, the damage increases to 5d6, and the extra damage to an engulfing or swallowing creature increases to 3d6.","skill_mod":{},"summary":"Your armor responds to your desire to break free of a creature grabbing you by growing spikes.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1838","name":"Swallow-Spike","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1838-1597"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1838","weakness":{},"price":175000,"legacy_id":["equipment-4371"],"trait":["Magical"],"id":"equipment-1838-1598","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Swallow-Spike Source Treasure Vault (Remastered) pg. 13 PFS Note Attacks made by armor with the swallow-spike rune apply the Multiple Attack Penalty as if you had made them with another weapon. Usage etched onto armor --- Your armor responds to your desire to break free of a creature grabbing you by growing spikes. Activate Reaction (attack, concentrate) Trigger You become grabbed, restrained, or otherwise held immobilized in a creature's grasp, such as by being engulfed or swallowed; Effect Your armor suddenly grows spikes, attacking the triggering creature. The armor makes a melee attack with an attack modifier of +14 that deals 2d6 piercing damage. If the creature is swallowing or engulfing you, the attack deals an additional 1d6 damage, and damage from this attack can cut you free if it equals or exceeds the Rupture value of the immobilizing ability. This attack gets an item bonus to the attack roll equal to the armor's item bonus to your AC and an item bonus to damage equal to double that amount. Activate Single Action (attack, concentrate) Requirements You're being held immobilized as described in the rune's other activation; Effect Your armor attacks the creature immobilizing you. The armor makes a melee attack against the creature, as described in the rune's other activation. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Swallow-Spike Source Treasure Vault (Remastered) pg. 13 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Swallow-Spike (Greater) Source Treasure Vault (Remastered) pg. 13 Price 1,750 gp --- The attack modifier increases to +22, the damage increases to 3d6, and the extra damage to an engulfing or swallowing creature increases to 2d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Swallow-Spike (Major) Source Treasure Vault (Remastered) pg. 13 Price 19,250 gp --- The attack modifier increases to +28, the damage increases to 5d6, and the extra damage to an engulfing or swallowing creature increases to 3d6.","skill_mod":{},"summary":"The attack modifier increases to +22, the damage increases to 3d6, and the extra damage to an engulfing or swallowing creature increases to 2d6.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1838","name":"Swallow-Spike (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1838-1598"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-1838","weakness":{},"price":1925000,"legacy_id":["equipment-4371"],"trait":["Magical"],"id":"equipment-1838-1599","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Swallow-Spike Source Treasure Vault (Remastered) pg. 13 PFS Note Attacks made by armor with the swallow-spike rune apply the Multiple Attack Penalty as if you had made them with another weapon. Usage etched onto armor --- Your armor responds to your desire to break free of a creature grabbing you by growing spikes. Activate Reaction (attack, concentrate) Trigger You become grabbed, restrained, or otherwise held immobilized in a creature's grasp, such as by being engulfed or swallowed; Effect Your armor suddenly grows spikes, attacking the triggering creature. The armor makes a melee attack with an attack modifier of +14 that deals 2d6 piercing damage. If the creature is swallowing or engulfing you, the attack deals an additional 1d6 damage, and damage from this attack can cut you free if it equals or exceeds the Rupture value of the immobilizing ability. This attack gets an item bonus to the attack roll equal to the armor's item bonus to your AC and an item bonus to damage equal to double that amount. Activate Single Action (attack, concentrate) Requirements You're being held immobilized as described in the rune's other activation; Effect Your armor attacks the creature immobilizing you. The armor makes a melee attack against the creature, as described in the rune's other activation. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Swallow-Spike Source Treasure Vault (Remastered) pg. 13 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Swallow-Spike (Greater) Source Treasure Vault (Remastered) pg. 13 Price 1,750 gp --- The attack modifier increases to +22, the damage increases to 3d6, and the extra damage to an engulfing or swallowing creature increases to 2d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Swallow-Spike (Major) Source Treasure Vault (Remastered) pg. 13 Price 19,250 gp --- The attack modifier increases to +28, the damage increases to 5d6, and the extra damage to an engulfing or swallowing creature increases to 3d6.","skill_mod":{},"summary":"The attack modifier increases to +28, the damage increases to 5d6, and the extra damage to an engulfing or swallowing creature increases to 3d6.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1838","name":"Swallow-Spike (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1838-1599"},{"item_child_id":["equipment-1839-1600","equipment-1839-1601"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"legacy_id":["equipment-4372"],"trait":["Invested","Magical"],"id":"equipment-1839","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Arachnid Harness Source Treasure Vault (Remastered) pg. 14 Usage worn armor Bulk 1 Base Armor Leather Armor --- This +1 leather armor has four knobbed ribs that wrap around the torso. The armor grants you resistance 2 to poison damage. Activate Single Action (concentrate) Frequency once per day; Effect The ribs from the armor spread into functional spider limbs. For 1 minute, you gain a climb Speed equal to half your land Speed and have your limbs free as you climb. If you use all your free limbs to help you Climb, your climb Speed equals your land Speed. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Arachnid Harness Source Treasure Vault (Remastered) pg. 14 Price 360 gp Bulk 1 Craft Requirements The initial raw materials must include four intact legs from a giant tarantula. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Arachnid Harness (Greater) Source Treasure Vault (Remastered) pg. 14 Price 700 gp Bulk 1 --- The armor is +1 resilient leather armor , the resistance is 5, and the harness can be activated once every 10 minutes. Craft Requirements The initial raw materials must include four intact legs from a goliath spider.","skill_mod":{},"summary":"This +1 leather armor has four knobbed ribs that wrap around the torso. The armor grants you resistance 2 to poison damage. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1839","base_item":["Leather Armor"],"name":"Arachnid Harness","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1839"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1839","weakness":{},"price":36000,"legacy_id":["equipment-4372"],"trait":["Invested","Magical"],"id":"equipment-1839-1600","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Arachnid Harness Source Treasure Vault (Remastered) pg. 14 Usage worn armor Bulk 1 Base Armor Leather Armor --- This +1 leather armor has four knobbed ribs that wrap around the torso. The armor grants you resistance 2 to poison damage. Activate Single Action (concentrate) Frequency once per day; Effect The ribs from the armor spread into functional spider limbs. For 1 minute, you gain a climb Speed equal to half your land Speed and have your limbs free as you climb. If you use all your free limbs to help you Climb, your climb Speed equals your land Speed. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Arachnid Harness Source Treasure Vault (Remastered) pg. 14 Price 360 gp Bulk 1 Craft Requirements The initial raw materials must include four intact legs from a giant tarantula. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Arachnid Harness (Greater) Source Treasure Vault (Remastered) pg. 14 Price 700 gp Bulk 1 --- The armor is +1 resilient leather armor , the resistance is 5, and the harness can be activated once every 10 minutes. Craft Requirements The initial raw materials must include four intact legs from a goliath spider.","skill_mod":{},"summary":"This +1 leather armor has four knobbed ribs that wrap around the torso. The armor grants you resistance 2 to poison damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1839","base_item":["Leather Armor"],"name":"Arachnid Harness","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1839-1600"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1839","weakness":{},"price":70000,"legacy_id":["equipment-4372"],"trait":["Invested","Magical"],"id":"equipment-1839-1601","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Arachnid Harness Source Treasure Vault (Remastered) pg. 14 Usage worn armor Bulk 1 Base Armor Leather Armor --- This +1 leather armor has four knobbed ribs that wrap around the torso. The armor grants you resistance 2 to poison damage. Activate Single Action (concentrate) Frequency once per day; Effect The ribs from the armor spread into functional spider limbs. For 1 minute, you gain a climb Speed equal to half your land Speed and have your limbs free as you climb. If you use all your free limbs to help you Climb, your climb Speed equals your land Speed. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Arachnid Harness Source Treasure Vault (Remastered) pg. 14 Price 360 gp Bulk 1 Craft Requirements The initial raw materials must include four intact legs from a giant tarantula. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Arachnid Harness (Greater) Source Treasure Vault (Remastered) pg. 14 Price 700 gp Bulk 1 --- The armor is +1 resilient leather armor , the resistance is 5, and the harness can be activated once every 10 minutes. Craft Requirements The initial raw materials must include four intact legs from a goliath spider.","skill_mod":{},"summary":"The armor is +1 resilient leather armor , the resistance is 5, and the harness can be activated once every 10 minutes.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1839","base_item":["Leather Armor"],"name":"Arachnid Harness (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1839-1601"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":200000,"legacy_id":["equipment-4373"],"trait":["Invested","Magical"],"id":"equipment-1840","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Autumn's Embrace Source Treasure Vault (Remastered) pg. 14 Price 2,000 gp Usage worn armor Bulk 1 Base Armor Leaf Weave --- Woven by fey seamstresses as rewards for servants of nature, countless leaves continually changing colors in autumnal hues comprise autumn's embrace, a suit of +2 invisibility resilient leaf weave . Leaves shed from the armor as they might fall in autumn. When activating the armor's invisibility property rune, you disappear in a swirl of colorful leaves. Activate Two Actions (aura, concentrate) Frequency once per day; Effect You call forth a storm of leaves from autumn's embrace . These leaves swirl in a 20-foot emanation for 1 minute. Creatures within the area are concealed, and creatures outside the area are concealed to creatures within the leaves. However, you can see through this concealment. You can Dismiss the activation.\n","skill_mod":{},"summary":"Woven by fey seamstresses as rewards for servants of nature, countless leaves continually changing colors in autumnal hues comprise autumn's …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1840","base_item":["Leaf Weave"],"name":"Autumn's Embrace","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1840"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":175000,"skill":["Diplomacy"],"legacy_id":["equipment-4374"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-1841","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Bastion of the Inheritor Source Treasure Vault (Remastered) pg. 14 Price 1,750 gp Usage worn armor Bulk 5 Base Armor Bastion Plate --- Worn by Iomedae's prestigious knights, this +2 resilient bastion plate is emblazoned with the Inheritor's religious symbol and sports a white cloak. While the cloak is white, this armor grants you a +2 item bonus to Diplomacy checks to Make an Impression, provided your target has no enmity toward Iomedae. Activate Single Action (concentrate) Effect The armor's cloak becomes red for 1 minute. As long as the cloak is red, you gain the benefits of the armor's deflect melee trait without needing to spend an additional action to activate it during each turn. Craft Requirements You worship Iomedae.\n","skill_mod":{},"summary":"Worn by Iomedae's prestigious knights, this +2 resilient bastion plate is emblazoned with the Inheritor's religious symbol and sports a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1841","base_item":["Bastion Plate"],"name":"Bastion of the Inheritor","bulk":5,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1841"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":850000,"legacy_id":["equipment-4375"],"trait":["Invested","Magical"],"id":"equipment-1842","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Black Hole Armor Source Treasure Vault (Remastered) pg. 14 Price 8,500 gp Usage worn armor Bulk 5 Base Armor Fortress Plate --- The joints of this black +2 greater resilient fortification fortress plate look like swirling vortices of silver. Non-magical ammunition and thrown weapons aimed at you are destroyed after they hit you and deal damage or miss you. You also have resistance 10 to physical damage from ranged attacks. When an enemy's ranged attack misses you or hits you and deals no damage, the armor absorbs the projectile. When it has absorbed six projectiles, the armor glows at the joints. Activate Reaction (manipulate) Frequency once per minute; Trigger A ranged weapon Strike targets a creature within 20 feet of you and the attacker hasn't yet rolled its attack; Effect The triggering Strike targets you instead of its intended target. Activate Single Action (manipulate) Requirements The black hole armor has absorbed six or more projectiles; Effect All the projectiles absorbed by the armor appear out of thin air, as though transported there, falling in a 10-foot burst within 120 feet of you. Each creature in the burst takes 10d8 piercing damage with a DC 35 Reflex save. The absorbed projectiles are all expended, and the armor's joints stop glowing.\n","skill_mod":{},"summary":"The joints of this black +2 greater resilient fortification fortress plate look like swirling vortices of silver. Non-magical ammunition and …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1842","base_item":["Fortress Plate"],"name":"Black Hole Armor","bulk":5,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1842"},{"item_child_id":["equipment-1843-1602","equipment-1843-1603","equipment-1843-1604"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"legacy_id":["equipment-4376"],"trait":["Invested","Magical"],"id":"equipment-1843","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Blade Byrnie Source Treasure Vault (Remastered) pg. 15 Usage worn armor Bulk 1 Base Armor Chain Shirt --- Instead of chain links, this +1 chain shirt is assembled from metal “leaves” that each resemble a small blade. Activate Single Action (manipulate) Effect You pull a link from the armor, which transforms into a +1 striking dagger . The dagger disappears and reappears as a link in the armor after you Strike with it, or at the end of this turn if you don't make a Strike. You can Activate the blade byrnie in place of an Interact action to draw a weapon for abilities such as the Quick Draw feat. Upgrading the runes on the blade byrnie makes the daggers pulled from it more powerful. The daggers have a +2 weapon potency rune if the armor has a +2 armor potency rune, or a +3 weapon potency rune if the armor has a +3 armor potency rune. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Blade Byrnie Source Treasure Vault (Remastered) pg. 15 Price 360 gp Bulk 1 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Blade Byrnie (Greater) Source Treasure Vault (Remastered) pg. 15 Price 3,000 gp Bulk 1 --- The armor is a +2 resilient chain shirt . The daggers are +2 greater striking daggers . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Blade Byrnie (Major) Source Treasure Vault (Remastered) pg. 15 Price 35,000 gp Bulk 1 --- The armor is a +3 greater resilient chain shirt . The daggers are +3 greater striking daggers .","skill_mod":{},"summary":"Instead of chain links, this +1 chain shirt is assembled from metal “leaves” that each resemble a small blade. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1843","base_item":["Chain Shirt"],"name":"Blade Byrnie","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1843"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1843","weakness":{},"price":36000,"legacy_id":["equipment-4376"],"trait":["Invested","Magical"],"id":"equipment-1843-1602","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Blade Byrnie Source Treasure Vault (Remastered) pg. 15 Usage worn armor Bulk 1 Base Armor Chain Shirt --- Instead of chain links, this +1 chain shirt is assembled from metal “leaves” that each resemble a small blade. Activate Single Action (manipulate) Effect You pull a link from the armor, which transforms into a +1 striking dagger . The dagger disappears and reappears as a link in the armor after you Strike with it, or at the end of this turn if you don't make a Strike. You can Activate the blade byrnie in place of an Interact action to draw a weapon for abilities such as the Quick Draw feat. Upgrading the runes on the blade byrnie makes the daggers pulled from it more powerful. The daggers have a +2 weapon potency rune if the armor has a +2 armor potency rune, or a +3 weapon potency rune if the armor has a +3 armor potency rune. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Blade Byrnie Source Treasure Vault (Remastered) pg. 15 Price 360 gp Bulk 1 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Blade Byrnie (Greater) Source Treasure Vault (Remastered) pg. 15 Price 3,000 gp Bulk 1 --- The armor is a +2 resilient chain shirt . The daggers are +2 greater striking daggers . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Blade Byrnie (Major) Source Treasure Vault (Remastered) pg. 15 Price 35,000 gp Bulk 1 --- The armor is a +3 greater resilient chain shirt . The daggers are +3 greater striking daggers .","skill_mod":{},"summary":"Instead of chain links, this +1 chain shirt is assembled from metal “leaves” that each resemble a small blade.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1843","base_item":["Chain Shirt"],"name":"Blade Byrnie","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1843-1602"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1843","weakness":{},"price":300000,"legacy_id":["equipment-4376"],"trait":["Invested","Magical"],"id":"equipment-1843-1603","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Blade Byrnie Source Treasure Vault (Remastered) pg. 15 Usage worn armor Bulk 1 Base Armor Chain Shirt --- Instead of chain links, this +1 chain shirt is assembled from metal “leaves” that each resemble a small blade. Activate Single Action (manipulate) Effect You pull a link from the armor, which transforms into a +1 striking dagger . The dagger disappears and reappears as a link in the armor after you Strike with it, or at the end of this turn if you don't make a Strike. You can Activate the blade byrnie in place of an Interact action to draw a weapon for abilities such as the Quick Draw feat. Upgrading the runes on the blade byrnie makes the daggers pulled from it more powerful. The daggers have a +2 weapon potency rune if the armor has a +2 armor potency rune, or a +3 weapon potency rune if the armor has a +3 armor potency rune. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Blade Byrnie Source Treasure Vault (Remastered) pg. 15 Price 360 gp Bulk 1 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Blade Byrnie (Greater) Source Treasure Vault (Remastered) pg. 15 Price 3,000 gp Bulk 1 --- The armor is a +2 resilient chain shirt . The daggers are +2 greater striking daggers . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Blade Byrnie (Major) Source Treasure Vault (Remastered) pg. 15 Price 35,000 gp Bulk 1 --- The armor is a +3 greater resilient chain shirt . The daggers are +3 greater striking daggers .","skill_mod":{},"summary":"The armor is a +2 resilient chain shirt . The daggers are +2 greater striking daggers .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1843","base_item":["Chain Shirt"],"name":"Blade Byrnie (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1843-1603"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1843","weakness":{},"price":3500000,"legacy_id":["equipment-4376"],"trait":["Invested","Magical"],"id":"equipment-1843-1604","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Blade Byrnie Source Treasure Vault (Remastered) pg. 15 Usage worn armor Bulk 1 Base Armor Chain Shirt --- Instead of chain links, this +1 chain shirt is assembled from metal “leaves” that each resemble a small blade. Activate Single Action (manipulate) Effect You pull a link from the armor, which transforms into a +1 striking dagger . The dagger disappears and reappears as a link in the armor after you Strike with it, or at the end of this turn if you don't make a Strike. You can Activate the blade byrnie in place of an Interact action to draw a weapon for abilities such as the Quick Draw feat. Upgrading the runes on the blade byrnie makes the daggers pulled from it more powerful. The daggers have a +2 weapon potency rune if the armor has a +2 armor potency rune, or a +3 weapon potency rune if the armor has a +3 armor potency rune. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Blade Byrnie Source Treasure Vault (Remastered) pg. 15 Price 360 gp Bulk 1 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Blade Byrnie (Greater) Source Treasure Vault (Remastered) pg. 15 Price 3,000 gp Bulk 1 --- The armor is a +2 resilient chain shirt . The daggers are +2 greater striking daggers . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Blade Byrnie (Major) Source Treasure Vault (Remastered) pg. 15 Price 35,000 gp Bulk 1 --- The armor is a +3 greater resilient chain shirt . The daggers are +3 greater striking daggers .","skill_mod":{},"summary":"The armor is a +3 greater resilient chain shirt . The daggers are +3 greater striking daggers .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1843","base_item":["Chain Shirt"],"name":"Blade Byrnie (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1843-1604"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":25000,"legacy_id":["equipment-4377"],"trait":["Invested","Magical","Uncommon","Unholy"],"id":"equipment-1844","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Devil's Bargain Source Treasure Vault (Remastered) pg. 15 Price 250 gp Usage worn armor Bulk L Base Armor Studded Leather Armor --- Those favored by Asmodeus can be found wearing this +1 studded leather , which is lacquered in red and black. Activate Reaction (concentrate, fortune) Frequency once per day; Trigger You critically fail an attack roll, check, or saving throw; Effect You offer a prayer to Asmodeus, who accepts under a reciprocal condition. Reroll the triggering roll with a +2 circumstance bonus and use the higher result. If this reroll improves your degree of success, the GM can later reroll one Strike against you, one saving throw against your abilities, or one secret check or saving throw you make. This is a fortune effect if used on a Strike or save against you, or a misfortune effect if used on your secret check or saving throw. The GM must use this reroll before the end of the last day you activated the armor.\n","skill_mod":{},"summary":"Those favored by Asmodeus can be found wearing this +1 studded leather , which is lacquered in red and black. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1844","base_item":["Studded Leather Armor"],"name":"Devil's Bargain","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1844"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":70000,"legacy_id":["equipment-4378"],"trait":["Invested","Magical"],"id":"equipment-1845","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Dragon Turtle Plate Source Treasure Vault (Remastered) pg. 15 Price 700 gp Usage worn armor Bulk 3 Base Armor Half Plate --- This harness of +1 resilient half plate is made from the shell plates of a dragon turtle and has the aquadynamic trait. To those who can craft with them, the dense organic plates on the dragon turtle’s body are as valuable as the creature’s hoard of gold. Activate Reaction (manipulate) Trigger A creature adjacent to you targets you with a melee attack; Effect You roll the hefty plates of the dragon turtle armor toward the attacker to gain a +1 circumstance bonus to AC against the triggering attack. Craft Requirements The initial raw materials must include the shell of a dragon turtle.\n","skill_mod":{},"summary":"This harness of +1 resilient half plate is made from the shell plates of a dragon turtle and has the aquadynamic trait. To those who can …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1845","base_item":["Half Plate"],"name":"Dragon Turtle Plate","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1845"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":300000,"legacy_id":["equipment-4379"],"trait":["Invested","Light","Magical"],"id":"equipment-1846","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Energizing Lattice Source Treasure Vault (Remastered) pg. 15 Price 3,000 gp Usage worn armor Bulk 2 Base Armor Lattice Armor --- This suit of +2 resilient fortification lattice armor has latticework of fine golden wire. After negating a critical hit with its fortification rune, the latticework glows for 1 minute, shedding bright light in a 20-foot radius (and dim light for the next 20 feet). You can Dismiss this light. Activate Two Actions (concentrate, force) Requirements The energizing lattice is glowing because it negated an enemy's critical hit; Effect You release the lattice's energy and make a weapon or unarmed attack Strike that deals 6d6 additional force damage. If your Strike fails, but doesn't critically fail, the target still takes half the force damage. The latticework ceases glowing after the Strike.\n","skill_mod":{},"summary":"This suit of +2 resilient fortification lattice armor has latticework of fine golden wire. After negating a critical hit with its …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1846","base_item":["Lattice Armor"],"name":"Energizing Lattice","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1846"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":7000000,"legacy_id":["equipment-4380"],"trait":["Invested","Magical"],"id":"equipment-1847","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Immortal Bastion Source Treasure Vault (Remastered) pg. 15 Price 70,000 gp Usage worn armor Bulk 5 Base Armor Bastion Plate --- This impressive +3 greater resilient greater fortification bastion plate is built like an impregnable castle, with multiple layers of defense and no weak points. When you activate the armor's deflect melee trait, you gain a +2 circumstance bonus to AC against melee attacks instead of +1, and you gain 10 temporary Hit Points that last until the start of your next turn. Activate Reaction (concentrate) Frequency once per day; Trigger You are reduced to 0 Hit Points or would die from a death effect; Effect You drop to 1 Hit Point instead of being reduced to 0 HP or dying, and you gain 100 temporary Hit Points that last until the start of your next turn. Activate Reaction (concentrate) Frequency once per day; Trigger You would gain or increase the doomed or wounded condition; Effect You avoid gaining or increasing the condition. If the triggering effect imposes both doomed and wounded, choose only one to prevent. This doesn't remove either of the conditions if you already have them, nor does it prevent the same triggering effect from giving or increasing the prevented condition later.\n","skill_mod":{},"summary":"This impressive +3 greater resilient greater fortification bastion plate is built like an impregnable castle, with multiple layers of defense …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1847","base_item":["Bastion Plate"],"name":"Immortal Bastion","bulk":5,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1847"},{"item_child_id":["equipment-1848-1605","equipment-1848-1606","equipment-1848-1607","equipment-1848-1608"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"legacy_id":["equipment-4381"],"trait":["Invested","Magical"],"id":"equipment-1848","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Library Robes Source Treasure Vault (Remastered) pg. 15 Usage worn armor Bulk L Base Armor Scroll Robes --- These +1 resilient scroll robes magically store a spell for you. During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' inscribed trait, but without needing to go through the normal scribing process. You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Library Robes Source Treasure Vault (Remastered) pg. 15 Price 700 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Library Robes (Greater) Source Treasure Vault (Remastered) pg. 15 Price 2,000 gp Bulk L --- The armor is +2 resilient scroll robes , and the spell can be 6th level or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Library Robes (Major) Source Treasure Vault (Remastered) pg. 15 Price 6,000 gp Bulk L --- The armor is +2 greater resilient scroll robes , and the spell can be 8th level or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Library Robes (True) Source Treasure Vault (Remastered) pg. 15 Price 36,000 gp Bulk L --- The armor is +3 greater resilient scroll robes , and the spell can be 9th level or lower.","skill_mod":{},"summary":"These +1 resilient scroll robes magically store a spell for you. During your daily preparations, choose one spell you know of 5th level or …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1848","base_item":["Scroll Robes"],"name":"Library Robes","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1848"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1848","weakness":{},"price":70000,"legacy_id":["equipment-4381"],"trait":["Invested","Magical"],"id":"equipment-1848-1605","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Library Robes Source Treasure Vault (Remastered) pg. 15 Usage worn armor Bulk L Base Armor Scroll Robes --- These +1 resilient scroll robes magically store a spell for you. During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' inscribed trait, but without needing to go through the normal scribing process. You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Library Robes Source Treasure Vault (Remastered) pg. 15 Price 700 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Library Robes (Greater) Source Treasure Vault (Remastered) pg. 15 Price 2,000 gp Bulk L --- The armor is +2 resilient scroll robes , and the spell can be 6th level or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Library Robes (Major) Source Treasure Vault (Remastered) pg. 15 Price 6,000 gp Bulk L --- The armor is +2 greater resilient scroll robes , and the spell can be 8th level or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Library Robes (True) Source Treasure Vault (Remastered) pg. 15 Price 36,000 gp Bulk L --- The armor is +3 greater resilient scroll robes , and the spell can be 9th level or lower.","skill_mod":{},"summary":"These +1 resilient scroll robes magically store a spell for you. During your daily preparations, choose one spell you know of 5th level or …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1848","base_item":["Scroll Robes"],"name":"Library Robes","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1848-1605"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1848","weakness":{},"price":200000,"legacy_id":["equipment-4381"],"trait":["Invested","Magical"],"id":"equipment-1848-1606","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Library Robes Source Treasure Vault (Remastered) pg. 15 Usage worn armor Bulk L Base Armor Scroll Robes --- These +1 resilient scroll robes magically store a spell for you. During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' inscribed trait, but without needing to go through the normal scribing process. You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Library Robes Source Treasure Vault (Remastered) pg. 15 Price 700 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Library Robes (Greater) Source Treasure Vault (Remastered) pg. 15 Price 2,000 gp Bulk L --- The armor is +2 resilient scroll robes , and the spell can be 6th level or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Library Robes (Major) Source Treasure Vault (Remastered) pg. 15 Price 6,000 gp Bulk L --- The armor is +2 greater resilient scroll robes , and the spell can be 8th level or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Library Robes (True) Source Treasure Vault (Remastered) pg. 15 Price 36,000 gp Bulk L --- The armor is +3 greater resilient scroll robes , and the spell can be 9th level or lower.","skill_mod":{},"summary":"The armor is +2 resilient scroll robes , and the spell can be 6th level or lower.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1848","base_item":["Scroll Robes"],"name":"Library Robes (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1848-1606"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1848","weakness":{},"price":600000,"legacy_id":["equipment-4381"],"trait":["Invested","Magical"],"id":"equipment-1848-1607","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Library Robes Source Treasure Vault (Remastered) pg. 15 Usage worn armor Bulk L Base Armor Scroll Robes --- These +1 resilient scroll robes magically store a spell for you. During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' inscribed trait, but without needing to go through the normal scribing process. You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Library Robes Source Treasure Vault (Remastered) pg. 15 Price 700 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Library Robes (Greater) Source Treasure Vault (Remastered) pg. 15 Price 2,000 gp Bulk L --- The armor is +2 resilient scroll robes , and the spell can be 6th level or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Library Robes (Major) Source Treasure Vault (Remastered) pg. 15 Price 6,000 gp Bulk L --- The armor is +2 greater resilient scroll robes , and the spell can be 8th level or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Library Robes (True) Source Treasure Vault (Remastered) pg. 15 Price 36,000 gp Bulk L --- The armor is +3 greater resilient scroll robes , and the spell can be 9th level or lower.","skill_mod":{},"summary":"The armor is +2 greater resilient scroll robes , and the spell can be 8th level or lower.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1848","base_item":["Scroll Robes"],"name":"Library Robes (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1848-1607"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1848","weakness":{},"price":3600000,"legacy_id":["equipment-4381"],"trait":["Invested","Magical"],"id":"equipment-1848-1608","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Library Robes Source Treasure Vault (Remastered) pg. 15 Usage worn armor Bulk L Base Armor Scroll Robes --- These +1 resilient scroll robes magically store a spell for you. During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' inscribed trait, but without needing to go through the normal scribing process. You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Library Robes Source Treasure Vault (Remastered) pg. 15 Price 700 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Library Robes (Greater) Source Treasure Vault (Remastered) pg. 15 Price 2,000 gp Bulk L --- The armor is +2 resilient scroll robes , and the spell can be 6th level or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Library Robes (Major) Source Treasure Vault (Remastered) pg. 15 Price 6,000 gp Bulk L --- The armor is +2 greater resilient scroll robes , and the spell can be 8th level or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Library Robes (True) Source Treasure Vault (Remastered) pg. 15 Price 36,000 gp Bulk L --- The armor is +3 greater resilient scroll robes , and the spell can be 9th level or lower.","skill_mod":{},"summary":"The armor is +3 greater resilient scroll robes , and the spell can be 9th level or lower.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1848","base_item":["Scroll Robes"],"name":"Library Robes (True)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1848-1608"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":2275000,"legacy_id":["equipment-4382"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-1849","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Linnorm's Sankeit Source Treasure Vault (Remastered) pg. 18 Price 22,750 gp Usage worn armor Bulk 2 Base Armor Sankeit --- The first suit of +3 greater resilient antimagic sankeit made in this fashion was crafted for the Varki linnorm king Nankou, after he claimed his title by slaying a taiga linnorm. By Varki tradition, the armor was crafted using some of the slain linnorm's body to decorate the breastplate and helm, which imbued the armor with several of the linnorm's natural abilities. Though the helm is shaped like the beast's head, a linnorm's actual head would be too large for a proper helmet. Activate Two Actions (manipulate) Frequency once per hour; Effect You breathe a 60-foot cone of electrified vapor, dealing 17d6 electricity damage to creatures in the area (DC 38 basic Reflex save). The electrified mist persists in the area for 2 rounds, dealing 5d6 electricity damage (DC 38 basic Reflex save) to each creature that ends its turn in the mist. If you slew the linnorm this armor is made from, you can use the higher of your class DC or spell DC instead of the listed DCs for this effect. Activate Reaction (manipulate) Trigger A creature adjacent to you targets you with a melee attack; Effect The creature takes 4d6 piercing damage as previously invisible magical spines leap outwards from the armor to punish them for the attack. Craft Requirements The initial raw materials must include the hide and skull of any type of linnorm.\n","skill_mod":{},"summary":"The first suit of +3 greater resilient antimagic sankeit made in this fashion was crafted for the Varki linnorm king Nankou, after he claimed …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1849","base_item":["Sankeit"],"name":"Linnorm's Sankeit","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1849"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":4000000,"legacy_id":["equipment-4383"],"trait":["Invested","Magical","Rare"],"id":"equipment-1850","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Ouroboros Buckles Source Treasure Vault (Remastered) pg. 18 Price 40,000 gp Usage worn armor Bulk 1 Base Armor Buckle Armor --- This ominous-looking +3 greater resilient greater acid-resistant buckle armor is deep red in color, favored by assassins who worship Norgorber or Asmodeus, and if unfastened, the many belts and buckles writhe like living snakes. Ouroboros buckles have the comfort trait. However, while wearing ouroboros buckles , the unfathomable concept of infinity pulls at your mind, and each time you awaken, you'd swear the armor hissed into your ear while you were asleep. The hissing suggested secret wisdom to you in Aklo, though you only ever remember it vaguely, like a fading dream. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You call forth the cursed regenerative blood of an ouroboros to recover from your wounds. You gain regeneration 15 for 1 minute; fire damage deactivates this regeneration. Each time you regain Hit Points from this regeneration, if you're in your normal form, you collapse into a large swarm of Tiny snakes. This is a polymorph effect that changes you into a battle form. When you're a swarm of snakes, you gain low-light vision, imprecise scent (30 feet), a Speed of 20 feet, a climb Speed of 20 feet, and a swim Speed of 20 feet. You have an AC of 16 + your level and ignore your armor's check penalty and Speed reduction. Also, you gain resistance 5 to physical damage and weakness 5 to area damage and splash damage. You can use none of your normal Strikes. Instead, you can use Swarming Bites, a single action that deals 4d4 piercing damage plus 2d6 poison damage to creatures in your space with a DC 41 basic Reflex save. If you're in this battle form and are already at full HP when your regeneration occurs, the snakes instantaneously slither together, and you transform into your original form. Activate Reaction (concentrate) Frequency once per minute; Trigger A foe within 15 feet hits you with a Strike that deals slashing or piercing damage; Effect Your ouroboros buckles spray acidic blood in a 15-foot cone toward the foe, dealing 5d6 acid damage with a DC 41 basic Reflex save.\n","skill_mod":{},"summary":"This ominous-looking +3 greater resilient greater acid-resistant buckle armor is deep red in color, favored by assassins who worship …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1850","base_item":["Buckle Armor"],"name":"Ouroboros Buckles","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1850"},{"item_child_id":["equipment-1851-1609","equipment-1851-1610"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"legacy_id":["equipment-4384"],"trait":["Invested","Magical"],"id":"equipment-1851","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Restricted\" > Reef Heart Source Treasure Vault (Remastered) pg. 18 Usage worn armor Bulk 2 Base Armor Coral Armor --- This +2 resilient coral armor , often favored by allies of merfolk and aquatic elves, is made of living coral carefully harvested from the ocean depths. Legends speak of a variety of similar coral armors with distinct powers, but surface-dwellers know of reef heart as a magic armor that makes it easier for them to travel under the sea. Reef heart enables you to breathe underwater and gives you a swim Speed equal to half your land Speed. Activate Three Actions (concentrate, manipulate) Frequency once per day; Effect You cast coral eruption . If you conjure the coral underwater, it ceases dealing damage after 1 minute, but its duration is unlimited. If the magical coral remains in place for 1 year, it becomes non-magical coral from which a reef might grow. <title level=\"2\" right=\"Item 12\" pfs=\"Restricted\" > Reef Heart Source Treasure Vault (Remastered) pg. 18 Price 2,000 gp Bulk 2 <title level=\"2\" right=\"Item 15\" pfs=\"Restricted\" > Reef Heart (Greater) Source Treasure Vault (Remastered) pg. 18 Price 6,500 gp Bulk 2 --- The reef heart is +2 greater resilient coral armor , the swim Speed is equal to your full land Speed, and the coral eruption is 7th level.","skill_mod":{},"summary":"This +2 resilient coral armor , often favored by allies of merfolk and aquatic elves , is made of living coral carefully harvested from the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1851","base_item":["Coral Armor"],"name":"Reef Heart","bulk":2,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-1851"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1851","weakness":{},"price":200000,"legacy_id":["equipment-4384"],"trait":["Invested","Magical"],"id":"equipment-1851-1609","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Restricted\" > Reef Heart Source Treasure Vault (Remastered) pg. 18 Usage worn armor Bulk 2 Base Armor Coral Armor --- This +2 resilient coral armor , often favored by allies of merfolk and aquatic elves, is made of living coral carefully harvested from the ocean depths. Legends speak of a variety of similar coral armors with distinct powers, but surface-dwellers know of reef heart as a magic armor that makes it easier for them to travel under the sea. Reef heart enables you to breathe underwater and gives you a swim Speed equal to half your land Speed. Activate Three Actions (concentrate, manipulate) Frequency once per day; Effect You cast coral eruption . If you conjure the coral underwater, it ceases dealing damage after 1 minute, but its duration is unlimited. If the magical coral remains in place for 1 year, it becomes non-magical coral from which a reef might grow. <title level=\"2\" right=\"Item 12\" pfs=\"Restricted\" > Reef Heart Source Treasure Vault (Remastered) pg. 18 Price 2,000 gp Bulk 2 <title level=\"2\" right=\"Item 15\" pfs=\"Restricted\" > Reef Heart (Greater) Source Treasure Vault (Remastered) pg. 18 Price 6,500 gp Bulk 2 --- The reef heart is +2 greater resilient coral armor , the swim Speed is equal to your full land Speed, and the coral eruption is 7th level.","skill_mod":{},"summary":"This +2 resilient coral armor , often favored by allies of merfolk and aquatic elves , is made of living coral carefully harvested from the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1851","base_item":["Coral Armor"],"name":"Reef Heart","bulk":2,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-1851-1609"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-1851","weakness":{},"price":650000,"legacy_id":["equipment-4384"],"trait":["Invested","Magical"],"id":"equipment-1851-1610","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Restricted\" > Reef Heart Source Treasure Vault (Remastered) pg. 18 Usage worn armor Bulk 2 Base Armor Coral Armor --- This +2 resilient coral armor , often favored by allies of merfolk and aquatic elves, is made of living coral carefully harvested from the ocean depths. Legends speak of a variety of similar coral armors with distinct powers, but surface-dwellers know of reef heart as a magic armor that makes it easier for them to travel under the sea. Reef heart enables you to breathe underwater and gives you a swim Speed equal to half your land Speed. Activate Three Actions (concentrate, manipulate) Frequency once per day; Effect You cast coral eruption . If you conjure the coral underwater, it ceases dealing damage after 1 minute, but its duration is unlimited. If the magical coral remains in place for 1 year, it becomes non-magical coral from which a reef might grow. <title level=\"2\" right=\"Item 12\" pfs=\"Restricted\" > Reef Heart Source Treasure Vault (Remastered) pg. 18 Price 2,000 gp Bulk 2 <title level=\"2\" right=\"Item 15\" pfs=\"Restricted\" > Reef Heart (Greater) Source Treasure Vault (Remastered) pg. 18 Price 6,500 gp Bulk 2 --- The reef heart is +2 greater resilient coral armor , the swim Speed is equal to your full land Speed, and the coral eruption is 7th level.","skill_mod":{},"summary":"The reef heart is +2 greater resilient coral armor , the swim Speed is equal to your full land Speed, and the coral eruption is 7th level.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1851","base_item":["Coral Armor"],"name":"Reef Heart (Greater)","bulk":2,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-1851-1610"},{"legacy_name":["Remorhaz Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":97500,"legacy_id":["equipment-4385"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-1852","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Smoldering Armor Source Treasure Vault (Remastered) pg. 19 Price 975 gp Usage worn armor Bulk 2 Base Armor Niyaháat --- This +1 resilient fire-resistant niyaháat is often created to mark the passage of an Erutaki warrior into adulthood, plates salvaged from the exploded remains of a firewyrm elemental, with larger pieces protecting the chest, shoulders, and head. As you fight, the armor glows red hot. Activate Two Actions (concentrate) Frequency once per day; Effect The armor casts fire shield on you. Activate Reaction (concentrate) Frequency once per day; Trigger You're dealt 30 or more fire damage, before any reduction from your fire resistance; Requirements You've used the fire shield activation already today; Effect The fire shield activation recharges. Craft Requirements The initial raw materials must include the carapace of a firewyrm.\n","skill_mod":{},"summary":"This +1 resilient fire-resistant niyaháat is often created to mark the passage of an Erutaki warrior into adulthood, plates salvaged from the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1852","base_item":["Niyaháat"],"name":"Smoldering Armor","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1852"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":47600,"legacy_id":["equipment-4386"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-1853","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Rusting Carapace Source Treasure Vault (Remastered) pg. 19 Price 476 gp Usage worn armor Bulk 1 Base Armor Leather Lamellar --- This +1 leather lamellar armor incorporates the plates of an ore louse’s hide, woven together with the creature’s own sinew into a functional set of armor. While wearing the rusting carapace , you gain a +1 circumstance bonus to AC and saving throws against any effect that would rust you or your items, such as the ore louse’s Strikes that have the rust ability or the rust cloud spell. Activate Two Actions (manipulate) Frequency once per day; Effect Oxidizing liquid seeps from between the segments of the rusting hide onto a nearby metal creature, non-magical metal hazard, or non-magical metal item of up to 1 Bulk. A targeted creature or hazard gets a DC 24 basic Fortitude save; a targeted item automatically gets a critical failure if unattended, but a creature holding or wearing it can attempt a DC 24 basic Reflex save. The rust deals 8d6 damage to a creature or hazard, plus 2d6 persistent damage on a failed save; it deals 2d6 damage to an item, plus 1d6 persistent damage on a failed save. Craft Requirements The initial raw materials must include the hide of a ore louse.\n","skill_mod":{},"summary":"This +1 leather lamellar armor incorporates the plates of an ore louse’s hide, woven together with the creature’s own sinew into a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1853","base_item":["Leather Lamellar"],"name":"Rusting Carapace","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1853"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":23000,"skill":["Diplomacy"],"legacy_id":["equipment-4387"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-1854","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Trollhound Vest Source Treasure Vault (Remastered) pg. 19 Price 230 gp Usage worn armor Bulk 2 Base Armor Hide Armor --- This suit of +1 hide armor is sickly green and covered in thick warts and nodules, fashioned from the hide of a trollhound and imbued with some of the beast's vitality. Wearing this armor gives you a –1 circumstance penalty to all checks made using Diplomacy to interact with trolls and a +1 circumstance bonus to Diplomacy checks used to Make an Impression in communities traditionally plagued by troll attacks. Activate Reaction (manipulate) Trigger You take damage from a melee attack while you have half or fewer of your normal maximum Hit Points; Effect Your body knits itself back together, healing you for 3d8 Hit Points. Craft Requirements The initial raw materials must include the hides of at least two trollhounds.\n","skill_mod":{},"summary":"This suit of +1 hide armor is sickly green and covered in thick warts and nodules, fashioned from the hide of a trollhound and imbued with some …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1854","base_item":["Hide Armor"],"name":"Trollhound Vest","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1854"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":48700,"legacy_id":["equipment-4388"],"trait":["Invested","Magical"],"id":"equipment-1855","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Wasp Guard Source Treasure Vault (Remastered) pg. 19 Price 487 gp Usage worn armor Bulk 1 Base Armor Studded Leather Armor --- Druids and Calistria's faithful alike value this vindictive armor for its ability to turn away pests and exact revenge on foes in a manner that can easily turn coordinated enemies into a chaotic mass. Wasp guard is +1 studded leather studded with the carapaces of wasps, subtly diverting swarms away and granting a +1 status bonus to Reflex saving throws against Swarming Bites, Swarming Stings, and similar abilities from swarms. Activate Reaction (concentrate) Frequency once per day; Trigger An enemy within 30 feet Strikes you with an attack; Effect You animate the exoskeletons of the wasp guard armor into a spectral swarm of wasps that seeks revenge for the slight. The swarm flies to the triggering enemy's space and swarms about them, dealing 1d8 persistent poison damage. If the affected enemy has any allies within 30 feet, the enemy can spend a single action, which has the manipulate trait, to shoo the swarm away. This ends the persistent damage on that enemy automatically, but the swarm instead moves to affect the enemy's ally. Craft Requirements The initial raw materials must include 1 Bulk of wasp exoskeletons.\n","skill_mod":{},"summary":" Druids and Calistria's faithful alike value this vindictive armor for its ability to turn away pests and exact revenge on foes in a manner that …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1855","base_item":["Studded Leather Armor"],"name":"Wasp Guard","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1855"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":35500,"legacy_id":["equipment-4389"],"trait":["Invested","Primal"],"id":"equipment-1856","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Wolfjaw Armor Source Treasure Vault (Remastered) pg. 19 Price 355 gp Usage worn armor Bulk 2 Base Armor Hide Armor --- Barbarians, druids and other outlanders are often forced to spend the harsh winter months protecting their communities from one of the deadliest predators to stalk the forests and taiga of the northern reaches, the fearsome witchwargs. This +1 hide armor is assembled from the hide and fur of a trio of witchwargs, and it conveys on the wearer both an attack akin to the witchwargs' deadly jaws and the ability to channel the frigid cold of the witchwargs's Winter Breath. Activate Two Actions (cold, manipulate) Frequency once per day; Effect You breathe a cloud of frost in a 15-foot cone that deals 5d8 cold damage (DC 23 basic Reflex save). Activate Single Action (manipulate) Frequency once per hour; Effect You gain a jaws unarmed attack that you make using your hands. This attack deals 1d8 piercing damage plus 1 cold damage, is in the brawling group, and has the trip and unarmed traits. Craft Requirements The initial raw materials must include the hides of at least three witchwargs.\n","skill_mod":{},"summary":" Barbarians , druids and other outlanders are often forced to spend the harsh winter months protecting their communities from one of the deadliest …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=1856","base_item":["Hide Armor"],"name":"Wolfjaw Armor","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1856"},{"item_child_id":["equipment-1857-1611","equipment-1857-1612"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"legacy_id":["equipment-4390"],"trait":["Magical"],"id":"equipment-1857","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Clockwork Shield Source Treasure Vault (Remastered) pg. 22 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This brass-coated, steel shield (Hardness 12, HP 90, BT 45) has +2 striking shield spikes made of bronze gears. Activate Single Action (manipulate) Frequency once per day; Effect The shield's gears begin to spin, subtly adjusting the shield's position as you fight. You gain an extra reaction this turn and at the start of each of your turns for the next minute that you can use only to Shield Block. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Clockwork Shield Source Treasure Vault (Remastered) pg. 22 Price 1,300 gp Bulk 1 <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Clockwork Shield (Greater) Source Treasure Vault (Remastered) pg. 22 Price 22,000 gp Bulk 1 --- A greater clockwork shield's (Hardness 17, HP 130, and BT 65) gears are +3 greater striking shield spikes .","skill_mod":{},"summary":"This brass-coated, steel shield (Hardness 12, HP 90, BT 45) has +2 striking shield spikes made of bronze gears. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1857","base_item":["Steel Shield"],"name":"Clockwork Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1857"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1857","weakness":{},"price":130000,"legacy_id":["equipment-4390"],"trait":["Magical"],"id":"equipment-1857-1611","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Clockwork Shield Source Treasure Vault (Remastered) pg. 22 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This brass-coated, steel shield (Hardness 12, HP 90, BT 45) has +2 striking shield spikes made of bronze gears. Activate Single Action (manipulate) Frequency once per day; Effect The shield's gears begin to spin, subtly adjusting the shield's position as you fight. You gain an extra reaction this turn and at the start of each of your turns for the next minute that you can use only to Shield Block. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Clockwork Shield Source Treasure Vault (Remastered) pg. 22 Price 1,300 gp Bulk 1 <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Clockwork Shield (Greater) Source Treasure Vault (Remastered) pg. 22 Price 22,000 gp Bulk 1 --- A greater clockwork shield's (Hardness 17, HP 130, and BT 65) gears are +3 greater striking shield spikes .","skill_mod":{},"summary":"This brass-coated, steel shield (Hardness 12, HP 90, BT 45) has +2 striking shield spikes made of bronze gears.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1857","base_item":["Steel Shield"],"name":"Clockwork Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1857-1611"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1857","weakness":{},"price":2200000,"legacy_id":["equipment-4390"],"trait":["Magical"],"id":"equipment-1857-1612","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Clockwork Shield Source Treasure Vault (Remastered) pg. 22 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This brass-coated, steel shield (Hardness 12, HP 90, BT 45) has +2 striking shield spikes made of bronze gears. Activate Single Action (manipulate) Frequency once per day; Effect The shield's gears begin to spin, subtly adjusting the shield's position as you fight. You gain an extra reaction this turn and at the start of each of your turns for the next minute that you can use only to Shield Block. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Clockwork Shield Source Treasure Vault (Remastered) pg. 22 Price 1,300 gp Bulk 1 <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Clockwork Shield (Greater) Source Treasure Vault (Remastered) pg. 22 Price 22,000 gp Bulk 1 --- A greater clockwork shield's (Hardness 17, HP 130, and BT 65) gears are +3 greater striking shield spikes .","skill_mod":{},"summary":"A greater clockwork shield's (Hardness 17, HP 130, and BT 65) gears are +3 greater striking shield spikes .","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1857","base_item":["Steel Shield"],"name":"Clockwork Shield (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1857-1612"},{"item_child_id":["equipment-1858-1613","equipment-1858-1614","equipment-1858-1615"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"skill":["Lore","Athletics","Lore","Athletics"],"legacy_id":["equipment-4391"],"trait":["Magical"],"id":"equipment-1858","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Helmsman's Recourse Source Treasure Vault (Remastered) pg. 22 Usage held in 1 hand Bulk 1 Base Shield Meteor Shield --- This standard-grade duskwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus to Sailing Lore and to Athletics checks to Swim. Activate Two Actions (concentrate) Frequency once per hour; Requirements You're in a body of water; Effect For 10 minutes, you don't sink if you haven't succeeded at a Swim action on a turn, and if you're submerged, you automatically ascend 10 feet at the end of your turn. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Helmsman's Recourse Source Treasure Vault (Remastered) pg. 22 Price 150 gp Bulk 1 <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Helmsman's Recourse (Greater) Source Treasure Vault (Remastered) pg. 22 Price 625 gp Bulk 1 --- The shield has Hardness 8, HP 60, and BT 30, and when you Activate the shield, it casts water walk on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Helmsman's Recourse (Major) Source Treasure Vault (Remastered) pg. 22 Price 2,650 gp Bulk 1 --- The shield has Hardness 11, HP 80, and BT 40; the item bonus is +2; and when you Activate the shield, you can breathe underwater for 10 minutes.","skill_mod":{},"summary":"This standard-grade duskwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1858","base_item":["Meteor Shield"],"name":"Helmsman's Recourse","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1858"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1858","weakness":{},"price":15000,"skill":["Lore","Athletics"],"legacy_id":["equipment-4391"],"trait":["Magical"],"id":"equipment-1858-1613","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Helmsman's Recourse Source Treasure Vault (Remastered) pg. 22 Usage held in 1 hand Bulk 1 Base Shield Meteor Shield --- This standard-grade duskwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus to Sailing Lore and to Athletics checks to Swim. Activate Two Actions (concentrate) Frequency once per hour; Requirements You're in a body of water; Effect For 10 minutes, you don't sink if you haven't succeeded at a Swim action on a turn, and if you're submerged, you automatically ascend 10 feet at the end of your turn. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Helmsman's Recourse Source Treasure Vault (Remastered) pg. 22 Price 150 gp Bulk 1 <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Helmsman's Recourse (Greater) Source Treasure Vault (Remastered) pg. 22 Price 625 gp Bulk 1 --- The shield has Hardness 8, HP 60, and BT 30, and when you Activate the shield, it casts water walk on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Helmsman's Recourse (Major) Source Treasure Vault (Remastered) pg. 22 Price 2,650 gp Bulk 1 --- The shield has Hardness 11, HP 80, and BT 40; the item bonus is +2; and when you Activate the shield, you can breathe underwater for 10 minutes.","skill_mod":{},"summary":"This standard-grade duskwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1858","base_item":["Meteor Shield"],"name":"Helmsman's Recourse","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1858-1613"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1858","weakness":{},"price":62500,"legacy_id":["equipment-4391"],"trait":["Magical"],"id":"equipment-1858-1614","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Helmsman's Recourse Source Treasure Vault (Remastered) pg. 22 Usage held in 1 hand Bulk 1 Base Shield Meteor Shield --- This standard-grade duskwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus to Sailing Lore and to Athletics checks to Swim. Activate Two Actions (concentrate) Frequency once per hour; Requirements You're in a body of water; Effect For 10 minutes, you don't sink if you haven't succeeded at a Swim action on a turn, and if you're submerged, you automatically ascend 10 feet at the end of your turn. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Helmsman's Recourse Source Treasure Vault (Remastered) pg. 22 Price 150 gp Bulk 1 <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Helmsman's Recourse (Greater) Source Treasure Vault (Remastered) pg. 22 Price 625 gp Bulk 1 --- The shield has Hardness 8, HP 60, and BT 30, and when you Activate the shield, it casts water walk on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Helmsman's Recourse (Major) Source Treasure Vault (Remastered) pg. 22 Price 2,650 gp Bulk 1 --- The shield has Hardness 11, HP 80, and BT 40; the item bonus is +2; and when you Activate the shield, you can breathe underwater for 10 minutes.","skill_mod":{},"summary":"The shield has Hardness 8, HP 60, and BT 30, and when you Activate the shield, it casts water walk on you.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1858","base_item":["Meteor Shield"],"name":"Helmsman's Recourse (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1858-1614"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1858","weakness":{},"price":265000,"skill":["Lore","Athletics"],"legacy_id":["equipment-4391"],"trait":["Magical"],"id":"equipment-1858-1615","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Helmsman's Recourse Source Treasure Vault (Remastered) pg. 22 Usage held in 1 hand Bulk 1 Base Shield Meteor Shield --- This standard-grade duskwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus to Sailing Lore and to Athletics checks to Swim. Activate Two Actions (concentrate) Frequency once per hour; Requirements You're in a body of water; Effect For 10 minutes, you don't sink if you haven't succeeded at a Swim action on a turn, and if you're submerged, you automatically ascend 10 feet at the end of your turn. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Helmsman's Recourse Source Treasure Vault (Remastered) pg. 22 Price 150 gp Bulk 1 <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Helmsman's Recourse (Greater) Source Treasure Vault (Remastered) pg. 22 Price 625 gp Bulk 1 --- The shield has Hardness 8, HP 60, and BT 30, and when you Activate the shield, it casts water walk on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Helmsman's Recourse (Major) Source Treasure Vault (Remastered) pg. 22 Price 2,650 gp Bulk 1 --- The shield has Hardness 11, HP 80, and BT 40; the item bonus is +2; and when you Activate the shield, you can breathe underwater for 10 minutes.","skill_mod":{},"summary":"The shield has Hardness 11, HP 80, and BT 40; the item bonus is +2; and when you Activate the shield, you can breathe underwater for 10 minutes.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1858","base_item":["Meteor Shield"],"name":"Helmsman's Recourse (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1858-1615"},{"item_child_id":["equipment-1859-1616","equipment-1859-1617"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"legacy_id":["equipment-4392"],"trait":["Magical"],"id":"equipment-1859","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sanguine Klar Source Treasure Vault (Remastered) pg. 22 Usage held in 1 hand Bulk 1 Base Shield Klar --- This +1 striking wounding klar (Hardness 8, HP 64, BT 32) is built with spikes made of beasts' fangs. Activate Free Action (concentrate) Frequency once per round; Trigger You or a creature within 5 feet of you suffers bleed damage; Effect The sanguine klar regains a number of Hit Points equal to the bleed damage, up to an amount equal to its Hardness. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sanguine Klar Source Treasure Vault (Remastered) pg. 22 Price 650 gp Bulk 1 <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Sanguine Klar (Greater) Source Treasure Vault (Remastered) pg. 22 Price 3,700 gp Bulk 1 --- A greater sanguine klar (Hardness 13, HP 100, and BT 50) is a +2 greater striking wounding klar , and its activation can be triggered by bleed damage at a range of 30 feet.","skill_mod":{},"summary":"This +1 striking wounding klar (Hardness 8, HP 64, BT 32) is built with spikes made of beasts' fangs. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1859","base_item":["Klar"],"name":"Sanguine Klar","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1859"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1859","weakness":{},"price":65000,"legacy_id":["equipment-4392"],"trait":["Magical"],"id":"equipment-1859-1616","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sanguine Klar Source Treasure Vault (Remastered) pg. 22 Usage held in 1 hand Bulk 1 Base Shield Klar --- This +1 striking wounding klar (Hardness 8, HP 64, BT 32) is built with spikes made of beasts' fangs. Activate Free Action (concentrate) Frequency once per round; Trigger You or a creature within 5 feet of you suffers bleed damage; Effect The sanguine klar regains a number of Hit Points equal to the bleed damage, up to an amount equal to its Hardness. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sanguine Klar Source Treasure Vault (Remastered) pg. 22 Price 650 gp Bulk 1 <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Sanguine Klar (Greater) Source Treasure Vault (Remastered) pg. 22 Price 3,700 gp Bulk 1 --- A greater sanguine klar (Hardness 13, HP 100, and BT 50) is a +2 greater striking wounding klar , and its activation can be triggered by bleed damage at a range of 30 feet.","skill_mod":{},"summary":"This +1 striking wounding klar (Hardness 8, HP 64, BT 32) is built with spikes made of beasts' fangs.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1859","base_item":["Klar"],"name":"Sanguine Klar","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1859-1616"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1859","weakness":{},"price":370000,"legacy_id":["equipment-4392"],"trait":["Magical"],"id":"equipment-1859-1617","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sanguine Klar Source Treasure Vault (Remastered) pg. 22 Usage held in 1 hand Bulk 1 Base Shield Klar --- This +1 striking wounding klar (Hardness 8, HP 64, BT 32) is built with spikes made of beasts' fangs. Activate Free Action (concentrate) Frequency once per round; Trigger You or a creature within 5 feet of you suffers bleed damage; Effect The sanguine klar regains a number of Hit Points equal to the bleed damage, up to an amount equal to its Hardness. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sanguine Klar Source Treasure Vault (Remastered) pg. 22 Price 650 gp Bulk 1 <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Sanguine Klar (Greater) Source Treasure Vault (Remastered) pg. 22 Price 3,700 gp Bulk 1 --- A greater sanguine klar (Hardness 13, HP 100, and BT 50) is a +2 greater striking wounding klar , and its activation can be triggered by bleed damage at a range of 30 feet.","skill_mod":{},"summary":"A greater sanguine klar (Hardness 13, HP 100, and BT 50) is a +2 greater striking wounding klar , and its activation can be triggered by bleed …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1859","base_item":["Klar"],"name":"Sanguine Klar (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1859-1617"},{"item_child_id":["equipment-1860-1618","equipment-1860-1619","equipment-1860-1620","equipment-1860-1621","equipment-1860-1622","equipment-1860-1623"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"legacy_id":["equipment-4393"],"trait":["Magical"],"id":"equipment-1860","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sapling Shield Source Treasure Vault (Remastered) pg. 22 Usage held in 1 hand Bulk 2 Base Shield Buckler, Tower Shield --- This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage. Activate Single Action (concentrate) Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sapling Shield (Minor) Source Treasure Vault (Remastered) pg. 22 Price 57 gp Bulk 2 --- The buckler has Hardness 3, HP 24, and BT 12. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sapling Shield (Lesser) Source Treasure Vault (Remastered) pg. 22 Price 240 gp Bulk 2 --- The buckler has Hardness 6, HP 48, and BT 24. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sapling Shield (Moderate) Source Treasure Vault (Remastered) pg. 22 Price 680 gp Bulk 2 --- The buckler has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sapling Shield (Greater) Source Treasure Vault (Remastered) pg. 22 Price 1,820 gp Bulk 2 --- The buckler has Hardness 11, HP 88, and BT 44. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sapling Shield (Major) Source Treasure Vault (Remastered) pg. 22 Price 5,860 gp Bulk 2 --- The buckler has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sapling Shield (True) Source Treasure Vault (Remastered) pg. 22 Price 20,220 gp Bulk 2 --- The buckler has Hardness 15, HP 120, and BT 60.","skill_mod":{},"summary":"This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1860","base_item":["Buckler","Tower Shield"],"name":"Sapling Shield","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1860"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1860","weakness":{},"price":5700,"legacy_id":["equipment-4393"],"trait":["Magical"],"id":"equipment-1860-1618","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sapling Shield Source Treasure Vault (Remastered) pg. 22 Usage held in 1 hand Bulk 2 Base Shield Buckler, Tower Shield --- This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage. Activate Single Action (concentrate) Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sapling Shield (Minor) Source Treasure Vault (Remastered) pg. 22 Price 57 gp Bulk 2 --- The buckler has Hardness 3, HP 24, and BT 12. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sapling Shield (Lesser) Source Treasure Vault (Remastered) pg. 22 Price 240 gp Bulk 2 --- The buckler has Hardness 6, HP 48, and BT 24. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sapling Shield (Moderate) Source Treasure Vault (Remastered) pg. 22 Price 680 gp Bulk 2 --- The buckler has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sapling Shield (Greater) Source Treasure Vault (Remastered) pg. 22 Price 1,820 gp Bulk 2 --- The buckler has Hardness 11, HP 88, and BT 44. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sapling Shield (Major) Source Treasure Vault (Remastered) pg. 22 Price 5,860 gp Bulk 2 --- The buckler has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sapling Shield (True) Source Treasure Vault (Remastered) pg. 22 Price 20,220 gp Bulk 2 --- The buckler has Hardness 15, HP 120, and BT 60.","skill_mod":{},"summary":"The buckler has Hardness 3, HP 24, and BT 12.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1860","base_item":["Buckler","Tower Shield"],"name":"Sapling Shield (Minor)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1860-1618"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1860","weakness":{},"price":24000,"legacy_id":["equipment-4393"],"trait":["Magical"],"id":"equipment-1860-1619","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sapling Shield Source Treasure Vault (Remastered) pg. 22 Usage held in 1 hand Bulk 2 Base Shield Buckler, Tower Shield --- This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage. Activate Single Action (concentrate) Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sapling Shield (Minor) Source Treasure Vault (Remastered) pg. 22 Price 57 gp Bulk 2 --- The buckler has Hardness 3, HP 24, and BT 12. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sapling Shield (Lesser) Source Treasure Vault (Remastered) pg. 22 Price 240 gp Bulk 2 --- The buckler has Hardness 6, HP 48, and BT 24. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sapling Shield (Moderate) Source Treasure Vault (Remastered) pg. 22 Price 680 gp Bulk 2 --- The buckler has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sapling Shield (Greater) Source Treasure Vault (Remastered) pg. 22 Price 1,820 gp Bulk 2 --- The buckler has Hardness 11, HP 88, and BT 44. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sapling Shield (Major) Source Treasure Vault (Remastered) pg. 22 Price 5,860 gp Bulk 2 --- The buckler has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sapling Shield (True) Source Treasure Vault (Remastered) pg. 22 Price 20,220 gp Bulk 2 --- The buckler has Hardness 15, HP 120, and BT 60.","skill_mod":{},"summary":"The buckler has Hardness 6, HP 48, and BT 24.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1860","base_item":["Buckler","Tower Shield"],"name":"Sapling Shield (Lesser)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1860-1619"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1860","weakness":{},"price":68000,"legacy_id":["equipment-4393"],"trait":["Magical"],"id":"equipment-1860-1620","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sapling Shield Source Treasure Vault (Remastered) pg. 22 Usage held in 1 hand Bulk 2 Base Shield Buckler, Tower Shield --- This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage. Activate Single Action (concentrate) Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sapling Shield (Minor) Source Treasure Vault (Remastered) pg. 22 Price 57 gp Bulk 2 --- The buckler has Hardness 3, HP 24, and BT 12. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sapling Shield (Lesser) Source Treasure Vault (Remastered) pg. 22 Price 240 gp Bulk 2 --- The buckler has Hardness 6, HP 48, and BT 24. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sapling Shield (Moderate) Source Treasure Vault (Remastered) pg. 22 Price 680 gp Bulk 2 --- The buckler has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sapling Shield (Greater) Source Treasure Vault (Remastered) pg. 22 Price 1,820 gp Bulk 2 --- The buckler has Hardness 11, HP 88, and BT 44. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sapling Shield (Major) Source Treasure Vault (Remastered) pg. 22 Price 5,860 gp Bulk 2 --- The buckler has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sapling Shield (True) Source Treasure Vault (Remastered) pg. 22 Price 20,220 gp Bulk 2 --- The buckler has Hardness 15, HP 120, and BT 60.","skill_mod":{},"summary":"The buckler has Hardness 8, HP 64, and BT 32.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1860","base_item":["Buckler","Tower Shield"],"name":"Sapling Shield (Moderate)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1860-1620"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1860","weakness":{},"price":182000,"legacy_id":["equipment-4393"],"trait":["Magical"],"id":"equipment-1860-1621","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sapling Shield Source Treasure Vault (Remastered) pg. 22 Usage held in 1 hand Bulk 2 Base Shield Buckler, Tower Shield --- This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage. Activate Single Action (concentrate) Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sapling Shield (Minor) Source Treasure Vault (Remastered) pg. 22 Price 57 gp Bulk 2 --- The buckler has Hardness 3, HP 24, and BT 12. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sapling Shield (Lesser) Source Treasure Vault (Remastered) pg. 22 Price 240 gp Bulk 2 --- The buckler has Hardness 6, HP 48, and BT 24. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sapling Shield (Moderate) Source Treasure Vault (Remastered) pg. 22 Price 680 gp Bulk 2 --- The buckler has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sapling Shield (Greater) Source Treasure Vault (Remastered) pg. 22 Price 1,820 gp Bulk 2 --- The buckler has Hardness 11, HP 88, and BT 44. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sapling Shield (Major) Source Treasure Vault (Remastered) pg. 22 Price 5,860 gp Bulk 2 --- The buckler has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sapling Shield (True) Source Treasure Vault (Remastered) pg. 22 Price 20,220 gp Bulk 2 --- The buckler has Hardness 15, HP 120, and BT 60.","skill_mod":{},"summary":"The buckler has Hardness 11, HP 88, and BT 44.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1860","base_item":["Buckler","Tower Shield"],"name":"Sapling Shield (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1860-1621"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1860","weakness":{},"price":586000,"legacy_id":["equipment-4393"],"trait":["Magical"],"id":"equipment-1860-1622","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sapling Shield Source Treasure Vault (Remastered) pg. 22 Usage held in 1 hand Bulk 2 Base Shield Buckler, Tower Shield --- This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage. Activate Single Action (concentrate) Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sapling Shield (Minor) Source Treasure Vault (Remastered) pg. 22 Price 57 gp Bulk 2 --- The buckler has Hardness 3, HP 24, and BT 12. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sapling Shield (Lesser) Source Treasure Vault (Remastered) pg. 22 Price 240 gp Bulk 2 --- The buckler has Hardness 6, HP 48, and BT 24. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sapling Shield (Moderate) Source Treasure Vault (Remastered) pg. 22 Price 680 gp Bulk 2 --- The buckler has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sapling Shield (Greater) Source Treasure Vault (Remastered) pg. 22 Price 1,820 gp Bulk 2 --- The buckler has Hardness 11, HP 88, and BT 44. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sapling Shield (Major) Source Treasure Vault (Remastered) pg. 22 Price 5,860 gp Bulk 2 --- The buckler has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sapling Shield (True) Source Treasure Vault (Remastered) pg. 22 Price 20,220 gp Bulk 2 --- The buckler has Hardness 15, HP 120, and BT 60.","skill_mod":{},"summary":"The buckler has Hardness 13, HP 104, and BT 52.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1860","base_item":["Buckler","Tower Shield"],"name":"Sapling Shield (Major)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1860-1622"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1860","weakness":{},"price":2022000,"legacy_id":["equipment-4393"],"trait":["Magical"],"id":"equipment-1860-1623","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sapling Shield Source Treasure Vault (Remastered) pg. 22 Usage held in 1 hand Bulk 2 Base Shield Buckler, Tower Shield --- This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage. Activate Single Action (concentrate) Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sapling Shield (Minor) Source Treasure Vault (Remastered) pg. 22 Price 57 gp Bulk 2 --- The buckler has Hardness 3, HP 24, and BT 12. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sapling Shield (Lesser) Source Treasure Vault (Remastered) pg. 22 Price 240 gp Bulk 2 --- The buckler has Hardness 6, HP 48, and BT 24. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sapling Shield (Moderate) Source Treasure Vault (Remastered) pg. 22 Price 680 gp Bulk 2 --- The buckler has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sapling Shield (Greater) Source Treasure Vault (Remastered) pg. 22 Price 1,820 gp Bulk 2 --- The buckler has Hardness 11, HP 88, and BT 44. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sapling Shield (Major) Source Treasure Vault (Remastered) pg. 22 Price 5,860 gp Bulk 2 --- The buckler has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Sapling Shield (True) Source Treasure Vault (Remastered) pg. 22 Price 20,220 gp Bulk 2 --- The buckler has Hardness 15, HP 120, and BT 60.","skill_mod":{},"summary":"The buckler has Hardness 15, HP 120, and BT 60.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1860","base_item":["Buckler","Tower Shield"],"name":"Sapling Shield (True)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1860-1623"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":2300000,"legacy_id":["equipment-4394"],"trait":["Magical","Uncommon"],"id":"equipment-1861","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Starfall Shield Source Treasure Vault (Remastered) pg. 22 Price 23,000 gp Usage held in 1 hand Bulk 1 Base Shield Heavy Rondache --- This high-grade adamantine heavy rondache (Hardness 17, HP 100, BT 50) bears a +3 greater striking shield boss and has dents that resemble craters on its surface. While wielding the shield, you have fire resistance 15. Activate Three Actions (manipulate) Frequency once per day; Effect You Stride up to three times. This movement doesn't trigger reactions and ignores difficult terrain. At the end of your movement, you deal 6d10 bludgeoning damage in a 10-foot emanation and 14d6 fire damage in a 40-foot emanation (DC 40 basic Reflex save, with the results applying to both the bludgeoning and fire damage). The space where you end your movement and all adjacent spaces become difficult terrain for 1 minute, and the shield glows red-hot for 10 minutes, during which it gains the effect of the greater flaming property rune.\n","skill_mod":{},"summary":"This high-grade adamantine heavy rondache (Hardness 17, HP 100, BT 50) bears a +3 greater striking shield boss and has dents that resemble …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1861","base_item":["Heavy Rondache"],"name":"Starfall Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1861"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":60000,"legacy_id":["equipment-4395"],"trait":["Magical"],"id":"equipment-1862","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Turnabout Shield Source Treasure Vault (Remastered) pg. 23 Price 600 gp Usage held in 1 hand Bulk 1 Base Shield Salvo Shield --- The face of this standard-grade silver salvo shield (Hardness 7, HP 28, BT 14) is polished to a mirror finish. Activate Reaction (concentrate) Frequency once per 10 minutes; Trigger A ranged Strike using ammunition such as arrows, bolts, or bullets (but not siege rounds or larger projectiles) misses you; Requirements You have the turnabout shield raised; Effect The ammunition enters the shield and is redirected with the same force with which it was originally fired. Make a ranged Strike using the ammunition with an attack modifier of +19, targeting a creature within 60 feet.\n","skill_mod":{},"summary":"The face of this standard-grade silver salvo shield (Hardness 7, HP 28, BT 14) is polished to a mirror finish. \r\n","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1862","base_item":["Salvo Shield"],"name":"Turnabout Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1862"},{"item_child_id":["equipment-1863-1624","equipment-1863-1625"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"legacy_id":["equipment-4396"],"trait":["Magical"],"id":"equipment-1863","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Warding Escutcheon Source Treasure Vault (Remastered) pg. 23 Usage held in 1 hand Bulk 4 Base Shield Tower Shield --- An image of a keyhole adorns the coat of arms of this stone tower shield (Hardness 10, HP 40, BT 20). Activate Two Actions (concentrate) Frequency once per day; Effect The shield becomes a locked door in an empty, adjacent space no wider than 5 feet, becoming flush with the surrounding structure so it blocks all passage. The door has the same Hardness, HP, and Broken Threshold as the shield, with Athletics and Thievery DCs of 25 to open. The door remains in place for 1 hour, until it's opened or broken, or until you spend an action to end this effect, at which point the shield returns to your hand (or falls to the ground in your space if your hands are full). Activate 1 minute (concentrate) Frequency once per day; Effect The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast cozy cabin , with the shield becoming the door. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Warding Escutcheon Source Treasure Vault (Remastered) pg. 23 Price 625 gp Bulk 4 <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Warding Escutcheon (Greater) Source Treasure Vault (Remastered) pg. 23 Price 55,000 gp Bulk 4 --- The shield has Hardness 20, HP 80, and BT 40. The DCs are 43, and using the second activation casts resplendent mansion , forming a tall stone keep. ","skill_mod":{},"summary":"An image of a keyhole adorns the coat of arms of this stone tower shield (Hardness 10, HP 40, BT 20). ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1863","base_item":["Tower Shield"],"name":"Warding Escutcheon","bulk":4,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1863"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1863","weakness":{},"price":62500,"legacy_id":["equipment-4396"],"trait":["Magical"],"id":"equipment-1863-1624","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Warding Escutcheon Source Treasure Vault (Remastered) pg. 23 Usage held in 1 hand Bulk 4 Base Shield Tower Shield --- An image of a keyhole adorns the coat of arms of this stone tower shield (Hardness 10, HP 40, BT 20). Activate Two Actions (concentrate) Frequency once per day; Effect The shield becomes a locked door in an empty, adjacent space no wider than 5 feet, becoming flush with the surrounding structure so it blocks all passage. The door has the same Hardness, HP, and Broken Threshold as the shield, with Athletics and Thievery DCs of 25 to open. The door remains in place for 1 hour, until it's opened or broken, or until you spend an action to end this effect, at which point the shield returns to your hand (or falls to the ground in your space if your hands are full). Activate 1 minute (concentrate) Frequency once per day; Effect The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast cozy cabin , with the shield becoming the door. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Warding Escutcheon Source Treasure Vault (Remastered) pg. 23 Price 625 gp Bulk 4 <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Warding Escutcheon (Greater) Source Treasure Vault (Remastered) pg. 23 Price 55,000 gp Bulk 4 --- The shield has Hardness 20, HP 80, and BT 40. The DCs are 43, and using the second activation casts resplendent mansion , forming a tall stone keep. ","skill_mod":{},"summary":"An image of a keyhole adorns the coat of arms of this stone tower shield (Hardness 10, HP 40, BT 20).","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1863","base_item":["Tower Shield"],"name":"Warding Escutcheon","bulk":4,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1863-1624"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-1863","weakness":{},"price":5500000,"legacy_id":["equipment-4396"],"trait":["Magical"],"id":"equipment-1863-1625","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Warding Escutcheon Source Treasure Vault (Remastered) pg. 23 Usage held in 1 hand Bulk 4 Base Shield Tower Shield --- An image of a keyhole adorns the coat of arms of this stone tower shield (Hardness 10, HP 40, BT 20). Activate Two Actions (concentrate) Frequency once per day; Effect The shield becomes a locked door in an empty, adjacent space no wider than 5 feet, becoming flush with the surrounding structure so it blocks all passage. The door has the same Hardness, HP, and Broken Threshold as the shield, with Athletics and Thievery DCs of 25 to open. The door remains in place for 1 hour, until it's opened or broken, or until you spend an action to end this effect, at which point the shield returns to your hand (or falls to the ground in your space if your hands are full). Activate 1 minute (concentrate) Frequency once per day; Effect The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast cozy cabin , with the shield becoming the door. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Warding Escutcheon Source Treasure Vault (Remastered) pg. 23 Price 625 gp Bulk 4 <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Warding Escutcheon (Greater) Source Treasure Vault (Remastered) pg. 23 Price 55,000 gp Bulk 4 --- The shield has Hardness 20, HP 80, and BT 40. The DCs are 43, and using the second activation casts resplendent mansion , forming a tall stone keep. ","skill_mod":{},"summary":"The shield has Hardness 20, HP 80, and BT 40. The DCs are 43, and using the second activation casts resplendent mansion , forming a tall stone …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=1863","base_item":["Tower Shield"],"name":"Warding Escutcheon (Greater)","bulk":4,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1863-1625"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":5000,"legacy_id":["equipment-4397"],"trait":["Magical"],"id":"equipment-1864","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Authorized Source Treasure Vault (Remastered) pg. 32 Price 50 gp Usage etched onto a weapon --- Sharp needles impale anyone who attempts to wield this weapon other than its rightful owner. Each authorized rune is etched with the blood of a specific creature. If any other creature wields the weapon, needles immediately erupt from the weapon's hilt or shaft, dealing 1d8 piercing damage plus 1d4 persistent bleed damage to the wielder. If the weapon has a striking rune, this damage increases to 1d8 per damage die and 1d4 persistent damage per damage die; this counts only the weapon's base die and dice from the striking rune. The persistent bleed damage can't end while the creature still holds the weapon. The spikes retract once the creature lets go. When the rune is crafted, the crafter can choose to broaden the criteria for who can safely wield the item, expanding the users to creatures with a particular bloodline, patron deity, or sanctification, as the crafter chooses. This criterion must be shared by the creature who contributed the blood for the rune.\n","skill_mod":{},"summary":"Sharp needles impale anyone who attempts to wield this weapon other than its rightful owner. Each authorized rune is etched with the blood of a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1864","name":"Authorized","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1864"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":70000,"legacy_id":["equipment-4398"],"trait":["Extradimensional","Magical"],"id":"equipment-1865","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Coating Source Treasure Vault (Remastered) pg. 32 Price 700 gp Usage etched onto a weapon --- When etched, this rune creates an extradimensional space that links to the weapon that wields it. The space can hold up to 1 Bulk but can contain only poisons and magic oils that could be applied to the weapon. Stowing or retrieving an item in the space requires an Interact action, except when using the rune's activation. Activate Single Action (concentrate) Requirements At least one magic oil or poison is stored inside the rune's extradimensional space; Effect For 1 minute, you can apply stored oils and poisons to the weapon without needing any hands free. Applying them takes the same number of actions as normal. An oil or poison applied this way pours directly from the extradimensional space onto the weapon, and when it's fully applied, its empty vial is ejected.\n","skill_mod":{},"summary":"When etched, this rune creates an extradimensional space that links to the weapon that wields it. The space can hold up to 1 Bulk but can contain …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1865","name":"Coating","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1865"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":12500,"legacy_id":["equipment-4399"],"trait":["Magical"],"id":"equipment-1866","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Earthbinding Source Treasure Vault (Remastered) pg. 33 Price 125 gp Usage etched onto a weapon --- A weapon with this rune hums when touched to the ground. Activate Reaction (concentrate) Frequency once per hour; Requirements You critically hit a flying creature with the etched weapon; Effect The rune casts a DC 20 earthbind spell on the flying creature.\n","skill_mod":{},"summary":"A weapon with this rune hums when touched to the ground. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1866","name":"Earthbinding","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1866"},{"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon with the monk trait","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":36000,"legacy_id":["equipment-4400"],"trait":["Magical"],"id":"equipment-1867","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Flurrying Source Treasure Vault (Remastered) pg. 33 Price 360 gp Usage etched onto a melee weapon with the monk trait --- When you make a Flurry of Blows using the etched weapon and your first Strike reduces a creature to 0 Hit Points, you can make your second Strike with an echo of the weapon, increasing the reach to 30 feet. Activate Two Actions (concentrate, force) Frequency once per day; Effect The weapon casts a spiritual weapon spell. The ghostly weapon looks like the etched weapon. Use your normal attack bonus and damage for the weapon instead of the damage listed in the spell, but use your Wisdom modifier instead of Strength when determining damage. You can choose to make a Flurry of Blows instead of a Strike when the spiritual weapon attacks; this still counts as your flourish for the turn. You can Sustain this activation in the same manner as the spell.\n","skill_mod":{},"summary":"When you make a Flurry of Blows using the etched weapon and your first Strike reduces a creature to 0 Hit Points, you can make your second Strike …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1867","name":"Flurrying","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1867"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":7000000,"legacy_id":["equipment-4401"],"trait":["Magical"],"id":"equipment-1868","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Impossible Source Treasure Vault (Remastered) pg. 33 Price 70,000 gp Usage etched onto a weapon --- This rune makes a weapon capable of impossible offense and defense. The etched weapon is immune to dispel magic and similar effects that could counteract its magic. If it's a ranged weapon or thrown weapon, its range increment is doubled. Activate Two Actions (concentrate, teleportation) Frequency once per hour; Effect You and the weapon flash to a perfect attacking position, then return to where you started. Make a Strike with the etched weapon against one creature you can see, even if the target is beyond the weapon's reach or range. On this Strike, ignore any circumstance penalty, status penalty, and range increment penalty.\n","skill_mod":{},"summary":"This rune makes a weapon capable of impossible offense and defense. The etched weapon is immune to dispel magic and similar effects that could …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1868","name":"Impossible","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1868"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":7000,"legacy_id":["equipment-4402"],"trait":["Magical","Mental"],"id":"equipment-1869","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Merciful Source Treasure Vault (Remastered) pg. 33 Price 70 gp Usage etched onto a weapon --- Merciful weapons are sheathed in an unmistakable wispy green aura recognized by both gladiators and guards around the world. A merciful weapon has the nonlethal trait and can't be used to make a lethal attack. Any persistent damage the weapon would deal is negated. On a critical hit, a merciful weapon causes the target to become fascinated with the weapon's wielder for 1 minute, as the target is bombarded with feelings of guilt and remorse. This is a mental effect. If you have access to the weapon's critical specialization effect, you choose whether to use it or the merciful effect.\n","skill_mod":{},"summary":" Merciful weapons are sheathed in an unmistakable wispy green aura recognized by both gladiators and guards around the world. A merciful weapon has …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1869","name":"Merciful","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1869"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Treasure Vault (Remastered)","Pathfinder #157: Devil at the Dreaming Palace"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":15000,"legacy_id":["equipment-4403"],"trait":["Magical"],"id":"equipment-1870","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Pacifying Source Treasure Vault (Remastered) pg. 33, Pathfinder #157: Devil at the Dreaming Palace pg. 78 Price 150 gp Usage etched onto a weapon --- This rune turns weapons into instruments of peacemaking. Activate Reaction (concentrate, mental) Trigger You damage a creature with the etched weapon; Effect The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a –2 penalty to attack rolls on any attacks that aren't nonlethal for 1 minute, and the creature also experiences a clear psychic warning that they should stop making attacks that could kill.\n","skill_mod":{},"summary":"This rune turns weapons into instruments of peacemaking. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1870","source_group":["Agents of Edgewatch"],"name":"Pacifying","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-1870"},{"primary_source_category":"Rulebooks","usage":"etched onto a thrown weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":70000,"legacy_id":["equipment-4404"],"trait":["Magical"],"id":"equipment-1871","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Swarming Source Treasure Vault (Remastered) pg. 33 Price 700 gp Usage etched onto a thrown weapon --- Able to copy itself many times over when thrown until the air is filled with deadly blades, a swarming weapon turns a single weapon into a shower of devastation. Activate Two Actions (concentrate) Frequency once per hour; Effect You fling your weapon and it multiplies as it flies through the air, filling a 30-foot cone. All creatures within the area take damage equal to double the weapon's number of damage dice, with a DC 27 basic Reflex save.\n","skill_mod":{},"summary":"Able to copy itself many times over when thrown until the air is filled with deadly blades, a swarming weapon turns a single weapon into a shower of …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=1871","name":"Swarming","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1871"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":280000,"legacy_id":["equipment-4405"],"trait":["Clockwork","Magical","Uncommon"],"id":"equipment-1872","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Piston Gauntlets Source Treasure Vault (Remastered) pg. 34 Price 2,800 gp Usage held in 1 hand Bulk L Base Weapon Pantograph Gauntlet --- The striking surface of this +2 greater striking flaming pantograph gauntlet releases a puff of fire each time it reaches the end of its linkage. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You supercharge the gauntlet's attack. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra two dice of weapon damage.\n","skill_mod":{},"summary":"The striking surface of this +2 greater striking flaming pantograph gauntlet releases a puff of fire each time it reaches the end of its …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1872","base_item":["Pantograph Gauntlet"],"name":"Piston Gauntlets","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1872"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":20000,"legacy_id":["equipment-4406"],"trait":["Clockwork","Magical"],"id":"equipment-1873","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Windlass Bolas Source Treasure Vault (Remastered) pg. 34 Price 200 gp Usage held in 1 hand Bulk L Base Weapon Bola --- Clockwork mechanisms tick away inside the weights of these +1 striking returning bolas , spooling out more cord in midair. Activate Single Action (manipulate) Frequency once per day; Effect The cord of the bola snakes out as you throw it, allowing the weapon to wrap around a group of enemies. You use the bolas to attempt a ranged Trip against all creatures in a 5-foot radius burst within the weapon's first range increment. Roll a separate Athletics check for each target. Each attempt counts toward your multiple attack penalty, but don't increase your penalty until you have made all the attempts.\n","skill_mod":{},"summary":"Clockwork mechanisms tick away inside the weights of these +1 striking returning bolas , spooling out more cord in midair. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1873","base_item":["Bola"],"name":"Windlass Bolas","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1873"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":95000,"legacy_id":["equipment-4407"],"trait":["Magical","Uncommon"],"id":"equipment-1874","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Grounding Spike Source Treasure Vault (Remastered) pg. 34 Price 950 gp Usage held in 1 hand Bulk 1 Base Weapon Dancer's Spear --- Metal caps the bottom of this +1 striking thundering dancer's spear and its point gives off the faint smell of ozone. If you hit a target that has been struck by a polarizing mace within the last round, you deal additional electricity damage to the target equal to the number of grounding spike's damage dice. If you critically hit such a target, the creature is off-guard until the start of your next turn. Special The grounding spike pairs with the polarizing mace .\n","skill_mod":{},"summary":"Metal caps the bottom of this +1 striking thundering dancer's spear and its point gives off the faint smell of ozone. If you hit a target …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1874","base_item":["Dancer's Spear"],"name":"Grounding Spike","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1874"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":95000,"legacy_id":["equipment-4408"],"trait":["Magical","Uncommon"],"id":"equipment-1875","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Polarizing Mace Source Treasure Vault (Remastered) pg. 34 Price 950 gp Usage held in 1 hand Bulk L Base Weapon Light Mace --- Even grasping the amber handle of this +1 striking shock light mace makes your hair stand on end. Activate Two Actions (concentrate, manipulate) Frequency once per day; Requirements The wielder of a grounding spike is within 30 feet; Effect A great surge of electricity connects your paired weapons. All creatures in a line between you and the wielder of the grounding spike take 4d12 electricity damage (DC 24 basic Reflex save). Special The polarizing mace pairs with the grounding spike .\n","skill_mod":{},"summary":"Even grasping the amber handle of this +1 striking shock light mace makes your hair stand on end. Special The polarizing mace pairs with …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1875","base_item":["Light Mace"],"name":"Polarizing Mace","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1875"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":140000,"legacy_id":["equipment-4409"],"trait":["Magical","Uncommon"],"id":"equipment-1876","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Rime Foil Source Treasure Vault (Remastered) pg. 34 Price 1,400 gp Usage held in 1 hand Bulk L Base Weapon Rapier --- The steely blue blade of this +2 striking frost rapier emerges from a hilt wrapped in thick leather and trimmed in fur to protect the wielder's hand. Activate Two Actions (concentrate, manipulate) Frequency once per day; Requirements You hit a creature using the rime foil as your last action; Effect You cast 5th-level phantom prison on the target (DC 22 Will to disbelieve). If the target has been damaged by a shattered plan in the last round, the DC is instead 24. Special The rime foil pairs with the shattered plan .\n","skill_mod":{},"summary":"The steely blue blade of this +2 striking frost rapier emerges from a hilt wrapped in thick leather and trimmed in fur to protect the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1876","base_item":["Rapier"],"name":"Rime Foil","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1876"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":140000,"legacy_id":["equipment-4410"],"trait":["Magical","Uncommon"],"id":"equipment-1877","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Shattered Plan Source Treasure Vault (Remastered) pg. 35 Price 1,400 gp Usage held in 1 hand Bulk 1 Base Weapon Boomerang --- Though the body of this +2 striking impactful boomerang is riddled with glowing hairline cracks, the weapon feels reassuringly solid in the hand. If you damage a target that has been struck by a rime foil within the last round, you bruise its chilled body, and the target takes a –5-foot penalty to all its Speeds, or a –10-foot penalty on a critical hit. Special The shattered plan pairs with the rime foil .\n","skill_mod":{},"summary":"Though the body of this +2 striking impactful boomerang is riddled with glowing hairline cracks, the weapon feels reassuringly solid in the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1877","base_item":["Boomerang"],"name":"Shattered Plan","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1877"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":450000,"legacy_id":["equipment-4411"],"trait":["Divine","Holy","Uncommon"],"id":"equipment-1878","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Blessed Reformer Source Treasure Vault (Remastered) pg. 35 Price 4,500 gp Usage held in 1 hand Bulk 1 Base Weapon Warhammer --- The Empyreal word for “repent” is etched in golden lettering on the shaft of this +2 greater striking merciful dawnsilver warhammer . If you are unholy, you are enfeebled 2 while carrying or wielding this weapon. Activate Two Actions (concentrate, manipulate) Frequency once per hour; Effect You hold your weapon aloft, calling on righteousness to steel your resolve. You cast protection targeting yourself. Redeemer Wielder If you're a champion of the redemption cause, you also gain the following two benefits. When you critically hit an unholy creature with the blessed reformer , until the end of your next turn, the target takes a –10-foot penalty to its Speeds and can't Step. You can Activate the weapon in the following way. Activate Single Action (concentrate, manipulate) Frequency once per day; Requirements You hit a creature using the blessed reformer as your last action; Effect You cast calm at the same level as your champion focus spells. It must target the creature you hit, and the creature takes a status penalty on its save against the spell equal to the blessed reformer's number of weapon damage dice. Craft Requirements You're a champion with the redemption cause. The initial materials must include 140 gp of dawnsilver.\n","skill_mod":{},"summary":"The Empyreal word for “repent” is etched in golden lettering on the shaft of this +2 greater striking merciful dawnsilver warhammer . If …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1878","base_item":["Warhammer"],"name":"Blessed Reformer","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1878"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":57500,"legacy_id":["equipment-4412"],"trait":["Light","Magical","Uncommon"],"id":"equipment-1879","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Reaper's Crescent Source Treasure Vault (Remastered) pg. 35 Price 575 gp Usage held in 1 hand Bulk L Base Weapon Sickle --- The blade of this alabaster +1 striking sickle grows thick and pitted as the moon waxes, and it thins to a sharp sliver as the moon wanes. Moonlight also causes a second rune on the blade to change shape with the moon's phases: during the new and crescent moon, the weapon has the ghost touch rune; during the quarter moon, the fearsome rune; and during the gibbous and full moon, the wounding rune. When wielded under moonlight of any strength, the reaper 's crescent deals additional cold damage equal to the number of damage dice.\n","skill_mod":{},"summary":"The blade of this alabaster +1 striking sickle grows thick and pitted as the moon waxes, and it thins to a sharp sliver as the moon wanes. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1879","base_item":["Sickle"],"name":"Reaper's Crescent","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1879"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":650000,"legacy_id":["equipment-4413"],"trait":["Invested","Magical","Scrying","Uncommon"],"id":"equipment-1880","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Stargazer Source Treasure Vault (Remastered) pg. 35 Price 6,500 gp Usage held in 1 hand Bulk L Base Weapon Club --- When you invest this clear quartz crystal ball , it orbits your head like an aeon stone . As long as you have the stargazer invested, you can use an Interact action to direct it to orbit one of your hands where you can telekinetically smash the orb into foes, wielding it as a +2 greater striking returning club . While you're directing the stargazer , your hand is full, and you can send it back to your head with another Interact action. On a critical hit, the stargazer pulses with hypnotic starlight, dazzling the struck creature for 1 round. A stargazer doesn't add critical specialization effects.\n","skill_mod":{},"summary":"When you invest this clear quartz crystal ball , it orbits your head like an aeon stone . As long as you have the stargazer invested, you can …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1880","base_item":["Club"],"name":"Stargazer","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1880"},{"legacy_name":["Alghollthu Lash"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":35000,"legacy_id":["equipment-4414"],"trait":["Magical","Uncommon"],"id":"equipment-1881","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Alghollthu Whip Source Treasure Vault (Remastered) pg. 35 Price 350 gp Usage held in 1 hand Bulk 1 Base Weapon Whip --- This fleshy +1 striking whip is obviously crafted from the tentacle of some fearsome beast, likely an aqudel, and constantly strobes with small patterns of light. Activate Single Action (concentrate, occult, visual) Frequency once per day; Requirements Your last action was a successful Strike, Grapple, or Trip with the alghollthu whip ; Effect Patterns on the skin of the whip strobe in a rapid pulse. The creature your attack succeeded against must attempt a DC 23 Will save. Critical Success The target is unaffected. Success The target is dazzled until the end of your next turn. Failure The target is dazzled until the end of your next turn and stunned 1. Critical Failure The target is dazzled until the end of your next turn and stunned 2. Craft Requirements The initial raw materials must include a tentacle from an aqudel.\n","skill_mod":{},"summary":"This fleshy +1 striking whip is obviously crafted from the tentacle of some fearsome beast, likely an aqudel, and constantly strobes with small …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1881","base_item":["Whip"],"name":"Alghollthu Whip","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1881"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":15000,"legacy_id":["equipment-4415"],"trait":["Holy","Magical","Uncommon"],"id":"equipment-1882","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Alicorn Lance Source Treasure Vault (Remastered) pg. 36 PFS Note The version of the alicorn lance which does void damage may not be purchased or crafted in Pathfinder Society play. Price 150 gp Usage held in 1 hand Bulk 2 Base Weapon Lance --- This white +1 striking lance is made from the horn of a unicorn, willingly granted at the end of its lifetime. In addition to its normal damage, it deals 1 spirit damage on successful attacks. You can make the lance glow like a torch or suppress its light by using an action, which has the concentrate trait. Activate Two Actions (magical, manipulate) Frequency once per hour; Effect You evoke the spirit of the unicorn that donated the alicorn lance's horn, which you ride in a shining charge. Move up to twice your Speed and make a Strike with the alicorn lance ; you gain the effects of the lance's jousting trait on this Strike. If you were already mounted when you Activate the horn, the unicorn spirit takes shape around your steed, granting it a +10–foot status bonus to its Speed for the charge. Craft Requirements The initial raw materials must include a horn willingly gifted by a unicorn. In rare instances, an alicorn lance can be made with a forcibly taken horn. However this heinous act pollutes the horn's magic, causing it to glow with a sickly red light; remove the holy trait, add the unholy trait to Strikes instead of the holy trait, and make the unicorn spirit evoked in the charge whinny visibly in pain.\n","skill_mod":{},"summary":"This white +1 striking lance is made from the horn of a unicorn , willingly granted at the end of its lifetime. In addition to its normal …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1882","base_item":["Lance"],"name":"Alicorn Lance","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1882"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":130000,"legacy_id":["equipment-4416"],"trait":["Acid","Magical","Plant"],"id":"equipment-1883","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Dezullon Fountain Source Treasure Vault (Remastered) pg. 36 Price 1,300 gp Usage held in 2 hands Bulk 1 Base Weapon Air Repeater --- A dezullon fountain is a distinct type of +2 striking air repeater made from the still-living pitcher of a dezullon, dealing acid damage instead of the gun's normal piercing damage. Activate Single Action (concentrate) Frequency once per day; Effect The next creature you successfully Strike with this weapon is exposed to amnesia venom. Amnesia Venom (mental, poison) Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 off-guard (1 round); Stage 2 off-guard and clumsy 1 (1 round); Stage 3 confused, off-guard, and clumsy 2 (1 round) Craft Requirements The initial raw materials must include a pitcher from a dezullon or similar creature.\n","skill_mod":{},"summary":"A dezullon fountain is a distinct type of +2 striking air repeater made from the still-living pitcher of a dezullon , dealing acid damage …","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Creature Type"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1883","base_item":["Air Repeater"],"name":"Dezullon Fountain","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1883"},{"legacy_name":["Dragonscale Staff"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":24000,"legacy_id":["equipment-4417"],"trait":["Magical"],"id":"equipment-1884","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Dragonscale Bo Staff Source Treasure Vault (Remastered) pg. 36 Price 240 gp Usage held in 2 hands Bulk 2 Base Weapon Bo Staff --- This +1 striking bo staff is covered in scales shed by or harvested from a dragon. When benefiting from the circumstance bonus to AC granted by the bo staff’s parry trait, you also gain a +1 circumstance bonus to saving throws against magical effects of the tradition matching the dragon who provided the scales, plus resistance 5 to a damage type determined by that tradition: force for arcane, spirit for divine, mental for occult, or fire for primal. For instance, a dragonscale bo staff made with scales taken from an omen dragon would provide a +1 circumstance bonus to saves against occult effects and resistance 5 to mental damage. Craft Requirements The initial raw materials must include scales from one type of dragon.\n","skill_mod":{},"summary":"This +1 striking bo staff is covered in scales shed by or harvested from a dragon . When benefiting from the circumstance bonus to AC granted …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1884","base_item":["Bo Staff"],"name":"Dragonscale Bo Staff","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1884"},{"legacy_name":["Dragontooth Club"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":300000,"legacy_id":["equipment-4418"],"trait":["Magical"],"id":"equipment-1885","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Dragontooth Leiomano Source Treasure Vault (Remastered) pg. 36 Price 3,000 gp Usage held in 1 hand Bulk 2 Base Weapon Leiomano --- Dragon teeth line the edges of this +2 greater striking leiomano . The leiomano deals an additional 1d6 damage of a type determined by the tradition of the dragon from which the teeth were taken: force for arcane, spirit for divine, mental for occult, or fire for primal. The weapon also gains the relevant trait (for instance, fire for a club made with teeth taken from an adamantine dragon). Activate Two Actions (magical, manipulate) Frequency once per minute; Effect You swing the leiomano, sending several of the dragon teeth shooting through the air on jets of energy. The dragon teeth deal 3d6 piercing damage and 3d6 damage of the damage type corresponding to the dragon’s tradition in a 15-foot cone (DC 29 basic Reflex save). The teeth hunt down their targets, correcting their flight in midair, which reduces any circumstance bonus from cover by 2. Craft Requirements The initial raw materials must include teeth from a dragon.\n","skill_mod":{},"summary":"Dragon teeth line the edges of this +2 greater striking leiomano . The leiomano deals an additional 1d6 damage of a type determined by the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1885","base_item":["Leiomano"],"name":"Dragontooth Leiomano","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1885"},{"legacy_name":["Ghast Stiletto"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":6000,"legacy_id":["equipment-4419"],"trait":["Magical"],"id":"equipment-1886","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Ghoul Stiletto Source Treasure Vault (Remastered) pg. 36 Price 60 gp Usage held in 1 hand Bulk L Base Weapon Dagger --- A ghoul stiletto is a +1 dagger wrapped in the still-undead skin of a ghoul. While you wield the dagger, you gain a +1 status bonus to all saves against curses and olfactory effects. Activate Single Action (concentrate, divine, manipulate, olfactory) Frequency once per hour; Effect The ghoul stiletto afflicts the next living target struck by the dagger with a terrible wound that emits the foul stench of the grave. The creature emits a stench aura in a 10-foot emanation for 1 minute. During that time, the affected creature, as well as any creature that starts or ends its turn in the aura, must succeed at a DC 17 Fortitude save or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). A creature that succeeds at its save is temporarily immune to all stench auras for 1 minute. Craft Requirements The initial raw materials must include skin from a ghoul.\n","skill_mod":{},"summary":"A ghoul stiletto is a +1 dagger wrapped in the still-undead skin of a ghoul . While you wield the dagger, you gain a +1 status bonus to all …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1886","base_item":["Dagger"],"name":"Ghoul Stiletto","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1886"},{"primary_source_category":"Rulebooks","usage":"worn on 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":15000,"legacy_id":["equipment-4420"],"trait":["Magical"],"id":"equipment-1887","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Scizore of the Crab Source Treasure Vault (Remastered) pg. 36 Price 150 gp Usage worn on 1 hand Bulk 1 Base Weapon Scizore --- A scizore of the crab is a +1 scizore that has the grapple trait in addition to its normal weapon traits. Activate Single Action (manipulate) Requirements Your last action was a successful Strike with this weapon, or you have a creature grabbed with this weapon; Effect The target is grabbed until the end of your next turn. A grabbed creature can use the Escape action to get out of the Grab, and the Grab ends for a grabbed creature if you move away from it. This functions as the Grab creature ability. Activate Single Action (manipulate) Frequency once per round; Requirements You have a creature grabbed with this weapon; Effect The crab claw animates and pinches open and shut, dealing slashing damage equal to the scizore of the crab's number of damage dice. Craft Requirements The initial raw materials must include a claw from a giant crab or similar creature.\n","skill_mod":{},"summary":"A scizore of the crab is a +1 scizore that has the grapple trait in addition to its normal weapon traits. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1887","base_item":["Scizore"],"name":"Scizore of the Crab","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1887"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":50000,"legacy_id":["equipment-4421"],"trait":["Magical"],"id":"equipment-1888","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Vampire-Fang Morningstar Source Treasure Vault (Remastered) pg. 38 Price 500 gp Usage held in 1 hand Bulk 1 Base Weapon Morningstar --- This +1 striking wounding morningstar is studded with teeth pulled from a vampire, which usually requires an animate donor, given vampires' tendency to turn to dust when destroyed. Activate Single Action (manipulate) Frequency once per minute; Requirements Your last action was a successful Strike with this weapon and you're not in direct sunlight; Effect The vampire-fang morningstar absorbs blood from the target, healing the wielder for 10 Hit Points. Craft Requirements The initial raw materials must include teeth from a vampire.\n","skill_mod":{},"summary":"This +1 striking wounding morningstar is studded with teeth pulled from a vampire , which usually requires an animate donor, given vampires' …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1888","base_item":["Morningstar"],"name":"Vampire-Fang Morningstar","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1888"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":50000,"legacy_id":["equipment-4422"],"trait":["Magical"],"id":"equipment-1889","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Vine Whip Source Treasure Vault (Remastered) pg. 38 Price 500 gp Usage held in 1 hand Bulk 1 Base Weapon Whip --- This +1 striking whip is crafted from the vine of a dangerous plant creature. It deals bludgeoning or slashing damage, according to the vine attack of the creature it was harvested from. For example, collecting a vine from an assassin vine would result in a vine whip that deals bludgeoning damage, while one from a mandragora or viper vine would deal piercing damage. Activate Three Actions (concentrate, manipulate) Requirements You have soil or sand within your reach; Effect You Release the weapon and plant it in the ground, where it takes root and fights on its own against the last enemy you attacked or the nearest enemy to it if your target has been defeated. The weapon has a space of 5 feet, acts on your initiative, and gains two actions. It doesn't block or impede enemies attempting to move though that space, nor does it benefit from or provide flanking. The weapon can't use reactions, and it acts on your turn. While Activated, a vine whip makes Strikes with an attack modifier of +22 plus its item bonus to attack rolls (normally +24 total). It uses the weapon's normal damage but has a +0 Strength modifier. The whip's abilities that automatically trigger on a hit or critical hit still function, but the weapon can't be Activated or benefit from any of your abilities while rooted. Each round, when the vine whip is finished using its actions, attempt a DC 6 flat check. On a failure, the Activation ends and the vine whip becomes inanimate. You can't Activate the item again for 10 minutes. Removing the vine whip from the ground takes an Interact action. While rooted, the vine whip gains fast healing 1. Craft Requirements The initial raw materials must include the vine from a plant creature with a vine attack.\n","skill_mod":{},"summary":"This +1 striking whip is crafted from the vine of a dangerous plant creature. It deals bludgeoning or slashing damage, according to the vine …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1889","base_item":["Whip"],"name":"Vine Whip","bulk":1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-1889"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"legacy_id":["equipment-4423"],"trait":["Arcane","Unique"],"id":"equipment-1890","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Kaldemash's Lament Source Treasure Vault (Remastered) pg. 38 Usage held in 1 hand Bulk L --- Resembling little more than a simple iron pipe with a handle, Kaldemash's Lament is one of the most well-known star guns in all of Arcadia. Legends state the Crowned Regent Kaldemash helped forge one of the first star guns millennia ago. While the star gun served Kaldemash as a powerful weapon, its most notable achievement was the accidental killing of one of Kaldemash's greatest friends. This death is what caused the regent to recognize the true destructive power of the star guns and led to him developing the Star Code, a set of rules of engagement and proper use of firearms still in use in Arcadia today. Although Kaldemash never named the weapon himself, all legends that mention the weapon refer to it as Kaldemash's Lament . The legendary weapon is a +3 major striking quickstrike advanced firearm with a range increment of 90 feet. It deals 4d6 force damage (with the major striking rune included) and has the concealable, concussive, and fatal d10 traits. You don't take a penalty when dealing nonlethal damage with the weapon. Like most star guns, Kaldemash's Lament uses magic to function and doesn't require ammunition or black powder. If you use Kaldemash's Lament as part of a duel in which all parties are in agreement on the terms, the gun's supernatural instincts help you make the quickest draw. You roll twice and take the higher result on your initiative roll for the duel; this is a fortune effect. In addition, you can draw Kaldemash's Lament as a free action at the start of your turn during the duel. If you attempt to fire the star gun in bad faith at a dueling opponent once they have surrendered, been defeated, or the duel is over, Kaldemash's Lament flies out of your hand and you can't pick it up, hold it, or wield it for 10 minutes. Activate Free Action (concentrate) Trigger You target a creature with an attack; Effect You adjust the damage that Kaldemash's Lament deals before firing. Kaldemash's Lament's damage type changes to either electricity, fire, or force until you change the type again. Activate Two Actions (concentrate, manipulate) Frequency once per minute; Effect You leave Kaldemash's Lament to fire on its own. You release the star gun and it begins to move independently, flying through the air and firing. You still gain the benefits of the gun's speed rune while it's moving independently. It has a space of 5 feet but doesn't block or impede enemies attempting to move through that space. It always remains within 30 feet of you and intentionally resists being taken or otherwise moved; all attempts to Grab it fail. Kaldemash's Lament moves this way for 3 rounds, after which it returns to your hand. If you don't have a free hand to hold it, the gun instead holsters itself on your person. While Kaldemash's Lament is moving independently, you can command it to make a Strike against a creature as an action, which has the concentrate trait. It makes a ranged Strike using your attack modifier while wielding it or a +31 bonus, whichever is higher. This attack increases your multiple attack penalty as normal, and the gun uses your multiple attack penalty when determining its attack bonus. Since the star gun is constantly moving and attempting to line up the appropriate shot, creatures it targets are flat-footed to the gun's attacks. Activate Three Actions (concentrate, manipulate) Effect You unleash a barrage of attacks in an instant. You deal Strike damage to all creatures in a 30-foot cone (DC 45 basic Reflex save). This barrage counts as three attacks for your multiple attack penalty.\n","skill_mod":{},"summary":"Resembling little more than a simple iron pipe with a handle, Kaldemash's Lament is one of the most well-known star guns in all of Arcadia. Legends …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Monster","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1890","name":"Kaldemash's Lament","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-1890"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":50000,"legacy_id":["equipment-4424"],"trait":["Arcane","Mental","Uncommon"],"id":"equipment-1891","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Mindlance Source Treasure Vault (Remastered) pg. 39 Price 500 gp Usage held in 2 hands Bulk 2 Base Weapon Arquebus --- This +1 striking arquebus is used by caravan guards to nonlethally—though powerfully—deter large game and bandits. When fired, the spark gun deals mental damage and adds the nonlethal trait to the attack. Each mindlance also includes a reinforced stock that benefits from any fundamental runes on the firearm. When you critically succeed at an attack roll with a mindlance , the target becomes frightened 2 unless it succeeds at a DC 24 Will save.\n","skill_mod":{},"summary":"This +1 striking arquebus is used by caravan guards to nonlethally—though powerfully—deter large game and bandits. When fired, the spark gun …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Monster","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1891","base_item":["Arquebus"],"name":"Mindlance","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1891"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":16000,"legacy_id":["equipment-4425"],"trait":["Arcane","Fire","Uncommon"],"id":"equipment-1892","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Solar Shellflower Source Treasure Vault (Remastered) pg. 39 Price 160 gp Usage held in 2 hands Bulk L Base Weapon Flintlock Musket --- This +1 striking flintlock musket features multiple triangular panels that can be folded out of the stock, like the petals of a tigridia flower, that collect sunlight and feed it into the spark gun's core. All damage dealt by a solar shellflower is fire damage. Activate Single Action (manipulate) Frequency once per day (but see below); Effect One of the panels from the solar shellflower detaches and unfurls into a tigridia-shaped construct of flame. For the next 1 minute, whenever you Strike an enemy with the solar shellflower , the construct fires a smaller jet of fire that automatically hits the target, dealing 3d4 additional persistent fire damage or twice that on a critical hit. The solar shellflower usually requires a full day to replenish enough solar energy to recharge this Activation, but if used in an environment with especially strong sunlight, such as in a desert, cliff above the clouds, or near the summer solstice, it can recharge in 1 hour instead.\n","element":["Fire"],"skill_mod":{},"summary":"This +1 striking flintlock musket features multiple triangular panels that can be folded out of the stock, like the petals of a tigridia …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Monster","Energy","Elemental","Planar","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1892","base_item":["Flintlock Musket"],"name":"Solar Shellflower","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1892"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":290000,"legacy_id":["equipment-4426"],"trait":["Arcane","Fire","Uncommon"],"id":"equipment-1893","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Spark Dancer Source Treasure Vault (Remastered) pg. 39 Price 2,900 gp Usage held in 1 hand Bulk L Base Weapon Pepperbox --- This +2 greater striking pepperbox cycles through several magical cores, swapping in new ones while the previous ones cool. The gun deals fire or electricity damage, alternating with each attack as it rotates cores. Arcadian gunslingers liken the rotating cores to a group of dancers, each taking their turn in the spotlight. Activate Two Actions (manipulate) Frequency once per day; Effect The spark dancer casts either fireball or lightning bolt , depending on whether the current core would deal fire or electricity damage, as a 7th-level arcane spell (DC 30).\n","element":["Fire"],"skill_mod":{},"summary":"This +2 greater striking pepperbox cycles through several magical cores, swapping in new ones while the previous ones cool. The gun deals fire …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Monster","Energy","Elemental","Planar","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1893","base_item":["Pepperbox"],"name":"Spark Dancer","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1893"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":15500,"legacy_id":["equipment-4427"],"trait":["Arcane","Uncommon"],"id":"equipment-1894","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Thundercrasher Source Treasure Vault (Remastered) pg. 39 Price 155 gp Usage held in 2 hands Bulk 2 Base Weapon Blunderbuss --- While looking straight down the barrel of this +1 striking blunderbuss , the spark gun's magical core is visible amid several reflectors. All damage dealt by a thundercrasher is sonic damage. On a critical hit, the target must succeed at a Fortitude save against your class DC or be deafened for 1 minute. Activate Single Action (manipulate) Frequency once per hour; Effect You overload the thundercrasher to emit chaotic sonic frequencies that soften earth and stone. When you next fire the thundercrasher it also partially liquefies any natural earth or stone surfaces within range of its scatter trait, making the area difficult terrain.\n","skill_mod":{},"summary":"While looking straight down the barrel of this +1 striking blunderbuss , the spark gun's magical core is visible amid several reflectors. All …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Monster","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=1894","base_item":["Blunderbuss"],"name":"Thundercrasher","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-1894"},{"item_child_id":["equipment-1895-1626","equipment-1895-1627","equipment-1895-1628"],"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4428"],"trait":["Alchemical","Consumable","Poison"],"id":"equipment-1895","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bane Ammunition Source Treasure Vault (Remastered) pg. 42 Ammunition any Activate Single Action (manipulate) --- Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature— aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes persistent poison damage in addition to the damage the attack normally deals. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bane Ammunition (Lesser) Source Treasure Vault (Remastered) pg. 42 Price 3 gp --- The ammunition deals 1d4 persistent poison damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bane Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 42 Price 25 gp --- The ammunition deals 2d6 persistent poison damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bane Ammunition (Greater) Source Treasure Vault (Remastered) pg. 42 Price 250 gp --- The ammunition deals 3d6 persistent poison damage.","ammunition":"any","skill_mod":{},"summary":"Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature— aberration , animal , beast , …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1895","name":"Bane Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1895"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1895","weakness":{},"price":300,"legacy_id":["equipment-4428"],"trait":["Alchemical","Consumable","Poison"],"id":"equipment-1895-1626","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bane Ammunition Source Treasure Vault (Remastered) pg. 42 Ammunition any Activate Single Action (manipulate) --- Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature— aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes persistent poison damage in addition to the damage the attack normally deals. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bane Ammunition (Lesser) Source Treasure Vault (Remastered) pg. 42 Price 3 gp --- The ammunition deals 1d4 persistent poison damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bane Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 42 Price 25 gp --- The ammunition deals 2d6 persistent poison damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bane Ammunition (Greater) Source Treasure Vault (Remastered) pg. 42 Price 250 gp --- The ammunition deals 3d6 persistent poison damage.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 1d4 persistent poison damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1895","name":"Bane Ammunition (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1895-1626"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1895","weakness":{},"price":2500,"legacy_id":["equipment-4428"],"trait":["Alchemical","Consumable","Poison"],"id":"equipment-1895-1627","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bane Ammunition Source Treasure Vault (Remastered) pg. 42 Ammunition any Activate Single Action (manipulate) --- Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature— aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes persistent poison damage in addition to the damage the attack normally deals. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bane Ammunition (Lesser) Source Treasure Vault (Remastered) pg. 42 Price 3 gp --- The ammunition deals 1d4 persistent poison damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bane Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 42 Price 25 gp --- The ammunition deals 2d6 persistent poison damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bane Ammunition (Greater) Source Treasure Vault (Remastered) pg. 42 Price 250 gp --- The ammunition deals 3d6 persistent poison damage.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 2d6 persistent poison damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1895","name":"Bane Ammunition (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1895-1627"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1895","weakness":{},"price":25000,"legacy_id":["equipment-4428"],"trait":["Alchemical","Consumable","Poison"],"id":"equipment-1895-1628","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bane Ammunition Source Treasure Vault (Remastered) pg. 42 Ammunition any Activate Single Action (manipulate) --- Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature— aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes persistent poison damage in addition to the damage the attack normally deals. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bane Ammunition (Lesser) Source Treasure Vault (Remastered) pg. 42 Price 3 gp --- The ammunition deals 1d4 persistent poison damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bane Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 42 Price 25 gp --- The ammunition deals 2d6 persistent poison damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bane Ammunition (Greater) Source Treasure Vault (Remastered) pg. 42 Price 250 gp --- The ammunition deals 3d6 persistent poison damage.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 3d6 persistent poison damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1895","name":"Bane Ammunition (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1895-1628"},{"item_child_id":["equipment-1896-1629","equipment-1896-1630","equipment-1896-1631"],"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4429"],"trait":["Alchemical","Consumable","Poison"],"id":"equipment-1896","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Blister Ammunition Source Treasure Vault (Remastered) pg. 42 Ammunition any Activate Single Action (manipulate) --- Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is dazzled for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single Interact action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 Interact actions scratching and sneezing. These Interact actions don't need to be consecutive. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Blister Ammunition (Lesser) Source Treasure Vault (Remastered) pg. 42 Price 21 gp --- The maximum duration is 3 rounds, and the Fortitude DC is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blister Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 42 Price 210 gp --- The maximum duration is 6 rounds, and the Fortitude DC is 28. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Blister Ammunition (Greater) Source Treasure Vault (Remastered) pg. 42 Price 1,400 gp --- The maximum duration is 10 rounds, and the Fortitude DC is 35.","ammunition":"any","skill_mod":{},"summary":"Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1896","name":"Blister Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1896"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1896","weakness":{},"price":2100,"legacy_id":["equipment-4429"],"trait":["Alchemical","Consumable","Poison"],"id":"equipment-1896-1629","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Blister Ammunition Source Treasure Vault (Remastered) pg. 42 Ammunition any Activate Single Action (manipulate) --- Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is dazzled for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single Interact action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 Interact actions scratching and sneezing. These Interact actions don't need to be consecutive. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Blister Ammunition (Lesser) Source Treasure Vault (Remastered) pg. 42 Price 21 gp --- The maximum duration is 3 rounds, and the Fortitude DC is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blister Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 42 Price 210 gp --- The maximum duration is 6 rounds, and the Fortitude DC is 28. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Blister Ammunition (Greater) Source Treasure Vault (Remastered) pg. 42 Price 1,400 gp --- The maximum duration is 10 rounds, and the Fortitude DC is 35.","ammunition":"any","skill_mod":{},"summary":"The maximum duration is 3 rounds, and the Fortitude DC is 19.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1896","name":"Blister Ammunition (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1896-1629"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1896","weakness":{},"price":21000,"legacy_id":["equipment-4429"],"trait":["Alchemical","Consumable","Poison"],"id":"equipment-1896-1630","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Blister Ammunition Source Treasure Vault (Remastered) pg. 42 Ammunition any Activate Single Action (manipulate) --- Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is dazzled for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single Interact action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 Interact actions scratching and sneezing. These Interact actions don't need to be consecutive. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Blister Ammunition (Lesser) Source Treasure Vault (Remastered) pg. 42 Price 21 gp --- The maximum duration is 3 rounds, and the Fortitude DC is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blister Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 42 Price 210 gp --- The maximum duration is 6 rounds, and the Fortitude DC is 28. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Blister Ammunition (Greater) Source Treasure Vault (Remastered) pg. 42 Price 1,400 gp --- The maximum duration is 10 rounds, and the Fortitude DC is 35.","ammunition":"any","skill_mod":{},"summary":"The maximum duration is 6 rounds, and the Fortitude DC is 28.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1896","name":"Blister Ammunition (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1896-1630"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1896","weakness":{},"price":140000,"legacy_id":["equipment-4429"],"trait":["Alchemical","Consumable","Poison"],"id":"equipment-1896-1631","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Blister Ammunition Source Treasure Vault (Remastered) pg. 42 Ammunition any Activate Single Action (manipulate) --- Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is dazzled for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single Interact action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 Interact actions scratching and sneezing. These Interact actions don't need to be consecutive. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Blister Ammunition (Lesser) Source Treasure Vault (Remastered) pg. 42 Price 21 gp --- The maximum duration is 3 rounds, and the Fortitude DC is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blister Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 42 Price 210 gp --- The maximum duration is 6 rounds, and the Fortitude DC is 28. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Blister Ammunition (Greater) Source Treasure Vault (Remastered) pg. 42 Price 1,400 gp --- The maximum duration is 10 rounds, and the Fortitude DC is 35.","ammunition":"any","skill_mod":{},"summary":"The maximum duration is 10 rounds, and the Fortitude DC is 35.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1896","name":"Blister Ammunition (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1896-1631"},{"item_child_id":["equipment-1897-1632","equipment-1897-1633","equipment-1897-1634"],"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4430"],"trait":["Alchemical","Consumable","Splash"],"id":"equipment-1897","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elemental Ammunition Source Treasure Vault (Remastered) pg. 42 Ammunition any Activate Single Action (manipulate) --- When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing persistent acid, cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elemental Ammunition (Lesser) Source Treasure Vault (Remastered) pg. 42 Price 3 gp --- The ammunition deals 1 persistent damage and 1 splash damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Elemental Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 42 Price 21 gp --- The ammunition deals 2d4 persistent damage and 2 splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Elemental Ammunition (Greater) Source Treasure Vault (Remastered) pg. 42 Price 210 gp --- The ammunition deals 3d4 persistent damage and 3 splash damage.","ammunition":"any","skill_mod":{},"summary":"When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing persistent acid, cold, electricity, fire, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1897","name":"Elemental Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1897"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1897","weakness":{},"price":300,"legacy_id":["equipment-4430"],"trait":["Alchemical","Consumable","Splash"],"id":"equipment-1897-1632","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elemental Ammunition Source Treasure Vault (Remastered) pg. 42 Ammunition any Activate Single Action (manipulate) --- When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing persistent acid, cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elemental Ammunition (Lesser) Source Treasure Vault (Remastered) pg. 42 Price 3 gp --- The ammunition deals 1 persistent damage and 1 splash damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Elemental Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 42 Price 21 gp --- The ammunition deals 2d4 persistent damage and 2 splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Elemental Ammunition (Greater) Source Treasure Vault (Remastered) pg. 42 Price 210 gp --- The ammunition deals 3d4 persistent damage and 3 splash damage.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 1 persistent damage and 1 splash damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1897","name":"Elemental Ammunition (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1897-1632"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1897","weakness":{},"price":2100,"legacy_id":["equipment-4430"],"trait":["Alchemical","Consumable","Splash"],"id":"equipment-1897-1633","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elemental Ammunition Source Treasure Vault (Remastered) pg. 42 Ammunition any Activate Single Action (manipulate) --- When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing persistent acid, cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elemental Ammunition (Lesser) Source Treasure Vault (Remastered) pg. 42 Price 3 gp --- The ammunition deals 1 persistent damage and 1 splash damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Elemental Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 42 Price 21 gp --- The ammunition deals 2d4 persistent damage and 2 splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Elemental Ammunition (Greater) Source Treasure Vault (Remastered) pg. 42 Price 210 gp --- The ammunition deals 3d4 persistent damage and 3 splash damage.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 2d4 persistent damage and 2 splash damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1897","name":"Elemental Ammunition (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1897-1633"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1897","weakness":{},"price":21000,"legacy_id":["equipment-4430"],"trait":["Alchemical","Consumable","Splash"],"id":"equipment-1897-1634","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elemental Ammunition Source Treasure Vault (Remastered) pg. 42 Ammunition any Activate Single Action (manipulate) --- When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing persistent acid, cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elemental Ammunition (Lesser) Source Treasure Vault (Remastered) pg. 42 Price 3 gp --- The ammunition deals 1 persistent damage and 1 splash damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Elemental Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 42 Price 21 gp --- The ammunition deals 2d4 persistent damage and 2 splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Elemental Ammunition (Greater) Source Treasure Vault (Remastered) pg. 42 Price 210 gp --- The ammunition deals 3d4 persistent damage and 3 splash damage.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 3d4 persistent damage and 3 splash damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1897","name":"Elemental Ammunition (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1897-1634"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":2800,"legacy_id":["equipment-4431"],"trait":["Alchemical","Cold","Consumable","Splash"],"id":"equipment-1898","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Freeze Ammunition Source Treasure Vault (Remastered) pg. 42 Price 28 gp Ammunition any Activate Single Action (manipulate) --- Freeze ammunition carries chilling reagents that activate on contact with the target. A creature hit by activated freeze ammunition takes cold damage instead of the weapon's normal damage type, plus 2 cold splash damage. Hitting a 5-foot-square surface successfully with freeze ammunition deals 2 cold splash damage and covers the space in a layer of ice. Each creature standing on the icy surface must succeed at a DC 20 Reflex save or Acrobatics check or else fall prone. Creatures using an action to move onto the icy surface must attempt either a Reflex save or an Acrobatics check to Balance. Creatures that Step or Crawl don't need to attempt a check or save. The ice melts after 1 minute, although unusually hot or cold temperatures can change this duration at the GM's discretion. Dealing at least 1 point of fire damage to the ice removes it instantly\n","ammunition":"any","skill_mod":{},"summary":"Freeze ammunition carries chilling reagents that activate on contact with the target. A creature hit by activated freeze ammunition takes cold damage …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1898","name":"Freeze Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1898"},{"item_child_id":["equipment-1899-1635","equipment-1899-1636","equipment-1899-1637","equipment-1899-1638","equipment-1899-1639","equipment-1899-1640"],"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4432"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1899","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Life Shot Source Treasure Vault (Remastered) pg. 43 Ammunition round Activate Single Action (manipulate) --- Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is off-guard against it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Life Shot (Minor) Source Treasure Vault (Remastered) pg. 43 Price 5 gp --- The ammunition restores 1d4 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Life Shot (Lesser) Source Treasure Vault (Remastered) pg. 43 Price 50 gp --- The ammunition restores 3d4+3 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Life Shot (Moderate) Source Treasure Vault (Remastered) pg. 43 Price 200 gp --- The ammunition restores 5d4+7 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Life Shot (Greater) Source Treasure Vault (Remastered) pg. 43 Price 750 gp --- The ammunition restores 7d4+10 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Life Shot (Major) Source Treasure Vault (Remastered) pg. 43 Price 1,500 gp --- The ammunition restores 8d4+11 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Life Shot (True) Source Treasure Vault (Remastered) pg. 43 Price 9,000 gp --- The ammunition restores 10d4+14 Hit Points, and the bonus is +4.","ammunition":"round","skill_mod":{},"summary":"Life shot is a special cartridge that carries a small dose of elixir of life . A creature hit by activated life shot takes no damage from the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1899","name":"Life Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1899"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1899","weakness":{},"price":500,"legacy_id":["equipment-4432"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1899-1635","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Life Shot Source Treasure Vault (Remastered) pg. 43 Ammunition round Activate Single Action (manipulate) --- Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is off-guard against it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Life Shot (Minor) Source Treasure Vault (Remastered) pg. 43 Price 5 gp --- The ammunition restores 1d4 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Life Shot (Lesser) Source Treasure Vault (Remastered) pg. 43 Price 50 gp --- The ammunition restores 3d4+3 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Life Shot (Moderate) Source Treasure Vault (Remastered) pg. 43 Price 200 gp --- The ammunition restores 5d4+7 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Life Shot (Greater) Source Treasure Vault (Remastered) pg. 43 Price 750 gp --- The ammunition restores 7d4+10 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Life Shot (Major) Source Treasure Vault (Remastered) pg. 43 Price 1,500 gp --- The ammunition restores 8d4+11 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Life Shot (True) Source Treasure Vault (Remastered) pg. 43 Price 9,000 gp --- The ammunition restores 10d4+14 Hit Points, and the bonus is +4.","ammunition":"round","skill_mod":{},"summary":"The ammunition restores 1d4 Hit Points, and the bonus is +1.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1899","name":"Life Shot (Minor)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1899-1635"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1899","weakness":{},"price":5000,"legacy_id":["equipment-4432"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1899-1636","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Life Shot Source Treasure Vault (Remastered) pg. 43 Ammunition round Activate Single Action (manipulate) --- Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is off-guard against it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Life Shot (Minor) Source Treasure Vault (Remastered) pg. 43 Price 5 gp --- The ammunition restores 1d4 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Life Shot (Lesser) Source Treasure Vault (Remastered) pg. 43 Price 50 gp --- The ammunition restores 3d4+3 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Life Shot (Moderate) Source Treasure Vault (Remastered) pg. 43 Price 200 gp --- The ammunition restores 5d4+7 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Life Shot (Greater) Source Treasure Vault (Remastered) pg. 43 Price 750 gp --- The ammunition restores 7d4+10 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Life Shot (Major) Source Treasure Vault (Remastered) pg. 43 Price 1,500 gp --- The ammunition restores 8d4+11 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Life Shot (True) Source Treasure Vault (Remastered) pg. 43 Price 9,000 gp --- The ammunition restores 10d4+14 Hit Points, and the bonus is +4.","ammunition":"round","skill_mod":{},"summary":"The ammunition restores 3d4+3 Hit Points, and the bonus is +1.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1899","name":"Life Shot (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1899-1636"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1899","weakness":{},"price":20000,"legacy_id":["equipment-4432"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1899-1637","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Life Shot Source Treasure Vault (Remastered) pg. 43 Ammunition round Activate Single Action (manipulate) --- Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is off-guard against it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Life Shot (Minor) Source Treasure Vault (Remastered) pg. 43 Price 5 gp --- The ammunition restores 1d4 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Life Shot (Lesser) Source Treasure Vault (Remastered) pg. 43 Price 50 gp --- The ammunition restores 3d4+3 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Life Shot (Moderate) Source Treasure Vault (Remastered) pg. 43 Price 200 gp --- The ammunition restores 5d4+7 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Life Shot (Greater) Source Treasure Vault (Remastered) pg. 43 Price 750 gp --- The ammunition restores 7d4+10 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Life Shot (Major) Source Treasure Vault (Remastered) pg. 43 Price 1,500 gp --- The ammunition restores 8d4+11 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Life Shot (True) Source Treasure Vault (Remastered) pg. 43 Price 9,000 gp --- The ammunition restores 10d4+14 Hit Points, and the bonus is +4.","ammunition":"round","skill_mod":{},"summary":"The ammunition restores 5d4+7 Hit Points, and the bonus is +2.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1899","name":"Life Shot (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1899-1637"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1899","weakness":{},"price":75000,"legacy_id":["equipment-4432"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1899-1638","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Life Shot Source Treasure Vault (Remastered) pg. 43 Ammunition round Activate Single Action (manipulate) --- Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is off-guard against it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Life Shot (Minor) Source Treasure Vault (Remastered) pg. 43 Price 5 gp --- The ammunition restores 1d4 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Life Shot (Lesser) Source Treasure Vault (Remastered) pg. 43 Price 50 gp --- The ammunition restores 3d4+3 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Life Shot (Moderate) Source Treasure Vault (Remastered) pg. 43 Price 200 gp --- The ammunition restores 5d4+7 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Life Shot (Greater) Source Treasure Vault (Remastered) pg. 43 Price 750 gp --- The ammunition restores 7d4+10 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Life Shot (Major) Source Treasure Vault (Remastered) pg. 43 Price 1,500 gp --- The ammunition restores 8d4+11 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Life Shot (True) Source Treasure Vault (Remastered) pg. 43 Price 9,000 gp --- The ammunition restores 10d4+14 Hit Points, and the bonus is +4.","ammunition":"round","skill_mod":{},"summary":"The ammunition restores 7d4+10 Hit Points, and the bonus is +2.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1899","name":"Life Shot (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1899-1638"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1899","weakness":{},"price":150000,"legacy_id":["equipment-4432"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1899-1639","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Life Shot Source Treasure Vault (Remastered) pg. 43 Ammunition round Activate Single Action (manipulate) --- Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is off-guard against it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Life Shot (Minor) Source Treasure Vault (Remastered) pg. 43 Price 5 gp --- The ammunition restores 1d4 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Life Shot (Lesser) Source Treasure Vault (Remastered) pg. 43 Price 50 gp --- The ammunition restores 3d4+3 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Life Shot (Moderate) Source Treasure Vault (Remastered) pg. 43 Price 200 gp --- The ammunition restores 5d4+7 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Life Shot (Greater) Source Treasure Vault (Remastered) pg. 43 Price 750 gp --- The ammunition restores 7d4+10 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Life Shot (Major) Source Treasure Vault (Remastered) pg. 43 Price 1,500 gp --- The ammunition restores 8d4+11 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Life Shot (True) Source Treasure Vault (Remastered) pg. 43 Price 9,000 gp --- The ammunition restores 10d4+14 Hit Points, and the bonus is +4.","ammunition":"round","skill_mod":{},"summary":"The ammunition restores 8d4+11 Hit Points, and the bonus is +3.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1899","name":"Life Shot (Major)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1899-1639"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1899","weakness":{},"price":900000,"legacy_id":["equipment-4432"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1899-1640","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Life Shot Source Treasure Vault (Remastered) pg. 43 Ammunition round Activate Single Action (manipulate) --- Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is off-guard against it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Life Shot (Minor) Source Treasure Vault (Remastered) pg. 43 Price 5 gp --- The ammunition restores 1d4 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Life Shot (Lesser) Source Treasure Vault (Remastered) pg. 43 Price 50 gp --- The ammunition restores 3d4+3 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Life Shot (Moderate) Source Treasure Vault (Remastered) pg. 43 Price 200 gp --- The ammunition restores 5d4+7 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Life Shot (Greater) Source Treasure Vault (Remastered) pg. 43 Price 750 gp --- The ammunition restores 7d4+10 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Life Shot (Major) Source Treasure Vault (Remastered) pg. 43 Price 1,500 gp --- The ammunition restores 8d4+11 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Life Shot (True) Source Treasure Vault (Remastered) pg. 43 Price 9,000 gp --- The ammunition restores 10d4+14 Hit Points, and the bonus is +4.","ammunition":"round","skill_mod":{},"summary":"The ammunition restores 10d4+14 Hit Points, and the bonus is +4.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1899","name":"Life Shot (True)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1899-1640"},{"item_child_id":["equipment-1900-1641","equipment-1900-1642","equipment-1900-1643","equipment-1900-1644"],"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4433"],"trait":["Acid","Alchemical","Consumable"],"id":"equipment-1900","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Ooze Ammunition Source Treasure Vault (Remastered) pg. 43 Ammunition any Activate Single Action (manipulate) --- Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. Other creatures can provide the actions, although doing so deals half the ammunition's persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn. <title level=\"2\" right=\"Item 2\" pfs=\"\" > Ooze Ammunition (Lesser) Source Treasure Vault (Remastered) pg. 43 Price 7 gp --- The ammunition deals 1d4 persistent acid damage and imposes a –5-foot penalty to Speed, and the Escape DC is 16. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Ooze Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 43 Price 42 gp --- The ammunition deals 2d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"\" > Ooze Ammunition (Greater) Source Treasure Vault (Remastered) pg. 43 Price 350 gp --- The ammunition deals 3d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"\" > Ooze Ammunition (Major) Source Treasure Vault (Remastered) pg. 43 Price 3,250 gp --- The ammunition deals 4d4 persistent acid damage and imposes a –15-foot penalty to Speed, and the Escape DC is 38.","ammunition":"any","skill_mod":{},"summary":"Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its …","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1900","name":"Ooze Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1900"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1900","weakness":{},"price":700,"legacy_id":["equipment-4433"],"trait":["Acid","Alchemical","Consumable"],"id":"equipment-1900-1641","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Ooze Ammunition Source Treasure Vault (Remastered) pg. 43 Ammunition any Activate Single Action (manipulate) --- Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. Other creatures can provide the actions, although doing so deals half the ammunition's persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn. <title level=\"2\" right=\"Item 2\" pfs=\"\" > Ooze Ammunition (Lesser) Source Treasure Vault (Remastered) pg. 43 Price 7 gp --- The ammunition deals 1d4 persistent acid damage and imposes a –5-foot penalty to Speed, and the Escape DC is 16. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Ooze Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 43 Price 42 gp --- The ammunition deals 2d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"\" > Ooze Ammunition (Greater) Source Treasure Vault (Remastered) pg. 43 Price 350 gp --- The ammunition deals 3d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"\" > Ooze Ammunition (Major) Source Treasure Vault (Remastered) pg. 43 Price 3,250 gp --- The ammunition deals 4d4 persistent acid damage and imposes a –15-foot penalty to Speed, and the Escape DC is 38.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 1d4 persistent acid damage and imposes a –5-foot penalty to Speed, and the Escape DC is 16.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1900","name":"Ooze Ammunition (Lesser)","actions_number":2,"bulk":0,"category":"equipment","actions":"Single Action","rarity":"common","slug":"equipment-1900-1641"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1900","weakness":{},"price":4200,"legacy_id":["equipment-4433"],"trait":["Acid","Alchemical","Consumable"],"id":"equipment-1900-1642","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Ooze Ammunition Source Treasure Vault (Remastered) pg. 43 Ammunition any Activate Single Action (manipulate) --- Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. Other creatures can provide the actions, although doing so deals half the ammunition's persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn. <title level=\"2\" right=\"Item 2\" pfs=\"\" > Ooze Ammunition (Lesser) Source Treasure Vault (Remastered) pg. 43 Price 7 gp --- The ammunition deals 1d4 persistent acid damage and imposes a –5-foot penalty to Speed, and the Escape DC is 16. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Ooze Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 43 Price 42 gp --- The ammunition deals 2d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"\" > Ooze Ammunition (Greater) Source Treasure Vault (Remastered) pg. 43 Price 350 gp --- The ammunition deals 3d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"\" > Ooze Ammunition (Major) Source Treasure Vault (Remastered) pg. 43 Price 3,250 gp --- The ammunition deals 4d4 persistent acid damage and imposes a –15-foot penalty to Speed, and the Escape DC is 38.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 2d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 20.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1900","name":"Ooze Ammunition (Moderate)","actions_number":2,"bulk":0,"category":"equipment","actions":"Single Action","rarity":"common","slug":"equipment-1900-1642"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1900","weakness":{},"price":35000,"legacy_id":["equipment-4433"],"trait":["Acid","Alchemical","Consumable"],"id":"equipment-1900-1643","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Ooze Ammunition Source Treasure Vault (Remastered) pg. 43 Ammunition any Activate Single Action (manipulate) --- Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. Other creatures can provide the actions, although doing so deals half the ammunition's persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn. <title level=\"2\" right=\"Item 2\" pfs=\"\" > Ooze Ammunition (Lesser) Source Treasure Vault (Remastered) pg. 43 Price 7 gp --- The ammunition deals 1d4 persistent acid damage and imposes a –5-foot penalty to Speed, and the Escape DC is 16. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Ooze Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 43 Price 42 gp --- The ammunition deals 2d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"\" > Ooze Ammunition (Greater) Source Treasure Vault (Remastered) pg. 43 Price 350 gp --- The ammunition deals 3d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"\" > Ooze Ammunition (Major) Source Treasure Vault (Remastered) pg. 43 Price 3,250 gp --- The ammunition deals 4d4 persistent acid damage and imposes a –15-foot penalty to Speed, and the Escape DC is 38.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 3d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 29.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1900","name":"Ooze Ammunition (Greater)","actions_number":2,"bulk":0,"category":"equipment","actions":"Single Action","rarity":"common","slug":"equipment-1900-1643"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1900","weakness":{},"price":325000,"legacy_id":["equipment-4433"],"trait":["Acid","Alchemical","Consumable"],"id":"equipment-1900-1644","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Ooze Ammunition Source Treasure Vault (Remastered) pg. 43 Ammunition any Activate Single Action (manipulate) --- Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. Other creatures can provide the actions, although doing so deals half the ammunition's persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn. <title level=\"2\" right=\"Item 2\" pfs=\"\" > Ooze Ammunition (Lesser) Source Treasure Vault (Remastered) pg. 43 Price 7 gp --- The ammunition deals 1d4 persistent acid damage and imposes a –5-foot penalty to Speed, and the Escape DC is 16. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Ooze Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 43 Price 42 gp --- The ammunition deals 2d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"\" > Ooze Ammunition (Greater) Source Treasure Vault (Remastered) pg. 43 Price 350 gp --- The ammunition deals 3d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"\" > Ooze Ammunition (Major) Source Treasure Vault (Remastered) pg. 43 Price 3,250 gp --- The ammunition deals 4d4 persistent acid damage and imposes a –15-foot penalty to Speed, and the Escape DC is 38.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 4d4 persistent acid damage and imposes a –15-foot penalty to Speed, and the Escape DC is 38.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Equipment","Weapon"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1900","name":"Ooze Ammunition (Major)","actions_number":2,"bulk":0,"category":"equipment","actions":"Single Action","rarity":"common","slug":"equipment-1900-1644"},{"item_child_id":["equipment-1901-1645","equipment-1901-1646"],"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4434"],"trait":["Alchemical","Consumable","Force"],"id":"equipment-1901","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Rusting Ammunition Source Treasure Vault (Remastered) pg. 43 Ammunition any Activate Single Action (manipulate) --- Rusting ammunition is made using a ore louse's saliva and, when activated, deals damage to objects or creatures primarily made of metal. The target takes persistent damage for a duration determined by the type of ammunition used. A creature that drops to 0 Hit Points while taking this persistent damage crumbles into fine powder; its gear remains. The ammunition's type determines the maximum amount of an object that's destroyed. Craft Requirements Supply the saliva of an ore louse. <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Rusting Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 43 Price 600 gp --- The ammunition deals 3d8 persistent damage for up to 5 rounds. For an object, the ammunition destroys a 5-foot cube. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Rusting Ammunition (Greater) Source Treasure Vault (Remastered) pg. 43 Price 3,600 gp --- The ammunition deals 4d8 persistent damage for up to 6 rounds. For an object, the ammunition destroys a 10-foot cube.","ammunition":"any","skill_mod":{},"summary":"Rusting ammunition is made using a ore louse's saliva and, when activated, deals damage to objects or creatures primarily made of metal. The target …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Energy"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1901","name":"Rusting Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1901"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1901","weakness":{},"price":60000,"legacy_id":["equipment-4434"],"trait":["Alchemical","Consumable","Force"],"id":"equipment-1901-1645","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Rusting Ammunition Source Treasure Vault (Remastered) pg. 43 Ammunition any Activate Single Action (manipulate) --- Rusting ammunition is made using a ore louse's saliva and, when activated, deals damage to objects or creatures primarily made of metal. The target takes persistent damage for a duration determined by the type of ammunition used. A creature that drops to 0 Hit Points while taking this persistent damage crumbles into fine powder; its gear remains. The ammunition's type determines the maximum amount of an object that's destroyed. Craft Requirements Supply the saliva of an ore louse. <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Rusting Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 43 Price 600 gp --- The ammunition deals 3d8 persistent damage for up to 5 rounds. For an object, the ammunition destroys a 5-foot cube. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Rusting Ammunition (Greater) Source Treasure Vault (Remastered) pg. 43 Price 3,600 gp --- The ammunition deals 4d8 persistent damage for up to 6 rounds. For an object, the ammunition destroys a 10-foot cube.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 3d8 persistent damage for up to 5 rounds. For an object, the ammunition destroys a 5-foot cube.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Energy"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1901","name":"Rusting Ammunition (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"equipment-1901-1645"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1901","weakness":{},"price":360000,"legacy_id":["equipment-4434"],"trait":["Alchemical","Consumable","Force"],"id":"equipment-1901-1646","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Rusting Ammunition Source Treasure Vault (Remastered) pg. 43 Ammunition any Activate Single Action (manipulate) --- Rusting ammunition is made using a ore louse's saliva and, when activated, deals damage to objects or creatures primarily made of metal. The target takes persistent damage for a duration determined by the type of ammunition used. A creature that drops to 0 Hit Points while taking this persistent damage crumbles into fine powder; its gear remains. The ammunition's type determines the maximum amount of an object that's destroyed. Craft Requirements Supply the saliva of an ore louse. <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Rusting Ammunition (Moderate) Source Treasure Vault (Remastered) pg. 43 Price 600 gp --- The ammunition deals 3d8 persistent damage for up to 5 rounds. For an object, the ammunition destroys a 5-foot cube. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Rusting Ammunition (Greater) Source Treasure Vault (Remastered) pg. 43 Price 3,600 gp --- The ammunition deals 4d8 persistent damage for up to 6 rounds. For an object, the ammunition destroys a 10-foot cube.","ammunition":"any","skill_mod":{},"summary":"The ammunition deals 4d8 persistent damage for up to 6 rounds. For an object, the ammunition destroys a 10-foot cube.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Energy"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=1901","name":"Rusting Ammunition (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"equipment-1901-1646"},{"item_child_id":["equipment-1902-1647","equipment-1902-1648"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4435"],"trait":["Alchemical","Bomb","Consumable","Disease","Poison","Splash","Uncommon"],"id":"equipment-1902","text":"<title level=\"1\" right=\"Item 15+\" pfs=\"Standard\" > Blightburn Bomb Source Treasure Vault (Remastered) pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- Blightburn bombs have radioactive materials sealed inside flasks treated with lead. The bomb grants an item bonus to attack rolls and deals poison damage, persistent poison damage, and poison splash damage, according to the bomb's type. A creature that takes the persistent poison damage deals the splash damage again from its current position as the radiation continues to harm nearby creatures. The persistent damage can last up to 1 minute. Blightburn bombs also expose the primary target to blightburn sickness at the listed Fortitude DC. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Blightburn Bomb Source Treasure Vault (Remastered) pg. 44 Price 1,200 gp Bulk L --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The Fortitude DC is 34. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Blightburn Bomb (Greater) Source Treasure Vault (Remastered) pg. 44 Price 12,000 gp Bulk L --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The Fortitude DC is 43.","skill_mod":{},"summary":"Blightburn bombs have radioactive materials sealed inside flasks treated with lead. The bomb grants an item bonus to attack rolls and deals poison …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Affliction","Poison","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1902","name":"Blightburn Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1902"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1902","weakness":{},"price":120000,"legacy_id":["equipment-4435"],"trait":["Alchemical","Bomb","Consumable","Disease","Poison","Splash","Uncommon"],"id":"equipment-1902-1647","text":"<title level=\"1\" right=\"Item 15+\" pfs=\"Standard\" > Blightburn Bomb Source Treasure Vault (Remastered) pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- Blightburn bombs have radioactive materials sealed inside flasks treated with lead. The bomb grants an item bonus to attack rolls and deals poison damage, persistent poison damage, and poison splash damage, according to the bomb's type. A creature that takes the persistent poison damage deals the splash damage again from its current position as the radiation continues to harm nearby creatures. The persistent damage can last up to 1 minute. Blightburn bombs also expose the primary target to blightburn sickness at the listed Fortitude DC. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Blightburn Bomb Source Treasure Vault (Remastered) pg. 44 Price 1,200 gp Bulk L --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The Fortitude DC is 34. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Blightburn Bomb (Greater) Source Treasure Vault (Remastered) pg. 44 Price 12,000 gp Bulk L --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The Fortitude DC is 43.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Affliction","Poison","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1902","name":"Blightburn Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1902-1647"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1902","weakness":{},"price":1200000,"legacy_id":["equipment-4435"],"trait":["Alchemical","Bomb","Consumable","Disease","Poison","Splash","Uncommon"],"id":"equipment-1902-1648","text":"<title level=\"1\" right=\"Item 15+\" pfs=\"Standard\" > Blightburn Bomb Source Treasure Vault (Remastered) pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- Blightburn bombs have radioactive materials sealed inside flasks treated with lead. The bomb grants an item bonus to attack rolls and deals poison damage, persistent poison damage, and poison splash damage, according to the bomb's type. A creature that takes the persistent poison damage deals the splash damage again from its current position as the radiation continues to harm nearby creatures. The persistent damage can last up to 1 minute. Blightburn bombs also expose the primary target to blightburn sickness at the listed Fortitude DC. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Blightburn Bomb Source Treasure Vault (Remastered) pg. 44 Price 1,200 gp Bulk L --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The Fortitude DC is 34. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Blightburn Bomb (Greater) Source Treasure Vault (Remastered) pg. 44 Price 12,000 gp Bulk L --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The Fortitude DC is 43.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Affliction","Poison","Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1902","name":"Blightburn Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1902-1648"},{"item_child_id":["equipment-1903-1649","equipment-1903-1650"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4436"],"trait":["Alchemical","Bomb","Consumable","Splash"],"id":"equipment-1903","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Boulder Seed Source Treasure Vault (Remastered) pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- This bomb is made of volatile fluids that rapidly expand and harden when exposed to air. A boulder seed grants an item bonus to attack rolls and deals bludgeoning damage and bludgeoning splash damage, according to the bomb's type. When activated, the bomb fills a 5-foot cube with hardened foam, which has stats according to the bomb's type and which pushes a primary target of a certain size or smaller occupying that space 5 feet away from you. On a critical hit, the target also falls prone. The splash zone fills with rubble, creating difficult terrain. The “boulder” the bomb creates fails all saving throws and loses 1 Hardness per round, disintegrating into fine powder when the boulder's Hardness is reduced to 0. At that time, the difficult terrain the bomb created also disappears. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Boulder Seed Source Treasure Vault (Remastered) pg. 44 Price 360 gp Bulk L --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 bludgeoning damage plus 3 bludgeoning splash damage. It creates a boulder as hard as wood (Hardness 5, HP 20) that pushes Medium or smaller targets. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Boulder Seed (Greater) Source Treasure Vault (Remastered) pg. 44 Price 3,600 gp Bulk L --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 bludgeoning damage plus 4 bludgeoning splash damage. It creates a boulder as hard as stone (Hardness 10, HP 40) that pushes Large or smaller targets.","skill_mod":{},"summary":"This bomb is made of volatile fluids that rapidly expand and harden when exposed to air. A boulder seed grants an item bonus to attack rolls and …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1903","name":"Boulder Seed","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1903"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1903","weakness":{},"price":36000,"legacy_id":["equipment-4436"],"trait":["Alchemical","Bomb","Consumable","Splash"],"id":"equipment-1903-1649","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Boulder Seed Source Treasure Vault (Remastered) pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- This bomb is made of volatile fluids that rapidly expand and harden when exposed to air. A boulder seed grants an item bonus to attack rolls and deals bludgeoning damage and bludgeoning splash damage, according to the bomb's type. When activated, the bomb fills a 5-foot cube with hardened foam, which has stats according to the bomb's type and which pushes a primary target of a certain size or smaller occupying that space 5 feet away from you. On a critical hit, the target also falls prone. The splash zone fills with rubble, creating difficult terrain. The “boulder” the bomb creates fails all saving throws and loses 1 Hardness per round, disintegrating into fine powder when the boulder's Hardness is reduced to 0. At that time, the difficult terrain the bomb created also disappears. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Boulder Seed Source Treasure Vault (Remastered) pg. 44 Price 360 gp Bulk L --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 bludgeoning damage plus 3 bludgeoning splash damage. It creates a boulder as hard as wood (Hardness 5, HP 20) that pushes Medium or smaller targets. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Boulder Seed (Greater) Source Treasure Vault (Remastered) pg. 44 Price 3,600 gp Bulk L --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 bludgeoning damage plus 4 bludgeoning splash damage. It creates a boulder as hard as stone (Hardness 10, HP 40) that pushes Large or smaller targets.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 bludgeoning damage plus 3 bludgeoning splash damage. It creates a boulder as hard as …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1903","name":"Boulder Seed","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1903-1649"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1903","weakness":{},"price":360000,"legacy_id":["equipment-4436"],"trait":["Alchemical","Bomb","Consumable","Splash"],"id":"equipment-1903-1650","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Boulder Seed Source Treasure Vault (Remastered) pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- This bomb is made of volatile fluids that rapidly expand and harden when exposed to air. A boulder seed grants an item bonus to attack rolls and deals bludgeoning damage and bludgeoning splash damage, according to the bomb's type. When activated, the bomb fills a 5-foot cube with hardened foam, which has stats according to the bomb's type and which pushes a primary target of a certain size or smaller occupying that space 5 feet away from you. On a critical hit, the target also falls prone. The splash zone fills with rubble, creating difficult terrain. The “boulder” the bomb creates fails all saving throws and loses 1 Hardness per round, disintegrating into fine powder when the boulder's Hardness is reduced to 0. At that time, the difficult terrain the bomb created also disappears. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Boulder Seed Source Treasure Vault (Remastered) pg. 44 Price 360 gp Bulk L --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 bludgeoning damage plus 3 bludgeoning splash damage. It creates a boulder as hard as wood (Hardness 5, HP 20) that pushes Medium or smaller targets. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Boulder Seed (Greater) Source Treasure Vault (Remastered) pg. 44 Price 3,600 gp Bulk L --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 bludgeoning damage plus 4 bludgeoning splash damage. It creates a boulder as hard as stone (Hardness 10, HP 40) that pushes Large or smaller targets.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 bludgeoning damage plus 4 bludgeoning splash damage. It creates a boulder as hard as …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1903","name":"Boulder Seed (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1903-1650"},{"item_child_id":["equipment-1904-1651","equipment-1904-1652"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4437"],"trait":["Alchemical","Bomb","Consumable","Force","Splash"],"id":"equipment-1904","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Lodestone Bomb Source Treasure Vault (Remastered) pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- Lodestone bombs hold reactive ionized minerals preserved in a dormant state until broken. The bomb grants an item bonus to attack rolls and deals force damage and force splash damage, according to the bomb's type. In addition, a target made of metal, wearing metal armor, or using metal weapons takes persistent force damage and is clumsy 1 and enfeebled 1 while taking the persistent damage. The persistent damage can last up to 1 minute. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lodestone Bomb Source Treasure Vault (Remastered) pg. 44 Price 400 gp Bulk L --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 force damage plus 2 force splash damage. The bomb deals 2d4 persistent force damage to applicable targets. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Lodestone Bomb (Greater) Source Treasure Vault (Remastered) pg. 44 Price 4,500 gp Bulk L --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 force damage plus 3 force splash damage. The bomb deals 3d4 persistent force damage to applicable targets.","skill_mod":{},"summary":"Lodestone bombs hold reactive ionized minerals preserved in a dormant state until broken. The bomb grants an item bonus to attack rolls and deals …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1904","name":"Lodestone Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1904"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1904","weakness":{},"price":40000,"legacy_id":["equipment-4437"],"trait":["Alchemical","Bomb","Consumable","Force","Splash"],"id":"equipment-1904-1651","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Lodestone Bomb Source Treasure Vault (Remastered) pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- Lodestone bombs hold reactive ionized minerals preserved in a dormant state until broken. The bomb grants an item bonus to attack rolls and deals force damage and force splash damage, according to the bomb's type. In addition, a target made of metal, wearing metal armor, or using metal weapons takes persistent force damage and is clumsy 1 and enfeebled 1 while taking the persistent damage. The persistent damage can last up to 1 minute. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lodestone Bomb Source Treasure Vault (Remastered) pg. 44 Price 400 gp Bulk L --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 force damage plus 2 force splash damage. The bomb deals 2d4 persistent force damage to applicable targets. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Lodestone Bomb (Greater) Source Treasure Vault (Remastered) pg. 44 Price 4,500 gp Bulk L --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 force damage plus 3 force splash damage. The bomb deals 3d4 persistent force damage to applicable targets.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 force damage plus 2 force splash damage. The bomb deals 2d4 persistent force damage …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1904","name":"Lodestone Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1904-1651"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1904","weakness":{},"price":450000,"legacy_id":["equipment-4437"],"trait":["Alchemical","Bomb","Consumable","Force","Splash"],"id":"equipment-1904-1652","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Lodestone Bomb Source Treasure Vault (Remastered) pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- Lodestone bombs hold reactive ionized minerals preserved in a dormant state until broken. The bomb grants an item bonus to attack rolls and deals force damage and force splash damage, according to the bomb's type. In addition, a target made of metal, wearing metal armor, or using metal weapons takes persistent force damage and is clumsy 1 and enfeebled 1 while taking the persistent damage. The persistent damage can last up to 1 minute. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lodestone Bomb Source Treasure Vault (Remastered) pg. 44 Price 400 gp Bulk L --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 force damage plus 2 force splash damage. The bomb deals 2d4 persistent force damage to applicable targets. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Lodestone Bomb (Greater) Source Treasure Vault (Remastered) pg. 44 Price 4,500 gp Bulk L --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 force damage plus 3 force splash damage. The bomb deals 3d4 persistent force damage to applicable targets.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 force damage plus 3 force splash damage. The bomb deals 3d4 persistent force damage …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1904","name":"Lodestone Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1904-1652"},{"item_child_id":["equipment-1905-1653","equipment-1905-1654"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4438"],"trait":["Alchemical","Bomb","Consumable","Sonic","Splash"],"id":"equipment-1905","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Shatterstone Source Treasure Vault (Remastered) pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- A shatterstone is a small ceramic orb. Inside are reactive agents that set up an intense field of sonic vibration when the stone breaks. The bomb grants an item bonus to attack rolls and deals sonic damage and sonic splash damage, according to the bomb's type. Much of the sound is ultrasonic, and creatures with sonic weakness that take damage from the bomb must succeed at a Fortitude saving throw at the listed DC or be deafened until the end of their next turn. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Shatterstone Source Treasure Vault (Remastered) pg. 44 Price 380 gp Bulk L --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 sonic damage and 3 sonic splash damage. The Fortitude DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Shatterstone (Greater) Source Treasure Vault (Remastered) pg. 44 Price 3,800 gp Bulk L --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 sonic damage and 4 sonic splash damage. The Fortitude DC is 40.","skill_mod":{},"summary":"A shatterstone is a small ceramic orb. Inside are reactive agents that set up an intense field of sonic vibration when the stone breaks. The bomb …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1905","name":"Shatterstone","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1905"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1905","weakness":{},"price":38000,"legacy_id":["equipment-4438"],"trait":["Alchemical","Bomb","Consumable","Sonic","Splash"],"id":"equipment-1905-1653","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Shatterstone Source Treasure Vault (Remastered) pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- A shatterstone is a small ceramic orb. Inside are reactive agents that set up an intense field of sonic vibration when the stone breaks. The bomb grants an item bonus to attack rolls and deals sonic damage and sonic splash damage, according to the bomb's type. Much of the sound is ultrasonic, and creatures with sonic weakness that take damage from the bomb must succeed at a Fortitude saving throw at the listed DC or be deafened until the end of their next turn. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Shatterstone Source Treasure Vault (Remastered) pg. 44 Price 380 gp Bulk L --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 sonic damage and 3 sonic splash damage. The Fortitude DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Shatterstone (Greater) Source Treasure Vault (Remastered) pg. 44 Price 3,800 gp Bulk L --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 sonic damage and 4 sonic splash damage. The Fortitude DC is 40.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 sonic damage and 3 sonic splash damage. The Fortitude DC is 30.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1905","name":"Shatterstone","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1905-1653"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1905","weakness":{},"price":380000,"legacy_id":["equipment-4438"],"trait":["Alchemical","Bomb","Consumable","Sonic","Splash"],"id":"equipment-1905-1654","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Shatterstone Source Treasure Vault (Remastered) pg. 44 Usage held in 1 hand Bulk L Activate Single Action Strike --- A shatterstone is a small ceramic orb. Inside are reactive agents that set up an intense field of sonic vibration when the stone breaks. The bomb grants an item bonus to attack rolls and deals sonic damage and sonic splash damage, according to the bomb's type. Much of the sound is ultrasonic, and creatures with sonic weakness that take damage from the bomb must succeed at a Fortitude saving throw at the listed DC or be deafened until the end of their next turn. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Shatterstone Source Treasure Vault (Remastered) pg. 44 Price 380 gp Bulk L --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 sonic damage and 3 sonic splash damage. The Fortitude DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Shatterstone (Greater) Source Treasure Vault (Remastered) pg. 44 Price 3,800 gp Bulk L --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 sonic damage and 4 sonic splash damage. The Fortitude DC is 40.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 sonic damage and 4 sonic splash damage. The Fortitude DC is 40.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1905","name":"Shatterstone (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1905-1654"},{"item_child_id":["equipment-1906-1655","equipment-1906-1656","equipment-1906-1657","equipment-1906-1658"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4439"],"trait":["Alchemical","Bomb","Consumable","Olfactory","Poison","Splash"],"id":"equipment-1906","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Skunk Bomb Source Treasure Vault (Remastered) pg. 45 Usage held in 1 hand Bulk L Activate Single Action Strike --- Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb's type. Creatures in the splash area treat the results of their saving throw as one step better. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 1 and slowed 1 while sickened. Critical Failure The target is blinded for 1 round, sickened 2, and slowed 1 while sickened. Creatures sickened by the bomb emit an odor that lasts 10 minutes after the sickened condition ends (or 1 hour if they were also blinded). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Skunk Bomb (Lesser) Source Treasure Vault (Remastered) pg. 45 Price 4 gp Bulk L --- The bomb deals 1d4 poison damage and 1 poison splash damage. The Fortitude DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Skunk Bomb (Moderate) Source Treasure Vault (Remastered) pg. 45 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage and 2 poison splash damage. The Fortitude DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Skunk Bomb (Greater) Source Treasure Vault (Remastered) pg. 45 Price 240 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage and 3 poison splash damage. The Fortitude DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Skunk Bomb (Major) Source Treasure Vault (Remastered) pg. 45 Price 2,400 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage and 4 poison splash damage. The Fortitude DC is 37.","skill_mod":{},"summary":"Skunk bombs are made from the concentrated odors of xulgaths , hezrous , and other creatures with natural or supernatural stench. The bomb grants …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Sense","Poison","Affliction","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1906","name":"Skunk Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1906"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1906","weakness":{},"price":400,"legacy_id":["equipment-4439"],"trait":["Alchemical","Bomb","Consumable","Olfactory","Poison","Splash"],"id":"equipment-1906-1655","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Skunk Bomb Source Treasure Vault (Remastered) pg. 45 Usage held in 1 hand Bulk L Activate Single Action Strike --- Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb's type. Creatures in the splash area treat the results of their saving throw as one step better. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 1 and slowed 1 while sickened. Critical Failure The target is blinded for 1 round, sickened 2, and slowed 1 while sickened. Creatures sickened by the bomb emit an odor that lasts 10 minutes after the sickened condition ends (or 1 hour if they were also blinded). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Skunk Bomb (Lesser) Source Treasure Vault (Remastered) pg. 45 Price 4 gp Bulk L --- The bomb deals 1d4 poison damage and 1 poison splash damage. The Fortitude DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Skunk Bomb (Moderate) Source Treasure Vault (Remastered) pg. 45 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage and 2 poison splash damage. The Fortitude DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Skunk Bomb (Greater) Source Treasure Vault (Remastered) pg. 45 Price 240 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage and 3 poison splash damage. The Fortitude DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Skunk Bomb (Major) Source Treasure Vault (Remastered) pg. 45 Price 2,400 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage and 4 poison splash damage. The Fortitude DC is 37.","skill_mod":{},"summary":"The bomb deals 1d4 poison damage and 1 poison splash damage. The Fortitude DC is 15.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Sense","Poison","Affliction","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1906","name":"Skunk Bomb (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1906-1655"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1906","weakness":{},"price":1200,"legacy_id":["equipment-4439"],"trait":["Alchemical","Bomb","Consumable","Olfactory","Poison","Splash"],"id":"equipment-1906-1656","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Skunk Bomb Source Treasure Vault (Remastered) pg. 45 Usage held in 1 hand Bulk L Activate Single Action Strike --- Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb's type. Creatures in the splash area treat the results of their saving throw as one step better. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 1 and slowed 1 while sickened. Critical Failure The target is blinded for 1 round, sickened 2, and slowed 1 while sickened. Creatures sickened by the bomb emit an odor that lasts 10 minutes after the sickened condition ends (or 1 hour if they were also blinded). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Skunk Bomb (Lesser) Source Treasure Vault (Remastered) pg. 45 Price 4 gp Bulk L --- The bomb deals 1d4 poison damage and 1 poison splash damage. The Fortitude DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Skunk Bomb (Moderate) Source Treasure Vault (Remastered) pg. 45 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage and 2 poison splash damage. The Fortitude DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Skunk Bomb (Greater) Source Treasure Vault (Remastered) pg. 45 Price 240 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage and 3 poison splash damage. The Fortitude DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Skunk Bomb (Major) Source Treasure Vault (Remastered) pg. 45 Price 2,400 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage and 4 poison splash damage. The Fortitude DC is 37.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage and 2 poison splash damage. The Fortitude DC is 17.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Sense","Poison","Affliction","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1906","name":"Skunk Bomb (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1906-1656"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1906","weakness":{},"price":24000,"legacy_id":["equipment-4439"],"trait":["Alchemical","Bomb","Consumable","Olfactory","Poison","Splash"],"id":"equipment-1906-1657","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Skunk Bomb Source Treasure Vault (Remastered) pg. 45 Usage held in 1 hand Bulk L Activate Single Action Strike --- Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb's type. Creatures in the splash area treat the results of their saving throw as one step better. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 1 and slowed 1 while sickened. Critical Failure The target is blinded for 1 round, sickened 2, and slowed 1 while sickened. Creatures sickened by the bomb emit an odor that lasts 10 minutes after the sickened condition ends (or 1 hour if they were also blinded). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Skunk Bomb (Lesser) Source Treasure Vault (Remastered) pg. 45 Price 4 gp Bulk L --- The bomb deals 1d4 poison damage and 1 poison splash damage. The Fortitude DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Skunk Bomb (Moderate) Source Treasure Vault (Remastered) pg. 45 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage and 2 poison splash damage. The Fortitude DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Skunk Bomb (Greater) Source Treasure Vault (Remastered) pg. 45 Price 240 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage and 3 poison splash damage. The Fortitude DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Skunk Bomb (Major) Source Treasure Vault (Remastered) pg. 45 Price 2,400 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage and 4 poison splash damage. The Fortitude DC is 37.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage and 3 poison splash damage. The Fortitude DC is 28.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Sense","Poison","Affliction","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1906","name":"Skunk Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1906-1657"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1906","weakness":{},"price":240000,"legacy_id":["equipment-4439"],"trait":["Alchemical","Bomb","Consumable","Olfactory","Poison","Splash"],"id":"equipment-1906-1658","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Skunk Bomb Source Treasure Vault (Remastered) pg. 45 Usage held in 1 hand Bulk L Activate Single Action Strike --- Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb's type. Creatures in the splash area treat the results of their saving throw as one step better. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 1 and slowed 1 while sickened. Critical Failure The target is blinded for 1 round, sickened 2, and slowed 1 while sickened. Creatures sickened by the bomb emit an odor that lasts 10 minutes after the sickened condition ends (or 1 hour if they were also blinded). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Skunk Bomb (Lesser) Source Treasure Vault (Remastered) pg. 45 Price 4 gp Bulk L --- The bomb deals 1d4 poison damage and 1 poison splash damage. The Fortitude DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Skunk Bomb (Moderate) Source Treasure Vault (Remastered) pg. 45 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage and 2 poison splash damage. The Fortitude DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Skunk Bomb (Greater) Source Treasure Vault (Remastered) pg. 45 Price 240 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage and 3 poison splash damage. The Fortitude DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Skunk Bomb (Major) Source Treasure Vault (Remastered) pg. 45 Price 2,400 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage and 4 poison splash damage. The Fortitude DC is 37.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage and 4 poison splash damage. The Fortitude DC is 37.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Sense","Poison","Affliction","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1906","name":"Skunk Bomb (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1906-1658"},{"item_child_id":["equipment-1907-1659","equipment-1907-1660"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4440"],"trait":["Alchemical","Bomb","Consumable","Poison","Splash"],"id":"equipment-1907","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Trueshape Bomb Source Treasure Vault (Remastered) pg. 45 Usage held in 1 hand Bulk L Activate Single Action Strike --- Concentrated wolfsbane and other anti-shapechanger reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, persistent poison damage, and poison splash damage, according to their type. If the primary target is under the effects of a morph or polymorph effect, it must succeed at a Fortitude saving throw at the bomb's listed DC, or else the effects end and the creature returns to its normal form. Targets taking persistent poison damage from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a morph or polymorph effect. The persistent damage can last up to 1 minute. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Trueshape Bomb Source Treasure Vault (Remastered) pg. 45 Price 375 gp Bulk L --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The Fortitude DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Trueshape Bomb (Greater) Source Treasure Vault (Remastered) pg. 45 Price 3,750 gp Bulk L --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The Fortitude DC is 40.","skill_mod":{},"summary":"Concentrated wolfsbane and other anti-shapechanger reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1907","name":"Trueshape Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1907"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1907","weakness":{},"price":37500,"legacy_id":["equipment-4440"],"trait":["Alchemical","Bomb","Consumable","Poison","Splash"],"id":"equipment-1907-1659","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Trueshape Bomb Source Treasure Vault (Remastered) pg. 45 Usage held in 1 hand Bulk L Activate Single Action Strike --- Concentrated wolfsbane and other anti-shapechanger reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, persistent poison damage, and poison splash damage, according to their type. If the primary target is under the effects of a morph or polymorph effect, it must succeed at a Fortitude saving throw at the bomb's listed DC, or else the effects end and the creature returns to its normal form. Targets taking persistent poison damage from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a morph or polymorph effect. The persistent damage can last up to 1 minute. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Trueshape Bomb Source Treasure Vault (Remastered) pg. 45 Price 375 gp Bulk L --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The Fortitude DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Trueshape Bomb (Greater) Source Treasure Vault (Remastered) pg. 45 Price 3,750 gp Bulk L --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The Fortitude DC is 40.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1907","name":"Trueshape Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1907-1659"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1907","weakness":{},"price":375000,"legacy_id":["equipment-4440"],"trait":["Alchemical","Bomb","Consumable","Poison","Splash"],"id":"equipment-1907-1660","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Trueshape Bomb Source Treasure Vault (Remastered) pg. 45 Usage held in 1 hand Bulk L Activate Single Action Strike --- Concentrated wolfsbane and other anti-shapechanger reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, persistent poison damage, and poison splash damage, according to their type. If the primary target is under the effects of a morph or polymorph effect, it must succeed at a Fortitude saving throw at the bomb's listed DC, or else the effects end and the creature returns to its normal form. Targets taking persistent poison damage from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a morph or polymorph effect. The persistent damage can last up to 1 minute. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Trueshape Bomb Source Treasure Vault (Remastered) pg. 45 Price 375 gp Bulk L --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The Fortitude DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Trueshape Bomb (Greater) Source Treasure Vault (Remastered) pg. 45 Price 3,750 gp Bulk L --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The Fortitude DC is 40.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=1907","name":"Trueshape Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1907-1660"},{"legacy_name":["Assassin Vine Wine"],"item_child_id":["equipment-1908-1661","equipment-1908-1662"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4441"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1908","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Arbor Wine Source Treasure Vault (Remastered) pg. 47 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Watering grape or berry bushes with certain alchemical liquids as they grow results in a ruby-red drink that’s rich and heady. The vines develop a connection to their natural environment and impart it onto the wine’s imbiber. For 1 minute after drinking a glass of arbor wine, you have tremorsense at a range of 30 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Arbor Wine Source Treasure Vault (Remastered) pg. 47 Price 130 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Arbor Wine (Aged) Source Treasure Vault (Remastered) pg. 47 Price 350 gp Bulk L --- Arbor wine that has been aged for several years—or artificially aged with alchemy—develops both a greater complexity of flavor and a stronger connection to nature. When you drink aged arbor wine, vegetation in a 20-foot emanation around you begins to writhe, becoming difficult terrain until the start of your next turn.","skill_mod":{},"summary":"Watering grape or berry bushes with certain alchemical liquids as they grow results in a ruby-red drink that’s rich and heady. The vines develop a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1908","name":"Arbor Wine","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1908"},{"legacy_name":["Assassin Vine Wine"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1908","weakness":{},"price":13000,"legacy_id":["equipment-4441"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1908-1661","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Arbor Wine Source Treasure Vault (Remastered) pg. 47 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Watering grape or berry bushes with certain alchemical liquids as they grow results in a ruby-red drink that’s rich and heady. The vines develop a connection to their natural environment and impart it onto the wine’s imbiber. For 1 minute after drinking a glass of arbor wine, you have tremorsense at a range of 30 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Arbor Wine Source Treasure Vault (Remastered) pg. 47 Price 130 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Arbor Wine (Aged) Source Treasure Vault (Remastered) pg. 47 Price 350 gp Bulk L --- Arbor wine that has been aged for several years—or artificially aged with alchemy—develops both a greater complexity of flavor and a stronger connection to nature. When you drink aged arbor wine, vegetation in a 20-foot emanation around you begins to writhe, becoming difficult terrain until the start of your next turn.","skill_mod":{},"summary":"Watering grape or berry bushes with certain alchemical liquids as they grow results in a ruby-red drink that’s rich and heady. The vines develop a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1908","name":"Arbor Wine","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1908-1661"},{"legacy_name":["Assassin Vine Wine (Aged)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1908","weakness":{},"price":35000,"legacy_id":["equipment-4441"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1908-1662","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Arbor Wine Source Treasure Vault (Remastered) pg. 47 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Watering grape or berry bushes with certain alchemical liquids as they grow results in a ruby-red drink that’s rich and heady. The vines develop a connection to their natural environment and impart it onto the wine’s imbiber. For 1 minute after drinking a glass of arbor wine, you have tremorsense at a range of 30 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Arbor Wine Source Treasure Vault (Remastered) pg. 47 Price 130 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Arbor Wine (Aged) Source Treasure Vault (Remastered) pg. 47 Price 350 gp Bulk L --- Arbor wine that has been aged for several years—or artificially aged with alchemy—develops both a greater complexity of flavor and a stronger connection to nature. When you drink aged arbor wine, vegetation in a 20-foot emanation around you begins to writhe, becoming difficult terrain until the start of your next turn.","skill_mod":{},"summary":"Arbor wine that has been aged for several years—or artificially aged with alchemy—develops both a greater complexity of flavor and a stronger …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1908","name":"Arbor Wine (Aged)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1908-1662"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1000,"legacy_id":["equipment-4442"],"trait":["Alchemical","Consumable","Processed"],"id":"equipment-1909","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Auric Noodles Source Treasure Vault (Remastered) pg. 47 Price 10 gp Usage held in 2 hands Bulk L Activate 10 minutes (manipulate) --- Auric noodles are boiled, then pan-fried and tossed with sliced vegetables and a sticky, savory sauce incorporating alchemical reagents. After you eat the noodles, they boost your ability to sense magic for 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to checks to Identify Magic, and you can move at full speed while using the Detect Magic exploration activity.\n","skill_mod":{},"summary":"Auric noodles are boiled, then pan-fried and tossed with sliced vegetables and a sticky, savory sauce incorporating alchemical reagents. After you …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1909","name":"Auric Noodles","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1909"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1400,"legacy_id":["equipment-4443"],"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-1910","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Cinnamon Seers Source Treasure Vault (Remastered) pg. 47 Price 14 gp Usage held in 1 hand --- Zippy, alchemically treated cinnamon suffuses cinnamon seers, a rock candy with a lively taste that provides a mental boost. A cinnamon seer remains in your mouth for 1 hour, its stimulating flavor granting you a +1 item bonus to checks to Recall Knowledge. Secondary Effect Reaction (fortune) Trigger You gain no information from a Recall Knowledge check; Effect Reroll the triggering check. If this was a secret check, the GM rerolls rather than you; the candy doesn't give you any insight into what the GM rolled, so in that case, you're rerolling based only on guesswork. The seer becomes inert. You become temporarily immune to cinnamon seers until the next time you make your daily preparations.\n","skill_mod":{},"summary":"Zippy, alchemically treated cinnamon suffuses cinnamon seers, a rock candy with a lively taste that provides a mental boost. A cinnamon seer remains …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1910","name":"Cinnamon Seers","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1910"},{"item_child_id":["equipment-1911-1663","equipment-1911-1664"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4444"],"trait":["Alchemical","Consumable","Processed"],"id":"equipment-1911","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cooperative Waffles Source Treasure Vault (Remastered) pg. 47 Usage held in 2 hands Bulk L Activate 10 minutes (manipulate) --- Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those who share the batch. You can split the waffles with one other creature. After you both eat half of the waffles to Activate them, when one of you uses Follow the Expert to follow the other, the circumstance bonus granted is 1 higher. The waffles' bonus lasts 24 hours or until you next make your daily preparations, whichever comes first. You can only be linked to one creature in this way at a time; if either of you eats cooperative waffles again, the effect of your previous waffles ends. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cooperative Waffles Source Treasure Vault (Remastered) pg. 47 Price 5 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cooperative Waffles (Greater) Source Treasure Vault (Remastered) pg. 47 Price 25 gp Bulk L --- The benefit of the waffles also applies when one of you successfully Aids a skill check the other attempts.","skill_mod":{},"summary":"Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1911","name":"Cooperative Waffles","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1911"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1911","weakness":{},"price":500,"legacy_id":["equipment-4444"],"trait":["Alchemical","Consumable","Processed"],"id":"equipment-1911-1663","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cooperative Waffles Source Treasure Vault (Remastered) pg. 47 Usage held in 2 hands Bulk L Activate 10 minutes (manipulate) --- Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those who share the batch. You can split the waffles with one other creature. After you both eat half of the waffles to Activate them, when one of you uses Follow the Expert to follow the other, the circumstance bonus granted is 1 higher. The waffles' bonus lasts 24 hours or until you next make your daily preparations, whichever comes first. You can only be linked to one creature in this way at a time; if either of you eats cooperative waffles again, the effect of your previous waffles ends. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cooperative Waffles Source Treasure Vault (Remastered) pg. 47 Price 5 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cooperative Waffles (Greater) Source Treasure Vault (Remastered) pg. 47 Price 25 gp Bulk L --- The benefit of the waffles also applies when one of you successfully Aids a skill check the other attempts.","skill_mod":{},"summary":"Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1911","name":"Cooperative Waffles","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1911-1663"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1911","weakness":{},"price":2500,"legacy_id":["equipment-4444"],"trait":["Alchemical","Consumable","Processed"],"id":"equipment-1911-1664","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cooperative Waffles Source Treasure Vault (Remastered) pg. 47 Usage held in 2 hands Bulk L Activate 10 minutes (manipulate) --- Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those who share the batch. You can split the waffles with one other creature. After you both eat half of the waffles to Activate them, when one of you uses Follow the Expert to follow the other, the circumstance bonus granted is 1 higher. The waffles' bonus lasts 24 hours or until you next make your daily preparations, whichever comes first. You can only be linked to one creature in this way at a time; if either of you eats cooperative waffles again, the effect of your previous waffles ends. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cooperative Waffles Source Treasure Vault (Remastered) pg. 47 Price 5 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cooperative Waffles (Greater) Source Treasure Vault (Remastered) pg. 47 Price 25 gp Bulk L --- The benefit of the waffles also applies when one of you successfully Aids a skill check the other attempts.","skill_mod":{},"summary":"The benefit of the waffles also applies when one of you successfully Aids a skill check the other attempts.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1911","name":"Cooperative Waffles (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1911-1664"},{"item_child_id":["equipment-1912-1665","equipment-1912-1666","equipment-1912-1667","equipment-1912-1668"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4445"],"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-1912","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Crackling Bubble Gum Source Treasure Vault (Remastered) pg. 47 Usage held in 1 hand --- This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects. Secondary Effect Two Actions (sonic) Effect You blow a bubble with the gum until it pops, after which it becomes inert. The pop deals sonic damage to all creatures in a 15-foot cone with a basic Fortitude save. A creature that fails its save is also bound with sticky gum, taking a –10-foot item penalty to its Speed for 1 minute. The creature can remove the gum with a total of 3 Interact actions. These actions don't have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Crackling Bubble Gum (Lesser) Source Treasure Vault (Remastered) pg. 47 Price 30 gp --- The item bonus is +1, the damage is 4d4, and the DC is 19. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Crackling Bubble Gum (Moderate) Source Treasure Vault (Remastered) pg. 47 Price 150 gp --- The item bonus is +2, the damage is 6d4, and the DC is 25. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Crackling Bubble Gum (Greater) Source Treasure Vault (Remastered) pg. 47 Price 450 gp --- The item bonus is +2, the damage is 8d4, and the DC is 30. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Crackling Bubble Gum (Major) Source Treasure Vault (Remastered) pg. 47 Price 1,000 gp --- The item bonus is +3, the damage is 9d4, and the DC is 34.","skill_mod":{},"summary":"This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1912","name":"Crackling Bubble Gum","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1912"},{"legacy_name":["Crackling Bubble Gum (lesser)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1912","weakness":{},"price":3000,"legacy_id":["equipment-4445"],"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-1912-1665","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Crackling Bubble Gum Source Treasure Vault (Remastered) pg. 47 Usage held in 1 hand --- This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects. Secondary Effect Two Actions (sonic) Effect You blow a bubble with the gum until it pops, after which it becomes inert. The pop deals sonic damage to all creatures in a 15-foot cone with a basic Fortitude save. A creature that fails its save is also bound with sticky gum, taking a –10-foot item penalty to its Speed for 1 minute. The creature can remove the gum with a total of 3 Interact actions. These actions don't have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Crackling Bubble Gum (Lesser) Source Treasure Vault (Remastered) pg. 47 Price 30 gp --- The item bonus is +1, the damage is 4d4, and the DC is 19. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Crackling Bubble Gum (Moderate) Source Treasure Vault (Remastered) pg. 47 Price 150 gp --- The item bonus is +2, the damage is 6d4, and the DC is 25. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Crackling Bubble Gum (Greater) Source Treasure Vault (Remastered) pg. 47 Price 450 gp --- The item bonus is +2, the damage is 8d4, and the DC is 30. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Crackling Bubble Gum (Major) Source Treasure Vault (Remastered) pg. 47 Price 1,000 gp --- The item bonus is +3, the damage is 9d4, and the DC is 34.","skill_mod":{},"summary":"The item bonus is +1, the damage is 4d4, and the DC is 19.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1912","name":"Crackling Bubble Gum (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1912-1665"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1912","weakness":{},"price":15000,"legacy_id":["equipment-4445"],"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-1912-1666","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Crackling Bubble Gum Source Treasure Vault (Remastered) pg. 47 Usage held in 1 hand --- This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects. Secondary Effect Two Actions (sonic) Effect You blow a bubble with the gum until it pops, after which it becomes inert. The pop deals sonic damage to all creatures in a 15-foot cone with a basic Fortitude save. A creature that fails its save is also bound with sticky gum, taking a –10-foot item penalty to its Speed for 1 minute. The creature can remove the gum with a total of 3 Interact actions. These actions don't have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Crackling Bubble Gum (Lesser) Source Treasure Vault (Remastered) pg. 47 Price 30 gp --- The item bonus is +1, the damage is 4d4, and the DC is 19. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Crackling Bubble Gum (Moderate) Source Treasure Vault (Remastered) pg. 47 Price 150 gp --- The item bonus is +2, the damage is 6d4, and the DC is 25. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Crackling Bubble Gum (Greater) Source Treasure Vault (Remastered) pg. 47 Price 450 gp --- The item bonus is +2, the damage is 8d4, and the DC is 30. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Crackling Bubble Gum (Major) Source Treasure Vault (Remastered) pg. 47 Price 1,000 gp --- The item bonus is +3, the damage is 9d4, and the DC is 34.","skill_mod":{},"summary":"The item bonus is +2, the damage is 6d4, and the DC is 25.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1912","name":"Crackling Bubble Gum (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1912-1666"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1912","weakness":{},"price":45000,"legacy_id":["equipment-4445"],"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-1912-1667","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Crackling Bubble Gum Source Treasure Vault (Remastered) pg. 47 Usage held in 1 hand --- This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects. Secondary Effect Two Actions (sonic) Effect You blow a bubble with the gum until it pops, after which it becomes inert. The pop deals sonic damage to all creatures in a 15-foot cone with a basic Fortitude save. A creature that fails its save is also bound with sticky gum, taking a –10-foot item penalty to its Speed for 1 minute. The creature can remove the gum with a total of 3 Interact actions. These actions don't have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Crackling Bubble Gum (Lesser) Source Treasure Vault (Remastered) pg. 47 Price 30 gp --- The item bonus is +1, the damage is 4d4, and the DC is 19. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Crackling Bubble Gum (Moderate) Source Treasure Vault (Remastered) pg. 47 Price 150 gp --- The item bonus is +2, the damage is 6d4, and the DC is 25. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Crackling Bubble Gum (Greater) Source Treasure Vault (Remastered) pg. 47 Price 450 gp --- The item bonus is +2, the damage is 8d4, and the DC is 30. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Crackling Bubble Gum (Major) Source Treasure Vault (Remastered) pg. 47 Price 1,000 gp --- The item bonus is +3, the damage is 9d4, and the DC is 34.","skill_mod":{},"summary":"The item bonus is +2, the damage is 8d4, and the DC is 30.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1912","name":"Crackling Bubble Gum (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1912-1667"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1912","weakness":{},"price":100000,"legacy_id":["equipment-4445"],"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-1912-1668","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Crackling Bubble Gum Source Treasure Vault (Remastered) pg. 47 Usage held in 1 hand --- This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects. Secondary Effect Two Actions (sonic) Effect You blow a bubble with the gum until it pops, after which it becomes inert. The pop deals sonic damage to all creatures in a 15-foot cone with a basic Fortitude save. A creature that fails its save is also bound with sticky gum, taking a –10-foot item penalty to its Speed for 1 minute. The creature can remove the gum with a total of 3 Interact actions. These actions don't have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Crackling Bubble Gum (Lesser) Source Treasure Vault (Remastered) pg. 47 Price 30 gp --- The item bonus is +1, the damage is 4d4, and the DC is 19. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Crackling Bubble Gum (Moderate) Source Treasure Vault (Remastered) pg. 47 Price 150 gp --- The item bonus is +2, the damage is 6d4, and the DC is 25. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Crackling Bubble Gum (Greater) Source Treasure Vault (Remastered) pg. 47 Price 450 gp --- The item bonus is +2, the damage is 8d4, and the DC is 30. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Crackling Bubble Gum (Major) Source Treasure Vault (Remastered) pg. 47 Price 1,000 gp --- The item bonus is +3, the damage is 9d4, and the DC is 34.","skill_mod":{},"summary":"The item bonus is +3, the damage is 9d4, and the DC is 34.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1912","name":"Crackling Bubble Gum (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1912-1668"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":15500,"skill":["Athletics"],"legacy_id":["equipment-4446"],"trait":["Alchemical","Consumable"],"id":"equipment-1913","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Delve Scale Source Treasure Vault (Remastered) pg. 47 Price 155 gp Usage held in 1 hand Activate Single Action (manipulate) --- If fried, cast-off scales of a benthic worm render into crunchy snacks. Alchemists add reagents to the frying oil to enhance the scales’ properties and flavor. For 1 minute after eating a delve scale, you gain a burrow Speed of 15 feet and a +2 item bonus to Athletics checks to High Jump or Long Jump.\n","skill_mod":{},"summary":"If fried, cast-off scales of a benthic worm render into crunchy snacks. Alchemists add reagents to the frying oil to enhance the scales’ …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1913","name":"Delve Scale","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1913"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":900,"skill":["Diplomacy"],"legacy_id":["equipment-4447"],"trait":["Alchemical","Consumable","Processed"],"id":"equipment-1914","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Diplomat's Charcuterie Source Treasure Vault (Remastered) pg. 47 Price 9 gp Usage held in 2 hands Bulk L Activate 10 minutes (manipulate) --- A common sight at political gatherings, a diplomat's charcuterie has fine meats, cheeses, nuts, fruits, and other finger foods mixed with reagents to engender friendly feelings between those consuming them. Contents of the plate vary by chef and the intended palates, from the hearty sausages and hard cheese of charcuterie from the Lands of the Linnorm Kings to the hot-pepper cheese curds and smoked almonds of Thuvian platters. After Activating the charcuterie by eating it, you gain a +1 item bonus to Diplomacy checks to Make an Impression and Perception checks to Sense Motive. These bonuses last 24 hours or until you make your next daily preparations, whichever comes first.\n","skill_mod":{},"summary":"A common sight at political gatherings, a diplomat's charcuterie has fine meats, cheeses, nuts, fruits, and other finger foods mixed with reagents to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1914","name":"Diplomat's Charcuterie","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1914"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":2700,"skill":["Acrobatics","Athletics"],"legacy_id":["equipment-4448"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1915","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Egg Cream Fizz Source Treasure Vault (Remastered) pg. 48 Price 27 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Containing neither eggs nor cream, an egg cream fizz contains milk or nut milk, sparkling water, and flavored syrup, frothed and chilled. Upon drinking, you feel lighter and more buoyant, gaining a +5-foot item bonus to your Speed for 10 minutes. During this time, you also gain another effect determined by the drink's syrup, which is chosen when the drink is created. Chocolate You gain a +1 item bonus to Acrobatics checks to Balance, Maneuver in Flight, and Squeeze. Strawberry You gain a +1 item bonus to Athletics checks to Climb, Leap, and Swim. Vanilla You can Step into difficult terrain. ","skill_mod":{},"summary":"Containing neither eggs nor cream, an egg cream fizz contains milk or nut milk, sparkling water, and flavored syrup, frothed and chilled. Upon …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1915","name":"Egg Cream Fizz","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1915"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":7500,"legacy_id":["equipment-4449"],"trait":["Alchemical","Consumable"],"id":"equipment-1916","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Firefoot Popcorn Source Treasure Vault (Remastered) pg. 48 Price 75 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- When you consume firefoot popcorn, for 1 minute, you can Leap double the normal distance. You can also attempt to High Jump or Long Jump as a single action. If you do, you don't perform the initial Stride (nor do you fall if you don't Stride 10 feet). Each time you Leap 10 feet or more, your feet make a popping sound that can be heard from at least 100 feet, and the space you left fills with waves of intense heat. For 1 minute, that square is hazardous terrain that deals 1d6 fire damage to any creature that moves into it.\n","skill_mod":{},"summary":"When you consume firefoot popcorn, for 1 minute, you can Leap double the normal distance. You can also attempt to High Jump or Long Jump as a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1916","name":"Firefoot Popcorn","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1916"},{"item_child_id":["equipment-1917-1669","equipment-1917-1670","equipment-1917-1671"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4450"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1917","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Fury Cocktail Source Treasure Vault (Remastered) pg. 48 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages. Benefit You gain an item bonus to melee attack rolls and an additional effect depending on the additive chosen when the brew is created. Animalistic Lemon juice and powdered claws or talons are added to the cocktail. You gain an unarmed attack in the brawling group of your choice between a jaws attack that deals 1d6 piercing damage or a claw attack that has the agile trait and deals 1d4 slashing damage. Double This cocktail is just stronger, with more ginger and more rum. You gain resistance 1 to physical damage. The resistance increases to 2 for a moderate fury cocktail or 5 for a greater fury cocktail. Mournful A few flower petals add a powerful aroma to the drink. You gain resistance 1 to void damage, or resistance 1 to vitality damage if you have the void healing ability. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. Skeptical A splash of bitters gives the drink a more complex flavor. You gain a +1 item bonus to saves against magic. This bonus is +2 for a moderate fury cocktail or +3 for a greater fury cocktail. Titanic Yuzu juice and powdered giant hair are added to this cocktail. If you're Medium or smaller, you gain the following effects: you become Large, are clumsy 1, and increase your reach by 5 feet (or by 10 feet if you started out Tiny). Wyrmhide Pomegranate juice and elemental reagents are added to the cocktail. You gain resistance 1 to acid, cold, electricity, fire, and poison damage. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Fury Cocktail (Lesser) Source Treasure Vault (Remastered) pg. 48 Price 15 gp Bulk L --- You gain a +2 item bonus to melee attack rolls, and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fury Cocktail (Moderate) Source Treasure Vault (Remastered) pg. 48 Price 360 gp Bulk L --- You gain a +3 item bonus to melee attack rolls, and the duration is 1 hour. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fury Cocktail (Greater) Source Treasure Vault (Remastered) pg. 48 Price 4,000 gp Bulk L --- You gain a +4 item bonus to melee attack rolls, and the duration is 1 hour.","skill_mod":{},"summary":"A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's rumored to have originated from a barbarian-themed festival in a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1917","name":"Fury Cocktail","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1917"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1917","weakness":{},"price":1500,"legacy_id":["equipment-4450"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1917-1669","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Fury Cocktail Source Treasure Vault (Remastered) pg. 48 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages. Benefit You gain an item bonus to melee attack rolls and an additional effect depending on the additive chosen when the brew is created. Animalistic Lemon juice and powdered claws or talons are added to the cocktail. You gain an unarmed attack in the brawling group of your choice between a jaws attack that deals 1d6 piercing damage or a claw attack that has the agile trait and deals 1d4 slashing damage. Double This cocktail is just stronger, with more ginger and more rum. You gain resistance 1 to physical damage. The resistance increases to 2 for a moderate fury cocktail or 5 for a greater fury cocktail. Mournful A few flower petals add a powerful aroma to the drink. You gain resistance 1 to void damage, or resistance 1 to vitality damage if you have the void healing ability. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. Skeptical A splash of bitters gives the drink a more complex flavor. You gain a +1 item bonus to saves against magic. This bonus is +2 for a moderate fury cocktail or +3 for a greater fury cocktail. Titanic Yuzu juice and powdered giant hair are added to this cocktail. If you're Medium or smaller, you gain the following effects: you become Large, are clumsy 1, and increase your reach by 5 feet (or by 10 feet if you started out Tiny). Wyrmhide Pomegranate juice and elemental reagents are added to the cocktail. You gain resistance 1 to acid, cold, electricity, fire, and poison damage. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Fury Cocktail (Lesser) Source Treasure Vault (Remastered) pg. 48 Price 15 gp Bulk L --- You gain a +2 item bonus to melee attack rolls, and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fury Cocktail (Moderate) Source Treasure Vault (Remastered) pg. 48 Price 360 gp Bulk L --- You gain a +3 item bonus to melee attack rolls, and the duration is 1 hour. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fury Cocktail (Greater) Source Treasure Vault (Remastered) pg. 48 Price 4,000 gp Bulk L --- You gain a +4 item bonus to melee attack rolls, and the duration is 1 hour.","skill_mod":{},"summary":"You gain a +2 item bonus to melee attack rolls, and the duration is 10 minutes.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1917","name":"Fury Cocktail (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1917-1669"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1917","weakness":{},"price":36000,"legacy_id":["equipment-4450"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1917-1670","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Fury Cocktail Source Treasure Vault (Remastered) pg. 48 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages. Benefit You gain an item bonus to melee attack rolls and an additional effect depending on the additive chosen when the brew is created. Animalistic Lemon juice and powdered claws or talons are added to the cocktail. You gain an unarmed attack in the brawling group of your choice between a jaws attack that deals 1d6 piercing damage or a claw attack that has the agile trait and deals 1d4 slashing damage. Double This cocktail is just stronger, with more ginger and more rum. You gain resistance 1 to physical damage. The resistance increases to 2 for a moderate fury cocktail or 5 for a greater fury cocktail. Mournful A few flower petals add a powerful aroma to the drink. You gain resistance 1 to void damage, or resistance 1 to vitality damage if you have the void healing ability. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. Skeptical A splash of bitters gives the drink a more complex flavor. You gain a +1 item bonus to saves against magic. This bonus is +2 for a moderate fury cocktail or +3 for a greater fury cocktail. Titanic Yuzu juice and powdered giant hair are added to this cocktail. If you're Medium or smaller, you gain the following effects: you become Large, are clumsy 1, and increase your reach by 5 feet (or by 10 feet if you started out Tiny). Wyrmhide Pomegranate juice and elemental reagents are added to the cocktail. You gain resistance 1 to acid, cold, electricity, fire, and poison damage. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Fury Cocktail (Lesser) Source Treasure Vault (Remastered) pg. 48 Price 15 gp Bulk L --- You gain a +2 item bonus to melee attack rolls, and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fury Cocktail (Moderate) Source Treasure Vault (Remastered) pg. 48 Price 360 gp Bulk L --- You gain a +3 item bonus to melee attack rolls, and the duration is 1 hour. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fury Cocktail (Greater) Source Treasure Vault (Remastered) pg. 48 Price 4,000 gp Bulk L --- You gain a +4 item bonus to melee attack rolls, and the duration is 1 hour.","skill_mod":{},"summary":"You gain a +3 item bonus to melee attack rolls, and the duration is 1 hour.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1917","name":"Fury Cocktail (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1917-1670"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1917","weakness":{},"price":400000,"legacy_id":["equipment-4450"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1917-1671","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Fury Cocktail Source Treasure Vault (Remastered) pg. 48 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages. Benefit You gain an item bonus to melee attack rolls and an additional effect depending on the additive chosen when the brew is created. Animalistic Lemon juice and powdered claws or talons are added to the cocktail. You gain an unarmed attack in the brawling group of your choice between a jaws attack that deals 1d6 piercing damage or a claw attack that has the agile trait and deals 1d4 slashing damage. Double This cocktail is just stronger, with more ginger and more rum. You gain resistance 1 to physical damage. The resistance increases to 2 for a moderate fury cocktail or 5 for a greater fury cocktail. Mournful A few flower petals add a powerful aroma to the drink. You gain resistance 1 to void damage, or resistance 1 to vitality damage if you have the void healing ability. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. Skeptical A splash of bitters gives the drink a more complex flavor. You gain a +1 item bonus to saves against magic. This bonus is +2 for a moderate fury cocktail or +3 for a greater fury cocktail. Titanic Yuzu juice and powdered giant hair are added to this cocktail. If you're Medium or smaller, you gain the following effects: you become Large, are clumsy 1, and increase your reach by 5 feet (or by 10 feet if you started out Tiny). Wyrmhide Pomegranate juice and elemental reagents are added to the cocktail. You gain resistance 1 to acid, cold, electricity, fire, and poison damage. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Fury Cocktail (Lesser) Source Treasure Vault (Remastered) pg. 48 Price 15 gp Bulk L --- You gain a +2 item bonus to melee attack rolls, and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fury Cocktail (Moderate) Source Treasure Vault (Remastered) pg. 48 Price 360 gp Bulk L --- You gain a +3 item bonus to melee attack rolls, and the duration is 1 hour. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fury Cocktail (Greater) Source Treasure Vault (Remastered) pg. 48 Price 4,000 gp Bulk L --- You gain a +4 item bonus to melee attack rolls, and the duration is 1 hour.","skill_mod":{},"summary":"You gain a +4 item bonus to melee attack rolls, and the duration is 1 hour.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1917","name":"Fury Cocktail (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1917-1671"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":7500,"legacy_id":["equipment-4451"],"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-1918","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Galvanic Chew Source Treasure Vault (Remastered) pg. 48 Price 75 gp Usage held in 1 hand Activate Single Action (manipulate) --- A galvanic chew is a processed ball of dried electric eel, roasted until chewy and coated in spicy, reagent-infused powder that tingles with electricity as you chew. For up to 1 hour, you have resistance 5 to electricity. Secondary Effect Reaction (electricity) Trigger You're hit by a melee attack or touched by a creature; Effect You channel electricity into the triggering creature, which must succeed at a DC 24 Fortitude save or be stunned 1 (or stunned 2 on a critical failure). The chew becomes inert. You're then temporarily immune to galvanic chews for 24 hours or until the next time you make your daily preparations.\n","skill_mod":{},"summary":"A galvanic chew is a processed ball of dried electric eel , roasted until chewy and coated in spicy, reagent-infused powder that tingles with …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1918","name":"Galvanic Chew","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1918"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":2800,"legacy_id":["equipment-4452"],"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-1919","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Ginger Chew Source Treasure Vault (Remastered) pg. 49 Price 28 gp Usage held in 1 hand --- This chewy ginger candy aids digestion and soothes unsettled stomachs. A ginger chew lasts for 1 hour and grants you a +1 item bonus to Fortitude saves against being sickened. Secondary Effect Single Action Effect Reduce your sickened value by 1, if any. The chew becomes inert.\n","skill_mod":{},"summary":"This chewy ginger candy aids digestion and soothes unsettled stomachs. A ginger chew lasts for 1 hour and grants you a +1 item bonus to Fortitude …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1919","name":"Ginger Chew","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1919"},{"item_child_id":["equipment-1920-1672","equipment-1920-1673","equipment-1920-1674"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4453"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1920","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Insight Coffee Source Treasure Vault (Remastered) pg. 49 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation. For 1 hour after you drink an insight coffee, you use d8s instead of d6s for your extra damage from the strategic strike class feature, if you have it. You also gain an item bonus to checks to Recall Knowledge with a skill determined by the blend chosen when the item is crafted. Double Coffee Religion Hazelnut Nature Mocha Arcana Vanilla Society Pumpkin Spice Occultism Toffee Medicine <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Insight Coffee (Lesser) Source Treasure Vault (Remastered) pg. 49 Price 40 gp Bulk L --- The item bonus is +2. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Insight Coffee (Moderate) Source Treasure Vault (Remastered) pg. 49 Price 375 gp Bulk L --- The item bonus is +3. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Insight Coffee (Greater) Source Treasure Vault (Remastered) pg. 49 Price 7,500 gp Bulk L --- The item bonus is +4.","skill_mod":{},"summary":"A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation. For 1 hour after you …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1920","name":"Insight Coffee","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1920"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1920","weakness":{},"price":4000,"legacy_id":["equipment-4453"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1920-1672","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Insight Coffee Source Treasure Vault (Remastered) pg. 49 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation. For 1 hour after you drink an insight coffee, you use d8s instead of d6s for your extra damage from the strategic strike class feature, if you have it. You also gain an item bonus to checks to Recall Knowledge with a skill determined by the blend chosen when the item is crafted. Double Coffee Religion Hazelnut Nature Mocha Arcana Vanilla Society Pumpkin Spice Occultism Toffee Medicine <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Insight Coffee (Lesser) Source Treasure Vault (Remastered) pg. 49 Price 40 gp Bulk L --- The item bonus is +2. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Insight Coffee (Moderate) Source Treasure Vault (Remastered) pg. 49 Price 375 gp Bulk L --- The item bonus is +3. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Insight Coffee (Greater) Source Treasure Vault (Remastered) pg. 49 Price 7,500 gp Bulk L --- The item bonus is +4.","skill_mod":{},"summary":"The item bonus is +2.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1920","name":"Insight Coffee (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1920-1672"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1920","weakness":{},"price":37500,"legacy_id":["equipment-4453"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1920-1673","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Insight Coffee Source Treasure Vault (Remastered) pg. 49 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation. For 1 hour after you drink an insight coffee, you use d8s instead of d6s for your extra damage from the strategic strike class feature, if you have it. You also gain an item bonus to checks to Recall Knowledge with a skill determined by the blend chosen when the item is crafted. Double Coffee Religion Hazelnut Nature Mocha Arcana Vanilla Society Pumpkin Spice Occultism Toffee Medicine <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Insight Coffee (Lesser) Source Treasure Vault (Remastered) pg. 49 Price 40 gp Bulk L --- The item bonus is +2. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Insight Coffee (Moderate) Source Treasure Vault (Remastered) pg. 49 Price 375 gp Bulk L --- The item bonus is +3. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Insight Coffee (Greater) Source Treasure Vault (Remastered) pg. 49 Price 7,500 gp Bulk L --- The item bonus is +4.","skill_mod":{},"summary":"The item bonus is +3.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1920","name":"Insight Coffee (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1920-1673"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1920","weakness":{},"price":750000,"legacy_id":["equipment-4453"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1920-1674","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Insight Coffee Source Treasure Vault (Remastered) pg. 49 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation. For 1 hour after you drink an insight coffee, you use d8s instead of d6s for your extra damage from the strategic strike class feature, if you have it. You also gain an item bonus to checks to Recall Knowledge with a skill determined by the blend chosen when the item is crafted. Double Coffee Religion Hazelnut Nature Mocha Arcana Vanilla Society Pumpkin Spice Occultism Toffee Medicine <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Insight Coffee (Lesser) Source Treasure Vault (Remastered) pg. 49 Price 40 gp Bulk L --- The item bonus is +2. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Insight Coffee (Moderate) Source Treasure Vault (Remastered) pg. 49 Price 375 gp Bulk L --- The item bonus is +3. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Insight Coffee (Greater) Source Treasure Vault (Remastered) pg. 49 Price 7,500 gp Bulk L --- The item bonus is +4.","skill_mod":{},"summary":"The item bonus is +4.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1920","name":"Insight Coffee (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1920-1674"},{"item_child_id":["equipment-1921-1675","equipment-1921-1676"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Athletics"],"legacy_id":["equipment-4454"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1921","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Journeybread Source Treasure Vault (Remastered) pg. 49 Usage held in 1 hand Activate Single Action (manipulate) --- Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need for a day. If you subsist on nothing else for a week, you become temporarily immune to journeybread until you eat real food and drink water normally for 24 hours. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Journeybread Source Treasure Vault (Remastered) pg. 49 Price 3 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Journeybread (Power) Source Treasure Vault (Remastered) pg. 49 Price 15 gp --- In addition to the benefits of journeybread, power journeybread grants you a +1 item bonus to Athletics checks to Climb, Force Open, and Swim, and to Fortitude saving throws against being sickened. The number of minutes you can Hustle changes to your Constitution modifier × 20. These benefits last for 4 hours.","skill_mod":{},"summary":"Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1921","name":"Journeybread","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1921"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1921","weakness":{},"price":300,"skill":["Athletics"],"legacy_id":["equipment-4454"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1921-1675","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Journeybread Source Treasure Vault (Remastered) pg. 49 Usage held in 1 hand Activate Single Action (manipulate) --- Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need for a day. If you subsist on nothing else for a week, you become temporarily immune to journeybread until you eat real food and drink water normally for 24 hours. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Journeybread Source Treasure Vault (Remastered) pg. 49 Price 3 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Journeybread (Power) Source Treasure Vault (Remastered) pg. 49 Price 15 gp --- In addition to the benefits of journeybread, power journeybread grants you a +1 item bonus to Athletics checks to Climb, Force Open, and Swim, and to Fortitude saving throws against being sickened. The number of minutes you can Hustle changes to your Constitution modifier × 20. These benefits last for 4 hours.","skill_mod":{},"summary":"Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1921","name":"Journeybread","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1921-1675"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1921","weakness":{},"price":1500,"legacy_id":["equipment-4454"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-1921-1676","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Journeybread Source Treasure Vault (Remastered) pg. 49 Usage held in 1 hand Activate Single Action (manipulate) --- Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need for a day. If you subsist on nothing else for a week, you become temporarily immune to journeybread until you eat real food and drink water normally for 24 hours. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Journeybread Source Treasure Vault (Remastered) pg. 49 Price 3 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Journeybread (Power) Source Treasure Vault (Remastered) pg. 49 Price 15 gp --- In addition to the benefits of journeybread, power journeybread grants you a +1 item bonus to Athletics checks to Climb, Force Open, and Swim, and to Fortitude saving throws against being sickened. The number of minutes you can Hustle changes to your Constitution modifier × 20. These benefits last for 4 hours.","skill_mod":{},"summary":"In addition to the benefits of journeybread, power journeybread grants you a +1 item bonus to Athletics checks to Climb , Force Open , and Swim …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1921","name":"Journeybread (Power)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1921-1676"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":500,"skill":["Crafting"],"legacy_id":["equipment-4455"],"trait":["Alchemical","Consumable","Processed"],"id":"equipment-1922","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Mender's Soup Source Treasure Vault (Remastered) pg. 49 Price 5 gp Usage held in 2 hands Bulk L Activate 10 minutes (manipulate) --- This hot, broth-based soup typically contains tubers, leeks, zesty spices, reagents, and if desired, the meat of livestock. Civic authorities commission batches of mender's soup for workers if a tricky job is on the agenda. After you eat the soup, its effects last 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to Crafting checks to Repair and restore an additional 5 Hit Points to items you successfully Repair during this time. If you eat mender's soup over the entire period required to attempt a Crafting check to Craft (typically a minimum of eating the soup each day for 4 days), the +1 bonus from the soup can be applied to that check, too.\n","skill_mod":{},"summary":"This hot, broth-based soup typically contains tubers, leeks, zesty spices, reagents, and if desired, the meat of livestock. Civic authorities …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1922","name":"Mender's Soup","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1922"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":300,"legacy_id":["equipment-4456"],"trait":["Alchemical","Auditory","Consumable","Linguistic"],"id":"equipment-1923","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Missive Mint Source Treasure Vault (Remastered) pg. 49 Price 3 gp Usage held in 1 hand Activate Single Action (manipulate) --- This white mint with a chalky coating appears to be a normal candy unless someone examining it succeeds at a DC 15 Crafting check to Identify Alchemy. If the crafter has the powerful alchemy class feature, this DC is their class DC instead, if it's higher. The mint's crafter can imbue a missive mint with a message containing up to 25 words while creating it. Someone who consumes the missive mint hears the message in a fizzing voice as the mint's coating bubbles away, which takes the same amount of time as it would to speak the message. The mint's eater has no way of knowing who the original sender was, what they sound like, or who the message was intended for.\n","skill_mod":{},"summary":"This white mint with a chalky coating appears to be a normal candy unless someone examining it succeeds at a DC 15 Crafting check to Identify …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Sense","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1923","name":"Missive Mint","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1923"},{"legacy_name":["Owlbear Egg"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":6000,"legacy_id":["equipment-4457"],"trait":["Alchemical","Auditory","Consumable","Emotion","Fear","Mental"],"id":"equipment-1924","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Owl Screech Egg Source Treasure Vault (Remastered) pg. 50 Price 60 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- Not only are the eggs of giant owls delicious when boiled, but when infused with a mix of alchemical reagents, they also make you emit a long and terrifying screech. All creatures in a 30-foot emanation must attempt a DC 23 Will save. Regardless of the result, creatures in the area are temporarily immune to this screech for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3 and fleeing for 1 round.\n","skill_mod":{},"summary":"Not only are the eggs of giant owls delicious when boiled, but when infused with a mix of alchemical reagents, they also make you emit a long and …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Sense","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1924","name":"Owl Screech Egg","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-1924"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1300,"skill":["Stealth"],"legacy_id":["equipment-4458"],"trait":["Alchemical","Consumable"],"id":"equipment-1925","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Phantom Roll Source Treasure Vault (Remastered) pg. 50 Price 13 gp Usage held in 1 hand Bulk L Activate 10 minutes (manipulate) --- A phantom roll contains vegetables, greens, and fine, clear noodles, all wrapped in transparent, edible starch paper and alchemically treated and laced with a tangy sauce. Upon eating the roll, you gain a +1 item bonus to Stealth checks you attempt during the Avoid Notice exploration activity. You can also Avoid Notice at full Speed or combine it with Investigate or Scout while moving at half Speed. These effects expire 24 hours after you eat the roll or when you make your next daily preparations, whichever comes first.\n","skill_mod":{},"summary":"A phantom roll contains vegetables, greens, and fine, clear noodles, all wrapped in transparent, edible starch paper and alchemically treated and …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1925","name":"Phantom Roll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1925"},{"item_child_id":["equipment-1926-1677","equipment-1926-1678","equipment-1926-1679"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4459"],"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-1926","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Poison Fizz Source Treasure Vault (Remastered) pg. 50 Usage held in 1 hand Activate Single Action (manipulate) --- Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 hour, you have an item bonus to saving throws against poison and being petrified. Secondary Effect Two Actions (poison) Effect You bite the poison fizz to release its poisonous liquid center and spray green mist in a 15-foot cone. This deals poison damage with a basic Reflex save. A creature that critically fails is also blinded until the end of your next turn and is then temporarily immune to being blinded by poison fizz for 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Poison Fizz (Lesser) Source Treasure Vault (Remastered) pg. 50 Price 80 gp --- The item bonus is +2, the damage is 3d6, and the DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Poison Fizz (Moderate) Source Treasure Vault (Remastered) pg. 50 Price 350 gp --- The item bonus is +2, the damage is 4d6, and the DC is 29. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Poison Fizz (Greater) Source Treasure Vault (Remastered) pg. 50 Price 1,000 gp --- The item bonus is +3, the damage is 5d6, and the DC is 34.","skill_mod":{},"summary":"Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1926","name":"Poison Fizz","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1926"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1926","weakness":{},"price":8000,"legacy_id":["equipment-4459"],"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-1926-1677","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Poison Fizz Source Treasure Vault (Remastered) pg. 50 Usage held in 1 hand Activate Single Action (manipulate) --- Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 hour, you have an item bonus to saving throws against poison and being petrified. Secondary Effect Two Actions (poison) Effect You bite the poison fizz to release its poisonous liquid center and spray green mist in a 15-foot cone. This deals poison damage with a basic Reflex save. A creature that critically fails is also blinded until the end of your next turn and is then temporarily immune to being blinded by poison fizz for 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Poison Fizz (Lesser) Source Treasure Vault (Remastered) pg. 50 Price 80 gp --- The item bonus is +2, the damage is 3d6, and the DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Poison Fizz (Moderate) Source Treasure Vault (Remastered) pg. 50 Price 350 gp --- The item bonus is +2, the damage is 4d6, and the DC is 29. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Poison Fizz (Greater) Source Treasure Vault (Remastered) pg. 50 Price 1,000 gp --- The item bonus is +3, the damage is 5d6, and the DC is 34.","skill_mod":{},"summary":"The item bonus is +2, the damage is 3d6, and the DC is 24.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1926","name":"Poison Fizz (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1926-1677"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1926","weakness":{},"price":35000,"legacy_id":["equipment-4459"],"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-1926-1678","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Poison Fizz Source Treasure Vault (Remastered) pg. 50 Usage held in 1 hand Activate Single Action (manipulate) --- Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 hour, you have an item bonus to saving throws against poison and being petrified. Secondary Effect Two Actions (poison) Effect You bite the poison fizz to release its poisonous liquid center and spray green mist in a 15-foot cone. This deals poison damage with a basic Reflex save. A creature that critically fails is also blinded until the end of your next turn and is then temporarily immune to being blinded by poison fizz for 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Poison Fizz (Lesser) Source Treasure Vault (Remastered) pg. 50 Price 80 gp --- The item bonus is +2, the damage is 3d6, and the DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Poison Fizz (Moderate) Source Treasure Vault (Remastered) pg. 50 Price 350 gp --- The item bonus is +2, the damage is 4d6, and the DC is 29. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Poison Fizz (Greater) Source Treasure Vault (Remastered) pg. 50 Price 1,000 gp --- The item bonus is +3, the damage is 5d6, and the DC is 34.","skill_mod":{},"summary":"The item bonus is +2, the damage is 4d6, and the DC is 29.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1926","name":"Poison Fizz (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1926-1678"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1926","weakness":{},"price":100000,"legacy_id":["equipment-4459"],"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-1926-1679","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Poison Fizz Source Treasure Vault (Remastered) pg. 50 Usage held in 1 hand Activate Single Action (manipulate) --- Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 hour, you have an item bonus to saving throws against poison and being petrified. Secondary Effect Two Actions (poison) Effect You bite the poison fizz to release its poisonous liquid center and spray green mist in a 15-foot cone. This deals poison damage with a basic Reflex save. A creature that critically fails is also blinded until the end of your next turn and is then temporarily immune to being blinded by poison fizz for 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Poison Fizz (Lesser) Source Treasure Vault (Remastered) pg. 50 Price 80 gp --- The item bonus is +2, the damage is 3d6, and the DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Poison Fizz (Moderate) Source Treasure Vault (Remastered) pg. 50 Price 350 gp --- The item bonus is +2, the damage is 4d6, and the DC is 29. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Poison Fizz (Greater) Source Treasure Vault (Remastered) pg. 50 Price 1,000 gp --- The item bonus is +3, the damage is 5d6, and the DC is 34.","skill_mod":{},"summary":"The item bonus is +3, the damage is 5d6, and the DC is 34.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1926","name":"Poison Fizz (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1926-1679"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":3000,"legacy_id":["equipment-4460"],"trait":["Alchemical","Consumable","Poison"],"id":"equipment-1927","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Pucker Pickle Source Treasure Vault (Remastered) pg. 50 Price 30 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Sharp and pungent, but tasty, pucker pickles were created by goblin alchemists working to avoid being eaten by larger creatures. For 1 hour after eating a pucker pickle, you smell slightly of pickle, but you have a horrendous taste. Once a creature hits you with a Strike using an attack that allows it to taste you, such as a jaws Strike, it takes a –2 circumstance penalty to further attacks against you that allow it to taste you, including attacks like Grappling or Tripping you using its jaws or Swallowing you Whole. Creatures, especially animals, often choose other targets after tasting you. Any creature that Engulfs you or Swallows you Whole is sickened 1. If it spends an action retching to reduce the sickened condition, you can attempt to Escape as a reaction.\n","skill_mod":{},"summary":"Sharp and pungent, but tasty, pucker pickles were created by goblin alchemists working to avoid being eaten by larger creatures. For 1 hour after …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1927","name":"Pucker Pickle","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1927"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":3600,"weakness":{},"saving_throw":"DC 20 Fortitude","price":1400,"legacy_id":["equipment-4461"],"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-1928","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Saboteur's Friend Source Treasure Vault (Remastered) pg. 50 Price 14 gp Usage held in 1 hand Activate Single Action (manipulate) --- The euphemistically named saboteur's friend looks, smells, and tastes like an appetizing chocolate square. You lace the chocolate with reagents that induce a strong laxative effect. Saboteur's friend is useful for incapacitating rather than dealing lasting harm. Unlike some poisons, saboteur's friend can have its sickened condition reduced (but changing to a higher or lower stage after a save applies any sickened condition listed for that stage, as normal). Saving Throw DC 20 Fortitude; Onset 10 minutes; Maximum Duration 1 hour; Stage 1 sickened 1 (10 minutes); Stage 2 enfeebled 1 and sickened 2 (10 minutes); Stage 3 enfeebled 1, fatigued, and sickened 3 (10 minutes)\n","skill_mod":{},"summary":"The euphemistically named saboteur's friend looks, smells, and tastes like an appetizing chocolate square. You lace the chocolate with reagents that …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=1928","stage":[" sickened 1 (10 minutes)"," enfeebled 1 and sickened 2 (10 minutes)","enfeebled 1, fatigued , and sickened 3 (10 minutes)"],"name":"Saboteur's Friend","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1928"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":4000,"legacy_id":["equipment-4462"],"trait":["Alchemical","Consumable","Lozenge"],"id":"equipment-1929","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Scholar's Drop Source Treasure Vault (Remastered) pg. 50 Price 40 gp Usage held in 1 hand --- University students in Katapesh first used the scholar's drop to gain an edge over their academic rivals, but the candy has since spread across Golarion. The flavor of this hard, sugar-coated candy is highly refreshing and based on lemon and green tea. For 1 hour, you gain a +1 item bonus to saving throws against effects that could render you fatigued. Secondary Effect Two Actions Requirements You're fatigued; Effect Ignore the effects of the fatigued condition for 10 minutes. The drop's other effects end for you, and when the 10 minutes are up, you're temporarily immune to scholar's drops for 1 hour. If you use this effect three times in a single day, you become temporarily immune to scholar's drops entirely until you get a full night's rest.\n","skill_mod":{},"summary":"University students in Katapesh first used the scholar's drop to gain an edge over their academic rivals, but the candy has since spread across …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1929","name":"Scholar's Drop","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1929"},{"item_child_id":["equipment-1930-1680","equipment-1930-1681","equipment-1930-1682"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4463"],"trait":["Alchemical","Consumable","Light","Lozenge"],"id":"equipment-1930","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Silver Crescent Source Treasure Vault (Remastered) pg. 50 Usage held in 1 hand --- A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against olfactory effects according to the crescent's type. While shedding this light, you can't be concealed if you're visible, and if you're invisible, you're concealed instead rather than being undetected. Secondary Effect Two Actions Effect A ray of light descends on a 5-foot square of your choice within 120 feet. Any creature in that space takes positive damage with a basic Reflex save and is dazzled until the end of its next turn on a failed save. This is treated as silver for the purposes of weaknesses, resistances, and the like. The silver crescent becomes inert. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Silver Crescent (Lesser) Source Treasure Vault (Remastered) pg. 50 Price 35 gp --- The bonus is +1, the DC is 20, and the ray deals 4d6 damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Silver Crescent (Moderate) Source Treasure Vault (Remastered) pg. 50 Price 235 gp --- The bonus is +2, the DC is 28, and the ray deals 7d6 damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Silver Crescent (Greater) Source Treasure Vault (Remastered) pg. 50 Price 1,400 gp --- The bonus is +3, the DC is 35, and the ray deals 9d6 damage.","skill_mod":{},"summary":"A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead . For 1 hour, you shed …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1930","name":"Silver Crescent","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1930"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1930","weakness":{},"price":3500,"legacy_id":["equipment-4463"],"trait":["Alchemical","Consumable","Light","Lozenge"],"id":"equipment-1930-1680","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Silver Crescent Source Treasure Vault (Remastered) pg. 50 Usage held in 1 hand --- A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against olfactory effects according to the crescent's type. While shedding this light, you can't be concealed if you're visible, and if you're invisible, you're concealed instead rather than being undetected. Secondary Effect Two Actions Effect A ray of light descends on a 5-foot square of your choice within 120 feet. Any creature in that space takes positive damage with a basic Reflex save and is dazzled until the end of its next turn on a failed save. This is treated as silver for the purposes of weaknesses, resistances, and the like. The silver crescent becomes inert. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Silver Crescent (Lesser) Source Treasure Vault (Remastered) pg. 50 Price 35 gp --- The bonus is +1, the DC is 20, and the ray deals 4d6 damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Silver Crescent (Moderate) Source Treasure Vault (Remastered) pg. 50 Price 235 gp --- The bonus is +2, the DC is 28, and the ray deals 7d6 damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Silver Crescent (Greater) Source Treasure Vault (Remastered) pg. 50 Price 1,400 gp --- The bonus is +3, the DC is 35, and the ray deals 9d6 damage.","skill_mod":{},"summary":"The bonus is +1, the DC is 20, and the ray deals 4d6 damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1930","name":"Silver Crescent (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1930-1680"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1930","weakness":{},"price":23500,"legacy_id":["equipment-4463"],"trait":["Alchemical","Consumable","Light","Lozenge"],"id":"equipment-1930-1681","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Silver Crescent Source Treasure Vault (Remastered) pg. 50 Usage held in 1 hand --- A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against olfactory effects according to the crescent's type. While shedding this light, you can't be concealed if you're visible, and if you're invisible, you're concealed instead rather than being undetected. Secondary Effect Two Actions Effect A ray of light descends on a 5-foot square of your choice within 120 feet. Any creature in that space takes positive damage with a basic Reflex save and is dazzled until the end of its next turn on a failed save. This is treated as silver for the purposes of weaknesses, resistances, and the like. The silver crescent becomes inert. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Silver Crescent (Lesser) Source Treasure Vault (Remastered) pg. 50 Price 35 gp --- The bonus is +1, the DC is 20, and the ray deals 4d6 damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Silver Crescent (Moderate) Source Treasure Vault (Remastered) pg. 50 Price 235 gp --- The bonus is +2, the DC is 28, and the ray deals 7d6 damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Silver Crescent (Greater) Source Treasure Vault (Remastered) pg. 50 Price 1,400 gp --- The bonus is +3, the DC is 35, and the ray deals 9d6 damage.","skill_mod":{},"summary":"The bonus is +2, the DC is 28, and the ray deals 7d6 damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1930","name":"Silver Crescent (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1930-1681"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1930","weakness":{},"price":140000,"legacy_id":["equipment-4463"],"trait":["Alchemical","Consumable","Light","Lozenge"],"id":"equipment-1930-1682","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Silver Crescent Source Treasure Vault (Remastered) pg. 50 Usage held in 1 hand --- A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against olfactory effects according to the crescent's type. While shedding this light, you can't be concealed if you're visible, and if you're invisible, you're concealed instead rather than being undetected. Secondary Effect Two Actions Effect A ray of light descends on a 5-foot square of your choice within 120 feet. Any creature in that space takes positive damage with a basic Reflex save and is dazzled until the end of its next turn on a failed save. This is treated as silver for the purposes of weaknesses, resistances, and the like. The silver crescent becomes inert. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Silver Crescent (Lesser) Source Treasure Vault (Remastered) pg. 50 Price 35 gp --- The bonus is +1, the DC is 20, and the ray deals 4d6 damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Silver Crescent (Moderate) Source Treasure Vault (Remastered) pg. 50 Price 235 gp --- The bonus is +2, the DC is 28, and the ray deals 7d6 damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Silver Crescent (Greater) Source Treasure Vault (Remastered) pg. 50 Price 1,400 gp --- The bonus is +3, the DC is 35, and the ray deals 9d6 damage.","skill_mod":{},"summary":"The bonus is +3, the DC is 35, and the ray deals 9d6 damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1930","name":"Silver Crescent (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1930-1682"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":4500,"legacy_id":["equipment-4464"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1931","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Soothing Toddy Source Treasure Vault (Remastered) pg. 51 Price 45 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Hot tea with a comforting, flowery aroma, a soothing toddy grants you a +1 item bonus to saving throws against emotion effects and against effects with a trait determined by the liquor mixed into the tea when it's created. These benefits last for 1 hour. Amaretto Auditory Limoncello Olfactory Whiskey Visual ","skill_mod":{},"summary":"Hot tea with a comforting, flowery aroma, a soothing toddy grants you a +1 item bonus to saving throws against emotion effects and against effects …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1931","name":"Soothing Toddy","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1931"},{"item_child_id":["equipment-1932-1683","equipment-1932-1684","equipment-1932-1685","equipment-1932-1686"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Nature","Diplomacy","Performance"],"legacy_id":["equipment-4465"],"trait":["Alchemical","Consumable","Light"],"id":"equipment-1932","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sprite Apple Source Treasure Vault (Remastered) pg. 51 Usage held in 1 hand Bulk L Activate 1 minute (manipulate) --- A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). While shedding this light, you can't be concealed if you're visible, and if you're invisible, you're concealed instead rather than being undetected. The light matches the vibrant color of the apple's candy coating. Creatures in the bright light are subject to another effect, depending on the type of apple. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sprite Apple (Chartreuse) Source Treasure Vault (Remastered) pg. 51 Price 26 gp Bulk L --- Creatures in the bright light feel more in tune with nature, gaining a +1 item bonus to Nature checks and to Diplomacy checks attempted against animals or plants (if they have the Animal Empathy feat, Plant Empathy feat, or some other ability to make such checks). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sprite Apple (Golden) Source Treasure Vault (Remastered) pg. 51 Price 10 gp Bulk L --- Creatures in the bright light feel kind and inviting, taking a –1 item penalty to their Will DC against Diplomacy checks. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sprite Apple (Pink) Source Treasure Vault (Remastered) pg. 51 Price 16 gp Bulk L --- Creatures in the bright light feel a burst of creativity, gaining a +1 item bonus to Performance checks. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sprite Apple (Teal) Source Treasure Vault (Remastered) pg. 51 Price 41 gp Bulk L --- Creatures in the bright light feel a sense of calm, gaining a +1 item bonus to saving throws against fear effects.","skill_mod":{},"summary":"A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1932","name":"Sprite Apple","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1932"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1932","weakness":{},"price":2600,"skill":["Nature","Diplomacy"],"legacy_id":["equipment-4465"],"trait":["Alchemical","Consumable","Light"],"id":"equipment-1932-1683","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sprite Apple Source Treasure Vault (Remastered) pg. 51 Usage held in 1 hand Bulk L Activate 1 minute (manipulate) --- A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). While shedding this light, you can't be concealed if you're visible, and if you're invisible, you're concealed instead rather than being undetected. The light matches the vibrant color of the apple's candy coating. Creatures in the bright light are subject to another effect, depending on the type of apple. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sprite Apple (Chartreuse) Source Treasure Vault (Remastered) pg. 51 Price 26 gp Bulk L --- Creatures in the bright light feel more in tune with nature, gaining a +1 item bonus to Nature checks and to Diplomacy checks attempted against animals or plants (if they have the Animal Empathy feat, Plant Empathy feat, or some other ability to make such checks). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sprite Apple (Golden) Source Treasure Vault (Remastered) pg. 51 Price 10 gp Bulk L --- Creatures in the bright light feel kind and inviting, taking a –1 item penalty to their Will DC against Diplomacy checks. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sprite Apple (Pink) Source Treasure Vault (Remastered) pg. 51 Price 16 gp Bulk L --- Creatures in the bright light feel a burst of creativity, gaining a +1 item bonus to Performance checks. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sprite Apple (Teal) Source Treasure Vault (Remastered) pg. 51 Price 41 gp Bulk L --- Creatures in the bright light feel a sense of calm, gaining a +1 item bonus to saving throws against fear effects.","skill_mod":{},"summary":"Creatures in the bright light feel more in tune with nature, gaining a +1 item bonus to Nature checks and to Diplomacy checks attempted against …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1932","name":"Sprite Apple (Chartreuse)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1932-1683"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1932","weakness":{},"price":1000,"legacy_id":["equipment-4465"],"trait":["Alchemical","Consumable","Light"],"id":"equipment-1932-1684","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sprite Apple Source Treasure Vault (Remastered) pg. 51 Usage held in 1 hand Bulk L Activate 1 minute (manipulate) --- A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). While shedding this light, you can't be concealed if you're visible, and if you're invisible, you're concealed instead rather than being undetected. The light matches the vibrant color of the apple's candy coating. Creatures in the bright light are subject to another effect, depending on the type of apple. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sprite Apple (Chartreuse) Source Treasure Vault (Remastered) pg. 51 Price 26 gp Bulk L --- Creatures in the bright light feel more in tune with nature, gaining a +1 item bonus to Nature checks and to Diplomacy checks attempted against animals or plants (if they have the Animal Empathy feat, Plant Empathy feat, or some other ability to make such checks). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sprite Apple (Golden) Source Treasure Vault (Remastered) pg. 51 Price 10 gp Bulk L --- Creatures in the bright light feel kind and inviting, taking a –1 item penalty to their Will DC against Diplomacy checks. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sprite Apple (Pink) Source Treasure Vault (Remastered) pg. 51 Price 16 gp Bulk L --- Creatures in the bright light feel a burst of creativity, gaining a +1 item bonus to Performance checks. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sprite Apple (Teal) Source Treasure Vault (Remastered) pg. 51 Price 41 gp Bulk L --- Creatures in the bright light feel a sense of calm, gaining a +1 item bonus to saving throws against fear effects.","skill_mod":{},"summary":"Creatures in the bright light feel kind and inviting, taking a –1 item penalty to their Will DC against Diplomacy checks.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1932","name":"Sprite Apple (Golden)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1932-1684"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1932","weakness":{},"price":1600,"skill":["Performance"],"legacy_id":["equipment-4465"],"trait":["Alchemical","Consumable","Light"],"id":"equipment-1932-1685","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sprite Apple Source Treasure Vault (Remastered) pg. 51 Usage held in 1 hand Bulk L Activate 1 minute (manipulate) --- A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). While shedding this light, you can't be concealed if you're visible, and if you're invisible, you're concealed instead rather than being undetected. The light matches the vibrant color of the apple's candy coating. Creatures in the bright light are subject to another effect, depending on the type of apple. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sprite Apple (Chartreuse) Source Treasure Vault (Remastered) pg. 51 Price 26 gp Bulk L --- Creatures in the bright light feel more in tune with nature, gaining a +1 item bonus to Nature checks and to Diplomacy checks attempted against animals or plants (if they have the Animal Empathy feat, Plant Empathy feat, or some other ability to make such checks). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sprite Apple (Golden) Source Treasure Vault (Remastered) pg. 51 Price 10 gp Bulk L --- Creatures in the bright light feel kind and inviting, taking a –1 item penalty to their Will DC against Diplomacy checks. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sprite Apple (Pink) Source Treasure Vault (Remastered) pg. 51 Price 16 gp Bulk L --- Creatures in the bright light feel a burst of creativity, gaining a +1 item bonus to Performance checks. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sprite Apple (Teal) Source Treasure Vault (Remastered) pg. 51 Price 41 gp Bulk L --- Creatures in the bright light feel a sense of calm, gaining a +1 item bonus to saving throws against fear effects.","skill_mod":{},"summary":"Creatures in the bright light feel a burst of creativity, gaining a +1 item bonus to Performance checks.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1932","name":"Sprite Apple (Pink)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1932-1685"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1932","weakness":{},"price":4100,"legacy_id":["equipment-4465"],"trait":["Alchemical","Consumable","Light"],"id":"equipment-1932-1686","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sprite Apple Source Treasure Vault (Remastered) pg. 51 Usage held in 1 hand Bulk L Activate 1 minute (manipulate) --- A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). While shedding this light, you can't be concealed if you're visible, and if you're invisible, you're concealed instead rather than being undetected. The light matches the vibrant color of the apple's candy coating. Creatures in the bright light are subject to another effect, depending on the type of apple. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sprite Apple (Chartreuse) Source Treasure Vault (Remastered) pg. 51 Price 26 gp Bulk L --- Creatures in the bright light feel more in tune with nature, gaining a +1 item bonus to Nature checks and to Diplomacy checks attempted against animals or plants (if they have the Animal Empathy feat, Plant Empathy feat, or some other ability to make such checks). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sprite Apple (Golden) Source Treasure Vault (Remastered) pg. 51 Price 10 gp Bulk L --- Creatures in the bright light feel kind and inviting, taking a –1 item penalty to their Will DC against Diplomacy checks. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sprite Apple (Pink) Source Treasure Vault (Remastered) pg. 51 Price 16 gp Bulk L --- Creatures in the bright light feel a burst of creativity, gaining a +1 item bonus to Performance checks. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sprite Apple (Teal) Source Treasure Vault (Remastered) pg. 51 Price 41 gp Bulk L --- Creatures in the bright light feel a sense of calm, gaining a +1 item bonus to saving throws against fear effects.","skill_mod":{},"summary":"Creatures in the bright light feel a sense of calm, gaining a +1 item bonus to saving throws against fear effects.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1932","name":"Sprite Apple (Teal)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1932-1686"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1000,"skill":["Survival"],"legacy_id":["equipment-4466"],"trait":["Alchemical","Consumable","Processed"],"id":"equipment-1933","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Tracker's Stew Source Treasure Vault (Remastered) pg. 51 Price 10 gp Usage held in 2 hands Bulk L Activate 10 minutes (manipulate) --- Alchemical reagents add punch to tracker's stew: a rich, fiery mixture of tomatoes, ground nuts, onions, and tubers, often with poultry added. It's usually served with or over rice or noodles. Once you've eaten the stew, it improves your ability to sense and follow tracks for 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to Survival checks to Cover Tracks and Track. You can do either while moving at full speed or both while moving at half speed.\n","skill_mod":{},"summary":"Alchemical reagents add punch to tracker's stew: a rich, fiery mixture of tomatoes, ground nuts, onions, and tubers, often with poultry added. It's …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1933","name":"Tracker's Stew","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1933"},{"legacy_name":["Warding Punch"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":6000,"legacy_id":["equipment-4467"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1934","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Warding Element Draught Source Treasure Vault (Remastered) pg. 51 Price 60 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Using ingredients collected from pure elemental sources, a warding element draught instills enough of the essence of the element in the imbiber to partially protect them against it. Each draught includes one of the following ingredients, chosen when the elixir is distilled, and grants a +1 item bonus to AC and saving throws against alchemical effects, spells, and magic effects with the listed elemental trait for 10 minutes. Blood Metal Effervescent Gas Air Grains Earth Hot Peppers Fire Spring Water Water Wormwood Wood ","skill_mod":{},"summary":"Using ingredients collected from pure elemental sources, a warding element draught instills enough of the essence of the element in the imbiber to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1934","name":"Warding Element Draught","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1934"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1100,"legacy_id":["equipment-4468"],"trait":["Alchemical","Consumable"],"id":"equipment-1935","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Witch's Finger Source Treasure Vault (Remastered) pg. 51 Price 11 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Shaped like a pointed, gnarled finger on a stick, witch's finger is a frozen treat imbued with berries that lend it a blood-red hue. A popular tale claims Irriseni winter witches created this dessert, but the story is apocryphal; an enterprising ice cream shop owner in New Stetven invented the treat and, as a marketing ploy, the myth surrounding it. Taking a bite makes you feel warm. For 1 hour, you have cold resistance 3, and for 8 hours, the treat negates the damage you would take from severe environmental cold and reduces the damage you take from extreme cold to that of severe cold.\n","skill_mod":{},"summary":"Shaped like a pointed, gnarled finger on a stick, witch's finger is a frozen treat imbued with berries that lend it a blood-red hue. A popular tale …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=1935","name":"Witch's Finger","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1935"},{"item_child_id":["equipment-1936-1687","equipment-1936-1688","equipment-1936-1689","equipment-1936-1690","equipment-1936-1691"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4469"],"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-1936","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Animal Repellent Source Treasure Vault (Remastered) pg. 52 Usage held in 1 hand Bulk L Activate 10 minutes (manipulate) --- Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind. You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). The designated kind of animal can smell the repellent from three times as far away as normal. The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become sickened 1 (or sickened 2 on a critical failure). <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Animal Repellent (Minor) Source Treasure Vault (Remastered) pg. 52 Price 3 gp Bulk L --- The DC for saves is 15. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Repellent (Lesser) Source Treasure Vault (Remastered) pg. 52 Price 15 gp Bulk L --- The DC for saves is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Repellent (Moderate) Source Treasure Vault (Remastered) pg. 52 Price 75 gp Bulk L --- The DC for saves is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Repellent (Greater) Source Treasure Vault (Remastered) pg. 52 Price 350 gp Bulk L --- The DC for saves is 29. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Animal Repellent (Major) Source Treasure Vault (Remastered) pg. 52 Price 1,600 gp Bulk L --- The DC for saves is 35.","skill_mod":{},"summary":"Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal . You can, for example, make ape …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Sense"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1936","name":"Animal Repellent","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1936"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1936","weakness":{},"price":300,"legacy_id":["equipment-4469"],"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-1936-1687","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Animal Repellent Source Treasure Vault (Remastered) pg. 52 Usage held in 1 hand Bulk L Activate 10 minutes (manipulate) --- Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind. You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). The designated kind of animal can smell the repellent from three times as far away as normal. The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become sickened 1 (or sickened 2 on a critical failure). <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Animal Repellent (Minor) Source Treasure Vault (Remastered) pg. 52 Price 3 gp Bulk L --- The DC for saves is 15. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Repellent (Lesser) Source Treasure Vault (Remastered) pg. 52 Price 15 gp Bulk L --- The DC for saves is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Repellent (Moderate) Source Treasure Vault (Remastered) pg. 52 Price 75 gp Bulk L --- The DC for saves is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Repellent (Greater) Source Treasure Vault (Remastered) pg. 52 Price 350 gp Bulk L --- The DC for saves is 29. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Animal Repellent (Major) Source Treasure Vault (Remastered) pg. 52 Price 1,600 gp Bulk L --- The DC for saves is 35.","skill_mod":{},"summary":"The DC for saves is 15.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Sense"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1936","name":"Animal Repellent (Minor)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1936-1687"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1936","weakness":{},"price":1500,"legacy_id":["equipment-4469"],"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-1936-1688","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Animal Repellent Source Treasure Vault (Remastered) pg. 52 Usage held in 1 hand Bulk L Activate 10 minutes (manipulate) --- Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind. You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). The designated kind of animal can smell the repellent from three times as far away as normal. The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become sickened 1 (or sickened 2 on a critical failure). <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Animal Repellent (Minor) Source Treasure Vault (Remastered) pg. 52 Price 3 gp Bulk L --- The DC for saves is 15. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Repellent (Lesser) Source Treasure Vault (Remastered) pg. 52 Price 15 gp Bulk L --- The DC for saves is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Repellent (Moderate) Source Treasure Vault (Remastered) pg. 52 Price 75 gp Bulk L --- The DC for saves is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Repellent (Greater) Source Treasure Vault (Remastered) pg. 52 Price 350 gp Bulk L --- The DC for saves is 29. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Animal Repellent (Major) Source Treasure Vault (Remastered) pg. 52 Price 1,600 gp Bulk L --- The DC for saves is 35.","skill_mod":{},"summary":"The DC for saves is 18.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Sense"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1936","name":"Animal Repellent (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1936-1688"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1936","weakness":{},"price":7500,"legacy_id":["equipment-4469"],"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-1936-1689","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Animal Repellent Source Treasure Vault (Remastered) pg. 52 Usage held in 1 hand Bulk L Activate 10 minutes (manipulate) --- Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind. You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). The designated kind of animal can smell the repellent from three times as far away as normal. The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become sickened 1 (or sickened 2 on a critical failure). <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Animal Repellent (Minor) Source Treasure Vault (Remastered) pg. 52 Price 3 gp Bulk L --- The DC for saves is 15. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Repellent (Lesser) Source Treasure Vault (Remastered) pg. 52 Price 15 gp Bulk L --- The DC for saves is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Repellent (Moderate) Source Treasure Vault (Remastered) pg. 52 Price 75 gp Bulk L --- The DC for saves is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Repellent (Greater) Source Treasure Vault (Remastered) pg. 52 Price 350 gp Bulk L --- The DC for saves is 29. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Animal Repellent (Major) Source Treasure Vault (Remastered) pg. 52 Price 1,600 gp Bulk L --- The DC for saves is 35.","skill_mod":{},"summary":"The DC for saves is 24.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Sense"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1936","name":"Animal Repellent (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1936-1689"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1936","weakness":{},"price":35000,"legacy_id":["equipment-4469"],"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-1936-1690","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Animal Repellent Source Treasure Vault (Remastered) pg. 52 Usage held in 1 hand Bulk L Activate 10 minutes (manipulate) --- Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind. You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). The designated kind of animal can smell the repellent from three times as far away as normal. The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become sickened 1 (or sickened 2 on a critical failure). <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Animal Repellent (Minor) Source Treasure Vault (Remastered) pg. 52 Price 3 gp Bulk L --- The DC for saves is 15. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Repellent (Lesser) Source Treasure Vault (Remastered) pg. 52 Price 15 gp Bulk L --- The DC for saves is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Repellent (Moderate) Source Treasure Vault (Remastered) pg. 52 Price 75 gp Bulk L --- The DC for saves is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Repellent (Greater) Source Treasure Vault (Remastered) pg. 52 Price 350 gp Bulk L --- The DC for saves is 29. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Animal Repellent (Major) Source Treasure Vault (Remastered) pg. 52 Price 1,600 gp Bulk L --- The DC for saves is 35.","skill_mod":{},"summary":"The DC for saves is 29.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Sense"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1936","name":"Animal Repellent (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1936-1690"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1936","weakness":{},"price":160000,"legacy_id":["equipment-4469"],"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-1936-1691","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Animal Repellent Source Treasure Vault (Remastered) pg. 52 Usage held in 1 hand Bulk L Activate 10 minutes (manipulate) --- Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind. You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). The designated kind of animal can smell the repellent from three times as far away as normal. The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become sickened 1 (or sickened 2 on a critical failure). <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Animal Repellent (Minor) Source Treasure Vault (Remastered) pg. 52 Price 3 gp Bulk L --- The DC for saves is 15. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Repellent (Lesser) Source Treasure Vault (Remastered) pg. 52 Price 15 gp Bulk L --- The DC for saves is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Repellent (Moderate) Source Treasure Vault (Remastered) pg. 52 Price 75 gp Bulk L --- The DC for saves is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Repellent (Greater) Source Treasure Vault (Remastered) pg. 52 Price 350 gp Bulk L --- The DC for saves is 29. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Animal Repellent (Major) Source Treasure Vault (Remastered) pg. 52 Price 1,600 gp Bulk L --- The DC for saves is 35.","skill_mod":{},"summary":"The DC for saves is 35.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Sense"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1936","name":"Animal Repellent (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1936-1691"},{"item_child_id":["equipment-1937-1692","equipment-1937-1693"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4470"],"trait":["Alchemical","Consumable"],"id":"equipment-1937","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Camouflage Dye Source Treasure Vault (Remastered) pg. 52 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Camouflage dye uses a variety of alchemically treated paints and crushed crystals to make the user particularly hard to distinguish from their surroundings. When you Activate the dye by sprinkling it on yourself or a creature within reach, the target and its clothing change colors, blending into their surroundings until the target makes a sudden movement. The target can Hide or Sneak without cover or concealment for 10 minutes. If the target uses a hostile action or moves at more than half its Speed, after that action is completed, the effects of camouflage powder end and the creature ceases to be hidden or undetected. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Camouflage Dye (Lesser) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Camouflage Dye (Greater) Source Treasure Vault (Remastered) pg. 52 Price 60 gp Bulk L --- The dye lasts 1 minute, and the effects don't end if the target uses a hostile action or moves at more than half its Speed.","skill_mod":{},"summary":"Camouflage dye uses a variety of alchemically treated paints and crushed crystals to make the user particularly hard to distinguish from their …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1937","name":"Camouflage Dye","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1937"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1937","weakness":{},"price":1000,"legacy_id":["equipment-4470"],"trait":["Alchemical","Consumable"],"id":"equipment-1937-1692","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Camouflage Dye Source Treasure Vault (Remastered) pg. 52 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Camouflage dye uses a variety of alchemically treated paints and crushed crystals to make the user particularly hard to distinguish from their surroundings. When you Activate the dye by sprinkling it on yourself or a creature within reach, the target and its clothing change colors, blending into their surroundings until the target makes a sudden movement. The target can Hide or Sneak without cover or concealment for 10 minutes. If the target uses a hostile action or moves at more than half its Speed, after that action is completed, the effects of camouflage powder end and the creature ceases to be hidden or undetected. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Camouflage Dye (Lesser) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Camouflage Dye (Greater) Source Treasure Vault (Remastered) pg. 52 Price 60 gp Bulk L --- The dye lasts 1 minute, and the effects don't end if the target uses a hostile action or moves at more than half its Speed.","skill_mod":{},"summary":"Camouflage dye uses a variety of alchemically treated paints and crushed crystals to make the user particularly hard to distinguish from their …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1937","name":"Camouflage Dye (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1937-1692"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1937","weakness":{},"price":6000,"legacy_id":["equipment-4470"],"trait":["Alchemical","Consumable"],"id":"equipment-1937-1693","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Camouflage Dye Source Treasure Vault (Remastered) pg. 52 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Camouflage dye uses a variety of alchemically treated paints and crushed crystals to make the user particularly hard to distinguish from their surroundings. When you Activate the dye by sprinkling it on yourself or a creature within reach, the target and its clothing change colors, blending into their surroundings until the target makes a sudden movement. The target can Hide or Sneak without cover or concealment for 10 minutes. If the target uses a hostile action or moves at more than half its Speed, after that action is completed, the effects of camouflage powder end and the creature ceases to be hidden or undetected. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Camouflage Dye (Lesser) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Camouflage Dye (Greater) Source Treasure Vault (Remastered) pg. 52 Price 60 gp Bulk L --- The dye lasts 1 minute, and the effects don't end if the target uses a hostile action or moves at more than half its Speed.","skill_mod":{},"summary":"The dye lasts 1 minute, and the effects don't end if the target uses a hostile action or moves at more than half its Speed.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1937","name":"Camouflage Dye (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1937-1693"},{"item_child_id":["equipment-1938-1694","equipment-1938-1695","equipment-1938-1696","equipment-1938-1697","equipment-1938-1698","equipment-1938-1699","equipment-1938-1700"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4471"],"trait":["Alchemical","Consumable"],"id":"equipment-1938","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Colorful Coating Source Treasure Vault (Remastered) pg. 52 Usage held in 1 hand Bulk L Activate Three Actions (manipulate) --- These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand. It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Blue) Source Treasure Vault (Remastered) pg. 52 Price 8 gp Bulk L --- Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that's loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface's collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for Athletics checks to Force Open the coated surface. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Green) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn’t have to attempt to Balance. The coating also makes a coated wall or ceiling harder to climb. It imposes a –2 circumstance penalty to checks to Climb the coated surface. Yellow colorful coating and green colorful coating have opposite effects. If they’re both applied to the same surface, they negate one another. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Indigo) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object's Hardness as 2 lower and deals 1d4 acid damage to the object each round. The damage this coating deals remains after the coating becomes inert. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Orange) Source Treasure Vault (Remastered) pg. 52 Price 12 gp Bulk L --- Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating's surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Red) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as in an area where gravity is reversed. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Colorful Coating (Violet) Source Treasure Vault (Remastered) pg. 52 Price 15 gp Bulk L --- Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can help by providing the actions. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Yellow) Source Treasure Vault (Remastered) pg. 52 Price 8 gp Bulk L --- Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square's surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can't affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface's terrain. The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to Climb the coated surface.","skill_mod":{},"summary":"These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1938","name":"Colorful Coating","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-1938"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1938","weakness":{},"price":800,"legacy_id":["equipment-4471"],"trait":["Alchemical","Consumable"],"id":"equipment-1938-1694","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Colorful Coating Source Treasure Vault (Remastered) pg. 52 Usage held in 1 hand Bulk L Activate Three Actions (manipulate) --- These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand. It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Blue) Source Treasure Vault (Remastered) pg. 52 Price 8 gp Bulk L --- Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that's loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface's collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for Athletics checks to Force Open the coated surface. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Green) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn’t have to attempt to Balance. The coating also makes a coated wall or ceiling harder to climb. It imposes a –2 circumstance penalty to checks to Climb the coated surface. Yellow colorful coating and green colorful coating have opposite effects. If they’re both applied to the same surface, they negate one another. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Indigo) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object's Hardness as 2 lower and deals 1d4 acid damage to the object each round. The damage this coating deals remains after the coating becomes inert. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Orange) Source Treasure Vault (Remastered) pg. 52 Price 12 gp Bulk L --- Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating's surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Red) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as in an area where gravity is reversed. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Colorful Coating (Violet) Source Treasure Vault (Remastered) pg. 52 Price 15 gp Bulk L --- Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can help by providing the actions. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Yellow) Source Treasure Vault (Remastered) pg. 52 Price 8 gp Bulk L --- Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square's surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can't affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface's terrain. The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to Climb the coated surface.","skill_mod":{},"summary":"Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1938","name":"Colorful Coating (Blue)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-1938-1694"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1938","weakness":{},"price":1000,"legacy_id":["equipment-4471"],"trait":["Alchemical","Consumable"],"id":"equipment-1938-1695","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Colorful Coating Source Treasure Vault (Remastered) pg. 52 Usage held in 1 hand Bulk L Activate Three Actions (manipulate) --- These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand. It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Blue) Source Treasure Vault (Remastered) pg. 52 Price 8 gp Bulk L --- Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that's loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface's collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for Athletics checks to Force Open the coated surface. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Green) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn’t have to attempt to Balance. The coating also makes a coated wall or ceiling harder to climb. It imposes a –2 circumstance penalty to checks to Climb the coated surface. Yellow colorful coating and green colorful coating have opposite effects. If they’re both applied to the same surface, they negate one another. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Indigo) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object's Hardness as 2 lower and deals 1d4 acid damage to the object each round. The damage this coating deals remains after the coating becomes inert. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Orange) Source Treasure Vault (Remastered) pg. 52 Price 12 gp Bulk L --- Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating's surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Red) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as in an area where gravity is reversed. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Colorful Coating (Violet) Source Treasure Vault (Remastered) pg. 52 Price 15 gp Bulk L --- Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can help by providing the actions. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Yellow) Source Treasure Vault (Remastered) pg. 52 Price 8 gp Bulk L --- Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square's surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can't affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface's terrain. The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to Climb the coated surface.","skill_mod":{},"summary":"Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1938","name":"Colorful Coating (Green)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-1938-1695"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1938","weakness":{},"price":1000,"legacy_id":["equipment-4471"],"trait":["Alchemical","Consumable"],"id":"equipment-1938-1696","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Colorful Coating Source Treasure Vault (Remastered) pg. 52 Usage held in 1 hand Bulk L Activate Three Actions (manipulate) --- These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand. It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Blue) Source Treasure Vault (Remastered) pg. 52 Price 8 gp Bulk L --- Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that's loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface's collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for Athletics checks to Force Open the coated surface. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Green) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn’t have to attempt to Balance. The coating also makes a coated wall or ceiling harder to climb. It imposes a –2 circumstance penalty to checks to Climb the coated surface. Yellow colorful coating and green colorful coating have opposite effects. If they’re both applied to the same surface, they negate one another. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Indigo) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object's Hardness as 2 lower and deals 1d4 acid damage to the object each round. The damage this coating deals remains after the coating becomes inert. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Orange) Source Treasure Vault (Remastered) pg. 52 Price 12 gp Bulk L --- Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating's surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Red) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as in an area where gravity is reversed. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Colorful Coating (Violet) Source Treasure Vault (Remastered) pg. 52 Price 15 gp Bulk L --- Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can help by providing the actions. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Yellow) Source Treasure Vault (Remastered) pg. 52 Price 8 gp Bulk L --- Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square's surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can't affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface's terrain. The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to Climb the coated surface.","skill_mod":{},"summary":"Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object's Hardness as …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1938","name":"Colorful Coating (Indigo)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-1938-1696"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1938","weakness":{},"price":1200,"legacy_id":["equipment-4471"],"trait":["Alchemical","Consumable"],"id":"equipment-1938-1697","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Colorful Coating Source Treasure Vault (Remastered) pg. 52 Usage held in 1 hand Bulk L Activate Three Actions (manipulate) --- These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand. It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Blue) Source Treasure Vault (Remastered) pg. 52 Price 8 gp Bulk L --- Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that's loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface's collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for Athletics checks to Force Open the coated surface. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Green) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn’t have to attempt to Balance. The coating also makes a coated wall or ceiling harder to climb. It imposes a –2 circumstance penalty to checks to Climb the coated surface. Yellow colorful coating and green colorful coating have opposite effects. If they’re both applied to the same surface, they negate one another. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Indigo) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object's Hardness as 2 lower and deals 1d4 acid damage to the object each round. The damage this coating deals remains after the coating becomes inert. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Orange) Source Treasure Vault (Remastered) pg. 52 Price 12 gp Bulk L --- Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating's surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Red) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as in an area where gravity is reversed. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Colorful Coating (Violet) Source Treasure Vault (Remastered) pg. 52 Price 15 gp Bulk L --- Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can help by providing the actions. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Yellow) Source Treasure Vault (Remastered) pg. 52 Price 8 gp Bulk L --- Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square's surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can't affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface's terrain. The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to Climb the coated surface.","skill_mod":{},"summary":"Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating's surface. The square becomes …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1938","name":"Colorful Coating (Orange)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-1938-1697"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1938","weakness":{},"price":1000,"legacy_id":["equipment-4471"],"trait":["Alchemical","Consumable"],"id":"equipment-1938-1698","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Colorful Coating Source Treasure Vault (Remastered) pg. 52 Usage held in 1 hand Bulk L Activate Three Actions (manipulate) --- These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand. It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Blue) Source Treasure Vault (Remastered) pg. 52 Price 8 gp Bulk L --- Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that's loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface's collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for Athletics checks to Force Open the coated surface. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Green) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn’t have to attempt to Balance. The coating also makes a coated wall or ceiling harder to climb. It imposes a –2 circumstance penalty to checks to Climb the coated surface. Yellow colorful coating and green colorful coating have opposite effects. If they’re both applied to the same surface, they negate one another. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Indigo) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object's Hardness as 2 lower and deals 1d4 acid damage to the object each round. The damage this coating deals remains after the coating becomes inert. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Orange) Source Treasure Vault (Remastered) pg. 52 Price 12 gp Bulk L --- Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating's surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Red) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as in an area where gravity is reversed. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Colorful Coating (Violet) Source Treasure Vault (Remastered) pg. 52 Price 15 gp Bulk L --- Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can help by providing the actions. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Yellow) Source Treasure Vault (Remastered) pg. 52 Price 8 gp Bulk L --- Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square's surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can't affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface's terrain. The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to Climb the coated surface.","skill_mod":{},"summary":"Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1938","name":"Colorful Coating (Red)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-1938-1698"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1938","weakness":{},"price":1500,"legacy_id":["equipment-4471"],"trait":["Alchemical","Consumable"],"id":"equipment-1938-1699","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Colorful Coating Source Treasure Vault (Remastered) pg. 52 Usage held in 1 hand Bulk L Activate Three Actions (manipulate) --- These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand. It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Blue) Source Treasure Vault (Remastered) pg. 52 Price 8 gp Bulk L --- Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that's loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface's collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for Athletics checks to Force Open the coated surface. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Green) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn’t have to attempt to Balance. The coating also makes a coated wall or ceiling harder to climb. It imposes a –2 circumstance penalty to checks to Climb the coated surface. Yellow colorful coating and green colorful coating have opposite effects. If they’re both applied to the same surface, they negate one another. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Indigo) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object's Hardness as 2 lower and deals 1d4 acid damage to the object each round. The damage this coating deals remains after the coating becomes inert. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Orange) Source Treasure Vault (Remastered) pg. 52 Price 12 gp Bulk L --- Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating's surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Red) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as in an area where gravity is reversed. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Colorful Coating (Violet) Source Treasure Vault (Remastered) pg. 52 Price 15 gp Bulk L --- Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can help by providing the actions. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Yellow) Source Treasure Vault (Remastered) pg. 52 Price 8 gp Bulk L --- Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square's surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can't affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface's terrain. The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to Climb the coated surface.","skill_mod":{},"summary":"Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1938","name":"Colorful Coating (Violet)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-1938-1699"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1938","weakness":{},"price":800,"legacy_id":["equipment-4471"],"trait":["Alchemical","Consumable"],"id":"equipment-1938-1700","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Colorful Coating Source Treasure Vault (Remastered) pg. 52 Usage held in 1 hand Bulk L Activate Three Actions (manipulate) --- These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand. It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Blue) Source Treasure Vault (Remastered) pg. 52 Price 8 gp Bulk L --- Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that's loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface's collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for Athletics checks to Force Open the coated surface. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Green) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn’t have to attempt to Balance. The coating also makes a coated wall or ceiling harder to climb. It imposes a –2 circumstance penalty to checks to Climb the coated surface. Yellow colorful coating and green colorful coating have opposite effects. If they’re both applied to the same surface, they negate one another. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Indigo) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object's Hardness as 2 lower and deals 1d4 acid damage to the object each round. The damage this coating deals remains after the coating becomes inert. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Orange) Source Treasure Vault (Remastered) pg. 52 Price 12 gp Bulk L --- Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating's surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Red) Source Treasure Vault (Remastered) pg. 52 Price 10 gp Bulk L --- Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as in an area where gravity is reversed. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Colorful Coating (Violet) Source Treasure Vault (Remastered) pg. 52 Price 15 gp Bulk L --- Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can help by providing the actions. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Colorful Coating (Yellow) Source Treasure Vault (Remastered) pg. 52 Price 8 gp Bulk L --- Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square's surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can't affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface's terrain. The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to Climb the coated surface.","skill_mod":{},"summary":"Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1938","name":"Colorful Coating (Yellow)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-1938-1700"},{"item_child_id":["equipment-1939-1701","equipment-1939-1702","equipment-1939-1703"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4472"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1939","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Emetic Paste Source Treasure Vault (Remastered) pg. 53 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Sickened creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a sickened creature within reach, typically on the throat. The paste makes it easy for the sickened creature to purge, granting it an immediate Fortitude save to reduce its sickened condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the sickened condition for 1 hour. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Emetic Paste (Lesser) Source Treasure Vault (Remastered) pg. 53 Price 5 gp Bulk L --- The bonus is +2. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Emetic Paste (Moderate) Source Treasure Vault (Remastered) pg. 53 Price 120 gp Bulk L --- The bonus is +3. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Emetic Paste (Greater) Source Treasure Vault (Remastered) pg. 53 Price 700 gp Bulk L --- The bonus is +4.","skill_mod":{},"summary":" Sickened creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a sickened creature within …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1939","name":"Emetic Paste","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1939"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1939","weakness":{},"price":500,"legacy_id":["equipment-4472"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1939-1701","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Emetic Paste Source Treasure Vault (Remastered) pg. 53 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Sickened creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a sickened creature within reach, typically on the throat. The paste makes it easy for the sickened creature to purge, granting it an immediate Fortitude save to reduce its sickened condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the sickened condition for 1 hour. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Emetic Paste (Lesser) Source Treasure Vault (Remastered) pg. 53 Price 5 gp Bulk L --- The bonus is +2. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Emetic Paste (Moderate) Source Treasure Vault (Remastered) pg. 53 Price 120 gp Bulk L --- The bonus is +3. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Emetic Paste (Greater) Source Treasure Vault (Remastered) pg. 53 Price 700 gp Bulk L --- The bonus is +4.","skill_mod":{},"summary":"The bonus is +2.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1939","name":"Emetic Paste (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1939-1701"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1939","weakness":{},"price":12000,"legacy_id":["equipment-4472"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1939-1702","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Emetic Paste Source Treasure Vault (Remastered) pg. 53 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Sickened creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a sickened creature within reach, typically on the throat. The paste makes it easy for the sickened creature to purge, granting it an immediate Fortitude save to reduce its sickened condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the sickened condition for 1 hour. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Emetic Paste (Lesser) Source Treasure Vault (Remastered) pg. 53 Price 5 gp Bulk L --- The bonus is +2. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Emetic Paste (Moderate) Source Treasure Vault (Remastered) pg. 53 Price 120 gp Bulk L --- The bonus is +3. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Emetic Paste (Greater) Source Treasure Vault (Remastered) pg. 53 Price 700 gp Bulk L --- The bonus is +4.","skill_mod":{},"summary":"The bonus is +3.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1939","name":"Emetic Paste (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1939-1702"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1939","weakness":{},"price":70000,"legacy_id":["equipment-4472"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1939-1703","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Emetic Paste Source Treasure Vault (Remastered) pg. 53 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Sickened creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a sickened creature within reach, typically on the throat. The paste makes it easy for the sickened creature to purge, granting it an immediate Fortitude save to reduce its sickened condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the sickened condition for 1 hour. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Emetic Paste (Lesser) Source Treasure Vault (Remastered) pg. 53 Price 5 gp Bulk L --- The bonus is +2. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Emetic Paste (Moderate) Source Treasure Vault (Remastered) pg. 53 Price 120 gp Bulk L --- The bonus is +3. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Emetic Paste (Greater) Source Treasure Vault (Remastered) pg. 53 Price 700 gp Bulk L --- The bonus is +4.","skill_mod":{},"summary":"The bonus is +4.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1939","name":"Emetic Paste (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1939-1703"},{"item_child_id":["equipment-1940-1704","equipment-1940-1705","equipment-1940-1706"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4473"],"trait":["Alchemical","Consumable","Incapacitation"],"id":"equipment-1940","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Gearbinder Oil Source Treasure Vault (Remastered) pg. 54 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works. The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, manipulate, or move trait, it must attempt a Fortitude save against a DC determined by the oil's type. A mechanism that's slowed 2 or more by gearbinder oil also can't use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue. Critical Success The oil becomes inert, and the effect ends. Success The target reduces its slowed condition by 1. If the slowed condition's value is 0, the effect ends. Failure The target increases its slowed condition by 1, to a maximum of slowed 3. Critical Failure The target increases its slowed condition by 2, to a maximum of slowed 3. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Gearbinder Oil (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 45 gp Bulk L --- The DC for saves is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Gearbinder Oil (Moderate) Source Treasure Vault (Remastered) pg. 54 Price 390 gp Bulk L --- The DC for saves is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Gearbinder Oil (Greater) Source Treasure Vault (Remastered) pg. 54 Price 4,500 gp Bulk L --- The DC for saves is 38.","skill_mod":{},"summary":"Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1940","name":"Gearbinder Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1940"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1940","weakness":{},"price":4500,"legacy_id":["equipment-4473"],"trait":["Alchemical","Consumable","Incapacitation"],"id":"equipment-1940-1704","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Gearbinder Oil Source Treasure Vault (Remastered) pg. 54 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works. The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, manipulate, or move trait, it must attempt a Fortitude save against a DC determined by the oil's type. A mechanism that's slowed 2 or more by gearbinder oil also can't use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue. Critical Success The oil becomes inert, and the effect ends. Success The target reduces its slowed condition by 1. If the slowed condition's value is 0, the effect ends. Failure The target increases its slowed condition by 1, to a maximum of slowed 3. Critical Failure The target increases its slowed condition by 2, to a maximum of slowed 3. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Gearbinder Oil (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 45 gp Bulk L --- The DC for saves is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Gearbinder Oil (Moderate) Source Treasure Vault (Remastered) pg. 54 Price 390 gp Bulk L --- The DC for saves is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Gearbinder Oil (Greater) Source Treasure Vault (Remastered) pg. 54 Price 4,500 gp Bulk L --- The DC for saves is 38.","skill_mod":{},"summary":"The DC for saves is 20.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1940","name":"Gearbinder Oil (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1940-1704"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1940","weakness":{},"price":39000,"legacy_id":["equipment-4473"],"trait":["Alchemical","Consumable","Incapacitation"],"id":"equipment-1940-1705","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Gearbinder Oil Source Treasure Vault (Remastered) pg. 54 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works. The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, manipulate, or move trait, it must attempt a Fortitude save against a DC determined by the oil's type. A mechanism that's slowed 2 or more by gearbinder oil also can't use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue. Critical Success The oil becomes inert, and the effect ends. Success The target reduces its slowed condition by 1. If the slowed condition's value is 0, the effect ends. Failure The target increases its slowed condition by 1, to a maximum of slowed 3. Critical Failure The target increases its slowed condition by 2, to a maximum of slowed 3. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Gearbinder Oil (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 45 gp Bulk L --- The DC for saves is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Gearbinder Oil (Moderate) Source Treasure Vault (Remastered) pg. 54 Price 390 gp Bulk L --- The DC for saves is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Gearbinder Oil (Greater) Source Treasure Vault (Remastered) pg. 54 Price 4,500 gp Bulk L --- The DC for saves is 38.","skill_mod":{},"summary":"The DC for saves is 29.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1940","name":"Gearbinder Oil (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1940-1705"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1940","weakness":{},"price":450000,"legacy_id":["equipment-4473"],"trait":["Alchemical","Consumable","Incapacitation"],"id":"equipment-1940-1706","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Gearbinder Oil Source Treasure Vault (Remastered) pg. 54 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works. The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, manipulate, or move trait, it must attempt a Fortitude save against a DC determined by the oil's type. A mechanism that's slowed 2 or more by gearbinder oil also can't use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue. Critical Success The oil becomes inert, and the effect ends. Success The target reduces its slowed condition by 1. If the slowed condition's value is 0, the effect ends. Failure The target increases its slowed condition by 1, to a maximum of slowed 3. Critical Failure The target increases its slowed condition by 2, to a maximum of slowed 3. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Gearbinder Oil (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 45 gp Bulk L --- The DC for saves is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Gearbinder Oil (Moderate) Source Treasure Vault (Remastered) pg. 54 Price 390 gp Bulk L --- The DC for saves is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Gearbinder Oil (Greater) Source Treasure Vault (Remastered) pg. 54 Price 4,500 gp Bulk L --- The DC for saves is 38.","skill_mod":{},"summary":"The DC for saves is 38.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1940","name":"Gearbinder Oil (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1940-1706"},{"item_child_id":["equipment-1941-1707","equipment-1941-1708","equipment-1941-1709","equipment-1941-1710"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4474"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1941","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Healing Vapor Source Treasure Vault (Remastered) pg. 54 Usage held in 2 hands Bulk L Activate Three Actions (manipulate) --- Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor's type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Healing Vapor (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 20 gp Bulk L --- Each creature regains 1 Hit Point every 2 minutes and gets a +1 bonus. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Healing Vapor (Moderate) Source Treasure Vault (Remastered) pg. 54 Price 100 gp Bulk L --- Each creature regains 1 Hit Point every minute and gets a +1 bonus. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Healing Vapor (Greater) Source Treasure Vault (Remastered) pg. 54 Price 400 gp Bulk L --- Each creature regains 2 Hit Points every minute and gets a +2 bonus. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Healing Vapor (Major) Source Treasure Vault (Remastered) pg. 54 Price 3,000 gp Bulk L --- Each creature regains 3 Hit Points every minute and gets a +3 bonus.","skill_mod":{},"summary":"Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1941","name":"Healing Vapor","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-1941"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1941","weakness":{},"price":2000,"legacy_id":["equipment-4474"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1941-1707","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Healing Vapor Source Treasure Vault (Remastered) pg. 54 Usage held in 2 hands Bulk L Activate Three Actions (manipulate) --- Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor's type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Healing Vapor (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 20 gp Bulk L --- Each creature regains 1 Hit Point every 2 minutes and gets a +1 bonus. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Healing Vapor (Moderate) Source Treasure Vault (Remastered) pg. 54 Price 100 gp Bulk L --- Each creature regains 1 Hit Point every minute and gets a +1 bonus. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Healing Vapor (Greater) Source Treasure Vault (Remastered) pg. 54 Price 400 gp Bulk L --- Each creature regains 2 Hit Points every minute and gets a +2 bonus. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Healing Vapor (Major) Source Treasure Vault (Remastered) pg. 54 Price 3,000 gp Bulk L --- Each creature regains 3 Hit Points every minute and gets a +3 bonus.","skill_mod":{},"summary":"Each creature regains 1 Hit Point every 2 minutes and gets a +1 bonus.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1941","name":"Healing Vapor (Lesser)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-1941-1707"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1941","weakness":{},"price":10000,"legacy_id":["equipment-4474"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1941-1708","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Healing Vapor Source Treasure Vault (Remastered) pg. 54 Usage held in 2 hands Bulk L Activate Three Actions (manipulate) --- Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor's type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Healing Vapor (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 20 gp Bulk L --- Each creature regains 1 Hit Point every 2 minutes and gets a +1 bonus. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Healing Vapor (Moderate) Source Treasure Vault (Remastered) pg. 54 Price 100 gp Bulk L --- Each creature regains 1 Hit Point every minute and gets a +1 bonus. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Healing Vapor (Greater) Source Treasure Vault (Remastered) pg. 54 Price 400 gp Bulk L --- Each creature regains 2 Hit Points every minute and gets a +2 bonus. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Healing Vapor (Major) Source Treasure Vault (Remastered) pg. 54 Price 3,000 gp Bulk L --- Each creature regains 3 Hit Points every minute and gets a +3 bonus.","skill_mod":{},"summary":"Each creature regains 1 Hit Point every minute and gets a +1 bonus.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1941","name":"Healing Vapor (Moderate)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-1941-1708"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1941","weakness":{},"price":40000,"legacy_id":["equipment-4474"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1941-1709","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Healing Vapor Source Treasure Vault (Remastered) pg. 54 Usage held in 2 hands Bulk L Activate Three Actions (manipulate) --- Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor's type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Healing Vapor (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 20 gp Bulk L --- Each creature regains 1 Hit Point every 2 minutes and gets a +1 bonus. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Healing Vapor (Moderate) Source Treasure Vault (Remastered) pg. 54 Price 100 gp Bulk L --- Each creature regains 1 Hit Point every minute and gets a +1 bonus. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Healing Vapor (Greater) Source Treasure Vault (Remastered) pg. 54 Price 400 gp Bulk L --- Each creature regains 2 Hit Points every minute and gets a +2 bonus. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Healing Vapor (Major) Source Treasure Vault (Remastered) pg. 54 Price 3,000 gp Bulk L --- Each creature regains 3 Hit Points every minute and gets a +3 bonus.","skill_mod":{},"summary":"Each creature regains 2 Hit Points every minute and gets a +2 bonus.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1941","name":"Healing Vapor (Greater)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-1941-1709"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1941","weakness":{},"price":300000,"legacy_id":["equipment-4474"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1941-1710","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Healing Vapor Source Treasure Vault (Remastered) pg. 54 Usage held in 2 hands Bulk L Activate Three Actions (manipulate) --- Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor's type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Healing Vapor (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 20 gp Bulk L --- Each creature regains 1 Hit Point every 2 minutes and gets a +1 bonus. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Healing Vapor (Moderate) Source Treasure Vault (Remastered) pg. 54 Price 100 gp Bulk L --- Each creature regains 1 Hit Point every minute and gets a +1 bonus. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Healing Vapor (Greater) Source Treasure Vault (Remastered) pg. 54 Price 400 gp Bulk L --- Each creature regains 2 Hit Points every minute and gets a +2 bonus. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Healing Vapor (Major) Source Treasure Vault (Remastered) pg. 54 Price 3,000 gp Bulk L --- Each creature regains 3 Hit Points every minute and gets a +3 bonus.","skill_mod":{},"summary":"Each creature regains 3 Hit Points every minute and gets a +3 bonus.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1941","name":"Healing Vapor (Major)","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-1941-1710"},{"item_child_id":["equipment-1942-1711","equipment-1942-1712","equipment-1942-1713"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4475"],"trait":["Alchemical","Consumable"],"id":"equipment-1942","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Implosion Dust Source Treasure Vault (Remastered) pg. 54 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It's effective at weakening water elementals, air elementals, ooze, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size. Critical Success The dust becomes inert, and the creature returns to its normal size. Success The target increases in size one step, up to its normal size. If it's at its normal size after the increase, the effect ends. Failure The target decreases in size one step, to a minimum of Tiny. The reach of each of its Strikes decreases by 5 feet, to a minimum of 5 feet if the creature is Small or larger, or a minimum of 0 feet if the creature is Tiny. Shrinking also imposes a status penalty to the creature's physical melee damage. This penalty is –2 for every step lower than its normal size the creature is. Critical Failure As failure, but the target decreases in size by two steps. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Implosion Dust (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 40 gp Bulk L --- The save DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Implosion Dust (Moderate) Source Treasure Vault (Remastered) pg. 54 Price 370 gp Bulk L --- The save DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Implosion Dust (Greater) Source Treasure Vault (Remastered) pg. 54 Price 4,100 gp Bulk L --- The save DC is 38.","skill_mod":{},"summary":"Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1942","name":"Implosion Dust","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1942"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1942","weakness":{},"price":4000,"legacy_id":["equipment-4475"],"trait":["Alchemical","Consumable"],"id":"equipment-1942-1711","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Implosion Dust Source Treasure Vault (Remastered) pg. 54 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It's effective at weakening water elementals, air elementals, ooze, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size. Critical Success The dust becomes inert, and the creature returns to its normal size. Success The target increases in size one step, up to its normal size. If it's at its normal size after the increase, the effect ends. Failure The target decreases in size one step, to a minimum of Tiny. The reach of each of its Strikes decreases by 5 feet, to a minimum of 5 feet if the creature is Small or larger, or a minimum of 0 feet if the creature is Tiny. Shrinking also imposes a status penalty to the creature's physical melee damage. This penalty is –2 for every step lower than its normal size the creature is. Critical Failure As failure, but the target decreases in size by two steps. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Implosion Dust (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 40 gp Bulk L --- The save DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Implosion Dust (Moderate) Source Treasure Vault (Remastered) pg. 54 Price 370 gp Bulk L --- The save DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Implosion Dust (Greater) Source Treasure Vault (Remastered) pg. 54 Price 4,100 gp Bulk L --- The save DC is 38.","skill_mod":{},"summary":"The save DC is 20.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1942","name":"Implosion Dust (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1942-1711"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1942","weakness":{},"price":37000,"legacy_id":["equipment-4475"],"trait":["Alchemical","Consumable"],"id":"equipment-1942-1712","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Implosion Dust Source Treasure Vault (Remastered) pg. 54 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It's effective at weakening water elementals, air elementals, ooze, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size. Critical Success The dust becomes inert, and the creature returns to its normal size. Success The target increases in size one step, up to its normal size. If it's at its normal size after the increase, the effect ends. Failure The target decreases in size one step, to a minimum of Tiny. The reach of each of its Strikes decreases by 5 feet, to a minimum of 5 feet if the creature is Small or larger, or a minimum of 0 feet if the creature is Tiny. Shrinking also imposes a status penalty to the creature's physical melee damage. This penalty is –2 for every step lower than its normal size the creature is. Critical Failure As failure, but the target decreases in size by two steps. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Implosion Dust (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 40 gp Bulk L --- The save DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Implosion Dust (Moderate) Source Treasure Vault (Remastered) pg. 54 Price 370 gp Bulk L --- The save DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Implosion Dust (Greater) Source Treasure Vault (Remastered) pg. 54 Price 4,100 gp Bulk L --- The save DC is 38.","skill_mod":{},"summary":"The save DC is 29.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1942","name":"Implosion Dust (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1942-1712"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1942","weakness":{},"price":410000,"legacy_id":["equipment-4475"],"trait":["Alchemical","Consumable"],"id":"equipment-1942-1713","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Implosion Dust Source Treasure Vault (Remastered) pg. 54 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It's effective at weakening water elementals, air elementals, ooze, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size. Critical Success The dust becomes inert, and the creature returns to its normal size. Success The target increases in size one step, up to its normal size. If it's at its normal size after the increase, the effect ends. Failure The target decreases in size one step, to a minimum of Tiny. The reach of each of its Strikes decreases by 5 feet, to a minimum of 5 feet if the creature is Small or larger, or a minimum of 0 feet if the creature is Tiny. Shrinking also imposes a status penalty to the creature's physical melee damage. This penalty is –2 for every step lower than its normal size the creature is. Critical Failure As failure, but the target decreases in size by two steps. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Implosion Dust (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 40 gp Bulk L --- The save DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Implosion Dust (Moderate) Source Treasure Vault (Remastered) pg. 54 Price 370 gp Bulk L --- The save DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Implosion Dust (Greater) Source Treasure Vault (Remastered) pg. 54 Price 4,100 gp Bulk L --- The save DC is 38.","skill_mod":{},"summary":"The save DC is 38.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1942","name":"Implosion Dust (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1942-1713"},{"item_child_id":["equipment-1943-1714","equipment-1943-1715"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4476"],"trait":["Alchemical","Consumable"],"id":"equipment-1943","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Revealing Mist Source Treasure Vault (Remastered) pg. 54 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone when sprayed. It doesn't affect visibility but causes invisible creatures in the area to be concealed rather than undetected. Revealing mist is ineffective in water or in areas with other factors affecting the spread of the mist, as determined by the GM. It remains in the area for 1 minute or until any significant wind disperses it, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Revealing Mist (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 9 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Revealing Mist (Greater) Source Treasure Vault (Remastered) pg. 54 Price 60 gp Bulk L --- The mist spreads in a 30-foot cone instead of a 15-foot cone.","skill_mod":{},"summary":"Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1943","name":"Revealing Mist","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1943"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1943","weakness":{},"price":900,"legacy_id":["equipment-4476"],"trait":["Alchemical","Consumable"],"id":"equipment-1943-1714","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Revealing Mist Source Treasure Vault (Remastered) pg. 54 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone when sprayed. It doesn't affect visibility but causes invisible creatures in the area to be concealed rather than undetected. Revealing mist is ineffective in water or in areas with other factors affecting the spread of the mist, as determined by the GM. It remains in the area for 1 minute or until any significant wind disperses it, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Revealing Mist (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 9 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Revealing Mist (Greater) Source Treasure Vault (Remastered) pg. 54 Price 60 gp Bulk L --- The mist spreads in a 30-foot cone instead of a 15-foot cone.","skill_mod":{},"summary":"Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1943","name":"Revealing Mist (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1943-1714"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1943","weakness":{},"price":6000,"legacy_id":["equipment-4476"],"trait":["Alchemical","Consumable"],"id":"equipment-1943-1715","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Revealing Mist Source Treasure Vault (Remastered) pg. 54 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone when sprayed. It doesn't affect visibility but causes invisible creatures in the area to be concealed rather than undetected. Revealing mist is ineffective in water or in areas with other factors affecting the spread of the mist, as determined by the GM. It remains in the area for 1 minute or until any significant wind disperses it, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Revealing Mist (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 9 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Revealing Mist (Greater) Source Treasure Vault (Remastered) pg. 54 Price 60 gp Bulk L --- The mist spreads in a 30-foot cone instead of a 15-foot cone.","skill_mod":{},"summary":"The mist spreads in a 30-foot cone instead of a 15-foot cone.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1943","name":"Revealing Mist (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1943-1715"},{"item_child_id":["equipment-1944-1716","equipment-1944-1717"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4477"],"trait":["Alchemical","Consumable"],"id":"equipment-1944","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Sense-Dulling Hood Source Treasure Vault (Remastered) pg. 54 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Sometimes, an enemy’s dangerous special ability makes relatively standard sensory capabilities a liability. From an ofalth emitting its stench to a banshee wailing, plenty of creatures use their prey’s senses against them. A sensedulling hood is a wide, single-use mask designed to be pulled from an airtight package and slipped over the head. The mask grants you an item bonus to saving throws against auditory, olfactory, and visual effects for a time, according to the mask’s type. Since it dulls your senses without depriving you of them, the mask also imposes a –1 penalty to rolls and checks using Perception for the same duration. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sense-Dulling Hood (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 40 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sense-Dulling Hood (Greater) Source Treasure Vault (Remastered) pg. 54 Price 350 gp Bulk L --- The bonus is +4, and the duration is 1 hour.","skill_mod":{},"summary":"Sometimes, an enemy’s dangerous special ability makes relatively standard sensory capabilities a liability. From an ofalth emitting its stench to a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1944","name":"Sense-Dulling Hood","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1944"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1944","weakness":{},"price":4000,"legacy_id":["equipment-4477"],"trait":["Alchemical","Consumable"],"id":"equipment-1944-1716","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Sense-Dulling Hood Source Treasure Vault (Remastered) pg. 54 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Sometimes, an enemy’s dangerous special ability makes relatively standard sensory capabilities a liability. From an ofalth emitting its stench to a banshee wailing, plenty of creatures use their prey’s senses against them. A sensedulling hood is a wide, single-use mask designed to be pulled from an airtight package and slipped over the head. The mask grants you an item bonus to saving throws against auditory, olfactory, and visual effects for a time, according to the mask’s type. Since it dulls your senses without depriving you of them, the mask also imposes a –1 penalty to rolls and checks using Perception for the same duration. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sense-Dulling Hood (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 40 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sense-Dulling Hood (Greater) Source Treasure Vault (Remastered) pg. 54 Price 350 gp Bulk L --- The bonus is +4, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +2, and the duration is 10 minutes.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1944","name":"Sense-Dulling Hood (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1944-1716"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1944","weakness":{},"price":35000,"legacy_id":["equipment-4477"],"trait":["Alchemical","Consumable"],"id":"equipment-1944-1717","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Sense-Dulling Hood Source Treasure Vault (Remastered) pg. 54 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Sometimes, an enemy’s dangerous special ability makes relatively standard sensory capabilities a liability. From an ofalth emitting its stench to a banshee wailing, plenty of creatures use their prey’s senses against them. A sensedulling hood is a wide, single-use mask designed to be pulled from an airtight package and slipped over the head. The mask grants you an item bonus to saving throws against auditory, olfactory, and visual effects for a time, according to the mask’s type. Since it dulls your senses without depriving you of them, the mask also imposes a –1 penalty to rolls and checks using Perception for the same duration. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sense-Dulling Hood (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 40 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sense-Dulling Hood (Greater) Source Treasure Vault (Remastered) pg. 54 Price 350 gp Bulk L --- The bonus is +4, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +4, and the duration is 1 hour.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1944","name":"Sense-Dulling Hood (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1944-1717"},{"item_child_id":["equipment-1945-1718","equipment-1945-1719"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4478"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1945","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Soothing Powder Source Treasure Vault (Remastered) pg. 54 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Soothing powders are remedies made to stop a particular type of persistent damage. Each damage type requires a different formula, with the most popular being bleed soothing powder, poison soothing powder, fire soothing powder, and acid soothing powder. You Activate soothing powder by sprinkling it on yourself or another creature within reach. The target can immediately attempt a new flat check to remove persistent damage the powder works against. This powder lowers the DC to 10, as normal for a particularly appropriate type of help. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Soothing Powder (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 30 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Soothing Powder (Greater) Source Treasure Vault (Remastered) pg. 54 Price 210 gp Bulk L --- In addition to the effects described above, the powder persists for 1 minute, lowering the DCs of flat checks against that type of persistent damage due to particularly effective assistance.","skill_mod":{},"summary":"Soothing powders are remedies made to stop a particular type of persistent damage . Each damage type requires a different formula, with the most …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1945","name":"Soothing Powder","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1945"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1945","weakness":{},"price":3000,"legacy_id":["equipment-4478"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1945-1718","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Soothing Powder Source Treasure Vault (Remastered) pg. 54 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Soothing powders are remedies made to stop a particular type of persistent damage. Each damage type requires a different formula, with the most popular being bleed soothing powder, poison soothing powder, fire soothing powder, and acid soothing powder. You Activate soothing powder by sprinkling it on yourself or another creature within reach. The target can immediately attempt a new flat check to remove persistent damage the powder works against. This powder lowers the DC to 10, as normal for a particularly appropriate type of help. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Soothing Powder (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 30 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Soothing Powder (Greater) Source Treasure Vault (Remastered) pg. 54 Price 210 gp Bulk L --- In addition to the effects described above, the powder persists for 1 minute, lowering the DCs of flat checks against that type of persistent damage due to particularly effective assistance.","skill_mod":{},"summary":"Soothing powders are remedies made to stop a particular type of persistent damage . Each damage type requires a different formula, with the most …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1945","name":"Soothing Powder (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1945-1718"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1945","weakness":{},"price":21000,"legacy_id":["equipment-4478"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-1945-1719","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Soothing Powder Source Treasure Vault (Remastered) pg. 54 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Soothing powders are remedies made to stop a particular type of persistent damage. Each damage type requires a different formula, with the most popular being bleed soothing powder, poison soothing powder, fire soothing powder, and acid soothing powder. You Activate soothing powder by sprinkling it on yourself or another creature within reach. The target can immediately attempt a new flat check to remove persistent damage the powder works against. This powder lowers the DC to 10, as normal for a particularly appropriate type of help. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Soothing Powder (Lesser) Source Treasure Vault (Remastered) pg. 54 Price 30 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Soothing Powder (Greater) Source Treasure Vault (Remastered) pg. 54 Price 210 gp Bulk L --- In addition to the effects described above, the powder persists for 1 minute, lowering the DCs of flat checks against that type of persistent damage due to particularly effective assistance.","skill_mod":{},"summary":"In addition to the effects described above, the powder persists for 1 minute, lowering the DCs of flat checks against that type of persistent damage …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1945","name":"Soothing Powder (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1945-1719"},{"access":"Sparklers are common in Tian Xia and Vudra and can be Crafted by those who can specifically Craft fireworks (such as a fireworks technician ).","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":40,"legacy_id":["equipment-4479"],"trait":["Alchemical","Consumable","Fire","Uncommon"],"id":"equipment-1946","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Sparkler Source Treasure Vault (Remastered) pg. 54 Price 4 sp Usage held in 1 hand Access Sparklers are common in Tian Xia and Vudra and can be Crafted by those who can specifically Craft fireworks (such as a fireworks technician ). Activate Single Action (manipulate) --- A sparkler gives off colorful sparks, burning for 1 minute. It provides bright light in a 10-foot radius (and dim light for the next 10 feet). While the sparkler burns, you can use it as an improvised weapon, dealing 1 fire damage on a hit. On a critical hit, you cause the target to become dazzled for 1 round. You can touch a sparkler to a flammable object as part of the same Interact action you use to Activate it or as an Interact action while the sparkler is already activated. If you do so, the sparkler can ignite flammable objects the way a matchstick does.\n","element":["Fire"],"skill_mod":{},"summary":"A sparkler gives off colorful sparks, burning for 1 minute. It provides bright light in a 10-foot radius (and dim light for the next 10 feet). …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=1946","name":"Sparkler","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1946"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":14000,"legacy_id":["equipment-4480"],"trait":["Alchemical","Consumable","Expandable"],"id":"equipment-1947","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Bottled Roc Source Treasure Vault (Remastered) pg. 56 Price 140 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- This bottle contains a shrunken bird preserved with its feathers intact. When opened, the contents reconstitute into a Gargantuan effigy of a great roc, which can appear in the air instead of on the ground. The roc Grabs up to two creatures, then Flies up to 90 feet and Releases the creatures. The creatures must be within 15 feet of the roc for it to Grab them; if any of them are unwilling to be grabbed, the roc must Grapple them with a +17 Athletics modifier or fail to pick them up. Craft Requirements Supply the corpse of a roc.\n","skill_mod":{},"summary":"This bottle contains a shrunken bird preserved with its feathers intact. When opened, the contents reconstitute into a Gargantuan effigy of a great …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=1947","name":"Bottled Roc","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-1947"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":2000,"legacy_id":["equipment-4481"],"trait":["Alchemical","Auditory","Consumable","Emotion","Expandable","Fear","Mental"],"id":"equipment-1948","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Ghost Ampoule Source Treasure Vault (Remastered) pg. 56 Price 20 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- A daub of ectoplasm twitches within this glass container, faintly glowing with ghostly light. When opened it forms the echo of a departed spirit, which looks like a Medium ghost. You can throw the ampoule up to 30 feet when you Activate it. The ghost utters a final lament, forcing each living creature in a 15-foot emanation except you to attempt a DC 18 Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). Craft Requirements Supply ectoplasmic residue from a destroyed ghost.\n","skill_mod":{},"summary":"A daub of ectoplasm twitches within this glass container, faintly glowing with ghostly light. When opened it forms the echo of a departed spirit, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Sense","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=1948","name":"Ghost Ampoule","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-1948"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":3000,"legacy_id":["equipment-4482"],"trait":["Alchemical","Consumable","Expandable"],"id":"equipment-1949","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Hippogriff in a Jar Source Treasure Vault (Remastered) pg. 56 Price 30 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- This bottle contains a shrunken hippogriff. When opened, the contents reconstitute into a Large effigy of a hippogriff. The hippogriff waits up to 1 round and allows two creatures to mount it, then Flies up to 65 feet and waits 1 more round to give the mounted creatures time to dismount. Creatures who are still mounted on the hippogriff when it dissolves fall prone in the space where the hippogriff corpse ends its movement. Craft Requirements Supply the corpse of a hippogriff.\n","skill_mod":{},"summary":"This bottle contains a shrunken hippogriff . When opened, the contents reconstitute into a Large effigy of a hippogriff. The hippogriff waits up to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=1949","name":"Hippogriff in a Jar","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-1949"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":60,"weakness":{},"saving_throw":"DC 39 Fortitude","price":500000,"legacy_id":["equipment-4483"],"trait":["Alchemical","Consumable","Expandable","Uncommon"],"id":"equipment-1950","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Kraken Bottle Source Treasure Vault (Remastered) pg. 56 Price 5,000 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- Coiled tentacles make it all but impossible to see anything else inside this ampoule. When opened, a Gargantuan kraken bursts forth, which can appear in water instead of on the ground. Its arms attempt to grasp up to four creatures with a reach of 60 feet. The kraken repositions grabbed creatures to a different space within its reach unless the target succeeds at a DC 38 Fortitude save. If the kraken is in water, it then releases a cloud of ink in an 80-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are undetected, can't use their sense of smell, and are exposed to kraken ink poison. The cloud dissipates after 1 minute. Kraken Ink (poison) Krakens are immune to this poison. Saving Throw DC 39 Fortitude; Maximum Duration 10 rounds; Stage 1 4d6 poison damage and sickened 1 (1 round); Stage 2 5d6 poison damage and sickened 2 (1 round). Craft Requirements Supply the corpse of a kraken.\n","skill_mod":{},"summary":"Coiled tentacles make it all but impossible to see anything else inside this ampoule. When opened, a Gargantuan kraken bursts forth, which can …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=1950","stage":["4d6 poison damage and sickened 1 (1 round)","5d6 poison damage and sickened 2 (1 round)."],"name":"Kraken Bottle","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1950"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":130000,"legacy_id":["equipment-4484"],"trait":["Alchemical","Consumable","Expandable"],"id":"equipment-1951","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Mukradi Jar Source Treasure Vault (Remastered) pg. 56 Price 1,300 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- A miniature mukradi, its chitin shrunken and pale, is coiled within this jar. Its hollow form grows to a Gargantuan shell when you open the jar. It emits one of three breath weapons, chosen by you. Each creature in the area must attempt a DC 34 basic Reflex save. Acid Maw (acid) 10-foot-wide, 60-foot line of acid dealing 12d6 acid damage. Flame Maw (fire) 60-foot cone of fire dealing 12d6 fire damage. Shock Maw (electricity) 120-foot line of electricity dealing 12d6 electricity damage. Craft Requirements Supply a mukradi corpse.\n","skill_mod":{},"summary":"A miniature mukradi , its chitin shrunken and pale, is coiled within this jar. Its hollow form grows to a Gargantuan shell when you open the jar. It …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=1951","name":"Mukradi Jar","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-1951"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":10000,"legacy_id":["equipment-4485"],"trait":["Alchemical","Consumable","Expandable","Uncommon"],"id":"equipment-1952","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Octopus Bottle Source Treasure Vault (Remastered) pg. 57 Price 100 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- Miniature octopus arms press up against the sides of this bottle, obscuring the rest of its contents. When opened, a Huge octopus bursts forth, which can appear in water instead of on the ground. Its arms attempt to grasp a creature with a reach of 15 feet. The octopus repositions that creature to a different space within its reach unless the target succeeds at a DC 24 Fortitude save. If the octopus is in water, it then releases a cloud of ink in a 30-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are undetected and can't use their sense of smell. The cloud dissipates after 1 minute. Craft Requirements Supply a giant octopus corpse.\n","skill_mod":{},"summary":"Miniature octopus arms press up against the sides of this bottle, obscuring the rest of its contents. When opened, a Huge octopus bursts forth, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=1952","name":"Octopus Bottle","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1952"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":17500,"legacy_id":["equipment-4486"],"trait":["Alchemical","Consumable","Expandable"],"id":"equipment-1953","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Tyrant Ampoule Source Treasure Vault (Remastered) pg. 57 Price 175 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- The body of a fearsome tyrannosaurus is shrunken and contained in this bottle, its desiccated form barely constrained within the glass. The effigy of a Gargantuan tyrannosaurus forms when you open the bottle, causing devastation as it rampages. The tyrannosaurus Strides up to 40 feet. It can move through the spaces of Huge or smaller creatures and can attempt to Trample each creature whose space it enters, dealing 2d10+12 bludgeoning damage with a DC 27 basic Reflex save. It can attempt to Trample each creature only once. Craft Requirements Supply the corpse of a tyrannosaurus.\n","skill_mod":{},"summary":"The body of a fearsome tyrannosaurus is shrunken and contained in this bottle, its desiccated form barely constrained within the glass. The effigy …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=1953","name":"Tyrant Ampoule","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-1953"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":25000,"legacy_id":["equipment-4487"],"trait":["Air","Alchemical","Consumable","Expandable"],"id":"equipment-1954","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Whirlwind Vial Source Treasure Vault (Remastered) pg. 57 Price 250 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- Opening this vial releases a mighty gust, forming into a fearsome Huge elemental hurricane. The elemental breathes a 30-foot cone of air. Each creature in the cone must succeed at a DC 28 Fortitude save or be knocked away from the elemental. A creature knocked into a solid object stops moving and takes 4d6 bludgeoning damage. Critical Success The creature is unaffected. Success The creature is pushed 10 feet. Failure The creature is pushed 20 feet. Critical Failure The creature is pushed 20 feet and knocked prone. Craft Requirements Supply magical residue from a slain elemental hurricane.\n","element":["Air"],"skill_mod":{},"summary":"Opening this vial releases a mighty gust, forming into a fearsome Huge elemental hurricane . The elemental breathes a 30-foot cone of air. Each …","primary_source":"Treasure Vault (Remastered)","trait_group":["Elemental","Planar","Monster","Equipment","Weapon"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=1954","name":"Whirlwind Vial","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-1954"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":60000,"legacy_id":["equipment-4488"],"trait":["Alchemical","Consumable","Expandable","Uncommon"],"id":"equipment-1955","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Worm Vial Source Treasure Vault (Remastered) pg. 57 Price 600 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- Opening this vial unleashes its destructive contents: a reconstituted Gargantuan cave worm. The worm has two functions; choose which one to use when you Activate the item. Burrow The worm Burrows up to 80 feet, leaving a tunnel behind it. It can burrow through solid stone, but if it does so it burrows 40 feet instead of 80 feet. Eat The worm attempts to swallow a creature, crush it in its insides, then spit the creature out. The target must be within 15 feet, and it attempts a DC 30 Reflex save. If it fails, it takes 3d6+9 bludgeoning damage (doubled on a critical failure). The worm then spits the creature out to any empty space on the ground within 30 feet, causing the creature to take damage from a 20-foot fall. Craft Requirements Supply the corpse of a cave worm.\n","skill_mod":{},"summary":"Opening this vial unleashes its destructive contents: a reconstituted Gargantuan cave worm . The worm has two functions; choose which one to use …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=1955","name":"Worm Vial","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-1955"},{"legacy_name":["Addition Suppressant"],"item_child_id":["equipment-1956-1720","equipment-1956-1721","equipment-1956-1722","equipment-1956-1723"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4489"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1956","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Affliction Suppressant Source Treasure Vault (Remastered) pg. 58 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- First created using the same principles as the antiplague and antivenom elixirs, an affliction suppressant is a broadly useful medicine, but sacrifices potency. It applies to a wide variety of afflictions, but lasts a much shorter time. Upon drinking an affliction suppressant, you gain an item bonus to all saves against afflictions for 10 minutes. Unlike with an antiplague, this suppressant isn’t longlasting enough to apply to a daily save against the progression of a disease, curse, or other long-lasting affliction. It can still help protect you from catching such an affliction when you’re initially exposed to it, as well as on saves that occur after stages that last 10 minutes or less. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Affliction Suppressant (Lesser) Source Treasure Vault (Remastered) pg. 58 Price 3 gp Bulk L --- You gain a +1 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Affliction Suppressant (Moderate) Source Treasure Vault (Remastered) pg. 58 Price 35 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Affliction Suppressant (Greater) Source Treasure Vault (Remastered) pg. 58 Price 160 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Affliction Suppressant (Major) Source Treasure Vault (Remastered) pg. 58 Price 675 gp Bulk L --- You gain a +4 item bonus, and when you drink the affliction suppressant, you can attempt a save against one affliction of 14th level or lower affecting you. If you succeed, the affliction is suppressed for 10 minutes. The affliction’s duration doesn’t elapse during this time, but its symptoms are suppressed.","skill_mod":{},"summary":"First created using the same principles as the antiplague and antivenom elixirs, an affliction suppressant is a broadly useful medicine, but …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1956","name":"Affliction Suppressant","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1956"},{"legacy_name":["Addiction Suppressant (Lesser)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1956","weakness":{},"price":300,"legacy_id":["equipment-4489"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1956-1720","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Affliction Suppressant Source Treasure Vault (Remastered) pg. 58 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- First created using the same principles as the antiplague and antivenom elixirs, an affliction suppressant is a broadly useful medicine, but sacrifices potency. It applies to a wide variety of afflictions, but lasts a much shorter time. Upon drinking an affliction suppressant, you gain an item bonus to all saves against afflictions for 10 minutes. Unlike with an antiplague, this suppressant isn’t longlasting enough to apply to a daily save against the progression of a disease, curse, or other long-lasting affliction. It can still help protect you from catching such an affliction when you’re initially exposed to it, as well as on saves that occur after stages that last 10 minutes or less. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Affliction Suppressant (Lesser) Source Treasure Vault (Remastered) pg. 58 Price 3 gp Bulk L --- You gain a +1 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Affliction Suppressant (Moderate) Source Treasure Vault (Remastered) pg. 58 Price 35 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Affliction Suppressant (Greater) Source Treasure Vault (Remastered) pg. 58 Price 160 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Affliction Suppressant (Major) Source Treasure Vault (Remastered) pg. 58 Price 675 gp Bulk L --- You gain a +4 item bonus, and when you drink the affliction suppressant, you can attempt a save against one affliction of 14th level or lower affecting you. If you succeed, the affliction is suppressed for 10 minutes. The affliction’s duration doesn’t elapse during this time, but its symptoms are suppressed.","skill_mod":{},"summary":"You gain a +1 item bonus.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1956","name":"Affliction Suppressant (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1956-1720"},{"legacy_name":["Addiction Suppressant (Moderate)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1956","weakness":{},"price":3500,"legacy_id":["equipment-4489"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1956-1721","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Affliction Suppressant Source Treasure Vault (Remastered) pg. 58 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- First created using the same principles as the antiplague and antivenom elixirs, an affliction suppressant is a broadly useful medicine, but sacrifices potency. It applies to a wide variety of afflictions, but lasts a much shorter time. Upon drinking an affliction suppressant, you gain an item bonus to all saves against afflictions for 10 minutes. Unlike with an antiplague, this suppressant isn’t longlasting enough to apply to a daily save against the progression of a disease, curse, or other long-lasting affliction. It can still help protect you from catching such an affliction when you’re initially exposed to it, as well as on saves that occur after stages that last 10 minutes or less. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Affliction Suppressant (Lesser) Source Treasure Vault (Remastered) pg. 58 Price 3 gp Bulk L --- You gain a +1 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Affliction Suppressant (Moderate) Source Treasure Vault (Remastered) pg. 58 Price 35 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Affliction Suppressant (Greater) Source Treasure Vault (Remastered) pg. 58 Price 160 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Affliction Suppressant (Major) Source Treasure Vault (Remastered) pg. 58 Price 675 gp Bulk L --- You gain a +4 item bonus, and when you drink the affliction suppressant, you can attempt a save against one affliction of 14th level or lower affecting you. If you succeed, the affliction is suppressed for 10 minutes. The affliction’s duration doesn’t elapse during this time, but its symptoms are suppressed.","skill_mod":{},"summary":"You gain a +2 item bonus.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1956","name":"Affliction Suppressant (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1956-1721"},{"legacy_name":["Addiction Suppressant (Greater)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1956","weakness":{},"price":16000,"legacy_id":["equipment-4489"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1956-1722","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Affliction Suppressant Source Treasure Vault (Remastered) pg. 58 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- First created using the same principles as the antiplague and antivenom elixirs, an affliction suppressant is a broadly useful medicine, but sacrifices potency. It applies to a wide variety of afflictions, but lasts a much shorter time. Upon drinking an affliction suppressant, you gain an item bonus to all saves against afflictions for 10 minutes. Unlike with an antiplague, this suppressant isn’t longlasting enough to apply to a daily save against the progression of a disease, curse, or other long-lasting affliction. It can still help protect you from catching such an affliction when you’re initially exposed to it, as well as on saves that occur after stages that last 10 minutes or less. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Affliction Suppressant (Lesser) Source Treasure Vault (Remastered) pg. 58 Price 3 gp Bulk L --- You gain a +1 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Affliction Suppressant (Moderate) Source Treasure Vault (Remastered) pg. 58 Price 35 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Affliction Suppressant (Greater) Source Treasure Vault (Remastered) pg. 58 Price 160 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Affliction Suppressant (Major) Source Treasure Vault (Remastered) pg. 58 Price 675 gp Bulk L --- You gain a +4 item bonus, and when you drink the affliction suppressant, you can attempt a save against one affliction of 14th level or lower affecting you. If you succeed, the affliction is suppressed for 10 minutes. The affliction’s duration doesn’t elapse during this time, but its symptoms are suppressed.","skill_mod":{},"summary":"You gain a +3 item bonus.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1956","name":"Affliction Suppressant (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1956-1722"},{"legacy_name":["Addiction Suppressant (Major)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1956","weakness":{},"price":67500,"legacy_id":["equipment-4489"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1956-1723","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Affliction Suppressant Source Treasure Vault (Remastered) pg. 58 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- First created using the same principles as the antiplague and antivenom elixirs, an affliction suppressant is a broadly useful medicine, but sacrifices potency. It applies to a wide variety of afflictions, but lasts a much shorter time. Upon drinking an affliction suppressant, you gain an item bonus to all saves against afflictions for 10 minutes. Unlike with an antiplague, this suppressant isn’t longlasting enough to apply to a daily save against the progression of a disease, curse, or other long-lasting affliction. It can still help protect you from catching such an affliction when you’re initially exposed to it, as well as on saves that occur after stages that last 10 minutes or less. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Affliction Suppressant (Lesser) Source Treasure Vault (Remastered) pg. 58 Price 3 gp Bulk L --- You gain a +1 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Affliction Suppressant (Moderate) Source Treasure Vault (Remastered) pg. 58 Price 35 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Affliction Suppressant (Greater) Source Treasure Vault (Remastered) pg. 58 Price 160 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Affliction Suppressant (Major) Source Treasure Vault (Remastered) pg. 58 Price 675 gp Bulk L --- You gain a +4 item bonus, and when you drink the affliction suppressant, you can attempt a save against one affliction of 14th level or lower affecting you. If you succeed, the affliction is suppressed for 10 minutes. The affliction’s duration doesn’t elapse during this time, but its symptoms are suppressed.","skill_mod":{},"summary":"You gain a +4 item bonus, and when you drink the affliction suppressant, you can attempt a save against one affliction of 14th level or lower …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1956","name":"Affliction Suppressant (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1956-1723"},{"item_child_id":["equipment-1957-1724","equipment-1957-1725","equipment-1957-1726"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4490"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1957","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Blood Booster Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This elixir bolsters your body's natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the listed resistance to persistent bleed and persistent poison damage, and you lower the DC for any flat checks to end persistent bleed or persistent poison damage as if you received particularly appropriate aid. At the GM's discretion, blood booster elixirs can also automatically counteract non-magical effects that specifically rely on thinning the drinker's blood, such as a skull peeler's anticoagulant. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blood Booster (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 9 gp Bulk L --- The resistance is 5. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blood Booster (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 225 gp Bulk L --- The resistance is 10. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Blood Booster (Greater) Source Treasure Vault (Remastered) pg. 59 Price 3,400 gp Bulk L --- The resistance is 20.","skill_mod":{},"summary":"This elixir bolsters your body's natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1957","name":"Blood Booster","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1957"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1957","weakness":{},"price":900,"legacy_id":["equipment-4490"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1957-1724","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Blood Booster Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This elixir bolsters your body's natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the listed resistance to persistent bleed and persistent poison damage, and you lower the DC for any flat checks to end persistent bleed or persistent poison damage as if you received particularly appropriate aid. At the GM's discretion, blood booster elixirs can also automatically counteract non-magical effects that specifically rely on thinning the drinker's blood, such as a skull peeler's anticoagulant. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blood Booster (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 9 gp Bulk L --- The resistance is 5. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blood Booster (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 225 gp Bulk L --- The resistance is 10. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Blood Booster (Greater) Source Treasure Vault (Remastered) pg. 59 Price 3,400 gp Bulk L --- The resistance is 20.","skill_mod":{},"summary":"The resistance is 5.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1957","name":"Blood Booster (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1957-1724"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1957","weakness":{},"price":22500,"legacy_id":["equipment-4490"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1957-1725","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Blood Booster Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This elixir bolsters your body's natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the listed resistance to persistent bleed and persistent poison damage, and you lower the DC for any flat checks to end persistent bleed or persistent poison damage as if you received particularly appropriate aid. At the GM's discretion, blood booster elixirs can also automatically counteract non-magical effects that specifically rely on thinning the drinker's blood, such as a skull peeler's anticoagulant. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blood Booster (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 9 gp Bulk L --- The resistance is 5. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blood Booster (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 225 gp Bulk L --- The resistance is 10. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Blood Booster (Greater) Source Treasure Vault (Remastered) pg. 59 Price 3,400 gp Bulk L --- The resistance is 20.","skill_mod":{},"summary":"The resistance is 10.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1957","name":"Blood Booster (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1957-1725"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1957","weakness":{},"price":340000,"legacy_id":["equipment-4490"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1957-1726","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Blood Booster Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This elixir bolsters your body's natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the listed resistance to persistent bleed and persistent poison damage, and you lower the DC for any flat checks to end persistent bleed or persistent poison damage as if you received particularly appropriate aid. At the GM's discretion, blood booster elixirs can also automatically counteract non-magical effects that specifically rely on thinning the drinker's blood, such as a skull peeler's anticoagulant. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blood Booster (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 9 gp Bulk L --- The resistance is 5. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blood Booster (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 225 gp Bulk L --- The resistance is 10. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Blood Booster (Greater) Source Treasure Vault (Remastered) pg. 59 Price 3,400 gp Bulk L --- The resistance is 20.","skill_mod":{},"summary":"The resistance is 20.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1957","name":"Blood Booster (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1957-1726"},{"legacy_name":["Choker-Arm Mutagen"],"item_child_id":["equipment-1958-1727","equipment-1958-1728","equipment-1958-1729","equipment-1958-1730"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics","Acrobatics","Acrobatics"],"legacy_id":["equipment-4491"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1958","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bendy-Arm Mutagen Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the listed item bonus to Acrobatics checks to Escape, Squeeze, and Tumble Through, and you increase your reach by the listed amount. Drawback You take a –1 penalty to Athletics checks, Stealth checks, Thievery checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bendy-Arm Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 3 gp Bulk L --- The bonus is +1, your reach increases by 5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bendy-Arm Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 12 gp Bulk L --- The bonus is +2, your reach increases by 5 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bendy-Arm Mutagen (Greater) Source Treasure Vault (Remastered) pg. 59 Price 300 gp Bulk L --- The bonus is +3, your reach increases by 10 feet, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Bendy-Arm Mutagen (Major) Source Treasure Vault (Remastered) pg. 59 Price 3,000 gp Bulk L --- The bonus is +4, your reach increases by 15 feet, and the duration is 1 hour.","skill_mod":{},"summary":"Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1958","name":"Bendy-Arm Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1958"},{"legacy_name":["Choker-Arm Mutagen (Lesser)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1958","weakness":{},"price":300,"skill":["Acrobatics"],"legacy_id":["equipment-4491"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1958-1727","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bendy-Arm Mutagen Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the listed item bonus to Acrobatics checks to Escape, Squeeze, and Tumble Through, and you increase your reach by the listed amount. Drawback You take a –1 penalty to Athletics checks, Stealth checks, Thievery checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bendy-Arm Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 3 gp Bulk L --- The bonus is +1, your reach increases by 5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bendy-Arm Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 12 gp Bulk L --- The bonus is +2, your reach increases by 5 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bendy-Arm Mutagen (Greater) Source Treasure Vault (Remastered) pg. 59 Price 300 gp Bulk L --- The bonus is +3, your reach increases by 10 feet, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Bendy-Arm Mutagen (Major) Source Treasure Vault (Remastered) pg. 59 Price 3,000 gp Bulk L --- The bonus is +4, your reach increases by 15 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +1, your reach increases by 5 feet, and the duration is 1 minute.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1958","name":"Bendy-Arm Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1958-1727"},{"legacy_name":["Choker-Arm Mutagen (Moderate)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1958","weakness":{},"price":1200,"skill":["Acrobatics"],"legacy_id":["equipment-4491"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1958-1728","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bendy-Arm Mutagen Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the listed item bonus to Acrobatics checks to Escape, Squeeze, and Tumble Through, and you increase your reach by the listed amount. Drawback You take a –1 penalty to Athletics checks, Stealth checks, Thievery checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bendy-Arm Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 3 gp Bulk L --- The bonus is +1, your reach increases by 5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bendy-Arm Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 12 gp Bulk L --- The bonus is +2, your reach increases by 5 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bendy-Arm Mutagen (Greater) Source Treasure Vault (Remastered) pg. 59 Price 300 gp Bulk L --- The bonus is +3, your reach increases by 10 feet, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Bendy-Arm Mutagen (Major) Source Treasure Vault (Remastered) pg. 59 Price 3,000 gp Bulk L --- The bonus is +4, your reach increases by 15 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +2, your reach increases by 5 feet, and the duration is 10 minutes.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1958","name":"Bendy-Arm Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1958-1728"},{"legacy_name":["Choker-Arm Mutagen (Greater)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1958","weakness":{},"price":30000,"skill":["Acrobatics"],"legacy_id":["equipment-4491"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1958-1729","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bendy-Arm Mutagen Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the listed item bonus to Acrobatics checks to Escape, Squeeze, and Tumble Through, and you increase your reach by the listed amount. Drawback You take a –1 penalty to Athletics checks, Stealth checks, Thievery checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bendy-Arm Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 3 gp Bulk L --- The bonus is +1, your reach increases by 5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bendy-Arm Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 12 gp Bulk L --- The bonus is +2, your reach increases by 5 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bendy-Arm Mutagen (Greater) Source Treasure Vault (Remastered) pg. 59 Price 300 gp Bulk L --- The bonus is +3, your reach increases by 10 feet, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Bendy-Arm Mutagen (Major) Source Treasure Vault (Remastered) pg. 59 Price 3,000 gp Bulk L --- The bonus is +4, your reach increases by 15 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +3, your reach increases by 10 feet, and the duration is 1 hour.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1958","name":"Bendy-Arm Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1958-1729"},{"legacy_name":["Choker-Arm Mutagen (Major)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1958","weakness":{},"price":300000,"skill":["Acrobatics"],"legacy_id":["equipment-4491"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1958-1730","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bendy-Arm Mutagen Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the listed item bonus to Acrobatics checks to Escape, Squeeze, and Tumble Through, and you increase your reach by the listed amount. Drawback You take a –1 penalty to Athletics checks, Stealth checks, Thievery checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bendy-Arm Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 3 gp Bulk L --- The bonus is +1, your reach increases by 5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bendy-Arm Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 12 gp Bulk L --- The bonus is +2, your reach increases by 5 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bendy-Arm Mutagen (Greater) Source Treasure Vault (Remastered) pg. 59 Price 300 gp Bulk L --- The bonus is +3, your reach increases by 10 feet, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Bendy-Arm Mutagen (Major) Source Treasure Vault (Remastered) pg. 59 Price 3,000 gp Bulk L --- The bonus is +4, your reach increases by 15 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +4, your reach increases by 15 feet, and the duration is 1 hour.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1958","name":"Bendy-Arm Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1958-1730"},{"item_child_id":["equipment-1959-1731","equipment-1959-1732","equipment-1959-1733"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4492"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1959","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Chromatic Jellyfish Oil Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil's type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to Squeeze, and you can move 5 feet per round when you successfully Squeeze (or 10 feet per round on a critical success). You can also Crawl at half your Speed. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 120 gp Bulk L --- The oil grants resistance 5. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 800 gp Bulk L --- The oil grants resistance 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Greater) Source Treasure Vault (Remastered) pg. 59 Price 5,200 gp Bulk L --- The oil grants resistance 15.","skill_mod":{},"summary":"Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1959","name":"Chromatic Jellyfish Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1959"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1959","weakness":{},"price":12000,"legacy_id":["equipment-4492"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1959-1731","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Chromatic Jellyfish Oil Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil's type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to Squeeze, and you can move 5 feet per round when you successfully Squeeze (or 10 feet per round on a critical success). You can also Crawl at half your Speed. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 120 gp Bulk L --- The oil grants resistance 5. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 800 gp Bulk L --- The oil grants resistance 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Greater) Source Treasure Vault (Remastered) pg. 59 Price 5,200 gp Bulk L --- The oil grants resistance 15.","skill_mod":{},"summary":"The oil grants resistance 5.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1959","name":"Chromatic Jellyfish Oil (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1959-1731"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1959","weakness":{},"price":80000,"legacy_id":["equipment-4492"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1959-1732","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Chromatic Jellyfish Oil Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil's type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to Squeeze, and you can move 5 feet per round when you successfully Squeeze (or 10 feet per round on a critical success). You can also Crawl at half your Speed. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 120 gp Bulk L --- The oil grants resistance 5. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 800 gp Bulk L --- The oil grants resistance 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Greater) Source Treasure Vault (Remastered) pg. 59 Price 5,200 gp Bulk L --- The oil grants resistance 15.","skill_mod":{},"summary":"The oil grants resistance 10.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1959","name":"Chromatic Jellyfish Oil (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1959-1732"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1959","weakness":{},"price":520000,"legacy_id":["equipment-4492"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1959-1733","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Chromatic Jellyfish Oil Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil's type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to Squeeze, and you can move 5 feet per round when you successfully Squeeze (or 10 feet per round on a critical success). You can also Crawl at half your Speed. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 120 gp Bulk L --- The oil grants resistance 5. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 800 gp Bulk L --- The oil grants resistance 10. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Chromatic Jellyfish Oil (Greater) Source Treasure Vault (Remastered) pg. 59 Price 5,200 gp Bulk L --- The oil grants resistance 15.","skill_mod":{},"summary":"The oil grants resistance 15.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1959","name":"Chromatic Jellyfish Oil (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1959-1733"},{"item_child_id":["equipment-1960-1734","equipment-1960-1735","equipment-1960-1736"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4493"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1960","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Contagion Metabolizer Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the highest-level poison or disease afflicting you. This takes longer for a disease—the counteract check doesn't happen until 10 minutes after you drink the elixir. After drinking, you become temporarily immune to contagion metabolizers for 1 hour. If you're a chirurgeon alchemist and have powerful alchemy, you can substitute your statistics when you create a contagion metabolizer using Quick Alchemy, if your stats are higher. This replaces the counteract rank with half your level rounded up and the counteract modifier with your class DC – 10. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Contagion Metabolizer (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 30 gp Bulk L --- The elixir has a counteract rank of 3 and a +11 counteract modifier. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Contagion Metabolizer (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 300 gp Bulk L --- The elixir has a counteract rank of 6 and a +19 counteract modifier. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Contagion Metabolizer (Greater) Source Treasure Vault (Remastered) pg. 59 Price 8,000 gp Bulk L --- The elixir has a counteract rank of 10 and a +30 counteract modifier.","skill_mod":{},"summary":"Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1960","name":"Contagion Metabolizer","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1960"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1960","weakness":{},"price":3000,"legacy_id":["equipment-4493"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1960-1734","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Contagion Metabolizer Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the highest-level poison or disease afflicting you. This takes longer for a disease—the counteract check doesn't happen until 10 minutes after you drink the elixir. After drinking, you become temporarily immune to contagion metabolizers for 1 hour. If you're a chirurgeon alchemist and have powerful alchemy, you can substitute your statistics when you create a contagion metabolizer using Quick Alchemy, if your stats are higher. This replaces the counteract rank with half your level rounded up and the counteract modifier with your class DC – 10. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Contagion Metabolizer (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 30 gp Bulk L --- The elixir has a counteract rank of 3 and a +11 counteract modifier. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Contagion Metabolizer (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 300 gp Bulk L --- The elixir has a counteract rank of 6 and a +19 counteract modifier. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Contagion Metabolizer (Greater) Source Treasure Vault (Remastered) pg. 59 Price 8,000 gp Bulk L --- The elixir has a counteract rank of 10 and a +30 counteract modifier.","skill_mod":{},"summary":"The elixir has a counteract rank of 3 and a +11 counteract modifier.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1960","name":"Contagion Metabolizer (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1960-1734"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1960","weakness":{},"price":30000,"legacy_id":["equipment-4493"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1960-1735","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Contagion Metabolizer Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the highest-level poison or disease afflicting you. This takes longer for a disease—the counteract check doesn't happen until 10 minutes after you drink the elixir. After drinking, you become temporarily immune to contagion metabolizers for 1 hour. If you're a chirurgeon alchemist and have powerful alchemy, you can substitute your statistics when you create a contagion metabolizer using Quick Alchemy, if your stats are higher. This replaces the counteract rank with half your level rounded up and the counteract modifier with your class DC – 10. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Contagion Metabolizer (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 30 gp Bulk L --- The elixir has a counteract rank of 3 and a +11 counteract modifier. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Contagion Metabolizer (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 300 gp Bulk L --- The elixir has a counteract rank of 6 and a +19 counteract modifier. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Contagion Metabolizer (Greater) Source Treasure Vault (Remastered) pg. 59 Price 8,000 gp Bulk L --- The elixir has a counteract rank of 10 and a +30 counteract modifier.","skill_mod":{},"summary":"The elixir has a counteract rank of 6 and a +19 counteract modifier.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1960","name":"Contagion Metabolizer (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1960-1735"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1960","weakness":{},"price":800000,"legacy_id":["equipment-4493"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1960-1736","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Contagion Metabolizer Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the highest-level poison or disease afflicting you. This takes longer for a disease—the counteract check doesn't happen until 10 minutes after you drink the elixir. After drinking, you become temporarily immune to contagion metabolizers for 1 hour. If you're a chirurgeon alchemist and have powerful alchemy, you can substitute your statistics when you create a contagion metabolizer using Quick Alchemy, if your stats are higher. This replaces the counteract rank with half your level rounded up and the counteract modifier with your class DC – 10. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Contagion Metabolizer (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 30 gp Bulk L --- The elixir has a counteract rank of 3 and a +11 counteract modifier. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Contagion Metabolizer (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 300 gp Bulk L --- The elixir has a counteract rank of 6 and a +19 counteract modifier. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Contagion Metabolizer (Greater) Source Treasure Vault (Remastered) pg. 59 Price 8,000 gp Bulk L --- The elixir has a counteract rank of 10 and a +30 counteract modifier.","skill_mod":{},"summary":"The elixir has a counteract rank of 10 and a +30 counteract modifier.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1960","name":"Contagion Metabolizer (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1960-1736"},{"item_child_id":["equipment-1961-1737","equipment-1961-1738","equipment-1961-1739","equipment-1961-1740"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Athletics","Athletics","Athletics","Athletics"],"legacy_id":["equipment-4494"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1961","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Deadweight Mutagen Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around. Benefit You gain an item bonus to Athletics checks to Shove and Trip, to your Fortitude and Reflex DCs against attempts to Shove or Trip you, and to saving throws against effects that attempt to force you to move or knock you prone. Drawback You gain the encumbered condition and can't remove it while under the effects of the mutagen. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Deadweight Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 3 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Deadweight Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 12 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Deadweight Mutagen (Greater) Source Treasure Vault (Remastered) pg. 59 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to two sizes larger than you. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Deadweight Mutagen (Major) Source Treasure Vault (Remastered) pg. 59 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to three sizes larger than you.","skill_mod":{},"summary":"Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around. Benefit You gain an item bonus to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1961","name":"Deadweight Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1961"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1961","weakness":{},"price":300,"skill":["Athletics"],"legacy_id":["equipment-4494"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1961-1737","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Deadweight Mutagen Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around. Benefit You gain an item bonus to Athletics checks to Shove and Trip, to your Fortitude and Reflex DCs against attempts to Shove or Trip you, and to saving throws against effects that attempt to force you to move or knock you prone. Drawback You gain the encumbered condition and can't remove it while under the effects of the mutagen. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Deadweight Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 3 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Deadweight Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 12 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Deadweight Mutagen (Greater) Source Treasure Vault (Remastered) pg. 59 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to two sizes larger than you. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Deadweight Mutagen (Major) Source Treasure Vault (Remastered) pg. 59 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to three sizes larger than you.","skill_mod":{},"summary":"The bonus is +1, and the duration is 1 minute.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1961","name":"Deadweight Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1961-1737"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1961","weakness":{},"price":1200,"skill":["Athletics"],"legacy_id":["equipment-4494"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1961-1738","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Deadweight Mutagen Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around. Benefit You gain an item bonus to Athletics checks to Shove and Trip, to your Fortitude and Reflex DCs against attempts to Shove or Trip you, and to saving throws against effects that attempt to force you to move or knock you prone. Drawback You gain the encumbered condition and can't remove it while under the effects of the mutagen. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Deadweight Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 3 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Deadweight Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 12 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Deadweight Mutagen (Greater) Source Treasure Vault (Remastered) pg. 59 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to two sizes larger than you. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Deadweight Mutagen (Major) Source Treasure Vault (Remastered) pg. 59 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to three sizes larger than you.","skill_mod":{},"summary":"The bonus is +2, and the duration is 10 minutes.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1961","name":"Deadweight Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1961-1738"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1961","weakness":{},"price":30000,"skill":["Athletics"],"legacy_id":["equipment-4494"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1961-1739","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Deadweight Mutagen Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around. Benefit You gain an item bonus to Athletics checks to Shove and Trip, to your Fortitude and Reflex DCs against attempts to Shove or Trip you, and to saving throws against effects that attempt to force you to move or knock you prone. Drawback You gain the encumbered condition and can't remove it while under the effects of the mutagen. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Deadweight Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 3 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Deadweight Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 12 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Deadweight Mutagen (Greater) Source Treasure Vault (Remastered) pg. 59 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to two sizes larger than you. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Deadweight Mutagen (Major) Source Treasure Vault (Remastered) pg. 59 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to three sizes larger than you.","skill_mod":{},"summary":"The bonus is +3, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to two sizes larger than you.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1961","name":"Deadweight Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1961-1739"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1961","weakness":{},"price":300000,"skill":["Athletics"],"legacy_id":["equipment-4494"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1961-1740","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Deadweight Mutagen Source Treasure Vault (Remastered) pg. 59 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around. Benefit You gain an item bonus to Athletics checks to Shove and Trip, to your Fortitude and Reflex DCs against attempts to Shove or Trip you, and to saving throws against effects that attempt to force you to move or knock you prone. Drawback You gain the encumbered condition and can't remove it while under the effects of the mutagen. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Deadweight Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 59 Price 3 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Deadweight Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 59 Price 12 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Deadweight Mutagen (Greater) Source Treasure Vault (Remastered) pg. 59 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to two sizes larger than you. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Deadweight Mutagen (Major) Source Treasure Vault (Remastered) pg. 59 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to three sizes larger than you.","skill_mod":{},"summary":"The bonus is +4, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to three sizes larger than you.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1961","name":"Deadweight Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1961-1740"},{"item_child_id":["equipment-1962-1741","equipment-1962-1742","equipment-1962-1743","equipment-1962-1744"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Fall of Plaguestone"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4495"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1962","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Energy Mutagen Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts. Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type. Drawback You gain weakness 5 to the other three energy types. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Energy Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 4 gp Bulk L --- You gain resistance 5, add 1 damage on a hit with a melee weapon, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Energy Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 12 gp Bulk L --- You gain resistance 10, add 1d4 damage on a hit with a melee weapon, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Energy Mutagen (Greater) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 300 gp Bulk L --- You gain resistance 15, add 1d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 2d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 8d6) to each creature in the area, with a DC 25 basic Reflex save. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Energy Mutagen (Major) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 3,000 gp Bulk L --- You gain resistance 20, add 2d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 3d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 12d6) to each creature in the area, with a DC 32 basic Reflex save.","skill_mod":{},"summary":"When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1962","source_group":["The Fall of Plaguestone"],"name":"Energy Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1962"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Fall of Plaguestone"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1962","weakness":{},"price":400,"legacy_id":["equipment-4495"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1962-1741","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Energy Mutagen Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts. Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type. Drawback You gain weakness 5 to the other three energy types. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Energy Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 4 gp Bulk L --- You gain resistance 5, add 1 damage on a hit with a melee weapon, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Energy Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 12 gp Bulk L --- You gain resistance 10, add 1d4 damage on a hit with a melee weapon, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Energy Mutagen (Greater) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 300 gp Bulk L --- You gain resistance 15, add 1d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 2d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 8d6) to each creature in the area, with a DC 25 basic Reflex save. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Energy Mutagen (Major) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 3,000 gp Bulk L --- You gain resistance 20, add 2d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 3d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 12d6) to each creature in the area, with a DC 32 basic Reflex save.","skill_mod":{},"summary":"You gain resistance 5, add 1 damage on a hit with a melee weapon, and the duration is 1 minute.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1962","source_group":["The Fall of Plaguestone"],"name":"Energy Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1962-1741"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Fall of Plaguestone"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1962","weakness":{},"price":1200,"legacy_id":["equipment-4495"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1962-1742","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Energy Mutagen Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts. Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type. Drawback You gain weakness 5 to the other three energy types. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Energy Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 4 gp Bulk L --- You gain resistance 5, add 1 damage on a hit with a melee weapon, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Energy Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 12 gp Bulk L --- You gain resistance 10, add 1d4 damage on a hit with a melee weapon, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Energy Mutagen (Greater) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 300 gp Bulk L --- You gain resistance 15, add 1d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 2d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 8d6) to each creature in the area, with a DC 25 basic Reflex save. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Energy Mutagen (Major) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 3,000 gp Bulk L --- You gain resistance 20, add 2d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 3d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 12d6) to each creature in the area, with a DC 32 basic Reflex save.","skill_mod":{},"summary":"You gain resistance 10, add 1d4 damage on a hit with a melee weapon, and the duration is 10 minutes.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1962","source_group":["The Fall of Plaguestone"],"name":"Energy Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1962-1742"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Fall of Plaguestone"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1962","weakness":{},"price":30000,"legacy_id":["equipment-4495"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1962-1743","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Energy Mutagen Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts. Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type. Drawback You gain weakness 5 to the other three energy types. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Energy Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 4 gp Bulk L --- You gain resistance 5, add 1 damage on a hit with a melee weapon, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Energy Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 12 gp Bulk L --- You gain resistance 10, add 1d4 damage on a hit with a melee weapon, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Energy Mutagen (Greater) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 300 gp Bulk L --- You gain resistance 15, add 1d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 2d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 8d6) to each creature in the area, with a DC 25 basic Reflex save. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Energy Mutagen (Major) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 3,000 gp Bulk L --- You gain resistance 20, add 2d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 3d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 12d6) to each creature in the area, with a DC 32 basic Reflex save.","skill_mod":{},"summary":"You gain resistance 15, add 1d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1962","source_group":["The Fall of Plaguestone"],"name":"Energy Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1962-1743"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Fall of Plaguestone"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1962","weakness":{},"price":300000,"legacy_id":["equipment-4495"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1962-1744","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Energy Mutagen Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts. Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type. Drawback You gain weakness 5 to the other three energy types. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Energy Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 4 gp Bulk L --- You gain resistance 5, add 1 damage on a hit with a melee weapon, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Energy Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 12 gp Bulk L --- You gain resistance 10, add 1d4 damage on a hit with a melee weapon, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Energy Mutagen (Greater) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 300 gp Bulk L --- You gain resistance 15, add 1d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 2d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 8d6) to each creature in the area, with a DC 25 basic Reflex save. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Energy Mutagen (Major) Source Treasure Vault (Remastered) pg. 60, The Fall of Plaguestone pg. 56 Price 3,000 gp Bulk L --- You gain resistance 20, add 2d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 3d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 12d6) to each creature in the area, with a DC 32 basic Reflex save.","skill_mod":{},"summary":"You gain resistance 20, add 2d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1962","source_group":["The Fall of Plaguestone"],"name":"Energy Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1962-1744"},{"item_child_id":["equipment-1963-1745","equipment-1963-1746","equipment-1963-1747","equipment-1963-1748","equipment-1963-1749","equipment-1963-1750"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4496"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1963","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Numbing Tonic Source Treasure Vault (Remastered) pg. 60 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Numbing Tonic (Minor) Source Treasure Vault (Remastered) pg. 60 Price 4 gp Bulk L --- You gain 2 temporary Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Numbing Tonic (Lesser) Source Treasure Vault (Remastered) pg. 60 Price 30 gp Bulk L --- You gain 5 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Numbing Tonic (Moderate) Source Treasure Vault (Remastered) pg. 60 Price 150 gp Bulk L --- You gain 10 temporary Hit Points. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Numbing Tonic (Greater) Source Treasure Vault (Remastered) pg. 60 Price 600 gp Bulk L --- You gain 15 temporary Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Numbing Tonic (Major) Source Treasure Vault (Remastered) pg. 60 Price 1,400 gp Bulk L --- You gain 20 temporary Hit Points. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Numbing Tonic (True) Source Treasure Vault (Remastered) pg. 60 Price 8,000 gp Bulk L --- You gain 25 temporary Hit Points.","skill_mod":{},"summary":"Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1963","name":"Numbing Tonic","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1963"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1963","weakness":{},"price":400,"legacy_id":["equipment-4496"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1963-1745","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Numbing Tonic Source Treasure Vault (Remastered) pg. 60 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Numbing Tonic (Minor) Source Treasure Vault (Remastered) pg. 60 Price 4 gp Bulk L --- You gain 2 temporary Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Numbing Tonic (Lesser) Source Treasure Vault (Remastered) pg. 60 Price 30 gp Bulk L --- You gain 5 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Numbing Tonic (Moderate) Source Treasure Vault (Remastered) pg. 60 Price 150 gp Bulk L --- You gain 10 temporary Hit Points. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Numbing Tonic (Greater) Source Treasure Vault (Remastered) pg. 60 Price 600 gp Bulk L --- You gain 15 temporary Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Numbing Tonic (Major) Source Treasure Vault (Remastered) pg. 60 Price 1,400 gp Bulk L --- You gain 20 temporary Hit Points. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Numbing Tonic (True) Source Treasure Vault (Remastered) pg. 60 Price 8,000 gp Bulk L --- You gain 25 temporary Hit Points.","skill_mod":{},"summary":"You gain 2 temporary Hit Points.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1963","name":"Numbing Tonic (Minor)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1963-1745"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1963","weakness":{},"price":3000,"legacy_id":["equipment-4496"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1963-1746","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Numbing Tonic Source Treasure Vault (Remastered) pg. 60 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Numbing Tonic (Minor) Source Treasure Vault (Remastered) pg. 60 Price 4 gp Bulk L --- You gain 2 temporary Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Numbing Tonic (Lesser) Source Treasure Vault (Remastered) pg. 60 Price 30 gp Bulk L --- You gain 5 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Numbing Tonic (Moderate) Source Treasure Vault (Remastered) pg. 60 Price 150 gp Bulk L --- You gain 10 temporary Hit Points. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Numbing Tonic (Greater) Source Treasure Vault (Remastered) pg. 60 Price 600 gp Bulk L --- You gain 15 temporary Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Numbing Tonic (Major) Source Treasure Vault (Remastered) pg. 60 Price 1,400 gp Bulk L --- You gain 20 temporary Hit Points. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Numbing Tonic (True) Source Treasure Vault (Remastered) pg. 60 Price 8,000 gp Bulk L --- You gain 25 temporary Hit Points.","skill_mod":{},"summary":"You gain 5 temporary Hit Points.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1963","name":"Numbing Tonic (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1963-1746"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1963","weakness":{},"price":15000,"legacy_id":["equipment-4496"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1963-1747","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Numbing Tonic Source Treasure Vault (Remastered) pg. 60 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Numbing Tonic (Minor) Source Treasure Vault (Remastered) pg. 60 Price 4 gp Bulk L --- You gain 2 temporary Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Numbing Tonic (Lesser) Source Treasure Vault (Remastered) pg. 60 Price 30 gp Bulk L --- You gain 5 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Numbing Tonic (Moderate) Source Treasure Vault (Remastered) pg. 60 Price 150 gp Bulk L --- You gain 10 temporary Hit Points. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Numbing Tonic (Greater) Source Treasure Vault (Remastered) pg. 60 Price 600 gp Bulk L --- You gain 15 temporary Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Numbing Tonic (Major) Source Treasure Vault (Remastered) pg. 60 Price 1,400 gp Bulk L --- You gain 20 temporary Hit Points. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Numbing Tonic (True) Source Treasure Vault (Remastered) pg. 60 Price 8,000 gp Bulk L --- You gain 25 temporary Hit Points.","skill_mod":{},"summary":"You gain 10 temporary Hit Points.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1963","name":"Numbing Tonic (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1963-1747"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1963","weakness":{},"price":60000,"legacy_id":["equipment-4496"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1963-1748","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Numbing Tonic Source Treasure Vault (Remastered) pg. 60 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Numbing Tonic (Minor) Source Treasure Vault (Remastered) pg. 60 Price 4 gp Bulk L --- You gain 2 temporary Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Numbing Tonic (Lesser) Source Treasure Vault (Remastered) pg. 60 Price 30 gp Bulk L --- You gain 5 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Numbing Tonic (Moderate) Source Treasure Vault (Remastered) pg. 60 Price 150 gp Bulk L --- You gain 10 temporary Hit Points. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Numbing Tonic (Greater) Source Treasure Vault (Remastered) pg. 60 Price 600 gp Bulk L --- You gain 15 temporary Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Numbing Tonic (Major) Source Treasure Vault (Remastered) pg. 60 Price 1,400 gp Bulk L --- You gain 20 temporary Hit Points. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Numbing Tonic (True) Source Treasure Vault (Remastered) pg. 60 Price 8,000 gp Bulk L --- You gain 25 temporary Hit Points.","skill_mod":{},"summary":"You gain 15 temporary Hit Points.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1963","name":"Numbing Tonic (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1963-1748"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1963","weakness":{},"price":140000,"legacy_id":["equipment-4496"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1963-1749","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Numbing Tonic Source Treasure Vault (Remastered) pg. 60 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Numbing Tonic (Minor) Source Treasure Vault (Remastered) pg. 60 Price 4 gp Bulk L --- You gain 2 temporary Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Numbing Tonic (Lesser) Source Treasure Vault (Remastered) pg. 60 Price 30 gp Bulk L --- You gain 5 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Numbing Tonic (Moderate) Source Treasure Vault (Remastered) pg. 60 Price 150 gp Bulk L --- You gain 10 temporary Hit Points. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Numbing Tonic (Greater) Source Treasure Vault (Remastered) pg. 60 Price 600 gp Bulk L --- You gain 15 temporary Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Numbing Tonic (Major) Source Treasure Vault (Remastered) pg. 60 Price 1,400 gp Bulk L --- You gain 20 temporary Hit Points. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Numbing Tonic (True) Source Treasure Vault (Remastered) pg. 60 Price 8,000 gp Bulk L --- You gain 25 temporary Hit Points.","skill_mod":{},"summary":"You gain 20 temporary Hit Points.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1963","name":"Numbing Tonic (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1963-1749"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1963","weakness":{},"price":800000,"legacy_id":["equipment-4496"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-1963-1750","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Numbing Tonic Source Treasure Vault (Remastered) pg. 60 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Numbing Tonic (Minor) Source Treasure Vault (Remastered) pg. 60 Price 4 gp Bulk L --- You gain 2 temporary Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Numbing Tonic (Lesser) Source Treasure Vault (Remastered) pg. 60 Price 30 gp Bulk L --- You gain 5 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Numbing Tonic (Moderate) Source Treasure Vault (Remastered) pg. 60 Price 150 gp Bulk L --- You gain 10 temporary Hit Points. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Numbing Tonic (Greater) Source Treasure Vault (Remastered) pg. 60 Price 600 gp Bulk L --- You gain 15 temporary Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Numbing Tonic (Major) Source Treasure Vault (Remastered) pg. 60 Price 1,400 gp Bulk L --- You gain 20 temporary Hit Points. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Numbing Tonic (True) Source Treasure Vault (Remastered) pg. 60 Price 8,000 gp Bulk L --- You gain 25 temporary Hit Points.","skill_mod":{},"summary":"You gain 25 temporary Hit Points.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1963","name":"Numbing Tonic (True)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1963-1750"},{"item_child_id":["equipment-1964-1751","equipment-1964-1752","equipment-1964-1753","equipment-1964-1754"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4497"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1964","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sanguine Mutagen Source Treasure Vault (Remastered) pg. 60 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood. Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improves when you attempt a save against an effect that has the disease trait, poison trait, or would give you the fatigued condition. Drawback Whenever you take piercing or slashing damage, you take 1d6 persistent bleed damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sanguine Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 60 Price 3 gp Bulk L --- The bonus is +1 (or +2 against disease, poison, or fatigued), and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sanguine Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 60 Price 12 gp Bulk L --- The bonus is +2 (or +3 against disease, poison, or fatigued), and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sanguine Mutagen (Greater) Source Treasure Vault (Remastered) pg. 60 Price 300 gp Bulk L --- The bonus is +3 (or +4 against disease, poison, or fatigued), and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sanguine Mutagen (Major) Source Treasure Vault (Remastered) pg. 60 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead and your critical failures on such saves become failures instead.","skill_mod":{},"summary":"You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1964","name":"Sanguine Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1964"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1964","weakness":{},"price":300,"legacy_id":["equipment-4497"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1964-1751","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sanguine Mutagen Source Treasure Vault (Remastered) pg. 60 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood. Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improves when you attempt a save against an effect that has the disease trait, poison trait, or would give you the fatigued condition. Drawback Whenever you take piercing or slashing damage, you take 1d6 persistent bleed damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sanguine Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 60 Price 3 gp Bulk L --- The bonus is +1 (or +2 against disease, poison, or fatigued), and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sanguine Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 60 Price 12 gp Bulk L --- The bonus is +2 (or +3 against disease, poison, or fatigued), and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sanguine Mutagen (Greater) Source Treasure Vault (Remastered) pg. 60 Price 300 gp Bulk L --- The bonus is +3 (or +4 against disease, poison, or fatigued), and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sanguine Mutagen (Major) Source Treasure Vault (Remastered) pg. 60 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead and your critical failures on such saves become failures instead.","skill_mod":{},"summary":"The bonus is +1 (or +2 against disease, poison, or fatigued), and the duration is 1 minute.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1964","name":"Sanguine Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1964-1751"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1964","weakness":{},"price":1200,"legacy_id":["equipment-4497"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1964-1752","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sanguine Mutagen Source Treasure Vault (Remastered) pg. 60 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood. Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improves when you attempt a save against an effect that has the disease trait, poison trait, or would give you the fatigued condition. Drawback Whenever you take piercing or slashing damage, you take 1d6 persistent bleed damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sanguine Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 60 Price 3 gp Bulk L --- The bonus is +1 (or +2 against disease, poison, or fatigued), and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sanguine Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 60 Price 12 gp Bulk L --- The bonus is +2 (or +3 against disease, poison, or fatigued), and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sanguine Mutagen (Greater) Source Treasure Vault (Remastered) pg. 60 Price 300 gp Bulk L --- The bonus is +3 (or +4 against disease, poison, or fatigued), and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sanguine Mutagen (Major) Source Treasure Vault (Remastered) pg. 60 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead and your critical failures on such saves become failures instead.","skill_mod":{},"summary":"The bonus is +2 (or +3 against disease, poison, or fatigued), and the duration is 10 minutes.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1964","name":"Sanguine Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1964-1752"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1964","weakness":{},"price":30000,"legacy_id":["equipment-4497"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1964-1753","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sanguine Mutagen Source Treasure Vault (Remastered) pg. 60 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood. Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improves when you attempt a save against an effect that has the disease trait, poison trait, or would give you the fatigued condition. Drawback Whenever you take piercing or slashing damage, you take 1d6 persistent bleed damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sanguine Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 60 Price 3 gp Bulk L --- The bonus is +1 (or +2 against disease, poison, or fatigued), and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sanguine Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 60 Price 12 gp Bulk L --- The bonus is +2 (or +3 against disease, poison, or fatigued), and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sanguine Mutagen (Greater) Source Treasure Vault (Remastered) pg. 60 Price 300 gp Bulk L --- The bonus is +3 (or +4 against disease, poison, or fatigued), and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sanguine Mutagen (Major) Source Treasure Vault (Remastered) pg. 60 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead and your critical failures on such saves become failures instead.","skill_mod":{},"summary":"The bonus is +3 (or +4 against disease, poison, or fatigued), and the duration is 1 hour. When you roll a success on a save against a disease, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1964","name":"Sanguine Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1964-1753"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1964","weakness":{},"price":300000,"legacy_id":["equipment-4497"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1964-1754","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sanguine Mutagen Source Treasure Vault (Remastered) pg. 60 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood. Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improves when you attempt a save against an effect that has the disease trait, poison trait, or would give you the fatigued condition. Drawback Whenever you take piercing or slashing damage, you take 1d6 persistent bleed damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sanguine Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 60 Price 3 gp Bulk L --- The bonus is +1 (or +2 against disease, poison, or fatigued), and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sanguine Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 60 Price 12 gp Bulk L --- The bonus is +2 (or +3 against disease, poison, or fatigued), and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sanguine Mutagen (Greater) Source Treasure Vault (Remastered) pg. 60 Price 300 gp Bulk L --- The bonus is +3 (or +4 against disease, poison, or fatigued), and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sanguine Mutagen (Major) Source Treasure Vault (Remastered) pg. 60 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead and your critical failures on such saves become failures instead.","skill_mod":{},"summary":"The bonus is +4, and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1964","name":"Sanguine Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1964-1754"},{"item_child_id":["equipment-1965-1755","equipment-1965-1756","equipment-1965-1757","equipment-1965-1758"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4498"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1965","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Soothing Tonic Source Treasure Vault (Remastered) pg. 60 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time. You gain fast healing for 1 minute in an amount depending on the tonic's type. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Soothing Tonic (Lesser) Source Treasure Vault (Remastered) pg. 60 Price 7 gp Bulk L --- You gain fast healing 1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Soothing Tonic (Moderate) Source Treasure Vault (Remastered) pg. 60 Price 28 gp Bulk L --- You gain fast healing 3. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Soothing Tonic (Greater) Source Treasure Vault (Remastered) pg. 60 Price 185 gp Bulk L --- You gain fast healing 5. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Soothing Tonic (Major) Source Treasure Vault (Remastered) pg. 60 Price 2,700 gp Bulk L --- You gain fast healing 10.","skill_mod":{},"summary":"Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time. You gain fast healing …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1965","name":"Soothing Tonic","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1965"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1965","weakness":{},"price":700,"legacy_id":["equipment-4498"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1965-1755","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Soothing Tonic Source Treasure Vault (Remastered) pg. 60 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time. You gain fast healing for 1 minute in an amount depending on the tonic's type. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Soothing Tonic (Lesser) Source Treasure Vault (Remastered) pg. 60 Price 7 gp Bulk L --- You gain fast healing 1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Soothing Tonic (Moderate) Source Treasure Vault (Remastered) pg. 60 Price 28 gp Bulk L --- You gain fast healing 3. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Soothing Tonic (Greater) Source Treasure Vault (Remastered) pg. 60 Price 185 gp Bulk L --- You gain fast healing 5. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Soothing Tonic (Major) Source Treasure Vault (Remastered) pg. 60 Price 2,700 gp Bulk L --- You gain fast healing 10.","skill_mod":{},"summary":"You gain fast healing 1.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1965","name":"Soothing Tonic (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1965-1755"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1965","weakness":{},"price":2800,"legacy_id":["equipment-4498"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1965-1756","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Soothing Tonic Source Treasure Vault (Remastered) pg. 60 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time. You gain fast healing for 1 minute in an amount depending on the tonic's type. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Soothing Tonic (Lesser) Source Treasure Vault (Remastered) pg. 60 Price 7 gp Bulk L --- You gain fast healing 1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Soothing Tonic (Moderate) Source Treasure Vault (Remastered) pg. 60 Price 28 gp Bulk L --- You gain fast healing 3. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Soothing Tonic (Greater) Source Treasure Vault (Remastered) pg. 60 Price 185 gp Bulk L --- You gain fast healing 5. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Soothing Tonic (Major) Source Treasure Vault (Remastered) pg. 60 Price 2,700 gp Bulk L --- You gain fast healing 10.","skill_mod":{},"summary":"You gain fast healing 3.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1965","name":"Soothing Tonic (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1965-1756"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1965","weakness":{},"price":18500,"legacy_id":["equipment-4498"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1965-1757","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Soothing Tonic Source Treasure Vault (Remastered) pg. 60 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time. You gain fast healing for 1 minute in an amount depending on the tonic's type. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Soothing Tonic (Lesser) Source Treasure Vault (Remastered) pg. 60 Price 7 gp Bulk L --- You gain fast healing 1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Soothing Tonic (Moderate) Source Treasure Vault (Remastered) pg. 60 Price 28 gp Bulk L --- You gain fast healing 3. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Soothing Tonic (Greater) Source Treasure Vault (Remastered) pg. 60 Price 185 gp Bulk L --- You gain fast healing 5. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Soothing Tonic (Major) Source Treasure Vault (Remastered) pg. 60 Price 2,700 gp Bulk L --- You gain fast healing 10.","skill_mod":{},"summary":"You gain fast healing 5.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1965","name":"Soothing Tonic (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1965-1757"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1965","weakness":{},"price":270000,"legacy_id":["equipment-4498"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1965-1758","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Soothing Tonic Source Treasure Vault (Remastered) pg. 60 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time. You gain fast healing for 1 minute in an amount depending on the tonic's type. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Soothing Tonic (Lesser) Source Treasure Vault (Remastered) pg. 60 Price 7 gp Bulk L --- You gain fast healing 1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Soothing Tonic (Moderate) Source Treasure Vault (Remastered) pg. 60 Price 28 gp Bulk L --- You gain fast healing 3. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Soothing Tonic (Greater) Source Treasure Vault (Remastered) pg. 60 Price 185 gp Bulk L --- You gain fast healing 5. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Soothing Tonic (Major) Source Treasure Vault (Remastered) pg. 60 Price 2,700 gp Bulk L --- You gain fast healing 10.","skill_mod":{},"summary":"You gain fast healing 10.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1965","name":"Soothing Tonic (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1965-1758"},{"item_child_id":["equipment-1966-1759","equipment-1966-1760","equipment-1966-1761"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","Pathfinder Special: Fumbus"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Athletics"],"legacy_id":["equipment-4499"],"trait":["Alchemical","Consumable","Elixir","Morph"],"id":"equipment-1966","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spiderfoot Brew Source Treasure Vault (Remastered) pg. 61, Pathfinder Special: Fumbus Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to Climb for the listed duration. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spiderfoot Brew (Lesser) Source Treasure Vault (Remastered) pg. 61, Pathfinder Special: Fumbus Price 12 gp Bulk L --- The climb Speed is 15 feet, the item bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spiderfoot Brew (Moderate) Source Treasure Vault (Remastered) pg. 61 Price 150 gp Bulk L --- The climb Speed is 20 feet, the item bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spiderfoot Brew (Greater) Source Treasure Vault (Remastered) pg. 61, Pathfinder Special: Fumbus Price 2,500 gp Bulk L --- The climb Speed is 25 feet, the item bonus is +3, and the duration is 1 hour.","skill_mod":{},"summary":"This sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks","Comics"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1966","name":"Spiderfoot Brew","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1966"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","Pathfinder Special: Fumbus"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1966","weakness":{},"price":1200,"legacy_id":["equipment-4499"],"trait":["Alchemical","Consumable","Elixir","Morph"],"id":"equipment-1966-1759","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spiderfoot Brew Source Treasure Vault (Remastered) pg. 61, Pathfinder Special: Fumbus Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to Climb for the listed duration. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spiderfoot Brew (Lesser) Source Treasure Vault (Remastered) pg. 61, Pathfinder Special: Fumbus Price 12 gp Bulk L --- The climb Speed is 15 feet, the item bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spiderfoot Brew (Moderate) Source Treasure Vault (Remastered) pg. 61 Price 150 gp Bulk L --- The climb Speed is 20 feet, the item bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spiderfoot Brew (Greater) Source Treasure Vault (Remastered) pg. 61, Pathfinder Special: Fumbus Price 2,500 gp Bulk L --- The climb Speed is 25 feet, the item bonus is +3, and the duration is 1 hour.","skill_mod":{},"summary":"The climb Speed is 15 feet, the item bonus is +1, and the duration is 1 minute.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks","Comics"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1966","name":"Spiderfoot Brew (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1966-1759"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","Pathfinder Special: Fumbus"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1966","weakness":{},"price":15000,"legacy_id":["equipment-4499"],"trait":["Alchemical","Consumable","Elixir","Morph"],"id":"equipment-1966-1760","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spiderfoot Brew Source Treasure Vault (Remastered) pg. 61, Pathfinder Special: Fumbus Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to Climb for the listed duration. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spiderfoot Brew (Lesser) Source Treasure Vault (Remastered) pg. 61, Pathfinder Special: Fumbus Price 12 gp Bulk L --- The climb Speed is 15 feet, the item bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spiderfoot Brew (Moderate) Source Treasure Vault (Remastered) pg. 61 Price 150 gp Bulk L --- The climb Speed is 20 feet, the item bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spiderfoot Brew (Greater) Source Treasure Vault (Remastered) pg. 61, Pathfinder Special: Fumbus Price 2,500 gp Bulk L --- The climb Speed is 25 feet, the item bonus is +3, and the duration is 1 hour.","skill_mod":{},"summary":"The climb Speed is 20 feet, the item bonus is +2, and the duration is 10 minutes.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":9,"source_category":["Rulebooks","Comics"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1966","name":"Spiderfoot Brew (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1966-1760"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","Pathfinder Special: Fumbus"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1966","weakness":{},"price":250000,"legacy_id":["equipment-4499"],"trait":["Alchemical","Consumable","Elixir","Morph"],"id":"equipment-1966-1761","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spiderfoot Brew Source Treasure Vault (Remastered) pg. 61, Pathfinder Special: Fumbus Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to Climb for the listed duration. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spiderfoot Brew (Lesser) Source Treasure Vault (Remastered) pg. 61, Pathfinder Special: Fumbus Price 12 gp Bulk L --- The climb Speed is 15 feet, the item bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spiderfoot Brew (Moderate) Source Treasure Vault (Remastered) pg. 61 Price 150 gp Bulk L --- The climb Speed is 20 feet, the item bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spiderfoot Brew (Greater) Source Treasure Vault (Remastered) pg. 61, Pathfinder Special: Fumbus Price 2,500 gp Bulk L --- The climb Speed is 25 feet, the item bonus is +3, and the duration is 1 hour.","skill_mod":{},"summary":"The climb Speed is 25 feet, the item bonus is +3, and the duration is 1 hour.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks","Comics"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1966","name":"Spiderfoot Brew (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1966-1761"},{"item_child_id":["equipment-1967-1762","equipment-1967-1763","equipment-1967-1764"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Fall of Plaguestone"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4500"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1967","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Stone Body Mutagen Source Treasure Vault (Remastered) pg. 61, The Fall of Plaguestone pg. 56 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This mutagen calcifies your body, making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount. Drawback Your Speeds are reduced by 10 feet (to a minimum of 5 feet) and you take a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Stone Body Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 61, The Fall of Plaguestone pg. 56 Price 22 gp Bulk L --- You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Stone Body Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 61, The Fall of Plaguestone pg. 56 Price 300 gp Bulk L --- You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Stone Body Mutagen (Greater) Source Treasure Vault (Remastered) pg. 61, The Fall of Plaguestone pg. 56 Price 920 gp Bulk L --- You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.","skill_mod":{},"summary":"This mutagen calcifies your body, making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1967","source_group":["The Fall of Plaguestone"],"name":"Stone Body Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1967"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Fall of Plaguestone"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1967","weakness":{},"price":2200,"legacy_id":["equipment-4500"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1967-1762","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Stone Body Mutagen Source Treasure Vault (Remastered) pg. 61, The Fall of Plaguestone pg. 56 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This mutagen calcifies your body, making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount. Drawback Your Speeds are reduced by 10 feet (to a minimum of 5 feet) and you take a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Stone Body Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 61, The Fall of Plaguestone pg. 56 Price 22 gp Bulk L --- You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Stone Body Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 61, The Fall of Plaguestone pg. 56 Price 300 gp Bulk L --- You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Stone Body Mutagen (Greater) Source Treasure Vault (Remastered) pg. 61, The Fall of Plaguestone pg. 56 Price 920 gp Bulk L --- You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.","skill_mod":{},"summary":"You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1967","source_group":["The Fall of Plaguestone"],"name":"Stone Body Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1967-1762"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Fall of Plaguestone"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1967","weakness":{},"price":30000,"legacy_id":["equipment-4500"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1967-1763","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Stone Body Mutagen Source Treasure Vault (Remastered) pg. 61, The Fall of Plaguestone pg. 56 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This mutagen calcifies your body, making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount. Drawback Your Speeds are reduced by 10 feet (to a minimum of 5 feet) and you take a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Stone Body Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 61, The Fall of Plaguestone pg. 56 Price 22 gp Bulk L --- You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Stone Body Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 61, The Fall of Plaguestone pg. 56 Price 300 gp Bulk L --- You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Stone Body Mutagen (Greater) Source Treasure Vault (Remastered) pg. 61, The Fall of Plaguestone pg. 56 Price 920 gp Bulk L --- You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.","skill_mod":{},"summary":"You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1967","source_group":["The Fall of Plaguestone"],"name":"Stone Body Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1967-1763"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Fall of Plaguestone"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1967","weakness":{},"price":92000,"legacy_id":["equipment-4500"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1967-1764","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Stone Body Mutagen Source Treasure Vault (Remastered) pg. 61, The Fall of Plaguestone pg. 56 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This mutagen calcifies your body, making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount. Drawback Your Speeds are reduced by 10 feet (to a minimum of 5 feet) and you take a –2 penalty to Reflex saves. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Stone Body Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 61, The Fall of Plaguestone pg. 56 Price 22 gp Bulk L --- You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Stone Body Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 61, The Fall of Plaguestone pg. 56 Price 300 gp Bulk L --- You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Stone Body Mutagen (Greater) Source Treasure Vault (Remastered) pg. 61, The Fall of Plaguestone pg. 56 Price 920 gp Bulk L --- You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.","skill_mod":{},"summary":"You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":15,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1967","source_group":["The Fall of Plaguestone"],"name":"Stone Body Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1967-1764"},{"item_child_id":["equipment-1968-1765","equipment-1968-1766","equipment-1968-1767","equipment-1968-1768"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Acrobatics","Crafting","Performance","Acrobatics","Crafting","Performance","Acrobatics","Crafting","Performance","Acrobatics","Crafting","Performance"],"legacy_id":["equipment-4501"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1968","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Theatrical Mutagen Source Treasure Vault (Remastered) pg. 61 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Developed and widely used by students at the Kitharodian Academy in Oppara, the theatrical mutagen stimulates the creative centers of your brain. This causes your movements to become exaggerated and your voice to become clear. However, the erratic surges of inspiration overload your senses, making it difficult to focus on mundane tasks. Benefit You gain the listed item bonus to Acrobatics checks, Crafting checks, and Performance checks. If you're untrained in any of these skills, your proficiency bonus is equal to your level instead of +0. You also gain the listed status bonus to your Speed. Drawback You take a –1 penalty to Perception checks and Will saves. After any round where you don't spend at least 1 action to Interact with an object, Perform, Step, or Stride, you're off-guard until the start of your next turn. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Theatrical Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 61 Price 3 gp Bulk L --- The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Theatrical Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 61 Price 12 gp Bulk L --- The bonus to rolls is +2, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Theatrical Mutagen (Greater) Source Treasure Vault (Remastered) pg. 61 Price 300 gp Bulk L --- The bonus to rolls is +3, the bonus to Speed is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Theatrical Mutagen (Major) Source Treasure Vault (Remastered) pg. 61 Price 3,000 gp Bulk L --- The bonus to rolls is +4, the bonus to Speed is +10 feet, and the duration is 1 hour.","skill_mod":{},"summary":"Developed and widely used by students at the Kitharodian Academy in Oppara, the theatrical mutagen stimulates the creative centers of your brain. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1968","name":"Theatrical Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1968"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1968","weakness":{},"price":300,"skill":["Acrobatics","Crafting","Performance"],"legacy_id":["equipment-4501"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1968-1765","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Theatrical Mutagen Source Treasure Vault (Remastered) pg. 61 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Developed and widely used by students at the Kitharodian Academy in Oppara, the theatrical mutagen stimulates the creative centers of your brain. This causes your movements to become exaggerated and your voice to become clear. However, the erratic surges of inspiration overload your senses, making it difficult to focus on mundane tasks. Benefit You gain the listed item bonus to Acrobatics checks, Crafting checks, and Performance checks. If you're untrained in any of these skills, your proficiency bonus is equal to your level instead of +0. You also gain the listed status bonus to your Speed. Drawback You take a –1 penalty to Perception checks and Will saves. After any round where you don't spend at least 1 action to Interact with an object, Perform, Step, or Stride, you're off-guard until the start of your next turn. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Theatrical Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 61 Price 3 gp Bulk L --- The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Theatrical Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 61 Price 12 gp Bulk L --- The bonus to rolls is +2, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Theatrical Mutagen (Greater) Source Treasure Vault (Remastered) pg. 61 Price 300 gp Bulk L --- The bonus to rolls is +3, the bonus to Speed is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Theatrical Mutagen (Major) Source Treasure Vault (Remastered) pg. 61 Price 3,000 gp Bulk L --- The bonus to rolls is +4, the bonus to Speed is +10 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1968","name":"Theatrical Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1968-1765"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1968","weakness":{},"price":1200,"skill":["Acrobatics","Crafting","Performance"],"legacy_id":["equipment-4501"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1968-1766","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Theatrical Mutagen Source Treasure Vault (Remastered) pg. 61 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Developed and widely used by students at the Kitharodian Academy in Oppara, the theatrical mutagen stimulates the creative centers of your brain. This causes your movements to become exaggerated and your voice to become clear. However, the erratic surges of inspiration overload your senses, making it difficult to focus on mundane tasks. Benefit You gain the listed item bonus to Acrobatics checks, Crafting checks, and Performance checks. If you're untrained in any of these skills, your proficiency bonus is equal to your level instead of +0. You also gain the listed status bonus to your Speed. Drawback You take a –1 penalty to Perception checks and Will saves. After any round where you don't spend at least 1 action to Interact with an object, Perform, Step, or Stride, you're off-guard until the start of your next turn. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Theatrical Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 61 Price 3 gp Bulk L --- The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Theatrical Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 61 Price 12 gp Bulk L --- The bonus to rolls is +2, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Theatrical Mutagen (Greater) Source Treasure Vault (Remastered) pg. 61 Price 300 gp Bulk L --- The bonus to rolls is +3, the bonus to Speed is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Theatrical Mutagen (Major) Source Treasure Vault (Remastered) pg. 61 Price 3,000 gp Bulk L --- The bonus to rolls is +4, the bonus to Speed is +10 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus to rolls is +2, the bonus to Speed is +5 feet, and the duration is 1 minute.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1968","name":"Theatrical Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1968-1766"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1968","weakness":{},"price":30000,"skill":["Acrobatics","Crafting","Performance"],"legacy_id":["equipment-4501"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1968-1767","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Theatrical Mutagen Source Treasure Vault (Remastered) pg. 61 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Developed and widely used by students at the Kitharodian Academy in Oppara, the theatrical mutagen stimulates the creative centers of your brain. This causes your movements to become exaggerated and your voice to become clear. However, the erratic surges of inspiration overload your senses, making it difficult to focus on mundane tasks. Benefit You gain the listed item bonus to Acrobatics checks, Crafting checks, and Performance checks. If you're untrained in any of these skills, your proficiency bonus is equal to your level instead of +0. You also gain the listed status bonus to your Speed. Drawback You take a –1 penalty to Perception checks and Will saves. After any round where you don't spend at least 1 action to Interact with an object, Perform, Step, or Stride, you're off-guard until the start of your next turn. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Theatrical Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 61 Price 3 gp Bulk L --- The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Theatrical Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 61 Price 12 gp Bulk L --- The bonus to rolls is +2, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Theatrical Mutagen (Greater) Source Treasure Vault (Remastered) pg. 61 Price 300 gp Bulk L --- The bonus to rolls is +3, the bonus to Speed is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Theatrical Mutagen (Major) Source Treasure Vault (Remastered) pg. 61 Price 3,000 gp Bulk L --- The bonus to rolls is +4, the bonus to Speed is +10 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus to rolls is +3, the bonus to Speed is +10 feet, and the duration is 10 minutes.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1968","name":"Theatrical Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1968-1767"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1968","weakness":{},"price":300000,"skill":["Acrobatics","Crafting","Performance"],"legacy_id":["equipment-4501"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-1968-1768","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Theatrical Mutagen Source Treasure Vault (Remastered) pg. 61 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Developed and widely used by students at the Kitharodian Academy in Oppara, the theatrical mutagen stimulates the creative centers of your brain. This causes your movements to become exaggerated and your voice to become clear. However, the erratic surges of inspiration overload your senses, making it difficult to focus on mundane tasks. Benefit You gain the listed item bonus to Acrobatics checks, Crafting checks, and Performance checks. If you're untrained in any of these skills, your proficiency bonus is equal to your level instead of +0. You also gain the listed status bonus to your Speed. Drawback You take a –1 penalty to Perception checks and Will saves. After any round where you don't spend at least 1 action to Interact with an object, Perform, Step, or Stride, you're off-guard until the start of your next turn. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Theatrical Mutagen (Lesser) Source Treasure Vault (Remastered) pg. 61 Price 3 gp Bulk L --- The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Theatrical Mutagen (Moderate) Source Treasure Vault (Remastered) pg. 61 Price 12 gp Bulk L --- The bonus to rolls is +2, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Theatrical Mutagen (Greater) Source Treasure Vault (Remastered) pg. 61 Price 300 gp Bulk L --- The bonus to rolls is +3, the bonus to Speed is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Theatrical Mutagen (Major) Source Treasure Vault (Remastered) pg. 61 Price 3,000 gp Bulk L --- The bonus to rolls is +4, the bonus to Speed is +10 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus to rolls is +4, the bonus to Speed is +10 feet, and the duration is 1 hour.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1968","name":"Theatrical Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1968-1768"},{"item_child_id":["equipment-1969-1769","equipment-1969-1770","equipment-1969-1771","equipment-1969-1772","equipment-1969-1773"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4502"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1969","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Vaccine Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine’s level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to putrid plague inflicted by harpies but would only grant a +2 bonus against putrid plague inflicted by a giant rat. Special A vaccine is the same rarity as the disease it’s designed to prevent, or as the creature who inflicts the disease if the disease itself doesn’t list a rarity. Craft Requirements Creating a vaccine requires a sample of the disease in question. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Vaccine (Minor) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 4 gp Bulk L --- The duration is 1 hour. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Vaccine (Lesser) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 12 gp Bulk L --- The duration is 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Vaccine (Moderate) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 50 gp Bulk L --- The duration is 1 week. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Vaccine (Greater) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 400 gp Bulk L --- The duration is 1 year. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Vaccine (Major) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 5,000 gp Bulk L --- The duration is permanent.","skill_mod":{},"summary":"A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine’s level, and a +2 item bonus on all …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks","Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1969","name":"Vaccine","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1969"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1969","weakness":{},"price":400,"legacy_id":["equipment-4502"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1969-1769","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Vaccine Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine’s level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to putrid plague inflicted by harpies but would only grant a +2 bonus against putrid plague inflicted by a giant rat. Special A vaccine is the same rarity as the disease it’s designed to prevent, or as the creature who inflicts the disease if the disease itself doesn’t list a rarity. Craft Requirements Creating a vaccine requires a sample of the disease in question. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Vaccine (Minor) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 4 gp Bulk L --- The duration is 1 hour. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Vaccine (Lesser) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 12 gp Bulk L --- The duration is 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Vaccine (Moderate) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 50 gp Bulk L --- The duration is 1 week. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Vaccine (Greater) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 400 gp Bulk L --- The duration is 1 year. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Vaccine (Major) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 5,000 gp Bulk L --- The duration is permanent.","skill_mod":{},"summary":"The duration is 1 hour.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks","Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1969","name":"Vaccine (Minor)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1969-1769"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1969","weakness":{},"price":1200,"legacy_id":["equipment-4502"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1969-1770","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Vaccine Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine’s level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to putrid plague inflicted by harpies but would only grant a +2 bonus against putrid plague inflicted by a giant rat. Special A vaccine is the same rarity as the disease it’s designed to prevent, or as the creature who inflicts the disease if the disease itself doesn’t list a rarity. Craft Requirements Creating a vaccine requires a sample of the disease in question. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Vaccine (Minor) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 4 gp Bulk L --- The duration is 1 hour. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Vaccine (Lesser) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 12 gp Bulk L --- The duration is 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Vaccine (Moderate) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 50 gp Bulk L --- The duration is 1 week. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Vaccine (Greater) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 400 gp Bulk L --- The duration is 1 year. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Vaccine (Major) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 5,000 gp Bulk L --- The duration is permanent.","skill_mod":{},"summary":"The duration is 24 hours.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks","Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1969","name":"Vaccine (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1969-1770"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1969","weakness":{},"price":5000,"legacy_id":["equipment-4502"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1969-1771","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Vaccine Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine’s level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to putrid plague inflicted by harpies but would only grant a +2 bonus against putrid plague inflicted by a giant rat. Special A vaccine is the same rarity as the disease it’s designed to prevent, or as the creature who inflicts the disease if the disease itself doesn’t list a rarity. Craft Requirements Creating a vaccine requires a sample of the disease in question. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Vaccine (Minor) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 4 gp Bulk L --- The duration is 1 hour. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Vaccine (Lesser) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 12 gp Bulk L --- The duration is 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Vaccine (Moderate) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 50 gp Bulk L --- The duration is 1 week. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Vaccine (Greater) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 400 gp Bulk L --- The duration is 1 year. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Vaccine (Major) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 5,000 gp Bulk L --- The duration is permanent.","skill_mod":{},"summary":"The duration is 1 week.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks","Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1969","name":"Vaccine (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1969-1771"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1969","weakness":{},"price":40000,"legacy_id":["equipment-4502"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1969-1772","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Vaccine Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine’s level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to putrid plague inflicted by harpies but would only grant a +2 bonus against putrid plague inflicted by a giant rat. Special A vaccine is the same rarity as the disease it’s designed to prevent, or as the creature who inflicts the disease if the disease itself doesn’t list a rarity. Craft Requirements Creating a vaccine requires a sample of the disease in question. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Vaccine (Minor) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 4 gp Bulk L --- The duration is 1 hour. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Vaccine (Lesser) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 12 gp Bulk L --- The duration is 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Vaccine (Moderate) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 50 gp Bulk L --- The duration is 1 week. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Vaccine (Greater) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 400 gp Bulk L --- The duration is 1 year. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Vaccine (Major) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 5,000 gp Bulk L --- The duration is permanent.","skill_mod":{},"summary":"The duration is 1 year.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks","Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1969","name":"Vaccine (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1969-1772"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","Legends"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1969","weakness":{},"price":500000,"legacy_id":["equipment-4502"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-1969-1773","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Vaccine Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine’s level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to putrid plague inflicted by harpies but would only grant a +2 bonus against putrid plague inflicted by a giant rat. Special A vaccine is the same rarity as the disease it’s designed to prevent, or as the creature who inflicts the disease if the disease itself doesn’t list a rarity. Craft Requirements Creating a vaccine requires a sample of the disease in question. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Vaccine (Minor) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 4 gp Bulk L --- The duration is 1 hour. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Vaccine (Lesser) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 12 gp Bulk L --- The duration is 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Vaccine (Moderate) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 50 gp Bulk L --- The duration is 1 week. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Vaccine (Greater) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 400 gp Bulk L --- The duration is 1 year. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Vaccine (Major) Source Treasure Vault (Remastered) pg. 61, Legends pg. 71 Price 5,000 gp Bulk L --- The duration is permanent.","skill_mod":{},"summary":"The duration is permanent.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":18,"source_category":["Rulebooks","Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=1969","name":"Vaccine (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1969-1773"},{"item_child_id":["equipment-1970-1774","equipment-1970-1775","equipment-1970-1776"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4503"],"trait":["Alchemical"],"id":"equipment-1970","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Alchemical Chart Source Treasure Vault (Remastered) pg. 62 Usage held in 1 hand Bulk L --- This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using Quick Alchemy, the items you create of the listed level remain potent for 1 additional round. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Alchemical Chart (Lesser) Source Treasure Vault (Remastered) pg. 62 Price 100 gp Bulk L --- The chart works for Quick Alchemy items of level 4 or lower. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Alchemical Chart (Moderate) Source Treasure Vault (Remastered) pg. 62 Price 1,750 gp Bulk L --- The chart works for Quick Alchemy items of level 12 or lower. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Alchemical Chart (Greater) Source Treasure Vault (Remastered) pg. 62 Price 19,000 gp Bulk L --- The chart works for Quick Alchemy items of level 18 or lower.","skill_mod":{},"summary":"This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1970","name":"Alchemical Chart","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1970"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1970","weakness":{},"price":10000,"legacy_id":["equipment-4503"],"trait":["Alchemical"],"id":"equipment-1970-1774","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Alchemical Chart Source Treasure Vault (Remastered) pg. 62 Usage held in 1 hand Bulk L --- This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using Quick Alchemy, the items you create of the listed level remain potent for 1 additional round. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Alchemical Chart (Lesser) Source Treasure Vault (Remastered) pg. 62 Price 100 gp Bulk L --- The chart works for Quick Alchemy items of level 4 or lower. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Alchemical Chart (Moderate) Source Treasure Vault (Remastered) pg. 62 Price 1,750 gp Bulk L --- The chart works for Quick Alchemy items of level 12 or lower. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Alchemical Chart (Greater) Source Treasure Vault (Remastered) pg. 62 Price 19,000 gp Bulk L --- The chart works for Quick Alchemy items of level 18 or lower.","skill_mod":{},"summary":"The chart works for Quick Alchemy items of level 4 or lower.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1970","name":"Alchemical Chart (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1970-1774"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1970","weakness":{},"price":175000,"legacy_id":["equipment-4503"],"trait":["Alchemical"],"id":"equipment-1970-1775","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Alchemical Chart Source Treasure Vault (Remastered) pg. 62 Usage held in 1 hand Bulk L --- This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using Quick Alchemy, the items you create of the listed level remain potent for 1 additional round. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Alchemical Chart (Lesser) Source Treasure Vault (Remastered) pg. 62 Price 100 gp Bulk L --- The chart works for Quick Alchemy items of level 4 or lower. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Alchemical Chart (Moderate) Source Treasure Vault (Remastered) pg. 62 Price 1,750 gp Bulk L --- The chart works for Quick Alchemy items of level 12 or lower. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Alchemical Chart (Greater) Source Treasure Vault (Remastered) pg. 62 Price 19,000 gp Bulk L --- The chart works for Quick Alchemy items of level 18 or lower.","skill_mod":{},"summary":"The chart works for Quick Alchemy items of level 12 or lower.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1970","name":"Alchemical Chart (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1970-1775"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1970","weakness":{},"price":1900000,"legacy_id":["equipment-4503"],"trait":["Alchemical"],"id":"equipment-1970-1776","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Alchemical Chart Source Treasure Vault (Remastered) pg. 62 Usage held in 1 hand Bulk L --- This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using Quick Alchemy, the items you create of the listed level remain potent for 1 additional round. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Alchemical Chart (Lesser) Source Treasure Vault (Remastered) pg. 62 Price 100 gp Bulk L --- The chart works for Quick Alchemy items of level 4 or lower. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Alchemical Chart (Moderate) Source Treasure Vault (Remastered) pg. 62 Price 1,750 gp Bulk L --- The chart works for Quick Alchemy items of level 12 or lower. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Alchemical Chart (Greater) Source Treasure Vault (Remastered) pg. 62 Price 19,000 gp Bulk L --- The chart works for Quick Alchemy items of level 18 or lower.","skill_mod":{},"summary":"The chart works for Quick Alchemy items of level 18 or lower.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1970","name":"Alchemical Chart (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1970-1776"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1000,"legacy_id":["equipment-4504"],"trait":["Alchemical"],"id":"equipment-1971","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Alchemical Gauntlet Source Treasure Vault (Remastered) pg. 62 Price 10 gp --- An alchemical gauntlet emits small alchemical detonations when it makes contact with a foe. As an Interact action, you can place a bomb into a metal bracket near the wrist of the gauntlet. The bomb must be one that deals energy damage, such as an acid flask, alchemist’s fire, blasting stone, bottled lightning, or frost vial. The next three attacks made with the gauntlet deal 1d4 damage of the bomb’s damage type in addition to the gauntlet’s normal damage. If the second and third attacks aren’t all made within 1 minute of the first attack, the bomb’s energy is wasted. These attacks never deal splash damage or other special effects of the bomb and aren’t modified by any abilities that add to or modify a bomb’s effect.\n","skill_mod":{},"summary":"An alchemical gauntlet emits small alchemical detonations when it makes contact with a foe. As an Interact action, you can place a bomb into a metal …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1971","name":"Alchemical Gauntlet","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1971"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":3500,"legacy_id":["equipment-4505"],"trait":["Alchemical","Fire","Rare"],"id":"equipment-1972","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Alchemist's Flamethrower Source Treasure Vault (Remastered) pg. 63 Price 35 gp Usage held in 2 hands Bulk 1 --- This long cylinder is topped by a pair of brass sockets and a collection of polished pipes and tubes. A total of two vials of alchemist's fire must be loaded into the sockets at the base of the weapon and the tubes cleaned and primed. Properly loading the flamethrower in this way takes 1 minute. When the trigger on a loaded flamethrower is pulled, the alchemist's fire is siphoned into the rifle and shot out of the muzzle in a line of fire. The damage dealt by a flamethrower is determined by the strength of the weakest alchemist's fire loaded into the flamethrower. Activate Two Actions (fire, manipulate) Requirements The flamethrower is loaded; Effect You pull the trigger, expending both loaded alchemist's fires to shoot a line of fire. Creatures in the area take fire damage based on the weakest alchemist's fire loaded into the flamethrower, as noted below. Creatures that critically fail the basic Reflex save additionally take the listed persistent fire damage. Lesser Alchemist's Fire : The flamethrower deals 1d8 fire damage (DC 15 basic Reflex save) in a 30-foot line. 1 persistent fire damage. Moderate Alchemist's Fire : The flamethrower deals 2d8 fire damage (DC 17 basic Reflex save) in a 60-foot line. 2 persistent fire damage. Greater Alchemist's Fire : The flamethrower deals 6d8 fire damage (DC 28 basic Reflex save) in a 90-foot line. 3 persistent fire damage. Major Alchemist's Fire : The flamethrower deals 10d8 fire damage (DC 37 basic Reflex save) in a 120-foot line. 4 persistent fire damage. ","element":["Fire"],"skill_mod":{},"summary":"This long cylinder is topped by a pair of brass sockets and a collection of polished pipes and tubes. A total of two vials of alchemist's fire must …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1972","name":"Alchemist's Flamethrower","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1972"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":15000,"legacy_id":["equipment-4506"],"trait":["Alchemical"],"id":"equipment-1973","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Bomb Coagulant Alembic Source Treasure Vault (Remastered) pg. 63 Price 150 gp Usage held in 2 hands Bulk L --- This apparatus increases the viscosity of the reagents in alchemical bombs, to deadly effect. As a 10-minute activity that has the manipulate trait, you can use a bomb coagulant alembic to distill the contents of one infused alchemical bomb that deals splash damage into a stickier substance. After distilling, the bomb deals no splash damage but instead deals persistent damage equal to and of the same type as its original splash damage. If the bomb already deals persistent damage, distilling increases that damage by the bomb’s original splash damage.\n","skill_mod":{},"summary":"This apparatus increases the viscosity of the reagents in alchemical bombs, to deadly effect. As a 10-minute activity that has the manipulate …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1973","name":"Bomb Coagulant Alembic","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1973"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":100000,"legacy_id":["equipment-4507"],"trait":["Alchemical"],"id":"equipment-1974","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Bone Dreadnought Plate Source Treasure Vault (Remastered) pg. 63 Price 1,000 gp Usage worn armor Bulk 5 Base Armor Fortress Plate --- This suit of bone-based fortress plate is a masterpiece of alchemical science. This armor has a receiver that can hold a single lodestone bomb, which takes 3 Interact actions to install. Activate Single Action (manipulate) Requirements A lodgestone bomb is installed in the armor; Effect The bomb shifts numerous small plates and hinges, offering a wide variety of protections, granting you resistance to cold, electricity, fire, piercing, and slashing damage equal to the loaded lodestone bomb’s splash damage. These effects last for 20 minutes, but each time you’re hit by an attack that deals damage of one of these types, decrease the remaining duration by 1 minute. Once activated, the armor can’t be deactivated. The activation uses up the lodestone bomb, and the armor can’t be activated again until a new one is installed.\n","skill_mod":{},"summary":"This suit of bone-based fortress plate is a masterpiece of alchemical science. This armor has a receiver that can hold a single lodestone bomb , …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1974","base_item":["Fortress Plate"],"name":"Bone Dreadnought Plate","bulk":5,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1974"},{"primary_source_category":"Rulebooks","usage":"worn collar","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":13300,"legacy_id":["equipment-4508"],"trait":["Alchemical"],"id":"equipment-1975","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Collar of the Shifting Spider Source Treasure Vault (Remastered) pg. 63 Price 133 gp Usage worn collar Bulk 1 --- This intimidating collar contains a hollow central tube and ends in twin metal points shaped like spider fangs. The collar can be loaded with an alchemical mutagen as an Interact action. Activate Free Action (manipulate) Trigger You roll initiative; Requirements A mutagen is loaded in the collar; Effect The metal points dig into your neck, inflicting 1 piercing damage and injecting the mutagen directly into your bloodstream. This has the same effect as if you drank the mutagen conventionally, except the duration of the mutagen is halved due to the more direct administration.\n","skill_mod":{},"summary":"This intimidating collar contains a hollow central tube and ends in twin metal points shaped like spider fangs. The collar can be loaded with an …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1975","name":"Collar of the Shifting Spider","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1975"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":10000,"skill":["Intimidation"],"legacy_id":["equipment-4509"],"trait":["Alchemical","Aura","Emotion","Fear","Mental"],"id":"equipment-1976","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Dread Helm Source Treasure Vault (Remastered) pg. 63 Price 100 gp Usage worn headwear Bulk L --- The faceplate of a dread helm has a fierce visage that magnifies the effects of fear. Concealed within is a reservoir that can hold a single dread ampoule, which takes 3 Interact actions to install. Activate Single Action (manipulate) Requirements A dread ampoule is installed in the helm; Effect The dread ampoule atomizes, creating a fear‑inducing mist that hangs around your face for 3 rounds. The mist grants an item bonus to Intimidation checks equal to the dread ampoule’s item bonus. The mist also deals mental damage equal to the dread ampoule’s splash damage to all creatures within a 5-foot emanation other than you. The activation uses up the dread ampoule, and the helm can’t be activated again until a new one is installed.\n","skill_mod":{},"summary":"The faceplate of a dread helm has a fierce visage that magnifies the effects of fear. Concealed within is a reservoir that can hold a single dread …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1976","name":"Dread Helm","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1976"},{"primary_source_category":"Rulebooks","usage":"applied to a non- injection melee weapon that deals piercing damage","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1000,"legacy_id":["equipment-4510"],"trait":["Adjustment","Alchemical"],"id":"equipment-1977","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Injection Reservoir Source Treasure Vault (Remastered) pg. 63 Price 10 gp Usage applied to a non- injection melee weapon that deals piercing damage Bulk L --- This reservoir and spring-loaded needle can be attached to a weapon to let it inject deadly poisons. Additionally, the reservoir can be filled with an injury poison. Immediately after a successful attack with the adjusted weapon, you can inject the target with the loaded poison by activating the reservoir with an Interact action. Refilling the reservoir with a new poison requires 3 Interact actions and uses both hands. Adding an injection reservoir to a weapon throws off its balance, causing the multiple attack penalty with the weapon to be one greater than usual (usually –6 on a second attack and –11 on a third; or –5 and –10 with an agile weapon).\n","skill_mod":{},"summary":"This reservoir and spring-loaded needle can be attached to a weapon to let it inject deadly poisons. Additionally, the reservoir can be filled with …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Monster","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1977","name":"Injection Reservoir","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1977"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":16000,"skill":["Athletics"],"legacy_id":["equipment-4511"],"trait":["Alchemical","Healing","Plant"],"id":"equipment-1978","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Living Leaf Weave Source Treasure Vault (Remastered) pg. 64 Price 160 gp Usage worn armor Bulk 1 Base Armor Leaf Weave --- This suit of leaf weave armor is specially modified to metabolize the alchemical accelerants in medicinal compounds. A special receptacle in the armor can hold an elixir of life, which takes 3 Interact actions to install. Activate Single Action (manipulate) Requirements An elixir of life is installed in the armor; Effect Slithering vines grow from the armor, granting an item bonus to Athletics checks to Grapple, to your Fortitude DC to resist Grapple, Disarm, or Shove attempts, and to your Reflex DC to resist Trip attempts. The bonus is equal to the elixir’s item bonus, and lasts for 3 rounds. The activation uses up the elixir, and the armor can’t be activated again until a new one is installed.\n","skill_mod":{},"summary":"This suit of leaf weave armor is specially modified to metabolize the alchemical accelerants in medicinal compounds. A special receptacle in the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics","Creature Type"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1978","base_item":["Leaf Weave"],"name":"Living Leaf Weave","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1978"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":13000,"legacy_id":["equipment-4512"],"trait":["Alchemical","Aura"],"id":"equipment-1979","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Magnetic Shield Source Treasure Vault (Remastered) pg. 64 Price 130 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- Copper rings spiral around this steel shield. Twin electrical probes near the grip can socket into a jar of moderate (or higher leveled) bottled lightning, which takes 3 Interact actions to install. Activate Single Action (manipulate) Requirements A bottled lightning is installed in the shield; Effect The shield becomes an electromagnet for 3 rounds. When an activated magnetic shield is raised, the circumstance bonus increases by 1 against attacks made with weapons primarily made of metal. If you use a Shield Block against a creature attacking you with such a weapon, you also gain a +1 item bonus to Disarm attempts against that weapon until the end of your next turn. The activation uses up the bottled lightning, and the shield can’t be activated again until a new one is installed.\n","skill_mod":{},"summary":"Copper rings spiral around this steel shield . Twin electrical probes near the grip can socket into a jar of moderate (or higher leveled) bottled …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1979","base_item":["Steel Shield"],"name":"Magnetic Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1979"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":15000,"skill":["Acrobatics"],"legacy_id":["equipment-4513"],"trait":["Alchemical"],"id":"equipment-1980","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Ooze Skin Source Treasure Vault (Remastered) pg. 64 Price 150 gp Usage worn armor Bulk 1 Base Armor Leather Armor --- This leather armor has been treated with extract from oozes, which can be reactivated in the presence of a strong acid. A receptacle in the armor can hold an acid flask, which takes 3 Interact actions to install. Activate Single Action (manipulate) Requirements An acid flask is installed in the armor; Effect The leather weeps slippery protoplasm, granting an item bonus to Escape and Squeeze checks equal to the acid flask’s item bonus. The protoplasm also irritates the skin on prolonged contact, causing any creature that grapples or swallows you to take acid damage equal to the acid flask’s splash damage. Ooze skin remains activated for a number of rounds equal to the level of the acid flask installed. The activation uses up the acid flask, and the armor can’t be activated again until a new one is installed.\n","skill_mod":{},"summary":"This leather armor has been treated with extract from oozes , which can be reactivated in the presence of a strong acid. A receptacle in the armor …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1980","base_item":["Leather Armor"],"name":"Ooze Skin","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1980"},{"item_child_id":["equipment-1981-1777","equipment-1981-1778","equipment-1981-1779","equipment-1981-1780"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-4514"],"trait":["Alchemical"],"id":"equipment-1981","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Poison Concentrator Source Treasure Vault (Remastered) pg. 64 Usage held in 2 hands Bulk L --- This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same infused alchemical poison, creating a single concentrated poison. The concentrated potion has a +1 item bonus to its DC, and its level is increased by 1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Poison Concentrator (Lesser) Source Treasure Vault (Remastered) pg. 64 Price 160 gp Bulk L --- The concentrator combines poisons of level 4 or lower. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Poison Concentrator (Moderate) Source Treasure Vault (Remastered) pg. 64 Price 960 gp Bulk L --- The concentrator combines poisons of level 9 or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Poison Concentrator (Greater) Source Treasure Vault (Remastered) pg. 64 Price 5,900 gp Bulk L --- The concentrator combines poisons of level 14 or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Poison Concentrator (Major) Source Treasure Vault (Remastered) pg. 64 Price 31,000 gp Bulk L --- The concentrator combines poisons of level 18 or lower.","skill_mod":{},"summary":"This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1981","name":"Poison Concentrator","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1981"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1981","weakness":{},"price":16000,"legacy_id":["equipment-4514"],"trait":["Alchemical"],"id":"equipment-1981-1777","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Poison Concentrator Source Treasure Vault (Remastered) pg. 64 Usage held in 2 hands Bulk L --- This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same infused alchemical poison, creating a single concentrated poison. The concentrated potion has a +1 item bonus to its DC, and its level is increased by 1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Poison Concentrator (Lesser) Source Treasure Vault (Remastered) pg. 64 Price 160 gp Bulk L --- The concentrator combines poisons of level 4 or lower. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Poison Concentrator (Moderate) Source Treasure Vault (Remastered) pg. 64 Price 960 gp Bulk L --- The concentrator combines poisons of level 9 or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Poison Concentrator (Greater) Source Treasure Vault (Remastered) pg. 64 Price 5,900 gp Bulk L --- The concentrator combines poisons of level 14 or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Poison Concentrator (Major) Source Treasure Vault (Remastered) pg. 64 Price 31,000 gp Bulk L --- The concentrator combines poisons of level 18 or lower.","skill_mod":{},"summary":"The concentrator combines poisons of level 4 or lower.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1981","name":"Poison Concentrator (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1981-1777"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1981","weakness":{},"price":96000,"legacy_id":["equipment-4514"],"trait":["Alchemical"],"id":"equipment-1981-1778","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Poison Concentrator Source Treasure Vault (Remastered) pg. 64 Usage held in 2 hands Bulk L --- This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same infused alchemical poison, creating a single concentrated poison. The concentrated potion has a +1 item bonus to its DC, and its level is increased by 1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Poison Concentrator (Lesser) Source Treasure Vault (Remastered) pg. 64 Price 160 gp Bulk L --- The concentrator combines poisons of level 4 or lower. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Poison Concentrator (Moderate) Source Treasure Vault (Remastered) pg. 64 Price 960 gp Bulk L --- The concentrator combines poisons of level 9 or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Poison Concentrator (Greater) Source Treasure Vault (Remastered) pg. 64 Price 5,900 gp Bulk L --- The concentrator combines poisons of level 14 or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Poison Concentrator (Major) Source Treasure Vault (Remastered) pg. 64 Price 31,000 gp Bulk L --- The concentrator combines poisons of level 18 or lower.","skill_mod":{},"summary":"The concentrator combines poisons of level 9 or lower.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1981","name":"Poison Concentrator (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1981-1778"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1981","weakness":{},"price":590000,"legacy_id":["equipment-4514"],"trait":["Alchemical"],"id":"equipment-1981-1779","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Poison Concentrator Source Treasure Vault (Remastered) pg. 64 Usage held in 2 hands Bulk L --- This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same infused alchemical poison, creating a single concentrated poison. The concentrated potion has a +1 item bonus to its DC, and its level is increased by 1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Poison Concentrator (Lesser) Source Treasure Vault (Remastered) pg. 64 Price 160 gp Bulk L --- The concentrator combines poisons of level 4 or lower. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Poison Concentrator (Moderate) Source Treasure Vault (Remastered) pg. 64 Price 960 gp Bulk L --- The concentrator combines poisons of level 9 or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Poison Concentrator (Greater) Source Treasure Vault (Remastered) pg. 64 Price 5,900 gp Bulk L --- The concentrator combines poisons of level 14 or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Poison Concentrator (Major) Source Treasure Vault (Remastered) pg. 64 Price 31,000 gp Bulk L --- The concentrator combines poisons of level 18 or lower.","skill_mod":{},"summary":"The concentrator combines poisons of level 14 or lower.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1981","name":"Poison Concentrator (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1981-1779"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-1981","weakness":{},"price":3100000,"legacy_id":["equipment-4514"],"trait":["Alchemical"],"id":"equipment-1981-1780","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Poison Concentrator Source Treasure Vault (Remastered) pg. 64 Usage held in 2 hands Bulk L --- This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same infused alchemical poison, creating a single concentrated poison. The concentrated potion has a +1 item bonus to its DC, and its level is increased by 1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Poison Concentrator (Lesser) Source Treasure Vault (Remastered) pg. 64 Price 160 gp Bulk L --- The concentrator combines poisons of level 4 or lower. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Poison Concentrator (Moderate) Source Treasure Vault (Remastered) pg. 64 Price 960 gp Bulk L --- The concentrator combines poisons of level 9 or lower. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Poison Concentrator (Greater) Source Treasure Vault (Remastered) pg. 64 Price 5,900 gp Bulk L --- The concentrator combines poisons of level 14 or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Poison Concentrator (Major) Source Treasure Vault (Remastered) pg. 64 Price 31,000 gp Bulk L --- The concentrator combines poisons of level 18 or lower.","skill_mod":{},"summary":"The concentrator combines poisons of level 18 or lower.","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1981","name":"Poison Concentrator (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1981-1780"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":36000,"legacy_id":["equipment-4515"],"trait":["Alchemical","Rare"],"id":"equipment-1982","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Powered Full Plate Source Treasure Vault (Remastered) pg. 64 Price 360 gp Usage worn armor Bulk 4 Base Armor Full Plate --- Stasian actuators help the limbs of this full plate move of their own accord, as long as they’re supplied with power. A chamber in the chest plate can hold a single bottled lightning, which takes 3 Interact actions to install. Activate Single Action (manipulate) Requirements A bottled lightning is installed in the shield; Effect The armor powers up for 10 minutes. While it’s powered up, add the bottled lightning’s item bonus to your Athletics checks to Force Open, High Jump, Long Jump, and Shove. The armor’s Strength requirement is lowered by 1, or by 2 if the loaded bottled lightning’s item bonus to attack rolls is +3 or higher. The armor’s normal penalties still apply, based on this altered Strength. The activation uses up the bottled lightning, and the armor can’t be activated again until a new one is installed.\n","skill_mod":{},"summary":"Stasian actuators help the limbs of this full plate move of their own accord, as long as they’re supplied with power. A chamber in the chest plate …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1982","base_item":["Full Plate"],"name":"Powered Full Plate","bulk":4,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-1982"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":12500,"legacy_id":["equipment-4516"],"trait":["Alchemical"],"id":"equipment-1983","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Remote Trigger Source Treasure Vault (Remastered) pg. 65 Price 125 gp Usage held in 1 hand Bulk L --- This trigger array uses percussive alchemical caps and crystals to remotely detonate alchemical bombs through harmonic vibrations. You can Interact to flip up a switch on the trigger, causing it to emit infrasonic pulses that attune it to one alchemical bomb over the course of 10 minutes. The trigger can be attuned to up to three bombs at a time. Activate Single Action (manipulate) Effect The trigger detonates any number of attuned bombs within 60 feet of it. You choose which ones to detonate. A bomb detonated by remote trigger deals its splash damage to any creature in its square.\n","skill_mod":{},"summary":"This trigger array uses percussive alchemical caps and crystals to remotely detonate alchemical bombs through harmonic vibrations. You can Interact …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1983","name":"Remote Trigger","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1983"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":45000,"legacy_id":["equipment-4517"],"trait":["Alchemical","Light","Visual"],"id":"equipment-1984","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Sun Dazzler Source Treasure Vault (Remastered) pg. 65 Price 450 gp Usage held in 1 hand Bulk L --- This metallic tube has a complex array of lenses and prisms at one end and a hatch at the other. The hatch can be unlocked, loaded with a glow rod, and refastened using 3 Interact actions. Activate Single Action (manipulate) Requirements A glow rod is installed in the dazzler; Effect The glow rod burns to dust in a single focused flash, creating a 30-foot cone of scintillating light. Each creature in the cone must attempt a DC 24 Fortitude save, with the following effects. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round or until it spends an Interact action to rub its eyes, ending the blinded condition. Critical Failure The creature is blinded for 1 round.\n","skill_mod":{},"summary":"This metallic tube has a complex array of lenses and prisms at one end and a hatch at the other. The hatch can be unlocked, loaded with a glow rod , …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics","Sense"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1984","name":"Sun Dazzler","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1984"},{"legacy_name":["Tanglefoot Extruder"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":5000,"legacy_id":["equipment-4518"],"trait":["Alchemical"],"id":"equipment-1985","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Splatrope Extruder Source Treasure Vault (Remastered) pg. 65 Price 50 gp Usage held in 1 hand Bulk L --- This portable nozzle-and-trigger assembly based on spider spinnerets can extrude and weave alchemical adhesives into temporary constructions. As an Interact action, you can attach a glue bomb to the extruder. Activate Single Action (manipulate) Requirements A glue bomb is installed in the extruder; Effect The extruder converts the glue bomb into a 30-foot rope, whip, or net, depending on the nozzle die you choose when activating the device. The created object lasts for 1 hour. The DC to Escape a created rope (if used to bind a creature) or net is equal to the consumed glue bomb’s DC and Escaping destroys the created object.\n","skill_mod":{},"summary":"This portable nozzle-and-trigger assembly based on spider spinnerets can extrude and weave alchemical adhesives into temporary constructions. As an …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1985","name":"Splatrope Extruder","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1985"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":600000,"legacy_id":["equipment-4519"],"trait":["Alchemical","Healing"],"id":"equipment-1986","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Troll Hide Source Treasure Vault (Remastered) pg. 65 Price 6,000 gp Usage worn armor Bulk 2 Base Armor Hide Armor --- Tissue from a living forest troll has been integrated through this hide armor. This armor has two organic receptacles on its back that can each hold a single elixir of life. One elixir takes 3 Interact actions to install. For the armor to function properly, each elixir must be the same level. Activate Single Action (manipulate) Requirements Two elixirs of life are installed in the armor; Effect Regenerating tissue from the armor fills your wounds for 8 rounds. At the start of each of your turns, you regain Hit Points equal to the level of the loaded elixirs. Each time you regain at least 13 Hit Points from the armor, you regrow one damaged or ruined organ. During a round that you regain 9 or more Hit Points from the armor, you can reattach severed body parts by spending an Interact action to hold the body part to the area it was severed from. If you take electricity or fire damage, the armor deactivates until the end of your next turn. (Similar armor from other types of trolls might be deactivated by different damage types.) In the event the armor itself is damaged, it will restore its own Hit Points before it resumes healing you. The activation uses up the elixirs, and the armor can’t be activated again until two new ones are installed.\n","skill_mod":{},"summary":"Tissue from a living forest troll has been integrated through this hide armor . This armor has two organic receptacles on its back that can each …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1986","base_item":["Hide Armor"],"name":"Troll Hide","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1986"},{"primary_source_category":"Rulebooks","usage":"attached to a melee weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1000,"legacy_id":["equipment-4520"],"trait":["Adjustment","Alchemical"],"id":"equipment-1987","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Weapon Siphon Source Treasure Vault (Remastered) pg. 65 Price 10 gp Usage attached to a melee weapon Bulk L Activate Single Action (manipulate) --- This set of tubing snakes down the striking surface of a weapon to deliver alchemical explosives. A single lesser alchemical bomb can be fitted to the weapon siphon as an Interact action. The bomb must be one that deals energy damage, such as an acid flask, alchemist’s fire, blasting stone, bottled lightning, or frost vial. The next three attacks made with the weapon deal 1d4 damage of the bomb’s damage type in addition to the weapon’s normal damage. If the second and third attacks aren’t all made within 1 minute of the first attack, the bomb’s energy is wasted. These attacks never deal splash damage or other special effects of the bomb and aren’t modified by any abilities that add to or modify a bomb’s effect. Adding a weapon siphon to a weapon throws off its balance, causing the multiple attack penalty with the weapon to be one greater than usual (usually –6 on a second attack and –11 on a third; or –5 and –10 with an agile weapon).\n","skill_mod":{},"summary":"This set of tubing snakes down the striking surface of a weapon to deliver alchemical explosives. A single lesser alchemical bomb can be fitted to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Monster","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=1987","name":"Weapon Siphon","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1987"},{"access":"member of the Red Mantis assassins","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 42 Fortitude","price":1300000,"legacy_id":["equipment-4521"],"trait":["Alchemical","Consumable","Injury","Poison","Rare"],"id":"equipment-1988","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Achaekek's Kiss Source Treasure Vault (Remastered) pg. 66 Price 13,000 gp Usage held in 2 hands Bulk L Access member of the Red Mantis assassins Activate Two Actions (manipulate) --- Kept as a closely guarded secret by the deadly members of the Red Mantis assassins, this poison is treated with reverence for its ability to end lives. If the victim dies while affected by this poison, its body decomposes to nothing in 1 minute, leaving only its gear behind. Non-magical preservation can’t protect the tainted corpse. Peaceful rest works on the poisoned body only if cast as a 5th-rank spell and the caster succeeds at a counteract check against the poison’s saving throw DC when casting the spell. Even if cast successfully, peaceful rest only works as if it had been cast at 2nd rank. Saving Throw DC 42 Fortitude; Maximum Duration 6 rounds; Stage 1 7d12 poison damage and doomed 1 (1 round); Stage 2 9d12 poison damage and doomed 2 (1 round) Stage 3 11d12 poison damage and doomed 3 (1 round)\n","skill_mod":{},"summary":"Kept as a closely guarded secret by the deadly members of the Red Mantis assassins , this poison is treated with reverence for its ability to end …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=1988","stage":["7d12 poison damage and doomed 1 (1 round)","9d12 poison damage and doomed 2 (1 round) Stage 3 11d12 poison damage and doomed 3 (1 round)","11d12 poison damage and doomed 3 (1 round)"],"name":"Achaekek's Kiss","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"rare","slug":"equipment-1988"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 24 Fortitude","price":4500,"legacy_id":["equipment-4522"],"trait":["Alchemical","Consumable","Injury","Poison","Virulent"],"id":"equipment-1989","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Antipode Oil Source Treasure Vault (Remastered) pg. 67 Price 45 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Prepared from brown mold, this liquid oscillates between rapidly absorbing and releasing heat from its victim. Each round the type of damage dealt by this poison changes, starting with cold, then fire, then cold, and so on. If the victim of this poison takes cold damage from a source other than the oil, reduce the save DC to 22 for 1 round. If the victim takes fire damage from a source other than the oil, increase the save DC to 25 for 1 round. Saving Throw DC 24 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 cold or fire damage (1 round); Stage 2 3d6 cold or fire damage (1 round)\n","skill_mod":{},"summary":"Prepared from brown mold , this liquid oscillates between rapidly absorbing and releasing heat from its victim. Each round the type of damage dealt …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=1989","stage":["2d6 cold or fire damage (1 round)","3d6 cold or fire damage (1 round)"],"name":"Antipode Oil","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-1989"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 32 Fortitude","price":35000,"legacy_id":["equipment-4523"],"trait":["Alchemical","Consumable","Contact","Poison","Virulent"],"id":"equipment-1990","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Astringent Venom Source Treasure Vault (Remastered) pg. 67 Price 350 gp Usage held in 2 hands Bulk L Activate Three Actions (manipulate) --- This oily, dark-purple powder gives off the distinct odor of boiled leather. When delivered, the poison acts quickly to constrict the victim's blood flow to their extremities and turn their lungs into a soft jelly. A victim of astringent venom is recognizable by the frostbite-like hue of their hands as they lose circulation to their extremities, making it difficult for them to hold things. Each round at the beginning of their turn, a creature affected by astringent venom must succeed at a flat DC 5 check or drop one random item they're holding. Saving Throw DC 32 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 6d6 poison damage (1 round); Stage 2 8d6 poison damage (1 round); Stage 3 10d6 poison damage and confused (1 round)\n","skill_mod":{},"summary":"This oily, dark-purple powder gives off the distinct odor of boiled leather. When delivered, the poison acts quickly to constrict the victim's blood …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=1990","stage":["6d6 poison damage (1 round)","8d6 poison damage (1 round)","10d6 poison damage and confused (1 round)"],"name":"Astringent Venom","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-1990"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 30 Fortitude","price":28000,"legacy_id":["equipment-4524"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-1991","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Blisterwort Source Treasure Vault (Remastered) pg. 67 Price 280 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- This clear, viscous liquid causes lesions and blisters that spread quickly. The victim's pain response increases and flesh breaks easily under physical stress. Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 poison damage and weakness 2 to physical and force damage; Stage 2 5d6 poison damage and weakness 4 to physical and force damage; Stage 3 7d6 poison damage and weakness 6 to physical and force damage\n","skill_mod":{},"summary":"This clear, viscous liquid causes lesions and blisters that spread quickly. The victim's pain response increases and flesh breaks easily under …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=1991","stage":["4d6 poison damage and weakness 2 to physical and force damage","5d6 poison damage and weakness 4 to physical and force damage","7d6 poison damage and weakness 6 to physical and force damage"],"name":"Blisterwort","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-1991"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","Bestiary"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":1800,"weakness":{},"saving_throw":"DC 17 Fortitude","price":700,"legacy_id":["equipment-4525"],"trait":["Alchemical","Consumable","Ingested","Poison","Uncommon"],"id":"equipment-1992","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Blue Dragonfly Poison Source Treasure Vault (Remastered) pg. 67, Bestiary pg. 45 Price 7 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Boggards brew a potent toxin made from blue dragonflies. Swampseers consume this mixture to awaken their divine powers, but the poison causes debilitating hallucinations in most other creatures. Saving Throw DC 17 Fortitude; Onset 10 minutes; Maximum Duration 30 minutes; Stage 1 dazzled (10 minutes); Stage 2 dazzled and frightened 1 (10 minutes); Stage 3 frightened 1 and confused 1 (1 minute)\n","skill_mod":{},"summary":" Boggards brew a potent toxin made from blue dragonflies. Swampseers consume this mixture to awaken their divine powers, but the poison causes …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=1992","stage":[" dazzled (10 minutes)","dazzled and frightened 1 (10 minutes)","frightened 1 and confused 1 (1 minute)"],"name":"Blue Dragonfly Poison","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1992"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 38 Fortitude","price":300000,"legacy_id":["equipment-4526"],"trait":["Alchemical","Consumable","Inhaled","Poison","Uncommon"],"id":"equipment-1993","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Breathtaking Vapor Source Treasure Vault (Remastered) pg. 67 Price 3,000 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This colorless mist has a mild, waxy scent that precedes acute shortness of breath. Creatures that don't need to breathe can still take the poison's damage but are immune to its other effects. Saving Throw DC 38 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 6d6 poison damage, drained 1, and can't breathe; Stage 2 8d6 poison damage, drained 2, and reduce remaining air by 1 additional round; Stage 3 10d6 poison damage, drained 3, and reduce remaining air by 2 additional rounds\n","skill_mod":{},"summary":"This colorless mist has a mild, waxy scent that precedes acute shortness of breath. Creatures that don't need to breathe can still take the poison's …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=1993","stage":["6d6 poison damage, drained 1 , and can't breathe ","8d6 poison damage, drained 2, and reduce remaining air by 1 additional round","10d6 poison damage, drained 3, and reduce remaining air by 2 additional rounds"],"name":"Breathtaking Vapor","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-1993"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 21 Fortitude","price":1800,"legacy_id":["equipment-4527"],"trait":["Alchemical","Consumable","Injury","Poison","Vitality","Positive"],"id":"equipment-1994","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Brightshade Source Treasure Vault (Remastered) pg. 67 Price 18 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Brewed from a plant native to the First World, brightshade destroys tissue, living or dead. Victims of this poison take poison damage if they’re alive and vitality damage if they’re undead. Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison or vitality damage (1 round); Stage 2 2d6 poison or vitality damage (1 round)\n","skill_mod":{},"summary":"Brewed from a plant native to the First World, brightshade destroys tissue, living or dead. Victims of this poison take poison damage if they’re …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Energy","Planar","Creature Type"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=1994","stage":["1d6 poison or vitality damage (1 round)","2d6 poison or vitality damage (1 round)"],"name":"Brightshade","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-1994"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":600,"weakness":{},"saving_throw":"DC 28 Fortitude","price":13000,"legacy_id":["equipment-4528"],"trait":["Alchemical","Consumable","Ingested","Mental","Poison"],"id":"equipment-1995","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Careless Delight Source Treasure Vault (Remastered) pg. 67 Price 130 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Sometimes called liquid persuasion, this sweet-tasting tincture induces euphoria that lowers inhibitions and increases trust. The status penalty from being stupefied due to this poison doubles when applied to Deception checks to Lie, Perception checks to Sense Motive, and Perception DCs to detect a Lie. Saving Throw DC 28 Fortitude; Onset 1 minute; Maximum Duration 10 minutes; Stage 1 stupefied 1 (1 minute); Stage 2 stupefied 2 (1 minute); Stage 3 stupefied 3, and the victim's attitude toward others improves by one step (1 minute)\n","skill_mod":{},"summary":"Sometimes called liquid persuasion, this sweet-tasting tincture induces euphoria that lowers inhibitions and increases trust. The status penalty from …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Mechanics","Affliction"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=1995","stage":["stupefied 1 (1 minute)","stupefied 2 (1 minute)","stupefied 3, and the victim's attitude toward others improves by one step (1 minute)"],"name":"Careless Delight","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-1995"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 40 Fortitude","price":420000,"legacy_id":["equipment-4529"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-1996","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Choleric Contagion Source Treasure Vault (Remastered) pg. 67 Price 4,200 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- This vile poison is contagious, causing the victim's skin to secrete the toxin, allowing it to spread to others. While under the effects of choleric contagion, the first time during per round the victim succeeds at an attack roll with an unarmed attack against another creature, the target of the attack is exposed to the poison. Saving Throw DC 40 Fortitude; Maximum Duration 6 rounds; Stage 1 6d10 poison damage (1 round); Stage 2 8d10 poison damage (1 round); Stage 3 10d10 poison damage (1 round)\n","skill_mod":{},"summary":"This vile poison is contagious, causing the victim's skin to secrete the toxin, allowing it to spread to others. While under the effects of choleric …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=1996","stage":["6d10 poison damage (1 round)","8d10 poison damage (1 round)","10d10 poison damage (1 round)"],"name":"Choleric Contagion","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-1996"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 22 Fortitude","price":2100,"legacy_id":["equipment-4530"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-1997","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Clown Monarch Source Treasure Vault (Remastered) pg. 68 Price 21 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- A victim of clown monarch is amusing to behold as they repeatedly suffer slapstick pratfalls. This poison disrupts the victim's sense of balance. Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 falls prone and must succeed at a DC 5 flat check when attempting a Stand action or the action fails and is lost (1 round); Stage 2 as stage 1 but the DC is 10 (1 round); Stage 3 as stage 1 but the DC is 15 (1 round)\n","skill_mod":{},"summary":"A victim of clown monarch is amusing to behold as they repeatedly suffer slapstick pratfalls. This poison disrupts the victim's sense of balance. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=1997","stage":["falls prone and must succeed at a DC 5 flat check when attempting a Stand action or the action fails and is lost (1 round)","as stage 1 but the DC is 10 (1 round)","as stage 1 but the DC is 15 (1 round)"],"name":"Clown Monarch","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Two Actions","rarity":"common","slug":"equipment-1997"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 32 Fortitude","price":34000,"legacy_id":["equipment-4531"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-1998","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Clubhead Poison Source Treasure Vault (Remastered) pg. 68 Price 340 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- This poison is named for the strain of fungi from which it's distilled. Hallucinations assail the victim's mind, causing them to see imaginary foes. Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 3d8 poison damage, off-guard, and can’t take reactions (1 round); Stage 2 4d8 poison damage, off-guard, can’t take reactions, stunned 1 (1 round); Stage 3 5d8 poison damage, off-guard, can’t take reactions, and stunned 1 (1 round)\n","skill_mod":{},"summary":"This poison is named for the strain of fungi from which it's distilled. Hallucinations assail the victim's mind, causing them to see imaginary foes. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=1998","stage":["3d8 poison damage, off-guard , and can’t take reactions (1 round)","4d8 poison damage, off-guard, can’t take reactions, stunned 1 (1 round)","5d8 poison damage, off-guard, can’t take reactions, and stunned 1 (1 round)"],"name":"Clubhead Poison","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-1998"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 25 Fortitude","price":10000,"legacy_id":["equipment-4532"],"trait":["Alchemical","Consumable","Incapacitation","Injury","Poison"],"id":"equipment-1999","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Curare Source Treasure Vault (Remastered) pg. 68 Price 100 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Hunters all over Golarion favor curare, a potent paralytic derived from boiled tree bark. Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds (but see stage 3); Stage 1 2d6 poison damage, clumsy 1, and enfeebled 1 (1 round); Stage 2 3d6 poison damage, clumsy 2, enfeebled 2, and slowed 1 (1 minute); Stage 3 4d6 poison damage, clumsy 2, enfeebled 2, and slowed 1 (1 round). If the victim fails the saving throw while at Stage 3, the poison ends and the victim is paralyzed for 2d6 minutes.\n","skill_mod":{},"summary":"Hunters all over Golarion favor curare, a potent paralytic derived from boiled tree bark. Saving Throw DC 25 Fortitude; Maximum Duration 6 …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=1999","stage":["2d6 poison damage, clumsy 1 , and enfeebled 1 (1 round)","3d6 poison damage, clumsy 2, enfeebled 2, and slowed 1 (1 minute)","4d6 poison damage, clumsy 2, enfeebled 2, and slowed 1 (1 round). If the victim fails the saving throw while at Stage 3, the poison ends and the victim is paralyzed for 2d6 minutes."],"name":"Curare","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-1999"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 30 Fortitude","price":24000,"legacy_id":["equipment-4533"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-2000","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Dancing Lamentation Source Treasure Vault (Remastered) pg. 68 Price 240 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- This toxin erratically stimulates the limbs, forcing unexpected shifts in momentum. The result resembles a gangly, lurching dance. At the start of each turn, the victim takes one or more Steps in a random direction if able. This movement is forced and doesn't count against the victim's actions for the round. Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 poison damage and 1 Step of forced movement (1 round); Stage 2 6d6 poison damage, clumsy 1, and 1 Step of forced movement (1 round); Stage 3 8d6 poison damage, clumsy 2, 2 Steps of forced movement (1 round)\n","skill_mod":{},"summary":"This toxin erratically stimulates the limbs, forcing unexpected shifts in momentum. The result resembles a gangly, lurching dance. At the start of …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2000","stage":["4d6 poison damage and 1 Step of forced movement (1 round)","6d6 poison damage, clumsy 1 , and 1 Step of forced movement (1 round)","8d6 poison damage, clumsy 2, 2 Steps of forced movement (1 round)"],"name":"Dancing Lamentation","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2000"},{"legacy_name":["Death Knell Powder"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 34 Fortitude","price":62500,"legacy_id":["equipment-4534"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-2001","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Execution Powder Source Treasure Vault (Remastered) pg. 68 Price 625 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- The spores of a certain mushrooms, if carefully collected and suspended in a properly mixed alchemical fluid, can kill those near death. If a creature is reduced to 0 Hit Points while under the effect of execution powder, it must succeed at a DC 34 Will save or die (this is a death effect). If a creature dies from execution powder, the spores from their last breath alight on a random creature adjacent to the victim, granting that creature 20 temporary Hit Points and a +1 status bonus to attack and damage rolls for 10 minutes. Saving Throw DC 34 Fortitude; Maximum Duration 6 rounds; Stage 1 7d6 poison damage (1 round); Stage 2 9d6 poison damage (1 round); Stage 3 12d6 poison damage (1 round)\n","skill_mod":{},"summary":"The spores of a certain mushrooms, if carefully collected and suspended in a properly mixed alchemical fluid, can kill those near death. If a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2001","stage":["7d6 poison damage (1 round)","9d6 poison damage (1 round)","12d6 poison damage (1 round)"],"name":"Execution Powder","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2001"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 35 Fortitude","price":110000,"legacy_id":["equipment-4535"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-2002","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Eldritch Flare Source Treasure Vault (Remastered) pg. 68 Price 1,100 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- This poison draws power from the magic of its victim. If a creature under the effects of eldritch flare Casts a Spell, excess magical energy feeds back into the toxin, increasing the DC of the poison by 2 that round. In addition, if the spell deals damage, the poison deals half its damage as one of the types of damage the spell deals (the other half remains poison damage). If the target is immune or has resistance to the spell's damage, the poison deals half its damage as mental damage instead. If the victim casts no spells during a round while affected, the poison still deals its poison damage. Saving Throw DC 35 Fortitude; Maximum Duration 6 rounds; Stage 1 8d6 damage (1 round); Stage 2 10d6 damage (1 round); Stage 3 12d6 damage (1 round)\n","skill_mod":{},"summary":"This poison draws power from the magic of its victim. If a creature under the effects of eldritch flare Casts a Spell, excess magical energy feeds …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2002","stage":["8d6 damage (1 round)","10d6 damage (1 round)","12d6 damage (1 round)"],"name":"Eldritch Flare","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2002"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":60,"weakness":{},"saving_throw":"DC 37 Fortitude (<%TRAITS%142%%>secret<%END>)","price":260000,"legacy_id":["equipment-4536"],"trait":["Alchemical","Consumable","Injury","Poison","Virulent"],"id":"equipment-2003","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > False Hope Source Treasure Vault (Remastered) pg. 68 Price 2,600 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- This poison is an insidious distillation of the venom of the boomslang snake. It acts slowly and cyclically, giving its victim a false sense that the poison has failed to take hold or its effects have ended. The GM makes the target's saving throws in secret during any stage that has no effect. Saving Throw DC 37 Fortitude (secret); Maximum Duration 10 rounds; Stage 1 no effect (1 round); Stage 2 10d8 poison damage (1 round); Stage 3 no effect; Stage 4 12d8 poison damage (1 round)\n","skill_mod":{},"summary":"This poison is an insidious distillation of the venom of the boomslang snake. It acts slowly and cyclically, giving its victim a false sense that the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2003","stage":["no effect (1 round)","10d8 poison damage (1 round)","no effect","12d8 poison damage (1 round)"],"name":"False Hope","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2003"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","Pathfinder #149: Against the Scarlet Triad"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 32 Fortitude","price":47500,"legacy_id":["equipment-4537"],"trait":["Alchemical","Consumable","Inhaled","Poison","Uncommon"],"id":"equipment-2004","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Gorgon's Breath Source Treasure Vault (Remastered) pg. 69, Pathfinder #149: Against the Scarlet Triad pg. 78 Price 475 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Gorgon's breath is a fine powder that can easily enter living creatures' bloodstreams through their lungs before binding to mucous membranes and causing any nearby soft tissues to harden. Saving Throw DC 32 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 slowed 1 (1 round); Stage 2 4d6 bludgeoning damage and slowed 1 (1 round); Stage 3 petrified (1 round); Stage 4 petrified permanently\n","skill_mod":{},"summary":"Gorgon's breath is a fine powder that can easily enter living creatures' bloodstreams through their lungs before binding to mucous membranes and …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":13,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=2004","source_group":["Age of Ashes"],"stage":[" slowed 1 (1 round)","4d6 bludgeoning damage and slowed 1 (1 round)"," petrified (1 round)","petrified permanently"],"name":"Gorgon's Breath","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2004"},{"legacy_name":["Hunger Oil"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 30 Fortitude","price":23500,"legacy_id":["equipment-4538"],"trait":["Alchemical","Consumable","Contact","Poison"],"id":"equipment-2005","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Gnawbone Toxin Source Treasure Vault (Remastered) pg. 69 Price 235 gp Usage held in 1 hand Bulk L Activate Three Actions (manipulate) --- Made from the ground bones of ghouls or other cannibalistic creatures processed into a green-gray paste, gnawbone toxin imparts an insatiable desire to consume the flesh of intelligent creatures. If the victim eats at least a mouthful of humanoid flesh, it ignores the enfeebled condition from gnawbone toxin for 1 minute. Victims under the effect of gnawbone toxin regain only half as many Hit Points from healing effects unless they’ve eaten at least a mouthful of humanoid flesh in the last minute. Saving Throw DC 30 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 enfeebled 2 (1 minute); Stage 2 enfeebled 3 (1 minute); Stage 3 enfeebled 4 (1d4 minutes)\n","skill_mod":{},"summary":"Made from the ground bones of ghouls or other cannibalistic creatures processed into a green-gray paste, gnawbone toxin imparts an insatiable …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=2005","stage":["enfeebled 2 (1 minute)","enfeebled 3 (1 minute)","enfeebled 4 (1d4 minutes)"],"name":"Gnawbone Toxin","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Three Actions","rarity":"common","slug":"equipment-2005"},{"legacy_name":["Liar's Demise"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 34 Fortitude","price":65000,"legacy_id":["equipment-4539"],"trait":["Alchemical","Consumable","Contact","Mental","Poison","Uncommon"],"id":"equipment-2006","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Fraudslayer Oil Source Treasure Vault (Remastered) pg. 69 Price 650 gp Usage held in 1 hand Bulk L Activate Three Actions (manipulate) --- Made from a rare root that reacts to the physical changes that happen when someone is being deceitful, fraudslayer oil is a blunt instrument. It can compel truth, but it carries a fatal price if the victim can’t stop themself from repeatedly telling lies. While under the effect of fraudslayer oil, the victim takes the listed poison damage and mental damage for any time they voluntarily and knowingly tell a lie, due to the poison’s increased blood pressure to their brain. They take this damage once per round at most, even if they lie several times in rapid succession. The victim is aware of this effect and can choose to not answer or give only evasive, technically truthful, answers. Saving Throw DC 34 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 stupefied 1, 3d6 poison damage and 3d6 mental damage for lying (1 minute); Stage 2 stupefied 2, 4d6 poison damage and 4d6 mental damage for lying (1 minute); Stage 3 stupefied 3, 5d6 poison damage and 5d6 mental damage for lying, and the damage becomes a death effect. If it reduces the victim to 0 Hit Points, the victim’s head explodes, causing death (1 minute).\n","skill_mod":{},"summary":"Made from a rare root that reacts to the physical changes that happen when someone is being deceitful, fraudslayer oil is a blunt instrument. It can …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Mechanics","Affliction","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=2006","stage":[" stupefied 1, 3d6 poison damage and 3d6 mental damage for lying (1 minute)","stupefied 2, 4d6 poison damage and 4d6 mental damage for lying (1 minute)","stupefied 3, 5d6 poison damage and 5d6 mental damage for lying, and the damage becomes a death effect. If it reduces the victim to 0 Hit Points, the victim’s head explodes, causing death (1 minute)."],"name":"Fraudslayer Oil","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"uncommon","slug":"equipment-2006"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","Pathfinder #157: Devil at the Dreaming Palace"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":3600,"weakness":{},"saving_throw":"DC 19 Fortitude","price":600,"legacy_id":["equipment-4540"],"trait":["Alchemical","Consumable","Contact","Poison","Uncommon"],"id":"equipment-2007","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Looter's Lethargy Source Treasure Vault (Remastered) pg. 69, Pathfinder #157: Devil at the Dreaming Palace pg. 81 Price 6 gp Usage held in 1 hand Bulk L Activate Three Actions (manipulate) --- The poison known as looter's lethargy ensures no thieves are strong enough to walk off with pilfered treasures. Commonly smeared on locks, chests, and even valuable items themselves, the poison slowly saps the strength of those who touch it. Nearby guardians can then simply follow the resulting trail of discarded valuables to find the weakened trespasser. Saving Throw DC 19 Fortitude; Onset 1 minute; Maximum Duration 1 hour; Stage 1 reduce Bulk limit by 3 (1 minute); Stage 2 off-guard, reduce Bulk limit by 4 (10 minutes); Stage 3 off-guard, reduce Bulk limit by 5 (10 minutes)\n","skill_mod":{},"summary":"The poison known as looter's lethargy ensures no thieves are strong enough to walk off with pilfered treasures. Commonly smeared on locks, chests, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":2,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=2007","source_group":["Agents of Edgewatch"],"stage":["reduce Bulk limit by 3 (1 minute)"," off-guard , reduce Bulk limit by 4 (10 minutes)","off-guard, reduce Bulk limit by 5 (10 minutes)"],"name":"Looter's Lethargy","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"uncommon","slug":"equipment-2007"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 22 Fortitude","price":2500,"legacy_id":["equipment-4541"],"trait":["Alchemical","Consumable","Inhaled","Poison"],"id":"equipment-2008","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Mustard Powder Source Treasure Vault (Remastered) pg. 70 Price 25 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Concocted from the formulas provided by otherworldly refugees to Irrisen, mustard powder is rumored to be devastating to entire armies with proper dispersal. Recipes have quickly spread across Golarion. Mustard powder's sickened condition ends when the poison's other effects do. Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and dazzled (1 round); Stage 2 2d4 poison damage, dazzled, sickened 1, and unable to smell (1 round); Stage 3 2d6 poison damage, dazzled, sickened 2, and unable to smell (1 round)\n","skill_mod":{},"summary":"Concocted from the formulas provided by otherworldly refugees to Irrisen, mustard powder is rumored to be devastating to entire armies with proper …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2008","stage":["1d6 poison damage and dazzled (1 round)","2d4 poison damage, dazzled, sickened 1, and unable to smell (1 round)","2d6 poison damage, dazzled, sickened 2, and unable to smell (1 round)"],"name":"Mustard Powder","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"equipment-2008"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)","Pathfinder #149: Against the Scarlet Triad"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":432000,"weakness":{},"saving_throw":"DC 43 Fortitude","price":1400000,"legacy_id":["equipment-4542"],"trait":["Alchemical","Consumable","Ingested","Poison","Rare"],"id":"equipment-2009","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Nightmare Salt Source Treasure Vault (Remastered) pg. 70, Pathfinder #149: Against the Scarlet Triad pg. 79 Price 14,000 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This potent poison consists of crystals whose flavor and appearance mimics edible salt but whose effects are deadly; victims experience periods of waking nightmares that overload the senses and eventually result in death through a combination of shock and exhaustion. Saving Throw DC 43 Fortitude; Onset 1 hour; Maximum Duration 5 days; Stage 1 frightened 2 once every 1d4 hours, plus fatigued (1 day); Stage 2 confused for 1 minute once every 1d4 hours, plus frightened 3 and fatigued (1 day); Stage 3 frightened 3, plus confused for 1d4 minutes, once every hour, plus fatigued (1 day); Stage 4 death\n","skill_mod":{},"summary":"This potent poison consists of crystals whose flavor and appearance mimics edible salt but whose effects are deadly; victims experience periods of …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":20,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":3600,"resistance":{},"url":"/Equipment.aspx?ID=2009","source_group":["Age of Ashes"],"stage":[" frightened 2 once every 1d4 hours, plus fatigued (1 day)"," confused for 1 minute once every 1d4 hours, plus frightened 3 and fatigued (1 day)","frightened 3, plus confused for 1d4 minutes, once every hour, plus fatigued (1 day)","death"],"name":"Nightmare Salt","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-2009"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 42 Fortitude","price":600000,"legacy_id":["equipment-4543"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-2010","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Pale Fade Source Treasure Vault (Remastered) pg. 70 Price 6,000 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Pale fade is a white ointment with a sharp, earthy scent. The poison rapidly desiccates flesh, which then crumbles and forms a cloud of pallid dust. If the victim is concealed by this poison, then the cloud of dust also conceals other creatures from the victim. Saving Throw DC 42 Fortitude; Maximum Duration 6 rounds; Stage 1 10d6 poison damage and drained 1 (1 round); Stage 2 12d6 poison damage, drained 1, and concealed (1 round); Stage 3 15d6 poison damage, drained 1, and concealed (1 round)\n","skill_mod":{},"summary":"Pale fade is a white ointment with a sharp, earthy scent. The poison rapidly desiccates flesh, which then crumbles and forms a cloud of pallid dust. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2010","stage":["10d6 poison damage and drained 1 (1 round)","15d6 poison damage, drained 1, and concealed (1 round)"],"name":"Pale Fade","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2010"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 32 Fortitude","price":55000,"legacy_id":["equipment-4544"],"trait":["Alchemical","Consumable","Injury","Morph","Poison"],"id":"equipment-2011","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Pummel-Growth Toxin Source Treasure Vault (Remastered) pg. 70 Price 550 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- This substance is the result of a failed alchemical experiment to regrow a severed arm. An extra outsized, uncontrolled limb of the sort used for manipulation grows from the victim's body. The limb initially flails about, throwing the creature off-balance. Once it “matures,” the limb pummels the victim instead. The limb can't deal its bludgeoning damage if the victim is unable to take actions. Upon recovery from the poison, the extra limb withers and falls off. Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 poison damage, clumsy 1, and must succeed at a DC 5 flat check to perform an action with the manipulate trait or the action fails and is lost (1 round); Stage 2 4d6 poison damage, clumsy 1, slowed 1, 2d6 bludgeoning damage (1 round); Stage 3 4d6 poison damage, clumsy 2, slowed 2, 4d6 bludgeoning damage (1 round)\n","skill_mod":{},"summary":"This substance is the result of a failed alchemical experiment to regrow a severed arm. An extra outsized, uncontrolled limb of the sort used for …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Mechanics","Affliction"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2011","stage":["4d6 poison damage, clumsy 1 , and must succeed at a DC 5 flat check to perform an action with the manipulate trait or the action fails and is lost (1 round)","4d6 poison damage, clumsy 1, slowed 1 , 2d6 bludgeoning damage (1 round)","4d6 poison damage, clumsy 2, slowed 2, 4d6 bludgeoning damage (1 round)"],"name":"Pummel-Growth Toxin","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2011"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 25 Fortitude","price":8000,"legacy_id":["equipment-4545"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-2012","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Scarlet Mist Source Treasure Vault (Remastered) pg. 70 Price 80 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Derived from a mixture of krooth venom and an agitating agent, scarlet mist causes bleeding that turns into a foaming mist. When a creature under the effects of scarlet mist takes persistent bleed damage from the toxin, creatures within 5 feet take the splash damage. The persistent damage can't be staunched until the poison's effects end. A creature that can't bleed doesn't take the bleed damage or cause the splash damage but can still take the poison damage. Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage, 1d4 persistent bleed damage, and 1 poison splash damage (1 round); Stage 2 3d6 poison damage, 2d4 persistent bleed damage, and 2 poison splash damage (1 round); Stage 3 3d6 poison damage, 3d4 persistent bleed damage, and 3 poison splash damage (1 round)\n","skill_mod":{},"summary":"Derived from a mixture of krooth venom and an agitating agent, scarlet mist causes bleeding that turns into a foaming mist. When a creature under the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2012","stage":["3d6 poison damage, 1d4 persistent bleed damage, and 1 poison splash damage (1 round)","3d6 poison damage, 2d4 persistent bleed damage, and 2 poison splash damage (1 round)","3d6 poison damage, 3d4 persistent bleed damage, and 3 poison splash damage (1 round)"],"name":"Scarlet Mist","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2012"},{"legacy_name":["Sight-Theft Grift"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":50400,"weakness":{},"saving_throw":"DC 28 Fortitude","price":11500,"legacy_id":["equipment-4546"],"trait":["Alchemical","Consumable","Ingested","Poison","Uncommon"],"id":"equipment-2013","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Sightless Tincture Source Treasure Vault (Remastered) pg. 70 PFS Note The clause of sightless tincture which states that \"the blinded condition from this poison lasts for an additional 24 hours once the poison has run its course\" only applies if the victim reaches Stage 3 and is blinded. Price 115 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- With an incredibly deep black hue, sightless tincture is usually concealed in wine, blood pudding, or other darkly colored foods. The oil at first faintly dims its victim’s sight, then blacks it out entirely. Saving Throw DC 28 Fortitude; Onset 10 minutes; Maximum Duration 14 hours; Stage 1 dazzled and a –2 status penalty to visual Perception checks (1 hour); Stage 2 dazzled and a –4 status penalty to visual Perception checks (1 hour); Stage 3 blinded (2d6 hours); stage 3 is an incapacitation effect, and if the victim is still blinded from the poison when the poison has run its course, the blindness lasts for an additional 24 hours afterward\n","skill_mod":{},"summary":"With an incredibly deep black hue, sightless tincture is usually concealed in wine, blood pudding, or other darkly colored foods. The oil at first …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=2013","stage":[" dazzled and a –2 status penalty to visual Perception checks (1 hour)","dazzled and a –4 status penalty to visual Perception checks (1 hour)","blinded (2d6 hours)"],"name":"Sightless Tincture","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2013"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":60,"weakness":{},"saving_throw":"DC 22 Fortitude","price":6000,"legacy_id":["equipment-4547"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-2014","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Smother Shroud Source Treasure Vault (Remastered) pg. 70 Price 60 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Smother shroud robs a victim of distinguishing features, making it difficult for anyone to identify the corpse. Swelling and distention of facial features makes the victim unrecognizable. Increase the DC of any checks made to identify a creature under the effects of smother shroud by twice the stage of the poison. If the victim dies while under the effects of this poison, its corpse retains an inability to take actions with the auditory trait, and if it tries to speak and fails, it counts against responses to the talking corpse spell. Saving Throw DC 22 Fortitude; Maximum Duration 10 rounds; Stage 1 2d4 poison damage and dazzled (1 round); Stage 2 3d4 poison damage, dazzled, a –4 status penalty to Perception checks to hear and smell, and must succeed at a DC 10 flat check to take actions with the auditory trait or the action is lost (1 round); Stage 3 4d4 poison damage, blinded, deafened, unable to smell, unable to take actions with the auditory trait, and unable to breathe\n","skill_mod":{},"summary":"Smother shroud robs a victim of distinguishing features, making it difficult for anyone to identify the corpse. Swelling and distention of facial …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2014","stage":["2d4 poison damage and dazzled (1 round)","3d4 poison damage, dazzled, a –4 status penalty to Perception checks to hear and smell, and must succeed at a DC 10 flat check to take actions with the auditory trait or the action is lost (1 round)","4d4 poison damage, blinded , deafened , unable to smell, unable to take actions with the auditory trait, and unable to breathe "],"name":"Smother Shroud","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2014"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)","Bestiary 2","Monster Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 15 Fortitude","price":300,"legacy_id":["equipment-4548"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-2015","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Spear Frog Poison Source Treasure Vault (Remastered) pg. 71, Bestiary 2 pg. 121, Monster Core 2 pg. 158 Price 3 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Carefully harvested from the skin of the poisonous spear frog, this toxin causes a burning rash and weakness in the limbs. Each frog yields enough toxin to Craft one dose of spear frog poison. Saving Throw DC 15 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage and enfeebled 1 (1 round)\n","skill_mod":{},"summary":"Carefully harvested from the skin of the poisonous spear frog , this toxin causes a burning rash and weakness in the limbs. Each frog yields enough …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2015","stage":["1d4 poison damage (1 round)","1d6 poison damage and enfeebled 1 (1 round)"],"name":"Spear Frog Poison","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2015"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)","Pathfinder #165: Eyes of Empty Death"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":21600,"weakness":{},"saving_throw":"DC 20 Fortitude","price":1600,"legacy_id":["equipment-4549"],"trait":["Alchemical","Consumable","Incapacitation","Injury","Poison","Sleep","Uncommon"],"id":"equipment-2016","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Stupor Poison Source Treasure Vault (Remastered) pg. 71, Pathfinder #165: Eyes of Empty Death pg. 74 Price 16 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Stupor poison is a more potent distillation of lethargy poison. Further exposure to stupor poison doesn’t require the target to attempt additional saving throws; only failing a saving throw against an ongoing exposure can progress its stage. Saving Throw DC 20 Fortitude; Maximum Duration 6 hours; Stage 1 slowed 1 and off-guard (1 round); Stage 2 slowed 2 and off-guard (1 round); Stage 3 unconscious with no Perception check to wake up (1 round); Stage 4 unconscious with no Perception check to wake up (1d6 hours)\n","skill_mod":{},"summary":"Stupor poison is a more potent distillation of lethargy poison . Further exposure to stupor poison doesn’t require the target to attempt additional …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction","Rarity"],"level":7,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2016","source_group":["Abomination Vaults"],"stage":[" slowed 1 and off-guard (1 round)","slowed 2 and off-guard (1 round)"," unconscious with no Perception check to wake up (1 round)","unconscious with no Perception check to wake up (1d6 hours)"],"name":"Stupor Poison","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-2016"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 21 Fortitude","price":2000,"legacy_id":["equipment-4550"],"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-2017","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Taster's Folly Source Treasure Vault (Remastered) pg. 71 Price 20 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Devised to bypass detection, a dose of taster's folly consists of two compounds that aren't mixed but placed in the contents of one meal. Each compound is harmless on its own. The DC to Recall Knowledge about this poison from one of its components is 23 and attempts to use magic to detect the unmixed components require a successful DC 23 counteract check. The onset period begins only if a victim consumes both compounds during the same hour. If the two compounds mix prior to consumption, they become toxic and are detectable as such. The sickened condition can't be ended until the poison's effects end. Saving Throw DC 21 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 2d4 poison damage (1 minute); Stage 2 3d4 poison damage and sickened 1 (1 minute); Stage 3 4d4 poison damage and sickened 1 (1 minute)\n","skill_mod":{},"summary":"Devised to bypass detection, a dose of taster's folly consists of two compounds that aren't mixed but placed in the contents of one meal. Each …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=2017","stage":["2d4 poison damage (1 minute)","3d4 poison damage and sickened 1 (1 minute)","4d4 poison damage and sickened 1 (1 minute)"],"name":"Taster's Folly","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2017"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":300,"weakness":{},"saving_throw":"DC 34 Fortitude (<%TRAITS%142%%>secret<%END>)","price":70000,"legacy_id":["equipment-4551"],"trait":["Alchemical","Consumable","Injury","Poison","Virulent"],"id":"equipment-2018","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Unending Itch Source Treasure Vault (Remastered) pg. 71 Price 700 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Invented to cause a lengthy and unpleasant demise, this poison manifests as an itch that can't be soothed. The victim experiences the poison damage as irritation rather than pain or sickness and must succeed at a DC 34 Perception check to realize they're poisoned. The poison can also be identified with a DC 34 Medicine check. Once the victim has lost half or more of its Hit Points, the DC drops to 30 for either check. As long as the victim doesn't realize it's poisoned, the GM makes its saving throws in secret. Saving Throw DC 34 Fortitude (secret); Maximum Duration 5 minutes; Stages 1–5 1d6 poison damage (1 round)\n","skill_mod":{},"summary":"Invented to cause a lengthy and unpleasant demise, this poison manifests as an itch that can't be soothed. The victim experiences the poison damage …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2018","name":"Unending Itch","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2018"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)","Bestiary 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 17 Fortitude","price":1200,"legacy_id":["equipment-4552"],"trait":["Alchemical","Consumable","Contact","Poison","Uncommon"],"id":"equipment-2019","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Violet Venom Source Treasure Vault (Remastered) pg. 71, Bestiary 2 pg. 286 Price 12 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- The delicate process of extracting violet venom from a violet fungus leaves it diluted at the best of times. Alchemists are still on the hunt for a truly pure, unadulterated version of this highly toxic poison. Saving Throw DC 17 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 1d6 poison plus enfeebled 1 (1 round); Stage 2 1d6 poison plus drained 1 (1 round); Stage 3 2d6 poison plus enfeebled 1 (1 round)\n","skill_mod":{},"summary":"The delicate process of extracting violet venom from a violet fungus leaves it diluted at the best of times. Alchemists are still on the hunt for a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=2019","stage":["1d6 poison plus enfeebled 1 (1 round)","1d6 poison plus drained 1 (1 round)","2d6 poison plus enfeebled 1 (1 round)"],"name":"Violet Venom","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-2019"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 26 Will","price":9000,"legacy_id":["equipment-4553"],"trait":["Alchemical","Consumable","Injury","Mental","Poison"],"id":"equipment-2020","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Warpwobble Poison Source Treasure Vault (Remastered) pg. 71 Price 90 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Warpwobble poison causes hallucinations of space bending and stretching, leading to vertigo and an inability to discern a stable place to move. Saving Throw DC 26 Will; Maximum Duration 6 rounds; Stage 1 treat all squares as difficult terrain (1 round); Stage 2 treat all squares as greater difficult terrain (1 round); Stage 3 treat all squares as uneven ground (DC 26), treating a critical success to Balance as a success, and a success as a success but moving on greater difficult terrain (1 round)\n","skill_mod":{},"summary":"Warpwobble poison causes hallucinations of space bending and stretching, leading to vertigo and an inability to discern a stable place to move. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Mechanics","Affliction"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2020","stage":["treat all squares as difficult terrain (1 round)","treat all squares as greater difficult terrain (1 round)","treat all squares as uneven ground (DC 26), treating a critical success to Balance as a success, and a success as a success but moving on greater difficult terrain (1 round)"],"name":"Warpwobble Poison","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2020"},{"legacy_name":["Bralani Breath"],"item_child_id":["equipment-2021-1781","equipment-2021-1782"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4554"],"trait":["Catalyst","Consumable","Magical"],"id":"equipment-2021","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Deadlock Mint Source Treasure Vault (Remastered) pg. 74 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- Deadlock mint is a species of mint with small, green flowers, said to grow on battlefields where the opposing sides were equally matched. Sprigs of the flowers blow gently in a breeze of their own creation. If you cast mystic armor using deadlock mint , you release a small blast of concussive air in an emanation of a size that depends on the catalyst’s type. Unattended objects up to a certain Bulk limit are pushed away from you. Large or smaller creatures must succeed at a Fortitude save equal to your spell save DC or be pushed the same distance away from you. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Deadlock Mint Source Treasure Vault (Remastered) pg. 74 Price 11 gp Bulk L --- Objects of 1 Bulk or less and creatures that fail the save are pushed 5 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Deadlock Mint (Greater) Source Treasure Vault (Remastered) pg. 74 Price 110 gp Bulk L --- Objects of 1 Bulk or less and creatures that fail the save are pushed 10 feet. Objects of up to 2 Bulk are pushed 5 feet, and Huge creatures must succeed at the save or be pushed 5 feet.","skill_mod":{},"summary":" Deadlock mint is a species of mint with small, green flowers, said to grow on battlefields where the opposing sides were equally matched. Sprigs of …","primary_source":"Treasure Vault (Remastered)","spell":["Mage Armor"],"trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2021","name":"Deadlock Mint","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2021"},{"legacy_name":["Bralani Breath"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2021","weakness":{},"price":1100,"legacy_id":["equipment-4554"],"trait":["Catalyst","Consumable","Magical"],"id":"equipment-2021-1781","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Deadlock Mint Source Treasure Vault (Remastered) pg. 74 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- Deadlock mint is a species of mint with small, green flowers, said to grow on battlefields where the opposing sides were equally matched. Sprigs of the flowers blow gently in a breeze of their own creation. If you cast mystic armor using deadlock mint , you release a small blast of concussive air in an emanation of a size that depends on the catalyst’s type. Unattended objects up to a certain Bulk limit are pushed away from you. Large or smaller creatures must succeed at a Fortitude save equal to your spell save DC or be pushed the same distance away from you. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Deadlock Mint Source Treasure Vault (Remastered) pg. 74 Price 11 gp Bulk L --- Objects of 1 Bulk or less and creatures that fail the save are pushed 5 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Deadlock Mint (Greater) Source Treasure Vault (Remastered) pg. 74 Price 110 gp Bulk L --- Objects of 1 Bulk or less and creatures that fail the save are pushed 10 feet. Objects of up to 2 Bulk are pushed 5 feet, and Huge creatures must succeed at the save or be pushed 5 feet.","skill_mod":{},"summary":"Objects of 1 Bulk or less and creatures that fail the save are pushed 5 feet.","primary_source":"Treasure Vault (Remastered)","spell":["Mage Armor"],"trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2021","name":"Deadlock Mint","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2021-1781"},{"legacy_name":["Bralani Breath (Greater)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2021","weakness":{},"price":11000,"legacy_id":["equipment-4554"],"trait":["Catalyst","Consumable","Magical"],"id":"equipment-2021-1782","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Deadlock Mint Source Treasure Vault (Remastered) pg. 74 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- Deadlock mint is a species of mint with small, green flowers, said to grow on battlefields where the opposing sides were equally matched. Sprigs of the flowers blow gently in a breeze of their own creation. If you cast mystic armor using deadlock mint , you release a small blast of concussive air in an emanation of a size that depends on the catalyst’s type. Unattended objects up to a certain Bulk limit are pushed away from you. Large or smaller creatures must succeed at a Fortitude save equal to your spell save DC or be pushed the same distance away from you. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Deadlock Mint Source Treasure Vault (Remastered) pg. 74 Price 11 gp Bulk L --- Objects of 1 Bulk or less and creatures that fail the save are pushed 5 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Deadlock Mint (Greater) Source Treasure Vault (Remastered) pg. 74 Price 110 gp Bulk L --- Objects of 1 Bulk or less and creatures that fail the save are pushed 10 feet. Objects of up to 2 Bulk are pushed 5 feet, and Huge creatures must succeed at the save or be pushed 5 feet.","skill_mod":{},"summary":"Objects of 1 Bulk or less and creatures that fail the save are pushed 10 feet. Objects of up to 2 Bulk are pushed 5 feet, and Huge creatures must …","primary_source":"Treasure Vault (Remastered)","spell":["Mage Armor"],"trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2021","name":"Deadlock Mint (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2021-1782"},{"legacy_name":["Dragon Throat Scale"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":5500,"legacy_id":["equipment-4555"],"trait":["Catalyst","Consumable","Magical"],"id":"equipment-2022","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Dragon Breath Scale Source Treasure Vault (Remastered) pg. 74 Price 55 gp Usage held in 1 hand Bulk L Activate Cast a Spell --- When used to cast breathe fire or chilling spray , a scale from a dragon’s throat changes the spell’s damage type and corresponding trait to the damage type and trait of the dragon’s breath. You can instead choose the damage type and trait corresponding to the dragon’s tradition if it’s different. The dragons from Monster Core and their damage types are as follows, with the tradition option listed if it’s different from the dragon’s breath. Adamantine bludgeoning or fire Conspirator mental or poison Diabolic fire or spirit Empyreal spirit Fortune force Horned fire or poison Mirage force or mental Omen mental ","skill_mod":{},"summary":"When used to cast breathe fire or chilling spray , a scale from a dragon’s throat changes the spell’s damage type and corresponding trait to …","primary_source":"Treasure Vault (Remastered)","spell":["Breathe Fire","Chilling Spray"],"trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2022","name":"Dragon Breath Scale","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2022"},{"item_child_id":["equipment-2023-1783","equipment-2023-1784"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4556"],"trait":["Catalyst","Consumable","Magical"],"id":"equipment-2023","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Euphoric Loop Source Treasure Vault (Remastered) pg. 74 Usage held in 1 hand Bulk L Activate Cast a Spell --- This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a charm spell, the enchantment creates a blissful experience for one target of your choice. When the spell ends, even if you Dismiss it, the sudden mental dissonance between the charmed state and reality forces the target to attempt a Will save against your spell DC. Critical Success The target is unaffected. Success The target is stunned 1 or, if the spell ended because of a hostile action, confused for 1 round. Failure The target is stunned 2 or, if the spell ended because of a hostile action, confused for 1 round. Critical Failure The target is stunned 3 or, if the spell ended because of a hostile action, confused for 2 rounds. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Euphoric Loop Source Treasure Vault (Remastered) pg. 74 Price 30 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Euphoric Loop (Greater) Source Treasure Vault (Remastered) pg. 74 Price 450 gp Bulk L --- The catalyst affects all targets of the charm spell, up to 10.","skill_mod":{},"summary":"This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a charm spell, the enchantment creates a blissful …","primary_source":"Treasure Vault (Remastered)","spell":["Charm"],"trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2023","name":"Euphoric Loop","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2023"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2023","weakness":{},"price":3000,"legacy_id":["equipment-4556"],"trait":["Catalyst","Consumable","Magical"],"id":"equipment-2023-1783","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Euphoric Loop Source Treasure Vault (Remastered) pg. 74 Usage held in 1 hand Bulk L Activate Cast a Spell --- This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a charm spell, the enchantment creates a blissful experience for one target of your choice. When the spell ends, even if you Dismiss it, the sudden mental dissonance between the charmed state and reality forces the target to attempt a Will save against your spell DC. Critical Success The target is unaffected. Success The target is stunned 1 or, if the spell ended because of a hostile action, confused for 1 round. Failure The target is stunned 2 or, if the spell ended because of a hostile action, confused for 1 round. Critical Failure The target is stunned 3 or, if the spell ended because of a hostile action, confused for 2 rounds. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Euphoric Loop Source Treasure Vault (Remastered) pg. 74 Price 30 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Euphoric Loop (Greater) Source Treasure Vault (Remastered) pg. 74 Price 450 gp Bulk L --- The catalyst affects all targets of the charm spell, up to 10.","skill_mod":{},"summary":"This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a charm spell, the enchantment creates a blissful …","primary_source":"Treasure Vault (Remastered)","spell":["Charm"],"trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2023","name":"Euphoric Loop","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2023-1783"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2023","weakness":{},"price":45000,"legacy_id":["equipment-4556"],"trait":["Catalyst","Consumable","Magical"],"id":"equipment-2023-1784","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Euphoric Loop Source Treasure Vault (Remastered) pg. 74 Usage held in 1 hand Bulk L Activate Cast a Spell --- This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a charm spell, the enchantment creates a blissful experience for one target of your choice. When the spell ends, even if you Dismiss it, the sudden mental dissonance between the charmed state and reality forces the target to attempt a Will save against your spell DC. Critical Success The target is unaffected. Success The target is stunned 1 or, if the spell ended because of a hostile action, confused for 1 round. Failure The target is stunned 2 or, if the spell ended because of a hostile action, confused for 1 round. Critical Failure The target is stunned 3 or, if the spell ended because of a hostile action, confused for 2 rounds. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Euphoric Loop Source Treasure Vault (Remastered) pg. 74 Price 30 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Euphoric Loop (Greater) Source Treasure Vault (Remastered) pg. 74 Price 450 gp Bulk L --- The catalyst affects all targets of the charm spell, up to 10.","skill_mod":{},"summary":"The catalyst affects all targets of the charm spell, up to 10.","primary_source":"Treasure Vault (Remastered)","spell":["Charm"],"trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2023","name":"Euphoric Loop (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2023-1784"},{"legacy_name":["Fearcracker"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2500,"legacy_id":["equipment-4557"],"trait":["Catalyst","Consumable","Magical"],"id":"equipment-2024","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Ghostcracker Source Treasure Vault (Remastered) pg. 74 Price 25 gp Usage held in 1 hand Bulk L Activate Cast a Spell --- A ghostcracker pops and smokes when consumed. When you throw the ghostcracker down in your space as part of casting an illusory creature spell, the appearance of the creature twists nightmarishly. When an enemy’s attack or spell ends the illusory creature spell, the creature “dies” in a disturbing fashion, rendering the enemy frightened 1. From this effect, the ghostcracker adds the emotion, fear, and mental traits to the spell.\n","skill_mod":{},"summary":"A ghostcracker pops and smokes when consumed. When you throw the ghostcracker down in your space as part of casting an illusory creature …","primary_source":"Treasure Vault (Remastered)","spell":["Mirror Image"],"trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2024","name":"Ghostcracker","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2024"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2500,"legacy_id":["equipment-4558"],"trait":["Catalyst","Consumable","Magical"],"id":"equipment-2025","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Gravemist Taper Source Treasure Vault (Remastered) pg. 74 Price 25 gp Usage held in 1 hand Bulk L Activate Cast a Spell --- A gravemist taper is a conical candle with symbols of terror and death carved into the wax. The taper can be used as a catalyst when casting a mist spell, burning the taper away, coloring the mist gray, and filling the mist with ghastly, shadowy shapes. The flat check to overcome the concealed state from the mist rises to 7, and a creature who fails such a check becomes frightened 1. This aspect of the spell has the emotion, fear, and mental traits.\n","skill_mod":{},"summary":"A gravemist taper is a conical candle with symbols of terror and death carved into the wax. The taper can be used as a catalyst when casting a …","primary_source":"Treasure Vault (Remastered)","spell":["Obscuring Mist"],"trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2025","name":"Gravemist Taper","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2025"},{"item_child_id":["equipment-2026-1785","equipment-2026-1786","equipment-2026-1787"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4559"],"trait":["Catalyst","Consumable","Magical"],"id":"equipment-2026","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Nevercold Source Treasure Vault (Remastered) pg. 75 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- Nevercold , sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the First World. True to its name, nevercold remains warm to the touch. If you use nevercold to cast fire shield , the spell's duration increases by 5 minutes, the cold resistance you gain from it lasts 1 hour, and you're protected from the effects of severe cold for 8 hours. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Nevercold Source Treasure Vault (Remastered) pg. 75 Price 180 gp Bulk L --- The catalyst affects 4th-level fire shield . <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Nevercold (Compressed) Source Treasure Vault (Remastered) pg. 75 Price 720 gp Bulk L --- The catalyst affects 6th-level or lower fire shield , and the protection from severe cold lasts 24 hours. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Nevercold (Refined) Source Treasure Vault (Remastered) pg. 75 Price 3,600 gp Bulk L --- The catalyst affects 8th-level or lower fire shield , and the protection from severe cold lasts 24 hours.","skill_mod":{},"summary":" Nevercold , sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the First World . True to its name, nevercold …","primary_source":"Treasure Vault (Remastered)","spell":["Fire Shield"],"trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2026","name":"Nevercold","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2026"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2026","weakness":{},"price":18000,"legacy_id":["equipment-4559"],"trait":["Catalyst","Consumable","Magical"],"id":"equipment-2026-1785","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Nevercold Source Treasure Vault (Remastered) pg. 75 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- Nevercold , sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the First World. True to its name, nevercold remains warm to the touch. If you use nevercold to cast fire shield , the spell's duration increases by 5 minutes, the cold resistance you gain from it lasts 1 hour, and you're protected from the effects of severe cold for 8 hours. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Nevercold Source Treasure Vault (Remastered) pg. 75 Price 180 gp Bulk L --- The catalyst affects 4th-level fire shield . <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Nevercold (Compressed) Source Treasure Vault (Remastered) pg. 75 Price 720 gp Bulk L --- The catalyst affects 6th-level or lower fire shield , and the protection from severe cold lasts 24 hours. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Nevercold (Refined) Source Treasure Vault (Remastered) pg. 75 Price 3,600 gp Bulk L --- The catalyst affects 8th-level or lower fire shield , and the protection from severe cold lasts 24 hours.","skill_mod":{},"summary":"The catalyst affects 4th-level fire shield .","primary_source":"Treasure Vault (Remastered)","spell":["Fire Shield"],"trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2026","name":"Nevercold","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2026-1785"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2026","weakness":{},"price":72000,"legacy_id":["equipment-4559"],"trait":["Catalyst","Consumable","Magical"],"id":"equipment-2026-1786","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Nevercold Source Treasure Vault (Remastered) pg. 75 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- Nevercold , sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the First World. True to its name, nevercold remains warm to the touch. If you use nevercold to cast fire shield , the spell's duration increases by 5 minutes, the cold resistance you gain from it lasts 1 hour, and you're protected from the effects of severe cold for 8 hours. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Nevercold Source Treasure Vault (Remastered) pg. 75 Price 180 gp Bulk L --- The catalyst affects 4th-level fire shield . <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Nevercold (Compressed) Source Treasure Vault (Remastered) pg. 75 Price 720 gp Bulk L --- The catalyst affects 6th-level or lower fire shield , and the protection from severe cold lasts 24 hours. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Nevercold (Refined) Source Treasure Vault (Remastered) pg. 75 Price 3,600 gp Bulk L --- The catalyst affects 8th-level or lower fire shield , and the protection from severe cold lasts 24 hours.","skill_mod":{},"summary":"The catalyst affects 6th-level or lower fire shield , and the protection from severe cold lasts 24 hours.","primary_source":"Treasure Vault (Remastered)","spell":["Fire Shield"],"trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2026","name":"Nevercold (Compressed)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2026-1786"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2026","weakness":{},"price":360000,"legacy_id":["equipment-4559"],"trait":["Catalyst","Consumable","Magical"],"id":"equipment-2026-1787","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Nevercold Source Treasure Vault (Remastered) pg. 75 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- Nevercold , sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the First World. True to its name, nevercold remains warm to the touch. If you use nevercold to cast fire shield , the spell's duration increases by 5 minutes, the cold resistance you gain from it lasts 1 hour, and you're protected from the effects of severe cold for 8 hours. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Nevercold Source Treasure Vault (Remastered) pg. 75 Price 180 gp Bulk L --- The catalyst affects 4th-level fire shield . <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Nevercold (Compressed) Source Treasure Vault (Remastered) pg. 75 Price 720 gp Bulk L --- The catalyst affects 6th-level or lower fire shield , and the protection from severe cold lasts 24 hours. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Nevercold (Refined) Source Treasure Vault (Remastered) pg. 75 Price 3,600 gp Bulk L --- The catalyst affects 8th-level or lower fire shield , and the protection from severe cold lasts 24 hours.","skill_mod":{},"summary":"The catalyst affects 8th-level or lower fire shield , and the protection from severe cold lasts 24 hours.","primary_source":"Treasure Vault (Remastered)","spell":["Fire Shield"],"trait_group":["Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2026","name":"Nevercold (Refined)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2026-1787"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":6000,"legacy_id":["equipment-4560"],"trait":["Catalyst","Consumable","Magical"],"id":"equipment-2027","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Nightpitch Source Treasure Vault (Remastered) pg. 75 Price 60 gp Usage held in 1 hand Bulk L Activate Cast a Spell --- A pellet of tar mixed with the fur of a nocturnal creature, such as a bat, nightpitch used to cast a darkness spell makes the area of the darkness difficult terrain.\n","skill_mod":{},"summary":"A pellet of tar mixed with the fur of a nocturnal creature, such as a bat , nightpitch used to cast a darkness spell makes the area of the …","primary_source":"Treasure Vault (Remastered)","spell":["Darkness"],"trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2027","name":"Nightpitch","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2027"},{"item_child_id":["equipment-2028-1788","equipment-2028-1789"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4561"],"trait":["Catalyst","Consumable","Magical"],"id":"equipment-2028","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Seventh Prism Source Treasure Vault (Remastered) pg. 75 Usage held in 1 hand Bulk L Activate Cast a Spell --- Beloved by the church of the Seventh Veil, a seventh prism is a crystal that disperses its internal light, casting an aurora of color. If you use a seventh prism to cast dizzying colors , targets are dazzled for twice as long as their saving throw indicates. On a critical failure, the target is dazzled for 1 minute after its blinded condition ends. Motes of shifting rainbow hues cloud the eyes, making it difficult to see details. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Seventh Prism (Triangular) Source Treasure Vault (Remastered) pg. 75 Price 10 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Seventh Prism (Pentagonal) Source Treasure Vault (Remastered) pg. 75 Price 52 gp Bulk L --- The area increases to a 20-foot cone, and the DC for the flat check against the target being concealed increases to 7.","skill_mod":{},"summary":"Beloved by the church of the Seventh Veil , a seventh prism is a crystal that disperses its internal light, casting an aurora of color. If you use …","primary_source":"Treasure Vault (Remastered)","spell":["Color Spray"],"trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2028","name":"Seventh Prism","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2028"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2028","weakness":{},"price":1000,"legacy_id":["equipment-4561"],"trait":["Catalyst","Consumable","Magical"],"id":"equipment-2028-1788","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Seventh Prism Source Treasure Vault (Remastered) pg. 75 Usage held in 1 hand Bulk L Activate Cast a Spell --- Beloved by the church of the Seventh Veil, a seventh prism is a crystal that disperses its internal light, casting an aurora of color. If you use a seventh prism to cast dizzying colors , targets are dazzled for twice as long as their saving throw indicates. On a critical failure, the target is dazzled for 1 minute after its blinded condition ends. Motes of shifting rainbow hues cloud the eyes, making it difficult to see details. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Seventh Prism (Triangular) Source Treasure Vault (Remastered) pg. 75 Price 10 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Seventh Prism (Pentagonal) Source Treasure Vault (Remastered) pg. 75 Price 52 gp Bulk L --- The area increases to a 20-foot cone, and the DC for the flat check against the target being concealed increases to 7.","skill_mod":{},"summary":"Beloved by the church of the Seventh Veil , a seventh prism is a crystal that disperses its internal light, casting an aurora of color. If you use …","primary_source":"Treasure Vault (Remastered)","spell":["Color Spray"],"trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2028","name":"Seventh Prism (Triangular)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2028-1788"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2028","weakness":{},"price":5200,"legacy_id":["equipment-4561"],"trait":["Catalyst","Consumable","Magical"],"id":"equipment-2028-1789","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Seventh Prism Source Treasure Vault (Remastered) pg. 75 Usage held in 1 hand Bulk L Activate Cast a Spell --- Beloved by the church of the Seventh Veil, a seventh prism is a crystal that disperses its internal light, casting an aurora of color. If you use a seventh prism to cast dizzying colors , targets are dazzled for twice as long as their saving throw indicates. On a critical failure, the target is dazzled for 1 minute after its blinded condition ends. Motes of shifting rainbow hues cloud the eyes, making it difficult to see details. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Seventh Prism (Triangular) Source Treasure Vault (Remastered) pg. 75 Price 10 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Seventh Prism (Pentagonal) Source Treasure Vault (Remastered) pg. 75 Price 52 gp Bulk L --- The area increases to a 20-foot cone, and the DC for the flat check against the target being concealed increases to 7.","skill_mod":{},"summary":"The area increases to a 20-foot cone, and the DC for the flat check against the target being concealed increases to 7.","primary_source":"Treasure Vault (Remastered)","spell":["Color Spray"],"trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2028","name":"Seventh Prism (Pentagonal)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2028-1789"},{"primary_source_category":"Rulebooks","usage":"affixed to the ground in four spaces along a circle with a 20-foot radius","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"duration":3600,"weakness":{},"price":25000,"legacy_id":["equipment-4562"],"trait":["Consumable","Fulu","Magical"],"id":"equipment-2029","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Anathema Fulu Source Treasure Vault (Remastered) pg. 76 Price 250 gp Duration 1 hour Usage affixed to the ground in four spaces along a circle with a 20-foot radius --- First used by celestial-touched nephilim of Tianjing to weaken qlippoth, an anathema fulu comes in four pieces, one placed in each cardinal direction. Choose one of the following traits when activating the fulus: celestial, elemental, fey, fiend, monitor, or undead. If a creature with that trait starts its turn in the area, it must succeed at a DC 30 Fortitude saving throw or become sickened 2 until the start of its next turn. On a critical success, the creature becomes temporarily immune to any anathema fulus for 1 hour. Regardless of the save result, if you subsequently cast banishment on such a creature in the area, the creature takes the –2 penalty described in that spell for adding a special cost of an object that’s anathema to that creature. The fulu acts as that object; you don’t need to add it. If a creature affected by this penalty rolls a saving throw against banishment, the caster can use a free action to force the result one step lower. Doing so burns the whole fulu out, ending the effect. If any of the fulu’s pieces are moved or destroyed after activation, the effect ends.\n","skill_mod":{},"summary":"First used by celestial-touched nephilim of Tianjing to weaken qlippoth , an anathema fulu comes in four pieces, one placed in each cardinal …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2029","name":"Anathema Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2029"},{"item_child_id":["equipment-2030-1790","equipment-2030-1791","equipment-2030-1792"],"primary_source_category":"Rulebooks","usage":"affixed to an object or structure","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4563"],"trait":["Consumable","Fulu","Magical"],"id":"equipment-2030","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Demolition Fulu Source Treasure Vault (Remastered) pg. 76 Usage affixed to an object or structure --- A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it's affixed to by an amount equal to the fulu's level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a Stealth DC to detect it and Thievery DC to disable it according to its type. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Demolition Fulu (Lesser) Source Treasure Vault (Remastered) pg. 76 Price 12 gp --- Sometimes called the moth fulu , good for destroying softer objects; 3d6 bludgeoning damage, DC 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Demolition Fulu (Moderate) Source Treasure Vault (Remastered) pg. 76 Price 275 gp --- Sometimes called the termite fulu , good for destroying wood objects; 6d6 bludgeoning damage, DC 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Demolition Fulu (Greater) Source Treasure Vault (Remastered) pg. 76 Price 2,750 gp --- Sometimes called the rust fulu , good for destroying metal objects; 10d6 bludgeoning damage, DC 37.","skill_mod":{},"summary":"A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2030","name":"Demolition Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2030"},{"primary_source_category":"Rulebooks","usage":"affixed to an object or structure","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2030","weakness":{},"price":1200,"legacy_id":["equipment-4563"],"trait":["Consumable","Fulu","Magical"],"id":"equipment-2030-1790","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Demolition Fulu Source Treasure Vault (Remastered) pg. 76 Usage affixed to an object or structure --- A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it's affixed to by an amount equal to the fulu's level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a Stealth DC to detect it and Thievery DC to disable it according to its type. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Demolition Fulu (Lesser) Source Treasure Vault (Remastered) pg. 76 Price 12 gp --- Sometimes called the moth fulu , good for destroying softer objects; 3d6 bludgeoning damage, DC 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Demolition Fulu (Moderate) Source Treasure Vault (Remastered) pg. 76 Price 275 gp --- Sometimes called the termite fulu , good for destroying wood objects; 6d6 bludgeoning damage, DC 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Demolition Fulu (Greater) Source Treasure Vault (Remastered) pg. 76 Price 2,750 gp --- Sometimes called the rust fulu , good for destroying metal objects; 10d6 bludgeoning damage, DC 37.","skill_mod":{},"summary":"Sometimes called the moth fulu , good for destroying softer objects; 3d6 bludgeoning damage, DC 17.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2030","name":"Demolition Fulu (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2030-1790"},{"primary_source_category":"Rulebooks","usage":"affixed to an object or structure","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2030","weakness":{},"price":27500,"legacy_id":["equipment-4563"],"trait":["Consumable","Fulu","Magical"],"id":"equipment-2030-1791","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Demolition Fulu Source Treasure Vault (Remastered) pg. 76 Usage affixed to an object or structure --- A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it's affixed to by an amount equal to the fulu's level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a Stealth DC to detect it and Thievery DC to disable it according to its type. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Demolition Fulu (Lesser) Source Treasure Vault (Remastered) pg. 76 Price 12 gp --- Sometimes called the moth fulu , good for destroying softer objects; 3d6 bludgeoning damage, DC 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Demolition Fulu (Moderate) Source Treasure Vault (Remastered) pg. 76 Price 275 gp --- Sometimes called the termite fulu , good for destroying wood objects; 6d6 bludgeoning damage, DC 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Demolition Fulu (Greater) Source Treasure Vault (Remastered) pg. 76 Price 2,750 gp --- Sometimes called the rust fulu , good for destroying metal objects; 10d6 bludgeoning damage, DC 37.","skill_mod":{},"summary":"Sometimes called the termite fulu , good for destroying wood objects; 6d6 bludgeoning damage, DC 28.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2030","name":"Demolition Fulu (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2030-1791"},{"primary_source_category":"Rulebooks","usage":"affixed to an object or structure","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2030","weakness":{},"price":275000,"legacy_id":["equipment-4563"],"trait":["Consumable","Fulu","Magical"],"id":"equipment-2030-1792","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Demolition Fulu Source Treasure Vault (Remastered) pg. 76 Usage affixed to an object or structure --- A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it's affixed to by an amount equal to the fulu's level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a Stealth DC to detect it and Thievery DC to disable it according to its type. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Demolition Fulu (Lesser) Source Treasure Vault (Remastered) pg. 76 Price 12 gp --- Sometimes called the moth fulu , good for destroying softer objects; 3d6 bludgeoning damage, DC 17. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Demolition Fulu (Moderate) Source Treasure Vault (Remastered) pg. 76 Price 275 gp --- Sometimes called the termite fulu , good for destroying wood objects; 6d6 bludgeoning damage, DC 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Demolition Fulu (Greater) Source Treasure Vault (Remastered) pg. 76 Price 2,750 gp --- Sometimes called the rust fulu , good for destroying metal objects; 10d6 bludgeoning damage, DC 37.","skill_mod":{},"summary":"Sometimes called the rust fulu , good for destroying metal objects; 10d6 bludgeoning damage, DC 37.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2030","name":"Demolition Fulu (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2030-1792"},{"primary_source_category":"Rulebooks","usage":"affixed to a creature","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"duration":3600,"weakness":{},"price":2200,"legacy_id":["equipment-4564"],"trait":["Consumable","Fulu","Magical","Misfortune"],"id":"equipment-2031","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Discord Fulu Source Treasure Vault (Remastered) pg. 77 Price 22 gp Duration 1 hour Usage affixed to a creature --- Incorporating green in its writing, a discord fulu is a popular but unethical tool often deployed on romantic rivals to foil their advances. While the fulu is affixed to it, a creature treats its attitude toward other creatures as one step worse than it is. The creature also takes a –1 status penalty to Diplomacy checks. The first failure the creature rolls on a Diplomacy check becomes a critical failure instead, and the fulu turns to ash, ending its effect.\n","skill_mod":{},"summary":"Incorporating green in its writing, a discord fulu is a popular but unethical tool often deployed on romantic rivals to foil their advances. While …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2031","name":"Discord Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2031"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":6000,"skill":["Athletics"],"legacy_id":["equipment-4565"],"trait":["Consumable","Fulu","Magical","Talisman"],"id":"equipment-2032","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Dragonfly Fulu Source Treasure Vault (Remastered) pg. 77 Price 60 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You take the Leap action. --- Tradition says the dragonfly fulu should be affixed to the upper back, like the wings of an insect. When you Activate this fulu, you gain a +2 status bonus to Athletics checks to High Jump or Long Jump for 1 minute. During this time, you can attempt an Athletics check to High Jump or Long Jump as a single action without the Stride requirement. You can also High Jump or Long Jump from a nonsolid substance, such as air or water, but if you use this power of the fulu, its effects ends after you jump.\n","skill_mod":{},"summary":"Tradition says the dragonfly fulu should be affixed to the upper back, like the wings of an insect. When you Activate this fulu, you gain a +2 …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Fulu","trigger":"You take the Leap action.","resistance":{},"url":"/Equipment.aspx?ID=2032","name":"Dragonfly Fulu","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2032"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":7000,"legacy_id":["equipment-4566"],"trait":["Consumable","Fulu","Magical","Talisman"],"id":"equipment-2033","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Escape Fulu Source Treasure Vault (Remastered) pg. 77 Price 70 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You attempt to Escape. --- The escape fulu is a charm common among wealthy people, who wear the talisman in case of kidnapping. When you Activate this fulu, for 1 minute, you gain a +2 status bonus to your attempts to Escape as well as to Stealth checks to Hide and Sneak.\n","skill_mod":{},"summary":"The escape fulu is a charm common among wealthy people, who wear the talisman in case of kidnapping. When you Activate this fulu, for 1 minute, you …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Fulu","trigger":"You attempt to Escape .","resistance":{},"url":"/Equipment.aspx?ID=2033","name":"Escape Fulu","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2033"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":10000,"legacy_id":["equipment-4567"],"trait":["Consumable","Fulu","Magical"],"id":"equipment-2034","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Ghost Courier Fulu Source Treasure Vault (Remastered) pg. 77 Price 100 gp Usage held in 2 hands Activate Two Actions (concentrate, manipulate) --- The inscription on a ghost courier fulu leaves space for a message, and a prominent red stamp indicates which ghost delivery fulu this fulu homes in on (see below). When you Activate this fulu, you dictate a message up to 25 words long that then magically appears on the paper in the language you spoke. The fulu then disappears into the Ethereal Plane, arriving at the assigned ghost delivery fulu in 2d10 hours, provided that fulu is within 500 miles. There, the fulu’s magic dissipates, but the message remains. If the fulu takes any damage in transit, it has a 50% chance to drop back into the Universe, intact but bereft of magic.\n","skill_mod":{},"summary":"The inscription on a ghost courier fulu leaves space for a message, and a prominent red stamp indicates which ghost delivery fulu this fulu …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2034","name":"Ghost Courier Fulu","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2034"},{"primary_source_category":"Rulebooks","usage":"affixed to structure, object, or creature","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"duration":604800,"weakness":{},"price":10000,"legacy_id":["equipment-4568"],"trait":["Consumable","Fulu","Magical"],"id":"equipment-2035","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Ghost Delivery Fulu Source Treasure Vault (Remastered) pg. 77 Price 100 gp Duration 1 week Usage affixed to structure, object, or creature --- A ghost delivery fulu's inscription resembles a dovecote with spirits around it, and it has a prominent stamp in red wax. This fulu activates once affixed, becoming the homing location of ghost courier fulus with a matching stamp. Delivered ghost courier fulu messages stick to the ghost delivery fulu but can be easily removed.\n","skill_mod":{},"summary":"A ghost delivery fulu's inscription resembles a dovecote with spirits around it, and it has a prominent stamp in red wax. This fulu activates once …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2035","name":"Ghost Delivery Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2035"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":810000,"legacy_id":["equipment-4569"],"trait":["Consumable","Fulu","Healing","Magical","Talisman","Uncommon","Vitality","Positive"],"id":"equipment-2036","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Golden Breath Fulu Source Treasure Vault (Remastered) pg. 77 Price 8,100 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You take damage. --- An enterprising chirurgeon reversed the forces evoked by a void thousand-pains fulu to create the golden breath fulu , which fortifies qi and the body as elements move out of balance. When you Activate this fulu, you regain 75 Hit Points and attempt a flat check to end any persistent damage affecting you. The fulu is particularly appropriate help for ending any persistent damage. Also, if you would regain more Hit Points from the fulu than your maximum, you can gain the excess as temporary Hit Points or distribute the excess among creatures of your choice within 30 feet. The temporary Hit Points last for 1 minute.\n","skill_mod":{},"summary":"An enterprising chirurgeon reversed the forces evoked by a void thousand-pains fulu to create the golden breath fulu , which fortifies qi and …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity","Energy","Planar","Creature Type"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Fulu","trigger":"You take damage.","resistance":{},"url":"/Equipment.aspx?ID=2036","name":"Golden Breath Fulu","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-2036"},{"primary_source_category":"Rulebooks","usage":"affixed to an innovation ","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":5000,"legacy_id":["equipment-4570"],"trait":["Consumable","Fulu","Magical","Talisman"],"id":"equipment-2037","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Inventor's Fulu Source Treasure Vault (Remastered) pg. 78 Price 50 gp Usage affixed to an innovation Activate Free Action (concentrate) Trigger You critically fail an action with the unstable trait. --- Some inventors in Tian Xia put fried snacks near their innovations, a charm to make devices behave as intended. The practice rubbed off on other inventors, who replaced the food with a drawing on an inventor's fulu . When you Activate the fulu, your critical failure becomes a failure, and you can spend just 1 minute to return your innovation to full functionality. The fulu then burns up, and its effects end.\n","skill_mod":{},"summary":"Some inventors in Tian Xia put fried snacks near their innovations, a charm to make devices behave as intended. The practice rubbed off on other …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Fulu","trigger":"You critically fail an action with the unstable trait. ","resistance":{},"url":"/Equipment.aspx?ID=2037","name":"Inventor's Fulu","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2037"},{"primary_source_category":"Rulebooks","usage":"affixed to a load-bearing wall or pillar","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"duration":604800,"weakness":{},"price":50000,"legacy_id":["equipment-4571"],"trait":["Consumable","Fulu","Magical","Uncommon"],"id":"equipment-2038","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Kaiju Fulu Source Treasure Vault (Remastered) pg. 78 Price 500 gp Duration 1 week Usage affixed to a load-bearing wall or pillar --- Despite the name, a kaiju fulu protects a building against damage of all sorts. When an affixed structure no larger than 100 feet × 100 feet and up to 50 feet tall takes damage, the structure is as hard as standard-grade adamantine against that damage and any damage that occurs within 1 hour thereafter. The fulu then crumbles to dust, and its effects end.\n","skill_mod":{},"summary":"Despite the name, a kaiju fulu protects a building against damage of all sorts. When an affixed structure no larger than 100 feet × 100 feet and up …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2038","name":"Kaiju Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2038"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":12000,"legacy_id":["equipment-4572"],"trait":["Consumable","Fulu","Magical","Uncommon"],"id":"equipment-2039","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Mourner's Dawnlight Fulu Source Treasure Vault (Remastered) pg. 78 Price 120 gp Usage held in 2 hands Activate Three Actions (concentrate, manipulate) --- A mourner's dawnlight fulu is a stack of pages that resembles joss paper, used to locate the remains of the lost. When you Activate the fulu, you envision a specific object or deceased creature you're familiar with and want to find. You then rip the fulu into pieces and let them drift in the wind. If the item or creature you seek is within 500 feet, the pieces flutter through the air and land on the target, or on the surface closest to a buried or otherwise obscured target. If the torn fulu lands or fails to locate the desired target, its magic ends.\n","skill_mod":{},"summary":"A mourner's dawnlight fulu is a stack of pages that resembles joss paper, used to locate the remains of the lost. When you Activate the fulu, you …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2039","name":"Mourner's Dawnlight Fulu","actions_number":6,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"uncommon","slug":"equipment-2039"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":3000,"legacy_id":["equipment-4573"],"trait":["Consumable","Fulu","Magical","Talisman","Uncommon"],"id":"equipment-2040","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Poracha Fulu Source Treasure Vault (Remastered) pg. 78 Price 30 gp Usage affixed to armor --- Folklore from near the Forest of Spirits tells of the origin of the poracha fulu . Once, a traveler saved an eight-legged feline who turned out to be a poracha prince. In return, the prince gave the traveler a fulu that later prevented a fast-acting poison from slaying them. Traditionally, one wears a string of up to nine poracha fulus , which counts as one talisman. Each time you take persistent damage, one poracha fulu affixed to you negates the damage and crumbles to dust. This response is automatic, but you can use a free action (envision) to prevent your fulus from responding. If you do, any poracha fulus affixed to you never respond to that persistent damage.\n","skill_mod":{},"summary":"Folklore from near the Forest of Spirits tells of the origin of the poracha fulu . Once, a traveler saved an eight-legged feline who turned out to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2040","name":"Poracha Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2040"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":75000,"legacy_id":["equipment-4574"],"trait":["Consumable","Fortune","Fulu","Magical","Talisman"],"id":"equipment-2041","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Reflected Moonlight Fulu Source Treasure Vault (Remastered) pg. 78 Price 750 gp Usage affixed to armor Activate Reaction (concentrate) Trigger You fail to save against a death or void effect. --- An acolyte accidentally left fulu paper outdoors overnight during a divine ceremony to Tsukiyo conducted only during a supermoon, creating the first reflected moonlight fulu . When you Activate this fulu, you reroll your saving throw against the triggering effect and take the better result. If this new roll is a critical success, the effect is reflected on its creator, who's treated as the effect's target, with any void damage converted to vitality damage. A reflected effect or spell affects only the original creator, even if it was an area spell or one that affects more than one creature.\n","skill_mod":{},"summary":"An acolyte accidentally left fulu paper outdoors overnight during a divine ceremony to Tsukiyo conducted only during a supermoon, creating the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Fulu","trigger":"You fail to save against a death or void effect.","resistance":{},"url":"/Equipment.aspx?ID=2041","name":"Reflected Moonlight Fulu","actions_number":1,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"equipment-2041"},{"primary_source_category":"Rulebooks","usage":"affixed to the ground","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1500,"legacy_id":["equipment-4575"],"trait":["Consumable","Fulu","Magical"],"id":"equipment-2042","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Sentry Fulu Source Treasure Vault (Remastered) pg. 78 Price 15 gp Usage affixed to the ground Activate Three Actions (concentrate, manipulate) --- A sentry fulu depicts an armed guard. When you activate the fulu, it takes the shape of a Tiny humanoid guard made of paper and keeps watch over an area in a 20-foot burst. The guard has a Perception DC of 20, along with precise visual senses and imprecise hearing and vibrational sense to detect creatures moving in its area, including through the air. You dictate whether the guard remains still in its area or patrols it; if the latter, you also determine the path the guard takes, at a Speed of 25 feet. You also determine a password others must give the guard to bypass it. If a creature enters the area without giving the password, the sentry creates either an audible or mental alarm. An audible alarm has the sound and volume of a human shouting, as well as the auditory trait, allowing each creature that can hear it to attempt a DC 15 Perception check to wake up if they're asleep. The mental alert reaches you if you're within 60 feet of the active guard (see below). The guard remains active for 8 hours, and then the fulu is consumed. If you have more than one sentry fulu , you can set up several that function as a unit, provided their areas touch or overlap. When one sounds its alarm, the alarm passes through all of them, so you must be within range of only one to hear it or receive the mental alert. Creatures that give the correct password to one sentry fulu in a unit need not give that password again to the others. The destruction of one fulu-created guard in a unit sets off the alarm in others in connected areas.\n","skill_mod":{},"summary":"A sentry fulu depicts an armed guard. When you activate the fulu, it takes the shape of a Tiny humanoid guard made of paper and keeps watch over an …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2042","name":"Sentry Fulu","actions_number":6,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-2042"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"duration":3600,"weakness":{},"price":1000,"legacy_id":["equipment-4576"],"trait":["Consumable","Fulu","Magical"],"id":"equipment-2043","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Stumbling Fulu Source Treasure Vault (Remastered) pg. 79 Price 10 gp Duration 1 hour Usage affixed to armor --- The kitsune who first created a stumbling fulu advised the user to tuck the fulu under the target's belt for maximum effect. When the creature to which the fulu is affixed completes a Stride action, the creature must attempt a DC 17 Reflex save. On a failure, some element of the armor the fulu is affixed to comes undone, making the wearer clumsy 1. On a critical failure, the target falls prone and is clumsy 2. The clumsy condition remains until the target takes a total of 1 Interact action, plus 1 additional Interact action per value of the clumsy condition above 1, to properly reclothe itself. Once the fulu activates, it burns up, its magic lasting only as long as the conditions it has imposed.\n","skill_mod":{},"summary":"The kitsune who first created a stumbling fulu advised the user to tuck the fulu under the target's belt for maximum effect. When the creature to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2043","name":"Stumbling Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2043"},{"item_child_id":["equipment-2044-1793","equipment-2044-1794","equipment-2044-1795","equipment-2044-1796","equipment-2044-1797","equipment-2044-1798"],"primary_source_category":"Rulebooks","usage":"affixed to a creature","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4577"],"trait":["Consumable","Fulu","Magical","Uncommon"],"id":"equipment-2044","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Thousand-Pains Fulu Source Treasure Vault (Remastered) pg. 79 Usage affixed to a creature --- Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu's type. Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu's duration. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thousand-Pains Fulu (Burl) Source Treasure Vault (Remastered) pg. 79 Price 2,700 gp --- Though this green fulu looks inviting, it has a foreboding aura. The DC is 35, and the fulu deals 10d8 poison damage, causing the target's body to respond adversely to their qi. On a failure or critical failure, if the target takes fire damage, it takes 2d8 persistent poison damage as well. These effects have the poison trait. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thousand-Pains Fulu (Blade) Source Treasure Vault (Remastered) pg. 79 Price 90 gp --- This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals 5d6 slashing damage as meridians burst and cut through flesh. On a failure or critical failure, if the target fails to take an action with the manipulate or move trait on each of its turns, it takes 1d6 persistent slashing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Thousand-Pains Fulu (Icicle) Source Treasure Vault (Remastered) pg. 79 Price 630 gp --- Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals 10d6 cold damage as the target's qi warps and drains. On a failure or critical failure, if the target takes damage from a poison or disease effect or becomes sickened, it takes 2d6 persistent cold damage. These effects have the cold trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thousand-Pains Fulu (Needle) Source Treasure Vault (Remastered) pg. 79 Price 270 gp --- Picking up this white fulu feels like you've stabbed your hand with a pin. The DC is 27, and the fulu deals 7d6 piercing damage as hair, nails, and connective tissues stab inward. On a failure or critical failure, if the target then takes an action with the move trait, it takes 2d6 persistent piercing damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thousand-Pains Fulu (Stone) Source Treasure Vault (Remastered) pg. 79 Price 30 gp --- This fulu's yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals 3d6 bludgeoning damage as muscles swell to crush joints and bones. On a failure or critical failure, if the target takes electricity damage, it takes 1d6 persistent bludgeoning damage as well. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Thousand-Pains Fulu (Void) Source Treasure Vault (Remastered) pg. 79 Price 8,100 gp --- The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals 12d10 void damage by dissipating the target's qi. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes 2d10 persistent void damage as well. These effects have the death and void traits. Each time the target takes this persistent damage, any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the persistent damage taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute.","skill_mod":{},"summary":"Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2044","name":"Thousand-Pains Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2044"},{"primary_source_category":"Rulebooks","usage":"affixed to a creature","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2044","weakness":{},"price":270000,"legacy_id":["equipment-4577"],"trait":["Consumable","Fulu","Magical","Uncommon"],"id":"equipment-2044-1793","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Thousand-Pains Fulu Source Treasure Vault (Remastered) pg. 79 Usage affixed to a creature --- Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu's type. Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu's duration. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thousand-Pains Fulu (Burl) Source Treasure Vault (Remastered) pg. 79 Price 2,700 gp --- Though this green fulu looks inviting, it has a foreboding aura. The DC is 35, and the fulu deals 10d8 poison damage, causing the target's body to respond adversely to their qi. On a failure or critical failure, if the target takes fire damage, it takes 2d8 persistent poison damage as well. These effects have the poison trait. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thousand-Pains Fulu (Blade) Source Treasure Vault (Remastered) pg. 79 Price 90 gp --- This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals 5d6 slashing damage as meridians burst and cut through flesh. On a failure or critical failure, if the target fails to take an action with the manipulate or move trait on each of its turns, it takes 1d6 persistent slashing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Thousand-Pains Fulu (Icicle) Source Treasure Vault (Remastered) pg. 79 Price 630 gp --- Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals 10d6 cold damage as the target's qi warps and drains. On a failure or critical failure, if the target takes damage from a poison or disease effect or becomes sickened, it takes 2d6 persistent cold damage. These effects have the cold trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thousand-Pains Fulu (Needle) Source Treasure Vault (Remastered) pg. 79 Price 270 gp --- Picking up this white fulu feels like you've stabbed your hand with a pin. The DC is 27, and the fulu deals 7d6 piercing damage as hair, nails, and connective tissues stab inward. On a failure or critical failure, if the target then takes an action with the move trait, it takes 2d6 persistent piercing damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thousand-Pains Fulu (Stone) Source Treasure Vault (Remastered) pg. 79 Price 30 gp --- This fulu's yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals 3d6 bludgeoning damage as muscles swell to crush joints and bones. On a failure or critical failure, if the target takes electricity damage, it takes 1d6 persistent bludgeoning damage as well. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Thousand-Pains Fulu (Void) Source Treasure Vault (Remastered) pg. 79 Price 8,100 gp --- The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals 12d10 void damage by dissipating the target's qi. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes 2d10 persistent void damage as well. These effects have the death and void traits. Each time the target takes this persistent damage, any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the persistent damage taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute.","skill_mod":{},"summary":"Though this green fulu looks inviting, it has a foreboding aura. The DC is 35, and the fulu deals 10d8 poison damage, causing the target's body to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2044","name":"Thousand-Pains Fulu (Burl)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2044-1793"},{"primary_source_category":"Rulebooks","usage":"affixed to a creature","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2044","weakness":{},"price":9000,"legacy_id":["equipment-4577"],"trait":["Consumable","Fulu","Magical","Uncommon"],"id":"equipment-2044-1794","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Thousand-Pains Fulu Source Treasure Vault (Remastered) pg. 79 Usage affixed to a creature --- Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu's type. Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu's duration. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thousand-Pains Fulu (Burl) Source Treasure Vault (Remastered) pg. 79 Price 2,700 gp --- Though this green fulu looks inviting, it has a foreboding aura. The DC is 35, and the fulu deals 10d8 poison damage, causing the target's body to respond adversely to their qi. On a failure or critical failure, if the target takes fire damage, it takes 2d8 persistent poison damage as well. These effects have the poison trait. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thousand-Pains Fulu (Blade) Source Treasure Vault (Remastered) pg. 79 Price 90 gp --- This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals 5d6 slashing damage as meridians burst and cut through flesh. On a failure or critical failure, if the target fails to take an action with the manipulate or move trait on each of its turns, it takes 1d6 persistent slashing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Thousand-Pains Fulu (Icicle) Source Treasure Vault (Remastered) pg. 79 Price 630 gp --- Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals 10d6 cold damage as the target's qi warps and drains. On a failure or critical failure, if the target takes damage from a poison or disease effect or becomes sickened, it takes 2d6 persistent cold damage. These effects have the cold trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thousand-Pains Fulu (Needle) Source Treasure Vault (Remastered) pg. 79 Price 270 gp --- Picking up this white fulu feels like you've stabbed your hand with a pin. The DC is 27, and the fulu deals 7d6 piercing damage as hair, nails, and connective tissues stab inward. On a failure or critical failure, if the target then takes an action with the move trait, it takes 2d6 persistent piercing damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thousand-Pains Fulu (Stone) Source Treasure Vault (Remastered) pg. 79 Price 30 gp --- This fulu's yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals 3d6 bludgeoning damage as muscles swell to crush joints and bones. On a failure or critical failure, if the target takes electricity damage, it takes 1d6 persistent bludgeoning damage as well. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Thousand-Pains Fulu (Void) Source Treasure Vault (Remastered) pg. 79 Price 8,100 gp --- The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals 12d10 void damage by dissipating the target's qi. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes 2d10 persistent void damage as well. These effects have the death and void traits. Each time the target takes this persistent damage, any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the persistent damage taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute.","skill_mod":{},"summary":"This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals 5d6 slashing damage as …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2044","name":"Thousand-Pains Fulu (Blade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2044-1794"},{"primary_source_category":"Rulebooks","usage":"affixed to a creature","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2044","weakness":{},"price":63000,"legacy_id":["equipment-4577"],"trait":["Consumable","Fulu","Magical","Uncommon"],"id":"equipment-2044-1795","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Thousand-Pains Fulu Source Treasure Vault (Remastered) pg. 79 Usage affixed to a creature --- Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu's type. Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu's duration. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thousand-Pains Fulu (Burl) Source Treasure Vault (Remastered) pg. 79 Price 2,700 gp --- Though this green fulu looks inviting, it has a foreboding aura. The DC is 35, and the fulu deals 10d8 poison damage, causing the target's body to respond adversely to their qi. On a failure or critical failure, if the target takes fire damage, it takes 2d8 persistent poison damage as well. These effects have the poison trait. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thousand-Pains Fulu (Blade) Source Treasure Vault (Remastered) pg. 79 Price 90 gp --- This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals 5d6 slashing damage as meridians burst and cut through flesh. On a failure or critical failure, if the target fails to take an action with the manipulate or move trait on each of its turns, it takes 1d6 persistent slashing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Thousand-Pains Fulu (Icicle) Source Treasure Vault (Remastered) pg. 79 Price 630 gp --- Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals 10d6 cold damage as the target's qi warps and drains. On a failure or critical failure, if the target takes damage from a poison or disease effect or becomes sickened, it takes 2d6 persistent cold damage. These effects have the cold trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thousand-Pains Fulu (Needle) Source Treasure Vault (Remastered) pg. 79 Price 270 gp --- Picking up this white fulu feels like you've stabbed your hand with a pin. The DC is 27, and the fulu deals 7d6 piercing damage as hair, nails, and connective tissues stab inward. On a failure or critical failure, if the target then takes an action with the move trait, it takes 2d6 persistent piercing damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thousand-Pains Fulu (Stone) Source Treasure Vault (Remastered) pg. 79 Price 30 gp --- This fulu's yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals 3d6 bludgeoning damage as muscles swell to crush joints and bones. On a failure or critical failure, if the target takes electricity damage, it takes 1d6 persistent bludgeoning damage as well. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Thousand-Pains Fulu (Void) Source Treasure Vault (Remastered) pg. 79 Price 8,100 gp --- The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals 12d10 void damage by dissipating the target's qi. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes 2d10 persistent void damage as well. These effects have the death and void traits. Each time the target takes this persistent damage, any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the persistent damage taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute.","skill_mod":{},"summary":"Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals 10d6 cold damage as the target's qi warps and drains. On a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2044","name":"Thousand-Pains Fulu (Icicle)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2044-1795"},{"primary_source_category":"Rulebooks","usage":"affixed to a creature","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2044","weakness":{},"price":27000,"legacy_id":["equipment-4577"],"trait":["Consumable","Fulu","Magical","Uncommon"],"id":"equipment-2044-1796","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Thousand-Pains Fulu Source Treasure Vault (Remastered) pg. 79 Usage affixed to a creature --- Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu's type. Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu's duration. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thousand-Pains Fulu (Burl) Source Treasure Vault (Remastered) pg. 79 Price 2,700 gp --- Though this green fulu looks inviting, it has a foreboding aura. The DC is 35, and the fulu deals 10d8 poison damage, causing the target's body to respond adversely to their qi. On a failure or critical failure, if the target takes fire damage, it takes 2d8 persistent poison damage as well. These effects have the poison trait. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thousand-Pains Fulu (Blade) Source Treasure Vault (Remastered) pg. 79 Price 90 gp --- This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals 5d6 slashing damage as meridians burst and cut through flesh. On a failure or critical failure, if the target fails to take an action with the manipulate or move trait on each of its turns, it takes 1d6 persistent slashing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Thousand-Pains Fulu (Icicle) Source Treasure Vault (Remastered) pg. 79 Price 630 gp --- Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals 10d6 cold damage as the target's qi warps and drains. On a failure or critical failure, if the target takes damage from a poison or disease effect or becomes sickened, it takes 2d6 persistent cold damage. These effects have the cold trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thousand-Pains Fulu (Needle) Source Treasure Vault (Remastered) pg. 79 Price 270 gp --- Picking up this white fulu feels like you've stabbed your hand with a pin. The DC is 27, and the fulu deals 7d6 piercing damage as hair, nails, and connective tissues stab inward. On a failure or critical failure, if the target then takes an action with the move trait, it takes 2d6 persistent piercing damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thousand-Pains Fulu (Stone) Source Treasure Vault (Remastered) pg. 79 Price 30 gp --- This fulu's yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals 3d6 bludgeoning damage as muscles swell to crush joints and bones. On a failure or critical failure, if the target takes electricity damage, it takes 1d6 persistent bludgeoning damage as well. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Thousand-Pains Fulu (Void) Source Treasure Vault (Remastered) pg. 79 Price 8,100 gp --- The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals 12d10 void damage by dissipating the target's qi. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes 2d10 persistent void damage as well. These effects have the death and void traits. Each time the target takes this persistent damage, any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the persistent damage taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute.","skill_mod":{},"summary":"Picking up this white fulu feels like you've stabbed your hand with a pin. The DC is 27, and the fulu deals 7d6 piercing damage as hair, nails, and …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2044","name":"Thousand-Pains Fulu (Needle)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2044-1796"},{"primary_source_category":"Rulebooks","usage":"affixed to a creature","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2044","weakness":{},"price":3000,"legacy_id":["equipment-4577"],"trait":["Consumable","Fulu","Magical","Uncommon"],"id":"equipment-2044-1797","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Thousand-Pains Fulu Source Treasure Vault (Remastered) pg. 79 Usage affixed to a creature --- Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu's type. Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu's duration. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thousand-Pains Fulu (Burl) Source Treasure Vault (Remastered) pg. 79 Price 2,700 gp --- Though this green fulu looks inviting, it has a foreboding aura. The DC is 35, and the fulu deals 10d8 poison damage, causing the target's body to respond adversely to their qi. On a failure or critical failure, if the target takes fire damage, it takes 2d8 persistent poison damage as well. These effects have the poison trait. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thousand-Pains Fulu (Blade) Source Treasure Vault (Remastered) pg. 79 Price 90 gp --- This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals 5d6 slashing damage as meridians burst and cut through flesh. On a failure or critical failure, if the target fails to take an action with the manipulate or move trait on each of its turns, it takes 1d6 persistent slashing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Thousand-Pains Fulu (Icicle) Source Treasure Vault (Remastered) pg. 79 Price 630 gp --- Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals 10d6 cold damage as the target's qi warps and drains. On a failure or critical failure, if the target takes damage from a poison or disease effect or becomes sickened, it takes 2d6 persistent cold damage. These effects have the cold trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thousand-Pains Fulu (Needle) Source Treasure Vault (Remastered) pg. 79 Price 270 gp --- Picking up this white fulu feels like you've stabbed your hand with a pin. The DC is 27, and the fulu deals 7d6 piercing damage as hair, nails, and connective tissues stab inward. On a failure or critical failure, if the target then takes an action with the move trait, it takes 2d6 persistent piercing damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thousand-Pains Fulu (Stone) Source Treasure Vault (Remastered) pg. 79 Price 30 gp --- This fulu's yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals 3d6 bludgeoning damage as muscles swell to crush joints and bones. On a failure or critical failure, if the target takes electricity damage, it takes 1d6 persistent bludgeoning damage as well. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Thousand-Pains Fulu (Void) Source Treasure Vault (Remastered) pg. 79 Price 8,100 gp --- The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals 12d10 void damage by dissipating the target's qi. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes 2d10 persistent void damage as well. These effects have the death and void traits. Each time the target takes this persistent damage, any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the persistent damage taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute.","skill_mod":{},"summary":"This fulu's yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals 3d6 bludgeoning damage as muscles swell to crush joints and …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2044","name":"Thousand-Pains Fulu (Stone)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2044-1797"},{"primary_source_category":"Rulebooks","usage":"affixed to a creature","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2044","weakness":{},"price":810000,"legacy_id":["equipment-4577"],"trait":["Consumable","Fulu","Magical","Uncommon"],"id":"equipment-2044-1798","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Thousand-Pains Fulu Source Treasure Vault (Remastered) pg. 79 Usage affixed to a creature --- Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu's type. Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu's duration. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Thousand-Pains Fulu (Burl) Source Treasure Vault (Remastered) pg. 79 Price 2,700 gp --- Though this green fulu looks inviting, it has a foreboding aura. The DC is 35, and the fulu deals 10d8 poison damage, causing the target's body to respond adversely to their qi. On a failure or critical failure, if the target takes fire damage, it takes 2d8 persistent poison damage as well. These effects have the poison trait. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thousand-Pains Fulu (Blade) Source Treasure Vault (Remastered) pg. 79 Price 90 gp --- This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals 5d6 slashing damage as meridians burst and cut through flesh. On a failure or critical failure, if the target fails to take an action with the manipulate or move trait on each of its turns, it takes 1d6 persistent slashing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Thousand-Pains Fulu (Icicle) Source Treasure Vault (Remastered) pg. 79 Price 630 gp --- Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals 10d6 cold damage as the target's qi warps and drains. On a failure or critical failure, if the target takes damage from a poison or disease effect or becomes sickened, it takes 2d6 persistent cold damage. These effects have the cold trait. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Thousand-Pains Fulu (Needle) Source Treasure Vault (Remastered) pg. 79 Price 270 gp --- Picking up this white fulu feels like you've stabbed your hand with a pin. The DC is 27, and the fulu deals 7d6 piercing damage as hair, nails, and connective tissues stab inward. On a failure or critical failure, if the target then takes an action with the move trait, it takes 2d6 persistent piercing damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Thousand-Pains Fulu (Stone) Source Treasure Vault (Remastered) pg. 79 Price 30 gp --- This fulu's yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals 3d6 bludgeoning damage as muscles swell to crush joints and bones. On a failure or critical failure, if the target takes electricity damage, it takes 1d6 persistent bludgeoning damage as well. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Thousand-Pains Fulu (Void) Source Treasure Vault (Remastered) pg. 79 Price 8,100 gp --- The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals 12d10 void damage by dissipating the target's qi. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes 2d10 persistent void damage as well. These effects have the death and void traits. Each time the target takes this persistent damage, any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the persistent damage taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute.","skill_mod":{},"summary":"The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals 12d10 void damage by …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2044","name":"Thousand-Pains Fulu (Void)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2044-1798"},{"item_child_id":["equipment-2045-1799","equipment-2045-1800","equipment-2045-1801"],"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4578"],"trait":["Consumable","Magical"],"id":"equipment-2045","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Black Tendril Shot Source Treasure Vault (Remastered) pg. 80 Ammunition any Activate Single Action (concentrate) --- A glistening, tar-like substance that's displeasing to the touch coats a black tendril shot . When the activated ammunition hits a target, it exudes tendrils that encase the target, which must attempt a Fortitude saving throw. The ammunition's effects last until the target Escapes. DCs for the saving throw and Escape vary by type. Critical Success The target is unaffected. Success The target is slowed 1 but gains a +2 circumstance bonus to Escape the ammunition's effect. Failure The target is slowed 1. Critical Failure The target is slowed 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Black Tendril Shot (Lesser) Source Treasure Vault (Remastered) pg. 80 Price 60 gp --- Both DCs are 25. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Black Tendril Shot (Moderate) Source Treasure Vault (Remastered) pg. 80 Price 360 gp --- Both DCs are 31. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Black Tendril Shot (Greater) Source Treasure Vault (Remastered) pg. 80 Price 2,160 gp --- Both DCs are 39.","ammunition":"any","skill_mod":{},"summary":"A glistening, tar-like substance that's displeasing to the touch coats a black tendril shot . When the activated ammunition hits a target, it exudes …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2045","name":"Black Tendril Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2045"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2045","weakness":{},"price":6000,"legacy_id":["equipment-4578"],"trait":["Consumable","Magical"],"id":"equipment-2045-1799","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Black Tendril Shot Source Treasure Vault (Remastered) pg. 80 Ammunition any Activate Single Action (concentrate) --- A glistening, tar-like substance that's displeasing to the touch coats a black tendril shot . When the activated ammunition hits a target, it exudes tendrils that encase the target, which must attempt a Fortitude saving throw. The ammunition's effects last until the target Escapes. DCs for the saving throw and Escape vary by type. Critical Success The target is unaffected. Success The target is slowed 1 but gains a +2 circumstance bonus to Escape the ammunition's effect. Failure The target is slowed 1. Critical Failure The target is slowed 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Black Tendril Shot (Lesser) Source Treasure Vault (Remastered) pg. 80 Price 60 gp --- Both DCs are 25. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Black Tendril Shot (Moderate) Source Treasure Vault (Remastered) pg. 80 Price 360 gp --- Both DCs are 31. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Black Tendril Shot (Greater) Source Treasure Vault (Remastered) pg. 80 Price 2,160 gp --- Both DCs are 39.","ammunition":"any","skill_mod":{},"summary":"Both DCs are 25.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2045","name":"Black Tendril Shot (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2045-1799"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2045","weakness":{},"price":36000,"legacy_id":["equipment-4578"],"trait":["Consumable","Magical"],"id":"equipment-2045-1800","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Black Tendril Shot Source Treasure Vault (Remastered) pg. 80 Ammunition any Activate Single Action (concentrate) --- A glistening, tar-like substance that's displeasing to the touch coats a black tendril shot . When the activated ammunition hits a target, it exudes tendrils that encase the target, which must attempt a Fortitude saving throw. The ammunition's effects last until the target Escapes. DCs for the saving throw and Escape vary by type. Critical Success The target is unaffected. Success The target is slowed 1 but gains a +2 circumstance bonus to Escape the ammunition's effect. Failure The target is slowed 1. Critical Failure The target is slowed 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Black Tendril Shot (Lesser) Source Treasure Vault (Remastered) pg. 80 Price 60 gp --- Both DCs are 25. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Black Tendril Shot (Moderate) Source Treasure Vault (Remastered) pg. 80 Price 360 gp --- Both DCs are 31. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Black Tendril Shot (Greater) Source Treasure Vault (Remastered) pg. 80 Price 2,160 gp --- Both DCs are 39.","ammunition":"any","skill_mod":{},"summary":"Both DCs are 31.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2045","name":"Black Tendril Shot (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2045-1800"},{"legacy_name":["Black Tendril Shot (Lesser)"],"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2045","weakness":{},"price":216000,"legacy_id":["equipment-4578"],"trait":["Consumable","Magical"],"id":"equipment-2045-1801","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Black Tendril Shot Source Treasure Vault (Remastered) pg. 80 Ammunition any Activate Single Action (concentrate) --- A glistening, tar-like substance that's displeasing to the touch coats a black tendril shot . When the activated ammunition hits a target, it exudes tendrils that encase the target, which must attempt a Fortitude saving throw. The ammunition's effects last until the target Escapes. DCs for the saving throw and Escape vary by type. Critical Success The target is unaffected. Success The target is slowed 1 but gains a +2 circumstance bonus to Escape the ammunition's effect. Failure The target is slowed 1. Critical Failure The target is slowed 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Black Tendril Shot (Lesser) Source Treasure Vault (Remastered) pg. 80 Price 60 gp --- Both DCs are 25. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Black Tendril Shot (Moderate) Source Treasure Vault (Remastered) pg. 80 Price 360 gp --- Both DCs are 31. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Black Tendril Shot (Greater) Source Treasure Vault (Remastered) pg. 80 Price 2,160 gp --- Both DCs are 39.","ammunition":"any","skill_mod":{},"summary":"Both DCs are 39.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2045","name":"Black Tendril Shot (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2045-1801"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2500,"legacy_id":["equipment-4579"],"trait":["Consumable","Magical"],"id":"equipment-2046","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Bola Shot Source Treasure Vault (Remastered) pg. 80 Price 25 gp Ammunition any Activate Single Action (concentrate) --- This ammunition bears a rune with three lines radiating out, each ending in a circle. When an activated bola shot hits a target, it deals nonlethal bludgeoning damage. Compare the attack roll to the target's Reflex DC to determine the shot's other effects. Critical Success The target falls prone and is stunned 1. Success The target falls prone. Failure No additional effect.\n","ammunition":"any","skill_mod":{},"summary":"This ammunition bears a rune with three lines radiating out, each ending in a circle. When an activated bola shot hits a target, it deals nonlethal …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2046","name":"Bola Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2046"},{"item_child_id":["equipment-2047-1802","equipment-2047-1803","equipment-2047-1804"],"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4580"],"trait":["Consumable","Magical"],"id":"equipment-2047","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Conduit Shot Source Treasure Vault (Remastered) pg. 80 Ammunition any Activate Single Action (concentrate) --- Fine lines of djezet sparkle in conduit shot . When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 3rd level or lower; has an area of a burst, cone, or line; and does not have a duration, the djezet in the ammunition flares in striations of red light, increasing the area of that spell. Add 5 feet to the radius of a burst that has a radius of at least 10 feet or to the length of a cone or line normally 15 feet long or smaller. For a larger cone or line, add 10 feet to the length. These increases are based on the spell's original area, ignoring any increases due to other effects, such as the Widen Spell feat. Increasing a spell's area destroys the ammunition, which otherwise remains active for 1 minute. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Conduit Shot (Lesser) Source Treasure Vault (Remastered) pg. 80 Price 50 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Conduit Shot (Moderate) Source Treasure Vault (Remastered) pg. 80 Price 200 gp --- The spell can be 5th rank or lower. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Conduit Shot (Greater) Source Treasure Vault (Remastered) pg. 80 Price 600 gp --- The spell can be 7th rank or lower.","ammunition":"any","skill_mod":{},"summary":"Fine lines of djezet sparkle in conduit shot . When you Activate it, you name up to four creatures, in addition to you, that the ammunition's …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2047","name":"Conduit Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2047"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2047","weakness":{},"price":5000,"legacy_id":["equipment-4580"],"trait":["Consumable","Magical"],"id":"equipment-2047-1802","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Conduit Shot Source Treasure Vault (Remastered) pg. 80 Ammunition any Activate Single Action (concentrate) --- Fine lines of djezet sparkle in conduit shot . When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 3rd level or lower; has an area of a burst, cone, or line; and does not have a duration, the djezet in the ammunition flares in striations of red light, increasing the area of that spell. Add 5 feet to the radius of a burst that has a radius of at least 10 feet or to the length of a cone or line normally 15 feet long or smaller. For a larger cone or line, add 10 feet to the length. These increases are based on the spell's original area, ignoring any increases due to other effects, such as the Widen Spell feat. Increasing a spell's area destroys the ammunition, which otherwise remains active for 1 minute. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Conduit Shot (Lesser) Source Treasure Vault (Remastered) pg. 80 Price 50 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Conduit Shot (Moderate) Source Treasure Vault (Remastered) pg. 80 Price 200 gp --- The spell can be 5th rank or lower. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Conduit Shot (Greater) Source Treasure Vault (Remastered) pg. 80 Price 600 gp --- The spell can be 7th rank or lower.","ammunition":"any","skill_mod":{},"summary":"Fine lines of djezet sparkle in conduit shot . When you Activate it, you name up to four creatures, in addition to you, that the ammunition's …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2047","name":"Conduit Shot (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2047-1802"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2047","weakness":{},"price":20000,"legacy_id":["equipment-4580"],"trait":["Consumable","Magical"],"id":"equipment-2047-1803","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Conduit Shot Source Treasure Vault (Remastered) pg. 80 Ammunition any Activate Single Action (concentrate) --- Fine lines of djezet sparkle in conduit shot . When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 3rd level or lower; has an area of a burst, cone, or line; and does not have a duration, the djezet in the ammunition flares in striations of red light, increasing the area of that spell. Add 5 feet to the radius of a burst that has a radius of at least 10 feet or to the length of a cone or line normally 15 feet long or smaller. For a larger cone or line, add 10 feet to the length. These increases are based on the spell's original area, ignoring any increases due to other effects, such as the Widen Spell feat. Increasing a spell's area destroys the ammunition, which otherwise remains active for 1 minute. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Conduit Shot (Lesser) Source Treasure Vault (Remastered) pg. 80 Price 50 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Conduit Shot (Moderate) Source Treasure Vault (Remastered) pg. 80 Price 200 gp --- The spell can be 5th rank or lower. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Conduit Shot (Greater) Source Treasure Vault (Remastered) pg. 80 Price 600 gp --- The spell can be 7th rank or lower.","ammunition":"any","skill_mod":{},"summary":"The spell can be 5th rank or lower.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2047","name":"Conduit Shot (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2047-1803"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2047","weakness":{},"price":60000,"legacy_id":["equipment-4580"],"trait":["Consumable","Magical"],"id":"equipment-2047-1804","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Conduit Shot Source Treasure Vault (Remastered) pg. 80 Ammunition any Activate Single Action (concentrate) --- Fine lines of djezet sparkle in conduit shot . When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 3rd level or lower; has an area of a burst, cone, or line; and does not have a duration, the djezet in the ammunition flares in striations of red light, increasing the area of that spell. Add 5 feet to the radius of a burst that has a radius of at least 10 feet or to the length of a cone or line normally 15 feet long or smaller. For a larger cone or line, add 10 feet to the length. These increases are based on the spell's original area, ignoring any increases due to other effects, such as the Widen Spell feat. Increasing a spell's area destroys the ammunition, which otherwise remains active for 1 minute. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Conduit Shot (Lesser) Source Treasure Vault (Remastered) pg. 80 Price 50 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Conduit Shot (Moderate) Source Treasure Vault (Remastered) pg. 80 Price 200 gp --- The spell can be 5th rank or lower. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Conduit Shot (Greater) Source Treasure Vault (Remastered) pg. 80 Price 600 gp --- The spell can be 7th rank or lower.","ammunition":"any","skill_mod":{},"summary":"The spell can be 7th rank or lower.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2047","name":"Conduit Shot (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2047-1804"},{"item_child_id":["equipment-2048-1805","equipment-2048-1806","equipment-2048-1807","equipment-2048-1808","equipment-2048-1809","equipment-2048-1810","equipment-2048-1811"],"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4581"],"trait":["Consumable","Magical"],"id":"equipment-2048","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Depth Charge Source Treasure Vault (Remastered) pg. 81 Ammunition any --- Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Depth Charge (I) Source Treasure Vault (Remastered) pg. 81 Price 25 gp --- This ammunition deals 3d6 bludgeoning damage with a DC of 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Depth Charge (II) Source Treasure Vault (Remastered) pg. 81 Price 55 gp --- This ammunition deals 5d6 bludgeoning damage with a DC of 24. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Depth Charge (III) Source Treasure Vault (Remastered) pg. 81 Price 165 gp --- This ammunition deals 7d6 bludgeoning damage with a DC of 28. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Depth Charge (IV) Source Treasure Vault (Remastered) pg. 81 Price 330 gp --- This ammunition deals 9d6 bludgeoning damage with a DC of 30. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Depth Charge (V) Source Treasure Vault (Remastered) pg. 81 Price 660 gp --- This ammunition deals 11d6 bludgeoning damage with a DC of 32. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Depth Charge (VI) Source Treasure Vault (Remastered) pg. 81 Price 1,500 gp --- This ammunition deals 13d6 bludgeoning damage with a DC of 36. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Depth Charge (VII) Source Treasure Vault (Remastered) pg. 81 Price 3,200 gp --- This ammunition deals 15d6 bludgeoning damage with a DC of 39.","ammunition":"any","skill_mod":{},"summary":"Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2048","name":"Depth Charge","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2048"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2048","weakness":{},"price":2500,"legacy_id":["equipment-4581"],"trait":["Consumable","Magical"],"id":"equipment-2048-1805","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Depth Charge Source Treasure Vault (Remastered) pg. 81 Ammunition any --- Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Depth Charge (I) Source Treasure Vault (Remastered) pg. 81 Price 25 gp --- This ammunition deals 3d6 bludgeoning damage with a DC of 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Depth Charge (II) Source Treasure Vault (Remastered) pg. 81 Price 55 gp --- This ammunition deals 5d6 bludgeoning damage with a DC of 24. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Depth Charge (III) Source Treasure Vault (Remastered) pg. 81 Price 165 gp --- This ammunition deals 7d6 bludgeoning damage with a DC of 28. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Depth Charge (IV) Source Treasure Vault (Remastered) pg. 81 Price 330 gp --- This ammunition deals 9d6 bludgeoning damage with a DC of 30. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Depth Charge (V) Source Treasure Vault (Remastered) pg. 81 Price 660 gp --- This ammunition deals 11d6 bludgeoning damage with a DC of 32. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Depth Charge (VI) Source Treasure Vault (Remastered) pg. 81 Price 1,500 gp --- This ammunition deals 13d6 bludgeoning damage with a DC of 36. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Depth Charge (VII) Source Treasure Vault (Remastered) pg. 81 Price 3,200 gp --- This ammunition deals 15d6 bludgeoning damage with a DC of 39.","ammunition":"any","skill_mod":{},"summary":"This ammunition deals 3d6 bludgeoning damage with a DC of 20.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2048","name":"Depth Charge (I)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2048-1805"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2048","weakness":{},"price":5500,"legacy_id":["equipment-4581"],"trait":["Consumable","Magical"],"id":"equipment-2048-1806","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Depth Charge Source Treasure Vault (Remastered) pg. 81 Ammunition any --- Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Depth Charge (I) Source Treasure Vault (Remastered) pg. 81 Price 25 gp --- This ammunition deals 3d6 bludgeoning damage with a DC of 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Depth Charge (II) Source Treasure Vault (Remastered) pg. 81 Price 55 gp --- This ammunition deals 5d6 bludgeoning damage with a DC of 24. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Depth Charge (III) Source Treasure Vault (Remastered) pg. 81 Price 165 gp --- This ammunition deals 7d6 bludgeoning damage with a DC of 28. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Depth Charge (IV) Source Treasure Vault (Remastered) pg. 81 Price 330 gp --- This ammunition deals 9d6 bludgeoning damage with a DC of 30. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Depth Charge (V) Source Treasure Vault (Remastered) pg. 81 Price 660 gp --- This ammunition deals 11d6 bludgeoning damage with a DC of 32. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Depth Charge (VI) Source Treasure Vault (Remastered) pg. 81 Price 1,500 gp --- This ammunition deals 13d6 bludgeoning damage with a DC of 36. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Depth Charge (VII) Source Treasure Vault (Remastered) pg. 81 Price 3,200 gp --- This ammunition deals 15d6 bludgeoning damage with a DC of 39.","ammunition":"any","skill_mod":{},"summary":"This ammunition deals 5d6 bludgeoning damage with a DC of 24.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2048","name":"Depth Charge (II)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2048-1806"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2048","weakness":{},"price":16500,"legacy_id":["equipment-4581"],"trait":["Consumable","Magical"],"id":"equipment-2048-1807","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Depth Charge Source Treasure Vault (Remastered) pg. 81 Ammunition any --- Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Depth Charge (I) Source Treasure Vault (Remastered) pg. 81 Price 25 gp --- This ammunition deals 3d6 bludgeoning damage with a DC of 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Depth Charge (II) Source Treasure Vault (Remastered) pg. 81 Price 55 gp --- This ammunition deals 5d6 bludgeoning damage with a DC of 24. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Depth Charge (III) Source Treasure Vault (Remastered) pg. 81 Price 165 gp --- This ammunition deals 7d6 bludgeoning damage with a DC of 28. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Depth Charge (IV) Source Treasure Vault (Remastered) pg. 81 Price 330 gp --- This ammunition deals 9d6 bludgeoning damage with a DC of 30. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Depth Charge (V) Source Treasure Vault (Remastered) pg. 81 Price 660 gp --- This ammunition deals 11d6 bludgeoning damage with a DC of 32. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Depth Charge (VI) Source Treasure Vault (Remastered) pg. 81 Price 1,500 gp --- This ammunition deals 13d6 bludgeoning damage with a DC of 36. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Depth Charge (VII) Source Treasure Vault (Remastered) pg. 81 Price 3,200 gp --- This ammunition deals 15d6 bludgeoning damage with a DC of 39.","ammunition":"any","skill_mod":{},"summary":"This ammunition deals 7d6 bludgeoning damage with a DC of 28.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2048","name":"Depth Charge (III)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2048-1807"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2048","weakness":{},"price":33000,"legacy_id":["equipment-4581"],"trait":["Consumable","Magical"],"id":"equipment-2048-1808","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Depth Charge Source Treasure Vault (Remastered) pg. 81 Ammunition any --- Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Depth Charge (I) Source Treasure Vault (Remastered) pg. 81 Price 25 gp --- This ammunition deals 3d6 bludgeoning damage with a DC of 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Depth Charge (II) Source Treasure Vault (Remastered) pg. 81 Price 55 gp --- This ammunition deals 5d6 bludgeoning damage with a DC of 24. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Depth Charge (III) Source Treasure Vault (Remastered) pg. 81 Price 165 gp --- This ammunition deals 7d6 bludgeoning damage with a DC of 28. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Depth Charge (IV) Source Treasure Vault (Remastered) pg. 81 Price 330 gp --- This ammunition deals 9d6 bludgeoning damage with a DC of 30. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Depth Charge (V) Source Treasure Vault (Remastered) pg. 81 Price 660 gp --- This ammunition deals 11d6 bludgeoning damage with a DC of 32. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Depth Charge (VI) Source Treasure Vault (Remastered) pg. 81 Price 1,500 gp --- This ammunition deals 13d6 bludgeoning damage with a DC of 36. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Depth Charge (VII) Source Treasure Vault (Remastered) pg. 81 Price 3,200 gp --- This ammunition deals 15d6 bludgeoning damage with a DC of 39.","ammunition":"any","skill_mod":{},"summary":"This ammunition deals 9d6 bludgeoning damage with a DC of 30.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2048","name":"Depth Charge (IV)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2048-1808"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2048","weakness":{},"price":66000,"legacy_id":["equipment-4581"],"trait":["Consumable","Magical"],"id":"equipment-2048-1809","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Depth Charge Source Treasure Vault (Remastered) pg. 81 Ammunition any --- Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Depth Charge (I) Source Treasure Vault (Remastered) pg. 81 Price 25 gp --- This ammunition deals 3d6 bludgeoning damage with a DC of 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Depth Charge (II) Source Treasure Vault (Remastered) pg. 81 Price 55 gp --- This ammunition deals 5d6 bludgeoning damage with a DC of 24. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Depth Charge (III) Source Treasure Vault (Remastered) pg. 81 Price 165 gp --- This ammunition deals 7d6 bludgeoning damage with a DC of 28. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Depth Charge (IV) Source Treasure Vault (Remastered) pg. 81 Price 330 gp --- This ammunition deals 9d6 bludgeoning damage with a DC of 30. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Depth Charge (V) Source Treasure Vault (Remastered) pg. 81 Price 660 gp --- This ammunition deals 11d6 bludgeoning damage with a DC of 32. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Depth Charge (VI) Source Treasure Vault (Remastered) pg. 81 Price 1,500 gp --- This ammunition deals 13d6 bludgeoning damage with a DC of 36. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Depth Charge (VII) Source Treasure Vault (Remastered) pg. 81 Price 3,200 gp --- This ammunition deals 15d6 bludgeoning damage with a DC of 39.","ammunition":"any","skill_mod":{},"summary":"This ammunition deals 11d6 bludgeoning damage with a DC of 32.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2048","name":"Depth Charge (V)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2048-1809"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2048","weakness":{},"price":150000,"legacy_id":["equipment-4581"],"trait":["Consumable","Magical"],"id":"equipment-2048-1810","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Depth Charge Source Treasure Vault (Remastered) pg. 81 Ammunition any --- Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Depth Charge (I) Source Treasure Vault (Remastered) pg. 81 Price 25 gp --- This ammunition deals 3d6 bludgeoning damage with a DC of 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Depth Charge (II) Source Treasure Vault (Remastered) pg. 81 Price 55 gp --- This ammunition deals 5d6 bludgeoning damage with a DC of 24. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Depth Charge (III) Source Treasure Vault (Remastered) pg. 81 Price 165 gp --- This ammunition deals 7d6 bludgeoning damage with a DC of 28. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Depth Charge (IV) Source Treasure Vault (Remastered) pg. 81 Price 330 gp --- This ammunition deals 9d6 bludgeoning damage with a DC of 30. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Depth Charge (V) Source Treasure Vault (Remastered) pg. 81 Price 660 gp --- This ammunition deals 11d6 bludgeoning damage with a DC of 32. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Depth Charge (VI) Source Treasure Vault (Remastered) pg. 81 Price 1,500 gp --- This ammunition deals 13d6 bludgeoning damage with a DC of 36. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Depth Charge (VII) Source Treasure Vault (Remastered) pg. 81 Price 3,200 gp --- This ammunition deals 15d6 bludgeoning damage with a DC of 39.","ammunition":"any","skill_mod":{},"summary":"This ammunition deals 13d6 bludgeoning damage with a DC of 36.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2048","name":"Depth Charge (VI)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2048-1810"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2048","weakness":{},"price":320000,"legacy_id":["equipment-4581"],"trait":["Consumable","Magical"],"id":"equipment-2048-1811","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Depth Charge Source Treasure Vault (Remastered) pg. 81 Ammunition any --- Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Depth Charge (I) Source Treasure Vault (Remastered) pg. 81 Price 25 gp --- This ammunition deals 3d6 bludgeoning damage with a DC of 20. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Depth Charge (II) Source Treasure Vault (Remastered) pg. 81 Price 55 gp --- This ammunition deals 5d6 bludgeoning damage with a DC of 24. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Depth Charge (III) Source Treasure Vault (Remastered) pg. 81 Price 165 gp --- This ammunition deals 7d6 bludgeoning damage with a DC of 28. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Depth Charge (IV) Source Treasure Vault (Remastered) pg. 81 Price 330 gp --- This ammunition deals 9d6 bludgeoning damage with a DC of 30. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Depth Charge (V) Source Treasure Vault (Remastered) pg. 81 Price 660 gp --- This ammunition deals 11d6 bludgeoning damage with a DC of 32. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Depth Charge (VI) Source Treasure Vault (Remastered) pg. 81 Price 1,500 gp --- This ammunition deals 13d6 bludgeoning damage with a DC of 36. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Depth Charge (VII) Source Treasure Vault (Remastered) pg. 81 Price 3,200 gp --- This ammunition deals 15d6 bludgeoning damage with a DC of 39.","ammunition":"any","skill_mod":{},"summary":"This ammunition deals 15d6 bludgeoning damage with a DC of 39.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2048","name":"Depth Charge (VII)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2048-1811"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":36000,"legacy_id":["equipment-4582"],"trait":["Consumable","Magical"],"id":"equipment-2049","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Dimension Shot Source Treasure Vault (Remastered) pg. 81 Price 360 gp Ammunition any Activate Two Actions (concentrate) --- Dimension shot is deep blue black, but motes of light play upon it like stars in the night sky. The activated ammunition allows you to teleport to a location near where the ammunition hits. If you hit a creature, you can teleport to an unoccupied space adjacent to that creature. If you fire at a square, you can teleport to a space that contains that square or an unoccupied space adjacent to it. The teleportation fails if no unoccupied space is available to you.\n","ammunition":"any","skill_mod":{},"summary":" Dimension shot is deep blue black, but motes of light play upon it like stars in the night sky. The activated ammunition allows you to teleport to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2049","name":"Dimension Shot","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2049"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":5000,"legacy_id":["equipment-4583"],"trait":["Consumable","Magical"],"id":"equipment-2050","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Fate Shot Source Treasure Vault (Remastered) pg. 81 Price 50 gp Ammunition any Activate Single Action (concentrate) --- Fate shot is made of a nickel-steel alloy carved with the smiling face of a comedic player on one side, while the other side holds the frown of a tragic dramatist. When you hit a target with this ammunition, roll a DC 11 flat check. On a success, treat all the damage dice for your attack as though they rolled the average damage +1, rounded up (for example, a fate shot arrow fired from a shortbow would normally deal 1d6, which has an average of 3.5, so you deal 5 damage). This doesn't affect additional damage dice that only happen on a critical hit, such as those added by the deadly trait. On a failure, roll the damage, but your target takes half damage, and you take the remaining amount as mental damage.\n","ammunition":"any","skill_mod":{},"summary":" Fate shot is made of a nickel-steel alloy carved with the smiling face of a comedic player on one side, while the other side holds the frown of a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2050","name":"Fate Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2050"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":120000,"legacy_id":["equipment-4584"],"trait":["Consumable","Magical"],"id":"equipment-2051","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Garrote Shot Source Treasure Vault (Remastered) pg. 81 Price 1,200 gp Ammunition any Activate Single Action (concentrate) --- Wiry designs mark the silvery coating on a garrote shot . When the activated ammunition hits a target, it transforms into a silvery garrote that wraps around one of the target's appendages, dealing 2d12 persistent slashing damage. On a critical hit, it wraps around the target's throat if it has one, and the target can't breathe until the persistent damage ends. If the persistent damage kills the target, the garrote severs the appendage it's wrapped around.\n","ammunition":"any","skill_mod":{},"summary":"Wiry designs mark the silvery coating on a garrote shot . When the activated ammunition hits a target, it transforms into a silvery garrote that …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2051","name":"Garrote Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2051"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2400,"legacy_id":["equipment-4585"],"trait":["Consumable","Magical"],"id":"equipment-2052","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Imp Shot Source Treasure Vault (Remastered) pg. 82 Price 24 gp Ammunition any Activate Single Action (concentrate) --- This black-and-red ammunition contains an egg-shaped capsule. When an activated imp shot hits, the capsule cracks open and releases a manifestation that resembles a Tiny imp that can't act in any way or provide benefits outside those described here. If the Strike misses the target, the imp appears, makes a rude gesture at you, and vanishes in a puff of sulfuric smoke. On a hit, though, the imp harries the target for up to 1 minute, remaining in the target's space, slapping, nipping, hurling insults, and moving with the target as it moves. A creature harried by the imp is off-guard and takes a –2 circumstance penalty to attack rolls and skill checks. At the start of your turn on each round while the imp is active, you must attempt a DC 11 flat check. On a failure, the imp makes a final vulgar gesture at the target and vanishes in a cloud of brimstone.\n","ammunition":"any","skill_mod":{},"summary":"This black-and-red ammunition contains an egg-shaped capsule. When an activated imp shot hits, the capsule cracks open and releases a manifestation …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2052","name":"Imp Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2052"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":6000,"legacy_id":["equipment-4586"],"trait":["Consumable","Magical"],"id":"equipment-2053","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Lightning Rod Shot Source Treasure Vault (Remastered) pg. 82 Price 60 gp Ammunition any Activate Single Action (concentrate) --- Made from a shaft of silver with a gleaming copper tip, the lightning rod shot crackles with electricity as it flies through the air. When a lightning rod shot strikes a target, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, it falls to the ground and becomes inactive. If the target of this shot is within 10 feet of any creature or target that takes electricity damage, the target of this shot takes 1 electricity damage for each die of damage taken by the nearby creature or target. If the target of this shot takes electricity damage from a spell or attack, it also takes 1 additional electricity damage for each die of damage dealt. If the spell or attack allows a saving throw to reduce the damage, the target of this shot takes a –1 circumstance penalty to the save. This shot remains active for 1 minute, after which it falls to the ground and crumbles to dust.\n","ammunition":"any","skill_mod":{},"summary":"Made from a shaft of silver with a gleaming copper tip, the lightning rod shot crackles with electricity as it flies through the air. When a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2053","name":"Lightning Rod Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2053"},{"item_child_id":["equipment-2054-1812","equipment-2054-1813","equipment-2054-1814"],"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4587"],"trait":["Consumable","Magical"],"id":"equipment-2054","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Magnetic Shot Source Treasure Vault (Remastered) pg. 82 Ammunition any Activate Single Action (concentrate) --- Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot . When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magnetic Shot (Lesser) Source Treasure Vault (Remastered) pg. 82 Price 60 gp --- The ammunition grants a +1 circumstance bonus to the attack roll, deals two additional weapon damage dice, and is deadly d8. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Magnetic Shot (Moderate) Source Treasure Vault (Remastered) pg. 82 Price 360 gp --- The ammo grants a +1 circumstance bonus to the attack roll, deals three additional weapon damage dice, and is deadly d10. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnetic Shot (Greater) Source Treasure Vault (Remastered) pg. 82 Price 2,200 gp --- The ammunition grants a +2 circumstance bonus to the attack roll, deals four additional weapon damage dice, and is deadly d12.","ammunition":"any","skill_mod":{},"summary":"Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot . When activated, the shot is more effective against …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2054","name":"Magnetic Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2054"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2054","weakness":{},"price":6000,"legacy_id":["equipment-4587"],"trait":["Consumable","Magical"],"id":"equipment-2054-1812","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Magnetic Shot Source Treasure Vault (Remastered) pg. 82 Ammunition any Activate Single Action (concentrate) --- Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot . When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magnetic Shot (Lesser) Source Treasure Vault (Remastered) pg. 82 Price 60 gp --- The ammunition grants a +1 circumstance bonus to the attack roll, deals two additional weapon damage dice, and is deadly d8. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Magnetic Shot (Moderate) Source Treasure Vault (Remastered) pg. 82 Price 360 gp --- The ammo grants a +1 circumstance bonus to the attack roll, deals three additional weapon damage dice, and is deadly d10. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnetic Shot (Greater) Source Treasure Vault (Remastered) pg. 82 Price 2,200 gp --- The ammunition grants a +2 circumstance bonus to the attack roll, deals four additional weapon damage dice, and is deadly d12.","ammunition":"any","skill_mod":{},"summary":"The ammunition grants a +1 circumstance bonus to the attack roll, deals two additional weapon damage dice, and is deadly d8 .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2054","name":"Magnetic Shot (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2054-1812"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2054","weakness":{},"price":36000,"legacy_id":["equipment-4587"],"trait":["Consumable","Magical"],"id":"equipment-2054-1813","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Magnetic Shot Source Treasure Vault (Remastered) pg. 82 Ammunition any Activate Single Action (concentrate) --- Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot . When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magnetic Shot (Lesser) Source Treasure Vault (Remastered) pg. 82 Price 60 gp --- The ammunition grants a +1 circumstance bonus to the attack roll, deals two additional weapon damage dice, and is deadly d8. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Magnetic Shot (Moderate) Source Treasure Vault (Remastered) pg. 82 Price 360 gp --- The ammo grants a +1 circumstance bonus to the attack roll, deals three additional weapon damage dice, and is deadly d10. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnetic Shot (Greater) Source Treasure Vault (Remastered) pg. 82 Price 2,200 gp --- The ammunition grants a +2 circumstance bonus to the attack roll, deals four additional weapon damage dice, and is deadly d12.","ammunition":"any","skill_mod":{},"summary":"The ammo grants a +1 circumstance bonus to the attack roll, deals three additional weapon damage dice, and is deadly d10.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2054","name":"Magnetic Shot (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2054-1813"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2054","weakness":{},"price":220000,"legacy_id":["equipment-4587"],"trait":["Consumable","Magical"],"id":"equipment-2054-1814","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Magnetic Shot Source Treasure Vault (Remastered) pg. 82 Ammunition any Activate Single Action (concentrate) --- Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot . When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magnetic Shot (Lesser) Source Treasure Vault (Remastered) pg. 82 Price 60 gp --- The ammunition grants a +1 circumstance bonus to the attack roll, deals two additional weapon damage dice, and is deadly d8. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Magnetic Shot (Moderate) Source Treasure Vault (Remastered) pg. 82 Price 360 gp --- The ammo grants a +1 circumstance bonus to the attack roll, deals three additional weapon damage dice, and is deadly d10. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnetic Shot (Greater) Source Treasure Vault (Remastered) pg. 82 Price 2,200 gp --- The ammunition grants a +2 circumstance bonus to the attack roll, deals four additional weapon damage dice, and is deadly d12.","ammunition":"any","skill_mod":{},"summary":"The ammunition grants a +2 circumstance bonus to the attack roll, deals four additional weapon damage dice, and is deadly d12.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2054","name":"Magnetic Shot (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2054-1814"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":25000,"legacy_id":["equipment-4588"],"trait":["Consumable","Magical"],"id":"equipment-2055","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Mindlock Shot Source Treasure Vault (Remastered) pg. 82 Price 250 gp Ammunition any Activate Two Actions (concentrate) --- Mindlock shot is made of luminous ectoplasm in a crystalline form. When you command this ammunition, you pick a Stride or Strike. If you hit a creature with the ammunition, it falls under a mental effect that makes it use its first action on its next turn to take the action you picked. It chooses exactly how to use that action, and if you choose Stride, the target can Step if doing so is beneficial for it. On a critical hit, the target must use its next 2 actions to do as you chose, within the same parameters.\n","ammunition":"any","skill_mod":{},"summary":" Mindlock shot is made of luminous ectoplasm in a crystalline form. When you command this ammunition, you pick a Stride or Strike. If you hit a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2055","name":"Mindlock Shot","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2055"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":900,"legacy_id":["equipment-4589"],"trait":["Consumable","Magical"],"id":"equipment-2056","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Ranging Shot Source Treasure Vault (Remastered) pg. 82 Price 9 gp Ammunition any Activate Single Action (concentrate) --- Strange striations and pits mark the head of a ranging shot . When the activated ammunition is fired, it sends out whistling pings along its path until it hits something or reaches its maximum range. As long as you can perceive the sounds the ammunition makes, you can tell exactly how far it has flown. The sounds are audible to creatures who didn't Activate the ammunition, but they receive no special information from the ranging shot's whistling.\n","ammunition":"any","skill_mod":{},"summary":"Strange striations and pits mark the head of a ranging shot . When the activated ammunition is fired, it sends out whistling pings along its path …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2056","name":"Ranging Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2056"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":7200,"legacy_id":["equipment-4590"],"trait":["Consumable","Light","Magical"],"id":"equipment-2057","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Sighting Shot Source Treasure Vault (Remastered) pg. 82 Price 72 gp Ammunition any Activate Two Actions (concentrate, manipulate) --- Eyes are carved onto a sighting shot . When you Activate the ammunition, it glows, shedding bright light for 20 feet and dim light for 20 feet beyond that. If you shot the activated ammunition, your mind swirls with images of what the sighting shot passed and hit as if you sprinted along the ammunition's course. You see this path as if with your normal visual senses. Once a sighting shot hits anything or reaches its maximum range, it stops transmitting images to you. A sighting shot's light is visible to creatures who didn't Activate the ammunition, but they receive no special information from it.\n","ammunition":"any","skill_mod":{},"summary":"Eyes are carved onto a sighting shot . When you Activate the ammunition, it glows, shedding bright light for 20 feet and dim light for 20 feet …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2057","name":"Sighting Shot","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2057"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":550000,"legacy_id":["equipment-4591"],"trait":["Consumable","Magical"],"id":"equipment-2058","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Spell Echo Shot Source Treasure Vault (Remastered) pg. 83 Price 5,500 gp Ammunition any Activate Single Action (concentrate) --- Generous amounts of djezet and orichalcum mix in a spell echo shot . When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. When spell echo shot strikes a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 5th rank or lower; has an area of a burst, cone, or line; and does not have a duration, the materials in the ammunition immediately duplicate that spell with the same parameters. A duplicated spell can't be duplicated again by another effect. Duplicating a spell destroys the ammunition, which otherwise remains active for 1 minute.\n","ammunition":"any","skill_mod":{},"summary":"Generous amounts of djezet and orichalcum mix in a spell echo shot . When you Activate it, you name up to four creatures, in addition to you, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2058","name":"Spell Echo Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2058"},{"item_child_id":["equipment-2059-1815","equipment-2059-1816","equipment-2059-1817","equipment-2059-1818"],"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4592"],"trait":["Consumable","Magical"],"id":"equipment-2059","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Weapon Shot Source Treasure Vault (Remastered) pg. 83 Ammunition any --- The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it. It's a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon. Activate Single Action (concentrate) Effect For the Strike with which you consume the ammunition, use the ammunition's fundamental runes, according to its type, instead of those of the weapon firing it. Activate Two Actions (concentrate, manipulate) Effect A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the Strike with which it functions, the weapon uses the ammunition's fundamental runes, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Weapon Shot (Lesser) Source Treasure Vault (Remastered) pg. 83 Price 20 gp --- The attack functions appropriately for a +1 striking weapon . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Weapon Shot (Moderate) Source Treasure Vault (Remastered) pg. 83 Price 200 gp --- The attack functions appropriately for a +2 striking weapon . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Weapon Shot (Greater) Source Treasure Vault (Remastered) pg. 83 Price 400 gp --- The attack functions appropriately for a +2 greater striking weapon . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Weapon Shot (Major) Source Treasure Vault (Remastered) pg. 83 Price 2,000 gp --- The attack functions appropriately for a +3 greater striking weapon .","ammunition":"any","skill_mod":{},"summary":"The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2059","name":"Weapon Shot","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2059"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2059","weakness":{},"price":2000,"legacy_id":["equipment-4592"],"trait":["Consumable","Magical"],"id":"equipment-2059-1815","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Weapon Shot Source Treasure Vault (Remastered) pg. 83 Ammunition any --- The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it. It's a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon. Activate Single Action (concentrate) Effect For the Strike with which you consume the ammunition, use the ammunition's fundamental runes, according to its type, instead of those of the weapon firing it. Activate Two Actions (concentrate, manipulate) Effect A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the Strike with which it functions, the weapon uses the ammunition's fundamental runes, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Weapon Shot (Lesser) Source Treasure Vault (Remastered) pg. 83 Price 20 gp --- The attack functions appropriately for a +1 striking weapon . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Weapon Shot (Moderate) Source Treasure Vault (Remastered) pg. 83 Price 200 gp --- The attack functions appropriately for a +2 striking weapon . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Weapon Shot (Greater) Source Treasure Vault (Remastered) pg. 83 Price 400 gp --- The attack functions appropriately for a +2 greater striking weapon . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Weapon Shot (Major) Source Treasure Vault (Remastered) pg. 83 Price 2,000 gp --- The attack functions appropriately for a +3 greater striking weapon .","ammunition":"any","skill_mod":{},"summary":"The attack functions appropriately for a +1 striking weapon .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2059","name":"Weapon Shot (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2059-1815"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2059","weakness":{},"price":20000,"legacy_id":["equipment-4592"],"trait":["Consumable","Magical"],"id":"equipment-2059-1816","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Weapon Shot Source Treasure Vault (Remastered) pg. 83 Ammunition any --- The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it. It's a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon. Activate Single Action (concentrate) Effect For the Strike with which you consume the ammunition, use the ammunition's fundamental runes, according to its type, instead of those of the weapon firing it. Activate Two Actions (concentrate, manipulate) Effect A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the Strike with which it functions, the weapon uses the ammunition's fundamental runes, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Weapon Shot (Lesser) Source Treasure Vault (Remastered) pg. 83 Price 20 gp --- The attack functions appropriately for a +1 striking weapon . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Weapon Shot (Moderate) Source Treasure Vault (Remastered) pg. 83 Price 200 gp --- The attack functions appropriately for a +2 striking weapon . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Weapon Shot (Greater) Source Treasure Vault (Remastered) pg. 83 Price 400 gp --- The attack functions appropriately for a +2 greater striking weapon . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Weapon Shot (Major) Source Treasure Vault (Remastered) pg. 83 Price 2,000 gp --- The attack functions appropriately for a +3 greater striking weapon .","ammunition":"any","skill_mod":{},"summary":"The attack functions appropriately for a +2 striking weapon .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2059","name":"Weapon Shot (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2059-1816"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2059","weakness":{},"price":40000,"legacy_id":["equipment-4592"],"trait":["Consumable","Magical"],"id":"equipment-2059-1817","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Weapon Shot Source Treasure Vault (Remastered) pg. 83 Ammunition any --- The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it. It's a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon. Activate Single Action (concentrate) Effect For the Strike with which you consume the ammunition, use the ammunition's fundamental runes, according to its type, instead of those of the weapon firing it. Activate Two Actions (concentrate, manipulate) Effect A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the Strike with which it functions, the weapon uses the ammunition's fundamental runes, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Weapon Shot (Lesser) Source Treasure Vault (Remastered) pg. 83 Price 20 gp --- The attack functions appropriately for a +1 striking weapon . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Weapon Shot (Moderate) Source Treasure Vault (Remastered) pg. 83 Price 200 gp --- The attack functions appropriately for a +2 striking weapon . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Weapon Shot (Greater) Source Treasure Vault (Remastered) pg. 83 Price 400 gp --- The attack functions appropriately for a +2 greater striking weapon . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Weapon Shot (Major) Source Treasure Vault (Remastered) pg. 83 Price 2,000 gp --- The attack functions appropriately for a +3 greater striking weapon .","ammunition":"any","skill_mod":{},"summary":"The attack functions appropriately for a +2 greater striking weapon .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2059","name":"Weapon Shot (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2059-1817"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2059","weakness":{},"price":200000,"legacy_id":["equipment-4592"],"trait":["Consumable","Magical"],"id":"equipment-2059-1818","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Weapon Shot Source Treasure Vault (Remastered) pg. 83 Ammunition any --- The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it. It's a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon. Activate Single Action (concentrate) Effect For the Strike with which you consume the ammunition, use the ammunition's fundamental runes, according to its type, instead of those of the weapon firing it. Activate Two Actions (concentrate, manipulate) Effect A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the Strike with which it functions, the weapon uses the ammunition's fundamental runes, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Weapon Shot (Lesser) Source Treasure Vault (Remastered) pg. 83 Price 20 gp --- The attack functions appropriately for a +1 striking weapon . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Weapon Shot (Moderate) Source Treasure Vault (Remastered) pg. 83 Price 200 gp --- The attack functions appropriately for a +2 striking weapon . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Weapon Shot (Greater) Source Treasure Vault (Remastered) pg. 83 Price 400 gp --- The attack functions appropriately for a +2 greater striking weapon . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Weapon Shot (Major) Source Treasure Vault (Remastered) pg. 83 Price 2,000 gp --- The attack functions appropriately for a +3 greater striking weapon .","ammunition":"any","skill_mod":{},"summary":"The attack functions appropriately for a +3 greater striking weapon .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2059","name":"Weapon Shot (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2059-1818"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":25000,"legacy_id":["equipment-4593"],"trait":["Auditory","Consumable","Enchantment","Incapacitation","Magical","Mental","Missive"],"id":"equipment-2060","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Captivating Score Source Treasure Vault (Remastered) pg. 84 Price 250 gp Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- A captivating score is a piece of parchment prepared for musical notation, long enough for a short song. You must be trained in Performance to properly compose this missive (or trained in an appropriate Lore skill your GM allows). You choose one of the emotions described below and write a musical composition to convey that emotion about a subject of your choice, typically a person or group. When activated, the missive plays a note-perfect rendition of the inscribed score. Each creature that can hear the score must succeed at a DC 28 Will save or be influenced to feel the emotion you chose toward the subject of your composition. This lasts for 1 hour, typically returning the creature to its initial attitude unless new events have altered their attitude long-term. Positive Your song engenders sympathy, adoration, joy, or a similar emotion. An affected creature's attitude toward the subject improves by one step, such as from indifferent to friendly. Negative Your song spurs anger, sadness, jealousy, or a similar emotion. An affected creature's attitude toward the subject worsens by one step, such as from indifferent to unfriendly. When composing this missive, you can add a small notation or illustration of a type of instrument. If you do, the music sounds like that instrument, and if you didn't specify, it sounds vaguely like a recorder. The choice of a louder instrument doesn't make the music carry farther.\n","skill_mod":{},"summary":"A captivating score is a piece of parchment prepared for musical notation, long enough for a short song. You must be trained in Performance to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Sense","Equipment","School","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=2060","name":"Captivating Score","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2060"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1300,"legacy_id":["equipment-4594"],"trait":["Consumable","Magical","Missive"],"id":"equipment-2061","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Explosive Missive Source Treasure Vault (Remastered) pg. 84 Price 13 gp Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- An explosive missive is slightly warm to the touch, regardless of the surrounding environment. When composed and then activated, the missive explodes. The tenor of what you write or the theme of your illustration determines the damage type and adds the corresponding trait to the missive: acid for a caustic inscription, cold for an aloof one, electricity for an energetic one, fire for an angry one, or sonic for an overly emphatic one. The missive deals 4d6 damage to each creature in a 5-foot burst from a corner of the missive's space (DC 18 basic Reflex save). A creature who rolls a critical failure also takes 1d4 persistent damage of the same type. The missive burns to ash while releasing its magic.\n","skill_mod":{},"summary":"An explosive missive is slightly warm to the touch, regardless of the surrounding environment. When composed and then activated, the missive …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=2061","name":"Explosive Missive","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2061"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2000,"legacy_id":["equipment-4595"],"trait":["Consumable","Light","Magical","Missive"],"id":"equipment-2062","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Glimmering Missive Source Treasure Vault (Remastered) pg. 85 Price 20 gp Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- A glimmering missive sparkles as you compose it. When activated, it explodes, disintegrating into a shower of multicolored motes in a 10-foot burst from a corner of the missive's space. Creatures in the area are covered in sparkling dust that remains luminous for 1 hour. Visible creatures can't be concealed while covered by the luminous dust; any invisible creatures are concealed while covered in the luminous dust, rather than being undetected.\n","skill_mod":{},"summary":"A glimmering missive sparkles as you compose it. When activated, it explodes, disintegrating into a shower of multicolored motes in a 10-foot burst …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=2062","name":"Glimmering Missive","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2062"},{"item_child_id":["equipment-2063-1819","equipment-2063-1820","equipment-2063-1821","equipment-2063-1822"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4596"],"trait":["Consumable","Magical","Missive"],"id":"equipment-2063","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Heartening Missive Source Treasure Vault (Remastered) pg. 85 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours. It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours. If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non-magical when it arrives. After imparting or losing its magic, the missive remains as a normal document. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Bull) Source Treasure Vault (Remastered) pg. 85 Price 50 gp --- Folded into a bull, this missive grants the recipient a sense of solidity. The recipient gains a +1 item bonus to Fortitude saves for the next 24 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Heartening Missive (Butterfly) Source Treasure Vault (Remastered) pg. 85 Price 25 gp --- Folded into a delicate butterfly, this missive grants the recipient a sense of grace and poise. Once during the next 24 hours, when the recipient fails a Diplomacy or Performance check, they can improve the result from a failure to a success or from a critical failure to a failure. This is a fortune effect. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Rabbit) Source Treasure Vault (Remastered) pg. 85 Price 50 gp --- Folded into a rabbit sitting on its haunches, this missive grants the recipient a sense of mischief and agility. The recipient gains a +1 item bonus to Reflex saves for the next 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Turtle) Source Treasure Vault (Remastered) pg. 85 Price 50 gp --- Folded into a square-shelled turtle, this missive grants the recipient a firm sense of self and serenity. The recipient gains a +1 item bonus to Will saves for the next 24 hours.","skill_mod":{},"summary":"You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=2063","name":"Heartening Missive","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2063"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2063","weakness":{},"price":5000,"legacy_id":["equipment-4596"],"trait":["Consumable","Magical","Missive"],"id":"equipment-2063-1819","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Heartening Missive Source Treasure Vault (Remastered) pg. 85 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours. It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours. If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non-magical when it arrives. After imparting or losing its magic, the missive remains as a normal document. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Bull) Source Treasure Vault (Remastered) pg. 85 Price 50 gp --- Folded into a bull, this missive grants the recipient a sense of solidity. The recipient gains a +1 item bonus to Fortitude saves for the next 24 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Heartening Missive (Butterfly) Source Treasure Vault (Remastered) pg. 85 Price 25 gp --- Folded into a delicate butterfly, this missive grants the recipient a sense of grace and poise. Once during the next 24 hours, when the recipient fails a Diplomacy or Performance check, they can improve the result from a failure to a success or from a critical failure to a failure. This is a fortune effect. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Rabbit) Source Treasure Vault (Remastered) pg. 85 Price 50 gp --- Folded into a rabbit sitting on its haunches, this missive grants the recipient a sense of mischief and agility. The recipient gains a +1 item bonus to Reflex saves for the next 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Turtle) Source Treasure Vault (Remastered) pg. 85 Price 50 gp --- Folded into a square-shelled turtle, this missive grants the recipient a firm sense of self and serenity. The recipient gains a +1 item bonus to Will saves for the next 24 hours.","skill_mod":{},"summary":"Folded into a bull, this missive grants the recipient a sense of solidity. The recipient gains a +1 item bonus to Fortitude saves for the next 24 …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=2063","name":"Heartening Missive (Bull)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2063-1819"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2063","weakness":{},"price":2500,"legacy_id":["equipment-4596"],"trait":["Consumable","Magical","Missive"],"id":"equipment-2063-1820","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Heartening Missive Source Treasure Vault (Remastered) pg. 85 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours. It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours. If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non-magical when it arrives. After imparting or losing its magic, the missive remains as a normal document. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Bull) Source Treasure Vault (Remastered) pg. 85 Price 50 gp --- Folded into a bull, this missive grants the recipient a sense of solidity. The recipient gains a +1 item bonus to Fortitude saves for the next 24 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Heartening Missive (Butterfly) Source Treasure Vault (Remastered) pg. 85 Price 25 gp --- Folded into a delicate butterfly, this missive grants the recipient a sense of grace and poise. Once during the next 24 hours, when the recipient fails a Diplomacy or Performance check, they can improve the result from a failure to a success or from a critical failure to a failure. This is a fortune effect. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Rabbit) Source Treasure Vault (Remastered) pg. 85 Price 50 gp --- Folded into a rabbit sitting on its haunches, this missive grants the recipient a sense of mischief and agility. The recipient gains a +1 item bonus to Reflex saves for the next 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Turtle) Source Treasure Vault (Remastered) pg. 85 Price 50 gp --- Folded into a square-shelled turtle, this missive grants the recipient a firm sense of self and serenity. The recipient gains a +1 item bonus to Will saves for the next 24 hours.","skill_mod":{},"summary":"Folded into a delicate butterfly, this missive grants the recipient a sense of grace and poise. Once during the next 24 hours, when the recipient …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=2063","name":"Heartening Missive (Butterfly)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2063-1820"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2063","weakness":{},"price":5000,"legacy_id":["equipment-4596"],"trait":["Consumable","Magical","Missive"],"id":"equipment-2063-1821","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Heartening Missive Source Treasure Vault (Remastered) pg. 85 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours. It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours. If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non-magical when it arrives. After imparting or losing its magic, the missive remains as a normal document. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Bull) Source Treasure Vault (Remastered) pg. 85 Price 50 gp --- Folded into a bull, this missive grants the recipient a sense of solidity. The recipient gains a +1 item bonus to Fortitude saves for the next 24 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Heartening Missive (Butterfly) Source Treasure Vault (Remastered) pg. 85 Price 25 gp --- Folded into a delicate butterfly, this missive grants the recipient a sense of grace and poise. Once during the next 24 hours, when the recipient fails a Diplomacy or Performance check, they can improve the result from a failure to a success or from a critical failure to a failure. This is a fortune effect. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Rabbit) Source Treasure Vault (Remastered) pg. 85 Price 50 gp --- Folded into a rabbit sitting on its haunches, this missive grants the recipient a sense of mischief and agility. The recipient gains a +1 item bonus to Reflex saves for the next 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Turtle) Source Treasure Vault (Remastered) pg. 85 Price 50 gp --- Folded into a square-shelled turtle, this missive grants the recipient a firm sense of self and serenity. The recipient gains a +1 item bonus to Will saves for the next 24 hours.","skill_mod":{},"summary":"Folded into a rabbit sitting on its haunches, this missive grants the recipient a sense of mischief and agility. The recipient gains a +1 item bonus …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=2063","name":"Heartening Missive (Rabbit)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2063-1821"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2063","weakness":{},"price":5000,"legacy_id":["equipment-4596"],"trait":["Consumable","Magical","Missive"],"id":"equipment-2063-1822","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Heartening Missive Source Treasure Vault (Remastered) pg. 85 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours. It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours. If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non-magical when it arrives. After imparting or losing its magic, the missive remains as a normal document. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Bull) Source Treasure Vault (Remastered) pg. 85 Price 50 gp --- Folded into a bull, this missive grants the recipient a sense of solidity. The recipient gains a +1 item bonus to Fortitude saves for the next 24 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Heartening Missive (Butterfly) Source Treasure Vault (Remastered) pg. 85 Price 25 gp --- Folded into a delicate butterfly, this missive grants the recipient a sense of grace and poise. Once during the next 24 hours, when the recipient fails a Diplomacy or Performance check, they can improve the result from a failure to a success or from a critical failure to a failure. This is a fortune effect. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Rabbit) Source Treasure Vault (Remastered) pg. 85 Price 50 gp --- Folded into a rabbit sitting on its haunches, this missive grants the recipient a sense of mischief and agility. The recipient gains a +1 item bonus to Reflex saves for the next 24 hours. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Heartening Missive (Turtle) Source Treasure Vault (Remastered) pg. 85 Price 50 gp --- Folded into a square-shelled turtle, this missive grants the recipient a firm sense of self and serenity. The recipient gains a +1 item bonus to Will saves for the next 24 hours.","skill_mod":{},"summary":"Folded into a square-shelled turtle, this missive grants the recipient a firm sense of self and serenity. The recipient gains a +1 item bonus to Will …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=2063","name":"Heartening Missive (Turtle)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2063-1822"},{"item_child_id":["equipment-2064-1823","equipment-2064-1824"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4597"],"trait":["Consumable","Magical","Missive"],"id":"equipment-2064","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Messenger Missive Source Treasure Vault (Remastered) pg. 85 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect to be in that location as a recipient; if you don't, the first creature in the location to touch the missive is treated as the recipient. Once you finish composing the missive, it folds itself into the shape of a bird and Flies at a Speed of 45 feet (15 miles per hour) toward the location for up to 24 hours. It alights near its recipient or in their hand. When activated, the missive becomes non-magical but retains its contents. If it fails to reach its recipient in 24 hours, the missive burns to ash. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Messenger Missive Source Treasure Vault (Remastered) pg. 85 Price 18 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Messenger Missive (Multiple) Source Treasure Vault (Remastered) pg. 85 Price 60 gp --- You can write up to four locations on the missive, one on each edge of the paper; you can include a recipient for each location, as well. When you finish composing the missive, it folds into four identical missive birds, each one flying to one of the locations carrying the same message.","skill_mod":{},"summary":"A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=2064","name":"Messenger Missive","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2064"},{"legacy_name":["Messanger Missive"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2064","weakness":{},"price":1800,"legacy_id":["equipment-4597"],"trait":["Consumable","Magical","Missive"],"id":"equipment-2064-1823","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Messenger Missive Source Treasure Vault (Remastered) pg. 85 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect to be in that location as a recipient; if you don't, the first creature in the location to touch the missive is treated as the recipient. Once you finish composing the missive, it folds itself into the shape of a bird and Flies at a Speed of 45 feet (15 miles per hour) toward the location for up to 24 hours. It alights near its recipient or in their hand. When activated, the missive becomes non-magical but retains its contents. If it fails to reach its recipient in 24 hours, the missive burns to ash. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Messenger Missive Source Treasure Vault (Remastered) pg. 85 Price 18 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Messenger Missive (Multiple) Source Treasure Vault (Remastered) pg. 85 Price 60 gp --- You can write up to four locations on the missive, one on each edge of the paper; you can include a recipient for each location, as well. When you finish composing the missive, it folds into four identical missive birds, each one flying to one of the locations carrying the same message.","skill_mod":{},"summary":"A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=2064","name":"Messenger Missive","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2064-1823"},{"legacy_name":["Messanger Missive (Multiple)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2064","weakness":{},"price":6000,"legacy_id":["equipment-4597"],"trait":["Consumable","Magical","Missive"],"id":"equipment-2064-1824","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Messenger Missive Source Treasure Vault (Remastered) pg. 85 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect to be in that location as a recipient; if you don't, the first creature in the location to touch the missive is treated as the recipient. Once you finish composing the missive, it folds itself into the shape of a bird and Flies at a Speed of 45 feet (15 miles per hour) toward the location for up to 24 hours. It alights near its recipient or in their hand. When activated, the missive becomes non-magical but retains its contents. If it fails to reach its recipient in 24 hours, the missive burns to ash. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Messenger Missive Source Treasure Vault (Remastered) pg. 85 Price 18 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Messenger Missive (Multiple) Source Treasure Vault (Remastered) pg. 85 Price 60 gp --- You can write up to four locations on the missive, one on each edge of the paper; you can include a recipient for each location, as well. When you finish composing the missive, it folds into four identical missive birds, each one flying to one of the locations carrying the same message.","skill_mod":{},"summary":"You can write up to four locations on the missive, one on each edge of the paper; you can include a recipient for each location, as well. When you …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=2064","name":"Messenger Missive (Multiple)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2064-1824"},{"legacy_name":["Red-handed Missive"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":6000,"legacy_id":["equipment-4598"],"trait":["Consumable","Curse","Magical","Missive"],"id":"equipment-2065","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Red-Handed Missive Source Treasure Vault (Remastered) pg. 85 Price 60 gp Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- Composed to look like an important document, a red-handed missive is a trap used by those who suspect someone has been going through their correspondence. If activated, the missive dissolves into red dye that coats anything touching the missive. Magic in the dye prevents it from washing off for 1 week.\n","skill_mod":{},"summary":"Composed to look like an important document, a red-handed missive is a trap used by those who suspect someone has been going through their …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Affliction","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=2065","name":"Red-Handed Missive","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2065"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2200,"legacy_id":["equipment-4599"],"trait":["Consumable","Curse","Magical","Mental","Missive"],"id":"equipment-2066","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Stage Fright Missive Source Treasure Vault (Remastered) pg. 85 Price 22 gp Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- Composing a stage fright missive usually involves creating a scathing review, insulting letter, or embarrassing image that ridicules the recipient. The activating creature must succeed at a DC 20 Will save or be overcome with embarrassment for 1 hour, taking a –1 status penalty to Deception, Diplomacy, Intimidation, and Performance checks. During this time, if the creature attempts to speak or perform in front of an audience, they become sickened 1. When they recover from this sickened condition, the missive's effects end. You choose when composing the missive whether it remains as a non-magical document or burns to ash after imparting its magic.\n","skill_mod":{},"summary":"Composing a stage fright missive usually involves creating a scathing review, insulting letter, or embarrassing image that ridicules the recipient. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Affliction","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Missive","resistance":{},"url":"/Equipment.aspx?ID=2066","name":"Stage Fright Missive","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2066"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":600,"legacy_id":["equipment-4600"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2067","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Anticorrosion Oil Source Treasure Vault (Remastered) pg. 86 Price 6 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- You can coat objects of 6 Bulk or less with anticorrosion oil. For 24 hours, the object takes half damage from acid and from all effects that specifically cause it to rust or corrode, such as contact with an ore louse’s saliva.\n","skill_mod":{},"summary":"You can coat objects of 6 Bulk or less with anticorrosion oil. For 24 hours, the object takes half damage from acid and from all effects that …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2067","name":"Anticorrosion Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2067"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1200,"legacy_id":["equipment-4601"],"trait":["Consumable","Magical","Oil","Uncommon"],"id":"equipment-2068","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Bane Oil Source Treasure Vault (Remastered) pg. 86 Price 12 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Bane oil comes in as many forms as the bane weapon property rune. Coating a weapon with the oil gives the weapon the benefit of one type of bane rune for 1 minute. A weapon can be coated in only one type of bane oil at a time. Any new application of this oil supersedes any previous one. If a weapon has the bane rune, this oil has no effect if it's of the same type as the rune.\n","skill_mod":{},"summary":" Bane oil comes in as many forms as the bane weapon property rune. Coating a weapon with the oil gives the weapon the benefit of one type of …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2068","name":"Bane Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2068"},{"legacy_name":["Disrupting Oil"],"item_child_id":["equipment-2069-1825","equipment-2069-1826"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4602"],"trait":["Consumable","Magical","Oil","Uncommon"],"id":"equipment-2069","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Burial Oil Source Treasure Vault (Remastered) pg. 86 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- A pearlescent fluid, burial oil applied to a weapon grants the benefits of a vitalizing rune for 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Burial Oil Source Treasure Vault (Remastered) pg. 86 Price 10 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Burial Oil (Greater) Source Treasure Vault (Remastered) pg. 86 Price 250 gp Bulk L --- The oil acts as a greater vitalizing rune .","skill_mod":{},"summary":"A pearlescent fluid, burial oil applied to a weapon grants the benefits of a vitalizing rune for 1 minute.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2069","name":"Burial Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2069"},{"legacy_name":["Disrupting Oil"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2069","weakness":{},"price":1000,"legacy_id":["equipment-4602"],"trait":["Consumable","Magical","Oil","Uncommon"],"id":"equipment-2069-1825","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Burial Oil Source Treasure Vault (Remastered) pg. 86 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- A pearlescent fluid, burial oil applied to a weapon grants the benefits of a vitalizing rune for 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Burial Oil Source Treasure Vault (Remastered) pg. 86 Price 10 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Burial Oil (Greater) Source Treasure Vault (Remastered) pg. 86 Price 250 gp Bulk L --- The oil acts as a greater vitalizing rune .","skill_mod":{},"summary":"A pearlescent fluid, burial oil applied to a weapon grants the benefits of a vitalizing rune for 1 minute.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2069","name":"Burial Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2069-1825"},{"legacy_name":["Disrupting Oil (Greater)"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2069","weakness":{},"price":25000,"legacy_id":["equipment-4602"],"trait":["Consumable","Magical","Oil","Uncommon"],"id":"equipment-2069-1826","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Burial Oil Source Treasure Vault (Remastered) pg. 86 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- A pearlescent fluid, burial oil applied to a weapon grants the benefits of a vitalizing rune for 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Burial Oil Source Treasure Vault (Remastered) pg. 86 Price 10 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Burial Oil (Greater) Source Treasure Vault (Remastered) pg. 86 Price 250 gp Bulk L --- The oil acts as a greater vitalizing rune .","skill_mod":{},"summary":"The oil acts as a greater vitalizing rune .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2069","name":"Burial Oil (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2069-1826"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":22000,"legacy_id":["equipment-4603"],"trait":["Consumable","Magical","Oil","Uncommon"],"id":"equipment-2070","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Fundamental Oil Source Treasure Vault (Remastered) pg. 86 Price 220 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Made of elemental salts and essences from the Inner Sphere or where such planes leak onto the Universe, fundamental oil is anathema to elementals and other creatures with a weakness to elemental damage. A weapon anointed with this oil acts as bane oil to elementals, but the damage type is the same as the target’s greatest weakness if the target has weakness to acid, cold, electricity, fire, or sonic damage. If it has none of these, the additional damage is the same type as the weapon’s damage type. These effects last 1 minute.\n","skill_mod":{},"summary":"Made of elemental salts and essences from the Inner Sphere or where such planes leak onto the Universe , fundamental oil is anathema to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2070","name":"Fundamental Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2070"},{"item_child_id":["equipment-2071-1827","equipment-2071-1828","equipment-2071-1829","equipment-2071-1830"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4604"],"trait":["Consumable","Healing","Magical","Oil","Uncommon"],"id":"equipment-2071","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Life-Boosting Oil Source Treasure Vault (Remastered) pg. 86 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- When you apply sticky, stinging life-boosting oil , you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Life-Boosting Oil (Lesser) Source Treasure Vault (Remastered) pg. 86 Price 12 gp Bulk L --- The oil grants fast healing 3. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Life-Boosting Oil (Moderate) Source Treasure Vault (Remastered) pg. 86 Price 70 gp Bulk L --- The oil grants fast healing 6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Life-Boosting Oil (Greater) Source Treasure Vault (Remastered) pg. 86 Price 300 gp Bulk L --- The oil grants fast healing 10. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Life-Boosting Oil (Major) Source Treasure Vault (Remastered) pg. 86 Price 1,300 gp Bulk L --- The oil grants fast healing 15.","skill_mod":{},"summary":"When you apply sticky, stinging life-boosting oil , you gain fast healing according to the oil's type that starts the first time you take damage …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2071","name":"Life-Boosting Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2071"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2071","weakness":{},"price":1200,"legacy_id":["equipment-4604"],"trait":["Consumable","Healing","Magical","Oil","Uncommon"],"id":"equipment-2071-1827","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Life-Boosting Oil Source Treasure Vault (Remastered) pg. 86 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- When you apply sticky, stinging life-boosting oil , you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Life-Boosting Oil (Lesser) Source Treasure Vault (Remastered) pg. 86 Price 12 gp Bulk L --- The oil grants fast healing 3. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Life-Boosting Oil (Moderate) Source Treasure Vault (Remastered) pg. 86 Price 70 gp Bulk L --- The oil grants fast healing 6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Life-Boosting Oil (Greater) Source Treasure Vault (Remastered) pg. 86 Price 300 gp Bulk L --- The oil grants fast healing 10. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Life-Boosting Oil (Major) Source Treasure Vault (Remastered) pg. 86 Price 1,300 gp Bulk L --- The oil grants fast healing 15.","skill_mod":{},"summary":"The oil grants fast healing 3.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2071","name":"Life-Boosting Oil (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2071-1827"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2071","weakness":{},"price":7000,"legacy_id":["equipment-4604"],"trait":["Consumable","Healing","Magical","Oil","Uncommon"],"id":"equipment-2071-1828","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Life-Boosting Oil Source Treasure Vault (Remastered) pg. 86 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- When you apply sticky, stinging life-boosting oil , you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Life-Boosting Oil (Lesser) Source Treasure Vault (Remastered) pg. 86 Price 12 gp Bulk L --- The oil grants fast healing 3. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Life-Boosting Oil (Moderate) Source Treasure Vault (Remastered) pg. 86 Price 70 gp Bulk L --- The oil grants fast healing 6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Life-Boosting Oil (Greater) Source Treasure Vault (Remastered) pg. 86 Price 300 gp Bulk L --- The oil grants fast healing 10. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Life-Boosting Oil (Major) Source Treasure Vault (Remastered) pg. 86 Price 1,300 gp Bulk L --- The oil grants fast healing 15.","skill_mod":{},"summary":"The oil grants fast healing 6.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2071","name":"Life-Boosting Oil (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2071-1828"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2071","weakness":{},"price":30000,"legacy_id":["equipment-4604"],"trait":["Consumable","Healing","Magical","Oil","Uncommon"],"id":"equipment-2071-1829","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Life-Boosting Oil Source Treasure Vault (Remastered) pg. 86 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- When you apply sticky, stinging life-boosting oil , you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Life-Boosting Oil (Lesser) Source Treasure Vault (Remastered) pg. 86 Price 12 gp Bulk L --- The oil grants fast healing 3. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Life-Boosting Oil (Moderate) Source Treasure Vault (Remastered) pg. 86 Price 70 gp Bulk L --- The oil grants fast healing 6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Life-Boosting Oil (Greater) Source Treasure Vault (Remastered) pg. 86 Price 300 gp Bulk L --- The oil grants fast healing 10. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Life-Boosting Oil (Major) Source Treasure Vault (Remastered) pg. 86 Price 1,300 gp Bulk L --- The oil grants fast healing 15.","skill_mod":{},"summary":"The oil grants fast healing 10.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2071","name":"Life-Boosting Oil (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2071-1829"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2071","weakness":{},"price":130000,"legacy_id":["equipment-4604"],"trait":["Consumable","Healing","Magical","Oil","Uncommon"],"id":"equipment-2071-1830","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Life-Boosting Oil Source Treasure Vault (Remastered) pg. 86 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- When you apply sticky, stinging life-boosting oil , you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Life-Boosting Oil (Lesser) Source Treasure Vault (Remastered) pg. 86 Price 12 gp Bulk L --- The oil grants fast healing 3. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Life-Boosting Oil (Moderate) Source Treasure Vault (Remastered) pg. 86 Price 70 gp Bulk L --- The oil grants fast healing 6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Life-Boosting Oil (Greater) Source Treasure Vault (Remastered) pg. 86 Price 300 gp Bulk L --- The oil grants fast healing 10. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Life-Boosting Oil (Major) Source Treasure Vault (Remastered) pg. 86 Price 1,300 gp Bulk L --- The oil grants fast healing 15.","skill_mod":{},"summary":"The oil grants fast healing 15.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2071","name":"Life-Boosting Oil (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2071-1830"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":300,"legacy_id":["equipment-4605"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2072","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Merciful Balm Source Treasure Vault (Remastered) pg. 86 Price 3 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Smelling strongly of herbs and pine resin, merciful balm is a thick, sticky paste that can be used to anoint a weapon, granting the weapon the nonlethal trait for 1 hour.\n","skill_mod":{},"summary":"Smelling strongly of herbs and pine resin, merciful balm is a thick, sticky paste that can be used to anoint a weapon, granting the weapon the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2072","name":"Merciful Balm","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2072"},{"item_child_id":["equipment-2073-1831","equipment-2073-1832","equipment-2073-1833"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4606"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2073","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Oil of Ownership Source Treasure Vault (Remastered) pg. 86 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- You can coat objects of 6 Bulk or less with oil of ownership , or “red-handed oil” as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won't wash off for a length of time that depends on the oil's type. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Oil of Ownership (Lesser) Source Treasure Vault (Remastered) pg. 86 Price 8 gp Bulk L --- The stain lasts 24 hours. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Oil of Ownership (Moderate) Source Treasure Vault (Remastered) pg. 86 Price 55 gp Bulk L --- The stain lasts 1 week. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Oil of Ownership (Greater) Source Treasure Vault (Remastered) pg. 86 Price 210 gp Bulk L --- The stain lasts 1 month.","skill_mod":{},"summary":"You can coat objects of 6 Bulk or less with oil of ownership , or “red-handed oil” as some call it. Once applied, this clear oil remains active for …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2073","name":"Oil of Ownership","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2073"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2073","weakness":{},"price":800,"legacy_id":["equipment-4606"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2073-1831","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Oil of Ownership Source Treasure Vault (Remastered) pg. 86 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- You can coat objects of 6 Bulk or less with oil of ownership , or “red-handed oil” as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won't wash off for a length of time that depends on the oil's type. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Oil of Ownership (Lesser) Source Treasure Vault (Remastered) pg. 86 Price 8 gp Bulk L --- The stain lasts 24 hours. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Oil of Ownership (Moderate) Source Treasure Vault (Remastered) pg. 86 Price 55 gp Bulk L --- The stain lasts 1 week. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Oil of Ownership (Greater) Source Treasure Vault (Remastered) pg. 86 Price 210 gp Bulk L --- The stain lasts 1 month.","skill_mod":{},"summary":"The stain lasts 24 hours.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2073","name":"Oil of Ownership (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2073-1831"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2073","weakness":{},"price":5500,"legacy_id":["equipment-4606"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2073-1832","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Oil of Ownership Source Treasure Vault (Remastered) pg. 86 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- You can coat objects of 6 Bulk or less with oil of ownership , or “red-handed oil” as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won't wash off for a length of time that depends on the oil's type. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Oil of Ownership (Lesser) Source Treasure Vault (Remastered) pg. 86 Price 8 gp Bulk L --- The stain lasts 24 hours. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Oil of Ownership (Moderate) Source Treasure Vault (Remastered) pg. 86 Price 55 gp Bulk L --- The stain lasts 1 week. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Oil of Ownership (Greater) Source Treasure Vault (Remastered) pg. 86 Price 210 gp Bulk L --- The stain lasts 1 month.","skill_mod":{},"summary":"The stain lasts 1 week.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2073","name":"Oil of Ownership (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2073-1832"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2073","weakness":{},"price":21000,"legacy_id":["equipment-4606"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2073-1833","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Oil of Ownership Source Treasure Vault (Remastered) pg. 86 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- You can coat objects of 6 Bulk or less with oil of ownership , or “red-handed oil” as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won't wash off for a length of time that depends on the oil's type. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Oil of Ownership (Lesser) Source Treasure Vault (Remastered) pg. 86 Price 8 gp Bulk L --- The stain lasts 24 hours. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Oil of Ownership (Moderate) Source Treasure Vault (Remastered) pg. 86 Price 55 gp Bulk L --- The stain lasts 1 week. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Oil of Ownership (Greater) Source Treasure Vault (Remastered) pg. 86 Price 210 gp Bulk L --- The stain lasts 1 month.","skill_mod":{},"summary":"The stain lasts 1 month.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2073","name":"Oil of Ownership (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2073-1833"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":500,"legacy_id":["equipment-4607"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2074","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Oil of Skating Source Treasure Vault (Remastered) pg. 87 Price 5 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This thin, slippery oil shimmers with a golden hue. Coating your shoes or feet with oil of skating enables you to skate quickly along flat surfaces for 1 hour. You gain a +10-foot status bonus to your Speed, which doubles if you move on a downhill surface. You lose this bonus if moving on difficult terrain, greater difficult terrain, or uneven ground. Also, you treat any uphill movement as moving on difficult terrain while your feet are oiled and treat the results of any Acrobatics checks made to Balance as one degree worse.\n","skill_mod":{},"summary":"This thin, slippery oil shimmers with a golden hue. Coating your shoes or feet with oil of skating enables you to skate quickly along flat surfaces …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2074","name":"Oil of Skating","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2074"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":5000,"legacy_id":["equipment-4608"],"trait":["Consumable","Magical","Oil","Uncommon"],"id":"equipment-2075","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Oil of Swiftness Source Treasure Vault (Remastered) pg. 87 Price 50 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Anoint a weapon with oil of swiftness , which hisses upon application, to give it the quickstrike rune for 1 minute.\n","skill_mod":{},"summary":"Anoint a weapon with oil of swiftness , which hisses upon application, to give it the quickstrike rune for 1 minute.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2075","name":"Oil of Swiftness","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2075"},{"item_child_id":["equipment-2076-1834","equipment-2076-1835","equipment-2076-1836","equipment-2076-1837","equipment-2076-1838"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4609"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2076","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Serpent Oil Source Treasure Vault (Remastered) pg. 87 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Serpent Oil (Lesser) Source Treasure Vault (Remastered) pg. 87 Price 8 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Serpent Oil (Moderate) Source Treasure Vault (Remastered) pg. 87 Price 24 gp Bulk L --- The oil can be applied to a Small object, producing a sea snake, or a Medium object, producing a python. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Serpent Oil (Greater) Source Treasure Vault (Remastered) pg. 87 Price 56 gp Bulk L --- The oil can be applied to a Medium object, producing a giant viper. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Serpent Oil (Major) Source Treasure Vault (Remastered) pg. 87 Price 225 gp Bulk L --- The oil can be applied to a Large object, producing an emperor cobra. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Serpent Oil (True) Source Treasure Vault (Remastered) pg. 87 Price 1,100 gp Bulk L --- The oil can be applied to a Huge object, producing a giant anaconda.","skill_mod":{},"summary":"This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2076","name":"Serpent Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2076"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2076","weakness":{},"price":800,"legacy_id":["equipment-4609"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2076-1834","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Serpent Oil Source Treasure Vault (Remastered) pg. 87 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Serpent Oil (Lesser) Source Treasure Vault (Remastered) pg. 87 Price 8 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Serpent Oil (Moderate) Source Treasure Vault (Remastered) pg. 87 Price 24 gp Bulk L --- The oil can be applied to a Small object, producing a sea snake, or a Medium object, producing a python. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Serpent Oil (Greater) Source Treasure Vault (Remastered) pg. 87 Price 56 gp Bulk L --- The oil can be applied to a Medium object, producing a giant viper. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Serpent Oil (Major) Source Treasure Vault (Remastered) pg. 87 Price 225 gp Bulk L --- The oil can be applied to a Large object, producing an emperor cobra. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Serpent Oil (True) Source Treasure Vault (Remastered) pg. 87 Price 1,100 gp Bulk L --- The oil can be applied to a Huge object, producing a giant anaconda.","skill_mod":{},"summary":"This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2076","name":"Serpent Oil (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2076-1834"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2076","weakness":{},"price":2400,"legacy_id":["equipment-4609"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2076-1835","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Serpent Oil Source Treasure Vault (Remastered) pg. 87 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Serpent Oil (Lesser) Source Treasure Vault (Remastered) pg. 87 Price 8 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Serpent Oil (Moderate) Source Treasure Vault (Remastered) pg. 87 Price 24 gp Bulk L --- The oil can be applied to a Small object, producing a sea snake, or a Medium object, producing a python. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Serpent Oil (Greater) Source Treasure Vault (Remastered) pg. 87 Price 56 gp Bulk L --- The oil can be applied to a Medium object, producing a giant viper. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Serpent Oil (Major) Source Treasure Vault (Remastered) pg. 87 Price 225 gp Bulk L --- The oil can be applied to a Large object, producing an emperor cobra. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Serpent Oil (True) Source Treasure Vault (Remastered) pg. 87 Price 1,100 gp Bulk L --- The oil can be applied to a Huge object, producing a giant anaconda.","skill_mod":{},"summary":"The oil can be applied to a Small object, producing a sea snake , or a Medium object, producing a python .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2076","name":"Serpent Oil (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2076-1835"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2076","weakness":{},"price":5600,"legacy_id":["equipment-4609"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2076-1836","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Serpent Oil Source Treasure Vault (Remastered) pg. 87 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Serpent Oil (Lesser) Source Treasure Vault (Remastered) pg. 87 Price 8 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Serpent Oil (Moderate) Source Treasure Vault (Remastered) pg. 87 Price 24 gp Bulk L --- The oil can be applied to a Small object, producing a sea snake, or a Medium object, producing a python. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Serpent Oil (Greater) Source Treasure Vault (Remastered) pg. 87 Price 56 gp Bulk L --- The oil can be applied to a Medium object, producing a giant viper. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Serpent Oil (Major) Source Treasure Vault (Remastered) pg. 87 Price 225 gp Bulk L --- The oil can be applied to a Large object, producing an emperor cobra. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Serpent Oil (True) Source Treasure Vault (Remastered) pg. 87 Price 1,100 gp Bulk L --- The oil can be applied to a Huge object, producing a giant anaconda.","skill_mod":{},"summary":"The oil can be applied to a Medium object, producing a giant viper .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2076","name":"Serpent Oil (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2076-1836"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2076","weakness":{},"price":22500,"legacy_id":["equipment-4609"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2076-1837","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Serpent Oil Source Treasure Vault (Remastered) pg. 87 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Serpent Oil (Lesser) Source Treasure Vault (Remastered) pg. 87 Price 8 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Serpent Oil (Moderate) Source Treasure Vault (Remastered) pg. 87 Price 24 gp Bulk L --- The oil can be applied to a Small object, producing a sea snake, or a Medium object, producing a python. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Serpent Oil (Greater) Source Treasure Vault (Remastered) pg. 87 Price 56 gp Bulk L --- The oil can be applied to a Medium object, producing a giant viper. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Serpent Oil (Major) Source Treasure Vault (Remastered) pg. 87 Price 225 gp Bulk L --- The oil can be applied to a Large object, producing an emperor cobra. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Serpent Oil (True) Source Treasure Vault (Remastered) pg. 87 Price 1,100 gp Bulk L --- The oil can be applied to a Huge object, producing a giant anaconda.","skill_mod":{},"summary":"The oil can be applied to a Large object, producing an emperor cobra .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2076","name":"Serpent Oil (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2076-1837"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2076","weakness":{},"price":110000,"legacy_id":["equipment-4609"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2076-1838","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Serpent Oil Source Treasure Vault (Remastered) pg. 87 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Serpent Oil (Lesser) Source Treasure Vault (Remastered) pg. 87 Price 8 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Serpent Oil (Moderate) Source Treasure Vault (Remastered) pg. 87 Price 24 gp Bulk L --- The oil can be applied to a Small object, producing a sea snake, or a Medium object, producing a python. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Serpent Oil (Greater) Source Treasure Vault (Remastered) pg. 87 Price 56 gp Bulk L --- The oil can be applied to a Medium object, producing a giant viper. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Serpent Oil (Major) Source Treasure Vault (Remastered) pg. 87 Price 225 gp Bulk L --- The oil can be applied to a Large object, producing an emperor cobra. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Serpent Oil (True) Source Treasure Vault (Remastered) pg. 87 Price 1,100 gp Bulk L --- The oil can be applied to a Huge object, producing a giant anaconda.","skill_mod":{},"summary":"The oil can be applied to a Huge object, producing a giant anaconda .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2076","name":"Serpent Oil (True)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2076-1838"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":5500,"legacy_id":["equipment-4610"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2077","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Weapon-Weird Oil Source Treasure Vault (Remastered) pg. 87 Price 55 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Each dose of weapon-weird oil is keyed to a particular melee weapon group, selected from among axe, brawling, club, flail, hammer, knife, pick, polearm, shield, spear, and sword. The oil creates a synergy between skill and weapon, enabling you to wield the weapon in unexpected ways. You must have proficiency with the original weapon to benefit from the oil; however, you use your proficiency rank with the oil's keyed group instead of the weapon's original group. Also, you apply the critical specialization effect from the oil's keyed group instead of the weapon's normal critical specialization effect. While the oil remains effective, the grievous rune and similar magic react as if the weapon belongs to the oil's group. A weapon can be coated in only one type of weapon-weird oil at a time. Any new application of this oil supersedes any previous one. These effects last for 1 hour.\n","skill_mod":{},"summary":"Each dose of weapon-weird oil is keyed to a particular melee weapon group, selected from among axe , brawling , club , flail , hammer , knife …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2077","name":"Weapon-Weird Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2077"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":4500,"legacy_id":["equipment-4611"],"trait":["Consumable","Magical","Oil","Uncommon"],"id":"equipment-2078","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Wounding Oil Source Treasure Vault (Remastered) pg. 87 Price 45 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Smearing wounding oil , a crimson fluid, on a weapon causes it to smell strongly of blood and gives it the benefits of the wounding rune for 1 minute.\n","skill_mod":{},"summary":"Smearing wounding oil , a crimson fluid, on a weapon causes it to smell strongly of blood and gives it the benefits of the wounding rune for 1 …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2078","name":"Wounding Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2078"},{"item_child_id":["equipment-2079-1839","equipment-2079-1840","equipment-2079-1841"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4612"],"trait":["Consumable","Magical","Poison","Potion"],"id":"equipment-2079","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Cayden's Brew Source Treasure Vault (Remastered) pg. 88 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Cayden's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against fear effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you unleash this magical burp, you can’t do so again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is clumsy 1 and stupefied 1 for 1 round. Failure The creature is clumsy 1 and stupefied 1 for 1d4 rounds. Critical Failure The creature becomes clumsy 2, stupefied 2, and sickened 1. The clumsy and stupefied conditions last until 1d4 rounds after the sickened condition ends. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cayden's Brew Source Treasure Vault (Remastered) pg. 88 Price 80 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Cayden's Brew (Double) Source Treasure Vault (Remastered) pg. 88 Price 480 gp Bulk L --- The save DC is 31. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cayden's Brew (Triple) Source Treasure Vault (Remastered) pg. 88 Price 3,200 gp Bulk L --- The save DC is 40.","skill_mod":{},"summary":" Cayden's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Poison","Affliction"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2079","name":"Cayden's Brew","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2079"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2079","weakness":{},"price":8000,"legacy_id":["equipment-4612"],"trait":["Consumable","Magical","Poison","Potion"],"id":"equipment-2079-1839","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Cayden's Brew Source Treasure Vault (Remastered) pg. 88 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Cayden's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against fear effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you unleash this magical burp, you can’t do so again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is clumsy 1 and stupefied 1 for 1 round. Failure The creature is clumsy 1 and stupefied 1 for 1d4 rounds. Critical Failure The creature becomes clumsy 2, stupefied 2, and sickened 1. The clumsy and stupefied conditions last until 1d4 rounds after the sickened condition ends. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cayden's Brew Source Treasure Vault (Remastered) pg. 88 Price 80 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Cayden's Brew (Double) Source Treasure Vault (Remastered) pg. 88 Price 480 gp Bulk L --- The save DC is 31. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cayden's Brew (Triple) Source Treasure Vault (Remastered) pg. 88 Price 3,200 gp Bulk L --- The save DC is 40.","skill_mod":{},"summary":"Cayden's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Poison","Affliction"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2079","name":"Cayden's Brew","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2079-1839"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2079","weakness":{},"price":48000,"legacy_id":["equipment-4612"],"trait":["Consumable","Magical","Poison","Potion"],"id":"equipment-2079-1840","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Cayden's Brew Source Treasure Vault (Remastered) pg. 88 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Cayden's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against fear effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you unleash this magical burp, you can’t do so again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is clumsy 1 and stupefied 1 for 1 round. Failure The creature is clumsy 1 and stupefied 1 for 1d4 rounds. Critical Failure The creature becomes clumsy 2, stupefied 2, and sickened 1. The clumsy and stupefied conditions last until 1d4 rounds after the sickened condition ends. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cayden's Brew Source Treasure Vault (Remastered) pg. 88 Price 80 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Cayden's Brew (Double) Source Treasure Vault (Remastered) pg. 88 Price 480 gp Bulk L --- The save DC is 31. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cayden's Brew (Triple) Source Treasure Vault (Remastered) pg. 88 Price 3,200 gp Bulk L --- The save DC is 40.","skill_mod":{},"summary":"The save DC is 31.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Poison","Affliction"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2079","name":"Cayden's Brew (Double)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2079-1840"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2079","weakness":{},"price":320000,"legacy_id":["equipment-4612"],"trait":["Consumable","Magical","Poison","Potion"],"id":"equipment-2079-1841","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Cayden's Brew Source Treasure Vault (Remastered) pg. 88 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Cayden's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against fear effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you unleash this magical burp, you can’t do so again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is clumsy 1 and stupefied 1 for 1 round. Failure The creature is clumsy 1 and stupefied 1 for 1d4 rounds. Critical Failure The creature becomes clumsy 2, stupefied 2, and sickened 1. The clumsy and stupefied conditions last until 1d4 rounds after the sickened condition ends. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cayden's Brew Source Treasure Vault (Remastered) pg. 88 Price 80 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Cayden's Brew (Double) Source Treasure Vault (Remastered) pg. 88 Price 480 gp Bulk L --- The save DC is 31. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cayden's Brew (Triple) Source Treasure Vault (Remastered) pg. 88 Price 3,200 gp Bulk L --- The save DC is 40.","skill_mod":{},"summary":"The save DC is 40.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Poison","Affliction"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2079","name":"Cayden's Brew (Triple)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2079-1841"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":500000,"legacy_id":["equipment-4613"],"trait":["Consumable","Magical","Potion","Rare"],"id":"equipment-2080","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Cloning Potion Source Treasure Vault (Remastered) pg. 88 Price 5,000 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- When you drink a cloning potion , you split in two, one version of you remaining in your space and the other moving into an adjacent space. Your clone, which has the minion trait, looks like you and remains for 1 minute. Provided you are both on the same plane, you can command your clone telepathically with a single action with the concentrate trait. You can also issue verbal commands, as normal for a minion. As an action that has the concentrate trait, you can sense through your clone. When you do, you lose all sensory information from your own body. You can Dismiss this sense-sharing effect. You and your clone share Hit Points, and the clone uses your statistics. Spells and effects target you and your clone as if you are separate creatures. The clone can Activate your abilities and Cast your Spells, limited by its number of actions, but you share elements such as use limits, frequency, and spell slots. In other words, your clone using one of your resources works as if you did so in or from your clone's space. Your clone has gear identical to your own, excepting artifacts and consumables. Any item taken from the clone melts into silvery dust within seconds, with ammunition or thrown objects lasting just long enough to travel to and possibly hit their target. When the duration lapses, your clone melts into silvery dust. You become temporarily immune to cloning potion for 1d4 days.\n","skill_mod":{},"summary":"When you drink a cloning potion , you split in two, one version of you remaining in your space and the other moving into an adjacent space. Your …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2080","name":"Cloning Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-2080"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":4000,"legacy_id":["equipment-4614"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2081","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Eidetic Potion Source Treasure Vault (Remastered) pg. 89 Price 40 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Bright pink, pale lavender, and vibrant orange colors swirl through this purplish liquid, making the eidetic potion resemble an unforgettable sunset. When you drink this potion, for 1 round, anything you observe becomes locked into your memory. You can recall the memory perfectly and gain a +2 status bonus to create representations of that memory, whether using Crafting to create an artistic rendition or Society to create a Forgery. The memory remains locked for 1 week or until you benefit from the bonus it imparts for the first time, whichever comes first; afterward, it becomes a normal, fallible memory. You can only have a single memory locked in your mind at a time. Using this potion while you have a locked memory from a previous use makes the previously locked memory fallible but allows you to lock a new memory.\n","skill_mod":{},"summary":"Bright pink, pale lavender, and vibrant orange colors swirl through this purplish liquid, making the eidetic potion resemble an unforgettable …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2081","name":"Eidetic Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2081"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":37500,"skill":["Acrobatics","Athletics"],"legacy_id":["equipment-4615"],"trait":["Consumable","Magical","Potion","Uncommon"],"id":"equipment-2082","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Elysian Dew Source Treasure Vault (Remastered) pg. 89 Price 375 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- When you drink sweet, sky-blue Elysian dew , for 1 minute, you gain a 10-foot aura that evokes the vitality of Elysium, causing nearby objects to seem more colorful and plants to stand taller. You and any ally that starts its turn in the emanation gain 5 temporary Hit Points, a +1 item bonus to saving throws, and a +1 item bonus to Acrobatics and Athletics checks until the start of your or the ally's next turn. If you're evil and drink this potion, it fails to work, and you must succeed at a DC 30 Fortitude save or the potion renders you drained 2.\n","skill_mod":{},"summary":"When you drink sweet, sky-blue Elysian dew , for 1 minute, you gain a 10-foot aura that evokes the vitality of Elysium , causing nearby objects to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2082","name":"Elysian Dew","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2082"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":6500,"legacy_id":["equipment-4616"],"trait":["Consumable","Magical","Mental","Potion"],"id":"equipment-2083","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Restricted\" > Empath's Cordial Source Treasure Vault (Remastered) pg. 89 Price 65 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- The pale liquid of empath's cordial changes color to reflect the mood of the creature nearest to it—turning blue for calm, red for anger, and green for envious, among other hues. For 1 hour after you drink this potion, you can sense the presence of general emotions, such as hostility toward you or the presence of an emotion effect impacting a creature's emotions, within 30 feet. A creature that failed a saving throw against calm emotions can't be detected. This potion doesn't allow you to automatically tell what emotions a specific creature is experiencing, but you can attempt a Perception check with a +2 item bonus (DC set by the GM) to discern that information. The potion also grants you a +1 item bonus to Perception checks to Sense Motive against creatures whose emotions you can sense.\n","skill_mod":{},"summary":"The pale liquid of empath's cordial changes color to reflect the mood of the creature nearest to it—turning blue for calm, red for anger, and green …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2083","name":"Empath's Cordial","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"equipment-2083"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":25000,"legacy_id":["equipment-4617"],"trait":["Consumable","Magical","Potion","Revelation"],"id":"equipment-2084","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Enigma-Sight Potion Source Treasure Vault (Remastered) pg. 89 Price 250 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A vial of this enigma-sight potion seems to contain fragments of kaleidoscopic crystal that reflect mind-bending scenes. However, these “crystals” act like liquid when poured or consumed. Drinking the potion grants you the effects of a truesight spell, except that you use your Perception modifier and half your level, rounded up, for the secret counteract check instead of the normal counteract modifier and spell rank. However, if you critically fail the secret counteract check the effect grants, your mind fills in false, nightmarish information. You become stupefied 1 for 1d4 rounds and stunned 1 as your brain struggles to process what you see.\n","skill_mod":{},"summary":"A vial of this enigma-sight potion seems to contain fragments of kaleidoscopic crystal that reflect mind-bending scenes. However, these “crystals” …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2084","name":"Enigma-Sight Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2084"},{"legacy_name":["Faerie Dragon Liqueur"],"item_child_id":["equipment-2085-1842","equipment-2085-1843","equipment-2085-1844"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4618"],"trait":["Consumable","Magical","Mental","Potion","Uncommon"],"id":"equipment-2085","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Fey Dragonet Liqueur Source Treasure Vault (Remastered) pg. 89 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Each draft of fey dragonet liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot cone of euphoric gas. Each creature in the cone must attempt a DC 23 Will save. After you expel this magical breath, you can’t do so again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 round. Failure The creature is stupefied 1 for 1 minute and slowed 1 for 1d4 rounds. Critical Failure The creature is stupefied 2 and slowed 1 for 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Fey Dragonet Liqueur (Lesser) Source Treasure Vault (Remastered) pg. 89 Price 70 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fey Dragonet Liqueur Source Treasure Vault (Remastered) pg. 89 Price 400 gp Bulk L --- The save DC is 29. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Fey Dragonet Liqueur (Greater) Source Treasure Vault (Remastered) pg. 89 Price 3,000 gp Bulk L --- The save DC is 37.","skill_mod":{},"summary":"Each draft of fey dragonet liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2085","name":"Fey Dragonet Liqueur","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2085"},{"legacy_name":["Faerie Dragon Liqueur (Young)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2085","weakness":{},"price":7000,"legacy_id":["equipment-4618"],"trait":["Consumable","Magical","Mental","Potion","Uncommon"],"id":"equipment-2085-1842","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Fey Dragonet Liqueur Source Treasure Vault (Remastered) pg. 89 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Each draft of fey dragonet liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot cone of euphoric gas. Each creature in the cone must attempt a DC 23 Will save. After you expel this magical breath, you can’t do so again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 round. Failure The creature is stupefied 1 for 1 minute and slowed 1 for 1d4 rounds. Critical Failure The creature is stupefied 2 and slowed 1 for 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Fey Dragonet Liqueur (Lesser) Source Treasure Vault (Remastered) pg. 89 Price 70 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fey Dragonet Liqueur Source Treasure Vault (Remastered) pg. 89 Price 400 gp Bulk L --- The save DC is 29. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Fey Dragonet Liqueur (Greater) Source Treasure Vault (Remastered) pg. 89 Price 3,000 gp Bulk L --- The save DC is 37.","skill_mod":{},"summary":"Each draft of fey dragonet liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2085","name":"Fey Dragonet Liqueur (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2085-1842"},{"legacy_name":["Faerie Dragon Liqueur (Adult)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2085","weakness":{},"price":40000,"legacy_id":["equipment-4618"],"trait":["Consumable","Magical","Mental","Potion","Uncommon"],"id":"equipment-2085-1843","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Fey Dragonet Liqueur Source Treasure Vault (Remastered) pg. 89 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Each draft of fey dragonet liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot cone of euphoric gas. Each creature in the cone must attempt a DC 23 Will save. After you expel this magical breath, you can’t do so again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 round. Failure The creature is stupefied 1 for 1 minute and slowed 1 for 1d4 rounds. Critical Failure The creature is stupefied 2 and slowed 1 for 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Fey Dragonet Liqueur (Lesser) Source Treasure Vault (Remastered) pg. 89 Price 70 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fey Dragonet Liqueur Source Treasure Vault (Remastered) pg. 89 Price 400 gp Bulk L --- The save DC is 29. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Fey Dragonet Liqueur (Greater) Source Treasure Vault (Remastered) pg. 89 Price 3,000 gp Bulk L --- The save DC is 37.","skill_mod":{},"summary":"The save DC is 29.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2085","name":"Fey Dragonet Liqueur","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2085-1843"},{"legacy_name":["Faerie Dragon Liqueur (Wyrm)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2085","weakness":{},"price":300000,"legacy_id":["equipment-4618"],"trait":["Consumable","Magical","Mental","Potion","Uncommon"],"id":"equipment-2085-1844","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Fey Dragonet Liqueur Source Treasure Vault (Remastered) pg. 89 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Each draft of fey dragonet liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot cone of euphoric gas. Each creature in the cone must attempt a DC 23 Will save. After you expel this magical breath, you can’t do so again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 round. Failure The creature is stupefied 1 for 1 minute and slowed 1 for 1d4 rounds. Critical Failure The creature is stupefied 2 and slowed 1 for 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Fey Dragonet Liqueur (Lesser) Source Treasure Vault (Remastered) pg. 89 Price 70 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fey Dragonet Liqueur Source Treasure Vault (Remastered) pg. 89 Price 400 gp Bulk L --- The save DC is 29. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Fey Dragonet Liqueur (Greater) Source Treasure Vault (Remastered) pg. 89 Price 3,000 gp Bulk L --- The save DC is 37.","skill_mod":{},"summary":"The save DC is 37.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2085","name":"Fey Dragonet Liqueur (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2085-1844"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":5500,"legacy_id":["equipment-4619"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2086","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Hovering Potion Source Treasure Vault (Remastered) pg. 90 Price 55 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A foamy, cloudy liquid, hovering potion enables you to defy gravity for 5 minutes. By default, the potion causes you to float several inches off the ground. If you take a Stride action, you can move 10 feet up or down in the air. You can instead Climb at your full Speed or Stride to move along a horizontal surface at half your Speed. The GM determines which surfaces can be climbed or moved across this way. If you fall while this potion is in effect, you can use the Arrest a Fall reaction as if you had a fly Speed. If you have a fly Speed, you remain airborne at the end of your turn, even if you didn't use a Fly action this round.\n","skill_mod":{},"summary":"A foamy, cloudy liquid, hovering potion enables you to defy gravity for 5 minutes. By default, the potion causes you to float several inches off …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2086","name":"Hovering Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2086"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":16000,"legacy_id":["equipment-4620"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2087","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Immovable Potion Source Treasure Vault (Remastered) pg. 90 Price 160 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- When you drink the thick, slate-colored immovable potion , you become anchored in place, even defying gravity, rendering you immobilized for 1 minute or until you Dismiss the activation. While you are immobilized this way, the DC to move you from your place, including knocking you prone, is 40.\n","skill_mod":{},"summary":"When you drink the thick, slate-colored immovable potion , you become anchored in place, even defying gravity, rendering you immobilized for 1 …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2087","name":"Immovable Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2087"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":100000,"legacy_id":["equipment-4621"],"trait":["Consumable","Magical","Mental","Possession","Potion","Rare"],"id":"equipment-2088","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Mind-Swap Potion Source Treasure Vault (Remastered) pg. 90 Price 1,000 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Small bolts of brightly colored electricity flicker through the cloudy mind-swap potion . The potion often comes in a double-chambered flask, because when you drink it, you consume half the contents. If another creature of the same ancestry consumes the remainder of the contents within 1 minute, your minds swap per the effect of a critical success on a mind swap ritual. The effects last for 24 hours or until one of you Dismisses the activation.\n","skill_mod":{},"summary":"Small bolts of brightly colored electricity flicker through the cloudy mind-swap potion . The potion often comes in a double-chambered flask, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2088","name":"Mind-Swap Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-2088"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":8500,"legacy_id":["equipment-4622"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2089","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Quenching Potion Source Treasure Vault (Remastered) pg. 90 Price 85 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Quenching potion is a clear liquid that tastes like fresh, cool spring water. Drinking this potion or pouring it over yourself completely hydrates you and cleanses your system. Immediately attempt a flat check to end any persistent acid, fire, poison, or void damage affecting you, and attempt a new saving throw against any poison affecting you. Poison can’t progress to a worse stage due to this saving throw. The potion counts as a particularly appropriate type of help against persistent acid, fire, poison, and void damage.\n","skill_mod":{},"summary":" Quenching potion is a clear liquid that tastes like fresh, cool spring water. Drinking this potion or pouring it over yourself completely hydrates …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2089","name":"Quenching Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2089"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":15000,"legacy_id":["equipment-4623"],"trait":["Consumable","Magical","Potion","Rare"],"id":"equipment-2090","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Rebirth Potion Source Treasure Vault (Remastered) pg. 90 Price 150 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A small bit from a humanoid—such as a hair, scale, or feather—steeps in the clear liquid of a rebirth potion . When the potion is created, this bit determines the ancestry and heritage the potion changes the imbiber to. After you drink the potion, you transform into that ancestry over 8 hours during your next period of rest, finishing the transformation after the 8 hours are up. Throughout this time, you are clumsy 2, enfeebled 2, and stupefied 2. Once the transformation is complete, the potion's magic ends and can't be counteracted. Replace your ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of your new ancestry. You lose your ancestry feats, selecting replacements valid for your new ancestry. You have mild control over the change, but you end up with a unique appearance fitting for your new ancestry, and some quirks of your body remain, such as relative age, general health, scars, and missing digits, limbs, or organs. Drinking a rebirth potion of your current ancestry works normally, allowing you to rearrange some of the cited ancestry elements and change your appearance (provided you abide by the potion's limitations regarding health and age).\n","skill_mod":{},"summary":"A small bit from a humanoid —such as a hair, scale, or feather—steeps in the clear liquid of a rebirth potion . When the potion is created, this …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2090","name":"Rebirth Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-2090"},{"item_child_id":["equipment-2091-1845","equipment-2091-1846","equipment-2091-1847"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4624"],"trait":["Consumable","Magical","Potion","Sonic"],"id":"equipment-2091","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Roaring Potion Source Treasure Vault (Remastered) pg. 90 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Ripples move constantly through a roaring potion , a cloudy liquid that growls when you open its container. Drinking it gives you access to two other activations for 1 hour. Activate Single Action (concentrate) Effect You gain the effects of a bullhorn spell. You can Dismiss the activation. Activate Single Action (concentrate) Frequency once every 1d4 rounds; Effect You emit a scream in a 15-foot cone that deals 4d4 sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is frightened 1. Critical Failure The creature takes double damage and is frightened 2. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Roaring Potion (Lesser) Source Treasure Vault (Remastered) pg. 90 Price 90 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Roaring Potion (Moderate) Source Treasure Vault (Remastered) pg. 90 Price 550 gp Bulk L --- You gain the effects of a 5th-rank bullhorn spell. The damage is 6d4 and the save DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Roaring Potion (Greater) Source Treasure Vault (Remastered) pg. 90 Price 3,600 gp Bulk L --- You gain the effects of a 7th-rank bullhorn spell. The damage is 10d4 and the save DC is 38.","skill_mod":{},"summary":"Ripples move constantly through a roaring potion , a cloudy liquid that growls when you open its container. Drinking it gives you access to two …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Energy","Monster"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2091","name":"Roaring Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2091"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2091","weakness":{},"price":9000,"legacy_id":["equipment-4624"],"trait":["Consumable","Magical","Potion","Sonic"],"id":"equipment-2091-1845","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Roaring Potion Source Treasure Vault (Remastered) pg. 90 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Ripples move constantly through a roaring potion , a cloudy liquid that growls when you open its container. Drinking it gives you access to two other activations for 1 hour. Activate Single Action (concentrate) Effect You gain the effects of a bullhorn spell. You can Dismiss the activation. Activate Single Action (concentrate) Frequency once every 1d4 rounds; Effect You emit a scream in a 15-foot cone that deals 4d4 sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is frightened 1. Critical Failure The creature takes double damage and is frightened 2. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Roaring Potion (Lesser) Source Treasure Vault (Remastered) pg. 90 Price 90 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Roaring Potion (Moderate) Source Treasure Vault (Remastered) pg. 90 Price 550 gp Bulk L --- You gain the effects of a 5th-rank bullhorn spell. The damage is 6d4 and the save DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Roaring Potion (Greater) Source Treasure Vault (Remastered) pg. 90 Price 3,600 gp Bulk L --- You gain the effects of a 7th-rank bullhorn spell. The damage is 10d4 and the save DC is 38.","skill_mod":{},"summary":"Ripples move constantly through a roaring potion , a cloudy liquid that growls when you open its container. Drinking it gives you access to two …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Energy","Monster"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2091","name":"Roaring Potion (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2091-1845"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2091","weakness":{},"price":55000,"legacy_id":["equipment-4624"],"trait":["Consumable","Magical","Potion","Sonic"],"id":"equipment-2091-1846","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Roaring Potion Source Treasure Vault (Remastered) pg. 90 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Ripples move constantly through a roaring potion , a cloudy liquid that growls when you open its container. Drinking it gives you access to two other activations for 1 hour. Activate Single Action (concentrate) Effect You gain the effects of a bullhorn spell. You can Dismiss the activation. Activate Single Action (concentrate) Frequency once every 1d4 rounds; Effect You emit a scream in a 15-foot cone that deals 4d4 sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is frightened 1. Critical Failure The creature takes double damage and is frightened 2. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Roaring Potion (Lesser) Source Treasure Vault (Remastered) pg. 90 Price 90 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Roaring Potion (Moderate) Source Treasure Vault (Remastered) pg. 90 Price 550 gp Bulk L --- You gain the effects of a 5th-rank bullhorn spell. The damage is 6d4 and the save DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Roaring Potion (Greater) Source Treasure Vault (Remastered) pg. 90 Price 3,600 gp Bulk L --- You gain the effects of a 7th-rank bullhorn spell. The damage is 10d4 and the save DC is 38.","skill_mod":{},"summary":"You gain the effects of a 5th-rank bullhorn spell. The damage is 6d4 and the save DC is 30.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Energy","Monster"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2091","name":"Roaring Potion (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2091-1846"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2091","weakness":{},"price":360000,"legacy_id":["equipment-4624"],"trait":["Consumable","Magical","Potion","Sonic"],"id":"equipment-2091-1847","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Roaring Potion Source Treasure Vault (Remastered) pg. 90 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Ripples move constantly through a roaring potion , a cloudy liquid that growls when you open its container. Drinking it gives you access to two other activations for 1 hour. Activate Single Action (concentrate) Effect You gain the effects of a bullhorn spell. You can Dismiss the activation. Activate Single Action (concentrate) Frequency once every 1d4 rounds; Effect You emit a scream in a 15-foot cone that deals 4d4 sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is frightened 1. Critical Failure The creature takes double damage and is frightened 2. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Roaring Potion (Lesser) Source Treasure Vault (Remastered) pg. 90 Price 90 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Roaring Potion (Moderate) Source Treasure Vault (Remastered) pg. 90 Price 550 gp Bulk L --- You gain the effects of a 5th-rank bullhorn spell. The damage is 6d4 and the save DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Roaring Potion (Greater) Source Treasure Vault (Remastered) pg. 90 Price 3,600 gp Bulk L --- You gain the effects of a 7th-rank bullhorn spell. The damage is 10d4 and the save DC is 38.","skill_mod":{},"summary":"You gain the effects of a 7th-rank bullhorn spell. The damage is 10d4 and the save DC is 38.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Energy","Monster"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2091","name":"Roaring Potion (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2091-1847"},{"item_child_id":["equipment-2092-1848","equipment-2092-1849"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4625"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2092","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Rovagug's Mud Source Treasure Vault (Remastered) pg. 90 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Rovagug's mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against incapacitation effects. Also, you can use a single action to breathe out a 20-foot cone of bitter vapor that causes an earth-shaking rumble that can be heard for 100 feet. Creatures and objects in the area take 5d6 damage (DC 30 basic Fortitude save), decreasing Hardness by 5. An object's Hardness remains lowered for 1d4 rounds, and you can't use this breath again for the same amount of time. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Rovagug's Mud Source Treasure Vault (Remastered) pg. 90 Price 600 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Rovagug's Mud (Greater) Source Treasure Vault (Remastered) pg. 90 Price 4,800 gp Bulk L --- The damage is 8d6, the save DC is 38, and Hardness decreases by 10.","skill_mod":{},"summary":" Rovagug's mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2092","name":"Rovagug's Mud","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2092"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2092","weakness":{},"price":60000,"legacy_id":["equipment-4625"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2092-1848","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Rovagug's Mud Source Treasure Vault (Remastered) pg. 90 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Rovagug's mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against incapacitation effects. Also, you can use a single action to breathe out a 20-foot cone of bitter vapor that causes an earth-shaking rumble that can be heard for 100 feet. Creatures and objects in the area take 5d6 damage (DC 30 basic Fortitude save), decreasing Hardness by 5. An object's Hardness remains lowered for 1d4 rounds, and you can't use this breath again for the same amount of time. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Rovagug's Mud Source Treasure Vault (Remastered) pg. 90 Price 600 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Rovagug's Mud (Greater) Source Treasure Vault (Remastered) pg. 90 Price 4,800 gp Bulk L --- The damage is 8d6, the save DC is 38, and Hardness decreases by 10.","skill_mod":{},"summary":"Rovagug's mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2092","name":"Rovagug's Mud","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2092-1848"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2092","weakness":{},"price":480000,"legacy_id":["equipment-4625"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2092-1849","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Rovagug's Mud Source Treasure Vault (Remastered) pg. 90 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Rovagug's mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against incapacitation effects. Also, you can use a single action to breathe out a 20-foot cone of bitter vapor that causes an earth-shaking rumble that can be heard for 100 feet. Creatures and objects in the area take 5d6 damage (DC 30 basic Fortitude save), decreasing Hardness by 5. An object's Hardness remains lowered for 1d4 rounds, and you can't use this breath again for the same amount of time. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Rovagug's Mud Source Treasure Vault (Remastered) pg. 90 Price 600 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Rovagug's Mud (Greater) Source Treasure Vault (Remastered) pg. 90 Price 4,800 gp Bulk L --- The damage is 8d6, the save DC is 38, and Hardness decreases by 10.","skill_mod":{},"summary":"The damage is 8d6, the save DC is 38, and Hardness decreases by 10.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2092","name":"Rovagug's Mud (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2092-1849"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1400000,"legacy_id":["equipment-4626"],"trait":["Consumable","Fortune","Magical","Potion","Rare"],"id":"equipment-2093","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Starsong Nectar Source Treasure Vault (Remastered) pg. 91 Price 14,000 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A liquid with the appearance of an expressive night sky and a taste that’s sheer pleasure, starsong nectar grants you cheerful confidence and incredible luck for 10 minutes after you drink it. However, if you show too much caution at any point during this time (GM’s discretion), you must succeed at a DC 6 flat check or the potion’s effects end. While the potion lasts, you gain a +3 status bonus to attack rolls, Perception checks, saving throws, and skill checks, and you aren’t off-guard to creatures due to them flanking you or being hidden from or undetected by you. You are temporarily immune to this potion for 24 hours once its effects end. While the potion lasts, though, if you take a moment to imagine the future, you choose the best courses of action. This aspect of the potion grants you the following activation. Activate Single Action (concentrate) Frequency once per round; Effect Until the start of your next turn, roll two d20s for any attack rolls, Perception checks, saving throws, and skill checks you make and take the higher result.\n","skill_mod":{},"summary":"A liquid with the appearance of an expressive night sky and a taste that’s sheer pleasure, starsong nectar grants you cheerful confidence and …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2093","name":"Starsong Nectar","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-2093"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1700,"skill":["Acrobatics"],"legacy_id":["equipment-4627"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2094","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Sure-Step Potion Source Treasure Vault (Remastered) pg. 91 Price 17 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- The light-brown liquid of a sure-step potion helps you find your footing. After drinking it, you gain a +1 item bonus to Acrobatics checks to Balance for 1 hour. In addition, you can Step into difficult terrain, and you aren’t off-guard on uneven ground.\n","skill_mod":{},"summary":"The light-brown liquid of a sure-step potion helps you find your footing. After drinking it, you gain a +1 item bonus to Acrobatics checks to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2094","name":"Sure-Step Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2094"},{"item_child_id":["equipment-2095-1850","equipment-2095-1851","equipment-2095-1852"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4628"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2095","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Tentacle Potion Source Treasure Vault (Remastered) pg. 91 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm. Your clothing doesn't need to accommodate this limb of ghostly matter, which can extrude through your clothing and armor. The limb lasts 1 hour, and you can Dismiss the activation. You can't hide or disguise the tentacle. You can use the limb to perform simple Interact actions, such as opening an unlocked door. Your limb can't perform actions that require significant manual dexterity, including any action that would require a check to accomplish. You can't use it to hold items. At one time, you can have only one extra limb from any version of this potion. Stronger tentacle potions replace the effects of weaker ones. If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Tentacle Potion (Lesser) Source Treasure Vault (Remastered) pg. 91 Price 33 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tentacle Potion (Moderate) Source Treasure Vault (Remastered) pg. 91 Price 155 gp Bulk L --- As lesser, but you can use the limb to hold an item of up to light Bulk. You can also use the whole limb to hold onto a suitable anchor point, such as a tree branch, balcony, or rocky outcropping, subject to the GM's discretion. While using your limb this way, you have free use of all your other limbs, so you can perform tasks that require both hands. This potion lasts 8 hours. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tentacle Potion (Greater) Source Treasure Vault (Remastered) pg. 91 Price 660 gp Bulk L --- As moderate, but the tail can hold an item of up to 1 Bulk or be used as a second hand to help hold an item of up to 2 Bulk. You can also use the limb to make an unarmed attack that deals 1d6 bludgeoning damage and has the sweep trait. This potion lasts 24 hours.","skill_mod":{},"summary":"Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm. Your clothing …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2095","name":"Tentacle Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2095"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2095","weakness":{},"price":3300,"legacy_id":["equipment-4628"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2095-1850","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Tentacle Potion Source Treasure Vault (Remastered) pg. 91 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm. Your clothing doesn't need to accommodate this limb of ghostly matter, which can extrude through your clothing and armor. The limb lasts 1 hour, and you can Dismiss the activation. You can't hide or disguise the tentacle. You can use the limb to perform simple Interact actions, such as opening an unlocked door. Your limb can't perform actions that require significant manual dexterity, including any action that would require a check to accomplish. You can't use it to hold items. At one time, you can have only one extra limb from any version of this potion. Stronger tentacle potions replace the effects of weaker ones. If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Tentacle Potion (Lesser) Source Treasure Vault (Remastered) pg. 91 Price 33 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tentacle Potion (Moderate) Source Treasure Vault (Remastered) pg. 91 Price 155 gp Bulk L --- As lesser, but you can use the limb to hold an item of up to light Bulk. You can also use the whole limb to hold onto a suitable anchor point, such as a tree branch, balcony, or rocky outcropping, subject to the GM's discretion. While using your limb this way, you have free use of all your other limbs, so you can perform tasks that require both hands. This potion lasts 8 hours. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tentacle Potion (Greater) Source Treasure Vault (Remastered) pg. 91 Price 660 gp Bulk L --- As moderate, but the tail can hold an item of up to 1 Bulk or be used as a second hand to help hold an item of up to 2 Bulk. You can also use the limb to make an unarmed attack that deals 1d6 bludgeoning damage and has the sweep trait. This potion lasts 24 hours.","skill_mod":{},"summary":"Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm. Your clothing …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2095","name":"Tentacle Potion (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2095-1850"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2095","weakness":{},"price":15500,"legacy_id":["equipment-4628"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2095-1851","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Tentacle Potion Source Treasure Vault (Remastered) pg. 91 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm. Your clothing doesn't need to accommodate this limb of ghostly matter, which can extrude through your clothing and armor. The limb lasts 1 hour, and you can Dismiss the activation. You can't hide or disguise the tentacle. You can use the limb to perform simple Interact actions, such as opening an unlocked door. Your limb can't perform actions that require significant manual dexterity, including any action that would require a check to accomplish. You can't use it to hold items. At one time, you can have only one extra limb from any version of this potion. Stronger tentacle potions replace the effects of weaker ones. If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Tentacle Potion (Lesser) Source Treasure Vault (Remastered) pg. 91 Price 33 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tentacle Potion (Moderate) Source Treasure Vault (Remastered) pg. 91 Price 155 gp Bulk L --- As lesser, but you can use the limb to hold an item of up to light Bulk. You can also use the whole limb to hold onto a suitable anchor point, such as a tree branch, balcony, or rocky outcropping, subject to the GM's discretion. While using your limb this way, you have free use of all your other limbs, so you can perform tasks that require both hands. This potion lasts 8 hours. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tentacle Potion (Greater) Source Treasure Vault (Remastered) pg. 91 Price 660 gp Bulk L --- As moderate, but the tail can hold an item of up to 1 Bulk or be used as a second hand to help hold an item of up to 2 Bulk. You can also use the limb to make an unarmed attack that deals 1d6 bludgeoning damage and has the sweep trait. This potion lasts 24 hours.","skill_mod":{},"summary":"As lesser, but you can use the limb to hold an item of up to light Bulk. You can also use the whole limb to hold onto a suitable anchor point, such …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2095","name":"Tentacle Potion (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2095-1851"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2095","weakness":{},"price":66000,"legacy_id":["equipment-4628"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2095-1852","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Tentacle Potion Source Treasure Vault (Remastered) pg. 91 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm. Your clothing doesn't need to accommodate this limb of ghostly matter, which can extrude through your clothing and armor. The limb lasts 1 hour, and you can Dismiss the activation. You can't hide or disguise the tentacle. You can use the limb to perform simple Interact actions, such as opening an unlocked door. Your limb can't perform actions that require significant manual dexterity, including any action that would require a check to accomplish. You can't use it to hold items. At one time, you can have only one extra limb from any version of this potion. Stronger tentacle potions replace the effects of weaker ones. If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Tentacle Potion (Lesser) Source Treasure Vault (Remastered) pg. 91 Price 33 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tentacle Potion (Moderate) Source Treasure Vault (Remastered) pg. 91 Price 155 gp Bulk L --- As lesser, but you can use the limb to hold an item of up to light Bulk. You can also use the whole limb to hold onto a suitable anchor point, such as a tree branch, balcony, or rocky outcropping, subject to the GM's discretion. While using your limb this way, you have free use of all your other limbs, so you can perform tasks that require both hands. This potion lasts 8 hours. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tentacle Potion (Greater) Source Treasure Vault (Remastered) pg. 91 Price 660 gp Bulk L --- As moderate, but the tail can hold an item of up to 1 Bulk or be used as a second hand to help hold an item of up to 2 Bulk. You can also use the limb to make an unarmed attack that deals 1d6 bludgeoning damage and has the sweep trait. This potion lasts 24 hours.","skill_mod":{},"summary":"As moderate, but the tail can hold an item of up to 1 Bulk or be used as a second hand to help hold an item of up to 2 Bulk. You can also use the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2095","name":"Tentacle Potion (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2095-1852"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":14000,"legacy_id":["equipment-4629"],"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-2096","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Amnemonic Charm Source Treasure Vault (Remastered) pg. 92 Price 140 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You fail or critically fail a Deception, Diplomacy, or Intimidation check to Coerce, Lie, Make an Impression, or Request Requirement You're a master in the skill you failed with. --- This ornate locket, usually containing a faceless, humanoid portrait, is typically worn on a chain around the neck or attached to your clothing. When activated, the charm casts a DC 26 rewrite memory spell against a single target of the check, removing all memory of your failed attempt and potentially allowing you to make another attempt. The effect can’t remove more than 3 minutes of memories from its target.\n","skill_mod":{},"summary":"This ornate locket, usually containing a faceless, humanoid portrait, is typically worn on a chain around the neck or attached to your clothing. When …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're a master in the skill you failed with.","trigger":"You fail or critically fail a Deception , Diplomacy , or Intimidation check to Coerce , Lie , Make an Impression , or Request ","resistance":{},"url":"/Equipment.aspx?ID=2096","name":"Amnemonic Charm","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-2096"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":27500,"legacy_id":["equipment-4630"],"trait":["Consumable","Illusion","Magical","Talisman"],"id":"equipment-2097","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Blending Brooch Source Treasure Vault (Remastered) pg. 92 Price 275 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You roll initiative using Stealth and can see a creature Requirement You are a master in Stealth. --- This small, matte-black pin always seems to be on the periphery of your vision, even when you stare directly at it. When you Activate the talisman, choose one creature you can see. You become invisible to that creature unless it succeeds at a DC 28 Will save. This effect lasts for 1 minute or until the target hits you with an attack, whichever comes first.\n","skill_mod":{},"summary":"This small, matte-black pin always seems to be on the periphery of your vision, even when you stare directly at it. When you Activate the talisman, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","School","Monster","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are a master in Stealth.","trigger":"You roll initiative using Stealth and can see a creature","resistance":{},"url":"/Equipment.aspx?ID=2097","name":"Blending Brooch","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2097"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":35000,"legacy_id":["equipment-4631"],"trait":["Auditory","Consumable","Emotion","Linguistic","Magical","Talisman","Visual"],"id":"equipment-2098","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Captivating Bauble Source Treasure Vault (Remastered) pg. 92 Price 350 gp Usage affixed to armor Activate Three Actions (concentrate, manipulate) Requirement You are a master in Deception or Diplomacy. --- This talisman appears as an ornate piece of jewelry of the highest quality. When you Activate it, your speech and mannerisms become supernaturally compelling for up to 1 hour. By engaging an intelligent creature in conversation for at least 1 minute, you can cause them to become fascinated unless they succeed at a DC 30 Will save. This fascination lasts for as long as you continue conversing or until you move at least 20 feet away. When the effect ends, the target becomes temporarily immune for 24 hours. If you or any ally within 120 feet takes an overtly hostile action while a creature is fascinated by the bauble, the bauble burns out in a shower of sparks and all its effects end.\n","skill_mod":{},"summary":"This talisman appears as an ornate piece of jewelry of the highest quality. When you Activate it, your speech and mannerisms become supernaturally …","primary_source":"Treasure Vault (Remastered)","trait_group":["Sense","Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are a master in Deception or Diplomacy .","resistance":{},"url":"/Equipment.aspx?ID=2098","name":"Captivating Bauble","actions_number":6,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-2098"},{"primary_source_category":"Rulebooks","usage":"affixed to a thrown weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":10000,"legacy_id":["equipment-4632"],"trait":["Consumable","Force","Magical","Talisman"],"id":"equipment-2099","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Chain of Stars Source Treasure Vault (Remastered) pg. 92 Price 100 gp Usage affixed to a thrown weapon Activate Free Action (concentrate) Trigger You hit a creature with the affixed weapon. --- This delicate dawnsilver chain strung with tiny shuriken is wound tightly around the handle of the affixed weapon. When you Activate the chain, three +1 striking shuriken made from magical force materialize in the target’s space and split off to attack other creatures. Attempt up to three shuriken Strikes that must each target a different creature and can’t target the creature you hit to trigger this talisman. These Strikes use your attack modifier but originate from the hit creature’s space. These attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after all three attacks have been made. The shuriken deal force damage instead of their normal type, and each shuriken vanishes after its attack.\n","skill_mod":{},"summary":"This delicate dawnsilver chain strung with tiny shuriken is wound tightly around the handle of the affixed weapon. When you Activate the chain, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Energy","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You hit a creature with the affixed weapon.","resistance":{},"url":"/Equipment.aspx?ID=2099","name":"Chain of Stars","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2099"},{"primary_source_category":"Rulebooks","usage":"affixed to explorer's clothing (or another item in the unarmored defense category)","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":3000,"legacy_id":["equipment-4633"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2100","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Copper Penny Source Treasure Vault (Remastered) pg. 92 Price 30 gp Usage affixed to explorer's clothing (or another item in the unarmored defense category) Activate Free Action (concentrate) Trigger You are knocked prone Requirement You're an expert in Acrobatics, and you are unarmored. --- This plain copper coin is typically affixed near the feet, on a pant leg or hem. When you Activate it, you Stand and can't be knocked prone again on the current turn.\n","skill_mod":{},"summary":"This plain copper coin is typically affixed near the feet, on a pant leg or hem. When you Activate it, you Stand and can't be knocked prone again on …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're an expert in Acrobatics , and you are unarmored.","trigger":"You are knocked prone ","resistance":{},"url":"/Equipment.aspx?ID=2100","name":"Copper Penny","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2100"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":160000,"legacy_id":["equipment-4634"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2101","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Dragonclaw Scutcheon Source Treasure Vault (Remastered) pg. 92 Price 1,600 gp Usage affixed to a shield Activate Free Action (concentrate) Trigger You would take damage of a type depending on the talisman’s dragon type. Requirement You have the affixed shield raised. --- This decorative shield emblem contains the gilded claw of a dragon mounted in a setting of high-grade adamantine alloy. It protects against a damage type depending on the type of dragon the claw came from (see sidebar). When you Activate the scutcheon, you and all of your carried, wielded, or worn items gain immunity to all damage of that type until the end of your next turn. If you have a dragonclaw scutcheon , dragonscale cameo , and dragontooth trophy attached to your items, and they all correspond to the same type of dragon, you gain an extra benefit. When you Activate any of these talismans, you gain the ability to cast an 8th-rank, DC 35 dragon breath focus spell as an innate spell once before the end of your next turn. Use the dragon type that matches the talismans; you can Cast the Spell this way without spending a Focus Point. Because each talisman disintegrates when used, you can’t get this benefit again until you’ve attached a replacement. Craft Requirements Supply one claw from an adult or older dragon.\n","skill_mod":{},"summary":"This decorative shield emblem contains the gilded claw of a dragon mounted in a setting of high-grade adamantine alloy. It protects against a damage …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You have the affixed shield raised .","trigger":"You would take damage of a type depending on the talisman’s dragon type.","resistance":{},"url":"/Equipment.aspx?ID=2101","name":"Dragonclaw Scutcheon","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2101"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":40000,"legacy_id":["equipment-4635"],"trait":["Consumable","Magical","Morph","Talisman"],"id":"equipment-2102","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Dragonscale Cameo Source Treasure Vault (Remastered) pg. 93 Price 400 gp Usage affixed to armor Activate Single Action (concentrate) --- This ornamental pin, consisting of a single preserved dragon scale from a dragon mounted in a setting of precious metal, is typically affixed between the shoulder blades. When you Activate the pin, a pair of draconic wings matching the color of the scale unfurl from your shoulders, granting you a fly Speed of 50 feet for 5 minutes. Craft Requirements Supply one scale from an adult or older dragon.\n","skill_mod":{},"summary":"This ornamental pin, consisting of a single preserved dragon scale from a dragon mounted in a setting of precious metal, is typically affixed between …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2102","name":"Dragonscale Cameo","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2102"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":80000,"legacy_id":["equipment-4636"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2103","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Dragontooth Trophy Source Treasure Vault (Remastered) pg. 93 Price 800 gp Usage affixed to a weapon Activate Free Action (concentrate) Trigger You succeed at a Strike with the affixed weapon. --- This imposing fang is engraved with an intricate arrangement of symbols, glyphs, and patterns and dangles from a leather strap bound to the hilt of the affixed weapon. When you Activate the trophy, your weapon is momentarily transformed into a magical construct of draconic fury. On the triggering Strike and until the end of your next turn, the damage type of the affixed weapon changes to the type matching the dragon the claw came from (see the sidebar). This change overrides the versatile trait and similar abilities. Craft Requirements Supply one tooth from an adult or older dragon.\n","skill_mod":{},"summary":"This imposing fang is engraved with an intricate arrangement of symbols, glyphs, and patterns and dangles from a leather strap bound to the hilt of …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You succeed at a Strike with the affixed weapon.","resistance":{},"url":"/Equipment.aspx?ID=2103","name":"Dragontooth Trophy","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2103"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":6000,"legacy_id":["equipment-4637"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2104","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Emergency Eye Source Treasure Vault (Remastered) pg. 93 Price 60 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You become blinded, or an effect otherwise impedes your vision Requirement You are an expert in Perception. --- This eye, harvested from a monster, looks like it's peacefully sleeping but gives you a backup when you can't use your eyes. When the eye is activated, the eyelid pops open, and the eye stares frantically about. You see through the eye with normal vision until the end of your next turn, when the eye withers and flakes away.\n","skill_mod":{},"summary":"This eye, harvested from a monster, looks like it's peacefully sleeping but gives you a backup when you can't use your eyes. When the eye is …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are an expert in Perception.","trigger":"You become blinded , or an effect otherwise impedes your vision","resistance":{},"url":"/Equipment.aspx?ID=2104","name":"Emergency Eye","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2104"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":7000,"skill":["Athletics"],"legacy_id":["equipment-4638"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2105","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Ensnaring Disk Source Treasure Vault (Remastered) pg. 93 Price 70 gp Usage affixed to a shield Activate Free Action (concentrate) Trigger You use the affixed shield to Shield Block a melee weapon attack Requirement You are an expert in Athletics. --- This coin-sized metal disk is inscribed with arcane symbols and mounted on the inner surface of a shield. When you Activate the disk, the triggering weapon momentarily sticks to your shield, allowing you to attempt to Disarm it from its wielder with a +2 item bonus. If you roll a critical failure on this check, you get a failure instead.\n","skill_mod":{},"summary":"This coin-sized metal disk is inscribed with arcane symbols and mounted on the inner surface of a shield. When you Activate the disk, the triggering …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are an expert in Athletics .","trigger":"You use the affixed shield to Shield Block a melee weapon attack","resistance":{},"url":"/Equipment.aspx?ID=2105","name":"Ensnaring Disk","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2105"},{"item_child_id":["equipment-2106-1853","equipment-2106-1854"],"primary_source_category":"Rulebooks","usage":"affixed to explorer's clothing (or another item in the unarmored defense category)","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4639"],"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-2106","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > False Death Vial Source Treasure Vault (Remastered) pg. 93 Usage affixed to explorer's clothing (or another item in the unarmored defense category) Activate Free Action (concentrate) Trigger You would be reduced to 0 Hit Points by damage but not immediately killed Requirement You are unarmored. --- This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing. When you Activate the vial, you avoid being knocked out and remain at 1 Hit Point, your wounded condition increases by 1, and the talisman casts drop dead on you. You and any items you're wearing and holding are instantly transported from your current space to a clear space of your choice within 30 feet. You take no damage from the triggering effect. If you are carrying another creature (even one contained inside an extradimensional container), it's left behind in your original space. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > False Death Vial Source Treasure Vault (Remastered) pg. 93 Price 600 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > False Death Vial (Greater) Source Treasure Vault (Remastered) pg. 93 Price 2,000 gp --- The talisman teleports you to a clear space of your choice that you can see within 120 feet. This also transports any items you're wearing and holding with you, as well as up to one other creature currently in contact with you—including if you're carrying it in an extradimensional container. This effect has the teleportation trait.","skill_mod":{},"summary":"This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing. When you …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are unarmored.","trigger":"You would be reduced to 0 Hit Points by damage but not immediately killed","resistance":{},"url":"/Equipment.aspx?ID=2106","name":"False Death Vial","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-2106"},{"primary_source_category":"Rulebooks","usage":"affixed to explorer's clothing (or another item in the unarmored defense category)","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2106","weakness":{},"price":60000,"legacy_id":["equipment-4639"],"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-2106-1853","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > False Death Vial Source Treasure Vault (Remastered) pg. 93 Usage affixed to explorer's clothing (or another item in the unarmored defense category) Activate Free Action (concentrate) Trigger You would be reduced to 0 Hit Points by damage but not immediately killed Requirement You are unarmored. --- This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing. When you Activate the vial, you avoid being knocked out and remain at 1 Hit Point, your wounded condition increases by 1, and the talisman casts drop dead on you. You and any items you're wearing and holding are instantly transported from your current space to a clear space of your choice within 30 feet. You take no damage from the triggering effect. If you are carrying another creature (even one contained inside an extradimensional container), it's left behind in your original space. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > False Death Vial Source Treasure Vault (Remastered) pg. 93 Price 600 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > False Death Vial (Greater) Source Treasure Vault (Remastered) pg. 93 Price 2,000 gp --- The talisman teleports you to a clear space of your choice that you can see within 120 feet. This also transports any items you're wearing and holding with you, as well as up to one other creature currently in contact with you—including if you're carrying it in an extradimensional container. This effect has the teleportation trait.","skill_mod":{},"summary":"This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing. When you …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You would be reduced to 0 Hit Points by damage but not immediately killed","resistance":{},"url":"/Equipment.aspx?ID=2106","name":"False Death Vial","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-2106-1853"},{"primary_source_category":"Rulebooks","usage":"affixed to explorer's clothing (or another item in the unarmored defense category)","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2106","weakness":{},"price":200000,"legacy_id":["equipment-4639"],"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-2106-1854","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > False Death Vial Source Treasure Vault (Remastered) pg. 93 Usage affixed to explorer's clothing (or another item in the unarmored defense category) Activate Free Action (concentrate) Trigger You would be reduced to 0 Hit Points by damage but not immediately killed Requirement You are unarmored. --- This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing. When you Activate the vial, you avoid being knocked out and remain at 1 Hit Point, your wounded condition increases by 1, and the talisman casts drop dead on you. You and any items you're wearing and holding are instantly transported from your current space to a clear space of your choice within 30 feet. You take no damage from the triggering effect. If you are carrying another creature (even one contained inside an extradimensional container), it's left behind in your original space. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > False Death Vial Source Treasure Vault (Remastered) pg. 93 Price 600 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > False Death Vial (Greater) Source Treasure Vault (Remastered) pg. 93 Price 2,000 gp --- The talisman teleports you to a clear space of your choice that you can see within 120 feet. This also transports any items you're wearing and holding with you, as well as up to one other creature currently in contact with you—including if you're carrying it in an extradimensional container. This effect has the teleportation trait.","skill_mod":{},"summary":"The talisman teleports you to a clear space of your choice that you can see within 120 feet. This also transports any items you're wearing and …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You would be reduced to 0 Hit Points by damage but not immediately killed","resistance":{},"url":"/Equipment.aspx?ID=2106","name":"False Death Vial (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-2106-1854"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Treasure Vault (Remastered)","Pathfinder #149: Against the Scarlet Triad"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":70000,"legacy_id":["equipment-4640"],"trait":["Consumable","Magical","Misfortune","Talisman","Uncommon"],"id":"equipment-2107","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Grinning Pugwampi Source Treasure Vault (Remastered) pg. 94, Pathfinder #149: Against the Scarlet Triad pg. 77 Price 700 gp Usage affixed to a weapon Activate Free Action (concentrate) Trigger You damage a off-guard creature with the affixed weapon. --- This bone statuette of a sneering gremlin crumbles to dust when activated, imparting a fraction of its subject's infamous misfortune on those you strike. The damaged creature must attempt a DC 33 Will save. Critical Success The creature is unaffected. Success The creature must roll twice and take the worse result on the next check it attempts. Failure The creature must roll twice and take the worse result on all checks until the end of its next turn.\n","skill_mod":{},"summary":"This bone statuette of a sneering gremlin crumbles to dust when activated, imparting a fraction of its subject's infamous misfortune on those you …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Talismans","trigger":"You damage a off-guard creature with the affixed weapon.","resistance":{},"url":"/Equipment.aspx?ID=2107","source_group":["Age of Ashes"],"name":"Grinning Pugwampi","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-2107"},{"item_child_id":["equipment-2108-1855","equipment-2108-1856"],"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4641"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2108","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Grudgestone Source Treasure Vault (Remastered) pg. 94 Usage affixed to a weapon Activate Free Action (concentrate) Trigger A creature critically hits you. --- This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of cloth wrapped around its grip. When you Activate the grudgestone , your Strikes with the affixed weapon against the triggering creature gain a +3 status bonus to damage rolls for 1 minute or until the target dies, whichever comes first. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Grudgestone Source Treasure Vault (Remastered) pg. 94 Price 70 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Grudgestone (Greater) Source Treasure Vault (Remastered) pg. 94 Price 900 gp --- The bonus is +5.","skill_mod":{},"summary":"This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"A creature critically hits you.","resistance":{},"url":"/Equipment.aspx?ID=2108","name":"Grudgestone","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2108"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2108","weakness":{},"price":7000,"legacy_id":["equipment-4641"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2108-1855","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Grudgestone Source Treasure Vault (Remastered) pg. 94 Usage affixed to a weapon Activate Free Action (concentrate) Trigger A creature critically hits you. --- This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of cloth wrapped around its grip. When you Activate the grudgestone , your Strikes with the affixed weapon against the triggering creature gain a +3 status bonus to damage rolls for 1 minute or until the target dies, whichever comes first. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Grudgestone Source Treasure Vault (Remastered) pg. 94 Price 70 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Grudgestone (Greater) Source Treasure Vault (Remastered) pg. 94 Price 900 gp --- The bonus is +5.","skill_mod":{},"summary":"This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"A creature critically hits you.","resistance":{},"url":"/Equipment.aspx?ID=2108","name":"Grudgestone","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2108-1855"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2108","weakness":{},"price":90000,"legacy_id":["equipment-4641"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2108-1856","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Grudgestone Source Treasure Vault (Remastered) pg. 94 Usage affixed to a weapon Activate Free Action (concentrate) Trigger A creature critically hits you. --- This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of cloth wrapped around its grip. When you Activate the grudgestone , your Strikes with the affixed weapon against the triggering creature gain a +3 status bonus to damage rolls for 1 minute or until the target dies, whichever comes first. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Grudgestone Source Treasure Vault (Remastered) pg. 94 Price 70 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Grudgestone (Greater) Source Treasure Vault (Remastered) pg. 94 Price 900 gp --- The bonus is +5.","skill_mod":{},"summary":"The bonus is +5.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"A creature critically hits you.","resistance":{},"url":"/Equipment.aspx?ID=2108","name":"Grudgestone (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2108-1856"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":220000,"legacy_id":["equipment-4642"],"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-2109","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Hungering Maw Source Treasure Vault (Remastered) pg. 94 Price 2,200 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You attempt a saving throw against a possession effect Requirement You are a master in Will saves. --- A shining onyx gemstone clutched in a pair of black steel jaws, this pendant is a potent defense against hostile spirits and other beings who commandeer the bodies of others. When you Activate it, you gain a +4 item bonus to your saving throw against the triggering effect. If your result prevents you from being possessed, the creature that attempted to possess you is subject to a DC 37 bind soul spell, which can trap it in the talisman as if it had recently died. The talisman's magic is exhausted after use, but a soul trapped this way remains imprisoned inside, as detailed in the spell description. Starting at the end of its next turn, the trapped creature gets a new save to end the effect at the end of each of its turns.\n","skill_mod":{},"summary":"A shining onyx gemstone clutched in a pair of black steel jaws, this pendant is a potent defense against hostile spirits and other beings who …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are a master in Will saves.","trigger":"You attempt a saving throw against a possession effect","resistance":{},"url":"/Equipment.aspx?ID=2109","name":"Hungering Maw","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-2109"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2000,"legacy_id":["equipment-4643"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2110","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Mortalis Coin Source Treasure Vault (Remastered) pg. 94 Price 20 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You are reduced to 0 Hit Points by damage but not immediately killed Requirement You are an expert in Fortitude saves. --- This small golden coin is usually stamped with the image of a boar or other resilient creature. If the triggering damage would cause you to become dying 2 (typically due to a critical hit or your critical failure), you become dying 1 instead. In addition, for 10 minutes, you die from the dying condition at dying 5, rather than dying 4.\n","skill_mod":{},"summary":"This small golden coin is usually stamped with the image of a boar or other resilient creature. If the triggering damage would cause you to become …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are an expert in Fortitude saves.","trigger":"You are reduced to 0 Hit Points by damage but not immediately killed","resistance":{},"url":"/Equipment.aspx?ID=2110","name":"Mortalis Coin","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2110"},{"item_child_id":["equipment-2111-1857","equipment-2111-1858"],"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4644"],"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-2111","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Reflecting Shard Source Treasure Vault (Remastered) pg. 94 Usage affixed to a shield Activate Reaction (concentrate) Trigger You are targeted by a spell of 5th rank or lower Requirement You're a master in Athletics, and you have the affixed shield raised. --- This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell back at its caster with spell riposte , using your Athletics modifier for the counteract check. The talisman’s counteract rank is 7th. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Reflecting Shard Source Treasure Vault (Remastered) pg. 94 Price 500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Reflecting Shard (Greater) Source Treasure Vault (Remastered) pg. 94 Price 2,500 gp --- The talisman can reflect spells of any level, and its counteract rank is 9th. ","skill_mod":{},"summary":"This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're a master in Athletics , and you have the affixed shield raised .","trigger":"You are targeted by a spell of 5th rank or lower","resistance":{},"url":"/Equipment.aspx?ID=2111","name":"Reflecting Shard","actions_number":1,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"equipment-2111"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2111","weakness":{},"price":50000,"legacy_id":["equipment-4644"],"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-2111-1857","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Reflecting Shard Source Treasure Vault (Remastered) pg. 94 Usage affixed to a shield Activate Reaction (concentrate) Trigger You are targeted by a spell of 5th rank or lower Requirement You're a master in Athletics, and you have the affixed shield raised. --- This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell back at its caster with spell riposte , using your Athletics modifier for the counteract check. The talisman’s counteract rank is 7th. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Reflecting Shard Source Treasure Vault (Remastered) pg. 94 Price 500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Reflecting Shard (Greater) Source Treasure Vault (Remastered) pg. 94 Price 2,500 gp --- The talisman can reflect spells of any level, and its counteract rank is 9th. ","skill_mod":{},"summary":"This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You are targeted by a spell of 5th rank or lower","resistance":{},"url":"/Equipment.aspx?ID=2111","name":"Reflecting Shard","actions_number":1,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"equipment-2111-1857"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2111","weakness":{},"price":250000,"legacy_id":["equipment-4644"],"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-2111-1858","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Reflecting Shard Source Treasure Vault (Remastered) pg. 94 Usage affixed to a shield Activate Reaction (concentrate) Trigger You are targeted by a spell of 5th rank or lower Requirement You're a master in Athletics, and you have the affixed shield raised. --- This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell back at its caster with spell riposte , using your Athletics modifier for the counteract check. The talisman’s counteract rank is 7th. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Reflecting Shard Source Treasure Vault (Remastered) pg. 94 Price 500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Reflecting Shard (Greater) Source Treasure Vault (Remastered) pg. 94 Price 2,500 gp --- The talisman can reflect spells of any level, and its counteract rank is 9th. ","skill_mod":{},"summary":"The talisman can reflect spells of any level, and its counteract rank is 9th.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You are targeted by a spell of 5th rank or lower","resistance":{},"url":"/Equipment.aspx?ID=2111","name":"Reflecting Shard (Greater)","actions_number":1,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"equipment-2111-1858"},{"item_child_id":["equipment-2112-1859","equipment-2112-1860"],"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4645"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2112","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Reverberating Stone Source Treasure Vault (Remastered) pg. 94 Usage affixed to a shield Activate Free Action (concentrate) Trigger You use the affixed shield to Shield Block a melee attack Requirement You're a master in Athletics, and you have the affixed shield raised. --- This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the talisman, the gem shatters, releasing a powerful shockwave in a 15-foot cone that must include the enemy who struck the triggering blow, if possible. Each creature in the cone takes 2d6 sonic damage with a DC 28 basic Fortitude save. Any creature that fails its save is pushed 5 feet away from you (or 10 feet on a critical failure). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Reverberating Stone Source Treasure Vault (Remastered) pg. 94 Price 275 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Reverberating Stone (Greater) Source Treasure Vault (Remastered) pg. 94 Price 1,200 gp --- The cone is 30 feet, the damage is 3d6, and the DC is 34.","skill_mod":{},"summary":"This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're a master in Athletics , and you have the affixed shield raised .","trigger":"You use the affixed shield to Shield Block a melee attack","resistance":{},"url":"/Equipment.aspx?ID=2112","name":"Reverberating Stone","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2112"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2112","weakness":{},"price":27500,"legacy_id":["equipment-4645"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2112-1859","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Reverberating Stone Source Treasure Vault (Remastered) pg. 94 Usage affixed to a shield Activate Free Action (concentrate) Trigger You use the affixed shield to Shield Block a melee attack Requirement You're a master in Athletics, and you have the affixed shield raised. --- This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the talisman, the gem shatters, releasing a powerful shockwave in a 15-foot cone that must include the enemy who struck the triggering blow, if possible. Each creature in the cone takes 2d6 sonic damage with a DC 28 basic Fortitude save. Any creature that fails its save is pushed 5 feet away from you (or 10 feet on a critical failure). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Reverberating Stone Source Treasure Vault (Remastered) pg. 94 Price 275 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Reverberating Stone (Greater) Source Treasure Vault (Remastered) pg. 94 Price 1,200 gp --- The cone is 30 feet, the damage is 3d6, and the DC is 34.","skill_mod":{},"summary":"This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You use the affixed shield to Shield Block a melee attack","resistance":{},"url":"/Equipment.aspx?ID=2112","name":"Reverberating Stone","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2112-1859"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2112","weakness":{},"price":120000,"legacy_id":["equipment-4645"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2112-1860","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Reverberating Stone Source Treasure Vault (Remastered) pg. 94 Usage affixed to a shield Activate Free Action (concentrate) Trigger You use the affixed shield to Shield Block a melee attack Requirement You're a master in Athletics, and you have the affixed shield raised. --- This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the talisman, the gem shatters, releasing a powerful shockwave in a 15-foot cone that must include the enemy who struck the triggering blow, if possible. Each creature in the cone takes 2d6 sonic damage with a DC 28 basic Fortitude save. Any creature that fails its save is pushed 5 feet away from you (or 10 feet on a critical failure). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Reverberating Stone Source Treasure Vault (Remastered) pg. 94 Price 275 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Reverberating Stone (Greater) Source Treasure Vault (Remastered) pg. 94 Price 1,200 gp --- The cone is 30 feet, the damage is 3d6, and the DC is 34.","skill_mod":{},"summary":"The cone is 30 feet, the damage is 3d6, and the DC is 34.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You use the affixed shield to Shield Block a melee attack","resistance":{},"url":"/Equipment.aspx?ID=2112","name":"Reverberating Stone (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2112-1860"},{"item_child_id":["equipment-2113-1861","equipment-2113-1862","equipment-2113-1863"],"primary_source_category":"Rulebooks","usage":"affixed to a magical staff ","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4646"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2113","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Ruby Capacitor Source Treasure Vault (Remastered) pg. 95 Usage affixed to a magical staff Activate Free Action (manipulate) Requirement You prepared the staff. --- This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells cast from the staff before the end of the turn expend these charges first. Any unused temporary charges are lost at the end of your turn. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ruby Capacitor Source Treasure Vault (Remastered) pg. 95 Price 180 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ruby Capacitor (Greater) Source Treasure Vault (Remastered) pg. 95 Price 800 gp --- The number of temporary charges increases to 3. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ruby Capacitor (Major) Source Treasure Vault (Remastered) pg. 95 Price 4,500 gp --- The number of temporary charges increases to 5.","skill_mod":{},"summary":"This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You prepared the staff.","resistance":{},"url":"/Equipment.aspx?ID=2113","name":"Ruby Capacitor","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2113"},{"primary_source_category":"Rulebooks","usage":"affixed to a magical staff ","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2113","weakness":{},"price":18000,"legacy_id":["equipment-4646"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2113-1861","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Ruby Capacitor Source Treasure Vault (Remastered) pg. 95 Usage affixed to a magical staff Activate Free Action (manipulate) Requirement You prepared the staff. --- This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells cast from the staff before the end of the turn expend these charges first. Any unused temporary charges are lost at the end of your turn. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ruby Capacitor Source Treasure Vault (Remastered) pg. 95 Price 180 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ruby Capacitor (Greater) Source Treasure Vault (Remastered) pg. 95 Price 800 gp --- The number of temporary charges increases to 3. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ruby Capacitor (Major) Source Treasure Vault (Remastered) pg. 95 Price 4,500 gp --- The number of temporary charges increases to 5.","skill_mod":{},"summary":"This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2113","name":"Ruby Capacitor","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2113-1861"},{"primary_source_category":"Rulebooks","usage":"affixed to a magical staff ","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2113","weakness":{},"price":80000,"legacy_id":["equipment-4646"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2113-1862","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Ruby Capacitor Source Treasure Vault (Remastered) pg. 95 Usage affixed to a magical staff Activate Free Action (manipulate) Requirement You prepared the staff. --- This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells cast from the staff before the end of the turn expend these charges first. Any unused temporary charges are lost at the end of your turn. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ruby Capacitor Source Treasure Vault (Remastered) pg. 95 Price 180 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ruby Capacitor (Greater) Source Treasure Vault (Remastered) pg. 95 Price 800 gp --- The number of temporary charges increases to 3. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ruby Capacitor (Major) Source Treasure Vault (Remastered) pg. 95 Price 4,500 gp --- The number of temporary charges increases to 5.","skill_mod":{},"summary":"The number of temporary charges increases to 3.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2113","name":"Ruby Capacitor (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2113-1862"},{"primary_source_category":"Rulebooks","usage":"affixed to a magical staff ","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2113","weakness":{},"price":450000,"legacy_id":["equipment-4646"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2113-1863","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Ruby Capacitor Source Treasure Vault (Remastered) pg. 95 Usage affixed to a magical staff Activate Free Action (manipulate) Requirement You prepared the staff. --- This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells cast from the staff before the end of the turn expend these charges first. Any unused temporary charges are lost at the end of your turn. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ruby Capacitor Source Treasure Vault (Remastered) pg. 95 Price 180 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Ruby Capacitor (Greater) Source Treasure Vault (Remastered) pg. 95 Price 800 gp --- The number of temporary charges increases to 3. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ruby Capacitor (Major) Source Treasure Vault (Remastered) pg. 95 Price 4,500 gp --- The number of temporary charges increases to 5.","skill_mod":{},"summary":"The number of temporary charges increases to 5.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2113","name":"Ruby Capacitor (Major)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2113-1863"},{"item_child_id":["equipment-2114-1864","equipment-2114-1865","equipment-2114-1866"],"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4647"],"trait":["Consumable","Magical","Mental","Talisman"],"id":"equipment-2114","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Snarling Badger Source Treasure Vault (Remastered) pg. 95 Usage affixed to armor Activate Free Action (concentrate) Trigger You lose the dying condition Requirement You have a wounded value of 1 or more. --- This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the wounded condition, the heroism ends immediately. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Snarling Badger (Lesser) Source Treasure Vault (Remastered) pg. 95 Price 50 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Snarling Badger (Moderate) Source Treasure Vault (Remastered) pg. 95 Price 400 gp --- The heroism is 6th rank. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Snarling Badger (Greater) Source Treasure Vault (Remastered) pg. 95 Price 5,000 gp --- The heroism is 9th rank.","skill_mod":{},"summary":"This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You have a wounded value of 1 or more.","trigger":"You lose the dying condition","resistance":{},"url":"/Equipment.aspx?ID=2114","name":"Snarling Badger","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2114"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2114","weakness":{},"price":5000,"legacy_id":["equipment-4647"],"trait":["Consumable","Magical","Mental","Talisman"],"id":"equipment-2114-1864","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Snarling Badger Source Treasure Vault (Remastered) pg. 95 Usage affixed to armor Activate Free Action (concentrate) Trigger You lose the dying condition Requirement You have a wounded value of 1 or more. --- This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the wounded condition, the heroism ends immediately. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Snarling Badger (Lesser) Source Treasure Vault (Remastered) pg. 95 Price 50 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Snarling Badger (Moderate) Source Treasure Vault (Remastered) pg. 95 Price 400 gp --- The heroism is 6th rank. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Snarling Badger (Greater) Source Treasure Vault (Remastered) pg. 95 Price 5,000 gp --- The heroism is 9th rank.","skill_mod":{},"summary":"This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You lose the dying condition","resistance":{},"url":"/Equipment.aspx?ID=2114","name":"Snarling Badger (Lesser)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2114-1864"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2114","weakness":{},"price":40000,"legacy_id":["equipment-4647"],"trait":["Consumable","Magical","Mental","Talisman"],"id":"equipment-2114-1865","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Snarling Badger Source Treasure Vault (Remastered) pg. 95 Usage affixed to armor Activate Free Action (concentrate) Trigger You lose the dying condition Requirement You have a wounded value of 1 or more. --- This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the wounded condition, the heroism ends immediately. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Snarling Badger (Lesser) Source Treasure Vault (Remastered) pg. 95 Price 50 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Snarling Badger (Moderate) Source Treasure Vault (Remastered) pg. 95 Price 400 gp --- The heroism is 6th rank. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Snarling Badger (Greater) Source Treasure Vault (Remastered) pg. 95 Price 5,000 gp --- The heroism is 9th rank.","skill_mod":{},"summary":"The heroism is 6th rank.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You lose the dying condition","resistance":{},"url":"/Equipment.aspx?ID=2114","name":"Snarling Badger (Moderate)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2114-1865"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2114","weakness":{},"price":500000,"legacy_id":["equipment-4647"],"trait":["Consumable","Magical","Mental","Talisman"],"id":"equipment-2114-1866","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Snarling Badger Source Treasure Vault (Remastered) pg. 95 Usage affixed to armor Activate Free Action (concentrate) Trigger You lose the dying condition Requirement You have a wounded value of 1 or more. --- This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the wounded condition, the heroism ends immediately. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Snarling Badger (Lesser) Source Treasure Vault (Remastered) pg. 95 Price 50 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Snarling Badger (Moderate) Source Treasure Vault (Remastered) pg. 95 Price 400 gp --- The heroism is 6th rank. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Snarling Badger (Greater) Source Treasure Vault (Remastered) pg. 95 Price 5,000 gp --- The heroism is 9th rank.","skill_mod":{},"summary":"The heroism is 9th rank.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You lose the dying condition","resistance":{},"url":"/Equipment.aspx?ID=2114","name":"Snarling Badger (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2114-1866"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":13000,"legacy_id":["equipment-4648"],"trait":["Consumable","Illusion","Magical","Talisman","Visual"],"id":"equipment-2115","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Wooden Nickel Source Treasure Vault (Remastered) pg. 95 Price 130 gp Usage affixed to armor Activate Three Actions (concentrate) Requirement You are a master in Deception. --- This rough wooden coin hangs from a string drilled through a hole at its center. When you Activate the wooden nickel , for 10 minutes, you can cause any object you touch of 2 Bulk or less to look, feel, and smell like valuables of a similar size crafted from a precious metal of your choice. A creature that touches or Interacts with an affected object can attempt a Perception check against your Deception DC to disbelieve the illusion, and a successful check against your Deception DC with Crafting or an appropriate Lore skill will also reveal the item's true nature. After 10 minutes have elapsed since you Activated the wooden nickel , all affected objects revert to their true form.\n","skill_mod":{},"summary":"This rough wooden coin hangs from a string drilled through a hole at its center. When you Activate the wooden nickel , for 10 minutes, you can cause …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","School","Monster","Mechanics","Sense"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are a master in Deception .","resistance":{},"url":"/Equipment.aspx?ID=2115","name":"Wooden Nickel","actions_number":6,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"equipment-2115"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":100000,"skill":["Performance"],"legacy_id":["equipment-4649"],"trait":["Consumable","Magical","Rare"],"id":"equipment-2116","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Bargainer's Instrument Source Treasure Vault (Remastered) pg. 96 Price 1,000 gp Usage held in 2 hands Bulk L Activate 1 hour (concentrate, manipulate) --- A bargainer’s instrument is a musical implement. The most typical version is a violin made from maple and spruce, its body stained so deep a purple it appears almost black. When activated, the instrument casts a binding circle ritual to conjure a willing extraplanar talent to compete with you in performance. The contest could be a musical battle, a dance-off, an oratorical debate—the two of you could even use entirely different types of performance. The loser of the bout is magically bound to perform a task of the winner’s choice within 1 week. The contest consists of taking turns to Perform, starting with your opponent. The Performance check’s DC is the higher of the opponent’s Perception DC or Will DC, though the two parties can mutually agree to use an impartial judge instead. The first to reach four successes wins, with each critical successes counting as two successes. If you play the bargainer’s instrument as part of your performance, it grants you a +2 item bonus to the Performance checks. After the contest, the conjured creature can choose to return to where it came from or remain where you conjured it. The loser must endeavor to complete the task by all reasonable means within 1 week. Failing to complete it is shameful but has no further consequences. The instrument loses its magic and remains a non-magical virtuoso instrument.\n","skill_mod":{},"summary":"A bargainer’s instrument is a musical implement. The most typical version is a violin made from maple and spruce, its body stained so deep a purple …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2116","name":"Bargainer's Instrument","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2116"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":14000,"legacy_id":["equipment-4650"],"trait":["Attack","Consumable","Emotion","Magical","Mental","Spellgun"],"id":"equipment-2117","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Bewildering Spellgun Source Treasure Vault (Remastered) pg. 96 Price 140 gp Usage held in 1 hand Bulk L Activate Two Actions Strike --- When stared at, a bewildering spellgun seems to warp the space around it, creating a mind-bending sensation. Whispers of gibberish arise from it, making their way to nearby ears despite any other sounds in the area. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 15 feet. Once fired, the spellgun twists in your hand and melts away. Critical Success The target is confused for 1 minute. Success The target is confused for 1 minute but can attempt a DC 25 Will save at the end of each of its turns to end the effect.\n","skill_mod":{},"summary":"When stared at, a bewildering spellgun seems to warp the space around it, creating a mind-bending sensation. Whispers of gibberish arise from it, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2117","name":"Bewildering Spellgun","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2117"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":7000,"legacy_id":["equipment-4651"],"trait":["Consumable","Magical"],"id":"equipment-2118","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Energizing Treat Source Treasure Vault (Remastered) pg. 96 Price 70 gp Usage held in 1 hand Activate Single Action (manipulate) --- An energizing treat is a treat made from meat or grains. When you feed your animal companion or familiar an energizing treat, it's quickened for 1 minute. It can use the extra action each round only for Strike, Stride, and Support actions, and it can do so only if it normally has those actions available and you take the proper action to command it.\n","skill_mod":{},"summary":"An energizing treat is a treat made from meat or grains. When you feed your animal companion or familiar an energizing treat, it's quickened …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2118","name":"Energizing Treat","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2118"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":3000,"legacy_id":["equipment-4652"],"trait":["Consumable","Magical"],"id":"equipment-2119","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Familiar Morsel Source Treasure Vault (Remastered) pg. 96 Price 30 gp Usage held in 1 hand Activate Single Action (manipulate) --- Familiar morsels are little treats that come in a wide variety of flavors that appeal to numerous creatures. Each morsel is keyed to one familiar ability at its creation. When you feed the morsel to your familiar, it gains that familiar ability for 1 hour. If your familiar doesn't meet the requirements, or if it already has an ability from a familiar morsel, the morsel is nothing more than a pleasing snack, its magic wasted.\n","skill_mod":{},"summary":"Familiar morsels are little treats that come in a wide variety of flavors that appeal to numerous creatures. Each morsel is keyed to one familiar …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2119","name":"Familiar Morsel","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2119"},{"legacy_name":["Marvelous Pigment"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":32500,"legacy_id":["equipment-4653"],"trait":["Consumable","Magical","Uncommon"],"id":"equipment-2120","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Miraculous Paintbrush Source Treasure Vault (Remastered) pg. 97 Price 325 gp Usage held in 1 hand Bulk L Activate 10 minutes (concentrate, manipulate) --- The bristles on a miraculous paintbrush shift in a rainbow of colors, and can magically create an object painted with them. The paint flows as you Activate the miraculous paintbrush and changes color at your whim as you paint. The paint can cover a 10-foot-square, two-dimensional surface. When you’re done painting, attempt a DC 30 Crafting check. Critical Success The object you painted emerges from the surface as a real, permanent object no larger than 10 feet in any dimension. It's non-magical and inanimate and has no value except to certain art collectors. If you paint a creature, machine, or form of energy (such as a campfire), these depictions appear only as inanimate sculptures. The created object has a painterly appearance that clearly marks its unusual origin, but is as real as any other. Success As critical success, but the object constantly sheds flakes of paint until it falls apart, destroyed, after 24 hours. Failure The pigments leave a painting that doesn't quite look right and doesn't become an object. Critical Failure Is it a dog? Whatever you made is a pretty lousy painting and doesn't resemble what you set out to make.\n","skill_mod":{},"summary":"The bristles on a miraculous paintbrush shift in a rainbow of colors, and can magically create an object painted with them. The paint flows as you …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2120","name":"Miraculous Paintbrush","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2120"},{"item_child_id":["equipment-2121-1867","equipment-2121-1868","equipment-2121-1869","equipment-2121-1870","equipment-2121-1871"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4654"],"trait":["Attack","Consumable","Fire","Light","Magical","Spellgun"],"id":"equipment-2121","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Moonlit Spellgun Source Treasure Vault (Remastered) pg. 97 Usage held in 1 hand Bulk L Activate Two Actions Strike --- Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried by hunters of werecreatures and vampires. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun’s damage is treated as silver for the purposes of weaknesses, resistances, and the like. Critical Success The target takes double damage and is dazzled until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it's also enfeebled 1 for 1 minute. Success The target takes full damage and is dazzled until the start of your next turn. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Moonlit Spellgun (Minor) Source Treasure Vault (Remastered) pg. 97 Price 7 gp Bulk L --- The damage is 1d8 at night, or 1d6 at other times. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Moonlit Spellgun (Lesser) Source Treasure Vault (Remastered) pg. 97 Price 30 gp Bulk L --- The damage is 3d8 at night, or 3d6 at other times. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moonlit Spellgun (Moderate) Source Treasure Vault (Remastered) pg. 97 Price 150 gp Bulk L --- The damage is 7d8 at night, or 7d6 at other times. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Moonlit Spellgun (Greater) Source Treasure Vault (Remastered) pg. 97 Price 600 gp Bulk L --- The damage is 12d8 at night, or 12d6 at other times. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Moonlit Spellgun (Major) Source Treasure Vault (Remastered) pg. 97 Price 3,000 gp Bulk L --- The damage is 18d8 at night, or 18d6 at other times.","element":["Fire"],"skill_mod":{},"summary":"Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Elemental","Planar","Monster"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2121","name":"Moonlit Spellgun","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2121"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2121","weakness":{},"price":700,"legacy_id":["equipment-4654"],"trait":["Attack","Consumable","Fire","Light","Magical","Spellgun"],"id":"equipment-2121-1867","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Moonlit Spellgun Source Treasure Vault (Remastered) pg. 97 Usage held in 1 hand Bulk L Activate Two Actions Strike --- Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried by hunters of werecreatures and vampires. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun’s damage is treated as silver for the purposes of weaknesses, resistances, and the like. Critical Success The target takes double damage and is dazzled until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it's also enfeebled 1 for 1 minute. Success The target takes full damage and is dazzled until the start of your next turn. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Moonlit Spellgun (Minor) Source Treasure Vault (Remastered) pg. 97 Price 7 gp Bulk L --- The damage is 1d8 at night, or 1d6 at other times. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Moonlit Spellgun (Lesser) Source Treasure Vault (Remastered) pg. 97 Price 30 gp Bulk L --- The damage is 3d8 at night, or 3d6 at other times. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moonlit Spellgun (Moderate) Source Treasure Vault (Remastered) pg. 97 Price 150 gp Bulk L --- The damage is 7d8 at night, or 7d6 at other times. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Moonlit Spellgun (Greater) Source Treasure Vault (Remastered) pg. 97 Price 600 gp Bulk L --- The damage is 12d8 at night, or 12d6 at other times. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Moonlit Spellgun (Major) Source Treasure Vault (Remastered) pg. 97 Price 3,000 gp Bulk L --- The damage is 18d8 at night, or 18d6 at other times.","element":["Fire"],"skill_mod":{},"summary":"The damage is 1d8 at night, or 1d6 at other times.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Elemental","Planar","Monster"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2121","name":"Moonlit Spellgun (Minor)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2121-1867"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2121","weakness":{},"price":3000,"legacy_id":["equipment-4654"],"trait":["Attack","Consumable","Fire","Light","Magical","Spellgun"],"id":"equipment-2121-1868","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Moonlit Spellgun Source Treasure Vault (Remastered) pg. 97 Usage held in 1 hand Bulk L Activate Two Actions Strike --- Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried by hunters of werecreatures and vampires. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun’s damage is treated as silver for the purposes of weaknesses, resistances, and the like. Critical Success The target takes double damage and is dazzled until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it's also enfeebled 1 for 1 minute. Success The target takes full damage and is dazzled until the start of your next turn. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Moonlit Spellgun (Minor) Source Treasure Vault (Remastered) pg. 97 Price 7 gp Bulk L --- The damage is 1d8 at night, or 1d6 at other times. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Moonlit Spellgun (Lesser) Source Treasure Vault (Remastered) pg. 97 Price 30 gp Bulk L --- The damage is 3d8 at night, or 3d6 at other times. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moonlit Spellgun (Moderate) Source Treasure Vault (Remastered) pg. 97 Price 150 gp Bulk L --- The damage is 7d8 at night, or 7d6 at other times. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Moonlit Spellgun (Greater) Source Treasure Vault (Remastered) pg. 97 Price 600 gp Bulk L --- The damage is 12d8 at night, or 12d6 at other times. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Moonlit Spellgun (Major) Source Treasure Vault (Remastered) pg. 97 Price 3,000 gp Bulk L --- The damage is 18d8 at night, or 18d6 at other times.","element":["Fire"],"skill_mod":{},"summary":"The damage is 3d8 at night, or 3d6 at other times.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Elemental","Planar","Monster"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2121","name":"Moonlit Spellgun (Lesser)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2121-1868"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2121","weakness":{},"price":15000,"legacy_id":["equipment-4654"],"trait":["Attack","Consumable","Fire","Light","Magical","Spellgun"],"id":"equipment-2121-1869","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Moonlit Spellgun Source Treasure Vault (Remastered) pg. 97 Usage held in 1 hand Bulk L Activate Two Actions Strike --- Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried by hunters of werecreatures and vampires. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun’s damage is treated as silver for the purposes of weaknesses, resistances, and the like. Critical Success The target takes double damage and is dazzled until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it's also enfeebled 1 for 1 minute. Success The target takes full damage and is dazzled until the start of your next turn. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Moonlit Spellgun (Minor) Source Treasure Vault (Remastered) pg. 97 Price 7 gp Bulk L --- The damage is 1d8 at night, or 1d6 at other times. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Moonlit Spellgun (Lesser) Source Treasure Vault (Remastered) pg. 97 Price 30 gp Bulk L --- The damage is 3d8 at night, or 3d6 at other times. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moonlit Spellgun (Moderate) Source Treasure Vault (Remastered) pg. 97 Price 150 gp Bulk L --- The damage is 7d8 at night, or 7d6 at other times. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Moonlit Spellgun (Greater) Source Treasure Vault (Remastered) pg. 97 Price 600 gp Bulk L --- The damage is 12d8 at night, or 12d6 at other times. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Moonlit Spellgun (Major) Source Treasure Vault (Remastered) pg. 97 Price 3,000 gp Bulk L --- The damage is 18d8 at night, or 18d6 at other times.","element":["Fire"],"skill_mod":{},"summary":"The damage is 7d8 at night, or 7d6 at other times.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Elemental","Planar","Monster"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2121","name":"Moonlit Spellgun (Moderate)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2121-1869"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2121","weakness":{},"price":60000,"legacy_id":["equipment-4654"],"trait":["Attack","Consumable","Fire","Light","Magical","Spellgun"],"id":"equipment-2121-1870","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Moonlit Spellgun Source Treasure Vault (Remastered) pg. 97 Usage held in 1 hand Bulk L Activate Two Actions Strike --- Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried by hunters of werecreatures and vampires. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun’s damage is treated as silver for the purposes of weaknesses, resistances, and the like. Critical Success The target takes double damage and is dazzled until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it's also enfeebled 1 for 1 minute. Success The target takes full damage and is dazzled until the start of your next turn. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Moonlit Spellgun (Minor) Source Treasure Vault (Remastered) pg. 97 Price 7 gp Bulk L --- The damage is 1d8 at night, or 1d6 at other times. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Moonlit Spellgun (Lesser) Source Treasure Vault (Remastered) pg. 97 Price 30 gp Bulk L --- The damage is 3d8 at night, or 3d6 at other times. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moonlit Spellgun (Moderate) Source Treasure Vault (Remastered) pg. 97 Price 150 gp Bulk L --- The damage is 7d8 at night, or 7d6 at other times. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Moonlit Spellgun (Greater) Source Treasure Vault (Remastered) pg. 97 Price 600 gp Bulk L --- The damage is 12d8 at night, or 12d6 at other times. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Moonlit Spellgun (Major) Source Treasure Vault (Remastered) pg. 97 Price 3,000 gp Bulk L --- The damage is 18d8 at night, or 18d6 at other times.","element":["Fire"],"skill_mod":{},"summary":"The damage is 12d8 at night, or 12d6 at other times.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Elemental","Planar","Monster"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2121","name":"Moonlit Spellgun (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2121-1870"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2121","weakness":{},"price":300000,"legacy_id":["equipment-4654"],"trait":["Attack","Consumable","Fire","Light","Magical","Spellgun"],"id":"equipment-2121-1871","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Moonlit Spellgun Source Treasure Vault (Remastered) pg. 97 Usage held in 1 hand Bulk L Activate Two Actions Strike --- Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried by hunters of werecreatures and vampires. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun’s damage is treated as silver for the purposes of weaknesses, resistances, and the like. Critical Success The target takes double damage and is dazzled until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it's also enfeebled 1 for 1 minute. Success The target takes full damage and is dazzled until the start of your next turn. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Moonlit Spellgun (Minor) Source Treasure Vault (Remastered) pg. 97 Price 7 gp Bulk L --- The damage is 1d8 at night, or 1d6 at other times. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Moonlit Spellgun (Lesser) Source Treasure Vault (Remastered) pg. 97 Price 30 gp Bulk L --- The damage is 3d8 at night, or 3d6 at other times. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moonlit Spellgun (Moderate) Source Treasure Vault (Remastered) pg. 97 Price 150 gp Bulk L --- The damage is 7d8 at night, or 7d6 at other times. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Moonlit Spellgun (Greater) Source Treasure Vault (Remastered) pg. 97 Price 600 gp Bulk L --- The damage is 12d8 at night, or 12d6 at other times. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Moonlit Spellgun (Major) Source Treasure Vault (Remastered) pg. 97 Price 3,000 gp Bulk L --- The damage is 18d8 at night, or 18d6 at other times.","element":["Fire"],"skill_mod":{},"summary":"The damage is 18d8 at night, or 18d6 at other times.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Elemental","Planar","Monster"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2121","name":"Moonlit Spellgun (Major)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2121-1871"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":800,"legacy_id":["equipment-4655"],"trait":["Consumable","Magical"],"id":"equipment-2122","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Neophyte's Fipple Source Treasure Vault (Remastered) pg. 97 Price 8 gp Usage held in 2 hands Bulk L Activate Single Action (concentrate) Requirement You are untrained in Performance. --- Made of polished wood, a neophyte's fipple is a block flute enchanted to guarantee melodic sound. When you Perform a song on the fipple to Activate it, your ability modifier, proficiency bonus, and item bonus for the Performance check total +7, regardless of what they would normally be. Add other bonuses and penalties to the check normally. Once the magic is used, the fipple remains as a mundane instrument.\n","skill_mod":{},"summary":"Made of polished wood, a neophyte's fipple is a block flute enchanted to guarantee melodic sound. When you Perform a song on the fipple to Activate …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","requirement":"You are untrained in Performance .","resistance":{},"url":"/Equipment.aspx?ID=2122","name":"Neophyte's Fipple","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2122"},{"item_child_id":["equipment-2123-1872","equipment-2123-1873","equipment-2123-1874"],"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4656"],"trait":["Consumable","Magical"],"id":"equipment-2123","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Potion Patch Source Treasure Vault (Remastered) pg. 97 Usage worn Activate Single Action (concentrate) Requirement You must have the potion patch affixed to your skin. --- A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the manipulate trait. A patch has a maximum level of potion it can absorb, depending on the patch's type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch's magic is negated after it's used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Potion Patch (Lesser) Source Treasure Vault (Remastered) pg. 97 Price 20 gp --- The potion must be 10th level or lower. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Potion Patch (Moderate) Source Treasure Vault (Remastered) pg. 97 Price 100 gp --- The potion must be 15th level or lower. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Potion Patch (Greater) Source Treasure Vault (Remastered) pg. 97 Price 600 gp --- The potion can be any level.","skill_mod":{},"summary":"A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","requirement":"You must have the potion patch affixed to your skin.","resistance":{},"url":"/Equipment.aspx?ID=2123","name":"Potion Patch","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2123"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2123","weakness":{},"price":2000,"legacy_id":["equipment-4656"],"trait":["Consumable","Magical"],"id":"equipment-2123-1872","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Potion Patch Source Treasure Vault (Remastered) pg. 97 Usage worn Activate Single Action (concentrate) Requirement You must have the potion patch affixed to your skin. --- A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the manipulate trait. A patch has a maximum level of potion it can absorb, depending on the patch's type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch's magic is negated after it's used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Potion Patch (Lesser) Source Treasure Vault (Remastered) pg. 97 Price 20 gp --- The potion must be 10th level or lower. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Potion Patch (Moderate) Source Treasure Vault (Remastered) pg. 97 Price 100 gp --- The potion must be 15th level or lower. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Potion Patch (Greater) Source Treasure Vault (Remastered) pg. 97 Price 600 gp --- The potion can be any level.","skill_mod":{},"summary":"The potion must be 10th level or lower.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2123","name":"Potion Patch (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2123-1872"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2123","weakness":{},"price":10000,"legacy_id":["equipment-4656"],"trait":["Consumable","Magical"],"id":"equipment-2123-1873","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Potion Patch Source Treasure Vault (Remastered) pg. 97 Usage worn Activate Single Action (concentrate) Requirement You must have the potion patch affixed to your skin. --- A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the manipulate trait. A patch has a maximum level of potion it can absorb, depending on the patch's type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch's magic is negated after it's used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Potion Patch (Lesser) Source Treasure Vault (Remastered) pg. 97 Price 20 gp --- The potion must be 10th level or lower. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Potion Patch (Moderate) Source Treasure Vault (Remastered) pg. 97 Price 100 gp --- The potion must be 15th level or lower. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Potion Patch (Greater) Source Treasure Vault (Remastered) pg. 97 Price 600 gp --- The potion can be any level.","skill_mod":{},"summary":"The potion must be 15th level or lower.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2123","name":"Potion Patch (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2123-1873"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2123","weakness":{},"price":60000,"legacy_id":["equipment-4656"],"trait":["Consumable","Magical"],"id":"equipment-2123-1874","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Potion Patch Source Treasure Vault (Remastered) pg. 97 Usage worn Activate Single Action (concentrate) Requirement You must have the potion patch affixed to your skin. --- A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the manipulate trait. A patch has a maximum level of potion it can absorb, depending on the patch's type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch's magic is negated after it's used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Potion Patch (Lesser) Source Treasure Vault (Remastered) pg. 97 Price 20 gp --- The potion must be 10th level or lower. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Potion Patch (Moderate) Source Treasure Vault (Remastered) pg. 97 Price 100 gp --- The potion must be 15th level or lower. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Potion Patch (Greater) Source Treasure Vault (Remastered) pg. 97 Price 600 gp --- The potion can be any level.","skill_mod":{},"summary":"The potion can be any level.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2123","name":"Potion Patch (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2123-1874"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":60000,"legacy_id":["equipment-4657"],"trait":["Attack","Consumable","Death","Magical","Spellgun","Void","Negative"],"id":"equipment-2124","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Reaper's Spellgun Source Treasure Vault (Remastered) pg. 97 Price 600 gp Usage held in 1 hand Bulk L Activate Two Actions Strike --- A rod of blackened bone with a bulb at one end comprises a reaper's spellgun , which feels heavier than it looks. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a shadowy ray, then dissolves into gray mist. Critical Success The target takes 4d6 void damage and is drained 2 and doomed 1. If it had fewer than half its maximum Hit Points after taking the void damage, it's drained 3 instead. If the Hit Point loss from being drained drops the creature to 0 Hit Points, it dies. Success As critical success, but for the drained condition, the target is drained 1, or drained 2 if it had fewer than half its maximum HP.\n","skill_mod":{},"summary":"A rod of blackened bone with a bulb at one end comprises a reaper's spellgun , which feels heavier than it looks. You Activate the spellgun by …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Planar","Creature Type"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2124","name":"Reaper's Spellgun","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2124"},{"item_child_id":["equipment-2125-1875","equipment-2125-1876","equipment-2125-1877"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4658"],"trait":["Attack","Consumable","Fire","Magical","Spellgun"],"id":"equipment-2125","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Sparking Spellgun Source Treasure Vault (Remastered) pg. 98 Usage held in 1 hand Bulk L Activate Two Actions Strike --- A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and persistent fire damage according to its type. Critical Success The target takes double damage, takes double persistent damage, is blinded for 1 round, and is dazzled while the persistent damage lasts. Success The target takes full damage, full persistent damage, and is dazzled while the persistent damage lasts. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sparking Spellgun (Lesser) Source Treasure Vault (Remastered) pg. 98 Price 30 gp Bulk L --- The damage is 4d6, and the persistent damage is 1d4. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sparking Spellgun (Moderate) Source Treasure Vault (Remastered) pg. 98 Price 150 gp Bulk L --- The damage is 7d6, and the persistent damage is 3d4. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sparking Spellgun (Greater) Source Treasure Vault (Remastered) pg. 98 Price 600 gp Bulk L --- The damage is 10d6, and the persistent damage is 5d4.","element":["Fire"],"skill_mod":{},"summary":"A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Elemental","Planar","Monster"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2125","name":"Sparking Spellgun","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2125"},{"legacy_name":["Sparkling Spellgun (Lesser)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2125","weakness":{},"price":3000,"legacy_id":["equipment-4658"],"trait":["Attack","Consumable","Fire","Magical","Spellgun"],"id":"equipment-2125-1875","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Sparking Spellgun Source Treasure Vault (Remastered) pg. 98 Usage held in 1 hand Bulk L Activate Two Actions Strike --- A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and persistent fire damage according to its type. Critical Success The target takes double damage, takes double persistent damage, is blinded for 1 round, and is dazzled while the persistent damage lasts. Success The target takes full damage, full persistent damage, and is dazzled while the persistent damage lasts. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sparking Spellgun (Lesser) Source Treasure Vault (Remastered) pg. 98 Price 30 gp Bulk L --- The damage is 4d6, and the persistent damage is 1d4. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sparking Spellgun (Moderate) Source Treasure Vault (Remastered) pg. 98 Price 150 gp Bulk L --- The damage is 7d6, and the persistent damage is 3d4. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sparking Spellgun (Greater) Source Treasure Vault (Remastered) pg. 98 Price 600 gp Bulk L --- The damage is 10d6, and the persistent damage is 5d4.","element":["Fire"],"skill_mod":{},"summary":"The damage is 4d6, and the persistent damage is 1d4.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Elemental","Planar","Monster"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2125","name":"Sparking Spellgun (Lesser)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2125-1875"},{"legacy_name":["Sparkling Spellgun (Moderate)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2125","weakness":{},"price":15000,"legacy_id":["equipment-4658"],"trait":["Attack","Consumable","Fire","Magical","Spellgun"],"id":"equipment-2125-1876","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Sparking Spellgun Source Treasure Vault (Remastered) pg. 98 Usage held in 1 hand Bulk L Activate Two Actions Strike --- A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and persistent fire damage according to its type. Critical Success The target takes double damage, takes double persistent damage, is blinded for 1 round, and is dazzled while the persistent damage lasts. Success The target takes full damage, full persistent damage, and is dazzled while the persistent damage lasts. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sparking Spellgun (Lesser) Source Treasure Vault (Remastered) pg. 98 Price 30 gp Bulk L --- The damage is 4d6, and the persistent damage is 1d4. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sparking Spellgun (Moderate) Source Treasure Vault (Remastered) pg. 98 Price 150 gp Bulk L --- The damage is 7d6, and the persistent damage is 3d4. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sparking Spellgun (Greater) Source Treasure Vault (Remastered) pg. 98 Price 600 gp Bulk L --- The damage is 10d6, and the persistent damage is 5d4.","element":["Fire"],"skill_mod":{},"summary":"The damage is 7d6, and the persistent damage is 3d4.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Elemental","Planar","Monster"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2125","name":"Sparking Spellgun (Moderate)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2125-1876"},{"legacy_name":["Sparkling Spellgun (Greater)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2125","weakness":{},"price":60000,"legacy_id":["equipment-4658"],"trait":["Attack","Consumable","Fire","Magical","Spellgun"],"id":"equipment-2125-1877","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Sparking Spellgun Source Treasure Vault (Remastered) pg. 98 Usage held in 1 hand Bulk L Activate Two Actions Strike --- A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and persistent fire damage according to its type. Critical Success The target takes double damage, takes double persistent damage, is blinded for 1 round, and is dazzled while the persistent damage lasts. Success The target takes full damage, full persistent damage, and is dazzled while the persistent damage lasts. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sparking Spellgun (Lesser) Source Treasure Vault (Remastered) pg. 98 Price 30 gp Bulk L --- The damage is 4d6, and the persistent damage is 1d4. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sparking Spellgun (Moderate) Source Treasure Vault (Remastered) pg. 98 Price 150 gp Bulk L --- The damage is 7d6, and the persistent damage is 3d4. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sparking Spellgun (Greater) Source Treasure Vault (Remastered) pg. 98 Price 600 gp Bulk L --- The damage is 10d6, and the persistent damage is 5d4.","element":["Fire"],"skill_mod":{},"summary":"The damage is 10d6, and the persistent damage is 5d4.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Elemental","Planar","Monster"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2125","name":"Sparking Spellgun (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2125-1877"},{"item_child_id":["equipment-2126-1878","equipment-2126-1879","equipment-2126-1880","equipment-2126-1881"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4659"],"trait":["Consumable","Force","Magical"],"id":"equipment-2126","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spiritual Warhorn Source Treasure Vault (Remastered) pg. 98 Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn's type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn's type), and then disappears. The warriors can flank with one another and with you and your allies. Once the magic is used, the warhorn remains as a non-magical musical instrument. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spiritual Warhorn (Lesser) Source Treasure Vault (Remastered) pg. 98 Price 30 gp Bulk L --- Two warriors manifest with a +11 attack modifier. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spiritual Warhorn (Moderate) Source Treasure Vault (Remastered) pg. 98 Price 150 gp Bulk L --- Four warriors manifest with a +17 attack modifier. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spiritual Warhorn (Greater) Source Treasure Vault (Remastered) pg. 98 Price 600 gp Bulk L --- Six warriors manifest with a +22 attack modifier. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spiritual Warhorn (Major) Source Treasure Vault (Remastered) pg. 98 Price 3,000 gp Bulk L --- Eight warriors manifest with a +29 attack modifier.","skill_mod":{},"summary":"A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Energy","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2126","name":"Spiritual Warhorn","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2126"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2126","weakness":{},"price":3000,"legacy_id":["equipment-4659"],"trait":["Consumable","Force","Magical"],"id":"equipment-2126-1878","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spiritual Warhorn Source Treasure Vault (Remastered) pg. 98 Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn's type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn's type), and then disappears. The warriors can flank with one another and with you and your allies. Once the magic is used, the warhorn remains as a non-magical musical instrument. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spiritual Warhorn (Lesser) Source Treasure Vault (Remastered) pg. 98 Price 30 gp Bulk L --- Two warriors manifest with a +11 attack modifier. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spiritual Warhorn (Moderate) Source Treasure Vault (Remastered) pg. 98 Price 150 gp Bulk L --- Four warriors manifest with a +17 attack modifier. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spiritual Warhorn (Greater) Source Treasure Vault (Remastered) pg. 98 Price 600 gp Bulk L --- Six warriors manifest with a +22 attack modifier. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spiritual Warhorn (Major) Source Treasure Vault (Remastered) pg. 98 Price 3,000 gp Bulk L --- Eight warriors manifest with a +29 attack modifier.","skill_mod":{},"summary":"Two warriors manifest with a +11 attack modifier.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Energy","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2126","name":"Spiritual Warhorn (Lesser)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2126-1878"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2126","weakness":{},"price":15000,"legacy_id":["equipment-4659"],"trait":["Consumable","Force","Magical"],"id":"equipment-2126-1879","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spiritual Warhorn Source Treasure Vault (Remastered) pg. 98 Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn's type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn's type), and then disappears. The warriors can flank with one another and with you and your allies. Once the magic is used, the warhorn remains as a non-magical musical instrument. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spiritual Warhorn (Lesser) Source Treasure Vault (Remastered) pg. 98 Price 30 gp Bulk L --- Two warriors manifest with a +11 attack modifier. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spiritual Warhorn (Moderate) Source Treasure Vault (Remastered) pg. 98 Price 150 gp Bulk L --- Four warriors manifest with a +17 attack modifier. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spiritual Warhorn (Greater) Source Treasure Vault (Remastered) pg. 98 Price 600 gp Bulk L --- Six warriors manifest with a +22 attack modifier. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spiritual Warhorn (Major) Source Treasure Vault (Remastered) pg. 98 Price 3,000 gp Bulk L --- Eight warriors manifest with a +29 attack modifier.","skill_mod":{},"summary":"Four warriors manifest with a +17 attack modifier.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Energy","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2126","name":"Spiritual Warhorn (Moderate)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2126-1879"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2126","weakness":{},"price":60000,"legacy_id":["equipment-4659"],"trait":["Consumable","Force","Magical"],"id":"equipment-2126-1880","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spiritual Warhorn Source Treasure Vault (Remastered) pg. 98 Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn's type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn's type), and then disappears. The warriors can flank with one another and with you and your allies. Once the magic is used, the warhorn remains as a non-magical musical instrument. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spiritual Warhorn (Lesser) Source Treasure Vault (Remastered) pg. 98 Price 30 gp Bulk L --- Two warriors manifest with a +11 attack modifier. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spiritual Warhorn (Moderate) Source Treasure Vault (Remastered) pg. 98 Price 150 gp Bulk L --- Four warriors manifest with a +17 attack modifier. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spiritual Warhorn (Greater) Source Treasure Vault (Remastered) pg. 98 Price 600 gp Bulk L --- Six warriors manifest with a +22 attack modifier. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spiritual Warhorn (Major) Source Treasure Vault (Remastered) pg. 98 Price 3,000 gp Bulk L --- Eight warriors manifest with a +29 attack modifier.","skill_mod":{},"summary":"Six warriors manifest with a +22 attack modifier.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Energy","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2126","name":"Spiritual Warhorn (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2126-1880"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2126","weakness":{},"price":300000,"legacy_id":["equipment-4659"],"trait":["Consumable","Force","Magical"],"id":"equipment-2126-1881","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spiritual Warhorn Source Treasure Vault (Remastered) pg. 98 Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn's type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn's type), and then disappears. The warriors can flank with one another and with you and your allies. Once the magic is used, the warhorn remains as a non-magical musical instrument. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spiritual Warhorn (Lesser) Source Treasure Vault (Remastered) pg. 98 Price 30 gp Bulk L --- Two warriors manifest with a +11 attack modifier. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spiritual Warhorn (Moderate) Source Treasure Vault (Remastered) pg. 98 Price 150 gp Bulk L --- Four warriors manifest with a +17 attack modifier. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spiritual Warhorn (Greater) Source Treasure Vault (Remastered) pg. 98 Price 600 gp Bulk L --- Six warriors manifest with a +22 attack modifier. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spiritual Warhorn (Major) Source Treasure Vault (Remastered) pg. 98 Price 3,000 gp Bulk L --- Eight warriors manifest with a +29 attack modifier.","skill_mod":{},"summary":"Eight warriors manifest with a +29 attack modifier.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Energy","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2126","name":"Spiritual Warhorn (Major)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2126-1881"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":23500,"legacy_id":["equipment-4660"],"trait":["Auditory","Consumable","Magical","Olfactory","Uncommon","Visual"],"id":"equipment-2127","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Talespinner's Lyre Source Treasure Vault (Remastered) pg. 98 Price 235 gp Usage held in 2 hands Bulk L Activate Two Actions (concentrate, manipulate) --- Plucking a talespinner's lyre while focusing on an event you witnessed causes the instrument to create an illusion in a 50-foot emanation that plays out your memory of the event in real time, complete with sights, sounds, and smells. You can Sustain the Activation for up to 1 minute to keep it playing. The scene reproduces only what's in its area, including nothing beyond that even if present in the memory. The scene is realistic, but all observers can clearly tell it's an illusion. Observers can't interact with the scene directly nor can they taste or touch elements of it to get a sensation you didn't personally experience, but they can attempt skill checks to discern more about the scene without altering its contents. For example, no one could see something you didn't, such as the true form of a creature polymorphed into a squirrel, but an observer might be able to use Perception and Sense Motive to discern the squirrel was acting unlike a squirrel should. Once the magic is used, the lyre remains as a non-magical virtuoso instrument.\n","skill_mod":{},"summary":"Plucking a talespinner's lyre while focusing on an event you witnessed causes the instrument to create an illusion in a 50-foot emanation that …","primary_source":"Treasure Vault (Remastered)","trait_group":["Sense","Equipment","Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2127","name":"Talespinner's Lyre","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-2127"},{"item_child_id":["equipment-2128-1882","equipment-2128-1883","equipment-2128-1884","equipment-2128-1885"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-4661"],"trait":["Attack","Consumable","Magical","Spellgun","Water"],"id":"equipment-2128","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Torrent Spellgun Source Treasure Vault (Remastered) pg. 98 Usage held in 1 hand Bulk L Activate Two Actions Strike --- Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun's type, then disintegrates into sand. Critical Success The target takes double damage and is knocked back 10 feet. Success The target takes full damage and is knocked back 5 feet. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Torrent Spellgun (Lesser) Source Treasure Vault (Remastered) pg. 98 Price 12 gp Bulk L --- The damage is 2d6. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Torrent Spellgun (Moderate) Source Treasure Vault (Remastered) pg. 98 Price 70 gp Bulk L --- The damage is 7d6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Torrent Spellgun (Greater) Source Treasure Vault (Remastered) pg. 98 Price 275 gp Bulk L --- The damage is 12d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Torrent Spellgun (Major) Source Treasure Vault (Remastered) pg. 98 Price 1,250 gp Bulk L --- The damage is 16d6.","element":["Water"],"skill_mod":{},"summary":"Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Elemental","Planar","Monster"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2128","name":"Torrent Spellgun","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2128"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2128","weakness":{},"price":1200,"legacy_id":["equipment-4661"],"trait":["Attack","Consumable","Magical","Spellgun","Water"],"id":"equipment-2128-1882","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Torrent Spellgun Source Treasure Vault (Remastered) pg. 98 Usage held in 1 hand Bulk L Activate Two Actions Strike --- Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun's type, then disintegrates into sand. Critical Success The target takes double damage and is knocked back 10 feet. Success The target takes full damage and is knocked back 5 feet. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Torrent Spellgun (Lesser) Source Treasure Vault (Remastered) pg. 98 Price 12 gp Bulk L --- The damage is 2d6. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Torrent Spellgun (Moderate) Source Treasure Vault (Remastered) pg. 98 Price 70 gp Bulk L --- The damage is 7d6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Torrent Spellgun (Greater) Source Treasure Vault (Remastered) pg. 98 Price 275 gp Bulk L --- The damage is 12d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Torrent Spellgun (Major) Source Treasure Vault (Remastered) pg. 98 Price 1,250 gp Bulk L --- The damage is 16d6.","element":["Water"],"skill_mod":{},"summary":"The damage is 2d6.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Elemental","Planar","Monster"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2128","name":"Torrent Spellgun (Lesser)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2128-1882"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2128","weakness":{},"price":7000,"legacy_id":["equipment-4661"],"trait":["Attack","Consumable","Magical","Spellgun","Water"],"id":"equipment-2128-1883","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Torrent Spellgun Source Treasure Vault (Remastered) pg. 98 Usage held in 1 hand Bulk L Activate Two Actions Strike --- Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun's type, then disintegrates into sand. Critical Success The target takes double damage and is knocked back 10 feet. Success The target takes full damage and is knocked back 5 feet. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Torrent Spellgun (Lesser) Source Treasure Vault (Remastered) pg. 98 Price 12 gp Bulk L --- The damage is 2d6. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Torrent Spellgun (Moderate) Source Treasure Vault (Remastered) pg. 98 Price 70 gp Bulk L --- The damage is 7d6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Torrent Spellgun (Greater) Source Treasure Vault (Remastered) pg. 98 Price 275 gp Bulk L --- The damage is 12d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Torrent Spellgun (Major) Source Treasure Vault (Remastered) pg. 98 Price 1,250 gp Bulk L --- The damage is 16d6.","element":["Water"],"skill_mod":{},"summary":"The damage is 7d6.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Elemental","Planar","Monster"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2128","name":"Torrent Spellgun (Moderate)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2128-1883"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2128","weakness":{},"price":27500,"legacy_id":["equipment-4661"],"trait":["Attack","Consumable","Magical","Spellgun","Water"],"id":"equipment-2128-1884","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Torrent Spellgun Source Treasure Vault (Remastered) pg. 98 Usage held in 1 hand Bulk L Activate Two Actions Strike --- Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun's type, then disintegrates into sand. Critical Success The target takes double damage and is knocked back 10 feet. Success The target takes full damage and is knocked back 5 feet. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Torrent Spellgun (Lesser) Source Treasure Vault (Remastered) pg. 98 Price 12 gp Bulk L --- The damage is 2d6. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Torrent Spellgun (Moderate) Source Treasure Vault (Remastered) pg. 98 Price 70 gp Bulk L --- The damage is 7d6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Torrent Spellgun (Greater) Source Treasure Vault (Remastered) pg. 98 Price 275 gp Bulk L --- The damage is 12d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Torrent Spellgun (Major) Source Treasure Vault (Remastered) pg. 98 Price 1,250 gp Bulk L --- The damage is 16d6.","element":["Water"],"skill_mod":{},"summary":"The damage is 12d6.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Elemental","Planar","Monster"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2128","name":"Torrent Spellgun (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2128-1884"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2128","weakness":{},"price":125000,"legacy_id":["equipment-4661"],"trait":["Attack","Consumable","Magical","Spellgun","Water"],"id":"equipment-2128-1885","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Torrent Spellgun Source Treasure Vault (Remastered) pg. 98 Usage held in 1 hand Bulk L Activate Two Actions Strike --- Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun's type, then disintegrates into sand. Critical Success The target takes double damage and is knocked back 10 feet. Success The target takes full damage and is knocked back 5 feet. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Torrent Spellgun (Lesser) Source Treasure Vault (Remastered) pg. 98 Price 12 gp Bulk L --- The damage is 2d6. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Torrent Spellgun (Moderate) Source Treasure Vault (Remastered) pg. 98 Price 70 gp Bulk L --- The damage is 7d6. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Torrent Spellgun (Greater) Source Treasure Vault (Remastered) pg. 98 Price 275 gp Bulk L --- The damage is 12d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Torrent Spellgun (Major) Source Treasure Vault (Remastered) pg. 98 Price 1,250 gp Bulk L --- The damage is 16d6.","element":["Water"],"skill_mod":{},"summary":"The damage is 16d6.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Elemental","Planar","Monster"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2128","name":"Torrent Spellgun (Major)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2128-1885"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":12500,"legacy_id":["equipment-4662"],"trait":["Consumable","Magical","Scrying"],"id":"equipment-2129","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Watchful Portrait Source Treasure Vault (Remastered) pg. 98 Price 125 gp Usage held in 2 hands Bulk 1 Activate Single Action (manipulate) --- A watchful portrait appears to be an innocuous depiction of a bored noble, unassuming relative, or unknown local celebrity. You Activate the portrait by hanging it. While it's activated, you can use a single action with the concentrate trait to see through the eyes of the portrait instead of your own. You can do so while you're within 500 feet of the portrait, even if it's outside your line of sight or line of effect. You visually observe the area around the portrait from its perspective, using your own visual senses. While you're scrying through it, the portrait's eyes follow others more than usual. A creature that succeeds at a DC 30 Perception check notices this phenomenon. The scrying ends after 10 minutes or when you decide to stop watching through the portrait. The painting loses its magic when the scrying ends, if 4 hours pass after you Activate it without you looking through it, or if you Activate a different watchful portrait . The portrait then remains a normal, non-magical work of art, but due to its rather bland subject matter, it is worth no more than 5 gp.\n","skill_mod":{},"summary":"A watchful portrait appears to be an innocuous depiction of a bored noble, unassuming relative, or unknown local celebrity. You Activate the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2129","name":"Watchful Portrait","actions_number":2,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2129"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":50000,"legacy_id":["equipment-4663"],"trait":["Consumable","Curse","Magical"],"id":"equipment-2130","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Whelming Scrimshaw Source Treasure Vault (Remastered) pg. 99 Price 500 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- An etching of some aquatic beast dragging a figure beneath the waves adorns the ivory of a whelming scrimshaw . When you Activate this item, you break it and choose one creature within 30 feet. The target must attempt a DC 30 Fortitude save; amphibious and aquatic creatures are immune. Critical Success The creature is unaffected. Success The target becomes sickened 1 and unable to breathe until this sickened condition ends. Failure As success, but sickened 2. Critical Failure As success, but sickened 3.\n","skill_mod":{},"summary":"An etching of some aquatic beast dragging a figure beneath the waves adorns the ivory of a whelming scrimshaw . When you Activate this item, you …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Affliction","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2130","name":"Whelming Scrimshaw","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2130"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":5000,"legacy_id":["equipment-4664"],"trait":["Air","Aura","Consumable","Magical"],"id":"equipment-2131","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Restricted\" > Wind Ocarina Source Treasure Vault (Remastered) pg. 99 Price 50 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- A blue finish decorates the ceramic body of a wind ocarina . When you play a note on this ocarina, for 1 minute, winds sweep into strong gusts in a 5-foot emanation around you. The winds have the following effects. Ammunition from physical ranged attacks—such as arrows, bolts, sling bullets, and other objects of comparable size—can't pass through the area. Passing through the area causes attacks with bigger ranged weapons, such as thrown weapons, to take a –2 circumstance penalty to their attack rolls if their paths pass through the emanation. Massive ranged weapons and spell effects that don't create physical objects can pass through the emanation with no penalty. The area is difficult terrain to creatures attempting to move through it. Gases, including creatures in gaseous form, can't pass through the emanation. When the emanation arises, such gases are removed from the area, including your space. The area, including your space, has breathable air. Once the magic is used, the ocarina remains a non-magical virtuoso musical instrument.\n","element":["Air"],"skill_mod":{},"summary":"A blue finish decorates the ceramic body of a wind ocarina . When you play a note on this ocarina, for 1 minute, winds sweep into strong gusts in a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Elemental","Planar","Monster","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2131","name":"Wind Ocarina","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"equipment-2131"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1500000,"legacy_id":["equipment-4665"],"trait":["Apex","Invested","Magical"],"id":"equipment-2132","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Amulet of the Third Eye Source Treasure Vault (Remastered) pg. 102 Price 15,000 gp Usage worn Bulk L --- This large brass medallion hangs low on the torso. It’s shaped in the form of an unblinking eye, with a ring of turquoise as the iris and an orb of jet serving as the pupil. The amulet grants you a +2 item bonus to Perception checks. When you invest the amulet, you either increase your Wisdom modifier by 1 or increase it to +4, whichever would give you a higher value. Activate Two Actions (concentrate) Frequency once per day; Effect You cast truesight .\n","skill_mod":{},"summary":"This large brass medallion hangs low on the torso. It’s shaped in the form of an unblinking eye, with a ring of turquoise as the iris and an orb of …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2132","name":"Amulet of the Third Eye","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2132"},{"primary_source_category":"Rulebooks","usage":"worn armbands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1500000,"legacy_id":["equipment-4666"],"trait":["Apex","Invested","Magical"],"id":"equipment-2133","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Armbands of the Gorgon Source Treasure Vault (Remastered) pg. 102 Price 15,000 gp Usage worn armbands Bulk L --- Each of these shining, bluish-gray metal armbands is adorned with the plated visage of a gorgon's head. When targeted by a spell or effect with the incapacitation effect, you treat the result of your save as if it were one degree of success better, and the result of any check made to inflict such an effect on you as one degree of success worse (as if you were more than twice the rank of the spell or effect targeting you). When you invest the armbands, you either increase your Constitution modifier by 1 or increase it to +4, whichever would give you a higher value. Activate Single Action (manipulate) Frequency once per day; Effect You clap the bracers together and remove a single condition of your choice currently afflicting you. If the condition is permanent, it's instead suppressed for 1 hour.\n","skill_mod":{},"summary":"Each of these shining, bluish-gray metal armbands is adorned with the plated visage of a gorgon's head. When targeted by a spell or effect with the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2133","name":"Armbands of the Gorgon","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2133"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1500000,"skill":["Crafting"],"legacy_id":["equipment-4667"],"trait":["Apex","Invested","Magical"],"id":"equipment-2134","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Artificer Spectacles Source Treasure Vault (Remastered) pg. 102 Price 15,000 gp Usage worn eyepiece --- These seemingly ordinary rectangular eyeglasses feature clear lenses framed in copper. When invested and worn, they rest perfectly on the bridge of the nose and can only be removed by the wearer. You gain a +3 item bonus to Crafting checks and any skill check made to Identify Magic. When you invest the spectacles, you either increase your Intelligence modifier by 1 or increase it to +4, whichever would give you a higher value. You must select the skills and languages the first time you invest the item, and whenever you invest the same artificer spectacles , you get the same skills and languages you chose the first time. Activate Two Actions (manipulate) Frequency once per hour; Effect You cast a 3rd-rank mending spell on an item you touch.\n","skill_mod":{},"summary":"These seemingly ordinary rectangular eyeglasses feature clear lenses framed in copper. When invested and worn, they rest perfectly on the bridge of …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2134","name":"Artificer Spectacles","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2134"},{"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1500000,"skill":["Athletics"],"legacy_id":["equipment-4668"],"trait":["Apex","Invested","Magical"],"id":"equipment-2135","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Avalanche Boots Source Treasure Vault (Remastered) pg. 102 Price 15,000 gp Usage worn shoes Bulk 1 --- While the insides of these boots are comfortable, fur-lined leather, the outsides are a jumble of slate plates, giving the impression of a rockslide. You gain a +3 item bonus to Athletics checks and a +2 circumstance bonus to Force Open and Shove. When you invest the boots, you either increase your Strength modifier by 1 or increase it to +4, whichever would give you a higher value. Activate Free Action (concentrate) Frequency once per hour; Trigger You succeed or critically succeed with a Shove; Effect If the Shove was a success, you push your opponent up to 10 feet instead of 5 feet. If the Shove was a critical success, you push your opponent up to 20 feet, and you can then choose to knock them prone.\n","skill_mod":{},"summary":"While the insides of these boots are comfortable, fur-lined leather, the outsides are a jumble of slate plates, giving the impression of a rockslide. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2135","name":"Avalanche Boots","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2135"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":8000000,"legacy_id":["equipment-4669"],"trait":["Apex","Invested","Magical","Uncommon"],"id":"equipment-2136","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Beguiling Crown Source Treasure Vault (Remastered) pg. 103 Price 80,000 gp Usage worn headwear Bulk 2 --- This hugely massive crown is bedazzled with glimmering jewels and enchanted with powerful magics that make the gold seem to ripple and surge like strange glimmering tide pools. While uncomfortable to wear, the crown beguiles those within the wearer's presence. Creatures within 30 feet of you automatically improve their attitude toward you by one step (up to friendly). This doesn't prevent hostile creatures from attacking you, but it might give you a chance to talk to them before they strike. The dazzling nature of the crown makes it hard for you to read the intentions of others, and you take a –4 status penalty to your Perception DC when someone uses Deception against you. When you invest the crown, you either increase your Charisma modifier by 1 or increase it to +4, whichever would give you a higher value. Activate Single Action (concentrate) Frequency once per round; Effect You're the subject of the sanctuary spell until the end of your next turn. Activate Reaction (concentrate) Frequency once per hour; Trigger A creature succeeds at an attack roll against you; Effect The creature must succeed at a DC 41 Will save or the attack roll becomes a failure and the target is friendly to you until the end of its turn. On a critical failure, the target becomes friendly to you, drops to their knees, and begs your forgiveness for 1 minute or until another creature takes a hostile action against them. Activate Two Actions (concentrate, fortune, mental) Frequency once per day; Effect Choose one living creature within 30 feet of you. That creature must succeed at a DC 41 Will saving throw or become helpful to you for the next 24 hours. If they succeed, they become friendly to you for 1 hour. If they critically succeed they're immune to this effect for 1 year.\n","skill_mod":{},"summary":"This hugely massive crown is bedazzled with glimmering jewels and enchanted with powerful magics that make the gold seem to ripple and surge like …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2136","name":"Beguiling Crown","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2136"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":7000000,"legacy_id":["equipment-4670"],"trait":["Apex","Invested","Magical"],"id":"equipment-2137","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Breastplate of the Mountain Source Treasure Vault (Remastered) pg. 103 Price 70,000 gp Usage worn armor Bulk 2 Base Armor Breastplate --- Constructed of dull gray metal, this breastplate is decorated with the symbol of a craggy black mountaintop. This breastplate functions as a +3 greater resilient breastplate . When you're Shoved or otherwise forced to move, you can reduce the amount you move by up to 10 feet. When you invest the breastplate, you either increase your Constitution modifier by 1 or increase it to +4, whichever would give you a higher value. Activate Two Actions (manipulate) Frequency once per day; Effect You pound a solid and constant rhythm on your breastplate and cast a 7th-level regeneration spell on yourself. Activate Single Action (manipulate) Frequency once per day; Effect With a single tap, you gain immunity to poison for 1 minute. Activate Reaction (concentrate) Frequency once per day; Trigger You fail or critically fail a Fortitude saving throw; Effect If you failed the saving throw, it becomes a success. If you critically failed, it becomes a failure instead.\n","skill_mod":{},"summary":"Constructed of dull gray metal, this breastplate is decorated with the symbol of a craggy black mountaintop. This breastplate functions as a +3 …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2137","base_item":["Breastplate"],"name":"Breastplate of the Mountain","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2137"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":8000000,"skill":["Athletics"],"legacy_id":["equipment-4671"],"trait":["Apex","Invested","Magical"],"id":"equipment-2138","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Dragon Handwraps Source Treasure Vault (Remastered) pg. 103 Price 80,000 gp Usage worn gloves Base Weapon Fist --- These silken handwraps feature intricate embroidery of a serpentine red dragon adorned with golden thread. The handwraps function as +3 major striking greater flaming handwraps of mighty blows . You also gain a +4 item bonus to Athletics checks made to Grapple or Shove. When you invest the handwraps, you either increase your Strength modifier by 1 or increase it to +4, whichever would give you a higher value. Activate Two Actions (manipulate) Frequency once per day; Effect You slap the bottom of your palms with hands splayed outward, casting a 7th-rank breathe fire spell (DC 41). Activate Free Action (concentrate) Frequency once per hour; Trigger You succeed or critically succeed with a Grapple; Effect You gain a +2 status bonus to your Athletics DC against any checks made to Escape your grapple until the end of your next turn.\n","skill_mod":{},"summary":"These silken handwraps feature intricate embroidery of a serpentine red dragon adorned with golden thread. The handwraps function as +3 major …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2138","base_item":["Fist"],"name":"Dragon Handwraps","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2138"},{"primary_source_category":"Rulebooks","usage":"worn circlet","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":7000000,"legacy_id":["equipment-4672"],"trait":["Apex","Fortune","Invested","Magical"],"id":"equipment-2139","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Laurel of the Empath Source Treasure Vault (Remastered) pg. 103 Price 70,000 gp Usage worn circlet --- This silvery, woven ring of leaves sits on top of the head. While wearing it, when you roll Perception for initiative, you can roll twice and take the higher result. This is a fortune effect. Whenever you spend at least 1 minute talking with a living creature, you automatically become aware of its attitude toward you. When you invest the laurel, you either increase your Wisdom modifier by 1 or increase it to +4, whichever would give you a higher value. Activate Reaction (concentrate) Frequency once per minute; Trigger You're hit by an attack; Effect You take half damage from the triggering attack. Activate Reaction (concentrate) Frequency once per hour; Trigger You fail, but don't critically fail, a saving throw; Effect You anticipate the danger and guard against it, often in unconventional or almost inconceivable ways. Treat the failed saving throw as a success. Activate 10 minutes (concentrate, fortune, mental) Frequency once per day; Effect You spend 10 minutes talking with one living creature, conversing in inspirational, religious, or philosophical terms. You gain valuable insights into the personality of your target—their hopes, dreams, and fears. When the ritual is over, you gain a +4 item bonus to all Perception checks made concerning the target for one month. Also, the target gains inspirational insight, allowing the target to use one of the two reactions listed above once during the next 24 hours.\n","skill_mod":{},"summary":"This silvery, woven ring of leaves sits on top of the head. While wearing it, when you roll Perception for initiative, you can roll twice and take …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2139","name":"Laurel of the Empath","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2139"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":4000000,"legacy_id":["equipment-4673"],"trait":["Apex","Invested","Magical"],"id":"equipment-2140","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Mantle of Amazing Health Source Treasure Vault (Remastered) pg. 104 Price 40,000 gp Usage worn cloak Bulk L --- This ragged cloak doesn't appear to be anything special at first glance, seemingly made from mangy black bear fur with various rings of blackened iron piercing the edge of the skin. While somewhat off-putting, the mantle grants a +2 status bonus to all Fortitude saving throws against disease and poison. When you invest the mantle, you either increase your Constitution modifier by 1 or increase it to +4, whichever is higher. Activate Reaction (manipulate) Frequency once per round; Trigger You take damage; Effect Drawing the cloak around you, you reduce the damage taken by 10. Activate Two Actions (concentrate, manipulate) Frequency once per hour; Effect If you're currently afflicted by a poison or a disease, you can hold the cloak tight to your body and immediately attempt a saving throw to end the effect. If that saving throw succeeds, you end the effect of either the poison or disease no matter the stage of the affliction. Furthermore, you gain immunity to that poison or disease for 24 hours.\n","skill_mod":{},"summary":"This ragged cloak doesn't appear to be anything special at first glance, seemingly made from mangy black bear fur with various rings of blackened …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2140","name":"Mantle of Amazing Health","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2140"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1500000,"skill":["Thievery"],"legacy_id":["equipment-4674"],"trait":["Apex","Invested","Magical"],"id":"equipment-2141","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Pilferer's Gloves Source Treasure Vault (Remastered) pg. 104 Price 15,000 gp Usage worn gloves Bulk L --- Made of soft and subtle black leather, these gloves fit tightly but aren't uncomfortable and don't impede your sense of touch. As long as you're trained in Thievery while wearing these gloves, you're always considered one skill rank higher than your actual rank. If you possess a Legendary skill rank in Thievery, you gain a +2 item bonus to Thievery checks instead. When you invest the gloves, you either increase your Dexterity modifier by 1 or increase it to +4, whichever would give you a higher value. Activate Reaction (concentrate) Frequency once per day; Trigger You fail or critically fail a Thievery skill check; Effect If you failed the Thievery skill check, you succeed at that check instead. If you critically failed, you fail instead.\n","skill_mod":{},"summary":"Made of soft and subtle black leather, these gloves fit tightly but aren't uncomfortable and don't impede your sense of touch. As long as you're …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2141","name":"Pilferer's Gloves","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2141"},{"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":2400000,"skill":["Athletics"],"legacy_id":["equipment-4675"],"trait":["Apex","Invested","Magical"],"id":"equipment-2142","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Sandals of the Stag Source Treasure Vault (Remastered) pg. 104 Price 24,000 gp Usage worn shoes Bulk L --- These sturdy leather sandals feature straps that wrap up to the knees. Etched in the leather are intricate patterns of stags leaping through the forest. You gain a +5-foot item bonus to your land Speed and a +3 item bonus on Athletics checks when attempting to High Jump or Long Jump. When you invest the sandals, you either increase your Strength modifier by 1 or increase it to +4, whichever would give you a higher value. Activate Reaction (concentrate) Frequency once per minute; Trigger You attempt a High Jump or Long Jump but you didn't Stride at least 10 feet; Effect You can attempt the jump normally. It doesn't automatically fail.\n","skill_mod":{},"summary":"These sturdy leather sandals feature straps that wrap up to the knees. Etched in the leather are intricate patterns of stags leaping through the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2142","name":"Sandals of the Stag","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2142"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":4000000,"skill":["Stealth"],"legacy_id":["equipment-4676"],"trait":["Apex","Invested","Magical"],"id":"equipment-2143","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Shadowmist Cape Source Treasure Vault (Remastered) pg. 104 Price 40,000 gp Usage worn cloak Bulk L --- This black cape flows more like a vaporous liquid than fabric. The cape grants you a +3 item bonus to Stealth checks. When you invest the cape, you either increase your Dexterity modifier by 1 or increase it to +4, whichever would give you a higher value . Activate Reaction (manipulate) Frequency once per hour; Trigger A creature misses you with an attack; Effect Attempt a Stealth check against the triggering creature's Perception DC. If you roll a success, you're hidden from that creature until the end of your next turn or until right after you use a hostile action against that creature. If you roll a critical success, you're hidden from that creature until the end of your next turn, even if you use hostile actions against that creature. Activate Two Actions (manipulate) Frequency once per day; Effect With a twirl of the cape, you transform yourself into a puff of gray smoke. You cast vapor form on yourself.\n","skill_mod":{},"summary":"This black cape flows more like a vaporous liquid than fabric. The cape grants you a +3 item bonus to Stealth checks. When you invest the cape, you …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2143","name":"Shadowmist Cape","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2143"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1500000,"skill":["Performance","Diplomacy"],"legacy_id":["equipment-4677"],"trait":["Apex","Invested","Magical"],"id":"equipment-2144","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Troubadour's Cap Source Treasure Vault (Remastered) pg. 104 Price 15,000 gp Usage worn headwear --- This jaunty cap can take the form and color of any type of hat you wish upon investing the item, but it always has a peacock feather jutting out from one side. You gain a +2 item bonus to Diplomacy and Performance checks while wearing the cap. When you invest the cap, you either increase your Charisma modifer by 1 or increase it to +4, whichever would give you a higher value. Activate Two Actions (concentrate) Frequency once per hour; Effect You cast hypnotize (DC 37). Activate Two Actions (manipulate) Frequency once per day; Effect Picking the feather from your cap, you throw it toward a target, casting prismatic spray (DC 35).\n","skill_mod":{},"summary":"This jaunty cap can take the form and color of any type of hat you wish upon investing the item, but it always has a peacock feather jutting out from …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2144","name":"Troubadour's Cap","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2144"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":7000000,"legacy_id":["equipment-4678"],"trait":["Apex","Invested","Magical"],"id":"equipment-2145","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Viper Rapier Source Treasure Vault (Remastered) pg. 104 Price 70,000 gp Usage held in 1 hand Bulk 1 Base Weapon Rapier --- Crafted from flawless jade, the guard of this rapier takes the form of a twisting serpent with the blade thrusting from its open mouth. This rapier functions as a +3 greater striking quickstrike rapier . While wielding the rapier, your movement doesn't trigger reactions when you Stride, Balance, or Tumble Through. When you invest the rapier, you either increase your Dexterity modifier by 1 or increase it to +4, whichever would give you a higher value. Activate Reaction (concentrate) Frequency once per day; Trigger You fail, but don't critically fail, an attack using the viper rapier ; Effect The tip of the rapier briefly takes the form of a viper's head, and the blade twists and contorts, biting the target you missed. The target is affected as if successfully poisoned with cave worm venom (DC 43). Activate Reaction (concentrate) Trigger A creature misses or critically misses you with an attack; Effect With a slight, obviously mocking bow or curtsy, you Step. Activate Two Actions (manipulate) Frequency once per hour; Effect You twirl your rapier in a serpentine pattern, causing your form to become a blur of motion. You're concealed for 1 minute or until you take a hostile action. While you're concealed, you also gain a +2 circumstance bonus to Reflex saving throws.\n","skill_mod":{},"summary":"Crafted from flawless jade, the guard of this rapier takes the form of a twisting serpent with the blade thrusting from its open mouth. This rapier …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2145","base_item":["Rapier"],"name":"Viper Rapier","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2145"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"price":7000000,"legacy_id":["equipment-4679"],"trait":["Apex","Invested","Magical","Staff"],"id":"equipment-2146","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Whispering Staff Source Treasure Vault (Remastered) pg. 105 Price 70,000 gp Usage held in 1 hand Bulk 1 --- This gnarled wooden staff is carved with humanoid faces in various emotional states. When the staff is activated, the faces begin to whisper a variety of languages in sibilant tones, creating what seems to be nonsense to all but the staff's wielder or those they choose to affect. The staff functions as a major staff of the unblinking eye . While using the staff, you gain a +3 item bonus to Decipher Writing, Identify Magic, and Recall Knowledge checks, regardless of the skill. When you invest the staff, you either increase your Intelligence modifier by 1 or increase it to +4, whichever would give you a higher value. You must select the skills and languages the first time you invest the item, and whenever you invest the same whispering staff , you get the same skills and languages you chose the first time. Activate Single Action (concentrate, mental) Frequency once per round; Effect Through the staff's strange whispering, you gain a glimpse into the mind and desires of one creature you can see within 30 feet. Until the end of your next turn, that creature is flat-footed to you and takes a –2 circumstance penalty to saving throws against your spells. Activate Two Actions (manipulate, mental, misfortune) Frequency once per hour; Effect You point the staff at one creature you can see within 30 feet of you, causing the whispers to howl in that creature's mind. The target must attempt a DC 43 Will save. If it fails, whenever the creature attempts an attack roll, skill check, or saving throw, it must roll twice and take the worse roll. This lasts until the start of your next turn. Activate Two Actions (concentrate, fortune, mental) Frequency once per day; Effect You twirl the staff in three consecutive circles and call for the whispers to speak up. For the next minute, you and all allies within a 30-foot emanation around you can hear your staff's whispers clearly and distinctly, gaining benefit from their advice and mental protection. Whenever you and your affected allies attempt to Recall Knowledge or attempt a saving throw against a mental effect, you roll twice and take the better result. This is a fortune effect.\n","skill_mod":{},"summary":"This gnarled wooden staff is carved with humanoid faces in various emotional states. When the staff is activated, the faces begin to whisper a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2146","name":"Whispering Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2146"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":40,"legacy_id":["equipment-4680"],"trait":["Companion"],"id":"equipment-2147","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Basic Companion Chair Source Treasure Vault (Remastered) pg. 105 Price 4 sp Bulk 1 --- This harness fits around the torso of an animal companion and connects via struts to a number of wheels to assist the companion’s movement. Companion chairs can be fitted for animal companions of any shape or size and have two- and four-wheel configurations. Like the basic chair, a companion chair is ideal for everyday use but not more strenuous activity, making it more common among non-adventurers.\n","skill_mod":{},"summary":"This harness fits around the torso of an animal companion and connects via struts to a number of wheels to assist the companion’s movement. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Animal Companion Mobility Aids","resistance":{},"url":"/Equipment.aspx?ID=2147","name":"Basic Companion Chair","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2147"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":400,"legacy_id":["equipment-4681"],"trait":["Companion"],"id":"equipment-2148","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Traveling Companion's Chair Source Treasure Vault (Remastered) pg. 105 Price 4 gp Bulk 1 --- This more robust assembly is well suited for longer travel and all manner of adventuring. As with the traveler's chair, small mechanisms built into the wheels and support struts allow the user to traverse up and down stairs without any additional difficulty (though moving up stairs is still difficult terrain, just like for other adventurers) and move without additional difficulty through ladders, uneven ground, and other common adventuring terrain.\n","skill_mod":{},"summary":"This more robust assembly is well suited for longer travel and all manner of adventuring. As with the traveler's chair , small mechanisms built into …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Animal Companion Mobility Aids","resistance":{},"url":"/Equipment.aspx?ID=2148","name":"Traveling Companion's Chair","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2148"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":500,"legacy_id":["equipment-4682"],"trait":["Companion"],"id":"equipment-2149","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Guide Harness Source Treasure Vault (Remastered) pg. 105 Price 5 gp Usage worn Bulk 1 --- The grip of this guide harness fits comfortably in the hand. Guide harnesses are purpose-built for low-sight or blind adventurers who have guide animals. Usually fastened with side straps placed through a martingale, guide harnesses can be easily reconfigured to allow them to be worn by any animal companion.\n","skill_mod":{},"summary":"The grip of this guide harness fits comfortably in the hand. Guide harnesses are purpose-built for low-sight or blind adventurers who have guide …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Animal Companion Mobility Aids","resistance":{},"url":"/Equipment.aspx?ID=2149","name":"Guide Harness","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2149"},{"item_child_id":["equipment-2150-1886","equipment-2150-1887"],"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"legacy_id":["equipment-4683"],"trait":["Magical"],"id":"equipment-2150","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Olfactory Stimulators Source Treasure Vault (Remastered) pg. 105 Usage worn --- This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A creature wearing olfactory stimulators gains a sense of smell, which is as precise as an average member of its species, as well as the scent special ability if members of its species typically have that ability. Olfactory stimulators can be fitted to animal companions as well as sapient creatures; stimulators produced for companion use have the companion trait. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Olfactory Stimulators Source Treasure Vault (Remastered) pg. 105 Price 5 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Olfactory Stimulators (Bloodhound) Source Treasure Vault (Remastered) pg. 105 Price 136 gp Bulk L --- These olfactory stimulators can be enhanced to better localize scents. Activate Free Action (concentrate) Frequency once per day; Effect Your olfactory stimulators twitch as they gather even more information. You gain imprecise scent with a range of 30 feet for 1 minute.","skill_mod":{},"summary":"This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Animal Companion Mobility Aids","resistance":{},"url":"/Equipment.aspx?ID=2150","name":"Olfactory Stimulators","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2150"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"item_parent_id":"equipment-2150","weakness":{},"price":500,"legacy_id":["equipment-4683"],"trait":["Magical"],"id":"equipment-2150-1886","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Olfactory Stimulators Source Treasure Vault (Remastered) pg. 105 Usage worn --- This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A creature wearing olfactory stimulators gains a sense of smell, which is as precise as an average member of its species, as well as the scent special ability if members of its species typically have that ability. Olfactory stimulators can be fitted to animal companions as well as sapient creatures; stimulators produced for companion use have the companion trait. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Olfactory Stimulators Source Treasure Vault (Remastered) pg. 105 Price 5 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Olfactory Stimulators (Bloodhound) Source Treasure Vault (Remastered) pg. 105 Price 136 gp Bulk L --- These olfactory stimulators can be enhanced to better localize scents. Activate Free Action (concentrate) Frequency once per day; Effect Your olfactory stimulators twitch as they gather even more information. You gain imprecise scent with a range of 30 feet for 1 minute.","skill_mod":{},"summary":"This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Animal Companion Mobility Aids","resistance":{},"url":"/Equipment.aspx?ID=2150","name":"Olfactory Stimulators","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2150-1886"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"item_parent_id":"equipment-2150","weakness":{},"price":13600,"legacy_id":["equipment-4683"],"trait":["Magical"],"id":"equipment-2150-1887","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Olfactory Stimulators Source Treasure Vault (Remastered) pg. 105 Usage worn --- This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A creature wearing olfactory stimulators gains a sense of smell, which is as precise as an average member of its species, as well as the scent special ability if members of its species typically have that ability. Olfactory stimulators can be fitted to animal companions as well as sapient creatures; stimulators produced for companion use have the companion trait. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Olfactory Stimulators Source Treasure Vault (Remastered) pg. 105 Price 5 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Olfactory Stimulators (Bloodhound) Source Treasure Vault (Remastered) pg. 105 Price 136 gp Bulk L --- These olfactory stimulators can be enhanced to better localize scents. Activate Free Action (concentrate) Frequency once per day; Effect Your olfactory stimulators twitch as they gather even more information. You gain imprecise scent with a range of 30 feet for 1 minute.","skill_mod":{},"summary":"These olfactory stimulators can be enhanced to better localize scents.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Animal Companion Mobility Aids","resistance":{},"url":"/Equipment.aspx?ID=2150","name":"Olfactory Stimulators (Bloodhound)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2150-1887"},{"primary_source_category":"Rulebooks","usage":"affixed to harness","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":3500,"legacy_id":["equipment-4685"],"trait":["Companion","Magical","Uncommon"],"id":"equipment-2151","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Empathy Charm Source Treasure Vault (Remastered) pg. 105 Price 35 gp Usage affixed to harness --- This charm, usually placed on an animal companion's collar, contains a single strand of your hair, as well as one of your animal companion's, creating a link that better transmits emotional cues to a trained psychological assistance animal. Activate Reaction (concentrate) Frequency once per day; Trigger You attempt a saving throw against an emotion effect; Requirements Your animal companion wearing the empathy charm is within 10 feet; Effect Your animal companion senses the effect and attempts to calm you. You gain a +1 circumstance bonus against the triggering save.\n","skill_mod":{},"summary":"This charm, usually placed on an animal companion's collar, contains a single strand of your hair, as well as one of your animal companion's, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Animal Companion Mobility Aids","resistance":{},"url":"/Equipment.aspx?ID=2151","name":"Empathy Charm","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2151"},{"skill_mod":{},"summary":"This simple cloth mask, sewn to closely fit your face, is fastened by two sets of strings drawn across your face and secured behind your head. While …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","level":0,"usage":"worn","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2152","weakness":{},"price":30,"name":"Basic Face Mask","legacy_id":["equipment-4686"],"id":"equipment-2152","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Basic Face Mask Source Treasure Vault (Remastered) pg. 105 Price 3 sp Usage worn --- This simple cloth mask, sewn to closely fit your face, is fastened by two sets of strings drawn across your face and secured behind your head. While wearing the mask, you gain a +1 item bonus on any initial saves to avoid contracting airborne diseases, such as choking death or tuberculosis.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2152"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":45000,"legacy_id":["equipment-4687"],"trait":["Mechanical","Uncommon"],"id":"equipment-2153","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Bootstrap Respirator Source Treasure Vault (Remastered) pg. 105 Price 450 gp Usage worn Bulk L --- The city of Riddleport is notorious for its noxious air and water. While some inhabitants tolerate the haze, most wear bootstrap respirators to filter out as many of the pollutants as possible. Designed by dwarf smiths operating the Gas Forges, the flexible face mask of a bootstrap respirator fits snugly over your mouth and nose, fastened by two adjustable leather straps. A manual pump inserted into your footwear or under the arm circulates air through tubes and over filters fitted into the front of the mask. While wearing a bootstrap respirator, you gain a +1 item bonus to any saves that require you to smell or taste, such as inhaled poisons and airborne diseases.\n","skill_mod":{},"summary":"The city of Riddleport is notorious for its noxious air and water. While some inhabitants tolerate the haze, most wear bootstrap respirators to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Hazard","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2153","name":"Bootstrap Respirator","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2153"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":10000,"legacy_id":["equipment-4688"],"trait":["Magical","Wand"],"id":"equipment-2154","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Wand Cane Source Treasure Vault (Remastered) pg. 105 Price 100 gp Usage held in 1 hand Bulk L --- Though it appears to be a basic cane, the inner workings of the wand cane are an intricate network of lenses and magical circuits, with a slot at the top to insert a wand. The wand cane then spends 1 minute attuning to the wand, after which the wand can be used through the cane.\n","skill_mod":{},"summary":"Though it appears to be a basic cane, the inner workings of the wand cane are an intricate network of lenses and magical circuits, with a slot at …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Canes & Crutches","resistance":{},"url":"/Equipment.aspx?ID=2154","name":"Wand Cane","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2154"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":95000,"legacy_id":["equipment-4689"],"trait":["Magical","Sonic"],"id":"equipment-2155","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Batsbreath Cane Source Treasure Vault (Remastered) pg. 105 Price 950 gp Usage held in 1 hand Bulk L Base Weapon Probing Cane --- A specialized +1 striking thundering probing cane made from strengthened spruce wood, a batsbreath cane is distinctive for its brass tip. The tip covers a small hollow in the wood that houses quartz crystals infused with latent storm magic. Activate Single Action (manipulate) Frequency once per hour; Effect You strike the cane firmly against the ground, causing a pin within the brass tip to tap the crystals and emit a sonic pulse. The pulse reverberates in a 60-foot radius for the next minute, with the cane acting as an antenna to receive the echoes. For 1 minute, as long as you remain in the area and are holding the cane, you gain hearing as a precise sense.\n","skill_mod":{},"summary":"A specialized +1 striking thundering probing cane made from strengthened spruce wood, a batsbreath cane is distinctive for its brass tip. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Energy","Monster"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Canes & Crutches","resistance":{},"url":"/Equipment.aspx?ID=2155","base_item":["Probing Cane"],"name":"Batsbreath Cane","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2155"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":500,"legacy_id":["equipment-4690"],"trait":["Magical"],"id":"equipment-2156","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Magical Prosthetic Eye Source Treasure Vault (Remastered) pg. 105 Price 5 gp Usage worn Bulk L --- This prosthetic eye converts visible light into a telepathic signal that is relayed to the wearer's mind using divination magic. As the wearer's mind must process the telepathic signal in the same way as it would a nerve impulse, the acuity and other abilities related to the vision provided by the magical prosthetic eye matches that of other members of your ancestry (for instance, a goblin with a magical prosthetic eye would be able to see in darkvision, while a human wearing the same prosthetic would need illumination). You can remove or replace a magical prosthetic eye using an Interact action.\n","skill_mod":{},"summary":"This prosthetic eye converts visible light into a telepathic signal that is relayed to the wearer's mind using divination magic. As the wearer's mind …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Vision Assistance","resistance":{},"url":"/Equipment.aspx?ID=2156","name":"Magical Prosthetic Eye","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2156"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":20000,"legacy_id":["equipment-4691"],"trait":["Magical","Uncommon"],"id":"equipment-2157","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Falconsight Eye Source Treasure Vault (Remastered) pg. 108 Price 200 gp Usage worn Bulk L --- This prosthetic eye resembles that of a bird of prey. Along with the abilities of the magical prosthetic eye , it allows you to strike foes at greater range and with impressive accuracy. Activate Single Action (concentrate) Frequency once per hour; Effect You become keenly aware of your foes, even those seemingly out of reach. For 1 minute, you can close your eyes as a free action to see through a ranged weapon you're wielding, which reduces the penalty for firing into your weapon's second range increment from –2 to 0. This effect doesn't negate the blinded condition.\n","skill_mod":{},"summary":"This prosthetic eye resembles that of a bird of prey. Along with the abilities of the magical prosthetic eye , it allows you to strike foes at …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Vision Assistance","resistance":{},"url":"/Equipment.aspx?ID=2157","name":"Falconsight Eye","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2157"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":3000,"legacy_id":["equipment-4692"],"trait":["Magical"],"id":"equipment-2158","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Gossip's Eye Source Treasure Vault (Remastered) pg. 108 Price 30 gp Usage worn Bulk L --- These discrete prosthetics have been the secret behind more than a few salacious rumors getting out among Taldan high society. This functions like a magical prosthetic eye , but with an added benefit. Activate Single Action (concentrate) Frequency once per day; Effect You whisper “spy for me” to the eye, which removes itself from your eye socket and begins to relay its signal to you even at range. Although it can't move on its own, you can place the eye in a discrete location (using your Stealth DC) to avoid detection. For 10 minutes, you can see what the eye sees as long as you're within 100 feet of the eye. The eye's signal can penetrate most barriers but is blocked by lead of any thickness, as well as denser materials. The eye's signal is visual only.\n","skill_mod":{},"summary":"These discrete prosthetics have been the secret behind more than a few salacious rumors getting out among Taldan high society. This functions like a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Vision Assistance","resistance":{},"url":"/Equipment.aspx?ID=2158","name":"Gossip's Eye","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2158"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":16000,"legacy_id":["equipment-4693"],"trait":["Magical"],"id":"equipment-2159","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Spyglass Eye Source Treasure Vault (Remastered) pg. 108 Price 160 gp Usage worn Bulk L --- Polished to a perfect surface and incredibly clear, this special magical prosthetic eye allows you to clearly see small details as well as things a great distance away. Activate Two Actions (concentrate) Frequency once per hour; Effect A magical lens of hardened air comes into being in front of the eye, allowing you to see as though you were looking through a fine spyglass for 1 minute.\n","skill_mod":{},"summary":"Polished to a perfect surface and incredibly clear, this special magical prosthetic eye allows you to clearly see small details as well as things …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Vision Assistance","resistance":{},"url":"/Equipment.aspx?ID=2159","name":"Spyglass Eye","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2159"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":16000,"legacy_id":["equipment-4694"],"trait":["Incorporeal","Magical","Uncommon"],"id":"equipment-2160","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Aether Appendage Source Treasure Vault (Remastered) pg. 108 Price 160 gp Usage worn Bulk L --- This otherworldly prosthetic arm is the product of psychopomp magic. An aether appendage is incorporeal so long as no item is being held in the hand or worn on the arm. Activate Single Action (concentrate) Effect You cause the arm to become corporeal until the end of your turn, allowing you to use it to make Strikes or grasp objects. It remains corporeal if you’re holding an item or it’s wearing an item at the end of your turn. Your unarmed attack Strikes made with the aether appendage are magical. If they’re already magical, they instead gain the effect of the ghost touch property rune. Activate Single Action (concentrate, manipulate) Frequency once per day; Requirements You're holding a non-magical item of light or negligible Bulk; Effect The item becomes incorporeal for 1 minute. Your aether appendage can use the incorporeal item normally.\n","skill_mod":{},"summary":"This otherworldly prosthetic arm is the product of psychopomp magic. An aether appendage is incorporeal so long as no item is being held in the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Prostheses","resistance":{},"url":"/Equipment.aspx?ID=2160","name":"Aether Appendage","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2160"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":15000,"legacy_id":["equipment-4695"],"trait":["Clockwork","Mechanical","Uncommon"],"id":"equipment-2161","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Spring Heel Source Treasure Vault (Remastered) pg. 108 Price 150 gp Usage worn Bulk 1 --- Fitted into each of these prosthetic legs is a large spring, tightly bound around a collapsible shaft. When released, the spring unspools rapidly and the shaft telescopes out and back, returning to its compressed form and catapulting you forward. Activate Single Action (concentrate, manipulate) Frequency once per hour; Effect You Stride up to twice your speed or Leap up to 20 feet horizontally and 5 feet vertically.\n","skill_mod":{},"summary":"Fitted into each of these prosthetic legs is a large spring, tightly bound around a collapsible shaft. When released, the spring unspools rapidly and …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Hazard","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Prostheses","resistance":{},"url":"/Equipment.aspx?ID=2161","name":"Spring Heel","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2161"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":36000,"legacy_id":["equipment-4696"],"trait":["Plant","Primal"],"id":"equipment-2162","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Verdant Branch Source Treasure Vault (Remastered) pg. 108 Price 360 gp Usage worn Bulk L --- Woody vines and branches curl and twist around each other, growing small twigs, leaves, and flowers across the surface of this prosthetic arm or leg. Activate Single Action (concentrate) Frequency once per day; Effect A branch grows from your prosthesis, quickly flowering and then producing 1d4 ripe and flavorful fruits. A creature can pick and eat a fruit with an Interact action to regain 2d6+5 Hit Points. The fruits wither away after 10 minutes.\n","skill_mod":{},"summary":"Woody vines and branches curl and twist around each other, growing small twigs, leaves, and flowers across the surface of this prosthetic arm or leg. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Creature Type","Tradition"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Prostheses","resistance":{},"url":"/Equipment.aspx?ID=2162","name":"Verdant Branch","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2162"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":1000,"legacy_id":["equipment-4697"],"trait":["Mechanical"],"id":"equipment-2163","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Extendable Tail Source Treasure Vault (Remastered) pg. 108 Price 10 gp Usage worn Bulk 1 --- Built with collapsible poles and expanding hoops, this tail can extend to a length of 20 feet. While it's no more prehensile than a tail of a typical member of your ancestry, it ends with an anchor that you can secure around a sturdy object with an Interact action. While the tail is anchored, you can't move more than 20 feet from that spot, but you can use the tail to lower yourself up to 20 feet, as if it were a length of rope. You can use another Interact action to disengage the anchor and retract your tail.\n","skill_mod":{},"summary":"Built with collapsible poles and expanding hoops, this tail can extend to a length of 20 feet. While it's no more prehensile than a tail of a typical …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Hazard"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Tails","resistance":{},"url":"/Equipment.aspx?ID=2163","name":"Extendable Tail","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2163"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":62000,"legacy_id":["equipment-4698"],"trait":["Clockwork","Kobold","Mechanical","Rare"],"id":"equipment-2164","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Thrasher Tail Source Treasure Vault (Remastered) pg. 109 Price 620 gp Usage worn Bulk 1 --- Kobolds admire well-designed objects, especially if it gives them an opportunity to pack it with traps and surprises. This prosthetic tail hides numerous blades and spikes, tensioned and wound around a spring-loaded trigger at the base of the prosthesis. Resetting and reattaching a sprung thrasher tail takes 10 minutes. Activate Reaction ; Trigger You're grabbed; Effect Your tail comes off in your opponent's hand, and the mechanism unwinds, causing the blades and spikes to protrude and the tail to spin and thrash. The tail deals 8d6 slashing damage to the opponent who has you grabbed with a DC 25 basic Reflex save. Regardless of the result of their save, you're no longer grabbed.\n","skill_mod":{},"summary":"Kobolds admire well-designed objects, especially if it gives them an opportunity to pack it with traps and surprises. This prosthetic tail hides …","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Ancestry","Hazard","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Tails","resistance":{},"url":"/Equipment.aspx?ID=2164","name":"Thrasher Tail","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2164"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"illusion","price":2500,"legacy_id":["equipment-4699"],"trait":["Illusion","Magical"],"id":"equipment-2165","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Apparition Gloves Source Treasure Vault (Remastered) pg. 109 Price 25 gp Usage worn gloves Bulk L --- This set of gloves translates whatever the wearer says into the signed version of that language by projecting a ghostly, translucent version of the wearer's hands in front of them. The apparition is a purely visual illusion used for communication, so it can't move on its own, nor can it hold or manipulate objects, or attack.\n","skill_mod":{},"summary":"This set of gloves translates whatever the wearer says into the signed version of that language by projecting a ghostly, translucent version of the …","primary_source":"Treasure Vault (Remastered)","trait_group":["School","Monster","Mechanics"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2165","name":"Apparition Gloves","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2165"},{"primary_source_category":"Rulebooks","usage":"affixed to instrument","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"illusion","price":5500,"skill":["Performance"],"legacy_id":["equipment-4700"],"trait":["Illusion","Magical","Uncommon"],"id":"equipment-2166","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Confabulator Source Treasure Vault (Remastered) pg. 109 Price 55 gp Usage affixed to instrument Bulk L --- This device attaches to any non-percussive musical instrument, allowing a non-verbal character to shape the sounds of the instrument into speech. The speech can be any language the character understands, and the sound of the speech resembles the instrument the device is attached to. You also gain a +1 item bonus to Performance checks made with the instrument.\n","skill_mod":{},"summary":"This device attaches to any non-percussive musical instrument, allowing a non-verbal character to shape the sounds of the instrument into speech. The …","primary_source":"Treasure Vault (Remastered)","trait_group":["School","Monster","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2166","name":"Confabulator","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2166"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":87500,"legacy_id":["equipment-4701"],"trait":["Magical"],"id":"equipment-2167","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Chair of Inventions Source Treasure Vault (Remastered) pg. 109 Price 875 gp Bulk 1 --- This wheelchair is outfitted with a variety of tools and devices to assist with the creation and production of a number of mechanical implements. While seated in a chair of inventions , you have a worn superb repair kit that doesn't count against your Bulk limit or maximum worn items. Activate Single Action (concentrate, manipulate) Frequency once per hour; Effect The chair deploys a complete expanded alchemist's lab. The chair is immobile while this lab is deployed, but levers and gears in the chair allow you to easily retrieve and access everything you need from both the attached superb repair kit and the deployed lab to Craft. This setup is highly efficient and gives you a +2 circumstance bonus to Earn Income using Crafting.\n","skill_mod":{},"summary":"This wheelchair is outfitted with a variety of tools and devices to assist with the creation and production of a number of mechanical implements. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Mobility Devices","resistance":{},"url":"/Equipment.aspx?ID=2167","name":"Chair of Inventions","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2167"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"price":10000,"legacy_id":["equipment-4702"],"trait":["Adjustment","Mechanical","Uncommon"],"id":"equipment-2168","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Tremorsensors Source Treasure Vault (Remastered) pg. 109 Price 100 gp Usage affixed to armor Bulk L --- These small, metallic devices resemble squashed spheres. They each contain a tiny gyroscope that's incredibly sensitive to vibrations in the earth. While typically worn on one's footwear, the device can be affixed to any part of your armor. Activate Free Action (manipulate) Frequency once per day; Effect You stomp a foot, clap your hands, or create some other source of sound, gaining tremorsense as an imprecise sense with a range of 20 feet for the next 10 minutes.\n","skill_mod":{},"summary":"These small, metallic devices resemble squashed spheres. They each contain a tiny gyroscope that's incredibly sensitive to vibrations in the earth. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Hazard","Rarity"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2168","name":"Tremorsensors","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2168"},{"primary_source_category":"Rulebooks","usage":"worn necklace","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Assistive Items","speed":{},"weakness":{},"school":"illusion","price":50,"legacy_id":["equipment-4703"],"trait":["Illusion","Magical"],"id":"equipment-2169","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Voicebox Source Treasure Vault (Remastered) pg. 109 Price 5 sp Usage worn necklace --- This box contains small, magical amplifiers that allow a nonverbal character to translate thought into speech, which emits from the necklace. The speech produced matches any language you understand.\n","skill_mod":{},"summary":"This box contains small, magical amplifiers that allow a nonverbal character to translate thought into speech, which emits from the necklace. The …","primary_source":"Treasure Vault (Remastered)","trait_group":["School","Monster","Mechanics"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2169","name":"Voicebox","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2169"},{"skill_mod":{},"summary":" Goblin wizards invented the amazing pop-up book to store their spells without written words, though the tradition has been spreading to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":11,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2170","weakness":{},"price":125000,"name":"Amazing Pop-Up Book","legacy_id":["equipment-4704"],"trait":["Grimoire","Magical","Uncommon"],"id":"equipment-2170","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Amazing Pop-Up Book Source Treasure Vault (Remastered) pg. 110 Price 1,250 gp Bulk L --- Goblin wizards invented the amazing pop-up book to store their spells without written words, though the tradition has been spreading to illusionists from other cultures. These grimoires have colorful covers and open to reveal three-dimensional scenes illustrating various spells. Goblins delight in constructing the books just right so a terrifying creature, like a horse or dog, pops up toward the reader each time a page is turned. Activate Free Action (concentrate, spellshape) Frequency once per day; Effect If your next action is to cast an illusion spell prepared from this grimoire that creates illusory terrain or creatures, such as mirage , you draw forth the pop-up scene. If a creature succeeds, but doesn’t critically succeed, at a saving throw to disbelieve the illusion, then just as their mind recognizes the illusion, a startling—though obviously false—illusion pops up somewhere unexpected in their field of vision, visible to only them, dealing mental damage equal to the spell’s rank.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2170"},{"skill_mod":{},"summary":"Typically created by wizards who are hobbyists or professional architects, an architect's pattern book allows the caster to customize certain …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2171","weakness":{},"price":24000,"name":"Architect's Pattern Book","legacy_id":["equipment-4705"],"trait":["Grimoire","Magical","Uncommon"],"id":"equipment-2171","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Architect's Pattern Book Source Treasure Vault (Remastered) pg. 110 PFS Note Items which can be used once per week, may be used once per scenario or adventure in Pathfinder Society play. Price 240 gp Bulk L --- Typically created by wizards who are hobbyists or professional architects, an architect's pattern book allows the caster to customize certain spells that create magical structures or domiciles, adding recreational areas such as an indoor bathhouse, gaming room, swimming pool, or similar luxury. Activate Free Action (concentrate, spellshape) Frequency once per week; Effect If your next action is to cast a cozy cabin , planar palace , or resplendent mansion spell, you add a room to the structure that is up to 10 feet per side per rank of the spell. This room is outfitted with all the accoutrements for a particular type of recreation, determined by you when you cast the spell. Any character who spends at least 1 hour using this recreational facility and then sleeps a full 8 hours inside the location created by the spell is exceptionally well-rested. They regain double the amount of Hit Points they would normally receive for an 8-hour rest, and when they make the next day’s preparations, they gain a +1 circumstance bonus to Athletics checks and Will saves for the next 12 hours.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2171"},{"skill_mod":{},"summary":"Script in a language of the Outer Planes adorns this book's spine, and a deity's symbol is etched on its cover. Books of warding prayers are each …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Equipment"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2172","weakness":{},"price":42500,"name":"Book of Warding Prayers","legacy_id":["equipment-4706"],"trait":["Divine","Grimoire"],"id":"equipment-2172","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Book of Warding Prayers Source Treasure Vault (Remastered) pg. 111 Price 425 gp Bulk L --- Script in a language of the Outer Planes adorns this book's spine, and a deity's symbol is etched on its cover. Books of warding prayers are each devoted to a particular deity and are also a religious symbol of that deity. Activate Free Action (concentrate) Frequency once per day; Trigger Your last action was to cast a prepared divine spell granted by your deity; Effect You and all your allies in a 30-foot emanation gain resistance 10 to spirit damage for 1 minute. You can instead choose to grant resistance to holy effects instead of spirit damage if the spell you cast had the holy trait, or resistance to unholy effects instead of spirit if your spell had the unholy trait.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2172"},{"skill_mod":{},"summary":"An unsmiling mask, half obsidian and half ivory, is embossed on the cover of this weighty tome, the opposite color forming the background of each …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2173","weakness":{},"price":7000000,"name":"Codex of Destruction and Renewal","legacy_id":["equipment-4707"],"trait":["Grimoire","Magical","Rare"],"id":"equipment-2173","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Codex of Destruction and Renewal Source Treasure Vault (Remastered) pg. 111 Price 70,000 gp Bulk L --- An unsmiling mask, half obsidian and half ivory, is embossed on the cover of this weighty tome, the opposite color forming the background of each half. Each codex of destruction and renewal is said to contain a fragment of the knowledge Nethys gained in his apotheosis and they're sacred to his church. Activate Single Action (concentrate, spellshape) Frequency once per day; Effect If your next action is to cast a damage-dealing spell prepared from this grimoire, the spell wreaks even greater destruction. The spell ignores 10 resistance and you reroll any damage dice that roll a 1. If the spell reduces a creature to 0 Hit Points, they’re torn apart at an infinitesimal level, not even leaving a fine ash; this is a death effect. Activate Single Action (concentrate, spellshape) Frequency once per day; Effect If your next action is to cast a healing spell prepared from this grimoire that restores Hit Points, the spell renews the target constantly and perfectly. The spell grants the target regeneration 20, restoring 20 Hit Points at the start of its turn and preventing the target both from dying due to damage and from its dying condition increasing to a value that would result in its death. Each time the creature regains Hit Points from regeneration, it regrows all damaged or ruined organs; it can also regrow any severed body parts as a free action immediately after the body part is severed, with the original crumbling to ash. The effect lasts for 4 rounds.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2173"},{"skill_mod":{},"summary":"This pageless grimoire is made up of two durable covers that open to display a small ritual circle. When you first invest the grimoire, you and your …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2174","weakness":{},"price":375000,"name":"Communion Mat","legacy_id":["equipment-4708"],"trait":["Grimoire","Magical"],"id":"equipment-2174","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Communion Mat Source Treasure Vault (Remastered) pg. 111 Price 3,750 gp Bulk L --- This pageless grimoire is made up of two durable covers that open to display a small ritual circle. When you first invest the grimoire, you and your familiar each press a limb to a corner of the mat. The ritual circle then morphs to one matching the tradition of your patron, the spells contained in your familiar appearing in the margins. During your daily preparations, your familiar performs a small jaunt around the open ritual circle to strengthen its connection to your patron. Activate Free Action (concentrate, spellshape) Frequency once per 10 minutes; Effect If your next action is to cast a spell your familiar learned from a lesson (whether a cantrip or from a spell slot), your patron notices that you’re putting their power to good use and strengthens your familiar with a surge of magic. Your familiar Sustains one of your spells.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2174"},{"skill_mod":{},"summary":"These tin sheets are bound in brass and show significant signs of erosion. The grimoire's title is acid-etched, and flipping between the sheets …","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2175","weakness":{},"price":14000,"name":"Corrosive Engravings","legacy_id":["equipment-4709"],"trait":["Acid","Grimoire","Magical"],"id":"equipment-2175","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Corrosive Engravings Source Treasure Vault (Remastered) pg. 111 Price 140 gp Bulk L --- These tin sheets are bound in brass and show significant signs of erosion. The grimoire's title is acid-etched, and flipping between the sheets leaves your fingers covered in flecks of rust and powdery metal. Activate Free Action (concentrate) Frequency once per day; Effect If your next action is to cast an acid or poison spell that deals persistent damage, any creature who takes persistent damage from the spell is also sickened 2 until the persistent damage ends. Using an action to retch can reduce the sickened value as normal, but it can't reduce the sickened value below 1 until the persistent damage ends.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2175"},{"skill_mod":{},"summary":"This elegant journal has a detailed social dossier on the owner's acquaintances. When you make your daily preparations, you can inscribe a secret or …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2176","weakness":{},"price":25000,"name":"Courtier's Pillow Book","legacy_id":["equipment-4710"],"trait":["Grimoire","Magical"],"id":"equipment-2176","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Restricted\" > Courtier's Pillow Book Source Treasure Vault (Remastered) pg. 112 Price 250 gp Bulk L --- This elegant journal has a detailed social dossier on the owner's acquaintances. When you make your daily preparations, you can inscribe a secret or embarrassing foible about a specific individual that you know to be true or have on good authority. Activate Free Action (concentrate) Frequency once per day; Effect If your next action is to cast a mental spell on a target about whom you’ve written an entry in the book, you can state that secret or foible before Casting the Spell to give the target a –1 circumstance penalty to their saving throw against the spell. The inscription then disappears from the grimoire.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-2176"},{"skill_mod":{},"summary":"This tiny recipe book was created by a famous draxie chef, but it instantly resizes to fit the hand and eyes of the reader. While most of the pages …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2177","weakness":{},"price":9000,"name":"Draxie's Recipe Book","legacy_id":["equipment-4711"],"trait":["Grimoire","Magical"],"id":"equipment-2177","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Draxie's Recipe Book Source Treasure Vault (Remastered) pg. 112 Price 90 gp Bulk L --- This tiny recipe book was created by a famous draxie chef, but it instantly resizes to fit the hand and eyes of the reader. While most of the pages are blank and ready to receive spells, the first four pages are taken up by a complex seasoning recipe that requires a casting of revealing light . Activate Free Action (concentrate) Frequency once per day; Effect If your next action is to cast a revealing light spell, all creatures within the spell’s area who don’t critically succeed at their save are covered with a spicy red powder. Any attempt to grab or grapple a creature affected in this way, or to swallow such a creature whole, gains a +1 circumstance bonus to the attempt, or a +2 circumstance bonus if the attempt is made using a jaws or similar mouth-based attack, due to the target’s extra deliciousness and savory smell. An affected creature can remove the powder by thoroughly cleaning themselves (a process that typically takes about 10 minutes) or by completely immersing themselves in water. This ability can also be used to properly season up to 100 pounds of prepared food within the area of the revealing light spell instantaneously.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2177"},{"skill_mod":{},"summary":"Crafted of sturdy paper, each card of this harrow deck showcases a beautiful watercolor illustration with space to inscribe a spell below. When …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2178","weakness":{},"price":42500,"name":"Harrow Spellcards","legacy_id":["equipment-4712"],"trait":["Grimoire","Magical","Uncommon"],"id":"equipment-2178","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Harrow Spellcards Source Treasure Vault (Remastered) pg. 112 Price 425 gp Bulk L --- Crafted of sturdy paper, each card of this harrow deck showcases a beautiful watercolor illustration with space to inscribe a spell below. When shuffled, its cards seem to fly between one another of their own accord. Activate Free Action (concentrate, fortune) Frequency once per day; Trigger Your last action was to cast a spell prepared from this grimoire that has the detection, prediction, revelation, or scrying trait; Effect You draw forth a card to gain insight into future challenges you’ll face. Draw a card from a harrow deck or roll 1d6: 1 = hammers (Athletics), 2 = keys (Acrobatics), 3 = shields (Survival), 4 = books (any Recall Knowledge), 5 = stars (Religion), 6 = crowns (Diplomacy). The next time you attempt a check of the same type as your result, roll twice and take the better result, as the spirits of the harrow guide your actions. If not used by your next daily preparations, this benefit disappears.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2178"},{"skill_mod":{},"summary":"The pages of this part-spellbook, part-bestiary are illustrated with all manner of creatures, magical and mundane. The illustrations shift and move …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2179","weakness":{},"price":420000,"name":"Illuminated Folio","legacy_id":["equipment-4713"],"trait":["Grimoire","Magical"],"id":"equipment-2179","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Illuminated Folio Source Treasure Vault (Remastered) pg. 112 Price 4,200 gp Bulk L --- The pages of this part-spellbook, part-bestiary are illustrated with all manner of creatures, magical and mundane. The illustrations shift and move around the page when examined. Activate Single Action (concentrate, spellshape) Effect If your next action is to cast a summon spell prepared from this grimoire, you summon creatures from the illuminated folio rather than their usual source. These summoned creatures appear as living illustrations, granting them resistance to physical damage equal to half their level and weakness 5 to fire and to any ability with the water trait. They can also fold themselves up to pass through spaces only an inch or so wide as part of their movement.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2179"},{"skill_mod":{},"summary":"This thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages. ","item_child_id":["equipment-2180-1888","equipment-2180-1889"],"primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2180","weakness":{},"name":"Linguist's Dictionary","legacy_id":["equipment-4714"],"trait":["Grimoire","Magical"],"id":"equipment-2180","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Linguist's Dictionary Source Treasure Vault (Remastered) pg. 112 PFS Note Items with effects that have an undetermined duration, end their effects at the end of a scenario or adventure unless specifically stated otherwise by the campaign rules. Bulk L --- This thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages. Activate Free Action (concentrate) Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire that allows understanding of another language, such as translate or truespeech ; Effect The grimoire absorbs knowledge of one language translated this way (caster’s choice if more than one), allowing its bearer to communicate on a rudimentary level in that language even after the spell’s duration has elapsed. The linguist’s dictionary can hold one language at a time. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Linguist's Dictionary Source Treasure Vault (Remastered) pg. 112 Price 650 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Linguist's Dictionary (Greater) Source Treasure Vault (Remastered) pg. 112 Price 1,750 gp Bulk L --- The dictionary can hold three languages at a time.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2180"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","speed":{},"item_parent_id":"equipment-2180","weakness":{},"price":65000,"legacy_id":["equipment-4714"],"trait":["Grimoire","Magical"],"id":"equipment-2180-1888","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Linguist's Dictionary Source Treasure Vault (Remastered) pg. 112 PFS Note Items with effects that have an undetermined duration, end their effects at the end of a scenario or adventure unless specifically stated otherwise by the campaign rules. Bulk L --- This thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages. Activate Free Action (concentrate) Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire that allows understanding of another language, such as translate or truespeech ; Effect The grimoire absorbs knowledge of one language translated this way (caster’s choice if more than one), allowing its bearer to communicate on a rudimentary level in that language even after the spell’s duration has elapsed. The linguist’s dictionary can hold one language at a time. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Linguist's Dictionary Source Treasure Vault (Remastered) pg. 112 Price 650 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Linguist's Dictionary (Greater) Source Treasure Vault (Remastered) pg. 112 Price 1,750 gp Bulk L --- The dictionary can hold three languages at a time.","skill_mod":{},"summary":"This thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2180","name":"Linguist's Dictionary","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2180-1888"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","speed":{},"item_parent_id":"equipment-2180","weakness":{},"price":175000,"legacy_id":["equipment-4714"],"trait":["Grimoire","Magical"],"id":"equipment-2180-1889","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Linguist's Dictionary Source Treasure Vault (Remastered) pg. 112 PFS Note Items with effects that have an undetermined duration, end their effects at the end of a scenario or adventure unless specifically stated otherwise by the campaign rules. Bulk L --- This thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages. Activate Free Action (concentrate) Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire that allows understanding of another language, such as translate or truespeech ; Effect The grimoire absorbs knowledge of one language translated this way (caster’s choice if more than one), allowing its bearer to communicate on a rudimentary level in that language even after the spell’s duration has elapsed. The linguist’s dictionary can hold one language at a time. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Linguist's Dictionary Source Treasure Vault (Remastered) pg. 112 Price 650 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Linguist's Dictionary (Greater) Source Treasure Vault (Remastered) pg. 112 Price 1,750 gp Bulk L --- The dictionary can hold three languages at a time.","skill_mod":{},"summary":"The dictionary can hold three languages at a time.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2180","name":"Linguist's Dictionary (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2180-1889"},{"skill_mod":{},"summary":"Shadows swirl around this soot-black tome, swallowing up any light that touches them. A faint whispering emanates from the grimoire's pages when …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Planar"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2181","weakness":{},"price":2100000,"name":"Maw of Hungry Shadows","legacy_id":["equipment-4715"],"trait":["Grimoire","Incapacitation","Magical","Shadow","Teleportation"],"id":"equipment-2181","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Maw of Hungry Shadows Source Treasure Vault (Remastered) pg. 112 Price 21,000 gp Bulk L --- Shadows swirl around this soot-black tome, swallowing up any light that touches them. A faint whispering emanates from the grimoire's pages when opened. Activate Single Action (concentrate) Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire that has the shadow trait; Effect Your shadow, and that of the tome, elongates and reaches hungrily for one foe within 30 feet, who must attempt a Fortitude save. Critical Success The creature is unaffected. Success The creature is blinded for 1 round and drained 1 as the shadows scrape across it. Failure The creature is blinded for 1 minute and drained 2 as the shadows seize it. Critical Failure As failure, but the shadows also pull the creature into the tome, teleporting it to the Netherworld.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2181"},{"skill_mod":{},"summary":"Metal clasps line the spine of this book, and diagrams displaying proper somatic casting forms are etched into its cover. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2182","weakness":{},"price":175000,"name":"Spell Duelist's Siphon","legacy_id":["equipment-4716"],"trait":["Grimoire","Magical"],"id":"equipment-2182","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Spell Duelist's Siphon Source Treasure Vault (Remastered) pg. 113 Price 1,750 gp Bulk L --- Metal clasps line the spine of this book, and diagrams displaying proper somatic casting forms are etched into its cover. Activate Reaction (concentrate) Frequency once per day; Trigger You're targeted with an arcane spell attack and you have this grimoire raised; Requirements You have the Raise a Tome feat; Effect The grimoire attempts to absorb knowledge of the spell targeting you. You attempt to counteract the triggering spell. If you succeed, the spell is absorbed into the grimoire, and the diagrams on the cover change to indicate the somatic gestures and sigils for the counteracted spell. While the grimoire contains a spell, you can spend a spell slot of the same or higher rank as the spell in the grimoire to cast that spell instead, heightened to the appropriate rank (if you spent a higher-rank spell slot). After you cast the spell, it’s expended from the grimoire.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2182"},{"skill_mod":{},"summary":"This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes. ","item_child_id":["equipment-2183-1890","equipment-2183-1891","equipment-2183-1892"],"primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2183","weakness":{},"name":"Tome of Restorative Cleansing","legacy_id":["equipment-4717"],"trait":["Grimoire","Magical"],"id":"equipment-2183","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Tome of Restorative Cleansing Source Treasure Vault (Remastered) pg. 113 Bulk L --- This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes. Activate Free Action (concentrate, healing, vitality) Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally; Effect Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Tome of Restorative Cleansing (Lesser) Source Treasure Vault (Remastered) pg. 113 Price 130 gp Bulk L --- The creature gains 1d8 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tome of Restorative Cleansing (Moderate) Source Treasure Vault (Remastered) pg. 113 Price 600 gp Bulk L --- The creature gains 2d8 temporary Hit Points. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tome of Restorative Cleansing (Greater) Source Treasure Vault (Remastered) pg. 113 Price 3,750 gp Bulk L --- The creature gains 3d8 temporary Hit Points.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2183"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","speed":{},"item_parent_id":"equipment-2183","weakness":{},"price":13000,"legacy_id":["equipment-4717"],"trait":["Grimoire","Magical"],"id":"equipment-2183-1890","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Tome of Restorative Cleansing Source Treasure Vault (Remastered) pg. 113 Bulk L --- This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes. Activate Free Action (concentrate, healing, vitality) Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally; Effect Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Tome of Restorative Cleansing (Lesser) Source Treasure Vault (Remastered) pg. 113 Price 130 gp Bulk L --- The creature gains 1d8 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tome of Restorative Cleansing (Moderate) Source Treasure Vault (Remastered) pg. 113 Price 600 gp Bulk L --- The creature gains 2d8 temporary Hit Points. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tome of Restorative Cleansing (Greater) Source Treasure Vault (Remastered) pg. 113 Price 3,750 gp Bulk L --- The creature gains 3d8 temporary Hit Points.","skill_mod":{},"summary":"The creature gains 1d8 temporary Hit Points.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2183","name":"Tome of Restorative Cleansing (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2183-1890"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","speed":{},"item_parent_id":"equipment-2183","weakness":{},"price":60000,"legacy_id":["equipment-4717"],"trait":["Grimoire","Magical"],"id":"equipment-2183-1891","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Tome of Restorative Cleansing Source Treasure Vault (Remastered) pg. 113 Bulk L --- This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes. Activate Free Action (concentrate, healing, vitality) Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally; Effect Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Tome of Restorative Cleansing (Lesser) Source Treasure Vault (Remastered) pg. 113 Price 130 gp Bulk L --- The creature gains 1d8 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tome of Restorative Cleansing (Moderate) Source Treasure Vault (Remastered) pg. 113 Price 600 gp Bulk L --- The creature gains 2d8 temporary Hit Points. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tome of Restorative Cleansing (Greater) Source Treasure Vault (Remastered) pg. 113 Price 3,750 gp Bulk L --- The creature gains 3d8 temporary Hit Points.","skill_mod":{},"summary":"The creature gains 2d8 temporary Hit Points.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2183","name":"Tome of Restorative Cleansing (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2183-1891"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","speed":{},"item_parent_id":"equipment-2183","weakness":{},"price":375000,"legacy_id":["equipment-4717"],"trait":["Grimoire","Magical"],"id":"equipment-2183-1892","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Tome of Restorative Cleansing Source Treasure Vault (Remastered) pg. 113 Bulk L --- This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes. Activate Free Action (concentrate, healing, vitality) Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally; Effect Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Tome of Restorative Cleansing (Lesser) Source Treasure Vault (Remastered) pg. 113 Price 130 gp Bulk L --- The creature gains 1d8 temporary Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tome of Restorative Cleansing (Moderate) Source Treasure Vault (Remastered) pg. 113 Price 600 gp Bulk L --- The creature gains 2d8 temporary Hit Points. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Tome of Restorative Cleansing (Greater) Source Treasure Vault (Remastered) pg. 113 Price 3,750 gp Bulk L --- The creature gains 3d8 temporary Hit Points.","skill_mod":{},"summary":"The creature gains 3d8 temporary Hit Points.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2183","name":"Tome of Restorative Cleansing (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2183-1892"},{"skill_mod":{},"summary":"The first 12 pages of this tome tell the same story in two languages: 6 pages in Skald and 6 pages in the ancient Jotun dialect used by saumen …","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Equipment","Tradition"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2184","weakness":{},"price":43000,"name":"Tome of Scintillating Sleet","legacy_id":["equipment-4718"],"trait":["Cold","Grimoire","Primal"],"id":"equipment-2184","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Tome of Scintillating Sleet Source Treasure Vault (Remastered) pg. 113 Price 430 gp Bulk L --- The first 12 pages of this tome tell the same story in two languages: 6 pages in Skald and 6 pages in the ancient Jotun dialect used by saumen kar, a species of ice-dwelling humanoids. The story is a tale of a saumen kar stricken with snow blindness after spending too long under the sun building snow giants. Activate Free Action (concentrate) Frequency once per day; Effect If your next action is to cast a cold spell that deals damage, all creatures damaged by the spell are also dazzled for 3 rounds by light refracting and reflecting within and around the spell's chilling effects. If an affected creature critically failed its save against the required spell, or if you critically succeeded on your spell attack roll against the creature, it's instead blinded for 1 round and then dazzled for 3 rounds.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2184"},{"skill_mod":{},"summary":"This grim collection of spreadsheets is used both by undertakers who occasionally need to avoid the notice of their more restless clients, and by …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Planar"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Grimoires","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2185","weakness":{},"price":22000,"name":"Undertaker's Manifest","legacy_id":["equipment-4719"],"trait":["Darkness","Grimoire","Magical","Shadow"],"id":"equipment-2185","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Undertaker's Manifest Source Treasure Vault (Remastered) pg. 113 Price 220 gp Bulk L --- This grim collection of spreadsheets is used both by undertakers who occasionally need to avoid the notice of their more restless clients, and by industrious necromancers looking to avoid catching the notice of cemetery guards and vigilant undertakers. Activate Free Action (concentrate) Frequency once per day; Effect If your next action is to cast a shadow or void spell, the spell’s casting is accompanied by a roiling cloud of shadow that spills out around you, creating dim light in a 30-foot emanation centered on you for the next 3 rounds. This has no effect on areas where the lighting level is already darker than dim light.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2185"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":69000,"legacy_id":["equipment-4720"],"trait":["Magical","Uncommon"],"id":"equipment-2186","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Anchor of Aquatic Exploration Source Treasure Vault (Remastered) pg. 114 Price 690 gp Usage held in 1 hand Bulk 1 --- No matter how often it's washed, the last crystals of salt rime never quite leave this pitted anchor. When you're holding the anchor of aquatic exploration , you can breathe underwater; however, you can't Swim, losing any Swim speed you have, automatically failing any Athletics checks to Swim, and so on. Instead, when you enter a body of water, you sink to the bottom at a rate of 25 feet per round and can move across the bottom at your normal Speed. You're protected from environmental effects of deep water such as pressure, cold temperatures, and any negative consequences of depressurization. Activate 1 minute (manipulate) Frequency once per day; Requirements You're underwater; Effect You spend one minute digging the anchor into the seabed, after which the anchor casts a cozy cabin spell, summoning a sunken ship instead of a cabin. The sunken ship is filled with breathable air.\n","skill_mod":{},"summary":"No matter how often it's washed, the last crystals of salt rime never quite leave this pitted anchor. When you're holding the anchor of aquatic …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2186","name":"Anchor of Aquatic Exploration","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2186"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":6000,"skill":["Medicine"],"legacy_id":["equipment-4721"],"trait":["Magical"],"id":"equipment-2187","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Battle Medic's Baton Source Treasure Vault (Remastered) pg. 114 Price 60 gp Usage held in 1 hand Bulk L --- This short bronze rod has the form of a serpent coiled around it. While you hold it, you gain a +1 item bonus to Medicine checks. Activate Two Actions (concentrate, manipulate) Frequency once per hour; Requirements You have the Battle Medicine action; Effect You use Battle Medicine. The target is temporarily immune to your Battle Medicine for 1 hour instead of 1 day.\n","skill_mod":{},"summary":"This short bronze rod has the form of a serpent coiled around it. While you hold it, you gain a +1 item bonus to Medicine checks. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2187","name":"Battle Medic's Baton","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2187"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":180000,"legacy_id":["equipment-4722"],"trait":["Magical","Teleportation","Uncommon"],"id":"equipment-2188","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Bring Me Near Source Treasure Vault (Remastered) pg. 114 Price 1,800 gp Usage held in 2 hands Bulk L --- This collapsible fine spyglass consists of 3 leather tubes that slide into one another. The edge of each is trimmed in silver, and the lenses are made of finely crafted glass. While looking through it, you gain a +2 item bonus to any Perception checks made involving sight. Activate 1 minute (concentrate, manipulate) Frequency once per day; Effect You focus on any spot you can see within 5 miles through the spyglass and rotate its parts in a meticulous order. You and up to 4 willing creatures adjacent to you are instantly teleported to that spot. If there's not enough room for everyone, only you are transported. If there's not enough room for you, the teleportation fails.\n","skill_mod":{},"summary":"This collapsible fine spyglass consists of 3 leather tubes that slide into one another. The edge of each is trimmed in silver, and the lenses are …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2188","name":"Bring Me Near","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2188"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":4000000,"legacy_id":["equipment-4723"],"trait":["Magical"],"id":"equipment-2189","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Cube of Recall Source Treasure Vault (Remastered) pg. 114 Price 40,000 gp Usage held in 1 hand Bulk L --- This small cube has smooth matte sides. One side is black, the opposite side is white, and the other four are various shades of gray. Each side can be attuned to a location and then teleport you back to that spot in the blink of an eye. Activate 10 minutes (concentrate, manipulate) Effect Pick one side of the cube and set it face up. You attune the cube to the location you currently occupy. Each side can be attuned to only one location. Once you use this action to attune to a location, the side you pick loses any previously attuned location. Activate Three Actions (concentrate, manipulate, teleportation) Effect While speaking a word of command and bringing the location into your mind, you push the corresponding side of the cube. You teleport to the location attuned to the side you press, within 100 feet of the attuned location, as long as that location is on the same planet. If it's not, your activation produces no effect, but the attunement remains.\n","skill_mod":{},"summary":"This small cube has smooth matte sides. One side is black, the opposite side is white, and the other four are various shades of gray. Each side can …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2189","name":"Cube of Recall","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2189"},{"item_child_id":["equipment-2190-1893","equipment-2190-1894"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"legacy_id":["equipment-4724"],"trait":["Fortune","Magical"],"id":"equipment-2190","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Fortune's Coin Source Treasure Vault (Remastered) pg. 114 Usage held in 1 hand --- This coin is struck with the image of a beatific seraph in gold on one side and a fearsome fiend with seven eyes enameled in black on the other. While it may seem nothing more than a curiosity, it's a powerful agent of fortune when activated. Activate Reaction (manipulate) Trigger You fail a check or attack; Effect Flip the coin. If it lands on the seraph side, you get a 12 on the die instead of what you rolled. If it lands on the fiend side, one of the eyes on the fiend closes. Either way, you're temporarily immune to fortune's coin for 1 hour. When all seven eyes are closed, the coin vanishes into a puff of smoke, disappearing forever. This activation is a fortune effect, regardless of how the coin flip lands. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Fortune's Coin Source Treasure Vault (Remastered) pg. 114 Price 450 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Fortune's Coin (Platinum) Source Treasure Vault (Remastered) pg. 114 Price 4,000 gp --- This coin is platinum instead of gold. The seraph side grants you a 14 instead of a 12.","skill_mod":{},"summary":"This coin is struck with the image of a beatific seraph in gold on one side and a fearsome fiend with seven eyes enameled in black on the other. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2190","name":"Fortune's Coin","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2190"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2190","weakness":{},"price":45000,"legacy_id":["equipment-4724"],"trait":["Fortune","Magical"],"id":"equipment-2190-1893","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Fortune's Coin Source Treasure Vault (Remastered) pg. 114 Usage held in 1 hand --- This coin is struck with the image of a beatific seraph in gold on one side and a fearsome fiend with seven eyes enameled in black on the other. While it may seem nothing more than a curiosity, it's a powerful agent of fortune when activated. Activate Reaction (manipulate) Trigger You fail a check or attack; Effect Flip the coin. If it lands on the seraph side, you get a 12 on the die instead of what you rolled. If it lands on the fiend side, one of the eyes on the fiend closes. Either way, you're temporarily immune to fortune's coin for 1 hour. When all seven eyes are closed, the coin vanishes into a puff of smoke, disappearing forever. This activation is a fortune effect, regardless of how the coin flip lands. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Fortune's Coin Source Treasure Vault (Remastered) pg. 114 Price 450 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Fortune's Coin (Platinum) Source Treasure Vault (Remastered) pg. 114 Price 4,000 gp --- This coin is platinum instead of gold. The seraph side grants you a 14 instead of a 12.","skill_mod":{},"summary":"This coin is struck with the image of a beatific seraph in gold on one side and a fearsome fiend with seven eyes enameled in black on the other. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2190","name":"Fortune's Coin","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2190-1893"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2190","weakness":{},"price":400000,"legacy_id":["equipment-4724"],"trait":["Fortune","Magical"],"id":"equipment-2190-1894","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Fortune's Coin Source Treasure Vault (Remastered) pg. 114 Usage held in 1 hand --- This coin is struck with the image of a beatific seraph in gold on one side and a fearsome fiend with seven eyes enameled in black on the other. While it may seem nothing more than a curiosity, it's a powerful agent of fortune when activated. Activate Reaction (manipulate) Trigger You fail a check or attack; Effect Flip the coin. If it lands on the seraph side, you get a 12 on the die instead of what you rolled. If it lands on the fiend side, one of the eyes on the fiend closes. Either way, you're temporarily immune to fortune's coin for 1 hour. When all seven eyes are closed, the coin vanishes into a puff of smoke, disappearing forever. This activation is a fortune effect, regardless of how the coin flip lands. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Fortune's Coin Source Treasure Vault (Remastered) pg. 114 Price 450 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Fortune's Coin (Platinum) Source Treasure Vault (Remastered) pg. 114 Price 4,000 gp --- This coin is platinum instead of gold. The seraph side grants you a 14 instead of a 12.","skill_mod":{},"summary":"This coin is platinum instead of gold. The seraph side grants you a 14 instead of a 12.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2190","name":"Fortune's Coin (Platinum)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2190-1894"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":185000,"legacy_id":["equipment-4725"],"trait":["Light","Magical"],"id":"equipment-2191","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Ghost Lantern Source Treasure Vault (Remastered) pg. 115 Price 1,850 gp Usage held in 1 hand Bulk L --- Crafted from cold iron, this black hooded lantern has gray glass and lenses that emit a pale gray light when the lantern is lit. Anything this light falls on looks gray or desaturated. The lantern uses oil as a standard hooded lantern. The lantern’s light shines within the Ethereal Plane as well as the Universe. On any other plane, the light functions as a normal hooded lantern. Activate Single Action (concentrate) Frequency once per day; Requirements The lantern's shutters are open; Effect You concentrate on the lantern’s light to soften the boundary between the Ethereal Plane and the Universe. Any creature in the lantern’s bright light on the Universe gains the effects of the ghost touch property rune on all its weapons and unarmed attacks. If an affected weapon or attack is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain ghost touch. This benefit lasts for 5 minutes or until the shutters are closed, whichever comes first. It applies to a creature only while it’s in the lantern’s bright light, and if the creature leaves the light and returns it regains the benefit once more.\n","skill_mod":{},"summary":"Crafted from cold iron , this black hooded lantern has gray glass and lenses that emit a pale gray light when the lantern is lit. Anything this …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2191","name":"Ghost Lantern","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2191"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":45000,"legacy_id":["equipment-4726"],"trait":["Magical"],"id":"equipment-2192","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Horrid Figurine Source Treasure Vault (Remastered) pg. 115 Price 450 gp Usage held in 2 hands Bulk L --- Carved in a putrid jade, the color of disease, this figurine is a bloated humanoid mass of writhing vermin and serpents, all rendered in disgusting detail. The creeping pattern is carved so they seem to move and contort the more one views the figurine. When activated, the effect is amplified to a disgusting or horrifying degree. The figurine can be activated twice per day. If you try to activate it a third time during a day, it dissolves into a puddle of non-magical, putrid glue, causing you to become sickened 3. Activate Two Actions (concentrate, manipulate) Effect Holding the figurine over your head and speaking one command word causes a wave of nausea in a 20-foot emanation. Each creature in the emanation must succeed at a DC 24 Fortitude save or become sickened 2. You're immune to this effect. Activate Two Actions (concentrate, manipulate) Effect Holding the figurine over your head and speaking a different command word causes those around to tremble in fear. Each creature in a 20-foot emanation must succeed at a DC 24 Will save or become frightened 3. You're immune to this effect.\n","skill_mod":{},"summary":"Carved in a putrid jade, the color of disease, this figurine is a bloated humanoid mass of writhing vermin and serpents, all rendered in disgusting …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2192","name":"Horrid Figurine","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2192"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":7500,"legacy_id":["equipment-4727"],"trait":["Magical"],"id":"equipment-2193","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Jug of Fond Remembrance Source Treasure Vault (Remastered) pg. 115 Price 75 gp Usage held in 1 hand --- This large jug always seems to contain just enough of the holder's favorite alcohol to share with a friend. As long as you're holding the jug, you gain a +1 circumstance bonus to Diplomacy checks. If you share a sip of the liquor from the jug with a creature, you gain a +2 circumstance bonus to your next Diplomacy check to Make an Impression or Request something from that creature any time within the next month. Activate Single Action (manipulate) Frequency once per hour; Effect You take a long swig on the jug and then Recall Knowledge about a creature you can see, with a +2 circumstance bonus to the check. If you fail but don't critically fail this check, you get a success instead. You're then stupefied 1 for 3 rounds.\n","skill_mod":{},"summary":"This large jug always seems to contain just enough of the holder's favorite alcohol to share with a friend. As long as you're holding the jug, you …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2193","name":"Jug of Fond Remembrance","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2193"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":2500,"legacy_id":["equipment-4728"],"trait":["Extradimensional","Magical"],"id":"equipment-2194","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Legerdemain Handkerchief Source Treasure Vault (Remastered) pg. 115 Price 25 gp Usage held in 1 hand --- This frilled, silvery-gray handkerchief is a stylish tool for personal hygiene by all appearances, but it can be used to covertly make very small items vanish. Activate Single Action (manipulate) Requirements The handkerchief is entirely covering an item of negligible Bulk; Effect The handkerchief transports the item it covers into its extradimensional space. The handkerchief can hold only one item within its extradimensional space at a time, so any item taken is replaced by any item already within the space. You can also use this action to expel an item already within the extradimensional space without replacing it. This activation can't be used on an attended item unless the creature with that item allows it. Placing the handkerchief over an item typically takes an Interact action.\n","skill_mod":{},"summary":"This frilled, silvery-gray handkerchief is a stylish tool for personal hygiene by all appearances, but it can be used to covertly make very small …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2194","name":"Legerdemain Handkerchief","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2194"},{"legacy_name":["Portable Hole"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":600000,"legacy_id":["equipment-4729"],"trait":["Extradimensional","Magical","Uncommon"],"id":"equipment-2195","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Planar Tunnel Source Treasure Vault (Remastered) pg. 115 Price 6,000 gp Usage held in 2 hands Bulk L --- A complex, collapsible mechanism forms the outer surface of a planar tunnel . It’s linked to a passageway that can be accessed if the tunnel is fully opened. The passage is extradimensional, but borders another plane of existence. Each planar tunnel is keyed to one specific plane. If another extradimensional space is opened inside the planar tunnel, rather than deactivating either item as typical for extradimensional spaces, a rift to the keyed plane tears open and destroys both items. Any creature or unattended object in the planar tunnel is instantly transported to the keyed plane, though a creature can avoid this by succeeding at a DC 30 Reflex save. Activate Three Actions (manipulate) Effect You open the collapsed mechanism to fully open the tunnel, revealing an extradimensional space that stays in place. The tunnel is 6 feet across—just big enough to cover a 5-foot square—and 10 feet deep. The passage’s depth is perpendicular to the surface, so it’s most commonly placed on a floor to make a hole straight down or on a wall to create a horizontal passage through it. The atmosphere is hospitable to travel even if the keyed plane wouldn’t be. Anyone adjacent to either edge of the tunnel can Interact to collapse the opening. This closes both entrances to the extradimensional space. Any objects or creatures within the tunnel remain inside, and any that can’t fit fully inside are ejected into the nearest open space. No matter how many items are in the planar tunnel, its Bulk never changes. Items can be stowed or retrieved only while the tunnel is fully open. When the tunnel is closed, the interior remains a stable environment for 10 minutes, after which any creature or object inside is subjected to the environment of the keyed plane as it seeps through the boundary. A living creature placed inside can attempt to Escape against a DC of 13. An item inside the tunnel provides no benefits unless it’s retrieved first. Anything in the tunnel can’t be detected by magic that detects only things on the same plane. Special A planar tunnel can be used as a planar key for the interplanar teleport spell, and has the same rarity as the key, as specified in the spell.\n","skill_mod":{},"summary":"A complex, collapsible mechanism forms the outer surface of a planar tunnel . It’s linked to a passageway that can be accessed if the tunnel is …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2195","name":"Planar Tunnel","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2195"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":9500,"legacy_id":["equipment-4730"],"trait":["Magical"],"id":"equipment-2196","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Sextant of the Night Source Treasure Vault (Remastered) pg. 116 Price 95 gp Usage held in 1 hand Bulk 1 --- This finely wrought sextant is made from silver with several onyx mirrors and shades made from thin sets of crystal glass. A fine spyglass made of silver is affixed to the frame; removing the spyglass destroys the sextant. By all appearances, the sextant shouldn't function, as the shades and mirrors are swapped, but when you look through the spyglass, you see a night sky during the day and the sun during the night, as if day and night were inverted. When you use the sextant, you gain a +1 item bonus to Survival checks, which increases to a +2 item bonus when you Sense Direction.\n","skill_mod":{},"summary":"This finely wrought sextant is made from silver with several onyx mirrors and shades made from thin sets of crystal glass. A fine spyglass made of …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2196","name":"Sextant of the Night","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2196"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":90000,"legacy_id":["equipment-4731"],"trait":["Magical","Mental"],"id":"equipment-2197","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Standard of the Primeval Howl Source Treasure Vault (Remastered) pg. 116 Price 900 gp Usage held in 1 hand Bulk 1 --- These standards are always constructed from uncut wood and a leather banner painted with the visage of a snarling beast—a wolf, boar, bear, lion, dragon, or similarly imposing creature. And while it might become lost on a battlefield scattered with gaudier standards, its effect bolsters those around a competent leader. When carrying this banner, you gain a +1 item bonus to Intimidation checks and initiative rolls, and creatures in a 20-foot emanation also gain a +1 item bonus to initiative checks. Activate Reaction (concentrate) Frequency once per hour; Trigger An ally within 20 feet of you critically hits with a Strike; Requirements You have the Battle Cry skill feat; Effect You attempt to Demoralize the foe the Strike hit.\n","skill_mod":{},"summary":"These standards are always constructed from uncut wood and a leather banner painted with the visage of a snarling beast—a wolf, boar, bear, lion, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2197","name":"Standard of the Primeval Howl","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2197"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":34000,"legacy_id":["equipment-4732"],"trait":["Magical"],"id":"equipment-2198","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Vaporous Pipe Source Treasure Vault (Remastered) pg. 116 Price 340 gp Usage held in 1 hand --- This hand-polished pipe is carved from oak and releases small wisps of smoke even when unlit. As long as you're holding a vaporous pipe , you don't take a circumstance penalty to Perception checks due to thick smoke, and you can't suffocate from smoke and heated air (such as within a wildfire). As long as you are holding the pipe, you also gain resistance to fire equal to half your level. Activate Single Action (manipulate) Frequency once per hour; Effect You draw on the pipe and then blow a massive cloud of smoke that fills a 30-foot emanation that includes your space. All creatures within the smoke cloud are concealed from each other and from creatures outside the smoke, though you can still see clearly within it. The smoke dissipates after 3 rounds, or after 1 round if subjected to a strong wind.\n","skill_mod":{},"summary":"This hand-polished pipe is carved from oak and releases small wisps of smoke even when unlit. As long as you're holding a vaporous pipe , you don't …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2198","name":"Vaporous Pipe","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2198"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":70000,"legacy_id":["equipment-4733"],"trait":["Auditory","Magical","Uncommon"],"id":"equipment-2199","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Violin of the Waves Source Treasure Vault (Remastered) pg. 116 Price 700 gp Usage held in 2 hands Bulk 1 --- This violin is crafted from finely wrought rosewood that emits a strong, but pleasant, smell of salt water and ocean life. It's engraved with images of sailors working and waves gently rolling. When you make a Performance check using the violin of the waves , you gain a +2 item bonus to the check. This bonus increases to +3 if the performer is currently aboard a ship, walking on the ocean, or otherwise immediately adjacent to ocean water. The violin was created to play a specific tune, one that springs instantly into the mind of anyone who so much as casually strums the instrument. It's a tune of calm waters and safety, but also of pranks played upon shipmates and revelry. Activate 5 minutes (manipulate) Frequency once per day; Requirements You must be aboard a ship; Effect You play the song. Once it's completed, the weather immediately calms to the normal as it would for the season, as control weather. For the next day, the weather remains in this state, unless affected by other magical effects. Anyone aboard the ship finds their mind wanders when performing tasks however, daydreaming of drunken revelry or other forms of entertainment, and the crew of the ship takes a –2 status penalty to skill checks to do anything other than participate in such revelry.\n","skill_mod":{},"summary":"This violin is crafted from finely wrought rosewood that emits a strong, but pleasant, smell of salt water and ocean life. It's engraved with images …","primary_source":"Treasure Vault (Remastered)","trait_group":["Sense","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2199","name":"Violin of the Waves","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2199"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":170000,"legacy_id":["equipment-4734"],"trait":["Magical","Mental","Uncommon"],"id":"equipment-2200","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Voice from the Grave Source Treasure Vault (Remastered) pg. 117 Price 1,700 gp Usage held in 1 hand Bulk L --- This onyx skull emits eerie whispers when on its own, but when held the skull enables you to speak with spirits and haunts you can see, even if you don't share a language. The voice from the grave translates anything the spirit or haunt says, using a language you understand, and translates your words for the spirit or haunt in kind. This doesn't make the target friendly or even cooperative, but it does enable communication. The GM determines the language in the case of a haunt. You can't communicate with mindless spirits using the skull. Activate Two Actions (concentrate, manipulate) Frequency once per hour; Effect The onyx skull casts a DC 27 charm spell on one spirit or haunt you can communicate with using the skull. If you target a haunt that doesn't have a Will modifier, it automatically gets a failure on its save.\n","skill_mod":{},"summary":"This onyx skull emits eerie whispers when on its own, but when held the skull enables you to speak with spirits and haunts you can see, even if …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2200","name":"Voice from the Grave","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2200"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":13000,"legacy_id":["equipment-4735"],"trait":["Air","Magical"],"id":"equipment-2201","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Wind at Your Back Source Treasure Vault (Remastered) pg. 117 Price 130 gp Usage held in 2 hands Bulk L --- This object can only be described as a gray, solidified, miniature cloud that feels spongy to the touch. The cloud is incredibly soft and can be easily lifted with little effort, though its ephemeral nature requires using two hands to ensure it doesn't slip from your grasp. Activate Single Action (manipulate) Frequency once per day; Effect You blow across the surface of the cloud, and it floats free of you and calls up a strong breeze. For the next 8 hours, it floats behind you and your companions, increasing the amount of time the group can Hustle during exploration to the lowest Constitution modifier in the group × 20 instead of × 10. You must all remain within 100 feet to get the benefit. If you activate the item aboard a vehicle, you instead grant the vehicle a +10-foot circumstance bonus to its Speeds for 8 hours. If the vehicle is powered by wind, such as a sailing ship, the bonus increases to +20 feet. When the 8 hours are up, the cloud stops blowing and floats back into your hands.\n","element":["Air"],"skill_mod":{},"summary":"This object can only be described as a gray, solidified, miniature cloud that feels spongy to the touch. The cloud is incredibly soft and can be …","primary_source":"Treasure Vault (Remastered)","trait_group":["Elemental","Planar","Monster","Mechanics"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2201","name":"Wind at Your Back","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2201"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":3000,"skill":["Lore"],"legacy_id":["equipment-4736"],"trait":["Invested","Magical","Tattoo","Uncommon"],"id":"equipment-2202","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Ancestral Geometry Source Treasure Vault (Remastered) pg. 119 Price 30 gp Usage tattooed on the body --- Geometric precision and perfect angles signify that an artist with exemplary knowledge of dwarven tattooing traditions created this body art. Your family's ancestral stories, recited throughout the tattooing process, bind your blood even tighter to theirs. During your daily preparations, you manifest a visitation by an ancestor—possibly via a dream, a vision, or a magical trinket left by your bedroll. Roll 2d20 and record the highest result. Then roll 1d6 and note a type of saving throw: 1–2 Fortitude, 3–4 Reflex, and 5–6 Will. In addition, until the next visitation, you gain a +1 item bonus to one Lore skill related to the ancestor, as determined by the GM. Usually, the ancestor provides a kind of knowledge they believe you'll need. For dwarven ancestors, the Lore skill is usually Architecture Lore, Engineering Lore, Genealogy Lore, Labor Lore, Mining Lore, Warfare Lore, or Lore about a dwarven deity. Activate Reaction (concentrate, fortune) Frequency once per day; Trigger You rolled a saving throw of the noted type; Effect Replace the roll with the d20 roll from your ancestor's visitation.\n","skill_mod":{},"summary":"Geometric precision and perfect angles signify that an artist with exemplary knowledge of dwarven tattooing traditions created this body art. Your …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2202","name":"Ancestral Geometry","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2202"},{"item_child_id":["equipment-2203-1895","equipment-2203-1896","equipment-2203-1897","equipment-2203-1898","equipment-2203-1899","equipment-2203-1900","equipment-2203-1901","equipment-2203-1902","equipment-2203-1903"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"enchantment","legacy_id":["equipment-4737"],"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-2203","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault (Remastered) pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions (concentrate) Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault (Remastered) pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy's attack, or an effect created by an enemy, that damage can't reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault (Remastered) pg. 119 Price 350 gp --- A need for freedom trills through your ally's blood. Until the end of that ally's next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault (Remastered) pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally's dying value. The cherry blossom's activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault (Remastered) pg. 119 Price 25 gp --- Memories bubble to the surface of your ally's mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault (Remastered) pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault (Remastered) pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature's attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally's next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault (Remastered) pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-rank command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault (Remastered) pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault (Remastered) pg. 119 Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time …","primary_source":"Treasure Vault (Remastered)","trait_group":["School","Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2203","name":"Bewitching Bloom","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2203"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2203","weakness":{},"school":"enchantment","price":550000,"legacy_id":["equipment-4737"],"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-2203-1895","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault (Remastered) pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions (concentrate) Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault (Remastered) pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy's attack, or an effect created by an enemy, that damage can't reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault (Remastered) pg. 119 Price 350 gp --- A need for freedom trills through your ally's blood. Until the end of that ally's next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault (Remastered) pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally's dying value. The cherry blossom's activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault (Remastered) pg. 119 Price 25 gp --- Memories bubble to the surface of your ally's mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault (Remastered) pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault (Remastered) pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature's attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally's next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault (Remastered) pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-rank command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault (Remastered) pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault (Remastered) pg. 119 Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy's attack, or an effect created by an enemy, that …","primary_source":"Treasure Vault (Remastered)","trait_group":["School","Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2203","name":"Bewitching Bloom (Amaranth)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2203-1895"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2203","weakness":{},"school":"enchantment","price":35000,"legacy_id":["equipment-4737"],"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-2203-1896","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault (Remastered) pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions (concentrate) Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault (Remastered) pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy's attack, or an effect created by an enemy, that damage can't reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault (Remastered) pg. 119 Price 350 gp --- A need for freedom trills through your ally's blood. Until the end of that ally's next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault (Remastered) pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally's dying value. The cherry blossom's activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault (Remastered) pg. 119 Price 25 gp --- Memories bubble to the surface of your ally's mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault (Remastered) pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault (Remastered) pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature's attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally's next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault (Remastered) pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-rank command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault (Remastered) pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault (Remastered) pg. 119 Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"A need for freedom trills through your ally's blood. Until the end of that ally's next turn, they gain a +2 status bonus to rolls to recover from the …","primary_source":"Treasure Vault (Remastered)","trait_group":["School","Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2203","name":"Bewitching Bloom (Bellflower)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2203-1896"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2203","weakness":{},"school":"enchantment","price":5000,"legacy_id":["equipment-4737"],"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-2203-1897","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault (Remastered) pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions (concentrate) Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault (Remastered) pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy's attack, or an effect created by an enemy, that damage can't reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault (Remastered) pg. 119 Price 350 gp --- A need for freedom trills through your ally's blood. Until the end of that ally's next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault (Remastered) pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally's dying value. The cherry blossom's activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault (Remastered) pg. 119 Price 25 gp --- Memories bubble to the surface of your ally's mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault (Remastered) pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault (Remastered) pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature's attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally's next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault (Remastered) pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-rank command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault (Remastered) pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault (Remastered) pg. 119 Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 …","primary_source":"Treasure Vault (Remastered)","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2203","name":"Bewitching Bloom (Cherry Blossom)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2203-1897"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2203","weakness":{},"school":"enchantment","price":2500,"legacy_id":["equipment-4737"],"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-2203-1898","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault (Remastered) pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions (concentrate) Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault (Remastered) pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy's attack, or an effect created by an enemy, that damage can't reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault (Remastered) pg. 119 Price 350 gp --- A need for freedom trills through your ally's blood. Until the end of that ally's next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault (Remastered) pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally's dying value. The cherry blossom's activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault (Remastered) pg. 119 Price 25 gp --- Memories bubble to the surface of your ally's mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault (Remastered) pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault (Remastered) pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature's attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally's next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault (Remastered) pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-rank command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault (Remastered) pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault (Remastered) pg. 119 Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"Memories bubble to the surface of your ally's mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant …","primary_source":"Treasure Vault (Remastered)","trait_group":["School","Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2203","name":"Bewitching Bloom (Lilac)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2203-1898"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2203","weakness":{},"school":"enchantment","price":60000,"legacy_id":["equipment-4737"],"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-2203-1899","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault (Remastered) pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions (concentrate) Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault (Remastered) pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy's attack, or an effect created by an enemy, that damage can't reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault (Remastered) pg. 119 Price 350 gp --- A need for freedom trills through your ally's blood. Until the end of that ally's next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault (Remastered) pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally's dying value. The cherry blossom's activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault (Remastered) pg. 119 Price 25 gp --- Memories bubble to the surface of your ally's mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault (Remastered) pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault (Remastered) pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature's attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally's next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault (Remastered) pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-rank command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault (Remastered) pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault (Remastered) pg. 119 Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental …","primary_source":"Treasure Vault (Remastered)","trait_group":["School","Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2203","name":"Bewitching Bloom (Lotus)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2203-1899"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2203","weakness":{},"school":"enchantment","price":22000,"legacy_id":["equipment-4737"],"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-2203-1900","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault (Remastered) pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions (concentrate) Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault (Remastered) pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy's attack, or an effect created by an enemy, that damage can't reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault (Remastered) pg. 119 Price 350 gp --- A need for freedom trills through your ally's blood. Until the end of that ally's next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault (Remastered) pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally's dying value. The cherry blossom's activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault (Remastered) pg. 119 Price 25 gp --- Memories bubble to the surface of your ally's mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault (Remastered) pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault (Remastered) pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature's attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally's next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault (Remastered) pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-rank command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault (Remastered) pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault (Remastered) pg. 119 Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next …","primary_source":"Treasure Vault (Remastered)","trait_group":["School","Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2203","name":"Bewitching Bloom (Magnolia)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2203-1900"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2203","weakness":{},"school":"enchantment","price":120000,"legacy_id":["equipment-4737"],"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-2203-1901","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault (Remastered) pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions (concentrate) Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault (Remastered) pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy's attack, or an effect created by an enemy, that damage can't reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault (Remastered) pg. 119 Price 350 gp --- A need for freedom trills through your ally's blood. Until the end of that ally's next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault (Remastered) pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally's dying value. The cherry blossom's activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault (Remastered) pg. 119 Price 25 gp --- Memories bubble to the surface of your ally's mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault (Remastered) pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault (Remastered) pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature's attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally's next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault (Remastered) pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-rank command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault (Remastered) pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault (Remastered) pg. 119 Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-rank command spell (DC 28) selecting targets …","primary_source":"Treasure Vault (Remastered)","trait_group":["School","Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2203","name":"Bewitching Bloom (Purple Iris)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2203-1901"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2203","weakness":{},"school":"enchantment","price":9000,"legacy_id":["equipment-4737"],"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-2203-1902","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault (Remastered) pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions (concentrate) Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault (Remastered) pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy's attack, or an effect created by an enemy, that damage can't reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault (Remastered) pg. 119 Price 350 gp --- A need for freedom trills through your ally's blood. Until the end of that ally's next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault (Remastered) pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally's dying value. The cherry blossom's activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault (Remastered) pg. 119 Price 25 gp --- Memories bubble to the surface of your ally's mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault (Remastered) pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault (Remastered) pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature's attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally's next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault (Remastered) pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-rank command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault (Remastered) pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault (Remastered) pg. 119 Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within …","primary_source":"Treasure Vault (Remastered)","trait_group":["School","Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2203","name":"Bewitching Bloom (Red Rose)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2203-1902"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2203","weakness":{},"school":"enchantment","price":8000,"legacy_id":["equipment-4737"],"trait":["Enchantment","Invested","Magical","Tattoo"],"id":"equipment-2203-1903","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bewitching Bloom Source Treasure Vault (Remastered) pg. 119 Usage tattooed on the body --- While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. Activate Two Actions (concentrate) Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bewitching Bloom (Amaranth) Source Treasure Vault (Remastered) pg. 119 Price 5,500 gp --- The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy's attack, or an effect created by an enemy, that damage can't reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bewitching Bloom (Bellflower) Source Treasure Vault (Remastered) pg. 119 Price 350 gp --- A need for freedom trills through your ally's blood. Until the end of that ally's next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bewitching Bloom (Cherry Blossom) Source Treasure Vault (Remastered) pg. 119 Price 50 gp --- The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally's dying value. The cherry blossom's activation can target an unconscious or dying ally. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bewitching Bloom (Lilac) Source Treasure Vault (Remastered) pg. 119 Price 25 gp --- Memories bubble to the surface of your ally's mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bewitching Bloom (Lotus) Source Treasure Vault (Remastered) pg. 119 Price 600 gp --- A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bewitching Bloom (Magnolia) Source Treasure Vault (Remastered) pg. 119 Price 220 gp --- Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature's attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally's next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bewitching Bloom (Purple Iris) Source Treasure Vault (Remastered) pg. 119 Price 1,200 gp --- Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-rank command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (Red Rose) Source Treasure Vault (Remastered) pg. 119 Price 90 gp --- The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. This effect has the emotion and mental traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bewitching Bloom (White Poppy) Source Treasure Vault (Remastered) pg. 119 Price 80 gp --- A sense of peace overwhelms the ally. The tattoo casts calm or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.","skill_mod":{},"summary":"A sense of peace overwhelms the ally. The tattoo casts calm or sanctuary (your choice) on the ally. The spell affects only the ally and lasts …","primary_source":"Treasure Vault (Remastered)","trait_group":["School","Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2203","name":"Bewitching Bloom (White Poppy)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2203-1903"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":14000,"legacy_id":["equipment-4738"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2204","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Boozy Bottle Source Treasure Vault (Remastered) pg. 119 Price 140 gp Usage tattooed on the body --- This tattoo depicts a container of alcohol, traditionally a small, uncorked brown bottle. You gain a +1 item bonus to saving throws against poison. Activate Reaction (concentrate) Frequency once per day; Trigger You fail (but don't critically fail) an initial saving throw against a poison, or you gain persistent poison damage; Effect You pick your poison. Calling out the name of a drink as though ordering at a bar, you negate the triggering poison. Instead, you become slightly drunk. For 10 minutes you’re off-guard and gain a +1 item bonus to saving throws against fear.\n","skill_mod":{},"summary":"This tattoo depicts a container of alcohol, traditionally a small, uncorked brown bottle. You gain a +1 item bonus to saving throws against poison . ","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2204","name":"Boozy Bottle","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-2204"},{"legacy_name":["Bound Guardian"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":67500,"legacy_id":["equipment-4739"],"trait":["Invested","Magical","Tattoo","Uncommon"],"id":"equipment-2205","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Fauna Guardian Source Treasure Vault (Remastered) pg. 120 Price 675 gp Usage tattooed on the body --- A fauna guardian is a tattoo of an animal, which you can temporarily animate to protect you. The animal must be chosen when you get the tattoo, and can be any animal of 4th level or lower. (Your GM might allow other options.) Activate Three Actions (concentrate) Frequency once per day; Effect You animate your tattoo using the duration and other parameters of a 5th-rank summon animal spell. It appears in a space adjacent to you. If your tattoo animal drops to 0 HP, the activation ends, and the inanimate tattoo returns to your skin.\n","skill_mod":{},"summary":"A fauna guardian is a tattoo of an animal, which you can temporarily animate to protect you. The animal must be chosen when you get the tattoo, and …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2205","name":"Fauna Guardian","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2205"},{"item_child_id":["equipment-2206-1904","equipment-2206-1905","equipment-2206-1906","equipment-2206-1907"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"legacy_id":["equipment-4740"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2206","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Eye Slash Source Treasure Vault (Remastered) pg. 120 Usage tattooed on the body --- Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Eye Slash Source Treasure Vault (Remastered) pg. 120 Price 20 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Eye Slash (Greater) Source Treasure Vault (Remastered) pg. 120 Price 100 gp --- The tattoo also grants you a +1 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eye Slash (Major) Source Treasure Vault (Remastered) pg. 120 Price 700 gp --- The tattoo also grants you a +2 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eye Slash (True) Source Treasure Vault (Remastered) pg. 120 Price 15,000 gp --- The tattoo also grants you a +3 item bonus to Perception checks that involve sight.","skill_mod":{},"summary":"Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2206","name":"Eye Slash","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2206"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2206","weakness":{},"price":2000,"legacy_id":["equipment-4740"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2206-1904","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Eye Slash Source Treasure Vault (Remastered) pg. 120 Usage tattooed on the body --- Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Eye Slash Source Treasure Vault (Remastered) pg. 120 Price 20 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Eye Slash (Greater) Source Treasure Vault (Remastered) pg. 120 Price 100 gp --- The tattoo also grants you a +1 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eye Slash (Major) Source Treasure Vault (Remastered) pg. 120 Price 700 gp --- The tattoo also grants you a +2 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eye Slash (True) Source Treasure Vault (Remastered) pg. 120 Price 15,000 gp --- The tattoo also grants you a +3 item bonus to Perception checks that involve sight.","skill_mod":{},"summary":"Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2206","name":"Eye Slash","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2206-1904"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2206","weakness":{},"price":10000,"legacy_id":["equipment-4740"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2206-1905","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Eye Slash Source Treasure Vault (Remastered) pg. 120 Usage tattooed on the body --- Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Eye Slash Source Treasure Vault (Remastered) pg. 120 Price 20 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Eye Slash (Greater) Source Treasure Vault (Remastered) pg. 120 Price 100 gp --- The tattoo also grants you a +1 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eye Slash (Major) Source Treasure Vault (Remastered) pg. 120 Price 700 gp --- The tattoo also grants you a +2 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eye Slash (True) Source Treasure Vault (Remastered) pg. 120 Price 15,000 gp --- The tattoo also grants you a +3 item bonus to Perception checks that involve sight.","skill_mod":{},"summary":"The tattoo also grants you a +1 item bonus to Perception checks that involve sight.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2206","name":"Eye Slash (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2206-1905"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2206","weakness":{},"price":70000,"legacy_id":["equipment-4740"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2206-1906","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Eye Slash Source Treasure Vault (Remastered) pg. 120 Usage tattooed on the body --- Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Eye Slash Source Treasure Vault (Remastered) pg. 120 Price 20 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Eye Slash (Greater) Source Treasure Vault (Remastered) pg. 120 Price 100 gp --- The tattoo also grants you a +1 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eye Slash (Major) Source Treasure Vault (Remastered) pg. 120 Price 700 gp --- The tattoo also grants you a +2 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eye Slash (True) Source Treasure Vault (Remastered) pg. 120 Price 15,000 gp --- The tattoo also grants you a +3 item bonus to Perception checks that involve sight.","skill_mod":{},"summary":"The tattoo also grants you a +2 item bonus to Perception checks that involve sight.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2206","name":"Eye Slash (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2206-1906"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2206","weakness":{},"price":1500000,"legacy_id":["equipment-4740"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2206-1907","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Eye Slash Source Treasure Vault (Remastered) pg. 120 Usage tattooed on the body --- Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Eye Slash Source Treasure Vault (Remastered) pg. 120 Price 20 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Eye Slash (Greater) Source Treasure Vault (Remastered) pg. 120 Price 100 gp --- The tattoo also grants you a +1 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eye Slash (Major) Source Treasure Vault (Remastered) pg. 120 Price 700 gp --- The tattoo also grants you a +2 item bonus to Perception checks that involve sight. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eye Slash (True) Source Treasure Vault (Remastered) pg. 120 Price 15,000 gp --- The tattoo also grants you a +3 item bonus to Perception checks that involve sight.","skill_mod":{},"summary":"The tattoo also grants you a +3 item bonus to Perception checks that involve sight.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2206","name":"Eye Slash (True)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2206-1907"},{"item_child_id":["equipment-2207-1908","equipment-2207-1909","equipment-2207-1910","equipment-2207-1911"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"legacy_id":["equipment-4741"],"trait":["Divine","Invested","Tattoo"],"id":"equipment-2207","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault (Remastered) pg. 120 Usage tattooed on the body --- You have marked your body to show your devotion to a deity. This tattoo could be the deity's religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit. When you get the tattoo and aren’t sanctified, you can choose to sanctify yourself to your deity. If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an atone ritual and meet the prerequisites thereafter. Activate Cast a Spell; Frequency once per day; Effect The tattoo casts harm , heal , or the 1st-rank spell from your deity’s cleric spells. You can choose harm or heal only in accord with the deity’s divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Craft Requirements silver worth 2 gp to include in the ink <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault (Remastered) pg. 120 Price 80 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Faith Tattoo (Greater) Source Treasure Vault (Remastered) pg. 120 Price 425 gp --- The spell is 3rd rank, and its DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Faith Tattoo (Major) Source Treasure Vault (Remastered) pg. 120 Price 1,700 gp --- The spell is 5th rank, and its DC is 30. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Faith Tattoo (True) Source Treasure Vault (Remastered) pg. 120 Price 8,000 gp --- The spell is 7th rank, and its DC is 35.","skill_mod":{},"summary":"You have marked your body to show your devotion to a deity. This tattoo could be the deity's religious symbol, another image that evokes that deity, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2207","name":"Faith Tattoo","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2207"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2207","weakness":{},"price":8000,"legacy_id":["equipment-4741"],"trait":["Divine","Invested","Tattoo"],"id":"equipment-2207-1908","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault (Remastered) pg. 120 Usage tattooed on the body --- You have marked your body to show your devotion to a deity. This tattoo could be the deity's religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit. When you get the tattoo and aren’t sanctified, you can choose to sanctify yourself to your deity. If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an atone ritual and meet the prerequisites thereafter. Activate Cast a Spell; Frequency once per day; Effect The tattoo casts harm , heal , or the 1st-rank spell from your deity’s cleric spells. You can choose harm or heal only in accord with the deity’s divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Craft Requirements silver worth 2 gp to include in the ink <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault (Remastered) pg. 120 Price 80 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Faith Tattoo (Greater) Source Treasure Vault (Remastered) pg. 120 Price 425 gp --- The spell is 3rd rank, and its DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Faith Tattoo (Major) Source Treasure Vault (Remastered) pg. 120 Price 1,700 gp --- The spell is 5th rank, and its DC is 30. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Faith Tattoo (True) Source Treasure Vault (Remastered) pg. 120 Price 8,000 gp --- The spell is 7th rank, and its DC is 35.","skill_mod":{},"summary":"You have marked your body to show your devotion to a deity. This tattoo could be the deity's religious symbol, another image that evokes that deity, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2207","name":"Faith Tattoo","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2207-1908"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2207","weakness":{},"price":42500,"legacy_id":["equipment-4741"],"trait":["Divine","Invested","Tattoo"],"id":"equipment-2207-1909","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault (Remastered) pg. 120 Usage tattooed on the body --- You have marked your body to show your devotion to a deity. This tattoo could be the deity's religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit. When you get the tattoo and aren’t sanctified, you can choose to sanctify yourself to your deity. If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an atone ritual and meet the prerequisites thereafter. Activate Cast a Spell; Frequency once per day; Effect The tattoo casts harm , heal , or the 1st-rank spell from your deity’s cleric spells. You can choose harm or heal only in accord with the deity’s divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Craft Requirements silver worth 2 gp to include in the ink <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault (Remastered) pg. 120 Price 80 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Faith Tattoo (Greater) Source Treasure Vault (Remastered) pg. 120 Price 425 gp --- The spell is 3rd rank, and its DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Faith Tattoo (Major) Source Treasure Vault (Remastered) pg. 120 Price 1,700 gp --- The spell is 5th rank, and its DC is 30. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Faith Tattoo (True) Source Treasure Vault (Remastered) pg. 120 Price 8,000 gp --- The spell is 7th rank, and its DC is 35.","skill_mod":{},"summary":"The spell is 3rd rank, and its DC is 24.","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2207","name":"Faith Tattoo (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2207-1909"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2207","weakness":{},"price":170000,"legacy_id":["equipment-4741"],"trait":["Divine","Invested","Tattoo"],"id":"equipment-2207-1910","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault (Remastered) pg. 120 Usage tattooed on the body --- You have marked your body to show your devotion to a deity. This tattoo could be the deity's religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit. When you get the tattoo and aren’t sanctified, you can choose to sanctify yourself to your deity. If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an atone ritual and meet the prerequisites thereafter. Activate Cast a Spell; Frequency once per day; Effect The tattoo casts harm , heal , or the 1st-rank spell from your deity’s cleric spells. You can choose harm or heal only in accord with the deity’s divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Craft Requirements silver worth 2 gp to include in the ink <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault (Remastered) pg. 120 Price 80 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Faith Tattoo (Greater) Source Treasure Vault (Remastered) pg. 120 Price 425 gp --- The spell is 3rd rank, and its DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Faith Tattoo (Major) Source Treasure Vault (Remastered) pg. 120 Price 1,700 gp --- The spell is 5th rank, and its DC is 30. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Faith Tattoo (True) Source Treasure Vault (Remastered) pg. 120 Price 8,000 gp --- The spell is 7th rank, and its DC is 35.","skill_mod":{},"summary":"The spell is 5th rank, and its DC is 30.","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2207","name":"Faith Tattoo (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2207-1910"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2207","weakness":{},"price":800000,"legacy_id":["equipment-4741"],"trait":["Divine","Invested","Tattoo"],"id":"equipment-2207-1911","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault (Remastered) pg. 120 Usage tattooed on the body --- You have marked your body to show your devotion to a deity. This tattoo could be the deity's religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit. When you get the tattoo and aren’t sanctified, you can choose to sanctify yourself to your deity. If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an atone ritual and meet the prerequisites thereafter. Activate Cast a Spell; Frequency once per day; Effect The tattoo casts harm , heal , or the 1st-rank spell from your deity’s cleric spells. You can choose harm or heal only in accord with the deity’s divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Craft Requirements silver worth 2 gp to include in the ink <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Faith Tattoo Source Treasure Vault (Remastered) pg. 120 Price 80 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Faith Tattoo (Greater) Source Treasure Vault (Remastered) pg. 120 Price 425 gp --- The spell is 3rd rank, and its DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Faith Tattoo (Major) Source Treasure Vault (Remastered) pg. 120 Price 1,700 gp --- The spell is 5th rank, and its DC is 30. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Faith Tattoo (True) Source Treasure Vault (Remastered) pg. 120 Price 8,000 gp --- The spell is 7th rank, and its DC is 35.","skill_mod":{},"summary":"The spell is 7th rank, and its DC is 35.","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2207","name":"Faith Tattoo (True)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2207-1911"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":3000,"legacy_id":["equipment-4742"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2208","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Frostwalker Pattern Source Treasure Vault (Remastered) pg. 120 Price 30 gp Usage tattooed on the body --- Northern peoples design magical tattoos to protect against wintry weather, typically in geometric patterns with a combination of straight lines and whorls. This tattoo negates any damage you take from severe environmental cold and reduces damage you take from extreme cold to equal that of severe cold. Activate Single Action (concentrate) Frequency once per day; Effect Until the end of your next turn, you ignore difficult terrain and greater difficult terrain from ice and snow and don't risk falling when crossing ice.\n","skill_mod":{},"summary":"Northern peoples design magical tattoos to protect against wintry weather, typically in geometric patterns with a combination of straight lines and …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2208","name":"Frostwalker Pattern","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2208"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":15000,"legacy_id":["equipment-4743"],"trait":["Invested","Magical","Tattoo","Uncommon"],"id":"equipment-2209","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Homeward Swallow Source Treasure Vault (Remastered) pg. 120 Price 150 gp Usage tattooed on the body --- This small tattoo of a swallow always points toward your home. The tattooing must take place at a location you consider to be your home, or the magic fails to bind with the ink. When you travel to your home using teleportation that can be off target, such as teleport or interplanar teleport , you arrive exactly at your home. If your home is destroyed or you come to believe a new place is your home, this tattoo fades from your skin. Activate Single Action (concentrate) Effect You sense the direction toward your home.\n","skill_mod":{},"summary":"This small tattoo of a swallow always points toward your home. The tattooing must take place at a location you consider to be your home, or the magic …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2209","name":"Homeward Swallow","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2209"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":1300,"legacy_id":["equipment-4744"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2210","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Memoir Map Source Treasure Vault (Remastered) pg. 120 Price 13 gp Usage tattooed on the body --- Your journeys and the major events in your life that occur after you obtain this tattoo appear on it, your life story traced upon your skin. Each time you journey somewhere new or accomplish something noteworthy to you, a design or symbol appears, representing the event. The positions of these images are relative in location, but measurements aren't exact. A memoir map starts with an icon representing your location when you receive the tattoo, usually over the heart, and grows from there. Traveling to another plane causes a new portion to appear on a different part of your body to represent that plane. If you want a record of your life before you receive your memoir map , you can have the tattoo artist embellish the map to represent past events.\n","skill_mod":{},"summary":"Your journeys and the major events in your life that occur after you obtain this tattoo appear on it, your life story traced upon your skin. Each …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2210","name":"Memoir Map","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2210"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":1000,"legacy_id":["equipment-4745"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2211","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Mortal Chronicle Source Treasure Vault (Remastered) pg. 121 Price 10 gp Usage tattooed on the body --- Common among fatalists and adventurers with access to resurrection magic, mortal chronicles look like tombstones, funeral plaques, or simple scrolls bearing the wearer's name or nickname. If you die, the date and cause of your death appear on the tattoo. The cause is literal and inexact, failing to identify specifics; it could read “beheaded” or “immolated” but not “beheaded by Amiri” or “murdered with fire.” If you're raised from the dead, a mark on the tattoo indicates the date you reversed your death. The tattoo then expands enough to list your next death when it comes.\n","skill_mod":{},"summary":"Common among fatalists and adventurers with access to resurrection magic, mortal chronicles look like tombstones, funeral plaques, or simple scrolls …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2211","name":"Mortal Chronicle","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2211"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":1800,"legacy_id":["equipment-4746"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2212","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Navigator's Star Source Treasure Vault (Remastered) pg. 121 Price 18 gp Usage tattooed on the body --- A star inked on the back of the hand, usually between the thumb and forefinger, keeps you on the right path. Activate Two Actions (concentrate, manipulate) Effect As you hold up your hand and align the star in view, you learn which direction you're facing.\n","skill_mod":{},"summary":"A star inked on the back of the hand, usually between the thumb and forefinger, keeps you on the right path. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2212","name":"Navigator's Star","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2212"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":65000,"legacy_id":["equipment-4747"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2213","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Nemesis Name Source Treasure Vault (Remastered) pg. 121 Price 650 gp Usage tattooed on the body --- You want revenge badly enough that you tattoo your nemesis's name in a place you can easily see to remember your vow to settle the score. Anyone who sees the tattoo senses your hatred of the named being. Receiving a new nemesis name makes any you already have non-magical. You gain a +2 status bonus to damage rolls against the creature named on your tattoo, but this nemesis gains a +1 status bonus to damage rolls against you. Activate Single Action (concentrate, mental) Frequency once per round; Requirements You can see your nemesis, and they're within 30 feet of you; Effect You focus your hatred into a mental scream. Your nemesis takes 3d6 mental damage, which they can resist with a basic DC 26 Will save. You take half as much damage as your nemesis does, and you can't reduce this damage in any way.\n","skill_mod":{},"summary":"You want revenge badly enough that you tattoo your nemesis's name in a place you can easily see to remember your vow to settle the score. Anyone who …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2213","name":"Nemesis Name","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2213"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":6000,"skill":["Intimidation"],"legacy_id":["equipment-4748"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2214","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > One Hundred Victories Source Treasure Vault (Remastered) pg. 121 Price 60 gp Usage tattooed on the body --- One hundred cuts, healed into diamond-shaped scars, represent the ability to withstand the attacks of your enemies. Orc warriors covet these scar patterns and cluster them around what they consider to be their strongest assets—a pattern around the heart signifies a warrior with great endurance, while one along the arms indicates great upper body strength. You gain a +1 item bonus to Intimidation checks. If you have Ferocity (such as from the Orc Ferocity feat or a similar ability), the first time each day you use it, instead of remaining at 1 Hit Point, your Hit Points are set to an amount equal to your ancestry Hit Points, even if this amount is more than you had before using Ferocity.\n","skill_mod":{},"summary":"One hundred cuts, healed into diamond-shaped scars, represent the ability to withstand the attacks of your enemies. Orc warriors covet these scar …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2214","name":"One Hundred Victories","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2214"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":9000,"legacy_id":["equipment-4749"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2215","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Reading Glyphs Source Treasure Vault (Remastered) pg. 121 Price 90 gp Usage tattooed on the body --- These tattoos on your knuckles look like strange glyphs in an unknown language. If you press your fingertips to text in any language, these glyphs cycle in appearance through those of various extant languages. Encrypted text causes your glyphs to turn to a recognizable “null” symbol. Activate Single Action (concentrate) Frequency once per day; Effect You sync the tattoos with the text your fingertips are touching. By running your fingers across the text, you translate it, with glyphs on your knuckles showing the translation in a language you can read. Your tattooed glyphs can't translate encrypted or encoded text, language couched in metaphor, and the like, subject to GM discretion.\n","skill_mod":{},"summary":"These tattoos on your knuckles look like strange glyphs in an unknown language. If you press your fingertips to text in any language, these glyphs …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2215","name":"Reading Glyphs","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2215"},{"item_child_id":["equipment-2216-1912","equipment-2216-1913","equipment-2216-1914"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"legacy_id":["equipment-4750"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2216","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Soaring Wings Source Treasure Vault (Remastered) pg. 121 Usage tattooed on the body --- Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the ink, but some artists make it so the tattoo creates a glowing aura or lines of light in the shape of wings. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Soaring Wings Source Treasure Vault (Remastered) pg. 121 Price 750 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Soaring Wings (Greater) Source Treasure Vault (Remastered) pg. 121 Price 3,800 gp --- You can activate the tattoo once per hour. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Soaring Wings (Major) Source Treasure Vault (Remastered) pg. 121 Price 38,000 gp --- You can activate the tattoo any number of times, and the effect lasts until you Dismiss the activation.","skill_mod":{},"summary":"Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2216","name":"Soaring Wings","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2216"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2216","weakness":{},"price":75000,"legacy_id":["equipment-4750"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2216-1912","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Soaring Wings Source Treasure Vault (Remastered) pg. 121 Usage tattooed on the body --- Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the ink, but some artists make it so the tattoo creates a glowing aura or lines of light in the shape of wings. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Soaring Wings Source Treasure Vault (Remastered) pg. 121 Price 750 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Soaring Wings (Greater) Source Treasure Vault (Remastered) pg. 121 Price 3,800 gp --- You can activate the tattoo once per hour. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Soaring Wings (Major) Source Treasure Vault (Remastered) pg. 121 Price 38,000 gp --- You can activate the tattoo any number of times, and the effect lasts until you Dismiss the activation.","skill_mod":{},"summary":"Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2216","name":"Soaring Wings","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2216-1912"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2216","weakness":{},"price":380000,"legacy_id":["equipment-4750"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2216-1913","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Soaring Wings Source Treasure Vault (Remastered) pg. 121 Usage tattooed on the body --- Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the ink, but some artists make it so the tattoo creates a glowing aura or lines of light in the shape of wings. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Soaring Wings Source Treasure Vault (Remastered) pg. 121 Price 750 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Soaring Wings (Greater) Source Treasure Vault (Remastered) pg. 121 Price 3,800 gp --- You can activate the tattoo once per hour. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Soaring Wings (Major) Source Treasure Vault (Remastered) pg. 121 Price 38,000 gp --- You can activate the tattoo any number of times, and the effect lasts until you Dismiss the activation.","skill_mod":{},"summary":"You can activate the tattoo once per hour.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2216","name":"Soaring Wings (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2216-1913"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2216","weakness":{},"price":3800000,"legacy_id":["equipment-4750"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2216-1914","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Soaring Wings Source Treasure Vault (Remastered) pg. 121 Usage tattooed on the body --- Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the ink, but some artists make it so the tattoo creates a glowing aura or lines of light in the shape of wings. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Soaring Wings Source Treasure Vault (Remastered) pg. 121 Price 750 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Soaring Wings (Greater) Source Treasure Vault (Remastered) pg. 121 Price 3,800 gp --- You can activate the tattoo once per hour. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Soaring Wings (Major) Source Treasure Vault (Remastered) pg. 121 Price 38,000 gp --- You can activate the tattoo any number of times, and the effect lasts until you Dismiss the activation.","skill_mod":{},"summary":"You can activate the tattoo any number of times, and the effect lasts until you Dismiss the activation.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2216","name":"Soaring Wings (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2216-1914"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":55000,"legacy_id":["equipment-4751"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2217","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Staring Skull Source Treasure Vault (Remastered) pg. 122 Price 550 gp Usage tattooed on the body --- This tattoo usually depicts a humanoid skull with staring eyes in its sockets, but any creature with two eyes and a skull is possible, such as a wolf, phoenix, or psychopomp. When your dying condition increases to a value that would kill you, this tattoo reduces your dying value to 1 fewer than would kill you. If a death effect would kill you—provided the effect is from a creature of 8th level or lower or a spell of 4th rank or lower—this tattoo activates and keeps you alive instead. You can benefit from this ability only once per day. Each time the tattoo prevents you from dying, one of its eyes disappears, the image now featuring either an empty socket or an eyepatch or other covering. After both eyes vanish, the tattoo becomes non-magical and no longer protects you. If you receive a new staring skull tattoo, any other you have loses its staring eyes and becomes non-magical.\n","skill_mod":{},"summary":"This tattoo usually depicts a humanoid skull with staring eyes in its sockets, but any creature with two eyes and a skull is possible, such as a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2217","name":"Staring Skull","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2217"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":85000,"legacy_id":["equipment-4752"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2218","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Sun Sight Source Treasure Vault (Remastered) pg. 122 Price 850 gp Usage tattooed on the body --- Placed under the eyes like rays of light, this tattoo burns away illusions with the unmerciful brilliance of the sun. You gain a +2 bonus to Perception checks that involve sight. If you're dazzled, you receive a new save at the start of each of your turns to end your dazzled condition. Activate Single Action to Three Actions (concentrate) Frequency once per day; Effect The tattoo casts a 4th-rank blazing bolt , with the rays emitting from your eyes. The number of actions you spend Activating the tattoo determines blazing bolt’s number of rays. The tattoo also attempts to dispel each illusion on a creature hit by a ray (counteract rank 5th, counteract modifier +19).\n","skill_mod":{},"summary":"Placed under the eyes like rays of light, this tattoo burns away illusions with the unmerciful brilliance of the sun. You gain a +2 bonus to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2218","name":"Sun Sight","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2218"},{"item_child_id":["equipment-2219-1915","equipment-2219-1916","equipment-2219-1917"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"legacy_id":["equipment-4753"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2219","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Tooth and Claw Tattoo Source Treasure Vault (Remastered) pg. 122 Usage tattooed on the body --- This tattoo resembles an animal's fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the Diplomacy skill with animals of that kind. This tattoo is usually located on the body part or parts it's meant to transform—on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on. Activate Single Action (concentrate, morph) Effect You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage type is bludgeoning for a fist or frog's jaws; piercing for an antler, fangs, horns, or most jaws; or slashing for claws. Activate Two Actions (concentrate, polymorph) Effect The tattoo casts 3rd-rank animal form to transform you into the animal that matches your tattoo. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Tooth and Claw Tattoo Source Treasure Vault (Remastered) pg. 122 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Tooth and Claw Tattoo (Greater) Source Treasure Vault (Remastered) pg. 122 Price 500 gp --- The tattoo casts 4th-rank animal form instead of 3rd. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tooth and Claw Tattoo (Major) Source Treasure Vault (Remastered) pg. 122 Price 1,000 gp --- The tattoo casts 5th-rank animal form instead of 3rd.","skill_mod":{},"summary":"This tattoo resembles an animal's fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2219","name":"Tooth and Claw Tattoo","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2219"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2219","weakness":{},"price":25000,"legacy_id":["equipment-4753"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2219-1915","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Tooth and Claw Tattoo Source Treasure Vault (Remastered) pg. 122 Usage tattooed on the body --- This tattoo resembles an animal's fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the Diplomacy skill with animals of that kind. This tattoo is usually located on the body part or parts it's meant to transform—on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on. Activate Single Action (concentrate, morph) Effect You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage type is bludgeoning for a fist or frog's jaws; piercing for an antler, fangs, horns, or most jaws; or slashing for claws. Activate Two Actions (concentrate, polymorph) Effect The tattoo casts 3rd-rank animal form to transform you into the animal that matches your tattoo. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Tooth and Claw Tattoo Source Treasure Vault (Remastered) pg. 122 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Tooth and Claw Tattoo (Greater) Source Treasure Vault (Remastered) pg. 122 Price 500 gp --- The tattoo casts 4th-rank animal form instead of 3rd. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tooth and Claw Tattoo (Major) Source Treasure Vault (Remastered) pg. 122 Price 1,000 gp --- The tattoo casts 5th-rank animal form instead of 3rd.","skill_mod":{},"summary":"This tattoo resembles an animal's fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2219","name":"Tooth and Claw Tattoo","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2219-1915"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2219","weakness":{},"price":50000,"legacy_id":["equipment-4753"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2219-1916","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Tooth and Claw Tattoo Source Treasure Vault (Remastered) pg. 122 Usage tattooed on the body --- This tattoo resembles an animal's fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the Diplomacy skill with animals of that kind. This tattoo is usually located on the body part or parts it's meant to transform—on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on. Activate Single Action (concentrate, morph) Effect You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage type is bludgeoning for a fist or frog's jaws; piercing for an antler, fangs, horns, or most jaws; or slashing for claws. Activate Two Actions (concentrate, polymorph) Effect The tattoo casts 3rd-rank animal form to transform you into the animal that matches your tattoo. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Tooth and Claw Tattoo Source Treasure Vault (Remastered) pg. 122 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Tooth and Claw Tattoo (Greater) Source Treasure Vault (Remastered) pg. 122 Price 500 gp --- The tattoo casts 4th-rank animal form instead of 3rd. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tooth and Claw Tattoo (Major) Source Treasure Vault (Remastered) pg. 122 Price 1,000 gp --- The tattoo casts 5th-rank animal form instead of 3rd.","skill_mod":{},"summary":"The tattoo casts 4th-rank animal form instead of 3rd.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2219","name":"Tooth and Claw Tattoo (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2219-1916"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2219","weakness":{},"price":100000,"legacy_id":["equipment-4753"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2219-1917","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Tooth and Claw Tattoo Source Treasure Vault (Remastered) pg. 122 Usage tattooed on the body --- This tattoo resembles an animal's fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the Diplomacy skill with animals of that kind. This tattoo is usually located on the body part or parts it's meant to transform—on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on. Activate Single Action (concentrate, morph) Effect You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage type is bludgeoning for a fist or frog's jaws; piercing for an antler, fangs, horns, or most jaws; or slashing for claws. Activate Two Actions (concentrate, polymorph) Effect The tattoo casts 3rd-rank animal form to transform you into the animal that matches your tattoo. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Tooth and Claw Tattoo Source Treasure Vault (Remastered) pg. 122 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Tooth and Claw Tattoo (Greater) Source Treasure Vault (Remastered) pg. 122 Price 500 gp --- The tattoo casts 4th-rank animal form instead of 3rd. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tooth and Claw Tattoo (Major) Source Treasure Vault (Remastered) pg. 122 Price 1,000 gp --- The tattoo casts 5th-rank animal form instead of 3rd.","skill_mod":{},"summary":"The tattoo casts 5th-rank animal form instead of 3rd.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2219","name":"Tooth and Claw Tattoo (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2219-1917"},{"item_child_id":["equipment-2220-1918","equipment-2220-1919"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["equipment-4754"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2220","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Tradecraft Tattoo Source Treasure Vault (Remastered) pg. 122 Usage tattooed on the body --- Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they take the form of artistic patterns or depict tools of the trade, such as anvils, paintbrushes, or trowels. You gain a +2 item bonus to Crafting checks. Furthermore, when you roll a critical failure on a Crafting check to Earn Income, treat it as a failure instead. Activate 1 minute (concentrate, manipulate) Frequency once per day; Effect The tattoo casts creation . You choose the item and its appearance, and whether the spell is 4th or 5th rank. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tradecraft Tattoo Source Treasure Vault (Remastered) pg. 122 Price 700 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tradecraft Tattoo (Greater) Source Treasure Vault (Remastered) pg. 122 Price 13,000 gp --- The item bonus to Crafting checks is +3. The creation spell's duration is unlimited but ends when you Activate the tattoo again.","skill_mod":{},"summary":"Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2220","name":"Tradecraft Tattoo","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2220"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2220","weakness":{},"price":70000,"skill":["Crafting"],"legacy_id":["equipment-4754"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2220-1918","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Tradecraft Tattoo Source Treasure Vault (Remastered) pg. 122 Usage tattooed on the body --- Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they take the form of artistic patterns or depict tools of the trade, such as anvils, paintbrushes, or trowels. You gain a +2 item bonus to Crafting checks. Furthermore, when you roll a critical failure on a Crafting check to Earn Income, treat it as a failure instead. Activate 1 minute (concentrate, manipulate) Frequency once per day; Effect The tattoo casts creation . You choose the item and its appearance, and whether the spell is 4th or 5th rank. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tradecraft Tattoo Source Treasure Vault (Remastered) pg. 122 Price 700 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tradecraft Tattoo (Greater) Source Treasure Vault (Remastered) pg. 122 Price 13,000 gp --- The item bonus to Crafting checks is +3. The creation spell's duration is unlimited but ends when you Activate the tattoo again.","skill_mod":{},"summary":"Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2220","name":"Tradecraft Tattoo","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2220-1918"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2220","weakness":{},"price":1300000,"skill":["Crafting"],"legacy_id":["equipment-4754"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2220-1919","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Tradecraft Tattoo Source Treasure Vault (Remastered) pg. 122 Usage tattooed on the body --- Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they take the form of artistic patterns or depict tools of the trade, such as anvils, paintbrushes, or trowels. You gain a +2 item bonus to Crafting checks. Furthermore, when you roll a critical failure on a Crafting check to Earn Income, treat it as a failure instead. Activate 1 minute (concentrate, manipulate) Frequency once per day; Effect The tattoo casts creation . You choose the item and its appearance, and whether the spell is 4th or 5th rank. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tradecraft Tattoo Source Treasure Vault (Remastered) pg. 122 Price 700 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tradecraft Tattoo (Greater) Source Treasure Vault (Remastered) pg. 122 Price 13,000 gp --- The item bonus to Crafting checks is +3. The creation spell's duration is unlimited but ends when you Activate the tattoo again.","skill_mod":{},"summary":"The item bonus to Crafting checks is +3. The creation spell's duration is unlimited but ends when you Activate the tattoo again.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2220","name":"Tradecraft Tattoo (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2220-1919"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":3300,"skill":["Survival"],"legacy_id":["equipment-4755"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2221","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Triangular Teeth Source Treasure Vault (Remastered) pg. 122 Price 33 gp Usage tattooed on the body --- Rows of triangles symbolizing shark teeth protect you from danger and enable you to take fierce retaliation against those who try to harm you. Seafarers, especially those on the seas of Minata, wear these tattoos in patterns, with multiple rows of regular triangles. You gain a +1 item bonus to Survival checks to navigate bodies of water. Activate Reaction (concentrate) Frequency once per day; Trigger You would be hit by an attack against your AC; Effect You gain a +1 circumstance bonus to AC against the attack, or a +2 circumstance bonus if the attacker is in water or has the amphibious, aquatic, or water trait. Whether the attack hits or misses, you gain a +2 status bonus to damage with the next Strike you make against the attacker before the end of your next turn.\n","skill_mod":{},"summary":"Rows of triangles symbolizing shark teeth protect you from danger and enable you to take fierce retaliation against those who try to harm you. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2221","name":"Triangular Teeth","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2221"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":6000,"skill":["Diplomacy"],"legacy_id":["equipment-4756"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2222","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Unbreakable Heart Source Treasure Vault (Remastered) pg. 122 Price 60 gp Usage tattooed on the body --- The name of your beloved adorns this stylized image of a heart. An unbreakable heart tattoo can be received only at the end of a successful heartbond ritual, serving as your token. The other participant can have a token other than a tattoo if they wish. If you have more than one heartbond, each unbreakable heart you have serves as a token for only one of them. The love exuding from you grants you a +1 item bonus to Diplomacy checks. When you use heartbond's activity to learn your beloved's present state, you can also grant them a small gift, choosing from the following options each time. Make your choice after learning their state. Your beloved gains 5 temporary Hit Points that last for 10 minutes. The tattoo casts guidance on your beloved. The tattoo casts stabilize on your beloved. The tattoo casts light on your beloved's token from heartbond . ","skill_mod":{},"summary":"The name of your beloved adorns this stylized image of a heart. An unbreakable heart tattoo can be received only at the end of a successful …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2222","name":"Unbreakable Heart","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2222"},{"legacy_name":["Varisian Emblem"],"item_child_id":["equipment-2223-1920","equipment-2223-1921","equipment-2223-1922","equipment-2223-1923","equipment-2223-1924","equipment-2223-1925","equipment-2223-1926"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"skill":["Diplomacy"],"legacy_id":["equipment-4757"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2223","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Unifying Emblem Source Treasure Vault (Remastered) pg. 123 Usage tattooed on the body --- These tattoos were first created using designs and techniques from the seven Shoanti clans. Each clan is known for one tattoo in particular. The clans would seal alliances in ancient days by tattooing their emblems on members of other clans to symbolically share their gifts. Though these tattoos are respected, the clans reserve their most prestigious symbols for true members of the clan. The tattoo allows you to understand and speak Shoanti. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Shoanti to someone who understands it. Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Tamiir-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Wind clan depicts a pegasus riding a gust of wind. It can cast tailwind . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Lyrune-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Moon clan depicts the outline of a moon, devoid of any detail. It can cast vanishing tracks . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shadde-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Axe clan depicts a raw fish cut into portions. It can cast cleanse cuisine . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shriikirri-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Hawk clan depicts a broken collar. It can cast liberating command . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shundar-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Spire clan depicts a cracked stone with a metal vein inside. It can cast thoughtful gift . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Sklar-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Sun clan depicts a songbird with flame emitting from its beak. It can cast concordant choir . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Skoan-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Skull clan depicts a broken maxilla and mandible. It can cast ventriloquism .","skill_mod":{},"summary":"These tattoos were first created using designs and techniques from the seven Shoanti clans. Each clan is known for one tattoo in particular. The …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2223","name":"Unifying Emblem","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2223"},{"legacy_name":["Varisian Emblem (Avaria)"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2223","weakness":{},"price":6000,"legacy_id":["equipment-4757"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2223-1920","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Unifying Emblem Source Treasure Vault (Remastered) pg. 123 Usage tattooed on the body --- These tattoos were first created using designs and techniques from the seven Shoanti clans. Each clan is known for one tattoo in particular. The clans would seal alliances in ancient days by tattooing their emblems on members of other clans to symbolically share their gifts. Though these tattoos are respected, the clans reserve their most prestigious symbols for true members of the clan. The tattoo allows you to understand and speak Shoanti. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Shoanti to someone who understands it. Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Tamiir-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Wind clan depicts a pegasus riding a gust of wind. It can cast tailwind . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Lyrune-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Moon clan depicts the outline of a moon, devoid of any detail. It can cast vanishing tracks . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shadde-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Axe clan depicts a raw fish cut into portions. It can cast cleanse cuisine . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shriikirri-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Hawk clan depicts a broken collar. It can cast liberating command . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shundar-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Spire clan depicts a cracked stone with a metal vein inside. It can cast thoughtful gift . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Sklar-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Sun clan depicts a songbird with flame emitting from its beak. It can cast concordant choir . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Skoan-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Skull clan depicts a broken maxilla and mandible. It can cast ventriloquism .","skill_mod":{},"summary":"The tattoo of the Wind clan depicts a pegasus riding a gust of wind. It can cast tailwind .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2223","name":"Unifying Emblem (Tamiir-Quah)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2223-1920"},{"legacy_name":["Varisian Emblem (Avidais)"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2223","weakness":{},"price":6000,"legacy_id":["equipment-4757"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2223-1921","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Unifying Emblem Source Treasure Vault (Remastered) pg. 123 Usage tattooed on the body --- These tattoos were first created using designs and techniques from the seven Shoanti clans. Each clan is known for one tattoo in particular. The clans would seal alliances in ancient days by tattooing their emblems on members of other clans to symbolically share their gifts. Though these tattoos are respected, the clans reserve their most prestigious symbols for true members of the clan. The tattoo allows you to understand and speak Shoanti. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Shoanti to someone who understands it. Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Tamiir-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Wind clan depicts a pegasus riding a gust of wind. It can cast tailwind . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Lyrune-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Moon clan depicts the outline of a moon, devoid of any detail. It can cast vanishing tracks . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shadde-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Axe clan depicts a raw fish cut into portions. It can cast cleanse cuisine . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shriikirri-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Hawk clan depicts a broken collar. It can cast liberating command . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shundar-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Spire clan depicts a cracked stone with a metal vein inside. It can cast thoughtful gift . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Sklar-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Sun clan depicts a songbird with flame emitting from its beak. It can cast concordant choir . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Skoan-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Skull clan depicts a broken maxilla and mandible. It can cast ventriloquism .","skill_mod":{},"summary":"The tattoo of the Moon clan depicts the outline of a moon, devoid of any detail. It can cast vanishing tracks .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2223","name":"Unifying Emblem (Lyrune-Quah)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2223-1921"},{"legacy_name":["Varisian Emblem (Voratalo)"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2223","weakness":{},"price":6000,"legacy_id":["equipment-4757"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2223-1922","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Unifying Emblem Source Treasure Vault (Remastered) pg. 123 Usage tattooed on the body --- These tattoos were first created using designs and techniques from the seven Shoanti clans. Each clan is known for one tattoo in particular. The clans would seal alliances in ancient days by tattooing their emblems on members of other clans to symbolically share their gifts. Though these tattoos are respected, the clans reserve their most prestigious symbols for true members of the clan. The tattoo allows you to understand and speak Shoanti. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Shoanti to someone who understands it. Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Tamiir-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Wind clan depicts a pegasus riding a gust of wind. It can cast tailwind . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Lyrune-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Moon clan depicts the outline of a moon, devoid of any detail. It can cast vanishing tracks . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shadde-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Axe clan depicts a raw fish cut into portions. It can cast cleanse cuisine . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shriikirri-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Hawk clan depicts a broken collar. It can cast liberating command . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shundar-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Spire clan depicts a cracked stone with a metal vein inside. It can cast thoughtful gift . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Sklar-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Sun clan depicts a songbird with flame emitting from its beak. It can cast concordant choir . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Skoan-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Skull clan depicts a broken maxilla and mandible. It can cast ventriloquism .","skill_mod":{},"summary":"The tattoo of the Axe clan depicts a raw fish cut into portions. It can cast cleanse cuisine .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2223","name":"Unifying Emblem (Shadde-Quah)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2223-1922"},{"legacy_name":["Varisian Emblem (Carnasia)"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2223","weakness":{},"price":6000,"legacy_id":["equipment-4757"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2223-1923","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Unifying Emblem Source Treasure Vault (Remastered) pg. 123 Usage tattooed on the body --- These tattoos were first created using designs and techniques from the seven Shoanti clans. Each clan is known for one tattoo in particular. The clans would seal alliances in ancient days by tattooing their emblems on members of other clans to symbolically share their gifts. Though these tattoos are respected, the clans reserve their most prestigious symbols for true members of the clan. The tattoo allows you to understand and speak Shoanti. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Shoanti to someone who understands it. Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Tamiir-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Wind clan depicts a pegasus riding a gust of wind. It can cast tailwind . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Lyrune-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Moon clan depicts the outline of a moon, devoid of any detail. It can cast vanishing tracks . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shadde-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Axe clan depicts a raw fish cut into portions. It can cast cleanse cuisine . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shriikirri-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Hawk clan depicts a broken collar. It can cast liberating command . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shundar-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Spire clan depicts a cracked stone with a metal vein inside. It can cast thoughtful gift . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Sklar-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Sun clan depicts a songbird with flame emitting from its beak. It can cast concordant choir . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Skoan-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Skull clan depicts a broken maxilla and mandible. It can cast ventriloquism .","skill_mod":{},"summary":"The tattoo of the Hawk clan depicts a broken collar. It can cast liberating command .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2223","name":"Unifying Emblem (Shriikirri-Quah)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2223-1923"},{"legacy_name":["Varisian Emblem (Idolis)"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2223","weakness":{},"price":6000,"legacy_id":["equipment-4757"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2223-1924","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Unifying Emblem Source Treasure Vault (Remastered) pg. 123 Usage tattooed on the body --- These tattoos were first created using designs and techniques from the seven Shoanti clans. Each clan is known for one tattoo in particular. The clans would seal alliances in ancient days by tattooing their emblems on members of other clans to symbolically share their gifts. Though these tattoos are respected, the clans reserve their most prestigious symbols for true members of the clan. The tattoo allows you to understand and speak Shoanti. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Shoanti to someone who understands it. Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Tamiir-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Wind clan depicts a pegasus riding a gust of wind. It can cast tailwind . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Lyrune-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Moon clan depicts the outline of a moon, devoid of any detail. It can cast vanishing tracks . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shadde-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Axe clan depicts a raw fish cut into portions. It can cast cleanse cuisine . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shriikirri-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Hawk clan depicts a broken collar. It can cast liberating command . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shundar-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Spire clan depicts a cracked stone with a metal vein inside. It can cast thoughtful gift . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Sklar-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Sun clan depicts a songbird with flame emitting from its beak. It can cast concordant choir . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Skoan-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Skull clan depicts a broken maxilla and mandible. It can cast ventriloquism .","skill_mod":{},"summary":"The tattoo of the Spire clan depicts a cracked stone with a metal vein inside. It can cast thoughtful gift .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2223","name":"Unifying Emblem (Shundar-Quah)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2223-1924"},{"legacy_name":["Varisian Emblem (Ragario)"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2223","weakness":{},"price":6000,"legacy_id":["equipment-4757"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2223-1925","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Unifying Emblem Source Treasure Vault (Remastered) pg. 123 Usage tattooed on the body --- These tattoos were first created using designs and techniques from the seven Shoanti clans. Each clan is known for one tattoo in particular. The clans would seal alliances in ancient days by tattooing their emblems on members of other clans to symbolically share their gifts. Though these tattoos are respected, the clans reserve their most prestigious symbols for true members of the clan. The tattoo allows you to understand and speak Shoanti. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Shoanti to someone who understands it. Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Tamiir-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Wind clan depicts a pegasus riding a gust of wind. It can cast tailwind . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Lyrune-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Moon clan depicts the outline of a moon, devoid of any detail. It can cast vanishing tracks . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shadde-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Axe clan depicts a raw fish cut into portions. It can cast cleanse cuisine . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shriikirri-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Hawk clan depicts a broken collar. It can cast liberating command . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shundar-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Spire clan depicts a cracked stone with a metal vein inside. It can cast thoughtful gift . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Sklar-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Sun clan depicts a songbird with flame emitting from its beak. It can cast concordant choir . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Skoan-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Skull clan depicts a broken maxilla and mandible. It can cast ventriloquism .","skill_mod":{},"summary":"The tattoo of the Sun clan depicts a songbird with flame emitting from its beak. It can cast concordant choir .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2223","name":"Unifying Emblem (Sklar-Quah)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2223-1925"},{"legacy_name":["Varisian Emblem (Vangloris)"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2223","weakness":{},"price":6000,"legacy_id":["equipment-4757"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2223-1926","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Unifying Emblem Source Treasure Vault (Remastered) pg. 123 Usage tattooed on the body --- These tattoos were first created using designs and techniques from the seven Shoanti clans. Each clan is known for one tattoo in particular. The clans would seal alliances in ancient days by tattooing their emblems on members of other clans to symbolically share their gifts. Though these tattoos are respected, the clans reserve their most prestigious symbols for true members of the clan. The tattoo allows you to understand and speak Shoanti. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Shoanti to someone who understands it. Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Tamiir-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Wind clan depicts a pegasus riding a gust of wind. It can cast tailwind . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Lyrune-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Moon clan depicts the outline of a moon, devoid of any detail. It can cast vanishing tracks . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shadde-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Axe clan depicts a raw fish cut into portions. It can cast cleanse cuisine . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shriikirri-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Hawk clan depicts a broken collar. It can cast liberating command . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Shundar-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Spire clan depicts a cracked stone with a metal vein inside. It can cast thoughtful gift . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Sklar-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Sun clan depicts a songbird with flame emitting from its beak. It can cast concordant choir . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Unifying Emblem (Skoan-Quah) Source Treasure Vault (Remastered) pg. 123 Price 60 gp --- The tattoo of the Skull clan depicts a broken maxilla and mandible. It can cast ventriloquism .","skill_mod":{},"summary":"The tattoo of the Skull clan depicts a broken maxilla and mandible. It can cast ventriloquism .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2223","name":"Unifying Emblem (Skoan-Quah)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2223-1926"},{"item_child_id":["equipment-2224-1927","equipment-2224-1928","equipment-2224-1929"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"skill":["Stealth","Stealth","Stealth"],"legacy_id":["equipment-4758"],"trait":["Invested","Primal","Tattoo"],"id":"equipment-2224","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wildwood Ink Source Treasure Vault (Remastered) pg. 123 Usage tattooed on the body --- These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to Stealth checks, which increases to +2 in forests. Activate Reaction (concentrate) Frequency once per day; Trigger A creature would detect you by Seeking; Requirements You're in a forest or similar natural area; Effect The tattoo casts one with plants to turn you into a plant before you can be noticed. The duration of this spell is 10 minutes. If you’ve already Activated the tattoo, you can supply a separate casting of one with plants to recharge the tattoo instead of having the spell’s normal effect. This allows you to Activate the tattoo again in the same day. You can do so multiple times each day, but only as many times as you continue to cast one with plants to recharge the tattoo after each use. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wildwood Ink Source Treasure Vault (Remastered) pg. 123 Price 80 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wildwood Ink (Greater) Source Treasure Vault (Remastered) pg. 123 Price 900 gp --- The item bonus to Stealth checks is +2, or +3 in forests. One with plants lasts up to 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wildwood Ink (Major) Source Treasure Vault (Remastered) pg. 123 Price 15,000 gp --- The item bonus to Stealth checks is +3, or +4 in forests. One with plants lasts up to 8 hours.","skill_mod":{},"summary":"These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2224","name":"Wildwood Ink","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2224"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2224","weakness":{},"price":8000,"skill":["Stealth"],"legacy_id":["equipment-4758"],"trait":["Invested","Primal","Tattoo"],"id":"equipment-2224-1927","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wildwood Ink Source Treasure Vault (Remastered) pg. 123 Usage tattooed on the body --- These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to Stealth checks, which increases to +2 in forests. Activate Reaction (concentrate) Frequency once per day; Trigger A creature would detect you by Seeking; Requirements You're in a forest or similar natural area; Effect The tattoo casts one with plants to turn you into a plant before you can be noticed. The duration of this spell is 10 minutes. If you’ve already Activated the tattoo, you can supply a separate casting of one with plants to recharge the tattoo instead of having the spell’s normal effect. This allows you to Activate the tattoo again in the same day. You can do so multiple times each day, but only as many times as you continue to cast one with plants to recharge the tattoo after each use. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wildwood Ink Source Treasure Vault (Remastered) pg. 123 Price 80 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wildwood Ink (Greater) Source Treasure Vault (Remastered) pg. 123 Price 900 gp --- The item bonus to Stealth checks is +2, or +3 in forests. One with plants lasts up to 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wildwood Ink (Major) Source Treasure Vault (Remastered) pg. 123 Price 15,000 gp --- The item bonus to Stealth checks is +3, or +4 in forests. One with plants lasts up to 8 hours.","skill_mod":{},"summary":"These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2224","name":"Wildwood Ink","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2224-1927"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2224","weakness":{},"price":90000,"skill":["Stealth"],"legacy_id":["equipment-4758"],"trait":["Invested","Primal","Tattoo"],"id":"equipment-2224-1928","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wildwood Ink Source Treasure Vault (Remastered) pg. 123 Usage tattooed on the body --- These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to Stealth checks, which increases to +2 in forests. Activate Reaction (concentrate) Frequency once per day; Trigger A creature would detect you by Seeking; Requirements You're in a forest or similar natural area; Effect The tattoo casts one with plants to turn you into a plant before you can be noticed. The duration of this spell is 10 minutes. If you’ve already Activated the tattoo, you can supply a separate casting of one with plants to recharge the tattoo instead of having the spell’s normal effect. This allows you to Activate the tattoo again in the same day. You can do so multiple times each day, but only as many times as you continue to cast one with plants to recharge the tattoo after each use. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wildwood Ink Source Treasure Vault (Remastered) pg. 123 Price 80 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wildwood Ink (Greater) Source Treasure Vault (Remastered) pg. 123 Price 900 gp --- The item bonus to Stealth checks is +2, or +3 in forests. One with plants lasts up to 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wildwood Ink (Major) Source Treasure Vault (Remastered) pg. 123 Price 15,000 gp --- The item bonus to Stealth checks is +3, or +4 in forests. One with plants lasts up to 8 hours.","skill_mod":{},"summary":"The item bonus to Stealth checks is +2, or +3 in forests. One with plants lasts up to 1 hour.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2224","name":"Wildwood Ink (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2224-1928"},{"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2224","weakness":{},"price":1500000,"skill":["Stealth"],"legacy_id":["equipment-4758"],"trait":["Invested","Primal","Tattoo"],"id":"equipment-2224-1929","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wildwood Ink Source Treasure Vault (Remastered) pg. 123 Usage tattooed on the body --- These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to Stealth checks, which increases to +2 in forests. Activate Reaction (concentrate) Frequency once per day; Trigger A creature would detect you by Seeking; Requirements You're in a forest or similar natural area; Effect The tattoo casts one with plants to turn you into a plant before you can be noticed. The duration of this spell is 10 minutes. If you’ve already Activated the tattoo, you can supply a separate casting of one with plants to recharge the tattoo instead of having the spell’s normal effect. This allows you to Activate the tattoo again in the same day. You can do so multiple times each day, but only as many times as you continue to cast one with plants to recharge the tattoo after each use. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wildwood Ink Source Treasure Vault (Remastered) pg. 123 Price 80 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wildwood Ink (Greater) Source Treasure Vault (Remastered) pg. 123 Price 900 gp --- The item bonus to Stealth checks is +2, or +3 in forests. One with plants lasts up to 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wildwood Ink (Major) Source Treasure Vault (Remastered) pg. 123 Price 15,000 gp --- The item bonus to Stealth checks is +3, or +4 in forests. One with plants lasts up to 8 hours.","skill_mod":{},"summary":"The item bonus to Stealth checks is +3, or +4 in forests. One with plants lasts up to 8 hours.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2224","name":"Wildwood Ink (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2224-1929"},{"legacy_name":["Wyrm on the Wing"],"item_child_id":["equipment-2225-1930","equipment-2225-1931","equipment-2225-1932"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"legacy_id":["equipment-4759"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2225","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wyrm's Wingspan Source Treasure Vault (Remastered) pg. 123 Usage tattooed on the body --- A massive pattern resembling dragon wings stretched to their full span crosses your body. The tattoo is typically inked on the upper back. Though the representation can be highly stylized, each wyrm’s wingspan tattoo depicts the wings of a particular type of dragon. You gain resistance 5 to the damage type matching the tradition of the dragon your tattoo depicts. Arcane force Divine spirit Occult mental Primal fire Activate Two Actions (concentrate) Frequency once per day; Effect The tattoo casts the dragon wings focus spell on you. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wyrm's Wingspan Source Treasure Vault (Remastered) pg. 123 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wyrm's Wingspan (Greater) Source Treasure Vault (Remastered) pg. 123 Price 2,800 gp --- The resistance increases to 10. The tattoo gains the following activation. Activate Two Actions (concentrate) Frequency once per day; Effect The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wyrm's Wingspan (Major) Source Treasure Vault (Remastered) pg. 123 Price 13,500 gp --- The resistance increases to 15. The tattoo gains the activation of the greater type, but the dragon form is heightened to 8th rank.","skill_mod":{},"summary":"A massive pattern resembling dragon wings stretched to their full span crosses your body. The tattoo is typically inked on the upper back. Though …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2225","name":"Wyrm's Wingspan","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2225"},{"legacy_name":["Wyrm on the Wing"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2225","weakness":{},"price":70000,"legacy_id":["equipment-4759"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2225-1930","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wyrm's Wingspan Source Treasure Vault (Remastered) pg. 123 Usage tattooed on the body --- A massive pattern resembling dragon wings stretched to their full span crosses your body. The tattoo is typically inked on the upper back. Though the representation can be highly stylized, each wyrm’s wingspan tattoo depicts the wings of a particular type of dragon. You gain resistance 5 to the damage type matching the tradition of the dragon your tattoo depicts. Arcane force Divine spirit Occult mental Primal fire Activate Two Actions (concentrate) Frequency once per day; Effect The tattoo casts the dragon wings focus spell on you. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wyrm's Wingspan Source Treasure Vault (Remastered) pg. 123 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wyrm's Wingspan (Greater) Source Treasure Vault (Remastered) pg. 123 Price 2,800 gp --- The resistance increases to 10. The tattoo gains the following activation. Activate Two Actions (concentrate) Frequency once per day; Effect The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wyrm's Wingspan (Major) Source Treasure Vault (Remastered) pg. 123 Price 13,500 gp --- The resistance increases to 15. The tattoo gains the activation of the greater type, but the dragon form is heightened to 8th rank.","skill_mod":{},"summary":"A massive pattern resembling dragon wings stretched to their full span crosses your body. The tattoo is typically inked on the upper back. Though …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2225","name":"Wyrm's Wingspan","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2225-1930"},{"legacy_name":["Wyrm on the Wing (Greater)"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2225","weakness":{},"price":280000,"legacy_id":["equipment-4759"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2225-1931","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wyrm's Wingspan Source Treasure Vault (Remastered) pg. 123 Usage tattooed on the body --- A massive pattern resembling dragon wings stretched to their full span crosses your body. The tattoo is typically inked on the upper back. Though the representation can be highly stylized, each wyrm’s wingspan tattoo depicts the wings of a particular type of dragon. You gain resistance 5 to the damage type matching the tradition of the dragon your tattoo depicts. Arcane force Divine spirit Occult mental Primal fire Activate Two Actions (concentrate) Frequency once per day; Effect The tattoo casts the dragon wings focus spell on you. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wyrm's Wingspan Source Treasure Vault (Remastered) pg. 123 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wyrm's Wingspan (Greater) Source Treasure Vault (Remastered) pg. 123 Price 2,800 gp --- The resistance increases to 10. The tattoo gains the following activation. Activate Two Actions (concentrate) Frequency once per day; Effect The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wyrm's Wingspan (Major) Source Treasure Vault (Remastered) pg. 123 Price 13,500 gp --- The resistance increases to 15. The tattoo gains the activation of the greater type, but the dragon form is heightened to 8th rank.","skill_mod":{},"summary":"The resistance increases to 10. The tattoo gains the following activation.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2225","name":"Wyrm's Wingspan (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2225-1931"},{"legacy_name":["Wyrm on the Wing (Major)"],"primary_source_category":"Rulebooks","usage":"tattooed on the body","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2225","weakness":{},"price":1350000,"legacy_id":["equipment-4759"],"trait":["Invested","Magical","Tattoo"],"id":"equipment-2225-1932","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wyrm's Wingspan Source Treasure Vault (Remastered) pg. 123 Usage tattooed on the body --- A massive pattern resembling dragon wings stretched to their full span crosses your body. The tattoo is typically inked on the upper back. Though the representation can be highly stylized, each wyrm’s wingspan tattoo depicts the wings of a particular type of dragon. You gain resistance 5 to the damage type matching the tradition of the dragon your tattoo depicts. Arcane force Divine spirit Occult mental Primal fire Activate Two Actions (concentrate) Frequency once per day; Effect The tattoo casts the dragon wings focus spell on you. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wyrm's Wingspan Source Treasure Vault (Remastered) pg. 123 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wyrm's Wingspan (Greater) Source Treasure Vault (Remastered) pg. 123 Price 2,800 gp --- The resistance increases to 10. The tattoo gains the following activation. Activate Two Actions (concentrate) Frequency once per day; Effect The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wyrm's Wingspan (Major) Source Treasure Vault (Remastered) pg. 123 Price 13,500 gp --- The resistance increases to 15. The tattoo gains the activation of the greater type, but the dragon form is heightened to 8th rank.","skill_mod":{},"summary":"The resistance increases to 15. The tattoo gains the activation of the greater type, but the dragon form is heightened to 8th rank.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2225","name":"Wyrm's Wingspan (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2225-1932"},{"item_child_id":["equipment-2226-1933","equipment-2226-1934","equipment-2226-1935"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"skill":["Athletics"],"legacy_id":["equipment-4760"],"trait":["Magical","Spellheart"],"id":"equipment-2226","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Beastmaster's Sigil Source Treasure Vault (Remastered) pg. 124 Usage affixed to armor or a weapon --- This silver disc displays an ever-changing etching of an animal. When you affix the beastmaster's sigil , the animal settles into a single form based on where you affix it, showing the animal the item can summon when affixed that way. The spell DC of any spell cast by activating this item is 19. A weapon can benefit from only the melee weapon benefit or ranged weapon benefit. A thrown melee weapon gets the melee weapon benefit, and a combination weapon gets only one benefit, which you choose when you affix the spellheart. If it's unclear which one should apply, the GM decides. Armor The sigil grants you a +1 item bonus to saving throws against poison. Melee Weapon The sigil grants you a +1 item bonus to Athletics checks to Trip. Ranged Weapon If you critically hit with the affixed weapon, and the target is adjacent to a creature summoned with the sigil, the target takes 1d6 persistent bleed damage. Activate Cast a Spell; Effect You cast tame . <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Beastmaster's Sigil Source Treasure Vault (Remastered) pg. 124 Price 160 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-rank summon animal to summon a hunting spider (armor), wolf (melee weapon), or bat swarm (ranged weapon). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Beastmaster's Sigil (Greater) Source Treasure Vault (Remastered) pg. 124 Price 360 gp --- The spell DC is 23 and the bleed damage is 2d6. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank summon animal to summon a giant monitor lizard (armor), boar (melee), or giant bat (ranged). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Beastmaster's Sigil (Major) Source Treasure Vault (Remastered) pg. 124 Price 700 gp --- The spell DC is 25, the item bonuses are +2, and the bleed damage is 3d6. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank summon animal to summon a giant scorpion (armor), dire wolf (melee), or fen mosquito swarm (ranged).","skill_mod":{},"summary":"This silver disc displays an ever-changing etching of an animal . When you affix the beastmaster's sigil , the animal settles into a single form …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2226","name":"Beastmaster's Sigil","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2226"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2226","weakness":{},"price":16000,"legacy_id":["equipment-4760"],"trait":["Magical","Spellheart"],"id":"equipment-2226-1933","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Beastmaster's Sigil Source Treasure Vault (Remastered) pg. 124 Usage affixed to armor or a weapon --- This silver disc displays an ever-changing etching of an animal. When you affix the beastmaster's sigil , the animal settles into a single form based on where you affix it, showing the animal the item can summon when affixed that way. The spell DC of any spell cast by activating this item is 19. A weapon can benefit from only the melee weapon benefit or ranged weapon benefit. A thrown melee weapon gets the melee weapon benefit, and a combination weapon gets only one benefit, which you choose when you affix the spellheart. If it's unclear which one should apply, the GM decides. Armor The sigil grants you a +1 item bonus to saving throws against poison. Melee Weapon The sigil grants you a +1 item bonus to Athletics checks to Trip. Ranged Weapon If you critically hit with the affixed weapon, and the target is adjacent to a creature summoned with the sigil, the target takes 1d6 persistent bleed damage. Activate Cast a Spell; Effect You cast tame . <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Beastmaster's Sigil Source Treasure Vault (Remastered) pg. 124 Price 160 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-rank summon animal to summon a hunting spider (armor), wolf (melee weapon), or bat swarm (ranged weapon). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Beastmaster's Sigil (Greater) Source Treasure Vault (Remastered) pg. 124 Price 360 gp --- The spell DC is 23 and the bleed damage is 2d6. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank summon animal to summon a giant monitor lizard (armor), boar (melee), or giant bat (ranged). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Beastmaster's Sigil (Major) Source Treasure Vault (Remastered) pg. 124 Price 700 gp --- The spell DC is 25, the item bonuses are +2, and the bleed damage is 3d6. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank summon animal to summon a giant scorpion (armor), dire wolf (melee), or fen mosquito swarm (ranged).","skill_mod":{},"summary":"","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2226","name":"Beastmaster's Sigil","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2226-1933"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2226","weakness":{},"price":36000,"legacy_id":["equipment-4760"],"trait":["Magical","Spellheart"],"id":"equipment-2226-1934","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Beastmaster's Sigil Source Treasure Vault (Remastered) pg. 124 Usage affixed to armor or a weapon --- This silver disc displays an ever-changing etching of an animal. When you affix the beastmaster's sigil , the animal settles into a single form based on where you affix it, showing the animal the item can summon when affixed that way. The spell DC of any spell cast by activating this item is 19. A weapon can benefit from only the melee weapon benefit or ranged weapon benefit. A thrown melee weapon gets the melee weapon benefit, and a combination weapon gets only one benefit, which you choose when you affix the spellheart. If it's unclear which one should apply, the GM decides. Armor The sigil grants you a +1 item bonus to saving throws against poison. Melee Weapon The sigil grants you a +1 item bonus to Athletics checks to Trip. Ranged Weapon If you critically hit with the affixed weapon, and the target is adjacent to a creature summoned with the sigil, the target takes 1d6 persistent bleed damage. Activate Cast a Spell; Effect You cast tame . <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Beastmaster's Sigil Source Treasure Vault (Remastered) pg. 124 Price 160 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-rank summon animal to summon a hunting spider (armor), wolf (melee weapon), or bat swarm (ranged weapon). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Beastmaster's Sigil (Greater) Source Treasure Vault (Remastered) pg. 124 Price 360 gp --- The spell DC is 23 and the bleed damage is 2d6. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank summon animal to summon a giant monitor lizard (armor), boar (melee), or giant bat (ranged). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Beastmaster's Sigil (Major) Source Treasure Vault (Remastered) pg. 124 Price 700 gp --- The spell DC is 25, the item bonuses are +2, and the bleed damage is 3d6. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank summon animal to summon a giant scorpion (armor), dire wolf (melee), or fen mosquito swarm (ranged).","skill_mod":{},"summary":"The spell DC is 23 and the bleed damage is 2d6.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2226","name":"Beastmaster's Sigil (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2226-1934"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2226","weakness":{},"price":70000,"legacy_id":["equipment-4760"],"trait":["Magical","Spellheart"],"id":"equipment-2226-1935","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Beastmaster's Sigil Source Treasure Vault (Remastered) pg. 124 Usage affixed to armor or a weapon --- This silver disc displays an ever-changing etching of an animal. When you affix the beastmaster's sigil , the animal settles into a single form based on where you affix it, showing the animal the item can summon when affixed that way. The spell DC of any spell cast by activating this item is 19. A weapon can benefit from only the melee weapon benefit or ranged weapon benefit. A thrown melee weapon gets the melee weapon benefit, and a combination weapon gets only one benefit, which you choose when you affix the spellheart. If it's unclear which one should apply, the GM decides. Armor The sigil grants you a +1 item bonus to saving throws against poison. Melee Weapon The sigil grants you a +1 item bonus to Athletics checks to Trip. Ranged Weapon If you critically hit with the affixed weapon, and the target is adjacent to a creature summoned with the sigil, the target takes 1d6 persistent bleed damage. Activate Cast a Spell; Effect You cast tame . <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Beastmaster's Sigil Source Treasure Vault (Remastered) pg. 124 Price 160 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-rank summon animal to summon a hunting spider (armor), wolf (melee weapon), or bat swarm (ranged weapon). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Beastmaster's Sigil (Greater) Source Treasure Vault (Remastered) pg. 124 Price 360 gp --- The spell DC is 23 and the bleed damage is 2d6. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank summon animal to summon a giant monitor lizard (armor), boar (melee), or giant bat (ranged). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Beastmaster's Sigil (Major) Source Treasure Vault (Remastered) pg. 124 Price 700 gp --- The spell DC is 25, the item bonuses are +2, and the bleed damage is 3d6. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank summon animal to summon a giant scorpion (armor), dire wolf (melee), or fen mosquito swarm (ranged).","skill_mod":{},"summary":"The spell DC is 25, the item bonuses are +2, and the bleed damage is 3d6.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2226","name":"Beastmaster's Sigil (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2226-1935"},{"item_child_id":["equipment-2227-1936","equipment-2227-1937","equipment-2227-1938"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"legacy_id":["equipment-4761"],"trait":["Magical","Plant","Spellheart"],"id":"equipment-2227","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Brightbloom Posy Source Treasure Vault (Remastered) pg. 125 Usage affixed to armor or a weapon --- Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon. The spell DC of any spell cast by activating this item is 24. Armor You gain the ability to speak with flowers, as speak with plants . Weapon (disease) After you cast a plant spell by activating the posy, pollen coats your weapon. Your next Strike causes the target to be sickened 1 on a hit (sickened 2 on a critical hit). If the creature attempts to recover, it sneezes rather than retching (rolling against the spellheart's spell DC). If you don't make a Strike by the end of your next turn, the pollen becomes inert. Plant creatures are immune. Activate Cast a Spell; Effect tangle vine <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Brightbloom Posy Source Treasure Vault (Remastered) pg. 125 Price 450 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Brightbloom Posy (Greater) Source Treasure Vault (Remastered) pg. 125 Price 1,300 gp --- The spell DC is 28. Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms . Activate Cast a Spell; Frequency once per day; Effect You cast petal storm . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Brightbloom Posy (Major) Source Treasure Vault (Remastered) pg. 125 Price 36,000 gp --- The spell DC is 41. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank petal storm . Activate Cast a Spell; Frequency once per day; Effect You cast burning blossoms .","skill_mod":{},"summary":"Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon. The spell DC of …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Creature Type","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2227","name":"Brightbloom Posy","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2227"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2227","weakness":{},"price":45000,"legacy_id":["equipment-4761"],"trait":["Magical","Plant","Spellheart"],"id":"equipment-2227-1936","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Brightbloom Posy Source Treasure Vault (Remastered) pg. 125 Usage affixed to armor or a weapon --- Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon. The spell DC of any spell cast by activating this item is 24. Armor You gain the ability to speak with flowers, as speak with plants . Weapon (disease) After you cast a plant spell by activating the posy, pollen coats your weapon. Your next Strike causes the target to be sickened 1 on a hit (sickened 2 on a critical hit). If the creature attempts to recover, it sneezes rather than retching (rolling against the spellheart's spell DC). If you don't make a Strike by the end of your next turn, the pollen becomes inert. Plant creatures are immune. Activate Cast a Spell; Effect tangle vine <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Brightbloom Posy Source Treasure Vault (Remastered) pg. 125 Price 450 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Brightbloom Posy (Greater) Source Treasure Vault (Remastered) pg. 125 Price 1,300 gp --- The spell DC is 28. Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms . Activate Cast a Spell; Frequency once per day; Effect You cast petal storm . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Brightbloom Posy (Major) Source Treasure Vault (Remastered) pg. 125 Price 36,000 gp --- The spell DC is 41. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank petal storm . Activate Cast a Spell; Frequency once per day; Effect You cast burning blossoms .","skill_mod":{},"summary":"","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Creature Type","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2227","name":"Brightbloom Posy","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2227-1936"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2227","weakness":{},"price":130000,"legacy_id":["equipment-4761"],"trait":["Magical","Plant","Spellheart"],"id":"equipment-2227-1937","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Brightbloom Posy Source Treasure Vault (Remastered) pg. 125 Usage affixed to armor or a weapon --- Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon. The spell DC of any spell cast by activating this item is 24. Armor You gain the ability to speak with flowers, as speak with plants . Weapon (disease) After you cast a plant spell by activating the posy, pollen coats your weapon. Your next Strike causes the target to be sickened 1 on a hit (sickened 2 on a critical hit). If the creature attempts to recover, it sneezes rather than retching (rolling against the spellheart's spell DC). If you don't make a Strike by the end of your next turn, the pollen becomes inert. Plant creatures are immune. Activate Cast a Spell; Effect tangle vine <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Brightbloom Posy Source Treasure Vault (Remastered) pg. 125 Price 450 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Brightbloom Posy (Greater) Source Treasure Vault (Remastered) pg. 125 Price 1,300 gp --- The spell DC is 28. Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms . Activate Cast a Spell; Frequency once per day; Effect You cast petal storm . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Brightbloom Posy (Major) Source Treasure Vault (Remastered) pg. 125 Price 36,000 gp --- The spell DC is 41. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank petal storm . Activate Cast a Spell; Frequency once per day; Effect You cast burning blossoms .","skill_mod":{},"summary":"The spell DC is 28.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Creature Type","Equipment"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2227","name":"Brightbloom Posy (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2227-1937"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2227","weakness":{},"price":3600000,"legacy_id":["equipment-4761"],"trait":["Magical","Plant","Spellheart"],"id":"equipment-2227-1938","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Brightbloom Posy Source Treasure Vault (Remastered) pg. 125 Usage affixed to armor or a weapon --- Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon. The spell DC of any spell cast by activating this item is 24. Armor You gain the ability to speak with flowers, as speak with plants . Weapon (disease) After you cast a plant spell by activating the posy, pollen coats your weapon. Your next Strike causes the target to be sickened 1 on a hit (sickened 2 on a critical hit). If the creature attempts to recover, it sneezes rather than retching (rolling against the spellheart's spell DC). If you don't make a Strike by the end of your next turn, the pollen becomes inert. Plant creatures are immune. Activate Cast a Spell; Effect tangle vine <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Brightbloom Posy Source Treasure Vault (Remastered) pg. 125 Price 450 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Brightbloom Posy (Greater) Source Treasure Vault (Remastered) pg. 125 Price 1,300 gp --- The spell DC is 28. Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms . Activate Cast a Spell; Frequency once per day; Effect You cast petal storm . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Brightbloom Posy (Major) Source Treasure Vault (Remastered) pg. 125 Price 36,000 gp --- The spell DC is 41. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank petal storm . Activate Cast a Spell; Frequency once per day; Effect You cast burning blossoms .","skill_mod":{},"summary":"The spell DC is 41.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Creature Type","Equipment"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2227","name":"Brightbloom Posy (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2227-1938"},{"item_child_id":["equipment-2228-1939","equipment-2228-1940","equipment-2228-1941"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"legacy_id":["equipment-4762"],"trait":["Magical","Spellheart"],"id":"equipment-2228","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Desolation Locket Source Treasure Vault (Remastered) pg. 125 Usage affixed to armor or a weapon --- The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24. Armor The desolation locket numbs you to further despair, and you gain a +2 item bonus to saving throws against emotion effects. Weapon (emotion, mental) After you cast a non-cantrip spell by activating the locket, you emanate an aura of hopelessness in a 5-foot emanation until the start of your next turn. A creature that ends its turn in the aura must succeed at a Will saving throw against the locket’s spell DC or become slowed 1 (slowed 2 on a critical failure) until the end of its next turn. Activate Cast a Spell; Effect You cast haunting hymn . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Desolation Locket Source Treasure Vault (Remastered) pg. 125 Price 470 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast fear . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Desolation Locket (Greater) Source Treasure Vault (Remastered) pg. 125 Price 2,800 gp --- The item bonus when affixed to armor is +3, and the spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank fear . Activate Cast a Spell; Frequency once per day; Effect You cast wave of despair . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Desolation Locket (Major) Source Treasure Vault (Remastered) pg. 125 Price 34,000 gp --- The item bonus when affixed to armor is +4; when you critically fail a saving throw against an emotion effect, you get a failure instead; and the spell DC is 41. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank wave of despair . Activate Cast a Spell; Frequency once per day; Effect You cast canticle of everlasting grief .","skill_mod":{},"summary":"The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2228","name":"Desolation Locket","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2228"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2228","weakness":{},"price":47000,"legacy_id":["equipment-4762"],"trait":["Magical","Spellheart"],"id":"equipment-2228-1939","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Desolation Locket Source Treasure Vault (Remastered) pg. 125 Usage affixed to armor or a weapon --- The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24. Armor The desolation locket numbs you to further despair, and you gain a +2 item bonus to saving throws against emotion effects. Weapon (emotion, mental) After you cast a non-cantrip spell by activating the locket, you emanate an aura of hopelessness in a 5-foot emanation until the start of your next turn. A creature that ends its turn in the aura must succeed at a Will saving throw against the locket’s spell DC or become slowed 1 (slowed 2 on a critical failure) until the end of its next turn. Activate Cast a Spell; Effect You cast haunting hymn . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Desolation Locket Source Treasure Vault (Remastered) pg. 125 Price 470 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast fear . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Desolation Locket (Greater) Source Treasure Vault (Remastered) pg. 125 Price 2,800 gp --- The item bonus when affixed to armor is +3, and the spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank fear . Activate Cast a Spell; Frequency once per day; Effect You cast wave of despair . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Desolation Locket (Major) Source Treasure Vault (Remastered) pg. 125 Price 34,000 gp --- The item bonus when affixed to armor is +4; when you critically fail a saving throw against an emotion effect, you get a failure instead; and the spell DC is 41. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank wave of despair . Activate Cast a Spell; Frequency once per day; Effect You cast canticle of everlasting grief .","skill_mod":{},"summary":"","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2228","name":"Desolation Locket","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2228-1939"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2228","weakness":{},"price":280000,"legacy_id":["equipment-4762"],"trait":["Magical","Spellheart"],"id":"equipment-2228-1940","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Desolation Locket Source Treasure Vault (Remastered) pg. 125 Usage affixed to armor or a weapon --- The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24. Armor The desolation locket numbs you to further despair, and you gain a +2 item bonus to saving throws against emotion effects. Weapon (emotion, mental) After you cast a non-cantrip spell by activating the locket, you emanate an aura of hopelessness in a 5-foot emanation until the start of your next turn. A creature that ends its turn in the aura must succeed at a Will saving throw against the locket’s spell DC or become slowed 1 (slowed 2 on a critical failure) until the end of its next turn. Activate Cast a Spell; Effect You cast haunting hymn . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Desolation Locket Source Treasure Vault (Remastered) pg. 125 Price 470 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast fear . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Desolation Locket (Greater) Source Treasure Vault (Remastered) pg. 125 Price 2,800 gp --- The item bonus when affixed to armor is +3, and the spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank fear . Activate Cast a Spell; Frequency once per day; Effect You cast wave of despair . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Desolation Locket (Major) Source Treasure Vault (Remastered) pg. 125 Price 34,000 gp --- The item bonus when affixed to armor is +4; when you critically fail a saving throw against an emotion effect, you get a failure instead; and the spell DC is 41. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank wave of despair . Activate Cast a Spell; Frequency once per day; Effect You cast canticle of everlasting grief .","skill_mod":{},"summary":"The item bonus when affixed to armor is +3, and the spell DC is 30.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2228","name":"Desolation Locket (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2228-1940"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2228","weakness":{},"price":3400000,"legacy_id":["equipment-4762"],"trait":["Magical","Spellheart"],"id":"equipment-2228-1941","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Desolation Locket Source Treasure Vault (Remastered) pg. 125 Usage affixed to armor or a weapon --- The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24. Armor The desolation locket numbs you to further despair, and you gain a +2 item bonus to saving throws against emotion effects. Weapon (emotion, mental) After you cast a non-cantrip spell by activating the locket, you emanate an aura of hopelessness in a 5-foot emanation until the start of your next turn. A creature that ends its turn in the aura must succeed at a Will saving throw against the locket’s spell DC or become slowed 1 (slowed 2 on a critical failure) until the end of its next turn. Activate Cast a Spell; Effect You cast haunting hymn . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Desolation Locket Source Treasure Vault (Remastered) pg. 125 Price 470 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast fear . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Desolation Locket (Greater) Source Treasure Vault (Remastered) pg. 125 Price 2,800 gp --- The item bonus when affixed to armor is +3, and the spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank fear . Activate Cast a Spell; Frequency once per day; Effect You cast wave of despair . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Desolation Locket (Major) Source Treasure Vault (Remastered) pg. 125 Price 34,000 gp --- The item bonus when affixed to armor is +4; when you critically fail a saving throw against an emotion effect, you get a failure instead; and the spell DC is 41. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank wave of despair . Activate Cast a Spell; Frequency once per day; Effect You cast canticle of everlasting grief .","skill_mod":{},"summary":"The item bonus when affixed to armor is +4; when you critically fail a saving throw against an emotion effect, you get a failure instead; and the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2228","name":"Desolation Locket (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2228-1941"},{"item_child_id":["equipment-2229-1942","equipment-2229-1943","equipment-2229-1944"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"legacy_id":["equipment-4763"],"trait":["Magical","Spellheart"],"id":"equipment-2229","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Enigma Mirror Source Treasure Vault (Remastered) pg. 125 Usage affixed to armor or a weapon --- Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language. The spell DC of any spell cast by activating this item is 23. Armor After you cast an illusion spell by activating the mirror, choose one ally within 30 feet. That ally is concealed, as if seen in a misty mirror, until the end of your next turn. Weapon After you cast an illusion spell by activating the mirror, illusory copies of the weapon swirl in the air around it. You’re affected by the thicket of knives spell until the end of your next turn. The spell ends if you stop wielding the affixed weapon. Activate Cast a Spell; Effect You cast forbidding ward . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Enigma Mirror Source Treasure Vault (Remastered) pg. 125 Price 325 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast blur . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Enigma Mirror (Greater) Source Treasure Vault (Remastered) pg. 125 Price 950 gp --- The spell DC is 27. Activate Cast a Spell; Frequency once per day; Effect You cast mirror's misfortune . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Enigma Mirror (Major) Source Treasure Vault (Remastered) pg. 125 Price 2,750 gp --- The spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast mirror's misfortune . Activate Cast a Spell; Frequency once per day; Effect You cast mirror malefactors .","skill_mod":{},"summary":"Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2229","name":"Enigma Mirror","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2229"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2229","weakness":{},"price":32500,"legacy_id":["equipment-4763"],"trait":["Magical","Spellheart"],"id":"equipment-2229-1942","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Enigma Mirror Source Treasure Vault (Remastered) pg. 125 Usage affixed to armor or a weapon --- Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language. The spell DC of any spell cast by activating this item is 23. Armor After you cast an illusion spell by activating the mirror, choose one ally within 30 feet. That ally is concealed, as if seen in a misty mirror, until the end of your next turn. Weapon After you cast an illusion spell by activating the mirror, illusory copies of the weapon swirl in the air around it. You’re affected by the thicket of knives spell until the end of your next turn. The spell ends if you stop wielding the affixed weapon. Activate Cast a Spell; Effect You cast forbidding ward . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Enigma Mirror Source Treasure Vault (Remastered) pg. 125 Price 325 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast blur . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Enigma Mirror (Greater) Source Treasure Vault (Remastered) pg. 125 Price 950 gp --- The spell DC is 27. Activate Cast a Spell; Frequency once per day; Effect You cast mirror's misfortune . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Enigma Mirror (Major) Source Treasure Vault (Remastered) pg. 125 Price 2,750 gp --- The spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast mirror's misfortune . Activate Cast a Spell; Frequency once per day; Effect You cast mirror malefactors .","skill_mod":{},"summary":"","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2229","name":"Enigma Mirror","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2229-1942"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2229","weakness":{},"price":95000,"legacy_id":["equipment-4763"],"trait":["Magical","Spellheart"],"id":"equipment-2229-1943","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Enigma Mirror Source Treasure Vault (Remastered) pg. 125 Usage affixed to armor or a weapon --- Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language. The spell DC of any spell cast by activating this item is 23. Armor After you cast an illusion spell by activating the mirror, choose one ally within 30 feet. That ally is concealed, as if seen in a misty mirror, until the end of your next turn. Weapon After you cast an illusion spell by activating the mirror, illusory copies of the weapon swirl in the air around it. You’re affected by the thicket of knives spell until the end of your next turn. The spell ends if you stop wielding the affixed weapon. Activate Cast a Spell; Effect You cast forbidding ward . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Enigma Mirror Source Treasure Vault (Remastered) pg. 125 Price 325 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast blur . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Enigma Mirror (Greater) Source Treasure Vault (Remastered) pg. 125 Price 950 gp --- The spell DC is 27. Activate Cast a Spell; Frequency once per day; Effect You cast mirror's misfortune . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Enigma Mirror (Major) Source Treasure Vault (Remastered) pg. 125 Price 2,750 gp --- The spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast mirror's misfortune . Activate Cast a Spell; Frequency once per day; Effect You cast mirror malefactors .","skill_mod":{},"summary":"The spell DC is 27.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2229","name":"Enigma Mirror (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2229-1943"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2229","weakness":{},"price":275000,"legacy_id":["equipment-4763"],"trait":["Magical","Spellheart"],"id":"equipment-2229-1944","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Enigma Mirror Source Treasure Vault (Remastered) pg. 125 Usage affixed to armor or a weapon --- Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language. The spell DC of any spell cast by activating this item is 23. Armor After you cast an illusion spell by activating the mirror, choose one ally within 30 feet. That ally is concealed, as if seen in a misty mirror, until the end of your next turn. Weapon After you cast an illusion spell by activating the mirror, illusory copies of the weapon swirl in the air around it. You’re affected by the thicket of knives spell until the end of your next turn. The spell ends if you stop wielding the affixed weapon. Activate Cast a Spell; Effect You cast forbidding ward . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Enigma Mirror Source Treasure Vault (Remastered) pg. 125 Price 325 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast blur . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Enigma Mirror (Greater) Source Treasure Vault (Remastered) pg. 125 Price 950 gp --- The spell DC is 27. Activate Cast a Spell; Frequency once per day; Effect You cast mirror's misfortune . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Enigma Mirror (Major) Source Treasure Vault (Remastered) pg. 125 Price 2,750 gp --- The spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast mirror's misfortune . Activate Cast a Spell; Frequency once per day; Effect You cast mirror malefactors .","skill_mod":{},"summary":"The spell DC is 30.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2229","name":"Enigma Mirror (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2229-1944"},{"item_child_id":["equipment-2230-1945","equipment-2230-1946"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"legacy_id":["equipment-4764"],"trait":["Magical","Spellheart"],"id":"equipment-2230","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Ghostcaller's Planchette Source Treasure Vault (Remastered) pg. 125 Usage affixed to armor or a weapon --- This miniature wooden planchette is engraved with symbols designed to attract spirits. When affixed, the symbols begin to glow, and the planchette turns slightly insubstantial. The spell DC of any spell cast by activating this item is 29. Armor After you cast a spell by activating the planchette, you gain resistance 5 to all physical damage (except ghost touch ) until the start of your next turn. Attacks by incorporeal creatures (such as a ghost’s ghostly hand) count as ghost touch. Weapon After you cast a spell by activating the planchette, the affixed weapon gains the effects of the ghost touch property rune until the end of your next turn. Activate Cast a Spell; Effect You cast void warp . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Ghostcaller's Planchette Source Treasure Vault (Remastered) pg. 125 Price 1,750 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast invoke spirits . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ghostcaller's Planchette (Greater) Source Treasure Vault (Remastered) pg. 125 Price 21,000 gp --- The resistance when affixed to armor is 10. When the planchette is affixed to a weapon, casting a spell by activating the planchette grants the weapon the effects of both the ghost touch and greater vitalizing property runes. The spell DC is 38. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank invoke spirits . Activate Cast a Spell; Frequency once per day; Effect You cast tempest of shades .","skill_mod":{},"summary":"This miniature wooden planchette is engraved with symbols designed to attract spirits. When affixed, the symbols begin to glow, and the planchette …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2230","name":"Ghostcaller's Planchette","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2230"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2230","weakness":{},"price":175000,"legacy_id":["equipment-4764"],"trait":["Magical","Spellheart"],"id":"equipment-2230-1945","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Ghostcaller's Planchette Source Treasure Vault (Remastered) pg. 125 Usage affixed to armor or a weapon --- This miniature wooden planchette is engraved with symbols designed to attract spirits. When affixed, the symbols begin to glow, and the planchette turns slightly insubstantial. The spell DC of any spell cast by activating this item is 29. Armor After you cast a spell by activating the planchette, you gain resistance 5 to all physical damage (except ghost touch ) until the start of your next turn. Attacks by incorporeal creatures (such as a ghost’s ghostly hand) count as ghost touch. Weapon After you cast a spell by activating the planchette, the affixed weapon gains the effects of the ghost touch property rune until the end of your next turn. Activate Cast a Spell; Effect You cast void warp . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Ghostcaller's Planchette Source Treasure Vault (Remastered) pg. 125 Price 1,750 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast invoke spirits . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ghostcaller's Planchette (Greater) Source Treasure Vault (Remastered) pg. 125 Price 21,000 gp --- The resistance when affixed to armor is 10. When the planchette is affixed to a weapon, casting a spell by activating the planchette grants the weapon the effects of both the ghost touch and greater vitalizing property runes. The spell DC is 38. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank invoke spirits . Activate Cast a Spell; Frequency once per day; Effect You cast tempest of shades .","skill_mod":{},"summary":"","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2230","name":"Ghostcaller's Planchette","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2230-1945"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2230","weakness":{},"price":2100000,"legacy_id":["equipment-4764"],"trait":["Magical","Spellheart"],"id":"equipment-2230-1946","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Ghostcaller's Planchette Source Treasure Vault (Remastered) pg. 125 Usage affixed to armor or a weapon --- This miniature wooden planchette is engraved with symbols designed to attract spirits. When affixed, the symbols begin to glow, and the planchette turns slightly insubstantial. The spell DC of any spell cast by activating this item is 29. Armor After you cast a spell by activating the planchette, you gain resistance 5 to all physical damage (except ghost touch ) until the start of your next turn. Attacks by incorporeal creatures (such as a ghost’s ghostly hand) count as ghost touch. Weapon After you cast a spell by activating the planchette, the affixed weapon gains the effects of the ghost touch property rune until the end of your next turn. Activate Cast a Spell; Effect You cast void warp . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Ghostcaller's Planchette Source Treasure Vault (Remastered) pg. 125 Price 1,750 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast invoke spirits . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ghostcaller's Planchette (Greater) Source Treasure Vault (Remastered) pg. 125 Price 21,000 gp --- The resistance when affixed to armor is 10. When the planchette is affixed to a weapon, casting a spell by activating the planchette grants the weapon the effects of both the ghost touch and greater vitalizing property runes. The spell DC is 38. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank invoke spirits . Activate Cast a Spell; Frequency once per day; Effect You cast tempest of shades .","skill_mod":{},"summary":"The resistance when affixed to armor is 10. When the planchette is affixed to a weapon, casting a spell by activating the planchette grants the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2230","name":"Ghostcaller's Planchette (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2230-1946"},{"item_child_id":["equipment-2231-1947","equipment-2231-1948","equipment-2231-1949"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"legacy_id":["equipment-4765"],"trait":["Electricity","Magical","Spellheart"],"id":"equipment-2231","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Jolt Coil Source Treasure Vault (Remastered) pg. 126 Usage affixed to armor or a weapon --- Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 17. Armor You gain resistance 2 to electricity. Weapon After you cast an electricity spell by activating the coil, your Strikes with the weapon deal an additional 1d4 electricity damage until the end of your next turn. Activate Cast a Spell; Effect You cast electric arc . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Jolt Coil Source Treasure Vault (Remastered) pg. 126 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Jolt Coil (Greater) Source Treasure Vault (Remastered) pg. 126 Price 475 gp --- Resistance when affixed to armor is 3, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast lightning bolt . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Jolt Coil (Major) Source Treasure Vault (Remastered) pg. 126 Price 1,750 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank lightning bolt . Activate Cast a Spell; Frequency once per day; Effect You cast draw the lightning .","skill_mod":{},"summary":"Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone …","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2231","name":"Jolt Coil","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2231"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2231","weakness":{},"price":6000,"legacy_id":["equipment-4765"],"trait":["Electricity","Magical","Spellheart"],"id":"equipment-2231-1947","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Jolt Coil Source Treasure Vault (Remastered) pg. 126 Usage affixed to armor or a weapon --- Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 17. Armor You gain resistance 2 to electricity. Weapon After you cast an electricity spell by activating the coil, your Strikes with the weapon deal an additional 1d4 electricity damage until the end of your next turn. Activate Cast a Spell; Effect You cast electric arc . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Jolt Coil Source Treasure Vault (Remastered) pg. 126 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Jolt Coil (Greater) Source Treasure Vault (Remastered) pg. 126 Price 475 gp --- Resistance when affixed to armor is 3, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast lightning bolt . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Jolt Coil (Major) Source Treasure Vault (Remastered) pg. 126 Price 1,750 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank lightning bolt . Activate Cast a Spell; Frequency once per day; Effect You cast draw the lightning .","skill_mod":{},"summary":"Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone …","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2231","name":"Jolt Coil","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2231-1947"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2231","weakness":{},"price":47500,"legacy_id":["equipment-4765"],"trait":["Electricity","Magical","Spellheart"],"id":"equipment-2231-1948","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Jolt Coil Source Treasure Vault (Remastered) pg. 126 Usage affixed to armor or a weapon --- Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 17. Armor You gain resistance 2 to electricity. Weapon After you cast an electricity spell by activating the coil, your Strikes with the weapon deal an additional 1d4 electricity damage until the end of your next turn. Activate Cast a Spell; Effect You cast electric arc . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Jolt Coil Source Treasure Vault (Remastered) pg. 126 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Jolt Coil (Greater) Source Treasure Vault (Remastered) pg. 126 Price 475 gp --- Resistance when affixed to armor is 3, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast lightning bolt . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Jolt Coil (Major) Source Treasure Vault (Remastered) pg. 126 Price 1,750 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank lightning bolt . Activate Cast a Spell; Frequency once per day; Effect You cast draw the lightning .","skill_mod":{},"summary":"Resistance when affixed to armor is 3, extra damage when affixed to a weapon is 1d6, and the spell DC is 24.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2231","name":"Jolt Coil (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2231-1948"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2231","weakness":{},"price":175000,"legacy_id":["equipment-4765"],"trait":["Electricity","Magical","Spellheart"],"id":"equipment-2231-1949","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Jolt Coil Source Treasure Vault (Remastered) pg. 126 Usage affixed to armor or a weapon --- Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 17. Armor You gain resistance 2 to electricity. Weapon After you cast an electricity spell by activating the coil, your Strikes with the weapon deal an additional 1d4 electricity damage until the end of your next turn. Activate Cast a Spell; Effect You cast electric arc . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Jolt Coil Source Treasure Vault (Remastered) pg. 126 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Jolt Coil (Greater) Source Treasure Vault (Remastered) pg. 126 Price 475 gp --- Resistance when affixed to armor is 3, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast lightning bolt . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Jolt Coil (Major) Source Treasure Vault (Remastered) pg. 126 Price 1,750 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank lightning bolt . Activate Cast a Spell; Frequency once per day; Effect You cast draw the lightning .","skill_mod":{},"summary":"Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8, and the spell DC is 29.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2231","name":"Jolt Coil (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2231-1949"},{"item_child_id":["equipment-2232-1950","equipment-2232-1951","equipment-2232-1952"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"legacy_id":["equipment-4766"],"trait":["Magical","Spellheart"],"id":"equipment-2232","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Judgement Thurible Source Treasure Vault (Remastered) pg. 126 Usage affixed to armor or a weapon --- The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a judgment thurible if you don’t worship a deity. The spell DC of any spell cast by activating this item is 27. Armor After you cast a spell by activating the thurible, the thurible casts 3rd-rank protection on you, with a duration of 1 round. Weapon After you cast a spell by activating the thurible, the weapon gains a rune that lasts until the end of your next turn. It gains the holy rune if your deity allows holy sanctification or the unholy rune if your deity allows unholy sanctification. If your deity allows both, you can choose which rune the weapon gains. If your deity allows neither, your weapon doesn’t gain a rune. Activate Cast a Spell; Effect You cast divine lance . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Judgement Thurible Source Treasure Vault (Remastered) pg. 126 Price 975 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast divine wrath . <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Judgement Thurible (Greater) Source Treasure Vault (Remastered) pg. 126 Price 14,000 gp --- The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 35. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank divine wrath . Activate Cast a Spell; Frequency once per day; Effect You cast divine decree . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Judgement Thurible (Major) Source Treasure Vault (Remastered) pg. 126 Price 65,000 gp --- The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 43. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank divine decree . Activate Cast a Spell; Frequency once per day; Effect You cast summon deific herald .","skill_mod":{},"summary":"The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2232","name":"Judgement Thurible","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2232"},{"legacy_name":["Judgment Thurible"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2232","weakness":{},"price":97500,"legacy_id":["equipment-4766"],"trait":["Magical","Spellheart"],"id":"equipment-2232-1950","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Judgement Thurible Source Treasure Vault (Remastered) pg. 126 Usage affixed to armor or a weapon --- The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a judgment thurible if you don’t worship a deity. The spell DC of any spell cast by activating this item is 27. Armor After you cast a spell by activating the thurible, the thurible casts 3rd-rank protection on you, with a duration of 1 round. Weapon After you cast a spell by activating the thurible, the weapon gains a rune that lasts until the end of your next turn. It gains the holy rune if your deity allows holy sanctification or the unholy rune if your deity allows unholy sanctification. If your deity allows both, you can choose which rune the weapon gains. If your deity allows neither, your weapon doesn’t gain a rune. Activate Cast a Spell; Effect You cast divine lance . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Judgement Thurible Source Treasure Vault (Remastered) pg. 126 Price 975 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast divine wrath . <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Judgement Thurible (Greater) Source Treasure Vault (Remastered) pg. 126 Price 14,000 gp --- The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 35. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank divine wrath . Activate Cast a Spell; Frequency once per day; Effect You cast divine decree . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Judgement Thurible (Major) Source Treasure Vault (Remastered) pg. 126 Price 65,000 gp --- The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 43. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank divine decree . Activate Cast a Spell; Frequency once per day; Effect You cast summon deific herald .","skill_mod":{},"summary":"","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2232","name":"Judgement Thurible","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2232-1950"},{"legacy_name":["Judgment Thurible (Major)"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2232","weakness":{},"price":1400000,"legacy_id":["equipment-4766"],"trait":["Magical","Spellheart"],"id":"equipment-2232-1951","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Judgement Thurible Source Treasure Vault (Remastered) pg. 126 Usage affixed to armor or a weapon --- The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a judgment thurible if you don’t worship a deity. The spell DC of any spell cast by activating this item is 27. Armor After you cast a spell by activating the thurible, the thurible casts 3rd-rank protection on you, with a duration of 1 round. Weapon After you cast a spell by activating the thurible, the weapon gains a rune that lasts until the end of your next turn. It gains the holy rune if your deity allows holy sanctification or the unholy rune if your deity allows unholy sanctification. If your deity allows both, you can choose which rune the weapon gains. If your deity allows neither, your weapon doesn’t gain a rune. Activate Cast a Spell; Effect You cast divine lance . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Judgement Thurible Source Treasure Vault (Remastered) pg. 126 Price 975 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast divine wrath . <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Judgement Thurible (Greater) Source Treasure Vault (Remastered) pg. 126 Price 14,000 gp --- The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 35. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank divine wrath . Activate Cast a Spell; Frequency once per day; Effect You cast divine decree . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Judgement Thurible (Major) Source Treasure Vault (Remastered) pg. 126 Price 65,000 gp --- The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 43. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank divine decree . Activate Cast a Spell; Frequency once per day; Effect You cast summon deific herald .","skill_mod":{},"summary":"The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 35.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2232","name":"Judgement Thurible (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2232-1951"},{"legacy_name":["Judgment Thurible (Greater)"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2232","weakness":{},"price":6500000,"legacy_id":["equipment-4766"],"trait":["Magical","Spellheart"],"id":"equipment-2232-1952","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Judgement Thurible Source Treasure Vault (Remastered) pg. 126 Usage affixed to armor or a weapon --- The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a judgment thurible if you don’t worship a deity. The spell DC of any spell cast by activating this item is 27. Armor After you cast a spell by activating the thurible, the thurible casts 3rd-rank protection on you, with a duration of 1 round. Weapon After you cast a spell by activating the thurible, the weapon gains a rune that lasts until the end of your next turn. It gains the holy rune if your deity allows holy sanctification or the unholy rune if your deity allows unholy sanctification. If your deity allows both, you can choose which rune the weapon gains. If your deity allows neither, your weapon doesn’t gain a rune. Activate Cast a Spell; Effect You cast divine lance . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Judgement Thurible Source Treasure Vault (Remastered) pg. 126 Price 975 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast divine wrath . <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Judgement Thurible (Greater) Source Treasure Vault (Remastered) pg. 126 Price 14,000 gp --- The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 35. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank divine wrath . Activate Cast a Spell; Frequency once per day; Effect You cast divine decree . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Judgement Thurible (Major) Source Treasure Vault (Remastered) pg. 126 Price 65,000 gp --- The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 43. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank divine decree . Activate Cast a Spell; Frequency once per day; Effect You cast summon deific herald .","skill_mod":{},"summary":"The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 43.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2232","name":"Judgement Thurible (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2232-1952"},{"item_child_id":["equipment-2233-1953","equipment-2233-1954","equipment-2233-1955"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"legacy_id":["equipment-4767"],"trait":["Healing","Magical","Spellheart","Vitality","Positive"],"id":"equipment-2233","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Jyoti's Feather Source Treasure Vault (Remastered) pg. 126 Usage affixed to armor or a weapon --- A jyoti’s feather is a shimmering red-and-gold feather that seems almost metallic, although it’s delicate and flexible to the touch. Though most aren’t made from true jyoti feathers, as the reclusive outsiders avoid visitors from the Universe, the creatures’ connection to life energy lent these spellhearts their name. Armor You gain a +2 item bonus to saving throws against death effects and void effects. Weapon The weapon has the vitalizing rune while the feather is affixed. Activate Cast a Spell; Effect You cast stabilize . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Jyoti's Feather Source Treasure Vault (Remastered) pg. 126 Price 960 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast vital beacon . <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Jyoti's Feather (Greater) Source Treasure Vault (Remastered) pg. 126 Price 4,100 gp --- The item bonus when affixed to armor is +3. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank vital beacon . Activate Cast a Spell; Frequency once per day; Effect You cast healing well . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Jyoti's Feather (Major) Source Treasure Vault (Remastered) pg. 126 Price 9,400 gp --- The item bonus when affixed to armor is +4, and the rune when affixed to a weapon is greater vitalizing . Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank healing well . Activate Cast a Spell; Frequency once per day; Effect You cast field of life .","skill_mod":{},"summary":"A jyoti’s feather is a shimmering red-and-gold feather that seems almost metallic, although it’s delicate and flexible to the touch. Though most …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Planar","Creature Type"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2233","name":"Jyoti's Feather","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2233"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2233","weakness":{},"price":96000,"legacy_id":["equipment-4767"],"trait":["Healing","Magical","Spellheart","Vitality","Positive"],"id":"equipment-2233-1953","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Jyoti's Feather Source Treasure Vault (Remastered) pg. 126 Usage affixed to armor or a weapon --- A jyoti’s feather is a shimmering red-and-gold feather that seems almost metallic, although it’s delicate and flexible to the touch. Though most aren’t made from true jyoti feathers, as the reclusive outsiders avoid visitors from the Universe, the creatures’ connection to life energy lent these spellhearts their name. Armor You gain a +2 item bonus to saving throws against death effects and void effects. Weapon The weapon has the vitalizing rune while the feather is affixed. Activate Cast a Spell; Effect You cast stabilize . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Jyoti's Feather Source Treasure Vault (Remastered) pg. 126 Price 960 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast vital beacon . <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Jyoti's Feather (Greater) Source Treasure Vault (Remastered) pg. 126 Price 4,100 gp --- The item bonus when affixed to armor is +3. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank vital beacon . Activate Cast a Spell; Frequency once per day; Effect You cast healing well . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Jyoti's Feather (Major) Source Treasure Vault (Remastered) pg. 126 Price 9,400 gp --- The item bonus when affixed to armor is +4, and the rune when affixed to a weapon is greater vitalizing . Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank healing well . Activate Cast a Spell; Frequency once per day; Effect You cast field of life .","skill_mod":{},"summary":"","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Planar","Creature Type"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2233","name":"Jyoti's Feather","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2233-1953"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2233","weakness":{},"price":410000,"legacy_id":["equipment-4767"],"trait":["Healing","Magical","Spellheart","Vitality","Positive"],"id":"equipment-2233-1954","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Jyoti's Feather Source Treasure Vault (Remastered) pg. 126 Usage affixed to armor or a weapon --- A jyoti’s feather is a shimmering red-and-gold feather that seems almost metallic, although it’s delicate and flexible to the touch. Though most aren’t made from true jyoti feathers, as the reclusive outsiders avoid visitors from the Universe, the creatures’ connection to life energy lent these spellhearts their name. Armor You gain a +2 item bonus to saving throws against death effects and void effects. Weapon The weapon has the vitalizing rune while the feather is affixed. Activate Cast a Spell; Effect You cast stabilize . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Jyoti's Feather Source Treasure Vault (Remastered) pg. 126 Price 960 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast vital beacon . <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Jyoti's Feather (Greater) Source Treasure Vault (Remastered) pg. 126 Price 4,100 gp --- The item bonus when affixed to armor is +3. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank vital beacon . Activate Cast a Spell; Frequency once per day; Effect You cast healing well . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Jyoti's Feather (Major) Source Treasure Vault (Remastered) pg. 126 Price 9,400 gp --- The item bonus when affixed to armor is +4, and the rune when affixed to a weapon is greater vitalizing . Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank healing well . Activate Cast a Spell; Frequency once per day; Effect You cast field of life .","skill_mod":{},"summary":"The item bonus when affixed to armor is +3.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Planar","Creature Type"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2233","name":"Jyoti's Feather (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2233-1954"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2233","weakness":{},"price":940000,"legacy_id":["equipment-4767"],"trait":["Healing","Magical","Spellheart","Vitality","Positive"],"id":"equipment-2233-1955","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Jyoti's Feather Source Treasure Vault (Remastered) pg. 126 Usage affixed to armor or a weapon --- A jyoti’s feather is a shimmering red-and-gold feather that seems almost metallic, although it’s delicate and flexible to the touch. Though most aren’t made from true jyoti feathers, as the reclusive outsiders avoid visitors from the Universe, the creatures’ connection to life energy lent these spellhearts their name. Armor You gain a +2 item bonus to saving throws against death effects and void effects. Weapon The weapon has the vitalizing rune while the feather is affixed. Activate Cast a Spell; Effect You cast stabilize . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Jyoti's Feather Source Treasure Vault (Remastered) pg. 126 Price 960 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast vital beacon . <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Jyoti's Feather (Greater) Source Treasure Vault (Remastered) pg. 126 Price 4,100 gp --- The item bonus when affixed to armor is +3. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank vital beacon . Activate Cast a Spell; Frequency once per day; Effect You cast healing well . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Jyoti's Feather (Major) Source Treasure Vault (Remastered) pg. 126 Price 9,400 gp --- The item bonus when affixed to armor is +4, and the rune when affixed to a weapon is greater vitalizing . Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank healing well . Activate Cast a Spell; Frequency once per day; Effect You cast field of life .","skill_mod":{},"summary":"The item bonus when affixed to armor is +4, and the rune when affixed to a weapon is greater vitalizing .","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Planar","Creature Type"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2233","name":"Jyoti's Feather (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2233-1955"},{"item_child_id":["equipment-2234-1956","equipment-2234-1957","equipment-2234-1958"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"legacy_id":["equipment-4768"],"trait":["Magical","Spellheart","Visual"],"id":"equipment-2234","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Lightweave Scarf Source Treasure Vault (Remastered) pg. 127 Usage affixed to armor or a weapon --- The first of these strips of glittering cloth was worn by a monk from Jinin who would interweave it into his handwraps of mighty blows . The spell DC of any spell cast by activating this item is 24. Armor You gain a +2 item bonus to saving throws against illusions and Deception checks to Create a Diversion. Weapon (visual) After you cast an illusion spell by activating the scarf, the weapon is shrouded in a mesmerizing illusory pattern. Your next Strike causes the target to be confused for 1 round if it hits. If you don't make a Strike by the end of your next turn, the illusion ends with no effect. Activate Cast a Spell; Effect You cast light . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Lightweave Scarf Source Treasure Vault (Remastered) pg. 127 Price 500 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast hypnotize . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Lightweave Scarf (Greater) Source Treasure Vault (Remastered) pg. 127 Price 5,500 gp --- The item bonus when affixed to armor is +2, and spell DC is 34. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank hypnotize . Activate Cast a Spell; Frequency once per day; Effect You cast vibrant pattern . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Lightweave Scarf (Major) Source Treasure Vault (Remastered) pg. 127 Price 22,000 gp --- Item bonus when affixed to armor is +3; when affixed to a weapon, creatures are confused for 1 minute; and the spell DC is 38. Activate Cast a Spell; Frequency once per day; Effect You cast 8th-rank vibrant pattern . Activate Cast a Spell; Frequency once per day; Effect You cast confusing colors .","skill_mod":{},"summary":"The first of these strips of glittering cloth was worn by a monk from Jinin who would interweave it into his handwraps of mighty blows . The …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Sense"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2234","name":"Lightweave Scarf","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2234"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2234","weakness":{},"price":50000,"legacy_id":["equipment-4768"],"trait":["Magical","Spellheart","Visual"],"id":"equipment-2234-1956","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Lightweave Scarf Source Treasure Vault (Remastered) pg. 127 Usage affixed to armor or a weapon --- The first of these strips of glittering cloth was worn by a monk from Jinin who would interweave it into his handwraps of mighty blows . The spell DC of any spell cast by activating this item is 24. Armor You gain a +2 item bonus to saving throws against illusions and Deception checks to Create a Diversion. Weapon (visual) After you cast an illusion spell by activating the scarf, the weapon is shrouded in a mesmerizing illusory pattern. Your next Strike causes the target to be confused for 1 round if it hits. If you don't make a Strike by the end of your next turn, the illusion ends with no effect. Activate Cast a Spell; Effect You cast light . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Lightweave Scarf Source Treasure Vault (Remastered) pg. 127 Price 500 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast hypnotize . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Lightweave Scarf (Greater) Source Treasure Vault (Remastered) pg. 127 Price 5,500 gp --- The item bonus when affixed to armor is +2, and spell DC is 34. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank hypnotize . Activate Cast a Spell; Frequency once per day; Effect You cast vibrant pattern . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Lightweave Scarf (Major) Source Treasure Vault (Remastered) pg. 127 Price 22,000 gp --- Item bonus when affixed to armor is +3; when affixed to a weapon, creatures are confused for 1 minute; and the spell DC is 38. Activate Cast a Spell; Frequency once per day; Effect You cast 8th-rank vibrant pattern . Activate Cast a Spell; Frequency once per day; Effect You cast confusing colors .","skill_mod":{},"summary":"","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Sense"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2234","name":"Lightweave Scarf","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2234-1956"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2234","weakness":{},"price":550000,"legacy_id":["equipment-4768"],"trait":["Magical","Spellheart","Visual"],"id":"equipment-2234-1957","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Lightweave Scarf Source Treasure Vault (Remastered) pg. 127 Usage affixed to armor or a weapon --- The first of these strips of glittering cloth was worn by a monk from Jinin who would interweave it into his handwraps of mighty blows . The spell DC of any spell cast by activating this item is 24. Armor You gain a +2 item bonus to saving throws against illusions and Deception checks to Create a Diversion. Weapon (visual) After you cast an illusion spell by activating the scarf, the weapon is shrouded in a mesmerizing illusory pattern. Your next Strike causes the target to be confused for 1 round if it hits. If you don't make a Strike by the end of your next turn, the illusion ends with no effect. Activate Cast a Spell; Effect You cast light . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Lightweave Scarf Source Treasure Vault (Remastered) pg. 127 Price 500 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast hypnotize . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Lightweave Scarf (Greater) Source Treasure Vault (Remastered) pg. 127 Price 5,500 gp --- The item bonus when affixed to armor is +2, and spell DC is 34. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank hypnotize . Activate Cast a Spell; Frequency once per day; Effect You cast vibrant pattern . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Lightweave Scarf (Major) Source Treasure Vault (Remastered) pg. 127 Price 22,000 gp --- Item bonus when affixed to armor is +3; when affixed to a weapon, creatures are confused for 1 minute; and the spell DC is 38. Activate Cast a Spell; Frequency once per day; Effect You cast 8th-rank vibrant pattern . Activate Cast a Spell; Frequency once per day; Effect You cast confusing colors .","skill_mod":{},"summary":"The item bonus when affixed to armor is +2, and spell DC is 34.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Sense"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2234","name":"Lightweave Scarf (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2234-1957"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2234","weakness":{},"price":2200000,"legacy_id":["equipment-4768"],"trait":["Magical","Spellheart","Visual"],"id":"equipment-2234-1958","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Lightweave Scarf Source Treasure Vault (Remastered) pg. 127 Usage affixed to armor or a weapon --- The first of these strips of glittering cloth was worn by a monk from Jinin who would interweave it into his handwraps of mighty blows . The spell DC of any spell cast by activating this item is 24. Armor You gain a +2 item bonus to saving throws against illusions and Deception checks to Create a Diversion. Weapon (visual) After you cast an illusion spell by activating the scarf, the weapon is shrouded in a mesmerizing illusory pattern. Your next Strike causes the target to be confused for 1 round if it hits. If you don't make a Strike by the end of your next turn, the illusion ends with no effect. Activate Cast a Spell; Effect You cast light . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Lightweave Scarf Source Treasure Vault (Remastered) pg. 127 Price 500 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast hypnotize . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Lightweave Scarf (Greater) Source Treasure Vault (Remastered) pg. 127 Price 5,500 gp --- The item bonus when affixed to armor is +2, and spell DC is 34. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank hypnotize . Activate Cast a Spell; Frequency once per day; Effect You cast vibrant pattern . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Lightweave Scarf (Major) Source Treasure Vault (Remastered) pg. 127 Price 22,000 gp --- Item bonus when affixed to armor is +3; when affixed to a weapon, creatures are confused for 1 minute; and the spell DC is 38. Activate Cast a Spell; Frequency once per day; Effect You cast 8th-rank vibrant pattern . Activate Cast a Spell; Frequency once per day; Effect You cast confusing colors .","skill_mod":{},"summary":"Item bonus when affixed to armor is +3; when affixed to a weapon, creatures are confused for 1 minute; and the spell DC is 38.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Sense"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2234","name":"Lightweave Scarf (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2234-1958"},{"item_child_id":["equipment-2235-1959","equipment-2235-1960","equipment-2235-1961"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"skill":["Thievery","Thievery"],"legacy_id":["equipment-4769"],"trait":["Emotion","Magical","Mental","Spellheart"],"id":"equipment-2235","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Phantasmal Doorknob Source Treasure Vault (Remastered) pg. 127 PFS Note The standard version is permitted for use while the greater and major versions are limited. Usage affixed to armor or a weapon --- This ornate doorknob can open doors both material and metaphysical, revealing dreams and nightmares. The spell DC of any spell cast by activating this item is 20. Armor You gain a +1 item bonus to Thievery checks to Pick a Lock. Weapon If you critically succeed at a Strike with the weapon, the target is dazzled until the end of its next turn. Activate Cast a Spell; Effect You cast figment . <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Phantasmal Doorknob Source Treasure Vault (Remastered) pg. 127 Price 215 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal treasure . <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Phantasmal Doorknob (Greater) Source Treasure Vault (Remastered) pg. 127 Price 900 gp --- The item bonus when affixed to armor is +2, and the spell DC is 27. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn. The creature is then temporarily immune to being blinded this way for 24 hours. Activate Cast a Spell; Frequency once per day; Effect You cast vision of death . <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Phantasmal Doorknob (Major) Source Treasure Vault (Remastered) pg. 127 Price 6,000 gp --- The item bonus when affixed to armor is +2, and the spell DC is 34. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn. The creature is then temporarily immune to being blinded this way for 24 hours. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank vision of death . Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal calamity .","skill_mod":{},"summary":"This ornate doorknob can open doors both material and metaphysical, revealing dreams and nightmares. The spell DC of any spell cast by activating …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2235","name":"Phantasmal Doorknob","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2235"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2235","weakness":{},"price":21500,"skill":["Thievery"],"legacy_id":["equipment-4769"],"trait":["Emotion","Magical","Mental","Spellheart"],"id":"equipment-2235-1959","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Phantasmal Doorknob Source Treasure Vault (Remastered) pg. 127 PFS Note The standard version is permitted for use while the greater and major versions are limited. Usage affixed to armor or a weapon --- This ornate doorknob can open doors both material and metaphysical, revealing dreams and nightmares. The spell DC of any spell cast by activating this item is 20. Armor You gain a +1 item bonus to Thievery checks to Pick a Lock. Weapon If you critically succeed at a Strike with the weapon, the target is dazzled until the end of its next turn. Activate Cast a Spell; Effect You cast figment . <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Phantasmal Doorknob Source Treasure Vault (Remastered) pg. 127 Price 215 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal treasure . <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Phantasmal Doorknob (Greater) Source Treasure Vault (Remastered) pg. 127 Price 900 gp --- The item bonus when affixed to armor is +2, and the spell DC is 27. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn. The creature is then temporarily immune to being blinded this way for 24 hours. Activate Cast a Spell; Frequency once per day; Effect You cast vision of death . <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Phantasmal Doorknob (Major) Source Treasure Vault (Remastered) pg. 127 Price 6,000 gp --- The item bonus when affixed to armor is +2, and the spell DC is 34. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn. The creature is then temporarily immune to being blinded this way for 24 hours. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank vision of death . Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal calamity .","skill_mod":{},"summary":"","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2235","name":"Phantasmal Doorknob","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2235-1959"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2235","weakness":{},"price":90000,"skill":["Thievery"],"legacy_id":["equipment-4769"],"trait":["Emotion","Magical","Mental","Spellheart"],"id":"equipment-2235-1960","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Phantasmal Doorknob Source Treasure Vault (Remastered) pg. 127 PFS Note The standard version is permitted for use while the greater and major versions are limited. Usage affixed to armor or a weapon --- This ornate doorknob can open doors both material and metaphysical, revealing dreams and nightmares. The spell DC of any spell cast by activating this item is 20. Armor You gain a +1 item bonus to Thievery checks to Pick a Lock. Weapon If you critically succeed at a Strike with the weapon, the target is dazzled until the end of its next turn. Activate Cast a Spell; Effect You cast figment . <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Phantasmal Doorknob Source Treasure Vault (Remastered) pg. 127 Price 215 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal treasure . <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Phantasmal Doorknob (Greater) Source Treasure Vault (Remastered) pg. 127 Price 900 gp --- The item bonus when affixed to armor is +2, and the spell DC is 27. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn. The creature is then temporarily immune to being blinded this way for 24 hours. Activate Cast a Spell; Frequency once per day; Effect You cast vision of death . <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Phantasmal Doorknob (Major) Source Treasure Vault (Remastered) pg. 127 Price 6,000 gp --- The item bonus when affixed to armor is +2, and the spell DC is 34. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn. The creature is then temporarily immune to being blinded this way for 24 hours. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank vision of death . Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal calamity .","skill_mod":{},"summary":"The item bonus when affixed to armor is +2, and the spell DC is 27. On a critical hit with a weapon the doorknob is affixed to, the target is …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2235","name":"Phantasmal Doorknob (Greater)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2235-1960"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2235","weakness":{},"price":600000,"legacy_id":["equipment-4769"],"trait":["Emotion","Magical","Mental","Spellheart"],"id":"equipment-2235-1961","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Phantasmal Doorknob Source Treasure Vault (Remastered) pg. 127 PFS Note The standard version is permitted for use while the greater and major versions are limited. Usage affixed to armor or a weapon --- This ornate doorknob can open doors both material and metaphysical, revealing dreams and nightmares. The spell DC of any spell cast by activating this item is 20. Armor You gain a +1 item bonus to Thievery checks to Pick a Lock. Weapon If you critically succeed at a Strike with the weapon, the target is dazzled until the end of its next turn. Activate Cast a Spell; Effect You cast figment . <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Phantasmal Doorknob Source Treasure Vault (Remastered) pg. 127 Price 215 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal treasure . <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Phantasmal Doorknob (Greater) Source Treasure Vault (Remastered) pg. 127 Price 900 gp --- The item bonus when affixed to armor is +2, and the spell DC is 27. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn. The creature is then temporarily immune to being blinded this way for 24 hours. Activate Cast a Spell; Frequency once per day; Effect You cast vision of death . <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Phantasmal Doorknob (Major) Source Treasure Vault (Remastered) pg. 127 Price 6,000 gp --- The item bonus when affixed to armor is +2, and the spell DC is 34. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn. The creature is then temporarily immune to being blinded this way for 24 hours. Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank vision of death . Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal calamity .","skill_mod":{},"summary":"The item bonus when affixed to armor is +2, and the spell DC is 34. On a critical hit with a weapon the doorknob is affixed to, the target is blinded …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2235","name":"Phantasmal Doorknob (Major)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2235-1961"},{"item_child_id":["equipment-2236-1962","equipment-2236-1963","equipment-2236-1964"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"legacy_id":["equipment-4770"],"trait":["Magical","Spellheart"],"id":"equipment-2236","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Radiant Prism Source Treasure Vault (Remastered) pg. 127 Usage affixed to armor or a weapon --- This glass prism pays homage to its namesake pantheon—the Radiant Prism of Sarenrae, Desna, and Shelyn. Any armor or weapon the prism is affixed to glows softly with colored lights. The spell DC of any spell cast by activating this item is 35. Armor (light) After you cast a non-cantrip spell by activating the prism, you glow with dim light in a multitude of shimmering hues, shedding light like a torch and making you concealed until the end of your next turn. Weapon After you cast a non-cantrip spell by activating the prism, your Strikes with the weapon gain the brilliant property rune until the end of your next turn. Activate Cast a Spell; Effect You cast light . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Radiant Prism Source Treasure Vault (Remastered) pg. 127 Price 8,600 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast fiery body . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Radiant Prism (Greater) Source Treasure Vault (Remastered) pg. 127 Price 20,500 gp --- The light and concealment when affixed to armor last for 2 rounds, and the spell DC is 38. The damage from the brilliant rune increases to 2d4 of each type. Activate Cast a Spell; Frequency once per day; Effect You cast fiery body. Activate Cast a Spell; Frequency once per day; Effect You cast confusing colors . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Radiant Prism (Major) Source Treasure Vault (Remastered) pg. 127 Price 64,000 gp --- The light and concealment when affixed to armor last for 2 rounds, and the spell DC is 43. The rune is greater brilliant , and its damage is 3d4 of each type. Activate Cast a Spell; Frequency once per day; Effect You cast fiery body. Activate Cast a Spell; Frequency once per day; Effect You cast falling stars .","skill_mod":{},"summary":"This glass prism pays homage to its namesake pantheon—the Radiant Prism of Sarenrae , Desna , and Shelyn . Any armor or weapon the prism is …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2236","name":"Radiant Prism","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2236"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2236","weakness":{},"price":860000,"legacy_id":["equipment-4770"],"trait":["Magical","Spellheart"],"id":"equipment-2236-1962","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Radiant Prism Source Treasure Vault (Remastered) pg. 127 Usage affixed to armor or a weapon --- This glass prism pays homage to its namesake pantheon—the Radiant Prism of Sarenrae, Desna, and Shelyn. Any armor or weapon the prism is affixed to glows softly with colored lights. The spell DC of any spell cast by activating this item is 35. Armor (light) After you cast a non-cantrip spell by activating the prism, you glow with dim light in a multitude of shimmering hues, shedding light like a torch and making you concealed until the end of your next turn. Weapon After you cast a non-cantrip spell by activating the prism, your Strikes with the weapon gain the brilliant property rune until the end of your next turn. Activate Cast a Spell; Effect You cast light . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Radiant Prism Source Treasure Vault (Remastered) pg. 127 Price 8,600 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast fiery body . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Radiant Prism (Greater) Source Treasure Vault (Remastered) pg. 127 Price 20,500 gp --- The light and concealment when affixed to armor last for 2 rounds, and the spell DC is 38. The damage from the brilliant rune increases to 2d4 of each type. Activate Cast a Spell; Frequency once per day; Effect You cast fiery body. Activate Cast a Spell; Frequency once per day; Effect You cast confusing colors . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Radiant Prism (Major) Source Treasure Vault (Remastered) pg. 127 Price 64,000 gp --- The light and concealment when affixed to armor last for 2 rounds, and the spell DC is 43. The rune is greater brilliant , and its damage is 3d4 of each type. Activate Cast a Spell; Frequency once per day; Effect You cast fiery body. Activate Cast a Spell; Frequency once per day; Effect You cast falling stars .","skill_mod":{},"summary":"","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2236","name":"Radiant Prism","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2236-1962"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2236","weakness":{},"price":2050000,"legacy_id":["equipment-4770"],"trait":["Magical","Spellheart"],"id":"equipment-2236-1963","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Radiant Prism Source Treasure Vault (Remastered) pg. 127 Usage affixed to armor or a weapon --- This glass prism pays homage to its namesake pantheon—the Radiant Prism of Sarenrae, Desna, and Shelyn. Any armor or weapon the prism is affixed to glows softly with colored lights. The spell DC of any spell cast by activating this item is 35. Armor (light) After you cast a non-cantrip spell by activating the prism, you glow with dim light in a multitude of shimmering hues, shedding light like a torch and making you concealed until the end of your next turn. Weapon After you cast a non-cantrip spell by activating the prism, your Strikes with the weapon gain the brilliant property rune until the end of your next turn. Activate Cast a Spell; Effect You cast light . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Radiant Prism Source Treasure Vault (Remastered) pg. 127 Price 8,600 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast fiery body . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Radiant Prism (Greater) Source Treasure Vault (Remastered) pg. 127 Price 20,500 gp --- The light and concealment when affixed to armor last for 2 rounds, and the spell DC is 38. The damage from the brilliant rune increases to 2d4 of each type. Activate Cast a Spell; Frequency once per day; Effect You cast fiery body. Activate Cast a Spell; Frequency once per day; Effect You cast confusing colors . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Radiant Prism (Major) Source Treasure Vault (Remastered) pg. 127 Price 64,000 gp --- The light and concealment when affixed to armor last for 2 rounds, and the spell DC is 43. The rune is greater brilliant , and its damage is 3d4 of each type. Activate Cast a Spell; Frequency once per day; Effect You cast fiery body. Activate Cast a Spell; Frequency once per day; Effect You cast falling stars .","skill_mod":{},"summary":"The light and concealment when affixed to armor last for 2 rounds, and the spell DC is 38. The damage from the brilliant rune increases to 2d4 of …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2236","name":"Radiant Prism (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2236-1963"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2236","weakness":{},"price":6400000,"legacy_id":["equipment-4770"],"trait":["Magical","Spellheart"],"id":"equipment-2236-1964","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Radiant Prism Source Treasure Vault (Remastered) pg. 127 Usage affixed to armor or a weapon --- This glass prism pays homage to its namesake pantheon—the Radiant Prism of Sarenrae, Desna, and Shelyn. Any armor or weapon the prism is affixed to glows softly with colored lights. The spell DC of any spell cast by activating this item is 35. Armor (light) After you cast a non-cantrip spell by activating the prism, you glow with dim light in a multitude of shimmering hues, shedding light like a torch and making you concealed until the end of your next turn. Weapon After you cast a non-cantrip spell by activating the prism, your Strikes with the weapon gain the brilliant property rune until the end of your next turn. Activate Cast a Spell; Effect You cast light . <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Radiant Prism Source Treasure Vault (Remastered) pg. 127 Price 8,600 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast fiery body . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Radiant Prism (Greater) Source Treasure Vault (Remastered) pg. 127 Price 20,500 gp --- The light and concealment when affixed to armor last for 2 rounds, and the spell DC is 38. The damage from the brilliant rune increases to 2d4 of each type. Activate Cast a Spell; Frequency once per day; Effect You cast fiery body. Activate Cast a Spell; Frequency once per day; Effect You cast confusing colors . <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Radiant Prism (Major) Source Treasure Vault (Remastered) pg. 127 Price 64,000 gp --- The light and concealment when affixed to armor last for 2 rounds, and the spell DC is 43. The rune is greater brilliant , and its damage is 3d4 of each type. Activate Cast a Spell; Frequency once per day; Effect You cast fiery body. Activate Cast a Spell; Frequency once per day; Effect You cast falling stars .","skill_mod":{},"summary":"The light and concealment when affixed to armor last for 2 rounds, and the spell DC is 43. The rune is greater brilliant , and its damage is 3d4 of …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2236","name":"Radiant Prism (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2236-1964"},{"item_child_id":["equipment-2237-1965","equipment-2237-1966","equipment-2237-1967"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"legacy_id":["equipment-4771"],"trait":["Magical","Sonic","Spellheart"],"id":"equipment-2237","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Resonating Fork Source Treasure Vault (Remastered) pg. 128 Usage affixed to armor or a weapon --- This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19. Armor You gain resistance 2 to sonic damage and a +1 item bonus to saving throws against effects with the auditory or sonic trait. Weapon After you cast a sonic spell by activating the fork, the weapon reverberates with trapped sound waves. Your next Strike causes the target to be deafened for 1 round if it hits (or for 3 rounds on a critical hit). If you don't make a Strike by the end of your next turn, the sound waves dissipate with no effect. Activate Cast a Spell; Effect You cast bullhorn . <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Resonating Fork Source Treasure Vault (Remastered) pg. 128 Price 140 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast biting words . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Resonating Fork (Greater) Source Treasure Vault (Remastered) pg. 128 Price 340 gp --- The resistance is 5 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 3 rounds (1 minute on a critical success), the spell attack roll is +13, and the spell DC is 23. Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-rank biting words . Activate Cast a Spell; Frequency once per day; Effect You cast noise blast . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Resonating Fork (Major) Source Treasure Vault (Remastered) pg. 128 Price 1,800 gp --- The resistance is 10 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 1 minute (1 hour on a critical success), and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank noise blast . Activate Cast a Spell; Frequency once per day; Effect You cast painful vibrations .","skill_mod":{},"summary":"This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Energy","Monster","Equipment"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2237","name":"Resonating Fork","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2237"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2237","weakness":{},"price":14000,"legacy_id":["equipment-4771"],"trait":["Magical","Sonic","Spellheart"],"id":"equipment-2237-1965","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Resonating Fork Source Treasure Vault (Remastered) pg. 128 Usage affixed to armor or a weapon --- This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19. Armor You gain resistance 2 to sonic damage and a +1 item bonus to saving throws against effects with the auditory or sonic trait. Weapon After you cast a sonic spell by activating the fork, the weapon reverberates with trapped sound waves. Your next Strike causes the target to be deafened for 1 round if it hits (or for 3 rounds on a critical hit). If you don't make a Strike by the end of your next turn, the sound waves dissipate with no effect. Activate Cast a Spell; Effect You cast bullhorn . <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Resonating Fork Source Treasure Vault (Remastered) pg. 128 Price 140 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast biting words . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Resonating Fork (Greater) Source Treasure Vault (Remastered) pg. 128 Price 340 gp --- The resistance is 5 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 3 rounds (1 minute on a critical success), the spell attack roll is +13, and the spell DC is 23. Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-rank biting words . Activate Cast a Spell; Frequency once per day; Effect You cast noise blast . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Resonating Fork (Major) Source Treasure Vault (Remastered) pg. 128 Price 1,800 gp --- The resistance is 10 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 1 minute (1 hour on a critical success), and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank noise blast . Activate Cast a Spell; Frequency once per day; Effect You cast painful vibrations .","skill_mod":{},"summary":"","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Energy","Monster","Equipment"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2237","name":"Resonating Fork","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2237-1965"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2237","weakness":{},"price":34000,"legacy_id":["equipment-4771"],"trait":["Magical","Sonic","Spellheart"],"id":"equipment-2237-1966","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Resonating Fork Source Treasure Vault (Remastered) pg. 128 Usage affixed to armor or a weapon --- This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19. Armor You gain resistance 2 to sonic damage and a +1 item bonus to saving throws against effects with the auditory or sonic trait. Weapon After you cast a sonic spell by activating the fork, the weapon reverberates with trapped sound waves. Your next Strike causes the target to be deafened for 1 round if it hits (or for 3 rounds on a critical hit). If you don't make a Strike by the end of your next turn, the sound waves dissipate with no effect. Activate Cast a Spell; Effect You cast bullhorn . <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Resonating Fork Source Treasure Vault (Remastered) pg. 128 Price 140 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast biting words . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Resonating Fork (Greater) Source Treasure Vault (Remastered) pg. 128 Price 340 gp --- The resistance is 5 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 3 rounds (1 minute on a critical success), the spell attack roll is +13, and the spell DC is 23. Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-rank biting words . Activate Cast a Spell; Frequency once per day; Effect You cast noise blast . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Resonating Fork (Major) Source Treasure Vault (Remastered) pg. 128 Price 1,800 gp --- The resistance is 10 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 1 minute (1 hour on a critical success), and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank noise blast . Activate Cast a Spell; Frequency once per day; Effect You cast painful vibrations .","skill_mod":{},"summary":"The resistance is 5 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 3 rounds (1 minute on a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Energy","Monster","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2237","name":"Resonating Fork (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2237-1966"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2237","weakness":{},"price":180000,"legacy_id":["equipment-4771"],"trait":["Magical","Sonic","Spellheart"],"id":"equipment-2237-1967","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Resonating Fork Source Treasure Vault (Remastered) pg. 128 Usage affixed to armor or a weapon --- This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19. Armor You gain resistance 2 to sonic damage and a +1 item bonus to saving throws against effects with the auditory or sonic trait. Weapon After you cast a sonic spell by activating the fork, the weapon reverberates with trapped sound waves. Your next Strike causes the target to be deafened for 1 round if it hits (or for 3 rounds on a critical hit). If you don't make a Strike by the end of your next turn, the sound waves dissipate with no effect. Activate Cast a Spell; Effect You cast bullhorn . <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Resonating Fork Source Treasure Vault (Remastered) pg. 128 Price 140 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast biting words . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Resonating Fork (Greater) Source Treasure Vault (Remastered) pg. 128 Price 340 gp --- The resistance is 5 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 3 rounds (1 minute on a critical success), the spell attack roll is +13, and the spell DC is 23. Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-rank biting words . Activate Cast a Spell; Frequency once per day; Effect You cast noise blast . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Resonating Fork (Major) Source Treasure Vault (Remastered) pg. 128 Price 1,800 gp --- The resistance is 10 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 1 minute (1 hour on a critical success), and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank noise blast . Activate Cast a Spell; Frequency once per day; Effect You cast painful vibrations .","skill_mod":{},"summary":"The resistance is 10 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 1 minute (1 hour on a critical …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Energy","Monster","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2237","name":"Resonating Fork (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2237-1967"},{"item_child_id":["equipment-2238-1968","equipment-2238-1969","equipment-2238-1970"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"legacy_id":["equipment-4772"],"trait":["Cold","Magical","Spellheart"],"id":"equipment-2238","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Rime Crystal Source Treasure Vault (Remastered) pg. 128 Usage affixed to armor or a weapon --- Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to cold. Weapon After you cast a cold spell by activating the crystal, your Strikes with the weapon deal an additional 1d4 cold damage until the end of your next turn. Activate Cast a Spell; Effect You cast frostbite . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Rime Crystal Source Treasure Vault (Remastered) pg. 128 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Rime Crystal (Greater) Source Treasure Vault (Remastered) pg. 128 Price 425 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack modifier is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank chilling spray . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Rime Crystal (Major) Source Treasure Vault (Remastered) pg. 128 Price 2,800 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack modifier is +20, and the spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast ice storm . Activate Cast a Spell; Frequency once per day; Effect You cast howling blizzard .","skill_mod":{},"summary":"Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2238","name":"Rime Crystal","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2238"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2238","weakness":{},"price":5500,"legacy_id":["equipment-4772"],"trait":["Cold","Magical","Spellheart"],"id":"equipment-2238-1968","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Rime Crystal Source Treasure Vault (Remastered) pg. 128 Usage affixed to armor or a weapon --- Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to cold. Weapon After you cast a cold spell by activating the crystal, your Strikes with the weapon deal an additional 1d4 cold damage until the end of your next turn. Activate Cast a Spell; Effect You cast frostbite . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Rime Crystal Source Treasure Vault (Remastered) pg. 128 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Rime Crystal (Greater) Source Treasure Vault (Remastered) pg. 128 Price 425 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack modifier is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank chilling spray . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Rime Crystal (Major) Source Treasure Vault (Remastered) pg. 128 Price 2,800 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack modifier is +20, and the spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast ice storm . Activate Cast a Spell; Frequency once per day; Effect You cast howling blizzard .","skill_mod":{},"summary":"Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2238","name":"Rime Crystal","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2238-1968"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2238","weakness":{},"price":42500,"legacy_id":["equipment-4772"],"trait":["Cold","Magical","Spellheart"],"id":"equipment-2238-1969","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Rime Crystal Source Treasure Vault (Remastered) pg. 128 Usage affixed to armor or a weapon --- Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to cold. Weapon After you cast a cold spell by activating the crystal, your Strikes with the weapon deal an additional 1d4 cold damage until the end of your next turn. Activate Cast a Spell; Effect You cast frostbite . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Rime Crystal Source Treasure Vault (Remastered) pg. 128 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Rime Crystal (Greater) Source Treasure Vault (Remastered) pg. 128 Price 425 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack modifier is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank chilling spray . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Rime Crystal (Major) Source Treasure Vault (Remastered) pg. 128 Price 2,800 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack modifier is +20, and the spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast ice storm . Activate Cast a Spell; Frequency once per day; Effect You cast howling blizzard .","skill_mod":{},"summary":"Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack modifier is +14, and the spell DC is 24.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2238","name":"Rime Crystal (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2238-1969"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2238","weakness":{},"price":280000,"legacy_id":["equipment-4772"],"trait":["Cold","Magical","Spellheart"],"id":"equipment-2238-1970","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Rime Crystal Source Treasure Vault (Remastered) pg. 128 Usage affixed to armor or a weapon --- Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to cold. Weapon After you cast a cold spell by activating the crystal, your Strikes with the weapon deal an additional 1d4 cold damage until the end of your next turn. Activate Cast a Spell; Effect You cast frostbite . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Rime Crystal Source Treasure Vault (Remastered) pg. 128 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Rime Crystal (Greater) Source Treasure Vault (Remastered) pg. 128 Price 425 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack modifier is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank chilling spray . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Rime Crystal (Major) Source Treasure Vault (Remastered) pg. 128 Price 2,800 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack modifier is +20, and the spell DC is 30. Activate Cast a Spell; Frequency once per day; Effect You cast ice storm . Activate Cast a Spell; Frequency once per day; Effect You cast howling blizzard .","skill_mod":{},"summary":"Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack modifier is +20, and the spell DC is 30.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2238","name":"Rime Crystal (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2238-1970"},{"item_child_id":["equipment-2239-1971","equipment-2239-1972","equipment-2239-1973"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"legacy_id":["equipment-4773"],"trait":["Magical","Spellheart","Void","Negative"],"id":"equipment-2239","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sanguine Fang Source Treasure Vault (Remastered) pg. 128 Usage affixed to armor or a weapon --- A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 25. Armor You gain resistance 3 to persistent bleed damage and a +2 item bonus on saving throws against effects with the void trait. Weapon After you cast a spell by activating the fang, your Strikes with the weapon deal 1d4 persistent bleed damage until the end of your next turn. Activate Cast a Spell; Effect You cast void warp . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sanguine Fang Source Treasure Vault (Remastered) pg. 128 Price 650 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast vampiric feast . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sanguine Fang (Greater) Source Treasure Vault (Remastered) pg. 128 Price 1,750 gp --- The resistance is 5 when affixed to armor, the persistent bleed damage is 1d6 when affixed to a weapon, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast sanguine mist . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank vampiric feast . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sanguine Fang (Major) Source Treasure Vault (Remastered) pg. 128 Price 5,750 gp --- The resistance is 10 and the item bonus is +3 when affixed to armor, the persistent bleed damage is 2d6 when affixed to a weapon, and the spell DC is 34. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank vampiric feast . Activate Cast a Spell; Frequency once per day; Effect You cast vampiric exsanguination .","skill_mod":{},"summary":"A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Planar","Creature Type"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2239","name":"Sanguine Fang","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2239"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2239","weakness":{},"price":65000,"legacy_id":["equipment-4773"],"trait":["Magical","Spellheart","Void","Negative"],"id":"equipment-2239-1971","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sanguine Fang Source Treasure Vault (Remastered) pg. 128 Usage affixed to armor or a weapon --- A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 25. Armor You gain resistance 3 to persistent bleed damage and a +2 item bonus on saving throws against effects with the void trait. Weapon After you cast a spell by activating the fang, your Strikes with the weapon deal 1d4 persistent bleed damage until the end of your next turn. Activate Cast a Spell; Effect You cast void warp . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sanguine Fang Source Treasure Vault (Remastered) pg. 128 Price 650 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast vampiric feast . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sanguine Fang (Greater) Source Treasure Vault (Remastered) pg. 128 Price 1,750 gp --- The resistance is 5 when affixed to armor, the persistent bleed damage is 1d6 when affixed to a weapon, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast sanguine mist . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank vampiric feast . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sanguine Fang (Major) Source Treasure Vault (Remastered) pg. 128 Price 5,750 gp --- The resistance is 10 and the item bonus is +3 when affixed to armor, the persistent bleed damage is 2d6 when affixed to a weapon, and the spell DC is 34. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank vampiric feast . Activate Cast a Spell; Frequency once per day; Effect You cast vampiric exsanguination .","skill_mod":{},"summary":"","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Planar","Creature Type"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2239","name":"Sanguine Fang","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2239-1971"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2239","weakness":{},"price":175000,"legacy_id":["equipment-4773"],"trait":["Magical","Spellheart","Void","Negative"],"id":"equipment-2239-1972","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sanguine Fang Source Treasure Vault (Remastered) pg. 128 Usage affixed to armor or a weapon --- A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 25. Armor You gain resistance 3 to persistent bleed damage and a +2 item bonus on saving throws against effects with the void trait. Weapon After you cast a spell by activating the fang, your Strikes with the weapon deal 1d4 persistent bleed damage until the end of your next turn. Activate Cast a Spell; Effect You cast void warp . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sanguine Fang Source Treasure Vault (Remastered) pg. 128 Price 650 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast vampiric feast . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sanguine Fang (Greater) Source Treasure Vault (Remastered) pg. 128 Price 1,750 gp --- The resistance is 5 when affixed to armor, the persistent bleed damage is 1d6 when affixed to a weapon, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast sanguine mist . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank vampiric feast . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sanguine Fang (Major) Source Treasure Vault (Remastered) pg. 128 Price 5,750 gp --- The resistance is 10 and the item bonus is +3 when affixed to armor, the persistent bleed damage is 2d6 when affixed to a weapon, and the spell DC is 34. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank vampiric feast . Activate Cast a Spell; Frequency once per day; Effect You cast vampiric exsanguination .","skill_mod":{},"summary":"The resistance is 5 when affixed to armor, the persistent bleed damage is 1d6 when affixed to a weapon, and the spell DC is 29.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Planar","Creature Type"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2239","name":"Sanguine Fang (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2239-1972"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2239","weakness":{},"price":575000,"legacy_id":["equipment-4773"],"trait":["Magical","Spellheart","Void","Negative"],"id":"equipment-2239-1973","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Sanguine Fang Source Treasure Vault (Remastered) pg. 128 Usage affixed to armor or a weapon --- A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 25. Armor You gain resistance 3 to persistent bleed damage and a +2 item bonus on saving throws against effects with the void trait. Weapon After you cast a spell by activating the fang, your Strikes with the weapon deal 1d4 persistent bleed damage until the end of your next turn. Activate Cast a Spell; Effect You cast void warp . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sanguine Fang Source Treasure Vault (Remastered) pg. 128 Price 650 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast vampiric feast . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sanguine Fang (Greater) Source Treasure Vault (Remastered) pg. 128 Price 1,750 gp --- The resistance is 5 when affixed to armor, the persistent bleed damage is 1d6 when affixed to a weapon, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast sanguine mist . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank vampiric feast . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sanguine Fang (Major) Source Treasure Vault (Remastered) pg. 128 Price 5,750 gp --- The resistance is 10 and the item bonus is +3 when affixed to armor, the persistent bleed damage is 2d6 when affixed to a weapon, and the spell DC is 34. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank vampiric feast . Activate Cast a Spell; Frequency once per day; Effect You cast vampiric exsanguination .","skill_mod":{},"summary":"The resistance is 10 and the item bonus is +3 when affixed to armor, the persistent bleed damage is 2d6 when affixed to a weapon, and the spell DC is …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Energy","Planar","Creature Type"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2239","name":"Sanguine Fang (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2239-1973"},{"item_child_id":["equipment-2240-1974","equipment-2240-1975","equipment-2240-1976"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"legacy_id":["equipment-4774"],"trait":["Magical","Spellheart"],"id":"equipment-2240","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Saurian Spike Source Treasure Vault (Remastered) pg. 128 Usage affixed to armor or a weapon --- This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often feels a sudden surge in power and confidence. The spell attack modifier of any spell cast by activating this item is +15. Armor You gain imprecise scent with a range of 30 feet. Weapon (auditory, emotion, fear, visual) When you cast a polymorph spell by activating the spike, your battle form is exceptionally fearsome. Each enemy in a 30-foot emanation must succeed at a DC 27 Will saving throw or become frightened 1 (frightened 2 on a critical failure). Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Saurian Spike Source Treasure Vault (Remastered) pg. 128 Price 700 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast dinosaur form . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Saurian Spike (Greater) Source Treasure Vault (Remastered) pg. 128 Price 1,400 gp --- The range of the scent and fear emanation are both 60 feet, and their save DC is 28. The spell attack modifier is +18. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank dinosaur form . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Saurian Spike (Major) Source Treasure Vault (Remastered) pg. 128 Price 6,500 gp --- The range of the scent and fear emanation are both 60 feet. The scent is precise instead of imprecise, and creatures that fail their saves are frightened 2 (frightened 3 on a critical failure) with a DC 34 save. The spell attack modifier is +24. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank dinosaur form .","skill_mod":{},"summary":"This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2240","name":"Saurian Spike","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2240"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2240","weakness":{},"price":70000,"legacy_id":["equipment-4774"],"trait":["Magical","Spellheart"],"id":"equipment-2240-1974","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Saurian Spike Source Treasure Vault (Remastered) pg. 128 Usage affixed to armor or a weapon --- This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often feels a sudden surge in power and confidence. The spell attack modifier of any spell cast by activating this item is +15. Armor You gain imprecise scent with a range of 30 feet. Weapon (auditory, emotion, fear, visual) When you cast a polymorph spell by activating the spike, your battle form is exceptionally fearsome. Each enemy in a 30-foot emanation must succeed at a DC 27 Will saving throw or become frightened 1 (frightened 2 on a critical failure). Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Saurian Spike Source Treasure Vault (Remastered) pg. 128 Price 700 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast dinosaur form . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Saurian Spike (Greater) Source Treasure Vault (Remastered) pg. 128 Price 1,400 gp --- The range of the scent and fear emanation are both 60 feet, and their save DC is 28. The spell attack modifier is +18. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank dinosaur form . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Saurian Spike (Major) Source Treasure Vault (Remastered) pg. 128 Price 6,500 gp --- The range of the scent and fear emanation are both 60 feet. The scent is precise instead of imprecise, and creatures that fail their saves are frightened 2 (frightened 3 on a critical failure) with a DC 34 save. The spell attack modifier is +24. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank dinosaur form .","skill_mod":{},"summary":"","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2240","name":"Saurian Spike","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2240-1974"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2240","weakness":{},"price":140000,"legacy_id":["equipment-4774"],"trait":["Magical","Spellheart"],"id":"equipment-2240-1975","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Saurian Spike Source Treasure Vault (Remastered) pg. 128 Usage affixed to armor or a weapon --- This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often feels a sudden surge in power and confidence. The spell attack modifier of any spell cast by activating this item is +15. Armor You gain imprecise scent with a range of 30 feet. Weapon (auditory, emotion, fear, visual) When you cast a polymorph spell by activating the spike, your battle form is exceptionally fearsome. Each enemy in a 30-foot emanation must succeed at a DC 27 Will saving throw or become frightened 1 (frightened 2 on a critical failure). Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Saurian Spike Source Treasure Vault (Remastered) pg. 128 Price 700 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast dinosaur form . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Saurian Spike (Greater) Source Treasure Vault (Remastered) pg. 128 Price 1,400 gp --- The range of the scent and fear emanation are both 60 feet, and their save DC is 28. The spell attack modifier is +18. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank dinosaur form . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Saurian Spike (Major) Source Treasure Vault (Remastered) pg. 128 Price 6,500 gp --- The range of the scent and fear emanation are both 60 feet. The scent is precise instead of imprecise, and creatures that fail their saves are frightened 2 (frightened 3 on a critical failure) with a DC 34 save. The spell attack modifier is +24. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank dinosaur form .","skill_mod":{},"summary":"The range of the scent and fear emanation are both 60 feet, and their save DC is 28. The spell attack modifier is +18.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2240","name":"Saurian Spike (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2240-1975"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2240","weakness":{},"price":650000,"legacy_id":["equipment-4774"],"trait":["Magical","Spellheart"],"id":"equipment-2240-1976","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Saurian Spike Source Treasure Vault (Remastered) pg. 128 Usage affixed to armor or a weapon --- This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often feels a sudden surge in power and confidence. The spell attack modifier of any spell cast by activating this item is +15. Armor You gain imprecise scent with a range of 30 feet. Weapon (auditory, emotion, fear, visual) When you cast a polymorph spell by activating the spike, your battle form is exceptionally fearsome. Each enemy in a 30-foot emanation must succeed at a DC 27 Will saving throw or become frightened 1 (frightened 2 on a critical failure). Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Saurian Spike Source Treasure Vault (Remastered) pg. 128 Price 700 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast dinosaur form . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Saurian Spike (Greater) Source Treasure Vault (Remastered) pg. 128 Price 1,400 gp --- The range of the scent and fear emanation are both 60 feet, and their save DC is 28. The spell attack modifier is +18. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank dinosaur form . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Saurian Spike (Major) Source Treasure Vault (Remastered) pg. 128 Price 6,500 gp --- The range of the scent and fear emanation are both 60 feet. The scent is precise instead of imprecise, and creatures that fail their saves are frightened 2 (frightened 3 on a critical failure) with a DC 34 save. The spell attack modifier is +24. Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank dinosaur form .","skill_mod":{},"summary":"The range of the scent and fear emanation are both 60 feet. The scent is precise instead of imprecise, and creatures that fail their saves are …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2240","name":"Saurian Spike (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2240-1976"},{"item_child_id":["equipment-2241-1977","equipment-2241-1978","equipment-2241-1979"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"legacy_id":["equipment-4775"],"trait":["Magical","Spellheart"],"id":"equipment-2241","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Vigilant Eye Source Treasure Vault (Remastered) pg. 129 Usage affixed to armor or a weapon --- Carved in this wooden disc is a humanoid eye, painted in muted shades that blend in with the wood. The eye’s pupil continually twitches and moves, scanning its bearer’s surroundings. Armor (revelation) You aren’t off-guard to hidden or undetected creatures of the eye’s level or lower, or creatures of the eye’s level or lower using surprise attack, though you can still be flanked. Weapon When you make a Strike with the weapon against a target that’s concealed, hidden, or undetected, the DC of your flat check to target it is 4 if the target is concealed or 10 if it’s hidden or undetected. Activate Cast a Spell; Effect You cast detect magic . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Vigilant Eye Source Treasure Vault (Remastered) pg. 129 Price 650 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast web of eyes . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Vigilant Eye (Greater) Source Treasure Vault (Remastered) pg. 129 Price 1,250 gp --- The flat check DC if the eye is affixed to a weapon is 3 if the target is concealed or 9 if it's hidden. Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Vigilant Eye (Major) Source Treasure Vault (Remastered) pg. 129 Price 2,700 gp --- The flat check DC if the eye is affixed to a weapon is 2 if the target is concealed or 8 if it's hidden. Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance . Activate Cast a Spell; Frequency once per day; Effect You cast scouting eye .","skill_mod":{},"summary":"Carved in this wooden disc is a humanoid eye, painted in muted\r\nshades that blend in with the wood. The eye’s pupil continually\r\ntwitches and moves, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2241","name":"Vigilant Eye","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2241"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2241","weakness":{},"price":65000,"legacy_id":["equipment-4775"],"trait":["Magical","Spellheart"],"id":"equipment-2241-1977","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Vigilant Eye Source Treasure Vault (Remastered) pg. 129 Usage affixed to armor or a weapon --- Carved in this wooden disc is a humanoid eye, painted in muted shades that blend in with the wood. The eye’s pupil continually twitches and moves, scanning its bearer’s surroundings. Armor (revelation) You aren’t off-guard to hidden or undetected creatures of the eye’s level or lower, or creatures of the eye’s level or lower using surprise attack, though you can still be flanked. Weapon When you make a Strike with the weapon against a target that’s concealed, hidden, or undetected, the DC of your flat check to target it is 4 if the target is concealed or 10 if it’s hidden or undetected. Activate Cast a Spell; Effect You cast detect magic . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Vigilant Eye Source Treasure Vault (Remastered) pg. 129 Price 650 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast web of eyes . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Vigilant Eye (Greater) Source Treasure Vault (Remastered) pg. 129 Price 1,250 gp --- The flat check DC if the eye is affixed to a weapon is 3 if the target is concealed or 9 if it's hidden. Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Vigilant Eye (Major) Source Treasure Vault (Remastered) pg. 129 Price 2,700 gp --- The flat check DC if the eye is affixed to a weapon is 2 if the target is concealed or 8 if it's hidden. Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance . Activate Cast a Spell; Frequency once per day; Effect You cast scouting eye .","skill_mod":{},"summary":"","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2241","name":"Vigilant Eye","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2241-1977"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2241","weakness":{},"price":125000,"legacy_id":["equipment-4775"],"trait":["Magical","Spellheart"],"id":"equipment-2241-1978","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Vigilant Eye Source Treasure Vault (Remastered) pg. 129 Usage affixed to armor or a weapon --- Carved in this wooden disc is a humanoid eye, painted in muted shades that blend in with the wood. The eye’s pupil continually twitches and moves, scanning its bearer’s surroundings. Armor (revelation) You aren’t off-guard to hidden or undetected creatures of the eye’s level or lower, or creatures of the eye’s level or lower using surprise attack, though you can still be flanked. Weapon When you make a Strike with the weapon against a target that’s concealed, hidden, or undetected, the DC of your flat check to target it is 4 if the target is concealed or 10 if it’s hidden or undetected. Activate Cast a Spell; Effect You cast detect magic . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Vigilant Eye Source Treasure Vault (Remastered) pg. 129 Price 650 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast web of eyes . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Vigilant Eye (Greater) Source Treasure Vault (Remastered) pg. 129 Price 1,250 gp --- The flat check DC if the eye is affixed to a weapon is 3 if the target is concealed or 9 if it's hidden. Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Vigilant Eye (Major) Source Treasure Vault (Remastered) pg. 129 Price 2,700 gp --- The flat check DC if the eye is affixed to a weapon is 2 if the target is concealed or 8 if it's hidden. Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance . Activate Cast a Spell; Frequency once per day; Effect You cast scouting eye .","skill_mod":{},"summary":"The flat check DC if the eye is affixed to a weapon is 3 if the target is concealed or 9 if it's hidden.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2241","name":"Vigilant Eye (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2241-1978"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2241","weakness":{},"price":270000,"legacy_id":["equipment-4775"],"trait":["Magical","Spellheart"],"id":"equipment-2241-1979","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Vigilant Eye Source Treasure Vault (Remastered) pg. 129 Usage affixed to armor or a weapon --- Carved in this wooden disc is a humanoid eye, painted in muted shades that blend in with the wood. The eye’s pupil continually twitches and moves, scanning its bearer’s surroundings. Armor (revelation) You aren’t off-guard to hidden or undetected creatures of the eye’s level or lower, or creatures of the eye’s level or lower using surprise attack, though you can still be flanked. Weapon When you make a Strike with the weapon against a target that’s concealed, hidden, or undetected, the DC of your flat check to target it is 4 if the target is concealed or 10 if it’s hidden or undetected. Activate Cast a Spell; Effect You cast detect magic . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Vigilant Eye Source Treasure Vault (Remastered) pg. 129 Price 650 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast web of eyes . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Vigilant Eye (Greater) Source Treasure Vault (Remastered) pg. 129 Price 1,250 gp --- The flat check DC if the eye is affixed to a weapon is 3 if the target is concealed or 9 if it's hidden. Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Vigilant Eye (Major) Source Treasure Vault (Remastered) pg. 129 Price 2,700 gp --- The flat check DC if the eye is affixed to a weapon is 2 if the target is concealed or 8 if it's hidden. Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance . Activate Cast a Spell; Frequency once per day; Effect You cast scouting eye .","skill_mod":{},"summary":"The flat check DC if the eye is affixed to a weapon is 2 if the target is concealed or 8 if it's hidden.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2241","name":"Vigilant Eye (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2241-1979"},{"item_child_id":["equipment-2242-1980","equipment-2242-1981"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"legacy_id":["equipment-4776"],"trait":["Force","Magical","Spellheart"],"id":"equipment-2242","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Warding Statuette Source Treasure Vault (Remastered) pg. 129 Usage affixed to armor or a weapon --- This small figurine is carved from soapstone in the shape of a deity or guardian, facing both front and back to indicate unflagging vigilance. The spell attack roll of any spell cast by activating this item is +13. Armor You gain resistance 1 against ranged weapon attacks. Weapon When you hit with a Strike using the affixed weapon, or when a spell effect you created by activating the statuette hits with a Strike, you can choose a creature adjacent to the creature that was hit. That creature gains a +1 status bonus to AC until the start of your next turn. No more than one creature can benefit from this each turn. Activate Cast a Spell; Effect You cast shield . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Warding Statuette Source Treasure Vault (Remastered) pg. 129 Price 325 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast spiritual armament . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Warding Statuette (Greater) Source Treasure Vault (Remastered) pg. 129 Price 2,600 gp --- The resistance is 5 when affixed to armor, and the spell attack roll is +20. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank spiritual armament . Activate Cast a Spell; Frequency once per day; Effect You cast spiritual guardian .","skill_mod":{},"summary":"This small figurine is carved from soapstone in the shape of a deity or guardian, facing both front and back to indicate unflagging vigilance. The …","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2242","name":"Warding Statuette","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2242"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2242","weakness":{},"price":32500,"legacy_id":["equipment-4776"],"trait":["Force","Magical","Spellheart"],"id":"equipment-2242-1980","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Warding Statuette Source Treasure Vault (Remastered) pg. 129 Usage affixed to armor or a weapon --- This small figurine is carved from soapstone in the shape of a deity or guardian, facing both front and back to indicate unflagging vigilance. The spell attack roll of any spell cast by activating this item is +13. Armor You gain resistance 1 against ranged weapon attacks. Weapon When you hit with a Strike using the affixed weapon, or when a spell effect you created by activating the statuette hits with a Strike, you can choose a creature adjacent to the creature that was hit. That creature gains a +1 status bonus to AC until the start of your next turn. No more than one creature can benefit from this each turn. Activate Cast a Spell; Effect You cast shield . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Warding Statuette Source Treasure Vault (Remastered) pg. 129 Price 325 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast spiritual armament . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Warding Statuette (Greater) Source Treasure Vault (Remastered) pg. 129 Price 2,600 gp --- The resistance is 5 when affixed to armor, and the spell attack roll is +20. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank spiritual armament . Activate Cast a Spell; Frequency once per day; Effect You cast spiritual guardian .","skill_mod":{},"summary":"","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2242","name":"Warding Statuette","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2242-1980"},{"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2242","weakness":{},"price":260000,"legacy_id":["equipment-4776"],"trait":["Force","Magical","Spellheart"],"id":"equipment-2242-1981","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Warding Statuette Source Treasure Vault (Remastered) pg. 129 Usage affixed to armor or a weapon --- This small figurine is carved from soapstone in the shape of a deity or guardian, facing both front and back to indicate unflagging vigilance. The spell attack roll of any spell cast by activating this item is +13. Armor You gain resistance 1 against ranged weapon attacks. Weapon When you hit with a Strike using the affixed weapon, or when a spell effect you created by activating the statuette hits with a Strike, you can choose a creature adjacent to the creature that was hit. That creature gains a +1 status bonus to AC until the start of your next turn. No more than one creature can benefit from this each turn. Activate Cast a Spell; Effect You cast shield . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Warding Statuette Source Treasure Vault (Remastered) pg. 129 Price 325 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast spiritual armament . <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Warding Statuette (Greater) Source Treasure Vault (Remastered) pg. 129 Price 2,600 gp --- The resistance is 5 when affixed to armor, and the spell attack roll is +20. Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank spiritual armament . Activate Cast a Spell; Frequency once per day; Effect You cast spiritual guardian .","skill_mod":{},"summary":"The resistance is 5 when affixed to armor, and the spell attack roll is +20.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Mechanics","Equipment"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2242","name":"Warding Statuette (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2242-1981"},{"legacy_name":["Wyrm Claw"],"item_child_id":["equipment-2243-1982","equipment-2243-1983","equipment-2243-1984"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"legacy_id":["equipment-4777"],"trait":["Magical","Spellheart"],"id":"equipment-2243","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Wyrm Spindle Source Treasure Vault (Remastered) pg. 129 Usage affixed to armor or a weapon --- The broken tips of four dragon claws—one of each magical tradition—are set into a silver fitting. They protrude in the shape of a star or compass. Armor After you cast a non-cantrip spell by activating the spindle, you gain resistance 5 to fire, force, mental, and spirit for 1 minute. Weapon After you cast a non-cantrip spell by activating the spindle, you gain a Dragon Breath activity that takes 2 actions and deals 6d6 damage to all creatures in a 30-foot cone with a DC 28 basic Reflex save. Choose the type of damage when you use Dragon Breath: fire, force, mental, or spirit. You can use this activity once before the end of your next turn. Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wyrm Spindle Source Treasure Vault (Remastered) pg. 129 Price 1,000 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast summon dragon . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wyrm Spindle (Greater) Source Treasure Vault (Remastered) pg. 129 Price 6,500 gp --- Resistance when affixed to armor is 10, and damage from Dragon Breath when affixed to a weapon is 9d6 (DC 34). Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank summon dragon . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wyrm Spindle (Major) Source Treasure Vault (Remastered) pg. 129 Price 40,000 gp --- Resistance when affixed to armor is 15, and damage from Dragon Breath when affixed to a weapon is 12d6 (DC 41). Activate Cast a Spell; Frequency once per day; Effect You cast summon draconic legion .","skill_mod":{},"summary":"The broken tips of four dragon claws—one of each magical tradition—are set into a silver fitting. They protrude in the shape of a star or compass. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2243","name":"Wyrm Spindle","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2243"},{"legacy_name":["Wyrm Claw"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2243","weakness":{},"price":100000,"legacy_id":["equipment-4777"],"trait":["Magical","Spellheart"],"id":"equipment-2243-1982","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Wyrm Spindle Source Treasure Vault (Remastered) pg. 129 Usage affixed to armor or a weapon --- The broken tips of four dragon claws—one of each magical tradition—are set into a silver fitting. They protrude in the shape of a star or compass. Armor After you cast a non-cantrip spell by activating the spindle, you gain resistance 5 to fire, force, mental, and spirit for 1 minute. Weapon After you cast a non-cantrip spell by activating the spindle, you gain a Dragon Breath activity that takes 2 actions and deals 6d6 damage to all creatures in a 30-foot cone with a DC 28 basic Reflex save. Choose the type of damage when you use Dragon Breath: fire, force, mental, or spirit. You can use this activity once before the end of your next turn. Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wyrm Spindle Source Treasure Vault (Remastered) pg. 129 Price 1,000 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast summon dragon . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wyrm Spindle (Greater) Source Treasure Vault (Remastered) pg. 129 Price 6,500 gp --- Resistance when affixed to armor is 10, and damage from Dragon Breath when affixed to a weapon is 9d6 (DC 34). Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank summon dragon . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wyrm Spindle (Major) Source Treasure Vault (Remastered) pg. 129 Price 40,000 gp --- Resistance when affixed to armor is 15, and damage from Dragon Breath when affixed to a weapon is 12d6 (DC 41). Activate Cast a Spell; Frequency once per day; Effect You cast summon draconic legion .","skill_mod":{},"summary":"","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2243","name":"Wyrm Spindle","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2243-1982"},{"legacy_name":["Wyrm Claw (Greater)"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2243","weakness":{},"price":650000,"legacy_id":["equipment-4777"],"trait":["Magical","Spellheart"],"id":"equipment-2243-1983","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Wyrm Spindle Source Treasure Vault (Remastered) pg. 129 Usage affixed to armor or a weapon --- The broken tips of four dragon claws—one of each magical tradition—are set into a silver fitting. They protrude in the shape of a star or compass. Armor After you cast a non-cantrip spell by activating the spindle, you gain resistance 5 to fire, force, mental, and spirit for 1 minute. Weapon After you cast a non-cantrip spell by activating the spindle, you gain a Dragon Breath activity that takes 2 actions and deals 6d6 damage to all creatures in a 30-foot cone with a DC 28 basic Reflex save. Choose the type of damage when you use Dragon Breath: fire, force, mental, or spirit. You can use this activity once before the end of your next turn. Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wyrm Spindle Source Treasure Vault (Remastered) pg. 129 Price 1,000 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast summon dragon . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wyrm Spindle (Greater) Source Treasure Vault (Remastered) pg. 129 Price 6,500 gp --- Resistance when affixed to armor is 10, and damage from Dragon Breath when affixed to a weapon is 9d6 (DC 34). Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank summon dragon . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wyrm Spindle (Major) Source Treasure Vault (Remastered) pg. 129 Price 40,000 gp --- Resistance when affixed to armor is 15, and damage from Dragon Breath when affixed to a weapon is 12d6 (DC 41). Activate Cast a Spell; Frequency once per day; Effect You cast summon draconic legion .","skill_mod":{},"summary":"Resistance when affixed to armor is 10, and damage from Dragon Breath when affixed to a weapon is 9d6 (DC 34).","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2243","name":"Wyrm Spindle (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2243-1983"},{"legacy_name":["Wyrm Claw (Major)"],"primary_source_category":"Rulebooks","usage":"affixed to armor or a weapon","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2243","weakness":{},"price":4000000,"legacy_id":["equipment-4777"],"trait":["Magical","Spellheart"],"id":"equipment-2243-1984","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Wyrm Spindle Source Treasure Vault (Remastered) pg. 129 Usage affixed to armor or a weapon --- The broken tips of four dragon claws—one of each magical tradition—are set into a silver fitting. They protrude in the shape of a star or compass. Armor After you cast a non-cantrip spell by activating the spindle, you gain resistance 5 to fire, force, mental, and spirit for 1 minute. Weapon After you cast a non-cantrip spell by activating the spindle, you gain a Dragon Breath activity that takes 2 actions and deals 6d6 damage to all creatures in a 30-foot cone with a DC 28 basic Reflex save. Choose the type of damage when you use Dragon Breath: fire, force, mental, or spirit. You can use this activity once before the end of your next turn. Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wyrm Spindle Source Treasure Vault (Remastered) pg. 129 Price 1,000 gp --- Activate Cast a Spell; Frequency once per day; Effect You cast summon dragon . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wyrm Spindle (Greater) Source Treasure Vault (Remastered) pg. 129 Price 6,500 gp --- Resistance when affixed to armor is 10, and damage from Dragon Breath when affixed to a weapon is 9d6 (DC 34). Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank summon dragon . <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wyrm Spindle (Major) Source Treasure Vault (Remastered) pg. 129 Price 40,000 gp --- Resistance when affixed to armor is 15, and damage from Dragon Breath when affixed to a weapon is 12d6 (DC 41). Activate Cast a Spell; Frequency once per day; Effect You cast summon draconic legion .","skill_mod":{},"summary":"Resistance when affixed to armor is 15, and damage from Dragon Breath when affixed to a weapon is 12d6 (DC 41).","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2243","name":"Wyrm Spindle (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2243-1984"},{"item_child_id":["equipment-2244-1985","equipment-2244-1986","equipment-2244-1987"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-4778"],"trait":["Magical","Staff"],"id":"equipment-2244","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Accursed Staff Source Treasure Vault (Remastered) pg. 130 Usage held in 1 hand Bulk 1 --- Iron strips line the body of an accursed staff , capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff , you're empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell's level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Accursed Staff Source Treasure Vault (Remastered) pg. 130 Price 250 gp Bulk 1 --- Cantrip daze 1st bane , ill omen 2nd blood vendetta , warrior's regret <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Accursed Staff (Greater) Source Treasure Vault (Remastered) pg. 130 Price 900 gp Bulk 1 --- 3rd claim curse , cup of dust 4th cleanse affliction , outcast’s curse , warrior’s regret <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Accursed Staff (Major) Source Treasure Vault (Remastered) pg. 130 Price 4,000 gp Bulk 1 --- 5th inevitable disaster , mariner’s curse 6th blinding fury , cleanse affliction , never mind ","skill_mod":{},"summary":"Iron strips line the body of an accursed staff , capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2244","name":"Accursed Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2244"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2244","weakness":{},"price":25000,"legacy_id":["equipment-4778"],"trait":["Magical","Staff"],"id":"equipment-2244-1985","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Accursed Staff Source Treasure Vault (Remastered) pg. 130 Usage held in 1 hand Bulk 1 --- Iron strips line the body of an accursed staff , capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff , you're empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell's level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Accursed Staff Source Treasure Vault (Remastered) pg. 130 Price 250 gp Bulk 1 --- Cantrip daze 1st bane , ill omen 2nd blood vendetta , warrior's regret <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Accursed Staff (Greater) Source Treasure Vault (Remastered) pg. 130 Price 900 gp Bulk 1 --- 3rd claim curse , cup of dust 4th cleanse affliction , outcast’s curse , warrior’s regret <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Accursed Staff (Major) Source Treasure Vault (Remastered) pg. 130 Price 4,000 gp Bulk 1 --- 5th inevitable disaster , mariner’s curse 6th blinding fury , cleanse affliction , never mind ","skill_mod":{},"summary":"Cantrip daze 1st bane , ill omen 2nd blood vendetta , warrior's regret","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2244","name":"Accursed Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2244-1985"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2244","weakness":{},"price":90000,"legacy_id":["equipment-4778"],"trait":["Magical","Staff"],"id":"equipment-2244-1986","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Accursed Staff Source Treasure Vault (Remastered) pg. 130 Usage held in 1 hand Bulk 1 --- Iron strips line the body of an accursed staff , capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff , you're empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell's level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Accursed Staff Source Treasure Vault (Remastered) pg. 130 Price 250 gp Bulk 1 --- Cantrip daze 1st bane , ill omen 2nd blood vendetta , warrior's regret <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Accursed Staff (Greater) Source Treasure Vault (Remastered) pg. 130 Price 900 gp Bulk 1 --- 3rd claim curse , cup of dust 4th cleanse affliction , outcast’s curse , warrior’s regret <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Accursed Staff (Major) Source Treasure Vault (Remastered) pg. 130 Price 4,000 gp Bulk 1 --- 5th inevitable disaster , mariner’s curse 6th blinding fury , cleanse affliction , never mind ","skill_mod":{},"summary":"3rd claim curse , cup of dust 4th cleanse affliction , outcast’s curse , warrior’s regret","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2244","name":"Accursed Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2244-1986"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2244","weakness":{},"price":400000,"legacy_id":["equipment-4778"],"trait":["Magical","Staff"],"id":"equipment-2244-1987","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Accursed Staff Source Treasure Vault (Remastered) pg. 130 Usage held in 1 hand Bulk 1 --- Iron strips line the body of an accursed staff , capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff , you're empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell's level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Accursed Staff Source Treasure Vault (Remastered) pg. 130 Price 250 gp Bulk 1 --- Cantrip daze 1st bane , ill omen 2nd blood vendetta , warrior's regret <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Accursed Staff (Greater) Source Treasure Vault (Remastered) pg. 130 Price 900 gp Bulk 1 --- 3rd claim curse , cup of dust 4th cleanse affliction , outcast’s curse , warrior’s regret <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Accursed Staff (Major) Source Treasure Vault (Remastered) pg. 130 Price 4,000 gp Bulk 1 --- 5th inevitable disaster , mariner’s curse 6th blinding fury , cleanse affliction , never mind ","skill_mod":{},"summary":"5th inevitable disaster , mariner’s curse 6th blinding fury , cleanse affliction , never mind","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2244","name":"Accursed Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2244-1987"},{"item_child_id":["equipment-2245-1988","equipment-2245-1989","equipment-2245-1990"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-4779"],"trait":["Magical","Staff"],"id":"equipment-2245","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Beast Staff Source Treasure Vault (Remastered) pg. 130 Usage held in 1 hand Bulk 1 --- The visages of beasts are carved into the painted wood of a beast staff , with a large head on top. The staff is a +1 striking staff . While wielding the staff while you have it prepared, you’re affected by speak with animals . If you have Animal Empathy, you gain a +1 circumstance bonus on checks using it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Beast Staff Source Treasure Vault (Remastered) pg. 130 Price 340 gp Bulk 1 --- Cantrip gouging claw 1st pest form , runic body 2nd animal form , enlarge <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Beast Staff (Greater) Source Treasure Vault (Remastered) pg. 130 Price 1,400 gp Bulk 1 --- The staff is a +2 striking staff . The circumstance bonus if you have Animal Empathy is +2. 3rd animal form , insect form 4th animal form , bestial curse , insect form , pest form <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Beast Staff (Major) Source Treasure Vault (Remastered) pg. 130 Price 6,250 gp Bulk 1 --- The staff is a +2 greater striking staff . The circumstance bonus if you have Animal Empathy is +2. 5th animal form , insect form, moon frenzy 6th cursed metamorphosis , moon frenzy ","skill_mod":{},"summary":"The visages of beasts are carved into the painted wood of a beast staff , with a large head on top. The staff is a +1 striking staff . While …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2245","name":"Beast Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2245"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2245","weakness":{},"price":34000,"legacy_id":["equipment-4779"],"trait":["Magical","Staff"],"id":"equipment-2245-1988","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Beast Staff Source Treasure Vault (Remastered) pg. 130 Usage held in 1 hand Bulk 1 --- The visages of beasts are carved into the painted wood of a beast staff , with a large head on top. The staff is a +1 striking staff . While wielding the staff while you have it prepared, you’re affected by speak with animals . If you have Animal Empathy, you gain a +1 circumstance bonus on checks using it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Beast Staff Source Treasure Vault (Remastered) pg. 130 Price 340 gp Bulk 1 --- Cantrip gouging claw 1st pest form , runic body 2nd animal form , enlarge <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Beast Staff (Greater) Source Treasure Vault (Remastered) pg. 130 Price 1,400 gp Bulk 1 --- The staff is a +2 striking staff . The circumstance bonus if you have Animal Empathy is +2. 3rd animal form , insect form 4th animal form , bestial curse , insect form , pest form <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Beast Staff (Major) Source Treasure Vault (Remastered) pg. 130 Price 6,250 gp Bulk 1 --- The staff is a +2 greater striking staff . The circumstance bonus if you have Animal Empathy is +2. 5th animal form , insect form, moon frenzy 6th cursed metamorphosis , moon frenzy ","skill_mod":{},"summary":"Cantrip gouging claw 1st pest form , runic body 2nd animal form , enlarge","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2245","name":"Beast Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2245-1988"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2245","weakness":{},"price":140000,"legacy_id":["equipment-4779"],"trait":["Magical","Staff"],"id":"equipment-2245-1989","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Beast Staff Source Treasure Vault (Remastered) pg. 130 Usage held in 1 hand Bulk 1 --- The visages of beasts are carved into the painted wood of a beast staff , with a large head on top. The staff is a +1 striking staff . While wielding the staff while you have it prepared, you’re affected by speak with animals . If you have Animal Empathy, you gain a +1 circumstance bonus on checks using it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Beast Staff Source Treasure Vault (Remastered) pg. 130 Price 340 gp Bulk 1 --- Cantrip gouging claw 1st pest form , runic body 2nd animal form , enlarge <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Beast Staff (Greater) Source Treasure Vault (Remastered) pg. 130 Price 1,400 gp Bulk 1 --- The staff is a +2 striking staff . The circumstance bonus if you have Animal Empathy is +2. 3rd animal form , insect form 4th animal form , bestial curse , insect form , pest form <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Beast Staff (Major) Source Treasure Vault (Remastered) pg. 130 Price 6,250 gp Bulk 1 --- The staff is a +2 greater striking staff . The circumstance bonus if you have Animal Empathy is +2. 5th animal form , insect form, moon frenzy 6th cursed metamorphosis , moon frenzy ","skill_mod":{},"summary":"The staff is a +2 striking staff . The circumstance bonus if you have Animal Empathy is +2. 3rd animal form , insect form 4th animal …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2245","name":"Beast Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2245-1989"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2245","weakness":{},"price":625000,"legacy_id":["equipment-4779"],"trait":["Magical","Staff"],"id":"equipment-2245-1990","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Beast Staff Source Treasure Vault (Remastered) pg. 130 Usage held in 1 hand Bulk 1 --- The visages of beasts are carved into the painted wood of a beast staff , with a large head on top. The staff is a +1 striking staff . While wielding the staff while you have it prepared, you’re affected by speak with animals . If you have Animal Empathy, you gain a +1 circumstance bonus on checks using it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Beast Staff Source Treasure Vault (Remastered) pg. 130 Price 340 gp Bulk 1 --- Cantrip gouging claw 1st pest form , runic body 2nd animal form , enlarge <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Beast Staff (Greater) Source Treasure Vault (Remastered) pg. 130 Price 1,400 gp Bulk 1 --- The staff is a +2 striking staff . The circumstance bonus if you have Animal Empathy is +2. 3rd animal form , insect form 4th animal form , bestial curse , insect form , pest form <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Beast Staff (Major) Source Treasure Vault (Remastered) pg. 130 Price 6,250 gp Bulk 1 --- The staff is a +2 greater striking staff . The circumstance bonus if you have Animal Empathy is +2. 5th animal form , insect form, moon frenzy 6th cursed metamorphosis , moon frenzy ","skill_mod":{},"summary":"The staff is a +2 greater striking staff . The circumstance bonus if you have Animal Empathy is +2. 5th animal form , insect form, moon frenzy …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2245","name":"Beast Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2245-1990"},{"item_child_id":["equipment-2246-1991","equipment-2246-1992","equipment-2246-1993"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-4780"],"trait":["Magical","Staff"],"id":"equipment-2246","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Boreal Staff Source Treasure Vault (Remastered) pg. 131 Usage held in 1 hand Bulk 1 --- A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It gives the air around you a distinct chill. When used as a weapon, a boreal staff is a +1 striking staff . Activate Single Action (concentrate) Frequency once per 10 minutes; Effect Attempt a Strike using the staff. That Strike deals 2d4 additional cold damage. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Boreal Staff Source Treasure Vault (Remastered) pg. 131 Price 500 gp Bulk 1 --- Cantrip frostbite 1st chilling spray , gust of wind 2nd chilling spray 3rd chilling spray , elemental absorption (water only) <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Boreal Staff (Greater) Source Treasure Vault (Remastered) pg. 131 Price 2,750 gp Bulk 1 --- This is a +2 striking frost staff . 4th chilling spray , ice storm 5th howling blizzard , mantle of the frozen heart <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Boreal Staff (Major) Source Treasure Vault (Remastered) pg. 131 Price 13,500 gp Bulk 1 --- This is a +3 greater striking frost staff . The additional cold damage from the activation ignores cold resistance. 6th howling blizzard 7th frigid flurry , howling blizzard ","skill_mod":{},"summary":"A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2246","name":"Boreal Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2246"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2246","weakness":{},"price":50000,"legacy_id":["equipment-4780"],"trait":["Magical","Staff"],"id":"equipment-2246-1991","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Boreal Staff Source Treasure Vault (Remastered) pg. 131 Usage held in 1 hand Bulk 1 --- A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It gives the air around you a distinct chill. When used as a weapon, a boreal staff is a +1 striking staff . Activate Single Action (concentrate) Frequency once per 10 minutes; Effect Attempt a Strike using the staff. That Strike deals 2d4 additional cold damage. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Boreal Staff Source Treasure Vault (Remastered) pg. 131 Price 500 gp Bulk 1 --- Cantrip frostbite 1st chilling spray , gust of wind 2nd chilling spray 3rd chilling spray , elemental absorption (water only) <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Boreal Staff (Greater) Source Treasure Vault (Remastered) pg. 131 Price 2,750 gp Bulk 1 --- This is a +2 striking frost staff . 4th chilling spray , ice storm 5th howling blizzard , mantle of the frozen heart <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Boreal Staff (Major) Source Treasure Vault (Remastered) pg. 131 Price 13,500 gp Bulk 1 --- This is a +3 greater striking frost staff . The additional cold damage from the activation ignores cold resistance. 6th howling blizzard 7th frigid flurry , howling blizzard ","skill_mod":{},"summary":"Cantrip frostbite 1st chilling spray , gust of wind 2nd chilling spray 3rd chilling spray , elemental absorption …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2246","name":"Boreal Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2246-1991"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2246","weakness":{},"price":275000,"legacy_id":["equipment-4780"],"trait":["Magical","Staff"],"id":"equipment-2246-1992","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Boreal Staff Source Treasure Vault (Remastered) pg. 131 Usage held in 1 hand Bulk 1 --- A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It gives the air around you a distinct chill. When used as a weapon, a boreal staff is a +1 striking staff . Activate Single Action (concentrate) Frequency once per 10 minutes; Effect Attempt a Strike using the staff. That Strike deals 2d4 additional cold damage. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Boreal Staff Source Treasure Vault (Remastered) pg. 131 Price 500 gp Bulk 1 --- Cantrip frostbite 1st chilling spray , gust of wind 2nd chilling spray 3rd chilling spray , elemental absorption (water only) <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Boreal Staff (Greater) Source Treasure Vault (Remastered) pg. 131 Price 2,750 gp Bulk 1 --- This is a +2 striking frost staff . 4th chilling spray , ice storm 5th howling blizzard , mantle of the frozen heart <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Boreal Staff (Major) Source Treasure Vault (Remastered) pg. 131 Price 13,500 gp Bulk 1 --- This is a +3 greater striking frost staff . The additional cold damage from the activation ignores cold resistance. 6th howling blizzard 7th frigid flurry , howling blizzard ","skill_mod":{},"summary":"This is a +2 striking frost staff . 4th chilling spray , ice storm 5th howling blizzard , mantle of the frozen heart","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2246","name":"Boreal Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2246-1992"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2246","weakness":{},"price":1350000,"legacy_id":["equipment-4780"],"trait":["Magical","Staff"],"id":"equipment-2246-1993","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Boreal Staff Source Treasure Vault (Remastered) pg. 131 Usage held in 1 hand Bulk 1 --- A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It gives the air around you a distinct chill. When used as a weapon, a boreal staff is a +1 striking staff . Activate Single Action (concentrate) Frequency once per 10 minutes; Effect Attempt a Strike using the staff. That Strike deals 2d4 additional cold damage. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Boreal Staff Source Treasure Vault (Remastered) pg. 131 Price 500 gp Bulk 1 --- Cantrip frostbite 1st chilling spray , gust of wind 2nd chilling spray 3rd chilling spray , elemental absorption (water only) <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Boreal Staff (Greater) Source Treasure Vault (Remastered) pg. 131 Price 2,750 gp Bulk 1 --- This is a +2 striking frost staff . 4th chilling spray , ice storm 5th howling blizzard , mantle of the frozen heart <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Boreal Staff (Major) Source Treasure Vault (Remastered) pg. 131 Price 13,500 gp Bulk 1 --- This is a +3 greater striking frost staff . The additional cold damage from the activation ignores cold resistance. 6th howling blizzard 7th frigid flurry , howling blizzard ","skill_mod":{},"summary":"This is a +3 greater striking frost staff . The additional cold damage from the activation ignores cold resistance. 6th howling blizzard …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2246","name":"Boreal Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2246-1993"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"price":1400000,"legacy_id":["equipment-4781"],"trait":["Holy","Magical","Staff","Uncommon"],"id":"equipment-2247","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Celestial Staff Source Treasure Vault (Remastered) pg. 131 Price 14,000 gp Usage held in 1 hand Bulk 1 --- Heavenly radiance shines from an active celestial staff , a golden staff capped with a pair of sculpted angel’s wings. Used as a weapon, the staff is a +2 greater striking holy staff . While wielding a celestial staff , you gain a +1 circumstance bonus to saving throws against effects that have the unholy trait and effects created by unholy creatures. When you prepare this staff, if you’re unholy, you become drained 1 until your next daily preparations. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip divine lance 1st bless , protection 2nd everlight , inner radiance torrent 3rd anointed ground , protection 4th holy cascade , inner radiance torrent 5th spiritual guardian , summon celestial 6th holy cascade , summon celestial 7th frigid flurry , howling blizzard Craft Requirements You’re holy. Supply one casting of all listed ranks of all listed spells.\n","skill_mod":{},"summary":"Heavenly radiance shines from an active celestial staff , a golden staff capped with a pair of sculpted angel’s wings. Used as a weapon, the staff …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Rarity"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2247","name":"Celestial Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2247"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"price":1500000,"legacy_id":["equipment-4782"],"trait":["Magical","Rare","Staff"],"id":"equipment-2248","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Chronomancer Staff Source Treasure Vault (Remastered) pg. 131 Price 15,000 gp Usage held in 1 hand Bulk 1 --- Clock faces and gears adorn the twisted iron shaft of a chronomancer staff , the hands of the clocks continually ticking or winding backward. Used as a weapon, the staff is a +2 greater striking quickstrike staff . While wielding this staff, you also gain a +1 circumstance bonus to initiative rolls. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip time sense 1st déjà vu , synchronize 2nd loose time's arrow , synchronize 3rd day's weight , haste , slow , time jump 4th curse of lost time 5th quicken time , rewinding step , stagnate time 6th cast into time , day's weight 7th time beacon Craft Requirements Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"Clock faces and gears adorn the twisted iron shaft of a chronomancer staff , the hands of the clocks continually ticking or winding backward. Used …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2248","name":"Chronomancer Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2248"},{"item_child_id":["equipment-2249-1994","equipment-2249-1995","equipment-2249-1996"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"skill":["Performance","Performance"],"legacy_id":["equipment-4783"],"trait":["Magical","Staff"],"id":"equipment-2249","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Composer Staff Source Treasure Vault (Remastered) pg. 131 Usage held in 1 hand Bulk 1 --- A composer staff is short and shaped like an elegant black conductor's baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to Performance checks made with it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Composer Staff Source Treasure Vault (Remastered) pg. 131 Price 80 gp Bulk 1 --- Cantrip haunting hymn , summon instrument 1st concordant choir <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Composer Staff (Greater) Source Treasure Vault (Remastered) pg. 131 Price 480 gp Bulk 1 --- 2nd sonata span 3rd concordant choir , enthrall , roaring applause <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Composer Staff (Major) Source Treasure Vault (Remastered) pg. 131 Price 1,800 gp Bulk 1 --- The item bonus is +2. 4th infectious melody 5th concordant choir , truespeech ","skill_mod":{},"summary":"A composer staff is short and shaped like an elegant black conductor's baton with a silver tip. When waved through the air, it hums melodically. In …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2249","name":"Composer Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2249"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2249","weakness":{},"price":8000,"skill":["Performance"],"legacy_id":["equipment-4783"],"trait":["Magical","Staff"],"id":"equipment-2249-1994","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Composer Staff Source Treasure Vault (Remastered) pg. 131 Usage held in 1 hand Bulk 1 --- A composer staff is short and shaped like an elegant black conductor's baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to Performance checks made with it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Composer Staff Source Treasure Vault (Remastered) pg. 131 Price 80 gp Bulk 1 --- Cantrip haunting hymn , summon instrument 1st concordant choir <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Composer Staff (Greater) Source Treasure Vault (Remastered) pg. 131 Price 480 gp Bulk 1 --- 2nd sonata span 3rd concordant choir , enthrall , roaring applause <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Composer Staff (Major) Source Treasure Vault (Remastered) pg. 131 Price 1,800 gp Bulk 1 --- The item bonus is +2. 4th infectious melody 5th concordant choir , truespeech ","skill_mod":{},"summary":"Cantrip haunting hymn , summon instrument 1st concordant choir","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2249","name":"Composer Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2249-1994"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2249","weakness":{},"price":48000,"legacy_id":["equipment-4783"],"trait":["Magical","Staff"],"id":"equipment-2249-1995","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Composer Staff Source Treasure Vault (Remastered) pg. 131 Usage held in 1 hand Bulk 1 --- A composer staff is short and shaped like an elegant black conductor's baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to Performance checks made with it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Composer Staff Source Treasure Vault (Remastered) pg. 131 Price 80 gp Bulk 1 --- Cantrip haunting hymn , summon instrument 1st concordant choir <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Composer Staff (Greater) Source Treasure Vault (Remastered) pg. 131 Price 480 gp Bulk 1 --- 2nd sonata span 3rd concordant choir , enthrall , roaring applause <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Composer Staff (Major) Source Treasure Vault (Remastered) pg. 131 Price 1,800 gp Bulk 1 --- The item bonus is +2. 4th infectious melody 5th concordant choir , truespeech ","skill_mod":{},"summary":"2nd sonata span 3rd concordant choir , enthrall , roaring applause","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2249","name":"Composer Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2249-1995"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2249","weakness":{},"price":180000,"skill":["Performance"],"legacy_id":["equipment-4783"],"trait":["Magical","Staff"],"id":"equipment-2249-1996","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Composer Staff Source Treasure Vault (Remastered) pg. 131 Usage held in 1 hand Bulk 1 --- A composer staff is short and shaped like an elegant black conductor's baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to Performance checks made with it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Composer Staff Source Treasure Vault (Remastered) pg. 131 Price 80 gp Bulk 1 --- Cantrip haunting hymn , summon instrument 1st concordant choir <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Composer Staff (Greater) Source Treasure Vault (Remastered) pg. 131 Price 480 gp Bulk 1 --- 2nd sonata span 3rd concordant choir , enthrall , roaring applause <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Composer Staff (Major) Source Treasure Vault (Remastered) pg. 131 Price 1,800 gp Bulk 1 --- The item bonus is +2. 4th infectious melody 5th concordant choir , truespeech ","skill_mod":{},"summary":"The item bonus is +2. 4th infectious melody 5th concordant choir , truespeech","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2249","name":"Composer Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2249-1996"},{"item_child_id":["equipment-2250-1997","equipment-2250-1998"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-4784"],"trait":["Magical","Staff"],"id":"equipment-2250","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Dragonprism Staff Source Treasure Vault (Remastered) pg. 132 Usage held in 1 hand Bulk 1 --- A multi-hued array of scales covers a dragonprism staff , forming a gradient of color, and a dragon's claw holds a gem upon the staff's head. Dragons give allies these staves as a mark of esteem. While wielding a dragonprism staff you seem fiercer, gaining a +1 circumstance bonus to Intimidation checks to Demoralize. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dragonprism Staff Source Treasure Vault (Remastered) pg. 132 Price 4,500 gp Bulk 1 --- Cantrip gouging claw , puff of poison 1st burning hands , fear 2nd acid arrow , resist energy 3rd fear , lightning bolt 4th fly , reflective scales 5th howling blizzard , summon dragon 6th dragon form , reflective scales , summon dragon <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Dragonprism Staff (Greater) Source Treasure Vault (Remastered) pg. 132 Price 68,000 gp Bulk 1 --- 7th summon dragon 8th dragon form , summon dragon 9th summon draconic legion , summon dragon ","skill_mod":{},"summary":"A multi-hued array of scales covers a dragonprism staff , forming a gradient of color, and a dragon's claw holds a gem upon the staff's head. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2250","name":"Dragonprism Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2250"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2250","weakness":{},"price":450000,"legacy_id":["equipment-4784"],"trait":["Magical","Staff"],"id":"equipment-2250-1997","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Dragonprism Staff Source Treasure Vault (Remastered) pg. 132 Usage held in 1 hand Bulk 1 --- A multi-hued array of scales covers a dragonprism staff , forming a gradient of color, and a dragon's claw holds a gem upon the staff's head. Dragons give allies these staves as a mark of esteem. While wielding a dragonprism staff you seem fiercer, gaining a +1 circumstance bonus to Intimidation checks to Demoralize. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dragonprism Staff Source Treasure Vault (Remastered) pg. 132 Price 4,500 gp Bulk 1 --- Cantrip gouging claw , puff of poison 1st burning hands , fear 2nd acid arrow , resist energy 3rd fear , lightning bolt 4th fly , reflective scales 5th howling blizzard , summon dragon 6th dragon form , reflective scales , summon dragon <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Dragonprism Staff (Greater) Source Treasure Vault (Remastered) pg. 132 Price 68,000 gp Bulk 1 --- 7th summon dragon 8th dragon form , summon dragon 9th summon draconic legion , summon dragon ","skill_mod":{},"summary":"Cantrip gouging claw , puff of poison 1st burning hands , fear 2nd acid arrow , resist energy 3rd fear , …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2250","name":"Dragonprism Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2250-1997"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2250","weakness":{},"price":6800000,"legacy_id":["equipment-4784"],"trait":["Magical","Staff"],"id":"equipment-2250-1998","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Dragonprism Staff Source Treasure Vault (Remastered) pg. 132 Usage held in 1 hand Bulk 1 --- A multi-hued array of scales covers a dragonprism staff , forming a gradient of color, and a dragon's claw holds a gem upon the staff's head. Dragons give allies these staves as a mark of esteem. While wielding a dragonprism staff you seem fiercer, gaining a +1 circumstance bonus to Intimidation checks to Demoralize. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dragonprism Staff Source Treasure Vault (Remastered) pg. 132 Price 4,500 gp Bulk 1 --- Cantrip gouging claw , puff of poison 1st burning hands , fear 2nd acid arrow , resist energy 3rd fear , lightning bolt 4th fly , reflective scales 5th howling blizzard , summon dragon 6th dragon form , reflective scales , summon dragon <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Dragonprism Staff (Greater) Source Treasure Vault (Remastered) pg. 132 Price 68,000 gp Bulk 1 --- 7th summon dragon 8th dragon form , summon dragon 9th summon draconic legion , summon dragon ","skill_mod":{},"summary":"7th summon dragon 8th dragon form , summon dragon 9th summon draconic legion , summon dragon","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2250","name":"Dragonprism Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2250-1998"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"price":200000,"legacy_id":["equipment-4785"],"trait":["Magical","Staff","Uncommon"],"id":"equipment-2251","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Gambler's Staff Source Treasure Vault (Remastered) pg. 132 Price 2,000 gp Usage held in 1 hand Bulk 1 --- A small glass orb on the head of a gambler's staff holds a pair of six-sided dice that shift and roll within. Spellcasters who make their living via games of chance use gamblers' staves to encourage the odds in their favor. Most gambling dens ban players they discover using such magic items. A gambler's staff grants you a +2 circumstance bonus to checks to Earn Income from gambling (typically using Games Lore). To get this benefit, the staff must be on your person during all the downtime you spend gambling. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip wash your luck 1st nudge the odds 2nd lucky number 3rd shift blame 4th read omens , winning streak 5th nudge the odds Craft Requirements Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"A small glass orb on the head of a gambler's staff holds a pair of six-sided dice that shift and roll within. Spellcasters who make their living …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2251","name":"Gambler's Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2251"},{"item_child_id":["equipment-2252-1999","equipment-2252-2000","equipment-2252-2001"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-4786"],"trait":["Magical","Staff"],"id":"equipment-2252","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Guardian Staff Source Treasure Vault (Remastered) pg. 132 Usage held in 1 hand Bulk 1 --- A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value this staff's spells. Activate Single Action (concentrate) Effect You raise the staff and choose an ally within 10 feet. A ruby-colored plane of force appears like a shield near the ally, granting them a +1 circumstance bonus to AC until the start of your next turn. If you use this action again, any creature you previously granted this bonus to loses it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Guardian Staff Source Treasure Vault (Remastered) pg. 132 Price 250 gp Bulk 1 --- Cantrip forbidding ward 1st sanctuary , spirit link 2nd share life , spirit link <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Guardian Staff (Greater) Source Treasure Vault (Remastered) pg. 132 Price 900 gp Bulk 1 --- 3rd life connection , spirit link 4th spirit link , unfettered movement <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Guardian Staff (Major) Source Treasure Vault (Remastered) pg. 132 Price 4,000 gp Bulk 1 --- 5th blessing of defiance , spirit link , spiritual guardian 6th repulsion , scintillating safeguard , spirit link , unfettered movement ","skill_mod":{},"summary":"A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2252","name":"Guardian Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2252"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2252","weakness":{},"price":25000,"legacy_id":["equipment-4786"],"trait":["Magical","Staff"],"id":"equipment-2252-1999","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Guardian Staff Source Treasure Vault (Remastered) pg. 132 Usage held in 1 hand Bulk 1 --- A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value this staff's spells. Activate Single Action (concentrate) Effect You raise the staff and choose an ally within 10 feet. A ruby-colored plane of force appears like a shield near the ally, granting them a +1 circumstance bonus to AC until the start of your next turn. If you use this action again, any creature you previously granted this bonus to loses it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Guardian Staff Source Treasure Vault (Remastered) pg. 132 Price 250 gp Bulk 1 --- Cantrip forbidding ward 1st sanctuary , spirit link 2nd share life , spirit link <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Guardian Staff (Greater) Source Treasure Vault (Remastered) pg. 132 Price 900 gp Bulk 1 --- 3rd life connection , spirit link 4th spirit link , unfettered movement <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Guardian Staff (Major) Source Treasure Vault (Remastered) pg. 132 Price 4,000 gp Bulk 1 --- 5th blessing of defiance , spirit link , spiritual guardian 6th repulsion , scintillating safeguard , spirit link , unfettered movement ","skill_mod":{},"summary":"Cantrip forbidding ward 1st sanctuary , spirit link 2nd share life , spirit link","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2252","name":"Guardian Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2252-1999"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2252","weakness":{},"price":90000,"legacy_id":["equipment-4786"],"trait":["Magical","Staff"],"id":"equipment-2252-2000","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Guardian Staff Source Treasure Vault (Remastered) pg. 132 Usage held in 1 hand Bulk 1 --- A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value this staff's spells. Activate Single Action (concentrate) Effect You raise the staff and choose an ally within 10 feet. A ruby-colored plane of force appears like a shield near the ally, granting them a +1 circumstance bonus to AC until the start of your next turn. If you use this action again, any creature you previously granted this bonus to loses it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Guardian Staff Source Treasure Vault (Remastered) pg. 132 Price 250 gp Bulk 1 --- Cantrip forbidding ward 1st sanctuary , spirit link 2nd share life , spirit link <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Guardian Staff (Greater) Source Treasure Vault (Remastered) pg. 132 Price 900 gp Bulk 1 --- 3rd life connection , spirit link 4th spirit link , unfettered movement <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Guardian Staff (Major) Source Treasure Vault (Remastered) pg. 132 Price 4,000 gp Bulk 1 --- 5th blessing of defiance , spirit link , spiritual guardian 6th repulsion , scintillating safeguard , spirit link , unfettered movement ","skill_mod":{},"summary":"3rd life connection , spirit link 4th spirit link , unfettered movement","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2252","name":"Guardian Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2252-2000"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2252","weakness":{},"price":400000,"legacy_id":["equipment-4786"],"trait":["Magical","Staff"],"id":"equipment-2252-2001","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Guardian Staff Source Treasure Vault (Remastered) pg. 132 Usage held in 1 hand Bulk 1 --- A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value this staff's spells. Activate Single Action (concentrate) Effect You raise the staff and choose an ally within 10 feet. A ruby-colored plane of force appears like a shield near the ally, granting them a +1 circumstance bonus to AC until the start of your next turn. If you use this action again, any creature you previously granted this bonus to loses it. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Guardian Staff Source Treasure Vault (Remastered) pg. 132 Price 250 gp Bulk 1 --- Cantrip forbidding ward 1st sanctuary , spirit link 2nd share life , spirit link <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Guardian Staff (Greater) Source Treasure Vault (Remastered) pg. 132 Price 900 gp Bulk 1 --- 3rd life connection , spirit link 4th spirit link , unfettered movement <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Guardian Staff (Major) Source Treasure Vault (Remastered) pg. 132 Price 4,000 gp Bulk 1 --- 5th blessing of defiance , spirit link , spiritual guardian 6th repulsion , scintillating safeguard , spirit link , unfettered movement ","skill_mod":{},"summary":"5th blessing of defiance , spirit link , spiritual guardian 6th repulsion , scintillating safeguard , spirit link , …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2252","name":"Guardian Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2252-2001"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"price":1300000,"legacy_id":["equipment-4787"],"trait":["Magical","Staff","Uncommon","Unholy"],"id":"equipment-2253","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Hell Staff Source Treasure Vault (Remastered) pg. 132 Price 13,000 gp Usage held in 1 hand Bulk 1 --- A hell staff is a tall, pointed staff forged of red-tinted steel with Diabolic inscriptions that march neatly down its sides. At its top sits an inverted ruby pyramid divided into nine sections. Found mostly in Cheliax or other lands where diabolic influences hold sway, when used as a weapon the staff is a +3 greater striking flaming unholy staff . When you prepare this staff, if you’re holy, you become drained 1 until your next daily preparations. The staff’s summon lesser servitor spell can be used only to summon animals with the fiend trait, devils, or hell hounds (at 4th rank). Its summon fiend spell can summon only devils or hell hounds. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip divine lance 1st protection , summon lesser servitor 2nd darkvision, summon lesser servitor 3rd chilling darkness , darkvision , summon lesser servitor 4th divine wrath , summon lesser servitor 5th darkvision , divine immolation , summon fiend 6th devil form , summon fiend 7th divine decree , summon fiend Craft Requirements You’re unholy. Supply one casting of all listed ranks of all listed spells.\n","skill_mod":{},"summary":"A hell staff is a tall, pointed staff forged of red-tinted steel with Diabolic inscriptions that march neatly down its sides. At its top sits an …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Rarity"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2253","name":"Hell Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2253"},{"item_child_id":["equipment-2254-2002","equipment-2254-2003"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-4788"],"trait":["Extradimensional","Magical","Staff"],"id":"equipment-2254","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Librarian Staff Source Treasure Vault (Remastered) pg. 133 Usage held in 1 hand Bulk 1 --- A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves. Activate Three Actions (concentrate, manipulate) Effect You store one portable text of 1 Bulk or less—typically a book or scroll—in an extradimensional space in the staff. You can also use this activation to retrieve one text stored in the staff. The staff can store up to 50 texts. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Librarian Staff Source Treasure Vault (Remastered) pg. 133 Price 225 gp Bulk 1 --- Cantrip approximate , read aura 1st pocket library , quick sort , share lore 2nd timely tutor , translate <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Librarian Staff (Greater) Source Treasure Vault (Remastered) pg. 133 Price 1,750 gp Bulk 1 --- The staff can store up to 100 texts. 3rd pocket library , quick sort , share lore , translate 4th translate 5th quick sort , share lore ","skill_mod":{},"summary":"A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2254","name":"Librarian Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2254"},{"legacy_name":["Librarian's Staff"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2254","weakness":{},"price":22500,"legacy_id":["equipment-4788"],"trait":["Extradimensional","Magical","Staff"],"id":"equipment-2254-2002","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Librarian Staff Source Treasure Vault (Remastered) pg. 133 Usage held in 1 hand Bulk 1 --- A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves. Activate Three Actions (concentrate, manipulate) Effect You store one portable text of 1 Bulk or less—typically a book or scroll—in an extradimensional space in the staff. You can also use this activation to retrieve one text stored in the staff. The staff can store up to 50 texts. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Librarian Staff Source Treasure Vault (Remastered) pg. 133 Price 225 gp Bulk 1 --- Cantrip approximate , read aura 1st pocket library , quick sort , share lore 2nd timely tutor , translate <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Librarian Staff (Greater) Source Treasure Vault (Remastered) pg. 133 Price 1,750 gp Bulk 1 --- The staff can store up to 100 texts. 3rd pocket library , quick sort , share lore , translate 4th translate 5th quick sort , share lore ","skill_mod":{},"summary":"Cantrip approximate , read aura 1st pocket library , quick sort , share lore 2nd timely tutor , translate","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2254","name":"Librarian Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2254-2002"},{"legacy_name":["Librarian's Staff (Greater)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2254","weakness":{},"price":175000,"legacy_id":["equipment-4788"],"trait":["Extradimensional","Magical","Staff"],"id":"equipment-2254-2003","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Librarian Staff Source Treasure Vault (Remastered) pg. 133 Usage held in 1 hand Bulk 1 --- A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves. Activate Three Actions (concentrate, manipulate) Effect You store one portable text of 1 Bulk or less—typically a book or scroll—in an extradimensional space in the staff. You can also use this activation to retrieve one text stored in the staff. The staff can store up to 50 texts. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Librarian Staff Source Treasure Vault (Remastered) pg. 133 Price 225 gp Bulk 1 --- Cantrip approximate , read aura 1st pocket library , quick sort , share lore 2nd timely tutor , translate <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Librarian Staff (Greater) Source Treasure Vault (Remastered) pg. 133 Price 1,750 gp Bulk 1 --- The staff can store up to 100 texts. 3rd pocket library , quick sort , share lore , translate 4th translate 5th quick sort , share lore ","skill_mod":{},"summary":"The staff can store up to 100 texts. 3rd pocket library , quick sort , share lore , translate 4th translate 5th quick sort , …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2254","name":"Librarian Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2254-2003"},{"item_child_id":["equipment-2255-2004","equipment-2255-2005","equipment-2255-2006"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-4789"],"trait":["Magical","Staff"],"id":"equipment-2255","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Lyrakien Staff Source Treasure Vault (Remastered) pg. 133 Usage held in 1 hand Bulk 1 --- A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff , a silver shaft that sparkles with the gentle glow of starlight. Desnans first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff , you gain a +1 circumstance bonus on saving throws against incapacitation effects. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lyrakien Staff Source Treasure Vault (Remastered) pg. 133 Price 225 gp Bulk 1 --- Cantrip guidance , summon instrument 1st concordant choir 2nd guiding star , sure footing <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Lyrakien Staff (Greater) Source Treasure Vault (Remastered) pg. 133 Price 920 gp Bulk 1 --- The circumstance bonus is +2. 3rd dream message , safe passage , wanderer's guide 4th concordant choir , dream message , sure footing , unfettered movement <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Lyrakien Staff (Major) Source Treasure Vault (Remastered) pg. 133 Price 8,600 gp Bulk 1 --- The circumstance bonus is +2. 5th safe passage , summon celestial (azata only) 6th concordant choir , zealous conviction 7th cosmic form , sure footing ","skill_mod":{},"summary":"A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff , a silver shaft that sparkles with the gentle …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2255","name":"Lyrakien Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2255"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2255","weakness":{},"price":22500,"legacy_id":["equipment-4789"],"trait":["Magical","Staff"],"id":"equipment-2255-2004","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Lyrakien Staff Source Treasure Vault (Remastered) pg. 133 Usage held in 1 hand Bulk 1 --- A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff , a silver shaft that sparkles with the gentle glow of starlight. Desnans first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff , you gain a +1 circumstance bonus on saving throws against incapacitation effects. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lyrakien Staff Source Treasure Vault (Remastered) pg. 133 Price 225 gp Bulk 1 --- Cantrip guidance , summon instrument 1st concordant choir 2nd guiding star , sure footing <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Lyrakien Staff (Greater) Source Treasure Vault (Remastered) pg. 133 Price 920 gp Bulk 1 --- The circumstance bonus is +2. 3rd dream message , safe passage , wanderer's guide 4th concordant choir , dream message , sure footing , unfettered movement <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Lyrakien Staff (Major) Source Treasure Vault (Remastered) pg. 133 Price 8,600 gp Bulk 1 --- The circumstance bonus is +2. 5th safe passage , summon celestial (azata only) 6th concordant choir , zealous conviction 7th cosmic form , sure footing ","skill_mod":{},"summary":"Cantrip guidance , summon instrument 1st concordant choir 2nd guiding star , sure footing","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2255","name":"Lyrakien Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2255-2004"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2255","weakness":{},"price":92000,"legacy_id":["equipment-4789"],"trait":["Magical","Staff"],"id":"equipment-2255-2005","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Lyrakien Staff Source Treasure Vault (Remastered) pg. 133 Usage held in 1 hand Bulk 1 --- A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff , a silver shaft that sparkles with the gentle glow of starlight. Desnans first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff , you gain a +1 circumstance bonus on saving throws against incapacitation effects. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lyrakien Staff Source Treasure Vault (Remastered) pg. 133 Price 225 gp Bulk 1 --- Cantrip guidance , summon instrument 1st concordant choir 2nd guiding star , sure footing <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Lyrakien Staff (Greater) Source Treasure Vault (Remastered) pg. 133 Price 920 gp Bulk 1 --- The circumstance bonus is +2. 3rd dream message , safe passage , wanderer's guide 4th concordant choir , dream message , sure footing , unfettered movement <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Lyrakien Staff (Major) Source Treasure Vault (Remastered) pg. 133 Price 8,600 gp Bulk 1 --- The circumstance bonus is +2. 5th safe passage , summon celestial (azata only) 6th concordant choir , zealous conviction 7th cosmic form , sure footing ","skill_mod":{},"summary":"The circumstance bonus is +2. 3rd dream message , safe passage , wanderer's guide 4th concordant choir , dream message , sure …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2255","name":"Lyrakien Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2255-2005"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2255","weakness":{},"price":860000,"legacy_id":["equipment-4789"],"trait":["Magical","Staff"],"id":"equipment-2255-2006","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Lyrakien Staff Source Treasure Vault (Remastered) pg. 133 Usage held in 1 hand Bulk 1 --- A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff , a silver shaft that sparkles with the gentle glow of starlight. Desnans first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff , you gain a +1 circumstance bonus on saving throws against incapacitation effects. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lyrakien Staff Source Treasure Vault (Remastered) pg. 133 Price 225 gp Bulk 1 --- Cantrip guidance , summon instrument 1st concordant choir 2nd guiding star , sure footing <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Lyrakien Staff (Greater) Source Treasure Vault (Remastered) pg. 133 Price 920 gp Bulk 1 --- The circumstance bonus is +2. 3rd dream message , safe passage , wanderer's guide 4th concordant choir , dream message , sure footing , unfettered movement <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Lyrakien Staff (Major) Source Treasure Vault (Remastered) pg. 133 Price 8,600 gp Bulk 1 --- The circumstance bonus is +2. 5th safe passage , summon celestial (azata only) 6th concordant choir , zealous conviction 7th cosmic form , sure footing ","skill_mod":{},"summary":"The circumstance bonus is +2. 5th safe passage , summon celestial ( azata only) 6th concordant choir , zealous conviction 7th …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2255","name":"Lyrakien Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2255-2006"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"price":200000,"legacy_id":["equipment-4790"],"trait":["Magical","Staff"],"id":"equipment-2256","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Pirate Staff Source Treasure Vault (Remastered) pg. 133 Price 2,000 gp Usage held in 1 hand Bulk 1 --- Carved of driftwood stained white with the salt of the sea, a pirate staff has jewels and gold pieces embedded in the wood. A skull and crossbones sit on top. When used as a weapon, the staff is a +2 striking fearsome staff . While wielding the staff, you gain a +2 circumstance bonus to Intimidation checks to Coerce. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip gale blast , know the way 1st seashell of stolen sound 2nd mist , water breathing , water walk 3rd mind of menace , water breathing 4th coral eruption , water breathing , water walk 5th flowing strike , mariner’s curse Craft Requirements Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"Carved of driftwood stained white with the salt of the sea, a pirate staff has jewels and gold pieces embedded in the wood. A skull and crossbones …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2256","name":"Pirate Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2256"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"price":190000,"legacy_id":["equipment-4791"],"trait":["Magical","Staff"],"id":"equipment-2257","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Restricted\" > Socialite Staff Source Treasure Vault (Remastered) pg. 134 Price 1,900 gp Usage held in 1 hand Bulk 1 --- A socialite staff is designed as an ornate cane, its metal body glimmering with jewels and gold inlays. A sculpture carved from obsidian tops the head of the staff, its design depending on its wielder's taste. Common choices include birds, flowers, or family crests. While wielding a socialite staff , you gain a +2 circumstance bonus to Make an Impression on members of high society. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip read the air 1st charm , restyle 2nd befitting attire , phantom crowd 3rd bottomless stomach , shift blame 4th befitting attire , suggestion 5th befitting attire , charm , glimmer of charm , suggestion Craft Requirements Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"A socialite staff is designed as an ornate cane, its metal body glimmering with jewels and gold inlays. A sculpture carved from obsidian tops the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2257","name":"Socialite Staff","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-2257"},{"item_child_id":["equipment-2258-2007","equipment-2258-2008","equipment-2258-2009"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-4792"],"trait":["Magical","Staff"],"id":"equipment-2258","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Spellstriker Staff Source Treasure Vault (Remastered) pg. 134 Usage held in 1 hand Bulk 1 --- A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a +1 striking shifting staff . Activate Free Action (concentrate) Frequency once per hour; Trigger You use Spellstrike with a non-cantrip spell and miss with the Strike; Effect An explosion of magical energy—stored up for the Spellstrike—explodes out. All creatures in a 5-foot emanation take 1d6 damage per level of the spell, with a basic Reflex save against your spell DC. This damage is the same type the spell would have dealt, and the activation gains that trait; if the spell would have dealt multiple types of damage, choose one of them. If the damage of the explosion is mental, the save is Will instead of Reflex. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements You have the magus's Spellstrike activity. Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spellstriker Staff Source Treasure Vault (Remastered) pg. 134 Price 360 gp Bulk 1 --- Cantrip ignition 1st echoing weapon , sure strike 2nd acid grip , telekinetic maneuver <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spellstriker Staff (Greater) Source Treasure Vault (Remastered) pg. 134 Price 1,400 gp Bulk 1 --- Used as a weapon, the staff is a +2 striking shifting staff . 3rd echoing weapon , haste 4th acid grip , weapon storm <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Spellstriker Staff (Major) Source Treasure Vault (Remastered) pg. 134 Price 8,500 gp Bulk 1 --- Used as a weapon, the staff is a +2 greater striking shifting staff . 5th blink charge , echoing weapon , vampiric feast 6th acid grip , weapon storm 7th blink charge , true target ","skill_mod":{},"summary":"A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2258","name":"Spellstriker Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2258"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2258","weakness":{},"price":36000,"legacy_id":["equipment-4792"],"trait":["Magical","Staff"],"id":"equipment-2258-2007","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Spellstriker Staff Source Treasure Vault (Remastered) pg. 134 Usage held in 1 hand Bulk 1 --- A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a +1 striking shifting staff . Activate Free Action (concentrate) Frequency once per hour; Trigger You use Spellstrike with a non-cantrip spell and miss with the Strike; Effect An explosion of magical energy—stored up for the Spellstrike—explodes out. All creatures in a 5-foot emanation take 1d6 damage per level of the spell, with a basic Reflex save against your spell DC. This damage is the same type the spell would have dealt, and the activation gains that trait; if the spell would have dealt multiple types of damage, choose one of them. If the damage of the explosion is mental, the save is Will instead of Reflex. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements You have the magus's Spellstrike activity. Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spellstriker Staff Source Treasure Vault (Remastered) pg. 134 Price 360 gp Bulk 1 --- Cantrip ignition 1st echoing weapon , sure strike 2nd acid grip , telekinetic maneuver <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spellstriker Staff (Greater) Source Treasure Vault (Remastered) pg. 134 Price 1,400 gp Bulk 1 --- Used as a weapon, the staff is a +2 striking shifting staff . 3rd echoing weapon , haste 4th acid grip , weapon storm <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Spellstriker Staff (Major) Source Treasure Vault (Remastered) pg. 134 Price 8,500 gp Bulk 1 --- Used as a weapon, the staff is a +2 greater striking shifting staff . 5th blink charge , echoing weapon , vampiric feast 6th acid grip , weapon storm 7th blink charge , true target ","skill_mod":{},"summary":"Cantrip ignition 1st echoing weapon , sure strike 2nd acid grip , telekinetic maneuver","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2258","name":"Spellstriker Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2258-2007"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2258","weakness":{},"price":140000,"legacy_id":["equipment-4792"],"trait":["Magical","Staff"],"id":"equipment-2258-2008","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Spellstriker Staff Source Treasure Vault (Remastered) pg. 134 Usage held in 1 hand Bulk 1 --- A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a +1 striking shifting staff . Activate Free Action (concentrate) Frequency once per hour; Trigger You use Spellstrike with a non-cantrip spell and miss with the Strike; Effect An explosion of magical energy—stored up for the Spellstrike—explodes out. All creatures in a 5-foot emanation take 1d6 damage per level of the spell, with a basic Reflex save against your spell DC. This damage is the same type the spell would have dealt, and the activation gains that trait; if the spell would have dealt multiple types of damage, choose one of them. If the damage of the explosion is mental, the save is Will instead of Reflex. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements You have the magus's Spellstrike activity. Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spellstriker Staff Source Treasure Vault (Remastered) pg. 134 Price 360 gp Bulk 1 --- Cantrip ignition 1st echoing weapon , sure strike 2nd acid grip , telekinetic maneuver <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spellstriker Staff (Greater) Source Treasure Vault (Remastered) pg. 134 Price 1,400 gp Bulk 1 --- Used as a weapon, the staff is a +2 striking shifting staff . 3rd echoing weapon , haste 4th acid grip , weapon storm <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Spellstriker Staff (Major) Source Treasure Vault (Remastered) pg. 134 Price 8,500 gp Bulk 1 --- Used as a weapon, the staff is a +2 greater striking shifting staff . 5th blink charge , echoing weapon , vampiric feast 6th acid grip , weapon storm 7th blink charge , true target ","skill_mod":{},"summary":"Used as a weapon, the staff is a +2 striking shifting staff . 3rd echoing weapon , haste 4th acid grip , weapon storm","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2258","name":"Spellstriker Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2258-2008"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2258","weakness":{},"price":850000,"legacy_id":["equipment-4792"],"trait":["Magical","Staff"],"id":"equipment-2258-2009","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Spellstriker Staff Source Treasure Vault (Remastered) pg. 134 Usage held in 1 hand Bulk 1 --- A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a +1 striking shifting staff . Activate Free Action (concentrate) Frequency once per hour; Trigger You use Spellstrike with a non-cantrip spell and miss with the Strike; Effect An explosion of magical energy—stored up for the Spellstrike—explodes out. All creatures in a 5-foot emanation take 1d6 damage per level of the spell, with a basic Reflex save against your spell DC. This damage is the same type the spell would have dealt, and the activation gains that trait; if the spell would have dealt multiple types of damage, choose one of them. If the damage of the explosion is mental, the save is Will instead of Reflex. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements You have the magus's Spellstrike activity. Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spellstriker Staff Source Treasure Vault (Remastered) pg. 134 Price 360 gp Bulk 1 --- Cantrip ignition 1st echoing weapon , sure strike 2nd acid grip , telekinetic maneuver <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spellstriker Staff (Greater) Source Treasure Vault (Remastered) pg. 134 Price 1,400 gp Bulk 1 --- Used as a weapon, the staff is a +2 striking shifting staff . 3rd echoing weapon , haste 4th acid grip , weapon storm <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Spellstriker Staff (Major) Source Treasure Vault (Remastered) pg. 134 Price 8,500 gp Bulk 1 --- Used as a weapon, the staff is a +2 greater striking shifting staff . 5th blink charge , echoing weapon , vampiric feast 6th acid grip , weapon storm 7th blink charge , true target ","skill_mod":{},"summary":"Used as a weapon, the staff is a +2 greater striking shifting staff . 5th blink charge , echoing weapon , vampiric feast 6th acid …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2258","name":"Spellstriker Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2258-2009"},{"item_child_id":["equipment-2259-2010","equipment-2259-2011","equipment-2259-2012"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-4793"],"trait":["Magical","Staff","Uncommon"],"id":"equipment-2259","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Spy Staff Source Treasure Vault (Remastered) pg. 134 Usage held in 1 hand Bulk 1 --- In its normal form, a spy staff is a slim rod of burnished wood with subtle etchings of eyes upon its sides. The first to develop the spy staff were agents of Andoran's Twilight Talons, but such staves have spread to espionage agencies throughout the Inner Sea region and beyond. Activate Single Action (concentrate) Effect You change the shape and appearance of this staff to that of an ordinary handheld accessory of your choosing of the same Bulk. The staff’s statistics don’t change. Only a creature benefiting from truesight or a similar effect can attempt to disbelieve this illusion, with a DC of 27. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spy Staff Source Treasure Vault (Remastered) pg. 134 Price 340 gp Bulk 1 --- Cantrip message 1st illusory disguise , invisible item , message rune 2nd disguise magic , humanoid form , illusory disguise <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spy Staff (Greater) Source Treasure Vault (Remastered) pg. 134 Price 1,175 gp Bulk 1 --- The DC to disbelieve the illusion disguising the staff is 32. 3rd clairaudience , illusory disguise , veil of privacy 4th clairvoyance , peaceful bubble <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spy Staff (Major) Source Treasure Vault (Remastered) pg. 134 Price 5,300 gp Bulk 1 --- The DC to disbelieve the illusion disguising the staff is 38. 5th mind probe , scouting eye 6th mislead , scrying ","skill_mod":{},"summary":"In its normal form, a spy staff is a slim rod of burnished wood with subtle etchings of eyes upon its sides. The first to develop the spy staff …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Rarity"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2259","name":"Spy Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2259"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2259","weakness":{},"price":34000,"legacy_id":["equipment-4793"],"trait":["Magical","Staff","Uncommon"],"id":"equipment-2259-2010","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Spy Staff Source Treasure Vault (Remastered) pg. 134 Usage held in 1 hand Bulk 1 --- In its normal form, a spy staff is a slim rod of burnished wood with subtle etchings of eyes upon its sides. The first to develop the spy staff were agents of Andoran's Twilight Talons, but such staves have spread to espionage agencies throughout the Inner Sea region and beyond. Activate Single Action (concentrate) Effect You change the shape and appearance of this staff to that of an ordinary handheld accessory of your choosing of the same Bulk. The staff’s statistics don’t change. Only a creature benefiting from truesight or a similar effect can attempt to disbelieve this illusion, with a DC of 27. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spy Staff Source Treasure Vault (Remastered) pg. 134 Price 340 gp Bulk 1 --- Cantrip message 1st illusory disguise , invisible item , message rune 2nd disguise magic , humanoid form , illusory disguise <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spy Staff (Greater) Source Treasure Vault (Remastered) pg. 134 Price 1,175 gp Bulk 1 --- The DC to disbelieve the illusion disguising the staff is 32. 3rd clairaudience , illusory disguise , veil of privacy 4th clairvoyance , peaceful bubble <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spy Staff (Major) Source Treasure Vault (Remastered) pg. 134 Price 5,300 gp Bulk 1 --- The DC to disbelieve the illusion disguising the staff is 38. 5th mind probe , scouting eye 6th mislead , scrying ","skill_mod":{},"summary":"Cantrip message 1st illusory disguise , invisible item , message rune 2nd disguise magic , humanoid form , illusory …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Rarity"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2259","name":"Spy Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2259-2010"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2259","weakness":{},"price":117500,"legacy_id":["equipment-4793"],"trait":["Magical","Staff","Uncommon"],"id":"equipment-2259-2011","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Spy Staff Source Treasure Vault (Remastered) pg. 134 Usage held in 1 hand Bulk 1 --- In its normal form, a spy staff is a slim rod of burnished wood with subtle etchings of eyes upon its sides. The first to develop the spy staff were agents of Andoran's Twilight Talons, but such staves have spread to espionage agencies throughout the Inner Sea region and beyond. Activate Single Action (concentrate) Effect You change the shape and appearance of this staff to that of an ordinary handheld accessory of your choosing of the same Bulk. The staff’s statistics don’t change. Only a creature benefiting from truesight or a similar effect can attempt to disbelieve this illusion, with a DC of 27. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spy Staff Source Treasure Vault (Remastered) pg. 134 Price 340 gp Bulk 1 --- Cantrip message 1st illusory disguise , invisible item , message rune 2nd disguise magic , humanoid form , illusory disguise <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spy Staff (Greater) Source Treasure Vault (Remastered) pg. 134 Price 1,175 gp Bulk 1 --- The DC to disbelieve the illusion disguising the staff is 32. 3rd clairaudience , illusory disguise , veil of privacy 4th clairvoyance , peaceful bubble <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spy Staff (Major) Source Treasure Vault (Remastered) pg. 134 Price 5,300 gp Bulk 1 --- The DC to disbelieve the illusion disguising the staff is 38. 5th mind probe , scouting eye 6th mislead , scrying ","skill_mod":{},"summary":"The DC to disbelieve the illusion disguising the staff is 32. 3rd clairaudience , illusory disguise , veil of privacy 4th …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Rarity"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2259","name":"Spy Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2259-2011"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2259","weakness":{},"price":530000,"legacy_id":["equipment-4793"],"trait":["Magical","Staff","Uncommon"],"id":"equipment-2259-2012","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Spy Staff Source Treasure Vault (Remastered) pg. 134 Usage held in 1 hand Bulk 1 --- In its normal form, a spy staff is a slim rod of burnished wood with subtle etchings of eyes upon its sides. The first to develop the spy staff were agents of Andoran's Twilight Talons, but such staves have spread to espionage agencies throughout the Inner Sea region and beyond. Activate Single Action (concentrate) Effect You change the shape and appearance of this staff to that of an ordinary handheld accessory of your choosing of the same Bulk. The staff’s statistics don’t change. Only a creature benefiting from truesight or a similar effect can attempt to disbelieve this illusion, with a DC of 27. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spy Staff Source Treasure Vault (Remastered) pg. 134 Price 340 gp Bulk 1 --- Cantrip message 1st illusory disguise , invisible item , message rune 2nd disguise magic , humanoid form , illusory disguise <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spy Staff (Greater) Source Treasure Vault (Remastered) pg. 134 Price 1,175 gp Bulk 1 --- The DC to disbelieve the illusion disguising the staff is 32. 3rd clairaudience , illusory disguise , veil of privacy 4th clairvoyance , peaceful bubble <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spy Staff (Major) Source Treasure Vault (Remastered) pg. 134 Price 5,300 gp Bulk 1 --- The DC to disbelieve the illusion disguising the staff is 38. 5th mind probe , scouting eye 6th mislead , scrying ","skill_mod":{},"summary":"The DC to disbelieve the illusion disguising the staff is 38. 5th mind probe , scouting eye 6th mislead , scrying","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Rarity"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2259","name":"Spy Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2259-2012"},{"item_child_id":["equipment-2260-2013","equipment-2260-2014","equipment-2260-2015"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-4794"],"trait":["Magical","Staff"],"id":"equipment-2260","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Air Source Treasure Vault (Remastered) pg. 134 Usage held in 1 hand Bulk 1 --- Carved from white ash wood, a staff of air crackles with electrical sparks, and a breeze always follows the wielder. While wielding a staff of air , you feel lighter on your feet, and you can Step into difficult terrain once per round. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Air Source Treasure Vault (Remastered) pg. 134 Price 60 gp Bulk 1 --- Cantrip gale blast 1st air bubble , gust of wind <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Air (Greater) Source Treasure Vault (Remastered) pg. 134 Price 450 gp Bulk 1 --- 2nd ash cloud , obscuring mist 3rd blazing dive , lightning bolt , wall of wind <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Air (Major) Source Treasure Vault (Remastered) pg. 134 Price 1,800 gp Bulk 1 --- 4th ash cloud , fly 5th blazing dive , lightning storm ","skill_mod":{},"summary":"Carved from white ash wood, a staff of air crackles with electrical sparks, and a breeze always follows the wielder. While wielding a staff of air , …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2260","name":"Staff of Air","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2260"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2260","weakness":{},"price":6000,"legacy_id":["equipment-4794"],"trait":["Magical","Staff"],"id":"equipment-2260-2013","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Air Source Treasure Vault (Remastered) pg. 134 Usage held in 1 hand Bulk 1 --- Carved from white ash wood, a staff of air crackles with electrical sparks, and a breeze always follows the wielder. While wielding a staff of air , you feel lighter on your feet, and you can Step into difficult terrain once per round. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Air Source Treasure Vault (Remastered) pg. 134 Price 60 gp Bulk 1 --- Cantrip gale blast 1st air bubble , gust of wind <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Air (Greater) Source Treasure Vault (Remastered) pg. 134 Price 450 gp Bulk 1 --- 2nd ash cloud , obscuring mist 3rd blazing dive , lightning bolt , wall of wind <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Air (Major) Source Treasure Vault (Remastered) pg. 134 Price 1,800 gp Bulk 1 --- 4th ash cloud , fly 5th blazing dive , lightning storm ","skill_mod":{},"summary":"Cantrip gale blast 1st air bubble , gust of wind","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2260","name":"Staff of Air","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2260-2013"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2260","weakness":{},"price":45000,"legacy_id":["equipment-4794"],"trait":["Magical","Staff"],"id":"equipment-2260-2014","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Air Source Treasure Vault (Remastered) pg. 134 Usage held in 1 hand Bulk 1 --- Carved from white ash wood, a staff of air crackles with electrical sparks, and a breeze always follows the wielder. While wielding a staff of air , you feel lighter on your feet, and you can Step into difficult terrain once per round. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Air Source Treasure Vault (Remastered) pg. 134 Price 60 gp Bulk 1 --- Cantrip gale blast 1st air bubble , gust of wind <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Air (Greater) Source Treasure Vault (Remastered) pg. 134 Price 450 gp Bulk 1 --- 2nd ash cloud , obscuring mist 3rd blazing dive , lightning bolt , wall of wind <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Air (Major) Source Treasure Vault (Remastered) pg. 134 Price 1,800 gp Bulk 1 --- 4th ash cloud , fly 5th blazing dive , lightning storm ","skill_mod":{},"summary":"2nd ash cloud , obscuring mist 3rd blazing dive , lightning bolt , wall of wind","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2260","name":"Staff of Air (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2260-2014"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2260","weakness":{},"price":180000,"legacy_id":["equipment-4794"],"trait":["Magical","Staff"],"id":"equipment-2260-2015","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Air Source Treasure Vault (Remastered) pg. 134 Usage held in 1 hand Bulk 1 --- Carved from white ash wood, a staff of air crackles with electrical sparks, and a breeze always follows the wielder. While wielding a staff of air , you feel lighter on your feet, and you can Step into difficult terrain once per round. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Air Source Treasure Vault (Remastered) pg. 134 Price 60 gp Bulk 1 --- Cantrip gale blast 1st air bubble , gust of wind <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Air (Greater) Source Treasure Vault (Remastered) pg. 134 Price 450 gp Bulk 1 --- 2nd ash cloud , obscuring mist 3rd blazing dive , lightning bolt , wall of wind <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Air (Major) Source Treasure Vault (Remastered) pg. 134 Price 1,800 gp Bulk 1 --- 4th ash cloud , fly 5th blazing dive , lightning storm ","skill_mod":{},"summary":"4th ash cloud , fly 5th blazing dive , lightning storm","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2260","name":"Staff of Air (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2260-2015"},{"item_child_id":["equipment-2261-2016","equipment-2261-2017","equipment-2261-2018"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-4795"],"trait":["Magical","Staff"],"id":"equipment-2261","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Earth Source Treasure Vault (Remastered) pg. 135 Usage held in 1 hand Bulk 1 --- Geometric patterns are etched into the smooth brown and gray surface of a staff of earth , which makes a solid thud whenever tapped against the ground. While wielding a staff of earth, you gain a +1 circumstance bonus to your Fortitude saves and DC against effects that Shove you or knock you prone. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Earth Source Treasure Vault (Remastered) pg. 135 Price 60 gp Bulk 1 --- Cantrip scatter scree 1st pummeling rubble <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Earth (Greater) Source Treasure Vault (Remastered) pg. 135 Price 450 gp Bulk 1 --- 2nd expeditious excavation , pummeling rubble 3rd earthbind , shifting sand <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Earth (Major) Source Treasure Vault (Remastered) pg. 135 Price 1,800 gp Bulk 1 --- 4th expeditious excavation , mountain resilience , shape stone 5th blazing fissure , wall of stone ","skill_mod":{},"summary":"Geometric patterns are etched into the smooth brown and gray surface of a staff of earth , which makes a solid thud whenever tapped against the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2261","name":"Staff of Earth","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2261"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2261","weakness":{},"price":6000,"legacy_id":["equipment-4795"],"trait":["Magical","Staff"],"id":"equipment-2261-2016","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Earth Source Treasure Vault (Remastered) pg. 135 Usage held in 1 hand Bulk 1 --- Geometric patterns are etched into the smooth brown and gray surface of a staff of earth , which makes a solid thud whenever tapped against the ground. While wielding a staff of earth, you gain a +1 circumstance bonus to your Fortitude saves and DC against effects that Shove you or knock you prone. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Earth Source Treasure Vault (Remastered) pg. 135 Price 60 gp Bulk 1 --- Cantrip scatter scree 1st pummeling rubble <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Earth (Greater) Source Treasure Vault (Remastered) pg. 135 Price 450 gp Bulk 1 --- 2nd expeditious excavation , pummeling rubble 3rd earthbind , shifting sand <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Earth (Major) Source Treasure Vault (Remastered) pg. 135 Price 1,800 gp Bulk 1 --- 4th expeditious excavation , mountain resilience , shape stone 5th blazing fissure , wall of stone ","skill_mod":{},"summary":"Cantrip scatter scree 1st pummeling rubble","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2261","name":"Staff of Earth","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2261-2016"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2261","weakness":{},"price":45000,"legacy_id":["equipment-4795"],"trait":["Magical","Staff"],"id":"equipment-2261-2017","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Earth Source Treasure Vault (Remastered) pg. 135 Usage held in 1 hand Bulk 1 --- Geometric patterns are etched into the smooth brown and gray surface of a staff of earth , which makes a solid thud whenever tapped against the ground. While wielding a staff of earth, you gain a +1 circumstance bonus to your Fortitude saves and DC against effects that Shove you or knock you prone. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Earth Source Treasure Vault (Remastered) pg. 135 Price 60 gp Bulk 1 --- Cantrip scatter scree 1st pummeling rubble <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Earth (Greater) Source Treasure Vault (Remastered) pg. 135 Price 450 gp Bulk 1 --- 2nd expeditious excavation , pummeling rubble 3rd earthbind , shifting sand <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Earth (Major) Source Treasure Vault (Remastered) pg. 135 Price 1,800 gp Bulk 1 --- 4th expeditious excavation , mountain resilience , shape stone 5th blazing fissure , wall of stone ","skill_mod":{},"summary":"2nd expeditious excavation , pummeling rubble 3rd earthbind , shifting sand","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2261","name":"Staff of Earth (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2261-2017"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2261","weakness":{},"price":180000,"legacy_id":["equipment-4795"],"trait":["Magical","Staff"],"id":"equipment-2261-2018","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Earth Source Treasure Vault (Remastered) pg. 135 Usage held in 1 hand Bulk 1 --- Geometric patterns are etched into the smooth brown and gray surface of a staff of earth , which makes a solid thud whenever tapped against the ground. While wielding a staff of earth, you gain a +1 circumstance bonus to your Fortitude saves and DC against effects that Shove you or knock you prone. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Earth Source Treasure Vault (Remastered) pg. 135 Price 60 gp Bulk 1 --- Cantrip scatter scree 1st pummeling rubble <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Earth (Greater) Source Treasure Vault (Remastered) pg. 135 Price 450 gp Bulk 1 --- 2nd expeditious excavation , pummeling rubble 3rd earthbind , shifting sand <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Earth (Major) Source Treasure Vault (Remastered) pg. 135 Price 1,800 gp Bulk 1 --- 4th expeditious excavation , mountain resilience , shape stone 5th blazing fissure , wall of stone ","skill_mod":{},"summary":"4th expeditious excavation , mountain resilience , shape stone 5th blazing fissure , wall of stone","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2261","name":"Staff of Earth (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2261-2018"},{"item_child_id":["equipment-2262-2019","equipment-2262-2020","equipment-2262-2021"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-4796"],"trait":["Magical","Staff"],"id":"equipment-2262","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Water Source Treasure Vault (Remastered) pg. 135 Usage held in 1 hand Bulk 1 --- A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water , you have resistance 2 to fire. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Water Source Treasure Vault (Remastered) pg. 135 Price 60 gp Bulk 1 --- Cantrip spout 1st create water , hydraulic push <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Water (Greater) Source Treasure Vault (Remastered) pg. 135 Price 450 gp Bulk 1 --- The resistance is 5. 2nd mist , water walk 3rd aqueous orb , wall of water <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Water (Major) Source Treasure Vault (Remastered) pg. 135 Price 1,800 gp Bulk 1 --- The resistance is 10. 4th crashing wave , hydraulic torrent 5th control water , geyser ","skill_mod":{},"summary":"A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2262","name":"Staff of Water","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2262"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2262","weakness":{},"price":6000,"legacy_id":["equipment-4796"],"trait":["Magical","Staff"],"id":"equipment-2262-2019","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Water Source Treasure Vault (Remastered) pg. 135 Usage held in 1 hand Bulk 1 --- A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water , you have resistance 2 to fire. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Water Source Treasure Vault (Remastered) pg. 135 Price 60 gp Bulk 1 --- Cantrip spout 1st create water , hydraulic push <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Water (Greater) Source Treasure Vault (Remastered) pg. 135 Price 450 gp Bulk 1 --- The resistance is 5. 2nd mist , water walk 3rd aqueous orb , wall of water <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Water (Major) Source Treasure Vault (Remastered) pg. 135 Price 1,800 gp Bulk 1 --- The resistance is 10. 4th crashing wave , hydraulic torrent 5th control water , geyser ","skill_mod":{},"summary":"Cantrip spout 1st create water , hydraulic push","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2262","name":"Staff of Water","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2262-2019"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2262","weakness":{},"price":45000,"legacy_id":["equipment-4796"],"trait":["Magical","Staff"],"id":"equipment-2262-2020","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Water Source Treasure Vault (Remastered) pg. 135 Usage held in 1 hand Bulk 1 --- A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water , you have resistance 2 to fire. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Water Source Treasure Vault (Remastered) pg. 135 Price 60 gp Bulk 1 --- Cantrip spout 1st create water , hydraulic push <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Water (Greater) Source Treasure Vault (Remastered) pg. 135 Price 450 gp Bulk 1 --- The resistance is 5. 2nd mist , water walk 3rd aqueous orb , wall of water <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Water (Major) Source Treasure Vault (Remastered) pg. 135 Price 1,800 gp Bulk 1 --- The resistance is 10. 4th crashing wave , hydraulic torrent 5th control water , geyser ","skill_mod":{},"summary":"The resistance is 5. 2nd mist , water walk 3rd aqueous orb , wall of water","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2262","name":"Staff of Water (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2262-2020"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2262","weakness":{},"price":180000,"legacy_id":["equipment-4796"],"trait":["Magical","Staff"],"id":"equipment-2262-2021","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Water Source Treasure Vault (Remastered) pg. 135 Usage held in 1 hand Bulk 1 --- A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water , you have resistance 2 to fire. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Water Source Treasure Vault (Remastered) pg. 135 Price 60 gp Bulk 1 --- Cantrip spout 1st create water , hydraulic push <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Water (Greater) Source Treasure Vault (Remastered) pg. 135 Price 450 gp Bulk 1 --- The resistance is 5. 2nd mist , water walk 3rd aqueous orb , wall of water <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Water (Major) Source Treasure Vault (Remastered) pg. 135 Price 1,800 gp Bulk 1 --- The resistance is 10. 4th crashing wave , hydraulic torrent 5th control water , geyser ","skill_mod":{},"summary":"The resistance is 10. 4th crashing wave , hydraulic torrent 5th control water , geyser","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2262","name":"Staff of Water (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2262-2021"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"price":1300000,"legacy_id":["equipment-4797"],"trait":["Magical","Staff"],"id":"equipment-2263","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Zealot Staff Source Treasure Vault (Remastered) pg. 135 Price 13,000 gp Usage held in 1 hand Bulk 1 --- A zealot staff's color, iconography, and materials vary depending on the faith it's dedicated to. An Iomedaean staff might be forged of gold and shaped like an ornamental sword, while a Lamashtan one could instead be made of blackened iron depicting monstrous faces. Used as a weapon, the staff is a +3 greater striking staff . The staff represents vehement support of the deity to whom the staff is dedicated, punishing defiance. When you prepare this staff, if you don’t worship its deity, you become drained 1 until your next daily preparations. Activate Free Action (concentrate) Trigger You hit with a Strike using the staff; Effect A vicious blast of deific power explodes as you hit. You deal an additional 1d4 spirit damage per damage die of the staff to the target of your Strike. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Add the cleric spells granted by your deity to the list for their rank and each higher rank. For example, a zealot staff of Sarenrae would add breathe fire at 1st through 7th rank, fireball at 3rd through 7th rank, and wall of fire at 4th through 7th rank. Cantrip divine lance 1st bane 2nd augury 3rd warding aggression 4th divine wrath 5th crisis of faith , divine wrath 6th spiritual armament , zealous conviction 7th crisis of faith , divine decree Craft Requirements You worship the deity to which the staff is dedicated. Supply one casting of all listed spells, including your deity’s cleric spells.\n","skill_mod":{},"summary":"A zealot staff's color, iconography, and materials vary depending on the faith it's dedicated to. An Iomedaean staff might be forged of gold and …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2263","name":"Zealot Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2263"},{"item_child_id":["equipment-2264-2022","equipment-2264-2023","equipment-2264-2024"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-4798"],"trait":["Magical","Staff"],"id":"equipment-2264","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Zombie Staff Source Treasure Vault (Remastered) pg. 135 Usage held in 1 hand Bulk 1 --- A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff’s summon undead spells can summon only undead that have flesh and an Intelligence modifier of –4 or lower. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. If you cast summon undead , you can also cast protect companion on the resulting minion as a free action. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Zombie Staff Source Treasure Vault (Remastered) pg. 135 Price 330 gp Bulk 1 --- Cantrip protect companion 1st necromancer’s generosity , summon undead 2nd final sacrifice , summon undead <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Zombie Staff (Greater) Source Treasure Vault (Remastered) pg. 135 Price 1,200 gp Bulk 1 --- 3rd bind undead , necromancer’s generosity , summon undead 4th final sacrifice , summon undead , talking corpse <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Zombie Staff (Major) Source Treasure Vault (Remastered) pg. 135 Price 5,600 gp Bulk 1 --- 5th necromancer’s generosity , summon undead 6th final sacrifice , necrotize , summon undead ","skill_mod":{},"summary":"A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff’s summon …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2264","name":"Zombie Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2264"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2264","weakness":{},"price":33000,"legacy_id":["equipment-4798"],"trait":["Magical","Staff"],"id":"equipment-2264-2022","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Zombie Staff Source Treasure Vault (Remastered) pg. 135 Usage held in 1 hand Bulk 1 --- A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff’s summon undead spells can summon only undead that have flesh and an Intelligence modifier of –4 or lower. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. If you cast summon undead , you can also cast protect companion on the resulting minion as a free action. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Zombie Staff Source Treasure Vault (Remastered) pg. 135 Price 330 gp Bulk 1 --- Cantrip protect companion 1st necromancer’s generosity , summon undead 2nd final sacrifice , summon undead <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Zombie Staff (Greater) Source Treasure Vault (Remastered) pg. 135 Price 1,200 gp Bulk 1 --- 3rd bind undead , necromancer’s generosity , summon undead 4th final sacrifice , summon undead , talking corpse <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Zombie Staff (Major) Source Treasure Vault (Remastered) pg. 135 Price 5,600 gp Bulk 1 --- 5th necromancer’s generosity , summon undead 6th final sacrifice , necrotize , summon undead ","skill_mod":{},"summary":"Cantrip protect companion 1st necromancer’s generosity , summon undead 2nd final sacrifice , summon undead","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2264","name":"Zombie Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2264-2022"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2264","weakness":{},"price":120000,"legacy_id":["equipment-4798"],"trait":["Magical","Staff"],"id":"equipment-2264-2023","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Zombie Staff Source Treasure Vault (Remastered) pg. 135 Usage held in 1 hand Bulk 1 --- A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff’s summon undead spells can summon only undead that have flesh and an Intelligence modifier of –4 or lower. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. If you cast summon undead , you can also cast protect companion on the resulting minion as a free action. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Zombie Staff Source Treasure Vault (Remastered) pg. 135 Price 330 gp Bulk 1 --- Cantrip protect companion 1st necromancer’s generosity , summon undead 2nd final sacrifice , summon undead <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Zombie Staff (Greater) Source Treasure Vault (Remastered) pg. 135 Price 1,200 gp Bulk 1 --- 3rd bind undead , necromancer’s generosity , summon undead 4th final sacrifice , summon undead , talking corpse <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Zombie Staff (Major) Source Treasure Vault (Remastered) pg. 135 Price 5,600 gp Bulk 1 --- 5th necromancer’s generosity , summon undead 6th final sacrifice , necrotize , summon undead ","skill_mod":{},"summary":"3rd bind undead , necromancer’s generosity , summon undead 4th final sacrifice , summon undead , talking corpse","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2264","name":"Zombie Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2264-2023"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2264","weakness":{},"price":560000,"legacy_id":["equipment-4798"],"trait":["Magical","Staff"],"id":"equipment-2264-2024","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Zombie Staff Source Treasure Vault (Remastered) pg. 135 Usage held in 1 hand Bulk 1 --- A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff’s summon undead spells can summon only undead that have flesh and an Intelligence modifier of –4 or lower. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. If you cast summon undead , you can also cast protect companion on the resulting minion as a free action. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Zombie Staff Source Treasure Vault (Remastered) pg. 135 Price 330 gp Bulk 1 --- Cantrip protect companion 1st necromancer’s generosity , summon undead 2nd final sacrifice , summon undead <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Zombie Staff (Greater) Source Treasure Vault (Remastered) pg. 135 Price 1,200 gp Bulk 1 --- 3rd bind undead , necromancer’s generosity , summon undead 4th final sacrifice , summon undead , talking corpse <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Zombie Staff (Major) Source Treasure Vault (Remastered) pg. 135 Price 5,600 gp Bulk 1 --- 5th necromancer’s generosity , summon undead 6th final sacrifice , necrotize , summon undead ","skill_mod":{},"summary":"5th necromancer’s generosity , summon undead 6th final sacrifice , necrotize , summon undead","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2264","name":"Zombie Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2264-2024"},{"item_child_id":["equipment-2265-2025","equipment-2265-2026","equipment-2265-2027"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"skill":["Performance","Performance"],"legacy_id":["equipment-4799"],"trait":["Coda","Occult","Staff"],"id":"equipment-2265","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bagpipes of Turmoil Source Treasure Vault (Remastered) pg. 136 Usage held in 2 hands Bulk 1 --- While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer's enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to Performance checks and to Intimidation checks made to Demoralize. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bagpipes of Turmoil Source Treasure Vault (Remastered) pg. 136 Price 90 gp Bulk 1 --- Cantrip daze 1st bane <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bagpipes of Turmoil (Greater) Source Treasure Vault (Remastered) pg. 136 Price 460 gp Bulk 1 --- 2nd deafness , knock , shatter 3rd paralyze , shift blame <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bagpipes of Turmoil (Major) Source Treasure Vault (Remastered) pg. 136 Price 1,900 gp Bulk 1 --- The item bonuses are +2. 4th confusion , painful vibrations 5th banishment , synaptic pulse , wave of despair ","skill_mod":{},"summary":"While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2265","name":"Bagpipes of Turmoil","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2265"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2265","weakness":{},"price":9000,"skill":["Performance"],"legacy_id":["equipment-4799"],"trait":["Coda","Occult","Staff"],"id":"equipment-2265-2025","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bagpipes of Turmoil Source Treasure Vault (Remastered) pg. 136 Usage held in 2 hands Bulk 1 --- While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer's enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to Performance checks and to Intimidation checks made to Demoralize. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bagpipes of Turmoil Source Treasure Vault (Remastered) pg. 136 Price 90 gp Bulk 1 --- Cantrip daze 1st bane <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bagpipes of Turmoil (Greater) Source Treasure Vault (Remastered) pg. 136 Price 460 gp Bulk 1 --- 2nd deafness , knock , shatter 3rd paralyze , shift blame <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bagpipes of Turmoil (Major) Source Treasure Vault (Remastered) pg. 136 Price 1,900 gp Bulk 1 --- The item bonuses are +2. 4th confusion , painful vibrations 5th banishment , synaptic pulse , wave of despair ","skill_mod":{},"summary":"Cantrip daze 1st bane","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2265","name":"Bagpipes of Turmoil","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2265-2025"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2265","weakness":{},"price":46000,"legacy_id":["equipment-4799"],"trait":["Coda","Occult","Staff"],"id":"equipment-2265-2026","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bagpipes of Turmoil Source Treasure Vault (Remastered) pg. 136 Usage held in 2 hands Bulk 1 --- While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer's enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to Performance checks and to Intimidation checks made to Demoralize. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bagpipes of Turmoil Source Treasure Vault (Remastered) pg. 136 Price 90 gp Bulk 1 --- Cantrip daze 1st bane <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bagpipes of Turmoil (Greater) Source Treasure Vault (Remastered) pg. 136 Price 460 gp Bulk 1 --- 2nd deafness , knock , shatter 3rd paralyze , shift blame <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bagpipes of Turmoil (Major) Source Treasure Vault (Remastered) pg. 136 Price 1,900 gp Bulk 1 --- The item bonuses are +2. 4th confusion , painful vibrations 5th banishment , synaptic pulse , wave of despair ","skill_mod":{},"summary":"2nd deafness , knock , shatter 3rd paralyze , shift blame","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2265","name":"Bagpipes of Turmoil (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2265-2026"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2265","weakness":{},"price":190000,"skill":["Performance"],"legacy_id":["equipment-4799"],"trait":["Coda","Occult","Staff"],"id":"equipment-2265-2027","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bagpipes of Turmoil Source Treasure Vault (Remastered) pg. 136 Usage held in 2 hands Bulk 1 --- While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer's enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to Performance checks and to Intimidation checks made to Demoralize. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bagpipes of Turmoil Source Treasure Vault (Remastered) pg. 136 Price 90 gp Bulk 1 --- Cantrip daze 1st bane <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bagpipes of Turmoil (Greater) Source Treasure Vault (Remastered) pg. 136 Price 460 gp Bulk 1 --- 2nd deafness , knock , shatter 3rd paralyze , shift blame <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bagpipes of Turmoil (Major) Source Treasure Vault (Remastered) pg. 136 Price 1,900 gp Bulk 1 --- The item bonuses are +2. 4th confusion , painful vibrations 5th banishment , synaptic pulse , wave of despair ","skill_mod":{},"summary":"The item bonuses are +2. 4th confusion , painful vibrations 5th banishment , synaptic pulse , wave of despair","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2265","name":"Bagpipes of Turmoil (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2265-2027"},{"item_child_id":["equipment-2266-2028","equipment-2266-2029","equipment-2266-2030"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"skill":["Performance","Performance"],"legacy_id":["equipment-4800"],"trait":["Coda","Occult","Staff"],"id":"equipment-2266","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Drums of War Source Treasure Vault (Remastered) pg. 136 Usage held in 2 hands Bulk 1 --- This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a marching beat, invoking armies on the move. While playing the drums, you gain a +1 item bonus to Performance checks and a +5-foot status bonus to your Speed. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Drums of War Source Treasure Vault (Remastered) pg. 136 Price 90 gp Bulk 1 --- Cantrip shield 1st force barrage , mystic armor , sure strike <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Drums of War (Greater) Source Treasure Vault (Remastered) pg. 136 Price 460 gp Bulk 1 --- 2nd false vitality , noise blast , spiritual armament 3rd haste , heroism <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Drums of War (Major) Source Treasure Vault (Remastered) pg. 136 Price 1,900 gp Bulk 1 --- The item bonus to Performance checks is +2. 4th dispelling globe , tortoise and the hare 5th dispelling globe , quicken time , synaptic pulse ","skill_mod":{},"summary":"This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2266","name":"Drums of War","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2266"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2266","weakness":{},"price":9000,"skill":["Performance"],"legacy_id":["equipment-4800"],"trait":["Coda","Occult","Staff"],"id":"equipment-2266-2028","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Drums of War Source Treasure Vault (Remastered) pg. 136 Usage held in 2 hands Bulk 1 --- This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a marching beat, invoking armies on the move. While playing the drums, you gain a +1 item bonus to Performance checks and a +5-foot status bonus to your Speed. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Drums of War Source Treasure Vault (Remastered) pg. 136 Price 90 gp Bulk 1 --- Cantrip shield 1st force barrage , mystic armor , sure strike <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Drums of War (Greater) Source Treasure Vault (Remastered) pg. 136 Price 460 gp Bulk 1 --- 2nd false vitality , noise blast , spiritual armament 3rd haste , heroism <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Drums of War (Major) Source Treasure Vault (Remastered) pg. 136 Price 1,900 gp Bulk 1 --- The item bonus to Performance checks is +2. 4th dispelling globe , tortoise and the hare 5th dispelling globe , quicken time , synaptic pulse ","skill_mod":{},"summary":"Cantrip shield 1st force barrage , mystic armor , sure strike","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2266","name":"Drums of War","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2266-2028"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2266","weakness":{},"price":46000,"legacy_id":["equipment-4800"],"trait":["Coda","Occult","Staff"],"id":"equipment-2266-2029","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Drums of War Source Treasure Vault (Remastered) pg. 136 Usage held in 2 hands Bulk 1 --- This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a marching beat, invoking armies on the move. While playing the drums, you gain a +1 item bonus to Performance checks and a +5-foot status bonus to your Speed. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Drums of War Source Treasure Vault (Remastered) pg. 136 Price 90 gp Bulk 1 --- Cantrip shield 1st force barrage , mystic armor , sure strike <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Drums of War (Greater) Source Treasure Vault (Remastered) pg. 136 Price 460 gp Bulk 1 --- 2nd false vitality , noise blast , spiritual armament 3rd haste , heroism <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Drums of War (Major) Source Treasure Vault (Remastered) pg. 136 Price 1,900 gp Bulk 1 --- The item bonus to Performance checks is +2. 4th dispelling globe , tortoise and the hare 5th dispelling globe , quicken time , synaptic pulse ","skill_mod":{},"summary":"2nd false vitality , noise blast , spiritual armament 3rd haste , heroism","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2266","name":"Drums of War (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2266-2029"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2266","weakness":{},"price":190000,"skill":["Performance"],"legacy_id":["equipment-4800"],"trait":["Coda","Occult","Staff"],"id":"equipment-2266-2030","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Drums of War Source Treasure Vault (Remastered) pg. 136 Usage held in 2 hands Bulk 1 --- This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a marching beat, invoking armies on the move. While playing the drums, you gain a +1 item bonus to Performance checks and a +5-foot status bonus to your Speed. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Drums of War Source Treasure Vault (Remastered) pg. 136 Price 90 gp Bulk 1 --- Cantrip shield 1st force barrage , mystic armor , sure strike <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Drums of War (Greater) Source Treasure Vault (Remastered) pg. 136 Price 460 gp Bulk 1 --- 2nd false vitality , noise blast , spiritual armament 3rd haste , heroism <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Drums of War (Major) Source Treasure Vault (Remastered) pg. 136 Price 1,900 gp Bulk 1 --- The item bonus to Performance checks is +2. 4th dispelling globe , tortoise and the hare 5th dispelling globe , quicken time , synaptic pulse ","skill_mod":{},"summary":"The item bonus to Performance checks is +2. 4th dispelling globe , tortoise and the hare 5th dispelling globe , quicken time , …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2266","name":"Drums of War (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2266-2030"},{"item_child_id":["equipment-2267-2031","equipment-2267-2032","equipment-2267-2033"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"skill":["Performance","Diplomacy","Performance","Diplomacy","Performance","Diplomacy"],"legacy_id":["equipment-4801"],"trait":["Coda","Occult","Staff"],"id":"equipment-2267","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Entertainer's Lute Source Treasure Vault (Remastered) pg. 136 Usage held in 2 hands Bulk L --- This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the story of the song you're currently playing (as a free action). Its frets are inlaid with mother of pearl. With its mix of enchantment and illusion magic, it's favored by many traveling minstrels. While playing the lute, you gain a +1 item bonus to Diplomacy and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Entertainer's Lute Source Treasure Vault (Remastered) pg. 136 Price 90 gp Bulk L --- Cantrip infectious enthusiasm 1st bless , ventriloquism <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Entertainer's Lute (Greater) Source Treasure Vault (Remastered) pg. 136 Price 460 gp Bulk L --- 2nd calm , phantasmal treasure 3rd enthrall , heroism , illusory creature <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Entertainer's Lute (Major) Source Treasure Vault (Remastered) pg. 136 Price 1,900 gp Bulk L --- The item bonuses are +2. 4th honeyed words , infectious melody 5th hallucination , illusory creature , illusory scene , suggestion ","skill_mod":{},"summary":"This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2267","name":"Entertainer's Lute","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2267"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2267","weakness":{},"price":9000,"skill":["Performance","Diplomacy"],"legacy_id":["equipment-4801"],"trait":["Coda","Occult","Staff"],"id":"equipment-2267-2031","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Entertainer's Lute Source Treasure Vault (Remastered) pg. 136 Usage held in 2 hands Bulk L --- This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the story of the song you're currently playing (as a free action). Its frets are inlaid with mother of pearl. With its mix of enchantment and illusion magic, it's favored by many traveling minstrels. While playing the lute, you gain a +1 item bonus to Diplomacy and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Entertainer's Lute Source Treasure Vault (Remastered) pg. 136 Price 90 gp Bulk L --- Cantrip infectious enthusiasm 1st bless , ventriloquism <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Entertainer's Lute (Greater) Source Treasure Vault (Remastered) pg. 136 Price 460 gp Bulk L --- 2nd calm , phantasmal treasure 3rd enthrall , heroism , illusory creature <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Entertainer's Lute (Major) Source Treasure Vault (Remastered) pg. 136 Price 1,900 gp Bulk L --- The item bonuses are +2. 4th honeyed words , infectious melody 5th hallucination , illusory creature , illusory scene , suggestion ","skill_mod":{},"summary":"Cantrip infectious enthusiasm 1st bless , ventriloquism","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2267","name":"Entertainer's Lute","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2267-2031"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2267","weakness":{},"price":46000,"skill":["Performance","Diplomacy"],"legacy_id":["equipment-4801"],"trait":["Coda","Occult","Staff"],"id":"equipment-2267-2032","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Entertainer's Lute Source Treasure Vault (Remastered) pg. 136 Usage held in 2 hands Bulk L --- This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the story of the song you're currently playing (as a free action). Its frets are inlaid with mother of pearl. With its mix of enchantment and illusion magic, it's favored by many traveling minstrels. While playing the lute, you gain a +1 item bonus to Diplomacy and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Entertainer's Lute Source Treasure Vault (Remastered) pg. 136 Price 90 gp Bulk L --- Cantrip infectious enthusiasm 1st bless , ventriloquism <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Entertainer's Lute (Greater) Source Treasure Vault (Remastered) pg. 136 Price 460 gp Bulk L --- 2nd calm , phantasmal treasure 3rd enthrall , heroism , illusory creature <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Entertainer's Lute (Major) Source Treasure Vault (Remastered) pg. 136 Price 1,900 gp Bulk L --- The item bonuses are +2. 4th honeyed words , infectious melody 5th hallucination , illusory creature , illusory scene , suggestion ","skill_mod":{},"summary":"2nd calm , phantasmal treasure 3rd enthrall , heroism , illusory creature","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2267","name":"Entertainer's Lute (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2267-2032"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2267","weakness":{},"price":190000,"skill":["Performance","Diplomacy"],"legacy_id":["equipment-4801"],"trait":["Coda","Occult","Staff"],"id":"equipment-2267-2033","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Entertainer's Lute Source Treasure Vault (Remastered) pg. 136 Usage held in 2 hands Bulk L --- This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the story of the song you're currently playing (as a free action). Its frets are inlaid with mother of pearl. With its mix of enchantment and illusion magic, it's favored by many traveling minstrels. While playing the lute, you gain a +1 item bonus to Diplomacy and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Entertainer's Lute Source Treasure Vault (Remastered) pg. 136 Price 90 gp Bulk L --- Cantrip infectious enthusiasm 1st bless , ventriloquism <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Entertainer's Lute (Greater) Source Treasure Vault (Remastered) pg. 136 Price 460 gp Bulk L --- 2nd calm , phantasmal treasure 3rd enthrall , heroism , illusory creature <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Entertainer's Lute (Major) Source Treasure Vault (Remastered) pg. 136 Price 1,900 gp Bulk L --- The item bonuses are +2. 4th honeyed words , infectious melody 5th hallucination , illusory creature , illusory scene , suggestion ","skill_mod":{},"summary":"The item bonuses are +2. 4th honeyed words , infectious melody 5th hallucination , illusory creature , illusory scene , …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2267","name":"Entertainer's Lute (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2267-2033"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"price":1000000,"skill":["Performance"],"legacy_id":["equipment-4802"],"trait":["Coda","Occult","Rare","Staff"],"id":"equipment-2268","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Fiddle of the Maestro Source Treasure Vault (Remastered) pg. 136 Price 10,000 gp Usage held in 2 hands Bulk L --- This exquisite fiddle is perfectly carved and balanced to produce the purest sound while granting its player perfect balance and poise. It grants a +2 item bonus to Performance checks. If you’re a master in Performance, while playing it you also gain a +1 status bonus to Reflex saves and a +1 item bonus to Dexterity-based skill checks. If you’re legendary in Performance, the bonuses are +2. When you Perform with the fiddle, you can choose to create a harsh and discordant note. You critically fail the Performance check, shred the strings of the fiddle, and create an 8th-rank noise blast , with a 40-foot emanation around you instead of a 10-foot burst. The fiddle can’t be played again until the strings are replaced at a cost of 200 gp. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Cantrip figment , light , message 1st command 2nd calm , revealing light 3rd enthrall 4th honeyed words 5th sending 6th calm , dominate , vibrant pattern 7th dominate , mask of terror , true target , vibrant pattern , visions of danger Craft Requirements Supply one casting of all listed levels of all listed spells.\n","skill_mod":{},"summary":"This exquisite fiddle is perfectly carved and balanced to produce the purest sound while granting its player perfect balance and poise. It grants a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2268","name":"Fiddle of the Maestro","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2268"},{"item_child_id":["equipment-2269-2034","equipment-2269-2035","equipment-2269-2036"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"skill":["Performance","Diplomacy","Performance","Diplomacy","Performance","Diplomacy"],"legacy_id":["equipment-4803"],"trait":["Coda","Occult","Staff","Uncommon"],"id":"equipment-2269","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Pipes of Compulsion Source Treasure Vault (Remastered) pg. 137 Usage held in 2 hands Bulk L --- These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn't function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, you gain a +1 item bonus to Diplomacy and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Pipes of Compulsion Source Treasure Vault (Remastered) pg. 137 Price 90 gp Bulk L --- Cantrip daze 1st charm , command , fear <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Pipes of Compulsion (Greater) Source Treasure Vault (Remastered) pg. 137 Price 460 gp Bulk L --- 2nd laughing fit , stupefy 3rd charm , hypnotize , mind reading , ring of truth <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Pipes of Compulsion (Major) Source Treasure Vault (Remastered) pg. 137 Price 1,900 gp Bulk L --- The item bonuses are +2. 4th confusion , suggestion 5th charm , glimmer of charm , suggestion , telepathy ","skill_mod":{},"summary":"These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn't function at all, but in skilled hands …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2269","name":"Pipes of Compulsion","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2269"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2269","weakness":{},"price":9000,"skill":["Performance","Diplomacy"],"legacy_id":["equipment-4803"],"trait":["Coda","Occult","Staff","Uncommon"],"id":"equipment-2269-2034","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Pipes of Compulsion Source Treasure Vault (Remastered) pg. 137 Usage held in 2 hands Bulk L --- These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn't function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, you gain a +1 item bonus to Diplomacy and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Pipes of Compulsion Source Treasure Vault (Remastered) pg. 137 Price 90 gp Bulk L --- Cantrip daze 1st charm , command , fear <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Pipes of Compulsion (Greater) Source Treasure Vault (Remastered) pg. 137 Price 460 gp Bulk L --- 2nd laughing fit , stupefy 3rd charm , hypnotize , mind reading , ring of truth <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Pipes of Compulsion (Major) Source Treasure Vault (Remastered) pg. 137 Price 1,900 gp Bulk L --- The item bonuses are +2. 4th confusion , suggestion 5th charm , glimmer of charm , suggestion , telepathy ","skill_mod":{},"summary":"Cantrip daze 1st charm , command , fear","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2269","name":"Pipes of Compulsion","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2269-2034"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2269","weakness":{},"price":46000,"skill":["Performance","Diplomacy"],"legacy_id":["equipment-4803"],"trait":["Coda","Occult","Staff","Uncommon"],"id":"equipment-2269-2035","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Pipes of Compulsion Source Treasure Vault (Remastered) pg. 137 Usage held in 2 hands Bulk L --- These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn't function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, you gain a +1 item bonus to Diplomacy and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Pipes of Compulsion Source Treasure Vault (Remastered) pg. 137 Price 90 gp Bulk L --- Cantrip daze 1st charm , command , fear <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Pipes of Compulsion (Greater) Source Treasure Vault (Remastered) pg. 137 Price 460 gp Bulk L --- 2nd laughing fit , stupefy 3rd charm , hypnotize , mind reading , ring of truth <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Pipes of Compulsion (Major) Source Treasure Vault (Remastered) pg. 137 Price 1,900 gp Bulk L --- The item bonuses are +2. 4th confusion , suggestion 5th charm , glimmer of charm , suggestion , telepathy ","skill_mod":{},"summary":"2nd laughing fit , stupefy 3rd charm , hypnotize , mind reading , ring of truth","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2269","name":"Pipes of Compulsion (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2269-2035"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2269","weakness":{},"price":190000,"skill":["Performance","Diplomacy"],"legacy_id":["equipment-4803"],"trait":["Coda","Occult","Staff","Uncommon"],"id":"equipment-2269-2036","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Pipes of Compulsion Source Treasure Vault (Remastered) pg. 137 Usage held in 2 hands Bulk L --- These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn't function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, you gain a +1 item bonus to Diplomacy and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Pipes of Compulsion Source Treasure Vault (Remastered) pg. 137 Price 90 gp Bulk L --- Cantrip daze 1st charm , command , fear <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Pipes of Compulsion (Greater) Source Treasure Vault (Remastered) pg. 137 Price 460 gp Bulk L --- 2nd laughing fit , stupefy 3rd charm , hypnotize , mind reading , ring of truth <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Pipes of Compulsion (Major) Source Treasure Vault (Remastered) pg. 137 Price 1,900 gp Bulk L --- The item bonuses are +2. 4th confusion , suggestion 5th charm , glimmer of charm , suggestion , telepathy ","skill_mod":{},"summary":"The item bonuses are +2. 4th confusion , suggestion 5th charm , glimmer of charm , suggestion , telepathy","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2269","name":"Pipes of Compulsion (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2269-2036"},{"item_child_id":["equipment-2270-2037","equipment-2270-2038","equipment-2270-2039"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"skill":["Performance","Performance","Performance","Performance"],"legacy_id":["equipment-4804"],"trait":["Coda","Occult","Staff","Uncommon"],"id":"equipment-2270","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Seer's Flute Source Treasure Vault (Remastered) pg. 137 Usage held in 2 hands Bulk L --- This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed when the flute is played, as if it held the eyes of many independent beings. While playing the flute, you gain a +1 item bonus to Perception checks and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Seer's Flute Source Treasure Vault (Remastered) pg. 137 Price 90 gp Bulk L --- Cantrip guidance , read aura 1st object reading <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Seer's Flute (Greater) Source Treasure Vault (Remastered) pg. 137 Price 460 gp Bulk L --- 2nd augury , object reading , see the unseen 3rd clairaudience , hypercognition , wanderer's guide <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Seer's Flute (Major) Source Treasure Vault (Remastered) pg. 137 Price 1,900 gp Bulk L --- The item bonuses are +2. 4th clairvoyance , object reading , read omens 5th inevitable disaster , scouting eye , truespeech ","skill_mod":{},"summary":"This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2270","name":"Seer's Flute","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2270"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2270","weakness":{},"price":9000,"skill":["Performance"],"legacy_id":["equipment-4804"],"trait":["Coda","Occult","Staff","Uncommon"],"id":"equipment-2270-2037","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Seer's Flute Source Treasure Vault (Remastered) pg. 137 Usage held in 2 hands Bulk L --- This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed when the flute is played, as if it held the eyes of many independent beings. While playing the flute, you gain a +1 item bonus to Perception checks and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Seer's Flute Source Treasure Vault (Remastered) pg. 137 Price 90 gp Bulk L --- Cantrip guidance , read aura 1st object reading <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Seer's Flute (Greater) Source Treasure Vault (Remastered) pg. 137 Price 460 gp Bulk L --- 2nd augury , object reading , see the unseen 3rd clairaudience , hypercognition , wanderer's guide <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Seer's Flute (Major) Source Treasure Vault (Remastered) pg. 137 Price 1,900 gp Bulk L --- The item bonuses are +2. 4th clairvoyance , object reading , read omens 5th inevitable disaster , scouting eye , truespeech ","skill_mod":{},"summary":"Cantrip guidance , read aura 1st object reading","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2270","name":"Seer's Flute","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2270-2037"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2270","weakness":{},"price":46000,"skill":["Performance"],"legacy_id":["equipment-4804"],"trait":["Coda","Occult","Staff","Uncommon"],"id":"equipment-2270-2038","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Seer's Flute Source Treasure Vault (Remastered) pg. 137 Usage held in 2 hands Bulk L --- This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed when the flute is played, as if it held the eyes of many independent beings. While playing the flute, you gain a +1 item bonus to Perception checks and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Seer's Flute Source Treasure Vault (Remastered) pg. 137 Price 90 gp Bulk L --- Cantrip guidance , read aura 1st object reading <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Seer's Flute (Greater) Source Treasure Vault (Remastered) pg. 137 Price 460 gp Bulk L --- 2nd augury , object reading , see the unseen 3rd clairaudience , hypercognition , wanderer's guide <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Seer's Flute (Major) Source Treasure Vault (Remastered) pg. 137 Price 1,900 gp Bulk L --- The item bonuses are +2. 4th clairvoyance , object reading , read omens 5th inevitable disaster , scouting eye , truespeech ","skill_mod":{},"summary":"2nd augury , object reading , see the unseen 3rd clairaudience , hypercognition , wanderer's guide","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2270","name":"Seer's Flute (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2270-2038"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2270","weakness":{},"price":190000,"skill":["Performance","Performance"],"legacy_id":["equipment-4804"],"trait":["Coda","Occult","Staff","Uncommon"],"id":"equipment-2270-2039","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Seer's Flute Source Treasure Vault (Remastered) pg. 137 Usage held in 2 hands Bulk L --- This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed when the flute is played, as if it held the eyes of many independent beings. While playing the flute, you gain a +1 item bonus to Perception checks and Performance checks. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Seer's Flute Source Treasure Vault (Remastered) pg. 137 Price 90 gp Bulk L --- Cantrip guidance , read aura 1st object reading <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Seer's Flute (Greater) Source Treasure Vault (Remastered) pg. 137 Price 460 gp Bulk L --- 2nd augury , object reading , see the unseen 3rd clairaudience , hypercognition , wanderer's guide <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Seer's Flute (Major) Source Treasure Vault (Remastered) pg. 137 Price 1,900 gp Bulk L --- The item bonuses are +2. 4th clairvoyance , object reading , read omens 5th inevitable disaster , scouting eye , truespeech ","skill_mod":{},"summary":"The item bonuses are +2. 4th clairvoyance , object reading , read omens 5th inevitable disaster , scouting eye , truespeech …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2270","name":"Seer's Flute (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2270-2039"},{"item_child_id":["equipment-2271-2040","equipment-2271-2041","equipment-2271-2042"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"skill":["Deception","Performance","Deception","Performance","Deception","Performance"],"legacy_id":["equipment-4805"],"trait":["Coda","Occult","Staff"],"id":"equipment-2271","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Trickster's Mandolin Source Treasure Vault (Remastered) pg. 137 Usage held in 2 hands Bulk L --- Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to Deception and Performance checks. Activate Single Action (concentrate) Effect You change the instrument's color and shape to one you prefer, and you can turn it into a different handheld string instrument that takes two hands to play. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Trickster's Mandolin Source Treasure Vault (Remastered) pg. 137 Price 90 gp Bulk L --- Cantrip prestidigitation 1st illusory disguise , item facade , ventriloquism <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Trickster's Mandolin (Greater) Source Treasure Vault (Remastered) pg. 137 Price 460 gp Bulk L --- 2nd blur , illusory creature , illusory disguise , invisibility 3rd illusory disguise , phantom prison , shared invisibility <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Trickster's Mandolin (Major) Source Treasure Vault (Remastered) pg. 137 Price 1,900 gp Bulk L --- The item bonuses are +2. 4th confusion , invisibility , illusory disguise 5th hallucination , illusory scene , Illusory Disguise ","skill_mod":{},"summary":"Sought after by many unscrupulous bards , this instrument is surprisingly light and easy to carry, but also empowered with a number of spells …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2271","name":"Trickster's Mandolin","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2271"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2271","weakness":{},"price":9000,"skill":["Deception","Performance"],"legacy_id":["equipment-4805"],"trait":["Coda","Occult","Staff"],"id":"equipment-2271-2040","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Trickster's Mandolin Source Treasure Vault (Remastered) pg. 137 Usage held in 2 hands Bulk L --- Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to Deception and Performance checks. Activate Single Action (concentrate) Effect You change the instrument's color and shape to one you prefer, and you can turn it into a different handheld string instrument that takes two hands to play. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Trickster's Mandolin Source Treasure Vault (Remastered) pg. 137 Price 90 gp Bulk L --- Cantrip prestidigitation 1st illusory disguise , item facade , ventriloquism <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Trickster's Mandolin (Greater) Source Treasure Vault (Remastered) pg. 137 Price 460 gp Bulk L --- 2nd blur , illusory creature , illusory disguise , invisibility 3rd illusory disguise , phantom prison , shared invisibility <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Trickster's Mandolin (Major) Source Treasure Vault (Remastered) pg. 137 Price 1,900 gp Bulk L --- The item bonuses are +2. 4th confusion , invisibility , illusory disguise 5th hallucination , illusory scene , Illusory Disguise ","skill_mod":{},"summary":"Cantrip prestidigitation 1st illusory disguise , item facade , ventriloquism","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2271","name":"Trickster's Mandolin","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2271-2040"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2271","weakness":{},"price":46000,"skill":["Deception","Performance"],"legacy_id":["equipment-4805"],"trait":["Coda","Occult","Staff"],"id":"equipment-2271-2041","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Trickster's Mandolin Source Treasure Vault (Remastered) pg. 137 Usage held in 2 hands Bulk L --- Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to Deception and Performance checks. Activate Single Action (concentrate) Effect You change the instrument's color and shape to one you prefer, and you can turn it into a different handheld string instrument that takes two hands to play. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Trickster's Mandolin Source Treasure Vault (Remastered) pg. 137 Price 90 gp Bulk L --- Cantrip prestidigitation 1st illusory disguise , item facade , ventriloquism <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Trickster's Mandolin (Greater) Source Treasure Vault (Remastered) pg. 137 Price 460 gp Bulk L --- 2nd blur , illusory creature , illusory disguise , invisibility 3rd illusory disguise , phantom prison , shared invisibility <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Trickster's Mandolin (Major) Source Treasure Vault (Remastered) pg. 137 Price 1,900 gp Bulk L --- The item bonuses are +2. 4th confusion , invisibility , illusory disguise 5th hallucination , illusory scene , Illusory Disguise ","skill_mod":{},"summary":"2nd blur , illusory creature , illusory disguise , invisibility 3rd illusory disguise , phantom prison , shared …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2271","name":"Trickster's Mandolin (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2271-2041"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2271","weakness":{},"price":190000,"skill":["Deception","Performance"],"legacy_id":["equipment-4805"],"trait":["Coda","Occult","Staff"],"id":"equipment-2271-2042","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Trickster's Mandolin Source Treasure Vault (Remastered) pg. 137 Usage held in 2 hands Bulk L --- Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to Deception and Performance checks. Activate Single Action (concentrate) Effect You change the instrument's color and shape to one you prefer, and you can turn it into a different handheld string instrument that takes two hands to play. Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Trickster's Mandolin Source Treasure Vault (Remastered) pg. 137 Price 90 gp Bulk L --- Cantrip prestidigitation 1st illusory disguise , item facade , ventriloquism <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Trickster's Mandolin (Greater) Source Treasure Vault (Remastered) pg. 137 Price 460 gp Bulk L --- 2nd blur , illusory creature , illusory disguise , invisibility 3rd illusory disguise , phantom prison , shared invisibility <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Trickster's Mandolin (Major) Source Treasure Vault (Remastered) pg. 137 Price 1,900 gp Bulk L --- The item bonuses are +2. 4th confusion , invisibility , illusory disguise 5th hallucination , illusory scene , Illusory Disguise ","skill_mod":{},"summary":"The item bonuses are +2. 4th confusion , invisibility , illusory disguise 5th hallucination , illusory scene , Illusory Disguise","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=2271","name":"Trickster's Mandolin (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2271-2042"},{"item_child_id":["equipment-2272-2043","equipment-2272-2044"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-4806"],"trait":["Magical","Wand","Water"],"id":"equipment-2272","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Wand of Choking Mist Source Treasure Vault (Remastered) pg. 138 Usage held in 1 hand Bulk L --- This blackened wood wand has a smoldering tip, emitting a slight trail of steam. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast the wand's spell, but the mist prevents creatures from being able to breathe in its area. They must hold their breath or start suffocating. Craft Requirements Supply a casting of mist for the 2nd-rank wand or cinder swarm for the 4th-rank wand. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Wand of Choking Mist (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 138 Price 250 gp Bulk L --- The spell is mist . <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Wand of Choking Mist (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 138 Price 1,000 gp Bulk L --- The spell is cinder swarm .","element":["Water"],"skill_mod":{},"summary":"This blackened wood wand has a smoldering tip, emitting a slight trail of steam. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Elemental","Planar","Monster"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2272","name":"Wand of Choking Mist","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-2272"},{"legacy_name":["Wand of Choking Mist (2nd-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2272","weakness":{},"price":25000,"legacy_id":["equipment-4806"],"trait":["Magical","Wand","Water"],"id":"equipment-2272-2043","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Wand of Choking Mist Source Treasure Vault (Remastered) pg. 138 Usage held in 1 hand Bulk L --- This blackened wood wand has a smoldering tip, emitting a slight trail of steam. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast the wand's spell, but the mist prevents creatures from being able to breathe in its area. They must hold their breath or start suffocating. Craft Requirements Supply a casting of mist for the 2nd-rank wand or cinder swarm for the 4th-rank wand. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Wand of Choking Mist (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 138 Price 250 gp Bulk L --- The spell is mist . <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Wand of Choking Mist (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 138 Price 1,000 gp Bulk L --- The spell is cinder swarm .","element":["Water"],"skill_mod":{},"summary":"The spell is mist .","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Elemental","Planar","Monster"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2272","name":"Wand of Choking Mist (2nd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-2272-2043"},{"legacy_name":["Wand of Choking Mist (4th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2272","weakness":{},"price":100000,"legacy_id":["equipment-4806"],"trait":["Magical","Wand","Water"],"id":"equipment-2272-2044","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Restricted\" > Wand of Choking Mist Source Treasure Vault (Remastered) pg. 138 Usage held in 1 hand Bulk L --- This blackened wood wand has a smoldering tip, emitting a slight trail of steam. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast the wand's spell, but the mist prevents creatures from being able to breathe in its area. They must hold their breath or start suffocating. Craft Requirements Supply a casting of mist for the 2nd-rank wand or cinder swarm for the 4th-rank wand. <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Wand of Choking Mist (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 138 Price 250 gp Bulk L --- The spell is mist . <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Wand of Choking Mist (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 138 Price 1,000 gp Bulk L --- The spell is cinder swarm .","element":["Water"],"skill_mod":{},"summary":"The spell is cinder swarm .","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Elemental","Planar","Monster"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2272","name":"Wand of Choking Mist (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-2272-2044"},{"item_child_id":["equipment-2273-2045","equipment-2273-2046"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-4807"],"trait":["Light","Magical","Wand"],"id":"equipment-2273","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Wand of Chromatic Burst Source Treasure Vault (Remastered) pg. 138 Usage held in 1 hand Bulk L --- This intricately carved quartz wand changes color, cycling through the colors of the rainbow. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic armor of the indicated rank. Additionally, the target can use the Chromatic Armor Burst action. Chromatic Armor Burst Single Action (concentrate, light, magical) Requirements You're affected by chromatic armor created by the wand of chromatic burst ; Effect Choose one color of the chromatic armor the wand created for you. The spell ends and light of that color flashes brightly in a 20-foot emanation. Creatures in the area take damage of the type associated with the color you chose, with a basic Reflex save against your spell DC; the amount of damage depends on the wand's type. This action has the trait corresponding to the damage type you chose. Craft Requirements Supply a casting of chromatic armor of the appropriate rank. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Chromatic Burst (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 138 Price 1,000 gp Bulk L --- The damage is 4d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Chromatic Burst (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 138 Price 10,000 gp Bulk L --- The damage is 8d6.","skill_mod":{},"summary":"This intricately carved quartz wand changes color, cycling through the colors of the rainbow. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2273","name":"Wand of Chromatic Burst","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2273"},{"legacy_name":["Wand of Chromatic Blastt (4th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2273","weakness":{},"price":100000,"legacy_id":["equipment-4807"],"trait":["Light","Magical","Wand"],"id":"equipment-2273-2045","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Wand of Chromatic Burst Source Treasure Vault (Remastered) pg. 138 Usage held in 1 hand Bulk L --- This intricately carved quartz wand changes color, cycling through the colors of the rainbow. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic armor of the indicated rank. Additionally, the target can use the Chromatic Armor Burst action. Chromatic Armor Burst Single Action (concentrate, light, magical) Requirements You're affected by chromatic armor created by the wand of chromatic burst ; Effect Choose one color of the chromatic armor the wand created for you. The spell ends and light of that color flashes brightly in a 20-foot emanation. Creatures in the area take damage of the type associated with the color you chose, with a basic Reflex save against your spell DC; the amount of damage depends on the wand's type. This action has the trait corresponding to the damage type you chose. Craft Requirements Supply a casting of chromatic armor of the appropriate rank. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Chromatic Burst (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 138 Price 1,000 gp Bulk L --- The damage is 4d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Chromatic Burst (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 138 Price 10,000 gp Bulk L --- The damage is 8d6.","skill_mod":{},"summary":"The damage is 4d6.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2273","name":"Wand of Chromatic Burst (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2273-2045"},{"legacy_name":["Wand of Chromatic Blast (7th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2273","weakness":{},"price":1000000,"legacy_id":["equipment-4807"],"trait":["Light","Magical","Wand"],"id":"equipment-2273-2046","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Wand of Chromatic Burst Source Treasure Vault (Remastered) pg. 138 Usage held in 1 hand Bulk L --- This intricately carved quartz wand changes color, cycling through the colors of the rainbow. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic armor of the indicated rank. Additionally, the target can use the Chromatic Armor Burst action. Chromatic Armor Burst Single Action (concentrate, light, magical) Requirements You're affected by chromatic armor created by the wand of chromatic burst ; Effect Choose one color of the chromatic armor the wand created for you. The spell ends and light of that color flashes brightly in a 20-foot emanation. Creatures in the area take damage of the type associated with the color you chose, with a basic Reflex save against your spell DC; the amount of damage depends on the wand's type. This action has the trait corresponding to the damage type you chose. Craft Requirements Supply a casting of chromatic armor of the appropriate rank. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Chromatic Burst (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 138 Price 1,000 gp Bulk L --- The damage is 4d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Chromatic Burst (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 138 Price 10,000 gp Bulk L --- The damage is 8d6.","skill_mod":{},"summary":"The damage is 8d6.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2273","name":"Wand of Chromatic Burst (7th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2273-2046"},{"item_child_id":["equipment-2274-2047","equipment-2274-2048","equipment-2274-2049"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-4808"],"trait":["Cold","Magical","Wand","Water"],"id":"equipment-2274","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Wand of Clinging Rime Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- A thin layer of frost coats this gnarled holly wand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast frigid flurry of the indicated rank. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the creatures in the area. Each creature that fails its save takes persistent cold damage with the amount determined by the wand's type. Craft Requirements Supply a casting of frigid flurry of the appropriate rank. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Clinging Rime (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L --- The persistent cold damage is 1d6. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Clinging Rime (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L --- The persistent cold damage is 2d6. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Clinging Rime (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L --- The persistent cold damage is 3d6.","element":["Water"],"skill_mod":{},"summary":"A thin layer of frost coats this gnarled holly wand. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment","Elemental","Planar"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2274","name":"Wand of Clinging Rime","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2274"},{"legacy_name":["Wand of Clinging Rime (7th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2274","weakness":{},"price":1000000,"legacy_id":["equipment-4808"],"trait":["Cold","Magical","Wand","Water"],"id":"equipment-2274-2047","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Wand of Clinging Rime Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- A thin layer of frost coats this gnarled holly wand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast frigid flurry of the indicated rank. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the creatures in the area. Each creature that fails its save takes persistent cold damage with the amount determined by the wand's type. Craft Requirements Supply a casting of frigid flurry of the appropriate rank. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Clinging Rime (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L --- The persistent cold damage is 1d6. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Clinging Rime (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L --- The persistent cold damage is 2d6. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Clinging Rime (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L --- The persistent cold damage is 3d6.","element":["Water"],"skill_mod":{},"summary":"The persistent cold damage is 1d6.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment","Elemental","Planar"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2274","name":"Wand of Clinging Rime (7th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2274-2047"},{"legacy_name":["Wand of Clinging Rime (8th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2274","weakness":{},"price":2400000,"legacy_id":["equipment-4808"],"trait":["Cold","Magical","Wand","Water"],"id":"equipment-2274-2048","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Wand of Clinging Rime Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- A thin layer of frost coats this gnarled holly wand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast frigid flurry of the indicated rank. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the creatures in the area. Each creature that fails its save takes persistent cold damage with the amount determined by the wand's type. Craft Requirements Supply a casting of frigid flurry of the appropriate rank. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Clinging Rime (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L --- The persistent cold damage is 1d6. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Clinging Rime (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L --- The persistent cold damage is 2d6. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Clinging Rime (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L --- The persistent cold damage is 3d6.","element":["Water"],"skill_mod":{},"summary":"The persistent cold damage is 2d6.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment","Elemental","Planar"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2274","name":"Wand of Clinging Rime (8th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2274-2048"},{"legacy_name":["Wand of Clinging Rime (9th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2274","weakness":{},"price":7000000,"legacy_id":["equipment-4808"],"trait":["Cold","Magical","Wand","Water"],"id":"equipment-2274-2049","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Wand of Clinging Rime Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- A thin layer of frost coats this gnarled holly wand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast frigid flurry of the indicated rank. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the creatures in the area. Each creature that fails its save takes persistent cold damage with the amount determined by the wand's type. Craft Requirements Supply a casting of frigid flurry of the appropriate rank. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Clinging Rime (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L --- The persistent cold damage is 1d6. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Clinging Rime (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L --- The persistent cold damage is 2d6. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Clinging Rime (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L --- The persistent cold damage is 3d6.","element":["Water"],"skill_mod":{},"summary":"The persistent cold damage is 3d6.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment","Elemental","Planar"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2274","name":"Wand of Clinging Rime (9th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2274-2049"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"price":16000,"legacy_id":["equipment-4809"],"trait":["Magical","Wand"],"id":"equipment-2275","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Wand of Contagious Frailty Source Treasure Vault (Remastered) pg. 139 Price 160 gp Usage held in 1 hand Bulk L --- Cracks and healed fractures spiderweb the shaft of this bone wand, worsening each time the wand is used. The bone's worn epiphysis forms the wand's pommel, and black leather wraps around the handle. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast enfeeble . After you cast the spell, if the target is enfeebled, it releases a 10-foot emanation that doesn’t include itself. Each creature in that area must attempt a Fortitude save as if targeted by enfeeble, but gets an outcome one degree of success better than it rolled. Craft Requirements Supply a casting of enfeeble .\n","skill_mod":{},"summary":"Cracks and healed fractures spiderweb the shaft of this bone wand, worsening each time the wand is used. The bone's worn epiphysis forms the wand's …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2275","name":"Wand of Contagious Frailty","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2275"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"price":8000,"legacy_id":["equipment-4810"],"trait":["Magical","Wand"],"id":"equipment-2276","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Wand of Crushing Leaps Source Treasure Vault (Remastered) pg. 139 Price 80 gp Usage held in 1 hand Bulk L --- This supple, light wooden wand drifts to the ground like a feather or leaf when dropped, landing unharmed. A thin coil of metal wraps around the wand's handle. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast jump , but can jump up to 60 feet. When you land you shatter the ground, making each creature in a 5-foot emanation off-guard until the start of its next turn. In addition, the space you land in and all squares in the emanation become difficult terrain for 1 minute. Craft Requirements Supply a casting of 1st-rank jump .\n","skill_mod":{},"summary":"This supple, light wooden wand drifts to the ground like a feather or leaf when dropped, landing unharmed. A thin coil of metal wraps around the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2276","name":"Wand of Crushing Leaps","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2276"},{"item_child_id":["equipment-2277-2050","equipment-2277-2051","equipment-2277-2052","equipment-2277-2053","equipment-2277-2054","equipment-2277-2055","equipment-2277-2056"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-4811"],"trait":["Fire","Holy","Light","Magical","Wand"],"id":"equipment-2277","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dazzling Rays Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast holy light of the indicated rank, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled). Craft Requirements Supply a casting of holy light of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dazzling Rays (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dazzling Rays (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dazzling Rays (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dazzling Rays (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dazzling Rays (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dazzling Rays (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dazzling Rays (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L ","element":["Fire"],"skill_mod":{},"summary":"Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After …","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2277","name":"Wand of Dazzling Rays","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2277"},{"legacy_name":["Wand of Dazzling Rays (3rd-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2277","weakness":{},"price":50000,"legacy_id":["equipment-4811"],"trait":["Fire","Holy","Light","Magical","Wand"],"id":"equipment-2277-2050","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dazzling Rays Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast holy light of the indicated rank, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled). Craft Requirements Supply a casting of holy light of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dazzling Rays (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dazzling Rays (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dazzling Rays (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dazzling Rays (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dazzling Rays (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dazzling Rays (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dazzling Rays (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L ","element":["Fire"],"skill_mod":{},"summary":"Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After …","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2277","name":"Wand of Dazzling Rays (3rd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2277-2050"},{"legacy_name":["Wand of Dazzling Rays (4th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2277","weakness":{},"price":100000,"legacy_id":["equipment-4811"],"trait":["Fire","Holy","Light","Magical","Wand"],"id":"equipment-2277-2051","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dazzling Rays Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast holy light of the indicated rank, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled). Craft Requirements Supply a casting of holy light of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dazzling Rays (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dazzling Rays (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dazzling Rays (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dazzling Rays (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dazzling Rays (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dazzling Rays (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dazzling Rays (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L ","element":["Fire"],"skill_mod":{},"summary":"Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After …","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2277","name":"Wand of Dazzling Rays (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2277-2051"},{"legacy_name":["Wand of Dazzling Rays (5th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2277","weakness":{},"price":200000,"legacy_id":["equipment-4811"],"trait":["Fire","Holy","Light","Magical","Wand"],"id":"equipment-2277-2052","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dazzling Rays Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast holy light of the indicated rank, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled). Craft Requirements Supply a casting of holy light of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dazzling Rays (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dazzling Rays (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dazzling Rays (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dazzling Rays (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dazzling Rays (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dazzling Rays (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dazzling Rays (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L ","element":["Fire"],"skill_mod":{},"summary":"Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After …","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2277","name":"Wand of Dazzling Rays (5th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2277-2052"},{"legacy_name":["Wand of Dazzling Rays (6th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2277","weakness":{},"price":450000,"legacy_id":["equipment-4811"],"trait":["Fire","Holy","Light","Magical","Wand"],"id":"equipment-2277-2053","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dazzling Rays Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast holy light of the indicated rank, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled). Craft Requirements Supply a casting of holy light of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dazzling Rays (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dazzling Rays (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dazzling Rays (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dazzling Rays (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dazzling Rays (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dazzling Rays (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dazzling Rays (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L ","element":["Fire"],"skill_mod":{},"summary":"Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After …","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2277","name":"Wand of Dazzling Rays (6th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2277-2053"},{"legacy_name":["Wand of Dazzling Rays (7th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2277","weakness":{},"price":1000000,"legacy_id":["equipment-4811"],"trait":["Fire","Holy","Light","Magical","Wand"],"id":"equipment-2277-2054","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dazzling Rays Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast holy light of the indicated rank, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled). Craft Requirements Supply a casting of holy light of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dazzling Rays (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dazzling Rays (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dazzling Rays (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dazzling Rays (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dazzling Rays (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dazzling Rays (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dazzling Rays (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L ","element":["Fire"],"skill_mod":{},"summary":"Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After …","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2277","name":"Wand of Dazzling Rays (7th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2277-2054"},{"legacy_name":["Wand of Dazzling Rays (8th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2277","weakness":{},"price":2400000,"legacy_id":["equipment-4811"],"trait":["Fire","Holy","Light","Magical","Wand"],"id":"equipment-2277-2055","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dazzling Rays Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast holy light of the indicated rank, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled). Craft Requirements Supply a casting of holy light of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dazzling Rays (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dazzling Rays (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dazzling Rays (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dazzling Rays (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dazzling Rays (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dazzling Rays (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dazzling Rays (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L ","element":["Fire"],"skill_mod":{},"summary":"Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After …","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2277","name":"Wand of Dazzling Rays (8th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2277-2055"},{"legacy_name":["Wand of Dazzling Rays (9th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2277","weakness":{},"price":7000000,"legacy_id":["equipment-4811"],"trait":["Fire","Holy","Light","Magical","Wand"],"id":"equipment-2277-2056","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dazzling Rays Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast holy light of the indicated rank, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled). Craft Requirements Supply a casting of holy light of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dazzling Rays (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dazzling Rays (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dazzling Rays (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dazzling Rays (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dazzling Rays (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dazzling Rays (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dazzling Rays (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L ","element":["Fire"],"skill_mod":{},"summary":"Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After …","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2277","name":"Wand of Dazzling Rays (9th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2277-2056"},{"item_child_id":["equipment-2278-2057","equipment-2278-2058","equipment-2278-2059","equipment-2278-2060","equipment-2278-2061","equipment-2278-2062","equipment-2278-2063"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-4812"],"trait":["Emotion","Fear","Incapacitation","Magical","Mental","Prediction","Wand"],"id":"equipment-2278","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dumbfounding Doom Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated rank, showing the target a potential death that's gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell. Craft Requirements Supply a casting of impending doom of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dumbfounding Doom (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dumbfounding Doom (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dumbfounding Doom (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dumbfounding Doom (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dumbfounding Doom (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dumbfounding Doom (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dumbfounding Doom (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2278","name":"Wand of Dumbfounding Doom","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2278"},{"legacy_name":["Wand of Dumbfounding Doom (3rd-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2278","weakness":{},"price":50000,"legacy_id":["equipment-4812"],"trait":["Emotion","Fear","Incapacitation","Magical","Mental","Prediction","Wand"],"id":"equipment-2278-2057","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dumbfounding Doom Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated rank, showing the target a potential death that's gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell. Craft Requirements Supply a casting of impending doom of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dumbfounding Doom (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dumbfounding Doom (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dumbfounding Doom (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dumbfounding Doom (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dumbfounding Doom (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dumbfounding Doom (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dumbfounding Doom (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2278","name":"Wand of Dumbfounding Doom (3rd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2278-2057"},{"legacy_name":["Wand of Dumbfounding Doom (4th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2278","weakness":{},"price":100000,"legacy_id":["equipment-4812"],"trait":["Emotion","Fear","Incapacitation","Magical","Mental","Prediction","Wand"],"id":"equipment-2278-2058","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dumbfounding Doom Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated rank, showing the target a potential death that's gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell. Craft Requirements Supply a casting of impending doom of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dumbfounding Doom (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dumbfounding Doom (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dumbfounding Doom (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dumbfounding Doom (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dumbfounding Doom (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dumbfounding Doom (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dumbfounding Doom (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2278","name":"Wand of Dumbfounding Doom (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2278-2058"},{"legacy_name":["Wand of Dumbfounding Doom (5th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2278","weakness":{},"price":200000,"legacy_id":["equipment-4812"],"trait":["Emotion","Fear","Incapacitation","Magical","Mental","Prediction","Wand"],"id":"equipment-2278-2059","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dumbfounding Doom Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated rank, showing the target a potential death that's gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell. Craft Requirements Supply a casting of impending doom of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dumbfounding Doom (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dumbfounding Doom (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dumbfounding Doom (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dumbfounding Doom (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dumbfounding Doom (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dumbfounding Doom (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dumbfounding Doom (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2278","name":"Wand of Dumbfounding Doom (5th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2278-2059"},{"legacy_name":["Wand of Dumbfounding Doom (6th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2278","weakness":{},"price":450000,"legacy_id":["equipment-4812"],"trait":["Emotion","Fear","Incapacitation","Magical","Mental","Prediction","Wand"],"id":"equipment-2278-2060","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dumbfounding Doom Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated rank, showing the target a potential death that's gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell. Craft Requirements Supply a casting of impending doom of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dumbfounding Doom (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dumbfounding Doom (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dumbfounding Doom (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dumbfounding Doom (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dumbfounding Doom (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dumbfounding Doom (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dumbfounding Doom (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2278","name":"Wand of Dumbfounding Doom (6th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2278-2060"},{"legacy_name":["Wand of Dumbfounding Doom (7th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2278","weakness":{},"price":1000000,"legacy_id":["equipment-4812"],"trait":["Emotion","Fear","Incapacitation","Magical","Mental","Prediction","Wand"],"id":"equipment-2278-2061","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dumbfounding Doom Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated rank, showing the target a potential death that's gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell. Craft Requirements Supply a casting of impending doom of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dumbfounding Doom (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dumbfounding Doom (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dumbfounding Doom (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dumbfounding Doom (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dumbfounding Doom (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dumbfounding Doom (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dumbfounding Doom (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2278","name":"Wand of Dumbfounding Doom (7th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2278-2061"},{"legacy_name":["Wand of Dumbfounding Doom (8th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2278","weakness":{},"price":2400000,"legacy_id":["equipment-4812"],"trait":["Emotion","Fear","Incapacitation","Magical","Mental","Prediction","Wand"],"id":"equipment-2278-2062","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dumbfounding Doom Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated rank, showing the target a potential death that's gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell. Craft Requirements Supply a casting of impending doom of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dumbfounding Doom (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dumbfounding Doom (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dumbfounding Doom (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dumbfounding Doom (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dumbfounding Doom (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dumbfounding Doom (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dumbfounding Doom (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2278","name":"Wand of Dumbfounding Doom (8th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2278-2062"},{"legacy_name":["Wand of Dumbfounding Doom (9th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2278","weakness":{},"price":7000000,"legacy_id":["equipment-4812"],"trait":["Emotion","Fear","Incapacitation","Magical","Mental","Prediction","Wand"],"id":"equipment-2278-2063","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Dumbfounding Doom Source Treasure Vault (Remastered) pg. 139 Usage held in 1 hand Bulk L --- Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated rank, showing the target a potential death that's gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell. Craft Requirements Supply a casting of impending doom of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Dumbfounding Doom (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Dumbfounding Doom (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Dumbfounding Doom (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Dumbfounding Doom (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Dumbfounding Doom (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Dumbfounding Doom (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Dumbfounding Doom (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 139 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2278","name":"Wand of Dumbfounding Doom (9th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2278-2063"},{"item_child_id":["equipment-2279-2064","equipment-2279-2065","equipment-2279-2066","equipment-2279-2067"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-4813"],"trait":["Magical","Plant","Wand"],"id":"equipment-2279","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hawthorn Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged like a cluster of berries, decorate the pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast oaken resilience of the indicated rank, and the target sprouts long thorns like those of a hawthorn tree. While oaken resilience lasts, any creature that hits the target with an unarmed Strike or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand’s type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target’s turns. Craft Requirements Supply a casting of Oaken Resilience of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hawthorn (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L --- The thorns deal 1d4 piercing damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hawthorn (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,000 gp Bulk L --- The thorns deal 2d4 piercing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hawthorn (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L --- The thorns deal 3d4 piercing damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hawthorn (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L --- The thorns deal 4d4 piercing damage.","skill_mod":{},"summary":"Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Creature Type","Equipment"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2279","name":"Wand of Hawthorn","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2279"},{"legacy_name":["Wand of Hawthorn (2nd-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2279","weakness":{},"price":25000,"legacy_id":["equipment-4813"],"trait":["Magical","Plant","Wand"],"id":"equipment-2279-2064","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hawthorn Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged like a cluster of berries, decorate the pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast oaken resilience of the indicated rank, and the target sprouts long thorns like those of a hawthorn tree. While oaken resilience lasts, any creature that hits the target with an unarmed Strike or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand’s type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target’s turns. Craft Requirements Supply a casting of Oaken Resilience of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hawthorn (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L --- The thorns deal 1d4 piercing damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hawthorn (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,000 gp Bulk L --- The thorns deal 2d4 piercing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hawthorn (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L --- The thorns deal 3d4 piercing damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hawthorn (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L --- The thorns deal 4d4 piercing damage.","skill_mod":{},"summary":"The thorns deal 1d4 piercing damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Creature Type","Equipment"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2279","name":"Wand of Hawthorn (2nd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2279-2064"},{"legacy_name":["Wand of Hawthorn (4th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2279","weakness":{},"price":100000,"legacy_id":["equipment-4813"],"trait":["Magical","Plant","Wand"],"id":"equipment-2279-2065","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hawthorn Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged like a cluster of berries, decorate the pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast oaken resilience of the indicated rank, and the target sprouts long thorns like those of a hawthorn tree. While oaken resilience lasts, any creature that hits the target with an unarmed Strike or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand’s type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target’s turns. Craft Requirements Supply a casting of Oaken Resilience of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hawthorn (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L --- The thorns deal 1d4 piercing damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hawthorn (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,000 gp Bulk L --- The thorns deal 2d4 piercing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hawthorn (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L --- The thorns deal 3d4 piercing damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hawthorn (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L --- The thorns deal 4d4 piercing damage.","skill_mod":{},"summary":"The thorns deal 2d4 piercing damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Creature Type","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2279","name":"Wand of Hawthorn (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2279-2065"},{"legacy_name":["Wand of Hawthorn (6th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2279","weakness":{},"price":450000,"legacy_id":["equipment-4813"],"trait":["Magical","Plant","Wand"],"id":"equipment-2279-2066","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hawthorn Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged like a cluster of berries, decorate the pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast oaken resilience of the indicated rank, and the target sprouts long thorns like those of a hawthorn tree. While oaken resilience lasts, any creature that hits the target with an unarmed Strike or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand’s type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target’s turns. Craft Requirements Supply a casting of Oaken Resilience of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hawthorn (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L --- The thorns deal 1d4 piercing damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hawthorn (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,000 gp Bulk L --- The thorns deal 2d4 piercing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hawthorn (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L --- The thorns deal 3d4 piercing damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hawthorn (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L --- The thorns deal 4d4 piercing damage.","skill_mod":{},"summary":"The thorns deal 3d4 piercing damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Creature Type","Equipment"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2279","name":"Wand of Hawthorn (6th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2279-2066"},{"legacy_name":["Wand of Hawthorn (8th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2279","weakness":{},"price":2400000,"legacy_id":["equipment-4813"],"trait":["Magical","Plant","Wand"],"id":"equipment-2279-2067","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hawthorn Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged like a cluster of berries, decorate the pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast oaken resilience of the indicated rank, and the target sprouts long thorns like those of a hawthorn tree. While oaken resilience lasts, any creature that hits the target with an unarmed Strike or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand’s type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target’s turns. Craft Requirements Supply a casting of Oaken Resilience of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hawthorn (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L --- The thorns deal 1d4 piercing damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hawthorn (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,000 gp Bulk L --- The thorns deal 2d4 piercing damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hawthorn (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L --- The thorns deal 3d4 piercing damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hawthorn (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L --- The thorns deal 4d4 piercing damage.","skill_mod":{},"summary":"The thorns deal 4d4 piercing damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Creature Type","Equipment"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2279","name":"Wand of Hawthorn (8th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2279-2067"},{"item_child_id":["equipment-2280-2068","equipment-2280-2069","equipment-2280-2070","equipment-2280-2071","equipment-2280-2072","equipment-2280-2073","equipment-2280-2074","equipment-2280-2075"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-4814"],"trait":["Magical","Polymorph","Uncommon","Wand"],"id":"equipment-2280","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hybrid Form Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, must have the polymorph trait, and must allow more than one choice of battle form. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hybrid Form (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Hybrid Form (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 450 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hybrid Form (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Hybrid Form (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,750 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hybrid Form (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,750 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Hybrid Form (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 8,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hybrid Form (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Hybrid Form (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 55,000 gp Bulk L ","skill_mod":{},"summary":"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2280","name":"Wand of Hybrid Form","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2280"},{"legacy_name":["Wand of Hybrid Form (2nd-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2280","weakness":{},"price":20000,"legacy_id":["equipment-4814"],"trait":["Magical","Polymorph","Uncommon","Wand"],"id":"equipment-2280-2068","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hybrid Form Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, must have the polymorph trait, and must allow more than one choice of battle form. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hybrid Form (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Hybrid Form (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 450 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hybrid Form (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Hybrid Form (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,750 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hybrid Form (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,750 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Hybrid Form (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 8,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hybrid Form (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Hybrid Form (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 55,000 gp Bulk L ","skill_mod":{},"summary":"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2280","name":"Wand of Hybrid Form (2nd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2280-2068"},{"legacy_name":["Wand of Hybrid Form (3rd-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2280","weakness":{},"price":45000,"legacy_id":["equipment-4814"],"trait":["Magical","Polymorph","Uncommon","Wand"],"id":"equipment-2280-2069","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hybrid Form Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, must have the polymorph trait, and must allow more than one choice of battle form. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hybrid Form (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Hybrid Form (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 450 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hybrid Form (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Hybrid Form (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,750 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hybrid Form (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,750 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Hybrid Form (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 8,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hybrid Form (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Hybrid Form (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 55,000 gp Bulk L ","skill_mod":{},"summary":"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2280","name":"Wand of Hybrid Form (3rd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2280-2069"},{"legacy_name":["Wand of Hybrid Form (4th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2280","weakness":{},"price":85000,"legacy_id":["equipment-4814"],"trait":["Magical","Polymorph","Uncommon","Wand"],"id":"equipment-2280-2070","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hybrid Form Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, must have the polymorph trait, and must allow more than one choice of battle form. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hybrid Form (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Hybrid Form (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 450 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hybrid Form (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Hybrid Form (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,750 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hybrid Form (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,750 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Hybrid Form (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 8,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hybrid Form (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Hybrid Form (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 55,000 gp Bulk L ","skill_mod":{},"summary":"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2280","name":"Wand of Hybrid Form (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2280-2070"},{"legacy_name":["Wand of Hybrid Form (5th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2280","weakness":{},"price":175000,"legacy_id":["equipment-4814"],"trait":["Magical","Polymorph","Uncommon","Wand"],"id":"equipment-2280-2071","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hybrid Form Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, must have the polymorph trait, and must allow more than one choice of battle form. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hybrid Form (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Hybrid Form (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 450 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hybrid Form (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Hybrid Form (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,750 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hybrid Form (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,750 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Hybrid Form (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 8,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hybrid Form (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Hybrid Form (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 55,000 gp Bulk L ","skill_mod":{},"summary":"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2280","name":"Wand of Hybrid Form (5th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2280-2071"},{"legacy_name":["Wand of Hybrid Form (6th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2280","weakness":{},"price":375000,"legacy_id":["equipment-4814"],"trait":["Magical","Polymorph","Uncommon","Wand"],"id":"equipment-2280-2072","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hybrid Form Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, must have the polymorph trait, and must allow more than one choice of battle form. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hybrid Form (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Hybrid Form (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 450 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hybrid Form (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Hybrid Form (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,750 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hybrid Form (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,750 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Hybrid Form (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 8,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hybrid Form (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Hybrid Form (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 55,000 gp Bulk L ","skill_mod":{},"summary":"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2280","name":"Wand of Hybrid Form (6th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2280-2072"},{"legacy_name":["Wand of Hybrid Form (7th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2280","weakness":{},"price":800000,"legacy_id":["equipment-4814"],"trait":["Magical","Polymorph","Uncommon","Wand"],"id":"equipment-2280-2073","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hybrid Form Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, must have the polymorph trait, and must allow more than one choice of battle form. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hybrid Form (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Hybrid Form (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 450 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hybrid Form (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Hybrid Form (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,750 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hybrid Form (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,750 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Hybrid Form (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 8,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hybrid Form (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Hybrid Form (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 55,000 gp Bulk L ","skill_mod":{},"summary":"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2280","name":"Wand of Hybrid Form (7th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2280-2073"},{"legacy_name":["Wand of Hybrid Form (8th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2280","weakness":{},"price":1900000,"legacy_id":["equipment-4814"],"trait":["Magical","Polymorph","Uncommon","Wand"],"id":"equipment-2280-2074","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hybrid Form Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, must have the polymorph trait, and must allow more than one choice of battle form. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hybrid Form (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Hybrid Form (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 450 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hybrid Form (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Hybrid Form (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,750 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hybrid Form (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,750 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Hybrid Form (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 8,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hybrid Form (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Hybrid Form (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 55,000 gp Bulk L ","skill_mod":{},"summary":"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2280","name":"Wand of Hybrid Form (8th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2280-2074"},{"legacy_name":["Wand of Hybrid Form (9th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2280","weakness":{},"price":5500000,"legacy_id":["equipment-4814"],"trait":["Magical","Polymorph","Uncommon","Wand"],"id":"equipment-2280-2075","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hybrid Form Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, must have the polymorph trait, and must allow more than one choice of battle form. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hybrid Form (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Hybrid Form (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 450 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hybrid Form (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Hybrid Form (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,750 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Hybrid Form (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,750 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Hybrid Form (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 8,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Hybrid Form (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Hybrid Form (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 55,000 gp Bulk L ","skill_mod":{},"summary":"The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2280","name":"Wand of Hybrid Form (9th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2280-2075"},{"item_child_id":["equipment-2281-2076","equipment-2281-2077","equipment-2281-2078","equipment-2281-2079","equipment-2281-2080","equipment-2281-2081","equipment-2281-2082","equipment-2281-2083","equipment-2281-2084"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-4815"],"trait":["Magical","Wand"],"id":"equipment-2281","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Single Action Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2281","name":"Wand of Legerdemain","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2281"},{"legacy_name":["Wand of Legerdemain (1st-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2281","weakness":{},"price":10000,"legacy_id":["equipment-4815"],"trait":["Magical","Wand"],"id":"equipment-2281-2076","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Single Action Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2281","name":"Wand of Legerdemain (1st-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2281-2076"},{"legacy_name":["Wand of Legerdemain (2nd-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2281","weakness":{},"price":25000,"legacy_id":["equipment-4815"],"trait":["Magical","Wand"],"id":"equipment-2281-2077","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Single Action Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2281","name":"Wand of Legerdemain (2nd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2281-2077"},{"legacy_name":["Wand of Legerdemain (3rd-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2281","weakness":{},"price":50000,"legacy_id":["equipment-4815"],"trait":["Magical","Wand"],"id":"equipment-2281-2078","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Single Action Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2281","name":"Wand of Legerdemain (3rd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2281-2078"},{"legacy_name":["Wand of Legerdemain (4th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2281","weakness":{},"price":100000,"legacy_id":["equipment-4815"],"trait":["Magical","Wand"],"id":"equipment-2281-2079","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Single Action Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2281","name":"Wand of Legerdemain (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2281-2079"},{"legacy_name":["Wand of Legerdemain (5th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2281","weakness":{},"price":200000,"legacy_id":["equipment-4815"],"trait":["Magical","Wand"],"id":"equipment-2281-2080","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Single Action Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2281","name":"Wand of Legerdemain (5th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2281-2080"},{"legacy_name":["Wand of Legerdemain (6th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2281","weakness":{},"price":450000,"legacy_id":["equipment-4815"],"trait":["Magical","Wand"],"id":"equipment-2281-2081","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Single Action Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2281","name":"Wand of Legerdemain (6th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2281-2081"},{"legacy_name":["Wand of Legerdemain (7th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2281","weakness":{},"price":1000000,"legacy_id":["equipment-4815"],"trait":["Magical","Wand"],"id":"equipment-2281-2082","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Single Action Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2281","name":"Wand of Legerdemain (7th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2281-2082"},{"legacy_name":["Wand of Legerdemain (8th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2281","weakness":{},"price":2400000,"legacy_id":["equipment-4815"],"trait":["Magical","Wand"],"id":"equipment-2281-2083","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Single Action Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2281","name":"Wand of Legerdemain (8th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2281-2083"},{"legacy_name":["Wand of Legerdemain (9th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2281","weakness":{},"price":7000000,"legacy_id":["equipment-4815"],"trait":["Magical","Wand"],"id":"equipment-2281-2084","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Legerdemain Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell. Activate Single Action Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated. Craft Requirements Supply a casting of a spell of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Legerdemain (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Legerdemain (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Legerdemain (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Legerdemain (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Legerdemain (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Legerdemain (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Legerdemain (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Legerdemain (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Legerdemain (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2281","name":"Wand of Legerdemain (9th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2281-2084"},{"item_child_id":["equipment-2282-2085","equipment-2282-2086","equipment-2282-2087","equipment-2282-2088","equipment-2282-2089","equipment-2282-2090","equipment-2282-2091","equipment-2282-2092","equipment-2282-2093"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-4816"],"trait":["Emotion","Healing","Magical","Mental","Wand"],"id":"equipment-2282","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 110 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2282","name":"Wand of Mental Purification","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2282"},{"legacy_name":["Wand of Mental Purification (1st-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2282","weakness":{},"price":11000,"legacy_id":["equipment-4816"],"trait":["Emotion","Healing","Magical","Mental","Wand"],"id":"equipment-2282-2085","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 110 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2282","name":"Wand of Mental Purification (1st-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2282-2085"},{"legacy_name":["Wand of Mental Purification (2nd-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2282","weakness":{},"price":25000,"legacy_id":["equipment-4816"],"trait":["Emotion","Healing","Magical","Mental","Wand"],"id":"equipment-2282-2086","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 110 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2282","name":"Wand of Mental Purification (2nd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2282-2086"},{"legacy_name":["Wand of Mental Purification (3rd-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2282","weakness":{},"price":50000,"legacy_id":["equipment-4816"],"trait":["Emotion","Healing","Magical","Mental","Wand"],"id":"equipment-2282-2087","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 110 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2282","name":"Wand of Mental Purification (3rd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2282-2087"},{"legacy_name":["Wand of Mental Purification (4th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2282","weakness":{},"price":140000,"legacy_id":["equipment-4816"],"trait":["Emotion","Healing","Magical","Mental","Wand"],"id":"equipment-2282-2088","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 110 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2282","name":"Wand of Mental Purification (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2282-2088"},{"legacy_name":["Wand of Mental Purification (5th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2282","weakness":{},"price":300000,"legacy_id":["equipment-4816"],"trait":["Emotion","Healing","Magical","Mental","Wand"],"id":"equipment-2282-2089","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 110 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2282","name":"Wand of Mental Purification (5th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2282-2089"},{"legacy_name":["Wand of Mental Purification (6th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2282","weakness":{},"price":450000,"legacy_id":["equipment-4816"],"trait":["Emotion","Healing","Magical","Mental","Wand"],"id":"equipment-2282-2090","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 110 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2282","name":"Wand of Mental Purification (6th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2282-2090"},{"legacy_name":["Wand of Mental Purification (7th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2282","weakness":{},"price":1000000,"legacy_id":["equipment-4816"],"trait":["Emotion","Healing","Magical","Mental","Wand"],"id":"equipment-2282-2091","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 110 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2282","name":"Wand of Mental Purification (7th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2282-2091"},{"legacy_name":["Wand of Mental Purification (8th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2282","weakness":{},"price":2400000,"legacy_id":["equipment-4816"],"trait":["Emotion","Healing","Magical","Mental","Wand"],"id":"equipment-2282-2092","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 110 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2282","name":"Wand of Mental Purification (8th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2282-2092"},{"legacy_name":["Wand of Mental Purification (9th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2282","weakness":{},"price":7000000,"legacy_id":["equipment-4816"],"trait":["Emotion","Healing","Magical","Mental","Wand"],"id":"equipment-2282-2093","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mental Purification Source Treasure Vault (Remastered) pg. 140 Usage held in 1 hand Bulk L --- Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check. Craft Requirements Supply a casting of soothe of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mental Purification (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 110 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mental Purification (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mental Purification (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mental Purification (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mental Purification (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mental Purification (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mental Purification (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mental Purification (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mental Purification (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 140 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2282","name":"Wand of Mental Purification (9th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2282-2093"},{"item_child_id":["equipment-2283-2094","equipment-2283-2095","equipment-2283-2096","equipment-2283-2097","equipment-2283-2098","equipment-2283-2099","equipment-2283-2100","equipment-2283-2101","equipment-2283-2102"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-4817"],"trait":["Magical","Wand"],"id":"equipment-2283","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, nonlethal, or void traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 75 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 425 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,650 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 3,600 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 7,900 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 52,000 gp Bulk L ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2283","name":"Wand of Mercy","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2283"},{"legacy_name":["Wand of Mercy (1st-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2283","weakness":{},"price":7500,"legacy_id":["equipment-4817"],"trait":["Magical","Wand"],"id":"equipment-2283-2094","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, nonlethal, or void traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 75 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 425 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,650 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 3,600 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 7,900 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 52,000 gp Bulk L ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2283","name":"Wand of Mercy (1st-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2283-2094"},{"legacy_name":["Wand of Mercy (2nd-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2283","weakness":{},"price":20000,"legacy_id":["equipment-4817"],"trait":["Magical","Wand"],"id":"equipment-2283-2095","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, nonlethal, or void traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 75 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 425 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,650 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 3,600 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 7,900 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 52,000 gp Bulk L ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2283","name":"Wand of Mercy (2nd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2283-2095"},{"legacy_name":["Wand of Mercy (3rd-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2283","weakness":{},"price":42500,"legacy_id":["equipment-4817"],"trait":["Magical","Wand"],"id":"equipment-2283-2096","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, nonlethal, or void traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 75 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 425 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,650 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 3,600 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 7,900 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 52,000 gp Bulk L ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2283","name":"Wand of Mercy (3rd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2283-2096"},{"legacy_name":["Wand of Mercy (4th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2283","weakness":{},"price":85000,"legacy_id":["equipment-4817"],"trait":["Magical","Wand"],"id":"equipment-2283-2097","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, nonlethal, or void traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 75 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 425 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,650 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 3,600 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 7,900 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 52,000 gp Bulk L ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2283","name":"Wand of Mercy (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2283-2097"},{"legacy_name":["Wand of Mercy (5th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2283","weakness":{},"price":165000,"legacy_id":["equipment-4817"],"trait":["Magical","Wand"],"id":"equipment-2283-2098","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, nonlethal, or void traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 75 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 425 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,650 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 3,600 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 7,900 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 52,000 gp Bulk L ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2283","name":"Wand of Mercy (5th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2283-2098"},{"legacy_name":["Wand of Mercy (6th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2283","weakness":{},"price":360000,"legacy_id":["equipment-4817"],"trait":["Magical","Wand"],"id":"equipment-2283-2099","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, nonlethal, or void traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 75 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 425 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,650 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 3,600 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 7,900 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 52,000 gp Bulk L ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2283","name":"Wand of Mercy (6th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2283-2099"},{"legacy_name":["Wand of Mercy (7th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2283","weakness":{},"price":790000,"legacy_id":["equipment-4817"],"trait":["Magical","Wand"],"id":"equipment-2283-2100","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, nonlethal, or void traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 75 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 425 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,650 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 3,600 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 7,900 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 52,000 gp Bulk L ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2283","name":"Wand of Mercy (7th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2283-2100"},{"legacy_name":["Wand of Mercy (8th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2283","weakness":{},"price":1900000,"legacy_id":["equipment-4817"],"trait":["Magical","Wand"],"id":"equipment-2283-2101","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, nonlethal, or void traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 75 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 425 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,650 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 3,600 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 7,900 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 52,000 gp Bulk L ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2283","name":"Wand of Mercy (8th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2283-2101"},{"legacy_name":["Wand of Mercy (9th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2283","weakness":{},"price":5200000,"legacy_id":["equipment-4817"],"trait":["Magical","Wand"],"id":"equipment-2283-2102","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Mercy Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, it must deal damage, and it can’t have the death, nonlethal, or void traits. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Mercy (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 75 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Mercy (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 200 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Mercy (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 425 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Mercy (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 850 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Mercy (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,650 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Mercy (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 3,600 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Mercy (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 7,900 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Mercy (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 19,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Mercy (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 52,000 gp Bulk L ","skill_mod":{},"summary":"The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal , the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2283","name":"Wand of Mercy (9th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2283-2102"},{"item_child_id":["equipment-2284-2103","equipment-2284-2104","equipment-2284-2105","equipment-2284-2106"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Slithering"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-4818"],"trait":["Acid","Magical","Wand"],"id":"equipment-2284","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Noisome Acid Source Treasure Vault (Remastered) pg. 141, The Slithering pg. 61 Usage held in 1 hand Bulk L --- This greasy stick emits a stomach-churning scent when held in hand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid grip of the indicated rank. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if the creature attempts to recover from this sickness. This is an olfactory effect. Craft Requirements Supply a casting of acid grip of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Noisome Acid (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 250 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Noisome Acid (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Noisome Acid (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Noisome Acid (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This greasy stick emits a stomach-churning scent when held in hand. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2284","source_group":["The Slithering"],"name":"Wand of Noisome Acid","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2284"},{"legacy_name":["Wand of Noisome Acid (2nd-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Slithering"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2284","weakness":{},"price":25000,"legacy_id":["equipment-4818"],"trait":["Acid","Magical","Wand"],"id":"equipment-2284-2103","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Noisome Acid Source Treasure Vault (Remastered) pg. 141, The Slithering pg. 61 Usage held in 1 hand Bulk L --- This greasy stick emits a stomach-churning scent when held in hand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid grip of the indicated rank. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if the creature attempts to recover from this sickness. This is an olfactory effect. Craft Requirements Supply a casting of acid grip of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Noisome Acid (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 250 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Noisome Acid (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Noisome Acid (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Noisome Acid (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This greasy stick emits a stomach-churning scent when held in hand.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2284","source_group":["The Slithering"],"name":"Wand of Noisome Acid (2nd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2284-2103"},{"legacy_name":["Wand of Noisome Acid (4th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Slithering"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2284","weakness":{},"price":100000,"legacy_id":["equipment-4818"],"trait":["Acid","Magical","Wand"],"id":"equipment-2284-2104","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Noisome Acid Source Treasure Vault (Remastered) pg. 141, The Slithering pg. 61 Usage held in 1 hand Bulk L --- This greasy stick emits a stomach-churning scent when held in hand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid grip of the indicated rank. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if the creature attempts to recover from this sickness. This is an olfactory effect. Craft Requirements Supply a casting of acid grip of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Noisome Acid (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 250 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Noisome Acid (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Noisome Acid (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Noisome Acid (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This greasy stick emits a stomach-churning scent when held in hand.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2284","source_group":["The Slithering"],"name":"Wand of Noisome Acid (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2284-2104"},{"legacy_name":["Wand of Noisome Acid (6th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Slithering"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2284","weakness":{},"price":450000,"legacy_id":["equipment-4818"],"trait":["Acid","Magical","Wand"],"id":"equipment-2284-2105","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Noisome Acid Source Treasure Vault (Remastered) pg. 141, The Slithering pg. 61 Usage held in 1 hand Bulk L --- This greasy stick emits a stomach-churning scent when held in hand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid grip of the indicated rank. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if the creature attempts to recover from this sickness. This is an olfactory effect. Craft Requirements Supply a casting of acid grip of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Noisome Acid (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 250 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Noisome Acid (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Noisome Acid (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Noisome Acid (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This greasy stick emits a stomach-churning scent when held in hand.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2284","source_group":["The Slithering"],"name":"Wand of Noisome Acid (6th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2284-2105"},{"legacy_name":["Wand of Noisome Acid (8th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Slithering"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2284","weakness":{},"price":2400000,"legacy_id":["equipment-4818"],"trait":["Acid","Magical","Wand"],"id":"equipment-2284-2106","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Noisome Acid Source Treasure Vault (Remastered) pg. 141, The Slithering pg. 61 Usage held in 1 hand Bulk L --- This greasy stick emits a stomach-churning scent when held in hand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid grip of the indicated rank. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if the creature attempts to recover from this sickness. This is an olfactory effect. Craft Requirements Supply a casting of acid grip of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Noisome Acid (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 250 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Noisome Acid (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Noisome Acid (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Noisome Acid (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This greasy stick emits a stomach-churning scent when held in hand.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":18,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2284","source_group":["The Slithering"],"name":"Wand of Noisome Acid (8th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2284-2106"},{"item_child_id":["equipment-2285-2107","equipment-2285-2108"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-4819"],"trait":["Electricity","Magical","Mental","Wand"],"id":"equipment-2285","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Paralytic Shock Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- A two-pronged metal rod, this wand has a handle coated in thick rubber. Each prong ends in a copper coil. When Activated, the wand produces a loud zapping sound. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast paralyze , electrocuting the target into immobility. Each target takes electricity damage at the start of its turns while it remains stunned or paralyzed due to the spell. The amount of damage depends on the wand's type. Craft Requirements Supply a casting of paralyze of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Paralytic Shock (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 500 gp Bulk L --- The electrocution deals 1d12 electricity damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Paralytic Shock (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 10,000 gp Bulk L --- The electrocution deals 2d12 electricity damage.","skill_mod":{},"summary":"A two-pronged metal rod, this wand has a handle coated in thick rubber. Each prong ends in a copper coil. When Activated, the wand produces a loud …","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2285","name":"Wand of Paralytic Shock","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2285"},{"legacy_name":["Wand of Paralytic Shock (3rd-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2285","weakness":{},"price":50000,"legacy_id":["equipment-4819"],"trait":["Electricity","Magical","Mental","Wand"],"id":"equipment-2285-2107","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Paralytic Shock Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- A two-pronged metal rod, this wand has a handle coated in thick rubber. Each prong ends in a copper coil. When Activated, the wand produces a loud zapping sound. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast paralyze , electrocuting the target into immobility. Each target takes electricity damage at the start of its turns while it remains stunned or paralyzed due to the spell. The amount of damage depends on the wand's type. Craft Requirements Supply a casting of paralyze of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Paralytic Shock (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 500 gp Bulk L --- The electrocution deals 1d12 electricity damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Paralytic Shock (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 10,000 gp Bulk L --- The electrocution deals 2d12 electricity damage.","skill_mod":{},"summary":"The electrocution deals 1d12 electricity damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2285","name":"Wand of Paralytic Shock (3rd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2285-2107"},{"legacy_name":["Wand of Paralytic Shock (7th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2285","weakness":{},"price":1000000,"legacy_id":["equipment-4819"],"trait":["Electricity","Magical","Mental","Wand"],"id":"equipment-2285-2108","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Paralytic Shock Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- A two-pronged metal rod, this wand has a handle coated in thick rubber. Each prong ends in a copper coil. When Activated, the wand produces a loud zapping sound. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast paralyze , electrocuting the target into immobility. Each target takes electricity damage at the start of its turns while it remains stunned or paralyzed due to the spell. The amount of damage depends on the wand's type. Craft Requirements Supply a casting of paralyze of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Paralytic Shock (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 500 gp Bulk L --- The electrocution deals 1d12 electricity damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Paralytic Shock (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 10,000 gp Bulk L --- The electrocution deals 2d12 electricity damage.","skill_mod":{},"summary":"The electrocution deals 2d12 electricity damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2285","name":"Wand of Paralytic Shock (7th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2285-2108"},{"item_child_id":["equipment-2286-2109","equipment-2286-2110"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-4820"],"trait":["Magical","Poison","Wand"],"id":"equipment-2286","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Pernicious Poison Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- This wand is made of chitin, topped with a hooked barb that weeps droplets of foul-smelling, green fluid when you Activate the wand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast a Spell determined by the wand's type. The poison the spell delivers gains the virulent trait. Craft Requirements Supply a casting of spider sting of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Pernicious Poison (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 100 gp Bulk L --- The spell is spider sting . <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Pernicious Poison (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 4,500 gp Bulk L --- The spell is 6th-rank spider sting , but it deals 3d6 damage on a touch or on a successful save, and delivers this poison. Deadly Spider Venom (poison, virulent) Level 11; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and enfeebled 2 (1 round); Stage 2 4d6 poison damage and enfeebled 2 (1 round); Stage 3 6d6 poison damage and enfeebled 2 (1 round)","skill_mod":{},"summary":"This wand is made of chitin, topped with a hooked barb that weeps droplets of foul-smelling, green fluid when you Activate the wand. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Poison","Affliction","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2286","name":"Wand of Pernicious Poison","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2286"},{"legacy_name":["Wand of Pernicious Poison (1st-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2286","weakness":{},"price":10000,"legacy_id":["equipment-4820"],"trait":["Magical","Poison","Wand"],"id":"equipment-2286-2109","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Pernicious Poison Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- This wand is made of chitin, topped with a hooked barb that weeps droplets of foul-smelling, green fluid when you Activate the wand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast a Spell determined by the wand's type. The poison the spell delivers gains the virulent trait. Craft Requirements Supply a casting of spider sting of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Pernicious Poison (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 100 gp Bulk L --- The spell is spider sting . <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Pernicious Poison (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 4,500 gp Bulk L --- The spell is 6th-rank spider sting , but it deals 3d6 damage on a touch or on a successful save, and delivers this poison. Deadly Spider Venom (poison, virulent) Level 11; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and enfeebled 2 (1 round); Stage 2 4d6 poison damage and enfeebled 2 (1 round); Stage 3 6d6 poison damage and enfeebled 2 (1 round)","skill_mod":{},"summary":"The spell is spider sting .","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Poison","Affliction","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2286","name":"Wand of Pernicious Poison (1st-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2286-2109"},{"legacy_name":["Wand of Pernicious Poison (6th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"duration":36,"item_parent_id":"equipment-2286","weakness":{},"price":450000,"legacy_id":["equipment-4820"],"trait":["Magical","Poison","Wand"],"id":"equipment-2286-2110","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Pernicious Poison Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- This wand is made of chitin, topped with a hooked barb that weeps droplets of foul-smelling, green fluid when you Activate the wand. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast a Spell determined by the wand's type. The poison the spell delivers gains the virulent trait. Craft Requirements Supply a casting of spider sting of the appropriate rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Pernicious Poison (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 100 gp Bulk L --- The spell is spider sting . <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Pernicious Poison (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 4,500 gp Bulk L --- The spell is 6th-rank spider sting , but it deals 3d6 damage on a touch or on a successful save, and delivers this poison. Deadly Spider Venom (poison, virulent) Level 11; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and enfeebled 2 (1 round); Stage 2 4d6 poison damage and enfeebled 2 (1 round); Stage 3 6d6 poison damage and enfeebled 2 (1 round)","skill_mod":{},"summary":"The spell is 6th-rank spider sting , but it deals 3d6 damage on a touch or on a successful save, and delivers this poison. Deadly Spider Venom ( …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Poison","Affliction","Equipment"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2286","name":"Wand of Pernicious Poison (6th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2286-2110"},{"item_child_id":["equipment-2287-2111","equipment-2287-2112","equipment-2287-2113","equipment-2287-2114","equipment-2287-2115","equipment-2287-2116","equipment-2287-2117","equipment-2287-2118","equipment-2287-2119"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-4821"],"trait":["Magical","Wand"],"id":"equipment-2287","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2287","name":"Wand of Reaching","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2287"},{"legacy_name":["Wand of Reaching (1st-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2287","weakness":{},"price":10000,"legacy_id":["equipment-4821"],"trait":["Magical","Wand"],"id":"equipment-2287-2111","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2287","name":"Wand of Reaching (1st-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2287-2111"},{"legacy_name":["Wand of Reaching (2nd-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2287","weakness":{},"price":25000,"legacy_id":["equipment-4821"],"trait":["Magical","Wand"],"id":"equipment-2287-2112","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2287","name":"Wand of Reaching (2nd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2287-2112"},{"legacy_name":["Wand of Reaching (3rd-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2287","weakness":{},"price":50000,"legacy_id":["equipment-4821"],"trait":["Magical","Wand"],"id":"equipment-2287-2113","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2287","name":"Wand of Reaching (3rd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2287-2113"},{"legacy_name":["Wand of Reaching (4th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2287","weakness":{},"price":100000,"legacy_id":["equipment-4821"],"trait":["Magical","Wand"],"id":"equipment-2287-2114","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2287","name":"Wand of Reaching (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2287-2114"},{"legacy_name":["Wand of Reaching (5th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2287","weakness":{},"price":200000,"legacy_id":["equipment-4821"],"trait":["Magical","Wand"],"id":"equipment-2287-2115","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2287","name":"Wand of Reaching (5th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2287-2115"},{"legacy_name":["Wand of Reaching (6th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2287","weakness":{},"price":450000,"legacy_id":["equipment-4821"],"trait":["Magical","Wand"],"id":"equipment-2287-2116","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2287","name":"Wand of Reaching (6th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2287-2116"},{"legacy_name":["Wand of Reaching (7th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2287","weakness":{},"price":1000000,"legacy_id":["equipment-4821"],"trait":["Magical","Wand"],"id":"equipment-2287-2117","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2287","name":"Wand of Reaching (7th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2287-2117"},{"legacy_name":["Wand of Reaching (8th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2287","weakness":{},"price":2400000,"legacy_id":["equipment-4821"],"trait":["Magical","Wand"],"id":"equipment-2287-2118","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2287","name":"Wand of Reaching (8th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2287-2118"},{"legacy_name":["Wand of Reaching (9th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2287","weakness":{},"price":7000000,"legacy_id":["equipment-4821"],"trait":["Magical","Wand"],"id":"equipment-2287-2119","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Reaching Source Treasure Vault (Remastered) pg. 141 Usage held in 1 hand Bulk L --- This long, slender wand is constructed of silver, polished to a mirror shine. Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, and must have a range. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Reaching (1st-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 100 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Reaching (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Reaching (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Reaching (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Reaching (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Reaching (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Reaching (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Reaching (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Reaching (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 141 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This long, slender wand is constructed of silver, polished to a mirror shine.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2287","name":"Wand of Reaching (9th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2287-2119"},{"item_child_id":["equipment-2288-2120","equipment-2288-2121"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-4822"],"trait":["Light","Magical","Uncommon","Wand"],"id":"equipment-2288","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Wand of Refracting Rays Source Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- This wand is short and wide with a hexagonal, crystal shaft and a leather-wrapped handle. The wand refracts direct bright light into a rainbow. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic ray of the indicated rank. After you cast the spell, if you hit the target, the light refracts to another creature within 30 feet of the first target. Roll your spell attack roll and to determine the ray's color separately for each target. The ray continues to refract each time it hits. The refraction ceases if you miss any target, and you can end the refraction at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Craft Requirements Supply a casting of chromatic ray of the appropriate rank. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Refracting Rays (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Refracting Rays (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 6,500 gp Bulk L ","skill_mod":{},"summary":"This wand is short and wide with a hexagonal, crystal shaft and a leather-wrapped handle. The wand refracts direct bright light into a rainbow. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2288","name":"Wand of Refracting Rays","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2288"},{"legacy_name":["Wand of Refracting Rays (4th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2288","weakness":{},"price":140000,"legacy_id":["equipment-4822"],"trait":["Light","Magical","Uncommon","Wand"],"id":"equipment-2288-2120","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Wand of Refracting Rays Source Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- This wand is short and wide with a hexagonal, crystal shaft and a leather-wrapped handle. The wand refracts direct bright light into a rainbow. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic ray of the indicated rank. After you cast the spell, if you hit the target, the light refracts to another creature within 30 feet of the first target. Roll your spell attack roll and to determine the ray's color separately for each target. The ray continues to refract each time it hits. The refraction ceases if you miss any target, and you can end the refraction at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Craft Requirements Supply a casting of chromatic ray of the appropriate rank. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Refracting Rays (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Refracting Rays (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 6,500 gp Bulk L ","skill_mod":{},"summary":"This wand is short and wide with a hexagonal, crystal shaft and a leather-wrapped handle. The wand refracts direct bright light into a rainbow.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2288","name":"Wand of Refracting Rays (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2288-2120"},{"legacy_name":["Wand of Refracting Rays (6th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2288","weakness":{},"price":650000,"legacy_id":["equipment-4822"],"trait":["Light","Magical","Uncommon","Wand"],"id":"equipment-2288-2121","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Wand of Refracting Rays Source Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- This wand is short and wide with a hexagonal, crystal shaft and a leather-wrapped handle. The wand refracts direct bright light into a rainbow. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic ray of the indicated rank. After you cast the spell, if you hit the target, the light refracts to another creature within 30 feet of the first target. Roll your spell attack roll and to determine the ray's color separately for each target. The ray continues to refract each time it hits. The refraction ceases if you miss any target, and you can end the refraction at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Craft Requirements Supply a casting of chromatic ray of the appropriate rank. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Refracting Rays (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Refracting Rays (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 6,500 gp Bulk L ","skill_mod":{},"summary":"This wand is short and wide with a hexagonal, crystal shaft and a leather-wrapped handle. The wand refracts direct bright light into a rainbow.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2288","name":"Wand of Refracting Rays (6th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2288-2121"},{"item_child_id":["equipment-2289-2122","equipment-2289-2123","equipment-2289-2124","equipment-2289-2125","equipment-2289-2126","equipment-2289-2127","equipment-2289-2128","equipment-2289-2129"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-4823"],"trait":["Fire","Magical","Wand"],"id":"equipment-2289","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Rolling Flames Source Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand’s type. If a creature in the flames doesn’t move on its turn, it takes the damage for each of the squares it’s in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it), provided it’s on the ground. Craft Requirements Supply a casting of floating flame of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Rolling Flames (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 250 gp Bulk L --- The rolling flames deal 1 fire damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Rolling Flames (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 500 gp Bulk L --- The rolling flames deal 2 fire damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Rolling Flames (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,000 gp Bulk L --- The rolling flames deal 3 fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Rolling Flames (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 2,000 gp Bulk L --- The rolling flames deal 4 fire damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Rolling Flames (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 4,500 gp Bulk L --- The rolling flames deal 5 fire damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Rolling Flames (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 10,000 gp Bulk L --- The rolling flames deal 6 fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Rolling Flames (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 24,000 gp Bulk L --- The rolling flames deal 7 fire damage. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Rolling Flames (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 70,000 gp Bulk L --- The rolling flames deal 8 fire damage.","element":["Fire"],"skill_mod":{},"summary":"The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2289","name":"Wand of Rolling Flames","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2289"},{"legacy_name":["Wand of Rolling Flames (2nd-level spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2289","weakness":{},"price":25000,"legacy_id":["equipment-4823"],"trait":["Fire","Magical","Wand"],"id":"equipment-2289-2122","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Rolling Flames Source Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand’s type. If a creature in the flames doesn’t move on its turn, it takes the damage for each of the squares it’s in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it), provided it’s on the ground. Craft Requirements Supply a casting of floating flame of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Rolling Flames (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 250 gp Bulk L --- The rolling flames deal 1 fire damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Rolling Flames (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 500 gp Bulk L --- The rolling flames deal 2 fire damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Rolling Flames (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,000 gp Bulk L --- The rolling flames deal 3 fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Rolling Flames (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 2,000 gp Bulk L --- The rolling flames deal 4 fire damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Rolling Flames (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 4,500 gp Bulk L --- The rolling flames deal 5 fire damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Rolling Flames (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 10,000 gp Bulk L --- The rolling flames deal 6 fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Rolling Flames (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 24,000 gp Bulk L --- The rolling flames deal 7 fire damage. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Rolling Flames (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 70,000 gp Bulk L --- The rolling flames deal 8 fire damage.","element":["Fire"],"skill_mod":{},"summary":"The rolling flames deal 1 fire damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2289","name":"Wand of Rolling Flames (2nd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2289-2122"},{"legacy_name":["Wand of Rolling Flames (3rd-level spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2289","weakness":{},"price":50000,"legacy_id":["equipment-4823"],"trait":["Fire","Magical","Wand"],"id":"equipment-2289-2123","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Rolling Flames Source Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand’s type. If a creature in the flames doesn’t move on its turn, it takes the damage for each of the squares it’s in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it), provided it’s on the ground. Craft Requirements Supply a casting of floating flame of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Rolling Flames (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 250 gp Bulk L --- The rolling flames deal 1 fire damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Rolling Flames (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 500 gp Bulk L --- The rolling flames deal 2 fire damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Rolling Flames (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,000 gp Bulk L --- The rolling flames deal 3 fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Rolling Flames (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 2,000 gp Bulk L --- The rolling flames deal 4 fire damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Rolling Flames (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 4,500 gp Bulk L --- The rolling flames deal 5 fire damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Rolling Flames (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 10,000 gp Bulk L --- The rolling flames deal 6 fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Rolling Flames (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 24,000 gp Bulk L --- The rolling flames deal 7 fire damage. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Rolling Flames (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 70,000 gp Bulk L --- The rolling flames deal 8 fire damage.","element":["Fire"],"skill_mod":{},"summary":"The rolling flames deal 2 fire damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2289","name":"Wand of Rolling Flames (3rd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2289-2123"},{"legacy_name":["Wand of Rolling Flames (4th-level spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2289","weakness":{},"price":100000,"legacy_id":["equipment-4823"],"trait":["Fire","Magical","Wand"],"id":"equipment-2289-2124","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Rolling Flames Source Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand’s type. If a creature in the flames doesn’t move on its turn, it takes the damage for each of the squares it’s in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it), provided it’s on the ground. Craft Requirements Supply a casting of floating flame of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Rolling Flames (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 250 gp Bulk L --- The rolling flames deal 1 fire damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Rolling Flames (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 500 gp Bulk L --- The rolling flames deal 2 fire damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Rolling Flames (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,000 gp Bulk L --- The rolling flames deal 3 fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Rolling Flames (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 2,000 gp Bulk L --- The rolling flames deal 4 fire damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Rolling Flames (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 4,500 gp Bulk L --- The rolling flames deal 5 fire damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Rolling Flames (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 10,000 gp Bulk L --- The rolling flames deal 6 fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Rolling Flames (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 24,000 gp Bulk L --- The rolling flames deal 7 fire damage. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Rolling Flames (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 70,000 gp Bulk L --- The rolling flames deal 8 fire damage.","element":["Fire"],"skill_mod":{},"summary":"The rolling flames deal 3 fire damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2289","name":"Wand of Rolling Flames (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2289-2124"},{"legacy_name":["Wand of Rolling Flames (5th-level spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2289","weakness":{},"price":200000,"legacy_id":["equipment-4823"],"trait":["Fire","Magical","Wand"],"id":"equipment-2289-2125","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Rolling Flames Source Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand’s type. If a creature in the flames doesn’t move on its turn, it takes the damage for each of the squares it’s in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it), provided it’s on the ground. Craft Requirements Supply a casting of floating flame of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Rolling Flames (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 250 gp Bulk L --- The rolling flames deal 1 fire damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Rolling Flames (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 500 gp Bulk L --- The rolling flames deal 2 fire damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Rolling Flames (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,000 gp Bulk L --- The rolling flames deal 3 fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Rolling Flames (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 2,000 gp Bulk L --- The rolling flames deal 4 fire damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Rolling Flames (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 4,500 gp Bulk L --- The rolling flames deal 5 fire damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Rolling Flames (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 10,000 gp Bulk L --- The rolling flames deal 6 fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Rolling Flames (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 24,000 gp Bulk L --- The rolling flames deal 7 fire damage. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Rolling Flames (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 70,000 gp Bulk L --- The rolling flames deal 8 fire damage.","element":["Fire"],"skill_mod":{},"summary":"The rolling flames deal 4 fire damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2289","name":"Wand of Rolling Flames (5th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2289-2125"},{"legacy_name":["Wand of Rolling Flames (6th-level spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2289","weakness":{},"price":450000,"legacy_id":["equipment-4823"],"trait":["Fire","Magical","Wand"],"id":"equipment-2289-2126","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Rolling Flames Source Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand’s type. If a creature in the flames doesn’t move on its turn, it takes the damage for each of the squares it’s in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it), provided it’s on the ground. Craft Requirements Supply a casting of floating flame of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Rolling Flames (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 250 gp Bulk L --- The rolling flames deal 1 fire damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Rolling Flames (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 500 gp Bulk L --- The rolling flames deal 2 fire damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Rolling Flames (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,000 gp Bulk L --- The rolling flames deal 3 fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Rolling Flames (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 2,000 gp Bulk L --- The rolling flames deal 4 fire damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Rolling Flames (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 4,500 gp Bulk L --- The rolling flames deal 5 fire damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Rolling Flames (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 10,000 gp Bulk L --- The rolling flames deal 6 fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Rolling Flames (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 24,000 gp Bulk L --- The rolling flames deal 7 fire damage. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Rolling Flames (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 70,000 gp Bulk L --- The rolling flames deal 8 fire damage.","element":["Fire"],"skill_mod":{},"summary":"The rolling flames deal 5 fire damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2289","name":"Wand of Rolling Flames (6th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2289-2126"},{"legacy_name":["Wand of Rolling Flames (7th-level spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2289","weakness":{},"price":1000000,"legacy_id":["equipment-4823"],"trait":["Fire","Magical","Wand"],"id":"equipment-2289-2127","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Rolling Flames Source Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand’s type. If a creature in the flames doesn’t move on its turn, it takes the damage for each of the squares it’s in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it), provided it’s on the ground. Craft Requirements Supply a casting of floating flame of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Rolling Flames (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 250 gp Bulk L --- The rolling flames deal 1 fire damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Rolling Flames (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 500 gp Bulk L --- The rolling flames deal 2 fire damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Rolling Flames (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,000 gp Bulk L --- The rolling flames deal 3 fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Rolling Flames (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 2,000 gp Bulk L --- The rolling flames deal 4 fire damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Rolling Flames (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 4,500 gp Bulk L --- The rolling flames deal 5 fire damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Rolling Flames (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 10,000 gp Bulk L --- The rolling flames deal 6 fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Rolling Flames (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 24,000 gp Bulk L --- The rolling flames deal 7 fire damage. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Rolling Flames (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 70,000 gp Bulk L --- The rolling flames deal 8 fire damage.","element":["Fire"],"skill_mod":{},"summary":"The rolling flames deal 6 fire damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2289","name":"Wand of Rolling Flames (7th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2289-2127"},{"legacy_name":["Wand of Rolling Flames (8th-level spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2289","weakness":{},"price":2400000,"legacy_id":["equipment-4823"],"trait":["Fire","Magical","Wand"],"id":"equipment-2289-2128","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Rolling Flames Source Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand’s type. If a creature in the flames doesn’t move on its turn, it takes the damage for each of the squares it’s in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it), provided it’s on the ground. Craft Requirements Supply a casting of floating flame of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Rolling Flames (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 250 gp Bulk L --- The rolling flames deal 1 fire damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Rolling Flames (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 500 gp Bulk L --- The rolling flames deal 2 fire damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Rolling Flames (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,000 gp Bulk L --- The rolling flames deal 3 fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Rolling Flames (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 2,000 gp Bulk L --- The rolling flames deal 4 fire damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Rolling Flames (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 4,500 gp Bulk L --- The rolling flames deal 5 fire damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Rolling Flames (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 10,000 gp Bulk L --- The rolling flames deal 6 fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Rolling Flames (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 24,000 gp Bulk L --- The rolling flames deal 7 fire damage. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Rolling Flames (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 70,000 gp Bulk L --- The rolling flames deal 8 fire damage.","element":["Fire"],"skill_mod":{},"summary":"The rolling flames deal 7 fire damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2289","name":"Wand of Rolling Flames (8th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2289-2128"},{"legacy_name":["Wand of Rolling Flames (9th-level spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2289","weakness":{},"price":7000000,"legacy_id":["equipment-4823"],"trait":["Fire","Magical","Wand"],"id":"equipment-2289-2129","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Rolling Flames Source Treasure Vault (Remastered) pg. 142 Usage held in 1 hand Bulk L --- The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand’s type. If a creature in the flames doesn’t move on its turn, it takes the damage for each of the squares it’s in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it), provided it’s on the ground. Craft Requirements Supply a casting of floating flame of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Rolling Flames (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 250 gp Bulk L --- The rolling flames deal 1 fire damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Rolling Flames (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 500 gp Bulk L --- The rolling flames deal 2 fire damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Rolling Flames (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,000 gp Bulk L --- The rolling flames deal 3 fire damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Rolling Flames (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 2,000 gp Bulk L --- The rolling flames deal 4 fire damage. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Rolling Flames (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 4,500 gp Bulk L --- The rolling flames deal 5 fire damage. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Rolling Flames (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 10,000 gp Bulk L --- The rolling flames deal 6 fire damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Rolling Flames (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 24,000 gp Bulk L --- The rolling flames deal 7 fire damage. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Rolling Flames (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 70,000 gp Bulk L --- The rolling flames deal 8 fire damage.","element":["Fire"],"skill_mod":{},"summary":"The rolling flames deal 8 fire damage.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2289","name":"Wand of Rolling Flames (9th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2289-2129"},{"legacy_name":["Wand of Shattering Images"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"price":25000,"legacy_id":["equipment-4824"],"trait":["Magical","Visual","Wand"],"id":"equipment-2290","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Wand of Shocking Haze Source Treasure Vault (Remastered) pg. 142 Price 250 gp Usage held in 1 hand Bulk L --- Thin, shiny wires crisscross the surface of this smooth, black wand. The pommel is capped with a polished metal sphere, which sometimes emits small electric sparks. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast blur , and the wand creates faint orbs of electricity concealed in the haze around you. Each time a creature that’s adjacent to you fails a flat check against the concealment from blur , they explode one of the orbs, causing them to take 5 electricity damage. Craft Requirements Supply a casting of blur .\n","skill_mod":{},"summary":"Thin, shiny wires crisscross the surface of this smooth, black wand. The pommel is capped with a polished metal sphere, which sometimes emits small …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Sense","Equipment"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2290","name":"Wand of Shocking Haze","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2290"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"price":8000,"legacy_id":["equipment-4825"],"trait":["Magical","Wand"],"id":"equipment-2291","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Wand of Shrouded Step Source Treasure Vault (Remastered) pg. 142 Price 80 gp Usage held in 1 hand Bulk L --- When you move this delicately carved poplar wand, it looks indistinct, leaving a trail of afterimages in its wake. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fleet step . For the duration of the spell, you're also concealed while you Stride. Craft Requirements Supply a casting of fleet step .\n","skill_mod":{},"summary":"When you move this delicately carved poplar wand, it looks indistinct, leaving a trail of afterimages in its wake. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2291","name":"Wand of Shrouded Step","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2291"},{"item_child_id":["equipment-2292-2130","equipment-2292-2131","equipment-2292-2132","equipment-2292-2133","equipment-2292-2134","equipment-2292-2135","equipment-2292-2136","equipment-2292-2137"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Slithering"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-4826"],"trait":["Magical","Uncommon","Wand"],"id":"equipment-2292","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Teeming Ghosts Source Treasure Vault (Remastered) pg. 142, The Slithering pg. 61 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false vitality of the indicated rank. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false vitality , and you can use the following action. Activate Free Action (concentrate) Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false vitality ; Effect You end false vitality and increase the creature's frightened condition value to 2. Craft Requirements Supply a casting of false vitality of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Teeming Ghosts (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Teeming Ghosts (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Teeming Ghosts (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Teeming Ghosts (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Teeming Ghosts (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Teeming Ghosts (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Teeming Ghosts (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Teeming Ghosts (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":6,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2292","source_group":["The Slithering"],"name":"Wand of Teeming Ghosts","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2292"},{"legacy_name":["Wand of Teeming Ghosts (2nd-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Slithering"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2292","weakness":{},"price":25000,"legacy_id":["equipment-4826"],"trait":["Magical","Uncommon","Wand"],"id":"equipment-2292-2130","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Teeming Ghosts Source Treasure Vault (Remastered) pg. 142, The Slithering pg. 61 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false vitality of the indicated rank. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false vitality , and you can use the following action. Activate Free Action (concentrate) Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false vitality ; Effect You end false vitality and increase the creature's frightened condition value to 2. Craft Requirements Supply a casting of false vitality of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Teeming Ghosts (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Teeming Ghosts (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Teeming Ghosts (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Teeming Ghosts (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Teeming Ghosts (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Teeming Ghosts (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Teeming Ghosts (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Teeming Ghosts (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":6,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2292","source_group":["The Slithering"],"name":"Wand of Teeming Ghosts (2nd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2292-2130"},{"legacy_name":["Wand of Teeming Ghosts (3rd-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Slithering"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2292","weakness":{},"price":50000,"legacy_id":["equipment-4826"],"trait":["Magical","Uncommon","Wand"],"id":"equipment-2292-2131","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Teeming Ghosts Source Treasure Vault (Remastered) pg. 142, The Slithering pg. 61 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false vitality of the indicated rank. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false vitality , and you can use the following action. Activate Free Action (concentrate) Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false vitality ; Effect You end false vitality and increase the creature's frightened condition value to 2. Craft Requirements Supply a casting of false vitality of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Teeming Ghosts (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Teeming Ghosts (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Teeming Ghosts (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Teeming Ghosts (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Teeming Ghosts (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Teeming Ghosts (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Teeming Ghosts (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Teeming Ghosts (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":8,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2292","source_group":["The Slithering"],"name":"Wand of Teeming Ghosts (3rd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2292-2131"},{"legacy_name":["Wand of Teeming Ghosts (4th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Slithering"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2292","weakness":{},"price":100000,"legacy_id":["equipment-4826"],"trait":["Magical","Uncommon","Wand"],"id":"equipment-2292-2132","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Teeming Ghosts Source Treasure Vault (Remastered) pg. 142, The Slithering pg. 61 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false vitality of the indicated rank. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false vitality , and you can use the following action. Activate Free Action (concentrate) Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false vitality ; Effect You end false vitality and increase the creature's frightened condition value to 2. Craft Requirements Supply a casting of false vitality of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Teeming Ghosts (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Teeming Ghosts (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Teeming Ghosts (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Teeming Ghosts (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Teeming Ghosts (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Teeming Ghosts (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Teeming Ghosts (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Teeming Ghosts (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":10,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2292","source_group":["The Slithering"],"name":"Wand of Teeming Ghosts (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2292-2132"},{"legacy_name":["Wand of Teeming Ghosts (5th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Slithering"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2292","weakness":{},"price":200000,"legacy_id":["equipment-4826"],"trait":["Magical","Uncommon","Wand"],"id":"equipment-2292-2133","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Teeming Ghosts Source Treasure Vault (Remastered) pg. 142, The Slithering pg. 61 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false vitality of the indicated rank. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false vitality , and you can use the following action. Activate Free Action (concentrate) Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false vitality ; Effect You end false vitality and increase the creature's frightened condition value to 2. Craft Requirements Supply a casting of false vitality of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Teeming Ghosts (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Teeming Ghosts (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Teeming Ghosts (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Teeming Ghosts (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Teeming Ghosts (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Teeming Ghosts (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Teeming Ghosts (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Teeming Ghosts (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":12,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2292","source_group":["The Slithering"],"name":"Wand of Teeming Ghosts (5th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2292-2133"},{"legacy_name":["Wand of Teeming Ghosts (6th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Slithering"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2292","weakness":{},"price":450000,"legacy_id":["equipment-4826"],"trait":["Magical","Uncommon","Wand"],"id":"equipment-2292-2134","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Teeming Ghosts Source Treasure Vault (Remastered) pg. 142, The Slithering pg. 61 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false vitality of the indicated rank. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false vitality , and you can use the following action. Activate Free Action (concentrate) Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false vitality ; Effect You end false vitality and increase the creature's frightened condition value to 2. Craft Requirements Supply a casting of false vitality of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Teeming Ghosts (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Teeming Ghosts (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Teeming Ghosts (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Teeming Ghosts (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Teeming Ghosts (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Teeming Ghosts (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Teeming Ghosts (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Teeming Ghosts (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":14,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2292","source_group":["The Slithering"],"name":"Wand of Teeming Ghosts (6th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2292-2134"},{"legacy_name":["Wand of Teeming Ghosts (7th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Slithering"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2292","weakness":{},"price":1000000,"legacy_id":["equipment-4826"],"trait":["Magical","Uncommon","Wand"],"id":"equipment-2292-2135","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Teeming Ghosts Source Treasure Vault (Remastered) pg. 142, The Slithering pg. 61 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false vitality of the indicated rank. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false vitality , and you can use the following action. Activate Free Action (concentrate) Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false vitality ; Effect You end false vitality and increase the creature's frightened condition value to 2. Craft Requirements Supply a casting of false vitality of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Teeming Ghosts (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Teeming Ghosts (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Teeming Ghosts (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Teeming Ghosts (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Teeming Ghosts (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Teeming Ghosts (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Teeming Ghosts (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Teeming Ghosts (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":16,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2292","source_group":["The Slithering"],"name":"Wand of Teeming Ghosts (7th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2292-2135"},{"legacy_name":["Wand of Teeming Ghosts (8th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Slithering"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2292","weakness":{},"price":2400000,"legacy_id":["equipment-4826"],"trait":["Magical","Uncommon","Wand"],"id":"equipment-2292-2136","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Teeming Ghosts Source Treasure Vault (Remastered) pg. 142, The Slithering pg. 61 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false vitality of the indicated rank. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false vitality , and you can use the following action. Activate Free Action (concentrate) Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false vitality ; Effect You end false vitality and increase the creature's frightened condition value to 2. Craft Requirements Supply a casting of false vitality of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Teeming Ghosts (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Teeming Ghosts (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Teeming Ghosts (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Teeming Ghosts (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Teeming Ghosts (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Teeming Ghosts (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Teeming Ghosts (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Teeming Ghosts (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":18,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2292","source_group":["The Slithering"],"name":"Wand of Teeming Ghosts (8th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2292-2136"},{"legacy_name":["Wand of Teeming Ghosts (9th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)","The Slithering"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2292","weakness":{},"price":7000000,"legacy_id":["equipment-4826"],"trait":["Magical","Uncommon","Wand"],"id":"equipment-2292-2137","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Teeming Ghosts Source Treasure Vault (Remastered) pg. 142, The Slithering pg. 61 Usage held in 1 hand Bulk L --- This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false vitality of the indicated rank. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false vitality , and you can use the following action. Activate Free Action (concentrate) Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false vitality ; Effect You end false vitality and increase the creature's frightened condition value to 2. Craft Requirements Supply a casting of false vitality of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Teeming Ghosts (2nd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 250 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Teeming Ghosts (3rd-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Teeming Ghosts (4th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Teeming Ghosts (5th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 2,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Teeming Ghosts (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Teeming Ghosts (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Teeming Ghosts (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Teeming Ghosts (9th-Rank Spell) Source Treasure Vault (Remastered) pg. 142 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":20,"source_category":["Rulebooks","Adventures"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2292","source_group":["The Slithering"],"name":"Wand of Teeming Ghosts (9th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2292-2137"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"price":450000,"legacy_id":["equipment-4827"],"trait":["Magical","Wand"],"id":"equipment-2293","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Wand of the Ash Puppet Source Treasure Vault (Remastered) pg. 143 Price 4,500 gp Usage held in 1 hand Bulk L --- This wand is composed of ash that has been compressed, shaped, and sealed with a clear lacquer. When you trace the wand's tip along a solid surface, it leaves a black trail of charcoal. Writing with the wand in this way never damages or wears the wand down. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast disintegrate . If the spell reduces a living creature to fine powder, you animate that creature's ashes into a sulfur zombie with the same general appearance as the disintegrated creature. You control this sulfur zombie, which gains the minion and summoned traits. You can issue a verbal command to the sulfur zombie as a single action with the auditory and concentrate traits. The sulfur zombie crumbles into inanimate ash when reduced to 0 Hit Points or after 1 minute, whichever comes first. Craft Requirements Supply a casting of disintegrate .\n","skill_mod":{},"summary":"This wand is composed of ash that has been compressed, shaped, and sealed with a clear lacquer. When you trace the wand's tip along a solid surface, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2293","name":"Wand of the Ash Puppet","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2293"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"price":7500,"legacy_id":["equipment-4828"],"trait":["Extradimensional","Magical","Wand"],"id":"equipment-2294","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Wand of the Pampered Pet Source Treasure Vault (Remastered) pg. 143 Price 75 gp Usage held in 1 hand Bulk L --- This extravagant wand is made of gold and capped with a large, sparkling gemstone. Its handle is wrapped in plush, padded fabric. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast pet cache but the accommodations inside the extradimensional space are luxurious and spacious. The food is delicious gourmet cuisine tailored to the pet's palate, the habitat is the perfect temperature and environment for the pet, complete with comfortable bed or lounging area. A pair of phantom hands pamper the pet, patting, grooming, or playing with it at the creature's whim. Craft Requirements Supply a casting of pet cache .\n","skill_mod":{},"summary":"This extravagant wand is made of gold and capped with a large, sparkling gemstone. Its handle is wrapped in plush, padded fabric. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2294","name":"Wand of the Pampered Pet","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2294"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"price":100000,"legacy_id":["equipment-4829"],"trait":["Magical","Mental","Sleep","Wand"],"id":"equipment-2295","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Wand of Tormented Slumber Source Treasure Vault (Remastered) pg. 143 Price 1,000 gp Usage held in 1 hand Bulk L --- The carved talon of an unidentifiable beast comprises this wand. Blood-stained cloth wraps the thicker part of the talon, which acts as a handle. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast 4th-rank sleep , but the slumbering creatures have terrifying nightmares. A creature knocked unconscious by this spell takes 1d6 persistent mental damage. This damage wakes the creature from unconsciousness only if it deals 4 or more damage on a single roll. If the creature awakens from its unconsciousness due to damage (whether it was the persistent mental damage or not), it's frightened 1. If it awakens from damage on its own turn, the creature doesn't reduce its frightened condition automatically on that turn. Craft Requirements Supply a casting of 4th-rank sleep .\n","skill_mod":{},"summary":"The carved talon of an unidentifiable beast comprises this wand. Blood-stained cloth wraps the thicker part of the talon, which acts as a handle. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2295","name":"Wand of Tormented Slumber","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2295"},{"item_child_id":["equipment-2296-2138","equipment-2296-2139","equipment-2296-2140"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-4830"],"trait":["Force","Magical","Poison","Wand"],"id":"equipment-2296","text":"<title level=\"1\" right=\"Item 15+\" pfs=\"Standard\" > Wand of Toxic Blades Source Treasure Vault (Remastered) pg. 143 Usage held in 1 hand Bulk L --- This slender metal wand is tinted green and small images of bladed weapons are etched on its surface. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast blessed boundary of the indicated rank. Damage from the wall also exposes the damaged creature to a poison determined by the wand’s type. The poison uses its normal DC. A creature can be exposed to the poison no more than once per turn. Craft Requirements Supply a casting of blessed boundary of the appropriate rank. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Toxic Blades (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 143 Price 6,000 gp Bulk L --- The poison is cave worm venom. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Toxic Blades (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 143 Price 14,000 gp Bulk L --- The poison is deathcap powder with no onset. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Toxic Blades (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 143 Price 37,500 gp Bulk L --- The poison is cerulean scourge.","skill_mod":{},"summary":"This slender metal wand is tinted green and small images of bladed weapons are etched on its surface. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Mechanics","Poison","Affliction","Equipment"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2296","name":"Wand of Toxic Blades","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2296"},{"legacy_name":["Wand of Toxic Blades (6th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2296","weakness":{},"price":600000,"legacy_id":["equipment-4830"],"trait":["Force","Magical","Poison","Wand"],"id":"equipment-2296-2138","text":"<title level=\"1\" right=\"Item 15+\" pfs=\"Standard\" > Wand of Toxic Blades Source Treasure Vault (Remastered) pg. 143 Usage held in 1 hand Bulk L --- This slender metal wand is tinted green and small images of bladed weapons are etched on its surface. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast blessed boundary of the indicated rank. Damage from the wall also exposes the damaged creature to a poison determined by the wand’s type. The poison uses its normal DC. A creature can be exposed to the poison no more than once per turn. Craft Requirements Supply a casting of blessed boundary of the appropriate rank. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Toxic Blades (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 143 Price 6,000 gp Bulk L --- The poison is cave worm venom. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Toxic Blades (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 143 Price 14,000 gp Bulk L --- The poison is deathcap powder with no onset. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Toxic Blades (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 143 Price 37,500 gp Bulk L --- The poison is cerulean scourge.","skill_mod":{},"summary":"The poison is cave worm venom .","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Mechanics","Poison","Affliction","Equipment"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2296","name":"Wand of Toxic Blades (6th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2296-2138"},{"legacy_name":["Wand of Toxic Blades (7th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2296","weakness":{},"price":1400000,"legacy_id":["equipment-4830"],"trait":["Force","Magical","Poison","Wand"],"id":"equipment-2296-2139","text":"<title level=\"1\" right=\"Item 15+\" pfs=\"Standard\" > Wand of Toxic Blades Source Treasure Vault (Remastered) pg. 143 Usage held in 1 hand Bulk L --- This slender metal wand is tinted green and small images of bladed weapons are etched on its surface. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast blessed boundary of the indicated rank. Damage from the wall also exposes the damaged creature to a poison determined by the wand’s type. The poison uses its normal DC. A creature can be exposed to the poison no more than once per turn. Craft Requirements Supply a casting of blessed boundary of the appropriate rank. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Toxic Blades (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 143 Price 6,000 gp Bulk L --- The poison is cave worm venom. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Toxic Blades (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 143 Price 14,000 gp Bulk L --- The poison is deathcap powder with no onset. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Toxic Blades (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 143 Price 37,500 gp Bulk L --- The poison is cerulean scourge.","skill_mod":{},"summary":"The poison is deathcap powder with no onset.","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Mechanics","Poison","Affliction","Equipment"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2296","name":"Wand of Toxic Blades (7th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2296-2139"},{"legacy_name":["Wand of Toxic Blades (8th-Level Spell)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-2296","weakness":{},"price":3750000,"legacy_id":["equipment-4830"],"trait":["Force","Magical","Poison","Wand"],"id":"equipment-2296-2140","text":"<title level=\"1\" right=\"Item 15+\" pfs=\"Standard\" > Wand of Toxic Blades Source Treasure Vault (Remastered) pg. 143 Usage held in 1 hand Bulk L --- This slender metal wand is tinted green and small images of bladed weapons are etched on its surface. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast blessed boundary of the indicated rank. Damage from the wall also exposes the damaged creature to a poison determined by the wand’s type. The poison uses its normal DC. A creature can be exposed to the poison no more than once per turn. Craft Requirements Supply a casting of blessed boundary of the appropriate rank. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Toxic Blades (6th-Rank Spell) Source Treasure Vault (Remastered) pg. 143 Price 6,000 gp Bulk L --- The poison is cave worm venom. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Toxic Blades (7th-Rank Spell) Source Treasure Vault (Remastered) pg. 143 Price 14,000 gp Bulk L --- The poison is deathcap powder with no onset. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Toxic Blades (8th-Rank Spell) Source Treasure Vault (Remastered) pg. 143 Price 37,500 gp Bulk L --- The poison is cerulean scourge.","skill_mod":{},"summary":"The poison is cerulean scourge .","primary_source":"Treasure Vault (Remastered)","trait_group":["Energy","Mechanics","Poison","Affliction","Equipment"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2296","name":"Wand of Toxic Blades (8th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2296-2140"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"price":200000,"legacy_id":["equipment-4831"],"trait":["Magical","Mental","Uncommon","Wand"],"id":"equipment-2297","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Wand of Traitorous Thoughts Source Treasure Vault (Remastered) pg. 143 Price 2,000 gp Usage held in 1 hand Bulk L --- When you hold this sleek, shiny gray wand, you hear a faint chorus of overlapping whispers. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast mind probe . The first time the target rolls a success at a Deception check to mislead your probe, it gets a result one step worse than it rolled. This means you learn the answer if the target's Deception check would have succeeded, and you learn nothing rather than believing a falsehood if the check would have been a critical success. Craft Requirements Supply a casting of mind probe .\n","skill_mod":{},"summary":"When you hold this sleek, shiny gray wand, you hear a faint chorus of overlapping whispers. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity","Equipment"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2297","name":"Wand of Traitorous Thoughts","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2297"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"price":2400000,"legacy_id":["equipment-4832"],"trait":["Magical","Mental","Wand"],"id":"equipment-2298","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Wand of Wearying Dance Source Treasure Vault (Remastered) pg. 143 Price 24,000 gp Usage held in 1 hand Bulk L --- This colorfully painted wand has a few jingling bells tied to the pommel. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast uncontrollable dance . When the spell's duration ends, if the target was forced to dance for 1 minute, it becomes fatigued. Craft Requirements Supply a casting of uncontrollable dance .\n","skill_mod":{},"summary":"This colorfully painted wand has a few jingling bells tied to the pommel. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=2298","name":"Wand of Wearying Dance","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2298"},{"legacy_name":["Menacing"],"primary_source_category":"Rulebooks","usage":"applied to shield","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":42500,"legacy_id":["equipment-4833"],"trait":["Magical"],"id":"equipment-2299","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Catching Source Treasure Vault pg. 144 Price 425 gp Usage applied to shield --- Nethys Note: This rune was not reprinted in the remastered Treasure Vault book. A catching rune creates a small, magical vacuum that attempts to pull weapons away from opponents. If you can attempt to Disarm as part of a Shield Block, such as with the Disarming Block feat or this rune's activated ability, a catching shield grants you a +1 circumstance bonus to such Disarm attempts. Activate Free Action (concentrate) Frequency once per hour; Trigger You Shield Block a melee Strike made with a held weapon; Effect You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free.\n","skill_mod":{},"summary":" Nethys Note: This rune was not reprinted in the remastered Treasure Vault book. A catching rune creates a small, magical vacuum that attempts …","primary_source":"Treasure Vault","trait_group":["Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=2299","name":"Catching","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2299"},{"item_child_id":["equipment-2300-2141","equipment-2300-2142"],"primary_source_category":"Rulebooks","usage":"applied any visible article of clothing","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"legacy_id":["equipment-4833"],"trait":["Magical"],"id":"equipment-2300","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Menacing Source Treasure Vault (Remastered) pg. 144 Usage applied any visible article of clothing --- Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to Intimidation checks to Coerce others. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Menacing Source Treasure Vault (Remastered) pg. 144 Price 50 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Menacing (Greater) Source Treasure Vault (Remastered) pg. 144 Price 900 gp --- This rune grants a +2 item bonus and has an activation. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect The rune casts a 3rd-rank fear spell (DC 25).","skill_mod":{},"summary":"Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=2300","name":"Menacing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2300"},{"primary_source_category":"Rulebooks","usage":"applied any visible article of clothing","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2300","weakness":{},"price":5000,"skill":["Intimidation"],"legacy_id":["equipment-4833"],"trait":["Magical"],"id":"equipment-2300-2141","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Menacing Source Treasure Vault (Remastered) pg. 144 Usage applied any visible article of clothing --- Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to Intimidation checks to Coerce others. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Menacing Source Treasure Vault (Remastered) pg. 144 Price 50 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Menacing (Greater) Source Treasure Vault (Remastered) pg. 144 Price 900 gp --- This rune grants a +2 item bonus and has an activation. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect The rune casts a 3rd-rank fear spell (DC 25).","skill_mod":{},"summary":"Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=2300","name":"Menacing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2300-2141"},{"primary_source_category":"Rulebooks","usage":"applied any visible article of clothing","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2300","weakness":{},"price":90000,"skill":["Intimidation"],"legacy_id":["equipment-4833"],"trait":["Magical"],"id":"equipment-2300-2142","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Menacing Source Treasure Vault (Remastered) pg. 144 Usage applied any visible article of clothing --- Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to Intimidation checks to Coerce others. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Menacing Source Treasure Vault (Remastered) pg. 144 Price 50 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Menacing (Greater) Source Treasure Vault (Remastered) pg. 144 Price 900 gp --- This rune grants a +2 item bonus and has an activation. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect The rune casts a 3rd-rank fear spell (DC 25).","skill_mod":{},"summary":"This rune grants a +2 item bonus and has an activation.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=2300","name":"Menacing (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2300-2142"},{"primary_source_category":"Rulebooks","usage":"applied to footwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":65000,"legacy_id":["equipment-4834"],"trait":["Magical"],"id":"equipment-2301","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Pontoon Source Treasure Vault (Remastered) pg. 144 Price 650 gp Usage applied to footwear --- Footwear with pontoon runes allows you to traverse waterways with ease. While wearing footwear with the rune, you can walk on the surface of water and other liquids without falling through. This offers no protection against damage the liquid deals. You can go under the liquid's surface, but you must Swim if you do.\n","skill_mod":{},"summary":"Footwear with pontoon runes allows you to traverse waterways with ease. While wearing footwear with the rune, you can walk on the surface of water …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=2301","name":"Pontoon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2301"},{"item_child_id":["equipment-2302-2143","equipment-2302-2144"],"primary_source_category":"Rulebooks","usage":"applied to a basket, bag, or other container","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-4835"],"trait":["Magical"],"id":"equipment-2302","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Preserving Source Treasure Vault (Remastered) pg. 144 Usage applied to a basket, bag, or other container --- Preserving runes are common among merchants and other travelers who are on the road for weeks or months at a time. Any non-magical food and drink inside a container with a preserving rune remains fresher for longer, taking ten times as long to spoil. This feature doesn't prolong the duration of alchemical items. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Preserving Source Treasure Vault (Remastered) pg. 144 Price 45 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Preserving (Greater) Source Treasure Vault (Remastered) pg. 144 Price 450 gp --- Non-magical food and drink inside the container never spoil, and the rune has an activation. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect The container casts cleanse cuisine on all the food and drink within.","skill_mod":{},"summary":" Preserving runes are common among merchants and other travelers who are on the road for weeks or months at a time. Any non-magical food and drink …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=2302","name":"Preserving","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2302"},{"primary_source_category":"Rulebooks","usage":"applied to a basket, bag, or other container","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2302","weakness":{},"price":4500,"legacy_id":["equipment-4835"],"trait":["Magical"],"id":"equipment-2302-2143","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Preserving Source Treasure Vault (Remastered) pg. 144 Usage applied to a basket, bag, or other container --- Preserving runes are common among merchants and other travelers who are on the road for weeks or months at a time. Any non-magical food and drink inside a container with a preserving rune remains fresher for longer, taking ten times as long to spoil. This feature doesn't prolong the duration of alchemical items. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Preserving Source Treasure Vault (Remastered) pg. 144 Price 45 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Preserving (Greater) Source Treasure Vault (Remastered) pg. 144 Price 450 gp --- Non-magical food and drink inside the container never spoil, and the rune has an activation. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect The container casts cleanse cuisine on all the food and drink within.","skill_mod":{},"summary":"Preserving runes are common among merchants and other travelers who are on the road for weeks or months at a time. Any non-magical food and drink …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=2302","name":"Preserving","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2302-2143"},{"primary_source_category":"Rulebooks","usage":"applied to a basket, bag, or other container","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2302","weakness":{},"price":45000,"legacy_id":["equipment-4835"],"trait":["Magical"],"id":"equipment-2302-2144","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Preserving Source Treasure Vault (Remastered) pg. 144 Usage applied to a basket, bag, or other container --- Preserving runes are common among merchants and other travelers who are on the road for weeks or months at a time. Any non-magical food and drink inside a container with a preserving rune remains fresher for longer, taking ten times as long to spoil. This feature doesn't prolong the duration of alchemical items. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Preserving Source Treasure Vault (Remastered) pg. 144 Price 45 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Preserving (Greater) Source Treasure Vault (Remastered) pg. 144 Price 450 gp --- Non-magical food and drink inside the container never spoil, and the rune has an activation. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect The container casts cleanse cuisine on all the food and drink within.","skill_mod":{},"summary":"Non-magical food and drink inside the container never spoil, and the rune has an activation.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=2302","name":"Preserving (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2302-2144"},{"item_child_id":["equipment-2303-2145","equipment-2303-2146","equipment-2303-2147","equipment-2303-2148"],"primary_source_category":"Rulebooks","usage":"applied to shield","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"trait":["Magical"],"id":"equipment-2303","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Retaliation Source Treasure Vault pg. 144 Usage applied to shield --- Nethys Note: This rune was not reprinted in the remastered Treasure Vault book. Shields with a retaliation rune use the impact of weapons to generate blasts of explosive force that counterattack foes. Activate Free Action (concentrate) Frequency once per hour; Trigger You Shield Block a melee Strike; Effect You unleash force damage against the creature that made the triggering attack. This attack deals 4d4 force damage (DC 20 basic Reflex save). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Retaliation (Lesser) Source Treasure Vault pg. 144 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Retaliation (Moderate) Source Treasure Vault pg. 144 Price 1,000 gp --- The damage is 8d4 force damage and the save DC is 27. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Retaliation (Greater) Source Treasure Vault pg. 144 Price 4,500 gp --- The damage is 12d4 force damage and the save DC is 31. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Retaliation (Major) Source Treasure Vault pg. 144 Price 40,000 gp --- The damage is 16d4 force damage and the save DC is 41.","skill_mod":{},"summary":" Nethys Note: This rune was not reprinted in the remastered Treasure Vault book. Shields with a retaliation rune use the impact of weapons to …","primary_source":"Treasure Vault","trait_group":["Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=2303","name":"Retaliation","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2303"},{"primary_source_category":"Rulebooks","usage":"applied to shield","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2303","weakness":{},"price":25000,"trait":["Magical"],"id":"equipment-2303-2145","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Retaliation Source Treasure Vault pg. 144 Usage applied to shield --- Nethys Note: This rune was not reprinted in the remastered Treasure Vault book. Shields with a retaliation rune use the impact of weapons to generate blasts of explosive force that counterattack foes. Activate Free Action (concentrate) Frequency once per hour; Trigger You Shield Block a melee Strike; Effect You unleash force damage against the creature that made the triggering attack. This attack deals 4d4 force damage (DC 20 basic Reflex save). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Retaliation (Lesser) Source Treasure Vault pg. 144 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Retaliation (Moderate) Source Treasure Vault pg. 144 Price 1,000 gp --- The damage is 8d4 force damage and the save DC is 27. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Retaliation (Greater) Source Treasure Vault pg. 144 Price 4,500 gp --- The damage is 12d4 force damage and the save DC is 31. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Retaliation (Major) Source Treasure Vault pg. 144 Price 40,000 gp --- The damage is 16d4 force damage and the save DC is 41.","skill_mod":{},"summary":"Nethys Note: This rune was not reprinted in the remastered Treasure Vault book. Shields with a retaliation rune use the impact of weapons to …","primary_source":"Treasure Vault","trait_group":["Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=2303","name":"Retaliation (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2303-2145"},{"primary_source_category":"Rulebooks","usage":"applied to shield","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2303","weakness":{},"price":100000,"trait":["Magical"],"id":"equipment-2303-2146","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Retaliation Source Treasure Vault pg. 144 Usage applied to shield --- Nethys Note: This rune was not reprinted in the remastered Treasure Vault book. Shields with a retaliation rune use the impact of weapons to generate blasts of explosive force that counterattack foes. Activate Free Action (concentrate) Frequency once per hour; Trigger You Shield Block a melee Strike; Effect You unleash force damage against the creature that made the triggering attack. This attack deals 4d4 force damage (DC 20 basic Reflex save). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Retaliation (Lesser) Source Treasure Vault pg. 144 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Retaliation (Moderate) Source Treasure Vault pg. 144 Price 1,000 gp --- The damage is 8d4 force damage and the save DC is 27. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Retaliation (Greater) Source Treasure Vault pg. 144 Price 4,500 gp --- The damage is 12d4 force damage and the save DC is 31. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Retaliation (Major) Source Treasure Vault pg. 144 Price 40,000 gp --- The damage is 16d4 force damage and the save DC is 41.","skill_mod":{},"summary":"The damage is 8d4 force damage and the save DC is 27.","primary_source":"Treasure Vault","trait_group":["Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=2303","name":"Retaliation (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2303-2146"},{"primary_source_category":"Rulebooks","usage":"applied to shield","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2303","weakness":{},"price":450000,"trait":["Magical"],"id":"equipment-2303-2147","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Retaliation Source Treasure Vault pg. 144 Usage applied to shield --- Nethys Note: This rune was not reprinted in the remastered Treasure Vault book. Shields with a retaliation rune use the impact of weapons to generate blasts of explosive force that counterattack foes. Activate Free Action (concentrate) Frequency once per hour; Trigger You Shield Block a melee Strike; Effect You unleash force damage against the creature that made the triggering attack. This attack deals 4d4 force damage (DC 20 basic Reflex save). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Retaliation (Lesser) Source Treasure Vault pg. 144 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Retaliation (Moderate) Source Treasure Vault pg. 144 Price 1,000 gp --- The damage is 8d4 force damage and the save DC is 27. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Retaliation (Greater) Source Treasure Vault pg. 144 Price 4,500 gp --- The damage is 12d4 force damage and the save DC is 31. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Retaliation (Major) Source Treasure Vault pg. 144 Price 40,000 gp --- The damage is 16d4 force damage and the save DC is 41.","skill_mod":{},"summary":"The damage is 12d4 force damage and the save DC is 31.","primary_source":"Treasure Vault","trait_group":["Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=2303","name":"Retaliation (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2303-2147"},{"primary_source_category":"Rulebooks","usage":"applied to shield","source":["Treasure Vault"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2303","weakness":{},"price":4000000,"trait":["Magical"],"id":"equipment-2303-2148","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Retaliation Source Treasure Vault pg. 144 Usage applied to shield --- Nethys Note: This rune was not reprinted in the remastered Treasure Vault book. Shields with a retaliation rune use the impact of weapons to generate blasts of explosive force that counterattack foes. Activate Free Action (concentrate) Frequency once per hour; Trigger You Shield Block a melee Strike; Effect You unleash force damage against the creature that made the triggering attack. This attack deals 4d4 force damage (DC 20 basic Reflex save). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Retaliation (Lesser) Source Treasure Vault pg. 144 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Retaliation (Moderate) Source Treasure Vault pg. 144 Price 1,000 gp --- The damage is 8d4 force damage and the save DC is 27. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Retaliation (Greater) Source Treasure Vault pg. 144 Price 4,500 gp --- The damage is 12d4 force damage and the save DC is 31. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Retaliation (Major) Source Treasure Vault pg. 144 Price 40,000 gp --- The damage is 16d4 force damage and the save DC is 41.","skill_mod":{},"summary":"The damage is 16d4 force damage and the save DC is 41.","primary_source":"Treasure Vault","trait_group":["Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=2303","name":"Retaliation (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2303-2148"},{"item_child_id":["equipment-2304-2149","equipment-2304-2150"],"primary_source_category":"Rulebooks","usage":"applied to footwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-4836"],"trait":["Magical"],"id":"equipment-2304","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Trackless Source Treasure Vault (Remastered) pg. 145 Usage applied to footwear --- Trackless runes are common among hunters and trappers, as well as thieves and anyone fleeing pursuit. While wearing trackless footwear, you are continuously affected by the vanishing tracks spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Trackless Source Treasure Vault (Remastered) pg. 145 Price 225 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Trackless (Greater) Source Treasure Vault (Remastered) pg. 145 Price 900 gp --- The rune has an activation. Activate Two Actions (concentrate) Frequency once per day; Effect You extend the effect of your rune out to a 20-foot emanation. The emanation remains for 8 hours, affecting up to 10 creatures of your choice within the area. You can Dismiss this effect.","skill_mod":{},"summary":" Trackless runes are common among hunters and trappers, as well as thieves and anyone fleeing pursuit. While wearing trackless footwear, you are …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=2304","name":"Trackless","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2304"},{"primary_source_category":"Rulebooks","usage":"applied to footwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2304","weakness":{},"price":22500,"legacy_id":["equipment-4836"],"trait":["Magical"],"id":"equipment-2304-2149","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Trackless Source Treasure Vault (Remastered) pg. 145 Usage applied to footwear --- Trackless runes are common among hunters and trappers, as well as thieves and anyone fleeing pursuit. While wearing trackless footwear, you are continuously affected by the vanishing tracks spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Trackless Source Treasure Vault (Remastered) pg. 145 Price 225 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Trackless (Greater) Source Treasure Vault (Remastered) pg. 145 Price 900 gp --- The rune has an activation. Activate Two Actions (concentrate) Frequency once per day; Effect You extend the effect of your rune out to a 20-foot emanation. The emanation remains for 8 hours, affecting up to 10 creatures of your choice within the area. You can Dismiss this effect.","skill_mod":{},"summary":"Trackless runes are common among hunters and trappers, as well as thieves and anyone fleeing pursuit. While wearing trackless footwear, you are …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=2304","name":"Trackless","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2304-2149"},{"primary_source_category":"Rulebooks","usage":"applied to footwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2304","weakness":{},"price":90000,"legacy_id":["equipment-4836"],"trait":["Magical"],"id":"equipment-2304-2150","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Trackless Source Treasure Vault (Remastered) pg. 145 Usage applied to footwear --- Trackless runes are common among hunters and trappers, as well as thieves and anyone fleeing pursuit. While wearing trackless footwear, you are continuously affected by the vanishing tracks spell. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Trackless Source Treasure Vault (Remastered) pg. 145 Price 225 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Trackless (Greater) Source Treasure Vault (Remastered) pg. 145 Price 900 gp --- The rune has an activation. Activate Two Actions (concentrate) Frequency once per day; Effect You extend the effect of your rune out to a 20-foot emanation. The emanation remains for 8 hours, affecting up to 10 creatures of your choice within the area. You can Dismiss this effect.","skill_mod":{},"summary":"The rune has an activation.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=2304","name":"Trackless (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2304-2150"},{"primary_source_category":"Rulebooks","usage":"worn backpack","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":140000,"skill":["Crafting"],"legacy_id":["equipment-4837"],"trait":["Extradimensional","Invested","Magical"],"id":"equipment-2305","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Alchemist's Haversack Source Treasure Vault (Remastered) pg. 145 Price 1,400 gp Usage worn backpack Bulk 1 --- An alchemist’s haversack is a sturdy leather backpack with two compartments. The main section contains an extradimensional space equivalent to a spacious pouch type II, perfect for carrying bulkier alchemist equipment. A secondary partition can hold 2 Bulk of items, 1 of which doesn’t count against your Bulk limit. This second compartment can also be activated (see below). Two shoulder straps and a thick belt for the waist hold the haversack on the wearer securely. These straps have pouches and loops for keeping alchemical items handy. They also contain magically expanded alchemist’s toolkit that grants you a +2 item bonus to Crafting checks to create alchemical items. Water and undesirable material can’t seep into the haversack, which cleans itself once per hour. When you reach in any part of the haversack, the item you sought is the first one you find. Also, the haversack preserves mundane ingredients, food, and drink inside, so they stay fresh indefinitely. This feature doesn’t prolong the duration of magic or alchemical items. Activate Single Action (concentrate) Frequency once per day; Requirements You can create versatile vials; Effect You pull a versatile vial from the satchel’s secondary compartment. It’s as effective as the vials you create at the start of the day, not limited like ones created using Quick Alchemy. Craft Requirements You are an alchemist.\n","skill_mod":{},"summary":"An alchemist’s haversack is a sturdy leather backpack with two compartments. The main section contains an extradimensional space equivalent to a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2305","name":"Alchemist's Haversack","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2305"},{"item_child_id":["equipment-2306-2151","equipment-2306-2152"],"primary_source_category":"Rulebooks","usage":"worn backpack","source":["Treasure Vault (Remastered)","PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-4838"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-2306","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Everyneed Pack Source Treasure Vault (Remastered) pg. 145, PFS Guide pg. 85 PFS Note All characters have access to this item Usage worn backpack Bulk 1 --- Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the inside. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack becomes a mundane backpack after items of your choice with a combined value of 8 gp have been removed from it. Activate 1 minute (manipulate) Frequency once per hour; Effect You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Everyneed Pack Source Treasure Vault (Remastered) pg. 145, PFS Guide pg. 85 Price 20 gp Bulk 1 <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Everyneed Pack (Greater) Source Treasure Vault (Remastered) pg. 145, PFS Guide pg. 85 Price 100 gp Bulk 1 --- A pocket contains mundane gear worth no more than 5 gp each. When you activate the pack, you can draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less, and the pack becomes a mundane backpack after 45 gp worth of items are removed.","skill_mod":{},"summary":"Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks","Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2306","name":"Everyneed Pack","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2306"},{"primary_source_category":"Rulebooks","usage":"worn backpack","source":["Treasure Vault (Remastered)","PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2306","weakness":{},"price":2000,"legacy_id":["equipment-4838"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-2306-2151","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Everyneed Pack Source Treasure Vault (Remastered) pg. 145, PFS Guide pg. 85 PFS Note All characters have access to this item Usage worn backpack Bulk 1 --- Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the inside. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack becomes a mundane backpack after items of your choice with a combined value of 8 gp have been removed from it. Activate 1 minute (manipulate) Frequency once per hour; Effect You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Everyneed Pack Source Treasure Vault (Remastered) pg. 145, PFS Guide pg. 85 Price 20 gp Bulk 1 <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Everyneed Pack (Greater) Source Treasure Vault (Remastered) pg. 145, PFS Guide pg. 85 Price 100 gp Bulk 1 --- A pocket contains mundane gear worth no more than 5 gp each. When you activate the pack, you can draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less, and the pack becomes a mundane backpack after 45 gp worth of items are removed.","skill_mod":{},"summary":"Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks","Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2306","name":"Everyneed Pack","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2306-2151"},{"primary_source_category":"Rulebooks","usage":"worn backpack","source":["Treasure Vault (Remastered)","PFS Guide"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2306","weakness":{},"price":10000,"legacy_id":["equipment-4838"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-2306-2152","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Everyneed Pack Source Treasure Vault (Remastered) pg. 145, PFS Guide pg. 85 PFS Note All characters have access to this item Usage worn backpack Bulk 1 --- Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the inside. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack becomes a mundane backpack after items of your choice with a combined value of 8 gp have been removed from it. Activate 1 minute (manipulate) Frequency once per hour; Effect You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Everyneed Pack Source Treasure Vault (Remastered) pg. 145, PFS Guide pg. 85 Price 20 gp Bulk 1 <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Everyneed Pack (Greater) Source Treasure Vault (Remastered) pg. 145, PFS Guide pg. 85 Price 100 gp Bulk 1 --- A pocket contains mundane gear worth no more than 5 gp each. When you activate the pack, you can draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less, and the pack becomes a mundane backpack after 45 gp worth of items are removed.","skill_mod":{},"summary":"A pocket contains mundane gear worth no more than 5 gp each. When you activate the pack, you can draw any number of pieces of mundane gear from the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks","Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2306","name":"Everyneed Pack (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2306-2152"},{"primary_source_category":"Rulebooks","usage":"worn backpack","source":["Treasure Vault (Remastered)","Pathfinder #158: Sixty Feet Under"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":23000,"skill":["Stealth"],"legacy_id":["equipment-4839"],"trait":["Invested","Magical"],"id":"equipment-2307","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Vaultbreaker's Harness Source Treasure Vault (Remastered) pg. 145, Pathfinder #158: Sixty Feet Under pg. 76 Price 230 gp Usage worn backpack Bulk 1 --- A vaultbreaker's harness has four pockets across the chest. The pockets contain a set of infiltrator's thieves' tools, infiltrator picks, a levered crowbar, and a glass cutter. These items are magically bound to the harness; if they are more than 1 foot away from you, they disappear, then reappear in the harness at the next sunset. Broken or destroyed items similarly reappear, restored, in their proper pockets at sunset. Activate Single Action (manipulate) Effect You cinch the harness to prepare for mischief. You gain a +1 item bonus to Stealth checks and a +10-foot item bonus to your Speed for 1 minute.\n","skill_mod":{},"summary":"A vaultbreaker's harness has four pockets across the chest. The pockets contain a set of infiltrator's thieves' tools , infiltrator picks, a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2307","source_group":["Agents of Edgewatch"],"name":"Vaultbreaker's Harness","bulk":1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2307"},{"primary_source_category":"Rulebooks","usage":"worn belt","source":["Treasure Vault (Remastered)","Pathfinder #147: Tomorrow Must Burn"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":22000,"legacy_id":["equipment-4840"],"trait":["Invested","Magical","Rare"],"id":"equipment-2308","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Bellflower Toolbelt Source Treasure Vault (Remastered) pg. 145, Pathfinder #147: Tomorrow Must Burn pg. 71 Price 220 gp Usage worn belt Bulk 1 --- Different versions of the bellflower toolbelt are customized to appear to suit specific trades, so a belt used for carpentry would look different from a belt for baking. Activate Two Actions (concentrate, manipulate) Effect You place an object of up to 1 Bulk into the belt, transforming that object into a tool befitting the trade for which the belt was created. Each object remains transformed until it has been removed from the belt for 24 hours or someone uses a single Interact action to return it to its normal form. If enough transformed items are in it, the belt can be used as artisan's tools for that trade.\n","skill_mod":{},"summary":"Different versions of the bellflower toolbelt are customized to appear to suit specific trades, so a belt used for carpentry would look different …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2308","source_group":["Age of Ashes"],"name":"Bellflower Toolbelt","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2308"},{"item_child_id":["equipment-2309-2153","equipment-2309-2154","equipment-2309-2155","equipment-2309-2156","equipment-2309-2157","equipment-2309-2158"],"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-4841"],"trait":["Invested","Magical"],"id":"equipment-2309","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Bravery Baldric Source Treasure Vault (Remastered) pg. 145 Usage worn Bulk L --- A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time. Activate Two Actions (concentrate) Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bravery Baldric (Fleet) Source Treasure Vault (Remastered) pg. 145 Price 150 gp Bulk L --- The baldric is grass green when charged, and it casts fleet step on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Flight) Source Treasure Vault (Remastered) pg. 145 Price 1,250 gp Bulk L --- The baldric is light blue when charged, and it grants you the effects of fly . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bravery Baldric (Haste) Source Treasure Vault (Remastered) pg. 145 Price 700 gp Bulk L --- The baldric is silver when charged, and it grants you the effects of haste . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bravery Baldric (Healthful) Source Treasure Vault (Remastered) pg. 145 Price 350 gp Bulk L --- The baldric is golden when charged, and it casts a 2nd-rank sound body on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Healthful, Greater) Source Treasure Vault (Remastered) pg. 145 Price 1,300 gp Bulk L --- As the healthful baldric , but it casts a 4th-rank sound body . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Stone) Source Treasure Vault (Remastered) pg. 145 Price 1,400 gp Bulk L --- The baldric is dark gray when charged, and it casts mountain resilience on you.","skill_mod":{},"summary":"A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2309","name":"Bravery Baldric","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2309"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2309","weakness":{},"price":15000,"legacy_id":["equipment-4841"],"trait":["Invested","Magical"],"id":"equipment-2309-2153","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Bravery Baldric Source Treasure Vault (Remastered) pg. 145 Usage worn Bulk L --- A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time. Activate Two Actions (concentrate) Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bravery Baldric (Fleet) Source Treasure Vault (Remastered) pg. 145 Price 150 gp Bulk L --- The baldric is grass green when charged, and it casts fleet step on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Flight) Source Treasure Vault (Remastered) pg. 145 Price 1,250 gp Bulk L --- The baldric is light blue when charged, and it grants you the effects of fly . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bravery Baldric (Haste) Source Treasure Vault (Remastered) pg. 145 Price 700 gp Bulk L --- The baldric is silver when charged, and it grants you the effects of haste . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bravery Baldric (Healthful) Source Treasure Vault (Remastered) pg. 145 Price 350 gp Bulk L --- The baldric is golden when charged, and it casts a 2nd-rank sound body on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Healthful, Greater) Source Treasure Vault (Remastered) pg. 145 Price 1,300 gp Bulk L --- As the healthful baldric , but it casts a 4th-rank sound body . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Stone) Source Treasure Vault (Remastered) pg. 145 Price 1,400 gp Bulk L --- The baldric is dark gray when charged, and it casts mountain resilience on you.","skill_mod":{},"summary":"The baldric is grass green when charged, and it casts fleet step on you.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2309","name":"Bravery Baldric (Fleet)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2309-2153"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2309","weakness":{},"price":125000,"legacy_id":["equipment-4841"],"trait":["Invested","Magical"],"id":"equipment-2309-2154","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Bravery Baldric Source Treasure Vault (Remastered) pg. 145 Usage worn Bulk L --- A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time. Activate Two Actions (concentrate) Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bravery Baldric (Fleet) Source Treasure Vault (Remastered) pg. 145 Price 150 gp Bulk L --- The baldric is grass green when charged, and it casts fleet step on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Flight) Source Treasure Vault (Remastered) pg. 145 Price 1,250 gp Bulk L --- The baldric is light blue when charged, and it grants you the effects of fly . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bravery Baldric (Haste) Source Treasure Vault (Remastered) pg. 145 Price 700 gp Bulk L --- The baldric is silver when charged, and it grants you the effects of haste . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bravery Baldric (Healthful) Source Treasure Vault (Remastered) pg. 145 Price 350 gp Bulk L --- The baldric is golden when charged, and it casts a 2nd-rank sound body on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Healthful, Greater) Source Treasure Vault (Remastered) pg. 145 Price 1,300 gp Bulk L --- As the healthful baldric , but it casts a 4th-rank sound body . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Stone) Source Treasure Vault (Remastered) pg. 145 Price 1,400 gp Bulk L --- The baldric is dark gray when charged, and it casts mountain resilience on you.","skill_mod":{},"summary":"The baldric is light blue when charged, and it grants you the effects of fly .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2309","name":"Bravery Baldric (Flight)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2309-2154"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2309","weakness":{},"price":70000,"legacy_id":["equipment-4841"],"trait":["Invested","Magical"],"id":"equipment-2309-2155","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Bravery Baldric Source Treasure Vault (Remastered) pg. 145 Usage worn Bulk L --- A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time. Activate Two Actions (concentrate) Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bravery Baldric (Fleet) Source Treasure Vault (Remastered) pg. 145 Price 150 gp Bulk L --- The baldric is grass green when charged, and it casts fleet step on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Flight) Source Treasure Vault (Remastered) pg. 145 Price 1,250 gp Bulk L --- The baldric is light blue when charged, and it grants you the effects of fly . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bravery Baldric (Haste) Source Treasure Vault (Remastered) pg. 145 Price 700 gp Bulk L --- The baldric is silver when charged, and it grants you the effects of haste . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bravery Baldric (Healthful) Source Treasure Vault (Remastered) pg. 145 Price 350 gp Bulk L --- The baldric is golden when charged, and it casts a 2nd-rank sound body on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Healthful, Greater) Source Treasure Vault (Remastered) pg. 145 Price 1,300 gp Bulk L --- As the healthful baldric , but it casts a 4th-rank sound body . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Stone) Source Treasure Vault (Remastered) pg. 145 Price 1,400 gp Bulk L --- The baldric is dark gray when charged, and it casts mountain resilience on you.","skill_mod":{},"summary":"The baldric is silver when charged, and it grants you the effects of haste .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2309","name":"Bravery Baldric (Haste)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2309-2155"},{"legacy_name":["Bravery Baldric (Restoration)"],"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2309","weakness":{},"price":35000,"legacy_id":["equipment-4841"],"trait":["Invested","Magical"],"id":"equipment-2309-2156","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Bravery Baldric Source Treasure Vault (Remastered) pg. 145 Usage worn Bulk L --- A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time. Activate Two Actions (concentrate) Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bravery Baldric (Fleet) Source Treasure Vault (Remastered) pg. 145 Price 150 gp Bulk L --- The baldric is grass green when charged, and it casts fleet step on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Flight) Source Treasure Vault (Remastered) pg. 145 Price 1,250 gp Bulk L --- The baldric is light blue when charged, and it grants you the effects of fly . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bravery Baldric (Haste) Source Treasure Vault (Remastered) pg. 145 Price 700 gp Bulk L --- The baldric is silver when charged, and it grants you the effects of haste . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bravery Baldric (Healthful) Source Treasure Vault (Remastered) pg. 145 Price 350 gp Bulk L --- The baldric is golden when charged, and it casts a 2nd-rank sound body on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Healthful, Greater) Source Treasure Vault (Remastered) pg. 145 Price 1,300 gp Bulk L --- As the healthful baldric , but it casts a 4th-rank sound body . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Stone) Source Treasure Vault (Remastered) pg. 145 Price 1,400 gp Bulk L --- The baldric is dark gray when charged, and it casts mountain resilience on you.","skill_mod":{},"summary":"The baldric is golden when charged, and it casts a 2nd-rank sound body on you.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2309","name":"Bravery Baldric (Healthful)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2309-2156"},{"legacy_name":["Bravery Baldric (Restoration Greater)"],"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2309","weakness":{},"price":130000,"legacy_id":["equipment-4841"],"trait":["Invested","Magical"],"id":"equipment-2309-2157","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Bravery Baldric Source Treasure Vault (Remastered) pg. 145 Usage worn Bulk L --- A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time. Activate Two Actions (concentrate) Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bravery Baldric (Fleet) Source Treasure Vault (Remastered) pg. 145 Price 150 gp Bulk L --- The baldric is grass green when charged, and it casts fleet step on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Flight) Source Treasure Vault (Remastered) pg. 145 Price 1,250 gp Bulk L --- The baldric is light blue when charged, and it grants you the effects of fly . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bravery Baldric (Haste) Source Treasure Vault (Remastered) pg. 145 Price 700 gp Bulk L --- The baldric is silver when charged, and it grants you the effects of haste . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bravery Baldric (Healthful) Source Treasure Vault (Remastered) pg. 145 Price 350 gp Bulk L --- The baldric is golden when charged, and it casts a 2nd-rank sound body on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Healthful, Greater) Source Treasure Vault (Remastered) pg. 145 Price 1,300 gp Bulk L --- As the healthful baldric , but it casts a 4th-rank sound body . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Stone) Source Treasure Vault (Remastered) pg. 145 Price 1,400 gp Bulk L --- The baldric is dark gray when charged, and it casts mountain resilience on you.","skill_mod":{},"summary":"As the healthful baldric , but it casts a 4th-rank sound body .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2309","name":"Bravery Baldric (Healthful, Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2309-2157"},{"legacy_name":["Bravery Baldric (Stoneskin)"],"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2309","weakness":{},"price":140000,"legacy_id":["equipment-4841"],"trait":["Invested","Magical"],"id":"equipment-2309-2158","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Bravery Baldric Source Treasure Vault (Remastered) pg. 145 Usage worn Bulk L --- A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time. Activate Two Actions (concentrate) Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bravery Baldric (Fleet) Source Treasure Vault (Remastered) pg. 145 Price 150 gp Bulk L --- The baldric is grass green when charged, and it casts fleet step on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Flight) Source Treasure Vault (Remastered) pg. 145 Price 1,250 gp Bulk L --- The baldric is light blue when charged, and it grants you the effects of fly . <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bravery Baldric (Haste) Source Treasure Vault (Remastered) pg. 145 Price 700 gp Bulk L --- The baldric is silver when charged, and it grants you the effects of haste . <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bravery Baldric (Healthful) Source Treasure Vault (Remastered) pg. 145 Price 350 gp Bulk L --- The baldric is golden when charged, and it casts a 2nd-rank sound body on you. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Healthful, Greater) Source Treasure Vault (Remastered) pg. 145 Price 1,300 gp Bulk L --- As the healthful baldric , but it casts a 4th-rank sound body . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bravery Baldric (Stone) Source Treasure Vault (Remastered) pg. 145 Price 1,400 gp Bulk L --- The baldric is dark gray when charged, and it casts mountain resilience on you.","skill_mod":{},"summary":"The baldric is dark gray when charged, and it casts mountain resilience on you.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2309","name":"Bravery Baldric (Stone)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2309-2158"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Treasure Vault (Remastered)","Pathfinder #161: Belly of the Black Whale"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":2000000,"legacy_id":["equipment-4842"],"trait":["Clockwork","Invested","Magical","Uncommon"],"id":"equipment-2310","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Clockwork Cloak Source Treasure Vault (Remastered) pg. 146, Pathfinder #161: Belly of the Black Whale pg. 79 Price 20,000 gp Usage worn cloak Bulk L --- Paper-thin interlocking cogs and gears make up the bronze clockwork cloak . Activate Reaction (manipulate) Frequency once per day; Trigger You're struck by a melee attack with a held weapon; Effect The folds of the cloak attempt to divert the attack and catch the weapon in the cloak's gears. Make an Athletics check to Disarm the attacking creature. Activate Two Actions (manipulate) Effect You wrap the cloak around yourself and the winding gears decelerate your body, causing you to enter standby mode. While in standby mode you don't need to eat, drink, or sleep. You remain aware of your surroundings but take a –4 penalty to Perception checks. You can stay in standby mode indefinitely, although your body ages normally. You can leave standby mode as a free action. If you do so to initiate combat, you gain a +2 item bonus to your initiative roll.\n","skill_mod":{},"summary":"Paper-thin interlocking cogs and gears make up the bronze clockwork cloak . ","primary_source":"Treasure Vault (Remastered)","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":18,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2310","source_group":["Agents of Edgewatch"],"name":"Clockwork Cloak","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2310"},{"primary_source_category":"Rulebooks","usage":"worn belt","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":32500,"legacy_id":["equipment-4843"],"trait":["Invested","Magical"],"id":"equipment-2311","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Fearless Sash Source Treasure Vault (Remastered) pg. 146 Price 325 gp Usage worn belt --- A feeling of security radiates out from this sash made of fine yellow fabric. You gain a +1 status bonus to saves against fear. Activate Single Action (concentrate) Frequency once per day; Effect You and each ally in a 5-foot emanation reduce your frightened values by 1.\n","skill_mod":{},"summary":"A feeling of security radiates out from this sash made of fine yellow fabric. You gain a +1 status bonus to saves against fear . ","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2311","name":"Fearless Sash","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2311"},{"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Treasure Vault (Remastered)","Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":21000,"legacy_id":["equipment-4844"],"trait":["Invested","Magical"],"id":"equipment-2312","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Sure-Step Crampons Source Treasure Vault (Remastered) pg. 146, Pathfinder #176: Lost Mammoth Valley pg. 81 Price 210 gp Usage worn shoes Bulk 1 --- Sure-step crampons are sturdy leather boots with warm fur lining and magically augmented steel crampons that offer the wearer better purchase on ice. They allow you to walk across ice without difficulty, ignoring the uneven ground and difficult terrain caused by ice, and reducing greater difficult terrain caused by ice to difficult terrain. Activate Single Action (manipulate) Requirements You're standing on an earthen, icy, or wooden surface; Effect You dig the crampons into the spot where you're standing, offering additional support until the next time you move. You gain a +2 circumstance bonus to your Fortitude and Reflex DCs against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone. The bonus lasts until you move from your current spot.\n","skill_mod":{},"summary":"Sure-step crampons are sturdy leather boots with warm fur lining and magically augmented steel crampons that offer the wearer better purchase on ice. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2312","source_group":["Quest for the Frozen Flame"],"name":"Sure-Step Crampons","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2312"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":6000,"legacy_id":["equipment-4845"],"trait":["Invested","Magical"],"id":"equipment-2313","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Thrower's Bandolier Source Treasure Vault (Remastered) pg. 146 Price 60 gp Usage worn Bulk L --- This bandolier is covered in straps and pouches capable of holding up to 2 Bulk of one-handed thrown weapons. A thrower's bandolier has a +1 weapon potency rune etched into it, and it can be etched with runes as though it were a one-handed thrown weapon. When you invest the thrower's bandolier , you can attune it to all the weapons sheathed in it (this ends any previous attunements made with the bandolier). Whenever you draw a weapon from the bandolier, the bandolier's runes are replicated onto that weapon. Any runes already on the weapon are suppressed, and any runes previously replicated to a different weapon in this way are removed, returning it to normal. Activate Two Actions (concentrate, manipulate) Effect All weapons attuned to the bandolier, not including any weapons you're currently wielding, return to the bandolier.\n","skill_mod":{},"summary":"This bandolier is covered in straps and pouches capable of holding up to 2 Bulk of one-handed thrown weapons. A thrower's bandolier has a +1 …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2313","name":"Thrower's Bandolier","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2313"},{"item_child_id":["equipment-2314-2159","equipment-2314-2160","equipment-2314-2161"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-4846"],"trait":["Invested","Magical"],"id":"equipment-2314","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Clarity Goggles Source Treasure Vault (Remastered) pg. 146 PFS Note The counteract check from a pair of clarity goggles has a counteract rank of half the item’s level rounded up. Usage worn eyepiece --- Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture of them. While wearing the goggles, you gain a +1 item bonus to visual Perception checks. Activate Two Actions (concentrate) Frequency once per day; Effect You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your Perception bonus against any illusion effect created by a 3rd-rank or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Clarity Goggles (Lesser) Source Treasure Vault (Remastered) pg. 146 Price 425 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Clarity Goggles (Moderate) Source Treasure Vault (Remastered) pg. 146 Price 2,450 gp --- The goggles grant a +2 item bonus. They work against effects created by 6th-rank or lower spells or a creature of 13th level or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Clarity Goggles (Greater) Source Treasure Vault (Remastered) pg. 146 Price 32,500 gp --- The goggles grant a +3 item bonus. They work against effects created by 9th-rank or lower spells or a creature of 19th level or lower.","skill_mod":{},"summary":" Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2314","name":"Clarity Goggles","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2314"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2314","weakness":{},"price":42500,"legacy_id":["equipment-4846"],"trait":["Invested","Magical"],"id":"equipment-2314-2159","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Clarity Goggles Source Treasure Vault (Remastered) pg. 146 PFS Note The counteract check from a pair of clarity goggles has a counteract rank of half the item’s level rounded up. Usage worn eyepiece --- Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture of them. While wearing the goggles, you gain a +1 item bonus to visual Perception checks. Activate Two Actions (concentrate) Frequency once per day; Effect You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your Perception bonus against any illusion effect created by a 3rd-rank or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Clarity Goggles (Lesser) Source Treasure Vault (Remastered) pg. 146 Price 425 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Clarity Goggles (Moderate) Source Treasure Vault (Remastered) pg. 146 Price 2,450 gp --- The goggles grant a +2 item bonus. They work against effects created by 6th-rank or lower spells or a creature of 13th level or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Clarity Goggles (Greater) Source Treasure Vault (Remastered) pg. 146 Price 32,500 gp --- The goggles grant a +3 item bonus. They work against effects created by 9th-rank or lower spells or a creature of 19th level or lower.","skill_mod":{},"summary":"Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2314","name":"Clarity Goggles (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2314-2159"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2314","weakness":{},"price":245000,"legacy_id":["equipment-4846"],"trait":["Invested","Magical"],"id":"equipment-2314-2160","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Clarity Goggles Source Treasure Vault (Remastered) pg. 146 PFS Note The counteract check from a pair of clarity goggles has a counteract rank of half the item’s level rounded up. Usage worn eyepiece --- Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture of them. While wearing the goggles, you gain a +1 item bonus to visual Perception checks. Activate Two Actions (concentrate) Frequency once per day; Effect You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your Perception bonus against any illusion effect created by a 3rd-rank or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Clarity Goggles (Lesser) Source Treasure Vault (Remastered) pg. 146 Price 425 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Clarity Goggles (Moderate) Source Treasure Vault (Remastered) pg. 146 Price 2,450 gp --- The goggles grant a +2 item bonus. They work against effects created by 6th-rank or lower spells or a creature of 13th level or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Clarity Goggles (Greater) Source Treasure Vault (Remastered) pg. 146 Price 32,500 gp --- The goggles grant a +3 item bonus. They work against effects created by 9th-rank or lower spells or a creature of 19th level or lower.","skill_mod":{},"summary":"The goggles grant a +2 item bonus. They work against effects created by 6th-rank or lower spells or a creature of 13th level or lower.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2314","name":"Clarity Goggles (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2314-2160"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2314","weakness":{},"price":3250000,"legacy_id":["equipment-4846"],"trait":["Invested","Magical"],"id":"equipment-2314-2161","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Clarity Goggles Source Treasure Vault (Remastered) pg. 146 PFS Note The counteract check from a pair of clarity goggles has a counteract rank of half the item’s level rounded up. Usage worn eyepiece --- Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture of them. While wearing the goggles, you gain a +1 item bonus to visual Perception checks. Activate Two Actions (concentrate) Frequency once per day; Effect You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your Perception bonus against any illusion effect created by a 3rd-rank or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Clarity Goggles (Lesser) Source Treasure Vault (Remastered) pg. 146 Price 425 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Clarity Goggles (Moderate) Source Treasure Vault (Remastered) pg. 146 Price 2,450 gp --- The goggles grant a +2 item bonus. They work against effects created by 6th-rank or lower spells or a creature of 13th level or lower. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Clarity Goggles (Greater) Source Treasure Vault (Remastered) pg. 146 Price 32,500 gp --- The goggles grant a +3 item bonus. They work against effects created by 9th-rank or lower spells or a creature of 19th level or lower.","skill_mod":{},"summary":"The goggles grant a +3 item bonus. They work against effects created by 9th-rank or lower spells or a creature of 19th level or lower.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2314","name":"Clarity Goggles (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2314-2161"},{"item_child_id":["equipment-2315-2162","equipment-2315-2163","equipment-2315-2164"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-4847"],"trait":["Invested","Magical"],"id":"equipment-2315","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Mirror Goggles Source Treasure Vault (Remastered) pg. 147 Usage worn eyepiece --- These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving throws against visual effects. Activate Reaction (manipulate) Trigger A creature within 60 feet targets you with a visual effect; Effect You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is sickened 1 (sickened 2 on a critical failure). The creature is temporarily immune for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Mirror Goggles (Lesser) Source Treasure Vault (Remastered) pg. 147 Price 135 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Mirror Goggles (Moderate) Source Treasure Vault (Remastered) pg. 147 Price 1,200 gp --- The item bonus is +2, and the DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Mirror Goggles (Greater) Source Treasure Vault (Remastered) pg. 147 Price 19,000 gp --- The item bonus is +3, and the DC is 40.","skill_mod":{},"summary":"These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving throws …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2315","name":"Mirror Goggles","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2315"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2315","weakness":{},"price":13500,"legacy_id":["equipment-4847"],"trait":["Invested","Magical"],"id":"equipment-2315-2162","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Mirror Goggles Source Treasure Vault (Remastered) pg. 147 Usage worn eyepiece --- These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving throws against visual effects. Activate Reaction (manipulate) Trigger A creature within 60 feet targets you with a visual effect; Effect You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is sickened 1 (sickened 2 on a critical failure). The creature is temporarily immune for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Mirror Goggles (Lesser) Source Treasure Vault (Remastered) pg. 147 Price 135 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Mirror Goggles (Moderate) Source Treasure Vault (Remastered) pg. 147 Price 1,200 gp --- The item bonus is +2, and the DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Mirror Goggles (Greater) Source Treasure Vault (Remastered) pg. 147 Price 19,000 gp --- The item bonus is +3, and the DC is 40.","skill_mod":{},"summary":"These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving throws …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2315","name":"Mirror Goggles (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2315-2162"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2315","weakness":{},"price":120000,"legacy_id":["equipment-4847"],"trait":["Invested","Magical"],"id":"equipment-2315-2163","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Mirror Goggles Source Treasure Vault (Remastered) pg. 147 Usage worn eyepiece --- These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving throws against visual effects. Activate Reaction (manipulate) Trigger A creature within 60 feet targets you with a visual effect; Effect You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is sickened 1 (sickened 2 on a critical failure). The creature is temporarily immune for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Mirror Goggles (Lesser) Source Treasure Vault (Remastered) pg. 147 Price 135 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Mirror Goggles (Moderate) Source Treasure Vault (Remastered) pg. 147 Price 1,200 gp --- The item bonus is +2, and the DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Mirror Goggles (Greater) Source Treasure Vault (Remastered) pg. 147 Price 19,000 gp --- The item bonus is +3, and the DC is 40.","skill_mod":{},"summary":"The item bonus is +2, and the DC is 30.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2315","name":"Mirror Goggles (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2315-2163"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2315","weakness":{},"price":1900000,"legacy_id":["equipment-4847"],"trait":["Invested","Magical"],"id":"equipment-2315-2164","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Mirror Goggles Source Treasure Vault (Remastered) pg. 147 Usage worn eyepiece --- These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving throws against visual effects. Activate Reaction (manipulate) Trigger A creature within 60 feet targets you with a visual effect; Effect You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is sickened 1 (sickened 2 on a critical failure). The creature is temporarily immune for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Mirror Goggles (Lesser) Source Treasure Vault (Remastered) pg. 147 Price 135 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Mirror Goggles (Moderate) Source Treasure Vault (Remastered) pg. 147 Price 1,200 gp --- The item bonus is +2, and the DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Mirror Goggles (Greater) Source Treasure Vault (Remastered) pg. 147 Price 19,000 gp --- The item bonus is +3, and the DC is 40.","skill_mod":{},"summary":"The item bonus is +3, and the DC is 40.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2315","name":"Mirror Goggles (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2315-2164"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":175000,"legacy_id":["equipment-4848"],"trait":["Invested","Magical"],"id":"equipment-2316","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Spectacles of Inquiry Source Treasure Vault (Remastered) pg. 147 Price 1,750 gp Usage worn eyepiece --- Anything viewed through these thin spectacles looks crisp and clear, and the earpieces accentuate sounds around you. You gain a +2 item bonus to Perception checks. Activate Single Action (concentrate) Frequency once per hour; Effect The spectacles key in on someone to show you their social cues in perfect clarity. Choose a creature you can see. You gain a +3 item bonus on Perception checks you make to use Sense Motive against that creature. This benefit lasts until you Activate the item again in this way. If you’re an investigator, you can use this activation as part of the Devise a Stratagem action (even if you’re doing it as a free action). Alternatively, you can use it as part of the Pursue a Lead activity, even though you can’t see the creature. You must choose the same creature you chose for Devise a Stratagem or Pursue a Lead. Craft Requirements You are an investigator.\n","skill_mod":{},"summary":"Anything viewed through these thin spectacles looks crisp and clear, and the earpieces accentuate sounds around you. You gain a +2 item bonus to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2316","name":"Spectacles of Inquiry","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2316"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":2400000,"legacy_id":["equipment-4849"],"trait":["Invested","Magical","Rare"],"id":"equipment-2317","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Spectacles of Piercing Sight Source Treasure Vault (Remastered) pg. 147 Price 24,000 gp Usage worn eyepiece --- With lenses set in a silver frame, spectacles of piercing sight grant you a +3 item bonus to visual Perception checks. Activate Single Action (concentrate) Frequency once per hour; Effect You can see into and through solid matter for 1 minute. This vision can pierce through solid materials up to 20 feet away as if looking at something in normal light even if no illumination is available. You can see through up to 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt. A thin sheet of lead blocks this vision entirely.\n","skill_mod":{},"summary":"With lenses set in a silver frame, spectacles of piercing sight grant you a +3 item bonus to visual Perception checks. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2317","name":"Spectacles of Piercing Sight","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2317"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":130000,"skill":["Performance"],"legacy_id":["equipment-4850"],"trait":["Focused","Invested","Occult"],"id":"equipment-2318","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Accompaniment Cloak Source Treasure Vault (Remastered) pg. 147 Price 1,300 gp Usage worn cloak Bulk L --- This lush velvet capelet is embroidered with images of musicians playing a wide variety of instruments. The images animate when you make art, remaining embroidered, but smoothly unknitting and reknitting in time with your performance. The figures play music that perfectly accompanies your instrument, voice, or movements, granting you a +2 item bonus to Performance checks. Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a bard composition spell. If not used by the end of your turn, this Focus Point is lost. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You peel the musicians from the garment and fling them around you. The cloak casts a 4th-rank phantom crowd spell (DC 28); each of the 10-foot squares must be adjacent to you. The crowd looks like the musicians on the garment and continues to accompany your Performance checks. You can Sustain this effect as described in the spell. Craft Requirements You are a bard.\n","skill_mod":{},"summary":"This lush velvet capelet is embroidered with images of musicians playing a wide variety of instruments. The images animate when you make art, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2318","name":"Accompaniment Cloak","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2318"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":200000,"legacy_id":["equipment-4851"],"trait":["Focused","Invested","Magical"],"id":"equipment-2319","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Bloodline Robe Source Treasure Vault (Remastered) pg. 147 Price 2,000 gp Usage worn garment Bulk 1 --- Each bloodline robe has a design that befits a particular sorcerer bloodline, depicting creatures of that bloodline or using styles common among them. You gain a +2 item bonus to each of your bloodline skills. Activate Single Action (concentrate) Frequency once per day; Requirements You're benefiting from your blood magic effect; Effect You're quickened on your next turn. You can use the extra action only as part of Casting a bloodline spell. Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a sorcerer bloodline spell. If not used by the end of your turn, this Focus Point is lost. Craft Requirements You are a sorcerer of the bloodline tied to the robe.\n","skill_mod":{},"summary":"Each bloodline robe has a design that befits a particular sorcerer bloodline, depicting creatures of that bloodline or using styles common among …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2319","name":"Bloodline Robe","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2319"},{"primary_source_category":"Rulebooks","usage":"worn bracers","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":140000,"legacy_id":["equipment-4852"],"trait":["Divine","Focused","Invested"],"id":"equipment-2320","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Bracers of Devotion Source Treasure Vault (Remastered) pg. 148 Price 1,400 gp Usage worn bracers Bulk L --- Champions adorn these bracers with the symbol of their deity or the text of the tenets they follow. While they're clasped around your forearms, reassuring focus and devotion flow into you through them. Each time you spend a Focus Point to cast a devotion spell, your divine ally gains a benefit until the start of your next turn, depending on its type. Blessed Armament The bracers hold your weapon in place. You gain a +2 item bonus against attempts to Disarm you of your blessed armament. Blessed Shield While raised, the shield grants you resistance 10 to unholy if you’re holy, resistance 10 to holy if you’re unholy, or resistance 5 to holy and unholy if you’re neither. Blessed Swiftness The bonus to Speed is +10 feet. Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a champion devotion spell. If not used by the end of your turn, this Focus Point is lost. Craft Requirements You are a champion.\n","skill_mod":{},"summary":" Champions adorn these bracers with the symbol of their deity or the text of the tenets they follow. While they're clasped around your forearms, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2320","name":"Bracers of Devotion","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2320"},{"item_child_id":["equipment-2321-2165","equipment-2321-2166","equipment-2321-2167","equipment-2321-2168"],"primary_source_category":"Rulebooks","usage":"worn garment","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Religion","Religion"],"legacy_id":["equipment-4853"],"trait":["Divine","Invested"],"id":"equipment-2321","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Cloister Robe Source Treasure Vault (Remastered) pg. 148 Usage worn garment Bulk 1 Base Armor Explorer's Clothing --- The most devoted, cloistered clerics wear a cloister robe . Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the complexity of its construction fit the deity's outlook. The robe serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit. The robe is +1 resilient explorer's clothing and grants a +1 item bonus to Religion checks. The robe doesn't grant any benefits to a wearer who doesn't worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity's domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe's level. Craft Requirements You are a cleric who worships the deity tied to the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cloister Robe (Lesser) Source Treasure Vault (Remastered) pg. 148 Price 600 gp Bulk 1 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cloister Robe (Moderate) Source Treasure Vault (Remastered) pg. 148 Price 1,800 gp Bulk 1 --- The robe is +2 resilient explorer's clothing , and it grants a +2 item bonus to Religion checks. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cloister Robe (Greater) Source Treasure Vault (Remastered) pg. 148 Price 6,000 gp Bulk 1 --- The robe is +2 greater resilient explorer's clothing with the focused trait. It also has the skill bonuses and activation of devoted vestments. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Cloister Robe (Major) Source Treasure Vault (Remastered) pg. 148 Price 32,000 gp Bulk 1 --- As greater cloister robe , but the robe is +3 greater resilient explorer's clothing .","skill_mod":{},"summary":"The most devoted, cloistered clerics wear a cloister robe . Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2321","base_item":["Explorer's Clothing"],"name":"Cloister Robe","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2321"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2321","weakness":{},"price":60000,"skill":["Religion"],"legacy_id":["equipment-4853"],"trait":["Divine","Invested"],"id":"equipment-2321-2165","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Cloister Robe Source Treasure Vault (Remastered) pg. 148 Usage worn garment Bulk 1 Base Armor Explorer's Clothing --- The most devoted, cloistered clerics wear a cloister robe . Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the complexity of its construction fit the deity's outlook. The robe serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit. The robe is +1 resilient explorer's clothing and grants a +1 item bonus to Religion checks. The robe doesn't grant any benefits to a wearer who doesn't worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity's domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe's level. Craft Requirements You are a cleric who worships the deity tied to the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cloister Robe (Lesser) Source Treasure Vault (Remastered) pg. 148 Price 600 gp Bulk 1 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cloister Robe (Moderate) Source Treasure Vault (Remastered) pg. 148 Price 1,800 gp Bulk 1 --- The robe is +2 resilient explorer's clothing , and it grants a +2 item bonus to Religion checks. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cloister Robe (Greater) Source Treasure Vault (Remastered) pg. 148 Price 6,000 gp Bulk 1 --- The robe is +2 greater resilient explorer's clothing with the focused trait. It also has the skill bonuses and activation of devoted vestments. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Cloister Robe (Major) Source Treasure Vault (Remastered) pg. 148 Price 32,000 gp Bulk 1 --- As greater cloister robe , but the robe is +3 greater resilient explorer's clothing .","skill_mod":{},"summary":"The most devoted, cloistered clerics wear a cloister robe . Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2321","base_item":["Explorer's Clothing"],"name":"Cloister Robe (Lesser)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2321-2165"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2321","weakness":{},"price":180000,"legacy_id":["equipment-4853"],"trait":["Divine","Invested"],"id":"equipment-2321-2166","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Cloister Robe Source Treasure Vault (Remastered) pg. 148 Usage worn garment Bulk 1 Base Armor Explorer's Clothing --- The most devoted, cloistered clerics wear a cloister robe . Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the complexity of its construction fit the deity's outlook. The robe serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit. The robe is +1 resilient explorer's clothing and grants a +1 item bonus to Religion checks. The robe doesn't grant any benefits to a wearer who doesn't worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity's domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe's level. Craft Requirements You are a cleric who worships the deity tied to the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cloister Robe (Lesser) Source Treasure Vault (Remastered) pg. 148 Price 600 gp Bulk 1 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cloister Robe (Moderate) Source Treasure Vault (Remastered) pg. 148 Price 1,800 gp Bulk 1 --- The robe is +2 resilient explorer's clothing , and it grants a +2 item bonus to Religion checks. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cloister Robe (Greater) Source Treasure Vault (Remastered) pg. 148 Price 6,000 gp Bulk 1 --- The robe is +2 greater resilient explorer's clothing with the focused trait. It also has the skill bonuses and activation of devoted vestments. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Cloister Robe (Major) Source Treasure Vault (Remastered) pg. 148 Price 32,000 gp Bulk 1 --- As greater cloister robe , but the robe is +3 greater resilient explorer's clothing .","skill_mod":{},"summary":"The robe is +2 resilient explorer's clothing , and it grants a +2 item bonus to Religion checks.","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Equipment"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2321","base_item":["Explorer's Clothing"],"name":"Cloister Robe (Moderate)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2321-2166"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2321","weakness":{},"price":600000,"skill":["Religion"],"legacy_id":["equipment-4853"],"trait":["Focused","Divine","Invested"],"id":"equipment-2321-2167","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Cloister Robe Source Treasure Vault (Remastered) pg. 148 Usage worn garment Bulk 1 Base Armor Explorer's Clothing --- The most devoted, cloistered clerics wear a cloister robe . Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the complexity of its construction fit the deity's outlook. The robe serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit. The robe is +1 resilient explorer's clothing and grants a +1 item bonus to Religion checks. The robe doesn't grant any benefits to a wearer who doesn't worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity's domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe's level. Craft Requirements You are a cleric who worships the deity tied to the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cloister Robe (Lesser) Source Treasure Vault (Remastered) pg. 148 Price 600 gp Bulk 1 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cloister Robe (Moderate) Source Treasure Vault (Remastered) pg. 148 Price 1,800 gp Bulk 1 --- The robe is +2 resilient explorer's clothing , and it grants a +2 item bonus to Religion checks. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cloister Robe (Greater) Source Treasure Vault (Remastered) pg. 148 Price 6,000 gp Bulk 1 --- The robe is +2 greater resilient explorer's clothing with the focused trait. It also has the skill bonuses and activation of devoted vestments. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Cloister Robe (Major) Source Treasure Vault (Remastered) pg. 148 Price 32,000 gp Bulk 1 --- As greater cloister robe , but the robe is +3 greater resilient explorer's clothing .","skill_mod":{},"summary":"The robe is +2 greater resilient explorer's clothing with the focused trait. It also has the skill bonuses and activation of devoted vestments .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2321","base_item":["Explorer's Clothing"],"name":"Cloister Robe (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2321-2167"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2321","weakness":{},"price":3200000,"legacy_id":["equipment-4853"],"trait":["Focused","Divine","Invested"],"id":"equipment-2321-2168","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Cloister Robe Source Treasure Vault (Remastered) pg. 148 Usage worn garment Bulk 1 Base Armor Explorer's Clothing --- The most devoted, cloistered clerics wear a cloister robe . Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the complexity of its construction fit the deity's outlook. The robe serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit. The robe is +1 resilient explorer's clothing and grants a +1 item bonus to Religion checks. The robe doesn't grant any benefits to a wearer who doesn't worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity's domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe's level. Craft Requirements You are a cleric who worships the deity tied to the robe. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cloister Robe (Lesser) Source Treasure Vault (Remastered) pg. 148 Price 600 gp Bulk 1 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cloister Robe (Moderate) Source Treasure Vault (Remastered) pg. 148 Price 1,800 gp Bulk 1 --- The robe is +2 resilient explorer's clothing , and it grants a +2 item bonus to Religion checks. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cloister Robe (Greater) Source Treasure Vault (Remastered) pg. 148 Price 6,000 gp Bulk 1 --- The robe is +2 greater resilient explorer's clothing with the focused trait. It also has the skill bonuses and activation of devoted vestments. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Cloister Robe (Major) Source Treasure Vault (Remastered) pg. 148 Price 32,000 gp Bulk 1 --- As greater cloister robe , but the robe is +3 greater resilient explorer's clothing .","skill_mod":{},"summary":"As greater cloister robe , but the robe is +3 greater resilient explorer's clothing .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2321","base_item":["Explorer's Clothing"],"name":"Cloister Robe (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2321-2168"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)","Pathfinder #171: Hurricane's Howl"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":140000,"skill":["Diplomacy"],"legacy_id":["equipment-4854"],"trait":["Focused","Invested","Magical"],"id":"equipment-2322","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Dragon Rune Bracelet Source Treasure Vault (Remastered) pg. 148, Pathfinder #171: Hurricane's Howl pg. 75 Price 1,400 gp Usage worn --- A dragon rune bracelet is a gold bangle formed around the scale of a famous dragon. The bracelet is etched with esoteric symbols or words in Draconic that indicate kinship with dragons. As many types of dragon rune bracelet exist as there are types of dragons, though bracelets associated with uncommon or rare dragons have the same rarity as the dragon. While wearing a dragon rune bracelet , you gain a +2 item bonus to Diplomacy checks while interacting with dragons of the same type as the bracelet's scale (such as red dragons or cloud dragons). You also gain a +2 item bonus to saving throws against fear effects from any kind of dragon. Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a sorcerer draconic bloodline spell. If not used by the end of your turn, this Focus Point is lost. Craft Requirements You are a sorcerer of a draconic bloodline.\n","skill_mod":{},"summary":"A dragon rune bracelet is a gold bangle formed around the scale of a famous dragon . The bracelet is etched with esoteric symbols or words in …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2322","source_group":["Strength of Thousands"],"name":"Dragon Rune Bracelet","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2322"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":140000,"skill":["Arcana","Nature","Occultism","Religion"],"legacy_id":["equipment-4855"],"trait":["Focused","Invested","Magical"],"id":"equipment-2323","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Eidolon Cape Source Treasure Vault (Remastered) pg. 148 Price 1,400 gp Usage worn cloak Bulk L --- Though it appears to be one elegant piece, an eidolon cape consists of a mantle for your shoulders and a detachable cape. The cape is designed to resemble your eidolon, either with a direct likeness or with features reminiscent of your eidolon. For instance, if your eidolon is a dragon, the cape might depict a stylized dragon, or it might have a pattern of colorful scales with gold trim. An eidolon cape features the sigil you share with your eidolon prominently in its design. You gain a +2 item bonus to the skill that matches your eidolon's tradition: Arcana for arcane, Religion for divine, Occultism for occult, or Nature for primal. When you Manifest your Eidolon, the cape transforms into the eidolon, and when the eidolon unmanifests, it turns back into the cape. If the cape is attached to the mantle, it comes free immediately, and the eidolon appears adjacent to you as normal. If not, the eidolon appears in a space adjacent to the cape. With the cape detached, the mantle is still light Bulk, and the whole cloak remains invested. If the cape is out of range (beyond 100 feet, typically) or there's not enough open space for the eidolon to manifest, your attempt to Manifest your Eidolon fails. Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a summoner link spell. If not used by the end of your turn, this Focus Point is lost. Craft Requirements You are a summoner.\n","skill_mod":{},"summary":"Though it appears to be one elegant piece, an eidolon cape consists of a mantle for your shoulders and a detachable cape. The cape is designed to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2323","name":"Eidolon Cape","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2323"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":120000,"legacy_id":["equipment-4856"],"trait":["Focused","Invested","Magical"],"id":"equipment-2324","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Hexing Jar Source Treasure Vault (Remastered) pg. 148 Price 1,200 gp Usage worn --- Dangling from a simple cord, a hexing jar houses rich soil. When a witch who has invested the jar wears it overnight, a miniature thing grows from the soil. Your patron chooses the form, commonly including glowing mushrooms, venus flytraps, mandragora roots, or undead hands reaching up. The thing whispers secrets it learned from your patron, giving you a +2 item bonus to your patron skill. Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a witch hex spell. If not used by the end of your turn, this Focus Point is lost. Activate Reaction (concentrate) Frequency once per hour; Trigger You roll a critical success on an attack roll with a witch spell, or your target rolls a critical failure on its saving throw against a witch spell or hex you cast; Effect The thing in the jar becomes more energetic—glowing, dancing, rapping on the glass, or some other action appropriate to its appearance. It encourages you until the start of your next turn, granting you and your familiar a +1 status bonus to AC and saving throws and a +2 status bonus against mental effects. Craft Requirements You are a witch.\n","skill_mod":{},"summary":"Dangling from a simple cord, a hexing jar houses rich soil. When a witch who has invested the jar wears it overnight, a miniature thing grows …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2324","name":"Hexing Jar","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2324"},{"legacy_name":["Ki-Channeling Beads"],"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":130000,"skill":["Religion"],"legacy_id":["equipment-4857"],"trait":["Divine","Focused","Invested"],"id":"equipment-2325","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Mala Beads of Foresight Source Treasure Vault (Remastered) pg. 150 Price 1,300 gp Usage worn Bulk L --- As you move your body, qi flows into mala beads of foresight you wear and have invested, making them one with your life force. In their usual form, beads are spheres of wood, but versions customized to different martial orders are common. You gain a +2 item bonus to Religion checks. Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a divine monk qi spell. If not used by the end of your turn, this Focus Point is lost. Activate Free Action (concentrate) Frequency once per hour; Trigger You have just Refocused by meditating; Effect While meditating, you searched your feelings for a portent of the future. You're affected by an augury spell. Craft Requirements You are a monk with divine qi spells.\n","skill_mod":{},"summary":"As you move your body, qi flows into mala beads of foresight you wear and have invested, making them one with your life force. In their usual form, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2325","name":"Mala Beads of Foresight","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2325"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":120000,"skill":["Occultism"],"legacy_id":["equipment-4858"],"trait":["Focused","Invested","Occult"],"id":"equipment-2326","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Mask of Uncanny Breath Source Treasure Vault (Remastered) pg. 150 Price 1,200 gp Usage worn mask Bulk L --- A thin wooden mask carved in the shape of a skull, monstrous face, or eerily featureless visage, a mask of uncanny breath fully covers your face. While wearing it, each breath you take feels cool and pure, perfectly flowing to feed your qi. You gain resistance 10 to inhaled poisons and can breathe in an airless or toxic environment. When you breathe in, fragments of bizarre knowledge flow through you, granting you a +2 item bonus to Occultism checks. Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast an occult monk qi spell. If not used by the end of your turn, this Focus Point is lost. Activate Reaction (concentrate) Frequency once per day; Trigger Your unarmed Strike hits a creature that breathes; Effect The mask contorts and inhales, sucking breath from your target's lungs. The target falls unconscious but doesn't fall prone or drop what it's holding. It wakes up at the end of your turn if it hasn't been woken up already. Craft Requirements You are a monk with occult qi spells.\n","skill_mod":{},"summary":"A thin wooden mask carved in the shape of a skull, monstrous face, or eerily featureless visage, a mask of uncanny breath fully covers your face. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2326","name":"Mask of Uncanny Breath","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2326"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":125000,"skill":["Arcana"],"legacy_id":["equipment-4859"],"trait":["Arcane","Focused","Invested"],"id":"equipment-2327","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Master Magus Ring Source Treasure Vault (Remastered) pg. 150 Price 1,250 gp Usage worn --- Elegant jewelry such as the master magus ring adorns experienced magi. Each ring has a significant metal and symbol to represent a particular hybrid study, such as a heavy iron ring with an icon of a mountain for inexorable iron, or glittering silver with a shield-like emblem for sparkling targe. You gain a +2 item bonus to Arcana checks. Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a magus conflux spell. If not used by the end of your turn, this Focus Point is lost. Activate Free Action (concentrate) Frequency once per day; Effect The ring transports you and any items you're wearing and holding from your current space to an unoccupied space you can see within a range equal to your Speed. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the activation fails and is used. Craft Requirements You are a magus.\n","skill_mod":{},"summary":"Elegant jewelry such as the master magus ring adorns experienced magi . Each ring has a significant metal and symbol to represent a particular …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Monster","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2327","name":"Master Magus Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2327"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":120000,"skill":["Occultism"],"legacy_id":["equipment-4860"],"trait":["Focused","Invested","Light","Occult"],"id":"equipment-2328","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Mind's Light Circlet Source Treasure Vault (Remastered) pg. 150 Price 1,200 gp Usage worn headwear Bulk L --- Gemstones of many colors adorn the silver of a mind's light circlet . When you're charged with mental power, the jewels scintillate with light, with different gems resonating based on your emotions. If you have at least 1 Focus Point, the gems cast dim light in a 10-foot radius. When you amp a spell, the light increases to bright light in a 20-foot radius (and dim light to the next 20 feet) until the start of your next turn. You gain a +2 item bonus to Occultism checks. You also gain the following amp, which you can apply to any of your psi cantrips that have a target or area, much like an amp gained from a feat. Amp You transfer some of the magical luminescence from the mind's light circlet to one of the creatures. Choose a creature targeted by the spell or in its area. Until the start of your next turn, that creature sheds bright light in a 20-foot radius (and dim light to the next 20 feet) and can't be concealed. If the creature is invisible, it's concealed while alight, rather than being undetected. Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to use a psychic amp. If not used by the end of your turn, this Focus Point is lost. Craft Requirements You are a psychic.\n","skill_mod":{},"summary":"Gemstones of many colors adorn the silver of a mind's light circlet . When you're charged with mental power, the jewels scintillate with light, with …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Tradition"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2328","name":"Mind's Light Circlet","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2328"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":120000,"skill":["Religion"],"legacy_id":["equipment-4861"],"trait":["Divine","Focused","Invested"],"id":"equipment-2329","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Oracular Crown Source Treasure Vault (Remastered) pg. 151 Price 1,200 gp Usage worn headwear Bulk L --- Patterns themed to your curse cover your oracular crown . As your curse worsens, the appearance of the crown changes, introducing extreme angles, stronger colors, or other indications of the intensity of your curse. Similarly, it gets closer to its natural form when you reduce the effects of your curse. You gain a +2 item bonus to Religion checks. Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast an oracle revelation spell. If not used by the end of your turn, this Focus Point is lost. Activate Single Action (concentrate, healing, vitality) Frequency once per day; Requirements Your cursebound value is 1 or higher; Effect You regain 3d8 Hit Points. The amount of healing increases to 5d8 if you’re cursebound 2, 7d8 if you’re cursebound 3, or 9d8 if you’re cursebound 4. If you have the void healing ability, this activation has the void trait instead of the healing and vitality traits. Craft Requirements You are an oracle.\n","skill_mod":{},"summary":"Patterns themed to your curse cover your oracular crown . As your curse worsens, the appearance of the crown changes, introducing extreme angles, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2329","name":"Oracular Crown","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2329"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":125000,"skill":["Nature"],"legacy_id":["equipment-4862"],"trait":["Focused","Invested","Magical"],"id":"equipment-2330","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Warden's Signet Source Treasure Vault (Remastered) pg. 151 Price 1,250 gp Usage worn Bulk L --- This symbol shows your dedication to the magic practiced by some rangers. Most rangers wear it on an amulet, ring, or piercing. You gain a +2 item bonus to Nature checks. Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a ranger warden spell. When you use this Focus Point, the warden’s signet also casts a 4th-rank oaken resilience spell on you. If not used by the end of your turn, this Focus Point is lost. Craft Requirements You are a ranger with at least one warden spell.\n","skill_mod":{},"summary":"This symbol shows your dedication to the magic practiced by some rangers . Most rangers wear it on an amulet, ring, or piercing. You gain a +2 item …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2330","name":"Warden's Signet","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2330"},{"item_child_id":["equipment-2331-2169","equipment-2331-2170"],"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Acrobatics"],"legacy_id":["equipment-4863"],"trait":["Invested","Magical","Sonic"],"id":"equipment-2331","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Thunderblast Slippers Source Treasure Vault (Remastered) pg. 151 Usage worn shoes Bulk L --- Unassuming in appearance, these slippers indicate their nature only with a signature strip of yellow stitching. You gain a +2 item bonus to Acrobatics checks. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You move like the wind, with precision and speed. You Stride up to 60 feet; this movement doesn't trigger reactions. When you stop, if you've moved at least 30 feet from where you started, you release a thunderous 5-foot emanation that deals 2d6 bludgeoning damage and 2d6 sonic damage with a DC 25 basic Fortitude save. A creature that critically fails its save is also knocked prone. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Thunderblast Slippers Source Treasure Vault (Remastered) pg. 151 Price 650 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Thunderblast Slippers (Greater) Source Treasure Vault (Remastered) pg. 151 Price 6,500 gp Bulk L --- The distance you can Stride increases to 120 feet, the damage is 3d6 of each type, and the Fortitude DC is 34.","skill_mod":{},"summary":"Unassuming in appearance, these slippers indicate their nature only with a signature strip of yellow stitching. You gain a +2 item bonus to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Energy","Monster"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2331","name":"Thunderblast Slippers","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2331"},{"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2331","weakness":{},"price":65000,"skill":["Acrobatics"],"legacy_id":["equipment-4863"],"trait":["Invested","Magical","Sonic"],"id":"equipment-2331-2169","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Thunderblast Slippers Source Treasure Vault (Remastered) pg. 151 Usage worn shoes Bulk L --- Unassuming in appearance, these slippers indicate their nature only with a signature strip of yellow stitching. You gain a +2 item bonus to Acrobatics checks. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You move like the wind, with precision and speed. You Stride up to 60 feet; this movement doesn't trigger reactions. When you stop, if you've moved at least 30 feet from where you started, you release a thunderous 5-foot emanation that deals 2d6 bludgeoning damage and 2d6 sonic damage with a DC 25 basic Fortitude save. A creature that critically fails its save is also knocked prone. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Thunderblast Slippers Source Treasure Vault (Remastered) pg. 151 Price 650 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Thunderblast Slippers (Greater) Source Treasure Vault (Remastered) pg. 151 Price 6,500 gp Bulk L --- The distance you can Stride increases to 120 feet, the damage is 3d6 of each type, and the Fortitude DC is 34.","skill_mod":{},"summary":"Unassuming in appearance, these slippers indicate their nature only with a signature strip of yellow stitching. You gain a +2 item bonus to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Energy","Monster"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2331","name":"Thunderblast Slippers","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2331-2169"},{"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2331","weakness":{},"price":650000,"legacy_id":["equipment-4863"],"trait":["Invested","Magical","Sonic"],"id":"equipment-2331-2170","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Thunderblast Slippers Source Treasure Vault (Remastered) pg. 151 Usage worn shoes Bulk L --- Unassuming in appearance, these slippers indicate their nature only with a signature strip of yellow stitching. You gain a +2 item bonus to Acrobatics checks. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You move like the wind, with precision and speed. You Stride up to 60 feet; this movement doesn't trigger reactions. When you stop, if you've moved at least 30 feet from where you started, you release a thunderous 5-foot emanation that deals 2d6 bludgeoning damage and 2d6 sonic damage with a DC 25 basic Fortitude save. A creature that critically fails its save is also knocked prone. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Thunderblast Slippers Source Treasure Vault (Remastered) pg. 151 Price 650 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Thunderblast Slippers (Greater) Source Treasure Vault (Remastered) pg. 151 Price 6,500 gp Bulk L --- The distance you can Stride increases to 120 feet, the damage is 3d6 of each type, and the Fortitude DC is 34.","skill_mod":{},"summary":"The distance you can Stride increases to 120 feet, the damage is 3d6 of each type, and the Fortitude DC is 34.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Energy","Monster"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2331","name":"Thunderblast Slippers (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2331-2170"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault (Remastered)","Pathfinder #175: Broken Tusk Moon"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1200,"legacy_id":["equipment-4864"],"trait":["Invested","Light","Magical"],"id":"equipment-2332","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Candlecap Source Treasure Vault (Remastered) pg. 151, Pathfinder #175: Broken Tusk Moon pg. 76 Price 12 gp Usage worn headwear --- The crown of a candlecap is stitched leather sewn in the shape of a small bowl. Fixed inside the bowl is a melted nub of wax with a small black wick. Activate Single Action (manipulate) Effect You shake your head, and the candle wick ignites. The candlecap sheds dim light in a 20-foot radius. The candle doesn't require oxygen and can't be smothered or quenched. Activating the candlecap again douses the light.\n","skill_mod":{},"summary":"The crown of a candlecap is stitched leather sewn in the shape of a small bowl. Fixed inside the bowl is a melted nub of wax with a small black …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2332","source_group":["Quest for the Frozen Flame"],"name":"Candlecap","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2332"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":22500,"legacy_id":["equipment-4865"],"trait":["Invested","Magical"],"id":"equipment-2333","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Cassisian Helmet Source Treasure Vault (Remastered) pg. 151 Price 225 gp Usage worn headwear Bulk L --- A small, feathered wing is attached to either side of this ornate brass helmet. A visor on the front lowers to cover your face. While wearing the cassisian helmet , you gain a +1 status bonus to AC and saves against unholy creatures and effects. Activate Two Actions (concentrate, manipulate) Frequency once per hour; Effect Lowering the visor, you send out eye beams that deal your choice of 2d6 cold or fire damage (DC 20 basic Reflex save) to all creatures in a 15-foot line.\n","skill_mod":{},"summary":"A small, feathered wing is attached to either side of this ornate brass helmet. A visor on the front lowers to cover your face. While wearing the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2333","name":"Cassisian Helmet","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2333"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault (Remastered)","Pathfinder #170: Spoken on the Song Wind"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":25000,"skill":["Diplomacy"],"legacy_id":["equipment-4866"],"trait":["Healing","Invested","Magical","Uncommon","Vitality","Positive"],"id":"equipment-2334","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Crown of the Companion Source Treasure Vault (Remastered) pg. 151, Pathfinder #170: Spoken on the Song Wind pg. 75 Price 250 gp Usage worn headwear Bulk L --- Stories tell of a king who once loved his subjects so much he was willing to give his own life energy for them, using an object like the crown of the companion . Whether true or not, this majestic wooden crown bears elaborate carvings depicting that tale with images of a regal figure giving increasingly of themself to a throng of needy subjects. While wearing this crown, you gain a +1 item bonus to Diplomacy checks. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You bow to an ally within 30 feet, creating a magical bond between the two of you as if you cast share life targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell’s duration, your ally recovers 4d8 Hit Points and you recover half of what they recover.\n","skill_mod":{},"summary":"Stories tell of a king who once loved his subjects so much he was willing to give his own life energy for them, using an object like the crown of …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Rarity","Energy","Planar","Creature Type"],"level":6,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2334","source_group":["Strength of Thousands"],"name":"Crown of the Companion","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2334"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":22000,"skill":["Intimidation","Diplomacy","Stealth"],"legacy_id":["equipment-4867"],"trait":["Invested","Primal"],"id":"equipment-2335","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Druid's Crown Source Treasure Vault (Remastered) pg. 151 Price 220 gp Usage worn headwear Bulk L --- Made of materials scavenged from wild places, a druid's crown can be rebuilt for a variety of benefits. The crown grants you a +1 item bonus to a skill, and can be activated to cast a spell, both depending on the material used to build the crown, as listed on the table below. If you invest and wear living mantle along with the crown, the crown's item bonus increases by 1 and its spell's DC rises to 27. You can invest this item only if you're a druid. When you do, as a 10-minute activity that has the manipulate trait, you can disassemble and rebuild the crown with different materials, changing its item bonus and spell accordingly. ## Material Item Bonus Spell Antlers Intimidation Enlarge Flowers Diplomacy Animal allies Leaves Stealth One with Plants <%END> Activate Two Actions (concentrate) Frequency once per day; Effect The crown casts its spell at 2nd rank (DC 20). Craft Requirements You are a druid.\n","skill_mod":{},"summary":"Made of materials scavenged from wild places, a druid's crown can be rebuilt for a variety of benefits. The crown grants you a +1 item bonus to a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2335","name":"Druid's Crown","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2335"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault (Remastered)","Pathfinder #167: Ready? Fight!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1000000,"legacy_id":["equipment-4868"],"trait":["Invested","Magical","Teleportation","Uncommon"],"id":"equipment-2336","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Headbands of Translocation Source Treasure Vault (Remastered) pg. 152, Pathfinder #167: Ready? Fight! pg. 74 Price 10,000 gp Usage worn headwear --- Headbands of translocation are silk bands that come in pairs and usually feature a prominent symbol of a nation or team. If both wearers Invest their headbands at the same time and think of the same symbol while doing so, both headbands change to display that symbol until they are removed. If you both have invested your headbands, you can Aid each other without taking an action to prepare, and when you roll a critical failure when attempting to Aid an ally with a paired headband, you get a failure instead. Activate Single Action (manipulate) Frequency once per day; Effect You remove your headband, which teleports you to a space adjacent to the other Invested wearer's location, provided you are within 1 mile of each other.\n","skill_mod":{},"summary":" Headbands of translocation are silk bands that come in pairs and usually feature a prominent symbol of a nation or team. If both wearers Invest …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":16,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2336","source_group":["Fists of the Ruby Phoenix"],"name":"Headbands of Translocation","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2336"},{"legacy_name":["Helm of Underwater Action"],"item_child_id":["equipment-2337-2187","equipment-2337-2188"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["equipment-4869"],"trait":["Invested","Magical"],"id":"equipment-2337","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Submersible Helm Source Treasure Vault (Remastered) pg. 152 Usage worn headwear Bulk L --- A submersible helmet is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, hear, and speak clearly underwater. You also have a +1 item bonus to Athletics checks to Swim. Activate Three Actions (concentrate, manipulate) Frequency once per day; Effect You can breathe underwater for 8 hours. During this time, you have a swim Speed equal to your land Speed. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Submersible Helm Source Treasure Vault (Remastered) pg. 152 Price 660 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Submersible Helm (Greater) Source Treasure Vault (Remastered) pg. 152 Price 2,700 gp Bulk L --- The helm grants a +2 item bonus. Its activation lasts until your next daily preparations.","skill_mod":{},"summary":"A submersible helmet is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, hear, and …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2337","name":"Submersible Helm","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2337"},{"legacy_name":["Helm of Underwater Action"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2337","weakness":{},"price":66000,"skill":["Athletics"],"legacy_id":["equipment-4869"],"trait":["Invested","Magical"],"id":"equipment-2337-2187","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Submersible Helm Source Treasure Vault (Remastered) pg. 152 Usage worn headwear Bulk L --- A submersible helmet is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, hear, and speak clearly underwater. You also have a +1 item bonus to Athletics checks to Swim. Activate Three Actions (concentrate, manipulate) Frequency once per day; Effect You can breathe underwater for 8 hours. During this time, you have a swim Speed equal to your land Speed. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Submersible Helm Source Treasure Vault (Remastered) pg. 152 Price 660 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Submersible Helm (Greater) Source Treasure Vault (Remastered) pg. 152 Price 2,700 gp Bulk L --- The helm grants a +2 item bonus. Its activation lasts until your next daily preparations.","skill_mod":{},"summary":"A submersible helmet is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, hear, and …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2337","name":"Submersible Helm","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2337-2187"},{"legacy_name":["Helm of Underwater Action (Greater)"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2337","weakness":{},"price":270000,"skill":["Athletics"],"legacy_id":["equipment-4869"],"trait":["Invested","Magical"],"id":"equipment-2337-2188","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Submersible Helm Source Treasure Vault (Remastered) pg. 152 Usage worn headwear Bulk L --- A submersible helmet is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, hear, and speak clearly underwater. You also have a +1 item bonus to Athletics checks to Swim. Activate Three Actions (concentrate, manipulate) Frequency once per day; Effect You can breathe underwater for 8 hours. During this time, you have a swim Speed equal to your land Speed. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Submersible Helm Source Treasure Vault (Remastered) pg. 152 Price 660 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Submersible Helm (Greater) Source Treasure Vault (Remastered) pg. 152 Price 2,700 gp Bulk L --- The helm grants a +2 item bonus. Its activation lasts until your next daily preparations.","skill_mod":{},"summary":"The helm grants a +2 item bonus. Its activation lasts until your next daily preparations.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2337","name":"Submersible Helm (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2337-2188"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":90000,"legacy_id":["equipment-4870"],"trait":["Invested","Magical"],"id":"equipment-2338","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Instinct Crown Source Treasure Vault (Remastered) pg. 152 Price 900 gp Usage worn headwear Bulk L --- An instinct crown is a magical headpiece imbued with the essence of instincts that barbarians draw upon in combat. Each crown is fashioned to represent the instinct it's tied to, such as a wolf's head for an animal instinct crown or a simple helmet with Jotun runes for a giant instinct crown. When worn, the crown allows you to tap further into your instincts, granting you even greater benefits if the crown's essence matches your instinct. You must be able to Rage to use the crown's activations. Activate Free Action (concentrate) Frequency once per day; Trigger You roll initiative; Requirements You have Quick-Tempered and meet its requirements;; Effect You use Quick-Tempered and gain 10 additional temporary Hit Points from your Rage. Activate Single Action (concentrate, rage) Frequency once per day; Requirements You’re raging, and the crown’s instinct matches your barbarian instinct; Effect You draw upon your instinct to gain a boon, as follows. Animal: Your bestial instincts take over, granting you greater ferocity. You can Stride as part of the activation, and you gain 10 additional temporary Hit Points from your rage. Until the end of your rage, you deal 3 additional damage with your animal’s unarmed attacks, and those unarmed attacks gain the deadly d8 trait. Dragon: The might of dragons surrounds you in the form of dancing flames, poisonous wisps, or another appropriate manifestation. Until the end of your rage, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 damage each time they do. The damage type is that of your instinct’s dragon breath. Fury: Your boundless fury allows you push past your natural limits, moving with unmatched speed. You become quickened until the end of your rage. You can use your extra action only to Stride or Strike. Giant: If you have the space to do so and aren’t already, you become Large. Your equipment grows with you but returns to its natural size if removed. Increase your reach by 5 feet (or by 10 feet if you were Tiny). You deal 2 additional damage when using your larger weapon. Also, when you Stride along the ground, you can shatter the earth with your footfalls, and any squares you move through become difficult terrain. You ignore the difficult terrain you create. The ground reverts to normal when your rage ends. Spirit: You take on the partial form of a spirit, becoming somewhat incorporeal. Your raging resistance applies to all physical damage and poison damage, although you halve this resistance against magical attacks. Superstition: Your body fights off the effects of magic with even greater effect. Until the end of your rage, when you attempt a saving throw against magic, roll twice and take the higher result. This is a fortune effect. Also, your raging resistance applies to all magic traditions while you rage.\n","skill_mod":{},"summary":"An instinct crown is a magical headpiece imbued with the essence of instincts that barbarians draw upon in combat. Each crown is fashioned to …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2338","name":"Instinct Crown","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2338"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":16000,"skill":["Lore"],"legacy_id":["equipment-4871"],"trait":["Invested","Magical"],"id":"equipment-2339","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Tactician's Helm Source Treasure Vault (Remastered) pg. 152 Price 160 gp Usage worn headwear Bulk L --- Repurposing and enchanting a helmet worn by a battlefield commander can create a tactician’s helm , imparting knowledge of battlefield tactics that feeds off your minor victories. The helm grants you a +1 item bonus to Warfare Lore checks. Also, a jewel adorns the brow of the helmet. This jewel becomes charged each time you hit a creature with a Reactive Strike. A tactician’s helm can hold up to 2 charges, and its charges reset to 0 when you invest it. Activate Single Action (concentrate) Cost 1 charge from the helm; Frequency once per hour; Effect You choose one of the following effects. Charge! Stride twice. Move It! You gain a +2 status bonus to Acrobatics and Athletics checks until the end of this turn. Protect! If you're wielding a shield, Stride to a space adjacent to an ally, then Raise your Shield. Re-Arm! Interact up to three times. Each of these actions must be used to do something listed under Interact. ","skill_mod":{},"summary":"Repurposing and enchanting a helmet worn by a battlefield commander can create a tactician’s helm , imparting knowledge of battlefield tactics that …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2339","name":"Tactician's Helm","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2339"},{"item_child_id":["equipment-2340-2189","equipment-2340-2190","equipment-2340-2191","equipment-2340-2192","equipment-2340-2193"],"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-4872"],"trait":["Invested","Magical"],"id":"equipment-2340","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Armory Bracelet Source Treasure Vault (Remastered) pg. 153 Usage worn --- Several small charms shaped like weapons hang from an armory bracelet , which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Armory Bracelet (Minor) Source Treasure Vault (Remastered) pg. 153 Price 50 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Armory Bracelet (Lesser) Source Treasure Vault (Remastered) pg. 153 Price 150 gp --- The weapon reverts to a +1 weapon instead of a normal weapon. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Armory Bracelet (Moderate) Source Treasure Vault (Remastered) pg. 153 Price 450 gp --- The weapon is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Armory Bracelet (Greater) Source Treasure Vault (Remastered) pg. 153 Price 1,350 gp --- The weapon is a +2 greater striking weapon for 1 minute. It reverts to a +2 striking weapon afterward. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Armory Bracelet (Major) Source Treasure Vault (Remastered) pg. 153 Price 6,000 gp --- The weapon is a +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward.","skill_mod":{},"summary":"Several small charms shaped like weapons hang from an armory bracelet , which is often brass. The bracelet has one charm each for the groups bow , …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2340","name":"Armory Bracelet","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2340"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2340","weakness":{},"price":5000,"legacy_id":["equipment-4872"],"trait":["Invested","Magical"],"id":"equipment-2340-2189","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Armory Bracelet Source Treasure Vault (Remastered) pg. 153 Usage worn --- Several small charms shaped like weapons hang from an armory bracelet , which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Armory Bracelet (Minor) Source Treasure Vault (Remastered) pg. 153 Price 50 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Armory Bracelet (Lesser) Source Treasure Vault (Remastered) pg. 153 Price 150 gp --- The weapon reverts to a +1 weapon instead of a normal weapon. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Armory Bracelet (Moderate) Source Treasure Vault (Remastered) pg. 153 Price 450 gp --- The weapon is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Armory Bracelet (Greater) Source Treasure Vault (Remastered) pg. 153 Price 1,350 gp --- The weapon is a +2 greater striking weapon for 1 minute. It reverts to a +2 striking weapon afterward. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Armory Bracelet (Major) Source Treasure Vault (Remastered) pg. 153 Price 6,000 gp --- The weapon is a +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward.","skill_mod":{},"summary":"Several small charms shaped like weapons hang from an armory bracelet , which is often brass. The bracelet has one charm each for the groups bow , …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2340","name":"Armory Bracelet (Minor)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2340-2189"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2340","weakness":{},"price":15000,"legacy_id":["equipment-4872"],"trait":["Invested","Magical"],"id":"equipment-2340-2190","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Armory Bracelet Source Treasure Vault (Remastered) pg. 153 Usage worn --- Several small charms shaped like weapons hang from an armory bracelet , which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Armory Bracelet (Minor) Source Treasure Vault (Remastered) pg. 153 Price 50 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Armory Bracelet (Lesser) Source Treasure Vault (Remastered) pg. 153 Price 150 gp --- The weapon reverts to a +1 weapon instead of a normal weapon. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Armory Bracelet (Moderate) Source Treasure Vault (Remastered) pg. 153 Price 450 gp --- The weapon is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Armory Bracelet (Greater) Source Treasure Vault (Remastered) pg. 153 Price 1,350 gp --- The weapon is a +2 greater striking weapon for 1 minute. It reverts to a +2 striking weapon afterward. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Armory Bracelet (Major) Source Treasure Vault (Remastered) pg. 153 Price 6,000 gp --- The weapon is a +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward.","skill_mod":{},"summary":"The weapon reverts to a +1 weapon instead of a normal weapon.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2340","name":"Armory Bracelet (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2340-2190"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2340","weakness":{},"price":45000,"legacy_id":["equipment-4872"],"trait":["Invested","Magical"],"id":"equipment-2340-2191","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Armory Bracelet Source Treasure Vault (Remastered) pg. 153 Usage worn --- Several small charms shaped like weapons hang from an armory bracelet , which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Armory Bracelet (Minor) Source Treasure Vault (Remastered) pg. 153 Price 50 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Armory Bracelet (Lesser) Source Treasure Vault (Remastered) pg. 153 Price 150 gp --- The weapon reverts to a +1 weapon instead of a normal weapon. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Armory Bracelet (Moderate) Source Treasure Vault (Remastered) pg. 153 Price 450 gp --- The weapon is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Armory Bracelet (Greater) Source Treasure Vault (Remastered) pg. 153 Price 1,350 gp --- The weapon is a +2 greater striking weapon for 1 minute. It reverts to a +2 striking weapon afterward. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Armory Bracelet (Major) Source Treasure Vault (Remastered) pg. 153 Price 6,000 gp --- The weapon is a +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward.","skill_mod":{},"summary":"The weapon is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2340","name":"Armory Bracelet (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2340-2191"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2340","weakness":{},"price":135000,"legacy_id":["equipment-4872"],"trait":["Invested","Magical"],"id":"equipment-2340-2192","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Armory Bracelet Source Treasure Vault (Remastered) pg. 153 Usage worn --- Several small charms shaped like weapons hang from an armory bracelet , which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Armory Bracelet (Minor) Source Treasure Vault (Remastered) pg. 153 Price 50 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Armory Bracelet (Lesser) Source Treasure Vault (Remastered) pg. 153 Price 150 gp --- The weapon reverts to a +1 weapon instead of a normal weapon. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Armory Bracelet (Moderate) Source Treasure Vault (Remastered) pg. 153 Price 450 gp --- The weapon is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Armory Bracelet (Greater) Source Treasure Vault (Remastered) pg. 153 Price 1,350 gp --- The weapon is a +2 greater striking weapon for 1 minute. It reverts to a +2 striking weapon afterward. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Armory Bracelet (Major) Source Treasure Vault (Remastered) pg. 153 Price 6,000 gp --- The weapon is a +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward.","skill_mod":{},"summary":"The weapon is a +2 greater striking weapon for 1 minute. It reverts to a +2 striking weapon afterward.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2340","name":"Armory Bracelet (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2340-2192"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2340","weakness":{},"price":600000,"legacy_id":["equipment-4872"],"trait":["Invested","Magical"],"id":"equipment-2340-2193","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Armory Bracelet Source Treasure Vault (Remastered) pg. 153 Usage worn --- Several small charms shaped like weapons hang from an armory bracelet , which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Armory Bracelet (Minor) Source Treasure Vault (Remastered) pg. 153 Price 50 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Armory Bracelet (Lesser) Source Treasure Vault (Remastered) pg. 153 Price 150 gp --- The weapon reverts to a +1 weapon instead of a normal weapon. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Armory Bracelet (Moderate) Source Treasure Vault (Remastered) pg. 153 Price 450 gp --- The weapon is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Armory Bracelet (Greater) Source Treasure Vault (Remastered) pg. 153 Price 1,350 gp --- The weapon is a +2 greater striking weapon for 1 minute. It reverts to a +2 striking weapon afterward. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Armory Bracelet (Major) Source Treasure Vault (Remastered) pg. 153 Price 6,000 gp --- The weapon is a +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward.","skill_mod":{},"summary":"The weapon is a +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2340","name":"Armory Bracelet (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2340-2193"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)","Pathfinder #157: Devil at the Dreaming Palace"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":15000,"legacy_id":["equipment-4873"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-2341","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Corpseward Pendant Source Treasure Vault (Remastered) pg. 153, Pathfinder #157: Devil at the Dreaming Palace pg. 80 Price 150 gp Usage worn --- A corpseward pendant is usually shaped like the skull of a humanoid or small animal. Activate Single Action (manipulate) Frequency once per hour; Effect You become undetectable to undead creatures for 10 minutes. Undead can’t see, hear, or smell you, or detect you with sensory capabilities such as tremorsense. A creature can attempt a DC 18 Will saving throw to ignore this effect. If an undead has reason to believe that undetected opponents are present, it can still attempt to Seek or Strike you. If you attempt to use a vitality spell to damage undead, touch or damage an undead creature, or attack any creature while warded in this manner, the pendant’s effects immediately end. An undead creature who observes you in this manner or one who succeeds at the Will save is immune to the corpseward pendant for 24 hours.\n","skill_mod":{},"summary":"A corpseward pendant is usually shaped like the skull of a humanoid or small animal. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2341","source_group":["Agents of Edgewatch"],"name":"Corpseward Pendant","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2341"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)","Pathfinder #158: Sixty Feet Under"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":32500,"legacy_id":["equipment-4874"],"trait":["Invested","Magical","Revelation","Uncommon"],"id":"equipment-2342","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Ethersight Ring Source Treasure Vault (Remastered) pg. 153, Pathfinder #158: Sixty Feet Under pg. 75 Price 325 gp Usage worn --- An ethersight ring is a glass band containing a swirling cloud of gray smoke. When you invest the ring, the smoke becomes as transparent as the glass encapsulating it, and you can see clearly into the Ethereal Plane with a range of 60 feet. Whether or not you have invested the ring, you are visible to creatures in the Ethereal Plane within the same range while wearing it. Although you can see these creatures and they can see you, you can affect each other only with abilities that cross between the Ethereal Plane and the Universe.\n","skill_mod":{},"summary":"An ethersight ring is a glass band containing a swirling cloud of gray smoke. When you invest the ring, the smoke becomes as transparent as the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2342","source_group":["Agents of Edgewatch"],"name":"Ethersight Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2342"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)","Pathfinder #145: Hellknight Hill"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":8000,"skill":["Survival"],"legacy_id":["equipment-4875"],"trait":["Invested","Magical","Rare"],"id":"equipment-2343","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Hunter's Arrowhead Source Treasure Vault (Remastered) pg. 153, Pathfinder #145: Hellknight Hill pg. 77 Price 80 gp Usage worn --- A hunter's arrowhead is meant to be worn as a charm, such as a pendant, or carried in a pocket or quiver. The arrowhead is etched with images sacred to the elven god Ketephys. While you wear or carry the arrowhead, it infuses you with great skill at hunting, and you gain a +1 item bonus to Survival checks and attack rolls against any creature you've currently designated as your prey with Hunt Prey. A hunter's arrowhead is also a religious symbol of Ketephys. Activate Reaction (concentrate) Frequency once per day; Trigger You would miss with an attack made with a bow; Effect You gain a +2 circumstance bonus to your attack roll, possibly turning a miss into a hit.\n","skill_mod":{},"summary":"A hunter's arrowhead is meant to be worn as a charm, such as a pendant, or carried in a pocket or quiver. The arrowhead is etched with images …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2343","source_group":["Age of Ashes"],"name":"Hunter's Arrowhead","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2343"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)","Pathfinder #149: Against the Scarlet Triad"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":400000,"skill":["Lore"],"legacy_id":["equipment-4876"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-2344","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Pactmaster's Grace Source Treasure Vault (Remastered) pg. 153, Pathfinder #149: Against the Scarlet Triad pg. 77 Price 4,000 gp Usage worn --- Granted by Katapesh's Pactmasters to influential merchants, exceptional Zephyr Guards, and favorite retainers, a pactmaster's grace is a crystal-studded blue platinum ring that sharpens the wearer's urban instincts. While invested, the ring grants a +2 item bonus to saving throws while you are in an urban setting, and this increases to a +3 item bonus if you have legendary proficiency in Guild Lore, Katapesh Lore, Mercantile Lore, or Society. You also gain a +3 item bonus to Mercantile Lore checks while wearing the ring, and you can attempt checks that require a proficiency rank of master in Society.\n","skill_mod":{},"summary":"Granted by Katapesh's Pactmasters to influential merchants, exceptional Zephyr Guards , and favorite retainers, a pactmaster's grace is a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2344","source_group":["Age of Ashes"],"name":"Pactmaster's Grace","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2344"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)","Pathfinder #157: Devil at the Dreaming Palace"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1500,"legacy_id":["equipment-4877"],"trait":["Invested","Magical","Visual"],"id":"equipment-2345","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Ring of Discretion Source Treasure Vault (Remastered) pg. 154, Pathfinder #157: Devil at the Dreaming Palace pg. 80 Price 15 gp Usage worn --- A ring of discretion magically conceals any armor and sheathed weapons you're wearing by either turning them invisible or creating the illusion of ordinary clothes. The ring doesn't change your appearance beyond concealing weapons and armor. As soon as you wield a weapon affected by the ring, the weapon becomes obvious to onlookers and is no longer affected until you sheathe the weapon for at least 1 minute. A creature can use the Seek action to examine you and disbelieve this illusion (DC 15), and it can attempt to do so without using an action each time it hits you with an attack.\n","skill_mod":{},"summary":"A ring of discretion magically conceals any armor and sheathed weapons you're wearing by either turning them invisible or creating the illusion …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Sense"],"level":1,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2345","source_group":["Agents of Edgewatch"],"name":"Ring of Discretion","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2345"},{"legacy_name":["Spiritsight Sight"],"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)","Pathfinder #176: Lost Mammoth Valley"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":22500,"legacy_id":["equipment-4878"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-2346","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Spiritsight Ring Source Treasure Vault (Remastered) pg. 154, Pathfinder #176: Lost Mammoth Valley pg. 81 Price 225 gp Usage worn --- The opal set in the intricately carved ivory spiritsight ring eventually becomes translucent and tickles your finger whenever an incorporeal creature is nearby. When in the presence of a nearby incorporeal creature, even if it's within a solid object, you eventually detect the creature, though you might not do so instantly, and you can't pinpoint the location. This acts as a vague sense, like humans' sense of smell. An incorporeal creature trying to hide its presence from this sense attempts a Stealth check against your Perception DC to hide from your vague sense, as normal for attempting to foil special senses. You gain a +2 item bonus when using the Seek action to find hidden or undetected incorporeal creatures within 30 feet of you.\n","skill_mod":{},"summary":"The opal set in the intricately carved ivory spiritsight ring eventually becomes translucent and tickles your finger whenever an incorporeal …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2346","source_group":["Quest for the Frozen Flame"],"name":"Spiritsight Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2346"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)","Pathfinder #158: Sixty Feet Under"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":46000,"legacy_id":["equipment-4879"],"trait":["Invested","Magical"],"id":"equipment-2347","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Swarmeater's Clasp Source Treasure Vault (Remastered) pg. 154, Pathfinder #158: Sixty Feet Under pg. 76 Price 460 gp Usage worn --- A swarmeater's clasp features carved reliefs of verminous, swarming creatures. When you wear the clasp, you gain resistance 10 to physical damage from swarm creatures. Activate Two Actions (concentrate, manipulate) Frequency once per day; Requirements a swarm creature is within your reach; Effect You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover 3d10+8 Hit Points and deal the same amount of bludgeoning damage to the swarm. Hit Point recovery is a healing vitality effect.\n","skill_mod":{},"summary":"A swarmeater's clasp features carved reliefs of verminous, swarming creatures. When you wear the clasp, you gain resistance 10 to physical damage …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2347","source_group":["Agents of Edgewatch"],"name":"Swarmeater's Clasp","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2347"},{"item_child_id":["equipment-2348-2194","equipment-2348-2195","equipment-2348-2196"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)","Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-4880"],"trait":["Invested","Magical"],"id":"equipment-2348","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Goz Mask Source Treasure Vault (Remastered) pg. 154, Pathfinder #169: Kindled Magic pg. 73 Usage worn mask --- Originally designed by a sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features. Activate Single Action (manipulate) Frequency once per day; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Goz Mask Source Treasure Vault (Remastered) pg. 154, Pathfinder #169: Kindled Magic pg. 73 Price 30 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Goz Mask (Greater) Source Treasure Vault (Remastered) pg. 154, Pathfinder #169: Kindled Magic pg. 73 Price 240 gp --- The effect lasts for 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Goz Mask (Major) Source Treasure Vault (Remastered) pg. 154, Pathfinder #169: Kindled Magic pg. 73 Price 1,900 gp --- The mask gives you darkvision and allows you to ignore all concealment from any environmental effects for 1 hour.","skill_mod":{},"summary":"Originally designed by a sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2348","source_group":["Strength of Thousands"],"name":"Goz Mask","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2348"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)","Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2348","weakness":{},"price":3000,"legacy_id":["equipment-4880"],"trait":["Invested","Magical"],"id":"equipment-2348-2194","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Goz Mask Source Treasure Vault (Remastered) pg. 154, Pathfinder #169: Kindled Magic pg. 73 Usage worn mask --- Originally designed by a sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features. Activate Single Action (manipulate) Frequency once per day; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Goz Mask Source Treasure Vault (Remastered) pg. 154, Pathfinder #169: Kindled Magic pg. 73 Price 30 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Goz Mask (Greater) Source Treasure Vault (Remastered) pg. 154, Pathfinder #169: Kindled Magic pg. 73 Price 240 gp --- The effect lasts for 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Goz Mask (Major) Source Treasure Vault (Remastered) pg. 154, Pathfinder #169: Kindled Magic pg. 73 Price 1,900 gp --- The mask gives you darkvision and allows you to ignore all concealment from any environmental effects for 1 hour.","skill_mod":{},"summary":"Originally designed by a sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2348","source_group":["Strength of Thousands"],"name":"Goz Mask","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2348-2194"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)","Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2348","weakness":{},"price":24000,"legacy_id":["equipment-4880"],"trait":["Invested","Magical"],"id":"equipment-2348-2195","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Goz Mask Source Treasure Vault (Remastered) pg. 154, Pathfinder #169: Kindled Magic pg. 73 Usage worn mask --- Originally designed by a sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features. Activate Single Action (manipulate) Frequency once per day; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Goz Mask Source Treasure Vault (Remastered) pg. 154, Pathfinder #169: Kindled Magic pg. 73 Price 30 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Goz Mask (Greater) Source Treasure Vault (Remastered) pg. 154, Pathfinder #169: Kindled Magic pg. 73 Price 240 gp --- The effect lasts for 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Goz Mask (Major) Source Treasure Vault (Remastered) pg. 154, Pathfinder #169: Kindled Magic pg. 73 Price 1,900 gp --- The mask gives you darkvision and allows you to ignore all concealment from any environmental effects for 1 hour.","skill_mod":{},"summary":"The effect lasts for 10 minutes.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2348","source_group":["Strength of Thousands"],"name":"Goz Mask (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2348-2195"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)","Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2348","weakness":{},"price":190000,"legacy_id":["equipment-4880"],"trait":["Invested","Magical"],"id":"equipment-2348-2196","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Goz Mask Source Treasure Vault (Remastered) pg. 154, Pathfinder #169: Kindled Magic pg. 73 Usage worn mask --- Originally designed by a sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features. Activate Single Action (manipulate) Frequency once per day; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Goz Mask Source Treasure Vault (Remastered) pg. 154, Pathfinder #169: Kindled Magic pg. 73 Price 30 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Goz Mask (Greater) Source Treasure Vault (Remastered) pg. 154, Pathfinder #169: Kindled Magic pg. 73 Price 240 gp --- The effect lasts for 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Goz Mask (Major) Source Treasure Vault (Remastered) pg. 154, Pathfinder #169: Kindled Magic pg. 73 Price 1,900 gp --- The mask gives you darkvision and allows you to ignore all concealment from any environmental effects for 1 hour.","skill_mod":{},"summary":"The mask gives you darkvision and allows you to ignore all concealment from any environmental effects for 1 hour.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2348","source_group":["Strength of Thousands"],"name":"Goz Mask (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2348-2196"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)","Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":21000,"legacy_id":["equipment-4881"],"trait":["Invested","Magical","Teleportation","Uncommon"],"id":"equipment-2349","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Herd Mask Source Treasure Vault (Remastered) pg. 154, Pathfinder #169: Kindled Magic pg. 73 Price 210 gp Usage worn mask --- All herd masks are linked to at least one other herd mask and are usually sold in sets of multiple masks. Linked herd masks look like one another, with only the slightest of differences to tell them apart. Activate Single Action (concentrate) Frequency once per day; Effect You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each other, other creatures gain an immediate Perception check against the lower of your or the other wearer's Deception DCs to Impersonate each other. On a failure, they don't realize the swap occurred. Craft Requirements Supply a casting of translocate . You can link a herd mask you create to another herd mask in your possession when you finish crafting it, which causes it to be linked to the chosen mask as well as all other herd masks that are also linked to the chosen mask.\n","skill_mod":{},"summary":"All herd masks are linked to at least one other herd mask and are usually sold in sets of multiple masks. Linked herd masks look like one …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2349","source_group":["Strength of Thousands"],"name":"Herd Mask","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2349"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)","Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":10000,"skill":["Medicine"],"legacy_id":["equipment-4882"],"trait":["Invested","Magical"],"id":"equipment-2350","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Mask of Mercy Source Treasure Vault (Remastered) pg. 154, Pathfinder #169: Kindled Magic pg. 74 Price 100 gp Usage worn mask --- This porcelain or alabaster mask portrays an angelic visage of kindness and mercy. The mask grants a +1 item bonus to Medicine checks. Activate Single Action (concentrate, fortune) Frequency once per day; Trigger You are about to roll a variable number of Hit Points you restore from an action with the healing trait; Effect Roll twice to determine the number of Hit Points you restore and take the higher result.\n","skill_mod":{},"summary":"This porcelain or alabaster mask portrays an angelic visage of kindness and mercy. The mask grants a +1 item bonus to Medicine checks. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2350","source_group":["Strength of Thousands"],"name":"Mask of Mercy","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2350"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)","Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":47500,"legacy_id":["equipment-4883"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-2351","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Mask of the Cursed Eye Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Price 475 gp Usage worn mask --- A mask of the cursed eye is decorated with at least one wide, staring eye. The first time each day you’re targeted with a detection, prediction, revelation, or scrying spell by a creature on your plane that you can’t perceive, the creature targeting you must attempt a DC 24 Will save. This effect is automatic and does not require you to Activate the item. Critical Success The creature is unaffected. Success The creature is unaffected, but you know you’ve been targeted with a spell that has one of these traits. Failure The creature is sickened 1 and dazzled for 1 minute. You know you’ve been targeted with a spell that has one of these traits. Critical Failure The creature is sickened 2 and dazzled for 10 minutes, and the spell is disrupted. You gain a brief mental glimpse of the triggering creature and learn its approximate distance and direction.\n","skill_mod":{},"summary":"A mask of the cursed eye is decorated with at least one wide, staring eye. The first time each day you’re targeted with a detection, prediction, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2351","source_group":["Strength of Thousands"],"name":"Mask of the Cursed Eye","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2351"},{"item_child_id":["equipment-2352-2197","equipment-2352-2198"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)","Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-4884"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-2352","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Rhinoceros Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Usage worn mask --- Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you Stride at least 10 feet, your next melee Strike before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Rhinoceros Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Rhinoceros Mask (Greater) Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Price 425 gp --- Your melee Strikes ignore the Hardness of objects with a Hardness of 10 or less.","skill_mod":{},"summary":"Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you Stride at least 10 feet, your next …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2352","source_group":["Strength of Thousands"],"name":"Rhinoceros Mask","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2352"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)","Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2352","weakness":{},"price":9000,"legacy_id":["equipment-4884"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-2352-2197","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Rhinoceros Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Usage worn mask --- Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you Stride at least 10 feet, your next melee Strike before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Rhinoceros Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Rhinoceros Mask (Greater) Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Price 425 gp --- Your melee Strikes ignore the Hardness of objects with a Hardness of 10 or less.","skill_mod":{},"summary":"Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you Stride at least 10 feet, your next …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2352","source_group":["Strength of Thousands"],"name":"Rhinoceros Mask","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2352-2197"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)","Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2352","weakness":{},"price":42500,"legacy_id":["equipment-4884"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-2352-2198","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Rhinoceros Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Usage worn mask --- Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you Stride at least 10 feet, your next melee Strike before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Rhinoceros Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Rhinoceros Mask (Greater) Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Price 425 gp --- Your melee Strikes ignore the Hardness of objects with a Hardness of 10 or less.","skill_mod":{},"summary":"Your melee Strikes ignore the Hardness of objects with a Hardness of 10 or less.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2352","source_group":["Strength of Thousands"],"name":"Rhinoceros Mask (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2352-2198"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)","Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":8000,"legacy_id":["equipment-4885"],"trait":["Invested","Magical"],"id":"equipment-2353","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Shapespeak Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Price 80 gp Usage worn mask --- A shapespeak mask is carved into the shape of an animal, usually tailored to a species of beast that the user favors. While wearing this mask, you can speak when polymorphed into an animal. The mask removes no other limitations, such as the inability to cast spells while transformed.\n","skill_mod":{},"summary":"A shapespeak mask is carved into the shape of an animal, usually tailored to a species of beast that the user favors. While wearing this mask, you …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2353","source_group":["Strength of Thousands"],"name":"Shapespeak Mask","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2353"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)","Pathfinder #158: Sixty Feet Under"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":5000,"legacy_id":["equipment-4886"],"trait":["Divine","Invested","Uncommon","Unholy"],"id":"equipment-2354","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Skinsaw Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #158: Sixty Feet Under pg. 76 Price 50 gp Usage worn mask Bulk L --- A patchwork of humanoid flesh makes up a skinsaw mask , which is stitched together with black silk or wire. It is distinctive for its bulbous orange eye—crafted from a magical glass bauble—and wide row of teeth. When worn, the mask amplifies your ability to sense fear in other creatures. You know the value of the frightened condition of any observed creature, and you gain a +1 item bonus to Perception checks to Seek frightened creatures. Whenever you deal precision damage to a frightened creature, you deal 1 additional precision damage. If you aren’t unholy, you are drained 2 while wearing a skinsaw mask .\n","skill_mod":{},"summary":"A patchwork of humanoid flesh makes up a skinsaw mask , which is stitched together with black silk or wire. It is distinctive for its bulbous …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Equipment","Rarity","Mechanics"],"level":3,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2354","source_group":["Agents of Edgewatch"],"name":"Skinsaw Mask","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2354"},{"item_child_id":["equipment-2355-2199","equipment-2355-2200"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)","Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-4887"],"trait":["Invested","Magical"],"id":"equipment-2355","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Skittering Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Usage worn mask Bulk 1 --- A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you begin your turn unconscious and within 25 feet of an enemy, skittering metallic insect legs emerge from the holes in the mask and Step 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to hidden or undetected enemies, nor can it distinguish that a creature not acting openly hostile is an enemy. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Skittering Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Price 30 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Skittering Mask (Greater) Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Price 500 gp Bulk 1 --- The mask Steps 15 feet instead of 5 feet, and for 1 minute, each time you begin your turn unconscious and within 25 feet of an enemy, the mask Steps 15 feet away from the nearest enemy again. An ally can signal the mask with a single action, which has the auditory and concentrate traits. If the mask hears the signal, it attempts to move you towards that ally when it Steps away from the nearest enemy.","skill_mod":{},"summary":"A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2355","source_group":["Strength of Thousands"],"name":"Skittering Mask","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2355"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)","Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2355","weakness":{},"price":3000,"legacy_id":["equipment-4887"],"trait":["Invested","Magical"],"id":"equipment-2355-2199","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Skittering Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Usage worn mask Bulk 1 --- A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you begin your turn unconscious and within 25 feet of an enemy, skittering metallic insect legs emerge from the holes in the mask and Step 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to hidden or undetected enemies, nor can it distinguish that a creature not acting openly hostile is an enemy. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Skittering Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Price 30 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Skittering Mask (Greater) Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Price 500 gp Bulk 1 --- The mask Steps 15 feet instead of 5 feet, and for 1 minute, each time you begin your turn unconscious and within 25 feet of an enemy, the mask Steps 15 feet away from the nearest enemy again. An ally can signal the mask with a single action, which has the auditory and concentrate traits. If the mask hears the signal, it attempts to move you towards that ally when it Steps away from the nearest enemy.","skill_mod":{},"summary":"A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2355","source_group":["Strength of Thousands"],"name":"Skittering Mask","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2355-2199"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)","Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2355","weakness":{},"price":50000,"legacy_id":["equipment-4887"],"trait":["Invested","Magical"],"id":"equipment-2355-2200","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Skittering Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Usage worn mask Bulk 1 --- A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you begin your turn unconscious and within 25 feet of an enemy, skittering metallic insect legs emerge from the holes in the mask and Step 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to hidden or undetected enemies, nor can it distinguish that a creature not acting openly hostile is an enemy. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Skittering Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Price 30 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Skittering Mask (Greater) Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 74 Price 500 gp Bulk 1 --- The mask Steps 15 feet instead of 5 feet, and for 1 minute, each time you begin your turn unconscious and within 25 feet of an enemy, the mask Steps 15 feet away from the nearest enemy again. An ally can signal the mask with a single action, which has the auditory and concentrate traits. If the mask hears the signal, it attempts to move you towards that ally when it Steps away from the nearest enemy.","skill_mod":{},"summary":"The mask Steps 15 feet instead of 5 feet, and for 1 minute, each time you begin your turn unconscious and within 25 feet of an enemy, the mask Steps …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2355","source_group":["Strength of Thousands"],"name":"Skittering Mask (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2355-2200"},{"item_child_id":["equipment-2356-2201","equipment-2356-2202"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)","Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-4888"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-2356","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Tlil Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 75 Usage worn mask Bulk L --- Colorful, beaded tlil masks are commonly found on the distant continent of Arcadia, but trade between the two regions means that they can also be found in the Mwangi Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties. Activate Single Action (concentrate) Frequency once per day; Effect Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can't be concealed from you due to living plants, such as small trees, vines, and grass. This vision also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Tlil Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 75 Price 130 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tlil Mask (Greater) Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 75 Price 600 gp Bulk L --- The effect lasts for 10 minutes.","skill_mod":{},"summary":"Colorful, beaded tlil masks are commonly found on the distant continent of Arcadia, but trade between the two regions means that they can also be …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2356","source_group":["Strength of Thousands"],"name":"Tlil Mask","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2356"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)","Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2356","weakness":{},"price":13000,"legacy_id":["equipment-4888"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-2356-2201","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Tlil Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 75 Usage worn mask Bulk L --- Colorful, beaded tlil masks are commonly found on the distant continent of Arcadia, but trade between the two regions means that they can also be found in the Mwangi Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties. Activate Single Action (concentrate) Frequency once per day; Effect Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can't be concealed from you due to living plants, such as small trees, vines, and grass. This vision also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Tlil Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 75 Price 130 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tlil Mask (Greater) Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 75 Price 600 gp Bulk L --- The effect lasts for 10 minutes.","skill_mod":{},"summary":"Colorful, beaded tlil masks are commonly found on the distant continent of Arcadia, but trade between the two regions means that they can also be …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2356","source_group":["Strength of Thousands"],"name":"Tlil Mask","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2356-2201"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Treasure Vault (Remastered)","Pathfinder #169: Kindled Magic"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2356","weakness":{},"price":60000,"legacy_id":["equipment-4888"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-2356-2202","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Tlil Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 75 Usage worn mask Bulk L --- Colorful, beaded tlil masks are commonly found on the distant continent of Arcadia, but trade between the two regions means that they can also be found in the Mwangi Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties. Activate Single Action (concentrate) Frequency once per day; Effect Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can't be concealed from you due to living plants, such as small trees, vines, and grass. This vision also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Tlil Mask Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 75 Price 130 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tlil Mask (Greater) Source Treasure Vault (Remastered) pg. 155, Pathfinder #169: Kindled Magic pg. 75 Price 600 gp Bulk L --- The effect lasts for 10 minutes.","skill_mod":{},"summary":"The effect lasts for 10 minutes.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks","Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2356","source_group":["Strength of Thousands"],"name":"Tlil Mask (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2356-2202"},{"skill_mod":{},"summary":"A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are …","item_child_id":["equipment-2358-2205","equipment-2358-2206"],"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2358","weakness":{},"name":"Bone","legacy_id":["equipment-4940"],"id":"equipment-2358","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Bone Source Treasure Vault (Remastered) pg. 169 --- A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are applicable to a variety of other sturdy animal-based products, such as chitin, horn, ivory, coral, and shell, which can also be classified as bone for the purposes of determining item statistics. Bone elements from certain beasts, like the horn of a unicorn or the spikes of a manticore, may even yield magical properties when worked by a skilled crafter. ## Bone Objects Hardness HP BT Thin Items 4 16 8 Items 6 24 12 Structures 12 48 24 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Bone Specimen Source Treasure Vault (Remastered) pg. 169 Price 1 sp Bulk 1 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Bone Object Source Treasure Vault (Remastered) pg. 169 Price 1 sp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2358"},{"skill_mod":{},"summary":"A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2358","item_parent_id":"equipment-2358","weakness":{},"price":10,"name":"Bone Specimen","legacy_id":["equipment-4940"],"id":"equipment-2358-2205","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Bone Source Treasure Vault (Remastered) pg. 169 --- A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are applicable to a variety of other sturdy animal-based products, such as chitin, horn, ivory, coral, and shell, which can also be classified as bone for the purposes of determining item statistics. Bone elements from certain beasts, like the horn of a unicorn or the spikes of a manticore, may even yield magical properties when worked by a skilled crafter. ## Bone Objects Hardness HP BT Thin Items 4 16 8 Items 6 24 12 Structures 12 48 24 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Bone Specimen Source Treasure Vault (Remastered) pg. 169 Price 1 sp Bulk 1 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Bone Object Source Treasure Vault (Remastered) pg. 169 Price 1 sp (per Bulk) ","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2358-2205"},{"skill_mod":{},"summary":"A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2358","item_parent_id":"equipment-2358","weakness":{},"price":10,"name":"Bone Object","legacy_id":["equipment-4940"],"id":"equipment-2358-2206","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Bone Source Treasure Vault (Remastered) pg. 169 --- A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are applicable to a variety of other sturdy animal-based products, such as chitin, horn, ivory, coral, and shell, which can also be classified as bone for the purposes of determining item statistics. Bone elements from certain beasts, like the horn of a unicorn or the spikes of a manticore, may even yield magical properties when worked by a skilled crafter. ## Bone Objects Hardness HP BT Thin Items 4 16 8 Items 6 24 12 Structures 12 48 24 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Bone Specimen Source Treasure Vault (Remastered) pg. 169 Price 1 sp Bulk 1 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Bone Object Source Treasure Vault (Remastered) pg. 169 Price 1 sp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2358-2206"},{"skill_mod":{},"summary":"Stone was one of the earliest materials used to create tools, and crafters can still fashion it into a variety of implements, weapons, and even …","item_child_id":["equipment-2359-2207"],"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2359","weakness":{},"name":"Stone","legacy_id":["equipment-4941"],"id":"equipment-2359","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Stone Source Treasure Vault (Remastered) pg. 169 --- Stone was one of the earliest materials used to create tools, and crafters can still fashion it into a variety of implements, weapons, and even armor. Simple stone objects are made from common materials such as flint or basalt, while exquisite stone objects might be made from crystal, obsidian, or semi-precious gems. Particularly notable stone armors or weapons might even be crafted entirely from a giant emerald, ruby, or sapphire, though they can still use the base statistics presented below. Stone can replace the striking surface of any melee weapon as long as it has no complex moving parts, and ammunition can be crafted with it. Stone can replace metal components in chain and composite armor; only plate armor that specifically describes itself as being made from stone can be crafted from this material ## Stone Objects Hardness HP BT Thin Items 4 16 8 Items 7 24 12 Structures 14 48 24 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Stone Object (Low-Grade) Source Treasure Vault (Remastered) pg. 169 Price 1 sp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2359"},{"skill_mod":{},"summary":"Stone was one of the earliest materials used to create tools, and crafters can still fashion it into a variety of implements, weapons, and even …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2359","item_parent_id":"equipment-2359","weakness":{},"price":10,"name":"Stone Object (Low-Grade)","legacy_id":["equipment-4941"],"id":"equipment-2359-2207","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Stone Source Treasure Vault (Remastered) pg. 169 --- Stone was one of the earliest materials used to create tools, and crafters can still fashion it into a variety of implements, weapons, and even armor. Simple stone objects are made from common materials such as flint or basalt, while exquisite stone objects might be made from crystal, obsidian, or semi-precious gems. Particularly notable stone armors or weapons might even be crafted entirely from a giant emerald, ruby, or sapphire, though they can still use the base statistics presented below. Stone can replace the striking surface of any melee weapon as long as it has no complex moving parts, and ammunition can be crafted with it. Stone can replace metal components in chain and composite armor; only plate armor that specifically describes itself as being made from stone can be crafted from this material ## Stone Objects Hardness HP BT Thin Items 4 16 8 Items 7 24 12 Structures 14 48 24 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Stone Object (Low-Grade) Source Treasure Vault (Remastered) pg. 169 Price 1 sp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2359-2207"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"legacy_id":["equipment-4889"],"trait":["Artifact","Divine","Unique"],"id":"equipment-2360","text":"<title level=\"1\" right=\"Item 25\" pfs=\"Restricted\" > Cayden's Tankard Source Treasure Vault (Remastered) pg. 178 Usage held in 1 hand Bulk L Base Weapon Light Hammer --- This ordinary-looking silver tankard functions as a +4 major striking hopeful returning light hammer when wielded as a weapon. Imbued with Cayden Cailean's courage, you are immune to fear effects. Any liquid poured into the tankard transforms into a strong, alcoholic ambrosia that remains contained safely within until you drink it. Drinking the ambrosia Activates the tankard, with one of the following effects. If you aren't the one blessed to borrow the tankard, you are drained 4 and enfeebled 4 while holding it, and its magic doesn't function for you. Activate Reaction (manipulate) Trigger You are targeted or included in the area of a fear effect; Effect Calmly swigging a drink on the battlefield turns your foe's attempt to frighten you against them. The fear effect is counteracted for all targets, and the creature that created the effect must attempt a saving throw as if it alone were the original target of the effect. Activate Two Actions (concentrate, manipulate) Frequency once per hour; Effect You drink from the tankard, ending the controlled, grabbed, immobilized, paralyzed, restrained, and slowed conditions on yourself and creatures of your choice within 120 feet of you, as well as anything giving such targets a circumstance penalty to Speed. Any effect causing these conditions ends, and if the source of the effect is an item, that item can't produce the effect for 1 week, provided it is of a level lower than the tankard's. If a target needs to Escape an effect imposing any of these conditions, it automatically does so on its next attempt. You can Activate this ability even if one of the listed conditions would normally prevent you from doing so (such as paralyzed). Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You enhance yourself with a shard of Cayden's divine fortune and cast indestructibility . Destruction If an unholy creature carries Cayden’s Tankard into the Starstone Cathedral, drinks from it, and returns outside with it, the tankard shatters.\n","skill_mod":{},"summary":"This ordinary-looking silver tankard functions as a +4 major striking hopeful returning light hammer when wielded as a weapon. Imbued with …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":25,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2360","base_item":["Light Hammer"],"name":"Cayden's Tankard","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-2360"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"legacy_id":["equipment-4890"],"trait":["Artifact","Magical","Unique"],"id":"equipment-2361","text":"<title level=\"1\" right=\"Item 23\" pfs=\"Restricted\" > Coldstar Pistols Source Treasure Vault (Remastered) pg. 178 Usage held in 1 hand Bulk 1 Base Weapon Dueling Pistol --- One dueling pistol in this paired set is etched with flames along its barrel, while the other is etched with icicles. In these separate forms, one gun comprising the Coldstar Pistols functions as a +3 greater striking greater flaming dueling pistol and the other as a +3 greater striking greater frost dueling pistol . When joined, the guns form a double-barreled weapon that functions as a +4 major striking greater flaming greater frost dueling pistol . The combined form has a range increment of 120 feet. In either form, the Coldstar Pistols have the agile, concealable, concussive, and fatal d10 traits. As star guns, the Coldstar Pistols run on magic and don't use ammunition or black powder. Activate Single Action (manipulate) Effect You switch the Coldstar Pistols from one form to the other. Attempt a Deception check to Feint with a +4 circumstance bonus. Activate Single Action (manipulate) Frequency once per round; Effect Make two Strikes against one target, taking the highest of the two attack rolls and applying it to both attacks. Your multiple attack penalty increases only after these Strikes. Destruction If Deft Onki's name and deeds ever fade from mortal memory entirely, the Coldstar Pistols can be destroyed like a normal object.\n","skill_mod":{},"summary":"One dueling pistol in this paired set is etched with flames along its barrel, while the other is etched with icicles. In these separate forms, one …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":23,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2361","base_item":["Dueling Pistol"],"name":"Coldstar Pistols","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-2361"},{"skill_mod":{},"summary":"At the center of this silver ring gleams an obsidian gem, its surface emblazoned with a blood-red rune of forgetting. While wearing a forgotten …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":21,"usage":"worn","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2362","weakness":{},"name":"Forgotten Signet","legacy_id":["equipment-4891"],"trait":["Artifact","Invested","Magical","Rare"],"id":"equipment-2362","text":"<title level=\"1\" right=\"Item 21\" pfs=\"Restricted\" > Forgotten Signet Source Treasure Vault (Remastered) pg. 179 Usage worn --- At the center of this silver ring gleams an obsidian gem, its surface emblazoned with a blood-red rune of forgetting. While wearing a forgotten signet , you’re subjected to hidden mind (+32 counteract bonus) and easily fade from others’ memory. Sapient creatures must attempt a DC 42 Will save each time you depart from their company or they forget you entirely. Destruction If a creature learns the true name of a forgotten signet's wearer and makes it public knowledge, that forgotten signet tarnishes and breaks in two. Critical Success The creature's memories of you are normal. Success The creature remembers you and your interactions but has difficulty describing either to others. Each time they attempt to share information about these subjects with someone else, they relate only confusing or unclear details about you and this interaction. Failure The creature remembers your existence but no details about you or your interactions. For example, they remember speaking with an individual of your most basic biological traits, such as a human woman, but not your name, appearance, or other specific features. Critical Failure The creature retains no memories of you or this interaction.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2362"},{"skill_mod":{},"summary":"The barrel of this long rifle is translucent in places, forming a swirled pattern along the metal, and its stock is formed of crimson wood. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":23,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2363","weakness":{},"name":"Ghosthand's Comet","legacy_id":["equipment-4892"],"trait":["Artifact","Magical","Unique"],"id":"equipment-2363","text":"<title level=\"1\" right=\"Item 23\" pfs=\"Restricted\" > Ghosthand's Comet Source Treasure Vault (Remastered) pg. 179 Usage held in 2 hands Bulk 2 --- The barrel of this long rifle is translucent in places, forming a swirled pattern along the metal, and its stock is formed of crimson wood. Ghosthand's Comet is a +4 major striking beast-bane greater impactful advanced firearm with a range increment of 300 feet. It deals 5d8 force damage and has the backstabber, concussive, kickback, and fatal d12 traits. As a star gun, Ghosthand's Comet runs on magic and doesn't use ammunition or black powder. The weapon is silent when fired. Activate Free Action (concentrate) Trigger You attempt a ranged Strike with Ghosthand's Comet ; Effect For the triggering Strike, Ghosthand's Comet changes its damage type to your choice of acid, cold, electricity, fire, or sonic. Activate Single Action (concentrate) Effect On your next attempt at a ranged Strike with Ghosthand's Comet , the shot phases through any material or magical obstacle, such as a wall of force , in its path, ignoring all cover. You must attempt the Strike by the end of your turn or this effect is lost. Destruction If the Grim Reaper slays the wielder of Ghosthand's Comet , the Reaper's scythe, as it strikes the killing blow, is destined to slice the star gun in half.\n","bulk":2,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-2363"},{"skill_mod":{},"summary":"These unadorned white robes, fastened with simple brass pins in the shape of a human hand, can’t be soiled or blemished. While wearing perfected …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"primary_source_category":"Rulebooks","level":22,"usage":"worn","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2364","weakness":{},"name":"Perfected Robes","legacy_id":["equipment-4893"],"trait":["Artifact","Divine","Invested","Rare"],"id":"equipment-2364","text":"<title level=\"1\" right=\"Item 22\" pfs=\"Restricted\" > Perfected Robes Source Treasure Vault (Remastered) pg. 179 Usage worn Bulk L --- These unadorned white robes, fastened with simple brass pins in the shape of a human hand, can’t be soiled or blemished. While wearing perfected robes, you don’t need to eat, sleep, or drink, but you can if you choose to. The robes bless you with constant truesight (+32 counteract bonus). A creature who dons these robes without earning them is clumsy 3, enfeebled 3, and stupefied 3 while wearing them, gaining the truesight but otherwise unable to use the robes’ magic. Activate Free Action (concentrate) Frequency once per minute; Effect If your next action is to attempt a d20 roll with which you have legendary proficiency, roll twice and take the better result. This is a fortune effect. Activate Two Actions (concentrate) Frequency once per day; Effect You cast avatar , gaining the abilities for Irori. Destruction If the wearer ever willingly turns from the path of self-perfection into corruption or overindulgence, their perfected robes crumble to nothing.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2364"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"skill":["Stealth"],"legacy_id":["equipment-4894"],"trait":["Artifact","Primal","Rare"],"id":"equipment-2365","text":"<title level=\"1\" right=\"Item 21\" pfs=\"Restricted\" > Scale of Igroon Source Treasure Vault (Remastered) pg. 180 Usage held in 1 hand Bulk L --- Carved from a scale of the kaiju Igroon, this jagged shield refracts light around it in a shimmering haze. A scale of Igroon (Hardness 20, HP 160, BT 80) recovers 4 Hit Points at the start of its wielder's turn. When you Raise a Shield, you can use the Shield Block reaction with the scale of Igroon to block an attack or effect that deals acid, cold, electricity, fire, force, or sonic damage as well as physical damage. Activate Single Action (manipulate) Requirements You're in an area of bright or dim light; Effect You angle the shield to refract light. Until the start of your next turn, you gain a +4 item bonus to Stealth checks to Hide and Sneak and can do so while observed. This bonus ends if you Activate another ability or use the Shield Block reaction. Activate Single Action (manipulate) Requirements You're in an area of bright light; Effect You angle the shield at a target within 60 feet, reflecting light into its eyes. It must attempt a DC 42 Fortitude save. Critical Success The target is unaffected. Success The target is blinded until its next turn begins. Failure The target is blinded for 1 minute. Critical Failure The target is blinded for 2d4 hours. Activate Free Action (manipulate) Trigger You use Shield Block and prevent yourself from taking energy damage from a line, ray, or a direct attack, including a force barrage spell; Effect You reflect the energy along a trajectory you choose. The effect travels only up to its remaining range, using its original parameters if it strikes other targets. Destruction If a deity, kaiju, spawn of a deity, titan, or being of similar power stomps on a scale of Igroon while in absolute darkness, the shield is destroyed permanently.\n","skill_mod":{},"summary":"Carved from a scale of the kaiju Igroon, this jagged shield refracts light around it in a shimmering haze. A scale of Igroon (Hardness 20, HP …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":21,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2365","name":"Scale of Igroon","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2365"},{"skill_mod":{},"summary":"The swirling folds of a starfaring cloak appear to contain the night sky, with the stars rotating hypnotically through its firmament shedding dim …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":24,"usage":"worn","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2366","weakness":{},"name":"Starfaring Cloak","legacy_id":["equipment-4895"],"trait":["Artifact","Divine","Invested","Light","Rare"],"id":"equipment-2366","text":"<title level=\"1\" right=\"Item 24\" pfs=\"Restricted\" > Starfaring Cloak Source Treasure Vault (Remastered) pg. 180 Usage worn Bulk L --- The swirling folds of a starfaring cloak appear to contain the night sky, with the stars rotating hypnotically through its firmament shedding dim light to a range of 10 feet. While wearing the cloak, you gain a +10-foot item bonus to your Speed and a fly Speed equal to your Speed. You can survive comfortably without breathing, in the void of space, and in severe or extreme cold or heat. Also, you gain sustenance from starlight and sunlight, so if you're outdoors for an hour or more per day, you don't need to eat or drink. While wearing the cloak, you can navigate perfectly and unerringly by looking up at the sky. Activate Reaction (concentrate ,fortune) Frequency once per day; Trigger You make an attack roll, skill check, or saving throw; Effect Reroll the triggering roll and take the higher result. This is a fortune effect. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect The cloak casts sleep at 4th rank (DC 42). Activate Three Actions (concentrate) Frequency once per week; Effect The cloak casts teleport at 10th rank. If you name no destination, it teleports you to a random planet in a random location that's safe for you. Destruction If the wearer of a starfaring cloak is bound by imprisonment for a century and a day, the cloak dissolves into light. This time is reduced to a year and a day if the wearer is placed in eternal slumber by imprisonment and subjected to the nightmare spell once per day.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2366"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"skill":["Occultism"],"legacy_id":["equipment-4896"],"trait":["Artifact","Divine","Unique"],"id":"equipment-2367","text":"<title level=\"1\" right=\"Item 28\" pfs=\"Restricted\" > Whisperer of Souls Source Treasure Vault (Remastered) pg. 180 Usage held in 2 hands Bulk 2 Base Weapon Glaive --- This +4 major striking greater brilliant keen glaive binds the souls of powerful creatures it slays. The soul can't be returned to life by any means while imprisoned within the glaive and can be freed only by a deed of great benevolence or selflessness. While using the glaive as a weapon, whenever you reduce a sapient creature of 18th level or higher to 0 Hit Points or roll a critical success with a Strike against such a target, the creature must attempt a DC 50 Fortitude save. Critical Success No additional effect. Success The glaive siphons the creature's essence, rendering it drained 1. If the creature dies from the Strike or while drained in this way, the creature's soul is bound in the glaive. Failure As success, but the creature is drained 2. Critical Failure As success, but the creature is drained 4. The glaive also has the following activations. Activate Free Action (concentrate) Trigger You Strike with the Whisperer of Souls ; Effect You choose whether the Strike deals lethal or nonlethal damage. If the glaive has a reason for doing so, such as slaying a creature whose soul the glaive can absorb, it can defy your choice if you fail a DC 50 Will save. Activate Free Action (concentrate) Trigger You attempt an Occultism check to Decipher Writing, Identify Magic, Learn a Spell, or Recall Knowledge; Effect You listen to eldritch secrets the weapon whispers, gaining a +4 item bonus to the triggering check. Activate Three Actions (concentrate, manipulate) Frequency once per week; Effect Attempt an Occultism check as if you cast the legend lore ritual about a subject. If you roll a success or critical success, you can repeat what the Whisperer of Souls relates to you about the subject. On a critical failure, you and the glaive are drawn into a murmuring void of cold, where your mind is assaulted by strange visions for an entire week. At the end of this time, you reappear and must attempt a DC 50 Will save. Success When you return, you can retrain one of your skills into a Lore skill about evil creatures or places, as if you had spent 1 week retraining. Failure As success, but you are stupefied 2 for 1 week. Critical Failure As success, but you become unholy. If you were holy, you instead lose that trait. You must retrain one of your skills into a Lore about unholy creatures or places. You become obsessed with increasing your forbidden knowledge, turning to wicked forces that offer such secrets and compromising your morals further if you must. Destruction If the Whisperer of Souls is used to slay Shelyn's herald, it disintegrates, bringing about great evil in its wake.\n","skill_mod":{},"summary":"This +4 major striking greater brilliant keen glaive binds the souls of powerful creatures it slays. The soul can't be returned to life by …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":28,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2367","base_item":["Glaive"],"name":"Whisperer of Souls","bulk":2,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-2367"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"skill":["Nature"],"legacy_id":["equipment-4897"],"trait":["Artifact","Invested","Primal","Unique"],"id":"equipment-2368","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Restricted\" > Ursine Avenger Hood Source Treasure Vault (Remastered) pg. 183 Usage worn Bulk L --- Note from Nethys: This item is a constituent part of the Ursine Avenger Hood archetype using the archetype artifact rules. A gift passed from warrior to warrior, this cowl is made from a cave bear's skull and fur. Once invested, the wearer gains a +1 item bonus to Nature checks to Command an Animal, which increases to +2 if the animal is a bear. The wearer of the hood feels a constant longing for the wilderness and wild places and takes a –1 item penalty to all Diplomacy checks to Gather Information or Make an Impression if they go more than 5 days inside a large town or city without spending at least 4 hours in the wilderness. Destruction Soak the Ursine Avenger Hood in the blood of a linnorm that is at least 16th level and then burn it in a fire that uses only oak and chrysanthemum as fuel.\n","skill_mod":{},"summary":" Note from Nethys: This item is a constituent part of the Ursine Avenger Hood archetype using the archetype artifact rules. A gift passed from …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2368","name":"Ursine Avenger Hood","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-2368"},{"skill_mod":{},"summary":" Note from Nethys: This item is a constituent part of the Gelid Shard archetype using the archetype artifact rules. This crystal shard shimmers …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Monster","Equipment","Energy","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2369","weakness":{},"name":"Gelid Shard","legacy_id":["equipment-4898"],"trait":["Arcane","Artifact","Cold","Invested","Rare"],"id":"equipment-2369","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Restricted\" > Gelid Shard Source Treasure Vault (Remastered) pg. 184 --- Note from Nethys: This item is a constituent part of the Gelid Shard archetype using the archetype artifact rules. This crystal shard shimmers with its own light even as it seems to draw the heat out of its surroundings. Plunging it into your heart grants you the tranquil lethality of deepest winter, but the more you draw upon its power, the colder your heart grows. Your frozen heart dulls your emotions. When you gain a bonus from an emotion effect, that bonus is reduced by 1, to a minimum of 0. At 10th level, the bonus is reduced by 2. Your dulled emotions make it hard to relate to others; the DC of checks to Make an Impression or Request a favor of other creatures, or to Aid in such attempts, is increased by +2. You gain resistance to cold equal to your level and a +2 status bonus to all saves against emotion effects. Destruction The gelid shard must be left exposed in the Plane of Fire for a week and a day, then smashed with an adamantine hammer by someone who felt true love for the shard's creator.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2369"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Blighted Boons","speed":{},"weakness":{},"legacy_id":["equipment-4899"],"trait":["Consumable","Primal","Rare"],"id":"equipment-2370","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Elder Seed Source Treasure Vault (Remastered) pg. 187 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- An enormous, perfect, ripe seed from a tree important to a region's druids, an elder seed exudes vitality. Plant life grows quickly and abundantly around it. Anyone who touches the seed understands the nature of its power. Swallowing it whole imparts its effects, but succeeding at the save against the boon causes the swallower to regurgitate the seed. --- Stage 1 (9 Days) Your skin hardens, giving you a brownish-green tinge. You gain resistance to bludgeoning damage and piercing damage equal to your level, and you have tremorsense out to a range of 30 feet. Also, you can cast enlarge , speak with animals , 4th-rank speak with plants , and web each once per day as primal innate spells. The web is a dense mycelial net rather than spider silk. --- Stage 2 (1 Month) You gain low-light vision and fluency in Arboreal. However, your body feels stiffer, your mind slower to move to intense emotions, and you are prone to take your time making decisions. You become clumsy 1, take a –1 status penalty to initiative rolls, and gain a weakness to fire damage equal to half your level, and you take the same amount of additional damage from axes. If you die at this stage or higher, your body sinks into the earth, forming rich soil. Over several days, a mature, full-sized tree of the seed's type grows where you fell. If plant growth is impossible, such as due to lack of sunlight, fungi grow there instead, extending mycelia through the earth until they reach a place the tree can grow. Then, the tree grows. An arboreal can tend this tree to cause it to regrow one elder seed after 3 years and 3 days. --- Stage 3 (1 Month) You become more treelike and ponderous in body and mind, and when you cast the enlarge innate spell from this boon, you can cast it at 4th rank. The clumsy value increases to 2 and the status penalty increases to –2. Whenever you roll initiative, you become slowed 1 automatically, slowed 2 if the d20 roll is 10 or lower, or slowed 3 if the d20 shows a 1. Your weakness to fire and vulnerability to axes equals your level. --- Stage 4 You die. --- Purging You must seek out an arboreal, druid, or nature-loving fey that is your level or higher whom you have never met, and pledge your allegiance to that being. Doing so places you under a geas to accomplish at least one meaningful service, usually a quest, for your new liege. While under the geas, you can't advance to stage 4. Once you complete your service, you regurgitate the elder seed , and its effects on you end.\n","skill_mod":{},"summary":"An enormous, perfect, ripe seed from a tree important to a region's druids, an elder seed exudes vitality. Plant life grows quickly and abundantly …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2370","stage":["You die. Purging You must seek out an arboreal, druid , or nature-loving fey that is your level or higher whom you have never met, and pledge your allegiance to that being. Doing so places you under a geas to accomplish at least one meaningful service, usually a quest, for your new liege. While under the geas, you can't advance to stage 4. Once you complete your service, you regurgitate the elder seed , and its effects on you end."],"name":"Elder Seed","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-2370"},{"primary_source_category":"Rulebooks","usage":"worn ring","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Blighted Boons","speed":{},"weakness":{},"legacy_id":["equipment-4900"],"trait":["Consumable","Magical","Rare"],"id":"equipment-2371","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Restricted\" > Heartblood Ring Source Treasure Vault (Remastered) pg. 187 Usage worn ring Bulk L Activate Single Action (manipulate) --- Sealed inside the hidden compartment of a gold ring, heartblood has an unmistakable coppery taste, along with a thick mouth feel. A whiff of the concoction is pleasantly stimulating. --- Stage 1 (1 Week) The first time you enter this stage from a particular dose of heartblood , you are affected as if by regenerate . Each round this effect functions, it attempts to counteract one disease or poison affecting you with a bonus equal to your class DC – 10. Heartblood also reduces physical signs of aging, altering your appearance to that of vigorous adulthood for your ancestry. (Non-adults who drink heartblood change only in apparent vigor, not age.) You have fast healing equal to half your level, as well as resistance to negative damage and poison damage equal to half your level. Also, you gain a +1 circumstance bonus to saving throws (or any other defense) against death effects, disease, paralysis, poison, and sleep. Treat the outcome of any saving throw you roll against death, paralyze, or sleep effects as one step better. --- Stage 2 (1 Month) You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Reduce your current and maximum Hit Points by 2 × your level; you are doomed 1. You develop a pallor and a dislike of bright light, especially sunlight. If suddenly exposed to bright light, you are dazzled until the end of your next turn. While in an area of sunlight, you remain dazzled until 1 round after the exposure ends. Normal food is unsatisfying, and you have urges to consume blood; when confronted with the opportunity to do so, you must succeed at a Will save to avoid it. Doing so once after each time you roll initiative is enough. Your normal coloration returns for a few hours after you drink blood. If you die at this stage or higher, your body becomes a bloody mist that sinks 6 feet into the ground. The third night thereafter, you rise from the earth as a vampire with the alignment of the heartblood's creator. You are under the control of the heartblood's creator unless your level is higher than that creature's. The controlling vampire senses you and guides you to them via psychic link. Significant destruction of your body and circumstances that prevent the formation of undead stop this effect. --- Stage 3 (1 Month) You gain darkvision and now have fast healing equal to your level. A death effect can't automatically kill you or increase your dying value. Reduce your current and maximum Hit Points by 4 × your level, rounded up, instead of 2 × your level; you are doomed 2. Your hunger for blood increases, so if you fail to drink a cup or so each day, you are considered to have gone without food that day. You are also slowed 1 while in sunlight, becoming slowed 2 after 1 minute. Your shadow is wispy, and your reflection in mirrors ghostly, which are apparent signs of vampirism to those who know such facts. --- Stage 4 You die. --- Purging Heartblood loses its potency if the vampire who created it is destroyed. However, a dose of heartblood imposes a –2 status penalty to your saving throws against the powers of the vampire who created it.\n","skill_mod":{},"summary":"Sealed inside the hidden compartment of a gold ring, heartblood has an unmistakable coppery taste, along with a thick mouth feel. A whiff of the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2371","stage":["You die. Purging Heartblood loses its potency if the vampire who created it is destroyed. However, a dose of heartblood imposes a –2 status penalty to your saving throws against the powers of the vampire who created it."],"name":"Heartblood Ring","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-2371"},{"primary_source_category":"Rulebooks","usage":"touched","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Blighted Boons","speed":{},"weakness":{},"legacy_id":["equipment-4901"],"trait":["Consumable","Fire","Primal","Rare"],"id":"equipment-2372","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Restricted\" > Phoenix Cinder Source Treasure Vault (Remastered) pg. 188 Usage touched Activate Single Action (manipulate) --- An incandescent, multipronged crystal the color of dying fire, a phoenix cinder gives off pleasant warmth and a sense of peace. A low, soft chirruping around the crystal invokes the idea of using fire to cleanse and protect. The crystal offers this power to anyone who touches it. A partaker must be willing to gain the boon's effects. --- Stage 1 (1 Week) The first time you enter this stage from a particular phoenix cinder , you are affected as if by regenerate . For 3 days after taking in the cinder, you are immune to fire. While in this stage or higher, you have fast healing equal to half your level, as well as resistance to fire damage equal to half your level. You gain a +1 circumstance bonus to saving throws (or any other defense) against fire. Treat the outcome of any saving throw you roll against fire effects as one step better. You can cast produce flame as an innate spell, and you have access to the following activation. Activate Single Action (concentrate, fire) Frequency once per day; Effect You wreathe yourself in flame for 1 minute. Adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage. You can Dismiss the activation. --- Stage 2 (1 Month) You can use the activation once per hour. Always feverish and flushed, you feel as if temperatures lower than sweltering are cold. Reduce your current and maximum Hit Points by 2 × your level, and you have a weakness to cold damage equal to half your level. You have urges to burn and use fire when you can. When confronted with the opportunity to do so, you must succeed at a Will save to avoid it. Doing so once after each time you roll initiative is enough. If you die at this stage or higher, your body burns from the inside out over 1d4 rounds, reducing you to fine ash. Anything flammable on you is destroyed. A phoenix emerges from your remains, but doesn’t have the holy trait and is interested more in selfish pursuits and spreading fire than kindness. You also attempt a DC 8 flat check; on a failure, the phoenix gains the unholy trait, and also thirsts for vengeance against the little beings like the one who dared to use its power for a time. --- Stage 3 (1 Month) You now have fast healing equal to your level but reduce your current and maximum Hit Points by 4 × your level, rounded up, instead of 2 × your level. Also, you have a weakness to cold damage equal to your level and a weakness to evil damage equal to half your level. You can use the activation you previously gained once per minute, but you can no longer Dismiss it. Whenever you drop to 0 Hit Points, a flame strike erupts from a randomly chosen point on the edge of your space. --- Stage 4 You die. --- Purging You must collect the remains of a phoenix of your level or higher who has been unable to self-resurrect, compressing the remains with powdered diamonds, opals, and rubies worth 75 gp × your level into an egg. You can then use flame strike as if you dropped to 0 Hit Points during this boon's stage 3. If you do so, the phoenix whose remains you collected is reborn as if it used its Self-Resurrection, and the phoenix cinder's effects end on you.\n","element":["Fire"],"skill_mod":{},"summary":"An incandescent, multipronged crystal the color of dying fire, a phoenix cinder gives off pleasant warmth and a sense of peace. A low, soft …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Tradition","Rarity"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2372","stage":["You die. Purging You must collect the remains of a phoenix of your level or higher who has been unable to self-resurrect, compressing the remains with powdered diamonds, opals, and rubies worth 75 gp × your level into an egg. You can then use flame strike as if you dropped to 0 Hit Points during this boon's stage 3. If you do so, the phoenix whose remains you collected is reborn as if it used its Self-Resurrection, and the phoenix cinder's effects end on you."],"name":"Phoenix Cinder","actions_number":2,"bulk":0,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-2372"},{"primary_source_category":"Rulebooks","usage":"touched","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Blighted Boons","speed":{},"weakness":{},"legacy_id":["equipment-4902"],"trait":["Consumable","Occult","Rare"],"id":"equipment-2373","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Restricted\" > Void Fragment Source Treasure Vault (Remastered) pg. 189 Usage touched Activate Single Action (manipulate) --- Hovering midair, thrumming and whispering of its power, a void fragment is a crystalline fragment of swirling colors, reminiscent of stars and deep darkness. It thrums intermittently with a beckoning vibration, drawing attention from and pulling at nearby creatures with a tangible sense of gravity. A chill hangs in the air around it. At a touch, the wisp vanishes, giving the point of contact a gangrenous color. If the partaker succeeds at the initial save, the wisp reappears somewhere on the same planet. --- Stage 1 (8 Days) The first time you enter this stage from a given void fragment, you gain the effect of a potion of truespeech for 3 days. The wisp grants you telepathy with a range of 30 feet. Also, you are under the effects of hidden mind , except that its status bonus is +1 and it counteracts with a bonus equal to your class DC – 9. The wisp grants you resistance to mental damage equal to half your level. You also have access to the following activation. Activate Single Action or Two Actions (concentrate, teleportation) Frequency once per hour; Effect You teleport up to 30 feet to an unoccupied space you can see. If you used 2 actions, you can teleport up to 60 feet. --- Stage 2 (24 Days) You gain imprecise thoughtsense to half your telepathy's range, which increases to 60 feet. However, you have a tough time filtering the mental noise. If any creatures can be detected by your thoughtsense, you take a –1 penalty to Perception checks. When you arrive in a space after using the activation to teleport, you create a 10-foot emanation that works like strange geometry for 1 round. This emanation can affect you. If you die at this stage or higher, your body implodes. Your soul reincarnates as an aberration of a level close to yours, which extrudes from the location of your implosion. Common forms include jah-tohl, gosreg, quelaunt, rhu-chalik, shoggoth, and xoarian. This creature isn't you, but fleeting memories of your former existence remain with it. You can't be raised from the dead while this monster endures. The void fragment reappears somewhere on the same planet. --- Stage 3 (32 Days) Your telepathy range increases to 100 feet, and the wisp grants you resistance to mental damage equal to your level. The mental noise increases the penalty to Perception to –2. Whenever you roll initiative, you become confused for up to 1d4 rounds. --- Stage 4 You die. --- Purging You must find and slay a powerful aberration or a servant of such creatures the GM deems appropriate. The creature must be of your level or higher. Then, someone must cast a rest eternal ritual on you and the dead being; you must be anointed with the same oils the ritual normally requires. If the ritual results in a success, it casts the slain creature into the void along with the void fragment inside you, ending its effects on you.\n","skill_mod":{},"summary":"Hovering midair, thrumming and whispering of its power, a void fragment is a crystalline fragment of swirling colors, reminiscent of stars and deep …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2373","stage":["You die. Purging You must find and slay a powerful aberration or a servant of such creatures the GM deems appropriate. The creature must be of your level or higher. Then, someone must cast a rest eternal ritual on you and the dead being"],"name":"Void Fragment","actions_number":2,"bulk":0,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-2373"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"legacy_id":["equipment-4903"],"trait":["Cursed","Magical","Rare"],"id":"equipment-2374","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Restricted\" > Bellicose Dagger Source Treasure Vault (Remastered) pg. 190 Usage held in 1 hand Bulk L Base Weapon Dagger --- The hilt of a bellicose dagger is etched with the word for “war” in various languages. Having absorbed the spirit of violence over the course of its existence, the weapon now craves bloodshed. A bellicose dagger is a +1 striking wounding dagger . However, anytime you interact with creatures, no matter the context, you must succeed at a DC 25 Will save or else find you have, as a reaction, drawn the dagger. When you use the bellicose dagger as a weapon for the first time, it fuses to you. While it's in your possession, you take a –2 circumstance penalty to Diplomacy checks and skill checks to avoid fighting, such as Deception checks to trick your way out of a scuffle or Stealth checks to sneak past enemies.\n","skill_mod":{},"summary":"The hilt of a bellicose dagger is etched with the word for “war” in various languages. Having absorbed the spirit of violence over the course of …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2374","base_item":["Dagger"],"name":"Bellicose Dagger","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2374"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"saving_throw":"DC 30 Fortitude","legacy_id":["equipment-4904"],"trait":["Consumable","Cursed","Primal","Rare"],"id":"equipment-2375","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Restricted\" > Bower Fruit Source Treasure Vault (Remastered) pg. 190 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Bower fruit got its name from its association with the Green Mother, a fey Eldest with a fondness for plants and manipulation, whose domain is known as the Hanging Bower. She uses these cursed fruits to keep mortals in her thrall, but it's unknown whether she created them or simply popularized their use. A bower fruit condemns a non-fey who tastes it to never again be satisfied with the fare found in the mundane Universe. Any fruit can be cursed in this manner, but stone fruits such as peaches, plums, mangoes, and lychees are most common. Upon activating a bower fruit by eating it, you’re afflicted with the curse of decadence. You can’t recover from stage 1 of the curse naturally, even if you succeed at the save to do so. Curse of Decadence (curse) Saving Throw DC 30 Fortitude; Stage 1 You’re afflicted by hunger as if you hadn’t eaten food in days. You become fatigued and take 1d4 damage each day that can’t be healed until you sate your hunger. No amount of eating food can sate your hunger during the spell’s duration, with one exception—food from the First World sates your hunger and suppresses the effects, but permanently increases the save DC by 1 (to a maximum of DC 35). After the week ends, if your hunger is still not sated, you take damage from starvation. (1 week); Stage 2 As stage 1, plus you’re sickened 1; Stage 3 As stage 1, plus you’re drained 1 and sickened 1; Stage 4 As stage 1, plus you’re drained 2, sickened 2, and stupefied 2.\n","skill_mod":{},"summary":" Bower fruit got its name from its association with the Green Mother , a fey Eldest with a fondness for plants and manipulation, whose domain is …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2375","stage":["You’re afflicted by hunger as if you hadn’t eaten food in days. You become fatigued and take 1d4 damage each day that can’t be healed until you sate your hunger. No amount of eating food can sate your hunger during the spell’s duration, with one exception—food from the First World sates your hunger and suppresses the effects, but permanently increases the save DC by 1 (to a maximum of DC 35). After the week ends, if your hunger is still not sated, you take damage from starvation . (1 week)","As stage 1, plus you’re sickened 1","As stage 1, plus you’re drained 1 and sickened 1","As stage 1, plus you’re drained 2, sickened 2, and stupefied 2."],"name":"Bower Fruit","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-2375"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"skill":["Religion"],"legacy_id":["equipment-4905"],"trait":["Cursed","Divine","Focused","Intelligent","Invested","Rare","Unholy"],"id":"equipment-2376","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Corruption Cassock Source Treasure Vault (Remastered) pg. 190 Usage worn garment Bulk L --- Perception +20; precise vision 30 feet, imprecise hearing 30 feet Communication telepathy (Common, Empyrean, four other languages) Skills Deception +21, Diplomacy +19, Religion +19 Int +2, Wis +5, Cha +4 Will +20 --- Devotees of benevolent faiths fear and loathe corruption cassocks, each of which is dedicated to an unholy deity. When the garment chooses a target, such as when it senses a worshipper of a deity who isn’t unholy, it alters its form to match another deity’s iconography, appearing to be a devoted vestments for that deity. Once donned, the cassock tries to subtly sway its wearer to the worship of its deity. If the wearer begins to succumb, the corruption cassock gradually reverts to its true appearance, replacing its false iconography as its wearer converts. A corruption cassock functions as a devoted vestments for any wearer it chooses. Once you invest the cassock, it fuses to you. While you remain loyal to another deity, you believe the cassock grants you a +2 item bonus to Religion checks and a +1 item bonus to the divine skill of the deity to whom you believe the cassock is dedicated. It does neither. The GM secretly adjusts your checks with those skills, causing you to fail at religious tasks more often. If you have multiple equal or lower item bonuses to the affected skills, the cassock takes precedence, negating those bonuses. If you convert to following the cassock’s true unholy deity, however, these bonuses function normally for you. If you attempt to Cast a Spell that has the holy trait, the cassock can force you to attempt a DC 28 Will save. On a failure, you’re stupefied 1 for one minute (stupefied 2 on a critical failure). A corruption cassock uses this ability to convince you that your deity has forsaken you. Activate Single Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity you believe the cassock is dedicated to. If you don't spend this Focus Point by the end of this turn, it's lost. However, when you use this activation, the corruption cassock can instead cast a domain spell of the same rank from its deity. It does so only to confuse and dismay you, harming your faith.\n","skill_mod":{},"summary":"Devotees of benevolent faiths fear and loathe corruption cassocks, each of which is dedicated to an unholy deity. When the garment chooses a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity","Mechanics"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2376","name":"Corruption Cassock","alignment":"No Alignment","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2376"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"legacy_id":["equipment-4906"],"trait":["Cursed","Invested","Magical","Rare"],"id":"equipment-2377","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Crushing Coils Source Treasure Vault (Remastered) pg. 191 Usage worn armor Bulk 1 Base Armor Leather Armor --- Made from constrictor snakeskin, the strips of this +1 leather armor wrap around you like an anaconda might wrap around its victim. The first time you roll a 1 on any attack roll or check after donning the armor, it fuses with you and constricts. It constricts anytime you roll a 1 on any attack roll or check thereafter. When the armor constricts, you're restrained for 1 round. Activate Single Action (concentrate, manipulate) Effect The armor wraps around you, allowing you to don it by the time the activation finishes.\n","skill_mod":{},"summary":"Made from constrictor snakeskin, the strips of this +1 leather armor wrap around you like an anaconda might wrap around its victim. The first …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2377","base_item":["Leather Armor"],"name":"Crushing Coils","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2377"},{"legacy_name":["Draconic Toxin Bottle"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"legacy_id":["equipment-4907"],"trait":["Consumable","Cursed","Magical","Potion","Rare"],"id":"equipment-2378","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Restricted\" > Energy Toxin Bottle Source Treasure Vault (Remastered) pg. 191 Usage held in 1 hand Bulk L --- This glass bottle embellished with brass decorations appears to be a lesser energy breath potion of a specific type, but has been polluted, making it toxic to use. Activate Single Action (manipulate) Effect You drink from the bottle and must succeed at a DC 25 Fortitude saving throw or become sickened 1 (sickened 2 on a critical failure) and immediately vomit the potion directly onto yourself, taking 5d6 damage of the same damage type the potion deals and expending the item. If you succeed at your Fortitude save, you become sickened 1 but otherwise are able to unleash Energy Breath as normal for a lesser energy breath potion of the appropriate type.\n","skill_mod":{},"summary":"This glass bottle embellished with brass decorations appears to be a lesser energy breath potion of a specific type, but has been polluted, …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2378","name":"Energy Toxin Bottle","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2378"},{"skill_mod":{},"summary":"The origins of the notorious Dullahan Codex are shrouded in mystery. Some legends claim it belongs to a dullahan whose head was taken by the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2379","weakness":{},"name":"Dullahan Codex","legacy_id":["equipment-4908"],"trait":["Cursed","Grimoire","Magical","Unique"],"id":"equipment-2379","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Restricted\" > Dullahan Codex Source Treasure Vault (Remastered) pg. 191 --- The origins of the notorious Dullahan Codex are shrouded in mystery. Some legends claim it belongs to a dullahan whose head was taken by the Grim Reaper. Others attribute its creation to a powerful necromancer whose name has been lost to time. Whatever the truth, the grimoire has passed down through the ages, sometimes via mortal hands and other times mysteriously appearing among the possessions of its next target. It deserves its reputation for dooming those who possess it to die, but scholars debate whether the codex causes this fate or merely acts as its harbinger. The Dullahan Codex is a jet-black tome bearing a single rune embossed on its cover, and it functions as a true endless grimoire . Inside, scrawled across its parchment pages in a delicate, spidery script, is a lengthy list of names that always appears in a reader's native alphabet. The grimoire isn't sentient, but it selects its owners, quickly passing out of the hands of those it doesn't choose. An intended victim's name appears on the list of names. If your name is on the list and you touch the volume or read from its pages, you must attempt a DC 45 Will save. Critical Success The codex disappears, moving on to a new victim. Success The codex fuses to you. Failure The codex fuses to you, and you become doomed 1. Critical Failure As failure, but you're doomed 2. If you attempt to get rid of the codex while it's fused to you, it returns to your possession within an hour. Each day the codex is fused to you, you must attempt another Will saving throw, but a critical success does nothing. The doomed value from the codex can decrease only after it's no longer fused to you; once it's fused to you, you remain its intended victim unless you complete a freedom ritual aimed at ending this 10th-rank effect. (On a critical failure with this ritual, the codex adds all casters to its list.) You can redirect the curse by inscribing another person's name in the grimoire and succeeding at a DC 40 Arcana or Occultism check. Doing so is an evil act. If the curse is ritually ended or redirected, or the chosen victim dies, the codex moves on to a new victim.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-2379"},{"skill_mod":{},"summary":"These wire-rim glasses appear to be glasses of sociability , making you think they grant a +1 item bonus to Diplomacy when they grant none. The …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":3,"usage":"worn eyepiece","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2380","weakness":{},"name":"Gaffe Glasses","legacy_id":["equipment-4909"],"trait":["Cursed","Invested","Magical","Rare"],"id":"equipment-2380","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Restricted\" > Gaffe Glasses Source Treasure Vault (Remastered) pg. 191 Usage worn eyepiece Bulk L --- These wire-rim glasses appear to be glasses of sociability , making you think they grant a +1 item bonus to Diplomacy when they grant none. The GM secretly adjusts your Diplomacy checks to ignore the bonus, and if you have multiple +1 item bonuses to Diplomacy, the glasses take precedence, negating those bonuses. Activate Single Action (concentrate) Effect Like glasses of sociability , with the same limitations, you stare at another creature. If you've met and exchanged names, you expect to instantly remember the target's name. However, you recall the worst possible incorrect name, such as mistaking a famous artist for their hated rival. This blunder doesn't prevent you from realizing the creature's real name after you've been corrected. Once you use this activation, the glasses fuse to you.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2380"},{"legacy_name":["Hat of Disagreeable Disguise"],"item_child_id":["equipment-2381-2208","equipment-2381-2209"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"legacy_id":["equipment-4910"],"trait":["Cursed","Invested","Magical","Rare"],"id":"equipment-2381","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Restricted\" > Handkerchief of Disagreeable Disguise Source Treasure Vault (Remastered) pg. 191 Usage worn headwear --- This elegant scarf appears to be and functions as a masquerade scarf . When you invest the scarf, it fuses to you. Activate 1 minute (manipulate) Frequency once per day; Effect Like a masquerade scarf , the scarf casts a 1st-rank illusory disguise spell on you. However, the illusion disadvantages you based on your intent, making you, for example, appear to be a suspicious ruffian if you’re trying to sneak past guards or lending you the seeming of a pauper if you’re trying to impress a shallow aristocrat. You and those you consider to be allies must succeed at a DC 16 Will save or you perceive the illusion as you intended it, though others won’t. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You can’t Dismiss the spell. <title level=\"2\" right=\"Item 2\" pfs=\"Restricted\" > Handkerchief of Disagreeable Disguise Source Treasure Vault (Remastered) pg. 191 <title level=\"2\" right=\"Item 7\" pfs=\"Restricted\" > Handkerchief of Disagreeable Disguise (Greater) Source Treasure Vault (Remastered) pg. 191 --- You can Activate the scarf as a 2-action activity any number of times per day, the illusory disguise is 2nd rank (allowing it to malfunction with sound and smell), and the DC is 23.","skill_mod":{},"summary":"This elegant scarf appears to be and functions as a masquerade scarf . When you invest the scarf, it fuses to you. ","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2381","name":"Handkerchief of Disagreeable Disguise","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2381"},{"legacy_name":["Hat of Disagreeable Disguise"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"item_parent_id":"equipment-2381","weakness":{},"legacy_id":["equipment-4910"],"trait":["Cursed","Invested","Magical","Rare"],"id":"equipment-2381-2208","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Restricted\" > Handkerchief of Disagreeable Disguise Source Treasure Vault (Remastered) pg. 191 Usage worn headwear --- This elegant scarf appears to be and functions as a masquerade scarf . When you invest the scarf, it fuses to you. Activate 1 minute (manipulate) Frequency once per day; Effect Like a masquerade scarf , the scarf casts a 1st-rank illusory disguise spell on you. However, the illusion disadvantages you based on your intent, making you, for example, appear to be a suspicious ruffian if you’re trying to sneak past guards or lending you the seeming of a pauper if you’re trying to impress a shallow aristocrat. You and those you consider to be allies must succeed at a DC 16 Will save or you perceive the illusion as you intended it, though others won’t. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You can’t Dismiss the spell. <title level=\"2\" right=\"Item 2\" pfs=\"Restricted\" > Handkerchief of Disagreeable Disguise Source Treasure Vault (Remastered) pg. 191 <title level=\"2\" right=\"Item 7\" pfs=\"Restricted\" > Handkerchief of Disagreeable Disguise (Greater) Source Treasure Vault (Remastered) pg. 191 --- You can Activate the scarf as a 2-action activity any number of times per day, the illusory disguise is 2nd rank (allowing it to malfunction with sound and smell), and the DC is 23.","skill_mod":{},"summary":"This elegant scarf appears to be and functions as a masquerade scarf . When you invest the scarf, it fuses to you.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2381","name":"Handkerchief of Disagreeable Disguise","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2381-2208"},{"legacy_name":["Hat of Disagreeable Disguise (Greater)"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"item_parent_id":"equipment-2381","weakness":{},"legacy_id":["equipment-4910"],"trait":["Cursed","Invested","Magical","Rare"],"id":"equipment-2381-2209","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Restricted\" > Handkerchief of Disagreeable Disguise Source Treasure Vault (Remastered) pg. 191 Usage worn headwear --- This elegant scarf appears to be and functions as a masquerade scarf . When you invest the scarf, it fuses to you. Activate 1 minute (manipulate) Frequency once per day; Effect Like a masquerade scarf , the scarf casts a 1st-rank illusory disguise spell on you. However, the illusion disadvantages you based on your intent, making you, for example, appear to be a suspicious ruffian if you’re trying to sneak past guards or lending you the seeming of a pauper if you’re trying to impress a shallow aristocrat. You and those you consider to be allies must succeed at a DC 16 Will save or you perceive the illusion as you intended it, though others won’t. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You can’t Dismiss the spell. <title level=\"2\" right=\"Item 2\" pfs=\"Restricted\" > Handkerchief of Disagreeable Disguise Source Treasure Vault (Remastered) pg. 191 <title level=\"2\" right=\"Item 7\" pfs=\"Restricted\" > Handkerchief of Disagreeable Disguise (Greater) Source Treasure Vault (Remastered) pg. 191 --- You can Activate the scarf as a 2-action activity any number of times per day, the illusory disguise is 2nd rank (allowing it to malfunction with sound and smell), and the DC is 23.","skill_mod":{},"summary":"You can Activate the scarf as a 2-action activity any number of times per day, the illusory disguise is 2nd rank (allowing it to malfunction with …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2381","name":"Handkerchief of Disagreeable Disguise (Greater)","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2381-2209"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"legacy_id":["equipment-4911"],"trait":["Cursed","Intelligent","Magical","Rare"],"id":"equipment-2382","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Restricted\" > Heckling Tools Source Treasure Vault (Remastered) pg. 192 Usage held in 2 hands Bulk as tools of the normal type --- Perception +9; precise vision 30 feet, imprecise hearing 30 feet Communication telepathy (two common languages) Skills Intimidation +9, one skill associated with their use +9 Int +2, Wis +2, Cha +2 Will +7 --- Tools that are severely misused or left in malevolent circumstances can develop malicious sapience, dedicated to critiquing those who use them. Such heckling tools are often born from implements useful to adventurers because such people are the likely to misuse tools or leave them in a corrupting situation. When you first set to using the tools, they fuse to you. Used for their intended purpose, the tools telepathically badger and disparage you, mocking your abilities and giving you ill-founded advice. You must succeed at a DC 19 Will save to realize this badgering comes from the tools and not your own negative thoughts. Instead of the tool's usual bonus, you take a –2 circumstance penalty to checks made using heckling tools . Once you realize the tools are cursed, you can suppress their negative effects, gaining their typical bonus for 24 hours if you succeed at a DC 17 Deception or Diplomacy check to placate them, often by offering obsequious, public admiration.\n","skill_mod":{},"summary":"Tools that are severely misused or left in malevolent circumstances can develop malicious sapience, dedicated to critiquing those who use them. Such …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2382","name":"Heckling Tools","alignment":"No Alignment","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2382"},{"skill_mod":{},"summary":"Carved of bone, luckless dice appear to be a set of loaded dice . If unsuccessfully identified as cursed, luckless dice seem to hold a minor …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":2,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2383","weakness":{},"name":"Luckless Dice","legacy_id":["equipment-4912"],"trait":["Cursed","Magical","Misfortune","Rare"],"id":"equipment-2383","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Restricted\" > Luckless Dice Source Treasure Vault (Remastered) pg. 192 Usage held in 1 hand Bulk L --- Carved of bone, luckless dice appear to be a set of loaded dice. If unsuccessfully identified as cursed, luckless dice seem to hold a minor enchantment that improves your luck. However, they fuse to you when you use them, cursing you with ill fortune. Luckless dice don't grant a bonus on Games Lore checks. Instead, when you use them to gamble, the GM rolls secretly, granting you the lower result. Once you realize the dice are cursed, the GM can instead allow you to roll twice and take the lower result.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2383"},{"skill_mod":{},"summary":"This item appears to be and functions as a portable hole , but it's actually the maw of an alien extradimensional creature akin to and older than …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":15,"usage":"placed on a surface","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2384","weakness":{},"name":"Mother Maw","legacy_id":["equipment-4913"],"trait":["Cursed","Extradimensional","Magical","Rare"],"id":"equipment-2384","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Restricted\" > Mother Maw Source Treasure Vault (Remastered) pg. 192 Usage placed on a surface Bulk L --- This item appears to be and functions as a portable hole , but it's actually the maw of an alien extradimensional creature akin to and older than a bag of devouring . Any animal or vegetable matter put in the hole has a chance of triggering the creature's interest. Whenever you reach into the hole to retrieve an item or place an animal or plant product within the bag, roll a DC 11 flat check. On a success, the hole ignores the intrusion. On a failure, the mother maw devours the triggering material, removing it from existence. The maw can't eat artifacts. If the triggering material isn't entirely inside the maw, such as when someone reaches inside, the mother maw attempts to pull it completely inside using a Grapple action with a +28 Athletics bonus. On a success, it devours the victim or object. Whenever the maw critically fails the Athletics check, it regurgitates one creature or object it previously devoured. The condition of the vomited creature or object depends on its resilience and the time it has spent inside the maw. Typically, the maw spews forth items it finds difficult to digest, such as those made of adamantine or protected by magic. It can and does regurgitate remains, though.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2384"},{"skill_mod":{},"summary":"Carved of acacia wood, a ring of ravenousness is inlaid with a geometric pattern. The ring appears to be a ring of sustenance . Once you invest …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":7,"usage":"worn","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2385","weakness":{},"name":"Ring of Ravenousness","legacy_id":["equipment-4914"],"trait":["Cursed","Invested","Magical","Rare"],"id":"equipment-2385","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Restricted\" > Ring of Ravenousness Source Treasure Vault (Remastered) pg. 192 Usage worn --- Carved of acacia wood, a ring of ravenousness is inlaid with a geometric pattern. The ring appears to be a ring of sustenance . Once you invest it, though, it fuses to you, its effects activating immediately. While wearing the ring, you require twice the normal amount of food and drink for a creature your size to avoid starvation and thirst.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2385"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"legacy_id":["equipment-4915"],"trait":["Cursed","Invested","Magical","Rare"],"id":"equipment-2386","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Restricted\" > Shared-Pain Sankeit Source Treasure Vault (Remastered) pg. 192 Usage worn armor Bulk 3 Base Armor Sankeit --- A shared-pain sankeit seems to be an impressive suit of +2 resilient fortification duskwood sankeit shaped to resemble a mighty linnorm. However, it protects you by drawing on the health of your nearby allies. When you roll the flat check for the armor's fortification rune, it protects you normally when you roll a 20. When you roll a 17, 18, or 19, though, the GM determines damage for the critical hit normally, then distributes half to you and the other half evenly among allies within 30 feet of you. If no ally is within range to take the distributed damage, the fortification rune fails to function. This effect manifests the first time an attacker scores a critical hit on you, after which the armor fuses with you.\n","skill_mod":{},"summary":"A shared-pain sankeit seems to be an impressive suit of +2 resilient fortification duskwood sankeit shaped to resemble a mighty linnorm …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2386","base_item":["Sankeit"],"name":"Shared-Pain Sankeit","bulk":3,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2386"},{"skill_mod":{},"summary":"A skull-topped metal shrieking key appears to be a skeleton key , useful in place of thieves' tools when attempting to Pick a Lock . A …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":5,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2387","weakness":{},"name":"Shrieking Key","legacy_id":["equipment-4916"],"trait":["Cursed","Magical","Rare"],"id":"equipment-2387","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Shrieking Key Source Treasure Vault (Remastered) pg. 192 Usage held in 1 hand --- A skull-topped metal shrieking key appears to be a skeleton key , useful in place of thieves' tools when attempting to Pick a Lock. A shrieking key has no activation, however. When you use it to Pick a Lock, the key emits a loud shriek audible for 500 feet despite ambient noise. Physical barriers still block or muffle the shriek as normal. You also take a –2 circumstance penalty to the Thievery check rather than enjoying a bonus. After you attempt such a check with the key the first time, it fuses to you, returning to your possession if discarded. To use another device to Pick a Lock, you must first succeed at a DC 20 Will save.\n","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2387"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"skill":["Acrobatics"],"legacy_id":["equipment-4917"],"trait":["Cursed","Invested","Magical","Rare"],"id":"equipment-2388","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Restricted\" > Sluggish Bracelet Source Treasure Vault (Remastered) pg. 193 Usage worn --- A silver charm bracelet, a sluggish bracelet appears to be a bracelet of dashing , granting you a +1 item bonus to Acrobatics checks. If the curse goes unrecognized, you think you can Activate it to gain a +10-foot status bonus to your Speed for 1 minute. Instead, its activation is as follows. Activate Single Action (concentrate) Effect You take a –10-foot penalty to your Speed for 1 minute, and the bracelet fuses to you. Thereafter, it grants you no bonus to Acrobatics checks, and it imposes a –5-foot status penalty to your Speed.\n","skill_mod":{},"summary":"A silver charm bracelet, a sluggish bracelet appears to be a bracelet of dashing , granting you a +1 item bonus to Acrobatics checks. If the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2388","name":"Sluggish Bracelet","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2388"},{"skill_mod":{},"summary":"Made of a deep-brown rosewood, a spurned lute is adorned with carved flowers. The lute appears to be and functions as a virtuoso instrument . …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":5,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2389","weakness":{},"name":"Spurned Lute","legacy_id":["equipment-4918"],"trait":["Cursed","Magical","Rare"],"id":"equipment-2389","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Spurned Lute Source Treasure Vault (Remastered) pg. 193 Usage held in 2 hands Bulk 1 --- Made of a deep-brown rosewood, a spurned lute is adorned with carved flowers. The lute appears to be and functions as a virtuoso instrument. (Other spurned instruments exist, but the lute is the least rare.) This lute has a jealous streak, demanding total loyalty from its “partner” musician. After you play the lute for the first time, it fuses to you. If you go a day without using it to Perform, you become stupefied 1 until you next do so. After that, when you attempt a Performance check using an instrument other than the lute, you take a –4 circumstance penalty to do so, and you must succeed at a DC 20 Will save or become stupefied 1 for 1 minute.\n","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2389"},{"item_child_id":["equipment-2390-2210","equipment-2390-2211","equipment-2390-2212","equipment-2390-2213","equipment-2390-2214"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"legacy_id":["equipment-4919"],"trait":["Cursed","Magical","Rare","Scrying"],"id":"equipment-2390","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Restricted\" > Tattletale Orb Source Treasure Vault (Remastered) pg. 193 Usage held in 1 hand Bulk 1 --- A tattletale orb is a polished crystal sphere that appears to function as a crystal ball . If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb's type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your scrying spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb's type, to use another such device. Tattletale orbs come in the same types as crystal balls , with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball . <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Tattletale Orb (Clear Quartz) Source Treasure Vault (Remastered) pg. 193 Bulk 1 <title level=\"2\" right=\"Item 15\" pfs=\"Restricted\" > Tattletale Orb (Selenite) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target is temporarily immune to the orb’s see the unseen for 24 hours and can choose to be invisible to the orb’s scrying during that time. <title level=\"2\" right=\"Item 16\" pfs=\"Restricted\" > Tattletale Orb (Moonstone) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target is temporarily immune to the orb's mind reading for 24 hours and can use mind reading against you instead, as if the target used the orb. <title level=\"2\" right=\"Item 17\" pfs=\"Restricted\" > Tattletale Orb (Peridot) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target can send you one telepathic demand . <title level=\"2\" right=\"Item 19\" pfs=\"Restricted\" > Tattletale Orb (Obsidian) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target is temporarily immune to the orb’s truesight for 24 hours. During that time, you see a false vision of the target’s choice if you scry on the target. Despite being higher rank than the spell, you can’t disbelieve this illusion if scrying through the orb.","skill_mod":{},"summary":"A tattletale orb is a polished crystal sphere that appears to function as a crystal ball . If those whom you use the orb to scry on roll better …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2390","name":"Tattletale Orb","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2390"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"item_parent_id":"equipment-2390","weakness":{},"legacy_id":["equipment-4919"],"trait":["Cursed","Magical","Rare","Scrying"],"id":"equipment-2390-2210","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Restricted\" > Tattletale Orb Source Treasure Vault (Remastered) pg. 193 Usage held in 1 hand Bulk 1 --- A tattletale orb is a polished crystal sphere that appears to function as a crystal ball . If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb's type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your scrying spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb's type, to use another such device. Tattletale orbs come in the same types as crystal balls , with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball . <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Tattletale Orb (Clear Quartz) Source Treasure Vault (Remastered) pg. 193 Bulk 1 <title level=\"2\" right=\"Item 15\" pfs=\"Restricted\" > Tattletale Orb (Selenite) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target is temporarily immune to the orb’s see the unseen for 24 hours and can choose to be invisible to the orb’s scrying during that time. <title level=\"2\" right=\"Item 16\" pfs=\"Restricted\" > Tattletale Orb (Moonstone) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target is temporarily immune to the orb's mind reading for 24 hours and can use mind reading against you instead, as if the target used the orb. <title level=\"2\" right=\"Item 17\" pfs=\"Restricted\" > Tattletale Orb (Peridot) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target can send you one telepathic demand . <title level=\"2\" right=\"Item 19\" pfs=\"Restricted\" > Tattletale Orb (Obsidian) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target is temporarily immune to the orb’s truesight for 24 hours. During that time, you see a false vision of the target’s choice if you scry on the target. Despite being higher rank than the spell, you can’t disbelieve this illusion if scrying through the orb.","skill_mod":{},"summary":"A tattletale orb is a polished crystal sphere that appears to function as a crystal ball . If those whom you use the orb to scry on roll better …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2390","name":"Tattletale Orb (Clear Quartz)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2390-2210"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"item_parent_id":"equipment-2390","weakness":{},"legacy_id":["equipment-4919"],"trait":["Cursed","Magical","Rare","Scrying"],"id":"equipment-2390-2211","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Restricted\" > Tattletale Orb Source Treasure Vault (Remastered) pg. 193 Usage held in 1 hand Bulk 1 --- A tattletale orb is a polished crystal sphere that appears to function as a crystal ball . If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb's type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your scrying spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb's type, to use another such device. Tattletale orbs come in the same types as crystal balls , with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball . <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Tattletale Orb (Clear Quartz) Source Treasure Vault (Remastered) pg. 193 Bulk 1 <title level=\"2\" right=\"Item 15\" pfs=\"Restricted\" > Tattletale Orb (Selenite) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target is temporarily immune to the orb’s see the unseen for 24 hours and can choose to be invisible to the orb’s scrying during that time. <title level=\"2\" right=\"Item 16\" pfs=\"Restricted\" > Tattletale Orb (Moonstone) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target is temporarily immune to the orb's mind reading for 24 hours and can use mind reading against you instead, as if the target used the orb. <title level=\"2\" right=\"Item 17\" pfs=\"Restricted\" > Tattletale Orb (Peridot) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target can send you one telepathic demand . <title level=\"2\" right=\"Item 19\" pfs=\"Restricted\" > Tattletale Orb (Obsidian) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target is temporarily immune to the orb’s truesight for 24 hours. During that time, you see a false vision of the target’s choice if you scry on the target. Despite being higher rank than the spell, you can’t disbelieve this illusion if scrying through the orb.","skill_mod":{},"summary":"The target is temporarily immune to the orb’s see the unseen for 24 hours and can choose to be invisible to the orb’s scrying during that time.","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2390","name":"Tattletale Orb (Selenite)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2390-2211"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"item_parent_id":"equipment-2390","weakness":{},"legacy_id":["equipment-4919"],"trait":["Cursed","Magical","Rare","Scrying"],"id":"equipment-2390-2212","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Restricted\" > Tattletale Orb Source Treasure Vault (Remastered) pg. 193 Usage held in 1 hand Bulk 1 --- A tattletale orb is a polished crystal sphere that appears to function as a crystal ball . If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb's type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your scrying spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb's type, to use another such device. Tattletale orbs come in the same types as crystal balls , with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball . <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Tattletale Orb (Clear Quartz) Source Treasure Vault (Remastered) pg. 193 Bulk 1 <title level=\"2\" right=\"Item 15\" pfs=\"Restricted\" > Tattletale Orb (Selenite) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target is temporarily immune to the orb’s see the unseen for 24 hours and can choose to be invisible to the orb’s scrying during that time. <title level=\"2\" right=\"Item 16\" pfs=\"Restricted\" > Tattletale Orb (Moonstone) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target is temporarily immune to the orb's mind reading for 24 hours and can use mind reading against you instead, as if the target used the orb. <title level=\"2\" right=\"Item 17\" pfs=\"Restricted\" > Tattletale Orb (Peridot) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target can send you one telepathic demand . <title level=\"2\" right=\"Item 19\" pfs=\"Restricted\" > Tattletale Orb (Obsidian) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target is temporarily immune to the orb’s truesight for 24 hours. During that time, you see a false vision of the target’s choice if you scry on the target. Despite being higher rank than the spell, you can’t disbelieve this illusion if scrying through the orb.","skill_mod":{},"summary":"The target is temporarily immune to the orb's mind reading for 24 hours and can use mind reading against you instead, as if the target used the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2390","name":"Tattletale Orb (Moonstone)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2390-2212"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"item_parent_id":"equipment-2390","weakness":{},"legacy_id":["equipment-4919"],"trait":["Cursed","Magical","Rare","Scrying"],"id":"equipment-2390-2213","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Restricted\" > Tattletale Orb Source Treasure Vault (Remastered) pg. 193 Usage held in 1 hand Bulk 1 --- A tattletale orb is a polished crystal sphere that appears to function as a crystal ball . If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb's type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your scrying spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb's type, to use another such device. Tattletale orbs come in the same types as crystal balls , with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball . <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Tattletale Orb (Clear Quartz) Source Treasure Vault (Remastered) pg. 193 Bulk 1 <title level=\"2\" right=\"Item 15\" pfs=\"Restricted\" > Tattletale Orb (Selenite) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target is temporarily immune to the orb’s see the unseen for 24 hours and can choose to be invisible to the orb’s scrying during that time. <title level=\"2\" right=\"Item 16\" pfs=\"Restricted\" > Tattletale Orb (Moonstone) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target is temporarily immune to the orb's mind reading for 24 hours and can use mind reading against you instead, as if the target used the orb. <title level=\"2\" right=\"Item 17\" pfs=\"Restricted\" > Tattletale Orb (Peridot) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target can send you one telepathic demand . <title level=\"2\" right=\"Item 19\" pfs=\"Restricted\" > Tattletale Orb (Obsidian) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target is temporarily immune to the orb’s truesight for 24 hours. During that time, you see a false vision of the target’s choice if you scry on the target. Despite being higher rank than the spell, you can’t disbelieve this illusion if scrying through the orb.","skill_mod":{},"summary":"The target can send you one telepathic demand .","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2390","name":"Tattletale Orb (Peridot)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2390-2213"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"item_parent_id":"equipment-2390","weakness":{},"legacy_id":["equipment-4919"],"trait":["Cursed","Magical","Rare","Scrying"],"id":"equipment-2390-2214","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Restricted\" > Tattletale Orb Source Treasure Vault (Remastered) pg. 193 Usage held in 1 hand Bulk 1 --- A tattletale orb is a polished crystal sphere that appears to function as a crystal ball . If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb's type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your scrying spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb's type, to use another such device. Tattletale orbs come in the same types as crystal balls , with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball . <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Tattletale Orb (Clear Quartz) Source Treasure Vault (Remastered) pg. 193 Bulk 1 <title level=\"2\" right=\"Item 15\" pfs=\"Restricted\" > Tattletale Orb (Selenite) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target is temporarily immune to the orb’s see the unseen for 24 hours and can choose to be invisible to the orb’s scrying during that time. <title level=\"2\" right=\"Item 16\" pfs=\"Restricted\" > Tattletale Orb (Moonstone) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target is temporarily immune to the orb's mind reading for 24 hours and can use mind reading against you instead, as if the target used the orb. <title level=\"2\" right=\"Item 17\" pfs=\"Restricted\" > Tattletale Orb (Peridot) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target can send you one telepathic demand . <title level=\"2\" right=\"Item 19\" pfs=\"Restricted\" > Tattletale Orb (Obsidian) Source Treasure Vault (Remastered) pg. 193 Bulk 1 --- The target is temporarily immune to the orb’s truesight for 24 hours. During that time, you see a false vision of the target’s choice if you scry on the target. Despite being higher rank than the spell, you can’t disbelieve this illusion if scrying through the orb.","skill_mod":{},"summary":"The target is temporarily immune to the orb’s truesight for 24 hours. During that time, you see a false vision of the target’s choice if you scry …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2390","name":"Tattletale Orb (Obsidian)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2390-2214"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"skill":["Occultism"],"legacy_id":["equipment-4920"],"trait":["Cursed","Magical","Rare"],"id":"equipment-2391","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Restricted\" > Unfathomable Stargazer Source Treasure Vault (Remastered) pg. 193 Usage held in 1 hand Bulk 1 --- An unfathomable stargazer is a handheld brass telescope etched with constellations, the patterns of which form bizarre, shifting runes. You can observe the night sky with an unfathomable stargazer , however, the constellations you glimpse through the telescope distort with expanding and contracting fields of darkness among them. You use Occultism instead of Perception or Astronomy Lore when observing the skies with this item, and gain a +2 item bonus on all checks to do so. Once you use it, it fuses to you, and you must succeed at a DC 35 Will save to use another device to observe the stars, including your naked eyes. The telescope imposes a –4 circumstance penalty to Survival checks to Sense Direction or navigate. If you critically fail this Survival check, you're subjected to warp mind (DC 34) as you glimpse something horrifying and alien amid the darkness.\n","skill_mod":{},"summary":"An unfathomable stargazer is a handheld brass telescope etched with constellations, the patterns of which form bizarre, shifting runes. You can …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2391","name":"Unfathomable Stargazer","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2391"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"legacy_id":["equipment-4921"],"trait":["Intelligent","Primal","Rare","Staff"],"id":"equipment-2392","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Restricted\" > Arboreal Staff Source Treasure Vault (Remastered) pg. 193 Usage held in 1 hand Bulk 1 --- Perception +25; precise vision (low-light) 60 feet, imprecise hearing 30 feet, imprecise tremorsense 30 feet (only when touching the ground) Communication speech (Arboreal, Common, Fey; speak with plants ) Skills Diplomacy +22, Forest Lore +25, Nature +25 Int +4, Wis +6, Cha +4 Will +27 --- Rather than passing on when they feel their death approaching, a rare few elderly arboreals undergo a ritual of preservation. This rite fuses the arboreal's consciousness into a branch, allowing their spirit to live on within the object. The branch functions as a greater verdant staff , though the arboreal spirit allows only partners willing to safeguard nature to use the staff's spells. An arboreal who decides to become an arboreal staff is more connected to shorter-lived species than others of their kind. Most choose to endure to share their knowledge with future generations, but they take a long view in ways that can be frustrating to their wielders. In addition to the activation and spells of a greater verdant staff , an arboreal staff can cast the spells it holds as if it were the staff's wielder, though it usually does so only to benefit a partner. The staff also has earthbind available as a 3rd-rank spell.\n","skill_mod":{},"summary":"Rather than passing on when they feel their death approaching, a rare few elderly arboreals undergo a ritual of preservation. This rite fuses the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2392","name":"Arboreal Staff","alignment":"No Alignment","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2392"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"legacy_id":["equipment-4922"],"trait":["Intelligent","Magical","Rare"],"id":"equipment-2393","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Restricted\" > Bleachguard Doll Source Treasure Vault (Remastered) pg. 194 Usage held in 1 hand Bulk L --- Perception +16; precise vision (low-light) 30 feet, imprecise hearing 30 feet Communication speech (one language spoken by the doll's creator) Skills One Intelligence-, Wisdom-, or Charisma-based skill chosen by the creator at +16 Int +3, Wis +3, Cha +3 Will +16 --- Rather than seeking out new experiences to stave off the Bleaching, gnome spellcasters with the right know-how can infuse a small fragment of their consciousness into a doll, then send the doll off with a crew of adventurers to experience new things. Such gnomes might have difficulties that keep them from exploring or might be preoccupied with other pursuits, but the doll acts as an intermediary, transmitting the benefits of new experiences to its creator via a potent, but passive, psychic link. A bleachguard doll has the alignment and demeanor of its creator, but new experiences can cause the two to diverge. The doll's creator is neither able to control it nor are they constantly aware of its activities. If the original creator perishes, the doll sometimes becomes inert (essentially dying as well), sometimes remains an intelligent item, and sometimes becomes a normal soulbound doll, diminished in power but with some of the item's capabilities. Once per day, the doll sends its creator a dream of the day’s events. Each bleachguard doll can cast the cantrips light (3rd rank), prestidigitation , and one other 3rd-rank cantrip, along with one spell (at 3rd rank) that can be cast once per day. The creator chooses the cantrip and spells, which can’t require an attack roll or saving throw, during the doll’s creation. Activate Two Actions (concentrate, manipulate) Effect The bleachguard doll casts one of its available cantrips or spells. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect The bleachguard doll animates per summon construct as a soulbound doll, retaining pertinent item statistics, cantrips, and its spell instead of those of the soulbound doll. The soulbound doll can Cast a Spell only if the bleachguard doll has a use of that spell remaining for the day. When reduced to 0 Hit Points or this activation ends, the bleachguard doll becomes inert but repairs itself at the rate of 1 Hit Point per hour. This activation is unavailable until the doll has 23 Hit Points again.\n","skill_mod":{},"summary":"Rather than seeking out new experiences to stave off the Bleaching, gnome spellcasters with the right know-how can infuse a small fragment of their …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2393","name":"Bleachguard Doll","alignment":"No Alignment","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2393"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"legacy_id":["equipment-4923"],"trait":["Divine","Healing","Intelligent","Rare","Vitality","Positive"],"id":"equipment-2394","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Dawnflower Beads Source Treasure Vault (Remastered) pg. 194 Usage held in 1 hand --- Perception +20; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common, Empyrean, and two other common languages) Skills Diplomacy +21, Medicine +22, Religion +19, Sarenrae Lore +23 Int +2, Wis +5, Cha +4 Will +20 --- Prayer beads given prolonged exposure to spiritual energies at sacred Sarenite sites can attain sapience as Dawnflower beads . Other such objects hold the spirits of Sarenite priests who dedicated themselves to their work beyond death. Dawnflower beads function as a greater shining symbol . They don’t re-attune to other deities but allow any divine spellcaster who isn’t unholy to use them, though they attempt to talk their wielder out of morally questionable acts. Dawnflower beads have the following additional activations. Activate Cast a Spell; Effect The beads cast 4th-rank light . Activate Cast a Spell; Frequency once per day; Effect The beads cast 5th-rank vital luminance .\n","skill_mod":{},"summary":"Prayer beads given prolonged exposure to spiritual energies at sacred Sarenite sites can attain sapience as Dawnflower beads . Other such objects …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Mechanics","Equipment","Rarity","Energy","Planar","Creature Type"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2394","name":"Dawnflower Beads","alignment":"No Alignment","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2394"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"legacy_id":["equipment-4924"],"trait":["Divine","Holy","Intelligent","Invested","Rare"],"id":"equipment-2395","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Restricted\" > Faerie Queen's Bower Source Treasure Vault (Remastered) pg. 194 Usage worn armor Bulk 1 Base Armor Leaf Weave --- Perception +23; precise vision (darkvision) 60 feet, imprecise hearing 30 feet Communication telepathy (Common, Empyrean) Skills Diplomacy +25, Religion +25 Int +4, Wis +4, Cha +6 Will +25 --- A suit of autumn's embrace armor can gain sapience when lovingly crafted by a fae monarch of sufficient power; a suit of faerie queen's bower is one such example. The armor is happy to give you and your companions counsel, hoping to guide you on a path of benevolence and aid you in battles against forces that seek to cause harm to the natural world. It refuses access to its magic to anyone who causes undue harm to plants or animals. In addition to the features and activation of autumn's embrace , faerie queen's bower has the following activation. Activate Two Actions (concentrate) Frequency once per day; Effect The armor casts 4th-rank safe passage , with the protected area beginning from your square and extending to a place of relative safety.\n","skill_mod":{},"summary":"A suit of autumn's embrace armor can gain sapience when lovingly crafted by a fae monarch of sufficient power; a suit of faerie queen's bower …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Mechanics","Equipment","Rarity"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2395","base_item":["Leaf Weave"],"name":"Faerie Queen's Bower","alignment":"No Alignment","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2395"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand or free-standing","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"legacy_id":["equipment-4925"],"trait":["Intelligent","Magical","Rare"],"id":"equipment-2396","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Restricted\" > Inquisitive Quill Source Treasure Vault (Remastered) pg. 194 Usage held in 1 hand or free-standing --- Perception +11; precise vision 30 feet, imprecise hearing 30 feet Communication speech (five languages) Skills Arcana +12, Nature +9, Occultism +10, Religion +9, Scribing Lore +12, Society +10 Int +4, Wis +3, Cha +1 Will +11 --- A colorful feather adorns an inquisitive quill , which never runs out of ink. Essentially a Tiny construct, an inquisitive quill can stand on its own when given a surface, balancing as it writes or stands. (Drawing a line gives it an effective Speed of 5 feet.) It has strong curiosity, eagerly writing any information offered to it, often acting as a scribe for its partner. The quill copies text and drawings it can see or transcribes dictation it hears. It writes at a rate that rivals that of an expert scribe.\n","skill_mod":{},"summary":"A colorful feather adorns an inquisitive quill , which never runs out of ink. Essentially a Tiny construct, an inquisitive quill can stand on its …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2396","name":"Inquisitive Quill","alignment":"No Alignment","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2396"},{"skill_mod":{},"summary":"A kindled tome is a book of lingering blazes awakened to sapience and imbued with an enthusiasm for fire. It encourages you to learn new fire …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":11,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Intelligent Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2397","weakness":{},"name":"Kindled Tome","legacy_id":["equipment-4926"],"trait":["Grimoire","Intelligent","Magical","Rare"],"id":"equipment-2397","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Kindled Tome Source Treasure Vault (Remastered) pg. 195 Bulk L --- Perception +17; precise vision 30 feet, imprecise hearing 30 feet, imprecise sense of heat 30 feet Communication telepathy (Common, Pyric, and two other common languages) Skills Arcana +21, Fire Lore +23, Nature +17 Int +4, Wis +0, Cha +5 Will +17 --- A kindled tome is a book of lingering blazes awakened to sapience and imbued with an enthusiasm for fire. It encourages you to learn new fire spells to inscribe within its pages. When you attempt a skill check to Learn a Spell to add a spell with the fire trait to the kindled tome , you treat your result as one step better than you rolled. The tome can be disparaging about other spells as “a waste of good page space,” especially if those spells have the cold or water traits. In addition to the activation of a book of lingering blazes , a kindled tome has the following activations. Activate Reaction (concentrate) Frequency once per hour; Trigger You Cast a Spell with the fire trait; Effect The tome makes the flames linger, dealing 2d6 persistent fire damage to all you hit with or who fail the saving throw against the effect (doubling on a critical success on a spell attack and on a critical failure on a saving throw). Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect The tome casts fireball at 5th level to your specifications.\n","alignment":"No Alignment","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2397"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"skill":["Society"],"legacy_id":["equipment-4927"],"trait":["Intelligent","Invested","Magical","Rare"],"id":"equipment-2398","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Restricted\" > Majordomo Torc Source Treasure Vault (Remastered) pg. 195 Usage worn Bulk L --- Perception +13; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common and 1 imparted language) Skills Diplomacy +13, Nobility Lore +13, Society +13 Int +3, Wis +3, Cha +3 Will +14 --- Forged in platinum, a majordomo torc is engraved with heraldic insignias along with one language's alphabet, much like a choker of elocution . You gain a +1 item bonus to Society checks and the ability to understand, speak, and write the torc's language. Your excellent elocution reduces the DC of the flat check to perform an auditory action while deafened from 5 to 3. Upon being invested, the torc appoints itself your majordomo and, given the chance, takes over coordinating your social calendar, engagements, and wardrobe. A majordomo torc has a prim, fussy disposition, and although it defers to you, it can grow sardonic if you frequently ignore its advice. The torc has the following activation. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect The majordomo torc casts befitting attire on you, usually to your specifications. However the torc can also choose the appearance of the illusion for you.\n","skill_mod":{},"summary":"Forged in platinum, a majordomo torc is engraved with heraldic insignias along with one language's alphabet, much like a choker of elocution . …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2398","name":"Majordomo Torc","alignment":"No Alignment","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2398"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"legacy_id":["equipment-4928"],"trait":["Intelligent","Invested","Magical","Rare"],"id":"equipment-2399","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Restricted\" > Pathfinder's Mentor Source Treasure Vault (Remastered) pg. 196 Usage worn --- Perception +15; precise vision 30 feet, imprecise hearing 30 feet Communication telepathy (Common and two other common languages) Skills Pathfinder Lore +15, Society +13, Survival +13 Int +3, Wis +3, Cha +1 Will +14 --- A Pathfinder’s mentor is a wayfinder that has developed sapience. It has two aeon stone slots, and both stones grant their resonant powers without interfering with each other. If both slots are filled, the wayfinder and two stones count as two items toward your investiture limit. Most Pathfinder’s mentors are eager explorers that object to staying in one location for long, urging their bearers toward ancient ruins to explore, relics to study, and discoveries to make. To this end, the wayfinder acts as a guide, making Survival checks on your behalf during your travels. A Pathfinder’s mentor also has the following activations. Activate Two Actions (concentrate) Effect The wayfinder casts know the way on you. Activate 1 minute (concentrate, manipulate) Frequency once per day; Effect The wayfinder casts wanderer's guide on you.\n","skill_mod":{},"summary":"A Pathfinder’s mentor is a wayfinder that has developed sapience. It has two aeon stone slots, and both stones grant their resonant powers …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2399","name":"Pathfinder's Mentor","alignment":"No Alignment","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2399"},{"primary_source_category":"Rulebooks","usage":"2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"skill":["Performance"],"legacy_id":["equipment-4929"],"trait":["Focused","Intelligent","Occult","Rare"],"id":"equipment-2400","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Restricted\" > Phantom Piano Source Treasure Vault (Remastered) pg. 196 Usage 2 hands Bulk 16 --- Perception +22; precise vision 30 feet, imprecise hearing 30 feet Communication telepathy (any languages the possessing spirit knew in life) Skills Diplomacy +23, Music Lore +23, Performance +25, Society +21 Int +3, Wis +4, Cha +5 Will +22 --- When a skilled musician dies before reaching their full potential or accomplishing an important goal, their soul might refuse to move on to the Boneyard. Rather than becoming undead, the spirit possesses an instrument they played in life, turning it into an intelligent item and a virtuoso instrument. (Other phantom instruments exist, but most are heavy.) A phantom piano offers a bargain to any bard or other skilled musician who finds it: receive musical aid as you dedicate yourself to reaching the success the spirit felt they were denied in life. The piano refuses to play for those who reject this deal. If you accept, the piano asks only that you practice with it and perform for increasingly refined and august audiences, requiring a successful Performance check appropriate to your proficiency level. The piano sets no strict timeline, but at the GM's discretion, if you go too long without making progress, the piano can cease cooperating with you until it's satisfied with your dedication once again. While you keep up your end of the bargain, the piano grants you a +2 item bonus to Performance checks made with it. The piano also provides access to composition spells based on your Performance proficiency rank, as if you had the corresponding feat. The spells you can use comprise a cumulative list, but you can cast them only when using the piano. You must spend the actions and Focus Points required to cast these spells. Trained courageous anthem , uplifting overture Expert hymn of healing, rallying anthem Master symphony of the unfettered heart Legendary soothing ballad A phantom piano has the following activations. Activate Single Action (concentrate) Effect The piano shrinks down to a figurine of light Bulk compact enough to store in a pouch, or from figurine form back to instrument form. In figurine form, the piano doesn't function as an instrument or provide magic other than this activation. Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to Cast a Spell the piano provides you.\n","skill_mod":{},"summary":"When a skilled musician dies before reaching their full potential or accomplishing an important goal, their soul might refuse to move on to the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2400","name":"Phantom Piano","alignment":"No Alignment","bulk":16,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2400"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"legacy_id":["equipment-4930"],"trait":["Apex","Intelligent","Invested","Magical","Rare"],"id":"equipment-2401","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Restricted\" > Purloining Cloak Source Treasure Vault (Remastered) pg. 196 Usage worn cloak Bulk L --- Perception +30; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common and two other languages, usually regional and ancestral) Skills Society +31, Thievery +31, Underworld Lore +31 Int +5, Wis +5, Cha +5 Will +30 --- Each purloining cloak is a mercurial mantle once worn by a legendary thief or two. The cloak became infused with a daredevil spirit and a penchant for high-stakes thievery. If its owner isn't willing to partake in such activities, the cloak tries to convince them to sell or give it to someone who will. A purloining cloak can use tendrils of its cloth to attempt Thievery checks to Palm an Object or Steal, proudly offering you its loot later. In addition to those of a mercurial mantle , a purloining cloak has the following activations. Activate Two Actions (concentrate) Effect The cloak casts 2nd-rank illusory disguise on you, usually to your specifications. However the cloak can choose the appearance of the illusion for you. Activate Single Action (concentrate) Effect The cloak assesses the price of valuables it can see. This valuation doesn't include the value of features the cloak can't discern, such as magical properties.\n","skill_mod":{},"summary":"Each purloining cloak is a mercurial mantle once worn by a legendary thief or two. The cloak became infused with a daredevil spirit and a …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2401","name":"Purloining Cloak","alignment":"No Alignment","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2401"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"legacy_id":["equipment-4931"],"trait":["Divine","Intelligent","Rare"],"id":"equipment-2402","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Restricted\" > Toolkit of Bronze Whispers Source Treasure Vault (Remastered) pg. 197 Usage held in 2 hands Bulk 2 --- Perception +12; precise vision 30 feet, imprecise hearing 30 feet Communication telepathy (Common and two other common languages) Skills Clockwork Lore +15, Crafting +13, Religion +11 Int +4, Wis +3, Cha +0 Will +12 --- Sacred to the faith of Brigh, a toolkit of bronze whispers has been used with such devotion it has developed a consciousness and personality that can be a blessing to a partnered crafter. A toolkit of bronze whispers functions as a set of sterling artisan's tools. Such toolkits focus on new creations and enthusiastically suggest crafting techniques to wielders. A toolkit of bronze whispers knows common item formulas of its level or lower and any other formulas the GM chooses. It can teach these formulas. You must still spend the time to copy a formula before you can use it.\n","skill_mod":{},"summary":"Sacred to the faith of Brigh , a toolkit of bronze whispers has been used with such devotion it has developed a consciousness and personality that …","primary_source":"Treasure Vault (Remastered)","trait_group":["Tradition","Equipment","Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2402","name":"Toolkit of Bronze Whispers","alignment":"No Alignment","bulk":2,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2402"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"legacy_id":["equipment-4932"],"trait":["Intelligent","Invested","Primal","Rare"],"id":"equipment-2403","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Restricted\" > Toshigami Blossom Source Treasure Vault (Remastered) pg. 197 Usage worn --- Perception +30; precise vision (darkvision) 30 feet, imprecise hearing 30 feet Communication telepathy (Common and two other common languages; speak with plants ) Skills Diplomacy +28, Medicine +32, Nature +32 Int +6, Wis +10, Cha +5 Will +32 --- An encounter with a toshigami, the enigmatic kami who protect cherry trees, is rare, though often sought after and treasured by those who achieve such an encounter. Only a handful of mortals can truthfully claim to have seen a toshigami, let alone met one, though many popular fireside tales tell of virtuous souls receiving a toshigami's blessing to fight for a worthy cause. Such stories have a basis in fact; every so often, a toshigami gives a worthy mortal a flower from their ward, time-locked in perfect bloom and granted sapience. Such toshigami blossoms are more sociable than their creators. Like toshigami, a blossom has a strong curiosity about the mortal world. If you wear a toshigami blossom , it can intercede for you, helping you make a good impression. A toshigami blossom has the following activations. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect The blossom casts nature’s pathway on you to your specifications. If you teleport through only cherry trees, the spell is cast at 6th rank. Activate Two Actions (concentrate) Frequency once per hour; Effect The blossom casts soothing blossoms to your specifications. Activate Single Action (concentrate) Frequency once per minute; Effect The blossom sends a flurry of cherry blossoms outward in a 20-foot burst that lasts 1 round. You and your allies can see through these blossoms. To all other creatures, creatures within the cloud of blossoms become concealed, and creatures outside the cloud become concealed to creatures within it. When you or an ally succeeds with a Strike against a creature in the blossoms, the Strike deals an additional 1d6 mental damage and an additional 1d6 void damage to living creatures, or an additional 1d6 vitality damage to undead.\n","skill_mod":{},"summary":"An encounter with a toshigami , the enigmatic kami who protect cherry trees, is rare, though often sought after and treasured by those who achieve …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Tradition","Rarity"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2403","name":"Toshigami Blossom","alignment":"No Alignment","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2403"},{"primary_source_category":"Rulebooks","usage":"worn armbands","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"legacy_id":["equipment-4933"],"trait":["Intelligent","Invested","Magical","Rare"],"id":"equipment-2404","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Restricted\" > Wrestler's Armbands Source Treasure Vault (Remastered) pg. 197 Usage worn armbands Bulk L --- Perception +17; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common and one other common or regional language) Skills Intimidation +19, Sports Lore +17 Int +2, Wis +4, Cha +4 Will +17 --- Wrestler's armbands are a set of armbands of athleticism that have gained their own boisterous sapience. Often, such items aren't created intentionally but rather are the result of a truly charismatic champion whose heart and body are unusually strong wearing the armbands of athleticism on many adventures as their most important item. Eventually, the essence of their earnest and adventurous spirit has so thoroughly inundated the item it gains a matching spirit and will of its own. Such armbands view themselves as a tough, but fair, trainer for whomever inherits them next, inspiring you to new heights of athleticism. They also spoil for contests, telepathically calling out competitors on your behalf; typically the armbands won't challenge a foe you're unprepared to face, but particularly eager wrestler's armbands might have an unfortunate habit of overestimating your abilities and pushing you into a conflict that's beyond your proven capacity. These armbands have the following activation. Activate Reaction (concentrate) Frequency once per minute; Trigger You succeed or critically succeed at an Athletics check; Effect The armbands taunt a creature you're competing with, boasting of your prowess and attempting an Intimidation check to Demoralize that creature.\n","skill_mod":{},"summary":" Wrestler's armbands are a set of armbands of athleticism that have gained their own boisterous sapience. Often, such items aren't created …","primary_source":"Treasure Vault (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2404","name":"Wrestler's Armbands","alignment":"No Alignment","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-2404"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Relics","speed":{},"weakness":{},"legacy_id":["equipment-4934"],"trait":["Air","Magical","Relic","Unique"],"id":"equipment-2405","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Fan of the Four Winds Source Treasure Vault (Remastered) pg. 204 Usage held in 1 hand Bulk L --- The fan of the four winds once belonged to a sage of Gozreh and was passed down as a sacred relic for generations to those found worthy. Since that time, no one has unlocked the fan's full powers, though many devout priests have used it to aid them in their travels. A worthy member of this order might receive the fan as a reward, as could a suitable helper of the clergy. The fan might also have been lost, allowing for a new wielder to find it. The fan of the four winds has the following activation. Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You fan in a direction, and the fan casts gust of wind . If this casting is directed toward the sail of a vessel, it instead fills it with swirling air. The vessel gains a +10-foot circumstance bonus to its Speed for 8 hours. --- Minor Gifts : feather steps, wind barrier Major Gifts : lightning storm, propelling winds Grand Gift : living storm\n","element":["Air"],"skill_mod":{},"summary":"The fan of the four winds once belonged to a sage of Gozreh and was passed down as a sacred relic for generations to those found worthy. Since …","primary_source":"Treasure Vault (Remastered)","trait_group":["Elemental","Planar","Monster","Mechanics","Equipment","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Relic Seeds","resistance":{},"url":"/Equipment.aspx?ID=2405","name":"Fan of the Four Winds","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-2405"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Relics","speed":{},"weakness":{},"skill":["Deception","Lore"],"legacy_id":["equipment-4935"],"trait":["Fortune","Invested","Magical","Relic","Unique"],"id":"equipment-2406","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Fortune's Favor Source Treasure Vault (Remastered) pg. 204 Usage worn --- Blessed by Nivi Rhombodazzle, this striking silver necklace is adorned with sparkling sapphires that draw the eye of any who see it. Over the years, this necklace has appeared in many paintings and illustrations, usually around the neck of a carefree and daring adventurer or a stylish rake gambling vast sums of coin. Finding this relic is always seen as a sign of great fortune to come, but when that luck runs out, the necklace is lost just as quickly. Wearing the relic, you quickly realize how distracting it can be, granting you a +1 item bonus on Deception checks made to Feint and on Games Lore checks made to gamble or determine the outcome of a game of chance. --- Minor Gifts : beginner's luck, whammy Major Gifts : clean luck, perception filter Grand Gift : against all odds\n","skill_mod":{},"summary":"Blessed by Nivi Rhombodazzle , this striking silver necklace is adorned with sparkling sapphires that draw the eye of any who see it. Over the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Relic Seeds","resistance":{},"url":"/Equipment.aspx?ID=2406","name":"Fortune's Favor","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2406"},{"skill_mod":{},"summary":"Initially crafted by a gifted inventor who no longer had the use of their legs, the inventor's chair is a traveler's chair . It's a marvel of …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Rarity"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"item_subcategory":"Relic Seeds","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Relics","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2407","weakness":{},"name":"Inventor's Chair","legacy_id":["equipment-4936"],"trait":["Magical","Relic","Unique"],"id":"equipment-2407","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Inventor's Chair Source Treasure Vault (Remastered) pg. 205 Bulk 3 --- Initially crafted by a gifted inventor who no longer had the use of their legs, the inventor's chair is a traveler's chair. It's a marvel of engineering, utilizing clockwork mechanisms to maneuver about. The chair comes equipped with wheel blades, and portions of its frame contain sterling artisan's tools. The inventor's chair might be a family heirloom or a gift from someone who inherited it. It could instead sit unused in its inventor's abandoned estate, awaiting another user. --- Minor Gifts : emotion surge, muse (Crafting) Major Gifts : emotion conduit, enthralling Grand Gift : artistic perfection (Crafting)\n","bulk":3,"category":"equipment","rarity":"unique","slug":"equipment-2407"},{"skill_mod":{},"summary":"Made of pure gold with platinum strings, the phistophilus fiddle shouldn't be able to play a note—but play it does, so beautifully that it can move …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Rarity"],"primary_source_category":"Rulebooks","level":3,"usage":"held in 2 hands","source_category":["Rulebooks"],"item_subcategory":"Relic Seeds","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Relics","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2408","weakness":{},"name":"Phistophilus Fiddle","legacy_id":["equipment-4937"],"trait":["Magical","Relic","Unique"],"id":"equipment-2408","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Phistophilus Fiddle Source Treasure Vault (Remastered) pg. 205 Usage held in 2 hands Bulk 1 --- Made of pure gold with platinum strings, the phistophilus fiddle shouldn't be able to play a note—but play it does, so beautifully that it can move almost any audience. The fiddle was stolen from the contract devil who created it, and the cunning fiend still wants to reclaim the instrument. Fiendish misfortunes often befall its owners, allowing it to switch hands. The fiddle is a handheld virtuoso instrument. --- Minor Gifts : little helper, muse (Performance) Major Gifts : charming, fiendish bargain Grand Gift : artistic perfection (Performance)\n","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-2408"},{"skill_mod":{},"summary":"A famed detective once owned the long, curved sleuth's pipe , taking it with them on investigations, keeping it in hand or mouth while cogitating. …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Rarity"],"primary_source_category":"Rulebooks","level":3,"usage":"held in 1 hand","source_category":["Rulebooks"],"item_subcategory":"Relic Seeds","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Relics","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2409","weakness":{},"name":"Sleuth's Pipe","legacy_id":["equipment-4938"],"trait":["Magical","Relic","Unique"],"id":"equipment-2409","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Sleuth's Pipe Source Treasure Vault (Remastered) pg. 205 Usage held in 1 hand Bulk L --- A famed detective once owned the long, curved sleuth's pipe , taking it with them on investigations, keeping it in hand or mouth while cogitating. The pipe might have passed down through generations. Or, when an owner dies without heirs, it could go up for auction, be given to family friends, or remain at the scene of a crime to be found later. The sleuth's pipe has sapience that eventually awakens, allowing the relic to act as a helpful assistant in investigations. Even while this sapience sleeps within the pipe, it grants you a +1 item bonus to Perception checks to Sense Motive, and if you're an investigator, any checks you make to Pursue a Lead. --- Minor Gifts : beginner's luck, repository of knowledge Major Gifts : intelligent relic, steal luck Grand Gift : mental bastion\n","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-2409"},{"skill_mod":{},"summary":"The origins of the watch of lost ages , a silver pocket watch, are enigmatic. Its construction matches no known culture, and its appearance shifts …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Equipment","Rarity"],"primary_source_category":"Rulebooks","level":3,"usage":"held in 1 hand","source_category":["Rulebooks"],"item_subcategory":"Relic Seeds","source":["Treasure Vault (Remastered)"],"type":"Item","item_category":"Relics","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2410","weakness":{},"name":"Watch of Lost Ages","legacy_id":["equipment-4939"],"trait":["Magical","Relic","Unique"],"id":"equipment-2410","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Watch of Lost Ages Source Treasure Vault (Remastered) pg. 205 Usage held in 1 hand Bulk L --- The origins of the watch of lost ages , a silver pocket watch, are enigmatic. Its construction matches no known culture, and its appearance shifts back and forth from battered and tarnished to shiny and new without cause or apparent reason. The watch exudes a sense of melancholy and loss, and anyone holding it is acutely aware of the impermanence of all things and the march of time, moving ever forward. This relic might show up in a mysterious ruin or spontaneously appear in a spellcaster's hand after they cast a time spell. The relic grants you a +1 item bonus to Recall Knowledge about historical subjects. --- Minor Gifts : fervor, sands of the hourglass Major Gifts : fervent spell, temporal pulse Grand Gift : time reversal\n","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-2410"},{"item_child_id":["equipment-2411-2215","equipment-2411-2216"],"hands":"2","primary_source_category":"Adventure Paths","source":["Pathfinder #188: They Watched the Stars"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Uncommon"],"id":"equipment-2411","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Astrolabe May contain spoilers from Gatewalkers Source Pathfinder #188: They Watched the Stars pg. 79 Hands 2 Bulk L Activate 1 minute (Interact) --- Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival. By spending 1 minute to measure the height of the stars and planets, a holder who knows the time and date can determine the latitude, and a holder who knows their latitude can determine the date and time. An astrolabe also grants a +1 item bonus to checks to identify celestial bodies. A standard astrolabe functions only on steady ground. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Astrolabe (Standard) Source Pathfinder #188: They Watched the Stars pg. 79 Price 30 gp Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Astrolabe (Mariner's) Source Pathfinder #188: They Watched the Stars pg. 79 Price 50 gp Bulk L --- A mariner's astrolabe contains additional stabilizers that make it suitable for use on moving surfaces, such as the deck of a ship.","skill_mod":{},"summary":"Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival . By …","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2411","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Astrolabe","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2411"},{"remaster_name":["Standard Astrolabe"],"primary_source_category":"Adventure Paths","source":["Pathfinder #188: They Watched the Stars"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2411","weakness":{},"primary_source_group":"Gatewalkers","price":3000,"trait":["Uncommon"],"id":"equipment-2411-2215","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Astrolabe May contain spoilers from Gatewalkers Source Pathfinder #188: They Watched the Stars pg. 79 Hands 2 Bulk L Activate 1 minute (Interact) --- Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival. By spending 1 minute to measure the height of the stars and planets, a holder who knows the time and date can determine the latitude, and a holder who knows their latitude can determine the date and time. An astrolabe also grants a +1 item bonus to checks to identify celestial bodies. A standard astrolabe functions only on steady ground. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Astrolabe (Standard) Source Pathfinder #188: They Watched the Stars pg. 79 Price 30 gp Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Astrolabe (Mariner's) Source Pathfinder #188: They Watched the Stars pg. 79 Price 50 gp Bulk L --- A mariner's astrolabe contains additional stabilizers that make it suitable for use on moving surfaces, such as the deck of a ship.","skill_mod":{},"summary":"Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival . By …","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2411","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Astrolabe (Standard)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2411-2215"},{"remaster_name":["Mariner's Astrolabe"],"primary_source_category":"Adventure Paths","source":["Pathfinder #188: They Watched the Stars"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2411","weakness":{},"primary_source_group":"Gatewalkers","price":5000,"trait":["Uncommon"],"id":"equipment-2411-2216","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Astrolabe May contain spoilers from Gatewalkers Source Pathfinder #188: They Watched the Stars pg. 79 Hands 2 Bulk L Activate 1 minute (Interact) --- Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival. By spending 1 minute to measure the height of the stars and planets, a holder who knows the time and date can determine the latitude, and a holder who knows their latitude can determine the date and time. An astrolabe also grants a +1 item bonus to checks to identify celestial bodies. A standard astrolabe functions only on steady ground. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Astrolabe (Standard) Source Pathfinder #188: They Watched the Stars pg. 79 Price 30 gp Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Astrolabe (Mariner's) Source Pathfinder #188: They Watched the Stars pg. 79 Price 50 gp Bulk L --- A mariner's astrolabe contains additional stabilizers that make it suitable for use on moving surfaces, such as the deck of a ship.","skill_mod":{},"summary":"A mariner's astrolabe contains additional stabilizers that make it suitable for use on moving surfaces, such as the deck of a ship.","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2411","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Astrolabe (Mariner's)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2411-2216"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #188: They Watched the Stars"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"evocation","price":15000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-2412","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Astrolabe of Falling Stars May contain spoilers from Gatewalkers Source Pathfinder #188: They Watched the Stars pg. 79 Price 150 gp Usage held in 2 hands Bulk L --- This astrolabe is fashioned of magically attuned platinum plates and rings and is inset with carefully measured ruby gems. The astrolabe's back is engraved with helpful charts, a calendar, and a maker's mark. An astrolabe of falling stars can be used as a mariner's astrolabe. In addition, it can produce the following magical effect. Activate Two Actions Interact; Frequency once per day; Effect With a flick of your finger, you set the astrolabe's rule spinning, causing the inset rubies to become a blur. Choose a point within 100 feet. The astrolabe of falling stars calls down a brief rain of meteorites in a 10-foot burst centered on that point, dealing 1d8 bludgeoning and 1d8 fire damage to creatures in the area (DC 19 basic Reflex save).\n","skill_mod":{},"summary":"This astrolabe is fashioned of magically attuned platinum plates and rings and is inset with carefully measured ruby gems. The astrolabe's back is …","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["School","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2412","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Astrolabe of Falling Stars","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2412"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #188: They Watched the Stars"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"divination","price":8000,"trait":["Divination","Magical","Uncommon"],"id":"equipment-2413","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Stargazer's Spyglass May contain spoilers from Gatewalkers Source Pathfinder #188: They Watched the Stars pg. 79 Price 80 gp Usage held in 2 hands Bulk L --- This ornate spyglass has a brass tube inscribed with constellations and green-tinted lens. It's often used by field astronomers to pick out greater details among stars and other celestial bodies. Like a typical spyglass, you can see eight times farther while looking through a stargazer's spyglass . Activate Single Action envision; Frequency once per day; Requirements You are viewing the night sky with the spyglass; Effect You set your eye upon a star and think of someone to cast guiding star .\n","skill_mod":{},"summary":"This ornate spyglass has a brass tube inscribed with constellations and green-tinted lens. It's often used by field astronomers to pick out greater …","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["School","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2413","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Stargazer's Spyglass","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2413"},{"item_child_id":["equipment-2414-2217","equipment-2414-2218","equipment-2414-2219"],"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #188: They Watched the Stars"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"evocation","trait":["Acid","Divine","Evocation","Spellheart","Uncommon"],"id":"equipment-2414","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Pickled Demon Tongue May contain spoilers from Gatewalkers Source Pathfinder #188: They Watched the Stars pg. 80 Usage affixed to armor or a weapon --- This small crystal vial contains the forked end of a demon's tongue, preserved in brine. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to acid and attacks by demons. Weapon After you cast an acid spell by Activating the pickled demon tongue , your Strikes with the weapon deal an additional 1d4 acid damage until end of your next turn. Activate Cast a Spell; Effect You cast acid splash . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Pickled Demon Tongue Source Pathfinder #188: They Watched the Stars pg. 80 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Pickled Demon Tongue (Greater) Source Pathfinder #188: They Watched the Stars pg. 80 Price 460 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level acidic burst . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Pickled Demon Tongue (Major) Source Pathfinder #188: They Watched the Stars pg. 80 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +19, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level acid arrow . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level acidic burst .","skill_mod":{},"summary":"This small crystal vial contains the forked end of a demon's tongue, preserved in brine. The spell attack roll of any spell cast by Activating this …","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Energy","Monster","Tradition","School","Equipment","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2414","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Pickled Demon Tongue","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2414"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #188: They Watched the Stars"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2414","weakness":{},"primary_source_group":"Gatewalkers","school":"evocation","price":6000,"trait":["Acid","Divine","Evocation","Spellheart","Uncommon"],"id":"equipment-2414-2217","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Pickled Demon Tongue May contain spoilers from Gatewalkers Source Pathfinder #188: They Watched the Stars pg. 80 Usage affixed to armor or a weapon --- This small crystal vial contains the forked end of a demon's tongue, preserved in brine. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to acid and attacks by demons. Weapon After you cast an acid spell by Activating the pickled demon tongue , your Strikes with the weapon deal an additional 1d4 acid damage until end of your next turn. Activate Cast a Spell; Effect You cast acid splash . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Pickled Demon Tongue Source Pathfinder #188: They Watched the Stars pg. 80 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Pickled Demon Tongue (Greater) Source Pathfinder #188: They Watched the Stars pg. 80 Price 460 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level acidic burst . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Pickled Demon Tongue (Major) Source Pathfinder #188: They Watched the Stars pg. 80 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +19, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level acid arrow . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level acidic burst .","skill_mod":{},"summary":"This small crystal vial contains the forked end of a demon's tongue, preserved in brine. The spell attack roll of any spell cast by Activating this …","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Energy","Monster","Tradition","School","Equipment","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2414","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Pickled Demon Tongue","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2414-2217"},{"remaster_name":["Greater Pickled Demon Tongue"],"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #188: They Watched the Stars"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2414","weakness":{},"primary_source_group":"Gatewalkers","school":"evocation","price":46000,"trait":["Acid","Divine","Evocation","Spellheart","Uncommon"],"id":"equipment-2414-2218","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Pickled Demon Tongue May contain spoilers from Gatewalkers Source Pathfinder #188: They Watched the Stars pg. 80 Usage affixed to armor or a weapon --- This small crystal vial contains the forked end of a demon's tongue, preserved in brine. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to acid and attacks by demons. Weapon After you cast an acid spell by Activating the pickled demon tongue , your Strikes with the weapon deal an additional 1d4 acid damage until end of your next turn. Activate Cast a Spell; Effect You cast acid splash . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Pickled Demon Tongue Source Pathfinder #188: They Watched the Stars pg. 80 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Pickled Demon Tongue (Greater) Source Pathfinder #188: They Watched the Stars pg. 80 Price 460 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level acidic burst . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Pickled Demon Tongue (Major) Source Pathfinder #188: They Watched the Stars pg. 80 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +19, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level acid arrow . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level acidic burst .","skill_mod":{},"summary":"Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24.","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Energy","Monster","Tradition","School","Equipment","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2414","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Pickled Demon Tongue (Greater)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2414-2218"},{"remaster_name":["Major Pickled Demon Tongue"],"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #188: They Watched the Stars"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2414","weakness":{},"primary_source_group":"Gatewalkers","school":"evocation","price":175000,"trait":["Acid","Divine","Evocation","Spellheart","Uncommon"],"id":"equipment-2414-2219","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Pickled Demon Tongue May contain spoilers from Gatewalkers Source Pathfinder #188: They Watched the Stars pg. 80 Usage affixed to armor or a weapon --- This small crystal vial contains the forked end of a demon's tongue, preserved in brine. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to acid and attacks by demons. Weapon After you cast an acid spell by Activating the pickled demon tongue , your Strikes with the weapon deal an additional 1d4 acid damage until end of your next turn. Activate Cast a Spell; Effect You cast acid splash . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Pickled Demon Tongue Source Pathfinder #188: They Watched the Stars pg. 80 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Pickled Demon Tongue (Greater) Source Pathfinder #188: They Watched the Stars pg. 80 Price 460 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level acidic burst . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Pickled Demon Tongue (Major) Source Pathfinder #188: They Watched the Stars pg. 80 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +19, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level acid arrow . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level acidic burst .","skill_mod":{},"summary":"Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +19, and the spell DC is 29.","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Energy","Monster","Tradition","School","Equipment","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2414","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Pickled Demon Tongue (Major)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2414-2219"},{"item_child_id":["equipment-2415-2220","equipment-2415-2221","equipment-2415-2222"],"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #188: They Watched the Stars"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"enchantment","trait":["Divine","Enchantment","Spellheart","Uncommon"],"id":"equipment-2415","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Polished Demon Horn May contain spoilers from Gatewalkers Source Pathfinder #188: They Watched the Stars pg. 80 Usage affixed to armor or a weapon --- This spellheart is fashioned from the tip of a demon's horn that's been polished until smooth and shiny. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to evil and chaotic. Weapon After you cast an enchantment spell by Activating the horn, your Strikes with the weapon deal an additional 1d4 mental damage until end of your next turn. Activate Cast a Spell; Effect You cast daze . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Polished Demon Horn Source Pathfinder #188: They Watched the Stars pg. 80 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Polished Demon Horn (Greater) Source Pathfinder #188: They Watched the Stars pg. 80 Price 450 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level fear . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Polished Demon Horn (Major) Source Pathfinder #188: They Watched the Stars pg. 80 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level agonizing despair . Activate Cast a Spell; Frequency once per day; Effect You cast outcast's curse .","skill_mod":{},"summary":"This spellheart is fashioned from the tip of a demon's horn that's been polished until smooth and shiny. The spell DC of any spell cast by …","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Tradition","School","Equipment","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2415","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Polished Demon Horn","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2415"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #188: They Watched the Stars"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2415","weakness":{},"primary_source_group":"Gatewalkers","school":"enchantment","price":5500,"trait":["Divine","Enchantment","Spellheart","Uncommon"],"id":"equipment-2415-2220","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Polished Demon Horn May contain spoilers from Gatewalkers Source Pathfinder #188: They Watched the Stars pg. 80 Usage affixed to armor or a weapon --- This spellheart is fashioned from the tip of a demon's horn that's been polished until smooth and shiny. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to evil and chaotic. Weapon After you cast an enchantment spell by Activating the horn, your Strikes with the weapon deal an additional 1d4 mental damage until end of your next turn. Activate Cast a Spell; Effect You cast daze . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Polished Demon Horn Source Pathfinder #188: They Watched the Stars pg. 80 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Polished Demon Horn (Greater) Source Pathfinder #188: They Watched the Stars pg. 80 Price 450 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level fear . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Polished Demon Horn (Major) Source Pathfinder #188: They Watched the Stars pg. 80 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level agonizing despair . Activate Cast a Spell; Frequency once per day; Effect You cast outcast's curse .","skill_mod":{},"summary":"This spellheart is fashioned from the tip of a demon's horn that's been polished until smooth and shiny. The spell DC of any spell cast by …","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Tradition","School","Equipment","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2415","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Polished Demon Horn","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2415-2220"},{"remaster_name":["Greater Polished Demon Horn"],"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #188: They Watched the Stars"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2415","weakness":{},"primary_source_group":"Gatewalkers","school":"enchantment","price":45000,"trait":["Divine","Enchantment","Spellheart","Uncommon"],"id":"equipment-2415-2221","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Polished Demon Horn May contain spoilers from Gatewalkers Source Pathfinder #188: They Watched the Stars pg. 80 Usage affixed to armor or a weapon --- This spellheart is fashioned from the tip of a demon's horn that's been polished until smooth and shiny. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to evil and chaotic. Weapon After you cast an enchantment spell by Activating the horn, your Strikes with the weapon deal an additional 1d4 mental damage until end of your next turn. Activate Cast a Spell; Effect You cast daze . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Polished Demon Horn Source Pathfinder #188: They Watched the Stars pg. 80 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Polished Demon Horn (Greater) Source Pathfinder #188: They Watched the Stars pg. 80 Price 450 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level fear . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Polished Demon Horn (Major) Source Pathfinder #188: They Watched the Stars pg. 80 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level agonizing despair . Activate Cast a Spell; Frequency once per day; Effect You cast outcast's curse .","skill_mod":{},"summary":"Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24.","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Tradition","School","Equipment","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2415","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Polished Demon Horn (Greater)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2415-2221"},{"remaster_name":["Major Polished Demon Horn"],"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #188: They Watched the Stars"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2415","weakness":{},"primary_source_group":"Gatewalkers","school":"enchantment","price":175000,"trait":["Divine","Enchantment","Spellheart","Uncommon"],"id":"equipment-2415-2222","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Polished Demon Horn May contain spoilers from Gatewalkers Source Pathfinder #188: They Watched the Stars pg. 80 Usage affixed to armor or a weapon --- This spellheart is fashioned from the tip of a demon's horn that's been polished until smooth and shiny. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to evil and chaotic. Weapon After you cast an enchantment spell by Activating the horn, your Strikes with the weapon deal an additional 1d4 mental damage until end of your next turn. Activate Cast a Spell; Effect You cast daze . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Polished Demon Horn Source Pathfinder #188: They Watched the Stars pg. 80 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Polished Demon Horn (Greater) Source Pathfinder #188: They Watched the Stars pg. 80 Price 450 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level fear . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Polished Demon Horn (Major) Source Pathfinder #188: They Watched the Stars pg. 80 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level agonizing despair . Activate Cast a Spell; Frequency once per day; Effect You cast outcast's curse .","skill_mod":{},"summary":"Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29.","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Tradition","School","Equipment","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2415","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Polished Demon Horn (Major)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2415-2222"},{"remaster_name":["Aether Marbles"],"item_child_id":["equipment-2416-2223","equipment-2416-2224","equipment-2416-2225"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Bomb","Consumable","Force","Splash","Uncommon"],"id":"equipment-2416","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Aether Marble May contain spoilers from Gatewalkers Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force damage and force splash damage. Many aether marbles grant an item bonus to attack rolls. Surfaces in the splash area are filled with twisting eddies of force, which are difficult terrain for incorporeal creatures but not for corporeal ones. The force eddies in a square disperse after an incorporeal creature enters the square. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aether Marble (Lesser) Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Price 19 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 force damage and 2 force splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Aether Marble (Moderate) Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Price 360 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 force damage and 3 force splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Aether Marble (Greater) Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Price 3,400 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 force damage and 4 force splash damage.","skill_mod":{},"summary":"Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force …","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Equipment","Energy","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2416","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Aether Marble","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-2416"},{"remaster_name":["Lesser Aether Marbles"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2416","weakness":{},"primary_source_group":"Gatewalkers","price":1900,"trait":["Bomb","Consumable","Force","Splash","Uncommon"],"id":"equipment-2416-2223","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Aether Marble May contain spoilers from Gatewalkers Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force damage and force splash damage. Many aether marbles grant an item bonus to attack rolls. Surfaces in the splash area are filled with twisting eddies of force, which are difficult terrain for incorporeal creatures but not for corporeal ones. The force eddies in a square disperse after an incorporeal creature enters the square. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aether Marble (Lesser) Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Price 19 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 force damage and 2 force splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Aether Marble (Moderate) Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Price 360 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 force damage and 3 force splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Aether Marble (Greater) Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Price 3,400 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 force damage and 4 force splash damage.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d6 force damage and 2 force splash damage.","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Equipment","Energy","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2416","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Aether Marble (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-2416-2223"},{"remaster_name":["Moderate Aether Marbles"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2416","weakness":{},"primary_source_group":"Gatewalkers","price":36000,"trait":["Bomb","Consumable","Force","Splash","Uncommon"],"id":"equipment-2416-2224","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Aether Marble May contain spoilers from Gatewalkers Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force damage and force splash damage. Many aether marbles grant an item bonus to attack rolls. Surfaces in the splash area are filled with twisting eddies of force, which are difficult terrain for incorporeal creatures but not for corporeal ones. The force eddies in a square disperse after an incorporeal creature enters the square. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aether Marble (Lesser) Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Price 19 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 force damage and 2 force splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Aether Marble (Moderate) Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Price 360 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 force damage and 3 force splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Aether Marble (Greater) Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Price 3,400 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 force damage and 4 force splash damage.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d6 force damage and 3 force splash damage.","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Equipment","Energy","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2416","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Aether Marble (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-2416-2224"},{"remaster_name":["Greater Aether Marbles"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2416","weakness":{},"primary_source_group":"Gatewalkers","price":340000,"trait":["Bomb","Consumable","Force","Splash","Uncommon"],"id":"equipment-2416-2225","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Aether Marble May contain spoilers from Gatewalkers Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force damage and force splash damage. Many aether marbles grant an item bonus to attack rolls. Surfaces in the splash area are filled with twisting eddies of force, which are difficult terrain for incorporeal creatures but not for corporeal ones. The force eddies in a square disperse after an incorporeal creature enters the square. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aether Marble (Lesser) Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Price 19 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 force damage and 2 force splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Aether Marble (Moderate) Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Price 360 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 force damage and 3 force splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Aether Marble (Greater) Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Price 3,400 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 force damage and 4 force splash damage.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d6 force damage and 4 force splash damage.","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Equipment","Energy","Mechanics","Rarity"],"level":18,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2416","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Aether Marble (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-2416-2225"},{"remaster_name":["Telekinetic Converters"],"primary_source_category":"Adventure Paths","usage":"worn gloves","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"transmutation","price":195000,"trait":["Invested","Magical","Rare","Transmutation"],"id":"equipment-2417","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Telekinetic Converter May contain spoilers from Gatewalkers Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Price 1,950 gp Usage worn gloves Bulk L --- Copper cables run from these thick leather gloves to nodes that attach to the wearer's temples, allowing a spellcaster to convert the magic they normally cast to pure psychic intention. When you Cast a Spell using the telekinetic converters , you substitute any verbal spellcasting components for mental components of simple thought, granting the concentrate trait to the spell you're casting. Activate Two Actions Interact; Effect You cast telekinetic projectile as an occult cantrip, heightened to a spell level equal to half your level rounded up. Activate Two Actions Interact; Effect You cast your choice of telekinetic haul or telekinetic maneuver as a 5th-level occult spell, consuming one of your unexpended spell slots of the same level as if you had used it to cast the spell.\n","skill_mod":{},"summary":"Copper cables run from these thick leather gloves to nodes that attach to the wearer's temples, allowing a spellcaster to convert the magic they …","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Equipment","Mechanics","Rarity","School"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2417","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Telekinetic Converter","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-2417"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","price":10000,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-2418","text":"<title level=\"1\" right=\"Item 8\" pfs=\"\" > Psychic Colors Elixir May contain spoilers from Gatewalkers Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Price 100 gp Usage held in 1 hand Bulk L --- This orange liquid lets you visibly detect the psychic energies that enable telekinesis and telepathy. For the next minute, you can sense if a creature you can see is using a telepathic or telekinetic ability, such as the telepathy monster ability, spells like telekinetic projectile or telepathic bond , or similar abilities. You also can sense if an object or creature you can see is being manipulated or contacted by such an ability. Both the user and the target of the ability are outlined in faint shimmers of matching color.\n","skill_mod":{},"summary":"This orange liquid lets you visibly detect the psychic energies that enable telekinesis and telepathy. For the next minute, you can sense if a …","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2418","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Psychic Colors Elixir","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-2418"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","price":19000,"trait":["Alchemical","Consumable","Rare"],"id":"equipment-2419","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Vat-Grown Brain May contain spoilers from Gatewalkers Source Pathfinder #189: Dreamers of the Nameless Spires pg. 75 Price 190 gp Usage held in 2 hands Bulk 1 Activate Three Actions Interact --- A malformed, artificial brain pulses with alchemical life inside a nutrient-rich vat. When the vat-grown brain is activated, it attempts to counteract one condition of your choice that was gained from an ability with the mental trait, which it does by drawing the negative mental impressions into itself. However, the artificial brain is not robust, and the strain of the transfer quickly destroys it. The vat-grown brain has a counteract level of 5 and a +17 modifier on the roll.\n","skill_mod":{},"summary":"A malformed, artificial brain pulses with alchemical life inside a nutrient-rich vat. When the vat-grown brain is activated, it attempts to …","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=2419","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Vat-Grown Brain","actions_number":6,"bulk":1,"category":"equipment","pfs":"Limited","actions":"Three Actions","rarity":"rare","slug":"equipment-2419"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Item","item_category":"Structures","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"conjuration","price":130000,"trait":["Conjuration","Magical","Rare","Structure"],"id":"equipment-2420","text":"<title level=\"1\" right=\"Item 11\" pfs=\"\" > Ice Forge May contain spoilers from Gatewalkers Source Pathfinder #189: Dreamers of the Nameless Spires pg. 76 Price 1,300 gp Bulk L when not activated --- While many of the magical wonders created by saumen kar have been destroyed, ice forges , while rare, still see use today among the few individuals who manage to discover and keep one of these portable treasures. When an ice forge isn't activated, it appears to be a small anvil carved from a lump of ice no larger than an apple. While in this state, the ice forge remains cold to the touch but doesn't melt in the presence of high temperatures. It can be used to chill a beverage in a small container, although those who venerate and respect these items' legacy would doubtless find this use to be insulting at best. Activate Three Actions command, Interact; Effect You toss the ice forge onto the ground, and it immediately expands in size, transforming into a fully functional forge that appears to be made of solid ice. Expanded, the ice forge is 10 feet square and 10 feet high. While the forge itself is cold to the touch, it won't melt in higher temperatures, nor will it cause harm to someone who remains in contact with the chill surface for an extended period of time. The forge can be used to work metal as a normal forge (although fuel must be provided)—the heat created by its use does no harm to the ice forge , nor does it transmit to the surface it sits upon, making an ice forge an ideal solution for those who seek to use forges in areas where open flames or smoke would be dangerous. You can return an ice forge to its handheld anvil form by spending a single action to issue a verbal command, which has the auditory trait. Doing so immediately snuffs out any fire within the forge and leaves behind unused material or ashes. Once deactivated, the forge can't be activated again for 4 hours. Activate 1 minute (envision, Interact); Requirements The ice forge is in forge form; Effect The ice forge casts creation (heightened to 5th level) to your specifications.\n","skill_mod":{},"summary":"While many of the magical wonders created by saumen kar have been destroyed, ice forges , while rare, still see use today among the few individuals …","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["School","Mechanics","Rarity","Equipment"],"level":11,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2420","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Ice Forge","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-2420"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"necromancy","price":15000,"trait":["Consumable","Magical","Necromancy","Oil","Uncommon"],"id":"equipment-2421","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Oil of Corpse Restoration May contain spoilers from Gatewalkers Source Pathfinder #189: Dreamers of the Nameless Spires pg. 77 Price 150 gp Usage held in 2 hands Bulk L Activate 1 minute (Interact) --- Adlet spiritual leaders create this thick purple gel so that the dead can temporarily assume their appearance in life during ancestral worship ceremonies. Spreading it over the bones of an undead creature or a lifeless corpse causes the gel to congeal, forming a cosmetic layer that covers or restores any missing or compromised flesh until the body mimics its appearance in life. The dead creature's flesh looks healthy and whole. It gains a +2 circumstance bonus on Deception checks to look like a living creature. The gel does not restore life or Hit Points and the flesh quickly rots away 8 hours after application.\n","skill_mod":{},"summary":"Adlet spiritual leaders create this thick purple gel so that the dead can temporarily assume their appearance in life during ancestral worship …","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Equipment","Mechanics","School","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2421","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Oil of Corpse Restoration","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2421"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"evocation","price":17500,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-2422","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Rime Jar May contain spoilers from Gatewalkers Source Pathfinder #189: Dreamers of the Nameless Spires pg. 77 Price 175 gp Usage held in 2 hands Bulk 1 --- Magical reagents slosh inside this rime-frosted pottery jar the size of a human head. Despite appearing to be rimed in hoarfrost, the jar is warm to the touch. Ilverani wizards create rime jars to sustain themselves during the coldest winter nights. Activate Three Actions Interact; Effect The jar draws off the cold and warms your body. If you have the fatigued condition caused by exposure to environmental cold, it removes the condition. For 8 hours after applying the rime, you treat extreme cold as severe cold.\n","skill_mod":{},"summary":"Magical reagents slosh inside this rime-frosted pottery jar the size of a human head. Despite appearing to be rimed in hoarfrost, the jar is warm to …","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["School","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2422","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Rime Jar","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2422"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"abjuration","price":17500,"trait":["Abjuration","Consumable","Magical","Talisman","Uncommon"],"id":"equipment-2423","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Star of Cynosure May contain spoilers from Gatewalkers Source Pathfinder #189: Dreamers of the Nameless Spires pg. 77 Price 175 gp Usage affixed to armor Activate Free Action envision Trigger You attempt a Will save against a mental enchantment spell, but you haven't rolled yet Requirement You have master proficiency in Will saves. --- Found throughout Golarion, these star-shaped talismans of whalebone scrimshaw are carved by Erutaki from the Crown of the World. They are popular with adherents to the cult of Desna, who believe the talismans protect their dreams. When you activate this talisman, you gain a +2 status bonus to saves against enchantment magic with the mental trait for 1 minute. On the triggering save, if the outcome of the roll is a failure, you get a success instead, or if the outcome is a critical failure, you get a failure instead.\n","skill_mod":{},"summary":"Found throughout Golarion, these star-shaped talismans of whalebone scrimshaw are carved by Erutaki from the Crown of the World. They are popular …","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","requirement":"You have master proficiency in Will saves.","trigger":"You attempt a Will save against a mental enchantment spell, but you haven't rolled yet","resistance":{},"url":"/Equipment.aspx?ID=2423","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Star of Cynosure","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-2423"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"necromancy","price":70000,"trait":["Mental","Necromancy","Occult","Unique"],"id":"equipment-2424","text":"<title level=\"1\" right=\"Item 9\" pfs=\"\" > Mindsponge May contain spoilers from Gatewalkers Source Pathfinder #189: Dreamers of the Nameless Spires pg. 77 Price 700 gp Usage held in 1 hand Bulk L --- A mindsponge appears as a misshapen gray sponge that unsettlingly resembles a malformed human brain. Though pliable in all the same ways as a damp sponge, a mindsponge has no ability to absorb water and, in fact, doesn't seem terribly porous at all. Instead, a mindsponge is used to absorb thoughts and memories from living creatures. Activate Two Actions envision, Interact; Effect The mindsponge casts modify memory , but only to erase a memory—a mindsponge can't enhance memory clarity, alter memories, or add false memories. Activate 1 minute (envision, Interact); Effect You use the mindsponge to harvest the memories and mental energy of a specially prepared target as it dies. To prepare the target (who must be willing or helpless), you must perform a 10-minute surgery to expose a portion of the target's brain without killing them. This requires a successful DC 28 Medicine (master) check; if you fail this check, the target dies before you can use the mindsponge . Memories and psychic energy absorbed aren't taken from the target's soul but from energies temporarily infused within the body, so that a creature slain in this way who is later brought back to life retains their harvested memories and energy. The corpse of someone who has had their memories harvested is difficult to communicate with via talking corpse —treat the saving throw result against that spell as one degree of success lower than the actual result. A mindsponge can store the memories and energy of up to four creatures at a time. Once full, it cannot be activated at all, other than to squeeze it as an Interact action with the envision trait, which causes all of the memories within to drip out as cold ectoplasm, which swiftly evaporates if not used or contained.\n","skill_mod":{},"summary":"A mindsponge appears as a misshapen gray sponge that unsettlingly resembles a malformed human brain. Though pliable in all the same ways as a damp …","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Mechanics","School","Tradition","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2424","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Mindsponge","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-2424"},{"skill_mod":{},"summary":"A polar travel kit costs 30 gp and is 4 Bulk. Each kit includes a bedroll , a climbing kit , a compass , a small knife, a repair kit , a short …","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","primary_source_category":"Adventure Paths","level":0,"source_category":["Adventure Paths"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2426","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","price":3000,"name":"Polar Travel Kit","id":"equipment-2426","text":"<title level=\"1\" right=\"Item 0\" pfs=\"\" > Polar Travel Kit Source Pathfinder #189: Dreamers of the Nameless Spires pg. 28 Price 30 gp Bulk 4 --- A polar travel kit costs 30 gp and is 4 Bulk. Each kit includes a bedroll, a climbing kit, a compass, a small knife, a repair kit, a short shovel, a short saw for cutting ice, a set of skis and poles, a pair of snow goggles, a pair of snowshoes, a spyglass, twenty tindertwigs, and two sets of winter clothing.\n","bulk":4,"category":"equipment","rarity":"common","slug":"equipment-2426"},{"access":"Second-mark members of the Firebrands have access to this item.","hands":"1","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":300,"trait":["Uncommon"],"id":"equipment-2427","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Concealment Coin Source Firebrands pg. 82 Price 3 gp Hands 1 Access Second-mark members of the Firebrands have access to this item. --- This hollow piece resembles a typical coin and features enough space inside to hide brief messages written on small pieces of paper. You can unscrew or close the coin with an Interact action. You can determine an unattended concealment coin's true nature with a successful DC 20 Perception check. Determining the coin's nature while it's being handled is more difficult and typically requires a successful Perception check against the Thievery DC of the person holding the coin.\n","skill_mod":{},"summary":"This hollow piece resembles a typical coin and features enough space inside to hide brief messages written on small pieces of paper. You can unscrew …","primary_source":"Firebrands","trait_group":["Rarity"],"level":0,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2427","name":"Concealment Coin","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2427"},{"skill_mod":{},"summary":"This ring contains a compartment beneath the bezel intended to hold a small amount of poison. You can determine the ring's true purpose with a …","primary_source":"Firebrands","trait_group":["Rarity"],"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2448","weakness":{},"price":1000,"name":"Poison Ring","trait":["Uncommon"],"id":"equipment-2448","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Poison Ring Source Firebrands pg. 82 Price 10 gp Access Second-mark members of the Firebrands have access to this item. --- This ring contains a compartment beneath the bezel intended to hold a small amount of poison. You can determine the ring's true purpose with a successful DC 20 Perception check. Noticing the compartment while the ring is being worn is more difficult and typically requires a successful Perception check against the Stealth DC of the person wearing the ring. You place poison within the ring using the same method for applying poison to a weapon. You can release the ring's poison or consume it using an Interact action if you have a free hand. The ring's compartment is large enough to hold an effective amount of most poisons, but it's too small to hold a significant amount of other liquids, including potions and magical oils.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2448"},{"skill_mod":{},"summary":"A quick-change outfit is in fact two separate outfits sewn together. The specialized sewing technique allows you to switch quickly between the two …","primary_source":"Firebrands","trait_group":["Rarity"],"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","level":2,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2449","weakness":{},"price":0,"name":"Quick-Change Outfit","trait":["Uncommon"],"id":"equipment-2449","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Quick-Change Outfit Source Firebrands pg. 82 Bulk varies Access Second-mark members of the Firebrands have access to this item. --- A quick-change outfit is in fact two separate outfits sewn together. The specialized sewing technique allows you to switch quickly between the two outfits. You can use 3 consecutive Interact actions to slip out of the outfit, swap to the other side, and slip it back on. The two outfits can be of any kind (such as ordinary clothing and fine clothing) and appear as one outfit on one side and the second outfit on the other. The outfit's appearance is purely superficial, so you don't receive any special benefits from an outfit (such as protection from environmental cold with winter clothing), though the GM might still apply specific benefits like the bonus to checks with high-fashion fine clothing. You can notice the odd features of a quick-change outfit (such as extra seams) with a successful DC 20 Perception check. The outfit's price is equal to double the price of the more expensive of the two outfits it mimics, and its Bulk is 1 higher than the highest Bulk values of the two outfits.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2449"},{"access":"Second-mark members of the Firebrands have access to this item.","hands":"2","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":3000,"trait":["Uncommon"],"id":"equipment-2450","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Rappelling Kit Source Firebrands pg. 82 Price 30 gp Hands 2 Bulk 1 Access Second-mark members of the Firebrands have access to this item. --- This satchel contains all the basic equipment found in a climbing kit plus the specialized equipment—including a harness, belay device, and locking clips—needed for descents. When Climbing down with a rappelling kit, you move twice as fast as usual based on your check result.\n","skill_mod":{},"summary":"This satchel contains all the basic equipment found in a climbing kit plus the specialized equipment—including a harness, belay device, and locking …","primary_source":"Firebrands","trait_group":["Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2450","name":"Rappelling Kit","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2450"},{"access":"Second-mark members of the Firebrands have access to this item.","hands":"1","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":1500,"trait":["Uncommon"],"id":"equipment-2451","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Scroll Belt Source Firebrands pg. 82 Price 15 gp Hands 1 Bulk L Access Second-mark members of the Firebrands have access to this item. --- These belts are specially designed to allow for writing along the inside surface. You can scribe a spell to a scroll belt, Crafting the scroll as normal. A scroll belt can only hold a single spell, and you must Cast the Spell before you can scribe another spell to the belt. You can't Cast a Spell from the belt while wearing it; you must remove the belt with an Interact action. A scroll belt acts as a mundane belt, but when a spell is scribed on it, any creature can immediately discern that an unattended belt holds magic. If you're wearing the belt, a creature can notice the belt holds a spell with a successful Perception check against your Stealth DC.\n","skill_mod":{},"summary":"These belts are specially designed to allow for writing along the inside surface. You can scribe a spell to a scroll belt, Crafting the scroll as …","primary_source":"Firebrands","trait_group":["Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2451","name":"Scroll Belt","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2451"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"applied to a weapon","source":["Firebrands"],"type":"Item","item_category":"Adjustments","speed":{},"weakness":{},"price":200,"skill":["Deception"],"trait":["Adjustment","Uncommon"],"id":"equipment-2452","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Eyecatcher Source Firebrands pg. 82 Price 2 gp Usage applied to a weapon Access Second-mark members of the Firebrands have access to this item. --- An eyecatcher is a simple tassel, reflective basket hilt, or other accessory attached to a weapon to serve as a distraction. You gain a +1 item bonus to Deception checks to Feint while using a weapon with an eyecatcher attached. An eyecatcher affects the balancing of a weapon, making it slightly more unwieldy. This increases the weapon's Bulk by 1 and grants a –1 penalty to damage rolls with the weapon.\n","skill_mod":{},"summary":"An eyecatcher is a simple tassel, reflective basket hilt, or other accessory attached to a weapon to serve as a distraction. You gain a +1 item bonus …","primary_source":"Firebrands","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2452","name":"Eyecatcher","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2452"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"applied to armor","source":["Firebrands"],"type":"Item","item_category":"Adjustments","speed":{},"weakness":{},"price":500,"skill":["Stealth"],"trait":["Adjustment","Uncommon"],"id":"equipment-2453","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Subtle Armor Source Firebrands pg. 83 Price 5 gp Usage applied to armor Access Second-mark members of the Firebrands have access to this item. --- Using fabrics and fashion accessories, you disguise your armor to look like everyday clothing. After applying this adjustment, you can attempt a Stealth check to Conceal an Object to hide the nature of your armor. You gain a +1 item bonus to this check. The added weight and care make it more difficult to move around in the armor, increasing the armor's check penalty by 1, its Strength entry value by 2, and its Bulk by 1.\n","skill_mod":{},"summary":"Using fabrics and fashion accessories, you disguise your armor to look like everyday clothing. After applying this adjustment, you can attempt a …","primary_source":"Firebrands","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2453","name":"Subtle Armor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2453"},{"item_child_id":["equipment-2454-2228","equipment-2454-2229","equipment-2454-2230"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Firebrands"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"transmutation","trait":["Magical","Transmutation"],"id":"equipment-2454","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Anylength Rope Source Firebrands pg. 84 Usage held in 1 hand Bulk L --- This 50-foot length of silk rope is lightweight and appears to be inlaid with golden threads. The rope can hold up to 3,000 pounds and is particularly durable, with a Hardness of 5 and 24 Hit Points. Activate Single Action command; Frequency once per minute; Effect You command the rope to split, declaring a specific length or amount, such as “ten feet of rope,” “half of the rope,” and so on. The rope splits itself into the requested piece, leaving the remaining length intact. If the rope isn't long enough to provide the requested amount, the activation fails. Activate Two Actions envision, Interact ; Frequency once per day; Requirements The rope is split into two or more pieces; Effect The rope attempts to reassemble itself. All pieces of the rope within 500 feet slither back toward you, moving 50 feet per round, over the span of 1 minute. Obstacles and other creatures can prevent a piece of rope from reaching you. Once all pieces reach you or the minute has passed, the pieces rejoin, becoming a single rope. The length of this reformed rope is equal to the total length of all the pieces together; if a piece is missing, the rope is now shorter than its original 50-foot length. Any pieces that didn't rejoin with the rest of the rope remain where they are after the minute passes. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Anylength Rope (Lesser) Source Firebrands pg. 84 Price 45 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Anylength Rope (Moderate) Source Firebrands pg. 84 Price 125 gp Bulk L --- The rope is 75 feet long. You can activate the moderate anylength rope once per hour instead of once per day. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Anylength Rope (Greater) Source Firebrands pg. 84 Price 300 gp Bulk L --- The rope is 100 feet long. You can activate the greater anylength rope without any frequency limit.","skill_mod":{},"summary":"This 50-foot length of silk rope is lightweight and appears to be inlaid with golden threads. The rope can hold up to 3,000 pounds and is …","primary_source":"Firebrands","trait_group":["Mechanics","School"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2454","name":"Anylength Rope","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2454"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Firebrands"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2454","weakness":{},"school":"transmutation","price":4500,"trait":["Magical","Transmutation"],"id":"equipment-2454-2228","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Anylength Rope Source Firebrands pg. 84 Usage held in 1 hand Bulk L --- This 50-foot length of silk rope is lightweight and appears to be inlaid with golden threads. The rope can hold up to 3,000 pounds and is particularly durable, with a Hardness of 5 and 24 Hit Points. Activate Single Action command; Frequency once per minute; Effect You command the rope to split, declaring a specific length or amount, such as “ten feet of rope,” “half of the rope,” and so on. The rope splits itself into the requested piece, leaving the remaining length intact. If the rope isn't long enough to provide the requested amount, the activation fails. Activate Two Actions envision, Interact ; Frequency once per day; Requirements The rope is split into two or more pieces; Effect The rope attempts to reassemble itself. All pieces of the rope within 500 feet slither back toward you, moving 50 feet per round, over the span of 1 minute. Obstacles and other creatures can prevent a piece of rope from reaching you. Once all pieces reach you or the minute has passed, the pieces rejoin, becoming a single rope. The length of this reformed rope is equal to the total length of all the pieces together; if a piece is missing, the rope is now shorter than its original 50-foot length. Any pieces that didn't rejoin with the rest of the rope remain where they are after the minute passes. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Anylength Rope (Lesser) Source Firebrands pg. 84 Price 45 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Anylength Rope (Moderate) Source Firebrands pg. 84 Price 125 gp Bulk L --- The rope is 75 feet long. You can activate the moderate anylength rope once per hour instead of once per day. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Anylength Rope (Greater) Source Firebrands pg. 84 Price 300 gp Bulk L --- The rope is 100 feet long. You can activate the greater anylength rope without any frequency limit.","skill_mod":{},"summary":"This 50-foot length of silk rope is lightweight and appears to be inlaid with golden threads. The rope can hold up to 3,000 pounds and is …","primary_source":"Firebrands","trait_group":["Mechanics","School"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2454","name":"Anylength Rope (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2454-2228"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Firebrands"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2454","weakness":{},"school":"transmutation","price":12500,"trait":["Magical","Transmutation"],"id":"equipment-2454-2229","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Anylength Rope Source Firebrands pg. 84 Usage held in 1 hand Bulk L --- This 50-foot length of silk rope is lightweight and appears to be inlaid with golden threads. The rope can hold up to 3,000 pounds and is particularly durable, with a Hardness of 5 and 24 Hit Points. Activate Single Action command; Frequency once per minute; Effect You command the rope to split, declaring a specific length or amount, such as “ten feet of rope,” “half of the rope,” and so on. The rope splits itself into the requested piece, leaving the remaining length intact. If the rope isn't long enough to provide the requested amount, the activation fails. Activate Two Actions envision, Interact ; Frequency once per day; Requirements The rope is split into two or more pieces; Effect The rope attempts to reassemble itself. All pieces of the rope within 500 feet slither back toward you, moving 50 feet per round, over the span of 1 minute. Obstacles and other creatures can prevent a piece of rope from reaching you. Once all pieces reach you or the minute has passed, the pieces rejoin, becoming a single rope. The length of this reformed rope is equal to the total length of all the pieces together; if a piece is missing, the rope is now shorter than its original 50-foot length. Any pieces that didn't rejoin with the rest of the rope remain where they are after the minute passes. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Anylength Rope (Lesser) Source Firebrands pg. 84 Price 45 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Anylength Rope (Moderate) Source Firebrands pg. 84 Price 125 gp Bulk L --- The rope is 75 feet long. You can activate the moderate anylength rope once per hour instead of once per day. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Anylength Rope (Greater) Source Firebrands pg. 84 Price 300 gp Bulk L --- The rope is 100 feet long. You can activate the greater anylength rope without any frequency limit.","skill_mod":{},"summary":"The rope is 75 feet long. You can activate the moderate anylength rope once per hour instead of once per day.","primary_source":"Firebrands","trait_group":["Mechanics","School"],"level":5,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2454","name":"Anylength Rope (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2454-2229"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Firebrands"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2454","weakness":{},"school":"transmutation","price":30000,"trait":["Magical","Transmutation"],"id":"equipment-2454-2230","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Anylength Rope Source Firebrands pg. 84 Usage held in 1 hand Bulk L --- This 50-foot length of silk rope is lightweight and appears to be inlaid with golden threads. The rope can hold up to 3,000 pounds and is particularly durable, with a Hardness of 5 and 24 Hit Points. Activate Single Action command; Frequency once per minute; Effect You command the rope to split, declaring a specific length or amount, such as “ten feet of rope,” “half of the rope,” and so on. The rope splits itself into the requested piece, leaving the remaining length intact. If the rope isn't long enough to provide the requested amount, the activation fails. Activate Two Actions envision, Interact ; Frequency once per day; Requirements The rope is split into two or more pieces; Effect The rope attempts to reassemble itself. All pieces of the rope within 500 feet slither back toward you, moving 50 feet per round, over the span of 1 minute. Obstacles and other creatures can prevent a piece of rope from reaching you. Once all pieces reach you or the minute has passed, the pieces rejoin, becoming a single rope. The length of this reformed rope is equal to the total length of all the pieces together; if a piece is missing, the rope is now shorter than its original 50-foot length. Any pieces that didn't rejoin with the rest of the rope remain where they are after the minute passes. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Anylength Rope (Lesser) Source Firebrands pg. 84 Price 45 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Anylength Rope (Moderate) Source Firebrands pg. 84 Price 125 gp Bulk L --- The rope is 75 feet long. You can activate the moderate anylength rope once per hour instead of once per day. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Anylength Rope (Greater) Source Firebrands pg. 84 Price 300 gp Bulk L --- The rope is 100 feet long. You can activate the greater anylength rope without any frequency limit.","skill_mod":{},"summary":"The rope is 100 feet long. You can activate the greater anylength rope without any frequency limit.","primary_source":"Firebrands","trait_group":["Mechanics","School"],"level":7,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2454","name":"Anylength Rope (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2454-2230"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Firebrands"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"conjuration","price":175000,"trait":["Conjuration","Magical","Teleportation","Uncommon"],"id":"equipment-2455","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Blink Blade Source Firebrands pg. 84 Price 1,750 gp Usage held in 1 hand Bulk L Base Weapon Dagger Access Second-mark members of the Firebrands have access to this item. --- The blade of this +2 striking dagger is etched with whirling portals, and a single blue sapphire adorns its hilt. It feels lightweight and is always slightly warm to the touch. Activate Two Actions Interact; Frequency once per day; Effect You cast dimension door . The space you leave and the one you appear in are filled with puffs of smoke that make anyone within concealed until they leave the smoke or until the end of your next turn, at which point the smoke dissipates. When used in strong winds, the smoke disperses immediately. Activate Reaction envision; Frequency once per day; Trigger Your melee attack roll with the blink blade is a critical success; Effect You and your target teleport to a space within 10 feet. The target arrives in a safe, open space of your choosing adjacent to your arrival space. This teleportation also creates puffs of smoke, as noted with the activation above.\n","skill_mod":{},"summary":"The blade of this +2 striking dagger is etched with whirling portals, and a single blue sapphire adorns its hilt. It feels lightweight and is …","primary_source":"Firebrands","trait_group":["School","Mechanics","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2455","base_item":["Dagger"],"name":"Blink Blade","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2455"},{"item_child_id":["equipment-2456-2231","equipment-2456-2232","equipment-2456-2233"],"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"worn shoes","source":["Firebrands"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","skill":["Acrobatics","Athletics","Acrobatics","Athletics","Acrobatics","Athletics"],"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-2456","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Boots of Free Running Source Firebrands pg. 84 Usage worn shoes Bulk 1 Access Second-mark members of the Firebrands have access to this item. --- These comfortable and practical boots slip on easily and fill you with boundless energy. The treads of these boots provide exceptional traction, with improved grip on surfaces you would traditionally have difficulty traversing. While wearing the boots, you gain a +1 item bonus to Acrobatics checks to Balance and to Athletics checks to High Jump and Long Jump. Activate Single Action envision; Frequency once per day; Effect The traction of your boots improves, allowing you to run along vertical surfaces for 1 minute. When you Stride, you can run up solid vertical surfaces, like walls, at your full Speed. You must start your movement on a horizontal surface. If you end a Stride off the ground, you must Stride along the surface again until you reach a horizontal surface or you begin to fall (though you can Grab an Edge, if applicable). If you have means of walking on water, such as with water walk or similar abilities, you can also run along flimsy vertical surfaces, as well as vertical liquids such as a waterfall. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Boots of Free Running (Lesser) Source Firebrands pg. 84 Price 135 gp Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Boots of Free Running (Moderate) Source Firebrands pg. 84 Price 1,350 gp Bulk 1 --- The bonus is +2. You can activate the moderate boots of free running once per hour instead of once per day. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Boots of Free Running (Greater) Source Firebrands pg. 84 Price 13,500 gp Bulk 1 --- The bonus is +3. You can activate the greater boots of free running without a frequency limit.","skill_mod":{},"summary":"These comfortable and practical boots slip on easily and fill you with boundless energy. The treads of these boots provide exceptional traction, with …","primary_source":"Firebrands","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2456","name":"Boots of Free Running","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2456"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"worn shoes","source":["Firebrands"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2456","weakness":{},"school":"transmutation","price":13500,"skill":["Acrobatics","Athletics"],"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-2456-2231","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Boots of Free Running Source Firebrands pg. 84 Usage worn shoes Bulk 1 Access Second-mark members of the Firebrands have access to this item. --- These comfortable and practical boots slip on easily and fill you with boundless energy. The treads of these boots provide exceptional traction, with improved grip on surfaces you would traditionally have difficulty traversing. While wearing the boots, you gain a +1 item bonus to Acrobatics checks to Balance and to Athletics checks to High Jump and Long Jump. Activate Single Action envision; Frequency once per day; Effect The traction of your boots improves, allowing you to run along vertical surfaces for 1 minute. When you Stride, you can run up solid vertical surfaces, like walls, at your full Speed. You must start your movement on a horizontal surface. If you end a Stride off the ground, you must Stride along the surface again until you reach a horizontal surface or you begin to fall (though you can Grab an Edge, if applicable). If you have means of walking on water, such as with water walk or similar abilities, you can also run along flimsy vertical surfaces, as well as vertical liquids such as a waterfall. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Boots of Free Running (Lesser) Source Firebrands pg. 84 Price 135 gp Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Boots of Free Running (Moderate) Source Firebrands pg. 84 Price 1,350 gp Bulk 1 --- The bonus is +2. You can activate the moderate boots of free running once per hour instead of once per day. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Boots of Free Running (Greater) Source Firebrands pg. 84 Price 13,500 gp Bulk 1 --- The bonus is +3. You can activate the greater boots of free running without a frequency limit.","skill_mod":{},"summary":"These comfortable and practical boots slip on easily and fill you with boundless energy. The treads of these boots provide exceptional traction, with …","primary_source":"Firebrands","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2456","name":"Boots of Free Running (Lesser)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2456-2231"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"worn shoes","source":["Firebrands"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2456","weakness":{},"school":"transmutation","price":135000,"skill":["Acrobatics","Athletics"],"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-2456-2232","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Boots of Free Running Source Firebrands pg. 84 Usage worn shoes Bulk 1 Access Second-mark members of the Firebrands have access to this item. --- These comfortable and practical boots slip on easily and fill you with boundless energy. The treads of these boots provide exceptional traction, with improved grip on surfaces you would traditionally have difficulty traversing. While wearing the boots, you gain a +1 item bonus to Acrobatics checks to Balance and to Athletics checks to High Jump and Long Jump. Activate Single Action envision; Frequency once per day; Effect The traction of your boots improves, allowing you to run along vertical surfaces for 1 minute. When you Stride, you can run up solid vertical surfaces, like walls, at your full Speed. You must start your movement on a horizontal surface. If you end a Stride off the ground, you must Stride along the surface again until you reach a horizontal surface or you begin to fall (though you can Grab an Edge, if applicable). If you have means of walking on water, such as with water walk or similar abilities, you can also run along flimsy vertical surfaces, as well as vertical liquids such as a waterfall. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Boots of Free Running (Lesser) Source Firebrands pg. 84 Price 135 gp Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Boots of Free Running (Moderate) Source Firebrands pg. 84 Price 1,350 gp Bulk 1 --- The bonus is +2. You can activate the moderate boots of free running once per hour instead of once per day. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Boots of Free Running (Greater) Source Firebrands pg. 84 Price 13,500 gp Bulk 1 --- The bonus is +3. You can activate the greater boots of free running without a frequency limit.","skill_mod":{},"summary":"The bonus is +2. You can activate the moderate boots of free running once per hour instead of once per day.","primary_source":"Firebrands","trait_group":["Equipment","Mechanics","School","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2456","name":"Boots of Free Running (Moderate)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2456-2232"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"worn shoes","source":["Firebrands"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2456","weakness":{},"school":"transmutation","price":1350000,"skill":["Acrobatics","Athletics"],"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-2456-2233","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Boots of Free Running Source Firebrands pg. 84 Usage worn shoes Bulk 1 Access Second-mark members of the Firebrands have access to this item. --- These comfortable and practical boots slip on easily and fill you with boundless energy. The treads of these boots provide exceptional traction, with improved grip on surfaces you would traditionally have difficulty traversing. While wearing the boots, you gain a +1 item bonus to Acrobatics checks to Balance and to Athletics checks to High Jump and Long Jump. Activate Single Action envision; Frequency once per day; Effect The traction of your boots improves, allowing you to run along vertical surfaces for 1 minute. When you Stride, you can run up solid vertical surfaces, like walls, at your full Speed. You must start your movement on a horizontal surface. If you end a Stride off the ground, you must Stride along the surface again until you reach a horizontal surface or you begin to fall (though you can Grab an Edge, if applicable). If you have means of walking on water, such as with water walk or similar abilities, you can also run along flimsy vertical surfaces, as well as vertical liquids such as a waterfall. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Boots of Free Running (Lesser) Source Firebrands pg. 84 Price 135 gp Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Boots of Free Running (Moderate) Source Firebrands pg. 84 Price 1,350 gp Bulk 1 --- The bonus is +2. You can activate the moderate boots of free running once per hour instead of once per day. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Boots of Free Running (Greater) Source Firebrands pg. 84 Price 13,500 gp Bulk 1 --- The bonus is +3. You can activate the greater boots of free running without a frequency limit.","skill_mod":{},"summary":"The bonus is +3. You can activate the greater boots of free running without a frequency limit.","primary_source":"Firebrands","trait_group":["Equipment","Mechanics","School","Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2456","name":"Boots of Free Running (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2456-2233"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"worn cloak","source":["Firebrands"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"enchantment","price":60000,"trait":["Enchantment","Invested","Magical","Uncommon"],"id":"equipment-2457","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Cape of Grand Entrances Source Firebrands pg. 85 Price 600 gp Usage worn cloak Bulk L Access Second-mark members of the Firebrands have access to this item. --- This regal blue cape is crafted from a hefty yet elegant velvet embroidered with ornate silver stars and dragons. Falling in a cascade of fabric, the cape rustles and flows in all the right ways and hangs upon your shoulders in a way that flatters your form and figure. You draw the eyes of those around you and gain a +2 item bonus to your Performance checks. Activate Two Actions envision, Interact; Frequency once per day; Effect With a flourish of your cape, you make a grand entrance that draws the attention of those around you. You cast enthrall with a DC of 25. The spell gains the visual trait and loses the auditory trait. You Sustain the Spell by continuing to sweep the cape about.\n","skill_mod":{},"summary":"This regal blue cape is crafted from a hefty yet elegant velvet embroidered with ornate silver stars and dragons. Falling in a cascade of fabric, the …","primary_source":"Firebrands","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2457","name":"Cape of Grand Entrances","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2457"},{"item_child_id":["equipment-2458-2234","equipment-2458-2235","equipment-2458-2236"],"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"worn cloak","source":["Firebrands"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Invested","Light","Magical","Uncommon"],"id":"equipment-2458","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Cape of Illumination Source Firebrands pg. 85 Usage worn cloak Bulk L Access Second-mark members of the Firebrands have access to this item. --- This golden cape, embroidered with vibrant red sun rays, sparkles like sunlight reflecting off the ocean. Activate Two Actions command, Interact; Effect The cape glows with the effects of 1st-level light . You can Activate the cape again to Dismiss the effect. Activate Two Actions envision, Interact; Frequency once per day; Effect You draw the cape and unleash a blinding flash of light. All enemies within 30 feet that can see you must attempt a DC 19 Fortitude save. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition. Critical Failure The creature is blinded for 1 round and dazzled for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cape of Illumination (Lesser) Source Firebrands pg. 85 Price 135 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cape of Illumination (Moderate) Source Firebrands pg. 85 Price 600 gp Bulk L --- The cape glows with the effects of 4th-level light . The save DC is 25. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cape of Illumination (Greater) Source Firebrands pg. 85 Price 5,750 gp Bulk L --- The cape glows with the effects of 7th-level light . The frequency is once per hour. The save DC is 34.","skill_mod":{},"summary":"This golden cape, embroidered with vibrant red sun rays, sparkles like sunlight reflecting off the ocean. ","primary_source":"Firebrands","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2458","name":"Cape of Illumination","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2458"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"worn cloak","source":["Firebrands"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2458","weakness":{},"school":"evocation","price":13500,"trait":["Evocation","Invested","Light","Magical","Uncommon"],"id":"equipment-2458-2234","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Cape of Illumination Source Firebrands pg. 85 Usage worn cloak Bulk L Access Second-mark members of the Firebrands have access to this item. --- This golden cape, embroidered with vibrant red sun rays, sparkles like sunlight reflecting off the ocean. Activate Two Actions command, Interact; Effect The cape glows with the effects of 1st-level light . You can Activate the cape again to Dismiss the effect. Activate Two Actions envision, Interact; Frequency once per day; Effect You draw the cape and unleash a blinding flash of light. All enemies within 30 feet that can see you must attempt a DC 19 Fortitude save. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition. Critical Failure The creature is blinded for 1 round and dazzled for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cape of Illumination (Lesser) Source Firebrands pg. 85 Price 135 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cape of Illumination (Moderate) Source Firebrands pg. 85 Price 600 gp Bulk L --- The cape glows with the effects of 4th-level light . The save DC is 25. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cape of Illumination (Greater) Source Firebrands pg. 85 Price 5,750 gp Bulk L --- The cape glows with the effects of 7th-level light . The frequency is once per hour. The save DC is 34.","skill_mod":{},"summary":"This golden cape, embroidered with vibrant red sun rays, sparkles like sunlight reflecting off the ocean.","primary_source":"Firebrands","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2458","name":"Cape of Illumination (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2458-2234"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"worn cloak","source":["Firebrands"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2458","weakness":{},"school":"evocation","price":60000,"trait":["Evocation","Invested","Light","Magical","Uncommon"],"id":"equipment-2458-2235","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Cape of Illumination Source Firebrands pg. 85 Usage worn cloak Bulk L Access Second-mark members of the Firebrands have access to this item. --- This golden cape, embroidered with vibrant red sun rays, sparkles like sunlight reflecting off the ocean. Activate Two Actions command, Interact; Effect The cape glows with the effects of 1st-level light . You can Activate the cape again to Dismiss the effect. Activate Two Actions envision, Interact; Frequency once per day; Effect You draw the cape and unleash a blinding flash of light. All enemies within 30 feet that can see you must attempt a DC 19 Fortitude save. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition. Critical Failure The creature is blinded for 1 round and dazzled for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cape of Illumination (Lesser) Source Firebrands pg. 85 Price 135 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cape of Illumination (Moderate) Source Firebrands pg. 85 Price 600 gp Bulk L --- The cape glows with the effects of 4th-level light . The save DC is 25. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cape of Illumination (Greater) Source Firebrands pg. 85 Price 5,750 gp Bulk L --- The cape glows with the effects of 7th-level light . The frequency is once per hour. The save DC is 34.","skill_mod":{},"summary":"The cape glows with the effects of 4th-level light . The save DC is 25.","primary_source":"Firebrands","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2458","name":"Cape of Illumination (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2458-2235"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"worn cloak","source":["Firebrands"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2458","weakness":{},"school":"evocation","price":575000,"trait":["Evocation","Invested","Light","Magical","Uncommon"],"id":"equipment-2458-2236","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Cape of Illumination Source Firebrands pg. 85 Usage worn cloak Bulk L Access Second-mark members of the Firebrands have access to this item. --- This golden cape, embroidered with vibrant red sun rays, sparkles like sunlight reflecting off the ocean. Activate Two Actions command, Interact; Effect The cape glows with the effects of 1st-level light . You can Activate the cape again to Dismiss the effect. Activate Two Actions envision, Interact; Frequency once per day; Effect You draw the cape and unleash a blinding flash of light. All enemies within 30 feet that can see you must attempt a DC 19 Fortitude save. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition. Critical Failure The creature is blinded for 1 round and dazzled for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cape of Illumination (Lesser) Source Firebrands pg. 85 Price 135 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cape of Illumination (Moderate) Source Firebrands pg. 85 Price 600 gp Bulk L --- The cape glows with the effects of 4th-level light . The save DC is 25. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cape of Illumination (Greater) Source Firebrands pg. 85 Price 5,750 gp Bulk L --- The cape glows with the effects of 7th-level light . The frequency is once per hour. The save DC is 34.","skill_mod":{},"summary":"The cape glows with the effects of 7th-level light . The frequency is once per hour. The save DC is 34.","primary_source":"Firebrands","trait_group":["School","Equipment","Mechanics","Rarity"],"level":15,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2458","name":"Cape of Illumination (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2458-2236"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Firebrands"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","price":7500,"trait":["Consumable","Magical","Transmutation","Uncommon"],"id":"equipment-2459","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Charm of the Ordinary Source Firebrands pg. 85 Price 75 gp Usage held in 1 hand Access Second-mark members of the Firebrands have access to this item. Activate Two Actions envision, Interact --- Carved from a chunk of sturdy hardwood, this small charm is shaped like a broom, a wooden barrel, a lantern, or another ordinary item. When activated, the pendant becomes a full-size version of the item it represents, and you merge with the item with the effects of meld into stone , except the item doesn't need to be made of stone and doesn't require the volume to fit you and your worn or held possessions. While merged with the item, you can hear but can't see; unlike with meld into stone , you can't cast spells. The effect ends after ten minutes or when you Dismiss the effect, at which point you are forcibly expelled and the item you occupied becomes a mundane item.\n","skill_mod":{},"summary":"Carved from a chunk of sturdy hardwood, this small charm is shaped like a broom, a wooden barrel, a lantern, or another ordinary item. When …","primary_source":"Firebrands","trait_group":["Equipment","Mechanics","School","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2459","name":"Charm of the Ordinary","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-2459"},{"item_child_id":["equipment-2460-2237","equipment-2460-2238","equipment-2460-2239"],"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Firebrands"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","trait":["Consumable","Magical","Transmutation"],"id":"equipment-2460","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Clinging Bubbles Source Firebrands pg. 85 Usage held in 2 hands Bulk L --- This small vial of viscous, clear, soapy solution comes with a wand, attached to the inside of the vial's cap, with a little loop at its end. A vial has enough solution to be used 10 times. Activate Single Action Interact; Effect You dip the wand in the solution and blow on it. An improbably large cloud of bubbles emerges in a square adjacent to you. This cloud travels in a straight line, moving 10 feet at the end of your turns. The bubbles are thick and sticky, and any creature who enters the same space as the bubble cloud becomes shrouded in them, taking a –5-foot circumstance penalty to its Speed. A creature covered in bubbles can use an Interact action to pop the bubbles and remove the penalty. The cloud can be redirected with strong winds. The cloud of bubbles has AC 5, 20 Hit Points, and weakness 5 to piercing and slashing. The bubbles pop naturally and harmlessly after 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Clinging Bubbles (Lesser) Source Firebrands pg. 85 Price 12 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Clinging Bubbles (Moderate) Source Firebrands pg. 85 Price 70 gp Bulk L --- The cloud of bubbles takes up a 5-foot burst. Creatures covered in bubbles take a –10-foot circumstance penalty. Each Interact action used to pop bubbles reduces the penalty by 5 feet. The cloud of bubbles has 30 Hit Points. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Clinging Bubbles (Greater) Source Firebrands pg. 85 Price 250 gp Bulk L --- The cloud of bubbles takes up a 10-foot burst. Creatures covered in bubbles take a –15-foot circumstance penalty. Each Interact action used to pop bubbles reduces the penalty by 5 feet. The cloud of bubbles has 40 Hit Points.","skill_mod":{},"summary":"This small vial of viscous, clear, soapy solution comes with a wand, attached to the inside of the vial's cap, with a little loop at its end. A vial …","primary_source":"Firebrands","trait_group":["Equipment","Mechanics","School"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2460","name":"Clinging Bubbles","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2460"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Firebrands"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2460","weakness":{},"school":"transmutation","price":1200,"trait":["Consumable","Magical","Transmutation"],"id":"equipment-2460-2237","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Clinging Bubbles Source Firebrands pg. 85 Usage held in 2 hands Bulk L --- This small vial of viscous, clear, soapy solution comes with a wand, attached to the inside of the vial's cap, with a little loop at its end. A vial has enough solution to be used 10 times. Activate Single Action Interact; Effect You dip the wand in the solution and blow on it. An improbably large cloud of bubbles emerges in a square adjacent to you. This cloud travels in a straight line, moving 10 feet at the end of your turns. The bubbles are thick and sticky, and any creature who enters the same space as the bubble cloud becomes shrouded in them, taking a –5-foot circumstance penalty to its Speed. A creature covered in bubbles can use an Interact action to pop the bubbles and remove the penalty. The cloud can be redirected with strong winds. The cloud of bubbles has AC 5, 20 Hit Points, and weakness 5 to piercing and slashing. The bubbles pop naturally and harmlessly after 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Clinging Bubbles (Lesser) Source Firebrands pg. 85 Price 12 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Clinging Bubbles (Moderate) Source Firebrands pg. 85 Price 70 gp Bulk L --- The cloud of bubbles takes up a 5-foot burst. Creatures covered in bubbles take a –10-foot circumstance penalty. Each Interact action used to pop bubbles reduces the penalty by 5 feet. The cloud of bubbles has 30 Hit Points. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Clinging Bubbles (Greater) Source Firebrands pg. 85 Price 250 gp Bulk L --- The cloud of bubbles takes up a 10-foot burst. Creatures covered in bubbles take a –15-foot circumstance penalty. Each Interact action used to pop bubbles reduces the penalty by 5 feet. The cloud of bubbles has 40 Hit Points.","skill_mod":{},"summary":"This small vial of viscous, clear, soapy solution comes with a wand, attached to the inside of the vial's cap, with a little loop at its end. A vial …","primary_source":"Firebrands","trait_group":["Equipment","Mechanics","School"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2460","name":"Clinging Bubbles (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2460-2237"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Firebrands"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2460","weakness":{},"school":"transmutation","price":7000,"trait":["Consumable","Magical","Transmutation"],"id":"equipment-2460-2238","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Clinging Bubbles Source Firebrands pg. 85 Usage held in 2 hands Bulk L --- This small vial of viscous, clear, soapy solution comes with a wand, attached to the inside of the vial's cap, with a little loop at its end. A vial has enough solution to be used 10 times. Activate Single Action Interact; Effect You dip the wand in the solution and blow on it. An improbably large cloud of bubbles emerges in a square adjacent to you. This cloud travels in a straight line, moving 10 feet at the end of your turns. The bubbles are thick and sticky, and any creature who enters the same space as the bubble cloud becomes shrouded in them, taking a –5-foot circumstance penalty to its Speed. A creature covered in bubbles can use an Interact action to pop the bubbles and remove the penalty. The cloud can be redirected with strong winds. The cloud of bubbles has AC 5, 20 Hit Points, and weakness 5 to piercing and slashing. The bubbles pop naturally and harmlessly after 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Clinging Bubbles (Lesser) Source Firebrands pg. 85 Price 12 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Clinging Bubbles (Moderate) Source Firebrands pg. 85 Price 70 gp Bulk L --- The cloud of bubbles takes up a 5-foot burst. Creatures covered in bubbles take a –10-foot circumstance penalty. Each Interact action used to pop bubbles reduces the penalty by 5 feet. The cloud of bubbles has 30 Hit Points. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Clinging Bubbles (Greater) Source Firebrands pg. 85 Price 250 gp Bulk L --- The cloud of bubbles takes up a 10-foot burst. Creatures covered in bubbles take a –15-foot circumstance penalty. Each Interact action used to pop bubbles reduces the penalty by 5 feet. The cloud of bubbles has 40 Hit Points.","skill_mod":{},"summary":"The cloud of bubbles takes up a 5-foot burst. Creatures covered in bubbles take a –10-foot circumstance penalty. Each Interact action used to pop …","primary_source":"Firebrands","trait_group":["Equipment","Mechanics","School"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2460","name":"Clinging Bubbles (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2460-2238"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Firebrands"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2460","weakness":{},"school":"transmutation","price":25000,"trait":["Consumable","Magical","Transmutation"],"id":"equipment-2460-2239","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Clinging Bubbles Source Firebrands pg. 85 Usage held in 2 hands Bulk L --- This small vial of viscous, clear, soapy solution comes with a wand, attached to the inside of the vial's cap, with a little loop at its end. A vial has enough solution to be used 10 times. Activate Single Action Interact; Effect You dip the wand in the solution and blow on it. An improbably large cloud of bubbles emerges in a square adjacent to you. This cloud travels in a straight line, moving 10 feet at the end of your turns. The bubbles are thick and sticky, and any creature who enters the same space as the bubble cloud becomes shrouded in them, taking a –5-foot circumstance penalty to its Speed. A creature covered in bubbles can use an Interact action to pop the bubbles and remove the penalty. The cloud can be redirected with strong winds. The cloud of bubbles has AC 5, 20 Hit Points, and weakness 5 to piercing and slashing. The bubbles pop naturally and harmlessly after 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Clinging Bubbles (Lesser) Source Firebrands pg. 85 Price 12 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Clinging Bubbles (Moderate) Source Firebrands pg. 85 Price 70 gp Bulk L --- The cloud of bubbles takes up a 5-foot burst. Creatures covered in bubbles take a –10-foot circumstance penalty. Each Interact action used to pop bubbles reduces the penalty by 5 feet. The cloud of bubbles has 30 Hit Points. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Clinging Bubbles (Greater) Source Firebrands pg. 85 Price 250 gp Bulk L --- The cloud of bubbles takes up a 10-foot burst. Creatures covered in bubbles take a –15-foot circumstance penalty. Each Interact action used to pop bubbles reduces the penalty by 5 feet. The cloud of bubbles has 40 Hit Points.","skill_mod":{},"summary":"The cloud of bubbles takes up a 10-foot burst. Creatures covered in bubbles take a –15-foot circumstance penalty. Each Interact action used to pop …","primary_source":"Firebrands","trait_group":["Equipment","Mechanics","School"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2460","name":"Clinging Bubbles (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2460-2239"},{"item_child_id":["equipment-2461-2240","equipment-2461-2241","equipment-2461-2242"],"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"worn gloves","source":["Firebrands"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","skill":["Athletics","Athletics","Athletics"],"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-2461","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Diver's Gloves Source Firebrands pg. 85 Usage worn gloves Bulk L Access Second-mark members of the Firebrands have access to this item. --- These black leather gloves fit snuggly, running up the length of your arm to your elbow. Each glove has an angular fin running along the outside edge of your arms, which forms a narrow triangle when your hands meet in a diving position. While wearing the gloves, you gain a +1 item bonus to Athletics checks to Swim. Activate Reaction envision; Trigger You would take damage from falling into water; Effect The gloves create a hydrodynamic barrier around you, dispersing the damage that would be done to you during a high dive. You take damage as if the fall were half the distance, to a minimum fall of 5 feet. You then Swim with the effects of a critical success for the check. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Diver's Gloves (Lesser) Source Firebrands pg. 85 Price 85 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Diver's Gloves (Moderate) Source Firebrands pg. 85 Price 650 gp Bulk L --- The item bonus is +2. The gloves grant you a swim Speed equal to half of your land Speed. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Diver's Gloves (Greater) Source Firebrands pg. 85 Price 6,000 gp Bulk L --- The item bonus is +3. The gloves grant you a swim Speed equal to your land Speed or 30 feet, whichever is higher.","skill_mod":{},"summary":"These black leather gloves fit snuggly, running up the length of your arm to your elbow. Each glove has an angular fin running along the outside edge …","primary_source":"Firebrands","trait_group":["School","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2461","name":"Diver's Gloves","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2461"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"worn gloves","source":["Firebrands"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2461","weakness":{},"school":"abjuration","price":8500,"skill":["Athletics"],"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-2461-2240","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Diver's Gloves Source Firebrands pg. 85 Usage worn gloves Bulk L Access Second-mark members of the Firebrands have access to this item. --- These black leather gloves fit snuggly, running up the length of your arm to your elbow. Each glove has an angular fin running along the outside edge of your arms, which forms a narrow triangle when your hands meet in a diving position. While wearing the gloves, you gain a +1 item bonus to Athletics checks to Swim. Activate Reaction envision; Trigger You would take damage from falling into water; Effect The gloves create a hydrodynamic barrier around you, dispersing the damage that would be done to you during a high dive. You take damage as if the fall were half the distance, to a minimum fall of 5 feet. You then Swim with the effects of a critical success for the check. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Diver's Gloves (Lesser) Source Firebrands pg. 85 Price 85 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Diver's Gloves (Moderate) Source Firebrands pg. 85 Price 650 gp Bulk L --- The item bonus is +2. The gloves grant you a swim Speed equal to half of your land Speed. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Diver's Gloves (Greater) Source Firebrands pg. 85 Price 6,000 gp Bulk L --- The item bonus is +3. The gloves grant you a swim Speed equal to your land Speed or 30 feet, whichever is higher.","skill_mod":{},"summary":"These black leather gloves fit snuggly, running up the length of your arm to your elbow. Each glove has an angular fin running along the outside edge …","primary_source":"Firebrands","trait_group":["School","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2461","name":"Diver's Gloves (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2461-2240"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"worn gloves","source":["Firebrands"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2461","weakness":{},"school":"abjuration","price":65000,"skill":["Athletics"],"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-2461-2241","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Diver's Gloves Source Firebrands pg. 85 Usage worn gloves Bulk L Access Second-mark members of the Firebrands have access to this item. --- These black leather gloves fit snuggly, running up the length of your arm to your elbow. Each glove has an angular fin running along the outside edge of your arms, which forms a narrow triangle when your hands meet in a diving position. While wearing the gloves, you gain a +1 item bonus to Athletics checks to Swim. Activate Reaction envision; Trigger You would take damage from falling into water; Effect The gloves create a hydrodynamic barrier around you, dispersing the damage that would be done to you during a high dive. You take damage as if the fall were half the distance, to a minimum fall of 5 feet. You then Swim with the effects of a critical success for the check. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Diver's Gloves (Lesser) Source Firebrands pg. 85 Price 85 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Diver's Gloves (Moderate) Source Firebrands pg. 85 Price 650 gp Bulk L --- The item bonus is +2. The gloves grant you a swim Speed equal to half of your land Speed. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Diver's Gloves (Greater) Source Firebrands pg. 85 Price 6,000 gp Bulk L --- The item bonus is +3. The gloves grant you a swim Speed equal to your land Speed or 30 feet, whichever is higher.","skill_mod":{},"summary":"The item bonus is +2. The gloves grant you a swim Speed equal to half of your land Speed.","primary_source":"Firebrands","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2461","name":"Diver's Gloves (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2461-2241"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"worn gloves","source":["Firebrands"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2461","weakness":{},"school":"abjuration","price":600000,"skill":["Athletics"],"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-2461-2242","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Diver's Gloves Source Firebrands pg. 85 Usage worn gloves Bulk L Access Second-mark members of the Firebrands have access to this item. --- These black leather gloves fit snuggly, running up the length of your arm to your elbow. Each glove has an angular fin running along the outside edge of your arms, which forms a narrow triangle when your hands meet in a diving position. While wearing the gloves, you gain a +1 item bonus to Athletics checks to Swim. Activate Reaction envision; Trigger You would take damage from falling into water; Effect The gloves create a hydrodynamic barrier around you, dispersing the damage that would be done to you during a high dive. You take damage as if the fall were half the distance, to a minimum fall of 5 feet. You then Swim with the effects of a critical success for the check. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Diver's Gloves (Lesser) Source Firebrands pg. 85 Price 85 gp Bulk L <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Diver's Gloves (Moderate) Source Firebrands pg. 85 Price 650 gp Bulk L --- The item bonus is +2. The gloves grant you a swim Speed equal to half of your land Speed. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Diver's Gloves (Greater) Source Firebrands pg. 85 Price 6,000 gp Bulk L --- The item bonus is +3. The gloves grant you a swim Speed equal to your land Speed or 30 feet, whichever is higher.","skill_mod":{},"summary":"The item bonus is +3. The gloves grant you a swim Speed equal to your land Speed or 30 feet, whichever is higher.","primary_source":"Firebrands","trait_group":["School","Equipment","Mechanics","Rarity"],"level":15,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2461","name":"Diver's Gloves (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2461-2242"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"affixed to armor","source":["Firebrands"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":12000,"trait":["Abjuration","Consumable","Magical","Talisman","Uncommon"],"id":"equipment-2462","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Horned Lion Amulet Source Firebrands pg. 86 Price 120 gp Usage affixed to armor Access Second-mark members of the Firebrands have access to this item. Activate Free Action envision Trigger You take fire damage. --- This small figurine of a horned lion sitting at attention is the size of a coin and carved from simple stone. The figurine can be fastened to a suit of armor as a charm or adornment. When you activate the amulet, the lion's eyes glow with flames, granting you fire resistance 10 against the triggering damage and a subsequent fire resistance 5 for 1 minute. If the triggering damage was due to persistent fire damage, you immediately attempt a DC 10 flat check to recover from the persistent damage. The DC remains at 10 until the persistent fire damage ends.\n","skill_mod":{},"summary":"This small figurine of a horned lion sitting at attention is the size of a coin and carved from simple stone. The figurine can be fastened to a suit …","primary_source":"Firebrands","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Talismans","trigger":"You take fire damage.","resistance":{},"url":"/Equipment.aspx?ID=2462","name":"Horned Lion Amulet","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-2462"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Firebrands"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"divination","price":5000,"trait":["Divination","Magical","Uncommon"],"id":"equipment-2463","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Parchment of Direct Message Source Firebrands pg. 86 Price 50 gp Usage held in 1 hand Access Second-mark members of the Firebrands have access to this item. --- These two sheets resemble ordinary parchment, save for a simple seal burned into the corner. The two sheets are magically linked, though if either of the sheets is burnt, cut in half or smaller, or otherwise destroyed, then the other sheet becomes an ordinary piece of parchment. When you write a message on one of the sheets, the text disappears over the span of 1 minute, leaving no ink, imprint, or any other trace of inscription behind. The message then appears on the linked piece of parchment. The magical link between the sheets only functions while both sheets are within 10 miles of each other. Outside of this range, any writing remains on the sheets as if they were mundane sheets of parchment, though this writing becomes erased if the parchment is activated. Activate Single Action command; Effect You utter a specific magical phrase while holding one of the sheets of parchment. All writing disappears from the parchment.\n","skill_mod":{},"summary":"These two sheets resemble ordinary parchment, save for a simple seal burned into the corner. The two sheets are magically linked, though if either of …","primary_source":"Firebrands","trait_group":["School","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2463","name":"Parchment of Direct Message","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2463"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Firebrands"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":12500,"trait":["Conjuration","Fire","Magical","Uncommon"],"id":"equipment-2464","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Pipe of Dancing Smoke Source Firebrands pg. 87 Price 125 gp Usage held in 1 hand Bulk L Access Second-mark members of the Firebrands have access to this item. --- This ornate pipe is chiseled from a single bloodstone piece with wooden accents. When in use, the pipe gives off a vibrant red smoke that floats lazily in the air. These pipes are popular among bards and braggarts who like the ostentatious smoke it gives off—and who often use it to create raucous diversions or send indiscreet signals. Activate Two Actions Interact; Frequency once per day; Effect The smoke forms a bird that flies up to 120 feet in a direction of your choice. When it collides with a solid object or travels the full range, whichever is shorter, it explodes in a 20-foot burst of smoke with the effects of obscuring mist .\n","element":["Fire"],"skill_mod":{},"summary":"This ornate pipe is chiseled from a single bloodstone piece with wooden accents. When in use, the pipe gives off a vibrant red smoke that floats …","primary_source":"Firebrands","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2464","name":"Pipe of Dancing Smoke","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2464"},{"item_child_id":["equipment-2465-2243","equipment-2465-2244","equipment-2465-2245"],"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"worn","source":["Firebrands"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"divination","trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-2465","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Ring of Observation Source Firebrands pg. 87 Usage worn Access Second-mark members of the Firebrands have access to this item. --- This simple gold ring is engraved with eyes and is inlaid with a single amber-colored cat-eye gemstone. While the gemstone itself isn't magical, it gives off the eerie impression that it's watching you. A Firebrand makes use of this ring to determine if they've drawn the attention of locals and guards without the owner giving away the fact that they know others are watching. More powerful versions of the ring help Firebrands escape the sight of others when necessary. Activate Single Action envision; Frequency once per day; Effect The watchful eye of the cat-eye gemstone remains unmoving but feels as if it's surveying your surroundings. The eye continues this uncanny surveying for 1 minute. During this time, you can use a single action, which has the concentrate trait, to focus on the ring. When you focus on the ring, it grows warm to the touch if you're being intentionally observed by creatures within 30 feet. The ring can only notice creatures that aren't hidden from you and that are intentionally watching you. The ring ignores people who are part of a crowd but aren't actively paying attention to you, for example. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ring of Observation (Lesser) Source Firebrands pg. 87 Price 125 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ring of Observation (Moderate) Source Firebrands pg. 87 Price 300 gp --- The ring surveys for 10 minutes and notices creatures out to 60 feet. The ring can cast invisibility on you once per day. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ring of Observation (Greater) Source Firebrands pg. 87 Price 1,160 gp --- The ring surveys for 1 hour and notices creatures out to 120 feet. The ring can cast either invisibility or 4th-level invisibility on you once per day.","skill_mod":{},"summary":"This simple gold ring is engraved with eyes and is inlaid with a single amber-colored cat-eye gemstone. While the gemstone itself isn't magical, it …","primary_source":"Firebrands","trait_group":["School","Equipment","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2465","name":"Ring of Observation","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2465"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"worn","source":["Firebrands"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2465","weakness":{},"school":"divination","price":12500,"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-2465-2243","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Ring of Observation Source Firebrands pg. 87 Usage worn Access Second-mark members of the Firebrands have access to this item. --- This simple gold ring is engraved with eyes and is inlaid with a single amber-colored cat-eye gemstone. While the gemstone itself isn't magical, it gives off the eerie impression that it's watching you. A Firebrand makes use of this ring to determine if they've drawn the attention of locals and guards without the owner giving away the fact that they know others are watching. More powerful versions of the ring help Firebrands escape the sight of others when necessary. Activate Single Action envision; Frequency once per day; Effect The watchful eye of the cat-eye gemstone remains unmoving but feels as if it's surveying your surroundings. The eye continues this uncanny surveying for 1 minute. During this time, you can use a single action, which has the concentrate trait, to focus on the ring. When you focus on the ring, it grows warm to the touch if you're being intentionally observed by creatures within 30 feet. The ring can only notice creatures that aren't hidden from you and that are intentionally watching you. The ring ignores people who are part of a crowd but aren't actively paying attention to you, for example. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ring of Observation (Lesser) Source Firebrands pg. 87 Price 125 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ring of Observation (Moderate) Source Firebrands pg. 87 Price 300 gp --- The ring surveys for 10 minutes and notices creatures out to 60 feet. The ring can cast invisibility on you once per day. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ring of Observation (Greater) Source Firebrands pg. 87 Price 1,160 gp --- The ring surveys for 1 hour and notices creatures out to 120 feet. The ring can cast either invisibility or 4th-level invisibility on you once per day.","skill_mod":{},"summary":"This simple gold ring is engraved with eyes and is inlaid with a single amber-colored cat-eye gemstone. While the gemstone itself isn't magical, it …","primary_source":"Firebrands","trait_group":["School","Equipment","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2465","name":"Ring of Observation (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2465-2243"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"worn","source":["Firebrands"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2465","weakness":{},"school":"divination","price":30000,"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-2465-2244","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Ring of Observation Source Firebrands pg. 87 Usage worn Access Second-mark members of the Firebrands have access to this item. --- This simple gold ring is engraved with eyes and is inlaid with a single amber-colored cat-eye gemstone. While the gemstone itself isn't magical, it gives off the eerie impression that it's watching you. A Firebrand makes use of this ring to determine if they've drawn the attention of locals and guards without the owner giving away the fact that they know others are watching. More powerful versions of the ring help Firebrands escape the sight of others when necessary. Activate Single Action envision; Frequency once per day; Effect The watchful eye of the cat-eye gemstone remains unmoving but feels as if it's surveying your surroundings. The eye continues this uncanny surveying for 1 minute. During this time, you can use a single action, which has the concentrate trait, to focus on the ring. When you focus on the ring, it grows warm to the touch if you're being intentionally observed by creatures within 30 feet. The ring can only notice creatures that aren't hidden from you and that are intentionally watching you. The ring ignores people who are part of a crowd but aren't actively paying attention to you, for example. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ring of Observation (Lesser) Source Firebrands pg. 87 Price 125 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ring of Observation (Moderate) Source Firebrands pg. 87 Price 300 gp --- The ring surveys for 10 minutes and notices creatures out to 60 feet. The ring can cast invisibility on you once per day. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ring of Observation (Greater) Source Firebrands pg. 87 Price 1,160 gp --- The ring surveys for 1 hour and notices creatures out to 120 feet. The ring can cast either invisibility or 4th-level invisibility on you once per day.","skill_mod":{},"summary":"The ring surveys for 10 minutes and notices creatures out to 60 feet. The ring can cast invisibility on you once per day.","primary_source":"Firebrands","trait_group":["School","Equipment","Mechanics","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2465","name":"Ring of Observation (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2465-2244"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"worn","source":["Firebrands"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2465","weakness":{},"school":"divination","price":116000,"trait":["Divination","Invested","Magical","Uncommon"],"id":"equipment-2465-2245","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Ring of Observation Source Firebrands pg. 87 Usage worn Access Second-mark members of the Firebrands have access to this item. --- This simple gold ring is engraved with eyes and is inlaid with a single amber-colored cat-eye gemstone. While the gemstone itself isn't magical, it gives off the eerie impression that it's watching you. A Firebrand makes use of this ring to determine if they've drawn the attention of locals and guards without the owner giving away the fact that they know others are watching. More powerful versions of the ring help Firebrands escape the sight of others when necessary. Activate Single Action envision; Frequency once per day; Effect The watchful eye of the cat-eye gemstone remains unmoving but feels as if it's surveying your surroundings. The eye continues this uncanny surveying for 1 minute. During this time, you can use a single action, which has the concentrate trait, to focus on the ring. When you focus on the ring, it grows warm to the touch if you're being intentionally observed by creatures within 30 feet. The ring can only notice creatures that aren't hidden from you and that are intentionally watching you. The ring ignores people who are part of a crowd but aren't actively paying attention to you, for example. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ring of Observation (Lesser) Source Firebrands pg. 87 Price 125 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ring of Observation (Moderate) Source Firebrands pg. 87 Price 300 gp --- The ring surveys for 10 minutes and notices creatures out to 60 feet. The ring can cast invisibility on you once per day. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Ring of Observation (Greater) Source Firebrands pg. 87 Price 1,160 gp --- The ring surveys for 1 hour and notices creatures out to 120 feet. The ring can cast either invisibility or 4th-level invisibility on you once per day.","skill_mod":{},"summary":"The ring surveys for 1 hour and notices creatures out to 120 feet. The ring can cast either invisibility or 4th-level invisibility on you once …","primary_source":"Firebrands","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2465","name":"Ring of Observation (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2465-2245"},{"item_child_id":["equipment-2466-2246","equipment-2466-2247","equipment-2466-2248","equipment-2466-2249","equipment-2466-2250"],"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Firebrands"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Extradimensional","Magical","Uncommon"],"id":"equipment-2466","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Smuggler's Sack Source Firebrands pg. 87 Usage held in 2 hands Bulk 1 Access Second-mark members of the Firebrands have access to this item. --- This specialized version of a bag of holding appears to be a plain, leather bag that opens at the top, with a thin leather cord attached to cinch the sack closed. The sack's magic allows you to access either its mundane space or an extradimensional pocket. The mundane space inside the sack always holds 5 Bulk. The pocket's capacity varies with the type of sack. Anyone searching the bag can notice a thin, magical seam indicating the existence of the extradimensional space with a successful DC 18 Perception check. Activate Single Action command; Effect You speak a secret command word. Depending on which word you use, the sack either opens up to the mundane sack or the extradimensional pocket. You can Interact to put items in or remove them as normal. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Smuggler's Sack (Type I) Source Firebrands pg. 87 Price 75 gp Bulk 1 --- Capacity 1 Bulk <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Smuggler's Sack (Type II) Source Firebrands pg. 87 Price 300 gp Bulk 1 --- Capacity 5 Bulk. The DC is 23. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Smuggler's Sack (Type III) Source Firebrands pg. 87 Price 1,200 gp Bulk 1 --- Capacity 10 Bulk. The DC is 28. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Smuggler's Sack (Type IV) Source Firebrands pg. 87 Price 2,400 gp Bulk 1 --- Capacity 25 Bulk. The DC is 30. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Smuggler's Sack (Type V) Source Firebrands pg. 87 Price 12,000 gp Bulk 1 --- Capacity 50 Bulk. The DC is 37.","skill_mod":{},"summary":"This specialized version of a bag of holding appears to be a plain, leather bag that opens at the top, with a thin leather cord attached to cinch the …","primary_source":"Firebrands","trait_group":["School","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2466","name":"Smuggler's Sack","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2466"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Firebrands"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2466","weakness":{},"school":"conjuration","price":7500,"trait":["Conjuration","Extradimensional","Magical","Uncommon"],"id":"equipment-2466-2246","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Smuggler's Sack Source Firebrands pg. 87 Usage held in 2 hands Bulk 1 Access Second-mark members of the Firebrands have access to this item. --- This specialized version of a bag of holding appears to be a plain, leather bag that opens at the top, with a thin leather cord attached to cinch the sack closed. The sack's magic allows you to access either its mundane space or an extradimensional pocket. The mundane space inside the sack always holds 5 Bulk. The pocket's capacity varies with the type of sack. Anyone searching the bag can notice a thin, magical seam indicating the existence of the extradimensional space with a successful DC 18 Perception check. Activate Single Action command; Effect You speak a secret command word. Depending on which word you use, the sack either opens up to the mundane sack or the extradimensional pocket. You can Interact to put items in or remove them as normal. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Smuggler's Sack (Type I) Source Firebrands pg. 87 Price 75 gp Bulk 1 --- Capacity 1 Bulk <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Smuggler's Sack (Type II) Source Firebrands pg. 87 Price 300 gp Bulk 1 --- Capacity 5 Bulk. The DC is 23. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Smuggler's Sack (Type III) Source Firebrands pg. 87 Price 1,200 gp Bulk 1 --- Capacity 10 Bulk. The DC is 28. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Smuggler's Sack (Type IV) Source Firebrands pg. 87 Price 2,400 gp Bulk 1 --- Capacity 25 Bulk. The DC is 30. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Smuggler's Sack (Type V) Source Firebrands pg. 87 Price 12,000 gp Bulk 1 --- Capacity 50 Bulk. The DC is 37.","skill_mod":{},"summary":"Capacity 1 Bulk","primary_source":"Firebrands","trait_group":["School","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2466","name":"Smuggler's Sack (Type I)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2466-2246"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Firebrands"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2466","weakness":{},"school":"conjuration","price":30000,"trait":["Conjuration","Extradimensional","Magical","Uncommon"],"id":"equipment-2466-2247","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Smuggler's Sack Source Firebrands pg. 87 Usage held in 2 hands Bulk 1 Access Second-mark members of the Firebrands have access to this item. --- This specialized version of a bag of holding appears to be a plain, leather bag that opens at the top, with a thin leather cord attached to cinch the sack closed. The sack's magic allows you to access either its mundane space or an extradimensional pocket. The mundane space inside the sack always holds 5 Bulk. The pocket's capacity varies with the type of sack. Anyone searching the bag can notice a thin, magical seam indicating the existence of the extradimensional space with a successful DC 18 Perception check. Activate Single Action command; Effect You speak a secret command word. Depending on which word you use, the sack either opens up to the mundane sack or the extradimensional pocket. You can Interact to put items in or remove them as normal. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Smuggler's Sack (Type I) Source Firebrands pg. 87 Price 75 gp Bulk 1 --- Capacity 1 Bulk <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Smuggler's Sack (Type II) Source Firebrands pg. 87 Price 300 gp Bulk 1 --- Capacity 5 Bulk. The DC is 23. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Smuggler's Sack (Type III) Source Firebrands pg. 87 Price 1,200 gp Bulk 1 --- Capacity 10 Bulk. The DC is 28. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Smuggler's Sack (Type IV) Source Firebrands pg. 87 Price 2,400 gp Bulk 1 --- Capacity 25 Bulk. The DC is 30. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Smuggler's Sack (Type V) Source Firebrands pg. 87 Price 12,000 gp Bulk 1 --- Capacity 50 Bulk. The DC is 37.","skill_mod":{},"summary":"Capacity 5 Bulk. The DC is 23.","primary_source":"Firebrands","trait_group":["School","Mechanics","Rarity"],"level":7,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2466","name":"Smuggler's Sack (Type II)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2466-2247"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Firebrands"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2466","weakness":{},"school":"conjuration","price":120000,"trait":["Conjuration","Extradimensional","Magical","Uncommon"],"id":"equipment-2466-2248","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Smuggler's Sack Source Firebrands pg. 87 Usage held in 2 hands Bulk 1 Access Second-mark members of the Firebrands have access to this item. --- This specialized version of a bag of holding appears to be a plain, leather bag that opens at the top, with a thin leather cord attached to cinch the sack closed. The sack's magic allows you to access either its mundane space or an extradimensional pocket. The mundane space inside the sack always holds 5 Bulk. The pocket's capacity varies with the type of sack. Anyone searching the bag can notice a thin, magical seam indicating the existence of the extradimensional space with a successful DC 18 Perception check. Activate Single Action command; Effect You speak a secret command word. Depending on which word you use, the sack either opens up to the mundane sack or the extradimensional pocket. You can Interact to put items in or remove them as normal. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Smuggler's Sack (Type I) Source Firebrands pg. 87 Price 75 gp Bulk 1 --- Capacity 1 Bulk <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Smuggler's Sack (Type II) Source Firebrands pg. 87 Price 300 gp Bulk 1 --- Capacity 5 Bulk. The DC is 23. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Smuggler's Sack (Type III) Source Firebrands pg. 87 Price 1,200 gp Bulk 1 --- Capacity 10 Bulk. The DC is 28. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Smuggler's Sack (Type IV) Source Firebrands pg. 87 Price 2,400 gp Bulk 1 --- Capacity 25 Bulk. The DC is 30. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Smuggler's Sack (Type V) Source Firebrands pg. 87 Price 12,000 gp Bulk 1 --- Capacity 50 Bulk. The DC is 37.","skill_mod":{},"summary":"Capacity 10 Bulk. The DC is 28.","primary_source":"Firebrands","trait_group":["School","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2466","name":"Smuggler's Sack (Type III)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2466-2248"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Firebrands"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2466","weakness":{},"school":"conjuration","price":240000,"trait":["Conjuration","Extradimensional","Magical","Uncommon"],"id":"equipment-2466-2249","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Smuggler's Sack Source Firebrands pg. 87 Usage held in 2 hands Bulk 1 Access Second-mark members of the Firebrands have access to this item. --- This specialized version of a bag of holding appears to be a plain, leather bag that opens at the top, with a thin leather cord attached to cinch the sack closed. The sack's magic allows you to access either its mundane space or an extradimensional pocket. The mundane space inside the sack always holds 5 Bulk. The pocket's capacity varies with the type of sack. Anyone searching the bag can notice a thin, magical seam indicating the existence of the extradimensional space with a successful DC 18 Perception check. Activate Single Action command; Effect You speak a secret command word. Depending on which word you use, the sack either opens up to the mundane sack or the extradimensional pocket. You can Interact to put items in or remove them as normal. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Smuggler's Sack (Type I) Source Firebrands pg. 87 Price 75 gp Bulk 1 --- Capacity 1 Bulk <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Smuggler's Sack (Type II) Source Firebrands pg. 87 Price 300 gp Bulk 1 --- Capacity 5 Bulk. The DC is 23. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Smuggler's Sack (Type III) Source Firebrands pg. 87 Price 1,200 gp Bulk 1 --- Capacity 10 Bulk. The DC is 28. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Smuggler's Sack (Type IV) Source Firebrands pg. 87 Price 2,400 gp Bulk 1 --- Capacity 25 Bulk. The DC is 30. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Smuggler's Sack (Type V) Source Firebrands pg. 87 Price 12,000 gp Bulk 1 --- Capacity 50 Bulk. The DC is 37.","skill_mod":{},"summary":"Capacity 25 Bulk. The DC is 30.","primary_source":"Firebrands","trait_group":["School","Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2466","name":"Smuggler's Sack (Type IV)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2466-2249"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Firebrands"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2466","weakness":{},"school":"conjuration","price":1200000,"trait":["Conjuration","Extradimensional","Magical","Uncommon"],"id":"equipment-2466-2250","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Smuggler's Sack Source Firebrands pg. 87 Usage held in 2 hands Bulk 1 Access Second-mark members of the Firebrands have access to this item. --- This specialized version of a bag of holding appears to be a plain, leather bag that opens at the top, with a thin leather cord attached to cinch the sack closed. The sack's magic allows you to access either its mundane space or an extradimensional pocket. The mundane space inside the sack always holds 5 Bulk. The pocket's capacity varies with the type of sack. Anyone searching the bag can notice a thin, magical seam indicating the existence of the extradimensional space with a successful DC 18 Perception check. Activate Single Action command; Effect You speak a secret command word. Depending on which word you use, the sack either opens up to the mundane sack or the extradimensional pocket. You can Interact to put items in or remove them as normal. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Smuggler's Sack (Type I) Source Firebrands pg. 87 Price 75 gp Bulk 1 --- Capacity 1 Bulk <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Smuggler's Sack (Type II) Source Firebrands pg. 87 Price 300 gp Bulk 1 --- Capacity 5 Bulk. The DC is 23. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Smuggler's Sack (Type III) Source Firebrands pg. 87 Price 1,200 gp Bulk 1 --- Capacity 10 Bulk. The DC is 28. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Smuggler's Sack (Type IV) Source Firebrands pg. 87 Price 2,400 gp Bulk 1 --- Capacity 25 Bulk. The DC is 30. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Smuggler's Sack (Type V) Source Firebrands pg. 87 Price 12,000 gp Bulk 1 --- Capacity 50 Bulk. The DC is 37.","skill_mod":{},"summary":"Capacity 50 Bulk. The DC is 37.","primary_source":"Firebrands","trait_group":["School","Mechanics","Rarity"],"level":17,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2466","name":"Smuggler's Sack (Type V)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2466-2250"},{"item_child_id":["equipment-2467-2251","equipment-2467-2252"],"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Firebrands"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"divination","trait":["Divination","Magical","Uncommon"],"id":"equipment-2467","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Stone of Encouragement Source Firebrands pg. 87 Usage held in 1 hand Bulk L Access Second-mark members of the Firebrands have access to this item. --- This smooth, round, gray stone fits neatly into the palm of your hand and feels comfortable to hold regardless of the size or shape of your hand. While you're holding the stone, it telepathically speaks to you at regular intervals in generic words of encouragement, such as “You can do it!” and “Let's go!” The encouraging words manifest in the voice of your internal monologue or take on the characteristics of the voice of someone you trust. Despite the similarity, you're aware that the stone is telepathically projecting its voice and can differentiate between the stone's voice and your internal monologue or the voice of the person you trust. Activate Single Action command; Frequency once per day; Effect You ask the stone for help with a task. It speaks a few motivating words related to the task at hand, which grants you a +1 item bonus to the first skill check you attempt within 1 minute. You become temporarily immune to the effects of all stones of encouragement , even ones other than the one you activated, for 1 day. You can still hear the encouraging words of different stones if you hold them, but they don't provide any benefits. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Stone of Encouragement Source Firebrands pg. 87 Price 30 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Stone of Encouragement (Greater) Source Firebrands pg. 87 Price 475 gp Bulk L --- The item bonus is +2.","skill_mod":{},"summary":"This smooth, round, gray stone fits neatly into the palm of your hand and feels comfortable to hold regardless of the size or shape of your hand. …","primary_source":"Firebrands","trait_group":["School","Mechanics","Rarity"],"level":2,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2467","name":"Stone of Encouragement","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2467"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Firebrands"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2467","weakness":{},"school":"divination","price":3000,"trait":["Divination","Magical","Uncommon"],"id":"equipment-2467-2251","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Stone of Encouragement Source Firebrands pg. 87 Usage held in 1 hand Bulk L Access Second-mark members of the Firebrands have access to this item. --- This smooth, round, gray stone fits neatly into the palm of your hand and feels comfortable to hold regardless of the size or shape of your hand. While you're holding the stone, it telepathically speaks to you at regular intervals in generic words of encouragement, such as “You can do it!” and “Let's go!” The encouraging words manifest in the voice of your internal monologue or take on the characteristics of the voice of someone you trust. Despite the similarity, you're aware that the stone is telepathically projecting its voice and can differentiate between the stone's voice and your internal monologue or the voice of the person you trust. Activate Single Action command; Frequency once per day; Effect You ask the stone for help with a task. It speaks a few motivating words related to the task at hand, which grants you a +1 item bonus to the first skill check you attempt within 1 minute. You become temporarily immune to the effects of all stones of encouragement , even ones other than the one you activated, for 1 day. You can still hear the encouraging words of different stones if you hold them, but they don't provide any benefits. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Stone of Encouragement Source Firebrands pg. 87 Price 30 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Stone of Encouragement (Greater) Source Firebrands pg. 87 Price 475 gp Bulk L --- The item bonus is +2.","skill_mod":{},"summary":"This smooth, round, gray stone fits neatly into the palm of your hand and feels comfortable to hold regardless of the size or shape of your hand. …","primary_source":"Firebrands","trait_group":["School","Mechanics","Rarity"],"level":2,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2467","name":"Stone of Encouragement","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2467-2251"},{"access":"Second-mark members of the Firebrands have access to this item.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Firebrands"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2467","weakness":{},"school":"divination","price":47500,"trait":["Divination","Magical","Uncommon"],"id":"equipment-2467-2252","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Stone of Encouragement Source Firebrands pg. 87 Usage held in 1 hand Bulk L Access Second-mark members of the Firebrands have access to this item. --- This smooth, round, gray stone fits neatly into the palm of your hand and feels comfortable to hold regardless of the size or shape of your hand. While you're holding the stone, it telepathically speaks to you at regular intervals in generic words of encouragement, such as “You can do it!” and “Let's go!” The encouraging words manifest in the voice of your internal monologue or take on the characteristics of the voice of someone you trust. Despite the similarity, you're aware that the stone is telepathically projecting its voice and can differentiate between the stone's voice and your internal monologue or the voice of the person you trust. Activate Single Action command; Frequency once per day; Effect You ask the stone for help with a task. It speaks a few motivating words related to the task at hand, which grants you a +1 item bonus to the first skill check you attempt within 1 minute. You become temporarily immune to the effects of all stones of encouragement , even ones other than the one you activated, for 1 day. You can still hear the encouraging words of different stones if you hold them, but they don't provide any benefits. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Stone of Encouragement Source Firebrands pg. 87 Price 30 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Stone of Encouragement (Greater) Source Firebrands pg. 87 Price 475 gp Bulk L --- The item bonus is +2.","skill_mod":{},"summary":"The item bonus is +2.","primary_source":"Firebrands","trait_group":["School","Mechanics","Rarity"],"level":8,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2467","name":"Stone of Encouragement (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2467-2252"},{"skill_mod":{},"summary":"Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your …","item_child_id":["equipment-2468-2253","equipment-2468-2254","equipment-2468-2255","equipment-2468-2256","equipment-2468-2257","equipment-2468-2258"],"primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2468","weakness":{},"name":"Canary","id":"equipment-2468","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Canary Source Firebrands pg. 92 --- Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your missions. Sometimes, you may need to gather information in an area or culture you're not familiar with, and you may need to do so without being seen or in advance of your arrival to that location. Utilizing a local network of eyes and ears is often the best way to carry out this type of reconnaissance. Organizations like the Firebrands have large networks of canaries scattered throughout the Inner Sea region capable of gathering information or following specific targets, and some Firebrands may even be canaries themselves. Discretion and confidentiality are two of the most important values for any member of a canary network. If an individual's identity or role is revealed, it can spell death—or worse—for them and the rest of the network. To help minimize this risk, canaries know only one or two other individuals within the network and never share the identities of others with their clients. In some cases, this network of informants may have two members residing in the same household without knowing that they're both involved. Due to this secretive nature, information must be passed securely— parchment slips baked into your bread or dropped into your pocket, a letter slipped under your door, a confirmation whispered into your ear. Canaries come in two varieties: informants and tails. A canary informant automatically Aids you on attempts to Gather Information about a specific person, a locale, rumors spreading in the area, or movements of enemy forces, granting you a +1 circumstance bonus to your checks. Advanced canary informants critically succeed at Aiding you, granting you a +2 circumstance bonus to your check. Canary tails follow a specific individual. For each week that they are hired, you gain a +1 circumstance bonus on your check to Gather Information on the movements and mannerisms of the individual, up to a maximum of four weeks for a +4 bonus. After four weeks, the individual typically begins to suspect they are being tailed and shifts their schedule, limits their exposure, or otherwise changes their behavior to throw off any tails. The cost of this service increases over the weeks due to the increased risk posed to canaries by longer durations. The GM decides whether a canary network is in place for any given location and whether that network is able to collect the information needed to support you. In most cases, settlements of 5th level and higher have some kind of canary network in place; the network in a lower-level settlement might be sparser, requiring more time or higher payments, as determined by the GM. In some instances, canary networks might already know the exact information you are searching for and can provide the information forthright for the cost of one week of advanced services. For example, the network could already be keeping a list of corrupt bankers living in a specific city district and provide that information for 35 gp. The exact nature of each banker's corruption may be considered a different piece of information and require additional payments. Prices may be much higher for very specific information or information that took great effort for the network to acquire. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Informant (Basic Services) Source Firebrands pg. 92 Price 2 gp Ammunition per target, per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Informant (Advanced Services) Source Firebrands pg. 92 Price 5 gp Ammunition per target, per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (First Week) Source Firebrands pg. 92 Price 10 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Second Week) Source Firebrands pg. 92 Price 20 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Third Week) Source Firebrands pg. 92 Price 40 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Fourth Week) Source Firebrands pg. 92 Price 80 gp Ammunition per week\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2468"},{"skill_mod":{},"summary":"Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2468","item_parent_id":"equipment-2468","weakness":{},"price":200,"name":"Canary Informant (Basic Services)","id":"equipment-2468-2253","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Canary Source Firebrands pg. 92 --- Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your missions. Sometimes, you may need to gather information in an area or culture you're not familiar with, and you may need to do so without being seen or in advance of your arrival to that location. Utilizing a local network of eyes and ears is often the best way to carry out this type of reconnaissance. Organizations like the Firebrands have large networks of canaries scattered throughout the Inner Sea region capable of gathering information or following specific targets, and some Firebrands may even be canaries themselves. Discretion and confidentiality are two of the most important values for any member of a canary network. If an individual's identity or role is revealed, it can spell death—or worse—for them and the rest of the network. To help minimize this risk, canaries know only one or two other individuals within the network and never share the identities of others with their clients. In some cases, this network of informants may have two members residing in the same household without knowing that they're both involved. Due to this secretive nature, information must be passed securely— parchment slips baked into your bread or dropped into your pocket, a letter slipped under your door, a confirmation whispered into your ear. Canaries come in two varieties: informants and tails. A canary informant automatically Aids you on attempts to Gather Information about a specific person, a locale, rumors spreading in the area, or movements of enemy forces, granting you a +1 circumstance bonus to your checks. Advanced canary informants critically succeed at Aiding you, granting you a +2 circumstance bonus to your check. Canary tails follow a specific individual. For each week that they are hired, you gain a +1 circumstance bonus on your check to Gather Information on the movements and mannerisms of the individual, up to a maximum of four weeks for a +4 bonus. After four weeks, the individual typically begins to suspect they are being tailed and shifts their schedule, limits their exposure, or otherwise changes their behavior to throw off any tails. The cost of this service increases over the weeks due to the increased risk posed to canaries by longer durations. The GM decides whether a canary network is in place for any given location and whether that network is able to collect the information needed to support you. In most cases, settlements of 5th level and higher have some kind of canary network in place; the network in a lower-level settlement might be sparser, requiring more time or higher payments, as determined by the GM. In some instances, canary networks might already know the exact information you are searching for and can provide the information forthright for the cost of one week of advanced services. For example, the network could already be keeping a list of corrupt bankers living in a specific city district and provide that information for 35 gp. The exact nature of each banker's corruption may be considered a different piece of information and require additional payments. Prices may be much higher for very specific information or information that took great effort for the network to acquire. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Informant (Basic Services) Source Firebrands pg. 92 Price 2 gp Ammunition per target, per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Informant (Advanced Services) Source Firebrands pg. 92 Price 5 gp Ammunition per target, per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (First Week) Source Firebrands pg. 92 Price 10 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Second Week) Source Firebrands pg. 92 Price 20 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Third Week) Source Firebrands pg. 92 Price 40 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Fourth Week) Source Firebrands pg. 92 Price 80 gp Ammunition per week\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2468-2253"},{"skill_mod":{},"summary":"Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2468","item_parent_id":"equipment-2468","weakness":{},"price":500,"name":"Canary Informant (Advanced Services)","id":"equipment-2468-2254","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Canary Source Firebrands pg. 92 --- Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your missions. Sometimes, you may need to gather information in an area or culture you're not familiar with, and you may need to do so without being seen or in advance of your arrival to that location. Utilizing a local network of eyes and ears is often the best way to carry out this type of reconnaissance. Organizations like the Firebrands have large networks of canaries scattered throughout the Inner Sea region capable of gathering information or following specific targets, and some Firebrands may even be canaries themselves. Discretion and confidentiality are two of the most important values for any member of a canary network. If an individual's identity or role is revealed, it can spell death—or worse—for them and the rest of the network. To help minimize this risk, canaries know only one or two other individuals within the network and never share the identities of others with their clients. In some cases, this network of informants may have two members residing in the same household without knowing that they're both involved. Due to this secretive nature, information must be passed securely— parchment slips baked into your bread or dropped into your pocket, a letter slipped under your door, a confirmation whispered into your ear. Canaries come in two varieties: informants and tails. A canary informant automatically Aids you on attempts to Gather Information about a specific person, a locale, rumors spreading in the area, or movements of enemy forces, granting you a +1 circumstance bonus to your checks. Advanced canary informants critically succeed at Aiding you, granting you a +2 circumstance bonus to your check. Canary tails follow a specific individual. For each week that they are hired, you gain a +1 circumstance bonus on your check to Gather Information on the movements and mannerisms of the individual, up to a maximum of four weeks for a +4 bonus. After four weeks, the individual typically begins to suspect they are being tailed and shifts their schedule, limits their exposure, or otherwise changes their behavior to throw off any tails. The cost of this service increases over the weeks due to the increased risk posed to canaries by longer durations. The GM decides whether a canary network is in place for any given location and whether that network is able to collect the information needed to support you. In most cases, settlements of 5th level and higher have some kind of canary network in place; the network in a lower-level settlement might be sparser, requiring more time or higher payments, as determined by the GM. In some instances, canary networks might already know the exact information you are searching for and can provide the information forthright for the cost of one week of advanced services. For example, the network could already be keeping a list of corrupt bankers living in a specific city district and provide that information for 35 gp. The exact nature of each banker's corruption may be considered a different piece of information and require additional payments. Prices may be much higher for very specific information or information that took great effort for the network to acquire. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Informant (Basic Services) Source Firebrands pg. 92 Price 2 gp Ammunition per target, per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Informant (Advanced Services) Source Firebrands pg. 92 Price 5 gp Ammunition per target, per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (First Week) Source Firebrands pg. 92 Price 10 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Second Week) Source Firebrands pg. 92 Price 20 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Third Week) Source Firebrands pg. 92 Price 40 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Fourth Week) Source Firebrands pg. 92 Price 80 gp Ammunition per week\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2468-2254"},{"skill_mod":{},"summary":"Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2468","item_parent_id":"equipment-2468","weakness":{},"price":1000,"name":"Canary Tail (First Week)","id":"equipment-2468-2255","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Canary Source Firebrands pg. 92 --- Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your missions. Sometimes, you may need to gather information in an area or culture you're not familiar with, and you may need to do so without being seen or in advance of your arrival to that location. Utilizing a local network of eyes and ears is often the best way to carry out this type of reconnaissance. Organizations like the Firebrands have large networks of canaries scattered throughout the Inner Sea region capable of gathering information or following specific targets, and some Firebrands may even be canaries themselves. Discretion and confidentiality are two of the most important values for any member of a canary network. If an individual's identity or role is revealed, it can spell death—or worse—for them and the rest of the network. To help minimize this risk, canaries know only one or two other individuals within the network and never share the identities of others with their clients. In some cases, this network of informants may have two members residing in the same household without knowing that they're both involved. Due to this secretive nature, information must be passed securely— parchment slips baked into your bread or dropped into your pocket, a letter slipped under your door, a confirmation whispered into your ear. Canaries come in two varieties: informants and tails. A canary informant automatically Aids you on attempts to Gather Information about a specific person, a locale, rumors spreading in the area, or movements of enemy forces, granting you a +1 circumstance bonus to your checks. Advanced canary informants critically succeed at Aiding you, granting you a +2 circumstance bonus to your check. Canary tails follow a specific individual. For each week that they are hired, you gain a +1 circumstance bonus on your check to Gather Information on the movements and mannerisms of the individual, up to a maximum of four weeks for a +4 bonus. After four weeks, the individual typically begins to suspect they are being tailed and shifts their schedule, limits their exposure, or otherwise changes their behavior to throw off any tails. The cost of this service increases over the weeks due to the increased risk posed to canaries by longer durations. The GM decides whether a canary network is in place for any given location and whether that network is able to collect the information needed to support you. In most cases, settlements of 5th level and higher have some kind of canary network in place; the network in a lower-level settlement might be sparser, requiring more time or higher payments, as determined by the GM. In some instances, canary networks might already know the exact information you are searching for and can provide the information forthright for the cost of one week of advanced services. For example, the network could already be keeping a list of corrupt bankers living in a specific city district and provide that information for 35 gp. The exact nature of each banker's corruption may be considered a different piece of information and require additional payments. Prices may be much higher for very specific information or information that took great effort for the network to acquire. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Informant (Basic Services) Source Firebrands pg. 92 Price 2 gp Ammunition per target, per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Informant (Advanced Services) Source Firebrands pg. 92 Price 5 gp Ammunition per target, per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (First Week) Source Firebrands pg. 92 Price 10 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Second Week) Source Firebrands pg. 92 Price 20 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Third Week) Source Firebrands pg. 92 Price 40 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Fourth Week) Source Firebrands pg. 92 Price 80 gp Ammunition per week\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2468-2255"},{"skill_mod":{},"summary":"Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2468","item_parent_id":"equipment-2468","weakness":{},"price":2000,"name":"Canary Tail (Second Week)","id":"equipment-2468-2256","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Canary Source Firebrands pg. 92 --- Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your missions. Sometimes, you may need to gather information in an area or culture you're not familiar with, and you may need to do so without being seen or in advance of your arrival to that location. Utilizing a local network of eyes and ears is often the best way to carry out this type of reconnaissance. Organizations like the Firebrands have large networks of canaries scattered throughout the Inner Sea region capable of gathering information or following specific targets, and some Firebrands may even be canaries themselves. Discretion and confidentiality are two of the most important values for any member of a canary network. If an individual's identity or role is revealed, it can spell death—or worse—for them and the rest of the network. To help minimize this risk, canaries know only one or two other individuals within the network and never share the identities of others with their clients. In some cases, this network of informants may have two members residing in the same household without knowing that they're both involved. Due to this secretive nature, information must be passed securely— parchment slips baked into your bread or dropped into your pocket, a letter slipped under your door, a confirmation whispered into your ear. Canaries come in two varieties: informants and tails. A canary informant automatically Aids you on attempts to Gather Information about a specific person, a locale, rumors spreading in the area, or movements of enemy forces, granting you a +1 circumstance bonus to your checks. Advanced canary informants critically succeed at Aiding you, granting you a +2 circumstance bonus to your check. Canary tails follow a specific individual. For each week that they are hired, you gain a +1 circumstance bonus on your check to Gather Information on the movements and mannerisms of the individual, up to a maximum of four weeks for a +4 bonus. After four weeks, the individual typically begins to suspect they are being tailed and shifts their schedule, limits their exposure, or otherwise changes their behavior to throw off any tails. The cost of this service increases over the weeks due to the increased risk posed to canaries by longer durations. The GM decides whether a canary network is in place for any given location and whether that network is able to collect the information needed to support you. In most cases, settlements of 5th level and higher have some kind of canary network in place; the network in a lower-level settlement might be sparser, requiring more time or higher payments, as determined by the GM. In some instances, canary networks might already know the exact information you are searching for and can provide the information forthright for the cost of one week of advanced services. For example, the network could already be keeping a list of corrupt bankers living in a specific city district and provide that information for 35 gp. The exact nature of each banker's corruption may be considered a different piece of information and require additional payments. Prices may be much higher for very specific information or information that took great effort for the network to acquire. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Informant (Basic Services) Source Firebrands pg. 92 Price 2 gp Ammunition per target, per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Informant (Advanced Services) Source Firebrands pg. 92 Price 5 gp Ammunition per target, per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (First Week) Source Firebrands pg. 92 Price 10 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Second Week) Source Firebrands pg. 92 Price 20 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Third Week) Source Firebrands pg. 92 Price 40 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Fourth Week) Source Firebrands pg. 92 Price 80 gp Ammunition per week\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2468-2256"},{"skill_mod":{},"summary":"Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2468","item_parent_id":"equipment-2468","weakness":{},"price":4000,"name":"Canary Tail (Third Week)","id":"equipment-2468-2257","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Canary Source Firebrands pg. 92 --- Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your missions. Sometimes, you may need to gather information in an area or culture you're not familiar with, and you may need to do so without being seen or in advance of your arrival to that location. Utilizing a local network of eyes and ears is often the best way to carry out this type of reconnaissance. Organizations like the Firebrands have large networks of canaries scattered throughout the Inner Sea region capable of gathering information or following specific targets, and some Firebrands may even be canaries themselves. Discretion and confidentiality are two of the most important values for any member of a canary network. If an individual's identity or role is revealed, it can spell death—or worse—for them and the rest of the network. To help minimize this risk, canaries know only one or two other individuals within the network and never share the identities of others with their clients. In some cases, this network of informants may have two members residing in the same household without knowing that they're both involved. Due to this secretive nature, information must be passed securely— parchment slips baked into your bread or dropped into your pocket, a letter slipped under your door, a confirmation whispered into your ear. Canaries come in two varieties: informants and tails. A canary informant automatically Aids you on attempts to Gather Information about a specific person, a locale, rumors spreading in the area, or movements of enemy forces, granting you a +1 circumstance bonus to your checks. Advanced canary informants critically succeed at Aiding you, granting you a +2 circumstance bonus to your check. Canary tails follow a specific individual. For each week that they are hired, you gain a +1 circumstance bonus on your check to Gather Information on the movements and mannerisms of the individual, up to a maximum of four weeks for a +4 bonus. After four weeks, the individual typically begins to suspect they are being tailed and shifts their schedule, limits their exposure, or otherwise changes their behavior to throw off any tails. The cost of this service increases over the weeks due to the increased risk posed to canaries by longer durations. The GM decides whether a canary network is in place for any given location and whether that network is able to collect the information needed to support you. In most cases, settlements of 5th level and higher have some kind of canary network in place; the network in a lower-level settlement might be sparser, requiring more time or higher payments, as determined by the GM. In some instances, canary networks might already know the exact information you are searching for and can provide the information forthright for the cost of one week of advanced services. For example, the network could already be keeping a list of corrupt bankers living in a specific city district and provide that information for 35 gp. The exact nature of each banker's corruption may be considered a different piece of information and require additional payments. Prices may be much higher for very specific information or information that took great effort for the network to acquire. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Informant (Basic Services) Source Firebrands pg. 92 Price 2 gp Ammunition per target, per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Informant (Advanced Services) Source Firebrands pg. 92 Price 5 gp Ammunition per target, per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (First Week) Source Firebrands pg. 92 Price 10 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Second Week) Source Firebrands pg. 92 Price 20 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Third Week) Source Firebrands pg. 92 Price 40 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Fourth Week) Source Firebrands pg. 92 Price 80 gp Ammunition per week\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2468-2257"},{"skill_mod":{},"summary":"Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2468","item_parent_id":"equipment-2468","weakness":{},"price":8000,"name":"Canary Tail (Fourth Week)","id":"equipment-2468-2258","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Canary Source Firebrands pg. 92 --- Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your missions. Sometimes, you may need to gather information in an area or culture you're not familiar with, and you may need to do so without being seen or in advance of your arrival to that location. Utilizing a local network of eyes and ears is often the best way to carry out this type of reconnaissance. Organizations like the Firebrands have large networks of canaries scattered throughout the Inner Sea region capable of gathering information or following specific targets, and some Firebrands may even be canaries themselves. Discretion and confidentiality are two of the most important values for any member of a canary network. If an individual's identity or role is revealed, it can spell death—or worse—for them and the rest of the network. To help minimize this risk, canaries know only one or two other individuals within the network and never share the identities of others with their clients. In some cases, this network of informants may have two members residing in the same household without knowing that they're both involved. Due to this secretive nature, information must be passed securely— parchment slips baked into your bread or dropped into your pocket, a letter slipped under your door, a confirmation whispered into your ear. Canaries come in two varieties: informants and tails. A canary informant automatically Aids you on attempts to Gather Information about a specific person, a locale, rumors spreading in the area, or movements of enemy forces, granting you a +1 circumstance bonus to your checks. Advanced canary informants critically succeed at Aiding you, granting you a +2 circumstance bonus to your check. Canary tails follow a specific individual. For each week that they are hired, you gain a +1 circumstance bonus on your check to Gather Information on the movements and mannerisms of the individual, up to a maximum of four weeks for a +4 bonus. After four weeks, the individual typically begins to suspect they are being tailed and shifts their schedule, limits their exposure, or otherwise changes their behavior to throw off any tails. The cost of this service increases over the weeks due to the increased risk posed to canaries by longer durations. The GM decides whether a canary network is in place for any given location and whether that network is able to collect the information needed to support you. In most cases, settlements of 5th level and higher have some kind of canary network in place; the network in a lower-level settlement might be sparser, requiring more time or higher payments, as determined by the GM. In some instances, canary networks might already know the exact information you are searching for and can provide the information forthright for the cost of one week of advanced services. For example, the network could already be keeping a list of corrupt bankers living in a specific city district and provide that information for 35 gp. The exact nature of each banker's corruption may be considered a different piece of information and require additional payments. Prices may be much higher for very specific information or information that took great effort for the network to acquire. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Informant (Basic Services) Source Firebrands pg. 92 Price 2 gp Ammunition per target, per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Informant (Advanced Services) Source Firebrands pg. 92 Price 5 gp Ammunition per target, per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (First Week) Source Firebrands pg. 92 Price 10 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Second Week) Source Firebrands pg. 92 Price 20 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Third Week) Source Firebrands pg. 92 Price 40 gp Ammunition per week <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Canary Tail (Fourth Week) Source Firebrands pg. 92 Price 80 gp Ammunition per week\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2468-2258"},{"skill_mod":{},"summary":"Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services …","item_child_id":["equipment-2469-2259","equipment-2469-2260","equipment-2469-2261","equipment-2469-2262","equipment-2469-2263","equipment-2469-2264"],"primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2469","weakness":{},"name":"Guide","id":"equipment-2469","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Guide Source Firebrands pg. 93 --- Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services reduce the risk of danger during an expedition as guides know the safest or the quickest routes to take through various areas. They also can arrange transportation, food, lodging, and other resources needed for a journey. Guides can assist with locating specific flora or fauna, which is particularly helpful for those in search of ingredients for alchemy or a ritual. Guide services typically focus on either wilderness or survival. Wilderness guides are familiar with the terrain and the habits of the creatures who dwell in the region. They can guide you through unfamiliar or hazardous locations using an expedient route, which is the standard route that covers the distance in the shortest amount of time regardless of the hazards you may face, or using a safe route, which doubles your travel time but minimizes the risk of running into hostile creatures. Survival guides have knowledge of subjects of their level plus 4, so a 1st-level survival guide can help locate targets of up to 5th level. Targets can include creatures, specific plants, or even specific locations such as a glade with a direct view of an upcoming eclipse. The level of a target is either the level of the creature or the level of the challenge used to determine the DC for locating the target, as determined by the GM. For example, the GM might determine that finding a suitable glade would be a challenge for 6th-level characters and require a 2nd-level survival guide to locate. A survival guide can locate a target of their level or lower in 1 day, adding 1 additional day for each level that the target is above the guide's own level. Guides typically specialize in particular locations, regions, or routes. If you plan to hire a guide, you must hire one for the appropriate task at hand. The GM can decide that an appropriate guide is unavailable in a given location, requiring you to look elsewhere. For example, you're unlikely to find a guide in Magnimar who can take you across the Wall of Heaven in Tian Xia, but you're likely to find a guide in Goka with the requisite knowledge and experience to do so. Particularly harsh regions or obscure targets might have increased costs, up to 10 times the normal price for their services. Dangerous locales or rare targets may be outside the capabilities of a guide and are best reserved as something that PCs must handle themselves. Organizations like the Firebrands sometimes set up their own guiding services, most notably to assist refugees in crossing remote or dangerous locations. Firebrands may also hire guides to aid in finding specific locations, plants, or creatures in a locale. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Expedient Wilderness Guide) Source Firebrands pg. 93 Price 6 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Safe Wilderness Guide) Source Firebrands pg. 93 Price 4 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 1; Trained) Source Firebrands pg. 93 Price 4 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 2) Source Firebrands pg. 93 Price 10 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 3; Expert) Source Firebrands pg. 93 Price 20 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 4) Source Firebrands pg. 93 Price 50 gp Ammunition per day\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2469"},{"skill_mod":{},"summary":"Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2469","item_parent_id":"equipment-2469","weakness":{},"price":600,"name":"Guide (Expedient Wilderness Guide)","id":"equipment-2469-2259","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Guide Source Firebrands pg. 93 --- Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services reduce the risk of danger during an expedition as guides know the safest or the quickest routes to take through various areas. They also can arrange transportation, food, lodging, and other resources needed for a journey. Guides can assist with locating specific flora or fauna, which is particularly helpful for those in search of ingredients for alchemy or a ritual. Guide services typically focus on either wilderness or survival. Wilderness guides are familiar with the terrain and the habits of the creatures who dwell in the region. They can guide you through unfamiliar or hazardous locations using an expedient route, which is the standard route that covers the distance in the shortest amount of time regardless of the hazards you may face, or using a safe route, which doubles your travel time but minimizes the risk of running into hostile creatures. Survival guides have knowledge of subjects of their level plus 4, so a 1st-level survival guide can help locate targets of up to 5th level. Targets can include creatures, specific plants, or even specific locations such as a glade with a direct view of an upcoming eclipse. The level of a target is either the level of the creature or the level of the challenge used to determine the DC for locating the target, as determined by the GM. For example, the GM might determine that finding a suitable glade would be a challenge for 6th-level characters and require a 2nd-level survival guide to locate. A survival guide can locate a target of their level or lower in 1 day, adding 1 additional day for each level that the target is above the guide's own level. Guides typically specialize in particular locations, regions, or routes. If you plan to hire a guide, you must hire one for the appropriate task at hand. The GM can decide that an appropriate guide is unavailable in a given location, requiring you to look elsewhere. For example, you're unlikely to find a guide in Magnimar who can take you across the Wall of Heaven in Tian Xia, but you're likely to find a guide in Goka with the requisite knowledge and experience to do so. Particularly harsh regions or obscure targets might have increased costs, up to 10 times the normal price for their services. Dangerous locales or rare targets may be outside the capabilities of a guide and are best reserved as something that PCs must handle themselves. Organizations like the Firebrands sometimes set up their own guiding services, most notably to assist refugees in crossing remote or dangerous locations. Firebrands may also hire guides to aid in finding specific locations, plants, or creatures in a locale. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Expedient Wilderness Guide) Source Firebrands pg. 93 Price 6 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Safe Wilderness Guide) Source Firebrands pg. 93 Price 4 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 1; Trained) Source Firebrands pg. 93 Price 4 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 2) Source Firebrands pg. 93 Price 10 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 3; Expert) Source Firebrands pg. 93 Price 20 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 4) Source Firebrands pg. 93 Price 50 gp Ammunition per day\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2469-2259"},{"skill_mod":{},"summary":"Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2469","item_parent_id":"equipment-2469","weakness":{},"price":400,"name":"Guide (Safe Wilderness Guide)","id":"equipment-2469-2260","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Guide Source Firebrands pg. 93 --- Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services reduce the risk of danger during an expedition as guides know the safest or the quickest routes to take through various areas. They also can arrange transportation, food, lodging, and other resources needed for a journey. Guides can assist with locating specific flora or fauna, which is particularly helpful for those in search of ingredients for alchemy or a ritual. Guide services typically focus on either wilderness or survival. Wilderness guides are familiar with the terrain and the habits of the creatures who dwell in the region. They can guide you through unfamiliar or hazardous locations using an expedient route, which is the standard route that covers the distance in the shortest amount of time regardless of the hazards you may face, or using a safe route, which doubles your travel time but minimizes the risk of running into hostile creatures. Survival guides have knowledge of subjects of their level plus 4, so a 1st-level survival guide can help locate targets of up to 5th level. Targets can include creatures, specific plants, or even specific locations such as a glade with a direct view of an upcoming eclipse. The level of a target is either the level of the creature or the level of the challenge used to determine the DC for locating the target, as determined by the GM. For example, the GM might determine that finding a suitable glade would be a challenge for 6th-level characters and require a 2nd-level survival guide to locate. A survival guide can locate a target of their level or lower in 1 day, adding 1 additional day for each level that the target is above the guide's own level. Guides typically specialize in particular locations, regions, or routes. If you plan to hire a guide, you must hire one for the appropriate task at hand. The GM can decide that an appropriate guide is unavailable in a given location, requiring you to look elsewhere. For example, you're unlikely to find a guide in Magnimar who can take you across the Wall of Heaven in Tian Xia, but you're likely to find a guide in Goka with the requisite knowledge and experience to do so. Particularly harsh regions or obscure targets might have increased costs, up to 10 times the normal price for their services. Dangerous locales or rare targets may be outside the capabilities of a guide and are best reserved as something that PCs must handle themselves. Organizations like the Firebrands sometimes set up their own guiding services, most notably to assist refugees in crossing remote or dangerous locations. Firebrands may also hire guides to aid in finding specific locations, plants, or creatures in a locale. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Expedient Wilderness Guide) Source Firebrands pg. 93 Price 6 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Safe Wilderness Guide) Source Firebrands pg. 93 Price 4 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 1; Trained) Source Firebrands pg. 93 Price 4 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 2) Source Firebrands pg. 93 Price 10 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 3; Expert) Source Firebrands pg. 93 Price 20 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 4) Source Firebrands pg. 93 Price 50 gp Ammunition per day\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2469-2260"},{"skill_mod":{},"summary":"Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2469","item_parent_id":"equipment-2469","weakness":{},"price":400,"name":"Guide (Survival Guide Level 1; Trained)","id":"equipment-2469-2261","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Guide Source Firebrands pg. 93 --- Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services reduce the risk of danger during an expedition as guides know the safest or the quickest routes to take through various areas. They also can arrange transportation, food, lodging, and other resources needed for a journey. Guides can assist with locating specific flora or fauna, which is particularly helpful for those in search of ingredients for alchemy or a ritual. Guide services typically focus on either wilderness or survival. Wilderness guides are familiar with the terrain and the habits of the creatures who dwell in the region. They can guide you through unfamiliar or hazardous locations using an expedient route, which is the standard route that covers the distance in the shortest amount of time regardless of the hazards you may face, or using a safe route, which doubles your travel time but minimizes the risk of running into hostile creatures. Survival guides have knowledge of subjects of their level plus 4, so a 1st-level survival guide can help locate targets of up to 5th level. Targets can include creatures, specific plants, or even specific locations such as a glade with a direct view of an upcoming eclipse. The level of a target is either the level of the creature or the level of the challenge used to determine the DC for locating the target, as determined by the GM. For example, the GM might determine that finding a suitable glade would be a challenge for 6th-level characters and require a 2nd-level survival guide to locate. A survival guide can locate a target of their level or lower in 1 day, adding 1 additional day for each level that the target is above the guide's own level. Guides typically specialize in particular locations, regions, or routes. If you plan to hire a guide, you must hire one for the appropriate task at hand. The GM can decide that an appropriate guide is unavailable in a given location, requiring you to look elsewhere. For example, you're unlikely to find a guide in Magnimar who can take you across the Wall of Heaven in Tian Xia, but you're likely to find a guide in Goka with the requisite knowledge and experience to do so. Particularly harsh regions or obscure targets might have increased costs, up to 10 times the normal price for their services. Dangerous locales or rare targets may be outside the capabilities of a guide and are best reserved as something that PCs must handle themselves. Organizations like the Firebrands sometimes set up their own guiding services, most notably to assist refugees in crossing remote or dangerous locations. Firebrands may also hire guides to aid in finding specific locations, plants, or creatures in a locale. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Expedient Wilderness Guide) Source Firebrands pg. 93 Price 6 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Safe Wilderness Guide) Source Firebrands pg. 93 Price 4 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 1; Trained) Source Firebrands pg. 93 Price 4 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 2) Source Firebrands pg. 93 Price 10 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 3; Expert) Source Firebrands pg. 93 Price 20 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 4) Source Firebrands pg. 93 Price 50 gp Ammunition per day\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2469-2261"},{"skill_mod":{},"summary":"Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2469","item_parent_id":"equipment-2469","weakness":{},"price":1000,"name":"Guide (Survival Guide Level 2)","id":"equipment-2469-2262","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Guide Source Firebrands pg. 93 --- Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services reduce the risk of danger during an expedition as guides know the safest or the quickest routes to take through various areas. They also can arrange transportation, food, lodging, and other resources needed for a journey. Guides can assist with locating specific flora or fauna, which is particularly helpful for those in search of ingredients for alchemy or a ritual. Guide services typically focus on either wilderness or survival. Wilderness guides are familiar with the terrain and the habits of the creatures who dwell in the region. They can guide you through unfamiliar or hazardous locations using an expedient route, which is the standard route that covers the distance in the shortest amount of time regardless of the hazards you may face, or using a safe route, which doubles your travel time but minimizes the risk of running into hostile creatures. Survival guides have knowledge of subjects of their level plus 4, so a 1st-level survival guide can help locate targets of up to 5th level. Targets can include creatures, specific plants, or even specific locations such as a glade with a direct view of an upcoming eclipse. The level of a target is either the level of the creature or the level of the challenge used to determine the DC for locating the target, as determined by the GM. For example, the GM might determine that finding a suitable glade would be a challenge for 6th-level characters and require a 2nd-level survival guide to locate. A survival guide can locate a target of their level or lower in 1 day, adding 1 additional day for each level that the target is above the guide's own level. Guides typically specialize in particular locations, regions, or routes. If you plan to hire a guide, you must hire one for the appropriate task at hand. The GM can decide that an appropriate guide is unavailable in a given location, requiring you to look elsewhere. For example, you're unlikely to find a guide in Magnimar who can take you across the Wall of Heaven in Tian Xia, but you're likely to find a guide in Goka with the requisite knowledge and experience to do so. Particularly harsh regions or obscure targets might have increased costs, up to 10 times the normal price for their services. Dangerous locales or rare targets may be outside the capabilities of a guide and are best reserved as something that PCs must handle themselves. Organizations like the Firebrands sometimes set up their own guiding services, most notably to assist refugees in crossing remote or dangerous locations. Firebrands may also hire guides to aid in finding specific locations, plants, or creatures in a locale. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Expedient Wilderness Guide) Source Firebrands pg. 93 Price 6 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Safe Wilderness Guide) Source Firebrands pg. 93 Price 4 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 1; Trained) Source Firebrands pg. 93 Price 4 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 2) Source Firebrands pg. 93 Price 10 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 3; Expert) Source Firebrands pg. 93 Price 20 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 4) Source Firebrands pg. 93 Price 50 gp Ammunition per day\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2469-2262"},{"skill_mod":{},"summary":"Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2469","item_parent_id":"equipment-2469","weakness":{},"price":2000,"name":"Guide (Survival Guide Level 3; Expert)","id":"equipment-2469-2263","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Guide Source Firebrands pg. 93 --- Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services reduce the risk of danger during an expedition as guides know the safest or the quickest routes to take through various areas. They also can arrange transportation, food, lodging, and other resources needed for a journey. Guides can assist with locating specific flora or fauna, which is particularly helpful for those in search of ingredients for alchemy or a ritual. Guide services typically focus on either wilderness or survival. Wilderness guides are familiar with the terrain and the habits of the creatures who dwell in the region. They can guide you through unfamiliar or hazardous locations using an expedient route, which is the standard route that covers the distance in the shortest amount of time regardless of the hazards you may face, or using a safe route, which doubles your travel time but minimizes the risk of running into hostile creatures. Survival guides have knowledge of subjects of their level plus 4, so a 1st-level survival guide can help locate targets of up to 5th level. Targets can include creatures, specific plants, or even specific locations such as a glade with a direct view of an upcoming eclipse. The level of a target is either the level of the creature or the level of the challenge used to determine the DC for locating the target, as determined by the GM. For example, the GM might determine that finding a suitable glade would be a challenge for 6th-level characters and require a 2nd-level survival guide to locate. A survival guide can locate a target of their level or lower in 1 day, adding 1 additional day for each level that the target is above the guide's own level. Guides typically specialize in particular locations, regions, or routes. If you plan to hire a guide, you must hire one for the appropriate task at hand. The GM can decide that an appropriate guide is unavailable in a given location, requiring you to look elsewhere. For example, you're unlikely to find a guide in Magnimar who can take you across the Wall of Heaven in Tian Xia, but you're likely to find a guide in Goka with the requisite knowledge and experience to do so. Particularly harsh regions or obscure targets might have increased costs, up to 10 times the normal price for their services. Dangerous locales or rare targets may be outside the capabilities of a guide and are best reserved as something that PCs must handle themselves. Organizations like the Firebrands sometimes set up their own guiding services, most notably to assist refugees in crossing remote or dangerous locations. Firebrands may also hire guides to aid in finding specific locations, plants, or creatures in a locale. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Expedient Wilderness Guide) Source Firebrands pg. 93 Price 6 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Safe Wilderness Guide) Source Firebrands pg. 93 Price 4 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 1; Trained) Source Firebrands pg. 93 Price 4 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 2) Source Firebrands pg. 93 Price 10 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 3; Expert) Source Firebrands pg. 93 Price 20 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 4) Source Firebrands pg. 93 Price 50 gp Ammunition per day\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2469-2263"},{"skill_mod":{},"summary":"Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2469","item_parent_id":"equipment-2469","weakness":{},"price":5000,"name":"Guide (Survival Guide Level 4)","id":"equipment-2469-2264","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Guide Source Firebrands pg. 93 --- Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services reduce the risk of danger during an expedition as guides know the safest or the quickest routes to take through various areas. They also can arrange transportation, food, lodging, and other resources needed for a journey. Guides can assist with locating specific flora or fauna, which is particularly helpful for those in search of ingredients for alchemy or a ritual. Guide services typically focus on either wilderness or survival. Wilderness guides are familiar with the terrain and the habits of the creatures who dwell in the region. They can guide you through unfamiliar or hazardous locations using an expedient route, which is the standard route that covers the distance in the shortest amount of time regardless of the hazards you may face, or using a safe route, which doubles your travel time but minimizes the risk of running into hostile creatures. Survival guides have knowledge of subjects of their level plus 4, so a 1st-level survival guide can help locate targets of up to 5th level. Targets can include creatures, specific plants, or even specific locations such as a glade with a direct view of an upcoming eclipse. The level of a target is either the level of the creature or the level of the challenge used to determine the DC for locating the target, as determined by the GM. For example, the GM might determine that finding a suitable glade would be a challenge for 6th-level characters and require a 2nd-level survival guide to locate. A survival guide can locate a target of their level or lower in 1 day, adding 1 additional day for each level that the target is above the guide's own level. Guides typically specialize in particular locations, regions, or routes. If you plan to hire a guide, you must hire one for the appropriate task at hand. The GM can decide that an appropriate guide is unavailable in a given location, requiring you to look elsewhere. For example, you're unlikely to find a guide in Magnimar who can take you across the Wall of Heaven in Tian Xia, but you're likely to find a guide in Goka with the requisite knowledge and experience to do so. Particularly harsh regions or obscure targets might have increased costs, up to 10 times the normal price for their services. Dangerous locales or rare targets may be outside the capabilities of a guide and are best reserved as something that PCs must handle themselves. Organizations like the Firebrands sometimes set up their own guiding services, most notably to assist refugees in crossing remote or dangerous locations. Firebrands may also hire guides to aid in finding specific locations, plants, or creatures in a locale. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Expedient Wilderness Guide) Source Firebrands pg. 93 Price 6 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Safe Wilderness Guide) Source Firebrands pg. 93 Price 4 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 1; Trained) Source Firebrands pg. 93 Price 4 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 2) Source Firebrands pg. 93 Price 10 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 3; Expert) Source Firebrands pg. 93 Price 20 gp Ammunition per day <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Guide (Survival Guide Level 4) Source Firebrands pg. 93 Price 50 gp Ammunition per day\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2469-2264"},{"skill_mod":{},"summary":"Item caches serve as places where you can pick up supplies, and suppliers are the people or organizations who provide the items and locations for …","item_child_id":["equipment-2470-2265","equipment-2470-2266","equipment-2470-2267","equipment-2470-2268","equipment-2470-2269","equipment-2470-2270","equipment-2470-2271","equipment-2470-2272"],"primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2470","weakness":{},"name":"Item Cache","id":"equipment-2470","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Item Cache Source Firebrands pg. 93 --- Item caches serve as places where you can pick up supplies, and suppliers are the people or organizations who provide the items and locations for these caches. This service is useful for scheduling a quick resupply of food along a specified route during a long journey, or for setting up specific items that need to be accessed at an appointed time and place, such as having a cache of weapons accessible to an infiltration party behind enemy lines. On popular travel routes, Firebrands and other adventuring groups have regular access points where they can easily set up a resource drop, thanks to suppliers who are typically supportive locals and who make a small income off running supplies to drop locations. Cached items carry an automatic 10% markup in addition to a flat fee determined by the rarity and Bulk of the items in total. The price of the cache includes the cost of sourcing the items requested. The maximum item level available for cached items is typically equal to the maximum allowed by the level of the city or settlement. Extradimensional spaces such as bags of holding can be used for item caches, and the cost of those specialized containers must be paid in advance. The GM decides if you can commission the services of a supplier who can set up an item cache and what items can be sourced for that particular cache. Common item caches take 1d6 days to prepare and secure, while uncommon item caches take 1d6 months to prepare and secure due to the volatility of the market— there is no guarantee that a specific uncommon item can be found, even for professionals who have connections with the right networks. The extended time required to locate uncommon items factors into the cost of uncommon item caches. Regardless of the rarity of the items contained, level 1 item caches can hold up to 5 Bulk, level 2 item caches can hold up to 10 Bulk, level 3 item caches can hold up to 25 Bulk, and level 4 item caches can hold up to 50 Bulk. Caches larger than 50 Bulk draw too much attention and must either be broken up into multiple smaller caches or be arranged as alternate deliveries, such as a shipment to a local and trusted warehouse. If you are supplying all the items for an item cache, you need only to pay the flat fee for a common item cache of the appropriate level for the Bulk contained, regardless of the rarity of the items being held in the cache. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 1) Source Firebrands pg. 93 Price 2 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 2) Source Firebrands pg. 93 Price 5 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 3) Source Firebrands pg. 93 Price 10 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 4) Source Firebrands pg. 93 Price 50 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 1) Source Firebrands pg. 93 Price 10 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 2) Source Firebrands pg. 93 Price 50 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 3) Source Firebrands pg. 93 Price 100 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 4) Source Firebrands pg. 93 Price 250 gp ","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2470"},{"skill_mod":{},"summary":"Item caches serve as places where you can pick up supplies, and suppliers are the people or organizations who provide the items and locations for …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2470","item_parent_id":"equipment-2470","weakness":{},"price":200,"name":"Item Cache (Common Cache Level 1)","id":"equipment-2470-2265","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Item Cache Source Firebrands pg. 93 --- Item caches serve as places where you can pick up supplies, and suppliers are the people or organizations who provide the items and locations for these caches. This service is useful for scheduling a quick resupply of food along a specified route during a long journey, or for setting up specific items that need to be accessed at an appointed time and place, such as having a cache of weapons accessible to an infiltration party behind enemy lines. On popular travel routes, Firebrands and other adventuring groups have regular access points where they can easily set up a resource drop, thanks to suppliers who are typically supportive locals and who make a small income off running supplies to drop locations. Cached items carry an automatic 10% markup in addition to a flat fee determined by the rarity and Bulk of the items in total. The price of the cache includes the cost of sourcing the items requested. The maximum item level available for cached items is typically equal to the maximum allowed by the level of the city or settlement. Extradimensional spaces such as bags of holding can be used for item caches, and the cost of those specialized containers must be paid in advance. The GM decides if you can commission the services of a supplier who can set up an item cache and what items can be sourced for that particular cache. Common item caches take 1d6 days to prepare and secure, while uncommon item caches take 1d6 months to prepare and secure due to the volatility of the market— there is no guarantee that a specific uncommon item can be found, even for professionals who have connections with the right networks. The extended time required to locate uncommon items factors into the cost of uncommon item caches. Regardless of the rarity of the items contained, level 1 item caches can hold up to 5 Bulk, level 2 item caches can hold up to 10 Bulk, level 3 item caches can hold up to 25 Bulk, and level 4 item caches can hold up to 50 Bulk. Caches larger than 50 Bulk draw too much attention and must either be broken up into multiple smaller caches or be arranged as alternate deliveries, such as a shipment to a local and trusted warehouse. If you are supplying all the items for an item cache, you need only to pay the flat fee for a common item cache of the appropriate level for the Bulk contained, regardless of the rarity of the items being held in the cache. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 1) Source Firebrands pg. 93 Price 2 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 2) Source Firebrands pg. 93 Price 5 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 3) Source Firebrands pg. 93 Price 10 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 4) Source Firebrands pg. 93 Price 50 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 1) Source Firebrands pg. 93 Price 10 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 2) Source Firebrands pg. 93 Price 50 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 3) Source Firebrands pg. 93 Price 100 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 4) Source Firebrands pg. 93 Price 250 gp ","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2470-2265"},{"skill_mod":{},"summary":"Item caches serve as places where you can pick up supplies, and suppliers are the people or organizations who provide the items and locations for …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2470","item_parent_id":"equipment-2470","weakness":{},"price":500,"name":"Item Cache (Common Cache Level 2)","id":"equipment-2470-2266","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Item Cache Source Firebrands pg. 93 --- Item caches serve as places where you can pick up supplies, and suppliers are the people or organizations who provide the items and locations for these caches. This service is useful for scheduling a quick resupply of food along a specified route during a long journey, or for setting up specific items that need to be accessed at an appointed time and place, such as having a cache of weapons accessible to an infiltration party behind enemy lines. On popular travel routes, Firebrands and other adventuring groups have regular access points where they can easily set up a resource drop, thanks to suppliers who are typically supportive locals and who make a small income off running supplies to drop locations. Cached items carry an automatic 10% markup in addition to a flat fee determined by the rarity and Bulk of the items in total. The price of the cache includes the cost of sourcing the items requested. The maximum item level available for cached items is typically equal to the maximum allowed by the level of the city or settlement. Extradimensional spaces such as bags of holding can be used for item caches, and the cost of those specialized containers must be paid in advance. The GM decides if you can commission the services of a supplier who can set up an item cache and what items can be sourced for that particular cache. Common item caches take 1d6 days to prepare and secure, while uncommon item caches take 1d6 months to prepare and secure due to the volatility of the market— there is no guarantee that a specific uncommon item can be found, even for professionals who have connections with the right networks. The extended time required to locate uncommon items factors into the cost of uncommon item caches. Regardless of the rarity of the items contained, level 1 item caches can hold up to 5 Bulk, level 2 item caches can hold up to 10 Bulk, level 3 item caches can hold up to 25 Bulk, and level 4 item caches can hold up to 50 Bulk. Caches larger than 50 Bulk draw too much attention and must either be broken up into multiple smaller caches or be arranged as alternate deliveries, such as a shipment to a local and trusted warehouse. If you are supplying all the items for an item cache, you need only to pay the flat fee for a common item cache of the appropriate level for the Bulk contained, regardless of the rarity of the items being held in the cache. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 1) Source Firebrands pg. 93 Price 2 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 2) Source Firebrands pg. 93 Price 5 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 3) Source Firebrands pg. 93 Price 10 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 4) Source Firebrands pg. 93 Price 50 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 1) Source Firebrands pg. 93 Price 10 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 2) Source Firebrands pg. 93 Price 50 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 3) Source Firebrands pg. 93 Price 100 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 4) Source Firebrands pg. 93 Price 250 gp ","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2470-2266"},{"skill_mod":{},"summary":"Item caches serve as places where you can pick up supplies, and suppliers are the people or organizations who provide the items and locations for …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2470","item_parent_id":"equipment-2470","weakness":{},"price":1000,"name":"Item Cache (Common Cache Level 3)","id":"equipment-2470-2267","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Item Cache Source Firebrands pg. 93 --- Item caches serve as places where you can pick up supplies, and suppliers are the people or organizations who provide the items and locations for these caches. This service is useful for scheduling a quick resupply of food along a specified route during a long journey, or for setting up specific items that need to be accessed at an appointed time and place, such as having a cache of weapons accessible to an infiltration party behind enemy lines. On popular travel routes, Firebrands and other adventuring groups have regular access points where they can easily set up a resource drop, thanks to suppliers who are typically supportive locals and who make a small income off running supplies to drop locations. Cached items carry an automatic 10% markup in addition to a flat fee determined by the rarity and Bulk of the items in total. The price of the cache includes the cost of sourcing the items requested. The maximum item level available for cached items is typically equal to the maximum allowed by the level of the city or settlement. Extradimensional spaces such as bags of holding can be used for item caches, and the cost of those specialized containers must be paid in advance. The GM decides if you can commission the services of a supplier who can set up an item cache and what items can be sourced for that particular cache. Common item caches take 1d6 days to prepare and secure, while uncommon item caches take 1d6 months to prepare and secure due to the volatility of the market— there is no guarantee that a specific uncommon item can be found, even for professionals who have connections with the right networks. The extended time required to locate uncommon items factors into the cost of uncommon item caches. Regardless of the rarity of the items contained, level 1 item caches can hold up to 5 Bulk, level 2 item caches can hold up to 10 Bulk, level 3 item caches can hold up to 25 Bulk, and level 4 item caches can hold up to 50 Bulk. Caches larger than 50 Bulk draw too much attention and must either be broken up into multiple smaller caches or be arranged as alternate deliveries, such as a shipment to a local and trusted warehouse. If you are supplying all the items for an item cache, you need only to pay the flat fee for a common item cache of the appropriate level for the Bulk contained, regardless of the rarity of the items being held in the cache. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 1) Source Firebrands pg. 93 Price 2 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 2) Source Firebrands pg. 93 Price 5 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 3) Source Firebrands pg. 93 Price 10 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 4) Source Firebrands pg. 93 Price 50 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 1) Source Firebrands pg. 93 Price 10 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 2) Source Firebrands pg. 93 Price 50 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 3) Source Firebrands pg. 93 Price 100 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 4) Source Firebrands pg. 93 Price 250 gp ","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2470-2267"},{"skill_mod":{},"summary":"Item caches serve as places where you can pick up supplies, and suppliers are the people or organizations who provide the items and locations for …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2470","item_parent_id":"equipment-2470","weakness":{},"price":5000,"name":"Item Cache (Common Cache Level 4)","id":"equipment-2470-2268","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Item Cache Source Firebrands pg. 93 --- Item caches serve as places where you can pick up supplies, and suppliers are the people or organizations who provide the items and locations for these caches. This service is useful for scheduling a quick resupply of food along a specified route during a long journey, or for setting up specific items that need to be accessed at an appointed time and place, such as having a cache of weapons accessible to an infiltration party behind enemy lines. On popular travel routes, Firebrands and other adventuring groups have regular access points where they can easily set up a resource drop, thanks to suppliers who are typically supportive locals and who make a small income off running supplies to drop locations. Cached items carry an automatic 10% markup in addition to a flat fee determined by the rarity and Bulk of the items in total. The price of the cache includes the cost of sourcing the items requested. The maximum item level available for cached items is typically equal to the maximum allowed by the level of the city or settlement. Extradimensional spaces such as bags of holding can be used for item caches, and the cost of those specialized containers must be paid in advance. The GM decides if you can commission the services of a supplier who can set up an item cache and what items can be sourced for that particular cache. Common item caches take 1d6 days to prepare and secure, while uncommon item caches take 1d6 months to prepare and secure due to the volatility of the market— there is no guarantee that a specific uncommon item can be found, even for professionals who have connections with the right networks. The extended time required to locate uncommon items factors into the cost of uncommon item caches. Regardless of the rarity of the items contained, level 1 item caches can hold up to 5 Bulk, level 2 item caches can hold up to 10 Bulk, level 3 item caches can hold up to 25 Bulk, and level 4 item caches can hold up to 50 Bulk. Caches larger than 50 Bulk draw too much attention and must either be broken up into multiple smaller caches or be arranged as alternate deliveries, such as a shipment to a local and trusted warehouse. If you are supplying all the items for an item cache, you need only to pay the flat fee for a common item cache of the appropriate level for the Bulk contained, regardless of the rarity of the items being held in the cache. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 1) Source Firebrands pg. 93 Price 2 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 2) Source Firebrands pg. 93 Price 5 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 3) Source Firebrands pg. 93 Price 10 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 4) Source Firebrands pg. 93 Price 50 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 1) Source Firebrands pg. 93 Price 10 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 2) Source Firebrands pg. 93 Price 50 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 3) Source Firebrands pg. 93 Price 100 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 4) Source Firebrands pg. 93 Price 250 gp ","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2470-2268"},{"skill_mod":{},"summary":"Item caches serve as places where you can pick up supplies, and suppliers are the people or organizations who provide the items and locations for …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2470","item_parent_id":"equipment-2470","weakness":{},"price":1000,"name":"Item Cache (Uncommon Cache Level 1)","id":"equipment-2470-2269","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Item Cache Source Firebrands pg. 93 --- Item caches serve as places where you can pick up supplies, and suppliers are the people or organizations who provide the items and locations for these caches. This service is useful for scheduling a quick resupply of food along a specified route during a long journey, or for setting up specific items that need to be accessed at an appointed time and place, such as having a cache of weapons accessible to an infiltration party behind enemy lines. On popular travel routes, Firebrands and other adventuring groups have regular access points where they can easily set up a resource drop, thanks to suppliers who are typically supportive locals and who make a small income off running supplies to drop locations. Cached items carry an automatic 10% markup in addition to a flat fee determined by the rarity and Bulk of the items in total. The price of the cache includes the cost of sourcing the items requested. The maximum item level available for cached items is typically equal to the maximum allowed by the level of the city or settlement. Extradimensional spaces such as bags of holding can be used for item caches, and the cost of those specialized containers must be paid in advance. The GM decides if you can commission the services of a supplier who can set up an item cache and what items can be sourced for that particular cache. Common item caches take 1d6 days to prepare and secure, while uncommon item caches take 1d6 months to prepare and secure due to the volatility of the market— there is no guarantee that a specific uncommon item can be found, even for professionals who have connections with the right networks. The extended time required to locate uncommon items factors into the cost of uncommon item caches. Regardless of the rarity of the items contained, level 1 item caches can hold up to 5 Bulk, level 2 item caches can hold up to 10 Bulk, level 3 item caches can hold up to 25 Bulk, and level 4 item caches can hold up to 50 Bulk. Caches larger than 50 Bulk draw too much attention and must either be broken up into multiple smaller caches or be arranged as alternate deliveries, such as a shipment to a local and trusted warehouse. If you are supplying all the items for an item cache, you need only to pay the flat fee for a common item cache of the appropriate level for the Bulk contained, regardless of the rarity of the items being held in the cache. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 1) Source Firebrands pg. 93 Price 2 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 2) Source Firebrands pg. 93 Price 5 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 3) Source Firebrands pg. 93 Price 10 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 4) Source Firebrands pg. 93 Price 50 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 1) Source Firebrands pg. 93 Price 10 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 2) Source Firebrands pg. 93 Price 50 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 3) Source Firebrands pg. 93 Price 100 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 4) Source Firebrands pg. 93 Price 250 gp ","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2470-2269"},{"skill_mod":{},"summary":"Item caches serve as places where you can pick up supplies, and suppliers are the people or organizations who provide the items and locations for …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2470","item_parent_id":"equipment-2470","weakness":{},"price":5000,"name":"Item Cache (Uncommon Cache Level 2)","id":"equipment-2470-2270","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Item Cache Source Firebrands pg. 93 --- Item caches serve as places where you can pick up supplies, and suppliers are the people or organizations who provide the items and locations for these caches. This service is useful for scheduling a quick resupply of food along a specified route during a long journey, or for setting up specific items that need to be accessed at an appointed time and place, such as having a cache of weapons accessible to an infiltration party behind enemy lines. On popular travel routes, Firebrands and other adventuring groups have regular access points where they can easily set up a resource drop, thanks to suppliers who are typically supportive locals and who make a small income off running supplies to drop locations. Cached items carry an automatic 10% markup in addition to a flat fee determined by the rarity and Bulk of the items in total. The price of the cache includes the cost of sourcing the items requested. The maximum item level available for cached items is typically equal to the maximum allowed by the level of the city or settlement. Extradimensional spaces such as bags of holding can be used for item caches, and the cost of those specialized containers must be paid in advance. The GM decides if you can commission the services of a supplier who can set up an item cache and what items can be sourced for that particular cache. Common item caches take 1d6 days to prepare and secure, while uncommon item caches take 1d6 months to prepare and secure due to the volatility of the market— there is no guarantee that a specific uncommon item can be found, even for professionals who have connections with the right networks. The extended time required to locate uncommon items factors into the cost of uncommon item caches. Regardless of the rarity of the items contained, level 1 item caches can hold up to 5 Bulk, level 2 item caches can hold up to 10 Bulk, level 3 item caches can hold up to 25 Bulk, and level 4 item caches can hold up to 50 Bulk. Caches larger than 50 Bulk draw too much attention and must either be broken up into multiple smaller caches or be arranged as alternate deliveries, such as a shipment to a local and trusted warehouse. If you are supplying all the items for an item cache, you need only to pay the flat fee for a common item cache of the appropriate level for the Bulk contained, regardless of the rarity of the items being held in the cache. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 1) Source Firebrands pg. 93 Price 2 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 2) Source Firebrands pg. 93 Price 5 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 3) Source Firebrands pg. 93 Price 10 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 4) Source Firebrands pg. 93 Price 50 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 1) Source Firebrands pg. 93 Price 10 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 2) Source Firebrands pg. 93 Price 50 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 3) Source Firebrands pg. 93 Price 100 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 4) Source Firebrands pg. 93 Price 250 gp ","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2470-2270"},{"skill_mod":{},"summary":"Item caches serve as places where you can pick up supplies, and suppliers are the people or organizations who provide the items and locations for …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2470","item_parent_id":"equipment-2470","weakness":{},"price":10000,"name":"Item Cache (Uncommon Cache Level 3)","id":"equipment-2470-2271","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Item Cache Source Firebrands pg. 93 --- Item caches serve as places where you can pick up supplies, and suppliers are the people or organizations who provide the items and locations for these caches. This service is useful for scheduling a quick resupply of food along a specified route during a long journey, or for setting up specific items that need to be accessed at an appointed time and place, such as having a cache of weapons accessible to an infiltration party behind enemy lines. On popular travel routes, Firebrands and other adventuring groups have regular access points where they can easily set up a resource drop, thanks to suppliers who are typically supportive locals and who make a small income off running supplies to drop locations. Cached items carry an automatic 10% markup in addition to a flat fee determined by the rarity and Bulk of the items in total. The price of the cache includes the cost of sourcing the items requested. The maximum item level available for cached items is typically equal to the maximum allowed by the level of the city or settlement. Extradimensional spaces such as bags of holding can be used for item caches, and the cost of those specialized containers must be paid in advance. The GM decides if you can commission the services of a supplier who can set up an item cache and what items can be sourced for that particular cache. Common item caches take 1d6 days to prepare and secure, while uncommon item caches take 1d6 months to prepare and secure due to the volatility of the market— there is no guarantee that a specific uncommon item can be found, even for professionals who have connections with the right networks. The extended time required to locate uncommon items factors into the cost of uncommon item caches. Regardless of the rarity of the items contained, level 1 item caches can hold up to 5 Bulk, level 2 item caches can hold up to 10 Bulk, level 3 item caches can hold up to 25 Bulk, and level 4 item caches can hold up to 50 Bulk. Caches larger than 50 Bulk draw too much attention and must either be broken up into multiple smaller caches or be arranged as alternate deliveries, such as a shipment to a local and trusted warehouse. If you are supplying all the items for an item cache, you need only to pay the flat fee for a common item cache of the appropriate level for the Bulk contained, regardless of the rarity of the items being held in the cache. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 1) Source Firebrands pg. 93 Price 2 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 2) Source Firebrands pg. 93 Price 5 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 3) Source Firebrands pg. 93 Price 10 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 4) Source Firebrands pg. 93 Price 50 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 1) Source Firebrands pg. 93 Price 10 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 2) Source Firebrands pg. 93 Price 50 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 3) Source Firebrands pg. 93 Price 100 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 4) Source Firebrands pg. 93 Price 250 gp ","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2470-2271"},{"skill_mod":{},"summary":"Item caches serve as places where you can pick up supplies, and suppliers are the people or organizations who provide the items and locations for …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2470","item_parent_id":"equipment-2470","weakness":{},"price":25000,"name":"Item Cache (Uncommon Cache Level 4)","id":"equipment-2470-2272","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Item Cache Source Firebrands pg. 93 --- Item caches serve as places where you can pick up supplies, and suppliers are the people or organizations who provide the items and locations for these caches. This service is useful for scheduling a quick resupply of food along a specified route during a long journey, or for setting up specific items that need to be accessed at an appointed time and place, such as having a cache of weapons accessible to an infiltration party behind enemy lines. On popular travel routes, Firebrands and other adventuring groups have regular access points where they can easily set up a resource drop, thanks to suppliers who are typically supportive locals and who make a small income off running supplies to drop locations. Cached items carry an automatic 10% markup in addition to a flat fee determined by the rarity and Bulk of the items in total. The price of the cache includes the cost of sourcing the items requested. The maximum item level available for cached items is typically equal to the maximum allowed by the level of the city or settlement. Extradimensional spaces such as bags of holding can be used for item caches, and the cost of those specialized containers must be paid in advance. The GM decides if you can commission the services of a supplier who can set up an item cache and what items can be sourced for that particular cache. Common item caches take 1d6 days to prepare and secure, while uncommon item caches take 1d6 months to prepare and secure due to the volatility of the market— there is no guarantee that a specific uncommon item can be found, even for professionals who have connections with the right networks. The extended time required to locate uncommon items factors into the cost of uncommon item caches. Regardless of the rarity of the items contained, level 1 item caches can hold up to 5 Bulk, level 2 item caches can hold up to 10 Bulk, level 3 item caches can hold up to 25 Bulk, and level 4 item caches can hold up to 50 Bulk. Caches larger than 50 Bulk draw too much attention and must either be broken up into multiple smaller caches or be arranged as alternate deliveries, such as a shipment to a local and trusted warehouse. If you are supplying all the items for an item cache, you need only to pay the flat fee for a common item cache of the appropriate level for the Bulk contained, regardless of the rarity of the items being held in the cache. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 1) Source Firebrands pg. 93 Price 2 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 2) Source Firebrands pg. 93 Price 5 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 3) Source Firebrands pg. 93 Price 10 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Common Cache Level 4) Source Firebrands pg. 93 Price 50 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 1) Source Firebrands pg. 93 Price 10 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 2) Source Firebrands pg. 93 Price 50 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 3) Source Firebrands pg. 93 Price 100 gp <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Item Cache (Uncommon Cache Level 4) Source Firebrands pg. 93 Price 250 gp ","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2470-2272"},{"skill_mod":{},"summary":"Propaganda is strongly biased information presented in a way that may mislead those who are exposed to it. Most commonly, propaganda is used to drive …","item_child_id":["equipment-2471-2273","equipment-2471-2274","equipment-2471-2275","equipment-2471-2276","equipment-2471-2277","equipment-2471-2278","equipment-2471-2279"],"primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2471","weakness":{},"name":"Propaganda","id":"equipment-2471","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Propaganda Source Firebrands pg. 94 --- Propaganda is strongly biased information presented in a way that may mislead those who are exposed to it. Most commonly, propaganda is used to drive a specific political agenda. While this is oftentimes a tool utilized by regimes to maintain a specific image among their oppressed people, the Firebrands use propaganda to bring shocking truths to light, drive wedges between enemy factions, and encourage uprisings against tyrannical regimes. Many groups of Firebrands specialize in the creation and dissemination of propaganda, though they are just as likely to utilize local resources to do the disseminating for them. When used at the correct time and place, propagandists can adjust the temperature of the political climate to tear down tyrants and shift the narrative in a way that evokes specific sentiments, like hope or anger, and thus inspires rebellious action. Spreading propaganda occurs over the course of days because it typically requires time for its widespread dissemination through physical flyers and word of mouth. Once you select a specific subject for your propaganda, it typically takes 1d4+2 days for a propagandist to compose and then disseminate their work. Twice as long is required if the propaganda is contradictory to existing rumors or to the opinions of those viewing or reading it, but only half as long is necessary if the propaganda supports existing rumors and public opinion. Propaganda typically influences an entire settlement or area, though the GM can determine that it only influences specific areas like a city district in a larger city or even a single neighborhood. In these cases, you should be able to pay for more propaganda services to influence additional areas. The level of the propagandist determines how effective they and their team are at influencing the mindset of the people. The GM rolls a secret check using the bonus of the propagandist against the DC required to Gather Information on the given subject of the propaganda. On a success, the propaganda takes hold, becoming the talk of the people for 1 week, or 1 month on a critical success. On a failure, the propaganda is unsuccessful but is otherwise ignored. On a critical failure, the propaganda backfires, and further attempts at propaganda related to that subject fail for 1 week. In addition, the people in the region are aware that someone was trying to spread rumors about the subject. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 1) Source Firebrands pg. 94 Price 15 gp --- +6; trained <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 2) Source Firebrands pg. 94 Price 25 gp --- +7 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 3) Source Firebrands pg. 94 Price 40 gp --- +9; Expert <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 4) Source Firebrands pg. 94 Price 60 gp --- +10 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 5) Source Firebrands pg. 94 Price 100 gp --- +12 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 6) Source Firebrands pg. 94 Price 150 gp --- +13 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 7) Source Firebrands pg. 94 Price 300 gp --- +15; Master","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2471"},{"skill_mod":{},"summary":"+6; trained","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2471","item_parent_id":"equipment-2471","weakness":{},"price":1500,"name":"Propaganda (Level 1)","id":"equipment-2471-2273","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Propaganda Source Firebrands pg. 94 --- Propaganda is strongly biased information presented in a way that may mislead those who are exposed to it. Most commonly, propaganda is used to drive a specific political agenda. While this is oftentimes a tool utilized by regimes to maintain a specific image among their oppressed people, the Firebrands use propaganda to bring shocking truths to light, drive wedges between enemy factions, and encourage uprisings against tyrannical regimes. Many groups of Firebrands specialize in the creation and dissemination of propaganda, though they are just as likely to utilize local resources to do the disseminating for them. When used at the correct time and place, propagandists can adjust the temperature of the political climate to tear down tyrants and shift the narrative in a way that evokes specific sentiments, like hope or anger, and thus inspires rebellious action. Spreading propaganda occurs over the course of days because it typically requires time for its widespread dissemination through physical flyers and word of mouth. Once you select a specific subject for your propaganda, it typically takes 1d4+2 days for a propagandist to compose and then disseminate their work. Twice as long is required if the propaganda is contradictory to existing rumors or to the opinions of those viewing or reading it, but only half as long is necessary if the propaganda supports existing rumors and public opinion. Propaganda typically influences an entire settlement or area, though the GM can determine that it only influences specific areas like a city district in a larger city or even a single neighborhood. In these cases, you should be able to pay for more propaganda services to influence additional areas. The level of the propagandist determines how effective they and their team are at influencing the mindset of the people. The GM rolls a secret check using the bonus of the propagandist against the DC required to Gather Information on the given subject of the propaganda. On a success, the propaganda takes hold, becoming the talk of the people for 1 week, or 1 month on a critical success. On a failure, the propaganda is unsuccessful but is otherwise ignored. On a critical failure, the propaganda backfires, and further attempts at propaganda related to that subject fail for 1 week. In addition, the people in the region are aware that someone was trying to spread rumors about the subject. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 1) Source Firebrands pg. 94 Price 15 gp --- +6; trained <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 2) Source Firebrands pg. 94 Price 25 gp --- +7 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 3) Source Firebrands pg. 94 Price 40 gp --- +9; Expert <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 4) Source Firebrands pg. 94 Price 60 gp --- +10 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 5) Source Firebrands pg. 94 Price 100 gp --- +12 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 6) Source Firebrands pg. 94 Price 150 gp --- +13 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 7) Source Firebrands pg. 94 Price 300 gp --- +15; Master","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2471-2273"},{"skill_mod":{},"summary":"+7","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2471","item_parent_id":"equipment-2471","weakness":{},"price":2500,"name":"Propaganda (Level 2)","id":"equipment-2471-2274","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Propaganda Source Firebrands pg. 94 --- Propaganda is strongly biased information presented in a way that may mislead those who are exposed to it. Most commonly, propaganda is used to drive a specific political agenda. While this is oftentimes a tool utilized by regimes to maintain a specific image among their oppressed people, the Firebrands use propaganda to bring shocking truths to light, drive wedges between enemy factions, and encourage uprisings against tyrannical regimes. Many groups of Firebrands specialize in the creation and dissemination of propaganda, though they are just as likely to utilize local resources to do the disseminating for them. When used at the correct time and place, propagandists can adjust the temperature of the political climate to tear down tyrants and shift the narrative in a way that evokes specific sentiments, like hope or anger, and thus inspires rebellious action. Spreading propaganda occurs over the course of days because it typically requires time for its widespread dissemination through physical flyers and word of mouth. Once you select a specific subject for your propaganda, it typically takes 1d4+2 days for a propagandist to compose and then disseminate their work. Twice as long is required if the propaganda is contradictory to existing rumors or to the opinions of those viewing or reading it, but only half as long is necessary if the propaganda supports existing rumors and public opinion. Propaganda typically influences an entire settlement or area, though the GM can determine that it only influences specific areas like a city district in a larger city or even a single neighborhood. In these cases, you should be able to pay for more propaganda services to influence additional areas. The level of the propagandist determines how effective they and their team are at influencing the mindset of the people. The GM rolls a secret check using the bonus of the propagandist against the DC required to Gather Information on the given subject of the propaganda. On a success, the propaganda takes hold, becoming the talk of the people for 1 week, or 1 month on a critical success. On a failure, the propaganda is unsuccessful but is otherwise ignored. On a critical failure, the propaganda backfires, and further attempts at propaganda related to that subject fail for 1 week. In addition, the people in the region are aware that someone was trying to spread rumors about the subject. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 1) Source Firebrands pg. 94 Price 15 gp --- +6; trained <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 2) Source Firebrands pg. 94 Price 25 gp --- +7 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 3) Source Firebrands pg. 94 Price 40 gp --- +9; Expert <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 4) Source Firebrands pg. 94 Price 60 gp --- +10 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 5) Source Firebrands pg. 94 Price 100 gp --- +12 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 6) Source Firebrands pg. 94 Price 150 gp --- +13 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 7) Source Firebrands pg. 94 Price 300 gp --- +15; Master","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2471-2274"},{"skill_mod":{},"summary":"+9; Expert","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2471","item_parent_id":"equipment-2471","weakness":{},"price":4000,"name":"Propaganda (Level 3)","id":"equipment-2471-2275","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Propaganda Source Firebrands pg. 94 --- Propaganda is strongly biased information presented in a way that may mislead those who are exposed to it. Most commonly, propaganda is used to drive a specific political agenda. While this is oftentimes a tool utilized by regimes to maintain a specific image among their oppressed people, the Firebrands use propaganda to bring shocking truths to light, drive wedges between enemy factions, and encourage uprisings against tyrannical regimes. Many groups of Firebrands specialize in the creation and dissemination of propaganda, though they are just as likely to utilize local resources to do the disseminating for them. When used at the correct time and place, propagandists can adjust the temperature of the political climate to tear down tyrants and shift the narrative in a way that evokes specific sentiments, like hope or anger, and thus inspires rebellious action. Spreading propaganda occurs over the course of days because it typically requires time for its widespread dissemination through physical flyers and word of mouth. Once you select a specific subject for your propaganda, it typically takes 1d4+2 days for a propagandist to compose and then disseminate their work. Twice as long is required if the propaganda is contradictory to existing rumors or to the opinions of those viewing or reading it, but only half as long is necessary if the propaganda supports existing rumors and public opinion. Propaganda typically influences an entire settlement or area, though the GM can determine that it only influences specific areas like a city district in a larger city or even a single neighborhood. In these cases, you should be able to pay for more propaganda services to influence additional areas. The level of the propagandist determines how effective they and their team are at influencing the mindset of the people. The GM rolls a secret check using the bonus of the propagandist against the DC required to Gather Information on the given subject of the propaganda. On a success, the propaganda takes hold, becoming the talk of the people for 1 week, or 1 month on a critical success. On a failure, the propaganda is unsuccessful but is otherwise ignored. On a critical failure, the propaganda backfires, and further attempts at propaganda related to that subject fail for 1 week. In addition, the people in the region are aware that someone was trying to spread rumors about the subject. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 1) Source Firebrands pg. 94 Price 15 gp --- +6; trained <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 2) Source Firebrands pg. 94 Price 25 gp --- +7 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 3) Source Firebrands pg. 94 Price 40 gp --- +9; Expert <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 4) Source Firebrands pg. 94 Price 60 gp --- +10 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 5) Source Firebrands pg. 94 Price 100 gp --- +12 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 6) Source Firebrands pg. 94 Price 150 gp --- +13 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 7) Source Firebrands pg. 94 Price 300 gp --- +15; Master","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2471-2275"},{"skill_mod":{},"summary":"+10","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2471","item_parent_id":"equipment-2471","weakness":{},"price":6000,"name":"Propaganda (Level 4)","id":"equipment-2471-2276","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Propaganda Source Firebrands pg. 94 --- Propaganda is strongly biased information presented in a way that may mislead those who are exposed to it. Most commonly, propaganda is used to drive a specific political agenda. While this is oftentimes a tool utilized by regimes to maintain a specific image among their oppressed people, the Firebrands use propaganda to bring shocking truths to light, drive wedges between enemy factions, and encourage uprisings against tyrannical regimes. Many groups of Firebrands specialize in the creation and dissemination of propaganda, though they are just as likely to utilize local resources to do the disseminating for them. When used at the correct time and place, propagandists can adjust the temperature of the political climate to tear down tyrants and shift the narrative in a way that evokes specific sentiments, like hope or anger, and thus inspires rebellious action. Spreading propaganda occurs over the course of days because it typically requires time for its widespread dissemination through physical flyers and word of mouth. Once you select a specific subject for your propaganda, it typically takes 1d4+2 days for a propagandist to compose and then disseminate their work. Twice as long is required if the propaganda is contradictory to existing rumors or to the opinions of those viewing or reading it, but only half as long is necessary if the propaganda supports existing rumors and public opinion. Propaganda typically influences an entire settlement or area, though the GM can determine that it only influences specific areas like a city district in a larger city or even a single neighborhood. In these cases, you should be able to pay for more propaganda services to influence additional areas. The level of the propagandist determines how effective they and their team are at influencing the mindset of the people. The GM rolls a secret check using the bonus of the propagandist against the DC required to Gather Information on the given subject of the propaganda. On a success, the propaganda takes hold, becoming the talk of the people for 1 week, or 1 month on a critical success. On a failure, the propaganda is unsuccessful but is otherwise ignored. On a critical failure, the propaganda backfires, and further attempts at propaganda related to that subject fail for 1 week. In addition, the people in the region are aware that someone was trying to spread rumors about the subject. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 1) Source Firebrands pg. 94 Price 15 gp --- +6; trained <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 2) Source Firebrands pg. 94 Price 25 gp --- +7 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 3) Source Firebrands pg. 94 Price 40 gp --- +9; Expert <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 4) Source Firebrands pg. 94 Price 60 gp --- +10 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 5) Source Firebrands pg. 94 Price 100 gp --- +12 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 6) Source Firebrands pg. 94 Price 150 gp --- +13 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 7) Source Firebrands pg. 94 Price 300 gp --- +15; Master","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2471-2276"},{"skill_mod":{},"summary":"+12","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2471","item_parent_id":"equipment-2471","weakness":{},"price":10000,"name":"Propaganda (Level 5)","id":"equipment-2471-2277","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Propaganda Source Firebrands pg. 94 --- Propaganda is strongly biased information presented in a way that may mislead those who are exposed to it. Most commonly, propaganda is used to drive a specific political agenda. While this is oftentimes a tool utilized by regimes to maintain a specific image among their oppressed people, the Firebrands use propaganda to bring shocking truths to light, drive wedges between enemy factions, and encourage uprisings against tyrannical regimes. Many groups of Firebrands specialize in the creation and dissemination of propaganda, though they are just as likely to utilize local resources to do the disseminating for them. When used at the correct time and place, propagandists can adjust the temperature of the political climate to tear down tyrants and shift the narrative in a way that evokes specific sentiments, like hope or anger, and thus inspires rebellious action. Spreading propaganda occurs over the course of days because it typically requires time for its widespread dissemination through physical flyers and word of mouth. Once you select a specific subject for your propaganda, it typically takes 1d4+2 days for a propagandist to compose and then disseminate their work. Twice as long is required if the propaganda is contradictory to existing rumors or to the opinions of those viewing or reading it, but only half as long is necessary if the propaganda supports existing rumors and public opinion. Propaganda typically influences an entire settlement or area, though the GM can determine that it only influences specific areas like a city district in a larger city or even a single neighborhood. In these cases, you should be able to pay for more propaganda services to influence additional areas. The level of the propagandist determines how effective they and their team are at influencing the mindset of the people. The GM rolls a secret check using the bonus of the propagandist against the DC required to Gather Information on the given subject of the propaganda. On a success, the propaganda takes hold, becoming the talk of the people for 1 week, or 1 month on a critical success. On a failure, the propaganda is unsuccessful but is otherwise ignored. On a critical failure, the propaganda backfires, and further attempts at propaganda related to that subject fail for 1 week. In addition, the people in the region are aware that someone was trying to spread rumors about the subject. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 1) Source Firebrands pg. 94 Price 15 gp --- +6; trained <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 2) Source Firebrands pg. 94 Price 25 gp --- +7 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 3) Source Firebrands pg. 94 Price 40 gp --- +9; Expert <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 4) Source Firebrands pg. 94 Price 60 gp --- +10 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 5) Source Firebrands pg. 94 Price 100 gp --- +12 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 6) Source Firebrands pg. 94 Price 150 gp --- +13 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 7) Source Firebrands pg. 94 Price 300 gp --- +15; Master","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2471-2277"},{"skill_mod":{},"summary":"+13","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2471","item_parent_id":"equipment-2471","weakness":{},"price":15000,"name":"Propaganda (Level 6)","id":"equipment-2471-2278","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Propaganda Source Firebrands pg. 94 --- Propaganda is strongly biased information presented in a way that may mislead those who are exposed to it. Most commonly, propaganda is used to drive a specific political agenda. While this is oftentimes a tool utilized by regimes to maintain a specific image among their oppressed people, the Firebrands use propaganda to bring shocking truths to light, drive wedges between enemy factions, and encourage uprisings against tyrannical regimes. Many groups of Firebrands specialize in the creation and dissemination of propaganda, though they are just as likely to utilize local resources to do the disseminating for them. When used at the correct time and place, propagandists can adjust the temperature of the political climate to tear down tyrants and shift the narrative in a way that evokes specific sentiments, like hope or anger, and thus inspires rebellious action. Spreading propaganda occurs over the course of days because it typically requires time for its widespread dissemination through physical flyers and word of mouth. Once you select a specific subject for your propaganda, it typically takes 1d4+2 days for a propagandist to compose and then disseminate their work. Twice as long is required if the propaganda is contradictory to existing rumors or to the opinions of those viewing or reading it, but only half as long is necessary if the propaganda supports existing rumors and public opinion. Propaganda typically influences an entire settlement or area, though the GM can determine that it only influences specific areas like a city district in a larger city or even a single neighborhood. In these cases, you should be able to pay for more propaganda services to influence additional areas. The level of the propagandist determines how effective they and their team are at influencing the mindset of the people. The GM rolls a secret check using the bonus of the propagandist against the DC required to Gather Information on the given subject of the propaganda. On a success, the propaganda takes hold, becoming the talk of the people for 1 week, or 1 month on a critical success. On a failure, the propaganda is unsuccessful but is otherwise ignored. On a critical failure, the propaganda backfires, and further attempts at propaganda related to that subject fail for 1 week. In addition, the people in the region are aware that someone was trying to spread rumors about the subject. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 1) Source Firebrands pg. 94 Price 15 gp --- +6; trained <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 2) Source Firebrands pg. 94 Price 25 gp --- +7 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 3) Source Firebrands pg. 94 Price 40 gp --- +9; Expert <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 4) Source Firebrands pg. 94 Price 60 gp --- +10 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 5) Source Firebrands pg. 94 Price 100 gp --- +12 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 6) Source Firebrands pg. 94 Price 150 gp --- +13 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 7) Source Firebrands pg. 94 Price 300 gp --- +15; Master","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2471-2278"},{"skill_mod":{},"summary":"+15; Master","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2471","item_parent_id":"equipment-2471","weakness":{},"price":30000,"name":"Propaganda (Level 7)","id":"equipment-2471-2279","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Propaganda Source Firebrands pg. 94 --- Propaganda is strongly biased information presented in a way that may mislead those who are exposed to it. Most commonly, propaganda is used to drive a specific political agenda. While this is oftentimes a tool utilized by regimes to maintain a specific image among their oppressed people, the Firebrands use propaganda to bring shocking truths to light, drive wedges between enemy factions, and encourage uprisings against tyrannical regimes. Many groups of Firebrands specialize in the creation and dissemination of propaganda, though they are just as likely to utilize local resources to do the disseminating for them. When used at the correct time and place, propagandists can adjust the temperature of the political climate to tear down tyrants and shift the narrative in a way that evokes specific sentiments, like hope or anger, and thus inspires rebellious action. Spreading propaganda occurs over the course of days because it typically requires time for its widespread dissemination through physical flyers and word of mouth. Once you select a specific subject for your propaganda, it typically takes 1d4+2 days for a propagandist to compose and then disseminate their work. Twice as long is required if the propaganda is contradictory to existing rumors or to the opinions of those viewing or reading it, but only half as long is necessary if the propaganda supports existing rumors and public opinion. Propaganda typically influences an entire settlement or area, though the GM can determine that it only influences specific areas like a city district in a larger city or even a single neighborhood. In these cases, you should be able to pay for more propaganda services to influence additional areas. The level of the propagandist determines how effective they and their team are at influencing the mindset of the people. The GM rolls a secret check using the bonus of the propagandist against the DC required to Gather Information on the given subject of the propaganda. On a success, the propaganda takes hold, becoming the talk of the people for 1 week, or 1 month on a critical success. On a failure, the propaganda is unsuccessful but is otherwise ignored. On a critical failure, the propaganda backfires, and further attempts at propaganda related to that subject fail for 1 week. In addition, the people in the region are aware that someone was trying to spread rumors about the subject. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 1) Source Firebrands pg. 94 Price 15 gp --- +6; trained <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 2) Source Firebrands pg. 94 Price 25 gp --- +7 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 3) Source Firebrands pg. 94 Price 40 gp --- +9; Expert <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 4) Source Firebrands pg. 94 Price 60 gp --- +10 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 5) Source Firebrands pg. 94 Price 100 gp --- +12 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 6) Source Firebrands pg. 94 Price 150 gp --- +13 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Propaganda (Level 7) Source Firebrands pg. 94 Price 300 gp --- +15; Master","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2471-2279"},{"skill_mod":{},"summary":"Safe houses are locations that are difficult to find and provide sanctuary for groups or individuals in need of a suitable hiding place to lie low. …","item_child_id":["equipment-2472-2280","equipment-2472-2281","equipment-2472-2282"],"primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2472","weakness":{},"name":"Safe House","id":"equipment-2472","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Safe House Source Firebrands pg. 94 --- Safe houses are locations that are difficult to find and provide sanctuary for groups or individuals in need of a suitable hiding place to lie low. These locations may be utilized by spies seeking refuge from enemies, accused criminals running from unjust or corrupt law enforcement, or any number of others sheltering from a hostile, unsafe, or oppressive situation. Many Firebrands make use of a safe house or set one up themselves in the course of their journeys to keep their presence hidden from spies or to find refuge while fleeing from dangerous locations. The costs associated with each level is the amount of money required to commission and establish a safe house of that level. This includes renting, purchasing, or constructing the location, bribing any informants for their discretion, and securing routes to and from the safe house in case of emergency. The cost of access to a safe house increases with the level of security it provides. Any creature attempting to locate a safe house must spend at least 2 hours to attempt to Gather Information on the location, the DC of which is determined by the safe house's level. The DC of the check required to locate a given safe house is reduced by 1 for each day that the safe house remains in use. For this reason, a particular location is typically used for a maximum of three days, so longer stays in an area require movement between multiple locations. Once the location of a safe house has been compromised, it can't be used as a safe house again until significant time has passed or significant changes have occurred to the location, as determined by the GM. The GM determines the location and availability of a safe house along with its level. Costs for a safe house may be inflated for secure locations deep within enemy territory. Safe houses with higher security provide increased bonuses against hostile attempts to Gather Information to locate their targets. Level 1 safe houses are the least secure, but they're more widely available and more affordable as they're typically short-term rental houses or nooks in abandoned warehouses. Level 2 safe houses might be a hidden hut erected in a remote location or a secret room aboard a ship. Level 3 safe houses, being protected by a magical veil, a protocol of timed access, or a ferocious guardian beast, are challenging to locate for all but the most skilled seekers. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Safe House (Level 1) Source Firebrands pg. 94 Price 10 gp (per day) --- DC 20 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Safe House (Level 2) Source Firebrands pg. 94 Price 100 gp (per day) --- DC 26 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Safe House (Level 3) Source Firebrands pg. 94 Price 1,000 gp (per day) --- DC 32","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2472"},{"skill_mod":{},"summary":"DC 20","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2472","item_parent_id":"equipment-2472","weakness":{},"price":1000,"name":"Safe House (Level 1)","id":"equipment-2472-2280","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Safe House Source Firebrands pg. 94 --- Safe houses are locations that are difficult to find and provide sanctuary for groups or individuals in need of a suitable hiding place to lie low. These locations may be utilized by spies seeking refuge from enemies, accused criminals running from unjust or corrupt law enforcement, or any number of others sheltering from a hostile, unsafe, or oppressive situation. Many Firebrands make use of a safe house or set one up themselves in the course of their journeys to keep their presence hidden from spies or to find refuge while fleeing from dangerous locations. The costs associated with each level is the amount of money required to commission and establish a safe house of that level. This includes renting, purchasing, or constructing the location, bribing any informants for their discretion, and securing routes to and from the safe house in case of emergency. The cost of access to a safe house increases with the level of security it provides. Any creature attempting to locate a safe house must spend at least 2 hours to attempt to Gather Information on the location, the DC of which is determined by the safe house's level. The DC of the check required to locate a given safe house is reduced by 1 for each day that the safe house remains in use. For this reason, a particular location is typically used for a maximum of three days, so longer stays in an area require movement between multiple locations. Once the location of a safe house has been compromised, it can't be used as a safe house again until significant time has passed or significant changes have occurred to the location, as determined by the GM. The GM determines the location and availability of a safe house along with its level. Costs for a safe house may be inflated for secure locations deep within enemy territory. Safe houses with higher security provide increased bonuses against hostile attempts to Gather Information to locate their targets. Level 1 safe houses are the least secure, but they're more widely available and more affordable as they're typically short-term rental houses or nooks in abandoned warehouses. Level 2 safe houses might be a hidden hut erected in a remote location or a secret room aboard a ship. Level 3 safe houses, being protected by a magical veil, a protocol of timed access, or a ferocious guardian beast, are challenging to locate for all but the most skilled seekers. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Safe House (Level 1) Source Firebrands pg. 94 Price 10 gp (per day) --- DC 20 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Safe House (Level 2) Source Firebrands pg. 94 Price 100 gp (per day) --- DC 26 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Safe House (Level 3) Source Firebrands pg. 94 Price 1,000 gp (per day) --- DC 32","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2472-2280"},{"skill_mod":{},"summary":"DC 26","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2472","item_parent_id":"equipment-2472","weakness":{},"price":10000,"name":"Safe House (Level 2)","id":"equipment-2472-2281","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Safe House Source Firebrands pg. 94 --- Safe houses are locations that are difficult to find and provide sanctuary for groups or individuals in need of a suitable hiding place to lie low. These locations may be utilized by spies seeking refuge from enemies, accused criminals running from unjust or corrupt law enforcement, or any number of others sheltering from a hostile, unsafe, or oppressive situation. Many Firebrands make use of a safe house or set one up themselves in the course of their journeys to keep their presence hidden from spies or to find refuge while fleeing from dangerous locations. The costs associated with each level is the amount of money required to commission and establish a safe house of that level. This includes renting, purchasing, or constructing the location, bribing any informants for their discretion, and securing routes to and from the safe house in case of emergency. The cost of access to a safe house increases with the level of security it provides. Any creature attempting to locate a safe house must spend at least 2 hours to attempt to Gather Information on the location, the DC of which is determined by the safe house's level. The DC of the check required to locate a given safe house is reduced by 1 for each day that the safe house remains in use. For this reason, a particular location is typically used for a maximum of three days, so longer stays in an area require movement between multiple locations. Once the location of a safe house has been compromised, it can't be used as a safe house again until significant time has passed or significant changes have occurred to the location, as determined by the GM. The GM determines the location and availability of a safe house along with its level. Costs for a safe house may be inflated for secure locations deep within enemy territory. Safe houses with higher security provide increased bonuses against hostile attempts to Gather Information to locate their targets. Level 1 safe houses are the least secure, but they're more widely available and more affordable as they're typically short-term rental houses or nooks in abandoned warehouses. Level 2 safe houses might be a hidden hut erected in a remote location or a secret room aboard a ship. Level 3 safe houses, being protected by a magical veil, a protocol of timed access, or a ferocious guardian beast, are challenging to locate for all but the most skilled seekers. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Safe House (Level 1) Source Firebrands pg. 94 Price 10 gp (per day) --- DC 20 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Safe House (Level 2) Source Firebrands pg. 94 Price 100 gp (per day) --- DC 26 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Safe House (Level 3) Source Firebrands pg. 94 Price 1,000 gp (per day) --- DC 32","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2472-2281"},{"skill_mod":{},"summary":"DC 32","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2472","item_parent_id":"equipment-2472","weakness":{},"price":100000,"name":"Safe House (Level 3)","id":"equipment-2472-2282","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Safe House Source Firebrands pg. 94 --- Safe houses are locations that are difficult to find and provide sanctuary for groups or individuals in need of a suitable hiding place to lie low. These locations may be utilized by spies seeking refuge from enemies, accused criminals running from unjust or corrupt law enforcement, or any number of others sheltering from a hostile, unsafe, or oppressive situation. Many Firebrands make use of a safe house or set one up themselves in the course of their journeys to keep their presence hidden from spies or to find refuge while fleeing from dangerous locations. The costs associated with each level is the amount of money required to commission and establish a safe house of that level. This includes renting, purchasing, or constructing the location, bribing any informants for their discretion, and securing routes to and from the safe house in case of emergency. The cost of access to a safe house increases with the level of security it provides. Any creature attempting to locate a safe house must spend at least 2 hours to attempt to Gather Information on the location, the DC of which is determined by the safe house's level. The DC of the check required to locate a given safe house is reduced by 1 for each day that the safe house remains in use. For this reason, a particular location is typically used for a maximum of three days, so longer stays in an area require movement between multiple locations. Once the location of a safe house has been compromised, it can't be used as a safe house again until significant time has passed or significant changes have occurred to the location, as determined by the GM. The GM determines the location and availability of a safe house along with its level. Costs for a safe house may be inflated for secure locations deep within enemy territory. Safe houses with higher security provide increased bonuses against hostile attempts to Gather Information to locate their targets. Level 1 safe houses are the least secure, but they're more widely available and more affordable as they're typically short-term rental houses or nooks in abandoned warehouses. Level 2 safe houses might be a hidden hut erected in a remote location or a secret room aboard a ship. Level 3 safe houses, being protected by a magical veil, a protocol of timed access, or a ferocious guardian beast, are challenging to locate for all but the most skilled seekers. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Safe House (Level 1) Source Firebrands pg. 94 Price 10 gp (per day) --- DC 20 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Safe House (Level 2) Source Firebrands pg. 94 Price 100 gp (per day) --- DC 26 <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Safe House (Level 3) Source Firebrands pg. 94 Price 1,000 gp (per day) --- DC 32","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2472-2282"},{"skill_mod":{},"summary":"Smuggling involves the discrete transport of people or goods. Examples include moving weapons through a neutral nation to supply a hidden army, …","item_child_id":["equipment-2473-2283","equipment-2473-2284","equipment-2473-2285","equipment-2473-2286","equipment-2473-2287"],"primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2473","weakness":{},"name":"Smuggling","id":"equipment-2473","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Smuggling Source Firebrands pg. 95 --- Smuggling involves the discrete transport of people or goods. Examples include moving weapons through a neutral nation to supply a hidden army, transporting endangered creatures out of hostile territory for protection, and dispersing stolen resources to the needy. While smugglers are often associated with illicit substances and illegal activities, Firebrands use smuggling as a way to move people and resources undetected across great distances; they do this by using their own networks or by hiring local experts. Many of the Firebrands' operations involve spectacles as misdirection, and it's not uncommon for them to cause a stir to allow goods to be smuggled more easily elsewhere. In particular, they work with the Bellflower Network to aid in the relocation of displaced peoples across borders. Smugglers transport goods by either taking unconventional routes, offering bribes to guards and inspectors, hiding smuggled goods or people, or disguising or declaring the goods as something different. Borders and conflict zones are areas where smuggling thrives, although smaller or more specialized rings can be found all across the Inner Sea region. Smuggling rings typically operate along particular routes or between specific locations, and the availability of smuggling services and the capacity of those services is up to GM discretion. The cost of smuggling services depends on distance, as determined by the level of service, and includes transportation fees and a fund for the bribes required to have inspectors look the other way. Level 1 services accept items up to 25 Bulk or a single creature, level 2 services accept items up to 100 Bulk or 3 creatures, level 3 services accept items up to 200 Bulk or 6 creatures, level 4 services accept items up to 300 Bulk or 10 creatures, and level 5 services accept items up to 500 Bulk or up to 20 creatures. More dangerous or difficult subjects of transport, such as explosives or high-level creatures, generally double the cost of the service. Smuggling services are generally presumed to succeed. In some cases, the GM might rule that the smuggling could fail, leading to the discovery and possible capture of the goods or people, but GMs are encouraged to warn the players in such cases and offer alternatives, such as paying a higher cost for a more secure smuggling attempt or smuggling the goods themselves. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 1) Source Firebrands pg. 95 Price 10 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 2) Source Firebrands pg. 95 Price 20 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 3) Source Firebrands pg. 95 Price 50 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 4) Source Firebrands pg. 95 Price 90 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 5) Source Firebrands pg. 95 Price 150 gp Ammunition per 50 miles\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2473"},{"skill_mod":{},"summary":"Smuggling involves the discrete transport of people or goods. Examples include moving weapons through a neutral nation to supply a hidden army, …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2473","item_parent_id":"equipment-2473","weakness":{},"price":1000,"name":"Smuggling (Level 1)","id":"equipment-2473-2283","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Smuggling Source Firebrands pg. 95 --- Smuggling involves the discrete transport of people or goods. Examples include moving weapons through a neutral nation to supply a hidden army, transporting endangered creatures out of hostile territory for protection, and dispersing stolen resources to the needy. While smugglers are often associated with illicit substances and illegal activities, Firebrands use smuggling as a way to move people and resources undetected across great distances; they do this by using their own networks or by hiring local experts. Many of the Firebrands' operations involve spectacles as misdirection, and it's not uncommon for them to cause a stir to allow goods to be smuggled more easily elsewhere. In particular, they work with the Bellflower Network to aid in the relocation of displaced peoples across borders. Smugglers transport goods by either taking unconventional routes, offering bribes to guards and inspectors, hiding smuggled goods or people, or disguising or declaring the goods as something different. Borders and conflict zones are areas where smuggling thrives, although smaller or more specialized rings can be found all across the Inner Sea region. Smuggling rings typically operate along particular routes or between specific locations, and the availability of smuggling services and the capacity of those services is up to GM discretion. The cost of smuggling services depends on distance, as determined by the level of service, and includes transportation fees and a fund for the bribes required to have inspectors look the other way. Level 1 services accept items up to 25 Bulk or a single creature, level 2 services accept items up to 100 Bulk or 3 creatures, level 3 services accept items up to 200 Bulk or 6 creatures, level 4 services accept items up to 300 Bulk or 10 creatures, and level 5 services accept items up to 500 Bulk or up to 20 creatures. More dangerous or difficult subjects of transport, such as explosives or high-level creatures, generally double the cost of the service. Smuggling services are generally presumed to succeed. In some cases, the GM might rule that the smuggling could fail, leading to the discovery and possible capture of the goods or people, but GMs are encouraged to warn the players in such cases and offer alternatives, such as paying a higher cost for a more secure smuggling attempt or smuggling the goods themselves. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 1) Source Firebrands pg. 95 Price 10 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 2) Source Firebrands pg. 95 Price 20 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 3) Source Firebrands pg. 95 Price 50 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 4) Source Firebrands pg. 95 Price 90 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 5) Source Firebrands pg. 95 Price 150 gp Ammunition per 50 miles\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2473-2283"},{"skill_mod":{},"summary":"Smuggling involves the discrete transport of people or goods. Examples include moving weapons through a neutral nation to supply a hidden army, …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2473","item_parent_id":"equipment-2473","weakness":{},"price":2000,"name":"Smuggling (Level 2)","id":"equipment-2473-2284","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Smuggling Source Firebrands pg. 95 --- Smuggling involves the discrete transport of people or goods. Examples include moving weapons through a neutral nation to supply a hidden army, transporting endangered creatures out of hostile territory for protection, and dispersing stolen resources to the needy. While smugglers are often associated with illicit substances and illegal activities, Firebrands use smuggling as a way to move people and resources undetected across great distances; they do this by using their own networks or by hiring local experts. Many of the Firebrands' operations involve spectacles as misdirection, and it's not uncommon for them to cause a stir to allow goods to be smuggled more easily elsewhere. In particular, they work with the Bellflower Network to aid in the relocation of displaced peoples across borders. Smugglers transport goods by either taking unconventional routes, offering bribes to guards and inspectors, hiding smuggled goods or people, or disguising or declaring the goods as something different. Borders and conflict zones are areas where smuggling thrives, although smaller or more specialized rings can be found all across the Inner Sea region. Smuggling rings typically operate along particular routes or between specific locations, and the availability of smuggling services and the capacity of those services is up to GM discretion. The cost of smuggling services depends on distance, as determined by the level of service, and includes transportation fees and a fund for the bribes required to have inspectors look the other way. Level 1 services accept items up to 25 Bulk or a single creature, level 2 services accept items up to 100 Bulk or 3 creatures, level 3 services accept items up to 200 Bulk or 6 creatures, level 4 services accept items up to 300 Bulk or 10 creatures, and level 5 services accept items up to 500 Bulk or up to 20 creatures. More dangerous or difficult subjects of transport, such as explosives or high-level creatures, generally double the cost of the service. Smuggling services are generally presumed to succeed. In some cases, the GM might rule that the smuggling could fail, leading to the discovery and possible capture of the goods or people, but GMs are encouraged to warn the players in such cases and offer alternatives, such as paying a higher cost for a more secure smuggling attempt or smuggling the goods themselves. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 1) Source Firebrands pg. 95 Price 10 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 2) Source Firebrands pg. 95 Price 20 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 3) Source Firebrands pg. 95 Price 50 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 4) Source Firebrands pg. 95 Price 90 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 5) Source Firebrands pg. 95 Price 150 gp Ammunition per 50 miles\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2473-2284"},{"skill_mod":{},"summary":"Smuggling involves the discrete transport of people or goods. Examples include moving weapons through a neutral nation to supply a hidden army, …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2473","item_parent_id":"equipment-2473","weakness":{},"price":5000,"name":"Smuggling (Level 3)","id":"equipment-2473-2285","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Smuggling Source Firebrands pg. 95 --- Smuggling involves the discrete transport of people or goods. Examples include moving weapons through a neutral nation to supply a hidden army, transporting endangered creatures out of hostile territory for protection, and dispersing stolen resources to the needy. While smugglers are often associated with illicit substances and illegal activities, Firebrands use smuggling as a way to move people and resources undetected across great distances; they do this by using their own networks or by hiring local experts. Many of the Firebrands' operations involve spectacles as misdirection, and it's not uncommon for them to cause a stir to allow goods to be smuggled more easily elsewhere. In particular, they work with the Bellflower Network to aid in the relocation of displaced peoples across borders. Smugglers transport goods by either taking unconventional routes, offering bribes to guards and inspectors, hiding smuggled goods or people, or disguising or declaring the goods as something different. Borders and conflict zones are areas where smuggling thrives, although smaller or more specialized rings can be found all across the Inner Sea region. Smuggling rings typically operate along particular routes or between specific locations, and the availability of smuggling services and the capacity of those services is up to GM discretion. The cost of smuggling services depends on distance, as determined by the level of service, and includes transportation fees and a fund for the bribes required to have inspectors look the other way. Level 1 services accept items up to 25 Bulk or a single creature, level 2 services accept items up to 100 Bulk or 3 creatures, level 3 services accept items up to 200 Bulk or 6 creatures, level 4 services accept items up to 300 Bulk or 10 creatures, and level 5 services accept items up to 500 Bulk or up to 20 creatures. More dangerous or difficult subjects of transport, such as explosives or high-level creatures, generally double the cost of the service. Smuggling services are generally presumed to succeed. In some cases, the GM might rule that the smuggling could fail, leading to the discovery and possible capture of the goods or people, but GMs are encouraged to warn the players in such cases and offer alternatives, such as paying a higher cost for a more secure smuggling attempt or smuggling the goods themselves. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 1) Source Firebrands pg. 95 Price 10 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 2) Source Firebrands pg. 95 Price 20 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 3) Source Firebrands pg. 95 Price 50 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 4) Source Firebrands pg. 95 Price 90 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 5) Source Firebrands pg. 95 Price 150 gp Ammunition per 50 miles\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2473-2285"},{"skill_mod":{},"summary":"Smuggling involves the discrete transport of people or goods. Examples include moving weapons through a neutral nation to supply a hidden army, …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2473","item_parent_id":"equipment-2473","weakness":{},"price":9000,"name":"Smuggling (Level 4)","id":"equipment-2473-2286","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Smuggling Source Firebrands pg. 95 --- Smuggling involves the discrete transport of people or goods. Examples include moving weapons through a neutral nation to supply a hidden army, transporting endangered creatures out of hostile territory for protection, and dispersing stolen resources to the needy. While smugglers are often associated with illicit substances and illegal activities, Firebrands use smuggling as a way to move people and resources undetected across great distances; they do this by using their own networks or by hiring local experts. Many of the Firebrands' operations involve spectacles as misdirection, and it's not uncommon for them to cause a stir to allow goods to be smuggled more easily elsewhere. In particular, they work with the Bellflower Network to aid in the relocation of displaced peoples across borders. Smugglers transport goods by either taking unconventional routes, offering bribes to guards and inspectors, hiding smuggled goods or people, or disguising or declaring the goods as something different. Borders and conflict zones are areas where smuggling thrives, although smaller or more specialized rings can be found all across the Inner Sea region. Smuggling rings typically operate along particular routes or between specific locations, and the availability of smuggling services and the capacity of those services is up to GM discretion. The cost of smuggling services depends on distance, as determined by the level of service, and includes transportation fees and a fund for the bribes required to have inspectors look the other way. Level 1 services accept items up to 25 Bulk or a single creature, level 2 services accept items up to 100 Bulk or 3 creatures, level 3 services accept items up to 200 Bulk or 6 creatures, level 4 services accept items up to 300 Bulk or 10 creatures, and level 5 services accept items up to 500 Bulk or up to 20 creatures. More dangerous or difficult subjects of transport, such as explosives or high-level creatures, generally double the cost of the service. Smuggling services are generally presumed to succeed. In some cases, the GM might rule that the smuggling could fail, leading to the discovery and possible capture of the goods or people, but GMs are encouraged to warn the players in such cases and offer alternatives, such as paying a higher cost for a more secure smuggling attempt or smuggling the goods themselves. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 1) Source Firebrands pg. 95 Price 10 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 2) Source Firebrands pg. 95 Price 20 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 3) Source Firebrands pg. 95 Price 50 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 4) Source Firebrands pg. 95 Price 90 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 5) Source Firebrands pg. 95 Price 150 gp Ammunition per 50 miles\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2473-2286"},{"skill_mod":{},"summary":"Smuggling involves the discrete transport of people or goods. Examples include moving weapons through a neutral nation to supply a hidden army, …","primary_source":"Firebrands","primary_source_category":"Lost Omens","level":0,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2473","item_parent_id":"equipment-2473","weakness":{},"price":15000,"name":"Smuggling (Level 5)","id":"equipment-2473-2287","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Limited\" > Smuggling Source Firebrands pg. 95 --- Smuggling involves the discrete transport of people or goods. Examples include moving weapons through a neutral nation to supply a hidden army, transporting endangered creatures out of hostile territory for protection, and dispersing stolen resources to the needy. While smugglers are often associated with illicit substances and illegal activities, Firebrands use smuggling as a way to move people and resources undetected across great distances; they do this by using their own networks or by hiring local experts. Many of the Firebrands' operations involve spectacles as misdirection, and it's not uncommon for them to cause a stir to allow goods to be smuggled more easily elsewhere. In particular, they work with the Bellflower Network to aid in the relocation of displaced peoples across borders. Smugglers transport goods by either taking unconventional routes, offering bribes to guards and inspectors, hiding smuggled goods or people, or disguising or declaring the goods as something different. Borders and conflict zones are areas where smuggling thrives, although smaller or more specialized rings can be found all across the Inner Sea region. Smuggling rings typically operate along particular routes or between specific locations, and the availability of smuggling services and the capacity of those services is up to GM discretion. The cost of smuggling services depends on distance, as determined by the level of service, and includes transportation fees and a fund for the bribes required to have inspectors look the other way. Level 1 services accept items up to 25 Bulk or a single creature, level 2 services accept items up to 100 Bulk or 3 creatures, level 3 services accept items up to 200 Bulk or 6 creatures, level 4 services accept items up to 300 Bulk or 10 creatures, and level 5 services accept items up to 500 Bulk or up to 20 creatures. More dangerous or difficult subjects of transport, such as explosives or high-level creatures, generally double the cost of the service. Smuggling services are generally presumed to succeed. In some cases, the GM might rule that the smuggling could fail, leading to the discovery and possible capture of the goods or people, but GMs are encouraged to warn the players in such cases and offer alternatives, such as paying a higher cost for a more secure smuggling attempt or smuggling the goods themselves. <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 1) Source Firebrands pg. 95 Price 10 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 2) Source Firebrands pg. 95 Price 20 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 3) Source Firebrands pg. 95 Price 50 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 4) Source Firebrands pg. 95 Price 90 gp Ammunition per 50 miles <title level=\"2\" right=\"Item 0\" pfs=\"Limited\" > Smuggling (Level 5) Source Firebrands pg. 95 Price 150 gp Ammunition per 50 miles\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-2473-2287"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Firebrands"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":14400,"weakness":{},"saving_throw":"DC 12 Fortitude","price":150,"trait":["Alchemical","Consumable","Drug","Ingested","Poison"],"id":"equipment-2474","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Restricted\" > Pesh Paste Source Firebrands pg. 119 Price 1 gp, 5 sp Usage held in 1 hand Bulk L Activate Single Action Interact --- The maximum addiction stage of pesh paste never progresses beyond stage 1. Taking pesh paste suppresses the effects of addiction to all other forms of pesh. You gain a +2 item bonus to your next weekly save against addiction to pesh. Saving Throw DC 12 Fortitude; Onset 30 minutes; Maximum Duration 4 hours; Stage 1 clumsy 1 and a +1 item bonus to Diplomacy checks (1 hour); Stage 2 frightened 1 and 1 temporary hit point per level (first time you reach this stage only) (1 hour); Stage 3 dazzled and frightened 2 (30 minutes)\n","skill_mod":{},"summary":"The maximum addiction stage of pesh paste never progresses beyond stage 1. Taking pesh paste suppresses the effects of addiction to all other forms …","primary_source":"Firebrands","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Drugs","onset":1800,"resistance":{},"url":"/Equipment.aspx?ID=2474","stage":[" clumsy 1 and a +1 item bonus to Diplomacy checks (1 hour)"," frightened 1 and 1 temporary hit point per level (first time you reach this stage only) (1 hour)"," dazzled and frightened 2 (30 minutes)"],"name":"Pesh Paste","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"equipment-2474"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #190: The Choosing"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"abjuration","trait":["Abjuration","Artifact","Harrow Court","Invested","Magical","Unique"],"id":"equipment-2475","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Big Sky May contain spoilers from Stolen Fate Source Pathfinder #190: The Choosing pg. 75 Usage carried --- The Big Sky represents widespread change or liberation. As long as you have The Big Sky invested, you gain a +2 item bonus to Perception checks made while you are flying outside during the day and to any check made to Escape. The bonus increases to +3 if you are at least 17th level. Activate Two Actions envision; Frequency once per day; Effect For 10 minutes, you and up to four creatures you touch ignore difficult terrain and effects that would give a circumstance penalty to Speed. If you are at least 17th level, the targets also ignore greater difficult terrain.\n","skill_mod":{},"summary":" The Big Sky represents widespread change or liberation. As long as you have The Big Sky invested, you gain a +2 item bonus to Perception checks …","primary_source":"Pathfinder #190: The Choosing","trait_group":["School","Equipment","AP-Specific","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2475","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Big Sky","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2475"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #190: The Choosing","Stolen Fate Player's Guide"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"abjuration","trait":["Abjuration","Artifact","Harrow Court","Invested","Magical","Unique"],"id":"equipment-2476","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Brass Dwarf May contain spoilers from Stolen Fate Source Pathfinder #190: The Choosing pg. 76, Stolen Fate Player's Guide pg. 4 Usage carried --- The Brass Dwarf represents invulnerability. When you invest The Brass Dwarf , you gain resistance to fire equal to your level. Activate Single Action envision; Frequency once per hour; Effect Choose acid, cold, electricity, fire, mental, poison, or sonic. You can't choose the damage type for which The Brass Dwarf currently gives you resistance. You gain resistance to the damage you chose equal to your level, and you lose the prior resistance that The Brass Dwarf gave you. For 1 minute, you gain weakness equal to half your level to the damage type of the prior resistance.\n","skill_mod":{},"summary":"The Brass Dwarf represents invulnerability. When you invest The Brass Dwarf , you gain resistance to fire equal to your level. ","primary_source":"Pathfinder #190: The Choosing","trait_group":["School","Equipment","AP-Specific","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2476","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Brass Dwarf","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2476"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #190: The Choosing"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"divination","trait":["Artifact","Divination","Harrow Court","Invested","Magical","Unique"],"id":"equipment-2477","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Carnival May contain spoilers from Stolen Fate Source Pathfinder #190: The Choosing pg. 76 Usage carried --- The Carnival represents false dreams. When you have The Carnival invested, your flat check DCs to obtain reliable information from divination effects (such as augury or read fate , or the activation of this card) are reduced by 2 (but not to less than 2). Casting a divination effect with a flat check, whether or not the flat check succeeds, gives a series of subtly different visions that don't confuse the meaning but make you stupefied 1 for 1 round. If you're at least 17th level, the flat check is instead reduced by 3. Activate Two Actions envision (divination, prediction) Frequency once per day; Effect You peer into the future and witness yourself walking through a colorful but vaguely sinister carnival, meeting a variety of strange people. One of these people looks more genuine than the others and resembles someone you're likely to meet for the first time in the next 24 hours (if anyone). This resemblance might be metaphorical, such a clown signifying someone who is silly or a stilt-walker representing someone who is tall. You also get a sense for whether this person can be trusted, should be distrusted, or neither, based on how they're most likely to interact with you and your allies. The GM decides who this new person might be, then rolls a secret DC 6 flat check. On a failure, the result is always “neither,” making it hard to determine whether a “neither” result is accurate.\n","skill_mod":{},"summary":" The Carnival represents false dreams. When you have The Carnival invested, your flat check DCs to obtain reliable information from divination …","primary_source":"Pathfinder #190: The Choosing","trait_group":["Equipment","School","AP-Specific","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2477","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Carnival","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2477"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #190: The Choosing","Stolen Fate Player's Guide"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"divination","skill":["Lore","Society"],"trait":["Artifact","Divination","Harrow Court","Invested","Magical","Unique"],"id":"equipment-2478","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Empty Throne May contain spoilers from Stolen Fate Source Pathfinder #190: The Choosing pg. 77, Stolen Fate Player's Guide pg. 5 Usage carried --- The Empty Throne represents great loss and wisdom from those who are now gone. As long as you have The Empty Throne invested, it grants you a +2 item bonus to Society and Lore checks made to Recall Knowledge regarding individuals who are no longer alive (such as checks to learn about Taldor's historical founder, but not to learn about its current empress). This increases to a +3 item bonus if you are at least 17th level. Activate Single Action envision; Frequency once per day; Effect You overwhelm a target you can see within 60 feet with feelings of helplessness and loss. The creature must attempt a Will DC equal to your class DC. Critical Success The target is unaffected. Success The target can't benefit from circumstance or status bonuses for 1 round. Failure The target can't benefit from circumstance or status bonuses for 1 day, and the target's allies are unable to benefit from circumstance or status bonuses while within 15 feet of the target. Critical Failure As failure, except the duration is 1 week.\n","skill_mod":{},"summary":" The Empty Throne represents great loss and wisdom from those who are now gone. As long as you have The Empty Throne invested, it grants you a +2 …","primary_source":"Pathfinder #190: The Choosing","trait_group":["Equipment","School","AP-Specific","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2478","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Empty Throne","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2478"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #190: The Choosing"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"illusion","trait":["Artifact","Harrow Court","Illusion","Invested","Magical","Unique"],"id":"equipment-2479","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Fiend May contain spoilers from Stolen Fate Source Pathfinder #190: The Choosing pg. 77 Usage carried --- The Fiend represents the inevitability of great calamities and pervasive dangers. As long as you have The Fiend invested, when you repeat a non-Strike action you previously took in the same round, you gain a +2 item bonus to checks to perform that action. This increases to a +3 item bonus if you are at least 17th level. Activate Two Actions envision, Interact; Frequency once per day; Effect You wave the card to create a vision of destruction around you; you cast phantasmal calamity , except the area is a 20-foot emanation. The level of the spell is one-half your level, rounded down (minimum 6th level), and the save DC is your class DC. You are immune to the effects of your own phantasmal calamity .\n","skill_mod":{},"summary":" The Fiend represents the inevitability of great calamities and pervasive dangers. As long as you have The Fiend invested, when you repeat a …","primary_source":"Pathfinder #190: The Choosing","trait_group":["Equipment","AP-Specific","School","Monster","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2479","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Fiend","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2479"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #190: The Choosing"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"evocation","trait":["Artifact","Evocation","Harrow Court","Invested","Magical","Unique"],"id":"equipment-2480","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Juggler May contain spoilers from Stolen Fate Source Pathfinder #190: The Choosing pg. 78 Usage carried --- The Juggler represents coordination and destiny. As long as you have The Juggler invested and you aren't carrying an item in two hands, you have a free hand (as you keep tossing the items in your hands back and forth, keeping one in the air at all times). You can use all items in your hands normally, so long as they can be used or wielded in one hand. If you can't act while you're carrying more items than your actual number of hands, you release all items you're holding or wielding. If you are at least 17th level, you instead have two free hands, as you can juggle an additional item. Activate Reaction Interact; Trigger an item of 1 Bulk or less falls within your reach, or an attacker fails an attack roll to hit you or a creature within your reach with a thrown weapon of 1 Bulk or less; Effect You grab the triggering item. If all of your hands are full (including any extra free hands from The Juggler ), you must immediately release an item, which can include the triggering item.\n","skill_mod":{},"summary":" The Juggler represents coordination and destiny. As long as you have The Juggler invested and you aren't carrying an item in two hands, you have …","primary_source":"Pathfinder #190: The Choosing","trait_group":["Equipment","School","AP-Specific","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2480","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Juggler","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2480"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #190: The Choosing"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"abjuration","skill":["Deception"],"trait":["Abjuration","Artifact","Harrow Court","Invested","Magical","Unique"],"id":"equipment-2481","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Liar May contain spoilers from Stolen Fate Source Pathfinder #190: The Choosing pg. 78 Usage carried --- The Liar represents obsession or treacherous love. As long as you have The Liar invested, it grants you a +2 item bonus to Deception checks to Lie. This increases to a +3 item bonus if you're at least 17th level. If the implausibility of your lies prompts a circumstance penalty to your Deception checks or an increase to your Deception DC, reduce that penalty or increase by half. Activate Two Actions envision, Interact; Frequency once per day; Effect You touch a weapon and instill faithlessness within it. The weapon gains the backbiting curse. The curse lasts until you use this activation again. If you're at least 17th level, you can instead use this activation on a weapon within 30 feet. If the weapon is carried by a creature, it can resist the effect with a successful Will save against your class DC.\n","skill_mod":{},"summary":" The Liar represents obsession or treacherous love. As long as you have The Liar invested, it grants you a +2 item bonus to Deception checks to …","primary_source":"Pathfinder #190: The Choosing","trait_group":["School","Equipment","AP-Specific","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2481","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Liar","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2481"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #190: The Choosing"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"abjuration","skill":["Thievery","Athletics"],"trait":["Abjuration","Artifact","Harrow Court","Invested","Magical","Unique"],"id":"equipment-2482","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Locksmith May contain spoilers from Stolen Fate Source Pathfinder #190: The Choosing pg. 78 Usage carried --- The Locksmith represents opening locks, including metaphorical locks such as unlocking fate. As long as you have The Locksmith invested, it grants you a +2 item bonus to Thievery checks to Pick a Lock. This increases to a +3 item bonus if you are at least 17th level. Activate Reaction envision, Interact; Frequency once per day; Trigger You would be afflicted by a curse or a disease; Effect You mimic the turning of a key in a lock and free yourself from your unpleasant fate. You attempt to counteract the triggering affliction, using half your level (rounded up) as the counteract level and a counteract check modifier equal to your class DC – 10.\n","skill_mod":{},"summary":" The Locksmith represents opening locks, including metaphorical locks such as unlocking fate. As long as you have The Locksmith invested, it …","primary_source":"Pathfinder #190: The Choosing","trait_group":["School","Equipment","AP-Specific","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2482","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Locksmith","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2482"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #190: The Choosing"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"transmutation","skill":["Athletics"],"trait":["Artifact","Harrow Court","Invested","Magical","Transmutation","Unique"],"id":"equipment-2483","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Mountain Man May contain spoilers from Stolen Fate Source Pathfinder #190: The Choosing pg. 79 Usage carried --- The Mountain Man represents creatures with incredible physical power. As long as you have The Mountain Man invested, it grants you a +2 item bonus to Athletics checks to Force Open, Grapple, Shove, or Trip. This increases to a +3 item bonus if you are at least 17th level. Activate Two Actions command, Interact; Frequency once per day; Effect You bring the might of the mountain into your body. You cast 2nd-level or 4th-level enlarge upon yourself. If you're at least 15th level, the duration increases to 1 hour.\n","skill_mod":{},"summary":" The Mountain Man represents creatures with incredible physical power. As long as you have The Mountain Man invested, it grants you a +2 item …","primary_source":"Pathfinder #190: The Choosing","trait_group":["Equipment","AP-Specific","Mechanics","School","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2483","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Mountain Man","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2483"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #190: The Choosing"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"divination","skill":["Arcana","Nature","Occultism","Religion"],"trait":["Artifact","Divination","Harrow Court","Invested","Magical","Unique"],"id":"equipment-2484","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Silent Hag May contain spoilers from Stolen Fate Source Pathfinder #190: The Choosing pg. 79 Usage carried --- The Silent Hag represents insight, treacherous secrets, and strife. As long as you have The Silent Hag invested, it grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks to Recall Knowledge—when you invest the card, choose which of these four skills gains the bonus. You can change the skill by investing the card again. This increases to a +3 item bonus if you are at least 17th level. Activate Three Actions envision; Frequency once per hour; Effect You choose to lose one of your senses and gain another until you use this activation again. Choose from one of the following: Your eyes are replaced by dark pits that see only death. You become blinded and gain lifesense, an imprecise sense out to 60 feet. Lifesense allows you to see the vital essence of living and undead creatures, distinguishing between the positive energy animating living creatures and negative energy animating undead creatures, much as sight distinguishes colors. Your ears close up then become covered with hairs that are sensitive to movement. You become deafened, but you can't be flanked. Your mouth seals over with flesh. You lose the ability to speak, but you do not need to breathe. ","skill_mod":{},"summary":" The Silent Hag represents insight, treacherous secrets, and strife. As long as you have The Silent Hag invested, it grants you a +2 item bonus to …","primary_source":"Pathfinder #190: The Choosing","trait_group":["Equipment","School","AP-Specific","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2484","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Silent Hag","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2484"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #190: The Choosing","Stolen Fate Player's Guide"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"abjuration","trait":["Abjuration","Artifact","Harrow Court","Invested","Magical","Unique"],"id":"equipment-2485","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Paladin May contain spoilers from Stolen Fate Source Pathfinder #190: The Choosing pg. 80, Stolen Fate Player's Guide pg. 5 Usage carried --- The Paladin represents righteousness and resolute defense. As long as you have The Paladin invested, you gain the Shield Block general feat. If you already possess this feat, you gain an additional reaction at the start of your turn that can only be used to Shield Block. Activate Reaction envision; Frequency once per day; Trigger You fail or critically fail a saving throw; Effect Adjust the result of your saving throw up by one degree of success.\n","skill_mod":{},"summary":" The Paladin represents righteousness and resolute defense. As long as you have The Paladin invested, you gain the Shield Block general feat. If …","primary_source":"Pathfinder #190: The Choosing","trait_group":["School","Equipment","AP-Specific","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2485","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Paladin","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2485"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #190: The Choosing"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"enchantment","trait":["Artifact","Enchantment","Harrow Court","Invested","Magical","Unique"],"id":"equipment-2486","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Publican May contain spoilers from Stolen Fate Source Pathfinder #190: The Choosing pg. 80 Usage carried --- The Publican represents friendship, shelter, and insight. As long as you have The Publican invested, treat critically failed checks made to Aid as regular failures instead. If you are at least 14th level, the circumstance bonus you provide for succeeding or critically succeeding at checks to Aid increases by 1. Activate Reaction envision; Frequency once per day; Trigger You improve a creature's attitude to you; Effect You improve the creature's attitude by an additional step more than you would normally. If you're at least 18th level, you improve the creature's attitude by two additional steps.\n","skill_mod":{},"summary":" The Publican represents friendship, shelter, and insight. As long as you have The Publican invested, treat critically failed checks made to Aid …","primary_source":"Pathfinder #190: The Choosing","trait_group":["Equipment","School","AP-Specific","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2486","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Publican","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2486"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #190: The Choosing","Stolen Fate Player's Guide"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"divination","trait":["Artifact","Divination","Harrow Court","Invested","Magical","Unique"],"id":"equipment-2487","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Rabbit Prince May contain spoilers from Stolen Fate Source Pathfinder #190: The Choosing pg. 80, Stolen Fate Player's Guide pg. 5 Usage carried --- The Rabbit Prince represents the unreliability of hand-to-hand combat, and how even cunning foes can lose to lucky novices. As long as you have The Rabbit Prince invested, it grants you a +1 status bonus to attack rolls you make as a readied action. Activate Reaction envision (fortune) Frequency once per day; Trigger You miss a creature with a melee weapon Strike; Effect Reroll the triggering Strike with a +1 status bonus. If you hit, attempt a DC 15 flat check; on a failure, your weapon gains the broken condition (if your weapon is already broken, it's destroyed). If you're at least 14th level, this flat check is DC 10. If you're at least 17th level, this flat check is DC 5.\n","skill_mod":{},"summary":" The Rabbit Prince represents the unreliability of hand-to-hand combat, and how even cunning foes can lose to lucky novices. As long as you have …","primary_source":"Pathfinder #190: The Choosing","trait_group":["Equipment","School","AP-Specific","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2487","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Rabbit Prince","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2487"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #190: The Choosing"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"necromancy","skill":["Intimidation"],"trait":["Artifact","Harrow Court","Invested","Magical","Necromancy","Unique"],"id":"equipment-2488","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Rakshasa May contain spoilers from Stolen Fate Source Pathfinder #190: The Choosing pg. 81 Usage carried --- The Rakshasa represents domination of others to support your own schemes. When you invest The Rakshasa , identify a single willing creature within 30 feet as your pledged follower. If you're at least 15th level, you can have up to two pledged followers at once. At 18th level, you can have up to three pledged followers. If you have the maximum pledged followers active and select a new one, a previous pledged follower of your choice is no longer your pledged follower. You gain an item bonus equal to your current number of pledged followers to all Coerce attempts. Activate Free Action ; Frequency once per minute; Effect You regain Hit Points equal to twice your level, and a pledged follower of your choice loses Hit Points equal to your level (no effects apply that would decrease this Hit Point loss). If this loss kills your pledged follower, you also gain temporary Hit Points equal to your level. The pledged follower is temporarily immune to this activation for 24 hours.\n","skill_mod":{},"summary":" The Rakshasa represents domination of others to support your own schemes. When you invest The Rakshasa , identify a single willing creature within …","primary_source":"Pathfinder #190: The Choosing","trait_group":["Equipment","AP-Specific","Mechanics","School","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2488","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Rakshasa","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2488"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #190: The Choosing"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"necromancy","skill":["Deception","Stealth"],"trait":["Artifact","Harrow Court","Invested","Magical","Necromancy","Poison","Unique"],"id":"equipment-2489","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Snakebite May contain spoilers from Stolen Fate Source Pathfinder #190: The Choosing pg. 81 Usage carried --- The Snakebite represents poison, assassination, and disharmony. As long as you have The Snakebite invested, it grants you a +2 item bonus to Deception and Stealth checks you make for initiative. This increases to a +3 item bonus if you're at least 17th level. The DCs of your poison effects have a +1 item bonus to targets that are flat-footed to you when you afflict the target with the poison (the DC retains this bonus for the target's subsequent saves against the affliction, even if the target is no longer flat-footed to you). Activate Two Actions envision, Interact; Frequency once per day; Effect You cast purple worm sting on a creature within your reach, with a DC equal to your class DC.\n","skill_mod":{},"summary":" The Snakebite represents poison, assassination, and disharmony. As long as you have The Snakebite invested, it grants you a +2 item bonus to …","primary_source":"Pathfinder #190: The Choosing","trait_group":["Equipment","AP-Specific","Mechanics","School","Poison","Affliction","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2489","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Snakebite","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2489"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #190: The Choosing"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"divination","trait":["Artifact","Divination","Harrow Court","Invested","Magical","Unique"],"id":"equipment-2490","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Theater May contain spoilers from Stolen Fate Source Pathfinder #190: The Choosing pg. 81 Usage carried --- The Theater represents prophecy and how prophets can't change the unfolding pageantry of fate. As long as you have The Theater invested and as long as you are not already doomed, when you would gain the doomed condition, attempt a DC 10 flat check. On a success, you do not gain the doomed condition. Activate Reaction envision (fortune) Frequency once per hour; Trigger You are targeted by a misfortune effect; Effect The Theater attempts to counter the misfortune effect before it affects you. It has a counteract level equal to your level divided by 2 (rounded up), and a counteract modifier of your Class DC – 10.\n","skill_mod":{},"summary":" The Theater represents prophecy and how prophets can't change the unfolding pageantry of fate. As long as you have The Theater invested and as …","primary_source":"Pathfinder #190: The Choosing","trait_group":["Equipment","School","AP-Specific","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2490","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Theater","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2490"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #190: The Choosing"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"evocation","trait":["Artifact","Evocation","Harrow Court","Invested","Magical","Unique"],"id":"equipment-2491","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Trumpet May contain spoilers from Stolen Fate Source Pathfinder #190: The Choosing pg. 81 Usage carried --- The Trumpet represents timely warning. As long as you have The Trumpet invested, you (and only you) hear the sound of trumpets when you're about to be attacked. This grants you a +2 item bonus to initiative checks made with hearing-based Perception checks. This bonus increases to +3 if you're at least 17th level. Activate Two Actions envision; Frequency once per day; Effect A blast of inspiring noise erupts from the card in a 60-foot cone. Creatures in the area take 14d6 sonic damage (with a basic Fortitude save equal to your class DC). Creatures that fail the save are deafened for 1 round (1 minute on a critical failure). The damage increases to 16d6 if you're at least 13th level, to 18d6 if you're at least 15th level, to 20d6 if you're at least 17th level, and to 22d6 if you're at least 19th level.\n","skill_mod":{},"summary":" The Trumpet represents timely warning. As long as you have The Trumpet invested, you (and only you) hear the sound of trumpets when you're about …","primary_source":"Pathfinder #190: The Choosing","trait_group":["Equipment","School","AP-Specific","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2491","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Trumpet","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2491"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #190: The Choosing"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"divination","trait":["Artifact","Divination","Harrow Court","Invested","Magical","Unique"],"id":"equipment-2492","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Vision May contain spoilers from Stolen Fate Source Pathfinder #190: The Choosing pg. 81 Usage carried --- The Vision represents arcane knowledge. As long as you have The Vision invested, it grants you a +2 item bonus to all checks made to Identify Magic. This increases to a +3 item bonus if you are at least 17th level. Activate Free Action envision; Frequency once per day; Effect A visible bolt of blue energy bursts from your head. Attempt to Recall Knowledge about a subject, rolling the check with the most appropriate Lore skill check. This check always resolves as if you were master in the most appropriate Lore skill to Recall Knowledge on the subject (or if you're at least 15th level, as if you were legendary in that Lore skill). If you're already master (or legendary) in that Lore, the result of your Recall Knowledge check is one degree of success better than it would otherwise be.\n","skill_mod":{},"summary":" The Vision represents arcane knowledge. As long as you have The Vision invested, it grants you a +2 item bonus to all checks made to Identify …","primary_source":"Pathfinder #190: The Choosing","trait_group":["Equipment","School","AP-Specific","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2492","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Vision","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2492"},{"skill_mod":{},"summary":"The Brass Dwarf represents invulnerability. When you invest The Brass Dwarf , you gain resistance to fire equal to your level. ","primary_source":"Stolen Fate Player's Guide","primary_source_category":"Adventure Paths","level":20,"usage":"carried","source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","source":["Stolen Fate Player's Guide","Pathfinder #190: The Choosing"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2493","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"The Brass Dwarf","id":"equipment-2493","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Brass Dwarf Source Stolen Fate Player's Guide pg. 4, Pathfinder #190: The Choosing pg. 76 Usage carried --- The Brass Dwarf represents invulnerability. When you invest The Brass Dwarf , you gain resistance to fire equal to your level. Activate Single Action envision; Frequency once per hour; Effect Choose acid, cold, electricity, fire, mental, poison, or sonic. You can't choose the damage type for which The Brass Dwarf currently gives you resistance. You gain resistance to the damage you chose equal to your level, and you lose the prior resistance that The Brass Dwarf gave you. For 1 minute, you gain weakness equal to half your level to the damage type of the prior resistance.\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-2493"},{"skill_mod":{},"summary":" The Empty Throne represents great loss and wisdom from those who are now gone. As long as you have The Empty Throne invested, it grants you a +2 …","primary_source":"Stolen Fate Player's Guide","primary_source_category":"Adventure Paths","level":20,"usage":"carried","source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","source":["Stolen Fate Player's Guide","Pathfinder #190: The Choosing"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2494","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"The Empty Throne","id":"equipment-2494","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Empty Throne Source Stolen Fate Player's Guide pg. 5, Pathfinder #190: The Choosing pg. 77 Usage carried --- The Empty Throne represents great loss and wisdom from those who are now gone. As long as you have The Empty Throne invested, it grants you a +2 item bonus to Society and Lore checks made to Recall Knowledge regarding individuals who are no longer alive (such as checks to learn about Taldor's historical founder, but not to learn about its current empress). This increases to a +3 item bonus if you are at least 17th level. Activate Single Action envision; Frequency once per day; Effect You overwhelm a target you can see within 60 feet with feelings of helplessness and loss. The creature must attempt a Will DC equal to your class DC. Critical Success The target is unaffected. Success The target can't benefit from circumstance or status bonuses for 1 round. Failure The target can't benefit from circumstance or status bonuses for 1 day, and the target's allies are unable to benefit from circumstance or status bonuses while within 15 feet of the target. Critical Failure As failure, except the duration is 1 week.\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-2494"},{"skill_mod":{},"summary":" The Paladin represents righteousness and resolute defense. As long as you have The Paladin invested, you gain the Shield Block general feat. If …","primary_source":"Stolen Fate Player's Guide","primary_source_category":"Adventure Paths","level":20,"usage":"carried","source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","source":["Stolen Fate Player's Guide","Pathfinder #190: The Choosing"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2495","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"The Paladin","id":"equipment-2495","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Paladin Source Stolen Fate Player's Guide pg. 5, Pathfinder #190: The Choosing pg. 80 Usage carried --- The Paladin represents righteousness and resolute defense. As long as you have The Paladin invested, you gain the Shield Block general feat. If you already possess this feat, you gain an additional reaction at the start of your turn that can only be used to Shield Block. Activate Reaction envision; Frequency once per day; Trigger You fail or critically fail a saving throw; Effect Adjust the result of your saving throw up by one degree of success.\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-2495"},{"skill_mod":{},"summary":" The Rabbit Prince represents the unreliability of hand-to-hand combat, and how even cunning foes can lose to lucky novices. As long as you have …","primary_source":"Stolen Fate Player's Guide","primary_source_category":"Adventure Paths","level":20,"usage":"carried","source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","source":["Stolen Fate Player's Guide","Pathfinder #190: The Choosing"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2496","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"The Rabbit Prince","id":"equipment-2496","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Rabbit Prince Source Stolen Fate Player's Guide pg. 5, Pathfinder #190: The Choosing pg. 80 Usage carried --- The Rabbit Prince represents the unreliability of hand-to-hand combat, and how even cunning foes can lose to lucky novices. As long as you have The Rabbit Prince invested, it grants you a +1 status bonus to attack rolls you make as a readied action. Activate Reaction envision (fortune) Frequency once per day; Trigger You miss a creature with a melee weapon Strike; Effect Reroll the triggering Strike with a +1 status bonus. If you hit, attempt a DC 15 flat check; on a failure, your weapon gains the broken condition (if your weapon is already broken, it's destroyed). If you're at least 14th level, this flat check is DC 10. If you're at least 17th level, this flat check is DC 5.\n","bulk":0,"category":"equipment","rarity":"common","slug":"equipment-2496"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"conjuration","trait":["Artifact","Conjuration","Magical","Unique"],"id":"equipment-2497","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > Deck of Harrowed Tales May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 71 Usage held in 2 hands Bulk L --- The Deck of Harrowed Tales is a unique deck connected to a unique demiplane known as the Harrowed Realm. Activate Two Actions envision, Interact; Frequency once per day; Effect If on a plane other than the Harrowed Realm, the deck creates a gate to the Harrowed Realm. Destruction The Deck of Harrowed Tales can be destroyed by completing a mythical series of 54 quests tied to each of the cards within. Only then can the final 55th quest be revealed, upon the completion of which the deck vanishes.\n","skill_mod":{},"summary":"The Deck of Harrowed Tales is a unique deck connected to a unique demiplane known as the Harrowed Realm. ","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2497","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"Deck of Harrowed Tales","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-2497"},{"primary_source_category":"Adventure Paths","usage":"worn amulet","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"enchantment","price":280000,"trait":["Enchantment","Invested","Magical","Rare"],"id":"equipment-2498","text":"<title level=\"1\" right=\"Item 13\" pfs=\"\" > Guardian Aluum Charm May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 71 Price 2,800 gp Usage worn amulet --- A guardian aluum charm grants control over powerful aluums—metal and stone constructs created by the Pactmasters to help maintain order in the city of Katapesh. As long as you wear a guardian aluum's linked guardian aluum charm , that aluum follows your verbal commands. Activate Two Actions command, envision; Frequency once per day; Effect The charm grants you control over an aluum you can see within 60 feet, as long as the target aluum is level 13 or less. This has the effect of dominate and allows a DC 28 Will save. If the aluum is currently under the control of someone wearing its linked charm, its saving throw is one degree higher than what is rolled. You can control only one aluum at a time with this activation, and controlling a new aluum ends the effect for one you had previously affected.\n","skill_mod":{},"summary":"A guardian aluum charm grants control over powerful aluums —metal and stone constructs created by the Pactmasters to help maintain order in the …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["School","Equipment","Mechanics","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2498","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"Guardian Aluum Charm","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-2498"},{"primary_source_category":"Adventure Paths","usage":"worn necklace","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"divination","price":10,"trait":["Artifact","Divination","Invested","Magical","Scrying","Unique"],"id":"equipment-2499","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Lens of the Outreaching Eye May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 71 Price 1 sp Usage worn necklace Bulk L --- As long as you have the Lens of the Outreaching Eye invested, the Harrowed Realm's impediments to magic don't apply to you, and you gain a +3 item bonus on all checks made to resolve divination effects. Activate 10 minutes (command, envision, Interact); Frequency once per day; Effect By peering through the Lens of the Outreaching Eye , for one hour you can treat the Deck of Harrowed Tales as the source of your hearing and vision, no matter the deck's location in the multiverse. You can see in all directions from the deck and hear from it as if using your normal visual senses. You can Dismiss the activation. Activate 10 minutes (command, envision, Interact); Frequency once per day; Effect The Lens of the Outreaching Eye casts discern location on the Deck of Harrowed Tales . Destruction The Lens of the Outreaching Eye is destroyed if the Deck of Harrowed Tales is destroyed.\n","skill_mod":{},"summary":"As long as you have the Lens of the Outreaching Eye invested, the Harrowed Realm's impediments to magic don't apply to you, and you gain a +3 item …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2499","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Lens of the Outreaching Eye","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-2499"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"conjuration","price":1500000,"trait":["Conjuration","Magical","Rare"],"id":"equipment-2500","text":"<title level=\"1\" right=\"Item 17\" pfs=\"\" > Witchwyrd Beacon May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 71 Price 15,000 gp Usage held in 2 hands Bulk 3 --- Made of djezet, orichalcum, and luminous, resonant crystal, a witchwyrd beacon looks like a series of concentric rings mounted on rods that allow the rings to rotate independently of each other. These potent items are used by the Pactmasters of Katapesh to facilitate swift travel and are only rarely entrusted to others. Activate 10 minutes (command, envision, Interact); Effect By touching the witchwyrd beacon and focusing on it for 10 minutes, you attune yourself to it. Up to four creatures can be attuned to a single witchwyrd beacon at any one time—to attune another creature, one of the previous four must become unattuned. You can break your attunement to a witchwyrd beacon by Dismissing the effect. The attunement automatically ends if the attuned creature dies or if the attuned creature attunes themselves to a different witchwyrd beacon . The effect can also be dispelled normally. You can sense whenever the witchwyrd beacon you are attuned to is activated in any way. Activate 10 minutes (command, Interact); Frequency once per day; Requirements you are attuned to the witchwyrd beacon ; Effect You place the witchwyrd beacon on a flat, stable, and immobile surface, then adjust its rings to link it to the site. Once linked, any creature can use a teleportation effect to target the witchwyrd beacon directly, regardless of line of sight. You can dimension door or gate to the beacon as if you could see its location, and if you travel to it via an effect like plane shift , the beacon eliminates the imprecision of the spell. The beacon doesn't change the range of effects, only their accuracy. Once the beacon is used in this manner, it loses its link and must be reactivated again to grant this benefit to attuned creatures.\n","skill_mod":{},"summary":"Made of djezet , orichalcum , and luminous, resonant crystal, a witchwyrd beacon looks like a series of concentric rings mounted on rods that …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["School","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2500","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"Witchwyrd Beacon","bulk":3,"category":"equipment","rarity":"rare","slug":"equipment-2500"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"transmutation","trait":["Artifact","Invested","Magical","Transmutation","Unique"],"id":"equipment-2501","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Bear May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 72 Usage carried --- The Bear represents brute force applied to solve unusual problems. As long as you have The Bear invested, you can use Athletics checks to Tumble Through or Squeeze. Activate Two Actions envision, Interact; Frequency once per minute; Requirements Your last action was a successful melee Strike; Effect You attempt to Grapple, Shove, or Trip the creature you hit with the successful Strike, even if you have no hand free. You gain a +2 status bonus to your check. If you Grapple using a weapon, you can Strike with the weapon only if it has the grapple trait and you Strike the grabbed target, or if you cease Grabbing with the weapon. After the effect of the initial Grapple ends, you can't keep a target grabbed with a weapon that lacks the grapple trait. The status bonus increases to +3 if you're at least 17th level.\n","skill_mod":{},"summary":" The Bear represents brute force applied to solve unusual problems. As long as you have The Bear invested, you can use Athletics checks to …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Equipment","Mechanics","School","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2501","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Bear","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2501"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"necromancy","trait":["Artifact","Invested","Magical","Necromancy","Unique"],"id":"equipment-2502","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Beating May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 72 Usage carried --- The Beating symbolizes attack from all sides. If you have The Beating invested, whenever you and an ally are flanking a foe, your melee Strikes gain a +2 item bonus to damage. This increases to a +3 item bonus at 17th level. Activate Free Action envision; Frequency once per day; Effect You wave the card to conjure up dozens of violent ghostly figures; you cast pernicious poltergeist , and the area of the spell is treated as difficult terrain in addition to its normal effects. The level of the spell is one-half your level, rounded down (minimum 6th level), and the save DC is your class DC.\n","skill_mod":{},"summary":" The Beating symbolizes attack from all sides. If you have The Beating invested, whenever you and an ally are flanking a foe, your melee Strikes …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Equipment","Mechanics","School","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2502","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Beating","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2502"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"evocation","skill":["Athletics"],"trait":["Artifact","Evocation","Invested","Magical","Unique"],"id":"equipment-2503","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Cyclone May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 73 Usage carried --- The Cyclone represents tumultuous evil plots. As long as it is invested, The Cyclone bolsters you with helpful winds that grant you a +2 item bonus to Athletics checks made to Climb, High Jump, Long Jump, and Disarm. This increases to a +3 item bonus if you are at least 17th level. Activate Two Actions envision, Interact; Frequency once per day; Effect You cast whirlwind . You do not treat the squares in the whirlwind as difficult terrain, but all other creatures do. The level of the spell is one-half your level, rounded down (minimum 8th level), and the save DC is your class DC.\n","skill_mod":{},"summary":" The Cyclone represents tumultuous evil plots. As long as it is invested, The Cyclone bolsters you with helpful winds that grant you a +2 item …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2503","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Cyclone","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2503"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"evocation","skill":["Stealth","Thievery"],"trait":["Artifact","Evocation","Invested","Magical","Unique"],"id":"equipment-2504","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Demon's Lantern May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 73 Usage carried --- The Demon's Lantern represents trickery and feats of legerdemain. As long as you have The Demon's Lantern invested, you gain a +2 item bonus to checks made to Conceal an Object, Palm an Object, or Steal. This increases to a +3 item bonus if you are at least 17th level. Activate Reaction envision; Frequency once per day; Trigger A creature hits you with a melee attack; Effect You release a flash of lights and attempt a Reflex saving throw. If your saving throw is higher than the attack roll for the triggering attack, it misses. If the attack misses, the attacker is dazzled until the end of your next turn.\n","skill_mod":{},"summary":" The Demon's Lantern represents trickery and feats of legerdemain. As long as you have The Demon's Lantern invested, you gain a +2 item bonus to …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2504","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Demon's Lantern","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2504"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"evocation","trait":["Artifact","Evocation","Invested","Magical","Unique"],"id":"equipment-2505","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Desert May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 74 Usage carried --- The Desert signifies enduring passage through trying circumstances. As long as The Desert is invested, you are immune to the effects of temperatures ranging from extreme cold to extreme heat, and can hold your breath and go without food and water for twice as long as normal. Activate Two Actions envision, Interact; Frequency once per day; Effect You wave the card in the air to create desert winds that blast sand so scouring it strips flesh from bone. The sand created by this effect vanishes an instant later, but the effects on those caught in the area linger. Creatures in a 60-foot cone take 7d6 piercing damage and 7d6 fire damage (with a basic Fortitude save equal to your class DC). A creature who fails this save also becomes fatigued and enfeebled for 1 minute, and a creature who critically fails this save becomes enfeebled 2 for 1 minute and fatigued until they get a night's rest (or the fatigue is removed by other means). The damage increases to 8d6 piercing and 8d6 fire if you're at least 15th level, to 9d6 piercing and 9d6 fire if you're at least 17th level, and to 10d6 piercing and 10d6 fire if you're at least 19th level.\n","skill_mod":{},"summary":" The Desert signifies enduring passage through trying circumstances. As long as The Desert is invested, you are immune to the effects of …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2505","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Desert","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2505"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"transmutation","trait":["Artifact","Invested","Magical","Transmutation","Unique"],"id":"equipment-2506","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Forge May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 74 Usage carried --- The Forge denotes strength through diversity. As long as you have The Forge invested, you can carry more than normal— increase your maximum and encumbered Bulk limits by 2. Activate Two Actions envision, Interact; Frequency once per day; Effect You pass the card over an adjacent broken (but not destroyed) object (magical or otherwise) of up to 4 Bulk, and restore the object to its full Hit Point total, removing the broken condition in the process.\n","skill_mod":{},"summary":" The Forge denotes strength through diversity. As long as you have The Forge invested, you can carry more than normal— increase your maximum and …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Equipment","Mechanics","School","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2506","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Forge","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2506"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"abjuration","skill":["Lore"],"trait":["Abjuration","Artifact","Invested","Magical","Unique"],"id":"equipment-2507","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Hidden Truth May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 75 Usage carried --- The Hidden Truth represents the act of observing something beyond the obvious to gain obscure lore. As long as this card is invested, you gain a +2 item bonus to Lore checks made to Recall Knowledge, and to all checks made to Research while using the Research subsystem from the Gamemastery Guide . This increases to a +3 bonus if you are at least 17th level. Activate Two Actions envision, Interact; Frequency once per day; Effect You cast true seeing . The level of the spell is one-half your level, rounded down (minimum 6th level). If you're at least 17th-level, you can affect up to three adjacent willing targets with this spell at the same time as you cast it.\n","skill_mod":{},"summary":" The Hidden Truth represents the act of observing something beyond the obvious to gain obscure lore. As long as this card is invested, you gain a +2 …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["School","Equipment","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2507","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Hidden Truth","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2507"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"conjuration","trait":["Artifact","Conjuration","Invested","Magical","Unique"],"id":"equipment-2508","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Keep May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 75 Usage carried --- The Keep represents steadfastness and being unshakable to threats. As long as The Keep is invested, you gain a +2 item bonus to saving throws against fear effects. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). If you are 20th level, the item bonus increases to +3. Activate Two Actions envision, Interact; Frequency once per day; Effect You cast magnificent mansion . The level of the spell is one-half your level, rounded down (minimum 7th level), and the interior of the mansion appears to be the inside of a resplendent keep made of stone.\n","skill_mod":{},"summary":" The Keep represents steadfastness and being unshakable to threats. As long as The Keep is invested, you gain a +2 item bonus to saving throws …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2508","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Keep","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2508"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"abjuration","trait":["Abjuration","Artifact","Invested","Magical","Unique"],"id":"equipment-2509","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Lost May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 76 Usage carried --- The Lost symbolizes loss of identity and a life filled with emptiness. As long as The Lost is invested, you gain resistance to mental damage equal to your level. Activate Reaction envision; Frequency once per day; Trigger you fail a saving throw against a mental effect; Effect You reflexively flood your mind with emptiness, stripping away any element of identity that the mental effect might be trying to affect. Increase the result of your failed saving throw by one degree of success.\n","skill_mod":{},"summary":" The Lost symbolizes loss of identity and a life filled with emptiness. As long as The Lost is invested, you gain resistance to mental damage …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["School","Equipment","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2509","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Lost","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2509"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"divination","skill":["Diplomacy"],"trait":["Artifact","Divination","Invested","Magical","Unique"],"id":"equipment-2510","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Marriage May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 76 Usage carried --- The Marriage symbolizes a union of body, mind, spirit, or any of the three. When The Marriage is invested, you gain a +2 item bonus to attempts made to Request. This increases to a +3 item bonus at 17th level. Activate Two Actions envision, Interact; Frequency once per day; Effect Choose one adjacent willing creature. By brushing The Marriage against their body, you form a magical bond with that creature that persists until you activate The Marriage again to form a bond with a different creature. While the bond persists, you and the other creature can communicate via telepathy to a distance of 120 feet. As long as you and the target are on the same plane of existence and are both alive, you each remain aware of the other's state—you know the other's direction from you, distance from you, and any conditions affecting them. If your bonded target becomes blinded, confused, controlled, fascinated, frightened, slowed, or stunned, you can use a reaction to attempt to counter the condition affecting the target, which also ends the bond between you and the target. The modifier on this counter check is equal to your class DC – 10. If you fail to counter the condition, that condition also afflicts you, and the bond with the other still ends.\n","skill_mod":{},"summary":" The Marriage symbolizes a union of body, mind, spirit, or any of the three. When The Marriage is invested, you gain a +2 item bonus to attempts …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2510","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Marriage","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2510"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"necromancy","skill":["Medicine"],"trait":["Artifact","Invested","Magical","Necromancy","Unique"],"id":"equipment-2511","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Midwife May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 76 Usage carried --- The Midwife represents the arrival of new life or new information, particularly via the aid of another. As long as you have The Midwife invested, it grants a +2 item bonus to Medicine checks. This increases to a +3 bonus if you are at least 17th level. Activate Reaction command; Frequency once per day; Trigger A creature you can sense within 60 feet would die or be destroyed; Effect You prevent the target from dying or being destroyed and restore to the target 6d8+24 Hit Points. This effect can prevent a death effect or disintegrate from slaying a target. The amount of healing granted increases to 7d8+28 if you're at least 15th level, 8d8+32 if you're at least 17th level, and 9d8+36 if you're at least 19th level.\n","skill_mod":{},"summary":" The Midwife represents the arrival of new life or new information, particularly via the aid of another. As long as you have The Midwife invested, …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Equipment","Mechanics","School","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2511","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Midwife","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2511"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"divination","skill":["Survival"],"trait":["Artifact","Divination","Invested","Magical","Unique"],"id":"equipment-2512","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Owl May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 76 Usage carried --- The Owl represents the wisdom of nature and the natural order. As long as you have The Owl invested, it grants a +2 item bonus to Perception checks made to Sense Motive, Survival checks to Subsist in the wild, and Nature checks made when you activate this card. This increases to a +3 bonus if you are at least 17th level. Activate 1 hour (command, envision, Interact); Frequency once per day; Effect After spending an hour meditating, you can ask one question of the region's spirits, as if you had just performed a commune with nature ritual. Attempt a DC 30 Nature check to determine the result.\n","skill_mod":{},"summary":" The Owl represents the wisdom of nature and the natural order. As long as you have The Owl invested, it grants a +2 item bonus to Perception …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2512","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Owl","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2512"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"necromancy","trait":["Artifact","Invested","Magical","Necromancy","Unique"],"id":"equipment-2513","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Sickness May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 77 Usage carried --- The Sickness represents disease of the body or soul. As long as The Sickness is invested, it grants you a +2 item bonus to saving throws against disease. If you roll a success on a save against a disease, you get a critical success instead. If you are 20th-level, the item bonus increases to +3. Activate Two Actions envision, Interact; Frequency once per day; Effect You flick a corner of the card, as if casting aside a tiny pest or fleck of filth from its surface; you cast Abyssal plague . If you are at least 15th-level, you can instead choose to cast spiritual epidemic . Regardless of which spell you cast, the level of the spell is half your level, rounded down (minimum 6th level), and the save DC is equal to your class DC.\n","skill_mod":{},"summary":" The Sickness represents disease of the body or soul. As long as The Sickness is invested, it grants you a +2 item bonus to saving throws against …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Equipment","Mechanics","School","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2513","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Sickness","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2513"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"necromancy","trait":["Artifact","Invested","Magical","Necromancy","Unique"],"id":"equipment-2514","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Survivor May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 77 Usage carried --- The Survivor represents rebirth through ordeal. When you have The Survivor invested, you gain Diehard as a bonus feat. If you already possess this feat, you gain a +2 item bonus to all recovery checks. This item bonus increases to +3 if you are at least 17th-level. Activate Free Action envision; Frequency once per day; Trigger you are reduced to 0 Hit Points; Effect You somehow manage to survive what could have been a fatal blow. Instead of being reduced to 0 Hit Points, you drop to 1 Hit Point instead and immediately restore an additional 4d8+16 Hit Points. The amount of Hit Point restored increases to 5d8+20 if you are at least 15th level, 6d8+24 if you're at least 17th level, and 7d8+28 if you're at least 19th level.\n","skill_mod":{},"summary":" The Survivor represents rebirth through ordeal. When you have The Survivor invested, you gain Diehard as a bonus feat. If you already possess …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Equipment","Mechanics","School","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2514","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Survivor","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2514"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"conjuration","trait":["Artifact","Conjuration","Invested","Magical","Unique"],"id":"equipment-2515","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Tangled Briar May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 78 Usage carried --- The Tangled Briar signifies the return of ancient triumphs. As long as you have The Tangled Briar invested, you gain Toughness as a bonus feat. If you already possess this feat, increase your maximum Hit Points by twice your level. Activate Two Actions envision, Interact; Frequency once per day; Effect You raise the card up above your head and invoke the thorns and briars of the tangled parts of the world; you cast wall of thorns . The level of the spell is half your level, rounded down (minimum 6th level). The brambles within this particular wall of thorns are treated as greater difficult terrain.\n","skill_mod":{},"summary":" The Tangled Briar signifies the return of ancient triumphs. As long as you have The Tangled Briar invested, you gain Toughness as a bonus feat. …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2515","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Tangled Briar","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2515"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"transmutation","skill":["Intimidation"],"trait":["Artifact","Invested","Magical","Transmutation","Unique"],"id":"equipment-2516","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Tyrant May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 78 Usage carried --- As long as you have The Tyrant invested, you gain a +2 item bonus to Intimidation checks made to Demoralize. This bonus increases to +3 if you are at least 17th level. Activate Two Actions envision, Interact; Frequency once per day; Effect You hold the card up to your lips and exhale onto it; you cast dragon form . The level of the spell is half your level, rounded down (minimum 6th level).\n","skill_mod":{},"summary":"As long as you have The Tyrant invested, you gain a +2 item bonus to Intimidation checks made to Demoralize . This bonus increases to +3 if you …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Equipment","Mechanics","School","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2516","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Tyrant","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2516"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"conjuration","trait":["Artifact","Conjuration","Invested","Magical","Unique"],"id":"equipment-2517","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Uprising May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 79 Usage carried --- When you have The Uprising invested, you gain a +2 item bonus to all saving throws against affects that attempt to control you or restrain you. This item bonus increases to +3 if you are 20th level. Activate Two Actions command, envision; Frequency once per day; Effect The card calls forth a mob of shadowy figures who batter and hinder your enemies. Target a 20-foot burst at any point on solid ground with 120 feet, and the mob of figures rises up from the ground, persisting for 1 minute. Make an unarmed Strike against the Fortitude DC of any number of creatures in this burst (you can choose to not attack some creatures in the area if you wish). Any creature you succeed against is grabbed and takes 3d6 bludgeoning damage. Whenever a creature ends its turn in the area, the figures attempt to Grab that creature if they haven't already, and they deal 1d6 bludgeoning damage to any creature already grabbed. The mob's Escape DC is equal to your class DC. A creature can attack a figure in an attempt to release its grip. It's AC is equal to your class DC, and it's destroyed if it takes 12 or more damage. Even if destroyed, additional figures continue to rise up in the area until the effect's duration ends. You can Dismiss this effect. If you are at least 15th level, you can use a two-action activity, which has the concentrate trait, to move the burst up to 30 feet, which causes any currently grabbed creatures to be released and left behind. If part of the burst appears or moves into an area that can't support it on the ground, that portion of the burst disappears until it is supported.\n","skill_mod":{},"summary":"When you have The Uprising invested, you gain a +2 item bonus to all saving throws against affects that attempt to control you or restrain you. …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2517","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Uprising","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2517"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #191: The Destiny War"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"necromancy","trait":["Artifact","Invested","Magical","Necromancy","Unique"],"id":"equipment-2518","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Waxworks May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 79 Usage carried --- The Waxworks represents helplessness and entropy. As long as you have this card invested, you gain a +2 item bonus to saving throws against effects that render you clumsy, doomed, drained, enfeebled, or fatigued. The item bonus increases to +3 if you are 20th level. Activate Two Actions envision, Interact; Frequency once per day; Effect You cause two 30-foot lines of hot wax to extend out of the card as you present it. The two lines must both start at you and extend in different directions. If you are at least 15th level, you can create a third line, and if you're at least 19th level you can create a fourth line. All creatures in the area must attempt a Fortitude save against your class DC. Critical Success The creature is unaffected. Success The creature takes 2d6 persistent fire damage and 2d6 persistent mental damage. An affected creature or adjacent ally can reduce both of these values by 1d6 by spending an Interact action to scrape off the goo. Until the damage is reduced to 1d6 per type, the affected creature is also confused (this is an emotion and mental effect). Failure As success, but 4d6 persistent fire damage and 4d6 persistent mental damage. Critical Failure As success, but 6d6 persistent fire damage and 6d6 persistent mental damage, and the creature's speed is slowed 1 until the damage is reduced to 1d6 per type.\n","skill_mod":{},"summary":" The Waxworks represents helplessness and entropy. As long as you have this card invested, you gain a +2 item bonus to saving throws against effects …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Equipment","Mechanics","School","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2518","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Waxworks","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2518"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Enmity Cycle"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"The Enmity Cycle","school":"necromancy","price":15000,"trait":["Magical","Necromancy","Rare"],"id":"equipment-2519","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Desiccating Scepter May contain spoilers from The Enmity Cycle Source The Enmity Cycle pg. 61 Price 150 gp Usage held in 1 hand Bulk 1 --- Often wielded by priests of cruel desert gods, this thin scepter is carved from dry, yellowed bone and can destroy the moisture in anything it touches. Activate Single Action Interact; Frequency twice per day; Effect You touch the scepter to a body of water containing 20 gallons or less, which is instantly reduced to dust; larger bodies of water are unaffected. Alternatively, you can touch a creature whose body contains water with the scepter; the target takes 4d6 fire damage and must attempt a DC 19 Fortitude save. Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage and is slowed 1. Critical Failure As failure, but the target is slowed 2.\n","skill_mod":{},"summary":"Often wielded by priests of cruel desert gods, this thin scepter is carved from dry, yellowed bone and can destroy the moisture in anything it …","primary_source":"The Enmity Cycle","trait_group":["Mechanics","School","Rarity"],"level":5,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=2519","source_group":["The Enmity Cycle"],"spoilers":"The Enmity Cycle","name":"Desiccating Scepter","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-2519"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["The Enmity Cycle"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"The Enmity Cycle","school":"transmutation","price":2500,"trait":["Consumable","Magical","Oil","Transmutation","Uncommon"],"id":"equipment-2520","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Statue Skin Salve May contain spoilers from The Enmity Cycle Source The Enmity Cycle pg. 61 Price 25 gp Usage held in 1 hand Bulk L Activate Three Actions Interact --- This gritty salve can be applied to the skin of a creature to form a thin layer of smooth stone on its body for 20 minutes. During this time, it gains resistance 3 to piercing and slashing damage. Further, the creature gains a +2 item bonus to Impersonate a statue or creature made of stone for 8 hours, or until its body is fully submersed in water.\n","skill_mod":{},"summary":"This gritty salve can be applied to the skin of a creature to form a thin layer of smooth stone on its body for 20 minutes. During this time, it …","primary_source":"The Enmity Cycle","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Adventures"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2520","source_group":["The Enmity Cycle"],"spoilers":"The Enmity Cycle","name":"Statue Skin Salve","actions_number":6,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Three Actions","rarity":"uncommon","slug":"equipment-2520"},{"item_child_id":["equipment-2521-2289","equipment-2521-2290"],"primary_source_category":"Comics","usage":"held in 1 hand","source":["Wake the Dead #1"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","trait":["Arcane","Evocation","Magical","Rare"],"id":"equipment-2521","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"\" > Nexian Sealing Blade Source Wake the Dead #1 pg. 26 Usage held in 1 hand Bulk 1 Base Weapon Longsword --- More often called by their nickname “screamswords,” the Nexian sealing blades were developed by the Arclords of Nex as special tools to ward off Gebbite infiltrators and assassins. Screamswords are +1 striking disrupting silver longswords with a couple of extra tricks. Each Nexian sealing blade can sense undead within 60 feet and responds by screaming loudly until there are no longer undead within that range. This same screaming can be unleashed as a sonic blast if needed. Activate Two Actions Interact; Frequency once per day; Effect the screamsword does what it does best and lets out an ear-shattering shriek. Each creature in a 30-foot cone takes 6d6 sonic damage (DC 25 basic Fortitude save). Any creature who fails is deafened for 1 round, or 1 hour on a critical failure <title level=\"2\" right=\"Item 9\" pfs=\"\" > Nexian Sealing Blade Source Wake the Dead #1 pg. 26 Price 750 gp <title level=\"2\" right=\"Item 14\" pfs=\"\" > Nexian Sealing Blade (Greater) Source Wake the Dead #1 pg. 26 Price 4,000 gp --- This is a +2 greater striking disrupting silver longsword . When activating the sword, it deals 10d6 sonic damage with a DC of 31.","skill_mod":{},"summary":"More often called by their nickname “screamswords,” the Nexian sealing blades were developed by the Arclords of Nex as special tools to ward off …","primary_source":"Wake the Dead #1","trait_group":["Tradition","Monster","School","Mechanics","Rarity"],"level":9,"source_category":["Comics"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2521","base_item":["Longsword"],"name":"Nexian Sealing Blade","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-2521"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Wake the Dead #1"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2521","weakness":{},"school":"evocation","price":75000,"trait":["Arcane","Evocation","Magical","Rare"],"id":"equipment-2521-2289","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"\" > Nexian Sealing Blade Source Wake the Dead #1 pg. 26 Usage held in 1 hand Bulk 1 Base Weapon Longsword --- More often called by their nickname “screamswords,” the Nexian sealing blades were developed by the Arclords of Nex as special tools to ward off Gebbite infiltrators and assassins. Screamswords are +1 striking disrupting silver longswords with a couple of extra tricks. Each Nexian sealing blade can sense undead within 60 feet and responds by screaming loudly until there are no longer undead within that range. This same screaming can be unleashed as a sonic blast if needed. Activate Two Actions Interact; Frequency once per day; Effect the screamsword does what it does best and lets out an ear-shattering shriek. Each creature in a 30-foot cone takes 6d6 sonic damage (DC 25 basic Fortitude save). Any creature who fails is deafened for 1 round, or 1 hour on a critical failure <title level=\"2\" right=\"Item 9\" pfs=\"\" > Nexian Sealing Blade Source Wake the Dead #1 pg. 26 Price 750 gp <title level=\"2\" right=\"Item 14\" pfs=\"\" > Nexian Sealing Blade (Greater) Source Wake the Dead #1 pg. 26 Price 4,000 gp --- This is a +2 greater striking disrupting silver longsword . When activating the sword, it deals 10d6 sonic damage with a DC of 31.","skill_mod":{},"summary":"More often called by their nickname “screamswords,” the Nexian sealing blades were developed by the Arclords of Nex as special tools to ward off …","primary_source":"Wake the Dead #1","trait_group":["Tradition","Monster","School","Mechanics","Rarity"],"level":9,"source_category":["Comics"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2521","base_item":["Longsword"],"name":"Nexian Sealing Blade","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-2521-2289"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Wake the Dead #1"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2521","weakness":{},"school":"evocation","price":400000,"trait":["Arcane","Evocation","Magical","Rare"],"id":"equipment-2521-2290","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"\" > Nexian Sealing Blade Source Wake the Dead #1 pg. 26 Usage held in 1 hand Bulk 1 Base Weapon Longsword --- More often called by their nickname “screamswords,” the Nexian sealing blades were developed by the Arclords of Nex as special tools to ward off Gebbite infiltrators and assassins. Screamswords are +1 striking disrupting silver longswords with a couple of extra tricks. Each Nexian sealing blade can sense undead within 60 feet and responds by screaming loudly until there are no longer undead within that range. This same screaming can be unleashed as a sonic blast if needed. Activate Two Actions Interact; Frequency once per day; Effect the screamsword does what it does best and lets out an ear-shattering shriek. Each creature in a 30-foot cone takes 6d6 sonic damage (DC 25 basic Fortitude save). Any creature who fails is deafened for 1 round, or 1 hour on a critical failure <title level=\"2\" right=\"Item 9\" pfs=\"\" > Nexian Sealing Blade Source Wake the Dead #1 pg. 26 Price 750 gp <title level=\"2\" right=\"Item 14\" pfs=\"\" > Nexian Sealing Blade (Greater) Source Wake the Dead #1 pg. 26 Price 4,000 gp --- This is a +2 greater striking disrupting silver longsword . When activating the sword, it deals 10d6 sonic damage with a DC of 31.","skill_mod":{},"summary":"This is a +2 greater striking disrupting silver longsword . When activating the sword, it deals 10d6 sonic damage with a DC of 31.","primary_source":"Wake the Dead #1","trait_group":["Tradition","Monster","School","Mechanics","Rarity"],"level":14,"source_category":["Comics"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2521","base_item":["Longsword"],"name":"Nexian Sealing Blade (Greater)","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-2521-2290"},{"item_child_id":["equipment-2522-2291","equipment-2522-2292"],"primary_source_category":"Comics","source":["Wake the Dead #1"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Arcane","Consumable","Evocation","Magical","Uncommon"],"id":"equipment-2522","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Rattling Bolt Source Wake the Dead #1 pg. 27 Ammunition bolts Activate Single Action Interact --- Sometimes when dealing with undead incursions, a more subtle approach is called for. Paradoxically, this is precisely what the rattling bolts are most often used for, despite each one ringing like a shaken chain when launched. Once it hits the target, the rattling transfers into that creature's body. A target damaged by the rattling bolt must succeed at a DC 25 Fortitude save or be deafened and stupefied 1 for 1 round (or 1 minute on a critical hit). An undead afected by a rattling bolt further loses any lifesense ability it might have had for the same duration as the deafening. <title level=\"2\" right=\"Item 4\" pfs=\"\" > Rattling Bolt Source Wake the Dead #1 pg. 27 Price 15 gp <title level=\"2\" right=\"Item 16\" pfs=\"\" > Rattling Bolt (Greater) Source Wake the Dead #1 pg. 27 Price 425 gp --- A greater rattling bolt has a DC of 30.","ammunition":"bolts","skill_mod":{},"summary":"Sometimes when dealing with undead incursions, a more subtle approach is called for. Paradoxically, this is precisely what the rattling bolts are …","primary_source":"Wake the Dead #1","trait_group":["Tradition","Monster","Equipment","School","Mechanics","Rarity"],"level":4,"source_category":["Comics"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2522","name":"Rattling Bolt","actions_number":2,"bulk":0,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-2522"},{"primary_source_category":"Comics","source":["Wake the Dead #1"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2522","weakness":{},"school":"evocation","price":1500,"trait":["Arcane","Consumable","Evocation","Magical","Uncommon"],"id":"equipment-2522-2291","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Rattling Bolt Source Wake the Dead #1 pg. 27 Ammunition bolts Activate Single Action Interact --- Sometimes when dealing with undead incursions, a more subtle approach is called for. Paradoxically, this is precisely what the rattling bolts are most often used for, despite each one ringing like a shaken chain when launched. Once it hits the target, the rattling transfers into that creature's body. A target damaged by the rattling bolt must succeed at a DC 25 Fortitude save or be deafened and stupefied 1 for 1 round (or 1 minute on a critical hit). An undead afected by a rattling bolt further loses any lifesense ability it might have had for the same duration as the deafening. <title level=\"2\" right=\"Item 4\" pfs=\"\" > Rattling Bolt Source Wake the Dead #1 pg. 27 Price 15 gp <title level=\"2\" right=\"Item 16\" pfs=\"\" > Rattling Bolt (Greater) Source Wake the Dead #1 pg. 27 Price 425 gp --- A greater rattling bolt has a DC of 30.","ammunition":"bolts","skill_mod":{},"summary":"Sometimes when dealing with undead incursions, a more subtle approach is called for. Paradoxically, this is precisely what the rattling bolts are …","primary_source":"Wake the Dead #1","trait_group":["Tradition","Monster","Equipment","School","Mechanics","Rarity"],"level":4,"source_category":["Comics"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2522","name":"Rattling Bolt","actions_number":2,"bulk":0,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-2522-2291"},{"primary_source_category":"Comics","source":["Wake the Dead #1"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2522","weakness":{},"school":"evocation","price":42500,"trait":["Arcane","Consumable","Evocation","Magical","Uncommon"],"id":"equipment-2522-2292","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Rattling Bolt Source Wake the Dead #1 pg. 27 Ammunition bolts Activate Single Action Interact --- Sometimes when dealing with undead incursions, a more subtle approach is called for. Paradoxically, this is precisely what the rattling bolts are most often used for, despite each one ringing like a shaken chain when launched. Once it hits the target, the rattling transfers into that creature's body. A target damaged by the rattling bolt must succeed at a DC 25 Fortitude save or be deafened and stupefied 1 for 1 round (or 1 minute on a critical hit). An undead afected by a rattling bolt further loses any lifesense ability it might have had for the same duration as the deafening. <title level=\"2\" right=\"Item 4\" pfs=\"\" > Rattling Bolt Source Wake the Dead #1 pg. 27 Price 15 gp <title level=\"2\" right=\"Item 16\" pfs=\"\" > Rattling Bolt (Greater) Source Wake the Dead #1 pg. 27 Price 425 gp --- A greater rattling bolt has a DC of 30.","ammunition":"bolts","skill_mod":{},"summary":"A greater rattling bolt has a DC of 30.","primary_source":"Wake the Dead #1","trait_group":["Tradition","Monster","Equipment","School","Mechanics","Rarity"],"level":16,"source_category":["Comics"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2522","name":"Rattling Bolt (Greater)","actions_number":2,"bulk":0,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-2522-2292"},{"item_child_id":["equipment-2523-2293","equipment-2523-2294","equipment-2523-2295"],"primary_source_category":"Comics","usage":"held in 1 hand","source":["Wake the Dead #1"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Uncommon"],"id":"equipment-2523","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Silver Orb Source Wake the Dead #1 pg. 27 Usage held in 1 hand Bulk L Activate Single Action Strike --- Filled with sharp silver flings and alchemical reagents, this glass sphere leaves behind a cloud of dangerous shards. A creature hit with the orb takes 1 slashing damage and is covered with silver filings, making weapons and unnarmed attacks damaging them be treated as silver until they spend an Interact action to clean off. Except on a critical miss, the filings linger airborne in a 5-foot burst around the target. The cloud lasts for 1 minute or until dispersed by a strong wind. Creatures inside the cloud are concealed to those outside. Each breathing creature who ends its turn in the cloud takes the listed slashing damage from a silver source, with a basic Fortitude save. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Silver Orb (Lesser) Source Wake the Dead #1 pg. 27 Price 30 gp Bulk L --- The cloud deals 1d6 slashing damage and the save DC is 19. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Silver Powder Orb Source Wake the Dead #1 pg. 27 Price 400 gp Bulk L --- The cloud deals 3d6 slashing damage and the save DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Silver Orb (Greater) Source Wake the Dead #1 pg. 27 Price 5,000 gp Bulk L --- The cloud deals 5d6 slashing damage and the save DC is 39.","skill_mod":{},"summary":"Filled with sharp silver flings and alchemical reagents, this glass sphere leaves behind a cloud of dangerous shards. A creature hit with the orb …","primary_source":"Wake the Dead #1","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":5,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2523","name":"Silver Orb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-2523"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Wake the Dead #1"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2523","weakness":{},"price":3000,"trait":["Alchemical","Bomb","Uncommon"],"id":"equipment-2523-2293","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Silver Orb Source Wake the Dead #1 pg. 27 Usage held in 1 hand Bulk L Activate Single Action Strike --- Filled with sharp silver flings and alchemical reagents, this glass sphere leaves behind a cloud of dangerous shards. A creature hit with the orb takes 1 slashing damage and is covered with silver filings, making weapons and unnarmed attacks damaging them be treated as silver until they spend an Interact action to clean off. Except on a critical miss, the filings linger airborne in a 5-foot burst around the target. The cloud lasts for 1 minute or until dispersed by a strong wind. Creatures inside the cloud are concealed to those outside. Each breathing creature who ends its turn in the cloud takes the listed slashing damage from a silver source, with a basic Fortitude save. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Silver Orb (Lesser) Source Wake the Dead #1 pg. 27 Price 30 gp Bulk L --- The cloud deals 1d6 slashing damage and the save DC is 19. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Silver Powder Orb Source Wake the Dead #1 pg. 27 Price 400 gp Bulk L --- The cloud deals 3d6 slashing damage and the save DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Silver Orb (Greater) Source Wake the Dead #1 pg. 27 Price 5,000 gp Bulk L --- The cloud deals 5d6 slashing damage and the save DC is 39.","skill_mod":{},"summary":"The cloud deals 1d6 slashing damage and the save DC\r\nis 19.","primary_source":"Wake the Dead #1","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":5,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2523","name":"Silver Orb (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-2523-2293"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Wake the Dead #1"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2523","weakness":{},"price":40000,"trait":["Alchemical","Bomb","Uncommon"],"id":"equipment-2523-2294","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Silver Orb Source Wake the Dead #1 pg. 27 Usage held in 1 hand Bulk L Activate Single Action Strike --- Filled with sharp silver flings and alchemical reagents, this glass sphere leaves behind a cloud of dangerous shards. A creature hit with the orb takes 1 slashing damage and is covered with silver filings, making weapons and unnarmed attacks damaging them be treated as silver until they spend an Interact action to clean off. Except on a critical miss, the filings linger airborne in a 5-foot burst around the target. The cloud lasts for 1 minute or until dispersed by a strong wind. Creatures inside the cloud are concealed to those outside. Each breathing creature who ends its turn in the cloud takes the listed slashing damage from a silver source, with a basic Fortitude save. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Silver Orb (Lesser) Source Wake the Dead #1 pg. 27 Price 30 gp Bulk L --- The cloud deals 1d6 slashing damage and the save DC is 19. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Silver Powder Orb Source Wake the Dead #1 pg. 27 Price 400 gp Bulk L --- The cloud deals 3d6 slashing damage and the save DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Silver Orb (Greater) Source Wake the Dead #1 pg. 27 Price 5,000 gp Bulk L --- The cloud deals 5d6 slashing damage and the save DC is 39.","skill_mod":{},"summary":"The cloud deals 3d6 slashing damage and the save DC\r\nis 29.","primary_source":"Wake the Dead #1","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":12,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2523","name":"Silver Powder Orb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-2523-2294"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Wake the Dead #1"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2523","weakness":{},"price":500000,"trait":["Alchemical","Bomb","Uncommon"],"id":"equipment-2523-2295","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Silver Orb Source Wake the Dead #1 pg. 27 Usage held in 1 hand Bulk L Activate Single Action Strike --- Filled with sharp silver flings and alchemical reagents, this glass sphere leaves behind a cloud of dangerous shards. A creature hit with the orb takes 1 slashing damage and is covered with silver filings, making weapons and unnarmed attacks damaging them be treated as silver until they spend an Interact action to clean off. Except on a critical miss, the filings linger airborne in a 5-foot burst around the target. The cloud lasts for 1 minute or until dispersed by a strong wind. Creatures inside the cloud are concealed to those outside. Each breathing creature who ends its turn in the cloud takes the listed slashing damage from a silver source, with a basic Fortitude save. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Silver Orb (Lesser) Source Wake the Dead #1 pg. 27 Price 30 gp Bulk L --- The cloud deals 1d6 slashing damage and the save DC is 19. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Silver Powder Orb Source Wake the Dead #1 pg. 27 Price 400 gp Bulk L --- The cloud deals 3d6 slashing damage and the save DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Silver Orb (Greater) Source Wake the Dead #1 pg. 27 Price 5,000 gp Bulk L --- The cloud deals 5d6 slashing damage and the save DC is 39.","skill_mod":{},"summary":"The cloud deals 5d6 slashing damage and the save DC\r\nis 39.","primary_source":"Wake the Dead #1","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":18,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2523","name":"Silver Orb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-2523-2295"},{"hands":"1","primary_source_category":"Adventures","usage":"held in 1 hand","source":["A Few Flowers More"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1200,"id":"equipment-2524","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Putrid Sack of Rotting Fruit Source A Few Flowers More pg. 15 Price 12 gp Hands 1 Usage held in 1 hand Bulk L Activate Single Action Strike --- Each of these unassuming sacks contains enough rotting fruit to provide a fungus leshy with 1 week's worth of rations, along with clusters of stones to help press out the fruit's juices. Since their last adventure, Reaching Rings has refined their rations's ability to serve as a weapon in addition to delicious, flavorful sustenance. A sack of rotting fruit has a range increment of 20 feet. When you succeed at a ranged Strike on a creature by hurling a putrid sack of rotten fruit at them, the sack is consumed while the creature takes 2d6 bludgeoning damage and must attempt a DC 17 Fortitude save. Success The creature is unaffected by the foul smell of the fruit Failure The creature becomes sickened 1 Critical Failure The creature becomes sickened 2\n","skill_mod":{},"summary":"Each of these unassuming sacks contains enough rotting fruit to provide a fungus leshy with 1 week's worth of rations, along with clusters of stones …","primary_source":"A Few Flowers More","level":3,"source_category":["Adventures"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2524","name":"Putrid Sack of Rotting Fruit","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"equipment-2524"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"enchantment","price":1500000,"skill":["Intimidation"],"trait":["Apex","Enchantment","Invested","Magical","Rare"],"id":"equipment-2525","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Limited\" > Bangles of Crowns May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 69 Price 15,000 gp Usage worn Bulk L --- This pair of silver bangles is engraved with images of crowns. While wearing the bangles, you are filled with an overwhelming sense of assertiveness and a more commanding presence. You gain a +3 item bonus to Intimidation checks. When you invest the bangles, you either increase your Charisma score by 2 or increase it to 18, whichever is higher. Activate Two Actions command, envision; Frequency once per hour; Effect You cast a 3rd-level fear spell (DC 38). Activate Reaction envision; Frequency once per hour; Trigger An enemy within 60 feet becomes frightened; Effect You become emboldened by your enemy's fear. You gain a +1 circumstance bonus to checks against the triggering creature for 1 round. You also gain 15 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute.\n","skill_mod":{},"summary":"This pair of silver bangles is engraved with images of crowns. While wearing the bangles, you are filled with an overwhelming sense of assertiveness …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","School","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2525","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"Bangles of Crowns","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-2525"},{"primary_source_category":"Adventure Paths","usage":"worn bracers","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"transmutation","price":1500000,"skill":["Athletics"],"trait":["Apex","Invested","Magical","Rare","Transmutation"],"id":"equipment-2526","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Limited\" > Bracers of Hammers May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 69 Price 15,000 gp Usage worn bracers Bulk L --- These brilliant golden bracers feature a hammer motif as part of their engravings. While wearing them, your body surges with strength and you gain a +3 item bonus to Athletics checks and a +1 circumstance bonus to Athletics checks to Disarm and Trip. If you succeed, but not critically succeed, at your check to Disarm a creature, the effects of your check last until the start of your next turn, instead until the start of the target's turn. If you succeed at a check to Trip a creature, it takes 1d6 bludgeoning damage or 4d6 bludgeoning damage on a critical success. When you invest the bracers, you either increase your Strength score by 2 or increase it to 18, whichever would give you a higher score. Activate Two Actions Interact; Frequency once per day; Effect You reach for a foe and attempt to topple them with a powerful flip. Attempt an Athletics check to Trip a creature within reach. On a success, the creature is knocked prone and takes 10d6 bludgeoning damage (double on a critical hit). If you knock the creature prone, it must also attempt a DC 35 Reflex save. On a failure, it drops any items it's holding.\n","skill_mod":{},"summary":"These brilliant golden bracers feature a hammer motif as part of their engravings. While wearing them, your body surges with strength and you gain a …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","Mechanics","Rarity","School"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2526","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"Bracers of Hammers","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-2526"},{"primary_source_category":"Adventure Paths","usage":"worn headwear","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"necromancy","price":1500000,"skill":["Medicine"],"trait":["Apex","Invested","Magical","Necromancy","Rare"],"id":"equipment-2527","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Limited\" > Coronet of Stars May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 69 Price 15,000 gp Usage worn headwear Bulk L --- This short golden crown bears a number of gems, each placed in the center of an engraving of a star. While wearing the crown, you are overcome with a nurturing instinct and understand the best ways to help others. You gain a +3 item bonus to Medicine checks. When you invest the crown, you either increase your Wisdom score by 2 or increase it to 18, whichever would give you a higher score. Activate Reaction envision; Frequency once per day; Trigger A living creature within 60 feet would die; Effect You reach out to the creature with a lifeline. The triggering creature receives the effects of breath of life , except they recover 7d8 Hit Points. Activate Reaction command; Frequency once per hour; Trigger An ally within 60 feet fails a non-secret check; Effect You call out to your ally and offer a reassurance. The triggering ally rerolls the failed check and takes the higher result. This is a fortune effect.\n","skill_mod":{},"summary":"This short golden crown bears a number of gems, each placed in the center of an engraving of a star. While wearing the crown, you are overcome with a …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","Mechanics","School","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2527","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"Coronet of Stars","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-2527"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"conjuration","price":1500000,"skill":["Stealth"],"trait":["Apex","Conjuration","Invested","Magical","Rare"],"id":"equipment-2528","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Limited\" > Cowl of Keys May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 70 Price 15,000 gp Usage worn cloak Bulk L --- This simple, tattered cloak is a faded green and features small, stylized keys sewn throughout its length. While wearing the cloak, you fade into the shadows and gain a +3 item bonus to Stealth checks. When you invest the cloak, you either increase your Dexterity score by 2 or increase it to 18, whichever would give you a higher score. Activate Single Action Interact; Effect You brush your hand against the cloak and your fingers transform into picks, tension wrenches, skeleton keys, and any other tools, providing you with a full set of thieves' tools. This transformation doesn't otherwise hamper the normal use of your fingers or hands. These tools never break when you critically fail your check to Pick a Lock. You can Activate the cloak again to revert your fingers to normal. Activate Two Actions envision, Interact; Frequency once per day; Effect You place your hand against a wall, floor, or ceiling. You create a magical doorway within the surface that a creature can move through, as if the door had always been there. The doorway can penetrate up to 10 feet of material; particularly thick material, such as heavy stone walls, can cause this effect to fail, expending its use for the day. You can use an Interact action on the door to remove it from the surface and return it to its previous shape.\n","skill_mod":{},"summary":"This simple, tattered cloak is a faded green and features small, stylized keys sewn throughout its length. While wearing the cloak, you fade into the …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","School","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2528","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"Cowl of Keys","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-2528"},{"primary_source_category":"Adventure Paths","usage":"worn garment","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"divination","price":1500000,"skill":["Society"],"trait":["Apex","Divination","Invested","Magical","Rare"],"id":"equipment-2529","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Limited\" > Sash of Books May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 70 Price 15,000 gp Usage worn garment Bulk L --- This elegant black sash features stylized crimson books embroidered at either end and a set of simple tassels. While wearing the sash, you feel as if you have a better understanding of the people and life around you. You gain a +3 item bonus to Society checks. When you invest the sash, you either increase your Intelligence score by 2 or increase it to 18, whichever would give you a higher score. Activate Single Action envision; Frequency once per minute; Effect You focus on a creature you can see and attempt to gain an instinctual understanding of the creature. You attempt a check to Recall Knowledge about the creature, rolling twice and taking the higher result. If you roll a critical failure on this check, you get a failure instead. Regardless of the result, you gain a +1 circumstance bonus to attack rolls against the creature and to your AC and saving throws against attacks and effects from the creature for 1 minute. This bonus increases to +2 if you critically succeeded your check to Recall Knowledge. Activate Two Actions command, envision; Frequency once per day; Effect You become keenly aware of your surroundings and become able to anticipate dangers. You gain the effects of foresight .\n","skill_mod":{},"summary":"This elegant black sash features stylized crimson books embroidered at either end and a set of simple tassels. While wearing the sash, you feel as if …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","School","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2529","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"Sash of Books","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-2529"},{"primary_source_category":"Adventure Paths","usage":"worn garment","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"abjuration","price":1500000,"trait":["Abjuration","Apex","Invested","Magical","Rare"],"id":"equipment-2530","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Limited\" > Scapular of Shields May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 70 Price 15,000 gp Usage worn garment Bulk L --- This fine scapular features the image of an ornate shield. While wearing the cloak, you feel protected and capable of withstanding even the deadliest blows. Each time you're critically hit while wearing the scapular, attempt a DC 17 flat check. On a success, it becomes a normal hit. When you invest the scapular, you either increase your Constitution score by 2 or increase it to 18, whichever would give you a higher score. Activate Reaction envision; Frequency once per minute; Trigger You're critically hit with an attack; Effect The shield on your scapular glows with light, helping reduce the effectiveness of the attack. You take normal damage from the triggering attack as if the attack were a normal hit instead. Other effects that trigger with critical hits such as the deadly weapon trait, additional conditions, and so on still occur. Activate Reaction envision; Frequency once per day; Trigger You would take damage from an attack; Effect The shield on your scapular animates and intercedes on the attack. You gain 20 resistance to all damage against the triggering damage.\n","skill_mod":{},"summary":"This fine scapular features the image of an ornate shield. While wearing the cloak, you feel protected and capable of withstanding even the deadliest …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["School","Equipment","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2530","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"Scapular of Shields","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-2530"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"divination","trait":["Artifact","Divination","Invested","Magical","Unique"],"id":"equipment-2531","text":"<title level=\"1\" right=\"Item 25\" pfs=\"\" > The Deck of Destiny May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 71 Usage held in 1 hand Bulk L --- Composed of 54 cards that are powerful in their own right, the Deck of Destiny epitomizes the powers of the harrow and divination. The deck only has its full suite of abilities while complete. Completing the deck requires all 54 cards to be placed together and shuffled into their complete state over the span of 1 minute; the cards merely being in proximity of each other is not enough to complete the deck. Once complete, the deck can be invested normally. While the complete deck is on your person or in hand and invested, you gain a natural insight into events to be. Any divination effects you create become heightened to 10th level for the purpose of determining their counteract level. Additionally, divination effects you create gain a +4 item bonus to their DC and to spell attack rolls. The deck also helps you maintain control of your own fate, granting you immunity to fortune and misfortune effects, though you can be affected by such effects if you wish. Activate envision (daily preparations); Effect When you perform your daily preparations, you can share the Deck of Destiny with your companions, allowing them to invest a hand of up to 5 cards each as if they carried the cards. When one of your companions activates one of their invested cards, an illusory image of the card appears in their hand, but the card's effects are otherwise unaltered. This lasts until the next time you perform your daily preparations. Activate Reaction envision; Trigger A creature you can see within 60 feet is about to attempt a check; Effect You quickly draw a card to alter the triggering creature's fate. Choose either weal or woe. With weal (a fortune effect), the triggering creature rolls twice and takes the better result on their check. With woe (a misfortune effect), the triggering creature is forced to roll twice and take the worse result. If the card you drew is related to the check, such as drawing a card from the suit of shields for a Fortitude saving throw or a card from the suit of crowns for a Deception check, the creature is affected further. When choosing weal, the creature gains a +4 circumstance bonus to the triggering check. When faced with woe, the triggering creature takes a –4 circumstance penalty to the triggering check. Regardless of whether they faced weal or woe, the triggering creature becomes temporarily immune to this ability for 24 hours. Activate Three Actions envision, Interact; Effect You call upon the deck in an attempt to put an end to a creature's life by visiting upon them a particularly grisly fate. Choose a creature within 60 feet. The deck casts phantasmal killer (DC 50, heightened to 10th level) on that creature. This effect doesn't have the emotion, fear, illusion, or mental traits, as it actually alters reality to rewrite a creature's doom. Regardless of the results, the creature becomes temporarily immune to this effect for 1 week. Activate 1 hour (envision, Interact); Frequency once per year; Effect You attempt to undo a creature's untimely death and return them to life. The deck performs a 10th-level resurrect ritual. This ritual doesn't have any cost and doesn't require any secondary casters. Instead, you are the primary caster and must attempt a DC 50 Occultism check to complete the ritual as you perform a harrowing, perform that same harrowing in reverse in an attempt to pull back the threads of fate, and perform one final harrowing to “rewrite” the target's destiny. Destruction The Deck of Destiny is inherently connected to the fate of Golarion. If the deck is used in a harrow reading to determine the destiny of the entire planet, or if the planet itself is destroyed or removed from this reality, the cards crumble to dust after the harrowing is complete or the planet is gone.\n","skill_mod":{},"summary":"Composed of 54 cards that are powerful in their own right, the Deck of Destiny epitomizes the powers of the harrow and divination. The deck only …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","School","Mechanics","Rarity"],"level":25,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2531","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Deck of Destiny","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-2531"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"evocation","trait":["Artifact","Evocation","Invested","Magical","Unique"],"id":"equipment-2532","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Avalanche May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 71 Usage carried --- The Avalanche represents unmitigated disasters, destruction that overruns all in its path. As long as The Avalanche is invested, you gain a +1 item bonus to damage rolls with Strikes that inflict bludgeoning damage. This increases to a +2 item bonus if you're at least 14th level, and a +3 item bonus if you're at least 18th level. Activate Free Action envision, Interact; Frequency once per day; Effect You wave the card in the air and hurl staggering volumes of ice, snow, and rocks out into the world. This magical avalanche buries your foes. Choose up to 4 creatures within 60 feet, each of whom must attempt a Reflex save against your class DC. Regardless of their saving throw, the creature's space becomes greater difficult terrain from the mounds of ice, snow, and rubble. Critical Success The creature is unaffected. Success The creature takes 5d8 bludgeoning damage and is pushed into an adjacent space of its choice. Failure The creature takes 10d8 bludgeoning damage, is knocked prone, and is restrained. Critical Failure The creature takes 20d8 bludgeoning damage, is knocked prone, and is immobilized.\n","skill_mod":{},"summary":" The Avalanche represents unmitigated disasters, destruction that overruns all in its path. As long as The Avalanche is invested, you gain a +1 …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2532","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Avalanche","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2532"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"enchantment","skill":["Deception"],"trait":["Artifact","Enchantment","Invested","Magical","Unique"],"id":"equipment-2533","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Betrayal May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 72 Usage carried --- The Betrayal represents selfishness and envy, twisting outcomes toward unfavorable or even devastating results. As long as The Betrayal is invested, you become more adept at hiding who you really are and tricking targets into positions of vulnerability. You gain a +2 item bonus on Deception checks made to Impersonate or Feint. This increases to a +3 bonus if you are at least 17th level. Activate Free Action envision; Frequency once per day; Effect You turn the tables on your foes, bringing one of them into your ranks and compelling them to attack their allies. You cast dominate on a creature, but can only issue commands to attack or otherwise harm, betray, or inconvenience its allies. The level of the spell is one-half your level, rounded down (minimum 6th level), and the save DC is your class DC.\n","skill_mod":{},"summary":" The Betrayal represents selfishness and envy, twisting outcomes toward unfavorable or even devastating results. As long as The Betrayal is …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2533","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Betrayal","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2533"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"illusion","skill":["Diplomacy"],"trait":["Artifact","Illusion","Invested","Magical","Unique"],"id":"equipment-2534","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Courtesan May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 72 Usage carried --- The Courtesan represents political intrigue and social niceties. As long as The Courtesan is invested, you gain a +2 item bonus to Diplomacy checks to Make an Impression. This increases to a +3 item bonus if you are at least 17th level. Activate Two Actions envision, Interact; Frequency once per day; Effect You pass the card over your face and become exactly who you need to be; you cast illusory disguise . The level of the spell is one-half your level, rounded down (minimum 6th level). You can change your appearance again at any time during the duration by using a three-action activity, which has the concentrate trait. While under these effects, your Deception checks to Impersonate are one degree of success greater when you use them against a creature that is a lower level than yourself.\n","skill_mod":{},"summary":" The Courtesan represents political intrigue and social niceties. As long as The Courtesan is invested, you gain a +2 item bonus to Diplomacy …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2534","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Courtesan","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2534"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"transmutation","trait":["Artifact","Invested","Magical","Transmutation","Unique"],"id":"equipment-2535","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Cricket May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 73 Usage carried --- The Cricket represents speed and quick passage. As long as The Cricket is invested, it grants you a +10-foot item bonus to all your Speeds. This increases to a +20-foot item bonus if you are at least 19th level or higher. Activate Free Action envision, Interact; Frequency once per day; Effect Your feet begin to glow and shimmer as if they were vibrating. Stride up to three times your Speed. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type. This movement doesn't trigger reactions and you can move through creatures' spaces as if they weren't there during this movement.\n","skill_mod":{},"summary":" The Cricket represents speed and quick passage. As long as The Cricket is invested, it grants you a +10-foot item bonus to all your Speeds. This …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","Mechanics","School","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2535","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Cricket","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2535"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"conjuration","skill":["Acrobatics","Thievery"],"trait":["Artifact","Conjuration","Invested","Magical","Unique"],"id":"equipment-2536","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Crows May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 73 Usage carried --- The Crows represent taking things through violence or force, particularly when done through agility and swiftness rather than brawn. As long as The Crows is invested, you can attempt to Grapple targets with Acrobatics checks, and if you're at least trained in Thievery, to Disarm with Thievery checks. When you do so, you gain a +2 item bonus on the attempt, or a +3 item bonus if you're at least 17th level. Activate Free Action envision, Interact (teleportation) Frequency once per day; Effect You hold the card in your hand, and with a flick of the wrist it vanishes, only to be replaced by an object of your choice within 30 feet. The object must be 2 Bulk or less. If that object is unattended, it teleports into your hand automatically. If the object is attended by a creature, you must make a Thievery check against the creature's Reflex DC. Critical Success The object teleports into your hand. Success The object vanishes from the target's possession and lands on the ground at a point at a midway point between you two. Failure The object does not vanish, but the creature's grip on it falters and if it doesn't spend an Interact action on its next turn to grip the item, it drops to the ground. Critical Failure You fail to manipulate the object entirely.\n","skill_mod":{},"summary":" The Crows represent taking things through violence or force, particularly when done through agility and swiftness rather than brawn. As long as …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2536","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Crows","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2536"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"divination","skill":["Performance"],"trait":["Artifact","Divination","Invested","Magical","Unique"],"id":"equipment-2537","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Dance May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 73 Usage carried --- The Dance represents the delicately balanced rhythms of the universe and the ability stay in step with existence. As long as The Dance is invested, you gain a +2 item bonus on Performance checks. This increases to a +3 item bonus if you are at least 17th level. Activate Free Action envision; Frequency once per day; Trigger You are about to roll initiative; Effect Your body begins to move with anticipation, creating a trail of afterimages for a moment. You can roll initiative with a Performance check. Regardless of what skill you use to roll for initiative, roll the check three times and take the result of your choice. This is a fortune effect.\n","skill_mod":{},"summary":" The Dance represents the delicately balanced rhythms of the universe and the ability stay in step with existence. As long as The Dance is …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2537","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Dance","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2537"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"enchantment","skill":["Religion"],"trait":["Artifact","Enchantment","Invested","Magical","Unique"],"id":"equipment-2538","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Eclipse May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 74 Usage carried --- The Eclipse represents self-doubt and loss of purpose, as well as a loss of faith. As long as The Eclipse is invested, you gain a +2 item bonus on Religion checks. This increases to a +3 bonus if you are at least 17th level. Activate Reaction envision (mental) Frequency once per day; Trigger A foe that you're aware of and who is within 60 feet achieves a critical success on a saving throw or a Strike; Effect You produce an aura of doubt that overwhelms all foes in a 30-foot emanation and reduces bright light in that area to dim light, as if the region were under an eclipse. The triggering creature's critical success is reduced to a regular success. All further saving throws or Strikes attempted by enemies within the emanation suffer a –2 item penalty; saving throws or Strikes attempted by the triggering enemy suffer a –3 penalty instead. You can sustain this aura of doubt for up to 1 minute.\n","skill_mod":{},"summary":" The Eclipse represents self-doubt and loss of purpose, as well as a loss of faith. As long as The Eclipse is invested, you gain a +2 item bonus …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2538","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Eclipse","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2538"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"enchantment","trait":["Artifact","Enchantment","Invested","Magical","Unique"],"id":"equipment-2539","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Fool May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 75 Usage carried --- The Fool represents grave foolishness, grand naivete, and exceptional greed. As long as you have The Fool invested, anytime you gain the stupefied condition, reduce its value by 1. You also gain a +2 item bonus to all saving throws against effects that cause the stupefied condition. This bonus increases to +3 if you're at least 17th level. Activate Two Actions envision, Interact (mental) Frequency once per day; Effect You display The Fool to your foes in a clumsy, awkward, and embarrassing way. Choose up to four creatures within 60 feet. These four creatures must attempt a Will save against your class DC. Critical Success The creature is unaffected. Success The creature is distracted by your antics and is stupefied 1 until the start of your next turn. Failure The creature is stupefied 2. Critical Failure The creature is stupefied 3. In addition, for 1 minute, the creature is confused.\n","skill_mod":{},"summary":" The Fool represents grave foolishness, grand naivete, and exceptional greed. As long as you have The Fool invested, anytime you gain the …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2539","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Fool","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2539"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"enchantment","trait":["Artifact","Enchantment","Invested","Magical","Unique"],"id":"equipment-2540","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Inquisitor May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 75 Usage carried --- The Inquisitor represents the search for the truth and the power to see through lies. As long as you have The Inquisitor invested, the results of your Perception Checks to Sense Motive against targets that are equal to or lower than your level are increased by one degree of success. Against targets that are higher level than you, you instead gain a +2 item bonus to your check. This bonus increases to +3 if you are at least 17th level. Activate Two Actions envision, Interact (linguistic, mental) Frequency once per day; Effect You swipe the card over the head of an adjacent creature to delve into their thoughts. You cast mind probe , but as a two-action spell rather than one that takes 1 minute to cast. The level of the spell is one-half your level, rounded down (minimum 5th level), and the save DC is your class DC.\n","skill_mod":{},"summary":" The Inquisitor represents the search for the truth and the power to see through lies. As long as you have The Inquisitor invested, the results of …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2540","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Inquisitor","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2540"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"transmutation","trait":["Artifact","Invested","Magical","Transmutation","Unique"],"id":"equipment-2541","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Joke May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 75 Usage carried --- The Joke represents solving a problem not with strength, but with cleverness or artifice. As long as you have The Joke invested, you can attempt an appropriate Lore check instead of an Athletics check made to Climb, Force Open, Grapple, High Jump, Long Jump, or Swim. For example, you could make a Mountain Lore check to climb a cliff in the mountains, or Sailing Lore check to climb the rigging on a ship. Activate Two Actions envision, Interact; Frequency once per day; Effect You perform a quick but amusing card trick with The Joke meant to distract others. You cast hideous laughter on up to 10 creatures in range of the spell. The level of the spell is one-half your level rounded down (minimum 6th level), and the save DC is your class DC.\n","skill_mod":{},"summary":" The Joke represents solving a problem not with strength, but with cleverness or artifice. As long as you have The Joke invested, you can attempt …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","Mechanics","School","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2541","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Joke","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2541"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"divination","trait":["Artifact","Divination","Invested","Magical","Unique"],"id":"equipment-2542","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Peacock May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 76 Usage carried --- The Peacock represents a sudden shift in attitude or societal change, often represented by a colorful but ugly creature that serves as a reminder as to what happens if something beautiful refuses to change with the times. As long as you have The Peacock invested, you can react to sudden changes more swiftly, and gain Incredible Initiative as a bonus feat. If you already possess this feat, you gain a +2 item bonus on all initiative checks. This item bonus increases to +3 if you are at least 17th level. Activate Two Actions envision, Interact; Frequency once per day; Effect You freeze your appearance as it exists in this very moment by tapping The Peacock to your lips. You cast stoneskin on yourself, but with a duration of 30 minutes instead of 20 minutes. The level of the spell is one-half your level rounded down (minimum 6th level).\n","skill_mod":{},"summary":" The Peacock represents a sudden shift in attitude or societal change, often represented by a colorful but ugly creature that serves as a reminder …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2542","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Peacock","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2542"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"divination","trait":["Artifact","Divination","Invested","Magical","Unique"],"id":"equipment-2543","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Queen Mother May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 76 Usage carried --- The Queen Mother is knowledge manifest, but she only shares this knowledge with loyal subjects. When you first invest The Queen Mother , choose a Lore skill in which you have no proficiency. As long as you continue to have the Queen Mother invested, you treat that Lore skill as if your proficiency rank with it were a master. If you're at least 15th level, you treat that Lore skill as if you were legendary with it instead. You can change your selected Lore once per day as part of your daily preparations, as long as you have The Queen Mother invested. Activate Three Actions command, envision, Interact; Frequency once per day; Effect You call upon a loyal subject to aid you by holding The Queen Mother out and asking her to send help. You cast summon animal or summon construct , but with a range of 90 feet. The level of the spell is one-half your level rounded down.\n","skill_mod":{},"summary":" The Queen Mother is knowledge manifest, but she only shares this knowledge with loyal subjects. When you first invest The Queen Mother , choose a …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2543","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Queen Mother","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2543"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"abjuration","trait":["Abjuration","Artifact","Invested","Magical","Unique"],"id":"equipment-2544","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Teamster May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 77 Usage carried --- The Teamster represents the driving force to push on, no matter the circumstance. As long as you have The Teamster invested, all single-target effects that target you and require a saving throw gain the incapacitation trait. If the effect originates from a creature or effect of a level higher than yours, it doesn't gain the incapacitation trait in this way. Activate Free Action envision; Frequency once per day; Trigger you are affected by an ongoing condition; Effect You push through your largest hindrance. Select one of the following conditions currently affecting you: blinded, clumsy, confused, controlled, dazzled, deafened, doomed, drained, dying, enfeebled, fascinated, fatigued, frightened, grappled, immobilized, paralyzed, persistent damage, petrified, restrained, sickened, slowed, stunned, stupefied, unconscious, or wounded. If the source of the condition is more than 4 levels lower than your current level, The Teamster automatically counters the condition. Otherwise, The Teamster attempts to counter the condition, with a counteract modifier of +31.\n","skill_mod":{},"summary":" The Teamster represents the driving force to push on, no matter the circumstance. As long as you have The Teamster invested, all single-target …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["School","Equipment","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2544","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Teamster","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2544"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"divination","skill":["Diplomacy"],"trait":["Artifact","Divination","Invested","Magical","Unique"],"id":"equipment-2545","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Trader May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 77 Usage carried --- The Trader represents trades and exchanges of information. As long as you have The Trader invested, you gain a +2 item bonus to Diplomacy checks made to Gather Information. This increases to a +3 item bonus if you are at least 17th level. Activate Two Actions envision, Interact; Frequency once per day; Effect The Trader allows you to make an exchange with yourself. Press the card to your brow, and then select two skills. Your proficiency rank with those two skills swaps for 1 hour. For example, if you were a master in Athletics and untrained in Crafting, you would become untrained in Athletics and a master in Crafting. If making this swap would break prerequisites to feats, you lose access to those feats until your skill proficiencies change back in an hour.\n","skill_mod":{},"summary":" The Trader represents trades and exchanges of information. As long as you have The Trader invested, you gain a +2 item bonus to Diplomacy …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2545","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Trader","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2545"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"illusion","trait":["Artifact","Illusion","Invested","Magical","Unique"],"id":"equipment-2546","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Twin May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 77 Usage carried --- The Twin represents a duality of purpose or identity. As long as you have The Twin invested, it helps to defend you against damage to your mind or your body. When you invest The Twin , the card's artwork changes to look like you, and as you are exposed to afflictions, your card twin helps to protect you by absorbing them into itself. You gain a +1 item bonus to saves against curses, diseases, poison, and transmutation effects. This bonus increases to +2 if you're at least 14th level, and to +3 if you're 20th level. As you resist these afflictions, they begin to manifest on one of the twins depicted on the card art. Activate Three Actions envision, Interact; Frequency once per day; Effect You twirl The Twin between your fingers and create a shadowy duplicate of yourself that mirrors your actions. The duplicate appears adjacent to you and has the same statistics as you do when you activate the card. You can sustain this effect for up to one minute. When you sustain the effect, your twin gains 2 actions. It always acts immediately after your turn, and must use identical actions to the ones you used, in exactly the same order. However, it can use the actions differently, such as Striding to a different position or selecting a different target for a Strike. If the twin is unable to mimic an action, it attempts the action without result and the action is wasted. The duplicate can't use any actions that can be used only a limited number of times per day (including casting any spell other than a cantrip). The duplicate isn't truly alive and can't be healed in any way. If the duplicate ever reaches 0 Hit Points, it is instantly destroyed and the effect immediately ends, and you take 10d6 mental damage (DC 38 basic Will save).\n","skill_mod":{},"summary":" The Twin represents a duality of purpose or identity. As long as you have The Twin invested, it helps to defend you against damage to your mind …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2546","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Twin","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2546"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"transmutation","trait":["Artifact","Invested","Magical","Transmutation","Unique"],"id":"equipment-2547","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Unicorn May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 78 Usage carried --- The Unicorn represents finding what one seeks. As long as you have The Unicorn invested, you gain a +2 item bonus on Perception checks to Seek. This increases to a +3 item bonus if you're at least 17th level. Activate Two Actions envision, Interact; Frequency once per day; Effect You pass The Unicorn across an adjacent closed container and then open the container. Inside, you'll find a Common consumable alchemical or magic item you need to solve a problem or deal with a situation close at hand. For example, if you're badly wounded, you might find a greater healing potion . If you've been poisoned, you could discover a panacea . If you're faced with a written clue in a language you don't understand, the container might hold a comprehension elixir. The GM always decides what consumable item is discovered, and it must be equal to or lower than your level. If the consumable isn't used within 1 minute of being discovered, the item vanishes. If there's no appropriate item to solve your situation, the GM can rule that no object is found; in this case, the daily use of The Unicorn is not expended.\n","skill_mod":{},"summary":" The Unicorn represents finding what one seeks. As long as you have The Unicorn invested, you gain a +2 item bonus on Perception checks to Seek . …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","Mechanics","School","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2547","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Unicorn","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2547"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"conjuration","trait":["Artifact","Conjuration","Invested","Magical","Unique"],"id":"equipment-2548","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Wanderer May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 79 Usage carried --- The Wanderer represents the art of collecting and finding the value in even the simplest items. As long as The Wanderer is invested, you don't trigger reactions when you Interact to draw or use an item. Activate Two Actions envision, Interact; Frequency once per day; Effect You do a quick bit of legerdemain with The Wanderer . As the card appears to disappear from your hand, it's immediately replaced by an object of Light bulk in your hand. The object can be any Common permanent magic item, weapon, or piece of gear of a level no higher than your level –2. The item exists for 1 minute, or until it is no longer attended by you, at which point the item vanishes and The Wanderer reappears in your possession.\n","skill_mod":{},"summary":" The Wanderer represents the art of collecting and finding the value in even the simplest items. As long as The Wanderer is invested, you don't …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2548","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Wanderer","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2548"},{"primary_source_category":"Adventure Paths","usage":"carried","source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","school":"divination","trait":["Artifact","Divination","Invested","Magical","Unique"],"id":"equipment-2549","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > The Winged Serpent May contain spoilers from Stolen Fate Source Pathfinder #192: Worst of All Possible Worlds pg. 79 Usage carried --- The Winged Serpent represents the wisdom of knowing when to act. As long as you have The Winged Serpent invested, you gain a +2 item bonus on initiative checks made with sight-based Perception checks. This bonus increases to +3 if you are 17th level. Activate Two Actions envision, Interact; Frequency once per day; Effect You swipe The Winged Serpent across your eyes to gain insight on when to strike. You cast foresight on yourself, but the duration is only 10 minutes. If you're at least 17th level, the duration extends to 1 hour and you can cast foresight on another creature by touch. The level of this spell is one-half your level rounded down (minimum 9th).\n","skill_mod":{},"summary":" The Winged Serpent represents the wisdom of knowing when to act. As long as you have The Winged Serpent invested, you gain a +2 item bonus on …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"The Deck of Destiny","resistance":{},"url":"/Equipment.aspx?ID=2549","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"The Winged Serpent","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2549"},{"item_child_id":["equipment-2550-2296","equipment-2550-2297"],"primary_source_category":"Lost Omens","usage":"etched onto a weapon","source":["Highhelm"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"enchantment","trait":["Enchantment","Magical","Uncommon"],"id":"equipment-2550","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Ashen Source Highhelm pg. 58 Usage etched onto a weapon --- In his attempts to recreate the initial feeling of the object he encountered ages ago, the Ash Engineer discovered a different effect, one that would confound his enemies. Ashen weapons are typically coated in a thin layer of ash that gradually returns over the span of a day, even after wiping away. A creature hit by an attack from an ashen weapon becomes surrounded by burning ash, which deals 1d4 persistent fire damage. This ash clouds the senses, causing the creature to become confused for 1 round unless it succeeds at a DC 25 Will save. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Ashen Source Highhelm pg. 58 Price 700 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Ashen (Greater) Source Highhelm pg. 58 Price 9,000 gp --- The persistent fire damage is 1d8. The save DC is 35. On a critical failure, the effect lasts for 1 minute.","skill_mod":{},"summary":"In his attempts to recreate the initial feeling of the object he encountered ages ago, the Ash Engineer discovered a different effect, one that would …","primary_source":"Highhelm","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2550","name":"Ashen","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2550"},{"primary_source_category":"Lost Omens","usage":"etched onto a weapon","source":["Highhelm"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2550","weakness":{},"school":"enchantment","price":70000,"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-2550-2296","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Ashen Source Highhelm pg. 58 Usage etched onto a weapon --- In his attempts to recreate the initial feeling of the object he encountered ages ago, the Ash Engineer discovered a different effect, one that would confound his enemies. Ashen weapons are typically coated in a thin layer of ash that gradually returns over the span of a day, even after wiping away. A creature hit by an attack from an ashen weapon becomes surrounded by burning ash, which deals 1d4 persistent fire damage. This ash clouds the senses, causing the creature to become confused for 1 round unless it succeeds at a DC 25 Will save. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Ashen Source Highhelm pg. 58 Price 700 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Ashen (Greater) Source Highhelm pg. 58 Price 9,000 gp --- The persistent fire damage is 1d8. The save DC is 35. On a critical failure, the effect lasts for 1 minute.","skill_mod":{},"summary":"In his attempts to recreate the initial feeling of the object he encountered ages ago, the Ash Engineer discovered a different effect, one that would …","primary_source":"Highhelm","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2550","name":"Ashen","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2550-2296"},{"primary_source_category":"Lost Omens","usage":"etched onto a weapon","source":["Highhelm"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2550","weakness":{},"school":"enchantment","price":900000,"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-2550-2297","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Ashen Source Highhelm pg. 58 Usage etched onto a weapon --- In his attempts to recreate the initial feeling of the object he encountered ages ago, the Ash Engineer discovered a different effect, one that would confound his enemies. Ashen weapons are typically coated in a thin layer of ash that gradually returns over the span of a day, even after wiping away. A creature hit by an attack from an ashen weapon becomes surrounded by burning ash, which deals 1d4 persistent fire damage. This ash clouds the senses, causing the creature to become confused for 1 round unless it succeeds at a DC 25 Will save. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Ashen Source Highhelm pg. 58 Price 700 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Ashen (Greater) Source Highhelm pg. 58 Price 9,000 gp --- The persistent fire damage is 1d8. The save DC is 35. On a critical failure, the effect lasts for 1 minute.","skill_mod":{},"summary":"The persistent fire damage is 1d8. The save DC is 35. On a critical failure, the effect lasts for 1 minute.","primary_source":"Highhelm","trait_group":["School","Mechanics","Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2550","name":"Ashen (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2550-2297"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Highhelm"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":625000,"trait":["Evocation","Magical","Negative","Rare","Void"],"id":"equipment-2551","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Black King Source Highhelm pg. 58 Price 6,250 gp Usage held in 2 hands Bulk 2 Base Weapon Blunderbuss --- The black king is a +2 greater striking ashen blunderbuss . While the dark metal frame is still pleasant to look at, this design prioritizes destructive power over aesthetic appeal. This specialized blunderbuss has a scatter radius of 20 feet instead of 10, and all splash damage it deals is negative damage instead of physical. Due to the risk of collateral damage, this weapon is typically only used by the especially foolhardy or reckless. Activate Two Actions envision, Interact; Frequency once per day; Effect You unleash a blast of draining flame, dealing 5d6 fire damage and 5d6 negative damage to all creatures in a 60 foot cone (DC 34 basic Reflex save). Creatures who fail their saving throw are knocked back 5 feet. Creatures who critically fail are knocked back 10 feet and fall prone.\n","skill_mod":{},"summary":"The black king is a +2 greater striking ashen blunderbuss . While the dark metal frame is still pleasant to look at, this design prioritizes …","primary_source":"Highhelm","trait_group":["School","Mechanics","Energy","Planar","Creature Type","Rarity"],"level":15,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2551","base_item":["Blunderbuss"],"name":"Black King","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2551"},{"item_child_id":["equipment-2552-2298","equipment-2552-2299","equipment-2552-2300","equipment-2552-2301"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Highhelm"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"transmutation","trait":["Fire","Invested","Magical","Transmutation","Uncommon"],"id":"equipment-2552","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Furnace of Endings Source Highhelm pg. 58 Usage held in 1 hand Bulk L --- Ash Cultists make use of these metal scroll cases to deliver secret messages or as ways to “smuggle” stolen documents since initial inspections find an elegant yet empty case. The cases are enchanted to instantly immolate any parchment or document placed inside of it. While invested, you can Interact with the scroll case to recreate the last message that was destroyed this way. For as long as the case is open, ashes will rise into the air, recreating the text of the message exactly as it was written. When you close the case or leave it unattended for 1 minute, the message scatters until the next time you Interact with it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Furnace of Endings (Lesser) Source Highhelm pg. 58 Price 35 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Furnace of Endings Source Highhelm pg. 58 Price 160 gp Bulk L --- In addition to the ability to recreate immolated documents, you can immolate a scroll containing a 1st-level spell with the fire or negative trait that takes no more than three actions to cast. Doing so stores the scroll's magic inside of the scroll case in order to reuse it later. Only a single spell can be stored this way at a time, and immolating scrolls containing a higher-level spell simply destroys the scroll without storing the magic. When you immolate a new spell scroll in the case, the previous one is lost. Enough of the scroll's magic is lost in this process that you can't use the case to recreate the scroll for the purposes of Learning a Spell. Activate Single Action to Three Actions envision, Cast a Spell; Frequency once per day; Requirements The last object burned was a scroll containing an appropriate spell; Effect You cast the stored spell as if you were activating the scroll. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Furnace of Endings (Greater) Source Highhelm pg. 58 Price 700 gp Bulk L --- The furnace can store a single spell of up to 3rd level. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Furnace of Endings (Major) Source Highhelm pg. 58 Price 3,000 gp Bulk L --- The furnace can store a single spell of up to 5th level.","element":["Fire"],"skill_mod":{},"summary":"Ash Cultists make use of these metal scroll cases to deliver secret messages or as ways to “smuggle” stolen documents since initial inspections find …","primary_source":"Highhelm","trait_group":["Energy","Elemental","Planar","Monster","Equipment","Mechanics","School","Rarity"],"level":2,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2552","name":"Furnace of Endings","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2552"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Highhelm"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2552","weakness":{},"school":"transmutation","price":3500,"trait":["Fire","Invested","Magical","Transmutation","Uncommon"],"id":"equipment-2552-2298","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Furnace of Endings Source Highhelm pg. 58 Usage held in 1 hand Bulk L --- Ash Cultists make use of these metal scroll cases to deliver secret messages or as ways to “smuggle” stolen documents since initial inspections find an elegant yet empty case. The cases are enchanted to instantly immolate any parchment or document placed inside of it. While invested, you can Interact with the scroll case to recreate the last message that was destroyed this way. For as long as the case is open, ashes will rise into the air, recreating the text of the message exactly as it was written. When you close the case or leave it unattended for 1 minute, the message scatters until the next time you Interact with it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Furnace of Endings (Lesser) Source Highhelm pg. 58 Price 35 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Furnace of Endings Source Highhelm pg. 58 Price 160 gp Bulk L --- In addition to the ability to recreate immolated documents, you can immolate a scroll containing a 1st-level spell with the fire or negative trait that takes no more than three actions to cast. Doing so stores the scroll's magic inside of the scroll case in order to reuse it later. Only a single spell can be stored this way at a time, and immolating scrolls containing a higher-level spell simply destroys the scroll without storing the magic. When you immolate a new spell scroll in the case, the previous one is lost. Enough of the scroll's magic is lost in this process that you can't use the case to recreate the scroll for the purposes of Learning a Spell. Activate Single Action to Three Actions envision, Cast a Spell; Frequency once per day; Requirements The last object burned was a scroll containing an appropriate spell; Effect You cast the stored spell as if you were activating the scroll. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Furnace of Endings (Greater) Source Highhelm pg. 58 Price 700 gp Bulk L --- The furnace can store a single spell of up to 3rd level. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Furnace of Endings (Major) Source Highhelm pg. 58 Price 3,000 gp Bulk L --- The furnace can store a single spell of up to 5th level.","element":["Fire"],"skill_mod":{},"summary":"Ash Cultists make use of these metal scroll cases to deliver secret messages or as ways to “smuggle” stolen documents since initial inspections find …","primary_source":"Highhelm","trait_group":["Energy","Elemental","Planar","Monster","Equipment","Mechanics","School","Rarity"],"level":2,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2552","name":"Furnace of Endings (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2552-2298"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Highhelm"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2552","weakness":{},"school":"transmutation","price":16000,"trait":["Fire","Invested","Magical","Transmutation","Uncommon"],"id":"equipment-2552-2299","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Furnace of Endings Source Highhelm pg. 58 Usage held in 1 hand Bulk L --- Ash Cultists make use of these metal scroll cases to deliver secret messages or as ways to “smuggle” stolen documents since initial inspections find an elegant yet empty case. The cases are enchanted to instantly immolate any parchment or document placed inside of it. While invested, you can Interact with the scroll case to recreate the last message that was destroyed this way. For as long as the case is open, ashes will rise into the air, recreating the text of the message exactly as it was written. When you close the case or leave it unattended for 1 minute, the message scatters until the next time you Interact with it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Furnace of Endings (Lesser) Source Highhelm pg. 58 Price 35 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Furnace of Endings Source Highhelm pg. 58 Price 160 gp Bulk L --- In addition to the ability to recreate immolated documents, you can immolate a scroll containing a 1st-level spell with the fire or negative trait that takes no more than three actions to cast. Doing so stores the scroll's magic inside of the scroll case in order to reuse it later. Only a single spell can be stored this way at a time, and immolating scrolls containing a higher-level spell simply destroys the scroll without storing the magic. When you immolate a new spell scroll in the case, the previous one is lost. Enough of the scroll's magic is lost in this process that you can't use the case to recreate the scroll for the purposes of Learning a Spell. Activate Single Action to Three Actions envision, Cast a Spell; Frequency once per day; Requirements The last object burned was a scroll containing an appropriate spell; Effect You cast the stored spell as if you were activating the scroll. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Furnace of Endings (Greater) Source Highhelm pg. 58 Price 700 gp Bulk L --- The furnace can store a single spell of up to 3rd level. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Furnace of Endings (Major) Source Highhelm pg. 58 Price 3,000 gp Bulk L --- The furnace can store a single spell of up to 5th level.","element":["Fire"],"skill_mod":{},"summary":"In addition to the ability to recreate immolated documents, you can immolate a scroll containing a 1st-level spell with the fire or negative …","primary_source":"Highhelm","trait_group":["Energy","Elemental","Planar","Monster","Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2552","name":"Furnace of Endings","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2552-2299"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Highhelm"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2552","weakness":{},"school":"transmutation","price":70000,"trait":["Fire","Invested","Magical","Transmutation","Uncommon"],"id":"equipment-2552-2300","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Furnace of Endings Source Highhelm pg. 58 Usage held in 1 hand Bulk L --- Ash Cultists make use of these metal scroll cases to deliver secret messages or as ways to “smuggle” stolen documents since initial inspections find an elegant yet empty case. The cases are enchanted to instantly immolate any parchment or document placed inside of it. While invested, you can Interact with the scroll case to recreate the last message that was destroyed this way. For as long as the case is open, ashes will rise into the air, recreating the text of the message exactly as it was written. When you close the case or leave it unattended for 1 minute, the message scatters until the next time you Interact with it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Furnace of Endings (Lesser) Source Highhelm pg. 58 Price 35 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Furnace of Endings Source Highhelm pg. 58 Price 160 gp Bulk L --- In addition to the ability to recreate immolated documents, you can immolate a scroll containing a 1st-level spell with the fire or negative trait that takes no more than three actions to cast. Doing so stores the scroll's magic inside of the scroll case in order to reuse it later. Only a single spell can be stored this way at a time, and immolating scrolls containing a higher-level spell simply destroys the scroll without storing the magic. When you immolate a new spell scroll in the case, the previous one is lost. Enough of the scroll's magic is lost in this process that you can't use the case to recreate the scroll for the purposes of Learning a Spell. Activate Single Action to Three Actions envision, Cast a Spell; Frequency once per day; Requirements The last object burned was a scroll containing an appropriate spell; Effect You cast the stored spell as if you were activating the scroll. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Furnace of Endings (Greater) Source Highhelm pg. 58 Price 700 gp Bulk L --- The furnace can store a single spell of up to 3rd level. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Furnace of Endings (Major) Source Highhelm pg. 58 Price 3,000 gp Bulk L --- The furnace can store a single spell of up to 5th level.","element":["Fire"],"skill_mod":{},"summary":"The furnace can store a single spell of up to 3rd level.","primary_source":"Highhelm","trait_group":["Energy","Elemental","Planar","Monster","Equipment","Mechanics","School","Rarity"],"level":9,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2552","name":"Furnace of Endings (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2552-2300"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Highhelm"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2552","weakness":{},"school":"transmutation","price":300000,"trait":["Fire","Invested","Magical","Transmutation","Uncommon"],"id":"equipment-2552-2301","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Furnace of Endings Source Highhelm pg. 58 Usage held in 1 hand Bulk L --- Ash Cultists make use of these metal scroll cases to deliver secret messages or as ways to “smuggle” stolen documents since initial inspections find an elegant yet empty case. The cases are enchanted to instantly immolate any parchment or document placed inside of it. While invested, you can Interact with the scroll case to recreate the last message that was destroyed this way. For as long as the case is open, ashes will rise into the air, recreating the text of the message exactly as it was written. When you close the case or leave it unattended for 1 minute, the message scatters until the next time you Interact with it. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Furnace of Endings (Lesser) Source Highhelm pg. 58 Price 35 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Furnace of Endings Source Highhelm pg. 58 Price 160 gp Bulk L --- In addition to the ability to recreate immolated documents, you can immolate a scroll containing a 1st-level spell with the fire or negative trait that takes no more than three actions to cast. Doing so stores the scroll's magic inside of the scroll case in order to reuse it later. Only a single spell can be stored this way at a time, and immolating scrolls containing a higher-level spell simply destroys the scroll without storing the magic. When you immolate a new spell scroll in the case, the previous one is lost. Enough of the scroll's magic is lost in this process that you can't use the case to recreate the scroll for the purposes of Learning a Spell. Activate Single Action to Three Actions envision, Cast a Spell; Frequency once per day; Requirements The last object burned was a scroll containing an appropriate spell; Effect You cast the stored spell as if you were activating the scroll. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Furnace of Endings (Greater) Source Highhelm pg. 58 Price 700 gp Bulk L --- The furnace can store a single spell of up to 3rd level. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Furnace of Endings (Major) Source Highhelm pg. 58 Price 3,000 gp Bulk L --- The furnace can store a single spell of up to 5th level.","element":["Fire"],"skill_mod":{},"summary":"The furnace can store a single spell of up to 5th level.","primary_source":"Highhelm","trait_group":["Energy","Elemental","Planar","Monster","Equipment","Mechanics","School","Rarity"],"level":13,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2552","name":"Furnace of Endings (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2552-2301"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Highhelm"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":50000,"trait":["Evocation","Magical","Negative","Rare","Void"],"id":"equipment-2553","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Gray Prince Source Highhelm pg. 59 Price 500 gp Usage held in 1 hand Bulk 1 Base Weapon Hand Cannon --- While nothing created by the Ash Cult could be considered mass-produced, this +1 striking ruinous hand cannon is by far their most popular design. The sleek body and intricate carving work make it a favorite accessory of certain aristocrats. The carving isn't merely decorative, however. Rather than a traditional maker's mark, Ornmarr etches excerpts of unreadable text onto each creation, hoping that one day his weapons will sing to another as the silver crystal once sang to him. Activate Two Actions envision, INteract; Frequency once per hour; Effect You fire a bolt of negative energy, dealing 2d8 negative damage to all creatures in a 60 foot line (DC 24 basic Reflex saving throw). Creatures who critically fail their saving throw also take 1 persistent negative damage for 1 minute.\n","skill_mod":{},"summary":"While nothing created by the Ash Cult could be considered mass-produced, this +1 striking ruinous hand cannon is by far their most popular …","primary_source":"Highhelm","trait_group":["School","Mechanics","Energy","Planar","Creature Type","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2553","base_item":["Hand Cannon"],"name":"Gray Prince","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2553"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Highhelm"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":200000,"trait":["Evocation","Fire","Magical","Rare"],"id":"equipment-2554","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Scarlet Queen Source Highhelm pg. 59 Price 2,000 gp Usage held in 1 hand Bulk 1 Base Weapon Hammer Gun --- The scarlet queen is a +2 striking flaming hammer gun . Due to the awkward and complex nature of combination weapons, it's by far the least popular of Ornmarr's designs, but those who have mastered it consider it his finest creation to date. The glistening red steel always feels warm to the touch and sheds dim light in a 15-foot radius. Any non-magical object of light Bulk destroyed by the scarlet queen is reduced completely to ash. Activate Two Actions envision, Interact; Frequency once per day; Requirements The scarlet queen is in its firearm form; Effect You fire a blast of magically disruptive energy at an unattended magical object. You cast 5th-level dispel magic with a counteract bonus of +21 against the object.\n","element":["Fire"],"skill_mod":{},"summary":"The scarlet queen is a +2 striking flaming hammer gun . Due to the awkward and complex nature of combination weapons, it's by far the least …","primary_source":"Highhelm","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2554","base_item":["Hammer Gun"],"name":"Scarlet Queen","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2554"},{"hands":"2","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Highhelm"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":9000,"trait":["Uncommon"],"id":"equipment-2555","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Liar's Board Source Highhelm pg. 59 Price 90 gp Hands 2 Usage held in 2 hands Bulk 2 --- This clockwork game board contains 6 hidden compartments that can be opened by moving the game pieces in specific, preset patterns. Each chamber has a unique combination, and only one chamber can be opened at a time. Once a chamber is opened, a new combination can be set as a 1-minute activity. You can identify a Liar's Board as a clockwork device with a successful DC 25 Perception check, and you can find an individual hidden compartment with a successful DC 30 Perception check. The GM rolls a d6 to determine which chamber is discovered, rolling again if the result is one you're already aware of. You can force open a compartment you've identified with a successful DC 30 Thievery check, but tampering will be obvious unless you critically succeed at the check. If you spend at least 1 hour examining the game board, you can instead attempt to deduce the correct combination to open a compartment with a successful DC 30 Society or Games Lore check.\n","skill_mod":{},"summary":"This clockwork game board contains 6 hidden compartments that can be opened by moving the game pieces in specific, preset patterns. Each chamber has …","primary_source":"Highhelm","trait_group":["Rarity"],"level":5,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2555","name":"Liar's Board","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2555"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Highhelm"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":2000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-2556","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Grindlegrub Steak Source Highhelm pg. 73 Price 20 gp Usage held in 1 hand Bulk L Activate 1 minute (Interact) --- Fried grindlegrub is a common street food in Highhelm, but Sanra has elevated the dish to something almost gourmet for such pedestrian fare, bringing out both the height of its flavor and its natural energy boosting properties. You do not need to eat for three days after consuming a grindlegrub steak, and for that duration you gain a +1 item bonus to Fortitude saving throws against fatigue and the drained condition.\n","skill_mod":{},"summary":"Fried grindlegrub is a common street food in Highhelm, but Sanra has elevated the dish to something almost gourmet for such pedestrian fare, bringing …","primary_source":"Highhelm","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=2556","name":"Grindlegrub Steak","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2556"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Highhelm"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"abjuration","price":1500,"trait":["Abjuration","Consumable","Magical","Uncommon"],"id":"equipment-2557","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Irondust Stew Source Highhelm pg. 73 Price 15 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This hearty meat-and-potato stew has an unusual shine to it and seems to sparkle when it catches the right light. That's because it's been infused with a specially treated iron dust, which Sanra Copperstone promises will strengthen the bones and make for healthier skin. Eating this delicious, if metallic, stew adds that same sheen to your own skin, while also hardening it. You gain 3 resistance to physical damage for 1 minute, but take a –2 item penalty to Acrobatics and Athletics checks during that time.\n","skill_mod":{},"summary":"This hearty meat-and-potato stew has an unusual shine to it and seems to sparkle when it catches the right light. That's because it's been infused …","primary_source":"Highhelm","trait_group":["School","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2557","name":"Irondust Stew","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2557"},{"item_child_id":["equipment-2558-2302","equipment-2558-2303","equipment-2558-2304"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Highhelm"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","trait":["Consumable","Magical","Polymorph","Potion","Transmutation","Uncommon"],"id":"equipment-2558","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bloodhammer Reserve Source Highhelm pg. 86 Usage held in 1 hand Bulk L Activate Single Action Interact --- This strong, rich red-brown home brew has no listed ingredients, but smells of earth and is both smoky and surprisingly bitter. Although Skogg Bloodhammer insists that the drink doesn't exist, it's somewhat of an open secret among his close friends. He prefers to share this drink at backroom gatherings with these trusted friends, and usually broaches the idea of sharing with a full mug and a question: “You ever thought about being a frog?” After drinking the brew, you transform into an animal, gaining the effects of animal form except you can't Dismiss the effect, and you transform into a random animal battle form. To determine the battle form, roll 1d10 (1 = ape, 2 = bear, 3 = bull, 4 = canine, 5 = cat, 6 = deer, 7 = frog, 8 = shark, 9 = snake, 10 = reroll). Your appearance while in the battle form resembles that of animals within Emperor's Peak or from the surrounding Five Kings Mountains, such as the Five Kings dart snake or the Coldforge singing frog. More unusual battle forms like apes and sharks instead resemble a typical member of that species. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Bloodhammer Reserve Source Highhelm pg. 86 Price 20 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bloodhammer Reserve (Select) Source Highhelm pg. 86 Price 35 gp Bulk L --- When you consume the brew, you can choose which battle form you take and the temporary Hit Points you gain from the battle form increase to 10. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bloodhammer Reserve (Black Label) Source Highhelm pg. 86 Price 100 gp Bulk L --- When you consume the brew, you gain the effects of 4th-level animal form , can choose which battle form you take, and the temporary Hit Points you gain from the battle form increase to 20.","skill_mod":{},"summary":"This strong, rich red-brown home brew has no listed ingredients, but smells of earth and is both smoky and surprisingly bitter. Although Skogg …","primary_source":"Highhelm","trait_group":["Equipment","Mechanics","School","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2558","name":"Bloodhammer Reserve","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2558"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Highhelm"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2558","weakness":{},"school":"transmutation","price":2000,"trait":["Consumable","Magical","Polymorph","Potion","Transmutation","Uncommon"],"id":"equipment-2558-2302","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bloodhammer Reserve Source Highhelm pg. 86 Usage held in 1 hand Bulk L Activate Single Action Interact --- This strong, rich red-brown home brew has no listed ingredients, but smells of earth and is both smoky and surprisingly bitter. Although Skogg Bloodhammer insists that the drink doesn't exist, it's somewhat of an open secret among his close friends. He prefers to share this drink at backroom gatherings with these trusted friends, and usually broaches the idea of sharing with a full mug and a question: “You ever thought about being a frog?” After drinking the brew, you transform into an animal, gaining the effects of animal form except you can't Dismiss the effect, and you transform into a random animal battle form. To determine the battle form, roll 1d10 (1 = ape, 2 = bear, 3 = bull, 4 = canine, 5 = cat, 6 = deer, 7 = frog, 8 = shark, 9 = snake, 10 = reroll). Your appearance while in the battle form resembles that of animals within Emperor's Peak or from the surrounding Five Kings Mountains, such as the Five Kings dart snake or the Coldforge singing frog. More unusual battle forms like apes and sharks instead resemble a typical member of that species. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Bloodhammer Reserve Source Highhelm pg. 86 Price 20 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bloodhammer Reserve (Select) Source Highhelm pg. 86 Price 35 gp Bulk L --- When you consume the brew, you can choose which battle form you take and the temporary Hit Points you gain from the battle form increase to 10. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bloodhammer Reserve (Black Label) Source Highhelm pg. 86 Price 100 gp Bulk L --- When you consume the brew, you gain the effects of 4th-level animal form , can choose which battle form you take, and the temporary Hit Points you gain from the battle form increase to 20.","skill_mod":{},"summary":"This strong, rich red-brown home brew has no listed ingredients, but smells of earth and is both smoky and surprisingly bitter. Although Skogg …","primary_source":"Highhelm","trait_group":["Equipment","Mechanics","School","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2558","name":"Bloodhammer Reserve","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-2558-2302"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Highhelm"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2558","weakness":{},"school":"transmutation","price":3500,"trait":["Consumable","Magical","Polymorph","Potion","Transmutation","Uncommon"],"id":"equipment-2558-2303","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bloodhammer Reserve Source Highhelm pg. 86 Usage held in 1 hand Bulk L Activate Single Action Interact --- This strong, rich red-brown home brew has no listed ingredients, but smells of earth and is both smoky and surprisingly bitter. Although Skogg Bloodhammer insists that the drink doesn't exist, it's somewhat of an open secret among his close friends. He prefers to share this drink at backroom gatherings with these trusted friends, and usually broaches the idea of sharing with a full mug and a question: “You ever thought about being a frog?” After drinking the brew, you transform into an animal, gaining the effects of animal form except you can't Dismiss the effect, and you transform into a random animal battle form. To determine the battle form, roll 1d10 (1 = ape, 2 = bear, 3 = bull, 4 = canine, 5 = cat, 6 = deer, 7 = frog, 8 = shark, 9 = snake, 10 = reroll). Your appearance while in the battle form resembles that of animals within Emperor's Peak or from the surrounding Five Kings Mountains, such as the Five Kings dart snake or the Coldforge singing frog. More unusual battle forms like apes and sharks instead resemble a typical member of that species. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Bloodhammer Reserve Source Highhelm pg. 86 Price 20 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bloodhammer Reserve (Select) Source Highhelm pg. 86 Price 35 gp Bulk L --- When you consume the brew, you can choose which battle form you take and the temporary Hit Points you gain from the battle form increase to 10. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bloodhammer Reserve (Black Label) Source Highhelm pg. 86 Price 100 gp Bulk L --- When you consume the brew, you gain the effects of 4th-level animal form , can choose which battle form you take, and the temporary Hit Points you gain from the battle form increase to 20.","skill_mod":{},"summary":"When you consume the brew, you can choose which battle form you take and the temporary Hit Points you gain from the battle form increase to 10.","primary_source":"Highhelm","trait_group":["Equipment","Mechanics","School","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2558","name":"Bloodhammer Reserve (Select)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2558-2303"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Highhelm"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2558","weakness":{},"school":"transmutation","price":10000,"trait":["Consumable","Magical","Polymorph","Potion","Transmutation","Uncommon"],"id":"equipment-2558-2304","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bloodhammer Reserve Source Highhelm pg. 86 Usage held in 1 hand Bulk L Activate Single Action Interact --- This strong, rich red-brown home brew has no listed ingredients, but smells of earth and is both smoky and surprisingly bitter. Although Skogg Bloodhammer insists that the drink doesn't exist, it's somewhat of an open secret among his close friends. He prefers to share this drink at backroom gatherings with these trusted friends, and usually broaches the idea of sharing with a full mug and a question: “You ever thought about being a frog?” After drinking the brew, you transform into an animal, gaining the effects of animal form except you can't Dismiss the effect, and you transform into a random animal battle form. To determine the battle form, roll 1d10 (1 = ape, 2 = bear, 3 = bull, 4 = canine, 5 = cat, 6 = deer, 7 = frog, 8 = shark, 9 = snake, 10 = reroll). Your appearance while in the battle form resembles that of animals within Emperor's Peak or from the surrounding Five Kings Mountains, such as the Five Kings dart snake or the Coldforge singing frog. More unusual battle forms like apes and sharks instead resemble a typical member of that species. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Bloodhammer Reserve Source Highhelm pg. 86 Price 20 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Bloodhammer Reserve (Select) Source Highhelm pg. 86 Price 35 gp Bulk L --- When you consume the brew, you can choose which battle form you take and the temporary Hit Points you gain from the battle form increase to 10. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bloodhammer Reserve (Black Label) Source Highhelm pg. 86 Price 100 gp Bulk L --- When you consume the brew, you gain the effects of 4th-level animal form , can choose which battle form you take, and the temporary Hit Points you gain from the battle form increase to 20.","skill_mod":{},"summary":"When you consume the brew, you gain the effects of 4th-level animal form , can choose which battle form you take, and the temporary Hit Points you …","primary_source":"Highhelm","trait_group":["Equipment","Mechanics","School","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2558","name":"Bloodhammer Reserve (Black Label)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2558-2304"},{"primary_source_category":"Lost Omens","usage":"worn gloves","source":["Highhelm"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"transmutation","price":60000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-2559","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Bloodknuckles Source Highhelm pg. 86 Price 600 gp Usage worn gloves Base Weapon Fist --- These thin cloth wraps, which are illegal to use in Highhelm's organized brawls, blend into the skin and add an edge to your blows. The wraps are +1 striking wounding handwraps of mighty blows . When you invest the wraps, they gain the effects of a 3rd-level magic aura spell to appear non-magical and resemble simple bandages. Casual observers are unlikely to notice anything amiss with the wraps, but a creature that succeeds at a DC 25 Perception check can notice something is off about them, though they would still need to find other means to discern the magical nature of the wraps. Activate Reaction envision; Frequency once per minute; Trigger You cause a creature within reach to take bleed damage; Effect You use your foe's pain to reinvigorate you. You gain temporary Hit Points equal to the value of the triggering bleed damage, up to a maximum of 10 temporary HP. These temporary Hit Points remain for 1 minute.\n","skill_mod":{},"summary":"These thin cloth wraps, which are illegal to use in Highhelm's organized brawls, blend into the skin and add an edge to your blows. The wraps are +1 …","primary_source":"Highhelm","trait_group":["Equipment","Mechanics","School","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2559","base_item":["Fist"],"name":"Bloodknuckles","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2559"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Highhelm"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":700,"trait":["Alchemical","Consumable","Inhaled","Uncommon"],"id":"equipment-2560","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Dark Pepper Powder Source Highhelm pg. 86 Price 7 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- Made from the smokebulbs that grow in Stonebreach, dark pepper is used as a common spice in dwarven cooking, but can also be an irritant in large quantities. Sacks of dark pepper are readily available in the Roundabout Market, but are less common in markets elsewhere in the city. You can toss a handful of dark pepper at an adjacent creature as an Interact action. The target must attempt a DC 16 Fortitude save to avoid coughing to the point of choking. On a failed save, the creature coughs uncontrollably, becoming flat-footed for 1 round. On a critical failure, the creature is instead flat-footed for 3 rounds.\n","skill_mod":{},"summary":"Made from the smokebulbs that grow in Stonebreach, dark pepper is used as a common spice in dwarven cooking, but can also be an irritant in large …","primary_source":"Highhelm","trait_group":["Monster","Equipment","Weapon","Poison","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=2560","name":"Dark Pepper Powder","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2560"},{"item_child_id":["equipment-2561-2305","equipment-2561-2306","equipment-2561-2307"],"primary_source_category":"Lost Omens","usage":"worn gloves","source":["Highhelm"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"necromancy","skill":["Athletics","Athletics","Athletics"],"trait":["Invested","Magical","Necromancy","Uncommon"],"id":"equipment-2561","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Grub Gloves Source Highhelm pg. 87 Usage worn gloves Bulk L --- Danila Kenn and Depa Stepwell of Common Goods developed these gloves after complaints from an exhausted grindlegrub rancher. Since their development, the gloves have become popular not just among grindlegrub ranchers, but laborers of all kinds in Stonebreach. The thick gloves are designed to help ranchers hold on to the squirming, slimy bodies of grindlegrubs, and help soothe the wear and tear of the day while restoring energy for after-hours pursuits. While wearing the gloves, you gain a +1 item bonus to Athletics checks. The gripping power of the gloves provides you with a +2 circumstance bonus to Reflex saves to Grab an Edge. If you roll a success to Grab an Edge, you get a critical success instead, as the gripping gloves allow you to hold on even with just a few fingertips. Activate Two Actions envision, Interact; Frequency once per day; Effect You rub your hands together and take a deep breath to prepare for the rest of your day. You regain 3d8+10 Hit Points and feel refreshed, losing the fatigued condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Grub Gloves (Lesser) Source Highhelm pg. 87 Price 225 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Grub Gloves (Moderate) Source Highhelm pg. 87 Price 1,750 gp Bulk L --- The item bonus is +2, the circumstance bonus is +3, and you instead regain 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Grub Gloves (Greater) Source Highhelm pg. 87 Price 22,500 gp Bulk L --- The item bonus is +3, the circumstance bonus is +4, and you instead regain 8d8+30 Hit Points.","skill_mod":{},"summary":"Danila Kenn and Depa Stepwell of Common Goods developed these gloves after complaints from an exhausted grindlegrub rancher. Since their development, …","primary_source":"Highhelm","trait_group":["Equipment","Mechanics","School","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2561","name":"Grub Gloves","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2561"},{"primary_source_category":"Lost Omens","usage":"worn gloves","source":["Highhelm"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2561","weakness":{},"school":"necromancy","price":22500,"skill":["Athletics"],"trait":["Invested","Magical","Necromancy","Uncommon"],"id":"equipment-2561-2305","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Grub Gloves Source Highhelm pg. 87 Usage worn gloves Bulk L --- Danila Kenn and Depa Stepwell of Common Goods developed these gloves after complaints from an exhausted grindlegrub rancher. Since their development, the gloves have become popular not just among grindlegrub ranchers, but laborers of all kinds in Stonebreach. The thick gloves are designed to help ranchers hold on to the squirming, slimy bodies of grindlegrubs, and help soothe the wear and tear of the day while restoring energy for after-hours pursuits. While wearing the gloves, you gain a +1 item bonus to Athletics checks. The gripping power of the gloves provides you with a +2 circumstance bonus to Reflex saves to Grab an Edge. If you roll a success to Grab an Edge, you get a critical success instead, as the gripping gloves allow you to hold on even with just a few fingertips. Activate Two Actions envision, Interact; Frequency once per day; Effect You rub your hands together and take a deep breath to prepare for the rest of your day. You regain 3d8+10 Hit Points and feel refreshed, losing the fatigued condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Grub Gloves (Lesser) Source Highhelm pg. 87 Price 225 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Grub Gloves (Moderate) Source Highhelm pg. 87 Price 1,750 gp Bulk L --- The item bonus is +2, the circumstance bonus is +3, and you instead regain 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Grub Gloves (Greater) Source Highhelm pg. 87 Price 22,500 gp Bulk L --- The item bonus is +3, the circumstance bonus is +4, and you instead regain 8d8+30 Hit Points.","skill_mod":{},"summary":"Danila Kenn and Depa Stepwell of Common Goods developed these gloves after complaints from an exhausted grindlegrub rancher. Since their development, …","primary_source":"Highhelm","trait_group":["Equipment","Mechanics","School","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2561","name":"Grub Gloves (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2561-2305"},{"primary_source_category":"Lost Omens","usage":"worn gloves","source":["Highhelm"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2561","weakness":{},"school":"necromancy","price":175000,"skill":["Athletics"],"trait":["Invested","Magical","Necromancy","Uncommon"],"id":"equipment-2561-2306","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Grub Gloves Source Highhelm pg. 87 Usage worn gloves Bulk L --- Danila Kenn and Depa Stepwell of Common Goods developed these gloves after complaints from an exhausted grindlegrub rancher. Since their development, the gloves have become popular not just among grindlegrub ranchers, but laborers of all kinds in Stonebreach. The thick gloves are designed to help ranchers hold on to the squirming, slimy bodies of grindlegrubs, and help soothe the wear and tear of the day while restoring energy for after-hours pursuits. While wearing the gloves, you gain a +1 item bonus to Athletics checks. The gripping power of the gloves provides you with a +2 circumstance bonus to Reflex saves to Grab an Edge. If you roll a success to Grab an Edge, you get a critical success instead, as the gripping gloves allow you to hold on even with just a few fingertips. Activate Two Actions envision, Interact; Frequency once per day; Effect You rub your hands together and take a deep breath to prepare for the rest of your day. You regain 3d8+10 Hit Points and feel refreshed, losing the fatigued condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Grub Gloves (Lesser) Source Highhelm pg. 87 Price 225 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Grub Gloves (Moderate) Source Highhelm pg. 87 Price 1,750 gp Bulk L --- The item bonus is +2, the circumstance bonus is +3, and you instead regain 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Grub Gloves (Greater) Source Highhelm pg. 87 Price 22,500 gp Bulk L --- The item bonus is +3, the circumstance bonus is +4, and you instead regain 8d8+30 Hit Points.","skill_mod":{},"summary":"The item bonus is +2, the circumstance bonus is +3, and you instead regain 6d8+20 Hit Points.","primary_source":"Highhelm","trait_group":["Equipment","Mechanics","School","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2561","name":"Grub Gloves (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2561-2306"},{"primary_source_category":"Lost Omens","usage":"worn gloves","source":["Highhelm"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2561","weakness":{},"school":"necromancy","price":2250000,"skill":["Athletics"],"trait":["Invested","Magical","Necromancy","Uncommon"],"id":"equipment-2561-2307","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Grub Gloves Source Highhelm pg. 87 Usage worn gloves Bulk L --- Danila Kenn and Depa Stepwell of Common Goods developed these gloves after complaints from an exhausted grindlegrub rancher. Since their development, the gloves have become popular not just among grindlegrub ranchers, but laborers of all kinds in Stonebreach. The thick gloves are designed to help ranchers hold on to the squirming, slimy bodies of grindlegrubs, and help soothe the wear and tear of the day while restoring energy for after-hours pursuits. While wearing the gloves, you gain a +1 item bonus to Athletics checks. The gripping power of the gloves provides you with a +2 circumstance bonus to Reflex saves to Grab an Edge. If you roll a success to Grab an Edge, you get a critical success instead, as the gripping gloves allow you to hold on even with just a few fingertips. Activate Two Actions envision, Interact; Frequency once per day; Effect You rub your hands together and take a deep breath to prepare for the rest of your day. You regain 3d8+10 Hit Points and feel refreshed, losing the fatigued condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Grub Gloves (Lesser) Source Highhelm pg. 87 Price 225 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Grub Gloves (Moderate) Source Highhelm pg. 87 Price 1,750 gp Bulk L --- The item bonus is +2, the circumstance bonus is +3, and you instead regain 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Grub Gloves (Greater) Source Highhelm pg. 87 Price 22,500 gp Bulk L --- The item bonus is +3, the circumstance bonus is +4, and you instead regain 8d8+30 Hit Points.","skill_mod":{},"summary":"The item bonus is +3, the circumstance bonus is +4, and you instead regain 8d8+30 Hit Points.","primary_source":"Highhelm","trait_group":["Equipment","Mechanics","School","Rarity"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2561","name":"Grub Gloves (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2561-2307"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Highhelm"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"conjuration","price":5000,"trait":["Conjuration","Magical","Teleportation","Uncommon"],"id":"equipment-2562","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Magnet Coin Source Highhelm pg. 87 Price 50 gp Usage held in 1 hand --- Thera Heartslip commissioned these magical coins during her early thievery days and still has a number on hand to share with her confidants. This coin resembles an ordinary coin, but it's warm and seems to thrum slightly when touched. The coin's face features a very small fragment from the pressed portion that can be removed, such as a small star or one eye from the head on the face. Removing this fragment causes the coin to stop thrumming and feeling warm to the touch. Noticing the removed piece requires close inspection and a successful DC 19 Perception check. Activate Three Actions envision, Interact; Frequency once per day; Requirements You are holding the coin fragment; Effect You focus on the rest of the coin, imagining its complete form in your hand. The rest of the coin teleports into your hand, reforming the complete coin. If it was near any other coins, it also teleports up to 3d10 coins with it into your hand. The coin can only teleport up to 15 miles; if you are farther when recalling the coin, it teleports the maximum distance toward you and lands in an open space.\n","skill_mod":{},"summary":"Thera Heartslip commissioned these magical coins during her early thievery days and still has a number on hand to share with her confidants. This …","primary_source":"Highhelm","trait_group":["School","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2562","name":"Magnet Coin","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2562"},{"primary_source_category":"Lost Omens","usage":"applied to an item of light Bulk or less that is no larger than 5 feet by 5 feet by 5 feet","source":["Highhelm"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"illusion","price":6000,"trait":["Illusion","Magical","Uncommon"],"id":"equipment-2563","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Unexceptional Source Highhelm pg. 87 Price 60 gp Usage applied to an item of light Bulk or less that is no larger than 5 feet by 5 feet by 5 feet --- Merchants traveling into Stonebreach sometimes apply this accessory rune to specific wares to avoid the notice of thieves. Conversely, many thieves in Highhelm apply these runes to stolen goods to help them smuggle items out of the city. The item gains the effects of magic aura to appear as non-magical. The rune's effects also cause anyone who closely observes or holds the item to believe it is a mundane version of that type of item, such as believing a magical dagger to be an ordinary dagger, unless the creature succeeds at a DC 18 Will save. Creatures that succeed their save see that there is more to the item than meets the eye, but aren't immediately aware of the magic aura effect.\n","skill_mod":{},"summary":"Merchants traveling into Stonebreach sometimes apply this accessory rune to specific wares to avoid the notice of thieves. Conversely, many thieves …","primary_source":"Highhelm","trait_group":["School","Monster","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Accessory Runes","resistance":{},"url":"/Equipment.aspx?ID=2563","name":"Unexceptional","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2563"},{"item_child_id":["equipment-2564-2308","equipment-2564-2309","equipment-2564-2310"],"primary_source_category":"Lost Omens","usage":"tattoo","source":["Highhelm"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"school":"enchantment","trait":["Enchantment","Invested","Magical","Tattoo","Uncommon"],"id":"equipment-2564","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Words of Wisdom Source Highhelm pg. 87 Usage tattoo --- Yrisette developed these unique tattoos after months of tinkering and experimentation. This tattoo is always of a saying that has meaning to the person who wears it. While the words are hidden within a larger pattern and are nearly impossible to discern at a glance, they lend gravitas and power to the wearer's words. When the tattoo is applied, choose whether the phrase is of threatening words (Intimidation), persuasive words (Deception), or dramatic words (Performance). Activate Single Action command; Frequency once per day; Effect You speak your meaningful phrase from your tattoo out loud, emboldening your words for 1 minute. During this time, you gain a +1 item bonus to Diplomacy checks and checks of the skill associated with your phrase. When you roll a critical failure on a Diplomacy check or the associated skill during this time, you get a failure instead. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Words of Wisdom (Lesser) Source Highhelm pg. 87 Price 100 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Words of Wisdom (Moderate) Source Highhelm pg. 87 Price 1,400 gp --- You become emboldened for 10 minutes and the bonus is +2. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Words of Wisdom (Greater) Source Highhelm pg. 87 Price 22,000 gp --- You become emboldened for 1 hour and the bonus is +3.","skill_mod":{},"summary":"Yrisette developed these unique tattoos after months of tinkering and experimentation. This tattoo is always of a saying that has meaning to the …","primary_source":"Highhelm","trait_group":["School","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2564","name":"Words of Wisdom","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2564"},{"primary_source_category":"Lost Omens","usage":"tattoo","source":["Highhelm"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2564","weakness":{},"school":"enchantment","price":10000,"trait":["Enchantment","Invested","Magical","Tattoo","Uncommon"],"id":"equipment-2564-2308","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Words of Wisdom Source Highhelm pg. 87 Usage tattoo --- Yrisette developed these unique tattoos after months of tinkering and experimentation. This tattoo is always of a saying that has meaning to the person who wears it. While the words are hidden within a larger pattern and are nearly impossible to discern at a glance, they lend gravitas and power to the wearer's words. When the tattoo is applied, choose whether the phrase is of threatening words (Intimidation), persuasive words (Deception), or dramatic words (Performance). Activate Single Action command; Frequency once per day; Effect You speak your meaningful phrase from your tattoo out loud, emboldening your words for 1 minute. During this time, you gain a +1 item bonus to Diplomacy checks and checks of the skill associated with your phrase. When you roll a critical failure on a Diplomacy check or the associated skill during this time, you get a failure instead. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Words of Wisdom (Lesser) Source Highhelm pg. 87 Price 100 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Words of Wisdom (Moderate) Source Highhelm pg. 87 Price 1,400 gp --- You become emboldened for 10 minutes and the bonus is +2. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Words of Wisdom (Greater) Source Highhelm pg. 87 Price 22,000 gp --- You become emboldened for 1 hour and the bonus is +3.","skill_mod":{},"summary":"Yrisette developed these unique tattoos after months of tinkering and experimentation. This tattoo is always of a saying that has meaning to the …","primary_source":"Highhelm","trait_group":["School","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2564","name":"Words of Wisdom (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2564-2308"},{"primary_source_category":"Lost Omens","usage":"tattoo","source":["Highhelm"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2564","weakness":{},"school":"enchantment","price":140000,"trait":["Enchantment","Invested","Magical","Tattoo","Uncommon"],"id":"equipment-2564-2309","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Words of Wisdom Source Highhelm pg. 87 Usage tattoo --- Yrisette developed these unique tattoos after months of tinkering and experimentation. This tattoo is always of a saying that has meaning to the person who wears it. While the words are hidden within a larger pattern and are nearly impossible to discern at a glance, they lend gravitas and power to the wearer's words. When the tattoo is applied, choose whether the phrase is of threatening words (Intimidation), persuasive words (Deception), or dramatic words (Performance). Activate Single Action command; Frequency once per day; Effect You speak your meaningful phrase from your tattoo out loud, emboldening your words for 1 minute. During this time, you gain a +1 item bonus to Diplomacy checks and checks of the skill associated with your phrase. When you roll a critical failure on a Diplomacy check or the associated skill during this time, you get a failure instead. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Words of Wisdom (Lesser) Source Highhelm pg. 87 Price 100 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Words of Wisdom (Moderate) Source Highhelm pg. 87 Price 1,400 gp --- You become emboldened for 10 minutes and the bonus is +2. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Words of Wisdom (Greater) Source Highhelm pg. 87 Price 22,000 gp --- You become emboldened for 1 hour and the bonus is +3.","skill_mod":{},"summary":"You become emboldened for 10 minutes and the bonus is +2.","primary_source":"Highhelm","trait_group":["School","Equipment","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2564","name":"Words of Wisdom (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2564-2309"},{"primary_source_category":"Lost Omens","usage":"tattoo","source":["Highhelm"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2564","weakness":{},"school":"enchantment","price":2200000,"trait":["Enchantment","Invested","Magical","Tattoo","Uncommon"],"id":"equipment-2564-2310","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Words of Wisdom Source Highhelm pg. 87 Usage tattoo --- Yrisette developed these unique tattoos after months of tinkering and experimentation. This tattoo is always of a saying that has meaning to the person who wears it. While the words are hidden within a larger pattern and are nearly impossible to discern at a glance, they lend gravitas and power to the wearer's words. When the tattoo is applied, choose whether the phrase is of threatening words (Intimidation), persuasive words (Deception), or dramatic words (Performance). Activate Single Action command; Frequency once per day; Effect You speak your meaningful phrase from your tattoo out loud, emboldening your words for 1 minute. During this time, you gain a +1 item bonus to Diplomacy checks and checks of the skill associated with your phrase. When you roll a critical failure on a Diplomacy check or the associated skill during this time, you get a failure instead. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Words of Wisdom (Lesser) Source Highhelm pg. 87 Price 100 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Words of Wisdom (Moderate) Source Highhelm pg. 87 Price 1,400 gp --- You become emboldened for 10 minutes and the bonus is +2. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Words of Wisdom (Greater) Source Highhelm pg. 87 Price 22,000 gp --- You become emboldened for 1 hour and the bonus is +3.","skill_mod":{},"summary":"You become emboldened for 1 hour and the bonus is +3.","primary_source":"Highhelm","trait_group":["School","Equipment","Mechanics","Rarity"],"level":18,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2564","name":"Words of Wisdom (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2564-2310"},{"item_child_id":["equipment-2565-2311","equipment-2565-2312","equipment-2565-2313","equipment-2565-2314"],"primary_source_category":"Lost Omens","usage":"worn mask","source":["Highhelm"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Air","Invested","Magical"],"id":"equipment-2565","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Restricted\" > Everair Mask Source Highhelm pg. 112 Usage worn mask Bulk L --- This simple, mass-produced gaiter mask is standard issue for miners working in deep, dangerous mines. While wearing the mask, you gain a +1 item bonus to Fortitude saving throws against inhaled poisons. An everair mask makes use of magical runes related to the Plane of Air to create breathable air. Activate Two Actions envision, Interact; Frequency once per day; Effect You activate the mask's rune, and the air surrounding air, as well as the air you exhale, becomes enriched with oxygen. This allows the everair mask to recycle air into breathable air for 1 hour. The rune's magic is unable to provide breathable air while underwater, in a vacuum, or in any other situation where air is normally unavailable. <title level=\"2\" right=\"Item 2\" pfs=\"Restricted\" > Everair Mask (Lesser) Source Highhelm pg. 112 Price 5 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Everair Mask (Moderate) Source Highhelm pg. 112 Price 35 gp Bulk L --- The rune creates breathable air for 4 hours. <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Everair Mask (Greater) Source Highhelm pg. 112 Price 160 gp Bulk L --- The rune creates breathable air for 8 hours. <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Everair Mask (Major) Source Highhelm pg. 112 Price 625 gp Bulk L --- The rune creates breathable air for 24 hours.","element":["Air"],"skill_mod":{},"summary":"This simple, mass-produced gaiter mask is standard issue for miners working in deep, dangerous mines. While wearing the mask, you gain a +1 item …","primary_source":"Highhelm","trait_group":["School","Elemental","Planar","Monster","Equipment","Mechanics"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2565","name":"Everair Mask","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-2565"},{"primary_source_category":"Lost Omens","usage":"worn mask","source":["Highhelm"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2565","weakness":{},"school":"abjuration","price":500,"trait":["Abjuration","Air","Invested","Magical"],"id":"equipment-2565-2311","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Restricted\" > Everair Mask Source Highhelm pg. 112 Usage worn mask Bulk L --- This simple, mass-produced gaiter mask is standard issue for miners working in deep, dangerous mines. While wearing the mask, you gain a +1 item bonus to Fortitude saving throws against inhaled poisons. An everair mask makes use of magical runes related to the Plane of Air to create breathable air. Activate Two Actions envision, Interact; Frequency once per day; Effect You activate the mask's rune, and the air surrounding air, as well as the air you exhale, becomes enriched with oxygen. This allows the everair mask to recycle air into breathable air for 1 hour. The rune's magic is unable to provide breathable air while underwater, in a vacuum, or in any other situation where air is normally unavailable. <title level=\"2\" right=\"Item 2\" pfs=\"Restricted\" > Everair Mask (Lesser) Source Highhelm pg. 112 Price 5 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Everair Mask (Moderate) Source Highhelm pg. 112 Price 35 gp Bulk L --- The rune creates breathable air for 4 hours. <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Everair Mask (Greater) Source Highhelm pg. 112 Price 160 gp Bulk L --- The rune creates breathable air for 8 hours. <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Everair Mask (Major) Source Highhelm pg. 112 Price 625 gp Bulk L --- The rune creates breathable air for 24 hours.","element":["Air"],"skill_mod":{},"summary":"This simple, mass-produced gaiter mask is standard issue for miners working in deep, dangerous mines. While wearing the mask, you gain a +1 item …","primary_source":"Highhelm","trait_group":["School","Elemental","Planar","Monster","Equipment","Mechanics"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2565","name":"Everair Mask (Lesser)","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-2565-2311"},{"primary_source_category":"Lost Omens","usage":"worn mask","source":["Highhelm"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2565","weakness":{},"school":"abjuration","price":3500,"trait":["Abjuration","Air","Invested","Magical"],"id":"equipment-2565-2312","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Restricted\" > Everair Mask Source Highhelm pg. 112 Usage worn mask Bulk L --- This simple, mass-produced gaiter mask is standard issue for miners working in deep, dangerous mines. While wearing the mask, you gain a +1 item bonus to Fortitude saving throws against inhaled poisons. An everair mask makes use of magical runes related to the Plane of Air to create breathable air. Activate Two Actions envision, Interact; Frequency once per day; Effect You activate the mask's rune, and the air surrounding air, as well as the air you exhale, becomes enriched with oxygen. This allows the everair mask to recycle air into breathable air for 1 hour. The rune's magic is unable to provide breathable air while underwater, in a vacuum, or in any other situation where air is normally unavailable. <title level=\"2\" right=\"Item 2\" pfs=\"Restricted\" > Everair Mask (Lesser) Source Highhelm pg. 112 Price 5 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Everair Mask (Moderate) Source Highhelm pg. 112 Price 35 gp Bulk L --- The rune creates breathable air for 4 hours. <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Everair Mask (Greater) Source Highhelm pg. 112 Price 160 gp Bulk L --- The rune creates breathable air for 8 hours. <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Everair Mask (Major) Source Highhelm pg. 112 Price 625 gp Bulk L --- The rune creates breathable air for 24 hours.","element":["Air"],"skill_mod":{},"summary":"The rune creates breathable air for 4 hours.","primary_source":"Highhelm","trait_group":["School","Elemental","Planar","Monster","Equipment","Mechanics"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2565","name":"Everair Mask (Moderate)","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-2565-2312"},{"primary_source_category":"Lost Omens","usage":"worn mask","source":["Highhelm"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2565","weakness":{},"school":"abjuration","price":16000,"trait":["Abjuration","Air","Invested","Magical"],"id":"equipment-2565-2313","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Restricted\" > Everair Mask Source Highhelm pg. 112 Usage worn mask Bulk L --- This simple, mass-produced gaiter mask is standard issue for miners working in deep, dangerous mines. While wearing the mask, you gain a +1 item bonus to Fortitude saving throws against inhaled poisons. An everair mask makes use of magical runes related to the Plane of Air to create breathable air. Activate Two Actions envision, Interact; Frequency once per day; Effect You activate the mask's rune, and the air surrounding air, as well as the air you exhale, becomes enriched with oxygen. This allows the everair mask to recycle air into breathable air for 1 hour. The rune's magic is unable to provide breathable air while underwater, in a vacuum, or in any other situation where air is normally unavailable. <title level=\"2\" right=\"Item 2\" pfs=\"Restricted\" > Everair Mask (Lesser) Source Highhelm pg. 112 Price 5 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Everair Mask (Moderate) Source Highhelm pg. 112 Price 35 gp Bulk L --- The rune creates breathable air for 4 hours. <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Everair Mask (Greater) Source Highhelm pg. 112 Price 160 gp Bulk L --- The rune creates breathable air for 8 hours. <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Everair Mask (Major) Source Highhelm pg. 112 Price 625 gp Bulk L --- The rune creates breathable air for 24 hours.","element":["Air"],"skill_mod":{},"summary":"The rune creates breathable air for 8 hours.","primary_source":"Highhelm","trait_group":["School","Elemental","Planar","Monster","Equipment","Mechanics"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2565","name":"Everair Mask (Greater)","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-2565-2313"},{"primary_source_category":"Lost Omens","usage":"worn mask","source":["Highhelm"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2565","weakness":{},"school":"abjuration","price":62500,"trait":["Abjuration","Air","Invested","Magical"],"id":"equipment-2565-2314","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Restricted\" > Everair Mask Source Highhelm pg. 112 Usage worn mask Bulk L --- This simple, mass-produced gaiter mask is standard issue for miners working in deep, dangerous mines. While wearing the mask, you gain a +1 item bonus to Fortitude saving throws against inhaled poisons. An everair mask makes use of magical runes related to the Plane of Air to create breathable air. Activate Two Actions envision, Interact; Frequency once per day; Effect You activate the mask's rune, and the air surrounding air, as well as the air you exhale, becomes enriched with oxygen. This allows the everair mask to recycle air into breathable air for 1 hour. The rune's magic is unable to provide breathable air while underwater, in a vacuum, or in any other situation where air is normally unavailable. <title level=\"2\" right=\"Item 2\" pfs=\"Restricted\" > Everair Mask (Lesser) Source Highhelm pg. 112 Price 5 gp Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Restricted\" > Everair Mask (Moderate) Source Highhelm pg. 112 Price 35 gp Bulk L --- The rune creates breathable air for 4 hours. <title level=\"2\" right=\"Item 10\" pfs=\"Restricted\" > Everair Mask (Greater) Source Highhelm pg. 112 Price 160 gp Bulk L --- The rune creates breathable air for 8 hours. <title level=\"2\" right=\"Item 14\" pfs=\"Restricted\" > Everair Mask (Major) Source Highhelm pg. 112 Price 625 gp Bulk L --- The rune creates breathable air for 24 hours.","element":["Air"],"skill_mod":{},"summary":"The rune creates breathable air for 24 hours.","primary_source":"Highhelm","trait_group":["School","Elemental","Planar","Monster","Equipment","Mechanics"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2565","name":"Everair Mask (Major)","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"common","slug":"equipment-2565-2314"},{"item_child_id":["equipment-2566-2315","equipment-2566-2316","equipment-2566-2317"],"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Highhelm"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Force","Magical","Uncommon"],"id":"equipment-2566","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Highhelm Drill Source Highhelm pg. 112 Usage held in 2 hands Bulk 3 --- Not to be outdone by their cousins in Dongun Hold, the artificers of Highhelm have developed a handheld magical equivalent to their clockwork drilling constructs and vehicles. The device is still in the testing phases, but early versions have been released to fund more development. Appearing as an unassuming yellow box with two handles normally, when the command word is spoken, a spiraling drill made of force emerges from its top. An active Highhelm drill can be used as an improvised weapon, dealing damage on a Strike as though it had been used on a surface for one round with no additional damage from other sources. Activate Two Actions Interact; Frequency once per day; Effect The force drill appears and begins turning, dealing 5 force damage per round to any material against which you hold the drill. The drill ignores the first 4 Hardness of any material it damages. The drill remains active for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Highhelm Drill (Mark I) Source Highhelm pg. 112 Price 85 gp Bulk 3 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Highhelm Drill (Mark II) Source Highhelm pg. 112 Price 1,800 gp Bulk 3 --- The drill deals 10 force damage per round, ignores the first 8 Hardness, and remains active for 5 minutes. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Highhelm Drill (Mark III) Source Highhelm pg. 112 Price 8,750 gp Bulk 3 --- The drill deals 15 force damage per round, ignores the first 12 Hardness, and remains active for 10 minutes.","skill_mod":{},"summary":"Not to be outdone by their cousins in Dongun Hold, the artificers of Highhelm have developed a handheld magical equivalent to their clockwork …","primary_source":"Highhelm","trait_group":["School","Energy","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2566","name":"Highhelm Drill","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2566"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Highhelm"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2566","weakness":{},"school":"evocation","price":8500,"trait":["Evocation","Force","Magical","Uncommon"],"id":"equipment-2566-2315","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Highhelm Drill Source Highhelm pg. 112 Usage held in 2 hands Bulk 3 --- Not to be outdone by their cousins in Dongun Hold, the artificers of Highhelm have developed a handheld magical equivalent to their clockwork drilling constructs and vehicles. The device is still in the testing phases, but early versions have been released to fund more development. Appearing as an unassuming yellow box with two handles normally, when the command word is spoken, a spiraling drill made of force emerges from its top. An active Highhelm drill can be used as an improvised weapon, dealing damage on a Strike as though it had been used on a surface for one round with no additional damage from other sources. Activate Two Actions Interact; Frequency once per day; Effect The force drill appears and begins turning, dealing 5 force damage per round to any material against which you hold the drill. The drill ignores the first 4 Hardness of any material it damages. The drill remains active for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Highhelm Drill (Mark I) Source Highhelm pg. 112 Price 85 gp Bulk 3 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Highhelm Drill (Mark II) Source Highhelm pg. 112 Price 1,800 gp Bulk 3 --- The drill deals 10 force damage per round, ignores the first 8 Hardness, and remains active for 5 minutes. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Highhelm Drill (Mark III) Source Highhelm pg. 112 Price 8,750 gp Bulk 3 --- The drill deals 15 force damage per round, ignores the first 12 Hardness, and remains active for 10 minutes.","skill_mod":{},"summary":"Not to be outdone by their cousins in Dongun Hold, the artificers of Highhelm have developed a handheld magical equivalent to their clockwork …","primary_source":"Highhelm","trait_group":["School","Energy","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2566","name":"Highhelm Drill (Mark I)","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2566-2315"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Highhelm"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2566","weakness":{},"school":"evocation","price":180000,"trait":["Evocation","Force","Magical","Uncommon"],"id":"equipment-2566-2316","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Highhelm Drill Source Highhelm pg. 112 Usage held in 2 hands Bulk 3 --- Not to be outdone by their cousins in Dongun Hold, the artificers of Highhelm have developed a handheld magical equivalent to their clockwork drilling constructs and vehicles. The device is still in the testing phases, but early versions have been released to fund more development. Appearing as an unassuming yellow box with two handles normally, when the command word is spoken, a spiraling drill made of force emerges from its top. An active Highhelm drill can be used as an improvised weapon, dealing damage on a Strike as though it had been used on a surface for one round with no additional damage from other sources. Activate Two Actions Interact; Frequency once per day; Effect The force drill appears and begins turning, dealing 5 force damage per round to any material against which you hold the drill. The drill ignores the first 4 Hardness of any material it damages. The drill remains active for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Highhelm Drill (Mark I) Source Highhelm pg. 112 Price 85 gp Bulk 3 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Highhelm Drill (Mark II) Source Highhelm pg. 112 Price 1,800 gp Bulk 3 --- The drill deals 10 force damage per round, ignores the first 8 Hardness, and remains active for 5 minutes. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Highhelm Drill (Mark III) Source Highhelm pg. 112 Price 8,750 gp Bulk 3 --- The drill deals 15 force damage per round, ignores the first 12 Hardness, and remains active for 10 minutes.","skill_mod":{},"summary":"The drill deals 10 force damage per round, ignores the first 8 Hardness, and remains active for 5 minutes.","primary_source":"Highhelm","trait_group":["School","Energy","Mechanics","Rarity"],"level":12,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2566","name":"Highhelm Drill (Mark II)","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2566-2316"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Highhelm"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2566","weakness":{},"school":"evocation","price":875000,"trait":["Evocation","Force","Magical","Uncommon"],"id":"equipment-2566-2317","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Highhelm Drill Source Highhelm pg. 112 Usage held in 2 hands Bulk 3 --- Not to be outdone by their cousins in Dongun Hold, the artificers of Highhelm have developed a handheld magical equivalent to their clockwork drilling constructs and vehicles. The device is still in the testing phases, but early versions have been released to fund more development. Appearing as an unassuming yellow box with two handles normally, when the command word is spoken, a spiraling drill made of force emerges from its top. An active Highhelm drill can be used as an improvised weapon, dealing damage on a Strike as though it had been used on a surface for one round with no additional damage from other sources. Activate Two Actions Interact; Frequency once per day; Effect The force drill appears and begins turning, dealing 5 force damage per round to any material against which you hold the drill. The drill ignores the first 4 Hardness of any material it damages. The drill remains active for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Highhelm Drill (Mark I) Source Highhelm pg. 112 Price 85 gp Bulk 3 <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Highhelm Drill (Mark II) Source Highhelm pg. 112 Price 1,800 gp Bulk 3 --- The drill deals 10 force damage per round, ignores the first 8 Hardness, and remains active for 5 minutes. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Highhelm Drill (Mark III) Source Highhelm pg. 112 Price 8,750 gp Bulk 3 --- The drill deals 15 force damage per round, ignores the first 12 Hardness, and remains active for 10 minutes.","skill_mod":{},"summary":"The drill deals 15 force damage per round, ignores the first 12 Hardness, and remains active for 10 minutes.","primary_source":"Highhelm","trait_group":["School","Energy","Mechanics","Rarity"],"level":16,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2566","name":"Highhelm Drill (Mark III)","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2566-2317"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Highhelm"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"conjuration","price":375000,"trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-2567","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Highhelm Stronghold Plate Source Highhelm pg. 112 Price 3,750 gp Usage worn armor Bulk 5 Base Armor Bastion Plate --- This +2 resilient fortification bastion plate is made almost entirely of stone plates. It looks almost unwearable and is in fact only wearable because of numerous minor enchantments for comfort and mobility. If you have armor specialization with heavy armor, your resistance while wearing Highhelm stronghold plate applies to both slashing and piercing damage. Activate Three Actions envision, Interact; Frequency once per day; Effect The plating on your armor explodes off of your body, expands, and reshapes, transforming into a stone structure with the effects of wall of stone . While the armor is transformed in this way, you don't gain the benefits of wearing the armor. The armor remains transformed for up to 10 minutes or until you Dismiss the effect, at which point the wall of stone disappears and the armor returns to you, donning itself immediately. Craft Requirements Supply one casting of wall of stone .\n","skill_mod":{},"summary":"This +2 resilient fortification bastion plate is made almost entirely of stone plates. It looks almost unwearable and is in fact only …","primary_source":"Highhelm","trait_group":["School","Equipment","Mechanics","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2567","base_item":["Bastion Plate"],"name":"Highhelm Stronghold Plate","bulk":5,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2567"},{"item_child_id":["equipment-2568-2318","equipment-2568-2319","equipment-2568-2320"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Highhelm"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Magical","Uncommon"],"id":"equipment-2568","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Highhelm War Shield Source Highhelm pg. 112 Usage held in 1 hand Bulk 1 Base Shield Razor Disc --- This specialized razor disc (Hardness 11, HP 84, BT 42) was originally designed by the members of Clan Molgrade for use by Highhelm's soldiers. The integrated blades are etched with runes, making them a +1 striking weapon. Activate Reaction envision; Frequency once per day; Trigger You critically hit with the shield's integrated blades; Effect The shield's blades grow and dig themselves into your foe. The creature becomes grabbed as it becomes impaled on the shield spikes. While you have a creature grabbed in this way, you can't Raise the Shield, but the creature takes persistent bleed damage every round equal to the number of damage dice. This persistent bleed can't end as long as the creature is impaled on the shield. You can Release the shield to leave it embedded in the creature. This ends the grab but doesn't end the persistent bleed damage. The creature can remove the shield and end the grab by attempting a check to Escape. This normally uses your Athletics DC to Escape, but if you're no longer holding the shield, the Escape DC is 25. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Highhelm War Shield (Lesser) Source Highhelm pg. 112 Price 700 gp Bulk 1 <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Highhelm War Shield (Moderate) Source Highhelm pg. 112 Price 4,000 gp Bulk 1 --- The shield has Hardness 16, HP 124, BT 62, and an Escape DC of 31. The integrated blades are a +2 greater striking weapon. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Highhelm War Shield (Greater) Source Highhelm pg. 112 Price 55,000 gp Bulk 1 --- The shield has Hardness 19, HP 150, BT 75, and an Escape DC of 43. The integrated blades are a +3 major striking weapon.","skill_mod":{},"summary":"This specialized razor disc (Hardness 11, HP 84, BT 42) was originally designed by the members of Clan Molgrade for use by Highhelm's soldiers. The …","primary_source":"Highhelm","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2568","base_item":["Razor Disc"],"name":"Highhelm War Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2568"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Highhelm"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2568","weakness":{},"school":"abjuration","price":70000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-2568-2318","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Highhelm War Shield Source Highhelm pg. 112 Usage held in 1 hand Bulk 1 Base Shield Razor Disc --- This specialized razor disc (Hardness 11, HP 84, BT 42) was originally designed by the members of Clan Molgrade for use by Highhelm's soldiers. The integrated blades are etched with runes, making them a +1 striking weapon. Activate Reaction envision; Frequency once per day; Trigger You critically hit with the shield's integrated blades; Effect The shield's blades grow and dig themselves into your foe. The creature becomes grabbed as it becomes impaled on the shield spikes. While you have a creature grabbed in this way, you can't Raise the Shield, but the creature takes persistent bleed damage every round equal to the number of damage dice. This persistent bleed can't end as long as the creature is impaled on the shield. You can Release the shield to leave it embedded in the creature. This ends the grab but doesn't end the persistent bleed damage. The creature can remove the shield and end the grab by attempting a check to Escape. This normally uses your Athletics DC to Escape, but if you're no longer holding the shield, the Escape DC is 25. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Highhelm War Shield (Lesser) Source Highhelm pg. 112 Price 700 gp Bulk 1 <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Highhelm War Shield (Moderate) Source Highhelm pg. 112 Price 4,000 gp Bulk 1 --- The shield has Hardness 16, HP 124, BT 62, and an Escape DC of 31. The integrated blades are a +2 greater striking weapon. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Highhelm War Shield (Greater) Source Highhelm pg. 112 Price 55,000 gp Bulk 1 --- The shield has Hardness 19, HP 150, BT 75, and an Escape DC of 43. The integrated blades are a +3 major striking weapon.","skill_mod":{},"summary":"This specialized razor disc (Hardness 11, HP 84, BT 42) was originally designed by the members of Clan Molgrade for use by Highhelm's soldiers. The …","primary_source":"Highhelm","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2568","base_item":["Razor Disc"],"name":"Highhelm War Shield (Lesser)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2568-2318"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Highhelm"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2568","weakness":{},"school":"abjuration","price":400000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-2568-2319","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Highhelm War Shield Source Highhelm pg. 112 Usage held in 1 hand Bulk 1 Base Shield Razor Disc --- This specialized razor disc (Hardness 11, HP 84, BT 42) was originally designed by the members of Clan Molgrade for use by Highhelm's soldiers. The integrated blades are etched with runes, making them a +1 striking weapon. Activate Reaction envision; Frequency once per day; Trigger You critically hit with the shield's integrated blades; Effect The shield's blades grow and dig themselves into your foe. The creature becomes grabbed as it becomes impaled on the shield spikes. While you have a creature grabbed in this way, you can't Raise the Shield, but the creature takes persistent bleed damage every round equal to the number of damage dice. This persistent bleed can't end as long as the creature is impaled on the shield. You can Release the shield to leave it embedded in the creature. This ends the grab but doesn't end the persistent bleed damage. The creature can remove the shield and end the grab by attempting a check to Escape. This normally uses your Athletics DC to Escape, but if you're no longer holding the shield, the Escape DC is 25. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Highhelm War Shield (Lesser) Source Highhelm pg. 112 Price 700 gp Bulk 1 <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Highhelm War Shield (Moderate) Source Highhelm pg. 112 Price 4,000 gp Bulk 1 --- The shield has Hardness 16, HP 124, BT 62, and an Escape DC of 31. The integrated blades are a +2 greater striking weapon. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Highhelm War Shield (Greater) Source Highhelm pg. 112 Price 55,000 gp Bulk 1 --- The shield has Hardness 19, HP 150, BT 75, and an Escape DC of 43. The integrated blades are a +3 major striking weapon.","skill_mod":{},"summary":"The shield has Hardness 16, HP 124, BT 62, and an Escape DC of 31. The integrated blades are a +2 greater striking weapon.","primary_source":"Highhelm","trait_group":["School","Mechanics","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2568","base_item":["Razor Disc"],"name":"Highhelm War Shield (Moderate)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2568-2319"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Highhelm"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2568","weakness":{},"school":"abjuration","price":5500000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-2568-2320","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Highhelm War Shield Source Highhelm pg. 112 Usage held in 1 hand Bulk 1 Base Shield Razor Disc --- This specialized razor disc (Hardness 11, HP 84, BT 42) was originally designed by the members of Clan Molgrade for use by Highhelm's soldiers. The integrated blades are etched with runes, making them a +1 striking weapon. Activate Reaction envision; Frequency once per day; Trigger You critically hit with the shield's integrated blades; Effect The shield's blades grow and dig themselves into your foe. The creature becomes grabbed as it becomes impaled on the shield spikes. While you have a creature grabbed in this way, you can't Raise the Shield, but the creature takes persistent bleed damage every round equal to the number of damage dice. This persistent bleed can't end as long as the creature is impaled on the shield. You can Release the shield to leave it embedded in the creature. This ends the grab but doesn't end the persistent bleed damage. The creature can remove the shield and end the grab by attempting a check to Escape. This normally uses your Athletics DC to Escape, but if you're no longer holding the shield, the Escape DC is 25. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Highhelm War Shield (Lesser) Source Highhelm pg. 112 Price 700 gp Bulk 1 <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Highhelm War Shield (Moderate) Source Highhelm pg. 112 Price 4,000 gp Bulk 1 --- The shield has Hardness 16, HP 124, BT 62, and an Escape DC of 31. The integrated blades are a +2 greater striking weapon. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Highhelm War Shield (Greater) Source Highhelm pg. 112 Price 55,000 gp Bulk 1 --- The shield has Hardness 19, HP 150, BT 75, and an Escape DC of 43. The integrated blades are a +3 major striking weapon.","skill_mod":{},"summary":"The shield has Hardness 19, HP 150, BT 75, and an Escape DC of 43. The integrated blades are a +3 major striking weapon.","primary_source":"Highhelm","trait_group":["School","Mechanics","Rarity"],"level":20,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2568","base_item":["Razor Disc"],"name":"Highhelm War Shield (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2568-2320"},{"skill_mod":{},"summary":"The crowning achievement of Highhelm's millennia of metallurgical advancements and engineering is the beautiful alloy called keep stone. Despite its …","item_child_id":["equipment-2569-2321","equipment-2569-2322","equipment-2569-2323"],"primary_source":"Highhelm","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Highhelm"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2569","weakness":{},"name":"Keep Stone","trait":["Precious","Rare"],"id":"equipment-2569","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Keep Stone Source Highhelm pg. 113 --- The crowning achievement of Highhelm's millennia of metallurgical advancements and engineering is the beautiful alloy called keep stone. Despite its name, no stone is used in the production of keep stone. Through the use of a highly guarded process that smelts together adamantine and lead, Highhelm's greatest crafters were able to develop a material with an appearance that more closely resembles marble than metal. Keep stone is only slightly weaker than adamantine alone, but with the incredible ability to disrupt magic. Any spell or magical effect targeting raw keep stone must succeed at a DC 5 flat check or the effect is lost. Keep stone's use in the construction of Torag's Shield is not only to stretch Highhelm's adamantine reserves further and protect the walls from magical assault, but also because of its protective effects on divination magic on both Highhelm itself and its immediate vicinity. If the target of a divination spell is in the presence of a large quantity of keep stone, including a structure, the caster must also succeed at a DC 5 flat check or the spell is lost. ## Keep Stone Keep Stone Items Hardness HP BT Thin Items High-Grade 10 46 24 Items High-Grade 14 60 30 Structures High-Grade 30 122 61 Material Uses Keep Stone Armor Keep Stone Shield Keep Stone Weapon <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Keep Stone Chunk Source Highhelm pg. 113 Price 750 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Keep Stone Ingot Source Highhelm pg. 113 Price 7,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Keep Stone Object (High-Grade) Source Highhelm pg. 113 Price 9,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2569"},{"skill_mod":{},"summary":"The crowning achievement of Highhelm's millennia of metallurgical advancements and engineering is the beautiful alloy called keep stone. Despite its …","primary_source":"Highhelm","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Highhelm"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2569","item_parent_id":"equipment-2569","weakness":{},"price":75000,"name":"Keep Stone Chunk","trait":["Precious","Rare"],"id":"equipment-2569-2321","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Keep Stone Source Highhelm pg. 113 --- The crowning achievement of Highhelm's millennia of metallurgical advancements and engineering is the beautiful alloy called keep stone. Despite its name, no stone is used in the production of keep stone. Through the use of a highly guarded process that smelts together adamantine and lead, Highhelm's greatest crafters were able to develop a material with an appearance that more closely resembles marble than metal. Keep stone is only slightly weaker than adamantine alone, but with the incredible ability to disrupt magic. Any spell or magical effect targeting raw keep stone must succeed at a DC 5 flat check or the effect is lost. Keep stone's use in the construction of Torag's Shield is not only to stretch Highhelm's adamantine reserves further and protect the walls from magical assault, but also because of its protective effects on divination magic on both Highhelm itself and its immediate vicinity. If the target of a divination spell is in the presence of a large quantity of keep stone, including a structure, the caster must also succeed at a DC 5 flat check or the spell is lost. ## Keep Stone Keep Stone Items Hardness HP BT Thin Items High-Grade 10 46 24 Items High-Grade 14 60 30 Structures High-Grade 30 122 61 Material Uses Keep Stone Armor Keep Stone Shield Keep Stone Weapon <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Keep Stone Chunk Source Highhelm pg. 113 Price 750 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Keep Stone Ingot Source Highhelm pg. 113 Price 7,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Keep Stone Object (High-Grade) Source Highhelm pg. 113 Price 9,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2569-2321"},{"skill_mod":{},"summary":"The crowning achievement of Highhelm's millennia of metallurgical advancements and engineering is the beautiful alloy called keep stone. Despite its …","primary_source":"Highhelm","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Highhelm"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2569","item_parent_id":"equipment-2569","weakness":{},"price":750000,"name":"Keep Stone Ingot","trait":["Precious","Rare"],"id":"equipment-2569-2322","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Keep Stone Source Highhelm pg. 113 --- The crowning achievement of Highhelm's millennia of metallurgical advancements and engineering is the beautiful alloy called keep stone. Despite its name, no stone is used in the production of keep stone. Through the use of a highly guarded process that smelts together adamantine and lead, Highhelm's greatest crafters were able to develop a material with an appearance that more closely resembles marble than metal. Keep stone is only slightly weaker than adamantine alone, but with the incredible ability to disrupt magic. Any spell or magical effect targeting raw keep stone must succeed at a DC 5 flat check or the effect is lost. Keep stone's use in the construction of Torag's Shield is not only to stretch Highhelm's adamantine reserves further and protect the walls from magical assault, but also because of its protective effects on divination magic on both Highhelm itself and its immediate vicinity. If the target of a divination spell is in the presence of a large quantity of keep stone, including a structure, the caster must also succeed at a DC 5 flat check or the spell is lost. ## Keep Stone Keep Stone Items Hardness HP BT Thin Items High-Grade 10 46 24 Items High-Grade 14 60 30 Structures High-Grade 30 122 61 Material Uses Keep Stone Armor Keep Stone Shield Keep Stone Weapon <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Keep Stone Chunk Source Highhelm pg. 113 Price 750 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Keep Stone Ingot Source Highhelm pg. 113 Price 7,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Keep Stone Object (High-Grade) Source Highhelm pg. 113 Price 9,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2569-2322"},{"skill_mod":{},"summary":"The crowning achievement of Highhelm's millennia of metallurgical advancements and engineering is the beautiful alloy called keep stone. Despite its …","primary_source":"Highhelm","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Highhelm"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2569","item_parent_id":"equipment-2569","weakness":{},"price":900000,"name":"Keep Stone Object (High-Grade)","trait":["Precious","Rare"],"id":"equipment-2569-2323","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Keep Stone Source Highhelm pg. 113 --- The crowning achievement of Highhelm's millennia of metallurgical advancements and engineering is the beautiful alloy called keep stone. Despite its name, no stone is used in the production of keep stone. Through the use of a highly guarded process that smelts together adamantine and lead, Highhelm's greatest crafters were able to develop a material with an appearance that more closely resembles marble than metal. Keep stone is only slightly weaker than adamantine alone, but with the incredible ability to disrupt magic. Any spell or magical effect targeting raw keep stone must succeed at a DC 5 flat check or the effect is lost. Keep stone's use in the construction of Torag's Shield is not only to stretch Highhelm's adamantine reserves further and protect the walls from magical assault, but also because of its protective effects on divination magic on both Highhelm itself and its immediate vicinity. If the target of a divination spell is in the presence of a large quantity of keep stone, including a structure, the caster must also succeed at a DC 5 flat check or the spell is lost. ## Keep Stone Keep Stone Items Hardness HP BT Thin Items High-Grade 10 46 24 Items High-Grade 14 60 30 Structures High-Grade 30 122 61 Material Uses Keep Stone Armor Keep Stone Shield Keep Stone Weapon <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Keep Stone Chunk Source Highhelm pg. 113 Price 750 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Keep Stone Ingot Source Highhelm pg. 113 Price 7,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Keep Stone Object (High-Grade) Source Highhelm pg. 113 Price 9,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2569-2323"},{"item_child_id":["equipment-2570-2324"],"primary_source_category":"Lost Omens","usage":"worn armor","source":["Highhelm"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-2570","text":"<title level=\"1\" right=\"Item 20+\" pfs=\"Standard\" > Keep Stone Armor Source Highhelm pg. 113 Usage worn armor Bulk varies by armor Base Material Keep Stone --- Keep stone armor is nearly impossible to acquire due to the fact that most of Highhelm's keep stone reserves are intended to help complete the Torag's Shield project. Additionally, the sheer amount of keep stone required to craft a suit of keep stone armor is prohibitive. For those who can acquire a set, there are few better protections against magic. While wearing keep stone armor, the item bonus it provides to AC and saving throws increases by 1 against spells, and divination spells targeting you must succeed at a DC 5 flat check or fail. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Keep Stone Armor (High-Grade) Source Highhelm pg. 113 Price 56,000 gp (+ 5,600 gp per Bulk) Craft Requirements The initial raw materials must include at least 28,000 gp of keep stone + 2,800 gp per bulk.","skill_mod":{},"summary":"Keep stone armor is nearly impossible to acquire due to the fact that most of Highhelm's keep stone reserves are intended to help complete the …","primary_source":"Highhelm","trait_group":["Rarity"],"level":20,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2570","name":"Keep Stone Armor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2570"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Highhelm"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2570","weakness":{},"price":5600000,"trait":["Rare"],"id":"equipment-2570-2324","text":"<title level=\"1\" right=\"Item 20+\" pfs=\"Standard\" > Keep Stone Armor Source Highhelm pg. 113 Usage worn armor Bulk varies by armor Base Material Keep Stone --- Keep stone armor is nearly impossible to acquire due to the fact that most of Highhelm's keep stone reserves are intended to help complete the Torag's Shield project. Additionally, the sheer amount of keep stone required to craft a suit of keep stone armor is prohibitive. For those who can acquire a set, there are few better protections against magic. While wearing keep stone armor, the item bonus it provides to AC and saving throws increases by 1 against spells, and divination spells targeting you must succeed at a DC 5 flat check or fail. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Keep Stone Armor (High-Grade) Source Highhelm pg. 113 Price 56,000 gp (+ 5,600 gp per Bulk) Craft Requirements The initial raw materials must include at least 28,000 gp of keep stone + 2,800 gp per bulk.","skill_mod":{},"summary":"Keep stone armor is nearly impossible to acquire due to the fact that most of Highhelm's keep stone reserves are intended to help complete the …","primary_source":"Highhelm","trait_group":["Rarity"],"level":20,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2570","name":"Keep Stone Armor (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2570-2324"},{"item_child_id":["equipment-2571-2325"],"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Highhelm"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-2571","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Keep Stone Shield Source Highhelm pg. 113 Usage varies by shield Base Material Keep Stone --- Much easier to come by than armor, a keep stone shield offers effective-enough protection against magic that they've become very popular among the upper echelons of dwarven society, particularly those on active duty. When you have a keep stone shield Raised, you gain its circumstance bonus to saving throws against spells that target you (as well as AC). Additionally, you can Shield Block against any spell damage, not just from physical attacks. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Keep Stone Shield (High-Grade) Source Highhelm pg. 113 Price 13,200 gp Bulk 1 --- The shield has Hardness 11, HP 46, and BT 23. Craft Requirements The initial raw materials must include at least 6,600 gp of keep stone.","skill_mod":{},"summary":"Much easier to come by than armor, a keep stone shield offers effective-enough protection against magic that they've become very popular among the …","primary_source":"Highhelm","trait_group":["Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2571","name":"Keep Stone Shield","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2571"},{"primary_source_category":"Lost Omens","usage":"varies by shield","source":["Highhelm"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2571","weakness":{},"price":1320000,"trait":["Rare"],"id":"equipment-2571-2325","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Keep Stone Shield Source Highhelm pg. 113 Usage varies by shield Base Material Keep Stone --- Much easier to come by than armor, a keep stone shield offers effective-enough protection against magic that they've become very popular among the upper echelons of dwarven society, particularly those on active duty. When you have a keep stone shield Raised, you gain its circumstance bonus to saving throws against spells that target you (as well as AC). Additionally, you can Shield Block against any spell damage, not just from physical attacks. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Keep Stone Shield (High-Grade) Source Highhelm pg. 113 Price 13,200 gp Bulk 1 --- The shield has Hardness 11, HP 46, and BT 23. Craft Requirements The initial raw materials must include at least 6,600 gp of keep stone.","skill_mod":{},"summary":"The shield has Hardness 11, HP 46, and BT 23.","primary_source":"Highhelm","trait_group":["Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2571","name":"Keep Stone Shield (High-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2571-2325"},{"item_child_id":["equipment-2572-2326"],"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Highhelm"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Rare"],"id":"equipment-2572","text":"<title level=\"1\" right=\"Item 18+\" pfs=\"Standard\" > Keep Stone Weapon Source Highhelm pg. 113 Usage varies by weapon Bulk varies by weapon Base Material Keep Stone --- As a material with defensive properties, keep stone isn't particularly prized for weapons, but it does offer a particular niche. When used with abilities that allow you to use a Strike to counteract spells or magical effects, such as the Sunder Spell feat, the counteract check gains a +2 circumstance bonus. If the counteract check is tied to the Strike's result, add the bonus when calculating your counteract result, but not to the attack roll. Keep stone is treated as adamantine for the purpose of overcoming resistances. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Keep Stone Weapon (High-Grade) Source Highhelm pg. 113 Price 22,500 gp (+ 2,250 gp per Bulk) Craft Requirements The initial raw materials must include at least 11,250 gp of keep stone + 1,125 gp per bulk.","skill_mod":{},"summary":"As a material with defensive properties, keep stone isn't particularly prized for weapons, but it does offer a particular niche. When used with …","primary_source":"Highhelm","trait_group":["Rarity"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2572","name":"Keep Stone Weapon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2572"},{"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Highhelm"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2572","weakness":{},"price":2250000,"trait":["Rare"],"id":"equipment-2572-2326","text":"<title level=\"1\" right=\"Item 18+\" pfs=\"Standard\" > Keep Stone Weapon Source Highhelm pg. 113 Usage varies by weapon Bulk varies by weapon Base Material Keep Stone --- As a material with defensive properties, keep stone isn't particularly prized for weapons, but it does offer a particular niche. When used with abilities that allow you to use a Strike to counteract spells or magical effects, such as the Sunder Spell feat, the counteract check gains a +2 circumstance bonus. If the counteract check is tied to the Strike's result, add the bonus when calculating your counteract result, but not to the attack roll. Keep stone is treated as adamantine for the purpose of overcoming resistances. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Keep Stone Weapon (High-Grade) Source Highhelm pg. 113 Price 22,500 gp (+ 2,250 gp per Bulk) Craft Requirements The initial raw materials must include at least 11,250 gp of keep stone + 1,125 gp per bulk.","skill_mod":{},"summary":"As a material with defensive properties, keep stone isn't particularly prized for weapons, but it does offer a particular niche. When used with …","primary_source":"Highhelm","trait_group":["Rarity"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2572","name":"Keep Stone Weapon (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2572-2326"},{"skill_mod":{},"summary":"Dwarven tales state that the first set of these stones was created by a dwarven lapidary for his elven sweetheart. The gem he chose was amber—to …","primary_source":"Highhelm","trait_group":["Equipment","Mechanics","Rarity","School"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Highhelm"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2573","weakness":{},"school":"transmutation","name":"Affinity Stones","trait":["Artifact","Invested","Magical","Rare","Transmutation"],"id":"equipment-2573","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Affinity Stones Source Highhelm pg. 115 --- Dwarven tales state that the first set of these stones was created by a dwarven lapidary for his elven sweetheart. The gem he chose was amber—to show his clan that a union between stone and leaf was possible. His family remained hesitant, despite the unmistakable love that the men shared. The tales then say that it was Folgrit who grew impatient and transformed the stones as a sign of her approval. Since then, more sets of these have been created, but doing so is an unsure process. Some of the stones are seemingly given their magical abilities at random, which most attribute as further blessings from Folgrit. Each set of affinity stones typically comes as a pair of gems set into worn items such as hilts, necklaces, or rings, though some sets of affinity stones feature additional gems. The full set of stones must be invested together across multiple creatures, or else their magic fails to function. To invest these items, one person must be a dwarf and everyone must perform a one-hour ceremony that includes divulging their innermost feelings. Their love need not be romantic, but it must be genuine and deep. If they pass this test, they receive the following benefits. You are always aware of each other and permanently gain the effects of the status spell. Non-dwarves gain the benefits of a 1st- or 5th-level ancestry feat with the dwarf trait, and dwarves gain the benefits one 1st- or 5th-level ancestry feat with a trait corresponding to the ancestry of another person with which the affinity stones are invested. For example, if you share investment in the stones with a halfling, you can take halfling ancestry feats. You can't use these feats to meet prerequisites, but the benefits of the feats otherwise function as if you had taken the feat. You gradually take on some of the physical characteristics of your counterparts. An elf may begin to grow a beard, while their dwarven counterpart may develop pointed ears. These changes have no mechanical effect. Destruction If one of the people who had invested in the affinity stones commits an act of true and regretless betrayal against someone else invested in the affinity stones , all of the stones shatter to dust.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2573"},{"skill_mod":{},"summary":"This +4 major striking greater frost gun sword is made from high-grade cold siccatite . This gun sword's elegant, silvery blade is …","primary_source":"Highhelm","trait_group":["Equipment","Weapon","School","Rarity"],"primary_source_category":"Lost Omens","level":22,"source_category":["Lost Omens"],"source":["Highhelm"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2574","weakness":{},"school":"evocation","base_item":["Gun Sword"],"name":"Blade of Fallen Stars","trait":["Artifact","Combination","Evocation","Unique"],"id":"equipment-2574","text":"<title level=\"1\" right=\"Item 22\" pfs=\"Standard\" > Blade of Fallen Stars Source Highhelm pg. 115 Base Weapon Gun Sword --- This +4 major striking greater frost gun sword is made from high-grade cold siccatite. This gun sword's elegant, silvery blade is double-edged and etched with stars and constellations that move and mirror the night sky. The blade absorbs starlight, and prolonged exposure causes it to form a layer of glittering residue. Smiths in Dongun Hold forged this weapon by combining the cracked remains of a skymetal arquebus and the shards of an exceptional elven greatsword. Some tales of the forging report that the sword was Tear of Eventide , a great blade forged out of starlight for the battle between Desna and Aolar. Whether or not that was the case, dwarven curators who examined the shards simply noted that the blade's material was compatible with the cracked gun. After an extremely tense diplomatic brunch, the weapon is now regarded as a miracle of elven artistry and dwarven engineering, and a powerful symbol of allyship between their kingdoms. Activate Single Action Interact; Effect You unfold the parrying hooks extending from the blade to form a bipod, which has the same benefits as a typical tripod. This negates the –2 penalty from kickback but must be reversed by a subsequent Interact action before the weapon can be repositioned or wielded in melee. Activate Two Actions command, Interact; Requirements The blade of fallen stars was exposed to starlight for at least one hour since the last time this ability was used; Effect The coating on the blade seeps into the engravings and is collected in the barrel. On your next ranged Strike, the weapon fires a glowing white projectile with a blazing blue tail that explodes on impact. In addition to the normal Strike damage, the projectile also deals 6d8 cold damage and creates a faerie fire effect in a 5-foot emanation centered on the target. Destruction Depriving the weapon of all light, natural or otherwise, for seven years, seven months, and seven days will cause it to crumble and erode irreparably\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-2574"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Rage of Elements"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":6000,"skill":["Acrobatics","Athletics"],"trait":["Air","Invested","Magical"],"id":"equipment-2575","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Aerial Cloak Source Rage of Elements pg. 74 Price 60 gp Usage worn cloak --- This blue cloak is surprisingly light for its length and seems to catch wind bursts in its tail, flying out behind the wearer while cushioning falls and easing jumps. The sides of the cloak are slightly weighted, making it easy to grab ahold of when it fills with air. This cloak grants you a +1 item bonus to Athletics checks to Leap and a +1 item bonus to Acrobatics checks to Balance or Maneuver in Flight. Activate—Fall Gently Reaction (concentrate, air) Frequency once per day; Trigger You're falling; Effect The cloak catches the air and you grab onto its edges, utilizing the draft to guide you to safety. Treat your fall as 30 feet shorter and glide to a space of your choice at the bottom of your fall, which must be within 20 feet of where you would've landed.\n","element":["Air"],"skill_mod":{},"summary":"This blue cloak is surprisingly light for its length and seems to catch wind bursts in its tail, flying out behind the wearer while cushioning falls …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2575","name":"Aerial Cloak","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2575"},{"item_child_id":["equipment-2576-2327","equipment-2576-2328","equipment-2576-2329","equipment-2576-2330"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"trait":["Air","Magical","Staff","Uncommon"],"id":"equipment-2576","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Atmospheric Staff Source Rage of Elements pg. 74 Usage held in 1 hand Bulk 2 --- This staff is made of a dense wood and strikes the ground with an imposing boom. At the top of the staff is a perfectly round obsidian sphere that, when stared at for too long, makes viewers feel as though they're heavier than before. When wielding this staff, you gain a +1 item bonus to saves against forced movement. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Atmospheric Staff (Lesser) Source Rage of Elements pg. 74 Price 95 gp Bulk 2 --- Cantrip gale blast 1st air bubble , gravitational pull <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Atmospheric Staff Source Rage of Elements pg. 74 Price 480 gp Bulk 2 --- 2nd gentle breeze 3rd gravity well , tempest cloak <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Atmospheric Staff (Greater) Source Rage of Elements pg. 74 Price 1,900 gp Bulk 2 --- 4th fly , variable gravity 5th elemental form (air only), telekinetic haul <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Atmospheric Staff (Major) Source Rage of Elements pg. 74 Price 8,900 gp Bulk 2 --- 6th zero gravity 7th elemental form (air only), vacuum ","element":["Air"],"skill_mod":{},"summary":"This staff is made of a dense wood and strikes the ground with an imposing boom. At the top of the staff is a perfectly round obsidian sphere that, …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics","Equipment","Rarity"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2576","name":"Atmospheric Staff","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2576"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2576","weakness":{},"price":9500,"trait":["Air","Magical","Staff","Uncommon"],"id":"equipment-2576-2327","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Atmospheric Staff Source Rage of Elements pg. 74 Usage held in 1 hand Bulk 2 --- This staff is made of a dense wood and strikes the ground with an imposing boom. At the top of the staff is a perfectly round obsidian sphere that, when stared at for too long, makes viewers feel as though they're heavier than before. When wielding this staff, you gain a +1 item bonus to saves against forced movement. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Atmospheric Staff (Lesser) Source Rage of Elements pg. 74 Price 95 gp Bulk 2 --- Cantrip gale blast 1st air bubble , gravitational pull <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Atmospheric Staff Source Rage of Elements pg. 74 Price 480 gp Bulk 2 --- 2nd gentle breeze 3rd gravity well , tempest cloak <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Atmospheric Staff (Greater) Source Rage of Elements pg. 74 Price 1,900 gp Bulk 2 --- 4th fly , variable gravity 5th elemental form (air only), telekinetic haul <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Atmospheric Staff (Major) Source Rage of Elements pg. 74 Price 8,900 gp Bulk 2 --- 6th zero gravity 7th elemental form (air only), vacuum ","element":["Air"],"skill_mod":{},"summary":"Cantrip gale blast 1st air bubble , gravitational pull","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics","Equipment","Rarity"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2576","name":"Atmospheric Staff (Lesser)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2576-2327"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2576","weakness":{},"price":48000,"trait":["Air","Magical","Staff","Uncommon"],"id":"equipment-2576-2328","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Atmospheric Staff Source Rage of Elements pg. 74 Usage held in 1 hand Bulk 2 --- This staff is made of a dense wood and strikes the ground with an imposing boom. At the top of the staff is a perfectly round obsidian sphere that, when stared at for too long, makes viewers feel as though they're heavier than before. When wielding this staff, you gain a +1 item bonus to saves against forced movement. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Atmospheric Staff (Lesser) Source Rage of Elements pg. 74 Price 95 gp Bulk 2 --- Cantrip gale blast 1st air bubble , gravitational pull <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Atmospheric Staff Source Rage of Elements pg. 74 Price 480 gp Bulk 2 --- 2nd gentle breeze 3rd gravity well , tempest cloak <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Atmospheric Staff (Greater) Source Rage of Elements pg. 74 Price 1,900 gp Bulk 2 --- 4th fly , variable gravity 5th elemental form (air only), telekinetic haul <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Atmospheric Staff (Major) Source Rage of Elements pg. 74 Price 8,900 gp Bulk 2 --- 6th zero gravity 7th elemental form (air only), vacuum ","element":["Air"],"skill_mod":{},"summary":"2nd gentle breeze 3rd gravity well , tempest cloak","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics","Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2576","name":"Atmospheric Staff","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2576-2328"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2576","weakness":{},"price":190000,"trait":["Air","Magical","Staff","Uncommon"],"id":"equipment-2576-2329","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Atmospheric Staff Source Rage of Elements pg. 74 Usage held in 1 hand Bulk 2 --- This staff is made of a dense wood and strikes the ground with an imposing boom. At the top of the staff is a perfectly round obsidian sphere that, when stared at for too long, makes viewers feel as though they're heavier than before. When wielding this staff, you gain a +1 item bonus to saves against forced movement. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Atmospheric Staff (Lesser) Source Rage of Elements pg. 74 Price 95 gp Bulk 2 --- Cantrip gale blast 1st air bubble , gravitational pull <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Atmospheric Staff Source Rage of Elements pg. 74 Price 480 gp Bulk 2 --- 2nd gentle breeze 3rd gravity well , tempest cloak <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Atmospheric Staff (Greater) Source Rage of Elements pg. 74 Price 1,900 gp Bulk 2 --- 4th fly , variable gravity 5th elemental form (air only), telekinetic haul <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Atmospheric Staff (Major) Source Rage of Elements pg. 74 Price 8,900 gp Bulk 2 --- 6th zero gravity 7th elemental form (air only), vacuum ","element":["Air"],"skill_mod":{},"summary":"4th fly , variable gravity 5th elemental form (air only), telekinetic haul","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics","Equipment","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2576","name":"Atmospheric Staff (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2576-2329"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2576","weakness":{},"price":890000,"trait":["Air","Magical","Staff","Uncommon"],"id":"equipment-2576-2330","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Atmospheric Staff Source Rage of Elements pg. 74 Usage held in 1 hand Bulk 2 --- This staff is made of a dense wood and strikes the ground with an imposing boom. At the top of the staff is a perfectly round obsidian sphere that, when stared at for too long, makes viewers feel as though they're heavier than before. When wielding this staff, you gain a +1 item bonus to saves against forced movement. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Atmospheric Staff (Lesser) Source Rage of Elements pg. 74 Price 95 gp Bulk 2 --- Cantrip gale blast 1st air bubble , gravitational pull <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Atmospheric Staff Source Rage of Elements pg. 74 Price 480 gp Bulk 2 --- 2nd gentle breeze 3rd gravity well , tempest cloak <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Atmospheric Staff (Greater) Source Rage of Elements pg. 74 Price 1,900 gp Bulk 2 --- 4th fly , variable gravity 5th elemental form (air only), telekinetic haul <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Atmospheric Staff (Major) Source Rage of Elements pg. 74 Price 8,900 gp Bulk 2 --- 6th zero gravity 7th elemental form (air only), vacuum ","element":["Air"],"skill_mod":{},"summary":"6th zero gravity 7th elemental form (air only), vacuum","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics","Equipment","Rarity"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2576","name":"Atmospheric Staff (Major)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2576-2330"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":35000,"trait":["Air","Bottled Breath","Consumable","Magical","Poison"],"id":"equipment-2577","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Blight Breath Source Rage of Elements pg. 74 Price 350 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This foul-smelling bottle contains compressed, noxious fumes. After you inhale the odious gases of the blight breath, you gain resistance 10 to poison for as long as you hold your breath. You can exhale the blight breath as a single action. The resulting spray of noxious fumes deals 10d6 poison damage to each creature in a 15-foot cone, with a DC 29 basic Reflex save.\n","element":["Air"],"skill_mod":{},"summary":"This foul-smelling bottle contains compressed, noxious fumes. After you inhale the odious gases of the blight breath, you gain resistance 10 to …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics","Poison","Affliction"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Bottled Breath","resistance":{},"url":"/Equipment.aspx?ID=2577","name":"Blight Breath","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2577"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Rage of Elements"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":50000,"trait":["Air","Invested","Magical"],"id":"equipment-2578","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Extra Lung Source Rage of Elements pg. 74 Price 500 gp Usage worn cloak Bulk L --- An extra lung is a waterproofed bladder of air worn in an underarm holster, connected to the wearer's nose by a long tube. You can use it as a source of air instead of breathing in the air around you. It can hold 5 rounds' worth of breathable air, and can be refilled if the extra lung is left open for 10 minutes in an environment with suitable air. You can switch to breathing from the extra lung at any time, without using an action. You can use air from the bladder following the rules for holding your breath, but you can speak without losing the air from the extra lung. When you lose air at the end of each of your turns, choose whether you use breath you're holding or air from the extra lung . Speaking causes you to lose breath you're holding but doesn't affect the air in the extra lung . Activate—Cough Up Reaction (manipulate) Trigger You breathe in an inhaled poison or other inhaled affliction; Effect You cough the poison or tainted air into your extra lung , immediately attempting a new save against the effect. The air inside your extra lung becomes fouled, and you re-expose yourself to the inhaled affliction if you breathe it in. The extra lung is cleansed of any poison it contains every day at dawn.\n","element":["Air"],"skill_mod":{},"summary":"An extra lung is a waterproofed bladder of air worn in an underarm holster, connected to the wearer's nose by a long tube. You can use it as a source …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2578","name":"Extra Lung","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2578"},{"item_child_id":["equipment-2579-2331","equipment-2579-2332"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"trait":["Air","Magical"],"id":"equipment-2579","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Fan of Soothing Winds Source Rage of Elements pg. 74 Usage held in 1 hand Bulk 1 --- This fan of soothing winds has six cloud-shaped glass beads on the bottom of the fan, one on each of the exposed ribs. One side of the beads is white, and the other is a dark, stormy gray. Once flipped, a bead stays on its newly exposed side for an entire day before resetting overnight. Activate—Healing Wind Two Actions (concentrate) Frequency once per day per bead; Effect You open your fan and turn a bead of your choice. The fan casts a 3-action heal spell with an area of a 30-foot cone instead of a 30-foot emanation; the save DC for an undead creature is 28. This spell gains the air trait. The rank of the spell depends on which bead you're turning: the first two beads cast 4th-rank heal , the center two cast 3rd-rank heal , and the last two cast 2nd-rank heal . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Fan of Soothing Winds Source Rage of Elements pg. 74 Price 1,400 gp Bulk 1 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Fan of Soothing Winds (Greater) Source Rage of Elements pg. 74 Price 6,500 gp Bulk 1 --- The save DC is 34. The first two beads cast 6th-rank heal , the center two cast 5th-rank heal , and the last two cast 4th-rank heal .","element":["Air"],"skill_mod":{},"summary":"This fan of soothing winds has six cloud-shaped glass beads on the bottom of the fan, one on each of the exposed ribs. One side of the beads is …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2579","name":"Fan of Soothing Winds","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2579"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2579","weakness":{},"price":140000,"trait":["Air","Magical"],"id":"equipment-2579-2331","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Fan of Soothing Winds Source Rage of Elements pg. 74 Usage held in 1 hand Bulk 1 --- This fan of soothing winds has six cloud-shaped glass beads on the bottom of the fan, one on each of the exposed ribs. One side of the beads is white, and the other is a dark, stormy gray. Once flipped, a bead stays on its newly exposed side for an entire day before resetting overnight. Activate—Healing Wind Two Actions (concentrate) Frequency once per day per bead; Effect You open your fan and turn a bead of your choice. The fan casts a 3-action heal spell with an area of a 30-foot cone instead of a 30-foot emanation; the save DC for an undead creature is 28. This spell gains the air trait. The rank of the spell depends on which bead you're turning: the first two beads cast 4th-rank heal , the center two cast 3rd-rank heal , and the last two cast 2nd-rank heal . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Fan of Soothing Winds Source Rage of Elements pg. 74 Price 1,400 gp Bulk 1 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Fan of Soothing Winds (Greater) Source Rage of Elements pg. 74 Price 6,500 gp Bulk 1 --- The save DC is 34. The first two beads cast 6th-rank heal , the center two cast 5th-rank heal , and the last two cast 4th-rank heal .","element":["Air"],"skill_mod":{},"summary":"This fan of soothing winds has six cloud-shaped glass beads on the bottom of the fan, one on each of the exposed ribs. One side of the beads is …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2579","name":"Fan of Soothing Winds","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2579-2331"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2579","weakness":{},"price":650000,"trait":["Air","Magical"],"id":"equipment-2579-2332","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Fan of Soothing Winds Source Rage of Elements pg. 74 Usage held in 1 hand Bulk 1 --- This fan of soothing winds has six cloud-shaped glass beads on the bottom of the fan, one on each of the exposed ribs. One side of the beads is white, and the other is a dark, stormy gray. Once flipped, a bead stays on its newly exposed side for an entire day before resetting overnight. Activate—Healing Wind Two Actions (concentrate) Frequency once per day per bead; Effect You open your fan and turn a bead of your choice. The fan casts a 3-action heal spell with an area of a 30-foot cone instead of a 30-foot emanation; the save DC for an undead creature is 28. This spell gains the air trait. The rank of the spell depends on which bead you're turning: the first two beads cast 4th-rank heal , the center two cast 3rd-rank heal , and the last two cast 2nd-rank heal . <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Fan of Soothing Winds Source Rage of Elements pg. 74 Price 1,400 gp Bulk 1 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Fan of Soothing Winds (Greater) Source Rage of Elements pg. 74 Price 6,500 gp Bulk 1 --- The save DC is 34. The first two beads cast 6th-rank heal , the center two cast 5th-rank heal , and the last two cast 4th-rank heal .","element":["Air"],"skill_mod":{},"summary":"The save DC is 34. The first two beads cast 6th-rank heal , the center two cast 5th-rank heal , and the last two cast 4th-rank heal .","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2579","name":"Fan of Soothing Winds (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2579-2332"},{"skill_mod":{},"summary":"This diamond-shaped tent is designed for sleeping in planar environments without gravity, such as the Plane of Air . Weights are attached at each of …","item_child_id":["equipment-2580-2333","equipment-2580-2334"],"primary_source":"Rage of Elements","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2580","weakness":{},"name":"Floating Tent","id":"equipment-2580","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Floating Tent Source Rage of Elements pg. 75 Bulk 1 --- This diamond-shaped tent is designed for sleeping in planar environments without gravity, such as the Plane of Air. Weights are attached at each of its six points, carefully balanced against each other to prevent the tent from leaning too far in any one direction. The tent has an anchor, which can be used to moor the tent and prevent it from floating away from the object or location it is anchored to. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Floating Tent (Pup) Source Rage of Elements pg. 75 Price 10 gp Bulk 1 --- A floating pup tent is large enough for one person and their supplies. It contains one hammock suspended in the center of the tent, large enough for a Medium or smaller creature to comfortably sleep, in addition to a net beneath the hammock where gear can be stored. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Floating Tent (Four-Person) Source Rage of Elements pg. 75 Price 25 gp Bulk 2 --- A standard floating tent is large enough for four creatures and their supplies, containing four hammocks in two rows suspended in the center of the tent and large nets near the top and bottom of the tent for gear.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2580"},{"skill_mod":{},"summary":"A floating pup tent is large enough for one person and their supplies. It contains one hammock suspended in the center of the tent, large enough for …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2580","item_parent_id":"equipment-2580","weakness":{},"price":1000,"name":"Floating Tent (Pup)","id":"equipment-2580-2333","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Floating Tent Source Rage of Elements pg. 75 Bulk 1 --- This diamond-shaped tent is designed for sleeping in planar environments without gravity, such as the Plane of Air. Weights are attached at each of its six points, carefully balanced against each other to prevent the tent from leaning too far in any one direction. The tent has an anchor, which can be used to moor the tent and prevent it from floating away from the object or location it is anchored to. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Floating Tent (Pup) Source Rage of Elements pg. 75 Price 10 gp Bulk 1 --- A floating pup tent is large enough for one person and their supplies. It contains one hammock suspended in the center of the tent, large enough for a Medium or smaller creature to comfortably sleep, in addition to a net beneath the hammock where gear can be stored. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Floating Tent (Four-Person) Source Rage of Elements pg. 75 Price 25 gp Bulk 2 --- A standard floating tent is large enough for four creatures and their supplies, containing four hammocks in two rows suspended in the center of the tent and large nets near the top and bottom of the tent for gear.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2580-2333"},{"skill_mod":{},"summary":"A standard floating tent is large enough for four creatures and their supplies, containing four hammocks in two rows suspended in the center of the …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2580","item_parent_id":"equipment-2580","weakness":{},"price":2500,"name":"Floating Tent (Four-Person)","id":"equipment-2580-2334","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Floating Tent Source Rage of Elements pg. 75 Bulk 1 --- This diamond-shaped tent is designed for sleeping in planar environments without gravity, such as the Plane of Air. Weights are attached at each of its six points, carefully balanced against each other to prevent the tent from leaning too far in any one direction. The tent has an anchor, which can be used to moor the tent and prevent it from floating away from the object or location it is anchored to. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Floating Tent (Pup) Source Rage of Elements pg. 75 Price 10 gp Bulk 1 --- A floating pup tent is large enough for one person and their supplies. It contains one hammock suspended in the center of the tent, large enough for a Medium or smaller creature to comfortably sleep, in addition to a net beneath the hammock where gear can be stored. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Floating Tent (Four-Person) Source Rage of Elements pg. 75 Price 25 gp Bulk 2 --- A standard floating tent is large enough for four creatures and their supplies, containing four hammocks in two rows suspended in the center of the tent and large nets near the top and bottom of the tent for gear.","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2580-2334"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":7000,"trait":["Air","Bottled Breath","Cold","Consumable","Magical"],"id":"equipment-2581","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Frost Breath Source Rage of Elements pg. 75 Price 70 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This bottle of frozen vapors is captured in the frozen peaks of the crown of the world. After inhaling frost breath, you gain resistance 5 to cold. You can exhale the frost breath as a single action to release a spray of frigid air in a 15- foot cone. Each creature in the area takes 4d6 cold damage with a DC 20 basic Reflex save. For 10 minutes, surfaces in the area are covered in ice, becoming difficult terrain and uneven ground (Acrobatics DC 20).\n","element":["Air"],"skill_mod":{},"summary":"This bottle of frozen vapors is captured in the frozen peaks of the crown of the world. After inhaling frost breath, you gain resistance 5 to cold. …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Energy","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Bottled Breath","resistance":{},"url":"/Equipment.aspx?ID=2581","name":"Frost Breath","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2581"},{"primary_source_category":"Rulebooks","usage":"worn belt","source":["Rage of Elements"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":90000,"skill":["Acrobatics","Performance"],"trait":["Air","Invested","Magical"],"id":"equipment-2582","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Jaathoom's Scarf Source Rage of Elements pg. 75 Price 900 gp Usage worn belt --- This scarf is made of fine silk that's the same shade of blue as a clear, cloudless sky. The short ends are edged with a fine gold fringe that seems to sway even in still weather as though touched by invisible winds. The long edges have exquisite embroidery in threads that vary from a blue identical to the silk to the deep gray of storm clouds during winter. Wearing this scarf grants a +2 item bonus to Performance checks to dance and to Acrobatics checks to Escape. Activate—Vanish Two Actions (concentrate) Frequency once per day; Effect The scarf casts 4th-rank invisibility on you. Activate—Jaathoom's Rebuke Single Action (concentrate) Frequency once per hour; Effect You let the winds around you catch the edges of the jaathoom's scarf , and a jaathoom shuyookh appears with a sudden updraft. The winds force your enemies back, granting you some breathing room in battle. Each enemy in a 10-foot emanation must succeed at a DC 27 Fortitude save or be pushed 10 feet. A creature that critically fails is also knocked prone after being moved. Creatures with the air trait are immune to all these effects.\n","element":["Air"],"skill_mod":{},"summary":"This scarf is made of fine silk that's the same shade of blue as a clear, cloudless sky. The short ends are edged with a fine gold fringe that seems …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2582","name":"Jaathoom's Scarf","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2582"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":8000,"trait":["Air","Bottled Breath","Consumable","Electricity"],"id":"equipment-2583","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Nimbus Breath Source Rage of Elements pg. 75 Price 80 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- The dwarves of Cloudspire Citadel in Golarion's Mwangi Expanse create bottles of nimbus breath by capturing and bottling the fluffiest nimbus clouds from the lairs of cloud dragons. After harvesting the cloud, the bottle must sit at the peak of the tallest mountain for 10 days and 10 nights, pelted by all forms of weather. Nimbus breaths can also be created by capturing clouds on other planes, such as those found on the Plane of Air or in the highest peaks of Celestia. After you inhale the nimbus breath , you gain resistance 5 to electricity and are affected by fly as long as you hold your breath. You can exhale the breath as a single action to create a gust of wind (DC 24) from your mouth. If you're airborne when the cloud expires, you float gently to the ground at 60 feet per round and don't take damage from this fall.\n","element":["Air"],"skill_mod":{},"summary":"The dwarves of Cloudspire Citadel in Golarion's Mwangi Expanse create bottles of nimbus breath by capturing and bottling the fluffiest nimbus …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Energy"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Bottled Breath","resistance":{},"url":"/Equipment.aspx?ID=2583","name":"Nimbus Breath","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2583"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":250000,"trait":["Air","Magical"],"id":"equipment-2584","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Spiral Chimes Source Rage of Elements pg. 76 Price 2,500 gp Usage held in 1 hand Bulk L --- Spiral chimes are a set of small metal bells decorated with spiraling designs that hang on thin wires from a carved statue of a storm cloud or air elemental. Each bell in the spiral chimes rings at a different tone, and when caught in the turbulent winds of a storm, the bells combine to create deep, full songs. A set of spiral chimes is a planar key for interplanar teleport and similar magic. When the chimes are used this way, you're more likely to arrive where you intend to be, appearing 1d6×25 miles from your intended destination instead of 1d10×25 miles away. Activate—Forecast Chime 10 minutes (manipulate, prediction) Effect You let the spiral chimes play in the wind, interpreting the music to predict the weather at your location for the next 24 hours. You receive advanced warning of the temperature, humidity, storms, natural disasters (such as tornadoes, floods, or volcanic eruptions), and other weather conditions that naturally arise. The information you gain through the spiral chimes doesn't take magical occurrences that might change the weather into account. Activate—Revealing Chime Single Action (manipulate, sonic) Frequency once per day; Effect You ring the chimes, blanketing everything in a 30-foot burst within 120 feet in visible, reverberating sound. This can negate invisibility, making creatures concealed instead of invisible. The duration and other effects depend on the result of each creature's attempt at a DC 30 Reflex save. Critical Success The target is unaffected. Success The target's invisibility is negated for 2 rounds. Failure The target is deafened for 1 minute, and its invisibility is negated for 1 minute. Critical Failure The target is deafened for 10 minutes, and its invisibility is negated for 10 minutes.\n","element":["Air"],"skill_mod":{},"summary":" Spiral chimes are a set of small metal bells decorated with spiraling designs that hang on thin wires from a carved statue of a storm cloud or air …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2584","name":"Spiral Chimes","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2584"},{"item_child_id":["equipment-2585-2335","equipment-2585-2336","equipment-2585-2337","equipment-2585-2338","equipment-2585-2339"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Air","Bottled Breath","Consumable","Magical"],"id":"equipment-2585","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Spun Cloud Source Rage of Elements pg. 76 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- On the Elemental Plane of Air, small clouds of differing colors can sometimes float separately from other cloud formations. Clever people can spin these clouds into small handfuls, creating a magical bundle of elemental power. Unlike most bottled breath, spun clouds don't have any effect on you while you hold them in your lungs, but you can exhale the cloud as a single action. When exhaled, the cloud flows out and expands into a 20-foot burst within 60 feet of you. The cloud dissipates after 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spun Cloud (Black) Source Rage of Elements pg. 76 Price 70 gp Bulk L --- A dark storm cloud conceals creatures within it. Creatures outside the cloud are concealed to creatures within it. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spun Cloud (Blue) Source Rage of Elements pg. 76 Price 50 gp Bulk L --- A blue cloud protects against lightning. Creatures gain resistance 5 to electricity while in the cloud. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spun Cloud (Green) Source Rage of Elements pg. 76 Price 125 gp Bulk L --- A green cloud smells terrible, making those inside ill. Any creature that ends its turn in the cloud must succeed at a DC 25 Fortitude save or be sickened 1 (or sickened 2 on a critical failure). Regardless of the result of its save, the creature becomes temporarily immune for 24 hours. This is an olfactory poison effect. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Spun Cloud (Red) Source Rage of Elements pg. 76 Price 100 gp Bulk L --- A red cloud terrifies those it surrounds. Any creature in the cloud, or that later enters the cloud, must succeed at a DC 24 Will save or become frightened 2 (or frightened 3 on a critical failure). Regardless of the result of its save, the creature becomes temporarily immune for 24 hours. This is an emotion, fear, and mental effect. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Spun Cloud (White) Source Rage of Elements pg. 76 Price 7 gp Bulk L --- A white cloud swirls with winds that speed up travel. A creature that starts its turn in the cloud gains a +10-foot item bonus to its land Speed and fly Speed (if it has one) until the end of its turn.","element":["Air"],"skill_mod":{},"summary":"On the Elemental Plane of Air , small clouds of differing colors can sometimes float separately from other cloud formations. Clever people can spin …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Bottled Breath","resistance":{},"url":"/Equipment.aspx?ID=2585","name":"Spun Cloud","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2585"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2585","weakness":{},"price":7000,"trait":["Air","Bottled Breath","Consumable","Magical"],"id":"equipment-2585-2335","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Spun Cloud Source Rage of Elements pg. 76 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- On the Elemental Plane of Air, small clouds of differing colors can sometimes float separately from other cloud formations. Clever people can spin these clouds into small handfuls, creating a magical bundle of elemental power. Unlike most bottled breath, spun clouds don't have any effect on you while you hold them in your lungs, but you can exhale the cloud as a single action. When exhaled, the cloud flows out and expands into a 20-foot burst within 60 feet of you. The cloud dissipates after 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spun Cloud (Black) Source Rage of Elements pg. 76 Price 70 gp Bulk L --- A dark storm cloud conceals creatures within it. Creatures outside the cloud are concealed to creatures within it. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spun Cloud (Blue) Source Rage of Elements pg. 76 Price 50 gp Bulk L --- A blue cloud protects against lightning. Creatures gain resistance 5 to electricity while in the cloud. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spun Cloud (Green) Source Rage of Elements pg. 76 Price 125 gp Bulk L --- A green cloud smells terrible, making those inside ill. Any creature that ends its turn in the cloud must succeed at a DC 25 Fortitude save or be sickened 1 (or sickened 2 on a critical failure). Regardless of the result of its save, the creature becomes temporarily immune for 24 hours. This is an olfactory poison effect. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Spun Cloud (Red) Source Rage of Elements pg. 76 Price 100 gp Bulk L --- A red cloud terrifies those it surrounds. Any creature in the cloud, or that later enters the cloud, must succeed at a DC 24 Will save or become frightened 2 (or frightened 3 on a critical failure). Regardless of the result of its save, the creature becomes temporarily immune for 24 hours. This is an emotion, fear, and mental effect. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Spun Cloud (White) Source Rage of Elements pg. 76 Price 7 gp Bulk L --- A white cloud swirls with winds that speed up travel. A creature that starts its turn in the cloud gains a +10-foot item bonus to its land Speed and fly Speed (if it has one) until the end of its turn.","element":["Air"],"skill_mod":{},"summary":"A dark storm cloud conceals creatures within it. Creatures outside the cloud are concealed to creatures within it.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Bottled Breath","resistance":{},"url":"/Equipment.aspx?ID=2585","name":"Spun Cloud (Black)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2585-2335"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2585","weakness":{},"price":5000,"trait":["Air","Bottled Breath","Consumable","Magical"],"id":"equipment-2585-2336","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Spun Cloud Source Rage of Elements pg. 76 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- On the Elemental Plane of Air, small clouds of differing colors can sometimes float separately from other cloud formations. Clever people can spin these clouds into small handfuls, creating a magical bundle of elemental power. Unlike most bottled breath, spun clouds don't have any effect on you while you hold them in your lungs, but you can exhale the cloud as a single action. When exhaled, the cloud flows out and expands into a 20-foot burst within 60 feet of you. The cloud dissipates after 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spun Cloud (Black) Source Rage of Elements pg. 76 Price 70 gp Bulk L --- A dark storm cloud conceals creatures within it. Creatures outside the cloud are concealed to creatures within it. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spun Cloud (Blue) Source Rage of Elements pg. 76 Price 50 gp Bulk L --- A blue cloud protects against lightning. Creatures gain resistance 5 to electricity while in the cloud. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spun Cloud (Green) Source Rage of Elements pg. 76 Price 125 gp Bulk L --- A green cloud smells terrible, making those inside ill. Any creature that ends its turn in the cloud must succeed at a DC 25 Fortitude save or be sickened 1 (or sickened 2 on a critical failure). Regardless of the result of its save, the creature becomes temporarily immune for 24 hours. This is an olfactory poison effect. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Spun Cloud (Red) Source Rage of Elements pg. 76 Price 100 gp Bulk L --- A red cloud terrifies those it surrounds. Any creature in the cloud, or that later enters the cloud, must succeed at a DC 24 Will save or become frightened 2 (or frightened 3 on a critical failure). Regardless of the result of its save, the creature becomes temporarily immune for 24 hours. This is an emotion, fear, and mental effect. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Spun Cloud (White) Source Rage of Elements pg. 76 Price 7 gp Bulk L --- A white cloud swirls with winds that speed up travel. A creature that starts its turn in the cloud gains a +10-foot item bonus to its land Speed and fly Speed (if it has one) until the end of its turn.","element":["Air"],"skill_mod":{},"summary":"A blue cloud protects against lightning. Creatures gain resistance 5 to electricity while in the cloud.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Bottled Breath","resistance":{},"url":"/Equipment.aspx?ID=2585","name":"Spun Cloud (Blue)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2585-2336"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2585","weakness":{},"price":12500,"trait":["Air","Bottled Breath","Consumable","Magical"],"id":"equipment-2585-2337","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Spun Cloud Source Rage of Elements pg. 76 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- On the Elemental Plane of Air, small clouds of differing colors can sometimes float separately from other cloud formations. Clever people can spin these clouds into small handfuls, creating a magical bundle of elemental power. Unlike most bottled breath, spun clouds don't have any effect on you while you hold them in your lungs, but you can exhale the cloud as a single action. When exhaled, the cloud flows out and expands into a 20-foot burst within 60 feet of you. The cloud dissipates after 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spun Cloud (Black) Source Rage of Elements pg. 76 Price 70 gp Bulk L --- A dark storm cloud conceals creatures within it. Creatures outside the cloud are concealed to creatures within it. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spun Cloud (Blue) Source Rage of Elements pg. 76 Price 50 gp Bulk L --- A blue cloud protects against lightning. Creatures gain resistance 5 to electricity while in the cloud. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spun Cloud (Green) Source Rage of Elements pg. 76 Price 125 gp Bulk L --- A green cloud smells terrible, making those inside ill. Any creature that ends its turn in the cloud must succeed at a DC 25 Fortitude save or be sickened 1 (or sickened 2 on a critical failure). Regardless of the result of its save, the creature becomes temporarily immune for 24 hours. This is an olfactory poison effect. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Spun Cloud (Red) Source Rage of Elements pg. 76 Price 100 gp Bulk L --- A red cloud terrifies those it surrounds. Any creature in the cloud, or that later enters the cloud, must succeed at a DC 24 Will save or become frightened 2 (or frightened 3 on a critical failure). Regardless of the result of its save, the creature becomes temporarily immune for 24 hours. This is an emotion, fear, and mental effect. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Spun Cloud (White) Source Rage of Elements pg. 76 Price 7 gp Bulk L --- A white cloud swirls with winds that speed up travel. A creature that starts its turn in the cloud gains a +10-foot item bonus to its land Speed and fly Speed (if it has one) until the end of its turn.","element":["Air"],"skill_mod":{},"summary":"A green cloud smells terrible, making those inside ill. Any creature that ends its turn in the cloud must succeed at a DC 25 Fortitude save or be …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Bottled Breath","resistance":{},"url":"/Equipment.aspx?ID=2585","name":"Spun Cloud (Green)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2585-2337"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2585","weakness":{},"price":10000,"trait":["Air","Bottled Breath","Consumable","Magical"],"id":"equipment-2585-2338","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Spun Cloud Source Rage of Elements pg. 76 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- On the Elemental Plane of Air, small clouds of differing colors can sometimes float separately from other cloud formations. Clever people can spin these clouds into small handfuls, creating a magical bundle of elemental power. Unlike most bottled breath, spun clouds don't have any effect on you while you hold them in your lungs, but you can exhale the cloud as a single action. When exhaled, the cloud flows out and expands into a 20-foot burst within 60 feet of you. The cloud dissipates after 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spun Cloud (Black) Source Rage of Elements pg. 76 Price 70 gp Bulk L --- A dark storm cloud conceals creatures within it. Creatures outside the cloud are concealed to creatures within it. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spun Cloud (Blue) Source Rage of Elements pg. 76 Price 50 gp Bulk L --- A blue cloud protects against lightning. Creatures gain resistance 5 to electricity while in the cloud. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spun Cloud (Green) Source Rage of Elements pg. 76 Price 125 gp Bulk L --- A green cloud smells terrible, making those inside ill. Any creature that ends its turn in the cloud must succeed at a DC 25 Fortitude save or be sickened 1 (or sickened 2 on a critical failure). Regardless of the result of its save, the creature becomes temporarily immune for 24 hours. This is an olfactory poison effect. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Spun Cloud (Red) Source Rage of Elements pg. 76 Price 100 gp Bulk L --- A red cloud terrifies those it surrounds. Any creature in the cloud, or that later enters the cloud, must succeed at a DC 24 Will save or become frightened 2 (or frightened 3 on a critical failure). Regardless of the result of its save, the creature becomes temporarily immune for 24 hours. This is an emotion, fear, and mental effect. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Spun Cloud (White) Source Rage of Elements pg. 76 Price 7 gp Bulk L --- A white cloud swirls with winds that speed up travel. A creature that starts its turn in the cloud gains a +10-foot item bonus to its land Speed and fly Speed (if it has one) until the end of its turn.","element":["Air"],"skill_mod":{},"summary":"A red cloud terrifies those it surrounds. Any creature in the cloud, or that later enters the cloud, must succeed at a DC 24 Will save or become …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Bottled Breath","resistance":{},"url":"/Equipment.aspx?ID=2585","name":"Spun Cloud (Red)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2585-2338"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2585","weakness":{},"price":700,"trait":["Air","Bottled Breath","Consumable","Magical"],"id":"equipment-2585-2339","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Spun Cloud Source Rage of Elements pg. 76 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- On the Elemental Plane of Air, small clouds of differing colors can sometimes float separately from other cloud formations. Clever people can spin these clouds into small handfuls, creating a magical bundle of elemental power. Unlike most bottled breath, spun clouds don't have any effect on you while you hold them in your lungs, but you can exhale the cloud as a single action. When exhaled, the cloud flows out and expands into a 20-foot burst within 60 feet of you. The cloud dissipates after 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spun Cloud (Black) Source Rage of Elements pg. 76 Price 70 gp Bulk L --- A dark storm cloud conceals creatures within it. Creatures outside the cloud are concealed to creatures within it. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spun Cloud (Blue) Source Rage of Elements pg. 76 Price 50 gp Bulk L --- A blue cloud protects against lightning. Creatures gain resistance 5 to electricity while in the cloud. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spun Cloud (Green) Source Rage of Elements pg. 76 Price 125 gp Bulk L --- A green cloud smells terrible, making those inside ill. Any creature that ends its turn in the cloud must succeed at a DC 25 Fortitude save or be sickened 1 (or sickened 2 on a critical failure). Regardless of the result of its save, the creature becomes temporarily immune for 24 hours. This is an olfactory poison effect. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Spun Cloud (Red) Source Rage of Elements pg. 76 Price 100 gp Bulk L --- A red cloud terrifies those it surrounds. Any creature in the cloud, or that later enters the cloud, must succeed at a DC 24 Will save or become frightened 2 (or frightened 3 on a critical failure). Regardless of the result of its save, the creature becomes temporarily immune for 24 hours. This is an emotion, fear, and mental effect. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Spun Cloud (White) Source Rage of Elements pg. 76 Price 7 gp Bulk L --- A white cloud swirls with winds that speed up travel. A creature that starts its turn in the cloud gains a +10-foot item bonus to its land Speed and fly Speed (if it has one) until the end of its turn.","element":["Air"],"skill_mod":{},"summary":"A white cloud swirls with winds that speed up travel. A creature that starts its turn in the cloud gains a +10-foot item bonus to its land Speed and …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Bottled Breath","resistance":{},"url":"/Equipment.aspx?ID=2585","name":"Spun Cloud (White)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2585-2339"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":12500,"trait":["Air","Bottled Breath","Consumable","Electricity","Magical"],"id":"equipment-2586","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Storm Breath Source Rage of Elements pg. 76 Price 125 gp Usage held in 1 hand Bulk L --- Storm breaths are bottles of temperamental lightning captured during storms on the Plane of Air, releasing small charges of static energy any time they're touched. The first storm breaths were created by Ranginori's faithful following the Elemental Lord's return from a long imprisonment, but the recipe has since been duplicated across the multiverse. After inhaling storm breath , you gain resistance 5 to both electricity and sonic. You can exhale the storm breath as a bolt of lightning, dealing 4d12 electricity damage to all creatures in a 30-foot line, with a DC 25 basic Reflex save.\n","element":["Air"],"skill_mod":{},"summary":" Storm breaths are bottles of temperamental lightning captured during storms on the Plane of Air , releasing small charges of static energy any …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Energy","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Bottled Breath","resistance":{},"url":"/Equipment.aspx?ID=2586","name":"Storm Breath","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2586"},{"item_child_id":["equipment-2587-2340","equipment-2587-2341","equipment-2587-2342","equipment-2587-2343"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Rage of Elements"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"trait":["Air","Invested","Magical"],"id":"equipment-2587","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wisp Chain Source Rage of Elements pg. 76 Usage worn armor Base Armor Chain Shirt --- This +1 resilient chain shirt is made of small, interlocking currents of wind carefully woven together. While the links of air don't jingle against each other like chain links might, the tiny cyclones nevertheless create a blustering howl akin to standing at the center of a storm. A creature that ends its turn adjacent to you must attempt a DC 23 Fortitude save. On a failure, it becomes deafened until it moves away from you. Activate—Slicing Links Two Actions (concentrate) Frequency once per day; Effect You unbind the currents that form your armor and release them as cutting whorls of air that slice into creatures in a 60-foot cone. Creatures in the area take 6d6 slashing damage with a DC 25 basic Fortitude save. A creature that fails its save is also pushed 10 feet (or 20 feet on a critical failure). You lose the AC bonus of your armor until the end of your turn, when the air currents reform the wisp chain around you. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wisp Chain Source Rage of Elements pg. 76 Price 685 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wisp Chain (Greater) Source Rage of Elements pg. 76 Price 1,900 gp --- The armor is a +2 resilient chain shirt , the DC for deafening creatures is 27, the damage increases to 9d6, and the DC of the activation is 29. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wisp Chain (Major) Source Rage of Elements pg. 76 Price 6,000 gp --- The armor is a +2 greater resilient chain shirt , the DC for deafening creatures is 32, the damage increases to 12d6, and the DC of the activation is 34. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wisp Chain (True) Source Rage of Elements pg. 76 Price 35,000 gp --- The armor is a +3 greater resilient chain shirt , the DC for deafening creatures is 39, the damage increases to 16d6, and the DC of the activation is 41.","element":["Air"],"skill_mod":{},"summary":"This +1 resilient chain shirt is made of small, interlocking currents of wind carefully woven together. While the links of air don't jingle …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2587","base_item":["Chain Shirt"],"name":"Wisp Chain","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2587"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Rage of Elements"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2587","weakness":{},"price":68500,"trait":["Air","Invested","Magical"],"id":"equipment-2587-2340","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wisp Chain Source Rage of Elements pg. 76 Usage worn armor Base Armor Chain Shirt --- This +1 resilient chain shirt is made of small, interlocking currents of wind carefully woven together. While the links of air don't jingle against each other like chain links might, the tiny cyclones nevertheless create a blustering howl akin to standing at the center of a storm. A creature that ends its turn adjacent to you must attempt a DC 23 Fortitude save. On a failure, it becomes deafened until it moves away from you. Activate—Slicing Links Two Actions (concentrate) Frequency once per day; Effect You unbind the currents that form your armor and release them as cutting whorls of air that slice into creatures in a 60-foot cone. Creatures in the area take 6d6 slashing damage with a DC 25 basic Fortitude save. A creature that fails its save is also pushed 10 feet (or 20 feet on a critical failure). You lose the AC bonus of your armor until the end of your turn, when the air currents reform the wisp chain around you. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wisp Chain Source Rage of Elements pg. 76 Price 685 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wisp Chain (Greater) Source Rage of Elements pg. 76 Price 1,900 gp --- The armor is a +2 resilient chain shirt , the DC for deafening creatures is 27, the damage increases to 9d6, and the DC of the activation is 29. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wisp Chain (Major) Source Rage of Elements pg. 76 Price 6,000 gp --- The armor is a +2 greater resilient chain shirt , the DC for deafening creatures is 32, the damage increases to 12d6, and the DC of the activation is 34. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wisp Chain (True) Source Rage of Elements pg. 76 Price 35,000 gp --- The armor is a +3 greater resilient chain shirt , the DC for deafening creatures is 39, the damage increases to 16d6, and the DC of the activation is 41.","element":["Air"],"skill_mod":{},"summary":"This +1 resilient chain shirt is made of small, interlocking currents of wind carefully woven together. While the links of air don't jingle …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2587","base_item":["Chain Shirt"],"name":"Wisp Chain","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2587-2340"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Rage of Elements"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2587","weakness":{},"price":190000,"trait":["Air","Invested","Magical"],"id":"equipment-2587-2341","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wisp Chain Source Rage of Elements pg. 76 Usage worn armor Base Armor Chain Shirt --- This +1 resilient chain shirt is made of small, interlocking currents of wind carefully woven together. While the links of air don't jingle against each other like chain links might, the tiny cyclones nevertheless create a blustering howl akin to standing at the center of a storm. A creature that ends its turn adjacent to you must attempt a DC 23 Fortitude save. On a failure, it becomes deafened until it moves away from you. Activate—Slicing Links Two Actions (concentrate) Frequency once per day; Effect You unbind the currents that form your armor and release them as cutting whorls of air that slice into creatures in a 60-foot cone. Creatures in the area take 6d6 slashing damage with a DC 25 basic Fortitude save. A creature that fails its save is also pushed 10 feet (or 20 feet on a critical failure). You lose the AC bonus of your armor until the end of your turn, when the air currents reform the wisp chain around you. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wisp Chain Source Rage of Elements pg. 76 Price 685 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wisp Chain (Greater) Source Rage of Elements pg. 76 Price 1,900 gp --- The armor is a +2 resilient chain shirt , the DC for deafening creatures is 27, the damage increases to 9d6, and the DC of the activation is 29. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wisp Chain (Major) Source Rage of Elements pg. 76 Price 6,000 gp --- The armor is a +2 greater resilient chain shirt , the DC for deafening creatures is 32, the damage increases to 12d6, and the DC of the activation is 34. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wisp Chain (True) Source Rage of Elements pg. 76 Price 35,000 gp --- The armor is a +3 greater resilient chain shirt , the DC for deafening creatures is 39, the damage increases to 16d6, and the DC of the activation is 41.","element":["Air"],"skill_mod":{},"summary":"The armor is a +2 resilient chain shirt , the DC for deafening creatures is 27, the damage increases to 9d6, and the DC of the activation is 29.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2587","base_item":["Chain Shirt"],"name":"Wisp Chain (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2587-2341"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Rage of Elements"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2587","weakness":{},"price":600000,"trait":["Air","Invested","Magical"],"id":"equipment-2587-2342","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wisp Chain Source Rage of Elements pg. 76 Usage worn armor Base Armor Chain Shirt --- This +1 resilient chain shirt is made of small, interlocking currents of wind carefully woven together. While the links of air don't jingle against each other like chain links might, the tiny cyclones nevertheless create a blustering howl akin to standing at the center of a storm. A creature that ends its turn adjacent to you must attempt a DC 23 Fortitude save. On a failure, it becomes deafened until it moves away from you. Activate—Slicing Links Two Actions (concentrate) Frequency once per day; Effect You unbind the currents that form your armor and release them as cutting whorls of air that slice into creatures in a 60-foot cone. Creatures in the area take 6d6 slashing damage with a DC 25 basic Fortitude save. A creature that fails its save is also pushed 10 feet (or 20 feet on a critical failure). You lose the AC bonus of your armor until the end of your turn, when the air currents reform the wisp chain around you. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wisp Chain Source Rage of Elements pg. 76 Price 685 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wisp Chain (Greater) Source Rage of Elements pg. 76 Price 1,900 gp --- The armor is a +2 resilient chain shirt , the DC for deafening creatures is 27, the damage increases to 9d6, and the DC of the activation is 29. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wisp Chain (Major) Source Rage of Elements pg. 76 Price 6,000 gp --- The armor is a +2 greater resilient chain shirt , the DC for deafening creatures is 32, the damage increases to 12d6, and the DC of the activation is 34. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wisp Chain (True) Source Rage of Elements pg. 76 Price 35,000 gp --- The armor is a +3 greater resilient chain shirt , the DC for deafening creatures is 39, the damage increases to 16d6, and the DC of the activation is 41.","element":["Air"],"skill_mod":{},"summary":"The armor is a +2 greater resilient chain shirt , the DC for deafening creatures is 32, the damage increases to 12d6, and the DC of the activation …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2587","base_item":["Chain Shirt"],"name":"Wisp Chain (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2587-2342"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Rage of Elements"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2587","weakness":{},"price":3500000,"trait":["Air","Invested","Magical"],"id":"equipment-2587-2343","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wisp Chain Source Rage of Elements pg. 76 Usage worn armor Base Armor Chain Shirt --- This +1 resilient chain shirt is made of small, interlocking currents of wind carefully woven together. While the links of air don't jingle against each other like chain links might, the tiny cyclones nevertheless create a blustering howl akin to standing at the center of a storm. A creature that ends its turn adjacent to you must attempt a DC 23 Fortitude save. On a failure, it becomes deafened until it moves away from you. Activate—Slicing Links Two Actions (concentrate) Frequency once per day; Effect You unbind the currents that form your armor and release them as cutting whorls of air that slice into creatures in a 60-foot cone. Creatures in the area take 6d6 slashing damage with a DC 25 basic Fortitude save. A creature that fails its save is also pushed 10 feet (or 20 feet on a critical failure). You lose the AC bonus of your armor until the end of your turn, when the air currents reform the wisp chain around you. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wisp Chain Source Rage of Elements pg. 76 Price 685 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wisp Chain (Greater) Source Rage of Elements pg. 76 Price 1,900 gp --- The armor is a +2 resilient chain shirt , the DC for deafening creatures is 27, the damage increases to 9d6, and the DC of the activation is 29. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wisp Chain (Major) Source Rage of Elements pg. 76 Price 6,000 gp --- The armor is a +2 greater resilient chain shirt , the DC for deafening creatures is 32, the damage increases to 12d6, and the DC of the activation is 34. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wisp Chain (True) Source Rage of Elements pg. 76 Price 35,000 gp --- The armor is a +3 greater resilient chain shirt , the DC for deafening creatures is 39, the damage increases to 16d6, and the DC of the activation is 41.","element":["Air"],"skill_mod":{},"summary":"The armor is a +3 greater resilient chain shirt , the DC for deafening creatures is 39, the damage increases to 16d6, and the DC of the activation …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2587","base_item":["Chain Shirt"],"name":"Wisp Chain (True)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2587-2343"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":25000,"trait":["Consumable","Earth","Magical"],"id":"equipment-2588","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Drought Powder Source Rage of Elements pg. 98 Price 250 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- A gray powder that smells like wet rock, drought powder has various uses against water. If you sprinkle it over your body, you and items you carry or wear remain dry for the next 24 hours. Thrown into a body of water, the dust lowers the water in an area 50 feet long by 50 feet wide by 10 feet. You can fling it in the air, coating all creatures in a 10-foot burst centered on a point within 5 feet of you. Creatures who have the water trait in that area are affected as if by a slow spell (DC 28). If you attempt to use the dust in other, similar ways, the GM decides whether the dust can accomplish your aims.\n","element":["Earth"],"skill_mod":{},"summary":"A gray powder that smells like wet rock, drought powder has various uses against water. If you sprinkle it over your body, you and items you carry …","primary_source":"Rage of Elements","trait_group":["Equipment","Elemental","Planar","Monster","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2588","name":"Drought Powder","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2588"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Rage of Elements"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":75000,"trait":["Alchemical","Consumable","Earth","Rare"],"id":"equipment-2589","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Exuviae Powder Source Rage of Elements pg. 98 Price 750 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Exuviae powder comes from cast-off shells of cicada-like insects native to the Plane of Earth, crushed to dust. You sprinkle this powder over your body, leaving an iridescent layer reminiscent of insect chitin. After you do so, for 8 hours, you double the time you can hold your breath. During this time, you also have access to the shed chitin activation. Activate—Shed Chitin Reaction (concentrate) Trigger You would be petrified; Effect The powder petrifies like a shell around you instead, and its other effects end. The powder causes you to become quickened for 1 minute as well as doomed 1 and restrained (Escape DC 25). You can use the extra action each round only for Escape and Stride actions.\n","element":["Earth"],"skill_mod":{},"summary":"Exuviae powder comes from cast-off shells of cicada-like insects native to the Plane of Earth , crushed to dust. You sprinkle this powder over your …","primary_source":"Rage of Elements","trait_group":["Monster","Equipment","Weapon","Elemental","Planar","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=2589","name":"Exuviae Powder","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-2589"},{"item_child_id":["equipment-2590-2347","equipment-2590-2348","equipment-2590-2349","equipment-2590-2350","equipment-2590-2351","equipment-2590-2352","equipment-2590-2353"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"trait":["Earth","Magical"],"id":"equipment-2590","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Fossil Fragment Source Rage of Elements pg. 98 Usage held in 1 hand Bulk L --- A fossil fragment is a piece of a fossil creature, typically a smaller bone from a larger specimen. Activate—Fossile Metamorphosis Two Actions (concentrate, manipulate) Effect You activate the fragment by placing it on solid ground and then speaking its name, causing the fragment to form the full fossilized skeleton of a creature. In creature form, the fragment has the minion trait. Because it's an animated fossil instead of a living creature, it has the construct and earth traits and lacks its normal creature type trait (typically animal). It's also immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, void, and unconscious. It can understand your language, and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency, if any, appear in its entry below. If the fragment is slain while in creature form, it reverts to its fragment shape and can't be activated again for 1 week. If the fragment is destroyed, its magic is lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Fossil Fragment (Amber Mosquito) Source Rage of Elements pg. 98 Price 2,500 gp Bulk L --- A minuscule insect preserved in fossilized tree sap, this fragment becomes a giant mosquito when activated. It can be called upon once per day for up to 10 minutes. The fossil mosquito can't afflict anyone with septic malaria. If the mosquito uses Blood Drain, it doesn't gain temporary Hit Points, but instead collects blood from the victim. The blood stays within the mosquito indefinitely and stays fresh while it does. If the mosquito uses Blood Drain again, any blood from before that use is lost. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fossil Fragment (Brontosaurus Phalange) Source Rage of Elements pg. 98 Price 21,000 gp Bulk L --- This massive toe bone becomes a brontosaurus when activated. It can be called upon no more than four times per month. The skeleton remains for 24 hours if used as a beast of burden or for transport. If it attempts an attack or otherwise engage in combat, it reverts to its fragment form after 1d4 rounds. The skeleton is so massive and sturdy that it can serve as the base of a structure (from an item or spell effect with the structure trait), provided the structure is no larger than 20 feet in width or height. When the brontosaurus reverts to its fragment form, the structure reverts with it. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Fossil Fragment (Deinonychus Claw) Source Rage of Elements pg. 98 Price 360 gp Bulk L --- This curved claw becomes a deinonychus when activated. It can be called upon once per day and can remain in deinonychus form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fossil Fragment (Eurypterid Paddle) Source Rage of Elements pg. 98 Price 1,700 gp Bulk L --- The tip of an oar-like limb specialized for swimming becomes a spiny eurypterid when activated. It can be called upon once a week for up to 24 hours. The eurypterid can serve as a mount for a creature one size smaller than it or smaller, and when it does, it confers the ability to breathe both air and water upon its rider. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Fossil Fragment (Petrified Wood) Source Rage of Elements pg. 98 Price 4,200 gp Bulk L --- This colorful sliver of petrified wood becomes an awakened tree when activated. It doesn't have the normal weaknesses of an awakened tree, but it's rooted in place, immobilized. As a single action, it can throw a petrified seed, such as a stone pine cone or acorn, up to 60 feet. A copy of the tree appears there, provided there's an unoccupied space large enough for it. While two trees exist, if either tree throws another seed, one of the existing trees disappears, replaced by the new tree. The tree can be called upon once per day for up to 1 minute. This duration starts when you activate the item, and all trees disappear when it ends. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Fossil Fragment (Triceratops Frill) Source Rage of Elements pg. 98 Price 6,000 gp Bulk L --- This small piece of triceratops frill turns into a triceratops when activated. It can be called upon once per day and can remain in triceratops form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Fossil Fragment (Tyrannosaur Tooth) Source Rage of Elements pg. 98 Price 14,000 gp Bulk L --- This dagger-shaped tooth turns into a tyrannosaurus when activated. It can be called upon once per day and can remain in tyrannosaurus form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller.","element":["Earth"],"skill_mod":{},"summary":"A fossil fragment is a piece of a fossil creature, typically a smaller bone from a larger specimen. ","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2590","name":"Fossil Fragment","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2590"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2590","weakness":{},"price":250000,"trait":["Earth","Magical"],"id":"equipment-2590-2347","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Fossil Fragment Source Rage of Elements pg. 98 Usage held in 1 hand Bulk L --- A fossil fragment is a piece of a fossil creature, typically a smaller bone from a larger specimen. Activate—Fossile Metamorphosis Two Actions (concentrate, manipulate) Effect You activate the fragment by placing it on solid ground and then speaking its name, causing the fragment to form the full fossilized skeleton of a creature. In creature form, the fragment has the minion trait. Because it's an animated fossil instead of a living creature, it has the construct and earth traits and lacks its normal creature type trait (typically animal). It's also immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, void, and unconscious. It can understand your language, and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency, if any, appear in its entry below. If the fragment is slain while in creature form, it reverts to its fragment shape and can't be activated again for 1 week. If the fragment is destroyed, its magic is lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Fossil Fragment (Amber Mosquito) Source Rage of Elements pg. 98 Price 2,500 gp Bulk L --- A minuscule insect preserved in fossilized tree sap, this fragment becomes a giant mosquito when activated. It can be called upon once per day for up to 10 minutes. The fossil mosquito can't afflict anyone with septic malaria. If the mosquito uses Blood Drain, it doesn't gain temporary Hit Points, but instead collects blood from the victim. The blood stays within the mosquito indefinitely and stays fresh while it does. If the mosquito uses Blood Drain again, any blood from before that use is lost. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fossil Fragment (Brontosaurus Phalange) Source Rage of Elements pg. 98 Price 21,000 gp Bulk L --- This massive toe bone becomes a brontosaurus when activated. It can be called upon no more than four times per month. The skeleton remains for 24 hours if used as a beast of burden or for transport. If it attempts an attack or otherwise engage in combat, it reverts to its fragment form after 1d4 rounds. The skeleton is so massive and sturdy that it can serve as the base of a structure (from an item or spell effect with the structure trait), provided the structure is no larger than 20 feet in width or height. When the brontosaurus reverts to its fragment form, the structure reverts with it. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Fossil Fragment (Deinonychus Claw) Source Rage of Elements pg. 98 Price 360 gp Bulk L --- This curved claw becomes a deinonychus when activated. It can be called upon once per day and can remain in deinonychus form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fossil Fragment (Eurypterid Paddle) Source Rage of Elements pg. 98 Price 1,700 gp Bulk L --- The tip of an oar-like limb specialized for swimming becomes a spiny eurypterid when activated. It can be called upon once a week for up to 24 hours. The eurypterid can serve as a mount for a creature one size smaller than it or smaller, and when it does, it confers the ability to breathe both air and water upon its rider. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Fossil Fragment (Petrified Wood) Source Rage of Elements pg. 98 Price 4,200 gp Bulk L --- This colorful sliver of petrified wood becomes an awakened tree when activated. It doesn't have the normal weaknesses of an awakened tree, but it's rooted in place, immobilized. As a single action, it can throw a petrified seed, such as a stone pine cone or acorn, up to 60 feet. A copy of the tree appears there, provided there's an unoccupied space large enough for it. While two trees exist, if either tree throws another seed, one of the existing trees disappears, replaced by the new tree. The tree can be called upon once per day for up to 1 minute. This duration starts when you activate the item, and all trees disappear when it ends. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Fossil Fragment (Triceratops Frill) Source Rage of Elements pg. 98 Price 6,000 gp Bulk L --- This small piece of triceratops frill turns into a triceratops when activated. It can be called upon once per day and can remain in triceratops form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Fossil Fragment (Tyrannosaur Tooth) Source Rage of Elements pg. 98 Price 14,000 gp Bulk L --- This dagger-shaped tooth turns into a tyrannosaurus when activated. It can be called upon once per day and can remain in tyrannosaurus form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller.","element":["Earth"],"skill_mod":{},"summary":"A minuscule insect preserved in fossilized tree sap, this fragment becomes a giant mosquito when activated. It can be called upon once per day for …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2590","name":"Fossil Fragment (Amber Mosquito)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2590-2347"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2590","weakness":{},"price":2100000,"trait":["Uncommon","Earth","Magical"],"id":"equipment-2590-2348","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Fossil Fragment Source Rage of Elements pg. 98 Usage held in 1 hand Bulk L --- A fossil fragment is a piece of a fossil creature, typically a smaller bone from a larger specimen. Activate—Fossile Metamorphosis Two Actions (concentrate, manipulate) Effect You activate the fragment by placing it on solid ground and then speaking its name, causing the fragment to form the full fossilized skeleton of a creature. In creature form, the fragment has the minion trait. Because it's an animated fossil instead of a living creature, it has the construct and earth traits and lacks its normal creature type trait (typically animal). It's also immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, void, and unconscious. It can understand your language, and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency, if any, appear in its entry below. If the fragment is slain while in creature form, it reverts to its fragment shape and can't be activated again for 1 week. If the fragment is destroyed, its magic is lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Fossil Fragment (Amber Mosquito) Source Rage of Elements pg. 98 Price 2,500 gp Bulk L --- A minuscule insect preserved in fossilized tree sap, this fragment becomes a giant mosquito when activated. It can be called upon once per day for up to 10 minutes. The fossil mosquito can't afflict anyone with septic malaria. If the mosquito uses Blood Drain, it doesn't gain temporary Hit Points, but instead collects blood from the victim. The blood stays within the mosquito indefinitely and stays fresh while it does. If the mosquito uses Blood Drain again, any blood from before that use is lost. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fossil Fragment (Brontosaurus Phalange) Source Rage of Elements pg. 98 Price 21,000 gp Bulk L --- This massive toe bone becomes a brontosaurus when activated. It can be called upon no more than four times per month. The skeleton remains for 24 hours if used as a beast of burden or for transport. If it attempts an attack or otherwise engage in combat, it reverts to its fragment form after 1d4 rounds. The skeleton is so massive and sturdy that it can serve as the base of a structure (from an item or spell effect with the structure trait), provided the structure is no larger than 20 feet in width or height. When the brontosaurus reverts to its fragment form, the structure reverts with it. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Fossil Fragment (Deinonychus Claw) Source Rage of Elements pg. 98 Price 360 gp Bulk L --- This curved claw becomes a deinonychus when activated. It can be called upon once per day and can remain in deinonychus form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fossil Fragment (Eurypterid Paddle) Source Rage of Elements pg. 98 Price 1,700 gp Bulk L --- The tip of an oar-like limb specialized for swimming becomes a spiny eurypterid when activated. It can be called upon once a week for up to 24 hours. The eurypterid can serve as a mount for a creature one size smaller than it or smaller, and when it does, it confers the ability to breathe both air and water upon its rider. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Fossil Fragment (Petrified Wood) Source Rage of Elements pg. 98 Price 4,200 gp Bulk L --- This colorful sliver of petrified wood becomes an awakened tree when activated. It doesn't have the normal weaknesses of an awakened tree, but it's rooted in place, immobilized. As a single action, it can throw a petrified seed, such as a stone pine cone or acorn, up to 60 feet. A copy of the tree appears there, provided there's an unoccupied space large enough for it. While two trees exist, if either tree throws another seed, one of the existing trees disappears, replaced by the new tree. The tree can be called upon once per day for up to 1 minute. This duration starts when you activate the item, and all trees disappear when it ends. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Fossil Fragment (Triceratops Frill) Source Rage of Elements pg. 98 Price 6,000 gp Bulk L --- This small piece of triceratops frill turns into a triceratops when activated. It can be called upon once per day and can remain in triceratops form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Fossil Fragment (Tyrannosaur Tooth) Source Rage of Elements pg. 98 Price 14,000 gp Bulk L --- This dagger-shaped tooth turns into a tyrannosaurus when activated. It can be called upon once per day and can remain in tyrannosaurus form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller.","element":["Earth"],"skill_mod":{},"summary":"This massive toe bone becomes a brontosaurus when activated. It can be called upon no more than four times per month. The skeleton remains for 24 …","primary_source":"Rage of Elements","trait_group":["Rarity","Elemental","Planar","Monster","Mechanics"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2590","name":"Fossil Fragment (Brontosaurus Phalange)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2590-2348"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2590","weakness":{},"price":36000,"trait":["Earth","Magical"],"id":"equipment-2590-2349","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Fossil Fragment Source Rage of Elements pg. 98 Usage held in 1 hand Bulk L --- A fossil fragment is a piece of a fossil creature, typically a smaller bone from a larger specimen. Activate—Fossile Metamorphosis Two Actions (concentrate, manipulate) Effect You activate the fragment by placing it on solid ground and then speaking its name, causing the fragment to form the full fossilized skeleton of a creature. In creature form, the fragment has the minion trait. Because it's an animated fossil instead of a living creature, it has the construct and earth traits and lacks its normal creature type trait (typically animal). It's also immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, void, and unconscious. It can understand your language, and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency, if any, appear in its entry below. If the fragment is slain while in creature form, it reverts to its fragment shape and can't be activated again for 1 week. If the fragment is destroyed, its magic is lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Fossil Fragment (Amber Mosquito) Source Rage of Elements pg. 98 Price 2,500 gp Bulk L --- A minuscule insect preserved in fossilized tree sap, this fragment becomes a giant mosquito when activated. It can be called upon once per day for up to 10 minutes. The fossil mosquito can't afflict anyone with septic malaria. If the mosquito uses Blood Drain, it doesn't gain temporary Hit Points, but instead collects blood from the victim. The blood stays within the mosquito indefinitely and stays fresh while it does. If the mosquito uses Blood Drain again, any blood from before that use is lost. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fossil Fragment (Brontosaurus Phalange) Source Rage of Elements pg. 98 Price 21,000 gp Bulk L --- This massive toe bone becomes a brontosaurus when activated. It can be called upon no more than four times per month. The skeleton remains for 24 hours if used as a beast of burden or for transport. If it attempts an attack or otherwise engage in combat, it reverts to its fragment form after 1d4 rounds. The skeleton is so massive and sturdy that it can serve as the base of a structure (from an item or spell effect with the structure trait), provided the structure is no larger than 20 feet in width or height. When the brontosaurus reverts to its fragment form, the structure reverts with it. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Fossil Fragment (Deinonychus Claw) Source Rage of Elements pg. 98 Price 360 gp Bulk L --- This curved claw becomes a deinonychus when activated. It can be called upon once per day and can remain in deinonychus form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fossil Fragment (Eurypterid Paddle) Source Rage of Elements pg. 98 Price 1,700 gp Bulk L --- The tip of an oar-like limb specialized for swimming becomes a spiny eurypterid when activated. It can be called upon once a week for up to 24 hours. The eurypterid can serve as a mount for a creature one size smaller than it or smaller, and when it does, it confers the ability to breathe both air and water upon its rider. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Fossil Fragment (Petrified Wood) Source Rage of Elements pg. 98 Price 4,200 gp Bulk L --- This colorful sliver of petrified wood becomes an awakened tree when activated. It doesn't have the normal weaknesses of an awakened tree, but it's rooted in place, immobilized. As a single action, it can throw a petrified seed, such as a stone pine cone or acorn, up to 60 feet. A copy of the tree appears there, provided there's an unoccupied space large enough for it. While two trees exist, if either tree throws another seed, one of the existing trees disappears, replaced by the new tree. The tree can be called upon once per day for up to 1 minute. This duration starts when you activate the item, and all trees disappear when it ends. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Fossil Fragment (Triceratops Frill) Source Rage of Elements pg. 98 Price 6,000 gp Bulk L --- This small piece of triceratops frill turns into a triceratops when activated. It can be called upon once per day and can remain in triceratops form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Fossil Fragment (Tyrannosaur Tooth) Source Rage of Elements pg. 98 Price 14,000 gp Bulk L --- This dagger-shaped tooth turns into a tyrannosaurus when activated. It can be called upon once per day and can remain in tyrannosaurus form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller.","element":["Earth"],"skill_mod":{},"summary":"This curved claw becomes a deinonychus when activated. It can be called upon once per day and can remain in deinonychus form for no more than 10 …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2590","name":"Fossil Fragment (Deinonychus Claw)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2590-2349"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2590","weakness":{},"price":170000,"trait":["Earth","Magical"],"id":"equipment-2590-2350","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Fossil Fragment Source Rage of Elements pg. 98 Usage held in 1 hand Bulk L --- A fossil fragment is a piece of a fossil creature, typically a smaller bone from a larger specimen. Activate—Fossile Metamorphosis Two Actions (concentrate, manipulate) Effect You activate the fragment by placing it on solid ground and then speaking its name, causing the fragment to form the full fossilized skeleton of a creature. In creature form, the fragment has the minion trait. Because it's an animated fossil instead of a living creature, it has the construct and earth traits and lacks its normal creature type trait (typically animal). It's also immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, void, and unconscious. It can understand your language, and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency, if any, appear in its entry below. If the fragment is slain while in creature form, it reverts to its fragment shape and can't be activated again for 1 week. If the fragment is destroyed, its magic is lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Fossil Fragment (Amber Mosquito) Source Rage of Elements pg. 98 Price 2,500 gp Bulk L --- A minuscule insect preserved in fossilized tree sap, this fragment becomes a giant mosquito when activated. It can be called upon once per day for up to 10 minutes. The fossil mosquito can't afflict anyone with septic malaria. If the mosquito uses Blood Drain, it doesn't gain temporary Hit Points, but instead collects blood from the victim. The blood stays within the mosquito indefinitely and stays fresh while it does. If the mosquito uses Blood Drain again, any blood from before that use is lost. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fossil Fragment (Brontosaurus Phalange) Source Rage of Elements pg. 98 Price 21,000 gp Bulk L --- This massive toe bone becomes a brontosaurus when activated. It can be called upon no more than four times per month. The skeleton remains for 24 hours if used as a beast of burden or for transport. If it attempts an attack or otherwise engage in combat, it reverts to its fragment form after 1d4 rounds. The skeleton is so massive and sturdy that it can serve as the base of a structure (from an item or spell effect with the structure trait), provided the structure is no larger than 20 feet in width or height. When the brontosaurus reverts to its fragment form, the structure reverts with it. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Fossil Fragment (Deinonychus Claw) Source Rage of Elements pg. 98 Price 360 gp Bulk L --- This curved claw becomes a deinonychus when activated. It can be called upon once per day and can remain in deinonychus form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fossil Fragment (Eurypterid Paddle) Source Rage of Elements pg. 98 Price 1,700 gp Bulk L --- The tip of an oar-like limb specialized for swimming becomes a spiny eurypterid when activated. It can be called upon once a week for up to 24 hours. The eurypterid can serve as a mount for a creature one size smaller than it or smaller, and when it does, it confers the ability to breathe both air and water upon its rider. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Fossil Fragment (Petrified Wood) Source Rage of Elements pg. 98 Price 4,200 gp Bulk L --- This colorful sliver of petrified wood becomes an awakened tree when activated. It doesn't have the normal weaknesses of an awakened tree, but it's rooted in place, immobilized. As a single action, it can throw a petrified seed, such as a stone pine cone or acorn, up to 60 feet. A copy of the tree appears there, provided there's an unoccupied space large enough for it. While two trees exist, if either tree throws another seed, one of the existing trees disappears, replaced by the new tree. The tree can be called upon once per day for up to 1 minute. This duration starts when you activate the item, and all trees disappear when it ends. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Fossil Fragment (Triceratops Frill) Source Rage of Elements pg. 98 Price 6,000 gp Bulk L --- This small piece of triceratops frill turns into a triceratops when activated. It can be called upon once per day and can remain in triceratops form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Fossil Fragment (Tyrannosaur Tooth) Source Rage of Elements pg. 98 Price 14,000 gp Bulk L --- This dagger-shaped tooth turns into a tyrannosaurus when activated. It can be called upon once per day and can remain in tyrannosaurus form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller.","element":["Earth"],"skill_mod":{},"summary":"The tip of an oar-like limb specialized for swimming becomes a spiny eurypterid when activated. It can be called upon once a week for up to 24 …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2590","name":"Fossil Fragment (Eurypterid Paddle)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2590-2350"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2590","weakness":{},"price":420000,"trait":["Uncommon","Earth","Magical"],"id":"equipment-2590-2351","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Fossil Fragment Source Rage of Elements pg. 98 Usage held in 1 hand Bulk L --- A fossil fragment is a piece of a fossil creature, typically a smaller bone from a larger specimen. Activate—Fossile Metamorphosis Two Actions (concentrate, manipulate) Effect You activate the fragment by placing it on solid ground and then speaking its name, causing the fragment to form the full fossilized skeleton of a creature. In creature form, the fragment has the minion trait. Because it's an animated fossil instead of a living creature, it has the construct and earth traits and lacks its normal creature type trait (typically animal). It's also immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, void, and unconscious. It can understand your language, and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency, if any, appear in its entry below. If the fragment is slain while in creature form, it reverts to its fragment shape and can't be activated again for 1 week. If the fragment is destroyed, its magic is lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Fossil Fragment (Amber Mosquito) Source Rage of Elements pg. 98 Price 2,500 gp Bulk L --- A minuscule insect preserved in fossilized tree sap, this fragment becomes a giant mosquito when activated. It can be called upon once per day for up to 10 minutes. The fossil mosquito can't afflict anyone with septic malaria. If the mosquito uses Blood Drain, it doesn't gain temporary Hit Points, but instead collects blood from the victim. The blood stays within the mosquito indefinitely and stays fresh while it does. If the mosquito uses Blood Drain again, any blood from before that use is lost. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fossil Fragment (Brontosaurus Phalange) Source Rage of Elements pg. 98 Price 21,000 gp Bulk L --- This massive toe bone becomes a brontosaurus when activated. It can be called upon no more than four times per month. The skeleton remains for 24 hours if used as a beast of burden or for transport. If it attempts an attack or otherwise engage in combat, it reverts to its fragment form after 1d4 rounds. The skeleton is so massive and sturdy that it can serve as the base of a structure (from an item or spell effect with the structure trait), provided the structure is no larger than 20 feet in width or height. When the brontosaurus reverts to its fragment form, the structure reverts with it. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Fossil Fragment (Deinonychus Claw) Source Rage of Elements pg. 98 Price 360 gp Bulk L --- This curved claw becomes a deinonychus when activated. It can be called upon once per day and can remain in deinonychus form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fossil Fragment (Eurypterid Paddle) Source Rage of Elements pg. 98 Price 1,700 gp Bulk L --- The tip of an oar-like limb specialized for swimming becomes a spiny eurypterid when activated. It can be called upon once a week for up to 24 hours. The eurypterid can serve as a mount for a creature one size smaller than it or smaller, and when it does, it confers the ability to breathe both air and water upon its rider. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Fossil Fragment (Petrified Wood) Source Rage of Elements pg. 98 Price 4,200 gp Bulk L --- This colorful sliver of petrified wood becomes an awakened tree when activated. It doesn't have the normal weaknesses of an awakened tree, but it's rooted in place, immobilized. As a single action, it can throw a petrified seed, such as a stone pine cone or acorn, up to 60 feet. A copy of the tree appears there, provided there's an unoccupied space large enough for it. While two trees exist, if either tree throws another seed, one of the existing trees disappears, replaced by the new tree. The tree can be called upon once per day for up to 1 minute. This duration starts when you activate the item, and all trees disappear when it ends. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Fossil Fragment (Triceratops Frill) Source Rage of Elements pg. 98 Price 6,000 gp Bulk L --- This small piece of triceratops frill turns into a triceratops when activated. It can be called upon once per day and can remain in triceratops form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Fossil Fragment (Tyrannosaur Tooth) Source Rage of Elements pg. 98 Price 14,000 gp Bulk L --- This dagger-shaped tooth turns into a tyrannosaurus when activated. It can be called upon once per day and can remain in tyrannosaurus form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller.","element":["Earth"],"skill_mod":{},"summary":"This colorful sliver of petrified wood becomes an awakened tree when activated. It doesn't have the normal weaknesses of an awakened tree, but it's …","primary_source":"Rage of Elements","trait_group":["Rarity","Elemental","Planar","Monster","Mechanics"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2590","name":"Fossil Fragment (Petrified Wood)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2590-2351"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2590","weakness":{},"price":600000,"trait":["Earth","Magical"],"id":"equipment-2590-2352","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Fossil Fragment Source Rage of Elements pg. 98 Usage held in 1 hand Bulk L --- A fossil fragment is a piece of a fossil creature, typically a smaller bone from a larger specimen. Activate—Fossile Metamorphosis Two Actions (concentrate, manipulate) Effect You activate the fragment by placing it on solid ground and then speaking its name, causing the fragment to form the full fossilized skeleton of a creature. In creature form, the fragment has the minion trait. Because it's an animated fossil instead of a living creature, it has the construct and earth traits and lacks its normal creature type trait (typically animal). It's also immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, void, and unconscious. It can understand your language, and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency, if any, appear in its entry below. If the fragment is slain while in creature form, it reverts to its fragment shape and can't be activated again for 1 week. If the fragment is destroyed, its magic is lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Fossil Fragment (Amber Mosquito) Source Rage of Elements pg. 98 Price 2,500 gp Bulk L --- A minuscule insect preserved in fossilized tree sap, this fragment becomes a giant mosquito when activated. It can be called upon once per day for up to 10 minutes. The fossil mosquito can't afflict anyone with septic malaria. If the mosquito uses Blood Drain, it doesn't gain temporary Hit Points, but instead collects blood from the victim. The blood stays within the mosquito indefinitely and stays fresh while it does. If the mosquito uses Blood Drain again, any blood from before that use is lost. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fossil Fragment (Brontosaurus Phalange) Source Rage of Elements pg. 98 Price 21,000 gp Bulk L --- This massive toe bone becomes a brontosaurus when activated. It can be called upon no more than four times per month. The skeleton remains for 24 hours if used as a beast of burden or for transport. If it attempts an attack or otherwise engage in combat, it reverts to its fragment form after 1d4 rounds. The skeleton is so massive and sturdy that it can serve as the base of a structure (from an item or spell effect with the structure trait), provided the structure is no larger than 20 feet in width or height. When the brontosaurus reverts to its fragment form, the structure reverts with it. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Fossil Fragment (Deinonychus Claw) Source Rage of Elements pg. 98 Price 360 gp Bulk L --- This curved claw becomes a deinonychus when activated. It can be called upon once per day and can remain in deinonychus form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fossil Fragment (Eurypterid Paddle) Source Rage of Elements pg. 98 Price 1,700 gp Bulk L --- The tip of an oar-like limb specialized for swimming becomes a spiny eurypterid when activated. It can be called upon once a week for up to 24 hours. The eurypterid can serve as a mount for a creature one size smaller than it or smaller, and when it does, it confers the ability to breathe both air and water upon its rider. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Fossil Fragment (Petrified Wood) Source Rage of Elements pg. 98 Price 4,200 gp Bulk L --- This colorful sliver of petrified wood becomes an awakened tree when activated. It doesn't have the normal weaknesses of an awakened tree, but it's rooted in place, immobilized. As a single action, it can throw a petrified seed, such as a stone pine cone or acorn, up to 60 feet. A copy of the tree appears there, provided there's an unoccupied space large enough for it. While two trees exist, if either tree throws another seed, one of the existing trees disappears, replaced by the new tree. The tree can be called upon once per day for up to 1 minute. This duration starts when you activate the item, and all trees disappear when it ends. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Fossil Fragment (Triceratops Frill) Source Rage of Elements pg. 98 Price 6,000 gp Bulk L --- This small piece of triceratops frill turns into a triceratops when activated. It can be called upon once per day and can remain in triceratops form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Fossil Fragment (Tyrannosaur Tooth) Source Rage of Elements pg. 98 Price 14,000 gp Bulk L --- This dagger-shaped tooth turns into a tyrannosaurus when activated. It can be called upon once per day and can remain in tyrannosaurus form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller.","element":["Earth"],"skill_mod":{},"summary":"This small piece of triceratops frill turns into a triceratops when activated. It can be called upon once per day and can remain in triceratops …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2590","name":"Fossil Fragment (Triceratops Frill)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2590-2352"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2590","weakness":{},"price":1400000,"trait":["Earth","Magical"],"id":"equipment-2590-2353","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Fossil Fragment Source Rage of Elements pg. 98 Usage held in 1 hand Bulk L --- A fossil fragment is a piece of a fossil creature, typically a smaller bone from a larger specimen. Activate—Fossile Metamorphosis Two Actions (concentrate, manipulate) Effect You activate the fragment by placing it on solid ground and then speaking its name, causing the fragment to form the full fossilized skeleton of a creature. In creature form, the fragment has the minion trait. Because it's an animated fossil instead of a living creature, it has the construct and earth traits and lacks its normal creature type trait (typically animal). It's also immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, void, and unconscious. It can understand your language, and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency, if any, appear in its entry below. If the fragment is slain while in creature form, it reverts to its fragment shape and can't be activated again for 1 week. If the fragment is destroyed, its magic is lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Fossil Fragment (Amber Mosquito) Source Rage of Elements pg. 98 Price 2,500 gp Bulk L --- A minuscule insect preserved in fossilized tree sap, this fragment becomes a giant mosquito when activated. It can be called upon once per day for up to 10 minutes. The fossil mosquito can't afflict anyone with septic malaria. If the mosquito uses Blood Drain, it doesn't gain temporary Hit Points, but instead collects blood from the victim. The blood stays within the mosquito indefinitely and stays fresh while it does. If the mosquito uses Blood Drain again, any blood from before that use is lost. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fossil Fragment (Brontosaurus Phalange) Source Rage of Elements pg. 98 Price 21,000 gp Bulk L --- This massive toe bone becomes a brontosaurus when activated. It can be called upon no more than four times per month. The skeleton remains for 24 hours if used as a beast of burden or for transport. If it attempts an attack or otherwise engage in combat, it reverts to its fragment form after 1d4 rounds. The skeleton is so massive and sturdy that it can serve as the base of a structure (from an item or spell effect with the structure trait), provided the structure is no larger than 20 feet in width or height. When the brontosaurus reverts to its fragment form, the structure reverts with it. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Fossil Fragment (Deinonychus Claw) Source Rage of Elements pg. 98 Price 360 gp Bulk L --- This curved claw becomes a deinonychus when activated. It can be called upon once per day and can remain in deinonychus form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fossil Fragment (Eurypterid Paddle) Source Rage of Elements pg. 98 Price 1,700 gp Bulk L --- The tip of an oar-like limb specialized for swimming becomes a spiny eurypterid when activated. It can be called upon once a week for up to 24 hours. The eurypterid can serve as a mount for a creature one size smaller than it or smaller, and when it does, it confers the ability to breathe both air and water upon its rider. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Fossil Fragment (Petrified Wood) Source Rage of Elements pg. 98 Price 4,200 gp Bulk L --- This colorful sliver of petrified wood becomes an awakened tree when activated. It doesn't have the normal weaknesses of an awakened tree, but it's rooted in place, immobilized. As a single action, it can throw a petrified seed, such as a stone pine cone or acorn, up to 60 feet. A copy of the tree appears there, provided there's an unoccupied space large enough for it. While two trees exist, if either tree throws another seed, one of the existing trees disappears, replaced by the new tree. The tree can be called upon once per day for up to 1 minute. This duration starts when you activate the item, and all trees disappear when it ends. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Fossil Fragment (Triceratops Frill) Source Rage of Elements pg. 98 Price 6,000 gp Bulk L --- This small piece of triceratops frill turns into a triceratops when activated. It can be called upon once per day and can remain in triceratops form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Fossil Fragment (Tyrannosaur Tooth) Source Rage of Elements pg. 98 Price 14,000 gp Bulk L --- This dagger-shaped tooth turns into a tyrannosaurus when activated. It can be called upon once per day and can remain in tyrannosaurus form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller.","element":["Earth"],"skill_mod":{},"summary":"This dagger-shaped tooth turns into a tyrannosaurus when activated. It can be called upon once per day and can remain in tyrannosaurus form for no …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2590","name":"Fossil Fragment (Tyrannosaur Tooth)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2590-2353"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":180000,"skill":["Lore"],"trait":["Earth","Magical"],"id":"equipment-2591","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Jabali's Dice Source Rage of Elements pg. 99 Price 1,800 gp Usage held in 1 hand --- Jabali's dice are two six-sided dice carved from evenly weighted stone to the specifications of a specific jabali shuyookh. The sides showing a 6 also have the name and title of the shuyookh inscribed in Petran. If you whisper the name and title during a dice game using jabali's dice , they bless you with a bit of luck, granting a +2 item bonus to your Games Lore check. You can do so frequently enough to apply this bonus while Earning Income using Games Lore, but only one user at a time can do so. Activate—Jabali's Gamble Two Actions (concentrate, manipulate) Frequency once per day; Effect You call out the shuyookh's name and title, then roll the dice. The shuyookh appears briefly to provide for your defense. Roll 2d6 to determine the effect. Represented by the GM, the shuyookh chooses any effect's specifications, benefiting you according to the shuyookh's whims. 2–5 The shuyookh casts mountain resilience on you. 6–9 The shuyookh casts grasping earth , but you and your allies are immune to it. 10–11 The shuyookh casts wall of stone . The edges can pass through creatures, which are shunted to the side of the wall opposite that edge. 12 The shuyookh casts a DC 31 petrify spell on a creature hostile and in proximity to you. If no appealing target exists, you receive a 10–11 result instead. ","element":["Earth"],"skill_mod":{},"summary":" Jabali's dice are two six-sided dice carved from evenly weighted stone to the specifications of a specific jabali shuyookh. The sides showing a 6 …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2591","name":"Jabali's Dice","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2591"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":35000,"trait":["Earth","Magical"],"id":"equipment-2592","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Limestone Shield Source Rage of Elements pg. 99 Price 350 gp Usage held in 1 hand Bulk 4 Base Shield Tower Shield --- This tower shield is a slab of limestone, shaved to a portable size and weight. The shield has Hardness 7 and 28 Hit Points. Activate—Limestone Wall Two Actions (concentrate, manipulate) Frequency once per day; Effect You set the shield down as it expands up to 60 feet wide and 10 feet tall. Each square of the wall has AC 10, Hardness 7, and 28 Hit Points, and it's immune to critical hits and precision damage. If a section is destroyed, this effect ends, and your limestone shield is broken. You can Dismiss this activation, which otherwise lasts for 1 minute. Activate—Block Elements Reaction (concentrate) Frequency once per day; Trigger You're targeted by an effect with the air, fire, or water trait; Effect The shield expands to block the triggering effect, granting you standard cover from that effect.\n","element":["Earth"],"skill_mod":{},"summary":"This tower shield is a slab of limestone, shaved to a portable size and weight. The shield has Hardness 7 and 28 Hit Points. ","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2592","base_item":["Tower Shield"],"name":"Limestone Shield","bulk":4,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2592"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["Rage of Elements"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":140000,"trait":["Earth","Invested","Magical","Uncommon"],"id":"equipment-2593","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Robe of Stone Source Rage of Elements pg. 99 Price 1,400 gp Usage worn garment Bulk L --- A robe of stone, decorated with patterns reminiscent of gems and geodes, constantly sheds tiny amounts of dust. While wearing it, you gain imprecise tremorsense in a radius of 10 feet, and you can speak and read Petran. Also, you can eat earth (soil, sand), gems (crystals, glass), and metal instead of food to meet your daily nutrition requirements. You find eating these materials as pleasant as food—the more valuable, the more delicious. Activate—Become Stone Two Actions (concentrate, manipulate, polymorph) Frequency once per day; Effect The cloak casts elemental form on you, transforming you into an earth elemental. In addition to the spell's normal effects, you can Burrow through any earthen matter, including rock, moving at the spell's burrow Speed, leaving no tunnels or signs of your passing. Also, the range of the tremorsense you gain from the robe increases to 30 feet.\n","element":["Earth"],"skill_mod":{},"summary":"A robe of stone, decorated with patterns reminiscent of gems and geodes, constantly sheds tiny amounts of dust. While wearing it, you gain imprecise …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2593","name":"Robe of Stone","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2593"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":18000,"trait":["Consumable","Earth","Magical","Potion","Rare"],"id":"equipment-2594","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Sairazul Blue Source Rage of Elements pg. 100 Price 180 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A Sairazul blue potion is a rich navy blue in color. Subjects of the Crystalline Queen produced the potion to protect themselves from the radiation Ayrzul left behind. For the next 8 hours, your skin becomes navy blue, and you gain resistance 5 to poison damage and void damage. If you drop to 0 Hit Points due to poison or void damage, the Sairazul blue within your body reacts, healing you for 8d8 Hit Points. The resistances the potion grants then end.\n","element":["Earth"],"skill_mod":{},"summary":"A Sairazul blue potion is a rich navy blue in color. Subjects of the Crystalline Queen produced the potion to protect themselves from the …","primary_source":"Rage of Elements","trait_group":["Equipment","Elemental","Planar","Monster","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2594","name":"Sairazul Blue","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-2594"},{"skill_mod":{},"summary":"A sandcastle comes in a cylindrical, waterproof satchel that contains densely packed fine sand. The sand's color depends on where it was collected …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics","Equipment","Rarity"],"primary_source_category":"Rulebooks","level":11,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Item","item_category":"Structures","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2595","weakness":{},"price":125000,"name":"Sandcastle","trait":["Earth","Magical","Structure","Uncommon"],"id":"equipment-2595","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Sandcastle Source Rage of Elements pg. 100 Price 1,250 gp Bulk L inactivated --- A sandcastle comes in a cylindrical, waterproof satchel that contains densely packed fine sand. The sand's color depends on where it was collected when the item was made. This sand can be shaped and magically activated to create a fortification made of hard-packed sand. It can survive most ordinary weather, but a sandcastle has little resilience against water. It collapses if activated on water or if the structure is caught in a deluge or heavy rainfall. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 40 Hit Points. It's immune to critical hits and precision damage, and it has weakness to water 15. If destroyed, a section of the sandcastle becomes a pile of sand, or wet sand if it was destroyed by water. This sand is difficult terrain, which lasts for the remaining duration of the activation. It's easy to make handholds and footholds in the sand walls, so the DC to climb the walls is 15. Activate—Shape the Castle 1 minute (concentrate, manipulate) Frequency once per day; Effect You empty the satchel and shape the sand into a miniature castle. When finished, you utter “build” in Petran, and the sandcastle swiftly builds into a full-size structure. The castle is shaped as you choose, up to 120 feet in any dimension. Its walls must be 10 feet thick, and each story must be at least 10 feet tall from floor to ceiling. The sandcastle has only rudimentary furnishings with no moving parts—even a chair or door is too complicated, but block-like benches and platforms can be created. Typically, the castle has little more than staircases and windows. You can return the sandcastle to its portable form by using one Interact action to fill the item's satchel with sand from the castle.\n","bulk":0.1,"category":"equipment","pfs":"Standard","element":["Earth"],"rarity":"uncommon","slug":"equipment-2595"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":300000,"trait":["Earth","Magical","Uncommon"],"id":"equipment-2596","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Singing Stone Source Rage of Elements pg. 100 Price 3,000 gp Usage held in 1 hand Bulk L --- A singing stone looks like a drinking cup made of polished rock, and it always faintly hums or keens. Anyone who carries the cup for some time senses that it changes its tune depending on the types of rock nearby and that it grows quiet in areas with little stone. A singing stone is a planar key for interplanar teleport and similar magic. When it's used this way, you're more likely to arrive where you intend to be, appearing 1d6×25 miles from your intended destination instead of 1d10×25 miles away. Activate—Stone's Speech 1 minute (manipulate) Frequency once per day; Effect The singing stone casts speak with stones , allowing you to speak and listen through the bowl to communicate with stones. You can use the spell normally, or, as you activate the singing stone , you can target one stone you can clearly identify in appearance and location. This target must be on the same plane as you or on the Plane of Earth. You can't change targets during a single activation. Activate—Stone's Sight Single Action (manipulate, revelation) Frequency once per day; Effect Placing the singing stone against a rocky surface, you cause it to reverberate, revealing what's behind or beneath the surface. You get a mental image of this area that's 15 feet deep and 5 feet in diameter. The image doesn't convey color, but it's clear to you what objects or creatures within are moving and which are stationary. The image is instant, however, and therefore doesn't allow you to track movement over time.\n","element":["Earth"],"skill_mod":{},"summary":"A singing stone looks like a drinking cup made of polished rock, and it always faintly hums or keens. Anyone who carries the cup for some time …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2596","name":"Singing Stone","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2596"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":6000,"trait":["Consumable","Earth","Magical"],"id":"equipment-2597","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Stalagmite Seed Source Rage of Elements pg. 100 Price 60 gp Activate Single Action (manipulate) --- You can throw a stalagmite seed , use it as a sling stone, or pack it into firearm ammunition. When you use the seed, you aim it at a 5-foot square rather than a specific target. Stalagmites of assorted sizes erupt in the square the seed lands in, dealing 6d6 piercing damage to any creature within that space (DC 23 basic Reflex save). The stalagmites remain for 1 minute, creating difficult terrain in that space, before they crumble into dust.\n","element":["Earth"],"skill_mod":{},"summary":"You can throw a stalagmite seed , use it as a sling stone, or pack it into firearm ammunition. When you use the seed, you aim it at a 5-foot square …","primary_source":"Rage of Elements","trait_group":["Equipment","Elemental","Planar","Monster","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2597","name":"Stalagmite Seed","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2597"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":3000,"skill":["Medicine"],"trait":["Consumable","Earth","Magical"],"id":"equipment-2598","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Vital Earth Source Rage of Elements pg. 100 Price 30 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Life-infused soil from the Plane of Earth, vital earth is glittering dust you inhale that causes you to not need air or water for 24 hours. Also, for this time, your wounds close easily, like molding clay, meaning someone attempting to Administer First Aid or Treat Wounds on you doesn't need a healer's toolkit and gains a +1 item bonus to the Medicine check.\n","element":["Earth"],"skill_mod":{},"summary":"Life-infused soil from the Plane of Earth , vital earth is glittering dust you inhale that causes you to not need air or water for 24 hours. Also, …","primary_source":"Rage of Elements","trait_group":["Equipment","Elemental","Planar","Monster","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2598","name":"Vital Earth","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2598"},{"item_child_id":["equipment-2599-2354","equipment-2599-2355"],"primary_source_category":"Rulebooks","usage":"worn clothing","source":["Rage of Elements"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Fire","Invested","Magical"],"id":"equipment-2599","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Ash Gown Source Rage of Elements pg. 122 Usage worn clothing Bulk L --- Ash gowns are formal wear spun from smoke, ash, and char collected from the Plane of Fire. Typically, they're voluminous floor-length dresses or three-piece suits, but regardless of their specific tailoring, ash gowns are always an ostentatious display of wealth and loyalty to the powers of the Plane of Fire. They're exceptionally popular in the courts of the Elemental Lords and among the high society of Medina Mudii'a. The gown grants you resistance 5 to fire and a +1 item bonus to Intimidation checks. Activate—Blazing Promenade Two Actions (manipulate) Frequency once per day; Effect The ash gown ignites in a ferocious blaze, flames licking the floor and trailing behind you like a dancing cape. You Stride and make a Strike at the end of your movement. During the Stride, your flames incinerate minor obstacles in your path; you ignore non-magical difficult terrain, and any you move through is destroyed. Creatures that are adjacent to you at any point during your movement take 2d6 fire damage with a DC 23 basic Reflex save. A creature doesn't need to attempt this save more than once, even if you move past it multiple times. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ash Gown Source Rage of Elements pg. 122 Price 350 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Ash Gown (Greater) Source Rage of Elements pg. 122 Price 1,300 gp Bulk L --- The resistance to fire is 10, and the bonus to Intimidation checks is +2. You can activate a greater ash gown once per 10 minutes instead of once per day. The activation's damage increases to 4d6, and its DC increases to 28.","element":["Fire"],"skill_mod":{},"summary":" Ash gowns are formal wear spun from smoke, ash, and char collected from the Plane of Fire . Typically, they're voluminous floor-length dresses or …","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2599","name":"Ash Gown","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2599"},{"primary_source_category":"Rulebooks","usage":"worn clothing","source":["Rage of Elements"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2599","weakness":{},"price":35000,"skill":["Intimidation"],"trait":["Fire","Invested","Magical"],"id":"equipment-2599-2354","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Ash Gown Source Rage of Elements pg. 122 Usage worn clothing Bulk L --- Ash gowns are formal wear spun from smoke, ash, and char collected from the Plane of Fire. Typically, they're voluminous floor-length dresses or three-piece suits, but regardless of their specific tailoring, ash gowns are always an ostentatious display of wealth and loyalty to the powers of the Plane of Fire. They're exceptionally popular in the courts of the Elemental Lords and among the high society of Medina Mudii'a. The gown grants you resistance 5 to fire and a +1 item bonus to Intimidation checks. Activate—Blazing Promenade Two Actions (manipulate) Frequency once per day; Effect The ash gown ignites in a ferocious blaze, flames licking the floor and trailing behind you like a dancing cape. You Stride and make a Strike at the end of your movement. During the Stride, your flames incinerate minor obstacles in your path; you ignore non-magical difficult terrain, and any you move through is destroyed. Creatures that are adjacent to you at any point during your movement take 2d6 fire damage with a DC 23 basic Reflex save. A creature doesn't need to attempt this save more than once, even if you move past it multiple times. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ash Gown Source Rage of Elements pg. 122 Price 350 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Ash Gown (Greater) Source Rage of Elements pg. 122 Price 1,300 gp Bulk L --- The resistance to fire is 10, and the bonus to Intimidation checks is +2. You can activate a greater ash gown once per 10 minutes instead of once per day. The activation's damage increases to 4d6, and its DC increases to 28.","element":["Fire"],"skill_mod":{},"summary":"Ash gowns are formal wear spun from smoke, ash, and char collected from the Plane of Fire . Typically, they're voluminous floor-length dresses or …","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2599","name":"Ash Gown","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2599-2354"},{"primary_source_category":"Rulebooks","usage":"worn clothing","source":["Rage of Elements"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2599","weakness":{},"price":130000,"skill":["Intimidation"],"trait":["Fire","Invested","Magical"],"id":"equipment-2599-2355","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Ash Gown Source Rage of Elements pg. 122 Usage worn clothing Bulk L --- Ash gowns are formal wear spun from smoke, ash, and char collected from the Plane of Fire. Typically, they're voluminous floor-length dresses or three-piece suits, but regardless of their specific tailoring, ash gowns are always an ostentatious display of wealth and loyalty to the powers of the Plane of Fire. They're exceptionally popular in the courts of the Elemental Lords and among the high society of Medina Mudii'a. The gown grants you resistance 5 to fire and a +1 item bonus to Intimidation checks. Activate—Blazing Promenade Two Actions (manipulate) Frequency once per day; Effect The ash gown ignites in a ferocious blaze, flames licking the floor and trailing behind you like a dancing cape. You Stride and make a Strike at the end of your movement. During the Stride, your flames incinerate minor obstacles in your path; you ignore non-magical difficult terrain, and any you move through is destroyed. Creatures that are adjacent to you at any point during your movement take 2d6 fire damage with a DC 23 basic Reflex save. A creature doesn't need to attempt this save more than once, even if you move past it multiple times. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ash Gown Source Rage of Elements pg. 122 Price 350 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Ash Gown (Greater) Source Rage of Elements pg. 122 Price 1,300 gp Bulk L --- The resistance to fire is 10, and the bonus to Intimidation checks is +2. You can activate a greater ash gown once per 10 minutes instead of once per day. The activation's damage increases to 4d6, and its DC increases to 28.","element":["Fire"],"skill_mod":{},"summary":"The resistance to fire is 10, and the bonus to Intimidation checks is +2. You can activate a greater ash gown once per 10 minutes instead of once …","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2599","name":"Ash Gown (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2599-2355"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Censer","speed":{},"weakness":{},"price":275000,"trait":["Censer","Fire","Magical","Poison"],"id":"equipment-2600","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Bloodburn Censer Source Rage of Elements pg. 122 Price 2,750 gp Usage held in 1 hand Bulk L --- The exterior of this egg-shaped brass censer is polished to a mirror-like sheen. Several rings are attached to its sides at regular intervals. The top of the censer's lid is decorated with a pair of intertwining snakes. Activate—Light Incense Two Actions (aura, manipulate) Cost incense worth at least 5 gp; Frequency once per day; Effect A piping, reddish smoke pours from the censer in a 20-foot emanation. You choose whether the smoke causes the target's blood to turn extremely hot or transmutes to poison; the smoke deals your choice of fire or poison damage. Each living creature that's in the area or enters it attempts a DC 34 Fortitude saving throw, then becomes temporarily immune for 1 hour. Critical Success The creature is unaffected. Success The creature breathes in a small amount of the poisonous smoke and takes 2d6 persistent damage. Failure The creature gulps down a lungful of the smoke, taking 4d6 persistent damage and becoming enfeebled 2 until the persistent damage ends. Critical Failure The creature inhales a large amount of the smoke, taking 6d6 persistent damage and becoming enfeebled 3 until the persistent damage ends.\n","element":["Fire"],"skill_mod":{},"summary":"The exterior of this egg-shaped brass censer is polished to a mirror-like sheen. Several rings are attached to its sides at regular intervals. The …","primary_source":"Rage of Elements","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics","Poison","Affliction"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2600","name":"Bloodburn Censer","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2600"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Censer","speed":{},"weakness":{},"price":15000,"skill":["Diplomacy"],"trait":["Censer","Fire","Magical"],"id":"equipment-2601","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Brazier of Harmony Source Rage of Elements pg. 122 Price 150 gp Usage held in 1 hand Bulk L --- The brazier of harmony is a circular, orb-shaped censer etched with celebrating creatures shaking hands and dancing. The brazier contains a pleasant-smelling potpourri of dried flowers and incenses, designed to create a calm atmosphere that encourages meditation, thoughtfulness, and camaraderie. While holding the lit censer, you gain a +1 item bonus to Diplomacy checks, whether the censer is activated or not. Activate—Light Incense Two Actions (aura, manipulate) Cost incense worth at least 1 sp; Frequency once per day; Effect When the incense is lit, pleasant, floral smoke surrounds the censer in a 20-foot emanation, creating a space of peace and harmony. Each creature that breathes the smoke is affected by 3rd-rank calm and is then temporarily immune for 24 hours. The spell's effects end when the incense burns out.\n","element":["Fire"],"skill_mod":{},"summary":"The brazier of harmony is a circular, orb-shaped censer etched with celebrating creatures shaking hands and dancing. The brazier contains a …","primary_source":"Rage of Elements","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2601","name":"Brazier of Harmony","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2601"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1000,"trait":["Consumable","Fire","Magical","Mental"],"id":"equipment-2602","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Candle of Inflamed Passions Source Rage of Elements pg. 122 Price 10 gp Usage held in 1 hand Activate Single Action (manipulate) --- This blood-red candle is made from wax derived from oil shale found in certain parts of the Plane of Fire. The wick burns with a flame that flickers and dances even if there's no draft to stir it. You activate the candle by lighting it, which causes creatures within 10 feet of the candle to find their emotions running high. Creatures in the area take a –1 status penalty to saving throws against emotion effects. Once lit, the candle burns for 10 minutes. If extinguished, it can't be relit.\n","element":["Fire"],"skill_mod":{},"summary":"This blood-red candle is made from wax derived from oil shale found in certain parts of the Plane of Fire . The wick burns with a flame that …","primary_source":"Rage of Elements","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2602","name":"Candle of Inflamed Passions","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2602"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":175000,"trait":["Fire","Magical","Uncommon"],"id":"equipment-2603","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Everburning Coal Source Rage of Elements pg. 122 Price 1,750 gp Usage held in 1 hand --- This lump of coal is always warm to the touch and glows faintly red from within, as if holding an ember of flame waiting to be stoked. No amount of water or coldness can extinguish the coal's warmth. When you hold an everburning coal in your hand, you gain resistance 10 to cold and are protected from mild, severe, and extreme cold. In addition, an everburning coal is a planar key for interplanar teleport and similar magic to travel to the Plane of Fire. When using it this way, you can attune it to the fires of your destination to make it more likely to arrive where you intend to be, appearing 1d6 × 25 miles from your intended destination instead of 1d10 × 25 miles away. Activate—Coal Wall Three Actions (concentrate, manipulate) Frequency once per day; Effect The everburning coal creates a towering wall of hot coals. This has the effect of wall of ice , except for the following adjustments. The wall has the fire trait instead of cold and water. The wall deals fire damage instead of cold damage. The weakness to fire is instead weakness to cold and to water. Destroying a section of the wall with cold or water (rather than with fire) causes a section to evaporate. ","element":["Fire"],"skill_mod":{},"summary":"This lump of coal is always warm to the touch and glows faintly red from within, as if holding an ember of flame waiting to be stoked. No amount of …","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2603","name":"Everburning Coal","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2603"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Censer","speed":{},"weakness":{},"price":50000,"trait":["Censer","Fire","Magical","Revelation"],"id":"equipment-2604","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Globe of Shrouds Source Rage of Elements pg. 123 Price 500 gp Usage held in 1 hand Bulk L --- The body of this censer is made of transparent crystal banded with dark iron. This globe hangs from a sturdy chain attached to a simple steel rod with a smooth grip. Activate—Light Incense Two Actions (aura, manipulate) Cost incense worth at least 5 gp; Frequency once per day; Effect As you light the incense, barely visible smoke issues from the censer in a hazy 20-foot emanation. Creatures that are in the haze or later enter it are wreathed in wisps of smoke; these wisps last while the creature is in the smoke's aura and until the start of its next turn if it leaves the haze. An ally in the aura is concealed and gains a +2 status bonus to Stealth checks. Any enemy in the aura that is or becomes invisible appears as a translucent shape to you and your allies—it's no longer hidden, but it remains concealed.\n","element":["Fire"],"skill_mod":{},"summary":"The body of this censer is made of transparent crystal banded with dark iron. This globe hangs from a sturdy chain attached to a simple steel rod …","primary_source":"Rage of Elements","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2604","name":"Globe of Shrouds","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2604"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Censer","speed":{},"weakness":{},"price":25000,"trait":["Censer","Fire","Magical"],"id":"equipment-2605","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Lambent Perfume Source Rage of Elements pg. 123 Price 250 gp Usage held in 1 hand Bulk L --- This ceramic incense burner is shaped like a three-headed ibis in the form of Atreia, spreading his wings and preparing to take flight; it hangs on a thin, golden chain. Activate—Light Incense Two Actions (aura, manipulate) Cost incense worth at least 1 sp; Frequency once per day; Effect Sparkling golden mist escapes the ibis's open beaks, spreading in a 20-foot emanation. This perfume mist is calming and restorative. A creature that ends its turn within the censer's smoke while sickened or under an affliction can attempt a new saving throw to overcome it. A creature with multiple afflictions, or that is both sickened and has an affliction, chooses one to attempt to overcome each time it ends its turn in the aura. After attempting a new saving throw against an affliction, a creature is temporarily immune to lambent perfume for the purpose of overcoming that affliction for 24 hours.\n","element":["Fire"],"skill_mod":{},"summary":"This ceramic incense burner is shaped like a three-headed ibis in the form of Atreia , spreading his wings and preparing to take flight; it hangs on …","primary_source":"Rage of Elements","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2605","name":"Lambent Perfume","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2605"},{"item_child_id":["equipment-2606-2356","equipment-2606-2357","equipment-2606-2358","equipment-2606-2359"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Fire","Magical","Uncommon"],"id":"equipment-2606","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Obsidian Edge Source Rage of Elements pg. 123 Usage held in 2 hands Bulk 2 Base Weapon Gun Sword --- This black obsidian blade is a +1 striking gun sword . Magma seeps along its many cracks and crags, and the handle is hot but not scalding to the touch. Strikes with this gun sword deal 1 extra fire damage. Activate—Explosion of Shards Single Action (manipulate) Frequency once per 10 minutes; Requirements Your most recent action this turn was a successful ranged Strike with obsidian edge ; Effect Magma coats the sword blade completely before exploding from your weapon in a 15-foot emanation of fire and glass. Creatures in the area take 2d6 fire damage and 2d6 piercing damage with a DC 20 basic Reflex save. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Obsidian Edge Source Rage of Elements pg. 123 Price 250 gp Bulk 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Obsidian Edge (Greater) Source Rage of Elements pg. 123 Price 700 gp Bulk 2 --- A greater obsidian edge has a flaming rune instead of dealing 1 extra fire damage. The activation's damage is 3d6 fire and 2d6 piercing with a DC of 25. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Obsidian Edge (Major) Source Rage of Elements pg. 123 Price 1,800 gp Bulk 2 --- A major obsidian edge is a +2 striking flaming gun sword ; the flaming rune replaces the 1 extra fire damage. The activation's damage is 4d6 fire and 3d6 piercing with a DC of 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Obsidian Edge (True) Source Rage of Elements pg. 123 Price 22,000 gp Bulk 2 --- A true obsidian edge is a +3 greater striking greater flaming gun sword ; the flaming rune replaces the 1 extra fire damage. The activation's damage is 5d6 fire and 4d6 piercing with a DC of 38.","element":["Fire"],"skill_mod":{},"summary":"This black obsidian blade is a +1 striking gun sword . Magma seeps along its many cracks and crags, and the handle is hot but not scalding to …","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2606","base_item":["Gun Sword"],"name":"Obsidian Edge","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2606"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2606","weakness":{},"price":25000,"trait":["Fire","Magical","Uncommon"],"id":"equipment-2606-2356","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Obsidian Edge Source Rage of Elements pg. 123 Usage held in 2 hands Bulk 2 Base Weapon Gun Sword --- This black obsidian blade is a +1 striking gun sword . Magma seeps along its many cracks and crags, and the handle is hot but not scalding to the touch. Strikes with this gun sword deal 1 extra fire damage. Activate—Explosion of Shards Single Action (manipulate) Frequency once per 10 minutes; Requirements Your most recent action this turn was a successful ranged Strike with obsidian edge ; Effect Magma coats the sword blade completely before exploding from your weapon in a 15-foot emanation of fire and glass. Creatures in the area take 2d6 fire damage and 2d6 piercing damage with a DC 20 basic Reflex save. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Obsidian Edge Source Rage of Elements pg. 123 Price 250 gp Bulk 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Obsidian Edge (Greater) Source Rage of Elements pg. 123 Price 700 gp Bulk 2 --- A greater obsidian edge has a flaming rune instead of dealing 1 extra fire damage. The activation's damage is 3d6 fire and 2d6 piercing with a DC of 25. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Obsidian Edge (Major) Source Rage of Elements pg. 123 Price 1,800 gp Bulk 2 --- A major obsidian edge is a +2 striking flaming gun sword ; the flaming rune replaces the 1 extra fire damage. The activation's damage is 4d6 fire and 3d6 piercing with a DC of 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Obsidian Edge (True) Source Rage of Elements pg. 123 Price 22,000 gp Bulk 2 --- A true obsidian edge is a +3 greater striking greater flaming gun sword ; the flaming rune replaces the 1 extra fire damage. The activation's damage is 5d6 fire and 4d6 piercing with a DC of 38.","element":["Fire"],"skill_mod":{},"summary":"This black obsidian blade is a +1 striking gun sword . Magma seeps along its many cracks and crags, and the handle is hot but not scalding to …","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2606","base_item":["Gun Sword"],"name":"Obsidian Edge","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2606-2356"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2606","weakness":{},"price":70000,"trait":["Fire","Magical","Uncommon"],"id":"equipment-2606-2357","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Obsidian Edge Source Rage of Elements pg. 123 Usage held in 2 hands Bulk 2 Base Weapon Gun Sword --- This black obsidian blade is a +1 striking gun sword . Magma seeps along its many cracks and crags, and the handle is hot but not scalding to the touch. Strikes with this gun sword deal 1 extra fire damage. Activate—Explosion of Shards Single Action (manipulate) Frequency once per 10 minutes; Requirements Your most recent action this turn was a successful ranged Strike with obsidian edge ; Effect Magma coats the sword blade completely before exploding from your weapon in a 15-foot emanation of fire and glass. Creatures in the area take 2d6 fire damage and 2d6 piercing damage with a DC 20 basic Reflex save. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Obsidian Edge Source Rage of Elements pg. 123 Price 250 gp Bulk 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Obsidian Edge (Greater) Source Rage of Elements pg. 123 Price 700 gp Bulk 2 --- A greater obsidian edge has a flaming rune instead of dealing 1 extra fire damage. The activation's damage is 3d6 fire and 2d6 piercing with a DC of 25. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Obsidian Edge (Major) Source Rage of Elements pg. 123 Price 1,800 gp Bulk 2 --- A major obsidian edge is a +2 striking flaming gun sword ; the flaming rune replaces the 1 extra fire damage. The activation's damage is 4d6 fire and 3d6 piercing with a DC of 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Obsidian Edge (True) Source Rage of Elements pg. 123 Price 22,000 gp Bulk 2 --- A true obsidian edge is a +3 greater striking greater flaming gun sword ; the flaming rune replaces the 1 extra fire damage. The activation's damage is 5d6 fire and 4d6 piercing with a DC of 38.","element":["Fire"],"skill_mod":{},"summary":"A greater obsidian edge has a flaming rune instead of dealing 1 extra fire damage. The activation's damage is 3d6 fire and 2d6 piercing with a …","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2606","base_item":["Gun Sword"],"name":"Obsidian Edge (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2606-2357"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2606","weakness":{},"price":180000,"trait":["Fire","Magical","Uncommon"],"id":"equipment-2606-2358","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Obsidian Edge Source Rage of Elements pg. 123 Usage held in 2 hands Bulk 2 Base Weapon Gun Sword --- This black obsidian blade is a +1 striking gun sword . Magma seeps along its many cracks and crags, and the handle is hot but not scalding to the touch. Strikes with this gun sword deal 1 extra fire damage. Activate—Explosion of Shards Single Action (manipulate) Frequency once per 10 minutes; Requirements Your most recent action this turn was a successful ranged Strike with obsidian edge ; Effect Magma coats the sword blade completely before exploding from your weapon in a 15-foot emanation of fire and glass. Creatures in the area take 2d6 fire damage and 2d6 piercing damage with a DC 20 basic Reflex save. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Obsidian Edge Source Rage of Elements pg. 123 Price 250 gp Bulk 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Obsidian Edge (Greater) Source Rage of Elements pg. 123 Price 700 gp Bulk 2 --- A greater obsidian edge has a flaming rune instead of dealing 1 extra fire damage. The activation's damage is 3d6 fire and 2d6 piercing with a DC of 25. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Obsidian Edge (Major) Source Rage of Elements pg. 123 Price 1,800 gp Bulk 2 --- A major obsidian edge is a +2 striking flaming gun sword ; the flaming rune replaces the 1 extra fire damage. The activation's damage is 4d6 fire and 3d6 piercing with a DC of 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Obsidian Edge (True) Source Rage of Elements pg. 123 Price 22,000 gp Bulk 2 --- A true obsidian edge is a +3 greater striking greater flaming gun sword ; the flaming rune replaces the 1 extra fire damage. The activation's damage is 5d6 fire and 4d6 piercing with a DC of 38.","element":["Fire"],"skill_mod":{},"summary":"A major obsidian edge is a +2 striking flaming gun sword ; the flaming rune replaces the 1 extra fire damage. The activation's damage is 4d6 …","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2606","base_item":["Gun Sword"],"name":"Obsidian Edge (Major)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2606-2358"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2606","weakness":{},"price":2200000,"trait":["Fire","Magical","Uncommon"],"id":"equipment-2606-2359","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Obsidian Edge Source Rage of Elements pg. 123 Usage held in 2 hands Bulk 2 Base Weapon Gun Sword --- This black obsidian blade is a +1 striking gun sword . Magma seeps along its many cracks and crags, and the handle is hot but not scalding to the touch. Strikes with this gun sword deal 1 extra fire damage. Activate—Explosion of Shards Single Action (manipulate) Frequency once per 10 minutes; Requirements Your most recent action this turn was a successful ranged Strike with obsidian edge ; Effect Magma coats the sword blade completely before exploding from your weapon in a 15-foot emanation of fire and glass. Creatures in the area take 2d6 fire damage and 2d6 piercing damage with a DC 20 basic Reflex save. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Obsidian Edge Source Rage of Elements pg. 123 Price 250 gp Bulk 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Obsidian Edge (Greater) Source Rage of Elements pg. 123 Price 700 gp Bulk 2 --- A greater obsidian edge has a flaming rune instead of dealing 1 extra fire damage. The activation's damage is 3d6 fire and 2d6 piercing with a DC of 25. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Obsidian Edge (Major) Source Rage of Elements pg. 123 Price 1,800 gp Bulk 2 --- A major obsidian edge is a +2 striking flaming gun sword ; the flaming rune replaces the 1 extra fire damage. The activation's damage is 4d6 fire and 3d6 piercing with a DC of 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Obsidian Edge (True) Source Rage of Elements pg. 123 Price 22,000 gp Bulk 2 --- A true obsidian edge is a +3 greater striking greater flaming gun sword ; the flaming rune replaces the 1 extra fire damage. The activation's damage is 5d6 fire and 4d6 piercing with a DC of 38.","element":["Fire"],"skill_mod":{},"summary":"A true obsidian edge is a +3 greater striking greater flaming gun sword ; the flaming rune replaces the 1 extra fire damage. The activation's …","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2606","base_item":["Gun Sword"],"name":"Obsidian Edge (True)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2606-2359"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":420000,"skill":["Deception","Diplomacy","Intimidation"],"trait":["Fire","Magical"],"id":"equipment-2607","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Rhyton of the Radiant Ifrit Source Rage of Elements pg. 124 Price 4,200 gp Usage held in 1 hand Bulk L --- This exquisite, shimmering rhyton is made from volcanic glass and encrusted with rubies, garnets, and other red gemstones, with a blown glass sculpture of a snakelike fire elemental at its base. It was sculpted as part of a 10-piece set of drinking horns, created to match a powerful ifrit shuyookh's entertaining dinnerware, but it became separated from the rest of the collection. Whether for good or ill, the beautiful glass rhyton still carries tidings from its previous shuyookh owner, and you become their esteemed guest from afar whenever you hold it. The drinking horn functions as a bottomless stein, refilling with a common ale each time it's emptied. However, anyone holding the rhyton who whispers the name of its former shuyookh owner has the horn filled with their favorite wine, spirit, juice, or other beverage from anywhere across the many planes, as if their wish were granted by a magnanimous genie. Activate—Toast! Single Action (manipulate) Effect You raise a toast to a creature or creatures you're about to socialize with. You gain a +2 item bonus to Deception, Diplomacy, or Intimidation checks against those creatures for 1 hour. Activate—Ifrit's Command Two Actions (concentrate) Frequency once per day; Effect An ifrit's hospitality always comes with an implied threat. You cause the shuyookh to briefly appear and take its vengeance on those who would hurt you, the genie's “guest.” The shuyookh issues a 6th-rank command that targets all creatures hostile to you in range instead of the usual number of targets. The shuyookh issues the same command to all of them. Each target that fails its save also feels all nourishment leached from it, becoming fatigued as long as it's affected by the command .\n","element":["Fire"],"skill_mod":{},"summary":"This exquisite, shimmering rhyton is made from volcanic glass and encrusted with rubies, garnets, and other red gemstones, with a blown glass …","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Mechanics"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2607","name":"Rhyton of the Radiant Ifrit","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2607"},{"item_child_id":["equipment-2608-2360","equipment-2608-2361","equipment-2608-2362","equipment-2608-2363"],"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Fire","Invested","Magical"],"id":"equipment-2608","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Scalding Gauntlets Source Rage of Elements pg. 124 Usage worn gloves Bulk L Base Weapon Spiked Gauntlet --- Prized by naari geniekin who prefer to fight with their fists, scalding gauntlets are a pair of +2 striking spiked gauntlets . The intricate golden gauntlets are engraved with Pyric writing praising the glories of the Dominion of Flame and embellished with shimmering black and red gemstones. A creature you grab or restrain while wearing the gauntlets must succeed at a DC 26 Fortitude save or take 2d6 persistent fire damage and be sickened 1 from the pain; it's temporarily immune to being sickened by scalding gauntlets for 1 hour. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Scalding Gauntlets Source Rage of Elements pg. 124 Price 1,300 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Scalding Gauntlets (Greater) Source Rage of Elements pg. 124 Price 3,000 gp Bulk L --- The gauntlets are a +2 greater striking flaming spiked gauntlet , and the Fortitude save is DC 28. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Scalding Gauntlets (Major) Source Rage of Elements pg. 124 Price 6,250 gp Bulk L --- The gauntlets are a +2 greater striking flaming spiked gauntlet , the Fortitude save is DC 32, and the damage is 3d6 persistent fire. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Scalding Gauntlets (True) Source Rage of Elements pg. 124 Price 20,000 gp Bulk L --- The gauntlets are a +3 greater striking greater flaming spiked gauntlet , the Fortitude save is DC 36, and the damage is 4d6 persistent fire.","element":["Fire"],"skill_mod":{},"summary":"Prized by naari geniekin who prefer to fight with their fists, scalding gauntlets are a pair of +2 striking spiked gauntlets . The intricate …","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2608","base_item":["Spiked Gauntlet"],"name":"Scalding Gauntlets","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2608"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2608","weakness":{},"price":130000,"trait":["Fire","Invested","Magical"],"id":"equipment-2608-2360","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Scalding Gauntlets Source Rage of Elements pg. 124 Usage worn gloves Bulk L Base Weapon Spiked Gauntlet --- Prized by naari geniekin who prefer to fight with their fists, scalding gauntlets are a pair of +2 striking spiked gauntlets . The intricate golden gauntlets are engraved with Pyric writing praising the glories of the Dominion of Flame and embellished with shimmering black and red gemstones. A creature you grab or restrain while wearing the gauntlets must succeed at a DC 26 Fortitude save or take 2d6 persistent fire damage and be sickened 1 from the pain; it's temporarily immune to being sickened by scalding gauntlets for 1 hour. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Scalding Gauntlets Source Rage of Elements pg. 124 Price 1,300 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Scalding Gauntlets (Greater) Source Rage of Elements pg. 124 Price 3,000 gp Bulk L --- The gauntlets are a +2 greater striking flaming spiked gauntlet , and the Fortitude save is DC 28. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Scalding Gauntlets (Major) Source Rage of Elements pg. 124 Price 6,250 gp Bulk L --- The gauntlets are a +2 greater striking flaming spiked gauntlet , the Fortitude save is DC 32, and the damage is 3d6 persistent fire. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Scalding Gauntlets (True) Source Rage of Elements pg. 124 Price 20,000 gp Bulk L --- The gauntlets are a +3 greater striking greater flaming spiked gauntlet , the Fortitude save is DC 36, and the damage is 4d6 persistent fire.","element":["Fire"],"skill_mod":{},"summary":"Prized by naari geniekin who prefer to fight with their fists, scalding gauntlets are a pair of +2 striking spiked gauntlets . The intricate …","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2608","base_item":["Spiked Gauntlet"],"name":"Scalding Gauntlets","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2608-2360"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2608","weakness":{},"price":300000,"trait":["Fire","Invested","Magical"],"id":"equipment-2608-2361","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Scalding Gauntlets Source Rage of Elements pg. 124 Usage worn gloves Bulk L Base Weapon Spiked Gauntlet --- Prized by naari geniekin who prefer to fight with their fists, scalding gauntlets are a pair of +2 striking spiked gauntlets . The intricate golden gauntlets are engraved with Pyric writing praising the glories of the Dominion of Flame and embellished with shimmering black and red gemstones. A creature you grab or restrain while wearing the gauntlets must succeed at a DC 26 Fortitude save or take 2d6 persistent fire damage and be sickened 1 from the pain; it's temporarily immune to being sickened by scalding gauntlets for 1 hour. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Scalding Gauntlets Source Rage of Elements pg. 124 Price 1,300 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Scalding Gauntlets (Greater) Source Rage of Elements pg. 124 Price 3,000 gp Bulk L --- The gauntlets are a +2 greater striking flaming spiked gauntlet , and the Fortitude save is DC 28. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Scalding Gauntlets (Major) Source Rage of Elements pg. 124 Price 6,250 gp Bulk L --- The gauntlets are a +2 greater striking flaming spiked gauntlet , the Fortitude save is DC 32, and the damage is 3d6 persistent fire. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Scalding Gauntlets (True) Source Rage of Elements pg. 124 Price 20,000 gp Bulk L --- The gauntlets are a +3 greater striking greater flaming spiked gauntlet , the Fortitude save is DC 36, and the damage is 4d6 persistent fire.","element":["Fire"],"skill_mod":{},"summary":"The gauntlets are a +2 greater striking flaming spiked gauntlet , and the Fortitude save is DC 28.","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2608","base_item":["Spiked Gauntlet"],"name":"Scalding Gauntlets (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2608-2361"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2608","weakness":{},"price":625000,"trait":["Fire","Invested","Magical"],"id":"equipment-2608-2362","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Scalding Gauntlets Source Rage of Elements pg. 124 Usage worn gloves Bulk L Base Weapon Spiked Gauntlet --- Prized by naari geniekin who prefer to fight with their fists, scalding gauntlets are a pair of +2 striking spiked gauntlets . The intricate golden gauntlets are engraved with Pyric writing praising the glories of the Dominion of Flame and embellished with shimmering black and red gemstones. A creature you grab or restrain while wearing the gauntlets must succeed at a DC 26 Fortitude save or take 2d6 persistent fire damage and be sickened 1 from the pain; it's temporarily immune to being sickened by scalding gauntlets for 1 hour. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Scalding Gauntlets Source Rage of Elements pg. 124 Price 1,300 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Scalding Gauntlets (Greater) Source Rage of Elements pg. 124 Price 3,000 gp Bulk L --- The gauntlets are a +2 greater striking flaming spiked gauntlet , and the Fortitude save is DC 28. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Scalding Gauntlets (Major) Source Rage of Elements pg. 124 Price 6,250 gp Bulk L --- The gauntlets are a +2 greater striking flaming spiked gauntlet , the Fortitude save is DC 32, and the damage is 3d6 persistent fire. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Scalding Gauntlets (True) Source Rage of Elements pg. 124 Price 20,000 gp Bulk L --- The gauntlets are a +3 greater striking greater flaming spiked gauntlet , the Fortitude save is DC 36, and the damage is 4d6 persistent fire.","element":["Fire"],"skill_mod":{},"summary":"The gauntlets are a +2 greater striking flaming spiked gauntlet , the Fortitude save is DC 32, and the damage is 3d6 persistent fire.","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2608","base_item":["Spiked Gauntlet"],"name":"Scalding Gauntlets (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2608-2362"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2608","weakness":{},"price":2000000,"trait":["Fire","Invested","Magical"],"id":"equipment-2608-2363","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Scalding Gauntlets Source Rage of Elements pg. 124 Usage worn gloves Bulk L Base Weapon Spiked Gauntlet --- Prized by naari geniekin who prefer to fight with their fists, scalding gauntlets are a pair of +2 striking spiked gauntlets . The intricate golden gauntlets are engraved with Pyric writing praising the glories of the Dominion of Flame and embellished with shimmering black and red gemstones. A creature you grab or restrain while wearing the gauntlets must succeed at a DC 26 Fortitude save or take 2d6 persistent fire damage and be sickened 1 from the pain; it's temporarily immune to being sickened by scalding gauntlets for 1 hour. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Scalding Gauntlets Source Rage of Elements pg. 124 Price 1,300 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Scalding Gauntlets (Greater) Source Rage of Elements pg. 124 Price 3,000 gp Bulk L --- The gauntlets are a +2 greater striking flaming spiked gauntlet , and the Fortitude save is DC 28. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Scalding Gauntlets (Major) Source Rage of Elements pg. 124 Price 6,250 gp Bulk L --- The gauntlets are a +2 greater striking flaming spiked gauntlet , the Fortitude save is DC 32, and the damage is 3d6 persistent fire. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Scalding Gauntlets (True) Source Rage of Elements pg. 124 Price 20,000 gp Bulk L --- The gauntlets are a +3 greater striking greater flaming spiked gauntlet , the Fortitude save is DC 36, and the damage is 4d6 persistent fire.","element":["Fire"],"skill_mod":{},"summary":"The gauntlets are a +3 greater striking greater flaming spiked gauntlet , the Fortitude save is DC 36, and the damage is 4d6 persistent fire.","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2608","base_item":["Spiked Gauntlet"],"name":"Scalding Gauntlets (True)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2608-2363"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Rage of Elements"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":6000,"skill":["Deception"],"trait":["Fire","Invested","Magical"],"id":"equipment-2609","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Smoke Veil Source Rage of Elements pg. 124 Price 60 gp Usage worn headwear Bulk L --- Smoke veils are wigs or headdresses made of flame and ash, giving the wearer a burning coil of fiery hair and concealing their face behind a smoldering, omnipresent haze of smoke and sparking embers. You can use the veil to go unrecognized by hiding your face so that you can attempt Deception checks to Impersonate without needing a disguise kit. When you do so, it takes you only 1 minute to create the disguise, and you gain a +1 item bonus to the check. You still need a disguise kit and the full time if you're using cosmetics and other props to change other aspects of your disguise, or if Impersonating a specific person. Activate—Blazing Stare Single Action (concentrate) Requirements You dealt fire damage to a target you can see within 30 feet with your most recent action this turn; Effect You set your fiery gaze on your target, eyes burning within a cloud of ash and cinder. Roll an Intimidation check to Demoralize the target. Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language.\n","element":["Fire"],"skill_mod":{},"summary":" Smoke veils are wigs or headdresses made of flame and ash, giving the wearer a burning coil of fiery hair and concealing their face behind a …","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2609","name":"Smoke Veil","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2609"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":120000,"trait":["Fire","Invested","Magical"],"id":"equipment-2610","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Sparkshade Parasol Source Rage of Elements pg. 124 Price 1,200 gp Usage held in 1 hand Bulk 1 --- This large magical parasol shields you from the heat in hot environments, no matter whether the heat comes from above, like the beating sun, or below, like roiling lava. While holding the sparkshade parasol , you gain resistance 10 to fire and are protected from mild, severe, and extreme environmental heat. Activate—Parasol's Protection Reaction (manipulate) Frequency once per 10 minutes; Trigger You're targeted by or inside the area of an effect that deals fire damage; Effect You hold your parasol between yourself and the incoming flames, gaining fire resistance 20 against the triggering effect. (This applies only to any damage the effect deals.) For the next 1 minute, flames dance harmlessly along the parasol's brim, letting you use Parasol's Pyrotechnics. Activate—Parasol's Pyrotechnics Two Actions (concentrate, manipulate) Requirements Flames are dancing on the sparkshade parasol due to you using Parasol's Protection; Effect You release captured flames out from your parasol, shooting fire in a 30-foot line. Each creature in the line takes 10d6 fire damage (DC 28 basic Reflex save). This activation loses its charge.\n","element":["Fire"],"skill_mod":{},"summary":"This large magical parasol shields you from the heat in hot environments, no matter whether the heat comes from above, like the beating sun, or …","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2610","name":"Sparkshade Parasol","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2610"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":9000,"trait":["Consumable","Fire","Magical"],"id":"equipment-2611","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Thawing Candle Source Rage of Elements pg. 125 Price 90 gp Usage held in 1 hand Activate Single Action (manipulate) --- This stubby, black candle has a wick made of a type of flammable bronze that can be found only on the Plane of Fire. You activate the candle by lighting it, which enables creatures within 10 feet of the candle to ignore the cold while within range. Creatures in the area gain cold resistance 10. In addition, a creature taking persistent cold damage that is in or enters the area can immediately attempt a DC 15 flat check to end the persistent damage. A given creature can gain this flat check only once from a single thawing candle . Once lit, the candle burns for 10 minutes. If extinguished, it can't be relit.\n","element":["Fire"],"skill_mod":{},"summary":"This stubby, black candle has a wick made of a type of flammable bronze that can be found only on the Plane of Fire . You activate the candle by …","primary_source":"Rage of Elements","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2611","name":"Thawing Candle","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2611"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Rage of Elements"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"trait":["Divine","Intelligent","Invested","Metal","Rare"],"id":"equipment-2612","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Curious Teardrop Source Rage of Elements pg. 146 Usage worn --- Perception +26; precise vision 60 feet, imprecise hearing 30 feet Communication telepathy (Common, Talican) Skills Diplomacy +24, Alchemy Lore +26, Metal Lore +26, Society +24 Int +6, Wis +2, Cha +4 Will +26 --- A curious teardrop , despite being a sphere of liquid metal, hangs like an earring on a golden finding. The intelligent droplet is a spirited chatterbox, always observing and taking mental notes; however, it's easily overwhelmed by new sights, which often reduce it to a sobbing mess. Occasionally, the curious teardrop enters a stage of melancholy over the fragility of all matter, requiring immense reassurance to pull it out of its nihilism. The tear prefers not to talk about its past, though it claims to be an actual tear separated from its “parent.” Clerics of Laudinmio maintain that the elemental lord is the only being capable of shedding a perfect, sapient tear of metal. Activate—Request a Spell Two Actions (concentrate, manipulate) Frequency once per day; Effect You ask for the curious teardrop's assistance. It casts curse of lost time , ferrous form , or 7th-rank elemental form (metal elemental only), depending on your request. Activate—Reflect Emotions Reaction (concentrate) Trigger You're targeted by an emotion or metal effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the teardrop attempts a counteract check at +36 to immediately reflect a copy of the effect back at the originator, targeting it using the creature's own relevant statistics but controlling the effect as if the teardrop had cast it.\n","element":["Metal"],"skill_mod":{},"summary":"A curious teardrop , despite being a sphere of liquid metal, hangs like an earring on a golden finding. The intelligent droplet is a spirited …","primary_source":"Rage of Elements","trait_group":["Tradition","Equipment","Elemental","Rarity"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2612","name":"Curious Teardrop","alignment":"No Alignment","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2612"},{"item_child_id":["equipment-2613-2364","equipment-2613-2365","equipment-2613-2366"],"primary_source_category":"Rulebooks","usage":"affixed to a medium metal armor or heavy metal armor","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Magical","Metal","Talisman"],"id":"equipment-2613","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Ferrofluid Urchin Source Rage of Elements pg. 146 Usage affixed to a medium metal armor or heavy metal armor Activate Free Action (concentrate) Trigger You take physical damage --- This spiky glob of magnetic liquid attaches directly onto the metal of your armor. When you activate the globule, it reshapes to deflect the incoming harm. You gain resistance to the triggering damage. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ferrofluid Urchin (Lesser) Source Rage of Elements pg. 146 Price 55 gp --- You gain resistance 3. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Ferrofluid Urchin (Moderate) Source Rage of Elements pg. 146 Price 225 gp --- You gain resistance 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Ferrofluid Urchin (Greater) Source Rage of Elements pg. 146 Price 925 gp --- You gain resistance 10.","element":["Metal"],"skill_mod":{},"summary":"This spiky glob of magnetic liquid attaches directly onto the metal of your armor. When you activate the globule, it reshapes to deflect the incoming …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You take physical damage","resistance":{},"url":"/Equipment.aspx?ID=2613","name":"Ferrofluid Urchin","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2613"},{"primary_source_category":"Rulebooks","usage":"affixed to a medium metal armor or heavy metal armor","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2613","weakness":{},"price":5500,"trait":["Consumable","Magical","Metal","Talisman"],"id":"equipment-2613-2364","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Ferrofluid Urchin Source Rage of Elements pg. 146 Usage affixed to a medium metal armor or heavy metal armor Activate Free Action (concentrate) Trigger You take physical damage --- This spiky glob of magnetic liquid attaches directly onto the metal of your armor. When you activate the globule, it reshapes to deflect the incoming harm. You gain resistance to the triggering damage. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ferrofluid Urchin (Lesser) Source Rage of Elements pg. 146 Price 55 gp --- You gain resistance 3. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Ferrofluid Urchin (Moderate) Source Rage of Elements pg. 146 Price 225 gp --- You gain resistance 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Ferrofluid Urchin (Greater) Source Rage of Elements pg. 146 Price 925 gp --- You gain resistance 10.","element":["Metal"],"skill_mod":{},"summary":"You gain resistance 3.","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You take physical damage","resistance":{},"url":"/Equipment.aspx?ID=2613","name":"Ferrofluid Urchin (Lesser)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2613-2364"},{"primary_source_category":"Rulebooks","usage":"affixed to a medium metal armor or heavy metal armor","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2613","weakness":{},"price":22500,"trait":["Consumable","Magical","Metal","Talisman"],"id":"equipment-2613-2365","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Ferrofluid Urchin Source Rage of Elements pg. 146 Usage affixed to a medium metal armor or heavy metal armor Activate Free Action (concentrate) Trigger You take physical damage --- This spiky glob of magnetic liquid attaches directly onto the metal of your armor. When you activate the globule, it reshapes to deflect the incoming harm. You gain resistance to the triggering damage. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ferrofluid Urchin (Lesser) Source Rage of Elements pg. 146 Price 55 gp --- You gain resistance 3. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Ferrofluid Urchin (Moderate) Source Rage of Elements pg. 146 Price 225 gp --- You gain resistance 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Ferrofluid Urchin (Greater) Source Rage of Elements pg. 146 Price 925 gp --- You gain resistance 10.","element":["Metal"],"skill_mod":{},"summary":"You gain resistance 6.","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You take physical damage","resistance":{},"url":"/Equipment.aspx?ID=2613","name":"Ferrofluid Urchin (Moderate)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2613-2365"},{"primary_source_category":"Rulebooks","usage":"affixed to a medium metal armor or heavy metal armor","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2613","weakness":{},"price":92500,"trait":["Consumable","Magical","Metal","Talisman"],"id":"equipment-2613-2366","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Ferrofluid Urchin Source Rage of Elements pg. 146 Usage affixed to a medium metal armor or heavy metal armor Activate Free Action (concentrate) Trigger You take physical damage --- This spiky glob of magnetic liquid attaches directly onto the metal of your armor. When you activate the globule, it reshapes to deflect the incoming harm. You gain resistance to the triggering damage. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ferrofluid Urchin (Lesser) Source Rage of Elements pg. 146 Price 55 gp --- You gain resistance 3. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Ferrofluid Urchin (Moderate) Source Rage of Elements pg. 146 Price 225 gp --- You gain resistance 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Ferrofluid Urchin (Greater) Source Rage of Elements pg. 146 Price 925 gp --- You gain resistance 10.","element":["Metal"],"skill_mod":{},"summary":"You gain resistance 10.","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You take physical damage","resistance":{},"url":"/Equipment.aspx?ID=2613","name":"Ferrofluid Urchin (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2613-2366"},{"primary_source_category":"Rulebooks","usage":"etched onto a metal medium or heavy armor","source":["Rage of Elements"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":65000,"trait":["Magical","Metal"],"id":"equipment-2614","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Malleable Source Rage of Elements pg. 146 Price 650 gp Usage etched onto a metal medium or heavy armor --- The metal of your armor can shift and rearrange at a moment's notice, allowing you to manipulate what kind of damage it resists. Activate—Reconfigure Armor Single Action (manipulate) Effect The armor's composition shifts, changing its specialization group to a different one of your choice. This doesn't change what the armor is made of, and any runes or precious material it's made of apply to the new composition. Any property runes that can't apply to the new form are suppressed until the item takes a composition to which they can apply.\n","element":["Metal"],"skill_mod":{},"summary":"The metal of your armor can shift and rearrange at a moment's notice, allowing you to manipulate what kind of damage it resists. ","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2614","name":"Malleable","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2614"},{"primary_source_category":"Rulebooks","usage":"held in 1 or 2 hands","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":36000,"trait":["Magical","Metal"],"id":"equipment-2615","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Morphing Weapon Source Rage of Elements pg. 146 Price 360 gp Usage held in 1 or 2 hands Bulk varies --- In its base form, this armament looks like a smooth bar of soft, gleaming metal shaped like a horseshoe. Its ability to adjust to any battle situation makes it a popular weapon for elite warriors of the Plane of Metal. It can be shaped into a melee weapon using its shifting rune, but it can shift only into weapons primarily made of metal or back to its base shape. In weapon form, it's a + 1 striking shifting weapon . Activate—Reshape Single Action (concentrate) Frequency once per 10 minutes; Effect Strike with the morphing weapon , choosing one of the following benefits to apply to the Strike. Reach Increase the reach by 5 feet. Shift The weapon's damage becomes your choice of bludgeoning, piercing, or slashing instead of its normal type. Take If the Strike hits, you can attempt to Disarm or Steal from your target immediately after as a reaction. Weigh Gain a status bonus to the damage roll equal to the weapon's number of damage dice. ","element":["Metal"],"skill_mod":{},"summary":"In its base form, this armament looks like a smooth bar of soft, gleaming metal shaped like a horseshoe. Its ability to adjust to any battle …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2615","name":"Morphing Weapon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2615"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":185000,"skill":["Performance"],"trait":["Magical","Metal","Sonic","Uncommon"],"id":"equipment-2616","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Resonant Guitar Source Rage of Elements pg. 146 Price 1,850 gp Usage held in 2 hands Bulk 1 --- Every part of this dark, shining guitar, from the strings to the soundboard, is constructed of metal. When the strings are strummed, the gilding on the guitar ripples like a liquid. A resonant guitar is a virtuoso handheld musical instrument that grants a +2 item bonus to Performance checks attempted while using it. A resonant guitar is a planar key for interplanar teleport and similar magic to travel to the Plane of Metal. When using it in this way, you can play a tune inspired by your destination to make it more likely to arrive where you intend to be, appearing 1d6×25 miles from your intended destination instead of 1d10×25 miles away. Activate—Strum of Thunder 1 minute (manipulate) Frequency once per day; Effect You play a magnetic tune, enchanting one metallic weapon within 60 feet of you. This item gains the thundering rune for 1 hour. Activate—Chord of Protection Reaction (manipulate) Frequency once per day; Trigger A creature within 30 feet of you targets you or an ally with a melee attack; Effect You strike a piercing chord, putting up an invisible sound barrier between the target and the attacker. The target gains a +2 status bonus to AC against the triggering attack. If the Strike still hits, the barrier breaks, dealing 3d10 sonic damage to the attacker.\n","element":["Metal"],"skill_mod":{},"summary":"Every part of this dark, shining guitar, from the strings to the soundboard, is constructed of metal. When the strings are strummed, the gilding on …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Energy","Monster","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2616","name":"Resonant Guitar","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2616"},{"item_child_id":["equipment-2617-2367","equipment-2617-2368"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Magical","Metal"],"id":"equipment-2617","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Rustbringer Source Rage of Elements pg. 147 Usage held in 1 hand Bulk 1 Base Weapon Flail --- The handle, chain, and spiked ball of this +1 striking corrosive flail are all made of iron so rusted that the weapon appears nonfunctional at first glance. On Strikes against a creature that's primarily made of metal, it gains the deadly d10 trait. Activate—Rusting Disarm Reaction ; Trigger You critically succeed at a Disarm attempt with the flail against a metal weapon; Effect Flakes of acid-laden rust are deposited on the disarmed weapon. The weapon takes 2d6 damage, ignoring the weapon's Hardness. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Rustbringer Source Rage of Elements pg. 147 Price 900 gp Bulk 1 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Rustbringer (Greater) Source Rage of Elements pg. 147 Price 13,500 gp Bulk 1 --- The flail is a +3 greater striking greater corrosive flail , and the disarmed weapon takes 4d6 acid damage.","element":["Metal"],"skill_mod":{},"summary":"The handle, chain, and spiked ball of this +1 striking corrosive flail are all made of iron so rusted that the weapon appears nonfunctional …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2617","base_item":["Flail"],"name":"Rustbringer","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2617"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2617","weakness":{},"price":90000,"trait":["Magical","Metal"],"id":"equipment-2617-2367","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Rustbringer Source Rage of Elements pg. 147 Usage held in 1 hand Bulk 1 Base Weapon Flail --- The handle, chain, and spiked ball of this +1 striking corrosive flail are all made of iron so rusted that the weapon appears nonfunctional at first glance. On Strikes against a creature that's primarily made of metal, it gains the deadly d10 trait. Activate—Rusting Disarm Reaction ; Trigger You critically succeed at a Disarm attempt with the flail against a metal weapon; Effect Flakes of acid-laden rust are deposited on the disarmed weapon. The weapon takes 2d6 damage, ignoring the weapon's Hardness. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Rustbringer Source Rage of Elements pg. 147 Price 900 gp Bulk 1 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Rustbringer (Greater) Source Rage of Elements pg. 147 Price 13,500 gp Bulk 1 --- The flail is a +3 greater striking greater corrosive flail , and the disarmed weapon takes 4d6 acid damage.","element":["Metal"],"skill_mod":{},"summary":"The handle, chain, and spiked ball of this +1 striking corrosive flail are all made of iron so rusted that the weapon appears nonfunctional …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2617","base_item":["Flail"],"name":"Rustbringer","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2617-2367"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2617","weakness":{},"price":1350000,"trait":["Magical","Metal"],"id":"equipment-2617-2368","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Rustbringer Source Rage of Elements pg. 147 Usage held in 1 hand Bulk 1 Base Weapon Flail --- The handle, chain, and spiked ball of this +1 striking corrosive flail are all made of iron so rusted that the weapon appears nonfunctional at first glance. On Strikes against a creature that's primarily made of metal, it gains the deadly d10 trait. Activate—Rusting Disarm Reaction ; Trigger You critically succeed at a Disarm attempt with the flail against a metal weapon; Effect Flakes of acid-laden rust are deposited on the disarmed weapon. The weapon takes 2d6 damage, ignoring the weapon's Hardness. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Rustbringer Source Rage of Elements pg. 147 Price 900 gp Bulk 1 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Rustbringer (Greater) Source Rage of Elements pg. 147 Price 13,500 gp Bulk 1 --- The flail is a +3 greater striking greater corrosive flail , and the disarmed weapon takes 4d6 acid damage.","element":["Metal"],"skill_mod":{},"summary":"The flail is a +3 greater striking greater corrosive flail , and the disarmed weapon takes 4d6 acid damage.","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2617","base_item":["Flail"],"name":"Rustbringer (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2617-2368"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":23000,"trait":["Magical","Metal","Uncommon"],"id":"equipment-2618","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Silver Snake Cane Source Rage of Elements pg. 147 Price 230 gp Usage held in 1 hand Bulk L --- This shimmery metal cane is both an assistive device and a popular companion for many zuhras. The cane's possessor can spend 1 minute feeding the cane an elixir or a dose of ingested or injury poison to fill its venom sac. The cane can store only one such alchemical item at a time, and it expels the alchemical item when either 24 hours pass or it's fed a new alchemical item. Activate—Silver Snake Sword Single Action (concentrate, polymorph) Effect The silver snake cane becomes a +1 striking silver sword cane for 10 minutes. If the cane holds a dose of poison with the injury trait, that poison is automatically applied to the weapon. If the poison hasn't been expended by the time the cane turns back to normal, it remains stored in the cane. You can Dismiss this activation. Activate—Silver Snake Serum Single Action (concentrate) Frequency once per day; Requirements The silver snake cane holds a dose of an alchemical item; Effect The silver snake cane bites a willing target of your choice within your reach, dealing 1 piercing damage and injecting the alchemical item. The item is expended, and if it was an elixir or ingested poison, the target is affected as though it consumed the item. Activate—True Silver Snake Single Action (concentrate) Effect The cane transforms into a giant viper made of silver. All its Strikes are silver. It acts independently but obeys you. You can Dismiss this activation.\n","element":["Metal"],"skill_mod":{},"summary":"This shimmery metal cane is both an assistive device and a popular companion for many zuhras. The cane's possessor can spend 1 minute feeding the …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2618","name":"Silver Snake Cane","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2618"},{"item_child_id":["equipment-2619-2369","equipment-2619-2370"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Rare","Splash"],"id":"equipment-2619","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Spellsap Grenade Source Rage of Elements pg. 147 Usage held in 1 hand Bulk L Activate Single Action Strike --- The mixture of reagents, liquid djezet, and solid metal shrapnel inside this grenade explodes on contact with air. A spellsap grenade deals the listed slashing damage and splash damage. On a hit against a prepared or spontaneous spellcaster, the target must succeed at a Will saving throw with the listed DC or lose one prepared spell or one spontaneous spell slot. The spell is randomly selected from among the caster's highest three spell ranks (and then from among the spells prepared in that rank, for a prepared spellcaster). The grenade grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spellsap Grenade (Moderate) Source Rage of Elements pg. 147 Price 360 gp Bulk L --- The item bonus is +2. The bomb deals 3d4 slashing damage and 3 slashing splash damage, and the DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Spellsap Grenade (Greater) Source Rage of Elements pg. 147 Price 4,500 gp Bulk L --- The item bonus is +3. The bomb deals 4d4 slashing damage and 4 slashing splash damage, and the DC is 38.","skill_mod":{},"summary":"The mixture of reagents, liquid djezet , and solid metal shrapnel inside this grenade explodes on contact with air. A spellsap grenade deals the …","primary_source":"Rage of Elements","trait_group":["Monster","Equipment","Weapon","Rarity","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2619","name":"Spellsap Grenade","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-2619"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2619","weakness":{},"price":36000,"trait":["Alchemical","Bomb","Consumable","Rare","Splash"],"id":"equipment-2619-2369","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Spellsap Grenade Source Rage of Elements pg. 147 Usage held in 1 hand Bulk L Activate Single Action Strike --- The mixture of reagents, liquid djezet, and solid metal shrapnel inside this grenade explodes on contact with air. A spellsap grenade deals the listed slashing damage and splash damage. On a hit against a prepared or spontaneous spellcaster, the target must succeed at a Will saving throw with the listed DC or lose one prepared spell or one spontaneous spell slot. The spell is randomly selected from among the caster's highest three spell ranks (and then from among the spells prepared in that rank, for a prepared spellcaster). The grenade grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spellsap Grenade (Moderate) Source Rage of Elements pg. 147 Price 360 gp Bulk L --- The item bonus is +2. The bomb deals 3d4 slashing damage and 3 slashing splash damage, and the DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Spellsap Grenade (Greater) Source Rage of Elements pg. 147 Price 4,500 gp Bulk L --- The item bonus is +3. The bomb deals 4d4 slashing damage and 4 slashing splash damage, and the DC is 38.","skill_mod":{},"summary":"The item bonus is +2. The bomb deals 3d4 slashing damage and 3 slashing splash damage, and the DC is 30.","primary_source":"Rage of Elements","trait_group":["Monster","Equipment","Weapon","Rarity","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2619","name":"Spellsap Grenade (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-2619-2369"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2619","weakness":{},"price":450000,"trait":["Alchemical","Bomb","Consumable","Rare","Splash"],"id":"equipment-2619-2370","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Spellsap Grenade Source Rage of Elements pg. 147 Usage held in 1 hand Bulk L Activate Single Action Strike --- The mixture of reagents, liquid djezet, and solid metal shrapnel inside this grenade explodes on contact with air. A spellsap grenade deals the listed slashing damage and splash damage. On a hit against a prepared or spontaneous spellcaster, the target must succeed at a Will saving throw with the listed DC or lose one prepared spell or one spontaneous spell slot. The spell is randomly selected from among the caster's highest three spell ranks (and then from among the spells prepared in that rank, for a prepared spellcaster). The grenade grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spellsap Grenade (Moderate) Source Rage of Elements pg. 147 Price 360 gp Bulk L --- The item bonus is +2. The bomb deals 3d4 slashing damage and 3 slashing splash damage, and the DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Spellsap Grenade (Greater) Source Rage of Elements pg. 147 Price 4,500 gp Bulk L --- The item bonus is +3. The bomb deals 4d4 slashing damage and 4 slashing splash damage, and the DC is 38.","skill_mod":{},"summary":"The item bonus is +3. The bomb deals 4d4 slashing damage and 4 slashing splash damage, and the DC is 38.","primary_source":"Rage of Elements","trait_group":["Monster","Equipment","Weapon","Rarity","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2619","name":"Spellsap Grenade (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-2619-2370"},{"item_child_id":["equipment-2620-2371","equipment-2620-2372","equipment-2620-2373"],"primary_source_category":"Rulebooks","usage":"affixed to a metal armor or weapon","source":["Rage of Elements"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"skill":["Athletics","Athletics","Athletics"],"trait":["Magical","Metal","Spellheart"],"id":"equipment-2620","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Spiny Lodestone Source Rage of Elements pg. 147 Usage affixed to a metal armor or weapon --- This perfectly octahedral magnetite crystal is covered in a hair-like layer of iron sand that always finds its way back to shape if wiped away. The spell attack modifier of any spell cast by Activating this item is +8, and the spell DC is 18. Armor You gain a +1 item bonus to Athletics checks and resistance 2 to nonlethal damage. Weapon After you cast a spell by Activating the spiny lodestone , your Strikes with the weapon deal an additional 1d4 piercing damage until the end of your next turn. Activate Cast a Spell Effect You cast needle darts . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Spiny Lodestone Source Rage of Elements pg. 147 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Spiny Lodestone (Greater) Source Rage of Elements pg. 147 Price 425 gp --- Resistance when affixed to armor is 5, additional damage when affixed to a weapon is 1d6, the spell attack modifier is +14, and the spell DC is 24. Activate Cast a Spell Frequency once per day; Effect You cast magnetic acceleration . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spiny Lodestone (Major) Source Rage of Elements pg. 147 Price 1,750 gp --- Bonus to Athletics checks when affixed to armor is +2, resistance when affixed to armor is 10, additional damage when affixed to a weapon is 1d8, the spell attack modifier is +19, and the spell DC is 29. Activate Cast a Spell Frequency once per day; Effect You cast 4th-rank magnetic acceleration . Activate Cast a Spell Frequency once per day; Effect You cast rust cloud .","element":["Metal"],"skill_mod":{},"summary":"This perfectly octahedral magnetite crystal is covered in a hair-like layer of iron sand that always finds its way back to shape if wiped away. The …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2620","name":"Spiny Lodestone","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2620"},{"primary_source_category":"Rulebooks","usage":"affixed to a metal armor or weapon","source":["Rage of Elements"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2620","weakness":{},"price":9000,"skill":["Athletics"],"trait":["Magical","Metal","Spellheart"],"id":"equipment-2620-2371","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Spiny Lodestone Source Rage of Elements pg. 147 Usage affixed to a metal armor or weapon --- This perfectly octahedral magnetite crystal is covered in a hair-like layer of iron sand that always finds its way back to shape if wiped away. The spell attack modifier of any spell cast by Activating this item is +8, and the spell DC is 18. Armor You gain a +1 item bonus to Athletics checks and resistance 2 to nonlethal damage. Weapon After you cast a spell by Activating the spiny lodestone , your Strikes with the weapon deal an additional 1d4 piercing damage until the end of your next turn. Activate Cast a Spell Effect You cast needle darts . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Spiny Lodestone Source Rage of Elements pg. 147 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Spiny Lodestone (Greater) Source Rage of Elements pg. 147 Price 425 gp --- Resistance when affixed to armor is 5, additional damage when affixed to a weapon is 1d6, the spell attack modifier is +14, and the spell DC is 24. Activate Cast a Spell Frequency once per day; Effect You cast magnetic acceleration . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spiny Lodestone (Major) Source Rage of Elements pg. 147 Price 1,750 gp --- Bonus to Athletics checks when affixed to armor is +2, resistance when affixed to armor is 10, additional damage when affixed to a weapon is 1d8, the spell attack modifier is +19, and the spell DC is 29. Activate Cast a Spell Frequency once per day; Effect You cast 4th-rank magnetic acceleration . Activate Cast a Spell Frequency once per day; Effect You cast rust cloud .","element":["Metal"],"skill_mod":{},"summary":"This perfectly octahedral magnetite crystal is covered in a hair-like layer of iron sand that always finds its way back to shape if wiped away. The …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2620","name":"Spiny Lodestone","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2620-2371"},{"primary_source_category":"Rulebooks","usage":"affixed to a metal armor or weapon","source":["Rage of Elements"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2620","weakness":{},"price":42500,"skill":["Athletics"],"trait":["Magical","Metal","Spellheart"],"id":"equipment-2620-2372","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Spiny Lodestone Source Rage of Elements pg. 147 Usage affixed to a metal armor or weapon --- This perfectly octahedral magnetite crystal is covered in a hair-like layer of iron sand that always finds its way back to shape if wiped away. The spell attack modifier of any spell cast by Activating this item is +8, and the spell DC is 18. Armor You gain a +1 item bonus to Athletics checks and resistance 2 to nonlethal damage. Weapon After you cast a spell by Activating the spiny lodestone , your Strikes with the weapon deal an additional 1d4 piercing damage until the end of your next turn. Activate Cast a Spell Effect You cast needle darts . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Spiny Lodestone Source Rage of Elements pg. 147 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Spiny Lodestone (Greater) Source Rage of Elements pg. 147 Price 425 gp --- Resistance when affixed to armor is 5, additional damage when affixed to a weapon is 1d6, the spell attack modifier is +14, and the spell DC is 24. Activate Cast a Spell Frequency once per day; Effect You cast magnetic acceleration . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spiny Lodestone (Major) Source Rage of Elements pg. 147 Price 1,750 gp --- Bonus to Athletics checks when affixed to armor is +2, resistance when affixed to armor is 10, additional damage when affixed to a weapon is 1d8, the spell attack modifier is +19, and the spell DC is 29. Activate Cast a Spell Frequency once per day; Effect You cast 4th-rank magnetic acceleration . Activate Cast a Spell Frequency once per day; Effect You cast rust cloud .","element":["Metal"],"skill_mod":{},"summary":"Resistance when affixed to armor is 5, additional damage when affixed to a weapon is 1d6, the spell attack modifier is +14, and the spell DC is 24.","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2620","name":"Spiny Lodestone (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2620-2372"},{"primary_source_category":"Rulebooks","usage":"affixed to a metal armor or weapon","source":["Rage of Elements"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2620","weakness":{},"price":175000,"skill":["Athletics"],"trait":["Magical","Metal","Spellheart"],"id":"equipment-2620-2373","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Spiny Lodestone Source Rage of Elements pg. 147 Usage affixed to a metal armor or weapon --- This perfectly octahedral magnetite crystal is covered in a hair-like layer of iron sand that always finds its way back to shape if wiped away. The spell attack modifier of any spell cast by Activating this item is +8, and the spell DC is 18. Armor You gain a +1 item bonus to Athletics checks and resistance 2 to nonlethal damage. Weapon After you cast a spell by Activating the spiny lodestone , your Strikes with the weapon deal an additional 1d4 piercing damage until the end of your next turn. Activate Cast a Spell Effect You cast needle darts . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Spiny Lodestone Source Rage of Elements pg. 147 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Spiny Lodestone (Greater) Source Rage of Elements pg. 147 Price 425 gp --- Resistance when affixed to armor is 5, additional damage when affixed to a weapon is 1d6, the spell attack modifier is +14, and the spell DC is 24. Activate Cast a Spell Frequency once per day; Effect You cast magnetic acceleration . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spiny Lodestone (Major) Source Rage of Elements pg. 147 Price 1,750 gp --- Bonus to Athletics checks when affixed to armor is +2, resistance when affixed to armor is 10, additional damage when affixed to a weapon is 1d8, the spell attack modifier is +19, and the spell DC is 29. Activate Cast a Spell Frequency once per day; Effect You cast 4th-rank magnetic acceleration . Activate Cast a Spell Frequency once per day; Effect You cast rust cloud .","element":["Metal"],"skill_mod":{},"summary":"Bonus to Athletics checks when affixed to armor is +2, resistance when affixed to armor is 10, additional damage when affixed to a weapon is 1d8, the …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2620","name":"Spiny Lodestone (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2620-2373"},{"item_child_id":["equipment-2621-2374","equipment-2621-2375","equipment-2621-2376"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"trait":["Magical","Metal","Staff"],"id":"equipment-2621","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Metal Source Rage of Elements pg. 148 Usage held in 1 hand Bulk 1 --- This cylindrical iron staff has colored segments on both ends, one red and one blue. When you Strike with the staff, you gain a +1 circumstance bonus to the attack roll if the target is wearing metal armor or is primarily made of metal. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Metal Source Rage of Elements pg. 148 Price 250 gp Bulk 1 --- Cantrips detect metal 1st conductive weapon , shielded arm 2nd magnetic attraction , magnetic repulsion <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Metal (Greater) Source Rage of Elements pg. 148 Price 900 gp Bulk 1 --- 3rd magnetic acceleration , noxious metals 4th mercurial stride , rust cloud <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Metal (Major) Source Rage of Elements pg. 148 Price 4,000 gp Bulk 1 --- 5th magnetic repulsion, impaling spike 6th field of razors , magnetic acceleration ","element":["Metal"],"skill_mod":{},"summary":"This cylindrical iron staff has colored segments on both ends, one red and one blue. When you Strike with the staff, you gain a +1 circumstance bonus …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2621","name":"Staff of Metal","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2621"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2621","weakness":{},"price":25000,"trait":["Magical","Metal","Staff"],"id":"equipment-2621-2374","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Metal Source Rage of Elements pg. 148 Usage held in 1 hand Bulk 1 --- This cylindrical iron staff has colored segments on both ends, one red and one blue. When you Strike with the staff, you gain a +1 circumstance bonus to the attack roll if the target is wearing metal armor or is primarily made of metal. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Metal Source Rage of Elements pg. 148 Price 250 gp Bulk 1 --- Cantrips detect metal 1st conductive weapon , shielded arm 2nd magnetic attraction , magnetic repulsion <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Metal (Greater) Source Rage of Elements pg. 148 Price 900 gp Bulk 1 --- 3rd magnetic acceleration , noxious metals 4th mercurial stride , rust cloud <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Metal (Major) Source Rage of Elements pg. 148 Price 4,000 gp Bulk 1 --- 5th magnetic repulsion, impaling spike 6th field of razors , magnetic acceleration ","element":["Metal"],"skill_mod":{},"summary":"Cantrips detect metal 1st conductive weapon , shielded arm 2nd magnetic attraction , magnetic repulsion","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2621","name":"Staff of Metal","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2621-2374"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2621","weakness":{},"price":90000,"trait":["Magical","Metal","Staff"],"id":"equipment-2621-2375","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Metal Source Rage of Elements pg. 148 Usage held in 1 hand Bulk 1 --- This cylindrical iron staff has colored segments on both ends, one red and one blue. When you Strike with the staff, you gain a +1 circumstance bonus to the attack roll if the target is wearing metal armor or is primarily made of metal. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Metal Source Rage of Elements pg. 148 Price 250 gp Bulk 1 --- Cantrips detect metal 1st conductive weapon , shielded arm 2nd magnetic attraction , magnetic repulsion <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Metal (Greater) Source Rage of Elements pg. 148 Price 900 gp Bulk 1 --- 3rd magnetic acceleration , noxious metals 4th mercurial stride , rust cloud <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Metal (Major) Source Rage of Elements pg. 148 Price 4,000 gp Bulk 1 --- 5th magnetic repulsion, impaling spike 6th field of razors , magnetic acceleration ","element":["Metal"],"skill_mod":{},"summary":"3rd magnetic acceleration , noxious metals 4th mercurial stride , rust cloud","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2621","name":"Staff of Metal (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2621-2375"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2621","weakness":{},"price":400000,"trait":["Magical","Metal","Staff"],"id":"equipment-2621-2376","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Metal Source Rage of Elements pg. 148 Usage held in 1 hand Bulk 1 --- This cylindrical iron staff has colored segments on both ends, one red and one blue. When you Strike with the staff, you gain a +1 circumstance bonus to the attack roll if the target is wearing metal armor or is primarily made of metal. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Metal Source Rage of Elements pg. 148 Price 250 gp Bulk 1 --- Cantrips detect metal 1st conductive weapon , shielded arm 2nd magnetic attraction , magnetic repulsion <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Metal (Greater) Source Rage of Elements pg. 148 Price 900 gp Bulk 1 --- 3rd magnetic acceleration , noxious metals 4th mercurial stride , rust cloud <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Metal (Major) Source Rage of Elements pg. 148 Price 4,000 gp Bulk 1 --- 5th magnetic repulsion, impaling spike 6th field of razors , magnetic acceleration ","element":["Metal"],"skill_mod":{},"summary":"5th magnetic repulsion, impaling spike 6th field of razors , magnetic acceleration","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2621","name":"Staff of Metal (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2621-2376"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Rage of Elements"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":300000,"trait":["Invested","Magical","Metal"],"id":"equipment-2622","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Zuhra's Gloves Source Rage of Elements pg. 148 Price 3,000 gp Usage worn gloves --- This elaborate metallic webbing feels soft when wrapped around your hands and forearms. It constantly shifts its strands and connections. The name of a zuhra shuyookh is etched in Talican on the only part of the item that's unchanging. You gain a +3 item bonus to your Reflex DC against attempts to Disarm an item you're holding in your hands. Activate—Zuhra's Stratagem Two Actions (concentrate, manipulate) Frequency once per day; Requirements You're wielding a weapon made primarily of metal; Effect You extend the weapon and call out the zuhra's name. They channel their magic through the gloves to assist you with their choice of offense or defense (as determined by the GM). The zuhra makes any choices for the spell, and any save DC is 30. Offense The metal of the gloves wraps around your weapon and channels the zuhra's magic to cast a 6th-rank weapon storm spell, replicating the metal weapon. Defense The metal flows off your arms, creating a wall of metal . The wall's surface has the same pattern as the gloves. You lose the gloves' item bonus until the barrier ends, at which point the metal returns to your hands and forearms. You can Dismiss the activation. ","element":["Metal"],"skill_mod":{},"summary":"This elaborate metallic webbing feels soft when wrapped around your hands and forearms. It constantly shifts its strands and connections. The name of …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2622","name":"Zuhra's Gloves","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2622"},{"primary_source_category":"Rulebooks","usage":"attached to a ship's bow","source":["Rage of Elements"],"type":"Item","item_category":"Figurehead","speed":{},"weakness":{},"price":98000,"trait":["Figurehead","Magical","Water"],"id":"equipment-2623","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Aboutface Figurehead Source Rage of Elements pg. 176 Price 980 gp Usage attached to a ship's bow --- This otherwise plain-looking figurehead has the concerned expression of someone afraid they're being chased. If the vessel the figurehead is attached to has the sluggish vehicle ability, the figurehead suppresses that ability. Captains frequently give the ability to activate an aboutface figurehead to the person at the helm of their ship. Activate—About Face! Single Action (concentrate, move) Frequency once per day; Effect The figurehead turns its head as if to look behind it, spawning a momentary whirlpool under the ship and turbulent winds directly opposite the ship's heading. The ship makes a 180-degree turn in place, then continues heading in this new direction starting next turn.\n","element":["Water"],"skill_mod":{},"summary":"This otherwise plain-looking figurehead has the concerned expression of someone afraid they're being chased. If the vessel the figurehead is attached …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental","Planar","Monster"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2623","name":"Aboutface Figurehead","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2623"},{"item_child_id":["equipment-2624-2377","equipment-2624-2378"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"trait":["Magical","Water"],"id":"equipment-2624","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Anglerfish Lantern Source Rage of Elements pg. 176 Usage held in 1 hand Bulk 1 --- This bull's-eye lantern is either stylized after an anglerfish or made from the taxidermy of one. While it can be lit as usual, the anglerfish lantern automatically shines when submerged in water. Activate—Mesmerizing Lights Two Actions (concentrate, manipulate) Frequency once per hour; Effect All creatures within the bright light of the anglerfish lantern must succeed at a DC 19 Will save or be fascinated by the light for 1 round (1 minute on a critical failure). The fascination ends if the light is extinguished. Aquatic animals and creatures with the water trait take a –2 circumstance penalty to this check. Regardless of the result, the creature then becomes immune to this effect for the next 24 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Anglerfish Lantern Source Rage of Elements pg. 176 Price 150 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Restricted\" > Anglerfish Lantern (Submersible) Source Rage of Elements pg. 176 Price 500 gp Bulk 1 --- The DC is 24, and the lantern also has the following activation. Activate—Dive! 1 minute (concentrate, manipulate) Frequency once per day; Effect You lower the submersible anglerfish lantern into water at least 15 feet deep while issuing a command. The lantern transforms into a bathysphere for 1 hour. This vehicle possesses a 60-foot cone light that can be swiveled up to 90 degrees with an Interact action and has the activation listed above. When the effect ends, any occupants are ejected harmlessly. If the bathysphere becomes broken, the effect ends and the submersible anglerfish lantern is broken as well.","element":["Water"],"skill_mod":{},"summary":"This bull's-eye lantern is either stylized after an anglerfish or made from the taxidermy of one. While it can be lit as usual, the anglerfish …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Planar","Monster"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2624","name":"Anglerfish Lantern","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2624"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2624","weakness":{},"price":15000,"trait":["Magical","Water"],"id":"equipment-2624-2377","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Anglerfish Lantern Source Rage of Elements pg. 176 Usage held in 1 hand Bulk 1 --- This bull's-eye lantern is either stylized after an anglerfish or made from the taxidermy of one. While it can be lit as usual, the anglerfish lantern automatically shines when submerged in water. Activate—Mesmerizing Lights Two Actions (concentrate, manipulate) Frequency once per hour; Effect All creatures within the bright light of the anglerfish lantern must succeed at a DC 19 Will save or be fascinated by the light for 1 round (1 minute on a critical failure). The fascination ends if the light is extinguished. Aquatic animals and creatures with the water trait take a –2 circumstance penalty to this check. Regardless of the result, the creature then becomes immune to this effect for the next 24 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Anglerfish Lantern Source Rage of Elements pg. 176 Price 150 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Restricted\" > Anglerfish Lantern (Submersible) Source Rage of Elements pg. 176 Price 500 gp Bulk 1 --- The DC is 24, and the lantern also has the following activation. Activate—Dive! 1 minute (concentrate, manipulate) Frequency once per day; Effect You lower the submersible anglerfish lantern into water at least 15 feet deep while issuing a command. The lantern transforms into a bathysphere for 1 hour. This vehicle possesses a 60-foot cone light that can be swiveled up to 90 degrees with an Interact action and has the activation listed above. When the effect ends, any occupants are ejected harmlessly. If the bathysphere becomes broken, the effect ends and the submersible anglerfish lantern is broken as well.","element":["Water"],"skill_mod":{},"summary":"This bull's-eye lantern is either stylized after an anglerfish or made from the taxidermy of one. While it can be lit as usual, the anglerfish …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Planar","Monster"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2624","name":"Anglerfish Lantern","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2624-2377"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2624","weakness":{},"price":50000,"trait":["Uncommon","Magical","Water"],"id":"equipment-2624-2378","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Anglerfish Lantern Source Rage of Elements pg. 176 Usage held in 1 hand Bulk 1 --- This bull's-eye lantern is either stylized after an anglerfish or made from the taxidermy of one. While it can be lit as usual, the anglerfish lantern automatically shines when submerged in water. Activate—Mesmerizing Lights Two Actions (concentrate, manipulate) Frequency once per hour; Effect All creatures within the bright light of the anglerfish lantern must succeed at a DC 19 Will save or be fascinated by the light for 1 round (1 minute on a critical failure). The fascination ends if the light is extinguished. Aquatic animals and creatures with the water trait take a –2 circumstance penalty to this check. Regardless of the result, the creature then becomes immune to this effect for the next 24 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Anglerfish Lantern Source Rage of Elements pg. 176 Price 150 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Restricted\" > Anglerfish Lantern (Submersible) Source Rage of Elements pg. 176 Price 500 gp Bulk 1 --- The DC is 24, and the lantern also has the following activation. Activate—Dive! 1 minute (concentrate, manipulate) Frequency once per day; Effect You lower the submersible anglerfish lantern into water at least 15 feet deep while issuing a command. The lantern transforms into a bathysphere for 1 hour. This vehicle possesses a 60-foot cone light that can be swiveled up to 90 degrees with an Interact action and has the activation listed above. When the effect ends, any occupants are ejected harmlessly. If the bathysphere becomes broken, the effect ends and the submersible anglerfish lantern is broken as well.","element":["Water"],"skill_mod":{},"summary":"The DC is 24, and the lantern also has the following activation.","primary_source":"Rage of Elements","trait_group":["Rarity","Mechanics","Elemental","Planar","Monster"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2624","name":"Anglerfish Lantern (Submersible)","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"uncommon","slug":"equipment-2624-2378"},{"primary_source_category":"Rulebooks","usage":"affixed to a melee weapon","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":10000,"trait":["Acid","Consumable","Talisman","Uncommon","Water"],"id":"equipment-2625","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Brine Dragon Scale Source Rage of Elements pg. 176 Price 100 gp Usage affixed to a melee weapon Activate Reaction (concentrate) Trigger A creature in reach of the weapon takes an action with the concentrate trait. --- Brine dragons are known to distract their foes at just the right moment, and this blue-green scale appears to have come from one of these creatures. When you activate the scale, it cracks open and releases a spray of caustic saltwater at the triggering creature. The creature takes 2d8 acid damage with a DC 24 basic Reflex save. If the creature critically fails at its save, its concentration is broken—the triggering action is disrupted.\n","element":["Water"],"skill_mod":{},"summary":" Brine dragons are known to distract their foes at just the right moment, and this blue-green scale appears to have come from one of these …","primary_source":"Rage of Elements","trait_group":["Energy","Monster","Equipment","Rarity","Elemental","Planar"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"A creature in reach of the weapon takes an action with the concentrate trait. ","resistance":{},"url":"/Equipment.aspx?ID=2625","name":"Brine Dragon Scale","actions_number":1,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"equipment-2625"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":185000,"skill":["Performance"],"trait":["Magical","Uncommon","Water"],"id":"equipment-2626","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Conch of Otherworldly Seas Source Rage of Elements pg. 176 Price 1,850 gp Usage held in 2 hands Bulk L --- Magical writing covers the surface of this beautiful conch shell, which emits a blue light from inside. A conch of otherworldly seas is a virtuoso handheld musical instrument that grants a +2 item bonus to Performance checks attempted while using it. The conch is a planar key for interplanar teleport and similar magic to travel to the Plane of Water. When using it this way, you can attune it to the waters of your destination to make it more likely to arrive where you intend to be, appearing 1d6×25 miles from your intended destination instead of 1d10×25 miles away. Activate—Voice of Oceans Single Action (manipulate) Effect You hold the horn to your ear and can understand and speak Thalassic as long as it remains there. Activate—Sounds of the Deep 10 minutes (concentrate, manipulate) Effect You hold the horn to your ear and touch the correct series of runes inscribed on its surface, causing the conch to cast a 5th-rank clairaudience spell for your benefit. Provided you choose a location that's underwater, you can extend the spell's range to 1 mile and hear with perfect clarity.\n","element":["Water"],"skill_mod":{},"summary":"Magical writing covers the surface of this beautiful conch shell, which emits a blue light from inside. A conch of otherworldly seas is a virtuoso …","primary_source":"Rage of Elements","trait_group":["Mechanics","Rarity","Elemental","Planar","Monster"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2626","name":"Conch of Otherworldly Seas","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2626"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":425000,"trait":["Magical","Water"],"id":"equipment-2627","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Faydhaan's Dallah Source Rage of Elements pg. 176 Price 4,250 gp Usage held in 1 hand Bulk 1 --- Noble faydhaan shuyookhs serve coffee brewed in ornate dallahs such as this one to welcome guests in their courts. Most nobles have their kitchen staff import the beans at great expense from other planes then roast the beans with local ingredients gathered on the Plane of Water to create a brew unique to their locale. A faydhaan's dallah has the name of a specific faydhaan shuyookh engraved on the bottom and typically comes with six drinking cups, a platter, and a selection of coffee beans. Activate—Brew Three Actions (concentrate, manipulate) Effect You place a handful of beans in the dallah, and it immediately grinds the beans, fills with water, and brews six cups' worth of coffee. Pouring a cupful of coffee into a vessel takes an Interact action, as does drinking a cup. A creature that drinks a cup can breathe underwater and is protected from mild or severe temperatures of underwater environments for 8 hours. The coffee can later be transmuted using the dallah's other activation, but this latent magic ends if the dallah is used to brew coffee again. Coffee poured from the dallah stays in its vessel until someone drinks it or deliberately pours it out, even if the vessel is in an environment where the coffee would normally escape, such as underwater. Activate—Faydhaan's Hospitality Two Actions (concentrate) Frequency once per day; Requirements You used the dallah's activation to brew a batch of coffee today; Effect You speak the name of the faydhaan shuyookh inscribed on the dallah. You don't need to be holding the dallah to use this activation. The shuyookh transmutes the coffee within the body of each creature who partook from the batch you brewed, choosing a single common potion of 6th level or lower &lt;%END>, which grants them all the benefits of that potion. Typically, the shuyookh chooses a moderate healing potion, lesser potion of resistance, or potion of swimming.\n","element":["Water"],"skill_mod":{},"summary":"Noble faydhaan shuyookhs serve coffee brewed in ornate dallahs such as this one to welcome guests in their courts. Most nobles have their kitchen …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Planar","Monster"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2627","name":"Faydhaan's Dallah","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2627"},{"item_child_id":["equipment-2628-2379","equipment-2628-2380"],"primary_source_category":"Rulebooks","usage":"attached to a ship's bow","source":["Rage of Elements"],"type":"Item","item_category":"Figurehead","speed":{},"weakness":{},"trait":["Figurehead","Magical","Water"],"id":"equipment-2628","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Kraken Figurehead Source Rage of Elements pg. 177 Usage attached to a ship's bow --- A knot of tentacles makes up the body of this figurehead. It's always slightly slimy and sticky to the touch. Superstitious sailors tend to avoid ships with this figurehead on the bow, claiming it's bad luck to flaunt a kraken's image while at sea. Activate—Lash Out! Two Actions (aura, concentrate) Frequency once per hour; Effect The effigy causes spectral tentacles to erupt from the ship's hull. These tentacles lash out in an emanation with a distance equal to the ship's length and remain active for 10 minutes. Creatures in the aura and in the same body of water as the ship take a –2 circumstance penalty to Athletics checks to Swim as the writhing tentacles lash out in all directions. Activate—Grab Them! Single Action (attack, concentrate) Requirements The ship's spectral tentacles are activated; Effect The tentacles grab at an enemy vessel in the aura. Attempt a piloting check against the target vessel's AC. On a success, the tentacles grab hold and tether the two vessels together. While tethered, the ships can't move farther away from each other, creatures aboard the enemy vessel receive a –2 circumstance penalty to all piloting checks, and creatures attempting to Board the enemy vessel gain a +2 circumstance bonus to any check required to do so. If you use this activation while the tentacles are already latched onto another ship, the tentacles instead pull that ship toward yours a distance up to half your ship's swim Speed with a success (or up to your ship's full swim Speed with a critical success). The pilot of the enemy ship can attempt a DC 27 piloting check to break free as a single action that has the attack trait. With a success, the ship frees itself from the tentacles. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Kraken Figurehead Source Rage of Elements pg. 177 Price 490 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Kraken Figurehead (Wracking) Source Rage of Elements pg. 177 Price 4,000 gp --- The DC to break free of the tentacles is 31. When you use the figurehead's second activation to pull an enemy ship, even if you didn't pull the ship any actual distance, you can have the tentacles try to crack open its hull. The tentacles deal 7d10 bludgeoning damage to the enemy vessel (DC 31 basic Fortitude save). Apply the ship's Hardness as normal.","element":["Water"],"skill_mod":{},"summary":"A knot of tentacles makes up the body of this figurehead. It's always slightly slimy and sticky to the touch. Superstitious sailors tend to avoid …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental","Planar","Monster"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2628","name":"Kraken Figurehead","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2628"},{"primary_source_category":"Rulebooks","usage":"attached to a ship's bow","source":["Rage of Elements"],"type":"Item","item_category":"Figurehead","speed":{},"item_parent_id":"equipment-2628","weakness":{},"price":49000,"trait":["Figurehead","Magical","Water"],"id":"equipment-2628-2379","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Kraken Figurehead Source Rage of Elements pg. 177 Usage attached to a ship's bow --- A knot of tentacles makes up the body of this figurehead. It's always slightly slimy and sticky to the touch. Superstitious sailors tend to avoid ships with this figurehead on the bow, claiming it's bad luck to flaunt a kraken's image while at sea. Activate—Lash Out! Two Actions (aura, concentrate) Frequency once per hour; Effect The effigy causes spectral tentacles to erupt from the ship's hull. These tentacles lash out in an emanation with a distance equal to the ship's length and remain active for 10 minutes. Creatures in the aura and in the same body of water as the ship take a –2 circumstance penalty to Athletics checks to Swim as the writhing tentacles lash out in all directions. Activate—Grab Them! Single Action (attack, concentrate) Requirements The ship's spectral tentacles are activated; Effect The tentacles grab at an enemy vessel in the aura. Attempt a piloting check against the target vessel's AC. On a success, the tentacles grab hold and tether the two vessels together. While tethered, the ships can't move farther away from each other, creatures aboard the enemy vessel receive a –2 circumstance penalty to all piloting checks, and creatures attempting to Board the enemy vessel gain a +2 circumstance bonus to any check required to do so. If you use this activation while the tentacles are already latched onto another ship, the tentacles instead pull that ship toward yours a distance up to half your ship's swim Speed with a success (or up to your ship's full swim Speed with a critical success). The pilot of the enemy ship can attempt a DC 27 piloting check to break free as a single action that has the attack trait. With a success, the ship frees itself from the tentacles. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Kraken Figurehead Source Rage of Elements pg. 177 Price 490 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Kraken Figurehead (Wracking) Source Rage of Elements pg. 177 Price 4,000 gp --- The DC to break free of the tentacles is 31. When you use the figurehead's second activation to pull an enemy ship, even if you didn't pull the ship any actual distance, you can have the tentacles try to crack open its hull. The tentacles deal 7d10 bludgeoning damage to the enemy vessel (DC 31 basic Fortitude save). Apply the ship's Hardness as normal.","element":["Water"],"skill_mod":{},"summary":"A knot of tentacles makes up the body of this figurehead. It's always slightly slimy and sticky to the touch. Superstitious sailors tend to avoid …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental","Planar","Monster"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2628","name":"Kraken Figurehead","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2628-2379"},{"primary_source_category":"Rulebooks","usage":"attached to a ship's bow","source":["Rage of Elements"],"type":"Item","item_category":"Figurehead","speed":{},"item_parent_id":"equipment-2628","weakness":{},"price":400000,"trait":["Figurehead","Magical","Water"],"id":"equipment-2628-2380","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Kraken Figurehead Source Rage of Elements pg. 177 Usage attached to a ship's bow --- A knot of tentacles makes up the body of this figurehead. It's always slightly slimy and sticky to the touch. Superstitious sailors tend to avoid ships with this figurehead on the bow, claiming it's bad luck to flaunt a kraken's image while at sea. Activate—Lash Out! Two Actions (aura, concentrate) Frequency once per hour; Effect The effigy causes spectral tentacles to erupt from the ship's hull. These tentacles lash out in an emanation with a distance equal to the ship's length and remain active for 10 minutes. Creatures in the aura and in the same body of water as the ship take a –2 circumstance penalty to Athletics checks to Swim as the writhing tentacles lash out in all directions. Activate—Grab Them! Single Action (attack, concentrate) Requirements The ship's spectral tentacles are activated; Effect The tentacles grab at an enemy vessel in the aura. Attempt a piloting check against the target vessel's AC. On a success, the tentacles grab hold and tether the two vessels together. While tethered, the ships can't move farther away from each other, creatures aboard the enemy vessel receive a –2 circumstance penalty to all piloting checks, and creatures attempting to Board the enemy vessel gain a +2 circumstance bonus to any check required to do so. If you use this activation while the tentacles are already latched onto another ship, the tentacles instead pull that ship toward yours a distance up to half your ship's swim Speed with a success (or up to your ship's full swim Speed with a critical success). The pilot of the enemy ship can attempt a DC 27 piloting check to break free as a single action that has the attack trait. With a success, the ship frees itself from the tentacles. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Kraken Figurehead Source Rage of Elements pg. 177 Price 490 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Kraken Figurehead (Wracking) Source Rage of Elements pg. 177 Price 4,000 gp --- The DC to break free of the tentacles is 31. When you use the figurehead's second activation to pull an enemy ship, even if you didn't pull the ship any actual distance, you can have the tentacles try to crack open its hull. The tentacles deal 7d10 bludgeoning damage to the enemy vessel (DC 31 basic Fortitude save). Apply the ship's Hardness as normal.","element":["Water"],"skill_mod":{},"summary":"The DC to break free of the tentacles is 31. When you use the figurehead's second activation to pull an enemy ship, even if you didn't pull the ship …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental","Planar","Monster"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2628","name":"Kraken Figurehead (Wracking)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2628-2380"},{"item_child_id":["equipment-2629-2381","equipment-2629-2382"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"skill":["Athletics"],"trait":["Magical","Water"],"id":"equipment-2629","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Lionfish Spear Source Rage of Elements pg. 177 Usage held in 1 hand Bulk 1 Base Weapon Spear --- Colorful stripes and trailing ribbons give this +2 striking underwater wounding spear an appearance like a poisonous lionfish. While holding the spear, you gain a +2 item bonus to Athletic checks to swim. Activate—Lionfish Poison Reaction (concentrate) Frequency once per day; Trigger You successfully Strike a creature with the lionfish spear ; Effect The spear injects lionfish poison into the target; Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and sickened 1 (1 round); Stage 2 5d6 poison damage and sickened 2 (1 round); Stage 3 paralyzed for 2d4 hours <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Lionfish Spear Source Rage of Elements pg. 177 Price 3,000 gp Bulk 1 <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Lionfish Spear (Greater) Source Rage of Elements pg. 177 Price 4,000 gp Bulk 1 --- Strikes with this +2 greater striking underwater wounding spear deal an additional 1d6 poison damage. The poison can be activated once per hour, and its DC is 31.","element":["Water"],"skill_mod":{},"summary":"Colorful stripes and trailing ribbons give this +2 striking underwater wounding spear an appearance like a poisonous lionfish. While …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Planar","Monster"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2629","base_item":["Spear"],"name":"Lionfish Spear","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2629"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2629","weakness":{},"price":300000,"trait":["Magical","Water"],"id":"equipment-2629-2381","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Lionfish Spear Source Rage of Elements pg. 177 Usage held in 1 hand Bulk 1 Base Weapon Spear --- Colorful stripes and trailing ribbons give this +2 striking underwater wounding spear an appearance like a poisonous lionfish. While holding the spear, you gain a +2 item bonus to Athletic checks to swim. Activate—Lionfish Poison Reaction (concentrate) Frequency once per day; Trigger You successfully Strike a creature with the lionfish spear ; Effect The spear injects lionfish poison into the target; Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and sickened 1 (1 round); Stage 2 5d6 poison damage and sickened 2 (1 round); Stage 3 paralyzed for 2d4 hours <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Lionfish Spear Source Rage of Elements pg. 177 Price 3,000 gp Bulk 1 <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Lionfish Spear (Greater) Source Rage of Elements pg. 177 Price 4,000 gp Bulk 1 --- Strikes with this +2 greater striking underwater wounding spear deal an additional 1d6 poison damage. The poison can be activated once per hour, and its DC is 31.","element":["Water"],"skill_mod":{},"summary":"Colorful stripes and trailing ribbons give this +2 striking underwater wounding spear an appearance like a poisonous lionfish. While …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Planar","Monster"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2629","base_item":["Spear"],"name":"Lionfish Spear","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2629-2381"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2629","weakness":{},"price":400000,"trait":["Magical","Water"],"id":"equipment-2629-2382","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Lionfish Spear Source Rage of Elements pg. 177 Usage held in 1 hand Bulk 1 Base Weapon Spear --- Colorful stripes and trailing ribbons give this +2 striking underwater wounding spear an appearance like a poisonous lionfish. While holding the spear, you gain a +2 item bonus to Athletic checks to swim. Activate—Lionfish Poison Reaction (concentrate) Frequency once per day; Trigger You successfully Strike a creature with the lionfish spear ; Effect The spear injects lionfish poison into the target; Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and sickened 1 (1 round); Stage 2 5d6 poison damage and sickened 2 (1 round); Stage 3 paralyzed for 2d4 hours <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Lionfish Spear Source Rage of Elements pg. 177 Price 3,000 gp Bulk 1 <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Lionfish Spear (Greater) Source Rage of Elements pg. 177 Price 4,000 gp Bulk 1 --- Strikes with this +2 greater striking underwater wounding spear deal an additional 1d6 poison damage. The poison can be activated once per hour, and its DC is 31.","element":["Water"],"skill_mod":{},"summary":"Strikes with this +2 greater striking underwater wounding spear deal an additional 1d6 poison damage. The poison can be activated once per hour, …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Planar","Monster"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2629","base_item":["Spear"],"name":"Lionfish Spear (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2629-2382"},{"item_child_id":["equipment-2630-2383","equipment-2630-2384","equipment-2630-2385"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Magical","Morph","Potion","Water"],"id":"equipment-2630","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Octopus Potion Source Rage of Elements pg. 178 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Eight flailing octopus arms covered in suckers pop out from the sides of your body when you imbibe this potion. The arms share your multiple attack penalty and attempt to Grapple a random enemy within 15 feet of you. On a success, roll 1d4 to determine an additional effect of the arms, which lasts as long as the target remains grabbed or restrained by the arms. On subsequent turns, you can use a single action, which has the attack trait, to have the arms either Grapple a creature currently grappled or restrained (with no added effect) or release any creature they currently hold and repeat their initial effect. After 1 minute, the arms disappear and the potion's effects end. 1d4 Added Effect 1 The arms cover the eyes; the target is also blinded. 2 The arms cover the mouth; the target can't speak. 3 The arms wrap around the limbs; the flat check for the target to use a manipulate action while grabbed is DC 7 instead of DC 5. 4 The arms crush your enemy; the target takes bludgeoning damage equal to the potion's level immediately and at the end of each of its turns. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Octopus Potion (Lesser) Source Rage of Elements pg. 178 Price 50 gp Bulk L --- The Athletics modifier is +12 and the Escape DC is 20. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Octopus Potion (Moderate) Source Rage of Elements pg. 178 Price 130 gp Bulk L --- The Athletics modifier is +17 and the Escape DC is 25. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Octopus Potion (Greater) Source Rage of Elements pg. 178 Price 500 gp Bulk L --- The Athletics modifier is +22 and the Escape DC is 30.","element":["Water"],"skill_mod":{},"summary":"Eight flailing octopus arms covered in suckers pop out from the sides of your body when you imbibe this potion. The arms share your multiple attack …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental","Planar","Monster"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2630","name":"Octopus Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2630"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2630","weakness":{},"price":5000,"trait":["Consumable","Magical","Morph","Potion","Water"],"id":"equipment-2630-2383","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Octopus Potion Source Rage of Elements pg. 178 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Eight flailing octopus arms covered in suckers pop out from the sides of your body when you imbibe this potion. The arms share your multiple attack penalty and attempt to Grapple a random enemy within 15 feet of you. On a success, roll 1d4 to determine an additional effect of the arms, which lasts as long as the target remains grabbed or restrained by the arms. On subsequent turns, you can use a single action, which has the attack trait, to have the arms either Grapple a creature currently grappled or restrained (with no added effect) or release any creature they currently hold and repeat their initial effect. After 1 minute, the arms disappear and the potion's effects end. 1d4 Added Effect 1 The arms cover the eyes; the target is also blinded. 2 The arms cover the mouth; the target can't speak. 3 The arms wrap around the limbs; the flat check for the target to use a manipulate action while grabbed is DC 7 instead of DC 5. 4 The arms crush your enemy; the target takes bludgeoning damage equal to the potion's level immediately and at the end of each of its turns. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Octopus Potion (Lesser) Source Rage of Elements pg. 178 Price 50 gp Bulk L --- The Athletics modifier is +12 and the Escape DC is 20. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Octopus Potion (Moderate) Source Rage of Elements pg. 178 Price 130 gp Bulk L --- The Athletics modifier is +17 and the Escape DC is 25. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Octopus Potion (Greater) Source Rage of Elements pg. 178 Price 500 gp Bulk L --- The Athletics modifier is +22 and the Escape DC is 30.","element":["Water"],"skill_mod":{},"summary":"The Athletics modifier is +12 and the Escape DC is 20.","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental","Planar","Monster"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2630","name":"Octopus Potion (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2630-2383"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2630","weakness":{},"price":13000,"trait":["Consumable","Magical","Morph","Potion","Water"],"id":"equipment-2630-2384","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Octopus Potion Source Rage of Elements pg. 178 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Eight flailing octopus arms covered in suckers pop out from the sides of your body when you imbibe this potion. The arms share your multiple attack penalty and attempt to Grapple a random enemy within 15 feet of you. On a success, roll 1d4 to determine an additional effect of the arms, which lasts as long as the target remains grabbed or restrained by the arms. On subsequent turns, you can use a single action, which has the attack trait, to have the arms either Grapple a creature currently grappled or restrained (with no added effect) or release any creature they currently hold and repeat their initial effect. After 1 minute, the arms disappear and the potion's effects end. 1d4 Added Effect 1 The arms cover the eyes; the target is also blinded. 2 The arms cover the mouth; the target can't speak. 3 The arms wrap around the limbs; the flat check for the target to use a manipulate action while grabbed is DC 7 instead of DC 5. 4 The arms crush your enemy; the target takes bludgeoning damage equal to the potion's level immediately and at the end of each of its turns. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Octopus Potion (Lesser) Source Rage of Elements pg. 178 Price 50 gp Bulk L --- The Athletics modifier is +12 and the Escape DC is 20. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Octopus Potion (Moderate) Source Rage of Elements pg. 178 Price 130 gp Bulk L --- The Athletics modifier is +17 and the Escape DC is 25. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Octopus Potion (Greater) Source Rage of Elements pg. 178 Price 500 gp Bulk L --- The Athletics modifier is +22 and the Escape DC is 30.","element":["Water"],"skill_mod":{},"summary":"The Athletics modifier is +17 and the Escape DC is 25.","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental","Planar","Monster"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2630","name":"Octopus Potion (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2630-2384"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2630","weakness":{},"price":50000,"trait":["Consumable","Magical","Morph","Potion","Water"],"id":"equipment-2630-2385","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Octopus Potion Source Rage of Elements pg. 178 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Eight flailing octopus arms covered in suckers pop out from the sides of your body when you imbibe this potion. The arms share your multiple attack penalty and attempt to Grapple a random enemy within 15 feet of you. On a success, roll 1d4 to determine an additional effect of the arms, which lasts as long as the target remains grabbed or restrained by the arms. On subsequent turns, you can use a single action, which has the attack trait, to have the arms either Grapple a creature currently grappled or restrained (with no added effect) or release any creature they currently hold and repeat their initial effect. After 1 minute, the arms disappear and the potion's effects end. 1d4 Added Effect 1 The arms cover the eyes; the target is also blinded. 2 The arms cover the mouth; the target can't speak. 3 The arms wrap around the limbs; the flat check for the target to use a manipulate action while grabbed is DC 7 instead of DC 5. 4 The arms crush your enemy; the target takes bludgeoning damage equal to the potion's level immediately and at the end of each of its turns. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Octopus Potion (Lesser) Source Rage of Elements pg. 178 Price 50 gp Bulk L --- The Athletics modifier is +12 and the Escape DC is 20. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Octopus Potion (Moderate) Source Rage of Elements pg. 178 Price 130 gp Bulk L --- The Athletics modifier is +17 and the Escape DC is 25. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Octopus Potion (Greater) Source Rage of Elements pg. 178 Price 500 gp Bulk L --- The Athletics modifier is +22 and the Escape DC is 30.","element":["Water"],"skill_mod":{},"summary":"The Athletics modifier is +22 and the Escape DC is 30.","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental","Planar","Monster"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2630","name":"Octopus Potion (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2630-2385"},{"primary_source_category":"Rulebooks","usage":"worn clothing","source":["Rage of Elements"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":190000,"skill":["Athletics"],"trait":["Invested","Magical","Water"],"id":"equipment-2631","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Sharkskin Robe Source Rage of Elements pg. 178 Price 1,900 gp Usage worn clothing Bulk 1 --- This sandy-textured robe comes with sleeves that resemble dorsal fins. It's believed to have been developed by frustrated alchemists from the Universe for trips to the Plane of Water. The sharkskin robe grants you a swim Speed equal to your land Speed and a +2 item bonus to Athletics checks. Activate—Shark's Elegance Two Actions (concentrate, manipulate) Frequency once per hour; Effect For 1 minute, any time you make a Strike, your weapon or unarmed attack gains the benefit of the underwater weapon property rune.\n","element":["Water"],"skill_mod":{},"summary":"This sandy-textured robe comes with sleeves that resemble dorsal fins. It's believed to have been developed by frustrated alchemists from the …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental","Planar","Monster"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2631","name":"Sharkskin Robe","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2631"},{"item_child_id":["equipment-2632-2386","equipment-2632-2387"],"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Item","item_category":"Other","speed":{},"weakness":{},"price":16000,"trait":["Magical","Water"],"id":"equipment-2632","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Shell of Easy Breathing Source Rage of Elements pg. 178 Price 160 gp Bulk 2 --- This large salt-encrusted seashell is more than 2 feet across, with images of deep sea creatures carved around its edge. Activate—Fill the Shell Single Action (manipulate) Effect You place the shell on a level surface and sprinkle a few drops of water into its basin. The shell slowly fills with saltwater over the course of 1 minute. The shell's magic then becomes active, indicated by a steady stream of bubbles. Moving the shell disturbs its contents, causing the item to deactivate and the water inside to evaporate; otherwise, it remains activated for an unlimited duration. While the shell is activated, a creature can submerge its head and let water and bubbles fill its nose and mouth (or whatever body part it uses for breathing) as a 3-action activity. For the next hour, the creature can breathe underwater. The creature is then temporarily immune to shells of easy breathing until the next time it makes its daily preparations. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Shell of Easy Breathing Source Rage of Elements pg. 178 Price 160 gp Bulk 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Shell of Easy Breathing (Greater) Source Rage of Elements pg. 178 Price 700 gp Bulk 2 --- The duration of the ability to breathe underwater increases to 8 hours.","element":["Water"],"skill_mod":{},"summary":"This large salt-encrusted seashell is more than 2 feet across, with images of deep sea creatures carved around its edge. ","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Planar","Monster"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2632","name":"Shell of Easy Breathing","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2632"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Item","item_category":"Other","speed":{},"item_parent_id":"equipment-2632","weakness":{},"price":16000,"trait":["Magical","Water"],"id":"equipment-2632-2386","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Shell of Easy Breathing Source Rage of Elements pg. 178 Price 160 gp Bulk 2 --- This large salt-encrusted seashell is more than 2 feet across, with images of deep sea creatures carved around its edge. Activate—Fill the Shell Single Action (manipulate) Effect You place the shell on a level surface and sprinkle a few drops of water into its basin. The shell slowly fills with saltwater over the course of 1 minute. The shell's magic then becomes active, indicated by a steady stream of bubbles. Moving the shell disturbs its contents, causing the item to deactivate and the water inside to evaporate; otherwise, it remains activated for an unlimited duration. While the shell is activated, a creature can submerge its head and let water and bubbles fill its nose and mouth (or whatever body part it uses for breathing) as a 3-action activity. For the next hour, the creature can breathe underwater. The creature is then temporarily immune to shells of easy breathing until the next time it makes its daily preparations. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Shell of Easy Breathing Source Rage of Elements pg. 178 Price 160 gp Bulk 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Shell of Easy Breathing (Greater) Source Rage of Elements pg. 178 Price 700 gp Bulk 2 --- The duration of the ability to breathe underwater increases to 8 hours.","element":["Water"],"skill_mod":{},"summary":"This large salt-encrusted seashell is more than 2 feet across, with images of deep sea creatures carved around its edge.","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Planar","Monster"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2632","name":"Shell of Easy Breathing","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2632-2386"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Item","item_category":"Other","speed":{},"item_parent_id":"equipment-2632","weakness":{},"price":70000,"trait":["Magical","Water"],"id":"equipment-2632-2387","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Shell of Easy Breathing Source Rage of Elements pg. 178 Price 160 gp Bulk 2 --- This large salt-encrusted seashell is more than 2 feet across, with images of deep sea creatures carved around its edge. Activate—Fill the Shell Single Action (manipulate) Effect You place the shell on a level surface and sprinkle a few drops of water into its basin. The shell slowly fills with saltwater over the course of 1 minute. The shell's magic then becomes active, indicated by a steady stream of bubbles. Moving the shell disturbs its contents, causing the item to deactivate and the water inside to evaporate; otherwise, it remains activated for an unlimited duration. While the shell is activated, a creature can submerge its head and let water and bubbles fill its nose and mouth (or whatever body part it uses for breathing) as a 3-action activity. For the next hour, the creature can breathe underwater. The creature is then temporarily immune to shells of easy breathing until the next time it makes its daily preparations. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Shell of Easy Breathing Source Rage of Elements pg. 178 Price 160 gp Bulk 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Shell of Easy Breathing (Greater) Source Rage of Elements pg. 178 Price 700 gp Bulk 2 --- The duration of the ability to breathe underwater increases to 8 hours.","element":["Water"],"skill_mod":{},"summary":"The duration of the ability to breathe underwater increases to 8 hours.","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Planar","Monster"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2632","name":"Shell of Easy Breathing (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2632-2387"},{"item_child_id":["equipment-2633-2388","equipment-2633-2389","equipment-2633-2390","equipment-2633-2391"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Water"],"id":"equipment-2633","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sticky Algae Bomb Source Rage of Elements pg. 178 Usage held in 1 hand Bulk L Activate Single Action Strike --- These bombs have been mixed with sticky algae that glow and emit poison. Attacks with this bomb don't take the normal penalties and restrictions for being used in water or underwater. A sticky algae bomb deals the listed poison damage. Many types grant an item bonus to attack rolls. In addition, the target is tagged by the bioluminescent substance and leaves a highly visible trail for the next hour. The DC to Track a creature using this trail is 19, but the trail appears only in water. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sticky Algae Bomb (Lesser) Source Rage of Elements pg. 178 Price 4 gp Bulk L --- The bomb deals 1d8 poison damage and 1 poison splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sticky Algae Bomb (Moderate) Source Rage of Elements pg. 178 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 poison damage and 2 poison splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sticky Algae Bomb (Greater) Source Rage of Elements pg. 178 Price 280 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 poison damage and 3 poison splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sticky Algae Bomb (Major) Source Rage of Elements pg. 178 Price 2,800 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 poison damage and 4 poison splash damage.","element":["Water"],"skill_mod":{},"summary":"These bombs have been mixed with sticky algae that glow and emit poison. Attacks with this bomb don't take the normal penalties and restrictions for …","primary_source":"Rage of Elements","trait_group":["Monster","Equipment","Weapon","Elemental","Planar"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2633","name":"Sticky Algae Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2633"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2633","weakness":{},"price":400,"trait":["Alchemical","Bomb","Consumable","Water"],"id":"equipment-2633-2388","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sticky Algae Bomb Source Rage of Elements pg. 178 Usage held in 1 hand Bulk L Activate Single Action Strike --- These bombs have been mixed with sticky algae that glow and emit poison. Attacks with this bomb don't take the normal penalties and restrictions for being used in water or underwater. A sticky algae bomb deals the listed poison damage. Many types grant an item bonus to attack rolls. In addition, the target is tagged by the bioluminescent substance and leaves a highly visible trail for the next hour. The DC to Track a creature using this trail is 19, but the trail appears only in water. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sticky Algae Bomb (Lesser) Source Rage of Elements pg. 178 Price 4 gp Bulk L --- The bomb deals 1d8 poison damage and 1 poison splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sticky Algae Bomb (Moderate) Source Rage of Elements pg. 178 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 poison damage and 2 poison splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sticky Algae Bomb (Greater) Source Rage of Elements pg. 178 Price 280 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 poison damage and 3 poison splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sticky Algae Bomb (Major) Source Rage of Elements pg. 178 Price 2,800 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 poison damage and 4 poison splash damage.","element":["Water"],"skill_mod":{},"summary":"The bomb deals 1d8 poison damage and 1 poison splash damage.","primary_source":"Rage of Elements","trait_group":["Monster","Equipment","Weapon","Elemental","Planar"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2633","name":"Sticky Algae Bomb (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2633-2388"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2633","weakness":{},"price":1200,"trait":["Alchemical","Bomb","Consumable","Water"],"id":"equipment-2633-2389","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sticky Algae Bomb Source Rage of Elements pg. 178 Usage held in 1 hand Bulk L Activate Single Action Strike --- These bombs have been mixed with sticky algae that glow and emit poison. Attacks with this bomb don't take the normal penalties and restrictions for being used in water or underwater. A sticky algae bomb deals the listed poison damage. Many types grant an item bonus to attack rolls. In addition, the target is tagged by the bioluminescent substance and leaves a highly visible trail for the next hour. The DC to Track a creature using this trail is 19, but the trail appears only in water. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sticky Algae Bomb (Lesser) Source Rage of Elements pg. 178 Price 4 gp Bulk L --- The bomb deals 1d8 poison damage and 1 poison splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sticky Algae Bomb (Moderate) Source Rage of Elements pg. 178 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 poison damage and 2 poison splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sticky Algae Bomb (Greater) Source Rage of Elements pg. 178 Price 280 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 poison damage and 3 poison splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sticky Algae Bomb (Major) Source Rage of Elements pg. 178 Price 2,800 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 poison damage and 4 poison splash damage.","element":["Water"],"skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d8 poison damage and 2 poison splash damage.","primary_source":"Rage of Elements","trait_group":["Monster","Equipment","Weapon","Elemental","Planar"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2633","name":"Sticky Algae Bomb (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2633-2389"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2633","weakness":{},"price":28000,"trait":["Alchemical","Bomb","Consumable","Water"],"id":"equipment-2633-2390","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sticky Algae Bomb Source Rage of Elements pg. 178 Usage held in 1 hand Bulk L Activate Single Action Strike --- These bombs have been mixed with sticky algae that glow and emit poison. Attacks with this bomb don't take the normal penalties and restrictions for being used in water or underwater. A sticky algae bomb deals the listed poison damage. Many types grant an item bonus to attack rolls. In addition, the target is tagged by the bioluminescent substance and leaves a highly visible trail for the next hour. The DC to Track a creature using this trail is 19, but the trail appears only in water. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sticky Algae Bomb (Lesser) Source Rage of Elements pg. 178 Price 4 gp Bulk L --- The bomb deals 1d8 poison damage and 1 poison splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sticky Algae Bomb (Moderate) Source Rage of Elements pg. 178 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 poison damage and 2 poison splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sticky Algae Bomb (Greater) Source Rage of Elements pg. 178 Price 280 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 poison damage and 3 poison splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sticky Algae Bomb (Major) Source Rage of Elements pg. 178 Price 2,800 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 poison damage and 4 poison splash damage.","element":["Water"],"skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d8 poison damage and 3 poison splash damage.","primary_source":"Rage of Elements","trait_group":["Monster","Equipment","Weapon","Elemental","Planar"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2633","name":"Sticky Algae Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2633-2390"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2633","weakness":{},"price":280000,"trait":["Alchemical","Bomb","Consumable","Water"],"id":"equipment-2633-2391","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Sticky Algae Bomb Source Rage of Elements pg. 178 Usage held in 1 hand Bulk L Activate Single Action Strike --- These bombs have been mixed with sticky algae that glow and emit poison. Attacks with this bomb don't take the normal penalties and restrictions for being used in water or underwater. A sticky algae bomb deals the listed poison damage. Many types grant an item bonus to attack rolls. In addition, the target is tagged by the bioluminescent substance and leaves a highly visible trail for the next hour. The DC to Track a creature using this trail is 19, but the trail appears only in water. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Sticky Algae Bomb (Lesser) Source Rage of Elements pg. 178 Price 4 gp Bulk L --- The bomb deals 1d8 poison damage and 1 poison splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sticky Algae Bomb (Moderate) Source Rage of Elements pg. 178 Price 12 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 poison damage and 2 poison splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Sticky Algae Bomb (Greater) Source Rage of Elements pg. 178 Price 280 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 poison damage and 3 poison splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sticky Algae Bomb (Major) Source Rage of Elements pg. 178 Price 2,800 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 poison damage and 4 poison splash damage.","element":["Water"],"skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d8 poison damage and 4 poison splash damage.","primary_source":"Rage of Elements","trait_group":["Monster","Equipment","Weapon","Elemental","Planar"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2633","name":"Sticky Algae Bomb (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2633-2391"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["Rage of Elements"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":5000,"trait":["Magical","Water"],"id":"equipment-2634","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Underwater Source Rage of Elements pg. 178 Price 50 gp Usage etched onto a weapon --- This weapon works as well in water as it does on land. Attacks with the weapon don't take the normal penalties and restrictions for being used in water or underwater. If the weapon is capable of dealing fire damage, its fire functions underwater as well.\n","element":["Water"],"skill_mod":{},"summary":"This weapon works as well in water as it does on land. Attacks with the weapon don't take the normal penalties and restrictions for being used in …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental","Planar","Monster"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2634","name":"Underwater","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2634"},{"item_child_id":["equipment-2635-2392","equipment-2635-2393"],"primary_source_category":"Rulebooks","usage":"attached to a ship's bow","source":["Rage of Elements"],"type":"Item","item_category":"Figurehead","speed":{},"weakness":{},"trait":["Figurehead","Magical","Water"],"id":"equipment-2635","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Veiled Figurehead Source Rage of Elements pg. 179 Usage attached to a ship's bow --- This figurehead is carved in the shape of a humanoid, but it has no facial features whatsoever. Activate—Veil! 1 minute (concentrate, illusion, visual) Frequency once per day; Effect You change the appearance of the ship in minor but noticeable ways. Its general size and shape can't be changed, but you can alter surface details to your liking. Flags and sails can be recolored and given new markings, and the overall material of the ship can appear a different color or quality. Wear and surface damage (like small holes, tears, and burns) can be masked to make the vessel look unblemished, or you can create such damage and wear. The figurehead itself shifts to fit the change and gains a face to match the rest of the ship. The illusion lasts for 6 hours or until you Dismiss this effect. Any creature that boards the ship or uses the Seek action to examine it disbelieves the illusion if it succeeds at a DC 25 Perception check. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Veiled Figurehead Source Rage of Elements pg. 179 Price 335 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Veiled Figurehead (Greater) Source Rage of Elements pg. 179 Price 4,000 gp --- The DC to disbelieve is 33, and the illusion lasts up to 24 hours. Activating a greater veiled figurehead also extends the illusion to those on the ship. The figurehead casts a veil spell upon them, except it targets everyone on board when activated, and it alters their clothing to a general look that matches the new appearance of the ship. In addition, it can make everyone appear as a specific ancestry, but you must choose the same one for all targets. This effect ends for any target who leaves the ship and ends for all targets if the illusion on the ship ends. A creature that disbelieves the illusion for the ship or any disguised crew member disbelieves the entire illusion.","element":["Water"],"skill_mod":{},"summary":"This figurehead is carved in the shape of a humanoid , but it has no facial features whatsoever. ","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental","Planar","Monster"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2635","name":"Veiled Figurehead","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2635"},{"primary_source_category":"Rulebooks","usage":"attached to a ship's bow","source":["Rage of Elements"],"type":"Item","item_category":"Figurehead","speed":{},"item_parent_id":"equipment-2635","weakness":{},"price":33500,"trait":["Figurehead","Magical","Water"],"id":"equipment-2635-2392","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Veiled Figurehead Source Rage of Elements pg. 179 Usage attached to a ship's bow --- This figurehead is carved in the shape of a humanoid, but it has no facial features whatsoever. Activate—Veil! 1 minute (concentrate, illusion, visual) Frequency once per day; Effect You change the appearance of the ship in minor but noticeable ways. Its general size and shape can't be changed, but you can alter surface details to your liking. Flags and sails can be recolored and given new markings, and the overall material of the ship can appear a different color or quality. Wear and surface damage (like small holes, tears, and burns) can be masked to make the vessel look unblemished, or you can create such damage and wear. The figurehead itself shifts to fit the change and gains a face to match the rest of the ship. The illusion lasts for 6 hours or until you Dismiss this effect. Any creature that boards the ship or uses the Seek action to examine it disbelieves the illusion if it succeeds at a DC 25 Perception check. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Veiled Figurehead Source Rage of Elements pg. 179 Price 335 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Veiled Figurehead (Greater) Source Rage of Elements pg. 179 Price 4,000 gp --- The DC to disbelieve is 33, and the illusion lasts up to 24 hours. Activating a greater veiled figurehead also extends the illusion to those on the ship. The figurehead casts a veil spell upon them, except it targets everyone on board when activated, and it alters their clothing to a general look that matches the new appearance of the ship. In addition, it can make everyone appear as a specific ancestry, but you must choose the same one for all targets. This effect ends for any target who leaves the ship and ends for all targets if the illusion on the ship ends. A creature that disbelieves the illusion for the ship or any disguised crew member disbelieves the entire illusion.","element":["Water"],"skill_mod":{},"summary":"This figurehead is carved in the shape of a humanoid , but it has no facial features whatsoever.","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental","Planar","Monster"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2635","name":"Veiled Figurehead","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2635-2392"},{"primary_source_category":"Rulebooks","usage":"attached to a ship's bow","source":["Rage of Elements"],"type":"Item","item_category":"Figurehead","speed":{},"item_parent_id":"equipment-2635","weakness":{},"price":400000,"trait":["Figurehead","Magical","Water"],"id":"equipment-2635-2393","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Veiled Figurehead Source Rage of Elements pg. 179 Usage attached to a ship's bow --- This figurehead is carved in the shape of a humanoid, but it has no facial features whatsoever. Activate—Veil! 1 minute (concentrate, illusion, visual) Frequency once per day; Effect You change the appearance of the ship in minor but noticeable ways. Its general size and shape can't be changed, but you can alter surface details to your liking. Flags and sails can be recolored and given new markings, and the overall material of the ship can appear a different color or quality. Wear and surface damage (like small holes, tears, and burns) can be masked to make the vessel look unblemished, or you can create such damage and wear. The figurehead itself shifts to fit the change and gains a face to match the rest of the ship. The illusion lasts for 6 hours or until you Dismiss this effect. Any creature that boards the ship or uses the Seek action to examine it disbelieves the illusion if it succeeds at a DC 25 Perception check. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Veiled Figurehead Source Rage of Elements pg. 179 Price 335 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Veiled Figurehead (Greater) Source Rage of Elements pg. 179 Price 4,000 gp --- The DC to disbelieve is 33, and the illusion lasts up to 24 hours. Activating a greater veiled figurehead also extends the illusion to those on the ship. The figurehead casts a veil spell upon them, except it targets everyone on board when activated, and it alters their clothing to a general look that matches the new appearance of the ship. In addition, it can make everyone appear as a specific ancestry, but you must choose the same one for all targets. This effect ends for any target who leaves the ship and ends for all targets if the illusion on the ship ends. A creature that disbelieves the illusion for the ship or any disguised crew member disbelieves the entire illusion.","element":["Water"],"skill_mod":{},"summary":"The DC to disbelieve is 33, and the illusion lasts up to 24 hours. Activating a greater veiled figurehead also extends the illusion to those on the …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental","Planar","Monster"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2635","name":"Veiled Figurehead (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2635-2393"},{"item_child_id":["equipment-2636-2394","equipment-2636-2395","equipment-2636-2396"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Olfactory","Plant","Wood"],"id":"equipment-2636","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Animal Nip Source Rage of Elements pg. 200 Usage held in 1 hand Activate Single Action (manipulate) --- Animal nip contains a mix of herbaceous, fragrant plants, ground into a coarse powder with a strong scent that attracts a broad spectrum of animals. You activate animal nip by sprinkling it on the ground or a target of your choice. For the next minute, all creatures within 30 feet that have the animal trait must attempt a Will save or become fascinated by the smell of the animal nip for 1 round. On a critical failure, they also fall prone and roll about on the ground. If the target is subject to a hostile act, the fascination ends immediately. Regardless of the result of the creature's save, it's then immune to animal nip for 1 hour. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Nip (Lesser) Source Rage of Elements pg. 200 Price 15 gp --- The DC is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Nip (Moderate) Source Rage of Elements pg. 200 Price 75 gp --- The DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Nip (Greater) Source Rage of Elements pg. 200 Price 350 gp --- The DC is 30.","element":["Wood"],"skill_mod":{},"summary":"Animal nip contains a mix of herbaceous, fragrant plants, ground into a coarse powder with a strong scent that attracts a broad spectrum of animals. …","primary_source":"Rage of Elements","trait_group":["Monster","Equipment","Weapon","Sense","Creature Type","Elemental"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2636","name":"Animal Nip","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2636"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2636","weakness":{},"price":1500,"trait":["Alchemical","Consumable","Olfactory","Plant","Wood"],"id":"equipment-2636-2394","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Animal Nip Source Rage of Elements pg. 200 Usage held in 1 hand Activate Single Action (manipulate) --- Animal nip contains a mix of herbaceous, fragrant plants, ground into a coarse powder with a strong scent that attracts a broad spectrum of animals. You activate animal nip by sprinkling it on the ground or a target of your choice. For the next minute, all creatures within 30 feet that have the animal trait must attempt a Will save or become fascinated by the smell of the animal nip for 1 round. On a critical failure, they also fall prone and roll about on the ground. If the target is subject to a hostile act, the fascination ends immediately. Regardless of the result of the creature's save, it's then immune to animal nip for 1 hour. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Nip (Lesser) Source Rage of Elements pg. 200 Price 15 gp --- The DC is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Nip (Moderate) Source Rage of Elements pg. 200 Price 75 gp --- The DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Nip (Greater) Source Rage of Elements pg. 200 Price 350 gp --- The DC is 30.","element":["Wood"],"skill_mod":{},"summary":"The DC is 18.","primary_source":"Rage of Elements","trait_group":["Monster","Equipment","Weapon","Sense","Creature Type","Elemental"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2636","name":"Animal Nip (Lesser)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2636-2394"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2636","weakness":{},"price":7500,"trait":["Alchemical","Consumable","Olfactory","Plant","Wood"],"id":"equipment-2636-2395","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Animal Nip Source Rage of Elements pg. 200 Usage held in 1 hand Activate Single Action (manipulate) --- Animal nip contains a mix of herbaceous, fragrant plants, ground into a coarse powder with a strong scent that attracts a broad spectrum of animals. You activate animal nip by sprinkling it on the ground or a target of your choice. For the next minute, all creatures within 30 feet that have the animal trait must attempt a Will save or become fascinated by the smell of the animal nip for 1 round. On a critical failure, they also fall prone and roll about on the ground. If the target is subject to a hostile act, the fascination ends immediately. Regardless of the result of the creature's save, it's then immune to animal nip for 1 hour. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Nip (Lesser) Source Rage of Elements pg. 200 Price 15 gp --- The DC is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Nip (Moderate) Source Rage of Elements pg. 200 Price 75 gp --- The DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Nip (Greater) Source Rage of Elements pg. 200 Price 350 gp --- The DC is 30.","element":["Wood"],"skill_mod":{},"summary":"The DC is 24.","primary_source":"Rage of Elements","trait_group":["Monster","Equipment","Weapon","Sense","Creature Type","Elemental"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2636","name":"Animal Nip (Moderate)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2636-2395"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2636","weakness":{},"price":35000,"trait":["Alchemical","Consumable","Olfactory","Plant","Wood"],"id":"equipment-2636-2396","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Animal Nip Source Rage of Elements pg. 200 Usage held in 1 hand Activate Single Action (manipulate) --- Animal nip contains a mix of herbaceous, fragrant plants, ground into a coarse powder with a strong scent that attracts a broad spectrum of animals. You activate animal nip by sprinkling it on the ground or a target of your choice. For the next minute, all creatures within 30 feet that have the animal trait must attempt a Will save or become fascinated by the smell of the animal nip for 1 round. On a critical failure, they also fall prone and roll about on the ground. If the target is subject to a hostile act, the fascination ends immediately. Regardless of the result of the creature's save, it's then immune to animal nip for 1 hour. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Nip (Lesser) Source Rage of Elements pg. 200 Price 15 gp --- The DC is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Nip (Moderate) Source Rage of Elements pg. 200 Price 75 gp --- The DC is 24. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Nip (Greater) Source Rage of Elements pg. 200 Price 350 gp --- The DC is 30.","element":["Wood"],"skill_mod":{},"summary":"The DC is 30.","primary_source":"Rage of Elements","trait_group":["Monster","Equipment","Weapon","Sense","Creature Type","Elemental"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2636","name":"Animal Nip (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2636-2396"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":6800,"trait":["Consumable","Magical","Plant","Uncommon","Wood"],"id":"equipment-2637","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Blooming Lotus Seed Pod Source Rage of Elements pg. 200 Price 68 gp Usage held in 1 hand Bulk L --- The seeds of this lotus seed pod scatter with incredible ease and accuracy, quickly growing into temporary plants. Activate—Floating Pads Single Action (manipulate) Effect You scatter the blooming lotus seed pod's seeds across a non-damaging liquid surface within 40 feet of you, where they form into 5 lotus pads that each float in place in a separate square within range for 1 minute. Each lotus pad has a 10- foot radius and can support 1 Large creature, 2 Medium creatures, or 4 Small creatures. Activate—Blooming Flower 10 minutes (manipulate) Effect You plant the blooming lotus seed pod in the ground and a giant lotus flower blooms in that square. Over the next 8 hours, creatures who sleep for at least 6 hours within 30 feet of the lotus flower gain the benefits of long-term rest as though they'd spent an entire day and night resting, and all creatures within the affected area are immune to the effects of the nightmare spell and other magical effects that affect only sleeping creatures.\n","element":["Wood"],"skill_mod":{},"summary":"The seeds of this lotus seed pod scatter with incredible ease and accuracy, quickly growing into temporary plants. ","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Creature Type","Rarity","Elemental"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2637","name":"Blooming Lotus Seed Pod","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2637"},{"item_child_id":["equipment-2638-2397","equipment-2638-2398","equipment-2638-2399","equipment-2638-2400"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"trait":["Magical","Plant","Wood"],"id":"equipment-2638","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Broadleaf Shield Source Rage of Elements pg. 200 PFS Note When using a broadleaf shield, the season is the current season where the player is located. Usage held in 1 hand Bulk L --- Though it resembles an enormous leaf freshly plucked from a tree, a broadleaf shield is extremely durable. It also regrows rapidly, fully repairing itself when broken if it's left in sunlight for 10 consecutive minutes. At each dawn, the leaf transforms to an appearance appropriate for the season. While you're wielding the shield, you gain resistance to a damage type depending on the shield's color. This resistance doubles while you have the shield raised. Pink (void resistance) In spring, the leaf is a delicate blossom-like pink and exudes the energy of life. Green (fire resistance) In summer, the leaf is a deep, rich green with a waxy coating. Orange (poison resistance) In autumn, the leaf turns orange, red, or yellow and dehydrates slightly. Brown (cold resistance) In winter, the leaf turns dead, dry, and brown. Activate—Change Season Single Action (concentrate) Frequency once per day; Effect The shield transforms as though living through seasons in a moment, becoming the color of your choice for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Broadleaf Shield Source Rage of Elements pg. 200 Price 225 gp Bulk L --- The shield has Hardness 4, HP 16, and BT 8. The resistances are 3 (6 when raised). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Broadleaf Shield (Greater) Source Rage of Elements pg. 200 Price 675 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. The resistances are 4 (8 when raised). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Broadleaf Shield (Major) Source Rage of Elements pg. 200 Price 2,750 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. The resistances are 5 (10 when raised). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Broadleaf Shield (True) Source Rage of Elements pg. 200 Price 13,750 gp Bulk L --- The shield has Hardness 10, HP 40, and BT 20. The resistances are 6 (12 when raised).","element":["Wood"],"skill_mod":{},"summary":"Though it resembles an enormous leaf freshly plucked from a tree, a broadleaf shield is extremely durable. It also regrows rapidly, fully repairing …","primary_source":"Rage of Elements","trait_group":["Mechanics","Creature Type","Elemental"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2638","name":"Broadleaf Shield","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2638"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2638","weakness":{},"price":22500,"trait":["Magical","Plant","Wood"],"id":"equipment-2638-2397","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Broadleaf Shield Source Rage of Elements pg. 200 PFS Note When using a broadleaf shield, the season is the current season where the player is located. Usage held in 1 hand Bulk L --- Though it resembles an enormous leaf freshly plucked from a tree, a broadleaf shield is extremely durable. It also regrows rapidly, fully repairing itself when broken if it's left in sunlight for 10 consecutive minutes. At each dawn, the leaf transforms to an appearance appropriate for the season. While you're wielding the shield, you gain resistance to a damage type depending on the shield's color. This resistance doubles while you have the shield raised. Pink (void resistance) In spring, the leaf is a delicate blossom-like pink and exudes the energy of life. Green (fire resistance) In summer, the leaf is a deep, rich green with a waxy coating. Orange (poison resistance) In autumn, the leaf turns orange, red, or yellow and dehydrates slightly. Brown (cold resistance) In winter, the leaf turns dead, dry, and brown. Activate—Change Season Single Action (concentrate) Frequency once per day; Effect The shield transforms as though living through seasons in a moment, becoming the color of your choice for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Broadleaf Shield Source Rage of Elements pg. 200 Price 225 gp Bulk L --- The shield has Hardness 4, HP 16, and BT 8. The resistances are 3 (6 when raised). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Broadleaf Shield (Greater) Source Rage of Elements pg. 200 Price 675 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. The resistances are 4 (8 when raised). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Broadleaf Shield (Major) Source Rage of Elements pg. 200 Price 2,750 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. The resistances are 5 (10 when raised). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Broadleaf Shield (True) Source Rage of Elements pg. 200 Price 13,750 gp Bulk L --- The shield has Hardness 10, HP 40, and BT 20. The resistances are 6 (12 when raised).","element":["Wood"],"skill_mod":{},"summary":"The shield has Hardness 4, HP 16, and BT 8. The resistances are 3 (6 when raised).","primary_source":"Rage of Elements","trait_group":["Mechanics","Creature Type","Elemental"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2638","name":"Broadleaf Shield","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2638-2397"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2638","weakness":{},"price":67500,"trait":["Magical","Plant","Wood"],"id":"equipment-2638-2398","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Broadleaf Shield Source Rage of Elements pg. 200 PFS Note When using a broadleaf shield, the season is the current season where the player is located. Usage held in 1 hand Bulk L --- Though it resembles an enormous leaf freshly plucked from a tree, a broadleaf shield is extremely durable. It also regrows rapidly, fully repairing itself when broken if it's left in sunlight for 10 consecutive minutes. At each dawn, the leaf transforms to an appearance appropriate for the season. While you're wielding the shield, you gain resistance to a damage type depending on the shield's color. This resistance doubles while you have the shield raised. Pink (void resistance) In spring, the leaf is a delicate blossom-like pink and exudes the energy of life. Green (fire resistance) In summer, the leaf is a deep, rich green with a waxy coating. Orange (poison resistance) In autumn, the leaf turns orange, red, or yellow and dehydrates slightly. Brown (cold resistance) In winter, the leaf turns dead, dry, and brown. Activate—Change Season Single Action (concentrate) Frequency once per day; Effect The shield transforms as though living through seasons in a moment, becoming the color of your choice for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Broadleaf Shield Source Rage of Elements pg. 200 Price 225 gp Bulk L --- The shield has Hardness 4, HP 16, and BT 8. The resistances are 3 (6 when raised). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Broadleaf Shield (Greater) Source Rage of Elements pg. 200 Price 675 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. The resistances are 4 (8 when raised). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Broadleaf Shield (Major) Source Rage of Elements pg. 200 Price 2,750 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. The resistances are 5 (10 when raised). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Broadleaf Shield (True) Source Rage of Elements pg. 200 Price 13,750 gp Bulk L --- The shield has Hardness 10, HP 40, and BT 20. The resistances are 6 (12 when raised).","element":["Wood"],"skill_mod":{},"summary":"The shield has Hardness 6, HP 24, and BT 12. The resistances are 4 (8 when raised).","primary_source":"Rage of Elements","trait_group":["Mechanics","Creature Type","Elemental"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2638","name":"Broadleaf Shield (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2638-2398"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2638","weakness":{},"price":275000,"trait":["Magical","Plant","Wood"],"id":"equipment-2638-2399","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Broadleaf Shield Source Rage of Elements pg. 200 PFS Note When using a broadleaf shield, the season is the current season where the player is located. Usage held in 1 hand Bulk L --- Though it resembles an enormous leaf freshly plucked from a tree, a broadleaf shield is extremely durable. It also regrows rapidly, fully repairing itself when broken if it's left in sunlight for 10 consecutive minutes. At each dawn, the leaf transforms to an appearance appropriate for the season. While you're wielding the shield, you gain resistance to a damage type depending on the shield's color. This resistance doubles while you have the shield raised. Pink (void resistance) In spring, the leaf is a delicate blossom-like pink and exudes the energy of life. Green (fire resistance) In summer, the leaf is a deep, rich green with a waxy coating. Orange (poison resistance) In autumn, the leaf turns orange, red, or yellow and dehydrates slightly. Brown (cold resistance) In winter, the leaf turns dead, dry, and brown. Activate—Change Season Single Action (concentrate) Frequency once per day; Effect The shield transforms as though living through seasons in a moment, becoming the color of your choice for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Broadleaf Shield Source Rage of Elements pg. 200 Price 225 gp Bulk L --- The shield has Hardness 4, HP 16, and BT 8. The resistances are 3 (6 when raised). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Broadleaf Shield (Greater) Source Rage of Elements pg. 200 Price 675 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. The resistances are 4 (8 when raised). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Broadleaf Shield (Major) Source Rage of Elements pg. 200 Price 2,750 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. The resistances are 5 (10 when raised). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Broadleaf Shield (True) Source Rage of Elements pg. 200 Price 13,750 gp Bulk L --- The shield has Hardness 10, HP 40, and BT 20. The resistances are 6 (12 when raised).","element":["Wood"],"skill_mod":{},"summary":"The shield has Hardness 8, HP 32, and BT 16. The resistances are 5 (10 when raised).","primary_source":"Rage of Elements","trait_group":["Mechanics","Creature Type","Elemental"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2638","name":"Broadleaf Shield (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2638-2399"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2638","weakness":{},"price":1375000,"trait":["Magical","Plant","Wood"],"id":"equipment-2638-2400","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Broadleaf Shield Source Rage of Elements pg. 200 PFS Note When using a broadleaf shield, the season is the current season where the player is located. Usage held in 1 hand Bulk L --- Though it resembles an enormous leaf freshly plucked from a tree, a broadleaf shield is extremely durable. It also regrows rapidly, fully repairing itself when broken if it's left in sunlight for 10 consecutive minutes. At each dawn, the leaf transforms to an appearance appropriate for the season. While you're wielding the shield, you gain resistance to a damage type depending on the shield's color. This resistance doubles while you have the shield raised. Pink (void resistance) In spring, the leaf is a delicate blossom-like pink and exudes the energy of life. Green (fire resistance) In summer, the leaf is a deep, rich green with a waxy coating. Orange (poison resistance) In autumn, the leaf turns orange, red, or yellow and dehydrates slightly. Brown (cold resistance) In winter, the leaf turns dead, dry, and brown. Activate—Change Season Single Action (concentrate) Frequency once per day; Effect The shield transforms as though living through seasons in a moment, becoming the color of your choice for 5 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Broadleaf Shield Source Rage of Elements pg. 200 Price 225 gp Bulk L --- The shield has Hardness 4, HP 16, and BT 8. The resistances are 3 (6 when raised). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Broadleaf Shield (Greater) Source Rage of Elements pg. 200 Price 675 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. The resistances are 4 (8 when raised). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Broadleaf Shield (Major) Source Rage of Elements pg. 200 Price 2,750 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. The resistances are 5 (10 when raised). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Broadleaf Shield (True) Source Rage of Elements pg. 200 Price 13,750 gp Bulk L --- The shield has Hardness 10, HP 40, and BT 20. The resistances are 6 (12 when raised).","element":["Wood"],"skill_mod":{},"summary":"The shield has Hardness 10, HP 40, and BT 20. The resistances are 6 (12 when raised).","primary_source":"Rage of Elements","trait_group":["Mechanics","Creature Type","Elemental"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2638","name":"Broadleaf Shield (True)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2638-2400"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":1000,"trait":["Consumable","Emotion","Magical","Uncommon","Wood"],"id":"equipment-2639","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Captivating Rosebud Source Rage of Elements pg. 200 Price 10 gp Usage held in 1 hand --- Named because of its popularity among thieves to distract any authorities in pursuit, a captivating rosebud has a near-irresistible fragrance. Activate—Scent of Roses Single Action (manipulate, mental, olfactory) Effect You throw the captivating rosebud in a square adjacent to you. The rosebud quickly sprouts into a little rosebush that lasts for 1 hour. Any creature that passes within 15 feet of the rose bush, other than yourself, must attempt a DC 18 Will save. Critical Success The creature is unaffected. Success The creature takes a –1 status penalty to Perception checks for 10 minutes. Failure As success, but a –2 penalty. Critical Failure As success, but a –2 penalty and the creature is fascinated by the rosebush. Activate—Rose Vines 10 minutes (manipulate) Effect You plant the captivating rosebud into a square adjacent to a building or other structure. It grows into a rosebush that stretches up to 30 feet tall. You and your allies can use the rosebush as a ladder to Climb easily up and down the side of the adjacent structure, but all other creatures must succeed at a DC 17 Will saving throw or fail to notice the rosebush's presence.\n","element":["Wood"],"skill_mod":{},"summary":"Named because of its popularity among thieves to distract any authorities in pursuit, a captivating rosebud has a near-irresistible fragrance. ","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Rarity","Elemental"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2639","name":"Captivating Rosebud","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2639"},{"item_child_id":["equipment-2640-2401","equipment-2640-2402","equipment-2640-2403","equipment-2640-2404"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"skill":["Crafting","Crafting","Crafting","Crafting"],"trait":["Magical","Wood"],"id":"equipment-2640","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Carver-Cutter Source Rage of Elements pg. 201 Usage held in 1 hand Bulk 1 Base Weapon Battle Axe --- Many of the experienced woodcarvers of the Plane of Wood learn to fight as well, the better to travel into hazardous areas in search of rare and beautiful types of wood for their craft. A carver-cutter serves a dual role as a weapon and a tool for felling trees and engraving wood. The +2 striking battle axe looks like an exquisitely made woodcutting axe. Activate—Carving Chisel Single Action (concentrate, manipulate) Effect You pull free a woodworking chisel stored in the knob of the axe. It can have any standard chisel shape you imagine as you activate this ability. You get a +2 item bonus to Crafting checks for woodworking if you use chisels from the carver-cutter . The chisel also functions as a main-gauche. All runes on the axe are replicated on the chisel, but only while both items are on the same person. You can Interact to reinsert the chisel. Activate—Chop Down Two Actions ; Frequency once per hour; Effect Make a Strike with the axe against a plant creature or a creature made primarily of wood. This Strike deals an additional 2d6 precision damage, and on a hit, the creature is clumsy 1 for 1 minute. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Carver-Cutter Source Rage of Elements pg. 201 Price 1,400 gp Bulk 1 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Carver-Cutter (Greater) Source Rage of Elements pg. 201 Price 3,000 gp Bulk 1 --- The axe is a +2 greater striking battle axe , and the precision damage is 3d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Carver-Cutter (Major) Source Rage of Elements pg. 201 Price 5,500 gp Bulk 1 --- The axe is a +2 keen greater striking battle axe , and the precision damage is 3d6. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Carver-Cutter (True) Source Rage of Elements pg. 201 Price 24,000 gp Bulk 1 --- The axe is a +3 keen greater striking battle axe , the Crafting bonus is +3, and the precision damage is 4d6.","element":["Wood"],"skill_mod":{},"summary":"Many of the experienced woodcarvers of the Plane of Wood learn to fight as well, the better to travel into hazardous areas in search of rare and …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2640","base_item":["Battle Axe"],"name":"Carver-Cutter","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2640"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2640","weakness":{},"price":140000,"skill":["Crafting"],"trait":["Magical","Wood"],"id":"equipment-2640-2401","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Carver-Cutter Source Rage of Elements pg. 201 Usage held in 1 hand Bulk 1 Base Weapon Battle Axe --- Many of the experienced woodcarvers of the Plane of Wood learn to fight as well, the better to travel into hazardous areas in search of rare and beautiful types of wood for their craft. A carver-cutter serves a dual role as a weapon and a tool for felling trees and engraving wood. The +2 striking battle axe looks like an exquisitely made woodcutting axe. Activate—Carving Chisel Single Action (concentrate, manipulate) Effect You pull free a woodworking chisel stored in the knob of the axe. It can have any standard chisel shape you imagine as you activate this ability. You get a +2 item bonus to Crafting checks for woodworking if you use chisels from the carver-cutter . The chisel also functions as a main-gauche. All runes on the axe are replicated on the chisel, but only while both items are on the same person. You can Interact to reinsert the chisel. Activate—Chop Down Two Actions ; Frequency once per hour; Effect Make a Strike with the axe against a plant creature or a creature made primarily of wood. This Strike deals an additional 2d6 precision damage, and on a hit, the creature is clumsy 1 for 1 minute. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Carver-Cutter Source Rage of Elements pg. 201 Price 1,400 gp Bulk 1 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Carver-Cutter (Greater) Source Rage of Elements pg. 201 Price 3,000 gp Bulk 1 --- The axe is a +2 greater striking battle axe , and the precision damage is 3d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Carver-Cutter (Major) Source Rage of Elements pg. 201 Price 5,500 gp Bulk 1 --- The axe is a +2 keen greater striking battle axe , and the precision damage is 3d6. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Carver-Cutter (True) Source Rage of Elements pg. 201 Price 24,000 gp Bulk 1 --- The axe is a +3 keen greater striking battle axe , the Crafting bonus is +3, and the precision damage is 4d6.","element":["Wood"],"skill_mod":{},"summary":"Many of the experienced woodcarvers of the Plane of Wood learn to fight as well, the better to travel into hazardous areas in search of rare and …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2640","base_item":["Battle Axe"],"name":"Carver-Cutter","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2640-2401"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2640","weakness":{},"price":300000,"skill":["Crafting"],"trait":["Magical","Wood"],"id":"equipment-2640-2402","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Carver-Cutter Source Rage of Elements pg. 201 Usage held in 1 hand Bulk 1 Base Weapon Battle Axe --- Many of the experienced woodcarvers of the Plane of Wood learn to fight as well, the better to travel into hazardous areas in search of rare and beautiful types of wood for their craft. A carver-cutter serves a dual role as a weapon and a tool for felling trees and engraving wood. The +2 striking battle axe looks like an exquisitely made woodcutting axe. Activate—Carving Chisel Single Action (concentrate, manipulate) Effect You pull free a woodworking chisel stored in the knob of the axe. It can have any standard chisel shape you imagine as you activate this ability. You get a +2 item bonus to Crafting checks for woodworking if you use chisels from the carver-cutter . The chisel also functions as a main-gauche. All runes on the axe are replicated on the chisel, but only while both items are on the same person. You can Interact to reinsert the chisel. Activate—Chop Down Two Actions ; Frequency once per hour; Effect Make a Strike with the axe against a plant creature or a creature made primarily of wood. This Strike deals an additional 2d6 precision damage, and on a hit, the creature is clumsy 1 for 1 minute. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Carver-Cutter Source Rage of Elements pg. 201 Price 1,400 gp Bulk 1 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Carver-Cutter (Greater) Source Rage of Elements pg. 201 Price 3,000 gp Bulk 1 --- The axe is a +2 greater striking battle axe , and the precision damage is 3d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Carver-Cutter (Major) Source Rage of Elements pg. 201 Price 5,500 gp Bulk 1 --- The axe is a +2 keen greater striking battle axe , and the precision damage is 3d6. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Carver-Cutter (True) Source Rage of Elements pg. 201 Price 24,000 gp Bulk 1 --- The axe is a +3 keen greater striking battle axe , the Crafting bonus is +3, and the precision damage is 4d6.","element":["Wood"],"skill_mod":{},"summary":"The axe is a +2 greater striking battle axe , and the precision damage is 3d6.","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2640","base_item":["Battle Axe"],"name":"Carver-Cutter (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2640-2402"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2640","weakness":{},"price":550000,"skill":["Crafting"],"trait":["Uncommon","Magical","Wood"],"id":"equipment-2640-2403","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Carver-Cutter Source Rage of Elements pg. 201 Usage held in 1 hand Bulk 1 Base Weapon Battle Axe --- Many of the experienced woodcarvers of the Plane of Wood learn to fight as well, the better to travel into hazardous areas in search of rare and beautiful types of wood for their craft. A carver-cutter serves a dual role as a weapon and a tool for felling trees and engraving wood. The +2 striking battle axe looks like an exquisitely made woodcutting axe. Activate—Carving Chisel Single Action (concentrate, manipulate) Effect You pull free a woodworking chisel stored in the knob of the axe. It can have any standard chisel shape you imagine as you activate this ability. You get a +2 item bonus to Crafting checks for woodworking if you use chisels from the carver-cutter . The chisel also functions as a main-gauche. All runes on the axe are replicated on the chisel, but only while both items are on the same person. You can Interact to reinsert the chisel. Activate—Chop Down Two Actions ; Frequency once per hour; Effect Make a Strike with the axe against a plant creature or a creature made primarily of wood. This Strike deals an additional 2d6 precision damage, and on a hit, the creature is clumsy 1 for 1 minute. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Carver-Cutter Source Rage of Elements pg. 201 Price 1,400 gp Bulk 1 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Carver-Cutter (Greater) Source Rage of Elements pg. 201 Price 3,000 gp Bulk 1 --- The axe is a +2 greater striking battle axe , and the precision damage is 3d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Carver-Cutter (Major) Source Rage of Elements pg. 201 Price 5,500 gp Bulk 1 --- The axe is a +2 keen greater striking battle axe , and the precision damage is 3d6. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Carver-Cutter (True) Source Rage of Elements pg. 201 Price 24,000 gp Bulk 1 --- The axe is a +3 keen greater striking battle axe , the Crafting bonus is +3, and the precision damage is 4d6.","element":["Wood"],"skill_mod":{},"summary":"The axe is a +2 keen greater striking battle axe , and the precision damage is 3d6.","primary_source":"Rage of Elements","trait_group":["Rarity","Mechanics","Elemental"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2640","base_item":["Battle Axe"],"name":"Carver-Cutter (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2640-2403"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2640","weakness":{},"price":2400000,"skill":["Crafting"],"trait":["Uncommon","Magical","Wood"],"id":"equipment-2640-2404","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Carver-Cutter Source Rage of Elements pg. 201 Usage held in 1 hand Bulk 1 Base Weapon Battle Axe --- Many of the experienced woodcarvers of the Plane of Wood learn to fight as well, the better to travel into hazardous areas in search of rare and beautiful types of wood for their craft. A carver-cutter serves a dual role as a weapon and a tool for felling trees and engraving wood. The +2 striking battle axe looks like an exquisitely made woodcutting axe. Activate—Carving Chisel Single Action (concentrate, manipulate) Effect You pull free a woodworking chisel stored in the knob of the axe. It can have any standard chisel shape you imagine as you activate this ability. You get a +2 item bonus to Crafting checks for woodworking if you use chisels from the carver-cutter . The chisel also functions as a main-gauche. All runes on the axe are replicated on the chisel, but only while both items are on the same person. You can Interact to reinsert the chisel. Activate—Chop Down Two Actions ; Frequency once per hour; Effect Make a Strike with the axe against a plant creature or a creature made primarily of wood. This Strike deals an additional 2d6 precision damage, and on a hit, the creature is clumsy 1 for 1 minute. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Carver-Cutter Source Rage of Elements pg. 201 Price 1,400 gp Bulk 1 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Carver-Cutter (Greater) Source Rage of Elements pg. 201 Price 3,000 gp Bulk 1 --- The axe is a +2 greater striking battle axe , and the precision damage is 3d6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Carver-Cutter (Major) Source Rage of Elements pg. 201 Price 5,500 gp Bulk 1 --- The axe is a +2 keen greater striking battle axe , and the precision damage is 3d6. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Carver-Cutter (True) Source Rage of Elements pg. 201 Price 24,000 gp Bulk 1 --- The axe is a +3 keen greater striking battle axe , the Crafting bonus is +3, and the precision damage is 4d6.","element":["Wood"],"skill_mod":{},"summary":"The axe is a +3 keen greater striking battle axe , the Crafting bonus is +3, and the precision damage is 4d6.","primary_source":"Rage of Elements","trait_group":["Rarity","Mechanics","Elemental"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2640","base_item":["Battle Axe"],"name":"Carver-Cutter (True)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2640-2404"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":400,"trait":["Consumable","Magical","Uncommon","Wood"],"id":"equipment-2641","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Glowing Lantern Fruit Source Rage of Elements pg. 201 Price 4 gp Usage held in 1 hand Bulk L --- The flesh of this fruit pod resembles a stylized paper lantern, with a woody, geometric structure and thin layers of flesh, complete with a glow coming from the interior. Activate—Lantern Light Single Action (manipulate) Effect The glowing lantern fruit sheds bright light in a 60-foot radius (and dim light for the next 60 feet) for 8 hours. While the light is shining, you can Interact with the glowing lantern fruit to open or close some of its reflective leaves, making the light directional like a bull's-eye lantern or a hooded lantern. Activate—Fire Fruit 10 minutes (manipulate) Effect You plant the glowing lantern fruit in the ground upside down. The petals of the lantern peel away, while the fruit inside glows hotter. For the next 8 hours, the glowing lantern fruit emits as much light and heat as a bonfire, giving all creatures within 15 feet immunity to the effects of mild and severe cold temperatures for as long as they're within the area.\n","element":["Wood"],"skill_mod":{},"summary":"The flesh of this fruit pod resembles a stylized paper lantern, with a woody, geometric structure and thin layers of flesh, complete with a glow …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Rarity","Elemental"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2641","name":"Glowing Lantern Fruit","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2641"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":125000,"trait":["Magical","Wood"],"id":"equipment-2642","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Kizidhar's Shield Source Rage of Elements pg. 201 Price 1,250 gp Usage held in 1 hand Bulk L --- This standard-grade duskwood shield is perfectly symmetrical and incredibly sturdy despite its elaborate construction. These shields are typically given to the chosen emissaries of a kizidhar shuyookh, and the shuyookh's name and title are engraved in Muan behind the shield's handle. Activate—Repair Single Action (concentrate) Frequency once per day; Effect You command the shield to repair itself, awakening the restorative magic within. For the next minute, the shield heals 3 Hit Points each round at the start of your turn. Activate—Secure Site 10 minutes (manipulate) Frequency once per day; Effect You place the kizidhar's shield into the ground at the edge of your campsite, which can't be more than 30 feet on a side, then speak the name of the kizidhar shuyookh carved into its handle. The shuyookh briefly appears just long enough to make a sweeping gesture, causing sprawling thorns to grow in an unnaturally symmetrical formation around the campsite, protecting it for the next 8 hours with an effect that's otherwise identical to wall of thorns . All creatures within the campsite are then immediately affected by a three-action heal spell cast at 4th rank by the shield. After 8 hours, the wall rots away, and the shield can be retrieved as an Interact action.\n","element":["Wood"],"skill_mod":{},"summary":"This standard-grade duskwood shield is perfectly symmetrical and incredibly sturdy despite its elaborate construction. These shields are typically …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2642","name":"Kizidhar's Shield","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2642"},{"item_child_id":["equipment-2643-2427","equipment-2643-2428","equipment-2643-2429"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"trait":["Magical","Wood"],"id":"equipment-2643","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Purifying Spoon Source Rage of Elements pg. 202 Usage held in 1 hand --- A phrase of luck is carved into the handle of this wooden teaspoon. While a variety of other cutlery with similar properties exists, a spoon is often the most convenient and inconspicuous to carry. Activate—Purify Two Actions (manipulate) Frequency once per day; Effect You stir the spoon in food or drink, casting cleanse cuisine on the substance as you stir. This small spoon can purify up to 1 gallon of food or drink. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Purifying Spoon (Teaspoon) Source Rage of Elements pg. 202 Price 10 gp <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Purifying Spoon (Tablespoon) Source Rage of Elements pg. 202 Price 20 gp --- This larger spoon can purify up to 8 gallons of food or drink. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Purifying Spoon (Ladle) Source Rage of Elements pg. 202 Price 32 gp --- This spoon is perfect for pouring heartwarming meals into bowls. It can purify up to 16 gallons of food or drink.","element":["Wood"],"skill_mod":{},"summary":"A phrase of luck is carved into the handle of this wooden teaspoon. While a variety of other cutlery with similar properties exists, a spoon is often …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2643","name":"Purifying Spoon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2643"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2643","weakness":{},"price":1000,"trait":["Magical","Wood"],"id":"equipment-2643-2427","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Purifying Spoon Source Rage of Elements pg. 202 Usage held in 1 hand --- A phrase of luck is carved into the handle of this wooden teaspoon. While a variety of other cutlery with similar properties exists, a spoon is often the most convenient and inconspicuous to carry. Activate—Purify Two Actions (manipulate) Frequency once per day; Effect You stir the spoon in food or drink, casting cleanse cuisine on the substance as you stir. This small spoon can purify up to 1 gallon of food or drink. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Purifying Spoon (Teaspoon) Source Rage of Elements pg. 202 Price 10 gp <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Purifying Spoon (Tablespoon) Source Rage of Elements pg. 202 Price 20 gp --- This larger spoon can purify up to 8 gallons of food or drink. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Purifying Spoon (Ladle) Source Rage of Elements pg. 202 Price 32 gp --- This spoon is perfect for pouring heartwarming meals into bowls. It can purify up to 16 gallons of food or drink.","element":["Wood"],"skill_mod":{},"summary":"A phrase of luck is carved into the handle of this wooden teaspoon. While a variety of other cutlery with similar properties exists, a spoon is often …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2643","name":"Purifying Spoon (Teaspoon)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2643-2427"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2643","weakness":{},"price":2000,"trait":["Magical","Wood"],"id":"equipment-2643-2428","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Purifying Spoon Source Rage of Elements pg. 202 Usage held in 1 hand --- A phrase of luck is carved into the handle of this wooden teaspoon. While a variety of other cutlery with similar properties exists, a spoon is often the most convenient and inconspicuous to carry. Activate—Purify Two Actions (manipulate) Frequency once per day; Effect You stir the spoon in food or drink, casting cleanse cuisine on the substance as you stir. This small spoon can purify up to 1 gallon of food or drink. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Purifying Spoon (Teaspoon) Source Rage of Elements pg. 202 Price 10 gp <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Purifying Spoon (Tablespoon) Source Rage of Elements pg. 202 Price 20 gp --- This larger spoon can purify up to 8 gallons of food or drink. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Purifying Spoon (Ladle) Source Rage of Elements pg. 202 Price 32 gp --- This spoon is perfect for pouring heartwarming meals into bowls. It can purify up to 16 gallons of food or drink.","element":["Wood"],"skill_mod":{},"summary":"This larger spoon can purify up to 8 gallons of food or drink.","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2643","name":"Purifying Spoon (Tablespoon)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2643-2428"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-2643","weakness":{},"price":3200,"trait":["Magical","Wood"],"id":"equipment-2643-2429","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Purifying Spoon Source Rage of Elements pg. 202 Usage held in 1 hand --- A phrase of luck is carved into the handle of this wooden teaspoon. While a variety of other cutlery with similar properties exists, a spoon is often the most convenient and inconspicuous to carry. Activate—Purify Two Actions (manipulate) Frequency once per day; Effect You stir the spoon in food or drink, casting cleanse cuisine on the substance as you stir. This small spoon can purify up to 1 gallon of food or drink. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Purifying Spoon (Teaspoon) Source Rage of Elements pg. 202 Price 10 gp <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Purifying Spoon (Tablespoon) Source Rage of Elements pg. 202 Price 20 gp --- This larger spoon can purify up to 8 gallons of food or drink. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Purifying Spoon (Ladle) Source Rage of Elements pg. 202 Price 32 gp --- This spoon is perfect for pouring heartwarming meals into bowls. It can purify up to 16 gallons of food or drink.","element":["Wood"],"skill_mod":{},"summary":"This spoon is perfect for pouring heartwarming meals into bowls. It can purify up to 16 gallons of food or drink.","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2643","name":"Purifying Spoon (Ladle)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2643-2429"},{"item_child_id":["equipment-2644-2430","equipment-2644-2431","equipment-2644-2432","equipment-2644-2433"],"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["Rage of Elements"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"trait":["Magical","Plant","Wood"],"id":"equipment-2644","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Rooting Source Rage of Elements pg. 202 Usage etched onto a melee weapon --- Small roots grow along the surface of the weapon, clinging tightly to its contours. On a critical hit with the weapon, roots grow from the target. It's immobilized for 1 round (Escape DC 23) and clumsy 1 for as long as the immobilization lasts. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Rooting Source Rage of Elements pg. 202 Price 360 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Rooting (Greater) Source Rage of Elements pg. 202 Price 1,400 gp --- The Escape DC is 28. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Rooting (Major) Source Rage of Elements pg. 202 Price 6,500 gp --- The Escape DC is 34. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Rooting (True) Source Rage of Elements pg. 202 Price 40,000 gp --- The Escape DC is 41.","element":["Wood"],"skill_mod":{},"summary":"Small roots grow along the surface of the weapon, clinging tightly to its contours. On a critical hit with the weapon, roots grow from the target. …","primary_source":"Rage of Elements","trait_group":["Mechanics","Creature Type","Elemental"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2644","name":"Rooting","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2644"},{"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["Rage of Elements"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2644","weakness":{},"price":36000,"trait":["Magical","Plant","Wood"],"id":"equipment-2644-2430","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Rooting Source Rage of Elements pg. 202 Usage etched onto a melee weapon --- Small roots grow along the surface of the weapon, clinging tightly to its contours. On a critical hit with the weapon, roots grow from the target. It's immobilized for 1 round (Escape DC 23) and clumsy 1 for as long as the immobilization lasts. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Rooting Source Rage of Elements pg. 202 Price 360 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Rooting (Greater) Source Rage of Elements pg. 202 Price 1,400 gp --- The Escape DC is 28. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Rooting (Major) Source Rage of Elements pg. 202 Price 6,500 gp --- The Escape DC is 34. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Rooting (True) Source Rage of Elements pg. 202 Price 40,000 gp --- The Escape DC is 41.","element":["Wood"],"skill_mod":{},"summary":"Small roots grow along the surface of the weapon, clinging tightly to its contours. On a critical hit with the weapon, roots grow from the target. …","primary_source":"Rage of Elements","trait_group":["Mechanics","Creature Type","Elemental"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2644","name":"Rooting","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2644-2430"},{"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["Rage of Elements"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2644","weakness":{},"price":140000,"trait":["Magical","Plant","Wood"],"id":"equipment-2644-2431","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Rooting Source Rage of Elements pg. 202 Usage etched onto a melee weapon --- Small roots grow along the surface of the weapon, clinging tightly to its contours. On a critical hit with the weapon, roots grow from the target. It's immobilized for 1 round (Escape DC 23) and clumsy 1 for as long as the immobilization lasts. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Rooting Source Rage of Elements pg. 202 Price 360 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Rooting (Greater) Source Rage of Elements pg. 202 Price 1,400 gp --- The Escape DC is 28. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Rooting (Major) Source Rage of Elements pg. 202 Price 6,500 gp --- The Escape DC is 34. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Rooting (True) Source Rage of Elements pg. 202 Price 40,000 gp --- The Escape DC is 41.","element":["Wood"],"skill_mod":{},"summary":"The Escape DC is 28.","primary_source":"Rage of Elements","trait_group":["Mechanics","Creature Type","Elemental"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2644","name":"Rooting (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2644-2431"},{"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["Rage of Elements"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2644","weakness":{},"price":650000,"trait":["Magical","Plant","Wood"],"id":"equipment-2644-2432","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Rooting Source Rage of Elements pg. 202 Usage etched onto a melee weapon --- Small roots grow along the surface of the weapon, clinging tightly to its contours. On a critical hit with the weapon, roots grow from the target. It's immobilized for 1 round (Escape DC 23) and clumsy 1 for as long as the immobilization lasts. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Rooting Source Rage of Elements pg. 202 Price 360 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Rooting (Greater) Source Rage of Elements pg. 202 Price 1,400 gp --- The Escape DC is 28. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Rooting (Major) Source Rage of Elements pg. 202 Price 6,500 gp --- The Escape DC is 34. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Rooting (True) Source Rage of Elements pg. 202 Price 40,000 gp --- The Escape DC is 41.","element":["Wood"],"skill_mod":{},"summary":"The Escape DC is 34.","primary_source":"Rage of Elements","trait_group":["Mechanics","Creature Type","Elemental"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2644","name":"Rooting (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2644-2432"},{"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["Rage of Elements"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2644","weakness":{},"price":4000000,"trait":["Magical","Plant","Wood"],"id":"equipment-2644-2433","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Rooting Source Rage of Elements pg. 202 Usage etched onto a melee weapon --- Small roots grow along the surface of the weapon, clinging tightly to its contours. On a critical hit with the weapon, roots grow from the target. It's immobilized for 1 round (Escape DC 23) and clumsy 1 for as long as the immobilization lasts. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Rooting Source Rage of Elements pg. 202 Price 360 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Rooting (Greater) Source Rage of Elements pg. 202 Price 1,400 gp --- The Escape DC is 28. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Rooting (Major) Source Rage of Elements pg. 202 Price 6,500 gp --- The Escape DC is 34. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Rooting (True) Source Rage of Elements pg. 202 Price 40,000 gp --- The Escape DC is 41.","element":["Wood"],"skill_mod":{},"summary":"The Escape DC is 41.","primary_source":"Rage of Elements","trait_group":["Mechanics","Creature Type","Elemental"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2644","name":"Rooting (True)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2644-2433"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":200000,"trait":["Magical","Uncommon","Wood"],"id":"equipment-2645","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Sandalwood Fan Source Rage of Elements pg. 202 Price 2,000 gp Usage held in 1 hand Bulk L --- This ornate fan's carving depicts a particular tableau from the Plane of Wood, often of the site where the fan was created. Fanning it through the air creates a sandalwood-scented breeze and a crackling of magic. A sandalwood fan is a planar key for interplanar teleport and similar magic. The sandalwood fan makes it more likely for you to arrive where you intended, appearing 1d6×25 miles from your intended destination instead of the usual error range. This distance is further reduced to 1d4×25 miles if your destination is the scenery depicted on the fan. Activate—Plant Speech 1 minute (manipulate) Frequency once per day; Effect The sandalwood fan casts speak with plants and translate for Fey and Muan on you. In addition to conversing with nearby plants, you can also communicate with any living plants you've spoken with in the past using this fan. These plants must either be on the same plane as you or on the Plane of Wood. Activate—Cloud of Leaves Two Actions (manipulate) Frequency once per day; Effect You summon leaves that protect your allies and identify enemies. All allies and indifferent creatures within 30 feet of you gain lesser cover for 1 round, while enemies come under the effect of revealing light for 1 minute.\n","element":["Wood"],"skill_mod":{},"summary":"This ornate fan's carving depicts a particular tableau from the Plane of Wood , often of the site where the fan was created. Fanning it through the …","primary_source":"Rage of Elements","trait_group":["Mechanics","Rarity","Elemental"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2645","name":"Sandalwood Fan","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2645"},{"item_child_id":["equipment-2646-2434","equipment-2646-2435","equipment-2646-2436"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Magical","Wood"],"id":"equipment-2646","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Splintering Spear Source Rage of Elements pg. 202 Usage held in 1 hand Bulk L Base Weapon Spear --- The entirety of this +2 duskwood greater striking spear is made of worn, cracked, splintered wood, including the spearhead. These splinters never harm you when you hold the weapon, but when you hit with the spear, splinters break off in the target, dealing 1d6 persistent bleed damage. Activate—Shatter Two Actions ; Frequency once per day; Effect You smash the spear into the ground or another nearby surface, shattering it into thousands of duskwood splinters in your choice of a 30-foot cone or a 10-foot emanation. Each creature in the area takes 12d6 piercing damage with a DC 30 basic Reflex save. A creature that fails also takes the same amount of persistent bleed damage as the spear deals on a hit. The spear regrows into its full form at the end of this turn. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Splinter Spear Source Rage of Elements pg. 202 Price 2,700 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Splinter Spear (Greater) Source Rage of Elements pg. 202 Price 15,000 gp Bulk L --- The spear is a +3 high-grade duskwood greater striking spear , and the activation's damage is 16d6 (DC 37). <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Splinter Spear (Major) Source Rage of Elements pg. 202 Price 60,000 gp Bulk L --- The spear is a +3 high-grade duskwood major striking spear , and the activation's damage is 18d6 (DC 43).","element":["Wood"],"skill_mod":{},"summary":"The entirety of this +2 duskwood greater striking spear is made of worn, cracked, splintered wood, including the spearhead. These splinters …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2646","base_item":["Spear"],"name":"Splintering Spear","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2646"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2646","weakness":{},"price":270000,"trait":["Magical","Wood"],"id":"equipment-2646-2434","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Splintering Spear Source Rage of Elements pg. 202 Usage held in 1 hand Bulk L Base Weapon Spear --- The entirety of this +2 duskwood greater striking spear is made of worn, cracked, splintered wood, including the spearhead. These splinters never harm you when you hold the weapon, but when you hit with the spear, splinters break off in the target, dealing 1d6 persistent bleed damage. Activate—Shatter Two Actions ; Frequency once per day; Effect You smash the spear into the ground or another nearby surface, shattering it into thousands of duskwood splinters in your choice of a 30-foot cone or a 10-foot emanation. Each creature in the area takes 12d6 piercing damage with a DC 30 basic Reflex save. A creature that fails also takes the same amount of persistent bleed damage as the spear deals on a hit. The spear regrows into its full form at the end of this turn. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Splinter Spear Source Rage of Elements pg. 202 Price 2,700 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Splinter Spear (Greater) Source Rage of Elements pg. 202 Price 15,000 gp Bulk L --- The spear is a +3 high-grade duskwood greater striking spear , and the activation's damage is 16d6 (DC 37). <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Splinter Spear (Major) Source Rage of Elements pg. 202 Price 60,000 gp Bulk L --- The spear is a +3 high-grade duskwood major striking spear , and the activation's damage is 18d6 (DC 43).","element":["Wood"],"skill_mod":{},"summary":"The entirety of this +2 duskwood greater striking spear is made of worn, cracked, splintered wood, including the spearhead. These splinters …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2646","base_item":["Spear"],"name":"Splinter Spear","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2646-2434"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2646","weakness":{},"price":1500000,"trait":["Magical","Wood"],"id":"equipment-2646-2435","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Splintering Spear Source Rage of Elements pg. 202 Usage held in 1 hand Bulk L Base Weapon Spear --- The entirety of this +2 duskwood greater striking spear is made of worn, cracked, splintered wood, including the spearhead. These splinters never harm you when you hold the weapon, but when you hit with the spear, splinters break off in the target, dealing 1d6 persistent bleed damage. Activate—Shatter Two Actions ; Frequency once per day; Effect You smash the spear into the ground or another nearby surface, shattering it into thousands of duskwood splinters in your choice of a 30-foot cone or a 10-foot emanation. Each creature in the area takes 12d6 piercing damage with a DC 30 basic Reflex save. A creature that fails also takes the same amount of persistent bleed damage as the spear deals on a hit. The spear regrows into its full form at the end of this turn. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Splinter Spear Source Rage of Elements pg. 202 Price 2,700 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Splinter Spear (Greater) Source Rage of Elements pg. 202 Price 15,000 gp Bulk L --- The spear is a +3 high-grade duskwood greater striking spear , and the activation's damage is 16d6 (DC 37). <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Splinter Spear (Major) Source Rage of Elements pg. 202 Price 60,000 gp Bulk L --- The spear is a +3 high-grade duskwood major striking spear , and the activation's damage is 18d6 (DC 43).","element":["Wood"],"skill_mod":{},"summary":"The spear is a +3 high-grade duskwood greater striking spear , and the activation's damage is 16d6 (DC 37).","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2646","base_item":["Spear"],"name":"Splinter Spear (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2646-2435"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2646","weakness":{},"price":6000000,"trait":["Magical","Wood"],"id":"equipment-2646-2436","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Splintering Spear Source Rage of Elements pg. 202 Usage held in 1 hand Bulk L Base Weapon Spear --- The entirety of this +2 duskwood greater striking spear is made of worn, cracked, splintered wood, including the spearhead. These splinters never harm you when you hold the weapon, but when you hit with the spear, splinters break off in the target, dealing 1d6 persistent bleed damage. Activate—Shatter Two Actions ; Frequency once per day; Effect You smash the spear into the ground or another nearby surface, shattering it into thousands of duskwood splinters in your choice of a 30-foot cone or a 10-foot emanation. Each creature in the area takes 12d6 piercing damage with a DC 30 basic Reflex save. A creature that fails also takes the same amount of persistent bleed damage as the spear deals on a hit. The spear regrows into its full form at the end of this turn. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Splinter Spear Source Rage of Elements pg. 202 Price 2,700 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Splinter Spear (Greater) Source Rage of Elements pg. 202 Price 15,000 gp Bulk L --- The spear is a +3 high-grade duskwood greater striking spear , and the activation's damage is 16d6 (DC 37). <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Splinter Spear (Major) Source Rage of Elements pg. 202 Price 60,000 gp Bulk L --- The spear is a +3 high-grade duskwood major striking spear , and the activation's damage is 18d6 (DC 43).","element":["Wood"],"skill_mod":{},"summary":"The spear is a +3 high-grade duskwood major striking spear , and the activation's damage is 18d6 (DC 43).","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2646","base_item":["Spear"],"name":"Splinter Spear (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2646-2436"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1200,"trait":["Consumable","Magical","Plant","Wood"],"id":"equipment-2647","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Tailor's Boll Source Rage of Elements pg. 202 Price 12 gp Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- Harvested from one of the rainbow fields of the Plane of Wood, this cotton boll is filled with multicolored fibers. When you Activate the boll, you make a request for a bespoke set of non-magical explorer's clothing or fine clothing. The hard fibers and seeds leap from your hand to spin and weave, cotton flying through the air at incredible speed to make cloth and thread. The clothing is ready at the start of your next turn, in the most convenient spot nearby for hanging the clothing or laying it flat. If you hold clothing in your other hand when you activate the boll, the boll instead reweaves that item to match the style you specified. This can't change the type of item; you couldn't turn fine clothing into explorer's clothing or winter clothing, for example.\n","element":["Wood"],"skill_mod":{},"summary":"Harvested from one of the rainbow fields of the Plane of Wood , this cotton boll is filled with multicolored fibers. When you Activate the boll, you …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Creature Type","Elemental"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2647","name":"Tailor's Boll","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2647"},{"item_child_id":["equipment-2648-2437","equipment-2648-2438","equipment-2648-2439"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Rage of Elements"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":85000,"skill":["Nature","Nature","Nature","Deception","Deception","Deception"],"trait":["Invested","Magical","Wood"],"id":"equipment-2648","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Tales in Timber Source Rage of Elements pg. 202 Price 850 gp Usage worn armor Bulk 2 Base Armor Wooden Breastplate --- Dozens of pictorial stories—told in wood carvings, painting, or pyrography—adorn every outer surface of this +1 resilient wooden breastplate . All are old, and many truly ancient, depicting tales set eons ago on the Plane of Wood. You gain a +2 item bonus to Nature checks to Recall Knowledge. If you know the collective memories ritual, you can use Nature instead of Occultism if you're the primary caster. Activate—Statue Disguise Two Actions ; Frequency once per day; Effect The armor makes you look like a wooden statue version of one of the creatures depicted on the armor for 1 hour. This is a 3rd-rank illusory disguise , but it can make you look like any creature depicted on the armor. This doesn't change your size or the capabilities of your body, and it scales the appearance of the creature to match yours. You can Dismiss the activation. This disguise is just real enough to make you somewhat closer to a creature of wood. You're affected by two spells while it lasts: oaken resilience and speak with plants . If you stand still, you gain a +2 item bonus to Deception checks and DCs to appear as an inanimate wooden statue, in addition to the status bonus to Deception from illusory disguise . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tales in Timber Source Rage of Elements pg. 202 Price 1,000 gp Bulk 2 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Tales in Timber (Greater) Source Rage of Elements pg. 202 Price 2,800 gp Bulk 2 --- The armor is +2 resilient wooden breastplate , and the oaken resilience is 4th rank. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Tales in Timber (Major) Source Rage of Elements pg. 202 Price 22,000 gp Bulk 2 --- The armor is +2 greater resilient wooden breastplate , the item bonus to Nature checks is +3, and the oaken resilience is 6th rank.","element":["Wood"],"skill_mod":{},"summary":"Dozens of pictorial stories—told in wood carvings, painting, or pyrography—adorn every outer surface of this +1 resilient wooden breastplate . …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2648","base_item":["Wooden Breastplate"],"name":"Tales in Timber","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2648"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Rage of Elements"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2648","weakness":{},"price":100000,"skill":["Nature","Deception"],"trait":["Invested","Magical","Wood"],"id":"equipment-2648-2437","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Tales in Timber Source Rage of Elements pg. 202 Price 850 gp Usage worn armor Bulk 2 Base Armor Wooden Breastplate --- Dozens of pictorial stories—told in wood carvings, painting, or pyrography—adorn every outer surface of this +1 resilient wooden breastplate . All are old, and many truly ancient, depicting tales set eons ago on the Plane of Wood. You gain a +2 item bonus to Nature checks to Recall Knowledge. If you know the collective memories ritual, you can use Nature instead of Occultism if you're the primary caster. Activate—Statue Disguise Two Actions ; Frequency once per day; Effect The armor makes you look like a wooden statue version of one of the creatures depicted on the armor for 1 hour. This is a 3rd-rank illusory disguise , but it can make you look like any creature depicted on the armor. This doesn't change your size or the capabilities of your body, and it scales the appearance of the creature to match yours. You can Dismiss the activation. This disguise is just real enough to make you somewhat closer to a creature of wood. You're affected by two spells while it lasts: oaken resilience and speak with plants . If you stand still, you gain a +2 item bonus to Deception checks and DCs to appear as an inanimate wooden statue, in addition to the status bonus to Deception from illusory disguise . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tales in Timber Source Rage of Elements pg. 202 Price 1,000 gp Bulk 2 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Tales in Timber (Greater) Source Rage of Elements pg. 202 Price 2,800 gp Bulk 2 --- The armor is +2 resilient wooden breastplate , and the oaken resilience is 4th rank. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Tales in Timber (Major) Source Rage of Elements pg. 202 Price 22,000 gp Bulk 2 --- The armor is +2 greater resilient wooden breastplate , the item bonus to Nature checks is +3, and the oaken resilience is 6th rank.","element":["Wood"],"skill_mod":{},"summary":"Dozens of pictorial stories—told in wood carvings, painting, or pyrography—adorn every outer surface of this +1 resilient wooden breastplate . …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2648","base_item":["Wooden Breastplate"],"name":"Tales in Timber","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2648-2437"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Rage of Elements"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2648","weakness":{},"price":280000,"skill":["Nature","Deception"],"trait":["Invested","Magical","Wood"],"id":"equipment-2648-2438","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Tales in Timber Source Rage of Elements pg. 202 Price 850 gp Usage worn armor Bulk 2 Base Armor Wooden Breastplate --- Dozens of pictorial stories—told in wood carvings, painting, or pyrography—adorn every outer surface of this +1 resilient wooden breastplate . All are old, and many truly ancient, depicting tales set eons ago on the Plane of Wood. You gain a +2 item bonus to Nature checks to Recall Knowledge. If you know the collective memories ritual, you can use Nature instead of Occultism if you're the primary caster. Activate—Statue Disguise Two Actions ; Frequency once per day; Effect The armor makes you look like a wooden statue version of one of the creatures depicted on the armor for 1 hour. This is a 3rd-rank illusory disguise , but it can make you look like any creature depicted on the armor. This doesn't change your size or the capabilities of your body, and it scales the appearance of the creature to match yours. You can Dismiss the activation. This disguise is just real enough to make you somewhat closer to a creature of wood. You're affected by two spells while it lasts: oaken resilience and speak with plants . If you stand still, you gain a +2 item bonus to Deception checks and DCs to appear as an inanimate wooden statue, in addition to the status bonus to Deception from illusory disguise . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tales in Timber Source Rage of Elements pg. 202 Price 1,000 gp Bulk 2 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Tales in Timber (Greater) Source Rage of Elements pg. 202 Price 2,800 gp Bulk 2 --- The armor is +2 resilient wooden breastplate , and the oaken resilience is 4th rank. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Tales in Timber (Major) Source Rage of Elements pg. 202 Price 22,000 gp Bulk 2 --- The armor is +2 greater resilient wooden breastplate , the item bonus to Nature checks is +3, and the oaken resilience is 6th rank.","element":["Wood"],"skill_mod":{},"summary":"The armor is +2 resilient wooden breastplate , and the oaken resilience is 4th rank.","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2648","base_item":["Wooden Breastplate"],"name":"Tales in Timber (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2648-2438"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Rage of Elements"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2648","weakness":{},"price":2200000,"skill":["Nature","Deception"],"trait":["Invested","Magical","Wood"],"id":"equipment-2648-2439","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Tales in Timber Source Rage of Elements pg. 202 Price 850 gp Usage worn armor Bulk 2 Base Armor Wooden Breastplate --- Dozens of pictorial stories—told in wood carvings, painting, or pyrography—adorn every outer surface of this +1 resilient wooden breastplate . All are old, and many truly ancient, depicting tales set eons ago on the Plane of Wood. You gain a +2 item bonus to Nature checks to Recall Knowledge. If you know the collective memories ritual, you can use Nature instead of Occultism if you're the primary caster. Activate—Statue Disguise Two Actions ; Frequency once per day; Effect The armor makes you look like a wooden statue version of one of the creatures depicted on the armor for 1 hour. This is a 3rd-rank illusory disguise , but it can make you look like any creature depicted on the armor. This doesn't change your size or the capabilities of your body, and it scales the appearance of the creature to match yours. You can Dismiss the activation. This disguise is just real enough to make you somewhat closer to a creature of wood. You're affected by two spells while it lasts: oaken resilience and speak with plants . If you stand still, you gain a +2 item bonus to Deception checks and DCs to appear as an inanimate wooden statue, in addition to the status bonus to Deception from illusory disguise . <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Tales in Timber Source Rage of Elements pg. 202 Price 1,000 gp Bulk 2 <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Tales in Timber (Greater) Source Rage of Elements pg. 202 Price 2,800 gp Bulk 2 --- The armor is +2 resilient wooden breastplate , and the oaken resilience is 4th rank. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Tales in Timber (Major) Source Rage of Elements pg. 202 Price 22,000 gp Bulk 2 --- The armor is +2 greater resilient wooden breastplate , the item bonus to Nature checks is +3, and the oaken resilience is 6th rank.","element":["Wood"],"skill_mod":{},"summary":"The armor is +2 greater resilient wooden breastplate , the item bonus to Nature checks is +3, and the oaken resilience is 6th rank.","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Elemental"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2648","base_item":["Wooden Breastplate"],"name":"Tales in Timber (Major)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2648-2439"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":8500,"trait":["Consumable","Magical","Plant","Uncommon","Wood"],"id":"equipment-2649","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Therapeutic Snap Peas Source Rage of Elements pg. 203 Price 85 gp Usage held in 1 hand --- Affectionately called “the healer's kit of the Plane of Wood,” therapeutic snap peas are specially cultivated snap pea pods overflowing with restorative magic. Activate—Healing Pod Two Actions (concentrate, manipulate) Effect You break the snap pea pod in half, unleashing its restorative healing energy. Up to 5 creatures of your choice within 30 feet regain 4d8+10 Hit Points and gain a +2 item bonus to all saves against poisons or diseases for 1 minute. Activate—Beanstalk 10 minutes (manipulate) Effect You plant the therapeutic snap peas in a square of open ground, after which they rapidly grow into a 10-foot-tall beanstalk that remains in place for 8 hours. The beanstalk's enormous pea pods provide a full day's food for up to 8 living creatures of size Large or smaller, which must be eaten before the beanstalk expires. Any creature that eats the pea pods also immediately heals 30 Hit Points and can attempt a new saving throw against one poison or disease afflicting them.\n","element":["Wood"],"skill_mod":{},"summary":"Affectionately called “the healer's kit of the Plane of Wood ,” therapeutic snap peas are specially cultivated snap pea pods overflowing with …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Creature Type","Rarity","Elemental"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2649","name":"Therapeutic Snap Peas","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2649"},{"item_child_id":["equipment-2650-2440","equipment-2650-2441","equipment-2650-2442"],"primary_source_category":"Rulebooks","usage":"affixed to non-metal armor or a weapon","source":["Rage of Elements"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"trait":["Magical","Spellheart","Wood"],"id":"equipment-2650","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Thorn Triad Source Rage of Elements pg. 203 Usage affixed to non-metal armor or a weapon --- From each corner of this carved, triangular badge extends a long, sharp thorn. The spell DC of any spell cast by activating this item is 18. Armor After you cast a plant spell by activating the triad, you gain resistance 2 to bludgeoning and piercing damage and weakness 3 to fire until the end of your next turn, or double the resistance for a non-cantrip spell. Weapon After you cast a plant spell by activating the triad, thorns erupt from the weapon. Your Strikes with the weapon deal an additional 1d4 persistent bleed damage until the end of your next turn. Activate Cast a Spell Effect You cast timber . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Thorn Triad Source Rage of Elements pg. 203 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thorn Triad (Greater) Source Rage of Elements pg. 203 Price 450 gp --- Resistance when affixed to armor is 4, extra damage affixed to a weapon is 1d6, and spell DC is 24. Activate Cast a Spell Frequency once per day; Effect You cast wall of thorns . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Thorn Triad (Major) Source Rage of Elements pg. 203 Price 1,800 gp --- Resistance when affixed to armor is 6, extra damage affixed to a weapon is 1d8, and spell DC is 29. Activate Cast a Spell Frequency once per day; Effect You cast 4th-rank wall of thorns . Activate Cast a Spell Frequency once per day; Effect You cast petal storm .","element":["Wood"],"skill_mod":{},"summary":"From each corner of this carved, triangular badge extends a long, sharp thorn. The spell DC of any spell cast by activating this item is 18. Armor …","primary_source":"Rage of Elements","trait_group":["Mechanics","Equipment","Elemental"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2650","name":"Thorn Triad","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2650"},{"primary_source_category":"Rulebooks","usage":"affixed to non-metal armor or a weapon","source":["Rage of Elements"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2650","weakness":{},"price":9000,"trait":["Magical","Spellheart","Wood"],"id":"equipment-2650-2440","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Thorn Triad Source Rage of Elements pg. 203 Usage affixed to non-metal armor or a weapon --- From each corner of this carved, triangular badge extends a long, sharp thorn. The spell DC of any spell cast by activating this item is 18. Armor After you cast a plant spell by activating the triad, you gain resistance 2 to bludgeoning and piercing damage and weakness 3 to fire until the end of your next turn, or double the resistance for a non-cantrip spell. Weapon After you cast a plant spell by activating the triad, thorns erupt from the weapon. Your Strikes with the weapon deal an additional 1d4 persistent bleed damage until the end of your next turn. Activate Cast a Spell Effect You cast timber . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Thorn Triad Source Rage of Elements pg. 203 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thorn Triad (Greater) Source Rage of Elements pg. 203 Price 450 gp --- Resistance when affixed to armor is 4, extra damage affixed to a weapon is 1d6, and spell DC is 24. Activate Cast a Spell Frequency once per day; Effect You cast wall of thorns . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Thorn Triad (Major) Source Rage of Elements pg. 203 Price 1,800 gp --- Resistance when affixed to armor is 6, extra damage affixed to a weapon is 1d8, and spell DC is 29. Activate Cast a Spell Frequency once per day; Effect You cast 4th-rank wall of thorns . Activate Cast a Spell Frequency once per day; Effect You cast petal storm .","element":["Wood"],"skill_mod":{},"summary":"From each corner of this carved, triangular badge extends a long, sharp thorn. The spell DC of any spell cast by activating this item is 18. Armor …","primary_source":"Rage of Elements","trait_group":["Mechanics","Equipment","Elemental"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2650","name":"Thorn Triad","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2650-2440"},{"primary_source_category":"Rulebooks","usage":"affixed to non-metal armor or a weapon","source":["Rage of Elements"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2650","weakness":{},"price":45000,"trait":["Magical","Spellheart","Wood"],"id":"equipment-2650-2441","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Thorn Triad Source Rage of Elements pg. 203 Usage affixed to non-metal armor or a weapon --- From each corner of this carved, triangular badge extends a long, sharp thorn. The spell DC of any spell cast by activating this item is 18. Armor After you cast a plant spell by activating the triad, you gain resistance 2 to bludgeoning and piercing damage and weakness 3 to fire until the end of your next turn, or double the resistance for a non-cantrip spell. Weapon After you cast a plant spell by activating the triad, thorns erupt from the weapon. Your Strikes with the weapon deal an additional 1d4 persistent bleed damage until the end of your next turn. Activate Cast a Spell Effect You cast timber . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Thorn Triad Source Rage of Elements pg. 203 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thorn Triad (Greater) Source Rage of Elements pg. 203 Price 450 gp --- Resistance when affixed to armor is 4, extra damage affixed to a weapon is 1d6, and spell DC is 24. Activate Cast a Spell Frequency once per day; Effect You cast wall of thorns . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Thorn Triad (Major) Source Rage of Elements pg. 203 Price 1,800 gp --- Resistance when affixed to armor is 6, extra damage affixed to a weapon is 1d8, and spell DC is 29. Activate Cast a Spell Frequency once per day; Effect You cast 4th-rank wall of thorns . Activate Cast a Spell Frequency once per day; Effect You cast petal storm .","element":["Wood"],"skill_mod":{},"summary":"Resistance when affixed to armor is 4, extra damage affixed to a weapon is 1d6, and spell DC is 24.","primary_source":"Rage of Elements","trait_group":["Mechanics","Equipment","Elemental"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2650","name":"Thorn Triad (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2650-2441"},{"primary_source_category":"Rulebooks","usage":"affixed to non-metal armor or a weapon","source":["Rage of Elements"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-2650","weakness":{},"price":180000,"trait":["Magical","Spellheart","Wood"],"id":"equipment-2650-2442","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Thorn Triad Source Rage of Elements pg. 203 Usage affixed to non-metal armor or a weapon --- From each corner of this carved, triangular badge extends a long, sharp thorn. The spell DC of any spell cast by activating this item is 18. Armor After you cast a plant spell by activating the triad, you gain resistance 2 to bludgeoning and piercing damage and weakness 3 to fire until the end of your next turn, or double the resistance for a non-cantrip spell. Weapon After you cast a plant spell by activating the triad, thorns erupt from the weapon. Your Strikes with the weapon deal an additional 1d4 persistent bleed damage until the end of your next turn. Activate Cast a Spell Effect You cast timber . <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Thorn Triad Source Rage of Elements pg. 203 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thorn Triad (Greater) Source Rage of Elements pg. 203 Price 450 gp --- Resistance when affixed to armor is 4, extra damage affixed to a weapon is 1d6, and spell DC is 24. Activate Cast a Spell Frequency once per day; Effect You cast wall of thorns . <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Thorn Triad (Major) Source Rage of Elements pg. 203 Price 1,800 gp --- Resistance when affixed to armor is 6, extra damage affixed to a weapon is 1d8, and spell DC is 29. Activate Cast a Spell Frequency once per day; Effect You cast 4th-rank wall of thorns . Activate Cast a Spell Frequency once per day; Effect You cast petal storm .","element":["Wood"],"skill_mod":{},"summary":"Resistance when affixed to armor is 6, extra damage affixed to a weapon is 1d8, and spell DC is 29.","primary_source":"Rage of Elements","trait_group":["Mechanics","Equipment","Elemental"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2650","name":"Thorn Triad (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2650-2442"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":2000,"trait":["Magical","Wood"],"id":"equipment-2651","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Versatile Tinderbox Source Rage of Elements pg. 203 Price 20 gp Usage held in 1 hand --- A fine case carved from elegant wood, this tinderbox holds twigs and strips of wood in a selection of six colors. In a typical versatile tinderbox , these colors are black, blue, green, magenta, yellow, and violet. When used in lighting a fire, colored tinder alters the flames' color and smoke to match. The box is perfectly carved and constructed to hold tinder, keeping it completely dry, but is incapable of closing if used to hold anything else. The tinderbox replenishes itself; it's never out of tinder when its owner is in need, but it never produces a surplus of tinder either.\n","element":["Wood"],"skill_mod":{},"summary":"A fine case carved from elegant wood, this tinderbox holds twigs and strips of wood in a selection of six colors. In a typical versatile tinderbox , …","primary_source":"Rage of Elements","trait_group":["Mechanics","Elemental"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2651","name":"Versatile Tinderbox","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2651"},{"skill_mod":{},"summary":"This device is made from two metal discs, one slightly smaller than the other, each bearing a variety of runes and symbols along their outer edges. …","primary_source":"Rage of Elements","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":16,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2652","weakness":{},"price":900000,"name":"Cipher of the Elemental Planes","trait":["Magical","Rare"],"id":"equipment-2652","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Cipher of the Elemental Planes Source Rage of Elements pg. 224 Price 9,000 gp Usage held in 1 hand Bulk L --- This device is made from two metal discs, one slightly smaller than the other, each bearing a variety of runes and symbols along their outer edges. The center ring typically shows a rune for each elemental plane, and many older ciphers include only the planes of air, earth, fire, and water. A thick, golden pin in the center of both discs holds them together. Activate—Align to Plane Two Actions (manipulate, scrying, visual) Effect You turn the discs to align symbols, creating a minute planar gateway as large as a keyhole. You can look through it to view a location in an elemental plane. Each cipher connects to 12 locations on each elemental plane—typically large settlements. Anyone holding the cipher can understand the primary language of the plane the cipher is aligned to. A cipher of the planes can be used in place of a planar key for interplanar teleport and similar magic for travel to the plane it's aligned to. When it's used this way, you arrive unerringly at the location the cipher is aligned to.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2652"},{"item_child_id":["equipment-2653-2443","equipment-2653-2444","equipment-2653-2445"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Magical","Uncommon"],"id":"equipment-2653","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Elemental Fragment Source Rage of Elements pg. 224 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- This chunk of solidified planar energy is as large as a walnut and comes in six different varieties: a clear piece of crystal for the Plane of Air, a rough piece of rock for the Plane of Earth, a solidified piece of cooled lava for the Plane of Fire, a compact piece of iron for the Plane of Metal, a solid piece of ice for the Plane of Water, or a compact mass of plant matter for the Plane of Wood. You crack the fragment as you activate it, unleashing the planar energy within. This energy casts a spell of your choice: a 5th-rank elemental form spell affecting you or a 5th-rank summon elemental spell; if you summon an elemental, you can Sustain the activation to keep control of the elemental. The spell's element matches that of the fragment. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Fragment Source Rage of Elements pg. 224 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Elemental Fragment (Greater) Source Rage of Elements pg. 224 Price 300 gp --- The spell is 6th rank. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Elemental Fragment (Major) Source Rage of Elements pg. 224 Price 500 gp --- The spell is 7th rank.","skill_mod":{},"summary":"This chunk of solidified planar energy is as large as a walnut and comes in six different varieties: a clear piece of crystal for the Plane of Air , …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2653","name":"Elemental Fragment","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-2653"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2653","weakness":{},"price":20000,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-2653-2443","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Elemental Fragment Source Rage of Elements pg. 224 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- This chunk of solidified planar energy is as large as a walnut and comes in six different varieties: a clear piece of crystal for the Plane of Air, a rough piece of rock for the Plane of Earth, a solidified piece of cooled lava for the Plane of Fire, a compact piece of iron for the Plane of Metal, a solid piece of ice for the Plane of Water, or a compact mass of plant matter for the Plane of Wood. You crack the fragment as you activate it, unleashing the planar energy within. This energy casts a spell of your choice: a 5th-rank elemental form spell affecting you or a 5th-rank summon elemental spell; if you summon an elemental, you can Sustain the activation to keep control of the elemental. The spell's element matches that of the fragment. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Fragment Source Rage of Elements pg. 224 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Elemental Fragment (Greater) Source Rage of Elements pg. 224 Price 300 gp --- The spell is 6th rank. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Elemental Fragment (Major) Source Rage of Elements pg. 224 Price 500 gp --- The spell is 7th rank.","skill_mod":{},"summary":"This chunk of solidified planar energy is as large as a walnut and comes in six different varieties: a clear piece of crystal for the Plane of Air , …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2653","name":"Elemental Fragment","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-2653-2443"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2653","weakness":{},"price":30000,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-2653-2444","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Elemental Fragment Source Rage of Elements pg. 224 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- This chunk of solidified planar energy is as large as a walnut and comes in six different varieties: a clear piece of crystal for the Plane of Air, a rough piece of rock for the Plane of Earth, a solidified piece of cooled lava for the Plane of Fire, a compact piece of iron for the Plane of Metal, a solid piece of ice for the Plane of Water, or a compact mass of plant matter for the Plane of Wood. You crack the fragment as you activate it, unleashing the planar energy within. This energy casts a spell of your choice: a 5th-rank elemental form spell affecting you or a 5th-rank summon elemental spell; if you summon an elemental, you can Sustain the activation to keep control of the elemental. The spell's element matches that of the fragment. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Fragment Source Rage of Elements pg. 224 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Elemental Fragment (Greater) Source Rage of Elements pg. 224 Price 300 gp --- The spell is 6th rank. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Elemental Fragment (Major) Source Rage of Elements pg. 224 Price 500 gp --- The spell is 7th rank.","skill_mod":{},"summary":"The spell is 6th rank.","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2653","name":"Elemental Fragment (Greater)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-2653-2444"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Rage of Elements"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2653","weakness":{},"price":50000,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-2653-2445","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Elemental Fragment Source Rage of Elements pg. 224 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- This chunk of solidified planar energy is as large as a walnut and comes in six different varieties: a clear piece of crystal for the Plane of Air, a rough piece of rock for the Plane of Earth, a solidified piece of cooled lava for the Plane of Fire, a compact piece of iron for the Plane of Metal, a solid piece of ice for the Plane of Water, or a compact mass of plant matter for the Plane of Wood. You crack the fragment as you activate it, unleashing the planar energy within. This energy casts a spell of your choice: a 5th-rank elemental form spell affecting you or a 5th-rank summon elemental spell; if you summon an elemental, you can Sustain the activation to keep control of the elemental. The spell's element matches that of the fragment. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Elemental Fragment Source Rage of Elements pg. 224 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Elemental Fragment (Greater) Source Rage of Elements pg. 224 Price 300 gp --- The spell is 6th rank. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Elemental Fragment (Major) Source Rage of Elements pg. 224 Price 500 gp --- The spell is 7th rank.","skill_mod":{},"summary":"The spell is 7th rank.","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2653","name":"Elemental Fragment (Major)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-2653-2445"},{"item_child_id":["equipment-2654-2446","equipment-2654-2447","equipment-2654-2448"],"primary_source_category":"Rulebooks","usage":"worn","source":["Rage of Elements"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"trait":["Invested","Magical"],"id":"equipment-2654","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Gate Attenuator Source Rage of Elements pg. 224 Usage worn --- Gate attenuators are typically worn near the body's core and are shaped like portals or passageways, making literal the elemental gates kineticists possess within their bodies. The appearance can vary from a simple disk with a hole in the middle to a design matching a city gate of a particular settlement. If you're a kineticist, the attenuator grants you a +1 item bonus to your impulse attack modifier (but not to your impulse DC). When you invest a gate attenuator , attune it to one element of your choice. Designs on the attenuator's surface transform to match that element, and the attenuator gains the element's trait until it's no longer invested or is attuned to a different element. Activate—Elemental Spell Two Actions (concentrate) Frequency once per day; Effect The gate attenuator casts a 1st-rank spell, with a spell attack modifier of +7 and spell DC of 17. If you're a kineticist and the spell's element matches one of your kinetic elements, you can use your impulse attack modifier instead of the spell attack modifier or your impulse DC instead of the spell DC. The spell corresponds to the element the item is attuned to, and it gains that element's trait if it doesn't already have it: air gust of wind , earth pummeling rubble , fire dehydrate , metal thunderstrike , water snowball , or wood flourishing flora . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Gate Attenuator Source Rage of Elements pg. 224 Price 60 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Gate Attenuator (Greater) Source Rage of Elements pg. 224 Price 1,400 gp --- The item bonus to your impulse attack modifier is +2. The activation casts a 5th-rank spell, with a spell attack modifier of +18 and a spell DC of 28: air pressure zone , earth sand form , fire flames of ego , metal impaling spike , water freezing rain , or wood entwined roots . <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Gate Attenuator (Major) Source Rage of Elements pg. 224 Price 15,000 gp --- A major gate attenuator has the apex trait. When you invest it, you either increase your Constitution modifier by 1 or increase it to +4, whichever would give you a higher score. The item bonus to your impulse attack modifier is +2. The activation casts an 8th-rank spell, with a spell attack modifier of +27 and a spell DC of 37: air whirlwind , earth earthquake , fire boil blood , metal rust cloud (8th rank), water whirlpool , or wood pollen pods (8th rank).","skill_mod":{},"summary":" Gate attenuators are typically worn near the body's core and are shaped like portals or passageways, making literal the elemental gates …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2654","name":"Gate Attenuator","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2654"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Rage of Elements"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2654","weakness":{},"price":6000,"trait":["Invested","Magical"],"id":"equipment-2654-2446","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Gate Attenuator Source Rage of Elements pg. 224 Usage worn --- Gate attenuators are typically worn near the body's core and are shaped like portals or passageways, making literal the elemental gates kineticists possess within their bodies. The appearance can vary from a simple disk with a hole in the middle to a design matching a city gate of a particular settlement. If you're a kineticist, the attenuator grants you a +1 item bonus to your impulse attack modifier (but not to your impulse DC). When you invest a gate attenuator , attune it to one element of your choice. Designs on the attenuator's surface transform to match that element, and the attenuator gains the element's trait until it's no longer invested or is attuned to a different element. Activate—Elemental Spell Two Actions (concentrate) Frequency once per day; Effect The gate attenuator casts a 1st-rank spell, with a spell attack modifier of +7 and spell DC of 17. If you're a kineticist and the spell's element matches one of your kinetic elements, you can use your impulse attack modifier instead of the spell attack modifier or your impulse DC instead of the spell DC. The spell corresponds to the element the item is attuned to, and it gains that element's trait if it doesn't already have it: air gust of wind , earth pummeling rubble , fire dehydrate , metal thunderstrike , water snowball , or wood flourishing flora . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Gate Attenuator Source Rage of Elements pg. 224 Price 60 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Gate Attenuator (Greater) Source Rage of Elements pg. 224 Price 1,400 gp --- The item bonus to your impulse attack modifier is +2. The activation casts a 5th-rank spell, with a spell attack modifier of +18 and a spell DC of 28: air pressure zone , earth sand form , fire flames of ego , metal impaling spike , water freezing rain , or wood entwined roots . <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Gate Attenuator (Major) Source Rage of Elements pg. 224 Price 15,000 gp --- A major gate attenuator has the apex trait. When you invest it, you either increase your Constitution modifier by 1 or increase it to +4, whichever would give you a higher score. The item bonus to your impulse attack modifier is +2. The activation casts an 8th-rank spell, with a spell attack modifier of +27 and a spell DC of 37: air whirlwind , earth earthquake , fire boil blood , metal rust cloud (8th rank), water whirlpool , or wood pollen pods (8th rank).","skill_mod":{},"summary":"Gate attenuators are typically worn near the body's core and are shaped like portals or passageways, making literal the elemental gates …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2654","name":"Gate Attenuator","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2654-2446"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Rage of Elements"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2654","weakness":{},"price":140000,"trait":["Invested","Magical"],"id":"equipment-2654-2447","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Gate Attenuator Source Rage of Elements pg. 224 Usage worn --- Gate attenuators are typically worn near the body's core and are shaped like portals or passageways, making literal the elemental gates kineticists possess within their bodies. The appearance can vary from a simple disk with a hole in the middle to a design matching a city gate of a particular settlement. If you're a kineticist, the attenuator grants you a +1 item bonus to your impulse attack modifier (but not to your impulse DC). When you invest a gate attenuator , attune it to one element of your choice. Designs on the attenuator's surface transform to match that element, and the attenuator gains the element's trait until it's no longer invested or is attuned to a different element. Activate—Elemental Spell Two Actions (concentrate) Frequency once per day; Effect The gate attenuator casts a 1st-rank spell, with a spell attack modifier of +7 and spell DC of 17. If you're a kineticist and the spell's element matches one of your kinetic elements, you can use your impulse attack modifier instead of the spell attack modifier or your impulse DC instead of the spell DC. The spell corresponds to the element the item is attuned to, and it gains that element's trait if it doesn't already have it: air gust of wind , earth pummeling rubble , fire dehydrate , metal thunderstrike , water snowball , or wood flourishing flora . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Gate Attenuator Source Rage of Elements pg. 224 Price 60 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Gate Attenuator (Greater) Source Rage of Elements pg. 224 Price 1,400 gp --- The item bonus to your impulse attack modifier is +2. The activation casts a 5th-rank spell, with a spell attack modifier of +18 and a spell DC of 28: air pressure zone , earth sand form , fire flames of ego , metal impaling spike , water freezing rain , or wood entwined roots . <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Gate Attenuator (Major) Source Rage of Elements pg. 224 Price 15,000 gp --- A major gate attenuator has the apex trait. When you invest it, you either increase your Constitution modifier by 1 or increase it to +4, whichever would give you a higher score. The item bonus to your impulse attack modifier is +2. The activation casts an 8th-rank spell, with a spell attack modifier of +27 and a spell DC of 37: air whirlwind , earth earthquake , fire boil blood , metal rust cloud (8th rank), water whirlpool , or wood pollen pods (8th rank).","skill_mod":{},"summary":"The item bonus to your impulse attack modifier is +2. The activation casts a 5th-rank spell, with a spell attack modifier of +18 and a spell DC of …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2654","name":"Gate Attenuator (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2654-2447"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Rage of Elements"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-2654","weakness":{},"price":1500000,"trait":["Apex","Invested","Magical"],"id":"equipment-2654-2448","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Gate Attenuator Source Rage of Elements pg. 224 Usage worn --- Gate attenuators are typically worn near the body's core and are shaped like portals or passageways, making literal the elemental gates kineticists possess within their bodies. The appearance can vary from a simple disk with a hole in the middle to a design matching a city gate of a particular settlement. If you're a kineticist, the attenuator grants you a +1 item bonus to your impulse attack modifier (but not to your impulse DC). When you invest a gate attenuator , attune it to one element of your choice. Designs on the attenuator's surface transform to match that element, and the attenuator gains the element's trait until it's no longer invested or is attuned to a different element. Activate—Elemental Spell Two Actions (concentrate) Frequency once per day; Effect The gate attenuator casts a 1st-rank spell, with a spell attack modifier of +7 and spell DC of 17. If you're a kineticist and the spell's element matches one of your kinetic elements, you can use your impulse attack modifier instead of the spell attack modifier or your impulse DC instead of the spell DC. The spell corresponds to the element the item is attuned to, and it gains that element's trait if it doesn't already have it: air gust of wind , earth pummeling rubble , fire dehydrate , metal thunderstrike , water snowball , or wood flourishing flora . <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Gate Attenuator Source Rage of Elements pg. 224 Price 60 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Gate Attenuator (Greater) Source Rage of Elements pg. 224 Price 1,400 gp --- The item bonus to your impulse attack modifier is +2. The activation casts a 5th-rank spell, with a spell attack modifier of +18 and a spell DC of 28: air pressure zone , earth sand form , fire flames of ego , metal impaling spike , water freezing rain , or wood entwined roots . <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Gate Attenuator (Major) Source Rage of Elements pg. 224 Price 15,000 gp --- A major gate attenuator has the apex trait. When you invest it, you either increase your Constitution modifier by 1 or increase it to +4, whichever would give you a higher score. The item bonus to your impulse attack modifier is +2. The activation casts an 8th-rank spell, with a spell attack modifier of +27 and a spell DC of 37: air whirlwind , earth earthquake , fire boil blood , metal rust cloud (8th rank), water whirlpool , or wood pollen pods (8th rank).","skill_mod":{},"summary":"A major gate attenuator has the apex trait. When you invest it, you either increase your Constitution modifier by 1 or increase it to +4, …","primary_source":"Rage of Elements","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2654","name":"Gate Attenuator (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2654-2448"},{"skill_mod":{},"summary":"Light always seems to be refracting through this simple prism, creating a hazy multicolor aura that surrounds the glass. When exposed to direct …","primary_source":"Rage of Elements","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","level":9,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2655","weakness":{},"price":70000,"name":"Jann's Prism","trait":["Magical"],"id":"equipment-2655","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Jann's Prism Source Rage of Elements pg. 224 Price 700 gp Usage held in 1 hand --- Light always seems to be refracting through this simple prism, creating a hazy multicolor aura that surrounds the glass. When exposed to direct sunlight, the prism radiates a beam of light that shifts in color. This beam spells out the name of the jann shuyookh for whom the prism was designed. While holding the prism to your eye, your vision becomes overwhelmed with colors that guide your eye, granting you a +2 item bonus to visual Perception checks. If you look through the prism while you Seek, you can scan or search an area twice as large as normal (a 60-foot cone, 30-foot burst, or 20-foot square) as the varying colors help you distinguish between your surroundings. Activate—Jann's Light Two Actions (concentrate) Frequency once per day; Effect You raise the prism above your head and call upon the jann shuyookh to come to your aid. The shuyookh's face becomes visible in a reflection in the prism and light shines out from the prism, surrounding you in a multitude of colors. For 1 minute, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). The light coruscates with two colors chosen by the jann, and you gain resistance 5 to two damage types based on the colors chosen: red fire, orange acid, yellow electricity, green poison, blue sonic, indigo mental, or violet force.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2655"},{"primary_source_category":"Adventure Paths","usage":"incorporated into armor","source":["Pathfinder #193: Mantle of Gold"],"type":"Item","item_category":"Relics","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","school":"abjuration","trait":["Abjuration","Earth","Invested","Magical","Relic","Unique"],"id":"equipment-2659","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Adamantine Echo May contain spoilers from Sky King's Tomb Source Pathfinder #193: Mantle of Gold pg. 83 Usage incorporated into armor Bulk L --- Made from glossy, nearly black adamantine, this large fragment of a plate armor vambrace provides little protection on its own. However, when incorporated into an intact suit of armor, it functions as a +1 armor potency rune. Forming the Bond The PCs complete the rite of repatriation. Advancing the Bond Survive (or even triumph against) seemingly impossible odds. Minor Gifts beginner's luck, ease burden, shattered earth Major Gifts raise ramparts, steal luck\n","element":["Earth"],"skill_mod":{},"summary":"Made from glossy, nearly black adamantine, this large fragment of a plate armor vambrace provides little protection on its own. However, when …","primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["School","Elemental","Planar","Monster","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Relic Seeds","resistance":{},"url":"/Equipment.aspx?ID=2659","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Adamantine Echo","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-2659"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #193: Mantle of Gold"],"type":"Item","item_category":"Relics","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","school":"evocation","trait":["Electricity","Evocation","Magical","Relic","Unique"],"id":"equipment-2660","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Skysunder May contain spoilers from Sky King's Tomb Source Pathfinder #193: Mantle of Gold pg. 84 Usage held in 1 hand Bulk L --- This +1 striking clan dagger bears the face of a stern dwarven god, his beard and features forming part of the blade. Forming the Bond The PCs complete the rite of repatriation. Advancing the Bond Protect, recover, and restore dwarven culture and people. Minor Gifts deadly spark, divine retribution, word of faith; divine retribution Strikes made with Skysunder gain the deadly d4 trait. Major Gifts holy light, propelling winds\n","skill_mod":{},"summary":"This +1 striking clan dagger bears the face of a stern dwarven god, his beard and features forming part of the blade. Forming the Bond The …","primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["Energy","Monster","School","Mechanics","Equipment","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Relic Seeds","resistance":{},"url":"/Equipment.aspx?ID=2660","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Skysunder","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-2660"},{"primary_source_category":"Adventure Paths","usage":"tattoo","source":["Pathfinder #193: Mantle of Gold"],"type":"Item","item_category":"Relics","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","school":"conjuration","trait":["Conjuration","Invested","Magical","Relic","Shadow","Tattoo","Unique"],"id":"equipment-2661","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Sparkwarden May contain spoilers from Sky King's Tomb Source Pathfinder #193: Mantle of Gold pg. 84 Usage tattoo --- The geometric designs of this warding tattoo extend the length of your arm, resembling an armored sleeve. The crimson ink sometimes glows softly like warm coals when you're excited or building something new. Forming the Bond Defeat Tuom Molgrade and befriend her tattoo guardian with Clan Molgrade's blessing. Advancing the Bond Create extraordinary objects that earn renown. Protect innocents and your companions despite great personal risk. Minor Gifts create spark, obscure, shadow smith Major Gifts dancing shadow, elements of creation; dancing shadow Strikes use the relic's spell attack modifier.\n","skill_mod":{},"summary":"The geometric designs of this warding tattoo extend the length of your arm, resembling an armored sleeve. The crimson ink sometimes glows softly …","primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["School","Equipment","Mechanics","Planar","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Relic Seeds","resistance":{},"url":"/Equipment.aspx?ID=2661","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Sparkwarden","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2661"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #193: Mantle of Gold"],"type":"Item","item_category":"Relics","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","school":"enchantment","trait":["Enchantment","Invested","Magical","Relic","Unique"],"id":"equipment-2662","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Uniter of Clans May contain spoilers from Sky King's Tomb Source Pathfinder #193: Mantle of Gold pg. 84 Usage worn --- Resembling two hands clasped in friendship, this diplomat's badge is designed to be woven into the wearer's braided beard. When the wearer befriends others, one of the hands briefly transforms to resemble the befriended creature's own. Forming the Bond The PCs complete the rite of repatriation. Advancing the Bond Solve problems nonviolently. End ancient grudges and heal old wounds, especially those caused by dwarves. Minor Gifts ancestors' call, linguistic nexus, repository of knowledge (Dwarf Lore, Genealogy Lore, Warfare Lore) Major Gifts perception filter, or increase the diplomat's badge's item bonus to Diplomacy to +2.\n","skill_mod":{},"summary":"Resembling two hands clasped in friendship, this diplomat's badge is designed to be woven into the wearer's braided beard. When the wearer …","primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Relic Seeds","resistance":{},"url":"/Equipment.aspx?ID=2662","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Uniter of Clans","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2662"},{"item_child_id":["equipment-2663-2449","equipment-2663-2450","equipment-2663-2451"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #193: Mantle of Gold"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Fungus","Poison","Uncommon"],"id":"equipment-2663","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Mycoweave Shield May contain spoilers from Sky King's Tomb Source Pathfinder #193: Mantle of Gold pg. 85 Usage held in 1 hand Bulk 1 --- This shield is grown entirely of specially treated fungi, giving it the appearance of a frilly disc. When left atop at least 1 bulk of organic matter, it gains fast healing 1; after 10 minutes 1 Bulk of the organic matter has been consumed by the shield. This shield doubles its hardness against bludgeoning, electricity, and sonic damage. Activate Reaction manipulate; Trigger The shield is broken; Effect The shield spews spores into one adjacent square, dealing persistent poison damage to all creatures in within it; a successful Fortitude save negates the damage. Craft Requirements You are trained in Nature, and can cast a fungus spell or are fungus. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Mycoweave Shield (Lesser) Source Pathfinder #193: Mantle of Gold pg. 85 Price 40 gp Bulk 1 --- The shield has Hardness 2, HP 12, and BT 6. When the shield breaks, the reaction deals 1d6 persistent poison damage with a DC 16 Fortitude saving throw. <title level=\"2\" right=\"Item 8\" pfs=\"\" > Mycoweave Shield (Greater) Source Pathfinder #193: Mantle of Gold pg. 85 Price 40 gp Bulk 1 --- The shield has Hardness 4, HP 64, and BT 32. When the shield breaks, the reaction deals 2d6 persistent poison damage with a DC 24 Fortitude saving throw. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Mycoweave Shield (Major) Source Pathfinder #193: Mantle of Gold pg. 85 Price 40 gp Bulk 1 --- The shield has Hardness 6, HP 110, and BT 55. When the shield breaks, the reaction deals 3d6 persistent poison damage with a DC 35 Fortitude saving throw.","skill_mod":{},"summary":"This shield is grown entirely of specially treated fungi, giving it the appearance of a frilly disc. When left atop at least 1 bulk of organic …","primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["Creature Type","Poison","Affliction","Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2663","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Mycoweave Shield","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2663"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #193: Mantle of Gold"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2663","weakness":{},"primary_source_group":"Sky King's Tomb","price":4000,"trait":["Fungus","Poison","Uncommon"],"id":"equipment-2663-2449","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Mycoweave Shield May contain spoilers from Sky King's Tomb Source Pathfinder #193: Mantle of Gold pg. 85 Usage held in 1 hand Bulk 1 --- This shield is grown entirely of specially treated fungi, giving it the appearance of a frilly disc. When left atop at least 1 bulk of organic matter, it gains fast healing 1; after 10 minutes 1 Bulk of the organic matter has been consumed by the shield. This shield doubles its hardness against bludgeoning, electricity, and sonic damage. Activate Reaction manipulate; Trigger The shield is broken; Effect The shield spews spores into one adjacent square, dealing persistent poison damage to all creatures in within it; a successful Fortitude save negates the damage. Craft Requirements You are trained in Nature, and can cast a fungus spell or are fungus. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Mycoweave Shield (Lesser) Source Pathfinder #193: Mantle of Gold pg. 85 Price 40 gp Bulk 1 --- The shield has Hardness 2, HP 12, and BT 6. When the shield breaks, the reaction deals 1d6 persistent poison damage with a DC 16 Fortitude saving throw. <title level=\"2\" right=\"Item 8\" pfs=\"\" > Mycoweave Shield (Greater) Source Pathfinder #193: Mantle of Gold pg. 85 Price 40 gp Bulk 1 --- The shield has Hardness 4, HP 64, and BT 32. When the shield breaks, the reaction deals 2d6 persistent poison damage with a DC 24 Fortitude saving throw. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Mycoweave Shield (Major) Source Pathfinder #193: Mantle of Gold pg. 85 Price 40 gp Bulk 1 --- The shield has Hardness 6, HP 110, and BT 55. When the shield breaks, the reaction deals 3d6 persistent poison damage with a DC 35 Fortitude saving throw.","skill_mod":{},"summary":"The shield has Hardness 2, HP 12, and BT 6. When the shield breaks, the reaction deals 1d6 persistent poison damage with a DC 16 Fortitude saving …","primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["Creature Type","Poison","Affliction","Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2663","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Mycoweave Shield (Lesser)","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2663-2449"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #193: Mantle of Gold"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2663","weakness":{},"primary_source_group":"Sky King's Tomb","price":4000,"trait":["Fungus","Poison","Uncommon"],"id":"equipment-2663-2450","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Mycoweave Shield May contain spoilers from Sky King's Tomb Source Pathfinder #193: Mantle of Gold pg. 85 Usage held in 1 hand Bulk 1 --- This shield is grown entirely of specially treated fungi, giving it the appearance of a frilly disc. When left atop at least 1 bulk of organic matter, it gains fast healing 1; after 10 minutes 1 Bulk of the organic matter has been consumed by the shield. This shield doubles its hardness against bludgeoning, electricity, and sonic damage. Activate Reaction manipulate; Trigger The shield is broken; Effect The shield spews spores into one adjacent square, dealing persistent poison damage to all creatures in within it; a successful Fortitude save negates the damage. Craft Requirements You are trained in Nature, and can cast a fungus spell or are fungus. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Mycoweave Shield (Lesser) Source Pathfinder #193: Mantle of Gold pg. 85 Price 40 gp Bulk 1 --- The shield has Hardness 2, HP 12, and BT 6. When the shield breaks, the reaction deals 1d6 persistent poison damage with a DC 16 Fortitude saving throw. <title level=\"2\" right=\"Item 8\" pfs=\"\" > Mycoweave Shield (Greater) Source Pathfinder #193: Mantle of Gold pg. 85 Price 40 gp Bulk 1 --- The shield has Hardness 4, HP 64, and BT 32. When the shield breaks, the reaction deals 2d6 persistent poison damage with a DC 24 Fortitude saving throw. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Mycoweave Shield (Major) Source Pathfinder #193: Mantle of Gold pg. 85 Price 40 gp Bulk 1 --- The shield has Hardness 6, HP 110, and BT 55. When the shield breaks, the reaction deals 3d6 persistent poison damage with a DC 35 Fortitude saving throw.","skill_mod":{},"summary":"The shield has Hardness 4, HP 64, and BT 32. When the shield breaks, the reaction deals 2d6 persistent poison damage with a DC 24 Fortitude saving …","primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["Creature Type","Poison","Affliction","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2663","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Mycoweave Shield (Greater)","bulk":1,"category":"equipment","rarity":"uncommon","slug":"equipment-2663-2450"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #193: Mantle of Gold"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2663","weakness":{},"primary_source_group":"Sky King's Tomb","price":4000,"trait":["Fungus","Poison","Uncommon"],"id":"equipment-2663-2451","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Mycoweave Shield May contain spoilers from Sky King's Tomb Source Pathfinder #193: Mantle of Gold pg. 85 Usage held in 1 hand Bulk 1 --- This shield is grown entirely of specially treated fungi, giving it the appearance of a frilly disc. When left atop at least 1 bulk of organic matter, it gains fast healing 1; after 10 minutes 1 Bulk of the organic matter has been consumed by the shield. This shield doubles its hardness against bludgeoning, electricity, and sonic damage. Activate Reaction manipulate; Trigger The shield is broken; Effect The shield spews spores into one adjacent square, dealing persistent poison damage to all creatures in within it; a successful Fortitude save negates the damage. Craft Requirements You are trained in Nature, and can cast a fungus spell or are fungus. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Mycoweave Shield (Lesser) Source Pathfinder #193: Mantle of Gold pg. 85 Price 40 gp Bulk 1 --- The shield has Hardness 2, HP 12, and BT 6. When the shield breaks, the reaction deals 1d6 persistent poison damage with a DC 16 Fortitude saving throw. <title level=\"2\" right=\"Item 8\" pfs=\"\" > Mycoweave Shield (Greater) Source Pathfinder #193: Mantle of Gold pg. 85 Price 40 gp Bulk 1 --- The shield has Hardness 4, HP 64, and BT 32. When the shield breaks, the reaction deals 2d6 persistent poison damage with a DC 24 Fortitude saving throw. <title level=\"2\" right=\"Item 16\" pfs=\"\" > Mycoweave Shield (Major) Source Pathfinder #193: Mantle of Gold pg. 85 Price 40 gp Bulk 1 --- The shield has Hardness 6, HP 110, and BT 55. When the shield breaks, the reaction deals 3d6 persistent poison damage with a DC 35 Fortitude saving throw.","skill_mod":{},"summary":"The shield has Hardness 6, HP 110, and BT 55. When the shield breaks, the reaction deals 3d6 persistent poison damage with a DC 35 Fortitude saving …","primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["Creature Type","Poison","Affliction","Rarity"],"level":16,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2663","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Mycoweave Shield (Major)","bulk":1,"category":"equipment","rarity":"uncommon","slug":"equipment-2663-2451"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #193: Mantle of Gold"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","price":800,"trait":["Consumable","Kobold","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-2664","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Setup Snare May contain spoilers from Sky King's Tomb Source Pathfinder #193: Mantle of Gold pg. 85 PFS Note The DC of this item is 18 Price 8 gp --- This snare is designed to divert a target's movement towards another snare or hazard. You may choose to have the target attempt a Will saving throw instead of a Reflex saving throw; if you do, add the fear and mental traits plus add either the visual or auditory trait. When a Small or larger creature enters the square, the snare Pushes the creature 5 feet and the target becomes clumsy 1 until the end of their next turn. On a critical failure the snare Pushes the target 10 feet and the target becomes clumsy 2 until the end of their next turn.\n","skill_mod":{},"summary":"This snare is designed to divert a target's movement towards another snare or hazard. You may choose to have the target attempt a Will saving throw …","primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["Equipment","Monster","Ancestry","Weapon","Hazard","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2664","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Setup Snare","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2664"},{"item_child_id":["equipment-2665-2452","equipment-2665-2453","equipment-2665-2454"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #193: Mantle of Gold"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","school":"conjuration","trait":["Conjuration","Magical","Staff","Uncommon"],"id":"equipment-2665","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Spore Shepherd's Staff May contain spoilers from Sky King's Tomb Source Pathfinder #193: Mantle of Gold pg. 85 Usage held in 1 hand Bulk 1 --- This staff is constructed from a magically grown amanita mushroom, with a shaft that spreads into a bright red cap speckled in white. While wielding the staff you gain a +2 circumstance bonus to Nature checks to identify fungus. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Spore Shepherd's Staff Source Pathfinder #193: Mantle of Gold pg. 85 Price 100 gp Bulk 1 --- Cantrip puff of poison 1st protector tree (resembles giant mushroom, not a tree), summon plant or fungus (fungus only) <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Spore Shepherd's Staff (Greater) Source Pathfinder #193: Mantle of Gold pg. 85 Price 475 gp Bulk 1 --- 2nd protector tree (resembles giant mushroom, not a tree), summon plant or fungus (fungus only), tree shape (giant mushroom only) 3rd protector tree (resembles giant mushroom, not a tree), stinking cloud , summon plant or fungus (fungus only), wall of thorns (resembles wall of fungus; deals poison damage) <title level=\"2\" right=\"Item 4\" pfs=\"\" > Spore Shepherd's Staff (Major) Source Pathfinder #193: Mantle of Gold pg. 85 Price 100 gp Bulk 1 --- 4th protector tree (resembles giant mushroom, not a tree), speak with plants (fungus only), summon plant or fungus (fungus only) 5th cloudkill , plant form (resemble giant fungus instead of plant, gain fungus trait instead of plant trait; arboreal type only), protector tree (resembles giant mushroom, not a tree), summon plant or fungus (fungus only) Nethys Note: The level and price of this are as printed in the source. ","skill_mod":{},"summary":"This staff is constructed from a magically grown amanita mushroom, with a shaft that spreads into a bright red cap speckled in white. While wielding …","primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["School","Mechanics","Equipment","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2665","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Spore Shepherd's Staff","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2665"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #193: Mantle of Gold"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2665","weakness":{},"primary_source_group":"Sky King's Tomb","school":"conjuration","price":10000,"trait":["Conjuration","Magical","Staff","Uncommon"],"id":"equipment-2665-2452","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Spore Shepherd's Staff May contain spoilers from Sky King's Tomb Source Pathfinder #193: Mantle of Gold pg. 85 Usage held in 1 hand Bulk 1 --- This staff is constructed from a magically grown amanita mushroom, with a shaft that spreads into a bright red cap speckled in white. While wielding the staff you gain a +2 circumstance bonus to Nature checks to identify fungus. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Spore Shepherd's Staff Source Pathfinder #193: Mantle of Gold pg. 85 Price 100 gp Bulk 1 --- Cantrip puff of poison 1st protector tree (resembles giant mushroom, not a tree), summon plant or fungus (fungus only) <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Spore Shepherd's Staff (Greater) Source Pathfinder #193: Mantle of Gold pg. 85 Price 475 gp Bulk 1 --- 2nd protector tree (resembles giant mushroom, not a tree), summon plant or fungus (fungus only), tree shape (giant mushroom only) 3rd protector tree (resembles giant mushroom, not a tree), stinking cloud , summon plant or fungus (fungus only), wall of thorns (resembles wall of fungus; deals poison damage) <title level=\"2\" right=\"Item 4\" pfs=\"\" > Spore Shepherd's Staff (Major) Source Pathfinder #193: Mantle of Gold pg. 85 Price 100 gp Bulk 1 --- 4th protector tree (resembles giant mushroom, not a tree), speak with plants (fungus only), summon plant or fungus (fungus only) 5th cloudkill , plant form (resemble giant fungus instead of plant, gain fungus trait instead of plant trait; arboreal type only), protector tree (resembles giant mushroom, not a tree), summon plant or fungus (fungus only) Nethys Note: The level and price of this are as printed in the source. ","skill_mod":{},"summary":"Cantrip puff of poison 1st protector tree (resembles giant mushroom, not a tree), summon plant or fungus (fungus only)","primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["School","Mechanics","Equipment","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2665","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Spore Shepherd's Staff","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2665-2452"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #193: Mantle of Gold"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2665","weakness":{},"primary_source_group":"Sky King's Tomb","school":"conjuration","price":47500,"trait":["Conjuration","Magical","Staff","Uncommon"],"id":"equipment-2665-2453","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Spore Shepherd's Staff May contain spoilers from Sky King's Tomb Source Pathfinder #193: Mantle of Gold pg. 85 Usage held in 1 hand Bulk 1 --- This staff is constructed from a magically grown amanita mushroom, with a shaft that spreads into a bright red cap speckled in white. While wielding the staff you gain a +2 circumstance bonus to Nature checks to identify fungus. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Spore Shepherd's Staff Source Pathfinder #193: Mantle of Gold pg. 85 Price 100 gp Bulk 1 --- Cantrip puff of poison 1st protector tree (resembles giant mushroom, not a tree), summon plant or fungus (fungus only) <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Spore Shepherd's Staff (Greater) Source Pathfinder #193: Mantle of Gold pg. 85 Price 475 gp Bulk 1 --- 2nd protector tree (resembles giant mushroom, not a tree), summon plant or fungus (fungus only), tree shape (giant mushroom only) 3rd protector tree (resembles giant mushroom, not a tree), stinking cloud , summon plant or fungus (fungus only), wall of thorns (resembles wall of fungus; deals poison damage) <title level=\"2\" right=\"Item 4\" pfs=\"\" > Spore Shepherd's Staff (Major) Source Pathfinder #193: Mantle of Gold pg. 85 Price 100 gp Bulk 1 --- 4th protector tree (resembles giant mushroom, not a tree), speak with plants (fungus only), summon plant or fungus (fungus only) 5th cloudkill , plant form (resemble giant fungus instead of plant, gain fungus trait instead of plant trait; arboreal type only), protector tree (resembles giant mushroom, not a tree), summon plant or fungus (fungus only) Nethys Note: The level and price of this are as printed in the source. ","skill_mod":{},"summary":"2nd protector tree (resembles giant mushroom, not a tree), summon plant or fungus (fungus only), tree shape (giant mushroom only) …","primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["School","Mechanics","Equipment","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2665","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Spore Shepherd's Staff (Greater)","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2665-2453"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #193: Mantle of Gold"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-2665","weakness":{},"primary_source_group":"Sky King's Tomb","school":"conjuration","price":10000,"trait":["Conjuration","Magical","Staff","Uncommon"],"id":"equipment-2665-2454","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Spore Shepherd's Staff May contain spoilers from Sky King's Tomb Source Pathfinder #193: Mantle of Gold pg. 85 Usage held in 1 hand Bulk 1 --- This staff is constructed from a magically grown amanita mushroom, with a shaft that spreads into a bright red cap speckled in white. While wielding the staff you gain a +2 circumstance bonus to Nature checks to identify fungus. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Spore Shepherd's Staff Source Pathfinder #193: Mantle of Gold pg. 85 Price 100 gp Bulk 1 --- Cantrip puff of poison 1st protector tree (resembles giant mushroom, not a tree), summon plant or fungus (fungus only) <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Spore Shepherd's Staff (Greater) Source Pathfinder #193: Mantle of Gold pg. 85 Price 475 gp Bulk 1 --- 2nd protector tree (resembles giant mushroom, not a tree), summon plant or fungus (fungus only), tree shape (giant mushroom only) 3rd protector tree (resembles giant mushroom, not a tree), stinking cloud , summon plant or fungus (fungus only), wall of thorns (resembles wall of fungus; deals poison damage) <title level=\"2\" right=\"Item 4\" pfs=\"\" > Spore Shepherd's Staff (Major) Source Pathfinder #193: Mantle of Gold pg. 85 Price 100 gp Bulk 1 --- 4th protector tree (resembles giant mushroom, not a tree), speak with plants (fungus only), summon plant or fungus (fungus only) 5th cloudkill , plant form (resemble giant fungus instead of plant, gain fungus trait instead of plant trait; arboreal type only), protector tree (resembles giant mushroom, not a tree), summon plant or fungus (fungus only) Nethys Note: The level and price of this are as printed in the source. ","skill_mod":{},"summary":"4th protector tree (resembles giant mushroom, not a tree), speak with plants (fungus only), summon plant or fungus (fungus only) …","primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["School","Mechanics","Equipment","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2665","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Spore Shepherd's Staff (Major)","bulk":1,"category":"equipment","rarity":"uncommon","slug":"equipment-2665-2454"},{"primary_source_category":"Adventure Paths","usage":"tied to collar or bridle","source":["Pathfinder #193: Mantle of Gold"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","school":"transmutation","price":3000,"trait":["Companion","Invested","Primal","Transmutation","Uncommon"],"id":"equipment-2666","text":"<title level=\"1\" right=\"Item 2\" pfs=\"\" > Steadyfoot Tassel May contain spoilers from Sky King's Tomb Source Pathfinder #193: Mantle of Gold pg. 85 Price 30 gp Usage tied to collar or bridle --- This handsome tassel comes in a variety of colors to match your companion's collar or bridle. While attached, the tassel gives the companion a +1 item bonus to Acrobatics checks to Balance, and to their Reflex DC against Trip attacks.\n","skill_mod":{},"summary":"This handsome tassel comes in a variety of colors to match your companion's collar or bridle. While attached, the tassel gives the companion a +1 …","primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["Equipment","Tradition","School","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=2666","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Steadyfoot Tassel","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-2666"},{"primary_source_category":"Adventure Paths","usage":"incorporated into armor","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Item","item_category":"Relics","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","school":"abjuration","trait":["Abjuration","Earth","Invested","Magical","Relic","Unique"],"id":"equipment-2667","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Avernal Cape May contain spoilers from Sky King's Tomb Source Pathfinder #194: Cult of the Cave Worm pg. 78 Usage incorporated into armor Bulk L --- Made from preserved crimson worm hide, this thick leather cape can deflect incoming blows without serious damage. It functions as a dueling cape and while moved into a protective position, it also grants you fire resistance equal to twice the relic's number of gifts. Forming the Bond While wearing the cape, you defeat a foe and spare their life. Advancing the Bond Befriend beasts and terrify foes with your physical presence and prowess. Minor Gifts feral claws, flare bolt, heat haze Major Gifts form of fury (snake form), searing wave\n","element":["Earth"],"skill_mod":{},"summary":"Made from preserved crimson worm hide, this thick leather cape can deflect incoming blows without serious damage. It functions as a dueling cape …","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["School","Elemental","Planar","Monster","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Relic Seeds","resistance":{},"url":"/Equipment.aspx?ID=2667","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Avernal Cape","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-2667"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Item","item_category":"Relics","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","school":"divination","trait":["Divination","Grimoire","Invested","Magical","Relic","Unique"],"id":"equipment-2668","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Kalmaug's Journal May contain spoilers from Sky King's Tomb Source Pathfinder #194: Cult of the Cave Worm pg. 78 Bulk 1 --- This grimoire is constructed from individual tarnished silver plates, bound together to form a fine book. Each “page” contain engraved maps, accounts of sites in Nar-Voth, and daily journals. Throughout the journal, spells and notes are inscribed on the margins and within the text. When Chapter One is completed, this grimoire contains the following spells: allfood , deep sight , fate's travels , glowing trail , know location , stonesense , wanderer's guide . If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, when you cast a non-damaging spell prepared from this grimoire, you can Step or Stride up to half your Speed after Casting the Spell. To scribe additional spells into the grimoire, you must provide additional silver plates at the cost of 10 gp per spell when Learning the Spell. Forming the Bond The PCs locate and bind together the silver plates for Chapter One. Advancing the Bond Locate additional chapters of the journal and bind them together. Minor Gifts ease burden, word of faith Major Gifts underground bounty\n","skill_mod":{},"summary":"This grimoire is constructed from individual tarnished silver plates, bound together to form a fine book. Each “page” contain engraved maps, accounts …","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Relic Seeds","resistance":{},"url":"/Equipment.aspx?ID=2668","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Kalmaug's Journal","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-2668"},{"item_child_id":["equipment-2669-2455","equipment-2669-2456","equipment-2669-2457","equipment-2669-2458"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-2669","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Blood Bomb May contain spoilers from Sky King's Tomb Source Pathfinder #194: Cult of the Cave Worm pg. 79 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask is full of shrapnel and anti-coagulants designed to make targets bleed out. It deals 1 slashing damage, the listed persistent bleed damage, and the listed slashing splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Blood Bomb (Lesser) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 4 gp Bulk L --- It deals 1d6 persistent bleed damage and 1 slashing splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Blood Bomb (Moderate) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 11 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent bleed damage and 2 slashing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Blood Bomb (Greater) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent bleed damage and 3 slashing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Blood Bomb (Major) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 6d6 persistent bleed damage and 4 slashing splash damage.","skill_mod":{},"summary":"This flask is full of shrapnel and anti-coagulants designed to make targets bleed out. It deals 1 slashing damage, the listed persistent bleed …","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2669","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Blood Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-2669"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2669","weakness":{},"primary_source_group":"Sky King's Tomb","price":400,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-2669-2455","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Blood Bomb May contain spoilers from Sky King's Tomb Source Pathfinder #194: Cult of the Cave Worm pg. 79 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask is full of shrapnel and anti-coagulants designed to make targets bleed out. It deals 1 slashing damage, the listed persistent bleed damage, and the listed slashing splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Blood Bomb (Lesser) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 4 gp Bulk L --- It deals 1d6 persistent bleed damage and 1 slashing splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Blood Bomb (Moderate) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 11 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent bleed damage and 2 slashing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Blood Bomb (Greater) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent bleed damage and 3 slashing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Blood Bomb (Major) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 6d6 persistent bleed damage and 4 slashing splash damage.","skill_mod":{},"summary":"It deals 1d6 persistent bleed damage and 1 slashing splash damage.","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2669","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Blood Bomb (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-2669-2455"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2669","weakness":{},"primary_source_group":"Sky King's Tomb","price":1100,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-2669-2456","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Blood Bomb May contain spoilers from Sky King's Tomb Source Pathfinder #194: Cult of the Cave Worm pg. 79 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask is full of shrapnel and anti-coagulants designed to make targets bleed out. It deals 1 slashing damage, the listed persistent bleed damage, and the listed slashing splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Blood Bomb (Lesser) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 4 gp Bulk L --- It deals 1d6 persistent bleed damage and 1 slashing splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Blood Bomb (Moderate) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 11 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent bleed damage and 2 slashing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Blood Bomb (Greater) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent bleed damage and 3 slashing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Blood Bomb (Major) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 6d6 persistent bleed damage and 4 slashing splash damage.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent bleed damage and 2 slashing splash damage.","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2669","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Blood Bomb (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-2669-2456"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2669","weakness":{},"primary_source_group":"Sky King's Tomb","price":27500,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-2669-2457","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Blood Bomb May contain spoilers from Sky King's Tomb Source Pathfinder #194: Cult of the Cave Worm pg. 79 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask is full of shrapnel and anti-coagulants designed to make targets bleed out. It deals 1 slashing damage, the listed persistent bleed damage, and the listed slashing splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Blood Bomb (Lesser) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 4 gp Bulk L --- It deals 1d6 persistent bleed damage and 1 slashing splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Blood Bomb (Moderate) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 11 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent bleed damage and 2 slashing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Blood Bomb (Greater) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent bleed damage and 3 slashing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Blood Bomb (Major) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 6d6 persistent bleed damage and 4 slashing splash damage.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent bleed damage and 3 slashing splash damage.","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2669","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Blood Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-2669-2457"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2669","weakness":{},"primary_source_group":"Sky King's Tomb","price":275000,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-2669-2458","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Blood Bomb May contain spoilers from Sky King's Tomb Source Pathfinder #194: Cult of the Cave Worm pg. 79 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask is full of shrapnel and anti-coagulants designed to make targets bleed out. It deals 1 slashing damage, the listed persistent bleed damage, and the listed slashing splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Blood Bomb (Lesser) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 4 gp Bulk L --- It deals 1d6 persistent bleed damage and 1 slashing splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Blood Bomb (Moderate) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 11 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent bleed damage and 2 slashing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Blood Bomb (Greater) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 275 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent bleed damage and 3 slashing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Blood Bomb (Major) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 2,750 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 6d6 persistent bleed damage and 4 slashing splash damage.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 6d6 persistent bleed damage and 4 slashing splash damage.","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2669","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Blood Bomb (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-2669-2458"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","school":"divination","price":50000,"trait":["Divination","Invested","Magical","Rare"],"id":"equipment-2670","text":"<title level=\"1\" right=\"Item 8\" pfs=\"\" > Everywhen Map May contain spoilers from Sky King's Tomb Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 500 gp Usage held in 1 hand Bulk L --- The map changes based on the creature who invests it, showing every path the creature has ever traveled in their lifetime. The map doesn't distinguish between current or past locations. It can be tricked into revealing the path of a different creature if a piece of that creature (such as hair, bone, or skin) is used with a successful DC 24 Trick Magic Item check.\n","skill_mod":{},"summary":"The map changes based on the creature who invests it, showing every path the creature has ever traveled in their lifetime. The map doesn't …","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["School","Equipment","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2670","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Everywhen Map","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-2670"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Item","item_category":"Grimoires","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","school":"necromancy","price":23000,"trait":["Cursed","Grimoire","Magical","Necromancy","Uncommon"],"id":"equipment-2671","text":"<title level=\"1\" right=\"Item 6\" pfs=\"\" > Festrem Mortu May contain spoilers from Sky King's Tomb Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 230 gp Bulk L --- The book's cover is a patchwork of tanned humanoid skin that reeks of rotting meat. The longer a living creature studies this book, the more the scent of decay appeals to them. Activate Reaction (concentrate, necromancy) Frequency once per day; Trigger Your last action was to cast a necromancy spell prepared from this grimoire; Effect You draw negative energy from the triggering spell. You gain 10 temporary hit points that last for 1 hour. --- Special If this grimoire is used to prepare spells five days in succession by the same caster, that caster is subjected to the curse of the ravenous.\n","skill_mod":{},"summary":"The book's cover is a patchwork of tanned humanoid skin that reeks of rotting meat. The longer a living creature studies this book, the more the …","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Equipment","Mechanics","School","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2671","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Festrem Mortu","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-2671"},{"item_child_id":["equipment-2672-2459","equipment-2672-2460","equipment-2672-2461","equipment-2672-2462"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Rare"],"id":"equipment-2672","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Prey Mutagen May contain spoilers from Sky King's Tomb Source Pathfinder #194: Cult of the Cave Worm pg. 79 Usage held in 1 hand Bulk L Activate Single Action Interact --- A mixture of fey blood and rare ingredients give you incredible speed but also cause you to become particularly attractive to predators. Benefit You gain a status bonus to your speed and are able to use the following reaction: Timely Dodge Reaction Trigger You are targeted by a Strike; Effect You dart aside, gaining a circumstance bonus to AC, then Step after the Strike resolves. Drawback The range at which creatures can detect you with scent or tremorsense doubles. Animals and beasts gain a +2 circumstance bonus to attack rolls against you. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Prey Mutagen (Lesser) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 4 gp Bulk L --- You gain a +10 status bonus to your Speed and gain a +1 circumstance bonus to AC when using Timely Dodge. The duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Prey Mutagen (Moderate) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 12 gp Bulk L --- You gain a +20 status bonus to your Speed and gain a +2 circumstance bonus to AC when using Timely Dodge. The duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Prey Mutagen (Greater) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 300 gp Bulk L --- You gain a +30 status bonus to your Speed and gain a +3 circumstance bonus to AC when using Timely Dodge. The duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Prey Mutagen (Major) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 3,000 gp Bulk L --- You gain a +40 status bonus to your Speed and gain a +4 circumstance bonus to AC when using Timely Dodge. The duration is 1 hour.","skill_mod":{},"summary":"A mixture of fey blood and rare ingredients give you incredible speed but also cause you to become particularly attractive to predators. Benefit …","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2672","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Prey Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-2672"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2672","weakness":{},"primary_source_group":"Sky King's Tomb","price":400,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Rare"],"id":"equipment-2672-2459","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Prey Mutagen May contain spoilers from Sky King's Tomb Source Pathfinder #194: Cult of the Cave Worm pg. 79 Usage held in 1 hand Bulk L Activate Single Action Interact --- A mixture of fey blood and rare ingredients give you incredible speed but also cause you to become particularly attractive to predators. Benefit You gain a status bonus to your speed and are able to use the following reaction: Timely Dodge Reaction Trigger You are targeted by a Strike; Effect You dart aside, gaining a circumstance bonus to AC, then Step after the Strike resolves. Drawback The range at which creatures can detect you with scent or tremorsense doubles. Animals and beasts gain a +2 circumstance bonus to attack rolls against you. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Prey Mutagen (Lesser) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 4 gp Bulk L --- You gain a +10 status bonus to your Speed and gain a +1 circumstance bonus to AC when using Timely Dodge. The duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Prey Mutagen (Moderate) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 12 gp Bulk L --- You gain a +20 status bonus to your Speed and gain a +2 circumstance bonus to AC when using Timely Dodge. The duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Prey Mutagen (Greater) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 300 gp Bulk L --- You gain a +30 status bonus to your Speed and gain a +3 circumstance bonus to AC when using Timely Dodge. The duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Prey Mutagen (Major) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 3,000 gp Bulk L --- You gain a +40 status bonus to your Speed and gain a +4 circumstance bonus to AC when using Timely Dodge. The duration is 1 hour.","skill_mod":{},"summary":"You gain a +10 status bonus to your Speed and gain a +1 circumstance bonus to AC when using Timely Dodge. The duration is 1 minute.","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2672","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Prey Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-2672-2459"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2672","weakness":{},"primary_source_group":"Sky King's Tomb","price":1200,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Rare"],"id":"equipment-2672-2460","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Prey Mutagen May contain spoilers from Sky King's Tomb Source Pathfinder #194: Cult of the Cave Worm pg. 79 Usage held in 1 hand Bulk L Activate Single Action Interact --- A mixture of fey blood and rare ingredients give you incredible speed but also cause you to become particularly attractive to predators. Benefit You gain a status bonus to your speed and are able to use the following reaction: Timely Dodge Reaction Trigger You are targeted by a Strike; Effect You dart aside, gaining a circumstance bonus to AC, then Step after the Strike resolves. Drawback The range at which creatures can detect you with scent or tremorsense doubles. Animals and beasts gain a +2 circumstance bonus to attack rolls against you. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Prey Mutagen (Lesser) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 4 gp Bulk L --- You gain a +10 status bonus to your Speed and gain a +1 circumstance bonus to AC when using Timely Dodge. The duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Prey Mutagen (Moderate) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 12 gp Bulk L --- You gain a +20 status bonus to your Speed and gain a +2 circumstance bonus to AC when using Timely Dodge. The duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Prey Mutagen (Greater) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 300 gp Bulk L --- You gain a +30 status bonus to your Speed and gain a +3 circumstance bonus to AC when using Timely Dodge. The duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Prey Mutagen (Major) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 3,000 gp Bulk L --- You gain a +40 status bonus to your Speed and gain a +4 circumstance bonus to AC when using Timely Dodge. The duration is 1 hour.","skill_mod":{},"summary":"You gain a +20 status bonus to your Speed and gain a +2 circumstance bonus to AC when using Timely Dodge. The duration is 10 minutes.","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2672","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Prey Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-2672-2460"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2672","weakness":{},"primary_source_group":"Sky King's Tomb","price":30000,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Rare"],"id":"equipment-2672-2461","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Prey Mutagen May contain spoilers from Sky King's Tomb Source Pathfinder #194: Cult of the Cave Worm pg. 79 Usage held in 1 hand Bulk L Activate Single Action Interact --- A mixture of fey blood and rare ingredients give you incredible speed but also cause you to become particularly attractive to predators. Benefit You gain a status bonus to your speed and are able to use the following reaction: Timely Dodge Reaction Trigger You are targeted by a Strike; Effect You dart aside, gaining a circumstance bonus to AC, then Step after the Strike resolves. Drawback The range at which creatures can detect you with scent or tremorsense doubles. Animals and beasts gain a +2 circumstance bonus to attack rolls against you. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Prey Mutagen (Lesser) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 4 gp Bulk L --- You gain a +10 status bonus to your Speed and gain a +1 circumstance bonus to AC when using Timely Dodge. The duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Prey Mutagen (Moderate) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 12 gp Bulk L --- You gain a +20 status bonus to your Speed and gain a +2 circumstance bonus to AC when using Timely Dodge. The duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Prey Mutagen (Greater) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 300 gp Bulk L --- You gain a +30 status bonus to your Speed and gain a +3 circumstance bonus to AC when using Timely Dodge. The duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Prey Mutagen (Major) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 3,000 gp Bulk L --- You gain a +40 status bonus to your Speed and gain a +4 circumstance bonus to AC when using Timely Dodge. The duration is 1 hour.","skill_mod":{},"summary":"You gain a +30 status bonus to your Speed and gain a +3 circumstance bonus to AC when using Timely Dodge. The duration is 1 hour.","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2672","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Prey Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-2672-2461"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2672","weakness":{},"primary_source_group":"Sky King's Tomb","price":300000,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Rare"],"id":"equipment-2672-2462","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Prey Mutagen May contain spoilers from Sky King's Tomb Source Pathfinder #194: Cult of the Cave Worm pg. 79 Usage held in 1 hand Bulk L Activate Single Action Interact --- A mixture of fey blood and rare ingredients give you incredible speed but also cause you to become particularly attractive to predators. Benefit You gain a status bonus to your speed and are able to use the following reaction: Timely Dodge Reaction Trigger You are targeted by a Strike; Effect You dart aside, gaining a circumstance bonus to AC, then Step after the Strike resolves. Drawback The range at which creatures can detect you with scent or tremorsense doubles. Animals and beasts gain a +2 circumstance bonus to attack rolls against you. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Prey Mutagen (Lesser) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 4 gp Bulk L --- You gain a +10 status bonus to your Speed and gain a +1 circumstance bonus to AC when using Timely Dodge. The duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Prey Mutagen (Moderate) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 12 gp Bulk L --- You gain a +20 status bonus to your Speed and gain a +2 circumstance bonus to AC when using Timely Dodge. The duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Prey Mutagen (Greater) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 300 gp Bulk L --- You gain a +30 status bonus to your Speed and gain a +3 circumstance bonus to AC when using Timely Dodge. The duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Prey Mutagen (Major) Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 3,000 gp Bulk L --- You gain a +40 status bonus to your Speed and gain a +4 circumstance bonus to AC when using Timely Dodge. The duration is 1 hour.","skill_mod":{},"summary":"You gain a +40 status bonus to your Speed and gain a +4 circumstance bonus to AC when using Timely Dodge. The duration is 1 hour.","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2672","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Prey Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-2672-2462"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","price":1000,"trait":["Auditory","Clockwork","Consumable","Mechanical","Rare","Snare","Trap"],"id":"equipment-2673","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Thumper Snare May contain spoilers from Sky King's Tomb Source Pathfinder #194: Cult of the Cave Worm pg. 79 Price 10 gp --- This small box contains a clockwork mechanism that rhythmically thumps the ground, allowing creatures with tremorsense to detect it at up to double their usual range. The mechanism can be wound to thump anywhere from 1 round to 1 minute before falling into useless components.\n","skill_mod":{},"summary":"This small box contains a clockwork mechanism that rhythmically thumps the ground, allowing creatures with tremorsense to detect it at up to double …","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Sense","Monster","Equipment","Weapon","Hazard","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2673","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Thumper Snare","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-2673"},{"primary_source_category":"Adventure Paths","usage":"worn necklace","source":["Pathfinder #195: Heavy is the Crown"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","school":"enchantment","trait":["Artifact","Cursed","Enchantment","Evil","Invested","Magical","Unique"],"id":"equipment-2674","text":"<title level=\"1\" right=\"Item 15\" pfs=\"\" > Demon's Knot May contain spoilers from Sky King's Tomb Source Pathfinder #195: Heavy is the Crown pg. 79 Usage worn necklace Bulk L --- The demon Kaivirris is housed in the magnificent ruby that serves as the centerpiece of this beautiful, gold-plated, cold iron pendant necklace. Creatures within 30 feet of the demon's knot feel a subtle urge to acquire the necklace and take a –1 status penalty to Will saves. Upon donning the demon's knot , it fuses to you. You are subject to a geas that requires you to free Kaivirris from his prison. If you die without completing this task, you become a sulfur zombie that always remains within 100 feet of the demon's knot and is under the control of whoever is cursed by the demon's knot . The demon's knot sustains your physical form and protects your mind from mental control. You don't need to eat or drink. You become immune to the confused and controlled conditions. The demon's knot corrupts anyone wearing it. You gain weakness to cold iron 10 and good 10. Whenever you're within 60 feet of a celestial, you're frightened 2 and can't reduce the value of the frightened condition below 2. Activate Single Action command; Frequency once per day; Effect You allow Kaivirris's corrupting influence over you to outwardly manifest. For 1 minute, your features adopt a cruel cast, and you radiate a palpable aura of evil. During this time, you gain a +2 status bonus to Intimidation checks, and your Strikes deal an additional 1d6 evil damage. Activate Two Actions command, Interact; Frequency once per day; Effect The demon's knot casts chilling darkness . Destruction A celestial creature must hold the necklace in their hands for at least an hour while meditating on the damage it has caused, then weep on the ruby. It must then be completely sealed within a cold iron container and cast into the heart of an active volcano, allowing the magma to melt the container and the necklace within.\n","skill_mod":{},"summary":"The demon Kaivirris is housed in the magnificent ruby that serves as the centerpiece of this beautiful, gold-plated, cold iron pendant necklace. …","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Equipment","School","Alignment","Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2674","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Demon's Knot","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-2674"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #195: Heavy is the Crown"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 28 Fortitude","primary_source_group":"Sky King's Tomb","price":11000,"trait":["Alchemical","Consumable","Inhaled","Poison","Uncommon"],"id":"equipment-2675","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Terror Spores May contain spoilers from Sky King's Tomb Source Pathfinder #195: Heavy is the Crown pg. 79 Price 110 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Better known as the shrieking toadstool, the tragzioma fungus releases spores when disturbed by browsers, sending nearby creatures into a screaming panic that attracts opportunistic carnivores. Delicate alchemical processes have stabilized and concentrated the spores into a poison. Saving Throw DC 28 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 frightened 2 (1 round); Stage 2 frightened 3 (1 round); Stage 3 frightened 3 and fleeing for 1 round (1 round)\n","skill_mod":{},"summary":"Better known as the shrieking toadstool, the tragzioma fungus releases spores when disturbed by browsers, sending nearby creatures into a screaming …","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=2675","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","stage":[" frightened 2 (1 round)","frightened 3 (1 round)","frightened 3 and fleeing for 1 round (1 round)"],"name":"Terror Spores","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-2675"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #195: Heavy is the Crown"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 29 Fortitude","primary_source_group":"Sky King's Tomb","price":16000,"trait":["Alchemical","Consumable","Contact","Poison","Rare"],"id":"equipment-2676","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Toxic Effluence May contain spoilers from Sky King's Tomb Source Pathfinder #195: Heavy is the Crown pg. 80 Price 160 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- This dark green sludge has a caustic scent and gritty texture. Capable of entering the body through contact with flesh, toxic effluence becomes harmful once it hits the bloodstream, where it causes internal chemical burns, intense pain, and muscle spasms. Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage, 3d6 fire damage, clumsy 1, and enfeebled 1 (1 round); Stage 2 4d6 poison damage, 4d6 fire damage, clumsy 2, and enfeebled 2 (1 round); Stage 3 5d6 poison damage, 5d6 fire damage, clumsy 3, and enfeebled 3 (1 round)\n","skill_mod":{},"summary":"This dark green sludge has a caustic scent and gritty texture. Capable of entering the body through contact with flesh, toxic effluence becomes …","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2676","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","stage":["3d6 poison damage, 3d6 fire damage, clumsy 1 , and enfeebled 1 (1 round)","4d6 poison damage, 4d6 fire damage, clumsy 2, and enfeebled 2 (1 round)","5d6 poison damage, 5d6 fire damage, clumsy 3, and enfeebled 3 (1 round)"],"name":"Toxic Effluence","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"equipment-2676"},{"item_child_id":["equipment-2677-2463","equipment-2677-2464"],"primary_source_category":"Adventure Paths","usage":"tattoo","source":["Pathfinder #195: Heavy is the Crown"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","school":"evocation","trait":["Evocation","Fire","Invested","Magical","Tattoo","Uncommon"],"id":"equipment-2677","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Volcanic Vigor May contain spoilers from Sky King's Tomb Source Pathfinder #195: Heavy is the Crown pg. 80 Usage tattoo --- This tattoo takes the shape of a muscular orc, with molten flesh and hollow eye sockets that seep smoke. You don't take damage from extreme heat or severe heat. Activate Two Actions command; Frequency once per day; Effect You stomp on the ground, causing a 5-foot radius, 30- foot tall cylinder of lava to erupt from the ground within a range of 30 feet. The cylinder deals 7d6 fire damage. All creatures in the area must attempt a DC 27 basic Reflex save. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Volcanic Vigor Source Pathfinder #195: Heavy is the Crown pg. 80 Price 900 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Volcanic Vigor (Greater) Source Pathfinder #195: Heavy is the Crown pg. 80 Price 6,000 gp --- The damage of your lava eruption increases to 12d6, the range increases to 60 feet, and you can choose to increase the radius of the cylinder to 10 feet. Similarly, the height of the cylinder increases to 60 feet, and the DC increases to 34. While exposed to incredible heat, you take only minor heat damage every hour, instead of moderate heat damage every minute. You can see through ash and smoke.","element":["Fire"],"skill_mod":{},"summary":"This tattoo takes the shape of a muscular orc , with molten flesh and hollow eye sockets that seep smoke. You don't take damage from extreme heat …","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["School","Energy","Elemental","Planar","Monster","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2677","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Volcanic Vigor","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2677"},{"primary_source_category":"Adventure Paths","usage":"tattoo","source":["Pathfinder #195: Heavy is the Crown"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2677","weakness":{},"primary_source_group":"Sky King's Tomb","school":"evocation","price":90000,"trait":["Evocation","Fire","Invested","Magical","Tattoo","Uncommon"],"id":"equipment-2677-2463","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Volcanic Vigor May contain spoilers from Sky King's Tomb Source Pathfinder #195: Heavy is the Crown pg. 80 Usage tattoo --- This tattoo takes the shape of a muscular orc, with molten flesh and hollow eye sockets that seep smoke. You don't take damage from extreme heat or severe heat. Activate Two Actions command; Frequency once per day; Effect You stomp on the ground, causing a 5-foot radius, 30- foot tall cylinder of lava to erupt from the ground within a range of 30 feet. The cylinder deals 7d6 fire damage. All creatures in the area must attempt a DC 27 basic Reflex save. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Volcanic Vigor Source Pathfinder #195: Heavy is the Crown pg. 80 Price 900 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Volcanic Vigor (Greater) Source Pathfinder #195: Heavy is the Crown pg. 80 Price 6,000 gp --- The damage of your lava eruption increases to 12d6, the range increases to 60 feet, and you can choose to increase the radius of the cylinder to 10 feet. Similarly, the height of the cylinder increases to 60 feet, and the DC increases to 34. While exposed to incredible heat, you take only minor heat damage every hour, instead of moderate heat damage every minute. You can see through ash and smoke.","element":["Fire"],"skill_mod":{},"summary":"This tattoo takes the shape of a muscular orc , with molten flesh and hollow eye sockets that seep smoke. You don't take damage from extreme heat …","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["School","Energy","Elemental","Planar","Monster","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2677","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Volcanic Vigor","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2677-2463"},{"primary_source_category":"Adventure Paths","usage":"tattoo","source":["Pathfinder #195: Heavy is the Crown"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-2677","weakness":{},"primary_source_group":"Sky King's Tomb","school":"evocation","price":600000,"trait":["Evocation","Fire","Invested","Magical","Tattoo","Uncommon"],"id":"equipment-2677-2464","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Volcanic Vigor May contain spoilers from Sky King's Tomb Source Pathfinder #195: Heavy is the Crown pg. 80 Usage tattoo --- This tattoo takes the shape of a muscular orc, with molten flesh and hollow eye sockets that seep smoke. You don't take damage from extreme heat or severe heat. Activate Two Actions command; Frequency once per day; Effect You stomp on the ground, causing a 5-foot radius, 30- foot tall cylinder of lava to erupt from the ground within a range of 30 feet. The cylinder deals 7d6 fire damage. All creatures in the area must attempt a DC 27 basic Reflex save. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Volcanic Vigor Source Pathfinder #195: Heavy is the Crown pg. 80 Price 900 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Volcanic Vigor (Greater) Source Pathfinder #195: Heavy is the Crown pg. 80 Price 6,000 gp --- The damage of your lava eruption increases to 12d6, the range increases to 60 feet, and you can choose to increase the radius of the cylinder to 10 feet. Similarly, the height of the cylinder increases to 60 feet, and the DC increases to 34. While exposed to incredible heat, you take only minor heat damage every hour, instead of moderate heat damage every minute. You can see through ash and smoke.","element":["Fire"],"skill_mod":{},"summary":"The damage of your lava eruption increases to 12d6, the range increases to 60 feet, and you can choose to increase the radius of the cylinder to 10 …","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["School","Energy","Elemental","Planar","Monster","Equipment","Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2677","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Volcanic Vigor (Greater)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2677-2464"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #195: Heavy is the Crown"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","school":"divination","price":25000,"trait":["Auditory","Divination","Magical","Uncommon"],"id":"equipment-2678","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Sentinel Horn May contain spoilers from Sky King's Tomb Source Pathfinder #195: Heavy is the Crown pg. 80 Price 250 gp Usage held in 1 hand Bulk 1 --- This curved brass horn is a virtuoso instrument with a surprisingly deep tone, etched with images of interlocking lines and swirls. Sentinel horns come in pairs, and each works with only the other of its pair. The listed Price is for a pair of sentinel horns . Activate Single Action Interact; Frequency once per round; Effect You play a specific tune on the horn. When you do, the other horn also plays the same tune, not matter how far away it is, as long as it is on the same plane.\n","skill_mod":{},"summary":"This curved brass horn is a virtuoso instrument with a surprisingly deep tone, etched with images of interlocking lines and swirls. Sentinel horns …","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Sense","School","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2678","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Sentinel Horn","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2678"},{"primary_source_category":"Adventure Paths","usage":"worn necklace","source":["Pathfinder #195: Heavy is the Crown"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","school":"enchantment","price":43000,"trait":["Enchantment","Invested","Magical","Uncommon"],"id":"equipment-2679","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Sigil of the First Clan May contain spoilers from Sky King's Tomb Source Pathfinder #195: Heavy is the Crown pg. 80 Price 430 gp Usage worn necklace --- This intricate gold and adamantine clasp depicts the sigil of Clan Taargick, house of the famed King Taargick, founder of Tar Taargadth. When displayed prominently, other dwarves give more weight to your words. You gain a +1 circumstance bonus to Diplomacy and Intimidation checks against dwarves and against anyone who considers themselves a staunch ally of Clan Taargick. Against anyone who considers Clan Taargick an enemy, such as worshippers of Droskar and many orcs, you instead take a –1 circumstance penalty to Diplomacy and Intimidation checks. Activate Single Action command; Frequency once per day; Effect You wield the authority of Clan Taargick like a gavel, enforcing your word as law. You cast 1st-level command with a DC of 24.\n","skill_mod":{},"summary":"This intricate gold and adamantine clasp depicts the sigil of Clan Taargick, house of the famed King Taargick, founder of Tar Taargadth. When …","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["School","Equipment","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2679","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Sigil of the First Clan","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2679"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #195: Heavy is the Crown"],"type":"Item","item_category":"Grimoires","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","school":"illusion","price":100000,"trait":["Grimoire","Illusion","Magical","Rare","Shadow"],"id":"equipment-2680","text":"<title level=\"1\" right=\"Item 10\" pfs=\"\" > Tome of Dripping Shadows May contain spoilers from Sky King's Tomb Source Pathfinder #195: Heavy is the Crown pg. 81 Price 1,000 gp Bulk L --- This book constantly drips evanescent tendrils of shadow that seethe and writhe. The tendrils have a will of their own, retreating from light sources and curling toward darkness. While you hold the tome, you gain darkvision; if you already have darkvision, you gain greater darkvision instead. Preparing spells from this tome strengthens your shadow magic and gives you a greater understanding of shadow spells you add to this tome. Any shadow spells you prepare from this tome that are at least 2 levels lower than the highest-level spell you can cast are treated as 1 level higher for the purposes of counteracting them. When you add a shadow spell to this tome, you can prepare heightened versions of that spell up to the highest level of that spell that you are able to cast. Activate Reaction envision; Frequency once per day; Trigger A target of a shadow spell you prepared from the grimoire critically fails a saving throw against the spell; Effect You recall a fragment of the shadow magic that suffuses your target and wrap it around yourself like a caul. The triggering creature's saving throw result is a failure, not a critical failure. For the next minute, you become concealed to all creatures and you are hidden from the triggering creature, regardless of what precise sense it has. If you use a hostile action against the triggering creature, you become only concealed to it (rather than hidden) at the end of the hostile action.\n","skill_mod":{},"summary":"This book constantly drips evanescent tendrils of shadow that seethe and writhe. The tendrils have a will of their own, retreating from light sources …","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Equipment","School","Monster","Mechanics","Rarity","Planar"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2680","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Tome of Dripping Shadows","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-2680"},{"primary_source_category":"Adventure Paths","usage":"etched onto medium or heavy armor","source":["Pathfinder #195: Heavy is the Crown"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","school":"conjuration","price":410000,"trait":["Conjuration","Earth","Magical","Rare"],"id":"equipment-2681","text":"<title level=\"1\" right=\"Item 14\" pfs=\"\" > Cavern's Heart May contain spoilers from Sky King's Tomb Source Pathfinder #195: Heavy is the Crown pg. 81 Price 4,100 gp Usage etched onto medium or heavy armor --- Usage etched onto medium or heavy armor This armor can channel your life force into an enhanced wall of stone . Activate Three Actions command; Frequency once per day; Effect By stamping your foot on the ground and calling out to spirits of stone, you summon a stone wall. This is a wall of stone , except that the wall is tied to your own life force. When the stone wall is damaged, you are damaged instead. If you are reduced to 0 HP, the wall is destroyed. The effect is dismissed if you move more than 30 feet away from the stone wall or if you spend a single action with the concentrate trait.\n","element":["Earth"],"skill_mod":{},"summary":"Usage etched onto medium or heavy armor This armor can channel your life force into an enhanced wall of stone . ","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["School","Elemental","Planar","Monster","Mechanics","Rarity"],"level":14,"source_category":["Adventure Paths"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2681","source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Cavern's Heart","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-2681"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #196: The Summer That Never Was"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"evocation","price":10000,"skill":["Intimidation"],"trait":["Evocation","Invested","Magical","Rare"],"id":"equipment-2682","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Cape of Justice May contain spoilers from Season of Ghosts Source Pathfinder #196: The Summer That Never Was pg. 81 Price 100 gp Usage worn cloak Bulk L --- While Yaezhing is feared and seldom worshipped in the open, some regions of Tian Xia see him as a god of necessary evil and their only hope for justice. This garment is often worn by bounty hunters or priests of Yaezhing, yet non-worshippers of the god of harsh justice sometimes wear this item without fear of religious persecution. The red cape appears almost black while in the shadows, with a lighter red mandala pattern on it that resembles a shuriken. When you invest a cape of justice , you must designate a single creature as your offender. You must have met the creature before, or the creature should have a persona well known to the public (for instance, a bandit's epithet, if not their face as shown on a wanted poster). You gain a +1 item bonus to Demoralize this creature. If you don't designate a creature as your offender when you invest the cape of justice , or if 24 hours pass without you either slaying or capturing your offender, your thoughts become worried and distracted and you take a –1 item penalty to Perception checks for the next 24 hours. Activate Single Action command, Interact (force) Frequency once per hour; Effect By using a free hand to grab the edge of your cape and give it a quick flourish, you cause a red, shuriken-shaped bolt of force to fire at a target within 60 feet that you can see. The shuriken hits automatically and deals 1d4+1 force damage, or 2d4+2 force damage if the target is your designated offender. If the target is within 30 feet, you can attempt to Demoralize the target as a free action after the shuriken strikes them. Activate Two Actions command, Interact (incapacitation) Frequency once per day; Effect You produce manacles from the cape and then fling them at a Medium or Small bipedal target within 30 feet. The target must attempt a DC 18 Reflex save. Critical Success The target is unaffected, and the manacles vanish. Success The manacles strike the target's legs but fail to latch properly. The target is flat-footed until the start of your next turn, at which point the manacles vanish. Failure The manacles lock on the target's legs, causing the target to take a –15-foot circumstance penalty to its Speeds for 1 minute, or until it Escapes or is freed by someone using Pick a Lock (DC 18), after which the manacles vanish. Critical Failure As failure, but the target is immobilized for as long as the manacles remain in place.\n","skill_mod":{},"summary":"While Yaezhing is feared and seldom worshipped in the open, some regions of Tian Xia see him as a god of necessary evil and their only hope for …","primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["School","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2682","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Cape of Justice","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-2682"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #196: The Summer That Never Was"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"necromancy","price":10000,"trait":["Magical","Necromancy","Unique"],"id":"equipment-2683","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Fiend's Hunger May contain spoilers from Season of Ghosts Source Pathfinder #196: The Summer That Never Was pg. 81 Price 100 gp Usage held in 1 hand Bulk L Base Weapon Dagger --- The blade of this +1 low-grade silver dagger has a sickly red tinge. Though once used to send souls to empower Kugaptee, the fury of those slain by the blade now allow its wielder to periodically strike back against fiends. Activate Free Action command (divine, enchantment, mental) Frequency once per day; Trigger You score a critical hit against a fiend; Effect Vengeful echoes of the fallen lance out into the psyche of the fiend struck. After the normal effects of the critical hit, the target must roll a DC 18 Fortitude save. Critical Success The creature is unaffected. Success The creature becomes distracted by vengeful spirits and becomes flat-footed until the start of your next turn. Failure As success, but the creature is also slowed 1 for 1 round. Critical Failure As failure, but the creature is slowed 1 for 1 minute.\n","skill_mod":{},"summary":"The blade of this +1 low-grade silver dagger has a sickly red tinge. Though once used to send souls to empower Kugaptee, the fury of those …","primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["Mechanics","School","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2683","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Dagger"],"name":"Fiend's Hunger","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-2683"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #196: The Summer That Never Was"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":6000,"skill":["Diplomacy","Survival"],"trait":["Invested","Magical","Unique"],"id":"equipment-2684","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Hongrui's Gratitude May contain spoilers from Season of Ghosts Source Pathfinder #196: The Summer That Never Was pg. 82 Price 60 gp Usage worn cloak Bulk L --- Given as thanks for honoring the memories of three unfortunate travelers who met a tragic end in the Willowshore Hinterlands, this red-hooded cloak is decorated with an image of an elaborately dressed performer whose two companions hold a lantern and umbrella for her. Activate Three Actions command, envision, Interact (evocation, light) Frequency once per day; Requirements You don't have the umbrella activation of this cloak active; Effect With a wave of the cloak to the left, you cause the image of the lantern-holding companion on the cloak to vanish. A floating red lantern appears at your side and follows you at an arm's length while casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. For 1 hour, while the light from this lantern is active, you gain a +1 item bonus to Diplomacy checks. You can Activate the cloak again to dismiss the torch. Activate Three Actions command, envision, Interact (abjuration) Frequency once per day; Requirements You don't have the lantern activation of this cloak active; Effect With a wave of the cloak to the right, you cause the image of the umbrella-holding companion on the cloak to vanish. An indestructible red wax paper umbrella appears above you and follows you, shielding you from weather effects, such as rain or bright sunlight. For 1 hour, while this umbrella is active, you gain a +1 item bonus to Survival checks. You can Activate the cloak again to dismiss the umbrella.\n","skill_mod":{},"summary":"Given as thanks for honoring the memories of three unfortunate travelers who met a tragic end in the Willowshore Hinterlands, this red-hooded cloak …","primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2684","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Hongrui's Gratitude","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-2684"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #196: The Summer That Never Was"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":1200,"trait":["Alchemical","Consumable","Drug","Ingested","Poison","Rare"],"id":"equipment-2685","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Matsuki's Medicinal Wine May contain spoilers from Season of Ghosts Source Pathfinder #196: The Summer That Never Was pg. 82 Price 12 gp Usage held in 1 hand Bulk L --- Old Matsuki's private brew has quite the kick. In addition to making you tipsy, this medicinal wine works wonders in helping to recover from disease—including (ironically) drug addiction. Matsuki's medicinal wine functions as alcohol, except that its saving throw is a DC 18 Fortitude save. In addition, upon drinking a dose of Matsuki's medicinal wine, you gain a +2 item bonus to Fortitude saving throws against diseases and poisons for 24 hours. This applies to your daily save against a disease's progression; however, the bonus doesn't apply to any checks you attempt against Matsuki's medical wine itself.\n","skill_mod":{},"summary":"Old Matsuki's private brew has quite the kick. In addition to making you tipsy, this medicinal wine works wonders in helping to recover from …","primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Drugs","resistance":{},"url":"/Equipment.aspx?ID=2685","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Matsuki's Medicinal Wine","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-2685"},{"primary_source_category":"Adventure Paths","usage":"worn helmet","source":["Pathfinder #196: The Summer That Never Was"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"illusion","price":8500,"trait":["Illusion","Invested","Magical","Rare"],"id":"equipment-2686","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Noppera-Bo Hood May contain spoilers from Season of Ghosts Source Pathfinder #196: The Summer That Never Was pg. 82 Price 85 gp Usage worn helmet Bulk L --- This unpleasant-looking hood appears to be a completely smooth, round sack of skin that feels uncannily warm to the touch. When you wear this hood and invest it, it merges with your head and face, becoming imperceptible as a worn item except on close examination, which reveals a slight oily sheen to your facial features. You can cause minor shifts and changes to your features while wearing a noppera-bo hood ; this counts as having a disguise kit to Impersonate any creature that is the same ancestry as you. Activate Two Actions envision (transmutation) Frequency once per day; Effect You focus on the hood's magic, and then gain the effects of 1st-level illusory disguise , though it's a transmutation effect rather than an illusion.\n","skill_mod":{},"summary":"This unpleasant-looking hood appears to be a completely smooth, round sack of skin that feels uncannily warm to the touch. When you wear this hood …","primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=2686","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Noppera-Bo Hood","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-2686"},{"primary_source_category":"Adventure Paths","usage":"tattooed on the body","source":["Pathfinder #196: The Summer That Never Was"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"necromancy","price":6000,"skill":["Intimidation","Intimidation","Diplomacy"],"trait":["Invested","Magical","Necromancy","Rare","Tattoo"],"id":"equipment-2687","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Spider Lily Tattoo May contain spoilers from Season of Ghosts Source Pathfinder #196: The Summer That Never Was pg. 82 Price 60 gp Usage tattooed on the body --- The spider lily tattoo marks you as a trusted member of Granny Hu's network. This crimson tattoo fades and becomes invisible within a day of being applied, reappearing only when you Activate it, when you gain the doomed condition, or when you die. The higher the doomed value, the more vivid the color. If your tattoo is plainly visible, you gain a +1 item bonus to Intimidation checks against all creatures that can see the tattoo, but you take a –1 item penalty to Diplomacy checks to Make an Impression on those who understand the actual meaning of the spider lily tattoo (including all of Willowshore's citizens). Activate Single Action envision (concentrate) Requirements Your tattoo isn't currently visible; Effect You make the tattoo visible. You can use this activation again to make the tattoo not visible, unless you have the doomed condition. Activate Reaction envision (concentrate) Frequency once per day; Trigger An undead creature detects you for the first time; Effect The spider lily tattoo manipulates your life force to make you appear to be undead for a short time. Attempt a Deception check against the triggering undead creature's Perception DC. On a success, the triggering undead believes you're undead as well—a mindless undead is likely to ignore you, while a sapient undead might react with curiosity or confusion. You can continue attempting Deception checks each round as a single action to Sustain the effect for up to 1 minute.\n","skill_mod":{},"summary":"The spider lily tattoo marks you as a trusted member of Granny Hu's network. This crimson tattoo fades and becomes invisible within a day of being …","primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["Equipment","Mechanics","School","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=2687","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Spider Lily Tattoo","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-2687"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #196: The Summer That Never Was"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":500,"trait":["Consumable","Magical","Snare","Trap","Uncommon"],"id":"equipment-2688","text":"<title level=\"1\" right=\"Item 2\" pfs=\"\" > Spirit Trap May contain spoilers from Season of Ghosts Source Pathfinder #196: The Summer That Never Was pg. 83 Price 5 gp --- A spirit trap consists of a net dipped in water that has been steeped with sacred herbs to better combat phantoms. This snare's components function as a net when not set up. You set this snare up in a 10-foot-by-10-foot area. The first creature with the spirit trait that steps into the area must attempt a DC 16 Fortitude save. Critical Success The creature is unaffected Success The creature is flat-footed for 1 round. Failure The creature is immobilized for 1 round. Critical Failure The creature is immobilized until it Escapes (DC 16).\n","skill_mod":{},"summary":"A spirit trap consists of a net dipped in water that has been steeped with sacred herbs to better combat phantoms. This snare's components function …","primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["Equipment","Mechanics","Hazard","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Magical Snares","resistance":{},"url":"/Equipment.aspx?ID=2688","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Spirit Trap","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-2688"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #196: The Summer That Never Was"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"transmutation","price":6000,"trait":["Magical","Transmutation","Unique"],"id":"equipment-2689","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Ugly Cute's Gift May contain spoilers from Season of Ghosts Source Pathfinder #196: The Summer That Never Was pg. 83 Price 60 gp Usage held in 1 hand Bulk 1 Base Weapon Spiked Gauntlet --- This spiky, stony fragment shed from Ugly Cute's carapace fits quite comfortably over the hand. Though a little bulkier than the typical gauntlet, it still functions as a +1 spiked gauntlet . Activate Two Actions command, Interact; Frequency once per day; Effect You draw upon Ugly Cute's latent spiritual energy to infuse the gauntlet with forceful power. For 1 minute, Ugly Cute's gift gains the advantages of a ghost touch property rune and deals an additional 2 force damage on a successful Strike.\n","skill_mod":{},"summary":"This spiky, stony fragment shed from Ugly Cute's carapace fits quite comfortably over the hand. Though a little bulkier than the typical gauntlet, it …","primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["Mechanics","School","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2689","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Spiked Gauntlet"],"name":"Ugly Cute's Gift","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-2689"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #196: The Summer That Never Was"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"abjuration","price":400,"trait":["Abjuration","Consumable","Fulu","Magical","Rare","Talisman"],"id":"equipment-2690","text":"<title level=\"1\" right=\"Item 1\" pfs=\"\" > Animal-Turning Fulu May contain spoilers from Season of Ghosts Source Pathfinder #196: The Summer That Never Was pg. 83 Price 4 gp Usage affixed to armor Activate Reaction envision Trigger A creature with the animal trait successfully Strikes you. --- Frightened animals depicted on this fulu flee in all directions from a central figure (traditionally represented by a human hunter, but sometimes depicted as a skeletal undead creature or even a fiend with long, broken arms). You activate this fulu, gaining a +2 item bonus to AC against the triggering Strike. If this causes the Strike to miss, you become concealed from the triggering creature until the start of your next turn.\n","skill_mod":{},"summary":"Frightened animals depicted on this fulu flee in all directions from a central figure (traditionally represented by a human hunter, but sometimes …","primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["School","Equipment","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Fulu","trigger":"A creature with the animal trait successfully Strikes you.","resistance":{},"url":"/Equipment.aspx?ID=2690","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Animal-Turning Fulu","actions_number":1,"bulk":0,"category":"equipment","actions":"Reaction","rarity":"rare","slug":"equipment-2690"},{"primary_source_category":"Adventure Paths","usage":"affixed to a weapon","source":["Pathfinder #196: The Summer That Never Was"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"evocation","price":400,"trait":["Consumable","Evocation","Fulu","Magical","Rare","Talisman"],"id":"equipment-2691","text":"<title level=\"1\" right=\"Item 1\" pfs=\"\" > Firecracker Fulu May contain spoilers from Season of Ghosts Source Pathfinder #196: The Summer That Never Was pg. 83 Price 4 gp Usage affixed to a weapon Activate Free Action envision Trigger You critically succeed at an attack roll with the affixed weapon. --- The fulu explodes and showers the area with bright sparks. The creature struck takes an additional 1d4 sonic damage and must succeed at a DC 15 Fortitude save or be dazzled for 1 round (or dazzled for 1 minute on a critical failure).\n","skill_mod":{},"summary":"The fulu explodes and showers the area with bright sparks. The creature struck takes an additional 1d4 sonic damage and must succeed at a DC 15 …","primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["Equipment","School","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Fulu","trigger":"You critically succeed at an attack roll with the affixed weapon.","resistance":{},"url":"/Equipment.aspx?ID=2691","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Firecracker Fulu","actions_number":0,"bulk":0,"category":"equipment","actions":"Free Action","rarity":"rare","slug":"equipment-2691"},{"item_child_id":["equipment-2692-2465","equipment-2692-2466","equipment-2692-2467"],"primary_source_category":"Adventure Paths","usage":"affixed to wall","source":["Pathfinder #196: The Summer That Never Was"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"abjuration","skill":["Stealth","Stealth","Stealth"],"trait":["Abjuration","Consumable","Fulu","Magical","Rare"],"id":"equipment-2692","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Privacy Ward Fulu May contain spoilers from Season of Ghosts Source Pathfinder #196: The Summer That Never Was pg. 83 Usage affixed to wall --- This fulu seeks to keep thieves, spies, and unwanted attention away from a room. A depiction of a lock appears in the center of this fulu, which is in turn surrounded by circles of broken keys. When applied to a wall inside a room, all creatures within the room gain an item bonus to Stealth checks against creatures outside the room. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Privacy Ward Fulu (Hallway) Source Pathfinder #196: The Summer That Never Was pg. 83 Price 4 gp --- The privacy ward fulu can shield a room of up to 10 square feet, grants a +1 item bonus, and has a duration of 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Privacy Ward Fulu (Room) Source Pathfinder #196: The Summer That Never Was pg. 83 Price 25 gp --- The fulu can shield a room of up to 30 square feet, grants a +1 item bonus, and has a duration of 8 hours. If you become hidden within the room, you automatically become undetected to creatures of the fulu's level or lower. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Privacy Ward Fulu (Chamber) Source Pathfinder #196: The Summer That Never Was pg. 83 Price 120 gp --- The fulu can shield a room of up to 90 square feet, grants a +2 item bonus, and has a duration of 24 hours. If you become hidden within the room, you automatically become undetected to creatures of the fulu's level or lower.","skill_mod":{},"summary":"This fulu seeks to keep thieves, spies, and unwanted attention away from a room. A depiction of a lock appears in the center of this fulu, which is …","primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["School","Equipment","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2692","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Privacy Ward Fulu","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2692"},{"primary_source_category":"Adventure Paths","usage":"affixed to wall","source":["Pathfinder #196: The Summer That Never Was"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2692","weakness":{},"primary_source_group":"Season of Ghosts","school":"abjuration","price":400,"skill":["Stealth"],"trait":["Abjuration","Consumable","Fulu","Magical","Rare"],"id":"equipment-2692-2465","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Privacy Ward Fulu May contain spoilers from Season of Ghosts Source Pathfinder #196: The Summer That Never Was pg. 83 Usage affixed to wall --- This fulu seeks to keep thieves, spies, and unwanted attention away from a room. A depiction of a lock appears in the center of this fulu, which is in turn surrounded by circles of broken keys. When applied to a wall inside a room, all creatures within the room gain an item bonus to Stealth checks against creatures outside the room. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Privacy Ward Fulu (Hallway) Source Pathfinder #196: The Summer That Never Was pg. 83 Price 4 gp --- The privacy ward fulu can shield a room of up to 10 square feet, grants a +1 item bonus, and has a duration of 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Privacy Ward Fulu (Room) Source Pathfinder #196: The Summer That Never Was pg. 83 Price 25 gp --- The fulu can shield a room of up to 30 square feet, grants a +1 item bonus, and has a duration of 8 hours. If you become hidden within the room, you automatically become undetected to creatures of the fulu's level or lower. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Privacy Ward Fulu (Chamber) Source Pathfinder #196: The Summer That Never Was pg. 83 Price 120 gp --- The fulu can shield a room of up to 90 square feet, grants a +2 item bonus, and has a duration of 24 hours. If you become hidden within the room, you automatically become undetected to creatures of the fulu's level or lower.","skill_mod":{},"summary":"The privacy ward fulu can shield a room of up to 10 square feet, grants a +1 item bonus, and has a duration of 1 hour.","primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["School","Equipment","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2692","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Privacy Ward Fulu (Hallway)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2692-2465"},{"primary_source_category":"Adventure Paths","usage":"affixed to wall","source":["Pathfinder #196: The Summer That Never Was"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2692","weakness":{},"primary_source_group":"Season of Ghosts","school":"abjuration","price":2500,"skill":["Stealth"],"trait":["Abjuration","Consumable","Fulu","Magical","Rare"],"id":"equipment-2692-2466","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Privacy Ward Fulu May contain spoilers from Season of Ghosts Source Pathfinder #196: The Summer That Never Was pg. 83 Usage affixed to wall --- This fulu seeks to keep thieves, spies, and unwanted attention away from a room. A depiction of a lock appears in the center of this fulu, which is in turn surrounded by circles of broken keys. When applied to a wall inside a room, all creatures within the room gain an item bonus to Stealth checks against creatures outside the room. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Privacy Ward Fulu (Hallway) Source Pathfinder #196: The Summer That Never Was pg. 83 Price 4 gp --- The privacy ward fulu can shield a room of up to 10 square feet, grants a +1 item bonus, and has a duration of 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Privacy Ward Fulu (Room) Source Pathfinder #196: The Summer That Never Was pg. 83 Price 25 gp --- The fulu can shield a room of up to 30 square feet, grants a +1 item bonus, and has a duration of 8 hours. If you become hidden within the room, you automatically become undetected to creatures of the fulu's level or lower. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Privacy Ward Fulu (Chamber) Source Pathfinder #196: The Summer That Never Was pg. 83 Price 120 gp --- The fulu can shield a room of up to 90 square feet, grants a +2 item bonus, and has a duration of 24 hours. If you become hidden within the room, you automatically become undetected to creatures of the fulu's level or lower.","skill_mod":{},"summary":"The fulu can shield a room of up to 30 square feet, grants a +1 item bonus, and has a duration of 8 hours. If you become hidden within the room, …","primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["School","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2692","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Privacy Ward Fulu (Room)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2692-2466"},{"primary_source_category":"Adventure Paths","usage":"affixed to wall","source":["Pathfinder #196: The Summer That Never Was"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2692","weakness":{},"primary_source_group":"Season of Ghosts","school":"abjuration","price":12000,"skill":["Stealth"],"trait":["Abjuration","Consumable","Fulu","Magical","Rare"],"id":"equipment-2692-2467","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Privacy Ward Fulu May contain spoilers from Season of Ghosts Source Pathfinder #196: The Summer That Never Was pg. 83 Usage affixed to wall --- This fulu seeks to keep thieves, spies, and unwanted attention away from a room. A depiction of a lock appears in the center of this fulu, which is in turn surrounded by circles of broken keys. When applied to a wall inside a room, all creatures within the room gain an item bonus to Stealth checks against creatures outside the room. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Privacy Ward Fulu (Hallway) Source Pathfinder #196: The Summer That Never Was pg. 83 Price 4 gp --- The privacy ward fulu can shield a room of up to 10 square feet, grants a +1 item bonus, and has a duration of 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Privacy Ward Fulu (Room) Source Pathfinder #196: The Summer That Never Was pg. 83 Price 25 gp --- The fulu can shield a room of up to 30 square feet, grants a +1 item bonus, and has a duration of 8 hours. If you become hidden within the room, you automatically become undetected to creatures of the fulu's level or lower. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Privacy Ward Fulu (Chamber) Source Pathfinder #196: The Summer That Never Was pg. 83 Price 120 gp --- The fulu can shield a room of up to 90 square feet, grants a +2 item bonus, and has a duration of 24 hours. If you become hidden within the room, you automatically become undetected to creatures of the fulu's level or lower.","skill_mod":{},"summary":"The fulu can shield a room of up to 90 square feet, grants a +2 item bonus, and has a duration of 24 hours. If you become hidden within the room, you …","primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=2692","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Privacy Ward Fulu (Chamber)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2692-2467"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #196: The Summer That Never Was"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"divination","price":700,"trait":["Consumable","Divination","Fulu","Magical","Rare","Talisman"],"id":"equipment-2693","text":"<title level=\"1\" right=\"Item 2\" pfs=\"\" > Traveler's Fulu May contain spoilers from Season of Ghosts Source Pathfinder #196: The Summer That Never Was pg. 83 Price 7 gp Usage affixed to armor Activate Free Action envision Trigger You critically fail an attempt to Sense Direction Requirement You're trained in Survival --- This fulu shows a series of constellations and arrows depicting astronomical movements through the night sky. When you activate a traveler's fulu , the magic infuses your mind with sensations of deja vu, as if you'd been in this region before. You gain a success on the triggering check.\n","skill_mod":{},"summary":"This fulu shows a series of constellations and arrows depicting astronomical movements through the night sky. When you activate a traveler's fulu , …","primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["Equipment","School","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Fulu","requirement":"You're trained in Survival ","trigger":"You critically fail an attempt to Sense Direction ","resistance":{},"url":"/Equipment.aspx?ID=2693","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Traveler's Fulu","actions_number":0,"bulk":0,"category":"equipment","actions":"Free Action","rarity":"rare","slug":"equipment-2693"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Rusthenge"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Rusthenge","price":400,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-2694","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Armor Polishing Kit May contain spoilers from Rusthenge Source Rusthenge pg. 59 Price 4 gp Usage held in 1 hand Bulk L --- This kit can be used to clean and polish armor. Creatures wearing armor that has been maintained by this kit gain a +1 circumstance bonus on Diplomacy checks to Make an Impression on soldiers, guards, Gorumites, and other martially minded characters. This bonus expires after 24 hours, or if the armor is soiled in some way, such as by walking through a sewer or falling in a mud pit.\n","skill_mod":{},"summary":"This kit can be used to clean and polish armor. Creatures wearing armor that has been maintained by this kit gain a +1 circumstance bonus on …","primary_source":"Rusthenge","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Adventures"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=2694","source_group":["Rusthenge"],"spoilers":"Rusthenge","name":"Armor Polishing Kit","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2694"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Rusthenge"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Rusthenge","price":300,"trait":["Alchemical","Consumable","Elixir","Rare"],"id":"equipment-2695","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Elsie's Excellent Bottled Vim May contain spoilers from Rusthenge Source Rusthenge pg. 59 Price 3 gp Usage held in 1 hand Bulk L Activate Interact --- A dose of this slightly fizzy, pale-pink tonic vitalizes the body and bolsters the spirit, bringing those suffering from aches and pains brought on by illness some temporary respite. For 8 hours after drinking this elixir, reduce the value of one of the following conditions you're suffering by 1: clumsy, drained, enfeebled, or sickened. A condition whose value is reduced to 0 is not removed; after 8 hours, the condition returns to its original value, unless its duration expired or it was removed by another means.\n","skill_mod":{},"summary":"A dose of this slightly fizzy, pale-pink tonic vitalizes the body and bolsters the spirit, bringing those suffering from aches and pains brought on …","primary_source":"Rusthenge","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2695","source_group":["Rusthenge"],"spoilers":"Rusthenge","name":"Elsie's Excellent Bottled Vim","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-2695"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Rusthenge"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Rusthenge","price":200,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-2696","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Rust Scrub May contain spoilers from Rusthenge Source Rusthenge pg. 59 Price 2 gp Usage held in 1 hand Bulk L --- This salt scrub is infused with citron juice and alchemical ingredients that allow it to fight rust on metallic equipment. One application can be used to restore 2d4 Hit Points to an item that has been damaged by rust. The GM determines what portion of damage to an item was caused by rust if that value isn't known.\n","skill_mod":{},"summary":"This salt scrub is infused with citron juice and alchemical ingredients that allow it to fight rust on metallic equipment. One application can be …","primary_source":"Rusthenge","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Adventures"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=2696","source_group":["Rusthenge"],"spoilers":"Rusthenge","name":"Rust Scrub","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-2696"},{"primary_source_category":"Adventures","usage":"affixed to armor","source":["Rusthenge"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Rusthenge","school":"transmutation","price":700,"trait":["Consumable","Magical","Talisman","Transmutation","Uncommon"],"id":"equipment-2697","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Sanitizing Pin May contain spoilers from Rusthenge Source Rusthenge pg. 59 Price 7 gp Usage affixed to armor Activate Free Action command Trigger You attempt a saving throw against a disease or poison. --- This pin includes a piece of gauze wrapped around a dried herbal poultice. When you activate the sanitizing pin , the poultice dissolves and bolsters your body's defense against poison or disease. You gain a +2 status bonus on your Fortitude save against the initial exposure to the affliction. If you roll a critical failure on the triggering attempt, you get a failure instead.\n","skill_mod":{},"summary":"This pin includes a piece of gauze wrapped around a dried herbal poultice. When you activate the sanitizing pin , the poultice dissolves and …","primary_source":"Rusthenge","trait_group":["Equipment","Mechanics","School","Rarity"],"level":2,"source_category":["Adventures"],"item_subcategory":"Talismans","trigger":"You attempt a saving throw against a disease or poison .","resistance":{},"url":"/Equipment.aspx?ID=2697","source_group":["Rusthenge"],"spoilers":"Rusthenge","name":"Sanitizing Pin","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-2697"},{"primary_source_category":"Adventures","usage":"held in 2 hands","source":["Rusthenge"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Rusthenge","school":"transmutation","trait":["Artifact","Chaotic","Evil","Invested","Magical","Transmutation","Unique"],"id":"equipment-2698","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Horn of Rust May contain spoilers from Rusthenge Source Rusthenge pg. 60 Usage held in 2 hands Bulk 2 --- This rusted, coiled iron horn is sizable, appearing similar in shape to a ram's horn but measuring nearly 2 feet in diameter. Flakes of rust constantly fall from this item, and it leaves hands with a rusty red stain that lingers. While the Horn of Rust's power has diminished over the ages since Xar-Azmak's death, those who carry it are still subject to its palpable chaotic influences. If you aren't chaotic evil, you are enfeebled 1 while carrying or using the Horn of Rust , and if you're lawful or good, you are instead enfeebled 2 and stupefied 1. The longer a non-worshipper of Xar-Azmak carries the Horn of Rust , the greater the chances a vloriak or other demon (or group of demons) will seek them out to slay them and reclaim the artifact. The frequency of these attacks is left to the GM to determine, but they should occur no less frequently than once a month. These attacks should always be at least moderate encounters; if the PCs don't take them seriously, the attacks could eventually escalate into severe encounters. Some of the Horn of Rust's activated powers consume charges, similar to how a magic staff functions. When its charges are reduced to zero, its activations that require charges can still be used normally. It can be prepared with charges in the same method as a staff, and it counts as a staff for the limit of how many staves you can prepare in a day. Activate Cast a Spell; Effect You expend a number of charges from the Horn of Rust to cast a spell from the following list. Cantrip divine lance (chaotic or evil damage only) 1st noxious vapors 2nd shatter 3rd stinking cloud --- The following activations do not consume charges from the Horn of Rust, and they can be utilized even when the artifact has no charges available. Activate Two Actions envision, Interact; Frequency once per hour; Effect You blow on the horn to unleash a swirling aura of jagged, rusty metal shards that orbit you in a 5-foot emanation for 1 minute. The shards grant you a +1 item bonus to AC. Creatures and objects that begin their turn in this area take 6d6 slashing damage from the shards (DC 19 basic Reflex save). A creature damaged by this aura is exposed to a potent form of tetanus that has a level equal to the Horn of Rust's level and has a DC 19 Fortitude save. Worshippers of Xar-Azmak are immune to this effect. Activate Two Actions envision, Interact; Frequency once per day; Effect You place the horn's bell against a diseased creature and then inhale into the mouthpiece rather than blow into it. The horn attempts to draw out the disease, casting a remove disease spell to your specification with a counteract modifier of +11. If the Horn of Rust succeeds at countering a disease, it gains a number of charges equal to half the disease's level (rounded down, minimum 1). If it critically fails, not only is the disease not countered, but you are exposed to the disease and must attempt a saving throw against it to resist contracting the affliction. --- Xar-Azmak Resurrected If the demon lord Xar-Azmak is resurrected, the Horn of Rust becomes a 20th-level item. Its swirling aura of rusty metal shards grants a +3 item bonus to AC, deals 20d6 slashing damage (DC 43 basic Reflex save), and the tetanus has a DC 43 Fortitude save. It has a +31 counteract modifier against diseases. You can cast the following additional spells using the artifact's charges. 4th rusting grasp 5th cloudkill 6th disintegrate 7th divine decree (chaotic or evil only) 8th horrid wilting 9th disjunction 10th cataclysm Destruction The Horn of Rust must be washed with the juice of a fresh peach plucked from an immortal arboreal, then dipped into a pool of molten mithral, and finally cooled with the tears of a remorseful demon. Alternatively, GMs can devise a series of their own quests for the PCs and send them to destroy this ancient artifact. Once the horn is destroyed, Xar-Azmak can never be resurrected.\n","skill_mod":{},"summary":"This rusted, coiled iron horn is sizable, appearing similar in shape to a ram's horn but measuring nearly 2 feet in diameter. Flakes of rust …","primary_source":"Rusthenge","trait_group":["Equipment","Alignment","Mechanics","School","Rarity"],"level":5,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=2698","source_group":["Rusthenge"],"spoilers":"Rusthenge","name":"Horn of Rust","bulk":2,"category":"equipment","rarity":"unique","slug":"equipment-2698"},{"skill_mod":{},"summary":"This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2700","weakness":{},"price":150,"name":"Adventurer's Pack","legacy_id":["equipment-1"],"id":"equipment-2700","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Adventurer's Pack Source Player Core pg. 287 Price 1 gp, 5 sp Bulk 1 --- This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary. The pack contains the following items: a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2700"},{"skill_mod":{},"summary":"You need an alchemist's lab to Craft alchemical items during downtime. ","item_child_id":["equipment-2701-2468","equipment-2701-2469"],"primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2701","weakness":{},"name":"Alchemist's Lab","legacy_id":["equipment-543"],"id":"equipment-2701","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Alchemist's Lab Source Player Core pg. 287 Hands 2 Bulk 6 --- You need an alchemist's lab to Craft alchemical items during downtime. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Alchemist's Lab Source Player Core pg. 287, Core Rulebook pg. 287 Price 5 gp Hands 2 Bulk 6 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Alchemist's Lab (Expanded) Source Player Core pg. 287, Core Rulebook pg. 287 Price 55 gp Hands 2 Bulk 6 --- An expanded alchemist's lab gives a +1 item bonus to Crafting checks to create alchemical items.","bulk":6,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2701"},{"skill_mod":{},"summary":"You need an alchemist's lab to Craft alchemical items during downtime.","primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2701","item_parent_id":"equipment-2701","weakness":{},"price":500,"name":"Alchemist's Lab","legacy_id":["equipment-543"],"id":"equipment-2701-2468","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Alchemist's Lab Source Player Core pg. 287 Hands 2 Bulk 6 --- You need an alchemist's lab to Craft alchemical items during downtime. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Alchemist's Lab Source Player Core pg. 287, Core Rulebook pg. 287 Price 5 gp Hands 2 Bulk 6 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Alchemist's Lab (Expanded) Source Player Core pg. 287, Core Rulebook pg. 287 Price 55 gp Hands 2 Bulk 6 --- An expanded alchemist's lab gives a +1 item bonus to Crafting checks to create alchemical items.","bulk":6,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2701-2468"},{"legacy_name":["Alchemist's Lab"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2701","weakness":{},"price":5500,"legacy_id":["equipment-543"],"id":"equipment-2701-2469","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Alchemist's Lab Source Player Core pg. 287 Hands 2 Bulk 6 --- You need an alchemist's lab to Craft alchemical items during downtime. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Alchemist's Lab Source Player Core pg. 287, Core Rulebook pg. 287 Price 5 gp Hands 2 Bulk 6 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Alchemist's Lab (Expanded) Source Player Core pg. 287, Core Rulebook pg. 287 Price 55 gp Hands 2 Bulk 6 --- An expanded alchemist's lab gives a +1 item bonus to Crafting checks to create alchemical items.","skill_mod":{},"summary":"An expanded alchemist's lab gives a +1 item bonus to Crafting checks to create alchemical items.","primary_source":"Player Core","level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2701","name":"Alchemist's Lab (Expanded)","bulk":6,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2701-2469"},{"legacy_name":["Alchemist's Tools"],"skill_mod":{},"summary":"This mobile collection of vials and chemicals can be used for simple alchemical tasks. If you wear your alchemist's toolkit, you can draw and replace …","primary_source":"Player Core","hands":"-1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2702","weakness":{},"price":300,"name":"Alchemist's Toolkit","legacy_id":["equipment-2"],"id":"equipment-2702","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Alchemist's Toolkit Source Player Core pg. 287 Price 3 gp Hands -1 Bulk 1 --- This mobile collection of vials and chemicals can be used for simple alchemical tasks. If you wear your alchemist's toolkit, you can draw and replace them as part of the action that uses them.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2702"},{"legacy_name":["Artisan's Tools"],"item_child_id":["equipment-2703-2470","equipment-2703-2471"],"hands":"-1","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":400,"skill":["Crafting"],"legacy_id":["equipment-3"],"id":"equipment-2703","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Artisan's Toolkit Source Player Core pg. 287 Price 4 gp Hands -1 Bulk 2 --- You need this toolkit to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, a blacksmith's toolkit differs from a woodworker's toolkit. If you wear your artisan's toolkit, you can draw and replace it as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Artisan's Toolkit Source Player Core pg. 287 Price 4 gp Bulk 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Artisan's Toolkit (Sterling) Source Player Core pg. 287 Price 50 gp Bulk 2 --- A sterling artisan's toolkit gives you a +1 item bonus to the check.","skill_mod":{},"summary":"You need this toolkit to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2703","name":"Artisan's Toolkit","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2703"},{"legacy_name":["Artisan's Tools"],"skill_mod":{},"summary":"You need this toolkit to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2703","item_parent_id":"equipment-2703","weakness":{},"price":400,"name":"Artisan's Toolkit","legacy_id":["equipment-3"],"id":"equipment-2703-2470","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Artisan's Toolkit Source Player Core pg. 287 Price 4 gp Hands -1 Bulk 2 --- You need this toolkit to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, a blacksmith's toolkit differs from a woodworker's toolkit. If you wear your artisan's toolkit, you can draw and replace it as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Artisan's Toolkit Source Player Core pg. 287 Price 4 gp Bulk 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Artisan's Toolkit (Sterling) Source Player Core pg. 287 Price 50 gp Bulk 2 --- A sterling artisan's toolkit gives you a +1 item bonus to the check.","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2703-2470"},{"legacy_name":["Artisan's Tools"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2703","weakness":{},"price":5000,"skill":["Crafting"],"legacy_id":["equipment-3"],"id":"equipment-2703-2471","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Artisan's Toolkit Source Player Core pg. 287 Price 4 gp Hands -1 Bulk 2 --- You need this toolkit to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, a blacksmith's toolkit differs from a woodworker's toolkit. If you wear your artisan's toolkit, you can draw and replace it as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Artisan's Toolkit Source Player Core pg. 287 Price 4 gp Bulk 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Artisan's Toolkit (Sterling) Source Player Core pg. 287 Price 50 gp Bulk 2 --- A sterling artisan's toolkit gives you a +1 item bonus to the check.","skill_mod":{},"summary":"A sterling artisan's toolkit gives you a +1 item bonus to the check.","primary_source":"Player Core","level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2703","name":"Artisan's Toolkit (Sterling)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2703-2471"},{"skill_mod":{},"summary":"A backpack holds up to 4 Bulk of items, and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2704","weakness":{},"price":10,"name":"Backpack","legacy_id":["equipment-4"],"id":"equipment-2704","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Backpack Source Player Core pg. 287 Price 1 sp --- A backpack holds up to 4 Bulk of items, and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2704"},{"skill_mod":{},"summary":"This book contains formulas for Crafting the 0-level common items in this chapter.","primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2705","weakness":{},"price":10,"name":"Basic Crafter's Book","legacy_id":["equipment-6"],"id":"equipment-2705","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Basic Crafter's Book Source Player Core pg. 287 Price 1 sp Hands 2 Bulk L --- This book contains formulas for Crafting the 0-level common items in this chapter.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2705"},{"skill_mod":{},"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2706","weakness":{},"price":2,"name":"Bedroll","legacy_id":["equipment-7"],"id":"equipment-2706","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Bedroll Source Player Core pg. 287 Price 2 cp Bulk L ---\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2706"},{"skill_mod":{},"summary":"A brass ear is a short, flared tube with one end narrow enough to comfortably fit against the ear canal. When using it to listen through a door, …","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2707","weakness":{},"price":100,"name":"Brass Ear","legacy_id":["equipment-677"],"id":"equipment-2707","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Brass Ear Source Player Core pg. 287 Price 1 gp Hands 1 --- A brass ear is a short, flared tube with one end narrow enough to comfortably fit against the ear canal. When using it to listen through a door, window, thin wall, or similar barrier, if the barrier would normally increase the DC of your Perception check to hear sounds on the other side, the DC increases by only half as much as normal. It's not suitable for improving your hearing in general, a role better served by a hearing aids.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2707"},{"skill_mod":{},"summary":"These four-pronged metal spikes can damage a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. …","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2708","weakness":{},"price":30,"name":"Caltrops","legacy_id":["equipment-9"],"id":"equipment-2708","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Caltrops Source Player Core pg. 287 Price 3 sp Hands 1 Bulk L --- These four-pronged metal spikes can damage a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 Acrobatics check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a –5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough are ruined that other creatures moving into the square are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough are ruined that they can't be salvaged.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2708"},{"skill_mod":{},"summary":"A lit candle sheds dim light in a 10-foot radius for 8 hours.","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2709","weakness":{},"price":1,"name":"Candle","legacy_id":["equipment-10"],"id":"equipment-2709","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Candle Source Player Core pg. 287 Price 1 cp Hands 1 --- A lit candle sheds dim light in a 10-foot radius for 8 hours.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2709"},{"skill_mod":{},"primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2710","weakness":{},"price":400,"name":"Chain","legacy_id":["equipment-11"],"id":"equipment-2710","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Chain Source Player Core pg. 287 Price 4 gp (10 ft.) Hands 2 Bulk 1 ---\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2710"},{"skill_mod":{},"primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2711","weakness":{},"price":1,"name":"Chalk","legacy_id":["equipment-12"],"id":"equipment-2711","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Chalk Source Player Core pg. 287 Price 1 cp (10 pieces) Hands 1 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2711"},{"skill_mod":{},"summary":"A wooden chest can hold up to 8 Bulk of items.","primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2712","weakness":{},"price":60,"name":"Chest","legacy_id":["equipment-13"],"id":"equipment-2712","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Chest Source Player Core pg. 287 Price 6 sp Hands 2 Bulk 2 --- A wooden chest can hold up to 8 Bulk of items.\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2712"},{"skill_mod":{},"summary":"This satchel includes 50 feet of rope , pulleys, a dozen pitons , a hammer, a grappling hook , and one set of crampons. Climbing kits allow you to …","item_child_id":["equipment-2713-2472","equipment-2713-2473"],"primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2713","weakness":{},"price":50,"name":"Climbing Kit","legacy_id":["equipment-14"],"id":"equipment-2713","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Climbing Kit Source Player Core pg. 287 Price 5 sp Hands 2 Bulk 1 --- This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Climbing Kit Source Player Core pg. 287, Core Rulebook pg. 287 Price 5 sp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Climbing Kit (Extreme) Source Player Core pg. 287, Core Rulebook pg. 287 Price 40 gp Hands 2 Bulk 1 --- You gain a +1 item bonus to Athletics checks to Climb while using an extreme climbing kit. ","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2713"},{"skill_mod":{},"summary":"This satchel includes 50 feet of rope , pulleys, a dozen pitons , a hammer, a grappling hook , and one set of crampons. Climbing kits allow you to …","primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2713","item_parent_id":"equipment-2713","weakness":{},"price":50,"name":"Climbing Kit","legacy_id":["equipment-14"],"id":"equipment-2713-2472","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Climbing Kit Source Player Core pg. 287 Price 5 sp Hands 2 Bulk 1 --- This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Climbing Kit Source Player Core pg. 287, Core Rulebook pg. 287 Price 5 sp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Climbing Kit (Extreme) Source Player Core pg. 287, Core Rulebook pg. 287 Price 40 gp Hands 2 Bulk 1 --- You gain a +1 item bonus to Athletics checks to Climb while using an extreme climbing kit. ","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2713-2472"},{"legacy_name":["Climbing Kit"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2713","weakness":{},"price":4000,"legacy_id":["equipment-14"],"id":"equipment-2713-2473","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Climbing Kit Source Player Core pg. 287 Price 5 sp Hands 2 Bulk 1 --- This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Climbing Kit Source Player Core pg. 287, Core Rulebook pg. 287 Price 5 sp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Climbing Kit (Extreme) Source Player Core pg. 287, Core Rulebook pg. 287 Price 40 gp Hands 2 Bulk 1 --- You gain a +1 item bonus to Athletics checks to Climb while using an extreme climbing kit. ","skill_mod":{},"summary":"You gain a +1 item bonus to Athletics checks to Climb while using an extreme climbing kit.","primary_source":"Player Core","level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2713","name":"Climbing Kit (Extreme)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2713-2473"},{"skill_mod":{},"summary":"This leather sheath is large enough to hold an item of up to light Bulk and is typically used for daggers, wands, thieves' toolkits, and similar …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2714","weakness":{},"price":2500,"name":"Concealed Sheath","legacy_id":["equipment-678"],"id":"equipment-2714","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Concealed Sheath Source Player Core pg. 288 Price 25 gp --- This leather sheath is large enough to hold an item of up to light Bulk and is typically used for daggers, wands, thieves' toolkits, and similar objects. You can affix it to the inside of a boot, under a bracer or sleeve, or in other inconspicuous locations to gain a +1 item bonus to Stealth checks and DCs to hide or conceal the item within.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2714"},{"skill_mod":{},"summary":"Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. More expensive finery or clothes for …","item_child_id":["equipment-2715-2474","equipment-2715-2475","equipment-2715-2476","equipment-2715-2477","equipment-2715-2478","equipment-2715-3103"],"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2715","weakness":{},"name":"Clothing","legacy_id":["equipment-15"],"id":"equipment-2715","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Clothing Source Player Core pg. 287 --- Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. More expensive finery or clothes for specific climes cost more. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Ordinary) Source Player Core pg. 287, Core Rulebook pg. 287 Price 1 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Explorer's) Source Player Core pg. 291, Core Rulebook pg. 287 Price 1 sp Bulk L --- Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Fine) Source Player Core pg. 291, Core Rulebook pg. 287 Price 2 gp Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Clothing (High-Fashion Fine) Source Player Core pg. 291, Core Rulebook pg. 287 Price 55 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Cold-Weather) Source Player Core pg. 291 Price 4 sp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Desert) Source Howl of the Wild pg. 112 Price 4 sp Bulk L --- Desert clothing is made up of loose-fitting, light, breathable clothes that protect your head and body from the sun and allow you to cool off easily. They allow you to negate the damage from severe environmental heat and reduce the damage from extreme heat to that of severe heat. This effect is negated if the clothing is worn with any armor, except armor that is especially cooling at the GM’s discretion.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2715"},{"legacy_name":["Clothing"],"skill_mod":{},"summary":"Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. More expensive finery or clothes for …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2715","item_parent_id":"equipment-2715","weakness":{},"price":10,"name":"Clothing (Ordinary)","legacy_id":["equipment-15"],"id":"equipment-2715-2474","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Clothing Source Player Core pg. 287 --- Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. More expensive finery or clothes for specific climes cost more. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Ordinary) Source Player Core pg. 287, Core Rulebook pg. 287 Price 1 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Explorer's) Source Player Core pg. 291, Core Rulebook pg. 287 Price 1 sp Bulk L --- Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Fine) Source Player Core pg. 291, Core Rulebook pg. 287 Price 2 gp Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Clothing (High-Fashion Fine) Source Player Core pg. 291, Core Rulebook pg. 287 Price 55 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Cold-Weather) Source Player Core pg. 291 Price 4 sp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Desert) Source Howl of the Wild pg. 112 Price 4 sp Bulk L --- Desert clothing is made up of loose-fitting, light, breathable clothes that protect your head and body from the sun and allow you to cool off easily. They allow you to negate the damage from severe environmental heat and reduce the damage from extreme heat to that of severe heat. This effect is negated if the clothing is worn with any armor, except armor that is especially cooling at the GM’s discretion.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2715-2474"},{"legacy_name":["Clothing"],"skill_mod":{},"summary":"Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2715","item_parent_id":"equipment-2715","weakness":{},"price":10,"name":"Clothing (Explorer's)","legacy_id":["equipment-15"],"id":"equipment-2715-2475","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Clothing Source Player Core pg. 287 --- Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. More expensive finery or clothes for specific climes cost more. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Ordinary) Source Player Core pg. 287, Core Rulebook pg. 287 Price 1 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Explorer's) Source Player Core pg. 291, Core Rulebook pg. 287 Price 1 sp Bulk L --- Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Fine) Source Player Core pg. 291, Core Rulebook pg. 287 Price 2 gp Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Clothing (High-Fashion Fine) Source Player Core pg. 291, Core Rulebook pg. 287 Price 55 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Cold-Weather) Source Player Core pg. 291 Price 4 sp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Desert) Source Howl of the Wild pg. 112 Price 4 sp Bulk L --- Desert clothing is made up of loose-fitting, light, breathable clothes that protect your head and body from the sun and allow you to cool off easily. They allow you to negate the damage from severe environmental heat and reduce the damage from extreme heat to that of severe heat. This effect is negated if the clothing is worn with any armor, except armor that is especially cooling at the GM’s discretion.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2715-2475"},{"legacy_name":["Clothing"],"skill_mod":{},"summary":"Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. More expensive finery or clothes for …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2715","item_parent_id":"equipment-2715","weakness":{},"price":200,"name":"Clothing (Fine)","legacy_id":["equipment-15"],"id":"equipment-2715-2476","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Clothing Source Player Core pg. 287 --- Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. More expensive finery or clothes for specific climes cost more. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Ordinary) Source Player Core pg. 287, Core Rulebook pg. 287 Price 1 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Explorer's) Source Player Core pg. 291, Core Rulebook pg. 287 Price 1 sp Bulk L --- Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Fine) Source Player Core pg. 291, Core Rulebook pg. 287 Price 2 gp Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Clothing (High-Fashion Fine) Source Player Core pg. 291, Core Rulebook pg. 287 Price 55 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Cold-Weather) Source Player Core pg. 291 Price 4 sp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Desert) Source Howl of the Wild pg. 112 Price 4 sp Bulk L --- Desert clothing is made up of loose-fitting, light, breathable clothes that protect your head and body from the sun and allow you to cool off easily. They allow you to negate the damage from severe environmental heat and reduce the damage from extreme heat to that of severe heat. This effect is negated if the clothing is worn with any armor, except armor that is especially cooling at the GM’s discretion.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2715-2476"},{"legacy_name":["Clothing"],"skill_mod":{},"summary":"Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. More expensive finery or clothes for …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2715","item_parent_id":"equipment-2715","weakness":{},"price":5500,"name":"Clothing (High-Fashion Fine)","legacy_id":["equipment-15"],"id":"equipment-2715-2477","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Clothing Source Player Core pg. 287 --- Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. More expensive finery or clothes for specific climes cost more. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Ordinary) Source Player Core pg. 287, Core Rulebook pg. 287 Price 1 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Explorer's) Source Player Core pg. 291, Core Rulebook pg. 287 Price 1 sp Bulk L --- Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Fine) Source Player Core pg. 291, Core Rulebook pg. 287 Price 2 gp Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Clothing (High-Fashion Fine) Source Player Core pg. 291, Core Rulebook pg. 287 Price 55 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Cold-Weather) Source Player Core pg. 291 Price 4 sp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Desert) Source Howl of the Wild pg. 112 Price 4 sp Bulk L --- Desert clothing is made up of loose-fitting, light, breathable clothes that protect your head and body from the sun and allow you to cool off easily. They allow you to negate the damage from severe environmental heat and reduce the damage from extreme heat to that of severe heat. This effect is negated if the clothing is worn with any armor, except armor that is especially cooling at the GM’s discretion.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2715-2477"},{"legacy_name":["Clothing"],"skill_mod":{},"summary":"Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. More expensive finery or clothes for …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2715","item_parent_id":"equipment-2715","weakness":{},"price":40,"name":"Clothing (Cold-Weather)","legacy_id":["equipment-15"],"id":"equipment-2715-2478","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Clothing Source Player Core pg. 287 --- Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. More expensive finery or clothes for specific climes cost more. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Ordinary) Source Player Core pg. 287, Core Rulebook pg. 287 Price 1 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Explorer's) Source Player Core pg. 291, Core Rulebook pg. 287 Price 1 sp Bulk L --- Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Fine) Source Player Core pg. 291, Core Rulebook pg. 287 Price 2 gp Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Clothing (High-Fashion Fine) Source Player Core pg. 291, Core Rulebook pg. 287 Price 55 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Cold-Weather) Source Player Core pg. 291 Price 4 sp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Desert) Source Howl of the Wild pg. 112 Price 4 sp Bulk L --- Desert clothing is made up of loose-fitting, light, breathable clothes that protect your head and body from the sun and allow you to cool off easily. They allow you to negate the damage from severe environmental heat and reduce the damage from extreme heat to that of severe heat. This effect is negated if the clothing is worn with any armor, except armor that is especially cooling at the GM’s discretion.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2715-2478"},{"legacy_name":["Clothing"],"skill_mod":{},"summary":"Desert clothing is made up of loose-fitting, light, breathable clothes that protect your head and body from the sun and allow you to cool off easily. …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2715","item_parent_id":"equipment-2715","weakness":{},"price":40,"name":"Clothing (Desert)","legacy_id":["equipment-15"],"id":"equipment-2715-3103","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Clothing Source Player Core pg. 287 --- Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. More expensive finery or clothes for specific climes cost more. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Ordinary) Source Player Core pg. 287, Core Rulebook pg. 287 Price 1 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Explorer's) Source Player Core pg. 291, Core Rulebook pg. 287 Price 1 sp Bulk L --- Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Fine) Source Player Core pg. 291, Core Rulebook pg. 287 Price 2 gp Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Clothing (High-Fashion Fine) Source Player Core pg. 291, Core Rulebook pg. 287 Price 55 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Cold-Weather) Source Player Core pg. 291 Price 4 sp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Clothing (Desert) Source Howl of the Wild pg. 112 Price 4 sp Bulk L --- Desert clothing is made up of loose-fitting, light, breathable clothes that protect your head and body from the sun and allow you to cool off easily. They allow you to negate the damage from severe environmental heat and reduce the damage from extreme heat to that of severe heat. This effect is negated if the clothing is worn with any armor, except armor that is especially cooling at the GM’s discretion.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2715-3103"},{"skill_mod":{},"summary":"A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item …","item_child_id":["equipment-2716-2479","equipment-2716-2480"],"primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2716","weakness":{},"price":100,"name":"Compass","legacy_id":["equipment-16"],"id":"equipment-2716","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Compass Source Player Core pg. 288 Price 1 gp Hands 1 --- A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item). <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Compass Source Player Core pg. 288, Core Rulebook pg. 290 Price 1 gp Hands 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Compass (Lensatic) Source Player Core pg. 288, Core Rulebook pg. 290 Price 20 gp Hands 1 --- A lensatic compass gives you a +1 item bonus to these checks.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2716"},{"skill_mod":{},"summary":"A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item …","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2716","item_parent_id":"equipment-2716","weakness":{},"price":100,"name":"Compass","legacy_id":["equipment-16"],"id":"equipment-2716-2479","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Compass Source Player Core pg. 288 Price 1 gp Hands 1 --- A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item). <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Compass Source Player Core pg. 288, Core Rulebook pg. 290 Price 1 gp Hands 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Compass (Lensatic) Source Player Core pg. 288, Core Rulebook pg. 290 Price 20 gp Hands 1 --- A lensatic compass gives you a +1 item bonus to these checks.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2716-2479"},{"legacy_name":["Compass"],"hands":"1","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2716","weakness":{},"price":2000,"legacy_id":["equipment-16"],"id":"equipment-2716-2480","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Compass Source Player Core pg. 288 Price 1 gp Hands 1 --- A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item). <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Compass Source Player Core pg. 288, Core Rulebook pg. 290 Price 1 gp Hands 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Compass (Lensatic) Source Player Core pg. 288, Core Rulebook pg. 290 Price 20 gp Hands 1 --- A lensatic compass gives you a +1 item bonus to these checks.","skill_mod":{},"summary":"A lensatic compass gives you a +1 item bonus to these checks.","primary_source":"Player Core","level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2716","name":"Compass (Lensatic)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2716-2480"},{"skill_mod":{},"primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2717","weakness":{},"price":100,"name":"Cookware","legacy_id":["equipment-17"],"id":"equipment-2717","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Cookware Source Player Core pg. 288 Price 1 gp Hands 2 Bulk 2 ---\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2717"},{"item_child_id":["equipment-2718-2481","equipment-2718-2482"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":50,"skill":["Athletics"],"legacy_id":["equipment-18"],"id":"equipment-2718","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Crowbar Source Player Core pg. 288 Price 5 sp Hands 2 Bulk L --- When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Crowbar Source Player Core pg. 288, Core Rulebook pg. 290 Price 5 sp Hands 2 Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Crowbar (Levered) Source Player Core pg. 288, Core Rulebook pg. 290 Price 20 gp Hands 2 Bulk L --- A levered crowbar grants you a +1 item bonus to Athletics checks to Force Open anything that can be pried open.","skill_mod":{},"summary":"When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2718","name":"Crowbar","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2718"},{"skill_mod":{},"summary":"When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying …","primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2718","item_parent_id":"equipment-2718","weakness":{},"price":50,"name":"Crowbar","legacy_id":["equipment-18"],"id":"equipment-2718-2481","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Crowbar Source Player Core pg. 288 Price 5 sp Hands 2 Bulk L --- When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Crowbar Source Player Core pg. 288, Core Rulebook pg. 290 Price 5 sp Hands 2 Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Crowbar (Levered) Source Player Core pg. 288, Core Rulebook pg. 290 Price 20 gp Hands 2 Bulk L --- A levered crowbar grants you a +1 item bonus to Athletics checks to Force Open anything that can be pried open.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2718-2481"},{"legacy_name":["Crowbar"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2718","weakness":{},"price":2000,"skill":["Athletics"],"legacy_id":["equipment-18"],"id":"equipment-2718-2482","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Crowbar Source Player Core pg. 288 Price 5 sp Hands 2 Bulk L --- When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Crowbar Source Player Core pg. 288, Core Rulebook pg. 290 Price 5 sp Hands 2 Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Crowbar (Levered) Source Player Core pg. 288, Core Rulebook pg. 290 Price 20 gp Hands 2 Bulk L --- A levered crowbar grants you a +1 item bonus to Athletics checks to Force Open anything that can be pried open.","skill_mod":{},"summary":"A levered crowbar grants you a +1 item bonus to Athletics checks to Force Open anything that can be pried open.","primary_source":"Player Core","level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2718","name":"Crowbar (Levered)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2718-2482"},{"skill_mod":{},"summary":"This leather satchel contains empty vials, a pair of tweezers, a supply of small linen cloths, a set of brass calipers and a knotted string for …","primary_source":"Player Core","hands":"-1","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2719","weakness":{},"price":2500,"name":"Detective's Kit","legacy_id":["equipment-679"],"id":"equipment-2719","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Detective's Kit Source Player Core pg. 288 Price 25 gp Hands -1 Bulk 1 --- This leather satchel contains empty vials, a pair of tweezers, a supply of small linen cloths, a set of brass calipers and a knotted string for measuring distances, several pieces of chalk, a pen, and a blank notebook for keeping notes. Every component of a detective's kit is of exceeding quality, and thus a detective's kit adds a +1 item bonus to checks to investigate a crime scene, a clue, or similar details. Like other tool kits, a detective's kit uses one hand if wearing the kit and two hands otherwise.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2719"},{"skill_mod":{},"summary":"This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise …","item_child_id":["equipment-2720-2483","equipment-2720-2484","equipment-2720-2485","equipment-2720-2486"],"primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2720","weakness":{},"price":200,"name":"Disguise Kit","legacy_id":["equipment-19"],"id":"equipment-2720","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Disguise Kit Source Player Core pg. 288 Price 2 gp Hands 2 Bulk L --- This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Disguise Kit Source Player Core pg. 288, Core Rulebook pg. 290 Price 2 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Disguise Kit (Replacement Cosmetics) Source Player Core pg. 288, Core Rulebook pg. 290 Price 1 sp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Disguise Kit (Elite) Source Player Core pg. 288, Core Rulebook pg. 290 Price 40 gp Hands 2 Bulk L --- An elite disguise kit adds a +1 item bonus to relevant checks. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Disguise Kit (Elite Cosmetics) Source Player Core pg. 288, Core Rulebook pg. 290 Price 5 sp ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2720"},{"skill_mod":{},"summary":"This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise …","primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2720","item_parent_id":"equipment-2720","weakness":{},"price":200,"name":"Disguise Kit","legacy_id":["equipment-19"],"id":"equipment-2720-2483","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Disguise Kit Source Player Core pg. 288 Price 2 gp Hands 2 Bulk L --- This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Disguise Kit Source Player Core pg. 288, Core Rulebook pg. 290 Price 2 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Disguise Kit (Replacement Cosmetics) Source Player Core pg. 288, Core Rulebook pg. 290 Price 1 sp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Disguise Kit (Elite) Source Player Core pg. 288, Core Rulebook pg. 290 Price 40 gp Hands 2 Bulk L --- An elite disguise kit adds a +1 item bonus to relevant checks. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Disguise Kit (Elite Cosmetics) Source Player Core pg. 288, Core Rulebook pg. 290 Price 5 sp ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2720-2483"},{"legacy_name":["Disguise Kit"],"skill_mod":{},"summary":"This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2720","item_parent_id":"equipment-2720","weakness":{},"price":10,"name":"Disguise Kit (Replacement Cosmetics)","legacy_id":["equipment-19"],"id":"equipment-2720-2484","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Disguise Kit Source Player Core pg. 288 Price 2 gp Hands 2 Bulk L --- This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Disguise Kit Source Player Core pg. 288, Core Rulebook pg. 290 Price 2 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Disguise Kit (Replacement Cosmetics) Source Player Core pg. 288, Core Rulebook pg. 290 Price 1 sp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Disguise Kit (Elite) Source Player Core pg. 288, Core Rulebook pg. 290 Price 40 gp Hands 2 Bulk L --- An elite disguise kit adds a +1 item bonus to relevant checks. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Disguise Kit (Elite Cosmetics) Source Player Core pg. 288, Core Rulebook pg. 290 Price 5 sp ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2720-2484"},{"legacy_name":["Disguise Kit"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2720","weakness":{},"price":4000,"legacy_id":["equipment-19"],"id":"equipment-2720-2485","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Disguise Kit Source Player Core pg. 288 Price 2 gp Hands 2 Bulk L --- This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Disguise Kit Source Player Core pg. 288, Core Rulebook pg. 290 Price 2 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Disguise Kit (Replacement Cosmetics) Source Player Core pg. 288, Core Rulebook pg. 290 Price 1 sp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Disguise Kit (Elite) Source Player Core pg. 288, Core Rulebook pg. 290 Price 40 gp Hands 2 Bulk L --- An elite disguise kit adds a +1 item bonus to relevant checks. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Disguise Kit (Elite Cosmetics) Source Player Core pg. 288, Core Rulebook pg. 290 Price 5 sp ","skill_mod":{},"summary":"An elite disguise kit adds a +1 item bonus to relevant checks.","primary_source":"Player Core","level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2720","name":"Disguise Kit (Elite)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2720-2485"},{"legacy_name":["Disguise Kit"],"skill_mod":{},"summary":"This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2720","item_parent_id":"equipment-2720","weakness":{},"price":50,"name":"Disguise Kit (Elite Cosmetics)","legacy_id":["equipment-19"],"id":"equipment-2720-2486","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Disguise Kit Source Player Core pg. 288 Price 2 gp Hands 2 Bulk L --- This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Disguise Kit Source Player Core pg. 288, Core Rulebook pg. 290 Price 2 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Disguise Kit (Replacement Cosmetics) Source Player Core pg. 288, Core Rulebook pg. 290 Price 1 sp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Disguise Kit (Elite) Source Player Core pg. 288, Core Rulebook pg. 290 Price 40 gp Hands 2 Bulk L --- An elite disguise kit adds a +1 item bonus to relevant checks. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Disguise Kit (Elite Cosmetics) Source Player Core pg. 288, Core Rulebook pg. 290 Price 5 sp ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2720-2486"},{"skill_mod":{},"summary":"You can pull a dueling cape you're wearing from your shoulder and wrap it around your arm with an Interact action. While wielding the dueling cape …","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2721","weakness":{},"price":50,"name":"Dueling Cape","legacy_id":["equipment-680"],"id":"equipment-2721","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Dueling Cape Source Player Core pg. 288 Price 5 sp Hands 1 Bulk L --- You can pull a dueling cape you're wearing from your shoulder and wrap it around your arm with an Interact action. While wielding the dueling cape this way, the cape uses that arm and hand, and you can't hold anything else in that hand. While you do so, you can spend an action to hold it in a protective position, giving you a +1 circumstance bonus to AC and to Deception checks to Feint until the start of your next turn.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2721"},{"skill_mod":{},"summary":"This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net.","item_child_id":["equipment-2722-2487","equipment-2722-2488"],"primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2722","weakness":{},"price":80,"name":"Fishing Tackle","legacy_id":["equipment-20"],"id":"equipment-2722","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Fishing Tackle Source Player Core pg. 288 Price 8 sp Hands 2 Bulk 1 --- This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fishing Tackle Source Player Core pg. 288, Core Rulebook pg. 290 Price 8 sp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fishing Tackle (Professional) Source Player Core pg. 288, Core Rulebook pg. 290 Price 20 gp Hands 2 Bulk 1 --- Professional fishing tackle grants a +1 item bonus to checks to fish.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2722"},{"skill_mod":{},"summary":"This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net.","primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2722","item_parent_id":"equipment-2722","weakness":{},"price":80,"name":"Fishing Tackle","legacy_id":["equipment-20"],"id":"equipment-2722-2487","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Fishing Tackle Source Player Core pg. 288 Price 8 sp Hands 2 Bulk 1 --- This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fishing Tackle Source Player Core pg. 288, Core Rulebook pg. 290 Price 8 sp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fishing Tackle (Professional) Source Player Core pg. 288, Core Rulebook pg. 290 Price 20 gp Hands 2 Bulk 1 --- Professional fishing tackle grants a +1 item bonus to checks to fish.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2722-2487"},{"legacy_name":["Fishing Tackle"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2722","weakness":{},"price":2000,"legacy_id":["equipment-20"],"id":"equipment-2722-2488","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Fishing Tackle Source Player Core pg. 288 Price 8 sp Hands 2 Bulk 1 --- This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Fishing Tackle Source Player Core pg. 288, Core Rulebook pg. 290 Price 8 sp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Fishing Tackle (Professional) Source Player Core pg. 288, Core Rulebook pg. 290 Price 20 gp Hands 2 Bulk 1 --- Professional fishing tackle grants a +1 item bonus to checks to fish.","skill_mod":{},"summary":"Professional fishing tackle grants a +1 item bonus to checks to fish.","primary_source":"Player Core","level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2722","name":"Fishing Tackle (Professional)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2722-2488"},{"skill_mod":{},"summary":"Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be …","primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2723","weakness":{},"price":5,"name":"Flint and Steel","legacy_id":["equipment-21"],"id":"equipment-2723","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Flint and Steel Source Player Core pg. 288 Price 5 cp Hands 2 --- Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2723"},{"skill_mod":{},"summary":"A formula book holds the formulas necessary to make items other than the common equipment from this chapter; characters of the alchemist class …","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2724","weakness":{},"price":100,"name":"Formula Book (Blank)","legacy_id":["equipment-22"],"id":"equipment-2724","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Formula Book (Blank) Source Player Core pg. 288 Price 1 gp Hands 1 Bulk L --- A formula book holds the formulas necessary to make items other than the common equipment from this chapter; characters of the alchemist class typically get one for free. Each formula book can hold the formulas for up to 100 different items. Formulas can also appear on parchment sheets, tablets, and almost any other medium; there's no need for you to copy them into a specific book as long as you can keep them on hand to reference them.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2724"},{"skill_mod":{},"summary":"You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make a ranged attack roll using your simple …","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2725","weakness":{},"price":10,"name":"Grappling Hook","legacy_id":["equipment-23"],"id":"equipment-2725","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Grappling Hook Source Player Core pg. 288 Price 1 sp Hands 1 Bulk L --- You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make a ranged attack roll using your simple weapon proficiency against a DC depending on the target, typically at least DC 20. This attack has the secret trait. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2725"},{"skill_mod":{},"primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2726","weakness":{},"price":10,"name":"Hammer","legacy_id":["equipment-24"],"id":"equipment-2726","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Hammer Source Player Core pg. 288 Price 1 sp Hands 1 Bulk L ---\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2726"},{"legacy_name":["Healer's Tools"],"item_child_id":["equipment-2727-2489","equipment-2727-2490"],"hands":"-1","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":500,"skill":["Medicine"],"legacy_id":["equipment-25"],"id":"equipment-2727","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Healer's Toolkit Source Player Core pg. 288 Price 5 gp Hands -1 Bulk 1 --- This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's toolkit, you can draw and replace them as part of the action that uses them. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Healer's Toolkit Source Player Core pg. 288 Price 5 gp Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Healer's Toolkit (Expanded) Source Player Core pg. 288 Price 50 gp Bulk 1 --- Expanded healer's toolkits provide a +1 item bonus to such checks. ","skill_mod":{},"summary":"This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid , Treat Disease , Treat Poison , or …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2727","name":"Healer's Toolkit","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2727"},{"legacy_name":["Healer's Tools"],"skill_mod":{},"summary":"This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid , Treat Disease , Treat Poison , or …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2727","item_parent_id":"equipment-2727","weakness":{},"price":500,"name":"Healer's Toolkit","legacy_id":["equipment-25"],"id":"equipment-2727-2489","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Healer's Toolkit Source Player Core pg. 288 Price 5 gp Hands -1 Bulk 1 --- This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's toolkit, you can draw and replace them as part of the action that uses them. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Healer's Toolkit Source Player Core pg. 288 Price 5 gp Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Healer's Toolkit (Expanded) Source Player Core pg. 288 Price 50 gp Bulk 1 --- Expanded healer's toolkits provide a +1 item bonus to such checks. ","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2727-2489"},{"legacy_name":["Healer's Tools"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2727","weakness":{},"price":5000,"skill":["Medicine"],"legacy_id":["equipment-25"],"id":"equipment-2727-2490","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Healer's Toolkit Source Player Core pg. 288 Price 5 gp Hands -1 Bulk 1 --- This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's toolkit, you can draw and replace them as part of the action that uses them. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Healer's Toolkit Source Player Core pg. 288 Price 5 gp Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Healer's Toolkit (Expanded) Source Player Core pg. 288 Price 50 gp Bulk 1 --- Expanded healer's toolkits provide a +1 item bonus to such checks. ","skill_mod":{},"summary":"Expanded healer's toolkits provide a +1 item bonus to such checks.","primary_source":"Player Core","level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2727","name":"Healer's Toolkit (Expanded)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2727-2490"},{"skill_mod":{},"primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2728","weakness":{},"price":300,"name":"Hourglass","legacy_id":["equipment-27"],"id":"equipment-2728","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Hourglass Source Player Core pg. 288 Price 3 gp Hands 1 Bulk L ---\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2728"},{"skill_mod":{},"primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2729","weakness":{},"price":3,"name":"Ladder (10 ft.)","legacy_id":["equipment-28"],"id":"equipment-2729","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Ladder (10 ft.) Source Player Core pg. 288 Price 3 cp Hands 2 Bulk 3 ---\n","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2729"},{"skill_mod":{},"summary":"A lantern sheds bright light and requires 1 pint of oil to function for 6 hours.","item_child_id":["equipment-2730-2491","equipment-2730-2492"],"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2730","weakness":{},"name":"Lantern","legacy_id":["equipment-29"],"id":"equipment-2730","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Lantern Source Player Core pg. 288 --- A lantern sheds bright light and requires 1 pint of oil to function for 6 hours. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lantern (Bull's-Eye) Source Player Core pg. 288, Core Rulebook pg. 290 Price 1 gp Hands 1 Bulk 1 --- A bull's-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet). <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lantern (Hooded) Source Player Core pg. 288, Core Rulebook pg. 290 Price 7 sp Hands 1 Bulk L --- A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an Interact action.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2730"},{"legacy_name":["Lantern"],"hands":"1","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2730","weakness":{},"price":100,"legacy_id":["equipment-29"],"id":"equipment-2730-2491","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Lantern Source Player Core pg. 288 --- A lantern sheds bright light and requires 1 pint of oil to function for 6 hours. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lantern (Bull's-Eye) Source Player Core pg. 288, Core Rulebook pg. 290 Price 1 gp Hands 1 Bulk 1 --- A bull's-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet). <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lantern (Hooded) Source Player Core pg. 288, Core Rulebook pg. 290 Price 7 sp Hands 1 Bulk L --- A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an Interact action.","skill_mod":{},"summary":"A bull's-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet).","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2730","name":"Lantern (Bull's-Eye)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2730-2491"},{"legacy_name":["Lantern"],"hands":"1","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2730","weakness":{},"price":70,"legacy_id":["equipment-29"],"id":"equipment-2730-2492","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Lantern Source Player Core pg. 288 --- A lantern sheds bright light and requires 1 pint of oil to function for 6 hours. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lantern (Bull's-Eye) Source Player Core pg. 288, Core Rulebook pg. 290 Price 1 gp Hands 1 Bulk 1 --- A bull's-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet). <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lantern (Hooded) Source Player Core pg. 288, Core Rulebook pg. 290 Price 7 sp Hands 1 Bulk L --- A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an Interact action.","skill_mod":{},"summary":"A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2730","name":"Lantern (Hooded)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2730-2492"},{"skill_mod":{},"summary":"Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock …","item_child_id":["equipment-2731-2493","equipment-2731-2494","equipment-2731-2495","equipment-2731-2496","equipment-2731-2497"],"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2731","weakness":{},"name":"Lock","legacy_id":["equipment-30"],"id":"equipment-2731","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Lock Source Player Core pg. 288 --- Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lock (Poor) Source Player Core pg. 288, Core Rulebook pg. 290 Price 2 sp Hands 2 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Lock (Simple) Source Player Core pg. 288, Core Rulebook pg. 290 Price 2 gp Hands 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Lock (Average) Source Player Core pg. 288, Core Rulebook pg. 290 Price 15 gp Hands 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Lock (Good) Source Player Core pg. 288, Core Rulebook pg. 290 Price 200 gp Hands 2 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Lock (Superior) Source Player Core pg. 288, Core Rulebook pg. 290 Price 4,500 gp Hands 2\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2731"},{"legacy_name":["Lock"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2731","weakness":{},"price":20,"legacy_id":["equipment-30"],"id":"equipment-2731-2493","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Lock Source Player Core pg. 288 --- Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lock (Poor) Source Player Core pg. 288, Core Rulebook pg. 290 Price 2 sp Hands 2 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Lock (Simple) Source Player Core pg. 288, Core Rulebook pg. 290 Price 2 gp Hands 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Lock (Average) Source Player Core pg. 288, Core Rulebook pg. 290 Price 15 gp Hands 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Lock (Good) Source Player Core pg. 288, Core Rulebook pg. 290 Price 200 gp Hands 2 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Lock (Superior) Source Player Core pg. 288, Core Rulebook pg. 290 Price 4,500 gp Hands 2\n","skill_mod":{},"summary":"Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2731","name":"Lock (Poor)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2731-2493"},{"legacy_name":["Lock"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2731","weakness":{},"price":200,"legacy_id":["equipment-30"],"id":"equipment-2731-2494","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Lock Source Player Core pg. 288 --- Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lock (Poor) Source Player Core pg. 288, Core Rulebook pg. 290 Price 2 sp Hands 2 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Lock (Simple) Source Player Core pg. 288, Core Rulebook pg. 290 Price 2 gp Hands 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Lock (Average) Source Player Core pg. 288, Core Rulebook pg. 290 Price 15 gp Hands 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Lock (Good) Source Player Core pg. 288, Core Rulebook pg. 290 Price 200 gp Hands 2 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Lock (Superior) Source Player Core pg. 288, Core Rulebook pg. 290 Price 4,500 gp Hands 2\n","skill_mod":{},"summary":"Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock …","primary_source":"Player Core","level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2731","name":"Lock (Simple)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2731-2494"},{"legacy_name":["Lock"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2731","weakness":{},"price":1500,"legacy_id":["equipment-30"],"id":"equipment-2731-2495","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Lock Source Player Core pg. 288 --- Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lock (Poor) Source Player Core pg. 288, Core Rulebook pg. 290 Price 2 sp Hands 2 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Lock (Simple) Source Player Core pg. 288, Core Rulebook pg. 290 Price 2 gp Hands 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Lock (Average) Source Player Core pg. 288, Core Rulebook pg. 290 Price 15 gp Hands 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Lock (Good) Source Player Core pg. 288, Core Rulebook pg. 290 Price 200 gp Hands 2 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Lock (Superior) Source Player Core pg. 288, Core Rulebook pg. 290 Price 4,500 gp Hands 2\n","skill_mod":{},"summary":"Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock …","primary_source":"Player Core","level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2731","name":"Lock (Average)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2731-2495"},{"legacy_name":["Lock"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2731","weakness":{},"price":20000,"legacy_id":["equipment-30"],"id":"equipment-2731-2496","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Lock Source Player Core pg. 288 --- Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lock (Poor) Source Player Core pg. 288, Core Rulebook pg. 290 Price 2 sp Hands 2 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Lock (Simple) Source Player Core pg. 288, Core Rulebook pg. 290 Price 2 gp Hands 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Lock (Average) Source Player Core pg. 288, Core Rulebook pg. 290 Price 15 gp Hands 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Lock (Good) Source Player Core pg. 288, Core Rulebook pg. 290 Price 200 gp Hands 2 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Lock (Superior) Source Player Core pg. 288, Core Rulebook pg. 290 Price 4,500 gp Hands 2\n","skill_mod":{},"summary":"Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock …","primary_source":"Player Core","level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2731","name":"Lock (Good)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2731-2496"},{"legacy_name":["Lock"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2731","weakness":{},"price":450000,"legacy_id":["equipment-30"],"id":"equipment-2731-2497","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Lock Source Player Core pg. 288 --- Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lock (Poor) Source Player Core pg. 288, Core Rulebook pg. 290 Price 2 sp Hands 2 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Lock (Simple) Source Player Core pg. 288, Core Rulebook pg. 290 Price 2 gp Hands 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Lock (Average) Source Player Core pg. 288, Core Rulebook pg. 290 Price 15 gp Hands 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Lock (Good) Source Player Core pg. 288, Core Rulebook pg. 290 Price 200 gp Hands 2 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Lock (Superior) Source Player Core pg. 288, Core Rulebook pg. 290 Price 4,500 gp Hands 2\n","skill_mod":{},"summary":"Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock …","primary_source":"Player Core","level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2731","name":"Lock (Superior)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2731-2497"},{"skill_mod":{},"summary":"This quality handheld lens gives you a +1 item bonus to Perception checks to notice minute details of documents, fabric, and the like.","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2732","weakness":{},"price":4000,"name":"Magnifying Glass","legacy_id":["equipment-31"],"id":"equipment-2732","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Magnifying Glass Source Player Core pg. 288 Price 40 gp Hands 1 --- This quality handheld lens gives you a +1 item bonus to Perception checks to notice minute details of documents, fabric, and the like.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2732"},{"skill_mod":{},"summary":"You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size …","item_child_id":["equipment-2733-2498","equipment-2733-2499","equipment-2733-2500","equipment-2733-2501","equipment-2733-2502"],"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2733","weakness":{},"name":"Manacles","legacy_id":["equipment-32"],"id":"equipment-2733","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Manacles Source Player Core pg. 288 --- You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Manacles (Poor) Source Player Core pg. 288, Core Rulebook pg. 290 Price 3 sp Hands 2 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Manacles (Simple) Source Player Core pg. 288, Core Rulebook pg. 290 Price 3 gp Hands 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Manacles (Average) Source Player Core pg. 288, Core Rulebook pg. 290 Price 20 gp Hands 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Manacles (Good) Source Player Core pg. 288, Core Rulebook pg. 290 Price 250 gp Hands 2 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Manacles (Superior) Source Player Core pg. 288, Core Rulebook pg. 290 Price 5,000 gp Hands 2\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2733"},{"legacy_name":["Manacles"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2733","weakness":{},"price":30,"legacy_id":["equipment-32"],"id":"equipment-2733-2498","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Manacles Source Player Core pg. 288 --- You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Manacles (Poor) Source Player Core pg. 288, Core Rulebook pg. 290 Price 3 sp Hands 2 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Manacles (Simple) Source Player Core pg. 288, Core Rulebook pg. 290 Price 3 gp Hands 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Manacles (Average) Source Player Core pg. 288, Core Rulebook pg. 290 Price 20 gp Hands 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Manacles (Good) Source Player Core pg. 288, Core Rulebook pg. 290 Price 250 gp Hands 2 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Manacles (Superior) Source Player Core pg. 288, Core Rulebook pg. 290 Price 5,000 gp Hands 2\n","skill_mod":{},"summary":"You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2733","name":"Manacles (Poor)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2733-2498"},{"legacy_name":["Manacles"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2733","weakness":{},"price":300,"legacy_id":["equipment-32"],"id":"equipment-2733-2499","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Manacles Source Player Core pg. 288 --- You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Manacles (Poor) Source Player Core pg. 288, Core Rulebook pg. 290 Price 3 sp Hands 2 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Manacles (Simple) Source Player Core pg. 288, Core Rulebook pg. 290 Price 3 gp Hands 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Manacles (Average) Source Player Core pg. 288, Core Rulebook pg. 290 Price 20 gp Hands 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Manacles (Good) Source Player Core pg. 288, Core Rulebook pg. 290 Price 250 gp Hands 2 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Manacles (Superior) Source Player Core pg. 288, Core Rulebook pg. 290 Price 5,000 gp Hands 2\n","skill_mod":{},"summary":"You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size …","primary_source":"Player Core","level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2733","name":"Manacles (Simple)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2733-2499"},{"legacy_name":["Manacles"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2733","weakness":{},"price":2000,"legacy_id":["equipment-32"],"id":"equipment-2733-2500","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Manacles Source Player Core pg. 288 --- You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Manacles (Poor) Source Player Core pg. 288, Core Rulebook pg. 290 Price 3 sp Hands 2 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Manacles (Simple) Source Player Core pg. 288, Core Rulebook pg. 290 Price 3 gp Hands 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Manacles (Average) Source Player Core pg. 288, Core Rulebook pg. 290 Price 20 gp Hands 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Manacles (Good) Source Player Core pg. 288, Core Rulebook pg. 290 Price 250 gp Hands 2 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Manacles (Superior) Source Player Core pg. 288, Core Rulebook pg. 290 Price 5,000 gp Hands 2\n","skill_mod":{},"summary":"You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size …","primary_source":"Player Core","level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2733","name":"Manacles (Average)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2733-2500"},{"legacy_name":["Manacles"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2733","weakness":{},"price":25000,"legacy_id":["equipment-32"],"id":"equipment-2733-2501","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Manacles Source Player Core pg. 288 --- You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Manacles (Poor) Source Player Core pg. 288, Core Rulebook pg. 290 Price 3 sp Hands 2 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Manacles (Simple) Source Player Core pg. 288, Core Rulebook pg. 290 Price 3 gp Hands 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Manacles (Average) Source Player Core pg. 288, Core Rulebook pg. 290 Price 20 gp Hands 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Manacles (Good) Source Player Core pg. 288, Core Rulebook pg. 290 Price 250 gp Hands 2 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Manacles (Superior) Source Player Core pg. 288, Core Rulebook pg. 290 Price 5,000 gp Hands 2\n","skill_mod":{},"summary":"You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size …","primary_source":"Player Core","level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2733","name":"Manacles (Good)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2733-2501"},{"legacy_name":["Manacles"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2733","weakness":{},"price":500000,"legacy_id":["equipment-32"],"id":"equipment-2733-2502","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Manacles Source Player Core pg. 288 --- You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Manacles (Poor) Source Player Core pg. 288, Core Rulebook pg. 290 Price 3 sp Hands 2 <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Manacles (Simple) Source Player Core pg. 288, Core Rulebook pg. 290 Price 3 gp Hands 2 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Manacles (Average) Source Player Core pg. 288, Core Rulebook pg. 290 Price 20 gp Hands 2 <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Manacles (Good) Source Player Core pg. 288, Core Rulebook pg. 290 Price 250 gp Hands 2 <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Manacles (Superior) Source Player Core pg. 288, Core Rulebook pg. 290 Price 5,000 gp Hands 2\n","skill_mod":{},"summary":"You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size …","primary_source":"Player Core","level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2733","name":"Manacles (Superior)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2733-2502"},{"skill_mod":{},"primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2734","weakness":{},"price":20,"name":"Merchant's Scale","legacy_id":["equipment-34"],"id":"equipment-2734","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Merchant's Scale Source Player Core pg. 290 Price 2 sp Hands 2 Bulk L ---\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2734"},{"skill_mod":{},"primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2735","weakness":{},"price":100,"name":"Mirror","legacy_id":["equipment-35"],"id":"equipment-2735","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Mirror Source Player Core pg. 290 Price 1 gp Hands 1 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2735"},{"skill_mod":{},"primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2736","weakness":{},"price":1,"name":"Mug","legacy_id":["equipment-36"],"id":"equipment-2736","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Mug Source Player Core pg. 290 Price 1 cp Hands 1 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2736"},{"skill_mod":{},"summary":"Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and …","item_child_id":["equipment-2737-2503","equipment-2737-2504","equipment-2737-2505","equipment-2737-2506"],"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2737","weakness":{},"skill":["Performance","Performance"],"name":"Musical Instrument","legacy_id":["equipment-37"],"id":"equipment-2737","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Musical Instrument Source Player Core pg. 290 --- Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played. A virtuoso instrument is more finely made and gives a +1 item bonus to Performance checks using that instrument. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Musical Instrument (Handheld) Source Player Core pg. 290, Core Rulebook pg. 290 Price 8 sp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Musical Instrument (Virtuoso Handheld) Source Player Core pg. 290, Core Rulebook pg. 290 Price 50 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Musical Instrument (Heavy) Source Player Core pg. 290, Core Rulebook pg. 290 Price 2 gp Hands 2 Bulk 16 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Musical Instrument (Virtuoso Heavy) Source Player Core pg. 290, Core Rulebook pg. 290 Price 100 gp Hands 2 Bulk 16 ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2737"},{"legacy_name":["Musical Instrument"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2737","weakness":{},"price":80,"legacy_id":["equipment-37"],"id":"equipment-2737-2503","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Musical Instrument Source Player Core pg. 290 --- Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played. A virtuoso instrument is more finely made and gives a +1 item bonus to Performance checks using that instrument. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Musical Instrument (Handheld) Source Player Core pg. 290, Core Rulebook pg. 290 Price 8 sp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Musical Instrument (Virtuoso Handheld) Source Player Core pg. 290, Core Rulebook pg. 290 Price 50 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Musical Instrument (Heavy) Source Player Core pg. 290, Core Rulebook pg. 290 Price 2 gp Hands 2 Bulk 16 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Musical Instrument (Virtuoso Heavy) Source Player Core pg. 290, Core Rulebook pg. 290 Price 100 gp Hands 2 Bulk 16 ","skill_mod":{},"summary":"Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2737","name":"Musical Instrument (Handheld)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2737-2503"},{"legacy_name":["Musical Instrument"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2737","weakness":{},"price":5000,"skill":["Performance"],"legacy_id":["equipment-37"],"id":"equipment-2737-2504","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Musical Instrument Source Player Core pg. 290 --- Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played. A virtuoso instrument is more finely made and gives a +1 item bonus to Performance checks using that instrument. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Musical Instrument (Handheld) Source Player Core pg. 290, Core Rulebook pg. 290 Price 8 sp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Musical Instrument (Virtuoso Handheld) Source Player Core pg. 290, Core Rulebook pg. 290 Price 50 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Musical Instrument (Heavy) Source Player Core pg. 290, Core Rulebook pg. 290 Price 2 gp Hands 2 Bulk 16 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Musical Instrument (Virtuoso Heavy) Source Player Core pg. 290, Core Rulebook pg. 290 Price 100 gp Hands 2 Bulk 16 ","skill_mod":{},"summary":"Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and …","primary_source":"Player Core","level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2737","name":"Musical Instrument (Virtuoso Handheld)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2737-2504"},{"legacy_name":["Musical Instrument"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2737","weakness":{},"price":200,"legacy_id":["equipment-37"],"id":"equipment-2737-2505","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Musical Instrument Source Player Core pg. 290 --- Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played. A virtuoso instrument is more finely made and gives a +1 item bonus to Performance checks using that instrument. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Musical Instrument (Handheld) Source Player Core pg. 290, Core Rulebook pg. 290 Price 8 sp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Musical Instrument (Virtuoso Handheld) Source Player Core pg. 290, Core Rulebook pg. 290 Price 50 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Musical Instrument (Heavy) Source Player Core pg. 290, Core Rulebook pg. 290 Price 2 gp Hands 2 Bulk 16 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Musical Instrument (Virtuoso Heavy) Source Player Core pg. 290, Core Rulebook pg. 290 Price 100 gp Hands 2 Bulk 16 ","skill_mod":{},"summary":"Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2737","name":"Musical Instrument (Heavy)","bulk":16,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2737-2505"},{"legacy_name":["Musical Instrument"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2737","weakness":{},"price":10000,"skill":["Performance"],"legacy_id":["equipment-37"],"id":"equipment-2737-2506","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Musical Instrument Source Player Core pg. 290 --- Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played. A virtuoso instrument is more finely made and gives a +1 item bonus to Performance checks using that instrument. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Musical Instrument (Handheld) Source Player Core pg. 290, Core Rulebook pg. 290 Price 8 sp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Musical Instrument (Virtuoso Handheld) Source Player Core pg. 290, Core Rulebook pg. 290 Price 50 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Musical Instrument (Heavy) Source Player Core pg. 290, Core Rulebook pg. 290 Price 2 gp Hands 2 Bulk 16 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Musical Instrument (Virtuoso Heavy) Source Player Core pg. 290, Core Rulebook pg. 290 Price 100 gp Hands 2 Bulk 16 ","skill_mod":{},"summary":"Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and …","primary_source":"Player Core","level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2737","name":"Musical Instrument (Virtuoso Heavy)","bulk":16,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2737-2506"},{"skill_mod":{},"summary":"You can use a net either on its own or attached to a rope. When attached to a rope, you can use the net to Grapple a Medium or smaller creature up …","primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2738","weakness":{},"price":100,"name":"Net","legacy_id":["equipment-681"],"id":"equipment-2738","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Net Source Player Core pg. 290 Price 1 gp Hands 2 Bulk 1 --- You can use a net either on its own or attached to a rope. When attached to a rope, you can use the net to Grapple a Medium or smaller creature up to 10 feet away (instead of only adjacent creatures). You can continue to Grapple to keep your hold on the target so long as the target remains within 10 feet and you continue to hold the net. The grabbed creature gains a +2 circumstance bonus to Escape unless you are adjacent to them, and it can attempt a DC 16 Athletics check to Force Open the net entirely. Once the target is no longer grabbed, the net is unwieldy until refolded with an Interact action with the concentrate trait that requires two hands; if used without being refolded, Grapple checks made with the net take a –2 penalty. When the net is unattached, you can attempt a ranged attack roll using your simple weapon proficiency against a Medium or smaller creature within 20 feet. On a hit, the target is off-guard and takes a –10-foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also immobilized until it Escapes. The Escape DC is 16. A creature adjacent to the target can Interact to remove the net.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2738"},{"skill_mod":{},"summary":"You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, …","primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2739","weakness":{},"price":1,"name":"Oil","legacy_id":["equipment-38"],"id":"equipment-2739","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Oil Source Player Core pg. 290 Price 1 cp Hands 2 --- You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 fire damage.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2739"},{"skill_mod":{},"summary":"You can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the …","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2740","weakness":{},"price":50,"name":"Parrying Scabbard","legacy_id":["equipment-682"],"id":"equipment-2740","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Parrying Scabbard Source Player Core pg. 290 Price 5 sp Hands 1 Bulk L --- You can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the scabbard in your other. A parrying scabbard can be used for your defense much like a weapon with the parry trait: you can spend an action to position it defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Parrying scabbards are available for any sword that can be wielded in one hand.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2740"},{"skill_mod":{},"summary":"This is a 2-foot-long tube with two angled mirrors, one at each end. When the mirrors are aligned correctly, you can look around obstacles while …","primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2741","weakness":{},"price":2500,"name":"Periscope","legacy_id":["equipment-683"],"id":"equipment-2741","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Periscope Source Player Core pg. 290 Price 25 gp Hands 2 Bulk L --- This is a 2-foot-long tube with two angled mirrors, one at each end. When the mirrors are aligned correctly, you can look around obstacles while remaining behind cover. This doesn't provide a sufficient line of effect to target creatures around corners.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2741"},{"skill_mod":{},"summary":"These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in …","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2742","weakness":{},"price":1,"name":"Piton","legacy_id":["equipment-39"],"id":"equipment-2742","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Piton Source Player Core pg. 290 Price 1 cp Hands 1 --- These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2742"},{"legacy_name":["Holly and Mistletoe"],"skill_mod":{},"summary":"Primal spellcasters, especially druids , often wear adornments of natural materials to symbolize their connection to nature, such as rings of woven …","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2743","weakness":{},"price":0,"name":"Primal Symbol","legacy_id":["equipment-26"],"id":"equipment-2743","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Primal Symbol Source Player Core pg. 290 Hands 1 --- Primal spellcasters, especially druids, often wear adornments of natural materials to symbolize their connection to nature, such as rings of woven plants, tokens made from animal parts, or other symbols related to a druidic order or nature philosophy.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2743"},{"skill_mod":{},"primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2744","weakness":{},"price":40,"name":"Rations","legacy_id":["equipment-40"],"id":"equipment-2744","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Rations Source Player Core pg. 290 Price 4 sp (1 week) Hands 1 Bulk L ---\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2744"},{"skill_mod":{},"summary":"This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics , can use a religious …","item_child_id":["equipment-2745-2507","equipment-2745-2508"],"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2745","weakness":{},"name":"Religious Symbol","legacy_id":["equipment-41"],"id":"equipment-2745","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Religious Symbol Source Player Core pg. 290 --- This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol to use certain abilities. A religious symbol can be worn on the body on a chain or pin, or can be held. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Religious Symbol (Wooden) Source Player Core pg. 290, Core Rulebook pg. 291 Price 1 sp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Religious Symbol (Silver) Source Player Core pg. 290, Core Rulebook pg. 291 Price 2 gp Hands 1 Bulk L ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2745"},{"legacy_name":["Religious Symbol"],"hands":"1","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2745","weakness":{},"price":10,"legacy_id":["equipment-41"],"id":"equipment-2745-2507","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Religious Symbol Source Player Core pg. 290 --- This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol to use certain abilities. A religious symbol can be worn on the body on a chain or pin, or can be held. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Religious Symbol (Wooden) Source Player Core pg. 290, Core Rulebook pg. 291 Price 1 sp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Religious Symbol (Silver) Source Player Core pg. 290, Core Rulebook pg. 291 Price 2 gp Hands 1 Bulk L ","skill_mod":{},"summary":"This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics , can use a religious …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2745","name":"Religious Symbol (Wooden)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2745-2507"},{"legacy_name":["Religious Symbol"],"hands":"1","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2745","weakness":{},"price":200,"legacy_id":["equipment-41"],"id":"equipment-2745-2508","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Religious Symbol Source Player Core pg. 290 --- This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol to use certain abilities. A religious symbol can be worn on the body on a chain or pin, or can be held. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Religious Symbol (Wooden) Source Player Core pg. 290, Core Rulebook pg. 291 Price 1 sp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Religious Symbol (Silver) Source Player Core pg. 290, Core Rulebook pg. 291 Price 2 gp Hands 1 Bulk L ","skill_mod":{},"summary":"This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics , can use a religious …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2745","name":"Religious Symbol (Silver)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2745-2508"},{"skill_mod":{},"summary":"This manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text to use certain …","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2746","weakness":{},"price":100,"name":"Religious Text","legacy_id":["equipment-42"],"id":"equipment-2746","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Religious Text Source Player Core pg. 290 Price 1 gp Hands 1 Bulk L --- This manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text to use certain abilities. A religious text must be held in one hand to use it.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2746"},{"legacy_name":["Repair Kit"],"skill_mod":{},"summary":"A repair toolkit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils …","item_child_id":["equipment-2747-2509","equipment-2747-2510"],"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2747","weakness":{},"skill":["Crafting"],"name":"Repair Toolkit","legacy_id":["equipment-43"],"id":"equipment-2747","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Repair Toolkit Source Player Core pg. 290 --- A repair toolkit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair toolkit to Repair items using the Crafting skill. You can draw and replace a worn repair toolkit as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Repair Toolkit Source Player Core pg. 290 Price 2 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Repair Toolkit (Superb) Source Player Core pg. 290 Price 25 gp Hands 2 Bulk 1 --- A superb repair kit gives you a +1 item bonus to the check.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2747"},{"legacy_name":["Repair Kit"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2747","weakness":{},"price":200,"legacy_id":["equipment-43"],"id":"equipment-2747-2509","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Repair Toolkit Source Player Core pg. 290 --- A repair toolkit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair toolkit to Repair items using the Crafting skill. You can draw and replace a worn repair toolkit as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Repair Toolkit Source Player Core pg. 290 Price 2 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Repair Toolkit (Superb) Source Player Core pg. 290 Price 25 gp Hands 2 Bulk 1 --- A superb repair kit gives you a +1 item bonus to the check.","skill_mod":{},"summary":"A repair toolkit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2747","name":"Repair Toolkit","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2747-2509"},{"legacy_name":["Repair Kit"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2747","weakness":{},"price":2500,"skill":["Crafting"],"legacy_id":["equipment-43"],"id":"equipment-2747-2510","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Repair Toolkit Source Player Core pg. 290 --- A repair toolkit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair toolkit to Repair items using the Crafting skill. You can draw and replace a worn repair toolkit as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Repair Toolkit Source Player Core pg. 290 Price 2 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Repair Toolkit (Superb) Source Player Core pg. 290 Price 25 gp Hands 2 Bulk 1 --- A superb repair kit gives you a +1 item bonus to the check.","skill_mod":{},"summary":"A superb repair kit gives you a +1 item bonus to the check.","primary_source":"Player Core","level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2747","name":"Repair Toolkit (Superb)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2747-2510"},{"skill_mod":{},"primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2748","weakness":{},"price":50,"name":"Rope","legacy_id":["equipment-44"],"id":"equipment-2748","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Rope Source Player Core pg. 290 Price 5 sp (50 ft.) Hands 2 Bulk L ---\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2748"},{"skill_mod":{},"summary":"A sack can hold up to 8 Bulk worth of items. A sack containing 2 Bulk or less can be worn on the body, usually tucked into a belt. You can carry a …","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2749","weakness":{},"price":1,"name":"Sack","legacy_id":["equipment-45"],"id":"equipment-2749","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Sack Source Player Core pg. 290 Price 1 cp Hands 1 Bulk L --- A sack can hold up to 8 Bulk worth of items. A sack containing 2 Bulk or less can be worn on the body, usually tucked into a belt. You can carry a sack with one hand, but must use two hands to transfer items in and out.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2749"},{"skill_mod":{},"summary":"Saddlebags come in a pair. Each can hold up to 3 Bulk of items, and the first 1 Bulk of items in each doesn't count against your mount's Bulk limit. …","primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2750","weakness":{},"price":20,"name":"Saddlebags","legacy_id":["equipment-46"],"id":"equipment-2750","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Saddlebags Source Player Core pg. 290 Price 2 sp Hands 2 Bulk L --- Saddlebags come in a pair. Each can hold up to 3 Bulk of items, and the first 1 Bulk of items in each doesn't count against your mount's Bulk limit. The Bulk value given is for saddlebags worn by a mount. If you are carrying or stowing saddlebags, they count as 1 Bulk instead of light Bulk.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2750"},{"skill_mod":{},"summary":"When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2751","weakness":{},"price":8,"name":"Signal Whistle","legacy_id":["equipment-50"],"id":"equipment-2751","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Signal Whistle Source Player Core pg. 292 Price 8 cp Hands 1 --- When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2751"},{"skill_mod":{},"primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2752","weakness":{},"price":2,"name":"Soap","legacy_id":["equipment-52"],"id":"equipment-2752","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Soap Source Player Core pg. 292 Price 2 cp Hands 1 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2752"},{"skill_mod":{},"summary":"A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and …","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2753","weakness":{},"price":100,"name":"Spellbook (Blank)","legacy_id":["equipment-53"],"id":"equipment-2753","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Spellbook (Blank) Source Player Core pg. 292 Price 1 gp Hands 1 Bulk L --- A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2753"},{"skill_mod":{},"summary":"A typical spyglass lets you see eight times farther than normal.","item_child_id":["equipment-2754-2511","equipment-2754-2512"],"primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2754","weakness":{},"price":2000,"name":"Spyglass","legacy_id":["equipment-54"],"id":"equipment-2754","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spyglass Source Player Core pg. 292 Price 20 gp Hands 2 Bulk L --- A typical spyglass lets you see eight times farther than normal. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spyglass Source Player Core pg. 292, Core Rulebook pg. 291 Price 20 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Spyglass (Fine) Source Player Core pg. 292, Core Rulebook pg. 291 Price 80 gp Hands 2 Bulk L --- A fine spyglass adds a +1 item bonus to Perception checks to notice details at a distance.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2754"},{"skill_mod":{},"summary":"A typical spyglass lets you see eight times farther than normal.","primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2754","item_parent_id":"equipment-2754","weakness":{},"price":2000,"name":"Spyglass","legacy_id":["equipment-54"],"id":"equipment-2754-2511","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spyglass Source Player Core pg. 292 Price 20 gp Hands 2 Bulk L --- A typical spyglass lets you see eight times farther than normal. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spyglass Source Player Core pg. 292, Core Rulebook pg. 291 Price 20 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Spyglass (Fine) Source Player Core pg. 292, Core Rulebook pg. 291 Price 80 gp Hands 2 Bulk L --- A fine spyglass adds a +1 item bonus to Perception checks to notice details at a distance.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2754-2511"},{"legacy_name":["Spyglass"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2754","weakness":{},"price":8000,"legacy_id":["equipment-54"],"id":"equipment-2754-2512","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spyglass Source Player Core pg. 292 Price 20 gp Hands 2 Bulk L --- A typical spyglass lets you see eight times farther than normal. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spyglass Source Player Core pg. 292, Core Rulebook pg. 291 Price 20 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Spyglass (Fine) Source Player Core pg. 292, Core Rulebook pg. 291 Price 80 gp Hands 2 Bulk L --- A fine spyglass adds a +1 item bonus to Perception checks to notice details at a distance.","skill_mod":{},"summary":"A fine spyglass adds a +1 item bonus to Perception checks to notice details at a distance.","primary_source":"Player Core","level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2754","name":"Spyglass (Fine)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2754-2512"},{"skill_mod":{},"summary":"Tack includes all the gear required to outfit a riding animal, including a saddle, bit and bridle, and stirrups if necessary. Especially large or …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2755","weakness":{},"price":400,"name":"Tack","legacy_id":["equipment-55"],"id":"equipment-2755","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Tack Source Player Core pg. 292 Price 4 gp Bulk 1 --- Tack includes all the gear required to outfit a riding animal, including a saddle, bit and bridle, and stirrups if necessary. Especially large or oddly shaped animals might require specialty saddles. These can be more expensive or hard to find, as determined by the GM. The Bulk value given is for tack worn by a creature. If carried, the Bulk increases to 2.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2755"},{"skill_mod":{},"summary":"When wielding this long pole, you can use Seek to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon.","primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2756","weakness":{},"price":1,"name":"Ten-Foot Pole","legacy_id":["equipment-56"],"id":"equipment-2756","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Ten-Foot Pole Source Player Core pg. 292 Price 1 cp Hands 2 Bulk 1 --- When wielding this long pole, you can use Seek to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2756"},{"skill_mod":{},"item_child_id":["equipment-2757-2513","equipment-2757-2514","equipment-2757-2515"],"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2757","weakness":{},"name":"Tent","legacy_id":["equipment-57"],"id":"equipment-2757","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Tent Source Player Core pg. 292 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tent (Pup) Source Player Core pg. 292, Core Rulebook pg. 288 Price 8 sp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tent (Four-Person) Source Player Core pg. 292, Core Rulebook pg. 288 Price 5 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Tent (Pavilion) Source Player Core pg. 292, Core Rulebook pg. 288 Price 40 gp Hands 2 Bulk 12 ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2757"},{"legacy_name":["Tent"],"skill_mod":{},"primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2757","item_parent_id":"equipment-2757","weakness":{},"price":80,"name":"Tent (Pup)","legacy_id":["equipment-57"],"id":"equipment-2757-2513","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Tent Source Player Core pg. 292 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tent (Pup) Source Player Core pg. 292, Core Rulebook pg. 288 Price 8 sp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tent (Four-Person) Source Player Core pg. 292, Core Rulebook pg. 288 Price 5 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Tent (Pavilion) Source Player Core pg. 292, Core Rulebook pg. 288 Price 40 gp Hands 2 Bulk 12 ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2757-2513"},{"legacy_name":["Tent"],"skill_mod":{},"primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2757","item_parent_id":"equipment-2757","weakness":{},"price":500,"name":"Tent (Four-Person)","legacy_id":["equipment-57"],"id":"equipment-2757-2514","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Tent Source Player Core pg. 292 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tent (Pup) Source Player Core pg. 292, Core Rulebook pg. 288 Price 8 sp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tent (Four-Person) Source Player Core pg. 292, Core Rulebook pg. 288 Price 5 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Tent (Pavilion) Source Player Core pg. 292, Core Rulebook pg. 288 Price 40 gp Hands 2 Bulk 12 ","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2757-2514"},{"legacy_name":["Tent"],"skill_mod":{},"primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2757","item_parent_id":"equipment-2757","weakness":{},"price":4000,"name":"Tent (Pavilion)","legacy_id":["equipment-57"],"id":"equipment-2757-2515","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Tent Source Player Core pg. 292 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tent (Pup) Source Player Core pg. 292, Core Rulebook pg. 288 Price 8 sp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tent (Four-Person) Source Player Core pg. 292, Core Rulebook pg. 288 Price 5 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Tent (Pavilion) Source Player Core pg. 292, Core Rulebook pg. 288 Price 40 gp Hands 2 Bulk 12 ","bulk":12,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2757-2515"},{"legacy_name":["Thieves' Tools"],"item_child_id":["equipment-2758-2516","equipment-2758-2517","equipment-2758-2518","equipment-2758-2519"],"hands":"-1","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":300,"skill":["Thievery"],"legacy_id":["equipment-58"],"id":"equipment-2758","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Thieves' Toolkit Source Player Core pg. 292 Price 3 gp Hands -1 Bulk L --- You need a thieves' toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn't require using the Repair action. If you wear your thieves' toolkit, you can draw and replace it as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Toolkit Source Player Core pg. 292 Price 3 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Toolkit (Replacement Picks) Source Player Core pg. 292 Price 3 sp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Toolkit (Infiltrator) Source Player Core pg. 292 Price 50 gp Bulk L --- An infiltrator thieves' toolkit adds a +1 item bonus to checks to Pick Locks and Disable Devices. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Toolkit (Infiltrator Picks) Source Player Core pg. 292 Price 3 gp ","skill_mod":{},"summary":"You need a thieves' toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' toolkit is broken , …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2758","name":"Thieves' Toolkit","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2758"},{"legacy_name":["Thieves' Tools"],"skill_mod":{},"summary":"You need a thieves' toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' toolkit is broken , …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2758","item_parent_id":"equipment-2758","weakness":{},"price":300,"name":"Thieves' Toolkit","legacy_id":["equipment-58"],"id":"equipment-2758-2516","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Thieves' Toolkit Source Player Core pg. 292 Price 3 gp Hands -1 Bulk L --- You need a thieves' toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn't require using the Repair action. If you wear your thieves' toolkit, you can draw and replace it as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Toolkit Source Player Core pg. 292 Price 3 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Toolkit (Replacement Picks) Source Player Core pg. 292 Price 3 sp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Toolkit (Infiltrator) Source Player Core pg. 292 Price 50 gp Bulk L --- An infiltrator thieves' toolkit adds a +1 item bonus to checks to Pick Locks and Disable Devices. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Toolkit (Infiltrator Picks) Source Player Core pg. 292 Price 3 gp ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2758-2516"},{"legacy_name":["Thieves' Tools"],"skill_mod":{},"summary":"You need a thieves' toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' toolkit is broken , …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2758","item_parent_id":"equipment-2758","weakness":{},"price":30,"name":"Thieves' Toolkit (Replacement Picks)","legacy_id":["equipment-58"],"id":"equipment-2758-2517","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Thieves' Toolkit Source Player Core pg. 292 Price 3 gp Hands -1 Bulk L --- You need a thieves' toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn't require using the Repair action. If you wear your thieves' toolkit, you can draw and replace it as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Toolkit Source Player Core pg. 292 Price 3 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Toolkit (Replacement Picks) Source Player Core pg. 292 Price 3 sp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Toolkit (Infiltrator) Source Player Core pg. 292 Price 50 gp Bulk L --- An infiltrator thieves' toolkit adds a +1 item bonus to checks to Pick Locks and Disable Devices. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Toolkit (Infiltrator Picks) Source Player Core pg. 292 Price 3 gp ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2758-2517"},{"legacy_name":["Thieves' Tools"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2758","weakness":{},"price":5000,"skill":["Thievery"],"legacy_id":["equipment-58"],"id":"equipment-2758-2518","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Thieves' Toolkit Source Player Core pg. 292 Price 3 gp Hands -1 Bulk L --- You need a thieves' toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn't require using the Repair action. If you wear your thieves' toolkit, you can draw and replace it as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Toolkit Source Player Core pg. 292 Price 3 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Toolkit (Replacement Picks) Source Player Core pg. 292 Price 3 sp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Toolkit (Infiltrator) Source Player Core pg. 292 Price 50 gp Bulk L --- An infiltrator thieves' toolkit adds a +1 item bonus to checks to Pick Locks and Disable Devices. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Toolkit (Infiltrator Picks) Source Player Core pg. 292 Price 3 gp ","skill_mod":{},"summary":"An infiltrator thieves' toolkit adds a +1 item bonus to checks to Pick Locks and Disable Devices.","primary_source":"Player Core","level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2758","name":"Thieves' Toolkit (Infiltrator)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2758-2518"},{"legacy_name":["Thieves' Tools"],"skill_mod":{},"summary":"You need a thieves' toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' toolkit is broken , …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2758","item_parent_id":"equipment-2758","weakness":{},"price":300,"name":"Thieves' Toolkit (Infiltrator Picks)","legacy_id":["equipment-58"],"id":"equipment-2758-2519","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Thieves' Toolkit Source Player Core pg. 292 Price 3 gp Hands -1 Bulk L --- You need a thieves' toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn't require using the Repair action. If you wear your thieves' toolkit, you can draw and replace it as part of the action that uses it. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Toolkit Source Player Core pg. 292 Price 3 gp Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Thieves' Toolkit (Replacement Picks) Source Player Core pg. 292 Price 3 sp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Toolkit (Infiltrator) Source Player Core pg. 292 Price 50 gp Bulk L --- An infiltrator thieves' toolkit adds a +1 item bonus to checks to Pick Locks and Disable Devices. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thieves' Toolkit (Infiltrator Picks) Source Player Core pg. 292 Price 3 gp ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2758-2519"},{"skill_mod":{},"summary":"This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a …","item_child_id":["equipment-2759-2520","equipment-2759-2521"],"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2759","weakness":{},"name":"Tool","legacy_id":["equipment-59"],"id":"equipment-2759","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Tool Source Player Core pg. 292 --- This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that's appropriate or adjusts the damage if needed. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tool (Long) Source Player Core pg. 292, Core Rulebook pg. 292 Price 1 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tool (Short) Source Player Core pg. 292, Core Rulebook pg. 292 Price 4 sp Hands 1 Bulk L ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2759"},{"legacy_name":["Tool"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2759","weakness":{},"price":100,"legacy_id":["equipment-59"],"id":"equipment-2759-2520","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Tool Source Player Core pg. 292 --- This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that's appropriate or adjusts the damage if needed. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tool (Long) Source Player Core pg. 292, Core Rulebook pg. 292 Price 1 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tool (Short) Source Player Core pg. 292, Core Rulebook pg. 292 Price 4 sp Hands 1 Bulk L ","skill_mod":{},"summary":"This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2759","name":"Tool (Long)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2759-2520"},{"legacy_name":["Tool"],"hands":"1","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2759","weakness":{},"price":40,"legacy_id":["equipment-59"],"id":"equipment-2759-2521","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Tool Source Player Core pg. 292 --- This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that's appropriate or adjusts the damage if needed. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tool (Long) Source Player Core pg. 292, Core Rulebook pg. 292 Price 1 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Tool (Short) Source Player Core pg. 292, Core Rulebook pg. 292 Price 4 sp Hands 1 Bulk L ","skill_mod":{},"summary":"This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2759","name":"Tool (Short)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2759-2521"},{"skill_mod":{},"summary":"A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals …","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2760","weakness":{},"price":1,"name":"Torch","legacy_id":["equipment-60"],"id":"equipment-2760","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Torch Source Player Core pg. 292 Price 1 cp Hands 1 Bulk L --- A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2760"},{"skill_mod":{},"summary":"When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2761","weakness":{},"price":5,"name":"Waterskin","legacy_id":["equipment-62"],"id":"equipment-2761","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Waterskin Source Player Core pg. 292 Price 5 cp Hands 1 Bulk L --- When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2761"},{"skill_mod":{},"summary":"Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well …","item_child_id":["equipment-2762-2522","equipment-2762-2523"],"primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2762","weakness":{},"price":100,"name":"Writing Set","legacy_id":["equipment-63"],"id":"equipment-2762","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Writing Set Source Player Core pg. 292 Price 1 gp Hands 2 Bulk L --- Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or ink pen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with extra ink and paper. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Writing Set Source Player Core pg. 292, Core Rulebook pg. 292 Price 1 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Writing Set (Extra Ink and Paper) Source Player Core pg. 292, Core Rulebook pg. 292 Price 1 sp ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2762"},{"skill_mod":{},"summary":"Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well …","primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2762","item_parent_id":"equipment-2762","weakness":{},"price":100,"name":"Writing Set","legacy_id":["equipment-63"],"id":"equipment-2762-2522","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Writing Set Source Player Core pg. 292 Price 1 gp Hands 2 Bulk L --- Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or ink pen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with extra ink and paper. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Writing Set Source Player Core pg. 292, Core Rulebook pg. 292 Price 1 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Writing Set (Extra Ink and Paper) Source Player Core pg. 292, Core Rulebook pg. 292 Price 1 sp ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2762-2522"},{"legacy_name":["Writing Set"],"skill_mod":{},"summary":"Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2762","item_parent_id":"equipment-2762","weakness":{},"price":10,"name":"Writing Set (Extra Ink and Paper)","legacy_id":["equipment-63"],"id":"equipment-2762-2523","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Writing Set Source Player Core pg. 292 Price 1 gp Hands 2 Bulk L --- Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or ink pen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with extra ink and paper. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Writing Set Source Player Core pg. 292, Core Rulebook pg. 292 Price 1 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Writing Set (Extra Ink and Paper) Source Player Core pg. 292, Core Rulebook pg. 292 Price 1 sp ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2762-2523"},{"item_child_id":["equipment-2763-2524","equipment-2763-2525","equipment-2763-3454"],"hands":"1","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":600,"legacy_id":["equipment-64"],"trait":["Uncommon"],"id":"equipment-2763","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Scholarly Journal Source Player Core pg. 290 PFS Note All Pathfinder agents have access this item Price 6 gp Hands 1 Bulk L --- Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to Recall Knowledge about the subject, you gain a +1 item bonus to the check. A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city. The GM determines what scholarly journals are available in any location. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Scholarly Journal Source Player Core pg. 290, Core Rulebook pg. 291 Price 6 gp Hands 1 Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Scholarly Journal (Compendium) Source Player Core pg. 290, Core Rulebook pg. 291 Price 30 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Pathfinder Chronicle Source Character Guide pg. 110, Character Guide pg. 110 Price 6 gp Usage held in 1 hand Bulk L Access A character who is a member of the Pathfinder Society has access to this option. --- Numerous volumes and editions of the Pathfinder Chronicles exist, each cataloging different adventures. Pathfinder Chronicles are a type of scholarly journal that specifically devotes topics to Pathfinder discoveries, rather than more theoretical academic topics. Because Pathfinders have better access to these chronicles than other scholarly journals, they are particularly common among Pathfinder agents building a library of reference texts.","skill_mod":{},"summary":"Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or …","primary_source":"Player Core","trait_group":["Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2763","name":"Scholarly Journal","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2763"},{"hands":"1","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2763","weakness":{},"price":600,"legacy_id":["equipment-64"],"trait":["Uncommon"],"id":"equipment-2763-2524","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Scholarly Journal Source Player Core pg. 290 PFS Note All Pathfinder agents have access this item Price 6 gp Hands 1 Bulk L --- Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to Recall Knowledge about the subject, you gain a +1 item bonus to the check. A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city. The GM determines what scholarly journals are available in any location. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Scholarly Journal Source Player Core pg. 290, Core Rulebook pg. 291 Price 6 gp Hands 1 Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Scholarly Journal (Compendium) Source Player Core pg. 290, Core Rulebook pg. 291 Price 30 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Pathfinder Chronicle Source Character Guide pg. 110, Character Guide pg. 110 Price 6 gp Usage held in 1 hand Bulk L Access A character who is a member of the Pathfinder Society has access to this option. --- Numerous volumes and editions of the Pathfinder Chronicles exist, each cataloging different adventures. Pathfinder Chronicles are a type of scholarly journal that specifically devotes topics to Pathfinder discoveries, rather than more theoretical academic topics. Because Pathfinders have better access to these chronicles than other scholarly journals, they are particularly common among Pathfinder agents building a library of reference texts.","skill_mod":{},"summary":"Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or …","primary_source":"Player Core","trait_group":["Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2763","name":"Scholarly Journal","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2763-2524"},{"legacy_name":["Scholarly Journal"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2763","weakness":{},"price":3000,"legacy_id":["equipment-64"],"trait":["Uncommon"],"id":"equipment-2763-2525","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Scholarly Journal Source Player Core pg. 290 PFS Note All Pathfinder agents have access this item Price 6 gp Hands 1 Bulk L --- Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to Recall Knowledge about the subject, you gain a +1 item bonus to the check. A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city. The GM determines what scholarly journals are available in any location. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Scholarly Journal Source Player Core pg. 290, Core Rulebook pg. 291 Price 6 gp Hands 1 Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Scholarly Journal (Compendium) Source Player Core pg. 290, Core Rulebook pg. 291 Price 30 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Pathfinder Chronicle Source Character Guide pg. 110, Character Guide pg. 110 Price 6 gp Usage held in 1 hand Bulk L Access A character who is a member of the Pathfinder Society has access to this option. --- Numerous volumes and editions of the Pathfinder Chronicles exist, each cataloging different adventures. Pathfinder Chronicles are a type of scholarly journal that specifically devotes topics to Pathfinder discoveries, rather than more theoretical academic topics. Because Pathfinders have better access to these chronicles than other scholarly journals, they are particularly common among Pathfinder agents building a library of reference texts.","skill_mod":{},"summary":"Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or …","primary_source":"Player Core","trait_group":["Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2763","name":"Scholarly Journal (Compendium)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2763-2525"},{"legacy_name":["Scholarly Journal"],"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Character Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2763","weakness":{},"price":600,"legacy_id":["equipment-64"],"trait":["Uncommon"],"id":"equipment-2763-3454","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Scholarly Journal Source Player Core pg. 290 PFS Note All Pathfinder agents have access this item Price 6 gp Hands 1 Bulk L --- Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to Recall Knowledge about the subject, you gain a +1 item bonus to the check. A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city. The GM determines what scholarly journals are available in any location. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Scholarly Journal Source Player Core pg. 290, Core Rulebook pg. 291 Price 6 gp Hands 1 Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Scholarly Journal (Compendium) Source Player Core pg. 290, Core Rulebook pg. 291 Price 30 gp Hands 2 Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Pathfinder Chronicle Source Character Guide pg. 110, Character Guide pg. 110 Price 6 gp Usage held in 1 hand Bulk L Access A character who is a member of the Pathfinder Society has access to this option. --- Numerous volumes and editions of the Pathfinder Chronicles exist, each cataloging different adventures. Pathfinder Chronicles are a type of scholarly journal that specifically devotes topics to Pathfinder discoveries, rather than more theoretical academic topics. Because Pathfinders have better access to these chronicles than other scholarly journals, they are particularly common among Pathfinder agents building a library of reference texts.","skill_mod":{},"summary":"Numerous volumes and editions of the Pathfinder Chronicles exist, each cataloging different adventures. Pathfinder Chronicles are a type of scholarly …","primary_source":"Character Guide","trait_group":["Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=2763","name":"Pathfinder Chronicle","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2763-3454"},{"skill_mod":{},"summary":"Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps …","item_child_id":["equipment-2764-2526","equipment-2764-2527"],"primary_source":"Player Core","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2764","weakness":{},"name":"Survey Map","legacy_id":["equipment-65"],"trait":["Uncommon"],"id":"equipment-2764","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Survey Map Source Player Core pg. 292 PFS Note All Pathfinder agents have access this item --- Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to Survival checks and any skill checks to Recall Knowledge, provided the checks are related to the location detailed on the map. Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use. The GM determines what maps are available in any location. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Survey Map Source Player Core pg. 292, Core Rulebook pg. 291 PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas Price 10 gp Hands 1 Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Survey Map (Atlas) Source Player Core pg. 292, Core Rulebook pg. 291 PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas Price 50 gp Hands 2 Bulk L ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2764"},{"hands":"1","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2764","weakness":{},"price":1000,"legacy_id":["equipment-65"],"trait":["Uncommon"],"id":"equipment-2764-2526","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Survey Map Source Player Core pg. 292 PFS Note All Pathfinder agents have access this item --- Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to Survival checks and any skill checks to Recall Knowledge, provided the checks are related to the location detailed on the map. Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use. The GM determines what maps are available in any location. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Survey Map Source Player Core pg. 292, Core Rulebook pg. 291 PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas Price 10 gp Hands 1 Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Survey Map (Atlas) Source Player Core pg. 292, Core Rulebook pg. 291 PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas Price 50 gp Hands 2 Bulk L ","skill_mod":{},"summary":"Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps …","primary_source":"Player Core","trait_group":["Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2764","name":"Survey Map","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2764-2526"},{"legacy_name":["Survey Map"],"hands":"2","primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-2764","weakness":{},"price":5000,"legacy_id":["equipment-65"],"trait":["Uncommon"],"id":"equipment-2764-2527","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Survey Map Source Player Core pg. 292 PFS Note All Pathfinder agents have access this item --- Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to Survival checks and any skill checks to Recall Knowledge, provided the checks are related to the location detailed on the map. Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use. The GM determines what maps are available in any location. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Survey Map Source Player Core pg. 292, Core Rulebook pg. 291 PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas Price 10 gp Hands 1 Bulk L <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Survey Map (Atlas) Source Player Core pg. 292, Core Rulebook pg. 291 PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas Price 50 gp Hands 2 Bulk L ","skill_mod":{},"summary":"Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps …","primary_source":"Player Core","trait_group":["Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2764","name":"Survey Map (Atlas)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2764-2527"},{"skill_mod":{},"item_child_id":["equipment-2765-2528","equipment-2765-2529","equipment-2765-2530","equipment-2765-2531","equipment-2765-2532"],"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2765","weakness":{},"name":"Beverages","legacy_id":["equipment-66"],"id":"equipment-2765","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Beverages Source Player Core pg. 294 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Mug of Ale) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 cp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Keg of Ale) Source Player Core pg. 294, Core Rulebook pg. 294 Price 2 sp Hands 2 Bulk 2 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Pot of Coffee or Tea) Source Player Core pg. 294, Core Rulebook pg. 294 Price 2 cp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Bottle of Wine) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 sp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Bottle of Fine Wine) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 gp Hands 1 Bulk L ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2765"},{"legacy_name":["Beverages"],"skill_mod":{},"primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2765","item_parent_id":"equipment-2765","weakness":{},"price":1,"name":"Beverages (Mug of Ale)","legacy_id":["equipment-66"],"id":"equipment-2765-2528","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Beverages Source Player Core pg. 294 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Mug of Ale) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 cp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Keg of Ale) Source Player Core pg. 294, Core Rulebook pg. 294 Price 2 sp Hands 2 Bulk 2 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Pot of Coffee or Tea) Source Player Core pg. 294, Core Rulebook pg. 294 Price 2 cp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Bottle of Wine) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 sp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Bottle of Fine Wine) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 gp Hands 1 Bulk L ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2765-2528"},{"legacy_name":["Beverages"],"skill_mod":{},"primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2765","item_parent_id":"equipment-2765","weakness":{},"price":20,"name":"Beverages (Keg of Ale)","legacy_id":["equipment-66"],"id":"equipment-2765-2529","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Beverages Source Player Core pg. 294 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Mug of Ale) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 cp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Keg of Ale) Source Player Core pg. 294, Core Rulebook pg. 294 Price 2 sp Hands 2 Bulk 2 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Pot of Coffee or Tea) Source Player Core pg. 294, Core Rulebook pg. 294 Price 2 cp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Bottle of Wine) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 sp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Bottle of Fine Wine) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 gp Hands 1 Bulk L ","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2765-2529"},{"legacy_name":["Beverages"],"skill_mod":{},"primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2765","item_parent_id":"equipment-2765","weakness":{},"price":2,"name":"Beverages (Pot of Coffee or Tea)","legacy_id":["equipment-66"],"id":"equipment-2765-2530","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Beverages Source Player Core pg. 294 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Mug of Ale) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 cp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Keg of Ale) Source Player Core pg. 294, Core Rulebook pg. 294 Price 2 sp Hands 2 Bulk 2 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Pot of Coffee or Tea) Source Player Core pg. 294, Core Rulebook pg. 294 Price 2 cp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Bottle of Wine) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 sp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Bottle of Fine Wine) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 gp Hands 1 Bulk L ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2765-2530"},{"legacy_name":["Beverages"],"skill_mod":{},"primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2765","item_parent_id":"equipment-2765","weakness":{},"price":10,"name":"Beverages (Bottle of Wine)","legacy_id":["equipment-66"],"id":"equipment-2765-2531","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Beverages Source Player Core pg. 294 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Mug of Ale) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 cp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Keg of Ale) Source Player Core pg. 294, Core Rulebook pg. 294 Price 2 sp Hands 2 Bulk 2 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Pot of Coffee or Tea) Source Player Core pg. 294, Core Rulebook pg. 294 Price 2 cp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Bottle of Wine) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 sp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Bottle of Fine Wine) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 gp Hands 1 Bulk L ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2765-2531"},{"legacy_name":["Beverages"],"skill_mod":{},"primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2765","item_parent_id":"equipment-2765","weakness":{},"price":100,"name":"Beverages (Bottle of Fine Wine)","legacy_id":["equipment-66"],"id":"equipment-2765-2532","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Beverages Source Player Core pg. 294 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Mug of Ale) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 cp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Keg of Ale) Source Player Core pg. 294, Core Rulebook pg. 294 Price 2 sp Hands 2 Bulk 2 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Pot of Coffee or Tea) Source Player Core pg. 294, Core Rulebook pg. 294 Price 2 cp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Bottle of Wine) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 sp Hands 1 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Beverages (Bottle of Fine Wine) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 gp Hands 1 Bulk L ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2765-2532"},{"skill_mod":{},"item_child_id":["equipment-2766-2533","equipment-2766-2534","equipment-2766-2535","equipment-2766-2536"],"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2766","weakness":{},"name":"Lodging","legacy_id":["equipment-68"],"id":"equipment-2766","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Lodging Source Player Core pg. 294 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Floor Space) Source Player Core pg. 294, Core Rulebook pg. 294 Price 3 cp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Bed, for 1) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 sp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Private Room, for 2) Source Player Core pg. 294, Core Rulebook pg. 294 Price 8 sp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Extravagant Suite, for 6) Source Player Core pg. 294, Core Rulebook pg. 294 Price 10 gp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2766"},{"legacy_name":["Lodging"],"skill_mod":{},"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2766","item_parent_id":"equipment-2766","weakness":{},"price":3,"name":"Lodging (Floor Space)","legacy_id":["equipment-68"],"id":"equipment-2766-2533","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Lodging Source Player Core pg. 294 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Floor Space) Source Player Core pg. 294, Core Rulebook pg. 294 Price 3 cp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Bed, for 1) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 sp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Private Room, for 2) Source Player Core pg. 294, Core Rulebook pg. 294 Price 8 sp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Extravagant Suite, for 6) Source Player Core pg. 294, Core Rulebook pg. 294 Price 10 gp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2766-2533"},{"legacy_name":["Lodging"],"skill_mod":{},"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2766","item_parent_id":"equipment-2766","weakness":{},"price":10,"name":"Lodging (Bed, for 1)","legacy_id":["equipment-68"],"id":"equipment-2766-2534","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Lodging Source Player Core pg. 294 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Floor Space) Source Player Core pg. 294, Core Rulebook pg. 294 Price 3 cp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Bed, for 1) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 sp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Private Room, for 2) Source Player Core pg. 294, Core Rulebook pg. 294 Price 8 sp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Extravagant Suite, for 6) Source Player Core pg. 294, Core Rulebook pg. 294 Price 10 gp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2766-2534"},{"legacy_name":["Lodging"],"skill_mod":{},"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2766","item_parent_id":"equipment-2766","weakness":{},"price":80,"name":"Lodging (Private Room, for 2)","legacy_id":["equipment-68"],"id":"equipment-2766-2535","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Lodging Source Player Core pg. 294 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Floor Space) Source Player Core pg. 294, Core Rulebook pg. 294 Price 3 cp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Bed, for 1) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 sp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Private Room, for 2) Source Player Core pg. 294, Core Rulebook pg. 294 Price 8 sp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Extravagant Suite, for 6) Source Player Core pg. 294, Core Rulebook pg. 294 Price 10 gp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2766-2535"},{"legacy_name":["Lodging"],"skill_mod":{},"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2766","item_parent_id":"equipment-2766","weakness":{},"price":1000,"name":"Lodging (Extravagant Suite, for 6)","legacy_id":["equipment-68"],"id":"equipment-2766-2536","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Lodging Source Player Core pg. 294 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Floor Space) Source Player Core pg. 294, Core Rulebook pg. 294 Price 3 cp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Bed, for 1) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 sp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Private Room, for 2) Source Player Core pg. 294, Core Rulebook pg. 294 Price 8 sp (per day) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Lodging (Extravagant Suite, for 6) Source Player Core pg. 294, Core Rulebook pg. 294 Price 10 gp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2766-2536"},{"skill_mod":{},"item_child_id":["equipment-2767-2537","equipment-2767-2538","equipment-2767-2539"],"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2767","weakness":{},"name":"Meals","legacy_id":["equipment-69"],"id":"equipment-2767","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Meals Source Player Core pg. 294 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Meal (Poor) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 cp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Meal (Square) Source Player Core pg. 294, Core Rulebook pg. 294 Price 3 cp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Meal (Fine Dining) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 gp Hands 2 Bulk L ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2767"},{"legacy_name":["Meals"],"skill_mod":{},"primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2767","item_parent_id":"equipment-2767","weakness":{},"price":1,"name":"Meal (Poor)","legacy_id":["equipment-69"],"id":"equipment-2767-2537","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Meals Source Player Core pg. 294 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Meal (Poor) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 cp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Meal (Square) Source Player Core pg. 294, Core Rulebook pg. 294 Price 3 cp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Meal (Fine Dining) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 gp Hands 2 Bulk L ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2767-2537"},{"legacy_name":["Meals"],"skill_mod":{},"primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2767","item_parent_id":"equipment-2767","weakness":{},"price":3,"name":"Meal (Square)","legacy_id":["equipment-69"],"id":"equipment-2767-2538","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Meals Source Player Core pg. 294 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Meal (Poor) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 cp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Meal (Square) Source Player Core pg. 294, Core Rulebook pg. 294 Price 3 cp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Meal (Fine Dining) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 gp Hands 2 Bulk L ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2767-2538"},{"legacy_name":["Meals"],"skill_mod":{},"primary_source":"Player Core","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2767","item_parent_id":"equipment-2767","weakness":{},"price":100,"name":"Meal (Fine Dining)","legacy_id":["equipment-69"],"id":"equipment-2767-2539","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Meals Source Player Core pg. 294 --- <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Meal (Poor) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 cp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Meal (Square) Source Player Core pg. 294, Core Rulebook pg. 294 Price 3 cp Hands 2 Bulk L <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Meal (Fine Dining) Source Player Core pg. 294, Core Rulebook pg. 294 Price 1 gp Hands 2 Bulk L ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2767-2539"},{"skill_mod":{},"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2768","weakness":{},"price":2,"name":"Stabling","legacy_id":["equipment-70"],"id":"equipment-2768","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Stabling Source Player Core pg. 294 Price 2 cp (per day) ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2768"},{"skill_mod":{},"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2769","weakness":{},"price":1,"name":"Toll","legacy_id":["equipment-71"],"id":"equipment-2769","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Toll Source Player Core pg. 294 Price 1 cp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2769"},{"skill_mod":{},"summary":"The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some …","item_child_id":["equipment-2770-2540","equipment-2770-2541","equipment-2770-2542","equipment-2770-2543"],"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Transportation","source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2770","weakness":{},"name":"Transportation","legacy_id":["equipment-72"],"id":"equipment-2770","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Transportation Source Player Core pg. 294 --- The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Caravan) Source Player Core pg. 294, Core Rulebook pg. 294 Price 3 cp (per 5 miles) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Carriage) Source Player Core pg. 294, Core Rulebook pg. 294 Price 2 sp (per 5 miles) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Ferry or Riverboat) Source Player Core pg. 294, Core Rulebook pg. 294 Price 4 cp (per 5 miles) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Sailing Ship) Source Player Core pg. 294, Core Rulebook pg. 294 Price 6 cp (per 5 miles) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2770"},{"legacy_name":["Transportation"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-2770","weakness":{},"price":3,"legacy_id":["equipment-72"],"id":"equipment-2770-2540","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Transportation Source Player Core pg. 294 --- The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Caravan) Source Player Core pg. 294, Core Rulebook pg. 294 Price 3 cp (per 5 miles) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Carriage) Source Player Core pg. 294, Core Rulebook pg. 294 Price 2 sp (per 5 miles) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Ferry or Riverboat) Source Player Core pg. 294, Core Rulebook pg. 294 Price 4 cp (per 5 miles) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Sailing Ship) Source Player Core pg. 294, Core Rulebook pg. 294 Price 6 cp (per 5 miles) ","skill_mod":{},"summary":"The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"item_subcategory":"Transportation","resistance":{},"url":"/Equipment.aspx?ID=2770","name":"Transportation (Caravan)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2770-2540"},{"legacy_name":["Transportation"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-2770","weakness":{},"price":20,"legacy_id":["equipment-72"],"id":"equipment-2770-2541","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Transportation Source Player Core pg. 294 --- The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Caravan) Source Player Core pg. 294, Core Rulebook pg. 294 Price 3 cp (per 5 miles) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Carriage) Source Player Core pg. 294, Core Rulebook pg. 294 Price 2 sp (per 5 miles) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Ferry or Riverboat) Source Player Core pg. 294, Core Rulebook pg. 294 Price 4 cp (per 5 miles) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Sailing Ship) Source Player Core pg. 294, Core Rulebook pg. 294 Price 6 cp (per 5 miles) ","skill_mod":{},"summary":"The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"item_subcategory":"Transportation","resistance":{},"url":"/Equipment.aspx?ID=2770","name":"Transportation (Carriage)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2770-2541"},{"legacy_name":["Transportation"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-2770","weakness":{},"price":4,"legacy_id":["equipment-72"],"id":"equipment-2770-2542","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Transportation Source Player Core pg. 294 --- The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Caravan) Source Player Core pg. 294, Core Rulebook pg. 294 Price 3 cp (per 5 miles) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Carriage) Source Player Core pg. 294, Core Rulebook pg. 294 Price 2 sp (per 5 miles) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Ferry or Riverboat) Source Player Core pg. 294, Core Rulebook pg. 294 Price 4 cp (per 5 miles) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Sailing Ship) Source Player Core pg. 294, Core Rulebook pg. 294 Price 6 cp (per 5 miles) ","skill_mod":{},"summary":"The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"item_subcategory":"Transportation","resistance":{},"url":"/Equipment.aspx?ID=2770","name":"Transportation (Ferry or Riverboat)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2770-2542"},{"legacy_name":["Transportation"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-2770","weakness":{},"price":6,"legacy_id":["equipment-72"],"id":"equipment-2770-2543","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Transportation Source Player Core pg. 294 --- The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Caravan) Source Player Core pg. 294, Core Rulebook pg. 294 Price 3 cp (per 5 miles) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Carriage) Source Player Core pg. 294, Core Rulebook pg. 294 Price 2 sp (per 5 miles) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Ferry or Riverboat) Source Player Core pg. 294, Core Rulebook pg. 294 Price 4 cp (per 5 miles) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Transportation (Sailing Ship) Source Player Core pg. 294, Core Rulebook pg. 294 Price 6 cp (per 5 miles) ","skill_mod":{},"summary":"The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"item_subcategory":"Transportation","resistance":{},"url":"/Equipment.aspx?ID=2770","name":"Transportation (Sailing Ship)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2770-2543"},{"skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","item_child_id":["equipment-2771-2544","equipment-2771-2545","equipment-2771-2546","equipment-2771-2547","equipment-2771-2548","equipment-2771-2549","equipment-2771-2550","equipment-2771-2551","equipment-2771-2552"],"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","source":["Player Core"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2771","weakness":{},"name":"Spellcasting","legacy_id":["equipment-73"],"id":"equipment-2771","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Player Core pg. 295 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st rank) Source Player Core pg. 295 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd rank) Source Player Core pg. 295 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd rank) Source Player Core pg. 295 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th rank) Source Player Core pg. 295 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th rank) Source Player Core pg. 295 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th rank) Source Player Core pg. 295 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th rank) Source Player Core pg. 295 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th rank) Source Player Core pg. 295 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th rank) Source Player Core pg. 295 Price 1,800 gp (plus any cost required to cast the specific spell) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2771"},{"legacy_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-2771","weakness":{},"price":300,"legacy_id":["equipment-73"],"id":"equipment-2771-2544","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Player Core pg. 295 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st rank) Source Player Core pg. 295 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd rank) Source Player Core pg. 295 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd rank) Source Player Core pg. 295 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th rank) Source Player Core pg. 295 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th rank) Source Player Core pg. 295 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th rank) Source Player Core pg. 295 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th rank) Source Player Core pg. 295 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th rank) Source Player Core pg. 295 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th rank) Source Player Core pg. 295 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=2771","name":"Spellcasting (1st rank)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2771-2544"},{"legacy_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-2771","weakness":{},"price":700,"legacy_id":["equipment-73"],"id":"equipment-2771-2545","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Player Core pg. 295 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st rank) Source Player Core pg. 295 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd rank) Source Player Core pg. 295 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd rank) Source Player Core pg. 295 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th rank) Source Player Core pg. 295 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th rank) Source Player Core pg. 295 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th rank) Source Player Core pg. 295 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th rank) Source Player Core pg. 295 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th rank) Source Player Core pg. 295 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th rank) Source Player Core pg. 295 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=2771","name":"Spellcasting (2nd rank)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2771-2545"},{"legacy_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-2771","weakness":{},"price":1800,"legacy_id":["equipment-73"],"id":"equipment-2771-2546","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Player Core pg. 295 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st rank) Source Player Core pg. 295 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd rank) Source Player Core pg. 295 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd rank) Source Player Core pg. 295 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th rank) Source Player Core pg. 295 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th rank) Source Player Core pg. 295 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th rank) Source Player Core pg. 295 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th rank) Source Player Core pg. 295 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th rank) Source Player Core pg. 295 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th rank) Source Player Core pg. 295 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=2771","name":"Spellcasting (3rd rank)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2771-2546"},{"legacy_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-2771","weakness":{},"price":4000,"legacy_id":["equipment-73"],"id":"equipment-2771-2547","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Player Core pg. 295 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st rank) Source Player Core pg. 295 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd rank) Source Player Core pg. 295 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd rank) Source Player Core pg. 295 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th rank) Source Player Core pg. 295 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th rank) Source Player Core pg. 295 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th rank) Source Player Core pg. 295 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th rank) Source Player Core pg. 295 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th rank) Source Player Core pg. 295 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th rank) Source Player Core pg. 295 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=2771","name":"Spellcasting (4th rank)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2771-2547"},{"legacy_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-2771","weakness":{},"price":8000,"legacy_id":["equipment-73"],"id":"equipment-2771-2548","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Player Core pg. 295 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st rank) Source Player Core pg. 295 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd rank) Source Player Core pg. 295 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd rank) Source Player Core pg. 295 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th rank) Source Player Core pg. 295 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th rank) Source Player Core pg. 295 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th rank) Source Player Core pg. 295 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th rank) Source Player Core pg. 295 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th rank) Source Player Core pg. 295 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th rank) Source Player Core pg. 295 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=2771","name":"Spellcasting (5th rank)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2771-2548"},{"legacy_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-2771","weakness":{},"price":16000,"legacy_id":["equipment-73"],"id":"equipment-2771-2549","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Player Core pg. 295 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st rank) Source Player Core pg. 295 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd rank) Source Player Core pg. 295 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd rank) Source Player Core pg. 295 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th rank) Source Player Core pg. 295 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th rank) Source Player Core pg. 295 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th rank) Source Player Core pg. 295 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th rank) Source Player Core pg. 295 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th rank) Source Player Core pg. 295 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th rank) Source Player Core pg. 295 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=2771","name":"Spellcasting (6th rank)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2771-2549"},{"legacy_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-2771","weakness":{},"price":36000,"legacy_id":["equipment-73"],"id":"equipment-2771-2550","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Player Core pg. 295 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st rank) Source Player Core pg. 295 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd rank) Source Player Core pg. 295 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd rank) Source Player Core pg. 295 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th rank) Source Player Core pg. 295 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th rank) Source Player Core pg. 295 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th rank) Source Player Core pg. 295 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th rank) Source Player Core pg. 295 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th rank) Source Player Core pg. 295 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th rank) Source Player Core pg. 295 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=2771","name":"Spellcasting (7th rank)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2771-2550"},{"legacy_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-2771","weakness":{},"price":72000,"legacy_id":["equipment-73"],"id":"equipment-2771-2551","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Player Core pg. 295 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st rank) Source Player Core pg. 295 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd rank) Source Player Core pg. 295 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd rank) Source Player Core pg. 295 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th rank) Source Player Core pg. 295 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th rank) Source Player Core pg. 295 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th rank) Source Player Core pg. 295 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th rank) Source Player Core pg. 295 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th rank) Source Player Core pg. 295 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th rank) Source Player Core pg. 295 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=2771","name":"Spellcasting (8th rank)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2771-2551"},{"legacy_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-2771","weakness":{},"price":180000,"legacy_id":["equipment-73"],"id":"equipment-2771-2552","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Spellcasting Source Player Core pg. 295 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (1st rank) Source Player Core pg. 295 Price 3 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (2nd rank) Source Player Core pg. 295 Price 7 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (3rd rank) Source Player Core pg. 295 Price 18 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (4th rank) Source Player Core pg. 295 Price 40 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (5th rank) Source Player Core pg. 295 Price 80 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (6th rank) Source Player Core pg. 295 Price 160 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (7th rank) Source Player Core pg. 295 Price 360 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (8th rank) Source Player Core pg. 295 Price 720 gp (plus any cost required to cast the specific spell) <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Spellcasting (9th rank) Source Player Core pg. 295 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=2771","name":"Spellcasting (9th rank)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2771-2552"},{"legacy_name":["Basic Cane"],"skill_mod":{},"summary":"A cane is a straight length of wood with a curved handle, shaped like the tip of a hook. Its simple design helps with balance and only slightly …","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2772","weakness":{},"price":50,"name":"Cane","legacy_id":["equipment-1343"],"id":"equipment-2772","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Cane Source Player Core pg. 293 Price 5 sp Hands 1 Bulk L --- A cane is a straight length of wood with a curved handle, shaped like the tip of a hook. Its simple design helps with balance and only slightly assists with taking weight off the affected opposite leg. The cane is typically 2 to 3 feet long but can be lengthened or shortened as needed.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2772"},{"legacy_name":["Basic Corrective Lenses"],"skill_mod":{},"summary":"A set of corrective lenses might take the form of eyeglasses or specialized goggles worn over the eyes. You can don or remove your corrective lenses …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2773","weakness":{},"price":50,"name":"Corrective Lenses","legacy_id":["equipment-1354"],"id":"equipment-2773","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Corrective Lenses Source Player Core pg. 293 Price 5 sp --- A set of corrective lenses might take the form of eyeglasses or specialized goggles worn over the eyes. You can don or remove your corrective lenses as an Interact action.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2773"},{"legacy_name":["Basic Crutch"],"skill_mod":{},"summary":"Crutches come as singles or as a pair depending on how much support you need while walking. A crutch fits under your armpit, and you use your hand …","primary_source":"Player Core","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2774","weakness":{},"price":50,"name":"Crutch","legacy_id":["equipment-1344"],"id":"equipment-2774","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Crutch Source Player Core pg. 293 Price 5 sp Hands 1 Bulk L --- Crutches come as singles or as a pair depending on how much support you need while walking. A crutch fits under your armpit, and you use your hand and the swing of your arm to move with them.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2774"},{"legacy_name":["Basic Hearing Aid"],"skill_mod":{},"summary":"A hearing aid is worn in the ear and is made from carved wood, shaped metal, or even small clockwork pieces. The shape of the device aids those who …","item_child_id":["equipment-2775-2553","equipment-2775-2554"],"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2775","weakness":{},"name":"Hearing Aid","legacy_id":["equipment-1347"],"id":"equipment-2775","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Hearing Aid Source Player Core pg. 293 --- A hearing aid is worn in the ear and is made from carved wood, shaped metal, or even small clockwork pieces. The shape of the device aids those who are hard of hearing, and you can wear one or two depending on your hearing loss. You can attach or remove your hearing aids as an Interact action. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Hearing Aid Source Player Core pg. 293 Price 5 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Hearing Aid (Magical) Source Player Core pg. 293 Price 5 gp --- A magical hearing aid has the magical trait. With its curved shape, it hooks over the top and sits behind your ear, with a receiver that fits into the ear opening. The external part of the device detects sound waves and, using magic, transfers them down the receiver and into your ear. You can wear one or two depending on your hearing loss, and you can turn your hearing aids on or off using an Interact action.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2775"},{"legacy_name":["Basic Hearing Aid"],"skill_mod":{},"summary":"A hearing aid is worn in the ear and is made from carved wood, shaped metal, or even small clockwork pieces. The shape of the device aids those who …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2775","item_parent_id":"equipment-2775","weakness":{},"price":50,"name":"Hearing Aid","legacy_id":["equipment-1347"],"id":"equipment-2775-2553","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Hearing Aid Source Player Core pg. 293 --- A hearing aid is worn in the ear and is made from carved wood, shaped metal, or even small clockwork pieces. The shape of the device aids those who are hard of hearing, and you can wear one or two depending on your hearing loss. You can attach or remove your hearing aids as an Interact action. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Hearing Aid Source Player Core pg. 293 Price 5 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Hearing Aid (Magical) Source Player Core pg. 293 Price 5 gp --- A magical hearing aid has the magical trait. With its curved shape, it hooks over the top and sits behind your ear, with a receiver that fits into the ear opening. The external part of the device detects sound waves and, using magic, transfers them down the receiver and into your ear. You can wear one or two depending on your hearing loss, and you can turn your hearing aids on or off using an Interact action.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2775-2553"},{"legacy_name":["Basic Hearing Aid"],"skill_mod":{},"summary":"A magical hearing aid has the magical trait. With its curved shape, it hooks over the top and sits behind your ear, with a receiver that fits into …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2775","item_parent_id":"equipment-2775","weakness":{},"price":500,"name":"Hearing Aid (Magical)","legacy_id":["equipment-1347"],"id":"equipment-2775-2554","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Hearing Aid Source Player Core pg. 293 --- A hearing aid is worn in the ear and is made from carved wood, shaped metal, or even small clockwork pieces. The shape of the device aids those who are hard of hearing, and you can wear one or two depending on your hearing loss. You can attach or remove your hearing aids as an Interact action. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Hearing Aid Source Player Core pg. 293 Price 5 sp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Hearing Aid (Magical) Source Player Core pg. 293 Price 5 gp --- A magical hearing aid has the magical trait. With its curved shape, it hooks over the top and sits behind your ear, with a receiver that fits into the ear opening. The external part of the device detects sound waves and, using magic, transfers them down the receiver and into your ear. You can wear one or two depending on your hearing loss, and you can turn your hearing aids on or off using an Interact action.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2775-2554"},{"legacy_name":["Basic Prosthesis"],"skill_mod":{},"summary":"A prosthesis replaces a missing or damaged body part. Typical prostheses include artificial feet, eyes, hands, and limbs, though a basic prosthesis …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2776","weakness":{},"price":50,"name":"Prosthesis","legacy_id":["equipment-1352"],"id":"equipment-2776","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Prosthesis Source Player Core pg. 293 Price 5 sp --- A prosthesis replaces a missing or damaged body part. Typical prostheses include artificial feet, eyes, hands, and limbs, though a basic prosthesis can be designed as a replacement for any body part. Advancements in the prosthetic field mean that even the most basic of prostheses can provide the full range of functionality for a missing body part. A prosthesis has a number of belts or cuffs that keep it attached to your body. You can attach or remove a prosthesis as an Interact action.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2776"},{"legacy_name":["Basic Chair"],"skill_mod":{},"summary":"A common wheelchair is ideal for everyday use but isn't designed for strenuous activity. These wheelchairs are most common among non-adventurers. …","item_child_id":["equipment-2777-2555","equipment-2777-2556","equipment-2777-2557","equipment-2777-3104","equipment-2777-3105"],"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2777","weakness":{},"name":"Wheelchair","legacy_id":["equipment-1355"],"id":"equipment-2777","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Wheelchair Source Player Core pg. 293 --- A common wheelchair is ideal for everyday use but isn't designed for strenuous activity. These wheelchairs are most common among non-adventurers. Wheelchairs come in a variety of sizes to suit every person regardless of height or body type. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair Source Player Core pg. 293 Price 5 sp Usage see text Bulk 2 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair (Traveler's Chair) Source Player Core pg. 293 Price 5 gp Usage see text Bulk 3 --- A traveler's chair is tailored for frequent adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A traveler's chair has small mechanisms, either made from interlocking wood pieces, clockwork, or other devices, that allow the chair to traverse up or down stairs without any additional difficulty (moving up stairs is still difficult terrain, just like for other characters), and move through other common adventuring terrain without any additional difficulty, such as ladders and uneven ground. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheel Chair (Chair Storage) Source Player Core pg. 293 Price 1 gp --- Chair storage can be purchased and applied to any wheelchair. This reduces the amount of Bulk the items weigh when stored within the chair, much like a backpack. The first 2 Bulk of items stowed in your chair don't count against your Bulk limit. If you use both chair storage and a backpack at the same time, only 2 Bulk total isn't counted against your limit, much like if you used multiple backpacks or similar items at the same time. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair (Supramarine Chair) Source Howl of the Wild pg. 113 Price 5 sp Bulk 2 --- A supramarine chair is a wheeled, water-filled bath or tank, originally designed by merfolk, for assisting aquatic people's mobility on land. A supramarine chair functions as a wheelchair. You increase your Speed to 20 feet or your swim Speed, whichever is lower. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair (Land-Delver's Chair) Source Howl of the Wild pg. 113 Price 5 gp Bulk 2 --- A supramarine chair is a wheeled, water-filled bath or tank, originally designed by merfolk, for assisting aquatic people's mobility on land. The heavier-duty land-delver's chair functions as a traveler's chair. You increase your Speed to 20 feet or your swim Speed, whichever is lower.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2777"},{"legacy_name":["Basic Chair"],"primary_source_category":"Rulebooks","usage":"see text","source":["Player Core"],"type":"Item","item_category":"Assistive Items","speed":{},"item_parent_id":"equipment-2777","weakness":{},"price":50,"legacy_id":["equipment-1355"],"id":"equipment-2777-2555","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Wheelchair Source Player Core pg. 293 --- A common wheelchair is ideal for everyday use but isn't designed for strenuous activity. These wheelchairs are most common among non-adventurers. Wheelchairs come in a variety of sizes to suit every person regardless of height or body type. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair Source Player Core pg. 293 Price 5 sp Usage see text Bulk 2 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair (Traveler's Chair) Source Player Core pg. 293 Price 5 gp Usage see text Bulk 3 --- A traveler's chair is tailored for frequent adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A traveler's chair has small mechanisms, either made from interlocking wood pieces, clockwork, or other devices, that allow the chair to traverse up or down stairs without any additional difficulty (moving up stairs is still difficult terrain, just like for other characters), and move through other common adventuring terrain without any additional difficulty, such as ladders and uneven ground. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheel Chair (Chair Storage) Source Player Core pg. 293 Price 1 gp --- Chair storage can be purchased and applied to any wheelchair. This reduces the amount of Bulk the items weigh when stored within the chair, much like a backpack. The first 2 Bulk of items stowed in your chair don't count against your Bulk limit. If you use both chair storage and a backpack at the same time, only 2 Bulk total isn't counted against your limit, much like if you used multiple backpacks or similar items at the same time. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair (Supramarine Chair) Source Howl of the Wild pg. 113 Price 5 sp Bulk 2 --- A supramarine chair is a wheeled, water-filled bath or tank, originally designed by merfolk, for assisting aquatic people's mobility on land. A supramarine chair functions as a wheelchair. You increase your Speed to 20 feet or your swim Speed, whichever is lower. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair (Land-Delver's Chair) Source Howl of the Wild pg. 113 Price 5 gp Bulk 2 --- A supramarine chair is a wheeled, water-filled bath or tank, originally designed by merfolk, for assisting aquatic people's mobility on land. The heavier-duty land-delver's chair functions as a traveler's chair. You increase your Speed to 20 feet or your swim Speed, whichever is lower.","skill_mod":{},"summary":"A common wheelchair is ideal for everyday use but isn't designed for strenuous activity. These wheelchairs are most common among non-adventurers. …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2777","name":"Wheelchair","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2777-2555"},{"legacy_name":["Basic Chair"],"primary_source_category":"Rulebooks","usage":"see text","source":["Player Core"],"type":"Item","item_category":"Assistive Items","speed":{},"item_parent_id":"equipment-2777","weakness":{},"price":500,"legacy_id":["equipment-1355"],"id":"equipment-2777-2556","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Wheelchair Source Player Core pg. 293 --- A common wheelchair is ideal for everyday use but isn't designed for strenuous activity. These wheelchairs are most common among non-adventurers. Wheelchairs come in a variety of sizes to suit every person regardless of height or body type. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair Source Player Core pg. 293 Price 5 sp Usage see text Bulk 2 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair (Traveler's Chair) Source Player Core pg. 293 Price 5 gp Usage see text Bulk 3 --- A traveler's chair is tailored for frequent adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A traveler's chair has small mechanisms, either made from interlocking wood pieces, clockwork, or other devices, that allow the chair to traverse up or down stairs without any additional difficulty (moving up stairs is still difficult terrain, just like for other characters), and move through other common adventuring terrain without any additional difficulty, such as ladders and uneven ground. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheel Chair (Chair Storage) Source Player Core pg. 293 Price 1 gp --- Chair storage can be purchased and applied to any wheelchair. This reduces the amount of Bulk the items weigh when stored within the chair, much like a backpack. The first 2 Bulk of items stowed in your chair don't count against your Bulk limit. If you use both chair storage and a backpack at the same time, only 2 Bulk total isn't counted against your limit, much like if you used multiple backpacks or similar items at the same time. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair (Supramarine Chair) Source Howl of the Wild pg. 113 Price 5 sp Bulk 2 --- A supramarine chair is a wheeled, water-filled bath or tank, originally designed by merfolk, for assisting aquatic people's mobility on land. A supramarine chair functions as a wheelchair. You increase your Speed to 20 feet or your swim Speed, whichever is lower. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair (Land-Delver's Chair) Source Howl of the Wild pg. 113 Price 5 gp Bulk 2 --- A supramarine chair is a wheeled, water-filled bath or tank, originally designed by merfolk, for assisting aquatic people's mobility on land. The heavier-duty land-delver's chair functions as a traveler's chair. You increase your Speed to 20 feet or your swim Speed, whichever is lower.","skill_mod":{},"summary":"A traveler's chair is tailored for frequent adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A …","primary_source":"Player Core","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2777","name":"Wheelchair (Traveler's Chair)","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2777-2556"},{"legacy_name":["Basic Chair"],"skill_mod":{},"summary":"Chair storage can be purchased and applied to any wheelchair. This reduces the amount of Bulk the items weigh when stored within the chair, much like …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2777","item_parent_id":"equipment-2777","weakness":{},"price":100,"name":"Wheel Chair (Chair Storage)","legacy_id":["equipment-1355"],"id":"equipment-2777-2557","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Wheelchair Source Player Core pg. 293 --- A common wheelchair is ideal for everyday use but isn't designed for strenuous activity. These wheelchairs are most common among non-adventurers. Wheelchairs come in a variety of sizes to suit every person regardless of height or body type. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair Source Player Core pg. 293 Price 5 sp Usage see text Bulk 2 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair (Traveler's Chair) Source Player Core pg. 293 Price 5 gp Usage see text Bulk 3 --- A traveler's chair is tailored for frequent adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A traveler's chair has small mechanisms, either made from interlocking wood pieces, clockwork, or other devices, that allow the chair to traverse up or down stairs without any additional difficulty (moving up stairs is still difficult terrain, just like for other characters), and move through other common adventuring terrain without any additional difficulty, such as ladders and uneven ground. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheel Chair (Chair Storage) Source Player Core pg. 293 Price 1 gp --- Chair storage can be purchased and applied to any wheelchair. This reduces the amount of Bulk the items weigh when stored within the chair, much like a backpack. The first 2 Bulk of items stowed in your chair don't count against your Bulk limit. If you use both chair storage and a backpack at the same time, only 2 Bulk total isn't counted against your limit, much like if you used multiple backpacks or similar items at the same time. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair (Supramarine Chair) Source Howl of the Wild pg. 113 Price 5 sp Bulk 2 --- A supramarine chair is a wheeled, water-filled bath or tank, originally designed by merfolk, for assisting aquatic people's mobility on land. A supramarine chair functions as a wheelchair. You increase your Speed to 20 feet or your swim Speed, whichever is lower. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair (Land-Delver's Chair) Source Howl of the Wild pg. 113 Price 5 gp Bulk 2 --- A supramarine chair is a wheeled, water-filled bath or tank, originally designed by merfolk, for assisting aquatic people's mobility on land. The heavier-duty land-delver's chair functions as a traveler's chair. You increase your Speed to 20 feet or your swim Speed, whichever is lower.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2777-2557"},{"legacy_name":["Basic Chair"],"skill_mod":{},"summary":"A supramarine chair is a wheeled, water-filled bath or tank, originally designed by merfolk, for assisting aquatic people's mobility on land. A …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2777","item_parent_id":"equipment-2777","weakness":{},"price":50,"name":"Wheelchair (Supramarine Chair)","legacy_id":["equipment-1355"],"id":"equipment-2777-3104","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Wheelchair Source Player Core pg. 293 --- A common wheelchair is ideal for everyday use but isn't designed for strenuous activity. These wheelchairs are most common among non-adventurers. Wheelchairs come in a variety of sizes to suit every person regardless of height or body type. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair Source Player Core pg. 293 Price 5 sp Usage see text Bulk 2 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair (Traveler's Chair) Source Player Core pg. 293 Price 5 gp Usage see text Bulk 3 --- A traveler's chair is tailored for frequent adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A traveler's chair has small mechanisms, either made from interlocking wood pieces, clockwork, or other devices, that allow the chair to traverse up or down stairs without any additional difficulty (moving up stairs is still difficult terrain, just like for other characters), and move through other common adventuring terrain without any additional difficulty, such as ladders and uneven ground. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheel Chair (Chair Storage) Source Player Core pg. 293 Price 1 gp --- Chair storage can be purchased and applied to any wheelchair. This reduces the amount of Bulk the items weigh when stored within the chair, much like a backpack. The first 2 Bulk of items stowed in your chair don't count against your Bulk limit. If you use both chair storage and a backpack at the same time, only 2 Bulk total isn't counted against your limit, much like if you used multiple backpacks or similar items at the same time. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair (Supramarine Chair) Source Howl of the Wild pg. 113 Price 5 sp Bulk 2 --- A supramarine chair is a wheeled, water-filled bath or tank, originally designed by merfolk, for assisting aquatic people's mobility on land. A supramarine chair functions as a wheelchair. You increase your Speed to 20 feet or your swim Speed, whichever is lower. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair (Land-Delver's Chair) Source Howl of the Wild pg. 113 Price 5 gp Bulk 2 --- A supramarine chair is a wheeled, water-filled bath or tank, originally designed by merfolk, for assisting aquatic people's mobility on land. The heavier-duty land-delver's chair functions as a traveler's chair. You increase your Speed to 20 feet or your swim Speed, whichever is lower.","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2777-3104"},{"legacy_name":["Basic Chair"],"skill_mod":{},"summary":"A supramarine chair is a wheeled, water-filled bath or tank, originally designed by merfolk, for assisting aquatic people's mobility on land. The …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2777","item_parent_id":"equipment-2777","weakness":{},"price":500,"name":"Wheelchair (Land-Delver's Chair)","legacy_id":["equipment-1355"],"id":"equipment-2777-3105","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Wheelchair Source Player Core pg. 293 --- A common wheelchair is ideal for everyday use but isn't designed for strenuous activity. These wheelchairs are most common among non-adventurers. Wheelchairs come in a variety of sizes to suit every person regardless of height or body type. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair Source Player Core pg. 293 Price 5 sp Usage see text Bulk 2 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair (Traveler's Chair) Source Player Core pg. 293 Price 5 gp Usage see text Bulk 3 --- A traveler's chair is tailored for frequent adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A traveler's chair has small mechanisms, either made from interlocking wood pieces, clockwork, or other devices, that allow the chair to traverse up or down stairs without any additional difficulty (moving up stairs is still difficult terrain, just like for other characters), and move through other common adventuring terrain without any additional difficulty, such as ladders and uneven ground. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheel Chair (Chair Storage) Source Player Core pg. 293 Price 1 gp --- Chair storage can be purchased and applied to any wheelchair. This reduces the amount of Bulk the items weigh when stored within the chair, much like a backpack. The first 2 Bulk of items stowed in your chair don't count against your Bulk limit. If you use both chair storage and a backpack at the same time, only 2 Bulk total isn't counted against your limit, much like if you used multiple backpacks or similar items at the same time. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair (Supramarine Chair) Source Howl of the Wild pg. 113 Price 5 sp Bulk 2 --- A supramarine chair is a wheeled, water-filled bath or tank, originally designed by merfolk, for assisting aquatic people's mobility on land. A supramarine chair functions as a wheelchair. You increase your Speed to 20 feet or your swim Speed, whichever is lower. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Wheelchair (Land-Delver's Chair) Source Howl of the Wild pg. 113 Price 5 gp Bulk 2 --- A supramarine chair is a wheeled, water-filled bath or tank, originally designed by merfolk, for assisting aquatic people's mobility on land. The heavier-duty land-delver's chair functions as a traveler's chair. You increase your Speed to 20 feet or your swim Speed, whichever is lower.","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2777-3105"},{"skill_mod":{},"summary":"You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and …","item_child_id":["equipment-2778-2558","equipment-2778-2559","equipment-2778-2560","equipment-2778-2561"],"primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2778","weakness":{},"name":"Barding","legacy_id":["equipment-1552"],"id":"equipment-2778","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Barding Source Player Core pg. 295 Bulk L --- You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available. ## Barding Barding Size Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Strength Light Small or Medium 10 gp +1 +5 -1 -5 ft. 2 +3 Large 20 gp +1 +5 -1 -5 ft. 4 +3 Heavy Small or Medium (Level 2) 25 gp +3 +3 -3 -10 ft. 4 +5 Large (Level 3) 50 gp +3 +3 -3 -10 ft. 8 +5 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Barding (Light; Small or Medium) Source Player Core pg. 295, Core Rulebook pg. 295 Price 10 gp Bulk 2 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Barding (Light; Large) Source Player Core pg. 295, Core Rulebook pg. 295 Price 20 gp Bulk 4 <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Barding (Heavy; Small or Medium) Source Player Core pg. 295, Core Rulebook pg. 295 Price 25 gp Bulk 4 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Barding (Heavy; Large) Source Player Core pg. 295, Core Rulebook pg. 295 Price 50 gp Bulk 8 ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2778"},{"legacy_name":["Barding"],"skill_mod":{},"summary":"You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2778","item_parent_id":"equipment-2778","weakness":{},"price":1000,"name":"Barding (Light; Small or Medium)","legacy_id":["equipment-1552"],"id":"equipment-2778-2558","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Barding Source Player Core pg. 295 Bulk L --- You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available. ## Barding Barding Size Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Strength Light Small or Medium 10 gp +1 +5 -1 -5 ft. 2 +3 Large 20 gp +1 +5 -1 -5 ft. 4 +3 Heavy Small or Medium (Level 2) 25 gp +3 +3 -3 -10 ft. 4 +5 Large (Level 3) 50 gp +3 +3 -3 -10 ft. 8 +5 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Barding (Light; Small or Medium) Source Player Core pg. 295, Core Rulebook pg. 295 Price 10 gp Bulk 2 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Barding (Light; Large) Source Player Core pg. 295, Core Rulebook pg. 295 Price 20 gp Bulk 4 <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Barding (Heavy; Small or Medium) Source Player Core pg. 295, Core Rulebook pg. 295 Price 25 gp Bulk 4 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Barding (Heavy; Large) Source Player Core pg. 295, Core Rulebook pg. 295 Price 50 gp Bulk 8 ","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2778-2558"},{"legacy_name":["Barding"],"skill_mod":{},"summary":"You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2778","item_parent_id":"equipment-2778","weakness":{},"price":2000,"name":"Barding (Light; Large)","legacy_id":["equipment-1552"],"id":"equipment-2778-2559","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Barding Source Player Core pg. 295 Bulk L --- You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available. ## Barding Barding Size Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Strength Light Small or Medium 10 gp +1 +5 -1 -5 ft. 2 +3 Large 20 gp +1 +5 -1 -5 ft. 4 +3 Heavy Small or Medium (Level 2) 25 gp +3 +3 -3 -10 ft. 4 +5 Large (Level 3) 50 gp +3 +3 -3 -10 ft. 8 +5 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Barding (Light; Small or Medium) Source Player Core pg. 295, Core Rulebook pg. 295 Price 10 gp Bulk 2 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Barding (Light; Large) Source Player Core pg. 295, Core Rulebook pg. 295 Price 20 gp Bulk 4 <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Barding (Heavy; Small or Medium) Source Player Core pg. 295, Core Rulebook pg. 295 Price 25 gp Bulk 4 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Barding (Heavy; Large) Source Player Core pg. 295, Core Rulebook pg. 295 Price 50 gp Bulk 8 ","bulk":4,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2778-2559"},{"legacy_name":["Barding"],"skill_mod":{},"summary":"You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2778","item_parent_id":"equipment-2778","weakness":{},"price":2500,"name":"Barding (Heavy; Small or Medium)","legacy_id":["equipment-1552"],"id":"equipment-2778-2560","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Barding Source Player Core pg. 295 Bulk L --- You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available. ## Barding Barding Size Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Strength Light Small or Medium 10 gp +1 +5 -1 -5 ft. 2 +3 Large 20 gp +1 +5 -1 -5 ft. 4 +3 Heavy Small or Medium (Level 2) 25 gp +3 +3 -3 -10 ft. 4 +5 Large (Level 3) 50 gp +3 +3 -3 -10 ft. 8 +5 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Barding (Light; Small or Medium) Source Player Core pg. 295, Core Rulebook pg. 295 Price 10 gp Bulk 2 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Barding (Light; Large) Source Player Core pg. 295, Core Rulebook pg. 295 Price 20 gp Bulk 4 <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Barding (Heavy; Small or Medium) Source Player Core pg. 295, Core Rulebook pg. 295 Price 25 gp Bulk 4 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Barding (Heavy; Large) Source Player Core pg. 295, Core Rulebook pg. 295 Price 50 gp Bulk 8 ","bulk":4,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2778-2560"},{"legacy_name":["Barding"],"skill_mod":{},"summary":"You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and …","primary_source":"Player Core","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2778","item_parent_id":"equipment-2778","weakness":{},"price":5000,"name":"Barding (Heavy; Large)","legacy_id":["equipment-1552"],"id":"equipment-2778-2561","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Barding Source Player Core pg. 295 Bulk L --- You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available. ## Barding Barding Size Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Strength Light Small or Medium 10 gp +1 +5 -1 -5 ft. 2 +3 Large 20 gp +1 +5 -1 -5 ft. 4 +3 Heavy Small or Medium (Level 2) 25 gp +3 +3 -3 -10 ft. 4 +5 Large (Level 3) 50 gp +3 +3 -3 -10 ft. 8 +5 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Barding (Light; Small or Medium) Source Player Core pg. 295, Core Rulebook pg. 295 Price 10 gp Bulk 2 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Barding (Light; Large) Source Player Core pg. 295, Core Rulebook pg. 295 Price 20 gp Bulk 4 <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Barding (Heavy; Small or Medium) Source Player Core pg. 295, Core Rulebook pg. 295 Price 25 gp Bulk 4 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Barding (Heavy; Large) Source Player Core pg. 295, Core Rulebook pg. 295 Price 50 gp Bulk 8 ","bulk":8,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2778-2561"},{"skill_mod":{},"summary":"This macabre staff is crafted from gleaming white bone, a spinal column spiraling out of its base with a skull swinging from the spine's tip. It was …","primary_source":"Wake the Dead #5","trait_group":["Mechanics","School","Equipment","Rarity"],"primary_source_category":"Comics","level":4,"usage":"held in 1 hand","source_category":["Comics"],"source":["Wake the Dead #5"],"type":"Item","item_category":"Staves","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2779","weakness":{},"school":"necromancy","price":9000,"name":"Nyctessa's Staff","trait":["Magical","Necromancy","Staff","Unique"],"id":"equipment-2779","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Nyctessa's Staff Source Wake the Dead #5 pg. 23 Price 90 gp Usage held in 1 hand --- This macabre staff is crafted from gleaming white bone, a spinal column spiraling out of its base with a skull swinging from the spine's tip. It was handcraft for Nyctessa by her father, a powerful Blood Lord, from her mortal mother's bones. When you damage a creature with Nyctessa’s staff , that creature gains weakens 2 to negative damage until the end of your next turn. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip chill touch 1st animate dead , fear ","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-2779"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Wake the Dead #5"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1200,"trait":["Alchemical","Consumable","Darkness","Uncommon"],"id":"equipment-2780","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Bottled Night Source Wake the Dead #5 pg. 24 Price 12 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Tiny black motes swirl inside this crystalline vial. The vial can be thrown up to 20 feet, shattering and releasing the motes to absorb light within a 15-foot burst. Light sources within the motes' area of effect create a 5-foot radius of dim light instead of their normal light and light sources outside the motes to not illuminate the area within them. The darkness lasts for 1 minute, but will disperse immediately in a strong wind.\n","skill_mod":{},"summary":"Tiny black motes swirl inside this crystalline vial. The vial can be thrown up to 20 feet, shattering and releasing the motes to absorb light within …","primary_source":"Wake the Dead #5","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":3,"source_category":["Comics"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=2780","name":"Bottled Night","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-2780"},{"item_child_id":["equipment-2781-2562","equipment-2781-2563","equipment-2781-2564","equipment-2781-2565"],"primary_source_category":"Comics","usage":"worn armor","source":["Wake the Dead #5"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"school":"necromancy","trait":["Aberration","Evil","Magical","Necromancy","Rare"],"id":"equipment-2781","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Plate of Yled Source Wake the Dead #5 pg. 24 Usage worn armor Bulk 4 Base Armor Full Plate --- This sinister suit of jet-black +1 full plate was designed to bolster the graveknights of Yled's undead armies, creating unstoppable legions. The armor gains additional abilities if it is a graveknight's armor. If a graveknight wearing undamaged Plate of Yled is destroyed, the armor rebuilds its body of the course of 1d10 rounds instead of 1d10 days. A living creature who dons the armor is affected by the graveknight's curse immediately instead of 1 hour. Craft Requirements The metals used to create this armor must include a fragment from a previous graveknight's armor. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Plate of Yled (Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Plate of Yled (Greater Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 415 gp --- The armor is +1 resilient full plate and the DC is 24 <title level=\"2\" right=\"Item 11\" pfs=\"\" > Plate of Yled (Major Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 1,160 gp --- The armor is +2 resilient full plate and the DC is 28 <title level=\"2\" right=\"Item 14\" pfs=\"\" > Plate of Yled (True Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 3,600 gp --- The armor is +2 greater resilient full plate and the DC is 31","skill_mod":{},"summary":"This sinister suit of jet-black +1 full plate was designed to bolster the graveknights of Yled's undead armies, creating unstoppable legions. …","primary_source":"Wake the Dead #5","trait_group":["Creature Type","Alignment","Mechanics","School","Rarity"],"level":6,"source_category":["Comics"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2781","base_item":["Full Plate"],"name":"Plate of Yled","bulk":4,"category":"equipment","rarity":"rare","slug":"equipment-2781"},{"primary_source_category":"Comics","usage":"worn armor","source":["Wake the Dead #5"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2781","weakness":{},"school":"necromancy","price":25000,"trait":["Aberration","Evil","Magical","Necromancy","Rare"],"id":"equipment-2781-2562","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Plate of Yled Source Wake the Dead #5 pg. 24 Usage worn armor Bulk 4 Base Armor Full Plate --- This sinister suit of jet-black +1 full plate was designed to bolster the graveknights of Yled's undead armies, creating unstoppable legions. The armor gains additional abilities if it is a graveknight's armor. If a graveknight wearing undamaged Plate of Yled is destroyed, the armor rebuilds its body of the course of 1d10 rounds instead of 1d10 days. A living creature who dons the armor is affected by the graveknight's curse immediately instead of 1 hour. Craft Requirements The metals used to create this armor must include a fragment from a previous graveknight's armor. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Plate of Yled (Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Plate of Yled (Greater Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 415 gp --- The armor is +1 resilient full plate and the DC is 24 <title level=\"2\" right=\"Item 11\" pfs=\"\" > Plate of Yled (Major Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 1,160 gp --- The armor is +2 resilient full plate and the DC is 28 <title level=\"2\" right=\"Item 14\" pfs=\"\" > Plate of Yled (True Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 3,600 gp --- The armor is +2 greater resilient full plate and the DC is 31","skill_mod":{},"summary":"This sinister suit of jet-black +1 full plate was designed to bolster the graveknights of Yled's undead armies, creating unstoppable legions. …","primary_source":"Wake the Dead #5","trait_group":["Creature Type","Alignment","Mechanics","School","Rarity"],"level":6,"source_category":["Comics"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2781","base_item":["Full Plate"],"name":"Plate of Yled (Graveknight Plate)","bulk":4,"category":"equipment","rarity":"rare","slug":"equipment-2781-2562"},{"primary_source_category":"Comics","usage":"worn armor","source":["Wake the Dead #5"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2781","weakness":{},"school":"necromancy","price":41500,"trait":["Aberration","Evil","Magical","Necromancy","Rare"],"id":"equipment-2781-2563","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Plate of Yled Source Wake the Dead #5 pg. 24 Usage worn armor Bulk 4 Base Armor Full Plate --- This sinister suit of jet-black +1 full plate was designed to bolster the graveknights of Yled's undead armies, creating unstoppable legions. The armor gains additional abilities if it is a graveknight's armor. If a graveknight wearing undamaged Plate of Yled is destroyed, the armor rebuilds its body of the course of 1d10 rounds instead of 1d10 days. A living creature who dons the armor is affected by the graveknight's curse immediately instead of 1 hour. Craft Requirements The metals used to create this armor must include a fragment from a previous graveknight's armor. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Plate of Yled (Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Plate of Yled (Greater Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 415 gp --- The armor is +1 resilient full plate and the DC is 24 <title level=\"2\" right=\"Item 11\" pfs=\"\" > Plate of Yled (Major Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 1,160 gp --- The armor is +2 resilient full plate and the DC is 28 <title level=\"2\" right=\"Item 14\" pfs=\"\" > Plate of Yled (True Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 3,600 gp --- The armor is +2 greater resilient full plate and the DC is 31","skill_mod":{},"summary":"The armor is +1 resilient full plate and the DC is 24","primary_source":"Wake the Dead #5","trait_group":["Creature Type","Alignment","Mechanics","School","Rarity"],"level":8,"source_category":["Comics"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2781","base_item":["Full Plate"],"name":"Plate of Yled (Greater Graveknight Plate)","bulk":4,"category":"equipment","rarity":"rare","slug":"equipment-2781-2563"},{"primary_source_category":"Comics","usage":"worn armor","source":["Wake the Dead #5"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2781","weakness":{},"school":"necromancy","price":116000,"trait":["Aberration","Evil","Magical","Necromancy","Rare"],"id":"equipment-2781-2564","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Plate of Yled Source Wake the Dead #5 pg. 24 Usage worn armor Bulk 4 Base Armor Full Plate --- This sinister suit of jet-black +1 full plate was designed to bolster the graveknights of Yled's undead armies, creating unstoppable legions. The armor gains additional abilities if it is a graveknight's armor. If a graveknight wearing undamaged Plate of Yled is destroyed, the armor rebuilds its body of the course of 1d10 rounds instead of 1d10 days. A living creature who dons the armor is affected by the graveknight's curse immediately instead of 1 hour. Craft Requirements The metals used to create this armor must include a fragment from a previous graveknight's armor. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Plate of Yled (Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Plate of Yled (Greater Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 415 gp --- The armor is +1 resilient full plate and the DC is 24 <title level=\"2\" right=\"Item 11\" pfs=\"\" > Plate of Yled (Major Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 1,160 gp --- The armor is +2 resilient full plate and the DC is 28 <title level=\"2\" right=\"Item 14\" pfs=\"\" > Plate of Yled (True Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 3,600 gp --- The armor is +2 greater resilient full plate and the DC is 31","skill_mod":{},"summary":"The armor is +2 resilient full plate and the DC is 28","primary_source":"Wake the Dead #5","trait_group":["Creature Type","Alignment","Mechanics","School","Rarity"],"level":11,"source_category":["Comics"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2781","base_item":["Full Plate"],"name":"Plate of Yled (Major Graveknight Plate)","bulk":4,"category":"equipment","rarity":"rare","slug":"equipment-2781-2564"},{"primary_source_category":"Comics","usage":"worn armor","source":["Wake the Dead #5"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2781","weakness":{},"school":"necromancy","price":360000,"trait":["Aberration","Evil","Magical","Necromancy","Rare"],"id":"equipment-2781-2565","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Plate of Yled Source Wake the Dead #5 pg. 24 Usage worn armor Bulk 4 Base Armor Full Plate --- This sinister suit of jet-black +1 full plate was designed to bolster the graveknights of Yled's undead armies, creating unstoppable legions. The armor gains additional abilities if it is a graveknight's armor. If a graveknight wearing undamaged Plate of Yled is destroyed, the armor rebuilds its body of the course of 1d10 rounds instead of 1d10 days. A living creature who dons the armor is affected by the graveknight's curse immediately instead of 1 hour. Craft Requirements The metals used to create this armor must include a fragment from a previous graveknight's armor. <title level=\"2\" right=\"Item 6\" pfs=\"\" > Plate of Yled (Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Plate of Yled (Greater Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 415 gp --- The armor is +1 resilient full plate and the DC is 24 <title level=\"2\" right=\"Item 11\" pfs=\"\" > Plate of Yled (Major Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 1,160 gp --- The armor is +2 resilient full plate and the DC is 28 <title level=\"2\" right=\"Item 14\" pfs=\"\" > Plate of Yled (True Graveknight Plate) Source Wake the Dead #5 pg. 24 Price 3,600 gp --- The armor is +2 greater resilient full plate and the DC is 31","skill_mod":{},"summary":"The armor is +2 greater resilient full plate and the DC is 31","primary_source":"Wake the Dead #5","trait_group":["Creature Type","Alignment","Mechanics","School","Rarity"],"level":14,"source_category":["Comics"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2781","base_item":["Full Plate"],"name":"Plate of Yled (True Graveknight Plate)","bulk":4,"category":"equipment","rarity":"rare","slug":"equipment-2781-2565"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Wake the Dead #5"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":3800,"trait":["Catalyst","Consumable","Magical","Rare"],"id":"equipment-2782","text":"<title level=\"1\" right=\"Item 6\" pfs=\"\" > Steadfast Sentinel Source Wake the Dead #5 pg. 25 Price 38 gp Usage held in 1 hand Bulk L Activate Single Action envision --- This catalyst is a bird's claw soaked in a mixture of blood and grave dirt. A shadow spy spell empowered by it creates an unusually long-lasting homunculus. Instead of the spell expiring when you next make your daily preparation, you can renew it by expending a spell slot for shadow spy again, maintaining the same homunculus so it can continue its observations. Steadfast sentinels are often used by powerful spellcasters of Geb to covertly monitor their rivals.\n","skill_mod":{},"summary":"This catalyst is a bird's claw soaked in a mixture of blood and grave dirt. A shadow spy spell empowered by it creates an unusually long-lasting …","primary_source":"Wake the Dead #5","spell":["Shadow Spy"],"trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Comics"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2782","name":"Steadfast Sentinel","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-2782"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Wake the Dead #5"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1500,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-2783","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Void Salts Source Wake the Dead #5 pg. 25 Price 15 gp Usage held in 1 hand Bulk L Activate Single Action envision --- This sachet is filled with a fine powered that seethes with energy distilled directly from the Negative Energy Plane. When used in casting a grim tendrils spell, void salts allow you to split the area of the spell, creating any number of lines originating from you that total 30 feet in length. A creature that multiple lines pass through is only affected once.\n","skill_mod":{},"summary":"This sachet is filled with a fine powered that seethes with energy distilled directly from the Negative Energy Plane. When used in casting a grim …","primary_source":"Wake the Dead #5","spell":["Grim Tendrils"],"trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Comics"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=2783","name":"Void Salts","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-2783"},{"item_child_id":["equipment-2784-2566","equipment-2784-2567","equipment-2784-2568","equipment-2784-2569"],"primary_source_category":"Comics","usage":"held in 1 hand","source":["Wake the Dead #5"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Acid","Alchemical","Bomb","Consumable","Uncommon"],"id":"equipment-2784","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Steelscour Source Wake the Dead #5 pg. 25 Usage held in 1 hand Bulk L Activate Single Action Interact or Strike --- A viscous acidic goo fills this glass vial, specially designed to eat through metallic objects. You can throw the steelscour as an alchemical bomb, target a metal creature or metal object held by a creature. Steelscour has no effect on living or undead flesh, and deals half damage to objects constructed of non-metal materials. Instead of using steelscour as a bomb, you can pour it on an adjacent unattended metal object with an Interact action, automatically dealing the listed persistent acid damage for 5 rounds with not flat check to end the condition. When used this way, steelscour loses the bomb trait. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Steelscour (lesser) Source Wake the Dead #5 pg. 25 Price 3 gp --- It deals 1d8 persistent acid damage that ignores up to 5 hardness from metal. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Steelscour (moderate) Source Wake the Dead #5 pg. 25 Price 9 gp --- You gain a +1 item bonus to attack rolls. It deals 2d8 persisten acid damage that ignores up to 5 hardness from metal. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Steelscour (greater) Source Wake the Dead #5 pg. 25 Price 215 gp --- You gain a +2 item bonus to attack rolls. It deals 3d8 persisten acid damage that ignores up to 10 hardness from metal. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Steelscour (major) Source Wake the Dead #5 pg. 25 Price 210 gp --- You gain a +3 item bonus to attack rolls. It deals 4d8 persisten acid damage that ignores up to 15 hardness from metal.","skill_mod":{},"summary":"A viscous acidic goo fills this glass vial, specially designed to eat through metallic objects. You can throw the steelscour as an alchemical bomb, …","primary_source":"Wake the Dead #5","trait_group":["Energy","Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2784","name":"Steelscour","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-2784"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Wake the Dead #5"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2784","weakness":{},"price":300,"trait":["Acid","Alchemical","Bomb","Consumable","Uncommon"],"id":"equipment-2784-2566","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Steelscour Source Wake the Dead #5 pg. 25 Usage held in 1 hand Bulk L Activate Single Action Interact or Strike --- A viscous acidic goo fills this glass vial, specially designed to eat through metallic objects. You can throw the steelscour as an alchemical bomb, target a metal creature or metal object held by a creature. Steelscour has no effect on living or undead flesh, and deals half damage to objects constructed of non-metal materials. Instead of using steelscour as a bomb, you can pour it on an adjacent unattended metal object with an Interact action, automatically dealing the listed persistent acid damage for 5 rounds with not flat check to end the condition. When used this way, steelscour loses the bomb trait. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Steelscour (lesser) Source Wake the Dead #5 pg. 25 Price 3 gp --- It deals 1d8 persistent acid damage that ignores up to 5 hardness from metal. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Steelscour (moderate) Source Wake the Dead #5 pg. 25 Price 9 gp --- You gain a +1 item bonus to attack rolls. It deals 2d8 persisten acid damage that ignores up to 5 hardness from metal. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Steelscour (greater) Source Wake the Dead #5 pg. 25 Price 215 gp --- You gain a +2 item bonus to attack rolls. It deals 3d8 persisten acid damage that ignores up to 10 hardness from metal. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Steelscour (major) Source Wake the Dead #5 pg. 25 Price 210 gp --- You gain a +3 item bonus to attack rolls. It deals 4d8 persisten acid damage that ignores up to 15 hardness from metal.","skill_mod":{},"summary":"It deals 1d8 persistent acid damage that ignores up to 5 hardness from metal.","primary_source":"Wake the Dead #5","trait_group":["Energy","Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2784","name":"Steelscour (lesser)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-2784-2566"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Wake the Dead #5"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2784","weakness":{},"price":900,"trait":["Acid","Alchemical","Bomb","Consumable","Uncommon"],"id":"equipment-2784-2567","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Steelscour Source Wake the Dead #5 pg. 25 Usage held in 1 hand Bulk L Activate Single Action Interact or Strike --- A viscous acidic goo fills this glass vial, specially designed to eat through metallic objects. You can throw the steelscour as an alchemical bomb, target a metal creature or metal object held by a creature. Steelscour has no effect on living or undead flesh, and deals half damage to objects constructed of non-metal materials. Instead of using steelscour as a bomb, you can pour it on an adjacent unattended metal object with an Interact action, automatically dealing the listed persistent acid damage for 5 rounds with not flat check to end the condition. When used this way, steelscour loses the bomb trait. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Steelscour (lesser) Source Wake the Dead #5 pg. 25 Price 3 gp --- It deals 1d8 persistent acid damage that ignores up to 5 hardness from metal. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Steelscour (moderate) Source Wake the Dead #5 pg. 25 Price 9 gp --- You gain a +1 item bonus to attack rolls. It deals 2d8 persisten acid damage that ignores up to 5 hardness from metal. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Steelscour (greater) Source Wake the Dead #5 pg. 25 Price 215 gp --- You gain a +2 item bonus to attack rolls. It deals 3d8 persisten acid damage that ignores up to 10 hardness from metal. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Steelscour (major) Source Wake the Dead #5 pg. 25 Price 210 gp --- You gain a +3 item bonus to attack rolls. It deals 4d8 persisten acid damage that ignores up to 15 hardness from metal.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. It deals 2d8 persisten acid damage that ignores up to 5 hardness from metal.","primary_source":"Wake the Dead #5","trait_group":["Energy","Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2784","name":"Steelscour (moderate)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-2784-2567"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Wake the Dead #5"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2784","weakness":{},"price":21500,"trait":["Acid","Alchemical","Bomb","Consumable","Uncommon"],"id":"equipment-2784-2568","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Steelscour Source Wake the Dead #5 pg. 25 Usage held in 1 hand Bulk L Activate Single Action Interact or Strike --- A viscous acidic goo fills this glass vial, specially designed to eat through metallic objects. You can throw the steelscour as an alchemical bomb, target a metal creature or metal object held by a creature. Steelscour has no effect on living or undead flesh, and deals half damage to objects constructed of non-metal materials. Instead of using steelscour as a bomb, you can pour it on an adjacent unattended metal object with an Interact action, automatically dealing the listed persistent acid damage for 5 rounds with not flat check to end the condition. When used this way, steelscour loses the bomb trait. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Steelscour (lesser) Source Wake the Dead #5 pg. 25 Price 3 gp --- It deals 1d8 persistent acid damage that ignores up to 5 hardness from metal. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Steelscour (moderate) Source Wake the Dead #5 pg. 25 Price 9 gp --- You gain a +1 item bonus to attack rolls. It deals 2d8 persisten acid damage that ignores up to 5 hardness from metal. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Steelscour (greater) Source Wake the Dead #5 pg. 25 Price 215 gp --- You gain a +2 item bonus to attack rolls. It deals 3d8 persisten acid damage that ignores up to 10 hardness from metal. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Steelscour (major) Source Wake the Dead #5 pg. 25 Price 210 gp --- You gain a +3 item bonus to attack rolls. It deals 4d8 persisten acid damage that ignores up to 15 hardness from metal.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. It deals 3d8 persisten acid damage that ignores up to 10 hardness from metal.","primary_source":"Wake the Dead #5","trait_group":["Energy","Monster","Equipment","Weapon","Rarity"],"level":11,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2784","name":"Steelscour (greater)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-2784-2568"},{"primary_source_category":"Comics","usage":"held in 1 hand","source":["Wake the Dead #5"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-2784","weakness":{},"price":21000,"trait":["Acid","Alchemical","Bomb","Consumable","Uncommon"],"id":"equipment-2784-2569","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"\" > Steelscour Source Wake the Dead #5 pg. 25 Usage held in 1 hand Bulk L Activate Single Action Interact or Strike --- A viscous acidic goo fills this glass vial, specially designed to eat through metallic objects. You can throw the steelscour as an alchemical bomb, target a metal creature or metal object held by a creature. Steelscour has no effect on living or undead flesh, and deals half damage to objects constructed of non-metal materials. Instead of using steelscour as a bomb, you can pour it on an adjacent unattended metal object with an Interact action, automatically dealing the listed persistent acid damage for 5 rounds with not flat check to end the condition. When used this way, steelscour loses the bomb trait. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Steelscour (lesser) Source Wake the Dead #5 pg. 25 Price 3 gp --- It deals 1d8 persistent acid damage that ignores up to 5 hardness from metal. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Steelscour (moderate) Source Wake the Dead #5 pg. 25 Price 9 gp --- You gain a +1 item bonus to attack rolls. It deals 2d8 persisten acid damage that ignores up to 5 hardness from metal. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Steelscour (greater) Source Wake the Dead #5 pg. 25 Price 215 gp --- You gain a +2 item bonus to attack rolls. It deals 3d8 persisten acid damage that ignores up to 10 hardness from metal. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Steelscour (major) Source Wake the Dead #5 pg. 25 Price 210 gp --- You gain a +3 item bonus to attack rolls. It deals 4d8 persisten acid damage that ignores up to 15 hardness from metal.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. It deals 4d8 persisten acid damage that ignores up to 15 hardness from metal.","primary_source":"Wake the Dead #5","trait_group":["Energy","Monster","Equipment","Weapon","Rarity"],"level":17,"source_category":["Comics"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2784","name":"Steelscour (major)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-2784-2569"},{"item_child_id":["equipment-2785-2570","equipment-2785-2571","equipment-2785-2572"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-278"],"trait":["Magical"],"id":"equipment-2785","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Armor Potency Source GM Core pg. 226 Usage etched onto armor --- Magic wards deflect attacks. Increase the armor's item bonus to AC by 1. The armor can be etched with one property rune. You can upgrade the armor potency rune already etched on a suit of armor using the normal process for upgrading items and runes. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Armor Potency (+1) Source GM Core pg. 226, Core Rulebook pg. 581 Price 160 gp Craft Requirements You're an expert in Crafting. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Armor Potency (+2) Source GM Core pg. 226, Core Rulebook pg. 581 Price 1,060 gp --- Increase the armor's item bonus to AC by 2, and the armor can be etched with two property runes. Craft Requirements You're a master in Crafting. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Armor Potency (+3) Source GM Core pg. 226, Core Rulebook pg. 581 Price 20,560 gp --- Increase the armor's item bonus to AC by 3, and the armor can be etched with three property runes. Craft Requirements You're legendary in Crafting.","skill_mod":{},"summary":"Magic wards deflect attacks. Increase the armor's item bonus to AC by 1. The armor can be etched with one property rune. You can upgrade the armor …","primary_source":"GM Core","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Armor Runes","resistance":{},"url":"/Equipment.aspx?ID=2785","name":"Armor Potency","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2785"},{"legacy_name":["Armor Potency"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2785","weakness":{},"price":16000,"legacy_id":["equipment-278"],"trait":["Magical"],"id":"equipment-2785-2570","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Armor Potency Source GM Core pg. 226 Usage etched onto armor --- Magic wards deflect attacks. Increase the armor's item bonus to AC by 1. The armor can be etched with one property rune. You can upgrade the armor potency rune already etched on a suit of armor using the normal process for upgrading items and runes. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Armor Potency (+1) Source GM Core pg. 226, Core Rulebook pg. 581 Price 160 gp Craft Requirements You're an expert in Crafting. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Armor Potency (+2) Source GM Core pg. 226, Core Rulebook pg. 581 Price 1,060 gp --- Increase the armor's item bonus to AC by 2, and the armor can be etched with two property runes. Craft Requirements You're a master in Crafting. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Armor Potency (+3) Source GM Core pg. 226, Core Rulebook pg. 581 Price 20,560 gp --- Increase the armor's item bonus to AC by 3, and the armor can be etched with three property runes. Craft Requirements You're legendary in Crafting.","skill_mod":{},"summary":"Magic wards deflect attacks. Increase the armor's item bonus to AC by 1. The armor can be etched with one property rune. You can upgrade the armor …","primary_source":"GM Core","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Armor Runes","resistance":{},"url":"/Equipment.aspx?ID=2785","name":"Armor Potency (+1)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2785-2570"},{"legacy_name":["Armor Potency"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2785","weakness":{},"price":106000,"legacy_id":["equipment-278"],"trait":["Magical"],"id":"equipment-2785-2571","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Armor Potency Source GM Core pg. 226 Usage etched onto armor --- Magic wards deflect attacks. Increase the armor's item bonus to AC by 1. The armor can be etched with one property rune. You can upgrade the armor potency rune already etched on a suit of armor using the normal process for upgrading items and runes. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Armor Potency (+1) Source GM Core pg. 226, Core Rulebook pg. 581 Price 160 gp Craft Requirements You're an expert in Crafting. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Armor Potency (+2) Source GM Core pg. 226, Core Rulebook pg. 581 Price 1,060 gp --- Increase the armor's item bonus to AC by 2, and the armor can be etched with two property runes. Craft Requirements You're a master in Crafting. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Armor Potency (+3) Source GM Core pg. 226, Core Rulebook pg. 581 Price 20,560 gp --- Increase the armor's item bonus to AC by 3, and the armor can be etched with three property runes. Craft Requirements You're legendary in Crafting.","skill_mod":{},"summary":"Increase the armor's item bonus to AC by 2, and the armor can be etched with two property runes.","primary_source":"GM Core","trait_group":["Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Armor Runes","resistance":{},"url":"/Equipment.aspx?ID=2785","name":"Armor Potency (+2)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2785-2571"},{"legacy_name":["Armor Potency"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2785","weakness":{},"price":2056000,"legacy_id":["equipment-278"],"trait":["Magical"],"id":"equipment-2785-2572","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Armor Potency Source GM Core pg. 226 Usage etched onto armor --- Magic wards deflect attacks. Increase the armor's item bonus to AC by 1. The armor can be etched with one property rune. You can upgrade the armor potency rune already etched on a suit of armor using the normal process for upgrading items and runes. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Armor Potency (+1) Source GM Core pg. 226, Core Rulebook pg. 581 Price 160 gp Craft Requirements You're an expert in Crafting. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Armor Potency (+2) Source GM Core pg. 226, Core Rulebook pg. 581 Price 1,060 gp --- Increase the armor's item bonus to AC by 2, and the armor can be etched with two property runes. Craft Requirements You're a master in Crafting. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Armor Potency (+3) Source GM Core pg. 226, Core Rulebook pg. 581 Price 20,560 gp --- Increase the armor's item bonus to AC by 3, and the armor can be etched with three property runes. Craft Requirements You're legendary in Crafting.","skill_mod":{},"summary":"Increase the armor's item bonus to AC by 3, and the armor can be etched with three property runes.","primary_source":"GM Core","trait_group":["Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Armor Runes","resistance":{},"url":"/Equipment.aspx?ID=2785","name":"Armor Potency (+3)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2785-2572"},{"item_child_id":["equipment-2786-2573","equipment-2786-2574","equipment-2786-2575"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-279"],"trait":["Magical"],"id":"equipment-2786","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Resilient Source GM Core pg. 226 Usage etched onto armor --- Resilient runes imbue armor with additional protective magic. This grants the wearer a +1 item bonus to saving throws. You can upgrade the resilient rune already etched on a suit of armor using the normal process for upgrading items and runes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Resilient Source GM Core pg. 226, Core Rulebook pg. 581 Price 340 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Resilient (Greater) Source GM Core pg. 226, Core Rulebook pg. 581 Price 3,440 gp --- The armor grants a +2 item bonus to saving throws <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Resilient (Major) Source GM Core pg. 226, Core Rulebook pg. 581 Price 49,440 gp --- The armor grants a +3 item bonus to saving throws.","skill_mod":{},"summary":" Resilient runes imbue armor with additional protective magic. This grants the wearer a +1 item bonus to saving throws. You can upgrade the …","primary_source":"GM Core","trait_group":["Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Armor Runes","resistance":{},"url":"/Equipment.aspx?ID=2786","name":"Resilient","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2786"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2786","weakness":{},"price":34000,"legacy_id":["equipment-279"],"trait":["Magical"],"id":"equipment-2786-2573","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Resilient Source GM Core pg. 226 Usage etched onto armor --- Resilient runes imbue armor with additional protective magic. This grants the wearer a +1 item bonus to saving throws. You can upgrade the resilient rune already etched on a suit of armor using the normal process for upgrading items and runes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Resilient Source GM Core pg. 226, Core Rulebook pg. 581 Price 340 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Resilient (Greater) Source GM Core pg. 226, Core Rulebook pg. 581 Price 3,440 gp --- The armor grants a +2 item bonus to saving throws <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Resilient (Major) Source GM Core pg. 226, Core Rulebook pg. 581 Price 49,440 gp --- The armor grants a +3 item bonus to saving throws.","skill_mod":{},"summary":"Resilient runes imbue armor with additional protective magic. This grants the wearer a +1 item bonus to saving throws. You can upgrade the …","primary_source":"GM Core","trait_group":["Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Armor Runes","resistance":{},"url":"/Equipment.aspx?ID=2786","name":"Resilient","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2786-2573"},{"legacy_name":["Resilient"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2786","weakness":{},"price":344000,"legacy_id":["equipment-279"],"trait":["Magical"],"id":"equipment-2786-2574","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Resilient Source GM Core pg. 226 Usage etched onto armor --- Resilient runes imbue armor with additional protective magic. This grants the wearer a +1 item bonus to saving throws. You can upgrade the resilient rune already etched on a suit of armor using the normal process for upgrading items and runes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Resilient Source GM Core pg. 226, Core Rulebook pg. 581 Price 340 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Resilient (Greater) Source GM Core pg. 226, Core Rulebook pg. 581 Price 3,440 gp --- The armor grants a +2 item bonus to saving throws <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Resilient (Major) Source GM Core pg. 226, Core Rulebook pg. 581 Price 49,440 gp --- The armor grants a +3 item bonus to saving throws.","skill_mod":{},"summary":"The armor grants a +2 item bonus to saving throws","primary_source":"GM Core","trait_group":["Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Armor Runes","resistance":{},"url":"/Equipment.aspx?ID=2786","name":"Resilient (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2786-2574"},{"legacy_name":["Resilient"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2786","weakness":{},"price":4944000,"legacy_id":["equipment-279"],"trait":["Magical"],"id":"equipment-2786-2575","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Resilient Source GM Core pg. 226 Usage etched onto armor --- Resilient runes imbue armor with additional protective magic. This grants the wearer a +1 item bonus to saving throws. You can upgrade the resilient rune already etched on a suit of armor using the normal process for upgrading items and runes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Resilient Source GM Core pg. 226, Core Rulebook pg. 581 Price 340 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Resilient (Greater) Source GM Core pg. 226, Core Rulebook pg. 581 Price 3,440 gp --- The armor grants a +2 item bonus to saving throws <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Resilient (Major) Source GM Core pg. 226, Core Rulebook pg. 581 Price 49,440 gp --- The armor grants a +3 item bonus to saving throws.","skill_mod":{},"summary":"The armor grants a +3 item bonus to saving throws.","primary_source":"GM Core","trait_group":["Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Armor Runes","resistance":{},"url":"/Equipment.aspx?ID=2786","name":"Resilient (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2786-2575"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":650000,"legacy_id":["equipment-282"],"trait":["Magical","Uncommon"],"id":"equipment-2787","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Antimagic Source GM Core pg. 226 Price 6,500 gp Usage etched onto armor --- This intricate rune displaces spell energy, granting you a +1 status bonus to saving throws against magical effects. Activate—Antimagic Armor Reaction (concentrate) Frequency once per day; Trigger A spell targets you or includes you in its area; Effect The armor attempts to counteract the triggering spell with the effect of a 7th-rank dispel magic spell and a counteract modifier of +26. Craft Requirements Supply one casting of dispel magic .\n","skill_mod":{},"summary":"This intricate rune displaces spell energy, granting you a +1 status bonus to saving throws against magical effects. ","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2787","name":"Antimagic","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2787"},{"item_child_id":["equipment-2788-2576","equipment-2788-2577"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-283"],"trait":["Magical"],"id":"equipment-2788","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Energy-Resistant Source GM Core pg. 226 Usage etched onto armor --- These symbols convey protective forces from the Elemental Planes. You gain resistance 5 to acid, cold, electricity, or fire. The crafter chooses the damage type when creating the rune. Multiple energy-resistant runes can be etched onto a suit of armor; rather than using only the strongest effect, each must provide resistance to a different damage type. For instance, a +2 acid-resistant greater fire-resistant breastplate would give you acid resistance 5 and fire resistance 10. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Energy-Resistant Source GM Core pg. 226, Core Rulebook pg. 582 Price 420 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Energy-Resistant (Greater) Source GM Core pg. 226, Core Rulebook pg. 582 Price 1,650 gp --- You gain resistance 10 to the specified damage type.","skill_mod":{},"summary":"These symbols convey protective forces from the Elemental Planes. You gain resistance 5 to acid , cold , electricity , or fire . The crafter …","primary_source":"GM Core","trait_group":["Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2788","name":"Energy-Resistant","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2788"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2788","weakness":{},"price":42000,"legacy_id":["equipment-283"],"trait":["Magical"],"id":"equipment-2788-2576","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Energy-Resistant Source GM Core pg. 226 Usage etched onto armor --- These symbols convey protective forces from the Elemental Planes. You gain resistance 5 to acid, cold, electricity, or fire. The crafter chooses the damage type when creating the rune. Multiple energy-resistant runes can be etched onto a suit of armor; rather than using only the strongest effect, each must provide resistance to a different damage type. For instance, a +2 acid-resistant greater fire-resistant breastplate would give you acid resistance 5 and fire resistance 10. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Energy-Resistant Source GM Core pg. 226, Core Rulebook pg. 582 Price 420 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Energy-Resistant (Greater) Source GM Core pg. 226, Core Rulebook pg. 582 Price 1,650 gp --- You gain resistance 10 to the specified damage type.","skill_mod":{},"summary":"These symbols convey protective forces from the Elemental Planes. You gain resistance 5 to acid , cold , electricity , or fire . The crafter …","primary_source":"GM Core","trait_group":["Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2788","name":"Energy-Resistant","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2788-2576"},{"legacy_name":["Energy-Resistant"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2788","weakness":{},"price":165000,"legacy_id":["equipment-283"],"trait":["Magical"],"id":"equipment-2788-2577","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Energy-Resistant Source GM Core pg. 226 Usage etched onto armor --- These symbols convey protective forces from the Elemental Planes. You gain resistance 5 to acid, cold, electricity, or fire. The crafter chooses the damage type when creating the rune. Multiple energy-resistant runes can be etched onto a suit of armor; rather than using only the strongest effect, each must provide resistance to a different damage type. For instance, a +2 acid-resistant greater fire-resistant breastplate would give you acid resistance 5 and fire resistance 10. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Energy-Resistant Source GM Core pg. 226, Core Rulebook pg. 582 Price 420 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Energy-Resistant (Greater) Source GM Core pg. 226, Core Rulebook pg. 582 Price 1,650 gp --- You gain resistance 10 to the specified damage type.","skill_mod":{},"summary":"You gain resistance 10 to the specified damage type.","primary_source":"GM Core","trait_group":["Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2788","name":"Energy-Resistant (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2788-2577"},{"item_child_id":["equipment-2789-2578","equipment-2789-2579"],"primary_source_category":"Rulebooks","usage":"etched onto medium or heavy armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-285"],"trait":["Magical"],"id":"equipment-2789","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Fortification Source GM Core pg. 226 Usage etched onto medium or heavy armor --- A fortification rune wards against the deadliest attacks. Each time you’re critically hit while wearing the etched armor, attempt a DC 17 flat check. On a success, it becomes a normal hit. This property thickens the armor, increasing its Bulk by 1 and the Strength modifier require to reduce its penalties by 1. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fortification Source GM Core pg. 226, Core Rulebook pg. 582 Price 2,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fortification (Greater) Source GM Core pg. 226, Core Rulebook pg. 582 Price 24,000 gp --- The flat check DC is 14.","skill_mod":{},"summary":"A fortification rune wards against the deadliest attacks. Each time you’re critically hit while wearing the etched armor, attempt a DC 17 flat …","primary_source":"GM Core","trait_group":["Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2789","name":"Fortification","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2789"},{"primary_source_category":"Rulebooks","usage":"etched onto medium or heavy armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2789","weakness":{},"price":200000,"legacy_id":["equipment-285"],"trait":["Magical"],"id":"equipment-2789-2578","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Fortification Source GM Core pg. 226 Usage etched onto medium or heavy armor --- A fortification rune wards against the deadliest attacks. Each time you’re critically hit while wearing the etched armor, attempt a DC 17 flat check. On a success, it becomes a normal hit. This property thickens the armor, increasing its Bulk by 1 and the Strength modifier require to reduce its penalties by 1. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fortification Source GM Core pg. 226, Core Rulebook pg. 582 Price 2,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fortification (Greater) Source GM Core pg. 226, Core Rulebook pg. 582 Price 24,000 gp --- The flat check DC is 14.","skill_mod":{},"summary":"A fortification rune wards against the deadliest attacks. Each time you’re critically hit while wearing the etched armor, attempt a DC 17 flat …","primary_source":"GM Core","trait_group":["Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2789","name":"Fortification","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2789-2578"},{"legacy_name":["Fortification"],"primary_source_category":"Rulebooks","usage":"etched onto medium or heavy armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2789","weakness":{},"price":2400000,"legacy_id":["equipment-285"],"trait":["Magical"],"id":"equipment-2789-2579","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Fortification Source GM Core pg. 226 Usage etched onto medium or heavy armor --- A fortification rune wards against the deadliest attacks. Each time you’re critically hit while wearing the etched armor, attempt a DC 17 flat check. On a success, it becomes a normal hit. This property thickens the armor, increasing its Bulk by 1 and the Strength modifier require to reduce its penalties by 1. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fortification Source GM Core pg. 226, Core Rulebook pg. 582 Price 2,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fortification (Greater) Source GM Core pg. 226, Core Rulebook pg. 582 Price 24,000 gp --- The flat check DC is 14.","skill_mod":{},"summary":"The flat check DC is 14.","primary_source":"GM Core","trait_group":["Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2789","name":"Fortification (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2789-2579"},{"item_child_id":["equipment-2790-2580","equipment-2790-2581"],"primary_source_category":"Rulebooks","usage":"etched onto light armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"illusion","legacy_id":["equipment-287"],"trait":["Illusion","Magical"],"id":"equipment-2790","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Invisibility Source GM Core pg. 226 Usage etched onto light armor --- Light seems to partially penetrate this armor. Activate—Go Invisible Single Action (concentrate) Frequency once per day; Effect With a thought, you become invisible for 1 minute, gaining the effects of a 2nd-rank invisibility spell. Craft Requirements Supply one casting of invisibility . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Invisibility Source GM Core pg. 226, Core Rulebook pg. 583 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Invisibility (Greater) Source GM Core pg. 226, Core Rulebook pg. 583 Price 1,000 gp --- You can activate the armor up to three times per day.","skill_mod":{},"summary":"Light seems to partially penetrate this armor. ","primary_source":"GM Core","trait_group":["School","Monster","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2790","name":"Invisibility","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2790"},{"primary_source_category":"Rulebooks","usage":"etched onto light armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2790","weakness":{},"school":"illusion","price":50000,"legacy_id":["equipment-287"],"trait":["Illusion","Magical"],"id":"equipment-2790-2580","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Invisibility Source GM Core pg. 226 Usage etched onto light armor --- Light seems to partially penetrate this armor. Activate—Go Invisible Single Action (concentrate) Frequency once per day; Effect With a thought, you become invisible for 1 minute, gaining the effects of a 2nd-rank invisibility spell. Craft Requirements Supply one casting of invisibility . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Invisibility Source GM Core pg. 226, Core Rulebook pg. 583 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Invisibility (Greater) Source GM Core pg. 226, Core Rulebook pg. 583 Price 1,000 gp --- You can activate the armor up to three times per day.","skill_mod":{},"summary":"Light seems to partially penetrate this armor.","primary_source":"GM Core","trait_group":["School","Monster","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2790","name":"Invisibility","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2790-2580"},{"legacy_name":["Invisibility"],"primary_source_category":"Rulebooks","usage":"etched onto light armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2790","weakness":{},"school":"illusion","price":100000,"legacy_id":["equipment-287"],"trait":["Illusion","Magical"],"id":"equipment-2790-2581","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Invisibility Source GM Core pg. 226 Usage etched onto light armor --- Light seems to partially penetrate this armor. Activate—Go Invisible Single Action (concentrate) Frequency once per day; Effect With a thought, you become invisible for 1 minute, gaining the effects of a 2nd-rank invisibility spell. Craft Requirements Supply one casting of invisibility . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Invisibility Source GM Core pg. 226, Core Rulebook pg. 583 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Invisibility (Greater) Source GM Core pg. 226, Core Rulebook pg. 583 Price 1,000 gp --- You can activate the armor up to three times per day.","skill_mod":{},"summary":"You can activate the armor up to three times per day.","primary_source":"GM Core","trait_group":["School","Monster","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2790","name":"Invisibility (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2790-2581"},{"legacy_name":["Glamered"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"school":"illusion","price":14000,"legacy_id":["equipment-286"],"trait":["Illusion","Magical"],"id":"equipment-2791","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Raiment Source GM Core pg. 226 Price 140 gp Usage etched onto armor --- This armor can be disguised with a mere thought. Activate—Costume Change Single Action (concentrate) Effect You change the shape and appearance of this armor to appear as ordinary or fine clothes of your imagining. The armor’s statistics don’t change. Only a creature that’s benefiting from truesight or a similar effect can attempt to disbelieve this illusion, with a DC of 25.\n","skill_mod":{},"summary":"This armor can be disguised with a mere thought. ","primary_source":"GM Core","trait_group":["School","Monster","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2791","name":"Raiment","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2791"},{"item_child_id":["equipment-2792-2582","equipment-2792-2583"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-741"],"trait":["Magical"],"id":"equipment-2792","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Ready Source GM Core pg. 226 Usage etched onto armor --- A ready rune draws component pieces of a suit of armor toward one another, making it extremely fast to get into. You can don light armor with a ready rune as a single action, or medium or heavy armor with a ready rune as a 2-action activity. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Ready Source GM Core pg. 226, Advanced Player's Guide pg. 262 Price 200 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Ready (Greater) Source GM Core pg. 226, Advanced Player's Guide pg. 262 Price 1,200 gp --- You can don any armor with this rune as a single action.","skill_mod":{},"summary":"A ready rune draws component pieces of a suit of armor toward one another, making it extremely fast to get into. You can don light armor with a …","primary_source":"GM Core","trait_group":["Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2792","name":"Ready","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2792"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2792","weakness":{},"price":20000,"legacy_id":["equipment-741"],"trait":["Magical"],"id":"equipment-2792-2582","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Ready Source GM Core pg. 226 Usage etched onto armor --- A ready rune draws component pieces of a suit of armor toward one another, making it extremely fast to get into. You can don light armor with a ready rune as a single action, or medium or heavy armor with a ready rune as a 2-action activity. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Ready Source GM Core pg. 226, Advanced Player's Guide pg. 262 Price 200 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Ready (Greater) Source GM Core pg. 226, Advanced Player's Guide pg. 262 Price 1,200 gp --- You can don any armor with this rune as a single action.","skill_mod":{},"summary":"A ready rune draws component pieces of a suit of armor toward one another, making it extremely fast to get into. You can don light armor with a …","primary_source":"GM Core","trait_group":["Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2792","name":"Ready","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2792-2582"},{"legacy_name":["Ready"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2792","weakness":{},"price":120000,"legacy_id":["equipment-741"],"trait":["Magical"],"id":"equipment-2792-2583","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Ready Source GM Core pg. 226 Usage etched onto armor --- A ready rune draws component pieces of a suit of armor toward one another, making it extremely fast to get into. You can don light armor with a ready rune as a single action, or medium or heavy armor with a ready rune as a 2-action activity. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Ready Source GM Core pg. 226, Advanced Player's Guide pg. 262 Price 200 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Ready (Greater) Source GM Core pg. 226, Advanced Player's Guide pg. 262 Price 1,200 gp --- You can don any armor with this rune as a single action.","skill_mod":{},"summary":"You can don any armor with this rune as a single action.","primary_source":"GM Core","trait_group":["Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2792","name":"Ready (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2792-2583"},{"item_child_id":["equipment-2793-2584","equipment-2793-2585","equipment-2793-2586"],"primary_source_category":"Rulebooks","usage":"etched onto light or medium armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"skill":["Stealth","Stealth","Stealth"],"legacy_id":["equipment-288"],"trait":["Magical","Shadow"],"id":"equipment-2793","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Shadow Source GM Core pg. 227 Usage etched onto light or medium armor --- Armor etched with this rune takes on a hazy black appearance. You gain a +1 item bonus to Stealth checks while wearing the armor. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Shadow Source GM Core pg. 227, Core Rulebook pg. 583 Price 55 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Shadow (Greater) Source GM Core pg. 227, Core Rulebook pg. 583 Price 650 gp --- The item bonus is +2. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Shadow (Major) Source GM Core pg. 227, Core Rulebook pg. 583 Price 14,000 gp --- The item bonus is +3.","skill_mod":{},"summary":"Armor etched with this rune takes on a hazy black appearance. You gain a +1 item bonus to Stealth checks while wearing the armor.","primary_source":"GM Core","trait_group":["Mechanics","Planar"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2793","name":"Shadow","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2793"},{"primary_source_category":"Rulebooks","usage":"etched onto light or medium armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2793","weakness":{},"price":5500,"skill":["Stealth"],"legacy_id":["equipment-288"],"trait":["Magical","Shadow"],"id":"equipment-2793-2584","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Shadow Source GM Core pg. 227 Usage etched onto light or medium armor --- Armor etched with this rune takes on a hazy black appearance. You gain a +1 item bonus to Stealth checks while wearing the armor. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Shadow Source GM Core pg. 227, Core Rulebook pg. 583 Price 55 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Shadow (Greater) Source GM Core pg. 227, Core Rulebook pg. 583 Price 650 gp --- The item bonus is +2. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Shadow (Major) Source GM Core pg. 227, Core Rulebook pg. 583 Price 14,000 gp --- The item bonus is +3.","skill_mod":{},"summary":"Armor etched with this rune takes on a hazy black appearance. You gain a +1 item bonus to Stealth checks while wearing the armor.","primary_source":"GM Core","trait_group":["Mechanics","Planar"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2793","name":"Shadow","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2793-2584"},{"legacy_name":["Shadow"],"primary_source_category":"Rulebooks","usage":"etched onto light or medium armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2793","weakness":{},"price":65000,"skill":["Stealth"],"legacy_id":["equipment-288"],"trait":["Magical","Shadow"],"id":"equipment-2793-2585","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Shadow Source GM Core pg. 227 Usage etched onto light or medium armor --- Armor etched with this rune takes on a hazy black appearance. You gain a +1 item bonus to Stealth checks while wearing the armor. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Shadow Source GM Core pg. 227, Core Rulebook pg. 583 Price 55 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Shadow (Greater) Source GM Core pg. 227, Core Rulebook pg. 583 Price 650 gp --- The item bonus is +2. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Shadow (Major) Source GM Core pg. 227, Core Rulebook pg. 583 Price 14,000 gp --- The item bonus is +3.","skill_mod":{},"summary":"The item bonus is +2.","primary_source":"GM Core","trait_group":["Mechanics","Planar"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2793","name":"Shadow (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2793-2585"},{"legacy_name":["Shadow"],"primary_source_category":"Rulebooks","usage":"etched onto light or medium armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2793","weakness":{},"price":1400000,"skill":["Stealth"],"legacy_id":["equipment-288"],"trait":["Magical","Shadow"],"id":"equipment-2793-2586","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Shadow Source GM Core pg. 227 Usage etched onto light or medium armor --- Armor etched with this rune takes on a hazy black appearance. You gain a +1 item bonus to Stealth checks while wearing the armor. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Shadow Source GM Core pg. 227, Core Rulebook pg. 583 Price 55 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Shadow (Greater) Source GM Core pg. 227, Core Rulebook pg. 583 Price 650 gp --- The item bonus is +2. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Shadow (Major) Source GM Core pg. 227, Core Rulebook pg. 583 Price 14,000 gp --- The item bonus is +3.","skill_mod":{},"summary":"The item bonus is +3.","primary_source":"GM Core","trait_group":["Mechanics","Planar"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2793","name":"Shadow (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2793-2586"},{"item_child_id":["equipment-2794-2587","equipment-2794-2588","equipment-2794-2589"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics","Acrobatics"],"legacy_id":["equipment-289"],"trait":["Magical"],"id":"equipment-2794","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Slick Source GM Core pg. 227 Usage etched onto armor --- This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to Acrobatics checks to Escape and Squeeze. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Slick Source GM Core pg. 227, Core Rulebook pg. 583 Price 45 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Slick (Greater) Source GM Core pg. 227, Core Rulebook pg. 583 Price 450 gp --- The item bonus is +2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Slick (Major) Source GM Core pg. 227, Core Rulebook pg. 583 Price 9,000 gp --- The item bonus is +3.","skill_mod":{},"summary":"This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to Acrobatics checks to Escape and …","primary_source":"GM Core","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2794","name":"Slick","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2794"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2794","weakness":{},"price":4500,"skill":["Acrobatics"],"legacy_id":["equipment-289"],"trait":["Magical"],"id":"equipment-2794-2587","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Slick Source GM Core pg. 227 Usage etched onto armor --- This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to Acrobatics checks to Escape and Squeeze. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Slick Source GM Core pg. 227, Core Rulebook pg. 583 Price 45 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Slick (Greater) Source GM Core pg. 227, Core Rulebook pg. 583 Price 450 gp --- The item bonus is +2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Slick (Major) Source GM Core pg. 227, Core Rulebook pg. 583 Price 9,000 gp --- The item bonus is +3.","skill_mod":{},"summary":"This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to Acrobatics checks to Escape and …","primary_source":"GM Core","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2794","name":"Slick","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2794-2587"},{"legacy_name":["Slick"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2794","weakness":{},"price":45000,"skill":["Acrobatics"],"legacy_id":["equipment-289"],"trait":["Magical"],"id":"equipment-2794-2588","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Slick Source GM Core pg. 227 Usage etched onto armor --- This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to Acrobatics checks to Escape and Squeeze. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Slick Source GM Core pg. 227, Core Rulebook pg. 583 Price 45 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Slick (Greater) Source GM Core pg. 227, Core Rulebook pg. 583 Price 450 gp --- The item bonus is +2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Slick (Major) Source GM Core pg. 227, Core Rulebook pg. 583 Price 9,000 gp --- The item bonus is +3.","skill_mod":{},"summary":"The item bonus is +2.","primary_source":"GM Core","trait_group":["Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2794","name":"Slick (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2794-2588"},{"legacy_name":["Slick"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2794","weakness":{},"price":900000,"skill":["Acrobatics"],"legacy_id":["equipment-289"],"trait":["Magical"],"id":"equipment-2794-2589","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Slick Source GM Core pg. 227 Usage etched onto armor --- This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to Acrobatics checks to Escape and Squeeze. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Slick Source GM Core pg. 227, Core Rulebook pg. 583 Price 45 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Slick (Greater) Source GM Core pg. 227, Core Rulebook pg. 583 Price 450 gp --- The item bonus is +2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Slick (Major) Source GM Core pg. 227, Core Rulebook pg. 583 Price 9,000 gp --- The item bonus is +3.","skill_mod":{},"summary":"The item bonus is +3.","primary_source":"GM Core","trait_group":["Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2794","name":"Slick (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2794-2589"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":35000,"trait":["Magical"],"id":"equipment-2795","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Size-Changing Source GM Core pg. 227 Price 350 gp Usage etched onto armor --- This armor can make itself and its wearer quickly change size. Activate—Change Size Single Action (concentrate) Frequency once per day; Effect The armor casts your choice of enlarge or shrink on you.\n","skill_mod":{},"summary":"This armor can make itself and its wearer quickly change size. ","primary_source":"GM Core","trait_group":["Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2795","name":"Size-Changing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2795"},{"item_child_id":["equipment-2796-2590","equipment-2796-2591"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-759"],"trait":["Magical"],"id":"equipment-2796","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Winged Source GM Core pg. 227 Usage etched onto armor --- This rune is a swirling glyph on the front of the armor. A large pair of transparent, ephemeral wings floats out from the back of the armor. Activate—Take to the Skies Two Actions (concentrate, manipulate) Frequency once per hour; Effect You trace the rune on the front of the breastplate, and the armor’s ephemeral wings grow tangible, granting you a fly Speed of 25 feet or your land Speed, whichever is slower. This effect lasts for 5 minutes or until you Dismiss it. Once the effect ends, the wings disappear completely, reappearing in their ephemeral form 1 hour later. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Winged Source GM Core pg. 227, Advanced Player's Guide pg. 265 Price 2,500 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Winged (Greater) Source GM Core pg. 227, Advanced Player's Guide pg. 265 Price 35,000 gp --- Once activated, the wings remain tangible indefinitely. You can Dismiss the activation if you choose, and you don’t have to wait an hour to activate the rune again.","skill_mod":{},"summary":"This rune is a swirling glyph on the front of the armor. A large pair of transparent, ephemeral wings floats out from the back of the armor. ","primary_source":"GM Core","trait_group":["Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2796","name":"Winged","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2796"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2796","weakness":{},"price":250000,"legacy_id":["equipment-759"],"trait":["Magical"],"id":"equipment-2796-2590","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Winged Source GM Core pg. 227 Usage etched onto armor --- This rune is a swirling glyph on the front of the armor. A large pair of transparent, ephemeral wings floats out from the back of the armor. Activate—Take to the Skies Two Actions (concentrate, manipulate) Frequency once per hour; Effect You trace the rune on the front of the breastplate, and the armor’s ephemeral wings grow tangible, granting you a fly Speed of 25 feet or your land Speed, whichever is slower. This effect lasts for 5 minutes or until you Dismiss it. Once the effect ends, the wings disappear completely, reappearing in their ephemeral form 1 hour later. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Winged Source GM Core pg. 227, Advanced Player's Guide pg. 265 Price 2,500 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Winged (Greater) Source GM Core pg. 227, Advanced Player's Guide pg. 265 Price 35,000 gp --- Once activated, the wings remain tangible indefinitely. You can Dismiss the activation if you choose, and you don’t have to wait an hour to activate the rune again.","skill_mod":{},"summary":"This rune is a swirling glyph on the front of the armor. A large pair of transparent, ephemeral wings floats out from the back of the armor.","primary_source":"GM Core","trait_group":["Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2796","name":"Winged","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2796-2590"},{"legacy_name":["Winged"],"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2796","weakness":{},"price":3500000,"legacy_id":["equipment-759"],"trait":["Magical"],"id":"equipment-2796-2591","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Winged Source GM Core pg. 227 Usage etched onto armor --- This rune is a swirling glyph on the front of the armor. A large pair of transparent, ephemeral wings floats out from the back of the armor. Activate—Take to the Skies Two Actions (concentrate, manipulate) Frequency once per hour; Effect You trace the rune on the front of the breastplate, and the armor’s ephemeral wings grow tangible, granting you a fly Speed of 25 feet or your land Speed, whichever is slower. This effect lasts for 5 minutes or until you Dismiss it. Once the effect ends, the wings disappear completely, reappearing in their ephemeral form 1 hour later. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Winged Source GM Core pg. 227, Advanced Player's Guide pg. 265 Price 2,500 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Winged (Greater) Source GM Core pg. 227, Advanced Player's Guide pg. 265 Price 35,000 gp --- Once activated, the wings remain tangible indefinitely. You can Dismiss the activation if you choose, and you don’t have to wait an hour to activate the rune again.","skill_mod":{},"summary":"Once activated, the wings remain tangible indefinitely. You can Dismiss the activation if you choose, and you don’t have to wait an hour to …","primary_source":"GM Core","trait_group":["Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Armor Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2796","name":"Winged (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2796-2591"},{"item_child_id":["equipment-2797-2592","equipment-2797-2593"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"legacy_id":["equipment-139"],"trait":["Uncommon"],"id":"equipment-2797","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Adamantine Armor Source GM Core pg. 228 Usage worn armor Bulk varies by armor Base Material Adamantine --- Adamantine armor has a shiny, black appearance and is amazingly durable. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Adamantine Armor (Standard-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 1,600 gp (+160 gp per Bulk) --- The initial raw materials must include adamantine worth at least 200 gp + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Adamantine Armor (High-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 32,000 gp (+3,200 gp per Bulk) --- The initial raw materials must include adamantine worth at least 16,000 gp + 1,600 gp per Bulk.","skill_mod":{},"summary":"Adamantine armor has a shiny, black appearance and is amazingly durable.","primary_source":"GM Core","trait_group":["Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2797","name":"Adamantine Armor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2797"},{"legacy_name":["Adamantine Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2797","weakness":{},"price":160000,"legacy_id":["equipment-139"],"trait":["Uncommon"],"id":"equipment-2797-2592","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Adamantine Armor Source GM Core pg. 228 Usage worn armor Bulk varies by armor Base Material Adamantine --- Adamantine armor has a shiny, black appearance and is amazingly durable. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Adamantine Armor (Standard-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 1,600 gp (+160 gp per Bulk) --- The initial raw materials must include adamantine worth at least 200 gp + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Adamantine Armor (High-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 32,000 gp (+3,200 gp per Bulk) --- The initial raw materials must include adamantine worth at least 16,000 gp + 1,600 gp per Bulk.","skill_mod":{},"summary":"The initial raw materials must include adamantine worth at least 200 gp + 20 gp per Bulk.","primary_source":"GM Core","trait_group":["Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2797","name":"Adamantine Armor (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2797-2592"},{"legacy_name":["Adamantine Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2797","weakness":{},"price":3200000,"legacy_id":["equipment-139"],"trait":["Uncommon"],"id":"equipment-2797-2593","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Adamantine Armor Source GM Core pg. 228 Usage worn armor Bulk varies by armor Base Material Adamantine --- Adamantine armor has a shiny, black appearance and is amazingly durable. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Adamantine Armor (Standard-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 1,600 gp (+160 gp per Bulk) --- The initial raw materials must include adamantine worth at least 200 gp + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Adamantine Armor (High-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 32,000 gp (+3,200 gp per Bulk) --- The initial raw materials must include adamantine worth at least 16,000 gp + 1,600 gp per Bulk.","skill_mod":{},"summary":"The initial raw materials must include adamantine worth at least 16,000 gp + 1,600 gp per Bulk.","primary_source":"GM Core","trait_group":["Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2797","name":"Adamantine Armor (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2797-2593"},{"skill_mod":{},"summary":"Cold iron armor sickens certain creatures that touch it. A creature with weakness to cold iron (such as most demons and fey ) that critically …","item_child_id":["equipment-2798-2594","equipment-2798-2595","equipment-2798-2596"],"primary_source":"GM Core","primary_source_category":"Rulebooks","level":5,"usage":"worn armor","source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","source":["GM Core"],"type":"Item","item_category":"Armor","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2798","weakness":{},"name":"Cold Iron Armor","legacy_id":["equipment-140"],"id":"equipment-2798","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Cold Iron Armor Source GM Core pg. 228 Usage worn armor Bulk varies by armor Base Material Cold Iron --- Cold iron armor sickens certain creatures that touch it. A creature with weakness to cold iron (such as most demons and fey) that critically fails an unarmed attack against a creature in cold iron armor becomes sickened 1. A creature with weakness to cold iron is sickened 1 as long as it wears cold iron armor. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cold Iron Armor (Low-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 140 gp (+14 gp per Bulk) --- The initial raw materials must include cold iron worth at least 70 sp + 7 sp per Bulk. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cold Iron Armor (Standard-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 1,200 gp (+120 gp per Bulk) --- The initial raw materials must include at least 150 gp of cold iron + 15 gp per Bulk. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cold Iron Armor (High-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 20,000 gp (+2,000 gp per Bulk) --- The initial raw materials must include cold iron worth at least 10,000 gp + 1,000 gp per Bulk.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2798"},{"legacy_name":["Cold Iron Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2798","weakness":{},"price":14000,"legacy_id":["equipment-140"],"id":"equipment-2798-2594","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Cold Iron Armor Source GM Core pg. 228 Usage worn armor Bulk varies by armor Base Material Cold Iron --- Cold iron armor sickens certain creatures that touch it. A creature with weakness to cold iron (such as most demons and fey) that critically fails an unarmed attack against a creature in cold iron armor becomes sickened 1. A creature with weakness to cold iron is sickened 1 as long as it wears cold iron armor. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cold Iron Armor (Low-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 140 gp (+14 gp per Bulk) --- The initial raw materials must include cold iron worth at least 70 sp + 7 sp per Bulk. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cold Iron Armor (Standard-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 1,200 gp (+120 gp per Bulk) --- The initial raw materials must include at least 150 gp of cold iron + 15 gp per Bulk. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cold Iron Armor (High-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 20,000 gp (+2,000 gp per Bulk) --- The initial raw materials must include cold iron worth at least 10,000 gp + 1,000 gp per Bulk.","skill_mod":{},"summary":"The initial raw materials must include cold iron worth at least 70 sp + 7 sp per Bulk.","primary_source":"GM Core","level":5,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2798","name":"Cold Iron Armor (Low-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2798-2594"},{"legacy_name":["Cold Iron Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2798","weakness":{},"price":120000,"legacy_id":["equipment-140"],"id":"equipment-2798-2595","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Cold Iron Armor Source GM Core pg. 228 Usage worn armor Bulk varies by armor Base Material Cold Iron --- Cold iron armor sickens certain creatures that touch it. A creature with weakness to cold iron (such as most demons and fey) that critically fails an unarmed attack against a creature in cold iron armor becomes sickened 1. A creature with weakness to cold iron is sickened 1 as long as it wears cold iron armor. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cold Iron Armor (Low-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 140 gp (+14 gp per Bulk) --- The initial raw materials must include cold iron worth at least 70 sp + 7 sp per Bulk. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cold Iron Armor (Standard-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 1,200 gp (+120 gp per Bulk) --- The initial raw materials must include at least 150 gp of cold iron + 15 gp per Bulk. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cold Iron Armor (High-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 20,000 gp (+2,000 gp per Bulk) --- The initial raw materials must include cold iron worth at least 10,000 gp + 1,000 gp per Bulk.","skill_mod":{},"summary":"The initial raw materials must include at least 150 gp of cold iron + 15 gp per Bulk.","primary_source":"GM Core","level":11,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2798","name":"Cold Iron Armor (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2798-2595"},{"legacy_name":["Cold Iron Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2798","weakness":{},"price":2000000,"legacy_id":["equipment-140"],"id":"equipment-2798-2596","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Cold Iron Armor Source GM Core pg. 228 Usage worn armor Bulk varies by armor Base Material Cold Iron --- Cold iron armor sickens certain creatures that touch it. A creature with weakness to cold iron (such as most demons and fey) that critically fails an unarmed attack against a creature in cold iron armor becomes sickened 1. A creature with weakness to cold iron is sickened 1 as long as it wears cold iron armor. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cold Iron Armor (Low-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 140 gp (+14 gp per Bulk) --- The initial raw materials must include cold iron worth at least 70 sp + 7 sp per Bulk. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cold Iron Armor (Standard-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 1,200 gp (+120 gp per Bulk) --- The initial raw materials must include at least 150 gp of cold iron + 15 gp per Bulk. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cold Iron Armor (High-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 20,000 gp (+2,000 gp per Bulk) --- The initial raw materials must include cold iron worth at least 10,000 gp + 1,000 gp per Bulk.","skill_mod":{},"summary":"The initial raw materials must include cold iron worth at least 10,000 gp + 1,000 gp per Bulk.","primary_source":"GM Core","level":18,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2798","name":"Cold Iron Armor (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2798-2596"},{"legacy_name":["Mithral Armor"],"item_child_id":["equipment-2799-2597","equipment-2799-2598"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"legacy_id":["equipment-144"],"trait":["Uncommon"],"id":"equipment-2799","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Dawnsilver Armor Source GM Core pg. 228 Usage worn armor Bulk varies by armor Base Material Dawnsilver --- Dawnsilver armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s easier to wear than normal metal armor, reducing the Strength modifier necessary to ignore its check penalty by 1 and reducing its Speed penalty by 5 feet. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dawnsilver Armor (Standard-Grade) Source GM Core pg. 228 Price 1,600 gp (+160 gp per Bulk) --- The initial raw materials must include dawnsilver worth at least 200 gp + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Dawnsilver Armor (High-Grade) Source GM Core pg. 228 Price 32,000 gp (+3,200 gp per Bulk) --- The initial raw materials must include dawnsilver worth at least 16,000 gp + 1,600 gp per Bulk.","skill_mod":{},"summary":"Dawnsilver armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s …","primary_source":"GM Core","trait_group":["Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2799","name":"Dawnsilver Armor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2799"},{"legacy_name":["Mithral Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2799","weakness":{},"price":160000,"legacy_id":["equipment-144"],"trait":["Uncommon"],"id":"equipment-2799-2597","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Dawnsilver Armor Source GM Core pg. 228 Usage worn armor Bulk varies by armor Base Material Dawnsilver --- Dawnsilver armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s easier to wear than normal metal armor, reducing the Strength modifier necessary to ignore its check penalty by 1 and reducing its Speed penalty by 5 feet. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dawnsilver Armor (Standard-Grade) Source GM Core pg. 228 Price 1,600 gp (+160 gp per Bulk) --- The initial raw materials must include dawnsilver worth at least 200 gp + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Dawnsilver Armor (High-Grade) Source GM Core pg. 228 Price 32,000 gp (+3,200 gp per Bulk) --- The initial raw materials must include dawnsilver worth at least 16,000 gp + 1,600 gp per Bulk.","skill_mod":{},"summary":"The initial raw materials must include dawnsilver worth at least 200 gp + 20 gp per Bulk.","primary_source":"GM Core","trait_group":["Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2799","name":"Dawnsilver Armor (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2799-2597"},{"legacy_name":["Mithral Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2799","weakness":{},"price":3200000,"legacy_id":["equipment-144"],"trait":["Uncommon"],"id":"equipment-2799-2598","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Dawnsilver Armor Source GM Core pg. 228 Usage worn armor Bulk varies by armor Base Material Dawnsilver --- Dawnsilver armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s easier to wear than normal metal armor, reducing the Strength modifier necessary to ignore its check penalty by 1 and reducing its Speed penalty by 5 feet. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dawnsilver Armor (Standard-Grade) Source GM Core pg. 228 Price 1,600 gp (+160 gp per Bulk) --- The initial raw materials must include dawnsilver worth at least 200 gp + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Dawnsilver Armor (High-Grade) Source GM Core pg. 228 Price 32,000 gp (+3,200 gp per Bulk) --- The initial raw materials must include dawnsilver worth at least 16,000 gp + 1,600 gp per Bulk.","skill_mod":{},"summary":"The initial raw materials must include dawnsilver worth at least 16,000 gp + 1,600 gp per Bulk.","primary_source":"GM Core","trait_group":["Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2799","name":"Dawnsilver Armor (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2799-2598"},{"legacy_name":["Darkwood Armor"],"item_child_id":["equipment-2800-2599","equipment-2800-2600"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"legacy_id":["equipment-141"],"trait":["Uncommon"],"id":"equipment-2800","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Duskwood Armor Source GM Core pg. 228 Usage worn armor Bulk varies by armor Base Material Duskwood --- Duskwood armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s easier to wear than normal wood armor, reducing the Strength modifier necessary to ignore its check penalty by 1 and reducing its Speed penalty by 5 feet. (There are no types of wood armor in this book.) <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Duskwood Armor (Standard-Grade) Source GM Core pg. 228 Price 1,600 gp (+160 gp per Bulk) --- The initial raw materials must include duskwood worth at least 200 gp + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Duskwood Armor (High-Grade) Source GM Core pg. 228 Price 32,000 gp (+3,200 gp per Bulk) --- The initial raw materials must include duskwood worth at least 16,000 gp + 1,600 gp per Bulk.","skill_mod":{},"summary":"Duskwood armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s …","primary_source":"GM Core","trait_group":["Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2800","name":"Duskwood Armor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2800"},{"legacy_name":["Darkwood Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2800","weakness":{},"price":160000,"legacy_id":["equipment-141"],"trait":["Uncommon"],"id":"equipment-2800-2599","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Duskwood Armor Source GM Core pg. 228 Usage worn armor Bulk varies by armor Base Material Duskwood --- Duskwood armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s easier to wear than normal wood armor, reducing the Strength modifier necessary to ignore its check penalty by 1 and reducing its Speed penalty by 5 feet. (There are no types of wood armor in this book.) <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Duskwood Armor (Standard-Grade) Source GM Core pg. 228 Price 1,600 gp (+160 gp per Bulk) --- The initial raw materials must include duskwood worth at least 200 gp + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Duskwood Armor (High-Grade) Source GM Core pg. 228 Price 32,000 gp (+3,200 gp per Bulk) --- The initial raw materials must include duskwood worth at least 16,000 gp + 1,600 gp per Bulk.","skill_mod":{},"summary":"The initial raw materials must include duskwood worth at least 200 gp + 20 gp per Bulk.","primary_source":"GM Core","trait_group":["Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2800","name":"Duskwood Armor (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2800-2599"},{"legacy_name":["Darkwood Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2800","weakness":{},"price":3200000,"legacy_id":["equipment-141"],"trait":["Uncommon"],"id":"equipment-2800-2600","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Duskwood Armor Source GM Core pg. 228 Usage worn armor Bulk varies by armor Base Material Duskwood --- Duskwood armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It’s easier to wear than normal wood armor, reducing the Strength modifier necessary to ignore its check penalty by 1 and reducing its Speed penalty by 5 feet. (There are no types of wood armor in this book.) <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Duskwood Armor (Standard-Grade) Source GM Core pg. 228 Price 1,600 gp (+160 gp per Bulk) --- The initial raw materials must include duskwood worth at least 200 gp + 20 gp per Bulk. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Duskwood Armor (High-Grade) Source GM Core pg. 228 Price 32,000 gp (+3,200 gp per Bulk) --- The initial raw materials must include duskwood worth at least 16,000 gp + 1,600 gp per Bulk.","skill_mod":{},"summary":"The initial raw materials must include duskwood worth at least 16,000 gp + 1,600 gp per Bulk.","primary_source":"GM Core","trait_group":["Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2800","name":"Duskwood Armor (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2800-2600"},{"item_child_id":["equipment-2801-2601","equipment-2801-2602"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"legacy_id":["equipment-143"],"trait":["Uncommon"],"id":"equipment-2801","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Elven Chain Source GM Core pg. 228 Usage worn armor Bulk varies by armor --- Elven chain is a chain shirt made of dawnsilver that glitters in even the faintest light. Because it’s constructed with small, supple rings, it has no check penalty. Created by elven artisans employing ancient crafting techniques, elven chain is exceptionally quiet. Unlike other chain shirts—even other dawnsilver chain shirts—elven chain doesn’t have the noisy trait. This suit of armor can be etched with runes like any other dawnsilver chain shirt. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Elven Chain (Standard-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 2,500 gp --- The initial raw materials must include dawnsilver worth at least 3,125 sp. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Elven Chain (High-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 52,000 gp --- The initial raw materials must include dawnsilver worth at least 26,000 gp.","skill_mod":{},"summary":"Elven chain is a chain shirt made of dawnsilver that glitters in even the faintest light. Because it’s constructed with small, supple rings, it has …","primary_source":"GM Core","trait_group":["Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2801","name":"Elven Chain","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2801"},{"legacy_name":["Elven Chain"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2801","weakness":{},"price":250000,"legacy_id":["equipment-143"],"trait":["Uncommon"],"id":"equipment-2801-2601","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Elven Chain Source GM Core pg. 228 Usage worn armor Bulk varies by armor --- Elven chain is a chain shirt made of dawnsilver that glitters in even the faintest light. Because it’s constructed with small, supple rings, it has no check penalty. Created by elven artisans employing ancient crafting techniques, elven chain is exceptionally quiet. Unlike other chain shirts—even other dawnsilver chain shirts—elven chain doesn’t have the noisy trait. This suit of armor can be etched with runes like any other dawnsilver chain shirt. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Elven Chain (Standard-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 2,500 gp --- The initial raw materials must include dawnsilver worth at least 3,125 sp. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Elven Chain (High-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 52,000 gp --- The initial raw materials must include dawnsilver worth at least 26,000 gp.","skill_mod":{},"summary":"The initial raw materials must include dawnsilver worth at least 3,125 sp.","primary_source":"GM Core","trait_group":["Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2801","name":"Elven Chain (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2801-2601"},{"legacy_name":["Elven Chain"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2801","weakness":{},"price":5200000,"legacy_id":["equipment-143"],"trait":["Uncommon"],"id":"equipment-2801-2602","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Elven Chain Source GM Core pg. 228 Usage worn armor Bulk varies by armor --- Elven chain is a chain shirt made of dawnsilver that glitters in even the faintest light. Because it’s constructed with small, supple rings, it has no check penalty. Created by elven artisans employing ancient crafting techniques, elven chain is exceptionally quiet. Unlike other chain shirts—even other dawnsilver chain shirts—elven chain doesn’t have the noisy trait. This suit of armor can be etched with runes like any other dawnsilver chain shirt. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Elven Chain (Standard-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 2,500 gp --- The initial raw materials must include dawnsilver worth at least 3,125 sp. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Elven Chain (High-Grade) Source GM Core pg. 228, Core Rulebook pg. 555 Price 52,000 gp --- The initial raw materials must include dawnsilver worth at least 26,000 gp.","skill_mod":{},"summary":"The initial raw materials must include dawnsilver worth at least 26,000 gp.","primary_source":"GM Core","trait_group":["Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2801","name":"Elven Chain (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2801-2602"},{"item_child_id":["equipment-2802-2603"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"legacy_id":["equipment-145"],"trait":["Rare"],"id":"equipment-2802","text":"<title level=\"1\" right=\"Item 20+\" pfs=\"Standard\" > Orichalcum Armor Source GM Core pg. 228 Usage worn armor Bulk varies by armor Base Material Orichalcum --- Orichalcum armor can be etched with four magic property runes instead of three due to the magical empowerment of orichalcum. If you’re wearing armor made of orichalcum, the armor grants you insights into the future, granting you a +1 circumstance bonus to initiative rolls. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Orichalcum Armor (High-Grade) Source GM Core pg. 228, Core Rulebook pg. 556 Price 55,000 gp (+5,500 gp per Bulk) --- The initial raw materials must include orichalcum worth at least 27,500 gp + 2,750 gp per Bulk.","skill_mod":{},"summary":"Orichalcum armor can be etched with four magic property runes instead of three due to the magical empowerment of orichalcum. If you’re wearing armor …","primary_source":"GM Core","trait_group":["Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2802","name":"Orichalcum Armor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2802"},{"legacy_name":["Orichalcum Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2802","weakness":{},"price":5500000,"legacy_id":["equipment-145"],"trait":["Rare"],"id":"equipment-2802-2603","text":"<title level=\"1\" right=\"Item 20+\" pfs=\"Standard\" > Orichalcum Armor Source GM Core pg. 228 Usage worn armor Bulk varies by armor Base Material Orichalcum --- Orichalcum armor can be etched with four magic property runes instead of three due to the magical empowerment of orichalcum. If you’re wearing armor made of orichalcum, the armor grants you insights into the future, granting you a +1 circumstance bonus to initiative rolls. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Orichalcum Armor (High-Grade) Source GM Core pg. 228, Core Rulebook pg. 556 Price 55,000 gp (+5,500 gp per Bulk) --- The initial raw materials must include orichalcum worth at least 27,500 gp + 2,750 gp per Bulk.","skill_mod":{},"summary":"The initial raw materials must include orichalcum worth at least 27,500 gp + 2,750 gp per Bulk.","primary_source":"GM Core","trait_group":["Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2802","name":"Orichalcum Armor (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2802-2603"},{"skill_mod":{},"summary":"Silver armor sickens certain creatures that touch it. A creature with weakness to silver that critically fails an unarmed attack against a creature …","item_child_id":["equipment-2803-2604","equipment-2803-2605","equipment-2803-2606"],"primary_source":"GM Core","primary_source_category":"Rulebooks","level":5,"usage":"worn armor","source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","source":["GM Core"],"type":"Item","item_category":"Armor","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2803","weakness":{},"name":"Silver Armor","legacy_id":["equipment-146"],"id":"equipment-2803","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Silver Armor Source GM Core pg. 229 Usage worn armor Bulk varies by armor Base Material Silver --- Silver armor sickens certain creatures that touch it. A creature with weakness to silver that critically fails an unarmed attack against a creature in silver armor becomes sickened 1. A creature with weakness to silver is sickened 1 as long as it wears silver armor. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Silver Armor (Low-Grade) Source GM Core pg. 229, Core Rulebook pg. 556 Price 140 gp (+14 gp per Bulk) --- silver worth at least 70 sp + 7 sp per Bulk <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Silver Armor (Standard-Grade) Source GM Core pg. 229, Core Rulebook pg. 556 Price 1,200 gp (+120 gp per Bulk) --- The initial raw materials must include silver worth at least 150 gp + 15 gp per Bulk. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Silver Armor (High-Grade) Source GM Core pg. 229, Core Rulebook pg. 556 Price 20,000 gp (+2,000 gp per Bulk) --- The initial raw materials must include silver worth at least 10,000 gp + 1,000 gp per Bulk.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2803"},{"legacy_name":["Silver Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2803","weakness":{},"price":14000,"legacy_id":["equipment-146"],"id":"equipment-2803-2604","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Silver Armor Source GM Core pg. 229 Usage worn armor Bulk varies by armor Base Material Silver --- Silver armor sickens certain creatures that touch it. A creature with weakness to silver that critically fails an unarmed attack against a creature in silver armor becomes sickened 1. A creature with weakness to silver is sickened 1 as long as it wears silver armor. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Silver Armor (Low-Grade) Source GM Core pg. 229, Core Rulebook pg. 556 Price 140 gp (+14 gp per Bulk) --- silver worth at least 70 sp + 7 sp per Bulk <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Silver Armor (Standard-Grade) Source GM Core pg. 229, Core Rulebook pg. 556 Price 1,200 gp (+120 gp per Bulk) --- The initial raw materials must include silver worth at least 150 gp + 15 gp per Bulk. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Silver Armor (High-Grade) Source GM Core pg. 229, Core Rulebook pg. 556 Price 20,000 gp (+2,000 gp per Bulk) --- The initial raw materials must include silver worth at least 10,000 gp + 1,000 gp per Bulk.","skill_mod":{},"summary":"silver worth at least 70 sp + 7 sp per Bulk","primary_source":"GM Core","level":5,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2803","name":"Silver Armor (Low-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2803-2604"},{"legacy_name":["Silver Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2803","weakness":{},"price":120000,"legacy_id":["equipment-146"],"id":"equipment-2803-2605","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Silver Armor Source GM Core pg. 229 Usage worn armor Bulk varies by armor Base Material Silver --- Silver armor sickens certain creatures that touch it. A creature with weakness to silver that critically fails an unarmed attack against a creature in silver armor becomes sickened 1. A creature with weakness to silver is sickened 1 as long as it wears silver armor. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Silver Armor (Low-Grade) Source GM Core pg. 229, Core Rulebook pg. 556 Price 140 gp (+14 gp per Bulk) --- silver worth at least 70 sp + 7 sp per Bulk <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Silver Armor (Standard-Grade) Source GM Core pg. 229, Core Rulebook pg. 556 Price 1,200 gp (+120 gp per Bulk) --- The initial raw materials must include silver worth at least 150 gp + 15 gp per Bulk. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Silver Armor (High-Grade) Source GM Core pg. 229, Core Rulebook pg. 556 Price 20,000 gp (+2,000 gp per Bulk) --- The initial raw materials must include silver worth at least 10,000 gp + 1,000 gp per Bulk.","skill_mod":{},"summary":"The initial raw materials must include silver worth at least 150 gp + 15 gp per Bulk.","primary_source":"GM Core","level":11,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2803","name":"Silver Armor (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2803-2605"},{"legacy_name":["Silver Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2803","weakness":{},"price":2000000,"legacy_id":["equipment-146"],"id":"equipment-2803-2606","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Silver Armor Source GM Core pg. 229 Usage worn armor Bulk varies by armor Base Material Silver --- Silver armor sickens certain creatures that touch it. A creature with weakness to silver that critically fails an unarmed attack against a creature in silver armor becomes sickened 1. A creature with weakness to silver is sickened 1 as long as it wears silver armor. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Silver Armor (Low-Grade) Source GM Core pg. 229, Core Rulebook pg. 556 Price 140 gp (+14 gp per Bulk) --- silver worth at least 70 sp + 7 sp per Bulk <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Silver Armor (Standard-Grade) Source GM Core pg. 229, Core Rulebook pg. 556 Price 1,200 gp (+120 gp per Bulk) --- The initial raw materials must include silver worth at least 150 gp + 15 gp per Bulk. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Silver Armor (High-Grade) Source GM Core pg. 229, Core Rulebook pg. 556 Price 20,000 gp (+2,000 gp per Bulk) --- The initial raw materials must include silver worth at least 10,000 gp + 1,000 gp per Bulk.","skill_mod":{},"summary":"The initial raw materials must include silver worth at least 10,000 gp + 1,000 gp per Bulk.","primary_source":"GM Core","level":18,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=2803","name":"Silver Armor (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2803-2606"},{"item_child_id":["equipment-2804-2607","equipment-2804-2608","equipment-2804-2609","equipment-2804-2610","equipment-2804-2611","equipment-2804-2612"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"legacy_id":["equipment-147"],"trait":["Invested","Magical"],"id":"equipment-2804","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Magic Armor Source GM Core pg. 229 Usage worn armor Bulk varies by armor --- A suit of magic armor is simply a suit of armor or explorer’s clothing etched with fundamental runes. An armor potency rune increases the armor’s item bonus to AC, and a resilient rune adds an item bonus to saving throws. The Prices here are for all types of armor. You don’t need to adjust the Price from leather armor to full plate or the like. These armors are made of standard materials, not precious materials such as dawnsilver. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Armor (+1) Source GM Core pg. 229, Core Rulebook pg. 556 Price 160 gp --- This armor has a +1 armor potency rune (increase the item bonus to AC by 1). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Magic Armor (+1 Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 500 gp --- This armor has a +1 armor potency rune (increase the item bonus to AC by 1) and a resilient rune (+1 item bonus to saves). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Armor (+2 Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 1,400 gp --- This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a resilient rune (+1 item bonus to saves). <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Magic Armor (+2 Greater Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 4,500 gp --- This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a greater resilient rune (+2 item bonus to saves). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Magic Armor (+3 Greater Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 24,000 gp --- This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a greater resilient rune (+2 item bonus to saves). <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Magic Armor (+3 Major Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 70,000 gp --- This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a major resilient rune (+3 item bonus to saves).","skill_mod":{},"summary":"A suit of magic armor is simply a suit of armor or explorer’s clothing etched with fundamental runes. An armor potency rune increases the armor’s …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Basic Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2804","name":"Magic Armor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2804"},{"legacy_name":["Magic Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2804","weakness":{},"price":16000,"legacy_id":["equipment-147"],"trait":["Invested","Magical"],"id":"equipment-2804-2607","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Magic Armor Source GM Core pg. 229 Usage worn armor Bulk varies by armor --- A suit of magic armor is simply a suit of armor or explorer’s clothing etched with fundamental runes. An armor potency rune increases the armor’s item bonus to AC, and a resilient rune adds an item bonus to saving throws. The Prices here are for all types of armor. You don’t need to adjust the Price from leather armor to full plate or the like. These armors are made of standard materials, not precious materials such as dawnsilver. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Armor (+1) Source GM Core pg. 229, Core Rulebook pg. 556 Price 160 gp --- This armor has a +1 armor potency rune (increase the item bonus to AC by 1). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Magic Armor (+1 Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 500 gp --- This armor has a +1 armor potency rune (increase the item bonus to AC by 1) and a resilient rune (+1 item bonus to saves). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Armor (+2 Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 1,400 gp --- This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a resilient rune (+1 item bonus to saves). <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Magic Armor (+2 Greater Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 4,500 gp --- This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a greater resilient rune (+2 item bonus to saves). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Magic Armor (+3 Greater Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 24,000 gp --- This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a greater resilient rune (+2 item bonus to saves). <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Magic Armor (+3 Major Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 70,000 gp --- This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a major resilient rune (+3 item bonus to saves).","skill_mod":{},"summary":"This armor has a +1 armor potency rune (increase the item bonus to AC by 1).","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Basic Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2804","name":"Magic Armor (+1)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2804-2607"},{"legacy_name":["Magic Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2804","weakness":{},"price":50000,"legacy_id":["equipment-147"],"trait":["Invested","Magical"],"id":"equipment-2804-2608","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Magic Armor Source GM Core pg. 229 Usage worn armor Bulk varies by armor --- A suit of magic armor is simply a suit of armor or explorer’s clothing etched with fundamental runes. An armor potency rune increases the armor’s item bonus to AC, and a resilient rune adds an item bonus to saving throws. The Prices here are for all types of armor. You don’t need to adjust the Price from leather armor to full plate or the like. These armors are made of standard materials, not precious materials such as dawnsilver. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Armor (+1) Source GM Core pg. 229, Core Rulebook pg. 556 Price 160 gp --- This armor has a +1 armor potency rune (increase the item bonus to AC by 1). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Magic Armor (+1 Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 500 gp --- This armor has a +1 armor potency rune (increase the item bonus to AC by 1) and a resilient rune (+1 item bonus to saves). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Armor (+2 Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 1,400 gp --- This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a resilient rune (+1 item bonus to saves). <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Magic Armor (+2 Greater Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 4,500 gp --- This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a greater resilient rune (+2 item bonus to saves). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Magic Armor (+3 Greater Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 24,000 gp --- This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a greater resilient rune (+2 item bonus to saves). <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Magic Armor (+3 Major Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 70,000 gp --- This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a major resilient rune (+3 item bonus to saves).","skill_mod":{},"summary":"This armor has a +1 armor potency rune (increase the item bonus to AC by 1) and a resilient rune (+1 item bonus to saves).","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Basic Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2804","name":"Magic Armor (+1 Resilient)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2804-2608"},{"legacy_name":["Magic Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2804","weakness":{},"price":140000,"legacy_id":["equipment-147"],"trait":["Invested","Magical"],"id":"equipment-2804-2609","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Magic Armor Source GM Core pg. 229 Usage worn armor Bulk varies by armor --- A suit of magic armor is simply a suit of armor or explorer’s clothing etched with fundamental runes. An armor potency rune increases the armor’s item bonus to AC, and a resilient rune adds an item bonus to saving throws. The Prices here are for all types of armor. You don’t need to adjust the Price from leather armor to full plate or the like. These armors are made of standard materials, not precious materials such as dawnsilver. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Armor (+1) Source GM Core pg. 229, Core Rulebook pg. 556 Price 160 gp --- This armor has a +1 armor potency rune (increase the item bonus to AC by 1). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Magic Armor (+1 Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 500 gp --- This armor has a +1 armor potency rune (increase the item bonus to AC by 1) and a resilient rune (+1 item bonus to saves). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Armor (+2 Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 1,400 gp --- This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a resilient rune (+1 item bonus to saves). <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Magic Armor (+2 Greater Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 4,500 gp --- This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a greater resilient rune (+2 item bonus to saves). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Magic Armor (+3 Greater Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 24,000 gp --- This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a greater resilient rune (+2 item bonus to saves). <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Magic Armor (+3 Major Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 70,000 gp --- This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a major resilient rune (+3 item bonus to saves).","skill_mod":{},"summary":"This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a resilient rune (+1 item bonus to saves).","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Basic Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2804","name":"Magic Armor (+2 Resilient)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2804-2609"},{"legacy_name":["Magic Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2804","weakness":{},"price":450000,"legacy_id":["equipment-147"],"trait":["Invested","Magical"],"id":"equipment-2804-2610","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Magic Armor Source GM Core pg. 229 Usage worn armor Bulk varies by armor --- A suit of magic armor is simply a suit of armor or explorer’s clothing etched with fundamental runes. An armor potency rune increases the armor’s item bonus to AC, and a resilient rune adds an item bonus to saving throws. The Prices here are for all types of armor. You don’t need to adjust the Price from leather armor to full plate or the like. These armors are made of standard materials, not precious materials such as dawnsilver. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Armor (+1) Source GM Core pg. 229, Core Rulebook pg. 556 Price 160 gp --- This armor has a +1 armor potency rune (increase the item bonus to AC by 1). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Magic Armor (+1 Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 500 gp --- This armor has a +1 armor potency rune (increase the item bonus to AC by 1) and a resilient rune (+1 item bonus to saves). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Armor (+2 Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 1,400 gp --- This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a resilient rune (+1 item bonus to saves). <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Magic Armor (+2 Greater Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 4,500 gp --- This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a greater resilient rune (+2 item bonus to saves). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Magic Armor (+3 Greater Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 24,000 gp --- This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a greater resilient rune (+2 item bonus to saves). <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Magic Armor (+3 Major Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 70,000 gp --- This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a major resilient rune (+3 item bonus to saves).","skill_mod":{},"summary":"This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a greater resilient rune (+2 item bonus to saves).","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Basic Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2804","name":"Magic Armor (+2 Greater Resilient)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2804-2610"},{"legacy_name":["Magic Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2804","weakness":{},"price":2400000,"legacy_id":["equipment-147"],"trait":["Invested","Magical"],"id":"equipment-2804-2611","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Magic Armor Source GM Core pg. 229 Usage worn armor Bulk varies by armor --- A suit of magic armor is simply a suit of armor or explorer’s clothing etched with fundamental runes. An armor potency rune increases the armor’s item bonus to AC, and a resilient rune adds an item bonus to saving throws. The Prices here are for all types of armor. You don’t need to adjust the Price from leather armor to full plate or the like. These armors are made of standard materials, not precious materials such as dawnsilver. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Armor (+1) Source GM Core pg. 229, Core Rulebook pg. 556 Price 160 gp --- This armor has a +1 armor potency rune (increase the item bonus to AC by 1). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Magic Armor (+1 Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 500 gp --- This armor has a +1 armor potency rune (increase the item bonus to AC by 1) and a resilient rune (+1 item bonus to saves). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Armor (+2 Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 1,400 gp --- This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a resilient rune (+1 item bonus to saves). <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Magic Armor (+2 Greater Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 4,500 gp --- This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a greater resilient rune (+2 item bonus to saves). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Magic Armor (+3 Greater Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 24,000 gp --- This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a greater resilient rune (+2 item bonus to saves). <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Magic Armor (+3 Major Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 70,000 gp --- This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a major resilient rune (+3 item bonus to saves).","skill_mod":{},"summary":"This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a greater resilient rune (+2 item bonus to saves).","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Basic Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2804","name":"Magic Armor (+3 Greater Resilient)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2804-2611"},{"legacy_name":["Magic Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2804","weakness":{},"price":7000000,"legacy_id":["equipment-147"],"trait":["Invested","Magical"],"id":"equipment-2804-2612","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Magic Armor Source GM Core pg. 229 Usage worn armor Bulk varies by armor --- A suit of magic armor is simply a suit of armor or explorer’s clothing etched with fundamental runes. An armor potency rune increases the armor’s item bonus to AC, and a resilient rune adds an item bonus to saving throws. The Prices here are for all types of armor. You don’t need to adjust the Price from leather armor to full plate or the like. These armors are made of standard materials, not precious materials such as dawnsilver. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Armor (+1) Source GM Core pg. 229, Core Rulebook pg. 556 Price 160 gp --- This armor has a +1 armor potency rune (increase the item bonus to AC by 1). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Magic Armor (+1 Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 500 gp --- This armor has a +1 armor potency rune (increase the item bonus to AC by 1) and a resilient rune (+1 item bonus to saves). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Armor (+2 Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 1,400 gp --- This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a resilient rune (+1 item bonus to saves). <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Magic Armor (+2 Greater Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 4,500 gp --- This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a greater resilient rune (+2 item bonus to saves). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Magic Armor (+3 Greater Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 24,000 gp --- This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a greater resilient rune (+2 item bonus to saves). <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Magic Armor (+3 Major Resilient) Source GM Core pg. 229, Core Rulebook pg. 556 Price 70,000 gp --- This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a major resilient rune (+3 item bonus to saves).","skill_mod":{},"summary":"This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a major resilient rune (+3 item bonus to saves).","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Basic Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2804","name":"Magic Armor (+3 Major Resilient)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2804-2612"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":95000,"skill":["Athletics","Stealth"],"legacy_id":["equipment-152"],"trait":["Invested","Magical"],"id":"equipment-2805","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Electric Eelskin Source GM Core pg. 230 Price 950 gp Usage worn armor Bulk 1 Base Armor Leather Armor --- Shining, slippery eelskin covers the plates of this +1 resilient greater slick leather armor . The armor gives you the ability to breathe water and grants you a +2 item bonus to Athletics checks to Swim and Stealth checks you attempt in the water. Activate—Unleash Charge Two Actions (manipulate) Frequency once per hour; Effect You cast a 2nd-rank thunderstrike with a DC of 29. Craft Requirements Supply one casting of thunderstrike .\n","skill_mod":{},"summary":"Shining, slippery eelskin covers the plates of this +1 resilient greater slick leather armor . The armor gives you the ability to breathe …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2805","base_item":["Leather Armor"],"name":"Electric Eelskin","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2805"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":1280000,"legacy_id":["equipment-154"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-2806","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Impenetrable Scale Source GM Core pg. 230 Price 12,800 gp Usage worn armor Bulk 3 Base Armor Scale Mail --- Made of overlapping, lustrous black scales of standard-grade adamantine, this +2 greater resilient fortification adamantine scale mail seems to momentarily thicken at the point of impact when hit. Whenever the armor’s fortification rune successfully turns a significant foe’s critical hit into a normal hit, one of the scales on the armor turns violet. You gain resistance to physical damage equal to the number of violet scales, to a maximum of 8. At dawn each day, all the violet scales return to normal. Craft Requirements The initial raw materials must include 1,600 gp of adamantine.\n","skill_mod":{},"summary":"Made of overlapping, lustrous black scales of standard-grade adamantine, this +2 greater resilient fortification adamantine scale mail …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2806","base_item":["Scale Mail"],"name":"Impenetrable Scale","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2806"},{"item_child_id":["equipment-2807-2613","equipment-2807-2614"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"trait":["Invested","Magical"],"id":"equipment-2807","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Lion's Armor Source GM Core pg. 230 Usage worn armor Bulk 3 Base Armor Half Plate --- Various parts of this +2 resilient half plate are forged into the shape of a lion’s head. The golden lion heads grant you a commanding presence and seem to actively growl at your enemies, granting you a +2 item bonus to Intimidation. The lions on the armor work in tandem with the lion on a lion's shield . If you critically hit with the lion’s shield using Lion Bite, the lions on the armor roar in support of the shield, causing the target of the shield’s Strike to become frightened 1. Activate—Roar of the Pride Two Actions (concentrate) Frequency once per day; Effect The lions on your armor roar, attempting to cow your enemies. Attempt a check to Demoralize each enemy within 30 feet of you. On a critical success, the target is also fleeing for 1 round. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lion's Armor Source GM Core pg. 230 Price 2,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Lion's Armor (Greater) Source GM Core pg. 230 Price 30,500 gp --- The armor is +3 greater resilient half plate , the item bonus is +3, and you can use Roar of the Pride once per hour instead of once per day.","skill_mod":{},"summary":"Various parts of this +2 resilient half plate are forged into the shape of a lion’s head. The golden lion heads grant you a commanding presence …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2807","base_item":["Half Plate"],"name":"Lion's Armor","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2807"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2807","weakness":{},"price":200000,"trait":["Invested","Magical"],"id":"equipment-2807-2613","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Lion's Armor Source GM Core pg. 230 Usage worn armor Bulk 3 Base Armor Half Plate --- Various parts of this +2 resilient half plate are forged into the shape of a lion’s head. The golden lion heads grant you a commanding presence and seem to actively growl at your enemies, granting you a +2 item bonus to Intimidation. The lions on the armor work in tandem with the lion on a lion's shield . If you critically hit with the lion’s shield using Lion Bite, the lions on the armor roar in support of the shield, causing the target of the shield’s Strike to become frightened 1. Activate—Roar of the Pride Two Actions (concentrate) Frequency once per day; Effect The lions on your armor roar, attempting to cow your enemies. Attempt a check to Demoralize each enemy within 30 feet of you. On a critical success, the target is also fleeing for 1 round. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lion's Armor Source GM Core pg. 230 Price 2,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Lion's Armor (Greater) Source GM Core pg. 230 Price 30,500 gp --- The armor is +3 greater resilient half plate , the item bonus is +3, and you can use Roar of the Pride once per hour instead of once per day.","skill_mod":{},"summary":"Various parts of this +2 resilient half plate are forged into the shape of a lion’s head. The golden lion heads grant you a commanding presence …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2807","base_item":["Half Plate"],"name":"Lion's Armor","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2807-2613"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2807","weakness":{},"price":3050000,"trait":["Invested","Magical"],"id":"equipment-2807-2614","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Lion's Armor Source GM Core pg. 230 Usage worn armor Bulk 3 Base Armor Half Plate --- Various parts of this +2 resilient half plate are forged into the shape of a lion’s head. The golden lion heads grant you a commanding presence and seem to actively growl at your enemies, granting you a +2 item bonus to Intimidation. The lions on the armor work in tandem with the lion on a lion's shield . If you critically hit with the lion’s shield using Lion Bite, the lions on the armor roar in support of the shield, causing the target of the shield’s Strike to become frightened 1. Activate—Roar of the Pride Two Actions (concentrate) Frequency once per day; Effect The lions on your armor roar, attempting to cow your enemies. Attempt a check to Demoralize each enemy within 30 feet of you. On a critical success, the target is also fleeing for 1 round. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lion's Armor Source GM Core pg. 230 Price 2,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Lion's Armor (Greater) Source GM Core pg. 230 Price 30,500 gp --- The armor is +3 greater resilient half plate , the item bonus is +3, and you can use Roar of the Pride once per hour instead of once per day.","skill_mod":{},"summary":"The armor is +3 greater resilient half plate , the item bonus is +3, and you can use Roar of the Pride once per hour instead of once per day.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2807","base_item":["Half Plate"],"name":"Lion's Armor (Greater)","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2807-2614"},{"item_child_id":["equipment-2808-2615","equipment-2808-2616"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"trait":["Invested","Magical"],"id":"equipment-2808","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Life-Saver Mail Source GM Core pg. 230 Usage worn armor Bulk 3 Base Armor Splint Mail --- This suit of +2 resilient fortification splint mail has a large, green gemstone inset in a prominent location. While wearing the armor, you feel at ease knowing the armor can protect you in even dire circumstances. The gemstone glows with life essence, casting green light as brightly as a torch. You can suppress or resume this light by using a single action, which has the concentrate trait. Activate—Second Chance Reaction (concentrate) Frequency once per day; Trigger You would die; Effect The armor’s gemstone turns gray as it shares life energy with you. The armor casts breath of life on you. Activate—Shielding Light Two Actions (concentrate, manipulate) Effect You tap on the gemstone, producing a protective screen of green light. You cast a 5th-rank shield spell. As normal with the spell, you can’t cast shield again (using this activation or other means) for 10 minutes if you use it to Shield Block. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Life-Saver Mail Source GM Core pg. 230 Price 4,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Life-Saver Mail (Greater) Source GM Core pg. 230 Price 52,500 gp --- The armor is +3 greater resilient greater fortification splint mail . Shielding Light casts a 9th-rank shield spell.","skill_mod":{},"summary":"This suit of +2 resilient fortification splint mail has a large, green gemstone inset in a prominent location. While wearing the armor, you …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2808","base_item":["Splint Mail"],"name":"Life-Saver Mail","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2808"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2808","weakness":{},"price":400000,"trait":["Invested","Magical"],"id":"equipment-2808-2615","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Life-Saver Mail Source GM Core pg. 230 Usage worn armor Bulk 3 Base Armor Splint Mail --- This suit of +2 resilient fortification splint mail has a large, green gemstone inset in a prominent location. While wearing the armor, you feel at ease knowing the armor can protect you in even dire circumstances. The gemstone glows with life essence, casting green light as brightly as a torch. You can suppress or resume this light by using a single action, which has the concentrate trait. Activate—Second Chance Reaction (concentrate) Frequency once per day; Trigger You would die; Effect The armor’s gemstone turns gray as it shares life energy with you. The armor casts breath of life on you. Activate—Shielding Light Two Actions (concentrate, manipulate) Effect You tap on the gemstone, producing a protective screen of green light. You cast a 5th-rank shield spell. As normal with the spell, you can’t cast shield again (using this activation or other means) for 10 minutes if you use it to Shield Block. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Life-Saver Mail Source GM Core pg. 230 Price 4,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Life-Saver Mail (Greater) Source GM Core pg. 230 Price 52,500 gp --- The armor is +3 greater resilient greater fortification splint mail . Shielding Light casts a 9th-rank shield spell.","skill_mod":{},"summary":"This suit of +2 resilient fortification splint mail has a large, green gemstone inset in a prominent location. While wearing the armor, you …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2808","base_item":["Splint Mail"],"name":"Life-Saver Mail","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2808-2615"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-2808","weakness":{},"price":5250000,"trait":["Invested","Magical"],"id":"equipment-2808-2616","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Life-Saver Mail Source GM Core pg. 230 Usage worn armor Bulk 3 Base Armor Splint Mail --- This suit of +2 resilient fortification splint mail has a large, green gemstone inset in a prominent location. While wearing the armor, you feel at ease knowing the armor can protect you in even dire circumstances. The gemstone glows with life essence, casting green light as brightly as a torch. You can suppress or resume this light by using a single action, which has the concentrate trait. Activate—Second Chance Reaction (concentrate) Frequency once per day; Trigger You would die; Effect The armor’s gemstone turns gray as it shares life energy with you. The armor casts breath of life on you. Activate—Shielding Light Two Actions (concentrate, manipulate) Effect You tap on the gemstone, producing a protective screen of green light. You cast a 5th-rank shield spell. As normal with the spell, you can’t cast shield again (using this activation or other means) for 10 minutes if you use it to Shield Block. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Life-Saver Mail Source GM Core pg. 230 Price 4,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Life-Saver Mail (Greater) Source GM Core pg. 230 Price 52,500 gp --- The armor is +3 greater resilient greater fortification splint mail . Shielding Light casts a 9th-rank shield spell.","skill_mod":{},"summary":"The armor is +3 greater resilient greater fortification splint mail . Shielding Light casts a 9th-rank shield spell.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2808","base_item":["Splint Mail"],"name":"Life-Saver Mail (Greater)","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2808-2616"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":36000,"legacy_id":["equipment-156"],"trait":["Invested","Magical"],"id":"equipment-2809","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Moonlit Chain Source GM Core pg. 231 Price 360 gp Usage worn armor Bulk 1 Base Armor Chain Shirt --- This +1 silver chain shirt has a collar adorned with stitched images of the phases of the moon. You can see in moonlight as though you had low-light vision. Activate—Dim Sight Single Action (manipulate) Frequency once per day; Effect You touch the stitched image of the new moon on the armor's collar and suppress the dazzled condition for 1 minute. Craft Requirements The initial raw materials must include 33 gp of silver.\n","skill_mod":{},"summary":"This +1 silver chain shirt has a collar adorned with stitched images of the phases of the moon. You can see in moonlight as though you had …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2809","base_item":["Chain Shirt"],"name":"Moonlit Chain","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2809"},{"legacy_name":["Plate Armor of the Deep"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["GM Core"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":100000,"skill":["Athletics"],"legacy_id":["equipment-157"],"trait":["Invested","Magical"],"id":"equipment-2810","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Tideplate Source GM Core pg. 231 Price 1,000 gp Usage worn armor Bulk 4 Base Armor Full Plate --- Rippling water motifs decorate this simple suit of +1 resilient full plate . The plate has been altered for underwater use, so it's check penalty doesn't apply to Acrobatics or Athletics checks in water or similar liquids. While wearing the armor, you gain a +2 item bonus to Athletics checks to Swim, and you can breathe underwater. Activate—Ride the Waves Two Actions (concentrate, manipulate) Frequency once per hour; Effect The ripples on the armor begin to undulate, matching the movement of any nearby water. The armor casts water walk on you. Activate—Submerge Two Actions (concentrate, manipulate, polymorph) Frequency once per day; Effect You merge with the water for 10 minutes. While merged, you can't move, you can see through the water if it's clear enough, and you can hear what's going on outside of the water. Water typically can't take damage, but if the water you're merged in is subject to electricity damage or an ability or effect that destroys or dries water, you're expelled from the water and take 10d6 damage. Control water expels you without dealing damage.\n","skill_mod":{},"summary":"Rippling water motifs decorate this simple suit of +1 resilient full plate . The plate has been altered for underwater use, so it's check …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=2810","base_item":["Full Plate"],"name":"Tideplate","bulk":4,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2810"},{"item_child_id":["equipment-2811-2617","equipment-2811-2618","equipment-2811-2619","equipment-2811-2620","equipment-2811-2621","equipment-2811-2622"],"primary_source_category":"Rulebooks","usage":"etched onto a shield","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"trait":["Magical"],"id":"equipment-2811","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Reinforcing Rune Source GM Core pg. 232 Usage etched onto a shield --- Reinforcing runes make a shield significantly more durable, allowing it to effectively block more powerful attacks. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Reinforcing Rune (Minor) Source GM Core pg. 232 Price 75 gp --- The shield’s Hardness increases by 3, it gains an additional 44 Hit Points, and its BT increases by 22 (maximum 8 Hardness, 64 HP, and 32 BT). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Reinforcing Rune (Lesser) Source GM Core pg. 232 Price 300 gp --- The shield’s Hardness increases by 3, it gains an additional 52 Hit Points, and its BT increases by 26 (maximum 10 Hardness, 80 HP, and 40 BT). <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Reinforcing Rune (Moderate) Source GM Core pg. 232 Price 900 gp --- The shield’s Hardness increases by 3, it gains an additional 64 Hit Points, and its BT increases by 32 (maximum 13 Hardness, 104 HP, and 52 BT). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Reinforcing Rune (Greater) Source GM Core pg. 232 Price 2,500 gp --- The shield’s Hardness increases by 5, it gains an additional 80 Hit Points, and its BT increases by 40 (maximum 15 Hardness, 120 HP, and 60 BT). <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Reinforcing Rune (Major) Source GM Core pg. 232 Price 8,000 gp --- The shield’s Hardness increases by 5, it gains an additional 84 Hit Points, and its BT increases by 42 (maximum 17 Hardness, 136 HP, and 68 BT). <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Reinforcing Rune (Supreme) Source GM Core pg. 232 Price 32,000 gp --- The shield’s Hardness increases by 7, it gains an additional 108 Hit Points, and its BT increases by 54 (maximum 20 Hardness, 160 HP, and 80 BT).","skill_mod":{},"summary":"Reinforcing runes make a shield significantly more durable, allowing it to effectively block more powerful attacks.","primary_source":"GM Core","trait_group":["Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Shield Runes","resistance":{},"url":"/Equipment.aspx?ID=2811","name":"Reinforcing Rune","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2811"},{"primary_source_category":"Rulebooks","usage":"etched onto a shield","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2811","weakness":{},"price":7500,"trait":["Magical"],"id":"equipment-2811-2617","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Reinforcing Rune Source GM Core pg. 232 Usage etched onto a shield --- Reinforcing runes make a shield significantly more durable, allowing it to effectively block more powerful attacks. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Reinforcing Rune (Minor) Source GM Core pg. 232 Price 75 gp --- The shield’s Hardness increases by 3, it gains an additional 44 Hit Points, and its BT increases by 22 (maximum 8 Hardness, 64 HP, and 32 BT). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Reinforcing Rune (Lesser) Source GM Core pg. 232 Price 300 gp --- The shield’s Hardness increases by 3, it gains an additional 52 Hit Points, and its BT increases by 26 (maximum 10 Hardness, 80 HP, and 40 BT). <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Reinforcing Rune (Moderate) Source GM Core pg. 232 Price 900 gp --- The shield’s Hardness increases by 3, it gains an additional 64 Hit Points, and its BT increases by 32 (maximum 13 Hardness, 104 HP, and 52 BT). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Reinforcing Rune (Greater) Source GM Core pg. 232 Price 2,500 gp --- The shield’s Hardness increases by 5, it gains an additional 80 Hit Points, and its BT increases by 40 (maximum 15 Hardness, 120 HP, and 60 BT). <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Reinforcing Rune (Major) Source GM Core pg. 232 Price 8,000 gp --- The shield’s Hardness increases by 5, it gains an additional 84 Hit Points, and its BT increases by 42 (maximum 17 Hardness, 136 HP, and 68 BT). <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Reinforcing Rune (Supreme) Source GM Core pg. 232 Price 32,000 gp --- The shield’s Hardness increases by 7, it gains an additional 108 Hit Points, and its BT increases by 54 (maximum 20 Hardness, 160 HP, and 80 BT).","skill_mod":{},"summary":"The shield’s Hardness increases by 3, it gains an additional 44 Hit Points, and its BT increases by 22 (maximum 8 Hardness, 64 HP, and 32 BT).","primary_source":"GM Core","trait_group":["Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Shield Runes","resistance":{},"url":"/Equipment.aspx?ID=2811","name":"Reinforcing Rune (Minor)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2811-2617"},{"primary_source_category":"Rulebooks","usage":"etched onto a shield","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2811","weakness":{},"price":30000,"trait":["Magical"],"id":"equipment-2811-2618","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Reinforcing Rune Source GM Core pg. 232 Usage etched onto a shield --- Reinforcing runes make a shield significantly more durable, allowing it to effectively block more powerful attacks. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Reinforcing Rune (Minor) Source GM Core pg. 232 Price 75 gp --- The shield’s Hardness increases by 3, it gains an additional 44 Hit Points, and its BT increases by 22 (maximum 8 Hardness, 64 HP, and 32 BT). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Reinforcing Rune (Lesser) Source GM Core pg. 232 Price 300 gp --- The shield’s Hardness increases by 3, it gains an additional 52 Hit Points, and its BT increases by 26 (maximum 10 Hardness, 80 HP, and 40 BT). <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Reinforcing Rune (Moderate) Source GM Core pg. 232 Price 900 gp --- The shield’s Hardness increases by 3, it gains an additional 64 Hit Points, and its BT increases by 32 (maximum 13 Hardness, 104 HP, and 52 BT). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Reinforcing Rune (Greater) Source GM Core pg. 232 Price 2,500 gp --- The shield’s Hardness increases by 5, it gains an additional 80 Hit Points, and its BT increases by 40 (maximum 15 Hardness, 120 HP, and 60 BT). <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Reinforcing Rune (Major) Source GM Core pg. 232 Price 8,000 gp --- The shield’s Hardness increases by 5, it gains an additional 84 Hit Points, and its BT increases by 42 (maximum 17 Hardness, 136 HP, and 68 BT). <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Reinforcing Rune (Supreme) Source GM Core pg. 232 Price 32,000 gp --- The shield’s Hardness increases by 7, it gains an additional 108 Hit Points, and its BT increases by 54 (maximum 20 Hardness, 160 HP, and 80 BT).","skill_mod":{},"summary":"The shield’s Hardness increases by 3, it gains an additional 52 Hit Points, and its BT increases by 26 (maximum 10 Hardness, 80 HP, and 40 BT).","primary_source":"GM Core","trait_group":["Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Shield Runes","resistance":{},"url":"/Equipment.aspx?ID=2811","name":"Reinforcing Rune (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2811-2618"},{"primary_source_category":"Rulebooks","usage":"etched onto a shield","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2811","weakness":{},"price":90000,"trait":["Magical"],"id":"equipment-2811-2619","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Reinforcing Rune Source GM Core pg. 232 Usage etched onto a shield --- Reinforcing runes make a shield significantly more durable, allowing it to effectively block more powerful attacks. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Reinforcing Rune (Minor) Source GM Core pg. 232 Price 75 gp --- The shield’s Hardness increases by 3, it gains an additional 44 Hit Points, and its BT increases by 22 (maximum 8 Hardness, 64 HP, and 32 BT). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Reinforcing Rune (Lesser) Source GM Core pg. 232 Price 300 gp --- The shield’s Hardness increases by 3, it gains an additional 52 Hit Points, and its BT increases by 26 (maximum 10 Hardness, 80 HP, and 40 BT). <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Reinforcing Rune (Moderate) Source GM Core pg. 232 Price 900 gp --- The shield’s Hardness increases by 3, it gains an additional 64 Hit Points, and its BT increases by 32 (maximum 13 Hardness, 104 HP, and 52 BT). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Reinforcing Rune (Greater) Source GM Core pg. 232 Price 2,500 gp --- The shield’s Hardness increases by 5, it gains an additional 80 Hit Points, and its BT increases by 40 (maximum 15 Hardness, 120 HP, and 60 BT). <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Reinforcing Rune (Major) Source GM Core pg. 232 Price 8,000 gp --- The shield’s Hardness increases by 5, it gains an additional 84 Hit Points, and its BT increases by 42 (maximum 17 Hardness, 136 HP, and 68 BT). <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Reinforcing Rune (Supreme) Source GM Core pg. 232 Price 32,000 gp --- The shield’s Hardness increases by 7, it gains an additional 108 Hit Points, and its BT increases by 54 (maximum 20 Hardness, 160 HP, and 80 BT).","skill_mod":{},"summary":"The shield’s Hardness increases by 3, it gains an additional 64 Hit Points, and its BT increases by 32 (maximum 13 Hardness, 104 HP, and 52 BT).","primary_source":"GM Core","trait_group":["Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Shield Runes","resistance":{},"url":"/Equipment.aspx?ID=2811","name":"Reinforcing Rune (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2811-2619"},{"primary_source_category":"Rulebooks","usage":"etched onto a shield","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2811","weakness":{},"price":250000,"trait":["Magical"],"id":"equipment-2811-2620","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Reinforcing Rune Source GM Core pg. 232 Usage etched onto a shield --- Reinforcing runes make a shield significantly more durable, allowing it to effectively block more powerful attacks. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Reinforcing Rune (Minor) Source GM Core pg. 232 Price 75 gp --- The shield’s Hardness increases by 3, it gains an additional 44 Hit Points, and its BT increases by 22 (maximum 8 Hardness, 64 HP, and 32 BT). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Reinforcing Rune (Lesser) Source GM Core pg. 232 Price 300 gp --- The shield’s Hardness increases by 3, it gains an additional 52 Hit Points, and its BT increases by 26 (maximum 10 Hardness, 80 HP, and 40 BT). <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Reinforcing Rune (Moderate) Source GM Core pg. 232 Price 900 gp --- The shield’s Hardness increases by 3, it gains an additional 64 Hit Points, and its BT increases by 32 (maximum 13 Hardness, 104 HP, and 52 BT). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Reinforcing Rune (Greater) Source GM Core pg. 232 Price 2,500 gp --- The shield’s Hardness increases by 5, it gains an additional 80 Hit Points, and its BT increases by 40 (maximum 15 Hardness, 120 HP, and 60 BT). <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Reinforcing Rune (Major) Source GM Core pg. 232 Price 8,000 gp --- The shield’s Hardness increases by 5, it gains an additional 84 Hit Points, and its BT increases by 42 (maximum 17 Hardness, 136 HP, and 68 BT). <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Reinforcing Rune (Supreme) Source GM Core pg. 232 Price 32,000 gp --- The shield’s Hardness increases by 7, it gains an additional 108 Hit Points, and its BT increases by 54 (maximum 20 Hardness, 160 HP, and 80 BT).","skill_mod":{},"summary":"The shield’s Hardness increases by 5, it gains an additional 80 Hit Points, and its BT increases by 40 (maximum 15 Hardness, 120 HP, and 60 BT).","primary_source":"GM Core","trait_group":["Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Shield Runes","resistance":{},"url":"/Equipment.aspx?ID=2811","name":"Reinforcing Rune (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2811-2620"},{"primary_source_category":"Rulebooks","usage":"etched onto a shield","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2811","weakness":{},"price":800000,"trait":["Magical"],"id":"equipment-2811-2621","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Reinforcing Rune Source GM Core pg. 232 Usage etched onto a shield --- Reinforcing runes make a shield significantly more durable, allowing it to effectively block more powerful attacks. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Reinforcing Rune (Minor) Source GM Core pg. 232 Price 75 gp --- The shield’s Hardness increases by 3, it gains an additional 44 Hit Points, and its BT increases by 22 (maximum 8 Hardness, 64 HP, and 32 BT). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Reinforcing Rune (Lesser) Source GM Core pg. 232 Price 300 gp --- The shield’s Hardness increases by 3, it gains an additional 52 Hit Points, and its BT increases by 26 (maximum 10 Hardness, 80 HP, and 40 BT). <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Reinforcing Rune (Moderate) Source GM Core pg. 232 Price 900 gp --- The shield’s Hardness increases by 3, it gains an additional 64 Hit Points, and its BT increases by 32 (maximum 13 Hardness, 104 HP, and 52 BT). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Reinforcing Rune (Greater) Source GM Core pg. 232 Price 2,500 gp --- The shield’s Hardness increases by 5, it gains an additional 80 Hit Points, and its BT increases by 40 (maximum 15 Hardness, 120 HP, and 60 BT). <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Reinforcing Rune (Major) Source GM Core pg. 232 Price 8,000 gp --- The shield’s Hardness increases by 5, it gains an additional 84 Hit Points, and its BT increases by 42 (maximum 17 Hardness, 136 HP, and 68 BT). <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Reinforcing Rune (Supreme) Source GM Core pg. 232 Price 32,000 gp --- The shield’s Hardness increases by 7, it gains an additional 108 Hit Points, and its BT increases by 54 (maximum 20 Hardness, 160 HP, and 80 BT).","skill_mod":{},"summary":"The shield’s Hardness increases by 5, it gains an additional 84 Hit Points, and its BT increases by 42 (maximum 17 Hardness, 136 HP, and 68 BT).","primary_source":"GM Core","trait_group":["Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Shield Runes","resistance":{},"url":"/Equipment.aspx?ID=2811","name":"Reinforcing Rune (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2811-2621"},{"primary_source_category":"Rulebooks","usage":"etched onto a shield","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2811","weakness":{},"price":3200000,"trait":["Magical"],"id":"equipment-2811-2622","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Reinforcing Rune Source GM Core pg. 232 Usage etched onto a shield --- Reinforcing runes make a shield significantly more durable, allowing it to effectively block more powerful attacks. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Reinforcing Rune (Minor) Source GM Core pg. 232 Price 75 gp --- The shield’s Hardness increases by 3, it gains an additional 44 Hit Points, and its BT increases by 22 (maximum 8 Hardness, 64 HP, and 32 BT). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Reinforcing Rune (Lesser) Source GM Core pg. 232 Price 300 gp --- The shield’s Hardness increases by 3, it gains an additional 52 Hit Points, and its BT increases by 26 (maximum 10 Hardness, 80 HP, and 40 BT). <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Reinforcing Rune (Moderate) Source GM Core pg. 232 Price 900 gp --- The shield’s Hardness increases by 3, it gains an additional 64 Hit Points, and its BT increases by 32 (maximum 13 Hardness, 104 HP, and 52 BT). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Reinforcing Rune (Greater) Source GM Core pg. 232 Price 2,500 gp --- The shield’s Hardness increases by 5, it gains an additional 80 Hit Points, and its BT increases by 40 (maximum 15 Hardness, 120 HP, and 60 BT). <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Reinforcing Rune (Major) Source GM Core pg. 232 Price 8,000 gp --- The shield’s Hardness increases by 5, it gains an additional 84 Hit Points, and its BT increases by 42 (maximum 17 Hardness, 136 HP, and 68 BT). <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Reinforcing Rune (Supreme) Source GM Core pg. 232 Price 32,000 gp --- The shield’s Hardness increases by 7, it gains an additional 108 Hit Points, and its BT increases by 54 (maximum 20 Hardness, 160 HP, and 80 BT).","skill_mod":{},"summary":"The shield’s Hardness increases by 7, it gains an additional 108 Hit Points, and its BT increases by 54 (maximum 20 Hardness, 160 HP, and 80 BT).","primary_source":"GM Core","trait_group":["Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Shield Runes","resistance":{},"url":"/Equipment.aspx?ID=2811","name":"Reinforcing Rune (Supreme)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2811-2622"},{"item_child_id":["equipment-2812-2623","equipment-2812-2624","equipment-2812-2625","equipment-2812-2626"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"legacy_id":["equipment-310"],"trait":["Uncommon"],"id":"equipment-2812","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Adamantine Shield Source GM Core pg. 233 Usage varies by shield Base Material Adamantine --- Adamantine shields are particularly sturdy, and when used for a shield bash, they're adamantine weapons. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Buckler (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 400 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements adamantine worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Shield (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 440 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements adamantine worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Adamantine Buckler (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 8,000 gp Bulk L --- The shield has Hardness 11, HP 44, and BT 22. Craft Requirements adamantine worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Adamantine Shield (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 8,800 gp Bulk 1 --- The shield has Hardness 13, HP 52, and BT 26. Craft Requirements adamantine worth at least 4,400 gp","skill_mod":{},"summary":"Adamantine shields are particularly sturdy, and when used for a shield bash, they're adamantine weapons.","primary_source":"GM Core","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2812","name":"Adamantine Shield","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2812"},{"legacy_name":["Adamantine Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2812","weakness":{},"price":40000,"legacy_id":["equipment-310"],"trait":["Uncommon"],"id":"equipment-2812-2623","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Adamantine Shield Source GM Core pg. 233 Usage varies by shield Base Material Adamantine --- Adamantine shields are particularly sturdy, and when used for a shield bash, they're adamantine weapons. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Buckler (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 400 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements adamantine worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Shield (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 440 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements adamantine worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Adamantine Buckler (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 8,000 gp Bulk L --- The shield has Hardness 11, HP 44, and BT 22. Craft Requirements adamantine worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Adamantine Shield (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 8,800 gp Bulk 1 --- The shield has Hardness 13, HP 52, and BT 26. Craft Requirements adamantine worth at least 4,400 gp","skill_mod":{},"summary":"The shield has Hardness 8, HP 32, and BT 16.","primary_source":"GM Core","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2812","name":"Adamantine Buckler (Standard-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2812-2623"},{"legacy_name":["Adamantine Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2812","weakness":{},"price":44000,"legacy_id":["equipment-310"],"trait":["Uncommon"],"id":"equipment-2812-2624","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Adamantine Shield Source GM Core pg. 233 Usage varies by shield Base Material Adamantine --- Adamantine shields are particularly sturdy, and when used for a shield bash, they're adamantine weapons. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Buckler (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 400 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements adamantine worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Shield (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 440 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements adamantine worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Adamantine Buckler (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 8,000 gp Bulk L --- The shield has Hardness 11, HP 44, and BT 22. Craft Requirements adamantine worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Adamantine Shield (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 8,800 gp Bulk 1 --- The shield has Hardness 13, HP 52, and BT 26. Craft Requirements adamantine worth at least 4,400 gp","skill_mod":{},"summary":"The shield has Hardness 10, HP 40, and BT 20.","primary_source":"GM Core","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2812","name":"Adamantine Shield (Standard-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2812-2624"},{"legacy_name":["Adamantine Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2812","weakness":{},"price":800000,"legacy_id":["equipment-310"],"trait":["Uncommon"],"id":"equipment-2812-2625","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Adamantine Shield Source GM Core pg. 233 Usage varies by shield Base Material Adamantine --- Adamantine shields are particularly sturdy, and when used for a shield bash, they're adamantine weapons. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Buckler (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 400 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements adamantine worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Shield (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 440 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements adamantine worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Adamantine Buckler (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 8,000 gp Bulk L --- The shield has Hardness 11, HP 44, and BT 22. Craft Requirements adamantine worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Adamantine Shield (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 8,800 gp Bulk 1 --- The shield has Hardness 13, HP 52, and BT 26. Craft Requirements adamantine worth at least 4,400 gp","skill_mod":{},"summary":"The shield has Hardness 11, HP 44, and BT 22.","primary_source":"GM Core","trait_group":["Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2812","name":"Adamantine Buckler (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2812-2625"},{"legacy_name":["Adamantine Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2812","weakness":{},"price":880000,"legacy_id":["equipment-310"],"trait":["Uncommon"],"id":"equipment-2812-2626","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Adamantine Shield Source GM Core pg. 233 Usage varies by shield Base Material Adamantine --- Adamantine shields are particularly sturdy, and when used for a shield bash, they're adamantine weapons. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Buckler (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 400 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements adamantine worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Shield (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 440 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements adamantine worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Adamantine Buckler (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 8,000 gp Bulk L --- The shield has Hardness 11, HP 44, and BT 22. Craft Requirements adamantine worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Adamantine Shield (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 8,800 gp Bulk 1 --- The shield has Hardness 13, HP 52, and BT 26. Craft Requirements adamantine worth at least 4,400 gp","skill_mod":{},"summary":"The shield has Hardness 13, HP 52, and BT 26.","primary_source":"GM Core","trait_group":["Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2812","name":"Adamantine Shield (High-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2812-2626"},{"skill_mod":{},"summary":"Cold iron shields don't typically have an additional effect, though when used for a shield bash, they're cold iron weapons.","item_child_id":["equipment-2813-2627","equipment-2813-2628","equipment-2813-2629","equipment-2813-2630","equipment-2813-2631","equipment-2813-2632"],"primary_source":"GM Core","primary_source_category":"Rulebooks","level":2,"usage":"varies by shield","source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","source":["GM Core"],"type":"Item","item_category":"Shields","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2813","weakness":{},"name":"Cold Iron Shield","legacy_id":["equipment-311"],"id":"equipment-2813","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cold Iron Shield Source GM Core pg. 233 Usage varies by shield Base Material Cold Iron --- Cold iron shields don't typically have an additional effect, though when used for a shield bash, they're cold iron weapons. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Buckler (Low-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 30 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements cold iron worth at least 15 sp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Shield (Low-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 34 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements cold iron worth at least 17 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Buckler (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 300 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements cold iron worth at least 375 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Shield (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 340 gp Bulk 1 --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements cold iron worth at least 425 sp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Buckler (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 5,000 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements cold iron worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Shield (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 5,500 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements cold iron worth at least 2,750 gp","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2813"},{"legacy_name":["Cold Iron Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2813","weakness":{},"price":3000,"legacy_id":["equipment-311"],"id":"equipment-2813-2627","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cold Iron Shield Source GM Core pg. 233 Usage varies by shield Base Material Cold Iron --- Cold iron shields don't typically have an additional effect, though when used for a shield bash, they're cold iron weapons. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Buckler (Low-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 30 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements cold iron worth at least 15 sp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Shield (Low-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 34 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements cold iron worth at least 17 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Buckler (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 300 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements cold iron worth at least 375 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Shield (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 340 gp Bulk 1 --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements cold iron worth at least 425 sp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Buckler (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 5,000 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements cold iron worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Shield (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 5,500 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements cold iron worth at least 2,750 gp","skill_mod":{},"summary":"The shield has Hardness 3, HP 12, and BT 6.","primary_source":"GM Core","level":2,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2813","name":"Cold Iron Buckler (Low-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2813-2627"},{"legacy_name":["Cold Iron Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2813","weakness":{},"price":3400,"legacy_id":["equipment-311"],"id":"equipment-2813-2628","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cold Iron Shield Source GM Core pg. 233 Usage varies by shield Base Material Cold Iron --- Cold iron shields don't typically have an additional effect, though when used for a shield bash, they're cold iron weapons. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Buckler (Low-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 30 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements cold iron worth at least 15 sp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Shield (Low-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 34 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements cold iron worth at least 17 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Buckler (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 300 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements cold iron worth at least 375 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Shield (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 340 gp Bulk 1 --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements cold iron worth at least 425 sp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Buckler (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 5,000 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements cold iron worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Shield (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 5,500 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements cold iron worth at least 2,750 gp","skill_mod":{},"summary":"The shield has Hardness 5, HP 20, and BT 10.","primary_source":"GM Core","level":2,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2813","name":"Cold Iron Shield (Low-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2813-2628"},{"legacy_name":["Cold Iron Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2813","weakness":{},"price":30000,"legacy_id":["equipment-311"],"id":"equipment-2813-2629","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cold Iron Shield Source GM Core pg. 233 Usage varies by shield Base Material Cold Iron --- Cold iron shields don't typically have an additional effect, though when used for a shield bash, they're cold iron weapons. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Buckler (Low-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 30 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements cold iron worth at least 15 sp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Shield (Low-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 34 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements cold iron worth at least 17 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Buckler (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 300 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements cold iron worth at least 375 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Shield (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 340 gp Bulk 1 --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements cold iron worth at least 425 sp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Buckler (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 5,000 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements cold iron worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Shield (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 5,500 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements cold iron worth at least 2,750 gp","skill_mod":{},"summary":"The shield has Hardness 5, HP 20, and BT 10.","primary_source":"GM Core","level":7,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2813","name":"Cold Iron Buckler (Standard-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2813-2629"},{"legacy_name":["Cold Iron Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2813","weakness":{},"price":34000,"legacy_id":["equipment-311"],"id":"equipment-2813-2630","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cold Iron Shield Source GM Core pg. 233 Usage varies by shield Base Material Cold Iron --- Cold iron shields don't typically have an additional effect, though when used for a shield bash, they're cold iron weapons. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Buckler (Low-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 30 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements cold iron worth at least 15 sp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Shield (Low-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 34 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements cold iron worth at least 17 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Buckler (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 300 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements cold iron worth at least 375 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Shield (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 340 gp Bulk 1 --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements cold iron worth at least 425 sp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Buckler (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 5,000 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements cold iron worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Shield (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 5,500 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements cold iron worth at least 2,750 gp","skill_mod":{},"summary":"The shield has Hardness 7, HP 28, and BT 14.","primary_source":"GM Core","level":7,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2813","name":"Cold Iron Shield (Standard-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2813-2630"},{"legacy_name":["Cold Iron Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2813","weakness":{},"price":500000,"legacy_id":["equipment-311"],"id":"equipment-2813-2631","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cold Iron Shield Source GM Core pg. 233 Usage varies by shield Base Material Cold Iron --- Cold iron shields don't typically have an additional effect, though when used for a shield bash, they're cold iron weapons. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Buckler (Low-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 30 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements cold iron worth at least 15 sp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Shield (Low-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 34 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements cold iron worth at least 17 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Buckler (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 300 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements cold iron worth at least 375 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Shield (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 340 gp Bulk 1 --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements cold iron worth at least 425 sp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Buckler (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 5,000 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements cold iron worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Shield (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 5,500 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements cold iron worth at least 2,750 gp","skill_mod":{},"summary":"The shield has Hardness 8, HP 32, and BT 16.","primary_source":"GM Core","level":15,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2813","name":"Cold Iron Buckler (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2813-2631"},{"legacy_name":["Cold Iron Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2813","weakness":{},"price":550000,"legacy_id":["equipment-311"],"id":"equipment-2813-2632","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cold Iron Shield Source GM Core pg. 233 Usage varies by shield Base Material Cold Iron --- Cold iron shields don't typically have an additional effect, though when used for a shield bash, they're cold iron weapons. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Buckler (Low-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 30 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements cold iron worth at least 15 sp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Shield (Low-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 34 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements cold iron worth at least 17 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Buckler (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 300 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements cold iron worth at least 375 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Shield (Standard-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 340 gp Bulk 1 --- The shield has Hardness 7, HP 28, and BT 14. Craft Requirements cold iron worth at least 425 sp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Buckler (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 5,000 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements cold iron worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Shield (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 586 Price 5,500 gp Bulk 1 --- The shield has Hardness 10, HP 40, and BT 20. Craft Requirements cold iron worth at least 2,750 gp","skill_mod":{},"summary":"The shield has Hardness 10, HP 40, and BT 20.","primary_source":"GM Core","level":15,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2813","name":"Cold Iron Shield (High-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2813-2632"},{"legacy_name":["Mithral Shield"],"item_child_id":["equipment-2814-2633","equipment-2814-2634","equipment-2814-2635","equipment-2814-2636"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"legacy_id":["equipment-314"],"trait":["Uncommon"],"id":"equipment-2814","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dawnsilver Shield Source GM Core pg. 233 Usage varies by shield Base Material Dawnsilver --- Dawnsilver shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). When used for a shield bash, they're treated as silver weapons. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Buckler (Standard-Grade) Source GM Core pg. 233 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements dawn silver worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Shield (Standard-Grade) Source GM Core pg. 233 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements dawnsilver worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dawnsilver Buckler (High-Grade) Source GM Core pg. 233 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements dawnsilver worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dawnsilver Shield (High-Grade) Source GM Core pg. 233 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements at least 4,400 gp of dawnsilver","skill_mod":{},"summary":"Dawnsilver shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). …","primary_source":"GM Core","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2814","name":"Dawnsilver Shield","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2814"},{"legacy_name":["Mithral Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2814","weakness":{},"price":40000,"legacy_id":["equipment-314"],"trait":["Uncommon"],"id":"equipment-2814-2633","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dawnsilver Shield Source GM Core pg. 233 Usage varies by shield Base Material Dawnsilver --- Dawnsilver shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). When used for a shield bash, they're treated as silver weapons. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Buckler (Standard-Grade) Source GM Core pg. 233 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements dawn silver worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Shield (Standard-Grade) Source GM Core pg. 233 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements dawnsilver worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dawnsilver Buckler (High-Grade) Source GM Core pg. 233 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements dawnsilver worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dawnsilver Shield (High-Grade) Source GM Core pg. 233 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements at least 4,400 gp of dawnsilver","skill_mod":{},"summary":"The shield has Hardness 3, HP 12, and BT 6.","primary_source":"GM Core","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2814","name":"Dawnsilver Buckler (Standard-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2814-2633"},{"legacy_name":["Mithral Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2814","weakness":{},"price":44000,"legacy_id":["equipment-314"],"trait":["Uncommon"],"id":"equipment-2814-2634","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dawnsilver Shield Source GM Core pg. 233 Usage varies by shield Base Material Dawnsilver --- Dawnsilver shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). When used for a shield bash, they're treated as silver weapons. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Buckler (Standard-Grade) Source GM Core pg. 233 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements dawn silver worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Shield (Standard-Grade) Source GM Core pg. 233 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements dawnsilver worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dawnsilver Buckler (High-Grade) Source GM Core pg. 233 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements dawnsilver worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dawnsilver Shield (High-Grade) Source GM Core pg. 233 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements at least 4,400 gp of dawnsilver","skill_mod":{},"summary":"The shield has Hardness 5, HP 20, and BT 10.","primary_source":"GM Core","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2814","name":"Dawnsilver Shield (Standard-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2814-2634"},{"legacy_name":["Mithral Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2814","weakness":{},"price":800000,"legacy_id":["equipment-314"],"trait":["Uncommon"],"id":"equipment-2814-2635","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dawnsilver Shield Source GM Core pg. 233 Usage varies by shield Base Material Dawnsilver --- Dawnsilver shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). When used for a shield bash, they're treated as silver weapons. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Buckler (Standard-Grade) Source GM Core pg. 233 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements dawn silver worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Shield (Standard-Grade) Source GM Core pg. 233 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements dawnsilver worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dawnsilver Buckler (High-Grade) Source GM Core pg. 233 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements dawnsilver worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dawnsilver Shield (High-Grade) Source GM Core pg. 233 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements at least 4,400 gp of dawnsilver","skill_mod":{},"summary":"The shield has Hardness 6, HP 24, and BT 12.","primary_source":"GM Core","trait_group":["Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2814","name":"Dawnsilver Buckler (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2814-2635"},{"legacy_name":["Mithral Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2814","weakness":{},"price":880000,"legacy_id":["equipment-314"],"trait":["Uncommon"],"id":"equipment-2814-2636","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dawnsilver Shield Source GM Core pg. 233 Usage varies by shield Base Material Dawnsilver --- Dawnsilver shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). When used for a shield bash, they're treated as silver weapons. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Buckler (Standard-Grade) Source GM Core pg. 233 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements dawn silver worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Shield (Standard-Grade) Source GM Core pg. 233 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements dawnsilver worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dawnsilver Buckler (High-Grade) Source GM Core pg. 233 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements dawnsilver worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dawnsilver Shield (High-Grade) Source GM Core pg. 233 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements at least 4,400 gp of dawnsilver","skill_mod":{},"summary":"The shield has Hardness 8, HP 32, and BT 16.","primary_source":"GM Core","trait_group":["Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2814","name":"Dawnsilver Shield (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2814-2636"},{"legacy_name":["Darkwood Shield"],"item_child_id":["equipment-2815-2637","equipment-2815-2638","equipment-2815-2639","equipment-2815-2640","equipment-2815-2641","equipment-2815-2642"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"legacy_id":["equipment-312"],"trait":["Uncommon"],"id":"equipment-2815","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Duskwood Shield Source GM Core pg. 233 Usage varies by shield Base Material Duskwood --- Duskwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Buckler (Standard-Grade) Source GM Core pg. 233 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements duskwood worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Shield (Standard-Grade) Source GM Core pg. 233 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements duskwood worth at least 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Tower Shield (Standard-Grade) Source GM Core pg. 233 Price 560 gp Bulk 3 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements duskwood worth at least 70 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Buckler (High-Grade) Source GM Core pg. 233 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements duskwood worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Shield (High-Grade) Source GM Core pg. 233 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements duskwood worth at least 4,400 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Tower Shield (High-Grade) Source GM Core pg. 233 Price 11,200 gp Bulk 3 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements duskwood worth at least 5,600 gp","skill_mod":{},"summary":"Duskwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk).","primary_source":"GM Core","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2815","name":"Duskwood Shield","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2815"},{"legacy_name":["Darkwood Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2815","weakness":{},"price":40000,"legacy_id":["equipment-312"],"trait":["Uncommon"],"id":"equipment-2815-2637","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Duskwood Shield Source GM Core pg. 233 Usage varies by shield Base Material Duskwood --- Duskwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Buckler (Standard-Grade) Source GM Core pg. 233 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements duskwood worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Shield (Standard-Grade) Source GM Core pg. 233 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements duskwood worth at least 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Tower Shield (Standard-Grade) Source GM Core pg. 233 Price 560 gp Bulk 3 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements duskwood worth at least 70 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Buckler (High-Grade) Source GM Core pg. 233 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements duskwood worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Shield (High-Grade) Source GM Core pg. 233 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements duskwood worth at least 4,400 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Tower Shield (High-Grade) Source GM Core pg. 233 Price 11,200 gp Bulk 3 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements duskwood worth at least 5,600 gp","skill_mod":{},"summary":"The shield has Hardness 3, HP 12, and BT 6.","primary_source":"GM Core","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2815","name":"Duskwood Buckler (Standard-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2815-2637"},{"legacy_name":["Darkwood Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2815","weakness":{},"price":44000,"legacy_id":["equipment-312"],"trait":["Uncommon"],"id":"equipment-2815-2638","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Duskwood Shield Source GM Core pg. 233 Usage varies by shield Base Material Duskwood --- Duskwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Buckler (Standard-Grade) Source GM Core pg. 233 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements duskwood worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Shield (Standard-Grade) Source GM Core pg. 233 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements duskwood worth at least 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Tower Shield (Standard-Grade) Source GM Core pg. 233 Price 560 gp Bulk 3 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements duskwood worth at least 70 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Buckler (High-Grade) Source GM Core pg. 233 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements duskwood worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Shield (High-Grade) Source GM Core pg. 233 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements duskwood worth at least 4,400 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Tower Shield (High-Grade) Source GM Core pg. 233 Price 11,200 gp Bulk 3 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements duskwood worth at least 5,600 gp","skill_mod":{},"summary":"The shield has Hardness 5, HP 20, and BT 10.","primary_source":"GM Core","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2815","name":"Duskwood Shield (Standard-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2815-2638"},{"legacy_name":["Darkwood Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2815","weakness":{},"price":56000,"legacy_id":["equipment-312"],"trait":["Uncommon"],"id":"equipment-2815-2639","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Duskwood Shield Source GM Core pg. 233 Usage varies by shield Base Material Duskwood --- Duskwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Buckler (Standard-Grade) Source GM Core pg. 233 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements duskwood worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Shield (Standard-Grade) Source GM Core pg. 233 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements duskwood worth at least 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Tower Shield (Standard-Grade) Source GM Core pg. 233 Price 560 gp Bulk 3 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements duskwood worth at least 70 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Buckler (High-Grade) Source GM Core pg. 233 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements duskwood worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Shield (High-Grade) Source GM Core pg. 233 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements duskwood worth at least 4,400 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Tower Shield (High-Grade) Source GM Core pg. 233 Price 11,200 gp Bulk 3 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements duskwood worth at least 5,600 gp","skill_mod":{},"summary":"The shield has Hardness 5, HP 20, and BT 10.","primary_source":"GM Core","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2815","name":"Duskwood Tower Shield (Standard-Grade)","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2815-2639"},{"legacy_name":["Darkwood Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2815","weakness":{},"price":800000,"legacy_id":["equipment-312"],"trait":["Uncommon"],"id":"equipment-2815-2640","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Duskwood Shield Source GM Core pg. 233 Usage varies by shield Base Material Duskwood --- Duskwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Buckler (Standard-Grade) Source GM Core pg. 233 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements duskwood worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Shield (Standard-Grade) Source GM Core pg. 233 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements duskwood worth at least 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Tower Shield (Standard-Grade) Source GM Core pg. 233 Price 560 gp Bulk 3 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements duskwood worth at least 70 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Buckler (High-Grade) Source GM Core pg. 233 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements duskwood worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Shield (High-Grade) Source GM Core pg. 233 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements duskwood worth at least 4,400 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Tower Shield (High-Grade) Source GM Core pg. 233 Price 11,200 gp Bulk 3 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements duskwood worth at least 5,600 gp","skill_mod":{},"summary":"The shield has Hardness 6, HP 24, and BT 12.","primary_source":"GM Core","trait_group":["Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2815","name":"Duskwood Buckler (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2815-2640"},{"legacy_name":["Darkwood Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2815","weakness":{},"price":880000,"legacy_id":["equipment-312"],"trait":["Uncommon"],"id":"equipment-2815-2641","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Duskwood Shield Source GM Core pg. 233 Usage varies by shield Base Material Duskwood --- Duskwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Buckler (Standard-Grade) Source GM Core pg. 233 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements duskwood worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Shield (Standard-Grade) Source GM Core pg. 233 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements duskwood worth at least 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Tower Shield (Standard-Grade) Source GM Core pg. 233 Price 560 gp Bulk 3 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements duskwood worth at least 70 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Buckler (High-Grade) Source GM Core pg. 233 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements duskwood worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Shield (High-Grade) Source GM Core pg. 233 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements duskwood worth at least 4,400 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Tower Shield (High-Grade) Source GM Core pg. 233 Price 11,200 gp Bulk 3 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements duskwood worth at least 5,600 gp","skill_mod":{},"summary":"The shield has Hardness 8, HP 32, and BT 16.","primary_source":"GM Core","trait_group":["Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2815","name":"Duskwood Shield (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2815-2641"},{"legacy_name":["Darkwood Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2815","weakness":{},"price":1120000,"legacy_id":["equipment-312"],"trait":["Uncommon"],"id":"equipment-2815-2642","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Duskwood Shield Source GM Core pg. 233 Usage varies by shield Base Material Duskwood --- Duskwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Buckler (Standard-Grade) Source GM Core pg. 233 Price 400 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements duskwood worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Shield (Standard-Grade) Source GM Core pg. 233 Price 440 gp Bulk L --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements duskwood worth at least 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Tower Shield (Standard-Grade) Source GM Core pg. 233 Price 560 gp Bulk 3 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements duskwood worth at least 70 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Buckler (High-Grade) Source GM Core pg. 233 Price 8,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements duskwood worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Shield (High-Grade) Source GM Core pg. 233 Price 8,800 gp Bulk L --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements duskwood worth at least 4,400 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Tower Shield (High-Grade) Source GM Core pg. 233 Price 11,200 gp Bulk 3 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements duskwood worth at least 5,600 gp","skill_mod":{},"summary":"The shield has Hardness 8, HP 32, and BT 16.","primary_source":"GM Core","trait_group":["Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2815","name":"Duskwood Tower Shield (High-Grade)","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2815-2642"},{"item_child_id":["equipment-2816-2643","equipment-2816-2644"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"legacy_id":["equipment-315"],"trait":["Rare"],"id":"equipment-2816","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Orichalcum Shield Source GM Core pg. 233 Usage varies by shield Base Material Orichalcum --- Orichalcum shields' time-bending properties are particularly useful for keeping them intact. The first time each day an orichalcum shield would be destroyed, it's instead left with 1 Hit Point and the broken condition. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Orichalcum Buckler (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 587 Price 12,000 gp Bulk L --- The shield has Hardness 14, HP 56, and BT 28. Craft Requirements orichalcum worth at least 6,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Orichalcum Shield (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 587 Price 13,200 gp Bulk 1 --- The shield has Hardness 16, HP 64, and BT 32. Craft Requirements orichalcum worth at least 6,600 gp","skill_mod":{},"summary":"Orichalcum shields' time-bending properties are particularly useful for keeping them intact. The first time each day an orichalcum shield would be …","primary_source":"GM Core","trait_group":["Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2816","name":"Orichalcum Shield","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2816"},{"legacy_name":["Orichalcum Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2816","weakness":{},"price":1200000,"legacy_id":["equipment-315"],"trait":["Rare"],"id":"equipment-2816-2643","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Orichalcum Shield Source GM Core pg. 233 Usage varies by shield Base Material Orichalcum --- Orichalcum shields' time-bending properties are particularly useful for keeping them intact. The first time each day an orichalcum shield would be destroyed, it's instead left with 1 Hit Point and the broken condition. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Orichalcum Buckler (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 587 Price 12,000 gp Bulk L --- The shield has Hardness 14, HP 56, and BT 28. Craft Requirements orichalcum worth at least 6,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Orichalcum Shield (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 587 Price 13,200 gp Bulk 1 --- The shield has Hardness 16, HP 64, and BT 32. Craft Requirements orichalcum worth at least 6,600 gp","skill_mod":{},"summary":"The shield has Hardness 14, HP 56, and BT 28.","primary_source":"GM Core","trait_group":["Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2816","name":"Orichalcum Buckler (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2816-2643"},{"legacy_name":["Orichalcum Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2816","weakness":{},"price":1320000,"legacy_id":["equipment-315"],"trait":["Rare"],"id":"equipment-2816-2644","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Orichalcum Shield Source GM Core pg. 233 Usage varies by shield Base Material Orichalcum --- Orichalcum shields' time-bending properties are particularly useful for keeping them intact. The first time each day an orichalcum shield would be destroyed, it's instead left with 1 Hit Point and the broken condition. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Orichalcum Buckler (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 587 Price 12,000 gp Bulk L --- The shield has Hardness 14, HP 56, and BT 28. Craft Requirements orichalcum worth at least 6,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Orichalcum Shield (High-Grade) Source GM Core pg. 233, Core Rulebook pg. 587 Price 13,200 gp Bulk 1 --- The shield has Hardness 16, HP 64, and BT 32. Craft Requirements orichalcum worth at least 6,600 gp","skill_mod":{},"summary":"The shield has Hardness 16, HP 64, and BT 32.","primary_source":"GM Core","trait_group":["Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2816","name":"Orichalcum Shield (High-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2816-2644"},{"skill_mod":{},"summary":"Silver shields don't typically have an additional effect, though when used for a shield bash, they're silver weapons.","item_child_id":["equipment-2817-2645","equipment-2817-2646","equipment-2817-2647","equipment-2817-2648","equipment-2817-2649","equipment-2817-2650"],"primary_source":"GM Core","primary_source_category":"Rulebooks","level":2,"usage":"varies by shield","source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","source":["GM Core"],"type":"Item","item_category":"Shields","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2817","weakness":{},"name":"Silver Shield","legacy_id":["equipment-316"],"id":"equipment-2817","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Silver Shield Source GM Core pg. 234 Usage varies by shield Base Material Silver --- Silver shields don't typically have an additional effect, though when used for a shield bash, they're silver weapons. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Buckler (Low-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 30 gp Bulk L --- The shield has Hardness 1, HP 4, and BT 2. Craft Requirements silver worth at least 15 sp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Shield (Low-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 34 gp Bulk 1 --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements silver worth at least 17 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Buckler (Standard-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 300 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements silver worth at least 375 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Shield (Standard-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 340 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements silver worth at least 425 sp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Buckler (High-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 5,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements silver worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Shield (High-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 5,500 gp Bulk 1 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements silver worth at least 2,750 gp","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2817"},{"legacy_name":["Silver Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2817","weakness":{},"price":3000,"legacy_id":["equipment-316"],"id":"equipment-2817-2645","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Silver Shield Source GM Core pg. 234 Usage varies by shield Base Material Silver --- Silver shields don't typically have an additional effect, though when used for a shield bash, they're silver weapons. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Buckler (Low-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 30 gp Bulk L --- The shield has Hardness 1, HP 4, and BT 2. Craft Requirements silver worth at least 15 sp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Shield (Low-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 34 gp Bulk 1 --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements silver worth at least 17 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Buckler (Standard-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 300 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements silver worth at least 375 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Shield (Standard-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 340 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements silver worth at least 425 sp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Buckler (High-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 5,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements silver worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Shield (High-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 5,500 gp Bulk 1 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements silver worth at least 2,750 gp","skill_mod":{},"summary":"The shield has Hardness 1, HP 4, and BT 2.","primary_source":"GM Core","level":2,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2817","name":"Silver Buckler (Low-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2817-2645"},{"legacy_name":["Silver Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2817","weakness":{},"price":3400,"legacy_id":["equipment-316"],"id":"equipment-2817-2646","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Silver Shield Source GM Core pg. 234 Usage varies by shield Base Material Silver --- Silver shields don't typically have an additional effect, though when used for a shield bash, they're silver weapons. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Buckler (Low-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 30 gp Bulk L --- The shield has Hardness 1, HP 4, and BT 2. Craft Requirements silver worth at least 15 sp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Shield (Low-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 34 gp Bulk 1 --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements silver worth at least 17 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Buckler (Standard-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 300 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements silver worth at least 375 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Shield (Standard-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 340 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements silver worth at least 425 sp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Buckler (High-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 5,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements silver worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Shield (High-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 5,500 gp Bulk 1 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements silver worth at least 2,750 gp","skill_mod":{},"summary":"The shield has Hardness 3, HP 12, and BT 6.","primary_source":"GM Core","level":2,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2817","name":"Silver Shield (Low-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2817-2646"},{"legacy_name":["Silver Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2817","weakness":{},"price":30000,"legacy_id":["equipment-316"],"id":"equipment-2817-2647","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Silver Shield Source GM Core pg. 234 Usage varies by shield Base Material Silver --- Silver shields don't typically have an additional effect, though when used for a shield bash, they're silver weapons. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Buckler (Low-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 30 gp Bulk L --- The shield has Hardness 1, HP 4, and BT 2. Craft Requirements silver worth at least 15 sp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Shield (Low-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 34 gp Bulk 1 --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements silver worth at least 17 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Buckler (Standard-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 300 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements silver worth at least 375 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Shield (Standard-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 340 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements silver worth at least 425 sp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Buckler (High-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 5,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements silver worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Shield (High-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 5,500 gp Bulk 1 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements silver worth at least 2,750 gp","skill_mod":{},"summary":"The shield has Hardness 3, HP 12, and BT 6.","primary_source":"GM Core","level":7,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2817","name":"Silver Buckler (Standard-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2817-2647"},{"legacy_name":["Silver Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2817","weakness":{},"price":34000,"legacy_id":["equipment-316"],"id":"equipment-2817-2648","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Silver Shield Source GM Core pg. 234 Usage varies by shield Base Material Silver --- Silver shields don't typically have an additional effect, though when used for a shield bash, they're silver weapons. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Buckler (Low-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 30 gp Bulk L --- The shield has Hardness 1, HP 4, and BT 2. Craft Requirements silver worth at least 15 sp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Shield (Low-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 34 gp Bulk 1 --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements silver worth at least 17 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Buckler (Standard-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 300 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements silver worth at least 375 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Shield (Standard-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 340 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements silver worth at least 425 sp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Buckler (High-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 5,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements silver worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Shield (High-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 5,500 gp Bulk 1 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements silver worth at least 2,750 gp","skill_mod":{},"summary":"The shield has Hardness 5, HP 20, and BT 10.","primary_source":"GM Core","level":7,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2817","name":"Silver Shield (Standard-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2817-2648"},{"legacy_name":["Silver Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2817","weakness":{},"price":500000,"legacy_id":["equipment-316"],"id":"equipment-2817-2649","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Silver Shield Source GM Core pg. 234 Usage varies by shield Base Material Silver --- Silver shields don't typically have an additional effect, though when used for a shield bash, they're silver weapons. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Buckler (Low-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 30 gp Bulk L --- The shield has Hardness 1, HP 4, and BT 2. Craft Requirements silver worth at least 15 sp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Shield (Low-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 34 gp Bulk 1 --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements silver worth at least 17 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Buckler (Standard-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 300 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements silver worth at least 375 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Shield (Standard-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 340 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements silver worth at least 425 sp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Buckler (High-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 5,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements silver worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Shield (High-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 5,500 gp Bulk 1 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements silver worth at least 2,750 gp","skill_mod":{},"summary":"The shield has Hardness 6, HP 24, and BT 12.","primary_source":"GM Core","level":15,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2817","name":"Silver Buckler (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2817-2649"},{"legacy_name":["Silver Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2817","weakness":{},"price":550000,"legacy_id":["equipment-316"],"id":"equipment-2817-2650","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Silver Shield Source GM Core pg. 234 Usage varies by shield Base Material Silver --- Silver shields don't typically have an additional effect, though when used for a shield bash, they're silver weapons. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Buckler (Low-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 30 gp Bulk L --- The shield has Hardness 1, HP 4, and BT 2. Craft Requirements silver worth at least 15 sp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Shield (Low-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 34 gp Bulk 1 --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements silver worth at least 17 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Buckler (Standard-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 300 gp Bulk L --- The shield has Hardness 3, HP 12, and BT 6. Craft Requirements silver worth at least 375 sp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Shield (Standard-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 340 gp Bulk 1 --- The shield has Hardness 5, HP 20, and BT 10. Craft Requirements silver worth at least 425 sp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Buckler (High-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 5,000 gp Bulk L --- The shield has Hardness 6, HP 24, and BT 12. Craft Requirements silver worth at least 2,500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Shield (High-Grade) Source GM Core pg. 234, Core Rulebook pg. 587 Price 5,500 gp Bulk 1 --- The shield has Hardness 8, HP 32, and BT 16. Craft Requirements silver worth at least 2,750 gp","skill_mod":{},"summary":"The shield has Hardness 8, HP 32, and BT 16.","primary_source":"GM Core","level":15,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=2817","name":"Silver Shield (High-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2817-2650"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":67000,"legacy_id":["equipment-318"],"trait":["Magical","Uncommon"],"id":"equipment-2818","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Dragonslayer's Shield Source GM Core pg. 234 Price 670 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- A dragonslayer's shield is a steel shield covered with dragonhide from a specific dragon, which visually distinguishes each shield from the others. While raised, this steel shield (Hardness 8, HP 32, BT 16) grants its circumstance bonus to Reflex saves against area effects (as well as to AC, as normal). While you hold the shield, it also grants you a +2 circumstance bonus to Will saves against a dragon's frightful presence ability. The shield has resistance 10 against the damage type corresponding to the dragon breath of the dragon whose hide was used in its creation (for example, a dragonslayer's shield made with the hide of a diabolic dragon would grant resistance to fire); this applies after reducing the damage for Hardness, so when you use Shield Block, the dragonslayer's shield takes 18 less damage from attacks of that damage type. You can use Shield Block against effects that deal damage of that type. Craft Requirements The initial raw materials must include at least 30 gp of dragonhide.\n","skill_mod":{},"summary":"A dragonslayer's shield is a steel shield covered with dragonhide from a specific dragon, which visually distinguishes each shield from the others. …","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2818","base_item":["Steel Shield"],"name":"Dragonslayer's Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2818"},{"item_child_id":["equipment-2819-2651","equipment-2819-2652"],"primary_source_category":"Rulebooks","usage":"strapped to 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"legacy_id":["equipment-319"],"trait":["Magical","Uncommon"],"id":"equipment-2819","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Floating Shield Source GM Core pg. 234 Usage strapped to 1 hand Bulk L Base Shield Buckler --- A floating shield is usually carved with wing motifs. This buckler (Hardness 6, HP 24, BT 12) can protect you on its own. Activate—Float Single Action (manipulate) Frequency once per day; Effect The shield magically releases itself and floats off your arm into the air next to you, granting you its bonus automatically, as if you had Raised the Shield. Because you're not wielding the shield, you can't use reactions such as Shield Block with the shield, but you gain its benefits even when using both of your hands. After 1 minute, the shield drops to the ground, ending its floating effect. While the shield is adjacent to you, you can Interact to grasp it, ending its floating effect early. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Floating Shield Source GM Core pg. 234, Core Rulebook pg. 587 Price 1,250 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Floating Shield (Greater) Source GM Core pg. 234, Core Rulebook pg. 587 Price 9,000 gp --- You can activate the shield any number of times per day.","skill_mod":{},"summary":"A floating shield is usually carved with wing motifs. This buckler (Hardness 6, HP 24, BT 12) can protect you on its own. ","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2819","base_item":["Buckler"],"name":"Floating Shield","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2819"},{"primary_source_category":"Rulebooks","usage":"strapped to 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2819","weakness":{},"price":125000,"legacy_id":["equipment-319"],"trait":["Magical","Uncommon"],"id":"equipment-2819-2651","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Floating Shield Source GM Core pg. 234 Usage strapped to 1 hand Bulk L Base Shield Buckler --- A floating shield is usually carved with wing motifs. This buckler (Hardness 6, HP 24, BT 12) can protect you on its own. Activate—Float Single Action (manipulate) Frequency once per day; Effect The shield magically releases itself and floats off your arm into the air next to you, granting you its bonus automatically, as if you had Raised the Shield. Because you're not wielding the shield, you can't use reactions such as Shield Block with the shield, but you gain its benefits even when using both of your hands. After 1 minute, the shield drops to the ground, ending its floating effect. While the shield is adjacent to you, you can Interact to grasp it, ending its floating effect early. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Floating Shield Source GM Core pg. 234, Core Rulebook pg. 587 Price 1,250 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Floating Shield (Greater) Source GM Core pg. 234, Core Rulebook pg. 587 Price 9,000 gp --- You can activate the shield any number of times per day.","skill_mod":{},"summary":"A floating shield is usually carved with wing motifs. This buckler (Hardness 6, HP 24, BT 12) can protect you on its own.","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2819","base_item":["Buckler"],"name":"Floating Shield","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2819-2651"},{"legacy_name":["Floating Shield"],"primary_source_category":"Rulebooks","usage":"strapped to 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2819","weakness":{},"price":900000,"legacy_id":["equipment-319"],"trait":["Magical","Uncommon"],"id":"equipment-2819-2652","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Floating Shield Source GM Core pg. 234 Usage strapped to 1 hand Bulk L Base Shield Buckler --- A floating shield is usually carved with wing motifs. This buckler (Hardness 6, HP 24, BT 12) can protect you on its own. Activate—Float Single Action (manipulate) Frequency once per day; Effect The shield magically releases itself and floats off your arm into the air next to you, granting you its bonus automatically, as if you had Raised the Shield. Because you're not wielding the shield, you can't use reactions such as Shield Block with the shield, but you gain its benefits even when using both of your hands. After 1 minute, the shield drops to the ground, ending its floating effect. While the shield is adjacent to you, you can Interact to grasp it, ending its floating effect early. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Floating Shield Source GM Core pg. 234, Core Rulebook pg. 587 Price 1,250 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Floating Shield (Greater) Source GM Core pg. 234, Core Rulebook pg. 587 Price 9,000 gp --- You can activate the shield any number of times per day.","skill_mod":{},"summary":"You can activate the shield any number of times per day.","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2819","base_item":["Buckler"],"name":"Floating Shield (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2819-2652"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":65000,"legacy_id":["equipment-320"],"trait":["Force","Magical","Uncommon"],"id":"equipment-2820","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Force Shield Source GM Core pg. 234 Price 650 gp Usage held in 1 hand Bulk L Base Shield Steel Shield --- The edges of this elaborately engraved steel shield (Hardness 8, HP 32, BT 16) bear tiny glass tiles set in mosaic patterns. Activate—Force Bubble Single Action (concentrate, force) Frequency once per day; Effect The shield surrounds you with a bubble of force that protects you from harm, granting you resistance 5 to physical damage for 1 minute. The activation ends if you cease holding the shield. ","skill_mod":{},"summary":"The edges of this elaborately engraved steel shield (Hardness 8, HP 32, BT 16) bear tiny glass tiles set in mosaic patterns. ","primary_source":"GM Core","trait_group":["Energy","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2820","base_item":["Steel Shield"],"name":"Force Shield","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2820"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":97500,"legacy_id":["equipment-321"],"trait":["Magical","Uncommon"],"id":"equipment-2821","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Forge Warden Source GM Core pg. 234 Price 975 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- The religious symbol of Torag, the forge god—an ornate hammer of dwarven construction—adorns the face of this lesser reinforcing steel shield (Hardness 8, HP 72, BT 36). The shield is a religious symbol of Torag. You and any adjacent allies have fire resistance 5 while you have the shield raised. When used for a Shield Block, the forge warden rings out like the hammer strike of a blacksmith, and the symbol glows as if lit by the fires of a furnace. Activate—Forge Fire Free Action (concentrate, fire) Trigger You use the forge warden to Shield Block an adjacent creature's attack, and the shield takes damage; Effect The attacking creature takes 2d6 fire damage.\n","skill_mod":{},"summary":"The religious symbol of Torag, the forge god—an ornate hammer of dwarven construction—adorns the face of this lesser reinforcing steel shield …","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2821","base_item":["Steel Shield"],"name":"Forge Warden","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2821"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":2400000,"legacy_id":["equipment-322"],"trait":["Magical","Rare"],"id":"equipment-2822","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Indestructible Shield Source GM Core pg. 234 Price 24,000 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- An indestructible shield is a high-grade greater reinforcing adamantine shield (Hardness 17, HP 136) that can withstand just about any damage. It can be damaged only by a disintegrate spell (roll damage as if against a creature that failed its save) or by an artifact tied to destruction. Craft Requirements The raw materials must include at least 4,400 gp of adamantine.\n","skill_mod":{},"summary":"An indestructible shield is a high-grade greater reinforcing adamantine shield (Hardness 17, HP 136) that can withstand just about any damage. It …","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2822","base_item":["Steel Shield"],"name":"Indestructible Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2822"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":24500,"legacy_id":["equipment-323"],"trait":["Magical"],"id":"equipment-2823","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Lion's Shield Source GM Core pg. 234 Price 245 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This steel shield (Hardness 6, HP 36, BT 18) is forged into the shape of a roaring lion's head. The lion's head functions as +1 striking shield boss that can't be removed from the shield. Activate—Lion's Bite Free Action (manipulate) Frequency once per day; Requirements Your Shield is raised; Effect You animate the lion's head, making a melee Strike with it. The shield's biting maw is a martial melee weapon that deals 2d6 piercing damage and has the deadly d6 trait; it can't be enhanced by runes. The shield remains animated for 1 minute, during which time you can Strike with it each time you Raise the Shield, as well as with a Strike action.\n","skill_mod":{},"summary":"This steel shield (Hardness 6, HP 36, BT 18) is forged into the shape of a roaring lion's head. The lion's head functions as +1 striking shield …","primary_source":"GM Core","trait_group":["Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2823","base_item":["Steel Shield"],"name":"Lion's Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2823"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":135000,"trait":["Magical"],"id":"equipment-2824","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Lodestone Shield Source GM Core pg. 234 Price 1,350 gp Usage held in 1 hand Bulk 1 --- This moderate reinforcing cold iron shield (Hardness 10, HP 92, BT 46) is inset with lodestones that draw ammunition toward it. Activate—Attact Projectile Reaction (manipulate) Frequency once per minute; Trigger A ranged weapon Strike targets a creature within 15 feet of you when you have this shield raised, and the atack hasn't yet rolled their attack; Effect The triggering Strike targets you instead of its normal target. If it hits, you gain the effects of the Shield Block reaction.\n","skill_mod":{},"summary":"This moderate reinforcing cold iron shield (Hardness 10, HP 92, BT 46) is inset with lodestones that draw ammunition toward it. ","primary_source":"GM Core","trait_group":["Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2824","name":"Lodestone Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2824"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":1800000,"legacy_id":["equipment-324"],"trait":["Magical","Uncommon"],"id":"equipment-2825","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Reflecting Shield Source GM Core pg. 234 Price 18,000 gp Usage held in 1 hand Bulk L Base Shield Buckler --- This high-grade silver buckler (Hardness 6, HP 24, BT 12) is polished to a mirrorlike sheen. The shield functions as a spellguard shield that can also reflect spells. Activate—Reflect Spell Reaction (concentrate) Frequency once per day; Trigger You're targetd by a spell; Requirements The reflecting shield is raised ; Effect You attempt to reflect the spell on its caster. The shield attempts to counteract the spell, with a counteract rank of 9th and a counteract modifier of +30. If the spell is successfully counteracted, it's turned back on its caster. Craft Requirements The initial raw materials must include at least 2,750 gp of silver.\n","skill_mod":{},"summary":"This high-grade silver buckler (Hardness 6, HP 24, BT 12) is polished to a mirrorlike sheen. The shield functions as a spellguard shield that can …","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2825","base_item":["Buckler"],"name":"Reflecting Shield","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2825"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":25000,"legacy_id":["equipment-325"],"id":"equipment-2826","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Spellguard Shield Source GM Core pg. 234 Price 250 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This shield bears eldritch glyphs to guard against magic. While you have this steel shield (Hardness 6, HP 24, BT 12) raised, you gain its circumstance bonus to saving throws against spells that target you (as well as to AC), and you can Shield Block spells that target you if you have that action.\n","skill_mod":{},"summary":"This shield bears eldritch glyphs to guard against magic. While you have this steel shield (Hardness 6, HP 24, BT 12) raised, you gain its …","primary_source":"GM Core","level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2826","base_item":["Steel Shield"],"name":"Spellguard Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2826"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":36000,"legacy_id":["equipment-326"],"id":"equipment-2827","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Spined Shield Source GM Core pg. 234 Price 360 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- Five jagged spines project from the surface of this steel shield (Hardness 6, HP 24, BT 12). The spines are +1 striking shield spikes. When you use the Shield Block reaction with this shield, the spines take the damage before the shield itself does. When the shield would take damage (after applying Hardness), one spine snaps off per 6 damage, reducing the damage by 6. The shield takes any remaining damage. When there are no spines left, the shield takes damage as normal. When all the spines are gone, you lose the ability to attack with them until the spines regenerate the next day. Activate—Fire Spine Single Action (manipulate) Effect You shoot one of the shield's spines at a target. A fired spine uses the spikes' statistics, but it's a martial ranged weapon with a range increment of 120 feet.\n","skill_mod":{},"summary":"Five jagged spines project from the surface of this steel shield (Hardness 6, HP 24, BT 12). The spines are +1 striking shield spikes . When you …","primary_source":"GM Core","level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2827","base_item":["Steel Shield"],"name":"Spined Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2827"},{"item_child_id":["equipment-2828-2653","equipment-2828-2654","equipment-2828-2655","equipment-2828-2656","equipment-2828-2657","equipment-2828-2658"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"legacy_id":["equipment-327"],"trait":["Magical"],"id":"equipment-2828","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sturdy Shield Source GM Core pg. 234 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sturdy Shield (Minor) Source GM Core pg. 235, Core Rulebook pg. 588 Price 100 gp --- The shield has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Sturdy Shield (Lesser) Source GM Core pg. 235, Core Rulebook pg. 588 Price 360 gp --- The shield has Hardness 10, HP 80, and BT 40. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sturdy Shield (Moderate) Source GM Core pg. 235, Core Rulebook pg. 588 Price 1,000 gp --- The shield has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sturdy Shield (Greater) Source GM Core pg. 235, Core Rulebook pg. 588 Price 3,000 gp --- The shield has Hardness 15, HP 120, and BT 60. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sturdy Shield (Major) Source GM Core pg. 235, Core Rulebook pg. 588 Price 10,000 gp --- The shield has Hardness 17, HP 136, and BT 68. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Sturdy Shield (Supreme) Source GM Core pg. 235, Core Rulebook pg. 588 Price 40,000 gp --- The shield has Hardness 20, HP 160, and BT 80.","skill_mod":{},"summary":"With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to …","primary_source":"GM Core","trait_group":["Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2828","base_item":["Steel Shield"],"name":"Sturdy Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2828"},{"legacy_name":["Sturdy Shield"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2828","weakness":{},"price":10000,"legacy_id":["equipment-327"],"trait":["Magical"],"id":"equipment-2828-2653","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sturdy Shield Source GM Core pg. 234 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sturdy Shield (Minor) Source GM Core pg. 235, Core Rulebook pg. 588 Price 100 gp --- The shield has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Sturdy Shield (Lesser) Source GM Core pg. 235, Core Rulebook pg. 588 Price 360 gp --- The shield has Hardness 10, HP 80, and BT 40. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sturdy Shield (Moderate) Source GM Core pg. 235, Core Rulebook pg. 588 Price 1,000 gp --- The shield has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sturdy Shield (Greater) Source GM Core pg. 235, Core Rulebook pg. 588 Price 3,000 gp --- The shield has Hardness 15, HP 120, and BT 60. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sturdy Shield (Major) Source GM Core pg. 235, Core Rulebook pg. 588 Price 10,000 gp --- The shield has Hardness 17, HP 136, and BT 68. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Sturdy Shield (Supreme) Source GM Core pg. 235, Core Rulebook pg. 588 Price 40,000 gp --- The shield has Hardness 20, HP 160, and BT 80.","skill_mod":{},"summary":"The shield has Hardness 8, HP 64, and BT 32.","primary_source":"GM Core","trait_group":["Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2828","base_item":["Steel Shield"],"name":"Sturdy Shield (Minor)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2828-2653"},{"legacy_name":["Sturdy Shield"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2828","weakness":{},"price":36000,"legacy_id":["equipment-327"],"trait":["Magical"],"id":"equipment-2828-2654","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sturdy Shield Source GM Core pg. 234 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sturdy Shield (Minor) Source GM Core pg. 235, Core Rulebook pg. 588 Price 100 gp --- The shield has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Sturdy Shield (Lesser) Source GM Core pg. 235, Core Rulebook pg. 588 Price 360 gp --- The shield has Hardness 10, HP 80, and BT 40. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sturdy Shield (Moderate) Source GM Core pg. 235, Core Rulebook pg. 588 Price 1,000 gp --- The shield has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sturdy Shield (Greater) Source GM Core pg. 235, Core Rulebook pg. 588 Price 3,000 gp --- The shield has Hardness 15, HP 120, and BT 60. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sturdy Shield (Major) Source GM Core pg. 235, Core Rulebook pg. 588 Price 10,000 gp --- The shield has Hardness 17, HP 136, and BT 68. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Sturdy Shield (Supreme) Source GM Core pg. 235, Core Rulebook pg. 588 Price 40,000 gp --- The shield has Hardness 20, HP 160, and BT 80.","skill_mod":{},"summary":"The shield has Hardness 10, HP 80, and BT 40.","primary_source":"GM Core","trait_group":["Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2828","base_item":["Steel Shield"],"name":"Sturdy Shield (Lesser)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2828-2654"},{"legacy_name":["Sturdy Shield"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2828","weakness":{},"price":100000,"legacy_id":["equipment-327"],"trait":["Magical"],"id":"equipment-2828-2655","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sturdy Shield Source GM Core pg. 234 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sturdy Shield (Minor) Source GM Core pg. 235, Core Rulebook pg. 588 Price 100 gp --- The shield has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Sturdy Shield (Lesser) Source GM Core pg. 235, Core Rulebook pg. 588 Price 360 gp --- The shield has Hardness 10, HP 80, and BT 40. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sturdy Shield (Moderate) Source GM Core pg. 235, Core Rulebook pg. 588 Price 1,000 gp --- The shield has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sturdy Shield (Greater) Source GM Core pg. 235, Core Rulebook pg. 588 Price 3,000 gp --- The shield has Hardness 15, HP 120, and BT 60. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sturdy Shield (Major) Source GM Core pg. 235, Core Rulebook pg. 588 Price 10,000 gp --- The shield has Hardness 17, HP 136, and BT 68. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Sturdy Shield (Supreme) Source GM Core pg. 235, Core Rulebook pg. 588 Price 40,000 gp --- The shield has Hardness 20, HP 160, and BT 80.","skill_mod":{},"summary":"The shield has Hardness 13, HP 104, and BT 52.","primary_source":"GM Core","trait_group":["Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2828","base_item":["Steel Shield"],"name":"Sturdy Shield (Moderate)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2828-2655"},{"legacy_name":["Sturdy Shield"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2828","weakness":{},"price":300000,"legacy_id":["equipment-327"],"trait":["Magical"],"id":"equipment-2828-2656","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sturdy Shield Source GM Core pg. 234 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sturdy Shield (Minor) Source GM Core pg. 235, Core Rulebook pg. 588 Price 100 gp --- The shield has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Sturdy Shield (Lesser) Source GM Core pg. 235, Core Rulebook pg. 588 Price 360 gp --- The shield has Hardness 10, HP 80, and BT 40. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sturdy Shield (Moderate) Source GM Core pg. 235, Core Rulebook pg. 588 Price 1,000 gp --- The shield has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sturdy Shield (Greater) Source GM Core pg. 235, Core Rulebook pg. 588 Price 3,000 gp --- The shield has Hardness 15, HP 120, and BT 60. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sturdy Shield (Major) Source GM Core pg. 235, Core Rulebook pg. 588 Price 10,000 gp --- The shield has Hardness 17, HP 136, and BT 68. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Sturdy Shield (Supreme) Source GM Core pg. 235, Core Rulebook pg. 588 Price 40,000 gp --- The shield has Hardness 20, HP 160, and BT 80.","skill_mod":{},"summary":"The shield has Hardness 15, HP 120, and BT 60.","primary_source":"GM Core","trait_group":["Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2828","base_item":["Steel Shield"],"name":"Sturdy Shield (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2828-2656"},{"legacy_name":["Sturdy Shield"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2828","weakness":{},"price":1000000,"legacy_id":["equipment-327"],"trait":["Magical"],"id":"equipment-2828-2657","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sturdy Shield Source GM Core pg. 234 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sturdy Shield (Minor) Source GM Core pg. 235, Core Rulebook pg. 588 Price 100 gp --- The shield has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Sturdy Shield (Lesser) Source GM Core pg. 235, Core Rulebook pg. 588 Price 360 gp --- The shield has Hardness 10, HP 80, and BT 40. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sturdy Shield (Moderate) Source GM Core pg. 235, Core Rulebook pg. 588 Price 1,000 gp --- The shield has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sturdy Shield (Greater) Source GM Core pg. 235, Core Rulebook pg. 588 Price 3,000 gp --- The shield has Hardness 15, HP 120, and BT 60. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sturdy Shield (Major) Source GM Core pg. 235, Core Rulebook pg. 588 Price 10,000 gp --- The shield has Hardness 17, HP 136, and BT 68. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Sturdy Shield (Supreme) Source GM Core pg. 235, Core Rulebook pg. 588 Price 40,000 gp --- The shield has Hardness 20, HP 160, and BT 80.","skill_mod":{},"summary":"The shield has Hardness 17, HP 136, and BT 68.","primary_source":"GM Core","trait_group":["Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2828","base_item":["Steel Shield"],"name":"Sturdy Shield (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2828-2657"},{"legacy_name":["Sturdy Shield"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-2828","weakness":{},"price":4000000,"legacy_id":["equipment-327"],"trait":["Magical"],"id":"equipment-2828-2658","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sturdy Shield Source GM Core pg. 234 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sturdy Shield (Minor) Source GM Core pg. 235, Core Rulebook pg. 588 Price 100 gp --- The shield has Hardness 8, HP 64, and BT 32. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Sturdy Shield (Lesser) Source GM Core pg. 235, Core Rulebook pg. 588 Price 360 gp --- The shield has Hardness 10, HP 80, and BT 40. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sturdy Shield (Moderate) Source GM Core pg. 235, Core Rulebook pg. 588 Price 1,000 gp --- The shield has Hardness 13, HP 104, and BT 52. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Sturdy Shield (Greater) Source GM Core pg. 235, Core Rulebook pg. 588 Price 3,000 gp --- The shield has Hardness 15, HP 120, and BT 60. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sturdy Shield (Major) Source GM Core pg. 235, Core Rulebook pg. 588 Price 10,000 gp --- The shield has Hardness 17, HP 136, and BT 68. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Sturdy Shield (Supreme) Source GM Core pg. 235, Core Rulebook pg. 588 Price 40,000 gp --- The shield has Hardness 20, HP 160, and BT 80.","skill_mod":{},"summary":"The shield has Hardness 20, HP 160, and BT 80.","primary_source":"GM Core","trait_group":["Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=2828","base_item":["Steel Shield"],"name":"Sturdy Shield (Supreme)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2828-2658"},{"item_child_id":["equipment-2829-2659","equipment-2829-2660","equipment-2829-2661"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-280"],"trait":["Magical"],"id":"equipment-2829","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Striking Source GM Core pg. 236 Usage etched onto a weapon --- A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 striking dagger would deal 2d4 damage instead of 1d4 damage. You can upgrade the striking rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. The Price of the upgrade is the difference between the two runes' Prices. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Striking Source GM Core pg. 236, Core Rulebook pg. 581 Price 65 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Striking (Greater) Source GM Core pg. 236, Core Rulebook pg. 581 Price 1,065 gp --- The weapon deals three weapon damage dice. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Striking (Major) Source GM Core pg. 236, Core Rulebook pg. 581 Price 31,065 gp --- The weapon deals four weapon damage dice.","skill_mod":{},"summary":"A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 …","primary_source":"GM Core","trait_group":["Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Weapon Runes","resistance":{},"url":"/Equipment.aspx?ID=2829","name":"Striking","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2829"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2829","weakness":{},"price":6500,"legacy_id":["equipment-280"],"trait":["Magical"],"id":"equipment-2829-2659","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Striking Source GM Core pg. 236 Usage etched onto a weapon --- A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 striking dagger would deal 2d4 damage instead of 1d4 damage. You can upgrade the striking rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. The Price of the upgrade is the difference between the two runes' Prices. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Striking Source GM Core pg. 236, Core Rulebook pg. 581 Price 65 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Striking (Greater) Source GM Core pg. 236, Core Rulebook pg. 581 Price 1,065 gp --- The weapon deals three weapon damage dice. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Striking (Major) Source GM Core pg. 236, Core Rulebook pg. 581 Price 31,065 gp --- The weapon deals four weapon damage dice.","skill_mod":{},"summary":"A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 …","primary_source":"GM Core","trait_group":["Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Weapon Runes","resistance":{},"url":"/Equipment.aspx?ID=2829","name":"Striking","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2829-2659"},{"legacy_name":["Striking"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2829","weakness":{},"price":106500,"legacy_id":["equipment-280"],"trait":["Magical"],"id":"equipment-2829-2660","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Striking Source GM Core pg. 236 Usage etched onto a weapon --- A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 striking dagger would deal 2d4 damage instead of 1d4 damage. You can upgrade the striking rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. The Price of the upgrade is the difference between the two runes' Prices. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Striking Source GM Core pg. 236, Core Rulebook pg. 581 Price 65 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Striking (Greater) Source GM Core pg. 236, Core Rulebook pg. 581 Price 1,065 gp --- The weapon deals three weapon damage dice. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Striking (Major) Source GM Core pg. 236, Core Rulebook pg. 581 Price 31,065 gp --- The weapon deals four weapon damage dice.","skill_mod":{},"summary":"The weapon deals three weapon damage dice.","primary_source":"GM Core","trait_group":["Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Weapon Runes","resistance":{},"url":"/Equipment.aspx?ID=2829","name":"Striking (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2829-2660"},{"legacy_name":["Striking"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2829","weakness":{},"price":3106500,"legacy_id":["equipment-280"],"trait":["Magical"],"id":"equipment-2829-2661","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Striking Source GM Core pg. 236 Usage etched onto a weapon --- A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 striking dagger would deal 2d4 damage instead of 1d4 damage. You can upgrade the striking rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. The Price of the upgrade is the difference between the two runes' Prices. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Striking Source GM Core pg. 236, Core Rulebook pg. 581 Price 65 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Striking (Greater) Source GM Core pg. 236, Core Rulebook pg. 581 Price 1,065 gp --- The weapon deals three weapon damage dice. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Striking (Major) Source GM Core pg. 236, Core Rulebook pg. 581 Price 31,065 gp --- The weapon deals four weapon damage dice.","skill_mod":{},"summary":"The weapon deals four weapon damage dice.","primary_source":"GM Core","trait_group":["Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Weapon Runes","resistance":{},"url":"/Equipment.aspx?ID=2829","name":"Striking (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2829-2661"},{"item_child_id":["equipment-2830-2662","equipment-2830-2663","equipment-2830-2664"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-281"],"trait":["Magical"],"id":"equipment-2830","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Weapon Potency Source GM Core pg. 236 Usage etched onto a weapon --- Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property rune. You can upgrade the weapon potency rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. The Price of the upgrade is the difference between the two runes' prices. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Weapon Potency (+1) Source GM Core pg. 236, Core Rulebook pg. 581 Price 35 gp Craft Requirements You are an expert in Crafting. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Weapon Potency (+2) Source GM Core pg. 236, Core Rulebook pg. 581 Price 935 gp --- The item bonus to attack rolls is +2, and the weapon can be etched with two property runes. Craft Requirements You are a master in Crafting. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Weapon Potency (+3) Source GM Core pg. 236, Core Rulebook pg. 581 Price 8,935 gp --- The item bonus to attack rolls is +3, and the weapon can be etched with three property runes. Craft Requirements You are legendary in Crafting.","skill_mod":{},"summary":"Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property …","primary_source":"GM Core","trait_group":["Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Weapon Runes","resistance":{},"url":"/Equipment.aspx?ID=2830","name":"Weapon Potency","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2830"},{"legacy_name":["Weapon Potency"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2830","weakness":{},"price":3500,"legacy_id":["equipment-281"],"trait":["Magical"],"id":"equipment-2830-2662","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Weapon Potency Source GM Core pg. 236 Usage etched onto a weapon --- Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property rune. You can upgrade the weapon potency rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. The Price of the upgrade is the difference between the two runes' prices. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Weapon Potency (+1) Source GM Core pg. 236, Core Rulebook pg. 581 Price 35 gp Craft Requirements You are an expert in Crafting. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Weapon Potency (+2) Source GM Core pg. 236, Core Rulebook pg. 581 Price 935 gp --- The item bonus to attack rolls is +2, and the weapon can be etched with two property runes. Craft Requirements You are a master in Crafting. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Weapon Potency (+3) Source GM Core pg. 236, Core Rulebook pg. 581 Price 8,935 gp --- The item bonus to attack rolls is +3, and the weapon can be etched with three property runes. Craft Requirements You are legendary in Crafting.","skill_mod":{},"summary":"Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property …","primary_source":"GM Core","trait_group":["Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Weapon Runes","resistance":{},"url":"/Equipment.aspx?ID=2830","name":"Weapon Potency (+1)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2830-2662"},{"legacy_name":["Weapon Potency"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2830","weakness":{},"price":93500,"legacy_id":["equipment-281"],"trait":["Magical"],"id":"equipment-2830-2663","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Weapon Potency Source GM Core pg. 236 Usage etched onto a weapon --- Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property rune. You can upgrade the weapon potency rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. The Price of the upgrade is the difference between the two runes' prices. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Weapon Potency (+1) Source GM Core pg. 236, Core Rulebook pg. 581 Price 35 gp Craft Requirements You are an expert in Crafting. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Weapon Potency (+2) Source GM Core pg. 236, Core Rulebook pg. 581 Price 935 gp --- The item bonus to attack rolls is +2, and the weapon can be etched with two property runes. Craft Requirements You are a master in Crafting. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Weapon Potency (+3) Source GM Core pg. 236, Core Rulebook pg. 581 Price 8,935 gp --- The item bonus to attack rolls is +3, and the weapon can be etched with three property runes. Craft Requirements You are legendary in Crafting.","skill_mod":{},"summary":"The item bonus to attack rolls is +2, and the weapon can be etched with two property runes.","primary_source":"GM Core","trait_group":["Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Weapon Runes","resistance":{},"url":"/Equipment.aspx?ID=2830","name":"Weapon Potency (+2)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2830-2663"},{"legacy_name":["Weapon Potency"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2830","weakness":{},"price":893500,"legacy_id":["equipment-281"],"trait":["Magical"],"id":"equipment-2830-2664","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Weapon Potency Source GM Core pg. 236 Usage etched onto a weapon --- Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property rune. You can upgrade the weapon potency rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. The Price of the upgrade is the difference between the two runes' prices. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Weapon Potency (+1) Source GM Core pg. 236, Core Rulebook pg. 581 Price 35 gp Craft Requirements You are an expert in Crafting. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Weapon Potency (+2) Source GM Core pg. 236, Core Rulebook pg. 581 Price 935 gp --- The item bonus to attack rolls is +2, and the weapon can be etched with two property runes. Craft Requirements You are a master in Crafting. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Weapon Potency (+3) Source GM Core pg. 236, Core Rulebook pg. 581 Price 8,935 gp --- The item bonus to attack rolls is +3, and the weapon can be etched with three property runes. Craft Requirements You are legendary in Crafting.","skill_mod":{},"summary":"The item bonus to attack rolls is +3, and the weapon can be etched with three property runes.","primary_source":"GM Core","trait_group":["Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Weapon Runes","resistance":{},"url":"/Equipment.aspx?ID=2830","name":"Weapon Potency (+3)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2830-2664"},{"legacy_name":["Dancing"],"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":270000,"legacy_id":["equipment-293"],"trait":["Magical","Uncommon"],"id":"equipment-2831","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Animated Source GM Core pg. 236 Price 2,700 gp Usage etched onto a melee weapon --- An animated weapon flies autonomously and strikes your foes. Activate—Set Free Two Actions (concentrate, manipulate) Effect You Release the weapon and it flutters through the air, fighting on its own against the last enemy you attacked, or the nearest enemy to it if your target has been defeated. At the end of your turn each round, the weapon can Fly up to its fly Speed of 40 feet, and then can either Fly again or Strike one creature within its reach. The weapon has a space of 5 feet, but it doesn't block or impede enemies attempting to move though that space, nor does it benefit from or provide flanking. The weapon can't move through an enemy's space. The weapon can't use reactions, and its Fly actions don't trigger reactions. While it's activated, an animated weapon makes Strikes with an attack modifier of +24 plus its item bonus to attack rolls. It uses the weapon's normal damage but has a +0 Strength modifier. The weapon's abilities that automatically trigger on a hit or critical hit still function, but the weapon can't be activated or benefit from any of your abilities while animated. Each round, when the weapon finishes using its actions, attempt a DC 6 flat check. On a failure, the activation ends. The weapon falls to the ground and can't be Set Free again for 10 minutes.\n","skill_mod":{},"summary":"An animated weapon flies autonomously and strikes your foes. ","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2831","name":"Animated","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2831"},{"item_child_id":["equipment-2832-2665","equipment-2832-2666"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"trait":["Magical","Spirit"],"id":"equipment-2832","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Astral Source GM Core pg. 236 Usage etched onto a weapon --- Astral weapons command powerful spiritual energy from the Astral Plane. This rune has the same effects as a ghost touch rune, plus Strikes with it deal an extra 1d6 spirit damage. If used to attack a creature that's possessing another creature, this weapon deals no damage to the possessed creature. On a critical hit against a creature possessing another creature, the possessing creature must succeed at a DC 26 Will save or be expelled and unable to possess a creature for 1d4 rounds. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Astral Source GM Core pg. 236 Price 450 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Astral (Greater) Source GM Core pg. 236 Price 6,000 gp --- The save DC is 36. Spirit damage dealt by this weapon ignores the target's spirit resistance.","skill_mod":{},"summary":" Astral weapons command powerful spiritual energy from the Astral Plane. This rune has the same effects as a ghost touch rune, plus Strikes with …","primary_source":"GM Core","trait_group":["Mechanics","Creature Type"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2832","name":"Astral","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2832"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2832","weakness":{},"price":45000,"trait":["Magical","Spirit"],"id":"equipment-2832-2665","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Astral Source GM Core pg. 236 Usage etched onto a weapon --- Astral weapons command powerful spiritual energy from the Astral Plane. This rune has the same effects as a ghost touch rune, plus Strikes with it deal an extra 1d6 spirit damage. If used to attack a creature that's possessing another creature, this weapon deals no damage to the possessed creature. On a critical hit against a creature possessing another creature, the possessing creature must succeed at a DC 26 Will save or be expelled and unable to possess a creature for 1d4 rounds. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Astral Source GM Core pg. 236 Price 450 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Astral (Greater) Source GM Core pg. 236 Price 6,000 gp --- The save DC is 36. Spirit damage dealt by this weapon ignores the target's spirit resistance.","skill_mod":{},"summary":"Astral weapons command powerful spiritual energy from the Astral Plane. This rune has the same effects as a ghost touch rune, plus Strikes with …","primary_source":"GM Core","trait_group":["Mechanics","Creature Type"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2832","name":"Astral","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2832-2665"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2832","weakness":{},"price":600000,"trait":["Magical","Spirit"],"id":"equipment-2832-2666","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Astral Source GM Core pg. 236 Usage etched onto a weapon --- Astral weapons command powerful spiritual energy from the Astral Plane. This rune has the same effects as a ghost touch rune, plus Strikes with it deal an extra 1d6 spirit damage. If used to attack a creature that's possessing another creature, this weapon deals no damage to the possessed creature. On a critical hit against a creature possessing another creature, the possessing creature must succeed at a DC 26 Will save or be expelled and unable to possess a creature for 1d4 rounds. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Astral Source GM Core pg. 236 Price 450 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Astral (Greater) Source GM Core pg. 236 Price 6,000 gp --- The save DC is 36. Spirit damage dealt by this weapon ignores the target's spirit resistance.","skill_mod":{},"summary":"The save DC is 36. Spirit damage dealt by this weapon ignores the target's spirit resistance.","primary_source":"GM Core","trait_group":["Mechanics","Creature Type"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2832","name":"Astral (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2832-2666"},{"item_child_id":["equipment-2833-3066","equipment-2833-3067"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-1043"],"trait":["Magical"],"id":"equipment-2833","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Brilliant Source GM Core pg. 236 Usage etched onto a weapon --- This rune causes a weapon to transform into pure, brilliant energy. The weapon deals an additional 1d4 fire damage on a successful Strike, as well as 1d4 spirit damage to fiends and 1d4 vitality damage to undead. On a critical hit, the target must succeed at a DC 29 Fortitude save or be blinded for 1 round. Activate—Shine Bright Single Action (concentrate, light) Effect You plunge your weapon into darkness to return the light. Attempt a counteract check with a counteract rank of 5 and a +19 counteract modifier to end a magical darkness effect whose area is within reach of the weapon. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Brilliant Source GM Core pg. 236, Secrets of Magic pg. 180 Price 2,000 gp --- <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Brilliant (Greater) Source GM Core pg. 236, Secrets of Magic pg. 180 Price 24,000 gp --- The save DC is 41, the counteract rank is 9, the counteract modifier is +31, and damage dealt by this weapon ignores the target's resistances to fire, spirit, and vitality","skill_mod":{},"summary":"This rune causes a weapon to transform into pure, brilliant energy. The weapon deals an additional 1d4 fire damage on a successful Strike, as well as …","primary_source":"GM Core","trait_group":["Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2833","name":"Brilliant","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2833"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2833","weakness":{},"price":200000,"legacy_id":["equipment-1043"],"trait":["Magical"],"id":"equipment-2833-3066","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Brilliant Source GM Core pg. 236 Usage etched onto a weapon --- This rune causes a weapon to transform into pure, brilliant energy. The weapon deals an additional 1d4 fire damage on a successful Strike, as well as 1d4 spirit damage to fiends and 1d4 vitality damage to undead. On a critical hit, the target must succeed at a DC 29 Fortitude save or be blinded for 1 round. Activate—Shine Bright Single Action (concentrate, light) Effect You plunge your weapon into darkness to return the light. Attempt a counteract check with a counteract rank of 5 and a +19 counteract modifier to end a magical darkness effect whose area is within reach of the weapon. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Brilliant Source GM Core pg. 236, Secrets of Magic pg. 180 Price 2,000 gp --- <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Brilliant (Greater) Source GM Core pg. 236, Secrets of Magic pg. 180 Price 24,000 gp --- The save DC is 41, the counteract rank is 9, the counteract modifier is +31, and damage dealt by this weapon ignores the target's resistances to fire, spirit, and vitality","skill_mod":{},"summary":"","primary_source":"GM Core","trait_group":["Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2833","name":"Brilliant","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2833-3066"},{"legacy_name":["Brilliant"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2833","weakness":{},"price":2400000,"legacy_id":["equipment-1043"],"trait":["Magical"],"id":"equipment-2833-3067","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Brilliant Source GM Core pg. 236 Usage etched onto a weapon --- This rune causes a weapon to transform into pure, brilliant energy. The weapon deals an additional 1d4 fire damage on a successful Strike, as well as 1d4 spirit damage to fiends and 1d4 vitality damage to undead. On a critical hit, the target must succeed at a DC 29 Fortitude save or be blinded for 1 round. Activate—Shine Bright Single Action (concentrate, light) Effect You plunge your weapon into darkness to return the light. Attempt a counteract check with a counteract rank of 5 and a +19 counteract modifier to end a magical darkness effect whose area is within reach of the weapon. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Brilliant Source GM Core pg. 236, Secrets of Magic pg. 180 Price 2,000 gp --- <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Brilliant (Greater) Source GM Core pg. 236, Secrets of Magic pg. 180 Price 24,000 gp --- The save DC is 41, the counteract rank is 9, the counteract modifier is +31, and damage dealt by this weapon ignores the target's resistances to fire, spirit, and vitality","skill_mod":{},"summary":"The save DC is 41, the counteract rank is 9, the counteract modifier is +31, and damage dealt by this weapon ignores the target's resistances to …","primary_source":"GM Core","trait_group":["Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2833","name":"Brilliant (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2833-3067"},{"item_child_id":["equipment-2834-2667","equipment-2834-2668"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-292"],"trait":["Acid","Magical"],"id":"equipment-2834","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Corrosive Source GM Core pg. 237 Usage etched onto a weapon --- Acid sizzles across the surface of the weapon etched with this rune. When you hit with the weapon, add 1d6 acid damage to the damage dealt. In addition, on a critical hit, the target's armor (if any) takes 3d6 acid damage (before applying Hardness); if the target has a shield raised, the shield takes this damage instead. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Corrosive Source GM Core pg. 237, Core Rulebook pg. 583 Price 500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Corrosive (Greater) Source GM Core pg. 237, Core Rulebook pg. 583 Price 6,500 gp --- The acid damage dealt by this weapon ignores the target's acid resistance. Increase the acid damage dealt to armor or a shield on a critical hit to 6d6.","skill_mod":{},"summary":"Acid sizzles across the surface of the weapon etched with this rune. When you hit with the weapon, add 1d6 acid damage to the damage dealt. In …","primary_source":"GM Core","trait_group":["Energy","Monster","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2834","name":"Corrosive","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2834"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2834","weakness":{},"price":50000,"legacy_id":["equipment-292"],"trait":["Acid","Magical"],"id":"equipment-2834-2667","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Corrosive Source GM Core pg. 237 Usage etched onto a weapon --- Acid sizzles across the surface of the weapon etched with this rune. When you hit with the weapon, add 1d6 acid damage to the damage dealt. In addition, on a critical hit, the target's armor (if any) takes 3d6 acid damage (before applying Hardness); if the target has a shield raised, the shield takes this damage instead. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Corrosive Source GM Core pg. 237, Core Rulebook pg. 583 Price 500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Corrosive (Greater) Source GM Core pg. 237, Core Rulebook pg. 583 Price 6,500 gp --- The acid damage dealt by this weapon ignores the target's acid resistance. Increase the acid damage dealt to armor or a shield on a critical hit to 6d6.","skill_mod":{},"summary":"Acid sizzles across the surface of the weapon etched with this rune. When you hit with the weapon, add 1d6 acid damage to the damage dealt. In …","primary_source":"GM Core","trait_group":["Energy","Monster","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2834","name":"Corrosive","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2834-2667"},{"legacy_name":["Corrosive"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2834","weakness":{},"price":650000,"legacy_id":["equipment-292"],"trait":["Acid","Magical"],"id":"equipment-2834-2668","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Corrosive Source GM Core pg. 237 Usage etched onto a weapon --- Acid sizzles across the surface of the weapon etched with this rune. When you hit with the weapon, add 1d6 acid damage to the damage dealt. In addition, on a critical hit, the target's armor (if any) takes 3d6 acid damage (before applying Hardness); if the target has a shield raised, the shield takes this damage instead. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Corrosive Source GM Core pg. 237, Core Rulebook pg. 583 Price 500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Corrosive (Greater) Source GM Core pg. 237, Core Rulebook pg. 583 Price 6,500 gp --- The acid damage dealt by this weapon ignores the target's acid resistance. Increase the acid damage dealt to armor or a shield on a critical hit to 6d6.","skill_mod":{},"summary":"The acid damage dealt by this weapon ignores the target's acid resistance. Increase the acid damage dealt to armor or a shield on a critical hit to …","primary_source":"GM Core","trait_group":["Energy","Monster","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2834","name":"Corrosive (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2834-2668"},{"item_child_id":["equipment-2835-2669","equipment-2835-2670"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"trait":["Magical","Void","Negative"],"id":"equipment-2835","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Decaying Source GM Core pg. 237 Usage etched onto a weapon --- Eerie waves of purplish energy dance across the surface of a weapon etched with this rune. When you hit with the weapon, add 1d4 void damage to the damage dealt. In addition, on a critical hit, the target takes 2d4 persistent void damage; if the target has a shield raised, the shield takes the same amount of persistent damage (its wielder rolls the flat check to see if the persistent damage ends, or the GM rolls if the shield is no longer in someone's possession). Unlike normal void damage, the void damage from a decaying rune damages objects, constructs, and the like by eroding them away. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Decaying Source GM Core pg. 237 Price 500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Decaying (Greater) Source GM Core pg. 237 Price 6,500 gp --- The void damage dealt by this weapon ignores the target's void resistance or immunity. Increase the persistent void damage dealt on a critical hit to 4d4.","skill_mod":{},"summary":"Eerie waves of purplish energy dance across the surface of a weapon etched with this rune. When you hit with the weapon, add 1d4 void damage to the …","primary_source":"GM Core","trait_group":["Mechanics","Energy","Planar","Creature Type"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2835","name":"Decaying","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2835"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2835","weakness":{},"price":50000,"trait":["Magical","Void","Negative"],"id":"equipment-2835-2669","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Decaying Source GM Core pg. 237 Usage etched onto a weapon --- Eerie waves of purplish energy dance across the surface of a weapon etched with this rune. When you hit with the weapon, add 1d4 void damage to the damage dealt. In addition, on a critical hit, the target takes 2d4 persistent void damage; if the target has a shield raised, the shield takes the same amount of persistent damage (its wielder rolls the flat check to see if the persistent damage ends, or the GM rolls if the shield is no longer in someone's possession). Unlike normal void damage, the void damage from a decaying rune damages objects, constructs, and the like by eroding them away. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Decaying Source GM Core pg. 237 Price 500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Decaying (Greater) Source GM Core pg. 237 Price 6,500 gp --- The void damage dealt by this weapon ignores the target's void resistance or immunity. Increase the persistent void damage dealt on a critical hit to 4d4.","skill_mod":{},"summary":"Eerie waves of purplish energy dance across the surface of a weapon etched with this rune. When you hit with the weapon, add 1d4 void damage to the …","primary_source":"GM Core","trait_group":["Mechanics","Energy","Planar","Creature Type"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2835","name":"Decaying","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2835-2669"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2835","weakness":{},"price":650000,"trait":["Magical","Void","Negative"],"id":"equipment-2835-2670","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Decaying Source GM Core pg. 237 Usage etched onto a weapon --- Eerie waves of purplish energy dance across the surface of a weapon etched with this rune. When you hit with the weapon, add 1d4 void damage to the damage dealt. In addition, on a critical hit, the target takes 2d4 persistent void damage; if the target has a shield raised, the shield takes the same amount of persistent damage (its wielder rolls the flat check to see if the persistent damage ends, or the GM rolls if the shield is no longer in someone's possession). Unlike normal void damage, the void damage from a decaying rune damages objects, constructs, and the like by eroding them away. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Decaying Source GM Core pg. 237 Price 500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Decaying (Greater) Source GM Core pg. 237 Price 6,500 gp --- The void damage dealt by this weapon ignores the target's void resistance or immunity. Increase the persistent void damage dealt on a critical hit to 4d4.","skill_mod":{},"summary":"The void damage dealt by this weapon ignores the target's void resistance or immunity. Increase the persistent void damage dealt on a critical hit to …","primary_source":"GM Core","trait_group":["Mechanics","Energy","Planar","Creature Type"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2835","name":"Decaying (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2835-2670"},{"item_child_id":["equipment-2836-2671","equipment-2836-2672"],"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-1055"],"trait":["Magical"],"id":"equipment-2836","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Extending Source GM Core pg. 237 Usage etched onto a melee weapon --- An extending rune allows you to extend your weapon to impossible lengths. Activate—Extend Two Actions (manipulate) Effect You extend your weapon, giving you an impossible reach. You Strike with the weapon, and you have reach 60 feet for the Strike. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Extending Source GM Core pg. 237, Secrets of Magic pg. 184 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Extending (Greater) Source GM Core pg. 237, Secrets of Magic pg. 184 Price 3,000 gp --- The activation grants you reach 120 feet for the Strike.","skill_mod":{},"summary":"An extending rune allows you to extend your weapon to impossible lengths. ","primary_source":"GM Core","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2836","name":"Extending","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2836"},{"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2836","weakness":{},"price":70000,"legacy_id":["equipment-1055"],"trait":["Magical"],"id":"equipment-2836-2671","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Extending Source GM Core pg. 237 Usage etched onto a melee weapon --- An extending rune allows you to extend your weapon to impossible lengths. Activate—Extend Two Actions (manipulate) Effect You extend your weapon, giving you an impossible reach. You Strike with the weapon, and you have reach 60 feet for the Strike. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Extending Source GM Core pg. 237, Secrets of Magic pg. 184 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Extending (Greater) Source GM Core pg. 237, Secrets of Magic pg. 184 Price 3,000 gp --- The activation grants you reach 120 feet for the Strike.","skill_mod":{},"summary":"An extending rune allows you to extend your weapon to impossible lengths.","primary_source":"GM Core","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2836","name":"Extending","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2836-2671"},{"legacy_name":["Extending"],"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2836","weakness":{},"price":300000,"legacy_id":["equipment-1055"],"trait":["Magical"],"id":"equipment-2836-2672","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Extending Source GM Core pg. 237 Usage etched onto a melee weapon --- An extending rune allows you to extend your weapon to impossible lengths. Activate—Extend Two Actions (manipulate) Effect You extend your weapon, giving you an impossible reach. You Strike with the weapon, and you have reach 60 feet for the Strike. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Extending Source GM Core pg. 237, Secrets of Magic pg. 184 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Extending (Greater) Source GM Core pg. 237, Secrets of Magic pg. 184 Price 3,000 gp --- The activation grants you reach 120 feet for the Strike.","skill_mod":{},"summary":"The activation grants you reach 120 feet for the Strike.","primary_source":"GM Core","trait_group":["Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2836","name":"Extending (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2836-2672"},{"item_child_id":["equipment-2837-2673","equipment-2837-2674"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-731"],"trait":["Emotion","Fear","Magical","Mental"],"id":"equipment-2837","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Fearsome Source GM Core pg. 237 Usage etched onto a weapon --- When you critically hit with this weapon, the target becomes frightened 1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Fearsome Source GM Core pg. 237, Advanced Player's Guide pg. 260 Price 160 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fearsome (Greater) Source GM Core pg. 237, Advanced Player's Guide pg. 260 Price 2,000 gp --- When you critically hit with this weapon, the target becomes frightened 2.","skill_mod":{},"summary":"When you critically hit with this weapon, the target becomes frightened 1.","primary_source":"GM Core","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2837","name":"Fearsome","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2837"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2837","weakness":{},"price":16000,"legacy_id":["equipment-731"],"trait":["Emotion","Fear","Magical","Mental"],"id":"equipment-2837-2673","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Fearsome Source GM Core pg. 237 Usage etched onto a weapon --- When you critically hit with this weapon, the target becomes frightened 1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Fearsome Source GM Core pg. 237, Advanced Player's Guide pg. 260 Price 160 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fearsome (Greater) Source GM Core pg. 237, Advanced Player's Guide pg. 260 Price 2,000 gp --- When you critically hit with this weapon, the target becomes frightened 2.","skill_mod":{},"summary":"When you critically hit with this weapon, the target becomes frightened 1.","primary_source":"GM Core","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2837","name":"Fearsome","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2837-2673"},{"legacy_name":["Fearsome"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2837","weakness":{},"price":200000,"legacy_id":["equipment-731"],"trait":["Emotion","Fear","Magical","Mental"],"id":"equipment-2837-2674","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Fearsome Source GM Core pg. 237 Usage etched onto a weapon --- When you critically hit with this weapon, the target becomes frightened 1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Fearsome Source GM Core pg. 237, Advanced Player's Guide pg. 260 Price 160 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Fearsome (Greater) Source GM Core pg. 237, Advanced Player's Guide pg. 260 Price 2,000 gp --- When you critically hit with this weapon, the target becomes frightened 2.","skill_mod":{},"summary":"When you critically hit with this weapon, the target becomes frightened 2.","primary_source":"GM Core","trait_group":["Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2837","name":"Fearsome (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2837-2674"},{"item_child_id":["equipment-2838-2675","equipment-2838-2676"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-295"],"trait":["Fire","Magical"],"id":"equipment-2838","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Flaming Source GM Core pg. 237 Usage etched onto a weapon --- A weapon with this rune is empowered by flickering flame. The weapon deals an additional 1d6 fire damage on a successful Strike, plus 1d10 persistent fire damage on a critical hit. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Flaming Source GM Core pg. 237, Core Rulebook pg. 584 Price 500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Flaming (Greater) Source GM Core pg. 237, Core Rulebook pg. 584 Price 6,500 gp --- Increase the persistent damage on a critical hit to 2d10. Fire damage dealt by this weapon (including the persistent fire damage) ignores the target's fire resistance.","element":["Fire"],"skill_mod":{},"summary":"A weapon with this rune is empowered by flickering flame. The weapon deals an additional 1d6 fire damage on a successful Strike, plus 1d10 …","primary_source":"GM Core","trait_group":["Energy","Elemental","Planar","Monster","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2838","name":"Flaming","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2838"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2838","weakness":{},"price":50000,"legacy_id":["equipment-295"],"trait":["Fire","Magical"],"id":"equipment-2838-2675","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Flaming Source GM Core pg. 237 Usage etched onto a weapon --- A weapon with this rune is empowered by flickering flame. The weapon deals an additional 1d6 fire damage on a successful Strike, plus 1d10 persistent fire damage on a critical hit. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Flaming Source GM Core pg. 237, Core Rulebook pg. 584 Price 500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Flaming (Greater) Source GM Core pg. 237, Core Rulebook pg. 584 Price 6,500 gp --- Increase the persistent damage on a critical hit to 2d10. Fire damage dealt by this weapon (including the persistent fire damage) ignores the target's fire resistance.","element":["Fire"],"skill_mod":{},"summary":"A weapon with this rune is empowered by flickering flame. The weapon deals an additional 1d6 fire damage on a successful Strike, plus 1d10 …","primary_source":"GM Core","trait_group":["Energy","Elemental","Planar","Monster","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2838","name":"Flaming","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2838-2675"},{"legacy_name":["Flaming"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2838","weakness":{},"price":650000,"legacy_id":["equipment-295"],"trait":["Fire","Magical"],"id":"equipment-2838-2676","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Flaming Source GM Core pg. 237 Usage etched onto a weapon --- A weapon with this rune is empowered by flickering flame. The weapon deals an additional 1d6 fire damage on a successful Strike, plus 1d10 persistent fire damage on a critical hit. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Flaming Source GM Core pg. 237, Core Rulebook pg. 584 Price 500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Flaming (Greater) Source GM Core pg. 237, Core Rulebook pg. 584 Price 6,500 gp --- Increase the persistent damage on a critical hit to 2d10. Fire damage dealt by this weapon (including the persistent fire damage) ignores the target's fire resistance.","element":["Fire"],"skill_mod":{},"summary":"Increase the persistent damage on a critical hit to 2d10. Fire damage dealt by this weapon (including the persistent fire damage) ignores the …","primary_source":"GM Core","trait_group":["Energy","Elemental","Planar","Monster","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2838","name":"Flaming (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2838-2676"},{"item_child_id":["equipment-2839-2677","equipment-2839-2678"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-296"],"trait":["Cold","Magical"],"id":"equipment-2839","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Frost Source GM Core pg. 237 Usage etched onto a weapon --- This weapon is empowered with freezing ice. It deals an additional 1d6 cold damage on a successful Strike. On a critical hit, the target is also slowed 1 until the end of your next turn unless it succeeds at a DC 24 Fortitude save. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Frost Source GM Core pg. 237, Core Rulebook pg. 584 Price 500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Frost (Greater) Source GM Core pg. 237, Core Rulebook pg. 584 Price 6,500 gp --- The save DC is 34. Cold damage dealt by this weapon ignores the target's cold resistance.","skill_mod":{},"summary":"This weapon is empowered with freezing ice. It deals an additional 1d6 cold damage on a successful Strike. On a critical hit, the target is also …","primary_source":"GM Core","trait_group":["Energy","Monster","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2839","name":"Frost","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2839"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2839","weakness":{},"price":50000,"legacy_id":["equipment-296"],"trait":["Cold","Magical"],"id":"equipment-2839-2677","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Frost Source GM Core pg. 237 Usage etched onto a weapon --- This weapon is empowered with freezing ice. It deals an additional 1d6 cold damage on a successful Strike. On a critical hit, the target is also slowed 1 until the end of your next turn unless it succeeds at a DC 24 Fortitude save. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Frost Source GM Core pg. 237, Core Rulebook pg. 584 Price 500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Frost (Greater) Source GM Core pg. 237, Core Rulebook pg. 584 Price 6,500 gp --- The save DC is 34. Cold damage dealt by this weapon ignores the target's cold resistance.","skill_mod":{},"summary":"This weapon is empowered with freezing ice. It deals an additional 1d6 cold damage on a successful Strike. On a critical hit, the target is also …","primary_source":"GM Core","trait_group":["Energy","Monster","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2839","name":"Frost","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2839-2677"},{"legacy_name":["Frost"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2839","weakness":{},"price":650000,"legacy_id":["equipment-296"],"trait":["Cold","Magical"],"id":"equipment-2839-2678","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Frost Source GM Core pg. 237 Usage etched onto a weapon --- This weapon is empowered with freezing ice. It deals an additional 1d6 cold damage on a successful Strike. On a critical hit, the target is also slowed 1 until the end of your next turn unless it succeeds at a DC 24 Fortitude save. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Frost Source GM Core pg. 237, Core Rulebook pg. 584 Price 500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Frost (Greater) Source GM Core pg. 237, Core Rulebook pg. 584 Price 6,500 gp --- The save DC is 34. Cold damage dealt by this weapon ignores the target's cold resistance.","skill_mod":{},"summary":"The save DC is 34. Cold damage dealt by this weapon ignores the target's cold resistance.","primary_source":"GM Core","trait_group":["Energy","Monster","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2839","name":"Frost (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2839-2678"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":7500,"legacy_id":["equipment-297"],"trait":["Magical"],"id":"equipment-2840","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Ghost Touch Source GM Core pg. 238 Price 75 gp Usage etched onto a weapon --- A weapon etched with this rune can harm creatures without physical form. A ghost touch weapon is particularly effective against incorporeal creatures, which almost always have a specific vulnerability to ghost touch weapons. Incorporeal creatures can touch, hold, and wield ghost touch weapons (unlike most physical objects).\n","skill_mod":{},"summary":"A weapon etched with this rune can harm creatures without physical form. A ghost touch weapon is particularly effective against incorporeal …","primary_source":"GM Core","trait_group":["Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2840","name":"Ghost Touch","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2840"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":70000,"legacy_id":["equipment-298"],"trait":["Magical"],"id":"equipment-2841","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Grievous Source GM Core pg. 238 Price 700 gp Usage etched onto a weapon --- When your attack roll with this weapon is a critical hit and gains the critical specialization effect, you gain an additional benefit depending on the weapon group. Axe You can damage a third creature, with the same restrictions. Bow The Athletics check to pull the missile free is DC 20. Brawling The target takes a –4 circumstance penalty to its save. Club You can knock the target up to 15 feet away. Crossbow If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile, as the bow critical specialization. Dart The base persistent bleed damage increases to 2d6. Firearm The target takes a –4 circumstance penalty to its save. Flail You move the target 5 feet. You can't move it away from you, but you can move it in another direction of your choice. Hammer You can also knock the target 5 feet away from you. Knife The target takes a –5-foot status penalty to its Speed while it has the persistent bleed damage. Pick The extra damage from the critical specialization effect increases to 4 per weapon damage die. Polearm You can move the target up to 10 feet. Shield You can knock the target up to 10 feet away. Sling The target also takes a –10-foot status penalty to its Speed for 1 round if it fails the save. Spear The clumsy condition lasts for 2 rounds. Sword The target is off-guard until the end of your next turn.\n","skill_mod":{},"summary":"When your attack roll with this weapon is a critical hit and gains the critical specialization effect, you gain an additional benefit depending on …","primary_source":"GM Core","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2841","name":"Grievous","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2841"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon that isn't unholy","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":140000,"legacy_id":["equipment-299"],"trait":["Holy","Magical"],"id":"equipment-2842","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Holy Source GM Core pg. 238 Price 1,400 gp Usage etched onto a weapon that isn't unholy --- A holy weapon commands powerful celestial energy. Strikes made with it gain the holy trait and deal an extra 1d4 spirit damage, or an extra 2d4 against an unholy target. If you are unholy, you are enfeebled 2 while carrying or wielding this weapon. Activate—Holy Healing Reaction concentrate, healing, vitality Frequency once per day; Trigger You critically succeed at a Strike against an unholy creature with the weapon; Effect You regain HP equal to double the unholy creature's level\n","skill_mod":{},"summary":"A holy weapon commands powerful celestial energy. Strikes made with it gain the holy trait and deal an extra 1d4 spirit damage, or an extra 2d4 …","primary_source":"GM Core","trait_group":["Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2842","name":"Holy","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2842"},{"primary_source_category":"Rulebooks","usage":"etched onto a piercing or slashing melee weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":300000,"legacy_id":["equipment-300"],"trait":["Magical","Uncommon"],"id":"equipment-2843","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Keen Source GM Core pg. 238 Price 3,000 gp Usage etched onto a piercing or slashing melee weapon --- The edges of a keen weapon are preternaturally sharp. Attacks with this weapon are a critical hit on a 19 on the die as long as that result is a success. This property has no effect on a 19 if the result would be a failure.\n","skill_mod":{},"summary":"The edges of a keen weapon are preternaturally sharp. Attacks with this weapon are a critical hit on a 19 on the die as long as that result is a …","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2843","name":"Keen","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2843"},{"legacy_name":["Speed"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":1000000,"legacy_id":["equipment-304"],"trait":["Magical","Rare"],"id":"equipment-2844","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Quickstrike Source GM Core pg. 238 Price 10,000 gp Usage etched onto a weapon --- Attacks with a quickstrike weapon are supernaturally swift. While wielding a quickstrike weapon, you gain the quickened condition, but you can use the additional action granted only to make a Strike with the etched weapon.\n","skill_mod":{},"summary":"Attacks with a quickstrike weapon are supernaturally swift. While wielding a quickstrike weapon, you gain the quickened condition, but you can …","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2844","name":"Quickstrike","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2844"},{"primary_source_category":"Rulebooks","usage":"etched onto a thrown weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":5500,"legacy_id":["equipment-301"],"trait":["Magical"],"id":"equipment-2845","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Returning Source GM Core pg. 238 Price 55 gp Usage etched onto a thrown weapon --- When you make a thrown Strike with this weapon, it flies back to your hand after the Strike is complete. If your hands are full when the weapon returns, it falls to the ground in your space.\n","skill_mod":{},"summary":"When you make a thrown Strike with this weapon, it flies back to your hand after the Strike is complete. If your hands are full when the weapon …","primary_source":"GM Core","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2845","name":"Returning","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2845"},{"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":22500,"legacy_id":["equipment-302"],"trait":["Magical"],"id":"equipment-2846","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Shifting Source GM Core pg. 238 Price 225 gp Usage etched onto a melee weapon --- With a moment of manipulation, you can shift this weapon into a different weapon with a similar form. Activate—Shift Weapon Single Action (manipulate) Effect The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon's runes and any precious material it's made of apply to the weapon's new shape. Any property runes that can't apply to the new form are suppressed until the item takes a shape to which they can apply. The weapons a shifting weapon can turn into are based on the base attributes of the weapon, so reference the weapon's Hands entry in the weapons table to see what it can turn into. For example, a bastard sword requires one hand, even though it gets a benefit in two hands from the two-hand trait. Therefore, a shifting bastard sword could turn into a longsword, but not a greatsword. Activating this rune doesn't change how many hands you're currently using to hold the weapon.\n","skill_mod":{},"summary":"With a moment of manipulation, you can shift this weapon into a different weapon with a similar form. ","primary_source":"GM Core","trait_group":["Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2846","name":"Shifting","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2846"},{"item_child_id":["equipment-2847-2679","equipment-2847-2680"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-303"],"trait":["Electricity","Magical"],"id":"equipment-2847","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Shock Source GM Core pg. 238 Usage etched onto a weapon --- Electric arcs crisscross shock weapons, dealing an extra 1d6 electricity damage on a hit. On a critical hit, electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Shock Source GM Core pg. 238, Core Rulebook pg. 585 Price 500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Shock (Greater) Source GM Core pg. 238, Core Rulebook pg. 585 Price 6,500 gp --- Electricity damage dealt by this weapon ignores the target's electricity resistance (and the other creatures' on a critical hit).","skill_mod":{},"summary":"Electric arcs crisscross shock weapons, dealing an extra 1d6 electricity damage on a hit. On a critical hit, electricity arcs out to deal an equal …","primary_source":"GM Core","trait_group":["Energy","Monster","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2847","name":"Shock","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2847"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2847","weakness":{},"price":50000,"legacy_id":["equipment-303"],"trait":["Electricity","Magical"],"id":"equipment-2847-2679","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Shock Source GM Core pg. 238 Usage etched onto a weapon --- Electric arcs crisscross shock weapons, dealing an extra 1d6 electricity damage on a hit. On a critical hit, electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Shock Source GM Core pg. 238, Core Rulebook pg. 585 Price 500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Shock (Greater) Source GM Core pg. 238, Core Rulebook pg. 585 Price 6,500 gp --- Electricity damage dealt by this weapon ignores the target's electricity resistance (and the other creatures' on a critical hit).","skill_mod":{},"summary":"Electric arcs crisscross shock weapons, dealing an extra 1d6 electricity damage on a hit. On a critical hit, electricity arcs out to deal an equal …","primary_source":"GM Core","trait_group":["Energy","Monster","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2847","name":"Shock","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2847-2679"},{"legacy_name":["Shock"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2847","weakness":{},"price":650000,"legacy_id":["equipment-303"],"trait":["Electricity","Magical"],"id":"equipment-2847-2680","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Shock Source GM Core pg. 238 Usage etched onto a weapon --- Electric arcs crisscross shock weapons, dealing an extra 1d6 electricity damage on a hit. On a critical hit, electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Shock Source GM Core pg. 238, Core Rulebook pg. 585 Price 500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Shock (Greater) Source GM Core pg. 238, Core Rulebook pg. 585 Price 6,500 gp --- Electricity damage dealt by this weapon ignores the target's electricity resistance (and the other creatures' on a critical hit).","skill_mod":{},"summary":"Electricity damage dealt by this weapon ignores the target's electricity resistance (and the other creatures' on a critical hit).","primary_source":"GM Core","trait_group":["Energy","Monster","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2847","name":"Shock (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2847-2680"},{"primary_source_category":"Rulebooks","usage":"etched onto a bludgeoning melee weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":300000,"trait":["Magical","Uncommon"],"id":"equipment-2848","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Shockwave Source GM Core pg. 239 Price 3,000 gp Usage etched onto a bludgeoning melee weapon --- Shockwave weapons magically increase their density and momentum when swung, creating a thudding impact on those nearby. Strikes with this weapon deal bludgeoning splash damage equal to the number of weapon damage dice. You're immune to this splash damage.\n","skill_mod":{},"summary":" Shockwave weapons magically increase their density and momentum when swung, creating a thudding impact on those nearby. Strikes with this weapon …","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2848","name":"Shockwave","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2848"},{"legacy_name":["Spell-Storing"],"primary_source_category":"Rulebooks","usage":"etched onto a melee weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":270000,"legacy_id":["equipment-305"],"trait":["Magical","Uncommon"],"id":"equipment-2849","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Spell Reservoir Source GM Core pg. 239 Price 2,700 gp Usage etched onto a melee weapon --- A spell reservoir rune creates a pool of eldritch energy within the etched weapon. A spellcaster can spend 1 minute to cast a spell of 3rd rank or lower into the weapon. The spell must require 2 actions or fewer to cast and must be able to target a creature other than the caster. The spell has no immediate effect—it is instead stored for later. When you wield a spell reservoir weapon, you immediately know the name and rank of the stored spell. A spell reservoir weapon found as treasure has a 50% chance of having a spell of the GM's choice stored in it. Activate—Channeled Release Two Actions (concentrate) Requirements A spell is stored in the weapon; Effect Make a Strike with the weapon. You expend the stored spell as part of this Strike; this empties the spell from the weapon and allows a spell to be cast into it again. If the Strike hits, the spell targets the target of the attack. If the spell requires a spell attack roll, the result of your attack roll with the weapon determines the degree of success of the spell, and if the spell requires a saving throw, the DC is 30. Activate—Safe Release Single Action (concentrate) Effect Harmlessly expend the stored spell. This frees the weapon to have a new spell cast into it.\n","skill_mod":{},"summary":"A spell reservoir rune creates a pool of eldritch energy within the etched weapon. A spellcaster can spend 1 minute to cast a spell of 3rd rank or …","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2849","name":"Spell Reservoir","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2849"},{"item_child_id":["equipment-2850-2681","equipment-2850-2682"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-306"],"trait":["Magical","Sonic"],"id":"equipment-2850","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Thundering Source GM Core pg. 239 Usage etched onto a weapon --- A thundering weapon lets out a peal of thunder when it hits, dealing an extra 1d6 sonic damage on a successful Strike. On a critical hit, the target must succeed at a DC 24 Fortitude save or be deafened for 1 minute (or 1 hour on a critical failure). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thundering Source GM Core pg. 238, Core Rulebook pg. 585 Price 500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Thundering (Greater) Source GM Core pg. 238, Core Rulebook pg. 585 Price 6,500 gp --- The save DC is 34, and the deafness is permanent. Sonic damage dealt by this weapon ignores the target's sonic resistance.","skill_mod":{},"summary":"A thundering weapon lets out a peal of thunder when it hits, dealing an extra 1d6 sonic damage on a successful Strike. On a critical hit, the …","primary_source":"GM Core","trait_group":["Mechanics","Energy","Monster"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2850","name":"Thundering","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2850"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2850","weakness":{},"price":50000,"legacy_id":["equipment-306"],"trait":["Magical","Sonic"],"id":"equipment-2850-2681","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Thundering Source GM Core pg. 239 Usage etched onto a weapon --- A thundering weapon lets out a peal of thunder when it hits, dealing an extra 1d6 sonic damage on a successful Strike. On a critical hit, the target must succeed at a DC 24 Fortitude save or be deafened for 1 minute (or 1 hour on a critical failure). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thundering Source GM Core pg. 238, Core Rulebook pg. 585 Price 500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Thundering (Greater) Source GM Core pg. 238, Core Rulebook pg. 585 Price 6,500 gp --- The save DC is 34, and the deafness is permanent. Sonic damage dealt by this weapon ignores the target's sonic resistance.","skill_mod":{},"summary":"A thundering weapon lets out a peal of thunder when it hits, dealing an extra 1d6 sonic damage on a successful Strike. On a critical hit, the …","primary_source":"GM Core","trait_group":["Mechanics","Energy","Monster"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2850","name":"Thundering","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2850-2681"},{"legacy_name":["Thundering"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2850","weakness":{},"price":650000,"legacy_id":["equipment-306"],"trait":["Magical","Sonic"],"id":"equipment-2850-2682","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Thundering Source GM Core pg. 239 Usage etched onto a weapon --- A thundering weapon lets out a peal of thunder when it hits, dealing an extra 1d6 sonic damage on a successful Strike. On a critical hit, the target must succeed at a DC 24 Fortitude save or be deafened for 1 minute (or 1 hour on a critical failure). <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Thundering Source GM Core pg. 238, Core Rulebook pg. 585 Price 500 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Thundering (Greater) Source GM Core pg. 238, Core Rulebook pg. 585 Price 6,500 gp --- The save DC is 34, and the deafness is permanent. Sonic damage dealt by this weapon ignores the target's sonic resistance.","skill_mod":{},"summary":"The save DC is 34, and the deafness is permanent. Sonic damage dealt by this weapon ignores the target's sonic resistance.","primary_source":"GM Core","trait_group":["Mechanics","Energy","Monster"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2850","name":"Thundering (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2850-2682"},{"primary_source_category":"Rulebooks","usage":"etched into a weapon that isn't holy","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":140000,"legacy_id":["equipment-307"],"trait":["Magical","Unholy"],"id":"equipment-2851","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Unholy Source GM Core pg. 239 Price 1,400 gp Usage etched into a weapon that isn't holy --- An unholy rune instills fiendish power into the etched weapon. Strikes made with it gain the unholy trait and deal an extra 1d4 spirit damage, or an extra 2d4 against a holy target. If you are holy, you are enfeebled 2 while carrying or wielding this weapon. Activate—Unholy Bloodshed Reaction (concentrate) Frequency once per day; Trigger You critically succeed at an attack roll against a holy creature with the weapon; Effect The target takes persistent bleed damage equal to 1d8 per weapon damage die of the etched weapon.\n","skill_mod":{},"summary":"An unholy rune instills fiendish power into the etched weapon. Strikes made with it gain the unholy trait and deal an extra 1d4 spirit damage, or an …","primary_source":"GM Core","trait_group":["Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2851","name":"Unholy","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2851"},{"legacy_name":["Disrupting"],"item_child_id":["equipment-2852-2683","equipment-2852-2684"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"legacy_id":["equipment-294"],"trait":["Magical"],"id":"equipment-2852","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Vitalizing Source GM Core pg. 239 Usage etched onto a weapon --- A vitalizing weapon pulses with vital energy, dealing an extra 1d6 persistent vitality damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vitalizing Source GM Core pg. 238 Price 150 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Vitalizing (Greater) Source GM Core pg. 238 Price 4,300 gp --- Increase the persistent vitality damage to 2d6. On a critical hit, the undead creature is enfeebled 1 and stupefied 1 as long as it has the persistent damage from this rune.","skill_mod":{},"summary":"A vitalizing weapon pulses with vital energy, dealing an extra 1d6 persistent vitality damage to undead. On a critical hit, the undead is also …","primary_source":"GM Core","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2852","name":"Vitalizing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2852"},{"legacy_name":["Disrupting"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2852","weakness":{},"price":15000,"legacy_id":["equipment-294"],"trait":["Magical"],"id":"equipment-2852-2683","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Vitalizing Source GM Core pg. 239 Usage etched onto a weapon --- A vitalizing weapon pulses with vital energy, dealing an extra 1d6 persistent vitality damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vitalizing Source GM Core pg. 238 Price 150 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Vitalizing (Greater) Source GM Core pg. 238 Price 4,300 gp --- Increase the persistent vitality damage to 2d6. On a critical hit, the undead creature is enfeebled 1 and stupefied 1 as long as it has the persistent damage from this rune.","skill_mod":{},"summary":"A vitalizing weapon pulses with vital energy, dealing an extra 1d6 persistent vitality damage to undead. On a critical hit, the undead is also …","primary_source":"GM Core","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2852","name":"Vitalizing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2852-2683"},{"legacy_name":["Disrupting"],"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-2852","weakness":{},"price":430000,"legacy_id":["equipment-294"],"trait":["Magical"],"id":"equipment-2852-2684","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Vitalizing Source GM Core pg. 239 Usage etched onto a weapon --- A vitalizing weapon pulses with vital energy, dealing an extra 1d6 persistent vitality damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Vitalizing Source GM Core pg. 238 Price 150 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Vitalizing (Greater) Source GM Core pg. 238 Price 4,300 gp --- Increase the persistent vitality damage to 2d6. On a critical hit, the undead creature is enfeebled 1 and stupefied 1 as long as it has the persistent damage from this rune.","skill_mod":{},"summary":"Increase the persistent vitality damage to 2d6. On a critical hit, the undead creature is enfeebled 1 and stupefied 1 as long as it has the …","primary_source":"GM Core","trait_group":["Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2852","name":"Vitalizing (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2852-2684"},{"primary_source_category":"Rulebooks","usage":"etched onto a slashing melee weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":1500000,"legacy_id":["equipment-308"],"trait":["Magical","Rare"],"id":"equipment-2853","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Vorpal Source GM Core pg. 239 Price 15,000 gp Usage etched onto a slashing melee weapon --- Originally created as a means of slaying the legendary jabberwock, vorpal weapons prove equally effective against nearly any foe with a head. Activate—Snicker-Snack Reaction (concentrate, death, incapacitation) Trigger You roll a natural 20 on a Strike with the weapon against a creature that has a head, critically succeed, and deal slashing damage; Effect The target must succeed at a DC 37 Fortitude save or be decapitated. This kills any creature except ones that don't require a head to live. For creatures with multiple heads, this usually kills the creature only if you sever its last head.\n","skill_mod":{},"summary":"Originally created as a means of slaying the legendary jabberwock, vorpal weapons prove equally effective against nearly any foe with a head. ","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2853","name":"Vorpal","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2853"},{"primary_source_category":"Rulebooks","usage":"etched onto a piercing or slashing melee weapon","source":["GM Core"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":34000,"legacy_id":["equipment-309"],"trait":["Magical"],"id":"equipment-2854","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Wounding Source GM Core pg. 239 Price 340 gp Usage etched onto a piercing or slashing melee weapon --- Weapons with wounding runes are said to thirst for blood. When you hit a creature with a wounding weapon, you deal an extra 1d6 persistent bleed damage.\n","skill_mod":{},"summary":"Weapons with wounding runes are said to thirst for blood. When you hit a creature with a wounding weapon, you deal an extra 1d6 persistent bleed …","primary_source":"GM Core","trait_group":["Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=2854","name":"Wounding","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2854"},{"item_child_id":["equipment-2855-2685","equipment-2855-2686"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"legacy_id":["equipment-374"],"trait":["Uncommon"],"id":"equipment-2855","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Adamantine Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Adamantine --- Adamantine weapons have a shiny black appearance and cut through lesser items with ease. They treat any object they hit as if it had half as much Hardness as usual, unless the object's Hardness is greater than that of the adamantine weapon. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Adamantine Weapon (Standard-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of adamantine + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Adamantine Weapon (High-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 13,500 gp (+1350 gp per Bulk) Craft Requirements at least 6,750 gp of adamantine + 675 gp per Bulk","skill_mod":{},"summary":"Adamantine weapons have a shiny black appearance and cut through lesser items with ease. They treat any object they hit as if it had half as much …","primary_source":"GM Core","trait_group":["Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2855","name":"Adamantine Weapon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2855"},{"legacy_name":["Adamantine Weapon"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2855","weakness":{},"price":140000,"legacy_id":["equipment-374"],"trait":["Uncommon"],"id":"equipment-2855-2685","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Adamantine Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Adamantine --- Adamantine weapons have a shiny black appearance and cut through lesser items with ease. They treat any object they hit as if it had half as much Hardness as usual, unless the object's Hardness is greater than that of the adamantine weapon. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Adamantine Weapon (Standard-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of adamantine + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Adamantine Weapon (High-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 13,500 gp (+1350 gp per Bulk) Craft Requirements at least 6,750 gp of adamantine + 675 gp per Bulk","skill_mod":{},"summary":"Adamantine weapons have a shiny black appearance and cut through lesser items with ease. They treat any object they hit as if it had half as much …","primary_source":"GM Core","trait_group":["Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2855","name":"Adamantine Weapon (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2855-2685"},{"legacy_name":["Adamantine Weapon"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2855","weakness":{},"price":1350000,"legacy_id":["equipment-374"],"trait":["Uncommon"],"id":"equipment-2855-2686","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Adamantine Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Adamantine --- Adamantine weapons have a shiny black appearance and cut through lesser items with ease. They treat any object they hit as if it had half as much Hardness as usual, unless the object's Hardness is greater than that of the adamantine weapon. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Adamantine Weapon (Standard-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of adamantine + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Adamantine Weapon (High-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 13,500 gp (+1350 gp per Bulk) Craft Requirements at least 6,750 gp of adamantine + 675 gp per Bulk","skill_mod":{},"summary":"Adamantine weapons have a shiny black appearance and cut through lesser items with ease. They treat any object they hit as if it had half as much …","primary_source":"GM Core","trait_group":["Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2855","name":"Adamantine Weapon (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2855-2686"},{"skill_mod":{},"summary":"Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey .","item_child_id":["equipment-2856-2687","equipment-2856-2688","equipment-2856-2689"],"primary_source":"GM Core","primary_source_category":"Rulebooks","level":2,"usage":"varies by weapon","source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","source":["GM Core"],"type":"Item","item_category":"Weapons","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2856","weakness":{},"name":"Cold Iron Weapon","legacy_id":["equipment-375"],"id":"equipment-2856","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cold Iron Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Cold Iron --- Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Weapon (Low-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 40 gp (+4 gp per Bulk) Craft Requirements at least 20 sp of cold iron + 2 sp per Bulk <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Cold Iron Weapon (Standard-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 880 gp (+88 gp per Bulk) Craft Requirements at least 110 gp of cold iron + 11 gp per Bulk <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cold Iron Weapon (High-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 9,000 gp (+900 gp per Bulk) Craft Requirements at least 4,500 gp of cold iron + 450 gp per Bulk","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2856"},{"legacy_name":["Cold Iron Weapon"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2856","weakness":{},"price":4000,"legacy_id":["equipment-375"],"id":"equipment-2856-2687","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cold Iron Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Cold Iron --- Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Weapon (Low-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 40 gp (+4 gp per Bulk) Craft Requirements at least 20 sp of cold iron + 2 sp per Bulk <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Cold Iron Weapon (Standard-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 880 gp (+88 gp per Bulk) Craft Requirements at least 110 gp of cold iron + 11 gp per Bulk <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cold Iron Weapon (High-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 9,000 gp (+900 gp per Bulk) Craft Requirements at least 4,500 gp of cold iron + 450 gp per Bulk","skill_mod":{},"summary":"Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey .","primary_source":"GM Core","level":2,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2856","name":"Cold Iron Weapon (Low-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2856-2687"},{"legacy_name":["Cold Iron Weapon"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2856","weakness":{},"price":88000,"legacy_id":["equipment-375"],"id":"equipment-2856-2688","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cold Iron Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Cold Iron --- Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Weapon (Low-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 40 gp (+4 gp per Bulk) Craft Requirements at least 20 sp of cold iron + 2 sp per Bulk <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Cold Iron Weapon (Standard-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 880 gp (+88 gp per Bulk) Craft Requirements at least 110 gp of cold iron + 11 gp per Bulk <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cold Iron Weapon (High-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 9,000 gp (+900 gp per Bulk) Craft Requirements at least 4,500 gp of cold iron + 450 gp per Bulk","skill_mod":{},"summary":"Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey .","primary_source":"GM Core","level":10,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2856","name":"Cold Iron Weapon (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2856-2688"},{"legacy_name":["Cold Iron Weapon"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2856","weakness":{},"price":900000,"legacy_id":["equipment-375"],"id":"equipment-2856-2689","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cold Iron Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Cold Iron --- Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Weapon (Low-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 40 gp (+4 gp per Bulk) Craft Requirements at least 20 sp of cold iron + 2 sp per Bulk <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Cold Iron Weapon (Standard-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 880 gp (+88 gp per Bulk) Craft Requirements at least 110 gp of cold iron + 11 gp per Bulk <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cold Iron Weapon (High-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 9,000 gp (+900 gp per Bulk) Craft Requirements at least 4,500 gp of cold iron + 450 gp per Bulk","skill_mod":{},"summary":"Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey .","primary_source":"GM Core","level":16,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2856","name":"Cold Iron Weapon (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2856-2689"},{"legacy_name":["Mithral Weapon"],"item_child_id":["equipment-2857-2690","equipment-2857-2691"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"legacy_id":["equipment-377"],"trait":["Uncommon"],"id":"equipment-2857","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Dawnsilver Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Dawnsilver --- Dawnsilver weapons are slightly lighter than silver. A dawnsilver weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Dawnsilver Weapon (Standard-Grade) Source GM Core pg. 240 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of dawnsilver + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Dawnsilver Weapon (High-Grade) Source GM Core pg. 240 Price 13,500 gp (+1350 gp per Bulk) Craft Requirements at least 6,750 gp of dawnsilver + 675 gp per Bulk","skill_mod":{},"summary":"Dawnsilver weapons are slightly lighter than silver. A dawnsilver weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with …","primary_source":"GM Core","trait_group":["Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2857","name":"Dawnsilver Weapon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2857"},{"legacy_name":["Mithral Weapon"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2857","weakness":{},"price":140000,"legacy_id":["equipment-377"],"trait":["Uncommon"],"id":"equipment-2857-2690","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Dawnsilver Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Dawnsilver --- Dawnsilver weapons are slightly lighter than silver. A dawnsilver weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Dawnsilver Weapon (Standard-Grade) Source GM Core pg. 240 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of dawnsilver + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Dawnsilver Weapon (High-Grade) Source GM Core pg. 240 Price 13,500 gp (+1350 gp per Bulk) Craft Requirements at least 6,750 gp of dawnsilver + 675 gp per Bulk","skill_mod":{},"summary":"Dawnsilver weapons are slightly lighter than silver. A dawnsilver weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with …","primary_source":"GM Core","trait_group":["Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2857","name":"Dawnsilver Weapon (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2857-2690"},{"legacy_name":["Mithral Weapon"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2857","weakness":{},"price":1350000,"legacy_id":["equipment-377"],"trait":["Uncommon"],"id":"equipment-2857-2691","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Dawnsilver Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Dawnsilver --- Dawnsilver weapons are slightly lighter than silver. A dawnsilver weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Dawnsilver Weapon (Standard-Grade) Source GM Core pg. 240 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of dawnsilver + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Dawnsilver Weapon (High-Grade) Source GM Core pg. 240 Price 13,500 gp (+1350 gp per Bulk) Craft Requirements at least 6,750 gp of dawnsilver + 675 gp per Bulk","skill_mod":{},"summary":"Dawnsilver weapons are slightly lighter than silver. A dawnsilver weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with …","primary_source":"GM Core","trait_group":["Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2857","name":"Dawnsilver Weapon (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2857-2691"},{"legacy_name":["Darkwood Weapon"],"item_child_id":["equipment-2858-2692","equipment-2858-2693"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"legacy_id":["equipment-376"],"trait":["Uncommon"],"id":"equipment-2858","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Duskwood Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Duskwood --- Duskwood weapons are as dark as ebony, with a slight purple tint. A duskwood weapon's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Duskwood Weapon (Standard-Grade) Source GM Core pg. 240 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of duskwood + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Duskwood Weapon (High-Grade) Source GM Core pg. 240 Price 13,500 gp (+1350 gp per Bulk) Craft Requirements at least 6,750 gp of duskwood + 675 gp per Bulk","skill_mod":{},"summary":"Duskwood weapons are as dark as ebony, with a slight purple tint. A duskwood weapon's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, …","primary_source":"GM Core","trait_group":["Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2858","name":"Duskwood Weapon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2858"},{"legacy_name":["Darkwood Weapon"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2858","weakness":{},"price":140000,"legacy_id":["equipment-376"],"trait":["Uncommon"],"id":"equipment-2858-2692","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Duskwood Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Duskwood --- Duskwood weapons are as dark as ebony, with a slight purple tint. A duskwood weapon's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Duskwood Weapon (Standard-Grade) Source GM Core pg. 240 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of duskwood + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Duskwood Weapon (High-Grade) Source GM Core pg. 240 Price 13,500 gp (+1350 gp per Bulk) Craft Requirements at least 6,750 gp of duskwood + 675 gp per Bulk","skill_mod":{},"summary":"Duskwood weapons are as dark as ebony, with a slight purple tint. A duskwood weapon's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, …","primary_source":"GM Core","trait_group":["Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2858","name":"Duskwood Weapon (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2858-2692"},{"legacy_name":["Darkwood Weapon"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2858","weakness":{},"price":1350000,"legacy_id":["equipment-376"],"trait":["Uncommon"],"id":"equipment-2858-2693","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Duskwood Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Duskwood --- Duskwood weapons are as dark as ebony, with a slight purple tint. A duskwood weapon's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk). <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Duskwood Weapon (Standard-Grade) Source GM Core pg. 240 Price 1,400 gp (+140 gp per Bulk) Craft Requirements at least 175 gp of duskwood + 17.5 gp per Bulk <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Duskwood Weapon (High-Grade) Source GM Core pg. 240 Price 13,500 gp (+1350 gp per Bulk) Craft Requirements at least 6,750 gp of duskwood + 675 gp per Bulk","skill_mod":{},"summary":"Duskwood weapons are as dark as ebony, with a slight purple tint. A duskwood weapon's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, …","primary_source":"GM Core","trait_group":["Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2858","name":"Duskwood Weapon (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2858-2693"},{"item_child_id":["equipment-2859-2694"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"legacy_id":["equipment-378"],"trait":["Rare"],"id":"equipment-2859","text":"<title level=\"1\" right=\"Item 18+\" pfs=\"Standard\" > Orichalcum Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Orichalcum --- Orichalcum weapons can have four magic property runes instead of three. Due to orichalcum's temporal properties, etching the quickstrike weapon property rune onto an orichalcum weapon costs half the normal Price (though transferring the rune to a weapon made of another material requires you to first pay the remaining Price and then pay the cost to transfer). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Orichalcum Weapon (High-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 22,500 gp (+2250 gp per Bulk) Craft Requirements at least 11,250 gp of orichalcum + 1,125 gp per Bulk","skill_mod":{},"summary":"Orichalcum weapons can have four magic property runes instead of three. Due to orichalcum's temporal properties, etching the quickstrike weapon …","primary_source":"GM Core","trait_group":["Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2859","name":"Orichalcum Weapon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2859"},{"legacy_name":["Orichalcum Weapon"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2859","weakness":{},"price":2250000,"legacy_id":["equipment-378"],"trait":["Rare"],"id":"equipment-2859-2694","text":"<title level=\"1\" right=\"Item 18+\" pfs=\"Standard\" > Orichalcum Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Orichalcum --- Orichalcum weapons can have four magic property runes instead of three. Due to orichalcum's temporal properties, etching the quickstrike weapon property rune onto an orichalcum weapon costs half the normal Price (though transferring the rune to a weapon made of another material requires you to first pay the remaining Price and then pay the cost to transfer). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Orichalcum Weapon (High-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 22,500 gp (+2250 gp per Bulk) Craft Requirements at least 11,250 gp of orichalcum + 1,125 gp per Bulk","skill_mod":{},"summary":"Orichalcum weapons can have four magic property runes instead of three. Due to orichalcum's temporal properties, etching the quickstrike weapon …","primary_source":"GM Core","trait_group":["Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2859","name":"Orichalcum Weapon (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2859-2694"},{"skill_mod":{},"summary":"Silver weapons deal additional damage to creatures with weakness to silver, like werewolves , and ignore the resistances of some other creatures, …","item_child_id":["equipment-2860-2695","equipment-2860-2696","equipment-2860-2697"],"primary_source":"GM Core","primary_source_category":"Rulebooks","level":2,"usage":"varies by weapon","source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","source":["GM Core"],"type":"Item","item_category":"Weapons","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2860","weakness":{},"name":"Silver Weapon","legacy_id":["equipment-379"],"id":"equipment-2860","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Silver Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Silver --- Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like devils. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Weapon (Low-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 40 gp (+4 gp per Bulk) Craft Requirements at least 20 sp of silver + 2 sp per Bulk <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Silver Weapon (Standard-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 880 gp (+88 gp per Bulk) Craft Requirements at least 110 gp of silver + 11 gp per Bulk <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Silver Weapon (High-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 9,000 gp (+900 gp per Bulk) Craft Requirements at least 4,500 gp of silver + 450 gp per Bulk","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2860"},{"legacy_name":["Silver Weapon"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2860","weakness":{},"price":4000,"legacy_id":["equipment-379"],"id":"equipment-2860-2695","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Silver Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Silver --- Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like devils. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Weapon (Low-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 40 gp (+4 gp per Bulk) Craft Requirements at least 20 sp of silver + 2 sp per Bulk <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Silver Weapon (Standard-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 880 gp (+88 gp per Bulk) Craft Requirements at least 110 gp of silver + 11 gp per Bulk <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Silver Weapon (High-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 9,000 gp (+900 gp per Bulk) Craft Requirements at least 4,500 gp of silver + 450 gp per Bulk","skill_mod":{},"summary":"Silver weapons deal additional damage to creatures with weakness to silver, like werewolves , and ignore the resistances of some other creatures, …","primary_source":"GM Core","level":2,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2860","name":"Silver Weapon (Low-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2860-2695"},{"legacy_name":["Silver Weapon"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2860","weakness":{},"price":88000,"legacy_id":["equipment-379"],"id":"equipment-2860-2696","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Silver Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Silver --- Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like devils. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Weapon (Low-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 40 gp (+4 gp per Bulk) Craft Requirements at least 20 sp of silver + 2 sp per Bulk <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Silver Weapon (Standard-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 880 gp (+88 gp per Bulk) Craft Requirements at least 110 gp of silver + 11 gp per Bulk <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Silver Weapon (High-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 9,000 gp (+900 gp per Bulk) Craft Requirements at least 4,500 gp of silver + 450 gp per Bulk","skill_mod":{},"summary":"Silver weapons deal additional damage to creatures with weakness to silver, like werewolves , and ignore the resistances of some other creatures, …","primary_source":"GM Core","level":10,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2860","name":"Silver Weapon (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2860-2696"},{"legacy_name":["Silver Weapon"],"primary_source_category":"Rulebooks","usage":"varies by weapon","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2860","weakness":{},"price":900000,"legacy_id":["equipment-379"],"id":"equipment-2860-2697","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Silver Weapon Source GM Core pg. 240 Usage varies by weapon Bulk varies by weapon Base Material Silver --- Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like devils. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Weapon (Low-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 40 gp (+4 gp per Bulk) Craft Requirements at least 20 sp of silver + 2 sp per Bulk <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Silver Weapon (Standard-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 880 gp (+88 gp per Bulk) Craft Requirements at least 110 gp of silver + 11 gp per Bulk <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Silver Weapon (High-Grade) Source GM Core pg. 240, Core Rulebook pg. 599 Price 9,000 gp (+900 gp per Bulk) Craft Requirements at least 4,500 gp of silver + 450 gp per Bulk","skill_mod":{},"summary":"Silver weapons deal additional damage to creatures with weakness to silver, like werewolves , and ignore the resistances of some other creatures, …","primary_source":"GM Core","level":16,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=2860","name":"Silver Weapon (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2860-2697"},{"item_child_id":["equipment-2861-2698","equipment-2861-2699","equipment-2861-2700","equipment-2861-2701","equipment-2861-2702","equipment-2861-2703"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"legacy_id":["equipment-380"],"trait":["Magical"],"id":"equipment-2861","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Magic Weapon Source GM Core pg. 240 Usage held in 1 hand --- A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a striking rune increases the weapon's number of weapon damage dice. The Prices here are for all types of weapons. You don't need to adjust the Price from a club to a greataxe or the like. These weapons are made of standard materials, not precious materials such as cold iron. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Magic Weapon (+1) Source GM Core pg. 241, Core Rulebook pg. 599 Price 35 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Magic Weapon (+1 Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 100 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Magic Weapon (+2 Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Magic Weapon (+2 Greater Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 2,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Magic Weapon (+3 Greater Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 10,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Weapon (+3 Major Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 40,000 gp ","skill_mod":{},"summary":"A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a …","primary_source":"GM Core","trait_group":["Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Basic Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2861","name":"Magic Weapon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2861"},{"legacy_name":["Magic Weapon"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2861","weakness":{},"price":3500,"legacy_id":["equipment-380"],"trait":["Magical"],"id":"equipment-2861-2698","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Magic Weapon Source GM Core pg. 240 Usage held in 1 hand --- A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a striking rune increases the weapon's number of weapon damage dice. The Prices here are for all types of weapons. You don't need to adjust the Price from a club to a greataxe or the like. These weapons are made of standard materials, not precious materials such as cold iron. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Magic Weapon (+1) Source GM Core pg. 241, Core Rulebook pg. 599 Price 35 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Magic Weapon (+1 Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 100 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Magic Weapon (+2 Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Magic Weapon (+2 Greater Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 2,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Magic Weapon (+3 Greater Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 10,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Weapon (+3 Major Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 40,000 gp ","skill_mod":{},"summary":"A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a …","primary_source":"GM Core","trait_group":["Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Basic Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2861","name":"Magic Weapon (+1)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2861-2698"},{"legacy_name":["Magic Weapon"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2861","weakness":{},"price":10000,"legacy_id":["equipment-380"],"trait":["Magical"],"id":"equipment-2861-2699","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Magic Weapon Source GM Core pg. 240 Usage held in 1 hand --- A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a striking rune increases the weapon's number of weapon damage dice. The Prices here are for all types of weapons. You don't need to adjust the Price from a club to a greataxe or the like. These weapons are made of standard materials, not precious materials such as cold iron. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Magic Weapon (+1) Source GM Core pg. 241, Core Rulebook pg. 599 Price 35 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Magic Weapon (+1 Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 100 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Magic Weapon (+2 Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Magic Weapon (+2 Greater Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 2,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Magic Weapon (+3 Greater Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 10,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Weapon (+3 Major Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 40,000 gp ","skill_mod":{},"summary":"A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a …","primary_source":"GM Core","trait_group":["Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Basic Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2861","name":"Magic Weapon (+1 Striking)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2861-2699"},{"legacy_name":["Magic Weapon"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2861","weakness":{},"price":100000,"legacy_id":["equipment-380"],"trait":["Magical"],"id":"equipment-2861-2700","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Magic Weapon Source GM Core pg. 240 Usage held in 1 hand --- A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a striking rune increases the weapon's number of weapon damage dice. The Prices here are for all types of weapons. You don't need to adjust the Price from a club to a greataxe or the like. These weapons are made of standard materials, not precious materials such as cold iron. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Magic Weapon (+1) Source GM Core pg. 241, Core Rulebook pg. 599 Price 35 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Magic Weapon (+1 Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 100 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Magic Weapon (+2 Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Magic Weapon (+2 Greater Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 2,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Magic Weapon (+3 Greater Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 10,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Weapon (+3 Major Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 40,000 gp ","skill_mod":{},"summary":"A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a …","primary_source":"GM Core","trait_group":["Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Basic Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2861","name":"Magic Weapon (+2 Striking)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2861-2700"},{"legacy_name":["Magic Weapon"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2861","weakness":{},"price":200000,"legacy_id":["equipment-380"],"trait":["Magical"],"id":"equipment-2861-2701","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Magic Weapon Source GM Core pg. 240 Usage held in 1 hand --- A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a striking rune increases the weapon's number of weapon damage dice. The Prices here are for all types of weapons. You don't need to adjust the Price from a club to a greataxe or the like. These weapons are made of standard materials, not precious materials such as cold iron. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Magic Weapon (+1) Source GM Core pg. 241, Core Rulebook pg. 599 Price 35 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Magic Weapon (+1 Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 100 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Magic Weapon (+2 Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Magic Weapon (+2 Greater Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 2,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Magic Weapon (+3 Greater Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 10,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Weapon (+3 Major Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 40,000 gp ","skill_mod":{},"summary":"A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a …","primary_source":"GM Core","trait_group":["Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Basic Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2861","name":"Magic Weapon (+2 Greater Striking)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2861-2701"},{"legacy_name":["Magic Weapon"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2861","weakness":{},"price":1000000,"legacy_id":["equipment-380"],"trait":["Magical"],"id":"equipment-2861-2702","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Magic Weapon Source GM Core pg. 240 Usage held in 1 hand --- A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a striking rune increases the weapon's number of weapon damage dice. The Prices here are for all types of weapons. You don't need to adjust the Price from a club to a greataxe or the like. These weapons are made of standard materials, not precious materials such as cold iron. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Magic Weapon (+1) Source GM Core pg. 241, Core Rulebook pg. 599 Price 35 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Magic Weapon (+1 Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 100 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Magic Weapon (+2 Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Magic Weapon (+2 Greater Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 2,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Magic Weapon (+3 Greater Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 10,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Weapon (+3 Major Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 40,000 gp ","skill_mod":{},"summary":"A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a …","primary_source":"GM Core","trait_group":["Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Basic Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2861","name":"Magic Weapon (+3 Greater Striking)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2861-2702"},{"legacy_name":["Magic Weapon"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2861","weakness":{},"price":4000000,"legacy_id":["equipment-380"],"trait":["Magical"],"id":"equipment-2861-2703","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Magic Weapon Source GM Core pg. 240 Usage held in 1 hand --- A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a striking rune increases the weapon's number of weapon damage dice. The Prices here are for all types of weapons. You don't need to adjust the Price from a club to a greataxe or the like. These weapons are made of standard materials, not precious materials such as cold iron. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Magic Weapon (+1) Source GM Core pg. 241, Core Rulebook pg. 599 Price 35 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Magic Weapon (+1 Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 100 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Magic Weapon (+2 Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Magic Weapon (+2 Greater Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 2,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Magic Weapon (+3 Greater Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 10,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Weapon (+3 Major Striking) Source GM Core pg. 241, Core Rulebook pg. 599 Price 40,000 gp ","skill_mod":{},"summary":"A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a …","primary_source":"GM Core","trait_group":["Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Basic Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2861","name":"Magic Weapon (+3 Major Striking)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2861-2703"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":24000,"legacy_id":["equipment-381"],"trait":["Magical","Uncommon"],"id":"equipment-2862","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Bloodletting Kukri Source GM Core pg. 241 Price 240 gp Usage held in 1 hand Bulk L Base Weapon Kukri --- This +1 striking kukri has a crimson blade that shimmers eerily in bright light. On a critical hit, the kukri deals 1d8 persistent bleed damage. If the target didn't already have persistent bleed damage when you scored the critical hit, you also gain 1d8 temporary Hit Points for 1 minute. ","skill_mod":{},"summary":"This +1 striking kukri has a crimson blade that shimmers eerily in bright light. On a critical hit, the kukri deals 1d8 persistent bleed damage …","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2862","base_item":["Kukri"],"name":"Bloodletting Kukri","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2862"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":15500,"legacy_id":["equipment-382"],"trait":["Magical"],"id":"equipment-2863","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Caterwaul Sling Source GM Core pg. 242 Price 155 gp Usage held in 1 hand Bulk L Base Weapon Sling --- Made of shiny brown leather, this +1 striking sling has a single white thread interwoven into its cord. Activate—Unleash Roar Two Actions (manipulate,sonic) Frequency once per day; Effect You pull the white thread free, then whirl the sling in circles at high speed. It lets out an ear-piercing wave of sound. Each creature in a 30-foot cone takes 4d6 sonic damage (DC 21 basic Fortitude save). Any creature that fails is deafened for 1 round, or 1 hour on a critical failure. ","skill_mod":{},"summary":"Made of shiny brown leather, this +1 striking sling has a single white thread interwoven into its cord. ","primary_source":"GM Core","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2863","base_item":["Sling"],"name":"Caterwaul Sling","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2863"},{"primary_source_category":"Rulebooks","usage":"held in 1 or 2 hands","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":65000,"trait":["Magical"],"id":"equipment-2864","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Chaplain's Cudgel Source GM Core pg. 242 Price 650 gp Usage held in 1 or 2 hands Bulk 1 Base Weapon Mace --- This simple wooden +1 striking mace transforms in the hands of a wielder with great faith in a deity. Activate—Bow to a Higher Power Single Action (concentrate) Requirements You worship a deity; Effect You supplicate yourself to your deity, and the chaplain's cudgel becomes a conduit for their power. It transforms into your deity’s favored weapon, as the shifting rune except that it functions even if the favored weapon is a ranged weapon, a weapon requiring two hands, or both. Etchings of your deity’s religious symbol and other divine depictions spread across the weapon from end to end. This lasts until this activation is used again. While the weapon is attuned to you in this way, you get the following benefits. If you have the holy or unholy trait, you can add that trait to Strikes you make with the weapon. Whenever you cast a divine spell that takes 2 actions or more to cast, the next Strike you make with this weapon before the end of your next turn gets a status bonus to its damage roll equal to the weapon's number of damage dice. Casting a spell matching the options from your deity's divine font grants this benefit no matter how many actions you spent casting it. ","skill_mod":{},"summary":"This simple wooden +1 striking mace transforms in the hands of a wielder with great faith in a deity. ","primary_source":"GM Core","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2864","base_item":["Mace"],"name":"Chaplain's Cudgel","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2864"},{"primary_source_category":"Rulebooks","usage":"held in 1 or 2 hands","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":5000,"legacy_id":["equipment-385"],"trait":["Magical"],"id":"equipment-2865","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Fighter's Fork Source GM Core pg. 242 Price 50 gp Usage held in 1 or 2 hands Bulk 1 Base Weapon Trident --- This +1 trident , usually engraved with a decorative pattern resembling fish scales, is a common weapon among warriors of aquatic ancestries. Activate—Fluid Length Single Action (manipulate) Effect You extend or shorten the trident's haft. When extended, the trident requires two hands to wield and gains the reach trait, but loses the trident's normal thrown trait.\n","skill_mod":{},"summary":"This +1 trident , usually engraved with a decorative pattern resembling fish scales, is a common weapon among warriors of aquatic ancestries. ","primary_source":"GM Core","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2865","base_item":["Trident"],"name":"Fighter's Fork","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2865"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":70000,"legacy_id":["equipment-388"],"trait":["Magical"],"id":"equipment-2866","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Gloom Blade Source GM Core pg. 242 Price 700 gp Usage held in 1 hand Bulk L Base Weapon Shortsword --- As black as coal, this blade grows more potent in darkness. While in bright light, it functions as a +1 shortsword and doesn't appear to radiate a magic aura to detect magic or similar spells unless the spells are 4th rank or higher. In dim light or darkness, the gloom blade becomes a +2 striking shortsword. Whenever you use the gloom blade to attack a creature you're undetected by, you deal 1d6 additional precision damage. To upgrade the gloom blade's fundamental runes, start with the base +1 shortsword , but if you improve it beyond a +2 striking shortsword , the runes apply in dim light or darkness as well. ","skill_mod":{},"summary":"As black as coal, this blade grows more potent in darkness. While in bright light, it functions as a +1 shortsword and doesn't appear to radiate …","primary_source":"GM Core","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2866","base_item":["Shortsword"],"name":"Gloom Blade","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2866"},{"legacy_name":["Oathbow"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":130000,"legacy_id":["equipment-392"],"trait":["Magical"],"id":"equipment-2867","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Hunter's Anthem Source GM Core pg. 242 Price 1,300 gp Usage held in 1 hand Bulk 2 Base Weapon Longbow --- This + 2 striking longbow is carefully handcrafted from a length of flexible green-tinted wood, etched in a variety of runic symbols, and strung with a dawnsilver bowstring. When you shoot the bow in rapid succession, the echoing chords generated by the bowstring form a haunting dirge that evokes the inevitable end of all things. If you have the Hunt Prey class feature, the weapon gains the thundering rune on Strikes against your prey. Activate—Song of the Bow Two Actions (concentrate) Frequency once per day; Effect You shoot an arrow thrumming with the song of the bow. Make a Strike with the bow that deals damage as normal. As long as the Strike isn't a critical failure, the arrow explodes in a 20-foot emanation around your target, dealing 5d10 sonic damage to creatures in the area, including the target, with a DC 28 basic Fortitude save. Any creature that critically fails is deafened for 1 minute. If any creature in the area is undetected or unnoticed by you, you learn its location, making it hidden to you instead. ","skill_mod":{},"summary":"This + 2 striking longbow is carefully handcrafted from a length of flexible green-tinted wood, etched in a variety of runic symbols, and strung …","primary_source":"GM Core","trait_group":["Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2867","base_item":["Longbow"],"name":"Hunter's Anthem","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2867"},{"legacy_name":["Frost Brand"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":1000000,"legacy_id":["equipment-387"],"trait":["Cold","Magical"],"id":"equipment-2868","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Icicle Source GM Core pg. 242 Price 10,000 gp Usage held in 2 hands Bulk 2 Base Weapon Longspear --- This +2 greater striking greater frost longspear appears to be a single continuous icicle stretching over 6 feet long. The icicle automatically extinguishes non-magical fires in a 20-foot emanation. While wielding it, you gain fire resistance 5. Activate—Quench Flames Two Actions (concentrate, manipulate) Effect You swing the icicle into the area of an ongoing magical fire, and the spear attempts to counteract the fire with a counteract modifier of +27. If it fails, it can't attempt to counteract the same fire again. Activate—Ice Spike Two Actions (concentrate, manipulate) Frequency once per day; Effect The icicle grows rapidly, piercing creatures in a 30-foot line. Each creature in the area takes 11d6 cold damage with a DC 35 Reflex save. A creature that fails its save also takes 3d6 persistent bleed damage(double on a critical failure). ","skill_mod":{},"summary":"This +2 greater striking greater frost longspear appears to be a single continuous icicle stretching over 6 feet long. The icicle automatically …","primary_source":"GM Core","trait_group":["Energy","Monster","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2868","base_item":["Longspear"],"name":"Icicle","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2868"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":6000,"legacy_id":["equipment-393"],"trait":["Magical"],"id":"equipment-2869","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Retribution Axe Source GM Core pg. 242 Price 60 gp Usage held in 2 hands Bulk 2 Base Weapon Greataxe --- The blade of this +1 greataxe bears a design of a human skull. Whenever a creature damages you with an attack, the skull changes its appearance to look like the face of that creature. You gain a +2 circumstance bonus to your next damage roll against that creature before the end of your next turn. Because the face reshapes each time you're damaged, you get the additional damage only if you attack the creature that damaged you most recently. ","skill_mod":{},"summary":"The blade of this +1 greataxe bears a design of a human skull. Whenever a creature damages you with an attack, the skull changes its appearance …","primary_source":"GM Core","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2869","base_item":["Greataxe"],"name":"Retribution Axe","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2869"},{"legacy_name":["Flame Tongue"],"item_child_id":["equipment-2870-2704","equipment-2870-2705"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"legacy_id":["equipment-386"],"trait":["Fire","Magical"],"id":"equipment-2870","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Searing Blade Source GM Core pg. 242 Usage held in 1 hand Bulk 1 Base Weapon Longsword --- This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects illumination resembling shimmering firelight, emitting dim light in a 10-foot radius. Activate—Shoot Fire Two Actions (concentrate, manipulate) Effect You cast the ignition cantrip from the sword as a 7th-rank arcane spell, using your melee attack modifier with searing blade as your spell attack modifier. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Searing Blade Source GM Core pg. 243 Price 2,800 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Searing Blade (Greater) Source GM Core pg. 243 Price 13,800 gp --- This is a +3 greater striking greater flaming longsword . When you activate the sword to cast ignition, the spell is 9th rank. This weapon also has the Radiate Flames activation. Activate—Radiate Flames Single Action (aura, concentrate, fire) Frequency once per day; Effect A 10-foot emanation of flame radiates from the greater searing blade for 1 minute. All weapon and unarmed attacks by you and your allies within the area gain the effect of the flaming property rune. ","element":["Fire"],"skill_mod":{},"summary":"This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects …","primary_source":"GM Core","trait_group":["Energy","Elemental","Planar","Monster","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2870","base_item":["Longsword"],"name":"Searing Blade","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2870"},{"legacy_name":["Flame Tongue"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2870","weakness":{},"price":280000,"legacy_id":["equipment-386"],"trait":["Fire","Magical"],"id":"equipment-2870-2704","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Searing Blade Source GM Core pg. 242 Usage held in 1 hand Bulk 1 Base Weapon Longsword --- This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects illumination resembling shimmering firelight, emitting dim light in a 10-foot radius. Activate—Shoot Fire Two Actions (concentrate, manipulate) Effect You cast the ignition cantrip from the sword as a 7th-rank arcane spell, using your melee attack modifier with searing blade as your spell attack modifier. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Searing Blade Source GM Core pg. 243 Price 2,800 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Searing Blade (Greater) Source GM Core pg. 243 Price 13,800 gp --- This is a +3 greater striking greater flaming longsword . When you activate the sword to cast ignition, the spell is 9th rank. This weapon also has the Radiate Flames activation. Activate—Radiate Flames Single Action (aura, concentrate, fire) Frequency once per day; Effect A 10-foot emanation of flame radiates from the greater searing blade for 1 minute. All weapon and unarmed attacks by you and your allies within the area gain the effect of the flaming property rune. ","element":["Fire"],"skill_mod":{},"summary":"This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects …","primary_source":"GM Core","trait_group":["Energy","Elemental","Planar","Monster","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2870","base_item":["Longsword"],"name":"Searing Blade","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2870-2704"},{"legacy_name":["Flame Tongue"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2870","weakness":{},"price":1380000,"legacy_id":["equipment-386"],"trait":["Fire","Magical"],"id":"equipment-2870-2705","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Searing Blade Source GM Core pg. 242 Usage held in 1 hand Bulk 1 Base Weapon Longsword --- This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects illumination resembling shimmering firelight, emitting dim light in a 10-foot radius. Activate—Shoot Fire Two Actions (concentrate, manipulate) Effect You cast the ignition cantrip from the sword as a 7th-rank arcane spell, using your melee attack modifier with searing blade as your spell attack modifier. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Searing Blade Source GM Core pg. 243 Price 2,800 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Searing Blade (Greater) Source GM Core pg. 243 Price 13,800 gp --- This is a +3 greater striking greater flaming longsword . When you activate the sword to cast ignition, the spell is 9th rank. This weapon also has the Radiate Flames activation. Activate—Radiate Flames Single Action (aura, concentrate, fire) Frequency once per day; Effect A 10-foot emanation of flame radiates from the greater searing blade for 1 minute. All weapon and unarmed attacks by you and your allies within the area gain the effect of the flaming property rune. ","element":["Fire"],"skill_mod":{},"summary":"This is a +3 greater striking greater flaming longsword . When you activate the sword to cast ignition, the spell is 9th rank. This weapon also has …","primary_source":"GM Core","trait_group":["Energy","Elemental","Planar","Monster","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2870","base_item":["Longsword"],"name":"Searing Blade (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2870-2705"},{"legacy_name":["Dagger of Venom"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":15000,"legacy_id":["equipment-383"],"trait":["Magical","Poison"],"id":"equipment-2871","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Serpent Dagger Source GM Core pg. 242 Price 150 gp Usage held in 1 hand Bulk L Base Weapon Dagger --- The serrated blade of this +1 striking dagger has a greenish tinge, and the hilt is sculpted to look like the head of a serpent about to strike. When you critically succeed at an attack roll with the serpent dagger, the target becomes sickened 1 unless it succeeds at a DC 19 Fortitude save. This is a poison effect. In addition, you can activate the dagger to poison a creature with a more potent poison. Activate—Drip Poison Free Action (manipulate) Frequency once per day; Trigger You damage a creature with the serpent dagger ; Effect You poison the creature you hit with dagger venom. Dagger Venom (poison) Saving Throw DC 21 Fortitude; Maximum Duration 4 rounds; Stage 1 1d8 poison damage and enfeebled 1\n","skill_mod":{},"summary":"The serrated blade of this +1 striking dagger has a greenish tinge, and the hilt is sculpted to look like the head of a serpent about to strike. …","primary_source":"GM Core","trait_group":["Mechanics","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2871","base_item":["Dagger"],"name":"Serpent Dagger","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2871"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":7000000,"legacy_id":["equipment-394"],"trait":["Magical","Rare"],"id":"equipment-2872","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Sky Hammer Source GM Core pg. 242 Price 70,000 gp Usage held in 1 hand Bulk 1 Base Weapon Warhammer --- The sturdy head of this +3 major striking flaming shock orichalcum warhammer is shaped like a blazing comet. Activate—Comet Fall Reaction (concentrate) Trigger Your attack roll with the sky hammer is a critical success; Effect A 6th-rank arcane fireball spell explodes, centered on the sky hammer. The spell DC is 45. You are immune to the fireball's effect, though your allies are not.\n","skill_mod":{},"summary":"The sturdy head of this +3 major striking flaming shock orichalcum warhammer is shaped like a blazing comet. ","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2872","base_item":["Warhammer"],"name":"Sky Hammer","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2872"},{"item_child_id":["equipment-2873-2706","equipment-2873-2707"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"legacy_id":["equipment-395"],"trait":["Electricity","Magical"],"id":"equipment-2873","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Storm Flash Source GM Core pg. 242 Usage held in 1 hand Bulk 1 Base Weapon Rapier --- This +2 greater striking shock rapier has a golden blade, and miniature electric arcs flash across its guard while it's wielded. When out of its sheath under an open sky, the blade causes storm clouds to gather slowly above. Activate—Lighting Stab Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast a 6th-rank lightning bolt (DC 33). Activate—Divert Lighting Reaction (concentrate) Frequency once per 10 minutes; Trigger An electricity effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area; Effect You try to divert the electricity off course, to be absorbed by storm flash . Choose one eligible creature to protect and roll a melee attack roll against the DC of the electricity effect. If you succeed, the chosen creature takes no electricity damage from the triggering effect. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Storm Flash Source GM Core pg. 243, Core Rulebook pg. 602 Price 4,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Storm Flash (Greater) Source GM Core pg. 243, Core Rulebook pg. 602 Price 21,000 gp --- This is a +3 greater striking greater shock rapier . When activating the sword to cast lightning bolt, the spell is 8th rank (DC 38).","skill_mod":{},"summary":"This +2 greater striking shock rapier has a golden blade, and miniature electric arcs flash across its guard while it's wielded. When out of …","primary_source":"GM Core","trait_group":["Energy","Monster","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2873","base_item":["Rapier"],"name":"Storm Flash","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2873"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2873","weakness":{},"price":400000,"legacy_id":["equipment-395"],"trait":["Electricity","Magical"],"id":"equipment-2873-2706","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Storm Flash Source GM Core pg. 242 Usage held in 1 hand Bulk 1 Base Weapon Rapier --- This +2 greater striking shock rapier has a golden blade, and miniature electric arcs flash across its guard while it's wielded. When out of its sheath under an open sky, the blade causes storm clouds to gather slowly above. Activate—Lighting Stab Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast a 6th-rank lightning bolt (DC 33). Activate—Divert Lighting Reaction (concentrate) Frequency once per 10 minutes; Trigger An electricity effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area; Effect You try to divert the electricity off course, to be absorbed by storm flash . Choose one eligible creature to protect and roll a melee attack roll against the DC of the electricity effect. If you succeed, the chosen creature takes no electricity damage from the triggering effect. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Storm Flash Source GM Core pg. 243, Core Rulebook pg. 602 Price 4,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Storm Flash (Greater) Source GM Core pg. 243, Core Rulebook pg. 602 Price 21,000 gp --- This is a +3 greater striking greater shock rapier . When activating the sword to cast lightning bolt, the spell is 8th rank (DC 38).","skill_mod":{},"summary":"This +2 greater striking shock rapier has a golden blade, and miniature electric arcs flash across its guard while it's wielded. When out of …","primary_source":"GM Core","trait_group":["Energy","Monster","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2873","base_item":["Rapier"],"name":"Storm Flash","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2873-2706"},{"legacy_name":["Storm Flash"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-2873","weakness":{},"price":2100000,"legacy_id":["equipment-395"],"trait":["Electricity","Magical"],"id":"equipment-2873-2707","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Storm Flash Source GM Core pg. 242 Usage held in 1 hand Bulk 1 Base Weapon Rapier --- This +2 greater striking shock rapier has a golden blade, and miniature electric arcs flash across its guard while it's wielded. When out of its sheath under an open sky, the blade causes storm clouds to gather slowly above. Activate—Lighting Stab Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast a 6th-rank lightning bolt (DC 33). Activate—Divert Lighting Reaction (concentrate) Frequency once per 10 minutes; Trigger An electricity effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area; Effect You try to divert the electricity off course, to be absorbed by storm flash . Choose one eligible creature to protect and roll a melee attack roll against the DC of the electricity effect. If you succeed, the chosen creature takes no electricity damage from the triggering effect. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Storm Flash Source GM Core pg. 243, Core Rulebook pg. 602 Price 4,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Storm Flash (Greater) Source GM Core pg. 243, Core Rulebook pg. 602 Price 21,000 gp --- This is a +3 greater striking greater shock rapier . When activating the sword to cast lightning bolt, the spell is 8th rank (DC 38).","skill_mod":{},"summary":"This is a +3 greater striking greater shock rapier . When activating the sword to cast lightning bolt, the spell is 8th rank (DC 38).","primary_source":"GM Core","trait_group":["Energy","Monster","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2873","base_item":["Rapier"],"name":"Storm Flash (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2873-2707"},{"primary_source_category":"Rulebooks","usage":"held in 1 or 2 hands","source":["GM Core"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":25000,"legacy_id":["equipment-396"],"trait":["Magical","Wood"],"id":"equipment-2874","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Twining Staff Source GM Core pg. 242 Price 250 gp Usage held in 1 or 2 hands Bulk to 2 Base Weapon Staff, Bo Staff --- Appearing to be just a small, flat disk made of twigs, this item can grow and shrink. Once formed, this oak staff is carved with twisting patterns along its length. Activate—Form Staff Single Action (manipulate) Effect You cause the twigs to rapidly grow or contract, reshaping into a +1 striking staff, a +1 striking bo staff , or its disk form. In its disk form, it has negligible Bulk and must be held in one hand to be activated. In the other forms, it has the same Bulk as a normal weapon of its type. You can switch your grip as part of the activation. When you expand the item, you can use the force of the expansion to High Jump or to try to Force Open a door or the like by wedging the disk into a gap before activation. The staff makes the Athletics check with a +15 modifier. ","element":["Wood"],"skill_mod":{},"summary":"Appearing to be just a small, flat disk made of twigs, this item can grow and shrink. Once formed, this oak staff is carved with twisting patterns …","primary_source":"GM Core","trait_group":["Mechanics","Elemental"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=2874","base_item":["Staff","Bo Staff"],"name":"Twining Staff","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2874"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Acid","Alchemical","Bomb","Consumable","Splash"],"id":"equipment-2875","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Acid Flask Source GM Core pg. 244, Player Core 2 pg. 283 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage, and the listed acid splash damage. Many types grant an item bonus to attack rolls.\n","skill_mod":{},"summary":"This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage , and the listed acid splash damage. Many types grant …","primary_source":"GM Core","trait_group":["Energy","Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2875","name":"Acid Flask","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2875"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Fire","Splash"],"id":"equipment-2876","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Alchemist's Fire Source GM Core pg. 244, Player Core 2 pg. 283 Usage held in 1 hand Bulk L Activate Single Action Strike --- Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.\n","element":["Fire"],"skill_mod":{},"summary":"Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, persistent …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2876","name":"Alchemist's Fire","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2876"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable","Emotion","Fear","Mental","Poison","Splash"],"id":"equipment-2877","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Dread Ampoule Source GM Core pg. 245, Player Core 2 pg. 285 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage. On a hit, the target becomes frightened 1, or frightened 2 on a critical hit. Many types also grant an item bonus to attack rolls.\n","skill_mod":{},"summary":"This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2877","name":"Dread Ampoule","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2877"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Bomb","Consumable"],"id":"equipment-2878","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Glue Bomb Source GM Core pg. 245, Player Core 2 pg. 285 Usage held in 1 hand Bulk L Activate Single Action Strike --- A glue bomb is a harmless explosive mechanism bursting with sticky substances. When you hit a creature with a glue bomb, that creature takes a status penalty to its Speeds for 1 minute. Many types of glue bomb also grant an item bonus on attack rolls. On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Glue bombs are not effective when used on a creature that is in water. The target can end any effects by Escaping or spending a total of 3 Interact actions to carefully remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can provide the actions as well.\n","skill_mod":{},"summary":"A glue bomb is a harmless explosive mechanism bursting with sticky substances. When you hit a creature with a glue bomb, that creature takes a status …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=2878","name":"Glue Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2878"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-2879","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Antidote Source GM Core pg. 246, Player Core 2 pg. 286 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours.\n","skill_mod":{},"summary":"An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours.","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2879","name":"Antidote","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2879"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-2880","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Antiplague Source GM Core pg. 246, Player Core 2 pg. 286 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Antiplague can fortify the body's defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression.\n","skill_mod":{},"summary":"Antiplague can fortify the body's defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2880","name":"Antiplague","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2880"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-2881","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Bomber's Eye Elixir Source GM Core pg. 246, Player Core 2 pg. 286 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb Strikes reduce the circumstance bonus to AC your targets gain from cover.\n","skill_mod":{},"summary":"This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb Strikes reduce the circumstance bonus to AC your targets gain …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2881","name":"Bomber's Eye Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2881"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Mental"],"id":"equipment-2882","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Bravo's Brew Source GM Core pg. 246, Player Core 2 pg. 286 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against fear.\n","skill_mod":{},"summary":"This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2882","name":"Bravo's Brew","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2882"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":700,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-2883","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Cat's Eye Elixir Source GM Core pg. 246, Player Core 2 pg. 286 Price 7 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- After you consume this elixir, your vision sharpens and you become sensitive to even the most minute movements. For the next minute, you reduce the flat check to target hidden creatures to 5, and you don't need to attempt a flat check to target concealed creatures. These benefits apply only against creatures within 30 feet of you.\n","skill_mod":{},"summary":"After you consume this elixir, your vision sharpens and you become sensitive to even the most minute movements. For the next minute, you reduce the …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2883","name":"Cat's Eye Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2883"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-2884","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Cheetah's Elixir Source GM Core pg. 246, Player Core 2 pg. 286 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration.\n","skill_mod":{},"summary":"Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration.","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2884","name":"Cheetah's Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2884"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-2885","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Darkvision Elixir Source GM Core pg. 246, Player Core 2 pg. 287 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for the listed duration.\n","skill_mod":{},"summary":"After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for the listed duration.","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2885","name":"Darkvision Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2885"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-2886","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Eagle-Eye Elixir Source GM Core pg. 247, Player Core 2 pg. 287 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to Perception checks that is greater when attempting to find secret doors and traps.\n","skill_mod":{},"summary":"After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to Perception checks that is greater when …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2886","name":"Eagle-Eye Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2886"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-2887","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Elixir of Life Source GM Core pg. 247, Player Core 2 pg. 288 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes.\n","skill_mod":{},"summary":"Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2887","name":"Elixir of Life","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2887"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"school":"illusion","trait":["Alchemical","Consumable","Elixir","Illusion","Visual"],"id":"equipment-2888","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Mistform Elixir Source GM Core pg. 247, Player Core 2 pg. 288 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A faint mist emanates from your skin, making you concealed for the listed duration. As usual, if you become concealed when your position is still obvious, you can't use this concealment to Hide or Sneak.\n","skill_mod":{},"summary":"A faint mist emanates from your skin, making you concealed for the listed duration. As usual, if you become concealed when your position is still …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","School","Sense"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2888","name":"Mistform Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2888"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Polymorph"],"id":"equipment-2889","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Sea Touch Elixir Source GM Core pg. 247, Player Core 2 pg. 288 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- his briny concoction alters the skin on your hands and feet. The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for the listed duration.\n","skill_mod":{},"summary":"his briny concoction alters the skin on your hands and feet. The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2889","name":"Sea Touch Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2889"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1300,"trait":["Alchemical","Consumable","Elixir","Morph"],"id":"equipment-2890","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Stone Fist Elixir Source GM Core pg. 247, Player Core 2 pg. 288 Price 13 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your fists become hard as stone. For 1 hour, your fists deal 1d6 bludgeoning damage and lose the nonlethal trait.\n","skill_mod":{},"summary":"Your fists become hard as stone. For 1 hour, your fists deal 1d6 bludgeoning damage and lose the nonlethal trait.","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=2890","name":"Stone Fist Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2890"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":300,"weakness":{},"price":300,"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-2891","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Arsenic Source GM Core pg. 248, Player Core 2 pg. 291 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This toxin is a compound of arsenic and other substances. You can't reduce your sickened condition while affected. Saving Throw DC 18 Fortitude; Onset 10 minutes; Maximum Duration 5 minutes; Stage 1 1d4 poison damage and sickened 1 (1 minute); Stage 2 1d6 poison damage and sickened 2 (1 minute); Stage 3 1d8 poison damage and sickened 3 (1 minute)\n","skill_mod":{},"summary":"This toxin is a compound of arsenic and other substances. You can't reduce your sickened condition while affected. Saving Throw DC 18 Fortitude; …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=2891","stage":["1d4 poison damage and sickened 1 (1 minute)","1d6 poison damage and sickened 2 (1 minute)","1d8 poison damage and sickened 3 (1 minute)"],"name":"Arsenic","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2891"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":18,"weakness":{},"saving_throw":"DC 18 Fortitude","price":600,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-2892","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Black Adder Venom Source GM Core pg. 248, Player Core 2 pg. 291 Price 6 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Adder venom is a simple but effective way to enhance a weapon. Saving Throw DC 18 Fortitude; Maximum Duration 3 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage (1 round); Stage 3 1d8 poison damage (1 round)\n","skill_mod":{},"summary":"Adder venom is a simple but effective way to enhance a weapon. Saving Throw DC 18 Fortitude; Maximum Duration 3 rounds; Stage 1 1d4 poison …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2892","stage":["1d4 poison damage (1 round)","1d6 poison damage (1 round)","1d8 poison damage (1 round)"],"name":"Black Adder Venom","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2892"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 42 Fortitude","price":650000,"trait":["Alchemical","Consumable","Contact","Poison","Virulent"],"id":"equipment-2893","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Black Lotus Extract Source GM Core pg. 248, Player Core 2 pg. 291 Price 6,500 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Black lotus extract causes severe internal bleeding. Saving Throw DC 42 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 13d6 poison damage and drained 1 (1 round); Stage 2 15d6 poison damage and drained 1 (1 round); Stage 3 17d6 poison damage and drained 2 (1 round)\n","skill_mod":{},"summary":"Black lotus extract causes severe internal bleeding. Saving Throw DC 42 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 13d6 …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=2893","stage":["13d6 poison damage and drained 1 (1 round)","15d6 poison damage and drained 1 (1 round)","17d6 poison damage and drained 2 (1 round)"],"name":"Black Lotus Extract","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2893"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 30 Fortitude","price":22500,"trait":["Alchemical","Consumable","Contact","Poison"],"id":"equipment-2894","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Blightburn Resin Source GM Core pg. 248, Player Core 2 pg. 291 Price 225 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This tacky, hardened sap is harvested from trees infected by fungal blights and exposed to open flames. Saving Throw DC 30 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 6d6 poison damage (1 round); Stage 2 7d6 poison damage (1 round); Stage 3 9d6 poison damage (1 round)\n","skill_mod":{},"summary":"This tacky, hardened sap is harvested from trees infected by fungal blights and exposed to open flames. Saving Throw DC 30 Fortitude; Onset 1 …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=2894","stage":["6d6 poison damage (1 round)","7d6 poison damage (1 round)","9d6 poison damage (1 round)"],"name":"Blightburn Resin","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2894"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 36 Fortitude","price":150000,"trait":["Alchemical","Consumable","Inhaled","Poison"],"id":"equipment-2895","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Brimstone Fumes Source GM Core pg. 248, Player Core 2 pg. 292 Price 1,500 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Fumes from the forges of Hell drain health and strength alike. Saving Throw DC 36 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 7d8 poison damage and enfeebled 1 (1 round); Stage 2 8d8 poison damage and enfeebled 2 (1 round); Stage 3 10d8 poison damage and enfeebled 3 (1 round) ","skill_mod":{},"summary":"Fumes from the forges of Hell drain health and strength alike. Saving Throw DC 36 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=2895","stage":["7d8 poison damage and enfeebled 1 (1 round)","8d8 poison damage and enfeebled 2 (1 round)","10d8 poison damage and enfeebled 3 (1 round)"],"name":"Brimstone Fumes","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2895"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 33 Fortitude","price":45000,"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-2896","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Deathcap Powder Source GM Core pg. 249, Player Core 2 pg. 292 Price 450 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- The toxic deathcap mushroom can be dried, ground, and treated to form a flavorless powder with accelerated effects. Saving Throw DC 33 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 7d8 poison damage (1 minute); Stage 2 9d6 poison damage and sickened 2 (1 minute); Stage 3 8d10 poison damage and sickened 3 (1 minute)\n","skill_mod":{},"summary":"The toxic deathcap mushroom can be dried, ground, and treated to form a flavorless powder with accelerated effects. Saving Throw DC 33 Fortitude; …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=2896","stage":["7d8 poison damage (1 minute)","9d6 poison damage and sickened 2 (1 minute)","8d10 poison damage and sickened 3 (1 minute)"],"name":"Deathcap Powder","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2896"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 21 Fortitude","price":1600,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-2897","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Fearflower Nectar Source GM Core pg. 249, Player Core 2 pg. 292 Price 16 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- The nectar of a night-blooming desert flower attacks a victim's central nervous system and causes feelings of panic. Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and frightened 1 (1 round); Stage 2 1d6 poison damage and frightened 2 (1 round); Stage 3 1d6 poison damage and frightened 3 (1 round)\n","skill_mod":{},"summary":"The nectar of a night-blooming desert flower attacks a victim's central nervous system and causes feelings of panic. Saving Throw DC 21 Fortitude; …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2897","stage":["1d6 poison damage and frightened 1 (1 round)","1d6 poison damage and frightened 2 (1 round)","1d6 poison damage and frightened 3 (1 round)"],"name":"Fearflower Nectar","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2897"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 17 Fortitude","price":400,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-2898","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Giant Centipede Venom Source GM Core pg. 249, Player Core 2 pg. 292 Price 4 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Giant centipede venom causes severe muscle stiffness. Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d4 poison damage and fatigued (1 round); Stage 3 1d4 poison damage, clumsy 1, and fatigued (1 round)\n","skill_mod":{},"summary":"Giant centipede venom causes severe muscle stiffness. Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2898","stage":["1d4 poison damage (1 round)","1d4 poison damage and fatigued (1 round)","1d4 poison damage, clumsy 1, and fatigued (1 round)"],"name":"Giant Centipede Venom","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2898"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 22 Fortitude","price":4000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-2899","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Giant Scorpion Venom Source GM Core pg. 249, Player Core 2 pg. 292 Price 40 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Scorpion venom is excruciating and its effects are somewhat debilitating. Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1 (1 round); Stage 2 2d8 poison damage and enfeebled 1 (1 round); Stage 3 2d10 poison damage and enfeebled 2 (1 round) ","skill_mod":{},"summary":"Scorpion venom is excruciating and its effects are somewhat debilitating. Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2899","stage":["2d6 poison damage and enfeebled 1 (1 round)","2d8 poison damage and enfeebled 1 (1 round)","2d10 poison damage and enfeebled 2 (1 round)"],"name":"Giant Scorpion Venom","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2899"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":24,"weakness":{},"saving_throw":"DC 19 Fortitude","price":1000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-2900","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Graveroot Source GM Core pg. 249, Player Core 2 pg. 293 Price 10 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- The opaque white sap from the graveroot shrub clouds the mind. Saving Throw DC 19 Fortitude; Maximum Duration 4 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d10 poison damage and stupefied 1 (1 round); Stage 3 2d6 poison damage and stupefied 2 (1 round)\n","skill_mod":{},"summary":"The opaque white sap from the graveroot shrub clouds the mind. Saving Throw DC 19 Fortitude; Maximum Duration 4 rounds; Stage 1 1d8 poison …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2900","stage":["1d8 poison damage (1 round)","1d10 poison damage and stupefied 1 (1 round)","2d6 poison damage and stupefied 2 (1 round)"],"name":"Graveroot","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2900"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":3600,"weakness":{},"saving_throw":"DC 38 Fortitude","price":225000,"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-2901","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Hemlock Source GM Core pg. 249, Player Core 2 pg. 293 Price 2,250 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- Concentrated hemlock is a particularly deadly toxin that halts muscle action—including that of the victim's heart. Saving Throw DC 38 Fortitude; Onset 30 minutes; Maximum Duration 60 minutes; Stage 1 16d6 poison damage and enfeebled 2 (10 minutes); Stage 2 17d6 poison damage and enfeebled 3 (10 minutes); Stage 3 16d6 poison damage and enfeebled 4 (10 minutes)\n","skill_mod":{},"summary":"Concentrated hemlock is a particularly deadly toxin that halts muscle action—including that of the victim's heart. Saving Throw DC 38 Fortitude; …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":1800,"resistance":{},"url":"/Equipment.aspx?ID=2901","stage":["16d6 poison damage and enfeebled 2 (10 minutes)","17d6 poison damage and enfeebled 3 (10 minutes)","16d6 poison damage and enfeebled 4 (10 minutes)"],"name":"Hemlock","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2901"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":14400,"weakness":{},"saving_throw":"DC 18 Fortitude","price":700,"trait":["Alchemical","Consumable","Incapacitation","Injury","Poison","Sleep"],"id":"equipment-2902","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Lethargy Poison Source GM Core pg. 250, Player Core 2 pg. 293 Price 7 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Lethargy poison is commonly used in hit-and-run tactics by attackers who want their victims alive; the ambusher retreats until the poison sets in and the victim falls unconscious. Further exposure to lethargy poison does not require the target to attempt additional saving throws; only failing an saving throw against an ongoing exposure can progress its stage. Saving Throw DC 18 Fortitude; Maximum Duration 4 hours; Stage 1 slowed 1 (1 round); Stage 2 slowed 1 (1 minute); Stage 3 unconscious with no Perception check to wake up (1 round); Stage 4 unconscious with no Perception check to wake up (1d4 hours)\n","skill_mod":{},"summary":"Lethargy poison is commonly used in hit-and-run tactics by attackers who want their victims alive; the ambusher retreats until the poison sets in and …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2902","stage":[" slowed 1 (1 round)","slowed 1 (1 minute)","unconscious with no Perception check to wake up (1 round)","unconscious with no Perception check to wake up (1d4 hours)"],"name":"Lethargy Poison","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2902"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 35 Fortitude","price":100000,"trait":["Alchemical","Consumable","Inhaled","Poison"],"id":"equipment-2903","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Mindfog Mist Source GM Core pg. 250, Player Core 2 pg. 293 Price 1,000 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Mindfog mist can be used to undermine spellcasters, as its effect on a victim's mental faculties is swift and powerful. Saving Throw DC 35 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 stupefied 2 (1 round); Stage 2 confused and stupefied 3 (1 round); Stage 3 confused and stupefied 4 (1 round)\n","skill_mod":{},"summary":"Mindfog mist can be used to undermine spellcasters, as its effect on a victim's mental faculties is swift and powerful. Saving Throw DC 35 …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=2903","stage":[" stupefied 2 (1 round)"," confused and stupefied 3 (1 round)","confused and stupefied 4 (1 round)"],"name":"Mindfog Mist","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2903"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":604800,"weakness":{},"saving_throw":"DC 32 Fortitude","price":32500,"trait":["Alchemical","Consumable","Ingested","Poison","Sleep"],"id":"equipment-2904","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Slumber Wine Source GM Core pg. 250, Player Core 2 pg. 294 Price 325 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Slumber wine sees its greatest use in games of intrigue, where an absence can be more devastating than injury. Characters unconscious from slumber wine can't wake up by any means while the poison lasts, don't need to eat or drink while unconscious in this way, and appear to be recently dead unless an examiner succeeds at a DC 40 Medicine check. Saving Throw DC 32 Fortitude; Onset 1 hour; Maximum Duration 7 days; Stage 1 unconscious (1 day); Stage 2 unconscious (2 days); Stage 3 unconscious (3 days)\n","skill_mod":{},"summary":"Slumber wine sees its greatest use in games of intrigue, where an absence can be more devastating than injury. Characters unconscious from slumber …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":3600,"resistance":{},"url":"/Equipment.aspx?ID=2904","stage":[" unconscious (1 day)","unconscious (2 days)","unconscious (3 days)"],"name":"Slumber Wine","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2904"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 28 Fortitude","price":11000,"trait":["Alchemical","Consumable","Contact","Poison"],"id":"equipment-2905","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Spider Root Source GM Core pg. 250, Player Core 2 pg. 294 Price 110 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- A paste made by mashing the fine, threadlike roots of a certain creeper vine, spider root renders a victim clumsy and maladroit. Saving Throw DC 28 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 3d6 poison damage and clumsy 1 (1 minute); Stage 2 4d6 poison damage and clumsy 2 (1 minute); Stage 3 6d6 poison damage and clumsy 3 (1 minute)\n","skill_mod":{},"summary":"A paste made by mashing the fine, threadlike roots of a certain creeper vine, spider root renders a victim clumsy and maladroit. Saving Throw DC 28 …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=2905","stage":["3d6 poison damage and clumsy 1 (1 minute)","4d6 poison damage and clumsy 2 (1 minute)","6d6 poison damage and clumsy 3 (1 minute)"],"name":"Spider Root","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2905"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 22 Fortitude","price":2500,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-2906","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Spider Venom Source GM Core pg. 250, Player Core 2 pg. 294 Price 25 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- This venom erodes its target's defenses, aiding the spider in securing prey. Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and sickened 1 (1 round); Stage 2 1d12 poison damage, clumsy 1, and sickened 2 (1 round); Stage 3 2d6 poison damage, clumsy 2, and sickened 3 (1 round)\n","skill_mod":{},"summary":"This venom erodes its target's defenses, aiding the spider in securing prey. Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2906","stage":["1d10 poison damage and sickened 1 (1 round)","1d12 poison damage, clumsy 1, and sickened 2 (1 round)","2d6 poison damage, clumsy 2, and sickened 3 (1 round)"],"name":"Spider Venom","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2906"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":600,"weakness":{},"saving_throw":"DC 44 Fortitude","price":1200000,"trait":["Alchemical","Consumable","Contact","Poison","Virulent"],"id":"equipment-2907","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Tears of Death Source GM Core pg. 250, Player Core 2 pg. 294 Price 12,000 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Tears of death are among the most powerful of alchemical poisons, distilled from extracts of five other deadly poisons in just the right ratios. Saving Throw DC 44 Fortitude; Onset 1 minute; Maximum Duration 10 minutes; Stage 1 20d6 poison damage and paralyzed (1 round); Stage 2 22d6 poison damage and paralyzed (1 minute); Stage 3 24d6 poison damage and paralyzed (1 minute) ","skill_mod":{},"summary":"Tears of death are among the most powerful of alchemical poisons, distilled from extracts of five other deadly poisons in just the right ratios. …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=2907","stage":["20d6 poison damage and paralyzed (1 round)","22d6 poison damage and paralyzed (1 minute)","24d6 poison damage and paralyzed (1 minute)"],"name":"Tears of Death","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2907"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 30 Fortitude","price":15500,"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-2908","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Wolfsbane Source GM Core pg. 250, Player Core 2 pg. 294 Price 155 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Wolfsbane appears in folklore for its link to werecreatures. If you are afflicted with the curse of a werecreature and survive stage 3 of wolfsbane, you're immediately cured of the curse. Saving Throw DC 30 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 3d10 poison damage (1 minute); Stage 2 4d10 poison damage (1 minute); Stage 3 5d10 poison damage (1 minute)\n","skill_mod":{},"summary":"Wolfsbane appears in folklore for its link to werecreatures. If you are afflicted with the curse of a werecreature and survive stage 3 of wolfsbane, …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=2908","stage":["3d10 poison damage (1 minute)","4d10 poison damage (1 minute)","5d10 poison damage (1 minute)"],"name":"Wolfsbane","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2908"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 26 Fortitude","price":8000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-2909","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Wyvern Poison Source GM Core pg. 250, Player Core 2 pg. 294 Price 80 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Properly harvested and preserved, the poison from a wyvern's sting is effective and direct. Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage (1 round); Stage 2 3d8 poison damage (1 round); Stage 3 3d10 poison damage (1 round)\n","skill_mod":{},"summary":"Properly harvested and preserved, the poison from a wyvern's sting is effective and direct. Saving Throw DC 26 Fortitude; Maximum Duration 6 …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=2909","stage":["3d6 poison damage (1 round)","3d8 poison damage (1 round)","3d10 poison damage (1 round)"],"name":"Wyvern Poison","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2909"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":300,"trait":["Alchemical","Consumable","Light"],"id":"equipment-2910","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Glow Rod Source GM Core pg. 251, Player Core 2 pg. 295 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This 1-foot-long, gold-tipped rod glows after it's struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim light to the next 40 feet).\n","skill_mod":{},"summary":"This 1-foot-long, gold-tipped rod glows after it's struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=2910","name":"Glow Rod","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2910"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":20,"trait":["Alchemical","Consumable","Fire"],"id":"equipment-2911","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Matchstick Source GM Core pg. 251, Player Core 2 pg. 295 Price 2 sp Usage held in 1 hand Activate Single Action (manipulate) --- An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a matchstick is much faster than creating a flame with flint and steel. You can ignite the matchstick and touch it to a flammable object as part of the same Interact action.\n","element":["Fire"],"skill_mod":{},"summary":"An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a matchstick …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=2911","name":"Matchstick","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2911"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":600,"trait":["Alchemical","Consumable"],"id":"equipment-2912","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Silver Salve Source GM Core pg. 251, Player Core 2 pg. 296 Price 6 gp Usage held in 2 hands Activate Single Action (manipulate) --- You can slather this silvery paste onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. Silver salve spoils quickly, so once you open a vial, you must use it all at once, rather than saving it. For the next hour, the weapon or ammunition counts as silver instead of its normal material (such as cold iron) for any physical damage it deals.\n","skill_mod":{},"summary":"You can slather this silvery paste onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. Silver salve spoils quickly, so once you …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=2912","name":"Silver Salve","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2912"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable"],"id":"equipment-2913","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Smoke Ball Source GM Core pg. 251, Player Core 2 pg. 296 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Upon smashing this ball on the ground, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.\n","skill_mod":{},"summary":"Upon smashing this ball on the ground, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=2913","name":"Smoke Ball","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2913"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":200,"trait":["Alchemical","Consumable"],"id":"equipment-2914","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Snake Oil Source GM Core pg. 251, Player Core 2 pg. 296 Price 2 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- You can apply snake oil onto a wound or other outward symptom of an affliction or condition (such as sores from a disease or discoloration from a poison). For the next hour, the symptom disappears and the wounded or afflicted creature doesn't feel as if it still has the wound or affliction, though all effects remain. A creature can uncover the ruse by succeeding at a DC 17 Perception check, but only if it uses a Seek action to specifically examine the snake oil's effects.\n","skill_mod":{},"summary":"You can apply snake oil onto a wound or other outward symptom of an affliction or condition (such as sores from a disease or discoloration from a …","primary_source":"GM Core","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=2914","name":"Snake Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2914"},{"skill_mod":{},"summary":"Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for …","item_child_id":["equipment-2915-2761","equipment-2915-2762","equipment-2915-2763","equipment-2915-2764"],"primary_source":"GM Core","trait_group":["Equipment","Rarity"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["GM Core"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2915","weakness":{},"name":"Adamantine","legacy_id":["equipment-271"],"trait":["Precious","Uncommon"],"id":"equipment-2915","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Adamantine Source GM Core pg. 253 --- Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge. ## Adamantine Items Adamantine Items Hardness HP BT Thin Items Standard-grade 10 40 20 High-grade 13 52 26 Items Standard-grade 14 56 28 High-grade 17 68 34 Structure Standard-grade 28 112 56 High-grade 34 136 68 Material Uses Adamantine Armor Adamantine Shield Adamantine Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Chunk Source GM Core pg. 253, Core Rulebook pg. 578 Price 500 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Ingot Source GM Core pg. 253, Core Rulebook pg. 578 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Object (Standard-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Adamantine Object (High-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 6,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2915"},{"legacy_name":["Adamantine"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2915","weakness":{},"price":50000,"legacy_id":["equipment-271"],"trait":["Precious","Uncommon"],"id":"equipment-2915-2761","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Adamantine Source GM Core pg. 253 --- Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge. ## Adamantine Items Adamantine Items Hardness HP BT Thin Items Standard-grade 10 40 20 High-grade 13 52 26 Items Standard-grade 14 56 28 High-grade 17 68 34 Structure Standard-grade 28 112 56 High-grade 34 136 68 Material Uses Adamantine Armor Adamantine Shield Adamantine Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Chunk Source GM Core pg. 253, Core Rulebook pg. 578 Price 500 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Ingot Source GM Core pg. 253, Core Rulebook pg. 578 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Object (Standard-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Adamantine Object (High-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for …","primary_source":"GM Core","trait_group":["Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2915","name":"Adamantine Chunk","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2915-2761"},{"legacy_name":["Adamantine"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2915","weakness":{},"price":500000,"legacy_id":["equipment-271"],"trait":["Precious","Uncommon"],"id":"equipment-2915-2762","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Adamantine Source GM Core pg. 253 --- Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge. ## Adamantine Items Adamantine Items Hardness HP BT Thin Items Standard-grade 10 40 20 High-grade 13 52 26 Items Standard-grade 14 56 28 High-grade 17 68 34 Structure Standard-grade 28 112 56 High-grade 34 136 68 Material Uses Adamantine Armor Adamantine Shield Adamantine Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Chunk Source GM Core pg. 253, Core Rulebook pg. 578 Price 500 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Ingot Source GM Core pg. 253, Core Rulebook pg. 578 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Object (Standard-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Adamantine Object (High-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for …","primary_source":"GM Core","trait_group":["Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2915","name":"Adamantine Ingot","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2915-2762"},{"legacy_name":["Adamantine"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2915","weakness":{},"price":35000,"legacy_id":["equipment-271"],"trait":["Precious","Uncommon"],"id":"equipment-2915-2763","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Adamantine Source GM Core pg. 253 --- Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge. ## Adamantine Items Adamantine Items Hardness HP BT Thin Items Standard-grade 10 40 20 High-grade 13 52 26 Items Standard-grade 14 56 28 High-grade 17 68 34 Structure Standard-grade 28 112 56 High-grade 34 136 68 Material Uses Adamantine Armor Adamantine Shield Adamantine Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Chunk Source GM Core pg. 253, Core Rulebook pg. 578 Price 500 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Ingot Source GM Core pg. 253, Core Rulebook pg. 578 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Object (Standard-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Adamantine Object (High-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for …","primary_source":"GM Core","trait_group":["Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2915","name":"Adamantine Object (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2915-2763"},{"legacy_name":["Adamantine"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2915","weakness":{},"price":600000,"legacy_id":["equipment-271"],"trait":["Precious","Uncommon"],"id":"equipment-2915-2764","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Adamantine Source GM Core pg. 253 --- Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge. ## Adamantine Items Adamantine Items Hardness HP BT Thin Items Standard-grade 10 40 20 High-grade 13 52 26 Items Standard-grade 14 56 28 High-grade 17 68 34 Structure Standard-grade 28 112 56 High-grade 34 136 68 Material Uses Adamantine Armor Adamantine Shield Adamantine Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Chunk Source GM Core pg. 253, Core Rulebook pg. 578 Price 500 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Ingot Source GM Core pg. 253, Core Rulebook pg. 578 Price 5,000 gp Bulk 1 <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Adamantine Object (Standard-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Adamantine Object (High-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for …","primary_source":"GM Core","trait_group":["Equipment","Rarity"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2915","name":"Adamantine Object (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2915-2764"},{"skill_mod":{},"summary":"Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and …","item_child_id":["equipment-2916-2765","equipment-2916-2766","equipment-2916-2767","equipment-2916-2768","equipment-2916-2769"],"primary_source":"GM Core","trait_group":["Equipment"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["GM Core"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2916","weakness":{},"name":"Cold Iron","legacy_id":["equipment-272"],"trait":["Precious"],"id":"equipment-2916","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cold Iron Source GM Core pg. 253 --- Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items. ## Cold Iron Items Cold Iron Items Hardness HP BT Thin Items Low-grade 5 20 10 Standard-grade 7 28 14 High-grade 10 40 20 Items Low-grade 9 36 18 Standard-grade 11 44 22 High-grade 14 56 28 Structure Low-grade 18 72 36 Standard-grade 22 88 44 High-grade 28 112 56 Material Uses Cold Iron Armor Cold Iron Shield Cold Iron Weapon <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Chunk Source GM Core pg. 253, Core Rulebook pg. 578 Price 10 gp Bulk L <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Ingot Source GM Core pg. 253, Core Rulebook pg. 578 Price 100 gp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Object (Low-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 20 gp (per Bulk) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Object (Standard-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 250 gp (per Bulk) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Object (High-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 4,500 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2916"},{"legacy_name":["Cold Iron"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2916","weakness":{},"price":1000,"legacy_id":["equipment-272"],"trait":["Precious"],"id":"equipment-2916-2765","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cold Iron Source GM Core pg. 253 --- Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items. ## Cold Iron Items Cold Iron Items Hardness HP BT Thin Items Low-grade 5 20 10 Standard-grade 7 28 14 High-grade 10 40 20 Items Low-grade 9 36 18 Standard-grade 11 44 22 High-grade 14 56 28 Structure Low-grade 18 72 36 Standard-grade 22 88 44 High-grade 28 112 56 Material Uses Cold Iron Armor Cold Iron Shield Cold Iron Weapon <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Chunk Source GM Core pg. 253, Core Rulebook pg. 578 Price 10 gp Bulk L <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Ingot Source GM Core pg. 253, Core Rulebook pg. 578 Price 100 gp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Object (Low-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 20 gp (per Bulk) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Object (Standard-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 250 gp (per Bulk) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Object (High-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 4,500 gp (per Bulk) ","skill_mod":{},"summary":"Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and …","primary_source":"GM Core","trait_group":["Equipment"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2916","name":"Cold Iron Chunk","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2916-2765"},{"legacy_name":["Cold Iron"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2916","weakness":{},"price":10000,"legacy_id":["equipment-272"],"trait":["Precious"],"id":"equipment-2916-2766","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cold Iron Source GM Core pg. 253 --- Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items. ## Cold Iron Items Cold Iron Items Hardness HP BT Thin Items Low-grade 5 20 10 Standard-grade 7 28 14 High-grade 10 40 20 Items Low-grade 9 36 18 Standard-grade 11 44 22 High-grade 14 56 28 Structure Low-grade 18 72 36 Standard-grade 22 88 44 High-grade 28 112 56 Material Uses Cold Iron Armor Cold Iron Shield Cold Iron Weapon <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Chunk Source GM Core pg. 253, Core Rulebook pg. 578 Price 10 gp Bulk L <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Ingot Source GM Core pg. 253, Core Rulebook pg. 578 Price 100 gp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Object (Low-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 20 gp (per Bulk) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Object (Standard-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 250 gp (per Bulk) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Object (High-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 4,500 gp (per Bulk) ","skill_mod":{},"summary":"Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and …","primary_source":"GM Core","trait_group":["Equipment"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2916","name":"Cold Iron Ingot","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2916-2766"},{"legacy_name":["Cold Iron"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2916","weakness":{},"price":2000,"legacy_id":["equipment-272"],"trait":["Precious"],"id":"equipment-2916-2767","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cold Iron Source GM Core pg. 253 --- Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items. ## Cold Iron Items Cold Iron Items Hardness HP BT Thin Items Low-grade 5 20 10 Standard-grade 7 28 14 High-grade 10 40 20 Items Low-grade 9 36 18 Standard-grade 11 44 22 High-grade 14 56 28 Structure Low-grade 18 72 36 Standard-grade 22 88 44 High-grade 28 112 56 Material Uses Cold Iron Armor Cold Iron Shield Cold Iron Weapon <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Chunk Source GM Core pg. 253, Core Rulebook pg. 578 Price 10 gp Bulk L <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Ingot Source GM Core pg. 253, Core Rulebook pg. 578 Price 100 gp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Object (Low-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 20 gp (per Bulk) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Object (Standard-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 250 gp (per Bulk) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Object (High-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 4,500 gp (per Bulk) ","skill_mod":{},"summary":"Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and …","primary_source":"GM Core","trait_group":["Equipment"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2916","name":"Cold Iron Object (Low-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2916-2767"},{"legacy_name":["Cold Iron"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2916","weakness":{},"price":25000,"legacy_id":["equipment-272"],"trait":["Precious"],"id":"equipment-2916-2768","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cold Iron Source GM Core pg. 253 --- Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items. ## Cold Iron Items Cold Iron Items Hardness HP BT Thin Items Low-grade 5 20 10 Standard-grade 7 28 14 High-grade 10 40 20 Items Low-grade 9 36 18 Standard-grade 11 44 22 High-grade 14 56 28 Structure Low-grade 18 72 36 Standard-grade 22 88 44 High-grade 28 112 56 Material Uses Cold Iron Armor Cold Iron Shield Cold Iron Weapon <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Chunk Source GM Core pg. 253, Core Rulebook pg. 578 Price 10 gp Bulk L <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Ingot Source GM Core pg. 253, Core Rulebook pg. 578 Price 100 gp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Object (Low-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 20 gp (per Bulk) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Object (Standard-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 250 gp (per Bulk) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Object (High-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 4,500 gp (per Bulk) ","skill_mod":{},"summary":"Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and …","primary_source":"GM Core","trait_group":["Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2916","name":"Cold Iron Object (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2916-2768"},{"legacy_name":["Cold Iron"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2916","weakness":{},"price":450000,"legacy_id":["equipment-272"],"trait":["Precious"],"id":"equipment-2916-2769","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Cold Iron Source GM Core pg. 253 --- Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items. ## Cold Iron Items Cold Iron Items Hardness HP BT Thin Items Low-grade 5 20 10 Standard-grade 7 28 14 High-grade 10 40 20 Items Low-grade 9 36 18 Standard-grade 11 44 22 High-grade 14 56 28 Structure Low-grade 18 72 36 Standard-grade 22 88 44 High-grade 28 112 56 Material Uses Cold Iron Armor Cold Iron Shield Cold Iron Weapon <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Chunk Source GM Core pg. 253, Core Rulebook pg. 578 Price 10 gp Bulk L <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Ingot Source GM Core pg. 253, Core Rulebook pg. 578 Price 100 gp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Cold Iron Object (Low-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 20 gp (per Bulk) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cold Iron Object (Standard-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 250 gp (per Bulk) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Cold Iron Object (High-Grade) Source GM Core pg. 253, Core Rulebook pg. 578 Price 4,500 gp (per Bulk) ","skill_mod":{},"summary":"Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and …","primary_source":"GM Core","trait_group":["Equipment"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2916","name":"Cold Iron Object (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2916-2769"},{"legacy_name":["Mithral"],"item_child_id":["equipment-2917-2770","equipment-2917-2771","equipment-2917-2772","equipment-2917-2773"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"weakness":{},"legacy_id":["equipment-275"],"trait":["Precious","Uncommon"],"id":"equipment-2917","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dawnsilver Source GM Core pg. 253 --- Dawnsilver is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and werecreatures. It has the same sheen as silver but a slightly lighter hue. Dawnsilver weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of dawnsilver is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of dawnsilver, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Dawnsilver Dawnsilver Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 9 36 18 High-grade 12 48 24 Structure Standard-grade 18 72 36 High-grade 24 96 48 Material Uses Dawnsilver Armor Dawnsilver Shield Dawnsilver Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Chunk Source GM Core pg. 253 Price 500 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Ingot Source GM Core pg. 253 Price 5,000 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Object (Standard-Grade) Source GM Core pg. 253 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dawnsilver Object (High-Grade) Source GM Core pg. 254 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Dawnsilver is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and werecreatures. It has the …","primary_source":"GM Core","trait_group":["Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2917","name":"Dawnsilver","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2917"},{"legacy_name":["Mithral"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2917","weakness":{},"price":50000,"legacy_id":["equipment-275"],"trait":["Precious","Uncommon"],"id":"equipment-2917-2770","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dawnsilver Source GM Core pg. 253 --- Dawnsilver is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and werecreatures. It has the same sheen as silver but a slightly lighter hue. Dawnsilver weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of dawnsilver is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of dawnsilver, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Dawnsilver Dawnsilver Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 9 36 18 High-grade 12 48 24 Structure Standard-grade 18 72 36 High-grade 24 96 48 Material Uses Dawnsilver Armor Dawnsilver Shield Dawnsilver Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Chunk Source GM Core pg. 253 Price 500 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Ingot Source GM Core pg. 253 Price 5,000 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Object (Standard-Grade) Source GM Core pg. 253 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dawnsilver Object (High-Grade) Source GM Core pg. 254 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Dawnsilver is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and werecreatures. It has the …","primary_source":"GM Core","trait_group":["Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2917","name":"Dawnsilver Chunk","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2917-2770"},{"legacy_name":["Mithral"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2917","weakness":{},"price":500000,"legacy_id":["equipment-275"],"trait":["Precious","Uncommon"],"id":"equipment-2917-2771","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dawnsilver Source GM Core pg. 253 --- Dawnsilver is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and werecreatures. It has the same sheen as silver but a slightly lighter hue. Dawnsilver weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of dawnsilver is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of dawnsilver, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Dawnsilver Dawnsilver Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 9 36 18 High-grade 12 48 24 Structure Standard-grade 18 72 36 High-grade 24 96 48 Material Uses Dawnsilver Armor Dawnsilver Shield Dawnsilver Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Chunk Source GM Core pg. 253 Price 500 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Ingot Source GM Core pg. 253 Price 5,000 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Object (Standard-Grade) Source GM Core pg. 253 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dawnsilver Object (High-Grade) Source GM Core pg. 254 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Dawnsilver is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and werecreatures. It has the …","primary_source":"GM Core","trait_group":["Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2917","name":"Dawnsilver Ingot","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2917-2771"},{"legacy_name":["Mithral"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2917","weakness":{},"price":35000,"legacy_id":["equipment-275"],"trait":["Precious","Uncommon"],"id":"equipment-2917-2772","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dawnsilver Source GM Core pg. 253 --- Dawnsilver is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and werecreatures. It has the same sheen as silver but a slightly lighter hue. Dawnsilver weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of dawnsilver is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of dawnsilver, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Dawnsilver Dawnsilver Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 9 36 18 High-grade 12 48 24 Structure Standard-grade 18 72 36 High-grade 24 96 48 Material Uses Dawnsilver Armor Dawnsilver Shield Dawnsilver Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Chunk Source GM Core pg. 253 Price 500 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Ingot Source GM Core pg. 253 Price 5,000 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Object (Standard-Grade) Source GM Core pg. 253 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dawnsilver Object (High-Grade) Source GM Core pg. 254 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Dawnsilver is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and werecreatures. It has the …","primary_source":"GM Core","trait_group":["Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2917","name":"Dawnsilver Object (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2917-2772"},{"legacy_name":["Mithral"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2917","weakness":{},"price":600000,"legacy_id":["equipment-275"],"trait":["Precious","Uncommon"],"id":"equipment-2917-2773","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dawnsilver Source GM Core pg. 253 --- Dawnsilver is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and werecreatures. It has the same sheen as silver but a slightly lighter hue. Dawnsilver weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of dawnsilver is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of dawnsilver, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Dawnsilver Dawnsilver Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 9 36 18 High-grade 12 48 24 Structure Standard-grade 18 72 36 High-grade 24 96 48 Material Uses Dawnsilver Armor Dawnsilver Shield Dawnsilver Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Chunk Source GM Core pg. 253 Price 500 gp Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Ingot Source GM Core pg. 253 Price 5,000 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dawnsilver Object (Standard-Grade) Source GM Core pg. 253 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dawnsilver Object (High-Grade) Source GM Core pg. 254 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Dawnsilver is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and werecreatures. It has the …","primary_source":"GM Core","trait_group":["Equipment","Rarity"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2917","name":"Dawnsilver Object (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2917-2773"},{"legacy_name":["Darkwood"],"item_child_id":["equipment-2918-2774","equipment-2918-2775","equipment-2918-2776","equipment-2918-2777"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"weakness":{},"legacy_id":["equipment-273"],"trait":["Precious","Uncommon"],"id":"equipment-2918","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Duskwood Source GM Core pg. 254 --- Duskwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A duskwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of duskwood is based on the item's normal Bulk, not its reduced Bulk for being made of duskwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Duskwood Duskwood Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 7 28 14 High-grade 10 40 20 Structure Standard-grade 14 56 28 High-grade 20 80 40 Material Uses Duskwood Armor Duskwood Shield Duskwood Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Branch Source GM Core pg. 254 Price 500 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Lumber Source GM Core pg. 254 Price 5,000 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Object (Standard-Grade) Source GM Core pg. 254 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Object (High-Grade) Source GM Core pg. 254 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Duskwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. …","primary_source":"GM Core","trait_group":["Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2918","name":"Duskwood","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2918"},{"legacy_name":["Darkwood"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2918","weakness":{},"price":50000,"legacy_id":["equipment-273"],"trait":["Precious","Uncommon"],"id":"equipment-2918-2774","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Duskwood Source GM Core pg. 254 --- Duskwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A duskwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of duskwood is based on the item's normal Bulk, not its reduced Bulk for being made of duskwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Duskwood Duskwood Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 7 28 14 High-grade 10 40 20 Structure Standard-grade 14 56 28 High-grade 20 80 40 Material Uses Duskwood Armor Duskwood Shield Duskwood Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Branch Source GM Core pg. 254 Price 500 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Lumber Source GM Core pg. 254 Price 5,000 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Object (Standard-Grade) Source GM Core pg. 254 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Object (High-Grade) Source GM Core pg. 254 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Duskwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. …","primary_source":"GM Core","trait_group":["Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2918","name":"Duskwood Branch","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2918-2774"},{"legacy_name":["Darkwood"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2918","weakness":{},"price":500000,"legacy_id":["equipment-273"],"trait":["Precious","Uncommon"],"id":"equipment-2918-2775","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Duskwood Source GM Core pg. 254 --- Duskwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A duskwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of duskwood is based on the item's normal Bulk, not its reduced Bulk for being made of duskwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Duskwood Duskwood Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 7 28 14 High-grade 10 40 20 Structure Standard-grade 14 56 28 High-grade 20 80 40 Material Uses Duskwood Armor Duskwood Shield Duskwood Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Branch Source GM Core pg. 254 Price 500 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Lumber Source GM Core pg. 254 Price 5,000 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Object (Standard-Grade) Source GM Core pg. 254 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Object (High-Grade) Source GM Core pg. 254 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Duskwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. …","primary_source":"GM Core","trait_group":["Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2918","name":"Duskwood Lumber","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2918-2775"},{"legacy_name":["Darkwood"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2918","weakness":{},"price":35000,"legacy_id":["equipment-273"],"trait":["Precious","Uncommon"],"id":"equipment-2918-2776","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Duskwood Source GM Core pg. 254 --- Duskwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A duskwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of duskwood is based on the item's normal Bulk, not its reduced Bulk for being made of duskwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Duskwood Duskwood Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 7 28 14 High-grade 10 40 20 Structure Standard-grade 14 56 28 High-grade 20 80 40 Material Uses Duskwood Armor Duskwood Shield Duskwood Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Branch Source GM Core pg. 254 Price 500 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Lumber Source GM Core pg. 254 Price 5,000 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Object (Standard-Grade) Source GM Core pg. 254 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Object (High-Grade) Source GM Core pg. 254 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Duskwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. …","primary_source":"GM Core","trait_group":["Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2918","name":"Duskwood Object (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2918-2776"},{"legacy_name":["Darkwood"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2918","weakness":{},"price":600000,"legacy_id":["equipment-273"],"trait":["Precious","Uncommon"],"id":"equipment-2918-2777","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Duskwood Source GM Core pg. 254 --- Duskwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A duskwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of duskwood is based on the item's normal Bulk, not its reduced Bulk for being made of duskwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item. ## Duskwood Duskwood Items Hardness HP BT Thin Items Standard-grade 5 20 10 High-grade 8 32 16 Items Standard-grade 7 28 14 High-grade 10 40 20 Structure Standard-grade 14 56 28 High-grade 20 80 40 Material Uses Duskwood Armor Duskwood Shield Duskwood Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Branch Source GM Core pg. 254 Price 500 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Lumber Source GM Core pg. 254 Price 5,000 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Duskwood Object (Standard-Grade) Source GM Core pg. 254 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Duskwood Object (High-Grade) Source GM Core pg. 254 Price 6,000 gp (per Bulk) ","skill_mod":{},"summary":"Duskwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. …","primary_source":"GM Core","trait_group":["Equipment","Rarity"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2918","name":"Duskwood Object (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-2918-2777"},{"skill_mod":{},"summary":"The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as …","item_child_id":["equipment-2919-2778","equipment-2919-2779","equipment-2919-2780"],"primary_source":"GM Core","trait_group":["Equipment","Rarity"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["GM Core"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2919","weakness":{},"name":"Orichalcum","legacy_id":["equipment-276"],"trait":["Precious","Rare"],"id":"equipment-2919","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Orichalcum Source GM Core pg. 254 --- The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later. ## Orichalcum Items Orichalcum Items Hardness HP BT Thin Items High-grade 16 64 32 Items High-grade 18 72 36 Structure High-grade 35 140 70 Material Uses Orichalcum Armor Orichalcum Shield Orichalcum Weapon <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Orichalcum Chunk Source GM Core pg. 254, Core Rulebook pg. 579 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Orichalcum Ingot Source GM Core pg. 254, Core Rulebook pg. 579 Price 10,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Orichalcum Object (High-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 10,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2919"},{"legacy_name":["Orichalcum"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2919","weakness":{},"price":100000,"legacy_id":["equipment-276"],"trait":["Precious","Rare"],"id":"equipment-2919-2778","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Orichalcum Source GM Core pg. 254 --- The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later. ## Orichalcum Items Orichalcum Items Hardness HP BT Thin Items High-grade 16 64 32 Items High-grade 18 72 36 Structure High-grade 35 140 70 Material Uses Orichalcum Armor Orichalcum Shield Orichalcum Weapon <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Orichalcum Chunk Source GM Core pg. 254, Core Rulebook pg. 579 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Orichalcum Ingot Source GM Core pg. 254, Core Rulebook pg. 579 Price 10,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Orichalcum Object (High-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 10,000 gp (per Bulk) ","skill_mod":{},"summary":"The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as …","primary_source":"GM Core","trait_group":["Equipment","Rarity"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2919","name":"Orichalcum Chunk","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2919-2778"},{"legacy_name":["Orichalcum"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2919","weakness":{},"price":1000000,"legacy_id":["equipment-276"],"trait":["Precious","Rare"],"id":"equipment-2919-2779","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Orichalcum Source GM Core pg. 254 --- The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later. ## Orichalcum Items Orichalcum Items Hardness HP BT Thin Items High-grade 16 64 32 Items High-grade 18 72 36 Structure High-grade 35 140 70 Material Uses Orichalcum Armor Orichalcum Shield Orichalcum Weapon <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Orichalcum Chunk Source GM Core pg. 254, Core Rulebook pg. 579 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Orichalcum Ingot Source GM Core pg. 254, Core Rulebook pg. 579 Price 10,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Orichalcum Object (High-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 10,000 gp (per Bulk) ","skill_mod":{},"summary":"The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as …","primary_source":"GM Core","trait_group":["Equipment","Rarity"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2919","name":"Orichalcum Ingot","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2919-2779"},{"legacy_name":["Orichalcum"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2919","weakness":{},"price":1000000,"legacy_id":["equipment-276"],"trait":["Precious","Rare"],"id":"equipment-2919-2780","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Orichalcum Source GM Core pg. 254 --- The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later. ## Orichalcum Items Orichalcum Items Hardness HP BT Thin Items High-grade 16 64 32 Items High-grade 18 72 36 Structure High-grade 35 140 70 Material Uses Orichalcum Armor Orichalcum Shield Orichalcum Weapon <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Orichalcum Chunk Source GM Core pg. 254, Core Rulebook pg. 579 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Orichalcum Ingot Source GM Core pg. 254, Core Rulebook pg. 579 Price 10,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Orichalcum Object (High-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 10,000 gp (per Bulk) ","skill_mod":{},"summary":"The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as …","primary_source":"GM Core","trait_group":["Equipment","Rarity"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2919","name":"Orichalcum Object (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-2919-2780"},{"skill_mod":{},"summary":"Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items …","item_child_id":["equipment-2920-2781","equipment-2920-2782","equipment-2920-2783","equipment-2920-2784","equipment-2920-2785"],"primary_source":"GM Core","trait_group":["Equipment"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["GM Core"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2920","weakness":{},"name":"Silver","legacy_id":["equipment-277"],"trait":["Precious"],"id":"equipment-2920","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Silver Source GM Core pg. 254 --- Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated. ## Silver Items Silver Items Hardness HP BT Thin Items Low-grade 3 12 6 Standard-grade 5 20 10 High-grade 8 32 16 Items Low-grade 5 20 10 Standard-grade 7 28 14 High-grade 10 40 20 Structure Low-grade 10 40 20 Standard-grade 14 56 28 High-grade 20 80 40 Material Uses Silver Armor Silver Shield Silver Weapon <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Chunk Source GM Core pg. 254, Core Rulebook pg. 579 Price 10 gp Bulk L <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Ingot Source GM Core pg. 254, Core Rulebook pg. 579 Price 100 gp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Object (Low-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 20 gp (per Bulk) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Object (Standard-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 250 gp (per Bulk) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Object (High-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 4,500 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2920"},{"legacy_name":["Silver"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2920","weakness":{},"price":1000,"legacy_id":["equipment-277"],"trait":["Precious"],"id":"equipment-2920-2781","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Silver Source GM Core pg. 254 --- Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated. ## Silver Items Silver Items Hardness HP BT Thin Items Low-grade 3 12 6 Standard-grade 5 20 10 High-grade 8 32 16 Items Low-grade 5 20 10 Standard-grade 7 28 14 High-grade 10 40 20 Structure Low-grade 10 40 20 Standard-grade 14 56 28 High-grade 20 80 40 Material Uses Silver Armor Silver Shield Silver Weapon <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Chunk Source GM Core pg. 254, Core Rulebook pg. 579 Price 10 gp Bulk L <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Ingot Source GM Core pg. 254, Core Rulebook pg. 579 Price 100 gp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Object (Low-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 20 gp (per Bulk) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Object (Standard-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 250 gp (per Bulk) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Object (High-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 4,500 gp (per Bulk) ","skill_mod":{},"summary":"Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items …","primary_source":"GM Core","trait_group":["Equipment"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2920","name":"Silver Chunk","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2920-2781"},{"legacy_name":["Silver"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2920","weakness":{},"price":10000,"legacy_id":["equipment-277"],"trait":["Precious"],"id":"equipment-2920-2782","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Silver Source GM Core pg. 254 --- Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated. ## Silver Items Silver Items Hardness HP BT Thin Items Low-grade 3 12 6 Standard-grade 5 20 10 High-grade 8 32 16 Items Low-grade 5 20 10 Standard-grade 7 28 14 High-grade 10 40 20 Structure Low-grade 10 40 20 Standard-grade 14 56 28 High-grade 20 80 40 Material Uses Silver Armor Silver Shield Silver Weapon <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Chunk Source GM Core pg. 254, Core Rulebook pg. 579 Price 10 gp Bulk L <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Ingot Source GM Core pg. 254, Core Rulebook pg. 579 Price 100 gp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Object (Low-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 20 gp (per Bulk) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Object (Standard-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 250 gp (per Bulk) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Object (High-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 4,500 gp (per Bulk) ","skill_mod":{},"summary":"Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items …","primary_source":"GM Core","trait_group":["Equipment"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2920","name":"Silver Ingot","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2920-2782"},{"legacy_name":["Silver"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2920","weakness":{},"price":2000,"legacy_id":["equipment-277"],"trait":["Precious"],"id":"equipment-2920-2783","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Silver Source GM Core pg. 254 --- Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated. ## Silver Items Silver Items Hardness HP BT Thin Items Low-grade 3 12 6 Standard-grade 5 20 10 High-grade 8 32 16 Items Low-grade 5 20 10 Standard-grade 7 28 14 High-grade 10 40 20 Structure Low-grade 10 40 20 Standard-grade 14 56 28 High-grade 20 80 40 Material Uses Silver Armor Silver Shield Silver Weapon <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Chunk Source GM Core pg. 254, Core Rulebook pg. 579 Price 10 gp Bulk L <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Ingot Source GM Core pg. 254, Core Rulebook pg. 579 Price 100 gp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Object (Low-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 20 gp (per Bulk) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Object (Standard-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 250 gp (per Bulk) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Object (High-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 4,500 gp (per Bulk) ","skill_mod":{},"summary":"Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items …","primary_source":"GM Core","trait_group":["Equipment"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2920","name":"Silver Object (Low-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2920-2783"},{"legacy_name":["Silver"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2920","weakness":{},"price":25000,"legacy_id":["equipment-277"],"trait":["Precious"],"id":"equipment-2920-2784","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Silver Source GM Core pg. 254 --- Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated. ## Silver Items Silver Items Hardness HP BT Thin Items Low-grade 3 12 6 Standard-grade 5 20 10 High-grade 8 32 16 Items Low-grade 5 20 10 Standard-grade 7 28 14 High-grade 10 40 20 Structure Low-grade 10 40 20 Standard-grade 14 56 28 High-grade 20 80 40 Material Uses Silver Armor Silver Shield Silver Weapon <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Chunk Source GM Core pg. 254, Core Rulebook pg. 579 Price 10 gp Bulk L <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Ingot Source GM Core pg. 254, Core Rulebook pg. 579 Price 100 gp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Object (Low-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 20 gp (per Bulk) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Object (Standard-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 250 gp (per Bulk) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Object (High-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 4,500 gp (per Bulk) ","skill_mod":{},"summary":"Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items …","primary_source":"GM Core","trait_group":["Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2920","name":"Silver Object (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2920-2784"},{"legacy_name":["Silver"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-2920","weakness":{},"price":450000,"legacy_id":["equipment-277"],"trait":["Precious"],"id":"equipment-2920-2785","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Silver Source GM Core pg. 254 --- Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated. ## Silver Items Silver Items Hardness HP BT Thin Items Low-grade 3 12 6 Standard-grade 5 20 10 High-grade 8 32 16 Items Low-grade 5 20 10 Standard-grade 7 28 14 High-grade 10 40 20 Structure Low-grade 10 40 20 Standard-grade 14 56 28 High-grade 20 80 40 Material Uses Silver Armor Silver Shield Silver Weapon <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Chunk Source GM Core pg. 254, Core Rulebook pg. 579 Price 10 gp Bulk L <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Ingot Source GM Core pg. 254, Core Rulebook pg. 579 Price 100 gp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Silver Object (Low-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 20 gp (per Bulk) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Silver Object (Standard-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 250 gp (per Bulk) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Silver Object (High-Grade) Source GM Core pg. 254, Core Rulebook pg. 579 Price 4,500 gp (per Bulk) ","skill_mod":{},"summary":"Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items …","primary_source":"GM Core","trait_group":["Equipment"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=2920","name":"Silver Object (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2920-2785"},{"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1000,"legacy_id":["equipment-159"],"trait":["Consumable","Magical"],"id":"equipment-2921","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Beacon Shot Source GM Core pg. 255 Price 10 gp Ammunition arrow, bolt Activate Single Action (manipulate) --- The shaft of a beacon shot is studded with flecks of gemstones. When an activated beacon shot hits a target, it embeds itself into that target and spews sparks for 1 minute. If the target is invisible, it becomes merely hidden to creatures who would otherwise be unable to see it. The sparks also negate the concealed condition if the target was otherwise concealed. A creature can remove the arrow or bolt by using an Interact basic action and succeeding at a DC 20 Athletics check.\n","ammunition":"<%GEAR.WEAPONS%443%%>arrow<%END>, <%GEAR.WEAPONS%441%%>bolt<%END>","skill_mod":{},"summary":"The shaft of a beacon shot is studded with flecks of gemstones. When an activated beacon shot hits a target, it embeds itself into that target and …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2921","name":"Beacon Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2921"},{"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1500,"legacy_id":["equipment-160"],"trait":["Consumable","Magical"],"id":"equipment-2922","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Climbing Bolt Source GM Core pg. 255 Price 15 gp Ammunition bolt --- The shaft of this bolt is wrapped with fine twine. When the bolt strikes a solid surface, the twine unwinds and enlarges into a 50-foot-long rope, securely fastened to the surface the bolt struck. The rope can be pulled free with an Interact action and a successful DC 20 Athletics check.\n","ammunition":"<%GEAR.WEAPONS%441%%>bolt<%END>","skill_mod":{},"summary":"The shaft of this bolt is wrapped with fine twine. When the bolt strikes a solid surface, the twine unwinds and enlarges into a 50-foot-long rope, …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2922","name":"Climbing Bolt","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2922"},{"item_child_id":["equipment-2923-2786","equipment-2923-2787"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-162"],"trait":["Consumable","Fire","Magical"],"id":"equipment-2923","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Explosive Ammunition Source GM Core pg. 255 Ammunition any Activate Single Action (manipulate) --- This piece of ammunition is coated in gritty black soot. When activated explosive ammunition hits a target, the missile explodes in a 10-foot burst, dealing 6d6 fire damage to each creature in the area (including the target). Each creature must attempt a DC 25 basic Reflex save. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Explosive Ammunition Source GM Core pg. 255, Core Rulebook pg. 559 Price 130 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Explosive Ammunition (Greater) Source GM Core pg. 255, Core Rulebook pg. 559 Price 520 gp --- The damage is 10d6 and the save DC is 30.","element":["Fire"],"ammunition":"any","skill_mod":{},"summary":"This piece of ammunition is coated in gritty black soot. When activated explosive ammunition hits a target, the missile explodes in a 10-foot burst, …","primary_source":"GM Core","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2923","name":"Explosive Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2923"},{"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2923","weakness":{},"price":13000,"legacy_id":["equipment-162"],"trait":["Consumable","Fire","Magical"],"id":"equipment-2923-2786","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Explosive Ammunition Source GM Core pg. 255 Ammunition any Activate Single Action (manipulate) --- This piece of ammunition is coated in gritty black soot. When activated explosive ammunition hits a target, the missile explodes in a 10-foot burst, dealing 6d6 fire damage to each creature in the area (including the target). Each creature must attempt a DC 25 basic Reflex save. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Explosive Ammunition Source GM Core pg. 255, Core Rulebook pg. 559 Price 130 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Explosive Ammunition (Greater) Source GM Core pg. 255, Core Rulebook pg. 559 Price 520 gp --- The damage is 10d6 and the save DC is 30.","element":["Fire"],"ammunition":"any","skill_mod":{},"summary":"This piece of ammunition is coated in gritty black soot. When activated explosive ammunition hits a target, the missile explodes in a 10-foot burst, …","primary_source":"GM Core","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2923","name":"Explosive Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2923-2786"},{"legacy_name":["Explosive Ammunition"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2923","weakness":{},"price":52000,"legacy_id":["equipment-162"],"trait":["Consumable","Fire","Magical"],"id":"equipment-2923-2787","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Explosive Ammunition Source GM Core pg. 255 Ammunition any Activate Single Action (manipulate) --- This piece of ammunition is coated in gritty black soot. When activated explosive ammunition hits a target, the missile explodes in a 10-foot burst, dealing 6d6 fire damage to each creature in the area (including the target). Each creature must attempt a DC 25 basic Reflex save. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Explosive Ammunition Source GM Core pg. 255, Core Rulebook pg. 559 Price 130 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Explosive Ammunition (Greater) Source GM Core pg. 255, Core Rulebook pg. 559 Price 520 gp --- The damage is 10d6 and the save DC is 30.","element":["Fire"],"ammunition":"any","skill_mod":{},"summary":"The damage is 10d6 and the save DC is 30.","primary_source":"GM Core","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2923","name":"Explosive Ammunition (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2923-2787"},{"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":90000,"legacy_id":["equipment-163"],"trait":["Magical"],"id":"equipment-2924","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Ghost Ammunition Source GM Core pg. 255 Price 900 gp Ammunition any --- Ghost ammunition is cool to the touch. This ammunition has the benefits of the ghost touch property rune and can fly through any obstacle except those that can block incorporeal creatures or effects. Though the ammunition penetrates barriers and ignores all cover, the target still benefits from the flat check from being concealed or hidden. You still can't target an undetected creature without guessing. After it is launched, the ammunition vanishes into mist. However, in the dead of the night 1d4 days later, it reappears in the last quiver or other container it was taken from. ","ammunition":"any","skill_mod":{},"summary":" Ghost ammunition is cool to the touch. This ammunition has the benefits of the ghost touch property rune and can fly through any obstacle except …","primary_source":"GM Core","trait_group":["Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2924","name":"Ghost Ammunition","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2924"},{"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":40000,"legacy_id":["equipment-164"],"trait":["Consumable","Magical"],"id":"equipment-2925","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Penetrating Ammunition Source GM Core pg. 255 Price 400 gp Ammunition arrow, bolt Activate Single Action (manipulate) --- This ammunition has a slender shape and a viciously pointed tip. When you activate and shoot penetrating ammunition , the Strike takes the shape of a 60-foot line originating from you. Roll one attack roll and compare the result to the AC of each target in the line. The ammunition ignores up to 10 of a target's resistance, and it can penetrate walls up to 1 foot thick with Hardness 10 or less. Each target that takes damage from this ammunition also takes 1d6 persistent bleed damage. If your attack roll result is a natural 20, you improve your degree of success only against the first target in the line, but you can still score a critical hit on other targets if your result exceeds their AC by 10 or more. If you have access to your bow's critical specialization effect, penetrating ammunition applies that effect only against a target in the last square of the line.\n","ammunition":"<%GEAR.WEAPONS%443%%>arrow<%END>, <%GEAR.WEAPONS%441%%>bolt<%END>","skill_mod":{},"summary":"This ammunition has a slender shape and a viciously pointed tip. When you activate and shoot penetrating ammunition , the Strike takes the shape of …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2925","name":"Penetrating Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2925"},{"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":300,"legacy_id":["equipment-165"],"trait":["Consumable","Light","Magical"],"id":"equipment-2926","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Shining Ammunition Source GM Core pg. 256 Price 3 gp Ammunition any --- Shining ammunition gives off a faint glow. When shot, it sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. If it hits a target, it sticks, causing the target to shed light in the same radius. A creature can remove the ammunition with an Interact action, but the ammunition itself continues to glow for the rest of the duration or until destroyed.\n","ammunition":"any","skill_mod":{},"summary":" Shining ammunition gives off a faint glow. When shot, it sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2926","name":"Shining Ammunition","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2926"},{"item_child_id":["equipment-2927-2788","equipment-2927-2789","equipment-2927-2790","equipment-2927-2791","equipment-2927-2792","equipment-2927-2793","equipment-2927-2794","equipment-2927-2795","equipment-2927-2796"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-167"],"trait":["Consumable","Magical"],"id":"equipment-2927","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spellstrike Ammunition Source GM Core pg. 256 Ammunition any Activate Two Actions Cast a Spell --- Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost. The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll to determine the degree of success of the spell. If the spell requires a save, the target attempts the save against your spell DC. The maximum rank of spell the ammunition can hold determines its item level and Price. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spellstrike Ammunition (Type I) Source GM Core pg. 256, Core Rulebook pg. 560 Price 12 gp --- Maximum Spell Rank 1st <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spellstrike Ammunition (Type II) Source GM Core pg. 256, Core Rulebook pg. 560 Price 30 gp --- Maximum Spell Rank 2nd <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spellstrike Ammunition (Type III) Source GM Core pg. 256, Core Rulebook pg. 560 Price 70 gp --- Maximum Spell Rank 3rd <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spellstrike Ammunition (Type IV) Source GM Core pg. 256, Core Rulebook pg. 560 Price 150 gp --- Maximum Spell Rank 4th <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spellstrike Ammunition (Type V) Source GM Core pg. 256, Core Rulebook pg. 560 Price 300 gp --- Maximum Spell Rank 5th <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spellstrike Ammunition (Type VI) Source GM Core pg. 256, Core Rulebook pg. 560 Price 600 gp --- Maximum Spell Rank 6th <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spellstrike Ammunition (Type VII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 1,300 gp --- Maximum Spell Rank 7th <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spellstrike Ammunition (Type VIII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 3,000 gp --- Maximum Spell Rank 8th <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Spellstrike Ammunition (Type IX) Source GM Core pg. 256, Core Rulebook pg. 560 Price 8,000 gp --- Maximum Spell Rank 9th","ammunition":"any","skill_mod":{},"summary":"Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2927","name":"Spellstrike Ammunition","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2927"},{"legacy_name":["Spellstrike Ammunition"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2927","weakness":{},"price":1200,"legacy_id":["equipment-167"],"trait":["Consumable","Magical"],"id":"equipment-2927-2788","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spellstrike Ammunition Source GM Core pg. 256 Ammunition any Activate Two Actions Cast a Spell --- Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost. The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll to determine the degree of success of the spell. If the spell requires a save, the target attempts the save against your spell DC. The maximum rank of spell the ammunition can hold determines its item level and Price. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spellstrike Ammunition (Type I) Source GM Core pg. 256, Core Rulebook pg. 560 Price 12 gp --- Maximum Spell Rank 1st <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spellstrike Ammunition (Type II) Source GM Core pg. 256, Core Rulebook pg. 560 Price 30 gp --- Maximum Spell Rank 2nd <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spellstrike Ammunition (Type III) Source GM Core pg. 256, Core Rulebook pg. 560 Price 70 gp --- Maximum Spell Rank 3rd <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spellstrike Ammunition (Type IV) Source GM Core pg. 256, Core Rulebook pg. 560 Price 150 gp --- Maximum Spell Rank 4th <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spellstrike Ammunition (Type V) Source GM Core pg. 256, Core Rulebook pg. 560 Price 300 gp --- Maximum Spell Rank 5th <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spellstrike Ammunition (Type VI) Source GM Core pg. 256, Core Rulebook pg. 560 Price 600 gp --- Maximum Spell Rank 6th <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spellstrike Ammunition (Type VII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 1,300 gp --- Maximum Spell Rank 7th <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spellstrike Ammunition (Type VIII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 3,000 gp --- Maximum Spell Rank 8th <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Spellstrike Ammunition (Type IX) Source GM Core pg. 256, Core Rulebook pg. 560 Price 8,000 gp --- Maximum Spell Rank 9th","ammunition":"any","skill_mod":{},"summary":"Maximum Spell Rank 1st","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2927","name":"Spellstrike Ammunition (Type I)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2927-2788"},{"legacy_name":["Spellstrike Ammunition"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2927","weakness":{},"price":3000,"legacy_id":["equipment-167"],"trait":["Consumable","Magical"],"id":"equipment-2927-2789","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spellstrike Ammunition Source GM Core pg. 256 Ammunition any Activate Two Actions Cast a Spell --- Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost. The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll to determine the degree of success of the spell. If the spell requires a save, the target attempts the save against your spell DC. The maximum rank of spell the ammunition can hold determines its item level and Price. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spellstrike Ammunition (Type I) Source GM Core pg. 256, Core Rulebook pg. 560 Price 12 gp --- Maximum Spell Rank 1st <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spellstrike Ammunition (Type II) Source GM Core pg. 256, Core Rulebook pg. 560 Price 30 gp --- Maximum Spell Rank 2nd <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spellstrike Ammunition (Type III) Source GM Core pg. 256, Core Rulebook pg. 560 Price 70 gp --- Maximum Spell Rank 3rd <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spellstrike Ammunition (Type IV) Source GM Core pg. 256, Core Rulebook pg. 560 Price 150 gp --- Maximum Spell Rank 4th <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spellstrike Ammunition (Type V) Source GM Core pg. 256, Core Rulebook pg. 560 Price 300 gp --- Maximum Spell Rank 5th <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spellstrike Ammunition (Type VI) Source GM Core pg. 256, Core Rulebook pg. 560 Price 600 gp --- Maximum Spell Rank 6th <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spellstrike Ammunition (Type VII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 1,300 gp --- Maximum Spell Rank 7th <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spellstrike Ammunition (Type VIII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 3,000 gp --- Maximum Spell Rank 8th <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Spellstrike Ammunition (Type IX) Source GM Core pg. 256, Core Rulebook pg. 560 Price 8,000 gp --- Maximum Spell Rank 9th","ammunition":"any","skill_mod":{},"summary":"Maximum Spell Rank 2nd","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2927","name":"Spellstrike Ammunition (Type II)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2927-2789"},{"legacy_name":["Spellstrike Ammunition"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2927","weakness":{},"price":7000,"legacy_id":["equipment-167"],"trait":["Consumable","Magical"],"id":"equipment-2927-2790","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spellstrike Ammunition Source GM Core pg. 256 Ammunition any Activate Two Actions Cast a Spell --- Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost. The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll to determine the degree of success of the spell. If the spell requires a save, the target attempts the save against your spell DC. The maximum rank of spell the ammunition can hold determines its item level and Price. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spellstrike Ammunition (Type I) Source GM Core pg. 256, Core Rulebook pg. 560 Price 12 gp --- Maximum Spell Rank 1st <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spellstrike Ammunition (Type II) Source GM Core pg. 256, Core Rulebook pg. 560 Price 30 gp --- Maximum Spell Rank 2nd <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spellstrike Ammunition (Type III) Source GM Core pg. 256, Core Rulebook pg. 560 Price 70 gp --- Maximum Spell Rank 3rd <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spellstrike Ammunition (Type IV) Source GM Core pg. 256, Core Rulebook pg. 560 Price 150 gp --- Maximum Spell Rank 4th <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spellstrike Ammunition (Type V) Source GM Core pg. 256, Core Rulebook pg. 560 Price 300 gp --- Maximum Spell Rank 5th <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spellstrike Ammunition (Type VI) Source GM Core pg. 256, Core Rulebook pg. 560 Price 600 gp --- Maximum Spell Rank 6th <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spellstrike Ammunition (Type VII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 1,300 gp --- Maximum Spell Rank 7th <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spellstrike Ammunition (Type VIII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 3,000 gp --- Maximum Spell Rank 8th <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Spellstrike Ammunition (Type IX) Source GM Core pg. 256, Core Rulebook pg. 560 Price 8,000 gp --- Maximum Spell Rank 9th","ammunition":"any","skill_mod":{},"summary":"Maximum Spell Rank 3rd","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2927","name":"Spellstrike Ammunition (Type III)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2927-2790"},{"legacy_name":["Spellstrike Ammunition"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2927","weakness":{},"price":15000,"legacy_id":["equipment-167"],"trait":["Consumable","Magical"],"id":"equipment-2927-2791","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spellstrike Ammunition Source GM Core pg. 256 Ammunition any Activate Two Actions Cast a Spell --- Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost. The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll to determine the degree of success of the spell. If the spell requires a save, the target attempts the save against your spell DC. The maximum rank of spell the ammunition can hold determines its item level and Price. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spellstrike Ammunition (Type I) Source GM Core pg. 256, Core Rulebook pg. 560 Price 12 gp --- Maximum Spell Rank 1st <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spellstrike Ammunition (Type II) Source GM Core pg. 256, Core Rulebook pg. 560 Price 30 gp --- Maximum Spell Rank 2nd <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spellstrike Ammunition (Type III) Source GM Core pg. 256, Core Rulebook pg. 560 Price 70 gp --- Maximum Spell Rank 3rd <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spellstrike Ammunition (Type IV) Source GM Core pg. 256, Core Rulebook pg. 560 Price 150 gp --- Maximum Spell Rank 4th <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spellstrike Ammunition (Type V) Source GM Core pg. 256, Core Rulebook pg. 560 Price 300 gp --- Maximum Spell Rank 5th <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spellstrike Ammunition (Type VI) Source GM Core pg. 256, Core Rulebook pg. 560 Price 600 gp --- Maximum Spell Rank 6th <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spellstrike Ammunition (Type VII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 1,300 gp --- Maximum Spell Rank 7th <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spellstrike Ammunition (Type VIII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 3,000 gp --- Maximum Spell Rank 8th <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Spellstrike Ammunition (Type IX) Source GM Core pg. 256, Core Rulebook pg. 560 Price 8,000 gp --- Maximum Spell Rank 9th","ammunition":"any","skill_mod":{},"summary":"Maximum Spell Rank 4th","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2927","name":"Spellstrike Ammunition (Type IV)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2927-2791"},{"legacy_name":["Spellstrike Ammunition"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2927","weakness":{},"price":30000,"legacy_id":["equipment-167"],"trait":["Consumable","Magical"],"id":"equipment-2927-2792","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spellstrike Ammunition Source GM Core pg. 256 Ammunition any Activate Two Actions Cast a Spell --- Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost. The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll to determine the degree of success of the spell. If the spell requires a save, the target attempts the save against your spell DC. The maximum rank of spell the ammunition can hold determines its item level and Price. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spellstrike Ammunition (Type I) Source GM Core pg. 256, Core Rulebook pg. 560 Price 12 gp --- Maximum Spell Rank 1st <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spellstrike Ammunition (Type II) Source GM Core pg. 256, Core Rulebook pg. 560 Price 30 gp --- Maximum Spell Rank 2nd <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spellstrike Ammunition (Type III) Source GM Core pg. 256, Core Rulebook pg. 560 Price 70 gp --- Maximum Spell Rank 3rd <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spellstrike Ammunition (Type IV) Source GM Core pg. 256, Core Rulebook pg. 560 Price 150 gp --- Maximum Spell Rank 4th <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spellstrike Ammunition (Type V) Source GM Core pg. 256, Core Rulebook pg. 560 Price 300 gp --- Maximum Spell Rank 5th <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spellstrike Ammunition (Type VI) Source GM Core pg. 256, Core Rulebook pg. 560 Price 600 gp --- Maximum Spell Rank 6th <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spellstrike Ammunition (Type VII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 1,300 gp --- Maximum Spell Rank 7th <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spellstrike Ammunition (Type VIII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 3,000 gp --- Maximum Spell Rank 8th <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Spellstrike Ammunition (Type IX) Source GM Core pg. 256, Core Rulebook pg. 560 Price 8,000 gp --- Maximum Spell Rank 9th","ammunition":"any","skill_mod":{},"summary":"Maximum Spell Rank 5th","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2927","name":"Spellstrike Ammunition (Type V)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2927-2792"},{"legacy_name":["Spellstrike Ammunition"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2927","weakness":{},"price":60000,"legacy_id":["equipment-167"],"trait":["Consumable","Magical"],"id":"equipment-2927-2793","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spellstrike Ammunition Source GM Core pg. 256 Ammunition any Activate Two Actions Cast a Spell --- Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost. The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll to determine the degree of success of the spell. If the spell requires a save, the target attempts the save against your spell DC. The maximum rank of spell the ammunition can hold determines its item level and Price. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spellstrike Ammunition (Type I) Source GM Core pg. 256, Core Rulebook pg. 560 Price 12 gp --- Maximum Spell Rank 1st <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spellstrike Ammunition (Type II) Source GM Core pg. 256, Core Rulebook pg. 560 Price 30 gp --- Maximum Spell Rank 2nd <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spellstrike Ammunition (Type III) Source GM Core pg. 256, Core Rulebook pg. 560 Price 70 gp --- Maximum Spell Rank 3rd <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spellstrike Ammunition (Type IV) Source GM Core pg. 256, Core Rulebook pg. 560 Price 150 gp --- Maximum Spell Rank 4th <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spellstrike Ammunition (Type V) Source GM Core pg. 256, Core Rulebook pg. 560 Price 300 gp --- Maximum Spell Rank 5th <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spellstrike Ammunition (Type VI) Source GM Core pg. 256, Core Rulebook pg. 560 Price 600 gp --- Maximum Spell Rank 6th <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spellstrike Ammunition (Type VII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 1,300 gp --- Maximum Spell Rank 7th <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spellstrike Ammunition (Type VIII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 3,000 gp --- Maximum Spell Rank 8th <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Spellstrike Ammunition (Type IX) Source GM Core pg. 256, Core Rulebook pg. 560 Price 8,000 gp --- Maximum Spell Rank 9th","ammunition":"any","skill_mod":{},"summary":"Maximum Spell Rank 6th","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2927","name":"Spellstrike Ammunition (Type VI)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2927-2793"},{"legacy_name":["Spellstrike Ammunition"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2927","weakness":{},"price":130000,"legacy_id":["equipment-167"],"trait":["Consumable","Magical"],"id":"equipment-2927-2794","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spellstrike Ammunition Source GM Core pg. 256 Ammunition any Activate Two Actions Cast a Spell --- Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost. The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll to determine the degree of success of the spell. If the spell requires a save, the target attempts the save against your spell DC. The maximum rank of spell the ammunition can hold determines its item level and Price. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spellstrike Ammunition (Type I) Source GM Core pg. 256, Core Rulebook pg. 560 Price 12 gp --- Maximum Spell Rank 1st <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spellstrike Ammunition (Type II) Source GM Core pg. 256, Core Rulebook pg. 560 Price 30 gp --- Maximum Spell Rank 2nd <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spellstrike Ammunition (Type III) Source GM Core pg. 256, Core Rulebook pg. 560 Price 70 gp --- Maximum Spell Rank 3rd <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spellstrike Ammunition (Type IV) Source GM Core pg. 256, Core Rulebook pg. 560 Price 150 gp --- Maximum Spell Rank 4th <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spellstrike Ammunition (Type V) Source GM Core pg. 256, Core Rulebook pg. 560 Price 300 gp --- Maximum Spell Rank 5th <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spellstrike Ammunition (Type VI) Source GM Core pg. 256, Core Rulebook pg. 560 Price 600 gp --- Maximum Spell Rank 6th <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spellstrike Ammunition (Type VII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 1,300 gp --- Maximum Spell Rank 7th <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spellstrike Ammunition (Type VIII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 3,000 gp --- Maximum Spell Rank 8th <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Spellstrike Ammunition (Type IX) Source GM Core pg. 256, Core Rulebook pg. 560 Price 8,000 gp --- Maximum Spell Rank 9th","ammunition":"any","skill_mod":{},"summary":"Maximum Spell Rank 7th","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2927","name":"Spellstrike Ammunition (Type VII)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2927-2794"},{"legacy_name":["Spellstrike Ammunition"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2927","weakness":{},"price":300000,"legacy_id":["equipment-167"],"trait":["Consumable","Magical"],"id":"equipment-2927-2795","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spellstrike Ammunition Source GM Core pg. 256 Ammunition any Activate Two Actions Cast a Spell --- Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost. The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll to determine the degree of success of the spell. If the spell requires a save, the target attempts the save against your spell DC. The maximum rank of spell the ammunition can hold determines its item level and Price. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spellstrike Ammunition (Type I) Source GM Core pg. 256, Core Rulebook pg. 560 Price 12 gp --- Maximum Spell Rank 1st <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spellstrike Ammunition (Type II) Source GM Core pg. 256, Core Rulebook pg. 560 Price 30 gp --- Maximum Spell Rank 2nd <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spellstrike Ammunition (Type III) Source GM Core pg. 256, Core Rulebook pg. 560 Price 70 gp --- Maximum Spell Rank 3rd <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spellstrike Ammunition (Type IV) Source GM Core pg. 256, Core Rulebook pg. 560 Price 150 gp --- Maximum Spell Rank 4th <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spellstrike Ammunition (Type V) Source GM Core pg. 256, Core Rulebook pg. 560 Price 300 gp --- Maximum Spell Rank 5th <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spellstrike Ammunition (Type VI) Source GM Core pg. 256, Core Rulebook pg. 560 Price 600 gp --- Maximum Spell Rank 6th <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spellstrike Ammunition (Type VII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 1,300 gp --- Maximum Spell Rank 7th <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spellstrike Ammunition (Type VIII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 3,000 gp --- Maximum Spell Rank 8th <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Spellstrike Ammunition (Type IX) Source GM Core pg. 256, Core Rulebook pg. 560 Price 8,000 gp --- Maximum Spell Rank 9th","ammunition":"any","skill_mod":{},"summary":"Maximum Spell Rank 8th","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2927","name":"Spellstrike Ammunition (Type VIII)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2927-2795"},{"legacy_name":["Spellstrike Ammunition"],"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2927","weakness":{},"price":800000,"legacy_id":["equipment-167"],"trait":["Consumable","Magical"],"id":"equipment-2927-2796","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spellstrike Ammunition Source GM Core pg. 256 Ammunition any Activate Two Actions Cast a Spell --- Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost. The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll to determine the degree of success of the spell. If the spell requires a save, the target attempts the save against your spell DC. The maximum rank of spell the ammunition can hold determines its item level and Price. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spellstrike Ammunition (Type I) Source GM Core pg. 256, Core Rulebook pg. 560 Price 12 gp --- Maximum Spell Rank 1st <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spellstrike Ammunition (Type II) Source GM Core pg. 256, Core Rulebook pg. 560 Price 30 gp --- Maximum Spell Rank 2nd <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spellstrike Ammunition (Type III) Source GM Core pg. 256, Core Rulebook pg. 560 Price 70 gp --- Maximum Spell Rank 3rd <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spellstrike Ammunition (Type IV) Source GM Core pg. 256, Core Rulebook pg. 560 Price 150 gp --- Maximum Spell Rank 4th <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spellstrike Ammunition (Type V) Source GM Core pg. 256, Core Rulebook pg. 560 Price 300 gp --- Maximum Spell Rank 5th <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spellstrike Ammunition (Type VI) Source GM Core pg. 256, Core Rulebook pg. 560 Price 600 gp --- Maximum Spell Rank 6th <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spellstrike Ammunition (Type VII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 1,300 gp --- Maximum Spell Rank 7th <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Spellstrike Ammunition (Type VIII) Source GM Core pg. 256, Core Rulebook pg. 560 Price 3,000 gp --- Maximum Spell Rank 8th <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Spellstrike Ammunition (Type IX) Source GM Core pg. 256, Core Rulebook pg. 560 Price 8,000 gp --- Maximum Spell Rank 9th","ammunition":"any","skill_mod":{},"summary":"Maximum Spell Rank 9th","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2927","name":"Spellstrike Ammunition (Type IX)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2927-2796"},{"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":130000,"legacy_id":["equipment-168"],"trait":["Consumable","Magical"],"id":"equipment-2928","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Stone Bullet Source GM Core pg. 256 Price 1,300 gp Ammunition sling bullet Activate Single Action (manipulate) --- This sling bullet looks like a petrified serpent's eye. A creature hit by an activated stone bullet is subject to the effects of a 6th-rank petrify spell (DC 34). Craft Requirements Supply one casting of petrify .\n","ammunition":"<%GEAR.WEAPONS%442%%>sling bullet<%END>","skill_mod":{},"summary":"This sling bullet looks like a petrified serpent's eye. A creature hit by an activated stone bullet is subject to the effects of a 6th-rank petrify …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2928","name":"Stone Bullet","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2928"},{"primary_source_category":"Rulebooks","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1000,"legacy_id":["equipment-170"],"trait":["Consumable","Magical"],"id":"equipment-2929","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Vine Arrow Source GM Core pg. 256 Price 10 gp Ammunition arrow Activate Single Action (concentrate) --- Leafy stalks protrude from the shaft of this rustic arrow. When an activated vine arrow hits a target, the arrow's shaft splits and grows, wrapping the target in vines. The target takes a –10-foot circumstance penalty to its Speeds for 2d4 rounds, or until it Escapes against a DC of 19. On a critical hit, the target is also immobilized until it Escapes.\n","ammunition":"<%GEAR.WEAPONS%443%%>arrow<%END>","skill_mod":{},"summary":"Leafy stalks protrude from the shaft of this rustic arrow. When an activated vine arrow hits a target, the arrow's shaft splits and grows, wrapping …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=2929","name":"Vine Arrow","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2929"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1300000,"legacy_id":["equipment-172"],"trait":["Consumable","Magical","Oil","Rare"],"id":"equipment-2930","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Antimagic Oil Source GM Core pg. 257 Price 13,000 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This oil contains energy that repels nearly all types of magic. When you apply this oil to armor, the creature wearing the armor becomes immune to all spells, effects of magic items (the wearer's and those of others), and effects with the magical trait for 1 minute. The oil affects neither the magic of the armor nor the fundamental runes of weapons attacking the wearer. Magical effects from a source of 20th level or higher, such as a deity, still function on the armor's wearer.\n","skill_mod":{},"summary":"This oil contains energy that repels nearly all types of magic. When you apply this oil to armor, the creature wearing the armor becomes immune to …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2930","name":"Antimagic Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-2930"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":300,"legacy_id":["equipment-174"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2931","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Nectar of Purification Source GM Core pg. 257 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A shimmering liquid, nectar of purification is often stored in bottles similar to those used for vinegar. This oil casts a 1st- rank cleanse cuisine spell over any food or drink onto which it's poured. The nectar evaporates as it takes effect, leaving the taste and texture of the food or drink unaltered.\n","skill_mod":{},"summary":"A shimmering liquid, nectar of purification is often stored in bottles similar to those used for vinegar. This oil casts a 1st- rank cleanse …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2931","name":"Nectar of Purification","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2931"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":120000,"legacy_id":["equipment-175"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2932","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Obfuscation Oil Source GM Core pg. 257 Price 1,200 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- You can spread this blue-gray gel on a single item with a Bulk of 3 or less to ward it against magical detection. It becomes undetectable to detection, revelation, and scrying magic of 8th rank or lower (such as locate ). This oil is permanent, but it can be removed with acid. Removing the oil in this way usually takes 1 minute for objects with Bulk of 1 or less, or a number of minutes equal to the item's Bulk.\n","skill_mod":{},"summary":"You can spread this blue-gray gel on a single item with a Bulk of 3 or less to ward it against magical detection. It becomes undetectable to …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2932","name":"Obfuscation Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2932"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":33000,"legacy_id":["equipment-176"],"trait":["Consumable","Magical","Oil","Uncommon"],"id":"equipment-2933","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Oil of Animation Source GM Core pg. 257 Price 330 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- You can rub this bronze-colored oil onto a melee weapon to grant it the benefits of the animated rune. Once you fail a flat check for the weapon, causing it to fall, this effect ends.\n","skill_mod":{},"summary":"You can rub this bronze-colored oil onto a melee weapon to grant it the benefits of the animated rune. Once you fail a flat check for the weapon, …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2933","name":"Oil of Animation","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2933"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":25000,"legacy_id":["equipment-177"],"trait":["Consumable","Magical","Oil","Uncommon"],"id":"equipment-2934","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Oil of Keen Edges Source GM Core pg. 257 Price 250 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- When this silvery salve is applied to a melee weapon that deals piercing or slashing damage, the weapon grows sharper and more dangerous for 1 minute, granting it the benefits of the keen rune.\n","skill_mod":{},"summary":"When this silvery salve is applied to a melee weapon that deals piercing or slashing damage, the weapon grows sharper and more dangerous for 1 …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2934","name":"Oil of Keen Edges","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2934"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":900,"legacy_id":["equipment-178"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2935","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Oil of Mending Source GM Core pg. 257 Price 9 gp Usage held in 2 hands Bulk L --- A vial of oil of mending appears to have countless translucent threads swirling within. Applying this oil to an item casts a 2nd-rank mending spell to repair the item.\n","skill_mod":{},"summary":"A vial of oil of mending appears to have countless translucent threads swirling within. Applying this oil to an item casts a 2nd-rank mending …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2935","name":"Oil of Mending","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2935"},{"item_child_id":["equipment-2936-2797","equipment-2936-2798","equipment-2936-2799"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-179"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2936","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Oil of Potency Source GM Core pg. 257 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it temporarily becomes a +1 striking weapon, or, if it's armor, it temporarily becomes +1 resilient armor. This lasts for 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Oil of Potency Source GM Core pg. 257 Price 7 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Oil of Potency (Greater) Source GM Core pg. 257 Price 400 gp --- The weapon becomes a +2 greater striking weapon or armor becomes +2 greater resilient armor. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Oil of Potency (Major) Source GM Core pg. 257 Price 8,000 gp --- The weapon becomes a +3 major striking weapon or armor becomes +3 major resilient armor.","skill_mod":{},"summary":"When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2936","name":"Oil of Potency","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2936"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2936","weakness":{},"price":700,"legacy_id":["equipment-179"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2936-2797","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Oil of Potency Source GM Core pg. 257 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it temporarily becomes a +1 striking weapon, or, if it's armor, it temporarily becomes +1 resilient armor. This lasts for 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Oil of Potency Source GM Core pg. 257 Price 7 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Oil of Potency (Greater) Source GM Core pg. 257 Price 400 gp --- The weapon becomes a +2 greater striking weapon or armor becomes +2 greater resilient armor. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Oil of Potency (Major) Source GM Core pg. 257 Price 8,000 gp --- The weapon becomes a +3 major striking weapon or armor becomes +3 major resilient armor.","skill_mod":{},"summary":"When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2936","name":"Oil of Potency","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2936-2797"},{"legacy_name":["Oil of Potency"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2936","weakness":{},"price":40000,"legacy_id":["equipment-179"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2936-2798","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Oil of Potency Source GM Core pg. 257 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it temporarily becomes a +1 striking weapon, or, if it's armor, it temporarily becomes +1 resilient armor. This lasts for 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Oil of Potency Source GM Core pg. 257 Price 7 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Oil of Potency (Greater) Source GM Core pg. 257 Price 400 gp --- The weapon becomes a +2 greater striking weapon or armor becomes +2 greater resilient armor. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Oil of Potency (Major) Source GM Core pg. 257 Price 8,000 gp --- The weapon becomes a +3 major striking weapon or armor becomes +3 major resilient armor.","skill_mod":{},"summary":"The weapon becomes a +2 greater striking weapon or armor becomes +2 greater resilient armor.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2936","name":"Oil of Potency (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2936-2798"},{"legacy_name":["Oil of Potency"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2936","weakness":{},"price":800000,"legacy_id":["equipment-179"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2936-2799","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Oil of Potency Source GM Core pg. 257 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it temporarily becomes a +1 striking weapon, or, if it's armor, it temporarily becomes +1 resilient armor. This lasts for 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Oil of Potency Source GM Core pg. 257 Price 7 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Oil of Potency (Greater) Source GM Core pg. 257 Price 400 gp --- The weapon becomes a +2 greater striking weapon or armor becomes +2 greater resilient armor. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Oil of Potency (Major) Source GM Core pg. 257 Price 8,000 gp --- The weapon becomes a +3 major striking weapon or armor becomes +3 major resilient armor.","skill_mod":{},"summary":"The weapon becomes a +3 major striking weapon or armor becomes +3 major resilient armor.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2936","name":"Oil of Potency (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2936-2799"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":17500,"legacy_id":["equipment-180"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2937","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Oil of Repulsion Source GM Core pg. 257 Price 175 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This oil contains magnetically charged iron filings repelled into opposite ends of the vial. For 1 minute after you apply this oil to armor, any creature that hits you with a melee Strike must attempt a DC 28 Fortitude save with the following effects. Success The creature is unaffected. Failure The creature is pushed up to 10 feet away from you (the GM determines the direction). Critical Failure As failure, and the creature is also knocked prone.\n","skill_mod":{},"summary":"This oil contains magnetically charged iron filings repelled into opposite ends of the vial. For 1 minute after you apply this oil to armor, any …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2937","name":"Oil of Repulsion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2937"},{"item_child_id":["equipment-2938-2800","equipment-2938-2801","equipment-2938-2802","equipment-2938-2803","equipment-2938-2804"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-718"],"trait":["Consumable","Magical","Oil","Void","Negative"],"id":"equipment-2938","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Oil of Unlife Source GM Core pg. 258 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or another creature with the void healing ability, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points. You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Oil of Unlife (Minor) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 4 gp --- The oil restores 1d8 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Oil of Unlife (Lesser) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 12 gp --- The oil restores 2d8+5 Hit Points. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Oil of Unlife (Moderate) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 50 gp --- The oil restores 3d8+10 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Oil of Unlife (Greater) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 400 gp --- The oil restores 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Oil of Unlife (Major) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 5,000 gp --- The oil restores 8d8+30 Hit Points.","skill_mod":{},"summary":"This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Energy","Planar","Creature Type"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2938","name":"Oil of Unlife","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2938"},{"legacy_name":["Oil of Unlife"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2938","weakness":{},"price":400,"legacy_id":["equipment-718"],"trait":["Consumable","Magical","Oil","Void","Negative"],"id":"equipment-2938-2800","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Oil of Unlife Source GM Core pg. 258 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or another creature with the void healing ability, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points. You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Oil of Unlife (Minor) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 4 gp --- The oil restores 1d8 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Oil of Unlife (Lesser) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 12 gp --- The oil restores 2d8+5 Hit Points. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Oil of Unlife (Moderate) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 50 gp --- The oil restores 3d8+10 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Oil of Unlife (Greater) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 400 gp --- The oil restores 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Oil of Unlife (Major) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 5,000 gp --- The oil restores 8d8+30 Hit Points.","skill_mod":{},"summary":"The oil restores 1d8 Hit Points.","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Energy","Planar","Creature Type"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2938","name":"Oil of Unlife (Minor)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2938-2800"},{"legacy_name":["Oil of Unlife"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2938","weakness":{},"price":1200,"legacy_id":["equipment-718"],"trait":["Consumable","Magical","Oil","Void","Negative"],"id":"equipment-2938-2801","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Oil of Unlife Source GM Core pg. 258 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or another creature with the void healing ability, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points. You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Oil of Unlife (Minor) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 4 gp --- The oil restores 1d8 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Oil of Unlife (Lesser) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 12 gp --- The oil restores 2d8+5 Hit Points. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Oil of Unlife (Moderate) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 50 gp --- The oil restores 3d8+10 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Oil of Unlife (Greater) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 400 gp --- The oil restores 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Oil of Unlife (Major) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 5,000 gp --- The oil restores 8d8+30 Hit Points.","skill_mod":{},"summary":"The oil restores 2d8+5 Hit Points.","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Energy","Planar","Creature Type"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2938","name":"Oil of Unlife (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2938-2801"},{"legacy_name":["Oil of Unlife"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2938","weakness":{},"price":5000,"legacy_id":["equipment-718"],"trait":["Consumable","Magical","Oil","Void","Negative"],"id":"equipment-2938-2802","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Oil of Unlife Source GM Core pg. 258 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or another creature with the void healing ability, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points. You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Oil of Unlife (Minor) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 4 gp --- The oil restores 1d8 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Oil of Unlife (Lesser) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 12 gp --- The oil restores 2d8+5 Hit Points. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Oil of Unlife (Moderate) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 50 gp --- The oil restores 3d8+10 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Oil of Unlife (Greater) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 400 gp --- The oil restores 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Oil of Unlife (Major) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 5,000 gp --- The oil restores 8d8+30 Hit Points.","skill_mod":{},"summary":"The oil restores 3d8+10 Hit Points.","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Energy","Planar","Creature Type"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2938","name":"Oil of Unlife (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2938-2802"},{"legacy_name":["Oil of Unlife"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2938","weakness":{},"price":40000,"legacy_id":["equipment-718"],"trait":["Consumable","Magical","Oil","Void","Negative"],"id":"equipment-2938-2803","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Oil of Unlife Source GM Core pg. 258 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or another creature with the void healing ability, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points. You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Oil of Unlife (Minor) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 4 gp --- The oil restores 1d8 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Oil of Unlife (Lesser) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 12 gp --- The oil restores 2d8+5 Hit Points. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Oil of Unlife (Moderate) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 50 gp --- The oil restores 3d8+10 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Oil of Unlife (Greater) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 400 gp --- The oil restores 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Oil of Unlife (Major) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 5,000 gp --- The oil restores 8d8+30 Hit Points.","skill_mod":{},"summary":"The oil restores 6d8+20 Hit Points.","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Energy","Planar","Creature Type"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2938","name":"Oil of Unlife (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2938-2803"},{"legacy_name":["Oil of Unlife"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2938","weakness":{},"price":500000,"legacy_id":["equipment-718"],"trait":["Consumable","Magical","Oil","Void","Negative"],"id":"equipment-2938-2804","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Oil of Unlife Source GM Core pg. 258 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or another creature with the void healing ability, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points. You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Oil of Unlife (Minor) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 4 gp --- The oil restores 1d8 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Oil of Unlife (Lesser) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 12 gp --- The oil restores 2d8+5 Hit Points. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Oil of Unlife (Moderate) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 50 gp --- The oil restores 3d8+10 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Oil of Unlife (Greater) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 400 gp --- The oil restores 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Oil of Unlife (Major) Source GM Core pg. 258, Advanced Player's Guide pg. 258 Price 5,000 gp --- The oil restores 8d8+30 Hit Points.","skill_mod":{},"summary":"The oil restores 8d8+30 Hit Points.","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Energy","Planar","Creature Type"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2938","name":"Oil of Unlife (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2938-2804"},{"item_child_id":["equipment-2939-2805","equipment-2939-2806"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-181"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2939","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Oil of Weightlessness Source GM Core pg. 258 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- You can spread this shimmering oil on an item of 1 Bulk or less to make it feel weightless. It has negligible Bulk for 1 hour. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Oil of Weightlessness Source GM Core pg. 258, Core Rulebook pg. 562 Price 6 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Oil of Weightlessness (Greater) Source GM Core pg. 258, Core Rulebook pg. 562 Price 36 gp --- This oil can affect an item of 2 Bulk or less and lasts 8 hours.","skill_mod":{},"summary":"You can spread this shimmering oil on an item of 1 Bulk or less to make it feel weightless. It has negligible Bulk for 1 hour.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2939","name":"Oil of Weightlessness","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2939"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2939","weakness":{},"price":600,"legacy_id":["equipment-181"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2939-2805","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Oil of Weightlessness Source GM Core pg. 258 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- You can spread this shimmering oil on an item of 1 Bulk or less to make it feel weightless. It has negligible Bulk for 1 hour. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Oil of Weightlessness Source GM Core pg. 258, Core Rulebook pg. 562 Price 6 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Oil of Weightlessness (Greater) Source GM Core pg. 258, Core Rulebook pg. 562 Price 36 gp --- This oil can affect an item of 2 Bulk or less and lasts 8 hours.","skill_mod":{},"summary":"You can spread this shimmering oil on an item of 1 Bulk or less to make it feel weightless. It has negligible Bulk for 1 hour.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2939","name":"Oil of Weightlessness","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2939-2805"},{"legacy_name":["Oil of Weightlessness"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2939","weakness":{},"price":3600,"legacy_id":["equipment-181"],"trait":["Consumable","Magical","Oil"],"id":"equipment-2939-2806","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Oil of Weightlessness Source GM Core pg. 258 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- You can spread this shimmering oil on an item of 1 Bulk or less to make it feel weightless. It has negligible Bulk for 1 hour. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Oil of Weightlessness Source GM Core pg. 258, Core Rulebook pg. 562 Price 6 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Oil of Weightlessness (Greater) Source GM Core pg. 258, Core Rulebook pg. 562 Price 36 gp --- This oil can affect an item of 2 Bulk or less and lasts 8 hours.","skill_mod":{},"summary":"This oil can affect an item of 2 Bulk or less and lasts 8 hours.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2939","name":"Oil of Weightlessness (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2939-2806"},{"item_child_id":["equipment-2940-2807","equipment-2940-2808"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-182"],"trait":["Consumable","Healing","Magical","Oil"],"id":"equipment-2940","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Salve of Antiparalysis Source GM Core pg. 258 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Applying this filmy salve to a creature helps it overcome magical paralysis. The salve attempts to counteract the paralysis (counteract rank 3rd, counteract modifier +22). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Salve of Antiparalysis Source GM Core pg. 258, Core Rulebook pg. 562 Price 40 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Salve of Antiparalysis (Greater) Source GM Core pg. 258, Core Rulebook pg. 562 Price 325 gp --- If the creature is petrified, it returns to normal, and for removing paralysis, the salve's counteract modifier is +31 and its counteract rank is 6th.","skill_mod":{},"summary":"Applying this filmy salve to a creature helps it overcome magical paralysis. The salve attempts to counteract the paralysis (counteract rank 3rd, …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2940","name":"Salve of Antiparalysis","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2940"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2940","weakness":{},"price":4000,"legacy_id":["equipment-182"],"trait":["Consumable","Healing","Magical","Oil"],"id":"equipment-2940-2807","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Salve of Antiparalysis Source GM Core pg. 258 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Applying this filmy salve to a creature helps it overcome magical paralysis. The salve attempts to counteract the paralysis (counteract rank 3rd, counteract modifier +22). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Salve of Antiparalysis Source GM Core pg. 258, Core Rulebook pg. 562 Price 40 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Salve of Antiparalysis (Greater) Source GM Core pg. 258, Core Rulebook pg. 562 Price 325 gp --- If the creature is petrified, it returns to normal, and for removing paralysis, the salve's counteract modifier is +31 and its counteract rank is 6th.","skill_mod":{},"summary":"Applying this filmy salve to a creature helps it overcome magical paralysis. The salve attempts to counteract the paralysis (counteract rank 3rd, …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2940","name":"Salve of Antiparalysis","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2940-2807"},{"legacy_name":["Salve of Antiparalysis"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2940","weakness":{},"price":32500,"legacy_id":["equipment-182"],"trait":["Consumable","Healing","Magical","Oil"],"id":"equipment-2940-2808","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Salve of Antiparalysis Source GM Core pg. 258 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Applying this filmy salve to a creature helps it overcome magical paralysis. The salve attempts to counteract the paralysis (counteract rank 3rd, counteract modifier +22). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Salve of Antiparalysis Source GM Core pg. 258, Core Rulebook pg. 562 Price 40 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Salve of Antiparalysis (Greater) Source GM Core pg. 258, Core Rulebook pg. 562 Price 325 gp --- If the creature is petrified, it returns to normal, and for removing paralysis, the salve's counteract modifier is +31 and its counteract rank is 6th.","skill_mod":{},"summary":"If the creature is petrified, it returns to normal, and for removing paralysis, the salve's counteract modifier is +31 and its counteract rank is 6th.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=2940","name":"Salve of Antiparalysis (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2940-2808"},{"legacy_name":["Dragon's Breath Potion"],"item_child_id":["equipment-2941-2809","equipment-2941-2810","equipment-2941-2811"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-185"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2941","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Energy Breath Potion Source GM Core pg. 259 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Distilled from the energy of dangerous spells, an energy breath potion grants you the Energy Breath action for 1 hour after you imbibe the concoction. The potency of the breath depends on the potion's type, based on how long the distilled ingredients were aged. This potion has the trait matching the damage type. Energy Breath Single Action Each creature in an area takes damage depending on its basic saving throw. The damage amount and save DC depend on the potion's energy type. The damage type is the same as the potion's energy type. The area and save depend on the energy type, as seen in the table below. After you use Energy Breath, you can't do so again for 1d4 rounds. ## Energy Type Area (Save) Acid 30-foot line (Reflex) Cold 15-foot cone (Reflex) Electricity 30-foot line (Reflex) Fire 15-foot cone (Reflex) Sonic 15-foot cone (Fortitude) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Energy Breath Potion (Lesser) Source GM Core pg. 259 Price 70 gp --- The damage is 4d6, and the save DC is 23. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Energy Breath Potion (Moderate) Source GM Core pg. 259 Price 400 gp --- The damage is 6d6, and the save DC is 29. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Energy Breath Potion (Greater) Source GM Core pg. 259 Price 3,000 gp --- The damage is 10d6, and the save DC is 37.","skill_mod":{},"summary":"Distilled from the energy of dangerous spells, an energy breath potion grants you the Energy Breath action for 1 hour after you imbibe the …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2941","name":"Energy Breath Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2941"},{"legacy_name":["Dragon's Breath Potion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2941","weakness":{},"price":7000,"legacy_id":["equipment-185"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2941-2809","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Energy Breath Potion Source GM Core pg. 259 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Distilled from the energy of dangerous spells, an energy breath potion grants you the Energy Breath action for 1 hour after you imbibe the concoction. The potency of the breath depends on the potion's type, based on how long the distilled ingredients were aged. This potion has the trait matching the damage type. Energy Breath Single Action Each creature in an area takes damage depending on its basic saving throw. The damage amount and save DC depend on the potion's energy type. The damage type is the same as the potion's energy type. The area and save depend on the energy type, as seen in the table below. After you use Energy Breath, you can't do so again for 1d4 rounds. ## Energy Type Area (Save) Acid 30-foot line (Reflex) Cold 15-foot cone (Reflex) Electricity 30-foot line (Reflex) Fire 15-foot cone (Reflex) Sonic 15-foot cone (Fortitude) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Energy Breath Potion (Lesser) Source GM Core pg. 259 Price 70 gp --- The damage is 4d6, and the save DC is 23. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Energy Breath Potion (Moderate) Source GM Core pg. 259 Price 400 gp --- The damage is 6d6, and the save DC is 29. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Energy Breath Potion (Greater) Source GM Core pg. 259 Price 3,000 gp --- The damage is 10d6, and the save DC is 37.","skill_mod":{},"summary":"The damage is 4d6, and the save DC is 23.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2941","name":"Energy Breath Potion (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2941-2809"},{"legacy_name":["Dragon's Breath Potion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2941","weakness":{},"price":40000,"legacy_id":["equipment-185"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2941-2810","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Energy Breath Potion Source GM Core pg. 259 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Distilled from the energy of dangerous spells, an energy breath potion grants you the Energy Breath action for 1 hour after you imbibe the concoction. The potency of the breath depends on the potion's type, based on how long the distilled ingredients were aged. This potion has the trait matching the damage type. Energy Breath Single Action Each creature in an area takes damage depending on its basic saving throw. The damage amount and save DC depend on the potion's energy type. The damage type is the same as the potion's energy type. The area and save depend on the energy type, as seen in the table below. After you use Energy Breath, you can't do so again for 1d4 rounds. ## Energy Type Area (Save) Acid 30-foot line (Reflex) Cold 15-foot cone (Reflex) Electricity 30-foot line (Reflex) Fire 15-foot cone (Reflex) Sonic 15-foot cone (Fortitude) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Energy Breath Potion (Lesser) Source GM Core pg. 259 Price 70 gp --- The damage is 4d6, and the save DC is 23. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Energy Breath Potion (Moderate) Source GM Core pg. 259 Price 400 gp --- The damage is 6d6, and the save DC is 29. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Energy Breath Potion (Greater) Source GM Core pg. 259 Price 3,000 gp --- The damage is 10d6, and the save DC is 37.","skill_mod":{},"summary":"The damage is 6d6, and the save DC is 29.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2941","name":"Energy Breath Potion (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2941-2810"},{"legacy_name":["Dragon's Breath Potion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2941","weakness":{},"price":300000,"legacy_id":["equipment-185"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2941-2811","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Energy Breath Potion Source GM Core pg. 259 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Distilled from the energy of dangerous spells, an energy breath potion grants you the Energy Breath action for 1 hour after you imbibe the concoction. The potency of the breath depends on the potion's type, based on how long the distilled ingredients were aged. This potion has the trait matching the damage type. Energy Breath Single Action Each creature in an area takes damage depending on its basic saving throw. The damage amount and save DC depend on the potion's energy type. The damage type is the same as the potion's energy type. The area and save depend on the energy type, as seen in the table below. After you use Energy Breath, you can't do so again for 1d4 rounds. ## Energy Type Area (Save) Acid 30-foot line (Reflex) Cold 15-foot cone (Reflex) Electricity 30-foot line (Reflex) Fire 15-foot cone (Reflex) Sonic 15-foot cone (Fortitude) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Energy Breath Potion (Lesser) Source GM Core pg. 259 Price 70 gp --- The damage is 4d6, and the save DC is 23. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Energy Breath Potion (Moderate) Source GM Core pg. 259 Price 400 gp --- The damage is 6d6, and the save DC is 29. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Energy Breath Potion (Greater) Source GM Core pg. 259 Price 3,000 gp --- The damage is 10d6, and the save DC is 37.","skill_mod":{},"summary":"The damage is 10d6, and the save DC is 37.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2941","name":"Energy Breath Potion (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2941-2811"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":300,"skill":["Athletics","Thievery"],"legacy_id":["equipment-714"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2942","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Gecko Potion Source GM Core pg. 259 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A gecko potion is a sticky, tawny brown liquid with flecks of sand suspended in it. For 5 minutes after drinking this potion, your fingertips sprout thousands of microscopic, bristled hairs that cling to objects, granting you a +1 item bonus to Climb and Palm an Object, and to your Reflex DC against Disarm attempts.\n","skill_mod":{},"summary":"A gecko potion is a sticky, tawny brown liquid with flecks of sand suspended in it. For 5 minutes after drinking this potion, your fingertips …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2942","name":"Gecko Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2942"},{"item_child_id":["equipment-2943-2812","equipment-2943-2813","equipment-2943-2814","equipment-2943-2815","equipment-2943-2816"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-186"],"trait":["Consumable","Healing","Magical","Potion","Vitality","Positive"],"id":"equipment-2943","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Healing Potion Source GM Core pg. 259 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion , you regain the listed number of Hit Points. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Healing Potion (Minor) Source GM Core pg. 259, Core Rulebook pg. 563 Price 4 gp --- The potion restores 1d8 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Healing Potion (Lesser) Source GM Core pg. 259, Core Rulebook pg. 563 Price 12 gp --- The potion restores 2d8+5 Hit Points. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Healing Potion (Moderate) Source GM Core pg. 259, Core Rulebook pg. 563 Price 50 gp --- The potion restores 3d8+10 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Healing Potion (Greater) Source GM Core pg. 259, Core Rulebook pg. 563 Price 400 gp --- The potion restores 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Healing Potion (Major) Source GM Core pg. 259, Core Rulebook pg. 563 Price 5,000 gp --- The potion restores 8d8+30 Hit Points.","skill_mod":{},"summary":"A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Energy","Planar","Creature Type"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2943","name":"Healing Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2943"},{"legacy_name":["Healing Potion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2943","weakness":{},"price":400,"legacy_id":["equipment-186"],"trait":["Consumable","Healing","Magical","Potion","Vitality","Positive"],"id":"equipment-2943-2812","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Healing Potion Source GM Core pg. 259 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion , you regain the listed number of Hit Points. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Healing Potion (Minor) Source GM Core pg. 259, Core Rulebook pg. 563 Price 4 gp --- The potion restores 1d8 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Healing Potion (Lesser) Source GM Core pg. 259, Core Rulebook pg. 563 Price 12 gp --- The potion restores 2d8+5 Hit Points. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Healing Potion (Moderate) Source GM Core pg. 259, Core Rulebook pg. 563 Price 50 gp --- The potion restores 3d8+10 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Healing Potion (Greater) Source GM Core pg. 259, Core Rulebook pg. 563 Price 400 gp --- The potion restores 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Healing Potion (Major) Source GM Core pg. 259, Core Rulebook pg. 563 Price 5,000 gp --- The potion restores 8d8+30 Hit Points.","skill_mod":{},"summary":"The potion restores 1d8 Hit Points.","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Energy","Planar","Creature Type"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2943","name":"Healing Potion (Minor)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2943-2812"},{"legacy_name":["Healing Potion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2943","weakness":{},"price":1200,"legacy_id":["equipment-186"],"trait":["Consumable","Healing","Magical","Potion","Vitality","Positive"],"id":"equipment-2943-2813","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Healing Potion Source GM Core pg. 259 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion , you regain the listed number of Hit Points. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Healing Potion (Minor) Source GM Core pg. 259, Core Rulebook pg. 563 Price 4 gp --- The potion restores 1d8 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Healing Potion (Lesser) Source GM Core pg. 259, Core Rulebook pg. 563 Price 12 gp --- The potion restores 2d8+5 Hit Points. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Healing Potion (Moderate) Source GM Core pg. 259, Core Rulebook pg. 563 Price 50 gp --- The potion restores 3d8+10 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Healing Potion (Greater) Source GM Core pg. 259, Core Rulebook pg. 563 Price 400 gp --- The potion restores 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Healing Potion (Major) Source GM Core pg. 259, Core Rulebook pg. 563 Price 5,000 gp --- The potion restores 8d8+30 Hit Points.","skill_mod":{},"summary":"The potion restores 2d8+5 Hit Points.","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Energy","Planar","Creature Type"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2943","name":"Healing Potion (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2943-2813"},{"legacy_name":["Healing Potion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2943","weakness":{},"price":5000,"legacy_id":["equipment-186"],"trait":["Consumable","Healing","Magical","Potion","Vitality","Positive"],"id":"equipment-2943-2814","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Healing Potion Source GM Core pg. 259 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion , you regain the listed number of Hit Points. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Healing Potion (Minor) Source GM Core pg. 259, Core Rulebook pg. 563 Price 4 gp --- The potion restores 1d8 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Healing Potion (Lesser) Source GM Core pg. 259, Core Rulebook pg. 563 Price 12 gp --- The potion restores 2d8+5 Hit Points. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Healing Potion (Moderate) Source GM Core pg. 259, Core Rulebook pg. 563 Price 50 gp --- The potion restores 3d8+10 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Healing Potion (Greater) Source GM Core pg. 259, Core Rulebook pg. 563 Price 400 gp --- The potion restores 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Healing Potion (Major) Source GM Core pg. 259, Core Rulebook pg. 563 Price 5,000 gp --- The potion restores 8d8+30 Hit Points.","skill_mod":{},"summary":"The potion restores 3d8+10 Hit Points.","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Energy","Planar","Creature Type"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2943","name":"Healing Potion (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2943-2814"},{"legacy_name":["Healing Potion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2943","weakness":{},"price":40000,"legacy_id":["equipment-186"],"trait":["Consumable","Healing","Magical","Potion","Vitality","Positive"],"id":"equipment-2943-2815","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Healing Potion Source GM Core pg. 259 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion , you regain the listed number of Hit Points. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Healing Potion (Minor) Source GM Core pg. 259, Core Rulebook pg. 563 Price 4 gp --- The potion restores 1d8 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Healing Potion (Lesser) Source GM Core pg. 259, Core Rulebook pg. 563 Price 12 gp --- The potion restores 2d8+5 Hit Points. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Healing Potion (Moderate) Source GM Core pg. 259, Core Rulebook pg. 563 Price 50 gp --- The potion restores 3d8+10 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Healing Potion (Greater) Source GM Core pg. 259, Core Rulebook pg. 563 Price 400 gp --- The potion restores 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Healing Potion (Major) Source GM Core pg. 259, Core Rulebook pg. 563 Price 5,000 gp --- The potion restores 8d8+30 Hit Points.","skill_mod":{},"summary":"The potion restores 6d8+20 Hit Points.","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Energy","Planar","Creature Type"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2943","name":"Healing Potion (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2943-2815"},{"legacy_name":["Healing Potion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2943","weakness":{},"price":500000,"legacy_id":["equipment-186"],"trait":["Consumable","Healing","Magical","Potion","Vitality","Positive"],"id":"equipment-2943-2816","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Healing Potion Source GM Core pg. 259 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion , you regain the listed number of Hit Points. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Healing Potion (Minor) Source GM Core pg. 259, Core Rulebook pg. 563 Price 4 gp --- The potion restores 1d8 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Healing Potion (Lesser) Source GM Core pg. 259, Core Rulebook pg. 563 Price 12 gp --- The potion restores 2d8+5 Hit Points. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Healing Potion (Moderate) Source GM Core pg. 259, Core Rulebook pg. 563 Price 50 gp --- The potion restores 3d8+10 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Healing Potion (Greater) Source GM Core pg. 259, Core Rulebook pg. 563 Price 400 gp --- The potion restores 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Healing Potion (Major) Source GM Core pg. 259, Core Rulebook pg. 563 Price 5,000 gp --- The potion restores 8d8+30 Hit Points.","skill_mod":{},"summary":"The potion restores 8d8+30 Hit Points.","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Energy","Planar","Creature Type"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2943","name":"Healing Potion (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2943-2816"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":2000,"legacy_id":["equipment-187"],"trait":["Consumable","Illusion","Magical","Potion","Uncommon"],"id":"equipment-2944","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Invisibility Potion Source GM Core pg. 259 Price 20 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- An invisibility potion is colorless and oddly lightweight. Upon drinking it, you gain the effects of a 2nd-rank invisibility spell.\n","skill_mod":{},"summary":"An invisibility potion is colorless and oddly lightweight. Upon drinking it, you gain the effects of a 2nd-rank invisibility spell.","primary_source":"GM Core","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2944","name":"Invisibility Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2944"},{"legacy_name":["Barkskin Potion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1500,"legacy_id":["equipment-184"],"trait":["Consumable","Plant","Potion","Primal","Wood"],"id":"equipment-2945","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Oak Potion Source GM Core pg. 259 Price 15 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- After you drink this bitter draft, your skin thickens like bark. You gain the effects of a 2nd-rank oaken resilience spell for 10 minutes.\n","element":["Wood"],"skill_mod":{},"summary":"After you drink this bitter draft, your skin thickens like bark. You gain the effects of a 2nd-rank oaken resilience spell for 10 minutes.","primary_source":"GM Core","trait_group":["Equipment","Creature Type","Tradition","Monster","Elemental"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2945","name":"Oak Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2945"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":45000,"legacy_id":["equipment-188"],"trait":["Consumable","Healing","Magical","Potion","Uncommon"],"id":"equipment-2946","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Panacea Source GM Core pg. 259 Price 450 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This potion appears to shift colors, and no two observers describe it in the same way. When consumed, it attempts to counteract all curses and diseases affecting you, as well as the blinded and deafened conditions from spells affecting you. The potion has a counteract rank of 7th and a +20 modifier for the roll.\n","skill_mod":{},"summary":"This potion appears to shift colors, and no two observers describe it in the same way. When consumed, it attempts to counteract all curses and …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2946","name":"Panacea","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2946"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":300,"trait":["Consumable","Magical","Potion"],"id":"equipment-2947","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Potion of Emergency Escape Source GM Core pg. 259, Player Core 2 pg. 304 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- The stopper for a potion of emergency escape is crafted to easily snap open in dire circumstances. When you drink this potion, you become fleeing for 1 minute, and you gain a +40- foot status bonus to all your Speeds for the duration as long as you are fleeing. You immediately Stride.\n","skill_mod":{},"summary":"The stopper for a potion of emergency escape is crafted to easily snap open in dire circumstances. When you drink this potion, you become fleeing …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2947","name":"Potion of Emergency Escape","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2947"},{"item_child_id":["equipment-2948-2817","equipment-2948-2818"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-189"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2948","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Potion of Flying Source GM Core pg. 259 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Upon drinking this effervescent concoction, you gain a fly Speed of 40 feet for 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Potion of Flying Source GM Core pg. 259, Core Rulebook pg. 563 Price 100 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Potion of Flying (Greater) Source GM Core pg. 259, Core Rulebook pg. 563 Price 1,000 gp --- The fly Speed lasts for 1 hour.","skill_mod":{},"summary":"Upon drinking this effervescent concoction, you gain a fly Speed of 40 feet for 1 minute.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2948","name":"Potion of Flying","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2948"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2948","weakness":{},"price":10000,"legacy_id":["equipment-189"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2948-2817","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Potion of Flying Source GM Core pg. 259 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Upon drinking this effervescent concoction, you gain a fly Speed of 40 feet for 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Potion of Flying Source GM Core pg. 259, Core Rulebook pg. 563 Price 100 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Potion of Flying (Greater) Source GM Core pg. 259, Core Rulebook pg. 563 Price 1,000 gp --- The fly Speed lasts for 1 hour.","skill_mod":{},"summary":"Upon drinking this effervescent concoction, you gain a fly Speed of 40 feet for 1 minute.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2948","name":"Potion of Flying","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2948-2817"},{"legacy_name":["Potion of Flying"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2948","weakness":{},"price":100000,"legacy_id":["equipment-189"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2948-2818","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Potion of Flying Source GM Core pg. 259 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Upon drinking this effervescent concoction, you gain a fly Speed of 40 feet for 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Potion of Flying Source GM Core pg. 259, Core Rulebook pg. 563 Price 100 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Potion of Flying (Greater) Source GM Core pg. 259, Core Rulebook pg. 563 Price 1,000 gp --- The fly Speed lasts for 1 hour.","skill_mod":{},"summary":"The fly Speed lasts for 1 hour.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2948","name":"Potion of Flying (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2948-2818"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2100,"legacy_id":["equipment-190"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2949","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Potion of Leaping Source GM Core pg. 260 Price 21 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- For 1 minute after you drink this fizzy potion, whenever you Leap, you gain the effect of the 1st-rank jump spell.\n","skill_mod":{},"summary":"For 1 minute after you drink this fizzy potion, whenever you Leap, you gain the effect of the 1st-rank jump spell.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2949","name":"Potion of Leaping","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2949"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":9000,"legacy_id":["equipment-191"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2950","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Potion of Quickness Source GM Core pg. 260 Price 90 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Drinking this silver potion grants you the effects of haste for 1 minute.\n","skill_mod":{},"summary":"Drinking this silver potion grants you the effects of haste for 1 minute.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2950","name":"Potion of Quickness","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2950"},{"item_child_id":["equipment-2951-2819","equipment-2951-2820","equipment-2951-2821"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-192"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2951","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Potion of Resistance Source GM Core pg. 260 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Drinking this thick, fortifying potion grants resistance against a single damage type for 1 hour. Each potion of resistance is created to defend against acid, cold, electricity, fire, or sonic damage (and is called a lesser potion of fire resistance or the like). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Potion of Resistance (Lesser) Source GM Core pg. 260, Core Rulebook pg. 563 Price 45 gp --- You gain resistance 5 to the appropriate energy type <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Potion of Resistance (Moderate) Source GM Core pg. 260, Core Rulebook pg. 563 Price 180 gp --- You gain resistance 10 to the appropriate energy type. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Potion of Resistance (Greater) Source GM Core pg. 260, Core Rulebook pg. 563 Price 850 gp --- You gain resistance 15 to the appropriate energy type.","skill_mod":{},"summary":"Drinking this thick, fortifying potion grants resistance against a single damage type for 1 hour. Each potion of resistance is created to defend …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2951","name":"Potion of Resistance","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2951"},{"legacy_name":["Potion of Resistance"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2951","weakness":{},"price":4500,"legacy_id":["equipment-192"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2951-2819","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Potion of Resistance Source GM Core pg. 260 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Drinking this thick, fortifying potion grants resistance against a single damage type for 1 hour. Each potion of resistance is created to defend against acid, cold, electricity, fire, or sonic damage (and is called a lesser potion of fire resistance or the like). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Potion of Resistance (Lesser) Source GM Core pg. 260, Core Rulebook pg. 563 Price 45 gp --- You gain resistance 5 to the appropriate energy type <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Potion of Resistance (Moderate) Source GM Core pg. 260, Core Rulebook pg. 563 Price 180 gp --- You gain resistance 10 to the appropriate energy type. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Potion of Resistance (Greater) Source GM Core pg. 260, Core Rulebook pg. 563 Price 850 gp --- You gain resistance 15 to the appropriate energy type.","skill_mod":{},"summary":"You gain resistance 5 to the appropriate energy type","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2951","name":"Potion of Resistance (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2951-2819"},{"legacy_name":["Potion of Resistance"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2951","weakness":{},"price":18000,"legacy_id":["equipment-192"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2951-2820","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Potion of Resistance Source GM Core pg. 260 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Drinking this thick, fortifying potion grants resistance against a single damage type for 1 hour. Each potion of resistance is created to defend against acid, cold, electricity, fire, or sonic damage (and is called a lesser potion of fire resistance or the like). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Potion of Resistance (Lesser) Source GM Core pg. 260, Core Rulebook pg. 563 Price 45 gp --- You gain resistance 5 to the appropriate energy type <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Potion of Resistance (Moderate) Source GM Core pg. 260, Core Rulebook pg. 563 Price 180 gp --- You gain resistance 10 to the appropriate energy type. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Potion of Resistance (Greater) Source GM Core pg. 260, Core Rulebook pg. 563 Price 850 gp --- You gain resistance 15 to the appropriate energy type.","skill_mod":{},"summary":"You gain resistance 10 to the appropriate energy type.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2951","name":"Potion of Resistance (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2951-2820"},{"legacy_name":["Potion of Resistance"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2951","weakness":{},"price":85000,"legacy_id":["equipment-192"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2951-2821","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Potion of Resistance Source GM Core pg. 260 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Drinking this thick, fortifying potion grants resistance against a single damage type for 1 hour. Each potion of resistance is created to defend against acid, cold, electricity, fire, or sonic damage (and is called a lesser potion of fire resistance or the like). <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Potion of Resistance (Lesser) Source GM Core pg. 260, Core Rulebook pg. 563 Price 45 gp --- You gain resistance 5 to the appropriate energy type <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Potion of Resistance (Moderate) Source GM Core pg. 260, Core Rulebook pg. 563 Price 180 gp --- You gain resistance 10 to the appropriate energy type. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Potion of Resistance (Greater) Source GM Core pg. 260, Core Rulebook pg. 563 Price 850 gp --- You gain resistance 15 to the appropriate energy type.","skill_mod":{},"summary":"You gain resistance 15 to the appropriate energy type.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2951","name":"Potion of Resistance (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2951-2821"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":400,"legacy_id":["equipment-722"],"trait":["Consumable","Magical","Mental","Potion"],"id":"equipment-2952","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Potion of Shared Memories Source GM Core pg. 260 Price 4 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A potion of shared memories can transfer recollections from one creature to another. To place a memory in the potion, you must hold the vial and focus on a particular memory for 1 minute. This memory must be of a single event, location, person, or otherwise encompass a span of about 1 minute. The clear fluid takes on a shimmering hue reminiscent of the stored memory and gains a slightly sweet taste. Upon consuming the potion, the drinker vividly recalls the memory, and thereafter can remember it as easily as a memory they actually experienced. An unwilling drinker can refuse to absorb the memory.\n","skill_mod":{},"summary":"A potion of shared memories can transfer recollections from one creature to another. To place a memory in the potion, you must hold the vial and …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2952","name":"Potion of Shared Memories","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2952"},{"item_child_id":["equipment-2953-2822","equipment-2953-2823"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-193"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2953","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Potion of Swimming Source GM Core pg. 260 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This potion tastes like salt water, and sandy grit settles at the bottom of its container. When you drink it, you gain a swim Speed equal to your land Speed for 10 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Potion of Swimming Source GM Core pg. 260, Core Rulebook pg. 563 Price 50 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Potion of Swimming (Greater) Source GM Core pg. 261, Core Rulebook pg. 563 Price 250 gp --- The swim Speed lasts for 1 hour.","skill_mod":{},"summary":"This potion tastes like salt water, and sandy grit settles at the bottom of its container. When you drink it, you gain a swim Speed equal to your …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2953","name":"Potion of Swimming","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2953"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2953","weakness":{},"price":5000,"legacy_id":["equipment-193"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2953-2822","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Potion of Swimming Source GM Core pg. 260 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This potion tastes like salt water, and sandy grit settles at the bottom of its container. When you drink it, you gain a swim Speed equal to your land Speed for 10 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Potion of Swimming Source GM Core pg. 260, Core Rulebook pg. 563 Price 50 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Potion of Swimming (Greater) Source GM Core pg. 261, Core Rulebook pg. 563 Price 250 gp --- The swim Speed lasts for 1 hour.","skill_mod":{},"summary":"This potion tastes like salt water, and sandy grit settles at the bottom of its container. When you drink it, you gain a swim Speed equal to your …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2953","name":"Potion of Swimming","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2953-2822"},{"legacy_name":["Potion of Swimming"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2953","weakness":{},"price":25000,"legacy_id":["equipment-193"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2953-2823","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Potion of Swimming Source GM Core pg. 260 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This potion tastes like salt water, and sandy grit settles at the bottom of its container. When you drink it, you gain a swim Speed equal to your land Speed for 10 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Potion of Swimming Source GM Core pg. 260, Core Rulebook pg. 563 Price 50 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Potion of Swimming (Greater) Source GM Core pg. 261, Core Rulebook pg. 563 Price 250 gp --- The swim Speed lasts for 1 hour.","skill_mod":{},"summary":"The swim Speed lasts for 1 hour.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2953","name":"Potion of Swimming (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2953-2823"},{"legacy_name":["Potion of Tongues"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":32000,"legacy_id":["equipment-194"],"trait":["Consumable","Magical","Potion","Uncommon"],"id":"equipment-2954","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Potion of Truespeech Source GM Core pg. 260 Price 320 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This sour potion enlivens your tongue with unusual flavors and uncommon eloquence, allowing you to speak and understand all languages for 4 hours after you drink it. This doesn't allow you to read these languages in their written form.\n","skill_mod":{},"summary":"This sour potion enlivens your tongue with unusual flavors and uncommon eloquence, allowing you to speak and understand all languages for 4 hours …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2954","name":"Potion of Truespeech","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2954"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":440000,"legacy_id":["equipment-195"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2955","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Potion of Undetectability Source GM Core pg. 260 Price 4,400 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Drinking this dull-black liquid makes you undetectable to detection effects. This grants the same effects as hidden mind but without the bonus against mental effects. You also gain the effects of a 4th-rank invisibility spell, which protects against see the unseen spells of 8th rank and lower and has a DC of 36 against truesight . The potion's effects last for 10 minutes. ","skill_mod":{},"summary":"Drinking this dull-black liquid makes you undetectable to detection effects. This grants the same effects as hidden mind but without the bonus …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2955","name":"Potion of Undetectability","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2955"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1100,"legacy_id":["equipment-196"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2956","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Potion of Water Breathing Source GM Core pg. 260 Price 11 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This filmy, gray potion reeks of ocean detritus and tastes even worse. After drinking this potion, you gain the effects of a 2nd- rank water breathing spell for 1 hour.\n","skill_mod":{},"summary":"This filmy, gray potion reeks of ocean detritus and tastes even worse. After drinking this potion, you gain the effects of a 2nd- rank water …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2956","name":"Potion of Water Breathing","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2956"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":6000,"legacy_id":["equipment-198"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2957","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Serum of Sex Shift Source GM Core pg. 260 Price 60 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Upon drinking this potion, your biology instantly transforms to take on a set of sexual characteristics of your choice, changing your appearance and physiology accordingly. You have mild control over the details of this change, but you retain a strong “family resemblance” to your former appearance. The magic functions instantaneously and can't be counteracted. Your new anatomy is as healthy and functional as your previous body's, potentially allowing you to procreate (depending on your ancestry's biology). Drinking a subsequent serum of sex shift allows you to either revert back to your original form or adopt other sexual characteristics, as you choose. The serum has no effect if you are pregnant or from an ancestry with no sexual differentiation. Most ancestries have a wide spectrum of sexual differentiation, some common, others more rare.\n","skill_mod":{},"summary":"Upon drinking this potion, your biology instantly transforms to take on a set of sexual characteristics of your choice, changing your appearance and …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2957","name":"Serum of Sex Shift","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2957"},{"item_child_id":["equipment-2958-2824","equipment-2958-2825"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"skill":["Stealth"],"legacy_id":["equipment-197"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2958","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Shrinking Potion Source GM Core pg. 261 Onset 1 minute Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This fungus-flavored potion conveys the effects of the shrink spell to make you and all your gear smaller. After the onset, you remain small for 10 minutes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shrinking Potion Source GM Core pg. 261, Core Rulebook pg. 564 Price 15 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Shrinking Potion (Greater) Source GM Core pg. 261, Core Rulebook pg. 564 Price 90 gp --- This potion has no onset, lasts for 1 hour, and grants the effects of a 4th-rank shrink spell. In addition, you gain a +2 item bonus to Stealth checks while shrunken.","skill_mod":{},"summary":"This fungus-flavored potion conveys the effects of the shrink spell to make you and all your gear smaller. After the onset, you remain small for …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Potions","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=2958","name":"Shrinking Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2958"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2958","weakness":{},"price":1500,"legacy_id":["equipment-197"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2958-2824","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Shrinking Potion Source GM Core pg. 261 Onset 1 minute Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This fungus-flavored potion conveys the effects of the shrink spell to make you and all your gear smaller. After the onset, you remain small for 10 minutes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shrinking Potion Source GM Core pg. 261, Core Rulebook pg. 564 Price 15 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Shrinking Potion (Greater) Source GM Core pg. 261, Core Rulebook pg. 564 Price 90 gp --- This potion has no onset, lasts for 1 hour, and grants the effects of a 4th-rank shrink spell. In addition, you gain a +2 item bonus to Stealth checks while shrunken.","skill_mod":{},"summary":"This fungus-flavored potion conveys the effects of the shrink spell to make you and all your gear smaller. After the onset, you remain small for …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Potions","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=2958","name":"Shrinking Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2958-2824"},{"legacy_name":["Shrinking Potion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2958","weakness":{},"price":9000,"skill":["Stealth"],"legacy_id":["equipment-197"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2958-2825","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Shrinking Potion Source GM Core pg. 261 Onset 1 minute Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This fungus-flavored potion conveys the effects of the shrink spell to make you and all your gear smaller. After the onset, you remain small for 10 minutes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Shrinking Potion Source GM Core pg. 261, Core Rulebook pg. 564 Price 15 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Shrinking Potion (Greater) Source GM Core pg. 261, Core Rulebook pg. 564 Price 90 gp --- This potion has no onset, lasts for 1 hour, and grants the effects of a 4th-rank shrink spell. In addition, you gain a +2 item bonus to Stealth checks while shrunken.","skill_mod":{},"summary":"This potion has no onset, lasts for 1 hour, and grants the effects of a 4th-rank shrink spell. In addition, you gain a +2 item bonus to Stealth …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Potions","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=2958","name":"Shrinking Potion (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2958-2825"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":60000,"legacy_id":["equipment-726"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2959","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Time Shield Potion Source GM Core pg. 261 Price 600 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This purple potion has a bitter taste and seems to blur with motion. When you drink a time shield potion, you are frozen in time for 2d4 rounds. You can't act or be targeted, you become immune to all effects, and you vanish from your space; as far as the universe is concerned, you simply don't exist as long as the potion lasts. The durations of any effects targeting you when you drink the potion are suspended until it wears off. Once the potion's duration expires, you return to the normal flow of time and your former space; if that space is now occupied, you get shunted to the nearest unoccupied space. Effects with durations immediately resume affecting you, elapsing as though no time has passed. If you are within the area of an effect created while you were outside of time, you immediately take those effects upon returning. The GM might determine that other changes that occurred while you were outside of time (such as the ground beneath you crumbling) also affect you upon your return.\n","skill_mod":{},"summary":"This purple potion has a bitter taste and seems to blur with motion. When you drink a time shield potion, you are frozen in time for 2d4 rounds. You …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2959","name":"Time Shield Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2959"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":150000,"legacy_id":["equipment-199"],"trait":["Consumable","Magical","Potion"],"id":"equipment-2960","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Truesight Potion Source GM Core pg. 261 Price 1,500 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Upon drinking this clear, refreshing potion, you can see things as they actually are. You gain the benefits of a 7th-rank truesight spell that has a counteract modifier of +25.\n","skill_mod":{},"summary":"Upon drinking this clear, refreshing potion, you can see things as they actually are. You gain the benefits of a 7th-rank truesight spell that …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2960","name":"Truesight Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2960"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":4600,"legacy_id":["equipment-200"],"trait":["Consumable","Magical","Mental","Potion","Uncommon"],"id":"equipment-2961","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Truth Potion Source GM Core pg. 261 Price 46 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- For 10 minutes after drinking this astringent potion, you can't intentionally lie and may be compelled to tell the truth. Upon drinking the potion, attempt a DC 19 Will save. You can voluntarily fail or critically fail. Success The potion does not affect you. Failure When you speak, you must tell the truth. Critical Failure As failure, and when someone asks you a question, you must attempt another DC 19 Will saving throw. If you fail this saving throw, you must answer the question truthfully if you are able to do so; if you succeed, you are temporarily immune to further attempts to ask the same question within the potion’s duration.\n","skill_mod":{},"summary":"For 10 minutes after drinking this astringent potion, you can't intentionally lie and may be compelled to tell the truth. Upon drinking the potion, …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=2961","name":"Truth Potion","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2961"},{"legacy_name":["Scroll"],"item_child_id":["equipment-2962-2826","equipment-2962-2827","equipment-2962-2828","equipment-2962-2829","equipment-2962-2830","equipment-2962-2831","equipment-2962-2832","equipment-2962-2833","equipment-2962-2834","equipment-2962-2835"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-640"],"trait":["Consumable","Magical","Scroll"],"id":"equipment-2962","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Magic Scroll Source GM Core pg. 262 Usage held in 1 hand Bulk L Activate Cast A Spell Effect You Cast the Spell at the indicated rank. --- This roll of paper or parchment contains a single spell. Craft Requirements Supply a listed-rank casting of the spell. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-rank Scroll Source GM Core pg. 262 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-rank Scroll Source GM Core pg. 262 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-rank Scroll Source GM Core pg. 262 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-rank Scroll Source GM Core pg. 262 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-rank Scroll Source GM Core pg. 262 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-rank Scroll Source GM Core pg. 262 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-rank Scroll Source GM Core pg. 262 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-rank Scroll Source GM Core pg. 262 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-rank Scroll Source GM Core pg. 262 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-rank Scroll Source GM Core pg. 262 Price 8,000 gp ","skill_mod":{},"summary":"This roll of paper or parchment contains a single spell.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=2962","name":"Magic Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2962"},{"legacy_name":["Scroll"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2962","weakness":{},"price":400,"legacy_id":["equipment-640"],"trait":["Consumable","Magical","Scroll"],"id":"equipment-2962-2826","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Magic Scroll Source GM Core pg. 262 Usage held in 1 hand Bulk L Activate Cast A Spell Effect You Cast the Spell at the indicated rank. --- This roll of paper or parchment contains a single spell. Craft Requirements Supply a listed-rank casting of the spell. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-rank Scroll Source GM Core pg. 262 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-rank Scroll Source GM Core pg. 262 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-rank Scroll Source GM Core pg. 262 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-rank Scroll Source GM Core pg. 262 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-rank Scroll Source GM Core pg. 262 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-rank Scroll Source GM Core pg. 262 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-rank Scroll Source GM Core pg. 262 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-rank Scroll Source GM Core pg. 262 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-rank Scroll Source GM Core pg. 262 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-rank Scroll Source GM Core pg. 262 Price 8,000 gp ","skill_mod":{},"summary":"This roll of paper or parchment contains a single spell.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=2962","name":"1st-rank Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2962-2826"},{"legacy_name":["Scroll"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2962","weakness":{},"price":1200,"legacy_id":["equipment-640"],"trait":["Consumable","Magical","Scroll"],"id":"equipment-2962-2827","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Magic Scroll Source GM Core pg. 262 Usage held in 1 hand Bulk L Activate Cast A Spell Effect You Cast the Spell at the indicated rank. --- This roll of paper or parchment contains a single spell. Craft Requirements Supply a listed-rank casting of the spell. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-rank Scroll Source GM Core pg. 262 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-rank Scroll Source GM Core pg. 262 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-rank Scroll Source GM Core pg. 262 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-rank Scroll Source GM Core pg. 262 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-rank Scroll Source GM Core pg. 262 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-rank Scroll Source GM Core pg. 262 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-rank Scroll Source GM Core pg. 262 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-rank Scroll Source GM Core pg. 262 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-rank Scroll Source GM Core pg. 262 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-rank Scroll Source GM Core pg. 262 Price 8,000 gp ","skill_mod":{},"summary":"This roll of paper or parchment contains a single spell.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=2962","name":"2nd-rank Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2962-2827"},{"legacy_name":["Scroll"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2962","weakness":{},"price":3000,"legacy_id":["equipment-640"],"trait":["Consumable","Magical","Scroll"],"id":"equipment-2962-2828","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Magic Scroll Source GM Core pg. 262 Usage held in 1 hand Bulk L Activate Cast A Spell Effect You Cast the Spell at the indicated rank. --- This roll of paper or parchment contains a single spell. Craft Requirements Supply a listed-rank casting of the spell. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-rank Scroll Source GM Core pg. 262 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-rank Scroll Source GM Core pg. 262 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-rank Scroll Source GM Core pg. 262 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-rank Scroll Source GM Core pg. 262 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-rank Scroll Source GM Core pg. 262 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-rank Scroll Source GM Core pg. 262 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-rank Scroll Source GM Core pg. 262 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-rank Scroll Source GM Core pg. 262 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-rank Scroll Source GM Core pg. 262 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-rank Scroll Source GM Core pg. 262 Price 8,000 gp ","skill_mod":{},"summary":"This roll of paper or parchment contains a single spell.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=2962","name":"3rd-rank Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2962-2828"},{"legacy_name":["Scroll"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2962","weakness":{},"price":7000,"legacy_id":["equipment-640"],"trait":["Consumable","Magical","Scroll"],"id":"equipment-2962-2829","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Magic Scroll Source GM Core pg. 262 Usage held in 1 hand Bulk L Activate Cast A Spell Effect You Cast the Spell at the indicated rank. --- This roll of paper or parchment contains a single spell. Craft Requirements Supply a listed-rank casting of the spell. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-rank Scroll Source GM Core pg. 262 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-rank Scroll Source GM Core pg. 262 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-rank Scroll Source GM Core pg. 262 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-rank Scroll Source GM Core pg. 262 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-rank Scroll Source GM Core pg. 262 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-rank Scroll Source GM Core pg. 262 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-rank Scroll Source GM Core pg. 262 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-rank Scroll Source GM Core pg. 262 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-rank Scroll Source GM Core pg. 262 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-rank Scroll Source GM Core pg. 262 Price 8,000 gp ","skill_mod":{},"summary":"This roll of paper or parchment contains a single spell.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=2962","name":"4th-rank Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2962-2829"},{"legacy_name":["Scroll"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2962","weakness":{},"price":15000,"legacy_id":["equipment-640"],"trait":["Consumable","Magical","Scroll"],"id":"equipment-2962-2830","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Magic Scroll Source GM Core pg. 262 Usage held in 1 hand Bulk L Activate Cast A Spell Effect You Cast the Spell at the indicated rank. --- This roll of paper or parchment contains a single spell. Craft Requirements Supply a listed-rank casting of the spell. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-rank Scroll Source GM Core pg. 262 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-rank Scroll Source GM Core pg. 262 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-rank Scroll Source GM Core pg. 262 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-rank Scroll Source GM Core pg. 262 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-rank Scroll Source GM Core pg. 262 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-rank Scroll Source GM Core pg. 262 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-rank Scroll Source GM Core pg. 262 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-rank Scroll Source GM Core pg. 262 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-rank Scroll Source GM Core pg. 262 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-rank Scroll Source GM Core pg. 262 Price 8,000 gp ","skill_mod":{},"summary":"This roll of paper or parchment contains a single spell.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=2962","name":"5th-rank Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2962-2830"},{"legacy_name":["Scroll"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2962","weakness":{},"price":30000,"legacy_id":["equipment-640"],"trait":["Consumable","Magical","Scroll"],"id":"equipment-2962-2831","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Magic Scroll Source GM Core pg. 262 Usage held in 1 hand Bulk L Activate Cast A Spell Effect You Cast the Spell at the indicated rank. --- This roll of paper or parchment contains a single spell. Craft Requirements Supply a listed-rank casting of the spell. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-rank Scroll Source GM Core pg. 262 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-rank Scroll Source GM Core pg. 262 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-rank Scroll Source GM Core pg. 262 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-rank Scroll Source GM Core pg. 262 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-rank Scroll Source GM Core pg. 262 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-rank Scroll Source GM Core pg. 262 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-rank Scroll Source GM Core pg. 262 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-rank Scroll Source GM Core pg. 262 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-rank Scroll Source GM Core pg. 262 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-rank Scroll Source GM Core pg. 262 Price 8,000 gp ","skill_mod":{},"summary":"This roll of paper or parchment contains a single spell.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=2962","name":"6th-rank Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2962-2831"},{"legacy_name":["Scroll"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2962","weakness":{},"price":60000,"legacy_id":["equipment-640"],"trait":["Consumable","Magical","Scroll"],"id":"equipment-2962-2832","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Magic Scroll Source GM Core pg. 262 Usage held in 1 hand Bulk L Activate Cast A Spell Effect You Cast the Spell at the indicated rank. --- This roll of paper or parchment contains a single spell. Craft Requirements Supply a listed-rank casting of the spell. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-rank Scroll Source GM Core pg. 262 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-rank Scroll Source GM Core pg. 262 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-rank Scroll Source GM Core pg. 262 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-rank Scroll Source GM Core pg. 262 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-rank Scroll Source GM Core pg. 262 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-rank Scroll Source GM Core pg. 262 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-rank Scroll Source GM Core pg. 262 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-rank Scroll Source GM Core pg. 262 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-rank Scroll Source GM Core pg. 262 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-rank Scroll Source GM Core pg. 262 Price 8,000 gp ","skill_mod":{},"summary":"This roll of paper or parchment contains a single spell.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=2962","name":"7th-rank Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2962-2832"},{"legacy_name":["Scroll"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2962","weakness":{},"price":130000,"legacy_id":["equipment-640"],"trait":["Consumable","Magical","Scroll"],"id":"equipment-2962-2833","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Magic Scroll Source GM Core pg. 262 Usage held in 1 hand Bulk L Activate Cast A Spell Effect You Cast the Spell at the indicated rank. --- This roll of paper or parchment contains a single spell. Craft Requirements Supply a listed-rank casting of the spell. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-rank Scroll Source GM Core pg. 262 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-rank Scroll Source GM Core pg. 262 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-rank Scroll Source GM Core pg. 262 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-rank Scroll Source GM Core pg. 262 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-rank Scroll Source GM Core pg. 262 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-rank Scroll Source GM Core pg. 262 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-rank Scroll Source GM Core pg. 262 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-rank Scroll Source GM Core pg. 262 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-rank Scroll Source GM Core pg. 262 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-rank Scroll Source GM Core pg. 262 Price 8,000 gp ","skill_mod":{},"summary":"This roll of paper or parchment contains a single spell.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=2962","name":"8th-rank Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2962-2833"},{"legacy_name":["Scroll"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2962","weakness":{},"price":300000,"legacy_id":["equipment-640"],"trait":["Consumable","Magical","Scroll"],"id":"equipment-2962-2834","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Magic Scroll Source GM Core pg. 262 Usage held in 1 hand Bulk L Activate Cast A Spell Effect You Cast the Spell at the indicated rank. --- This roll of paper or parchment contains a single spell. Craft Requirements Supply a listed-rank casting of the spell. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-rank Scroll Source GM Core pg. 262 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-rank Scroll Source GM Core pg. 262 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-rank Scroll Source GM Core pg. 262 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-rank Scroll Source GM Core pg. 262 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-rank Scroll Source GM Core pg. 262 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-rank Scroll Source GM Core pg. 262 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-rank Scroll Source GM Core pg. 262 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-rank Scroll Source GM Core pg. 262 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-rank Scroll Source GM Core pg. 262 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-rank Scroll Source GM Core pg. 262 Price 8,000 gp ","skill_mod":{},"summary":"This roll of paper or parchment contains a single spell.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=2962","name":"9th-rank Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2962-2834"},{"legacy_name":["Scroll"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2962","weakness":{},"price":800000,"legacy_id":["equipment-640"],"trait":["Consumable","Magical","Scroll"],"id":"equipment-2962-2835","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Magic Scroll Source GM Core pg. 262 Usage held in 1 hand Bulk L Activate Cast A Spell Effect You Cast the Spell at the indicated rank. --- This roll of paper or parchment contains a single spell. Craft Requirements Supply a listed-rank casting of the spell. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > 1st-rank Scroll Source GM Core pg. 262 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > 2nd-rank Scroll Source GM Core pg. 262 Price 12 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > 3rd-rank Scroll Source GM Core pg. 262 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > 4th-rank Scroll Source GM Core pg. 262 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > 5th-rank Scroll Source GM Core pg. 262 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > 6th-rank Scroll Source GM Core pg. 262 Price 300 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > 7th-rank Scroll Source GM Core pg. 262 Price 600 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > 8th-rank Scroll Source GM Core pg. 262 Price 1,300 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > 9th-rank Scroll Source GM Core pg. 262 Price 3,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > 10th-rank Scroll Source GM Core pg. 262 Price 8,000 gp ","skill_mod":{},"summary":"This roll of paper or parchment contains a single spell.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Scrolls","resistance":{},"url":"/Equipment.aspx?ID=2962","name":"10th-rank Scroll","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2962-2835"},{"item_child_id":["equipment-2963-2836","equipment-2963-2837","equipment-2963-2838","equipment-2963-2839","equipment-2963-2840"],"primary_source_category":"Rulebooks","usage":"affixed to a metal weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Magical","Talisman"],"id":"equipment-2963","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Alloy Orb Source GM Core pg. 263 Usage affixed to a metal weapon Activate Single Action (concentrate) --- Although solid, this orb of metal swirls with bright silver and dark iron colors, as if made of liquid. When you activate the alloy orb , select cold iron or silver. The affixed weapon functions as the chosen material for 1 minute, suppressing its original material. Powerful weapons overwhelm the magic of this talisman, and it works only on weapons of 8th level or lower. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Alloy Orb (Low-Grade) Source GM Core pg. 263 Price 10 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Alloy Orb (Standard-Grade) Source GM Core pg. 263 Price 80 gp --- This orb works on weapons of 15th level or lower. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Exquisite Alloy Orb (Standard-Grade) Source GM Core pg. 263 Price 400 gp --- When you activate this orb, you can select adamantine, cold iron, or dawnsilver. This orb works on weapons of 15th level or lower. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Alloy Orb (High-Grade) Source GM Core pg. 263 Price 1,500 gp --- This orb works on weapons of any level. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Exquisite Alloy Orb (High-Grade) Source GM Core pg. 263 Price 4,500 gp --- When you activate this orb, you can select adamantine, cold iron, or dawnsilver. This orb works on weapons of any level.","skill_mod":{},"summary":"Although solid, this orb of metal swirls with bright silver and dark iron colors, as if made of liquid. When you activate the alloy orb , select …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2963","name":"Alloy Orb","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2963"},{"primary_source_category":"Rulebooks","usage":"affixed to a metal weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2963","weakness":{},"price":1000,"trait":["Consumable","Magical","Talisman"],"id":"equipment-2963-2836","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Alloy Orb Source GM Core pg. 263 Usage affixed to a metal weapon Activate Single Action (concentrate) --- Although solid, this orb of metal swirls with bright silver and dark iron colors, as if made of liquid. When you activate the alloy orb , select cold iron or silver. The affixed weapon functions as the chosen material for 1 minute, suppressing its original material. Powerful weapons overwhelm the magic of this talisman, and it works only on weapons of 8th level or lower. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Alloy Orb (Low-Grade) Source GM Core pg. 263 Price 10 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Alloy Orb (Standard-Grade) Source GM Core pg. 263 Price 80 gp --- This orb works on weapons of 15th level or lower. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Exquisite Alloy Orb (Standard-Grade) Source GM Core pg. 263 Price 400 gp --- When you activate this orb, you can select adamantine, cold iron, or dawnsilver. This orb works on weapons of 15th level or lower. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Alloy Orb (High-Grade) Source GM Core pg. 263 Price 1,500 gp --- This orb works on weapons of any level. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Exquisite Alloy Orb (High-Grade) Source GM Core pg. 263 Price 4,500 gp --- When you activate this orb, you can select adamantine, cold iron, or dawnsilver. This orb works on weapons of any level.","skill_mod":{},"summary":"Although solid, this orb of metal swirls with bright silver and dark iron colors, as if made of liquid. When you activate the alloy orb , select …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2963","name":"Alloy Orb (Low-Grade)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2963-2836"},{"primary_source_category":"Rulebooks","usage":"affixed to a metal weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2963","weakness":{},"price":8000,"trait":["Consumable","Magical","Talisman"],"id":"equipment-2963-2837","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Alloy Orb Source GM Core pg. 263 Usage affixed to a metal weapon Activate Single Action (concentrate) --- Although solid, this orb of metal swirls with bright silver and dark iron colors, as if made of liquid. When you activate the alloy orb , select cold iron or silver. The affixed weapon functions as the chosen material for 1 minute, suppressing its original material. Powerful weapons overwhelm the magic of this talisman, and it works only on weapons of 8th level or lower. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Alloy Orb (Low-Grade) Source GM Core pg. 263 Price 10 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Alloy Orb (Standard-Grade) Source GM Core pg. 263 Price 80 gp --- This orb works on weapons of 15th level or lower. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Exquisite Alloy Orb (Standard-Grade) Source GM Core pg. 263 Price 400 gp --- When you activate this orb, you can select adamantine, cold iron, or dawnsilver. This orb works on weapons of 15th level or lower. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Alloy Orb (High-Grade) Source GM Core pg. 263 Price 1,500 gp --- This orb works on weapons of any level. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Exquisite Alloy Orb (High-Grade) Source GM Core pg. 263 Price 4,500 gp --- When you activate this orb, you can select adamantine, cold iron, or dawnsilver. This orb works on weapons of any level.","skill_mod":{},"summary":"This orb works on weapons of 15th level or lower.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2963","name":"Alloy Orb (Standard-Grade)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2963-2837"},{"primary_source_category":"Rulebooks","usage":"affixed to a metal weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2963","weakness":{},"price":40000,"trait":["Uncommon","Consumable","Magical","Talisman"],"id":"equipment-2963-2838","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Alloy Orb Source GM Core pg. 263 Usage affixed to a metal weapon Activate Single Action (concentrate) --- Although solid, this orb of metal swirls with bright silver and dark iron colors, as if made of liquid. When you activate the alloy orb , select cold iron or silver. The affixed weapon functions as the chosen material for 1 minute, suppressing its original material. Powerful weapons overwhelm the magic of this talisman, and it works only on weapons of 8th level or lower. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Alloy Orb (Low-Grade) Source GM Core pg. 263 Price 10 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Alloy Orb (Standard-Grade) Source GM Core pg. 263 Price 80 gp --- This orb works on weapons of 15th level or lower. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Exquisite Alloy Orb (Standard-Grade) Source GM Core pg. 263 Price 400 gp --- When you activate this orb, you can select adamantine, cold iron, or dawnsilver. This orb works on weapons of 15th level or lower. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Alloy Orb (High-Grade) Source GM Core pg. 263 Price 1,500 gp --- This orb works on weapons of any level. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Exquisite Alloy Orb (High-Grade) Source GM Core pg. 263 Price 4,500 gp --- When you activate this orb, you can select adamantine, cold iron, or dawnsilver. This orb works on weapons of any level.","skill_mod":{},"summary":"When you activate this orb, you can select adamantine, cold iron, or dawnsilver. This orb works on weapons of 15th level or lower.","primary_source":"GM Core","trait_group":["Rarity","Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2963","name":"Exquisite Alloy Orb (Standard-Grade)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2963-2838"},{"primary_source_category":"Rulebooks","usage":"affixed to a metal weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2963","weakness":{},"price":150000,"trait":["Consumable","Magical","Talisman"],"id":"equipment-2963-2839","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Alloy Orb Source GM Core pg. 263 Usage affixed to a metal weapon Activate Single Action (concentrate) --- Although solid, this orb of metal swirls with bright silver and dark iron colors, as if made of liquid. When you activate the alloy orb , select cold iron or silver. The affixed weapon functions as the chosen material for 1 minute, suppressing its original material. Powerful weapons overwhelm the magic of this talisman, and it works only on weapons of 8th level or lower. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Alloy Orb (Low-Grade) Source GM Core pg. 263 Price 10 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Alloy Orb (Standard-Grade) Source GM Core pg. 263 Price 80 gp --- This orb works on weapons of 15th level or lower. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Exquisite Alloy Orb (Standard-Grade) Source GM Core pg. 263 Price 400 gp --- When you activate this orb, you can select adamantine, cold iron, or dawnsilver. This orb works on weapons of 15th level or lower. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Alloy Orb (High-Grade) Source GM Core pg. 263 Price 1,500 gp --- This orb works on weapons of any level. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Exquisite Alloy Orb (High-Grade) Source GM Core pg. 263 Price 4,500 gp --- When you activate this orb, you can select adamantine, cold iron, or dawnsilver. This orb works on weapons of any level.","skill_mod":{},"summary":"This orb works on weapons of any level.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2963","name":"Alloy Orb (High-Grade)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2963-2839"},{"primary_source_category":"Rulebooks","usage":"affixed to a metal weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2963","weakness":{},"price":450000,"trait":["Uncommon","Consumable","Magical","Talisman"],"id":"equipment-2963-2840","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Alloy Orb Source GM Core pg. 263 Usage affixed to a metal weapon Activate Single Action (concentrate) --- Although solid, this orb of metal swirls with bright silver and dark iron colors, as if made of liquid. When you activate the alloy orb , select cold iron or silver. The affixed weapon functions as the chosen material for 1 minute, suppressing its original material. Powerful weapons overwhelm the magic of this talisman, and it works only on weapons of 8th level or lower. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Alloy Orb (Low-Grade) Source GM Core pg. 263 Price 10 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Alloy Orb (Standard-Grade) Source GM Core pg. 263 Price 80 gp --- This orb works on weapons of 15th level or lower. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Exquisite Alloy Orb (Standard-Grade) Source GM Core pg. 263 Price 400 gp --- When you activate this orb, you can select adamantine, cold iron, or dawnsilver. This orb works on weapons of 15th level or lower. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Alloy Orb (High-Grade) Source GM Core pg. 263 Price 1,500 gp --- This orb works on weapons of any level. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Exquisite Alloy Orb (High-Grade) Source GM Core pg. 263 Price 4,500 gp --- When you activate this orb, you can select adamantine, cold iron, or dawnsilver. This orb works on weapons of any level.","skill_mod":{},"summary":"When you activate this orb, you can select adamantine, cold iron, or dawnsilver. This orb works on weapons of any level.","primary_source":"GM Core","trait_group":["Rarity","Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2963","name":"Exquisite Alloy Orb (High-Grade)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2963-2840"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":15000,"legacy_id":["equipment-708"],"trait":["Consumable","Magical","Talisman","Visual"],"id":"equipment-2964","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Basilisk Eye Source GM Core pg. 263 Price 150 gp Usage affixed to a shield Activate Free Action (concentrate) Trigger You Shield Block a melee attack with the affixed shield. --- This slimy green stone glows with whenever the shield it adorns blocks a melee attack. When the eye is activated, the attacker must succeed at a DC 25 Fortitude save or become slowed 1 for 1 minute as its body slowly stiffens in partial petrification.\n","skill_mod":{},"summary":"This slimy green stone glows with whenever the shield it adorns blocks a melee attack. When the eye is activated, the attacker must succeed at a DC …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Sense"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You Shield Block a melee attack with the affixed shield.","resistance":{},"url":"/Equipment.aspx?ID=2964","name":"Basilisk Eye","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2964"},{"item_child_id":["equipment-2965-2841","equipment-2965-2842"],"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-201"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2965","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bloodseeker Beak Source GM Core pg. 263 Usage affixed to a weapon Activate Free Action (concentrate) Trigger You hit a off-guard creature with the affixed weapon --- This long, hollow proboscis is harvested from the notorious bloodseeker beast and drips a trickle of blood. When you activate the beak, you deal an extra 1d4 precision damage on your damage roll. If you deal sneak attack damage to the creature, you also deal 1d4 persistent bleed damage. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bloodseeker Beak Source GM Core pg. 263 Price 20 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bloodseeker Beak (Greater) Source GM Core pg. 263 Price 100 gp --- You deal an extra 2d4 precision damage on your damage roll and 2d4 persistent bleed damage if you deal sneak attack damage.","skill_mod":{},"summary":"This long, hollow proboscis is harvested from the notorious bloodseeker beast and drips a trickle of blood. When you activate the beak, you deal an …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You hit a off-guard creature with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=2965","name":"Bloodseeker Beak","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2965"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2965","weakness":{},"price":2000,"legacy_id":["equipment-201"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2965-2841","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bloodseeker Beak Source GM Core pg. 263 Usage affixed to a weapon Activate Free Action (concentrate) Trigger You hit a off-guard creature with the affixed weapon --- This long, hollow proboscis is harvested from the notorious bloodseeker beast and drips a trickle of blood. When you activate the beak, you deal an extra 1d4 precision damage on your damage roll. If you deal sneak attack damage to the creature, you also deal 1d4 persistent bleed damage. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bloodseeker Beak Source GM Core pg. 263 Price 20 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bloodseeker Beak (Greater) Source GM Core pg. 263 Price 100 gp --- You deal an extra 2d4 precision damage on your damage roll and 2d4 persistent bleed damage if you deal sneak attack damage.","skill_mod":{},"summary":"This long, hollow proboscis is harvested from the notorious bloodseeker beast and drips a trickle of blood. When you activate the beak, you deal an …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You hit a off-guard creature with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=2965","name":"Bloodseeker Beak","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2965-2841"},{"legacy_name":["Bloodseeker Beak"],"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2965","weakness":{},"price":10000,"legacy_id":["equipment-201"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2965-2842","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bloodseeker Beak Source GM Core pg. 263 Usage affixed to a weapon Activate Free Action (concentrate) Trigger You hit a off-guard creature with the affixed weapon --- This long, hollow proboscis is harvested from the notorious bloodseeker beast and drips a trickle of blood. When you activate the beak, you deal an extra 1d4 precision damage on your damage roll. If you deal sneak attack damage to the creature, you also deal 1d4 persistent bleed damage. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bloodseeker Beak Source GM Core pg. 263 Price 20 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bloodseeker Beak (Greater) Source GM Core pg. 263 Price 100 gp --- You deal an extra 2d4 precision damage on your damage roll and 2d4 persistent bleed damage if you deal sneak attack damage.","skill_mod":{},"summary":"You deal an extra 2d4 precision damage on your damage roll and 2d4 persistent bleed damage if you deal sneak attack damage.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You hit a off-guard creature with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=2965","name":"Bloodseeker Beak (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2965-2842"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":700,"skill":["Athletics"],"legacy_id":["equipment-202"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2966","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Bronze Bull Pendant Source GM Core pg. 263 Price 7 gp Usage affixed to armor Activate Single Action (concentrate) --- This pendant is forged from grainy steel and depicts a snorting bull's face. The pendant must be attached to the chest area or on a shoulder guard. When you activate the pendant, attempt an Athletics check to Shove with a +1 item bonus to check. Increase the distance you Shove your target to 10 feet on a success or 20 feet on a critical success.\n","skill_mod":{},"summary":"This pendant is forged from grainy steel and depicts a snorting bull's face. The pendant must be attached to the chest area or on a shoulder guard. …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2966","name":"Bronze Bull Pendant","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2966"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":700,"skill":["Medicine"],"legacy_id":["equipment-203"],"trait":["Consumable","Divine","Talisman"],"id":"equipment-2967","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Crying Angel Pendant Source GM Core pg. 263 Price 7 gp Usage affixed to armor Activate Two Actions (concentrate) --- When you activate this alabaster pendant, attempt to Administer First Aid using Medicine with a +1 item bonus to the check. If you succeed, and you were trying to stabilize, the target regains 1 Hit Point, losing the dying condition and becoming conscious as normal. If you succeed, and you were trying to stop bleeding, the bleeding ends.\n","skill_mod":{},"summary":"When you activate this alabaster pendant, attempt to Administer First Aid using Medicine with a +1 item bonus to the check. If you succeed, and you …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2967","name":"Crying Angel Pendant","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2967"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":90000,"legacy_id":["equipment-204"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2968","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Dazing Coil Source GM Core pg. 263 Price 900 gp Usage affixed to a weapon Activate Free Action (concentrate) Trigger You deal damage to an off-guard creature with the affixed weapon --- This knot of copper wire reshapes itself in a new pattern every time its affixed weapon deals damage. When you activate the coil, the damaged creature must succeed at a DC 31 Will save or be stunned 1. If it critically fails, it instead becomes stunned 2.\n","skill_mod":{},"summary":"This knot of copper wire reshapes itself in a new pattern every time its affixed weapon deals damage. When you activate the coil, the damaged …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You deal damage to an off-guard creature with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=2968","name":"Dazing Coil","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2968"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":240000,"legacy_id":["equipment-205"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2969","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Dispelling Sliver Source GM Core pg. 264 Price 2,400 gp Usage affixed to a weapon Activate Free Action (concentrate) Trigger Your Strike damages a target --- Made from a treated sliver of cold iron, this talisman allows you to counteract magical effects. When you activate the dispelling sliver, it attempts to counteract a single spell active on the target (counteract modifier +29), with the effects of an 8th-rank dispel magic spell. If you activate the talisman on a successful Dispelling Slice, the talisman attempts to counteract all spells active on the target, in addition to your attempt from Dispelling Slice.\n","skill_mod":{},"summary":"Made from a treated sliver of cold iron, this talisman allows you to counteract magical effects. When you activate the dispelling sliver, it attempts …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"Your Strike damages a target","resistance":{},"url":"/Equipment.aspx?ID=2969","name":"Dispelling Sliver","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2969"},{"item_child_id":["equipment-2970-2843","equipment-2970-2844"],"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-206"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2970","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Dragon Turtle Scale Source GM Core pg. 264 Usage affixed to armor Activate Single Action (concentrate) Requirement You're trained in Athletics. --- This shimmering green scale is usually attached to a golden clasp or chain. When you activate the scale, for 1 minute you gain a swim Speed equal to half your land Speed. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Dragon Turtle Scale Source GM Core pg. 264 Price 13 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragon Turtle Scale (Greater) Source GM Core pg. 264 Price 75 gp --- The swim Speed is equal to your land Speed.","skill_mod":{},"summary":"This shimmering green scale is usually attached to a golden clasp or chain. When you activate the scale, for 1 minute you gain a swim Speed equal to …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're trained in Athletics. ","resistance":{},"url":"/Equipment.aspx?ID=2970","name":"Dragon Turtle Scale","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2970"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2970","weakness":{},"price":1300,"legacy_id":["equipment-206"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2970-2843","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Dragon Turtle Scale Source GM Core pg. 264 Usage affixed to armor Activate Single Action (concentrate) Requirement You're trained in Athletics. --- This shimmering green scale is usually attached to a golden clasp or chain. When you activate the scale, for 1 minute you gain a swim Speed equal to half your land Speed. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Dragon Turtle Scale Source GM Core pg. 264 Price 13 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragon Turtle Scale (Greater) Source GM Core pg. 264 Price 75 gp --- The swim Speed is equal to your land Speed.","skill_mod":{},"summary":"This shimmering green scale is usually attached to a golden clasp or chain. When you activate the scale, for 1 minute you gain a swim Speed equal to …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2970","name":"Dragon Turtle Scale","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2970-2843"},{"legacy_name":["Dragon Turtle Scale"],"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2970","weakness":{},"price":7500,"legacy_id":["equipment-206"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2970-2844","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Dragon Turtle Scale Source GM Core pg. 264 Usage affixed to armor Activate Single Action (concentrate) Requirement You're trained in Athletics. --- This shimmering green scale is usually attached to a golden clasp or chain. When you activate the scale, for 1 minute you gain a swim Speed equal to half your land Speed. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Dragon Turtle Scale Source GM Core pg. 264 Price 13 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragon Turtle Scale (Greater) Source GM Core pg. 264 Price 75 gp --- The swim Speed is equal to your land Speed.","skill_mod":{},"summary":"The swim Speed is equal to your land Speed.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2970","name":"Dragon Turtle Scale (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2970-2844"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":700,"legacy_id":["equipment-207"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2971","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Effervescent Ampoule Source GM Core pg. 264 Price 7 gp Usage affixed to armor Activate Single Action (manipulate) Requirement You're trained in Acrobatics --- Light spring water fizzes and bubbles within this small glass globe, spilling onto the affixed armor when activated. Until the end of your turn, you can move across water and other liquids as if they were solid ground. Your movement does not trigger any device or hazard that relies on a weight-sensitive pressure plate or similar device. When the ampoule's effect ends, you sink, fall, break through flimsy ground, or land on pressure plates as normal for your current location.\n","skill_mod":{},"summary":"Light spring water fizzes and bubbles within this small glass globe, spilling onto the affixed armor when activated. Until the end of your turn, you …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're trained in Acrobatics","resistance":{},"url":"/Equipment.aspx?ID=2971","name":"Effervescent Ampoule","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2971"},{"item_child_id":["equipment-2972-2845","equipment-2972-2846"],"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-208"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2972","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Emerald Grasshopper Source GM Core pg. 264 Usage affixed to armor Activate Single Action (concentrate) Requirement You are trained in Athletics --- This metal grasshopper studded with emeralds is usually clasped to the legs of a suit of armor. When you activate it, make a Leap, traveling up to 40 feet horizontally and up to 10 feet vertically. If you don't end your jump on solid ground, you flutter in the air until the end of your turn, then fall harmlessly at a rate of 60 feet per round until you reach the ground. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Emerald Grasshopper Source GM Core pg. 264 Price 30 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Emerald Grasshopper (Greater) Source GM Core pg. 264 Price 150 gp --- The distance of your Leap is up to 100 feet horizontally and up to 30 feet vertically. This benefit applies to any other Leaps you make before the end of your turn.","skill_mod":{},"summary":"This metal grasshopper studded with emeralds is usually clasped to the legs of a suit of armor. When you activate it, make a Leap , traveling up to …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are trained in Athletics","resistance":{},"url":"/Equipment.aspx?ID=2972","name":"Emerald Grasshopper","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2972"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2972","weakness":{},"price":3000,"legacy_id":["equipment-208"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2972-2845","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Emerald Grasshopper Source GM Core pg. 264 Usage affixed to armor Activate Single Action (concentrate) Requirement You are trained in Athletics --- This metal grasshopper studded with emeralds is usually clasped to the legs of a suit of armor. When you activate it, make a Leap, traveling up to 40 feet horizontally and up to 10 feet vertically. If you don't end your jump on solid ground, you flutter in the air until the end of your turn, then fall harmlessly at a rate of 60 feet per round until you reach the ground. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Emerald Grasshopper Source GM Core pg. 264 Price 30 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Emerald Grasshopper (Greater) Source GM Core pg. 264 Price 150 gp --- The distance of your Leap is up to 100 feet horizontally and up to 30 feet vertically. This benefit applies to any other Leaps you make before the end of your turn.","skill_mod":{},"summary":"This metal grasshopper studded with emeralds is usually clasped to the legs of a suit of armor. When you activate it, make a Leap , traveling up to …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2972","name":"Emerald Grasshopper","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2972-2845"},{"legacy_name":["Emerald Grasshopper"],"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2972","weakness":{},"price":15000,"legacy_id":["equipment-208"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2972-2846","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Emerald Grasshopper Source GM Core pg. 264 Usage affixed to armor Activate Single Action (concentrate) Requirement You are trained in Athletics --- This metal grasshopper studded with emeralds is usually clasped to the legs of a suit of armor. When you activate it, make a Leap, traveling up to 40 feet horizontally and up to 10 feet vertically. If you don't end your jump on solid ground, you flutter in the air until the end of your turn, then fall harmlessly at a rate of 60 feet per round until you reach the ground. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Emerald Grasshopper Source GM Core pg. 264 Price 30 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Emerald Grasshopper (Greater) Source GM Core pg. 264 Price 150 gp --- The distance of your Leap is up to 100 feet horizontally and up to 30 feet vertically. This benefit applies to any other Leaps you make before the end of your turn.","skill_mod":{},"summary":"The distance of your Leap is up to 100 feet horizontally and up to 30 feet vertically. This benefit applies to any other Leaps you make before the …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2972","name":"Emerald Grasshopper (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2972-2846"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":40000,"legacy_id":["equipment-209"],"trait":["Consumable","Fortune","Magical","Talisman"],"id":"equipment-2973","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Eye of Apprehension Source GM Core pg. 264 Price 400 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You are about to roll Perception for initiative but haven't rolled yet Requirement You are a master in Perception --- This round piece of cymophane's silky inclusion makes it look like a cat's eye. While affixed, it makes you jittery. When you activate it, roll Perception twice and use the higher result.\n","skill_mod":{},"summary":"This round piece of cymophane's silky inclusion makes it look like a cat's eye. While affixed, it makes you jittery. When you activate it, roll …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are a master in Perception","trigger":"You are about to roll Perception for initiative but haven't rolled yet","resistance":{},"url":"/Equipment.aspx?ID=2973","name":"Eye of Apprehension","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2973"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":32000,"legacy_id":["equipment-210"],"trait":["Consumable","Illusion","Magical","Talisman"],"id":"equipment-2974","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Fade Band Source GM Core pg. 264 Price 320 gp Usage affixed to armor Activate Free Action (concentrate) Trigger An attack misses you Requirement You are trained in Stealth --- This thin, silvery wire wraps around your armor. When you activate the band, it casts a 2nd-rank invisibility spell on you.\n","skill_mod":{},"summary":"This thin, silvery wire wraps around your armor. When you activate the band, it casts a 2nd-rank invisibility spell on you.","primary_source":"GM Core","trait_group":["Equipment","School","Monster","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are trained in Stealth","trigger":"An attack misses you","resistance":{},"url":"/Equipment.aspx?ID=2974","name":"Fade Band","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2974"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2000,"legacy_id":["equipment-211"],"trait":["Consumable","Emotion","Fear","Magical","Mental","Talisman"],"id":"equipment-2975","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Fear Gem Source GM Core pg. 264 Price 20 gp Usage affixed to a weapon Activate Two Actions (concentrate) --- Dark smoke seems to writhe within this obsidian gem. When you activate the gem, make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit. If you have the Intimidating Strike feat, increase the frightened condition value caused by the Strike to frightened 2, or frightened 3 on a critical hit.\n","skill_mod":{},"summary":"Dark smoke seems to writhe within this obsidian gem. When you activate the gem, make a melee Strike. If you hit and deal damage, the target is …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2975","name":"Fear Gem","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2975"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":800,"legacy_id":["equipment-212"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2976","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Feather Step Stone Source GM Core pg. 264 Price 8 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You Stride or Step Requirement You are trained in Acrobatics --- This stone, usually shaped as a cabochon, is a small chunk of amber with a bit of feather or a flying insect caught within it. When you activate the stone, you ignore the effects of any difficult terrain and greater difficult terrain you move through until the end of your turn.\n","skill_mod":{},"summary":"This stone, usually shaped as a cabochon, is a small chunk of amber with a bit of feather or a flying insect caught within it. When you activate the …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are trained in Acrobatics","trigger":"You Stride or Step","resistance":{},"url":"/Equipment.aspx?ID=2976","name":"Feather Step Stone","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2976"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":10000,"legacy_id":["equipment-214"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2977","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Gallows Tooth Source GM Core pg. 265 Price 100 gp Usage affixed to a weapon Activate Single Action (manipulate) --- This grisly molar hangs from a cord threaded through a hole just above its dried, exposed root. When you activate this talisman, make a melee Strike against an adjacent creature. That creature is off-guard against the Strike and until the end of your turn.\n","skill_mod":{},"summary":"This grisly molar hangs from a cord threaded through a hole just above its dried, exposed root. When you activate this talisman, make a melee Strike …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2977","name":"Gallows Tooth","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2977"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":180000,"legacy_id":["equipment-215"],"trait":["Consumable","Illusion","Occult","Talisman"],"id":"equipment-2978","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Ghost Dust Source GM Core pg. 265 Price 1,800 gp Usage affixed to armor Activate Single Action (concentrate) Requirement You are trained in Stealth --- This small vial is filled with a grayish-green dust rendered from dried ectoplasm. When you activate the dust, it casts a 4th-rank invisibility spell on you. You may then Stride or Step. You can instead Burrow, Climb, Fly, or Swim if you have the corresponding Speed.\n","skill_mod":{},"summary":"This small vial is filled with a grayish-green dust rendered from dried ectoplasm. When you activate the dust, it casts a 4th-rank invisibility …","primary_source":"GM Core","trait_group":["Equipment","School","Monster","Tradition"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are trained in Stealth","resistance":{},"url":"/Equipment.aspx?ID=2978","name":"Ghost Dust","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2978"},{"item_child_id":["equipment-2979-2847","equipment-2979-2848"],"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-216"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2979","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Grim Trophy Source GM Core pg. 265 Usage affixed to armor Activate Single Action (concentrate) --- This talisman comes in many forms, most often a severed piece of a humanoid creature displayed in some gruesome manner. When you activate the trophy, make an Intimidation check to Demoralize up to two targets, comparing your Intimidation check result to both of their DCs <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Grim Trophy Source GM Core pg. 265 Price 55 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Grim Trophy (Greater) Source GM Core pg. 265 Price 250 gp --- You can Demoralize up to three targets, comparing your Intimidation check result to all three of their DCs.","skill_mod":{},"summary":"This talisman comes in many forms, most often a severed piece of a humanoid creature displayed in some gruesome manner. When you activate the trophy, …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2979","name":"Grim Trophy","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2979"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2979","weakness":{},"price":5500,"legacy_id":["equipment-216"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2979-2847","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Grim Trophy Source GM Core pg. 265 Usage affixed to armor Activate Single Action (concentrate) --- This talisman comes in many forms, most often a severed piece of a humanoid creature displayed in some gruesome manner. When you activate the trophy, make an Intimidation check to Demoralize up to two targets, comparing your Intimidation check result to both of their DCs <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Grim Trophy Source GM Core pg. 265 Price 55 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Grim Trophy (Greater) Source GM Core pg. 265 Price 250 gp --- You can Demoralize up to three targets, comparing your Intimidation check result to all three of their DCs.","skill_mod":{},"summary":"This talisman comes in many forms, most often a severed piece of a humanoid creature displayed in some gruesome manner. When you activate the trophy, …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2979","name":"Grim Trophy","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2979-2847"},{"legacy_name":["Grim Trophy"],"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2979","weakness":{},"price":25000,"legacy_id":["equipment-216"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2979-2848","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Grim Trophy Source GM Core pg. 265 Usage affixed to armor Activate Single Action (concentrate) --- This talisman comes in many forms, most often a severed piece of a humanoid creature displayed in some gruesome manner. When you activate the trophy, make an Intimidation check to Demoralize up to two targets, comparing your Intimidation check result to both of their DCs <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Grim Trophy Source GM Core pg. 265 Price 55 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Grim Trophy (Greater) Source GM Core pg. 265 Price 250 gp --- You can Demoralize up to three targets, comparing your Intimidation check result to all three of their DCs.","skill_mod":{},"summary":"You can Demoralize up to three targets, comparing your Intimidation check result to all three of their DCs.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2979","name":"Grim Trophy (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2979-2848"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":5000,"legacy_id":["equipment-218"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2980","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Iron Cube Source GM Core pg. 265 Price 50 gp Usage affixed to a weapon Activate Two Actions (concentrate) --- This cube of blackened iron is affixed to a weapon with an iron chain. When you activate the cube, make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If this knocks the target prone, the target takes 2d6 bludgeoning damage from the force of the impact. If you're wielding a two-handed melee weapon, you can ignore Trip's requirement that you have a free hand. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them. If you have the Knockdown feat, ignore the normal size restrictions for the Trip and increase the damage dice if you knock the target prone to the damage die of your weapon if it's higher than d6.\n","skill_mod":{},"summary":"This cube of blackened iron is affixed to a weapon with an iron chain. When you activate the cube, make a melee Strike. If it hits and deals damage, …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2980","name":"Iron Cube","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-2980"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":17500,"legacy_id":["equipment-221"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2981","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Iron Medallion Source GM Core pg. 265 Price 175 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You attempt a Will save against a fear effect but haven't rolled yet --- This small medallion is shaped like a shield. When you activate it, you gain a +2 status bonus to the triggering save and other saves against fear for 1 minute. On the triggering save, if the outcome of your roll is a failure, you get a success instead. If the outcome is a critical failure, you get a failure instead.\n","skill_mod":{},"summary":"This small medallion is shaped like a shield. When you activate it, you gain a +2 status bonus to the triggering save and other saves against fear …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You attempt a Will save against a fear effect but haven't rolled yet","resistance":{},"url":"/Equipment.aspx?ID=2981","name":"Iron Medallion","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2981"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":600,"legacy_id":["equipment-223"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2982","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Jade Cat Source GM Core pg. 265 Price 6 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You fall or attempt an Acrobatics check to Balance Requirement You are trained in Acrobatics --- A thumb-sized feline carved of rare stone, the jade cat is typically worn as a pendant upon a suit of armor. For 1 minute after you activate the cat, you treat all falls as 20 feet shorter, you are not off-guard when you Balance, and narrow surfaces and uneven ground are not difficult terrain for you.\n","skill_mod":{},"summary":"A thumb-sized feline carved of rare stone, the jade cat is typically worn as a pendant upon a suit of armor. For 1 minute after you activate the …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are trained in Acrobatics","trigger":"You fall or attempt an Acrobatics check to Balance","resistance":{},"url":"/Equipment.aspx?ID=2982","name":"Jade Cat","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2982"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield or weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":52500,"legacy_id":["equipment-224"],"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-2983","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Mending Lattice Source GM Core pg. 266 Price 525 gp Usage affixed to a shield or weapon Activate Free Action (concentrate) Trigger The affixed item would take damage Requirement You are trained in Crafting --- This lattice of reinforced iron is shaped into a perfect octagon. When you activate it, it negates the damage and instantly and completely repairs the affixed item.\n","skill_mod":{},"summary":"This lattice of reinforced iron is shaped into a perfect octagon. When you activate it, it negates the damage and instantly and completely repairs …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are trained in Crafting","trigger":"The affixed item would take damage","resistance":{},"url":"/Equipment.aspx?ID=2983","name":"Mending Lattice","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-2983"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":700,"legacy_id":["equipment-225"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2984","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Mesmerizing Opal Source GM Core pg. 266 Price 7 gp Usage affixed to armor Activate Single Action (concentrate) --- This silver-bound opal pendant is afire with iridescence. When you activate it, attempt a Deception check to Feint. If the outcome is a success, you get a critical success instead. If the outcome is a critical failure, you get a failure instead.\n","skill_mod":{},"summary":"This silver-bound opal pendant is afire with iridescence. When you activate it, attempt a Deception check to Feint . If the outcome is a success, …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2984","name":"Mesmerizing Opal","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2984"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":600,"skill":["Athletics"],"legacy_id":["equipment-226"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2985","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Monkey Pin Source GM Core pg. 266 Price 6 gp Usage affixed to armor Activate Single Action (concentrate) --- This small brass pin is shaped like a monkey climbing a tree. When you activate this talisman, use a Climb action with a +1 item bonus on the check. On this check and until the end of your turn, if you succeed on an Athletics check to Climb, you move your full Speed during the Climb. If you roll a critical failure, you get a failure instead.\n","skill_mod":{},"summary":"This small brass pin is shaped like a monkey climbing a tree. When you activate this talisman, use a Climb action with a +1 item bonus on the …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2985","name":"Monkey Pin","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2985"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":17500,"legacy_id":["equipment-227"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2986","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Mummified Bat Source GM Core pg. 266 Price 175 gp Usage affixed to a weapon Activate Single Action (concentrate) --- This talisman is the magically treated corpse of a tiny bat bound in papyrus. When activated, the affixed weapon detects vibrations around you and guides your perception. For 1 minute, you don't need to succeed at a flat check to target concealed creatures. You're not off-guard to creatures that are hidden from you (unless you're off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature. While you're adjacent to an undetected creature of your level or lower, it's instead only hidden from you. If you have the Blind-Fight feat, you gain imprecise echolocation with a range of 30 feet for 1 minute. This makes creatures that would be undetected by you because you can't see them hidden instead.\n","skill_mod":{},"summary":"This talisman is the magically treated corpse of a tiny bat bound in papyrus. When activated, the affixed weapon detects vibrations around you and …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2986","name":"Mummified Bat","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2986"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":6600,"legacy_id":["equipment-228"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2987","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Murderer's Knot Source GM Core pg. 266 Price 66 gp Usage affixed to a weapon Activate Free Action (concentrate) Trigger You damage an off-guard creature with a Strike using the affixed weapon. --- This black strand of leather is tied to look like a peace knot when the weapon is worn, but it doesn't hamper drawing the weapon. When you activate the knot, the creature you damaged takes 1d6 persistent bleed damage and is off-guard until the bleed ends. If you have the Twist the Knife feat, the talisman instead deals persistent bleed damage equal to your sneak attack damage.\n","skill_mod":{},"summary":"This black strand of leather is tied to look like a peace knot when the weapon is worn, but it doesn't hamper drawing the weapon. When you activate …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You damage an off-guard creature with a Strike using the affixed weapon.","resistance":{},"url":"/Equipment.aspx?ID=2987","name":"Murderer's Knot","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2987"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":700,"skill":["Stealth"],"legacy_id":["equipment-229"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2988","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Onyx Panther Source GM Core pg. 266 Price 7 gp Usage affixed to armor Activate Single Action (concentrate) --- This beautiful black pebble is sculpted into a stylized panther shape. When you activate it, use a Sneak action with a +1 item bonus to the check. You can move your full Speed (instead of half) on this Sneak action and any others you take this turn.\n","skill_mod":{},"summary":"This beautiful black pebble is sculpted into a stylized panther shape. When you activate it, use a Sneak action with a +1 item bonus to the check. …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2988","name":"Onyx Panther","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2988"},{"item_child_id":["equipment-2989-2849","equipment-2989-2850","equipment-2989-2851"],"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-231"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2989","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Potency Crystal Source GM Core pg. 266 Usage affixed to a weapon Activate Free Action (concentrate) Trigger You make an attack with the affixed weapon, but you haven't rolled yet --- This fluorite crystal glows with a strange phosphorescence. When you activate the crystal, the weapon becomes a +1 striking weapon on the Strike and until the end of this turn, gaining a +1 item bonus to the attack roll and increasing the damage to two weapon damage dice. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Potency Crystal Source GM Core pg. 266 Price 4 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Potency Crystal (Greater) Source GM Core pg. 266 Price 150 gp --- The weapon becomes a +2 greater striking weapon for the rest of the turn, gaining a +2 item bonus to the attack roll and increasing the damage to three weapon damage dice. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Potency Crystal (Major) Source GM Core pg. 266 Price 1,300 gp --- The weapon becomes a +3 major striking weapon for the rest of the turn, gaining a +3 item bonus to the attack roll and increasing the damage to four weapon damage dice.","skill_mod":{},"summary":"This fluorite crystal glows with a strange phosphorescence. When you activate the crystal, the weapon becomes a +1 striking weapon on the Strike …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You make an attack with the affixed weapon, but you haven't rolled yet","resistance":{},"url":"/Equipment.aspx?ID=2989","name":"Potency Crystal","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2989"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2989","weakness":{},"price":400,"legacy_id":["equipment-231"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2989-2849","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Potency Crystal Source GM Core pg. 266 Usage affixed to a weapon Activate Free Action (concentrate) Trigger You make an attack with the affixed weapon, but you haven't rolled yet --- This fluorite crystal glows with a strange phosphorescence. When you activate the crystal, the weapon becomes a +1 striking weapon on the Strike and until the end of this turn, gaining a +1 item bonus to the attack roll and increasing the damage to two weapon damage dice. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Potency Crystal Source GM Core pg. 266 Price 4 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Potency Crystal (Greater) Source GM Core pg. 266 Price 150 gp --- The weapon becomes a +2 greater striking weapon for the rest of the turn, gaining a +2 item bonus to the attack roll and increasing the damage to three weapon damage dice. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Potency Crystal (Major) Source GM Core pg. 266 Price 1,300 gp --- The weapon becomes a +3 major striking weapon for the rest of the turn, gaining a +3 item bonus to the attack roll and increasing the damage to four weapon damage dice.","skill_mod":{},"summary":"This fluorite crystal glows with a strange phosphorescence. When you activate the crystal, the weapon becomes a +1 striking weapon on the Strike …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You make an attack with the affixed weapon, but you haven't rolled yet","resistance":{},"url":"/Equipment.aspx?ID=2989","name":"Potency Crystal","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2989-2849"},{"legacy_name":["Potency Crystal"],"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2989","weakness":{},"price":15000,"legacy_id":["equipment-231"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2989-2850","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Potency Crystal Source GM Core pg. 266 Usage affixed to a weapon Activate Free Action (concentrate) Trigger You make an attack with the affixed weapon, but you haven't rolled yet --- This fluorite crystal glows with a strange phosphorescence. When you activate the crystal, the weapon becomes a +1 striking weapon on the Strike and until the end of this turn, gaining a +1 item bonus to the attack roll and increasing the damage to two weapon damage dice. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Potency Crystal Source GM Core pg. 266 Price 4 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Potency Crystal (Greater) Source GM Core pg. 266 Price 150 gp --- The weapon becomes a +2 greater striking weapon for the rest of the turn, gaining a +2 item bonus to the attack roll and increasing the damage to three weapon damage dice. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Potency Crystal (Major) Source GM Core pg. 266 Price 1,300 gp --- The weapon becomes a +3 major striking weapon for the rest of the turn, gaining a +3 item bonus to the attack roll and increasing the damage to four weapon damage dice.","skill_mod":{},"summary":"The weapon becomes a +2 greater striking weapon for the rest of the turn, gaining a +2 item bonus to the attack roll and increasing the damage to …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You make an attack with the affixed weapon, but you haven't rolled yet","resistance":{},"url":"/Equipment.aspx?ID=2989","name":"Potency Crystal (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2989-2850"},{"legacy_name":["Potency Crystal"],"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-2989","weakness":{},"price":130000,"legacy_id":["equipment-231"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2989-2851","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Potency Crystal Source GM Core pg. 266 Usage affixed to a weapon Activate Free Action (concentrate) Trigger You make an attack with the affixed weapon, but you haven't rolled yet --- This fluorite crystal glows with a strange phosphorescence. When you activate the crystal, the weapon becomes a +1 striking weapon on the Strike and until the end of this turn, gaining a +1 item bonus to the attack roll and increasing the damage to two weapon damage dice. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Potency Crystal Source GM Core pg. 266 Price 4 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Potency Crystal (Greater) Source GM Core pg. 266 Price 150 gp --- The weapon becomes a +2 greater striking weapon for the rest of the turn, gaining a +2 item bonus to the attack roll and increasing the damage to three weapon damage dice. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Potency Crystal (Major) Source GM Core pg. 266 Price 1,300 gp --- The weapon becomes a +3 major striking weapon for the rest of the turn, gaining a +3 item bonus to the attack roll and increasing the damage to four weapon damage dice.","skill_mod":{},"summary":"The weapon becomes a +3 major striking weapon for the rest of the turn, gaining a +3 item bonus to the attack roll and increasing the damage to four …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You make an attack with the affixed weapon, but you haven't rolled yet","resistance":{},"url":"/Equipment.aspx?ID=2989","name":"Potency Crystal (Major)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2989-2851"},{"legacy_name":["Owlbear Claw"],"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":300,"legacy_id":["equipment-230"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2990","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Predator's Claw Source GM Core pg. 266 Price 3 gp Usage affixed to a weapon Activate Free Action (concentrate) Trigger You critically succeed at an attack roll with the affixed weapon. --- This claw set in an iron clasp and chain is usually that of a large predator. When you activate the claw, the triggering attack gains the weapon's critical specialization effect.\n","skill_mod":{},"summary":"This claw set in an iron clasp and chain is usually that of a large predator. When you activate the claw, the triggering attack gains the weapon's …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You critically succeed at an attack roll with the affixed weapon.","resistance":{},"url":"/Equipment.aspx?ID=2990","name":"Predator's Claw","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2990"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":700,"skill":["Athletics"],"legacy_id":["equipment-232"],"trait":["Consumable","Force","Magical","Talisman"],"id":"equipment-2991","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Savior Spike Source GM Core pg. 267 Price 7 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You attempt to Grab an Edge but haven't rolled --- This pyramid-shaped spike is attached to an armor's chest piece. When you activate the spike, it shoots a strand of force to help you gain purchase, giving you a +1 item bonus to the check. If you roll a success on the triggering attempt, you get a critical success instead. If you roll a critical failure, you get a failure instead.\n","skill_mod":{},"summary":"This pyramid-shaped spike is attached to an armor's chest piece. When you activate the spike, it shoots a strand of force to help you gain purchase, …","primary_source":"GM Core","trait_group":["Equipment","Energy","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You attempt to Grab an Edge but haven't rolled","resistance":{},"url":"/Equipment.aspx?ID=2991","name":"Savior Spike","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2991"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2300,"legacy_id":["equipment-233"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2992","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Shark Tooth Charm Source GM Core pg. 267 Price 23 gp Usage affixed to armor Activate Single Action (concentrate) --- This dried-seaweed bracelet is lined with charms shaped like small shark teeth. When you activate the bracelet, attempt to Escape using Acrobatics with a +1 item bonus to the check. If you roll a success, you get a critical success instead (if you roll a critical failure, you get a failure instead). If you fail the Acrobatics check against a grabbing creature, the creature must either release you as a free action or take 2d8 piercing damage as shark's teeth momentarily emerge from your skin.\n","skill_mod":{},"summary":"This dried-seaweed bracelet is lined with charms shaped like small shark teeth. When you activate the bracelet, attempt to Escape using Acrobatics …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=2992","name":"Shark Tooth Charm","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2992"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2200,"legacy_id":["equipment-234"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2993","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Sneaky Key Source GM Core pg. 267 Price 22 gp Usage affixed to armor Activate Single Action (manipulate) Requirement You are trained in Thievery --- This small silver skeleton key can be pinned to armor or a sleeve. When you turn the key to activate it, you gain a +1 status bonus to Thievery checks to Pick a Lock for 1 minute. The first time you get a success or critical success on an attempt to Pick a Lock, you achieve one additional success toward opening a complex lock.\n","skill_mod":{},"summary":"This small silver skeleton key can be pinned to armor or a sleeve. When you turn the key to activate it, you gain a +1 status bonus to Thievery …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are trained in Thievery","resistance":{},"url":"/Equipment.aspx?ID=2993","name":"Sneaky Key","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-2993"},{"primary_source_category":"Rulebooks","usage":"affixed to a shield","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":7000,"legacy_id":["equipment-235"],"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-2994","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Swift Block Cabochon Source GM Core pg. 267 Price 70 gp Usage affixed to a shield Activate Reaction (concentrate) Trigger You take damage from a physical attack while you don't have the affixed shield raised --- This clear quartz cabochon attaches to the center of your shield. When you activate the cabochon, use the Shield Block reaction even if you don't have the shield raised and even if you don't normally have that reaction. Increase the shield's Hardness by 5 against the triggering attack. The shield remains raised after the block.\n","skill_mod":{},"summary":"This clear quartz cabochon attaches to the center of your shield. When you activate the cabochon, use the Shield Block reaction even if you don't …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You take damage from a physical attack while you don't have the affixed shield raised","resistance":{},"url":"/Equipment.aspx?ID=2994","name":"Swift Block Cabochon","actions_number":1,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"equipment-2994"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":3000,"legacy_id":["equipment-236"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2995","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Tiger Menuki Source GM Core pg. 267 Price 30 gp Usage affixed to a weapon Activate Free Action (concentrate) Trigger You Strike with the affixed weapon --- This tiger formed of pewter snarls viciously from your weapon's grip. When you activate the tiger, the weapon gains the forceful and sweep traits on the triggering Strike and all other Strikes for 1 minute.\n","skill_mod":{},"summary":"This tiger formed of pewter snarls viciously from your weapon's grip. When you activate the tiger, the weapon gains the forceful and sweep traits …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You Strike with the affixed weapon","resistance":{},"url":"/Equipment.aspx?ID=2995","name":"Tiger Menuki","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2995"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":16000,"legacy_id":["equipment-237"],"trait":["Consumable","Illusion","Magical","Talisman"],"id":"equipment-2996","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Vanishing Coin Source GM Core pg. 267 Price 160 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You attempt a Stealth check for initiative, but you haven't rolled yet Requirement You are trained in Stealth --- This copper coin dangles from a leather strip strung through a hole drilled in the center. Until activated, the coin becomes invisible for a few seconds at random intervals every few minutes. When you activate the coin, it casts a 2nd-rank invisibility spell on you, lasting until the end of your next turn.\n","skill_mod":{},"summary":"This copper coin dangles from a leather strip strung through a hole drilled in the center. Until activated, the coin becomes invisible for a few …","primary_source":"GM Core","trait_group":["Equipment","School","Monster","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are trained in Stealth","trigger":"You attempt a Stealth check for initiative, but you haven't rolled yet","resistance":{},"url":"/Equipment.aspx?ID=2996","name":"Vanishing Coin","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2996"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"duration":24,"weakness":{},"saving_throw":"Fortitude DC 32","price":85000,"legacy_id":["equipment-238"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2997","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Viper's Fang Source GM Core pg. 267 Price 850 gp Usage affixed to a weapon Activate Reaction (concentrate) Trigger A creature within your reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a moving action it's using Requirement You are a master with the affixed weapon --- When you activate this resin-strengthened viper skull, make a melee Strike against the triggering creature. If you have Reactive Strike, you can activate the viper's fang as a free action. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. If you hit with this attack, the creature is exposed to viper fang venom. Viper Fang Venom (poison); Saving Throw Fortitude DC 32; Maximum Duration 4 rounds; Stage 1 3d10 poison damage and enfeebled 1.\n","skill_mod":{},"summary":"When you activate this resin-strengthened viper skull, make a melee Strike against the triggering creature. If you have Reactive Strike, you can …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You are a master with the affixed weapon","trigger":"A creature within your reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a moving action it's using","resistance":{},"url":"/Equipment.aspx?ID=2997","stage":["3d10 poison damage and enfeebled 1."],"name":"Viper's Fang","actions_number":1,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"equipment-2997"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":400,"legacy_id":["equipment-239"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-2998","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Wolf Fang Source GM Core pg. 267 Price 4 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You successfully Trip a foe --- This wolf canine is bound in a strip of leather and tied to a buckle or strap on a suit of armor. When you activate the fang, you deal bludgeoning damage equal to your Strength modifier to the target of your Trip.\n","skill_mod":{},"summary":"This wolf canine is bound in a strip of leather and tied to a buckle or strap on a suit of armor. When you activate the fang, you deal bludgeoning …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You successfully Trip a foe","resistance":{},"url":"/Equipment.aspx?ID=2998","name":"Wolf Fang","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-2998"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":7500,"legacy_id":["equipment-240"],"trait":["Consumable","Magical","Mental","Uncommon"],"id":"equipment-2999","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Candle of Truth Source GM Core pg. 268 Price 75 gp Usage held in 1 hand Activate Single Action (manipulate) --- This tapered candle has a golden wick that burns with white fire. You activate the candle by lighting it, which causes creatures within 10 feet of the candle to find it difficult to tell falsehoods. Creatures in the area receive a –4 status penalty to Lie. In addition, when first entering the affected area, each creature (including you) must succeed at a DC 26 Will save or be unable to tell any deliberate lies while within 10 feet of the lit candle. This lasts for as long as the candle is lit. Once lit, the candle burns for 10 minutes, and it cannot be extinguished.\n","skill_mod":{},"summary":"This tapered candle has a golden wick that burns with white fire. You activate the candle by lighting it, which causes creatures within 10 feet of …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=2999","name":"Candle of Truth","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-2999"},{"legacy_name":["Necklace of Fireballs"],"item_child_id":["equipment-3000-2852","equipment-3000-2853","equipment-3000-2854","equipment-3000-2855","equipment-3000-2856","equipment-3000-2857","equipment-3000-2858","equipment-3000-2859"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-449"],"trait":["Consumable","Fire","Magical"],"id":"equipment-3000","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Frozen Lava Source GM Core pg. 268 Usage held in 1 hand Activate Single Action (manipulate) --- This blueberry-sized bead appears to be a sphere of glass with a flickering light at its core. In truth, the “glass” is a bubble of solidified time magic, containing suspended lava at the exact point before a volcanic eruption. When activated, it becomes a tiny beacon of bright light before unleashing its power. After you Activate frozen lava , it quickly heats up. If you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. If no one hurls the bead by the start of your next turn, it pops like an ostentatious but harmless firework. Frozen lava comes in many varieties, made of lava taken from notable volcanoes on Golarion and across the planes. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Frozen Lava Source GM Core pg. 268 Price 30 gp --- 5d6 damage (DC 21) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Frozen Lava of Blackpeak Source GM Core pg. 268 Price 70 gp --- 7d6 damage (DC 25) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Frozen Lava of Pale Mountain Source GM Core pg. 268 Price 150 gp --- 9d6 damage (DC 27) <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Frozen Lava of Mhar Massif Source GM Core pg. 268 Price 300 gp --- 11d6 damage (DC 30) <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Frozen Lava of Droskar's Crag Source GM Core pg. 268 Price 600 gp --- 13d6 damage (DC 32) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Frozen Lava of Ka Source GM Core pg. 268 Price 1,300 gp --- 15d6 damage (DC 36) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Frozen Lava of Sakalayo Source GM Core pg. 268 Price 3,000 gp --- 17d6 damage (DC 39) <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Frozen Lava of Barrowsiege Source GM Core pg. 268 Price 8,000 gp --- 19d6 damage (DC 43)","element":["Fire"],"skill_mod":{},"summary":"This blueberry-sized bead appears to be a sphere of glass with a flickering light at its core. In truth, the “glass” is a bubble of solidified time …","primary_source":"GM Core","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3000","name":"Frozen Lava","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3000"},{"legacy_name":["Necklace of Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3000","weakness":{},"price":3000,"legacy_id":["equipment-449"],"trait":["Consumable","Fire","Magical"],"id":"equipment-3000-2852","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Frozen Lava Source GM Core pg. 268 Usage held in 1 hand Activate Single Action (manipulate) --- This blueberry-sized bead appears to be a sphere of glass with a flickering light at its core. In truth, the “glass” is a bubble of solidified time magic, containing suspended lava at the exact point before a volcanic eruption. When activated, it becomes a tiny beacon of bright light before unleashing its power. After you Activate frozen lava , it quickly heats up. If you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. If no one hurls the bead by the start of your next turn, it pops like an ostentatious but harmless firework. Frozen lava comes in many varieties, made of lava taken from notable volcanoes on Golarion and across the planes. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Frozen Lava Source GM Core pg. 268 Price 30 gp --- 5d6 damage (DC 21) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Frozen Lava of Blackpeak Source GM Core pg. 268 Price 70 gp --- 7d6 damage (DC 25) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Frozen Lava of Pale Mountain Source GM Core pg. 268 Price 150 gp --- 9d6 damage (DC 27) <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Frozen Lava of Mhar Massif Source GM Core pg. 268 Price 300 gp --- 11d6 damage (DC 30) <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Frozen Lava of Droskar's Crag Source GM Core pg. 268 Price 600 gp --- 13d6 damage (DC 32) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Frozen Lava of Ka Source GM Core pg. 268 Price 1,300 gp --- 15d6 damage (DC 36) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Frozen Lava of Sakalayo Source GM Core pg. 268 Price 3,000 gp --- 17d6 damage (DC 39) <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Frozen Lava of Barrowsiege Source GM Core pg. 268 Price 8,000 gp --- 19d6 damage (DC 43)","element":["Fire"],"skill_mod":{},"summary":"5d6 damage (DC 21)","primary_source":"GM Core","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3000","name":"Frozen Lava","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3000-2852"},{"legacy_name":["Necklace of Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3000","weakness":{},"price":7000,"legacy_id":["equipment-449"],"trait":["Consumable","Fire","Magical"],"id":"equipment-3000-2853","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Frozen Lava Source GM Core pg. 268 Usage held in 1 hand Activate Single Action (manipulate) --- This blueberry-sized bead appears to be a sphere of glass with a flickering light at its core. In truth, the “glass” is a bubble of solidified time magic, containing suspended lava at the exact point before a volcanic eruption. When activated, it becomes a tiny beacon of bright light before unleashing its power. After you Activate frozen lava , it quickly heats up. If you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. If no one hurls the bead by the start of your next turn, it pops like an ostentatious but harmless firework. Frozen lava comes in many varieties, made of lava taken from notable volcanoes on Golarion and across the planes. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Frozen Lava Source GM Core pg. 268 Price 30 gp --- 5d6 damage (DC 21) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Frozen Lava of Blackpeak Source GM Core pg. 268 Price 70 gp --- 7d6 damage (DC 25) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Frozen Lava of Pale Mountain Source GM Core pg. 268 Price 150 gp --- 9d6 damage (DC 27) <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Frozen Lava of Mhar Massif Source GM Core pg. 268 Price 300 gp --- 11d6 damage (DC 30) <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Frozen Lava of Droskar's Crag Source GM Core pg. 268 Price 600 gp --- 13d6 damage (DC 32) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Frozen Lava of Ka Source GM Core pg. 268 Price 1,300 gp --- 15d6 damage (DC 36) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Frozen Lava of Sakalayo Source GM Core pg. 268 Price 3,000 gp --- 17d6 damage (DC 39) <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Frozen Lava of Barrowsiege Source GM Core pg. 268 Price 8,000 gp --- 19d6 damage (DC 43)","element":["Fire"],"skill_mod":{},"summary":"7d6 damage (DC 25)","primary_source":"GM Core","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3000","name":"Frozen Lava of Blackpeak","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3000-2853"},{"legacy_name":["Necklace of Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3000","weakness":{},"price":15000,"legacy_id":["equipment-449"],"trait":["Consumable","Fire","Magical"],"id":"equipment-3000-2854","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Frozen Lava Source GM Core pg. 268 Usage held in 1 hand Activate Single Action (manipulate) --- This blueberry-sized bead appears to be a sphere of glass with a flickering light at its core. In truth, the “glass” is a bubble of solidified time magic, containing suspended lava at the exact point before a volcanic eruption. When activated, it becomes a tiny beacon of bright light before unleashing its power. After you Activate frozen lava , it quickly heats up. If you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. If no one hurls the bead by the start of your next turn, it pops like an ostentatious but harmless firework. Frozen lava comes in many varieties, made of lava taken from notable volcanoes on Golarion and across the planes. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Frozen Lava Source GM Core pg. 268 Price 30 gp --- 5d6 damage (DC 21) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Frozen Lava of Blackpeak Source GM Core pg. 268 Price 70 gp --- 7d6 damage (DC 25) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Frozen Lava of Pale Mountain Source GM Core pg. 268 Price 150 gp --- 9d6 damage (DC 27) <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Frozen Lava of Mhar Massif Source GM Core pg. 268 Price 300 gp --- 11d6 damage (DC 30) <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Frozen Lava of Droskar's Crag Source GM Core pg. 268 Price 600 gp --- 13d6 damage (DC 32) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Frozen Lava of Ka Source GM Core pg. 268 Price 1,300 gp --- 15d6 damage (DC 36) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Frozen Lava of Sakalayo Source GM Core pg. 268 Price 3,000 gp --- 17d6 damage (DC 39) <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Frozen Lava of Barrowsiege Source GM Core pg. 268 Price 8,000 gp --- 19d6 damage (DC 43)","element":["Fire"],"skill_mod":{},"summary":"9d6 damage (DC 27)","primary_source":"GM Core","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3000","name":"Frozen Lava of Pale Mountain","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3000-2854"},{"legacy_name":["Necklace of Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3000","weakness":{},"price":30000,"legacy_id":["equipment-449"],"trait":["Consumable","Fire","Magical"],"id":"equipment-3000-2855","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Frozen Lava Source GM Core pg. 268 Usage held in 1 hand Activate Single Action (manipulate) --- This blueberry-sized bead appears to be a sphere of glass with a flickering light at its core. In truth, the “glass” is a bubble of solidified time magic, containing suspended lava at the exact point before a volcanic eruption. When activated, it becomes a tiny beacon of bright light before unleashing its power. After you Activate frozen lava , it quickly heats up. If you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. If no one hurls the bead by the start of your next turn, it pops like an ostentatious but harmless firework. Frozen lava comes in many varieties, made of lava taken from notable volcanoes on Golarion and across the planes. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Frozen Lava Source GM Core pg. 268 Price 30 gp --- 5d6 damage (DC 21) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Frozen Lava of Blackpeak Source GM Core pg. 268 Price 70 gp --- 7d6 damage (DC 25) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Frozen Lava of Pale Mountain Source GM Core pg. 268 Price 150 gp --- 9d6 damage (DC 27) <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Frozen Lava of Mhar Massif Source GM Core pg. 268 Price 300 gp --- 11d6 damage (DC 30) <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Frozen Lava of Droskar's Crag Source GM Core pg. 268 Price 600 gp --- 13d6 damage (DC 32) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Frozen Lava of Ka Source GM Core pg. 268 Price 1,300 gp --- 15d6 damage (DC 36) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Frozen Lava of Sakalayo Source GM Core pg. 268 Price 3,000 gp --- 17d6 damage (DC 39) <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Frozen Lava of Barrowsiege Source GM Core pg. 268 Price 8,000 gp --- 19d6 damage (DC 43)","element":["Fire"],"skill_mod":{},"summary":"11d6 damage (DC 30)","primary_source":"GM Core","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3000","name":"Frozen Lava of Mhar Massif","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3000-2855"},{"legacy_name":["Necklace of Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3000","weakness":{},"price":60000,"legacy_id":["equipment-449"],"trait":["Consumable","Fire","Magical"],"id":"equipment-3000-2856","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Frozen Lava Source GM Core pg. 268 Usage held in 1 hand Activate Single Action (manipulate) --- This blueberry-sized bead appears to be a sphere of glass with a flickering light at its core. In truth, the “glass” is a bubble of solidified time magic, containing suspended lava at the exact point before a volcanic eruption. When activated, it becomes a tiny beacon of bright light before unleashing its power. After you Activate frozen lava , it quickly heats up. If you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. If no one hurls the bead by the start of your next turn, it pops like an ostentatious but harmless firework. Frozen lava comes in many varieties, made of lava taken from notable volcanoes on Golarion and across the planes. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Frozen Lava Source GM Core pg. 268 Price 30 gp --- 5d6 damage (DC 21) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Frozen Lava of Blackpeak Source GM Core pg. 268 Price 70 gp --- 7d6 damage (DC 25) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Frozen Lava of Pale Mountain Source GM Core pg. 268 Price 150 gp --- 9d6 damage (DC 27) <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Frozen Lava of Mhar Massif Source GM Core pg. 268 Price 300 gp --- 11d6 damage (DC 30) <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Frozen Lava of Droskar's Crag Source GM Core pg. 268 Price 600 gp --- 13d6 damage (DC 32) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Frozen Lava of Ka Source GM Core pg. 268 Price 1,300 gp --- 15d6 damage (DC 36) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Frozen Lava of Sakalayo Source GM Core pg. 268 Price 3,000 gp --- 17d6 damage (DC 39) <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Frozen Lava of Barrowsiege Source GM Core pg. 268 Price 8,000 gp --- 19d6 damage (DC 43)","element":["Fire"],"skill_mod":{},"summary":"13d6 damage (DC 32)","primary_source":"GM Core","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3000","name":"Frozen Lava of Droskar's Crag","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3000-2856"},{"legacy_name":["Necklace of Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3000","weakness":{},"price":130000,"legacy_id":["equipment-449"],"trait":["Consumable","Fire","Magical"],"id":"equipment-3000-2857","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Frozen Lava Source GM Core pg. 268 Usage held in 1 hand Activate Single Action (manipulate) --- This blueberry-sized bead appears to be a sphere of glass with a flickering light at its core. In truth, the “glass” is a bubble of solidified time magic, containing suspended lava at the exact point before a volcanic eruption. When activated, it becomes a tiny beacon of bright light before unleashing its power. After you Activate frozen lava , it quickly heats up. If you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. If no one hurls the bead by the start of your next turn, it pops like an ostentatious but harmless firework. Frozen lava comes in many varieties, made of lava taken from notable volcanoes on Golarion and across the planes. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Frozen Lava Source GM Core pg. 268 Price 30 gp --- 5d6 damage (DC 21) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Frozen Lava of Blackpeak Source GM Core pg. 268 Price 70 gp --- 7d6 damage (DC 25) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Frozen Lava of Pale Mountain Source GM Core pg. 268 Price 150 gp --- 9d6 damage (DC 27) <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Frozen Lava of Mhar Massif Source GM Core pg. 268 Price 300 gp --- 11d6 damage (DC 30) <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Frozen Lava of Droskar's Crag Source GM Core pg. 268 Price 600 gp --- 13d6 damage (DC 32) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Frozen Lava of Ka Source GM Core pg. 268 Price 1,300 gp --- 15d6 damage (DC 36) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Frozen Lava of Sakalayo Source GM Core pg. 268 Price 3,000 gp --- 17d6 damage (DC 39) <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Frozen Lava of Barrowsiege Source GM Core pg. 268 Price 8,000 gp --- 19d6 damage (DC 43)","element":["Fire"],"skill_mod":{},"summary":"15d6 damage (DC 36)","primary_source":"GM Core","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3000","name":"Frozen Lava of Ka","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3000-2857"},{"legacy_name":["Necklace of Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3000","weakness":{},"price":300000,"legacy_id":["equipment-449"],"trait":["Consumable","Fire","Magical"],"id":"equipment-3000-2858","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Frozen Lava Source GM Core pg. 268 Usage held in 1 hand Activate Single Action (manipulate) --- This blueberry-sized bead appears to be a sphere of glass with a flickering light at its core. In truth, the “glass” is a bubble of solidified time magic, containing suspended lava at the exact point before a volcanic eruption. When activated, it becomes a tiny beacon of bright light before unleashing its power. After you Activate frozen lava , it quickly heats up. If you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. If no one hurls the bead by the start of your next turn, it pops like an ostentatious but harmless firework. Frozen lava comes in many varieties, made of lava taken from notable volcanoes on Golarion and across the planes. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Frozen Lava Source GM Core pg. 268 Price 30 gp --- 5d6 damage (DC 21) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Frozen Lava of Blackpeak Source GM Core pg. 268 Price 70 gp --- 7d6 damage (DC 25) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Frozen Lava of Pale Mountain Source GM Core pg. 268 Price 150 gp --- 9d6 damage (DC 27) <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Frozen Lava of Mhar Massif Source GM Core pg. 268 Price 300 gp --- 11d6 damage (DC 30) <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Frozen Lava of Droskar's Crag Source GM Core pg. 268 Price 600 gp --- 13d6 damage (DC 32) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Frozen Lava of Ka Source GM Core pg. 268 Price 1,300 gp --- 15d6 damage (DC 36) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Frozen Lava of Sakalayo Source GM Core pg. 268 Price 3,000 gp --- 17d6 damage (DC 39) <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Frozen Lava of Barrowsiege Source GM Core pg. 268 Price 8,000 gp --- 19d6 damage (DC 43)","element":["Fire"],"skill_mod":{},"summary":"17d6 damage (DC 39)","primary_source":"GM Core","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3000","name":"Frozen Lava of Sakalayo","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3000-2858"},{"legacy_name":["Necklace of Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3000","weakness":{},"price":800000,"legacy_id":["equipment-449"],"trait":["Consumable","Fire","Magical"],"id":"equipment-3000-2859","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Frozen Lava Source GM Core pg. 268 Usage held in 1 hand Activate Single Action (manipulate) --- This blueberry-sized bead appears to be a sphere of glass with a flickering light at its core. In truth, the “glass” is a bubble of solidified time magic, containing suspended lava at the exact point before a volcanic eruption. When activated, it becomes a tiny beacon of bright light before unleashing its power. After you Activate frozen lava , it quickly heats up. If you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. If no one hurls the bead by the start of your next turn, it pops like an ostentatious but harmless firework. Frozen lava comes in many varieties, made of lava taken from notable volcanoes on Golarion and across the planes. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Frozen Lava Source GM Core pg. 268 Price 30 gp --- 5d6 damage (DC 21) <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Frozen Lava of Blackpeak Source GM Core pg. 268 Price 70 gp --- 7d6 damage (DC 25) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Frozen Lava of Pale Mountain Source GM Core pg. 268 Price 150 gp --- 9d6 damage (DC 27) <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Frozen Lava of Mhar Massif Source GM Core pg. 268 Price 300 gp --- 11d6 damage (DC 30) <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Frozen Lava of Droskar's Crag Source GM Core pg. 268 Price 600 gp --- 13d6 damage (DC 32) <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Frozen Lava of Ka Source GM Core pg. 268 Price 1,300 gp --- 15d6 damage (DC 36) <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Frozen Lava of Sakalayo Source GM Core pg. 268 Price 3,000 gp --- 17d6 damage (DC 39) <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Frozen Lava of Barrowsiege Source GM Core pg. 268 Price 8,000 gp --- 19d6 damage (DC 43)","element":["Fire"],"skill_mod":{},"summary":"19d6 damage (DC 43)","primary_source":"GM Core","trait_group":["Equipment","Energy","Elemental","Planar","Monster","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3000","name":"Frozen Lava of Barrowsiege","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3000-2859"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":300,"legacy_id":["equipment-245"],"trait":["Consumable","Divine","Holy","Splash"],"id":"equipment-3001","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Holy Water Source GM Core pg. 268 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action Strike --- This vial contains water blessed by a benevolent deity. You activate a vial of holy water by throwing it as a Strike. It's a simple thrown weapon with a range increment of 20 feet. Holy water deals 1d6 spirit damage and 1 spirit splash damage. Holy water can damage only creatures with the unholy trait.\n","skill_mod":{},"summary":"This vial contains water blessed by a benevolent deity. You activate a vial of holy water by throwing it as a Strike. It's a simple thrown weapon …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3001","name":"Holy Water","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3001"},{"legacy_name":["Feather Token"],"item_child_id":["equipment-3002-2860","equipment-3002-2861","equipment-3002-2862","equipment-3002-2863","equipment-3002-2864","equipment-3002-3769"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-244"],"trait":["Consumable","Expandable","Magical"],"id":"equipment-3002","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Marvelous Miniature Source GM Core pg. 268 Usage held in 1 hand Activate Single Action (manipulate) --- Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniatur e causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Marvelous Miniature (Boat) Source GM Core pg. 268 Price 76 gp --- This miniature can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a cutter. The cutter lasts 1 day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Marvelous Miniature (Campfire) Source GM Core pg. 268 Price 1 gp --- When activated, this miniature transforms into an active campfire. The campfire doesn't require attending and remains fully lit for 8 hours, though it can be quenched as any other campfire. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Marvelous Miniature (Chest) Source GM Core pg. 268 Price 10 gp --- When you use this miniature, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Marvelous Miniature (Horse) Source GM Core pg. 268 Price 13 gp --- When activated, this miniature transforms into a horse. The horse can't attack or use reactions, but otherwise uses all the statistics of a riding horse and follows your basic commands. The horse doesn't need to eat or drink. After 8 hours, it reverts back to miniature form, then crumbles to dust. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Marvelous Miniature (Ladder) Source GM Core pg. 268 Price 3 gp --- When activated, this miniature transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Marvelous Miniature (Swift Sparrow) May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 210 Price 6 gp Usage held in 1 hand --- When activated, this miniature transforms into a seemingly mundane sparrow. The sparrow flies to a destination of your choice within 200 feet that you can see, then Seeks in a 30-foot burst using your Perception modifier before returning. The sparrow then unravels into a small map of the area it perceived, including any creatures it saw. The map is rudimentary and doesn't reveal anything the sparrow failed to perceive.","skill_mod":{},"summary":"Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3002","name":"Marvelous Miniature","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3002"},{"legacy_name":["Feather Token (Swan Boat)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3002","weakness":{},"price":7600,"legacy_id":["equipment-244"],"trait":["Consumable","Expandable","Magical"],"id":"equipment-3002-2860","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Marvelous Miniature Source GM Core pg. 268 Usage held in 1 hand Activate Single Action (manipulate) --- Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniatur e causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Marvelous Miniature (Boat) Source GM Core pg. 268 Price 76 gp --- This miniature can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a cutter. The cutter lasts 1 day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Marvelous Miniature (Campfire) Source GM Core pg. 268 Price 1 gp --- When activated, this miniature transforms into an active campfire. The campfire doesn't require attending and remains fully lit for 8 hours, though it can be quenched as any other campfire. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Marvelous Miniature (Chest) Source GM Core pg. 268 Price 10 gp --- When you use this miniature, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Marvelous Miniature (Horse) Source GM Core pg. 268 Price 13 gp --- When activated, this miniature transforms into a horse. The horse can't attack or use reactions, but otherwise uses all the statistics of a riding horse and follows your basic commands. The horse doesn't need to eat or drink. After 8 hours, it reverts back to miniature form, then crumbles to dust. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Marvelous Miniature (Ladder) Source GM Core pg. 268 Price 3 gp --- When activated, this miniature transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Marvelous Miniature (Swift Sparrow) May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 210 Price 6 gp Usage held in 1 hand --- When activated, this miniature transforms into a seemingly mundane sparrow. The sparrow flies to a destination of your choice within 200 feet that you can see, then Seeks in a 30-foot burst using your Perception modifier before returning. The sparrow then unravels into a small map of the area it perceived, including any creatures it saw. The map is rudimentary and doesn't reveal anything the sparrow failed to perceive.","skill_mod":{},"summary":"This miniature can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a cutter . The cutter …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3002","name":"Marvelous Miniature (Boat)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3002-2860"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3002","weakness":{},"price":100,"trait":["Consumable","Expandable","Magical"],"id":"equipment-3002-2861","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Marvelous Miniature Source GM Core pg. 268 Usage held in 1 hand Activate Single Action (manipulate) --- Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniatur e causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Marvelous Miniature (Boat) Source GM Core pg. 268 Price 76 gp --- This miniature can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a cutter. The cutter lasts 1 day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Marvelous Miniature (Campfire) Source GM Core pg. 268 Price 1 gp --- When activated, this miniature transforms into an active campfire. The campfire doesn't require attending and remains fully lit for 8 hours, though it can be quenched as any other campfire. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Marvelous Miniature (Chest) Source GM Core pg. 268 Price 10 gp --- When you use this miniature, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Marvelous Miniature (Horse) Source GM Core pg. 268 Price 13 gp --- When activated, this miniature transforms into a horse. The horse can't attack or use reactions, but otherwise uses all the statistics of a riding horse and follows your basic commands. The horse doesn't need to eat or drink. After 8 hours, it reverts back to miniature form, then crumbles to dust. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Marvelous Miniature (Ladder) Source GM Core pg. 268 Price 3 gp --- When activated, this miniature transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Marvelous Miniature (Swift Sparrow) May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 210 Price 6 gp Usage held in 1 hand --- When activated, this miniature transforms into a seemingly mundane sparrow. The sparrow flies to a destination of your choice within 200 feet that you can see, then Seeks in a 30-foot burst using your Perception modifier before returning. The sparrow then unravels into a small map of the area it perceived, including any creatures it saw. The map is rudimentary and doesn't reveal anything the sparrow failed to perceive.","skill_mod":{},"summary":"When activated, this miniature transforms into an active campfire. The campfire doesn't require attending and remains fully lit for 8 hours, though …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3002","name":"Marvelous Miniature (Campfire)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3002-2861"},{"legacy_name":["Feather Token (Chest)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3002","weakness":{},"price":1000,"legacy_id":["equipment-244"],"trait":["Consumable","Expandable","Magical"],"id":"equipment-3002-2862","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Marvelous Miniature Source GM Core pg. 268 Usage held in 1 hand Activate Single Action (manipulate) --- Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniatur e causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Marvelous Miniature (Boat) Source GM Core pg. 268 Price 76 gp --- This miniature can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a cutter. The cutter lasts 1 day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Marvelous Miniature (Campfire) Source GM Core pg. 268 Price 1 gp --- When activated, this miniature transforms into an active campfire. The campfire doesn't require attending and remains fully lit for 8 hours, though it can be quenched as any other campfire. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Marvelous Miniature (Chest) Source GM Core pg. 268 Price 10 gp --- When you use this miniature, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Marvelous Miniature (Horse) Source GM Core pg. 268 Price 13 gp --- When activated, this miniature transforms into a horse. The horse can't attack or use reactions, but otherwise uses all the statistics of a riding horse and follows your basic commands. The horse doesn't need to eat or drink. After 8 hours, it reverts back to miniature form, then crumbles to dust. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Marvelous Miniature (Ladder) Source GM Core pg. 268 Price 3 gp --- When activated, this miniature transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Marvelous Miniature (Swift Sparrow) May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 210 Price 6 gp Usage held in 1 hand --- When activated, this miniature transforms into a seemingly mundane sparrow. The sparrow flies to a destination of your choice within 200 feet that you can see, then Seeks in a 30-foot burst using your Perception modifier before returning. The sparrow then unravels into a small map of the area it perceived, including any creatures it saw. The map is rudimentary and doesn't reveal anything the sparrow failed to perceive.","skill_mod":{},"summary":"When you use this miniature, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3002","name":"Marvelous Miniature (Chest)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3002-2862"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3002","weakness":{},"price":1300,"trait":["Consumable","Expandable","Magical"],"id":"equipment-3002-2863","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Marvelous Miniature Source GM Core pg. 268 Usage held in 1 hand Activate Single Action (manipulate) --- Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniatur e causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Marvelous Miniature (Boat) Source GM Core pg. 268 Price 76 gp --- This miniature can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a cutter. The cutter lasts 1 day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Marvelous Miniature (Campfire) Source GM Core pg. 268 Price 1 gp --- When activated, this miniature transforms into an active campfire. The campfire doesn't require attending and remains fully lit for 8 hours, though it can be quenched as any other campfire. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Marvelous Miniature (Chest) Source GM Core pg. 268 Price 10 gp --- When you use this miniature, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Marvelous Miniature (Horse) Source GM Core pg. 268 Price 13 gp --- When activated, this miniature transforms into a horse. The horse can't attack or use reactions, but otherwise uses all the statistics of a riding horse and follows your basic commands. The horse doesn't need to eat or drink. After 8 hours, it reverts back to miniature form, then crumbles to dust. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Marvelous Miniature (Ladder) Source GM Core pg. 268 Price 3 gp --- When activated, this miniature transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Marvelous Miniature (Swift Sparrow) May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 210 Price 6 gp Usage held in 1 hand --- When activated, this miniature transforms into a seemingly mundane sparrow. The sparrow flies to a destination of your choice within 200 feet that you can see, then Seeks in a 30-foot burst using your Perception modifier before returning. The sparrow then unravels into a small map of the area it perceived, including any creatures it saw. The map is rudimentary and doesn't reveal anything the sparrow failed to perceive.","skill_mod":{},"summary":"When activated, this miniature transforms into a horse. The horse can't attack or use reactions, but otherwise uses all the statistics of a riding …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3002","name":"Marvelous Miniature (Horse)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3002-2863"},{"legacy_name":["Feather Token (Ladder)"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3002","weakness":{},"price":300,"legacy_id":["equipment-244"],"trait":["Consumable","Expandable","Magical"],"id":"equipment-3002-2864","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Marvelous Miniature Source GM Core pg. 268 Usage held in 1 hand Activate Single Action (manipulate) --- Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniatur e causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Marvelous Miniature (Boat) Source GM Core pg. 268 Price 76 gp --- This miniature can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a cutter. The cutter lasts 1 day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Marvelous Miniature (Campfire) Source GM Core pg. 268 Price 1 gp --- When activated, this miniature transforms into an active campfire. The campfire doesn't require attending and remains fully lit for 8 hours, though it can be quenched as any other campfire. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Marvelous Miniature (Chest) Source GM Core pg. 268 Price 10 gp --- When you use this miniature, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Marvelous Miniature (Horse) Source GM Core pg. 268 Price 13 gp --- When activated, this miniature transforms into a horse. The horse can't attack or use reactions, but otherwise uses all the statistics of a riding horse and follows your basic commands. The horse doesn't need to eat or drink. After 8 hours, it reverts back to miniature form, then crumbles to dust. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Marvelous Miniature (Ladder) Source GM Core pg. 268 Price 3 gp --- When activated, this miniature transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Marvelous Miniature (Swift Sparrow) May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 210 Price 6 gp Usage held in 1 hand --- When activated, this miniature transforms into a seemingly mundane sparrow. The sparrow flies to a destination of your choice within 200 feet that you can see, then Seeks in a 30-foot burst using your Perception modifier before returning. The sparrow then unravels into a small map of the area it perceived, including any creatures it saw. The map is rudimentary and doesn't reveal anything the sparrow failed to perceive.","skill_mod":{},"summary":"When activated, this miniature transforms permanently into a 20-foot-long wooden ladder.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3002","name":"Marvelous Miniature (Ladder)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3002-2864"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3002","weakness":{},"primary_source_group":"Hellbreakers","price":600,"trait":["Uncommon","Consumable","Expandable","Magical"],"id":"equipment-3002-3769","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Marvelous Miniature Source GM Core pg. 268 Usage held in 1 hand Activate Single Action (manipulate) --- Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniatur e causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Marvelous Miniature (Boat) Source GM Core pg. 268 Price 76 gp --- This miniature can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a cutter. The cutter lasts 1 day. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Marvelous Miniature (Campfire) Source GM Core pg. 268 Price 1 gp --- When activated, this miniature transforms into an active campfire. The campfire doesn't require attending and remains fully lit for 8 hours, though it can be quenched as any other campfire. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Marvelous Miniature (Chest) Source GM Core pg. 268 Price 10 gp --- When you use this miniature, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Marvelous Miniature (Horse) Source GM Core pg. 268 Price 13 gp --- When activated, this miniature transforms into a horse. The horse can't attack or use reactions, but otherwise uses all the statistics of a riding horse and follows your basic commands. The horse doesn't need to eat or drink. After 8 hours, it reverts back to miniature form, then crumbles to dust. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Marvelous Miniature (Ladder) Source GM Core pg. 268 Price 3 gp --- When activated, this miniature transforms permanently into a 20-foot-long wooden ladder. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Marvelous Miniature (Swift Sparrow) May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 210 Price 6 gp Usage held in 1 hand --- When activated, this miniature transforms into a seemingly mundane sparrow. The sparrow flies to a destination of your choice within 200 feet that you can see, then Seeks in a 30-foot burst using your Perception modifier before returning. The sparrow then unravels into a small map of the area it perceived, including any creatures it saw. The map is rudimentary and doesn't reveal anything the sparrow failed to perceive.","skill_mod":{},"summary":"When activated, this miniature transforms into a seemingly mundane sparrow. The sparrow flies to a destination of your choice within 200 feet that …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Rarity","Equipment","Mechanics"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3002","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Marvelous Miniature (Swift Sparrow)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3002-3769"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":300,"legacy_id":["equipment-247"],"trait":["Consumable","Magical"],"id":"equipment-3003","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Runestone Source GM Core pg. 269 Price 3 gp Usage held in 1 hand Bulk L --- This flat piece of hard stone is specially prepared for etching a magical fundamental rune or property rune. You can etch only one rune upon a stone. When a rune is transferred from the runestone to another object, the runestone cracks and is destroyed. The Price listed is for an empty stone; a stone holding a rune adds the Price of the rune.\n","skill_mod":{},"summary":"This flat piece of hard stone is specially prepared for etching a magical fundamental rune or property rune. You can etch only one rune upon a stone. …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3003","name":"Runestone","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3003"},{"item_child_id":["equipment-3004-2865","equipment-3004-2866","equipment-3004-2867"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Magical","Plant","Uncommon"],"id":"equipment-3004","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Spirit Bulb Source GM Core pg. 269 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- This magical bulb is harvested from an ancient grove rich in primal plant magic. When you activate the bulb, you either eat it to have it cast a 5th-rank plant form spell affecting you, or plant it in the ground next to you to have it cast a 5th-rank summon plant or fungus spell. If you choose the summoning option, the plant or fungus appears where you planted the bulb, and you can Sustain the activation to keep control of the creature. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Spirit Bulb Source GM Core pg. 269 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spirit Bulb (Greater) Source GM Core pg. 269 Price 300 gp --- The spell is 6th rank. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Spirit Bulb (Major) Source GM Core pg. 269 Price 500 gp --- The spell is 7th rank.","skill_mod":{},"summary":"This magical bulb is harvested from an ancient grove rich in primal plant magic. When you activate the bulb, you either eat it to have it cast a …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Creature Type","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3004","name":"Spirit Bulb","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3004"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3004","weakness":{},"price":20000,"trait":["Consumable","Magical","Plant","Uncommon"],"id":"equipment-3004-2865","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Spirit Bulb Source GM Core pg. 269 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- This magical bulb is harvested from an ancient grove rich in primal plant magic. When you activate the bulb, you either eat it to have it cast a 5th-rank plant form spell affecting you, or plant it in the ground next to you to have it cast a 5th-rank summon plant or fungus spell. If you choose the summoning option, the plant or fungus appears where you planted the bulb, and you can Sustain the activation to keep control of the creature. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Spirit Bulb Source GM Core pg. 269 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spirit Bulb (Greater) Source GM Core pg. 269 Price 300 gp --- The spell is 6th rank. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Spirit Bulb (Major) Source GM Core pg. 269 Price 500 gp --- The spell is 7th rank.","skill_mod":{},"summary":"This magical bulb is harvested from an ancient grove rich in primal plant magic. When you activate the bulb, you either eat it to have it cast a …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Creature Type","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3004","name":"Spirit Bulb","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3004-2865"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3004","weakness":{},"price":30000,"trait":["Consumable","Magical","Plant","Uncommon"],"id":"equipment-3004-2866","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Spirit Bulb Source GM Core pg. 269 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- This magical bulb is harvested from an ancient grove rich in primal plant magic. When you activate the bulb, you either eat it to have it cast a 5th-rank plant form spell affecting you, or plant it in the ground next to you to have it cast a 5th-rank summon plant or fungus spell. If you choose the summoning option, the plant or fungus appears where you planted the bulb, and you can Sustain the activation to keep control of the creature. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Spirit Bulb Source GM Core pg. 269 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spirit Bulb (Greater) Source GM Core pg. 269 Price 300 gp --- The spell is 6th rank. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Spirit Bulb (Major) Source GM Core pg. 269 Price 500 gp --- The spell is 7th rank.","skill_mod":{},"summary":"The spell is 6th rank.","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Creature Type","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3004","name":"Spirit Bulb (Greater)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3004-2866"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3004","weakness":{},"price":50000,"trait":["Consumable","Magical","Plant","Uncommon"],"id":"equipment-3004-2867","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Spirit Bulb Source GM Core pg. 269 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- This magical bulb is harvested from an ancient grove rich in primal plant magic. When you activate the bulb, you either eat it to have it cast a 5th-rank plant form spell affecting you, or plant it in the ground next to you to have it cast a 5th-rank summon plant or fungus spell. If you choose the summoning option, the plant or fungus appears where you planted the bulb, and you can Sustain the activation to keep control of the creature. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Spirit Bulb Source GM Core pg. 269 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spirit Bulb (Greater) Source GM Core pg. 269 Price 300 gp --- The spell is 6th rank. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Spirit Bulb (Major) Source GM Core pg. 269 Price 500 gp --- The spell is 7th rank.","skill_mod":{},"summary":"The spell is 7th rank.","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Creature Type","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3004","name":"Spirit Bulb (Major)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3004-2867"},{"legacy_name":["Javelin of Lightning"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":11000,"legacy_id":["equipment-246"],"trait":["Consumable","Electricity","Magical"],"id":"equipment-3005","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Trident of Lightning Source GM Core pg. 269 Price 110 gp Usage held in 1 hand Bulk L Activate Two Actions (concentrate, manipulate) --- This item looks like a normal trident carved with Gozren motifs. If thrown without being activated, it wobbles in the air and fails to strike true. When you Activate the trident, the carvings crackle with electricity. You then hurl the trident. It shatters immediately after leaving your hand and unleashes its magic as a 4th-rank lightning bolt originating from your space. The bolt deals 5d12 electricity damage and has a basic Reflex save DC of 25.\n","skill_mod":{},"summary":"This item looks like a normal trident carved with Gozren motifs. If thrown without being activated, it wobbles in the air and fails to strike true. …","primary_source":"GM Core","trait_group":["Equipment","Energy","Monster","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3005","name":"Trident of Lightning","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3005"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":300,"legacy_id":["equipment-248"],"trait":["Consumable","Divine","Splash","Unholy"],"id":"equipment-3006","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Unholy Water Source GM Core pg. 269 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action Strike --- A malicious deity's malice lies within this vial of water. You activate a vial of unholy water by throwing it as a Strike. It's a simple thrown weapon with a range increment of 20 feet. Unholy water deals 1d6 spirit damage and 1 spirit splash damage. Unholy water can damage only creatures with the holy trait.\n","skill_mod":{},"summary":"A malicious deity's malice lies within this vial of water. You activate a vial of unholy water by throwing it as a Strike. It's a simple thrown …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3006","name":"Unholy Water","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3006"},{"legacy_name":["Belt of Regeneration"],"primary_source_category":"Rulebooks","usage":"worn belt","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1500000,"legacy_id":["equipment-399"],"trait":["Apex","Invested","Magical"],"id":"equipment-3007","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Belt of Long Life Source GM Core pg. 270 Price 15,000 gp Usage worn belt --- This thick leather belt is engraved with imagery of an ancient tree. You gain 15 temporary Hit Points the first time you invest the belt in a day. When you invest the belt, you either increase your Constitution modifier by 1 or increase it to +4, whichever would give you a higher value. Activate—Call Upon the Ancient Life Single Action (manipulate) Frequency once per day; Effect You draw upon the life- giving energy of the tree on the belt to gain rapid healing. For 2d4 rounds, at the start of your turn each round, you recover 15 Hit Points.\n","skill_mod":{},"summary":"This thick leather belt is engraved with imagery of an ancient tree. You gain 15 temporary Hit Points the first time you invest the belt in a day. …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3007","name":"Belt of Long Life","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3007"},{"legacy_name":["Belt of Giant Strength"],"primary_source_category":"Rulebooks","usage":"worn bracers","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1500000,"skill":["Athletics"],"legacy_id":["equipment-398"],"trait":["Apex","Invested","Magical"],"id":"equipment-3008","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Bracers of Strength Source GM Core pg. 270 Price 15,000 gp Usage worn bracers --- Etchings of powerful bears decorate these brass bracers. You gain a +3 item bonus to Athletics checks and a +2 circumstance bonus to Athletics checks to lift a heavy object, Escape, and Force Open. When you invest the bracers, you either increase your Strength modifier by 1 or increase it to +4, whichever would give you a higher value. Activate—Bear Hug Single Action (manipulate) Effect Attempt to Grapple a creature. If you succeed, you crush the creature in your grasp, dealing bludgeoning damage to it equal to your Strength modifier. If you critically succeeded, the damage is equal to double your Strength modifier and the creature suffocates as long as it remains grabbed or restrained by you.\n","skill_mod":{},"summary":"Etchings of powerful bears decorate these brass bracers. You gain a +3 item bonus to Athletics checks and a +2 circumstance bonus to Athletics checks …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3008","name":"Bracers of Strength","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3008"},{"legacy_name":["Anklets of Alacrity"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1500000,"skill":["Acrobatics"],"legacy_id":["equipment-397"],"trait":["Apex","Invested","Magical"],"id":"equipment-3009","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Cloak of Swiftness Source GM Core pg. 270 Price 15,000 gp Usage worn cloak --- This thin cloak is surprisingly light, as if clouds or the very wind were woven together to make the garment. The cloak grants you a +3 item bonus to Acrobatics checks. When you invest the cloak, you either increase your Dexterity modifier by 1 or increase it to +4, whichever would give you a higher value. Activate—Ride the Wind Single Action (manipulate) Frequency once per day; Effect You tug on the cloak, wrapping yourself in the power of wind. You gain a fly Speed of 30 feet for 1 hour. While wrapped in the cloak, you become translucent, causing you to become concealed for the duration.\n","skill_mod":{},"summary":"This thin cloak is surprisingly light, as if clouds or the very wind were woven together to make the garment. The cloak grants you a +3 item bonus to …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3009","name":"Cloak of Swiftness","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3009"},{"legacy_name":["Diadem of Intellect"],"primary_source_category":"Rulebooks","usage":"worn circlet","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1500000,"legacy_id":["equipment-401"],"trait":["Apex","Invested","Magical"],"id":"equipment-3010","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Crown of Intellect Source GM Core pg. 270 Price 15,000 gp Usage worn circlet --- A trio of brilliant gems have been set into this elegant golden crown. You gain a +3 item bonus to checks to Recall Knowledge, regardless of the skill. When you invest the crown, you either increase your Intelligence modifier by 1 or increase it to +4, whichever would give you a higher value. This gives you additional trained skills and languages, as normal for increasing your Intelligence modifier. You must select skills and languages the first time you invest the crown, and whenever you invest the same crown of intellect, you get the same skills and languages you chose the first time. Activate—Search Your Mind Single Action (concentrate) Frequency once per hour; Effect You gain the effects of hypercognition .\n","skill_mod":{},"summary":"A trio of brilliant gems have been set into this elegant golden crown. You gain a +3 item bonus to checks to Recall Knowledge, regardless of the …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3010","name":"Crown of Intellect","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3010"},{"legacy_name":["Headband of Inspired Wisdom"],"primary_source_category":"Rulebooks","usage":"worn circlet","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1500000,"legacy_id":["equipment-402"],"trait":["Apex","Invested","Magical"],"id":"equipment-3011","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Headwrap of Wisdom Source GM Core pg. 270 Price 15,000 gp Usage worn circlet --- This simple scarf is designed for wrapping around the head and comes with a gemmed pin for decoration. When you invest the headwrap, you either increase your Wisdom modifier by 1 or increase it to +4, whichever would give you a higher value. Activate—Consider the Consequences Single Action (concentrate) Frequency once per day; Effect When you are considering a course of action, you get a gut feeling about whether it's a good idea. You gain the effects of an augury spell, except that you receive the result from your own instincts rather than an external source. Activate—Reclaim Your Mind Reaction (concentrate, fortune) Frequency once per hour; Trigger You fail a saving throw against an effect that makes you confused, fascinated, or stupefied ; Effect The headwrap of wisdom clears your mind. You can reroll the saving throw and use the better result.\n","skill_mod":{},"summary":"This simple scarf is designed for wrapping around the head and comes with a gemmed pin for decoration. When you invest the headwrap, you either …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3011","name":"Headwrap of Wisdom","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3011"},{"legacy_name":["Circlet of Persuasion"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1500000,"skill":["Deception","Diplomacy"],"legacy_id":["equipment-400"],"trait":["Apex","Invested","Magical"],"id":"equipment-3012","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Necklace of Allure Source GM Core pg. 271 Price 15,000 gp Usage worn --- Several sapphires are set along the length of this brilliant silver necklace. The necklace features an intricately carved pendant in the shape of a wolf's head. You gain a +2 item bonus to Deception and Diplomacy checks. When you invest the necklace, you either increase your Charisma modifier by 1 or increase it to +4, whichever would give you a higher value. Activate—Win Them Over Two Actions (concentrate) Frequency once per hour; Effect You cast a 4th-rank charm spell (DC 38).\n","skill_mod":{},"summary":"Several sapphires are set along the length of this brilliant silver necklace. The necklace features an intricately carved pendant in the shape of a …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3012","name":"Necklace of Allure","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3012"},{"legacy_name":["Horseshoes of Speed"],"item_child_id":["equipment-3013-2868","equipment-3013-2869"],"primary_source_category":"Rulebooks","usage":"worn horseshoes","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["equipment-406"],"trait":["Companion","Invested","Primal"],"id":"equipment-3013","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Alacritous Horsehoes Source GM Core pg. 272 Usage worn horseshoes Bulk 1 --- When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests them, that creature gains a +5-foot item bonus to its land Speed and a +2 circumstance bonus to Athletics checks to High Jump and Long Jump. In addition, when it Leaps, it can move 5 feet farther if jumping horizontally or 3 feet higher if jumping vertically. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Alacritous Horseshoes Source GM Core pg. 272 Price 340 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Alacritous Horseshoes (Greater) Source GM Core pg. 272 Price 4,250 gp --- The bonus to Speed is +10 feet, and the bonus to Athletics checks is +3. ","skill_mod":{},"summary":"When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=3013","name":"Alacritous Horsehoes","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3013"},{"legacy_name":["Horseshoes of Speed"],"primary_source_category":"Rulebooks","usage":"worn horseshoes","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3013","weakness":{},"price":34000,"skill":["Athletics"],"legacy_id":["equipment-406"],"trait":["Companion","Invested","Primal"],"id":"equipment-3013-2868","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Alacritous Horsehoes Source GM Core pg. 272 Usage worn horseshoes Bulk 1 --- When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests them, that creature gains a +5-foot item bonus to its land Speed and a +2 circumstance bonus to Athletics checks to High Jump and Long Jump. In addition, when it Leaps, it can move 5 feet farther if jumping horizontally or 3 feet higher if jumping vertically. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Alacritous Horseshoes Source GM Core pg. 272 Price 340 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Alacritous Horseshoes (Greater) Source GM Core pg. 272 Price 4,250 gp --- The bonus to Speed is +10 feet, and the bonus to Athletics checks is +3. ","skill_mod":{},"summary":"When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=3013","name":"Alacritous Horseshoes","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3013-2868"},{"legacy_name":["Horseshoes of Speed"],"primary_source_category":"Rulebooks","usage":"worn horseshoes","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3013","weakness":{},"price":425000,"skill":["Athletics"],"legacy_id":["equipment-406"],"trait":["Companion","Invested","Primal"],"id":"equipment-3013-2869","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Alacritous Horsehoes Source GM Core pg. 272 Usage worn horseshoes Bulk 1 --- When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests them, that creature gains a +5-foot item bonus to its land Speed and a +2 circumstance bonus to Athletics checks to High Jump and Long Jump. In addition, when it Leaps, it can move 5 feet farther if jumping horizontally or 3 feet higher if jumping vertically. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Alacritous Horseshoes Source GM Core pg. 272 Price 340 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Alacritous Horseshoes (Greater) Source GM Core pg. 272 Price 4,250 gp --- The bonus to Speed is +10 feet, and the bonus to Athletics checks is +3. ","skill_mod":{},"summary":"The bonus to Speed is +10 feet, and the bonus to Athletics checks is +3.","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=3013","name":"Alacritous Horseshoes (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3013-2869"},{"primary_source_category":"Rulebooks","usage":"worn barding","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":90000,"legacy_id":["equipment-403"],"trait":["Companion","Invested","Primal"],"id":"equipment-3014","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Barding of the Zephyr Source GM Core pg. 272 Price 900 gp Usage worn barding Bulk L --- This light barding is covered in stylized wind motifs. When you suit up your animal companion, the barding adjusts to fit your animal companion regardless of its shape. When your companion falls, wind picks it up from below; it gains the effects of gentle landing . Activate—Take Flight Two Actions (manipulate) Frequency once per day; Effect You trace a finger along the wind motifs on the barding, granting your companion wearing the barding a fly Speed of 30 feet for 10 minutes. Even if the companion doesn't have the mount special ability, it can still Fly while being ridden.\n","skill_mod":{},"summary":"This light barding is covered in stylized wind motifs. When you suit up your animal companion, the barding adjusts to fit your animal companion …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=3014","name":"Barding of the Zephyr","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3014"},{"primary_source_category":"Rulebooks","usage":"worn collar (companion) and worn bracelet (you)","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":60000,"legacy_id":["equipment-404"],"trait":["Companion","Invested","Primal"],"id":"equipment-3015","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Collar of Empathy Source GM Core pg. 272 Price 600 gp Usage worn collar (companion) and worn bracelet (you) Bulk 1 --- This ornate collar of intertwined leather strips of contrasting colors is paired with a bracelet of a similar construction. When you wear and invest the bracelet and your companion wears and invests the collar, you gain a stronger connection to each other. You and your companion can always sense each other's emotional states and basic physical wants and needs. Activate—Empathic Link Single Action (concentrate) Effect You perceive through your animal companion's senses instead of your own. You can Sustain the activation. You are unaware of your own surroundings for as long as you are using your animal companion's senses. In addition to the obvious use when you are separated from your companion, this ability might allow you to notice sounds, scents, and other stimuli that your companion's senses register but yours alone don't.\n","skill_mod":{},"summary":"This ornate collar of intertwined leather strips of contrasting colors is paired with a bracelet of a similar construction. When you wear and invest …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=3015","name":"Collar of Empathy","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3015"},{"primary_source_category":"Rulebooks","usage":"worn collar","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":47500,"legacy_id":["equipment-405"],"trait":["Companion","Invested","Primal"],"id":"equipment-3016","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Collar of Inconspicuousness Source GM Core pg. 272 Price 475 gp Usage worn collar Bulk 1 --- This leather collar's almost threadbare look belies its magical nature. When your companion wears and invests the collar, it gains the ability to change its appearance from that of a ferocious animal into a more inconspicuous form. Activate—Adorable Guise Single Action (concentrate) Effect You touch your animal companion to transform it into a nonthreatening Tiny creature of the same family or a similar creature (for instance, a house cat instead of a tiger, or a puppy instead of a wolf). This has the effects of pest form (2nd rank, or 4th rank if your companion can fly). The effect lasts until you Dismiss it.\n","skill_mod":{},"summary":"This leather collar's almost threadbare look belies its magical nature. When your companion wears and invests the collar, it gains the ability to …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=3016","name":"Collar of Inconspicuousness","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3016"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":32000,"legacy_id":["equipment-250"],"trait":["Air","Magical"],"id":"equipment-3017","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Bottled Air Source GM Core pg. 273 Price 320 gp Usage held in 1 hand Bulk L --- Appearing to be an ordinary corked glass bottle, this item contains a limitless supply of fresh air. You must uncork the bottle with an Interact action before you can activate it. Activate—Breath In Single Action (manipulate) Effect You draw a breath of air from the bottle. This allows you to breathe even in an airless or toxic environment. Air doesn't escape the mouth of the bottle, so leaving the open bottle in an airless environment doesn't change the environment.\n","element":["Air"],"skill_mod":{},"summary":"Appearing to be an ordinary corked glass bottle, this item contains a limitless supply of fresh air. You must uncork the bottle with an Interact …","primary_source":"GM Core","trait_group":["Elemental","Planar","Monster","Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3017","name":"Bottled Air","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3017"},{"legacy_name":["Horn of Fog"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":22500,"legacy_id":["equipment-258"],"trait":["Magical","Water"],"id":"equipment-3018","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Cloud Pouch Source GM Core pg. 273 Price 225 gp Usage held in 1 hand Bulk 1 --- This small bag is filled with a fine, silvery powder that feels silky to the touch. Activate—Disperse Two Actions (manipulate) Frequency once per hour; Effect You scatter the dust into the air around you, causing it to condense into a cloud in a 20-foot burst within 10 feet, as the mist spell. You can Sustain the activation to make the cloud Fly 20 feet. The cloud lasts 1 minute, and you can Dismiss it.\n","element":["Water"],"skill_mod":{},"summary":"This small bag is filled with a fine, silvery powder that feels silky to the touch. ","primary_source":"GM Core","trait_group":["Mechanics","Elemental","Planar","Monster"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3018","name":"Cloud Pouch","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3018"},{"item_child_id":["equipment-3019-2870","equipment-3019-2871","equipment-3019-2872","equipment-3019-2873","equipment-3019-2874"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"legacy_id":["equipment-253"],"trait":["Magical","Scrying","Uncommon"],"id":"equipment-3019","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Crystal Ball Source GM Core pg. 273 Usage held in 1 hand Bulk L --- This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a spell with the scrying trait by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target. The base version of a crystal ball is a sphere of clear quartz, but other versions are made of different stones. Activate—Clairvoyance 1 minute (concentrate, manipulate) Frequency once per hour; Effect The crystal ball casts clairvoyance to your specifications. Activate—Scrying 10 minutes (concentrate, manipulate) Frequency twice per day; Effect The crystal ball casts a DC 33 scrying spell to your specifications. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Crystal Ball (Clear Quartz) Source GM Core pg. 273, Core Rulebook pg. 572 Price 3,800 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Crystal Ball (Selenite) Source GM Core pg. 273, Core Rulebook pg. 572 Price 7,000 gp --- Scrying is DC 36 and gives you the benefits of see the unseen on the target. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Crystal Ball (Moonstone) Source GM Core pg. 273, Core Rulebook pg. 572 Price 7,500 gp --- Scrying is DC 37 and gives you the benefits of mind reading on the target, using the same save DC. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Crystal Ball (Peridot) Source GM Core pg. 273, Core Rulebook pg. 572 Price 12,500 gp --- Scrying is DC 39 and gives you the benefits of telepathy for communicating with the target. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Crystal Ball (Obsidian) Source GM Core pg. 273, Core Rulebook pg. 572 Price 32,000 gp --- Scrying is DC 41 and gives you the benefits of truesight for anything you watch through it.","skill_mod":{},"summary":"This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the …","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3019","name":"Crystal Ball","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3019"},{"legacy_name":["Crystal Ball"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3019","weakness":{},"price":380000,"legacy_id":["equipment-253"],"trait":["Magical","Scrying","Uncommon"],"id":"equipment-3019-2870","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Crystal Ball Source GM Core pg. 273 Usage held in 1 hand Bulk L --- This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a spell with the scrying trait by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target. The base version of a crystal ball is a sphere of clear quartz, but other versions are made of different stones. Activate—Clairvoyance 1 minute (concentrate, manipulate) Frequency once per hour; Effect The crystal ball casts clairvoyance to your specifications. Activate—Scrying 10 minutes (concentrate, manipulate) Frequency twice per day; Effect The crystal ball casts a DC 33 scrying spell to your specifications. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Crystal Ball (Clear Quartz) Source GM Core pg. 273, Core Rulebook pg. 572 Price 3,800 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Crystal Ball (Selenite) Source GM Core pg. 273, Core Rulebook pg. 572 Price 7,000 gp --- Scrying is DC 36 and gives you the benefits of see the unseen on the target. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Crystal Ball (Moonstone) Source GM Core pg. 273, Core Rulebook pg. 572 Price 7,500 gp --- Scrying is DC 37 and gives you the benefits of mind reading on the target, using the same save DC. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Crystal Ball (Peridot) Source GM Core pg. 273, Core Rulebook pg. 572 Price 12,500 gp --- Scrying is DC 39 and gives you the benefits of telepathy for communicating with the target. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Crystal Ball (Obsidian) Source GM Core pg. 273, Core Rulebook pg. 572 Price 32,000 gp --- Scrying is DC 41 and gives you the benefits of truesight for anything you watch through it.","skill_mod":{},"summary":"This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the …","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3019","name":"Crystal Ball (Clear Quartz)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3019-2870"},{"legacy_name":["Crystal Ball"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3019","weakness":{},"price":700000,"legacy_id":["equipment-253"],"trait":["Magical","Scrying","Uncommon"],"id":"equipment-3019-2871","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Crystal Ball Source GM Core pg. 273 Usage held in 1 hand Bulk L --- This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a spell with the scrying trait by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target. The base version of a crystal ball is a sphere of clear quartz, but other versions are made of different stones. Activate—Clairvoyance 1 minute (concentrate, manipulate) Frequency once per hour; Effect The crystal ball casts clairvoyance to your specifications. Activate—Scrying 10 minutes (concentrate, manipulate) Frequency twice per day; Effect The crystal ball casts a DC 33 scrying spell to your specifications. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Crystal Ball (Clear Quartz) Source GM Core pg. 273, Core Rulebook pg. 572 Price 3,800 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Crystal Ball (Selenite) Source GM Core pg. 273, Core Rulebook pg. 572 Price 7,000 gp --- Scrying is DC 36 and gives you the benefits of see the unseen on the target. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Crystal Ball (Moonstone) Source GM Core pg. 273, Core Rulebook pg. 572 Price 7,500 gp --- Scrying is DC 37 and gives you the benefits of mind reading on the target, using the same save DC. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Crystal Ball (Peridot) Source GM Core pg. 273, Core Rulebook pg. 572 Price 12,500 gp --- Scrying is DC 39 and gives you the benefits of telepathy for communicating with the target. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Crystal Ball (Obsidian) Source GM Core pg. 273, Core Rulebook pg. 572 Price 32,000 gp --- Scrying is DC 41 and gives you the benefits of truesight for anything you watch through it.","skill_mod":{},"summary":"Scrying is DC 36 and gives you the benefits of see the unseen on the target.","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3019","name":"Crystal Ball (Selenite)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3019-2871"},{"legacy_name":["Crystal Ball"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3019","weakness":{},"price":750000,"legacy_id":["equipment-253"],"trait":["Magical","Scrying","Uncommon"],"id":"equipment-3019-2872","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Crystal Ball Source GM Core pg. 273 Usage held in 1 hand Bulk L --- This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a spell with the scrying trait by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target. The base version of a crystal ball is a sphere of clear quartz, but other versions are made of different stones. Activate—Clairvoyance 1 minute (concentrate, manipulate) Frequency once per hour; Effect The crystal ball casts clairvoyance to your specifications. Activate—Scrying 10 minutes (concentrate, manipulate) Frequency twice per day; Effect The crystal ball casts a DC 33 scrying spell to your specifications. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Crystal Ball (Clear Quartz) Source GM Core pg. 273, Core Rulebook pg. 572 Price 3,800 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Crystal Ball (Selenite) Source GM Core pg. 273, Core Rulebook pg. 572 Price 7,000 gp --- Scrying is DC 36 and gives you the benefits of see the unseen on the target. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Crystal Ball (Moonstone) Source GM Core pg. 273, Core Rulebook pg. 572 Price 7,500 gp --- Scrying is DC 37 and gives you the benefits of mind reading on the target, using the same save DC. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Crystal Ball (Peridot) Source GM Core pg. 273, Core Rulebook pg. 572 Price 12,500 gp --- Scrying is DC 39 and gives you the benefits of telepathy for communicating with the target. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Crystal Ball (Obsidian) Source GM Core pg. 273, Core Rulebook pg. 572 Price 32,000 gp --- Scrying is DC 41 and gives you the benefits of truesight for anything you watch through it.","skill_mod":{},"summary":"Scrying is DC 37 and gives you the benefits of mind reading on the target, using the same save DC.","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3019","name":"Crystal Ball (Moonstone)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3019-2872"},{"legacy_name":["Crystal Ball"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3019","weakness":{},"price":1250000,"legacy_id":["equipment-253"],"trait":["Magical","Scrying","Uncommon"],"id":"equipment-3019-2873","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Crystal Ball Source GM Core pg. 273 Usage held in 1 hand Bulk L --- This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a spell with the scrying trait by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target. The base version of a crystal ball is a sphere of clear quartz, but other versions are made of different stones. Activate—Clairvoyance 1 minute (concentrate, manipulate) Frequency once per hour; Effect The crystal ball casts clairvoyance to your specifications. Activate—Scrying 10 minutes (concentrate, manipulate) Frequency twice per day; Effect The crystal ball casts a DC 33 scrying spell to your specifications. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Crystal Ball (Clear Quartz) Source GM Core pg. 273, Core Rulebook pg. 572 Price 3,800 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Crystal Ball (Selenite) Source GM Core pg. 273, Core Rulebook pg. 572 Price 7,000 gp --- Scrying is DC 36 and gives you the benefits of see the unseen on the target. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Crystal Ball (Moonstone) Source GM Core pg. 273, Core Rulebook pg. 572 Price 7,500 gp --- Scrying is DC 37 and gives you the benefits of mind reading on the target, using the same save DC. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Crystal Ball (Peridot) Source GM Core pg. 273, Core Rulebook pg. 572 Price 12,500 gp --- Scrying is DC 39 and gives you the benefits of telepathy for communicating with the target. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Crystal Ball (Obsidian) Source GM Core pg. 273, Core Rulebook pg. 572 Price 32,000 gp --- Scrying is DC 41 and gives you the benefits of truesight for anything you watch through it.","skill_mod":{},"summary":"Scrying is DC 39 and gives you the benefits of telepathy for communicating with the target.","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3019","name":"Crystal Ball (Peridot)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3019-2873"},{"legacy_name":["Crystal Ball"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3019","weakness":{},"price":3200000,"legacy_id":["equipment-253"],"trait":["Magical","Scrying","Uncommon"],"id":"equipment-3019-2874","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Crystal Ball Source GM Core pg. 273 Usage held in 1 hand Bulk L --- This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a spell with the scrying trait by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target. The base version of a crystal ball is a sphere of clear quartz, but other versions are made of different stones. Activate—Clairvoyance 1 minute (concentrate, manipulate) Frequency once per hour; Effect The crystal ball casts clairvoyance to your specifications. Activate—Scrying 10 minutes (concentrate, manipulate) Frequency twice per day; Effect The crystal ball casts a DC 33 scrying spell to your specifications. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Crystal Ball (Clear Quartz) Source GM Core pg. 273, Core Rulebook pg. 572 Price 3,800 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Crystal Ball (Selenite) Source GM Core pg. 273, Core Rulebook pg. 572 Price 7,000 gp --- Scrying is DC 36 and gives you the benefits of see the unseen on the target. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Crystal Ball (Moonstone) Source GM Core pg. 273, Core Rulebook pg. 572 Price 7,500 gp --- Scrying is DC 37 and gives you the benefits of mind reading on the target, using the same save DC. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Crystal Ball (Peridot) Source GM Core pg. 273, Core Rulebook pg. 572 Price 12,500 gp --- Scrying is DC 39 and gives you the benefits of telepathy for communicating with the target. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Crystal Ball (Obsidian) Source GM Core pg. 273, Core Rulebook pg. 572 Price 32,000 gp --- Scrying is DC 41 and gives you the benefits of truesight for anything you watch through it.","skill_mod":{},"summary":"Scrying is DC 41 and gives you the benefits of truesight for anything you watch through it.","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3019","name":"Crystal Ball (Obsidian)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3019-2874"},{"legacy_name":["Necklace of Fireballs"],"item_child_id":["equipment-3020-2875","equipment-3020-2876","equipment-3020-2877","equipment-3020-2878","equipment-3020-2879","equipment-3020-2880","equipment-3020-2881","equipment-3020-2882"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"legacy_id":["equipment-449"],"trait":["Fire","Magical"],"id":"equipment-3020","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Eternal Eruption Source GM Core pg. 273 Usage held in 1 hand Bulk L --- Resembling frozen lava, an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after it's used. Determining the difference between the two requires a close examination to see a faint, repeating pattern of red runes. Activate—Lava Bomb Two Actions (concentrate, manipulate) Effect You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a container on your person, typically the one you most recently stored it in. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Eternal Eruption Source GM Core pg. 273 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Eternal Eruption of Blackpeak Source GM Core pg. 273 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eternal Eruption of Pale Mountain Source GM Core pg. 273 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Eternal Eruption of Mhar Massif Source GM Core pg. 273 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Eternal Eruption of Droskar's Crag Source GM Core pg. 273 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Eternal Eruption of Ka Source GM Core pg. 273 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eternal Eruption of Sakalayo Source GM Core pg. 273 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Eternal Eruption of Barrowsiege Source GM Core pg. 273 Price 40,000 gp ","element":["Fire"],"skill_mod":{},"summary":"Resembling frozen lava , an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after …","primary_source":"GM Core","trait_group":["Energy","Elemental","Planar","Monster","Mechanics"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3020","name":"Eternal Eruption","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3020"},{"legacy_name":["Necklace of Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3020","weakness":{},"price":16000,"legacy_id":["equipment-449"],"trait":["Fire","Magical"],"id":"equipment-3020-2875","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Eternal Eruption Source GM Core pg. 273 Usage held in 1 hand Bulk L --- Resembling frozen lava, an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after it's used. Determining the difference between the two requires a close examination to see a faint, repeating pattern of red runes. Activate—Lava Bomb Two Actions (concentrate, manipulate) Effect You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a container on your person, typically the one you most recently stored it in. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Eternal Eruption Source GM Core pg. 273 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Eternal Eruption of Blackpeak Source GM Core pg. 273 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eternal Eruption of Pale Mountain Source GM Core pg. 273 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Eternal Eruption of Mhar Massif Source GM Core pg. 273 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Eternal Eruption of Droskar's Crag Source GM Core pg. 273 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Eternal Eruption of Ka Source GM Core pg. 273 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eternal Eruption of Sakalayo Source GM Core pg. 273 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Eternal Eruption of Barrowsiege Source GM Core pg. 273 Price 40,000 gp ","element":["Fire"],"skill_mod":{},"summary":"Resembling frozen lava , an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after …","primary_source":"GM Core","trait_group":["Energy","Elemental","Planar","Monster","Mechanics"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3020","name":"Eternal Eruption","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3020-2875"},{"legacy_name":["Necklace of Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3020","weakness":{},"price":36000,"legacy_id":["equipment-449"],"trait":["Fire","Magical"],"id":"equipment-3020-2876","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Eternal Eruption Source GM Core pg. 273 Usage held in 1 hand Bulk L --- Resembling frozen lava, an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after it's used. Determining the difference between the two requires a close examination to see a faint, repeating pattern of red runes. Activate—Lava Bomb Two Actions (concentrate, manipulate) Effect You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a container on your person, typically the one you most recently stored it in. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Eternal Eruption Source GM Core pg. 273 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Eternal Eruption of Blackpeak Source GM Core pg. 273 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eternal Eruption of Pale Mountain Source GM Core pg. 273 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Eternal Eruption of Mhar Massif Source GM Core pg. 273 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Eternal Eruption of Droskar's Crag Source GM Core pg. 273 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Eternal Eruption of Ka Source GM Core pg. 273 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eternal Eruption of Sakalayo Source GM Core pg. 273 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Eternal Eruption of Barrowsiege Source GM Core pg. 273 Price 40,000 gp ","element":["Fire"],"skill_mod":{},"summary":"Resembling frozen lava , an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after …","primary_source":"GM Core","trait_group":["Energy","Elemental","Planar","Monster","Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3020","name":"Eternal Eruption of Blackpeak","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3020-2876"},{"legacy_name":["Necklace of Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3020","weakness":{},"price":70000,"legacy_id":["equipment-449"],"trait":["Fire","Magical"],"id":"equipment-3020-2877","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Eternal Eruption Source GM Core pg. 273 Usage held in 1 hand Bulk L --- Resembling frozen lava, an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after it's used. Determining the difference between the two requires a close examination to see a faint, repeating pattern of red runes. Activate—Lava Bomb Two Actions (concentrate, manipulate) Effect You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a container on your person, typically the one you most recently stored it in. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Eternal Eruption Source GM Core pg. 273 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Eternal Eruption of Blackpeak Source GM Core pg. 273 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eternal Eruption of Pale Mountain Source GM Core pg. 273 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Eternal Eruption of Mhar Massif Source GM Core pg. 273 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Eternal Eruption of Droskar's Crag Source GM Core pg. 273 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Eternal Eruption of Ka Source GM Core pg. 273 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eternal Eruption of Sakalayo Source GM Core pg. 273 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Eternal Eruption of Barrowsiege Source GM Core pg. 273 Price 40,000 gp ","element":["Fire"],"skill_mod":{},"summary":"Resembling frozen lava , an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after …","primary_source":"GM Core","trait_group":["Energy","Elemental","Planar","Monster","Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3020","name":"Eternal Eruption of Pale Mountain","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3020-2877"},{"legacy_name":["Necklace of Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3020","weakness":{},"price":140000,"legacy_id":["equipment-449"],"trait":["Fire","Magical"],"id":"equipment-3020-2878","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Eternal Eruption Source GM Core pg. 273 Usage held in 1 hand Bulk L --- Resembling frozen lava, an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after it's used. Determining the difference between the two requires a close examination to see a faint, repeating pattern of red runes. Activate—Lava Bomb Two Actions (concentrate, manipulate) Effect You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a container on your person, typically the one you most recently stored it in. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Eternal Eruption Source GM Core pg. 273 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Eternal Eruption of Blackpeak Source GM Core pg. 273 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eternal Eruption of Pale Mountain Source GM Core pg. 273 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Eternal Eruption of Mhar Massif Source GM Core pg. 273 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Eternal Eruption of Droskar's Crag Source GM Core pg. 273 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Eternal Eruption of Ka Source GM Core pg. 273 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eternal Eruption of Sakalayo Source GM Core pg. 273 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Eternal Eruption of Barrowsiege Source GM Core pg. 273 Price 40,000 gp ","element":["Fire"],"skill_mod":{},"summary":"Resembling frozen lava , an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after …","primary_source":"GM Core","trait_group":["Energy","Elemental","Planar","Monster","Mechanics"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3020","name":"Eternal Eruption of Mhar Massif","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3020-2878"},{"legacy_name":["Necklace of Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3020","weakness":{},"price":300000,"legacy_id":["equipment-449"],"trait":["Fire","Magical"],"id":"equipment-3020-2879","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Eternal Eruption Source GM Core pg. 273 Usage held in 1 hand Bulk L --- Resembling frozen lava, an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after it's used. Determining the difference between the two requires a close examination to see a faint, repeating pattern of red runes. Activate—Lava Bomb Two Actions (concentrate, manipulate) Effect You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a container on your person, typically the one you most recently stored it in. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Eternal Eruption Source GM Core pg. 273 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Eternal Eruption of Blackpeak Source GM Core pg. 273 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eternal Eruption of Pale Mountain Source GM Core pg. 273 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Eternal Eruption of Mhar Massif Source GM Core pg. 273 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Eternal Eruption of Droskar's Crag Source GM Core pg. 273 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Eternal Eruption of Ka Source GM Core pg. 273 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eternal Eruption of Sakalayo Source GM Core pg. 273 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Eternal Eruption of Barrowsiege Source GM Core pg. 273 Price 40,000 gp ","element":["Fire"],"skill_mod":{},"summary":"Resembling frozen lava , an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after …","primary_source":"GM Core","trait_group":["Energy","Elemental","Planar","Monster","Mechanics"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3020","name":"Eternal Eruption of Droskar's Crag","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3020-2879"},{"legacy_name":["Necklace of Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3020","weakness":{},"price":650000,"legacy_id":["equipment-449"],"trait":["Fire","Magical"],"id":"equipment-3020-2880","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Eternal Eruption Source GM Core pg. 273 Usage held in 1 hand Bulk L --- Resembling frozen lava, an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after it's used. Determining the difference between the two requires a close examination to see a faint, repeating pattern of red runes. Activate—Lava Bomb Two Actions (concentrate, manipulate) Effect You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a container on your person, typically the one you most recently stored it in. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Eternal Eruption Source GM Core pg. 273 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Eternal Eruption of Blackpeak Source GM Core pg. 273 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eternal Eruption of Pale Mountain Source GM Core pg. 273 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Eternal Eruption of Mhar Massif Source GM Core pg. 273 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Eternal Eruption of Droskar's Crag Source GM Core pg. 273 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Eternal Eruption of Ka Source GM Core pg. 273 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eternal Eruption of Sakalayo Source GM Core pg. 273 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Eternal Eruption of Barrowsiege Source GM Core pg. 273 Price 40,000 gp ","element":["Fire"],"skill_mod":{},"summary":"Resembling frozen lava , an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after …","primary_source":"GM Core","trait_group":["Energy","Elemental","Planar","Monster","Mechanics"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3020","name":"Eternal Eruption of Ka","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3020-2880"},{"legacy_name":["Necklace of Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3020","weakness":{},"price":1500000,"legacy_id":["equipment-449"],"trait":["Fire","Magical"],"id":"equipment-3020-2881","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Eternal Eruption Source GM Core pg. 273 Usage held in 1 hand Bulk L --- Resembling frozen lava, an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after it's used. Determining the difference between the two requires a close examination to see a faint, repeating pattern of red runes. Activate—Lava Bomb Two Actions (concentrate, manipulate) Effect You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a container on your person, typically the one you most recently stored it in. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Eternal Eruption Source GM Core pg. 273 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Eternal Eruption of Blackpeak Source GM Core pg. 273 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eternal Eruption of Pale Mountain Source GM Core pg. 273 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Eternal Eruption of Mhar Massif Source GM Core pg. 273 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Eternal Eruption of Droskar's Crag Source GM Core pg. 273 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Eternal Eruption of Ka Source GM Core pg. 273 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eternal Eruption of Sakalayo Source GM Core pg. 273 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Eternal Eruption of Barrowsiege Source GM Core pg. 273 Price 40,000 gp ","element":["Fire"],"skill_mod":{},"summary":"Resembling frozen lava , an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after …","primary_source":"GM Core","trait_group":["Energy","Elemental","Planar","Monster","Mechanics"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3020","name":"Eternal Eruption of Sakalayo","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3020-2881"},{"legacy_name":["Necklace of Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3020","weakness":{},"price":4000000,"legacy_id":["equipment-449"],"trait":["Fire","Magical"],"id":"equipment-3020-2882","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Eternal Eruption Source GM Core pg. 273 Usage held in 1 hand Bulk L --- Resembling frozen lava, an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after it's used. Determining the difference between the two requires a close examination to see a faint, repeating pattern of red runes. Activate—Lava Bomb Two Actions (concentrate, manipulate) Effect You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a container on your person, typically the one you most recently stored it in. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Eternal Eruption Source GM Core pg. 273 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Eternal Eruption of Blackpeak Source GM Core pg. 273 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Eternal Eruption of Pale Mountain Source GM Core pg. 273 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Eternal Eruption of Mhar Massif Source GM Core pg. 273 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Eternal Eruption of Droskar's Crag Source GM Core pg. 273 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Eternal Eruption of Ka Source GM Core pg. 273 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Eternal Eruption of Sakalayo Source GM Core pg. 273 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Eternal Eruption of Barrowsiege Source GM Core pg. 273 Price 40,000 gp ","element":["Fire"],"skill_mod":{},"summary":"Resembling frozen lava , an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after …","primary_source":"GM Core","trait_group":["Energy","Elemental","Planar","Monster","Mechanics"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3020","name":"Eternal Eruption of Barrowsiege","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3020-2882"},{"legacy_name":["Everburning Torch"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":1500,"legacy_id":["equipment-255"],"trait":["Light","Magical"],"id":"equipment-3021","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Everlight Crystal Source GM Core pg. 273 Price 15 gp Usage held in 1 hand Bulk L --- An everlight crystal is one of the most common applications of permanent magic. This stone or gem sheds magical bright light constantly in a 20-foot radius (and dim light for the next 20 feet). The light requires no oxygen, generates no heat, and can’t be extinguished, though the crystal can be covered.\n","skill_mod":{},"summary":"An everlight crystal is one of the most common applications of permanent magic. This stone or gem sheds magical bright light constantly in a …","primary_source":"GM Core","trait_group":["Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3021","name":"Everlight Crystal","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3021"},{"skill_mod":{},"summary":"Before activation, this item appears to be nothing more than a simple rolled-up tent, barely large enough to fit four Medium creatures. Despite …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["GM Core"],"type":"Item","item_category":"Structures","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3022","weakness":{},"price":88000,"name":"Explorer's Yurt","legacy_id":["equipment-365"],"trait":["Magical","Structure"],"id":"equipment-3022","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Explorer's Yurt Source GM Core pg. 273 Price 880 gp Bulk 1 (when not activated) --- Before activation, this item appears to be nothing more than a simple rolled-up tent, barely large enough to fit four Medium creatures. Despite attempts to clean it, the tent is perpetually smudged with dirt in various places. Activate—Unroll 10 minutes (manipulate) Frequency once per day; Effect The rolled-up tent expands into a spacious yurt complete with a fire pit, 10 bedrolls, various cooking utensils, and basic food and water. The yurt can house and feed you and up to nine other Medium creatures that eat roughly as much as a human does; they need not attempt a Survival check to Subsist when you use the yurt. Fires and light inside the yurt do not extend illumination into the area surrounding the yurt, making it harder to spot from a distance.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3022"},{"legacy_name":["Broom of Flying"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":190000,"legacy_id":["equipment-251"],"trait":["Magical"],"id":"equipment-3023","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Flying Broomstick Source GM Core pg. 274 Price 1,900 gp Usage held in 1 hand Bulk 1 --- This broom has a tenuous connection to gravity, and it tends to drift even while stowed. You can ride on the broom using one hand to guide it, and the broom can carry up to one passenger in addition to you. The broom moves at a fly Speed of 20 feet. The broom can carry only so much, taking a –10-foot penalty to its Speed if laden with more than 20 Bulk, and crashing to the ground if it carries more than 30 Bulk. Activate—Lift Off Two Actions (concentrate, manipulate)\t(concentrate, manipulate) Effect You name a destination on the same plane, and the broom speeds toward it at a fly Speed of 40 feet. You must either clutch the broom with two hands in order to ride it, or you need to release the broom to send it off with no rider. If you don't have a good idea of the location, layout, and general direction of the destination, or if your named destination is on another plane, the broom wanders aimlessly, circling back to its starting location after 30 minutes. If the broom carries a rider, this activation lasts until 4 hours pass (typically 16 miles of travel), the broom reaches its destination, or you Dismiss the activation. If the broom doesn't have a rider, the activation lasts until the broom reaches its destination. When the activation ends, the broom floats to the ground and can't be activated again for 1 hour.\n","skill_mod":{},"summary":"This broom has a tenuous connection to gravity, and it tends to drift even while stowed. You can ride on the broom using one hand to guide it, and …","primary_source":"GM Core","trait_group":["Mechanics"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3023","name":"Flying Broomstick","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3023"},{"skill_mod":{},"summary":"A horn of exorcism is an instrument made from an animal horn, or an object of the same shape from carved wood or ivory. ","primary_source":"GM Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","level":11,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["GM Core"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3024","weakness":{},"price":125000,"name":"Horn of Exorcism","trait":["Magical"],"id":"equipment-3024","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Horn of Exorcism Source GM Core pg. 274 Price 1,250 gp Usage held in 1 hand Bulk L --- A horn of exorcism is an instrument made from an animal horn, or an object of the same shape from carved wood or ivory. Activate—Rattle the Dead Single Action (auditory, manipulate) Frequency once per hour; Effect Blowing into the horn frightens ghosts and evil spirits who can hear its call. Make an Intimidation check to Demoralize against all creatures with the undead or unholy trait in a 30-foot emanation. This can affect even a mindless creature with that trait, and you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language. Activate—Sacred Seeds Two Actions (manipulate) Frequency once per day; Effect You fill the horn with sacred seeds and then scatter them around you with a twist of your wrist. The horn grants you and your allies in a 30-foot emanation the ghost touch property rune on all of your weapon and unarmed Strikes for 1 minute.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3024"},{"legacy_name":["Rod of Wonder"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":45900,"legacy_id":["equipment-265"],"trait":["Magical","Rare"],"id":"equipment-3025","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Madcap Top Source GM Core pg. 274 Price 459 gp Usage held in 1 hand Bulk L --- This top has 20 divisions, painted in a chaotic mess of clashing colors. When spun, the top quickly settles on a side and generates a strange magical effect based on the side that lands face-up. Activate—Spin the Top Two Actions (concentrate, manipulate) Effect Choose a creature within 60 feet to target and roll a d20 on the table below to determine the top's effect. You make any decisions for a spell cast by the top unless otherwise indicated, except that it must target the creature you chose, or the creature you chose must be the center of the spell's area, if it has an area but no targets. If the spell's range is less than 60 feet, increase the range to 60 feet. Any spell DC required is DC 27, and any spell attack roll required is +17. If the top casts a spell on you, you don't get a saving throw or other defense against it. The top can't be activated again for 1d4 hours. ## d20 Madcap Top Effect 1 You spin just like the top. You are stunned for 1 round and then confused for 1 round. 2 Slow affects the target. 3 Shrink affects you for 1 day. 4 A 3rd-rank illusory disguise makes you look like the target. 5 A statue of the target, made of chocolate or candy, appears adjacent to you. 6 Gravity reverses, sending you and the target 30 feet in the air, immobilized. You both fall at the start of your next turn. 7 Mind reading affects the target, and the top loudly recites what it discovers. 8 Laughing fit affects the target. 9 A fountain erupts from the top, spraying wine for 10 minutes. 10 Translocate affects you, but you teleport through Hell. 11 Invisibility affects you. 12 Four singing skeletons appear to serenade you and your allies for 1 minute, granting a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks. 13 The top flings 1 cp at you. 14 Confusion affects the target. 15 You and the target change places; this is a teleportation effect. 16 Banishment affects the target, or paralyze if the target's on its home plane. 17 Rainbow dye explodes and covers you for 24 hours. 18 The top creates a toxic cloud centered on the target. 19 A random unattended object within 60 feet of you sprouts animal legs and follows you, reverting when the top's activation recharges. 20 Spin again, and the target also spins as though it had activated the top. ","skill_mod":{},"summary":"This top has 20 divisions, painted in a chaotic mess of clashing colors. When spun, the top quickly settles on a side and generates a strange magical …","primary_source":"GM Core","trait_group":["Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3025","name":"Madcap Top","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3025"},{"item_child_id":["equipment-3026-2883","equipment-3026-2884","equipment-3026-2885"],"primary_source_category":"Rulebooks","usage":"held in 2 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"skill":["Performance","Performance","Performance"],"legacy_id":["equipment-260"],"trait":["Magical"],"id":"equipment-3026","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Maestro's Instrument Source GM Core pg. 275 Usage held in 2 hand Bulk 1 --- A maestro's instrument can be crafted in the form of any variety of handheld musical instruments. A maestro's instrument grants you a +1 item bonus to Performance checks while playing music with the instrument. Activate—Charming Performance Two Actions (manipulate) Frequency once per day; Effect You play the instrument, causing it to cast a DC 17 charm spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Maestro's Instrument (Lesser) Source GM Core pg. 275, Core Rulebook pg. 574 Price 60 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Maestro's Instrument (Moderate) Source GM Core pg. 275, Core Rulebook pg. 574 Price 900 gp --- The item bonus is +2, and the charm spell is 4th rank (DC 27). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Maestro's Instrument (Greater) Source GM Core pg. 275, Core Rulebook pg. 574 Price 19,000 gp --- The item bonus is +3, and the charm spell is 8th rank (DC 38).","skill_mod":{},"summary":"A maestro's instrument can be crafted in the form of any variety of handheld musical instruments. A maestro's instrument grants you a +1 item …","primary_source":"GM Core","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3026","name":"Maestro's Instrument","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3026"},{"legacy_name":["Maestro's Instrument"],"primary_source_category":"Rulebooks","usage":"held in 2 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3026","weakness":{},"price":6000,"skill":["Performance"],"legacy_id":["equipment-260"],"trait":["Magical"],"id":"equipment-3026-2883","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Maestro's Instrument Source GM Core pg. 275 Usage held in 2 hand Bulk 1 --- A maestro's instrument can be crafted in the form of any variety of handheld musical instruments. A maestro's instrument grants you a +1 item bonus to Performance checks while playing music with the instrument. Activate—Charming Performance Two Actions (manipulate) Frequency once per day; Effect You play the instrument, causing it to cast a DC 17 charm spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Maestro's Instrument (Lesser) Source GM Core pg. 275, Core Rulebook pg. 574 Price 60 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Maestro's Instrument (Moderate) Source GM Core pg. 275, Core Rulebook pg. 574 Price 900 gp --- The item bonus is +2, and the charm spell is 4th rank (DC 27). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Maestro's Instrument (Greater) Source GM Core pg. 275, Core Rulebook pg. 574 Price 19,000 gp --- The item bonus is +3, and the charm spell is 8th rank (DC 38).","skill_mod":{},"summary":"A maestro's instrument can be crafted in the form of any variety of handheld musical instruments. A maestro's instrument grants you a +1 item …","primary_source":"GM Core","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3026","name":"Maestro's Instrument (Lesser)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3026-2883"},{"legacy_name":["Maestro's Instrument"],"primary_source_category":"Rulebooks","usage":"held in 2 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3026","weakness":{},"price":90000,"skill":["Performance"],"legacy_id":["equipment-260"],"trait":["Magical"],"id":"equipment-3026-2884","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Maestro's Instrument Source GM Core pg. 275 Usage held in 2 hand Bulk 1 --- A maestro's instrument can be crafted in the form of any variety of handheld musical instruments. A maestro's instrument grants you a +1 item bonus to Performance checks while playing music with the instrument. Activate—Charming Performance Two Actions (manipulate) Frequency once per day; Effect You play the instrument, causing it to cast a DC 17 charm spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Maestro's Instrument (Lesser) Source GM Core pg. 275, Core Rulebook pg. 574 Price 60 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Maestro's Instrument (Moderate) Source GM Core pg. 275, Core Rulebook pg. 574 Price 900 gp --- The item bonus is +2, and the charm spell is 4th rank (DC 27). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Maestro's Instrument (Greater) Source GM Core pg. 275, Core Rulebook pg. 574 Price 19,000 gp --- The item bonus is +3, and the charm spell is 8th rank (DC 38).","skill_mod":{},"summary":"The item bonus is +2, and the charm spell is 4th rank (DC 27).","primary_source":"GM Core","trait_group":["Mechanics"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3026","name":"Maestro's Instrument (Moderate)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3026-2884"},{"legacy_name":["Maestro's Instrument"],"primary_source_category":"Rulebooks","usage":"held in 2 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3026","weakness":{},"price":1900000,"skill":["Performance"],"legacy_id":["equipment-260"],"trait":["Magical"],"id":"equipment-3026-2885","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Maestro's Instrument Source GM Core pg. 275 Usage held in 2 hand Bulk 1 --- A maestro's instrument can be crafted in the form of any variety of handheld musical instruments. A maestro's instrument grants you a +1 item bonus to Performance checks while playing music with the instrument. Activate—Charming Performance Two Actions (manipulate) Frequency once per day; Effect You play the instrument, causing it to cast a DC 17 charm spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Maestro's Instrument (Lesser) Source GM Core pg. 275, Core Rulebook pg. 574 Price 60 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Maestro's Instrument (Moderate) Source GM Core pg. 275, Core Rulebook pg. 574 Price 900 gp --- The item bonus is +2, and the charm spell is 4th rank (DC 27). <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Maestro's Instrument (Greater) Source GM Core pg. 275, Core Rulebook pg. 574 Price 19,000 gp --- The item bonus is +3, and the charm spell is 8th rank (DC 38).","skill_mod":{},"summary":"The item bonus is +3, and the charm spell is 8th rank (DC 38).","primary_source":"GM Core","trait_group":["Mechanics"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3026","name":"Maestro's Instrument (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3026-2885"},{"item_child_id":["equipment-3027-2886","equipment-3027-2887"],"primary_source_category":"Rulebooks","usage":"held in 2 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"legacy_id":["equipment-261"],"trait":["Magical"],"id":"equipment-3027","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Marvelous Medicines Source GM Core pg. 275 Usage held in 2 hand Bulk 1 --- This healer's toolkit contains a seemingly endless supply of bandages, herbs, and healing items of impeccable quality, granting you a +2 item bonus to Medicine checks. If you use the marvelous medicines when you Treat a Poison or Treat a Disease, before you roll your check, the medicines attempt to counteract the poison or disease you're treating, with a counteract rank of 5 and a counteract modifier of +21. This is a healing effect. The medicines can't be used to treat the same affliction for that patient again. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Marvelous Medicines Source GM Core pg. 276, Core Rulebook pg. 574 Price 1,800 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Marvelous Medicines (Greater) Source GM Core pg. 276, Core Rulebook pg. 574 Price 19,000 gp --- The tools grant a +3 item bonus, the counteract rank is 8, and the counteract modifier is +30.","skill_mod":{},"summary":"This healer's toolkit contains a seemingly endless supply of bandages, herbs, and healing items of impeccable quality, granting you a +2 item bonus …","primary_source":"GM Core","trait_group":["Mechanics"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3027","name":"Marvelous Medicines","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3027"},{"primary_source_category":"Rulebooks","usage":"held in 2 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3027","weakness":{},"price":180000,"skill":["Medicine"],"legacy_id":["equipment-261"],"trait":["Magical"],"id":"equipment-3027-2886","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Marvelous Medicines Source GM Core pg. 275 Usage held in 2 hand Bulk 1 --- This healer's toolkit contains a seemingly endless supply of bandages, herbs, and healing items of impeccable quality, granting you a +2 item bonus to Medicine checks. If you use the marvelous medicines when you Treat a Poison or Treat a Disease, before you roll your check, the medicines attempt to counteract the poison or disease you're treating, with a counteract rank of 5 and a counteract modifier of +21. This is a healing effect. The medicines can't be used to treat the same affliction for that patient again. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Marvelous Medicines Source GM Core pg. 276, Core Rulebook pg. 574 Price 1,800 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Marvelous Medicines (Greater) Source GM Core pg. 276, Core Rulebook pg. 574 Price 19,000 gp --- The tools grant a +3 item bonus, the counteract rank is 8, and the counteract modifier is +30.","skill_mod":{},"summary":"This healer's toolkit contains a seemingly endless supply of bandages, herbs, and healing items of impeccable quality, granting you a +2 item bonus …","primary_source":"GM Core","trait_group":["Mechanics"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3027","name":"Marvelous Medicines","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3027-2886"},{"legacy_name":["Marvelous Medicines"],"primary_source_category":"Rulebooks","usage":"held in 2 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3027","weakness":{},"price":1900000,"skill":["Medicine"],"legacy_id":["equipment-261"],"trait":["Magical"],"id":"equipment-3027-2887","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Marvelous Medicines Source GM Core pg. 275 Usage held in 2 hand Bulk 1 --- This healer's toolkit contains a seemingly endless supply of bandages, herbs, and healing items of impeccable quality, granting you a +2 item bonus to Medicine checks. If you use the marvelous medicines when you Treat a Poison or Treat a Disease, before you roll your check, the medicines attempt to counteract the poison or disease you're treating, with a counteract rank of 5 and a counteract modifier of +21. This is a healing effect. The medicines can't be used to treat the same affliction for that patient again. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Marvelous Medicines Source GM Core pg. 276, Core Rulebook pg. 574 Price 1,800 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Marvelous Medicines (Greater) Source GM Core pg. 276, Core Rulebook pg. 574 Price 19,000 gp --- The tools grant a +3 item bonus, the counteract rank is 8, and the counteract modifier is +30.","skill_mod":{},"summary":"The tools grant a +3 item bonus, the counteract rank is 8, and the counteract modifier is +30.","primary_source":"GM Core","trait_group":["Mechanics"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3027","name":"Marvelous Medicines (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3027-2887"},{"skill_mod":{},"summary":"This item appears to be a miniature replica of a theater. It includes a small pocket full of minute set dressing and costumed paper dolls. ","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["GM Core"],"type":"Item","item_category":"Structures","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3028","weakness":{},"price":13800,"name":"Pocket Stage","legacy_id":["equipment-367"],"trait":["Magical","Structure"],"id":"equipment-3028","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Pocket Stage Source GM Core pg. 276 Price 138 gp Bulk L (when not activated) --- This item appears to be a miniature replica of a theater. It includes a small pocket full of minute set dressing and costumed paper dolls. Activate—Play with Dolls 1 minute (concentrate, manipulate) Effect You place the miniature theater on the ground, filling it with any set dressing and up to six figures you choose. Then, you tap a rhythm on the miniature, causing it to grow into a modest stage 20 feet wide and 15 feet deep. It's dressed with the decorations you selected, and simple mannequins wear the costumes you chose. A wooden proscenium arch frames the stage, and simple curtains along the sides conceal the wings. As a magical structure, the stage has the structure trait. All the stage's set dressing is illusory and disappears if taken more than 20 feet from the stage. The costumes are physical but with illusory embellishments that fade at the same range, revealing only plain, white smocks.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3028"},{"primary_source_category":"Rulebooks","usage":"held in 2 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":2200000,"skill":["Arcana","Crafting","Lore","Medicine","Nature","Occultism","Religion","Society"],"legacy_id":["equipment-262"],"trait":["Magical"],"id":"equipment-3029","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Possibility Tome Source GM Core pg. 276 Price 22,000 gp Usage held in 2 hand Bulk 2 --- An array of semiprecious stones is set into the ornate silver and beaten copper cover of this thick and weighty tome. If you open the book before it's been activated, its vellum pages are blank and pristine, but once activated, words dance and swim onto the pages before your eyes. Activate—Skim 10 minutes (concentrate, manipulate) Effect As you flip through the book, you think about a broad topic you want to know more about. Choose one skill: Arcana, Crafting, Medicine, Nature, Occultism, Religion, Society, or a single subcategory of Lore. The book's pages fill with information about that skill, though only you can see the information. While the pages are full, you can spend an Interact action perusing the book just before attempting a check to Recall Knowledge with the chosen skill. This grants you a +3 item bonus to the check, and if you roll a critical failure, you get a failure instead. The information within the book disappears after 24 hours or when the tome is activated again. ","skill_mod":{},"summary":"An array of semiprecious stones is set into the ornate silver and beaten copper cover of this thick and weighty tome. If you open the book before …","primary_source":"GM Core","trait_group":["Mechanics"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3029","name":"Possibility Tome","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3029"},{"item_child_id":["equipment-3030-2888","equipment-3030-2889"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"skill":["Thievery","Thievery"],"legacy_id":["equipment-266"],"trait":["Magical"],"id":"equipment-3030","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Skeleton Key Source GM Core pg. 276 Usage held in 1 hand --- A grinning skull tops the bow of this macabre key. This key can be used in place of a thieves' toolkit when attempting to Pick a Lock, and it grants a +1 item bonus to the Thievery check. If the skeleton key becomes broken due to a critical failure on the check, it works as a normal thieves' toolkit and loses its benefits until repaired. Activate—Loosen Lock Free Action (manipulate) Frequency once per day; Effect The key casts knock on the lock you're trying to pick. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Skeleton Key Source GM Core pg. 276, Core Rulebook pg. 575 Price 125 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Skeleton Key (Greater) Source GM Core pg. 276, Core Rulebook pg. 575 Price 1,250 gp --- The key grants a +2 item bonus, and you can activate the key once per hour.","skill_mod":{},"summary":"A grinning skull tops the bow of this macabre key. This key can be used in place of a thieves' toolkit when attempting to Pick a Lock , and it …","primary_source":"GM Core","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3030","name":"Skeleton Key","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3030"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3030","weakness":{},"price":12500,"skill":["Thievery"],"legacy_id":["equipment-266"],"trait":["Magical"],"id":"equipment-3030-2888","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Skeleton Key Source GM Core pg. 276 Usage held in 1 hand --- A grinning skull tops the bow of this macabre key. This key can be used in place of a thieves' toolkit when attempting to Pick a Lock, and it grants a +1 item bonus to the Thievery check. If the skeleton key becomes broken due to a critical failure on the check, it works as a normal thieves' toolkit and loses its benefits until repaired. Activate—Loosen Lock Free Action (manipulate) Frequency once per day; Effect The key casts knock on the lock you're trying to pick. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Skeleton Key Source GM Core pg. 276, Core Rulebook pg. 575 Price 125 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Skeleton Key (Greater) Source GM Core pg. 276, Core Rulebook pg. 575 Price 1,250 gp --- The key grants a +2 item bonus, and you can activate the key once per hour.","skill_mod":{},"summary":"A grinning skull tops the bow of this macabre key. This key can be used in place of a thieves' toolkit when attempting to Pick a Lock , and it …","primary_source":"GM Core","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3030","name":"Skeleton Key","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3030-2888"},{"legacy_name":["Skeleton Key"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3030","weakness":{},"price":125000,"skill":["Thievery"],"legacy_id":["equipment-266"],"trait":["Magical"],"id":"equipment-3030-2889","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Skeleton Key Source GM Core pg. 276 Usage held in 1 hand --- A grinning skull tops the bow of this macabre key. This key can be used in place of a thieves' toolkit when attempting to Pick a Lock, and it grants a +1 item bonus to the Thievery check. If the skeleton key becomes broken due to a critical failure on the check, it works as a normal thieves' toolkit and loses its benefits until repaired. Activate—Loosen Lock Free Action (manipulate) Frequency once per day; Effect The key casts knock on the lock you're trying to pick. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Skeleton Key Source GM Core pg. 276, Core Rulebook pg. 575 Price 125 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Skeleton Key (Greater) Source GM Core pg. 276, Core Rulebook pg. 575 Price 1,250 gp --- The key grants a +2 item bonus, and you can activate the key once per hour.","skill_mod":{},"summary":"The key grants a +2 item bonus, and you can activate the key once per hour.","primary_source":"GM Core","trait_group":["Mechanics"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3030","name":"Skeleton Key (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3030-2889"},{"primary_source_category":"Rulebooks","usage":"held in 2 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":245000,"legacy_id":["equipment-744"],"trait":["Magical"],"id":"equipment-3031","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Slates of Distant Letters Source GM Core pg. 276 Price 2,450 gp Usage held in 2 hand Bulk L --- This matched pair of slates, roughly one handspan wide and tall, have identical ornate frames. Slates are crafted in pairs, and each works with only the other of its pair. If one slate of a pair is ever broken, the other shatters into non-magical shards. The listed price is for a pair of slates. Activate—Send a Message Two Actions (manipulate) Frequency once per hour; Effect You use a piece of chalk to write up to 25 words on a slate. As you write, the writing also appears on the other slate in its matched pair, no matter how far away it is, as long as it is on the same plane. Wiping one slate clean erases the writing from both slates. Each slate can be activated once per hour.\n","skill_mod":{},"summary":"This matched pair of slates, roughly one handspan wide and tall, have identical ornate frames. Slates are crafted in pairs, and each works with only …","primary_source":"GM Core","trait_group":["Mechanics"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3031","name":"Slates of Distant Letters","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3031"},{"legacy_name":["Bag of Holding"],"item_child_id":["equipment-3032-2890","equipment-3032-2891","equipment-3032-2892","equipment-3032-2893"],"primary_source_category":"Rulebooks","usage":"held in 2 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"legacy_id":["equipment-249"],"trait":["Extradimensional","Magical"],"id":"equipment-3032","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Spacious Pouch Source GM Core pg. 276 Usage held in 2 hand Bulk 1 --- Though it appears to be a cloth bag decorated with panels of richly colored silk or stylish embroidery, a spacious pouch opens into a magical space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the spacious pouch itself. The amount of Bulk the bag's extradimensional space can hold depends on its type. You can Interact with the spacious pouch to stow items in it or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside. If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Spacious Pouch (Type I) Source GM Core pg. 276 Price 75 gp --- 25 Bulk <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spacious Pouch (Type II) Source GM Core pg. 276 Price 300 gp --- 50 Bulk <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spacious Pouch (Type III) Source GM Core pg. 276 Price 1,200 gp --- 100 Bulk <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spacious Pouch (Type IV) Source GM Core pg. 276 Price 2,400 gp --- 150 Bulk","skill_mod":{},"summary":"Though it appears to be a cloth bag decorated with panels of richly colored silk or stylish embroidery, a spacious pouch opens into a magical space …","primary_source":"GM Core","trait_group":["Mechanics"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3032","name":"Spacious Pouch","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3032"},{"legacy_name":["Bag of Holding"],"primary_source_category":"Rulebooks","usage":"held in 2 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3032","weakness":{},"price":7500,"legacy_id":["equipment-249"],"trait":["Extradimensional","Magical"],"id":"equipment-3032-2890","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Spacious Pouch Source GM Core pg. 276 Usage held in 2 hand Bulk 1 --- Though it appears to be a cloth bag decorated with panels of richly colored silk or stylish embroidery, a spacious pouch opens into a magical space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the spacious pouch itself. The amount of Bulk the bag's extradimensional space can hold depends on its type. You can Interact with the spacious pouch to stow items in it or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside. If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Spacious Pouch (Type I) Source GM Core pg. 276 Price 75 gp --- 25 Bulk <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spacious Pouch (Type II) Source GM Core pg. 276 Price 300 gp --- 50 Bulk <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spacious Pouch (Type III) Source GM Core pg. 276 Price 1,200 gp --- 100 Bulk <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spacious Pouch (Type IV) Source GM Core pg. 276 Price 2,400 gp --- 150 Bulk","skill_mod":{},"summary":"25 Bulk","primary_source":"GM Core","trait_group":["Mechanics"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3032","name":"Spacious Pouch (Type I)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3032-2890"},{"legacy_name":["Bag of Holding"],"primary_source_category":"Rulebooks","usage":"held in 2 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3032","weakness":{},"price":30000,"legacy_id":["equipment-249"],"trait":["Extradimensional","Magical"],"id":"equipment-3032-2891","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Spacious Pouch Source GM Core pg. 276 Usage held in 2 hand Bulk 1 --- Though it appears to be a cloth bag decorated with panels of richly colored silk or stylish embroidery, a spacious pouch opens into a magical space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the spacious pouch itself. The amount of Bulk the bag's extradimensional space can hold depends on its type. You can Interact with the spacious pouch to stow items in it or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside. If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Spacious Pouch (Type I) Source GM Core pg. 276 Price 75 gp --- 25 Bulk <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spacious Pouch (Type II) Source GM Core pg. 276 Price 300 gp --- 50 Bulk <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spacious Pouch (Type III) Source GM Core pg. 276 Price 1,200 gp --- 100 Bulk <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spacious Pouch (Type IV) Source GM Core pg. 276 Price 2,400 gp --- 150 Bulk","skill_mod":{},"summary":"50 Bulk","primary_source":"GM Core","trait_group":["Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3032","name":"Spacious Pouch (Type II)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3032-2891"},{"legacy_name":["Bag of Holding"],"primary_source_category":"Rulebooks","usage":"held in 2 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3032","weakness":{},"price":120000,"legacy_id":["equipment-249"],"trait":["Extradimensional","Magical"],"id":"equipment-3032-2892","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Spacious Pouch Source GM Core pg. 276 Usage held in 2 hand Bulk 1 --- Though it appears to be a cloth bag decorated with panels of richly colored silk or stylish embroidery, a spacious pouch opens into a magical space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the spacious pouch itself. The amount of Bulk the bag's extradimensional space can hold depends on its type. You can Interact with the spacious pouch to stow items in it or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside. If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Spacious Pouch (Type I) Source GM Core pg. 276 Price 75 gp --- 25 Bulk <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spacious Pouch (Type II) Source GM Core pg. 276 Price 300 gp --- 50 Bulk <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spacious Pouch (Type III) Source GM Core pg. 276 Price 1,200 gp --- 100 Bulk <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spacious Pouch (Type IV) Source GM Core pg. 276 Price 2,400 gp --- 150 Bulk","skill_mod":{},"summary":"100 Bulk","primary_source":"GM Core","trait_group":["Mechanics"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3032","name":"Spacious Pouch (Type III)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3032-2892"},{"legacy_name":["Bag of Holding"],"primary_source_category":"Rulebooks","usage":"held in 2 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3032","weakness":{},"price":240000,"legacy_id":["equipment-249"],"trait":["Extradimensional","Magical"],"id":"equipment-3032-2893","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Spacious Pouch Source GM Core pg. 276 Usage held in 2 hand Bulk 1 --- Though it appears to be a cloth bag decorated with panels of richly colored silk or stylish embroidery, a spacious pouch opens into a magical space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the spacious pouch itself. The amount of Bulk the bag's extradimensional space can hold depends on its type. You can Interact with the spacious pouch to stow items in it or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside. If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Spacious Pouch (Type I) Source GM Core pg. 276 Price 75 gp --- 25 Bulk <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Spacious Pouch (Type II) Source GM Core pg. 276 Price 300 gp --- 50 Bulk <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spacious Pouch (Type III) Source GM Core pg. 276 Price 1,200 gp --- 100 Bulk <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Spacious Pouch (Type IV) Source GM Core pg. 276 Price 2,400 gp --- 150 Bulk","skill_mod":{},"summary":"150 Bulk","primary_source":"GM Core","trait_group":["Mechanics"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3032","name":"Spacious Pouch (Type IV)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3032-2893"},{"item_child_id":["equipment-3033-2894","equipment-3033-2895","equipment-3033-2896"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"legacy_id":["equipment-267"],"trait":["Divine"],"id":"equipment-3033","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Thurible of Revelation Source GM Core pg. 277 Usage held in 1 hand Bulk 1 --- This brass censer dangles on a length of chain. Most thuribles of revelation are adorned with swirling Empyrean text, though some are iron and feature Diabolic or Chthonian text. Activate—Burn Incense Two Actions (manipulate) Cost incense worth at least 5 gp; Effect You light the incense inside the censer, and it burns for 1 hour. During that time, as long you are holding the thurible, you gain a +1 item bonus to Religion checks, and any critical failure you roll when you Decipher Writing of a religious nature is a failure instead. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thurible of Revelation (Lesser) Source GM Core pg. 277, Core Rulebook pg. 575 Price 55 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Thurible of Revelation (Moderate) Source GM Core pg. 277, Core Rulebook pg. 575 Price 900 gp --- The thurible grants a +2 bonus. Once per day, when you activate the thurible, you can increase its revelations. During that activation, you can hold the thurible up to your eyes with an Interact action to gain the effects of see the unseen for 1 round by peering through the smoke. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Thurible of Revelation (Greater) Source GM Core pg. 277, Core Rulebook pg. 575 Price 19,000 gp --- The thurible grants a +3 bonus. The greater version shares the once-per-day enhanced revelations of the moderate version, except peering through the smoke also grants you the effects of truesight .","skill_mod":{},"summary":"This brass censer dangles on a length of chain. Most thuribles of revelation are adorned with swirling Empyrean text, though some are iron and …","primary_source":"GM Core","trait_group":["Tradition","Monster"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3033","name":"Thurible of Revelation","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3033"},{"legacy_name":["Thurible of Revelation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3033","weakness":{},"price":5500,"legacy_id":["equipment-267"],"trait":["Divine"],"id":"equipment-3033-2894","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Thurible of Revelation Source GM Core pg. 277 Usage held in 1 hand Bulk 1 --- This brass censer dangles on a length of chain. Most thuribles of revelation are adorned with swirling Empyrean text, though some are iron and feature Diabolic or Chthonian text. Activate—Burn Incense Two Actions (manipulate) Cost incense worth at least 5 gp; Effect You light the incense inside the censer, and it burns for 1 hour. During that time, as long you are holding the thurible, you gain a +1 item bonus to Religion checks, and any critical failure you roll when you Decipher Writing of a religious nature is a failure instead. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thurible of Revelation (Lesser) Source GM Core pg. 277, Core Rulebook pg. 575 Price 55 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Thurible of Revelation (Moderate) Source GM Core pg. 277, Core Rulebook pg. 575 Price 900 gp --- The thurible grants a +2 bonus. Once per day, when you activate the thurible, you can increase its revelations. During that activation, you can hold the thurible up to your eyes with an Interact action to gain the effects of see the unseen for 1 round by peering through the smoke. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Thurible of Revelation (Greater) Source GM Core pg. 277, Core Rulebook pg. 575 Price 19,000 gp --- The thurible grants a +3 bonus. The greater version shares the once-per-day enhanced revelations of the moderate version, except peering through the smoke also grants you the effects of truesight .","skill_mod":{},"summary":"This brass censer dangles on a length of chain. Most thuribles of revelation are adorned with swirling Empyrean text, though some are iron and …","primary_source":"GM Core","trait_group":["Tradition","Monster"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3033","name":"Thurible of Revelation (Lesser)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3033-2894"},{"legacy_name":["Thurible of Revelation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3033","weakness":{},"price":90000,"legacy_id":["equipment-267"],"trait":["Divine"],"id":"equipment-3033-2895","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Thurible of Revelation Source GM Core pg. 277 Usage held in 1 hand Bulk 1 --- This brass censer dangles on a length of chain. Most thuribles of revelation are adorned with swirling Empyrean text, though some are iron and feature Diabolic or Chthonian text. Activate—Burn Incense Two Actions (manipulate) Cost incense worth at least 5 gp; Effect You light the incense inside the censer, and it burns for 1 hour. During that time, as long you are holding the thurible, you gain a +1 item bonus to Religion checks, and any critical failure you roll when you Decipher Writing of a religious nature is a failure instead. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thurible of Revelation (Lesser) Source GM Core pg. 277, Core Rulebook pg. 575 Price 55 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Thurible of Revelation (Moderate) Source GM Core pg. 277, Core Rulebook pg. 575 Price 900 gp --- The thurible grants a +2 bonus. Once per day, when you activate the thurible, you can increase its revelations. During that activation, you can hold the thurible up to your eyes with an Interact action to gain the effects of see the unseen for 1 round by peering through the smoke. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Thurible of Revelation (Greater) Source GM Core pg. 277, Core Rulebook pg. 575 Price 19,000 gp --- The thurible grants a +3 bonus. The greater version shares the once-per-day enhanced revelations of the moderate version, except peering through the smoke also grants you the effects of truesight .","skill_mod":{},"summary":"The thurible grants a +2 bonus. Once per day, when you activate the thurible, you can increase its revelations. During that activation, you can hold …","primary_source":"GM Core","trait_group":["Tradition","Monster"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3033","name":"Thurible of Revelation (Moderate)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3033-2895"},{"legacy_name":["Thurible of Revelation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3033","weakness":{},"price":1900000,"legacy_id":["equipment-267"],"trait":["Divine"],"id":"equipment-3033-2896","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Thurible of Revelation Source GM Core pg. 277 Usage held in 1 hand Bulk 1 --- This brass censer dangles on a length of chain. Most thuribles of revelation are adorned with swirling Empyrean text, though some are iron and feature Diabolic or Chthonian text. Activate—Burn Incense Two Actions (manipulate) Cost incense worth at least 5 gp; Effect You light the incense inside the censer, and it burns for 1 hour. During that time, as long you are holding the thurible, you gain a +1 item bonus to Religion checks, and any critical failure you roll when you Decipher Writing of a religious nature is a failure instead. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Thurible of Revelation (Lesser) Source GM Core pg. 277, Core Rulebook pg. 575 Price 55 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Thurible of Revelation (Moderate) Source GM Core pg. 277, Core Rulebook pg. 575 Price 900 gp --- The thurible grants a +2 bonus. Once per day, when you activate the thurible, you can increase its revelations. During that activation, you can hold the thurible up to your eyes with an Interact action to gain the effects of see the unseen for 1 round by peering through the smoke. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Thurible of Revelation (Greater) Source GM Core pg. 277, Core Rulebook pg. 575 Price 19,000 gp --- The thurible grants a +3 bonus. The greater version shares the once-per-day enhanced revelations of the moderate version, except peering through the smoke also grants you the effects of truesight .","skill_mod":{},"summary":"The thurible grants a +3 bonus. The greater version shares the once-per-day enhanced revelations of the moderate version, except peering through the …","primary_source":"GM Core","trait_group":["Tradition","Monster"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3033","name":"Thurible of Revelation (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3033-2896"},{"primary_source_category":"Rulebooks","usage":"held in 2 hand","source":["GM Core"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":20000,"legacy_id":["equipment-268"],"trait":["Magical"],"id":"equipment-3034","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Traveler's Any-Tool Source GM Core pg. 277 Price 200 gp Usage held in 2 hand Bulk 1 --- Before it's activated, this item appears to be an ash rod capped with steel on either end. Activate—Tap Two Actions (concentrate, manipulate) Effect You imagine a specific simple tool, and the any-tool transforms into it. (Usually, you can choose from a tool listed in the gear from Player Core). This transforms the wooden portion into any haft and the metal caps into spades, hammer heads, or the like, allowing for most basic tools but nothing more complex. You can return the item to its rod form with an Interact action.\n","skill_mod":{},"summary":"Before it's activated, this item appears to be an ash rod capped with steel on either end. ","primary_source":"GM Core","trait_group":["Mechanics"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3034","name":"Traveler's Any-Tool","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3034"},{"item_child_id":["equipment-3035-2897","equipment-3035-2898","equipment-3035-2899"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-349"],"trait":["Magical","Staff"],"id":"equipment-3035","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Animal Staff Source GM Core pg. 278 Usage held in 1 hand Bulk 1 --- This staff is topped with carved animal and monster heads. While wielding the staff, you gain a +2 circumstance bonus to Nature checks to identify animals. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Staff Source GM Core pg. 278, Core Rulebook pg. 593 Price 90 gp --- Cantrip know the way 1st runic body , summon animal <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Staff (Greater) Source GM Core pg. 278, Core Rulebook pg. 593 Price 460 gp --- 2nd animal messenger , speak with animals , summon animal 3rd animal form , summon animal <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Staff (Major) Source GM Core pg. 278, Core Rulebook pg. 593 Price 1,900 gp --- 4th summon animal 5th animal form, moon frenzy , summon animal ","skill_mod":{},"summary":"This staff is topped with carved animal and monster heads. While wielding the staff, you gain a +2 circumstance bonus to Nature checks to identify …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3035","name":"Animal Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3035"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3035","weakness":{},"price":9000,"legacy_id":["equipment-349"],"trait":["Magical","Staff"],"id":"equipment-3035-2897","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Animal Staff Source GM Core pg. 278 Usage held in 1 hand Bulk 1 --- This staff is topped with carved animal and monster heads. While wielding the staff, you gain a +2 circumstance bonus to Nature checks to identify animals. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Staff Source GM Core pg. 278, Core Rulebook pg. 593 Price 90 gp --- Cantrip know the way 1st runic body , summon animal <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Staff (Greater) Source GM Core pg. 278, Core Rulebook pg. 593 Price 460 gp --- 2nd animal messenger , speak with animals , summon animal 3rd animal form , summon animal <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Staff (Major) Source GM Core pg. 278, Core Rulebook pg. 593 Price 1,900 gp --- 4th summon animal 5th animal form, moon frenzy , summon animal ","skill_mod":{},"summary":"Cantrip know the way 1st runic body , summon animal","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3035","name":"Animal Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3035-2897"},{"legacy_name":["Animal Staff"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3035","weakness":{},"price":46000,"legacy_id":["equipment-349"],"trait":["Magical","Staff"],"id":"equipment-3035-2898","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Animal Staff Source GM Core pg. 278 Usage held in 1 hand Bulk 1 --- This staff is topped with carved animal and monster heads. While wielding the staff, you gain a +2 circumstance bonus to Nature checks to identify animals. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Staff Source GM Core pg. 278, Core Rulebook pg. 593 Price 90 gp --- Cantrip know the way 1st runic body , summon animal <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Staff (Greater) Source GM Core pg. 278, Core Rulebook pg. 593 Price 460 gp --- 2nd animal messenger , speak with animals , summon animal 3rd animal form , summon animal <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Staff (Major) Source GM Core pg. 278, Core Rulebook pg. 593 Price 1,900 gp --- 4th summon animal 5th animal form, moon frenzy , summon animal ","skill_mod":{},"summary":"2nd animal messenger , speak with animals , summon animal 3rd animal form , summon animal","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3035","name":"Animal Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3035-2898"},{"legacy_name":["Animal Staff"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3035","weakness":{},"price":190000,"legacy_id":["equipment-349"],"trait":["Magical","Staff"],"id":"equipment-3035-2899","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Animal Staff Source GM Core pg. 278 Usage held in 1 hand Bulk 1 --- This staff is topped with carved animal and monster heads. While wielding the staff, you gain a +2 circumstance bonus to Nature checks to identify animals. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Animal Staff Source GM Core pg. 278, Core Rulebook pg. 593 Price 90 gp --- Cantrip know the way 1st runic body , summon animal <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Animal Staff (Greater) Source GM Core pg. 278, Core Rulebook pg. 593 Price 460 gp --- 2nd animal messenger , speak with animals , summon animal 3rd animal form , summon animal <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Animal Staff (Major) Source GM Core pg. 278, Core Rulebook pg. 593 Price 1,900 gp --- 4th summon animal 5th animal form, moon frenzy , summon animal ","skill_mod":{},"summary":"4th summon animal 5th animal form, moon frenzy , summon animal","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3035","name":"Animal Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3035-2899"},{"legacy_name":["Staff of Transmutation"],"item_child_id":["equipment-3036-2900","equipment-3036-2901","equipment-3036-2902"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-363"],"trait":["Magical","Staff"],"id":"equipment-3036","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Fluid Form Staff Source GM Core pg. 278 Usage held in 1 hand Bulk 1 --- A glass orb atop this metal staff contains fine sand. While wielding the staff, you gain a +2 circumstance bonus to Perception checks to identify morph and polymorph magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Fluid Form Staff Source GM Core pg. 278 Price 230 gp --- 1st pest form 2nd animal form , enlarge , shrink <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Fluid Form Staff (Greater) Source GM Core pg. 278 Price 900 gp --- 3rd feet to fins , insect form 4th aerial form , animal form, dinosaur form <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Fluid Form Staff (Major) Source GM Core pg. 278 Price 4,000 gp --- 5th animal form, insect form 6th cursed metamorphosis , dragon form , plant form ","skill_mod":{},"summary":"A glass orb atop this metal staff contains fine sand. While wielding the staff, you gain a +2 circumstance bonus to Perception checks to identify …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3036","name":"Fluid Form Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3036"},{"legacy_name":["Staff of Transmutation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3036","weakness":{},"price":23000,"legacy_id":["equipment-363"],"trait":["Magical","Staff"],"id":"equipment-3036-2900","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Fluid Form Staff Source GM Core pg. 278 Usage held in 1 hand Bulk 1 --- A glass orb atop this metal staff contains fine sand. While wielding the staff, you gain a +2 circumstance bonus to Perception checks to identify morph and polymorph magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Fluid Form Staff Source GM Core pg. 278 Price 230 gp --- 1st pest form 2nd animal form , enlarge , shrink <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Fluid Form Staff (Greater) Source GM Core pg. 278 Price 900 gp --- 3rd feet to fins , insect form 4th aerial form , animal form, dinosaur form <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Fluid Form Staff (Major) Source GM Core pg. 278 Price 4,000 gp --- 5th animal form, insect form 6th cursed metamorphosis , dragon form , plant form ","skill_mod":{},"summary":"1st pest form 2nd animal form , enlarge , shrink","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3036","name":"Fluid Form Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3036-2900"},{"legacy_name":["Staff of Transmutation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3036","weakness":{},"price":90000,"legacy_id":["equipment-363"],"trait":["Magical","Staff"],"id":"equipment-3036-2901","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Fluid Form Staff Source GM Core pg. 278 Usage held in 1 hand Bulk 1 --- A glass orb atop this metal staff contains fine sand. While wielding the staff, you gain a +2 circumstance bonus to Perception checks to identify morph and polymorph magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Fluid Form Staff Source GM Core pg. 278 Price 230 gp --- 1st pest form 2nd animal form , enlarge , shrink <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Fluid Form Staff (Greater) Source GM Core pg. 278 Price 900 gp --- 3rd feet to fins , insect form 4th aerial form , animal form, dinosaur form <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Fluid Form Staff (Major) Source GM Core pg. 278 Price 4,000 gp --- 5th animal form, insect form 6th cursed metamorphosis , dragon form , plant form ","skill_mod":{},"summary":"3rd feet to fins , insect form 4th aerial form , animal form, dinosaur form","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3036","name":"Fluid Form Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3036-2901"},{"legacy_name":["Staff of Transmutation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3036","weakness":{},"price":400000,"legacy_id":["equipment-363"],"trait":["Magical","Staff"],"id":"equipment-3036-2902","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Fluid Form Staff Source GM Core pg. 278 Usage held in 1 hand Bulk 1 --- A glass orb atop this metal staff contains fine sand. While wielding the staff, you gain a +2 circumstance bonus to Perception checks to identify morph and polymorph magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Fluid Form Staff Source GM Core pg. 278 Price 230 gp --- 1st pest form 2nd animal form , enlarge , shrink <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Fluid Form Staff (Greater) Source GM Core pg. 278 Price 900 gp --- 3rd feet to fins , insect form 4th aerial form , animal form, dinosaur form <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Fluid Form Staff (Major) Source GM Core pg. 278 Price 4,000 gp --- 5th animal form, insect form 6th cursed metamorphosis , dragon form , plant form ","skill_mod":{},"summary":"5th animal form, insect form 6th cursed metamorphosis , dragon form , plant form","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3036","name":"Fluid Form Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3036-2902"},{"item_child_id":["equipment-3037-2903","equipment-3037-2904","equipment-3037-2905"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-350"],"trait":["Magical","Staff"],"id":"equipment-3037","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Mentalist's Staff Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- This polished wooden staff bears a swirling motif reminiscent of the folds of a brain. While wielding the staff, you gain a +2 circumstance bonus to checks to identify mental magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Mentalist's Staff Source GM Core pg. 279, Core Rulebook pg. 593 Price 90 gp --- Cantrip daze 1st mindlink , phantom pain <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mentalist's Staff (Greater) Source GM Core pg. 279, Core Rulebook pg. 593 Price 460 gp --- 2nd paranoia 3rd hypercognition , phantom pain <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Mentalist's Staff (Major) Source GM Core pg. 279, Core Rulebook pg. 593 Price 1,800 gp --- 4th rewrite memory , telepathy 5th hallucination , phantom pain, synaptic pulse ","skill_mod":{},"summary":"This polished wooden staff bears a swirling motif reminiscent of the folds of a brain. While wielding the staff, you gain a +2 circumstance bonus to …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3037","name":"Mentalist's Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3037"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3037","weakness":{},"price":9000,"legacy_id":["equipment-350"],"trait":["Magical","Staff"],"id":"equipment-3037-2903","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Mentalist's Staff Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- This polished wooden staff bears a swirling motif reminiscent of the folds of a brain. While wielding the staff, you gain a +2 circumstance bonus to checks to identify mental magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Mentalist's Staff Source GM Core pg. 279, Core Rulebook pg. 593 Price 90 gp --- Cantrip daze 1st mindlink , phantom pain <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mentalist's Staff (Greater) Source GM Core pg. 279, Core Rulebook pg. 593 Price 460 gp --- 2nd paranoia 3rd hypercognition , phantom pain <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Mentalist's Staff (Major) Source GM Core pg. 279, Core Rulebook pg. 593 Price 1,800 gp --- 4th rewrite memory , telepathy 5th hallucination , phantom pain, synaptic pulse ","skill_mod":{},"summary":"Cantrip daze 1st mindlink , phantom pain","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3037","name":"Mentalist's Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3037-2903"},{"legacy_name":["Mentalist's Staff"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3037","weakness":{},"price":46000,"legacy_id":["equipment-350"],"trait":["Magical","Staff"],"id":"equipment-3037-2904","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Mentalist's Staff Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- This polished wooden staff bears a swirling motif reminiscent of the folds of a brain. While wielding the staff, you gain a +2 circumstance bonus to checks to identify mental magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Mentalist's Staff Source GM Core pg. 279, Core Rulebook pg. 593 Price 90 gp --- Cantrip daze 1st mindlink , phantom pain <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mentalist's Staff (Greater) Source GM Core pg. 279, Core Rulebook pg. 593 Price 460 gp --- 2nd paranoia 3rd hypercognition , phantom pain <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Mentalist's Staff (Major) Source GM Core pg. 279, Core Rulebook pg. 593 Price 1,800 gp --- 4th rewrite memory , telepathy 5th hallucination , phantom pain, synaptic pulse ","skill_mod":{},"summary":"2nd paranoia 3rd hypercognition , phantom pain","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3037","name":"Mentalist's Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3037-2904"},{"legacy_name":["Mentalist's Staff"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3037","weakness":{},"price":180000,"legacy_id":["equipment-350"],"trait":["Magical","Staff"],"id":"equipment-3037-2905","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Mentalist's Staff Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- This polished wooden staff bears a swirling motif reminiscent of the folds of a brain. While wielding the staff, you gain a +2 circumstance bonus to checks to identify mental magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Mentalist's Staff Source GM Core pg. 279, Core Rulebook pg. 593 Price 90 gp --- Cantrip daze 1st mindlink , phantom pain <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Mentalist's Staff (Greater) Source GM Core pg. 279, Core Rulebook pg. 593 Price 460 gp --- 2nd paranoia 3rd hypercognition , phantom pain <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Mentalist's Staff (Major) Source GM Core pg. 279, Core Rulebook pg. 593 Price 1,800 gp --- 4th rewrite memory , telepathy 5th hallucination , phantom pain, synaptic pulse ","skill_mod":{},"summary":"4th rewrite memory , telepathy 5th hallucination , phantom pain, synaptic pulse","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3037","name":"Mentalist's Staff (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3037-2905"},{"legacy_name":["Staff of Power"],"item_child_id":["equipment-3038-2906","equipment-3038-2907","equipment-3038-2908"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-361"],"trait":["Magical","Rare","Staff"],"id":"equipment-3038","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Staff of Arcane Might Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- This staff of magically hardened wood is topped with a silver sculpture depicting magical runic symbols. A staff of arcane might is a +1 striking staff . Activate—Sunder Two Actions (death, force, manipulate) Effect You destroy the staff, unleashing a blast of arcane power in a 30- foot cone, dealing 2d6 force damage per charge remaining in the staff with a DC 30 basic Reflex save. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Arcane Might Source GM Core pg. 279 Price 1,900 gp --- Cantrip detect magic 1st phantasmal minion 2nd everlight 3rd force barrage , paralyze 4th dispelling globe , mystic armor , translocate 5th fireball , force barrage, lightning bolt <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Greater Staff of Arcane Might Source GM Core pg. 279 Price 10,000 gp --- A greater staff of arcane might is a +2 greater striking staff . Sunder deals 2d8 force damage per charge and is DC 35. 6th disintegrate , mystic armor, wall of force 7th howling blizzard , fireball, lightning bolt <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Major Staff of Arcane Might Source GM Core pg. 279 Price 90,000 gp --- A major staff of arcane might is a + 3 greater striking staff . Sunder deals 2d10 force damage per charge and is DC 40. 8th mystic armor, wall of force 9th dispel magic , falling stars , howling blizzard ","skill_mod":{},"summary":"This staff of magically hardened wood is topped with a silver sculpture depicting magical runic symbols. A staff of arcane might is a +1 striking …","primary_source":"GM Core","trait_group":["Mechanics","Rarity","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3038","name":"Staff of Arcane Might","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3038"},{"legacy_name":["Staff of Power"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3038","weakness":{},"price":190000,"legacy_id":["equipment-361"],"trait":["Magical","Rare","Staff"],"id":"equipment-3038-2906","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Staff of Arcane Might Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- This staff of magically hardened wood is topped with a silver sculpture depicting magical runic symbols. A staff of arcane might is a +1 striking staff . Activate—Sunder Two Actions (death, force, manipulate) Effect You destroy the staff, unleashing a blast of arcane power in a 30- foot cone, dealing 2d6 force damage per charge remaining in the staff with a DC 30 basic Reflex save. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Arcane Might Source GM Core pg. 279 Price 1,900 gp --- Cantrip detect magic 1st phantasmal minion 2nd everlight 3rd force barrage , paralyze 4th dispelling globe , mystic armor , translocate 5th fireball , force barrage, lightning bolt <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Greater Staff of Arcane Might Source GM Core pg. 279 Price 10,000 gp --- A greater staff of arcane might is a +2 greater striking staff . Sunder deals 2d8 force damage per charge and is DC 35. 6th disintegrate , mystic armor, wall of force 7th howling blizzard , fireball, lightning bolt <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Major Staff of Arcane Might Source GM Core pg. 279 Price 90,000 gp --- A major staff of arcane might is a + 3 greater striking staff . Sunder deals 2d10 force damage per charge and is DC 40. 8th mystic armor, wall of force 9th dispel magic , falling stars , howling blizzard ","skill_mod":{},"summary":"Cantrip detect magic 1st phantasmal minion 2nd everlight 3rd force barrage , paralyze 4th dispelling globe …","primary_source":"GM Core","trait_group":["Mechanics","Rarity","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3038","name":"Staff of Arcane Might","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3038-2906"},{"legacy_name":["Staff of Power"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3038","weakness":{},"price":1000000,"legacy_id":["equipment-361"],"trait":["Magical","Rare","Staff"],"id":"equipment-3038-2907","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Staff of Arcane Might Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- This staff of magically hardened wood is topped with a silver sculpture depicting magical runic symbols. A staff of arcane might is a +1 striking staff . Activate—Sunder Two Actions (death, force, manipulate) Effect You destroy the staff, unleashing a blast of arcane power in a 30- foot cone, dealing 2d6 force damage per charge remaining in the staff with a DC 30 basic Reflex save. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Arcane Might Source GM Core pg. 279 Price 1,900 gp --- Cantrip detect magic 1st phantasmal minion 2nd everlight 3rd force barrage , paralyze 4th dispelling globe , mystic armor , translocate 5th fireball , force barrage, lightning bolt <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Greater Staff of Arcane Might Source GM Core pg. 279 Price 10,000 gp --- A greater staff of arcane might is a +2 greater striking staff . Sunder deals 2d8 force damage per charge and is DC 35. 6th disintegrate , mystic armor, wall of force 7th howling blizzard , fireball, lightning bolt <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Major Staff of Arcane Might Source GM Core pg. 279 Price 90,000 gp --- A major staff of arcane might is a + 3 greater striking staff . Sunder deals 2d10 force damage per charge and is DC 40. 8th mystic armor, wall of force 9th dispel magic , falling stars , howling blizzard ","skill_mod":{},"summary":"A greater staff of arcane might is a +2 greater striking staff . Sunder deals 2d8 force damage per charge and is DC 35. 6th disintegrate , …","primary_source":"GM Core","trait_group":["Mechanics","Rarity","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3038","name":"Greater Staff of Arcane Might","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3038-2907"},{"legacy_name":["Staff of Power"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3038","weakness":{},"price":9000000,"legacy_id":["equipment-361"],"trait":["Magical","Rare","Staff"],"id":"equipment-3038-2908","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Staff of Arcane Might Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- This staff of magically hardened wood is topped with a silver sculpture depicting magical runic symbols. A staff of arcane might is a +1 striking staff . Activate—Sunder Two Actions (death, force, manipulate) Effect You destroy the staff, unleashing a blast of arcane power in a 30- foot cone, dealing 2d6 force damage per charge remaining in the staff with a DC 30 basic Reflex save. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Arcane Might Source GM Core pg. 279 Price 1,900 gp --- Cantrip detect magic 1st phantasmal minion 2nd everlight 3rd force barrage , paralyze 4th dispelling globe , mystic armor , translocate 5th fireball , force barrage, lightning bolt <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Greater Staff of Arcane Might Source GM Core pg. 279 Price 10,000 gp --- A greater staff of arcane might is a +2 greater striking staff . Sunder deals 2d8 force damage per charge and is DC 35. 6th disintegrate , mystic armor, wall of force 7th howling blizzard , fireball, lightning bolt <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Major Staff of Arcane Might Source GM Core pg. 279 Price 90,000 gp --- A major staff of arcane might is a + 3 greater striking staff . Sunder deals 2d10 force damage per charge and is DC 40. 8th mystic armor, wall of force 9th dispel magic , falling stars , howling blizzard ","skill_mod":{},"summary":"A major staff of arcane might is a + 3 greater striking staff . Sunder deals 2d10 force damage per charge and is DC 40. 8th mystic armor, wall …","primary_source":"GM Core","trait_group":["Mechanics","Rarity","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3038","name":"Major Staff of Arcane Might","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3038-2908"},{"legacy_name":["Staff of Enchantment"],"item_child_id":["equipment-3039-2909","equipment-3039-2910","equipment-3039-2911"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-354"],"trait":["Magical","Staff"],"id":"equipment-3039","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Control Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- An array of dazzling gemstones lines the twisting head of the golden staff. While wielding the staff, you gain a +1 status bonus to Diplomacy checks to make a Request. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Control Source GM Core pg. 279 Price 230 gp --- Cantrip daze 1st charm , command 2nd laughing fit , stupefy <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Control (Greater) Source GM Core pg. 279 Price 900 gp --- 3rd enthrall 4th charm, confusion , suggestion <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Control (Major) Source GM Core pg. 279 Price 4,000 gp --- 5th command, subconscious suggestion 6th dominate , never mind ","skill_mod":{},"summary":"An array of dazzling gemstones lines the twisting head of the golden staff. While wielding the staff, you gain a +1 status bonus to Diplomacy …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3039","name":"Staff of Control","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3039"},{"legacy_name":["Staff of Enchantment"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3039","weakness":{},"price":23000,"legacy_id":["equipment-354"],"trait":["Magical","Staff"],"id":"equipment-3039-2909","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Control Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- An array of dazzling gemstones lines the twisting head of the golden staff. While wielding the staff, you gain a +1 status bonus to Diplomacy checks to make a Request. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Control Source GM Core pg. 279 Price 230 gp --- Cantrip daze 1st charm , command 2nd laughing fit , stupefy <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Control (Greater) Source GM Core pg. 279 Price 900 gp --- 3rd enthrall 4th charm, confusion , suggestion <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Control (Major) Source GM Core pg. 279 Price 4,000 gp --- 5th command, subconscious suggestion 6th dominate , never mind ","skill_mod":{},"summary":"Cantrip daze 1st charm , command 2nd laughing fit , stupefy","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3039","name":"Staff of Control","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3039-2909"},{"legacy_name":["Staff of Enchantment"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3039","weakness":{},"price":90000,"legacy_id":["equipment-354"],"trait":["Magical","Staff"],"id":"equipment-3039-2910","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Control Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- An array of dazzling gemstones lines the twisting head of the golden staff. While wielding the staff, you gain a +1 status bonus to Diplomacy checks to make a Request. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Control Source GM Core pg. 279 Price 230 gp --- Cantrip daze 1st charm , command 2nd laughing fit , stupefy <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Control (Greater) Source GM Core pg. 279 Price 900 gp --- 3rd enthrall 4th charm, confusion , suggestion <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Control (Major) Source GM Core pg. 279 Price 4,000 gp --- 5th command, subconscious suggestion 6th dominate , never mind ","skill_mod":{},"summary":"3rd enthrall 4th charm, confusion , suggestion","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3039","name":"Staff of Control (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3039-2910"},{"legacy_name":["Staff of Enchantment"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3039","weakness":{},"price":400000,"legacy_id":["equipment-354"],"trait":["Uncommon","Magical","Staff"],"id":"equipment-3039-2911","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Control Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- An array of dazzling gemstones lines the twisting head of the golden staff. While wielding the staff, you gain a +1 status bonus to Diplomacy checks to make a Request. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Control Source GM Core pg. 279 Price 230 gp --- Cantrip daze 1st charm , command 2nd laughing fit , stupefy <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Control (Greater) Source GM Core pg. 279 Price 900 gp --- 3rd enthrall 4th charm, confusion , suggestion <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Control (Major) Source GM Core pg. 279 Price 4,000 gp --- 5th command, subconscious suggestion 6th dominate , never mind ","skill_mod":{},"summary":"5th command, subconscious suggestion 6th dominate , never mind","primary_source":"GM Core","trait_group":["Rarity","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3039","name":"Staff of Control (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3039-2911"},{"legacy_name":["Staff of Evocation"],"item_child_id":["equipment-3040-2912","equipment-3040-2913","equipment-3040-2914"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-355"],"trait":["Magical","Staff"],"id":"equipment-3040","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Elemental Power Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- This staff is tapered at the base and carved into a gem-studded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to checks to identify elemental creatures. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Elemental Power Source GM Core pg. 279 Price 230 gp --- Cantrip frostbite 1st breathe fire , pummeling rubble , thunderstrike 2nd blazing bolt , resist energy <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Elemental Power (Greater) Source GM Core pg. 279 Price 900 gp --- 3rd fireball , lightning bolt 4th resist energy, wall of fire <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Elemental Power (Major) Source GM Core pg. 279 Price 4,000 gp --- 5th howling blizzard , wall of ice 6th chain lightning , fireball ","skill_mod":{},"summary":"This staff is tapered at the base and carved into a gem-studded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3040","name":"Staff of Elemental Power","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3040"},{"legacy_name":["Staff of Evocation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3040","weakness":{},"price":23000,"legacy_id":["equipment-355"],"trait":["Magical","Staff"],"id":"equipment-3040-2912","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Elemental Power Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- This staff is tapered at the base and carved into a gem-studded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to checks to identify elemental creatures. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Elemental Power Source GM Core pg. 279 Price 230 gp --- Cantrip frostbite 1st breathe fire , pummeling rubble , thunderstrike 2nd blazing bolt , resist energy <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Elemental Power (Greater) Source GM Core pg. 279 Price 900 gp --- 3rd fireball , lightning bolt 4th resist energy, wall of fire <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Elemental Power (Major) Source GM Core pg. 279 Price 4,000 gp --- 5th howling blizzard , wall of ice 6th chain lightning , fireball ","skill_mod":{},"summary":"Cantrip frostbite 1st breathe fire , pummeling rubble , thunderstrike 2nd blazing bolt , resist energy","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3040","name":"Staff of Elemental Power","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3040-2912"},{"legacy_name":["Staff of Evocation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3040","weakness":{},"price":90000,"legacy_id":["equipment-355"],"trait":["Magical","Staff"],"id":"equipment-3040-2913","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Elemental Power Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- This staff is tapered at the base and carved into a gem-studded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to checks to identify elemental creatures. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Elemental Power Source GM Core pg. 279 Price 230 gp --- Cantrip frostbite 1st breathe fire , pummeling rubble , thunderstrike 2nd blazing bolt , resist energy <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Elemental Power (Greater) Source GM Core pg. 279 Price 900 gp --- 3rd fireball , lightning bolt 4th resist energy, wall of fire <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Elemental Power (Major) Source GM Core pg. 279 Price 4,000 gp --- 5th howling blizzard , wall of ice 6th chain lightning , fireball ","skill_mod":{},"summary":"3rd fireball , lightning bolt 4th resist energy, wall of fire","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3040","name":"Staff of Elemental Power (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3040-2913"},{"legacy_name":["Staff of Evocation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3040","weakness":{},"price":400000,"legacy_id":["equipment-355"],"trait":["Magical","Staff"],"id":"equipment-3040-2914","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Elemental Power Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- This staff is tapered at the base and carved into a gem-studded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to checks to identify elemental creatures. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Elemental Power Source GM Core pg. 279 Price 230 gp --- Cantrip frostbite 1st breathe fire , pummeling rubble , thunderstrike 2nd blazing bolt , resist energy <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Elemental Power (Greater) Source GM Core pg. 279 Price 900 gp --- 3rd fireball , lightning bolt 4th resist energy, wall of fire <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Elemental Power (Major) Source GM Core pg. 279 Price 4,000 gp --- 5th howling blizzard , wall of ice 6th chain lightning , fireball ","skill_mod":{},"summary":"5th howling blizzard , wall of ice 6th chain lightning , fireball","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3040","name":"Staff of Elemental Power (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3040-2914"},{"item_child_id":["equipment-3041-2915","equipment-3041-2916","equipment-3041-2917"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-356"],"trait":["Magical","Staff"],"id":"equipment-3041","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Fire Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- This staff resembles a blackened and burned length of ashen wood. You can Interact to touch the tip of this staff to a torch, tinder, or a flammable substance to ignite a flame. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Fire Source GM Core pg. 279, Core Rulebook pg. 595 Price 60 gp --- Cantrip ignition 1st breathe fire <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Fire (Greater) Source GM Core pg. 279, Core Rulebook pg. 595 Price 450 gp --- 2nd breathe fire, floating flame 3rd floating flame, fireball <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Fire (Major) Source GM Core pg. 279, Core Rulebook pg. 595 Price 1,800 gp --- 4th fire shield , fireball, wall of fire 5th fireball, wall of fire ","skill_mod":{},"summary":"This staff resembles a blackened and burned length of ashen wood. You can Interact to touch the tip of this staff to a torch, tinder, or a flammable …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3041","name":"Staff of Fire","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3041"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3041","weakness":{},"price":6000,"legacy_id":["equipment-356"],"trait":["Magical","Staff"],"id":"equipment-3041-2915","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Fire Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- This staff resembles a blackened and burned length of ashen wood. You can Interact to touch the tip of this staff to a torch, tinder, or a flammable substance to ignite a flame. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Fire Source GM Core pg. 279, Core Rulebook pg. 595 Price 60 gp --- Cantrip ignition 1st breathe fire <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Fire (Greater) Source GM Core pg. 279, Core Rulebook pg. 595 Price 450 gp --- 2nd breathe fire, floating flame 3rd floating flame, fireball <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Fire (Major) Source GM Core pg. 279, Core Rulebook pg. 595 Price 1,800 gp --- 4th fire shield , fireball, wall of fire 5th fireball, wall of fire ","skill_mod":{},"summary":"Cantrip ignition 1st breathe fire","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3041","name":"Staff of Fire","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3041-2915"},{"legacy_name":["Staff of Fire"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3041","weakness":{},"price":45000,"legacy_id":["equipment-356"],"trait":["Magical","Staff"],"id":"equipment-3041-2916","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Fire Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- This staff resembles a blackened and burned length of ashen wood. You can Interact to touch the tip of this staff to a torch, tinder, or a flammable substance to ignite a flame. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Fire Source GM Core pg. 279, Core Rulebook pg. 595 Price 60 gp --- Cantrip ignition 1st breathe fire <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Fire (Greater) Source GM Core pg. 279, Core Rulebook pg. 595 Price 450 gp --- 2nd breathe fire, floating flame 3rd floating flame, fireball <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Fire (Major) Source GM Core pg. 279, Core Rulebook pg. 595 Price 1,800 gp --- 4th fire shield , fireball, wall of fire 5th fireball, wall of fire ","skill_mod":{},"summary":"2nd breathe fire, floating flame 3rd floating flame, fireball","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3041","name":"Staff of Fire (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3041-2916"},{"legacy_name":["Staff of Fire"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3041","weakness":{},"price":180000,"legacy_id":["equipment-356"],"trait":["Magical","Staff"],"id":"equipment-3041-2917","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Staff of Fire Source GM Core pg. 279 Usage held in 1 hand Bulk 1 --- This staff resembles a blackened and burned length of ashen wood. You can Interact to touch the tip of this staff to a torch, tinder, or a flammable substance to ignite a flame. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Staff of Fire Source GM Core pg. 279, Core Rulebook pg. 595 Price 60 gp --- Cantrip ignition 1st breathe fire <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Fire (Greater) Source GM Core pg. 279, Core Rulebook pg. 595 Price 450 gp --- 2nd breathe fire, floating flame 3rd floating flame, fireball <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Fire (Major) Source GM Core pg. 279, Core Rulebook pg. 595 Price 1,800 gp --- 4th fire shield , fireball, wall of fire 5th fireball, wall of fire ","skill_mod":{},"summary":"4th fire shield , fireball, wall of fire 5th fireball, wall of fire","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3041","name":"Staff of Fire (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3041-2917"},{"item_child_id":["equipment-3042-2918","equipment-3042-2919","equipment-3042-2920","equipment-3042-2921"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-357"],"trait":["Magical","Staff"],"id":"equipment-3042","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Staff of Healing Source GM Core pg. 280 Usage held in 1 hand Bulk 1 --- This white wood staff is capped at each end with a golden cross adorned with ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or charges from the staff. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Staff of Healing Source GM Core pg. 280, Core Rulebook pg. 595 Price 90 gp --- The item bonus granted to heal spells is +1. Cantrip stabilize 1st heal <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Healing (Greater) Source GM Core pg. 280, Core Rulebook pg. 595 Price 470 gp --- The item bonus granted to heal spells is +2. 2nd clear mind , heal, sound body 3rd cleanse affliction , heal <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Healing (Major) Source GM Core pg. 280, Core Rulebook pg. 595 Price 1,800 gp --- The item bonus granted to heal spells is +3. 4th cleanse affliction, clear mind, sound body 5th breath of life , heal <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of Healing (True) Source GM Core pg. 280, Core Rulebook pg. 595 Price 9,200 gp --- The item bonus granted to heal spells is +4. 6th clear mind, field of life , heal 7th heal, regenerate ","skill_mod":{},"summary":"This white wood staff is capped at each end with a golden cross adorned with ruby cabochons. A staff of healing grants an item bonus to the Hit …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3042","name":"Staff of Healing","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3042"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3042","weakness":{},"price":9000,"legacy_id":["equipment-357"],"trait":["Magical","Staff"],"id":"equipment-3042-2918","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Staff of Healing Source GM Core pg. 280 Usage held in 1 hand Bulk 1 --- This white wood staff is capped at each end with a golden cross adorned with ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or charges from the staff. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Staff of Healing Source GM Core pg. 280, Core Rulebook pg. 595 Price 90 gp --- The item bonus granted to heal spells is +1. Cantrip stabilize 1st heal <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Healing (Greater) Source GM Core pg. 280, Core Rulebook pg. 595 Price 470 gp --- The item bonus granted to heal spells is +2. 2nd clear mind , heal, sound body 3rd cleanse affliction , heal <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Healing (Major) Source GM Core pg. 280, Core Rulebook pg. 595 Price 1,800 gp --- The item bonus granted to heal spells is +3. 4th cleanse affliction, clear mind, sound body 5th breath of life , heal <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of Healing (True) Source GM Core pg. 280, Core Rulebook pg. 595 Price 9,200 gp --- The item bonus granted to heal spells is +4. 6th clear mind, field of life , heal 7th heal, regenerate ","skill_mod":{},"summary":"The item bonus granted to heal spells is +1. Cantrip stabilize 1st heal","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3042","name":"Staff of Healing","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3042-2918"},{"legacy_name":["Staff of Healing"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3042","weakness":{},"price":47000,"legacy_id":["equipment-357"],"trait":["Magical","Staff"],"id":"equipment-3042-2919","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Staff of Healing Source GM Core pg. 280 Usage held in 1 hand Bulk 1 --- This white wood staff is capped at each end with a golden cross adorned with ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or charges from the staff. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Staff of Healing Source GM Core pg. 280, Core Rulebook pg. 595 Price 90 gp --- The item bonus granted to heal spells is +1. Cantrip stabilize 1st heal <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Healing (Greater) Source GM Core pg. 280, Core Rulebook pg. 595 Price 470 gp --- The item bonus granted to heal spells is +2. 2nd clear mind , heal, sound body 3rd cleanse affliction , heal <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Healing (Major) Source GM Core pg. 280, Core Rulebook pg. 595 Price 1,800 gp --- The item bonus granted to heal spells is +3. 4th cleanse affliction, clear mind, sound body 5th breath of life , heal <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of Healing (True) Source GM Core pg. 280, Core Rulebook pg. 595 Price 9,200 gp --- The item bonus granted to heal spells is +4. 6th clear mind, field of life , heal 7th heal, regenerate ","skill_mod":{},"summary":"The item bonus granted to heal spells is +2. 2nd clear mind , heal, sound body 3rd cleanse affliction , heal","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3042","name":"Staff of Healing (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3042-2919"},{"legacy_name":["Staff of Healing"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3042","weakness":{},"price":180000,"legacy_id":["equipment-357"],"trait":["Magical","Staff"],"id":"equipment-3042-2920","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Staff of Healing Source GM Core pg. 280 Usage held in 1 hand Bulk 1 --- This white wood staff is capped at each end with a golden cross adorned with ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or charges from the staff. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Staff of Healing Source GM Core pg. 280, Core Rulebook pg. 595 Price 90 gp --- The item bonus granted to heal spells is +1. Cantrip stabilize 1st heal <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Healing (Greater) Source GM Core pg. 280, Core Rulebook pg. 595 Price 470 gp --- The item bonus granted to heal spells is +2. 2nd clear mind , heal, sound body 3rd cleanse affliction , heal <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Healing (Major) Source GM Core pg. 280, Core Rulebook pg. 595 Price 1,800 gp --- The item bonus granted to heal spells is +3. 4th cleanse affliction, clear mind, sound body 5th breath of life , heal <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of Healing (True) Source GM Core pg. 280, Core Rulebook pg. 595 Price 9,200 gp --- The item bonus granted to heal spells is +4. 6th clear mind, field of life , heal 7th heal, regenerate ","skill_mod":{},"summary":"The item bonus granted to heal spells is +3. 4th cleanse affliction, clear mind, sound body 5th breath of life , heal","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3042","name":"Staff of Healing (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3042-2920"},{"legacy_name":["Staff of Healing"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3042","weakness":{},"price":920000,"legacy_id":["equipment-357"],"trait":["Magical","Staff"],"id":"equipment-3042-2921","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Staff of Healing Source GM Core pg. 280 Usage held in 1 hand Bulk 1 --- This white wood staff is capped at each end with a golden cross adorned with ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or charges from the staff. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Staff of Healing Source GM Core pg. 280, Core Rulebook pg. 595 Price 90 gp --- The item bonus granted to heal spells is +1. Cantrip stabilize 1st heal <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Staff of Healing (Greater) Source GM Core pg. 280, Core Rulebook pg. 595 Price 470 gp --- The item bonus granted to heal spells is +2. 2nd clear mind , heal, sound body 3rd cleanse affliction , heal <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Healing (Major) Source GM Core pg. 280, Core Rulebook pg. 595 Price 1,800 gp --- The item bonus granted to heal spells is +3. 4th cleanse affliction, clear mind, sound body 5th breath of life , heal <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of Healing (True) Source GM Core pg. 280, Core Rulebook pg. 595 Price 9,200 gp --- The item bonus granted to heal spells is +4. 6th clear mind, field of life , heal 7th heal, regenerate ","skill_mod":{},"summary":"The item bonus granted to heal spells is +4. 6th clear mind, field of life , heal 7th heal, regenerate","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3042","name":"Staff of Healing (True)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3042-2921"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"price":42500,"legacy_id":["equipment-358"],"trait":["Magical","Staff"],"id":"equipment-3043","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Staff of Illumination Source GM Core pg. 280 Price 425 gp Usage held in 1 hand Bulk 1 --- This simple iron staff is capped with a faceted, clear gem. Activate Single Action Interact; Effect The gem at the top of the staff glows as a torch, shedding bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. Activate Cast a Spell; Effect Cantrip light 2nd everlight 3rd everlight , holy light Craft Requirements Supply one casting of all listed ranks of all listed spells.\n","skill_mod":{},"summary":"This simple iron staff is capped with a faceted, clear gem. ","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3043","name":"Staff of Illumination","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3043"},{"legacy_name":["Staff of Illusion"],"item_child_id":["equipment-3044-2922","equipment-3044-2923","equipment-3044-2924"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-359"],"trait":["Magical","Staff"],"id":"equipment-3044","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Phantasms Source GM Core pg. 280 Usage held in 1 hand Bulk 1 --- This ornate metal staff shines with precious inlays of gold. When you Cast a Spell from the staff, the illusory image of something you desire flashes across its surface. While wielding the staff, you gain a +2 status bonus to checks to disbelieve an illusion. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Phantasms Source GM Core pg. 280 Price 230 gp --- Cantrip figment 1st illusory disguise , illusory object 2nd illusory creature , illusory object, item facade <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Phantasms (Greater) Source GM Core pg. 280 Price 900 gp --- 3rd illusory disguise, item facade 4th illusory creature, illusory disguise <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Phantasms (Major) Source GM Core pg. 280 Price 4,000 gp --- 5th illusory creature, illusory scene 6th hallucination , mislead ","skill_mod":{},"summary":"This ornate metal staff shines with precious inlays of gold. When you Cast a Spell from the staff, the illusory image of something you desire flashes …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3044","name":"Staff of Phantasms","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3044"},{"legacy_name":["Staff of Illusion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3044","weakness":{},"price":23000,"legacy_id":["equipment-359"],"trait":["Magical","Staff"],"id":"equipment-3044-2922","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Phantasms Source GM Core pg. 280 Usage held in 1 hand Bulk 1 --- This ornate metal staff shines with precious inlays of gold. When you Cast a Spell from the staff, the illusory image of something you desire flashes across its surface. While wielding the staff, you gain a +2 status bonus to checks to disbelieve an illusion. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Phantasms Source GM Core pg. 280 Price 230 gp --- Cantrip figment 1st illusory disguise , illusory object 2nd illusory creature , illusory object, item facade <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Phantasms (Greater) Source GM Core pg. 280 Price 900 gp --- 3rd illusory disguise, item facade 4th illusory creature, illusory disguise <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Phantasms (Major) Source GM Core pg. 280 Price 4,000 gp --- 5th illusory creature, illusory scene 6th hallucination , mislead ","skill_mod":{},"summary":"Cantrip figment 1st illusory disguise , illusory object 2nd illusory creature , illusory object, item facade","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3044","name":"Staff of Phantasms","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3044-2922"},{"legacy_name":["Staff of Illusion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3044","weakness":{},"price":90000,"legacy_id":["equipment-359"],"trait":["Magical","Staff"],"id":"equipment-3044-2923","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Phantasms Source GM Core pg. 280 Usage held in 1 hand Bulk 1 --- This ornate metal staff shines with precious inlays of gold. When you Cast a Spell from the staff, the illusory image of something you desire flashes across its surface. While wielding the staff, you gain a +2 status bonus to checks to disbelieve an illusion. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Phantasms Source GM Core pg. 280 Price 230 gp --- Cantrip figment 1st illusory disguise , illusory object 2nd illusory creature , illusory object, item facade <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Phantasms (Greater) Source GM Core pg. 280 Price 900 gp --- 3rd illusory disguise, item facade 4th illusory creature, illusory disguise <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Phantasms (Major) Source GM Core pg. 280 Price 4,000 gp --- 5th illusory creature, illusory scene 6th hallucination , mislead ","skill_mod":{},"summary":"3rd illusory disguise, item facade 4th illusory creature, illusory disguise","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3044","name":"Staff of Phantasms (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3044-2923"},{"legacy_name":["Staff of Illusion"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3044","weakness":{},"price":400000,"legacy_id":["equipment-359"],"trait":["Magical","Staff"],"id":"equipment-3044-2924","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Phantasms Source GM Core pg. 280 Usage held in 1 hand Bulk 1 --- This ornate metal staff shines with precious inlays of gold. When you Cast a Spell from the staff, the illusory image of something you desire flashes across its surface. While wielding the staff, you gain a +2 status bonus to checks to disbelieve an illusion. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Phantasms Source GM Core pg. 280 Price 230 gp --- Cantrip figment 1st illusory disguise , illusory object 2nd illusory creature , illusory object, item facade <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Phantasms (Greater) Source GM Core pg. 280 Price 900 gp --- 3rd illusory disguise, item facade 4th illusory creature, illusory disguise <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Phantasms (Major) Source GM Core pg. 280 Price 4,000 gp --- 5th illusory creature, illusory scene 6th hallucination , mislead ","skill_mod":{},"summary":"5th illusory creature, illusory scene 6th hallucination , mislead","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3044","name":"Staff of Phantasms (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3044-2924"},{"legacy_name":["Staff of Abjuration"],"item_child_id":["equipment-3045-2925","equipment-3045-2926","equipment-3045-2927"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-351"],"trait":["Magical","Staff"],"id":"equipment-3045","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Protection Source GM Core pg. 280 Usage held in 1 hand Bulk 1 --- This wooden staff is remarkably sturdy and unyielding. While wielding the staff, you gain a +1 circumstance bonus to your DC to avoid being shoved or tripped. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Protection Source GM Core pg. 280 Price 230 gp --- Cantrip shield 1st alarm , mystic armor 2nd dispel magic , environmental endurance , resist energy <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Protection (Greater) Source GM Core pg. 280 Price 900 gp --- 3rd alarm, safe passage 4th dispel magic, mystic armor, resist energy <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Protection (Major) Source GM Core pg. 280 Price 4,000 gp --- 5th environmental endurance, safe passage 6th dispel magic, mystic armor, repulsion ","skill_mod":{},"summary":"This wooden staff is remarkably sturdy and unyielding. While wielding the staff, you gain a +1 circumstance bonus to your DC to avoid being shoved or …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3045","name":"Staff of Protection","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3045"},{"legacy_name":["Staff of Abjuration"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3045","weakness":{},"price":23000,"legacy_id":["equipment-351"],"trait":["Magical","Staff"],"id":"equipment-3045-2925","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Protection Source GM Core pg. 280 Usage held in 1 hand Bulk 1 --- This wooden staff is remarkably sturdy and unyielding. While wielding the staff, you gain a +1 circumstance bonus to your DC to avoid being shoved or tripped. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Protection Source GM Core pg. 280 Price 230 gp --- Cantrip shield 1st alarm , mystic armor 2nd dispel magic , environmental endurance , resist energy <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Protection (Greater) Source GM Core pg. 280 Price 900 gp --- 3rd alarm, safe passage 4th dispel magic, mystic armor, resist energy <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Protection (Major) Source GM Core pg. 280 Price 4,000 gp --- 5th environmental endurance, safe passage 6th dispel magic, mystic armor, repulsion ","skill_mod":{},"summary":"Cantrip shield 1st alarm , mystic armor 2nd dispel magic , environmental endurance , resist energy","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3045","name":"Staff of Protection","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3045-2925"},{"legacy_name":["Staff of Abjuration"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3045","weakness":{},"price":90000,"legacy_id":["equipment-351"],"trait":["Magical","Staff"],"id":"equipment-3045-2926","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Protection Source GM Core pg. 280 Usage held in 1 hand Bulk 1 --- This wooden staff is remarkably sturdy and unyielding. While wielding the staff, you gain a +1 circumstance bonus to your DC to avoid being shoved or tripped. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Protection Source GM Core pg. 280 Price 230 gp --- Cantrip shield 1st alarm , mystic armor 2nd dispel magic , environmental endurance , resist energy <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Protection (Greater) Source GM Core pg. 280 Price 900 gp --- 3rd alarm, safe passage 4th dispel magic, mystic armor, resist energy <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Protection (Major) Source GM Core pg. 280 Price 4,000 gp --- 5th environmental endurance, safe passage 6th dispel magic, mystic armor, repulsion ","skill_mod":{},"summary":"3rd alarm, safe passage 4th dispel magic, mystic armor, resist energy","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3045","name":"Staff of Protection (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3045-2926"},{"legacy_name":["Staff of Abjuration"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3045","weakness":{},"price":400000,"legacy_id":["equipment-351"],"trait":["Magical","Staff"],"id":"equipment-3045-2927","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Protection Source GM Core pg. 280 Usage held in 1 hand Bulk 1 --- This wooden staff is remarkably sturdy and unyielding. While wielding the staff, you gain a +1 circumstance bonus to your DC to avoid being shoved or tripped. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Protection Source GM Core pg. 280 Price 230 gp --- Cantrip shield 1st alarm , mystic armor 2nd dispel magic , environmental endurance , resist energy <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Protection (Greater) Source GM Core pg. 280 Price 900 gp --- 3rd alarm, safe passage 4th dispel magic, mystic armor, resist energy <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Protection (Major) Source GM Core pg. 280 Price 4,000 gp --- 5th environmental endurance, safe passage 6th dispel magic, mystic armor, repulsion ","skill_mod":{},"summary":"5th environmental endurance, safe passage 6th dispel magic, mystic armor, repulsion","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3045","name":"Staff of Protection (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3045-2927"},{"legacy_name":["Staff of Conjuration"],"item_child_id":["equipment-3046-2928","equipment-3046-2929","equipment-3046-2930"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-352"],"trait":["Magical","Staff"],"id":"equipment-3046","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Summoning Source GM Core pg. 280 Usage held in 1 hand Bulk 1 --- This ash staff is decorated with animals, elementals, and dragons. Creatures summoned using this staff gain a number of temporary Hit Points equal to the level of the spell used to summon them. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Summoning Source GM Core pg. 280 Price 230 gp --- Cantrip tangle vine 1st summon animal 2nd marvelous mount , mist , summon animal, summon elemental <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Summoning (Greater) Source GM Core pg. 280 Price 900 gp --- 3rd summon animal, summon elemental 4th marvelous mount, summon animal, summon elemental <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Summoning (Major) Source GM Core pg. 280 Price 4,000 gp --- 5th summon animal, summon dragon , summon elemental 6th marvelous mount, summon animal, summon dragon, summon elemental ","skill_mod":{},"summary":"This ash staff is decorated with animals, elementals, and dragons. Creatures summoned using this staff gain a number of temporary Hit Points equal to …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3046","name":"Staff of Summoning","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3046"},{"legacy_name":["Staff of Conjuration"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3046","weakness":{},"price":23000,"legacy_id":["equipment-352"],"trait":["Magical","Staff"],"id":"equipment-3046-2928","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Summoning Source GM Core pg. 280 Usage held in 1 hand Bulk 1 --- This ash staff is decorated with animals, elementals, and dragons. Creatures summoned using this staff gain a number of temporary Hit Points equal to the level of the spell used to summon them. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Summoning Source GM Core pg. 280 Price 230 gp --- Cantrip tangle vine 1st summon animal 2nd marvelous mount , mist , summon animal, summon elemental <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Summoning (Greater) Source GM Core pg. 280 Price 900 gp --- 3rd summon animal, summon elemental 4th marvelous mount, summon animal, summon elemental <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Summoning (Major) Source GM Core pg. 280 Price 4,000 gp --- 5th summon animal, summon dragon , summon elemental 6th marvelous mount, summon animal, summon dragon, summon elemental ","skill_mod":{},"summary":"Cantrip tangle vine 1st summon animal 2nd marvelous mount , mist , summon animal, summon elemental","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3046","name":"Staff of Summoning","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3046-2928"},{"legacy_name":["Staff of Conjuration"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3046","weakness":{},"price":90000,"legacy_id":["equipment-352"],"trait":["Magical","Staff"],"id":"equipment-3046-2929","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Summoning Source GM Core pg. 280 Usage held in 1 hand Bulk 1 --- This ash staff is decorated with animals, elementals, and dragons. Creatures summoned using this staff gain a number of temporary Hit Points equal to the level of the spell used to summon them. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Summoning Source GM Core pg. 280 Price 230 gp --- Cantrip tangle vine 1st summon animal 2nd marvelous mount , mist , summon animal, summon elemental <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Summoning (Greater) Source GM Core pg. 280 Price 900 gp --- 3rd summon animal, summon elemental 4th marvelous mount, summon animal, summon elemental <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Summoning (Major) Source GM Core pg. 280 Price 4,000 gp --- 5th summon animal, summon dragon , summon elemental 6th marvelous mount, summon animal, summon dragon, summon elemental ","skill_mod":{},"summary":"3rd summon animal, summon elemental 4th marvelous mount, summon animal, summon elemental","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3046","name":"Staff of Summoning (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3046-2929"},{"legacy_name":["Staff of Conjuration"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3046","weakness":{},"price":400000,"legacy_id":["equipment-352"],"trait":["Magical","Staff"],"id":"equipment-3046-2930","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Summoning Source GM Core pg. 280 Usage held in 1 hand Bulk 1 --- This ash staff is decorated with animals, elementals, and dragons. Creatures summoned using this staff gain a number of temporary Hit Points equal to the level of the spell used to summon them. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Summoning Source GM Core pg. 280 Price 230 gp --- Cantrip tangle vine 1st summon animal 2nd marvelous mount , mist , summon animal, summon elemental <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Summoning (Greater) Source GM Core pg. 280 Price 900 gp --- 3rd summon animal, summon elemental 4th marvelous mount, summon animal, summon elemental <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Summoning (Major) Source GM Core pg. 280 Price 4,000 gp --- 5th summon animal, summon dragon , summon elemental 6th marvelous mount, summon animal, summon dragon, summon elemental ","skill_mod":{},"summary":"5th summon animal, summon dragon , summon elemental 6th marvelous mount, summon animal, summon dragon, summon elemental","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3046","name":"Staff of Summoning (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3046-2930"},{"legacy_name":["Staff of Necromancy"],"item_child_id":["equipment-3047-2931","equipment-3047-2932","equipment-3047-2933"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-360"],"trait":["Magical","Staff"],"id":"equipment-3047","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Dead Source GM Core pg. 281 Usage held in 1 hand Bulk 1 --- This twisted and grim-looking staff is adorned with hideous skull and bone motifs. Creatures summoned using this staff gain a number of temporary Hit Points equal to the level of the spell used to summon them. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Dead Source GM Core pg. 281 Price 230 gp --- Cantrip void warp 1st grim tendrils , summon undead 2nd peaceful rest , summon undead <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of the Dead (Greater) Source GM Core pg. 281 Price 900 gp --- 3rd summon undead, vampiric feast 4th summon undead, vision of death <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of the Dead (Major) Source GM Core pg. 281 Price 4,000 gp --- 5th invoke spirits , peaceful rest, summon undead 6th summon undead, vampiric exsanguination ","skill_mod":{},"summary":"This twisted and grim-looking staff is adorned with hideous skull and bone motifs. Creatures summoned using this staff gain a number of temporary Hit …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3047","name":"Staff of the Dead","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3047"},{"legacy_name":["Staff of Necromancy"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3047","weakness":{},"price":23000,"legacy_id":["equipment-360"],"trait":["Magical","Staff"],"id":"equipment-3047-2931","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Dead Source GM Core pg. 281 Usage held in 1 hand Bulk 1 --- This twisted and grim-looking staff is adorned with hideous skull and bone motifs. Creatures summoned using this staff gain a number of temporary Hit Points equal to the level of the spell used to summon them. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Dead Source GM Core pg. 281 Price 230 gp --- Cantrip void warp 1st grim tendrils , summon undead 2nd peaceful rest , summon undead <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of the Dead (Greater) Source GM Core pg. 281 Price 900 gp --- 3rd summon undead, vampiric feast 4th summon undead, vision of death <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of the Dead (Major) Source GM Core pg. 281 Price 4,000 gp --- 5th invoke spirits , peaceful rest, summon undead 6th summon undead, vampiric exsanguination ","skill_mod":{},"summary":"Cantrip void warp 1st grim tendrils , summon undead 2nd peaceful rest , summon undead","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3047","name":"Staff of the Dead","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3047-2931"},{"legacy_name":["Staff of Necromancy"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3047","weakness":{},"price":90000,"legacy_id":["equipment-360"],"trait":["Magical","Staff"],"id":"equipment-3047-2932","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Dead Source GM Core pg. 281 Usage held in 1 hand Bulk 1 --- This twisted and grim-looking staff is adorned with hideous skull and bone motifs. Creatures summoned using this staff gain a number of temporary Hit Points equal to the level of the spell used to summon them. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Dead Source GM Core pg. 281 Price 230 gp --- Cantrip void warp 1st grim tendrils , summon undead 2nd peaceful rest , summon undead <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of the Dead (Greater) Source GM Core pg. 281 Price 900 gp --- 3rd summon undead, vampiric feast 4th summon undead, vision of death <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of the Dead (Major) Source GM Core pg. 281 Price 4,000 gp --- 5th invoke spirits , peaceful rest, summon undead 6th summon undead, vampiric exsanguination ","skill_mod":{},"summary":"3rd summon undead, vampiric feast 4th summon undead, vision of death","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3047","name":"Staff of the Dead (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3047-2932"},{"legacy_name":["Staff of Necromancy"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3047","weakness":{},"price":400000,"legacy_id":["equipment-360"],"trait":["Magical","Staff"],"id":"equipment-3047-2933","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Dead Source GM Core pg. 281 Usage held in 1 hand Bulk 1 --- This twisted and grim-looking staff is adorned with hideous skull and bone motifs. Creatures summoned using this staff gain a number of temporary Hit Points equal to the level of the spell used to summon them. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Dead Source GM Core pg. 281 Price 230 gp --- Cantrip void warp 1st grim tendrils , summon undead 2nd peaceful rest , summon undead <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of the Dead (Greater) Source GM Core pg. 281 Price 900 gp --- 3rd summon undead, vampiric feast 4th summon undead, vision of death <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of the Dead (Major) Source GM Core pg. 281 Price 4,000 gp --- 5th invoke spirits , peaceful rest, summon undead 6th summon undead, vampiric exsanguination ","skill_mod":{},"summary":"5th invoke spirits , peaceful rest, summon undead 6th summon undead, vampiric exsanguination","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3047","name":"Staff of the Dead (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3047-2933"},{"legacy_name":["Staff of Divination"],"item_child_id":["equipment-3048-2934","equipment-3048-2935","equipment-3048-2936"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-353"],"trait":["Magical","Staff","Uncommon"],"id":"equipment-3048","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Unblinking Eye Source GM Core pg. 281 PFS Note All Pathfinder agents have access to the this item Usage held in 1 hand Bulk 1 --- The stone head piece of this smooth wooden staff is carved to look like a lidless eye. While wielding it, you gain a +1 status bonus to Perception checks made for initiative. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Unblinking Eye Source GM Core pg. 281 Price 230 gp --- Cantrip detect magic 1st sure strike 2nd darkvision , see the unseen , translate <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of the Unblinking Eye (Greater) Source GM Core pg. 281 Price 900 gp --- 3rd darkvision, mind reading 4th clairvoyance , detect scrying , telepathy <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of the Unblinking Eye (Major) Source GM Core pg. 281 Price 4,000 gp --- 5th mind probe , scouting eye 6th telepathy, truesight ","skill_mod":{},"summary":"The stone head piece of this smooth wooden staff is carved to look like a lidless eye. While wielding it, you gain a +1 status bonus to Perception …","primary_source":"GM Core","trait_group":["Mechanics","Equipment","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3048","name":"Staff of the Unblinking Eye","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3048"},{"legacy_name":["Staff of Divination"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3048","weakness":{},"price":23000,"legacy_id":["equipment-353"],"trait":["Magical","Staff","Uncommon"],"id":"equipment-3048-2934","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Unblinking Eye Source GM Core pg. 281 PFS Note All Pathfinder agents have access to the this item Usage held in 1 hand Bulk 1 --- The stone head piece of this smooth wooden staff is carved to look like a lidless eye. While wielding it, you gain a +1 status bonus to Perception checks made for initiative. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Unblinking Eye Source GM Core pg. 281 Price 230 gp --- Cantrip detect magic 1st sure strike 2nd darkvision , see the unseen , translate <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of the Unblinking Eye (Greater) Source GM Core pg. 281 Price 900 gp --- 3rd darkvision, mind reading 4th clairvoyance , detect scrying , telepathy <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of the Unblinking Eye (Major) Source GM Core pg. 281 Price 4,000 gp --- 5th mind probe , scouting eye 6th telepathy, truesight ","skill_mod":{},"summary":"Cantrip detect magic 1st sure strike 2nd darkvision , see the unseen , translate","primary_source":"GM Core","trait_group":["Mechanics","Equipment","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3048","name":"Staff of the Unblinking Eye","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3048-2934"},{"legacy_name":["Staff of Divination"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3048","weakness":{},"price":90000,"legacy_id":["equipment-353"],"trait":["Magical","Staff","Uncommon"],"id":"equipment-3048-2935","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Unblinking Eye Source GM Core pg. 281 PFS Note All Pathfinder agents have access to the this item Usage held in 1 hand Bulk 1 --- The stone head piece of this smooth wooden staff is carved to look like a lidless eye. While wielding it, you gain a +1 status bonus to Perception checks made for initiative. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Unblinking Eye Source GM Core pg. 281 Price 230 gp --- Cantrip detect magic 1st sure strike 2nd darkvision , see the unseen , translate <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of the Unblinking Eye (Greater) Source GM Core pg. 281 Price 900 gp --- 3rd darkvision, mind reading 4th clairvoyance , detect scrying , telepathy <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of the Unblinking Eye (Major) Source GM Core pg. 281 Price 4,000 gp --- 5th mind probe , scouting eye 6th telepathy, truesight ","skill_mod":{},"summary":"3rd darkvision, mind reading 4th clairvoyance , detect scrying , telepathy","primary_source":"GM Core","trait_group":["Mechanics","Equipment","Rarity"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3048","name":"Staff of the Unblinking Eye (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3048-2935"},{"legacy_name":["Staff of Divination"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3048","weakness":{},"price":400000,"legacy_id":["equipment-353"],"trait":["Magical","Staff","Uncommon"],"id":"equipment-3048-2936","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Unblinking Eye Source GM Core pg. 281 PFS Note All Pathfinder agents have access to the this item Usage held in 1 hand Bulk 1 --- The stone head piece of this smooth wooden staff is carved to look like a lidless eye. While wielding it, you gain a +1 status bonus to Perception checks made for initiative. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Unblinking Eye Source GM Core pg. 281 Price 230 gp --- Cantrip detect magic 1st sure strike 2nd darkvision , see the unseen , translate <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of the Unblinking Eye (Greater) Source GM Core pg. 281 Price 900 gp --- 3rd darkvision, mind reading 4th clairvoyance , detect scrying , telepathy <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of the Unblinking Eye (Major) Source GM Core pg. 281 Price 4,000 gp --- 5th mind probe , scouting eye 6th telepathy, truesight ","skill_mod":{},"summary":"5th mind probe , scouting eye 6th telepathy, truesight","primary_source":"GM Core","trait_group":["Mechanics","Equipment","Rarity"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3048","name":"Staff of the Unblinking Eye (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3048-2936"},{"item_child_id":["equipment-3049-2937","equipment-3049-2938"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-364"],"trait":["Magical","Staff"],"id":"equipment-3049","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Verdant Staff Source GM Core pg. 281 Usage held in 1 hand Bulk 1 --- This oak branch grows leaves in spring that change color in autumn and shed in winter. While wielding it, you gain a +2 circumstance bonus to checks to identify plants and fungi. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Verdant Staff Source GM Core pg. 281, Core Rulebook pg. 595 Price 225 gp --- Cantrip tangle vine 1st runic body , runic weapon 2nd entangling flora , oaken resilience , one with plants , shape wood <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Verdant Staff (Greater) Source GM Core pg. 281, Core Rulebook pg. 595 Price 1,750 gp --- 3rd wall of thorns , speak with plants 4th oaken resilience, speak with plants 5th plant form , wall of thorns ","skill_mod":{},"summary":"This oak branch grows leaves in spring that change color in autumn and shed in winter. While wielding it, you gain a +2 circumstance bonus to checks …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3049","name":"Verdant Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3049"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3049","weakness":{},"price":22500,"legacy_id":["equipment-364"],"trait":["Magical","Staff"],"id":"equipment-3049-2937","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Verdant Staff Source GM Core pg. 281 Usage held in 1 hand Bulk 1 --- This oak branch grows leaves in spring that change color in autumn and shed in winter. While wielding it, you gain a +2 circumstance bonus to checks to identify plants and fungi. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Verdant Staff Source GM Core pg. 281, Core Rulebook pg. 595 Price 225 gp --- Cantrip tangle vine 1st runic body , runic weapon 2nd entangling flora , oaken resilience , one with plants , shape wood <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Verdant Staff (Greater) Source GM Core pg. 281, Core Rulebook pg. 595 Price 1,750 gp --- 3rd wall of thorns , speak with plants 4th oaken resilience, speak with plants 5th plant form , wall of thorns ","skill_mod":{},"summary":"Cantrip tangle vine 1st runic body , runic weapon 2nd entangling flora , oaken resilience , one with plants , shape …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3049","name":"Verdant Staff","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3049-2937"},{"legacy_name":["Verdant Staff"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3049","weakness":{},"price":175000,"legacy_id":["equipment-364"],"trait":["Magical","Staff"],"id":"equipment-3049-2938","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Verdant Staff Source GM Core pg. 281 Usage held in 1 hand Bulk 1 --- This oak branch grows leaves in spring that change color in autumn and shed in winter. While wielding it, you gain a +2 circumstance bonus to checks to identify plants and fungi. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Verdant Staff Source GM Core pg. 281, Core Rulebook pg. 595 Price 225 gp --- Cantrip tangle vine 1st runic body , runic weapon 2nd entangling flora , oaken resilience , one with plants , shape wood <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Verdant Staff (Greater) Source GM Core pg. 281, Core Rulebook pg. 595 Price 1,750 gp --- 3rd wall of thorns , speak with plants 4th oaken resilience, speak with plants 5th plant form , wall of thorns ","skill_mod":{},"summary":"3rd wall of thorns , speak with plants 4th oaken resilience, speak with plants 5th plant form , wall of thorns","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3049","name":"Verdant Staff (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3049-2938"},{"item_child_id":["equipment-3050-2939","equipment-3050-2940","equipment-3050-2941","equipment-3050-2942","equipment-3050-2943","equipment-3050-2944","equipment-3050-2945","equipment-3050-2946","equipment-3050-2947"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-368"],"trait":["Magical","Wand"],"id":"equipment-3050","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-rank Spell) Source GM Core pg. 282 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-rank Spell) Source GM Core pg. 282 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. ","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3050","name":"Magic Wand","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3050"},{"legacy_name":["Magic Wand"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3050","weakness":{},"price":6000,"legacy_id":["equipment-368"],"trait":["Magical","Wand"],"id":"equipment-3050-2939","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-rank Spell) Source GM Core pg. 282 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-rank Spell) Source GM Core pg. 282 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3050","name":"Magic Wand (1st-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3050-2939"},{"legacy_name":["Magic Wand"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3050","weakness":{},"price":16000,"legacy_id":["equipment-368"],"trait":["Magical","Wand"],"id":"equipment-3050-2940","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-rank Spell) Source GM Core pg. 282 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-rank Spell) Source GM Core pg. 282 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3050","name":"Magic Wand (2nd-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3050-2940"},{"legacy_name":["Magic Wand"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3050","weakness":{},"price":36000,"legacy_id":["equipment-368"],"trait":["Magical","Wand"],"id":"equipment-3050-2941","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-rank Spell) Source GM Core pg. 282 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-rank Spell) Source GM Core pg. 282 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3050","name":"Magic Wand (3rd-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3050-2941"},{"legacy_name":["Magic Wand"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3050","weakness":{},"price":70000,"legacy_id":["equipment-368"],"trait":["Magical","Wand"],"id":"equipment-3050-2942","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-rank Spell) Source GM Core pg. 282 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-rank Spell) Source GM Core pg. 282 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3050","name":"Magic Wand (4th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3050-2942"},{"legacy_name":["Magic Wand"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3050","weakness":{},"price":140000,"legacy_id":["equipment-368"],"trait":["Magical","Wand"],"id":"equipment-3050-2943","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-rank Spell) Source GM Core pg. 282 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-rank Spell) Source GM Core pg. 282 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3050","name":"Magic Wand (5th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3050-2943"},{"legacy_name":["Magic Wand"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3050","weakness":{},"price":300000,"legacy_id":["equipment-368"],"trait":["Magical","Wand"],"id":"equipment-3050-2944","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-rank Spell) Source GM Core pg. 282 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-rank Spell) Source GM Core pg. 282 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3050","name":"Magic Wand (6th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3050-2944"},{"legacy_name":["Magic Wand"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3050","weakness":{},"price":650000,"legacy_id":["equipment-368"],"trait":["Magical","Wand"],"id":"equipment-3050-2945","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-rank Spell) Source GM Core pg. 282 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-rank Spell) Source GM Core pg. 282 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3050","name":"Magic Wand (7th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3050-2945"},{"legacy_name":["Magic Wand"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3050","weakness":{},"price":1500000,"legacy_id":["equipment-368"],"trait":["Magical","Wand"],"id":"equipment-3050-2946","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-rank Spell) Source GM Core pg. 282 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-rank Spell) Source GM Core pg. 282 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3050","name":"Magic Wand (8th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3050-2946"},{"legacy_name":["Magic Wand"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3050","weakness":{},"price":4000000,"legacy_id":["equipment-368"],"trait":["Magical","Wand"],"id":"equipment-3050-2947","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magic Wand Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level. Craft Requirements Supply a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magic Wand (1st-rank Spell) Source GM Core pg. 282 Price 60 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Magic Wand (2nd-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Magic Wand (3rd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magic Wand (4th-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Magic Wand (5th-rank Spell) Source GM Core pg. 282 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Magic Wand (6th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Magic Wand (7th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magic Wand (8th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Magic Wand (9th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3050","name":"Magic Wand (9th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3050-2947"},{"item_child_id":["equipment-3051-2948","equipment-3051-2949","equipment-3051-2950","equipment-3051-2951","equipment-3051-2952","equipment-3051-2953","equipment-3051-2954","equipment-3051-2955"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-369"],"trait":["Magical","Wand"],"id":"equipment-3051","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Continuation Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions and a duration no less than 10 minutes and no greater than 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Continuation (1st-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Continuation (2nd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Continuation (3rd-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Continuation (4th-rank Spell) Source GM Core pg. 282 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Continuation (5th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Continuation (6th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Continuation (7th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Continuation (8th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. ","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3051","name":"Wand of Continuation","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3051"},{"legacy_name":["Wand of Continuation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3051","weakness":{},"price":16000,"legacy_id":["equipment-369"],"trait":["Magical","Wand"],"id":"equipment-3051-2948","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Continuation Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions and a duration no less than 10 minutes and no greater than 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Continuation (1st-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Continuation (2nd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Continuation (3rd-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Continuation (4th-rank Spell) Source GM Core pg. 282 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Continuation (5th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Continuation (6th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Continuation (7th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Continuation (8th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3051","name":"Wand of Continuation (1st-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3051-2948"},{"legacy_name":["Wand of Continuation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3051","weakness":{},"price":36000,"legacy_id":["equipment-369"],"trait":["Magical","Wand"],"id":"equipment-3051-2949","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Continuation Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions and a duration no less than 10 minutes and no greater than 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Continuation (1st-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Continuation (2nd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Continuation (3rd-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Continuation (4th-rank Spell) Source GM Core pg. 282 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Continuation (5th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Continuation (6th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Continuation (7th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Continuation (8th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3051","name":"Wand of Continuation (2nd-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3051-2949"},{"legacy_name":["Wand of Continuation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3051","weakness":{},"price":70000,"legacy_id":["equipment-369"],"trait":["Magical","Wand"],"id":"equipment-3051-2950","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Continuation Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions and a duration no less than 10 minutes and no greater than 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Continuation (1st-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Continuation (2nd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Continuation (3rd-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Continuation (4th-rank Spell) Source GM Core pg. 282 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Continuation (5th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Continuation (6th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Continuation (7th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Continuation (8th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3051","name":"Wand of Continuation (3rd-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3051-2950"},{"legacy_name":["Wand of Continuation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3051","weakness":{},"price":150000,"legacy_id":["equipment-369"],"trait":["Magical","Wand"],"id":"equipment-3051-2951","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Continuation Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions and a duration no less than 10 minutes and no greater than 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Continuation (1st-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Continuation (2nd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Continuation (3rd-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Continuation (4th-rank Spell) Source GM Core pg. 282 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Continuation (5th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Continuation (6th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Continuation (7th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Continuation (8th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3051","name":"Wand of Continuation (4th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3051-2951"},{"legacy_name":["Wand of Continuation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3051","weakness":{},"price":300000,"legacy_id":["equipment-369"],"trait":["Magical","Wand"],"id":"equipment-3051-2952","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Continuation Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions and a duration no less than 10 minutes and no greater than 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Continuation (1st-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Continuation (2nd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Continuation (3rd-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Continuation (4th-rank Spell) Source GM Core pg. 282 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Continuation (5th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Continuation (6th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Continuation (7th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Continuation (8th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3051","name":"Wand of Continuation (5th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3051-2952"},{"legacy_name":["Wand of Continuation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3051","weakness":{},"price":650000,"legacy_id":["equipment-369"],"trait":["Magical","Wand"],"id":"equipment-3051-2953","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Continuation Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions and a duration no less than 10 minutes and no greater than 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Continuation (1st-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Continuation (2nd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Continuation (3rd-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Continuation (4th-rank Spell) Source GM Core pg. 282 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Continuation (5th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Continuation (6th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Continuation (7th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Continuation (8th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3051","name":"Wand of Continuation (6th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3051-2953"},{"legacy_name":["Wand of Continuation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3051","weakness":{},"price":1500000,"legacy_id":["equipment-369"],"trait":["Magical","Wand"],"id":"equipment-3051-2954","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Continuation Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions and a duration no less than 10 minutes and no greater than 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Continuation (1st-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Continuation (2nd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Continuation (3rd-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Continuation (4th-rank Spell) Source GM Core pg. 282 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Continuation (5th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Continuation (6th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Continuation (7th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Continuation (8th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3051","name":"Wand of Continuation (7th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3051-2954"},{"legacy_name":["Wand of Continuation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3051","weakness":{},"price":4000000,"legacy_id":["equipment-369"],"trait":["Magical","Wand"],"id":"equipment-3051-2955","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Continuation Source GM Core pg. 282 Usage held in 1 hand Bulk L --- This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends. Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions and a duration no less than 10 minutes and no greater than 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Continuation (1st-rank Spell) Source GM Core pg. 282 Price 160 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of Continuation (2nd-rank Spell) Source GM Core pg. 282 Price 360 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Continuation (3rd-rank Spell) Source GM Core pg. 282 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Continuation (4th-rank Spell) Source GM Core pg. 282 Price 1,500 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Continuation (5th-rank Spell) Source GM Core pg. 282 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Continuation (6th-rank Spell) Source GM Core pg. 282 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Continuation (7th-rank Spell) Source GM Core pg. 282 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Continuation (8th-rank Spell) Source GM Core pg. 282 Price 40,000 gp ","skill_mod":{},"summary":"This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3051","name":"Wand of Continuation (8th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3051-2955"},{"legacy_name":["Wand of Manifold Missiles"],"item_child_id":["equipment-3052-2956","equipment-3052-2957","equipment-3052-2958","equipment-3052-2959"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-370"],"trait":["Force","Magical","Wand"],"id":"equipment-3052","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Shardstorm Source GM Core pg. 283 Usage held in 1 hand Bulk L --- This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast force barrage of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of force barrage . Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again. Craft Requirements Supply a casting of force barrage of the appropriate rank. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Shardstorm (1st-rank Spell) Source GM Core pg. 283 Price 160 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Shardstorm (3rd-rank Spell) Source GM Core pg. 283 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Shardstorm (5th-rank Spell) Source GM Core pg. 283 Price 3,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Shardstorm (7th-rank Spell) Source GM Core pg. 283 Price 15,000 gp ","skill_mod":{},"summary":"This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection. ","primary_source":"GM Core","trait_group":["Energy","Mechanics","Equipment"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3052","name":"Wand of Shardstorm","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3052"},{"legacy_name":["Wand of Manifold Missiles"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3052","weakness":{},"price":16000,"legacy_id":["equipment-370"],"trait":["Force","Magical","Wand"],"id":"equipment-3052-2956","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Shardstorm Source GM Core pg. 283 Usage held in 1 hand Bulk L --- This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast force barrage of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of force barrage . Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again. Craft Requirements Supply a casting of force barrage of the appropriate rank. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Shardstorm (1st-rank Spell) Source GM Core pg. 283 Price 160 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Shardstorm (3rd-rank Spell) Source GM Core pg. 283 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Shardstorm (5th-rank Spell) Source GM Core pg. 283 Price 3,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Shardstorm (7th-rank Spell) Source GM Core pg. 283 Price 15,000 gp ","skill_mod":{},"summary":"This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection.","primary_source":"GM Core","trait_group":["Energy","Mechanics","Equipment"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3052","name":"Wand of Shardstorm (1st-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3052-2956"},{"legacy_name":["Wand of Manifold Missiles"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3052","weakness":{},"price":70000,"legacy_id":["equipment-370"],"trait":["Force","Magical","Wand"],"id":"equipment-3052-2957","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Shardstorm Source GM Core pg. 283 Usage held in 1 hand Bulk L --- This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast force barrage of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of force barrage . Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again. Craft Requirements Supply a casting of force barrage of the appropriate rank. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Shardstorm (1st-rank Spell) Source GM Core pg. 283 Price 160 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Shardstorm (3rd-rank Spell) Source GM Core pg. 283 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Shardstorm (5th-rank Spell) Source GM Core pg. 283 Price 3,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Shardstorm (7th-rank Spell) Source GM Core pg. 283 Price 15,000 gp ","skill_mod":{},"summary":"This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection.","primary_source":"GM Core","trait_group":["Energy","Mechanics","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3052","name":"Wand of Shardstorm (3rd-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3052-2957"},{"legacy_name":["Wand of Manifold Missiles"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3052","weakness":{},"price":300000,"legacy_id":["equipment-370"],"trait":["Force","Magical","Wand"],"id":"equipment-3052-2958","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Shardstorm Source GM Core pg. 283 Usage held in 1 hand Bulk L --- This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast force barrage of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of force barrage . Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again. Craft Requirements Supply a casting of force barrage of the appropriate rank. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Shardstorm (1st-rank Spell) Source GM Core pg. 283 Price 160 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Shardstorm (3rd-rank Spell) Source GM Core pg. 283 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Shardstorm (5th-rank Spell) Source GM Core pg. 283 Price 3,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Shardstorm (7th-rank Spell) Source GM Core pg. 283 Price 15,000 gp ","skill_mod":{},"summary":"This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection.","primary_source":"GM Core","trait_group":["Energy","Mechanics","Equipment"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3052","name":"Wand of Shardstorm (5th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3052-2958"},{"legacy_name":["Wand of Manifold Missiles"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3052","weakness":{},"price":1500000,"legacy_id":["equipment-370"],"trait":["Force","Magical","Wand"],"id":"equipment-3052-2959","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Wand of Shardstorm Source GM Core pg. 283 Usage held in 1 hand Bulk L --- This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast force barrage of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of force barrage . Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again. Craft Requirements Supply a casting of force barrage of the appropriate rank. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Wand of Shardstorm (1st-rank Spell) Source GM Core pg. 283 Price 160 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Shardstorm (3rd-rank Spell) Source GM Core pg. 283 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Shardstorm (5th-rank Spell) Source GM Core pg. 283 Price 3,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Shardstorm (7th-rank Spell) Source GM Core pg. 283 Price 15,000 gp ","skill_mod":{},"summary":"This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection.","primary_source":"GM Core","trait_group":["Energy","Mechanics","Equipment"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3052","name":"Wand of Shardstorm (7th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3052-2959"},{"item_child_id":["equipment-3053-2960","equipment-3053-2961","equipment-3053-2962","equipment-3053-2963","equipment-3053-2964","equipment-3053-2965","equipment-3053-2966","equipment-3053-2967","equipment-3053-2968"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-373"],"trait":["Magical","Wand"],"id":"equipment-3053","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source GM Core pg. 283 Usage held in 1 hand Bulk L --- The end of this wand is forked with a peridot setting. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, can't have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-rank Spell) Source GM Core pg. 283 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-rank Spell) Source GM Core pg. 283 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-rank Spell) Source GM Core pg. 283 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-rank Spell) Source GM Core pg. 283 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-rank Spell) Source GM Core pg. 283 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-rank Spell) Source GM Core pg. 283 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-rank Spell) Source GM Core pg. 283 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-rank Spell) Source GM Core pg. 283 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-rank Spell) Source GM Core pg. 283 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked with a peridot setting. ","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3053","name":"Wand of Widening","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3053"},{"legacy_name":["Wand of Widening"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3053","weakness":{},"price":10000,"legacy_id":["equipment-373"],"trait":["Magical","Wand"],"id":"equipment-3053-2960","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source GM Core pg. 283 Usage held in 1 hand Bulk L --- The end of this wand is forked with a peridot setting. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, can't have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-rank Spell) Source GM Core pg. 283 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-rank Spell) Source GM Core pg. 283 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-rank Spell) Source GM Core pg. 283 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-rank Spell) Source GM Core pg. 283 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-rank Spell) Source GM Core pg. 283 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-rank Spell) Source GM Core pg. 283 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-rank Spell) Source GM Core pg. 283 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-rank Spell) Source GM Core pg. 283 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-rank Spell) Source GM Core pg. 283 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked with a peridot setting.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3053","name":"Wand of Widening (1st-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3053-2960"},{"legacy_name":["Wand of Widening"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3053","weakness":{},"price":25000,"legacy_id":["equipment-373"],"trait":["Magical","Wand"],"id":"equipment-3053-2961","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source GM Core pg. 283 Usage held in 1 hand Bulk L --- The end of this wand is forked with a peridot setting. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, can't have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-rank Spell) Source GM Core pg. 283 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-rank Spell) Source GM Core pg. 283 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-rank Spell) Source GM Core pg. 283 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-rank Spell) Source GM Core pg. 283 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-rank Spell) Source GM Core pg. 283 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-rank Spell) Source GM Core pg. 283 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-rank Spell) Source GM Core pg. 283 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-rank Spell) Source GM Core pg. 283 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-rank Spell) Source GM Core pg. 283 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked with a peridot setting.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3053","name":"Wand of Widening (2nd-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3053-2961"},{"legacy_name":["Wand of Widening"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3053","weakness":{},"price":50000,"legacy_id":["equipment-373"],"trait":["Magical","Wand"],"id":"equipment-3053-2962","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source GM Core pg. 283 Usage held in 1 hand Bulk L --- The end of this wand is forked with a peridot setting. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, can't have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-rank Spell) Source GM Core pg. 283 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-rank Spell) Source GM Core pg. 283 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-rank Spell) Source GM Core pg. 283 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-rank Spell) Source GM Core pg. 283 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-rank Spell) Source GM Core pg. 283 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-rank Spell) Source GM Core pg. 283 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-rank Spell) Source GM Core pg. 283 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-rank Spell) Source GM Core pg. 283 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-rank Spell) Source GM Core pg. 283 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked with a peridot setting.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3053","name":"Wand of Widening (3rd-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3053-2962"},{"legacy_name":["Wand of Widening"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3053","weakness":{},"price":100000,"legacy_id":["equipment-373"],"trait":["Magical","Wand"],"id":"equipment-3053-2963","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source GM Core pg. 283 Usage held in 1 hand Bulk L --- The end of this wand is forked with a peridot setting. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, can't have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-rank Spell) Source GM Core pg. 283 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-rank Spell) Source GM Core pg. 283 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-rank Spell) Source GM Core pg. 283 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-rank Spell) Source GM Core pg. 283 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-rank Spell) Source GM Core pg. 283 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-rank Spell) Source GM Core pg. 283 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-rank Spell) Source GM Core pg. 283 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-rank Spell) Source GM Core pg. 283 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-rank Spell) Source GM Core pg. 283 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked with a peridot setting.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3053","name":"Wand of Widening (4th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3053-2963"},{"legacy_name":["Wand of Widening"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3053","weakness":{},"price":200000,"legacy_id":["equipment-373"],"trait":["Magical","Wand"],"id":"equipment-3053-2964","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source GM Core pg. 283 Usage held in 1 hand Bulk L --- The end of this wand is forked with a peridot setting. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, can't have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-rank Spell) Source GM Core pg. 283 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-rank Spell) Source GM Core pg. 283 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-rank Spell) Source GM Core pg. 283 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-rank Spell) Source GM Core pg. 283 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-rank Spell) Source GM Core pg. 283 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-rank Spell) Source GM Core pg. 283 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-rank Spell) Source GM Core pg. 283 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-rank Spell) Source GM Core pg. 283 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-rank Spell) Source GM Core pg. 283 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked with a peridot setting.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3053","name":"Wand of Widening (5th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3053-2964"},{"legacy_name":["Wand of Widening"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3053","weakness":{},"price":450000,"legacy_id":["equipment-373"],"trait":["Magical","Wand"],"id":"equipment-3053-2965","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source GM Core pg. 283 Usage held in 1 hand Bulk L --- The end of this wand is forked with a peridot setting. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, can't have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-rank Spell) Source GM Core pg. 283 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-rank Spell) Source GM Core pg. 283 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-rank Spell) Source GM Core pg. 283 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-rank Spell) Source GM Core pg. 283 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-rank Spell) Source GM Core pg. 283 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-rank Spell) Source GM Core pg. 283 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-rank Spell) Source GM Core pg. 283 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-rank Spell) Source GM Core pg. 283 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-rank Spell) Source GM Core pg. 283 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked with a peridot setting.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3053","name":"Wand of Widening (6th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3053-2965"},{"legacy_name":["Wand of Widening"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3053","weakness":{},"price":1000000,"legacy_id":["equipment-373"],"trait":["Magical","Wand"],"id":"equipment-3053-2966","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source GM Core pg. 283 Usage held in 1 hand Bulk L --- The end of this wand is forked with a peridot setting. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, can't have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-rank Spell) Source GM Core pg. 283 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-rank Spell) Source GM Core pg. 283 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-rank Spell) Source GM Core pg. 283 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-rank Spell) Source GM Core pg. 283 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-rank Spell) Source GM Core pg. 283 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-rank Spell) Source GM Core pg. 283 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-rank Spell) Source GM Core pg. 283 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-rank Spell) Source GM Core pg. 283 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-rank Spell) Source GM Core pg. 283 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked with a peridot setting.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3053","name":"Wand of Widening (7th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3053-2966"},{"legacy_name":["Wand of Widening"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3053","weakness":{},"price":2400000,"legacy_id":["equipment-373"],"trait":["Magical","Wand"],"id":"equipment-3053-2967","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source GM Core pg. 283 Usage held in 1 hand Bulk L --- The end of this wand is forked with a peridot setting. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, can't have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-rank Spell) Source GM Core pg. 283 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-rank Spell) Source GM Core pg. 283 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-rank Spell) Source GM Core pg. 283 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-rank Spell) Source GM Core pg. 283 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-rank Spell) Source GM Core pg. 283 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-rank Spell) Source GM Core pg. 283 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-rank Spell) Source GM Core pg. 283 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-rank Spell) Source GM Core pg. 283 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-rank Spell) Source GM Core pg. 283 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked with a peridot setting.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3053","name":"Wand of Widening (8th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3053-2967"},{"legacy_name":["Wand of Widening"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3053","weakness":{},"price":7000000,"legacy_id":["equipment-373"],"trait":["Magical","Wand"],"id":"equipment-3053-2968","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Wand of Widening Source GM Core pg. 283 Usage held in 1 hand Bulk L --- The end of this wand is forked with a peridot setting. Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. Craft Requirements Supply a casting of a spell of the appropriate rank. The spell must have a casting time of Single Action or Two Actions, can't have a duration, and must have an area of burst (10 feet or more), cone, or line. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Wand of Widening (1st-rank Spell) Source GM Core pg. 283 Price 100 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Widening (2nd-rank Spell) Source GM Core pg. 283 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Widening (3rd-rank Spell) Source GM Core pg. 283 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Widening (4th-rank Spell) Source GM Core pg. 283 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Widening (5th-rank Spell) Source GM Core pg. 283 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Widening (6th-rank Spell) Source GM Core pg. 283 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Widening (7th-rank Spell) Source GM Core pg. 283 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Widening (8th-rank Spell) Source GM Core pg. 283 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Widening (9th-rank Spell) Source GM Core pg. 283 Price 70,000 gp ","skill_mod":{},"summary":"The end of this wand is forked with a peridot setting.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3053","name":"Wand of Widening (9th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3053-2968"},{"legacy_name":["Specialist's Ring"],"item_child_id":["equipment-3054-2969","equipment-3054-2970"],"primary_source_category":"Rulebooks","usage":"worn garment","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Arcana","Arcana"],"legacy_id":["equipment-1077"],"trait":["Arcane","Focused","Invested"],"id":"equipment-3054","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Accolade Robe Source GM Core pg. 284 Usage worn garment Bulk L --- Although not all wizards have gone through formal training, it's become tradition to enchant robes representing the arduous training required and festoon them with honors one has earned. Typically, an accolade robe is styled after a single wizard school, with appropriate colors and symbols. Wearing these robes grants a +2 item bonus to Arcana checks. The pockets of the robe tie to an extradimensional space that can hold 1 Bulk of items, none of which can have greater than light Bulk. The items must be related to spellcasting and academics—spellbooks, scrolls, wands, scholarly journals, and other academic supplies the GM allows. These items do not count against your Bulk limit. You can Interact to retrieve or stow items normally. Activate—Review Single Action (concentrate, manipulate) Effect You retrieve an item of your choice from the robe's storage, then Recall Knowledge. Activate—Extra Credit Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a school spell. If you don't spend this Focus Point by the end of this turn, it is lost. Craft Requirements You are a wizard of the associated school. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Accolade Robe Source GM Core pg. 284 Price 1,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Accolade Robe (Greater) Source GM Core pg. 284 Price 13,500 gp --- The bonus to Arcana checks increases to +3. You can activate the robe’s Review once per minute as a free action.","skill_mod":{},"summary":"Although not all wizards have gone through formal training, it's become tradition to enchant robes representing the arduous training required and …","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3054","name":"Accolade Robe","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3054"},{"legacy_name":["Specialist's Ring"],"primary_source_category":"Rulebooks","usage":"worn garment","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3054","weakness":{},"price":100000,"skill":["Arcana"],"legacy_id":["equipment-1077"],"trait":["Arcane","Focused","Invested"],"id":"equipment-3054-2969","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Accolade Robe Source GM Core pg. 284 Usage worn garment Bulk L --- Although not all wizards have gone through formal training, it's become tradition to enchant robes representing the arduous training required and festoon them with honors one has earned. Typically, an accolade robe is styled after a single wizard school, with appropriate colors and symbols. Wearing these robes grants a +2 item bonus to Arcana checks. The pockets of the robe tie to an extradimensional space that can hold 1 Bulk of items, none of which can have greater than light Bulk. The items must be related to spellcasting and academics—spellbooks, scrolls, wands, scholarly journals, and other academic supplies the GM allows. These items do not count against your Bulk limit. You can Interact to retrieve or stow items normally. Activate—Review Single Action (concentrate, manipulate) Effect You retrieve an item of your choice from the robe's storage, then Recall Knowledge. Activate—Extra Credit Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a school spell. If you don't spend this Focus Point by the end of this turn, it is lost. Craft Requirements You are a wizard of the associated school. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Accolade Robe Source GM Core pg. 284 Price 1,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Accolade Robe (Greater) Source GM Core pg. 284 Price 13,500 gp --- The bonus to Arcana checks increases to +3. You can activate the robe’s Review once per minute as a free action.","skill_mod":{},"summary":"Although not all wizards have gone through formal training, it's become tradition to enchant robes representing the arduous training required and …","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3054","name":"Accolade Robe","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3054-2969"},{"legacy_name":["Specialist's Ring"],"primary_source_category":"Rulebooks","usage":"worn garment","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3054","weakness":{},"price":1350000,"skill":["Arcana"],"legacy_id":["equipment-1077"],"trait":["Arcane","Focused","Invested"],"id":"equipment-3054-2970","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Accolade Robe Source GM Core pg. 284 Usage worn garment Bulk L --- Although not all wizards have gone through formal training, it's become tradition to enchant robes representing the arduous training required and festoon them with honors one has earned. Typically, an accolade robe is styled after a single wizard school, with appropriate colors and symbols. Wearing these robes grants a +2 item bonus to Arcana checks. The pockets of the robe tie to an extradimensional space that can hold 1 Bulk of items, none of which can have greater than light Bulk. The items must be related to spellcasting and academics—spellbooks, scrolls, wands, scholarly journals, and other academic supplies the GM allows. These items do not count against your Bulk limit. You can Interact to retrieve or stow items normally. Activate—Review Single Action (concentrate, manipulate) Effect You retrieve an item of your choice from the robe's storage, then Recall Knowledge. Activate—Extra Credit Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a school spell. If you don't spend this Focus Point by the end of this turn, it is lost. Craft Requirements You are a wizard of the associated school. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Accolade Robe Source GM Core pg. 284 Price 1,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Accolade Robe (Greater) Source GM Core pg. 284 Price 13,500 gp --- The bonus to Arcana checks increases to +3. You can activate the robe’s Review once per minute as a free action.","skill_mod":{},"summary":"The bonus to Arcana checks increases to +3. You can activate the robe’s Review once per minute as a free action.","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3054","name":"Accolade Robe (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3054-2970"},{"item_child_id":["equipment-3055-2971","equipment-3055-2972","equipment-3055-2973","equipment-3055-2974","equipment-3055-2975","equipment-3055-2976","equipment-3055-2977","equipment-3055-2978","equipment-3055-2979","equipment-3055-3576","equipment-3055-3577","equipment-3055-3588","equipment-3055-3589","equipment-3055-3590"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Crafting","Crafting"],"legacy_id":["equipment-407"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3055","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source GM Core pg. 284 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones, each with a different appearance and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Amplifying) Source GM Core pg. 284 Price 9,750 gp --- An amplifying aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone. Activate—Amplify Single Action (concentrate, spellshape) Effect If your next action is to Cast a Spell, that spell's rank is 1 higher (maximum 10th rank) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Consumed) Source GM Core pg. 284 Price 9 gp --- A consumed aeon stone is a dull lump that has lost its magical properties. It still rotates your head like any other aeon stone and can thus serve as a stylish, hand-free option for various spells that target an object. This aeon stone has no resonant power. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Delaying) Source GM Core pg. 284 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this smooth pink stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a consumed aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-rank heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Aeon Stone (Envisioning) Source GM Core pg. 284 Price 425 gp --- This clear cube allows you to communicate with a limited form of telepathy to a range of 100 feet. The messages are transmitted as a simple image each round. These images are the quality of a hasty or childish sketch but can be roughly understood by creatures regardless of language. This provides no special ability to respond to your images. The resonant power allows you to cast translate as an occult innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Peering) Source GM Core pg. 284 Price 9,500 gp --- This faintly colored prism catches and transforms light. If the aeon stone is in an area of bright light, shades of purple light provide dim light in a 30-foot radius. In that radius, magical items and effects are tinged with purple, the depth of the color revealing their counteract rank. The GM also secretly rolls a counteract check against any darkness or illusion effect the light touches. It has a counteract modifier of +25. If the light fails to counteract an effect, it won't try again for 24 hours. Inside a wayfinder , the aeon stone cannot catch light. However, its resonant power lets you activate or deactivate the aeon stone's light emitting from the wayfinder as an Interact action. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Nourishing) Source GM Core pg. 284 Price 325 gp --- After you've invested and worn this transparent stone for a week continuously, you no longer need to eat or drink. This time resets if you remove the aeon stone or it's invested by someone else. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Preserving) Source GM Core pg. 284 Price 150 gp --- This red crystalline star covers you in a faint aura when you are subject to lingering wounds. You gain resistance 3 to persistent damage. At the end of any turn where the persistent damage can't overcome this resistance, end that condition. The resonant power allows you to cast stabilize as a primal innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Smoothing) Source GM Core pg. 284 Price 310 gp --- This spherical piece of silvery stone helps you ignore minor issues. You can ignore status penalties to skill checks from clumsy, enfeebled, frightened, sickened, and stupefied conditions as long as the value of that condition is 1. Its resonant power allows you to cast guidance as an occult innate cantrip. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Sprouting) Source GM Core pg. 284 Price 220 gp --- Encouraging the natural growth of life, this green ovoid can often be found surrounded by new seedlings. Its resonant power allows you to cast tangle vine as a primal innate cantrip. Activate—Flow of Life Reaction (concentrate, vitality) Frequency once per hour; Trigger You are healed by a vitality efect or took void damage; Effect You gain 8 temporary Hit Points that last for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Formulating) Source Pathfinder #213: Thirst for Blood pg. 81 Price 75 gp --- This four-sided prism is imbued with knowledge for the construction of several objects. The stone contains the knowledge of all formulas found in a basic crafter’s book. While you have the stone invested, you have the full knowledge of the stone’s formulas. This counts as having the formula for the purposes of Crafting checks. While you have this knowledge, you can write the formulas down for later use, such as if you lose access to the stone. You also gain a +1 item bonus to skill checks made to Craft while the stone is invested. The resonant power allows you to cast phantasmal minion as an arcane innate spell once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Repairing) Source Pathfinder #213: Thirst for Blood pg. 82 Price 75 gp --- This translucent, spherical stone’s center contains a multitude of sparkling, colored flecks. While you have this stone invested, you gain a +1 item bonus to skill checks made to Craft. Additionally, when Repairing an item, you restore an additional 5 Hit Points to the item (10 Hit Points on a critical success). The resonant power allows you to cast mending as an arcane innate spell once per day. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Aeon Stone (Crescent) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 225 gp --- Once holy relics, the creation of crescent aeon stones was inspired by Acavna, goddess of the moon and protection. The crescent aeon stone continually sheds dim light in a 5-foot radius. The resonant power enables you to cast forbidding ward as a divine innate cantrip. Activate—Moonbeam Two Actions (concentrate, divine, holy, light, spirit) Frequency once per day; Effect The crescent aeon stone fires a blast of silvery moonlight in a 100-foot line, dealing 4d12 spirit damage to all creatures in the area (DC 22 basic Reflex save). This is silver damage for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Aeon Stone (Vital amplification) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 330 gp --- A vital amplification aeon stone improves the flow of vital energy through your body, speeding the healing process and safeguarding your body from life-draining effects. Whenever you regain Hit Points, you regain an additional 1 Hit Point for each 10 Hit Points regained (minimum 1 additional Hit Point). The resonant power grants you resistance 5 to void damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Aeon Stone (Flickering) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 1,200 gp --- A flickering aeon stone contains a drop of orichalcum at its center. It remains slightly out of phase with reality, giving it a translucent appearance. Activate—Flicker Single Action ; Frequency once per day; Effect The flickering aeon stone draws you slightly out of sync with the flow of time, causing you to flicker in and out of existence. You become concealed for 1 minute, but you can’t use this concealment to Hide or Sneak. Activate—Enter Stasis Single Action ; Frequency once per day; Effect The flickering aeon stone pulls you from the flow of time completely, placing you in temporary stasis while you heal, then returning you to reality at the moment you left. You regain 2d10+8 Hit Points. If you have the clumsy, drained, enfeebled, or stupefied condition, the value of each of these conditions is reduced by 1. The resonant power grants you a +1 circumstance bonus to initiative rolls. ","skill_mod":{},"summary":"Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3055","name":"Aeon Stone","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3055"},{"legacy_name":["Aeon Stone (Orange Prism)"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3055","weakness":{},"price":975000,"skill":["Arcana","Nature","Occultism","Religion"],"legacy_id":["equipment-407"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3055-2971","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source GM Core pg. 284 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones, each with a different appearance and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Amplifying) Source GM Core pg. 284 Price 9,750 gp --- An amplifying aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone. Activate—Amplify Single Action (concentrate, spellshape) Effect If your next action is to Cast a Spell, that spell's rank is 1 higher (maximum 10th rank) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Consumed) Source GM Core pg. 284 Price 9 gp --- A consumed aeon stone is a dull lump that has lost its magical properties. It still rotates your head like any other aeon stone and can thus serve as a stylish, hand-free option for various spells that target an object. This aeon stone has no resonant power. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Delaying) Source GM Core pg. 284 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this smooth pink stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a consumed aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-rank heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Aeon Stone (Envisioning) Source GM Core pg. 284 Price 425 gp --- This clear cube allows you to communicate with a limited form of telepathy to a range of 100 feet. The messages are transmitted as a simple image each round. These images are the quality of a hasty or childish sketch but can be roughly understood by creatures regardless of language. This provides no special ability to respond to your images. The resonant power allows you to cast translate as an occult innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Peering) Source GM Core pg. 284 Price 9,500 gp --- This faintly colored prism catches and transforms light. If the aeon stone is in an area of bright light, shades of purple light provide dim light in a 30-foot radius. In that radius, magical items and effects are tinged with purple, the depth of the color revealing their counteract rank. The GM also secretly rolls a counteract check against any darkness or illusion effect the light touches. It has a counteract modifier of +25. If the light fails to counteract an effect, it won't try again for 24 hours. Inside a wayfinder , the aeon stone cannot catch light. However, its resonant power lets you activate or deactivate the aeon stone's light emitting from the wayfinder as an Interact action. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Nourishing) Source GM Core pg. 284 Price 325 gp --- After you've invested and worn this transparent stone for a week continuously, you no longer need to eat or drink. This time resets if you remove the aeon stone or it's invested by someone else. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Preserving) Source GM Core pg. 284 Price 150 gp --- This red crystalline star covers you in a faint aura when you are subject to lingering wounds. You gain resistance 3 to persistent damage. At the end of any turn where the persistent damage can't overcome this resistance, end that condition. The resonant power allows you to cast stabilize as a primal innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Smoothing) Source GM Core pg. 284 Price 310 gp --- This spherical piece of silvery stone helps you ignore minor issues. You can ignore status penalties to skill checks from clumsy, enfeebled, frightened, sickened, and stupefied conditions as long as the value of that condition is 1. Its resonant power allows you to cast guidance as an occult innate cantrip. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Sprouting) Source GM Core pg. 284 Price 220 gp --- Encouraging the natural growth of life, this green ovoid can often be found surrounded by new seedlings. Its resonant power allows you to cast tangle vine as a primal innate cantrip. Activate—Flow of Life Reaction (concentrate, vitality) Frequency once per hour; Trigger You are healed by a vitality efect or took void damage; Effect You gain 8 temporary Hit Points that last for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Formulating) Source Pathfinder #213: Thirst for Blood pg. 81 Price 75 gp --- This four-sided prism is imbued with knowledge for the construction of several objects. The stone contains the knowledge of all formulas found in a basic crafter’s book. While you have the stone invested, you have the full knowledge of the stone’s formulas. This counts as having the formula for the purposes of Crafting checks. While you have this knowledge, you can write the formulas down for later use, such as if you lose access to the stone. You also gain a +1 item bonus to skill checks made to Craft while the stone is invested. The resonant power allows you to cast phantasmal minion as an arcane innate spell once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Repairing) Source Pathfinder #213: Thirst for Blood pg. 82 Price 75 gp --- This translucent, spherical stone’s center contains a multitude of sparkling, colored flecks. While you have this stone invested, you gain a +1 item bonus to skill checks made to Craft. Additionally, when Repairing an item, you restore an additional 5 Hit Points to the item (10 Hit Points on a critical success). The resonant power allows you to cast mending as an arcane innate spell once per day. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Aeon Stone (Crescent) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 225 gp --- Once holy relics, the creation of crescent aeon stones was inspired by Acavna, goddess of the moon and protection. The crescent aeon stone continually sheds dim light in a 5-foot radius. The resonant power enables you to cast forbidding ward as a divine innate cantrip. Activate—Moonbeam Two Actions (concentrate, divine, holy, light, spirit) Frequency once per day; Effect The crescent aeon stone fires a blast of silvery moonlight in a 100-foot line, dealing 4d12 spirit damage to all creatures in the area (DC 22 basic Reflex save). This is silver damage for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Aeon Stone (Vital amplification) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 330 gp --- A vital amplification aeon stone improves the flow of vital energy through your body, speeding the healing process and safeguarding your body from life-draining effects. Whenever you regain Hit Points, you regain an additional 1 Hit Point for each 10 Hit Points regained (minimum 1 additional Hit Point). The resonant power grants you resistance 5 to void damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Aeon Stone (Flickering) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 1,200 gp --- A flickering aeon stone contains a drop of orichalcum at its center. It remains slightly out of phase with reality, giving it a translucent appearance. Activate—Flicker Single Action ; Frequency once per day; Effect The flickering aeon stone draws you slightly out of sync with the flow of time, causing you to flicker in and out of existence. You become concealed for 1 minute, but you can’t use this concealment to Hide or Sneak. Activate—Enter Stasis Single Action ; Frequency once per day; Effect The flickering aeon stone pulls you from the flow of time completely, placing you in temporary stasis while you heal, then returning you to reality at the moment you left. You regain 2d10+8 Hit Points. If you have the clumsy, drained, enfeebled, or stupefied condition, the value of each of these conditions is reduced by 1. The resonant power grants you a +1 circumstance bonus to initiative rolls. ","skill_mod":{},"summary":"An amplifying aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3055","name":"Aeon Stone (Amplifying)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3055-2971"},{"legacy_name":["Aeon Stone (Dull Gray)"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3055","weakness":{},"price":900,"legacy_id":["equipment-407"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3055-2972","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source GM Core pg. 284 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones, each with a different appearance and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Amplifying) Source GM Core pg. 284 Price 9,750 gp --- An amplifying aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone. Activate—Amplify Single Action (concentrate, spellshape) Effect If your next action is to Cast a Spell, that spell's rank is 1 higher (maximum 10th rank) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Consumed) Source GM Core pg. 284 Price 9 gp --- A consumed aeon stone is a dull lump that has lost its magical properties. It still rotates your head like any other aeon stone and can thus serve as a stylish, hand-free option for various spells that target an object. This aeon stone has no resonant power. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Delaying) Source GM Core pg. 284 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this smooth pink stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a consumed aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-rank heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Aeon Stone (Envisioning) Source GM Core pg. 284 Price 425 gp --- This clear cube allows you to communicate with a limited form of telepathy to a range of 100 feet. The messages are transmitted as a simple image each round. These images are the quality of a hasty or childish sketch but can be roughly understood by creatures regardless of language. This provides no special ability to respond to your images. The resonant power allows you to cast translate as an occult innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Peering) Source GM Core pg. 284 Price 9,500 gp --- This faintly colored prism catches and transforms light. If the aeon stone is in an area of bright light, shades of purple light provide dim light in a 30-foot radius. In that radius, magical items and effects are tinged with purple, the depth of the color revealing their counteract rank. The GM also secretly rolls a counteract check against any darkness or illusion effect the light touches. It has a counteract modifier of +25. If the light fails to counteract an effect, it won't try again for 24 hours. Inside a wayfinder , the aeon stone cannot catch light. However, its resonant power lets you activate or deactivate the aeon stone's light emitting from the wayfinder as an Interact action. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Nourishing) Source GM Core pg. 284 Price 325 gp --- After you've invested and worn this transparent stone for a week continuously, you no longer need to eat or drink. This time resets if you remove the aeon stone or it's invested by someone else. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Preserving) Source GM Core pg. 284 Price 150 gp --- This red crystalline star covers you in a faint aura when you are subject to lingering wounds. You gain resistance 3 to persistent damage. At the end of any turn where the persistent damage can't overcome this resistance, end that condition. The resonant power allows you to cast stabilize as a primal innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Smoothing) Source GM Core pg. 284 Price 310 gp --- This spherical piece of silvery stone helps you ignore minor issues. You can ignore status penalties to skill checks from clumsy, enfeebled, frightened, sickened, and stupefied conditions as long as the value of that condition is 1. Its resonant power allows you to cast guidance as an occult innate cantrip. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Sprouting) Source GM Core pg. 284 Price 220 gp --- Encouraging the natural growth of life, this green ovoid can often be found surrounded by new seedlings. Its resonant power allows you to cast tangle vine as a primal innate cantrip. Activate—Flow of Life Reaction (concentrate, vitality) Frequency once per hour; Trigger You are healed by a vitality efect or took void damage; Effect You gain 8 temporary Hit Points that last for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Formulating) Source Pathfinder #213: Thirst for Blood pg. 81 Price 75 gp --- This four-sided prism is imbued with knowledge for the construction of several objects. The stone contains the knowledge of all formulas found in a basic crafter’s book. While you have the stone invested, you have the full knowledge of the stone’s formulas. This counts as having the formula for the purposes of Crafting checks. While you have this knowledge, you can write the formulas down for later use, such as if you lose access to the stone. You also gain a +1 item bonus to skill checks made to Craft while the stone is invested. The resonant power allows you to cast phantasmal minion as an arcane innate spell once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Repairing) Source Pathfinder #213: Thirst for Blood pg. 82 Price 75 gp --- This translucent, spherical stone’s center contains a multitude of sparkling, colored flecks. While you have this stone invested, you gain a +1 item bonus to skill checks made to Craft. Additionally, when Repairing an item, you restore an additional 5 Hit Points to the item (10 Hit Points on a critical success). The resonant power allows you to cast mending as an arcane innate spell once per day. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Aeon Stone (Crescent) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 225 gp --- Once holy relics, the creation of crescent aeon stones was inspired by Acavna, goddess of the moon and protection. The crescent aeon stone continually sheds dim light in a 5-foot radius. The resonant power enables you to cast forbidding ward as a divine innate cantrip. Activate—Moonbeam Two Actions (concentrate, divine, holy, light, spirit) Frequency once per day; Effect The crescent aeon stone fires a blast of silvery moonlight in a 100-foot line, dealing 4d12 spirit damage to all creatures in the area (DC 22 basic Reflex save). This is silver damage for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Aeon Stone (Vital amplification) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 330 gp --- A vital amplification aeon stone improves the flow of vital energy through your body, speeding the healing process and safeguarding your body from life-draining effects. Whenever you regain Hit Points, you regain an additional 1 Hit Point for each 10 Hit Points regained (minimum 1 additional Hit Point). The resonant power grants you resistance 5 to void damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Aeon Stone (Flickering) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 1,200 gp --- A flickering aeon stone contains a drop of orichalcum at its center. It remains slightly out of phase with reality, giving it a translucent appearance. Activate—Flicker Single Action ; Frequency once per day; Effect The flickering aeon stone draws you slightly out of sync with the flow of time, causing you to flicker in and out of existence. You become concealed for 1 minute, but you can’t use this concealment to Hide or Sneak. Activate—Enter Stasis Single Action ; Frequency once per day; Effect The flickering aeon stone pulls you from the flow of time completely, placing you in temporary stasis while you heal, then returning you to reality at the moment you left. You regain 2d10+8 Hit Points. If you have the clumsy, drained, enfeebled, or stupefied condition, the value of each of these conditions is reduced by 1. The resonant power grants you a +1 circumstance bonus to initiative rolls. ","skill_mod":{},"summary":"A consumed aeon stone is a dull lump that has lost its magical properties. It still rotates your head like any other aeon stone and can thus serve …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3055","name":"Aeon Stone (Consumed)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3055-2972"},{"legacy_name":["Aeon Stone (Tourmaline Sphere)"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3055","weakness":{},"price":35000,"legacy_id":["equipment-407"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3055-2973","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source GM Core pg. 284 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones, each with a different appearance and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Amplifying) Source GM Core pg. 284 Price 9,750 gp --- An amplifying aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone. Activate—Amplify Single Action (concentrate, spellshape) Effect If your next action is to Cast a Spell, that spell's rank is 1 higher (maximum 10th rank) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Consumed) Source GM Core pg. 284 Price 9 gp --- A consumed aeon stone is a dull lump that has lost its magical properties. It still rotates your head like any other aeon stone and can thus serve as a stylish, hand-free option for various spells that target an object. This aeon stone has no resonant power. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Delaying) Source GM Core pg. 284 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this smooth pink stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a consumed aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-rank heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Aeon Stone (Envisioning) Source GM Core pg. 284 Price 425 gp --- This clear cube allows you to communicate with a limited form of telepathy to a range of 100 feet. The messages are transmitted as a simple image each round. These images are the quality of a hasty or childish sketch but can be roughly understood by creatures regardless of language. This provides no special ability to respond to your images. The resonant power allows you to cast translate as an occult innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Peering) Source GM Core pg. 284 Price 9,500 gp --- This faintly colored prism catches and transforms light. If the aeon stone is in an area of bright light, shades of purple light provide dim light in a 30-foot radius. In that radius, magical items and effects are tinged with purple, the depth of the color revealing their counteract rank. The GM also secretly rolls a counteract check against any darkness or illusion effect the light touches. It has a counteract modifier of +25. If the light fails to counteract an effect, it won't try again for 24 hours. Inside a wayfinder , the aeon stone cannot catch light. However, its resonant power lets you activate or deactivate the aeon stone's light emitting from the wayfinder as an Interact action. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Nourishing) Source GM Core pg. 284 Price 325 gp --- After you've invested and worn this transparent stone for a week continuously, you no longer need to eat or drink. This time resets if you remove the aeon stone or it's invested by someone else. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Preserving) Source GM Core pg. 284 Price 150 gp --- This red crystalline star covers you in a faint aura when you are subject to lingering wounds. You gain resistance 3 to persistent damage. At the end of any turn where the persistent damage can't overcome this resistance, end that condition. The resonant power allows you to cast stabilize as a primal innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Smoothing) Source GM Core pg. 284 Price 310 gp --- This spherical piece of silvery stone helps you ignore minor issues. You can ignore status penalties to skill checks from clumsy, enfeebled, frightened, sickened, and stupefied conditions as long as the value of that condition is 1. Its resonant power allows you to cast guidance as an occult innate cantrip. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Sprouting) Source GM Core pg. 284 Price 220 gp --- Encouraging the natural growth of life, this green ovoid can often be found surrounded by new seedlings. Its resonant power allows you to cast tangle vine as a primal innate cantrip. Activate—Flow of Life Reaction (concentrate, vitality) Frequency once per hour; Trigger You are healed by a vitality efect or took void damage; Effect You gain 8 temporary Hit Points that last for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Formulating) Source Pathfinder #213: Thirst for Blood pg. 81 Price 75 gp --- This four-sided prism is imbued with knowledge for the construction of several objects. The stone contains the knowledge of all formulas found in a basic crafter’s book. While you have the stone invested, you have the full knowledge of the stone’s formulas. This counts as having the formula for the purposes of Crafting checks. While you have this knowledge, you can write the formulas down for later use, such as if you lose access to the stone. You also gain a +1 item bonus to skill checks made to Craft while the stone is invested. The resonant power allows you to cast phantasmal minion as an arcane innate spell once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Repairing) Source Pathfinder #213: Thirst for Blood pg. 82 Price 75 gp --- This translucent, spherical stone’s center contains a multitude of sparkling, colored flecks. While you have this stone invested, you gain a +1 item bonus to skill checks made to Craft. Additionally, when Repairing an item, you restore an additional 5 Hit Points to the item (10 Hit Points on a critical success). The resonant power allows you to cast mending as an arcane innate spell once per day. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Aeon Stone (Crescent) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 225 gp --- Once holy relics, the creation of crescent aeon stones was inspired by Acavna, goddess of the moon and protection. The crescent aeon stone continually sheds dim light in a 5-foot radius. The resonant power enables you to cast forbidding ward as a divine innate cantrip. Activate—Moonbeam Two Actions (concentrate, divine, holy, light, spirit) Frequency once per day; Effect The crescent aeon stone fires a blast of silvery moonlight in a 100-foot line, dealing 4d12 spirit damage to all creatures in the area (DC 22 basic Reflex save). This is silver damage for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Aeon Stone (Vital amplification) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 330 gp --- A vital amplification aeon stone improves the flow of vital energy through your body, speeding the healing process and safeguarding your body from life-draining effects. Whenever you regain Hit Points, you regain an additional 1 Hit Point for each 10 Hit Points regained (minimum 1 additional Hit Point). The resonant power grants you resistance 5 to void damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Aeon Stone (Flickering) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 1,200 gp --- A flickering aeon stone contains a drop of orichalcum at its center. It remains slightly out of phase with reality, giving it a translucent appearance. Activate—Flicker Single Action ; Frequency once per day; Effect The flickering aeon stone draws you slightly out of sync with the flow of time, causing you to flicker in and out of existence. You become concealed for 1 minute, but you can’t use this concealment to Hide or Sneak. Activate—Enter Stasis Single Action ; Frequency once per day; Effect The flickering aeon stone pulls you from the flow of time completely, placing you in temporary stasis while you heal, then returning you to reality at the moment you left. You regain 2d10+8 Hit Points. If you have the clumsy, drained, enfeebled, or stupefied condition, the value of each of these conditions is reduced by 1. The resonant power grants you a +1 circumstance bonus to initiative rolls. ","skill_mod":{},"summary":"When you would die from the dying condition (typically at dying 4), this smooth pink stone automatically activates and reduces your dying value to 1 …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3055","name":"Aeon Stone (Delaying)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3055-2973"},{"legacy_name":["Aeon Stone (Gold Nodule)"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3055","weakness":{},"price":42500,"legacy_id":["equipment-407"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3055-2974","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source GM Core pg. 284 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones, each with a different appearance and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Amplifying) Source GM Core pg. 284 Price 9,750 gp --- An amplifying aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone. Activate—Amplify Single Action (concentrate, spellshape) Effect If your next action is to Cast a Spell, that spell's rank is 1 higher (maximum 10th rank) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Consumed) Source GM Core pg. 284 Price 9 gp --- A consumed aeon stone is a dull lump that has lost its magical properties. It still rotates your head like any other aeon stone and can thus serve as a stylish, hand-free option for various spells that target an object. This aeon stone has no resonant power. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Delaying) Source GM Core pg. 284 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this smooth pink stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a consumed aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-rank heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Aeon Stone (Envisioning) Source GM Core pg. 284 Price 425 gp --- This clear cube allows you to communicate with a limited form of telepathy to a range of 100 feet. The messages are transmitted as a simple image each round. These images are the quality of a hasty or childish sketch but can be roughly understood by creatures regardless of language. This provides no special ability to respond to your images. The resonant power allows you to cast translate as an occult innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Peering) Source GM Core pg. 284 Price 9,500 gp --- This faintly colored prism catches and transforms light. If the aeon stone is in an area of bright light, shades of purple light provide dim light in a 30-foot radius. In that radius, magical items and effects are tinged with purple, the depth of the color revealing their counteract rank. The GM also secretly rolls a counteract check against any darkness or illusion effect the light touches. It has a counteract modifier of +25. If the light fails to counteract an effect, it won't try again for 24 hours. Inside a wayfinder , the aeon stone cannot catch light. However, its resonant power lets you activate or deactivate the aeon stone's light emitting from the wayfinder as an Interact action. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Nourishing) Source GM Core pg. 284 Price 325 gp --- After you've invested and worn this transparent stone for a week continuously, you no longer need to eat or drink. This time resets if you remove the aeon stone or it's invested by someone else. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Preserving) Source GM Core pg. 284 Price 150 gp --- This red crystalline star covers you in a faint aura when you are subject to lingering wounds. You gain resistance 3 to persistent damage. At the end of any turn where the persistent damage can't overcome this resistance, end that condition. The resonant power allows you to cast stabilize as a primal innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Smoothing) Source GM Core pg. 284 Price 310 gp --- This spherical piece of silvery stone helps you ignore minor issues. You can ignore status penalties to skill checks from clumsy, enfeebled, frightened, sickened, and stupefied conditions as long as the value of that condition is 1. Its resonant power allows you to cast guidance as an occult innate cantrip. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Sprouting) Source GM Core pg. 284 Price 220 gp --- Encouraging the natural growth of life, this green ovoid can often be found surrounded by new seedlings. Its resonant power allows you to cast tangle vine as a primal innate cantrip. Activate—Flow of Life Reaction (concentrate, vitality) Frequency once per hour; Trigger You are healed by a vitality efect or took void damage; Effect You gain 8 temporary Hit Points that last for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Formulating) Source Pathfinder #213: Thirst for Blood pg. 81 Price 75 gp --- This four-sided prism is imbued with knowledge for the construction of several objects. The stone contains the knowledge of all formulas found in a basic crafter’s book. While you have the stone invested, you have the full knowledge of the stone’s formulas. This counts as having the formula for the purposes of Crafting checks. While you have this knowledge, you can write the formulas down for later use, such as if you lose access to the stone. You also gain a +1 item bonus to skill checks made to Craft while the stone is invested. The resonant power allows you to cast phantasmal minion as an arcane innate spell once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Repairing) Source Pathfinder #213: Thirst for Blood pg. 82 Price 75 gp --- This translucent, spherical stone’s center contains a multitude of sparkling, colored flecks. While you have this stone invested, you gain a +1 item bonus to skill checks made to Craft. Additionally, when Repairing an item, you restore an additional 5 Hit Points to the item (10 Hit Points on a critical success). The resonant power allows you to cast mending as an arcane innate spell once per day. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Aeon Stone (Crescent) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 225 gp --- Once holy relics, the creation of crescent aeon stones was inspired by Acavna, goddess of the moon and protection. The crescent aeon stone continually sheds dim light in a 5-foot radius. The resonant power enables you to cast forbidding ward as a divine innate cantrip. Activate—Moonbeam Two Actions (concentrate, divine, holy, light, spirit) Frequency once per day; Effect The crescent aeon stone fires a blast of silvery moonlight in a 100-foot line, dealing 4d12 spirit damage to all creatures in the area (DC 22 basic Reflex save). This is silver damage for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Aeon Stone (Vital amplification) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 330 gp --- A vital amplification aeon stone improves the flow of vital energy through your body, speeding the healing process and safeguarding your body from life-draining effects. Whenever you regain Hit Points, you regain an additional 1 Hit Point for each 10 Hit Points regained (minimum 1 additional Hit Point). The resonant power grants you resistance 5 to void damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Aeon Stone (Flickering) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 1,200 gp --- A flickering aeon stone contains a drop of orichalcum at its center. It remains slightly out of phase with reality, giving it a translucent appearance. Activate—Flicker Single Action ; Frequency once per day; Effect The flickering aeon stone draws you slightly out of sync with the flow of time, causing you to flicker in and out of existence. You become concealed for 1 minute, but you can’t use this concealment to Hide or Sneak. Activate—Enter Stasis Single Action ; Frequency once per day; Effect The flickering aeon stone pulls you from the flow of time completely, placing you in temporary stasis while you heal, then returning you to reality at the moment you left. You regain 2d10+8 Hit Points. If you have the clumsy, drained, enfeebled, or stupefied condition, the value of each of these conditions is reduced by 1. The resonant power grants you a +1 circumstance bonus to initiative rolls. ","skill_mod":{},"summary":"This clear cube allows you to communicate with a limited form of telepathy to a range of 100 feet. The messages are transmitted as a simple image …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3055","name":"Aeon Stone (Envisioning)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3055-2974"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3055","weakness":{},"price":950000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3055-2975","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source GM Core pg. 284 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones, each with a different appearance and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Amplifying) Source GM Core pg. 284 Price 9,750 gp --- An amplifying aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone. Activate—Amplify Single Action (concentrate, spellshape) Effect If your next action is to Cast a Spell, that spell's rank is 1 higher (maximum 10th rank) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Consumed) Source GM Core pg. 284 Price 9 gp --- A consumed aeon stone is a dull lump that has lost its magical properties. It still rotates your head like any other aeon stone and can thus serve as a stylish, hand-free option for various spells that target an object. This aeon stone has no resonant power. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Delaying) Source GM Core pg. 284 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this smooth pink stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a consumed aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-rank heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Aeon Stone (Envisioning) Source GM Core pg. 284 Price 425 gp --- This clear cube allows you to communicate with a limited form of telepathy to a range of 100 feet. The messages are transmitted as a simple image each round. These images are the quality of a hasty or childish sketch but can be roughly understood by creatures regardless of language. This provides no special ability to respond to your images. The resonant power allows you to cast translate as an occult innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Peering) Source GM Core pg. 284 Price 9,500 gp --- This faintly colored prism catches and transforms light. If the aeon stone is in an area of bright light, shades of purple light provide dim light in a 30-foot radius. In that radius, magical items and effects are tinged with purple, the depth of the color revealing their counteract rank. The GM also secretly rolls a counteract check against any darkness or illusion effect the light touches. It has a counteract modifier of +25. If the light fails to counteract an effect, it won't try again for 24 hours. Inside a wayfinder , the aeon stone cannot catch light. However, its resonant power lets you activate or deactivate the aeon stone's light emitting from the wayfinder as an Interact action. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Nourishing) Source GM Core pg. 284 Price 325 gp --- After you've invested and worn this transparent stone for a week continuously, you no longer need to eat or drink. This time resets if you remove the aeon stone or it's invested by someone else. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Preserving) Source GM Core pg. 284 Price 150 gp --- This red crystalline star covers you in a faint aura when you are subject to lingering wounds. You gain resistance 3 to persistent damage. At the end of any turn where the persistent damage can't overcome this resistance, end that condition. The resonant power allows you to cast stabilize as a primal innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Smoothing) Source GM Core pg. 284 Price 310 gp --- This spherical piece of silvery stone helps you ignore minor issues. You can ignore status penalties to skill checks from clumsy, enfeebled, frightened, sickened, and stupefied conditions as long as the value of that condition is 1. Its resonant power allows you to cast guidance as an occult innate cantrip. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Sprouting) Source GM Core pg. 284 Price 220 gp --- Encouraging the natural growth of life, this green ovoid can often be found surrounded by new seedlings. Its resonant power allows you to cast tangle vine as a primal innate cantrip. Activate—Flow of Life Reaction (concentrate, vitality) Frequency once per hour; Trigger You are healed by a vitality efect or took void damage; Effect You gain 8 temporary Hit Points that last for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Formulating) Source Pathfinder #213: Thirst for Blood pg. 81 Price 75 gp --- This four-sided prism is imbued with knowledge for the construction of several objects. The stone contains the knowledge of all formulas found in a basic crafter’s book. While you have the stone invested, you have the full knowledge of the stone’s formulas. This counts as having the formula for the purposes of Crafting checks. While you have this knowledge, you can write the formulas down for later use, such as if you lose access to the stone. You also gain a +1 item bonus to skill checks made to Craft while the stone is invested. The resonant power allows you to cast phantasmal minion as an arcane innate spell once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Repairing) Source Pathfinder #213: Thirst for Blood pg. 82 Price 75 gp --- This translucent, spherical stone’s center contains a multitude of sparkling, colored flecks. While you have this stone invested, you gain a +1 item bonus to skill checks made to Craft. Additionally, when Repairing an item, you restore an additional 5 Hit Points to the item (10 Hit Points on a critical success). The resonant power allows you to cast mending as an arcane innate spell once per day. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Aeon Stone (Crescent) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 225 gp --- Once holy relics, the creation of crescent aeon stones was inspired by Acavna, goddess of the moon and protection. The crescent aeon stone continually sheds dim light in a 5-foot radius. The resonant power enables you to cast forbidding ward as a divine innate cantrip. Activate—Moonbeam Two Actions (concentrate, divine, holy, light, spirit) Frequency once per day; Effect The crescent aeon stone fires a blast of silvery moonlight in a 100-foot line, dealing 4d12 spirit damage to all creatures in the area (DC 22 basic Reflex save). This is silver damage for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Aeon Stone (Vital amplification) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 330 gp --- A vital amplification aeon stone improves the flow of vital energy through your body, speeding the healing process and safeguarding your body from life-draining effects. Whenever you regain Hit Points, you regain an additional 1 Hit Point for each 10 Hit Points regained (minimum 1 additional Hit Point). The resonant power grants you resistance 5 to void damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Aeon Stone (Flickering) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 1,200 gp --- A flickering aeon stone contains a drop of orichalcum at its center. It remains slightly out of phase with reality, giving it a translucent appearance. Activate—Flicker Single Action ; Frequency once per day; Effect The flickering aeon stone draws you slightly out of sync with the flow of time, causing you to flicker in and out of existence. You become concealed for 1 minute, but you can’t use this concealment to Hide or Sneak. Activate—Enter Stasis Single Action ; Frequency once per day; Effect The flickering aeon stone pulls you from the flow of time completely, placing you in temporary stasis while you heal, then returning you to reality at the moment you left. You regain 2d10+8 Hit Points. If you have the clumsy, drained, enfeebled, or stupefied condition, the value of each of these conditions is reduced by 1. The resonant power grants you a +1 circumstance bonus to initiative rolls. ","skill_mod":{},"summary":"This faintly colored prism catches and transforms light. If the aeon stone is in an area of bright light, shades of purple light provide dim light …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3055","name":"Aeon Stone (Peering)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3055-2975"},{"legacy_name":["Aeon Stone (Clear Spindle)"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3055","weakness":{},"price":32500,"legacy_id":["equipment-407"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3055-2976","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source GM Core pg. 284 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones, each with a different appearance and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Amplifying) Source GM Core pg. 284 Price 9,750 gp --- An amplifying aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone. Activate—Amplify Single Action (concentrate, spellshape) Effect If your next action is to Cast a Spell, that spell's rank is 1 higher (maximum 10th rank) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Consumed) Source GM Core pg. 284 Price 9 gp --- A consumed aeon stone is a dull lump that has lost its magical properties. It still rotates your head like any other aeon stone and can thus serve as a stylish, hand-free option for various spells that target an object. This aeon stone has no resonant power. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Delaying) Source GM Core pg. 284 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this smooth pink stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a consumed aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-rank heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Aeon Stone (Envisioning) Source GM Core pg. 284 Price 425 gp --- This clear cube allows you to communicate with a limited form of telepathy to a range of 100 feet. The messages are transmitted as a simple image each round. These images are the quality of a hasty or childish sketch but can be roughly understood by creatures regardless of language. This provides no special ability to respond to your images. The resonant power allows you to cast translate as an occult innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Peering) Source GM Core pg. 284 Price 9,500 gp --- This faintly colored prism catches and transforms light. If the aeon stone is in an area of bright light, shades of purple light provide dim light in a 30-foot radius. In that radius, magical items and effects are tinged with purple, the depth of the color revealing their counteract rank. The GM also secretly rolls a counteract check against any darkness or illusion effect the light touches. It has a counteract modifier of +25. If the light fails to counteract an effect, it won't try again for 24 hours. Inside a wayfinder , the aeon stone cannot catch light. However, its resonant power lets you activate or deactivate the aeon stone's light emitting from the wayfinder as an Interact action. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Nourishing) Source GM Core pg. 284 Price 325 gp --- After you've invested and worn this transparent stone for a week continuously, you no longer need to eat or drink. This time resets if you remove the aeon stone or it's invested by someone else. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Preserving) Source GM Core pg. 284 Price 150 gp --- This red crystalline star covers you in a faint aura when you are subject to lingering wounds. You gain resistance 3 to persistent damage. At the end of any turn where the persistent damage can't overcome this resistance, end that condition. The resonant power allows you to cast stabilize as a primal innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Smoothing) Source GM Core pg. 284 Price 310 gp --- This spherical piece of silvery stone helps you ignore minor issues. You can ignore status penalties to skill checks from clumsy, enfeebled, frightened, sickened, and stupefied conditions as long as the value of that condition is 1. Its resonant power allows you to cast guidance as an occult innate cantrip. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Sprouting) Source GM Core pg. 284 Price 220 gp --- Encouraging the natural growth of life, this green ovoid can often be found surrounded by new seedlings. Its resonant power allows you to cast tangle vine as a primal innate cantrip. Activate—Flow of Life Reaction (concentrate, vitality) Frequency once per hour; Trigger You are healed by a vitality efect or took void damage; Effect You gain 8 temporary Hit Points that last for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Formulating) Source Pathfinder #213: Thirst for Blood pg. 81 Price 75 gp --- This four-sided prism is imbued with knowledge for the construction of several objects. The stone contains the knowledge of all formulas found in a basic crafter’s book. While you have the stone invested, you have the full knowledge of the stone’s formulas. This counts as having the formula for the purposes of Crafting checks. While you have this knowledge, you can write the formulas down for later use, such as if you lose access to the stone. You also gain a +1 item bonus to skill checks made to Craft while the stone is invested. The resonant power allows you to cast phantasmal minion as an arcane innate spell once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Repairing) Source Pathfinder #213: Thirst for Blood pg. 82 Price 75 gp --- This translucent, spherical stone’s center contains a multitude of sparkling, colored flecks. While you have this stone invested, you gain a +1 item bonus to skill checks made to Craft. Additionally, when Repairing an item, you restore an additional 5 Hit Points to the item (10 Hit Points on a critical success). The resonant power allows you to cast mending as an arcane innate spell once per day. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Aeon Stone (Crescent) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 225 gp --- Once holy relics, the creation of crescent aeon stones was inspired by Acavna, goddess of the moon and protection. The crescent aeon stone continually sheds dim light in a 5-foot radius. The resonant power enables you to cast forbidding ward as a divine innate cantrip. Activate—Moonbeam Two Actions (concentrate, divine, holy, light, spirit) Frequency once per day; Effect The crescent aeon stone fires a blast of silvery moonlight in a 100-foot line, dealing 4d12 spirit damage to all creatures in the area (DC 22 basic Reflex save). This is silver damage for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Aeon Stone (Vital amplification) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 330 gp --- A vital amplification aeon stone improves the flow of vital energy through your body, speeding the healing process and safeguarding your body from life-draining effects. Whenever you regain Hit Points, you regain an additional 1 Hit Point for each 10 Hit Points regained (minimum 1 additional Hit Point). The resonant power grants you resistance 5 to void damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Aeon Stone (Flickering) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 1,200 gp --- A flickering aeon stone contains a drop of orichalcum at its center. It remains slightly out of phase with reality, giving it a translucent appearance. Activate—Flicker Single Action ; Frequency once per day; Effect The flickering aeon stone draws you slightly out of sync with the flow of time, causing you to flicker in and out of existence. You become concealed for 1 minute, but you can’t use this concealment to Hide or Sneak. Activate—Enter Stasis Single Action ; Frequency once per day; Effect The flickering aeon stone pulls you from the flow of time completely, placing you in temporary stasis while you heal, then returning you to reality at the moment you left. You regain 2d10+8 Hit Points. If you have the clumsy, drained, enfeebled, or stupefied condition, the value of each of these conditions is reduced by 1. The resonant power grants you a +1 circumstance bonus to initiative rolls. ","skill_mod":{},"summary":"After you've invested and worn this transparent stone for a week continuously, you no longer need to eat or drink. This time resets if you remove the …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3055","name":"Aeon Stone (Nourishing)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3055-2976"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3055","weakness":{},"price":15000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3055-2977","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source GM Core pg. 284 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones, each with a different appearance and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Amplifying) Source GM Core pg. 284 Price 9,750 gp --- An amplifying aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone. Activate—Amplify Single Action (concentrate, spellshape) Effect If your next action is to Cast a Spell, that spell's rank is 1 higher (maximum 10th rank) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Consumed) Source GM Core pg. 284 Price 9 gp --- A consumed aeon stone is a dull lump that has lost its magical properties. It still rotates your head like any other aeon stone and can thus serve as a stylish, hand-free option for various spells that target an object. This aeon stone has no resonant power. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Delaying) Source GM Core pg. 284 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this smooth pink stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a consumed aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-rank heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Aeon Stone (Envisioning) Source GM Core pg. 284 Price 425 gp --- This clear cube allows you to communicate with a limited form of telepathy to a range of 100 feet. The messages are transmitted as a simple image each round. These images are the quality of a hasty or childish sketch but can be roughly understood by creatures regardless of language. This provides no special ability to respond to your images. The resonant power allows you to cast translate as an occult innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Peering) Source GM Core pg. 284 Price 9,500 gp --- This faintly colored prism catches and transforms light. If the aeon stone is in an area of bright light, shades of purple light provide dim light in a 30-foot radius. In that radius, magical items and effects are tinged with purple, the depth of the color revealing their counteract rank. The GM also secretly rolls a counteract check against any darkness or illusion effect the light touches. It has a counteract modifier of +25. If the light fails to counteract an effect, it won't try again for 24 hours. Inside a wayfinder , the aeon stone cannot catch light. However, its resonant power lets you activate or deactivate the aeon stone's light emitting from the wayfinder as an Interact action. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Nourishing) Source GM Core pg. 284 Price 325 gp --- After you've invested and worn this transparent stone for a week continuously, you no longer need to eat or drink. This time resets if you remove the aeon stone or it's invested by someone else. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Preserving) Source GM Core pg. 284 Price 150 gp --- This red crystalline star covers you in a faint aura when you are subject to lingering wounds. You gain resistance 3 to persistent damage. At the end of any turn where the persistent damage can't overcome this resistance, end that condition. The resonant power allows you to cast stabilize as a primal innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Smoothing) Source GM Core pg. 284 Price 310 gp --- This spherical piece of silvery stone helps you ignore minor issues. You can ignore status penalties to skill checks from clumsy, enfeebled, frightened, sickened, and stupefied conditions as long as the value of that condition is 1. Its resonant power allows you to cast guidance as an occult innate cantrip. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Sprouting) Source GM Core pg. 284 Price 220 gp --- Encouraging the natural growth of life, this green ovoid can often be found surrounded by new seedlings. Its resonant power allows you to cast tangle vine as a primal innate cantrip. Activate—Flow of Life Reaction (concentrate, vitality) Frequency once per hour; Trigger You are healed by a vitality efect or took void damage; Effect You gain 8 temporary Hit Points that last for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Formulating) Source Pathfinder #213: Thirst for Blood pg. 81 Price 75 gp --- This four-sided prism is imbued with knowledge for the construction of several objects. The stone contains the knowledge of all formulas found in a basic crafter’s book. While you have the stone invested, you have the full knowledge of the stone’s formulas. This counts as having the formula for the purposes of Crafting checks. While you have this knowledge, you can write the formulas down for later use, such as if you lose access to the stone. You also gain a +1 item bonus to skill checks made to Craft while the stone is invested. The resonant power allows you to cast phantasmal minion as an arcane innate spell once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Repairing) Source Pathfinder #213: Thirst for Blood pg. 82 Price 75 gp --- This translucent, spherical stone’s center contains a multitude of sparkling, colored flecks. While you have this stone invested, you gain a +1 item bonus to skill checks made to Craft. Additionally, when Repairing an item, you restore an additional 5 Hit Points to the item (10 Hit Points on a critical success). The resonant power allows you to cast mending as an arcane innate spell once per day. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Aeon Stone (Crescent) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 225 gp --- Once holy relics, the creation of crescent aeon stones was inspired by Acavna, goddess of the moon and protection. The crescent aeon stone continually sheds dim light in a 5-foot radius. The resonant power enables you to cast forbidding ward as a divine innate cantrip. Activate—Moonbeam Two Actions (concentrate, divine, holy, light, spirit) Frequency once per day; Effect The crescent aeon stone fires a blast of silvery moonlight in a 100-foot line, dealing 4d12 spirit damage to all creatures in the area (DC 22 basic Reflex save). This is silver damage for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Aeon Stone (Vital amplification) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 330 gp --- A vital amplification aeon stone improves the flow of vital energy through your body, speeding the healing process and safeguarding your body from life-draining effects. Whenever you regain Hit Points, you regain an additional 1 Hit Point for each 10 Hit Points regained (minimum 1 additional Hit Point). The resonant power grants you resistance 5 to void damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Aeon Stone (Flickering) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 1,200 gp --- A flickering aeon stone contains a drop of orichalcum at its center. It remains slightly out of phase with reality, giving it a translucent appearance. Activate—Flicker Single Action ; Frequency once per day; Effect The flickering aeon stone draws you slightly out of sync with the flow of time, causing you to flicker in and out of existence. You become concealed for 1 minute, but you can’t use this concealment to Hide or Sneak. Activate—Enter Stasis Single Action ; Frequency once per day; Effect The flickering aeon stone pulls you from the flow of time completely, placing you in temporary stasis while you heal, then returning you to reality at the moment you left. You regain 2d10+8 Hit Points. If you have the clumsy, drained, enfeebled, or stupefied condition, the value of each of these conditions is reduced by 1. The resonant power grants you a +1 circumstance bonus to initiative rolls. ","skill_mod":{},"summary":"This red crystalline star covers you in a faint aura when you are subject to lingering wounds. You gain resistance 3 to persistent damage . At the …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3055","name":"Aeon Stone (Preserving)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3055-2977"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3055","weakness":{},"price":31000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3055-2978","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source GM Core pg. 284 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones, each with a different appearance and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Amplifying) Source GM Core pg. 284 Price 9,750 gp --- An amplifying aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone. Activate—Amplify Single Action (concentrate, spellshape) Effect If your next action is to Cast a Spell, that spell's rank is 1 higher (maximum 10th rank) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Consumed) Source GM Core pg. 284 Price 9 gp --- A consumed aeon stone is a dull lump that has lost its magical properties. It still rotates your head like any other aeon stone and can thus serve as a stylish, hand-free option for various spells that target an object. This aeon stone has no resonant power. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Delaying) Source GM Core pg. 284 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this smooth pink stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a consumed aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-rank heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Aeon Stone (Envisioning) Source GM Core pg. 284 Price 425 gp --- This clear cube allows you to communicate with a limited form of telepathy to a range of 100 feet. The messages are transmitted as a simple image each round. These images are the quality of a hasty or childish sketch but can be roughly understood by creatures regardless of language. This provides no special ability to respond to your images. The resonant power allows you to cast translate as an occult innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Peering) Source GM Core pg. 284 Price 9,500 gp --- This faintly colored prism catches and transforms light. If the aeon stone is in an area of bright light, shades of purple light provide dim light in a 30-foot radius. In that radius, magical items and effects are tinged with purple, the depth of the color revealing their counteract rank. The GM also secretly rolls a counteract check against any darkness or illusion effect the light touches. It has a counteract modifier of +25. If the light fails to counteract an effect, it won't try again for 24 hours. Inside a wayfinder , the aeon stone cannot catch light. However, its resonant power lets you activate or deactivate the aeon stone's light emitting from the wayfinder as an Interact action. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Nourishing) Source GM Core pg. 284 Price 325 gp --- After you've invested and worn this transparent stone for a week continuously, you no longer need to eat or drink. This time resets if you remove the aeon stone or it's invested by someone else. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Preserving) Source GM Core pg. 284 Price 150 gp --- This red crystalline star covers you in a faint aura when you are subject to lingering wounds. You gain resistance 3 to persistent damage. At the end of any turn where the persistent damage can't overcome this resistance, end that condition. The resonant power allows you to cast stabilize as a primal innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Smoothing) Source GM Core pg. 284 Price 310 gp --- This spherical piece of silvery stone helps you ignore minor issues. You can ignore status penalties to skill checks from clumsy, enfeebled, frightened, sickened, and stupefied conditions as long as the value of that condition is 1. Its resonant power allows you to cast guidance as an occult innate cantrip. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Sprouting) Source GM Core pg. 284 Price 220 gp --- Encouraging the natural growth of life, this green ovoid can often be found surrounded by new seedlings. Its resonant power allows you to cast tangle vine as a primal innate cantrip. Activate—Flow of Life Reaction (concentrate, vitality) Frequency once per hour; Trigger You are healed by a vitality efect or took void damage; Effect You gain 8 temporary Hit Points that last for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Formulating) Source Pathfinder #213: Thirst for Blood pg. 81 Price 75 gp --- This four-sided prism is imbued with knowledge for the construction of several objects. The stone contains the knowledge of all formulas found in a basic crafter’s book. While you have the stone invested, you have the full knowledge of the stone’s formulas. This counts as having the formula for the purposes of Crafting checks. While you have this knowledge, you can write the formulas down for later use, such as if you lose access to the stone. You also gain a +1 item bonus to skill checks made to Craft while the stone is invested. The resonant power allows you to cast phantasmal minion as an arcane innate spell once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Repairing) Source Pathfinder #213: Thirst for Blood pg. 82 Price 75 gp --- This translucent, spherical stone’s center contains a multitude of sparkling, colored flecks. While you have this stone invested, you gain a +1 item bonus to skill checks made to Craft. Additionally, when Repairing an item, you restore an additional 5 Hit Points to the item (10 Hit Points on a critical success). The resonant power allows you to cast mending as an arcane innate spell once per day. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Aeon Stone (Crescent) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 225 gp --- Once holy relics, the creation of crescent aeon stones was inspired by Acavna, goddess of the moon and protection. The crescent aeon stone continually sheds dim light in a 5-foot radius. The resonant power enables you to cast forbidding ward as a divine innate cantrip. Activate—Moonbeam Two Actions (concentrate, divine, holy, light, spirit) Frequency once per day; Effect The crescent aeon stone fires a blast of silvery moonlight in a 100-foot line, dealing 4d12 spirit damage to all creatures in the area (DC 22 basic Reflex save). This is silver damage for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Aeon Stone (Vital amplification) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 330 gp --- A vital amplification aeon stone improves the flow of vital energy through your body, speeding the healing process and safeguarding your body from life-draining effects. Whenever you regain Hit Points, you regain an additional 1 Hit Point for each 10 Hit Points regained (minimum 1 additional Hit Point). The resonant power grants you resistance 5 to void damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Aeon Stone (Flickering) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 1,200 gp --- A flickering aeon stone contains a drop of orichalcum at its center. It remains slightly out of phase with reality, giving it a translucent appearance. Activate—Flicker Single Action ; Frequency once per day; Effect The flickering aeon stone draws you slightly out of sync with the flow of time, causing you to flicker in and out of existence. You become concealed for 1 minute, but you can’t use this concealment to Hide or Sneak. Activate—Enter Stasis Single Action ; Frequency once per day; Effect The flickering aeon stone pulls you from the flow of time completely, placing you in temporary stasis while you heal, then returning you to reality at the moment you left. You regain 2d10+8 Hit Points. If you have the clumsy, drained, enfeebled, or stupefied condition, the value of each of these conditions is reduced by 1. The resonant power grants you a +1 circumstance bonus to initiative rolls. ","skill_mod":{},"summary":"This spherical piece of silvery stone helps you ignore minor issues. You can ignore status penalties to skill checks from clumsy , enfeebled , …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3055","name":"Aeon Stone (Smoothing)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3055-2978"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3055","weakness":{},"price":22000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3055-2979","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source GM Core pg. 284 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones, each with a different appearance and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Amplifying) Source GM Core pg. 284 Price 9,750 gp --- An amplifying aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone. Activate—Amplify Single Action (concentrate, spellshape) Effect If your next action is to Cast a Spell, that spell's rank is 1 higher (maximum 10th rank) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Consumed) Source GM Core pg. 284 Price 9 gp --- A consumed aeon stone is a dull lump that has lost its magical properties. It still rotates your head like any other aeon stone and can thus serve as a stylish, hand-free option for various spells that target an object. This aeon stone has no resonant power. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Delaying) Source GM Core pg. 284 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this smooth pink stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a consumed aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-rank heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Aeon Stone (Envisioning) Source GM Core pg. 284 Price 425 gp --- This clear cube allows you to communicate with a limited form of telepathy to a range of 100 feet. The messages are transmitted as a simple image each round. These images are the quality of a hasty or childish sketch but can be roughly understood by creatures regardless of language. This provides no special ability to respond to your images. The resonant power allows you to cast translate as an occult innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Peering) Source GM Core pg. 284 Price 9,500 gp --- This faintly colored prism catches and transforms light. If the aeon stone is in an area of bright light, shades of purple light provide dim light in a 30-foot radius. In that radius, magical items and effects are tinged with purple, the depth of the color revealing their counteract rank. The GM also secretly rolls a counteract check against any darkness or illusion effect the light touches. It has a counteract modifier of +25. If the light fails to counteract an effect, it won't try again for 24 hours. Inside a wayfinder , the aeon stone cannot catch light. However, its resonant power lets you activate or deactivate the aeon stone's light emitting from the wayfinder as an Interact action. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Nourishing) Source GM Core pg. 284 Price 325 gp --- After you've invested and worn this transparent stone for a week continuously, you no longer need to eat or drink. This time resets if you remove the aeon stone or it's invested by someone else. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Preserving) Source GM Core pg. 284 Price 150 gp --- This red crystalline star covers you in a faint aura when you are subject to lingering wounds. You gain resistance 3 to persistent damage. At the end of any turn where the persistent damage can't overcome this resistance, end that condition. The resonant power allows you to cast stabilize as a primal innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Smoothing) Source GM Core pg. 284 Price 310 gp --- This spherical piece of silvery stone helps you ignore minor issues. You can ignore status penalties to skill checks from clumsy, enfeebled, frightened, sickened, and stupefied conditions as long as the value of that condition is 1. Its resonant power allows you to cast guidance as an occult innate cantrip. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Sprouting) Source GM Core pg. 284 Price 220 gp --- Encouraging the natural growth of life, this green ovoid can often be found surrounded by new seedlings. Its resonant power allows you to cast tangle vine as a primal innate cantrip. Activate—Flow of Life Reaction (concentrate, vitality) Frequency once per hour; Trigger You are healed by a vitality efect or took void damage; Effect You gain 8 temporary Hit Points that last for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Formulating) Source Pathfinder #213: Thirst for Blood pg. 81 Price 75 gp --- This four-sided prism is imbued with knowledge for the construction of several objects. The stone contains the knowledge of all formulas found in a basic crafter’s book. While you have the stone invested, you have the full knowledge of the stone’s formulas. This counts as having the formula for the purposes of Crafting checks. While you have this knowledge, you can write the formulas down for later use, such as if you lose access to the stone. You also gain a +1 item bonus to skill checks made to Craft while the stone is invested. The resonant power allows you to cast phantasmal minion as an arcane innate spell once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Repairing) Source Pathfinder #213: Thirst for Blood pg. 82 Price 75 gp --- This translucent, spherical stone’s center contains a multitude of sparkling, colored flecks. While you have this stone invested, you gain a +1 item bonus to skill checks made to Craft. Additionally, when Repairing an item, you restore an additional 5 Hit Points to the item (10 Hit Points on a critical success). The resonant power allows you to cast mending as an arcane innate spell once per day. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Aeon Stone (Crescent) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 225 gp --- Once holy relics, the creation of crescent aeon stones was inspired by Acavna, goddess of the moon and protection. The crescent aeon stone continually sheds dim light in a 5-foot radius. The resonant power enables you to cast forbidding ward as a divine innate cantrip. Activate—Moonbeam Two Actions (concentrate, divine, holy, light, spirit) Frequency once per day; Effect The crescent aeon stone fires a blast of silvery moonlight in a 100-foot line, dealing 4d12 spirit damage to all creatures in the area (DC 22 basic Reflex save). This is silver damage for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Aeon Stone (Vital amplification) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 330 gp --- A vital amplification aeon stone improves the flow of vital energy through your body, speeding the healing process and safeguarding your body from life-draining effects. Whenever you regain Hit Points, you regain an additional 1 Hit Point for each 10 Hit Points regained (minimum 1 additional Hit Point). The resonant power grants you resistance 5 to void damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Aeon Stone (Flickering) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 1,200 gp --- A flickering aeon stone contains a drop of orichalcum at its center. It remains slightly out of phase with reality, giving it a translucent appearance. Activate—Flicker Single Action ; Frequency once per day; Effect The flickering aeon stone draws you slightly out of sync with the flow of time, causing you to flicker in and out of existence. You become concealed for 1 minute, but you can’t use this concealment to Hide or Sneak. Activate—Enter Stasis Single Action ; Frequency once per day; Effect The flickering aeon stone pulls you from the flow of time completely, placing you in temporary stasis while you heal, then returning you to reality at the moment you left. You regain 2d10+8 Hit Points. If you have the clumsy, drained, enfeebled, or stupefied condition, the value of each of these conditions is reduced by 1. The resonant power grants you a +1 circumstance bonus to initiative rolls. ","skill_mod":{},"summary":"Encouraging the natural growth of life, this green ovoid can often be found surrounded by new seedlings. Its resonant power allows you to cast …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3055","name":"Aeon Stone (Sprouting)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3055-2979"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #213: Thirst for Blood"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3055","weakness":{},"primary_source_group":"Shades of Blood","price":7500,"skill":["Crafting"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3055-3576","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source GM Core pg. 284 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones, each with a different appearance and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Amplifying) Source GM Core pg. 284 Price 9,750 gp --- An amplifying aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone. Activate—Amplify Single Action (concentrate, spellshape) Effect If your next action is to Cast a Spell, that spell's rank is 1 higher (maximum 10th rank) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Consumed) Source GM Core pg. 284 Price 9 gp --- A consumed aeon stone is a dull lump that has lost its magical properties. It still rotates your head like any other aeon stone and can thus serve as a stylish, hand-free option for various spells that target an object. This aeon stone has no resonant power. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Delaying) Source GM Core pg. 284 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this smooth pink stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a consumed aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-rank heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Aeon Stone (Envisioning) Source GM Core pg. 284 Price 425 gp --- This clear cube allows you to communicate with a limited form of telepathy to a range of 100 feet. The messages are transmitted as a simple image each round. These images are the quality of a hasty or childish sketch but can be roughly understood by creatures regardless of language. This provides no special ability to respond to your images. The resonant power allows you to cast translate as an occult innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Peering) Source GM Core pg. 284 Price 9,500 gp --- This faintly colored prism catches and transforms light. If the aeon stone is in an area of bright light, shades of purple light provide dim light in a 30-foot radius. In that radius, magical items and effects are tinged with purple, the depth of the color revealing their counteract rank. The GM also secretly rolls a counteract check against any darkness or illusion effect the light touches. It has a counteract modifier of +25. If the light fails to counteract an effect, it won't try again for 24 hours. Inside a wayfinder , the aeon stone cannot catch light. However, its resonant power lets you activate or deactivate the aeon stone's light emitting from the wayfinder as an Interact action. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Nourishing) Source GM Core pg. 284 Price 325 gp --- After you've invested and worn this transparent stone for a week continuously, you no longer need to eat or drink. This time resets if you remove the aeon stone or it's invested by someone else. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Preserving) Source GM Core pg. 284 Price 150 gp --- This red crystalline star covers you in a faint aura when you are subject to lingering wounds. You gain resistance 3 to persistent damage. At the end of any turn where the persistent damage can't overcome this resistance, end that condition. The resonant power allows you to cast stabilize as a primal innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Smoothing) Source GM Core pg. 284 Price 310 gp --- This spherical piece of silvery stone helps you ignore minor issues. You can ignore status penalties to skill checks from clumsy, enfeebled, frightened, sickened, and stupefied conditions as long as the value of that condition is 1. Its resonant power allows you to cast guidance as an occult innate cantrip. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Sprouting) Source GM Core pg. 284 Price 220 gp --- Encouraging the natural growth of life, this green ovoid can often be found surrounded by new seedlings. Its resonant power allows you to cast tangle vine as a primal innate cantrip. Activate—Flow of Life Reaction (concentrate, vitality) Frequency once per hour; Trigger You are healed by a vitality efect or took void damage; Effect You gain 8 temporary Hit Points that last for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Formulating) Source Pathfinder #213: Thirst for Blood pg. 81 Price 75 gp --- This four-sided prism is imbued with knowledge for the construction of several objects. The stone contains the knowledge of all formulas found in a basic crafter’s book. While you have the stone invested, you have the full knowledge of the stone’s formulas. This counts as having the formula for the purposes of Crafting checks. While you have this knowledge, you can write the formulas down for later use, such as if you lose access to the stone. You also gain a +1 item bonus to skill checks made to Craft while the stone is invested. The resonant power allows you to cast phantasmal minion as an arcane innate spell once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Repairing) Source Pathfinder #213: Thirst for Blood pg. 82 Price 75 gp --- This translucent, spherical stone’s center contains a multitude of sparkling, colored flecks. While you have this stone invested, you gain a +1 item bonus to skill checks made to Craft. Additionally, when Repairing an item, you restore an additional 5 Hit Points to the item (10 Hit Points on a critical success). The resonant power allows you to cast mending as an arcane innate spell once per day. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Aeon Stone (Crescent) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 225 gp --- Once holy relics, the creation of crescent aeon stones was inspired by Acavna, goddess of the moon and protection. The crescent aeon stone continually sheds dim light in a 5-foot radius. The resonant power enables you to cast forbidding ward as a divine innate cantrip. Activate—Moonbeam Two Actions (concentrate, divine, holy, light, spirit) Frequency once per day; Effect The crescent aeon stone fires a blast of silvery moonlight in a 100-foot line, dealing 4d12 spirit damage to all creatures in the area (DC 22 basic Reflex save). This is silver damage for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Aeon Stone (Vital amplification) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 330 gp --- A vital amplification aeon stone improves the flow of vital energy through your body, speeding the healing process and safeguarding your body from life-draining effects. Whenever you regain Hit Points, you regain an additional 1 Hit Point for each 10 Hit Points regained (minimum 1 additional Hit Point). The resonant power grants you resistance 5 to void damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Aeon Stone (Flickering) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 1,200 gp --- A flickering aeon stone contains a drop of orichalcum at its center. It remains slightly out of phase with reality, giving it a translucent appearance. Activate—Flicker Single Action ; Frequency once per day; Effect The flickering aeon stone draws you slightly out of sync with the flow of time, causing you to flicker in and out of existence. You become concealed for 1 minute, but you can’t use this concealment to Hide or Sneak. Activate—Enter Stasis Single Action ; Frequency once per day; Effect The flickering aeon stone pulls you from the flow of time completely, placing you in temporary stasis while you heal, then returning you to reality at the moment you left. You regain 2d10+8 Hit Points. If you have the clumsy, drained, enfeebled, or stupefied condition, the value of each of these conditions is reduced by 1. The resonant power grants you a +1 circumstance bonus to initiative rolls. ","skill_mod":{},"summary":"This four-sided prism is imbued with knowledge for the construction of several objects. The stone contains the knowledge of all formulas found in a …","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3055","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Aeon Stone (Formulating)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3055-3576"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #213: Thirst for Blood"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3055","weakness":{},"primary_source_group":"Shades of Blood","price":7500,"skill":["Crafting"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3055-3577","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source GM Core pg. 284 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones, each with a different appearance and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Amplifying) Source GM Core pg. 284 Price 9,750 gp --- An amplifying aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone. Activate—Amplify Single Action (concentrate, spellshape) Effect If your next action is to Cast a Spell, that spell's rank is 1 higher (maximum 10th rank) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Consumed) Source GM Core pg. 284 Price 9 gp --- A consumed aeon stone is a dull lump that has lost its magical properties. It still rotates your head like any other aeon stone and can thus serve as a stylish, hand-free option for various spells that target an object. This aeon stone has no resonant power. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Delaying) Source GM Core pg. 284 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this smooth pink stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a consumed aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-rank heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Aeon Stone (Envisioning) Source GM Core pg. 284 Price 425 gp --- This clear cube allows you to communicate with a limited form of telepathy to a range of 100 feet. The messages are transmitted as a simple image each round. These images are the quality of a hasty or childish sketch but can be roughly understood by creatures regardless of language. This provides no special ability to respond to your images. The resonant power allows you to cast translate as an occult innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Peering) Source GM Core pg. 284 Price 9,500 gp --- This faintly colored prism catches and transforms light. If the aeon stone is in an area of bright light, shades of purple light provide dim light in a 30-foot radius. In that radius, magical items and effects are tinged with purple, the depth of the color revealing their counteract rank. The GM also secretly rolls a counteract check against any darkness or illusion effect the light touches. It has a counteract modifier of +25. If the light fails to counteract an effect, it won't try again for 24 hours. Inside a wayfinder , the aeon stone cannot catch light. However, its resonant power lets you activate or deactivate the aeon stone's light emitting from the wayfinder as an Interact action. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Nourishing) Source GM Core pg. 284 Price 325 gp --- After you've invested and worn this transparent stone for a week continuously, you no longer need to eat or drink. This time resets if you remove the aeon stone or it's invested by someone else. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Preserving) Source GM Core pg. 284 Price 150 gp --- This red crystalline star covers you in a faint aura when you are subject to lingering wounds. You gain resistance 3 to persistent damage. At the end of any turn where the persistent damage can't overcome this resistance, end that condition. The resonant power allows you to cast stabilize as a primal innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Smoothing) Source GM Core pg. 284 Price 310 gp --- This spherical piece of silvery stone helps you ignore minor issues. You can ignore status penalties to skill checks from clumsy, enfeebled, frightened, sickened, and stupefied conditions as long as the value of that condition is 1. Its resonant power allows you to cast guidance as an occult innate cantrip. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Sprouting) Source GM Core pg. 284 Price 220 gp --- Encouraging the natural growth of life, this green ovoid can often be found surrounded by new seedlings. Its resonant power allows you to cast tangle vine as a primal innate cantrip. Activate—Flow of Life Reaction (concentrate, vitality) Frequency once per hour; Trigger You are healed by a vitality efect or took void damage; Effect You gain 8 temporary Hit Points that last for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Formulating) Source Pathfinder #213: Thirst for Blood pg. 81 Price 75 gp --- This four-sided prism is imbued with knowledge for the construction of several objects. The stone contains the knowledge of all formulas found in a basic crafter’s book. While you have the stone invested, you have the full knowledge of the stone’s formulas. This counts as having the formula for the purposes of Crafting checks. While you have this knowledge, you can write the formulas down for later use, such as if you lose access to the stone. You also gain a +1 item bonus to skill checks made to Craft while the stone is invested. The resonant power allows you to cast phantasmal minion as an arcane innate spell once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Repairing) Source Pathfinder #213: Thirst for Blood pg. 82 Price 75 gp --- This translucent, spherical stone’s center contains a multitude of sparkling, colored flecks. While you have this stone invested, you gain a +1 item bonus to skill checks made to Craft. Additionally, when Repairing an item, you restore an additional 5 Hit Points to the item (10 Hit Points on a critical success). The resonant power allows you to cast mending as an arcane innate spell once per day. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Aeon Stone (Crescent) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 225 gp --- Once holy relics, the creation of crescent aeon stones was inspired by Acavna, goddess of the moon and protection. The crescent aeon stone continually sheds dim light in a 5-foot radius. The resonant power enables you to cast forbidding ward as a divine innate cantrip. Activate—Moonbeam Two Actions (concentrate, divine, holy, light, spirit) Frequency once per day; Effect The crescent aeon stone fires a blast of silvery moonlight in a 100-foot line, dealing 4d12 spirit damage to all creatures in the area (DC 22 basic Reflex save). This is silver damage for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Aeon Stone (Vital amplification) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 330 gp --- A vital amplification aeon stone improves the flow of vital energy through your body, speeding the healing process and safeguarding your body from life-draining effects. Whenever you regain Hit Points, you regain an additional 1 Hit Point for each 10 Hit Points regained (minimum 1 additional Hit Point). The resonant power grants you resistance 5 to void damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Aeon Stone (Flickering) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 1,200 gp --- A flickering aeon stone contains a drop of orichalcum at its center. It remains slightly out of phase with reality, giving it a translucent appearance. Activate—Flicker Single Action ; Frequency once per day; Effect The flickering aeon stone draws you slightly out of sync with the flow of time, causing you to flicker in and out of existence. You become concealed for 1 minute, but you can’t use this concealment to Hide or Sneak. Activate—Enter Stasis Single Action ; Frequency once per day; Effect The flickering aeon stone pulls you from the flow of time completely, placing you in temporary stasis while you heal, then returning you to reality at the moment you left. You regain 2d10+8 Hit Points. If you have the clumsy, drained, enfeebled, or stupefied condition, the value of each of these conditions is reduced by 1. The resonant power grants you a +1 circumstance bonus to initiative rolls. ","skill_mod":{},"summary":"This translucent, spherical stone’s center contains a multitude of sparkling, colored flecks. While you have this stone invested , you gain a +1 …","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3055","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Aeon Stone (Repairing)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3055-3577"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #215: To Blot Out the Sun"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3055","weakness":{},"primary_source_group":"Shades of Blood","price":22500,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3055-3588","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source GM Core pg. 284 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones, each with a different appearance and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Amplifying) Source GM Core pg. 284 Price 9,750 gp --- An amplifying aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone. Activate—Amplify Single Action (concentrate, spellshape) Effect If your next action is to Cast a Spell, that spell's rank is 1 higher (maximum 10th rank) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Consumed) Source GM Core pg. 284 Price 9 gp --- A consumed aeon stone is a dull lump that has lost its magical properties. It still rotates your head like any other aeon stone and can thus serve as a stylish, hand-free option for various spells that target an object. This aeon stone has no resonant power. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Delaying) Source GM Core pg. 284 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this smooth pink stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a consumed aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-rank heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Aeon Stone (Envisioning) Source GM Core pg. 284 Price 425 gp --- This clear cube allows you to communicate with a limited form of telepathy to a range of 100 feet. The messages are transmitted as a simple image each round. These images are the quality of a hasty or childish sketch but can be roughly understood by creatures regardless of language. This provides no special ability to respond to your images. The resonant power allows you to cast translate as an occult innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Peering) Source GM Core pg. 284 Price 9,500 gp --- This faintly colored prism catches and transforms light. If the aeon stone is in an area of bright light, shades of purple light provide dim light in a 30-foot radius. In that radius, magical items and effects are tinged with purple, the depth of the color revealing their counteract rank. The GM also secretly rolls a counteract check against any darkness or illusion effect the light touches. It has a counteract modifier of +25. If the light fails to counteract an effect, it won't try again for 24 hours. Inside a wayfinder , the aeon stone cannot catch light. However, its resonant power lets you activate or deactivate the aeon stone's light emitting from the wayfinder as an Interact action. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Nourishing) Source GM Core pg. 284 Price 325 gp --- After you've invested and worn this transparent stone for a week continuously, you no longer need to eat or drink. This time resets if you remove the aeon stone or it's invested by someone else. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Preserving) Source GM Core pg. 284 Price 150 gp --- This red crystalline star covers you in a faint aura when you are subject to lingering wounds. You gain resistance 3 to persistent damage. At the end of any turn where the persistent damage can't overcome this resistance, end that condition. The resonant power allows you to cast stabilize as a primal innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Smoothing) Source GM Core pg. 284 Price 310 gp --- This spherical piece of silvery stone helps you ignore minor issues. You can ignore status penalties to skill checks from clumsy, enfeebled, frightened, sickened, and stupefied conditions as long as the value of that condition is 1. Its resonant power allows you to cast guidance as an occult innate cantrip. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Sprouting) Source GM Core pg. 284 Price 220 gp --- Encouraging the natural growth of life, this green ovoid can often be found surrounded by new seedlings. Its resonant power allows you to cast tangle vine as a primal innate cantrip. Activate—Flow of Life Reaction (concentrate, vitality) Frequency once per hour; Trigger You are healed by a vitality efect or took void damage; Effect You gain 8 temporary Hit Points that last for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Formulating) Source Pathfinder #213: Thirst for Blood pg. 81 Price 75 gp --- This four-sided prism is imbued with knowledge for the construction of several objects. The stone contains the knowledge of all formulas found in a basic crafter’s book. While you have the stone invested, you have the full knowledge of the stone’s formulas. This counts as having the formula for the purposes of Crafting checks. While you have this knowledge, you can write the formulas down for later use, such as if you lose access to the stone. You also gain a +1 item bonus to skill checks made to Craft while the stone is invested. The resonant power allows you to cast phantasmal minion as an arcane innate spell once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Repairing) Source Pathfinder #213: Thirst for Blood pg. 82 Price 75 gp --- This translucent, spherical stone’s center contains a multitude of sparkling, colored flecks. While you have this stone invested, you gain a +1 item bonus to skill checks made to Craft. Additionally, when Repairing an item, you restore an additional 5 Hit Points to the item (10 Hit Points on a critical success). The resonant power allows you to cast mending as an arcane innate spell once per day. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Aeon Stone (Crescent) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 225 gp --- Once holy relics, the creation of crescent aeon stones was inspired by Acavna, goddess of the moon and protection. The crescent aeon stone continually sheds dim light in a 5-foot radius. The resonant power enables you to cast forbidding ward as a divine innate cantrip. Activate—Moonbeam Two Actions (concentrate, divine, holy, light, spirit) Frequency once per day; Effect The crescent aeon stone fires a blast of silvery moonlight in a 100-foot line, dealing 4d12 spirit damage to all creatures in the area (DC 22 basic Reflex save). This is silver damage for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Aeon Stone (Vital amplification) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 330 gp --- A vital amplification aeon stone improves the flow of vital energy through your body, speeding the healing process and safeguarding your body from life-draining effects. Whenever you regain Hit Points, you regain an additional 1 Hit Point for each 10 Hit Points regained (minimum 1 additional Hit Point). The resonant power grants you resistance 5 to void damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Aeon Stone (Flickering) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 1,200 gp --- A flickering aeon stone contains a drop of orichalcum at its center. It remains slightly out of phase with reality, giving it a translucent appearance. Activate—Flicker Single Action ; Frequency once per day; Effect The flickering aeon stone draws you slightly out of sync with the flow of time, causing you to flicker in and out of existence. You become concealed for 1 minute, but you can’t use this concealment to Hide or Sneak. Activate—Enter Stasis Single Action ; Frequency once per day; Effect The flickering aeon stone pulls you from the flow of time completely, placing you in temporary stasis while you heal, then returning you to reality at the moment you left. You regain 2d10+8 Hit Points. If you have the clumsy, drained, enfeebled, or stupefied condition, the value of each of these conditions is reduced by 1. The resonant power grants you a +1 circumstance bonus to initiative rolls. ","skill_mod":{},"summary":"Once holy relics, the creation of crescent aeon stones was inspired by Acavna , goddess of the moon and protection. The crescent aeon stone …","primary_source":"Pathfinder #215: To Blot Out the Sun","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3055","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Aeon Stone (Crescent)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3055-3588"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #215: To Blot Out the Sun"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3055","weakness":{},"primary_source_group":"Shades of Blood","price":33000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3055-3589","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source GM Core pg. 284 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones, each with a different appearance and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Amplifying) Source GM Core pg. 284 Price 9,750 gp --- An amplifying aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone. Activate—Amplify Single Action (concentrate, spellshape) Effect If your next action is to Cast a Spell, that spell's rank is 1 higher (maximum 10th rank) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Consumed) Source GM Core pg. 284 Price 9 gp --- A consumed aeon stone is a dull lump that has lost its magical properties. It still rotates your head like any other aeon stone and can thus serve as a stylish, hand-free option for various spells that target an object. This aeon stone has no resonant power. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Delaying) Source GM Core pg. 284 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this smooth pink stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a consumed aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-rank heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Aeon Stone (Envisioning) Source GM Core pg. 284 Price 425 gp --- This clear cube allows you to communicate with a limited form of telepathy to a range of 100 feet. The messages are transmitted as a simple image each round. These images are the quality of a hasty or childish sketch but can be roughly understood by creatures regardless of language. This provides no special ability to respond to your images. The resonant power allows you to cast translate as an occult innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Peering) Source GM Core pg. 284 Price 9,500 gp --- This faintly colored prism catches and transforms light. If the aeon stone is in an area of bright light, shades of purple light provide dim light in a 30-foot radius. In that radius, magical items and effects are tinged with purple, the depth of the color revealing their counteract rank. The GM also secretly rolls a counteract check against any darkness or illusion effect the light touches. It has a counteract modifier of +25. If the light fails to counteract an effect, it won't try again for 24 hours. Inside a wayfinder , the aeon stone cannot catch light. However, its resonant power lets you activate or deactivate the aeon stone's light emitting from the wayfinder as an Interact action. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Nourishing) Source GM Core pg. 284 Price 325 gp --- After you've invested and worn this transparent stone for a week continuously, you no longer need to eat or drink. This time resets if you remove the aeon stone or it's invested by someone else. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Preserving) Source GM Core pg. 284 Price 150 gp --- This red crystalline star covers you in a faint aura when you are subject to lingering wounds. You gain resistance 3 to persistent damage. At the end of any turn where the persistent damage can't overcome this resistance, end that condition. The resonant power allows you to cast stabilize as a primal innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Smoothing) Source GM Core pg. 284 Price 310 gp --- This spherical piece of silvery stone helps you ignore minor issues. You can ignore status penalties to skill checks from clumsy, enfeebled, frightened, sickened, and stupefied conditions as long as the value of that condition is 1. Its resonant power allows you to cast guidance as an occult innate cantrip. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Sprouting) Source GM Core pg. 284 Price 220 gp --- Encouraging the natural growth of life, this green ovoid can often be found surrounded by new seedlings. Its resonant power allows you to cast tangle vine as a primal innate cantrip. Activate—Flow of Life Reaction (concentrate, vitality) Frequency once per hour; Trigger You are healed by a vitality efect or took void damage; Effect You gain 8 temporary Hit Points that last for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Formulating) Source Pathfinder #213: Thirst for Blood pg. 81 Price 75 gp --- This four-sided prism is imbued with knowledge for the construction of several objects. The stone contains the knowledge of all formulas found in a basic crafter’s book. While you have the stone invested, you have the full knowledge of the stone’s formulas. This counts as having the formula for the purposes of Crafting checks. While you have this knowledge, you can write the formulas down for later use, such as if you lose access to the stone. You also gain a +1 item bonus to skill checks made to Craft while the stone is invested. The resonant power allows you to cast phantasmal minion as an arcane innate spell once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Repairing) Source Pathfinder #213: Thirst for Blood pg. 82 Price 75 gp --- This translucent, spherical stone’s center contains a multitude of sparkling, colored flecks. While you have this stone invested, you gain a +1 item bonus to skill checks made to Craft. Additionally, when Repairing an item, you restore an additional 5 Hit Points to the item (10 Hit Points on a critical success). The resonant power allows you to cast mending as an arcane innate spell once per day. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Aeon Stone (Crescent) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 225 gp --- Once holy relics, the creation of crescent aeon stones was inspired by Acavna, goddess of the moon and protection. The crescent aeon stone continually sheds dim light in a 5-foot radius. The resonant power enables you to cast forbidding ward as a divine innate cantrip. Activate—Moonbeam Two Actions (concentrate, divine, holy, light, spirit) Frequency once per day; Effect The crescent aeon stone fires a blast of silvery moonlight in a 100-foot line, dealing 4d12 spirit damage to all creatures in the area (DC 22 basic Reflex save). This is silver damage for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Aeon Stone (Vital amplification) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 330 gp --- A vital amplification aeon stone improves the flow of vital energy through your body, speeding the healing process and safeguarding your body from life-draining effects. Whenever you regain Hit Points, you regain an additional 1 Hit Point for each 10 Hit Points regained (minimum 1 additional Hit Point). The resonant power grants you resistance 5 to void damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Aeon Stone (Flickering) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 1,200 gp --- A flickering aeon stone contains a drop of orichalcum at its center. It remains slightly out of phase with reality, giving it a translucent appearance. Activate—Flicker Single Action ; Frequency once per day; Effect The flickering aeon stone draws you slightly out of sync with the flow of time, causing you to flicker in and out of existence. You become concealed for 1 minute, but you can’t use this concealment to Hide or Sneak. Activate—Enter Stasis Single Action ; Frequency once per day; Effect The flickering aeon stone pulls you from the flow of time completely, placing you in temporary stasis while you heal, then returning you to reality at the moment you left. You regain 2d10+8 Hit Points. If you have the clumsy, drained, enfeebled, or stupefied condition, the value of each of these conditions is reduced by 1. The resonant power grants you a +1 circumstance bonus to initiative rolls. ","skill_mod":{},"summary":"A vital amplification aeon stone improves the flow of vital energy through your body, speeding the healing process and safeguarding your body from …","primary_source":"Pathfinder #215: To Blot Out the Sun","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3055","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Aeon Stone (Vital amplification)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3055-3589"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #215: To Blot Out the Sun"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3055","weakness":{},"primary_source_group":"Shades of Blood","price":120000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3055-3590","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aeon Stone Source GM Core pg. 284 Usage worn --- Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. There are various types of aeon stones, each with a different appearance and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Amplifying) Source GM Core pg. 284 Price 9,750 gp --- An amplifying aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone. Activate—Amplify Single Action (concentrate, spellshape) Effect If your next action is to Cast a Spell, that spell's rank is 1 higher (maximum 10th rank) for the purposes of counteracting and being counteracted. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Aeon Stone (Consumed) Source GM Core pg. 284 Price 9 gp --- A consumed aeon stone is a dull lump that has lost its magical properties. It still rotates your head like any other aeon stone and can thus serve as a stylish, hand-free option for various spells that target an object. This aeon stone has no resonant power. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Delaying) Source GM Core pg. 284 Price 350 gp --- When you would die from the dying condition (typically at dying 4), this smooth pink stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a consumed aeon stone . You can benefit from this ability only once per day, even if you have multiple such stones. The resonant power allows you to cast 1st-rank heal as a divine innate spell once per day. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Aeon Stone (Envisioning) Source GM Core pg. 284 Price 425 gp --- This clear cube allows you to communicate with a limited form of telepathy to a range of 100 feet. The messages are transmitted as a simple image each round. These images are the quality of a hasty or childish sketch but can be roughly understood by creatures regardless of language. This provides no special ability to respond to your images. The resonant power allows you to cast translate as an occult innate spell once per day. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Aeon Stone (Peering) Source GM Core pg. 284 Price 9,500 gp --- This faintly colored prism catches and transforms light. If the aeon stone is in an area of bright light, shades of purple light provide dim light in a 30-foot radius. In that radius, magical items and effects are tinged with purple, the depth of the color revealing their counteract rank. The GM also secretly rolls a counteract check against any darkness or illusion effect the light touches. It has a counteract modifier of +25. If the light fails to counteract an effect, it won't try again for 24 hours. Inside a wayfinder , the aeon stone cannot catch light. However, its resonant power lets you activate or deactivate the aeon stone's light emitting from the wayfinder as an Interact action. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Nourishing) Source GM Core pg. 284 Price 325 gp --- After you've invested and worn this transparent stone for a week continuously, you no longer need to eat or drink. This time resets if you remove the aeon stone or it's invested by someone else. The resonant power allows you to cast air bubble as a primal innate spell once per day. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Aeon Stone (Preserving) Source GM Core pg. 284 Price 150 gp --- This red crystalline star covers you in a faint aura when you are subject to lingering wounds. You gain resistance 3 to persistent damage. At the end of any turn where the persistent damage can't overcome this resistance, end that condition. The resonant power allows you to cast stabilize as a primal innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Aeon Stone (Smoothing) Source GM Core pg. 284 Price 310 gp --- This spherical piece of silvery stone helps you ignore minor issues. You can ignore status penalties to skill checks from clumsy, enfeebled, frightened, sickened, and stupefied conditions as long as the value of that condition is 1. Its resonant power allows you to cast guidance as an occult innate cantrip. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Aeon Stone (Sprouting) Source GM Core pg. 284 Price 220 gp --- Encouraging the natural growth of life, this green ovoid can often be found surrounded by new seedlings. Its resonant power allows you to cast tangle vine as a primal innate cantrip. Activate—Flow of Life Reaction (concentrate, vitality) Frequency once per hour; Trigger You are healed by a vitality efect or took void damage; Effect You gain 8 temporary Hit Points that last for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Formulating) Source Pathfinder #213: Thirst for Blood pg. 81 Price 75 gp --- This four-sided prism is imbued with knowledge for the construction of several objects. The stone contains the knowledge of all formulas found in a basic crafter’s book. While you have the stone invested, you have the full knowledge of the stone’s formulas. This counts as having the formula for the purposes of Crafting checks. While you have this knowledge, you can write the formulas down for later use, such as if you lose access to the stone. You also gain a +1 item bonus to skill checks made to Craft while the stone is invested. The resonant power allows you to cast phantasmal minion as an arcane innate spell once per day. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Aeon Stone (Repairing) Source Pathfinder #213: Thirst for Blood pg. 82 Price 75 gp --- This translucent, spherical stone’s center contains a multitude of sparkling, colored flecks. While you have this stone invested, you gain a +1 item bonus to skill checks made to Craft. Additionally, when Repairing an item, you restore an additional 5 Hit Points to the item (10 Hit Points on a critical success). The resonant power allows you to cast mending as an arcane innate spell once per day. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Aeon Stone (Crescent) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 225 gp --- Once holy relics, the creation of crescent aeon stones was inspired by Acavna, goddess of the moon and protection. The crescent aeon stone continually sheds dim light in a 5-foot radius. The resonant power enables you to cast forbidding ward as a divine innate cantrip. Activate—Moonbeam Two Actions (concentrate, divine, holy, light, spirit) Frequency once per day; Effect The crescent aeon stone fires a blast of silvery moonlight in a 100-foot line, dealing 4d12 spirit damage to all creatures in the area (DC 22 basic Reflex save). This is silver damage for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Aeon Stone (Vital amplification) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 330 gp --- A vital amplification aeon stone improves the flow of vital energy through your body, speeding the healing process and safeguarding your body from life-draining effects. Whenever you regain Hit Points, you regain an additional 1 Hit Point for each 10 Hit Points regained (minimum 1 additional Hit Point). The resonant power grants you resistance 5 to void damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Aeon Stone (Flickering) Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 1,200 gp --- A flickering aeon stone contains a drop of orichalcum at its center. It remains slightly out of phase with reality, giving it a translucent appearance. Activate—Flicker Single Action ; Frequency once per day; Effect The flickering aeon stone draws you slightly out of sync with the flow of time, causing you to flicker in and out of existence. You become concealed for 1 minute, but you can’t use this concealment to Hide or Sneak. Activate—Enter Stasis Single Action ; Frequency once per day; Effect The flickering aeon stone pulls you from the flow of time completely, placing you in temporary stasis while you heal, then returning you to reality at the moment you left. You regain 2d10+8 Hit Points. If you have the clumsy, drained, enfeebled, or stupefied condition, the value of each of these conditions is reduced by 1. The resonant power grants you a +1 circumstance bonus to initiative rolls. ","skill_mod":{},"summary":"A flickering aeon stone contains a drop of orichalcum at its center. It remains slightly out of phase with reality, giving it a translucent …","primary_source":"Pathfinder #215: To Blot Out the Sun","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3055","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Aeon Stone (Flickering)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3055-3590"},{"legacy_name":["Boots of Elvenkind"],"item_child_id":["equipment-3056-2980","equipment-3056-2981"],"primary_source_category":"Rulebooks","usage":"worn shoes","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics"],"legacy_id":["equipment-413"],"trait":["Invested","Primal"],"id":"equipment-3056","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Arboreal Boots Source GM Core pg. 285 Usage worn shoes Bulk L --- These soft leather boots are embossed with simple woodland scenes. The boots grant a +1 item bonus to Acrobatics and allow you to ignore difficult terrain from plants and fungi. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Arboreal Boots Source GM Core pg. 285 Price 160 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Arboreal Boots (Greater) Source GM Core pg. 285 Price 700 gp --- The boots grant a +2 bonus. You also gain a 10-foot climb Speed while climbing plants or fungi and don't need to use your hands to Climb them.","skill_mod":{},"summary":"These soft leather boots are embossed with simple woodland scenes. The boots grant a +1 item bonus to Acrobatics and allow you to ignore difficult …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3056","name":"Arboreal Boots","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3056"},{"legacy_name":["Boots of Elvenkind"],"primary_source_category":"Rulebooks","usage":"worn shoes","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3056","weakness":{},"price":16000,"skill":["Acrobatics"],"legacy_id":["equipment-413"],"trait":["Invested","Primal"],"id":"equipment-3056-2980","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Arboreal Boots Source GM Core pg. 285 Usage worn shoes Bulk L --- These soft leather boots are embossed with simple woodland scenes. The boots grant a +1 item bonus to Acrobatics and allow you to ignore difficult terrain from plants and fungi. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Arboreal Boots Source GM Core pg. 285 Price 160 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Arboreal Boots (Greater) Source GM Core pg. 285 Price 700 gp --- The boots grant a +2 bonus. You also gain a 10-foot climb Speed while climbing plants or fungi and don't need to use your hands to Climb them.","skill_mod":{},"summary":"These soft leather boots are embossed with simple woodland scenes. The boots grant a +1 item bonus to Acrobatics and allow you to ignore difficult …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3056","name":"Arboreal Boots","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3056-2980"},{"legacy_name":["Boots of Elvenkind"],"primary_source_category":"Rulebooks","usage":"worn shoes","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3056","weakness":{},"price":70000,"skill":["Acrobatics"],"legacy_id":["equipment-413"],"trait":["Invested","Primal"],"id":"equipment-3056-2981","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Arboreal Boots Source GM Core pg. 285 Usage worn shoes Bulk L --- These soft leather boots are embossed with simple woodland scenes. The boots grant a +1 item bonus to Acrobatics and allow you to ignore difficult terrain from plants and fungi. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Arboreal Boots Source GM Core pg. 285 Price 160 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Arboreal Boots (Greater) Source GM Core pg. 285 Price 700 gp --- The boots grant a +2 bonus. You also gain a 10-foot climb Speed while climbing plants or fungi and don't need to use your hands to Climb them.","skill_mod":{},"summary":"The boots grant a +2 bonus. You also gain a 10-foot climb Speed while climbing plants or fungi and don't need to use your hands to Climb them.","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3056","name":"Arboreal Boots (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3056-2981"},{"item_child_id":["equipment-3057-2982","equipment-3057-2983"],"primary_source_category":"Rulebooks","usage":"worn armbands","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["equipment-409"],"trait":["Invested","Magical"],"id":"equipment-3057","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Armbands of Athleticism Source GM Core pg. 285 Usage worn armbands Bulk L --- Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when performing athletic exercises. While fastened to your upper arms, the armbands give you a +2 item bonus to Athletics checks. In addition, whenever you use an action to Climb or Swim and you succeed at the Athletics check, add a +5-foot item bonus to the distance you move. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Armbands of Athleticism Source GM Core pg. 285, Core Rulebook pg. 605 Price 645 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Armbands of Athleticism (Greater) Source GM Core pg. 285, Core Rulebook pg. 605 Price 13,000 gp --- The bonus to Athletics checks is +3, and the bonus to a successful check to Climb or Swim is +10 feet.","skill_mod":{},"summary":"Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3057","name":"Armbands of Athleticism","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3057"},{"primary_source_category":"Rulebooks","usage":"worn armbands","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3057","weakness":{},"price":64500,"skill":["Athletics"],"legacy_id":["equipment-409"],"trait":["Invested","Magical"],"id":"equipment-3057-2982","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Armbands of Athleticism Source GM Core pg. 285 Usage worn armbands Bulk L --- Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when performing athletic exercises. While fastened to your upper arms, the armbands give you a +2 item bonus to Athletics checks. In addition, whenever you use an action to Climb or Swim and you succeed at the Athletics check, add a +5-foot item bonus to the distance you move. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Armbands of Athleticism Source GM Core pg. 285, Core Rulebook pg. 605 Price 645 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Armbands of Athleticism (Greater) Source GM Core pg. 285, Core Rulebook pg. 605 Price 13,000 gp --- The bonus to Athletics checks is +3, and the bonus to a successful check to Climb or Swim is +10 feet.","skill_mod":{},"summary":"Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3057","name":"Armbands of Athleticism","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3057-2982"},{"legacy_name":["Armbands of Athleticism"],"primary_source_category":"Rulebooks","usage":"worn armbands","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3057","weakness":{},"price":1300000,"skill":["Athletics"],"legacy_id":["equipment-409"],"trait":["Invested","Magical"],"id":"equipment-3057-2983","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Armbands of Athleticism Source GM Core pg. 285 Usage worn armbands Bulk L --- Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when performing athletic exercises. While fastened to your upper arms, the armbands give you a +2 item bonus to Athletics checks. In addition, whenever you use an action to Climb or Swim and you succeed at the Athletics check, add a +5-foot item bonus to the distance you move. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Armbands of Athleticism Source GM Core pg. 285, Core Rulebook pg. 605 Price 645 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Armbands of Athleticism (Greater) Source GM Core pg. 285, Core Rulebook pg. 605 Price 13,000 gp --- The bonus to Athletics checks is +3, and the bonus to a successful check to Climb or Swim is +10 feet.","skill_mod":{},"summary":"The bonus to Athletics checks is +3, and the bonus to a successful check to Climb or Swim is +10 feet.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3057","name":"Armbands of Athleticism (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3057-2983"},{"legacy_name":["Bracers of Armor"],"item_child_id":["equipment-3058-2984","equipment-3058-2985","equipment-3058-2986"],"primary_source_category":"Rulebooks","usage":"worn armbands","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-416"],"trait":["Force","Invested","Magical"],"id":"equipment-3058","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Bands of Force Source GM Core pg. 286 Usage worn armbands Bulk L --- Decorated with clear gemstones, these thick metal bands spread an inflexible layer of force over your body. The force grants you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5 as armor. You can affix talismans to the bands as though they were light armor. Activate—Return Force Reaction (force, manipulate) Trigger A creature critically misses you with a melee Strike.; Effect You Shove the creature using the bands' Athletics modifier of +14. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bands of Force Source GM Core pg. 286 Price 500 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Bands of Force (Greater) Source GM Core pg. 286 Price 4,500 gp --- The item bonus to AC and saves is +2. The bands' Athletics modifier is +21. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Bands of Force (Major) Source GM Core pg. 286 Price 70,000 gp --- The item bonus to AC and saves is +3. The bands' Athletics modifier is +33.","skill_mod":{},"summary":"Decorated with clear gemstones, these thick metal bands spread an inflexible layer of force over your body. The force grants you a +1 item bonus to …","primary_source":"GM Core","trait_group":["Energy","Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3058","name":"Bands of Force","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3058"},{"legacy_name":["Bracers of Armor"],"primary_source_category":"Rulebooks","usage":"worn armbands","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3058","weakness":{},"price":50000,"legacy_id":["equipment-416"],"trait":["Force","Invested","Magical"],"id":"equipment-3058-2984","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Bands of Force Source GM Core pg. 286 Usage worn armbands Bulk L --- Decorated with clear gemstones, these thick metal bands spread an inflexible layer of force over your body. The force grants you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5 as armor. You can affix talismans to the bands as though they were light armor. Activate—Return Force Reaction (force, manipulate) Trigger A creature critically misses you with a melee Strike.; Effect You Shove the creature using the bands' Athletics modifier of +14. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bands of Force Source GM Core pg. 286 Price 500 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Bands of Force (Greater) Source GM Core pg. 286 Price 4,500 gp --- The item bonus to AC and saves is +2. The bands' Athletics modifier is +21. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Bands of Force (Major) Source GM Core pg. 286 Price 70,000 gp --- The item bonus to AC and saves is +3. The bands' Athletics modifier is +33.","skill_mod":{},"summary":"Decorated with clear gemstones, these thick metal bands spread an inflexible layer of force over your body. The force grants you a +1 item bonus to …","primary_source":"GM Core","trait_group":["Energy","Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3058","name":"Bands of Force","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3058-2984"},{"legacy_name":["Bracers of Armor"],"primary_source_category":"Rulebooks","usage":"worn armbands","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3058","weakness":{},"price":450000,"legacy_id":["equipment-416"],"trait":["Force","Invested","Magical"],"id":"equipment-3058-2985","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Bands of Force Source GM Core pg. 286 Usage worn armbands Bulk L --- Decorated with clear gemstones, these thick metal bands spread an inflexible layer of force over your body. The force grants you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5 as armor. You can affix talismans to the bands as though they were light armor. Activate—Return Force Reaction (force, manipulate) Trigger A creature critically misses you with a melee Strike.; Effect You Shove the creature using the bands' Athletics modifier of +14. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bands of Force Source GM Core pg. 286 Price 500 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Bands of Force (Greater) Source GM Core pg. 286 Price 4,500 gp --- The item bonus to AC and saves is +2. The bands' Athletics modifier is +21. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Bands of Force (Major) Source GM Core pg. 286 Price 70,000 gp --- The item bonus to AC and saves is +3. The bands' Athletics modifier is +33.","skill_mod":{},"summary":"The item bonus to AC and saves is +2. The bands' Athletics modifier is +21.","primary_source":"GM Core","trait_group":["Energy","Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3058","name":"Bands of Force (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3058-2985"},{"legacy_name":["Bracers of Armor"],"primary_source_category":"Rulebooks","usage":"worn armbands","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3058","weakness":{},"price":7000000,"legacy_id":["equipment-416"],"trait":["Force","Invested","Magical"],"id":"equipment-3058-2986","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Bands of Force Source GM Core pg. 286 Usage worn armbands Bulk L --- Decorated with clear gemstones, these thick metal bands spread an inflexible layer of force over your body. The force grants you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5 as armor. You can affix talismans to the bands as though they were light armor. Activate—Return Force Reaction (force, manipulate) Trigger A creature critically misses you with a melee Strike.; Effect You Shove the creature using the bands' Athletics modifier of +14. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bands of Force Source GM Core pg. 286 Price 500 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Bands of Force (Greater) Source GM Core pg. 286 Price 4,500 gp --- The item bonus to AC and saves is +2. The bands' Athletics modifier is +21. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Bands of Force (Major) Source GM Core pg. 286 Price 70,000 gp --- The item bonus to AC and saves is +3. The bands' Athletics modifier is +33.","skill_mod":{},"summary":"The item bonus to AC and saves is +3. The bands' Athletics modifier is +33.","primary_source":"GM Core","trait_group":["Energy","Equipment","Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3058","name":"Bands of Force (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3058-2986"},{"item_child_id":["equipment-3059-2987","equipment-3059-2988"],"primary_source_category":"Rulebooks","usage":"worn shoes","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["equipment-412"],"trait":["Invested","Magical"],"id":"equipment-3059","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Boots of Bounding Source GM Core pg. 286 Usage worn shoes Bulk L --- The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5- foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Boots of Bounding Source GM Core pg. 286, Core Rulebook pg. 606 Price 340 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Boots of Bounding (Greater) Source GM Core pg. 286, Core Rulebook pg. 606 Price 4,250 gp --- The bonus to Speed is +10 feet, and the bonus to High Jump and Long Jump is +3.","skill_mod":{},"summary":"The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5- foot item bonus to your …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3059","name":"Boots of Bounding","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3059"},{"primary_source_category":"Rulebooks","usage":"worn shoes","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3059","weakness":{},"price":34000,"skill":["Athletics"],"legacy_id":["equipment-412"],"trait":["Invested","Magical"],"id":"equipment-3059-2987","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Boots of Bounding Source GM Core pg. 286 Usage worn shoes Bulk L --- The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5- foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Boots of Bounding Source GM Core pg. 286, Core Rulebook pg. 606 Price 340 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Boots of Bounding (Greater) Source GM Core pg. 286, Core Rulebook pg. 606 Price 4,250 gp --- The bonus to Speed is +10 feet, and the bonus to High Jump and Long Jump is +3.","skill_mod":{},"summary":"The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5- foot item bonus to your …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3059","name":"Boots of Bounding","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3059-2987"},{"legacy_name":["Boots of Bounding"],"primary_source_category":"Rulebooks","usage":"worn shoes","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3059","weakness":{},"price":425000,"skill":["Athletics"],"legacy_id":["equipment-412"],"trait":["Invested","Magical"],"id":"equipment-3059-2988","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Boots of Bounding Source GM Core pg. 286 Usage worn shoes Bulk L --- The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5- foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Boots of Bounding Source GM Core pg. 286, Core Rulebook pg. 606 Price 340 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Boots of Bounding (Greater) Source GM Core pg. 286, Core Rulebook pg. 606 Price 4,250 gp --- The bonus to Speed is +10 feet, and the bonus to High Jump and Long Jump is +3.","skill_mod":{},"summary":"The bonus to Speed is +10 feet, and the bonus to High Jump and Long Jump is +3.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3059","name":"Boots of Bounding (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3059-2988"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":5800,"skill":["Acrobatics"],"legacy_id":["equipment-415"],"trait":["Invested","Magical"],"id":"equipment-3060","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Bracelet of Dashing Source GM Core pg. 286 Price 58 gp Usage worn Bulk L --- This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks. Activate—Jangling Dash Single Action (concentrate) Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute.\n","skill_mod":{},"summary":"This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks. ","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3060","name":"Bracelet of Dashing","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3060"},{"item_child_id":["equipment-3061-2989","equipment-3061-2990"],"primary_source_category":"Rulebooks","usage":"worn bracers","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-417"],"trait":["Invested","Magical"],"id":"equipment-3061","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Bracers of Missile Deflection Source GM Core pg. 286 Usage worn bracers Bulk L --- These bracers are made from plates of durable dawnsilver and gleam like the summer sun. Activate Reaction (manipulate) Frequency once per day; Trigger A ranged weapon attack hits you but doesn't critically hit; Requirements You are aware of the attack and not off-guard; Effect The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bracers of Missile Deflection Source GM Core pg. 286, Core Rulebook pg. 607 Price 52 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bracers of Missile Deflection (Greater) Source GM Core pg. 286, Core Rulebook pg. 607 Price 650 gp --- You can activate the bracers once every 10 minutes.","skill_mod":{},"summary":"These bracers are made from plates of durable dawnsilver and gleam like the summer sun. ","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3061","name":"Bracers of Missile Deflection","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3061"},{"primary_source_category":"Rulebooks","usage":"worn bracers","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3061","weakness":{},"price":5200,"legacy_id":["equipment-417"],"trait":["Invested","Magical"],"id":"equipment-3061-2989","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Bracers of Missile Deflection Source GM Core pg. 286 Usage worn bracers Bulk L --- These bracers are made from plates of durable dawnsilver and gleam like the summer sun. Activate Reaction (manipulate) Frequency once per day; Trigger A ranged weapon attack hits you but doesn't critically hit; Requirements You are aware of the attack and not off-guard; Effect The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bracers of Missile Deflection Source GM Core pg. 286, Core Rulebook pg. 607 Price 52 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bracers of Missile Deflection (Greater) Source GM Core pg. 286, Core Rulebook pg. 607 Price 650 gp --- You can activate the bracers once every 10 minutes.","skill_mod":{},"summary":"These bracers are made from plates of durable dawnsilver and gleam like the summer sun.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3061","name":"Bracers of Missile Deflection","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3061-2989"},{"legacy_name":["Bracers of Missile Deflection"],"primary_source_category":"Rulebooks","usage":"worn bracers","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3061","weakness":{},"price":65000,"legacy_id":["equipment-417"],"trait":["Invested","Magical"],"id":"equipment-3061-2990","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Bracers of Missile Deflection Source GM Core pg. 286 Usage worn bracers Bulk L --- These bracers are made from plates of durable dawnsilver and gleam like the summer sun. Activate Reaction (manipulate) Frequency once per day; Trigger A ranged weapon attack hits you but doesn't critically hit; Requirements You are aware of the attack and not off-guard; Effect The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bracers of Missile Deflection Source GM Core pg. 286, Core Rulebook pg. 607 Price 52 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Bracers of Missile Deflection (Greater) Source GM Core pg. 286, Core Rulebook pg. 607 Price 650 gp --- You can activate the bracers once every 10 minutes.","skill_mod":{},"summary":"You can activate the bracers once every 10 minutes.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3061","name":"Bracers of Missile Deflection (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3061-2990"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":5600,"legacy_id":["equipment-421"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3062","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Channel Protection Amulet Source GM Core pg. 286 Price 56 gp Usage worn --- This nugget of polished tektite is trapped in a cage of braided wire and hangs from a silken cord. When wearing this amulet, you gain resistance 5 against damage from harm spells if you're living, or against heal spells if you're undead.\n","skill_mod":{},"summary":"This nugget of polished tektite is trapped in a cage of braided wire and hangs from a silken cord. When wearing this amulet, you gain resistance 5 …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3062","name":"Channel Protection Amulet","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3062"},{"legacy_name":["Cape of the Mountebank"],"primary_source_category":"Rulebooks","usage":" worn cloak","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":98000,"skill":["Deception"],"legacy_id":["equipment-419"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3063","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Charlatan's Cape Source GM Core pg. 286 Price 980 gp Usage worn cloak Bulk L --- This bright red-and-gold cape is often interlaced with glittery threads and serves as a distraction. While wearing the cape, you gain a +2 item bonus to Deception checks. Activate—Puff of Smoke Two Actions (manipulate) Frequency once per day; Effect You cast translocate . The space you leave and the one you appear in are filled with puffs of smoke that make anyone within concealed until they leave the smoke or the end of your next turn, at which point the smoke dissipates. Strong winds immediately disperse the smoke.\n","skill_mod":{},"summary":"This bright red-and-gold cape is often interlaced with glittery threads and serves as a distraction. While wearing the cape, you gain a +2 item bonus …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3063","name":"Charlatan's Cape","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3063"},{"legacy_name":["Hand of the Mage"],"item_child_id":["equipment-3064-2991","equipment-3064-2992"],"primary_source_category":"Rulebooks","usage":"worn gloves","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Thievery","Thievery"],"legacy_id":["equipment-440"],"trait":["Invested","Magical"],"id":"equipment-3064","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Charlatan's Gloves Source GM Core pg. 286 Usage worn gloves Bulk L --- Tiny silver hooks decorate these fine silk gloves. They grant a +1 item bonus to Thievery and allow you to cast telekinetic hand as an innate occult spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Charlatan's Gloves Source GM Core pg. 286 Price 50 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Charlatan's Gloves (Greater) Source GM Core pg. 286 Price 600 gp --- The gloves' bonus increases to +2. If you are also wearing a charlatan's cape , whenever you would move an object using telekinetic hand , you may instead have it disappear in a puff of smoke and reappear hovering in a space adjacent to yours. This is a teleportation effect. The item hovers until the end of your turn or until retrieved with an Interact action.","skill_mod":{},"summary":"Tiny silver hooks decorate these fine silk gloves. They grant a +1 item bonus to Thievery and allow you to cast telekinetic hand as an innate …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3064","name":"Charlatan's Gloves","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3064"},{"legacy_name":["Hand of the Mage"],"primary_source_category":"Rulebooks","usage":"worn gloves","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3064","weakness":{},"price":5000,"skill":["Thievery"],"legacy_id":["equipment-440"],"trait":["Invested","Magical"],"id":"equipment-3064-2991","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Charlatan's Gloves Source GM Core pg. 286 Usage worn gloves Bulk L --- Tiny silver hooks decorate these fine silk gloves. They grant a +1 item bonus to Thievery and allow you to cast telekinetic hand as an innate occult spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Charlatan's Gloves Source GM Core pg. 286 Price 50 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Charlatan's Gloves (Greater) Source GM Core pg. 286 Price 600 gp --- The gloves' bonus increases to +2. If you are also wearing a charlatan's cape , whenever you would move an object using telekinetic hand , you may instead have it disappear in a puff of smoke and reappear hovering in a space adjacent to yours. This is a teleportation effect. The item hovers until the end of your turn or until retrieved with an Interact action.","skill_mod":{},"summary":"Tiny silver hooks decorate these fine silk gloves. They grant a +1 item bonus to Thievery and allow you to cast telekinetic hand as an innate …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3064","name":"Charlatan's Gloves","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3064-2991"},{"legacy_name":["Hand of the Mage"],"primary_source_category":"Rulebooks","usage":"worn gloves","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3064","weakness":{},"price":60000,"skill":["Thievery"],"legacy_id":["equipment-440"],"trait":["Invested","Magical"],"id":"equipment-3064-2992","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Charlatan's Gloves Source GM Core pg. 286 Usage worn gloves Bulk L --- Tiny silver hooks decorate these fine silk gloves. They grant a +1 item bonus to Thievery and allow you to cast telekinetic hand as an innate occult spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Charlatan's Gloves Source GM Core pg. 286 Price 50 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Charlatan's Gloves (Greater) Source GM Core pg. 286 Price 600 gp --- The gloves' bonus increases to +2. If you are also wearing a charlatan's cape , whenever you would move an object using telekinetic hand , you may instead have it disappear in a puff of smoke and reappear hovering in a space adjacent to yours. This is a teleportation effect. The item hovers until the end of your turn or until retrieved with an Interact action.","skill_mod":{},"summary":"The gloves' bonus increases to +2. If you are also wearing a charlatan's cape , whenever you would move an object using telekinetic hand , you …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3064","name":"Charlatan's Gloves (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3064-2992"},{"legacy_name":["Ring of Energy Resistance"],"item_child_id":["equipment-3065-2993","equipment-3065-2994","equipment-3065-2995"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-455"],"trait":["Invested","Magical"],"id":"equipment-3065","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Charm of Resistance Source GM Core pg. 286 Usage worn --- This charm, normally hung from the belt or worn around the neck, grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each charm is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a charm of cold resistance could be carved in the shape of a yeti, whereas a charm of fire resistance would be made from volcanic glass. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Charm of Resistance Source GM Core pg. 287 Price 245 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Charm of Resistance (Greater) Source GM Core pg. 287 Price 975 gp --- The charm grants resistance 10. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Charm of Resistance (Major) Source GM Core pg. 287 Price 4,400 gp --- The charm grants resistance 15.","skill_mod":{},"summary":"This charm, normally hung from the belt or worn around the neck, grants you resistance 5 against one type of energy damage: acid, cold, electricity, …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3065","name":"Charm of Resistance","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3065"},{"legacy_name":["Ring of Energy Resistance"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3065","weakness":{},"price":24500,"legacy_id":["equipment-455"],"trait":["Invested","Magical"],"id":"equipment-3065-2993","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Charm of Resistance Source GM Core pg. 286 Usage worn --- This charm, normally hung from the belt or worn around the neck, grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each charm is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a charm of cold resistance could be carved in the shape of a yeti, whereas a charm of fire resistance would be made from volcanic glass. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Charm of Resistance Source GM Core pg. 287 Price 245 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Charm of Resistance (Greater) Source GM Core pg. 287 Price 975 gp --- The charm grants resistance 10. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Charm of Resistance (Major) Source GM Core pg. 287 Price 4,400 gp --- The charm grants resistance 15.","skill_mod":{},"summary":"This charm, normally hung from the belt or worn around the neck, grants you resistance 5 against one type of energy damage: acid, cold, electricity, …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3065","name":"Charm of Resistance","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3065-2993"},{"legacy_name":["Ring of Energy Resistance"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3065","weakness":{},"price":97500,"legacy_id":["equipment-455"],"trait":["Invested","Magical"],"id":"equipment-3065-2994","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Charm of Resistance Source GM Core pg. 286 Usage worn --- This charm, normally hung from the belt or worn around the neck, grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each charm is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a charm of cold resistance could be carved in the shape of a yeti, whereas a charm of fire resistance would be made from volcanic glass. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Charm of Resistance Source GM Core pg. 287 Price 245 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Charm of Resistance (Greater) Source GM Core pg. 287 Price 975 gp --- The charm grants resistance 10. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Charm of Resistance (Major) Source GM Core pg. 287 Price 4,400 gp --- The charm grants resistance 15.","skill_mod":{},"summary":"The charm grants resistance 10.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3065","name":"Charm of Resistance (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3065-2994"},{"legacy_name":["Ring of Energy Resistance"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3065","weakness":{},"price":440000,"legacy_id":["equipment-455"],"trait":["Invested","Magical"],"id":"equipment-3065-2995","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Charm of Resistance Source GM Core pg. 286 Usage worn --- This charm, normally hung from the belt or worn around the neck, grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each charm is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a charm of cold resistance could be carved in the shape of a yeti, whereas a charm of fire resistance would be made from volcanic glass. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Charm of Resistance Source GM Core pg. 287 Price 245 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Charm of Resistance (Greater) Source GM Core pg. 287 Price 975 gp --- The charm grants resistance 10. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Charm of Resistance (Major) Source GM Core pg. 287 Price 4,400 gp --- The charm grants resistance 15.","skill_mod":{},"summary":"The charm grants resistance 15.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3065","name":"Charm of Resistance (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3065-2995"},{"item_child_id":["equipment-3066-2996","equipment-3066-2997"],"primary_source_category":"Rulebooks","usage":"worn collar","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Society","Society"],"legacy_id":["equipment-422"],"trait":["Invested","Magical"],"id":"equipment-3066","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Choker of Elocution Source GM Core pg. 287 Usage worn collar Bulk L --- This platinum choker bears characters from a language's alphabet, and it gives knowledge of that language and the associated culture's customs. You gain a +1 item bonus to Society checks and the ability to understand, speak, and write the chosen language. Your excellent elocution reduces the DC of the flat check to perform an auditory action while deafened from 5 to 3. Craft Requirements You know the language or languages the choker grants. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Choker of Elocution Source GM Core pg. 287, Core Rulebook pg. 608 Price 200 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Choker of Elocution (Greater) Source GM Core pg. 287, Core Rulebook pg. 608 Price 850 gp --- The item bonus is +2. The choker bears characters from three languages and grants fluency in all three.","skill_mod":{},"summary":"This platinum choker bears characters from a language's alphabet, and it gives knowledge of that language and the associated culture's customs. You …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3066","name":"Choker of Elocution","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3066"},{"primary_source_category":"Rulebooks","usage":"worn collar","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3066","weakness":{},"price":20000,"skill":["Society"],"legacy_id":["equipment-422"],"trait":["Invested","Magical"],"id":"equipment-3066-2996","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Choker of Elocution Source GM Core pg. 287 Usage worn collar Bulk L --- This platinum choker bears characters from a language's alphabet, and it gives knowledge of that language and the associated culture's customs. You gain a +1 item bonus to Society checks and the ability to understand, speak, and write the chosen language. Your excellent elocution reduces the DC of the flat check to perform an auditory action while deafened from 5 to 3. Craft Requirements You know the language or languages the choker grants. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Choker of Elocution Source GM Core pg. 287, Core Rulebook pg. 608 Price 200 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Choker of Elocution (Greater) Source GM Core pg. 287, Core Rulebook pg. 608 Price 850 gp --- The item bonus is +2. The choker bears characters from three languages and grants fluency in all three.","skill_mod":{},"summary":"This platinum choker bears characters from a language's alphabet, and it gives knowledge of that language and the associated culture's customs. You …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3066","name":"Choker of Elocution","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3066-2996"},{"legacy_name":["Choker of Elocution"],"primary_source_category":"Rulebooks","usage":"worn collar","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3066","weakness":{},"price":85000,"skill":["Society"],"legacy_id":["equipment-422"],"trait":["Invested","Magical"],"id":"equipment-3066-2997","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Choker of Elocution Source GM Core pg. 287 Usage worn collar Bulk L --- This platinum choker bears characters from a language's alphabet, and it gives knowledge of that language and the associated culture's customs. You gain a +1 item bonus to Society checks and the ability to understand, speak, and write the chosen language. Your excellent elocution reduces the DC of the flat check to perform an auditory action while deafened from 5 to 3. Craft Requirements You know the language or languages the choker grants. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Choker of Elocution Source GM Core pg. 287, Core Rulebook pg. 608 Price 200 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Choker of Elocution (Greater) Source GM Core pg. 287, Core Rulebook pg. 608 Price 850 gp --- The item bonus is +2. The choker bears characters from three languages and grants fluency in all three.","skill_mod":{},"summary":"The item bonus is +2. The choker bears characters from three languages and grants fluency in all three.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3066","name":"Choker of Elocution (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3066-2997"},{"item_child_id":["equipment-3067-2998","equipment-3067-2999"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Stealth","Deception","Stealth","Deception"],"legacy_id":["equipment-423"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3067","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Clandestine Cloak Source GM Core pg. 287 Usage worn cloak Bulk L --- When you pull up the hood of this nondescript gray cloak (an Interact action), you become drab and uninteresting, gaining a +1 item bonus to Stealth checks and to Deception checks to Impersonate a forgettable background character, such as a servant, but also taking a –1 item penalty to Diplomacy and Intimidation checks. Activate—Cloak Identity Two Actions (concentrate, manipulate) Frequency once per day; Effect You pull the cloak's hood up and gain the benefits of veil of privacy for 1 hour or until you pull the hood back down, whichever comes first. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Clandestine Cloak Source GM Core pg. 287, Core Rulebook pg. 608 Price 230 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Clandestine Cloak (Greater) Source GM Core pg. 287, Core Rulebook pg. 608 Price 900 gp --- The item bonus is +2, and when you activate the cloak, you gain the benefits of 5th-rank veil of privacy for 8 hours.","skill_mod":{},"summary":"When you pull up the hood of this nondescript gray cloak (an Interact action), you become drab and uninteresting, gaining a +1 item bonus to Stealth …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3067","name":"Clandestine Cloak","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3067"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3067","weakness":{},"price":23000,"skill":["Stealth","Deception"],"legacy_id":["equipment-423"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3067-2998","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Clandestine Cloak Source GM Core pg. 287 Usage worn cloak Bulk L --- When you pull up the hood of this nondescript gray cloak (an Interact action), you become drab and uninteresting, gaining a +1 item bonus to Stealth checks and to Deception checks to Impersonate a forgettable background character, such as a servant, but also taking a –1 item penalty to Diplomacy and Intimidation checks. Activate—Cloak Identity Two Actions (concentrate, manipulate) Frequency once per day; Effect You pull the cloak's hood up and gain the benefits of veil of privacy for 1 hour or until you pull the hood back down, whichever comes first. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Clandestine Cloak Source GM Core pg. 287, Core Rulebook pg. 608 Price 230 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Clandestine Cloak (Greater) Source GM Core pg. 287, Core Rulebook pg. 608 Price 900 gp --- The item bonus is +2, and when you activate the cloak, you gain the benefits of 5th-rank veil of privacy for 8 hours.","skill_mod":{},"summary":"When you pull up the hood of this nondescript gray cloak (an Interact action), you become drab and uninteresting, gaining a +1 item bonus to Stealth …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3067","name":"Clandestine Cloak","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3067-2998"},{"legacy_name":["Clandestine Cloak"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3067","weakness":{},"price":90000,"skill":["Stealth","Deception"],"legacy_id":["equipment-423"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3067-2999","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Clandestine Cloak Source GM Core pg. 287 Usage worn cloak Bulk L --- When you pull up the hood of this nondescript gray cloak (an Interact action), you become drab and uninteresting, gaining a +1 item bonus to Stealth checks and to Deception checks to Impersonate a forgettable background character, such as a servant, but also taking a –1 item penalty to Diplomacy and Intimidation checks. Activate—Cloak Identity Two Actions (concentrate, manipulate) Frequency once per day; Effect You pull the cloak's hood up and gain the benefits of veil of privacy for 1 hour or until you pull the hood back down, whichever comes first. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Clandestine Cloak Source GM Core pg. 287, Core Rulebook pg. 608 Price 230 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Clandestine Cloak (Greater) Source GM Core pg. 287, Core Rulebook pg. 608 Price 900 gp --- The item bonus is +2, and when you activate the cloak, you gain the benefits of 5th-rank veil of privacy for 8 hours.","skill_mod":{},"summary":"The item bonus is +2, and when you activate the cloak, you gain the benefits of 5th-rank veil of privacy for 8 hours.","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3067","name":"Clandestine Cloak (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3067-2999"},{"legacy_name":["Slippers of Spider Climbing"],"primary_source_category":"Rulebooks","usage":"worn bracers","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":32500,"legacy_id":["equipment-465"],"trait":["Invested","Magical"],"id":"equipment-3068","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Clawed Bracers Source GM Core pg. 287 Price 325 gp Usage worn bracers Bulk L --- Animal claws are woven into the thick leather of these bracers. Activate—Extend Claws Single Action (manipulate. morph) Frequency once per hour; Effect The bracers fuse temporarily with your forearms, with the claws extending to your fingertips. You gain a climb Speed of 20 feet and a claw unarmed attack with the agile and finesse traits that deals 1d6 slashing damage. This lasts for 10 minutes or until you Dismiss it.\n","skill_mod":{},"summary":"Animal claws are woven into the thick leather of these bracers. ","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3068","name":"Clawed Bracers","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3068"},{"legacy_name":["Cloak of Elvenkind"],"item_child_id":["equipment-3069-3000","equipment-3069-3001"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"legacy_id":["equipment-424"],"trait":["Invested","Magical"],"id":"equipment-3069","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Cloak of Illusions Source GM Core pg. 287 Usage worn cloak Bulk L --- This cloak flows, covering and concealing the wearer's body. The cloak allows you to cast figment as an occult innate cantrip. Although naturally a dull gray, while invested the cloak picks up colors and patterns from its surroundings, granting a +1 item bonus to Stealth checks. Activate—Draw Hood Two Actions (manipulate) Frequency once per day; Effect You draw the hood up and gain the effects of invisibility , with the spell's normal duration or until you pull the hood back down, whichever comes first. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cloak of Illusions Source GM Core pg. 287 Price 360 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cloak of Illusions (Greater) Source GM Core pg. 287 Price 1,750 gp --- The cloak grants a +2 item bonus and the effects of 4th-rank invisibility .","skill_mod":{},"summary":"This cloak flows, covering and concealing the wearer's body. The cloak allows you to cast figment as an occult innate cantrip. Although naturally …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3069","name":"Cloak of Illusions","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3069"},{"legacy_name":["Cloak of Elvenkind"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3069","weakness":{},"price":36000,"skill":["Stealth"],"legacy_id":["equipment-424"],"trait":["Invested","Magical"],"id":"equipment-3069-3000","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Cloak of Illusions Source GM Core pg. 287 Usage worn cloak Bulk L --- This cloak flows, covering and concealing the wearer's body. The cloak allows you to cast figment as an occult innate cantrip. Although naturally a dull gray, while invested the cloak picks up colors and patterns from its surroundings, granting a +1 item bonus to Stealth checks. Activate—Draw Hood Two Actions (manipulate) Frequency once per day; Effect You draw the hood up and gain the effects of invisibility , with the spell's normal duration or until you pull the hood back down, whichever comes first. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cloak of Illusions Source GM Core pg. 287 Price 360 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cloak of Illusions (Greater) Source GM Core pg. 287 Price 1,750 gp --- The cloak grants a +2 item bonus and the effects of 4th-rank invisibility .","skill_mod":{},"summary":"This cloak flows, covering and concealing the wearer's body. The cloak allows you to cast figment as an occult innate cantrip. Although naturally …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3069","name":"Cloak of Illusions","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3069-3000"},{"legacy_name":["Cloak of Elvenkind"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3069","weakness":{},"price":175000,"skill":["Stealth"],"legacy_id":["equipment-424"],"trait":["Invested","Magical"],"id":"equipment-3069-3001","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Cloak of Illusions Source GM Core pg. 287 Usage worn cloak Bulk L --- This cloak flows, covering and concealing the wearer's body. The cloak allows you to cast figment as an occult innate cantrip. Although naturally a dull gray, while invested the cloak picks up colors and patterns from its surroundings, granting a +1 item bonus to Stealth checks. Activate—Draw Hood Two Actions (manipulate) Frequency once per day; Effect You draw the hood up and gain the effects of invisibility , with the spell's normal duration or until you pull the hood back down, whichever comes first. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Cloak of Illusions Source GM Core pg. 287 Price 360 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cloak of Illusions (Greater) Source GM Core pg. 287 Price 1,750 gp --- The cloak grants a +2 item bonus and the effects of 4th-rank invisibility .","skill_mod":{},"summary":"The cloak grants a +2 item bonus and the effects of 4th-rank invisibility .","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3069","name":"Cloak of Illusions (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3069-3001"},{"item_child_id":["equipment-3070-3002","equipment-3070-3003","equipment-3070-3004"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"trait":["Invested","Magical","Uncommon"],"id":"equipment-3070","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Countering Charm Source GM Core pg. 287 Usage worn --- This glittering charm is made of a gemstone flawed with a leaden inclusion. Spellcasters can cast spells into countering charms that they've invested or that are invested by a willing creature. The spell's effect doesn't occur; the spell's power is instead stored within the charm, replacing any spell previously there. The charm can hold only spells cast from spell slots, not cantrips or focus spells. While the charm is invested, the creature who has invested it knows what spell is stored within and automatically identifies that spell when it's cast. Activate—Counter Reaction (manipulate) Trigger You are targeted by or within the area of the spell stored within the charm; Requirements You have a free hand; Effect You present the charm and attempt to counteract the triggering spell, using the rank of the spell stored in the charm and a counteract modifier of +20. This expends the spell held in the charm. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Countering Charm Source GM Core pg. 287 Price 1,200 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Countering Charm (Greater) Source GM Core pg. 287 Price 5,500 gp --- The charm’s counteract modifier is +25. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Countering Charm (Major) Source GM Core pg. 287 Price 20,000 gp --- The charm’s counteract modifier is +30.","skill_mod":{},"summary":"This glittering charm is made of a gemstone flawed with a leaden inclusion. Spellcasters can cast spells into countering charms that they've …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3070","name":"Countering Charm","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3070"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3070","weakness":{},"price":120000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3070-3002","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Countering Charm Source GM Core pg. 287 Usage worn --- This glittering charm is made of a gemstone flawed with a leaden inclusion. Spellcasters can cast spells into countering charms that they've invested or that are invested by a willing creature. The spell's effect doesn't occur; the spell's power is instead stored within the charm, replacing any spell previously there. The charm can hold only spells cast from spell slots, not cantrips or focus spells. While the charm is invested, the creature who has invested it knows what spell is stored within and automatically identifies that spell when it's cast. Activate—Counter Reaction (manipulate) Trigger You are targeted by or within the area of the spell stored within the charm; Requirements You have a free hand; Effect You present the charm and attempt to counteract the triggering spell, using the rank of the spell stored in the charm and a counteract modifier of +20. This expends the spell held in the charm. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Countering Charm Source GM Core pg. 287 Price 1,200 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Countering Charm (Greater) Source GM Core pg. 287 Price 5,500 gp --- The charm’s counteract modifier is +25. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Countering Charm (Major) Source GM Core pg. 287 Price 20,000 gp --- The charm’s counteract modifier is +30.","skill_mod":{},"summary":"This glittering charm is made of a gemstone flawed with a leaden inclusion. Spellcasters can cast spells into countering charms that they've …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3070","name":"Countering Charm","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3070-3002"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3070","weakness":{},"price":550000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3070-3003","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Countering Charm Source GM Core pg. 287 Usage worn --- This glittering charm is made of a gemstone flawed with a leaden inclusion. Spellcasters can cast spells into countering charms that they've invested or that are invested by a willing creature. The spell's effect doesn't occur; the spell's power is instead stored within the charm, replacing any spell previously there. The charm can hold only spells cast from spell slots, not cantrips or focus spells. While the charm is invested, the creature who has invested it knows what spell is stored within and automatically identifies that spell when it's cast. Activate—Counter Reaction (manipulate) Trigger You are targeted by or within the area of the spell stored within the charm; Requirements You have a free hand; Effect You present the charm and attempt to counteract the triggering spell, using the rank of the spell stored in the charm and a counteract modifier of +20. This expends the spell held in the charm. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Countering Charm Source GM Core pg. 287 Price 1,200 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Countering Charm (Greater) Source GM Core pg. 287 Price 5,500 gp --- The charm’s counteract modifier is +25. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Countering Charm (Major) Source GM Core pg. 287 Price 20,000 gp --- The charm’s counteract modifier is +30.","skill_mod":{},"summary":"The charm’s counteract modifier is +25.","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3070","name":"Countering Charm (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3070-3003"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3070","weakness":{},"price":2000000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3070-3004","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Countering Charm Source GM Core pg. 287 Usage worn --- This glittering charm is made of a gemstone flawed with a leaden inclusion. Spellcasters can cast spells into countering charms that they've invested or that are invested by a willing creature. The spell's effect doesn't occur; the spell's power is instead stored within the charm, replacing any spell previously there. The charm can hold only spells cast from spell slots, not cantrips or focus spells. While the charm is invested, the creature who has invested it knows what spell is stored within and automatically identifies that spell when it's cast. Activate—Counter Reaction (manipulate) Trigger You are targeted by or within the area of the spell stored within the charm; Requirements You have a free hand; Effect You present the charm and attempt to counteract the triggering spell, using the rank of the spell stored in the charm and a counteract modifier of +20. This expends the spell held in the charm. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Countering Charm Source GM Core pg. 287 Price 1,200 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Countering Charm (Greater) Source GM Core pg. 287 Price 5,500 gp --- The charm’s counteract modifier is +25. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Countering Charm (Major) Source GM Core pg. 287 Price 20,000 gp --- The charm’s counteract modifier is +30.","skill_mod":{},"summary":"The charm’s counteract modifier is +30.","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3070","name":"Countering Charm (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3070-3004"},{"item_child_id":["equipment-3071-3005","equipment-3071-3006"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Survival","Survival"],"legacy_id":["equipment-426"],"trait":["Invested","Magical"],"id":"equipment-3071","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Coyote Cloak Source GM Core pg. 287 Usage worn cloak --- This dusty cloak is made of mangy brown-and-gray coyote fur. You gain a +1 item bonus to Survival checks. If you critically succeed at your Survival check to Subsist, you can feed twice as many additional creatures. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Coyote Cloak Source GM Core pg. 287, Core Rulebook pg. 609 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Coyote Cloak (Greater) Source GM Core pg. 288, Core Rulebook pg. 609 Price 650 gp --- The cloak grants a +2 item bonus, and if you critically succeed at a Survival check to Subsist, you can feed four times as many additional creatures.","skill_mod":{},"summary":"This dusty cloak is made of mangy brown-and-gray coyote fur. You gain a +1 item bonus to Survival checks. If you critically succeed at your Survival …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3071","name":"Coyote Cloak","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3071"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3071","weakness":{},"price":6000,"skill":["Survival"],"legacy_id":["equipment-426"],"trait":["Invested","Magical"],"id":"equipment-3071-3005","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Coyote Cloak Source GM Core pg. 287 Usage worn cloak --- This dusty cloak is made of mangy brown-and-gray coyote fur. You gain a +1 item bonus to Survival checks. If you critically succeed at your Survival check to Subsist, you can feed twice as many additional creatures. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Coyote Cloak Source GM Core pg. 287, Core Rulebook pg. 609 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Coyote Cloak (Greater) Source GM Core pg. 288, Core Rulebook pg. 609 Price 650 gp --- The cloak grants a +2 item bonus, and if you critically succeed at a Survival check to Subsist, you can feed four times as many additional creatures.","skill_mod":{},"summary":"This dusty cloak is made of mangy brown-and-gray coyote fur. You gain a +1 item bonus to Survival checks. If you critically succeed at your Survival …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3071","name":"Coyote Cloak","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3071-3005"},{"legacy_name":["Coyote Cloak"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3071","weakness":{},"price":65000,"skill":["Survival"],"legacy_id":["equipment-426"],"trait":["Invested","Magical"],"id":"equipment-3071-3006","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Coyote Cloak Source GM Core pg. 287 Usage worn cloak --- This dusty cloak is made of mangy brown-and-gray coyote fur. You gain a +1 item bonus to Survival checks. If you critically succeed at your Survival check to Subsist, you can feed twice as many additional creatures. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Coyote Cloak Source GM Core pg. 287, Core Rulebook pg. 609 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Coyote Cloak (Greater) Source GM Core pg. 288, Core Rulebook pg. 609 Price 650 gp --- The cloak grants a +2 item bonus, and if you critically succeed at a Survival check to Subsist, you can feed four times as many additional creatures.","skill_mod":{},"summary":"The cloak grants a +2 item bonus, and if you critically succeed at a Survival check to Subsist, you can feed four times as many additional creatures.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3071","name":"Coyote Cloak (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3071-3006"},{"item_child_id":["equipment-3072-3007","equipment-3072-3008"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["equipment-427"],"trait":["Invested","Magical"],"id":"equipment-3072","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Crafter's Eyepiece Source GM Core pg. 288 Usage worn eyepiece --- This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional outline of an item you plan to build or repair, with helpful labels on the component parts. You gain a +1 item bonus to Crafting checks. When you Repair an item, increase the Hit Points restored to 10 + 10 per proficiency rank on a success or 15 + 15 per proficiency rank on a critical success. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Crafter's Eyepiece Source GM Core pg. 288, Core Rulebook pg. 609 Price 60 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Crafter's Eyepiece (Greater) Source GM Core pg. 288, Core Rulebook pg. 609 Price 1,200 gp --- The eyepiece grants a +2 item bonus and can be activated. Activate—Prototype 1 minute (manipulate) Frequency once per day; Effect You calibrate the eyepiece to have it cast a 5th-rank creation spell over the course of 1 minute to construct a temporary item.","skill_mod":{},"summary":"This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3072","name":"Crafter's Eyepiece","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3072"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3072","weakness":{},"price":6000,"skill":["Crafting"],"legacy_id":["equipment-427"],"trait":["Invested","Magical"],"id":"equipment-3072-3007","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Crafter's Eyepiece Source GM Core pg. 288 Usage worn eyepiece --- This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional outline of an item you plan to build or repair, with helpful labels on the component parts. You gain a +1 item bonus to Crafting checks. When you Repair an item, increase the Hit Points restored to 10 + 10 per proficiency rank on a success or 15 + 15 per proficiency rank on a critical success. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Crafter's Eyepiece Source GM Core pg. 288, Core Rulebook pg. 609 Price 60 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Crafter's Eyepiece (Greater) Source GM Core pg. 288, Core Rulebook pg. 609 Price 1,200 gp --- The eyepiece grants a +2 item bonus and can be activated. Activate—Prototype 1 minute (manipulate) Frequency once per day; Effect You calibrate the eyepiece to have it cast a 5th-rank creation spell over the course of 1 minute to construct a temporary item.","skill_mod":{},"summary":"This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3072","name":"Crafter's Eyepiece","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3072-3007"},{"legacy_name":["Crafter's Eyepiece"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3072","weakness":{},"price":120000,"skill":["Crafting"],"legacy_id":["equipment-427"],"trait":["Invested","Magical"],"id":"equipment-3072-3008","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Crafter's Eyepiece Source GM Core pg. 288 Usage worn eyepiece --- This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional outline of an item you plan to build or repair, with helpful labels on the component parts. You gain a +1 item bonus to Crafting checks. When you Repair an item, increase the Hit Points restored to 10 + 10 per proficiency rank on a success or 15 + 15 per proficiency rank on a critical success. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Crafter's Eyepiece Source GM Core pg. 288, Core Rulebook pg. 609 Price 60 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Crafter's Eyepiece (Greater) Source GM Core pg. 288, Core Rulebook pg. 609 Price 1,200 gp --- The eyepiece grants a +2 item bonus and can be activated. Activate—Prototype 1 minute (manipulate) Frequency once per day; Effect You calibrate the eyepiece to have it cast a 5th-rank creation spell over the course of 1 minute to construct a temporary item.","skill_mod":{},"summary":"The eyepiece grants a +2 item bonus and can be activated.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3072","name":"Crafter's Eyepiece (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3072-3008"},{"item_child_id":["equipment-3073-3009","equipment-3073-3010"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Focused","Invested","Magical"],"id":"equipment-3073","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Crown of Witchcraft Source GM Core pg. 288 Usage worn headwear --- An elegant accoutrement for a witch who has come into the higher echelons of power, a crown of witchcraft typically looks like a garland of flowering twigs, a jeweled circlet, or a tall hat of fine fabric. You gain a +1 item bonus to Intimidation checks, and if you're a witch, you gain a +2 item bonus to your patron skill. If you have a familiar, you can attach a small portion of the crown's material to your familiar, such as a strip of fabric from a hat tied around its tail or a sprig of natural material linked to its collar; the familiar doesn't need to invest the item itself. If you do this, your familiar gains the tough pet ability as long as the crown is invested by you. Activate—Defiant Hex Free Action (concentrate) Frequency once per day; Effect Gain 1 Focus Point, which you can spend only to cast a witch hex spell. If you don't spend this point by the end of this turn, it is lost. Craft Requirements You are a witch. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Crown of Witchcraft Source GM Core pg. 288 Price 1,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Crown of Witchcraft (Greater) Source GM Core pg. 288 Price 21,000 gp --- The bonus to Intimidation checks is +2 and the bonus to your patron skill is +3.","skill_mod":{},"summary":"An elegant accoutrement for a witch who has come into the higher echelons of power, a crown of witchcraft typically looks like a garland of …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3073","name":"Crown of Witchcraft","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3073"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3073","weakness":{},"price":100000,"skill":["Intimidation"],"trait":["Focused","Invested","Magical"],"id":"equipment-3073-3009","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Crown of Witchcraft Source GM Core pg. 288 Usage worn headwear --- An elegant accoutrement for a witch who has come into the higher echelons of power, a crown of witchcraft typically looks like a garland of flowering twigs, a jeweled circlet, or a tall hat of fine fabric. You gain a +1 item bonus to Intimidation checks, and if you're a witch, you gain a +2 item bonus to your patron skill. If you have a familiar, you can attach a small portion of the crown's material to your familiar, such as a strip of fabric from a hat tied around its tail or a sprig of natural material linked to its collar; the familiar doesn't need to invest the item itself. If you do this, your familiar gains the tough pet ability as long as the crown is invested by you. Activate—Defiant Hex Free Action (concentrate) Frequency once per day; Effect Gain 1 Focus Point, which you can spend only to cast a witch hex spell. If you don't spend this point by the end of this turn, it is lost. Craft Requirements You are a witch. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Crown of Witchcraft Source GM Core pg. 288 Price 1,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Crown of Witchcraft (Greater) Source GM Core pg. 288 Price 21,000 gp --- The bonus to Intimidation checks is +2 and the bonus to your patron skill is +3.","skill_mod":{},"summary":"An elegant accoutrement for a witch who has come into the higher echelons of power, a crown of witchcraft typically looks like a garland of …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3073","name":"Crown of Witchcraft","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3073-3009"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3073","weakness":{},"price":2100000,"skill":["Intimidation"],"trait":["Focused","Invested","Magical"],"id":"equipment-3073-3010","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Crown of Witchcraft Source GM Core pg. 288 Usage worn headwear --- An elegant accoutrement for a witch who has come into the higher echelons of power, a crown of witchcraft typically looks like a garland of flowering twigs, a jeweled circlet, or a tall hat of fine fabric. You gain a +1 item bonus to Intimidation checks, and if you're a witch, you gain a +2 item bonus to your patron skill. If you have a familiar, you can attach a small portion of the crown's material to your familiar, such as a strip of fabric from a hat tied around its tail or a sprig of natural material linked to its collar; the familiar doesn't need to invest the item itself. If you do this, your familiar gains the tough pet ability as long as the crown is invested by you. Activate—Defiant Hex Free Action (concentrate) Frequency once per day; Effect Gain 1 Focus Point, which you can spend only to cast a witch hex spell. If you don't spend this point by the end of this turn, it is lost. Craft Requirements You are a witch. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Crown of Witchcraft Source GM Core pg. 288 Price 1,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Crown of Witchcraft (Greater) Source GM Core pg. 288 Price 21,000 gp --- The bonus to Intimidation checks is +2 and the bonus to your patron skill is +3.","skill_mod":{},"summary":"The bonus to Intimidation checks is +2 and the bonus to your patron skill is +3.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3073","name":"Crown of Witchcraft (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3073-3010"},{"item_child_id":["equipment-3074-3011","equipment-3074-3012"],"primary_source_category":"Rulebooks","usage":"worn belt","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Performance","Performance"],"legacy_id":["equipment-428"],"trait":["Invested","Magical","Visual"],"id":"equipment-3074","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Dancing Scarf Source GM Core pg. 288 Usage worn belt --- This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to Performance checks to dance. Activate—Swirling Scarf Single Action (manipulate) Requirements On your most recent action, you succeeded at a Performance check to dance; Effect You become concealed until the beginning of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Dancing Scarf Source GM Core pg. 288, Core Rulebook pg. 609 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Dancing Scarf (Greater) Source GM Core pg. 288, Core Rulebook pg. 609 Price 650 gp --- The scarf grants a +2 bonus. When you activate the scarf, you can also Stride up to half your Speed or Step.","skill_mod":{},"summary":"This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Sense"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3074","name":"Dancing Scarf","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3074"},{"primary_source_category":"Rulebooks","usage":"worn belt","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3074","weakness":{},"price":6000,"skill":["Performance"],"legacy_id":["equipment-428"],"trait":["Invested","Magical","Visual"],"id":"equipment-3074-3011","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Dancing Scarf Source GM Core pg. 288 Usage worn belt --- This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to Performance checks to dance. Activate—Swirling Scarf Single Action (manipulate) Requirements On your most recent action, you succeeded at a Performance check to dance; Effect You become concealed until the beginning of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Dancing Scarf Source GM Core pg. 288, Core Rulebook pg. 609 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Dancing Scarf (Greater) Source GM Core pg. 288, Core Rulebook pg. 609 Price 650 gp --- The scarf grants a +2 bonus. When you activate the scarf, you can also Stride up to half your Speed or Step.","skill_mod":{},"summary":"This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Sense"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3074","name":"Dancing Scarf","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3074-3011"},{"legacy_name":["Dancing Scarf"],"primary_source_category":"Rulebooks","usage":"worn belt","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3074","weakness":{},"price":65000,"skill":["Performance"],"legacy_id":["equipment-428"],"trait":["Invested","Magical","Visual"],"id":"equipment-3074-3012","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Dancing Scarf Source GM Core pg. 288 Usage worn belt --- This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to Performance checks to dance. Activate—Swirling Scarf Single Action (manipulate) Requirements On your most recent action, you succeeded at a Performance check to dance; Effect You become concealed until the beginning of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Dancing Scarf Source GM Core pg. 288, Core Rulebook pg. 609 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Dancing Scarf (Greater) Source GM Core pg. 288, Core Rulebook pg. 609 Price 650 gp --- The scarf grants a +2 bonus. When you activate the scarf, you can also Stride up to half your Speed or Step.","skill_mod":{},"summary":"The scarf grants a +2 bonus. When you activate the scarf, you can also Stride up to half your Speed or Step.","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Sense"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3074","name":"Dancing Scarf (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3074-3012"},{"item_child_id":["equipment-3075-3013","equipment-3075-3014"],"primary_source_category":"Rulebooks","usage":"worn shoes","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics"],"legacy_id":["equipment-429"],"trait":["Invested","Magical"],"id":"equipment-3075","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Daredevil Boots Source GM Core pg. 288 Usage worn shoes Bulk L --- These brightly colored, soft-soled boots motivate you to perform risky stunts and grant you the agility to succeed. The boots grant you a +2 item bonus to Acrobatics checks and a +1 circumstance bonus to checks to Tumble Through an enemy's space. The boots can grip solid surfaces and help you avoid a fall, allowing you to use the Grab an Edge reaction even if your hands aren't free. You treat falls as 10 feet shorter or, if you have the Cat Fall feat, treat your proficiency rank in Acrobatics as one degree better to determine the benefits of that feat. If you have Cat Fall and are already legendary in Acrobatics, you can choose the speed of your fall, from 60 feet per round up to normal falling speed. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Daredevil Boots Source GM Core pg. 288, Core Rulebook pg. 609 Price 900 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Daredevil Boots (Greater) Source GM Core pg. 288, Core Rulebook pg. 609 Price 14,000 gp --- The bonus to Acrobatics checks is +3, and the bonus to Tumble Through is +2. The boots can be activated. Activate—Daredevil Impulse Two Actions (concentrate) Frequency once per day; Effect The boots cast unfettered movement on you.","skill_mod":{},"summary":"These brightly colored, soft-soled boots motivate you to perform risky stunts and grant you the agility to succeed. The boots grant you a +2 item …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3075","name":"Daredevil Boots","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3075"},{"primary_source_category":"Rulebooks","usage":"worn shoes","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3075","weakness":{},"price":90000,"skill":["Acrobatics"],"legacy_id":["equipment-429"],"trait":["Invested","Magical"],"id":"equipment-3075-3013","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Daredevil Boots Source GM Core pg. 288 Usage worn shoes Bulk L --- These brightly colored, soft-soled boots motivate you to perform risky stunts and grant you the agility to succeed. The boots grant you a +2 item bonus to Acrobatics checks and a +1 circumstance bonus to checks to Tumble Through an enemy's space. The boots can grip solid surfaces and help you avoid a fall, allowing you to use the Grab an Edge reaction even if your hands aren't free. You treat falls as 10 feet shorter or, if you have the Cat Fall feat, treat your proficiency rank in Acrobatics as one degree better to determine the benefits of that feat. If you have Cat Fall and are already legendary in Acrobatics, you can choose the speed of your fall, from 60 feet per round up to normal falling speed. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Daredevil Boots Source GM Core pg. 288, Core Rulebook pg. 609 Price 900 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Daredevil Boots (Greater) Source GM Core pg. 288, Core Rulebook pg. 609 Price 14,000 gp --- The bonus to Acrobatics checks is +3, and the bonus to Tumble Through is +2. The boots can be activated. Activate—Daredevil Impulse Two Actions (concentrate) Frequency once per day; Effect The boots cast unfettered movement on you.","skill_mod":{},"summary":"These brightly colored, soft-soled boots motivate you to perform risky stunts and grant you the agility to succeed. The boots grant you a +2 item …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3075","name":"Daredevil Boots","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3075-3013"},{"legacy_name":["Daredevil Boots"],"primary_source_category":"Rulebooks","usage":"worn shoes","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3075","weakness":{},"price":1400000,"skill":["Acrobatics"],"legacy_id":["equipment-429"],"trait":["Invested","Magical"],"id":"equipment-3075-3014","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Daredevil Boots Source GM Core pg. 288 Usage worn shoes Bulk L --- These brightly colored, soft-soled boots motivate you to perform risky stunts and grant you the agility to succeed. The boots grant you a +2 item bonus to Acrobatics checks and a +1 circumstance bonus to checks to Tumble Through an enemy's space. The boots can grip solid surfaces and help you avoid a fall, allowing you to use the Grab an Edge reaction even if your hands aren't free. You treat falls as 10 feet shorter or, if you have the Cat Fall feat, treat your proficiency rank in Acrobatics as one degree better to determine the benefits of that feat. If you have Cat Fall and are already legendary in Acrobatics, you can choose the speed of your fall, from 60 feet per round up to normal falling speed. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Daredevil Boots Source GM Core pg. 288, Core Rulebook pg. 609 Price 900 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Daredevil Boots (Greater) Source GM Core pg. 288, Core Rulebook pg. 609 Price 14,000 gp --- The bonus to Acrobatics checks is +3, and the bonus to Tumble Through is +2. The boots can be activated. Activate—Daredevil Impulse Two Actions (concentrate) Frequency once per day; Effect The boots cast unfettered movement on you.","skill_mod":{},"summary":"The bonus to Acrobatics checks is +3, and the bonus to Tumble Through is +2. The boots can be activated.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3075","name":"Daredevil Boots (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3075-3014"},{"item_child_id":["equipment-3076-3015","equipment-3076-3016"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"legacy_id":["equipment-430"],"trait":["Invested","Magical"],"id":"equipment-3076","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Demon Mask Source GM Core pg. 288 Usage worn mask Bulk L --- This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to Intimidation checks. Activate—Leering Mask Two Actions (manipulate) Frequency once per day; Effect The mask casts a fear spell with a DC of 20. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Demon Mask Source GM Core pg. 288, Core Rulebook pg. 609 Price 85 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Demon Mask (Greater) Source GM Core pg. 288, Core Rulebook pg. 609 Price 900 gp --- The mask grants a +2 item bonus. It casts 3rd-rank fear with a DC of 29.","skill_mod":{},"summary":"This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to Intimidation checks. ","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3076","name":"Demon Mask","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3076"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3076","weakness":{},"price":8500,"skill":["Intimidation"],"legacy_id":["equipment-430"],"trait":["Invested","Magical"],"id":"equipment-3076-3015","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Demon Mask Source GM Core pg. 288 Usage worn mask Bulk L --- This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to Intimidation checks. Activate—Leering Mask Two Actions (manipulate) Frequency once per day; Effect The mask casts a fear spell with a DC of 20. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Demon Mask Source GM Core pg. 288, Core Rulebook pg. 609 Price 85 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Demon Mask (Greater) Source GM Core pg. 288, Core Rulebook pg. 609 Price 900 gp --- The mask grants a +2 item bonus. It casts 3rd-rank fear with a DC of 29.","skill_mod":{},"summary":"This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to Intimidation checks.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3076","name":"Demon Mask","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3076-3015"},{"legacy_name":["Demon Mask"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3076","weakness":{},"price":90000,"skill":["Intimidation"],"legacy_id":["equipment-430"],"trait":["Invested","Magical"],"id":"equipment-3076-3016","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Demon Mask Source GM Core pg. 288 Usage worn mask Bulk L --- This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to Intimidation checks. Activate—Leering Mask Two Actions (manipulate) Frequency once per day; Effect The mask casts a fear spell with a DC of 20. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Demon Mask Source GM Core pg. 288, Core Rulebook pg. 609 Price 85 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Demon Mask (Greater) Source GM Core pg. 288, Core Rulebook pg. 609 Price 900 gp --- The mask grants a +2 item bonus. It casts 3rd-rank fear with a DC of 29.","skill_mod":{},"summary":"The mask grants a +2 item bonus. It casts 3rd-rank fear with a DC of 29.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3076","name":"Demon Mask (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3076-3016"},{"legacy_name":["Cassock of Devotion"],"primary_source_category":"Rulebooks","usage":"worn garment","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":125000,"skill":["Religion"],"legacy_id":["equipment-420"],"trait":["Divine","Focused","Invested"],"id":"equipment-3077","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Devoted Vestments Source GM Core pg. 288 Price 1,250 gp Usage worn garment Bulk L --- These vestments are made of panels showing various scenes from the legends of a particular deity. It serves as a religious symbol of that deity, and you gain a +2 item bonus to Religion checks. When you cast harm or heal , healing granted to followers of that deity is increased by the rank of the spell. Activate—Domain Devotion Free Action (concentrate) Frequency once per day; Effect Gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity the vestments are dedicated to. If you don't spend this point by the end of this turn, it is lost. Craft Requirements You are a cleric who worships the deity tied to the vestments.\n","skill_mod":{},"summary":"These vestments are made of panels showing various scenes from the legends of a particular deity. It serves as a religious symbol of that deity, and …","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3077","name":"Devoted Vestments","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3077"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":12500,"skill":["Diplomacy"],"legacy_id":["equipment-431"],"trait":["Invested","Magical"],"id":"equipment-3078","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Diplomat's Badge Source GM Core pg. 289 Price 125 gp Usage worn --- When displayed prominently, this brass badge makes creatures find you more agreeable. You gain a +1 item bonus to Diplomacy checks. Activate—Diplomat's Bearing Single Action (concentrate) Frequency once per day; Effect Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non- human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge's bonus increases to +2 for Diplomacy checks with creatures of that group for the rest of the day.\n","skill_mod":{},"summary":"When displayed prominently, this brass badge makes creatures find you more agreeable. You gain a +1 item bonus to Diplomacy checks. ","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3078","name":"Diplomat's Badge","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3078"},{"item_child_id":["equipment-3079-3017","equipment-3079-3018"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-432"],"trait":["Invested","Magical"],"id":"equipment-3079","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Doubling Rings Source GM Core pg. 289 Usage worn --- This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon's fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are weapon potency and striking, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed. The replication functions only if you wear both rings, and it ends as soon as you cease wielding a melee weapon in one of your hands. Consequently, the benefit doesn't apply to thrown attacks or if you're holding a weapon but not wielding it (such as holding in one hand a weapon that requires two hands to wield). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Doubling Rings Source GM Core pg. 289, Core Rulebook pg. 609 Price 50 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Doubling Rings (Greater) Source GM Core pg. 289, Core Rulebook pg. 609 Price 1,300 gp --- The rings also replicate property runes from the weapon in the gold-ringed hand, so long as the weapon in the iron- ringed hand meets all the prerequisites for a given rune and is not a specific weapon. The weapon in the iron-ringed hand gains the benefits of those runes. All its own runes are suppressed. When you invest the rings, you can elect for the rings to transfer only fundamental runes, in which case they function as standard doubling rings .","skill_mod":{},"summary":"This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3079","name":"Doubling Rings","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3079"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3079","weakness":{},"price":5000,"legacy_id":["equipment-432"],"trait":["Invested","Magical"],"id":"equipment-3079-3017","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Doubling Rings Source GM Core pg. 289 Usage worn --- This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon's fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are weapon potency and striking, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed. The replication functions only if you wear both rings, and it ends as soon as you cease wielding a melee weapon in one of your hands. Consequently, the benefit doesn't apply to thrown attacks or if you're holding a weapon but not wielding it (such as holding in one hand a weapon that requires two hands to wield). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Doubling Rings Source GM Core pg. 289, Core Rulebook pg. 609 Price 50 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Doubling Rings (Greater) Source GM Core pg. 289, Core Rulebook pg. 609 Price 1,300 gp --- The rings also replicate property runes from the weapon in the gold-ringed hand, so long as the weapon in the iron- ringed hand meets all the prerequisites for a given rune and is not a specific weapon. The weapon in the iron-ringed hand gains the benefits of those runes. All its own runes are suppressed. When you invest the rings, you can elect for the rings to transfer only fundamental runes, in which case they function as standard doubling rings .","skill_mod":{},"summary":"This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3079","name":"Doubling Rings","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3079-3017"},{"legacy_name":["Doubling Rings"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3079","weakness":{},"price":130000,"legacy_id":["equipment-432"],"trait":["Invested","Magical"],"id":"equipment-3079-3018","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Doubling Rings Source GM Core pg. 289 Usage worn --- This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon's fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are weapon potency and striking, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed. The replication functions only if you wear both rings, and it ends as soon as you cease wielding a melee weapon in one of your hands. Consequently, the benefit doesn't apply to thrown attacks or if you're holding a weapon but not wielding it (such as holding in one hand a weapon that requires two hands to wield). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Doubling Rings Source GM Core pg. 289, Core Rulebook pg. 609 Price 50 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Doubling Rings (Greater) Source GM Core pg. 289, Core Rulebook pg. 609 Price 1,300 gp --- The rings also replicate property runes from the weapon in the gold-ringed hand, so long as the weapon in the iron- ringed hand meets all the prerequisites for a given rune and is not a specific weapon. The weapon in the iron-ringed hand gains the benefits of those runes. All its own runes are suppressed. When you invest the rings, you can elect for the rings to transfer only fundamental runes, in which case they function as standard doubling rings .","skill_mod":{},"summary":"The rings also replicate property runes from the weapon in the gold-ringed hand, so long as the weapon in the iron- ringed hand meets all the …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3079","name":"Doubling Rings (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3079-3018"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1500000,"skill":["Intimidation"],"legacy_id":["equipment-433"],"trait":["Emotion","Fear","Invested","Magical","Mental"],"id":"equipment-3080","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Dread Blindfold Source GM Core pg. 289 Price 15,000 gp Usage worn eyepiece --- When tied over your eyes, this ragged strip of black linen gives you darkvision and a +3 item bonus to Intimidation checks. You can see through the blindfold, but only using darkvision. The first time a particular creature sees you in a day, it must succeed at a DC 37 Will save or be frightened 1. This is an emotion, fear, and mental effect, and your allies become immune to it after a week. Activate—Visions of Terror Free Action (concentrate) Frequency once per minute; Trigger You damage a creature with a Strike; Effect Your target is gripped by intense fear. This has the effect of a DC 37 vision of death spell. The creature is then temporarily immune for 24 hours.\n","skill_mod":{},"summary":"When tied over your eyes, this ragged strip of black linen gives you darkvision and a +3 item bonus to Intimidation checks. You can see through the …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3080","name":"Dread Blindfold","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3080"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":650000,"legacy_id":["equipment-727"],"trait":["Earth","Invested","Occult"],"id":"equipment-3081","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Earthglide Cloak Source GM Core pg. 289 Price 6,500 gp Usage worn cloak --- This brown-and-gold cloak covers you from head to toe. Its weighty fabric doesn't move with the wind, instead hanging still as if carved of stone. Activate—Glide Through Earth Single Action (manipulate) Frequency once per hour; Effect You Burrow through dirt and stone up to your land Speed, leaving no tunnels or signs of your passing. If you end your movement inside solid stone, you are forcibly expelled into the nearest open area, taking 1d6 bludgeoning damage for every 5 feet between the end of your movement and the open area. ","element":["Earth"],"skill_mod":{},"summary":"This brown-and-gold cloak covers you from head to toe. Its weighty fabric doesn't move with the wind, instead hanging still as if carved of stone. ","primary_source":"GM Core","trait_group":["Elemental","Planar","Monster","Equipment","Tradition"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3081","name":"Earthglide Cloak","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3081"},{"item_child_id":["equipment-3082-3019","equipment-3082-3020"],"primary_source_category":"Rulebooks","usage":"worn belt","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Deception","Diplomacy","Intimidation","Performance","Deception","Diplomacy","Intimidation","Performance"],"trait":["Focused","Invested","Occult"],"id":"equipment-3082","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Entertainer's Cincture Source GM Core pg. 289 Usage worn belt --- The designs adorning these lush sashes often imitate the decor of famous opera houses, theaters, and museums. When you invest this item, choose Deception, Diplomacy, Intimidation, or Performance; you gain a +2 item bonus to that skill. Activate—Encore Free Action (concentrate) Frequency once per day; Effect Gain 1 Focus Point, which you can spend only to cast a bard composition spell. If you don't spend this point by the end of this turn, it is lost. Activate—Transcribe Single Action (manipulate) Frequency once per day; Effect You tuck a small roll of paper into the cincture. For the next 10 minutes or until you Dismiss the activation, any performance you make is recorded on the paper, and the paper expands as necessary to accommodate it. Depending on the type of performance, this might take the form of sheet music, a transcript, or a diagram of dance moves. Craft Requirements You are a bard. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Entertainer's Cincture Source GM Core pg. 289 Price 1,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Entertainer's Cincture (Greater) Source GM Core pg. 289 Price 13,000 gp --- The skill bonus is +3, and Transcribe lasts up to 1 hour.","skill_mod":{},"summary":"The designs adorning these lush sashes often imitate the decor of famous opera houses, theaters, and museums. When you invest this item, choose …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3082","name":"Entertainer's Cincture","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3082"},{"primary_source_category":"Rulebooks","usage":"worn belt","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3082","weakness":{},"price":100000,"skill":["Deception","Diplomacy","Intimidation","Performance"],"trait":["Focused","Invested","Occult"],"id":"equipment-3082-3019","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Entertainer's Cincture Source GM Core pg. 289 Usage worn belt --- The designs adorning these lush sashes often imitate the decor of famous opera houses, theaters, and museums. When you invest this item, choose Deception, Diplomacy, Intimidation, or Performance; you gain a +2 item bonus to that skill. Activate—Encore Free Action (concentrate) Frequency once per day; Effect Gain 1 Focus Point, which you can spend only to cast a bard composition spell. If you don't spend this point by the end of this turn, it is lost. Activate—Transcribe Single Action (manipulate) Frequency once per day; Effect You tuck a small roll of paper into the cincture. For the next 10 minutes or until you Dismiss the activation, any performance you make is recorded on the paper, and the paper expands as necessary to accommodate it. Depending on the type of performance, this might take the form of sheet music, a transcript, or a diagram of dance moves. Craft Requirements You are a bard. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Entertainer's Cincture Source GM Core pg. 289 Price 1,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Entertainer's Cincture (Greater) Source GM Core pg. 289 Price 13,000 gp --- The skill bonus is +3, and Transcribe lasts up to 1 hour.","skill_mod":{},"summary":"The designs adorning these lush sashes often imitate the decor of famous opera houses, theaters, and museums. When you invest this item, choose …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3082","name":"Entertainer's Cincture","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3082-3019"},{"primary_source_category":"Rulebooks","usage":"worn belt","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3082","weakness":{},"price":1300000,"skill":["Deception","Diplomacy","Intimidation","Performance"],"trait":["Focused","Invested","Occult"],"id":"equipment-3082-3020","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Entertainer's Cincture Source GM Core pg. 289 Usage worn belt --- The designs adorning these lush sashes often imitate the decor of famous opera houses, theaters, and museums. When you invest this item, choose Deception, Diplomacy, Intimidation, or Performance; you gain a +2 item bonus to that skill. Activate—Encore Free Action (concentrate) Frequency once per day; Effect Gain 1 Focus Point, which you can spend only to cast a bard composition spell. If you don't spend this point by the end of this turn, it is lost. Activate—Transcribe Single Action (manipulate) Frequency once per day; Effect You tuck a small roll of paper into the cincture. For the next 10 minutes or until you Dismiss the activation, any performance you make is recorded on the paper, and the paper expands as necessary to accommodate it. Depending on the type of performance, this might take the form of sheet music, a transcript, or a diagram of dance moves. Craft Requirements You are a bard. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Entertainer's Cincture Source GM Core pg. 289 Price 1,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Entertainer's Cincture (Greater) Source GM Core pg. 289 Price 13,000 gp --- The skill bonus is +3, and Transcribe lasts up to 1 hour.","skill_mod":{},"summary":"The skill bonus is +3, and Transcribe lasts up to 1 hour.","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3082","name":"Entertainer's Cincture (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3082-3020"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":270000,"legacy_id":["equipment-435"],"trait":["Invested","Magical"],"id":"equipment-3083","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Eye of Fortune Source GM Core pg. 289 Price 2,700 gp Usage worn eyepiece --- Adherents of Erastil, god of the hunt, create these magical eye patches. An eye of fortune has a jeweled eye symbol on its front, allowing you to magically see through the eye patch as though it were transparent. Activate—Luck Beyond Sight Free Action (concentrate, fortune) Trigger You attack a concealed or hidden creature and haven't attempted the flat check yet; Effect You can roll the flat check for the concealed or hidden condition twice and use the higher result.\n","skill_mod":{},"summary":"Adherents of Erastil , god of the hunt, create these magical eye patches. An eye of fortune has a jeweled eye symbol on its front, allowing you to …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3083","name":"Eye of Fortune","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3083"},{"legacy_name":["Eyes of the Eagle"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":70000,"legacy_id":["equipment-436"],"trait":["Invested","Magical"],"id":"equipment-3084","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Eyes of the Cat Source GM Core pg. 290 Price 700 gp Usage worn eyepiece --- These lenses of amber crystal fit over your eyes. They grant you low-light vision and a +2 item bonus to Perception checks that involve sight.\n","skill_mod":{},"summary":"These lenses of amber crystal fit over your eyes. They grant you low-light vision and a +2 item bonus to Perception checks that involve sight.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3084","name":"Eyes of the Cat","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3084"},{"primary_source_category":"Rulebooks","usage":"worn collar","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":125000,"skill":["Intimidation"],"legacy_id":["equipment-439"],"trait":["Invested","Magical"],"id":"equipment-3085","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Gorget of the Primal Roar Source GM Core pg. 290 Price 1,250 gp Usage worn collar Bulk L --- This engraved duskwood gorget seems to vibrate with ferocity, granting you a +2 item bonus to Intimidation checks. Activate—Primal Roar Single Action (auditory, concentrate, emotion, fear , mental) Frequency once during the duration of each polymorph effect; Requirements You're in a non-humanoid form via a polymorph effect; Effect You unleash a bestial roar, attempting a single Intimidation check compared to the Will DCs of all enemies within 30 feet to impose the effects below. Critical Success The creature is frightened 2 Success The creature is frightened 1 Failure The creature is unaffected\n","skill_mod":{},"summary":"This engraved duskwood gorget seems to vibrate with ferocity, granting you a +2 item bonus to Intimidation checks. ","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3085","name":"Gorget of the Primal Roar","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3085"},{"item_child_id":["equipment-3086-3021","equipment-3086-3022","equipment-3086-3023","equipment-3086-3024","equipment-3086-3025","equipment-3086-3026"],"primary_source_category":"Rulebooks","usage":"worn gloves","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-441"],"trait":["Invested","Magical"],"id":"equipment-3086","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Handwraps of Mighty Blows Source GM Core pg. 290 Usage worn gloves Base Weapon Fist --- As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example , +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead). You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you're using. For example, a property that must be applied to a slashing weapon wouldn't function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack. The entries below list the most typical combinations of fundamental runes. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Handwraps of Mighty Blows (+1) Source GM Core pg. 290, Core Rulebook pg. 611 Price 35 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Handwraps of Mighty Blows (+1 striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 100 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Handwraps of Mighty Blows (+2 striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Handwraps of Mighty Blows (+2 greater striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 2,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Handwraps of Mighty Blows (+3 greater striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 10,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Handwraps of Mighty Blows (+3 major striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 40,000 gp ","skill_mod":{},"summary":"As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3086","base_item":["Fist"],"name":"Handwraps of Mighty Blows","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3086"},{"legacy_name":["Handwraps of Mighty Blows"],"primary_source_category":"Rulebooks","usage":"worn gloves","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3086","weakness":{},"price":3500,"legacy_id":["equipment-441"],"trait":["Invested","Magical"],"id":"equipment-3086-3021","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Handwraps of Mighty Blows Source GM Core pg. 290 Usage worn gloves Base Weapon Fist --- As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example , +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead). You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you're using. For example, a property that must be applied to a slashing weapon wouldn't function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack. The entries below list the most typical combinations of fundamental runes. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Handwraps of Mighty Blows (+1) Source GM Core pg. 290, Core Rulebook pg. 611 Price 35 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Handwraps of Mighty Blows (+1 striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 100 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Handwraps of Mighty Blows (+2 striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Handwraps of Mighty Blows (+2 greater striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 2,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Handwraps of Mighty Blows (+3 greater striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 10,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Handwraps of Mighty Blows (+3 major striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 40,000 gp ","skill_mod":{},"summary":"As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3086","base_item":["Fist"],"name":"Handwraps of Mighty Blows (+1)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3086-3021"},{"legacy_name":["Handwraps of Mighty Blows"],"primary_source_category":"Rulebooks","usage":"worn gloves","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3086","weakness":{},"price":10000,"legacy_id":["equipment-441"],"trait":["Invested","Magical"],"id":"equipment-3086-3022","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Handwraps of Mighty Blows Source GM Core pg. 290 Usage worn gloves Base Weapon Fist --- As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example , +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead). You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you're using. For example, a property that must be applied to a slashing weapon wouldn't function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack. The entries below list the most typical combinations of fundamental runes. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Handwraps of Mighty Blows (+1) Source GM Core pg. 290, Core Rulebook pg. 611 Price 35 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Handwraps of Mighty Blows (+1 striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 100 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Handwraps of Mighty Blows (+2 striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Handwraps of Mighty Blows (+2 greater striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 2,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Handwraps of Mighty Blows (+3 greater striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 10,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Handwraps of Mighty Blows (+3 major striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 40,000 gp ","skill_mod":{},"summary":"As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3086","base_item":["Fist"],"name":"Handwraps of Mighty Blows (+1 striking)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3086-3022"},{"legacy_name":["Handwraps of Mighty Blows"],"primary_source_category":"Rulebooks","usage":"worn gloves","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3086","weakness":{},"price":100000,"legacy_id":["equipment-441"],"trait":["Invested","Magical"],"id":"equipment-3086-3023","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Handwraps of Mighty Blows Source GM Core pg. 290 Usage worn gloves Base Weapon Fist --- As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example , +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead). You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you're using. For example, a property that must be applied to a slashing weapon wouldn't function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack. The entries below list the most typical combinations of fundamental runes. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Handwraps of Mighty Blows (+1) Source GM Core pg. 290, Core Rulebook pg. 611 Price 35 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Handwraps of Mighty Blows (+1 striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 100 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Handwraps of Mighty Blows (+2 striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Handwraps of Mighty Blows (+2 greater striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 2,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Handwraps of Mighty Blows (+3 greater striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 10,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Handwraps of Mighty Blows (+3 major striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 40,000 gp ","skill_mod":{},"summary":"As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3086","base_item":["Fist"],"name":"Handwraps of Mighty Blows (+2 striking)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3086-3023"},{"legacy_name":["Handwraps of Mighty Blows"],"primary_source_category":"Rulebooks","usage":"worn gloves","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3086","weakness":{},"price":200000,"legacy_id":["equipment-441"],"trait":["Invested","Magical"],"id":"equipment-3086-3024","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Handwraps of Mighty Blows Source GM Core pg. 290 Usage worn gloves Base Weapon Fist --- As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example , +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead). You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you're using. For example, a property that must be applied to a slashing weapon wouldn't function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack. The entries below list the most typical combinations of fundamental runes. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Handwraps of Mighty Blows (+1) Source GM Core pg. 290, Core Rulebook pg. 611 Price 35 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Handwraps of Mighty Blows (+1 striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 100 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Handwraps of Mighty Blows (+2 striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Handwraps of Mighty Blows (+2 greater striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 2,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Handwraps of Mighty Blows (+3 greater striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 10,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Handwraps of Mighty Blows (+3 major striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 40,000 gp ","skill_mod":{},"summary":"As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3086","base_item":["Fist"],"name":"Handwraps of Mighty Blows (+2 greater striking)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3086-3024"},{"legacy_name":["Handwraps of Mighty Blows"],"primary_source_category":"Rulebooks","usage":"worn gloves","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3086","weakness":{},"price":1000000,"legacy_id":["equipment-441"],"trait":["Invested","Magical"],"id":"equipment-3086-3025","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Handwraps of Mighty Blows Source GM Core pg. 290 Usage worn gloves Base Weapon Fist --- As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example , +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead). You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you're using. For example, a property that must be applied to a slashing weapon wouldn't function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack. The entries below list the most typical combinations of fundamental runes. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Handwraps of Mighty Blows (+1) Source GM Core pg. 290, Core Rulebook pg. 611 Price 35 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Handwraps of Mighty Blows (+1 striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 100 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Handwraps of Mighty Blows (+2 striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Handwraps of Mighty Blows (+2 greater striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 2,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Handwraps of Mighty Blows (+3 greater striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 10,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Handwraps of Mighty Blows (+3 major striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 40,000 gp ","skill_mod":{},"summary":"As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3086","base_item":["Fist"],"name":"Handwraps of Mighty Blows (+3 greater striking)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3086-3025"},{"legacy_name":["Handwraps of Mighty Blows"],"primary_source_category":"Rulebooks","usage":"worn gloves","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3086","weakness":{},"price":4000000,"legacy_id":["equipment-441"],"trait":["Invested","Magical"],"id":"equipment-3086-3026","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Handwraps of Mighty Blows Source GM Core pg. 290 Usage worn gloves Base Weapon Fist --- As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example , +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead). You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you're using. For example, a property that must be applied to a slashing weapon wouldn't function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack. The entries below list the most typical combinations of fundamental runes. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Handwraps of Mighty Blows (+1) Source GM Core pg. 290, Core Rulebook pg. 611 Price 35 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Handwraps of Mighty Blows (+1 striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 100 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Handwraps of Mighty Blows (+2 striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 1,000 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Handwraps of Mighty Blows (+2 greater striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 2,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Handwraps of Mighty Blows (+3 greater striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 10,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Handwraps of Mighty Blows (+3 major striking) Source GM Core pg. 290, Core Rulebook pg. 611 Price 40,000 gp ","skill_mod":{},"summary":"As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3086","base_item":["Fist"],"name":"Handwraps of Mighty Blows (+3 major striking)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3086-3026"},{"item_child_id":["equipment-3087-3027","equipment-3087-3028"],"primary_source_category":"Rulebooks","usage":"worn gloves","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"legacy_id":["equipment-444"],"trait":["Invested","Magical"],"id":"equipment-3087","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Healer's Gloves Source GM Core pg. 290 Usage worn gloves Bulk L --- These clean, white gloves never show signs of blood, even after they're used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks. Activate—Healer's Touch Single Action (manipulate) Frequency once per day; Effect You soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a healing vitality effect. You can't harm undead with this healing. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Healer's Gloves Source GM Core pg. 290, Core Rulebook pg. 612 Price 80 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Healer's Gloves (Greater) Source GM Core pg. 290, Core Rulebook pg. 612 Price 700 gp --- The gloves provide a +2 bonus and restore 4d6+15 Hit Points.","skill_mod":{},"summary":"These clean, white gloves never show signs of blood, even after they're used to stitch up wounds or treat other ailments. They give you a +1 item …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3087","name":"Healer's Gloves","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3087"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3087","weakness":{},"price":8000,"skill":["Medicine"],"legacy_id":["equipment-444"],"trait":["Invested","Magical"],"id":"equipment-3087-3027","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Healer's Gloves Source GM Core pg. 290 Usage worn gloves Bulk L --- These clean, white gloves never show signs of blood, even after they're used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks. Activate—Healer's Touch Single Action (manipulate) Frequency once per day; Effect You soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a healing vitality effect. You can't harm undead with this healing. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Healer's Gloves Source GM Core pg. 290, Core Rulebook pg. 612 Price 80 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Healer's Gloves (Greater) Source GM Core pg. 290, Core Rulebook pg. 612 Price 700 gp --- The gloves provide a +2 bonus and restore 4d6+15 Hit Points.","skill_mod":{},"summary":"These clean, white gloves never show signs of blood, even after they're used to stitch up wounds or treat other ailments. They give you a +1 item …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3087","name":"Healer's Gloves","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3087-3027"},{"legacy_name":["Healer's Gloves"],"primary_source_category":"Rulebooks","usage":"worn gloves","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3087","weakness":{},"price":70000,"skill":["Medicine"],"legacy_id":["equipment-444"],"trait":["Invested","Magical"],"id":"equipment-3087-3028","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Healer's Gloves Source GM Core pg. 290 Usage worn gloves Bulk L --- These clean, white gloves never show signs of blood, even after they're used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks. Activate—Healer's Touch Single Action (manipulate) Frequency once per day; Effect You soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a healing vitality effect. You can't harm undead with this healing. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Healer's Gloves Source GM Core pg. 290, Core Rulebook pg. 612 Price 80 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Healer's Gloves (Greater) Source GM Core pg. 290, Core Rulebook pg. 612 Price 700 gp --- The gloves provide a +2 bonus and restore 4d6+15 Hit Points.","skill_mod":{},"summary":"The gloves provide a +2 bonus and restore 4d6+15 Hit Points.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3087","name":"Healer's Gloves (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3087-3028"},{"primary_source_category":"Rulebooks","usage":"worn shoes","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":300000,"legacy_id":["equipment-735"],"trait":["Fire","Invested","Occult"],"id":"equipment-3088","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Hellfire Boots Source GM Core pg. 290 Price 3,000 gp Usage worn shoes Bulk 1 --- These heavy boots are made of blackened metal and always feel warm to the touch, with streams of glowing embers cascading off their heels. While wearing hellfire boots, you gain resistance 10 to fire damage. Activate—Devil's Dance Two Actions (manipulate) Frequency once per minute; Effect You Stride. Each square you move through during your Stride is scorched with hellish flames, becoming hazardous terrain for 1 minute. A creature that moves through one of these spaces takes 3d6 fire damage.\n","element":["Fire"],"skill_mod":{},"summary":"These heavy boots are made of blackened metal and always feel warm to the touch, with streams of glowing embers cascading off their heels. While …","primary_source":"GM Core","trait_group":["Energy","Elemental","Planar","Monster","Equipment","Tradition"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3088","name":"Hellfire Boots","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3088"},{"item_child_id":["equipment-3089-3029","equipment-3089-3030"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Society","Society","Stealth","Stealth"],"trait":["Invested","Occult"],"id":"equipment-3089","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Humbug Pocket Source GM Core pg. 290 Usage worn --- Fine silk lines this fashionable pocket, which is typically cinched to a belt or tailored into a piece of formal clothing. The pocket can hold no more than one item of light Bulk, plus incidental items of negligible Bulk. The pocket grants you a +2 item bonus to Society and to Stealth checks to Conceal an Object in the pocket. The pocket can produce stationery and writing implements of high quality. When you Create a Forgery, you can use the pocket to produce ideal materials to make the forgery. Any materials must be able to fit through the opening of the pocket, such as a roll of parchment, an inkwell, or a loupe. Though they're excellent tools, they don't have any value if sold and disappear once their function in making a forgery is fulfilled. Activate—Papers Please Single Action (concentrate, manipulate) Frequency once per hour; Effect You create a temporary forgery by imagining the document you need and pulling it from the pocket. Attempt to Create a Forgery of the document you desire, with the GM rolling the secret check as normal. Its quality is based on your check, but the document disintegrates after 1 hour. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Humbug Pocket Source GM Core pg. 290 Price 650 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Humbug Pocket (Greater) Source GM Core pg. 290 Price 12,500 gp --- The item bonus is +3. You can forge up to five documents with Papers Please, but they must serve a similar purpose— five invitations to the same party for different attendees, for example. Attempt only one check for all the documents.","skill_mod":{},"summary":"Fine silk lines this fashionable pocket, which is typically cinched to a belt or tailored into a piece of formal clothing. The pocket can hold no …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3089","name":"Humbug Pocket","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3089"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3089","weakness":{},"price":65000,"skill":["Society","Stealth"],"trait":["Invested","Occult"],"id":"equipment-3089-3029","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Humbug Pocket Source GM Core pg. 290 Usage worn --- Fine silk lines this fashionable pocket, which is typically cinched to a belt or tailored into a piece of formal clothing. The pocket can hold no more than one item of light Bulk, plus incidental items of negligible Bulk. The pocket grants you a +2 item bonus to Society and to Stealth checks to Conceal an Object in the pocket. The pocket can produce stationery and writing implements of high quality. When you Create a Forgery, you can use the pocket to produce ideal materials to make the forgery. Any materials must be able to fit through the opening of the pocket, such as a roll of parchment, an inkwell, or a loupe. Though they're excellent tools, they don't have any value if sold and disappear once their function in making a forgery is fulfilled. Activate—Papers Please Single Action (concentrate, manipulate) Frequency once per hour; Effect You create a temporary forgery by imagining the document you need and pulling it from the pocket. Attempt to Create a Forgery of the document you desire, with the GM rolling the secret check as normal. Its quality is based on your check, but the document disintegrates after 1 hour. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Humbug Pocket Source GM Core pg. 290 Price 650 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Humbug Pocket (Greater) Source GM Core pg. 290 Price 12,500 gp --- The item bonus is +3. You can forge up to five documents with Papers Please, but they must serve a similar purpose— five invitations to the same party for different attendees, for example. Attempt only one check for all the documents.","skill_mod":{},"summary":"Fine silk lines this fashionable pocket, which is typically cinched to a belt or tailored into a piece of formal clothing. The pocket can hold no …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3089","name":"Humbug Pocket","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3089-3029"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3089","weakness":{},"price":1250000,"skill":["Society","Stealth"],"trait":["Invested","Occult"],"id":"equipment-3089-3030","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Humbug Pocket Source GM Core pg. 290 Usage worn --- Fine silk lines this fashionable pocket, which is typically cinched to a belt or tailored into a piece of formal clothing. The pocket can hold no more than one item of light Bulk, plus incidental items of negligible Bulk. The pocket grants you a +2 item bonus to Society and to Stealth checks to Conceal an Object in the pocket. The pocket can produce stationery and writing implements of high quality. When you Create a Forgery, you can use the pocket to produce ideal materials to make the forgery. Any materials must be able to fit through the opening of the pocket, such as a roll of parchment, an inkwell, or a loupe. Though they're excellent tools, they don't have any value if sold and disappear once their function in making a forgery is fulfilled. Activate—Papers Please Single Action (concentrate, manipulate) Frequency once per hour; Effect You create a temporary forgery by imagining the document you need and pulling it from the pocket. Attempt to Create a Forgery of the document you desire, with the GM rolling the secret check as normal. Its quality is based on your check, but the document disintegrates after 1 hour. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Humbug Pocket Source GM Core pg. 290 Price 650 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Humbug Pocket (Greater) Source GM Core pg. 290 Price 12,500 gp --- The item bonus is +3. You can forge up to five documents with Papers Please, but they must serve a similar purpose— five invitations to the same party for different attendees, for example. Attempt only one check for all the documents.","skill_mod":{},"summary":"The item bonus is +3. You can forge up to five documents with Papers Please, but they must serve a similar purpose— five invitations to the same …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3089","name":"Humbug Pocket (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3089-3030"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1900000,"skill":["Crafting"],"legacy_id":["equipment-445"],"trait":["Invested","Magical"],"id":"equipment-3090","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Inexplicable Apparatus Source GM Core pg. 291 Price 19,000 gp Usage worn garment Bulk 2 --- This strange and intricate harness fits snugly to the torso. Once you invest the apparatus, numerous artificial limbs with various tools, clamps, and lenses whirl into action, following your mental commands effortlessly. When using this apparatus, you gain a +3 item bonus to Crafting checks to Craft, Earn Income, and Repair, and you reduce the minimum time required to Craft an item to 1 day. If you succeed at your Crafting check and spend more downtime to continue work on the item after the minimum number of days, each day you spend reduces the remaining raw material cost by an amount based on your level + 1 and your proficiency rank in Crafting; on a critical success, each day reduces the remaining raw material cost by an amount based on your level + 2 and your proficiency rank. If you are 20th level, on a critical success your progress is 50 gp, 100 gp, 200 gp, or 350 gp for trained, expert, master, or legendary proficiency, respectively. Activate—Inexplicable Patch Three Actions (concentrate, manipulate) Frequency once per day; Effect You command the apparatus to magically jury-rig an item you hold or that's within 5 feet of you. The item is repaired, as a 3rd-rank mending spell. This lasts for 10 minutes, after which the item returns to its previous state of disrepair unless you've Repaired it before then.\n","skill_mod":{},"summary":"This strange and intricate harness fits snugly to the torso. Once you invest the apparatus, numerous artificial limbs with various tools, clamps, and …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3090","name":"Inexplicable Apparatus","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3090"},{"primary_source_category":"Rulebooks","usage":"worn belt","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":8000,"skill":["Athletics"],"legacy_id":["equipment-447"],"trait":["Invested","Magical"],"id":"equipment-3091","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Lifting Belt Source GM Core pg. 292 Price 80 gp Usage worn belt Bulk L --- This wide leather belt grants you a +1 item bonus to Athletics checks and increases the amount you can easily carry. You can carry Bulk equal to 6 + your Strength modifier before becoming encumbered, and you can hold and carry a total Bulk up to 11 + your Strength modifier. Activate—Assisted Lift Two Actions (manipulate) Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes—you just ignore that weight. The effect lasts until the end of your next turn.\n","skill_mod":{},"summary":"This wide leather belt grants you a +1 item bonus to Athletics checks and increases the amount you can easily carry. You can carry Bulk equal to 6 + …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3091","name":"Lifting Belt","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3091"},{"legacy_name":["Druid's Vestments"],"item_child_id":["equipment-3092-3031","equipment-3092-3032"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Nature","Nature"],"legacy_id":["equipment-434"],"trait":["Focused","Invested","Plant","Primal"],"id":"equipment-3092","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Living Mantle Source GM Core pg. 292 Usage worn cloak Bulk L --- The base of this cloak is a thick layer of moss, but it slowly picks up native plants from each area it spends time in. You gain a +2 item bonus to Nature checks. You also suffer no effects from severe cold and severe heat. Activate—Druidic Secrets Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast an order spell. If you don't spend this Focus Point by the end of this turn, it is lost. Craft Requirements You are a druid. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Living Mantle Source GM Core pg. 292 Price 1,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Living Mantle (Greater) Source GM Core pg. 292 Price 21,000 gp --- The bonus to Nature checks increases to +3. You also suffer no effects from extreme cold and extreme heat.","skill_mod":{},"summary":"The base of this cloak is a thick layer of moss, but it slowly picks up native plants from each area it spends time in. You gain a +2 item bonus to …","primary_source":"GM Core","trait_group":["Equipment","Creature Type","Tradition","Monster"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3092","name":"Living Mantle","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3092"},{"legacy_name":["Druid's Vestments"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3092","weakness":{},"price":100000,"skill":["Nature"],"legacy_id":["equipment-434"],"trait":["Focused","Invested","Plant","Primal"],"id":"equipment-3092-3031","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Living Mantle Source GM Core pg. 292 Usage worn cloak Bulk L --- The base of this cloak is a thick layer of moss, but it slowly picks up native plants from each area it spends time in. You gain a +2 item bonus to Nature checks. You also suffer no effects from severe cold and severe heat. Activate—Druidic Secrets Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast an order spell. If you don't spend this Focus Point by the end of this turn, it is lost. Craft Requirements You are a druid. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Living Mantle Source GM Core pg. 292 Price 1,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Living Mantle (Greater) Source GM Core pg. 292 Price 21,000 gp --- The bonus to Nature checks increases to +3. You also suffer no effects from extreme cold and extreme heat.","skill_mod":{},"summary":"The base of this cloak is a thick layer of moss, but it slowly picks up native plants from each area it spends time in. You gain a +2 item bonus to …","primary_source":"GM Core","trait_group":["Equipment","Creature Type","Tradition","Monster"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3092","name":"Living Mantle","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3092-3031"},{"legacy_name":["Druid's Vestments"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3092","weakness":{},"price":2100000,"skill":["Nature"],"legacy_id":["equipment-434"],"trait":["Focused","Invested","Plant","Primal"],"id":"equipment-3092-3032","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Living Mantle Source GM Core pg. 292 Usage worn cloak Bulk L --- The base of this cloak is a thick layer of moss, but it slowly picks up native plants from each area it spends time in. You gain a +2 item bonus to Nature checks. You also suffer no effects from severe cold and severe heat. Activate—Druidic Secrets Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast an order spell. If you don't spend this Focus Point by the end of this turn, it is lost. Craft Requirements You are a druid. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Living Mantle Source GM Core pg. 292 Price 1,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Living Mantle (Greater) Source GM Core pg. 292 Price 21,000 gp --- The bonus to Nature checks increases to +3. You also suffer no effects from extreme cold and extreme heat.","skill_mod":{},"summary":"The bonus to Nature checks increases to +3. You also suffer no effects from extreme cold and extreme heat.","primary_source":"GM Core","trait_group":["Equipment","Creature Type","Tradition","Monster"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3092","name":"Living Mantle (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3092-3032"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":50000,"skill":["Diplomacy"],"legacy_id":["equipment-737"],"trait":["Emotion","Invested","Magical","Mental"],"id":"equipment-3093","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Lover's Gloves Source GM Core pg. 292 Price 500 gp Usage worn gloves --- These white silk gloves are adorned in red hearts that glow faintly whenever you are adjacent to someone you feel particularly strongly toward. They buoy your spirit, giving you a +1 item bonus to Diplomacy checks. Activate—Bond Single Action (manipulate) Frequency once per day; Effect You grasp the hands of a willing creature you have strong positive feelings about, regardless of the nature of those feelings. The creature gains a +1 status bonus to saving throws and 10 temporary Hit Points for 10 minutes. If the creature shares your feelings, you gain the same benefits, and for the duration, when you both roll a success on a saving throw against an emotion effect that causes negative emotions, you both get a critical success instead.\n","skill_mod":{},"summary":"These white silk gloves are adorned in red hearts that glow faintly whenever you are adjacent to someone you feel particularly strongly toward. They …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3093","name":"Lover's Gloves","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3093"},{"legacy_name":["Hat of the Magi"],"item_child_id":["equipment-3094-3033","equipment-3094-3034"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Arcana","Arcana"],"legacy_id":["equipment-443"],"trait":["Arcane","Invested"],"id":"equipment-3094","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Mage's Hat Source GM Core pg. 292 Usage worn headwear --- This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and is adorned with symbols or runes. It grants you a +1 item bonus to Arcana checks and allows you to cast the prestidigitation cantrip as an arcane innate cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Mage's Hat Source GM Core pg. 292 Price 50 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Mage's Hat (Greater) Source GM Core pg. 292 Price 650 gp --- This larger, fancier hat grants a +2 bonus and can be activated. Each greater mage's hat has a specific 4th-rank summon spell from the arcane list woven into its fabric, typically summon animal or summon elemental . If you prepare arcane spells, you can change the spell to a different 4th-rank arcane summon spell you know when you invest it. Activate—Hat Spell Cast a Spell Frequency once per day; Effect You doff the hat, causing magical energy to pour from it. You cast the spell stored in the hat.","skill_mod":{},"summary":"This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and is adorned with symbols or runes. It grants you a +1 item …","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3094","name":"Mage's Hat","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3094"},{"legacy_name":["Hat of the Magi"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3094","weakness":{},"price":5000,"skill":["Arcana"],"legacy_id":["equipment-443"],"trait":["Arcane","Invested"],"id":"equipment-3094-3033","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Mage's Hat Source GM Core pg. 292 Usage worn headwear --- This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and is adorned with symbols or runes. It grants you a +1 item bonus to Arcana checks and allows you to cast the prestidigitation cantrip as an arcane innate cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Mage's Hat Source GM Core pg. 292 Price 50 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Mage's Hat (Greater) Source GM Core pg. 292 Price 650 gp --- This larger, fancier hat grants a +2 bonus and can be activated. Each greater mage's hat has a specific 4th-rank summon spell from the arcane list woven into its fabric, typically summon animal or summon elemental . If you prepare arcane spells, you can change the spell to a different 4th-rank arcane summon spell you know when you invest it. Activate—Hat Spell Cast a Spell Frequency once per day; Effect You doff the hat, causing magical energy to pour from it. You cast the spell stored in the hat.","skill_mod":{},"summary":"This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and is adorned with symbols or runes. It grants you a +1 item …","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3094","name":"Mage's Hat","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3094-3033"},{"legacy_name":["Hat of the Magi"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3094","weakness":{},"price":65000,"skill":["Arcana"],"legacy_id":["equipment-443"],"trait":["Arcane","Invested"],"id":"equipment-3094-3034","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Mage's Hat Source GM Core pg. 292 Usage worn headwear --- This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and is adorned with symbols or runes. It grants you a +1 item bonus to Arcana checks and allows you to cast the prestidigitation cantrip as an arcane innate cantrip. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Mage's Hat Source GM Core pg. 292 Price 50 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Mage's Hat (Greater) Source GM Core pg. 292 Price 650 gp --- This larger, fancier hat grants a +2 bonus and can be activated. Each greater mage's hat has a specific 4th-rank summon spell from the arcane list woven into its fabric, typically summon animal or summon elemental . If you prepare arcane spells, you can change the spell to a different 4th-rank arcane summon spell you know when you invest it. Activate—Hat Spell Cast a Spell Frequency once per day; Effect You doff the hat, causing magical energy to pour from it. You cast the spell stored in the hat.","skill_mod":{},"summary":"This larger, fancier hat grants a +2 bonus and can be activated. Each greater mage's hat has a specific 4th-rank summon spell from the arcane list …","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3094","name":"Mage's Hat (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3094-3034"},{"legacy_name":["Hat of Disguise"],"item_child_id":["equipment-3095-3035","equipment-3095-3036"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-442"],"trait":["Invested","Magical"],"id":"equipment-3095","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Masquerade Scarf Source GM Core pg. 292 Usage worn --- This delicately embroidered scarf matches with every outfit and can even complete a costume or disguise with illusions. Activate—Masquerade 1 minute (manipulate) Frequency once per day; Effect You arrange the scarf over your lower face, and it casts a 1st-rank illusory disguise spell on you, which ends immediately if the scarf is removed. You can alter the scarf's appearance or make it invisible as part of the illusory disguise , but it can still be felt if touched. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Masquerade Scarf Source GM Core pg. 292 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Masquerade Scarf (Greater) Source GM Core pg. 292 Price 340 gp --- The activation is a 2-action activity, you can activate it any number of times per day, and the illusory disguise is 2nd rank.","skill_mod":{},"summary":"This delicately embroidered scarf matches with every outfit and can even complete a costume or disguise with illusions. ","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3095","name":"Masquerade Scarf","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3095"},{"legacy_name":["Hat of Disguise"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3095","weakness":{},"price":3000,"legacy_id":["equipment-442"],"trait":["Invested","Magical"],"id":"equipment-3095-3035","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Masquerade Scarf Source GM Core pg. 292 Usage worn --- This delicately embroidered scarf matches with every outfit and can even complete a costume or disguise with illusions. Activate—Masquerade 1 minute (manipulate) Frequency once per day; Effect You arrange the scarf over your lower face, and it casts a 1st-rank illusory disguise spell on you, which ends immediately if the scarf is removed. You can alter the scarf's appearance or make it invisible as part of the illusory disguise , but it can still be felt if touched. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Masquerade Scarf Source GM Core pg. 292 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Masquerade Scarf (Greater) Source GM Core pg. 292 Price 340 gp --- The activation is a 2-action activity, you can activate it any number of times per day, and the illusory disguise is 2nd rank.","skill_mod":{},"summary":"This delicately embroidered scarf matches with every outfit and can even complete a costume or disguise with illusions.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3095","name":"Masquerade Scarf","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3095-3035"},{"legacy_name":["Hat of Disguise"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3095","weakness":{},"price":34000,"legacy_id":["equipment-442"],"trait":["Invested","Magical"],"id":"equipment-3095-3036","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Masquerade Scarf Source GM Core pg. 292 Usage worn --- This delicately embroidered scarf matches with every outfit and can even complete a costume or disguise with illusions. Activate—Masquerade 1 minute (manipulate) Frequency once per day; Effect You arrange the scarf over your lower face, and it casts a 1st-rank illusory disguise spell on you, which ends immediately if the scarf is removed. You can alter the scarf's appearance or make it invisible as part of the illusory disguise , but it can still be felt if touched. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Masquerade Scarf Source GM Core pg. 292 Price 30 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Masquerade Scarf (Greater) Source GM Core pg. 292 Price 340 gp --- The activation is a 2-action activity, you can activate it any number of times per day, and the illusory disguise is 2nd rank.","skill_mod":{},"summary":"The activation is a 2-action activity, you can activate it any number of times per day, and the illusory disguise is 2nd rank.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3095","name":"Masquerade Scarf (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3095-3036"},{"item_child_id":["equipment-3096-3037","equipment-3096-3038"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"legacy_id":["equipment-448"],"trait":["Invested","Magical"],"id":"equipment-3096","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Messenger's Ring Source GM Core pg. 292 Usage worn --- This silver signet ring changes to match the insignia of a leader or organization you serve (or your own face, if you serve no one else). It grants you a +2 item bonus to Diplomacy checks and lets you cast message as an arcane innate spell at will. Activate—Dispatch Messenger 1 minute (concentrate) Frequency once per day; Effect The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the leader or organization represented by the ring. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Messenger's Ring Source GM Core pg. 292, Core Rulebook pg. 613 Price 700 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Messenger's Ring (Greater) Source GM Core pg. 292, Core Rulebook pg. 613 Price 13,500 gp --- The ring grants a +3 bonus and can be activated in an additional way. Activate—Sending Three Actions (concentrate) Frequency once per hour; Effect The ring casts sending to your specifications.","skill_mod":{},"summary":"This silver signet ring changes to match the insignia of a leader or organization you serve (or your own face, if you serve no one else). It grants …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3096","name":"Messenger's Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3096"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3096","weakness":{},"price":70000,"skill":["Diplomacy"],"legacy_id":["equipment-448"],"trait":["Invested","Magical"],"id":"equipment-3096-3037","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Messenger's Ring Source GM Core pg. 292 Usage worn --- This silver signet ring changes to match the insignia of a leader or organization you serve (or your own face, if you serve no one else). It grants you a +2 item bonus to Diplomacy checks and lets you cast message as an arcane innate spell at will. Activate—Dispatch Messenger 1 minute (concentrate) Frequency once per day; Effect The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the leader or organization represented by the ring. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Messenger's Ring Source GM Core pg. 292, Core Rulebook pg. 613 Price 700 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Messenger's Ring (Greater) Source GM Core pg. 292, Core Rulebook pg. 613 Price 13,500 gp --- The ring grants a +3 bonus and can be activated in an additional way. Activate—Sending Three Actions (concentrate) Frequency once per hour; Effect The ring casts sending to your specifications.","skill_mod":{},"summary":"This silver signet ring changes to match the insignia of a leader or organization you serve (or your own face, if you serve no one else). It grants …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3096","name":"Messenger's Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3096-3037"},{"legacy_name":["Messenger's Ring"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3096","weakness":{},"price":1350000,"skill":["Diplomacy"],"legacy_id":["equipment-448"],"trait":["Invested","Magical"],"id":"equipment-3096-3038","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Messenger's Ring Source GM Core pg. 292 Usage worn --- This silver signet ring changes to match the insignia of a leader or organization you serve (or your own face, if you serve no one else). It grants you a +2 item bonus to Diplomacy checks and lets you cast message as an arcane innate spell at will. Activate—Dispatch Messenger 1 minute (concentrate) Frequency once per day; Effect The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the leader or organization represented by the ring. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Messenger's Ring Source GM Core pg. 292, Core Rulebook pg. 613 Price 700 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Messenger's Ring (Greater) Source GM Core pg. 292, Core Rulebook pg. 613 Price 13,500 gp --- The ring grants a +3 bonus and can be activated in an additional way. Activate—Sending Three Actions (concentrate) Frequency once per hour; Effect The ring casts sending to your specifications.","skill_mod":{},"summary":"The ring grants a +3 bonus and can be activated in an additional way.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3096","name":"Messenger's Ring (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3096-3038"},{"legacy_name":["Goggles of Night"],"item_child_id":["equipment-3097-3039","equipment-3097-3040","equipment-3097-3041"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-438"],"trait":["Invested","Magical"],"id":"equipment-3097","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Obsidian Goggles Source GM Core pg. 293 Usage worn eyepiece --- The sleek, black lenses of these goggles somehow make everything seem more brightly lit. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight. Activate—Darkvision Single Action (manipulate) Frequency once per day; Effect Adjusting your goggles, you gain darkvision for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Obsidian Goggles Source GM Core pg. 293 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Obsidian Goggles (Greater) Source GM Core pg. 293 Price 1,250 gp --- The item bonus is +2, the goggles can be activated any number of times per day, and the activation lasts until you deactivate it as an Interact action or the item is no longer invested by you, whichever comes first. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Obsidian Goggles (Major) Source GM Core pg. 293 Price 20,000 gp --- The item bonus is +3, the goggles can be activated any number of times per day, the activation grants greater darkvision, and the activation lasts until you deactivate it as an Interact action or the item is no longer invested by you, whichever comes first.","skill_mod":{},"summary":"The sleek, black lenses of these goggles somehow make everything seem more brightly lit. While wearing the goggles, you gain a +1 item bonus to …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3097","name":"Obsidian Goggles","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3097"},{"legacy_name":["Goggles of Night"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3097","weakness":{},"price":15000,"legacy_id":["equipment-438"],"trait":["Invested","Magical"],"id":"equipment-3097-3039","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Obsidian Goggles Source GM Core pg. 293 Usage worn eyepiece --- The sleek, black lenses of these goggles somehow make everything seem more brightly lit. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight. Activate—Darkvision Single Action (manipulate) Frequency once per day; Effect Adjusting your goggles, you gain darkvision for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Obsidian Goggles Source GM Core pg. 293 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Obsidian Goggles (Greater) Source GM Core pg. 293 Price 1,250 gp --- The item bonus is +2, the goggles can be activated any number of times per day, and the activation lasts until you deactivate it as an Interact action or the item is no longer invested by you, whichever comes first. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Obsidian Goggles (Major) Source GM Core pg. 293 Price 20,000 gp --- The item bonus is +3, the goggles can be activated any number of times per day, the activation grants greater darkvision, and the activation lasts until you deactivate it as an Interact action or the item is no longer invested by you, whichever comes first.","skill_mod":{},"summary":"The sleek, black lenses of these goggles somehow make everything seem more brightly lit. While wearing the goggles, you gain a +1 item bonus to …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3097","name":"Obsidian Goggles","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3097-3039"},{"legacy_name":["Goggles of Night"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3097","weakness":{},"price":125000,"legacy_id":["equipment-438"],"trait":["Invested","Magical"],"id":"equipment-3097-3040","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Obsidian Goggles Source GM Core pg. 293 Usage worn eyepiece --- The sleek, black lenses of these goggles somehow make everything seem more brightly lit. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight. Activate—Darkvision Single Action (manipulate) Frequency once per day; Effect Adjusting your goggles, you gain darkvision for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Obsidian Goggles Source GM Core pg. 293 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Obsidian Goggles (Greater) Source GM Core pg. 293 Price 1,250 gp --- The item bonus is +2, the goggles can be activated any number of times per day, and the activation lasts until you deactivate it as an Interact action or the item is no longer invested by you, whichever comes first. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Obsidian Goggles (Major) Source GM Core pg. 293 Price 20,000 gp --- The item bonus is +3, the goggles can be activated any number of times per day, the activation grants greater darkvision, and the activation lasts until you deactivate it as an Interact action or the item is no longer invested by you, whichever comes first.","skill_mod":{},"summary":"The item bonus is +2, the goggles can be activated any number of times per day, and the activation lasts until you deactivate it as an Interact …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3097","name":"Obsidian Goggles (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3097-3040"},{"legacy_name":["Goggles of Night"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3097","weakness":{},"price":2000000,"legacy_id":["equipment-438"],"trait":["Invested","Magical"],"id":"equipment-3097-3041","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Obsidian Goggles Source GM Core pg. 293 Usage worn eyepiece --- The sleek, black lenses of these goggles somehow make everything seem more brightly lit. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight. Activate—Darkvision Single Action (manipulate) Frequency once per day; Effect Adjusting your goggles, you gain darkvision for 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Obsidian Goggles Source GM Core pg. 293 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Obsidian Goggles (Greater) Source GM Core pg. 293 Price 1,250 gp --- The item bonus is +2, the goggles can be activated any number of times per day, and the activation lasts until you deactivate it as an Interact action or the item is no longer invested by you, whichever comes first. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Obsidian Goggles (Major) Source GM Core pg. 293 Price 20,000 gp --- The item bonus is +3, the goggles can be activated any number of times per day, the activation grants greater darkvision, and the activation lasts until you deactivate it as an Interact action or the item is no longer invested by you, whichever comes first.","skill_mod":{},"summary":"The item bonus is +3, the goggles can be activated any number of times per day, the activation grants greater darkvision , and the activation lasts …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3097","name":"Obsidian Goggles (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3097-3041"},{"item_child_id":["equipment-3098-3042","equipment-3098-3043"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Occultism","Occultism"],"legacy_id":["equipment-450"],"trait":["Invested","Occult"],"id":"equipment-3098","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Pendant of the Occult Source GM Core pg. 293 Usage worn --- This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the guidance cantrip as an occult innate spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Pendant of the Occult Source GM Core pg. 293, Core Rulebook pg. 613 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Pendant of the Occult (Greater) Source GM Core pg. 293, Core Rulebook pg. 613 Price 650 gp --- The pendant grants a +2 item bonus and can be activated. Activate—Dream Message (concentrate, manipulate) Frequency once per day; Effect You cast a 4th-rank dream message spell.","skill_mod":{},"summary":"This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3098","name":"Pendant of the Occult","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3098"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3098","weakness":{},"price":6000,"skill":["Occultism"],"legacy_id":["equipment-450"],"trait":["Invested","Occult"],"id":"equipment-3098-3042","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Pendant of the Occult Source GM Core pg. 293 Usage worn --- This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the guidance cantrip as an occult innate spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Pendant of the Occult Source GM Core pg. 293, Core Rulebook pg. 613 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Pendant of the Occult (Greater) Source GM Core pg. 293, Core Rulebook pg. 613 Price 650 gp --- The pendant grants a +2 item bonus and can be activated. Activate—Dream Message (concentrate, manipulate) Frequency once per day; Effect You cast a 4th-rank dream message spell.","skill_mod":{},"summary":"This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3098","name":"Pendant of the Occult","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3098-3042"},{"legacy_name":["Pendant of the Occult"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3098","weakness":{},"price":65000,"skill":["Occultism"],"legacy_id":["equipment-450"],"trait":["Invested","Occult"],"id":"equipment-3098-3043","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Pendant of the Occult Source GM Core pg. 293 Usage worn --- This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the guidance cantrip as an occult innate spell. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Pendant of the Occult Source GM Core pg. 293, Core Rulebook pg. 613 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Pendant of the Occult (Greater) Source GM Core pg. 293, Core Rulebook pg. 613 Price 650 gp --- The pendant grants a +2 item bonus and can be activated. Activate—Dream Message (concentrate, manipulate) Frequency once per day; Effect You cast a 4th-rank dream message spell.","skill_mod":{},"summary":"The pendant grants a +2 item bonus and can be activated.","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3098","name":"Pendant of the Occult (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3098-3043"},{"item_child_id":["equipment-3099-3044","equipment-3099-3045"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Performance","Performance"],"legacy_id":["equipment-451"],"trait":["Fortune","Invested","Magical"],"id":"equipment-3099","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Persona Mask Source GM Core pg. 293 Usage worn mask --- Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +1 item bonus to Performance checks while acting, orating, performing comedy, or singing. Activate—Assume Role Single Action (concentrate) Effect You change the mask's appearance into an artistic rendition of a dramatic character of your choice. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Persona Mask Source GM Core pg. 293, Core Rulebook pg. 613 Price 50 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Persona Mask (Greater) Source GM Core pg. 293, Core Rulebook pg. 613 Price 650 gp --- The mask grants a +2 bonus and gains another activation. Activate—Sacrifice Role Reaction (concentrate, fortune) Frequency once per day; Trigger You fail a Performance check that benefits from the mask's bonus; Effect You change the mask's character and reroll the Performance check, using the second result. ","skill_mod":{},"summary":"Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +1 item bonus to Performance …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3099","name":"Persona Mask","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3099"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3099","weakness":{},"price":5000,"skill":["Performance"],"legacy_id":["equipment-451"],"trait":["Fortune","Invested","Magical"],"id":"equipment-3099-3044","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Persona Mask Source GM Core pg. 293 Usage worn mask --- Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +1 item bonus to Performance checks while acting, orating, performing comedy, or singing. Activate—Assume Role Single Action (concentrate) Effect You change the mask's appearance into an artistic rendition of a dramatic character of your choice. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Persona Mask Source GM Core pg. 293, Core Rulebook pg. 613 Price 50 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Persona Mask (Greater) Source GM Core pg. 293, Core Rulebook pg. 613 Price 650 gp --- The mask grants a +2 bonus and gains another activation. Activate—Sacrifice Role Reaction (concentrate, fortune) Frequency once per day; Trigger You fail a Performance check that benefits from the mask's bonus; Effect You change the mask's character and reroll the Performance check, using the second result. ","skill_mod":{},"summary":"Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +1 item bonus to Performance …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3099","name":"Persona Mask","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3099-3044"},{"legacy_name":["Persona Mask"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3099","weakness":{},"price":65000,"skill":["Performance"],"legacy_id":["equipment-451"],"trait":["Fortune","Invested","Magical"],"id":"equipment-3099-3045","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Persona Mask Source GM Core pg. 293 Usage worn mask --- Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +1 item bonus to Performance checks while acting, orating, performing comedy, or singing. Activate—Assume Role Single Action (concentrate) Effect You change the mask's appearance into an artistic rendition of a dramatic character of your choice. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Persona Mask Source GM Core pg. 293, Core Rulebook pg. 613 Price 50 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Persona Mask (Greater) Source GM Core pg. 293, Core Rulebook pg. 613 Price 650 gp --- The mask grants a +2 bonus and gains another activation. Activate—Sacrifice Role Reaction (concentrate, fortune) Frequency once per day; Trigger You fail a Performance check that benefits from the mask's bonus; Effect You change the mask's character and reroll the Performance check, using the second result. ","skill_mod":{},"summary":"The mask grants a +2 bonus and gains another activation.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3099","name":"Persona Mask (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3099-3045"},{"item_child_id":["equipment-3100-3046","equipment-3100-3047"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Nature","Nature"],"legacy_id":["equipment-263"],"trait":["Invested","Magical"],"id":"equipment-3100","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Primeval Mistletoe Source GM Core pg. 294 Usage worn --- This sprig of berry-festooned holly and mistletoe doesn't wilt or rot. It can be used as a primal locus, and it grants a +1 item bonus to Nature checks while you wear it. Activate—Anoint Two Actions (manipulate) Frequency once per 10 minutes; Effect You squeeze juice from one of the berries and smear it onto a weapon made primarily of wood to cast runic weapon on it, or onto a creature to cast runic body on it. Activate—Bind Two Actions (manipulate) Frequency once per day; Effect You touch the sprig, then a tree to cast one with plants upon yourself, turning into a vine on the touched tree. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Primeval Mistletoe Source GM Core pg. 294, Core Rulebook pg. 574 Price 230 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Primeval Mistletoe (Greater) Source GM Core pg. 294, Core Rulebook pg. 574 Price 3,900 gp --- The sprig grants a +2 item bonus to Nature checks, the spell from Anoint is heightened to 6th rank, and the sprig can be activated in one additional way: Activate—Cultivate Two Actions (manipulate) Frequency once per day; Effect You plant the greater primeval mistletoe into an area of natural earth or stone. Once planted, the plant immediately sprouts into an area of holly bushes that don't impede movement and that pulse with vitality energy, replicating the effects of a field of life spell. You can Sustain the activation up to 1 minute. When this magic ends, the holly bushes revert back into the original greater primeval mistletoe .","skill_mod":{},"summary":"This sprig of berry-festooned holly and mistletoe doesn't wilt or rot. It can be used as a primal locus, and it grants a +1 item bonus to Nature …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3100","name":"Primeval Mistletoe","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3100"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3100","weakness":{},"price":23000,"skill":["Nature"],"legacy_id":["equipment-263"],"trait":["Invested","Magical"],"id":"equipment-3100-3046","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Primeval Mistletoe Source GM Core pg. 294 Usage worn --- This sprig of berry-festooned holly and mistletoe doesn't wilt or rot. It can be used as a primal locus, and it grants a +1 item bonus to Nature checks while you wear it. Activate—Anoint Two Actions (manipulate) Frequency once per 10 minutes; Effect You squeeze juice from one of the berries and smear it onto a weapon made primarily of wood to cast runic weapon on it, or onto a creature to cast runic body on it. Activate—Bind Two Actions (manipulate) Frequency once per day; Effect You touch the sprig, then a tree to cast one with plants upon yourself, turning into a vine on the touched tree. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Primeval Mistletoe Source GM Core pg. 294, Core Rulebook pg. 574 Price 230 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Primeval Mistletoe (Greater) Source GM Core pg. 294, Core Rulebook pg. 574 Price 3,900 gp --- The sprig grants a +2 item bonus to Nature checks, the spell from Anoint is heightened to 6th rank, and the sprig can be activated in one additional way: Activate—Cultivate Two Actions (manipulate) Frequency once per day; Effect You plant the greater primeval mistletoe into an area of natural earth or stone. Once planted, the plant immediately sprouts into an area of holly bushes that don't impede movement and that pulse with vitality energy, replicating the effects of a field of life spell. You can Sustain the activation up to 1 minute. When this magic ends, the holly bushes revert back into the original greater primeval mistletoe .","skill_mod":{},"summary":"This sprig of berry-festooned holly and mistletoe doesn't wilt or rot. It can be used as a primal locus, and it grants a +1 item bonus to Nature …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3100","name":"Primeval Mistletoe","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3100-3046"},{"legacy_name":["Primeval Mistletoe"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3100","weakness":{},"price":390000,"skill":["Nature"],"legacy_id":["equipment-263"],"trait":["Invested","Magical"],"id":"equipment-3100-3047","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Primeval Mistletoe Source GM Core pg. 294 Usage worn --- This sprig of berry-festooned holly and mistletoe doesn't wilt or rot. It can be used as a primal locus, and it grants a +1 item bonus to Nature checks while you wear it. Activate—Anoint Two Actions (manipulate) Frequency once per 10 minutes; Effect You squeeze juice from one of the berries and smear it onto a weapon made primarily of wood to cast runic weapon on it, or onto a creature to cast runic body on it. Activate—Bind Two Actions (manipulate) Frequency once per day; Effect You touch the sprig, then a tree to cast one with plants upon yourself, turning into a vine on the touched tree. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Primeval Mistletoe Source GM Core pg. 294, Core Rulebook pg. 574 Price 230 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Primeval Mistletoe (Greater) Source GM Core pg. 294, Core Rulebook pg. 574 Price 3,900 gp --- The sprig grants a +2 item bonus to Nature checks, the spell from Anoint is heightened to 6th rank, and the sprig can be activated in one additional way: Activate—Cultivate Two Actions (manipulate) Frequency once per day; Effect You plant the greater primeval mistletoe into an area of natural earth or stone. Once planted, the plant immediately sprouts into an area of holly bushes that don't impede movement and that pulse with vitality energy, replicating the effects of a field of life spell. You can Sustain the activation up to 1 minute. When this magic ends, the holly bushes revert back into the original greater primeval mistletoe .","skill_mod":{},"summary":"The sprig grants a +2 item bonus to Nature checks, the spell from Anoint is heightened to 6th rank, and the sprig can be activated in one additional …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3100","name":"Primeval Mistletoe (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3100-3047"},{"legacy_name":["Boots of Speed"],"primary_source_category":"Rulebooks","usage":"worn shoes","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":300000,"legacy_id":["equipment-414"],"trait":["Invested","Magical"],"id":"equipment-3101","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Propulsive Boots Source GM Core pg. 294 Price 3,000 gp Usage worn shoes Bulk L --- These sleek red boots make your legs feel like they're bursting with energy. You gain a +5-foot item bonus to your land Speed and to any climb or swim Speeds you have. Activate—Quickening Stomp Single Action (manipulate) Frequency once per day; Effect You stomp three times and gain the quickened condition for 1 minute. You can use the extra action to Stride, Climb, or Swim. (You must still attempt an Athletics check for the Climb and Swim actions unless you have the appropriate movement type.)\n","skill_mod":{},"summary":"These sleek red boots make your legs feel like they're bursting with energy. You gain a +5-foot item bonus to your land Speed and to any climb or …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3101","name":"Propulsive Boots","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3101"},{"legacy_name":["Gloves of Storing"],"item_child_id":["equipment-3102-3048","equipment-3102-3049","equipment-3102-3050"],"primary_source_category":"Rulebooks","usage":"worn belt","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-437"],"trait":["Extradimensional","Invested","Magical","Uncommon"],"id":"equipment-3102","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Retrieval Belt Source GM Core pg. 294 Usage worn belt --- This belt is covered in small pouches that clasp with buttons of painstakingly carved stone. The belt is tied to an extradimensional space that can hold one item of 1 Bulk or less. Anyone holding the belt can sense its contents, but only those who've invested it can store or retrieve items. Many retrieval belts are found with an item already inside. Activate—Store Item Single Action (manipulate) Requirements There is room for an item in the belt; Effect One item you're holding with a Bulk of 1 or less vanishes into the belt's extradimensional space. Activate—Retrieve Item Free Action (manipulate) Requirements An item is stored in the belt and you have a free hand; Effect The item stored in the belt appears in your hand. Neither Store Item nor Retrieve Item can be activated again for 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Retrieval Belt Source GM Core pg. 294 Price 340 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Retrieval Belt (Greater) Source GM Core pg. 294 Price 600 gp --- The belt can store up to three items at a time. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Retrieval Belt (Major) Source GM Core pg. 294 Price 2,500 gp --- The belt can store up to 10 items at a time.","skill_mod":{},"summary":"This belt is covered in small pouches that clasp with buttons of painstakingly carved stone. The belt is tied to an extradimensional space that can …","primary_source":"GM Core","trait_group":["Mechanics","Equipment","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3102","name":"Retrieval Belt","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3102"},{"legacy_name":["Gloves of Storing"],"primary_source_category":"Rulebooks","usage":"worn belt","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3102","weakness":{},"price":34000,"legacy_id":["equipment-437"],"trait":["Extradimensional","Invested","Magical","Uncommon"],"id":"equipment-3102-3048","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Retrieval Belt Source GM Core pg. 294 Usage worn belt --- This belt is covered in small pouches that clasp with buttons of painstakingly carved stone. The belt is tied to an extradimensional space that can hold one item of 1 Bulk or less. Anyone holding the belt can sense its contents, but only those who've invested it can store or retrieve items. Many retrieval belts are found with an item already inside. Activate—Store Item Single Action (manipulate) Requirements There is room for an item in the belt; Effect One item you're holding with a Bulk of 1 or less vanishes into the belt's extradimensional space. Activate—Retrieve Item Free Action (manipulate) Requirements An item is stored in the belt and you have a free hand; Effect The item stored in the belt appears in your hand. Neither Store Item nor Retrieve Item can be activated again for 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Retrieval Belt Source GM Core pg. 294 Price 340 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Retrieval Belt (Greater) Source GM Core pg. 294 Price 600 gp --- The belt can store up to three items at a time. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Retrieval Belt (Major) Source GM Core pg. 294 Price 2,500 gp --- The belt can store up to 10 items at a time.","skill_mod":{},"summary":"This belt is covered in small pouches that clasp with buttons of painstakingly carved stone. The belt is tied to an extradimensional space that can …","primary_source":"GM Core","trait_group":["Mechanics","Equipment","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3102","name":"Retrieval Belt","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3102-3048"},{"legacy_name":["Gloves of Storing"],"primary_source_category":"Rulebooks","usage":"worn belt","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3102","weakness":{},"price":60000,"legacy_id":["equipment-437"],"trait":["Extradimensional","Invested","Magical","Uncommon"],"id":"equipment-3102-3049","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Retrieval Belt Source GM Core pg. 294 Usage worn belt --- This belt is covered in small pouches that clasp with buttons of painstakingly carved stone. The belt is tied to an extradimensional space that can hold one item of 1 Bulk or less. Anyone holding the belt can sense its contents, but only those who've invested it can store or retrieve items. Many retrieval belts are found with an item already inside. Activate—Store Item Single Action (manipulate) Requirements There is room for an item in the belt; Effect One item you're holding with a Bulk of 1 or less vanishes into the belt's extradimensional space. Activate—Retrieve Item Free Action (manipulate) Requirements An item is stored in the belt and you have a free hand; Effect The item stored in the belt appears in your hand. Neither Store Item nor Retrieve Item can be activated again for 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Retrieval Belt Source GM Core pg. 294 Price 340 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Retrieval Belt (Greater) Source GM Core pg. 294 Price 600 gp --- The belt can store up to three items at a time. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Retrieval Belt (Major) Source GM Core pg. 294 Price 2,500 gp --- The belt can store up to 10 items at a time.","skill_mod":{},"summary":"The belt can store up to three items at a time.","primary_source":"GM Core","trait_group":["Mechanics","Equipment","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3102","name":"Retrieval Belt (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3102-3049"},{"legacy_name":["Gloves of Storing"],"primary_source_category":"Rulebooks","usage":"worn belt","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3102","weakness":{},"price":250000,"legacy_id":["equipment-437"],"trait":["Extradimensional","Invested","Magical","Uncommon"],"id":"equipment-3102-3050","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Retrieval Belt Source GM Core pg. 294 Usage worn belt --- This belt is covered in small pouches that clasp with buttons of painstakingly carved stone. The belt is tied to an extradimensional space that can hold one item of 1 Bulk or less. Anyone holding the belt can sense its contents, but only those who've invested it can store or retrieve items. Many retrieval belts are found with an item already inside. Activate—Store Item Single Action (manipulate) Requirements There is room for an item in the belt; Effect One item you're holding with a Bulk of 1 or less vanishes into the belt's extradimensional space. Activate—Retrieve Item Free Action (manipulate) Requirements An item is stored in the belt and you have a free hand; Effect The item stored in the belt appears in your hand. Neither Store Item nor Retrieve Item can be activated again for 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Retrieval Belt Source GM Core pg. 294 Price 340 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Retrieval Belt (Greater) Source GM Core pg. 294 Price 600 gp --- The belt can store up to three items at a time. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Retrieval Belt (Major) Source GM Core pg. 294 Price 2,500 gp --- The belt can store up to 10 items at a time.","skill_mod":{},"summary":"The belt can store up to 10 items at a time.","primary_source":"GM Core","trait_group":["Mechanics","Equipment","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3102","name":"Retrieval Belt (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3102-3050"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":175000,"legacy_id":["equipment-453"],"trait":["Invested","Magical"],"id":"equipment-3103","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Ring of Climbing Source GM Core pg. 294 Price 1,750 gp Usage worn --- Claw-like prongs on this thick golden band bears extend to dig deep into sheer surfaces when you are Climbing. This ring grants you a climb Speed equal to half your land Speed. Penalties to your Speed (including those from your armor) apply before halving. ","skill_mod":{},"summary":"Claw-like prongs on this thick golden band bears extend to dig deep into sheer surfaces when you are Climbing. This ring grants you a climb Speed …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3103","name":"Ring of Climbing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3103"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":85000,"skill":["Deception"],"legacy_id":["equipment-456"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3104","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Ring of Lies Source GM Core pg. 294 Price 850 gp Usage worn --- This plain silver ring has an almost oily sheen. While wearing the ring, you gain a +2 item bonus to Deception checks. Activate—Sweeten Lies Two Actions (manipulate) Frequency once per day; Effect Snapping your fingers on the hand that wears the ring causes the ring to cast honeyed words on you with no visual manifestations of a spell being cast.\n","skill_mod":{},"summary":"This plain silver ring has an almost oily sheen. While wearing the ring, you gain a +2 item bonus to Deception checks. ","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3104","name":"Ring of Lies","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3104"},{"item_child_id":["equipment-3105-3051","equipment-3105-3052"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"trait":["Arcane","Invested"],"id":"equipment-3105","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ring of Sigils Source GM Core pg. 294 Usage worn --- This silver band is carved with the personal sigils of different individuals, adding one to represent you when you invest it. The ring allows you to cast sigil as an arcane innate cantrip. Activate—Track Sigil Single Action (manipulate) Frequency once per 10 minutes; Effect You detect the general direction toward the most recent sigil you created using the ring. This activation fails if the sigil is more than 5 miles away or if there's lead or running water between you and the sigil . <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ring of Sigils Source GM Core pg. 294 Price 20 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Ring of Sigils (Greater) Source GM Core pg. 294 Price 225 gp --- When you use Track Sigil, the maximum range is 100 miles. In addition, if the sigil was placed on a living creature, you also determine whether the creature is alive, its distance from you, and any conditions affecting it.","skill_mod":{},"summary":"This silver band is carved with the personal sigils of different individuals, adding one to represent you when you invest it. The ring allows you to …","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3105","name":"Ring of Sigils","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3105"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3105","weakness":{},"price":2000,"trait":["Arcane","Invested"],"id":"equipment-3105-3051","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ring of Sigils Source GM Core pg. 294 Usage worn --- This silver band is carved with the personal sigils of different individuals, adding one to represent you when you invest it. The ring allows you to cast sigil as an arcane innate cantrip. Activate—Track Sigil Single Action (manipulate) Frequency once per 10 minutes; Effect You detect the general direction toward the most recent sigil you created using the ring. This activation fails if the sigil is more than 5 miles away or if there's lead or running water between you and the sigil . <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ring of Sigils Source GM Core pg. 294 Price 20 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Ring of Sigils (Greater) Source GM Core pg. 294 Price 225 gp --- When you use Track Sigil, the maximum range is 100 miles. In addition, if the sigil was placed on a living creature, you also determine whether the creature is alive, its distance from you, and any conditions affecting it.","skill_mod":{},"summary":"This silver band is carved with the personal sigils of different individuals, adding one to represent you when you invest it. The ring allows you to …","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3105","name":"Ring of Sigils","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3105-3051"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3105","weakness":{},"price":22500,"trait":["Arcane","Invested"],"id":"equipment-3105-3052","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ring of Sigils Source GM Core pg. 294 Usage worn --- This silver band is carved with the personal sigils of different individuals, adding one to represent you when you invest it. The ring allows you to cast sigil as an arcane innate cantrip. Activate—Track Sigil Single Action (manipulate) Frequency once per 10 minutes; Effect You detect the general direction toward the most recent sigil you created using the ring. This activation fails if the sigil is more than 5 miles away or if there's lead or running water between you and the sigil . <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ring of Sigils Source GM Core pg. 294 Price 20 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Ring of Sigils (Greater) Source GM Core pg. 294 Price 225 gp --- When you use Track Sigil, the maximum range is 100 miles. In addition, if the sigil was placed on a living creature, you also determine whether the creature is alive, its distance from you, and any conditions affecting it.","skill_mod":{},"summary":"When you use Track Sigil, the maximum range is 100 miles. In addition, if the sigil was placed on a living creature, you also determine whether the …","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3105","name":"Ring of Sigils (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3105-3052"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":32500,"legacy_id":["equipment-459"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3106","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Ring of Sustenance Source GM Core pg. 294 Price 325 gp Usage worn --- This polished wooden ring constantly refreshes your body and mind. You don't need to eat or drink while wearing it, and you need only 2 hours of sleep per day to gain the benefits of 8 hours of sleep. A ring of sustenance doesn't function until it's been worn and invested continuously for a week. Removing it resets this interval.\n","skill_mod":{},"summary":"This polished wooden ring constantly refreshes your body and mind. You don't need to eat or drink while wearing it, and you need only 2 hours of …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3106","name":"Ring of Sustenance","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3106"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":175000,"legacy_id":["equipment-460"],"trait":["Invested","Magical"],"id":"equipment-3107","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Ring of Swimming Source GM Core pg. 295 Price 1,750 gp Usage worn --- This blue metal ring grants you a swim Speed equal to half your land Speed. Penalties to your Speed (including from your armor) apply before halving.\n","skill_mod":{},"summary":"This blue metal ring grants you a swim Speed equal to half your land Speed. Penalties to your Speed (including from your armor) apply before halving.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3107","name":"Ring of Swimming","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3107"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":100000,"legacy_id":["equipment-1073"],"trait":["Invested","Magical"],"id":"equipment-3108","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Shadow Signet Source GM Core pg. 295 Price 1,000 gp Usage worn --- This obsidian ring allows you to partially warp your spells through the Netherworld, allowing them to strike directly at a target's body. Activate Free Action (concentrate, spellshape) Effect If your next action is to Cast a Spell that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell attack roll against that defense instead of AC. If the spell has multiple targets, the choice of DC applies to all of them.\n","skill_mod":{},"summary":"This obsidian ring allows you to partially warp your spells through the Netherworld, allowing them to strike directly at a target's body. ","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3108","name":"Shadow Signet","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3108"},{"item_child_id":["equipment-3109-3053","equipment-3109-3054","equipment-3109-3055"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Religion","Religion","Religion"],"trait":["Divine","Invested","Light"],"id":"equipment-3109","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Shining Symbol Source GM Core pg. 295 Usage worn --- If you worship a deity, this golden amulet transforms into your deity's religious symbol when you invest it. You gain a +1 item bonus to Religion. The symbol casts dim light in a 20-foot emanation. Activate—Spiritual Light Two Actions (concentrate, light, revelation) Frequency once per day; Effect The light cast by the symbol becomes bright light for 10 minutes and shines through bodies to reveal hints of the spirits within. Creatures in the light receive a –1 status penalty to Deception and Stealth checks. You can Dismiss this activation. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Shining Symbol Source GM Core pg. 295 Price 55 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Shining Symbol (Greater) Source GM Core pg. 295 Price 650 gp --- The bonus to Religion is +2. Spiritual Light's penalty is –2, and while it's active your enemies in the light gain weakness 5 to spirit damage <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Shining Symbol (Major) Source GM Core pg. 295 Price 13,500 gp --- The bonus to Religion is +3. Spiritual Light's penalty is –3, and while it's active your enemies in the light gain weakness 10 to spirit damage.","skill_mod":{},"summary":"If you worship a deity, this golden amulet transforms into your deity's religious symbol when you invest it. You gain a +1 item bonus to Religion. …","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3109","name":"Shining Symbol","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3109"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3109","weakness":{},"price":5500,"skill":["Religion"],"trait":["Divine","Invested","Light"],"id":"equipment-3109-3053","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Shining Symbol Source GM Core pg. 295 Usage worn --- If you worship a deity, this golden amulet transforms into your deity's religious symbol when you invest it. You gain a +1 item bonus to Religion. The symbol casts dim light in a 20-foot emanation. Activate—Spiritual Light Two Actions (concentrate, light, revelation) Frequency once per day; Effect The light cast by the symbol becomes bright light for 10 minutes and shines through bodies to reveal hints of the spirits within. Creatures in the light receive a –1 status penalty to Deception and Stealth checks. You can Dismiss this activation. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Shining Symbol Source GM Core pg. 295 Price 55 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Shining Symbol (Greater) Source GM Core pg. 295 Price 650 gp --- The bonus to Religion is +2. Spiritual Light's penalty is –2, and while it's active your enemies in the light gain weakness 5 to spirit damage <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Shining Symbol (Major) Source GM Core pg. 295 Price 13,500 gp --- The bonus to Religion is +3. Spiritual Light's penalty is –3, and while it's active your enemies in the light gain weakness 10 to spirit damage.","skill_mod":{},"summary":"If you worship a deity, this golden amulet transforms into your deity's religious symbol when you invest it. You gain a +1 item bonus to Religion. …","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3109","name":"Shining Symbol","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3109-3053"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3109","weakness":{},"price":65000,"skill":["Religion"],"trait":["Divine","Invested","Light"],"id":"equipment-3109-3054","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Shining Symbol Source GM Core pg. 295 Usage worn --- If you worship a deity, this golden amulet transforms into your deity's religious symbol when you invest it. You gain a +1 item bonus to Religion. The symbol casts dim light in a 20-foot emanation. Activate—Spiritual Light Two Actions (concentrate, light, revelation) Frequency once per day; Effect The light cast by the symbol becomes bright light for 10 minutes and shines through bodies to reveal hints of the spirits within. Creatures in the light receive a –1 status penalty to Deception and Stealth checks. You can Dismiss this activation. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Shining Symbol Source GM Core pg. 295 Price 55 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Shining Symbol (Greater) Source GM Core pg. 295 Price 650 gp --- The bonus to Religion is +2. Spiritual Light's penalty is –2, and while it's active your enemies in the light gain weakness 5 to spirit damage <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Shining Symbol (Major) Source GM Core pg. 295 Price 13,500 gp --- The bonus to Religion is +3. Spiritual Light's penalty is –3, and while it's active your enemies in the light gain weakness 10 to spirit damage.","skill_mod":{},"summary":"The bonus to Religion is +2. Spiritual Light's penalty is –2, and while it's active your enemies in the light gain weakness 5 to spirit damage","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3109","name":"Shining Symbol (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3109-3054"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3109","weakness":{},"price":1350000,"skill":["Religion"],"trait":["Divine","Invested","Light"],"id":"equipment-3109-3055","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Shining Symbol Source GM Core pg. 295 Usage worn --- If you worship a deity, this golden amulet transforms into your deity's religious symbol when you invest it. You gain a +1 item bonus to Religion. The symbol casts dim light in a 20-foot emanation. Activate—Spiritual Light Two Actions (concentrate, light, revelation) Frequency once per day; Effect The light cast by the symbol becomes bright light for 10 minutes and shines through bodies to reveal hints of the spirits within. Creatures in the light receive a –1 status penalty to Deception and Stealth checks. You can Dismiss this activation. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Shining Symbol Source GM Core pg. 295 Price 55 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Shining Symbol (Greater) Source GM Core pg. 295 Price 650 gp --- The bonus to Religion is +2. Spiritual Light's penalty is –2, and while it's active your enemies in the light gain weakness 5 to spirit damage <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Shining Symbol (Major) Source GM Core pg. 295 Price 13,500 gp --- The bonus to Religion is +3. Spiritual Light's penalty is –3, and while it's active your enemies in the light gain weakness 10 to spirit damage.","skill_mod":{},"summary":"The bonus to Religion is +3. Spiritual Light's penalty is –3, and while it's active your enemies in the light gain weakness 10 to spirit damage.","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3109","name":"Shining Symbol (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3109-3055"},{"item_child_id":["equipment-3110-3056","equipment-3110-3057"],"primary_source_category":"Rulebooks","usage":"worn garment","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-745"],"trait":["Extradimensional","Invested","Magical"],"id":"equipment-3110","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sleeves of Storage Source GM Core pg. 296 Usage worn garment Bulk L --- This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a spacious pouch that can hold up to 5 Bulk of items (for a total of 10 Bulk), though no individual item can be of more than 1 Bulk; the sleeves grow slightly heavy as you reach maximum capacity. You can add or remove an item from a sleeve with a single hand free as an Interact action. If a sleeve is completely empty, you can place your own familiar into that extradimensional space. It can survive comfortably in your sleeve for up to 1 hour, after which it begins to suffocate. While in your sleeve, it can't be affected or targeted by any effects, but you don't benefit from any master abilities. A familiar can exit the sleeve of its own volition with a single action that has the manipulate and move traits. You can't place any other creature into your sleeves, nor can you place your familiar in a sleeve if it's larger than Tiny. If your familiar is in your sleeve, you can't place any items in the sleeve. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sleeves of Storage Source GM Core pg. 296, Advanced Player's Guide pg. 263 Price 100 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sleeves of Storage (Greater) Source GM Core pg. 296, Advanced Player's Guide pg. 263 Price 600 gp --- Each sleeve can hold up to 20 Bulk of items, and a familiar can survive within a sleeve for up to 4 hours.","skill_mod":{},"summary":"This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a spacious pouch that can …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3110","name":"Sleeves of Storage","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3110"},{"primary_source_category":"Rulebooks","usage":"worn garment","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3110","weakness":{},"price":10000,"legacy_id":["equipment-745"],"trait":["Extradimensional","Invested","Magical"],"id":"equipment-3110-3056","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sleeves of Storage Source GM Core pg. 296 Usage worn garment Bulk L --- This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a spacious pouch that can hold up to 5 Bulk of items (for a total of 10 Bulk), though no individual item can be of more than 1 Bulk; the sleeves grow slightly heavy as you reach maximum capacity. You can add or remove an item from a sleeve with a single hand free as an Interact action. If a sleeve is completely empty, you can place your own familiar into that extradimensional space. It can survive comfortably in your sleeve for up to 1 hour, after which it begins to suffocate. While in your sleeve, it can't be affected or targeted by any effects, but you don't benefit from any master abilities. A familiar can exit the sleeve of its own volition with a single action that has the manipulate and move traits. You can't place any other creature into your sleeves, nor can you place your familiar in a sleeve if it's larger than Tiny. If your familiar is in your sleeve, you can't place any items in the sleeve. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sleeves of Storage Source GM Core pg. 296, Advanced Player's Guide pg. 263 Price 100 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sleeves of Storage (Greater) Source GM Core pg. 296, Advanced Player's Guide pg. 263 Price 600 gp --- Each sleeve can hold up to 20 Bulk of items, and a familiar can survive within a sleeve for up to 4 hours.","skill_mod":{},"summary":"This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a spacious pouch that can …","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3110","name":"Sleeves of Storage","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3110-3056"},{"legacy_name":["Sleeves of Storage"],"primary_source_category":"Rulebooks","usage":"worn garment","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3110","weakness":{},"price":60000,"legacy_id":["equipment-745"],"trait":["Extradimensional","Invested","Magical"],"id":"equipment-3110-3057","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sleeves of Storage Source GM Core pg. 296 Usage worn garment Bulk L --- This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a spacious pouch that can hold up to 5 Bulk of items (for a total of 10 Bulk), though no individual item can be of more than 1 Bulk; the sleeves grow slightly heavy as you reach maximum capacity. You can add or remove an item from a sleeve with a single hand free as an Interact action. If a sleeve is completely empty, you can place your own familiar into that extradimensional space. It can survive comfortably in your sleeve for up to 1 hour, after which it begins to suffocate. While in your sleeve, it can't be affected or targeted by any effects, but you don't benefit from any master abilities. A familiar can exit the sleeve of its own volition with a single action that has the manipulate and move traits. You can't place any other creature into your sleeves, nor can you place your familiar in a sleeve if it's larger than Tiny. If your familiar is in your sleeve, you can't place any items in the sleeve. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sleeves of Storage Source GM Core pg. 296, Advanced Player's Guide pg. 263 Price 100 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Sleeves of Storage (Greater) Source GM Core pg. 296, Advanced Player's Guide pg. 263 Price 600 gp --- Each sleeve can hold up to 20 Bulk of items, and a familiar can survive within a sleeve for up to 4 hours.","skill_mod":{},"summary":"Each sleeve can hold up to 20 Bulk of items, and a familiar can survive within a sleeve for up to 4 hours.","primary_source":"GM Core","trait_group":["Mechanics","Equipment"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3110","name":"Sleeves of Storage (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3110-3057"},{"item_child_id":["equipment-3111-3058","equipment-3111-3059","equipment-3111-3060"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Religion","Religion","Religion"],"trait":["Divine","Invested","Uncommon"],"id":"equipment-3111","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Symbol of Conflict Source GM Core pg. 296 Usage worn --- This tarnished necklace can be attuned only by someone who is holy or unholy. When you attune it, it transforms into your deity's religious symbol or a personal symbol if you don't have a deity. You receive a +1 item bonus to Religion and a +1 circumstance bonus to saves against holy and unholy effects. Activate—Presence Two Actions (concentrate, manipulate) Frequency once per day; Effect The symbol casts bane or bless . The counteract DC of these effects is 18, and the counteract modifier is +8. Craft Requirements You must be holy or unholy. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Symbol of Conflict Source GM Core pg. 296 Price 90 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Symbol of Conflict (Greater) Source GM Core pg. 296 Price 900 gp --- The bonus to Religion is +2. Change the list of spells to 4th- rank bane , bless , divine wrath , and cleanse affliction . The DC is 27 and the counteract modifier is +17. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Symbol of Conflict (Major) Source GM Core pg. 296 Price 19,000 gp --- The bonus to Religion is +3. Change the list of spells to 6th- rank bane, bless, divine wrath, and cleanse affliction. Add 6th-rank summon celestial to this list if you are holy and 6th- rank summon fiend if you are unholy. The DC is 38 and the counteract modifier is +28. ","skill_mod":{},"summary":"This tarnished necklace can be attuned only by someone who is holy or unholy. When you attune it, it transforms into your deity's religious symbol or …","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3111","name":"Symbol of Conflict","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3111"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3111","weakness":{},"price":9000,"skill":["Religion"],"trait":["Divine","Invested","Uncommon"],"id":"equipment-3111-3058","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Symbol of Conflict Source GM Core pg. 296 Usage worn --- This tarnished necklace can be attuned only by someone who is holy or unholy. When you attune it, it transforms into your deity's religious symbol or a personal symbol if you don't have a deity. You receive a +1 item bonus to Religion and a +1 circumstance bonus to saves against holy and unholy effects. Activate—Presence Two Actions (concentrate, manipulate) Frequency once per day; Effect The symbol casts bane or bless . The counteract DC of these effects is 18, and the counteract modifier is +8. Craft Requirements You must be holy or unholy. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Symbol of Conflict Source GM Core pg. 296 Price 90 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Symbol of Conflict (Greater) Source GM Core pg. 296 Price 900 gp --- The bonus to Religion is +2. Change the list of spells to 4th- rank bane , bless , divine wrath , and cleanse affliction . The DC is 27 and the counteract modifier is +17. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Symbol of Conflict (Major) Source GM Core pg. 296 Price 19,000 gp --- The bonus to Religion is +3. Change the list of spells to 6th- rank bane, bless, divine wrath, and cleanse affliction. Add 6th-rank summon celestial to this list if you are holy and 6th- rank summon fiend if you are unholy. The DC is 38 and the counteract modifier is +28. ","skill_mod":{},"summary":"This tarnished necklace can be attuned only by someone who is holy or unholy. When you attune it, it transforms into your deity's religious symbol or …","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3111","name":"Symbol of Conflict","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3111-3058"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3111","weakness":{},"price":90000,"skill":["Religion"],"trait":["Divine","Invested","Uncommon"],"id":"equipment-3111-3059","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Symbol of Conflict Source GM Core pg. 296 Usage worn --- This tarnished necklace can be attuned only by someone who is holy or unholy. When you attune it, it transforms into your deity's religious symbol or a personal symbol if you don't have a deity. You receive a +1 item bonus to Religion and a +1 circumstance bonus to saves against holy and unholy effects. Activate—Presence Two Actions (concentrate, manipulate) Frequency once per day; Effect The symbol casts bane or bless . The counteract DC of these effects is 18, and the counteract modifier is +8. Craft Requirements You must be holy or unholy. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Symbol of Conflict Source GM Core pg. 296 Price 90 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Symbol of Conflict (Greater) Source GM Core pg. 296 Price 900 gp --- The bonus to Religion is +2. Change the list of spells to 4th- rank bane , bless , divine wrath , and cleanse affliction . The DC is 27 and the counteract modifier is +17. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Symbol of Conflict (Major) Source GM Core pg. 296 Price 19,000 gp --- The bonus to Religion is +3. Change the list of spells to 6th- rank bane, bless, divine wrath, and cleanse affliction. Add 6th-rank summon celestial to this list if you are holy and 6th- rank summon fiend if you are unholy. The DC is 38 and the counteract modifier is +28. ","skill_mod":{},"summary":"The bonus to Religion is +2. Change the list of spells to 4th- rank bane , bless , divine wrath , and cleanse affliction . The DC is 27 …","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3111","name":"Symbol of Conflict (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3111-3059"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3111","weakness":{},"price":1900000,"skill":["Religion"],"trait":["Divine","Invested","Uncommon"],"id":"equipment-3111-3060","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Symbol of Conflict Source GM Core pg. 296 Usage worn --- This tarnished necklace can be attuned only by someone who is holy or unholy. When you attune it, it transforms into your deity's religious symbol or a personal symbol if you don't have a deity. You receive a +1 item bonus to Religion and a +1 circumstance bonus to saves against holy and unholy effects. Activate—Presence Two Actions (concentrate, manipulate) Frequency once per day; Effect The symbol casts bane or bless . The counteract DC of these effects is 18, and the counteract modifier is +8. Craft Requirements You must be holy or unholy. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Symbol of Conflict Source GM Core pg. 296 Price 90 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Symbol of Conflict (Greater) Source GM Core pg. 296 Price 900 gp --- The bonus to Religion is +2. Change the list of spells to 4th- rank bane , bless , divine wrath , and cleanse affliction . The DC is 27 and the counteract modifier is +17. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Symbol of Conflict (Major) Source GM Core pg. 296 Price 19,000 gp --- The bonus to Religion is +3. Change the list of spells to 6th- rank bane, bless, divine wrath, and cleanse affliction. Add 6th-rank summon celestial to this list if you are holy and 6th- rank summon fiend if you are unholy. The DC is 38 and the counteract modifier is +28. ","skill_mod":{},"summary":"The bonus to Religion is +3. Change the list of spells to 6th- rank bane, bless, divine wrath, and cleanse affliction. Add 6th-rank summon …","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3111","name":"Symbol of Conflict (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3111-3060"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":4000000,"legacy_id":["equipment-466"],"trait":["Invested","Magical"],"id":"equipment-3112","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Third Eye Source GM Core pg. 296 Price 40,000 gp Usage worn --- When invested, this ornate crown and its incandescent gemstone meld into your head and take the form of a tattoo. This grants you otherworldly sight and allows you to read auras. No one but you can manipulate the third eye while it's invested by you. Your heightened senses and ability to sense emotional auras grant you a +3 item bonus to Perception checks. You continuously see magic auras, as a 9th-rank detect magic spell, except you see the location of all auras within 30 feet, not just the strongest. If you use a Seek action to study a creature you can see, you can perceive an aura that conveys knowledge of that creature's health, including all conditions and afflictions it has and an approximate percentage of its remaining Hit Points. Activate—Truesight Two Actions (concentrate) Frequency once per day; Effect You gain the effects of an 8th-rank truesight spell.\n","skill_mod":{},"summary":"When invested, this ornate crown and its incandescent gemstone meld into your head and take the form of a tattoo. This grants you otherworldly sight …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3112","name":"Third Eye","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3112"},{"item_child_id":["equipment-3113-3061","equipment-3113-3062"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Survival","Survival"],"legacy_id":["equipment-467"],"trait":["Invested","Magical"],"id":"equipment-3113","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Tracker's Goggles Source GM Core pg. 296 Usage worn eyepiece --- These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to Survival checks to Sense Direction and Track. If you fail a check to Track, you can try again after 30 minutes rather than an hour. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Tracker's Goggles Source GM Core pg. 296, Core Rulebook pg. 616 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tracker's Goggles (Greater) Source GM Core pg. 296, Core Rulebook pg. 616 Price 660 gp --- The goggles grant a +2 bonus. If you fail a check to Track, you can try again after 15 minutes rather than an hour. ","skill_mod":{},"summary":"These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to Survival …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3113","name":"Tracker's Goggles","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3113"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3113","weakness":{},"price":6000,"skill":["Survival"],"legacy_id":["equipment-467"],"trait":["Invested","Magical"],"id":"equipment-3113-3061","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Tracker's Goggles Source GM Core pg. 296 Usage worn eyepiece --- These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to Survival checks to Sense Direction and Track. If you fail a check to Track, you can try again after 30 minutes rather than an hour. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Tracker's Goggles Source GM Core pg. 296, Core Rulebook pg. 616 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tracker's Goggles (Greater) Source GM Core pg. 296, Core Rulebook pg. 616 Price 660 gp --- The goggles grant a +2 bonus. If you fail a check to Track, you can try again after 15 minutes rather than an hour. ","skill_mod":{},"summary":"These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to Survival …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3113","name":"Tracker's Goggles","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3113-3061"},{"legacy_name":["Tracker's Goggles"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3113","weakness":{},"price":66000,"skill":["Survival"],"legacy_id":["equipment-467"],"trait":["Invested","Magical"],"id":"equipment-3113-3062","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Tracker's Goggles Source GM Core pg. 296 Usage worn eyepiece --- These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to Survival checks to Sense Direction and Track. If you fail a check to Track, you can try again after 30 minutes rather than an hour. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Tracker's Goggles Source GM Core pg. 296, Core Rulebook pg. 616 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Tracker's Goggles (Greater) Source GM Core pg. 296, Core Rulebook pg. 616 Price 660 gp --- The goggles grant a +2 bonus. If you fail a check to Track, you can try again after 15 minutes rather than an hour. ","skill_mod":{},"summary":"The goggles grant a +2 bonus. If you fail a check to Track, you can try again after 15 minutes rather than an hour.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3113","name":"Tracker's Goggles (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3113-3062"},{"item_child_id":["equipment-3114-3063","equipment-3114-3064"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Deception","Deception"],"legacy_id":["equipment-468"],"trait":["Invested","Magical"],"id":"equipment-3114","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Ventriloquist's Ring Source GM Core pg. 296 Usage worn --- This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +1 item bonus to Deception checks. Activate—Throw Voice Two Actions (manipulate) Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ventriloquist's Ring Source GM Core pg. 296, Core Rulebook pg. 617 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Ventriloquist's Ring (Greater) Source GM Core pg. 296, Core Rulebook pg. 617 Price 670 gp --- The ring grants a +2 bonus. When you activate the ring, you gain the effects of 2nd-rank ventriloquism (DC 27). You can activate the ring any number of times per day.","skill_mod":{},"summary":"This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +1 item bonus to Deception checks. ","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3114","name":"Ventriloquist's Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3114"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3114","weakness":{},"price":6000,"skill":["Deception"],"legacy_id":["equipment-468"],"trait":["Invested","Magical"],"id":"equipment-3114-3063","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Ventriloquist's Ring Source GM Core pg. 296 Usage worn --- This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +1 item bonus to Deception checks. Activate—Throw Voice Two Actions (manipulate) Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ventriloquist's Ring Source GM Core pg. 296, Core Rulebook pg. 617 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Ventriloquist's Ring (Greater) Source GM Core pg. 296, Core Rulebook pg. 617 Price 670 gp --- The ring grants a +2 bonus. When you activate the ring, you gain the effects of 2nd-rank ventriloquism (DC 27). You can activate the ring any number of times per day.","skill_mod":{},"summary":"This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +1 item bonus to Deception checks.","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3114","name":"Ventriloquist's Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3114-3063"},{"legacy_name":["Ventriloquist's Ring"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3114","weakness":{},"price":67000,"skill":["Deception"],"legacy_id":["equipment-468"],"trait":["Invested","Magical"],"id":"equipment-3114-3064","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Ventriloquist's Ring Source GM Core pg. 296 Usage worn --- This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +1 item bonus to Deception checks. Activate—Throw Voice Two Actions (manipulate) Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19). <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ventriloquist's Ring Source GM Core pg. 296, Core Rulebook pg. 617 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Ventriloquist's Ring (Greater) Source GM Core pg. 296, Core Rulebook pg. 617 Price 670 gp --- The ring grants a +2 bonus. When you activate the ring, you gain the effects of 2nd-rank ventriloquism (DC 27). You can activate the ring any number of times per day.","skill_mod":{},"summary":"The ring grants a +2 bonus. When you activate the ring, you gain the effects of 2nd-rank ventriloquism (DC 27). You can activate the ring any …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3114","name":"Ventriloquist's Ring (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3114-3064"},{"primary_source_category":"Rulebooks","usage":"worn backpack","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":1480000,"legacy_id":["equipment-469"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3115","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Voyager's Pack Source GM Core pg. 297 Price 14,800 gp Usage worn backpack --- This leather rucksack has icons burned into it, and every time it's taken to a plane it hasn't been to before, a new icon representing that plane scorches into the surface. The pack grants you a +3 bonus to Survival checks. It also enables you to see the magical traces of creatures' passage, allowing you to Track a creature that has teleported. The GM sets the DC of this check, usually using the spell DC or the level of the teleportation's caster. This lets you find the location of the creature's destination, and you can use that destination when casting teleport or activating the pack, even though you don't know what it looks like. The pack contains an extradimensional space with the same properties as a type II spacious pouch . This space contains the contents of a climber's kit. If any components of that kit are removed and not returned, they return to the pack at dawn each day. Activate—Group Voyage 10 minutes (concentrate, manipulate) Effect As you activate the pack, you can harness up to four willing creatures to the ropes on the pack. At the end of the activation time, the pack casts a 7th-rank interplanar teleport or teleport spell, transporting you and everyone attached to the pack. Attempt a DC 45 Survival check. On a success, you arrive 25 miles off target using interplanar teleport or halve the distance you're off-target with teleport . On a critical success, you arrive exactly on target.\n","skill_mod":{},"summary":"This leather rucksack has icons burned into it, and every time it's taken to a plane it hasn't been to before, a new icon representing that plane …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3115","name":"Voyager's Pack","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3115"},{"skill_mod":{},"summary":"This iron cauldron stands upon sturdy iron crow's feet. A walking cauldron has a land Speed of 25 feet and can be used as a suitable tool to Craft …","primary_source":"GM Core","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["GM Core"],"type":"Item","item_category":"Other","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3116","weakness":{},"price":1200,"name":"Walking Cauldron","legacy_id":["equipment-753"],"trait":["Invested","Magical"],"id":"equipment-3116","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Walking Cauldron Source GM Core pg. 297 Price 12 gp Bulk 4 --- This iron cauldron stands upon sturdy iron crow's feet. A walking cauldron has a land Speed of 25 feet and can be used as a suitable tool to Craft potions, oils, or other liquids. As a single action, which has the auditory and concentrate traits, you can command the cauldron to either follow you or to stand in place. When following you, the cauldron does its best to remain within 30 feet of you, but its ungainly movements are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count. It can carry up to 2 Bulk of ingredients for potions or other liquids inside of itself while following you, but if overloaded or if you put anything else inside it, it stands in place and refuses to move until 10 minutes after you remove the excess. ","bulk":4,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3116"},{"item_child_id":["equipment-3117-3065"],"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-470"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3117","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wayfinder Source GM Core pg. 297 Usage worn --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wayfinder Source GM Core pg. 297 Price 28 gp Usage worn Access member of the Pathfinder Society --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone . Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders. Activate—Light Single Action (concentrate) Effect The wayfinder is targeted by a 1st-rank light spell. Craft Requirements ","skill_mod":{},"summary":"This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3117","name":"Wayfinder","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3117"},{"access":"member of the Pathfinder Society","primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3117","weakness":{},"price":2800,"legacy_id":["equipment-470"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3117-3065","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Wayfinder Source GM Core pg. 297 Usage worn --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wayfinder Source GM Core pg. 297 Price 28 gp Usage worn Access member of the Pathfinder Society --- This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone . Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders. Activate—Light Single Action (concentrate) Effect The wayfinder is targeted by a 1st-rank light spell. Craft Requirements ","skill_mod":{},"summary":"This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3117","name":"Wayfinder","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3117-3065"},{"primary_source_category":"Rulebooks","usage":"worn","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":6000000,"skill":["Deception"],"legacy_id":["equipment-471"],"trait":["Invested","Magical","Rare"],"id":"equipment-3118","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Whisper of the First Lie Source GM Core pg. 297 Price 60,000 gp Usage worn --- This delicate necklace contains bottled whispers distilled from a source on the Astral Plane rumored to be connected to the first lie ever told. While wearing the necklace, you gain a +3 item bonus to Deception checks, and you can attempt to counteract effects that would force you to tell the truth or determine whether you are lying. Success on this counteract attempt lets you ignore the effect, rather than removing the effect entirely. The counteract rank is 9, with a counteract modifier of +35. Activate—Release the Lie Three Actions (concentrate, manipulate) Effect You unstopper the vial and release the lie, creating the effect of a fabricated truth (DC 47). The vial is emptied and can never be activated again. Craft Requirements Supply a casting of fabricated truth .\n","skill_mod":{},"summary":"This delicate necklace contains bottled whispers distilled from a source on the Astral Plane rumored to be connected to the first lie ever told. …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3118","name":"Whisper of the First Lie","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3118"},{"legacy_name":["Winged Boots"],"primary_source_category":"Rulebooks","usage":"worn shoes","source":["GM Core"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":85000,"legacy_id":["equipment-472"],"trait":["Air","Invested","Magical"],"id":"equipment-3119","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Winged Sandals Source GM Core pg. 297 Price 850 gp Usage worn shoes Bulk L --- Made from soft leather, with delicate white wings attached near the ankles, these sandals are ensorcelled with powerful air magic. Whenever you fall while wearing these sandals, they automatically cast gentle landing on you. This benefit can't trigger again for 10 minutes. Activate—Awaken Wings Two Actions (air, concentrate) Frequency once per day; Effect The wings grow in size and propel you through the air, granting you a fly Speed of 30 feet for 10 minutes.\n","element":["Air"],"skill_mod":{},"summary":"Made from soft leather, with delicate white wings attached near the ankles, these sandals are ensorcelled with powerful air magic. Whenever you fall …","primary_source":"GM Core","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3119","name":"Winged Sandals","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3119"},{"skill_mod":{},"summary":"This rune was created by Torag , god of the forge, protection, and strategy, and shared with his greatest artisans and warriors. Torag designed a …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster","Rarity"],"primary_source_category":"Rulebooks","level":24,"usage":"etched onto armor","source_category":["Rulebooks"],"source":["GM Core"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3120","weakness":{},"name":"Forgefather's Seal","legacy_id":["equipment-613"],"trait":["Artifact","Divine","Unique"],"id":"equipment-3120","text":"<title level=\"1\" right=\"Item 24\" pfs=\"\" > Forgefather's Seal Source GM Core pg. 300 Usage etched onto armor --- This rune was created by Torag, god of the forge, protection, and strategy, and shared with his greatest artisans and warriors. Torag designed a small number of these seals as gifts to allied deities; each one is nearly identical but has a different spell effect when using the reaction activation; for instance, Sarenrae's seal casts sunburst instead of earthquake . A seal constantly rings with the quiet sound of a hammer striking an anvil when etched onto a runestone. A Forgefather's seal can be etched only onto armor that can bear two or more property runes, and it is so powerful that it takes the place of two property runes. While wearing armor etched with a Forgefather's seal , you gain fire resistance 40. You ignore the armor's check penalty and Speed penalty (if any); if the armor is light or medium, increase its item bonus to AC by 1. In addition, any shield you wield automatically recovers 10 Hit Points at the start of your turn each round. Activate—Retributive Rebuff Reaction (manipulate) Frequency once per day; Trigger You are hit by an attack; Effect The Forgefather's seal glows and your armor shakes as it absorbs the blow. The attack's damage is reduced by 100 and you cast earthquake (DC 40), centered directly on the triggering creature. You decide the area of the earthquake when you Cast the Spell, from as small as the size of the creature and up to a 60-foot burst. Activate—Seal of Mending Three Actions (manipulate) Frequency once per day; Effect You call upon on the restorative powers of the seal to repair an item within reach. The rune instantly restores the item to full Hit Points, even if the item was destroyed, using the effects of the remake spell, so long as the majority of the item is available for the repair. The seal can restore even magic items and artifacts of its level or lower. Once you have used this ability, the seal's ability to automatically repair shields becomes inactive until the next time you make your daily preparations. Activate—Stalwart Sacrifice Free Action (concentrate) Trigger You have not acted yet on your turn; Effect You call upon Torag to defend your allies and those around you, sacrificing yourself in the process. Creatures of your choosing within 60 feet recover all their Hit Points. If any of the creatures are dead, they are instead brought back to life with half of their maximum Hit Points. The chosen creatures also gain a +4 status bonus to AC and saving throws, and fast healing 15 for 1 hour. You can use this ability to bring back to life a creature that requires a wish ritual or divine intervention to raise from the dead, as long as you choose no other creatures within 60 feet to recover. Once you use this activation, you are turned into a perfect statue made from stone or metal that depicts you in a glorious pose honoring your sacrifice, and you can never be restored. The Forgefather's seal remains on this statue and can be transferred to another suit of armor or a runestone as normal. Destruction Using the Forgefather's seal ability to bring the dead back to life on an evil demigod causes it to shatter in a violent explosion that destroys the seal and the statue made as part of the sacrifice, erasing all knowledge of the user from existence. It does, however, bring the demigod back to life.\n","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-3120"},{"skill_mod":{},"summary":"The silvery glass of this oval mirror displays alluring sights. Its dark wooden frame is studded with small green gems and is carved with a pair of …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":25,"usage":"bonded (see below)","source_category":["Rulebooks"],"source":["GM Core"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3121","weakness":{},"name":"Mirror of Sorshen","legacy_id":["equipment-615"],"trait":["Artifact","Magical","Unique"],"id":"equipment-3121","text":"<title level=\"1\" right=\"Item 25\" pfs=\"\" > Mirror of Sorshen Source GM Core pg. 301 Usage bonded (see below) Bulk L --- The silvery glass of this oval mirror displays alluring sights. Its dark wooden frame is studded with small green gems and is carved with a pair of sensuous humanoid shapes—one on the edge of each side of the glass. The Mirror of Sorshen can form a bond with a spellcaster who has legendary proficiency in Arcana or Occultism, who becomes the mirror's owner. Regardless of where the mirror is, as long as the bond remains, the owner is aware of everything the mirror is currently reflecting and can use the mirror's activations. Whenever an intelligent creature looks in the mirror, they see an image of a person, creature, or item they find powerfully enticing in some way. The specific image varies depending on the observer, even when more than one creature is looking into the mirror at the same time. Observers are fascinated by the images in the mirror unless they succeed at a DC 35 Will save each round. On a failure, they stare blankly at the mirror for as long as it remains in view, and if it leaves their view, they stare toward the last place they saw the mirror for several minutes thereafter. This is an emotion, incapacitation, and visual effect. Creatures that are fascinated by the mirror are so deeply entranced that they don't end their fascinated condition automatically even if a creature uses hostile actions against them or their allies; instead, they can attempt a DC 30 Will save to end the fascination. At the GM's discretion, a truly innocent creature or a creature that has renounced all worldly pleasures might be immune to the mirror's fascination. Activate—Second Glance Two Actions (concentrate, emotion, incapacitation, visual) Effect You force a creature looking at the mirror to attempt an additional Will save against the mirror's fascination effect, even if they succeeded at their save. Activate—Irresistible Desire Three Actions (concentrate, emotion, incapacitation, visual) Requirements The target must be fascinated by the mirror; Effect You control the target for 30 days, with the effect of a critically failed saving throw against dominate . If the victim sees the mirror again at any point before this duration expires, the control extends for an additional 30 days from the moment it looked at the mirror again. While there is no initial saving throw, the DC to break free due to commands against the creature's nature is 35. Destruction The Mirror of Sorshen shatters into a thousand pieces if an intelligent but completely innocent creature resists the mirror's attraction and then accidentally drops it.\n","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-3121"},{"skill_mod":{},"summary":"This bizarre machine is a complex arrangement of flasks, tubes, and other alchemical equipment. The philosopher's extractor is designed to create …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":25,"source_category":["Rulebooks"],"source":["GM Core"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3122","weakness":{},"skill":["Crafting"],"name":"Philosopher's Extractor","legacy_id":["equipment-617"],"trait":["Artifact","Magical","Rare"],"id":"equipment-3122","text":"<title level=\"1\" right=\"Item 25\" pfs=\"\" > Philosopher's Extractor Source GM Core pg. 301 Bulk 8 --- This bizarre machine is a complex arrangement of flasks, tubes, and other alchemical equipment. The philosopher's extractor is designed to create the ultimate alchemical concoctions. The extractor functions as an exceptional alchemist's toolkit, granting a +4 item bonus to Crafting checks related to alchemy. When using the extractor to Craft an alchemical item or with infused reagents as part of your daily preparations, you can create impeccable alchemical items. An impeccable alchemical item always uses the maximum numerical value possible for any rolls it requires, such as dealing maximum damage with alchemist's fire or restoring the maximum number of Hit Points with an elixir of life. If the impeccable item has a duration, it lasts twice as long as normal. Finally, an impeccable alchemical item never has a drawback. Activate—Accelerated Synthesis Three Actions (manipulate) Frequency once per minute; Effect You use the extractor to produce an alchemical item of your level or lower whose formula you know. The extractor can create 56 levels' worth of items per day in this way. For example, the extractor could create two true elixirs of life (19th level) and two moderate elixirs of life (9th level), or eight comprehension elixirs (7th level), and so on. Activate—Essence Transmogrification 1 hour (manipulate) Effect You take a sizable portion of a creature (at least two-thirds of its original mass) and filter it through the mechanisms of the extractor. After the end of the process, the philosopher's extractor creates a transmogrifying mutagen that imparts the essence of the creature to the drinker. The extractor can make several transmogrifying mutagens simultaneously using the same activation if enough mass is provided at once, up to a maximum of 10 concurrent mutagens. Drinking a transmogrifying mutagen imparts you with one of the creature's unique abilities for 1 hour. This could grant one of several abilities such as a dragon's breath, darkvision, flight, frightful presence, or immunity to sleep. The ability functions as it did for the original creature, except it uses your class DC or your spell DC (whichever is higher) instead of the creature's DC. The mutagen grants only abilities based on a creature's physiology and never grants magic-related abilities such as innate spells or spellcasting ability. The GM ultimately decides what ability a transmogrifying mutagen grants. Unlike normal for mutagens and polymorph effects, you can drink multiple transmogrifying mutagens and gain benefits from each. When you drink transmogrifying mutagens made from different creatures, you receive abilities from each creature. When you drink multiple transmogrifying mutagens made from the same type of creature, such as multiple mutagens made from trolls, you gain an additional ability for each transmogrifying mutagen you drink, and the duration of the abilities from that creature type increases by 1 hour for each additional concoction you drink. However, these additional benefits come with a risk; if you drink a transmogrifying mutagen while at least one other is active, after drinking it, you must succeed at a flat check with a DC equal to the total number of active transmogrifying mutagens you've consumed. On a failure, you fully transform into a member of the species of the latest transmogrifying mutagen you drank, and you almost always go berserk from your change. The transformation may leave some amount of your personality and memories intact, at the GM's discretion. Destruction Simultaneously feeding the philosopher's extractor sizable portions of an aeon, angel, archon, azata, daemon, demon, devil, protean, and psychopomp, each of at least 14th level, along with a philosopher's stone causes the device to jam, overheat, and explode. Creatures within 60 feet of the explosion must succeed at a DC 55 Reflex save or become covered in an alchemical slurry that transforms them into a horrifying amalgam of at least two of the creatures used to destroy the machine.\n","bulk":8,"category":"equipment","rarity":"rare","slug":"equipment-3122"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"legacy_id":["equipment-618"],"trait":["Artifact","Divine","Intelligent","Unique"],"id":"equipment-3123","text":"<title level=\"1\" right=\"Item 23\" pfs=\"\" > Serithtial Source GM Core pg. 302 Usage held in 1 hand Bulk 1 Base Weapon Bastard Sword --- Perception +28; normal vision and hearing within 60 feet Communication empathy (partner only) Skills Iomedae Lore +29, Religion +26, Zon-Kuthon Lore +29 Int +2, Wis +1, Cha +2 Will +30 --- The legendary blade Serithtial is said to have been forged by Iomedae, goddess of honor, justice, and valor. She is an intelligent +4 major striking holy bastard sword . Although the sword is made of steel, Serithtial is also treated as cold iron and silver, allowing her to deal more damage to certain supernatural creatures. She glows as bright as a torch, but you or Serithtial can suppress or resume this glow as a single action, which has the concentrate trait. In addition, Strikes with Serithtial deal an additional 2d6 damage against creatures that are worshippers of Zon-Kuthon. While wielding Serithtial , against effects created by followers of Zon-Kuthon you gain the benefit of unfettered movement , a +4 status bonus to saves against death and void effects, void resistance 10, and suppress the doomed condition. Serithtial was forged as a bastard sword, and she reverts to this shape when no one wields her, but she can also detect what sort of blade her current wielder prefers and transform into it (choosing from dagger, shortsword, longsword, scimitar, falchion, greatsword, rapier, or bastard sword) using an action, which she does when first held. The wielder can empathically tell Serithtial to transform at any time by using a single action, which has the concentrate trait, after which Serithtial uses an action to transform. Serithtial is willing to work with almost any partner as long as they are dedicated to defeating the great wyrm Kazavon and the forces of Zon-Kuthon. If you ignore those threats and pursue your own agenda instead, before long Serithtial attempts to seize control of your body (DC 45 Will save to resist her control), though she typically remains in control for only long enough to find a more worthy partner. You can attempt a new Will save each day to retake control of your body. Activate—Grace of the Inheritor (concentrate) Frequency once per hour; Effect Serithtial spends the appropriate number of actions and casts a 9th-rank heal or ring of truth spell (DC 45 for either of the two spells). Destruction If Kazavon or a great wyrm shadow dragon who is a worshipper of Zon-Kuthon uses its dragon breath on Serithtial while she is unattended, the sword melts into a pool of mundane iron.\n","skill_mod":{},"summary":"The legendary blade Serithtial is said to have been forged by Iomedae , goddess of honor, justice, and valor. She is an intelligent +4 major …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster","Rarity"],"level":23,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3123","base_item":["Bastard Sword"],"name":"Serithtial","alignment":"No Alignment","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-3123"},{"ammunition":"any","skill_mod":{},"summary":"Legends claim that some long-forgotten god stole the original bundle of shots of the First Vault from Abadar's repository. Since then, individual …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster","Rarity"],"primary_source_category":"Rulebooks","level":23,"source_category":["Rulebooks"],"source":["GM Core"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3124","weakness":{},"name":"Shot of the First Vault","legacy_id":["equipment-619"],"trait":["Artifact","Divine","Rare"],"id":"equipment-3124","text":"<title level=\"1\" right=\"Item 23\" pfs=\"\" > Shot of the First Vault Source GM Core pg. 303 Ammunition any --- Legends claim that some long-forgotten god stole the original bundle of shots of the First Vault from Abadar's repository. Since then, individual pieces have turned up throughout the multiverse. When you pick up a shot of the First Vault , it immediately reshapes itself to function with any ranged weapon and establishes you as its owner until another creature picks it up. As its owner, you can use the shot's single-action activation after shooting it. Instead of rolling weapon damage dice, a shot of the First Vault deals 25 damage plus any bonuses or additional damage as if 25 were the result of the weapon's damage dice; the damage type matches that normally dealt by the weapon. Upon damaging a creature, the shot of the First Vault shatters, and the fragments ricochet to hit any other enemies within 30 feet, making attack rolls with the same attack bonus. The shattered fragments remain lodged in the creatures they damage; the creatures are clumsy 2 while the fragments remain in place. A total of 3 Interact actions are required to remove the fragments from yourself or an adjacent creature; alternatively, a single action and a successful DC 30 Medicine check can be used. A critical failure on this Medicine check deals 10 persistent bleed damage to the creature with the embedded fragment. Activate—Reload Order Single Action (concentrate) Requirements The shot is loaded in your ranged weapon, or at hand if your ranged weapon has a reload of 0; Effect You recall the shot of the First Vault , which automatically reloads itself into your weapon. If the shot had fragmented, the fragments violently dislodge themselves, dealing 15 persistent bleed damage to each creature in which they were embedded. The fragments then unite to re-form the shot of the First Vault , which automatically reloads itself into your weapon. Activate—Vault Deposit Three Actions (manipulate) Effect You line up a perfectly aimed attack directly toward the First Vault. You Strike a creature, then the shot of the First Vault attempts to bring your target with it as it returns to the First Vault. Unless your attack roll is a critical failure, the creature must attempt a DC 45 Reflex save; this effect has the incapacitation trait. Regardless, the shot of the First Vault returns to the First Vault. Critical Success The creature is unaffected. Success The creature is moved 1d20x50 feet in the direction you fired. If this causes it to hit a solid object, it takes 50 bludgeoning damage. Failure The creature is transported to a random location on the plane of Axis. Critical Failure The creature is transported to the First Vault. Unless it is capable of eluding Abadar's precautions, it is likely unable to escape the Vault on its own. Destruction If 10 shots of the First Vault are all fired at the same group of keketar or izfiitar proteans within 1 minute of each other, each shot was a hit, and the shots are then recalled, the shots collide as they attempt to re-form and crumble to dust.\n","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-3124"},{"skill_mod":{},"summary":"The genius diadem is a crown of intellect that typically acts like an arrogant professor or mentor, often boasting that it is a certified greater …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster","Rarity"],"primary_source_category":"Rulebooks","level":18,"usage":"worn circlet","source_category":["Rulebooks"],"source":["GM Core"],"type":"Item","item_category":"Intelligent Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3125","weakness":{},"name":"Genius Diadem","legacy_id":["equipment-595"],"trait":["Apex","Arcane","Intelligent","Rare"],"id":"equipment-3125","text":"<title level=\"1\" right=\"Item 18\" pfs=\"\" > Genius Diadem Source GM Core pg. 305 Usage worn circlet Bulk L --- Perception +22; precise vision 30 feet, imprecise hearing 30 feet, constant detect magic Communication speech (Common, Draconic, and eight other common languages) Skills Arcana +34, seven Lore skills +28, Occultism +28, Society +28 Int +8, Wis +0, Cha +4 Will +24 --- The genius diadem is a crown of intellect that typically acts like an arrogant professor or mentor, often boasting that it is a certified greater intellect and far superior to your own intelligence, even after the benefits the diadem grants you. The genius diadem encourages you to learn things for yourself rather than actually attempting to Recall Knowledge for you, though you or your allies might be able to play on its arrogance using Deception to trick it into doing so. In addition to allowing you to activate it, the diadem can use the Search Your Mind activation with its own actions, though if it does so, the diadem gains the benefits instead of you. Only the diadem can use the following activation. Activate—Brain Drain Two Actions (concentrate, manipulate) Frequency once per hour; Effect The genius diadem casts 7th-rank never mind .\n","alignment":"No Alignment","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-3125"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core","Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"legacy_id":["equipment-596"],"trait":["Divine","Intelligent","Rare"],"id":"equipment-3126","text":"<title level=\"1\" right=\"Item 7\" pfs=\"\" > Martyr's Shield Source GM Core pg. 305, Pathfinder #222: Hellbreakers pg. 214 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- Perception +12; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common and Empyrean) Skills Diplomacy +15, Religion +13 Int +0, Wis +2, Cha +4 Will +15 --- A martyr's shield is a lesser sturdy shield imbued with the compassion of a devout champion of a righteous deity, like Iomedae or Vildeis, who sacrificed themself to save an ally. In addition to good-naturedly attempting to convert you to its religion, the martyr's shield can use 1 reaction each round that, when raised, it uses to Shield Block to protect an ally adjacent to you. This follows the rules for Shield Block, but protects your ally instead. The martyr's shield uses this reaction whether you would prefer it did so or not. The martyr's shield can be upgraded to a stronger form of sturdy shield by paying the difference in cost between its current type of sturdy shield and the new type.\n","skill_mod":{},"summary":" A martyr's shield is a lesser sturdy shield imbued with the compassion of a devout champion of a righteous deity, like Iomedae or Vildeis , …","primary_source":"GM Core","trait_group":["Tradition","Monster","Equipment","Rarity"],"level":7,"source_category":["Rulebooks","Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3126","source_group":["Hellbreakers"],"base_item":["Steel Shield"],"name":"Martyr's Shield","alignment":"No Alignment","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-3126"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["GM Core"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"legacy_id":["equipment-597"],"trait":["Intelligent","Occult","Rare"],"id":"equipment-3127","text":"<title level=\"1\" right=\"Item 5\" pfs=\"\" > Singing Sword Source GM Core pg. 305 Usage held in 1 hand Bulk 1 Base Weapon Longsword --- Perception +11; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common and four other common languages) Skills Performance +15 Int +2, Wis +2, Cha +4 Will +13 +17 against attempts to quiet its singing --- A singing sword is a +1 striking longsword imbued with the consciousness of a boisterous bard, and therefore constantly sings at all times. A singing sword can't stop singing and in fact communicates in no way other than by singing. A successful Diplomacy or Intimidation check against its Will DC can convince it to quiet its singing to a whisper for 10 minutes, or 20 minutes on a critical success, though it quickly grows displeased at anyone who attempts this repeatedly. The singing sword can spend its actions to attack on its own, with the effects of a dancing weapon's activation, except that its attack modifier is +12. Additionally, it can perform the following activations; each casts a composition spell and follows all the usual rules for compositions. Activate—Courageous Anthem Single Action (concentrate) Frequency once per minute; Effect The singing sword casts courageous anthem . Activate—Rallying Anthem Single Action (concentrate) Frequency once per minute; Effect The singing sword casts rallying anthem. Activate—Counter Performance Reaction (concentrate) Frequency once per hour; Trigger You or an ally within 60 feet rolls a saving throw against an auditory effect; Effect The singing sword casts counter performance .\n","skill_mod":{},"summary":"A singing sword is a +1 striking longsword imbued with the consciousness of a boisterous bard, and therefore constantly sings at all times. A …","primary_source":"GM Core","trait_group":["Equipment","Tradition","Monster","Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3127","base_item":["Longsword"],"name":"Singing Sword","alignment":"No Alignment","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-3127"},{"skill_mod":{},"summary":"This item appears to be and functions as a type I spacious pouch , until you try to retrieve an item from the bag. Whenever you retrieve an item …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":4,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["GM Core"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3128","weakness":{},"name":"Bag of Weasels","legacy_id":["equipment-599"],"trait":["Cursed","Extradimensional","Magical","Rare"],"id":"equipment-3128","text":"<title level=\"1\" right=\"Item 4\" pfs=\"\" > Bag of Weasels Source GM Core pg. 306 Usage held in 2 hands Bulk 1 --- This item appears to be and functions as a type I spacious pouch , until you try to retrieve an item from the bag. Whenever you retrieve an item from the bag of weasels , roll a DC 11 flat check. On a success, you retrieve the item as normal. On a failure, the item you retrieve is transformed into a weasel; this doesn't affect artifacts, cursed items, or other hard-to-destroy items. This weasel uses either the weasel statistics or a giant rat statistics and exudes an aura of magic. The weasel has no loyalty to you and typically attempts to escape as quickly as possible. If the weasel is counteracted, it transforms back into the original item that was taken from the bag of weasels. If it dies or is slain, the weasel disappears and the item is permanently destroyed. Because the weasel is a transformed item, you don't gain any benefit you would receive from attacking a creature, defeating one, damaging one, or the like, but you do gain any benefit you would gain from destroying an item.\n","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-3128"},{"skill_mod":{},"summary":"Appearing as a magic cloak such as a clandestine cloak , this garment is made of highly volatile fabric. While wearing it, if you take fire …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":7,"usage":"worn cloak","source_category":["Rulebooks"],"source":["GM Core"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3129","weakness":{},"name":"Cloak of Immolation","legacy_id":["equipment-601"],"trait":["Cursed","Invested","Magical","Rare"],"id":"equipment-3129","text":"<title level=\"1\" right=\"Item 7\" pfs=\"\" > Cloak of Immolation Source GM Core pg. 306 Usage worn cloak Bulk L --- Appearing as a magic cloak such as a clandestine cloak , this garment is made of highly volatile fabric. While wearing it, if you take fire damage, you also take 1d10 persistent fire damage. Taking fire damage while the persistent fire damage is in effect has no additional effect. You can extinguish the persistent fire damage as normal. Any creature that hits you with a melee unarmed attack while you are taking this persistent fire damage takes fire damage equal to the persistent fire damage you took on your previous turn. Once the curse has activated for the first time, the cloak fuses to you.\n","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-3129"},{"skill_mod":{},"summary":"This +2 adamantine scale mail appears to have a fortification rune but grants none of its effects. Whenever you are critically hit, after …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":14,"usage":"worn armor","source_category":["Rulebooks"],"source":["GM Core"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3130","weakness":{},"name":"Medusa Armor","legacy_id":["equipment-603"],"trait":["Cursed","Invested","Magical","Rare"],"id":"equipment-3130","text":"<title level=\"1\" right=\"Item 14\" pfs=\"\" > Medusa Armor Source GM Core pg. 306 Usage worn armor Bulk 3 --- This +2 adamantine scale mail appears to have a fortification rune but grants none of its effects. Whenever you are critically hit, after taking damage, you become petrified for 1 round. Once the curse has activated for the first time, the armor fuses to you.\n","bulk":3,"category":"equipment","rarity":"rare","slug":"equipment-3130"},{"skill_mod":{},"summary":"This dried, gnarled hand is clenched in a fist, waiting for a creature to pick it up. When you pick up the monkey's paw , the hand opens, revealing …","primary_source":"GM Core","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":20,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["GM Core"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3131","weakness":{},"name":"Monkey's Paw","legacy_id":["equipment-604"],"trait":["Cursed","Magical","Misfortune","Rare"],"id":"equipment-3131","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > Monkey's Paw Source GM Core pg. 306 Usage held in 1 hand Bulk L --- This dried, gnarled hand is clenched in a fist, waiting for a creature to pick it up. When you pick up the monkey's paw , the hand opens, revealing three withered fingers. The monkey's paw grants you three wishes (with the effects of a success on the wish ritual), curling one finger after every one. Once you pick up the monkey's paw , you cannot discard the hand until it returns to a clenched fist by granting its three wishes. Any attempts to discard the hand, even with the effects of a wish ritual, are unsuccessful as the monkey's paw reappears among your possessions within 1d4 hours; it doesn't work for any other creature in the intervening time. The hand returns even if another creature steals it from you. Once you make all three wishes, the monkey's paw uses interplanar teleport to travel to a random point in the multiverse. Whenever the monkey's paw hears you utter a statement that sounds like a wish, even if you don't use the words “I wish,” it activates and grants a twisted, horrifying version of your wish, producing any effect within the possibility of wish ritual, and potentially a greater effect at the GM's discretion.\n","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-3131"},{"primary_source_category":"Adventure Paths","usage":"held in one hand","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"necromancy","price":36000,"trait":["Magical","Necromancy","Rare"],"id":"equipment-3132","text":"<title level=\"1\" right=\"Item 7\" pfs=\"\" > Branch of the Great Sugi May contain spoilers from Season of Ghosts Source Pathfinder #197: Let the Leaves Fall pg. 73 Price 360 gp Usage held in one hand Bulk 1 --- This large tree branch is alive, despite having been harvested from the sugi tree it once belonged to. This long, flexible, and limber branch is a +1 striking whip . When used to Strike, the branch snaps with the sound of a cracking whip but fills the air surrounding the point of impact with the pleasant scent of freshly cut cedar and a sprinkling of fallen leaves on the ground. Activate Two Actions envision, Interact; Frequency once per day; Effect You place the branch of the great sugi on the corpse of an evil creature, then cause the branch to suddenly grow into a sugi tree, up to 25 feet tall with a 2-foot-wide trunk. As it grows, it emits a pulse of soothing energy, restoring 3d8+8 Hit Points to all creatures in a 10-foot burst. A character can Climb the tree with a successful DC 10 Athletics check, and its branches effortlessly support the weight of any Medium or smaller creature. The sugi tree reverts to its whip form after 1 hour unless you transform it back before then. Activate Single Action Interact; Effect You transform the branch of the great sugi from its tree form back into its whip form.\n","skill_mod":{},"summary":"This large tree branch is alive, despite having been harvested from the sugi tree it once belonged to. This long, flexible, and limber branch is a …","primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["Mechanics","School","Rarity"],"level":7,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3132","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Branch of the Great Sugi","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-3132"},{"primary_source_category":"Adventure Paths","usage":"worn belt or scarf","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"abjuration","price":36000,"trait":["Abjuration","Invested","Magical","Rare"],"id":"equipment-3133","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Ghost Scarf May contain spoilers from Season of Ghosts Source Pathfinder #197: Let the Leaves Fall pg. 73 Price 360 gp Usage worn belt or scarf Bulk L --- This 6-foot-long scarf shimmers with the silvery light of the River of Souls while worn, providing illumination equivalent to that of a candle. You can deactivate or activate this radiance as an Interact action. The dangling lengths of a ghost scarf softly billow in the presence of haunts, granting the wearer a +1 item bonus to all Perception checks and Perception DCs to resolve discovering a haunt or rolling initiative when a haunt triggers. Activate Single Action envision; Frequency once per day; Effect The scarf extends silvery threads that wrap around a weapon you carry, granting the effects of a ghost touch property rune to that weapon for 5 minutes. If the weapon already bears a ghost touch rune, you instead gain a +1 item bonus to Fortitude saves against effects from incorporeal undead for 5 minutes.\n","skill_mod":{},"summary":"This 6-foot-long scarf shimmers with the silvery light of the River of Souls while worn, providing illumination equivalent to that of a candle. You …","primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["School","Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3133","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Ghost Scarf","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3133"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"evocation","price":36000,"skill":["Diplomacy"],"trait":["Evocation","Invested","Magical","Rare"],"id":"equipment-3134","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Hairpin of Blooming Flowers May contain spoilers from Season of Ghosts Source Pathfinder #197: Let the Leaves Fall pg. 73 Price 360 gp Usage worn --- The flower that adorns this hairpin is a blooming lotus flower that varies in color; it regrows in a day after the item is activated. Whether or not the hairpin's flower is in bloom, as long as you wear it and it's invested, it grants a +1 item bonus to Diplomacy checks. Activate Two Actions envision, Interact; Frequency once per day; Effect You pluck the flower from the hairpin and scatter the petals, creating a flurry of color in a 10-foot burst centered on you. You become concealed for 1 minute or until you move from your current location. Any creature within the 10-foot burst when you Activate the Item must succeed at a DC 23 Reflex save or become dazzled until the end of its next turn (or blinded until the end of its next turn on a critical failure). The flower blooms again the next day.\n","skill_mod":{},"summary":"The flower that adorns this hairpin is a blooming lotus flower that varies in color; it regrows in a day after the item is activated. Whether or not …","primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["School","Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3134","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Hairpin of Blooming Flowers","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3134"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":36000,"trait":["Invested","Magical","Rare"],"id":"equipment-3135","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Red Thread Knot May contain spoilers from Season of Ghosts Source Pathfinder #197: Let the Leaves Fall pg. 74 Price 360 gp Usage worn --- This small length of red thread is knotted six times, with a loop at each end so it can either be worn as a bracelet or anklet, or hung from a strap. Activate Reaction envision; Trigger You critically fail a save; Effect The knot unties one of its six knots, altering your fate in the process. Treat your saving throw as if you failed the check rather than critically failed the check. This is a fortune effect. Once the sixth knot unties, it becomes a non-magical red thread.\n","skill_mod":{},"summary":"This small length of red thread is knotted six times, with a loop at each end so it can either be worn as a bracelet or anklet, or hung from a strap. ","primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3135","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Red Thread Knot","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3135"},{"primary_source_category":"Adventure Paths","usage":"worn headwear","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"abjuration","price":36000,"trait":["Abjuration","Invested","Magical","Rare"],"id":"equipment-3136","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Resolute Mind Wrap May contain spoilers from Season of Ghosts Source Pathfinder #197: Let the Leaves Fall pg. 74 Price 360 gp Usage worn headwear --- The followers of the Tan Sugi monastery understood the value of protecting the mind from the intrusion of violence and anger and infused this strip of striped green and brown cloth with their beliefs. Wrapped around the head, the stripes almost evoke the patterns of sugi branches coiled around the wearer's skull. The resolute mind wrap grants you resistance 5 against mental damage. . Activate Reaction envision; Frequency once per day; Trigger You attempt a Will saving throw against a mental effect; Effect The resolute mind wrap clings more tightly to your head, granting you a +1 item bonus to your Will saving throw. If you succeed at this saving throw, the resistance to mental damage granted by the resolute mind wrap increases to 10 for 1 minute.\n","skill_mod":{},"summary":"The followers of the Tan Sugi monastery understood the value of protecting the mind from the intrusion of violence and anger and infused this strip …","primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["School","Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3136","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Resolute Mind Wrap","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3136"},{"primary_source_category":"Adventure Paths","usage":"worn boots","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"transmutation","price":36000,"skill":["Stealth"],"trait":["Invested","Magical","Rare","Transmutation"],"id":"equipment-3137","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Root Boots May contain spoilers from Season of Ghosts Source Pathfinder #197: Let the Leaves Fall pg. 74 Price 360 gp Usage worn boots Bulk L --- The soles of these plain leather boots look like coils of flattened roots. The boots allow for full-foot flexibility despite their sturdy make and smell faintly of evergreen trees. While worn and invested, your footsteps sound like rustling leaves, granting you a +1 item bonus to Stealth checks in a forest or wooded area. Activate Single Action envision; Frequency once per day; Effect The small roots extending from the soles of these boots allow you to move freely and easily across wood. For 10 minutes, you gain a 20-foot climb Speed on trees and other wooden surfaces, and you don't need to use your hands to climb. Activate Reaction envision; Frequency once per day; Trigger You're standing on earth, and something attempts to move you against your will; Effect The roots extend from your boots to grip the ground, granting you a +4 item bonus to your Fortitude DC against effects that attempt to move you, such as Shove or Pull.\n","skill_mod":{},"summary":"The soles of these plain leather boots look like coils of flattened roots. The boots allow for full-foot flexibility despite their sturdy make and …","primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["Equipment","Mechanics","Rarity","School"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3137","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Root Boots","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3137"},{"primary_source_category":"Adventure Paths","usage":"held in one hand","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"necromancy","price":36000,"trait":["Magical","Necromancy","Rare"],"id":"equipment-3138","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Spirit Fan May contain spoilers from Season of Ghosts Source Pathfinder #197: Let the Leaves Fall pg. 74 Price 360 gp Usage held in one hand Bulk L --- This elegant black, gold-tipped +1 striking fighting fan is adorned with images of three golden leaves and a red rope tassel. If a creature is reduced to 0 Hit Points by a spirit fan, the golden leaves on the fan light up, providing illumination equal to that of a torch for 1 minute. Activate Two Actions envision; Frequency once per hour; Requirements The spirit fan's leaves are illuminated; Effect You sweep the spirit fan in the direction of a single target you can see within 30 feet, releasing the life energy in the form of a streak of golden light. The spirit fan goes dark. If the target is a living creature, the energy restores 3d8+8 Hit Points. If the target is undead, it takes 2d8+8 positive damage (DC 23 basic Fortitude save).\n","skill_mod":{},"summary":"This elegant black, gold-tipped +1 striking fighting fan is adorned with images of three golden leaves and a red rope tassel. If a creature is …","primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["Mechanics","School","Rarity"],"level":7,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3138","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Spirit Fan","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3138"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":2800,"trait":["Alchemical","Consumable","Healing","Processed","Uncommon"],"id":"equipment-3139","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Invigorating Soap May contain spoilers from Season of Ghosts Source Pathfinder #197: Let the Leaves Fall pg. 74 Price 28 gp Usage held in 1 hand Bulk L Activate 10 minutes (Interact) --- This slender bar of pine-scented soap can only be activated when you're immersed in water. Upon activation, the soap covers you in a sudsy foam that quickly fades, filling you with energy and soothing away aches and pains. It immediately restores 10 Hit Points and removes the fatigued condition. If you begin an 8-hour period of rest immediately after using invigorating soap, you regain an additional 10 Hit Points from resting.\n","skill_mod":{},"summary":"This slender bar of pine-scented soap can only be activated when you're immersed in water. Upon activation, the soap covers you in a sudsy foam that …","primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=3139","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Invigorating Soap","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3139"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"enchantment","price":1000,"skill":["Diplomacy"],"trait":["Consumable","Enchantment","Magical","Potion","Tea","Uncommon"],"id":"equipment-3140","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Covenant Tea May contain spoilers from Season of Ghosts Source Pathfinder #197: Let the Leaves Fall pg. 77 Price 10 gp Usage held in 1 hand Bulk L Activate Single Action Interact or 10 minutes (concentrate, Interact) --- This green tea is often steeped in a pot with a dried persimmon. Traditionally, all participants in a complex discussion start their conversation with a tea ceremony involving covenant tea , with each member of the group enjoying the covenant of the shared beverage. Some have been known to use trickery and sleight of hand to ensure only those whose goals align with the tea preparer are served covenant tea , while others in the group are served non-magical (but still delicious) green tea, thus subtly tipping the balance in discussion toward those the tea server favors. This practice has resulted in some regions referring to covenant tea as “trickery tea.” Regardless of what you prefer to call the tea, when you drink it, you gain a +1 item bonus to Diplomacy checks and to your Perception DC for 10 minutes. --- Tea Ceremony The duration increases to 1 hour.\n","skill_mod":{},"summary":"This green tea is often steeped in a pot with a dried persimmon. Traditionally, all participants in a complex discussion start their conversation …","primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["Equipment","School","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Tea","resistance":{},"url":"/Equipment.aspx?ID=3140","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Covenant Tea","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3140"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"transmutation","price":2000,"skill":["Acrobatics","Athletics"],"trait":["Consumable","Magical","Potion","Tea","Transmutation","Uncommon"],"id":"equipment-3141","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Energizing Tea May contain spoilers from Season of Ghosts Source Pathfinder #197: Let the Leaves Fall pg. 77 Price 20 gp Usage held in 1 hand Bulk L Activate Single Action Interact or 10 minutes (concentrate, Interact) --- This sweet and refreshing tea is made by adding a mixture of honey, lemon slices, and sliced ginger. This is considered to be the bare minimum when serving energizing tea , and many go above and beyond by adding additional citrus fruits or berries to the mix or refusing to serve the tea at all without accompanying it with a full platter of spiced pastries and sweets. This golden tea has energizing properties and, when consumed, grants you a +1 item bonus to Athletics and Acrobatics checks for 10 minutes. --- Tea Ceremony The duration increases to 1 hour. ","skill_mod":{},"summary":"This sweet and refreshing tea is made by adding a mixture of honey, lemon slices, and sliced ginger. This is considered to be the bare minimum when …","primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["Equipment","Mechanics","School","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Tea","resistance":{},"url":"/Equipment.aspx?ID=3141","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Energizing Tea","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3141"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"necromancy","price":1200,"trait":["Consumable","Magical","Necromancy","Potion","Tea","Uncommon"],"id":"equipment-3142","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Longnight Tea May contain spoilers from Season of Ghosts Source Pathfinder #197: Let the Leaves Fall pg. 77 Price 12 gp Usage held in 1 hand Bulk L Activate Single Action Interact or 10 minutes (concentrate, Interact) --- This tea is brewed with a mixture of matcha, turmeric, and 10 drops of morning dew, creating a fragrant but mildly bitter tea. The bitter aftertaste is said to be the most important element of longnight tea , for it's believed that this flavor lingers on the tongue and aids in keeping you awake and alert. The tea is favored by scholars and soldiers alike, although the value to which each attributes the ability to endure long nights without sleeping varies—and is often the subject of unusually impassioned debate. When you drink longnight tea , it grants you a +1 item bonus to saving throws against sleep effects for 1 hour. --- Tea Ceremony The duration increases to 8 hours, and the tea removes the fatigued condition.\n","skill_mod":{},"summary":"This tea is brewed with a mixture of matcha, turmeric, and 10 drops of morning dew, creating a fragrant but mildly bitter tea. The bitter aftertaste …","primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["Equipment","Mechanics","School","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Tea","resistance":{},"url":"/Equipment.aspx?ID=3142","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Longnight Tea","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3142"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"divination","price":15000,"trait":["Consumable","Divination","Magical","Potion","Tea","Uncommon"],"id":"equipment-3143","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Moon Blossom Tea May contain spoilers from Season of Ghosts Source Pathfinder #197: Let the Leaves Fall pg. 77 Price 150 gp Usage held in 1 hand Bulk L Activate Single Action Interact or 10 minutes (concentrate, Interact) --- This bright and citrusy tea is traditionally made with green tea combined with orange rind shavings and flower petals plucked during a full moon. Some claim to be able to tell the difference if these petals were plucked at other times, but this does not alter the tea's effects. The tea leaves have a chance to anticipate unexpected encounters. After consuming the tea, you gain a +2 item bonus to all initiative rolls for 1 hour and gain the following reaction. Activate Reaction (envision); Trigger You roll a failure on a Reflex save; Effect You get a success on the Reflex save instead. Reduce the remaining duration of moon blossom tea by 1 hour; if this reduces the duration to 0, the duration ends. This is a fortune effect. --- Tea Ceremony The duration increases to 4 hours.\n","skill_mod":{},"summary":"This bright and citrusy tea is traditionally made with green tea combined with orange rind shavings and flower petals plucked during a full moon. …","primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["Equipment","School","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Tea","resistance":{},"url":"/Equipment.aspx?ID=3143","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Moon Blossom Tea","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3143"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"abjuration","price":5000,"trait":["Abjuration","Consumable","Magical","Potion","Tea","Uncommon"],"id":"equipment-3144","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Peace in Dreams Tea May contain spoilers from Season of Ghosts Source Pathfinder #197: Let the Leaves Fall pg. 77 Price 50 gp Usage held in 1 hand Bulk L Activate Single Action Interact or 10 minutes (concentrate, Interact) --- This creamy tea is made from warm soy milk steeped with whole, dried chrysanthemum flowers and honey and brewed from when the sun first touches the horizon to when it has fully set. Consuming this tea causes mild drowsiness, aids in sleep, and protects from harmful mental effects. You gain a +1 item bonus to all saving throws against mental effects for 1 hour. --- Tea Ceremony The effects last for 8 hours, and as long as you're asleep, the item bonus increases to +2.\n","skill_mod":{},"summary":"This creamy tea is made from warm soy milk steeped with whole, dried chrysanthemum flowers and honey and brewed from when the sun first touches the …","primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["School","Equipment","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Tea","resistance":{},"url":"/Equipment.aspx?ID=3144","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Peace in Dreams Tea","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3144"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"necromancy","price":2500,"trait":["Consumable","Magical","Necromancy","Potion","Tea","Uncommon"],"id":"equipment-3145","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Resurrection Tea May contain spoilers from Season of Ghosts Source Pathfinder #197: Let the Leaves Fall pg. 78 Price 25 gp Usage held in 1 hand Bulk L Activate Single Action Interact or 10 minutes (concentrate, Interact) --- Resurrection tea was named for its repugnant taste, said to be “strong enough to kill the living,” and its incredible medicinal properties “powerful enough to raise the dead.” The primary ingredients in this medicinal tea are ginseng and jujubes, enhanced with additional herbs, shaved deer antlers, sugi tree bark, and a variety of mushrooms stewed for several hours in a large pot to form a brown, pulpy, and viscous liquid. The bitterness and earthy taste make the tea rather unappetizing. The tea restores 2d8+5 Hit Points, and you reduce the DC of recovery checks by 1 for 8 hours. --- Tea Ceremony The tea reduces the DC of recovery checks by 3.\n","skill_mod":{},"summary":" Resurrection tea was named for its repugnant taste, said to be “strong enough to kill the living,” and its incredible medicinal properties …","primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Tea","resistance":{},"url":"/Equipment.aspx?ID=3145","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Resurrection Tea","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3145"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"divination","price":6000,"trait":["Consumable","Divination","Magical","Potion","Tea","Uncommon"],"id":"equipment-3146","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Spiritsight Tea May contain spoilers from Season of Ghosts Source Pathfinder #197: Let the Leaves Fall pg. 78 Price 60 gp Usage held in 1 hand Bulk L Activate Single Action Interact or 10 minutes (concentrate, Interact) --- Spiritsight tea exudes a soft blue glow, creating illumination equal to that of a candle. When consumed, your eyes take on a soft glow as well, and you can see invisible creatures and objects for 10 minutes; such creatures appear to you as translucent shapes, and they're concealed to you. You gain a +1 item bonus to Perception checks to Seek incorporeal creatures. --- Tea Ceremony The duration of being able to see invisible creatures and objects increases to 30 minutes, and the duration of the item bonus increases to 8 hours.\n","skill_mod":{},"summary":" Spiritsight tea exudes a soft blue glow, creating illumination equal to that of a candle. When consumed, your eyes take on a soft glow as well, and …","primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["Equipment","School","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Tea","resistance":{},"url":"/Equipment.aspx?ID=3146","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Spiritsight Tea","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3146"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #198: No Breath to Cry"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"transmutation","price":67500,"skill":["Athletics"],"trait":["Magical","Transmutation","Unique"],"id":"equipment-3147","text":"<title level=\"1\" right=\"Item 9\" pfs=\"\" > Injigo's Loving Embrace May contain spoilers from Season of Ghosts Source Pathfinder #198: No Breath to Cry pg. 77 Price 675 gp Usage held in 2 hands Bulk 1 --- This net was woven by the jorogumo Injigo, who presented it as a gift to her gnome sweetheart, Mara, to keep her safe in their mountain cottage when Injigo left on hunting expeditions. Injigo's Loving Embrace functions as a typical net. You gain a +1 item bonus to Athletics checks made to Grapple with the net. Activate Two Actions envision, Interact; Frequency once per day; Effect You spin the net in the direction of an incorporeal creature within 30 feet that you can see. Lines of silken force whip out to lash around the incorporeal creature, who must attempt a DC 25 Reflex save to avoid becoming immobilized until the end of your next turn. You can Sustain this activation for up to 1 minute, and the creature must succeed at a DC 25 check to Escape the net. Activate 10 minutes (envision, Interact); Frequency once per week; Effect You wrap the net around you like a blanket as you prepare to sleep. As long as you get 8 hours of sleep or analogous rest, you dream of writing love letters to someone you adore: this could be an actual paramour, someone you're interested in, or someone unknown whose identity you don't recall after waking. When you wake, you're filled with a sense of melancholia about those unsent letters, but these feelings distract you from other, more unpleasant thoughts, granting you resistance 5 to mental damage and a +1 item bonus to saving throws against mental effects for the next 8 hours.\n","skill_mod":{},"summary":"This net was woven by the jorogumo Injigo, who presented it as a gift to her gnome sweetheart, Mara, to keep her safe in their mountain cottage when …","primary_source":"Pathfinder #198: No Breath to Cry","trait_group":["Mechanics","School","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3147","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Injigo's Loving Embrace","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-3147"},{"primary_source_category":"Adventure Paths","usage":"worn shoes","source":["Pathfinder #198: No Breath to Cry"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"transmutation","price":70000,"skill":["Athletics"],"trait":["Invested","Magical","Transmutation","Unique"],"id":"equipment-3148","text":"<title level=\"1\" right=\"Item 9\" pfs=\"\" > Kinburi's Sandals of Bounding May contain spoilers from Season of Ghosts Source Pathfinder #198: No Breath to Cry pg. 77 Price 700 gp Usage worn shoes Bulk L --- These elevated wooden sandals once belonged to a haughty kitsune named Kinburi. It was well known that her swiftness and grace were unmatched, and observers described her as seeming to glide above the earth with each step. She often challenged others to wager on her speed, but as people began to grow wise, she was forced to conceal her identity or promise to forfeit her sandals if she lost. These sandals give you a +1 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically. Activate Two Actions (command); Frequency once per hour; Effect You loudly boast about your grace and agility, then take any combination of two High Jumps or Long Jumps. You do not need to Stride first, and between the two jumps, you need only to come into contact with a physical object before making the second jump; this object doesn't need to be one that can bear your weight, or even be attached to the ground—you can jump off from a floating feather or a thin branch or even off a paper wall as needed. The sandals' item bonus increases to +2 for these jumps.\n","skill_mod":{},"summary":"These elevated wooden sandals once belonged to a haughty kitsune named Kinburi. It was well known that her swiftness and grace were unmatched, and …","primary_source":"Pathfinder #198: No Breath to Cry","trait_group":["Equipment","Mechanics","School","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3148","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Kinburi's Sandals of Bounding","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-3148"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #198: No Breath to Cry"],"type":"Item","item_category":"Grimoires","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"enchantment","price":70000,"trait":["Enchantment","Grimoire","Magical","Unique"],"id":"equipment-3149","text":"<title level=\"1\" right=\"Item 9\" pfs=\"\" > Juubun's One Thousand Poems May contain spoilers from Season of Ghosts Source Pathfinder #198: No Breath to Cry pg. 77 Price 700 gp Bulk L --- This well-worn manuscript is side stitched with fading lilac-colored thread. It is filled with poems written long ago by a philosopher named Seiji Juubun, which contain a lifetime of wisdom, presenting information and advice on a tremendous breadth of topics. Activate Single Action envision (emotion, mental, metamagic); Frequency once per day; Effect If your next action is to Cast a Spell that has the linguistic trait and that targets 1 creature, you are overtaken by Juubun's spirit, and the spoken elements of your spell become impactfully poetic. If the target is an ally, your words inspire them and they gain 10 temporary Hit Points, which last for 1 minute. If the targeted creature is an enemy and the spell requires a saving throw, and if the enemy fails its saving throw, they become sickened 1 as a result of despair and sadness.\n","skill_mod":{},"summary":"This well-worn manuscript is side stitched with fading lilac-colored thread. It is filled with poems written long ago by a philosopher named Seiji …","primary_source":"Pathfinder #198: No Breath to Cry","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3149","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Juubun's One Thousand Poems","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-3149"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #198: No Breath to Cry"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"transmutation","price":70000,"trait":["Magical","Transmutation","Unique"],"id":"equipment-3150","text":"<title level=\"1\" right=\"Item 9\" pfs=\"\" > Vashu's Ninth Life May contain spoilers from Season of Ghosts Source Pathfinder #198: No Breath to Cry pg. 77 Price 700 gp Usage held in 1 hand Bulk 1 Base Weapon Katana --- This +1 striking ghost touch katana is made from a whisker stolen from the king of cats over three hundred years ago by a catfolk rogue named Vashu Vigaru. He sought the magic of the whisker to preternaturally extend his life, and some believe he still lives, having successfully divested himself of the sword to escape the king's wrath in the end. Activate Free Action (envision); Frequency once per hour; Trigger Your turn ends; Effect You extend your senses through the blade, allowing you to react to nearby movement. Vashu's Ninth Life gains the parry trait and raises itself into parrying position, granting you a +1 circumstance bonus to AC until the start of your next turn. Activate Reaction (envision); Frequency once per day; Effect A portion of the slain creature's life force travels through the blade and into your soul, bolstering your own life. You gain the benefits of the Diehard feat for 1 minute. This causes you to die from the dying condition at dying 5 rather than dying 4.\n","skill_mod":{},"summary":"This +1 striking ghost touch katana is made from a whisker stolen from the king of cats over three hundred years ago by a catfolk rogue named …","primary_source":"Pathfinder #198: No Breath to Cry","trait_group":["Mechanics","School","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3150","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Katana"],"name":"Vashu's Ninth Life","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-3150"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"illusion","price":25000,"trait":["Consumable","Illusion","Magical","Rare"],"id":"equipment-3151","text":"<title level=\"1\" right=\"Item 11\" pfs=\"\" > Gossamer Sash May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 84 Price 250 gp Usage held in 1 hand Bulk L Activate 1 hour (envision, Interact, move) --- This lightweight sash of spidersilk measures 20 feet long when fully unfurled. White at one end and shading to violet at the other, occult markings in silver thread are stitched along the sash's length. When a gossamer sash is held by up to 4 people and they spend 1 hour walking along any road in Shenmen between midnight and sunrise, they step into an immersive mindscape that appears to be a lonely mountainside road inhabited by path maidens who are (at least initially) favorably disposed toward answering questions the travelers might have. Once the path maidens have answered their questions or are slain (whichever comes first), the mindscape ends, and those who traveled it are returned to the point on the road where they first activated the gossamer sash .\n","skill_mod":{},"summary":"This lightweight sash of spidersilk measures 20 feet long when fully unfurled. White at one end and shading to violet at the other, occult markings …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3151","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Gossamer Sash","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-3151"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":18000,"trait":["Alchemical","Consumable","Lozenge","Uncommon"],"id":"equipment-3152","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Energizing Pill May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 73 Price 180 gp Usage held in 1 hand --- This special blend of potent herbs comes in the form of a compact ball that allows it to be held in the mouth, where it remains for 1 hour. An energizing pill has a bitter taste at first, but the longer one lets it soak, the more complex and sweet its flavor grows. It heightens your reactions, granting you a +2 item bonus to initiative rolls with Perception. Secondary Effect Reaction Trigger You would become clumsy, drained, enfeebled, frightened, sickened, slowed, or stupefied; Effect Reduce the value of the condition you just gained by 1; if this reduces the value to 0, you don't gain the triggering condition.\n","skill_mod":{},"summary":"This special blend of potent herbs comes in the form of a compact ball that allows it to be held in the mouth, where it remains for 1 hour. An …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=3152","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Energizing Pill","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3152"},{"item_child_id":["equipment-3153-3068","equipment-3153-3069","equipment-3153-3070"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","trait":["Alchemical","Bomb","Consumable","Mental","Rare","Splash"],"id":"equipment-3153","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Silversoul Bomb May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 73 Usage held in 1 hand Bulk L Activate Two Actions Interact --- This rare alchemical bomb gathers and concentrates the emotions that linger in a burial ground where generations of beloved ancestors have been interred, infusing that powerful emotional energy into the alchemically prepared powdered silver stored within the bomb. This energy glows with a soft, silver radiance and, if contained in a clear container, allows a silversoul bomb to be used as a torch to illuminate an area. A silversoul bomb grants an item bonus to attack rolls and deals mental damage plus additional effects, according to the bomb's type. Nindorus are particularly harmed by silversoul bombs and take the listed persistent mental damage, according to the bomb's type. Against nindorus, the bomb's item bonus also applies to its save DC to resist being dazzled or blinded. Creatures that have weakness to silver (including most nindorus) have an equal amount of weakness to the mental damage caused by a silversoul bomb, due to the silver infused into the energy within. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Silversoul Bomb Source Pathfinder #199: To Bloom Below the Web pg. 73 Price 10 gp --- You gain a +1 item bonus to attack rolls, and the bomb deals 2d4 mental damage, 1d6 persistent mental damage to nindorus, and 2 mental splash damage. A creature that takes splash damage from the bomb and fails a DC 17 Fortitude save is dazzled for 1 round as glowing silver particles cling to its face. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Silversoul Bomb (Greater) Source Pathfinder #199: To Bloom Below the Web pg. 73 Price 250 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 mental damage, 2d6 persistent mental damage to nindorus, and 3 mental splash damage. A creature that takes splash damage from the bomb and fails a DC 28 Fortitude save is blinded for 1 round and then dazzled for 1 round thereafter. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Silversoul Bomb (Major) Source Pathfinder #199: To Bloom Below the Web pg. 73 Price 2,500 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 mental damage, 3d6 persistent mental damage to nindorus, and 4 mental splash damage. A creature that takes splash damage from the bomb is dazzled for 1 round unless it fails a DC 37 Fortitude save, in which case it's permanently blinded.","skill_mod":{},"summary":"This rare alchemical bomb gathers and concentrates the emotions that linger in a burial ground where generations of beloved ancestors have been …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3153","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Silversoul Bomb","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"equipment-3153"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3153","weakness":{},"primary_source_group":"Season of Ghosts","price":1000,"trait":["Alchemical","Bomb","Consumable","Mental","Rare","Splash"],"id":"equipment-3153-3068","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Silversoul Bomb May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 73 Usage held in 1 hand Bulk L Activate Two Actions Interact --- This rare alchemical bomb gathers and concentrates the emotions that linger in a burial ground where generations of beloved ancestors have been interred, infusing that powerful emotional energy into the alchemically prepared powdered silver stored within the bomb. This energy glows with a soft, silver radiance and, if contained in a clear container, allows a silversoul bomb to be used as a torch to illuminate an area. A silversoul bomb grants an item bonus to attack rolls and deals mental damage plus additional effects, according to the bomb's type. Nindorus are particularly harmed by silversoul bombs and take the listed persistent mental damage, according to the bomb's type. Against nindorus, the bomb's item bonus also applies to its save DC to resist being dazzled or blinded. Creatures that have weakness to silver (including most nindorus) have an equal amount of weakness to the mental damage caused by a silversoul bomb, due to the silver infused into the energy within. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Silversoul Bomb Source Pathfinder #199: To Bloom Below the Web pg. 73 Price 10 gp --- You gain a +1 item bonus to attack rolls, and the bomb deals 2d4 mental damage, 1d6 persistent mental damage to nindorus, and 2 mental splash damage. A creature that takes splash damage from the bomb and fails a DC 17 Fortitude save is dazzled for 1 round as glowing silver particles cling to its face. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Silversoul Bomb (Greater) Source Pathfinder #199: To Bloom Below the Web pg. 73 Price 250 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 mental damage, 2d6 persistent mental damage to nindorus, and 3 mental splash damage. A creature that takes splash damage from the bomb and fails a DC 28 Fortitude save is blinded for 1 round and then dazzled for 1 round thereafter. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Silversoul Bomb (Major) Source Pathfinder #199: To Bloom Below the Web pg. 73 Price 2,500 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 mental damage, 3d6 persistent mental damage to nindorus, and 4 mental splash damage. A creature that takes splash damage from the bomb is dazzled for 1 round unless it fails a DC 37 Fortitude save, in which case it's permanently blinded.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls, and the bomb deals 2d4 mental damage, 1d6 persistent mental damage to nindorus, and 2 mental splash damage. …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3153","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Silversoul Bomb","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"equipment-3153-3068"},{"remaster_name":["Greater Silversoul Bomb"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3153","weakness":{},"primary_source_group":"Season of Ghosts","price":25000,"trait":["Alchemical","Bomb","Consumable","Mental","Rare","Splash"],"id":"equipment-3153-3069","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Silversoul Bomb May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 73 Usage held in 1 hand Bulk L Activate Two Actions Interact --- This rare alchemical bomb gathers and concentrates the emotions that linger in a burial ground where generations of beloved ancestors have been interred, infusing that powerful emotional energy into the alchemically prepared powdered silver stored within the bomb. This energy glows with a soft, silver radiance and, if contained in a clear container, allows a silversoul bomb to be used as a torch to illuminate an area. A silversoul bomb grants an item bonus to attack rolls and deals mental damage plus additional effects, according to the bomb's type. Nindorus are particularly harmed by silversoul bombs and take the listed persistent mental damage, according to the bomb's type. Against nindorus, the bomb's item bonus also applies to its save DC to resist being dazzled or blinded. Creatures that have weakness to silver (including most nindorus) have an equal amount of weakness to the mental damage caused by a silversoul bomb, due to the silver infused into the energy within. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Silversoul Bomb Source Pathfinder #199: To Bloom Below the Web pg. 73 Price 10 gp --- You gain a +1 item bonus to attack rolls, and the bomb deals 2d4 mental damage, 1d6 persistent mental damage to nindorus, and 2 mental splash damage. A creature that takes splash damage from the bomb and fails a DC 17 Fortitude save is dazzled for 1 round as glowing silver particles cling to its face. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Silversoul Bomb (Greater) Source Pathfinder #199: To Bloom Below the Web pg. 73 Price 250 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 mental damage, 2d6 persistent mental damage to nindorus, and 3 mental splash damage. A creature that takes splash damage from the bomb and fails a DC 28 Fortitude save is blinded for 1 round and then dazzled for 1 round thereafter. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Silversoul Bomb (Major) Source Pathfinder #199: To Bloom Below the Web pg. 73 Price 2,500 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 mental damage, 3d6 persistent mental damage to nindorus, and 4 mental splash damage. A creature that takes splash damage from the bomb is dazzled for 1 round unless it fails a DC 37 Fortitude save, in which case it's permanently blinded.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 mental damage, 2d6 persistent mental damage to nindorus, and 3 mental splash damage. …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3153","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Silversoul Bomb (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"equipment-3153-3069"},{"remaster_name":["Major Silversoul Bomb"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3153","weakness":{},"primary_source_group":"Season of Ghosts","price":250000,"trait":["Alchemical","Bomb","Consumable","Mental","Rare","Splash"],"id":"equipment-3153-3070","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Silversoul Bomb May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 73 Usage held in 1 hand Bulk L Activate Two Actions Interact --- This rare alchemical bomb gathers and concentrates the emotions that linger in a burial ground where generations of beloved ancestors have been interred, infusing that powerful emotional energy into the alchemically prepared powdered silver stored within the bomb. This energy glows with a soft, silver radiance and, if contained in a clear container, allows a silversoul bomb to be used as a torch to illuminate an area. A silversoul bomb grants an item bonus to attack rolls and deals mental damage plus additional effects, according to the bomb's type. Nindorus are particularly harmed by silversoul bombs and take the listed persistent mental damage, according to the bomb's type. Against nindorus, the bomb's item bonus also applies to its save DC to resist being dazzled or blinded. Creatures that have weakness to silver (including most nindorus) have an equal amount of weakness to the mental damage caused by a silversoul bomb, due to the silver infused into the energy within. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Silversoul Bomb Source Pathfinder #199: To Bloom Below the Web pg. 73 Price 10 gp --- You gain a +1 item bonus to attack rolls, and the bomb deals 2d4 mental damage, 1d6 persistent mental damage to nindorus, and 2 mental splash damage. A creature that takes splash damage from the bomb and fails a DC 17 Fortitude save is dazzled for 1 round as glowing silver particles cling to its face. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Silversoul Bomb (Greater) Source Pathfinder #199: To Bloom Below the Web pg. 73 Price 250 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 mental damage, 2d6 persistent mental damage to nindorus, and 3 mental splash damage. A creature that takes splash damage from the bomb and fails a DC 28 Fortitude save is blinded for 1 round and then dazzled for 1 round thereafter. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Silversoul Bomb (Major) Source Pathfinder #199: To Bloom Below the Web pg. 73 Price 2,500 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 mental damage, 3d6 persistent mental damage to nindorus, and 4 mental splash damage. A creature that takes splash damage from the bomb is dazzled for 1 round unless it fails a DC 37 Fortitude save, in which case it's permanently blinded.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 mental damage, 3d6 persistent mental damage to nindorus, and 4 mental splash damage. …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3153","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Silversoul Bomb (Major)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"equipment-3153-3070"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"transmutation","price":25000,"trait":["Consumable","Magical","Potion","Transmutation","Uncommon"],"id":"equipment-3154","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Ascendant Dragon Spirit May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 74 Price 250 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- This masterfully crafted spirit is mixed into a potent magical cocktail and packaged in a gourd with an engraving of a forest dragon coiling around it. Drinking it imparts an intriguing balance of woodsmoke, honey, and bright floral notes on the back end. When consumed, your arms become infused with the deadly power of a forest dragon. For 1 minute, your unarmed Strikes deal an additional 1d6 poison damage and an additional 1d6 negative damage.\n","skill_mod":{},"summary":"This masterfully crafted spirit is mixed into a potent magical cocktail and packaged in a gourd with an engraving of a forest dragon coiling around …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Equipment","Mechanics","School","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3154","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Ascendant Dragon Spirit","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3154"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"abjuration","price":15500,"trait":["Abjuration","Consumable","Enchantment","Magical","Mental","Oil","Uncommon"],"id":"equipment-3155","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Panaceatic Salve May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 74 Price 155 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- This pungent herbal ointment was originally only intended for use as an analgesic. That being said, popular folklore around this salve claims it can do anything from curing fevers to repelling vampires, a reputation that, if nothing else, is easy to get swept up in. When you activate a dose of panaceatic salve by rubbing it on your skin, you gain 4d8+10 temporary Hit Points for 10 minutes. At the end of this duration, if you still retain at least 1 of these temporary Hit Points, you can attempt a new saving throw against an ongoing disease or poison affliction you're afflicted with; if you fail or critically fail this saving throw, you don't increase the affliction's stage.\n","skill_mod":{},"summary":"This pungent herbal ointment was originally only intended for use as an analgesic. That being said, popular folklore around this salve claims it can …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=3155","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Panaceatic Salve","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3155"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":25000,"trait":["Consumable","Divine","Magical","Positive","Uncommon","Vitality"],"id":"equipment-3156","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Sanctified Beans May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 74 Price 250 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- These roasted soybeans are blessed by a priest to ward against all various forms of otherworldly influence but are most effective against incorporeal evils, such as specters or path maidens. They can be safely eaten by living creatures and taste delicious when paired with rice wine. When you activate this item, choose an adjacent square to exhale into. You fill that square with soothing vapors that harm any fiend, fey, ghost, spirit, or undead creature that ends their turn in that square for the next minute, causing them to take 4d8+4 good damage (DC 28 basic Will save). An incorporeal creature that takes this damage must also attempt a DC 28 Fortitude save to resist being affected as follows. Critical Success The creature is unaffected. Success The creature becomes flat-footed until the start of your next turn. Failure The creature becomes slowed 1 for 1 round Critical Failure The creature becomes stunned 1 and is then slowed 1 for 1 round.\n","skill_mod":{},"summary":"These roasted soybeans are blessed by a priest to ward against all various forms of otherworldly influence but are most effective against incorporeal …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Equipment","Tradition","Monster","Mechanics","Energy","Planar","Creature Type","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3156","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Sanctified Beans","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3156"},{"primary_source_category":"Adventure Paths","usage":"affixed to a weapon","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"transmutation","price":16000,"trait":["Consumable","Magical","Talisman","Transmutation","Uncommon"],"id":"equipment-3157","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Taljjae Tassel May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 74 Price 160 gp Usage affixed to a weapon Activate Free Action envision Trigger Your Strike with the affixed weapon was a critical success. --- The bright red tassels of the creature known as Taljjae are a ubiquitous motif in Hwanggot and are used as charms to pray for good fortune and reward for great effort. They adorn clothing, weapons, and even drinking gourds. These particular tassels carry within them a potent fraction of the mysterious fey's power. When you activate a Taljjae tassel , your weapon gains the properties of the grievous rune for the duration of the triggering attack.\n","skill_mod":{},"summary":"The bright red tassels of the creature known as Taljjae are a ubiquitous motif in Hwanggot and are used as charms to pray for good fortune and reward …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Equipment","Mechanics","School","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","trigger":"Your Strike with the affixed weapon was a critical success.","resistance":{},"url":"/Equipment.aspx?ID=3157","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Taljjae Tassel","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-3157"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"transmutation","price":18000,"trait":["Consumable","Magical","Rare","Transmutation"],"id":"equipment-3158","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Thousand-Year Dragonroot May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 74 Price 180 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Dragonroots are pale, golden-rooted plants that grow throughout Tian Xia. Just as mandrake roots or ginseng roots are sometimes regarded to have almost humanoid shapes, these roots appear as if they were dragons. They're commonly used in the formulation of healing potions, but the most sought-after have grown for centuries, for they're viable for enchantment into thousand-year dragonroots . When you activate a thousand-year dragonroot , your body shimmers with golden light, providing illumination as a torch. You gain a fly Speed of 40 feet and fire resistance 5 for 1 minute.\n","skill_mod":{},"summary":"Dragonroots are pale, golden-rooted plants that grow throughout Tian Xia. Just as mandrake roots or ginseng roots are sometimes regarded to have …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Equipment","Mechanics","Rarity","School"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3158","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Thousand-Year Dragonroot","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-3158"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"transmutation","price":16000,"trait":["Consumable","Magical","Potion","Transmutation","Uncommon"],"id":"equipment-3159","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Vengeful Demon's Tears May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 74 Price 160 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Vengeful demon's tears is an infamously noxious spirit mixed into a potent magical cocktail and traditionally packaged in a gourd adorned with an engraving of a terrifying demonic face. Drinking it feels akin to lighting your throat on fire and putting it out with an herbal tonic. When you activate this potion, you gain the quickened condition for 3 rounds and can use the extra action each round to Strike, Stride, or to take the following action. Activate Single Action (concentrate, healing) Effect You focus on the sensation of life burning within your flesh and gain 2d8 temporary Hit Points for 1 round.\n","skill_mod":{},"summary":" Vengeful demon's tears is an infamously noxious spirit mixed into a potent magical cocktail and traditionally packaged in a gourd adorned with an …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Equipment","Mechanics","School","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3159","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Vengeful Demon's Tears","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3159"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"abjuration","price":200000,"trait":["Abjuration","Invested","Magical","Uncommon"],"id":"equipment-3160","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Dragon Turtle Armor May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 75 Price 2,000 gp Usage worn armor Bulk 4 Base Armor Full Plate --- This +1 resilient full plate is crafted from the most colorful fragments chipped from scales of a dragon turtle's shell, traditionally incorporating that motif in the form of a thicker, sturdier backplate. While wearing this armor, you aren't flat-footed from creatures that flank you, and you ignore the armor's speed penalty when you Swim and its check penalty to Athletics checks to Swim.\n","skill_mod":{},"summary":"This +1 resilient full plate \t is crafted from the most colorful fragments chipped from scales of a dragon turtle's shell, traditionally …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["School","Equipment","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3160","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Full Plate"],"name":"Dragon Turtle Armor","bulk":4,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3160"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"abjuration","price":125000,"trait":["Abjuration","Magical","Uncommon"],"id":"equipment-3161","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Evil-Reflecting Shield May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 75 Price 1,250 gp Usage held in 1 hand Bulk 1 --- A bright, octagonal frame surrounds this circular mithral shield, which itself is polished to a mirrorlike sheen that reflects clear and true. While you have this standard-grade mithral shield (Hardness 5, HP 20, BT 10) raised, you gain its circumstance bonus to saving throws against spells with the evil or negative trait. Activate Reaction command (fortune) Frequency once per day; Trigger You attempt a saving throw against an effect with the evil or negative traits; Effect Your saving throw result is considered one degree better than the actual result. If this effect turns a success into a critical success, you can reflect some of the effect's power as a wave of magical backlash back to the source of the triggering effect, as long as the source is within 30 feet. When you do so, the target must succeed at a DC 28 Fortitude save or become stunned 1.\n","skill_mod":{},"summary":"A bright, octagonal frame surrounds this circular mithral shield, which itself is polished to a mirrorlike sheen that reflects clear and true. While …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["School","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3161","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Evil-Reflecting Shield","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3161"},{"primary_source_category":"Adventure Paths","usage":"held in one hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"evocation","price":180000,"skill":["Nature"],"trait":["Evocation","Fire","Magical","Uncommon"],"id":"equipment-3162","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Dragonfire Halfbow May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 75 Price 1,800 gp Usage held in one hand Bulk 1 Base Weapon Composite Shortbow --- Crafted by layering bamboo with strips of sliced scales harvested from a fire-breathing dragon, this bow has a significant draw strength. This design is commonly seen in Hongal, as the shorter limbs allow for easier maneuvering on horseback. While the wielder of this +2 striking composite shortbow is mounted, they apply the bow's item bonus to Nature checks to Command your mount. Activate Two Actions Interact; Frequency once per day; Effect You draw the bow back to its maximum draw length without nocking an arrow, and as you release the string, the dragonfire halfbow casts fireball (heightened to 5th- level; DC 29 Reflex save), targeted at a point of your choosing within the spell's range. You and your mount are immune to the effects of this fireball.\n","element":["Fire"],"skill_mod":{},"summary":"Crafted by layering bamboo with strips of sliced scales harvested from a fire-breathing dragon, this bow has a significant draw strength. This design …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3162","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Composite Shortbow"],"name":"Dragonfire Halfbow","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3162"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"abjuration","price":200000,"trait":["Abjuration","Divine","Rare"],"id":"equipment-3163","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Four-Tiger Blade May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 75 Price 2,000 gp Usage held in 1 hand Bulk 1 Base Weapon Longsword --- When a once-in-a-lifetime alignment of the stars shone through the roof of a secluded blacksmith's forge, the smith took advantage to craft their masterpiece. For two hours, they hammered a lump of ordinary steel into a divine blade, etching constellations and wards down its length, then shared their creation's formula with a small group of close associates before passing away. These weapons are the four-tiger blades , and currently, only a dozen are known to exist—one associated with each month of the year. Each weapon is a +2 striking ghost touch longsword that leaves a noticeable trail of light originating from the engraved stars when it's swung. Those who pay close attention to the pattern of stars that shine on the blade might note that the depicted constellations change according to those currently in the night sky above. Activate Two Actions envision, Interact (abjuration, divine, incapacitation) Frequency once per day; Effect Attempt a Strike against a creature you believe to be possessed. This attack deals no damage on the creature, but if the target is possessed, the possessing creature must attempt a DC 29 Will save. Critical Success The possessing creature is unaffected, and you remain unaware of if the target is actually possessed or not. Success The possessing creature is unaffected, but you sense that creature’s control over the target and confirm that the target is possessed. Failure You confirm that the target is possessed. The possessing creature can’t control the target for 1 minute. Critical Failure You confirm the target is possessed an instant before you counteract the possession, causing the possessing creature to vacate the target’s body. Activate Reaction command; Trigger You attempt a Strike with the four-tiger blade ; Effect Until the start of your next turn, you gain resistance 10 to negative damage.\n","skill_mod":{},"summary":"When a once-in-a-lifetime alignment of the stars shone through the roof of a secluded blacksmith's forge, the smith took advantage to craft their …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["School","Tradition","Monster","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3163","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Longsword"],"name":"Four-Tiger Blade","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3163"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"transmutation","price":90000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-3164","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Lumber Lord's Axe May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 75 Price 900 gp Usage held in 1 hand Bulk 1 Base Weapon Battle Axe --- This unassuming tool wouldn't look out of place on the belt of an industrious laborer. Grooves worn into the wooden handle over years of use and an irregularly sharpened blade give it the distinct impression of being cherished, and the potent scent of freshly chopped wood always clings to the axe's blade despite any attempt to clean it or remove the odor. A creature that holds or carries this +2 striking cold iron fungus and plant bane battle axe feels an obligation to tell the truth and receives a –4 status penalty to its attempts to Lie. Activate 1 minute (Interact); Frequency once per day; Effect You polish and sharpen the axe, after which its scent grows even more powerful and the axe's blade transforms into your choice of standard-grade adamantine or standard-grade mithral for 1 hour; then after this duration, the woodcutter's axe reverts to cold iron.\n","skill_mod":{},"summary":"This unassuming tool wouldn't look out of place on the belt of an industrious laborer. Grooves worn into the wooden handle over years of use and an …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Mechanics","School","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3164","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Battle Axe"],"name":"Lumber Lord's Axe","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3164"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"abjuration","price":140000,"trait":["Abjuration","Magical","Rare"],"id":"equipment-3165","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Sensei's Parasol May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 75 Price 1,400 gp Usage held in 1 hand Bulk 1 Base Weapon Bo Staff --- A master once said to his pupil that, in the hands of a skilled practitioner, even a parasol can become a deadly weapon. Returning the next day, the pupil excitedly turned over a parasol forged out of metal slats, explaining that it lowered the amount of skill one would need to exert deadly force. The master sighed, seeing that his pupil had failed to see the point, but accepted the gift nonetheless. Ingenuity was, after all, a virtue. Since then, additional sensei's parasols have been crafted, and they're very sought after. This weapon functions as a +2 striking bo staff. Activate Single Action Interact; Frequency once per day; Effect You cause the metal slats of the parasol to open up, transforming it into a moderate sturdy shield (Hardness 13, HP 104 [BT 51]). You can sustain this activation for up to 10 minutes, after which the sensei's parasol reverts back to bo-staff form. If it's broken as a shield, it reverts to its undamaged bo-staff form. If it's destroyed as a shield, it reverts to bo-staff form and becomes broken. Activate Reaction envision; Frequency once per day; Trigger A creature misses you with a melee Strike; Requirements The sensei's parasol is in bo-staff form and isn't broken; Effect You redirect the missed Strike to target a creature or object within the triggering creature's reach. The triggering creature rolls a new Strike against the new target to determine the results of the redirected attack.\n","skill_mod":{},"summary":"A master once said to his pupil that, in the hands of a skilled practitioner, even a parasol can become a deadly weapon. Returning the next day, the …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["School","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3165","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Bo Staff"],"name":"Sensei's Parasol","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3165"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"evocation","price":200000,"trait":["Evocation","Magical","Rare","Sonic"],"id":"equipment-3166","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Thundering Fury Dadao May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 75 Price 2,000 gp Usage held in 1 hand Bulk 1 Base Weapon Greatsword --- This massive, curved blade roars when it crashes down on opponents, seemingly intent on subduing them with sheer force. It's said materials for the first thundering fury dadaos came from the hide of Yorak, the Horned Thunder, a legendary kaiju that roams the Shanguang desert. The lack of embellishments on this +2 striking thundering greatsword belies a weapon of deadly efficacy. Activate Single Action envision; Frequency once per day; Effect You infuse the thundering fury dadao with the speed of lightning and the force of thunder. The weapon gains the agile and forceful traits for one round. You can Sustain this activation for up to 1 minute.\n","skill_mod":{},"summary":"This massive, curved blade roars when it crashes down on opponents, seemingly intent on subduing them with sheer force. It's said materials for the …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["School","Mechanics","Rarity","Energy","Monster"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3166","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Greatsword"],"name":"Thundering Fury Dadao","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3166"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"evocation","price":100000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-3167","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Dragon Turtle Artillery May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 76 Price 1,000 gp Usage held in 2 hands Bulk 3 --- One end of this heavy cylinder of steel has been forged in the likeness of a dragon turtle's head, the mouth gaping wide. Grips at the opposite end allow one to hold and aim this heavy cannon-like barrel with both hands. As long as you're carrying dragon turtle artillery while you're on a boat or ship, the DC for any effect to capsize that vehicle increases by 4. Activate Two Actions command, Interact; Frequency once per day; Effect A 50-foot cone of steam blasts from the mouth of the cannon, dealing 10d6 fire damage to creatures in its area of effect (DC 27 basic Reflex save). This blast ignores the fire resistance normally granted to creatures by being underwater.\n","skill_mod":{},"summary":"One end of this heavy cylinder of steel has been forged in the likeness of a dragon turtle's head, the mouth gaping wide. Grips at the opposite end …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["School","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3167","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Dragon Turtle Artillery","bulk":3,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3167"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"illusion","price":90000,"skill":["Performance"],"trait":["Illusion","Magical","Uncommon"],"id":"equipment-3168","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Fan of Falling Words May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 76 Price 900 gp Usage held in 1 hand Bulk L --- This folding handheld paper fan appears blank when first found, but if the wielder unfolds its leaves as an Interact action, they display an ink-brush painting of the wielder's choice. The fan must be closed and opened again to display a different painting. While held, the fan of falling words grants you a +2 item bonus to Performance checks to act or perform comedy, orate, or sing. Activate Three Actions command, Interact; Frequency once per day; Effect You manifest the tapestry of your words, causing the image you depict on the fan to leap off its leaves. The fan casts hallucinatory terrain to your specifications (DC 27 Will save to disbelieve). While this only takes three actions to perform (as opposed to the spell's normal 10 minutes of casting), the effect has no range, and the 50-foot burst it creates is centered on you.\n","skill_mod":{},"summary":"This folding handheld paper fan appears blank when first found, but if the wielder unfolds its leaves as an Interact action, they display an …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["School","Monster","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3168","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Fan of Falling Words","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3168"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"transmutation","price":130000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-3169","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Fortune Cord May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 77 Price 1,300 gp Usage held in 1 hand Bulk L --- In many parts of Tian Xia, it's tradition to mint coins with holes in the centers for the purpose of being able to thread a cord through them and tie them off for security and ease of transaction. This immaculately braided red cord is made in this tradition and can hold up to 100 coins at any given time. As long as you carry a fortune cord , you gain a +2 item bonus to skill checks to Earn Income. If you load up to 100 coins onto a fortune cord as part of your daily preparations, you can Activate the magic item in two different ways until the next time you make your daily preparations, provided all the loaded coins are of the same type. Activate Single Action Interact; Frequency once per day; Requirements you have at least 50 coins loaded onto the fortune cord ; Effect You transform the fortune cord into a +2 striking nunchaku for 1 minute. The type of coin loaded onto the cord determines the additional weapon property rune that manifests on this +2 striking nunchaku , as follows. Copper : corrosive weapon Silver : shock weapon Gold : flaming weapon Platinum : frost weapon Activate Two Actions manipulate, Interact; Effect You whip the fortune cord, causing 10 coins loaded onto it to detach and fire at a creature within 100 feet that you can see. That creature takes 4d6 damage (DC 28 basic Reflex save); the damage type depends on the type of coins you've loaded. Copper coins deal acid damage, silver coins deal electricity damage, gold coins deal fire damage, and platinum coins deal cold damage.\n","skill_mod":{},"summary":"In many parts of Tian Xia, it's tradition to mint coins with holes in the centers for the purpose of being able to thread a cord through them and tie …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Mechanics","School","Rarity"],"level":11,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3169","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Fortune Cord","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3169"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"illusion","price":120000,"trait":["Illusion","Magical","Uncommon"],"id":"equipment-3170","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Jiang-Shi Bell May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 77 Price 1,200 gp Usage held in 1 hand Bulk L --- This ornate handbell creates a sonorous low-pitched tone when rung, as if sounding from a much larger bell than one carried in the hand. The bell is crafted of silver and polished to a reflective sheen, while the bell's wooden handle is carved with detailed images of various foodstuffs. You can interact with a jiang-shi bell to brandish it against a jiang-shi vampire. If a jiang-shi gains the fleeing condition as a result of a jiang-shi bell being brandished, they must run until they're at least 20 feet away. They take a -2 penalty to the Will save to any attempt to overcome their revulsion toward this object. Activate Two Actions envsion, Interact (olfactory, visual) Frequency once per day; Effect You ring the bell and create an illusory image of a delicious-looking banquet of food laid out on an altar in a 5-foot-square at any point within 30 feet of you that you can see. Any creature that must eat food to survive that's within 30 feet of the appearance of the illusory food must succeed at a DC 28 Will save or be so distracted by the food's sight and smell that they become fascinated by it for 10 minutes. This food's appearance can trigger any jiang-shi's Bitter Epiphany weakness; if the food does so, the jiang-shi takes a –2 item penalty to its Will save to resist the effects of this weakness.\n","skill_mod":{},"summary":"This ornate handbell creates a sonorous low-pitched tone when rung, as if sounding from a much larger bell than one carried in the hand. The bell is …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["School","Monster","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3170","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Jiang-Shi Bell","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3170"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":130000,"trait":["Magical","Uncommon"],"id":"equipment-3171","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Lacquered Waist Drum May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 77 Price 1,300 gp Usage held in 2 hands Bulk L --- This hourglass-shaped drum has two heads, each of which produces a different sound when struck. When played together, the resonance of the two sounds is effective in repelling evil spirits. This drum can be played as an instrument, granting a +2 item bonus to Performance. Activate Two Actions Interact; Frequency once per hour; Effect You play both heads of the drums, generating a pulse of positive energy that targets one creature within 30 feet that has the undead trait. This deals 5d8 positive damage (DC 28 Fortitude save) to that creature; if the undead also has the ghost trait, the ghost becomes sickened 1 if it fails the save. Activate Three Actions Interact; Frequency once per hour; Effect You raucously play both heads of the drums, accompanied with shouting and dancing. This display generates a pulse of positive energy in a 30-foot emanation from you. All undead creatures within this area must attempt a DC 28 Fortitude save. Critical Success The creature takes no damage. Success The creature takes 2d8 positive damage. Failure The creature takes 5d8 positive damage; if the creature has the ghost trait, it becomes stupefied 1 for 1 minute. Critical Failure The creature takes 10d8 positive damage; if the creature has the ghost trait, it becomes stupefied 2 for 1 minute.\n","skill_mod":{},"summary":"This hourglass-shaped drum has two heads, each of which produces a different sound when struck. When played together, the resonance of the two sounds …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3171","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Lacquered Waist Drum","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3171"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"transmutation","price":100000,"trait":["Invested","Magical","Transmutation","Uncommon"],"id":"equipment-3172","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Moonsilver Necklace May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 77 Price 1,000 gp Usage worn Bulk L --- Those who are in tune with nature understand well the transience of life and the migration of souls. Just as the moon waxes and wanes, so too are the candles of life lit and extinguished. The ritual for creating this item requires an animal sacrifice in direct moonlight, the belief being that creatures sacrificed in this way are blessed to reincarnate into better lives. While wearing this silver, crescent-shaped necklace, your unarmed melee Strikes are silver weapons with the properties of the ghost touch rune.\n","skill_mod":{},"summary":"Those who are in tune with nature understand well the transience of life and the migration of souls. Just as the moon waxes and wanes, so too are the …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Equipment","Mechanics","School","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3172","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Moonsilver Necklace","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3172"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"transmutation","price":200000,"trait":["Magical","Rare","Transmutation"],"id":"equipment-3173","text":"<title level=\"1\" right=\"Item 12\" pfs=\"\" > Phoenix Fulu Holder May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 77 Price 2,000 gp Bulk L --- This elegant wooden frame is decorated with numerous downy red feathers that feel almost uncomfortably hot to the touch. A phoenix fulu holder grants a sort of second “life” to any fulu placed for a time within its frame, but also gives the fulu wielder a stylish and eye-catching way of displaying such a treasure. You can place any fulu into a phoenix fulu holder as an Interact action. Activate Single Action Interact; Frequency once per day; Requirements An 11th- or lower-level fulu is stored in the phoenix fulu holder ; Effect You take the fulu from the phoenix fulu holder , and an instant later, a glowing image of the fulu you removed manifests in the frame. If the previously stored fulu is consumed within the next 24 hours, the flickering image within the phoenix fulu holder becomes a solid and fully functional duplicate of that fulu. This duplicated fulu functions identically to the original fulu, but if not affixed within 24 hours of its formation, it fades away and vanishes.\n","skill_mod":{},"summary":"This elegant wooden frame is decorated with numerous downy red feathers that feel almost uncomfortably hot to the touch. A phoenix fulu holder …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Mechanics","Rarity","School"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=3173","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Phoenix Fulu Holder","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-3173"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"necromancy","price":182000,"trait":["Magical","Necromancy","Rare","Staff"],"id":"equipment-3174","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Purgatory Emissary's Staff May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 77 Price 1,820 gp Usage held in 1 hand Bulk L Base Weapon Staff --- This ash wood staff is topped by a long tassel of bleached-white horsehair. Historically carried by the most important of court officials throughout various regions and periods of Tian Xia's history, purgatory emissary's staves are also strongly associated with psychopomps serving punitive sentences. It's thought this connection is a comical nod to the bureaucratic nature of the afterlife. Psychopomps and spirits tend to regard you with a level of respect while you carry a purgatory emissary's staff . While you wield this staff, you receive a +2 item bonus to all skill checks made to adjust a psychopomp's or spirit's attitude. When used as a weapon, a purgatory emissary's staff is a +2 striking ghost touch staff . Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip disrupt undead 1st command , sanctuary 2nd remove fear , see invisibility 3rd searing light , zone of truth 4th dispel magic , talking corpse 5th banishment , tongues ","skill_mod":{},"summary":"This ash wood staff is topped by a long tassel of bleached-white horsehair. Historically carried by the most important of court officials throughout …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Mechanics","School","Rarity","Equipment"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3174","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Staff"],"name":"Purgatory Emissary's Staff","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3174"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"divination","price":200000,"trait":["Divination","Invested","Magical","Rare"],"id":"equipment-3175","text":"<title level=\"1\" right=\"Item 11\" pfs=\"\" > Skyfang Crystal May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 77 Price 2,000 gp Usage worn Bulk L --- A skyfang crystal appears as a softly glowing length of blue crystal shaped like a gently curved fang; it's typically affixed to a short length of chain, allowing it to be worn as a necklace or wrapped around a forearm. The light it sheds is equal in strength to that of a candle; it can't be extinguished but can be blocked simply by wrapping the crystal in cloth, wearing it under clothing, or keeping it in a container. The first of these magical crystals was believed to have been created by a dying sky dragon who'd spent her life fighting against evil spirits. She plucked a dozen of her smallest teeth from her jaw and offered them to her 12 most trusted allies so that they could continue to track down evil spirits and remain protected as they did so, even after she was gone. A skyfang crystal provides illumination as a candle that can't be extinguished, and as long as you have it invested, you gain mental resistance 10. If you're evil, you're enfeebled 2 while you have a skyfang crystal invested. Activate Two Actions command, Interact; Frequency once per day; Effect You touch the skyfang crystal to your brow and utter the name of a specific fiend or spirit you seek. If the target is on the same plane as you, the skyfang crystal pulses stronger with light when you face in the approximate direction of the named creature, allowing you to Track that creature. The DC for this check is equal to the creature's Will DC, and you can use Occultism, Religion, or Survival to attempt the check. As long as you're tracking this fiend or spirit, you gain a +2 item bonus to saving throws against effects that creature generates. This effect persists until you activate the skyfang crystal again to track a different target\n","skill_mod":{},"summary":"A skyfang crystal appears as a softly glowing length of blue crystal shaped like a gently curved fang; it's typically affixed to a short length of …","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["School","Equipment","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3175","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Skyfang Crystal","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-3175"},{"skill_mod":{},"summary":"This potent weapon used by Treerazer is a +4 greater corrosive major striking obsidian greataxe that grants a +4 item bonus to attack …","primary_source":"Monster Core","trait_group":["Equipment","Tradition","Monster","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":25,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Monster Core"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3176","weakness":{},"base_item":["Greataxe"],"name":"Blackaxe","legacy_id":["equipment-490"],"trait":["Artifact","Cursed","Primal","Unholy","Unique"],"id":"equipment-3176","text":"<title level=\"1\" right=\"Item 25\" pfs=\"\" > Blackaxe Source Monster Core pg. 329 Usage held in 2 hands Bulk 2 Base Weapon Greataxe --- This potent weapon used by Treerazer is a +4 greater corrosive major striking obsidian greataxe that grants a +4 item bonus to attack rolls, deals an extra 2d6 damage to plants, and has the properties of adamantine. It deals an additional die of damage when wielded by Treerazer. Activate—Owner’s Authority Single Action (concentrate, scrying) Requirements You aren’t wielding Blackaxe and you are its true owner; Effect You sense the world around Blackaxe as though you were in its location and can use any of your innate spells through the link as if it were the source of the spell. If another creature is wielding Blackaxe , it must succeed at a DC 50 Will save or be slowed 2 until it relinquishes the weapon. Activate—Owner’s Reclamation Free Action (concentrate, teleportation) Requirements You aren’t wielding Blackaxe and you are its true owner; Effect Blackaxe appears in your hands, teleporting instantly from its prior location. Activate—Rejuvenating Deforestation Single Action (concentrate, death, healing, positive) Frequency once per minute; Effect Make a Strike against a living tree with Blackaxe . If it hits, the tree withers to ash and you heal 250 Hit Points and gain the benefit of a 6th-rank sound body spell. Destruction Chop a powerful magical tree with Blackaxe , and while the sap is still fresh, sever one of Cyth-V’sug’s limbs. This makes Blackaxe explode violently.\n","bulk":2,"category":"equipment","rarity":"unique","slug":"equipment-3176"},{"skill_mod":{},"summary":"An antenna with a bioluminescent lure protrudes from your head, drawing enemies' attention. When not activated, the antenna lays flat and blends in …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":8,"usage":"implanted","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3177","weakness":{},"price":45000,"name":"Alluring Lantern","trait":["Graft","Invested","Magical"],"id":"equipment-3177","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Alluring Lantern Source Howl of the Wild pg. 97 Price 450 gp Usage implanted Bulk L --- An antenna with a bioluminescent lure protrudes from your head, drawing enemies' attention. When not activated, the antenna lays flat and blends in with your hair or skin. Activate—Raise Lure Single Action (manipulate, mental, visual) Frequency once per day; Effect Until the beginning of your next turn, the lure raises above your head and lights up with multicolored flashes that draws creatures closer. Any creature that begins its turn within 20 feet of you must succeed at a DC 23 Will save or become fascinated by the lure and must spend at least one of its actions to move toward you. The fascination ends at the end of the creature’s turn.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3177"},{"skill_mod":{},"summary":"A line of glands embedded in your skin secretes a chemical that glows when it interacts with the air. As a single action, you can activate your …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":1,"usage":"implanted","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3178","weakness":{},"price":1000,"name":"Bioluminescent Stripes","trait":["Graft","Invested","Light","Magical"],"id":"equipment-3178","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Bioluminescent Stripes Source Howl of the Wild pg. 97 Price 10 gp Usage implanted --- A line of glands embedded in your skin secretes a chemical that glows when it interacts with the air. As a single action, you can activate your bioluminescent stripes to glow with a bright light in a 20-foot radius and dim light for the next 20 feet. While you are glowing, you can’t be undetected and you take a –4 item penalty to Stealth checks to Hide and Sneak. You can Dismiss the glow as a free action.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3178"},{"skill_mod":{},"summary":"Your exposed skin is covered in fine, needle-like hairs that you can flick into the eyes of enemies. ","item_child_id":["equipment-3179-3072","equipment-3179-3073","equipment-3179-3074"],"primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":1,"usage":"implanted","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3179","weakness":{},"name":"Bristling Spines","trait":["Graft","Invested","Magical"],"id":"equipment-3179","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bristling Spines Source Howl of the Wild pg. 97 Usage implanted --- Your exposed skin is covered in fine, needle-like hairs that you can flick into the eyes of enemies. Activate—Urticating Burst Two Actions (manipulate) Frequency once per day; Effect You flick tiny spines in a 15-foot cone, dealing the listed amount of piercing damage to all creatures in the area with a basic Reflex save. On a critical failure, the creature is also dazzled until the end of their next turn. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bristling Spines (Lesser) Source Howl of the Wild pg. 97 Price 15 gp --- The DC is 15 and the spines deal 1d8 damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bristling Spines (Moderate) Source Howl of the Wild pg. 97 Price 60 gp --- The DC is 18 and the spines deal 2d8 damage. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bristling Spines (Greater) Source Howl of the Wild pg. 97 Price 360 gp --- The DC is 23 and the spines deal 5d8 damage. Instead of being dazzled on a critical failure, the target is instead blinded until the end of their next turn.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3179"},{"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"item_parent_id":"equipment-3179","weakness":{},"price":1500,"trait":["Graft","Invested","Magical"],"id":"equipment-3179-3072","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bristling Spines Source Howl of the Wild pg. 97 Usage implanted --- Your exposed skin is covered in fine, needle-like hairs that you can flick into the eyes of enemies. Activate—Urticating Burst Two Actions (manipulate) Frequency once per day; Effect You flick tiny spines in a 15-foot cone, dealing the listed amount of piercing damage to all creatures in the area with a basic Reflex save. On a critical failure, the creature is also dazzled until the end of their next turn. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bristling Spines (Lesser) Source Howl of the Wild pg. 97 Price 15 gp --- The DC is 15 and the spines deal 1d8 damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bristling Spines (Moderate) Source Howl of the Wild pg. 97 Price 60 gp --- The DC is 18 and the spines deal 2d8 damage. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bristling Spines (Greater) Source Howl of the Wild pg. 97 Price 360 gp --- The DC is 23 and the spines deal 5d8 damage. Instead of being dazzled on a critical failure, the target is instead blinded until the end of their next turn.","skill_mod":{},"summary":"The DC is 15 and the spines deal 1d8 damage.","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3179","name":"Bristling Spines (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3179-3072"},{"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"item_parent_id":"equipment-3179","weakness":{},"price":6000,"trait":["Graft","Invested","Magical"],"id":"equipment-3179-3073","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bristling Spines Source Howl of the Wild pg. 97 Usage implanted --- Your exposed skin is covered in fine, needle-like hairs that you can flick into the eyes of enemies. Activate—Urticating Burst Two Actions (manipulate) Frequency once per day; Effect You flick tiny spines in a 15-foot cone, dealing the listed amount of piercing damage to all creatures in the area with a basic Reflex save. On a critical failure, the creature is also dazzled until the end of their next turn. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bristling Spines (Lesser) Source Howl of the Wild pg. 97 Price 15 gp --- The DC is 15 and the spines deal 1d8 damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bristling Spines (Moderate) Source Howl of the Wild pg. 97 Price 60 gp --- The DC is 18 and the spines deal 2d8 damage. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bristling Spines (Greater) Source Howl of the Wild pg. 97 Price 360 gp --- The DC is 23 and the spines deal 5d8 damage. Instead of being dazzled on a critical failure, the target is instead blinded until the end of their next turn.","skill_mod":{},"summary":"The DC is 18 and the spines deal 2d8 damage.","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3179","name":"Bristling Spines (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3179-3073"},{"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"item_parent_id":"equipment-3179","weakness":{},"price":36000,"trait":["Graft","Invested","Magical"],"id":"equipment-3179-3074","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bristling Spines Source Howl of the Wild pg. 97 Usage implanted --- Your exposed skin is covered in fine, needle-like hairs that you can flick into the eyes of enemies. Activate—Urticating Burst Two Actions (manipulate) Frequency once per day; Effect You flick tiny spines in a 15-foot cone, dealing the listed amount of piercing damage to all creatures in the area with a basic Reflex save. On a critical failure, the creature is also dazzled until the end of their next turn. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bristling Spines (Lesser) Source Howl of the Wild pg. 97 Price 15 gp --- The DC is 15 and the spines deal 1d8 damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bristling Spines (Moderate) Source Howl of the Wild pg. 97 Price 60 gp --- The DC is 18 and the spines deal 2d8 damage. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bristling Spines (Greater) Source Howl of the Wild pg. 97 Price 360 gp --- The DC is 23 and the spines deal 5d8 damage. Instead of being dazzled on a critical failure, the target is instead blinded until the end of their next turn.","skill_mod":{},"summary":"The DC is 23 and the spines deal 5d8 damage. Instead of being dazzled on a critical failure, the target is instead blinded until the end of their …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3179","name":"Bristling Spines (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3179-3074"},{"item_child_id":["equipment-3180-3075","equipment-3180-3076"],"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"trait":["Graft","Invested","Magical","Uncommon"],"id":"equipment-3180","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Camouflaging Chromatophores Source Howl of the Wild pg. 97 Usage implanted --- Special cells in your skin can change color to help you blend in with your environment. You gain the listed item bonus to Stealth checks to Sneak and Hide. Activate—Background Adaptation Two Actions (concentrate) Frequency once per day; Effect For 1 minute, you can Hide without needing cover or concealment to do so. This doesn’t allow you to Sneak without ending your movement in cover or concealment, however, as your skin’s attempts to match the background as you move produce noticeable rippling waves of color. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Camouflaging Chromatophores (Lesser) Source Howl of the Wild pg. 98 Price 95 gp --- The bonus is +1. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Camouflaging Chromatophores (Greater) Source Howl of the Wild pg. 98 Price 665 gp --- The bonus is +2, and you can use Background Adaptation once per hour.","skill_mod":{},"summary":"Special cells in your skin can change color to help you blend in with your environment. You gain the listed item bonus to Stealth checks to Sneak …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3180","name":"Camouflaging Chromatophores","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3180"},{"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"item_parent_id":"equipment-3180","weakness":{},"price":9500,"skill":["Stealth"],"trait":["Graft","Invested","Magical","Uncommon"],"id":"equipment-3180-3075","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Camouflaging Chromatophores Source Howl of the Wild pg. 97 Usage implanted --- Special cells in your skin can change color to help you blend in with your environment. You gain the listed item bonus to Stealth checks to Sneak and Hide. Activate—Background Adaptation Two Actions (concentrate) Frequency once per day; Effect For 1 minute, you can Hide without needing cover or concealment to do so. This doesn’t allow you to Sneak without ending your movement in cover or concealment, however, as your skin’s attempts to match the background as you move produce noticeable rippling waves of color. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Camouflaging Chromatophores (Lesser) Source Howl of the Wild pg. 98 Price 95 gp --- The bonus is +1. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Camouflaging Chromatophores (Greater) Source Howl of the Wild pg. 98 Price 665 gp --- The bonus is +2, and you can use Background Adaptation once per hour.","skill_mod":{},"summary":"The bonus is +1.","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3180","name":"Camouflaging Chromatophores (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3180-3075"},{"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"item_parent_id":"equipment-3180","weakness":{},"price":66500,"skill":["Stealth"],"trait":["Graft","Invested","Magical","Uncommon"],"id":"equipment-3180-3076","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Camouflaging Chromatophores Source Howl of the Wild pg. 97 Usage implanted --- Special cells in your skin can change color to help you blend in with your environment. You gain the listed item bonus to Stealth checks to Sneak and Hide. Activate—Background Adaptation Two Actions (concentrate) Frequency once per day; Effect For 1 minute, you can Hide without needing cover or concealment to do so. This doesn’t allow you to Sneak without ending your movement in cover or concealment, however, as your skin’s attempts to match the background as you move produce noticeable rippling waves of color. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Camouflaging Chromatophores (Lesser) Source Howl of the Wild pg. 98 Price 95 gp --- The bonus is +1. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Camouflaging Chromatophores (Greater) Source Howl of the Wild pg. 98 Price 665 gp --- The bonus is +2, and you can use Background Adaptation once per hour.","skill_mod":{},"summary":"The bonus is +2, and you can use Background Adaptation once per hour.","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3180","name":"Camouflaging Chromatophores (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3180-3076"},{"skill_mod":{},"summary":"You replace your eyes with ones similar to an insect’s or a crustacean’s, which allow you to better pinpoint movement. Once per day when you attempt …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Equipment"],"primary_source_category":"Rulebooks","level":4,"usage":"implanted","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3181","weakness":{},"price":7500,"name":"Compound Eyes","trait":["Fortune","Graft","Invested","Magical"],"id":"equipment-3181","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Compound Eyes Source Howl of the Wild pg. 98 Price 75 gp Usage implanted --- You replace your eyes with ones similar to an insect’s or a crustacean’s, which allow you to better pinpoint movement. Once per day when you attempt a flat check to target a creature that’s concealed from you, you can roll twice and take the better result.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3181"},{"skill_mod":{},"summary":"Your skin is studded with pieces of iridescent chitin that ripple like oil on water. When you move your body in a distracting way, your allies can …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":4,"usage":"implanted","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3182","weakness":{},"price":8000,"name":"Distracting Carapace","trait":["Graft","Invested","Magical"],"id":"equipment-3182","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Distracting Carapace Source Howl of the Wild pg. 98 Price 80 gp Usage implanted --- Your skin is studded with pieces of iridescent chitin that ripple like oil on water. When you move your body in a distracting way, your allies can take advantage to move stealthily. When you Aid an ally who is trying to Create a Diversion, instead of the usual effects of Aid, you can roll an Acrobatics or Performance check and use that result to determine the outcome of the diversion, instead of attempting a Deception check.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3182"},{"skill_mod":{},"summary":"You can sense your surroundings using sonic pings rather than relying on your vision. You gain echolocation at 40 feet, allowing you to use hearing …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":10,"usage":"implanted","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3183","weakness":{},"price":95000,"name":"Echo Receptors","trait":["Graft","Invested","Magical","Uncommon"],"id":"equipment-3183","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Echo Receptors Source Howl of the Wild pg. 98 Price 950 gp Usage implanted --- You can sense your surroundings using sonic pings rather than relying on your vision. You gain echolocation at 40 feet, allowing you to use hearing as a precise sense.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3183"},{"skill_mod":{},"summary":"Delicate folds in the skin just behind your ears ripple as water flows over them. You can breathe underwater.","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":8,"usage":"implanted","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3184","weakness":{},"price":45000,"name":"Gills","trait":["Graft","Invested","Magical"],"id":"equipment-3184","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Gills Source Howl of the Wild pg. 98 Price 450 gp Usage implanted --- Delicate folds in the skin just behind your ears ripple as water flows over them. You can breathe underwater.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3184"},{"skill_mod":{},"summary":"Membranes that stretch between your arms and torso help you convert a fall into a glide. Treat falls as 25 feet shorter. Even if you take fall …","item_child_id":["equipment-3185-3077","equipment-3185-3078"],"primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":3,"usage":"implanted","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3185","weakness":{},"name":"Gliding Membranes","trait":["Graft","Invested","Magical"],"id":"equipment-3185","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Gliding Membranes Source Howl of the Wild pg. 98 Usage implanted --- Membranes that stretch between your arms and torso help you convert a fall into a glide. Treat falls as 25 feet shorter. Even if you take fall damage, you can land on your feet by succeeding at a DC 15 Acrobatics check. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Gliding Membranes (Lesser) Source Howl of the Wild pg. 98 Price 50 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Gliding Membranes (Greater) Source Howl of the Wild pg. 98 Price 340 gp --- Treat falls as 50 feet shorter instead.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3185"},{"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"item_parent_id":"equipment-3185","weakness":{},"price":5000,"trait":["Graft","Invested","Magical"],"id":"equipment-3185-3077","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Gliding Membranes Source Howl of the Wild pg. 98 Usage implanted --- Membranes that stretch between your arms and torso help you convert a fall into a glide. Treat falls as 25 feet shorter. Even if you take fall damage, you can land on your feet by succeeding at a DC 15 Acrobatics check. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Gliding Membranes (Lesser) Source Howl of the Wild pg. 98 Price 50 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Gliding Membranes (Greater) Source Howl of the Wild pg. 98 Price 340 gp --- Treat falls as 50 feet shorter instead.","skill_mod":{},"summary":"Membranes that stretch between your arms and torso help you convert a fall into a glide. Treat falls as 25 feet shorter. Even if you take fall …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3185","name":"Gliding Membranes (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3185-3077"},{"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"item_parent_id":"equipment-3185","weakness":{},"price":34000,"trait":["Graft","Invested","Magical"],"id":"equipment-3185-3078","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Gliding Membranes Source Howl of the Wild pg. 98 Usage implanted --- Membranes that stretch between your arms and torso help you convert a fall into a glide. Treat falls as 25 feet shorter. Even if you take fall damage, you can land on your feet by succeeding at a DC 15 Acrobatics check. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Gliding Membranes (Lesser) Source Howl of the Wild pg. 98 Price 50 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Gliding Membranes (Greater) Source Howl of the Wild pg. 98 Price 340 gp --- Treat falls as 50 feet shorter instead.","skill_mod":{},"summary":"Treat falls as 50 feet shorter instead.","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3185","name":"Gliding Membranes (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3185-3078"},{"skill_mod":{},"summary":"A beast's horn or horns have been grafted onto your skull. You gain a horn unarmed attack that deals 1d8 piercing damage. This horn is in the …","item_child_id":["equipment-3186-3079","equipment-3186-3080"],"primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":3,"usage":"implanted","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3186","weakness":{},"name":"Piercing Horn","trait":["Graft","Invested","Magical"],"id":"equipment-3186","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Piercing Horn Source Howl of the Wild pg. 98 Usage implanted --- A beast's horn or horns have been grafted onto your skull. You gain a horn unarmed attack that deals 1d8 piercing damage. This horn is in the brawling group. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Piercing Horn Source Howl of the Wild pg. 98 Price 52 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Goring Horn Source Howl of the Wild pg. 98 Price 320 gp --- Your horn unarmed attack gains the forceful and shove traits.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3186"},{"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"item_parent_id":"equipment-3186","weakness":{},"price":5200,"trait":["Graft","Invested","Magical"],"id":"equipment-3186-3079","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Piercing Horn Source Howl of the Wild pg. 98 Usage implanted --- A beast's horn or horns have been grafted onto your skull. You gain a horn unarmed attack that deals 1d8 piercing damage. This horn is in the brawling group. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Piercing Horn Source Howl of the Wild pg. 98 Price 52 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Goring Horn Source Howl of the Wild pg. 98 Price 320 gp --- Your horn unarmed attack gains the forceful and shove traits.","skill_mod":{},"summary":"A beast's horn or horns have been grafted onto your skull. You gain a horn unarmed attack that deals 1d8 piercing damage. This horn is in the …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3186","name":"Piercing Horn","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3186-3079"},{"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"item_parent_id":"equipment-3186","weakness":{},"price":32000,"trait":["Graft","Invested","Magical"],"id":"equipment-3186-3080","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Piercing Horn Source Howl of the Wild pg. 98 Usage implanted --- A beast's horn or horns have been grafted onto your skull. You gain a horn unarmed attack that deals 1d8 piercing damage. This horn is in the brawling group. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Piercing Horn Source Howl of the Wild pg. 98 Price 52 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Goring Horn Source Howl of the Wild pg. 98 Price 320 gp --- Your horn unarmed attack gains the forceful and shove traits.","skill_mod":{},"summary":"Your horn unarmed attack gains the forceful and shove traits.","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3186","name":"Goring Horn","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3186-3080"},{"skill_mod":{},"summary":"Some of your teeth have been replaced with those of a larger meat-eating predator. You gain a jaws unarmed attack that deals 1d6 piercing damage. …","item_child_id":["equipment-3187-3081","equipment-3187-3082"],"primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":3,"usage":"implanted","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3187","weakness":{},"name":"Sharpened Canines","trait":["Graft","Invested","Magical"],"id":"equipment-3187","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sharpened Canines Source Howl of the Wild pg. 98 Usage implanted --- Some of your teeth have been replaced with those of a larger meat-eating predator. You gain a jaws unarmed attack that deals 1d6 piercing damage. These jaws are in the brawling group. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sharpened Canines Source Howl of the Wild pg. 98 Price 50 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bleeding Canines Source Howl of the Wild pg. 98 Price 520 gp --- The damage die for your jaws unarmed attack increases to 1d8, and whenever you score a critical hit with your jaws, your target takes 1 persistent bleed damage per weapon damage die.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3187"},{"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"item_parent_id":"equipment-3187","weakness":{},"price":5000,"trait":["Graft","Invested","Magical"],"id":"equipment-3187-3081","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sharpened Canines Source Howl of the Wild pg. 98 Usage implanted --- Some of your teeth have been replaced with those of a larger meat-eating predator. You gain a jaws unarmed attack that deals 1d6 piercing damage. These jaws are in the brawling group. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sharpened Canines Source Howl of the Wild pg. 98 Price 50 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bleeding Canines Source Howl of the Wild pg. 98 Price 520 gp --- The damage die for your jaws unarmed attack increases to 1d8, and whenever you score a critical hit with your jaws, your target takes 1 persistent bleed damage per weapon damage die.","skill_mod":{},"summary":"Some of your teeth have been replaced with those of a larger meat-eating predator. You gain a jaws unarmed attack that deals 1d6 piercing damage. …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3187","name":"Sharpened Canines","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3187-3081"},{"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"item_parent_id":"equipment-3187","weakness":{},"price":52000,"trait":["Graft","Invested","Magical"],"id":"equipment-3187-3082","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Sharpened Canines Source Howl of the Wild pg. 98 Usage implanted --- Some of your teeth have been replaced with those of a larger meat-eating predator. You gain a jaws unarmed attack that deals 1d6 piercing damage. These jaws are in the brawling group. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Sharpened Canines Source Howl of the Wild pg. 98 Price 50 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Bleeding Canines Source Howl of the Wild pg. 98 Price 520 gp --- The damage die for your jaws unarmed attack increases to 1d8, and whenever you score a critical hit with your jaws, your target takes 1 persistent bleed damage per weapon damage die.","skill_mod":{},"summary":"The damage die for your jaws unarmed attack increases to 1d8, and whenever you score a critical hit with your jaws, your target takes 1 persistent …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3187","name":"Bleeding Canines","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3187-3082"},{"skill_mod":{},"summary":"Sharp claws have been grafted to your hands or feet, perhaps extending from your knuckles or the tips of your toes. You gain a claw unarmed attack …","item_child_id":["equipment-3188-3083","equipment-3188-3084"],"primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":3,"usage":"implanted","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3188","weakness":{},"name":"Slashing Claws","trait":["Graft","Invested","Magical"],"id":"equipment-3188","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Slashing Claws Source Howl of the Wild pg. 98 Usage implanted --- Sharp claws have been grafted to your hands or feet, perhaps extending from your knuckles or the tips of your toes. You gain a claw unarmed attack that deals 1d4 slashing damage. These claws are in the brawling group and have the agile and finesse traits. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Slashing Claws Source Howl of the Wild pg. 98 Price 50 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Deadly Slashing Claws Source Howl of the Wild pg. 98 Price 320 gp --- The damage die for your claw unarmed attack increases to 1d6 and it gains the deadly d8 trait.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3188"},{"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"item_parent_id":"equipment-3188","weakness":{},"price":5000,"trait":["Graft","Invested","Magical"],"id":"equipment-3188-3083","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Slashing Claws Source Howl of the Wild pg. 98 Usage implanted --- Sharp claws have been grafted to your hands or feet, perhaps extending from your knuckles or the tips of your toes. You gain a claw unarmed attack that deals 1d4 slashing damage. These claws are in the brawling group and have the agile and finesse traits. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Slashing Claws Source Howl of the Wild pg. 98 Price 50 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Deadly Slashing Claws Source Howl of the Wild pg. 98 Price 320 gp --- The damage die for your claw unarmed attack increases to 1d6 and it gains the deadly d8 trait.","skill_mod":{},"summary":"Sharp claws have been grafted to your hands or feet, perhaps extending from your knuckles or the tips of your toes. You gain a claw unarmed attack …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3188","name":"Slashing Claws","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3188-3083"},{"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"item_parent_id":"equipment-3188","weakness":{},"price":32000,"trait":["Graft","Invested","Magical"],"id":"equipment-3188-3084","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Slashing Claws Source Howl of the Wild pg. 98 Usage implanted --- Sharp claws have been grafted to your hands or feet, perhaps extending from your knuckles or the tips of your toes. You gain a claw unarmed attack that deals 1d4 slashing damage. These claws are in the brawling group and have the agile and finesse traits. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Slashing Claws Source Howl of the Wild pg. 98 Price 50 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Deadly Slashing Claws Source Howl of the Wild pg. 98 Price 320 gp --- The damage die for your claw unarmed attack increases to 1d6 and it gains the deadly d8 trait.","skill_mod":{},"summary":"The damage die for your claw unarmed attack increases to 1d6 and it gains the deadly d8 trait.","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3188","name":"Deadly Slashing Claws","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3188-3084"},{"skill_mod":{},"summary":"The tendons in your legs are uncommonly stretchy. When you Leap , increase the distance traveled by the listed amount.","item_child_id":["equipment-3189-3085","equipment-3189-3086"],"primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":3,"usage":"implanted","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3189","weakness":{},"name":"Spry Sinews","trait":["Graft","Invested","Magical"],"id":"equipment-3189","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spry Sinews Source Howl of the Wild pg. 98 Usage implanted --- The tendons in your legs are uncommonly stretchy. When you Leap, increase the distance traveled by the listed amount. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spry Sinews (Lesser) Source Howl of the Wild pg. 98 Price 55 gp --- You increase the horizontal distance of your Leap by 5 feet and the vertical distance by 3 feet. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spry Sinews (Greater) Source Howl of the Wild pg. 99 Price 1,300 gp --- You increase the horizontal distance of your Leap by 10 feet and the vertical distance by 6 feet.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3189"},{"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"item_parent_id":"equipment-3189","weakness":{},"price":5500,"trait":["Graft","Invested","Magical"],"id":"equipment-3189-3085","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spry Sinews Source Howl of the Wild pg. 98 Usage implanted --- The tendons in your legs are uncommonly stretchy. When you Leap, increase the distance traveled by the listed amount. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spry Sinews (Lesser) Source Howl of the Wild pg. 98 Price 55 gp --- You increase the horizontal distance of your Leap by 5 feet and the vertical distance by 3 feet. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spry Sinews (Greater) Source Howl of the Wild pg. 99 Price 1,300 gp --- You increase the horizontal distance of your Leap by 10 feet and the vertical distance by 6 feet.","skill_mod":{},"summary":"You increase the horizontal distance of your Leap by 5 feet and the vertical distance by 3 feet.","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3189","name":"Spry Sinews (Lesser)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3189-3085"},{"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"item_parent_id":"equipment-3189","weakness":{},"price":130000,"trait":["Graft","Invested","Magical"],"id":"equipment-3189-3086","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Spry Sinews Source Howl of the Wild pg. 98 Usage implanted --- The tendons in your legs are uncommonly stretchy. When you Leap, increase the distance traveled by the listed amount. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Spry Sinews (Lesser) Source Howl of the Wild pg. 98 Price 55 gp --- You increase the horizontal distance of your Leap by 5 feet and the vertical distance by 3 feet. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spry Sinews (Greater) Source Howl of the Wild pg. 99 Price 1,300 gp --- You increase the horizontal distance of your Leap by 10 feet and the vertical distance by 6 feet.","skill_mod":{},"summary":"You increase the horizontal distance of your Leap by 10 feet and the vertical distance by 6 feet.","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3189","name":"Spry Sinews (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3189-3086"},{"skill_mod":{},"summary":"Sacs full of dark ink have been implanted inside your mouth, allowing you to spit it forth. If this graft is used underwater, you can instead …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":5,"usage":"implanted","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3190","weakness":{},"price":16000,"name":"Squid Ink Sac","trait":["Graft","Invested","Magical"],"id":"equipment-3190","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Squid Ink Sac Source Howl of the Wild pg. 99 Price 160 gp Usage implanted --- Sacs full of dark ink have been implanted inside your mouth, allowing you to spit it forth. Activate—Spray Ink Single Action (manipulate) Frequency once per day; Effect You splatter ink in a 10-foot cone, covering creatures and revealing invisible ones. Each creature in the area must succeed at a DC 20 Reflex save or become covered in ink. If a creature has its invisibility negated by this ink, it is concealed instead of invisible. A creature can negate the effects of the ink by spending two Interact actions to wipe off the ink. Critical Success The target is unaffected. Success The target’s invisibility is negated for 2 rounds. Failure The target is blinded for 1 round. Its invisibility is negated for 1 minute. Critical Failure The target is blinded for 10 minutes. Its invisibility is negated for 10 minutes. If this graft is used underwater, you can instead choose to release the ink in a 10-foot emanation. The resulting ink cloud lasts for 10 minutes. All creatures in the ink cloud become concealed, and all creatures outside the ink cloud become concealed to creatures within it.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3190"},{"skill_mod":{},"summary":"A pair of feathered wings are anchored to your shoulder bones. You gain a 25-foot fly Speed .","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":17,"usage":"implanted","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3191","weakness":{},"price":1500000,"name":"Swooping Wings","trait":["Graft","Invested","Magical"],"id":"equipment-3191","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Swooping Wings Source Howl of the Wild pg. 99 Price 15,000 gp Usage implanted Bulk 1 --- A pair of feathered wings are anchored to your shoulder bones. You gain a 25-foot fly Speed.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3191"},{"skill_mod":{},"summary":"Your blood flows with tetrodotoxin or a similar toxin, poisoning enemies who dare to bite you. Creatures that damage you with an attack using their …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics","Poison","Affliction"],"primary_source_category":"Rulebooks","level":9,"usage":"implanted","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3192","weakness":{},"price":65000,"name":"Toxic Blood","trait":["Graft","Invested","Magical","Poison"],"id":"equipment-3192","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Toxic Blood Source Howl of the Wild pg. 99 Price 650 gp Usage implanted --- Your blood flows with tetrodotoxin or a similar toxin, poisoning enemies who dare to bite you. Creatures that damage you with an attack using their mouths (such as a jaws or fang Strike) must attempt a DC 26 Fortitude saving throw. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature takes 2d6 poison damage and is sickened 1. Critical Failure The creature takes 4d6 poison damage and is sickened 2.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3192"},{"skill_mod":{},"summary":"Thanks to a graft from a hardy deep-sea invertebrate in your stomach, you can ingest food and water that would be toxic to others. You gain a +2 item …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":7,"usage":"implanted","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3193","weakness":{},"price":33000,"name":"Tubeworm Gland","trait":["Graft","Invested","Magical"],"id":"equipment-3193","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Tubeworm Gland Source Howl of the Wild pg. 99 Price 330 gp Usage implanted --- Thanks to a graft from a hardy deep-sea invertebrate in your stomach, you can ingest food and water that would be toxic to others. You gain a +2 item bonus to Fortitude saving throws against ingested diseases and poisons.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3193"},{"skill_mod":{},"summary":"Your salivary glands are modified to be capable of spraying a deadly venom. You gain a poison spray unarmed ranged attack with a range increment of …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics","Poison","Affliction"],"primary_source_category":"Rulebooks","level":3,"usage":"implanted","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3194","weakness":{},"price":5500,"name":"Venom Glands","trait":["Graft","Invested","Magical","Poison"],"id":"equipment-3194","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Venom Glands Source Howl of the Wild pg. 99 Price 55 gp Usage implanted --- Your salivary glands are modified to be capable of spraying a deadly venom. You gain a poison spray unarmed ranged attack with a range increment of 10 feet that deals 1d4 poison damage. On a critical hit, the target is also sickened 1.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3194"},{"item_child_id":["equipment-3195-3087","equipment-3195-3088"],"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"weakness":{},"skill":["Acrobatics","Athletics","Acrobatics","Athletics","Athletics"],"trait":["Graft","Invested","Magical"],"id":"equipment-3195","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Whip Tail Source Howl of the Wild pg. 99 Usage implanted Bulk L --- You have a strong, prehensile tail. You gain a tail unarmed attack that deals 1d6 bludgeoning damage. This tail is in the brawling group. You gain a +1 item bonus to Acrobatics checks to Balance and to Athletics checks to Climb. You can also use your tail for the Grab an Edge action, even if your hands are otherwise occupied. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Whip Tail Source Howl of the Wild pg. 99 Price 45 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Constricting Whip Tail Source Howl of the Wild pg. 99 Price 320 gp --- You can use your tail unarmed attack to Grapple even if you don’t have a free hand. You gain a +2 item bonus to Athletics checks to Grapple.","skill_mod":{},"summary":"You have a strong, prehensile tail. You gain a tail unarmed attack that deals 1d6 bludgeoning damage. This tail is in the brawling group. You …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3195","name":"Whip Tail","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3195"},{"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"item_parent_id":"equipment-3195","weakness":{},"price":4500,"skill":["Acrobatics","Athletics"],"trait":["Graft","Invested","Magical"],"id":"equipment-3195-3087","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Whip Tail Source Howl of the Wild pg. 99 Usage implanted Bulk L --- You have a strong, prehensile tail. You gain a tail unarmed attack that deals 1d6 bludgeoning damage. This tail is in the brawling group. You gain a +1 item bonus to Acrobatics checks to Balance and to Athletics checks to Climb. You can also use your tail for the Grab an Edge action, even if your hands are otherwise occupied. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Whip Tail Source Howl of the Wild pg. 99 Price 45 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Constricting Whip Tail Source Howl of the Wild pg. 99 Price 320 gp --- You can use your tail unarmed attack to Grapple even if you don’t have a free hand. You gain a +2 item bonus to Athletics checks to Grapple.","skill_mod":{},"summary":"You have a strong, prehensile tail. You gain a tail unarmed attack that deals 1d6 bludgeoning damage. This tail is in the brawling group. You …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3195","name":"Whip Tail","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3195-3087"},{"primary_source_category":"Rulebooks","usage":"implanted","source":["Howl of the Wild"],"type":"Item","item_category":"Grafts","speed":{},"item_parent_id":"equipment-3195","weakness":{},"price":32000,"skill":["Acrobatics","Athletics","Athletics"],"trait":["Graft","Invested","Magical"],"id":"equipment-3195-3088","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Whip Tail Source Howl of the Wild pg. 99 Usage implanted Bulk L --- You have a strong, prehensile tail. You gain a tail unarmed attack that deals 1d6 bludgeoning damage. This tail is in the brawling group. You gain a +1 item bonus to Acrobatics checks to Balance and to Athletics checks to Climb. You can also use your tail for the Grab an Edge action, even if your hands are otherwise occupied. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Whip Tail Source Howl of the Wild pg. 99 Price 45 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Constricting Whip Tail Source Howl of the Wild pg. 99 Price 320 gp --- You can use your tail unarmed attack to Grapple even if you don’t have a free hand. You gain a +2 item bonus to Athletics checks to Grapple.","skill_mod":{},"summary":"You can use your tail unarmed attack to Grapple even if you don’t have a free hand. You gain a +2 item bonus to Athletics checks to Grapple.","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3195","name":"Constricting Whip Tail","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3195-3088"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Howl of the Wild"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":50000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3196","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Hodag Leather Source Howl of the Wild pg. 100 Price 500 gp Usage worn armor Bulk 1 Base Armor Studded Leather Armor --- Dyed green and white and studded with the natural spines of a hodag, this +1 deathless studded leather armor is an imposing sight, especially when its wearer is barreling towards you. Activate—Hodag Toss Two Actions (concentrate, manipulate) Effect You Stride up to your Speed and make a Strike at the end of your movement. If you succeed at your Strike, attempt an Athletics check against the creature’s Fortitude DC. On a success, the creature is thrown 10 feet in a straight line in the direction of your choice and lands prone. If the creature is knocked into a solid object, it takes 1d6 bludgeoning damage before landing prone. You can instead toss the creature straight up into the air. The creature lands in the same square it occupied, and takes 1d6 bludgeoning damage as it lands prone. You can’t use this ability again for 1d4 rounds. Craft Requirements The initial raw materials must include the hide of a hodag.\n","skill_mod":{},"summary":"Dyed green and white and studded with the natural spines of a hodag, this +1 deathless studded leather armor is an imposing sight, especially …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3196","base_item":["Studded Leather Armor"],"name":"Hodag Leather","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3196"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Howl of the Wild"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":99000,"trait":["Invested","Magical","Rare"],"id":"equipment-3197","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Mamlambo Scale Source Howl of the Wild pg. 100 Price 990 gp Usage worn armor Bulk 2 Base Armor Scale Mail --- The faint glow beneath the thick, algae-green scales of this suit of +1 resilient scale mail hints at the armor’s source. Activate—Luminous Lure Single Action (concentrate, light, manipulate, mental, visual) Frequency once per day; Effect The mamlambo scale sheds dim light in a 20-foot emanation. The light has a duration of 1 minute, but you can extinguish the light with an Interact action. A creature that begins its turn in the light must attempt a DC 26 Will save. Regardless of the save’s result, the creature is temporarily immune for 1 hour. Critical Success The creature is unaffected. Success The creature is slowed 1 for 1 round. Failure The creature is fascinated, and for as long as it remains in the light, it must spend at least 1 of its actions on each of its turns to move closer to the source of the light. If the creature ends its movement adjacent to you, it is slowed 1 until it is out of the light or until you make a Strike against it. Critical Failure As failure, but the creature is also off-guard against the first Strike you make against it while it is slowed. Craft Requirements The initial raw materials must include the scales and hide of a mamlambo.\n","skill_mod":{},"summary":"The faint glow beneath the thick, algae-green scales of this suit of +1 resilient scale mail hints at the armor’s source. ","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3197","base_item":["Scale Mail"],"name":"Mamlambo Scale","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3197"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Howl of the Wild"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":280000,"trait":["Invested","Magical","Rare"],"id":"equipment-3198","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Mantis Plate Source Howl of the Wild pg. 100 Price 2,800 gp Usage worn armor Bulk 4 Base Armor Full Plate --- The beautiful plates of this +2 resilient greater ready full plate armor are shaped from the carapace of a deadly mantis, providing excellent protection with added flexibility. When wearing a suit of mantis plate , you gain a +2 item bonus to your Athletics DC. Activate—Mandible Vambraces Two Actions (concentrate, manipulate) Effect Make a melee Strike. If you succeed, the target is caught by the spikes on the armor’s forearms, taking an additional 6d6 piercing damage (DC 30 basic Reflex save). Craft Requirements The initial raw materials must include the arms and carapace of a deadly mantis.\n","skill_mod":{},"summary":"The beautiful plates of this +2 resilient greater ready full plate armor are shaped from the carapace of a deadly mantis, providing …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3198","base_item":["Full Plate"],"name":"Mantis Plate","bulk":4,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3198"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":180000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3199","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Arctic Worm Chitin Shield Source Howl of the Wild pg. 100 Price 1,800 gp Usage held in 1 hand Bulk 4 Base Shield Tower Shield --- This tower shield is crafted from interlocking sections of an arctic cave worm’s chitin that are rimed with constant frost. It has Hardness 13, HP 104, and BT 52. Activate—Misty Chill Single Action (cold, concentrate, manipulate) Effect You Raise the Shield and an icy mist begins to flow off it. Until the beginning of your next turn, you gain resistance 5 to cold and any creature that ends its turn adjacent to you takes 3d6 cold damage (DC 29 basic Reflex save). Craft Requirements The initial raw materials must include chitin from an arctic cave worm.\n","skill_mod":{},"summary":"This tower shield is crafted from interlocking sections of an arctic cave worm’s chitin that are rimed with constant frost. It has Hardness 13, HP …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3199","base_item":["Tower Shield"],"name":"Arctic Worm Chitin Shield","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3199"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":100000,"skill":["Intimidation"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3200","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Hippopotamus Klar Source Howl of the Wild pg. 100 Price 1,000 gp Usage held in 1 hand Bulk 1 Base Shield Klar --- This +1 striking klar is fashioned from the skull of a hippopotamus, with one of its canines acting as the blade. While wielding a hippopotamus klar , you gain a +1 item bonus to Intimidation checks. Activate—Engulfing Jaws Single Action (manipulate) Frequency once per day; Effect The hippo jaws of the shield open impossibly wide. Make a melee Strike with the klar blade targeting two creatures adjacent to each other. Roll the attack and damage once and apply it to each creature separately. This counts as two attacks for your multiple attack penalty. Craft Requirements The initial raw materials must include the entire skull of a hippopotamus.\n","skill_mod":{},"summary":"This +1 striking klar is fashioned from the skull of a hippopotamus, with one of its canines acting as the blade. While wielding a …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3200","base_item":["Klar"],"name":"Hippopotamus Klar","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3200"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":9000,"trait":["Magical","Uncommon"],"id":"equipment-3201","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Ankhrav Duster Source Howl of the Wild pg. 101 Price 90 gp Usage held in 1 hand Bulk L Base Weapon Knuckle Duster --- Acid drips from the ankhrav mandibles protruding from this +1 knuckle duster . Strikes with this weapon deal an additional 1 acid damage. Activate—Caustic Jabs Single Action (concentrate) Frequency once per hour; Effect Until the end of your next turn, your Strikes with the ankhrav duster deal an additional 1d6 persistent acid damage. Craft Requirements The initial raw materials must include the mandibles of an ankhrav.\n","skill_mod":{},"summary":"Acid drips from the ankhrav mandibles protruding from this +1 knuckle duster . Strikes with this weapon deal an additional 1 acid damage. ","primary_source":"Howl of the Wild","trait_group":["Mechanics","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3201","base_item":["Knuckle Duster"],"name":"Ankhrav Duster","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3201"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":625000,"trait":["Magical","Poison","Uncommon"],"id":"equipment-3202","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Black Scorpion Stingmace Source Howl of the Wild pg. 101 Price 6,250 gp Usage held in 1 hand Bulk 2 Base Weapon Mace --- The massive stinger of a black scorpion adds significant weight to this +2 greater striking fearsome mace . On a critical hit, the target is exposed to black scorpion venom. Black Scorpion Venom (poison) Saving Throw DC 36 Fortitude; Maximum Duration 6 rounds; Stage 1 2d12 poison damage and clumsy 2 (1 round); Stage 2 3d12 poison damage, clumsy 2, and slowed 1 (1 round); Stage 3 4d12 poison damage, clumsy 4, and slowed 2 (1 round). Craft Requirements The initial raw materials must include the intact stinger of a black scorpion.\n","skill_mod":{},"summary":"The massive stinger of a black scorpion adds significant weight to this +2 greater striking fearsome mace . On a critical hit, the target is …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Poison","Affliction","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3202","base_item":["Mace"],"name":"Black Scorpion Stingmace","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3202"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":34000,"trait":["Magical","Uncommon"],"id":"equipment-3203","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Bloodgorger Scythe Source Howl of the Wild pg. 101 Price 340 gp Usage held in 2 hands Bulk 2 Base Weapon Scythe --- This +1 striking scythe is made from the cruel, blackened branches of the carnivorous scythe tree, which hungrily drink up spilled blood. Activate—Root in Blood Single Action (manipulate) Requirements Your last action was a successful Strike with this weapon and your target isn’t currently taking any persistent bleed damage; Effect You break off a piece of the bloodgorger scythe inside your enemy to feed on their blood and sprout into a new tree. The target takes 1 persistent bleed damage at the end of their turn. Each failure to stop the bleeding increases this bleed damage by 1 as a small scythe tree grows from the wound, to a maximum of 3 persistent bleed damage. Activate—Sapling Slash Single Action (concentrate) Requirements A target has a piece of the bloodgorger scythe broken off inside them and has failed to recover from the persistent bleed damage for 3 consecutive turns; Effect The sprouted scythe tree grows large enough to be commanded. It makes a melee Strike against the target or a creature adjacent to the target, with a +18 to hit and dealing 1d10 slashing damage. Craft Requirements The initial raw materials must include branches and roots from a scythe tree.\n","skill_mod":{},"summary":"This +1 striking scythe is made from the cruel, blackened branches of the carnivorous scythe tree, which hungrily drink up spilled blood. ","primary_source":"Howl of the Wild","trait_group":["Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3203","base_item":["Scythe"],"name":"Bloodgorger Scythe","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3203"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":280000,"trait":["Magical","Poison","Uncommon"],"id":"equipment-3204","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Catoblepas Maul Source Howl of the Wild pg. 101 Price 2,800 gp Usage held in 2 hands Bulk 2 Base Weapon Maul --- The putrid stench emanating from the catoblepas antlers adorning this +2 greater striking greater crushing maul interferes with your sense of smell. While wielding this weapon, you gain a +2 item bonus to saves against olfactory effects. Activate—Vile Stench Single Action (manipulate, olfactory) Requirements Your last action was a successful Strike with the catoblepas maul ; Effect The target must succeed at a DC 30 Fortitude save or become sickened 1 (plus slowed 1 for as long as it’s sickened on a critical failure). A creature that succeeds at its save becomes temporarily immune to Vile Stench for 1 minute. Craft Requirements The initial raw materials must include antlers from a catoblepas.\n","skill_mod":{},"summary":"The putrid stench emanating from the catoblepas antlers adorning this +2 greater striking greater crushing maul interferes with your …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Poison","Affliction","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3204","base_item":["Maul"],"name":"Catoblepas Maul","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3204"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":70000,"trait":["Magical","Uncommon"],"id":"equipment-3205","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Chimera Flail Source Howl of the Wild pg. 102 Price 700 gp Usage held in 2 hands Bulk 2 Base Weapon War Flail --- The three spiked heads of this +1 striking war flail are fashioned to resemble the heads of a chimera. Preserved fragments of bone from the creature are fused with the metal of each head, replacing the typical weight at the end of the chain. Each head has been shrunk and preserved for use. You can have only one head slotted at a time and can use only the ability of the currently slotted head, while the other two hang off the pommel. Switching between heads requires an Interact action. Dragon This head does piercing damage instead of the normal bludgeoning damage, plus 1 damage type based on the magical tradition of the chimera’s dragon head. ( Arcane force; Divine spirit; Occult mental; Primal acid, cold, electricity, fire, sonic, or poison, chosen at item creation) Activate—Bursting Breath Single Action (concentrate) Frequency once per 10 minutes; Requirements your last action was a successful Strike; Effect You tap into the residual energy of the dragon head and release it as a small breath explosion. This does 2d6 damage of the dragon’s additional damage type in a 10-foot burst centered around one corner of the space the target occupies. After using this, the dragon head attachment loses its additional damage type. You can spend 10 minutes to rest and recharge the head. Lion This head does piercing damage instead of the normal bludgeoning damage, plus 1 additional precision damage if the target is off-guard. Activate—Pouncing Whirl Two Actions (concentrate) Frequency once per 10 minutes; Requirements you have not made an attack this turn; Effect You tap into the predator speed of a lion. You Stride up to half your Speed and make a Strike against a target. If that creature is within reach of an ally, regardless if they would normally provide flanking or not, that creature is considered off-guard to your Strike. Your additional precision damage against an off-guard creature increases to 1d4. After using this, the lion head loses its additional precision damage. You can spend 10 minutes to rest and recharge the head. Goat If your last action was to Stride at least half your Speed, this does an additional 1d4 force damage. Activate—Charging Horns Three Actions (concentrate) Frequency once per 10 minutes; Effect You swing the hammer around with the full force of a charging ram. Make a Strike against up to three enemies within your reach. The first two Strikes are at your current attack bonus, and the third is with the normal attack penalty. On a successful hit, the target takes an additional 1d6 force damage and is pushed back 5 feet, or 10 feet on a critical hit. After using this, the goat head loses its additional force damage. You can spend 10 minutes to rest and recharge the head. Craft Requirements The initial raw materials must include all three heads from a chimera.\n","skill_mod":{},"summary":"The three spiked heads of this +1 striking war flail are fashioned to resemble the heads of a chimera. Preserved fragments of bone from the …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3205","base_item":["War Flail"],"name":"Chimera Flail","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3205"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":45000,"trait":["Magical","Uncommon"],"id":"equipment-3206","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Constricting Meteor Source Howl of the Wild pg. 102 Price 450 gp Usage held in 2 hands Bulk 2 Base Weapon Meteor Hammer --- The weights of this +1 striking meteor hammer are shaped like snake heads, and anaconda scales adorn the chain. Activate—Coiling Chain Single Action (concentrate) Requirements Your last action was a successful melee Strike or Trip with the constricting meteor ; Effect The chain of the meteor hammer wraps around the target and squeezes. Attempt an Athletics check to Grapple the creature with a +1 item bonus. In addition to being grabbed on a success, the target takes 1d10+7 bludgeoning damage. Craft Requirements The initial raw materials must include the scales of a giant anaconda.\n","skill_mod":{},"summary":"The weights of this +1 striking meteor hammer are shaped like snake heads, and anaconda scales adorn the chain. ","primary_source":"Howl of the Wild","trait_group":["Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3206","base_item":["Meteor Hammer"],"name":"Constricting Meteor","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3206"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":75000,"trait":["Magical","Uncommon"],"id":"equipment-3207","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Giant Squid Lash Source Howl of the Wild pg. 102 Price 750 gp Usage held in 1 hand Bulk 1 Base Weapon Whip --- Three dried tentacles from a giant squid studded with pufferfish spines have been twisted together to form this robust +1 wounding whip . With a clever flick of the wrist, they can be unfurled into a deadly arc of poisonous barbs. Activate—Poison Barrage Two Actions (manipulate) Frequency once per hour; Effect You lash out with the whip’s three tentacles in a 15-foot cone. Each creature inside the cone must attempt a DC 27 basic Fortitude save or take 4d6 poison damage. On a critical failure, the creature also takes 1d6 persistent poison damage. Craft Requirements The initial raw materials must include three tentacles from a giant squid.\n","skill_mod":{},"summary":"Three dried tentacles from a giant squid studded with pufferfish spines have been twisted together to form this robust +1 wounding whip . With …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3207","base_item":["Whip"],"name":"Giant Squid Lash","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3207"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":210000,"trait":["Magical","Rare"],"id":"equipment-3208","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Shuln Fang Katar Source Howl of the Wild pg. 102 Price 2,100 gp Usage held in 1 hand Bulk L Base Weapon Katar --- This +2 greater striking katar masterfully crafted from the adamantine-laced fang of a shuln can puncture even the toughest of armors. Activate—Piercing Critical Single Action (concentrate) Frequency once per round; Requirements Your last action was to score a critical hit with the shuln fang katar against a creature that is wearing armor; Effect You deal the same amount of damage as the critical hit to the creature’s armor, bypassing any Hardness lower than 10, like adamantine. Craft Requirements The initial raw materials must include a fang from a shuln.\n","skill_mod":{},"summary":"This +2 greater striking katar masterfully crafted from the adamantine-laced fang of a shuln can puncture even the toughest of armors. ","primary_source":"Howl of the Wild","trait_group":["Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3208","base_item":["Katar"],"name":"Shuln Fang Katar","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3208"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":36000,"trait":["Magical","Uncommon"],"id":"equipment-3209","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Splithead Bow Source Howl of the Wild pg. 103 Price 360 gp Usage held in 2 hands Bulk 2 Base Weapon Longbow --- This +1 striking hauling longbow is lined with the flesh of a fallen hydra and ornate carvings on the grip that depict the hydra’s number of heads it had before it was slain. When you wield the bow in combat, you regain 2 Hit Points at the start of each of your turns. Activate—Two-Headed Arrow Two Actions (manipulate) Effect You imbue your arrow with the properties of a hydra, splitting it in two and sending each at a different foe. Make two ranged Strikes, each against a separate target. Both targets must be in your line of sight, and within 50 feet of you. Both Strikes count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both attacks. Additionally, after using this ability, you do not regain Hit Points from wielding the bow on your next turn. Activate—Five-Headed Arrow Two Actions (manipulate) Frequency once per day; Effect You make a powerful Strike propelled by the ferocity of a hydra at a target within your first range increment. If your Strike is successful, the arrow deals damage as normal and then passes through the target, splitting into four pieces. Choose four other targets within 30 feet of the original target and make a single ranged Strike with your multiple attack penalty, comparing the result to each secondary target’s AC. After using this ability, you do not regain Hit Points from wielding the bow until after your next daily preparations. Craft Requirements The initial raw materials must include the flesh from a severed head of a hydra.\n","skill_mod":{},"summary":"This +1 striking hauling longbow is lined with the flesh of a fallen hydra and ornate carvings on the grip that depict the hydra’s number …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3209","base_item":["Longbow"],"name":"Splithead Bow","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3209"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":200000,"trait":["Electricity","Magical","Sonic","Uncommon"],"id":"equipment-3210","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Storm Herald Source Howl of the Wild pg. 103 Price 2,000 gp Usage held in 1 hand Bulk L Base Weapon Fighting Fan --- This iridescent, black +2 striking shock thundering fighting fan is crafted from the crackling feathers of thunderbirds to resemble one of the beast’s mighty wings. Channeling the avian’s tempestuous nature, you are surrounded by a stormy shell of wind and electricity while wielding a storm herald, granting you resistance 5 to electricity and sonic damage. Activate—Call the Storm Two Actions (concentrate, magical, manipulate) Frequency once per day; Effect You channel the full might of a storm with you as its epicenter. All creatures within 30 feet take 3d10 electricity damage and 3d10 sonic damage (DC 30 basic Reflex save). Craft Requirements The initial raw materials must include feathers from a thunderbird.\n","skill_mod":{},"summary":"This iridescent, black +2 striking shock thundering fighting fan is crafted from the crackling feathers of thunderbirds to resemble one …","primary_source":"Howl of the Wild","trait_group":["Energy","Monster","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3210","base_item":["Fighting Fan"],"name":"Storm Herald","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3210"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":280000,"trait":["Magical","Rare","Water"],"id":"equipment-3211","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Tidal Crossbow Source Howl of the Wild pg. 103 Price 2,800 gp Usage held in 2 hands Bulk 1 Base Weapon Crossbow --- The beak and talons of a tidehawk form the triggering mechanism of this +2 greater striking crossbow. Its grip is constantly damp, though this doesn’t affect your ability to keep ahold of the weapon. When used in aquatic combat, a tidal crossbow doesn’t have its range increments halved. A tidal crossbow deals 1d4 additional bludgeoning damage on a successful Strike. On a critical hit, the bow’s additional damage is instead 1d4 bludgeoning splash damage, and the target must succeed at a DC 31 Reflex save or be pushed back 5 feet. The bow critical specialization effect applies to creatures with the water trait even if it wouldn’t normally. Activate—Typhoon Swell Two Actions (manipulate, water) Frequency once per day; Effect The tidal crossbow produces a torrent of water in a 30-foot line, dealing 8d6 bludgeoning damage (DC 30 basic Fortitude save). Creatures that fail the save are also knocked prone. Craft Requirements The initial raw materials must include the beak, talons, and several watery feathers of a tidehawk.\n","element":["Water"],"skill_mod":{},"summary":"The beak and talons of a tidehawk form the triggering mechanism of this +2 greater striking crossbow . Its grip is constantly damp, though this …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Rarity","Elemental","Planar","Monster"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3211","base_item":["Crossbow"],"name":"Tidal Crossbow","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3211"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":14000,"trait":["Magical"],"id":"equipment-3212","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Trollhound Pick Source Howl of the Wild pg. 103 Price 140 gp Usage held in 2 hands Bulk 2 Base Weapon Greatpick --- This +1 striking greatpick bears a head studded with the tusks of a trollhound. Activate—Ravenous Strike Two Actions (magical, manipulate) Effect You Strike with the trollhound pick , transferring a portion of a trollhound’s legendary appetite to the target. A living enemy who takes damage from the attack must attempt a DC 19 Will save. Critical Success The creature is unaffected. Success The creature suffers hunger pangs, becoming offguard for 1 round. Failure The creature experiences gnawing hunger, becoming off-guard for 1 round and enfeebled 1 for 1 minute. If the creature consumes any amount of food or drink (including imbibing a potion), the enfeebled condition ends. Critical Failure As failure, but the creature is enfeebled 2 and each instance of consuming food or drink reduces the penalty by 1. Craft Requirements The initial raw materials must include the teeth and tongue from a trollhound\n","skill_mod":{},"summary":"This +1 striking greatpick bears a head studded with the tusks of a trollhound . ","primary_source":"Howl of the Wild","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3212","base_item":["Greatpick"],"name":"Trollhound Pick","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3212"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":125000,"trait":["Magical","Uncommon"],"id":"equipment-3213","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Whip-Tongue Sling Source Howl of the Wild pg. 104 Price 1,250 gp Usage held in 1 hand Bulk L Base Weapon Sling --- This is a +2 striking sling made from the neck, jaw, and tongue of a mobogo to resemble its mouth. The tongue curls around each bullet, which is thrown with the snap of your wrist. Each throw causes a small croak to echo from the sling. Activate—Bolstering Croak Two Actions (auditory, concentrate, emotion, manipulate, mental) Frequency once per day; Effect You raise your sling and work the handle to mimic a mobogo’s croaking song. Allies within 25 feet gain a +1 status bonus to saves against fear effects for 1 round. You can Sustain this for up to 4 rounds. During this time, you can’t use the sling to Strike or activate its Tongue Twister ability. After using Bolstering Croak, you can recharge it once per day by feeding the sling a number of gallons of water equal to double the number of rounds for which the Bolstering Croak was active. For example, if you activated but didn’t sustain Bolstering Croak, you would require 2 gallons of water to recharge it. If you activated Bolstering Cloak and then Sustained for 1 round, you would require 4 gallons of water. Activate—Tongue Twister Two Actions (manipulate) Requirements The sling isn’t loaded; Effect You fully unfurl the sling’s tongue to grab hold of a creature within 20 feet, and attempt to move them. Attempt an Athletics check against the creature’s Fortitude DC. On a success, you can move the creature up to 15 feet into any space within 20 feet of you. If you target a willing ally with this ability, you automatically succeed at the Athletics check. Craft Requirements The initial raw materials must include the throat, tongue, and skin from a mobogo.\n","skill_mod":{},"summary":"This is a +2 striking sling made from the neck, jaw, and tongue of a mobogo to resemble its mouth. The tongue curls around each bullet, …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3213","base_item":["Sling"],"name":"Whip-Tongue Sling","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3213"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":650000,"trait":["Magical","Rare"],"id":"equipment-3214","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Alicorn Trigger Source Howl of the Wild pg. 104 Price 6,500 gp Usage held in 1 hand Bulk 1 Base Weapon Jezail --- This +2 greater striking jezail features a preserved alicorn horn mounted underneath the barrel. Such a horn is usually willingly granted by the creature at the end of its natural lifespan, but some wicked gunsmiths acquire the horn through violence. Activate—Glimmer Beam Two Actions (manipulate) Frequency once per day; Effect The alicorn trigger unleashes a beam of radiant light in a 60-foot line. Creatures in the area of effect take 6d6 fire damage and must attempt a DC 33 Fortitude save. Critical Success The creature is unaffected. Success The creature takes half damage and is dazzled 1. Failure The creature takes full damage and is blinded for 1 round. Critical Failure The creature takes double damage and is blinded for 1 minute. Craft Requirements The initial raw materials must include a horn from an alicorn.\n","skill_mod":{},"summary":"This +2 greater striking jezail features a preserved alicorn horn mounted underneath the barrel. Such a horn is usually willingly granted by …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=3214","base_item":["Jezail"],"name":"Alicorn Trigger","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3214"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":11500,"trait":["Magical","Uncommon"],"id":"equipment-3215","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Fulmination Fang Source Howl of the Wild pg. 104 Price 115 gp Usage held in 2 hands Bulk 2 Base Weapon Gun Sword --- The stock and barrel of this +1 striking gun sword are lined with scales from a storm snake. Their insulating properties grant their wielder some protection against electricity. Activate—Lightning Rod Reaction ; Trigger You take electricity damage; Effect You gain resistance 5 to the triggering damage, and the fulmination fang crackles with the absorbed energy. You can Interact to change between the gun sword’s current usage (melee to ranged, or ranged to melee). The next melee Strike you make with the fulmination fang within the next minute deals an additional 1d6 electricity damage. After a minute, the absorbed energy dissipates. Craft Requirements The initial raw materials must include the scales of a storm snake.\n","skill_mod":{},"summary":"The stock and barrel of this +1 striking gun sword are lined with scales from a storm snake . Their insulating properties grant their wielder …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=3215","base_item":["Gun Sword"],"name":"Fulmination Fang","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3215"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":110000,"trait":["Magical","Rare"],"id":"equipment-3216","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Howler Pistol Source Howl of the Wild pg. 104 Price 1,100 gp Usage held in 1 hand Bulk 1 Base Weapon Dragon Mouth Pistol --- Designed by a gunsmith as a personal challenge, a howler pistol strikes a miniature version of the sonic horn siege weapon’s resonating orb with its hammer to generate beams of sonic energy. A howler pistol is a +1 striking dragon mouth pistol that deals sonic damage instead of piercing damage and doesn’t have the concussive trait. Activate—Resonant Shatter Two Actions (manipulate) Frequency once per day; Requirements The howler pistol is loaded; Effect You over-torque the howler pistol ’s hammer to strike the resonating orb harder than normal. The gun fires a concentrated burst of sonic energy that shatters a nearby stone or rock surface, creating a 10-foot burst at a point of impact within the gun’s first range increment. Creatures in the area take 5d6 piercing damage (DC 27 basic Reflex save). Craft Requirements The initial raw materials must include the powdered horn from a soniphak, processed into a resonating orb.\n","skill_mod":{},"summary":"Designed by a gunsmith as a personal challenge, a howler pistol strikes a miniature version of the sonic horn siege weapon’s resonating orb with …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=3216","base_item":["Dragon Mouth Pistol"],"name":"Howler Pistol","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3216"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":15000,"trait":["Magical","Uncommon"],"id":"equipment-3217","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Hydrocannon Source Howl of the Wild pg. 104 Price 150 gp Usage held in 1 hand Bulk 1 Base Weapon Hand Cannon --- This +1 striking hand cannon is crafted by wrapping the water-producing organ cluster of a grodair around its barrel, eliminating the need for ammunition, though the living tissue must be maintained with 1 sp of specialized nutrient feed each day. If not, its misfire check is DC 10. If you fail this misfire check, the organ bursts, dealing an amount of bludgeoning damage equal to double the number of weapon damage dice to you and rendering the hydrocannon broken. Activate—Tinker Shot Two Actions (manipulation) Frequency once per minute; Effect You fiddle with the pressure regulator on the hydrocannon and then make a ranged Strike with the gun. A successful attack has an additional effect depending on which modular configuration the hydrocannon is currently in. Bludgeoning The target is pushed 5 feet away from you; this forced movement is increased to 10 feet on a critical hit. Piercing The target takes a –10-foot circumstance penalty to its Speeds for 1 round. Slashing The target takes 1d6 persistent bleed damage. Craft Requirements The initial raw materials must include the extradimensional organ cluster extracted from a grodair. Harvesting the organs of a grodair in this way differs greatly from the normal method; it takes an hour and a successful DC 22 Arcana check. On a critical failure, the organ cluster bursts and deals 4d6 bludgeoning damage to the harvester.\n","skill_mod":{},"summary":"This +1 striking hand cannon is crafted by wrapping the water-producing organ cluster of a grodair around its barrel, eliminating the need …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=3217","base_item":["Hand Cannon"],"name":"Hydrocannon","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3217"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":1500000,"trait":["Magical","Rare"],"id":"equipment-3218","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Leydroth Spellbreaker Source Howl of the Wild pg. 105 Price 15,000 gp Usage held in 2 hands Bulk 2 Base Weapon Blunderbuss --- The larynx of a leydroth, a dangerous creature whose roar can unravel magic, is integrated into the firing mechanism of this +3 greater striking blunderbuss . Activate—Dispelling Blast Two Actions (manipulate) Frequency once per day; Effect The leydroth spellbreaker emits a 30-foot cone of dispelling energy. Attempt a single counteract check at +25 against each spell or magical effect in the area, plus one item or effect on each creature in the area, with the effects of dispel magic . Craft Requirements The initial raw materials must include the larynx of a leydroth.\n","skill_mod":{},"summary":"The larynx of a leydroth , a dangerous creature whose roar can unravel magic, is integrated into the firing mechanism of this +3 greater …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=3218","base_item":["Blunderbuss"],"name":"Leydroth Spellbreaker","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3218"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":23000,"trait":["Magical","Uncommon"],"id":"equipment-3219","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Nightmare's Lament Source Howl of the Wild pg. 105 Price 230 gp Usage held in 1 hand Bulk 1 Base Weapon Rapier Pistol --- Ritually constructed from the bones of a nightmare, a nightmare’s lament is a +1 striking rapier pistol . Thin wisps of dark smoke continually surround the redflecked blade. Activate—Fuming Cloak Two Actions (manipulate) Frequency once per day; Effect For 1 minute, the nightmare’s lament continually vents thick, black smoke that creates concealment in a 15-foot aura around the gun’s wielder. The wielder of the nightmare’s lament can see through this smoke. A creature that begins its turn in the area becomes sickened 2 (DC 23 Fortitude negates) and is then temporarily immune to the sickness from the smoke for 1 minute. The wielder of the nightmare’s lament , any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura’s sickened effect but not the concealment. Craft Requirements The initial raw materials must include the rib bones and inner fire of a nightmare.\n","skill_mod":{},"summary":"Ritually constructed from the bones of a nightmare , a nightmare’s lament is a +1 striking rapier pistol . Thin wisps of dark smoke …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=3219","base_item":["Rapier Pistol"],"name":"Nightmare's Lament","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3219"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Howl of the Wild"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":130000,"skill":["Performance"],"trait":["Magical","Uncommon"],"id":"equipment-3220","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Arachnolute Source Howl of the Wild pg. 105 Price 1,300 gp Usage held in 2 hands Bulk 1 --- The strings of this spider-shaped lute are made from the webbing of a goliath spider and the tuning pegs are crafted from the spider’s spinnerets. An arachnolute grants you a +2 item bonus to Performance checks while playing music with the instrument. Activate—Web Chord Two Actions (manipulate) Frequency once per hour; Effect Sticky webbing sprays in a 30-foot cone as you strum the lute’s strings. Each creature in the area of the webbing is immobilized unless it succeeds at a DC 29 Reflex save. Craft Requirements The initial materials must include the spinnerets of a goliath spider, as well as a spool of its webbing.\n","skill_mod":{},"summary":"The strings of this spider-shaped lute are made from the webbing of a goliath spider and the tuning pegs are crafted from the spider’s spinnerets. …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3220","name":"Arachnolute","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3220"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Howl of the Wild"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":260000,"skill":["Performance"],"trait":["Magical","Uncommon"],"id":"equipment-3221","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Cauthooj Bagpipes Source Howl of the Wild pg. 105 Price 2,600 gp Usage held in 2 hands Bulk 2 --- The main portion of this set of bagpipes is fashioned from the dried skin of a cauthooj, with the feathers still attached. The bird’s vocal cords are crafted into the instrument’s reeds. The pipes grant a +2 item bonus to Performance checks while playing music with them. Activate—Disorienting Fugue Two Actions (auditory, incapacitation, manipulate, mental) Frequency once per hour; Effect You play several notes on the pipes, quickly altering their pitch and tone. Each creature within a 20-foot emanation must attempt a DC 31 Will save to resist the song. Creatures that attempt this save become temporarily immune to Disorienting Fugue for 1 minute. Critical Success The target is unaffected and its temporary immunity to Disorienting Fugue increases to 1 hour. Success The target is unaffected. Failure The target is confused for 1 round. Critical Failure The target is confused for 1 round and immediately attacks itself (in the normal fashion for attacking oneself while confused). This Strike doesn’t give the creature a flat check to recover from the confusion. Activate—Throw Song Reaction (auditory, mental) Trigger A creature within 30 feet attempts a melee Strike against you or an ally; Effect You let loose a staccato chirp from the pipes that appears to come from somewhere else. The triggering creature must attempt a DC 31 Will save. On a failure, the creature redirects the Strike to another creature of your choice within reach of the melee Strike. If no other creatures are within range, the affected creature instead takes a –2 penalty to the Strike. Craft Requirements The initial raw materials must include the skin and vocal cords of a cauthooj.\n","skill_mod":{},"summary":"The main portion of this set of bagpipes is fashioned from the dried skin of a cauthooj , with the feathers still attached. The bird’s vocal cords …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3221","name":"Cauthooj Bagpipes","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3221"},{"skill_mod":{},"summary":"This unassuming hooded lantern contains a mass of flash beetle eggs suspended in a magical solution. It sheds light on a 45-foot radius (and dim …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":3,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3222","weakness":{},"price":5000,"name":"Flash Beetle Lantern","trait":["Magical","Uncommon"],"id":"equipment-3222","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Flash Beetle Lantern Source Howl of the Wild pg. 106 Price 50 gp Usage held in 1 hand Bulk 2 --- This unassuming hooded lantern contains a mass of flash beetle eggs suspended in a magical solution. It sheds light on a 45-foot radius (and dim light in the next 45 feet). Activate—Spotlight Single Action (light, manipulate, visual) Frequency once per day; Effect Flipping a concealed lever in the lantern’s handle triggers a small current to pass through the solution. The eggs brighten and emit a series of brilliant flashes in a 30-foot cone. Each creature in the area of effect must attempt a DC 18 Fortitude save. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round. Critical Failure The creature is blinded for 1 minute. Craft Requirements The initial raw materials must include the eggs of a flash beetle.\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3222"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Howl of the Wild"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":15000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3223","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Amphisbaena Handwraps Source Howl of the Wild pg. 106 Price 150 gp Usage worn gloves Base Weapon Fist --- Your hands fit through the venomous mouths of this pair of handwraps made from amphisbaena skin. Your unarmed strikes gain the versatile P trait. Amphisbaena handwraps can have weapon runes etched onto them, similar to handwraps of mighty blows . Activate—Twin Venom Strike Two Actions (manipulate) Frequency once per hour; Effect Make two unarmed Strikes. Both Strikes count toward your multiple attack penalty, but the penalty doesn’t increase until after both attacks. Each Strike deals an additional 1d6 poison damage. Craft Requirements The initial raw materials must include the skin and heads of an amphisbaena.\n","skill_mod":{},"summary":"Your hands fit through the venomous mouths of this pair of handwraps made from amphisbaena skin. Your unarmed strikes gain the versatile P trait. …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3223","base_item":["Fist"],"name":"Amphisbaena Handwraps","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3223"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Howl of the Wild"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":35000,"skill":["Stealth"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3224","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Amulet of the Hellcat Source Howl of the Wild pg. 106 Price 350 gp Usage worn --- This glass amulet is set on a steel backing shaped like a cage and flickers with an eerie crimson glow. Magically sealed within is a portion of a hellcat's ever-burning heart. While wearing the amulet, you gain a +1 item bonus to Stealth checks made while in bright light, and you can cast the light cantrip emanating from the amulet as an innate divine spell. Activate—Invisible Pounce Two Actions (concentrate, manipulate) Frequency once per day; Requirements You are in bright light; Effect You become invisible, Stride up to your speed, and then make a melee Strike at the end of that movement. After making the Strike, you are no longer invisible. If at any point during your Stride, you pass out of bright light, you are no longer invisible and must stop moving. You may make a melee Strike if you have a target within reach. Craft Requirements The initial raw materials must include the heart of a hellcat.\n","skill_mod":{},"summary":"This glass amulet is set on a steel backing shaped like a cage and flickers with an eerie crimson glow. Magically sealed within is a portion of a …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3224","name":"Amulet of the Hellcat","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3224"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Howl of the Wild"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":55000,"trait":["Invested","Magical","Rare"],"id":"equipment-3225","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Dweomerveil Source Howl of the Wild pg. 106 Price 550 gp Usage worn mask --- This soft covering for the mouth and nose is made from the sleek fur of a dweomercat and is fastened with two gnarled teeth of the same beast. Each day during daily preparations, you must brush and oil the veil. At the conclusion of the activity, select one tradition of magic (arcane, divine, occult, or primal). You gain a +1 item bonus to all saves against magic from that tradition until your next daily preparations. Activate—Dimension Leap Reaction (concentration, teleportation) Frequency once per day; Trigger You succeed at a saving throw against a spell from the chosen tradition; Effect Your veil billows out and you disappear behind it. You use the traces of dweomercat magic to teleport yourself instantly to any unoccupied square within 30 feet. If you critically succeeded at the triggering save, you can instead teleport within 45 feet. Craft Requirements The initial raw materials must include the hide and teeth of a dweomercat.\n","skill_mod":{},"summary":"This soft covering for the mouth and nose is made from the sleek fur of a dweomercat and is fastened with two gnarled teeth of the same beast. Each …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3225","name":"Dweomerveil","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3225"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Howl of the Wild"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":42500,"skill":["Deception"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3226","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Mantle of the Tikbalang Source Howl of the Wild pg. 106 Price 425 gp Usage worn cloak Bulk 1 --- This long hide cloak is stitched with patches of the ebony hair of a tikbalang. While wearing this cloak, you take a –2 item penalty to saves against illusions but gain a +2 item bonus to Deception checks. Activate—Illusory Thrash Two Actions (concentrate, illusion, manipulate, mental) Frequency once per day; Effect You wrap the mantle around your body, causing you to briefly appear much larger than you are. Make a melee Strike. This Strike deals an additional 4d6 mental damage. Craft Requirements The initial raw materials must include the hide of a tikbalang.\n","skill_mod":{},"summary":"This long hide cloak is stitched with patches of the ebony hair of a tikbalang . While wearing this cloak, you take a –2 item penalty to saves …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3226","name":"Mantle of the Tikbalang","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3226"},{"primary_source_category":"Rulebooks","usage":"worn collar","source":["Howl of the Wild"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":95000,"trait":["Invested","Magical","Rare"],"id":"equipment-3227","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Orm Choker Source Howl of the Wild pg. 106 Price 950 gp Usage worn collar Bulk L --- This elaborate choker is fashioned from the treated hide of a water orm. Its interior is lined with the creature’s silky hair. While wearing an orm choker, your form blurs slightly around the edges, granting you a +1 item bonus to saving throws against detection, revelation, and scrying effects. Activate—Watery Form Three Actions (concentration, water) Frequency once per day; Effect You dissolve into liquid, appearing only as a stretch of flowing water. While in this form, you gain a swim Speed of 45 feet, you automatically succeed at Athletics checks to Swim, and you gain a +4 circumstance bonus to Stealth checks in water. However, you can’t speak, use any of your other items or abilities, or enter a body of salt water while in this form. You can remain in this form for up to 1 hour, though you can return to your normal form using a single action that has the concentrate trait. Craft Requirements The initial raw materials must include the hide and hair of a water orm.\n","skill_mod":{},"summary":"This elaborate choker is fashioned from the treated hide of a water orm . Its interior is lined with the creature’s silky hair. While wearing an orm …","primary_source":"Howl of the Wild","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3227","name":"Orm Choker","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3227"},{"item_child_id":["equipment-3228-3089","equipment-3228-3090","equipment-3228-3091"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-3228","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Animal Pheromones Source Howl of the Wild pg. 108 Usage held in 1 hand Bulk L Activate 1 minute (manipulate) --- These chemicals convey myriad signals. Many varieties of these alchemical cocktails exist, each tailored for the unique chemistry of a specific type of animal. You can, for example, make wolf pheromones, but not pheromones that affect all animals. The pheromones don’t work on creatures that are similar to the specific kind of animal, but aren’t actually animals—for example, wolf pheromones don’t work on werewolves. When you learn the formula for animal pheromones, you learn the formulas for all common animals. If no animals of a kind are common, you must learn the formula for it separately, and the formula has the same rarity as the least-rare creature of that kind. You Activate animal pheromones by rubbing them on yourself or a creature within reach. The pheromones last for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). During this time, the pheromones exude a subtle aroma in a 15-foot radius that calms and influences the designated animals. A designated animal that ends its turn within the affected area must attempt a Will saving throw with the following effects. The animal is then temporarily immune to the pheromones for 24 hours. The effect lasts for the duration of the pheromones, even after the creature leaves the affected area. Critical Success The animal is unaffected. It doesn’t necessarily become aware of the pheromones, although intelligent animals might become suspicious if they observe others of their kind being affected. Success The animal’s attitude toward the affected creature improves by one step. If this improves its attitude to at least indifferent, it can’t take hostile actions against the affected creature, though the change in attitude ends as soon as the affected creature takes a hostile action against the animal or its allies. Failure As success, but the attitude increases by two steps. Critical Failure As success, but the attitude increases to helpful. Craft Requirements Provide fur or a similar tissue sample from the designated kind of animal. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Animal Pheromones (Lesser) Source Howl of the Wild pg. 108 Price 30 gp --- The DC of the save is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Animal Pheromones (Moderate) Source Howl of the Wild pg. 108 Price 300 gp --- The DC of the save is 27. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Animal Pheromones (Greater) Source Howl of the Wild pg. 108 Price 3,000 gp --- The DC of the save is 35.","skill_mod":{},"summary":"These chemicals convey myriad signals. Many varieties of these alchemical cocktails exist, each tailored for the unique chemistry of a specific type …","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Sense"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3228","name":"Animal Pheromones","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3228"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3228","weakness":{},"price":3000,"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-3228-3089","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Animal Pheromones Source Howl of the Wild pg. 108 Usage held in 1 hand Bulk L Activate 1 minute (manipulate) --- These chemicals convey myriad signals. Many varieties of these alchemical cocktails exist, each tailored for the unique chemistry of a specific type of animal. You can, for example, make wolf pheromones, but not pheromones that affect all animals. The pheromones don’t work on creatures that are similar to the specific kind of animal, but aren’t actually animals—for example, wolf pheromones don’t work on werewolves. When you learn the formula for animal pheromones, you learn the formulas for all common animals. If no animals of a kind are common, you must learn the formula for it separately, and the formula has the same rarity as the least-rare creature of that kind. You Activate animal pheromones by rubbing them on yourself or a creature within reach. The pheromones last for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). During this time, the pheromones exude a subtle aroma in a 15-foot radius that calms and influences the designated animals. A designated animal that ends its turn within the affected area must attempt a Will saving throw with the following effects. The animal is then temporarily immune to the pheromones for 24 hours. The effect lasts for the duration of the pheromones, even after the creature leaves the affected area. Critical Success The animal is unaffected. It doesn’t necessarily become aware of the pheromones, although intelligent animals might become suspicious if they observe others of their kind being affected. Success The animal’s attitude toward the affected creature improves by one step. If this improves its attitude to at least indifferent, it can’t take hostile actions against the affected creature, though the change in attitude ends as soon as the affected creature takes a hostile action against the animal or its allies. Failure As success, but the attitude increases by two steps. Critical Failure As success, but the attitude increases to helpful. Craft Requirements Provide fur or a similar tissue sample from the designated kind of animal. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Animal Pheromones (Lesser) Source Howl of the Wild pg. 108 Price 30 gp --- The DC of the save is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Animal Pheromones (Moderate) Source Howl of the Wild pg. 108 Price 300 gp --- The DC of the save is 27. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Animal Pheromones (Greater) Source Howl of the Wild pg. 108 Price 3,000 gp --- The DC of the save is 35.","skill_mod":{},"summary":"The DC of the save is 19.","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Sense"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3228","name":"Animal Pheromones (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3228-3089"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3228","weakness":{},"price":30000,"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-3228-3090","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Animal Pheromones Source Howl of the Wild pg. 108 Usage held in 1 hand Bulk L Activate 1 minute (manipulate) --- These chemicals convey myriad signals. Many varieties of these alchemical cocktails exist, each tailored for the unique chemistry of a specific type of animal. You can, for example, make wolf pheromones, but not pheromones that affect all animals. The pheromones don’t work on creatures that are similar to the specific kind of animal, but aren’t actually animals—for example, wolf pheromones don’t work on werewolves. When you learn the formula for animal pheromones, you learn the formulas for all common animals. If no animals of a kind are common, you must learn the formula for it separately, and the formula has the same rarity as the least-rare creature of that kind. You Activate animal pheromones by rubbing them on yourself or a creature within reach. The pheromones last for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). During this time, the pheromones exude a subtle aroma in a 15-foot radius that calms and influences the designated animals. A designated animal that ends its turn within the affected area must attempt a Will saving throw with the following effects. The animal is then temporarily immune to the pheromones for 24 hours. The effect lasts for the duration of the pheromones, even after the creature leaves the affected area. Critical Success The animal is unaffected. It doesn’t necessarily become aware of the pheromones, although intelligent animals might become suspicious if they observe others of their kind being affected. Success The animal’s attitude toward the affected creature improves by one step. If this improves its attitude to at least indifferent, it can’t take hostile actions against the affected creature, though the change in attitude ends as soon as the affected creature takes a hostile action against the animal or its allies. Failure As success, but the attitude increases by two steps. Critical Failure As success, but the attitude increases to helpful. Craft Requirements Provide fur or a similar tissue sample from the designated kind of animal. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Animal Pheromones (Lesser) Source Howl of the Wild pg. 108 Price 30 gp --- The DC of the save is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Animal Pheromones (Moderate) Source Howl of the Wild pg. 108 Price 300 gp --- The DC of the save is 27. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Animal Pheromones (Greater) Source Howl of the Wild pg. 108 Price 3,000 gp --- The DC of the save is 35.","skill_mod":{},"summary":"The DC of the save is 27.","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Sense"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3228","name":"Animal Pheromones (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3228-3090"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3228","weakness":{},"price":300000,"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-3228-3091","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Animal Pheromones Source Howl of the Wild pg. 108 Usage held in 1 hand Bulk L Activate 1 minute (manipulate) --- These chemicals convey myriad signals. Many varieties of these alchemical cocktails exist, each tailored for the unique chemistry of a specific type of animal. You can, for example, make wolf pheromones, but not pheromones that affect all animals. The pheromones don’t work on creatures that are similar to the specific kind of animal, but aren’t actually animals—for example, wolf pheromones don’t work on werewolves. When you learn the formula for animal pheromones, you learn the formulas for all common animals. If no animals of a kind are common, you must learn the formula for it separately, and the formula has the same rarity as the least-rare creature of that kind. You Activate animal pheromones by rubbing them on yourself or a creature within reach. The pheromones last for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). During this time, the pheromones exude a subtle aroma in a 15-foot radius that calms and influences the designated animals. A designated animal that ends its turn within the affected area must attempt a Will saving throw with the following effects. The animal is then temporarily immune to the pheromones for 24 hours. The effect lasts for the duration of the pheromones, even after the creature leaves the affected area. Critical Success The animal is unaffected. It doesn’t necessarily become aware of the pheromones, although intelligent animals might become suspicious if they observe others of their kind being affected. Success The animal’s attitude toward the affected creature improves by one step. If this improves its attitude to at least indifferent, it can’t take hostile actions against the affected creature, though the change in attitude ends as soon as the affected creature takes a hostile action against the animal or its allies. Failure As success, but the attitude increases by two steps. Critical Failure As success, but the attitude increases to helpful. Craft Requirements Provide fur or a similar tissue sample from the designated kind of animal. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Animal Pheromones (Lesser) Source Howl of the Wild pg. 108 Price 30 gp --- The DC of the save is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Animal Pheromones (Moderate) Source Howl of the Wild pg. 108 Price 300 gp --- The DC of the save is 27. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Animal Pheromones (Greater) Source Howl of the Wild pg. 108 Price 3,000 gp --- The DC of the save is 35.","skill_mod":{},"summary":"The DC of the save is 35.","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Sense"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3228","name":"Animal Pheromones (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3228-3091"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":300,"skill":["Stealth"],"trait":["Alchemical","Consumable","Oil"],"id":"equipment-3229","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Aroma Concealer Source Howl of the Wild pg. 109 Price 3 gp Usage held in 2 hands Bulk L Activate 1 minute (Interact) --- This oily mix of herbs and natural detergents can be applied to a creature to reduce and cover any ordinary odors they produce. The creature receives a +2 item bonus to Stealth checks to Hide or Sneak against creatures using primarily smell. This bonus also applies to the DC to Track the creature by scent. The listed amount is enough to cover one Medium or smaller creature and takes 1 minute to apply. The effect lasts for 1 hour after applying.\n","skill_mod":{},"summary":"This oily mix of herbs and natural detergents can be applied to a creature to reduce and cover any ordinary odors they produce. The creature receives …","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3229","name":"Aroma Concealer","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3229"},{"item_child_id":["equipment-3230-3092","equipment-3230-3093","equipment-3230-3094"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-3230","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Pheromone Flare Source Howl of the Wild pg. 109 Usage held in 2 hands Bulk 1 Activate Two Actions (manipulate) --- This alchemical candle is attached to a tall pole and grounding stake. When the flare is lit, it sprays a concentrated cloud of pheromones to attract the attention of a specific kind of animal (see alchemical pheromones). Similar to animal pheromones, when you learn the formula for a pheromone flare, you learn the formulas for all common animals. A pheromone flare has a built-in delayed activation timer of up to 1 hour. When it's activated, the flare releases a cloud of pheromones in a 60-foot emanation that lasts for 1 hour. A strong wind reduces the emanation to 15 feet for as long as the wind lasts. Moving the flare after it has been activated ends the effect. A designated animal that enters the area must attempt a Will save with the following effects. Animals with an Intelligence modifier of –3 or higher increase the result of their save by one step. Critical Success The animal is unaffected and temporarily immune for 24 hours. Success The animal is unaffected but must attempt a new save every 10 minutes it remains within the area. Failure The animal is attracted by the pheromones, following the cloud to its source. The creature becomes fascinated until it reaches the flare and spends 1 round investigating it. After this, it becomes temporarily immune for 24 hours. Critical Failure As failure, except the fascination lasts for up to 1 hour, though the animal can attempt a new save against the effect every 10 minutes. The animal takes a –1 status penalty to this save that increases by 1 with each subsequent failure or critical failure, up to a maximum of a –3 status penalty <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Pheromone Flare (Lesser) Source Howl of the Wild pg. 109 Price 30 gp --- The DC of the save is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Pheromone Flare (Moderate) Source Howl of the Wild pg. 109 Price 300 gp --- The DC of the save is 27. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Pheromone Flare (Greater) Source Howl of the Wild pg. 109 Price 3,000 gp --- The DC of the save is 35.","skill_mod":{},"summary":"This alchemical candle is attached to a tall pole and grounding stake. When the flare is lit, it sprays a concentrated cloud of pheromones to attract …","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Sense"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3230","name":"Pheromone Flare","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3230"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3230","weakness":{},"price":3000,"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-3230-3092","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Pheromone Flare Source Howl of the Wild pg. 109 Usage held in 2 hands Bulk 1 Activate Two Actions (manipulate) --- This alchemical candle is attached to a tall pole and grounding stake. When the flare is lit, it sprays a concentrated cloud of pheromones to attract the attention of a specific kind of animal (see alchemical pheromones). Similar to animal pheromones, when you learn the formula for a pheromone flare, you learn the formulas for all common animals. A pheromone flare has a built-in delayed activation timer of up to 1 hour. When it's activated, the flare releases a cloud of pheromones in a 60-foot emanation that lasts for 1 hour. A strong wind reduces the emanation to 15 feet for as long as the wind lasts. Moving the flare after it has been activated ends the effect. A designated animal that enters the area must attempt a Will save with the following effects. Animals with an Intelligence modifier of –3 or higher increase the result of their save by one step. Critical Success The animal is unaffected and temporarily immune for 24 hours. Success The animal is unaffected but must attempt a new save every 10 minutes it remains within the area. Failure The animal is attracted by the pheromones, following the cloud to its source. The creature becomes fascinated until it reaches the flare and spends 1 round investigating it. After this, it becomes temporarily immune for 24 hours. Critical Failure As failure, except the fascination lasts for up to 1 hour, though the animal can attempt a new save against the effect every 10 minutes. The animal takes a –1 status penalty to this save that increases by 1 with each subsequent failure or critical failure, up to a maximum of a –3 status penalty <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Pheromone Flare (Lesser) Source Howl of the Wild pg. 109 Price 30 gp --- The DC of the save is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Pheromone Flare (Moderate) Source Howl of the Wild pg. 109 Price 300 gp --- The DC of the save is 27. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Pheromone Flare (Greater) Source Howl of the Wild pg. 109 Price 3,000 gp --- The DC of the save is 35.","skill_mod":{},"summary":"The DC of the save is 19.","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Sense"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3230","name":"Pheromone Flare (Lesser)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3230-3092"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3230","weakness":{},"price":30000,"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-3230-3093","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Pheromone Flare Source Howl of the Wild pg. 109 Usage held in 2 hands Bulk 1 Activate Two Actions (manipulate) --- This alchemical candle is attached to a tall pole and grounding stake. When the flare is lit, it sprays a concentrated cloud of pheromones to attract the attention of a specific kind of animal (see alchemical pheromones). Similar to animal pheromones, when you learn the formula for a pheromone flare, you learn the formulas for all common animals. A pheromone flare has a built-in delayed activation timer of up to 1 hour. When it's activated, the flare releases a cloud of pheromones in a 60-foot emanation that lasts for 1 hour. A strong wind reduces the emanation to 15 feet for as long as the wind lasts. Moving the flare after it has been activated ends the effect. A designated animal that enters the area must attempt a Will save with the following effects. Animals with an Intelligence modifier of –3 or higher increase the result of their save by one step. Critical Success The animal is unaffected and temporarily immune for 24 hours. Success The animal is unaffected but must attempt a new save every 10 minutes it remains within the area. Failure The animal is attracted by the pheromones, following the cloud to its source. The creature becomes fascinated until it reaches the flare and spends 1 round investigating it. After this, it becomes temporarily immune for 24 hours. Critical Failure As failure, except the fascination lasts for up to 1 hour, though the animal can attempt a new save against the effect every 10 minutes. The animal takes a –1 status penalty to this save that increases by 1 with each subsequent failure or critical failure, up to a maximum of a –3 status penalty <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Pheromone Flare (Lesser) Source Howl of the Wild pg. 109 Price 30 gp --- The DC of the save is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Pheromone Flare (Moderate) Source Howl of the Wild pg. 109 Price 300 gp --- The DC of the save is 27. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Pheromone Flare (Greater) Source Howl of the Wild pg. 109 Price 3,000 gp --- The DC of the save is 35.","skill_mod":{},"summary":"The DC of the save is 27.","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Sense"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3230","name":"Pheromone Flare (Moderate)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3230-3093"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3230","weakness":{},"price":300000,"trait":["Alchemical","Consumable","Olfactory"],"id":"equipment-3230-3094","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Pheromone Flare Source Howl of the Wild pg. 109 Usage held in 2 hands Bulk 1 Activate Two Actions (manipulate) --- This alchemical candle is attached to a tall pole and grounding stake. When the flare is lit, it sprays a concentrated cloud of pheromones to attract the attention of a specific kind of animal (see alchemical pheromones). Similar to animal pheromones, when you learn the formula for a pheromone flare, you learn the formulas for all common animals. A pheromone flare has a built-in delayed activation timer of up to 1 hour. When it's activated, the flare releases a cloud of pheromones in a 60-foot emanation that lasts for 1 hour. A strong wind reduces the emanation to 15 feet for as long as the wind lasts. Moving the flare after it has been activated ends the effect. A designated animal that enters the area must attempt a Will save with the following effects. Animals with an Intelligence modifier of –3 or higher increase the result of their save by one step. Critical Success The animal is unaffected and temporarily immune for 24 hours. Success The animal is unaffected but must attempt a new save every 10 minutes it remains within the area. Failure The animal is attracted by the pheromones, following the cloud to its source. The creature becomes fascinated until it reaches the flare and spends 1 round investigating it. After this, it becomes temporarily immune for 24 hours. Critical Failure As failure, except the fascination lasts for up to 1 hour, though the animal can attempt a new save against the effect every 10 minutes. The animal takes a –1 status penalty to this save that increases by 1 with each subsequent failure or critical failure, up to a maximum of a –3 status penalty <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Pheromone Flare (Lesser) Source Howl of the Wild pg. 109 Price 30 gp --- The DC of the save is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Pheromone Flare (Moderate) Source Howl of the Wild pg. 109 Price 300 gp --- The DC of the save is 27. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Pheromone Flare (Greater) Source Howl of the Wild pg. 109 Price 3,000 gp --- The DC of the save is 35.","skill_mod":{},"summary":"The DC of the save is 35.","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Sense"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3230","name":"Pheromone Flare (Greater)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3230-3094"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":10000,"trait":["Alchemical","Consumable","Expandable","Uncommon"],"id":"equipment-3231","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Hive Mother Bottle Source Howl of the Wild pg. 109 Price 100 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- This bottle is packed with dirt, though the shrunken corpse of an ankhrav hive mother is buried within. When you open the bottle, the effigy of a Huge ankhrav hive mother emerges, burrows up to 20 feet, and then erupts from the ground spraying acid, creating a 15-foot-by-15-foot pit that’s 10 feet deep. Creatures standing in this area take 6d6 acid damage and 1d6 persistent acid damage (DC 24 basic Reflex save). A success or critical success means the creature also leaps to safety, landing in the nearest space adjacent to the pit. A failure or critical failure means the creature falls into the pit. Climbing out of the pit requires a successful DC 22 Athletics check. Craft Requirements Supply the corpse of an ankhrav hive mother.\n","skill_mod":{},"summary":"This bottle is packed with dirt, though the shrunken corpse of an ankhrav hive mother is buried within. When you open the bottle, the effigy of a …","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=3231","name":"Hive Mother Bottle","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3231"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":5000,"trait":["Alchemical","Consumable","Expandable","Incapacitation","Mental","Poison"],"id":"equipment-3232","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Sargassum Phial Source Howl of the Wild pg. 109 Price 50 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- A layer of vapor swirls just below the surface of this glass container holding a large, dried heap of fungal-encrusted seaweed. You can throw the phial up to 30 feet when you Activate it. When opened or thrown, a Medium sargassum heap effigy reconstitutes to release a hallucinogenic cloud in a 15-foot emanation, forcing each creature to attempt a DC 20 Fortitude save. On a failure, a creature rolls 1d4 to determine what it is hallucinating for the next 1d4 rounds (unless otherwise noted). At the beginning of their turn, an affected creature attempts a new save. The target thinks they are sinking through the floor. It falls prone and spends 1 action on its next turn flailing its limbs as if attempting to swim. The target thinks an item they are holding turns into a viper. The target Releases the item and spends its next turn fleeing from it. The target thinks they have shrunk to 1/10 their normal size. For 1 round, it is slowed 2, enfeebled 2, and takes a –10-foot status penalty to its Speed. The target believes they are melting. It drops everything it’s holding and becomes slowed 2 and clumsy 2 for 1 round. Craft Requirements Supply the corpse of a sargassum heap.\n","skill_mod":{},"summary":"A layer of vapor swirls just below the surface of this glass container holding a large, dried heap of fungal-encrusted seaweed. You can throw the …","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=3232","name":"Sargassum Phial","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3232"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":4500,"trait":["Alchemical","Consumable","Expandable","Uncommon"],"id":"equipment-3233","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Tarantula Ampoule Source Howl of the Wild pg. 110 Price 45 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- The dried, shrunken corpse of a giant tarantula inside this smoked glass bottle is obscured by swirling vapor and cobwebs. You can throw the ampoule up to 30 feet when you Activate it. When you open or throw the ampoule, a Large giant tarantula effigy bursts forth and lunges at one adjacent creature. If the target fails a DC 21 Fortitude save, it takes 1d10+4 piercing damage. If the target critically fails the save, it’s also exposed to tarantula venom . Craft Requirements Supply the corpse of a giant tarantula.\n","skill_mod":{},"summary":"The dried, shrunken corpse of a giant tarantula inside this smoked glass bottle is obscured by swirling vapor and cobwebs. You can throw the …","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Bottled Monstrosities","resistance":{},"url":"/Equipment.aspx?ID=3233","name":"Tarantula Ampoule","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3233"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 22 Fortitude","price":5000,"trait":["Alchemical","Consumable","Elixir","Poison"],"id":"equipment-3234","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Frogskin Tincture Source Howl of the Wild pg. 110 Price 50 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Once you imbibe this bitter elixir, your skin exudes a toxin for 1 hour, affecting any creature that hits you with a jaws Strike or other bite attack. If you are Swallowed Whole by another creature, they are automatically exposed to the poison every round and take a –2 penalty to their saving throw against it. Frogskin Tincture Poison (poison) Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 2d4 poison damage (1 round); Stage 2 2d6 poison damage and enfeebled 2 (1 round); Stage 3 3d6 poison damage, enfeebled 3, and sickened (1 round)\n","skill_mod":{},"summary":"Once you imbibe this bitter elixir, your skin exudes a toxin for 1 hour, affecting any creature that hits you with a jaws Strike or other bite …","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3234","stage":["2d4 poison damage (1 round)","2d6 poison damage and enfeebled 2 (1 round)","3d6 poison damage, enfeebled 3, and sickened (1 round)"],"name":"Frogskin Tincture","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3234"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":60000,"trait":["Alchemical","Consumable","Mutagen","Polymorph"],"id":"equipment-3235","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Hydra Mutagen Source Howl of the Wild pg. 110 Price 600 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- You sprout a second head, increasing your awareness, intuition, and cognitive ability but also causing your physical capabilities to be impaired as both minds struggle to control a single body. Benefit For 10 minutes, you gain all-around vision and a +3 item bonus to all Intelligence- and Wisdom-based skill checks. Once during the mutagen's effect, if you fail or critically fail a Will saving throw against a mental effect, you can treat the result as one degree of success better. Drawback You are clumsy 1 for 10 minutes.\n","skill_mod":{},"summary":"You sprout a second head, increasing your awareness, intuition, and cognitive ability but also causing your physical capabilities to be impaired as …","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3235","name":"Hydra Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3235"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":6500,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Uncommon"],"id":"equipment-3236","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Ommatophoric Mutagen Source Howl of the Wild pg. 110 Price 65 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your eyes bulge from their sockets and extend upwards from your head on long, prehensile stalks, greatly enhancing your eyesight and field of view but leaving you unable to close your eyes, increasing your vulnerability to harmful visual effects. Benefit You gain all-around vision, a +2 item bonus to visual Perception checks, and low-light vision if you don’t already have it. These effects last for 1 minute. Drawback For 1 minute, you take a –2 penalty to saving throws against effects that have the visual trait.\n","skill_mod":{},"summary":"Your eyes bulge from their sockets and extend upwards from your head on long, prehensile stalks, greatly enhancing your eyesight and field of view …","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3236","name":"Ommatophoric Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3236"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":15000,"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph","Uncommon"],"id":"equipment-3237","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Pallesthetic Mutagen Source Howl of the Wild pg. 110 Price 150 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- You gain unparalleled sensitivity to the tiniest of vibrations through solid surfaces and even the very air around you, but your eyes become useless. Benefit For 1 minute, you gain precise echolocation out to 40 feet, imprecise tremorsense out to 60 feet, and a +2 item bonus to Perception checks using either of these senses. Drawback You are blinded for 1 minute.\n","skill_mod":{},"summary":"You gain unparalleled sensitivity to the tiniest of vibrations through solid surfaces and even the very air around you, but your eyes become useless. …","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3237","name":"Pallesthetic Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3237"},{"item_child_id":["equipment-3238-3095","equipment-3238-3096","equipment-3238-3097"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Morph","Poison"],"id":"equipment-3238","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Viperous Elixir Source Howl of the Wild pg. 111 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your teeth elongate into fangs with grooves that can channel a deadly venom. You gain a fangs unarmed attack that deals 1d6 piercing damage, unless you already have an unarmed bite attack that deals more damage. You gain the listed item bonus to unarmed attack and damage rolls when you Strike with your fangs or another bite attack. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Viperous Elixir (Lesser) Source Howl of the Wild pg. 111 Price 25 gp --- The bonus is +1 item, your fangs inflict black adder venom, and the duration is 1 minute or until you hit and deal damage with your fangs, whichever comes first. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Viperous Elixir (Moderate) Source Howl of the Wild pg. 111 Price 85 gp --- The bonus is +2, your fangs inflict giant scorpion venom, and the duration is 10 minutes or until you hit and deal damage with your fangs twice, whichever comes first. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Viperous Elixir (Greater) Source Howl of the Wild pg. 111 Price 225 gp --- The bonus is +3, your fangs inflict wyvern poison, and the duration is 10 minutes or until you hit and deal damage with your fangs three times, whichever comes first.","skill_mod":{},"summary":"Your teeth elongate into fangs with grooves that can channel a deadly venom. You gain a fangs unarmed attack that deals 1d6 piercing damage, unless …","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3238","name":"Viperous Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3238"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3238","weakness":{},"price":2500,"trait":["Alchemical","Consumable","Elixir","Morph","Poison"],"id":"equipment-3238-3095","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Viperous Elixir Source Howl of the Wild pg. 111 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your teeth elongate into fangs with grooves that can channel a deadly venom. You gain a fangs unarmed attack that deals 1d6 piercing damage, unless you already have an unarmed bite attack that deals more damage. You gain the listed item bonus to unarmed attack and damage rolls when you Strike with your fangs or another bite attack. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Viperous Elixir (Lesser) Source Howl of the Wild pg. 111 Price 25 gp --- The bonus is +1 item, your fangs inflict black adder venom, and the duration is 1 minute or until you hit and deal damage with your fangs, whichever comes first. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Viperous Elixir (Moderate) Source Howl of the Wild pg. 111 Price 85 gp --- The bonus is +2, your fangs inflict giant scorpion venom, and the duration is 10 minutes or until you hit and deal damage with your fangs twice, whichever comes first. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Viperous Elixir (Greater) Source Howl of the Wild pg. 111 Price 225 gp --- The bonus is +3, your fangs inflict wyvern poison, and the duration is 10 minutes or until you hit and deal damage with your fangs three times, whichever comes first.","skill_mod":{},"summary":"The bonus is +1 item, your fangs inflict black adder venom , and the duration is 1 minute or until you hit and deal damage with your fangs, …","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3238","name":"Viperous Elixir (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3238-3095"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3238","weakness":{},"price":8500,"trait":["Alchemical","Consumable","Elixir","Morph","Poison"],"id":"equipment-3238-3096","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Viperous Elixir Source Howl of the Wild pg. 111 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your teeth elongate into fangs with grooves that can channel a deadly venom. You gain a fangs unarmed attack that deals 1d6 piercing damage, unless you already have an unarmed bite attack that deals more damage. You gain the listed item bonus to unarmed attack and damage rolls when you Strike with your fangs or another bite attack. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Viperous Elixir (Lesser) Source Howl of the Wild pg. 111 Price 25 gp --- The bonus is +1 item, your fangs inflict black adder venom, and the duration is 1 minute or until you hit and deal damage with your fangs, whichever comes first. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Viperous Elixir (Moderate) Source Howl of the Wild pg. 111 Price 85 gp --- The bonus is +2, your fangs inflict giant scorpion venom, and the duration is 10 minutes or until you hit and deal damage with your fangs twice, whichever comes first. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Viperous Elixir (Greater) Source Howl of the Wild pg. 111 Price 225 gp --- The bonus is +3, your fangs inflict wyvern poison, and the duration is 10 minutes or until you hit and deal damage with your fangs three times, whichever comes first.","skill_mod":{},"summary":"The bonus is +2, your fangs inflict giant scorpion venom , and the duration is 10 minutes or until you hit and deal damage with your fangs twice, …","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3238","name":"Viperous Elixir (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3238-3096"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3238","weakness":{},"price":22500,"trait":["Alchemical","Consumable","Elixir","Morph","Poison"],"id":"equipment-3238-3097","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Viperous Elixir Source Howl of the Wild pg. 111 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your teeth elongate into fangs with grooves that can channel a deadly venom. You gain a fangs unarmed attack that deals 1d6 piercing damage, unless you already have an unarmed bite attack that deals more damage. You gain the listed item bonus to unarmed attack and damage rolls when you Strike with your fangs or another bite attack. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Viperous Elixir (Lesser) Source Howl of the Wild pg. 111 Price 25 gp --- The bonus is +1 item, your fangs inflict black adder venom, and the duration is 1 minute or until you hit and deal damage with your fangs, whichever comes first. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Viperous Elixir (Moderate) Source Howl of the Wild pg. 111 Price 85 gp --- The bonus is +2, your fangs inflict giant scorpion venom, and the duration is 10 minutes or until you hit and deal damage with your fangs twice, whichever comes first. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Viperous Elixir (Greater) Source Howl of the Wild pg. 111 Price 225 gp --- The bonus is +3, your fangs inflict wyvern poison, and the duration is 10 minutes or until you hit and deal damage with your fangs three times, whichever comes first.","skill_mod":{},"summary":"The bonus is +3, your fangs inflict wyvern poison , and the duration is 10 minutes or until you hit and deal damage with your fangs three times, …","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3238","name":"Viperous Elixir (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3238-3097"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 21 Fortitude","price":2000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-3239","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Essence of Mandragora Source Howl of the Wild pg. 111 Price 20 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- This poison is extracted carefully from a mandragora's thorny vines in a process that, due to the mandragora's humanoid form, eerily mirrors drawing blood. Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and stupefied 1 (1 round); Stage 2 1d6 poison damage, confused, and stupefied 1 (1 round); Stage 3 2d6 poison damage, confused, and stupefied 1 (1 round)\n","skill_mod":{},"summary":"This poison is extracted carefully from a mandragora's thorny vines in a process that, due to the mandragora's humanoid form, eerily mirrors drawing …","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3239","stage":["1d6 poison damage and stupefied 1 (1 round)","1d6 poison damage, confused , and stupefied 1 (1 round)","2d6 poison damage, confused, and stupefied 1 (1 round)"],"name":"Essence of Mandragora","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3239"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 22 Fortitude","price":7000,"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-3240","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Sportlebore Capsule Source Howl of the Wild pg. 111 Price 70 gp Onset 1 minute Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This tiny capsule of soluble material is filled with a flavorless clear powder mixed with thousands of microscopic eggs laid by insidious parasites known as sportlebores. If the capsule or its contents are swallowed by an unwitting victim, the eggs rapidly hatch inside their unfortunate host, causing great abdominal pain. The target can't recover from the poison's enfeebled or sickened condition except by magic. After stage 3, the target returns to stage 1, but if it progresses to stage 3 a second time, the damage is doubled. Saving Throw DC 22 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 sickened 1 (1 minute); Stage 2 enfeebled 1 and sickened 1 (1 minute); Stage 3 4d6 bludgeoning damage (DC 23 basic Fortitude save) and enfeebled 2 as the affected target painfully vomits (1 minute)\n","skill_mod":{},"summary":"This tiny capsule of soluble material is filled with a flavorless clear powder mixed with thousands of microscopic eggs laid by insidious parasites …","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=3240","stage":["sickened 1 (1 minute)","enfeebled 1 and sickened 1 (1 minute)","4d6 bludgeoning damage (DC 23 basic Fortitude save) and enfeebled 2 as the affected target painfully vomits (1 minute)"],"name":"Sportlebore Capsule","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3240"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Howl of the Wild"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":18,"weakness":{},"saving_throw":"DC 15 Fortitude","price":600,"trait":["Alchemical","Consumable","Inhaled","Poison"],"id":"equipment-3241","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Tatzlwyrm's Gasp Source Howl of the Wild pg. 111 Price 6 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Brave alchemists take great care to capture a tatzlwyrm's poisonous vapor in small vials, typically through a system of compressors that can concentrate their exhalations. Saving Throw DC 15 Fortitude; Maximum Duration 3 rounds; Stage 1 sickened 1 (1 round); Stage 2 2d6 poison damage and enfeebled 1 (1 round); Stage 3 4d6 poison damage and enfeebled 1 (1 round)\n","skill_mod":{},"summary":"Brave alchemists take great care to capture a tatzlwyrm's poisonous vapor in small vials, typically through a system of compressors that can …","primary_source":"Howl of the Wild","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3241","stage":[" sickened 1 (1 round)","2d6 poison damage and enfeebled 1 (1 round)","4d6 poison damage and enfeebled 1 (1 round)"],"name":"Tatzlwyrm's Gasp","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3241"},{"skill_mod":{},"summary":"Simple blinds consist of a series of poles with a cloth to cover them. The cloth covering is styled to represent the natural surroundings such as …","item_child_id":["equipment-3242-3098","equipment-3242-3099"],"primary_source":"Howl of the Wild","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3242","weakness":{},"name":"Animal Blind","id":"equipment-3242","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Animal Blind Source Howl of the Wild pg. 112 Hands 2 --- Simple blinds consist of a series of poles with a cloth to cover them. The cloth covering is styled to represent the natural surroundings such as green and brown leaf and wood patterns for forests, or gray rocks for underground environments. This cloth is either sheer enough to be seen through on one side, or sometimes has small slits cut in it, allowing someone behind it to see what is going on outside while remaining hidden. While not the most convincing camouflage, it's good enough to fool many animals and creatures with lower intelligence. Animal blinds take 1 minute to set up. Up to two Medium creatures or one Large creature may use the blinds at the same time. You can Take Cover behind the blind to gain standard cover. If the environment matches the terrain depicted on the blind, your circumstance bonus on Stealth checks to Hide increases to +4. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Animal Blind Source Howl of the Wild pg. 112 Price 5 gp Hands 2 Bulk 2 <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Portable Animal Blind Source Howl of the Wild pg. 112 Price 20 gp Hands 1 Bulk 1 --- Portable animal blinds were originally used for hunting fowl, but resourceful adventurers quickly realized the many possible applications for them. Portable blinds are made of a wooden frame with camouflage material stretched over them, resembling a large kite. A hole in the center allows for a one‑handed ranged weapon to be fired without obstruction. A single person can use the Take Cover action while carrying a portable blind. When you do so, you gain a +2 circumstance bonus to Stealth checks to Hide instead of the normal benefits of standard cover.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3242"},{"skill_mod":{},"summary":"Simple blinds consist of a series of poles with a cloth to cover them. The cloth covering is styled to represent the natural surroundings such as …","primary_source":"Howl of the Wild","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3242","item_parent_id":"equipment-3242","weakness":{},"price":500,"name":"Animal Blind","id":"equipment-3242-3098","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Animal Blind Source Howl of the Wild pg. 112 Hands 2 --- Simple blinds consist of a series of poles with a cloth to cover them. The cloth covering is styled to represent the natural surroundings such as green and brown leaf and wood patterns for forests, or gray rocks for underground environments. This cloth is either sheer enough to be seen through on one side, or sometimes has small slits cut in it, allowing someone behind it to see what is going on outside while remaining hidden. While not the most convincing camouflage, it's good enough to fool many animals and creatures with lower intelligence. Animal blinds take 1 minute to set up. Up to two Medium creatures or one Large creature may use the blinds at the same time. You can Take Cover behind the blind to gain standard cover. If the environment matches the terrain depicted on the blind, your circumstance bonus on Stealth checks to Hide increases to +4. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Animal Blind Source Howl of the Wild pg. 112 Price 5 gp Hands 2 Bulk 2 <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Portable Animal Blind Source Howl of the Wild pg. 112 Price 20 gp Hands 1 Bulk 1 --- Portable animal blinds were originally used for hunting fowl, but resourceful adventurers quickly realized the many possible applications for them. Portable blinds are made of a wooden frame with camouflage material stretched over them, resembling a large kite. A hole in the center allows for a one‑handed ranged weapon to be fired without obstruction. A single person can use the Take Cover action while carrying a portable blind. When you do so, you gain a +2 circumstance bonus to Stealth checks to Hide instead of the normal benefits of standard cover.","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3242-3098"},{"skill_mod":{},"summary":"Portable animal blinds were originally used for hunting fowl, but resourceful adventurers quickly realized the many possible applications for them. …","primary_source":"Howl of the Wild","hands":"1","primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3242","item_parent_id":"equipment-3242","weakness":{},"price":2000,"name":"Portable Animal Blind","id":"equipment-3242-3099","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Animal Blind Source Howl of the Wild pg. 112 Hands 2 --- Simple blinds consist of a series of poles with a cloth to cover them. The cloth covering is styled to represent the natural surroundings such as green and brown leaf and wood patterns for forests, or gray rocks for underground environments. This cloth is either sheer enough to be seen through on one side, or sometimes has small slits cut in it, allowing someone behind it to see what is going on outside while remaining hidden. While not the most convincing camouflage, it's good enough to fool many animals and creatures with lower intelligence. Animal blinds take 1 minute to set up. Up to two Medium creatures or one Large creature may use the blinds at the same time. You can Take Cover behind the blind to gain standard cover. If the environment matches the terrain depicted on the blind, your circumstance bonus on Stealth checks to Hide increases to +4. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Animal Blind Source Howl of the Wild pg. 112 Price 5 gp Hands 2 Bulk 2 <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Portable Animal Blind Source Howl of the Wild pg. 112 Price 20 gp Hands 1 Bulk 1 --- Portable animal blinds were originally used for hunting fowl, but resourceful adventurers quickly realized the many possible applications for them. Portable blinds are made of a wooden frame with camouflage material stretched over them, resembling a large kite. A hole in the center allows for a one‑handed ranged weapon to be fired without obstruction. A single person can use the Take Cover action while carrying a portable blind. When you do so, you gain a +2 circumstance bonus to Stealth checks to Hide instead of the normal benefits of standard cover.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3242-3099"},{"skill_mod":{},"summary":"Animal calls are often whistles or similar devices that imitate the calls of animals . Each call is for a specific type of animal, such as a duck or …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3243","weakness":{},"price":50,"skill":["Nature"],"name":"Animal Call","id":"equipment-3243","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Animal Call Source Howl of the Wild pg. 112 Price 5 sp --- Animal calls are often whistles or similar devices that imitate the calls of animals. Each call is for a specific type of animal, such as a duck or bear. When you use the call, it gives you a +1 item bonus to Command an Animal, provided the animal is of the type as the call. You also do not take a circumstance penalty when attempting to Demoralize that animal for not sharing a language.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3243"},{"skill_mod":{},"summary":"A combination of waterproof leather, durable glass, and a system of copper tubes allows aquatic creatures who wear this suit to be able to spend time …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3244","weakness":{},"price":10000,"name":"Atmospheric Breathing Suit","id":"equipment-3244","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Atmospheric Breathing Suit Source Howl of the Wild pg. 112 Price 100 gp Bulk 2 --- A combination of waterproof leather, durable glass, and a system of copper tubes allows aquatic creatures who wear this suit to be able to spend time on land. They’re custom‑tailored to fit a wide variety of body types and needs. Part of the system of tubes is set up in a way to allow the wearer to speak and hear as well as they normally would with creatures outside the suit. Water, either fresh or salt, is kept moving throughout the system to keep the wearer moisturized. The moving water allows for easier flow to the gills or breathing apparatus of the creature. It also means that the water will slowly run out. Each suit must be refilled with the proper type of water for a creature every 24 hours. It takes 2 gallons of water to refill a suit.\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3244"},{"skill_mod":{},"summary":"This sturdy pole has a rope attached to one end in a loop with the other end extending to the handle. You can pull the handle side of the rope to …","item_child_id":["equipment-3245-3100","equipment-3245-3101","equipment-3245-3102"],"primary_source":"Howl of the Wild","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3245","weakness":{},"skill":["Athletics"],"name":"Catch Pole","id":"equipment-3245","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Catch Pole Source Howl of the Wild pg. 112 Hands 2 Bulk 1 --- This sturdy pole has a rope attached to one end in a loop with the other end extending to the handle. You can pull the handle side of the rope to tighten the loop. Using this loop, you can Grapple without having a free hand. A creature grappled this way receives a –2 circumstance penalty to attack rolls when Striking with an unarmed attack. Due to limitations in the size of the loop, a catch pole can only be used on creatures sized Medium or smaller. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Catch Pole Source Howl of the Wild pg. 112 Price 2 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Giant Catch Pole Source Howl of the Wild pg. 112 Price 50 gp Hands 2 Bulk 2 --- A giant catch pole is made from thicker steel and heavier rope. It functions the same as a catch pole but can be used to Grapple creatures up to your normal size limit. However, the implement is so ungainly that you are clumsy 1 while wielding it. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Superior Catch Pole Source Howl of the Wild pg. 112 Price 80 gp Hands 2 Bulk 1 --- A superior catch pole has a pole made of dawnsilver, and the loop at the end is silk rope, making it sturdier and more agile. It functions the same as a catch pole but gives you a +1 item bonus to Athletics checks made to Grapple with it.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3245"},{"skill_mod":{},"summary":"This sturdy pole has a rope attached to one end in a loop with the other end extending to the handle. You can pull the handle side of the rope to …","primary_source":"Howl of the Wild","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3245","item_parent_id":"equipment-3245","weakness":{},"price":200,"name":"Catch Pole","id":"equipment-3245-3100","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Catch Pole Source Howl of the Wild pg. 112 Hands 2 Bulk 1 --- This sturdy pole has a rope attached to one end in a loop with the other end extending to the handle. You can pull the handle side of the rope to tighten the loop. Using this loop, you can Grapple without having a free hand. A creature grappled this way receives a –2 circumstance penalty to attack rolls when Striking with an unarmed attack. Due to limitations in the size of the loop, a catch pole can only be used on creatures sized Medium or smaller. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Catch Pole Source Howl of the Wild pg. 112 Price 2 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Giant Catch Pole Source Howl of the Wild pg. 112 Price 50 gp Hands 2 Bulk 2 --- A giant catch pole is made from thicker steel and heavier rope. It functions the same as a catch pole but can be used to Grapple creatures up to your normal size limit. However, the implement is so ungainly that you are clumsy 1 while wielding it. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Superior Catch Pole Source Howl of the Wild pg. 112 Price 80 gp Hands 2 Bulk 1 --- A superior catch pole has a pole made of dawnsilver, and the loop at the end is silk rope, making it sturdier and more agile. It functions the same as a catch pole but gives you a +1 item bonus to Athletics checks made to Grapple with it.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3245-3100"},{"hands":"2","primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-3245","weakness":{},"price":5000,"trait":["Uncommon"],"id":"equipment-3245-3101","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Catch Pole Source Howl of the Wild pg. 112 Hands 2 Bulk 1 --- This sturdy pole has a rope attached to one end in a loop with the other end extending to the handle. You can pull the handle side of the rope to tighten the loop. Using this loop, you can Grapple without having a free hand. A creature grappled this way receives a –2 circumstance penalty to attack rolls when Striking with an unarmed attack. Due to limitations in the size of the loop, a catch pole can only be used on creatures sized Medium or smaller. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Catch Pole Source Howl of the Wild pg. 112 Price 2 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Giant Catch Pole Source Howl of the Wild pg. 112 Price 50 gp Hands 2 Bulk 2 --- A giant catch pole is made from thicker steel and heavier rope. It functions the same as a catch pole but can be used to Grapple creatures up to your normal size limit. However, the implement is so ungainly that you are clumsy 1 while wielding it. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Superior Catch Pole Source Howl of the Wild pg. 112 Price 80 gp Hands 2 Bulk 1 --- A superior catch pole has a pole made of dawnsilver, and the loop at the end is silk rope, making it sturdier and more agile. It functions the same as a catch pole but gives you a +1 item bonus to Athletics checks made to Grapple with it.","skill_mod":{},"summary":"A giant catch pole is made from thicker steel and heavier rope. It functions the same as a catch pole but can be used to Grapple creatures up to …","primary_source":"Howl of the Wild","trait_group":["Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3245","name":"Giant Catch Pole","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3245-3101"},{"skill_mod":{},"summary":"A superior catch pole has a pole made of dawnsilver, and the loop at the end is silk rope, making it sturdier and more agile. It functions the same …","primary_source":"Howl of the Wild","hands":"2","primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3245","item_parent_id":"equipment-3245","weakness":{},"price":8000,"skill":["Athletics"],"name":"Superior Catch Pole","id":"equipment-3245-3102","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Catch Pole Source Howl of the Wild pg. 112 Hands 2 Bulk 1 --- This sturdy pole has a rope attached to one end in a loop with the other end extending to the handle. You can pull the handle side of the rope to tighten the loop. Using this loop, you can Grapple without having a free hand. A creature grappled this way receives a –2 circumstance penalty to attack rolls when Striking with an unarmed attack. Due to limitations in the size of the loop, a catch pole can only be used on creatures sized Medium or smaller. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Catch Pole Source Howl of the Wild pg. 112 Price 2 gp Hands 2 Bulk 1 <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Giant Catch Pole Source Howl of the Wild pg. 112 Price 50 gp Hands 2 Bulk 2 --- A giant catch pole is made from thicker steel and heavier rope. It functions the same as a catch pole but can be used to Grapple creatures up to your normal size limit. However, the implement is so ungainly that you are clumsy 1 while wielding it. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Superior Catch Pole Source Howl of the Wild pg. 112 Price 80 gp Hands 2 Bulk 1 --- A superior catch pole has a pole made of dawnsilver, and the loop at the end is silk rope, making it sturdier and more agile. It functions the same as a catch pole but gives you a +1 item bonus to Athletics checks made to Grapple with it.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3245-3102"},{"skill_mod":{},"summary":"This book contains illustrations and information on edible and dangerous plants. Most field guides tend to be region specific, such as the Mindspin …","primary_source":"Howl of the Wild","trait_group":["Rarity"],"hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3246","weakness":{},"price":1000,"name":"Field Guide","trait":["Uncommon"],"id":"equipment-3246","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Field Guide Source Howl of the Wild pg. 112 Price 10 gp Hands 1 Bulk L --- This book contains illustrations and information on edible and dangerous plants. Most field guides tend to be region specific, such as the Mindspin Mountains or Osirian desert. If you are attempting to Subsist in the field guide’s region with a skill you’re untrained in, consulting the book gives you a +2 circumstance bonus to the skill check.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3246"},{"skill_mod":{},"summary":"A flower press resembles a book with wooden covers and straps that tighten down to apply pressure. There are individual pages for multiple plants. …","primary_source":"Howl of the Wild","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3247","weakness":{},"price":60,"name":"Flower Press","id":"equipment-3247","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Flower Press Source Howl of the Wild pg. 113 Price 6 sp Hands 2 Bulk 1 --- A flower press resembles a book with wooden covers and straps that tighten down to apply pressure. There are individual pages for multiple plants. Pressing flowers and other plants in this way allows them to be preserved for future study or as ornamentation. It can also be used to make impressions of plants for inclusion in journals and guidebooks instead of illustrations. Most flower presses can contain a dozen or so flowers at a time, each one on a different layer.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3247"},{"skill_mod":{},"summary":"Made with a brightly colored leather strap, these goggles have a series of overlapping lenses in an array of colors spanning the spectrum of visible …","primary_source":"Howl of the Wild","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3248","weakness":{},"price":8000,"name":"High-Contrast Goggles","trait":["Uncommon"],"id":"equipment-3248","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > High-Contrast Goggles Source Howl of the Wild pg. 113 Price 80 gp --- Made with a brightly colored leather strap, these goggles have a series of overlapping lenses in an array of colors spanning the spectrum of visible light. The effect of this is that every color is more vibrant and similar shades have higher contrast. This means that shapes of even similar colors tend to stand out more, allowing the wearer to see even camouflage easier. As an Interact action, you can set the lenses to make things stand out at your current location. Until you move, you gain a +1 item bonus to Perception checks when you Seek.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3248"},{"skill_mod":{},"summary":"Treated with oil and animal fats, the leather of this pouch is more resistant to water but is also stiffer. Many makers and travelers decorate their …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3249","weakness":{},"price":50,"name":"Oilskin Pouch","id":"equipment-3249","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Oilskin Pouch Source Howl of the Wild pg. 113 Price 5 sp Bulk L --- Treated with oil and animal fats, the leather of this pouch is more resistant to water but is also stiffer. Many makers and travelers decorate their oilskin pouches with symbols of the ocean and sailing. Often used to store scrolls or other paper documents when a traveler knows they will be in an area of heavy rain or near water. While not entirely waterproof, an oilskin pouch seals with sturdy leather ties, allowing it to resist anything other than total submersion. Even completely underwater, it will protect its contents for up to 1 minute. An oilskin pouch can protect up to 1 Bulk of items.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3249"},{"skill_mod":{},"summary":"Most merfolk have no problem surfacing for a while, but constant existence in the air is exhausting and demoralizing. A clever artisan off the …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3250","weakness":{},"price":500,"name":"Pelagic Helmet","id":"equipment-3250","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Pelagic Helmet Source Howl of the Wild pg. 113 Price 5 gp Bulk 1 --- Most merfolk have no problem surfacing for a while, but constant existence in the air is exhausting and demoralizing. A clever artisan off the coast of Arcadia came up with this solution—a sturdy frame that goes on the shoulders and supports a bubble-like helmet filled with water. A mouthpiece lets the wearer speak to the outside world, and a plant-based filtration system keeps the water at the appropriate level of freshness or brackishness for the wearer. Over the years, these contraptions have spread to most of the world's oceans, though many merfolk don't use them—some find the devices just too heavy and would rather deal with the dryness. The helms are especially popular with abyssal merfolk, who tint the glass dark to protect from the too-bright surface.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3250"},{"skill_mod":{},"summary":"A simple circular or rectangle pan with a mesh on the bottom. Often used for sifting through dirt or mud to find gold, sifting pans can be used to …","primary_source":"Howl of the Wild","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3251","weakness":{},"price":30,"name":"Sifting Pan","id":"equipment-3251","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Sifting Pan Source Howl of the Wild pg. 113 Price 3 sp Hands 2 Bulk L --- A simple circular or rectangle pan with a mesh on the bottom. Often used for sifting through dirt or mud to find gold, sifting pans can be used to search for many materials, depending on the size of the holes in the mesh.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3251"},{"skill_mod":{},"summary":"Small and unobtrusive tags made from a durable material, often leather or hardwood, tracking tags are attached to wild animals, usually by a collar, …","primary_source":"Howl of the Wild","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3252","weakness":{},"price":10,"name":"Tracking Tag","trait":["Uncommon"],"id":"equipment-3252","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Tracking Tag Source Howl of the Wild pg. 113 Price 1 sp --- Small and unobtrusive tags made from a durable material, often leather or hardwood, tracking tags are attached to wild animals, usually by a collar, to track their movements. They also serve as a way to let others know that someone is keeping track of this animal. Each tag is also inscribed with a unique label so individual creatures can be more easily identified among a herd.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3252"},{"skill_mod":{},"summary":"A trundle wheel is used to measure distance. It is a wheel attached to a handle so that it rolls along the ground. The wheel is often covered with …","primary_source":"Howl of the Wild","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3253","weakness":{},"price":100,"name":"Trundle Wheel","id":"equipment-3253","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Trundle Wheel Source Howl of the Wild pg. 113 Price 1 gp Hands 1 Bulk 1 --- A trundle wheel is used to measure distance. It is a wheel attached to a handle so that it rolls along the ground. The wheel is often covered with leather or a rough metal to allow better grip on a surface and ensure it maintains traction. It’s of an exact circumference, usually a yard or five feet. Each time it makes a complete rotation it makes an audible click so the user knows they have gone exactly that distance and can count the clicks to determine a longer distance traveled.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3253"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":400,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-3254","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Alicorn Hair Source Howl of the Wild pg. 118 Price 4 gp Usage held in 1 hand Activate Cast a Spell (add 1 action) --- Hair shed from an alicorn's mane glows when it comes into contact with a living creature. A stabilize spell empowered with an alicorn hair allows you to target 1 additional creature.\n","skill_mod":{},"summary":"Hair shed from an alicorn's mane glows when it comes into contact with a living creature. A stabilize spell empowered with an alicorn hair …","primary_source":"Howl of the Wild","spell":["Stabilize"],"trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3254","name":"Alicorn Hair","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3254"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2100,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-3255","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Amphisbaena Spittle Source Howl of the Wild pg. 118 Price 21 gp Usage held in 1 hand Bulk L Activate Cast a Spell --- Hardened clumps of amphisbaena spittle can be harvested from the dual-headed snake's hunting grounds. When a casting of web of eyes is empowered with this catalyst, you can place an additional scrying sensor on the back of each target's head, in the shape of a closed snake's eye. When a target shares their vision with the others affected by the spell, the eye blinks open, preventing the target from being flanked until the start of its next turn.\n","skill_mod":{},"summary":"Hardened clumps of amphisbaena spittle can be harvested from the dual-headed snake's hunting grounds. When a casting of web of eyes is …","primary_source":"Howl of the Wild","spell":["Web of Eyes"],"trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3255","name":"Amphisbaena Spittle","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3255"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":15000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-3256","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Broken Ram's Thorn Source Howl of the Wild pg. 118 Price 150 gp Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- The thorny growths on a rosethorn ram's horns break off into jagged pieces when these animals fight. When used to enhance the two-action version of a howling blizzard spell, these thorns cause the squares directly adjacent to every creature within the spell's area of effect to become littered with icy caltrops. The first creature that moves into each affected square must succeed at an Acrobatics check with a DC equal to spell's save DC or take an amount of cold damage equal to the spell's rank. When a creature takes damage from the icy caltrops, enough are damaged that other creatures moving into that square are safe.\n","skill_mod":{},"summary":"The thorny growths on a rosethorn ram's horns break off into jagged pieces when these animals fight. When used to enhance the two-action version of …","primary_source":"Howl of the Wild","spell":["Howling Blizzard"],"trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3256","name":"Broken Ram's Thorn","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3256"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-3257","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Chaos Falcon Feather Source Howl of the Wild pg. 118 Price 10 gp Usage held in 1 hand Bulk L Activate Cast a Spell --- When used as catalysts, chaos falcon feathers lend flexibility to spells that deal with elemental energy. For the duration of a catalyzed resist energy spell, you can Sustain the Spell on an adjacent target, touching them and changing the type of energy to which they have resistance. This reduces the remaining duration of the spell by 1 minute; if the spell has less than a minute remaining, it reduces the duration to 1 round.\n","skill_mod":{},"summary":"When used as catalysts, chaos falcon feathers lend flexibility to spells that deal with elemental energy. For the duration of a catalyzed resist …","primary_source":"Howl of the Wild","spell":["Resist Energy"],"trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3257","name":"Chaos Falcon Feather","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3257"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1800,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-3258","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Dischoran Rubble Source Howl of the Wild pg. 118 Price 18 gp Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- Rock fragments exposed to any dischoran's sonic blasts can sometimes retain a portion of the attack's energy, trembling slightly whenever they are touched. When you cast noise blast using a piece of dischoran rubble , the cacophony reverberates through the targets' forms for 1 round. If a creature that failed or critically failed its initial saving throw moves 10 feet or more on their next turn, it takes 2d10 additional sonic damage.\n","skill_mod":{},"summary":"Rock fragments exposed to any dischoran's sonic blasts can sometimes retain a portion of the attack's energy, trembling slightly whenever they are …","primary_source":"Howl of the Wild","spell":["Noise Blast"],"trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3258","name":"Dischoran Rubble","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3258"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1200,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-3259","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Hippogriff Feather Source Howl of the Wild pg. 118 Price 12 gp Usage held in 1 hand Bulk L Activate Cast a Spell --- Tawny-colored hippogriff feathers can be up to 2 feet long. Used as a catalyst with a ghostly carrier spell, a single hippogriff feather grants the hand semicorporeal wings that increase the hand's maneuverability. The hand has a range of only 60 feet, but its increased agility grants it a +1 status bonus to its AC and Reflex saves.\n","skill_mod":{},"summary":"Tawny-colored hippogriff feathers can be up to 2 feet long. Used as a catalyst with a ghostly carrier spell, a single hippogriff feather …","primary_source":"Howl of the Wild","spell":["Ghostly Carrier"],"trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3259","name":"Hippogriff Feather","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3259"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":500,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-3260","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Kirin Echo Chime Source Howl of the Wild pg. 118 Price 5 gp Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- The echo of kirin's song can be captured within this small glass chime, which shatters and calls up a meandering breeze of its own when rung. Adding this catalyst to a gust of wind spell causes any flying creatures that would be pushed by the spell's effects to be pushed 30 feet in a direction of your choice, rather than 30 feet in the direction of the spell.\n","skill_mod":{},"summary":"The echo of kirin's song can be captured within this small glass chime, which shatters and calls up a meandering breeze of its own when rung. …","primary_source":"Howl of the Wild","spell":["Gust of Wind"],"trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3260","name":"Kirin Echo Chime","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3260"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":52500,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-3261","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Kushtaka Relic Source Howl of the Wild pg. 118 Price 525 gp Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- These relics come in many forms, as the only requirement is they were owned by a human who transformed into a kushtaka. Used as a catalyst for spirit blast against a target possessing another creature, a kushtaka relic attempts to banish such a spirit. A creature who fails the Fortitude save against spirit blast has its grasp on its possessed target weakened. The result of the possessed creature's next Will save against the possession effect is improved by one degree. A creature who is possessing another and critically fails the Fortitude save against spirit blast takes damage and then is banished from the body it was possessing.\n","skill_mod":{},"summary":"These relics come in many forms, as the only requirement is they were owned by a human who transformed into a kushtaka . Used as a catalyst for …","primary_source":"Howl of the Wild","spell":["Spirit Blast"],"trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3261","name":"Kushtaka Relic","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3261"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":400,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-3262","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Ogre Spider Filament Source Howl of the Wild pg. 119 Price 4 gp Usage held in 1 hand Bulk L Activate Cast a Spell --- This delicate strand of spiderweb sticks to the target of a spider sting spell, hampering their movement. Using this catalyst causes a creature afflicted with spider venom to become clumsy instead of enfeebled.\n","skill_mod":{},"summary":"This delicate strand of spiderweb sticks to the target of a spider sting spell, hampering their movement. Using this catalyst causes a creature …","primary_source":"Howl of the Wild","spell":["Spider Sting"],"trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3262","name":"Ogre Spider Filament","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3262"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":11000,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-3263","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Silvered Marp Fur Source Howl of the Wild pg. 119 Price 110 gp Usage held in 1 hand Activate Cast a Spell --- A marp that gnaws on silver rather than gold grows fur tipped with silver that can be further processed into a versatile spell catalyst. A spellcaster who uses silvered marp fur with an impaling spike spell creates a silver spike rather than a cold iron one.\n","skill_mod":{},"summary":"A marp that gnaws on silver rather than gold grows fur tipped with silver that can be further processed into a versatile spell catalyst. A …","primary_source":"Howl of the Wild","spell":["Impaling Spike"],"trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3263","name":"Silvered Marp Fur","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3263"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2500,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-3264","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Skyfisher Vapors Source Howl of the Wild pg. 119 Price 25 gp Usage held in 1 hand Bulk L Activate Cast a Spell --- Skyfisher vapors are only visible via their effect on a toxic cloud spell, or apparent lack thereof. These gases cause the conjured cloud to be as transparent as a sky fisher. The cloud is invisible, meaning it does not provide concealment, but it requires a successful Perception check against your spell DC to notice the cloud by faint distortions in the air. Your magical connection to the cloud means you always know where it is. This has no effect on its damage.\n","skill_mod":{},"summary":" Skyfisher vapors are only visible via their effect on a toxic cloud spell, or apparent lack thereof. These gases cause the conjured cloud to be …","primary_source":"Howl of the Wild","spell":["Toxic Cloud"],"trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3264","name":"Skyfisher Vapors","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3264"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1200,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-3265","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Wemmuth Trinket Source Howl of the Wild pg. 119 Price 12 gp Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- The baubles wemmuths use to lure victims to their hunting grounds are dangerous to retrieve and often stained by blood. One of these trinkets covers the plant matter created by entangling flora with blood-drinking thorns. Creatures who fail or critically fail their Reflex saves against entangling flora also take piercing damage equal to the spell's rank.\n","skill_mod":{},"summary":"The baubles wemmuths use to lure victims to their hunting grounds are dangerous to retrieve and often stained by blood. One of these trinkets …","primary_source":"Howl of the Wild","spell":["Entangling Flora"],"trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3265","name":"Wemmuth Trinket","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3265"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":5200,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-3266","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Witchwarg Fur Source Howl of the Wild pg. 119 Price 52 gp Usage held in 1 hand Activate Cast a Spell (add 1 action) --- The pelt of a witchwarg stays cold long after it leaves the creature's body. A tuft of this fur can freeze a fire shield spell into solid ice, inverting its usual effects. The spell's fire trait is replaced with the cold trait, you gain resistance to fire damage and environmental heat effects (instead of cold effects), the shield is immune to cold damage instead of fire damage, and its Hardness is halved against fire effects. The damage you deal to creatures that touch you or hit you with a melee or unarmed attack has its type changed to cold.\n","skill_mod":{},"summary":"The pelt of a witchwarg stays cold long after it leaves the creature's body. A tuft of this fur can freeze a fire shield spell into solid ice, …","primary_source":"Howl of the Wild","spell":["Fire Shield"],"trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3266","name":"Witchwarg Fur","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3266"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Howl of the Wild"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":400,"trait":["Catalyst","Consumable","Magical"],"id":"equipment-3267","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Wolliped Fleece Source Howl of the Wild pg. 119 Price 4 gp Usage held in 1 hand Activate Cast a Spell (add 1 action) --- A small bundle of wolliped fleece contains the memory of winter snows. Adding this catalyst to a casting of chilling spray coats all squares within the area of effect with a thin layer of ice. These squares become difficult terrain until the beginning of your next turn.\n","skill_mod":{},"summary":"A small bundle of wolliped fleece contains the memory of winter snows. Adding this catalyst to a casting of chilling spray coats all squares …","primary_source":"Howl of the Wild","spell":["Chilling Spray"],"trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3267","name":"Wolliped Fleece","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3267"},{"item_child_id":["equipment-3268-3316","equipment-3268-3317"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Item","item_category":"Materials","speed":{},"weakness":{},"price":35000,"legacy_id":["equipment-274"],"trait":["Precious","Uncommon"],"id":"equipment-3268","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dragonhide Source Player Core 2 pg. 276 Price 350 gp Bulk L --- The hide and scales of a dragon can be used to Craft any item normally made of ordinary leather or hide. Dragonhide varies in color and texture, depending on the dragon it came from. Due to dragonhide's resiliency, it can also be used to Craft armor usually made out of metal plates (such as a breastplate, half plate, and full plate), allowing such armor to be made without metal. Dragonhide objects are immune to one damage type, depending on the tradition associated with the dragon. ## Dragonhide Items Hardness HP BT Thin Items Standard-grade 4 16 8 High-grade 8 32 16 Standard Items Standard-grade 7 28 14 High-grade 11 44 22 Material Uses Dragonhide Armor Dragonhide Shield <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragonhide Object (Standard-Grade) Source Player Core 2 pg. 276, Core Rulebook pg. 579 Price 350 gp (per Bulk) Bulk L Craft Requirements The initial raw materials must include dragonhide worth at least 200 gp + 20 per Bulk <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragonhide Object (High-Grade) Source Player Core 2 pg. 276, Core Rulebook pg. 579 Price 6,000 gp (per Bulk) Bulk L ","skill_mod":{},"summary":"The hide and scales of a dragon can be used to Craft any item normally made of ordinary leather or hide. Dragonhide varies in color and texture, …","primary_source":"Player Core 2","trait_group":["Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3268","name":"Dragonhide","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3268"},{"legacy_name":["Dragonhide"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-3268","weakness":{},"price":35000,"legacy_id":["equipment-274"],"trait":["Precious","Uncommon"],"id":"equipment-3268-3316","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dragonhide Source Player Core 2 pg. 276 Price 350 gp Bulk L --- The hide and scales of a dragon can be used to Craft any item normally made of ordinary leather or hide. Dragonhide varies in color and texture, depending on the dragon it came from. Due to dragonhide's resiliency, it can also be used to Craft armor usually made out of metal plates (such as a breastplate, half plate, and full plate), allowing such armor to be made without metal. Dragonhide objects are immune to one damage type, depending on the tradition associated with the dragon. ## Dragonhide Items Hardness HP BT Thin Items Standard-grade 4 16 8 High-grade 8 32 16 Standard Items Standard-grade 7 28 14 High-grade 11 44 22 Material Uses Dragonhide Armor Dragonhide Shield <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragonhide Object (Standard-Grade) Source Player Core 2 pg. 276, Core Rulebook pg. 579 Price 350 gp (per Bulk) Bulk L Craft Requirements The initial raw materials must include dragonhide worth at least 200 gp + 20 per Bulk <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragonhide Object (High-Grade) Source Player Core 2 pg. 276, Core Rulebook pg. 579 Price 6,000 gp (per Bulk) Bulk L ","skill_mod":{},"summary":"The hide and scales of a dragon can be used to Craft any item normally made of ordinary leather or hide. Dragonhide varies in color and texture, …","primary_source":"Player Core 2","trait_group":["Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3268","name":"Dragonhide Object (Standard-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3268-3316"},{"legacy_name":["Dragonhide"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Item","item_category":"Materials","speed":{},"item_parent_id":"equipment-3268","weakness":{},"price":600000,"legacy_id":["equipment-274"],"trait":["Precious","Uncommon"],"id":"equipment-3268-3317","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dragonhide Source Player Core 2 pg. 276 Price 350 gp Bulk L --- The hide and scales of a dragon can be used to Craft any item normally made of ordinary leather or hide. Dragonhide varies in color and texture, depending on the dragon it came from. Due to dragonhide's resiliency, it can also be used to Craft armor usually made out of metal plates (such as a breastplate, half plate, and full plate), allowing such armor to be made without metal. Dragonhide objects are immune to one damage type, depending on the tradition associated with the dragon. ## Dragonhide Items Hardness HP BT Thin Items Standard-grade 4 16 8 High-grade 8 32 16 Standard Items Standard-grade 7 28 14 High-grade 11 44 22 Material Uses Dragonhide Armor Dragonhide Shield <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragonhide Object (Standard-Grade) Source Player Core 2 pg. 276, Core Rulebook pg. 579 Price 350 gp (per Bulk) Bulk L Craft Requirements The initial raw materials must include dragonhide worth at least 200 gp + 20 per Bulk <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragonhide Object (High-Grade) Source Player Core 2 pg. 276, Core Rulebook pg. 579 Price 6,000 gp (per Bulk) Bulk L ","skill_mod":{},"summary":"The hide and scales of a dragon can be used to Craft any item normally made of ordinary leather or hide. Dragonhide varies in color and texture, …","primary_source":"Player Core 2","trait_group":["Equipment","Rarity"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3268","name":"Dragonhide Object (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3268-3317"},{"item_child_id":["equipment-3269-3318","equipment-3269-3319"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Player Core 2"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"legacy_id":["equipment-142"],"trait":["Uncommon"],"id":"equipment-3269","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Dragonhide Armor Source Player Core 2 pg. 276 Usage worn armor Bulk L varies by armor Base Material Dragonhide --- Dragonhide armor is immune to one damage type based on the type of dragon it's made from. Wearing armor made from dragonhide also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal the corresponding damage type. ## Dragon Tradition Damage Arcane Force Divine Spirit Occult Mental Primal Poison <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dragonhide Armor (Standard-Grade) Source Player Core 2 pg. 276, Core Rulebook pg. 555 Price 1,600 gp (+160 gp per Bulk) Bulk L Craft Requirements The initial raw materials must include dragonhide worth at least 200 gp + 20 per Bulk <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Dragonhide Armor (High-Grade) Source Player Core 2 pg. 276, Core Rulebook pg. 555 Price 32,000 gp (+3,200 gp per Bulk) Bulk L Craft Requirements The initial raw materials must include dragonhide worth at least 16,000 gp + 1,600 per Bulk","skill_mod":{},"summary":"Dragonhide armor is immune to one damage type based on the type of dragon it's made from. Wearing armor made from dragonhide also grants you a +1 …","primary_source":"Player Core 2","trait_group":["Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=3269","name":"Dragonhide Armor","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3269"},{"legacy_name":["Dragonhide Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Player Core 2"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-3269","weakness":{},"price":160000,"legacy_id":["equipment-142"],"trait":["Uncommon"],"id":"equipment-3269-3318","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Dragonhide Armor Source Player Core 2 pg. 276 Usage worn armor Bulk L varies by armor Base Material Dragonhide --- Dragonhide armor is immune to one damage type based on the type of dragon it's made from. Wearing armor made from dragonhide also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal the corresponding damage type. ## Dragon Tradition Damage Arcane Force Divine Spirit Occult Mental Primal Poison <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dragonhide Armor (Standard-Grade) Source Player Core 2 pg. 276, Core Rulebook pg. 555 Price 1,600 gp (+160 gp per Bulk) Bulk L Craft Requirements The initial raw materials must include dragonhide worth at least 200 gp + 20 per Bulk <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Dragonhide Armor (High-Grade) Source Player Core 2 pg. 276, Core Rulebook pg. 555 Price 32,000 gp (+3,200 gp per Bulk) Bulk L Craft Requirements The initial raw materials must include dragonhide worth at least 16,000 gp + 1,600 per Bulk","skill_mod":{},"summary":"Dragonhide armor is immune to one damage type based on the type of dragon it's made from. Wearing armor made from dragonhide also grants you a +1 …","primary_source":"Player Core 2","trait_group":["Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=3269","name":"Dragonhide Armor (Standard-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3269-3318"},{"legacy_name":["Dragonhide Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Player Core 2"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-3269","weakness":{},"price":3200000,"legacy_id":["equipment-142"],"trait":["Uncommon"],"id":"equipment-3269-3319","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Dragonhide Armor Source Player Core 2 pg. 276 Usage worn armor Bulk L varies by armor Base Material Dragonhide --- Dragonhide armor is immune to one damage type based on the type of dragon it's made from. Wearing armor made from dragonhide also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal the corresponding damage type. ## Dragon Tradition Damage Arcane Force Divine Spirit Occult Mental Primal Poison <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Dragonhide Armor (Standard-Grade) Source Player Core 2 pg. 276, Core Rulebook pg. 555 Price 1,600 gp (+160 gp per Bulk) Bulk L Craft Requirements The initial raw materials must include dragonhide worth at least 200 gp + 20 per Bulk <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Dragonhide Armor (High-Grade) Source Player Core 2 pg. 276, Core Rulebook pg. 555 Price 32,000 gp (+3,200 gp per Bulk) Bulk L Craft Requirements The initial raw materials must include dragonhide worth at least 16,000 gp + 1,600 per Bulk","skill_mod":{},"summary":"Dragonhide armor is immune to one damage type based on the type of dragon it's made from. Wearing armor made from dragonhide also grants you a +1 …","primary_source":"Player Core 2","trait_group":["Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Armor","resistance":{},"url":"/Equipment.aspx?ID=3269","name":"Dragonhide Armor (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3269-3319"},{"item_child_id":["equipment-3270-3110","equipment-3270-3111","equipment-3270-3112","equipment-3270-3113"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["Player Core 2"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"legacy_id":["equipment-313"],"trait":["Uncommon"],"id":"equipment-3270","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dragonhide Shield Source Player Core 2 pg. 277 Usage varies by shield Bulk L Base Material Dragonhide --- Dragonhide shields are each immune to one damage type based on the tradition associated with the dragon. ## Dragon Tradition Damage Arcane Force Divine Spirit Occult Mental Primal Poison <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragonhide Buckler (Standard-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 400 gp Bulk L Craft Requirements dragonhide worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragonhide Shield (Standard-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 440 gp Bulk 1 Craft Requirements dragonhide worth at least 55 gpdragonhide worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragonhide Buckler (High-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 8,000 gp Bulk L Craft Requirements dragonhide worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragonhide Shield (High-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 8,800 gp Bulk 1 Craft Requirements dragonhide worth at least 4,400 gp","skill_mod":{},"summary":"Dragonhide shields are each immune to one damage type based on the tradition associated with the dragon. ","primary_source":"Player Core 2","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=3270","name":"Dragonhide Shield","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3270"},{"legacy_name":["Dragonhide Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["Player Core 2"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-3270","weakness":{},"price":40000,"legacy_id":["equipment-313"],"trait":["Uncommon"],"id":"equipment-3270-3110","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dragonhide Shield Source Player Core 2 pg. 277 Usage varies by shield Bulk L Base Material Dragonhide --- Dragonhide shields are each immune to one damage type based on the tradition associated with the dragon. ## Dragon Tradition Damage Arcane Force Divine Spirit Occult Mental Primal Poison <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragonhide Buckler (Standard-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 400 gp Bulk L Craft Requirements dragonhide worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragonhide Shield (Standard-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 440 gp Bulk 1 Craft Requirements dragonhide worth at least 55 gpdragonhide worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragonhide Buckler (High-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 8,000 gp Bulk L Craft Requirements dragonhide worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragonhide Shield (High-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 8,800 gp Bulk 1 Craft Requirements dragonhide worth at least 4,400 gp","skill_mod":{},"summary":"Dragonhide shields are each immune to one damage type based on the tradition associated with the dragon.","primary_source":"Player Core 2","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=3270","name":"Dragonhide Buckler (Standard-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3270-3110"},{"legacy_name":["Dragonhide Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["Player Core 2"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-3270","weakness":{},"price":44000,"legacy_id":["equipment-313"],"trait":["Uncommon"],"id":"equipment-3270-3111","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dragonhide Shield Source Player Core 2 pg. 277 Usage varies by shield Bulk L Base Material Dragonhide --- Dragonhide shields are each immune to one damage type based on the tradition associated with the dragon. ## Dragon Tradition Damage Arcane Force Divine Spirit Occult Mental Primal Poison <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragonhide Buckler (Standard-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 400 gp Bulk L Craft Requirements dragonhide worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragonhide Shield (Standard-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 440 gp Bulk 1 Craft Requirements dragonhide worth at least 55 gpdragonhide worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragonhide Buckler (High-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 8,000 gp Bulk L Craft Requirements dragonhide worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragonhide Shield (High-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 8,800 gp Bulk 1 Craft Requirements dragonhide worth at least 4,400 gp","skill_mod":{},"summary":"Dragonhide shields are each immune to one damage type based on the tradition associated with the dragon.","primary_source":"Player Core 2","trait_group":["Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=3270","name":"Dragonhide Shield (Standard-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3270-3111"},{"legacy_name":["Dragonhide Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["Player Core 2"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-3270","weakness":{},"price":800000,"legacy_id":["equipment-313"],"trait":["Uncommon"],"id":"equipment-3270-3112","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dragonhide Shield Source Player Core 2 pg. 277 Usage varies by shield Bulk L Base Material Dragonhide --- Dragonhide shields are each immune to one damage type based on the tradition associated with the dragon. ## Dragon Tradition Damage Arcane Force Divine Spirit Occult Mental Primal Poison <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragonhide Buckler (Standard-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 400 gp Bulk L Craft Requirements dragonhide worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragonhide Shield (Standard-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 440 gp Bulk 1 Craft Requirements dragonhide worth at least 55 gpdragonhide worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragonhide Buckler (High-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 8,000 gp Bulk L Craft Requirements dragonhide worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragonhide Shield (High-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 8,800 gp Bulk 1 Craft Requirements dragonhide worth at least 4,400 gp","skill_mod":{},"summary":"Dragonhide shields are each immune to one damage type based on the tradition associated with the dragon.","primary_source":"Player Core 2","trait_group":["Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=3270","name":"Dragonhide Buckler (High-Grade)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3270-3112"},{"legacy_name":["Dragonhide Shield"],"primary_source_category":"Rulebooks","usage":"varies by shield","source":["Player Core 2"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-3270","weakness":{},"price":880000,"legacy_id":["equipment-313"],"trait":["Uncommon"],"id":"equipment-3270-3113","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dragonhide Shield Source Player Core 2 pg. 277 Usage varies by shield Bulk L Base Material Dragonhide --- Dragonhide shields are each immune to one damage type based on the tradition associated with the dragon. ## Dragon Tradition Damage Arcane Force Divine Spirit Occult Mental Primal Poison <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragonhide Buckler (Standard-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 400 gp Bulk L Craft Requirements dragonhide worth at least 50 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dragonhide Shield (Standard-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 440 gp Bulk 1 Craft Requirements dragonhide worth at least 55 gpdragonhide worth at least 55 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragonhide Buckler (High-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 8,000 gp Bulk L Craft Requirements dragonhide worth at least 4,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dragonhide Shield (High-Grade) Source Player Core 2 pg. 277, Core Rulebook pg. 586 Price 8,800 gp Bulk 1 Craft Requirements dragonhide worth at least 4,400 gp","skill_mod":{},"summary":"Dragonhide shields are each immune to one damage type based on the tradition associated with the dragon.","primary_source":"Player Core 2","trait_group":["Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Precious Material Shields","resistance":{},"url":"/Equipment.aspx?ID=3270","name":"Dragonhide Shield (High-Grade)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3270-3113"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Player Core 2"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":1000000,"legacy_id":["equipment-151"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3271","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Dragonplate Source Player Core 2 pg. 278 Price 10,000 gp Usage worn armor Bulk 4 Base Armor Full Plate --- This suit of +2 greater resilient dragonhide full plate makes you look like a fearsome dragon. The armor comes in many different varieties depending on the type of dragon from which it's made, though they usually conform to the four magical traditions. Activate—Dragon Breath Two Actions (manipulate) Frequency once per day; Effect You unleash a 15-foot cone of energy with a damage type and saving throw corresponding to the tradition of the dragon used to make the armor (shown on the table below). The cone deals 14d6 damage; each creature in the area must attempt a DC 36 basic saving throw ## Dragon Tradition Damage Arcane Force (Reflex) Divine Spirit (Reflex) Occult Mental (Will) Primal Poison (Fortitude) Craft Requirements The initial raw materials must include 1,250 gp of dragonhide.\n","skill_mod":{},"summary":"This suit of +2 greater resilient dragonhide full plate makes you look like a fearsome dragon. The armor comes in many different varieties …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3271","base_item":["Full Plate"],"name":"Dragonplate","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3271"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Player Core 2"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":22000,"legacy_id":["equipment-153"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3272","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Ghoul Hide Source Player Core 2 pg. 278 Price 220 gp Usage worn armor Bulk 2 Base Armor Hide Armor --- Stitched together from pieces of ghoul skin, this suit of +1 hide armor grants you a +1 item bonus to saving throws against curses and makes you immune to the stench of ghouls. Ghoul hide with a resilient rune increases the resilient rune's item bonus to saving throws against curses by 1 (maximum +4).\n","skill_mod":{},"summary":"Stitched together from pieces of ghoul skin, this suit of +1 hide armor grants you a +1 item bonus to saving throws against curses and makes …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3272","base_item":["Hide Armor"],"name":"Ghoul Hide","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3272"},{"legacy_name":["Celestial Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Player Core 2"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":250000,"skill":["Diplomacy"],"legacy_id":["equipment-149"],"trait":["Divine","Holy","Invested"],"id":"equipment-3273","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Holy Chain Source Player Core 2 pg. 278 Price 2,500 gp Usage worn armor Bulk 1 Base Armor Chain Mail --- This suit of +2 resilient chain mail is made of fine white links of a strange and slightly translucent pale metal, and the sleeves and skirt are fashioned into smaller trails that resemble feathers. Unlike normal chain mail, holy chain has no Speed reduction, its armor check penalty is 0, and its Bulk is 1. You gain a +1 circumstance bonus to AC and saving throws against fiends. You appear radiant while you wear the armor, giving you a +2 item bonus to Diplomacy checks against all creatures except fiends. If you're unholy, you're drained 2 while wearing holy chain. You can't recover from this condition while wearing the armor. Activate—Celestial Flight Single Action (concentrate) Frequency once per day; Effect The armor sprouts glowing wings that grant you a fly Speed of 30 feet. The wings shed bright light in a 40-foot radius (and dim light to the next 40 feet). The wings fade away after 10 minutes. Craft Requirements You're holy.\n","skill_mod":{},"summary":"This suit of +2 resilient chain mail is made of fine white links of a strange and slightly translucent pale metal, and the sleeves and skirt …","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Mechanics","Equipment"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3273","base_item":["Chain Mail"],"name":"Holy Chain","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3273"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Player Core 2"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":18000,"skill":["Athletics"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3274","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Mariner's Splint Source Player Core 2 pg. 278 Price 180 gp Usage worn armor Bulk 3 Base Armor Splint Mail --- This suit of +1 splint mail is worn by veteran sailors aboard warships who want as much protection as possible but still need to remain mobile enough to climb up rigging or swim should the need arise. The plates are arranged for maximum flexibility and the undercoat of padded armor is often no more than a cotton shrift. The armor grants you a +1 item bonus to Athletics checks to Climb or Swim and increases the distance you move when you successfully Climb or Swim by 5 feet.\n","skill_mod":{},"summary":"This suit of +1 splint mail is worn by veteran sailors aboard warships who want as much protection as possible but still need to remain mobile …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3274","base_item":["Splint Mail"],"name":"Mariner's Splint","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3274"},{"legacy_name":["Rhino Hide"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Player Core 2"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":70000,"legacy_id":["equipment-158"],"trait":["Invested","Magical"],"id":"equipment-3275","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Onslaught Hide Source Player Core 2 pg. 278 Price 700 gp Usage worn armor Bulk 2 Base Armor Hide Armor --- This +1 resilient hide armor is decorated with the horns of many slain beasts. It has an armor check penalty of –1 instead of –2. When you use the Sudden Charge class feat while wearing this armor, your Strike deals an additional 1d8 damage.\n","skill_mod":{},"summary":"This +1 resilient hide armor is decorated with the horns of many slain beasts. It has an armor check penalty of –1 instead of –2. When you use …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3275","base_item":["Hide Armor"],"name":"Onslaught Hide","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3275"},{"legacy_name":["Demon Armor"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Player Core 2"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":250000,"legacy_id":["equipment-150"],"trait":["Divine","Invested","Unholy"],"id":"equipment-3276","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Unholy Plate Source Player Core 2 pg. 278 Price 2,500 gp Usage worn armor Bulk 4 Base Armor Full Plate --- Crafted from black iron, this crude suit of +2 resilient full plate is designed to make you look like a horned demon with your face peering out of the screaming maw of the beast. While wearing the armor, you can attack with the helmet's horns. They're a martial melee weapon with the effects of a +2 weapon potency rune . They deal 2d8 piercing damage and have the deadly d12 and unholy traits. On a critical hit with the horns, the target must succeed at a DC 30 Fortitude or become drained 1 (or drained 2 on a critical failure). The horns can't be etched with any runes. If you're holy, you're drained 2 and can't recover from this condition while wearing unholy plate. Activate—Demonic Slip Two Actions (concentrate) Frequency once per day; Effect You cast translocate . Craft Requirements You’re unholy; supply one casting of translocate .\n","skill_mod":{},"summary":"Crafted from black iron, this crude suit of +2 resilient full plate is designed to make you look like a horned demon with your face peering out …","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3276","base_item":["Full Plate"],"name":"Unholy Plate","bulk":4,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3276"},{"legacy_name":["Breastplate of Command"],"item_child_id":["equipment-3277-3114","equipment-3277-3115"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Player Core 2"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"skill":["Diplomacy"],"legacy_id":["equipment-148"],"trait":["Invested","Magical"],"id":"equipment-3277","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Warleader's Bulwark Source Player Core 2 pg. 279 Usage worn armor Bulk 2 Base Armor Breastplate --- This +1 resilient breastplate is made from shining bronze overlaid with reinforcing golden panels emblazoned with images of loyal soldiers. Wearing this breastplate grants you a commanding aura. You gain a +2 item bonus to Diplomacy checks, but you take a –2 item penalty to Stealth checks to Hide and Sneak and Deception checks to Impersonate. Activate—Command Bravery Single Action (concentrate) Frequency once per day; Effect You grant allies within 100 feet a +2 status bonus to saves against fear effects for 1 minute. When you activate this ability, each affected ally who's frightened reduces their frightened value by 1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Warleader's Bulwark Source Player Core 2 pg. 279 Price 1,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Warleader's Bulwark (Greater) Source Player Core 2 pg. 279 Price 22,000 gp --- The armor is a +2 greater resilient breastplate . The item bonus and penalty increase to +3 and –3, respectively.","skill_mod":{},"summary":"This +1 resilient breastplate is made from shining bronze overlaid with reinforcing golden panels emblazoned with images of loyal soldiers. …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3277","base_item":["Breastplate"],"name":"Warleader's Bulwark","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3277"},{"legacy_name":["Breastplate of Command"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Player Core 2"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-3277","weakness":{},"price":100000,"legacy_id":["equipment-148"],"trait":["Invested","Magical"],"id":"equipment-3277-3114","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Warleader's Bulwark Source Player Core 2 pg. 279 Usage worn armor Bulk 2 Base Armor Breastplate --- This +1 resilient breastplate is made from shining bronze overlaid with reinforcing golden panels emblazoned with images of loyal soldiers. Wearing this breastplate grants you a commanding aura. You gain a +2 item bonus to Diplomacy checks, but you take a –2 item penalty to Stealth checks to Hide and Sneak and Deception checks to Impersonate. Activate—Command Bravery Single Action (concentrate) Frequency once per day; Effect You grant allies within 100 feet a +2 status bonus to saves against fear effects for 1 minute. When you activate this ability, each affected ally who's frightened reduces their frightened value by 1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Warleader's Bulwark Source Player Core 2 pg. 279 Price 1,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Warleader's Bulwark (Greater) Source Player Core 2 pg. 279 Price 22,000 gp --- The armor is a +2 greater resilient breastplate . The item bonus and penalty increase to +3 and –3, respectively.","skill_mod":{},"summary":"This +1 resilient breastplate is made from shining bronze overlaid with reinforcing golden panels emblazoned with images of loyal soldiers. …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3277","base_item":["Breastplate"],"name":"Warleader's Bulwark","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3277-3114"},{"legacy_name":["Breastplate of Command"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Player Core 2"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-3277","weakness":{},"price":2200000,"legacy_id":["equipment-148"],"trait":["Invested","Magical"],"id":"equipment-3277-3115","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Warleader's Bulwark Source Player Core 2 pg. 279 Usage worn armor Bulk 2 Base Armor Breastplate --- This +1 resilient breastplate is made from shining bronze overlaid with reinforcing golden panels emblazoned with images of loyal soldiers. Wearing this breastplate grants you a commanding aura. You gain a +2 item bonus to Diplomacy checks, but you take a –2 item penalty to Stealth checks to Hide and Sneak and Deception checks to Impersonate. Activate—Command Bravery Single Action (concentrate) Frequency once per day; Effect You grant allies within 100 feet a +2 status bonus to saves against fear effects for 1 minute. When you activate this ability, each affected ally who's frightened reduces their frightened value by 1. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Warleader's Bulwark Source Player Core 2 pg. 279 Price 1,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Warleader's Bulwark (Greater) Source Player Core 2 pg. 279 Price 22,000 gp --- The armor is a +2 greater resilient breastplate . The item bonus and penalty increase to +3 and –3, respectively.","skill_mod":{},"summary":"The armor is a +2 greater resilient breastplate . The item bonus and penalty increase to +3 and –3, respectively.","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3277","base_item":["Breastplate"],"name":"Warleader's Bulwark (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3277-3115"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":2500,"legacy_id":["equipment-730"],"trait":["Magical"],"id":"equipment-3278","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Exploding Shield Source Player Core 2 pg. 279 Price 25 gp Usage held in 1 hand Bulk 1 Base Shield Wooden Shield --- The magic within this wooden shield lashes out at your foes as the shield is destroyed. Activate—Splintering Boom Free Action (manipulate) Trigger The exploding shield is destroyed; Effect The shield explodes outward, dealing 4d6 piercing damage to each creature in a 15-foot cone (DC 19 basic Reflex save).\n","skill_mod":{},"summary":"The magic within this wooden shield lashes out at your foes as the shield is destroyed . ","primary_source":"Player Core 2","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3278","base_item":["Wooden Shield"],"name":"Exploding Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3278"},{"primary_source_category":"Rulebooks","usage":"strapped to 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"school":"illusion","price":3500,"skill":["Deception"],"legacy_id":["equipment-734"],"trait":["Illusion","Magical"],"id":"equipment-3279","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Glamorous Buckler Source Player Core 2 pg. 279 Price 35 gp Usage strapped to 1 hand Bulk L Base Shield Buckler --- A glamorous buckler is lavishly decorated with gilding and inset gemstones that glitter in the light. While you have it raised, the glamorous buckler grants you a +1 item bonus to Deception checks to Feint. Activate—Dazzling Feint Free Action (concentrate) Frequency once per day; Trigger You Feint; Requirements You have the glamorous buckler raised; Effect As you Feint, the glamorous buckler sparkles mightily. On a successful Feint, the target is dazzled for 1 round.\n","skill_mod":{},"summary":"A glamorous buckler is lavishly decorated with gilding and inset gemstones that glitter in the light. While you have it raised, the glamorous …","primary_source":"Player Core 2","trait_group":["School","Monster","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3279","base_item":["Buckler"],"name":"Glamorous Buckler","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3279"},{"item_child_id":["equipment-3280-3116","equipment-3280-3117"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"legacy_id":["equipment-739"],"trait":["Magical"],"id":"equipment-3280","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Medusa's Scream Source Player Core 2 pg. 279 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- The ghastly visage of a slain medusa's head stares out from this steel shield (Hardness 13, HP 52, BT 26). The shield comes with a thick leather cover to conceal the head. Activate—Petrifying Gaze Two Actions (manipulate, visual) Frequency once per day; Effect You reveal the medusa's face, focusing its gaze on one creature within 30 feet. The shield casts a DC 30 petrify spell with a range of 30 feet. Craft Requirements The initial raw materials must include the head of a medusa. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Medusa's Scream Source Player Core 2 pg. 279, Advanced Player's Guide pg. 261 Price 3,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Medusa's Scream (Greater) Source Player Core 2 pg. 279, Advanced Player's Guide pg. 261 Price 9,000 gp --- A greater medusa's scream (Hardness 15, HP 60, BT 30) has a frequency of once per hour for its activation instead of once per day, and the DC is 35.","skill_mod":{},"summary":"The ghastly visage of a slain medusa's head stares out from this steel shield (Hardness 13, HP 52, BT 26). The shield comes with a thick leather …","primary_source":"Player Core 2","trait_group":["Mechanics"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3280","base_item":["Steel Shield"],"name":"Medusa's Scream","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3280"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-3280","weakness":{},"price":300000,"legacy_id":["equipment-739"],"trait":["Magical"],"id":"equipment-3280-3116","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Medusa's Scream Source Player Core 2 pg. 279 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- The ghastly visage of a slain medusa's head stares out from this steel shield (Hardness 13, HP 52, BT 26). The shield comes with a thick leather cover to conceal the head. Activate—Petrifying Gaze Two Actions (manipulate, visual) Frequency once per day; Effect You reveal the medusa's face, focusing its gaze on one creature within 30 feet. The shield casts a DC 30 petrify spell with a range of 30 feet. Craft Requirements The initial raw materials must include the head of a medusa. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Medusa's Scream Source Player Core 2 pg. 279, Advanced Player's Guide pg. 261 Price 3,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Medusa's Scream (Greater) Source Player Core 2 pg. 279, Advanced Player's Guide pg. 261 Price 9,000 gp --- A greater medusa's scream (Hardness 15, HP 60, BT 30) has a frequency of once per hour for its activation instead of once per day, and the DC is 35.","skill_mod":{},"summary":"The ghastly visage of a slain medusa's head stares out from this steel shield (Hardness 13, HP 52, BT 26). The shield comes with a thick leather …","primary_source":"Player Core 2","trait_group":["Mechanics"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3280","base_item":["Steel Shield"],"name":"Medusa's Scream","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3280-3116"},{"legacy_name":["Medusa's Scream"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-3280","weakness":{},"price":900000,"legacy_id":["equipment-739"],"trait":["Magical"],"id":"equipment-3280-3117","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Medusa's Scream Source Player Core 2 pg. 279 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- The ghastly visage of a slain medusa's head stares out from this steel shield (Hardness 13, HP 52, BT 26). The shield comes with a thick leather cover to conceal the head. Activate—Petrifying Gaze Two Actions (manipulate, visual) Frequency once per day; Effect You reveal the medusa's face, focusing its gaze on one creature within 30 feet. The shield casts a DC 30 petrify spell with a range of 30 feet. Craft Requirements The initial raw materials must include the head of a medusa. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Medusa's Scream Source Player Core 2 pg. 279, Advanced Player's Guide pg. 261 Price 3,000 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Medusa's Scream (Greater) Source Player Core 2 pg. 279, Advanced Player's Guide pg. 261 Price 9,000 gp --- A greater medusa's scream (Hardness 15, HP 60, BT 30) has a frequency of once per hour for its activation instead of once per day, and the DC is 35.","skill_mod":{},"summary":"A greater medusa's scream (Hardness 15, HP 60, BT 30) has a frequency of once per hour for its activation instead of once per day, and the DC is 35.","primary_source":"Player Core 2","trait_group":["Mechanics"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3280","base_item":["Steel Shield"],"name":"Medusa's Scream (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3280-3117"},{"legacy_name":["Holy Avenger"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":450000,"legacy_id":["equipment-389"],"trait":["Divine","Holy","Uncommon"],"id":"equipment-3281","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Chalice of Justice Source Player Core 2 pg. 280 Price 4,500 gp Usage held in 1 hand Bulk 1 Base Weapon Longsword --- This gleaming golden sword is a +2 greater striking holy cold iron longsword given only to the worthiest heroes of a holy faith. It's made of a sacred, secret alloy that makes the blade both cold iron and silver. If you're unholy, you're drained 2 while holding a chalice of justice. You can't recover from this condition while holding the weapon. Activate—Sip of Justice Single Action (manipulate) Frequency once per day; Effect The pommel of the weapon transmutes into the shape of a miniature chalice. You drink deep from the chalice and regain HP equal to the chalice's level. If you're holy, you regain double the HP, and for 1 minute, whenever you critically hit an unholy creature with the chalice of justice, the creature takes 2d6 persistent spirit damage, and it's slowed 1 for 1 round. The persistent spirit damage has the holy trait. Craft Requirements You're holy.\n","skill_mod":{},"summary":"This gleaming golden sword is a +2 greater striking holy cold iron longsword given only to the worthiest heroes of a holy faith. It's made …","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3281","base_item":["Longsword"],"name":"Chalice of Justice","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3281"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":170000,"legacy_id":["equipment-733"],"trait":["Cold","Electricity","Fire","Magical","Uncommon"],"id":"equipment-3282","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Four-Ways Dogslicer Source Player Core 2 pg. 280 Price 1,700 gp Usage held in 1 hand Bulk L Base Weapon Dogslicer --- This +2 striking dogslicer is obviously the work of a brilliant but scrappy artisan who valued versatility over safety. Four toothy gems line the blade's cutting edge, three of which glow—one with fiery red light, one with a chill blue, and one that gives off sparks—while the last is a glistening black. Each of these gems embodies a weapon property rune, but only one rune can be active at a time. Activate—Gem Twist Single Action (manipulate) Effect You twist the gem along the blade corresponding with the desired weapon property rune: red for flaming, blue for frost, or yellow for shock. You take 1d6 damage of the type the chosen rune deals. You can instead twist the black gem to disable the active property rune, taking no damage.\n","element":["Fire"],"skill_mod":{},"summary":"This +2 striking dogslicer is obviously the work of a brilliant but scrappy artisan who valued versatility over safety. Four toothy gems line …","primary_source":"Player Core 2","trait_group":["Energy","Monster","Elemental","Planar","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3282","base_item":["Dogslicer"],"name":"Four-Ways Dogslicer","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3282"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"illusion","price":15000,"legacy_id":["equipment-736"],"trait":["Illusion","Magical"],"id":"equipment-3283","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Infiltrator's Accessory Source Player Core 2 pg. 280 Price 150 gp Usage held in 1 hand Bulk 1 Base Weapon Sword Cane --- This elegant +1 striking sword cane serves equally well as both a fashionable accessory and a hidden weapon suitable for high-society events where weapons aren't typically permitted. Activate—Hide Magic Single Action (manipulate) Effect You twist the sword cane's hilt, magically merging the blade into the cane. While the blade is merged, it can't be drawn and gains the benefits of a 3rd-rank disguise magic spell to appear non-magical. Passive observers can't attempt a check to notice the cane is anything more than a mundane, if superb, fashion accessory. Those carefully examining it can discern the cane is more than it appears, but doing so is extremely difficult (DC 30 Perception). Activating the sword cane again releases the blade, allowing it to be drawn normally.\n","skill_mod":{},"summary":"This elegant +1 striking sword cane serves equally well as both a fashionable accessory and a hidden weapon suitable for high-society events …","primary_source":"Player Core 2","trait_group":["School","Monster","Mechanics"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3283","base_item":["Sword Cane"],"name":"Infiltrator's Accessory","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3283"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":32000,"legacy_id":["equipment-746"],"trait":["Magical"],"id":"equipment-3284","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Spellguard Blade Source Player Core 2 pg. 280 Price 320 gp Usage held in 1 hand Bulk L Base Weapon Main-gauche --- The guard of this +1 striking main-gauche is inscribed with eldritch glyphs that guard against magic. When you're benefiting from the circumstance bonus to AC from this weapon's parry trait, you also apply that circumstance bonus to your saving throws against spells that target you.\n","skill_mod":{},"summary":"The guard of this +1 striking main-gauche is inscribed with eldritch glyphs that guard against magic. When you're benefiting from the …","primary_source":"Player Core 2","trait_group":["Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3284","base_item":["Main-gauche"],"name":"Spellguard Blade","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3284"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":45000,"legacy_id":["equipment-747"],"trait":["Magical","Uncommon"],"id":"equipment-3285","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Spiritsight Crossbow Source Player Core 2 pg. 280 Price 450 gp Usage held in 2 hands Bulk 2 Base Weapon Crossbow --- This +1 striking ghost touch crossbow has an array of crystalline lenses and silver fittings along the stock and feels strangely light. Activate—Ethereal Vision Single Action (concentrate) Frequency once per minute; Effect You aim through the crossbow's crystalline lenses, gaining imprecise vision onto the Ethereal Plane with a range of 60 feet in addition to your normal senses until the end of your turn. You can sense through objects in the Universe this way, and the sense is precise for detecting creatures. Because this sense detects spiritual energy, a creature that's immune to spirit can't be detected in this way. Activate—Ethereal Shot Single Action ; Requirements Ethereal Vision is active; Effect You Strike with the spiritsight crossbow . This shot travels through the Ethereal Plane, allowing it to pass through and ignore cover from physical objects within the range of your Ethereal Vision.\n","skill_mod":{},"summary":"This +1 striking ghost touch crossbow has an array of crystalline lenses and silver fittings along the stock and feels strangely light. ","primary_source":"Player Core 2","trait_group":["Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3285","base_item":["Crossbow"],"name":"Spiritsight Crossbow","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3285"},{"item_child_id":["equipment-3286-3118","equipment-3286-3119","equipment-3286-3120","equipment-3286-3121"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-74"],"trait":["Acid","Alchemical","Bomb","Consumable","Splash"],"id":"equipment-3286","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Acid Flask Source Player Core 2 pg. 283, GM Core pg. 244 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage, and the listed acid splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Acid Flask (Lesser) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 3 gp Bulk L --- The bomb deals 1d6 persistent acid damage and 1 acid splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Acid Flask (Moderate) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent acid damage and 2 acid splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Acid Flask (Greater) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent acid damage and 3 acid splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Acid Flask (Major) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 persistent acid damage and 4 acid splash damage.","skill_mod":{},"summary":"This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage , and the listed acid splash damage. Many types grant …","primary_source":"Player Core 2","trait_group":["Energy","Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3286","name":"Acid Flask","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3286"},{"legacy_name":["Acid Flask"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3286","weakness":{},"price":300,"legacy_id":["equipment-74"],"trait":["Acid","Alchemical","Bomb","Consumable","Splash"],"id":"equipment-3286-3118","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Acid Flask Source Player Core 2 pg. 283, GM Core pg. 244 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage, and the listed acid splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Acid Flask (Lesser) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 3 gp Bulk L --- The bomb deals 1d6 persistent acid damage and 1 acid splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Acid Flask (Moderate) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent acid damage and 2 acid splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Acid Flask (Greater) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent acid damage and 3 acid splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Acid Flask (Major) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 persistent acid damage and 4 acid splash damage.","skill_mod":{},"summary":"The bomb deals 1d6 persistent acid damage and 1 acid splash damage.","primary_source":"Player Core 2","trait_group":["Energy","Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3286","name":"Acid Flask (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3286-3118"},{"legacy_name":["Acid Flask"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3286","weakness":{},"price":1000,"legacy_id":["equipment-74"],"trait":["Acid","Alchemical","Bomb","Consumable","Splash"],"id":"equipment-3286-3119","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Acid Flask Source Player Core 2 pg. 283, GM Core pg. 244 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage, and the listed acid splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Acid Flask (Lesser) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 3 gp Bulk L --- The bomb deals 1d6 persistent acid damage and 1 acid splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Acid Flask (Moderate) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent acid damage and 2 acid splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Acid Flask (Greater) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent acid damage and 3 acid splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Acid Flask (Major) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 persistent acid damage and 4 acid splash damage.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent acid damage and 2 acid splash damage.","primary_source":"Player Core 2","trait_group":["Energy","Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3286","name":"Acid Flask (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3286-3119"},{"legacy_name":["Acid Flask"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3286","weakness":{},"price":25000,"legacy_id":["equipment-74"],"trait":["Acid","Alchemical","Bomb","Consumable","Splash"],"id":"equipment-3286-3120","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Acid Flask Source Player Core 2 pg. 283, GM Core pg. 244 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage, and the listed acid splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Acid Flask (Lesser) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 3 gp Bulk L --- The bomb deals 1d6 persistent acid damage and 1 acid splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Acid Flask (Moderate) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent acid damage and 2 acid splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Acid Flask (Greater) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent acid damage and 3 acid splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Acid Flask (Major) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 persistent acid damage and 4 acid splash damage.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent acid damage and 3 acid splash damage.","primary_source":"Player Core 2","trait_group":["Energy","Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3286","name":"Acid Flask (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3286-3120"},{"legacy_name":["Acid Flask"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3286","weakness":{},"price":250000,"legacy_id":["equipment-74"],"trait":["Acid","Alchemical","Bomb","Consumable","Splash"],"id":"equipment-3286-3121","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Acid Flask Source Player Core 2 pg. 283, GM Core pg. 244 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage, and the listed acid splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Acid Flask (Lesser) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 3 gp Bulk L --- The bomb deals 1d6 persistent acid damage and 1 acid splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Acid Flask (Moderate) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent acid damage and 2 acid splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Acid Flask (Greater) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent acid damage and 3 acid splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Acid Flask (Major) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 544 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 persistent acid damage and 4 acid splash damage.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d6 persistent acid damage and 4 acid splash damage.","primary_source":"Player Core 2","trait_group":["Energy","Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3286","name":"Acid Flask (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3286-3121"},{"item_child_id":["equipment-3287-3122","equipment-3287-3123","equipment-3287-3124","equipment-3287-3125"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-75"],"trait":["Alchemical","Bomb","Consumable","Fire","Splash"],"id":"equipment-3287","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Alchemist's Fire Source Player Core 2 pg. 283, GM Core pg. 244 Usage held in 1 hand Bulk L Activate Single Action Strike --- Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Alchemist's Fire (Lesser) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 3 gp Bulk L --- The bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Alchemist's Fire (Moderate) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage, 2 persistent fire damage, and 2 fire splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Alchemist's Fire (Greater) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage, 3 persistent fire damage, and 3 fire splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Alchemist's Fire (Major) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage, 4 persistent fire damage, and 4 fire splash damage.","element":["Fire"],"skill_mod":{},"summary":"Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, persistent …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3287","name":"Alchemist's Fire","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3287"},{"legacy_name":["Alchemist's Fire"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3287","weakness":{},"price":300,"legacy_id":["equipment-75"],"trait":["Alchemical","Bomb","Consumable","Fire","Splash"],"id":"equipment-3287-3122","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Alchemist's Fire Source Player Core 2 pg. 283, GM Core pg. 244 Usage held in 1 hand Bulk L Activate Single Action Strike --- Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Alchemist's Fire (Lesser) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 3 gp Bulk L --- The bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Alchemist's Fire (Moderate) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage, 2 persistent fire damage, and 2 fire splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Alchemist's Fire (Greater) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage, 3 persistent fire damage, and 3 fire splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Alchemist's Fire (Major) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage, 4 persistent fire damage, and 4 fire splash damage.","element":["Fire"],"skill_mod":{},"summary":"The bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3287","name":"Alchemist's Fire (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3287-3122"},{"legacy_name":["Alchemist's Fire"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3287","weakness":{},"price":1000,"legacy_id":["equipment-75"],"trait":["Alchemical","Bomb","Consumable","Fire","Splash"],"id":"equipment-3287-3123","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Alchemist's Fire Source Player Core 2 pg. 283, GM Core pg. 244 Usage held in 1 hand Bulk L Activate Single Action Strike --- Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Alchemist's Fire (Lesser) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 3 gp Bulk L --- The bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Alchemist's Fire (Moderate) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage, 2 persistent fire damage, and 2 fire splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Alchemist's Fire (Greater) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage, 3 persistent fire damage, and 3 fire splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Alchemist's Fire (Major) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage, 4 persistent fire damage, and 4 fire splash damage.","element":["Fire"],"skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage, 2 persistent fire damage, and 2 fire splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3287","name":"Alchemist's Fire (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3287-3123"},{"legacy_name":["Alchemist's Fire"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3287","weakness":{},"price":25000,"legacy_id":["equipment-75"],"trait":["Alchemical","Bomb","Consumable","Fire","Splash"],"id":"equipment-3287-3124","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Alchemist's Fire Source Player Core 2 pg. 283, GM Core pg. 244 Usage held in 1 hand Bulk L Activate Single Action Strike --- Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Alchemist's Fire (Lesser) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 3 gp Bulk L --- The bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Alchemist's Fire (Moderate) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage, 2 persistent fire damage, and 2 fire splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Alchemist's Fire (Greater) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage, 3 persistent fire damage, and 3 fire splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Alchemist's Fire (Major) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage, 4 persistent fire damage, and 4 fire splash damage.","element":["Fire"],"skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage, 3 persistent fire damage, and 3 fire splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3287","name":"Alchemist's Fire (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3287-3124"},{"legacy_name":["Alchemist's Fire"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3287","weakness":{},"price":250000,"legacy_id":["equipment-75"],"trait":["Alchemical","Bomb","Consumable","Fire","Splash"],"id":"equipment-3287-3125","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Alchemist's Fire Source Player Core 2 pg. 283, GM Core pg. 244 Usage held in 1 hand Bulk L Activate Single Action Strike --- Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Alchemist's Fire (Lesser) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 3 gp Bulk L --- The bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Alchemist's Fire (Moderate) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage, 2 persistent fire damage, and 2 fire splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Alchemist's Fire (Greater) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage, 3 persistent fire damage, and 3 fire splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Alchemist's Fire (Major) Source Player Core 2 pg. 283, GM Core pg. 244, Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage, 4 persistent fire damage, and 4 fire splash damage.","element":["Fire"],"skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage, 4 persistent fire damage, and 4 fire splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3287","name":"Alchemist's Fire (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3287-3125"},{"legacy_name":["Thunderstone"],"item_child_id":["equipment-3288-3126","equipment-3288-3127","equipment-3288-3128","equipment-3288-3129"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-79"],"trait":["Alchemical","Bomb","Consumable","Sonic","Splash"],"id":"equipment-3288","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blasting Stone Source Player Core 2 pg. 283 Usage held in 1 hand Bulk L Activate Single Action Strike --- When this pebble hits a creature or a hard surface, it explodes with a deafening bang. A blasting stone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be deafened until the end of its next turn. Many types of blasting stones grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blasting Stone (Lesser) Source Player Core 2 pg. 283 Price 3 gp Bulk L --- The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blasting Stone (Moderate) Source Player Core 2 pg. 283 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 sonic damage and 2 sonic splash damage, and the DC is 20. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blasting Stone (Greater) Source Player Core 2 pg. 283 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 sonic damage and 3 sonic splash damage, and the DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blasting Stone (Major) Source Player Core 2 pg. 283 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 sonic damage and 4 sonic splash damage, and the DC is 36.","skill_mod":{},"summary":"When this pebble hits a creature or a hard surface, it explodes with a deafening bang. A blasting stone deals the listed sonic damage and sonic …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3288","name":"Blasting Stone","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3288"},{"legacy_name":["Thunderstone"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3288","weakness":{},"price":300,"legacy_id":["equipment-79"],"trait":["Alchemical","Bomb","Consumable","Sonic","Splash"],"id":"equipment-3288-3126","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blasting Stone Source Player Core 2 pg. 283 Usage held in 1 hand Bulk L Activate Single Action Strike --- When this pebble hits a creature or a hard surface, it explodes with a deafening bang. A blasting stone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be deafened until the end of its next turn. Many types of blasting stones grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blasting Stone (Lesser) Source Player Core 2 pg. 283 Price 3 gp Bulk L --- The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blasting Stone (Moderate) Source Player Core 2 pg. 283 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 sonic damage and 2 sonic splash damage, and the DC is 20. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blasting Stone (Greater) Source Player Core 2 pg. 283 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 sonic damage and 3 sonic splash damage, and the DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blasting Stone (Major) Source Player Core 2 pg. 283 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 sonic damage and 4 sonic splash damage, and the DC is 36.","skill_mod":{},"summary":"The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3288","name":"Blasting Stone (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3288-3126"},{"legacy_name":["Thunderstone"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3288","weakness":{},"price":1000,"legacy_id":["equipment-79"],"trait":["Alchemical","Bomb","Consumable","Sonic","Splash"],"id":"equipment-3288-3127","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blasting Stone Source Player Core 2 pg. 283 Usage held in 1 hand Bulk L Activate Single Action Strike --- When this pebble hits a creature or a hard surface, it explodes with a deafening bang. A blasting stone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be deafened until the end of its next turn. Many types of blasting stones grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blasting Stone (Lesser) Source Player Core 2 pg. 283 Price 3 gp Bulk L --- The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blasting Stone (Moderate) Source Player Core 2 pg. 283 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 sonic damage and 2 sonic splash damage, and the DC is 20. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blasting Stone (Greater) Source Player Core 2 pg. 283 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 sonic damage and 3 sonic splash damage, and the DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blasting Stone (Major) Source Player Core 2 pg. 283 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 sonic damage and 4 sonic splash damage, and the DC is 36.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d4 sonic damage and 2 sonic splash damage, and the DC is 20.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3288","name":"Blasting Stone (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3288-3127"},{"legacy_name":["Thunderstone"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3288","weakness":{},"price":25000,"legacy_id":["equipment-79"],"trait":["Alchemical","Bomb","Consumable","Sonic","Splash"],"id":"equipment-3288-3128","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blasting Stone Source Player Core 2 pg. 283 Usage held in 1 hand Bulk L Activate Single Action Strike --- When this pebble hits a creature or a hard surface, it explodes with a deafening bang. A blasting stone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be deafened until the end of its next turn. Many types of blasting stones grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blasting Stone (Lesser) Source Player Core 2 pg. 283 Price 3 gp Bulk L --- The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blasting Stone (Moderate) Source Player Core 2 pg. 283 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 sonic damage and 2 sonic splash damage, and the DC is 20. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blasting Stone (Greater) Source Player Core 2 pg. 283 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 sonic damage and 3 sonic splash damage, and the DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blasting Stone (Major) Source Player Core 2 pg. 283 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 sonic damage and 4 sonic splash damage, and the DC is 36.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d4 sonic damage and 3 sonic splash damage, and the DC is 28.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3288","name":"Blasting Stone (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3288-3128"},{"legacy_name":["Thunderstone"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3288","weakness":{},"price":250000,"legacy_id":["equipment-79"],"trait":["Alchemical","Bomb","Consumable","Sonic","Splash"],"id":"equipment-3288-3129","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blasting Stone Source Player Core 2 pg. 283 Usage held in 1 hand Bulk L Activate Single Action Strike --- When this pebble hits a creature or a hard surface, it explodes with a deafening bang. A blasting stone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be deafened until the end of its next turn. Many types of blasting stones grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blasting Stone (Lesser) Source Player Core 2 pg. 283 Price 3 gp Bulk L --- The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blasting Stone (Moderate) Source Player Core 2 pg. 283 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 sonic damage and 2 sonic splash damage, and the DC is 20. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blasting Stone (Greater) Source Player Core 2 pg. 283 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 sonic damage and 3 sonic splash damage, and the DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blasting Stone (Major) Source Player Core 2 pg. 283 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 sonic damage and 4 sonic splash damage, and the DC is 36.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d4 sonic damage and 4 sonic splash damage, and the DC is 36.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3288","name":"Blasting Stone (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3288-3129"},{"item_child_id":["equipment-3289-3130","equipment-3289-3131","equipment-3289-3132","equipment-3289-3133"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-684"],"trait":["Alchemical","Bomb","Consumable","Poison","Splash"],"id":"equipment-3289","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blight Bomb Source Player Core 2 pg. 283 Usage held in 1 hand Bulk L Activate Single Action Strike --- Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage, persistent poison damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blight Bomb (Lesser) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 3 gp Bulk L --- The bomb deals 1d4 poison damage, 1d4 persistent poison damage, and 1 poison splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blight Bomb (Moderate) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage, 2d4 persistent poison damage, and 2 poison splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blight Bomb (Greater) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blight Bomb (Major) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage, 4d4 persistent poison damage, and 4 poison splash damage.","skill_mod":{},"summary":"Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage, persistent poison damage , and splash …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3289","name":"Blight Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3289"},{"legacy_name":["Blight Bomb"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3289","weakness":{},"price":300,"legacy_id":["equipment-684"],"trait":["Alchemical","Bomb","Consumable","Poison","Splash"],"id":"equipment-3289-3130","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blight Bomb Source Player Core 2 pg. 283 Usage held in 1 hand Bulk L Activate Single Action Strike --- Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage, persistent poison damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blight Bomb (Lesser) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 3 gp Bulk L --- The bomb deals 1d4 poison damage, 1d4 persistent poison damage, and 1 poison splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blight Bomb (Moderate) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage, 2d4 persistent poison damage, and 2 poison splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blight Bomb (Greater) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blight Bomb (Major) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage, 4d4 persistent poison damage, and 4 poison splash damage.","skill_mod":{},"summary":"The bomb deals 1d4 poison damage, 1d4 persistent poison damage, and 1 poison splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3289","name":"Blight Bomb (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3289-3130"},{"legacy_name":["Blight Bomb"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3289","weakness":{},"price":1000,"legacy_id":["equipment-684"],"trait":["Alchemical","Bomb","Consumable","Poison","Splash"],"id":"equipment-3289-3131","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blight Bomb Source Player Core 2 pg. 283 Usage held in 1 hand Bulk L Activate Single Action Strike --- Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage, persistent poison damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blight Bomb (Lesser) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 3 gp Bulk L --- The bomb deals 1d4 poison damage, 1d4 persistent poison damage, and 1 poison splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blight Bomb (Moderate) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage, 2d4 persistent poison damage, and 2 poison splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blight Bomb (Greater) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blight Bomb (Major) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage, 4d4 persistent poison damage, and 4 poison splash damage.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage, 2d4 persistent poison damage, and 2 poison splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3289","name":"Blight Bomb (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3289-3131"},{"legacy_name":["Blight Bomb"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3289","weakness":{},"price":25000,"legacy_id":["equipment-684"],"trait":["Alchemical","Bomb","Consumable","Poison","Splash"],"id":"equipment-3289-3132","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blight Bomb Source Player Core 2 pg. 283 Usage held in 1 hand Bulk L Activate Single Action Strike --- Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage, persistent poison damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blight Bomb (Lesser) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 3 gp Bulk L --- The bomb deals 1d4 poison damage, 1d4 persistent poison damage, and 1 poison splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blight Bomb (Moderate) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage, 2d4 persistent poison damage, and 2 poison splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blight Bomb (Greater) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blight Bomb (Major) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage, 4d4 persistent poison damage, and 4 poison splash damage.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage, 3d4 persistent poison damage, and 3 poison splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3289","name":"Blight Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3289-3132"},{"legacy_name":["Blight Bomb"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3289","weakness":{},"price":250000,"legacy_id":["equipment-684"],"trait":["Alchemical","Bomb","Consumable","Poison","Splash"],"id":"equipment-3289-3133","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blight Bomb Source Player Core 2 pg. 283 Usage held in 1 hand Bulk L Activate Single Action Strike --- Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage, persistent poison damage, and splash damage. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blight Bomb (Lesser) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 3 gp Bulk L --- The bomb deals 1d4 poison damage, 1d4 persistent poison damage, and 1 poison splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blight Bomb (Moderate) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage, 2d4 persistent poison damage, and 2 poison splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blight Bomb (Greater) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blight Bomb (Major) Source Player Core 2 pg. 283, Advanced Player's Guide pg. 252 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage, 4d4 persistent poison damage, and 4 poison splash damage.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage, 4d4 persistent poison damage, and 4 poison splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3289","name":"Blight Bomb (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3289-3133"},{"item_child_id":["equipment-3290-3134","equipment-3290-3135","equipment-3290-3136","equipment-3290-3137"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-76"],"trait":["Alchemical","Bomb","Consumable","Electricity","Splash"],"id":"equipment-3290","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bottled Lightning Source Player Core 2 pg. 284 Usage held in 1 hand Bulk L Activate Single Action Strike --- Bottled lightning is packed with volatile reagents that create a blast of electricity when they're exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes off-guard until the start of your next turn. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bottled Lightning (Lesser) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 3 gp Bulk L --- The bomb deals 1d6 electricity damage and 1 electricity splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bottled Lightning (Moderate) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 electricity damage and 2 electricity splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bottled Lightning (Greater) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 electricity damage and 3 electricity splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Bottled Lightning (Major) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 electricity damage and 4 electricity splash damage.","skill_mod":{},"summary":"Bottled lightning is packed with volatile reagents that create a blast of electricity when they're exposed to air. Bottled lightning deals the listed …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3290","name":"Bottled Lightning","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3290"},{"legacy_name":["Bottled Lightning"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3290","weakness":{},"price":300,"legacy_id":["equipment-76"],"trait":["Alchemical","Bomb","Consumable","Electricity","Splash"],"id":"equipment-3290-3134","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bottled Lightning Source Player Core 2 pg. 284 Usage held in 1 hand Bulk L Activate Single Action Strike --- Bottled lightning is packed with volatile reagents that create a blast of electricity when they're exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes off-guard until the start of your next turn. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bottled Lightning (Lesser) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 3 gp Bulk L --- The bomb deals 1d6 electricity damage and 1 electricity splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bottled Lightning (Moderate) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 electricity damage and 2 electricity splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bottled Lightning (Greater) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 electricity damage and 3 electricity splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Bottled Lightning (Major) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 electricity damage and 4 electricity splash damage.","skill_mod":{},"summary":"The bomb deals 1d6 electricity damage and 1 electricity splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3290","name":"Bottled Lightning (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3290-3134"},{"legacy_name":["Bottled Lightning"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3290","weakness":{},"price":1000,"legacy_id":["equipment-76"],"trait":["Alchemical","Bomb","Consumable","Electricity","Splash"],"id":"equipment-3290-3135","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bottled Lightning Source Player Core 2 pg. 284 Usage held in 1 hand Bulk L Activate Single Action Strike --- Bottled lightning is packed with volatile reagents that create a blast of electricity when they're exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes off-guard until the start of your next turn. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bottled Lightning (Lesser) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 3 gp Bulk L --- The bomb deals 1d6 electricity damage and 1 electricity splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bottled Lightning (Moderate) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 electricity damage and 2 electricity splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bottled Lightning (Greater) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 electricity damage and 3 electricity splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Bottled Lightning (Major) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 electricity damage and 4 electricity splash damage.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d6 electricity damage and 2 electricity splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3290","name":"Bottled Lightning (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3290-3135"},{"legacy_name":["Bottled Lightning"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3290","weakness":{},"price":25000,"legacy_id":["equipment-76"],"trait":["Alchemical","Bomb","Consumable","Electricity","Splash"],"id":"equipment-3290-3136","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bottled Lightning Source Player Core 2 pg. 284 Usage held in 1 hand Bulk L Activate Single Action Strike --- Bottled lightning is packed with volatile reagents that create a blast of electricity when they're exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes off-guard until the start of your next turn. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bottled Lightning (Lesser) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 3 gp Bulk L --- The bomb deals 1d6 electricity damage and 1 electricity splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bottled Lightning (Moderate) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 electricity damage and 2 electricity splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bottled Lightning (Greater) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 electricity damage and 3 electricity splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Bottled Lightning (Major) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 electricity damage and 4 electricity splash damage.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d6 electricity damage and 3 electricity splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3290","name":"Bottled Lightning (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3290-3136"},{"legacy_name":["Bottled Lightning"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3290","weakness":{},"price":250000,"legacy_id":["equipment-76"],"trait":["Alchemical","Bomb","Consumable","Electricity","Splash"],"id":"equipment-3290-3137","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bottled Lightning Source Player Core 2 pg. 284 Usage held in 1 hand Bulk L Activate Single Action Strike --- Bottled lightning is packed with volatile reagents that create a blast of electricity when they're exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes off-guard until the start of your next turn. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bottled Lightning (Lesser) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 3 gp Bulk L --- The bomb deals 1d6 electricity damage and 1 electricity splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bottled Lightning (Moderate) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 electricity damage and 2 electricity splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bottled Lightning (Greater) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 electricity damage and 3 electricity splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Bottled Lightning (Major) Source Player Core 2 pg. 284, Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 electricity damage and 4 electricity splash damage.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d6 electricity damage and 4 electricity splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3290","name":"Bottled Lightning (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3290-3137"},{"item_child_id":["equipment-3291-3138","equipment-3291-3139","equipment-3291-3140"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-685"],"trait":["Alchemical","Bomb","Consumable","Earth","Splash"],"id":"equipment-3291","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Crystal Shards Source Player Core 2 pg. 284 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask holds a pressurized red-brown gas flecked with bits of sublimated crystal. You gain the listed item bonus to attack rolls. When the bomb explodes, it deals the listed piercing damage and piercing splash damage as the mixture suddenly turns into solid crystals flying at high speeds. On a hit, the target takes 1 persistent bleed damage from the crystals embedded in its flesh. As long as the bleed damage persists, the target also takes a –5-foot penalty to its speed. The target can spend an Interact action to remove the crystals, reducing the DC to stop the bleeding. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Crystal Shards (Moderate) Source Player Core 2 pg. 284, Advanced Player's Guide pg. 252 Price 16 gp Bulk L --- The item bonus is +1. The bomb deals 2d4 piercing damage and 4 piercing splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Crystal Shards (Greater) Source Player Core 2 pg. 284, Advanced Player's Guide pg. 252 Price 350 gp Bulk L --- The item bonus is +2. The bomb deals 3d4 piercing damage and 5 piercing splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Crystal Shards (Major) Source Player Core 2 pg. 284, Advanced Player's Guide pg. 252 Price 4,000 gp Bulk L --- The item bonus is +3. The bomb deals 4d4 piercing damage and 6 piercing splash damage.","element":["Earth"],"skill_mod":{},"summary":"This flask holds a pressurized red-brown gas flecked with bits of sublimated crystal. You gain the listed item bonus to attack rolls. When the bomb …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Elemental","Planar","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3291","name":"Crystal Shards","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3291"},{"legacy_name":["Crystal Shards"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3291","weakness":{},"price":1600,"legacy_id":["equipment-685"],"trait":["Alchemical","Bomb","Consumable","Earth","Splash"],"id":"equipment-3291-3138","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Crystal Shards Source Player Core 2 pg. 284 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask holds a pressurized red-brown gas flecked with bits of sublimated crystal. You gain the listed item bonus to attack rolls. When the bomb explodes, it deals the listed piercing damage and piercing splash damage as the mixture suddenly turns into solid crystals flying at high speeds. On a hit, the target takes 1 persistent bleed damage from the crystals embedded in its flesh. As long as the bleed damage persists, the target also takes a –5-foot penalty to its speed. The target can spend an Interact action to remove the crystals, reducing the DC to stop the bleeding. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Crystal Shards (Moderate) Source Player Core 2 pg. 284, Advanced Player's Guide pg. 252 Price 16 gp Bulk L --- The item bonus is +1. The bomb deals 2d4 piercing damage and 4 piercing splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Crystal Shards (Greater) Source Player Core 2 pg. 284, Advanced Player's Guide pg. 252 Price 350 gp Bulk L --- The item bonus is +2. The bomb deals 3d4 piercing damage and 5 piercing splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Crystal Shards (Major) Source Player Core 2 pg. 284, Advanced Player's Guide pg. 252 Price 4,000 gp Bulk L --- The item bonus is +3. The bomb deals 4d4 piercing damage and 6 piercing splash damage.","element":["Earth"],"skill_mod":{},"summary":"The item bonus is +1. The bomb deals 2d4 piercing damage and 4 piercing splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Elemental","Planar","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3291","name":"Crystal Shards (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3291-3138"},{"legacy_name":["Crystal Shards"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3291","weakness":{},"price":35000,"legacy_id":["equipment-685"],"trait":["Alchemical","Bomb","Consumable","Earth","Splash"],"id":"equipment-3291-3139","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Crystal Shards Source Player Core 2 pg. 284 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask holds a pressurized red-brown gas flecked with bits of sublimated crystal. You gain the listed item bonus to attack rolls. When the bomb explodes, it deals the listed piercing damage and piercing splash damage as the mixture suddenly turns into solid crystals flying at high speeds. On a hit, the target takes 1 persistent bleed damage from the crystals embedded in its flesh. As long as the bleed damage persists, the target also takes a –5-foot penalty to its speed. The target can spend an Interact action to remove the crystals, reducing the DC to stop the bleeding. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Crystal Shards (Moderate) Source Player Core 2 pg. 284, Advanced Player's Guide pg. 252 Price 16 gp Bulk L --- The item bonus is +1. The bomb deals 2d4 piercing damage and 4 piercing splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Crystal Shards (Greater) Source Player Core 2 pg. 284, Advanced Player's Guide pg. 252 Price 350 gp Bulk L --- The item bonus is +2. The bomb deals 3d4 piercing damage and 5 piercing splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Crystal Shards (Major) Source Player Core 2 pg. 284, Advanced Player's Guide pg. 252 Price 4,000 gp Bulk L --- The item bonus is +3. The bomb deals 4d4 piercing damage and 6 piercing splash damage.","element":["Earth"],"skill_mod":{},"summary":"The item bonus is +2. The bomb deals 3d4 piercing damage and 5 piercing splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Elemental","Planar","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3291","name":"Crystal Shards (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3291-3139"},{"legacy_name":["Crystal Shards"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3291","weakness":{},"price":400000,"legacy_id":["equipment-685"],"trait":["Alchemical","Bomb","Consumable","Earth","Splash"],"id":"equipment-3291-3140","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Crystal Shards Source Player Core 2 pg. 284 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask holds a pressurized red-brown gas flecked with bits of sublimated crystal. You gain the listed item bonus to attack rolls. When the bomb explodes, it deals the listed piercing damage and piercing splash damage as the mixture suddenly turns into solid crystals flying at high speeds. On a hit, the target takes 1 persistent bleed damage from the crystals embedded in its flesh. As long as the bleed damage persists, the target also takes a –5-foot penalty to its speed. The target can spend an Interact action to remove the crystals, reducing the DC to stop the bleeding. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Crystal Shards (Moderate) Source Player Core 2 pg. 284, Advanced Player's Guide pg. 252 Price 16 gp Bulk L --- The item bonus is +1. The bomb deals 2d4 piercing damage and 4 piercing splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Crystal Shards (Greater) Source Player Core 2 pg. 284, Advanced Player's Guide pg. 252 Price 350 gp Bulk L --- The item bonus is +2. The bomb deals 3d4 piercing damage and 5 piercing splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Crystal Shards (Major) Source Player Core 2 pg. 284, Advanced Player's Guide pg. 252 Price 4,000 gp Bulk L --- The item bonus is +3. The bomb deals 4d4 piercing damage and 6 piercing splash damage.","element":["Earth"],"skill_mod":{},"summary":"The item bonus is +3. The bomb deals 4d4 piercing damage and 6 piercing splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Elemental","Planar","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3291","name":"Crystal Shards (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3291-3140"},{"item_child_id":["equipment-3292-3141","equipment-3292-3142","equipment-3292-3143","equipment-3292-3144"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-686"],"trait":["Alchemical","Bomb","Consumable","Emotion","Fear","Mental","Poison","Splash"],"id":"equipment-3292","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Dread Ampoule Source Player Core 2 pg. 285, GM Core pg. 245 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage. On a hit, the target becomes frightened 1, or frightened 2 on a critical hit. Many types also grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Dread Ampoule (Lesser) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 3 gp Bulk L --- The bomb deals 1d6 mental damage and 1 mental splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Dread Ampoule (Moderate) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Dread Ampoule (Greater) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 300 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Dread Ampoule (Major) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 3,000 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 mental damage and 4 mental splash damage.","skill_mod":{},"summary":"This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3292","name":"Dread Ampoule","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3292"},{"legacy_name":["Dread Ampoule"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3292","weakness":{},"price":300,"legacy_id":["equipment-686"],"trait":["Alchemical","Bomb","Consumable","Emotion","Fear","Mental","Poison","Splash"],"id":"equipment-3292-3141","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Dread Ampoule Source Player Core 2 pg. 285, GM Core pg. 245 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage. On a hit, the target becomes frightened 1, or frightened 2 on a critical hit. Many types also grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Dread Ampoule (Lesser) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 3 gp Bulk L --- The bomb deals 1d6 mental damage and 1 mental splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Dread Ampoule (Moderate) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Dread Ampoule (Greater) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 300 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Dread Ampoule (Major) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 3,000 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 mental damage and 4 mental splash damage.","skill_mod":{},"summary":"The bomb deals 1d6 mental damage and 1 mental splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3292","name":"Dread Ampoule (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3292-3141"},{"legacy_name":["Dread Ampoule"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3292","weakness":{},"price":1000,"legacy_id":["equipment-686"],"trait":["Alchemical","Bomb","Consumable","Emotion","Fear","Mental","Poison","Splash"],"id":"equipment-3292-3142","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Dread Ampoule Source Player Core 2 pg. 285, GM Core pg. 245 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage. On a hit, the target becomes frightened 1, or frightened 2 on a critical hit. Many types also grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Dread Ampoule (Lesser) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 3 gp Bulk L --- The bomb deals 1d6 mental damage and 1 mental splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Dread Ampoule (Moderate) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Dread Ampoule (Greater) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 300 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Dread Ampoule (Major) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 3,000 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 mental damage and 4 mental splash damage.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3292","name":"Dread Ampoule (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3292-3142"},{"legacy_name":["Dread Ampoule"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3292","weakness":{},"price":30000,"legacy_id":["equipment-686"],"trait":["Alchemical","Bomb","Consumable","Emotion","Fear","Mental","Poison","Splash"],"id":"equipment-3292-3143","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Dread Ampoule Source Player Core 2 pg. 285, GM Core pg. 245 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage. On a hit, the target becomes frightened 1, or frightened 2 on a critical hit. Many types also grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Dread Ampoule (Lesser) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 3 gp Bulk L --- The bomb deals 1d6 mental damage and 1 mental splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Dread Ampoule (Moderate) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Dread Ampoule (Greater) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 300 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Dread Ampoule (Major) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 3,000 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 mental damage and 4 mental splash damage.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3292","name":"Dread Ampoule (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3292-3143"},{"legacy_name":["Dread Ampoule"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3292","weakness":{},"price":300000,"legacy_id":["equipment-686"],"trait":["Alchemical","Bomb","Consumable","Emotion","Fear","Mental","Poison","Splash"],"id":"equipment-3292-3144","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Dread Ampoule Source Player Core 2 pg. 285, GM Core pg. 245 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage. On a hit, the target becomes frightened 1, or frightened 2 on a critical hit. Many types also grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Dread Ampoule (Lesser) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 3 gp Bulk L --- The bomb deals 1d6 mental damage and 1 mental splash damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Dread Ampoule (Moderate) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Dread Ampoule (Greater) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 300 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Dread Ampoule (Major) Source Player Core 2 pg. 285, GM Core pg. 245, Advanced Player's Guide pg. 253 Price 3,000 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 mental damage and 4 mental splash damage.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d6 mental damage and 4 mental splash damage.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3292","name":"Dread Ampoule (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3292-3144"},{"item_child_id":["equipment-3293-3145","equipment-3293-3146","equipment-3293-3147","equipment-3293-3148"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-77"],"trait":["Alchemical","Bomb","Cold","Consumable","Splash"],"id":"equipment-3293","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Frost Vial Source Player Core 2 pg. 285 Usage held in 1 hand Bulk L Activate Single Action Strike --- The bright blue liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Frost Vial (Lesser) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 3 gp Bulk L --- The bomb deals 1d6 cold damage and 1 cold splash damage, and the target takes a –5-foot penalty. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Frost Vial (Moderate) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 cold damage and 2 cold splash damage, and the target takes a –10-foot penalty. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Frost Vial (Greater) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 cold damage and 3 cold splash damage, and the target takes a –10-foot penalty. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Frost Vial (Major) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 cold damage and 4 cold splash damage, and the target takes a –15-foot penalty.","skill_mod":{},"summary":"The bright blue liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3293","name":"Frost Vial","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3293"},{"legacy_name":["Frost Vial"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3293","weakness":{},"price":300,"legacy_id":["equipment-77"],"trait":["Alchemical","Bomb","Cold","Consumable","Splash"],"id":"equipment-3293-3145","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Frost Vial Source Player Core 2 pg. 285 Usage held in 1 hand Bulk L Activate Single Action Strike --- The bright blue liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Frost Vial (Lesser) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 3 gp Bulk L --- The bomb deals 1d6 cold damage and 1 cold splash damage, and the target takes a –5-foot penalty. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Frost Vial (Moderate) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 cold damage and 2 cold splash damage, and the target takes a –10-foot penalty. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Frost Vial (Greater) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 cold damage and 3 cold splash damage, and the target takes a –10-foot penalty. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Frost Vial (Major) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 cold damage and 4 cold splash damage, and the target takes a –15-foot penalty.","skill_mod":{},"summary":"The bomb deals 1d6 cold damage and 1 cold splash damage, and the target takes a –5-foot penalty.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3293","name":"Frost Vial (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3293-3145"},{"legacy_name":["Frost Vial"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3293","weakness":{},"price":1000,"legacy_id":["equipment-77"],"trait":["Alchemical","Bomb","Cold","Consumable","Splash"],"id":"equipment-3293-3146","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Frost Vial Source Player Core 2 pg. 285 Usage held in 1 hand Bulk L Activate Single Action Strike --- The bright blue liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Frost Vial (Lesser) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 3 gp Bulk L --- The bomb deals 1d6 cold damage and 1 cold splash damage, and the target takes a –5-foot penalty. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Frost Vial (Moderate) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 cold damage and 2 cold splash damage, and the target takes a –10-foot penalty. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Frost Vial (Greater) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 cold damage and 3 cold splash damage, and the target takes a –10-foot penalty. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Frost Vial (Major) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 cold damage and 4 cold splash damage, and the target takes a –15-foot penalty.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d6 cold damage and 2 cold splash damage, and the target takes a –10-foot penalty.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3293","name":"Frost Vial (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3293-3146"},{"legacy_name":["Frost Vial"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3293","weakness":{},"price":25000,"legacy_id":["equipment-77"],"trait":["Alchemical","Bomb","Cold","Consumable","Splash"],"id":"equipment-3293-3147","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Frost Vial Source Player Core 2 pg. 285 Usage held in 1 hand Bulk L Activate Single Action Strike --- The bright blue liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Frost Vial (Lesser) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 3 gp Bulk L --- The bomb deals 1d6 cold damage and 1 cold splash damage, and the target takes a –5-foot penalty. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Frost Vial (Moderate) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 cold damage and 2 cold splash damage, and the target takes a –10-foot penalty. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Frost Vial (Greater) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 cold damage and 3 cold splash damage, and the target takes a –10-foot penalty. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Frost Vial (Major) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 cold damage and 4 cold splash damage, and the target takes a –15-foot penalty.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d6 cold damage and 3 cold splash damage, and the target takes a –10-foot penalty.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3293","name":"Frost Vial (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3293-3147"},{"legacy_name":["Frost Vial"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3293","weakness":{},"price":250000,"legacy_id":["equipment-77"],"trait":["Alchemical","Bomb","Cold","Consumable","Splash"],"id":"equipment-3293-3148","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Frost Vial Source Player Core 2 pg. 285 Usage held in 1 hand Bulk L Activate Single Action Strike --- The bright blue liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Frost Vial (Lesser) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 3 gp Bulk L --- The bomb deals 1d6 cold damage and 1 cold splash damage, and the target takes a –5-foot penalty. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Frost Vial (Moderate) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 cold damage and 2 cold splash damage, and the target takes a –10-foot penalty. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Frost Vial (Greater) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 cold damage and 3 cold splash damage, and the target takes a –10-foot penalty. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Frost Vial (Major) Source Player Core 2 pg. 285, Core Rulebook pg. 545 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 cold damage and 4 cold splash damage, and the target takes a –15-foot penalty.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d6 cold damage and 4 cold splash damage, and the target takes a –15-foot penalty.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Energy","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3293","name":"Frost Vial (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3293-3148"},{"item_child_id":["equipment-3294-3149","equipment-3294-3150","equipment-3294-3151","equipment-3294-3152"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-687"],"trait":["Alchemical","Bomb","Consumable","Splash","Vitality","Positive"],"id":"equipment-3294","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ghost Charge Source Player Core 2 pg. 285 Usage held in 1 hand Bulk L Activate Single Action Strike --- These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed vitality damage and splash damage, though as usual for vitality damage, this damage harms only undead and creatures with void healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next turn. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ghost Charge (Lesser) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 3 gp Bulk L --- The bomb deals 1d8 vitality damage and 1 vitality splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ghost Charge (Moderate) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 vitality damage and 2 vitality splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Ghost Charge (Greater) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 vitality damage and 3 vitality splash damage, and the target is enfeebled 2 until the start of your next turn. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Ghost Charge (Major) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 vitality damage and 4 vitality splash damage, and the target is enfeebled 2 until the start of your next turn.","skill_mod":{},"summary":"These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics","Energy","Planar","Creature Type"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3294","name":"Ghost Charge","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3294"},{"legacy_name":["Ghost Charge"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3294","weakness":{},"price":300,"legacy_id":["equipment-687"],"trait":["Alchemical","Bomb","Consumable","Splash","Vitality","Positive"],"id":"equipment-3294-3149","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ghost Charge Source Player Core 2 pg. 285 Usage held in 1 hand Bulk L Activate Single Action Strike --- These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed vitality damage and splash damage, though as usual for vitality damage, this damage harms only undead and creatures with void healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next turn. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ghost Charge (Lesser) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 3 gp Bulk L --- The bomb deals 1d8 vitality damage and 1 vitality splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ghost Charge (Moderate) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 vitality damage and 2 vitality splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Ghost Charge (Greater) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 vitality damage and 3 vitality splash damage, and the target is enfeebled 2 until the start of your next turn. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Ghost Charge (Major) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 vitality damage and 4 vitality splash damage, and the target is enfeebled 2 until the start of your next turn.","skill_mod":{},"summary":"The bomb deals 1d8 vitality damage and 1 vitality splash damage, and the target is enfeebled 1 until the start of your next turn.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics","Energy","Planar","Creature Type"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3294","name":"Ghost Charge (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3294-3149"},{"legacy_name":["Ghost Charge"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3294","weakness":{},"price":1000,"legacy_id":["equipment-687"],"trait":["Alchemical","Bomb","Consumable","Splash","Vitality","Positive"],"id":"equipment-3294-3150","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ghost Charge Source Player Core 2 pg. 285 Usage held in 1 hand Bulk L Activate Single Action Strike --- These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed vitality damage and splash damage, though as usual for vitality damage, this damage harms only undead and creatures with void healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next turn. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ghost Charge (Lesser) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 3 gp Bulk L --- The bomb deals 1d8 vitality damage and 1 vitality splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ghost Charge (Moderate) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 vitality damage and 2 vitality splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Ghost Charge (Greater) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 vitality damage and 3 vitality splash damage, and the target is enfeebled 2 until the start of your next turn. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Ghost Charge (Major) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 vitality damage and 4 vitality splash damage, and the target is enfeebled 2 until the start of your next turn.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d8 vitality damage and 2 vitality splash damage, and the target is enfeebled 1 until the …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics","Energy","Planar","Creature Type"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3294","name":"Ghost Charge (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3294-3150"},{"legacy_name":["Ghost Charge"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3294","weakness":{},"price":25000,"legacy_id":["equipment-687"],"trait":["Alchemical","Bomb","Consumable","Splash","Vitality","Positive"],"id":"equipment-3294-3151","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ghost Charge Source Player Core 2 pg. 285 Usage held in 1 hand Bulk L Activate Single Action Strike --- These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed vitality damage and splash damage, though as usual for vitality damage, this damage harms only undead and creatures with void healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next turn. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ghost Charge (Lesser) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 3 gp Bulk L --- The bomb deals 1d8 vitality damage and 1 vitality splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ghost Charge (Moderate) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 vitality damage and 2 vitality splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Ghost Charge (Greater) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 vitality damage and 3 vitality splash damage, and the target is enfeebled 2 until the start of your next turn. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Ghost Charge (Major) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 vitality damage and 4 vitality splash damage, and the target is enfeebled 2 until the start of your next turn.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d8 vitality damage and 3 vitality splash damage, and the target is enfeebled 2 until the …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics","Energy","Planar","Creature Type"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3294","name":"Ghost Charge (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3294-3151"},{"legacy_name":["Ghost Charge"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3294","weakness":{},"price":250000,"legacy_id":["equipment-687"],"trait":["Alchemical","Bomb","Consumable","Splash","Vitality","Positive"],"id":"equipment-3294-3152","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ghost Charge Source Player Core 2 pg. 285 Usage held in 1 hand Bulk L Activate Single Action Strike --- These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed vitality damage and splash damage, though as usual for vitality damage, this damage harms only undead and creatures with void healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next turn. Many types grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ghost Charge (Lesser) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 3 gp Bulk L --- The bomb deals 1d8 vitality damage and 1 vitality splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ghost Charge (Moderate) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The bomb deals 2d8 vitality damage and 2 vitality splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Ghost Charge (Greater) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The bomb deals 3d8 vitality damage and 3 vitality splash damage, and the target is enfeebled 2 until the start of your next turn. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Ghost Charge (Major) Source Player Core 2 pg. 285, Advanced Player's Guide pg. 253 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The bomb deals 4d8 vitality damage and 4 vitality splash damage, and the target is enfeebled 2 until the start of your next turn.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d8 vitality damage and 4 vitality splash damage, and the target is enfeebled 2 until the …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics","Energy","Planar","Creature Type"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3294","name":"Ghost Charge (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3294-3152"},{"legacy_name":["Tanglefoot Bag"],"item_child_id":["equipment-3295-3153","equipment-3295-3154","equipment-3295-3155","equipment-3295-3156"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-78"],"trait":["Alchemical","Bomb","Consumable"],"id":"equipment-3295","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Glue Bomb Source Player Core 2 pg. 285, GM Core pg. 245 Usage held in 1 hand Bulk L Activate Single Action Strike --- A glue bomb is a harmless explosive mechanism bursting with sticky substances. When you hit a creature with a glue bomb, that creature takes a status penalty to its Speeds for 1 minute. Many types of glue bomb also grant an item bonus to attack rolls. On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Glue bombs aren't effective when used on a creature that's in water. The target can end any effects by Escaping or spending a total of 3 manipulate actions to carefully remove the sticky substances. These manipulate actions don't have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Glue Bomb (Lesser) Source Player Core 2 pg. 285, GM Core pg. 245 Price 3 gp Bulk L --- The target takes a –10-foot penalty, and the Escape DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Glue Bomb (Moderate) Source Player Core 2 pg. 285, GM Core pg. 245 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The target takes a –15-foot penalty, and the Escape DC is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Glue Bomb (Greater) Source Player Core 2 pg. 285, GM Core pg. 245 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The target takes a –15-foot penalty, and the Escape DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Glue Bomb (Major) Source Player Core 2 pg. 285, GM Core pg. 245 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The target takes a –20-foot penalty, and the Escape DC is 37.","skill_mod":{},"summary":"A glue bomb is a harmless explosive mechanism bursting with sticky substances. When you hit a creature with a glue bomb, that creature takes a status …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3295","name":"Glue Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3295"},{"legacy_name":["Tanglefoot Bag"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3295","weakness":{},"price":300,"legacy_id":["equipment-78"],"trait":["Alchemical","Bomb","Consumable"],"id":"equipment-3295-3153","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Glue Bomb Source Player Core 2 pg. 285, GM Core pg. 245 Usage held in 1 hand Bulk L Activate Single Action Strike --- A glue bomb is a harmless explosive mechanism bursting with sticky substances. When you hit a creature with a glue bomb, that creature takes a status penalty to its Speeds for 1 minute. Many types of glue bomb also grant an item bonus to attack rolls. On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Glue bombs aren't effective when used on a creature that's in water. The target can end any effects by Escaping or spending a total of 3 manipulate actions to carefully remove the sticky substances. These manipulate actions don't have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Glue Bomb (Lesser) Source Player Core 2 pg. 285, GM Core pg. 245 Price 3 gp Bulk L --- The target takes a –10-foot penalty, and the Escape DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Glue Bomb (Moderate) Source Player Core 2 pg. 285, GM Core pg. 245 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The target takes a –15-foot penalty, and the Escape DC is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Glue Bomb (Greater) Source Player Core 2 pg. 285, GM Core pg. 245 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The target takes a –15-foot penalty, and the Escape DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Glue Bomb (Major) Source Player Core 2 pg. 285, GM Core pg. 245 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The target takes a –20-foot penalty, and the Escape DC is 37.","skill_mod":{},"summary":"The target takes a –10-foot penalty, and the Escape DC is 17.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3295","name":"Glue Bomb (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3295-3153"},{"legacy_name":["Tanglefoot Bag"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3295","weakness":{},"price":1000,"legacy_id":["equipment-78"],"trait":["Alchemical","Bomb","Consumable"],"id":"equipment-3295-3154","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Glue Bomb Source Player Core 2 pg. 285, GM Core pg. 245 Usage held in 1 hand Bulk L Activate Single Action Strike --- A glue bomb is a harmless explosive mechanism bursting with sticky substances. When you hit a creature with a glue bomb, that creature takes a status penalty to its Speeds for 1 minute. Many types of glue bomb also grant an item bonus to attack rolls. On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Glue bombs aren't effective when used on a creature that's in water. The target can end any effects by Escaping or spending a total of 3 manipulate actions to carefully remove the sticky substances. These manipulate actions don't have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Glue Bomb (Lesser) Source Player Core 2 pg. 285, GM Core pg. 245 Price 3 gp Bulk L --- The target takes a –10-foot penalty, and the Escape DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Glue Bomb (Moderate) Source Player Core 2 pg. 285, GM Core pg. 245 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The target takes a –15-foot penalty, and the Escape DC is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Glue Bomb (Greater) Source Player Core 2 pg. 285, GM Core pg. 245 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The target takes a –15-foot penalty, and the Escape DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Glue Bomb (Major) Source Player Core 2 pg. 285, GM Core pg. 245 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The target takes a –20-foot penalty, and the Escape DC is 37.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The target takes a –15-foot penalty, and the Escape DC is 19.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3295","name":"Glue Bomb (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3295-3154"},{"legacy_name":["Tanglefoot Bag"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3295","weakness":{},"price":25000,"legacy_id":["equipment-78"],"trait":["Alchemical","Bomb","Consumable"],"id":"equipment-3295-3155","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Glue Bomb Source Player Core 2 pg. 285, GM Core pg. 245 Usage held in 1 hand Bulk L Activate Single Action Strike --- A glue bomb is a harmless explosive mechanism bursting with sticky substances. When you hit a creature with a glue bomb, that creature takes a status penalty to its Speeds for 1 minute. Many types of glue bomb also grant an item bonus to attack rolls. On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Glue bombs aren't effective when used on a creature that's in water. The target can end any effects by Escaping or spending a total of 3 manipulate actions to carefully remove the sticky substances. These manipulate actions don't have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Glue Bomb (Lesser) Source Player Core 2 pg. 285, GM Core pg. 245 Price 3 gp Bulk L --- The target takes a –10-foot penalty, and the Escape DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Glue Bomb (Moderate) Source Player Core 2 pg. 285, GM Core pg. 245 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The target takes a –15-foot penalty, and the Escape DC is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Glue Bomb (Greater) Source Player Core 2 pg. 285, GM Core pg. 245 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The target takes a –15-foot penalty, and the Escape DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Glue Bomb (Major) Source Player Core 2 pg. 285, GM Core pg. 245 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The target takes a –20-foot penalty, and the Escape DC is 37.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The target takes a –15-foot penalty, and the Escape DC is 28.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3295","name":"Glue Bomb (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3295-3155"},{"legacy_name":["Tanglefoot Bag"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3295","weakness":{},"price":250000,"legacy_id":["equipment-78"],"trait":["Alchemical","Bomb","Consumable"],"id":"equipment-3295-3156","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Glue Bomb Source Player Core 2 pg. 285, GM Core pg. 245 Usage held in 1 hand Bulk L Activate Single Action Strike --- A glue bomb is a harmless explosive mechanism bursting with sticky substances. When you hit a creature with a glue bomb, that creature takes a status penalty to its Speeds for 1 minute. Many types of glue bomb also grant an item bonus to attack rolls. On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Glue bombs aren't effective when used on a creature that's in water. The target can end any effects by Escaping or spending a total of 3 manipulate actions to carefully remove the sticky substances. These manipulate actions don't have to be consecutive, and other creatures can provide the actions as well. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Glue Bomb (Lesser) Source Player Core 2 pg. 285, GM Core pg. 245 Price 3 gp Bulk L --- The target takes a –10-foot penalty, and the Escape DC is 17. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Glue Bomb (Moderate) Source Player Core 2 pg. 285, GM Core pg. 245 Price 10 gp Bulk L --- You gain a +1 item bonus to attack rolls. The target takes a –15-foot penalty, and the Escape DC is 19. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Glue Bomb (Greater) Source Player Core 2 pg. 285, GM Core pg. 245 Price 250 gp Bulk L --- You gain a +2 item bonus to attack rolls. The target takes a –15-foot penalty, and the Escape DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Glue Bomb (Major) Source Player Core 2 pg. 285, GM Core pg. 245 Price 2,500 gp Bulk L --- You gain a +3 item bonus to attack rolls. The target takes a –20-foot penalty, and the Escape DC is 37.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The target takes a –20-foot penalty, and the Escape DC is 37.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3295","name":"Glue Bomb (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3295-3156"},{"item_child_id":["equipment-3296-3157","equipment-3296-3158","equipment-3296-3159","equipment-3296-3160"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-80"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3296","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Antidote Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Antidote (Lesser) Source Player Core 2 pg. 286, GM Core pg. 245, Core Rulebook pg. 546 Price 3 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Antidote (Moderate) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 35 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Antidote (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 160 gp Bulk L --- You gain a +4 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Antidote (Major) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 675 gp Bulk L --- You gain a +4 item bonus, and when you drink the antidote, you can immediately attempt a save against one poison of 14th level or lower affecting you. If you succeed, the poison is neutralized.","skill_mod":{},"summary":"An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3296","name":"Antidote","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3296"},{"legacy_name":["Antidote"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3296","weakness":{},"price":300,"legacy_id":["equipment-80"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3296-3157","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Antidote Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Antidote (Lesser) Source Player Core 2 pg. 286, GM Core pg. 245, Core Rulebook pg. 546 Price 3 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Antidote (Moderate) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 35 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Antidote (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 160 gp Bulk L --- You gain a +4 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Antidote (Major) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 675 gp Bulk L --- You gain a +4 item bonus, and when you drink the antidote, you can immediately attempt a save against one poison of 14th level or lower affecting you. If you succeed, the poison is neutralized.","skill_mod":{},"summary":"You gain a +2 item bonus.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3296","name":"Antidote (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3296-3157"},{"legacy_name":["Antidote"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3296","weakness":{},"price":3500,"legacy_id":["equipment-80"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3296-3158","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Antidote Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Antidote (Lesser) Source Player Core 2 pg. 286, GM Core pg. 245, Core Rulebook pg. 546 Price 3 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Antidote (Moderate) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 35 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Antidote (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 160 gp Bulk L --- You gain a +4 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Antidote (Major) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 675 gp Bulk L --- You gain a +4 item bonus, and when you drink the antidote, you can immediately attempt a save against one poison of 14th level or lower affecting you. If you succeed, the poison is neutralized.","skill_mod":{},"summary":"You gain a +3 item bonus.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3296","name":"Antidote (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3296-3158"},{"legacy_name":["Antidote"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3296","weakness":{},"price":16000,"legacy_id":["equipment-80"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3296-3159","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Antidote Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Antidote (Lesser) Source Player Core 2 pg. 286, GM Core pg. 245, Core Rulebook pg. 546 Price 3 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Antidote (Moderate) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 35 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Antidote (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 160 gp Bulk L --- You gain a +4 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Antidote (Major) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 675 gp Bulk L --- You gain a +4 item bonus, and when you drink the antidote, you can immediately attempt a save against one poison of 14th level or lower affecting you. If you succeed, the poison is neutralized.","skill_mod":{},"summary":"You gain a +4 item bonus.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3296","name":"Antidote (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3296-3159"},{"legacy_name":["Antidote"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3296","weakness":{},"price":67500,"legacy_id":["equipment-80"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3296-3160","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Antidote Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Antidote (Lesser) Source Player Core 2 pg. 286, GM Core pg. 245, Core Rulebook pg. 546 Price 3 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Antidote (Moderate) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 35 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Antidote (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 160 gp Bulk L --- You gain a +4 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Antidote (Major) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 675 gp Bulk L --- You gain a +4 item bonus, and when you drink the antidote, you can immediately attempt a save against one poison of 14th level or lower affecting you. If you succeed, the poison is neutralized.","skill_mod":{},"summary":"You gain a +4 item bonus, and when you drink the antidote, you can immediately attempt a save against one poison of 14th level or lower affecting …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3296","name":"Antidote (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3296-3160"},{"item_child_id":["equipment-3297-3161","equipment-3297-3162","equipment-3297-3163","equipment-3297-3164"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-81"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3297","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Antiplague Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Antiplague can fortify the body's defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Antiplague (Lesser) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 3 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Antiplague (Moderate) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 35 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Antiplague (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 160 gp Bulk L --- You gain a +4 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Antiplague (Major) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 675 gp Bulk L --- You gain a +4 item bonus, and when you drink the antiplague, you can immediately attempt a saving throw against one disease of 14th level or lower affecting you. If you succeed, you’re cured of the disease.","skill_mod":{},"summary":"Antiplague can fortify the body's defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3297","name":"Antiplague","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3297"},{"legacy_name":["Antiplague"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3297","weakness":{},"price":300,"legacy_id":["equipment-81"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3297-3161","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Antiplague Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Antiplague can fortify the body's defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Antiplague (Lesser) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 3 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Antiplague (Moderate) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 35 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Antiplague (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 160 gp Bulk L --- You gain a +4 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Antiplague (Major) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 675 gp Bulk L --- You gain a +4 item bonus, and when you drink the antiplague, you can immediately attempt a saving throw against one disease of 14th level or lower affecting you. If you succeed, you’re cured of the disease.","skill_mod":{},"summary":"You gain a +2 item bonus.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3297","name":"Antiplague (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3297-3161"},{"legacy_name":["Antiplague"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3297","weakness":{},"price":3500,"legacy_id":["equipment-81"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3297-3162","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Antiplague Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Antiplague can fortify the body's defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Antiplague (Lesser) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 3 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Antiplague (Moderate) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 35 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Antiplague (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 160 gp Bulk L --- You gain a +4 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Antiplague (Major) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 675 gp Bulk L --- You gain a +4 item bonus, and when you drink the antiplague, you can immediately attempt a saving throw against one disease of 14th level or lower affecting you. If you succeed, you’re cured of the disease.","skill_mod":{},"summary":"You gain a +3 item bonus.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3297","name":"Antiplague (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3297-3162"},{"legacy_name":["Antiplague"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3297","weakness":{},"price":16000,"legacy_id":["equipment-81"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3297-3163","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Antiplague Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Antiplague can fortify the body's defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Antiplague (Lesser) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 3 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Antiplague (Moderate) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 35 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Antiplague (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 160 gp Bulk L --- You gain a +4 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Antiplague (Major) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 675 gp Bulk L --- You gain a +4 item bonus, and when you drink the antiplague, you can immediately attempt a saving throw against one disease of 14th level or lower affecting you. If you succeed, you’re cured of the disease.","skill_mod":{},"summary":"You gain a +4 item bonus.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3297","name":"Antiplague (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3297-3163"},{"legacy_name":["Antiplague"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3297","weakness":{},"price":67500,"legacy_id":["equipment-81"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3297-3164","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Antiplague Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Antiplague can fortify the body's defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Antiplague (Lesser) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 3 gp Bulk L --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Antiplague (Moderate) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 35 gp Bulk L --- You gain a +3 item bonus. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Antiplague (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 160 gp Bulk L --- You gain a +4 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Antiplague (Major) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 546 Price 675 gp Bulk L --- You gain a +4 item bonus, and when you drink the antiplague, you can immediately attempt a saving throw against one disease of 14th level or lower affecting you. If you succeed, you’re cured of the disease.","skill_mod":{},"summary":"You gain a +4 item bonus, and when you drink the antiplague, you can immediately attempt a saving throw against one disease of 14th level or lower …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3297","name":"Antiplague (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3297-3164"},{"item_child_id":["equipment-3298-3165","equipment-3298-3166"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-83"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3298","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bomber's Eye Elixir Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb Strikes reduce the circumstance bonus to AC your targets gain from cover. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bomber's Eye Elixir (Lesser) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 14 gp Bulk L --- Reduce your targets’ circumstance bonus by 1. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Bomber's Eye Elixir (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 700 gp Bulk L --- Reduce your targets’ circumstance bonus by 2.","skill_mod":{},"summary":"This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb Strikes reduce the circumstance bonus to AC your targets …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3298","name":"Bomber's Eye Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3298"},{"legacy_name":["Bomber's Eye Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3298","weakness":{},"price":1400,"legacy_id":["equipment-83"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3298-3165","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bomber's Eye Elixir Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb Strikes reduce the circumstance bonus to AC your targets gain from cover. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bomber's Eye Elixir (Lesser) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 14 gp Bulk L --- Reduce your targets’ circumstance bonus by 1. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Bomber's Eye Elixir (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 700 gp Bulk L --- Reduce your targets’ circumstance bonus by 2.","skill_mod":{},"summary":"Reduce your targets’ circumstance bonus by 1.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3298","name":"Bomber's Eye Elixir (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3298-3165"},{"legacy_name":["Bomber's Eye Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3298","weakness":{},"price":70000,"legacy_id":["equipment-83"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3298-3166","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bomber's Eye Elixir Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb Strikes reduce the circumstance bonus to AC your targets gain from cover. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bomber's Eye Elixir (Lesser) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 14 gp Bulk L --- Reduce your targets’ circumstance bonus by 1. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Bomber's Eye Elixir (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 700 gp Bulk L --- Reduce your targets’ circumstance bonus by 2.","skill_mod":{},"summary":"Reduce your targets’ circumstance bonus by 2.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3298","name":"Bomber's Eye Elixir (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3298-3166"},{"legacy_name":["Focus Cathartic"],"item_child_id":["equipment-3299-3167","equipment-3299-3168","equipment-3299-3169","equipment-3299-3170","equipment-3299-3171"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-689"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3299","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bottled Catharsis Source Player Core 2 pg. 286 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This drink unlocks a flood of emotions that helps reset your mental state. When you drink this elixir, the elixir attempts to counteract each effect on you that has the emotion trait or is inflicting the stupefied condition on you, using the listed counteract rank and modifier. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bottled Catharsis (Minor) Source Player Core 2 pg. 286 Price 5 gp Bulk L --- The elixir counteracts at 1st-rank and has a +6 counteract modifier. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bottled Catharsis (Lesser) Source Player Core 2 pg. 286 Price 15 gp Bulk L --- The elixir counteracts at 2nd-rank and has a +8 counteract modifier. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bottled Catharsis (Moderate) Source Player Core 2 pg. 286 Price 75 gp Bulk L --- The elixir counteracts at 4th-rank and has a +14 counteract modifier. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bottled Catharsis (Greater) Source Player Core 2 pg. 286 Price 325 gp Bulk L --- The elixir counteracts at 6th-rank and has a +19 counteract modifier. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Bottled Catharsis (Major) Source Player Core 2 pg. 286 Price 3,250 gp Bulk L --- The elixir counteracts at 9th-rank and has a +28 counteract modifier.","skill_mod":{},"summary":"This drink unlocks a flood of emotions that helps reset your mental state. When you drink this elixir, the elixir attempts to counteract each …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3299","name":"Bottled Catharsis","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3299"},{"legacy_name":["Focus Cathartic"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3299","weakness":{},"price":500,"legacy_id":["equipment-689"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3299-3167","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bottled Catharsis Source Player Core 2 pg. 286 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This drink unlocks a flood of emotions that helps reset your mental state. When you drink this elixir, the elixir attempts to counteract each effect on you that has the emotion trait or is inflicting the stupefied condition on you, using the listed counteract rank and modifier. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bottled Catharsis (Minor) Source Player Core 2 pg. 286 Price 5 gp Bulk L --- The elixir counteracts at 1st-rank and has a +6 counteract modifier. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bottled Catharsis (Lesser) Source Player Core 2 pg. 286 Price 15 gp Bulk L --- The elixir counteracts at 2nd-rank and has a +8 counteract modifier. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bottled Catharsis (Moderate) Source Player Core 2 pg. 286 Price 75 gp Bulk L --- The elixir counteracts at 4th-rank and has a +14 counteract modifier. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bottled Catharsis (Greater) Source Player Core 2 pg. 286 Price 325 gp Bulk L --- The elixir counteracts at 6th-rank and has a +19 counteract modifier. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Bottled Catharsis (Major) Source Player Core 2 pg. 286 Price 3,250 gp Bulk L --- The elixir counteracts at 9th-rank and has a +28 counteract modifier.","skill_mod":{},"summary":"The elixir counteracts at 1st-rank and has a +6 counteract modifier.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3299","name":"Bottled Catharsis (Minor)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3299-3167"},{"legacy_name":["Focus Cathartic"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3299","weakness":{},"price":1500,"legacy_id":["equipment-689"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3299-3168","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bottled Catharsis Source Player Core 2 pg. 286 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This drink unlocks a flood of emotions that helps reset your mental state. When you drink this elixir, the elixir attempts to counteract each effect on you that has the emotion trait or is inflicting the stupefied condition on you, using the listed counteract rank and modifier. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bottled Catharsis (Minor) Source Player Core 2 pg. 286 Price 5 gp Bulk L --- The elixir counteracts at 1st-rank and has a +6 counteract modifier. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bottled Catharsis (Lesser) Source Player Core 2 pg. 286 Price 15 gp Bulk L --- The elixir counteracts at 2nd-rank and has a +8 counteract modifier. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bottled Catharsis (Moderate) Source Player Core 2 pg. 286 Price 75 gp Bulk L --- The elixir counteracts at 4th-rank and has a +14 counteract modifier. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bottled Catharsis (Greater) Source Player Core 2 pg. 286 Price 325 gp Bulk L --- The elixir counteracts at 6th-rank and has a +19 counteract modifier. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Bottled Catharsis (Major) Source Player Core 2 pg. 286 Price 3,250 gp Bulk L --- The elixir counteracts at 9th-rank and has a +28 counteract modifier.","skill_mod":{},"summary":"The elixir counteracts at 2nd-rank and has a +8 counteract modifier.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3299","name":"Bottled Catharsis (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3299-3168"},{"legacy_name":["Focus Cathartic"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3299","weakness":{},"price":7500,"legacy_id":["equipment-689"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3299-3169","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bottled Catharsis Source Player Core 2 pg. 286 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This drink unlocks a flood of emotions that helps reset your mental state. When you drink this elixir, the elixir attempts to counteract each effect on you that has the emotion trait or is inflicting the stupefied condition on you, using the listed counteract rank and modifier. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bottled Catharsis (Minor) Source Player Core 2 pg. 286 Price 5 gp Bulk L --- The elixir counteracts at 1st-rank and has a +6 counteract modifier. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bottled Catharsis (Lesser) Source Player Core 2 pg. 286 Price 15 gp Bulk L --- The elixir counteracts at 2nd-rank and has a +8 counteract modifier. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bottled Catharsis (Moderate) Source Player Core 2 pg. 286 Price 75 gp Bulk L --- The elixir counteracts at 4th-rank and has a +14 counteract modifier. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bottled Catharsis (Greater) Source Player Core 2 pg. 286 Price 325 gp Bulk L --- The elixir counteracts at 6th-rank and has a +19 counteract modifier. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Bottled Catharsis (Major) Source Player Core 2 pg. 286 Price 3,250 gp Bulk L --- The elixir counteracts at 9th-rank and has a +28 counteract modifier.","skill_mod":{},"summary":"The elixir counteracts at 4th-rank and has a +14 counteract modifier.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3299","name":"Bottled Catharsis (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3299-3169"},{"legacy_name":["Focus Cathartic"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3299","weakness":{},"price":32500,"legacy_id":["equipment-689"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3299-3170","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bottled Catharsis Source Player Core 2 pg. 286 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This drink unlocks a flood of emotions that helps reset your mental state. When you drink this elixir, the elixir attempts to counteract each effect on you that has the emotion trait or is inflicting the stupefied condition on you, using the listed counteract rank and modifier. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bottled Catharsis (Minor) Source Player Core 2 pg. 286 Price 5 gp Bulk L --- The elixir counteracts at 1st-rank and has a +6 counteract modifier. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bottled Catharsis (Lesser) Source Player Core 2 pg. 286 Price 15 gp Bulk L --- The elixir counteracts at 2nd-rank and has a +8 counteract modifier. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bottled Catharsis (Moderate) Source Player Core 2 pg. 286 Price 75 gp Bulk L --- The elixir counteracts at 4th-rank and has a +14 counteract modifier. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bottled Catharsis (Greater) Source Player Core 2 pg. 286 Price 325 gp Bulk L --- The elixir counteracts at 6th-rank and has a +19 counteract modifier. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Bottled Catharsis (Major) Source Player Core 2 pg. 286 Price 3,250 gp Bulk L --- The elixir counteracts at 9th-rank and has a +28 counteract modifier.","skill_mod":{},"summary":"The elixir counteracts at 6th-rank and has a +19 counteract modifier.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3299","name":"Bottled Catharsis (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3299-3170"},{"legacy_name":["Focus Cathartic"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3299","weakness":{},"price":325000,"legacy_id":["equipment-689"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3299-3171","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bottled Catharsis Source Player Core 2 pg. 286 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This drink unlocks a flood of emotions that helps reset your mental state. When you drink this elixir, the elixir attempts to counteract each effect on you that has the emotion trait or is inflicting the stupefied condition on you, using the listed counteract rank and modifier. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bottled Catharsis (Minor) Source Player Core 2 pg. 286 Price 5 gp Bulk L --- The elixir counteracts at 1st-rank and has a +6 counteract modifier. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Bottled Catharsis (Lesser) Source Player Core 2 pg. 286 Price 15 gp Bulk L --- The elixir counteracts at 2nd-rank and has a +8 counteract modifier. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Bottled Catharsis (Moderate) Source Player Core 2 pg. 286 Price 75 gp Bulk L --- The elixir counteracts at 4th-rank and has a +14 counteract modifier. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Bottled Catharsis (Greater) Source Player Core 2 pg. 286 Price 325 gp Bulk L --- The elixir counteracts at 6th-rank and has a +19 counteract modifier. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Bottled Catharsis (Major) Source Player Core 2 pg. 286 Price 3,250 gp Bulk L --- The elixir counteracts at 9th-rank and has a +28 counteract modifier.","skill_mod":{},"summary":"The elixir counteracts at 9th-rank and has a +28 counteract modifier.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3299","name":"Bottled Catharsis (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3299-3171"},{"item_child_id":["equipment-3300-3172","equipment-3300-3173","equipment-3300-3174"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-84"],"trait":["Alchemical","Consumable","Elixir","Mental"],"id":"equipment-3300","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bravo's Brew Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against fear. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bravo's Brew (Lesser) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 7 gp Bulk L --- The bonus on Will saves is +1, or +2 against fear. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Bravo's Brew (Moderate) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 150 gp Bulk L --- The bonus on Will saves is +2, or +3 against fear. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bravo's Brew (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 700 gp Bulk L --- The bonus on Will saves is +3, or +4 against fear. If you roll a success on a save against fear, you get a critical success instead.","skill_mod":{},"summary":"This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3300","name":"Bravo's Brew","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3300"},{"legacy_name":["Bravo's Brew"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3300","weakness":{},"price":700,"legacy_id":["equipment-84"],"trait":["Alchemical","Consumable","Elixir","Mental"],"id":"equipment-3300-3172","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bravo's Brew Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against fear. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bravo's Brew (Lesser) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 7 gp Bulk L --- The bonus on Will saves is +1, or +2 against fear. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Bravo's Brew (Moderate) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 150 gp Bulk L --- The bonus on Will saves is +2, or +3 against fear. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bravo's Brew (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 700 gp Bulk L --- The bonus on Will saves is +3, or +4 against fear. If you roll a success on a save against fear, you get a critical success instead.","skill_mod":{},"summary":"The bonus on Will saves is +1, or +2 against fear.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3300","name":"Bravo's Brew (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3300-3172"},{"legacy_name":["Bravo's Brew"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3300","weakness":{},"price":15000,"legacy_id":["equipment-84"],"trait":["Alchemical","Consumable","Elixir","Mental"],"id":"equipment-3300-3173","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bravo's Brew Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against fear. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bravo's Brew (Lesser) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 7 gp Bulk L --- The bonus on Will saves is +1, or +2 against fear. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Bravo's Brew (Moderate) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 150 gp Bulk L --- The bonus on Will saves is +2, or +3 against fear. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bravo's Brew (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 700 gp Bulk L --- The bonus on Will saves is +3, or +4 against fear. If you roll a success on a save against fear, you get a critical success instead.","skill_mod":{},"summary":"The bonus on Will saves is +2, or +3 against fear.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3300","name":"Bravo's Brew (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3300-3173"},{"legacy_name":["Bravo's Brew"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3300","weakness":{},"price":70000,"legacy_id":["equipment-84"],"trait":["Alchemical","Consumable","Elixir","Mental"],"id":"equipment-3300-3174","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Bravo's Brew Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against fear. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Bravo's Brew (Lesser) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 7 gp Bulk L --- The bonus on Will saves is +1, or +2 against fear. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Bravo's Brew (Moderate) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 150 gp Bulk L --- The bonus on Will saves is +2, or +3 against fear. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Bravo's Brew (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 700 gp Bulk L --- The bonus on Will saves is +3, or +4 against fear. If you roll a success on a save against fear, you get a critical success instead.","skill_mod":{},"summary":"The bonus on Will saves is +3, or +4 against fear. If you roll a success on a save against fear, you get a critical success instead.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3300","name":"Bravo's Brew (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3300-3174"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":700,"legacy_id":["equipment-85"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3301","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Cat's Eye Elixir Source Player Core 2 pg. 286, GM Core pg. 246 Price 7 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- After you consume this elixir, your vision sharpens, and you become sensitive to even the most minute movements. For the next minute, you reduce the flat check to target hidden creatures to 5, and you don't need to attempt a flat check to target concealed creatures. These benefits apply only against creatures within 30 feet of you.\n","skill_mod":{},"summary":"After you consume this elixir, your vision sharpens, and you become sensitive to even the most minute movements. For the next minute, you reduce the …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3301","name":"Cat's Eye Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3301"},{"item_child_id":["equipment-3302-3175","equipment-3302-3176","equipment-3302-3177"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-86"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3302","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cheetah's Elixir Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cheetah's Elixir (Lesser) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 3 gp Bulk L --- The bonus is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cheetah's Elixir (Moderate) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 25 gp Bulk L --- The bonus is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cheetah's Elixir (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 110 gp Bulk L --- The bonus is +10 feet, and the duration is 1 hour.","skill_mod":{},"summary":"Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3302","name":"Cheetah's Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3302"},{"legacy_name":["Cheetah's Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3302","weakness":{},"price":300,"legacy_id":["equipment-86"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3302-3175","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cheetah's Elixir Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cheetah's Elixir (Lesser) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 3 gp Bulk L --- The bonus is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cheetah's Elixir (Moderate) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 25 gp Bulk L --- The bonus is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cheetah's Elixir (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 110 gp Bulk L --- The bonus is +10 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +5 feet, and the duration is 1 minute.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3302","name":"Cheetah's Elixir (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3302-3175"},{"legacy_name":["Cheetah's Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3302","weakness":{},"price":2500,"legacy_id":["equipment-86"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3302-3176","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cheetah's Elixir Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cheetah's Elixir (Lesser) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 3 gp Bulk L --- The bonus is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cheetah's Elixir (Moderate) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 25 gp Bulk L --- The bonus is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cheetah's Elixir (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 110 gp Bulk L --- The bonus is +10 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +10 feet, and the duration is 10 minutes.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3302","name":"Cheetah's Elixir (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3302-3176"},{"legacy_name":["Cheetah's Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3302","weakness":{},"price":11000,"legacy_id":["equipment-86"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3302-3177","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cheetah's Elixir Source Player Core 2 pg. 286, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cheetah's Elixir (Lesser) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 3 gp Bulk L --- The bonus is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cheetah's Elixir (Moderate) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 25 gp Bulk L --- The bonus is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cheetah's Elixir (Greater) Source Player Core 2 pg. 286, GM Core pg. 246, Core Rulebook pg. 547 Price 110 gp Bulk L --- The bonus is +10 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +10 feet, and the duration is 1 hour.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3302","name":"Cheetah's Elixir (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3302-3177"},{"item_child_id":["equipment-3303-3178","equipment-3303-3179"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-88"],"trait":["Alchemical","Consumable","Elixir","Mental"],"id":"equipment-3303","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Comprehension Elixir Source Player Core 2 pg. 287 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This bitter draft opens your mind to the potential of the written word. For the listed duration after drinking this elixir, you can understand any words you read, as long as they're written in a common language. This elixir doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to Decipher Writing. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Comprehension Elixir (Lesser) Source Player Core 2 pg. 287, Core Rulebook pg. 547 Price 7 gp Bulk L --- The duration is 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Comprehension Elixir (Greater) Source Player Core 2 pg. 287, Core Rulebook pg. 547 Price 54 gp Bulk L --- The duration is 10 minutes.","skill_mod":{},"summary":"This bitter draft opens your mind to the potential of the written word. For the listed duration after drinking this elixir, you can understand any …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3303","name":"Comprehension Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3303"},{"legacy_name":["Comprehension Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3303","weakness":{},"price":700,"legacy_id":["equipment-88"],"trait":["Alchemical","Consumable","Elixir","Mental"],"id":"equipment-3303-3178","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Comprehension Elixir Source Player Core 2 pg. 287 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This bitter draft opens your mind to the potential of the written word. For the listed duration after drinking this elixir, you can understand any words you read, as long as they're written in a common language. This elixir doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to Decipher Writing. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Comprehension Elixir (Lesser) Source Player Core 2 pg. 287, Core Rulebook pg. 547 Price 7 gp Bulk L --- The duration is 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Comprehension Elixir (Greater) Source Player Core 2 pg. 287, Core Rulebook pg. 547 Price 54 gp Bulk L --- The duration is 10 minutes.","skill_mod":{},"summary":"The duration is 1 minute.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3303","name":"Comprehension Elixir (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3303-3178"},{"legacy_name":["Comprehension Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3303","weakness":{},"price":5400,"legacy_id":["equipment-88"],"trait":["Alchemical","Consumable","Elixir","Mental"],"id":"equipment-3303-3179","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Comprehension Elixir Source Player Core 2 pg. 287 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This bitter draft opens your mind to the potential of the written word. For the listed duration after drinking this elixir, you can understand any words you read, as long as they're written in a common language. This elixir doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to Decipher Writing. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Comprehension Elixir (Lesser) Source Player Core 2 pg. 287, Core Rulebook pg. 547 Price 7 gp Bulk L --- The duration is 1 minute. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Comprehension Elixir (Greater) Source Player Core 2 pg. 287, Core Rulebook pg. 547 Price 54 gp Bulk L --- The duration is 10 minutes.","skill_mod":{},"summary":"The duration is 10 minutes.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3303","name":"Comprehension Elixir (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3303-3179"},{"legacy_name":["Salamander Elixir"],"item_child_id":["equipment-3304-3180","equipment-3304-3181","equipment-3304-3182"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-98"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3304","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Cooling Elixir Source Player Core 2 pg. 287 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This elixir is made to help you withstand extreme environments. For 24 hours, you're protected from the effects of severe heat. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cooling Elixir (Lesser) Source Player Core 2 pg. 287 Price 15 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cooling Elixir (Moderate) Source Player Core 2 pg. 287 Price 320 gp Bulk L --- You’re also protected from extreme heat. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cooling Elixir (Greater) Source Player Core 2 pg. 287 Price 1,400 gp Bulk L --- You’re also protected from extreme and incredible heat.","skill_mod":{},"summary":"This elixir is made to help you withstand extreme environments. For 24 hours, you're protected from the effects of severe heat .","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3304","name":"Cooling Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3304"},{"legacy_name":["Salamander Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3304","weakness":{},"price":1500,"legacy_id":["equipment-98"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3304-3180","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Cooling Elixir Source Player Core 2 pg. 287 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This elixir is made to help you withstand extreme environments. For 24 hours, you're protected from the effects of severe heat. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cooling Elixir (Lesser) Source Player Core 2 pg. 287 Price 15 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cooling Elixir (Moderate) Source Player Core 2 pg. 287 Price 320 gp Bulk L --- You’re also protected from extreme heat. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cooling Elixir (Greater) Source Player Core 2 pg. 287 Price 1,400 gp Bulk L --- You’re also protected from extreme and incredible heat.","skill_mod":{},"summary":"This elixir is made to help you withstand extreme environments. For 24 hours, you're protected from the effects of severe heat .","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3304","name":"Cooling Elixir (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3304-3180"},{"legacy_name":["Salamander Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3304","weakness":{},"price":32000,"legacy_id":["equipment-98"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3304-3181","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Cooling Elixir Source Player Core 2 pg. 287 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This elixir is made to help you withstand extreme environments. For 24 hours, you're protected from the effects of severe heat. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cooling Elixir (Lesser) Source Player Core 2 pg. 287 Price 15 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cooling Elixir (Moderate) Source Player Core 2 pg. 287 Price 320 gp Bulk L --- You’re also protected from extreme heat. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cooling Elixir (Greater) Source Player Core 2 pg. 287 Price 1,400 gp Bulk L --- You’re also protected from extreme and incredible heat.","skill_mod":{},"summary":"You’re also protected from extreme heat.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3304","name":"Cooling Elixir (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3304-3181"},{"legacy_name":["Salamander Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3304","weakness":{},"price":140000,"legacy_id":["equipment-98"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3304-3182","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Cooling Elixir Source Player Core 2 pg. 287 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This elixir is made to help you withstand extreme environments. For 24 hours, you're protected from the effects of severe heat. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cooling Elixir (Lesser) Source Player Core 2 pg. 287 Price 15 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cooling Elixir (Moderate) Source Player Core 2 pg. 287 Price 320 gp Bulk L --- You’re also protected from extreme heat. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cooling Elixir (Greater) Source Player Core 2 pg. 287 Price 1,400 gp Bulk L --- You’re also protected from extreme and incredible heat.","skill_mod":{},"summary":"You’re also protected from extreme and incredible heat.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3304","name":"Cooling Elixir (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3304-3182"},{"item_child_id":["equipment-3305-3183","equipment-3305-3184","equipment-3305-3185"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-89"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3305","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Darkvision Elixir Source Player Core 2 pg. 287, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for the listed duration. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Darkvision Elixir (Lesser) Source Player Core 2 pg. 287, GM Core pg. 246, Core Rulebook pg. 547 Price 6 gp Bulk L --- The duration is 10 minutes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Darkvision Elixir (Moderate) Source Player Core 2 pg. 287, GM Core pg. 246, Core Rulebook pg. 547 Price 11 gp Bulk L --- The duration is 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkvision Elixir (Greater) Source Player Core 2 pg. 287, GM Core pg. 246, Core Rulebook pg. 547 Price 90 gp Bulk L --- The duration is 24 hours.","skill_mod":{},"summary":"After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for the listed duration.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3305","name":"Darkvision Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3305"},{"legacy_name":["Darkvision Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3305","weakness":{},"price":600,"legacy_id":["equipment-89"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3305-3183","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Darkvision Elixir Source Player Core 2 pg. 287, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for the listed duration. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Darkvision Elixir (Lesser) Source Player Core 2 pg. 287, GM Core pg. 246, Core Rulebook pg. 547 Price 6 gp Bulk L --- The duration is 10 minutes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Darkvision Elixir (Moderate) Source Player Core 2 pg. 287, GM Core pg. 246, Core Rulebook pg. 547 Price 11 gp Bulk L --- The duration is 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkvision Elixir (Greater) Source Player Core 2 pg. 287, GM Core pg. 246, Core Rulebook pg. 547 Price 90 gp Bulk L --- The duration is 24 hours.","skill_mod":{},"summary":"The duration is 10 minutes.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3305","name":"Darkvision Elixir (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3305-3183"},{"legacy_name":["Darkvision Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3305","weakness":{},"price":1100,"legacy_id":["equipment-89"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3305-3184","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Darkvision Elixir Source Player Core 2 pg. 287, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for the listed duration. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Darkvision Elixir (Lesser) Source Player Core 2 pg. 287, GM Core pg. 246, Core Rulebook pg. 547 Price 6 gp Bulk L --- The duration is 10 minutes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Darkvision Elixir (Moderate) Source Player Core 2 pg. 287, GM Core pg. 246, Core Rulebook pg. 547 Price 11 gp Bulk L --- The duration is 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkvision Elixir (Greater) Source Player Core 2 pg. 287, GM Core pg. 246, Core Rulebook pg. 547 Price 90 gp Bulk L --- The duration is 24 hours.","skill_mod":{},"summary":"The duration is 1 hour.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3305","name":"Darkvision Elixir (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3305-3184"},{"legacy_name":["Darkvision Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3305","weakness":{},"price":9000,"legacy_id":["equipment-89"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3305-3185","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Darkvision Elixir Source Player Core 2 pg. 287, GM Core pg. 246 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for the listed duration. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Darkvision Elixir (Lesser) Source Player Core 2 pg. 287, GM Core pg. 246, Core Rulebook pg. 547 Price 6 gp Bulk L --- The duration is 10 minutes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Darkvision Elixir (Moderate) Source Player Core 2 pg. 287, GM Core pg. 246, Core Rulebook pg. 547 Price 11 gp Bulk L --- The duration is 1 hour. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Darkvision Elixir (Greater) Source Player Core 2 pg. 287, GM Core pg. 246, Core Rulebook pg. 547 Price 90 gp Bulk L --- The duration is 24 hours.","skill_mod":{},"summary":"The duration is 24 hours.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3305","name":"Darkvision Elixir (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3305-3185"},{"item_child_id":["equipment-3306-3186","equipment-3306-3187","equipment-3306-3188","equipment-3306-3189"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-90"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3306","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Eagle-Eye Elixir Source Player Core 2 pg. 287, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to Perception checks that's greater when attempting to find secret doors and traps. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Eagle-Eye Elixir (Lesser) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 4 gp Bulk L --- The bonus is +1, or +2 to find secret doors and traps. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Eagle-Eye Elixir (Moderate) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 27 gp Bulk L --- The bonus is +2, or +3 to find secret doors and traps. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Eagle-Eye Elixir (Greater) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 200 gp Bulk L --- The bonus is +3, or +4 to find secret doors and traps. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Eagle-Eye Elixir (Major) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 2,000 gp Bulk L --- The bonus is +3, or +4 to find secret doors and traps. Each time you pass within 10 feet of a secret door or trap, the GM automatically rolls a secret check for you to find it.","skill_mod":{},"summary":"After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to Perception checks that's greater when …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3306","name":"Eagle-Eye Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3306"},{"legacy_name":["Eagle-Eye Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3306","weakness":{},"price":400,"legacy_id":["equipment-90"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3306-3186","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Eagle-Eye Elixir Source Player Core 2 pg. 287, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to Perception checks that's greater when attempting to find secret doors and traps. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Eagle-Eye Elixir (Lesser) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 4 gp Bulk L --- The bonus is +1, or +2 to find secret doors and traps. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Eagle-Eye Elixir (Moderate) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 27 gp Bulk L --- The bonus is +2, or +3 to find secret doors and traps. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Eagle-Eye Elixir (Greater) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 200 gp Bulk L --- The bonus is +3, or +4 to find secret doors and traps. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Eagle-Eye Elixir (Major) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 2,000 gp Bulk L --- The bonus is +3, or +4 to find secret doors and traps. Each time you pass within 10 feet of a secret door or trap, the GM automatically rolls a secret check for you to find it.","skill_mod":{},"summary":"The bonus is +1, or +2 to find secret doors and traps.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3306","name":"Eagle-Eye Elixir (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3306-3186"},{"legacy_name":["Eagle-Eye Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3306","weakness":{},"price":2700,"legacy_id":["equipment-90"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3306-3187","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Eagle-Eye Elixir Source Player Core 2 pg. 287, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to Perception checks that's greater when attempting to find secret doors and traps. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Eagle-Eye Elixir (Lesser) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 4 gp Bulk L --- The bonus is +1, or +2 to find secret doors and traps. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Eagle-Eye Elixir (Moderate) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 27 gp Bulk L --- The bonus is +2, or +3 to find secret doors and traps. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Eagle-Eye Elixir (Greater) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 200 gp Bulk L --- The bonus is +3, or +4 to find secret doors and traps. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Eagle-Eye Elixir (Major) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 2,000 gp Bulk L --- The bonus is +3, or +4 to find secret doors and traps. Each time you pass within 10 feet of a secret door or trap, the GM automatically rolls a secret check for you to find it.","skill_mod":{},"summary":"The bonus is +2, or +3 to find secret doors and traps.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3306","name":"Eagle-Eye Elixir (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3306-3187"},{"legacy_name":["Eagle-Eye Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3306","weakness":{},"price":20000,"legacy_id":["equipment-90"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3306-3188","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Eagle-Eye Elixir Source Player Core 2 pg. 287, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to Perception checks that's greater when attempting to find secret doors and traps. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Eagle-Eye Elixir (Lesser) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 4 gp Bulk L --- The bonus is +1, or +2 to find secret doors and traps. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Eagle-Eye Elixir (Moderate) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 27 gp Bulk L --- The bonus is +2, or +3 to find secret doors and traps. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Eagle-Eye Elixir (Greater) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 200 gp Bulk L --- The bonus is +3, or +4 to find secret doors and traps. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Eagle-Eye Elixir (Major) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 2,000 gp Bulk L --- The bonus is +3, or +4 to find secret doors and traps. Each time you pass within 10 feet of a secret door or trap, the GM automatically rolls a secret check for you to find it.","skill_mod":{},"summary":"The bonus is +3, or +4 to find secret doors and traps.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3306","name":"Eagle-Eye Elixir (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3306-3188"},{"legacy_name":["Eagle-Eye Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3306","weakness":{},"price":200000,"legacy_id":["equipment-90"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3306-3189","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Eagle-Eye Elixir Source Player Core 2 pg. 287, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to Perception checks that's greater when attempting to find secret doors and traps. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Eagle-Eye Elixir (Lesser) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 4 gp Bulk L --- The bonus is +1, or +2 to find secret doors and traps. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Eagle-Eye Elixir (Moderate) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 27 gp Bulk L --- The bonus is +2, or +3 to find secret doors and traps. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Eagle-Eye Elixir (Greater) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 200 gp Bulk L --- The bonus is +3, or +4 to find secret doors and traps. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Eagle-Eye Elixir (Major) Source Player Core 2 pg. 287, GM Core pg. 247, Core Rulebook pg. 548 Price 2,000 gp Bulk L --- The bonus is +3, or +4 to find secret doors and traps. Each time you pass within 10 feet of a secret door or trap, the GM automatically rolls a secret check for you to find it.","skill_mod":{},"summary":"The bonus is +3, or +4 to find secret doors and traps. Each time you pass within 10 feet of a secret door or trap, the GM automatically rolls a …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3306","name":"Eagle-Eye Elixir (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3306-3189"},{"item_child_id":["equipment-3307-3190","equipment-3307-3191","equipment-3307-3192"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3307","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elixir of Gender Transformation Source Player Core 2 pg. 287 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This clear, bitter liquid can be ingested to change certain secondary sex characteristics. Different formulations create different changes—for example, one variety might cause the voice to deepen and promote body and facial hair growth, while another might cause fat redistribution around the hips and the growth of breasts. These changes tend to be accompanied by shifting of the fat in the face, sometimes dramatically or sometimes more subtly changing the user's appearance. Changes from this elixir take place gradually over the course of months or years, depending on the type. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elixir of Gender Transformation (Lesser) Source Player Core 2 pg. 287 Price 1 gp Bulk L --- The elixir must be taken every week, and changes occur over the course of a year or more. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Elixir of Gender Transformation (Moderate) Source Player Core 2 pg. 287 Price 8 gp Bulk L --- The elixir must be taken once a month, and changes occur over the course of a year. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Elixir of Gender Transformation (Greater) Source Player Core 2 pg. 287 Price 35 gp Bulk L --- The elixir must be taken once, and changes occur over the course of 6 months.","skill_mod":{},"summary":"This clear, bitter liquid can be ingested to change certain secondary sex characteristics. Different formulations create different changes—for …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3307","name":"Elixir of Gender Transformation","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3307"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3307","weakness":{},"price":100,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3307-3190","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elixir of Gender Transformation Source Player Core 2 pg. 287 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This clear, bitter liquid can be ingested to change certain secondary sex characteristics. Different formulations create different changes—for example, one variety might cause the voice to deepen and promote body and facial hair growth, while another might cause fat redistribution around the hips and the growth of breasts. These changes tend to be accompanied by shifting of the fat in the face, sometimes dramatically or sometimes more subtly changing the user's appearance. Changes from this elixir take place gradually over the course of months or years, depending on the type. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elixir of Gender Transformation (Lesser) Source Player Core 2 pg. 287 Price 1 gp Bulk L --- The elixir must be taken every week, and changes occur over the course of a year or more. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Elixir of Gender Transformation (Moderate) Source Player Core 2 pg. 287 Price 8 gp Bulk L --- The elixir must be taken once a month, and changes occur over the course of a year. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Elixir of Gender Transformation (Greater) Source Player Core 2 pg. 287 Price 35 gp Bulk L --- The elixir must be taken once, and changes occur over the course of 6 months.","skill_mod":{},"summary":"The elixir must be taken every week, and changes occur over the course of a year or more.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3307","name":"Elixir of Gender Transformation (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3307-3190"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3307","weakness":{},"price":800,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3307-3191","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elixir of Gender Transformation Source Player Core 2 pg. 287 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This clear, bitter liquid can be ingested to change certain secondary sex characteristics. Different formulations create different changes—for example, one variety might cause the voice to deepen and promote body and facial hair growth, while another might cause fat redistribution around the hips and the growth of breasts. These changes tend to be accompanied by shifting of the fat in the face, sometimes dramatically or sometimes more subtly changing the user's appearance. Changes from this elixir take place gradually over the course of months or years, depending on the type. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elixir of Gender Transformation (Lesser) Source Player Core 2 pg. 287 Price 1 gp Bulk L --- The elixir must be taken every week, and changes occur over the course of a year or more. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Elixir of Gender Transformation (Moderate) Source Player Core 2 pg. 287 Price 8 gp Bulk L --- The elixir must be taken once a month, and changes occur over the course of a year. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Elixir of Gender Transformation (Greater) Source Player Core 2 pg. 287 Price 35 gp Bulk L --- The elixir must be taken once, and changes occur over the course of 6 months.","skill_mod":{},"summary":"The elixir must be taken once a month, and changes occur over the course of a year.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3307","name":"Elixir of Gender Transformation (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3307-3191"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3307","weakness":{},"price":3500,"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3307-3192","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elixir of Gender Transformation Source Player Core 2 pg. 287 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This clear, bitter liquid can be ingested to change certain secondary sex characteristics. Different formulations create different changes—for example, one variety might cause the voice to deepen and promote body and facial hair growth, while another might cause fat redistribution around the hips and the growth of breasts. These changes tend to be accompanied by shifting of the fat in the face, sometimes dramatically or sometimes more subtly changing the user's appearance. Changes from this elixir take place gradually over the course of months or years, depending on the type. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elixir of Gender Transformation (Lesser) Source Player Core 2 pg. 287 Price 1 gp Bulk L --- The elixir must be taken every week, and changes occur over the course of a year or more. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Elixir of Gender Transformation (Moderate) Source Player Core 2 pg. 287 Price 8 gp Bulk L --- The elixir must be taken once a month, and changes occur over the course of a year. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Elixir of Gender Transformation (Greater) Source Player Core 2 pg. 287 Price 35 gp Bulk L --- The elixir must be taken once, and changes occur over the course of 6 months.","skill_mod":{},"summary":"The elixir must be taken once, and changes occur over the course of 6 months.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3307","name":"Elixir of Gender Transformation (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3307-3192"},{"item_child_id":["equipment-3308-3193","equipment-3308-3194","equipment-3308-3195","equipment-3308-3196","equipment-3308-3197","equipment-3308-3198"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-91"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3308","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elixir of Life Source Player Core 2 pg. 288, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elixir of Life (Minor) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 3 gp Bulk L --- The elixir restores 1d6 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Elixir of Life (Lesser) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 30 gp Bulk L --- The elixir restores 3d6+6 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elixir of Life (Moderate) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 150 gp Bulk L --- The elixir restores 5d6+12 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Elixir of Life (Greater) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 600 gp Bulk L --- The elixir restores 7d6+18 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Elixir of Life (Major) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 1,300 gp Bulk L --- The elixir restores 8d6+21 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Elixir of Life (True) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 8,000 gp Bulk L --- The elixir restores 10d6+27 Hit Points, and the bonus is +4.","skill_mod":{},"summary":"Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3308","name":"Elixir of Life","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3308"},{"legacy_name":["Elixir of Life"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3308","weakness":{},"price":300,"legacy_id":["equipment-91"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3308-3193","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elixir of Life Source Player Core 2 pg. 288, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elixir of Life (Minor) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 3 gp Bulk L --- The elixir restores 1d6 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Elixir of Life (Lesser) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 30 gp Bulk L --- The elixir restores 3d6+6 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elixir of Life (Moderate) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 150 gp Bulk L --- The elixir restores 5d6+12 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Elixir of Life (Greater) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 600 gp Bulk L --- The elixir restores 7d6+18 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Elixir of Life (Major) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 1,300 gp Bulk L --- The elixir restores 8d6+21 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Elixir of Life (True) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 8,000 gp Bulk L --- The elixir restores 10d6+27 Hit Points, and the bonus is +4.","skill_mod":{},"summary":"The elixir restores 1d6 Hit Points, and the bonus is +1.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3308","name":"Elixir of Life (Minor)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3308-3193"},{"legacy_name":["Elixir of Life"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3308","weakness":{},"price":3000,"legacy_id":["equipment-91"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3308-3194","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elixir of Life Source Player Core 2 pg. 288, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elixir of Life (Minor) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 3 gp Bulk L --- The elixir restores 1d6 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Elixir of Life (Lesser) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 30 gp Bulk L --- The elixir restores 3d6+6 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elixir of Life (Moderate) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 150 gp Bulk L --- The elixir restores 5d6+12 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Elixir of Life (Greater) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 600 gp Bulk L --- The elixir restores 7d6+18 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Elixir of Life (Major) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 1,300 gp Bulk L --- The elixir restores 8d6+21 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Elixir of Life (True) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 8,000 gp Bulk L --- The elixir restores 10d6+27 Hit Points, and the bonus is +4.","skill_mod":{},"summary":"The elixir restores 3d6+6 Hit Points, and the bonus is +1.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3308","name":"Elixir of Life (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3308-3194"},{"legacy_name":["Elixir of Life"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3308","weakness":{},"price":15000,"legacy_id":["equipment-91"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3308-3195","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elixir of Life Source Player Core 2 pg. 288, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elixir of Life (Minor) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 3 gp Bulk L --- The elixir restores 1d6 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Elixir of Life (Lesser) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 30 gp Bulk L --- The elixir restores 3d6+6 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elixir of Life (Moderate) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 150 gp Bulk L --- The elixir restores 5d6+12 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Elixir of Life (Greater) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 600 gp Bulk L --- The elixir restores 7d6+18 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Elixir of Life (Major) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 1,300 gp Bulk L --- The elixir restores 8d6+21 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Elixir of Life (True) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 8,000 gp Bulk L --- The elixir restores 10d6+27 Hit Points, and the bonus is +4.","skill_mod":{},"summary":"The elixir restores 5d6+12 Hit Points, and the bonus is +2.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3308","name":"Elixir of Life (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3308-3195"},{"legacy_name":["Elixir of Life"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3308","weakness":{},"price":60000,"legacy_id":["equipment-91"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3308-3196","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elixir of Life Source Player Core 2 pg. 288, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elixir of Life (Minor) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 3 gp Bulk L --- The elixir restores 1d6 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Elixir of Life (Lesser) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 30 gp Bulk L --- The elixir restores 3d6+6 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elixir of Life (Moderate) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 150 gp Bulk L --- The elixir restores 5d6+12 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Elixir of Life (Greater) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 600 gp Bulk L --- The elixir restores 7d6+18 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Elixir of Life (Major) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 1,300 gp Bulk L --- The elixir restores 8d6+21 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Elixir of Life (True) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 8,000 gp Bulk L --- The elixir restores 10d6+27 Hit Points, and the bonus is +4.","skill_mod":{},"summary":"The elixir restores 7d6+18 Hit Points, and the bonus is +2.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3308","name":"Elixir of Life (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3308-3196"},{"legacy_name":["Elixir of Life"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3308","weakness":{},"price":130000,"legacy_id":["equipment-91"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3308-3197","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elixir of Life Source Player Core 2 pg. 288, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elixir of Life (Minor) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 3 gp Bulk L --- The elixir restores 1d6 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Elixir of Life (Lesser) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 30 gp Bulk L --- The elixir restores 3d6+6 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elixir of Life (Moderate) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 150 gp Bulk L --- The elixir restores 5d6+12 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Elixir of Life (Greater) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 600 gp Bulk L --- The elixir restores 7d6+18 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Elixir of Life (Major) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 1,300 gp Bulk L --- The elixir restores 8d6+21 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Elixir of Life (True) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 8,000 gp Bulk L --- The elixir restores 10d6+27 Hit Points, and the bonus is +4.","skill_mod":{},"summary":"The elixir restores 8d6+21 Hit Points, and the bonus is +3.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3308","name":"Elixir of Life (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3308-3197"},{"legacy_name":["Elixir of Life"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3308","weakness":{},"price":800000,"legacy_id":["equipment-91"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3308-3198","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Elixir of Life Source Player Core 2 pg. 288, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Elixir of Life (Minor) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 3 gp Bulk L --- The elixir restores 1d6 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Elixir of Life (Lesser) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 30 gp Bulk L --- The elixir restores 3d6+6 Hit Points, and the bonus is +1. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Elixir of Life (Moderate) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 150 gp Bulk L --- The elixir restores 5d6+12 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Elixir of Life (Greater) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 600 gp Bulk L --- The elixir restores 7d6+18 Hit Points, and the bonus is +2. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Elixir of Life (Major) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 1,300 gp Bulk L --- The elixir restores 8d6+21 Hit Points, and the bonus is +3. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Elixir of Life (True) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 548 Price 8,000 gp Bulk L --- The elixir restores 10d6+27 Hit Points, and the bonus is +4.","skill_mod":{},"summary":"The elixir restores 10d6+27 Hit Points, and the bonus is +4.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3308","name":"Elixir of Life (True)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3308-3198"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-92"],"trait":["Alchemical","Consumable","Elixir","Healing","Uncommon"],"id":"equipment-3309","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Elixir of Rejuvenation Source Player Core 2 pg. 288 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- The elixir of rejuvenation restores a creature to full health and eradicates toxins affecting it. When you drink this elixir, you’re restored to your maximum Hit Points, and all afflictions of 20th level or lower affecting you are removed. You can instead administer this elixir to a creature that has been dead for a week or less. When you do, that creature is instantly brought back to life with 1 Hit Point and no spell slots, Focus Points, or other daily resources. Craft Requirements philosopher's stone, true elixir of life\n","skill_mod":{},"summary":"The elixir of rejuvenation restores a creature to full health and eradicates toxins affecting it. When you drink this elixir, you’re restored to your …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3309","name":"Elixir of Rejuvenation","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3309"},{"item_child_id":["equipment-3310-3199","equipment-3310-3200","equipment-3310-3201"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"school":"illusion","legacy_id":["equipment-96"],"trait":["Alchemical","Consumable","Elixir","Illusion","Visual"],"id":"equipment-3310","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Mistform Elixir Source Player Core 2 pg. 288, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A faint mist emanates from your skin, making you concealed for the listed duration. As usual, if you become concealed when your position is still obvious, you can't use this concealment to Hide or Sneak. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Mistform Elixir (Lesser) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 18 gp Bulk L --- The duration is 3 rounds. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Mistform Elixir (Moderate) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 56 gp Bulk L --- The duration is 1 minute. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Mistform Elixir (Greater) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 180 gp Bulk L --- The duration is 5 minutes.","skill_mod":{},"summary":"A faint mist emanates from your skin, making you concealed for the listed duration. As usual, if you become concealed when your position is still …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","School","Sense"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3310","name":"Mistform Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3310"},{"legacy_name":["Mistform Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3310","weakness":{},"school":"illusion","price":1800,"legacy_id":["equipment-96"],"trait":["Alchemical","Consumable","Elixir","Illusion","Visual"],"id":"equipment-3310-3199","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Mistform Elixir Source Player Core 2 pg. 288, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A faint mist emanates from your skin, making you concealed for the listed duration. As usual, if you become concealed when your position is still obvious, you can't use this concealment to Hide or Sneak. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Mistform Elixir (Lesser) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 18 gp Bulk L --- The duration is 3 rounds. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Mistform Elixir (Moderate) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 56 gp Bulk L --- The duration is 1 minute. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Mistform Elixir (Greater) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 180 gp Bulk L --- The duration is 5 minutes.","skill_mod":{},"summary":"The duration is 3 rounds.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","School","Sense"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3310","name":"Mistform Elixir (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3310-3199"},{"legacy_name":["Mistform Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3310","weakness":{},"school":"illusion","price":5600,"legacy_id":["equipment-96"],"trait":["Alchemical","Consumable","Elixir","Illusion","Visual"],"id":"equipment-3310-3200","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Mistform Elixir Source Player Core 2 pg. 288, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A faint mist emanates from your skin, making you concealed for the listed duration. As usual, if you become concealed when your position is still obvious, you can't use this concealment to Hide or Sneak. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Mistform Elixir (Lesser) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 18 gp Bulk L --- The duration is 3 rounds. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Mistform Elixir (Moderate) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 56 gp Bulk L --- The duration is 1 minute. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Mistform Elixir (Greater) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 180 gp Bulk L --- The duration is 5 minutes.","skill_mod":{},"summary":"The duration is 1 minute.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","School","Sense"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3310","name":"Mistform Elixir (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3310-3200"},{"legacy_name":["Mistform Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3310","weakness":{},"school":"illusion","price":18000,"legacy_id":["equipment-96"],"trait":["Alchemical","Consumable","Elixir","Illusion","Visual"],"id":"equipment-3310-3201","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Mistform Elixir Source Player Core 2 pg. 288, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A faint mist emanates from your skin, making you concealed for the listed duration. As usual, if you become concealed when your position is still obvious, you can't use this concealment to Hide or Sneak. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Mistform Elixir (Lesser) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 18 gp Bulk L --- The duration is 3 rounds. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Mistform Elixir (Moderate) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 56 gp Bulk L --- The duration is 1 minute. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Mistform Elixir (Greater) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 180 gp Bulk L --- The duration is 5 minutes.","skill_mod":{},"summary":"The duration is 5 minutes.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","School","Sense"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3310","name":"Mistform Elixir (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3310-3201"},{"item_child_id":["equipment-3311-3202","equipment-3311-3203","equipment-3311-3204"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-99"],"trait":["Alchemical","Consumable","Elixir","Polymorph"],"id":"equipment-3311","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Sea Touch Elixir Source Player Core 2 pg. 288, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This briny concoction alters the skin on your hands and feet. The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for the listed duration. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sea Touch Elixir (Lesser) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 22 gp Bulk L --- The duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sea Touch Elixir (Moderate) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 300 gp Bulk L --- The duration is 1 hour, and you can breathe underwater. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sea Touch Elixir (Greater) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 920 gp Bulk L --- The duration is 24 hours, and you can breathe underwater.","skill_mod":{},"summary":"This briny concoction alters the skin on your hands and feet. The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3311","name":"Sea Touch Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3311"},{"legacy_name":["Sea Touch Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3311","weakness":{},"price":2200,"legacy_id":["equipment-99"],"trait":["Alchemical","Consumable","Elixir","Polymorph"],"id":"equipment-3311-3202","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Sea Touch Elixir Source Player Core 2 pg. 288, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This briny concoction alters the skin on your hands and feet. The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for the listed duration. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sea Touch Elixir (Lesser) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 22 gp Bulk L --- The duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sea Touch Elixir (Moderate) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 300 gp Bulk L --- The duration is 1 hour, and you can breathe underwater. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sea Touch Elixir (Greater) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 920 gp Bulk L --- The duration is 24 hours, and you can breathe underwater.","skill_mod":{},"summary":"The duration is 10 minutes.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3311","name":"Sea Touch Elixir (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3311-3202"},{"legacy_name":["Sea Touch Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3311","weakness":{},"price":30000,"legacy_id":["equipment-99"],"trait":["Alchemical","Consumable","Elixir","Polymorph"],"id":"equipment-3311-3203","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Sea Touch Elixir Source Player Core 2 pg. 288, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This briny concoction alters the skin on your hands and feet. The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for the listed duration. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sea Touch Elixir (Lesser) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 22 gp Bulk L --- The duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sea Touch Elixir (Moderate) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 300 gp Bulk L --- The duration is 1 hour, and you can breathe underwater. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sea Touch Elixir (Greater) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 920 gp Bulk L --- The duration is 24 hours, and you can breathe underwater.","skill_mod":{},"summary":"The duration is 1 hour, and you can breathe underwater.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3311","name":"Sea Touch Elixir (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3311-3203"},{"legacy_name":["Sea Touch Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3311","weakness":{},"price":92000,"legacy_id":["equipment-99"],"trait":["Alchemical","Consumable","Elixir","Polymorph"],"id":"equipment-3311-3204","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Sea Touch Elixir Source Player Core 2 pg. 288, GM Core pg. 247 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This briny concoction alters the skin on your hands and feet. The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for the listed duration. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sea Touch Elixir (Lesser) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 22 gp Bulk L --- The duration is 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Sea Touch Elixir (Moderate) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 300 gp Bulk L --- The duration is 1 hour, and you can breathe underwater. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Sea Touch Elixir (Greater) Source Player Core 2 pg. 288, GM Core pg. 247, Core Rulebook pg. 549 Price 920 gp Bulk L --- The duration is 24 hours, and you can breathe underwater.","skill_mod":{},"summary":"The duration is 24 hours, and you can breathe underwater.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3311","name":"Sea Touch Elixir (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3311-3204"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1300,"legacy_id":["equipment-102"],"trait":["Alchemical","Consumable","Elixir","Morph"],"id":"equipment-3312","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Stone Fist Elixir Source Player Core 2 pg. 288, GM Core pg. 247 Price 13 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your fists become hard as stone. For 1 hour, your fists deal 1d6 bludgeoning damage and lose the nonlethal trait.\n","skill_mod":{},"summary":"Your fists become hard as stone. For 1 hour, your fists deal 1d6 bludgeoning damage and lose the nonlethal trait.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3312","name":"Stone Fist Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3312"},{"legacy_name":["Sinew-Shock Serum"],"item_child_id":["equipment-3313-3205","equipment-3313-3206","equipment-3313-3207","equipment-3313-3208","equipment-3313-3209"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-691"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3313","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Surging Serum Source Player Core 2 pg. 288 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Involuntary jolts and surges of energy move through the drinker's body as it restores normal muscle control. When you drink this elixir, it attempts to counteract each effect that's inflicting the clumsy or enfeebled condition on you, using the listed counteract rank and modifier. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Surging Serum (Minor) Source Player Core 2 pg. 288 Price 5 gp Bulk L --- The elixir counteracts at 1st-rank and has a +6 counteract modifier. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Surging Serum (Lesser) Source Player Core 2 pg. 288 Price 15 gp Bulk L --- The elixir counteracts at 2nd-rank and has a +8 counteract modifier. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Surging Serum (Moderate) Source Player Core 2 pg. 288 Price 75 gp Bulk L --- The elixir counteracts at 4th-rank and has a +14 counteract modifier. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Surging Serum (Greater) Source Player Core 2 pg. 288 Price 325 gp Bulk L --- The elixir counteracts at 6th-rank and has a +19 counteract modifier. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Surging Serum (Major) Source Player Core 2 pg. 288 Price 3,250 gp Bulk L --- The elixir counteracts at 9th-rank and has a +28 counteract modifier.","skill_mod":{},"summary":"Involuntary jolts and surges of energy move through the drinker's body as it restores normal muscle control. When you drink this elixir, it attempts …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3313","name":"Surging Serum","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3313"},{"legacy_name":["Sinew-Shock Serum"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3313","weakness":{},"price":500,"legacy_id":["equipment-691"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3313-3205","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Surging Serum Source Player Core 2 pg. 288 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Involuntary jolts and surges of energy move through the drinker's body as it restores normal muscle control. When you drink this elixir, it attempts to counteract each effect that's inflicting the clumsy or enfeebled condition on you, using the listed counteract rank and modifier. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Surging Serum (Minor) Source Player Core 2 pg. 288 Price 5 gp Bulk L --- The elixir counteracts at 1st-rank and has a +6 counteract modifier. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Surging Serum (Lesser) Source Player Core 2 pg. 288 Price 15 gp Bulk L --- The elixir counteracts at 2nd-rank and has a +8 counteract modifier. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Surging Serum (Moderate) Source Player Core 2 pg. 288 Price 75 gp Bulk L --- The elixir counteracts at 4th-rank and has a +14 counteract modifier. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Surging Serum (Greater) Source Player Core 2 pg. 288 Price 325 gp Bulk L --- The elixir counteracts at 6th-rank and has a +19 counteract modifier. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Surging Serum (Major) Source Player Core 2 pg. 288 Price 3,250 gp Bulk L --- The elixir counteracts at 9th-rank and has a +28 counteract modifier.","skill_mod":{},"summary":"The elixir counteracts at 1st-rank and has a +6 counteract modifier.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3313","name":"Surging Serum (Minor)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3313-3205"},{"legacy_name":["Sinew-Shock Serum"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3313","weakness":{},"price":1500,"legacy_id":["equipment-691"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3313-3206","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Surging Serum Source Player Core 2 pg. 288 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Involuntary jolts and surges of energy move through the drinker's body as it restores normal muscle control. When you drink this elixir, it attempts to counteract each effect that's inflicting the clumsy or enfeebled condition on you, using the listed counteract rank and modifier. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Surging Serum (Minor) Source Player Core 2 pg. 288 Price 5 gp Bulk L --- The elixir counteracts at 1st-rank and has a +6 counteract modifier. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Surging Serum (Lesser) Source Player Core 2 pg. 288 Price 15 gp Bulk L --- The elixir counteracts at 2nd-rank and has a +8 counteract modifier. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Surging Serum (Moderate) Source Player Core 2 pg. 288 Price 75 gp Bulk L --- The elixir counteracts at 4th-rank and has a +14 counteract modifier. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Surging Serum (Greater) Source Player Core 2 pg. 288 Price 325 gp Bulk L --- The elixir counteracts at 6th-rank and has a +19 counteract modifier. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Surging Serum (Major) Source Player Core 2 pg. 288 Price 3,250 gp Bulk L --- The elixir counteracts at 9th-rank and has a +28 counteract modifier.","skill_mod":{},"summary":"The elixir counteracts at 2nd-rank and has a +8 counteract modifier.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3313","name":"Surging Serum (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3313-3206"},{"legacy_name":["Sinew-Shock Serum"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3313","weakness":{},"price":7500,"legacy_id":["equipment-691"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3313-3207","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Surging Serum Source Player Core 2 pg. 288 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Involuntary jolts and surges of energy move through the drinker's body as it restores normal muscle control. When you drink this elixir, it attempts to counteract each effect that's inflicting the clumsy or enfeebled condition on you, using the listed counteract rank and modifier. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Surging Serum (Minor) Source Player Core 2 pg. 288 Price 5 gp Bulk L --- The elixir counteracts at 1st-rank and has a +6 counteract modifier. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Surging Serum (Lesser) Source Player Core 2 pg. 288 Price 15 gp Bulk L --- The elixir counteracts at 2nd-rank and has a +8 counteract modifier. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Surging Serum (Moderate) Source Player Core 2 pg. 288 Price 75 gp Bulk L --- The elixir counteracts at 4th-rank and has a +14 counteract modifier. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Surging Serum (Greater) Source Player Core 2 pg. 288 Price 325 gp Bulk L --- The elixir counteracts at 6th-rank and has a +19 counteract modifier. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Surging Serum (Major) Source Player Core 2 pg. 288 Price 3,250 gp Bulk L --- The elixir counteracts at 9th-rank and has a +28 counteract modifier.","skill_mod":{},"summary":"The elixir counteracts at 4th-rank and has a +14 counteract modifier.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3313","name":"Surging Serum (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3313-3207"},{"legacy_name":["Sinew-Shock Serum"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3313","weakness":{},"price":32500,"legacy_id":["equipment-691"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3313-3208","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Surging Serum Source Player Core 2 pg. 288 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Involuntary jolts and surges of energy move through the drinker's body as it restores normal muscle control. When you drink this elixir, it attempts to counteract each effect that's inflicting the clumsy or enfeebled condition on you, using the listed counteract rank and modifier. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Surging Serum (Minor) Source Player Core 2 pg. 288 Price 5 gp Bulk L --- The elixir counteracts at 1st-rank and has a +6 counteract modifier. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Surging Serum (Lesser) Source Player Core 2 pg. 288 Price 15 gp Bulk L --- The elixir counteracts at 2nd-rank and has a +8 counteract modifier. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Surging Serum (Moderate) Source Player Core 2 pg. 288 Price 75 gp Bulk L --- The elixir counteracts at 4th-rank and has a +14 counteract modifier. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Surging Serum (Greater) Source Player Core 2 pg. 288 Price 325 gp Bulk L --- The elixir counteracts at 6th-rank and has a +19 counteract modifier. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Surging Serum (Major) Source Player Core 2 pg. 288 Price 3,250 gp Bulk L --- The elixir counteracts at 9th-rank and has a +28 counteract modifier.","skill_mod":{},"summary":"The elixir counteracts at 6th-rank and has a +19 counteract modifier.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3313","name":"Surging Serum (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3313-3208"},{"legacy_name":["Sinew-Shock Serum"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3313","weakness":{},"price":325000,"legacy_id":["equipment-691"],"trait":["Alchemical","Consumable","Elixir","Healing"],"id":"equipment-3313-3209","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Surging Serum Source Player Core 2 pg. 288 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Involuntary jolts and surges of energy move through the drinker's body as it restores normal muscle control. When you drink this elixir, it attempts to counteract each effect that's inflicting the clumsy or enfeebled condition on you, using the listed counteract rank and modifier. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Surging Serum (Minor) Source Player Core 2 pg. 288 Price 5 gp Bulk L --- The elixir counteracts at 1st-rank and has a +6 counteract modifier. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Surging Serum (Lesser) Source Player Core 2 pg. 288 Price 15 gp Bulk L --- The elixir counteracts at 2nd-rank and has a +8 counteract modifier. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Surging Serum (Moderate) Source Player Core 2 pg. 288 Price 75 gp Bulk L --- The elixir counteracts at 4th-rank and has a +14 counteract modifier. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Surging Serum (Greater) Source Player Core 2 pg. 288 Price 325 gp Bulk L --- The elixir counteracts at 6th-rank and has a +19 counteract modifier. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Surging Serum (Major) Source Player Core 2 pg. 288 Price 3,250 gp Bulk L --- The elixir counteracts at 9th-rank and has a +28 counteract modifier.","skill_mod":{},"summary":"The elixir counteracts at 9th-rank and has a +28 counteract modifier.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3313","name":"Surging Serum (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3313-3209"},{"legacy_name":["Winter Wolf Elixir"],"item_child_id":["equipment-3314-3210","equipment-3314-3211","equipment-3314-3212"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-103"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3314","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Witchwarg Elixir Source Player Core 2 pg. 288 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This elixir warms your core and improves your circulation. For 24 hours, you're protected from the effects of severe cold. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Witchwarg Elixir (Lesser) Source Player Core 2 pg. 288 Price 15 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Witchwarg Elixir (Moderate) Source Player Core 2 pg. 288 Price 320 gp Bulk L --- You’re also protected from extreme cold. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Witchwarg Elixir (Greater) Source Player Core 2 pg. 288 Price 1,400 gp Bulk L --- You’re also protected from extreme and incredible cold.","skill_mod":{},"summary":"This elixir warms your core and improves your circulation. For 24 hours, you're protected from the effects of severe cold .","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3314","name":"Witchwarg Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3314"},{"legacy_name":["Winter Wolf Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3314","weakness":{},"price":1500,"legacy_id":["equipment-103"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3314-3210","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Witchwarg Elixir Source Player Core 2 pg. 288 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This elixir warms your core and improves your circulation. For 24 hours, you're protected from the effects of severe cold. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Witchwarg Elixir (Lesser) Source Player Core 2 pg. 288 Price 15 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Witchwarg Elixir (Moderate) Source Player Core 2 pg. 288 Price 320 gp Bulk L --- You’re also protected from extreme cold. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Witchwarg Elixir (Greater) Source Player Core 2 pg. 288 Price 1,400 gp Bulk L --- You’re also protected from extreme and incredible cold.","skill_mod":{},"summary":"This elixir warms your core and improves your circulation. For 24 hours, you're protected from the effects of severe cold .","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3314","name":"Witchwarg Elixir (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3314-3210"},{"legacy_name":["Winter Wolf Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3314","weakness":{},"price":32000,"legacy_id":["equipment-103"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3314-3211","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Witchwarg Elixir Source Player Core 2 pg. 288 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This elixir warms your core and improves your circulation. For 24 hours, you're protected from the effects of severe cold. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Witchwarg Elixir (Lesser) Source Player Core 2 pg. 288 Price 15 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Witchwarg Elixir (Moderate) Source Player Core 2 pg. 288 Price 320 gp Bulk L --- You’re also protected from extreme cold. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Witchwarg Elixir (Greater) Source Player Core 2 pg. 288 Price 1,400 gp Bulk L --- You’re also protected from extreme and incredible cold.","skill_mod":{},"summary":"You’re also protected from extreme cold.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3314","name":"Witchwarg Elixir (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3314-3211"},{"legacy_name":["Winter Wolf Elixir"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3314","weakness":{},"price":140000,"legacy_id":["equipment-103"],"trait":["Alchemical","Consumable","Elixir"],"id":"equipment-3314-3212","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Witchwarg Elixir Source Player Core 2 pg. 288 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This elixir warms your core and improves your circulation. For 24 hours, you're protected from the effects of severe cold. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Witchwarg Elixir (Lesser) Source Player Core 2 pg. 288 Price 15 gp Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Witchwarg Elixir (Moderate) Source Player Core 2 pg. 288 Price 320 gp Bulk L --- You’re also protected from extreme cold. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Witchwarg Elixir (Greater) Source Player Core 2 pg. 288 Price 1,400 gp Bulk L --- You’re also protected from extreme and incredible cold.","skill_mod":{},"summary":"You’re also protected from extreme and incredible cold.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3314","name":"Witchwarg Elixir (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3314-3212"},{"item_child_id":["equipment-3315-3213","equipment-3315-3214","equipment-3315-3215","equipment-3315-3216"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Athletics","Athletics","Athletics","Athletics"],"legacy_id":["equipment-82"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3315","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bestial Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your features transform into something bestial and lumbering. Benefit You gain an item bonus to Athletics checks and unarmed attack rolls. You gain a claw unarmed attack with the agile trait and a jaws unarmed attack. Striking runes don't modify the damage caused by these attacks. Drawback You take a –2 penalty to Reflex saves, Acrobatics checks, and Stealth checks. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bestial Mutagen (Lesser) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 4 gp Bulk L --- You gain a +1 item bonus, your claw deals 1d4 slashing damage, your jaws deal 1d6 piercing damage, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bestial Mutagen (Moderate) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 12 gp Bulk L --- You gain a +2 item bonus, your claw deals 2d6 slashing damage, your jaws deal 2d8 piercing damage, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bestial Mutagen (Greater) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 300 gp Bulk L --- You gain a +3 item bonus, your claw deals 3d8 slashing damage, your jaws deal 3d10 piercing damage, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Bestial Mutagen (Major) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 3,000 gp Bulk L --- You gain a +4 item bonus, your claw deals 4d8 slashing damage, your jaws deal 4d10 piercing damage, and the duration is 1 hour. You gain weapon specialization with the claw and jaws, or greater weapon specialization if you already have weapon specialization with these unarmed attacks.","skill_mod":{},"summary":"Your features transform into something bestial and lumbering. Benefit You gain an item bonus to Athletics checks and unarmed attack rolls. You …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3315","name":"Bestial Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3315"},{"legacy_name":["Bestial Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3315","weakness":{},"price":400,"skill":["Athletics"],"legacy_id":["equipment-82"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3315-3213","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bestial Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your features transform into something bestial and lumbering. Benefit You gain an item bonus to Athletics checks and unarmed attack rolls. You gain a claw unarmed attack with the agile trait and a jaws unarmed attack. Striking runes don't modify the damage caused by these attacks. Drawback You take a –2 penalty to Reflex saves, Acrobatics checks, and Stealth checks. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bestial Mutagen (Lesser) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 4 gp Bulk L --- You gain a +1 item bonus, your claw deals 1d4 slashing damage, your jaws deal 1d6 piercing damage, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bestial Mutagen (Moderate) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 12 gp Bulk L --- You gain a +2 item bonus, your claw deals 2d6 slashing damage, your jaws deal 2d8 piercing damage, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bestial Mutagen (Greater) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 300 gp Bulk L --- You gain a +3 item bonus, your claw deals 3d8 slashing damage, your jaws deal 3d10 piercing damage, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Bestial Mutagen (Major) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 3,000 gp Bulk L --- You gain a +4 item bonus, your claw deals 4d8 slashing damage, your jaws deal 4d10 piercing damage, and the duration is 1 hour. You gain weapon specialization with the claw and jaws, or greater weapon specialization if you already have weapon specialization with these unarmed attacks.","skill_mod":{},"summary":"You gain a +1 item bonus, your claw deals 1d4 slashing damage, your jaws deal 1d6 piercing damage, and the duration is 1 minute.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3315","name":"Bestial Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3315-3213"},{"legacy_name":["Bestial Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3315","weakness":{},"price":1200,"skill":["Athletics"],"legacy_id":["equipment-82"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3315-3214","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bestial Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your features transform into something bestial and lumbering. Benefit You gain an item bonus to Athletics checks and unarmed attack rolls. You gain a claw unarmed attack with the agile trait and a jaws unarmed attack. Striking runes don't modify the damage caused by these attacks. Drawback You take a –2 penalty to Reflex saves, Acrobatics checks, and Stealth checks. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bestial Mutagen (Lesser) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 4 gp Bulk L --- You gain a +1 item bonus, your claw deals 1d4 slashing damage, your jaws deal 1d6 piercing damage, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bestial Mutagen (Moderate) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 12 gp Bulk L --- You gain a +2 item bonus, your claw deals 2d6 slashing damage, your jaws deal 2d8 piercing damage, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bestial Mutagen (Greater) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 300 gp Bulk L --- You gain a +3 item bonus, your claw deals 3d8 slashing damage, your jaws deal 3d10 piercing damage, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Bestial Mutagen (Major) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 3,000 gp Bulk L --- You gain a +4 item bonus, your claw deals 4d8 slashing damage, your jaws deal 4d10 piercing damage, and the duration is 1 hour. You gain weapon specialization with the claw and jaws, or greater weapon specialization if you already have weapon specialization with these unarmed attacks.","skill_mod":{},"summary":"You gain a +2 item bonus, your claw deals 2d6 slashing damage, your jaws deal 2d8 piercing damage, and the duration is 10 minutes.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3315","name":"Bestial Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3315-3214"},{"legacy_name":["Bestial Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3315","weakness":{},"price":30000,"skill":["Athletics"],"legacy_id":["equipment-82"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3315-3215","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bestial Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your features transform into something bestial and lumbering. Benefit You gain an item bonus to Athletics checks and unarmed attack rolls. You gain a claw unarmed attack with the agile trait and a jaws unarmed attack. Striking runes don't modify the damage caused by these attacks. Drawback You take a –2 penalty to Reflex saves, Acrobatics checks, and Stealth checks. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bestial Mutagen (Lesser) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 4 gp Bulk L --- You gain a +1 item bonus, your claw deals 1d4 slashing damage, your jaws deal 1d6 piercing damage, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bestial Mutagen (Moderate) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 12 gp Bulk L --- You gain a +2 item bonus, your claw deals 2d6 slashing damage, your jaws deal 2d8 piercing damage, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bestial Mutagen (Greater) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 300 gp Bulk L --- You gain a +3 item bonus, your claw deals 3d8 slashing damage, your jaws deal 3d10 piercing damage, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Bestial Mutagen (Major) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 3,000 gp Bulk L --- You gain a +4 item bonus, your claw deals 4d8 slashing damage, your jaws deal 4d10 piercing damage, and the duration is 1 hour. You gain weapon specialization with the claw and jaws, or greater weapon specialization if you already have weapon specialization with these unarmed attacks.","skill_mod":{},"summary":"You gain a +3 item bonus, your claw deals 3d8 slashing damage, your jaws deal 3d10 piercing damage, and the duration is 1 hour.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3315","name":"Bestial Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3315-3215"},{"legacy_name":["Bestial Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3315","weakness":{},"price":300000,"skill":["Athletics"],"legacy_id":["equipment-82"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3315-3216","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Bestial Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your features transform into something bestial and lumbering. Benefit You gain an item bonus to Athletics checks and unarmed attack rolls. You gain a claw unarmed attack with the agile trait and a jaws unarmed attack. Striking runes don't modify the damage caused by these attacks. Drawback You take a –2 penalty to Reflex saves, Acrobatics checks, and Stealth checks. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Bestial Mutagen (Lesser) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 4 gp Bulk L --- You gain a +1 item bonus, your claw deals 1d4 slashing damage, your jaws deal 1d6 piercing damage, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Bestial Mutagen (Moderate) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 12 gp Bulk L --- You gain a +2 item bonus, your claw deals 2d6 slashing damage, your jaws deal 2d8 piercing damage, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Bestial Mutagen (Greater) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 300 gp Bulk L --- You gain a +3 item bonus, your claw deals 3d8 slashing damage, your jaws deal 3d10 piercing damage, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Bestial Mutagen (Major) Source Player Core 2 pg. 289, Core Rulebook pg. 546 Price 3,000 gp Bulk L --- You gain a +4 item bonus, your claw deals 4d8 slashing damage, your jaws deal 4d10 piercing damage, and the duration is 1 hour. You gain weapon specialization with the claw and jaws, or greater weapon specialization if you already have weapon specialization with these unarmed attacks.","skill_mod":{},"summary":"You gain a +4 item bonus, your claw deals 4d8 slashing damage, your jaws deal 4d10 piercing damage, and the duration is 1 hour. You gain weapon …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3315","name":"Bestial Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3315-3216"},{"item_child_id":["equipment-3316-3217","equipment-3316-3218","equipment-3316-3219","equipment-3316-3220"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Arcana","Crafting","Lore","Occultism","Society","Arcana","Crafting","Lore","Occultism","Society","Arcana","Crafting","Lore","Occultism","Society","Arcana","Crafting","Lore","Occultism","Society"],"legacy_id":["equipment-87"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3316","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cognitive Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your mind becomes clear, but physical matters seem ephemeral. Benefit You gain an item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge. Your critical failures on Recall Knowledge checks become failures instead. Drawback You take a –2 penalty to weapon and unarmed attack rolls, Athletics checks, and Acrobatics checks. You can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is reduced by 4. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cognitive Mutagen (Lesser) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 4 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Cognitive Mutagen (Moderate) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 12 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cognitive Mutagen (Greater) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour. You become trained in one Intelligence-based skill, chosen at creation. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cognitive Mutagen (Major) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. You become trained in one skill, chosen at creation.","skill_mod":{},"summary":"Your mind becomes clear, but physical matters seem ephemeral. Benefit You gain an item bonus to Arcana, Crafting, Lore, Occultism, and Society …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3316","name":"Cognitive Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3316"},{"legacy_name":["Cognitive Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3316","weakness":{},"price":400,"skill":["Arcana","Crafting","Lore","Occultism","Society"],"legacy_id":["equipment-87"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3316-3217","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cognitive Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your mind becomes clear, but physical matters seem ephemeral. Benefit You gain an item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge. Your critical failures on Recall Knowledge checks become failures instead. Drawback You take a –2 penalty to weapon and unarmed attack rolls, Athletics checks, and Acrobatics checks. You can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is reduced by 4. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cognitive Mutagen (Lesser) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 4 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Cognitive Mutagen (Moderate) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 12 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cognitive Mutagen (Greater) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour. You become trained in one Intelligence-based skill, chosen at creation. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cognitive Mutagen (Major) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. You become trained in one skill, chosen at creation.","skill_mod":{},"summary":"The bonus is +1, and the duration is 1 minute.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3316","name":"Cognitive Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3316-3217"},{"legacy_name":["Cognitive Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3316","weakness":{},"price":1200,"skill":["Arcana","Crafting","Lore","Occultism","Society"],"legacy_id":["equipment-87"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3316-3218","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cognitive Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your mind becomes clear, but physical matters seem ephemeral. Benefit You gain an item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge. Your critical failures on Recall Knowledge checks become failures instead. Drawback You take a –2 penalty to weapon and unarmed attack rolls, Athletics checks, and Acrobatics checks. You can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is reduced by 4. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cognitive Mutagen (Lesser) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 4 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Cognitive Mutagen (Moderate) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 12 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cognitive Mutagen (Greater) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour. You become trained in one Intelligence-based skill, chosen at creation. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cognitive Mutagen (Major) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. You become trained in one skill, chosen at creation.","skill_mod":{},"summary":"The bonus is +2, and the duration is 10 minutes.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3316","name":"Cognitive Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3316-3218"},{"legacy_name":["Cognitive Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3316","weakness":{},"price":30000,"skill":["Arcana","Crafting","Lore","Occultism","Society"],"legacy_id":["equipment-87"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3316-3219","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cognitive Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your mind becomes clear, but physical matters seem ephemeral. Benefit You gain an item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge. Your critical failures on Recall Knowledge checks become failures instead. Drawback You take a –2 penalty to weapon and unarmed attack rolls, Athletics checks, and Acrobatics checks. You can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is reduced by 4. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cognitive Mutagen (Lesser) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 4 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Cognitive Mutagen (Moderate) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 12 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cognitive Mutagen (Greater) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour. You become trained in one Intelligence-based skill, chosen at creation. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cognitive Mutagen (Major) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. You become trained in one skill, chosen at creation.","skill_mod":{},"summary":"The bonus is +3, and the duration is 1 hour. You become trained in one Intelligence-based skill, chosen at creation.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3316","name":"Cognitive Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3316-3219"},{"legacy_name":["Cognitive Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3316","weakness":{},"price":300000,"skill":["Arcana","Crafting","Lore","Occultism","Society"],"legacy_id":["equipment-87"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3316-3220","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cognitive Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your mind becomes clear, but physical matters seem ephemeral. Benefit You gain an item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge. Your critical failures on Recall Knowledge checks become failures instead. Drawback You take a –2 penalty to weapon and unarmed attack rolls, Athletics checks, and Acrobatics checks. You can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is reduced by 4. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cognitive Mutagen (Lesser) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 4 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Cognitive Mutagen (Moderate) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 12 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cognitive Mutagen (Greater) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour. You become trained in one Intelligence-based skill, chosen at creation. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cognitive Mutagen (Major) Source Player Core 2 pg. 289, Core Rulebook pg. 547 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. You become trained in one skill, chosen at creation.","skill_mod":{},"summary":"The bonus is +4, and the duration is 1 hour. You become trained in one skill, chosen at creation.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3316","name":"Cognitive Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3316-3220"},{"item_child_id":["equipment-3317-3221","equipment-3317-3222","equipment-3317-3223","equipment-3317-3224"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-688"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3317","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Drakeheart Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your skin grows scales like a drake, and your eyesight become sharp and your pupils slitted, but your mind and reflexes slow. Benefit You gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to Perception checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus. You also gain the Final Surge action. Activate—Final Surge Single Action ; Effect You Stride twice. The drakeheart mutagen's duration ends. Drawback You take a –1 penalty to Will saves, Reflex saves, and all skill checks to Recall Knowledge. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Drakeheart Mutagen (Lesser) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 4 gp Bulk L --- The item bonus to AC is +4, the item bonus to Perception is +1, and the duration is 1 minute or until you use Final Surge, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Drakeheart Mutagen (Moderate) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 12 gp Bulk L --- The item bonus to AC is +5, the item bonus to Perception is +2, and the duration is 10 minutes or until you use Final Surge, whichever comes first. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Drakeheart Mutagen (Greater) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 300 gp Bulk L --- The item bonus to AC is +6, the item bonus to Perception is +3, and the duration is 1 hour or until you use Final Surge, whichever comes first. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Drakeheart Mutagen (Major) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 3,000 gp Bulk L --- The item bonus to AC is +7, the item bonus to Perception is +4, and the duration is 1 hour or until you use Final Surge, whichever comes first.","skill_mod":{},"summary":"Your skin grows scales like a drake, and your eyesight become sharp and your pupils slitted, but your mind and reflexes slow. Benefit You gain …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3317","name":"Drakeheart Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3317"},{"legacy_name":["Drakeheart Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3317","weakness":{},"price":400,"legacy_id":["equipment-688"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3317-3221","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Drakeheart Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your skin grows scales like a drake, and your eyesight become sharp and your pupils slitted, but your mind and reflexes slow. Benefit You gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to Perception checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus. You also gain the Final Surge action. Activate—Final Surge Single Action ; Effect You Stride twice. The drakeheart mutagen's duration ends. Drawback You take a –1 penalty to Will saves, Reflex saves, and all skill checks to Recall Knowledge. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Drakeheart Mutagen (Lesser) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 4 gp Bulk L --- The item bonus to AC is +4, the item bonus to Perception is +1, and the duration is 1 minute or until you use Final Surge, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Drakeheart Mutagen (Moderate) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 12 gp Bulk L --- The item bonus to AC is +5, the item bonus to Perception is +2, and the duration is 10 minutes or until you use Final Surge, whichever comes first. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Drakeheart Mutagen (Greater) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 300 gp Bulk L --- The item bonus to AC is +6, the item bonus to Perception is +3, and the duration is 1 hour or until you use Final Surge, whichever comes first. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Drakeheart Mutagen (Major) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 3,000 gp Bulk L --- The item bonus to AC is +7, the item bonus to Perception is +4, and the duration is 1 hour or until you use Final Surge, whichever comes first.","skill_mod":{},"summary":"The item bonus to AC is +4, the item bonus to Perception is +1, and the duration is 1 minute or until you use Final Surge, whichever comes first.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3317","name":"Drakeheart Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3317-3221"},{"legacy_name":["Drakeheart Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3317","weakness":{},"price":1200,"legacy_id":["equipment-688"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3317-3222","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Drakeheart Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your skin grows scales like a drake, and your eyesight become sharp and your pupils slitted, but your mind and reflexes slow. Benefit You gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to Perception checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus. You also gain the Final Surge action. Activate—Final Surge Single Action ; Effect You Stride twice. The drakeheart mutagen's duration ends. Drawback You take a –1 penalty to Will saves, Reflex saves, and all skill checks to Recall Knowledge. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Drakeheart Mutagen (Lesser) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 4 gp Bulk L --- The item bonus to AC is +4, the item bonus to Perception is +1, and the duration is 1 minute or until you use Final Surge, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Drakeheart Mutagen (Moderate) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 12 gp Bulk L --- The item bonus to AC is +5, the item bonus to Perception is +2, and the duration is 10 minutes or until you use Final Surge, whichever comes first. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Drakeheart Mutagen (Greater) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 300 gp Bulk L --- The item bonus to AC is +6, the item bonus to Perception is +3, and the duration is 1 hour or until you use Final Surge, whichever comes first. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Drakeheart Mutagen (Major) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 3,000 gp Bulk L --- The item bonus to AC is +7, the item bonus to Perception is +4, and the duration is 1 hour or until you use Final Surge, whichever comes first.","skill_mod":{},"summary":"The item bonus to AC is +5, the item bonus to Perception is +2, and the duration is 10 minutes or until you use Final Surge, whichever comes first.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3317","name":"Drakeheart Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3317-3222"},{"legacy_name":["Drakeheart Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3317","weakness":{},"price":30000,"legacy_id":["equipment-688"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3317-3223","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Drakeheart Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your skin grows scales like a drake, and your eyesight become sharp and your pupils slitted, but your mind and reflexes slow. Benefit You gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to Perception checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus. You also gain the Final Surge action. Activate—Final Surge Single Action ; Effect You Stride twice. The drakeheart mutagen's duration ends. Drawback You take a –1 penalty to Will saves, Reflex saves, and all skill checks to Recall Knowledge. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Drakeheart Mutagen (Lesser) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 4 gp Bulk L --- The item bonus to AC is +4, the item bonus to Perception is +1, and the duration is 1 minute or until you use Final Surge, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Drakeheart Mutagen (Moderate) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 12 gp Bulk L --- The item bonus to AC is +5, the item bonus to Perception is +2, and the duration is 10 minutes or until you use Final Surge, whichever comes first. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Drakeheart Mutagen (Greater) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 300 gp Bulk L --- The item bonus to AC is +6, the item bonus to Perception is +3, and the duration is 1 hour or until you use Final Surge, whichever comes first. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Drakeheart Mutagen (Major) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 3,000 gp Bulk L --- The item bonus to AC is +7, the item bonus to Perception is +4, and the duration is 1 hour or until you use Final Surge, whichever comes first.","skill_mod":{},"summary":"The item bonus to AC is +6, the item bonus to Perception is +3, and the duration is 1 hour or until you use Final Surge, whichever comes first.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3317","name":"Drakeheart Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3317-3223"},{"legacy_name":["Drakeheart Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3317","weakness":{},"price":300000,"legacy_id":["equipment-688"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3317-3224","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Drakeheart Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your skin grows scales like a drake, and your eyesight become sharp and your pupils slitted, but your mind and reflexes slow. Benefit You gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to Perception checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus. You also gain the Final Surge action. Activate—Final Surge Single Action ; Effect You Stride twice. The drakeheart mutagen's duration ends. Drawback You take a –1 penalty to Will saves, Reflex saves, and all skill checks to Recall Knowledge. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Drakeheart Mutagen (Lesser) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 4 gp Bulk L --- The item bonus to AC is +4, the item bonus to Perception is +1, and the duration is 1 minute or until you use Final Surge, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Drakeheart Mutagen (Moderate) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 12 gp Bulk L --- The item bonus to AC is +5, the item bonus to Perception is +2, and the duration is 10 minutes or until you use Final Surge, whichever comes first. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Drakeheart Mutagen (Greater) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 300 gp Bulk L --- The item bonus to AC is +6, the item bonus to Perception is +3, and the duration is 1 hour or until you use Final Surge, whichever comes first. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Drakeheart Mutagen (Major) Source Player Core 2 pg. 289, Advanced Player's Guide pg. 253 Price 3,000 gp Bulk L --- The item bonus to AC is +7, the item bonus to Perception is +4, and the duration is 1 hour or until you use Final Surge, whichever comes first.","skill_mod":{},"summary":"The item bonus to AC is +7, the item bonus to Perception is +4, and the duration is 1 hour or until you use Final Surge, whichever comes first.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3317","name":"Drakeheart Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3317-3224"},{"item_child_id":["equipment-3318-3225","equipment-3318-3226","equipment-3318-3227","equipment-3318-3228"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-94"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3318","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Juggernaut Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your body becomes sturdy and ponderous. Benefit You gain an item bonus to Fortitude saves and the listed number of temporary Hit Points. Whenever you're at maximum Hit Points for at least 1 minute, you regain the temporary Hit Points. Drawback You take a –2 penalty to Will saves, Perception checks, and initiative rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Juggernaut Mutagen (Lesser) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 4 gp Bulk L --- The bonus is +1, you gain 5 temporary Hit Points, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Juggernaut Mutagen (Moderate) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 12 gp Bulk L --- The bonus is +2, you gain 10 temporary Hit Points, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Juggernaut Mutagen (Greater) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 300 gp Bulk L --- The bonus is +3, you gain 30 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Juggernaut Mutagen (Major) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 3,000 gp Bulk L --- The bonus is +4, you gain 45 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead, and your critical failures on Fortitude saves become failures instead.","skill_mod":{},"summary":"Your body becomes sturdy and ponderous. Benefit You gain an item bonus to Fortitude saves and the listed number of temporary Hit Points. Whenever …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3318","name":"Juggernaut Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3318"},{"legacy_name":["Juggernaut Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3318","weakness":{},"price":400,"legacy_id":["equipment-94"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3318-3225","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Juggernaut Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your body becomes sturdy and ponderous. Benefit You gain an item bonus to Fortitude saves and the listed number of temporary Hit Points. Whenever you're at maximum Hit Points for at least 1 minute, you regain the temporary Hit Points. Drawback You take a –2 penalty to Will saves, Perception checks, and initiative rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Juggernaut Mutagen (Lesser) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 4 gp Bulk L --- The bonus is +1, you gain 5 temporary Hit Points, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Juggernaut Mutagen (Moderate) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 12 gp Bulk L --- The bonus is +2, you gain 10 temporary Hit Points, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Juggernaut Mutagen (Greater) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 300 gp Bulk L --- The bonus is +3, you gain 30 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Juggernaut Mutagen (Major) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 3,000 gp Bulk L --- The bonus is +4, you gain 45 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead, and your critical failures on Fortitude saves become failures instead.","skill_mod":{},"summary":"The bonus is +1, you gain 5 temporary Hit Points, and the duration is 1 minute.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3318","name":"Juggernaut Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3318-3225"},{"legacy_name":["Juggernaut Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3318","weakness":{},"price":1200,"legacy_id":["equipment-94"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3318-3226","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Juggernaut Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your body becomes sturdy and ponderous. Benefit You gain an item bonus to Fortitude saves and the listed number of temporary Hit Points. Whenever you're at maximum Hit Points for at least 1 minute, you regain the temporary Hit Points. Drawback You take a –2 penalty to Will saves, Perception checks, and initiative rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Juggernaut Mutagen (Lesser) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 4 gp Bulk L --- The bonus is +1, you gain 5 temporary Hit Points, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Juggernaut Mutagen (Moderate) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 12 gp Bulk L --- The bonus is +2, you gain 10 temporary Hit Points, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Juggernaut Mutagen (Greater) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 300 gp Bulk L --- The bonus is +3, you gain 30 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Juggernaut Mutagen (Major) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 3,000 gp Bulk L --- The bonus is +4, you gain 45 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead, and your critical failures on Fortitude saves become failures instead.","skill_mod":{},"summary":"The bonus is +2, you gain 10 temporary Hit Points, and the duration is 10 minutes.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3318","name":"Juggernaut Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3318-3226"},{"legacy_name":["Juggernaut Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3318","weakness":{},"price":30000,"legacy_id":["equipment-94"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3318-3227","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Juggernaut Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your body becomes sturdy and ponderous. Benefit You gain an item bonus to Fortitude saves and the listed number of temporary Hit Points. Whenever you're at maximum Hit Points for at least 1 minute, you regain the temporary Hit Points. Drawback You take a –2 penalty to Will saves, Perception checks, and initiative rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Juggernaut Mutagen (Lesser) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 4 gp Bulk L --- The bonus is +1, you gain 5 temporary Hit Points, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Juggernaut Mutagen (Moderate) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 12 gp Bulk L --- The bonus is +2, you gain 10 temporary Hit Points, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Juggernaut Mutagen (Greater) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 300 gp Bulk L --- The bonus is +3, you gain 30 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Juggernaut Mutagen (Major) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 3,000 gp Bulk L --- The bonus is +4, you gain 45 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead, and your critical failures on Fortitude saves become failures instead.","skill_mod":{},"summary":"The bonus is +3, you gain 30 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3318","name":"Juggernaut Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3318-3227"},{"legacy_name":["Juggernaut Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3318","weakness":{},"price":300000,"legacy_id":["equipment-94"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3318-3228","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Juggernaut Mutagen Source Player Core 2 pg. 289 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your body becomes sturdy and ponderous. Benefit You gain an item bonus to Fortitude saves and the listed number of temporary Hit Points. Whenever you're at maximum Hit Points for at least 1 minute, you regain the temporary Hit Points. Drawback You take a –2 penalty to Will saves, Perception checks, and initiative rolls. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Juggernaut Mutagen (Lesser) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 4 gp Bulk L --- The bonus is +1, you gain 5 temporary Hit Points, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Juggernaut Mutagen (Moderate) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 12 gp Bulk L --- The bonus is +2, you gain 10 temporary Hit Points, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Juggernaut Mutagen (Greater) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 300 gp Bulk L --- The bonus is +3, you gain 30 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Juggernaut Mutagen (Major) Source Player Core 2 pg. 289, Core Rulebook pg. 548 Price 3,000 gp Bulk L --- The bonus is +4, you gain 45 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead, and your critical failures on Fortitude saves become failures instead.","skill_mod":{},"summary":"The bonus is +4, you gain 45 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3318","name":"Juggernaut Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3318-3228"},{"item_child_id":["equipment-3319-3229","equipment-3319-3230","equipment-3319-3231","equipment-3319-3232"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics","Acrobatics","Acrobatics","Stealth","Stealth","Stealth","Stealth","Thievery","Thievery","Thievery","Thievery"],"legacy_id":["equipment-97"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3319","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Quicksilver Mutagen Source Player Core 2 pg. 290 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- You become swifter and nimbler but also fragile. Benefit You gain an item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and Dexterity-based attack rolls, and you gain the listed status bonus to your Speed. Drawback You take damage equal to twice your level; you can't recover Hit Points lost in this way by any means while the mutagen lasts. You take a –2 penalty to Fortitude saves. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Quicksilver Mutagen (Lesser) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 4 gp Bulk L --- The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Quicksilver Mutagen (Moderate) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 12 gp Bulk L --- The bonus to rolls is +2, the bonus to Speed is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Quicksilver Mutagen (Greater) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 300 gp Bulk L --- The bonus to rolls is +3, the bonus to Speed is +15 feet, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Quicksilver Mutagen (Major) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 3,000 gp Bulk L --- The bonus to rolls is +4, the bonus to Speed is +20 feet, and the duration is 1 hour.","skill_mod":{},"summary":"You become swifter and nimbler but also fragile. Benefit You gain an item bonus to Acrobatics checks, Stealth checks, Thievery checks, …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3319","name":"Quicksilver Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3319"},{"legacy_name":["Quicksilver Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3319","weakness":{},"price":400,"legacy_id":["equipment-97"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3319-3229","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Quicksilver Mutagen Source Player Core 2 pg. 290 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- You become swifter and nimbler but also fragile. Benefit You gain an item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and Dexterity-based attack rolls, and you gain the listed status bonus to your Speed. Drawback You take damage equal to twice your level; you can't recover Hit Points lost in this way by any means while the mutagen lasts. You take a –2 penalty to Fortitude saves. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Quicksilver Mutagen (Lesser) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 4 gp Bulk L --- The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Quicksilver Mutagen (Moderate) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 12 gp Bulk L --- The bonus to rolls is +2, the bonus to Speed is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Quicksilver Mutagen (Greater) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 300 gp Bulk L --- The bonus to rolls is +3, the bonus to Speed is +15 feet, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Quicksilver Mutagen (Major) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 3,000 gp Bulk L --- The bonus to rolls is +4, the bonus to Speed is +20 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3319","name":"Quicksilver Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3319-3229"},{"legacy_name":["Quicksilver Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3319","weakness":{},"price":1200,"legacy_id":["equipment-97"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3319-3230","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Quicksilver Mutagen Source Player Core 2 pg. 290 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- You become swifter and nimbler but also fragile. Benefit You gain an item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and Dexterity-based attack rolls, and you gain the listed status bonus to your Speed. Drawback You take damage equal to twice your level; you can't recover Hit Points lost in this way by any means while the mutagen lasts. You take a –2 penalty to Fortitude saves. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Quicksilver Mutagen (Lesser) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 4 gp Bulk L --- The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Quicksilver Mutagen (Moderate) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 12 gp Bulk L --- The bonus to rolls is +2, the bonus to Speed is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Quicksilver Mutagen (Greater) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 300 gp Bulk L --- The bonus to rolls is +3, the bonus to Speed is +15 feet, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Quicksilver Mutagen (Major) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 3,000 gp Bulk L --- The bonus to rolls is +4, the bonus to Speed is +20 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus to rolls is +2, the bonus to Speed is +10 feet, and the duration is 10 minutes.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3319","name":"Quicksilver Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3319-3230"},{"legacy_name":["Quicksilver Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3319","weakness":{},"price":30000,"legacy_id":["equipment-97"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3319-3231","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Quicksilver Mutagen Source Player Core 2 pg. 290 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- You become swifter and nimbler but also fragile. Benefit You gain an item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and Dexterity-based attack rolls, and you gain the listed status bonus to your Speed. Drawback You take damage equal to twice your level; you can't recover Hit Points lost in this way by any means while the mutagen lasts. You take a –2 penalty to Fortitude saves. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Quicksilver Mutagen (Lesser) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 4 gp Bulk L --- The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Quicksilver Mutagen (Moderate) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 12 gp Bulk L --- The bonus to rolls is +2, the bonus to Speed is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Quicksilver Mutagen (Greater) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 300 gp Bulk L --- The bonus to rolls is +3, the bonus to Speed is +15 feet, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Quicksilver Mutagen (Major) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 3,000 gp Bulk L --- The bonus to rolls is +4, the bonus to Speed is +20 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus to rolls is +3, the bonus to Speed is +15 feet, and the duration is 1 hour.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3319","name":"Quicksilver Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3319-3231"},{"legacy_name":["Quicksilver Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3319","weakness":{},"price":300000,"legacy_id":["equipment-97"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3319-3232","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Quicksilver Mutagen Source Player Core 2 pg. 290 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- You become swifter and nimbler but also fragile. Benefit You gain an item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and Dexterity-based attack rolls, and you gain the listed status bonus to your Speed. Drawback You take damage equal to twice your level; you can't recover Hit Points lost in this way by any means while the mutagen lasts. You take a –2 penalty to Fortitude saves. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Quicksilver Mutagen (Lesser) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 4 gp Bulk L --- The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Quicksilver Mutagen (Moderate) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 12 gp Bulk L --- The bonus to rolls is +2, the bonus to Speed is +10 feet, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Quicksilver Mutagen (Greater) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 300 gp Bulk L --- The bonus to rolls is +3, the bonus to Speed is +15 feet, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Quicksilver Mutagen (Major) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 3,000 gp Bulk L --- The bonus to rolls is +4, the bonus to Speed is +20 feet, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus to rolls is +4, the bonus to Speed is +20 feet, and the duration is 1 hour.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3319","name":"Quicksilver Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3319-3232"},{"item_child_id":["equipment-3320-3233","equipment-3320-3234","equipment-3320-3235","equipment-3320-3236"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-100"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3320","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Serene Mutagen Source Player Core 2 pg. 290 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- You gain inner serenity, but you find violence off-putting. Benefit You gain an item bonus to Will saves and Perception, Medicine, Nature, Religion, and Survival checks. This bonus improves when you attempt Will saves against mental effects. Drawback You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage die to all weapon, unarmed attack, and spell damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Serene Mutagen (Lesser) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 4 gp Bulk L --- The bonus is +1, or +2 vs. mental, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Serene Mutagen (Moderate) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 12 gp Bulk L --- The bonus is +2, or +3 vs. mental, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Serene Mutagen (Greater) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 300 gp Bulk L --- The bonus is +3, or +4 vs. mental, and the duration is 1 hour. When you roll a success on a Will save against a mental effect, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Serene Mutagen (Major) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. When you roll a success on a Will save against a mental effect, you get a critical success instead, and your critical failures on Will saves against mental effects become failures instead.","skill_mod":{},"summary":"You gain inner serenity, but you find violence off-putting. Benefit You gain an item bonus to Will saves and Perception, Medicine , Nature , …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3320","name":"Serene Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3320"},{"legacy_name":["Serene Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3320","weakness":{},"price":400,"legacy_id":["equipment-100"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3320-3233","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Serene Mutagen Source Player Core 2 pg. 290 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- You gain inner serenity, but you find violence off-putting. Benefit You gain an item bonus to Will saves and Perception, Medicine, Nature, Religion, and Survival checks. This bonus improves when you attempt Will saves against mental effects. Drawback You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage die to all weapon, unarmed attack, and spell damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Serene Mutagen (Lesser) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 4 gp Bulk L --- The bonus is +1, or +2 vs. mental, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Serene Mutagen (Moderate) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 12 gp Bulk L --- The bonus is +2, or +3 vs. mental, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Serene Mutagen (Greater) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 300 gp Bulk L --- The bonus is +3, or +4 vs. mental, and the duration is 1 hour. When you roll a success on a Will save against a mental effect, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Serene Mutagen (Major) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. When you roll a success on a Will save against a mental effect, you get a critical success instead, and your critical failures on Will saves against mental effects become failures instead.","skill_mod":{},"summary":"The bonus is +1, or +2 vs. mental, and the duration is 1 minute.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3320","name":"Serene Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3320-3233"},{"legacy_name":["Serene Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3320","weakness":{},"price":1200,"legacy_id":["equipment-100"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3320-3234","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Serene Mutagen Source Player Core 2 pg. 290 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- You gain inner serenity, but you find violence off-putting. Benefit You gain an item bonus to Will saves and Perception, Medicine, Nature, Religion, and Survival checks. This bonus improves when you attempt Will saves against mental effects. Drawback You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage die to all weapon, unarmed attack, and spell damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Serene Mutagen (Lesser) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 4 gp Bulk L --- The bonus is +1, or +2 vs. mental, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Serene Mutagen (Moderate) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 12 gp Bulk L --- The bonus is +2, or +3 vs. mental, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Serene Mutagen (Greater) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 300 gp Bulk L --- The bonus is +3, or +4 vs. mental, and the duration is 1 hour. When you roll a success on a Will save against a mental effect, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Serene Mutagen (Major) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. When you roll a success on a Will save against a mental effect, you get a critical success instead, and your critical failures on Will saves against mental effects become failures instead.","skill_mod":{},"summary":"The bonus is +2, or +3 vs. mental, and the duration is 10 minutes.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3320","name":"Serene Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3320-3234"},{"legacy_name":["Serene Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3320","weakness":{},"price":30000,"legacy_id":["equipment-100"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3320-3235","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Serene Mutagen Source Player Core 2 pg. 290 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- You gain inner serenity, but you find violence off-putting. Benefit You gain an item bonus to Will saves and Perception, Medicine, Nature, Religion, and Survival checks. This bonus improves when you attempt Will saves against mental effects. Drawback You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage die to all weapon, unarmed attack, and spell damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Serene Mutagen (Lesser) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 4 gp Bulk L --- The bonus is +1, or +2 vs. mental, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Serene Mutagen (Moderate) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 12 gp Bulk L --- The bonus is +2, or +3 vs. mental, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Serene Mutagen (Greater) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 300 gp Bulk L --- The bonus is +3, or +4 vs. mental, and the duration is 1 hour. When you roll a success on a Will save against a mental effect, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Serene Mutagen (Major) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. When you roll a success on a Will save against a mental effect, you get a critical success instead, and your critical failures on Will saves against mental effects become failures instead.","skill_mod":{},"summary":"The bonus is +3, or +4 vs. mental, and the duration is 1 hour. When you roll a success on a Will save against a mental effect, you get a critical …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3320","name":"Serene Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3320-3235"},{"legacy_name":["Serene Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3320","weakness":{},"price":300000,"legacy_id":["equipment-100"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3320-3236","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Serene Mutagen Source Player Core 2 pg. 290 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- You gain inner serenity, but you find violence off-putting. Benefit You gain an item bonus to Will saves and Perception, Medicine, Nature, Religion, and Survival checks. This bonus improves when you attempt Will saves against mental effects. Drawback You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage die to all weapon, unarmed attack, and spell damage. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Serene Mutagen (Lesser) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 4 gp Bulk L --- The bonus is +1, or +2 vs. mental, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Serene Mutagen (Moderate) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 12 gp Bulk L --- The bonus is +2, or +3 vs. mental, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Serene Mutagen (Greater) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 300 gp Bulk L --- The bonus is +3, or +4 vs. mental, and the duration is 1 hour. When you roll a success on a Will save against a mental effect, you get a critical success instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Serene Mutagen (Major) Source Player Core 2 pg. 290, Core Rulebook pg. 549 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour. When you roll a success on a Will save against a mental effect, you get a critical success instead, and your critical failures on Will saves against mental effects become failures instead.","skill_mod":{},"summary":"The bonus is +4, and the duration is 1 hour. When you roll a success on a Will save against a mental effect, you get a critical success instead, and …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3320","name":"Serene Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3320-3236"},{"item_child_id":["equipment-3321-3237","equipment-3321-3238","equipment-3321-3239","equipment-3321-3240"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"skill":["Deception","Deception","Deception","Deception"],"legacy_id":["equipment-101"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3321","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Silvertongue Mutagen Source Player Core 2 pg. 290 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your features become striking, and your voice becomes musical and commanding, though emotion clouds your reason. Benefit You gain an item bonus to Deception, Diplomacy, Intimidation, and Performance checks. Your critical failures with any of these skills become failures instead. Drawback You take a –2 penalty to Arcana, Crafting, Lore, Occultism, and Society checks. Choose one skill in which you're trained; for the duration, you become untrained in that skill. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Silvertongue Mutagen (Lesser) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 4 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Silvertongue Mutagen (Moderate) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 12 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Silvertongue Mutagen (Greater) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Silvertongue Mutagen (Major) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour.","skill_mod":{},"summary":"Your features become striking, and your voice becomes musical and commanding, though emotion clouds your reason. Benefit You gain an item bonus …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3321","name":"Silvertongue Mutagen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3321"},{"legacy_name":["Silvertongue Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3321","weakness":{},"price":400,"skill":["Deception"],"legacy_id":["equipment-101"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3321-3237","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Silvertongue Mutagen Source Player Core 2 pg. 290 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your features become striking, and your voice becomes musical and commanding, though emotion clouds your reason. Benefit You gain an item bonus to Deception, Diplomacy, Intimidation, and Performance checks. Your critical failures with any of these skills become failures instead. Drawback You take a –2 penalty to Arcana, Crafting, Lore, Occultism, and Society checks. Choose one skill in which you're trained; for the duration, you become untrained in that skill. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Silvertongue Mutagen (Lesser) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 4 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Silvertongue Mutagen (Moderate) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 12 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Silvertongue Mutagen (Greater) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Silvertongue Mutagen (Major) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +1, and the duration is 1 minute.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3321","name":"Silvertongue Mutagen (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3321-3237"},{"legacy_name":["Silvertongue Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3321","weakness":{},"price":1200,"skill":["Deception"],"legacy_id":["equipment-101"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3321-3238","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Silvertongue Mutagen Source Player Core 2 pg. 290 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your features become striking, and your voice becomes musical and commanding, though emotion clouds your reason. Benefit You gain an item bonus to Deception, Diplomacy, Intimidation, and Performance checks. Your critical failures with any of these skills become failures instead. Drawback You take a –2 penalty to Arcana, Crafting, Lore, Occultism, and Society checks. Choose one skill in which you're trained; for the duration, you become untrained in that skill. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Silvertongue Mutagen (Lesser) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 4 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Silvertongue Mutagen (Moderate) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 12 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Silvertongue Mutagen (Greater) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Silvertongue Mutagen (Major) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +2, and the duration is 10 minutes.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3321","name":"Silvertongue Mutagen (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3321-3238"},{"legacy_name":["Silvertongue Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3321","weakness":{},"price":30000,"skill":["Deception"],"legacy_id":["equipment-101"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3321-3239","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Silvertongue Mutagen Source Player Core 2 pg. 290 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your features become striking, and your voice becomes musical and commanding, though emotion clouds your reason. Benefit You gain an item bonus to Deception, Diplomacy, Intimidation, and Performance checks. Your critical failures with any of these skills become failures instead. Drawback You take a –2 penalty to Arcana, Crafting, Lore, Occultism, and Society checks. Choose one skill in which you're trained; for the duration, you become untrained in that skill. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Silvertongue Mutagen (Lesser) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 4 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Silvertongue Mutagen (Moderate) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 12 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Silvertongue Mutagen (Greater) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Silvertongue Mutagen (Major) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +3, and the duration is 1 hour.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3321","name":"Silvertongue Mutagen (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3321-3239"},{"legacy_name":["Silvertongue Mutagen"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3321","weakness":{},"price":300000,"skill":["Deception"],"legacy_id":["equipment-101"],"trait":["Alchemical","Consumable","Elixir","Mutagen","Polymorph"],"id":"equipment-3321-3240","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Silvertongue Mutagen Source Player Core 2 pg. 290 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Your features become striking, and your voice becomes musical and commanding, though emotion clouds your reason. Benefit You gain an item bonus to Deception, Diplomacy, Intimidation, and Performance checks. Your critical failures with any of these skills become failures instead. Drawback You take a –2 penalty to Arcana, Crafting, Lore, Occultism, and Society checks. Choose one skill in which you're trained; for the duration, you become untrained in that skill. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Silvertongue Mutagen (Lesser) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 4 gp Bulk L --- The bonus is +1, and the duration is 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Silvertongue Mutagen (Moderate) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 12 gp Bulk L --- The bonus is +2, and the duration is 10 minutes. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Silvertongue Mutagen (Greater) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 300 gp Bulk L --- The bonus is +3, and the duration is 1 hour. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Silvertongue Mutagen (Major) Source Player Core 2 pg. 290, Core Rulebook pg. 550 Price 3,000 gp Bulk L --- The bonus is +4, and the duration is 1 hour.","skill_mod":{},"summary":"The bonus is +4, and the duration is 1 hour.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3321","name":"Silvertongue Mutagen (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3321-3240"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":300,"weakness":{},"saving_throw":"DC 18 Fortitude","price":300,"legacy_id":["equipment-104"],"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-3322","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Arsenic Source Player Core 2 pg. 291, GM Core pg. 248 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This toxin is a compound of arsenic and other substances. You can't reduce your sickened condition while affected. Saving Throw DC 18 Fortitude; Onset 10 minutes; Maximum Duration 5 minutes; Stage 1 1d4 poison damage and sickened 1 (1 minute); Stage 2 1d6 poison damage and sickened 2 (1 minute); Stage 3 1d8 poison damage and sickened 3 (1 minute)\n","skill_mod":{},"summary":"This toxin is a compound of arsenic and other substances. You can't reduce your sickened condition while affected. Saving Throw DC 18 …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=3322","stage":["1d4 poison damage and sickened 1 (1 minute)","1d6 poison damage and sickened 2 (1 minute)","1d8 poison damage and sickened 3 (1 minute)"],"name":"Arsenic","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3322"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":1800,"weakness":{},"saving_throw":"DC 19 Fortitude","price":500,"legacy_id":["equipment-105"],"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-3323","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Belladonna Source Player Core 2 pg. 291 Price 5 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- Sometimes called “deadly nightshade,” belladonna is a widely available toxin produced from a plant similar to a tomato. Saving Throw DC 19 Fortitude; Onset 10 minutes; Maximum Duration 30 minutes; Stage 1 dazzled (10 minutes); Stage 2 1d6 poison damage and sickened 1 (10 minutes); Stage 3 1d6 poison damage, confused, and sickened 1 (1 minute)\n","skill_mod":{},"summary":"Sometimes called “deadly nightshade,” belladonna is a widely available toxin produced from a plant similar to a tomato. Saving Throw DC 19 …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=3323","stage":[" dazzled (10 minutes)","1d6 poison damage and sickened 1 (10 minutes)","1d6 poison damage, confused , and sickened 1 (1 minute)"],"name":"Belladonna","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3323"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":18,"weakness":{},"saving_throw":"DC 18 Fortitude","price":600,"legacy_id":["equipment-106"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-3324","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Black Adder Venom Source Player Core 2 pg. 291, GM Core pg. 248 Price 6 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Adder venom is a simple but effective way to enhance a weapon. Saving Throw DC 18 Fortitude; Maximum Duration 3 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage (1 round); Stage 3 1d8 poison damage (1 round)\n","skill_mod":{},"summary":"Adder venom is a simple but effective way to enhance a weapon. Saving Throw DC 18 Fortitude; Maximum Duration 3 rounds; Stage 1 1d4 poison …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3324","stage":["1d4 poison damage (1 round)","1d6 poison damage (1 round)","1d8 poison damage (1 round)"],"name":"Black Adder Venom","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3324"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 42 Fortitude","price":650000,"legacy_id":["equipment-107"],"trait":["Alchemical","Consumable","Contact","Poison","Virulent"],"id":"equipment-3325","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Black Lotus Extract Source Player Core 2 pg. 291, GM Core pg. 248 Price 6,500 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Black lotus extract causes severe internal bleeding. Saving Throw DC 42 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 13d6 poison damage and drained 1 (1 round); Stage 2 15d6 poison damage and drained 1 (1 round); Stage 3 17d6 poison damage and drained 2 (1 round)\n","skill_mod":{},"summary":"Black lotus extract causes severe internal bleeding. Saving Throw DC 42 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 13d6 …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=3325","stage":["13d6 poison damage and drained 1 (1 round)","15d6 poison damage and drained 1 (1 round)","17d6 poison damage and drained 2 (1 round)"],"name":"Black Lotus Extract","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3325"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 30 Fortitude","price":22500,"legacy_id":["equipment-108"],"trait":["Alchemical","Consumable","Contact","Poison"],"id":"equipment-3326","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Blightburn Resin Source Player Core 2 pg. 291, GM Core pg. 248 Price 225 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This tacky, hardened sap is harvested from trees infected by fungal blights and exposed to open flames. Saving Throw DC 30 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 6d6 poison damage (1 round); Stage 2 7d6 poison damage (1 round); Stage 3 9d6 poison damage (1 round)\n","skill_mod":{},"summary":"This tacky, hardened sap is harvested from trees infected by fungal blights and exposed to open flames. Saving Throw DC 30 Fortitude; Onset 1 …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=3326","stage":["6d6 poison damage (1 round)","7d6 poison damage (1 round)","9d6 poison damage (1 round)"],"name":"Blightburn Resin","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3326"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 36 Fortitude","price":150000,"legacy_id":["equipment-109"],"trait":["Alchemical","Consumable","Inhaled","Poison"],"id":"equipment-3327","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Brimstone Fumes Source Player Core 2 pg. 292, GM Core pg. 248 Price 1,500 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Fumes from the forges of Hell drain health and strength alike. Saving Throw DC 36 Fortitude; Onset 1 round; Maximum Duration 6 rounds ; Stage 1 7d8 poison damage and enfeebled 1 (1 round); Stage 2 8d8 poison damage and enfeebled 2 (1 round); Stage 3 10d8 poison damage and enfeebled 3 (1 round)\n","skill_mod":{},"summary":"Fumes from the forges of Hell drain health and strength alike. Saving Throw DC 36 Fortitude; Onset 1 round; Maximum Duration 6 rounds ; Stage …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=3327","stage":["8d8 poison damage and enfeebled 2 (1 round)","10d8 poison damage and enfeebled 3 (1 round)"],"name":"Brimstone Fumes","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3327"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 32 Fortitude","price":50000,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-3328","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Cave Worm Venom Source Player Core 2 pg. 292 Price 500 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Venom from enormous cave worms leaves a victim weakened. Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage and enfeebled 2 (1 round); Stage 2 6d6 poison damage and enfeebled 2 (1 round); Stage 3 8d6 poison and enfeebled 2 (1 round)\n","skill_mod":{},"summary":"Venom from enormous cave worms leaves a victim weakened. Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3328","stage":["5d6 poison damage and enfeebled 2 (1 round)","6d6 poison damage and enfeebled 2 (1 round)","8d6 poison and enfeebled 2 (1 round)"],"name":"Cave Worm Venom","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3328"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 37 Fortitude","price":145000,"legacy_id":["equipment-692"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-3329","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Cerulean Scourge Source Player Core 2 pg. 292 Price 1,450 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- This poison is infamous for making the victim's blood vessels glow with a bright blue light before painfully bursting. Saving Throw DC 37 Fortitude; Maximum Duration 6 rounds; Stage 1 10d6 poison damage (1 round); Stage 2 12d6 poison damage (1 round); Stage 3 14d6 poison damage (1 round)\n","skill_mod":{},"summary":"This poison is infamous for making the victim's blood vessels glow with a bright blue light before painfully bursting. Saving Throw DC 37 …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3329","stage":["10d6 poison damage (1 round)","12d6 poison damage (1 round)","14d6 poison damage (1 round)"],"name":"Cerulean Scourge","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3329"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":24,"weakness":{},"saving_throw":"DC 19 Fortitude","price":1000,"legacy_id":["equipment-110"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-3330","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Cytillesh Oil Source Player Core 2 pg. 292 Price 10 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- This thick substance is distilled from the mind-robbing cytillesh fungus, though it lacks memory-altering capabilities. Saving Throw DC 19 Fortitude; Maximum Duration 4 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d8 poison damage (1 round)\n","skill_mod":{},"summary":"This thick substance is distilled from the mind-robbing cytillesh fungus, though it lacks memory-altering capabilities. Saving Throw DC 19 …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3330","stage":["1d8 poison damage (1 round)","1d10 poison damage (1 round)","2d8 poison damage (1 round)"],"name":"Cytillesh Oil","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3330"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 33 Fortitude","price":45000,"legacy_id":["equipment-111"],"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-3331","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Deathcap Powder Source Player Core 2 pg. 292, GM Core pg. 249 Price 450 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- The toxic deathcap mushroom can be dried, ground, and treated to form a flavorless powder with accelerated effects. Saving Throw DC 33 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 7d8 poison damage (1 minute); Stage 2 9d6 poison damage and sickened 2 (1 minute); Stage 3 8d10 poison damage and sickened 3 (1 minute)\n","skill_mod":{},"summary":"The toxic deathcap mushroom can be dried, ground, and treated to form a flavorless powder with accelerated effects. Saving Throw DC 33 Fortitude; …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=3331","stage":["7d8 poison damage (1 minute)","9d6 poison damage and sickened 2 (1 minute)","8d10 poison damage and sickened 3 (1 minute)"],"name":"Deathcap Powder","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3331"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 28 Fortitude","price":11000,"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-3332","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Enervating Powder Source Player Core 2 pg. 292 Price 110 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This carefully concocted mixture of fungal spores and ground bones has paralytic properties that make it a valuable poison. Saving Throw DC 28 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 fatigued (1 minute); Stage 2 5d6 poison damage and fatigued (1 minute); Stage 3 6d6 poison damage, fatigued, and paralyzed (1 minute)\n","skill_mod":{},"summary":"This carefully concocted mixture of fungal spores and ground bones has paralytic properties that make it a valuable poison. Saving Throw DC 28 …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=3332","stage":[" fatigued (1 minute)"],"name":"Enervating Powder","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3332"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 21 Fortitude","price":1600,"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-3333","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Fearflower Nectar Source Player Core 2 pg. 292, GM Core pg. 249 Price 16 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- The nectar of a night-blooming desert flower attacks a victim's central nervous system and causes feelings of panic. Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and frightened 1 (1 round); Stage 2 1d6 poison damage and frightened 2 (1 round); Stage 3 1d6 poison damage and frightened 3 (1 round)\n","skill_mod":{},"summary":"The nectar of a night-blooming desert flower attacks a victim's central nervous system and causes feelings of panic. Saving Throw DC 21 …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3333","stage":["1d6 poison damage and frightened 1 (1 round)","1d6 poison damage and frightened 2 (1 round)","1d6 poison damage and frightened 3 (1 round)"],"name":"Fearflower Nectar","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3333"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 17 Fortitude","price":400,"legacy_id":["equipment-113"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-3334","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Giant Centipede Venom Source Player Core 2 pg. 292, GM Core pg. 249 Price 4 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Giant centipede venom causes severe muscle stiffness and general fatigue. Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d4 poison damage and fatigued (1 round); Stage 3 1d4 poison damage, clumsy 1, and fatigued (1 round)\n","skill_mod":{},"summary":"Giant centipede venom causes severe muscle stiffness and general fatigue. Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3334","stage":["1d4 poison damage (1 round)","1d4 poison damage and fatigued (1 round)","1d4 poison damage, clumsy 1, and fatigued (1 round)"],"name":"Giant Centipede Venom","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3334"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 22 Fortitude","price":4000,"legacy_id":["equipment-114"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-3335","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Giant Scorpion Venom Source Player Core 2 pg. 292, GM Core pg. 249 Price 40 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- The venom of a giant scorpion is excruciating and its effects are somewhat debilitating. Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1 (1 round); Stage 2 2d8 poison damage and enfeebled 1 (1 round); Stage 3 2d10 poison damage and enfeebled 2 (1 round)\n","skill_mod":{},"summary":"The venom of a giant scorpion is excruciating and its effects are somewhat debilitating. Saving Throw DC 22 Fortitude; Maximum Duration 6 …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3335","stage":["2d6 poison damage and enfeebled 1 (1 round)","2d8 poison damage and enfeebled 1 (1 round)","2d10 poison damage and enfeebled 2 (1 round)"],"name":"Giant Scorpion Venom","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3335"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":24,"weakness":{},"saving_throw":"DC 19 Fortitude","price":1000,"legacy_id":["equipment-116"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-3336","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Graveroot Source Player Core 2 pg. 293, GM Core pg. 249 Price 10 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- The opaque white sap from the graveroot shrub clouds the mind. Saving Throw DC 19 Fortitude; Maximum Duration 4 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d10 poison damage and stupefied 1 (1 round); Stage 3 2d6 poison damage and stupefied 2 (1 round)\n","skill_mod":{},"summary":"The opaque white sap from the graveroot shrub clouds the mind. Saving Throw DC 19 Fortitude; Maximum Duration 4 rounds; Stage 1 1d8 poison …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3336","stage":["1d8 poison damage (1 round)","1d10 poison damage and stupefied 1 (1 round)"],"name":"Graveroot","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3336"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":3600,"weakness":{},"saving_throw":"DC 38 Fortitude","price":225000,"legacy_id":["equipment-117"],"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-3337","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Hemlock Source Player Core 2 pg. 293, GM Core pg. 249 Price 2,250 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Concentrated hemlock is a particularly deadly toxin that halts muscle action—including that of the victim's heart. Saving Throw DC 38 Fortitude; Onset 30 minutes; Maximum Duration 60 minutes; Stage 1 16d6 poison damage and enfeebled 2 (10 minutes); Stage 2 17d6 poison damage and enfeebled 3 (10 minutes); Stage 3 18d6 poison damage and enfeebled 4 (10 minutes)\n","skill_mod":{},"summary":"Concentrated hemlock is a particularly deadly toxin that halts muscle action—including that of the victim's heart. Saving Throw DC 38 Fortitude; …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":1800,"resistance":{},"url":"/Equipment.aspx?ID=3337","stage":["16d6 poison damage and enfeebled 2 (10 minutes)","17d6 poison damage and enfeebled 3 (10 minutes)","18d6 poison damage and enfeebled 4 (10 minutes)"],"name":"Hemlock","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3337"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"saving_throw":"DC 41 Fortitude","price":400000,"legacy_id":["equipment-119"],"trait":["Alchemical","Consumable","Ingested","Poison","Virulent"],"id":"equipment-3338","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > King's Sleep Source Player Core 2 pg. 293 Price 4,000 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- King's sleep is an insidious long-term poison that can seem like a disease or even death from natural causes on a venerable target. The drained condition from king's sleep is cumulative with each failed save and can't be removed while the poison lasts. Saving Throw DC 41 Fortitude; Onset 1 day; Stage 1 drained 1 (1 day); Stage 2 drained 1 (1 day); Stage 3 drained 2 (1 day)\n","skill_mod":{},"summary":"King's sleep is an insidious long-term poison that can seem like a disease or even death from natural causes on a venerable target. The drained …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3338","stage":["drained 1 (1 day)","drained 1 (1 day)","drained 2 (1 day)"],"name":"King's Sleep","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3338"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 20 Fortitude","price":1500,"legacy_id":["equipment-693"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-3339","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Leadenleg Source Player Core 2 pg. 293 Price 15 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Once injected, this synthetic toxin sinks into the extremities, numbing them nearly to paralysis. Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and –5-foot status penalty to all Speeds (1 round); Stage 2 2d6 poison damage and –10-foot status penalty to all Speeds (1 round); Stage 3 2d6 poison damage and –20-foot status penalty to all Speeds (1 round)\n","skill_mod":{},"summary":"Once injected, this synthetic toxin sinks into the extremities, numbing them nearly to paralysis. Saving Throw DC 20 Fortitude; Maximum Duration …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3339","stage":["1d10 poison damage and –5-foot status penalty to all Speeds (1 round)","2d6 poison damage and –10-foot status penalty to all Speeds (1 round)","2d6 poison damage and –20-foot status penalty to all Speeds (1 round)"],"name":"Leadenleg","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3339"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"saving_throw":"DC 18 Fortitude","price":700,"legacy_id":["equipment-120"],"trait":["Alchemical","Consumable","Incapacitation","Injury","Poison","Sleep","Uncommon"],"id":"equipment-3340","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Lethargy Poison Source Player Core 2 pg. 293, GM Core pg. 250 Price 7 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Lethargy poison is commonly used in hit-and-run tactics by attackers who want their victims alive; the ambusher retreats until the poison sets in and the victim falls unconscious. Further exposure to lethargy poison doesn't require the target to attempt additional saving throws; only failing a saving throw against an ongoing exposure can progress its stage. Saving Throw DC 18 Fortitude; Maximum Duration 4 hours; Stage 1 slowed 1 (1 round); Stage 2 slowed 1 (1 minute); Stage 3 unconscious with no Perception check to wake up (1 round) Stage 4 unconscious with no Perception check to wake up (1d4 hours)\n","skill_mod":{},"summary":"Lethargy poison is commonly used in hit-and-run tactics by attackers who want their victims alive; the ambusher retreats until the poison sets in and …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3340","stage":[" slowed 1 (1 round)","slowed 1 (1 minute)","unconscious with no Perception check to wake up (1 round) Stage 4 unconscious with no Perception check to wake up (1d4 hours)","unconscious with no Perception check to wake up (1d4 hours)"],"name":"Lethargy Poison","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3340"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 35 Fortitude","price":100000,"legacy_id":["equipment-123"],"trait":["Alchemical","Consumable","Inhaled","Poison"],"id":"equipment-3341","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Mindfog Mist Source Player Core 2 pg. 293, GM Core pg. 250 Price 1,000 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Mindfog mist can be used to undermine spellcasters, as its effect on a victim's mental faculties are swift and powerful. Saving Throw DC 35 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 stupefied 2 (1 round); Stage 2 confused and stupefied 3 (1 round); Stage 3 confused and stupefied 4 (1 round)\n","skill_mod":{},"summary":"Mindfog mist can be used to undermine spellcasters, as its effect on a victim's mental faculties are swift and powerful. Saving Throw DC 35 …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=3341","stage":[" stupefied 2 (1 round)"," confused and stupefied 3 (1 round)","confused and stupefied 4 (1 round)"],"name":"Mindfog Mist","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3341"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 29 Fortitude","price":16000,"trait":["Alchemical","Consumable","Injury","Poison","Void","Negative"],"id":"equipment-3342","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Nethershade Source Player Core 2 pg. 294 Price 160 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Distilled from the Netherworld, this oily substance imposes tenebrous effects. The enfeebled condition from nethershade lasts for 24 hours. Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 void damage and 2d6 poison damage (1 round); Stage 2 3d6 void damage, 2d6 poison damage, and enfeebled 1 (1 round); Stage 3 3d6 void damage, 3d6 poison damage, and enfeebled 2 (1 round)\n","skill_mod":{},"summary":"Distilled from the Netherworld, this oily substance imposes tenebrous effects. The enfeebled condition from nethershade lasts for 24 hours. …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Energy","Planar","Creature Type"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3342","stage":["2d6 void damage and 2d6 poison damage (1 round)","3d6 void damage, 2d6 poison damage, and enfeebled 1 (1 round)","3d6 void damage, 3d6 poison damage, and enfeebled 2 (1 round)"],"name":"Nethershade","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3342"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 27 Fortitude","price":7500,"legacy_id":["equipment-124"],"trait":["Alchemical","Consumable","Contact","Poison"],"id":"equipment-3343","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Nettleweed Residue Source Player Core 2 pg. 294 Price 75 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Concentrated sap of stinging weeds makes an effective toxin. Saving Throw DC 27 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 3d6 poison damage (1 minute); Stage 2 4d6 poison damage (1 minute); Stage 3 6d6 poison damage (1 minute)\n","skill_mod":{},"summary":"Concentrated sap of stinging weeds makes an effective toxin. Saving Throw DC 27 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=3343","stage":["3d6 poison damage (1 minute)","4d6 poison damage (1 minute)","6d6 poison damage (1 minute)"],"name":"Nettleweed Residue","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3343"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":604800,"weakness":{},"saving_throw":"DC 32 Fortitude","price":32500,"legacy_id":["equipment-128"],"trait":["Alchemical","Consumable","Ingested","Poison","Sleep"],"id":"equipment-3344","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Slumber Wine Source Player Core 2 pg. 294, GM Core pg. 250 Price 325 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Slumber wine sees its greatest use in matters of social intrigue, where an absence can be more devastating than injury. Characters unconscious from slumber wine can't wake up by any means while the poison lasts, don't need to eat or drink while unconscious in this way, and appear to be recently dead unless an examiner succeeds at a DC 40 Medicine check. Saving Throw DC 32 Fortitude; Onset 1 hour; Maximum Duration 7 days; Stage 1 unconscious (1 day); Stage 2 unconscious (2 days); Stage 3 unconscious (3 days)\n","skill_mod":{},"summary":"Slumber wine sees its greatest use in matters of social intrigue, where an absence can be more devastating than injury. Characters unconscious from …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3344","stage":["unconscious (1 day)","unconscious (2 days)","unconscious (3 days)"],"name":"Slumber Wine","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3344"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 28 Fortitude","price":11000,"legacy_id":["equipment-129"],"trait":["Alchemical","Consumable","Contact","Poison"],"id":"equipment-3345","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Spider Root Source Player Core 2 pg. 294, GM Core pg. 250 Price 110 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- A paste made by mashing the fine, threadlike roots of a certain creeper vine, spider root renders a victim clumsy and maladroit. Saving Throw DC 28 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 3d6 poison damage and clumsy 1 (1 minute); Stage 2 4d6 poison damage and clumsy 2 (1 minute); Stage 3 6d6 poison damage and clumsy 3 (1 minute)\n","skill_mod":{},"summary":"A paste made by mashing the fine, threadlike roots of a certain creeper vine, spider root renders a victim clumsy and maladroit. Saving Throw DC …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3345","stage":["3d6 poison damage and clumsy 1 (1 minute)","4d6 poison damage and clumsy 2 (1 minute)","6d6 poison damage and clumsy 3 (1 minute)"],"name":"Spider Root","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3345"},{"legacy_name":["Hunting Spider Venom"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 22 Fortitude","price":2500,"legacy_id":["equipment-118"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-3346","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Spider Venom Source Player Core 2 pg. 294, GM Core pg. 250 Price 25 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- This spider venom erodes a target's defenses. Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and sickened 1 (1 round); Stage 2 1d12 poison damage, clumsy 1, and sickened 2 (1 round); Stage 3 2d6 poison damage, clumsy 2, and sickened 3 (1 round)\n","skill_mod":{},"summary":"This spider venom erodes a target's defenses. Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3346","stage":["1d10 poison damage and sickened 1 (1 round)","1d12 poison damage, clumsy 1, and sickened 2 (1 round)","2d6 poison damage, clumsy 2, and sickened 3 (1 round)"],"name":"Spider Venom","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3346"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 26 Fortitude","price":5500,"trait":["Alchemical","Consumable","Contact","Poison"],"id":"equipment-3347","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Tangle Root Toxin Source Player Core 2 pg. 294 Price 55 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Tangle root toxin sees use to impede opponents in athletic competitions, in addition to espionage and tracking. Saving Throw DC 26 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 clumsy 1 and –10-foot status penalty to all Speeds (1 minute); Stage 2 clumsy 2 and –20- foot status penalty to all Speeds (1 minute); Stage 3 clumsy 3, off-guard, and –30-foot status penalty to all Speeds (1 minute)\n","skill_mod":{},"summary":"Tangle root toxin sees use to impede opponents in athletic competitions, in addition to espionage and tracking. Saving Throw DC 26 Fortitude; …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=3347","stage":[" clumsy 1 and –10-foot status penalty to all Speeds (1 minute)","clumsy 2 and –20- foot status penalty to all Speeds (1 minute)","clumsy 3, off-guard , and –30-foot status penalty to all Speeds (1 minute)"],"name":"Tangle Root Toxin","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3347"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":600,"weakness":{},"saving_throw":"DC 44 Fortitude","price":1200000,"legacy_id":["equipment-130"],"trait":["Alchemical","Consumable","Contact","Poison","Virulent"],"id":"equipment-3348","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Tears of Death Source Player Core 2 pg. 294, GM Core pg. 250 Price 12,000 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Tears of death are among the most powerful of alchemical poisons, distilled from extracts of five other deadly poisons in just the right ratios. Saving Throw DC 44 Fortitude; Onset 1 minute; Maximum Duration 10 minutes; Stage 1 20d6 poison damage and paralyzed (1 round); Stage 2 22d6 poison damage and paralyzed (1 minute); Stage 3 24d6 poison damage and paralyzed (1 minute)\n","skill_mod":{},"summary":"Tears of death are among the most powerful of alchemical poisons, distilled from extracts of five other deadly poisons in just the right ratios. …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=3348","stage":["22d6 poison damage and paralyzed (1 minute)","24d6 poison damage and paralyzed (1 minute)"],"name":"Tears of Death","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3348"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 30 Fortitude","price":15500,"legacy_id":["equipment-131"],"trait":["Alchemical","Consumable","Ingested","Poison"],"id":"equipment-3349","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Wolfsbane Source Player Core 2 pg. 294, GM Core pg. 250 Price 155 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Wolfsbane appears in folklore for its link to werecreature. If you are afflicted with the curse of a werecreature and survive stage 3 of wolfsbane, you're immediately cured of the curse. Saving Throw DC 30 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 3d10 poison damage (1 minute); Stage 2 4d10 poison damage (1 minute); Stage 3 5d10 poison damage (1 minute)\n","skill_mod":{},"summary":"Wolfsbane appears in folklore for its link to werecreature . If you are afflicted with the curse of a werecreature and survive stage 3 of wolfsbane, …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=3349","stage":["3d10 poison damage (1 minute)","4d10 poison damage (1 minute)","5d10 poison damage (1 minute)"],"name":"Wolfsbane","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3349"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 26 Fortitude","price":8000,"legacy_id":["equipment-132"],"trait":["Alchemical","Consumable","Injury","Poison"],"id":"equipment-3350","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Wyvern Poison Source Player Core 2 pg. 294, GM Core pg. 250 Price 80 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Properly harvested, distilled, and preserved, the poison from a wyvern's sting is effective and direct. Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage (1 round); Stage 2 3d8 poison damage (1 round); Stage 3 3d10 poison damage (1 round)\n","skill_mod":{},"summary":"Properly harvested, distilled, and preserved, the poison from a wyvern's sting is effective and direct. Saving Throw DC 26 Fortitude; Maximum …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Poison","Affliction"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3350","stage":["3d6 poison damage (1 round)","3d8 poison damage (1 round)","3d10 poison damage (1 round)"],"name":"Wyvern Poison","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-3350"},{"item_child_id":["equipment-3351-3241","equipment-3351-3242","equipment-3351-3243"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable"],"id":"equipment-3351","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Absolute Solvent Source Player Core 2 pg. 295 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Originally formulated as a means of dissolving everlasting adhesive, this powerful solvent can break almost any adhesive's grip. As absolute solvent is particularly effective against everlasting adhesive, it automatically dissolves everlasting adhesive. It attempts to counteract any other adhesives, such as glue bombs, with a counteract modifier depending on the type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Absolute Solvent (Lesser) Source Player Core 2 pg. 295 Price 21 gp --- The solvent counteracts at 3rd-rank and has a counteract modifier of +9. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Absolute Solvent (Moderate) Source Player Core 2 pg. 295 Price 325 gp --- The solvent counteracts at 6th-rank and has a counteract modifier of +19. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Absolute Solvent (Greater) Source Player Core 2 pg. 295 Price 3,250 gp --- The solvent counteracts at 9th-rank and has a counteract modifier of +28.","skill_mod":{},"summary":"Originally formulated as a means of dissolving everlasting adhesive, this powerful solvent can break almost any adhesive's grip. As absolute solvent …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3351","name":"Absolute Solvent","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3351"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3351","weakness":{},"price":2100,"trait":["Alchemical","Consumable"],"id":"equipment-3351-3241","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Absolute Solvent Source Player Core 2 pg. 295 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Originally formulated as a means of dissolving everlasting adhesive, this powerful solvent can break almost any adhesive's grip. As absolute solvent is particularly effective against everlasting adhesive, it automatically dissolves everlasting adhesive. It attempts to counteract any other adhesives, such as glue bombs, with a counteract modifier depending on the type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Absolute Solvent (Lesser) Source Player Core 2 pg. 295 Price 21 gp --- The solvent counteracts at 3rd-rank and has a counteract modifier of +9. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Absolute Solvent (Moderate) Source Player Core 2 pg. 295 Price 325 gp --- The solvent counteracts at 6th-rank and has a counteract modifier of +19. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Absolute Solvent (Greater) Source Player Core 2 pg. 295 Price 3,250 gp --- The solvent counteracts at 9th-rank and has a counteract modifier of +28.","skill_mod":{},"summary":"The solvent counteracts at 3rd-rank and has a counteract modifier of +9.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3351","name":"Absolute Solvent (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3351-3241"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3351","weakness":{},"price":32500,"trait":["Alchemical","Consumable"],"id":"equipment-3351-3242","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Absolute Solvent Source Player Core 2 pg. 295 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Originally formulated as a means of dissolving everlasting adhesive, this powerful solvent can break almost any adhesive's grip. As absolute solvent is particularly effective against everlasting adhesive, it automatically dissolves everlasting adhesive. It attempts to counteract any other adhesives, such as glue bombs, with a counteract modifier depending on the type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Absolute Solvent (Lesser) Source Player Core 2 pg. 295 Price 21 gp --- The solvent counteracts at 3rd-rank and has a counteract modifier of +9. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Absolute Solvent (Moderate) Source Player Core 2 pg. 295 Price 325 gp --- The solvent counteracts at 6th-rank and has a counteract modifier of +19. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Absolute Solvent (Greater) Source Player Core 2 pg. 295 Price 3,250 gp --- The solvent counteracts at 9th-rank and has a counteract modifier of +28.","skill_mod":{},"summary":"The solvent counteracts at 6th-rank and has a counteract modifier of +19.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3351","name":"Absolute Solvent (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3351-3242"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3351","weakness":{},"price":325000,"trait":["Alchemical","Consumable"],"id":"equipment-3351-3243","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Absolute Solvent Source Player Core 2 pg. 295 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Originally formulated as a means of dissolving everlasting adhesive, this powerful solvent can break almost any adhesive's grip. As absolute solvent is particularly effective against everlasting adhesive, it automatically dissolves everlasting adhesive. It attempts to counteract any other adhesives, such as glue bombs, with a counteract modifier depending on the type. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Absolute Solvent (Lesser) Source Player Core 2 pg. 295 Price 21 gp --- The solvent counteracts at 3rd-rank and has a counteract modifier of +9. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Absolute Solvent (Moderate) Source Player Core 2 pg. 295 Price 325 gp --- The solvent counteracts at 6th-rank and has a counteract modifier of +19. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Absolute Solvent (Greater) Source Player Core 2 pg. 295 Price 3,250 gp --- The solvent counteracts at 9th-rank and has a counteract modifier of +28.","skill_mod":{},"summary":"The solvent counteracts at 9th-rank and has a counteract modifier of +28.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3351","name":"Absolute Solvent (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3351-3243"},{"legacy_name":["Sovereign Glue"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":5500,"legacy_id":["equipment-699"],"trait":["Alchemical","Consumable"],"id":"equipment-3352","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Everlasting Adhesive Source Player Core 2 pg. 295 Price 55 gp Usage held in 1 hand Bulk L Activate 1 minute (Interact) --- This peculiar amber adhesive bonds two surfaces together almost inseparably. A single flask covers an area up to 1 square foot and must be used all at once to form a single bond between two surfaces. If the activation is interrupted, the bond fails, and the adhesive is wasted. Once two surfaces are joined with everlasting adhesive, a creature can separate them only with a successful DC 50 Athletics check. The adhered objects tend to break before the adhesive does unless they're particularly durable, though a creature determined to separate the objects can break off the parts connected by the everlasting adhesive and later Repair the objects. The adhesive can affect creatures only if they're willing, and its bond can be broken by exfoliating the outermost layer of skin.\n","skill_mod":{},"summary":"This peculiar amber adhesive bonds two surfaces together almost inseparably. A single flask covers an area up to 1 square foot and must be used all …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3352","name":"Everlasting Adhesive","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3352"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":300,"legacy_id":["equipment-695"],"trait":["Alchemical","Consumable"],"id":"equipment-3353","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Forensic Dye Source Player Core 2 pg. 295 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Activating this vial of colorless liquid requires inserting a small amount of another chemical or material, such as blood or mud. The vial reacts rapidly, transforming into a murky, reddish-brown substance for a brief moment before turning clear once more. Once activated, the dye remains potent for up to 10 minutes, during which time you can spend 1 minute to brush it onto a single object of up to 1 Bulk or across the ground in a single 5-foot square. Where the dye comes in contact with an exact match for the activating chemical, it takes on a bright blue hue while staying transparent in areas with no activating component present.\n","skill_mod":{},"summary":"Activating this vial of colorless liquid requires inserting a small amount of another chemical or material, such as blood or mud. The vial reacts …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3353","name":"Forensic Dye","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3353"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":300,"legacy_id":["equipment-696"],"trait":["Alchemical","Consumable"],"id":"equipment-3354","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Ghost Ink Source Player Core 2 pg. 295 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This pale-blue ink dries rapidly, becoming fully transparent 1 minute after application. The ink glows red when exposed to heat, such as that from a torch or other open flame. This glow lasts only as long as the ink is exposed to heat, after which the ink becomes invisible again. The crafter of the ghost ink can alter the formula slightly to instead make the ink sensitive to sunlight, starlight, magical light, or heatless light created by an alchemical effect, such as a glow rod. While the text isn't glowing, a creature closely examining a surface marked with ghost ink can detect the presence of the ink with a successful DC 25 Perception check. On a critical success, they can make out the ink well enough to use Society to Decipher Writing. One vial of ghost ink is sufficient to write a page worth of text.\n","skill_mod":{},"summary":"This pale-blue ink dries rapidly, becoming fully transparent 1 minute after application. The ink glows red when exposed to heat, such as that from a …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3354","name":"Ghost Ink","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3354"},{"legacy_name":["Sunrod"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":300,"legacy_id":["equipment-137"],"trait":["Alchemical","Consumable"],"id":"equipment-3355","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Glow Rod Source Player Core 2 pg. 295, GM Core pg. 251 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This 1-foot-long, gold-tipped rod glows after it's struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim light to the next 40 feet).\n","skill_mod":{},"summary":"This 1-foot-long, gold-tipped rod glows after it's struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3355","name":"Glow Rod","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3355"},{"legacy_name":["Tindertwig"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":20,"legacy_id":["equipment-138"],"trait":["Alchemical","Consumable"],"id":"equipment-3356","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Matchstick Source Player Core 2 pg. 295, GM Core pg. 251 Price 2 sp Usage held in 1 hand Activate Single Action (manipulate) --- An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a matchstick is much faster than creating a flame with flint and steel. You can ignite it and touch it to a flammable object as part of the same Interact action. A matchstick remains lit for 1 round, after which it's consumed and extinguished.\n","skill_mod":{},"summary":"An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a matchstick …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3356","name":"Matchstick","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3356"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2","Core Rulebook"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-3357","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Philosopher's Stone Source Player Core 2 pg. 295, Core Rulebook pg. 554 Usage held in 2 hands Bulk 2 Activate Single Action (concentrate) or 1 or more days --- An alchemist with the Craft Philosopher's Stone feat adds the formula for this item to their formula book. This allows them to create a philosopher's stone once per month during their daily preparations using advanced alchemy. Unlike other items created with advanced alchemy, the philosopher's stone remains potent for 1 month or until the alchemist creates a new one. This is the only way to create a philosopher's stone. At a glance, a philosopher's stone appears to be an ordinary, sooty piece of natural rock. Breaking the rock open with a Force Open action (DC 35) reveals a cavity at the stone's heart. The cavity is lined with a rare type of quicksilver that can transmute base metals into precious metals or create an elixir of rejuvenation. To use the quicksilver, you must be legendary in Crafting and have the Alchemical Crafting feat. You can then use the stone's quicksilver for one of two effects. You can apply the stone's quicksilver to an infused true elixir of life using an Interact action. This turns the elixir into an infused elixir of rejuvenation instantaneously. This doesn't require any crafting time or additional materials. You can spend up to a month of downtime applying the quicksilver either to iron to create silver or to lead to create gold. Treat this as a 20th-level task to Earn Income using Crafting, except that you create 500 gp worth of your chosen metal per day on a success or 750 gp worth per day on a critical success. ","skill_mod":{},"summary":"An alchemist with the Craft Philosopher's Stone feat adds the formula for this item to their formula book . This allows them to create a …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3357","name":"Philosopher's Stone","actions_number":2,"bulk":2,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3357"},{"legacy_name":["Silversheen"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":600,"legacy_id":["equipment-134"],"trait":["Alchemical","Consumable"],"id":"equipment-3358","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Silver Salve Source Player Core 2 pg. 296, GM Core pg. 251 Price 6 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- You can slather this silvery paste onto one melee or ranged weapon, or 10 pieces of ammunition. Silver salve spoils quickly, so you must use a vial all at once. For the next hour, the weapon or ammunition counts as silver instead of its normal precious material (such as cold iron) for any physical damage it deals.\n","skill_mod":{},"summary":"You can slather this silvery paste onto one melee or ranged weapon, or 10 pieces of ammunition. Silver salve spoils quickly, so you must use a vial …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3358","name":"Silver Salve","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3358"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":5500,"skill":["Medicine"],"legacy_id":["equipment-698"],"trait":["Alchemical","Consumable","Healing"],"id":"equipment-3359","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Skinstitch Salve Source Player Core 2 pg. 296 Price 55 gp Usage held in 1 hand Bulk L --- This sticky salve stubbornly holds wounds closed and encourages swift natural healing. You can activate the salve in either of the following ways. Activate—Administer Stitch Single Action (manipulate) Effect You Administer First Aid without requiring healer's tools. You can either gain a +2 item bonus to the Medicine check or use the salve's Medicine modifier of +13 instead of your own. Activate—Stitch Wounds Free Action (manipulate) Effect You gain a +2 item bonus to the triggering Medicine check. If you roll a success on the Medicine check, you get a critical success instead.\n","skill_mod":{},"summary":"This sticky salve stubbornly holds wounds closed and encourages swift natural healing. You can activate the salve in either of the following ways. ","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3359","name":"Skinstitch Salve","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3359"},{"legacy_name":["Smokestick"],"item_child_id":["equipment-3360-3244","equipment-3360-3245"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"legacy_id":["equipment-135"],"trait":["Alchemical","Consumable"],"id":"equipment-3360","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Smoke Ball Source Player Core 2 pg. 296, GM Core pg. 251 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Smoke Ball (Lesser) Source Player Core 2 pg. 296, GM Core pg. 251 Price 3 gp Bulk L --- The radius of the burst is 5 feet. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Smoke Ball (Greater) Source Player Core 2 pg. 296, GM Core pg. 251 Price 53 gp Bulk L --- The radius of the burst is 20 feet.","skill_mod":{},"summary":"With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3360","name":"Smoke Ball","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3360"},{"legacy_name":["Smokestick"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3360","weakness":{},"price":300,"legacy_id":["equipment-135"],"trait":["Alchemical","Consumable"],"id":"equipment-3360-3244","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Smoke Ball Source Player Core 2 pg. 296, GM Core pg. 251 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Smoke Ball (Lesser) Source Player Core 2 pg. 296, GM Core pg. 251 Price 3 gp Bulk L --- The radius of the burst is 5 feet. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Smoke Ball (Greater) Source Player Core 2 pg. 296, GM Core pg. 251 Price 53 gp Bulk L --- The radius of the burst is 20 feet.","skill_mod":{},"summary":"The radius of the burst is 5 feet.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3360","name":"Smoke Ball (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3360-3244"},{"legacy_name":["Smokestick"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3360","weakness":{},"price":5300,"legacy_id":["equipment-135"],"trait":["Alchemical","Consumable"],"id":"equipment-3360-3245","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Smoke Ball Source Player Core 2 pg. 296, GM Core pg. 251 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Smoke Ball (Lesser) Source Player Core 2 pg. 296, GM Core pg. 251 Price 3 gp Bulk L --- The radius of the burst is 5 feet. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Smoke Ball (Greater) Source Player Core 2 pg. 296, GM Core pg. 251 Price 53 gp Bulk L --- The radius of the burst is 20 feet.","skill_mod":{},"summary":"The radius of the burst is 20 feet.","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3360","name":"Smoke Ball (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3360-3245"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":200,"legacy_id":["equipment-136"],"trait":["Alchemical","Consumable"],"id":"equipment-3361","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Snake Oil Source Player Core 2 pg. 296, GM Core pg. 251 Price 2 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- You can apply snake oil on a wound or other outward symptom of an affliction or condition (such as sores from a disease or discoloration from a poison). For the next hour, the symptom disappears, and the wounded or afflicted creature doesn't feel as if it still has the wound or affliction, though all effects remain. A creature can uncover the ruse by succeeding at a DC 17 Perception check, but only if it uses a Seek action to specifically examine the snake oil's effects.\n","skill_mod":{},"summary":"You can apply snake oil on a wound or other outward symptom of an affliction or condition (such as sores from a disease or discoloration from a …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3361","name":"Snake Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3361"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1400,"legacy_id":["equipment-700"],"trait":["Alchemical","Consumable"],"id":"equipment-3362","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Timeless Salts Source Player Core 2 pg. 296 Price 14 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- You sprinkle these salts onto a single object up to 10 cubic feet in volume and no more than 40 Bulk to preserve it for 1 week. The object doesn't decay, and effects that require the object to be fresh don't count the time passing during this duration as having elapsed. When sprinkled on a corpse, this extends the period in which a creature can be revived by magic as well as the wait time required before a corpse can be targeted again with talking corpse. The salts prevent ordinary pests from consuming the target (such as maggots for a corpse or moths for a piece of clothing). Any creature can use an Interact action to disperse the salts from an unattended object and end this effect.\n","skill_mod":{},"summary":"You sprinkle these salts onto a single object up to 10 cubic feet in volume and no more than 40 Bulk to preserve it for 1 week. The object doesn't …","primary_source":"Player Core 2","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3362","name":"Timeless Salts","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3362"},{"skill_mod":{},"summary":"You create an alarm snare by rigging one or more noisy objects to a trip wire or pressure plate. When you create an alarm snare, you designate a …","primary_source":"Player Core 2","trait_group":["Sense","Equipment","Hazard"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3363","weakness":{},"price":300,"name":"Alarm Snare","legacy_id":["equipment-328"],"trait":["Auditory","Consumable","Mechanical","Snare","Trap"],"id":"equipment-3363","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Alarm Snare Source Player Core 2 pg. 297 Price 3 gp --- You create an alarm snare by rigging one or more noisy objects to a trip wire or pressure plate. When you create an alarm snare, you designate a range between 100 to 500 feet at which it can be heard. When a Small or larger creature enters the square, the snare makes a noise loud enough that it can be heard by all creatures in the range you designated.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3363"},{"skill_mod":{},"summary":"This snare closes shut on the leg of a creature. The snare deals 5d6 piercing damage to the first creature that enters its square; that creature must …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3364","weakness":{},"price":1500,"name":"Biting Snare","legacy_id":["equipment-329"],"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-3364","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Biting Snare Source Player Core 2 pg. 297 Price 15 gp --- This snare closes shut on the leg of a creature. The snare deals 5d6 piercing damage to the first creature that enters its square; that creature must attempt a DC 21 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage. Critical Failure The creature takes double damage and takes a -10-foot status penalty to its Speed until it recovers at least 1 Hit Point.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3364"},{"skill_mod":{},"summary":"When a creature enters the square, thorny spines protrude out to stab it, dealing 8d8 piercing damage and 2d8 persistent bleed damage . The creature …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3365","weakness":{},"price":32000,"name":"Bleeding Spines Snare","legacy_id":["equipment-330"],"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-3365","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Bleeding Spines Snare Source Player Core 2 pg. 297 Price 320 gp --- When a creature enters the square, thorny spines protrude out to stab it, dealing 8d8 piercing damage and 2d8 persistent bleed damage. The creature must attempt a DC 31 basic Reflex saving throw. After the initial trigger, the spines retract and protrude again repeatedly for 1 minute, forcing any creature that enters the space or ends its turn in the space to take damage from the spines (attempting the same basic Reflex save).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3365"},{"skill_mod":{},"summary":"You create a snare that causes three 3rd-level moderate alchemical bombs of the same type to explode when a creature triggers the snare. The target …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3366","weakness":{},"price":4000,"name":"Bomb Snare","legacy_id":["equipment-331"],"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-3366","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Bomb Snare Source Player Core 2 pg. 297 Price 40 gp --- You create a snare that causes three 3rd-level moderate alchemical bombs of the same type to explode when a creature triggers the snare. The target and all creatures in adjacent squares must attempt a DC 24 Reflex save, as the snare deals damage equal to three times the direct hit damage from one of the component bombs (for example, 6d6 electricity damage from three moderate bottled lightnings) with no splash damage or other effects. Critical Success The creature is unaffected. Success The creature takes half damage and no other effects. Failure The creature takes full damage. It also takes all other effects of a direct hit from one of the component bombs (such as off-guard from bottled lightning or persistent damage from an acid flask). Critical Failure The creature takes double damage, plus all other effects of a direct hit (as failure). Craft Requirements Supply three of the same damaging 3rd-level moderate alchemical bomb.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3366"},{"skill_mod":{},"summary":"This snare consists of a hidden canister of caltrops attached to a trip wire. When the snare is triggered, it flings the caltrops into either the …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3367","weakness":{},"price":300,"name":"Caltrop Snare","legacy_id":["equipment-332"],"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-3367","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Caltrop Snare Source Player Core 2 pg. 298 Price 3 gp --- This snare consists of a hidden canister of caltrops attached to a trip wire. When the snare is triggered, it flings the caltrops into either the snare's square or a square adjacent to the snare. You choose which square when you set up the snare. If the caltrops scatter into the same square as a creature, that creature must attempt the Acrobatics check immediately. Craft Requirements Supply a container of caltrops.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3367"},{"skill_mod":{},"summary":"This snare is made of magnetized weights and heavy ropes rigged to a trip wire or pressure plate. When a creature enters the square, the magnets and …","primary_source":"Player Core 2","trait_group":["Equipment","Monster","Ancestry","Weapon","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3368","weakness":{},"price":600,"name":"Deadweight Snare","legacy_id":["equipment-1251"],"trait":["Consumable","Kobold","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-3368","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Deadweight Snare Source Player Core 2 pg. 298 Price 6 gp --- This snare is made of magnetized weights and heavy ropes rigged to a trip wire or pressure plate. When a creature enters the square, the magnets and ropes deploy, weighing down the creature's weapons and limbs. The creature must attempt a DC 18 Reflex save. Critical Success The creature is unaffected. Success The creature takes a -1 status penalty to attack rolls for 1 round or until it Escapes (DC 18). Failure The creature takes a –2 status penalty to attack rolls for 1 minute or until it Escapes (DC 18). Critical Failure As failure, but the creature drops any metallic items it's holding.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3368"},{"skill_mod":{},"summary":"You arrange a spiky cage of bones, particularly tough vegetation, or other material to spring up when disturbed. The snare deals 10d8 piercing damage …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3369","weakness":{},"price":90000,"name":"Engulfing Snare","legacy_id":["equipment-702"],"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-3369","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Engulfing Snare Source Player Core 2 pg. 298 Price 900 gp --- You arrange a spiky cage of bones, particularly tough vegetation, or other material to spring up when disturbed. The snare deals 10d8 piercing damage to the first creature to enter this square; that creature must attempt a DC 34 Reflex save. Critical Success The creature is unaffected. Success The creature is knocked aside by the snare's deployment, takes half damage, and is off-guard until the end of its next turn. Failure The creature is captured by the cage, taking full damage and falling prone. It's immobilized while it remains within the cage. It can get free by Escaping (DC 34) or by destroying the cage (AC 30, Fort +18, Ref +24, Hardness 5, HP 30, object immunities). Critical Failure As failure, but the creature takes double damage.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3369"},{"skill_mod":{},"summary":"Using bioluminescent matter or alchemical reagents, you rig a short-lived flare to a trip wire or pressure plate. When a Small or larger creature …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard","Sense"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3370","weakness":{},"price":500,"name":"Flare Snare","legacy_id":["equipment-703"],"trait":["Consumable","Mechanical","Snare","Trap","Visual"],"id":"equipment-3370","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Flare Snare Source Player Core 2 pg. 298 Price 5 gp --- Using bioluminescent matter or alchemical reagents, you rig a short-lived flare to a trip wire or pressure plate. When a Small or larger creature enters the square, this flare shoots into the sky. To creatures with a clear view of the sky, this flare is visible from up to 2 miles away on a clear day or up to 5 miles away on a clear night.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3370"},{"skill_mod":{},"summary":"When a creature enters the square, a deadly flying wheel of spinning blades launches at it, making a Strike with an attack modifier of +35 that …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3371","weakness":{},"price":1000000,"name":"Flying Blade Wheel Snare","legacy_id":["equipment-333"],"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-3371","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Flying Blade Wheel Snare Source Player Core 2 pg. 298 Price 10,000 gp --- When a creature enters the square, a deadly flying wheel of spinning blades launches at it, making a Strike with an attack modifier of +35 that deals 8d8 slashing damage on a hit. Once on each of your turns, you can use an Interact action within 120 feet of the wheel to cause it to Fly up to 60 feet toward the creature it's chasing and make another Strike if it's within 5 feet of its target after it moves. After 1 minute, the spinning ceases, and the wheel falls to the ground. Creatures can destroy the wheel to stop it (AC 37, Fort +29, Ref +20, Hardness 10, HP 200, object immunities).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3371"},{"skill_mod":{},"summary":"You rig vines and ropes to hold a creature in place. The first creature to enter the square must attempt a DC 26 Reflex save with the following …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3372","weakness":{},"price":7500,"name":"Grasping Snare","legacy_id":["equipment-334"],"trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-3372","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Grasping Snare Source Player Core 2 pg. 298 Price 75 gp --- You rig vines and ropes to hold a creature in place. The first creature to enter the square must attempt a DC 26 Reflex save with the following effects. Critical Success The creature is unaffected. Success The creature takes a –5-foot status penalty to its Speed for 1 minute or until it Escapes (DC 26). Failure The creature is immobilized for 1 round, then takes a –5-foot status penalty to its Speed for 1 minute. Both effects end early if it Escapes (DC 26). Critical Failure The creature is immobilized for 1 minute or until it Escapes (DC 26).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3372"},{"skill_mod":{},"summary":"When a creature enters the snare's square, it releases hundreds upon hundreds of carefully prepared arrows, blanketing a 20-foot radius around the …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3373","weakness":{},"price":150000,"name":"Hail of Arrows Snare","legacy_id":["equipment-335"],"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-3373","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Hail of Arrows Snare Source Player Core 2 pg. 298 Price 1,500 gp --- When a creature enters the snare's square, it releases hundreds upon hundreds of carefully prepared arrows, blanketing a 20-foot radius around the snare's square with massive arrow fire that deals 18d6 piercing damage. Creatures in the area must attempt a DC 37 basic Reflex save.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3373"},{"skill_mod":{},"summary":"You arrange brambles, wires, sticky goo, or other materials to interfere with a creature's movement. The square with this snare as well as three …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3374","weakness":{},"price":300,"name":"Hampering Snare","legacy_id":["equipment-336"],"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-3374","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Hampering Snare Source Player Core 2 pg. 298 Price 3 gp --- You arrange brambles, wires, sticky goo, or other materials to interfere with a creature's movement. The square with this snare as well as three adjacent squares (to form a 10-foot-by-10-foot area) become difficult terrain when the first creature enters the snare's square. The difficult terrain affects the creature's movement right away, including its movement into the triggering square, and it lasts for 1d4 rounds after the snare is triggered. A creature can use an Interact action to clear the difficult terrain out of a single square early.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3374"},{"skill_mod":{},"summary":"You rig vines, ropes, or wires to cinch tight around a creature that triggers this snare. The first creature to enter the square must attempt a DC 20 …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3375","weakness":{},"price":1500,"name":"Hobbling Snare","legacy_id":["equipment-337"],"trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-3375","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Hobbling Snare Source Player Core 2 pg. 299 Price 15 gp --- You rig vines, ropes, or wires to cinch tight around a creature that triggers this snare. The first creature to enter the square must attempt a DC 20 Reflex save. Critical Success The creature is unaffected. Success The creature takes a –5-foot status penalty to its Speed for 1 minute or until it Escapes (DC 18). Failure As success, but the penalty is –10 feet. Critical Failure As success, but the penalty is –20 feet.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3375"},{"skill_mod":{},"summary":"When a creature enters the snare's square, the snare releases an unbelievable arsenal of blades at the creature, dealing 18d8 piercing damage (DC 42 …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3376","weakness":{},"price":1000000,"name":"Instant Evisceration Snare","legacy_id":["equipment-338"],"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-3376","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Instant Evisceration Snare Source Player Core 2 pg. 299 Price 10,000 gp --- When a creature enters the snare's square, the snare releases an unbelievable arsenal of blades at the creature, dealing 18d8 piercing damage (DC 42 basic Reflex save).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3376"},{"skill_mod":{},"summary":"This snare is often used to mark intruders for later tracking or identification. When you create this snare, you must decide whether to make it a dye …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3377","weakness":{},"price":300,"name":"Marking Snare","legacy_id":["equipment-339"],"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-3377","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Marking Snare Source Player Core 2 pg. 299 Price 3 gp --- This snare is often used to mark intruders for later tracking or identification. When you create this snare, you must decide whether to make it a dye or a scent marker. Either type of marking grants a +2 circumstance bonus to Track the creature for up to 24 hours or until the dye or scent is washed off (requiring at least a gallon of water and 10 minutes of scrubbing). A creature that enters a square of the snare must attempt a DC 17 Reflex save. Success The creature is unaffected. Failure The snare marks the creature. Critical Failure The snare marks the creature, and the creature is blinded until the end of its next turn.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3377"},{"skill_mod":{},"summary":"Fired clay covers a shallow pit of thin mud interspersed with fragile vials of a quick-drying agent. The first creature to step into the square …","primary_source":"Player Core 2","trait_group":["Equipment","Monster","Ancestry","Weapon","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3378","weakness":{},"price":17000,"name":"Mudrock Snare","legacy_id":["equipment-1255"],"trait":["Consumable","Kobold","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-3378","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Mudrock Snare Source Player Core 2 pg. 299 Price 170 gp --- Fired clay covers a shallow pit of thin mud interspersed with fragile vials of a quick-drying agent. The first creature to step into the square breaks through the clay and sinks into the pit, fracturing the vials and releasing the chemicals that harden the mud. That creature must attempt a DC 29 Fortitude save as the mud solidifies over its legs. Critical Success The creature is unaffected. Success The creature takes a –5-foot circumstance penalty to its Speed for 1 minute or until it Escapes (DC 27). Failure The creature is stunned 2, and it takes a –10-foot circumstance penalty to its Speed for 1 minute or until it Escapes (DC 27). Critical Failure The creature is stunned 3, and it's immobilized for 1 minute or until it Escapes (DC 27).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3378"},{"skill_mod":{},"summary":"You position particularly foul substances to splash over a creature. The first creature to enter the square must attempt a DC 24 Fortitude saving …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard","Poison","Affliction"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3379","weakness":{},"price":4000,"name":"Nauseating Snare","legacy_id":["equipment-704"],"trait":["Consumable","Mechanical","Poison","Snare","Trap"],"id":"equipment-3379","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Nauseating Snare Source Player Core 2 pg. 299 Price 40 gp --- You position particularly foul substances to splash over a creature. The first creature to enter the square must attempt a DC 24 Fortitude saving throw. Critical Success The creature is unaffected. Success The creature becomes sickened 1. Failure The creature becomes sickened 2. Critical Failure The creature becomes sickened 3.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3379"},{"skill_mod":{},"summary":"As soon as a creature enters the snare's square, the snare unleashes wickedly powerful spears at the creature from all directions, dealing 15d8 …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3380","weakness":{},"price":150000,"name":"Omnidirectional Spear Snare","legacy_id":["equipment-340"],"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-3380","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Omnidirectional Spear Snare Source Player Core 2 pg. 299 Price 1,500 gp --- As soon as a creature enters the snare's square, the snare unleashes wickedly powerful spears at the creature from all directions, dealing 15d8 piercing damage (DC 37 basic Reflex save).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3380"},{"skill_mod":{},"summary":"Sharp metal jaws wind tightly into the pressure plate mechanism of this snare. When triggered, the jaws clamp shut and spin, damaging limbs in the …","primary_source":"Player Core 2","trait_group":["Equipment","Monster","Ancestry","Weapon","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3381","weakness":{},"price":70000,"name":"Rending Snare","legacy_id":["equipment-1256"],"trait":["Consumable","Kobold","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-3381","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Rending Snare Source Player Core 2 pg. 299 Price 700 gp --- Sharp metal jaws wind tightly into the pressure plate mechanism of this snare. When triggered, the jaws clamp shut and spin, damaging limbs in the process. The snare deals 10d8 piercing damage to the first creature to enter the square; that creature must attempt a DC 34 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage and is off-guard until the end of its next turn. Failure The creature takes full damage plus 2d6 persistent bleed damage, and it becomes clumsy 2 for 1 round. Critical Failure The creature takes double damage plus 4d6 persistent bleed damage, and it becomes clumsy 2 for 1 minute.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3381"},{"skill_mod":{},"summary":"This snare sends a powerful series of scything blades to slice through a creature entering the snare's square, dealing 10d8 slashing damage (DC 32 …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3382","weakness":{},"price":32000,"name":"Scything Blade Snare","legacy_id":["equipment-341"],"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-3382","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Scything Blade Snare Source Player Core 2 pg. 300 Price 320 gp --- This snare sends a powerful series of scything blades to slice through a creature entering the snare's square, dealing 10d8 slashing damage (DC 32 basic Reflex save).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3382"},{"skill_mod":{},"summary":"A subtle snare used in hunting or tracking, a signaling snare often consists of carefully prepared earth, piled sand or stones, specific arrangements …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3383","weakness":{},"price":300,"name":"Signaling Snare","legacy_id":["equipment-342"],"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-3383","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Signaling Snare Source Player Core 2 pg. 300 Price 3 gp --- A subtle snare used in hunting or tracking, a signaling snare often consists of carefully prepared earth, piled sand or stones, specific arrangements of vegetation, and so forth. When a creature enters a square of a signaling snare, nothing happens to the creature, but instead it causes a small, unobtrusive disruption to the terrain that allows the snare's creator or another creature who knows what to look for to determine whether a creature of the appropriate size entered the square.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3383"},{"skill_mod":{},"summary":"This snare snags a creature with its wicked metal hooks. The first creature to enter the square takes 5d8 piercing damage and 5d8 slashing damage, …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3384","weakness":{},"price":18000,"name":"Snagging Hook Snare","legacy_id":["equipment-705"],"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-3384","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Snagging Hook Snare Source Player Core 2 pg. 300 Price 180 gp --- This snare snags a creature with its wicked metal hooks. The first creature to enter the square takes 5d8 piercing damage and 5d8 slashing damage, with a DC 29 basic Reflex save. On a critical failure, the hooks piercing its flesh make the creature immobilized until it successfully Escapes (DC 29).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3384"},{"skill_mod":{},"summary":"This basic snare consists of hidden spikes that rely on a creature's momentum to lacerate or potentially impale it as it enters the snare's square, …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3385","weakness":{},"price":300,"name":"Spike Snare","legacy_id":["equipment-343"],"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-3385","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Spike Snare Source Player Core 2 pg. 300 Price 3 gp --- This basic snare consists of hidden spikes that rely on a creature's momentum to lacerate or potentially impale it as it enters the snare's square, dealing 2d8 piercing damage. The creature must attempt a DC 17 basic Reflex saving throw.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3385"},{"skill_mod":{},"summary":"This snare explodes in a burst of cloying powder that can cling to a creature stepping into its square. A creature that enters the square of a …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3386","weakness":{},"price":1500,"name":"Stalker Bane Snare","legacy_id":["equipment-344"],"trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-3386","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Stalker Bane Snare Source Player Core 2 pg. 300 Price 15 gp --- This snare explodes in a burst of cloying powder that can cling to a creature stepping into its square. A creature that enters the square of a stalker bane snare must attempt a DC 20 Reflex save. Critical Success The creature is unaffected. Success Powder sticks to the target, causing it to leave behind telltale footprints. Being invisible makes the target hidden, rather than undetected, to creatures that could see it if it weren't invisible. Failure Powder clumps on the target, constantly flaking away. Being invisible makes the target concealed, rather than hidden or undetected, to creatures that could see it if it weren't invisible. Critical Failure As failure, and the creature is blinded until the end of its next turn.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3386"},{"skill_mod":{},"summary":"You affix a trip line or other trigger to a group of either stones or wooden stakes to strike a creature that enters the snare's square. The creature …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3387","weakness":{},"price":7500,"name":"Striking Snare","legacy_id":["equipment-345"],"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-3387","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Striking Snare Source Player Core 2 pg. 300 Price 75 gp --- You affix a trip line or other trigger to a group of either stones or wooden stakes to strike a creature that enters the snare's square. The creature must attempt a DC 26 basic Reflex saving throw. If you choose stones when you Craft the snare, it deals 9d8 bludgeoning damage; if you choose spikes, it deals 9d8 piercing damage.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3387"},{"skill_mod":{},"summary":"You rig a snare to disorient a creature with a quick bash, leaving it with little ability to defend itself. The trap deals 10d6 bludgeoning damage to …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3388","weakness":{},"price":32000,"name":"Stunning Snare","legacy_id":["equipment-346"],"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-3388","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Stunning Snare Source Player Core 2 pg. 300 Price 320 gp --- You rig a snare to disorient a creature with a quick bash, leaving it with little ability to defend itself. The trap deals 10d6 bludgeoning damage to the first creature to enter its square; that creature must attempt a DC 32 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage and is off-guard for 1 round and stunned 1. Failure The creature takes full damage and is off-guard for 1 round and stunned 2. Critical Failure The creature takes double damage and is off-guard for 1 minute and stunned 4.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3388"},{"skill_mod":{},"summary":"You set a cunning wire to trip a creature. A Medium or smaller creature that enters this snare's square must attempt a DC 21 Reflex save. If you …","primary_source":"Player Core 2","trait_group":["Equipment","Hazard"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3389","weakness":{},"price":1500,"name":"Trip Snare","legacy_id":["equipment-347"],"trait":["Consumable","Mechanical","Snare","Trap"],"id":"equipment-3389","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Trip Snare Source Player Core 2 pg. 300 Price 15 gp --- You set a cunning wire to trip a creature. A Medium or smaller creature that enters this snare's square must attempt a DC 21 Reflex save. If you want to create a trip snare to trip a larger creature, you must create a group of contiguous snares of a length equal to the edge of that larger creature's space, and the creature must be moving such that it moves into the full set of snares. For example, three trip snares in a 15-foot-line can trip a Huge creature coming down a corridor into the line of snares. Critical Success The creature is unaffected. Success The creature is off-guard until the start of its next turn. Failure The creature falls prone. Critical Failure The creature falls prone and takes 1d6 bludgeoning damage.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3389"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":700,"legacy_id":["equipment-706"],"trait":["Consumable","Magical"],"id":"equipment-3390","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Antler Arrow Source Player Core 2 pg. 301 Price 7 gp Ammunition arrow Activate Single Action (manipulate) --- The creation of these arrows was inspired by an encounter with a horned archon scout who sought to peacefully restrain an escaping foe. When an activated antler arrow hits a target, glowing antlers extend to pin it down. The target must succeed at a DC 16 Reflex save or become stuck to the surface, taking the critical specialization effects of a bow. If the hit with the antler arrow is a critical hit and you have access to the bow critical specialization effect, the DC of the Athletics check increases to 15.\n","ammunition":"arrow","skill_mod":{},"summary":"The creation of these arrows was inspired by an encounter with a horned archon scout who sought to peacefully restrain an escaping foe. When an …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3390","name":"Antler Arrow","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3390"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":7000,"legacy_id":["equipment-711"],"trait":["Acid","Consumable","Magical"],"id":"equipment-3391","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Corrosive Ammunition Source Player Core 2 pg. 301 Price 70 gp Ammunition any Activate Single Action (manipulate) --- This peculiar ammunition is coated in yellow dust that leaves a stain on anything it touches. When activated corrosive ammunition hits a target, it dissolves across the target's armor. The armor takes 1d8 persistent acid damage that ignores the armor's Hardness; if the target isn't wearing armor, it takes the acid damage instead. This damage occurs at the end of the target's turns. The creature can end this effect by spending an Interact action to wipe off the corrosive dust. Otherwise, the effect ends once the armor becomes broken.\n","ammunition":"any","skill_mod":{},"summary":"This peculiar ammunition is coated in yellow dust that leaves a stain on anything it touches. When activated corrosive ammunition hits a target, it …","primary_source":"Player Core 2","trait_group":["Energy","Monster","Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3391","name":"Corrosive Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3391"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":130000,"legacy_id":["equipment-161"],"trait":["Consumable","Magical","Uncommon"],"id":"equipment-3392","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Disintegration Bolt Source Player Core 2 pg. 301 Price 1,300 gp Ammunition bolt Activate Single Action (manipulate) --- The shaft of this bolt is scorched and blackened, and handling it coats your fingers with a fine black powder. When an activated disintegration bolt hits a target, it's subject to a disintegrate spell requiring a DC 34 Fortitude save. As with the spell, a critical hit on the attack roll causes the target's saving throw outcome to be one degree worse. Craft Requirements Supply one casting of disintegrate .\n","ammunition":"bolt","skill_mod":{},"summary":"The shaft of this bolt is scorched and blackened, and handling it coats your fingers with a fine black powder. When an activated disintegration bolt …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3392","name":"Disintegration Bolt","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3392"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2500,"legacy_id":["equipment-713"],"trait":["Cold","Consumable","Magical"],"id":"equipment-3393","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Freezing Ammunition Source Player Core 2 pg. 301 Price 25 gp Ammunition any Activate Single Action (manipulate) --- This chilly ammunition is dark blue and cold to the touch. When activated freezing ammunition hits a target, the target must succeed at a DC 19 Fortitude save or be slowed 1 for 1 round by the intense cold (slowed 1 for 1 minute on a critical failure).\n","ammunition":"any","skill_mod":{},"summary":"This chilly ammunition is dark blue and cold to the touch. When activated freezing ammunition hits a target, the target must succeed at a DC 19 …","primary_source":"Player Core 2","trait_group":["Energy","Monster","Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3393","name":"Freezing Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3393"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1000,"trait":["Consumable","Magical","Mental","Sleep"],"id":"equipment-3394","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Slumber Arrow Source Player Core 2 pg. 301 Price 10 gp Ammunition arrow Activate Single Action (manipulate) --- Sleep arrows often have shafts of deep blue or black, and their fletching is exceptionally soft and downy. An activated sleep arrow deals no damage, but a living creature hit by it grows lethargic and must attempt a DC 17 Will saving throw. On a failure, it takes a –5-foot status penalty to its Speeds for 1 round, and is also slowed 1 for 1 round on a critical failure. Craft Requirements Supply one casting of sleep .\n","ammunition":"arrow","skill_mod":{},"summary":"Sleep arrows often have shafts of deep blue or black, and their fletching is exceptionally soft and downy. An activated sleep arrow deals no …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3394","name":"Slumber Arrow","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3394"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":13000,"legacy_id":["equipment-169"],"trait":["Air","Consumable","Electricity","Magical"],"id":"equipment-3395","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Storm Arrow Source Player Core 2 pg. 301 Price 130 gp Ammunition arrow Activate Single Action (manipulate) --- The head of this arrow is made from gleaming copper. When an activated storm arrow hits a target, it's buffeted by raging winds and struck by a bolt of lightning that deals 3d12 electricity damage, and the target must attempt a DC 25 Reflex saving throw. If this arrow is shot from a weapon with a shock property rune, the save DC increases to 27, though the attack doesn't benefit from the shock property rune itself. Critical Success The creature is unaffected. Success The creature takes half damage and isn't affected by the wind. Failure The creature takes full damage and is buffeted by winds for 1 round, taking a –2 circumstance penalty to ranged attack rolls and a –10-foot circumstance penalty to its fly Speed. Critical Failure As failure, but the creature takes double damage.\n","element":["Air"],"ammunition":"arrow","skill_mod":{},"summary":"The head of this arrow is made from gleaming copper. When an activated storm arrow hits a target, it's buffeted by raging winds and struck by a bolt …","primary_source":"Player Core 2","trait_group":["Elemental","Planar","Monster","Equipment","Energy","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3395","name":"Storm Arrow","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3395"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":5000,"legacy_id":["equipment-725"],"trait":["Consumable","Emotion","Fear","Magical","Mental"],"id":"equipment-3396","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Terrifying Ammunition Source Player Core 2 pg. 302 Price 50 gp Ammunition any Activate Single Action (manipulate) --- This black-and-gray ammunition is etched with occult symbols and tiny, grinning skulls. When activated terrifying ammunition damages a creature, the creature's mind is filled with visions of its failures, its tragedies, and eventually, its own death. The creature must attempt a DC 20 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 1 and can't reduce its frightened value below 1 until it spends an action, which has the concentrate trait, to calm itself down. Critical Failure As failure, but the creature is frightened 2.\n","ammunition":"any","skill_mod":{},"summary":"This black-and-gray ammunition is etched with occult symbols and tiny, grinning skulls. When activated terrifying ammunition damages a creature, …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3396","name":"Terrifying Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3396"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1700,"legacy_id":["equipment-171"],"trait":["Consumable","Magical"],"id":"equipment-3397","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Viper Arrow Source Player Core 2 pg. 302 Price 17 gp Ammunition arrow Activate Single Action (manipulate) --- The shaft of this arrow is covered in fine green scales, and its iron head comes to a pair of points almost like fangs. After an activated viper arrow hits a target, the arrow transforms into a viper. The target is affected by the viper's venom, as if it had been bitten. The viper then lands in an open space adjacent to the target. The viper has the summoned trait and acts at the end of your turn, even though you didn't use the Sustain action. It's under the GM's control, but it generally attacks the creature the arrow struck. The viper vanishes after 1 minute or when slain. Craft Requirements Supply one casting of summon animal .\n","ammunition":"arrow","skill_mod":{},"summary":"The shaft of this arrow is covered in fine green scales, and its iron head comes to a pair of points almost like fangs. After an activated viper …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3397","name":"Viper Arrow","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3397"},{"legacy_name":["Oil of Object Animation"],"item_child_id":["equipment-3398-3246","equipment-3398-3247"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-716"],"trait":["Consumable","Magical","Oil","Uncommon"],"id":"equipment-3398","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Oil of Dynamism Source Player Core 2 pg. 303 Usage held in 2 hands Activate Single Action (manipulate) --- This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object of the same type. For example, sprinkling it on a statue makes an animated statue. If the animated object's level would be greater than 3, the oil struggles to animate it and ultimately fails. This animated object has the minion trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The object remains animated for 1 minute before falling inert. As usual, you can have a maximum of four minions under your control. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Oil of Dynamism Source Player Core 2 pg. 303 Price 85 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Oil of Dynamism (Greater) Source Player Core 2 pg. 303 Price 1,400 gp --- You can animate an object with a level of 11 or lower.","skill_mod":{},"summary":"This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object of the same type. …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=3398","name":"Oil of Dynamism","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3398"},{"legacy_name":["Oil of Object Animation"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3398","weakness":{},"price":8500,"legacy_id":["equipment-716"],"trait":["Consumable","Magical","Oil","Uncommon"],"id":"equipment-3398-3246","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Oil of Dynamism Source Player Core 2 pg. 303 Usage held in 2 hands Activate Single Action (manipulate) --- This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object of the same type. For example, sprinkling it on a statue makes an animated statue. If the animated object's level would be greater than 3, the oil struggles to animate it and ultimately fails. This animated object has the minion trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The object remains animated for 1 minute before falling inert. As usual, you can have a maximum of four minions under your control. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Oil of Dynamism Source Player Core 2 pg. 303 Price 85 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Oil of Dynamism (Greater) Source Player Core 2 pg. 303 Price 1,400 gp --- You can animate an object with a level of 11 or lower.","skill_mod":{},"summary":"This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object of the same type. …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=3398","name":"Oil of Dynamism","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3398-3246"},{"legacy_name":["Oil of Object Animation"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3398","weakness":{},"price":140000,"legacy_id":["equipment-716"],"trait":["Consumable","Magical","Oil","Uncommon"],"id":"equipment-3398-3247","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Oil of Dynamism Source Player Core 2 pg. 303 Usage held in 2 hands Activate Single Action (manipulate) --- This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object of the same type. For example, sprinkling it on a statue makes an animated statue. If the animated object's level would be greater than 3, the oil struggles to animate it and ultimately fails. This animated object has the minion trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The object remains animated for 1 minute before falling inert. As usual, you can have a maximum of four minions under your control. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Oil of Dynamism Source Player Core 2 pg. 303 Price 85 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Oil of Dynamism (Greater) Source Player Core 2 pg. 303 Price 1,400 gp --- You can animate an object with a level of 11 or lower.","skill_mod":{},"summary":"You can animate an object with a level of 11 or lower.","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=3398","name":"Oil of Dynamism (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3398-3247"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2500,"legacy_id":["equipment-717"],"trait":["Consumable","Magical","Oil"],"id":"equipment-3399","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Oil of Revelation Source Player Core 2 pg. 303 Price 25 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This bright oil, first created by humans as a tool to help them fight in darkness, holds flecks of tiny gemstones in suspension and smells like a struck matchstick. The first time a weapon coated with this oil damages a creature, the wound glows with light for 1 minute. If the creature is invisible, the light's position means it's merely hidden to creatures that would otherwise be unable to see it, rather than undetected. The light also negates the concealed condition due to lighting conditions. If the coated weapon doesn't damage a creature within 1 hour, the oil sloughs off and loses its power.\n","skill_mod":{},"summary":"This bright oil, first created by humans as a tool to help them fight in darkness, holds flecks of tiny gemstones in suspension and smells like a …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=3399","name":"Oil of Revelation","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3399"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":400,"legacy_id":["equipment-724"],"trait":["Consumable","Magical","Oil"],"id":"equipment-3400","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Shielding Salve Source Player Core 2 pg. 303 Price 4 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This shimmering paste has many properties of a shield spell. When you slather it onto a creature or object, the target gains a +1 circumstance bonus to AC for 1 round. The first time a physical attack or a force barrage hits the target during that round, the oil prevents 5 damage from that attack or spell, and then the oil's effect ends.\n","skill_mod":{},"summary":"This shimmering paste has many properties of a shield spell. When you slather it onto a creature or object, the target gains a +1 circumstance …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=3400","name":"Shielding Salve","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3400"},{"legacy_name":["Salve of Slipperiness"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2500,"legacy_id":["equipment-183"],"trait":["Consumable","Magical","Oil"],"id":"equipment-3401","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Tricky Liniment Source Player Core 2 pg. 303 Price 25 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This greenish, persistent grease can be applied to armor to make it extremely slippery for 8 hours, granting the wearer a +2 item bonus to Acrobatics checks to Escape or to Squeeze.\n","skill_mod":{},"summary":"This greenish, persistent grease can be applied to armor to make it extremely slippery for 8 hours, granting the wearer a +2 item bonus to Acrobatics …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=3401","name":"Tricky Liniment","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3401"},{"item_child_id":["equipment-3402-3248","equipment-3402-3249","equipment-3402-3250"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-719"],"trait":["Consumable","Magical","Polymorph","Potion","Uncommon"],"id":"equipment-3402","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Potion of Disguise Source Player Core 2 pg. 304 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Upon imbibing this potion, you take on the appearance of a specific type of creature for 2d12 hours. The type of creature is determined when the potion is created. For example, you might have a potion of elf disguise or potion of frog disguise . Drinking the potion doesn't impart the knowledge of how long the effect lasts; the GM rolls the duration in secret. The disguise doesn't change your traits or statistics, nor does it give you any of the special abilities of the creature you're imitating. It might affect what items you can hold or wear (for example, your new form might lack opposable thumbs). The potion shrinks you down to a minimum of size Small or maintains your size if the creature is your size or larger. For example, if you are Medium and drink a potion of fire giant disguise, you'll take on the appearance of a fire giant but remain Medium. The creature has to be of a specific kind, such as “leopard” or “lion” rather than just “cat,” or “fire giant” or “ogre” rather than just “giant,” but the potion can't cause you to mimic a specific individual creature. The effects of this potion use the same rules as the Impersonate activity of Deception. Onlookers always assume you're the chosen type of creature unless they're actively Seeking. You gain a +4 status bonus to your Deception DC against such Perception checks and add your level even if untrained. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Potion of Disguise (Lesser) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 258 Price 30 gp Bulk L Craft Requirements Initial raw materials must include a bit of blood, hair, or flesh of the creature the potion will allow the drinker to imitate. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Potion of Disguise (Moderate) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 258 Price 100 gp Bulk L --- The moderate potion of disguise can increase your size if the creature is larger than you, to a maximum of Large, and it can shrink you to a creature of size Tiny. This doesn't change any of your statistics, with the exception of reducing your reach to 0 feet as a Tiny creature. Craft Requirements Initial raw materials must include a bit of blood, hair, or flesh of the creature the potion will allow the drinker to imitate. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Potion of Disguise (Greater) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 258 Price 300 gp Bulk L --- While drinking a greater potion of disguise , if you picture the specific form you want to transform into, the potion will change you into that form. You can attempt to Impersonate a specific individual, though you still need to roll Deception.","skill_mod":{},"summary":"Upon imbibing this potion, you take on the appearance of a specific type of creature for 2d12 hours. The type of creature is determined when the …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3402","name":"Potion of Disguise","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3402"},{"legacy_name":["Potion of Disguise"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3402","weakness":{},"price":3000,"legacy_id":["equipment-719"],"trait":["Consumable","Magical","Polymorph","Potion","Uncommon"],"id":"equipment-3402-3248","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Potion of Disguise Source Player Core 2 pg. 304 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Upon imbibing this potion, you take on the appearance of a specific type of creature for 2d12 hours. The type of creature is determined when the potion is created. For example, you might have a potion of elf disguise or potion of frog disguise . Drinking the potion doesn't impart the knowledge of how long the effect lasts; the GM rolls the duration in secret. The disguise doesn't change your traits or statistics, nor does it give you any of the special abilities of the creature you're imitating. It might affect what items you can hold or wear (for example, your new form might lack opposable thumbs). The potion shrinks you down to a minimum of size Small or maintains your size if the creature is your size or larger. For example, if you are Medium and drink a potion of fire giant disguise, you'll take on the appearance of a fire giant but remain Medium. The creature has to be of a specific kind, such as “leopard” or “lion” rather than just “cat,” or “fire giant” or “ogre” rather than just “giant,” but the potion can't cause you to mimic a specific individual creature. The effects of this potion use the same rules as the Impersonate activity of Deception. Onlookers always assume you're the chosen type of creature unless they're actively Seeking. You gain a +4 status bonus to your Deception DC against such Perception checks and add your level even if untrained. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Potion of Disguise (Lesser) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 258 Price 30 gp Bulk L Craft Requirements Initial raw materials must include a bit of blood, hair, or flesh of the creature the potion will allow the drinker to imitate. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Potion of Disguise (Moderate) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 258 Price 100 gp Bulk L --- The moderate potion of disguise can increase your size if the creature is larger than you, to a maximum of Large, and it can shrink you to a creature of size Tiny. This doesn't change any of your statistics, with the exception of reducing your reach to 0 feet as a Tiny creature. Craft Requirements Initial raw materials must include a bit of blood, hair, or flesh of the creature the potion will allow the drinker to imitate. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Potion of Disguise (Greater) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 258 Price 300 gp Bulk L --- While drinking a greater potion of disguise , if you picture the specific form you want to transform into, the potion will change you into that form. You can attempt to Impersonate a specific individual, though you still need to roll Deception.","skill_mod":{},"summary":"Upon imbibing this potion, you take on the appearance of a specific type of creature for 2d12 hours. The type of creature is determined when the …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3402","name":"Potion of Disguise (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3402-3248"},{"legacy_name":["Potion of Disguise"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3402","weakness":{},"price":10000,"legacy_id":["equipment-719"],"trait":["Consumable","Magical","Polymorph","Potion","Uncommon"],"id":"equipment-3402-3249","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Potion of Disguise Source Player Core 2 pg. 304 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Upon imbibing this potion, you take on the appearance of a specific type of creature for 2d12 hours. The type of creature is determined when the potion is created. For example, you might have a potion of elf disguise or potion of frog disguise . Drinking the potion doesn't impart the knowledge of how long the effect lasts; the GM rolls the duration in secret. The disguise doesn't change your traits or statistics, nor does it give you any of the special abilities of the creature you're imitating. It might affect what items you can hold or wear (for example, your new form might lack opposable thumbs). The potion shrinks you down to a minimum of size Small or maintains your size if the creature is your size or larger. For example, if you are Medium and drink a potion of fire giant disguise, you'll take on the appearance of a fire giant but remain Medium. The creature has to be of a specific kind, such as “leopard” or “lion” rather than just “cat,” or “fire giant” or “ogre” rather than just “giant,” but the potion can't cause you to mimic a specific individual creature. The effects of this potion use the same rules as the Impersonate activity of Deception. Onlookers always assume you're the chosen type of creature unless they're actively Seeking. You gain a +4 status bonus to your Deception DC against such Perception checks and add your level even if untrained. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Potion of Disguise (Lesser) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 258 Price 30 gp Bulk L Craft Requirements Initial raw materials must include a bit of blood, hair, or flesh of the creature the potion will allow the drinker to imitate. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Potion of Disguise (Moderate) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 258 Price 100 gp Bulk L --- The moderate potion of disguise can increase your size if the creature is larger than you, to a maximum of Large, and it can shrink you to a creature of size Tiny. This doesn't change any of your statistics, with the exception of reducing your reach to 0 feet as a Tiny creature. Craft Requirements Initial raw materials must include a bit of blood, hair, or flesh of the creature the potion will allow the drinker to imitate. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Potion of Disguise (Greater) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 258 Price 300 gp Bulk L --- While drinking a greater potion of disguise , if you picture the specific form you want to transform into, the potion will change you into that form. You can attempt to Impersonate a specific individual, though you still need to roll Deception.","skill_mod":{},"summary":"The moderate potion of disguise can increase your size if the creature is larger than you, to a maximum of Large, and it can shrink you to a …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3402","name":"Potion of Disguise (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3402-3249"},{"legacy_name":["Potion of Disguise"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3402","weakness":{},"price":30000,"legacy_id":["equipment-719"],"trait":["Consumable","Magical","Polymorph","Potion","Uncommon"],"id":"equipment-3402-3250","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Potion of Disguise Source Player Core 2 pg. 304 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Upon imbibing this potion, you take on the appearance of a specific type of creature for 2d12 hours. The type of creature is determined when the potion is created. For example, you might have a potion of elf disguise or potion of frog disguise . Drinking the potion doesn't impart the knowledge of how long the effect lasts; the GM rolls the duration in secret. The disguise doesn't change your traits or statistics, nor does it give you any of the special abilities of the creature you're imitating. It might affect what items you can hold or wear (for example, your new form might lack opposable thumbs). The potion shrinks you down to a minimum of size Small or maintains your size if the creature is your size or larger. For example, if you are Medium and drink a potion of fire giant disguise, you'll take on the appearance of a fire giant but remain Medium. The creature has to be of a specific kind, such as “leopard” or “lion” rather than just “cat,” or “fire giant” or “ogre” rather than just “giant,” but the potion can't cause you to mimic a specific individual creature. The effects of this potion use the same rules as the Impersonate activity of Deception. Onlookers always assume you're the chosen type of creature unless they're actively Seeking. You gain a +4 status bonus to your Deception DC against such Perception checks and add your level even if untrained. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Potion of Disguise (Lesser) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 258 Price 30 gp Bulk L Craft Requirements Initial raw materials must include a bit of blood, hair, or flesh of the creature the potion will allow the drinker to imitate. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Potion of Disguise (Moderate) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 258 Price 100 gp Bulk L --- The moderate potion of disguise can increase your size if the creature is larger than you, to a maximum of Large, and it can shrink you to a creature of size Tiny. This doesn't change any of your statistics, with the exception of reducing your reach to 0 feet as a Tiny creature. Craft Requirements Initial raw materials must include a bit of blood, hair, or flesh of the creature the potion will allow the drinker to imitate. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Potion of Disguise (Greater) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 258 Price 300 gp Bulk L --- While drinking a greater potion of disguise , if you picture the specific form you want to transform into, the potion will change you into that form. You can attempt to Impersonate a specific individual, though you still need to roll Deception.","skill_mod":{},"summary":"While drinking a greater potion of disguise , if you picture the specific form you want to transform into, the potion will change you into that …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3402","name":"Potion of Disguise (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3402-3250"},{"legacy_name":["Potion of Expeditious Retreat"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2","GM Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":300,"legacy_id":["equipment-720"],"trait":["Consumable","Magical","Potion"],"id":"equipment-3403","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Potion of Emergency Escape Source Player Core 2 pg. 304, GM Core pg. 259 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- The stopper for a potion of emergency escape is crafted to easily snap open in dire circumstances. When you drink this potion, for 1 minute you become fleeing from all hostile creatures you’re aware of. You gain a +40-foot status bonus to all Speeds as long as this fleeing condition lasts. You immediately Stride.\n","skill_mod":{},"summary":"The stopper for a potion of emergency escape is crafted to easily snap open in dire circumstances. When you drink this potion, for 1 minute you …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3403","name":"Potion of Emergency Escape","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3403"},{"item_child_id":["equipment-3404-3251","equipment-3404-3252","equipment-3404-3253","equipment-3404-3254","equipment-3404-3255"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-721"],"trait":["Consumable","Magical","Potion"],"id":"equipment-3404","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Potion of Retaliation Source Player Core 2 pg. 304 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer of the energy it contains. For 1 minute after drinking a potion of retaliation , you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon Strike. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Potion of Retaliation (Minor) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 4 gp Bulk L --- The aura deals 1 damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Potion of Retaliation (Lesser) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 12 gp Bulk L --- The aura deals 1d4 damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Potion of Retaliation (Moderate) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 50 gp Bulk L --- The aura deals 2d4 damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Potion of Retaliation (Greater) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 400 gp Bulk L --- The aura deals 3d6 damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Potion of Retaliation (Major) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 5,000 gp Bulk L --- The aura deals 4d8 damage.","skill_mod":{},"summary":"A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer of the energy it contains. For 1 …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3404","name":"Potion of Retaliation","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3404"},{"legacy_name":["Potion of Retaliation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3404","weakness":{},"price":400,"legacy_id":["equipment-721"],"trait":["Consumable","Magical","Potion"],"id":"equipment-3404-3251","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Potion of Retaliation Source Player Core 2 pg. 304 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer of the energy it contains. For 1 minute after drinking a potion of retaliation , you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon Strike. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Potion of Retaliation (Minor) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 4 gp Bulk L --- The aura deals 1 damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Potion of Retaliation (Lesser) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 12 gp Bulk L --- The aura deals 1d4 damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Potion of Retaliation (Moderate) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 50 gp Bulk L --- The aura deals 2d4 damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Potion of Retaliation (Greater) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 400 gp Bulk L --- The aura deals 3d6 damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Potion of Retaliation (Major) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 5,000 gp Bulk L --- The aura deals 4d8 damage.","skill_mod":{},"summary":"The aura deals 1 damage.","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3404","name":"Potion of Retaliation (Minor)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3404-3251"},{"legacy_name":["Potion of Retaliation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3404","weakness":{},"price":1200,"legacy_id":["equipment-721"],"trait":["Consumable","Magical","Potion"],"id":"equipment-3404-3252","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Potion of Retaliation Source Player Core 2 pg. 304 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer of the energy it contains. For 1 minute after drinking a potion of retaliation , you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon Strike. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Potion of Retaliation (Minor) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 4 gp Bulk L --- The aura deals 1 damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Potion of Retaliation (Lesser) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 12 gp Bulk L --- The aura deals 1d4 damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Potion of Retaliation (Moderate) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 50 gp Bulk L --- The aura deals 2d4 damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Potion of Retaliation (Greater) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 400 gp Bulk L --- The aura deals 3d6 damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Potion of Retaliation (Major) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 5,000 gp Bulk L --- The aura deals 4d8 damage.","skill_mod":{},"summary":"The aura deals 1d4 damage.","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3404","name":"Potion of Retaliation (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3404-3252"},{"legacy_name":["Potion of Retaliation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3404","weakness":{},"price":5000,"legacy_id":["equipment-721"],"trait":["Consumable","Magical","Potion"],"id":"equipment-3404-3253","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Potion of Retaliation Source Player Core 2 pg. 304 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer of the energy it contains. For 1 minute after drinking a potion of retaliation , you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon Strike. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Potion of Retaliation (Minor) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 4 gp Bulk L --- The aura deals 1 damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Potion of Retaliation (Lesser) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 12 gp Bulk L --- The aura deals 1d4 damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Potion of Retaliation (Moderate) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 50 gp Bulk L --- The aura deals 2d4 damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Potion of Retaliation (Greater) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 400 gp Bulk L --- The aura deals 3d6 damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Potion of Retaliation (Major) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 5,000 gp Bulk L --- The aura deals 4d8 damage.","skill_mod":{},"summary":"The aura deals 2d4 damage.","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3404","name":"Potion of Retaliation (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3404-3253"},{"legacy_name":["Potion of Retaliation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3404","weakness":{},"price":40000,"legacy_id":["equipment-721"],"trait":["Consumable","Magical","Potion"],"id":"equipment-3404-3254","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Potion of Retaliation Source Player Core 2 pg. 304 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer of the energy it contains. For 1 minute after drinking a potion of retaliation , you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon Strike. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Potion of Retaliation (Minor) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 4 gp Bulk L --- The aura deals 1 damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Potion of Retaliation (Lesser) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 12 gp Bulk L --- The aura deals 1d4 damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Potion of Retaliation (Moderate) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 50 gp Bulk L --- The aura deals 2d4 damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Potion of Retaliation (Greater) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 400 gp Bulk L --- The aura deals 3d6 damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Potion of Retaliation (Major) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 5,000 gp Bulk L --- The aura deals 4d8 damage.","skill_mod":{},"summary":"The aura deals 3d6 damage.","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3404","name":"Potion of Retaliation (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3404-3254"},{"legacy_name":["Potion of Retaliation"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3404","weakness":{},"price":500000,"legacy_id":["equipment-721"],"trait":["Consumable","Magical","Potion"],"id":"equipment-3404-3255","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Potion of Retaliation Source Player Core 2 pg. 304 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer of the energy it contains. For 1 minute after drinking a potion of retaliation , you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon Strike. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Potion of Retaliation (Minor) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 4 gp Bulk L --- The aura deals 1 damage. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Potion of Retaliation (Lesser) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 12 gp Bulk L --- The aura deals 1d4 damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Potion of Retaliation (Moderate) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 50 gp Bulk L --- The aura deals 2d4 damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Potion of Retaliation (Greater) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 400 gp Bulk L --- The aura deals 3d6 damage. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Potion of Retaliation (Major) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 5,000 gp Bulk L --- The aura deals 4d8 damage.","skill_mod":{},"summary":"The aura deals 4d8 damage.","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3404","name":"Potion of Retaliation (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3404-3255"},{"item_child_id":["equipment-3405-3256","equipment-3405-3257"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-723"],"trait":["Consumable","Magical","Potion"],"id":"equipment-3405","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ration Tonic Source Player Core 2 pg. 304 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This slender vial appears to hold clean, clear water with a faintly fruity scent. Drinking a ration tonic magically nourishes you with the equivalent of a day's worth of food and water. The tonic has a subtle, pleasant taste, its particulars chosen when the potion is crafted. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ration Tonic Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 3 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ration Tonic (Greater) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 55 gp Bulk L --- A greater ration tonic nourishes you for 1 week instead of 1 day, distributing the nourishment in a constant and healthy flow across the week.","skill_mod":{},"summary":"This slender vial appears to hold clean, clear water with a faintly fruity scent. Drinking a ration tonic magically nourishes you with the …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3405","name":"Ration Tonic","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3405"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3405","weakness":{},"price":300,"legacy_id":["equipment-723"],"trait":["Consumable","Magical","Potion"],"id":"equipment-3405-3256","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ration Tonic Source Player Core 2 pg. 304 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This slender vial appears to hold clean, clear water with a faintly fruity scent. Drinking a ration tonic magically nourishes you with the equivalent of a day's worth of food and water. The tonic has a subtle, pleasant taste, its particulars chosen when the potion is crafted. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ration Tonic Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 3 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ration Tonic (Greater) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 55 gp Bulk L --- A greater ration tonic nourishes you for 1 week instead of 1 day, distributing the nourishment in a constant and healthy flow across the week.","skill_mod":{},"summary":"This slender vial appears to hold clean, clear water with a faintly fruity scent. Drinking a ration tonic magically nourishes you with the …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3405","name":"Ration Tonic","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3405-3256"},{"legacy_name":["Ration Tonic"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3405","weakness":{},"price":5500,"legacy_id":["equipment-723"],"trait":["Consumable","Magical","Potion"],"id":"equipment-3405-3257","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ration Tonic Source Player Core 2 pg. 304 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This slender vial appears to hold clean, clear water with a faintly fruity scent. Drinking a ration tonic magically nourishes you with the equivalent of a day's worth of food and water. The tonic has a subtle, pleasant taste, its particulars chosen when the potion is crafted. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ration Tonic Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 3 gp Bulk L <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ration Tonic (Greater) Source Player Core 2 pg. 304, Advanced Player's Guide pg. 259 Price 55 gp Bulk L --- A greater ration tonic nourishes you for 1 week instead of 1 day, distributing the nourishment in a constant and healthy flow across the week.","skill_mod":{},"summary":"A greater ration tonic nourishes you for 1 week instead of 1 day, distributing the nourishment in a constant and healthy flow across the week.","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3405","name":"Ration Tonic (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3405-3257"},{"item_child_id":["equipment-3406-3258","equipment-3406-3259"],"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-707"],"trait":["Consumable","Holy","Magical","Talisman"],"id":"equipment-3406","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Balisse Feather Source Player Core 2 pg. 305 Usage affixed to a weapon Activate Free Action (concentrate) Trigger You deal damage using the affixed weapon to a creature that has the unholy trait or that you witnessed harm an ally, an innocent, or noncombatant within the last minute. --- This long, fire-red feather smolders from the weapon it adorns. When you activate the feather, the creature you damaged burns with sacred light. The creature must succeed at a DC 29 Will save or take a –2 status penalty to AC and saving throws and reduce its resistances by 5. These effects last until the end of your next turn. This item has no effect on a creature with the holy trait. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Balisse Feather Source Player Core 2 pg. 305 Price 400 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Balisse Feather (Greater) Source Player Core 2 pg. 305 Price 2,000 gp --- The DC is 35, and the creature’s resistances are reduced by 10.","skill_mod":{},"summary":"This long, fire-red feather smolders from the weapon it adorns. When you activate the feather, the creature you damaged burns with sacred light. The …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You deal damage using the affixed weapon to a creature that has the unholy trait or that you witnessed harm an ally, an innocent, or noncombatant within the last minute.","resistance":{},"url":"/Equipment.aspx?ID=3406","name":"Balisse Feather","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-3406"},{"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3406","weakness":{},"price":40000,"legacy_id":["equipment-707"],"trait":["Consumable","Holy","Magical","Talisman"],"id":"equipment-3406-3258","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Balisse Feather Source Player Core 2 pg. 305 Usage affixed to a weapon Activate Free Action (concentrate) Trigger You deal damage using the affixed weapon to a creature that has the unholy trait or that you witnessed harm an ally, an innocent, or noncombatant within the last minute. --- This long, fire-red feather smolders from the weapon it adorns. When you activate the feather, the creature you damaged burns with sacred light. The creature must succeed at a DC 29 Will save or take a –2 status penalty to AC and saving throws and reduce its resistances by 5. These effects last until the end of your next turn. This item has no effect on a creature with the holy trait. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Balisse Feather Source Player Core 2 pg. 305 Price 400 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Balisse Feather (Greater) Source Player Core 2 pg. 305 Price 2,000 gp --- The DC is 35, and the creature’s resistances are reduced by 10.","skill_mod":{},"summary":"This long, fire-red feather smolders from the weapon it adorns. When you activate the feather, the creature you damaged burns with sacred light. The …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You deal damage using the affixed weapon to a creature that has the unholy trait or that you witnessed harm an ally, an innocent, or noncombatant within the last minute.","resistance":{},"url":"/Equipment.aspx?ID=3406","name":"Balisse Feather","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-3406-3258"},{"legacy_name":["Balisse Feather"],"primary_source_category":"Rulebooks","usage":"affixed to a weapon","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3406","weakness":{},"price":200000,"legacy_id":["equipment-707"],"trait":["Consumable","Holy","Magical","Talisman"],"id":"equipment-3406-3259","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Balisse Feather Source Player Core 2 pg. 305 Usage affixed to a weapon Activate Free Action (concentrate) Trigger You deal damage using the affixed weapon to a creature that has the unholy trait or that you witnessed harm an ally, an innocent, or noncombatant within the last minute. --- This long, fire-red feather smolders from the weapon it adorns. When you activate the feather, the creature you damaged burns with sacred light. The creature must succeed at a DC 29 Will save or take a –2 status penalty to AC and saving throws and reduce its resistances by 5. These effects last until the end of your next turn. This item has no effect on a creature with the holy trait. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Balisse Feather Source Player Core 2 pg. 305 Price 400 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Balisse Feather (Greater) Source Player Core 2 pg. 305 Price 2,000 gp --- The DC is 35, and the creature’s resistances are reduced by 10.","skill_mod":{},"summary":"The DC is 35, and the creature’s resistances are reduced by 10.","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You deal damage using the affixed weapon to a creature that has the unholy trait or that you witnessed harm an ally, an innocent, or noncombatant within the last minute.","resistance":{},"url":"/Equipment.aspx?ID=3406","name":"Balisse Feather (Greater)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-3406-3259"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":180000,"legacy_id":["equipment-213"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-3407","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Flame Navette Source Player Core 2 pg. 305 Price 1,800 gp Usage affixed to armor Activate Single Action (concentrate) --- This piece of bronzite is shaped like an oval with points at both ends. It has a carved flame at its center and is traditionally worn over the heart. You can activate only one flame navette per day. When you activate the navette, you gain the benefit of the fighter's Determination class feat, with a counteract rank of 8 and a counteract modifier of +22. If you have the Determination feat, you can use your own modifier if it's better.\n","skill_mod":{},"summary":"This piece of bronzite is shaped like an oval with points at both ends. It has a carved flame at its center and is traditionally worn over the heart. …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=3407","name":"Flame Navette","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3407"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":600,"legacy_id":["equipment-217"],"trait":["Consumable","Detection","Magical","Talisman"],"id":"equipment-3408","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Hunter's Bane Source Player Core 2 pg. 305 Price 6 gp Usage affixed to armor Activate Free Action (concentrate) Trigger A hidden or undetected enemy hits you with an attack Requirement You're trained in Survivial. --- This talisman is a ring of dried, interwoven pieces of straw. When you activate the hunter's bane , you sense the exact location of the attacker. It becomes observed by you if it was hidden from you or becomes hidden from you if it was undetected. If the attacker is behind lead, the hunter's bane has no effect.\n","skill_mod":{},"summary":"This talisman is a ring of dried, interwoven pieces of straw. When you activate the hunter's bane , you sense the exact location of the attacker. It …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Talismans","requirement":"You're trained in Survivial.","trigger":"A hidden or undetected enemy hits you with an attack","resistance":{},"url":"/Equipment.aspx?ID=3408","name":"Hunter's Bane","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-3408"},{"primary_source_category":"Rulebooks","usage":"affixed to a melee weapon","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":90000,"legacy_id":["equipment-219"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-3409","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Iron Cudgel Source Player Core 2 pg. 305 Price 900 gp Usage affixed to a melee weapon Activate Single Action (manipulate) --- This miniature club is typically affixed to a weapon by an iron chain. When you activate the cudgel, you use Brutal Finish, as the fighter feat. You must meet the normal requirements, including those of the press trait. If you have the Brutal Finish feat, add an additional weapon damage die on a success or a failure to the normal results.\n","skill_mod":{},"summary":"This miniature club is typically affixed to a weapon by an iron chain. When you activate the cudgel, you use Brutal Finish , as the fighter feat. …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=3409","name":"Iron Cudgel","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3409"},{"primary_source_category":"Rulebooks","usage":"affixed to a melee weapon","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":40000,"legacy_id":["equipment-220"],"trait":["Consumable","Magical","Talisman"],"id":"equipment-3410","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Iron Equalizer Source Player Core 2 pg. 305 Price 400 gp Usage affixed to a melee weapon Activate Single Action (manipulate) --- This small iron band has a shifting weight that helps equalize the affixed weapon's balance. When you activate it, you use Certain Strike, as the fighter feat. You must meet the normal requirements, including those of the press trait. If you have the Certain Strike feat, the failure effect increases to deal the weapon's normal damage.\n","skill_mod":{},"summary":"This small iron band has a shifting weight that helps equalize the affixed weapon's balance. When you activate it, you use Certain Strike , as the …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=3410","name":"Iron Equalizer","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3410"},{"primary_source_category":"Rulebooks","usage":"affixed to a melee weapon","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":10000,"legacy_id":["equipment-222"],"trait":["Consumable","Magical","Mental","Talisman"],"id":"equipment-3411","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Jade Bauble Source Player Core 2 pg. 305 Price 100 gp Usage affixed to a melee weapon Activate Single Action (concentrate) --- This bit of jade is usually carved in the shape of a duelist, or sometimes a multi-armed creature. When you activate the bauble, it magically draws the attention of foes. Until the start of your next turn, enemies within the reach of the weapon the talisman is affixed to are off-guard.\n","skill_mod":{},"summary":"This bit of jade is usually carved in the shape of a duelist, or sometimes a multi-armed creature. When you activate the bauble, it magically draws …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=3411","name":"Jade Bauble","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3411"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":6000,"legacy_id":["equipment-710"],"trait":["Consumable","Magical"],"id":"equipment-3412","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Candle of Revealing Source Player Core 2 pg. 306 Price 60 gp Usage held in 1 hand Activate Single Action (manipulate) --- When lit, this black candle's eerie blue flame reveals the presence of invisible creatures. Within a 10-foot radius of the lit candle, creatures don't benefit from the invisible condition. Their bodies are outlined, not fully visible, so they're concealed. Once lit, the candle burns for 1 minute, after which the effect ends. If extinguished, it can't be relit.\n","skill_mod":{},"summary":"When lit, this black candle's eerie blue flame reveals the presence of invisible creatures. Within a 10-foot radius of the lit candle, creatures …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3412","name":"Candle of Revealing","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3412"},{"item_child_id":["equipment-3413-3260","equipment-3413-3261"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"legacy_id":["equipment-712"],"trait":["Consumable","Magical","Uncommon"],"id":"equipment-3413","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dust of Corpse Animation Source Player Core 2 pg. 306 Usage held in 2 hands Activate Two Actions (manipulate) --- This black pouch contains what appears to be fine bone dust. Pouring the dust in a special pattern over a corpse turns it into an undead creature. The type of undead created depends on the condition of the corpse, resulting in either a skeleton or a zombie. If the undead's level would be greater than 3, the dust fails to animate it. The body must be of an appropriate size and type for the undead you wish to create—for example, you must sprinkle the dust on a horse's skeleton to animate a skeletal horse. If more than one undead in the level range is appropriate, such as skeletal guard or skeletal champion for a Medium humanoid skeleton, you choose. The animated undead has the minion trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The undead creature remains animated for 1 minute before collapsing back into its corpse form. You can have a maximum of four minions under your control. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dust of Corpse Animation Source Player Core 2 pg. 306, Advanced Player's Guide pg. 257 Price 100 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dust of Corpse Animation (Greater) Source Player Core 2 pg. 306, Advanced Player's Guide pg. 257 Price 1,500 gp --- You can animate an undead with a level of 11 or lower.","skill_mod":{},"summary":"This black pouch contains what appears to be fine bone dust. Pouring the dust in a special pattern over a corpse turns it into an undead creature. …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3413","name":"Dust of Corpse Animation","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3413"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3413","weakness":{},"price":10000,"legacy_id":["equipment-712"],"trait":["Consumable","Magical","Uncommon"],"id":"equipment-3413-3260","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dust of Corpse Animation Source Player Core 2 pg. 306 Usage held in 2 hands Activate Two Actions (manipulate) --- This black pouch contains what appears to be fine bone dust. Pouring the dust in a special pattern over a corpse turns it into an undead creature. The type of undead created depends on the condition of the corpse, resulting in either a skeleton or a zombie. If the undead's level would be greater than 3, the dust fails to animate it. The body must be of an appropriate size and type for the undead you wish to create—for example, you must sprinkle the dust on a horse's skeleton to animate a skeletal horse. If more than one undead in the level range is appropriate, such as skeletal guard or skeletal champion for a Medium humanoid skeleton, you choose. The animated undead has the minion trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The undead creature remains animated for 1 minute before collapsing back into its corpse form. You can have a maximum of four minions under your control. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dust of Corpse Animation Source Player Core 2 pg. 306, Advanced Player's Guide pg. 257 Price 100 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dust of Corpse Animation (Greater) Source Player Core 2 pg. 306, Advanced Player's Guide pg. 257 Price 1,500 gp --- You can animate an undead with a level of 11 or lower.","skill_mod":{},"summary":"This black pouch contains what appears to be fine bone dust. Pouring the dust in a special pattern over a corpse turns it into an undead creature. …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3413","name":"Dust of Corpse Animation","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3413-3260"},{"legacy_name":["Dust of Corpse Animation"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3413","weakness":{},"price":150000,"legacy_id":["equipment-712"],"trait":["Consumable","Magical","Uncommon"],"id":"equipment-3413-3261","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Dust of Corpse Animation Source Player Core 2 pg. 306 Usage held in 2 hands Activate Two Actions (manipulate) --- This black pouch contains what appears to be fine bone dust. Pouring the dust in a special pattern over a corpse turns it into an undead creature. The type of undead created depends on the condition of the corpse, resulting in either a skeleton or a zombie. If the undead's level would be greater than 3, the dust fails to animate it. The body must be of an appropriate size and type for the undead you wish to create—for example, you must sprinkle the dust on a horse's skeleton to animate a skeletal horse. If more than one undead in the level range is appropriate, such as skeletal guard or skeletal champion for a Medium humanoid skeleton, you choose. The animated undead has the minion trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The undead creature remains animated for 1 minute before collapsing back into its corpse form. You can have a maximum of four minions under your control. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Dust of Corpse Animation Source Player Core 2 pg. 306, Advanced Player's Guide pg. 257 Price 100 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Dust of Corpse Animation (Greater) Source Player Core 2 pg. 306, Advanced Player's Guide pg. 257 Price 1,500 gp --- You can animate an undead with a level of 11 or lower.","skill_mod":{},"summary":"You can animate an undead with a level of 11 or lower.","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3413","name":"Dust of Corpse Animation (Greater)","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3413-3261"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":35000,"legacy_id":["equipment-715"],"trait":["Consumable","Magical","Void","Negative"],"id":"equipment-3414","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Incense of Distilled Death Source Player Core 2 pg. 306 Price 350 gp Usage held in 1 hand Activate Single Action (manipulate) --- This black incense smells of fresh earth and ash. You activate the incense by lighting it, whereupon it fills a 10-foot emanation with oily smoke and potent void energy. Undead creatures gain fast healing 4 while in the area; though this healing comes from void energy, it doesn't negatively impact living creatures. Once lit, the incense burns for 1 minute, and it can't be extinguished.\n","skill_mod":{},"summary":"This black incense smells of fresh earth and ash. You activate the incense by lighting it, whereupon it fills a 10-foot emanation with oily smoke and …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics","Energy","Planar","Creature Type"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3414","name":"Incense of Distilled Death","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3414"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":60000,"trait":["Consumable","Divine","Uncommon"],"id":"equipment-3415","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Taper of Sanctification Source Player Core 2 pg. 306 Price 600 gp Usage held in 1 hand Activate Single Action (manipulate) --- This thin golden candle bears the symbol of a specific deity emblazoned on its surface, surrounded by the iconography of that deity's faith. A taper of sanctification must be dedicated to a deity who can be sanctified to holy or unholy, and has the corresponding trait. If the deity's sanctification lists both options, the crafter must choose one when the candle is made. Once lit, this candle burns for 1 hour, and it can't be extinguished. When a willing creature spends the full hour within 10 feet of the lit candle engaging in prayer to the deity, that creature's Strikes gain the holy or unholy trait (as appropriate for the candle) until the next time that creature makes their daily preparations. During this time, the creature is bound by the deity's anathema. If they violate anathema, they lose the benefit of the taper of sanctification. A holy creature can't benefit from an unholy taper of sanctification, nor can an unholy creature benefit from a holy one.\n","skill_mod":{},"summary":"This thin golden candle bears the symbol of a specific deity emblazoned on its surface, surrounded by the iconography of that deity's faith. A taper …","primary_source":"Player Core 2","trait_group":["Equipment","Tradition","Monster","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3415","name":"Taper of Sanctification","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3415"},{"skill_mod":{},"summary":"This small piece of embroidered cloth is inimical to all magic. ","primary_source":"Player Core 2","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":20,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3416","weakness":{},"price":7500000,"name":"Cloth of Nullification","trait":["Magical","Rare"],"id":"equipment-3416","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Cloth of Nullification Source Player Core 2 pg. 307 Price 75,000 gp Usage held in 1 hand Bulk 1 --- This small piece of embroidered cloth is inimical to all magic. Activate—Nullify Magic Two Actions (manipulate) Effect You cover a magic item with the cloth or wave the cloth near a magic effect and attempt to counteract the effect or item. The cloth's counteract check modifier is +32, and its counteract rank is 10. Regardless of the result, the cloth of nullification can't be activated again for 2d6 hours. On a success, the effect or item is deactivated for the same amount of time, and its duration, if any, continues to expire during that time. With a successful counteract check, you can instead choose to completely absorb the magic from the effect or item into the cloth of nullification . If you do, both become completely non-magical and their magic can't be recovered, even by the remake spell. The cloth of nullification automatically fails to counteract most artifacts and similarly powerful items.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3416"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":57500,"legacy_id":["equipment-728"],"trait":["Magical","Scrying","Uncommon"],"id":"equipment-3417","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Earthsight Box Source Player Core 2 pg. 307 Price 575 gp Usage held in 1 hand Bulk L --- This fine wooden box is inlaid with Dwarven runes, with hinges and a clasp of iron. The box contains handfuls of fine sand. Activate—Replicate Earth 1 minute (concentrate, manipulate) Frequency once per day; Effect You hold the box closed and, while envisioning the terrain, turn the box clockwise three times. When you open the box, the sand reveals, in miniature, the stone terrain surrounding you, to a range of 60 feet. This shows details of paths, hills, embankments, boulders, and even artificial structures like walls and ditches, as long as they're made of stone and earth. If you're underground, it reveals tunnels and voids in the earth within 60 feet at your current depth. The sand maintains its shape until you close the box.\n","skill_mod":{},"summary":"This fine wooden box is inlaid with Dwarven runes, with hinges and a clasp of iron. The box contains handfuls of fine sand. ","primary_source":"Player Core 2","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3417","name":"Earthsight Box","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3417"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":300,"legacy_id":["equipment-740"],"trait":["Magical"],"id":"equipment-3418","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Predictable Silver Piece Source Player Core 2 pg. 307 Price 3 gp Usage held in 1 hand --- This seemingly unremarkable, weathered silver coin bears the bust of an unnamed monarch on the face and a majestic bird on the tail. You can toss the coin without activating it, in which case it follows the normal laws of probability. Activate—Cheat Fate Single Action (manipulate) Effect You rub your thumb on one side of the coin with the intent of slightly tweaking the strands of fate, then flip the coin into the air in a coin toss. No matter how the toss is resolved—letting the coin fall to the ground, slapping it down on the back of your hand, or catching it on your open palm—it always lands with the side you rubbed face up.\n","skill_mod":{},"summary":"This seemingly unremarkable, weathered silver coin bears the bust of an unnamed monarch on the face and a majestic bird on the tail. You can toss the …","primary_source":"Player Core 2","trait_group":["Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3418","name":"Predictable Silver Piece","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3418"},{"skill_mod":{},"summary":"This ball of hempen twine resists efforts to unravel it by hand. ","item_child_id":["equipment-3419-3262","equipment-3419-3263","equipment-3419-3264"],"primary_source":"Player Core 2","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","level":3,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3419","weakness":{},"name":"Twisting Twine","trait":["Magical"],"id":"equipment-3419","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Twisting Twine Source Player Core 2 pg. 307 Usage held in 1 hand Bulk L --- This ball of hempen twine resists efforts to unravel it by hand. Activate—Unravel Twine Single Action (manipulate) Frequency once per day; Effect You toss the ball of twine into a square within 20 feet. The twine then unravels and animates, attempting to Disarm or Trip (your choice) a creature in the square with a total of +9 to the Athletics check. At the end of your turn, the twine winds itself back into a ball and returns to your hand; if you don't have a free hand, it returns to your space instead. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Twisting Twine (Lesser) Source Player Core 2 pg. 307 Price 45 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Twisting Twine (Moderate) Source Player Core 2 pg. 307 Price 125 gp Bulk L --- You can activate the moderate twisting twine once per hour instead of once per day, and the Athletics modifier is +12. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Twisting Twine (Greater) Source Player Core 2 pg. 307 Price 300 gp Bulk L --- You can activate the greater twisting twine without any frequency limit, and the Athletics modifier is +15.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3419"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3419","weakness":{},"price":4500,"trait":["Magical"],"id":"equipment-3419-3262","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Twisting Twine Source Player Core 2 pg. 307 Usage held in 1 hand Bulk L --- This ball of hempen twine resists efforts to unravel it by hand. Activate—Unravel Twine Single Action (manipulate) Frequency once per day; Effect You toss the ball of twine into a square within 20 feet. The twine then unravels and animates, attempting to Disarm or Trip (your choice) a creature in the square with a total of +9 to the Athletics check. At the end of your turn, the twine winds itself back into a ball and returns to your hand; if you don't have a free hand, it returns to your space instead. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Twisting Twine (Lesser) Source Player Core 2 pg. 307 Price 45 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Twisting Twine (Moderate) Source Player Core 2 pg. 307 Price 125 gp Bulk L --- You can activate the moderate twisting twine once per hour instead of once per day, and the Athletics modifier is +12. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Twisting Twine (Greater) Source Player Core 2 pg. 307 Price 300 gp Bulk L --- You can activate the greater twisting twine without any frequency limit, and the Athletics modifier is +15.","skill_mod":{},"summary":"This ball of hempen twine resists efforts to unravel it by hand.","primary_source":"Player Core 2","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3419","name":"Twisting Twine (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3419-3262"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3419","weakness":{},"price":12500,"trait":["Magical"],"id":"equipment-3419-3263","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Twisting Twine Source Player Core 2 pg. 307 Usage held in 1 hand Bulk L --- This ball of hempen twine resists efforts to unravel it by hand. Activate—Unravel Twine Single Action (manipulate) Frequency once per day; Effect You toss the ball of twine into a square within 20 feet. The twine then unravels and animates, attempting to Disarm or Trip (your choice) a creature in the square with a total of +9 to the Athletics check. At the end of your turn, the twine winds itself back into a ball and returns to your hand; if you don't have a free hand, it returns to your space instead. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Twisting Twine (Lesser) Source Player Core 2 pg. 307 Price 45 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Twisting Twine (Moderate) Source Player Core 2 pg. 307 Price 125 gp Bulk L --- You can activate the moderate twisting twine once per hour instead of once per day, and the Athletics modifier is +12. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Twisting Twine (Greater) Source Player Core 2 pg. 307 Price 300 gp Bulk L --- You can activate the greater twisting twine without any frequency limit, and the Athletics modifier is +15.","skill_mod":{},"summary":"You can activate the moderate twisting twine once per hour instead of once per day, and the Athletics modifier is +12.","primary_source":"Player Core 2","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3419","name":"Twisting Twine (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3419-3263"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3419","weakness":{},"price":30000,"trait":["Magical"],"id":"equipment-3419-3264","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Twisting Twine Source Player Core 2 pg. 307 Usage held in 1 hand Bulk L --- This ball of hempen twine resists efforts to unravel it by hand. Activate—Unravel Twine Single Action (manipulate) Frequency once per day; Effect You toss the ball of twine into a square within 20 feet. The twine then unravels and animates, attempting to Disarm or Trip (your choice) a creature in the square with a total of +9 to the Athletics check. At the end of your turn, the twine winds itself back into a ball and returns to your hand; if you don't have a free hand, it returns to your space instead. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Twisting Twine (Lesser) Source Player Core 2 pg. 307 Price 45 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Twisting Twine (Moderate) Source Player Core 2 pg. 307 Price 125 gp Bulk L --- You can activate the moderate twisting twine once per hour instead of once per day, and the Athletics modifier is +12. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Twisting Twine (Greater) Source Player Core 2 pg. 307 Price 300 gp Bulk L --- You can activate the greater twisting twine without any frequency limit, and the Athletics modifier is +15.","skill_mod":{},"summary":"You can activate the greater twisting twine without any frequency limit, and the Athletics modifier is +15.","primary_source":"Player Core 2","trait_group":["Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3419","name":"Twisting Twine (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3419-3264"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":70000,"legacy_id":["equipment-751"],"trait":["Magical","Void","Negative"],"id":"equipment-3420","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Urn of Ashes Source Player Core 2 pg. 307 Price 700 gp Usage held in 1 hand --- This pewter urn contains the ashes of a benevolent ancestor, with a sliver of lingering spirit that strives to protect you. Activate—Doom the Urn Reaction (concentrate) Trigger You would become doomed, or your doomed value would increase; Requirements The ashes aren't doomed;; Effect The ashes in the urn intervene, taking the doomed condition in your place, and you don't gain or increase the value of your doomed condition. Each night when you get a full night's rest, you can reduce your own doomed condition or that of the urn, but not both. Activate—Spirit's Wrath Single Action (attack, concentrate, manipulate) Frequency once per round; Effect The urn shoots a bolt of void energy at a foe within 30 feet. Attempt a spell attack roll against the target's AC, using a modifier of +15 or your own spell attack modifier, whichever is higher. On a success, the bolt deals 4d4 void damage (doubled on a critical success).\n","skill_mod":{},"summary":"This pewter urn contains the ashes of a benevolent ancestor, with a sliver of lingering spirit that strives to protect you. ","primary_source":"Player Core 2","trait_group":["Mechanics","Energy","Planar","Creature Type"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3420","name":"Urn of Ashes","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3420"},{"item_child_id":["equipment-3421-3265","equipment-3421-3266","equipment-3421-3267","equipment-3421-3268"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"legacy_id":["equipment-748"],"trait":["Magical","Staff","Uncommon"],"id":"equipment-3421","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Impossible Visions Source Player Core 2 pg. 308 Usage held in 1 hand Bulk 1 --- This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes on the staff rather than your own, using your normal visual senses (including any benefits of spells like see the unseen ). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners. The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Impossible Visions Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 230 gp Bulk 1 --- Cantrip daze 1st fear , phantom pain 2nd augury , paranoia <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Impossible Visions (Greater) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 1,800 gp Bulk 1 --- 3rd hypnotize , paralyze 4th countless eyes , vision of death 5th strange geometry <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of Impossible Visions (Major) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 10,000 gp Bulk 1 --- 6th blinding fury , phantasmal calamity 7th visions of danger , warp mind <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff of Impossible Visions (True) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 70,000 gp Bulk 1 --- 8th spirit song , uncontrollable dance 9th unfathomable song , phantasmagoria ","skill_mod":{},"summary":"This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While …","primary_source":"Player Core 2","trait_group":["Mechanics","Equipment","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3421","name":"Staff of Impossible Visions","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3421"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3421","weakness":{},"price":23000,"legacy_id":["equipment-748"],"trait":["Magical","Staff","Uncommon"],"id":"equipment-3421-3265","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Impossible Visions Source Player Core 2 pg. 308 Usage held in 1 hand Bulk 1 --- This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes on the staff rather than your own, using your normal visual senses (including any benefits of spells like see the unseen ). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners. The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Impossible Visions Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 230 gp Bulk 1 --- Cantrip daze 1st fear , phantom pain 2nd augury , paranoia <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Impossible Visions (Greater) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 1,800 gp Bulk 1 --- 3rd hypnotize , paralyze 4th countless eyes , vision of death 5th strange geometry <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of Impossible Visions (Major) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 10,000 gp Bulk 1 --- 6th blinding fury , phantasmal calamity 7th visions of danger , warp mind <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff of Impossible Visions (True) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 70,000 gp Bulk 1 --- 8th spirit song , uncontrollable dance 9th unfathomable song , phantasmagoria ","skill_mod":{},"summary":"Cantrip daze 1st fear , phantom pain 2nd augury , paranoia","primary_source":"Player Core 2","trait_group":["Mechanics","Equipment","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3421","name":"Staff of Impossible Visions","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3421-3265"},{"legacy_name":["Staff of Impossible Visions"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3421","weakness":{},"price":180000,"legacy_id":["equipment-748"],"trait":["Magical","Staff","Uncommon"],"id":"equipment-3421-3266","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Impossible Visions Source Player Core 2 pg. 308 Usage held in 1 hand Bulk 1 --- This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes on the staff rather than your own, using your normal visual senses (including any benefits of spells like see the unseen ). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners. The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Impossible Visions Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 230 gp Bulk 1 --- Cantrip daze 1st fear , phantom pain 2nd augury , paranoia <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Impossible Visions (Greater) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 1,800 gp Bulk 1 --- 3rd hypnotize , paralyze 4th countless eyes , vision of death 5th strange geometry <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of Impossible Visions (Major) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 10,000 gp Bulk 1 --- 6th blinding fury , phantasmal calamity 7th visions of danger , warp mind <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff of Impossible Visions (True) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 70,000 gp Bulk 1 --- 8th spirit song , uncontrollable dance 9th unfathomable song , phantasmagoria ","skill_mod":{},"summary":"3rd hypnotize , paralyze 4th countless eyes , vision of death 5th strange geometry","primary_source":"Player Core 2","trait_group":["Mechanics","Equipment","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3421","name":"Staff of Impossible Visions (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3421-3266"},{"legacy_name":["Staff of Impossible Visions"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3421","weakness":{},"price":1000000,"legacy_id":["equipment-748"],"trait":["Magical","Staff","Uncommon"],"id":"equipment-3421-3267","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Impossible Visions Source Player Core 2 pg. 308 Usage held in 1 hand Bulk 1 --- This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes on the staff rather than your own, using your normal visual senses (including any benefits of spells like see the unseen ). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners. The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Impossible Visions Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 230 gp Bulk 1 --- Cantrip daze 1st fear , phantom pain 2nd augury , paranoia <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Impossible Visions (Greater) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 1,800 gp Bulk 1 --- 3rd hypnotize , paralyze 4th countless eyes , vision of death 5th strange geometry <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of Impossible Visions (Major) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 10,000 gp Bulk 1 --- 6th blinding fury , phantasmal calamity 7th visions of danger , warp mind <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff of Impossible Visions (True) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 70,000 gp Bulk 1 --- 8th spirit song , uncontrollable dance 9th unfathomable song , phantasmagoria ","skill_mod":{},"summary":"6th blinding fury , phantasmal calamity 7th visions of danger , warp mind","primary_source":"Player Core 2","trait_group":["Mechanics","Equipment","Rarity"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3421","name":"Staff of Impossible Visions (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3421-3267"},{"legacy_name":["Staff of Impossible Visions"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3421","weakness":{},"price":7000000,"legacy_id":["equipment-748"],"trait":["Magical","Staff","Uncommon"],"id":"equipment-3421-3268","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Impossible Visions Source Player Core 2 pg. 308 Usage held in 1 hand Bulk 1 --- This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes on the staff rather than your own, using your normal visual senses (including any benefits of spells like see the unseen ). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners. The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Impossible Visions Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 230 gp Bulk 1 --- Cantrip daze 1st fear , phantom pain 2nd augury , paranoia <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Staff of Impossible Visions (Greater) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 1,800 gp Bulk 1 --- 3rd hypnotize , paralyze 4th countless eyes , vision of death 5th strange geometry <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Staff of Impossible Visions (Major) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 10,000 gp Bulk 1 --- 6th blinding fury , phantasmal calamity 7th visions of danger , warp mind <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff of Impossible Visions (True) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 263 Price 70,000 gp Bulk 1 --- 8th spirit song , uncontrollable dance 9th unfathomable song , phantasmagoria ","skill_mod":{},"summary":"8th spirit song , uncontrollable dance 9th unfathomable song , phantasmagoria","primary_source":"Player Core 2","trait_group":["Mechanics","Equipment","Rarity"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3421","name":"Staff of Impossible Visions (True)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3421-3268"},{"item_child_id":["equipment-3422-3269","equipment-3422-3270","equipment-3422-3271","equipment-3422-3272"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"skill":["Religion","Survival"],"legacy_id":["equipment-750"],"trait":["Magical","Staff"],"id":"equipment-3422","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Providence Source Player Core 2 pg. 308 Usage held in 1 hand Bulk 1 --- A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus to Survival checks to Sense Direction or Subsist and to Religion checks to Recall Knowledge. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Providence Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 230 gp Bulk 1 --- Cantrip guidance 1st bless , create water 2nd augury , create food , see the unseen , status <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Providence (Greater) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 900 gp Bulk 1 --- 3rd safe passage , wanderer's guide 4th cleanse affliction , dispelling globe , status <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Providence (Major) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 4,100 gp Bulk 1 --- 5th dispelling globe , scouting eye , see the unseen 6th dispelling globe , scintillating safeguard , truesight <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff of Providence (True) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 64,000 gp Bulk 1 --- 7th dispelling globe , energy aegis 8th dispelling globe , divine inspiration 9th dispelling globe , foresight , overwhelming presence ","skill_mod":{},"summary":"A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff …","primary_source":"Player Core 2","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3422","name":"Staff of Providence","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3422"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3422","weakness":{},"price":23000,"legacy_id":["equipment-750"],"trait":["Magical","Staff"],"id":"equipment-3422-3269","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Providence Source Player Core 2 pg. 308 Usage held in 1 hand Bulk 1 --- A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus to Survival checks to Sense Direction or Subsist and to Religion checks to Recall Knowledge. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Providence Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 230 gp Bulk 1 --- Cantrip guidance 1st bless , create water 2nd augury , create food , see the unseen , status <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Providence (Greater) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 900 gp Bulk 1 --- 3rd safe passage , wanderer's guide 4th cleanse affliction , dispelling globe , status <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Providence (Major) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 4,100 gp Bulk 1 --- 5th dispelling globe , scouting eye , see the unseen 6th dispelling globe , scintillating safeguard , truesight <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff of Providence (True) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 64,000 gp Bulk 1 --- 7th dispelling globe , energy aegis 8th dispelling globe , divine inspiration 9th dispelling globe , foresight , overwhelming presence ","skill_mod":{},"summary":"Cantrip guidance 1st bless , create water 2nd augury , create food , see the unseen , status","primary_source":"Player Core 2","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3422","name":"Staff of Providence","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3422-3269"},{"legacy_name":["Staff of Providence"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3422","weakness":{},"price":90000,"legacy_id":["equipment-750"],"trait":["Magical","Staff"],"id":"equipment-3422-3270","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Providence Source Player Core 2 pg. 308 Usage held in 1 hand Bulk 1 --- A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus to Survival checks to Sense Direction or Subsist and to Religion checks to Recall Knowledge. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Providence Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 230 gp Bulk 1 --- Cantrip guidance 1st bless , create water 2nd augury , create food , see the unseen , status <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Providence (Greater) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 900 gp Bulk 1 --- 3rd safe passage , wanderer's guide 4th cleanse affliction , dispelling globe , status <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Providence (Major) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 4,100 gp Bulk 1 --- 5th dispelling globe , scouting eye , see the unseen 6th dispelling globe , scintillating safeguard , truesight <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff of Providence (True) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 64,000 gp Bulk 1 --- 7th dispelling globe , energy aegis 8th dispelling globe , divine inspiration 9th dispelling globe , foresight , overwhelming presence ","skill_mod":{},"summary":"3rd safe passage , wanderer's guide 4th cleanse affliction , dispelling globe , status","primary_source":"Player Core 2","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3422","name":"Staff of Providence (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3422-3270"},{"legacy_name":["Staff of Providence"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3422","weakness":{},"price":410000,"legacy_id":["equipment-750"],"trait":["Magical","Staff"],"id":"equipment-3422-3271","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Providence Source Player Core 2 pg. 308 Usage held in 1 hand Bulk 1 --- A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus to Survival checks to Sense Direction or Subsist and to Religion checks to Recall Knowledge. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Providence Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 230 gp Bulk 1 --- Cantrip guidance 1st bless , create water 2nd augury , create food , see the unseen , status <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Providence (Greater) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 900 gp Bulk 1 --- 3rd safe passage , wanderer's guide 4th cleanse affliction , dispelling globe , status <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Providence (Major) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 4,100 gp Bulk 1 --- 5th dispelling globe , scouting eye , see the unseen 6th dispelling globe , scintillating safeguard , truesight <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff of Providence (True) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 64,000 gp Bulk 1 --- 7th dispelling globe , energy aegis 8th dispelling globe , divine inspiration 9th dispelling globe , foresight , overwhelming presence ","skill_mod":{},"summary":"5th dispelling globe , scouting eye , see the unseen 6th dispelling globe , scintillating safeguard , truesight","primary_source":"Player Core 2","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3422","name":"Staff of Providence (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3422-3271"},{"legacy_name":["Staff of Providence"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3422","weakness":{},"price":6400000,"legacy_id":["equipment-750"],"trait":["Magical","Staff"],"id":"equipment-3422-3272","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of Providence Source Player Core 2 pg. 308 Usage held in 1 hand Bulk 1 --- A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus to Survival checks to Sense Direction or Subsist and to Religion checks to Recall Knowledge. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of Providence Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 230 gp Bulk 1 --- Cantrip guidance 1st bless , create water 2nd augury , create food , see the unseen , status <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of Providence (Greater) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 900 gp Bulk 1 --- 3rd safe passage , wanderer's guide 4th cleanse affliction , dispelling globe , status <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of Providence (Major) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 4,100 gp Bulk 1 --- 5th dispelling globe , scouting eye , see the unseen 6th dispelling globe , scintillating safeguard , truesight <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Staff of Providence (True) Source Player Core 2 pg. 308, Advanced Player's Guide pg. 264 Price 64,000 gp Bulk 1 --- 7th dispelling globe , energy aegis 8th dispelling globe , divine inspiration 9th dispelling globe , foresight , overwhelming presence ","skill_mod":{},"summary":"7th dispelling globe , energy aegis 8th dispelling globe , divine inspiration 9th dispelling globe , foresight , …","primary_source":"Player Core 2","trait_group":["Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3422","name":"Staff of Providence (True)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3422-3272"},{"skill_mod":{},"summary":"A staff of the tempest is usually crafted from the wood of a tree struck by lightning. It's often gnarled and blackened with the occasional spark of …","item_child_id":["equipment-3423-3273","equipment-3423-3274","equipment-3423-3275"],"primary_source":"Player Core 2","trait_group":["Mechanics","Equipment"],"primary_source_category":"Rulebooks","level":6,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Staves","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3423","weakness":{},"name":"Staff of the Tempest","trait":["Magical","Staff"],"id":"equipment-3423","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Tempest Source Player Core 2 pg. 308 Usage held in 1 hand Bulk 1 --- A staff of the tempest is usually crafted from the wood of a tree struck by lightning. It's often gnarled and blackened with the occasional spark of electricity flashing from its length. While wielding the staff, your vision is less inhibited by stormy weather. While you hold the staff, you ignore the concealed condition from mist, precipitation, and the like. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Tempest Source Player Core 2 pg. 308 Price 230 gp Bulk 1 --- Cantrip electric arc 1st hydraulic push , thunderstrike 2nd mist , resist energy (electricity only), thunderstrike <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of the Tempest (Greater) Source Player Core 2 pg. 308 Price 900 gp Bulk 1 --- 3rd lightning bolt , wall of wind 4th hydraulic torrent , lightning bolt <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of the Tempest (Major) Source Player Core 2 pg. 308 Price 4,000 gp Bulk 1 --- 5th hydraulic torrent , lightning storm 6th chain lightning , hydraulic torrent ","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3423"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3423","weakness":{},"price":23000,"trait":["Magical","Staff"],"id":"equipment-3423-3273","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Tempest Source Player Core 2 pg. 308 Usage held in 1 hand Bulk 1 --- A staff of the tempest is usually crafted from the wood of a tree struck by lightning. It's often gnarled and blackened with the occasional spark of electricity flashing from its length. While wielding the staff, your vision is less inhibited by stormy weather. While you hold the staff, you ignore the concealed condition from mist, precipitation, and the like. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Tempest Source Player Core 2 pg. 308 Price 230 gp Bulk 1 --- Cantrip electric arc 1st hydraulic push , thunderstrike 2nd mist , resist energy (electricity only), thunderstrike <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of the Tempest (Greater) Source Player Core 2 pg. 308 Price 900 gp Bulk 1 --- 3rd lightning bolt , wall of wind 4th hydraulic torrent , lightning bolt <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of the Tempest (Major) Source Player Core 2 pg. 308 Price 4,000 gp Bulk 1 --- 5th hydraulic torrent , lightning storm 6th chain lightning , hydraulic torrent ","skill_mod":{},"summary":"Cantrip electric arc 1st hydraulic push , thunderstrike 2nd mist , resist energy (electricity only), thunderstrike","primary_source":"Player Core 2","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3423","name":"Staff of the Tempest","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3423-3273"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3423","weakness":{},"price":90000,"trait":["Magical","Staff"],"id":"equipment-3423-3274","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Tempest Source Player Core 2 pg. 308 Usage held in 1 hand Bulk 1 --- A staff of the tempest is usually crafted from the wood of a tree struck by lightning. It's often gnarled and blackened with the occasional spark of electricity flashing from its length. While wielding the staff, your vision is less inhibited by stormy weather. While you hold the staff, you ignore the concealed condition from mist, precipitation, and the like. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Tempest Source Player Core 2 pg. 308 Price 230 gp Bulk 1 --- Cantrip electric arc 1st hydraulic push , thunderstrike 2nd mist , resist energy (electricity only), thunderstrike <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of the Tempest (Greater) Source Player Core 2 pg. 308 Price 900 gp Bulk 1 --- 3rd lightning bolt , wall of wind 4th hydraulic torrent , lightning bolt <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of the Tempest (Major) Source Player Core 2 pg. 308 Price 4,000 gp Bulk 1 --- 5th hydraulic torrent , lightning storm 6th chain lightning , hydraulic torrent ","skill_mod":{},"summary":"3rd lightning bolt , wall of wind 4th hydraulic torrent , lightning bolt","primary_source":"Player Core 2","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3423","name":"Staff of the Tempest (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3423-3274"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3423","weakness":{},"price":400000,"trait":["Magical","Staff"],"id":"equipment-3423-3275","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Staff of the Tempest Source Player Core 2 pg. 308 Usage held in 1 hand Bulk 1 --- A staff of the tempest is usually crafted from the wood of a tree struck by lightning. It's often gnarled and blackened with the occasional spark of electricity flashing from its length. While wielding the staff, your vision is less inhibited by stormy weather. While you hold the staff, you ignore the concealed condition from mist, precipitation, and the like. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Craft Requirements Supply one casting of all listed ranks of all listed spells. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Staff of the Tempest Source Player Core 2 pg. 308 Price 230 gp Bulk 1 --- Cantrip electric arc 1st hydraulic push , thunderstrike 2nd mist , resist energy (electricity only), thunderstrike <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Staff of the Tempest (Greater) Source Player Core 2 pg. 308 Price 900 gp Bulk 1 --- 3rd lightning bolt , wall of wind 4th hydraulic torrent , lightning bolt <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Staff of the Tempest (Major) Source Player Core 2 pg. 308 Price 4,000 gp Bulk 1 --- 5th hydraulic torrent , lightning storm 6th chain lightning , hydraulic torrent ","skill_mod":{},"summary":"5th hydraulic torrent , lightning storm 6th chain lightning , hydraulic torrent","primary_source":"Player Core 2","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3423","name":"Staff of the Tempest (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3423-3275"},{"item_child_id":["equipment-3424-3276","equipment-3424-3277","equipment-3424-3278","equipment-3424-3279"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-754"],"trait":["Electricity","Magical","Wand"],"id":"equipment-3424","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Crackling Lightning Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This wand is made of two copper plates and a ceramic center. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast lightning bolt , but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are off-guard for 1 round. Craft Requirements Supply a casting of lightning bolt of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Crackling Lightning (3rd-Rank Spell) Source Player Core 2 pg. 309 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Crackling Lightning (4th-Rank Spell) Source Player Core 2 pg. 309 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Crackling Lightning (6th-Rank Spell) Source Player Core 2 pg. 309 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Crackling Lightning (8th-Rank Spell) Source Player Core 2 pg. 309 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This wand is made of two copper plates and a ceramic center. ","primary_source":"Player Core 2","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3424","name":"Wand of Crackling Lightning","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3424"},{"legacy_name":["Wand of Crackling Lightning"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3424","weakness":{},"price":50000,"legacy_id":["equipment-754"],"trait":["Electricity","Magical","Wand"],"id":"equipment-3424-3276","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Crackling Lightning Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This wand is made of two copper plates and a ceramic center. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast lightning bolt , but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are off-guard for 1 round. Craft Requirements Supply a casting of lightning bolt of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Crackling Lightning (3rd-Rank Spell) Source Player Core 2 pg. 309 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Crackling Lightning (4th-Rank Spell) Source Player Core 2 pg. 309 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Crackling Lightning (6th-Rank Spell) Source Player Core 2 pg. 309 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Crackling Lightning (8th-Rank Spell) Source Player Core 2 pg. 309 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This wand is made of two copper plates and a ceramic center.","primary_source":"Player Core 2","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3424","name":"Wand of Crackling Lightning (3rd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3424-3276"},{"legacy_name":["Wand of Crackling Lightning"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3424","weakness":{},"price":100000,"legacy_id":["equipment-754"],"trait":["Electricity","Magical","Wand"],"id":"equipment-3424-3277","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Crackling Lightning Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This wand is made of two copper plates and a ceramic center. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast lightning bolt , but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are off-guard for 1 round. Craft Requirements Supply a casting of lightning bolt of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Crackling Lightning (3rd-Rank Spell) Source Player Core 2 pg. 309 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Crackling Lightning (4th-Rank Spell) Source Player Core 2 pg. 309 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Crackling Lightning (6th-Rank Spell) Source Player Core 2 pg. 309 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Crackling Lightning (8th-Rank Spell) Source Player Core 2 pg. 309 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This wand is made of two copper plates and a ceramic center.","primary_source":"Player Core 2","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3424","name":"Wand of Crackling Lightning (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3424-3277"},{"legacy_name":["Wand of Crackling Lightning"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3424","weakness":{},"price":450000,"legacy_id":["equipment-754"],"trait":["Electricity","Magical","Wand"],"id":"equipment-3424-3278","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Crackling Lightning Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This wand is made of two copper plates and a ceramic center. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast lightning bolt , but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are off-guard for 1 round. Craft Requirements Supply a casting of lightning bolt of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Crackling Lightning (3rd-Rank Spell) Source Player Core 2 pg. 309 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Crackling Lightning (4th-Rank Spell) Source Player Core 2 pg. 309 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Crackling Lightning (6th-Rank Spell) Source Player Core 2 pg. 309 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Crackling Lightning (8th-Rank Spell) Source Player Core 2 pg. 309 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This wand is made of two copper plates and a ceramic center.","primary_source":"Player Core 2","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3424","name":"Wand of Crackling Lightning (6th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3424-3278"},{"legacy_name":["Wand of Crackling Lightning"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3424","weakness":{},"price":2400000,"legacy_id":["equipment-754"],"trait":["Electricity","Magical","Wand"],"id":"equipment-3424-3279","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Crackling Lightning Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This wand is made of two copper plates and a ceramic center. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast lightning bolt , but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are off-guard for 1 round. Craft Requirements Supply a casting of lightning bolt of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Crackling Lightning (3rd-Rank Spell) Source Player Core 2 pg. 309 Price 500 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Crackling Lightning (4th-Rank Spell) Source Player Core 2 pg. 309 Price 1,000 gp Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Crackling Lightning (6th-Rank Spell) Source Player Core 2 pg. 309 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Crackling Lightning (8th-Rank Spell) Source Player Core 2 pg. 309 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This wand is made of two copper plates and a ceramic center.","primary_source":"Player Core 2","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3424","name":"Wand of Crackling Lightning (8th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3424-3279"},{"item_child_id":["equipment-3425-3280","equipment-3425-3281"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-755"],"trait":["Darkness","Magical","Wand"],"id":"equipment-3425","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hopeless Night Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This wand is a length of wrought black iron. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast darkness . Each creature that ends its turn within the spell's area must succeed at a DC 20 Will save or become frightened 1 (frightened 2 on a critical failure). Craft Requirements Supply a casting of darkness of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hopeless Night (2nd-Rank Spell) Source Player Core 2 pg. 309 Price 250 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hopeless Night (4th-Rank Spell) Source Player Core 2 pg. 309 Price 1,000 gp Bulk L --- The wand’s DC increases to 27.","skill_mod":{},"summary":"This wand is a length of wrought black iron. ","primary_source":"Player Core 2","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3425","name":"Wand of Hopeless Night","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3425"},{"legacy_name":["Wand of Hopeless Night"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3425","weakness":{},"price":25000,"legacy_id":["equipment-755"],"trait":["Darkness","Magical","Wand"],"id":"equipment-3425-3280","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hopeless Night Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This wand is a length of wrought black iron. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast darkness . Each creature that ends its turn within the spell's area must succeed at a DC 20 Will save or become frightened 1 (frightened 2 on a critical failure). Craft Requirements Supply a casting of darkness of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hopeless Night (2nd-Rank Spell) Source Player Core 2 pg. 309 Price 250 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hopeless Night (4th-Rank Spell) Source Player Core 2 pg. 309 Price 1,000 gp Bulk L --- The wand’s DC increases to 27.","skill_mod":{},"summary":"This wand is a length of wrought black iron.","primary_source":"Player Core 2","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3425","name":"Wand of Hopeless Night (2nd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3425-3280"},{"legacy_name":["Wand of Hopeless Night"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3425","weakness":{},"price":100000,"legacy_id":["equipment-755"],"trait":["Darkness","Magical","Wand"],"id":"equipment-3425-3281","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Hopeless Night Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This wand is a length of wrought black iron. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast darkness . Each creature that ends its turn within the spell's area must succeed at a DC 20 Will save or become frightened 1 (frightened 2 on a critical failure). Craft Requirements Supply a casting of darkness of the appropriate rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Hopeless Night (2nd-Rank Spell) Source Player Core 2 pg. 309 Price 250 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Hopeless Night (4th-Rank Spell) Source Player Core 2 pg. 309 Price 1,000 gp Bulk L --- The wand’s DC increases to 27.","skill_mod":{},"summary":"The wand’s DC increases to 27.","primary_source":"Player Core 2","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3425","name":"Wand of Hopeless Night (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3425-3281"},{"item_child_id":["equipment-3426-3282","equipment-3426-3283","equipment-3426-3284","equipment-3426-3285","equipment-3426-3286","equipment-3426-3287"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-756"],"trait":["Healing","Magical","Vitality","Wand","Positive"],"id":"equipment-3426","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Overflowing Life Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This alabaster wand has a clear crystal at the tip. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell rank. You gain this benefit only once per turn, even if you cast multiple heal spells from wands of overflowing life in the same turn. Craft Requirements Supply a casting of heal of the appropriate rank. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Overflowing Life (3rd-Rank Spell) Source Player Core 2 pg. 309 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Overflowing Life (4th-Rank Spell) Source Player Core 2 pg. 309 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Overflowing Life (5th-Rank Spell) Source Player Core 2 pg. 309 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Overflowing Life (6th-Rank Spell) Source Player Core 2 pg. 309 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Overflowing Life (7th-Rank Spell) Source Player Core 2 pg. 309 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Overflowing Life (8th-Rank Spell) Source Player Core 2 pg. 309 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This alabaster wand has a clear crystal at the tip. ","primary_source":"Player Core 2","trait_group":["Mechanics","Energy","Planar","Creature Type","Equipment"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3426","name":"Wand of Overflowing Life","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3426"},{"legacy_name":["Wand of Overflowing Life"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3426","weakness":{},"price":70000,"legacy_id":["equipment-756"],"trait":["Healing","Magical","Vitality","Wand","Positive"],"id":"equipment-3426-3282","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Overflowing Life Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This alabaster wand has a clear crystal at the tip. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell rank. You gain this benefit only once per turn, even if you cast multiple heal spells from wands of overflowing life in the same turn. Craft Requirements Supply a casting of heal of the appropriate rank. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Overflowing Life (3rd-Rank Spell) Source Player Core 2 pg. 309 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Overflowing Life (4th-Rank Spell) Source Player Core 2 pg. 309 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Overflowing Life (5th-Rank Spell) Source Player Core 2 pg. 309 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Overflowing Life (6th-Rank Spell) Source Player Core 2 pg. 309 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Overflowing Life (7th-Rank Spell) Source Player Core 2 pg. 309 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Overflowing Life (8th-Rank Spell) Source Player Core 2 pg. 309 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This alabaster wand has a clear crystal at the tip.","primary_source":"Player Core 2","trait_group":["Mechanics","Energy","Planar","Creature Type","Equipment"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3426","name":"Wand of Overflowing Life (3rd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3426-3282"},{"legacy_name":["Wand of Overflowing Life"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3426","weakness":{},"price":140000,"legacy_id":["equipment-756"],"trait":["Healing","Magical","Vitality","Wand","Positive"],"id":"equipment-3426-3283","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Overflowing Life Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This alabaster wand has a clear crystal at the tip. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell rank. You gain this benefit only once per turn, even if you cast multiple heal spells from wands of overflowing life in the same turn. Craft Requirements Supply a casting of heal of the appropriate rank. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Overflowing Life (3rd-Rank Spell) Source Player Core 2 pg. 309 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Overflowing Life (4th-Rank Spell) Source Player Core 2 pg. 309 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Overflowing Life (5th-Rank Spell) Source Player Core 2 pg. 309 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Overflowing Life (6th-Rank Spell) Source Player Core 2 pg. 309 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Overflowing Life (7th-Rank Spell) Source Player Core 2 pg. 309 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Overflowing Life (8th-Rank Spell) Source Player Core 2 pg. 309 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This alabaster wand has a clear crystal at the tip.","primary_source":"Player Core 2","trait_group":["Mechanics","Energy","Planar","Creature Type","Equipment"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3426","name":"Wand of Overflowing Life (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3426-3283"},{"legacy_name":["Wand of Overflowing Life"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3426","weakness":{},"price":300000,"legacy_id":["equipment-756"],"trait":["Healing","Magical","Vitality","Wand","Positive"],"id":"equipment-3426-3284","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Overflowing Life Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This alabaster wand has a clear crystal at the tip. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell rank. You gain this benefit only once per turn, even if you cast multiple heal spells from wands of overflowing life in the same turn. Craft Requirements Supply a casting of heal of the appropriate rank. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Overflowing Life (3rd-Rank Spell) Source Player Core 2 pg. 309 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Overflowing Life (4th-Rank Spell) Source Player Core 2 pg. 309 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Overflowing Life (5th-Rank Spell) Source Player Core 2 pg. 309 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Overflowing Life (6th-Rank Spell) Source Player Core 2 pg. 309 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Overflowing Life (7th-Rank Spell) Source Player Core 2 pg. 309 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Overflowing Life (8th-Rank Spell) Source Player Core 2 pg. 309 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This alabaster wand has a clear crystal at the tip.","primary_source":"Player Core 2","trait_group":["Mechanics","Energy","Planar","Creature Type","Equipment"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3426","name":"Wand of Overflowing Life (5th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3426-3284"},{"legacy_name":["Wand of Overflowing Life"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3426","weakness":{},"price":650000,"legacy_id":["equipment-756"],"trait":["Healing","Magical","Vitality","Wand","Positive"],"id":"equipment-3426-3285","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Overflowing Life Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This alabaster wand has a clear crystal at the tip. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell rank. You gain this benefit only once per turn, even if you cast multiple heal spells from wands of overflowing life in the same turn. Craft Requirements Supply a casting of heal of the appropriate rank. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Overflowing Life (3rd-Rank Spell) Source Player Core 2 pg. 309 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Overflowing Life (4th-Rank Spell) Source Player Core 2 pg. 309 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Overflowing Life (5th-Rank Spell) Source Player Core 2 pg. 309 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Overflowing Life (6th-Rank Spell) Source Player Core 2 pg. 309 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Overflowing Life (7th-Rank Spell) Source Player Core 2 pg. 309 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Overflowing Life (8th-Rank Spell) Source Player Core 2 pg. 309 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This alabaster wand has a clear crystal at the tip.","primary_source":"Player Core 2","trait_group":["Mechanics","Energy","Planar","Creature Type","Equipment"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3426","name":"Wand of Overflowing Life (6th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3426-3285"},{"legacy_name":["Wand of Overflowing Life"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3426","weakness":{},"price":1500000,"legacy_id":["equipment-756"],"trait":["Healing","Magical","Vitality","Wand","Positive"],"id":"equipment-3426-3286","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Overflowing Life Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This alabaster wand has a clear crystal at the tip. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell rank. You gain this benefit only once per turn, even if you cast multiple heal spells from wands of overflowing life in the same turn. Craft Requirements Supply a casting of heal of the appropriate rank. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Overflowing Life (3rd-Rank Spell) Source Player Core 2 pg. 309 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Overflowing Life (4th-Rank Spell) Source Player Core 2 pg. 309 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Overflowing Life (5th-Rank Spell) Source Player Core 2 pg. 309 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Overflowing Life (6th-Rank Spell) Source Player Core 2 pg. 309 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Overflowing Life (7th-Rank Spell) Source Player Core 2 pg. 309 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Overflowing Life (8th-Rank Spell) Source Player Core 2 pg. 309 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This alabaster wand has a clear crystal at the tip.","primary_source":"Player Core 2","trait_group":["Mechanics","Energy","Planar","Creature Type","Equipment"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3426","name":"Wand of Overflowing Life (7th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3426-3286"},{"legacy_name":["Wand of Overflowing Life"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3426","weakness":{},"price":4000000,"legacy_id":["equipment-756"],"trait":["Healing","Magical","Vitality","Wand","Positive"],"id":"equipment-3426-3287","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Wand of Overflowing Life Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This alabaster wand has a clear crystal at the tip. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell rank. You gain this benefit only once per turn, even if you cast multiple heal spells from wands of overflowing life in the same turn. Craft Requirements Supply a casting of heal of the appropriate rank. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Wand of Overflowing Life (3rd-Rank Spell) Source Player Core 2 pg. 309 Price 700 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of Overflowing Life (4th-Rank Spell) Source Player Core 2 pg. 309 Price 1,400 gp Bulk L <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Wand of Overflowing Life (5th-Rank Spell) Source Player Core 2 pg. 309 Price 3,000 gp Bulk L <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Wand of Overflowing Life (6th-Rank Spell) Source Player Core 2 pg. 309 Price 6,500 gp Bulk L <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Wand of Overflowing Life (7th-Rank Spell) Source Player Core 2 pg. 309 Price 15,000 gp Bulk L <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Wand of Overflowing Life (8th-Rank Spell) Source Player Core 2 pg. 309 Price 40,000 gp Bulk L ","skill_mod":{},"summary":"This alabaster wand has a clear crystal at the tip.","primary_source":"Player Core 2","trait_group":["Mechanics","Energy","Planar","Creature Type","Equipment"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3426","name":"Wand of Overflowing Life (8th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3426-3287"},{"skill_mod":{},"summary":"This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull. ","item_child_id":["equipment-3427-3288","equipment-3427-3289","equipment-3427-3290"],"primary_source":"Player Core 2","trait_group":["Mechanics","Energy","Planar","Creature Type","Equipment"],"primary_source_category":"Rulebooks","level":16,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Item","item_category":"Wands","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3427","weakness":{},"name":"Wand of Slaughter","trait":["Magical","Void","Wand","Negative"],"id":"equipment-3427","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Wand of Slaughter Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast execute at the indicated rank. If the spell slays a living target, the corpse releases grim energy in a 20-foot emanation, dealing void damage equal to double the spell's rank. Craft Requirements Supply a casting of execute of the appropriate rank. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Slaughter (7th-Rank Spell) Source Player Core 2 pg. 309 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Slaughter (8th-Rank Spell) Source Player Core 2 pg. 309 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Slaughter (9th-Rank Spell) Source Player Core 2 pg. 309 Price 70,000 gp Bulk L ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3427"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3427","weakness":{},"price":1000000,"trait":["Magical","Void","Wand","Negative"],"id":"equipment-3427-3288","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Wand of Slaughter Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast execute at the indicated rank. If the spell slays a living target, the corpse releases grim energy in a 20-foot emanation, dealing void damage equal to double the spell's rank. Craft Requirements Supply a casting of execute of the appropriate rank. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Slaughter (7th-Rank Spell) Source Player Core 2 pg. 309 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Slaughter (8th-Rank Spell) Source Player Core 2 pg. 309 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Slaughter (9th-Rank Spell) Source Player Core 2 pg. 309 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull.","primary_source":"Player Core 2","trait_group":["Mechanics","Energy","Planar","Creature Type","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3427","name":"Wand of Slaughter (7th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3427-3288"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3427","weakness":{},"price":2400000,"trait":["Magical","Void","Wand","Negative"],"id":"equipment-3427-3289","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Wand of Slaughter Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast execute at the indicated rank. If the spell slays a living target, the corpse releases grim energy in a 20-foot emanation, dealing void damage equal to double the spell's rank. Craft Requirements Supply a casting of execute of the appropriate rank. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Slaughter (7th-Rank Spell) Source Player Core 2 pg. 309 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Slaughter (8th-Rank Spell) Source Player Core 2 pg. 309 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Slaughter (9th-Rank Spell) Source Player Core 2 pg. 309 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull.","primary_source":"Player Core 2","trait_group":["Mechanics","Energy","Planar","Creature Type","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3427","name":"Wand of Slaughter (8th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3427-3289"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3427","weakness":{},"price":7000000,"trait":["Magical","Void","Wand","Negative"],"id":"equipment-3427-3290","text":"<title level=\"1\" right=\"Item 16+\" pfs=\"Standard\" > Wand of Slaughter Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast execute at the indicated rank. If the spell slays a living target, the corpse releases grim energy in a 20-foot emanation, dealing void damage equal to double the spell's rank. Craft Requirements Supply a casting of execute of the appropriate rank. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Slaughter (7th-Rank Spell) Source Player Core 2 pg. 309 Price 10,000 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Slaughter (8th-Rank Spell) Source Player Core 2 pg. 309 Price 24,000 gp Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Slaughter (9th-Rank Spell) Source Player Core 2 pg. 309 Price 70,000 gp Bulk L ","skill_mod":{},"summary":"This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull.","primary_source":"Player Core 2","trait_group":["Mechanics","Energy","Planar","Creature Type","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3427","name":"Wand of Slaughter (9th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3427-3290"},{"item_child_id":["equipment-3428-3291","equipment-3428-3292","equipment-3428-3293","equipment-3428-3294"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-372"],"trait":["Fire","Magical","Wand"],"id":"equipment-3428","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Smoldering Fireballs Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This blackened, heavily burned stick smells faintly of saltpeter. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fireball at the indicated rank. Each creature that fails its save takes persistent fire damage. Craft Requirements Supply a casting of fireball of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Smoldering Fireballs (3rd-Rank Spell) Source Player Core 2 pg. 309 Price 500 gp Bulk L --- The persistent damage is 1d6. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Smoldering Fireballs (5th-Rank Spell) Source Player Core 2 pg. 309 Price 2,000 gp Bulk L --- The persistent damage is 2d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Smoldering Fireballs (7th-Rank Spell) Source Player Core 2 pg. 309 Price 10,000 gp Bulk L --- The persistent damage is 3d6. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Smoldering Fireballs (9th-Rank Spell) Source Player Core 2 pg. 309 Price 70,000 gp Bulk L --- The persistent damage is 4d6.","element":["Fire"],"skill_mod":{},"summary":"This blackened, heavily burned stick smells faintly of saltpeter. ","primary_source":"Player Core 2","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3428","name":"Wand of Smoldering Fireballs","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3428"},{"legacy_name":["Wand of Smoldering Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3428","weakness":{},"price":50000,"legacy_id":["equipment-372"],"trait":["Fire","Magical","Wand"],"id":"equipment-3428-3291","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Smoldering Fireballs Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This blackened, heavily burned stick smells faintly of saltpeter. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fireball at the indicated rank. Each creature that fails its save takes persistent fire damage. Craft Requirements Supply a casting of fireball of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Smoldering Fireballs (3rd-Rank Spell) Source Player Core 2 pg. 309 Price 500 gp Bulk L --- The persistent damage is 1d6. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Smoldering Fireballs (5th-Rank Spell) Source Player Core 2 pg. 309 Price 2,000 gp Bulk L --- The persistent damage is 2d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Smoldering Fireballs (7th-Rank Spell) Source Player Core 2 pg. 309 Price 10,000 gp Bulk L --- The persistent damage is 3d6. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Smoldering Fireballs (9th-Rank Spell) Source Player Core 2 pg. 309 Price 70,000 gp Bulk L --- The persistent damage is 4d6.","element":["Fire"],"skill_mod":{},"summary":"The persistent damage is 1d6.","primary_source":"Player Core 2","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3428","name":"Wand of Smoldering Fireballs (3rd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3428-3291"},{"legacy_name":["Wand of Smoldering Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3428","weakness":{},"price":200000,"legacy_id":["equipment-372"],"trait":["Fire","Magical","Wand"],"id":"equipment-3428-3292","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Smoldering Fireballs Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This blackened, heavily burned stick smells faintly of saltpeter. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fireball at the indicated rank. Each creature that fails its save takes persistent fire damage. Craft Requirements Supply a casting of fireball of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Smoldering Fireballs (3rd-Rank Spell) Source Player Core 2 pg. 309 Price 500 gp Bulk L --- The persistent damage is 1d6. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Smoldering Fireballs (5th-Rank Spell) Source Player Core 2 pg. 309 Price 2,000 gp Bulk L --- The persistent damage is 2d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Smoldering Fireballs (7th-Rank Spell) Source Player Core 2 pg. 309 Price 10,000 gp Bulk L --- The persistent damage is 3d6. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Smoldering Fireballs (9th-Rank Spell) Source Player Core 2 pg. 309 Price 70,000 gp Bulk L --- The persistent damage is 4d6.","element":["Fire"],"skill_mod":{},"summary":"The persistent damage is 2d6.","primary_source":"Player Core 2","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3428","name":"Wand of Smoldering Fireballs (5th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3428-3292"},{"legacy_name":["Wand of Smoldering Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3428","weakness":{},"price":1000000,"legacy_id":["equipment-372"],"trait":["Fire","Magical","Wand"],"id":"equipment-3428-3293","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Smoldering Fireballs Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This blackened, heavily burned stick smells faintly of saltpeter. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fireball at the indicated rank. Each creature that fails its save takes persistent fire damage. Craft Requirements Supply a casting of fireball of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Smoldering Fireballs (3rd-Rank Spell) Source Player Core 2 pg. 309 Price 500 gp Bulk L --- The persistent damage is 1d6. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Smoldering Fireballs (5th-Rank Spell) Source Player Core 2 pg. 309 Price 2,000 gp Bulk L --- The persistent damage is 2d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Smoldering Fireballs (7th-Rank Spell) Source Player Core 2 pg. 309 Price 10,000 gp Bulk L --- The persistent damage is 3d6. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Smoldering Fireballs (9th-Rank Spell) Source Player Core 2 pg. 309 Price 70,000 gp Bulk L --- The persistent damage is 4d6.","element":["Fire"],"skill_mod":{},"summary":"The persistent damage is 3d6.","primary_source":"Player Core 2","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3428","name":"Wand of Smoldering Fireballs (7th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3428-3293"},{"legacy_name":["Wand of Smoldering Fireballs"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3428","weakness":{},"price":7000000,"legacy_id":["equipment-372"],"trait":["Fire","Magical","Wand"],"id":"equipment-3428-3294","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Wand of Smoldering Fireballs Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This blackened, heavily burned stick smells faintly of saltpeter. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fireball at the indicated rank. Each creature that fails its save takes persistent fire damage. Craft Requirements Supply a casting of fireball of the appropriate rank. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Smoldering Fireballs (3rd-Rank Spell) Source Player Core 2 pg. 309 Price 500 gp Bulk L --- The persistent damage is 1d6. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Smoldering Fireballs (5th-Rank Spell) Source Player Core 2 pg. 309 Price 2,000 gp Bulk L --- The persistent damage is 2d6. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Smoldering Fireballs (7th-Rank Spell) Source Player Core 2 pg. 309 Price 10,000 gp Bulk L --- The persistent damage is 3d6. <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Smoldering Fireballs (9th-Rank Spell) Source Player Core 2 pg. 309 Price 70,000 gp Bulk L --- The persistent damage is 4d6.","element":["Fire"],"skill_mod":{},"summary":"The persistent damage is 4d6.","primary_source":"Player Core 2","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3428","name":"Wand of Smoldering Fireballs (9th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3428-3294"},{"item_child_id":["equipment-3429-3295","equipment-3429-3296"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-757"],"trait":["Cold","Magical","Wand"],"id":"equipment-3429","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Wand of the Snowfields Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This wand is a slender length of ice-blue glass. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast howling blizzard . Snow lingers in the spell's area, remaining as difficult terrain for 1 minute. Craft Requirements Supply a casting of howling blizzard of the appropriate rank. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of the Snowfields (5th-Rank Spell) Source Player Core 2 pg. 309 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of the Snowfields (7th-Rank Spell) Source Player Core 2 pg. 309 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This wand is a slender length of ice-blue glass. ","primary_source":"Player Core 2","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3429","name":"Wand of the Snowfields","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3429"},{"legacy_name":["Wand of the Snowfields"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3429","weakness":{},"price":450000,"legacy_id":["equipment-757"],"trait":["Cold","Magical","Wand"],"id":"equipment-3429-3295","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Wand of the Snowfields Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This wand is a slender length of ice-blue glass. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast howling blizzard . Snow lingers in the spell's area, remaining as difficult terrain for 1 minute. Craft Requirements Supply a casting of howling blizzard of the appropriate rank. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of the Snowfields (5th-Rank Spell) Source Player Core 2 pg. 309 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of the Snowfields (7th-Rank Spell) Source Player Core 2 pg. 309 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This wand is a slender length of ice-blue glass.","primary_source":"Player Core 2","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3429","name":"Wand of the Snowfields (5th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3429-3295"},{"legacy_name":["Wand of the Snowfields"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3429","weakness":{},"price":2400000,"legacy_id":["equipment-757"],"trait":["Cold","Magical","Wand"],"id":"equipment-3429-3296","text":"<title level=\"1\" right=\"Item 14+\" pfs=\"Standard\" > Wand of the Snowfields Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- This wand is a slender length of ice-blue glass. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast howling blizzard . Snow lingers in the spell's area, remaining as difficult terrain for 1 minute. Craft Requirements Supply a casting of howling blizzard of the appropriate rank. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of the Snowfields (5th-Rank Spell) Source Player Core 2 pg. 309 Price 4,500 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of the Snowfields (7th-Rank Spell) Source Player Core 2 pg. 309 Price 24,000 gp Bulk L ","skill_mod":{},"summary":"This wand is a slender length of ice-blue glass.","primary_source":"Player Core 2","trait_group":["Energy","Monster","Mechanics","Equipment"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3429","name":"Wand of the Snowfields (7th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3429-3296"},{"item_child_id":["equipment-3430-3297","equipment-3430-3298"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"legacy_id":["equipment-758"],"trait":["Magical","Poison","Wand"],"id":"equipment-3430","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Wand of the Spider Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- The length of this wand is a pair of twisted giant spider legs. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast web , but the strands of webbing are toxic. Any creature that fails its Athletics check or Reflex save to navigate the web takes 1d6 poison damage. Craft Requirements Supply a casting of web of the appropriate rank. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of the Spider (2nd-Rank Spell) Source Player Core 2 pg. 309 Price 360 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of the Spider (4th-Rank Spell) Source Player Core 2 pg. 309 Price 1,400 gp Bulk L --- The strands deal 2d6 poison damage plus 1d6 persistent poison damage.","skill_mod":{},"summary":"The length of this wand is a pair of twisted giant spider legs. ","primary_source":"Player Core 2","trait_group":["Mechanics","Poison","Affliction","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3430","name":"Wand of the Spider","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3430"},{"legacy_name":["Wand of the Spider"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3430","weakness":{},"price":36000,"legacy_id":["equipment-758"],"trait":["Magical","Poison","Wand"],"id":"equipment-3430-3297","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Wand of the Spider Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- The length of this wand is a pair of twisted giant spider legs. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast web , but the strands of webbing are toxic. Any creature that fails its Athletics check or Reflex save to navigate the web takes 1d6 poison damage. Craft Requirements Supply a casting of web of the appropriate rank. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of the Spider (2nd-Rank Spell) Source Player Core 2 pg. 309 Price 360 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of the Spider (4th-Rank Spell) Source Player Core 2 pg. 309 Price 1,400 gp Bulk L --- The strands deal 2d6 poison damage plus 1d6 persistent poison damage.","skill_mod":{},"summary":"The length of this wand is a pair of twisted giant spider legs.","primary_source":"Player Core 2","trait_group":["Mechanics","Poison","Affliction","Equipment"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3430","name":"Wand of the Spider (2nd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3430-3297"},{"legacy_name":["Wand of the Spider"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Player Core 2"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3430","weakness":{},"price":140000,"legacy_id":["equipment-758"],"trait":["Magical","Poison","Wand"],"id":"equipment-3430-3298","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Wand of the Spider Source Player Core 2 pg. 309 Usage held in 1 hand Bulk L --- The length of this wand is a pair of twisted giant spider legs. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast web , but the strands of webbing are toxic. Any creature that fails its Athletics check or Reflex save to navigate the web takes 1d6 poison damage. Craft Requirements Supply a casting of web of the appropriate rank. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Wand of the Spider (2nd-Rank Spell) Source Player Core 2 pg. 309 Price 360 gp Bulk L <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Wand of the Spider (4th-Rank Spell) Source Player Core 2 pg. 309 Price 1,400 gp Bulk L --- The strands deal 2d6 poison damage plus 1d6 persistent poison damage.","skill_mod":{},"summary":"The strands deal 2d6 poison damage plus 1d6 persistent poison damage.","primary_source":"Player Core 2","trait_group":["Mechanics","Poison","Affliction","Equipment"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3430","name":"Wand of the Spider (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3430-3298"},{"item_child_id":["equipment-3431-3299","equipment-3431-3300","equipment-3431-3301"],"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Player Core 2","Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Crafting","Crafting","Crafting"],"trait":["Invested","Magical"],"id":"equipment-3431","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Alchemist Goggles Source Player Core 2 pg. 310, Core Rulebook pg. 605 Usage worn eyepiece --- These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to Crafting checks to Craft alchemical items. When making Strikes with alchemical bombs, you ignore lesser cover . If your Strike with an alchemical bomb fails (but doesn't critically fail), you gain a +1 item bonus to the splash damage the target of the Strike takes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Alchemist Goggles Source Player Core 2 pg. 310, Core Rulebook pg. 605 Price 100 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Alchemist Goggles (Greater) Source Player Core 2 pg. 310, Core Rulebook pg. 605 Price 1,400 gp --- The item bonus increases to +2, and the item bonus to splash damage on a miss is +2. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Alchemist Goggles (Major) Source Player Core 2 pg. 310, Core Rulebook pg. 605 Price 15,000 gp --- The item bonus increases to +3, and the item bonus to splash damage on a miss is +3.","skill_mod":{},"summary":"These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to Crafting checks to …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3431","name":"Alchemist Goggles","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3431"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Player Core 2","Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3431","weakness":{},"price":10000,"trait":["Invested","Magical"],"id":"equipment-3431-3299","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Alchemist Goggles Source Player Core 2 pg. 310, Core Rulebook pg. 605 Usage worn eyepiece --- These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to Crafting checks to Craft alchemical items. When making Strikes with alchemical bombs, you ignore lesser cover . If your Strike with an alchemical bomb fails (but doesn't critically fail), you gain a +1 item bonus to the splash damage the target of the Strike takes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Alchemist Goggles Source Player Core 2 pg. 310, Core Rulebook pg. 605 Price 100 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Alchemist Goggles (Greater) Source Player Core 2 pg. 310, Core Rulebook pg. 605 Price 1,400 gp --- The item bonus increases to +2, and the item bonus to splash damage on a miss is +2. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Alchemist Goggles (Major) Source Player Core 2 pg. 310, Core Rulebook pg. 605 Price 15,000 gp --- The item bonus increases to +3, and the item bonus to splash damage on a miss is +3.","skill_mod":{},"summary":"These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to Crafting checks to …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3431","name":"Alchemist Goggles","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3431-3299"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Player Core 2","Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3431","weakness":{},"price":140000,"trait":["Invested","Magical"],"id":"equipment-3431-3300","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Alchemist Goggles Source Player Core 2 pg. 310, Core Rulebook pg. 605 Usage worn eyepiece --- These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to Crafting checks to Craft alchemical items. When making Strikes with alchemical bombs, you ignore lesser cover . If your Strike with an alchemical bomb fails (but doesn't critically fail), you gain a +1 item bonus to the splash damage the target of the Strike takes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Alchemist Goggles Source Player Core 2 pg. 310, Core Rulebook pg. 605 Price 100 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Alchemist Goggles (Greater) Source Player Core 2 pg. 310, Core Rulebook pg. 605 Price 1,400 gp --- The item bonus increases to +2, and the item bonus to splash damage on a miss is +2. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Alchemist Goggles (Major) Source Player Core 2 pg. 310, Core Rulebook pg. 605 Price 15,000 gp --- The item bonus increases to +3, and the item bonus to splash damage on a miss is +3.","skill_mod":{},"summary":"The item bonus increases to +2, and the item bonus to splash damage on a miss is +2.","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3431","name":"Alchemist Goggles (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3431-3300"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Player Core 2","Core Rulebook"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3431","weakness":{},"price":1500000,"trait":["Invested","Magical"],"id":"equipment-3431-3301","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Alchemist Goggles Source Player Core 2 pg. 310, Core Rulebook pg. 605 Usage worn eyepiece --- These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to Crafting checks to Craft alchemical items. When making Strikes with alchemical bombs, you ignore lesser cover . If your Strike with an alchemical bomb fails (but doesn't critically fail), you gain a +1 item bonus to the splash damage the target of the Strike takes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Alchemist Goggles Source Player Core 2 pg. 310, Core Rulebook pg. 605 Price 100 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Alchemist Goggles (Greater) Source Player Core 2 pg. 310, Core Rulebook pg. 605 Price 1,400 gp --- The item bonus increases to +2, and the item bonus to splash damage on a miss is +2. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Alchemist Goggles (Major) Source Player Core 2 pg. 310, Core Rulebook pg. 605 Price 15,000 gp --- The item bonus increases to +3, and the item bonus to splash damage on a miss is +3.","skill_mod":{},"summary":"The item bonus increases to +3, and the item bonus to splash damage on a miss is +3.","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3431","name":"Alchemist Goggles (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3431-3301"},{"item_child_id":["equipment-3432-3302","equipment-3432-3303"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"legacy_id":["equipment-411"],"trait":["Invested","Primal"],"id":"equipment-3432","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Berserker's Cloak Source Player Core 2 pg. 310 Usage worn cloak Bulk 1 --- This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear's ferocity. If you have the Rage action, while raging, you grow jaws that deal 1d10 piercing damage and claws that deal 1d6 slashing damage and have the agile trait. This transformation is a morph effect, and both the jaws and claws are unarmed attacks in the brawling weapon group. You gain the benefits of a +1 weapon potency rune and a striking rune with these attacks (gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice by one). If you have an animal instinct and the bestial rage instinct ability, instead of gaining these unarmed attacks, your unarmed attacks from the bestial rage instinct ability gain the benefits of a +2 weapon potency rune and a greater striking rune (granting a +2 item bonus to attack rolls and increasing the number of weapon damage dice by two). <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Berserker's Cloak Source Player Core 2 pg. 310, Core Rulebook pg. 606 Price 2,000 gp Bulk 1 <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Berserker's Cloak (Greater) Source Player Core 2 pg. 310, Core Rulebook pg. 606 Price 40,000 gp Bulk 1 --- You gain the benefits of a +2 weapon potency rune and a greater striking rune , or a +3 weapon potency rune and a major striking rune if you have an animal instinct and the bestial rage instinct ability.","skill_mod":{},"summary":"This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around …","primary_source":"Player Core 2","trait_group":["Equipment","Tradition","Monster"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3432","name":"Berserker's Cloak","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3432"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3432","weakness":{},"price":200000,"legacy_id":["equipment-411"],"trait":["Invested","Primal"],"id":"equipment-3432-3302","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Berserker's Cloak Source Player Core 2 pg. 310 Usage worn cloak Bulk 1 --- This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear's ferocity. If you have the Rage action, while raging, you grow jaws that deal 1d10 piercing damage and claws that deal 1d6 slashing damage and have the agile trait. This transformation is a morph effect, and both the jaws and claws are unarmed attacks in the brawling weapon group. You gain the benefits of a +1 weapon potency rune and a striking rune with these attacks (gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice by one). If you have an animal instinct and the bestial rage instinct ability, instead of gaining these unarmed attacks, your unarmed attacks from the bestial rage instinct ability gain the benefits of a +2 weapon potency rune and a greater striking rune (granting a +2 item bonus to attack rolls and increasing the number of weapon damage dice by two). <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Berserker's Cloak Source Player Core 2 pg. 310, Core Rulebook pg. 606 Price 2,000 gp Bulk 1 <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Berserker's Cloak (Greater) Source Player Core 2 pg. 310, Core Rulebook pg. 606 Price 40,000 gp Bulk 1 --- You gain the benefits of a +2 weapon potency rune and a greater striking rune , or a +3 weapon potency rune and a major striking rune if you have an animal instinct and the bestial rage instinct ability.","skill_mod":{},"summary":"This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around …","primary_source":"Player Core 2","trait_group":["Equipment","Tradition","Monster"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3432","name":"Berserker's Cloak","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3432-3302"},{"legacy_name":["Berserker's Cloak"],"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3432","weakness":{},"price":4000000,"legacy_id":["equipment-411"],"trait":["Invested","Primal"],"id":"equipment-3432-3303","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Berserker's Cloak Source Player Core 2 pg. 310 Usage worn cloak Bulk 1 --- This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear's ferocity. If you have the Rage action, while raging, you grow jaws that deal 1d10 piercing damage and claws that deal 1d6 slashing damage and have the agile trait. This transformation is a morph effect, and both the jaws and claws are unarmed attacks in the brawling weapon group. You gain the benefits of a +1 weapon potency rune and a striking rune with these attacks (gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice by one). If you have an animal instinct and the bestial rage instinct ability, instead of gaining these unarmed attacks, your unarmed attacks from the bestial rage instinct ability gain the benefits of a +2 weapon potency rune and a greater striking rune (granting a +2 item bonus to attack rolls and increasing the number of weapon damage dice by two). <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Berserker's Cloak Source Player Core 2 pg. 310, Core Rulebook pg. 606 Price 2,000 gp Bulk 1 <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Berserker's Cloak (Greater) Source Player Core 2 pg. 310, Core Rulebook pg. 606 Price 40,000 gp Bulk 1 --- You gain the benefits of a +2 weapon potency rune and a greater striking rune , or a +3 weapon potency rune and a major striking rune if you have an animal instinct and the bestial rage instinct ability.","skill_mod":{},"summary":"You gain the benefits of a +2 weapon potency rune and a greater striking rune , or a +3 weapon potency rune and a major striking rune if you …","primary_source":"Player Core 2","trait_group":["Equipment","Tradition","Monster"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3432","name":"Berserker's Cloak (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3432-3303"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":94000,"skill":["Athletics"],"legacy_id":["equipment-732"],"trait":["Fire","Invested","Magical","Uncommon"],"id":"equipment-3433","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Fire-Jump Ring Source Player Core 2 pg. 310 Price 940 gp Usage worn --- This black, metal ring is inset with rubies that occasionally give off wisps of smoke. It grants you a +2 item bonus to Athletics checks. Activate—Fire Jump Two Actions (concentrate, manipulate, teleportation) Frequency once per day; Effect You Stride (or Burrow or Fly, if you have the corresponding Speed) into any fire large enough to contain you, including magical fires. You vanish into the fire and take no damage from it. You can sense all sufficiently large fires within 100 feet of where you vanish, and you reemerge from any of those fires, either within the fire or adjacent to it. If you end your movement in the fire, it affects you as normal.\n","element":["Fire"],"skill_mod":{},"summary":"This black, metal ring is inset with rubies that occasionally give off wisps of smoke. It grants you a +2 item bonus to Athletics checks. ","primary_source":"Player Core 2","trait_group":["Energy","Elemental","Planar","Monster","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3433","name":"Fire-Jump Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3433"},{"legacy_name":["Mask of the Banshee"],"item_child_id":["equipment-3434-3304","equipment-3434-3305"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"legacy_id":["equipment-738"],"trait":["Auditory","Invested","Magical","Void","Negative"],"id":"equipment-3434","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Guise of the Smirking Devil Source Player Core 2 pg. 310 Usage worn mask --- This ice-blue half-mask is adorned with a wicked silver grin that covers only the wearer's mouth. You gain a +2 item bonus to Intimidation checks. Activate—Hideous Wail Two Actions (concentrate, manipulate) Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 void damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Guise of the Smirking Devil Source Player Core 2 pg. 310 Price 700 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Guise of the Smirking Devil (Greater) Source Player Core 2 pg. 310 Price 35,000 gp --- The item bonus to Intimidation is +3. Activating a greater guise of the smirking devil casts wails of the damned (DC 41), affecting all living creatures in the area.","skill_mod":{},"summary":"This ice-blue half-mask is adorned with a wicked silver grin that covers only the wearer's mouth. You gain a +2 item bonus to Intimidation checks. ","primary_source":"Player Core 2","trait_group":["Sense","Equipment","Mechanics","Energy","Planar","Creature Type"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3434","name":"Guise of the Smirking Devil","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3434"},{"legacy_name":["Mask of the Banshee"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3434","weakness":{},"price":70000,"skill":["Intimidation"],"legacy_id":["equipment-738"],"trait":["Auditory","Invested","Magical","Void","Negative"],"id":"equipment-3434-3304","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Guise of the Smirking Devil Source Player Core 2 pg. 310 Usage worn mask --- This ice-blue half-mask is adorned with a wicked silver grin that covers only the wearer's mouth. You gain a +2 item bonus to Intimidation checks. Activate—Hideous Wail Two Actions (concentrate, manipulate) Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 void damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Guise of the Smirking Devil Source Player Core 2 pg. 310 Price 700 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Guise of the Smirking Devil (Greater) Source Player Core 2 pg. 310 Price 35,000 gp --- The item bonus to Intimidation is +3. Activating a greater guise of the smirking devil casts wails of the damned (DC 41), affecting all living creatures in the area.","skill_mod":{},"summary":"This ice-blue half-mask is adorned with a wicked silver grin that covers only the wearer's mouth. You gain a +2 item bonus to Intimidation checks.","primary_source":"Player Core 2","trait_group":["Sense","Equipment","Mechanics","Energy","Planar","Creature Type"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3434","name":"Guise of the Smirking Devil","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3434-3304"},{"legacy_name":["Mask of the Banshee"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3434","weakness":{},"price":3500000,"skill":["Intimidation"],"legacy_id":["equipment-738"],"trait":["Auditory","Invested","Magical","Void","Negative"],"id":"equipment-3434-3305","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Guise of the Smirking Devil Source Player Core 2 pg. 310 Usage worn mask --- This ice-blue half-mask is adorned with a wicked silver grin that covers only the wearer's mouth. You gain a +2 item bonus to Intimidation checks. Activate—Hideous Wail Two Actions (concentrate, manipulate) Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 void damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Guise of the Smirking Devil Source Player Core 2 pg. 310 Price 700 gp <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Guise of the Smirking Devil (Greater) Source Player Core 2 pg. 310 Price 35,000 gp --- The item bonus to Intimidation is +3. Activating a greater guise of the smirking devil casts wails of the damned (DC 41), affecting all living creatures in the area.","skill_mod":{},"summary":"The item bonus to Intimidation is +3. Activating a greater guise of the smirking devil casts wails of the damned (DC 41), affecting all living …","primary_source":"Player Core 2","trait_group":["Sense","Equipment","Mechanics","Energy","Planar","Creature Type"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3434","name":"Guise of the Smirking Devil (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3434-3305"},{"item_child_id":["equipment-3435-3306","equipment-3435-3307"],"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Diplomacy","Intimidation","Medicine","Nature","Occultism","Performance","Religion","Society","Stealth","Survival","Thievery","Acrobatics","Arcana","Athletics","Crafting","Deception","Diplomacy","Intimidation","Medicine","Nature","Occultism","Performance","Religion","Society","Stealth","Survival","Thievery"],"trait":["Divine","Focused","Invested"],"id":"equipment-3435","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Helm of Zeal Source Player Core 2 pg. 310 Usage worn headwear Bulk L --- This elaborate helmet is emblazoned with the divine symbols of a deity chosen when the helmet was crafted. You gain a +2 item bonus to that deity's Divine Skill. Activate—Rally to the cause Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a devotion spell. If you don't spend this Focus Point by the end of this turn, it's lost. Activate—Divine Fervor Free Action (concentrate) Frequency once per day; Trigger You've just used your champion's reaction; Effect You gain an additional reaction you can use only for your champion's reaction. You lose this reaction if you don't use it by the start of your next turn. Craft Requirements You're a champion of the deity represented by the helmet. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Helm of Zeal Source Player Core 2 pg. 310 Price 1,250 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Helm of Zeal (Greater) Source Player Core 2 pg. 310 Price 21,000 gp Bulk L --- The item bonus to the deity's Divine Skill is +3. You can activate Divine Fervor once per hour.","skill_mod":{},"summary":"This elaborate helmet is emblazoned with the divine symbols of a deity chosen when the helmet was crafted. You gain a +2 item bonus to that deity's …","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3435","name":"Helm of Zeal","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3435"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3435","weakness":{},"price":125000,"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Diplomacy","Intimidation","Medicine","Nature","Occultism","Performance","Religion","Society","Stealth","Survival","Thievery"],"trait":["Divine","Focused","Invested"],"id":"equipment-3435-3306","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Helm of Zeal Source Player Core 2 pg. 310 Usage worn headwear Bulk L --- This elaborate helmet is emblazoned with the divine symbols of a deity chosen when the helmet was crafted. You gain a +2 item bonus to that deity's Divine Skill. Activate—Rally to the cause Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a devotion spell. If you don't spend this Focus Point by the end of this turn, it's lost. Activate—Divine Fervor Free Action (concentrate) Frequency once per day; Trigger You've just used your champion's reaction; Effect You gain an additional reaction you can use only for your champion's reaction. You lose this reaction if you don't use it by the start of your next turn. Craft Requirements You're a champion of the deity represented by the helmet. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Helm of Zeal Source Player Core 2 pg. 310 Price 1,250 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Helm of Zeal (Greater) Source Player Core 2 pg. 310 Price 21,000 gp Bulk L --- The item bonus to the deity's Divine Skill is +3. You can activate Divine Fervor once per hour.","skill_mod":{},"summary":"This elaborate helmet is emblazoned with the divine symbols of a deity chosen when the helmet was crafted. You gain a +2 item bonus to that deity's …","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Equipment"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3435","name":"Helm of Zeal","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3435-3306"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3435","weakness":{},"price":2100000,"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Diplomacy","Intimidation","Medicine","Nature","Occultism","Performance","Religion","Society","Stealth","Survival","Thievery"],"trait":["Divine","Focused","Invested"],"id":"equipment-3435-3307","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Helm of Zeal Source Player Core 2 pg. 310 Usage worn headwear Bulk L --- This elaborate helmet is emblazoned with the divine symbols of a deity chosen when the helmet was crafted. You gain a +2 item bonus to that deity's Divine Skill. Activate—Rally to the cause Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a devotion spell. If you don't spend this Focus Point by the end of this turn, it's lost. Activate—Divine Fervor Free Action (concentrate) Frequency once per day; Trigger You've just used your champion's reaction; Effect You gain an additional reaction you can use only for your champion's reaction. You lose this reaction if you don't use it by the start of your next turn. Craft Requirements You're a champion of the deity represented by the helmet. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Helm of Zeal Source Player Core 2 pg. 310 Price 1,250 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Helm of Zeal (Greater) Source Player Core 2 pg. 310 Price 21,000 gp Bulk L --- The item bonus to the deity's Divine Skill is +3. You can activate Divine Fervor once per hour.","skill_mod":{},"summary":"The item bonus to the deity's Divine Skill is +3. You can activate Divine Fervor once per hour.","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Equipment"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3435","name":"Helm of Zeal (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3435-3307"},{"item_child_id":["equipment-3436-3308","equipment-3436-3309"],"primary_source_category":"Rulebooks","usage":"worn mask","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Religion","Religion"],"trait":["Divine","Focused","Invested"],"id":"equipment-3436","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Prognostic Veil Source Player Core 2 pg. 310 Usage worn mask --- This gauzy purple veil is embroidered with symbols of divinatory significance. As your curse worsens, the veil ripples in an ever-increasing unseen wind. You gain a +2 item bonus to Religion checks. Activate—Remember the Future Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a revelation spell. If you don't spend this Focus Point by the end of this turn, it's lost. Activate—Twist the Skeins of Fate Reaction (concentrate) Frequency oncer per day; Trigger An ally within 30 feet is about to attempt a saving throw; Requirements You have the cursebound condition; Effect The ally gains a status bonus to the saving throw equal to the value of your cursebound condition. Craft Requirements You're an oracle. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Prognostic Veil Source Player Core 2 pg. 310 Price 1,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Prognostic Veil (Greater) Source Player Core 2 pg. 310 Price 21,000 gp --- The item bonus to Religion checks is +3. You can activate Twist the Skeins of Fate for an attack roll or a saving throw.","skill_mod":{},"summary":"This gauzy purple veil is embroidered with symbols of divinatory significance. As your curse worsens, the veil ripples in an ever-increasing unseen …","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3436","name":"Prognostic Veil","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3436"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3436","weakness":{},"price":100000,"skill":["Religion"],"trait":["Divine","Focused","Invested"],"id":"equipment-3436-3308","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Prognostic Veil Source Player Core 2 pg. 310 Usage worn mask --- This gauzy purple veil is embroidered with symbols of divinatory significance. As your curse worsens, the veil ripples in an ever-increasing unseen wind. You gain a +2 item bonus to Religion checks. Activate—Remember the Future Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a revelation spell. If you don't spend this Focus Point by the end of this turn, it's lost. Activate—Twist the Skeins of Fate Reaction (concentrate) Frequency oncer per day; Trigger An ally within 30 feet is about to attempt a saving throw; Requirements You have the cursebound condition; Effect The ally gains a status bonus to the saving throw equal to the value of your cursebound condition. Craft Requirements You're an oracle. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Prognostic Veil Source Player Core 2 pg. 310 Price 1,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Prognostic Veil (Greater) Source Player Core 2 pg. 310 Price 21,000 gp --- The item bonus to Religion checks is +3. You can activate Twist the Skeins of Fate for an attack roll or a saving throw.","skill_mod":{},"summary":"This gauzy purple veil is embroidered with symbols of divinatory significance. As your curse worsens, the veil ripples in an ever-increasing unseen …","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3436","name":"Prognostic Veil","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3436-3308"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3436","weakness":{},"price":2100000,"skill":["Religion"],"trait":["Divine","Focused","Invested"],"id":"equipment-3436-3309","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Prognostic Veil Source Player Core 2 pg. 310 Usage worn mask --- This gauzy purple veil is embroidered with symbols of divinatory significance. As your curse worsens, the veil ripples in an ever-increasing unseen wind. You gain a +2 item bonus to Religion checks. Activate—Remember the Future Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a revelation spell. If you don't spend this Focus Point by the end of this turn, it's lost. Activate—Twist the Skeins of Fate Reaction (concentrate) Frequency oncer per day; Trigger An ally within 30 feet is about to attempt a saving throw; Requirements You have the cursebound condition; Effect The ally gains a status bonus to the saving throw equal to the value of your cursebound condition. Craft Requirements You're an oracle. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Prognostic Veil Source Player Core 2 pg. 310 Price 1,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Prognostic Veil (Greater) Source Player Core 2 pg. 310 Price 21,000 gp --- The item bonus to Religion checks is +3. You can activate Twist the Skeins of Fate for an attack roll or a saving throw.","skill_mod":{},"summary":"The item bonus to Religion checks is +3. You can activate Twist the Skeins of Fate for an attack roll or a saving throw.","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Equipment"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3436","name":"Prognostic Veil (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3436-3309"},{"item_child_id":["equipment-3437-3310","equipment-3437-3311"],"primary_source_category":"Rulebooks","usage":"worn","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Crafting","Thievery","Crafting","Thievery"],"legacy_id":["equipment-457"],"trait":["Invested","Magical"],"id":"equipment-3437","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Ring of Maniacal Devices Source Player Core 2 pg. 310 Usage worn --- This magic ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an Interact action to pull a thieves' toolkit from the ring. This toolkit appears in your hand and any part of it folds back into the ring if they would leave your possession. They grant you a +2 item bonus to Thievery checks to Disable a Device and to Pick a Lock, and the ring's insights grant you the same bonus to Crafting checks to Craft and Repair snares and traps. Activate—Fireball Trap 10 minutes (manipulate) Frequency once per day; Effect You create the effects of a rune trap ritual containing fireball . You can have only one trapped rune from a ring of maniacal devices active at a time, even if you have multiple rings, and the rune disappears if you lose your investiture in the ring. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Ring of Maniacal Devices Source Player Core 2 pg. 310, Core Rulebook pg. 614 Price 1,175 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ring of Maniacal Devices (Greater) Source Player Core 2 pg. 310, Core Rulebook pg. 614 Price 21,000 gp --- The ring grants a +3 bonus. Activating it creates a rune trap containing your choice of either a 7th-rank howling blizzard or a 7th-rank fireball .","skill_mod":{},"summary":"This magic ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an Interact …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3437","name":"Ring of Maniacal Devices","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3437"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3437","weakness":{},"price":117500,"skill":["Crafting","Thievery"],"legacy_id":["equipment-457"],"trait":["Invested","Magical"],"id":"equipment-3437-3310","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Ring of Maniacal Devices Source Player Core 2 pg. 310 Usage worn --- This magic ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an Interact action to pull a thieves' toolkit from the ring. This toolkit appears in your hand and any part of it folds back into the ring if they would leave your possession. They grant you a +2 item bonus to Thievery checks to Disable a Device and to Pick a Lock, and the ring's insights grant you the same bonus to Crafting checks to Craft and Repair snares and traps. Activate—Fireball Trap 10 minutes (manipulate) Frequency once per day; Effect You create the effects of a rune trap ritual containing fireball . You can have only one trapped rune from a ring of maniacal devices active at a time, even if you have multiple rings, and the rune disappears if you lose your investiture in the ring. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Ring of Maniacal Devices Source Player Core 2 pg. 310, Core Rulebook pg. 614 Price 1,175 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ring of Maniacal Devices (Greater) Source Player Core 2 pg. 310, Core Rulebook pg. 614 Price 21,000 gp --- The ring grants a +3 bonus. Activating it creates a rune trap containing your choice of either a 7th-rank howling blizzard or a 7th-rank fireball .","skill_mod":{},"summary":"This magic ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an Interact …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3437","name":"Ring of Maniacal Devices","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3437-3310"},{"legacy_name":["Ring of Maniacal Devices"],"primary_source_category":"Rulebooks","usage":"worn","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3437","weakness":{},"price":2100000,"skill":["Crafting","Thievery"],"legacy_id":["equipment-457"],"trait":["Invested","Magical"],"id":"equipment-3437-3311","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Ring of Maniacal Devices Source Player Core 2 pg. 310 Usage worn --- This magic ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an Interact action to pull a thieves' toolkit from the ring. This toolkit appears in your hand and any part of it folds back into the ring if they would leave your possession. They grant you a +2 item bonus to Thievery checks to Disable a Device and to Pick a Lock, and the ring's insights grant you the same bonus to Crafting checks to Craft and Repair snares and traps. Activate—Fireball Trap 10 minutes (manipulate) Frequency once per day; Effect You create the effects of a rune trap ritual containing fireball . You can have only one trapped rune from a ring of maniacal devices active at a time, even if you have multiple rings, and the rune disappears if you lose your investiture in the ring. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Ring of Maniacal Devices Source Player Core 2 pg. 310, Core Rulebook pg. 614 Price 1,175 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Ring of Maniacal Devices (Greater) Source Player Core 2 pg. 310, Core Rulebook pg. 614 Price 21,000 gp --- The ring grants a +3 bonus. Activating it creates a rune trap containing your choice of either a 7th-rank howling blizzard or a 7th-rank fireball .","skill_mod":{},"summary":"The ring grants a +3 bonus. Activating it creates a rune trap containing your choice of either a 7th-rank howling blizzard or a 7th-rank …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3437","name":"Ring of Maniacal Devices (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3437-3311"},{"item_child_id":["equipment-3438-3312","equipment-3438-3313"],"primary_source_category":"Rulebooks","usage":"worn","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"trait":["Focused","Invested","Magical"],"id":"equipment-3438","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Sanguine Pendant Source Player Core 2 pg. 310 Usage worn --- This clear crystal pendant contains a drop of blood from a sorcerer that expands and contracts as you cast spells. A sanguine pendant is associated with a specific sorcerer bloodline, and only sorcerers with that bloodline can invest this item. This item gains the trait matching the tradition of that bloodline. The pendant grants a +2 item bonus to both of your bloodline skills. Activate—Blood's Call Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a bloodline spell. If you don't spend this Focus Point by the end of this turn, it's lost. Craft Requirements You're a sorcerer with the associated bloodline. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sanguine Pendant Source Player Core 2 pg. 310 Price 1,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sanguine Pendant (Greater) Source Player Core 2 pg. 310 Price 13,000 gp --- The item bonus to your bloodline skills is +3.","skill_mod":{},"summary":"This clear crystal pendant contains a drop of blood from a sorcerer that expands and contracts as you cast spells. A sanguine pendant is associated …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3438","name":"Sanguine Pendant","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3438"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3438","weakness":{},"price":100000,"trait":["Focused","Invested","Magical"],"id":"equipment-3438-3312","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Sanguine Pendant Source Player Core 2 pg. 310 Usage worn --- This clear crystal pendant contains a drop of blood from a sorcerer that expands and contracts as you cast spells. A sanguine pendant is associated with a specific sorcerer bloodline, and only sorcerers with that bloodline can invest this item. This item gains the trait matching the tradition of that bloodline. The pendant grants a +2 item bonus to both of your bloodline skills. Activate—Blood's Call Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a bloodline spell. If you don't spend this Focus Point by the end of this turn, it's lost. Craft Requirements You're a sorcerer with the associated bloodline. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sanguine Pendant Source Player Core 2 pg. 310 Price 1,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sanguine Pendant (Greater) Source Player Core 2 pg. 310 Price 13,000 gp --- The item bonus to your bloodline skills is +3.","skill_mod":{},"summary":"This clear crystal pendant contains a drop of blood from a sorcerer that expands and contracts as you cast spells. A sanguine pendant is associated …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3438","name":"Sanguine Pendant","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3438-3312"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3438","weakness":{},"price":1300000,"trait":["Focused","Invested","Magical"],"id":"equipment-3438-3313","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Sanguine Pendant Source Player Core 2 pg. 310 Usage worn --- This clear crystal pendant contains a drop of blood from a sorcerer that expands and contracts as you cast spells. A sanguine pendant is associated with a specific sorcerer bloodline, and only sorcerers with that bloodline can invest this item. This item gains the trait matching the tradition of that bloodline. The pendant grants a +2 item bonus to both of your bloodline skills. Activate—Blood's Call Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a bloodline spell. If you don't spend this Focus Point by the end of this turn, it's lost. Craft Requirements You're a sorcerer with the associated bloodline. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sanguine Pendant Source Player Core 2 pg. 310 Price 1,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sanguine Pendant (Greater) Source Player Core 2 pg. 310 Price 13,000 gp --- The item bonus to your bloodline skills is +3.","skill_mod":{},"summary":"The item bonus to your bloodline skills is +3.","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3438","name":"Sanguine Pendant (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3438-3313"},{"item_child_id":["equipment-3439-3314","equipment-3439-3315"],"primary_source_category":"Rulebooks","usage":"worn","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Acrobatics","Athletics","Acrobatics","Athletics"],"trait":["Focused","Invested","Magical"],"id":"equipment-3439","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Sash of Prowess Source Player Core 2 pg. 310 Usage worn --- This humble sash can be worn around the waist or across the chest. A sash of prowess often bears a coloration or a pattern that represents the monastery in which you trained but can also sport religious symbology, such as the open hand of Irori. You gain a +2 item bonus to Acrobatics and Athletics skill checks. Activate—Effortless Mastery Free Action (concentrate) Frequency once per day; Requirements You succeed at an Acrobatics or Athletics skill check; Effect You critically succeed instead. Activate—Reserves of Inner Strength Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a qi spell. If you don't spend this Focus Point by the end of this turn, it's lost. Craft Requirements You're a monk who can cast qi spells. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sash of Prowess Source Player Core 2 pg. 310 Price 1,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sash of Prowess (Greater) Source Player Core 2 pg. 310 Price 13,000 gp --- The item bonus to both skills is +3.","skill_mod":{},"summary":"This humble sash can be worn around the waist or across the chest. A sash of prowess often bears a coloration or a pattern that represents the …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3439","name":"Sash of Prowess","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3439"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3439","weakness":{},"price":100000,"skill":["Acrobatics","Athletics"],"trait":["Focused","Invested","Magical"],"id":"equipment-3439-3314","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Sash of Prowess Source Player Core 2 pg. 310 Usage worn --- This humble sash can be worn around the waist or across the chest. A sash of prowess often bears a coloration or a pattern that represents the monastery in which you trained but can also sport religious symbology, such as the open hand of Irori. You gain a +2 item bonus to Acrobatics and Athletics skill checks. Activate—Effortless Mastery Free Action (concentrate) Frequency once per day; Requirements You succeed at an Acrobatics or Athletics skill check; Effect You critically succeed instead. Activate—Reserves of Inner Strength Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a qi spell. If you don't spend this Focus Point by the end of this turn, it's lost. Craft Requirements You're a monk who can cast qi spells. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sash of Prowess Source Player Core 2 pg. 310 Price 1,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sash of Prowess (Greater) Source Player Core 2 pg. 310 Price 13,000 gp --- The item bonus to both skills is +3.","skill_mod":{},"summary":"This humble sash can be worn around the waist or across the chest. A sash of prowess often bears a coloration or a pattern that represents the …","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3439","name":"Sash of Prowess","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3439-3314"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Player Core 2"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3439","weakness":{},"price":1300000,"skill":["Acrobatics","Athletics"],"trait":["Focused","Invested","Magical"],"id":"equipment-3439-3315","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Sash of Prowess Source Player Core 2 pg. 310 Usage worn --- This humble sash can be worn around the waist or across the chest. A sash of prowess often bears a coloration or a pattern that represents the monastery in which you trained but can also sport religious symbology, such as the open hand of Irori. You gain a +2 item bonus to Acrobatics and Athletics skill checks. Activate—Effortless Mastery Free Action (concentrate) Frequency once per day; Requirements You succeed at an Acrobatics or Athletics skill check; Effect You critically succeed instead. Activate—Reserves of Inner Strength Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a qi spell. If you don't spend this Focus Point by the end of this turn, it's lost. Craft Requirements You're a monk who can cast qi spells. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Sash of Prowess Source Player Core 2 pg. 310 Price 1,000 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Sash of Prowess (Greater) Source Player Core 2 pg. 310 Price 13,000 gp --- The item bonus to both skills is +3.","skill_mod":{},"summary":"The item bonus to both skills is +3.","primary_source":"Player Core 2","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3439","name":"Sash of Prowess (Greater)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3439-3315"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","school":"enchantment","price":100000,"trait":["Divine","Enchantment","Magical","Unique"],"id":"equipment-3442","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Clockwork Songbird May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 181 Price 1,000 gp Usage held in 1 hand Bulk L --- Originally constructed by the Thassilonian wizard Liralarue to serve as a key for a treasure vault, this clockwork songbird has other functions as well. Liralarue took the songbird apart once she realized Thassilon faced a mysterious doom, then hid the parts in her domain. The parts survived but never traveled too far from the region that would become known as the Sandpoint Hinterlands. Before the clockwork songbird can be used, its six components (the body, the left and right wings a one piece, the legs and tail, the head, and the winding key) must first be recovered. Once all six parts are at hand, a character can reassemble the clockwork songbird as a 1-hour activity that requires a DC 27 Crafting check. A character who critically fails at this check causes the components to generate a blast of devastating sound, inflicting 7d6 sonic damage to the character (DC 27 basic Reflex save). Once reconstructed, the clockwork songbird can be activated in the following three ways. Activate Two Actions Interact; Effect The clockwork songbird animates and sings a complex birdsong that lasts for 1 minute. The song is soothing and pleasant but impossible to accurately repeat, as each time the clockwork is activated in this way, its next song differs slightly. Regardless, this activation also functions to activate the portal in area H13 in the Pit. Activate Two Actions Interact (10 minutes); Frequency once per day; Effect The songbird leaps into the air and flies in a circle, swooping around an area around you for 10 minutes as it sings. The songbird never travels further than 50 feet from the location where you activated it. It returns to that location at the end of the duration, at which point the songbird casts private sanctum at that location before going quiet once again. The effect remains in place for 24 hours. Activate Two Actions Interact; Frequency once per day; Effect You place the clockwork songbird on a stable surface, and it casts an alarm spell heightened to 3rd level to your specifications. When the alarm is triggered, it does so in the form of a loud warbling birdsong sung by the clockwork. If the clockwork songbird is moved from its location before the alarm spell's duration has run its course, the spell ends.\n","skill_mod":{},"summary":"Originally constructed by the Thassilonian wizard Liralarue to serve as a key for a treasure vault, this clockwork songbird has other functions as …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Tradition","School","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3442","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"Clockwork Songbird","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3442"},{"item_child_id":["equipment-3443-3322","equipment-3443-3323","equipment-3443-3324"],"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","school":"enchantment","trait":["Enchantment","Magical","Uncommon"],"id":"equipment-3443","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Cultist Cowl May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 181 Usage worn cloak --- The fabric of a cultist cowl is either raspy burlap, durable cotton, or fine silk, depending on the item's power (and thus the implied import of the worshipper who wears it). When a character who worships a single deity dons a cultist cowl, the cowl's colors change to match those sacred to that deity, and the deity's symbol or rune appears on the lower front of the cowl that hangs just over the chest. These colors and symbols remain until a different worshipper wears the cowl. While worn, you gain a +1 item bonus to Religion checks. You also gain a +1 item bonus to all skill checks attempted to aid a ritual by being a secondary caster. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Cultist Cowl Source Pathfinder #200: Seven Dooms for Sandpoint pg. 181 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Cultist Cowl (Greater) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 181 Price 650 gp --- The cowl grants a +2 item bonus, and this bonus also applies to checks attempted as a primary caster to perform a ritual. The cowl can also be activated. Activate Two Actions envision, command; Frequency once per day; Effect The cowl casts crisis of faith (DC 25 Will) to your specification. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Cultist Cowl (Major) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 181 Price 14,000 gp --- The cowl grants a +3 item bonus, and this bonus also applies to checks attempted as a primary caster to perform a ritual. The cowl can also be activated. Activate Two Actions envision, command; Frequency once per hour; Effect The cowl casts crisis of faith (DC 37 Will) heightened to 7th-level to your specification.","skill_mod":{},"summary":"The fabric of a cultist cowl is either raspy burlap, durable cotton, or fine silk, depending on the item's power (and thus the implied import of …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["School","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3443","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"Cultist Cowl","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3443"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3443","weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","school":"enchantment","price":6000,"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-3443-3322","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Cultist Cowl May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 181 Usage worn cloak --- The fabric of a cultist cowl is either raspy burlap, durable cotton, or fine silk, depending on the item's power (and thus the implied import of the worshipper who wears it). When a character who worships a single deity dons a cultist cowl, the cowl's colors change to match those sacred to that deity, and the deity's symbol or rune appears on the lower front of the cowl that hangs just over the chest. These colors and symbols remain until a different worshipper wears the cowl. While worn, you gain a +1 item bonus to Religion checks. You also gain a +1 item bonus to all skill checks attempted to aid a ritual by being a secondary caster. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Cultist Cowl Source Pathfinder #200: Seven Dooms for Sandpoint pg. 181 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Cultist Cowl (Greater) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 181 Price 650 gp --- The cowl grants a +2 item bonus, and this bonus also applies to checks attempted as a primary caster to perform a ritual. The cowl can also be activated. Activate Two Actions envision, command; Frequency once per day; Effect The cowl casts crisis of faith (DC 25 Will) to your specification. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Cultist Cowl (Major) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 181 Price 14,000 gp --- The cowl grants a +3 item bonus, and this bonus also applies to checks attempted as a primary caster to perform a ritual. The cowl can also be activated. Activate Two Actions envision, command; Frequency once per hour; Effect The cowl casts crisis of faith (DC 37 Will) heightened to 7th-level to your specification.","skill_mod":{},"summary":"The fabric of a cultist cowl is either raspy burlap, durable cotton, or fine silk, depending on the item's power (and thus the implied import of …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["School","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3443","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"Cultist Cowl","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3443-3322"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3443","weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","school":"enchantment","price":65000,"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-3443-3323","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Cultist Cowl May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 181 Usage worn cloak --- The fabric of a cultist cowl is either raspy burlap, durable cotton, or fine silk, depending on the item's power (and thus the implied import of the worshipper who wears it). When a character who worships a single deity dons a cultist cowl, the cowl's colors change to match those sacred to that deity, and the deity's symbol or rune appears on the lower front of the cowl that hangs just over the chest. These colors and symbols remain until a different worshipper wears the cowl. While worn, you gain a +1 item bonus to Religion checks. You also gain a +1 item bonus to all skill checks attempted to aid a ritual by being a secondary caster. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Cultist Cowl Source Pathfinder #200: Seven Dooms for Sandpoint pg. 181 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Cultist Cowl (Greater) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 181 Price 650 gp --- The cowl grants a +2 item bonus, and this bonus also applies to checks attempted as a primary caster to perform a ritual. The cowl can also be activated. Activate Two Actions envision, command; Frequency once per day; Effect The cowl casts crisis of faith (DC 25 Will) to your specification. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Cultist Cowl (Major) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 181 Price 14,000 gp --- The cowl grants a +3 item bonus, and this bonus also applies to checks attempted as a primary caster to perform a ritual. The cowl can also be activated. Activate Two Actions envision, command; Frequency once per hour; Effect The cowl casts crisis of faith (DC 37 Will) heightened to 7th-level to your specification.","skill_mod":{},"summary":"The cowl grants a +2 item bonus, and this bonus also applies to checks attempted as a primary caster to perform a ritual. The cowl can also be …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3443","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"Cultist Cowl (Greater)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3443-3323"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3443","weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","school":"enchantment","price":1400000,"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-3443-3324","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Cultist Cowl May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 181 Usage worn cloak --- The fabric of a cultist cowl is either raspy burlap, durable cotton, or fine silk, depending on the item's power (and thus the implied import of the worshipper who wears it). When a character who worships a single deity dons a cultist cowl, the cowl's colors change to match those sacred to that deity, and the deity's symbol or rune appears on the lower front of the cowl that hangs just over the chest. These colors and symbols remain until a different worshipper wears the cowl. While worn, you gain a +1 item bonus to Religion checks. You also gain a +1 item bonus to all skill checks attempted to aid a ritual by being a secondary caster. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Cultist Cowl Source Pathfinder #200: Seven Dooms for Sandpoint pg. 181 Price 60 gp <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Cultist Cowl (Greater) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 181 Price 650 gp --- The cowl grants a +2 item bonus, and this bonus also applies to checks attempted as a primary caster to perform a ritual. The cowl can also be activated. Activate Two Actions envision, command; Frequency once per day; Effect The cowl casts crisis of faith (DC 25 Will) to your specification. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Cultist Cowl (Major) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 181 Price 14,000 gp --- The cowl grants a +3 item bonus, and this bonus also applies to checks attempted as a primary caster to perform a ritual. The cowl can also be activated. Activate Two Actions envision, command; Frequency once per hour; Effect The cowl casts crisis of faith (DC 37 Will) heightened to 7th-level to your specification.","skill_mod":{},"summary":"The cowl grants a +3 item bonus, and this bonus also applies to checks attempted as a primary caster to perform a ritual. The cowl can also be …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["School","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3443","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"Cultist Cowl (Major)","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3443-3324"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","school":"necromancy","price":3000,"trait":["Consumable","Magical","Necromancy","Oil","Rare"],"id":"equipment-3444","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Demortification Oil May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 182 Price 30 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- This foul-smelling oil has the appearance and odor of the greasy, thick fluids that seep from a decaying body. When you spread this oil on an intact corpse that has been dead no longer than 1 week, its decay fades and the corpse is restored to the condition it was just after death. Demortification oil can't undo damage done to a corpse after death, such as consumption by scavengers. Applied to a non-incorporeal undead, a dose of demortification oil grants the undead creature a +1 item bonus to Armor Class for 1 hour.\n","skill_mod":{},"summary":"This foul-smelling oil has the appearance and odor of the greasy, thick fluids that seep from a decaying body. When you spread this oil on an intact …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Equipment","Mechanics","School","Rarity"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3444","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"Demortification Oil","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-3444"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","school":"abjuration","price":7000,"trait":["Abjuration","Consumable","Divine","Uncommon"],"id":"equipment-3445","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Devil's Breath Incense May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 182 Price 70 gp Activate Single Action Interact --- This 6-inch-long stick of gray-green incense has an unsettling, oily look to it. When burned, a stick of devil's breath incense emits a brimstone-like stink and burns for 10 minutes. Varisian tales claim the stink of this incense closely matches the odor of the breath of the Sandpoint Devil, although it doesn't come close to the full stink of its flaming exhalations. A creature within 10 feet of a stick of burning devil's breath incense must succeed at a DC 23 Fortitude save or become sickened 1 (sickened 2 on a critical failure), after which they're temporarily immune to the incense for 1 hour. While a stick of devil's breath incense is burning, an adjacent creature can lean over the stick to inhale forcefully as an Interact action. Doing so consumes the entire stick immediately and automatically makes the creature sickened 3, but when the creature exhales its next breath, the cloud of smoke they breathe out attempts to carry with it a single curse the creature is afflicted by. The incense has a counteract level of 4 and a +12 modifier for the roll. If used to remove the effects of the Sandpoint Devil's Accursed Breath (or similar effects, such as the Cursed Flames that the goblin witch Minargul can create), the devil's breath incense automatically succeeds at removing the curse, regardless of the level of the curse itself.\n","skill_mod":{},"summary":"This 6-inch-long stick of gray-green incense has an unsettling, oily look to it. When burned, a stick of devil's breath incense emits a …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["School","Equipment","Tradition","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3445","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"Devil's Breath Incense","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3445"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","school":"conjuration","trait":["Artifact","Conjuration","Magical","Rare"],"id":"equipment-3446","text":"<title level=\"1\" right=\"Item 20\" pfs=\"\" > Dream Lens May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 182 Bulk 10 --- The Dream Lens is located far from Sandpoint, housed in an obelisk of pink-veined marble in the lost city of Ilvarandin deep down in the Vaults of Orv. Here, this sinister artifact can capture the dreaming mind of a mortal anywhere in the world who has fallen under the influence of midnight milk. The Dream Lens is a large convex crystal housed in a series of metal armatures, itself guarded by powerful constructs and arcane countermeasures. Activate Three Actions envision, Interact; Requirements You’re an intellect devourer whose mind has been linked to a user of midnight milk, and that creature is still dreaming in your mind; Effect The Dream Lens establishes a link between you and the dreaming host, allowing you to rip and tear into the host's mind from afar. You can attempt two talon Strikes against the dreaming creature, using the same attack modifier as your highest attack modifier. These strikes gain the death and mental traits, and damage caused by them is mental damage, not slashing damage. If this kills the target, the intellect devourer can use Body Thief against the target as a free action, teleporting from the Dream Lens directly into the skull of its new, freshly slain host. If these strikes don't kill the target, it can immediately attempt a new Fortitude save against the DC of the midnight milk it's currently under the effects of. If it succeeds at this saving throw, the target immediately awakes (retaining only vague memories of an awful nightmare) and is no longer affected by that dose of midnight milk.\n","skill_mod":{},"summary":"The Dream Lens is located far from Sandpoint, housed in an obelisk of pink-veined marble in the lost city of Ilvarandin deep down in the Vaults of …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Equipment","School","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3446","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"Dream Lens","bulk":10,"category":"equipment","rarity":"rare","slug":"equipment-3446"},{"primary_source_category":"Adventure Paths","usage":"etched onto a weapon","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","school":"illusion","price":25000,"trait":["Illusion","Magical","Uncommon"],"id":"equipment-3447","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Flickering May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 182 Price 250 gp Usage etched onto a weapon --- A flickering rune causes a weapon to shimmer, grow blurry and indistinct, and momentarily turn invisible at random intervals for a second or two. A flickering weapon adds its item bonus from its potency rune to the DC against attempts to Disarm or Steal it. On a critical hit, the weapon flashes bright pulses of color into the creature's eyes, dazzling the creature for 1 round (this effect has the visual trait). Activate Two Actions envision, command; Frequency once per day; Effect The flickering weapon casts blur to your specification.\n","skill_mod":{},"summary":"A flickering rune causes a weapon to shimmer, grow blurry and indistinct, and momentarily turn invisible at random intervals for a second or two. A …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["School","Monster","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=3447","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"Flickering","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3447"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Other","speed":{},"weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","school":"divination","trait":["Divination","Magical","Unique"],"id":"equipment-3448","text":"<title level=\"1\" right=\"Item 7\" pfs=\"\" > Ghost Stone May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 183 Bulk 18 --- The Ghost Stone is a stationary magic item, a 10-foot-long spindle-shaped crystal floating and slowly rotating within a hemispherical chamber in the Pit (area E10 ). If moved from this chamber, the Ghost Stone is destroyed. It can also be destroyed via damage (AC 28, Hardness 16, HP 60). If it's destroyed, the trapped Varisian spirits within are finally released; as a vortex of vaguely humanoid shapes swirls around the room, all PCs in area E10 are filled with sensations of elation and freedom. The departing ghosts grant each PC the first activation result below, but after that, the Ghost Stone crashes to the ground and shatters into mundane crystal, forever destroyed. Activate Two Actions (command, envision, Interact); Effect The Ghost Stone grants a terrifying vision of doom. For the PCs, this vision is of seven apocalyptic dooms that descend upon Sandpoint. Activate Two Actions 10 minutes (command, envision, Interact); Frequency once per day; Effect The Ghost Stone casts read omens to your specifications.\n","skill_mod":{},"summary":"The Ghost Stone is a stationary magic item, a 10-foot-long spindle-shaped crystal floating and slowly rotating within a hemispherical chamber in …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["School","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3448","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"Ghost Stone","bulk":18,"category":"equipment","rarity":"unique","slug":"equipment-3448"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","school":"conjuration","price":70000,"trait":["Chaotic","Conjuration","Magical","Unique"],"id":"equipment-3449","text":"<title level=\"1\" right=\"Item 9\" pfs=\"\" > The Hollow Star May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 183 Price 700 gp Usage held in 1 hand Bulk 1 --- This roughly spherical mass of orange crystal is about the size of a human head. The sphere is opaque but glows from within as if it contained a bright flickering flame—the Hollow Star emits bright light in a 60-foot radius (and dim light to the next 60 feet). Any creature within the bright light of the Hollow Star gains a +1 item bonus to Occultism checks. Deros in the bright light shed by the Hollow Star suffer distracting but pleasant hallucinations and strange visions, and they become stupefied 1 when in this illumination. If you're lawful, you're enfeebled 2 while carrying the Hollow Star . If you touch the Hollow Star , your dreams the next time you sleep are strange, unsettling, hard to remember, and carry a vague sense of elation, doom, or both. Upon awakening, you must succeed at a DC 25 Will save or become stupefied 1 by unsettling dreams that feel disturbingly like memories from a life lived on a distant dying planet. The Keepers of the Hollow Star believe that this unique magical item, if allowed to bathe for an unspecified amount of time in sunlight, will bring Azathoth into that world's sun to destroy it. However, the item has no actual capacity to do so. Yet. Activate Reaction (divination) Trigger You cast a spell or use an effect that has the linguistic trait; Effect You speak in Aklo when using the linguistic spell or effect, even if you don't normally speak Aklo. If the spell or effect requires a spell attack roll, you gain a +1 item bonus to the roll. If the spell or effect can be resisted with a saving throw, all saves against the effect suffer a –1 item penalty. Activate Two Actions (death, emotion, fear, illusion, mental) Frequency once per day; Effect The Hollow Star casts phantasmal killer (DC 25). The target of this effect receives a brief but overwhelming vision of the world ending as an immense explosion in the sky expands to engulf the world. Activate Three Actions (conjuration) Frequency once per day; Effect The Hollow Star conjures an aberration to fight for you. This works like summon animal , except you summon a common creature that has the aberration trait and whose level is 3 or lower.\n","skill_mod":{},"summary":"This roughly spherical mass of orange crystal is about the size of a human head. The sphere is opaque but glows from within as if it contained a …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Alignment","School","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3449","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"The Hollow Star","bulk":1,"category":"equipment","rarity":"unique","slug":"equipment-3449"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Grimoires","speed":{},"weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","school":"enchantment","price":100000,"trait":["Enchantment","Grimoire","Magical","Rare"],"id":"equipment-3450","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Liar's Lexicon May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 184 Price 1,000 gp Bulk L --- The covers of this book are bound in scratchy, purple leather—hide harvested from a mind-manipulating wormlike monster known as a seugathi. The margins of this grimoire contain hundreds of tips and notes to avoid having your lies discovered. When you prepare spells from a liar's lexicon , you gain a +2 item bonus to Deception checks to Lie. Activate Single Action envision (metamagic) Frequency once per day; Effect If your next action is to cast a spell that has the emotion trait, your skill at manipulation and exploiting emotion enhance the spell. The spell gains the linguistic trait. Attempt a Deception check to Lie as you cast the spell against the Perception DC of all those observing you. Those you succeed against think you were merely talking, not casting a spell on a creature.\n","skill_mod":{},"summary":"The covers of this book are bound in scratchy, purple leather—hide harvested from a mind-manipulating wormlike monster known as a seugathi . The …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["School","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3450","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"Liar's Lexicon","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3450"},{"item_child_id":["equipment-3451-3325","equipment-3451-3326","equipment-3451-3327"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","trait":["Alchemical","Consumable","Drug","Ingested","Poison","Rare"],"id":"equipment-3451","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"\" > Midnight Milk May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 184 Usage held in 1 hand Bulk L Activate Single Action Interact --- Midnight milk is a strange and powerful drug, originally invented by the intellect devourers of the alien city of Ilvarandin to remotely steal the bodies of distant dreaming victims through the use of an artifact called the Dream Lens . Pure midnight milk is incredibly rare—almost all of that found beyond the vault of Ilvarandin is instead cut to reduce costs and expenses. Crafting a dose of this dangerous drug requires a wide range of reagents; the most difficult to acquire of these reagents are vials of refined “sweat” harvested via a mithral blade from the fleshy fronds of a rare form of cavetongue fungus known as authul, which grows wild only in remote corners of the Vaults of Orv. When an alchemist mixes midnight milk, they must do so while in a trancelike state that approximates the dreaming mind—a classic method of reaching this state involves the repetition of a wordless chant spoken in a specific meter and rhyme scheme (one that the poet Vumeshki unknowingly duplicated with his dream-inspired poem, “Ilvarandin”). Recently, an experimental form of the drug created by the alchemist Aliver Podiker has been developed, but so far, attempts to replicate refined midnight milk using these methods have met with failure. <title level=\"2\" right=\"Item 5\" pfs=\"\" > Midnight Milk (Experimental) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 184 Price 30 gp Bulk L --- Saving Throw DC 19 Fortitude; Onset 10 minutes ; Maximum Duration 8 hours; Stage 1 +2 item bonus to Perception (1 hour); Stage 2 fatigued (1 hour); Stage 3 unconscious (1 hour; while unconscious, the creature dreams of being drawn down into the Darklands to be ruled by sinister unseen forces—to the dreaming creature, the effect seems to last for years, and the creature is fatigued upon awakening from this stage) <title level=\"2\" right=\"Item 12\" pfs=\"\" > Midnight Milk (Refined) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 184 Price 400 gp Bulk L --- Saving Throw DC 29 Fortitude; Onset 1 minute; Maximum Duration 8 hours; Stage 1 +3 item bonus to Perception (1 hour); Stage 2 unconscious (1 hour; if the creature recovers from the dosage and wakes up before reaching Stage 3, they don't remember their vivid dreams but do wake up feeling revitalized as if they'd enjoyed a full 8 hours of sleep—this doesn't allow the creature to perform their daily preparations more often than once per day though); Stage 3 unconscious (1 hour; the vivid dreams the creature enjoys at Stage 2 shift into phantasmagoric nightmares as described in the text above—during this stage, the creature is a viable Dream Lens target, and once a creature recovers and awakens from Stage 3, they're fatigued) <title level=\"2\" right=\"Item 20\" pfs=\"\" > Midnight Milk (Pure) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 184 Price 14,000 gp Bulk L --- Saving Throw DC 43 Fortitude; Stage 1 +3 item bonus to Perception checks and Will saving throws; Stage 2 unconscious (1 hour; the creature endures phantasmagoric nightmares as described in the text above—during this stage, the creature is a viable Dream Lens target, and once a creature recovers and awakens from Stage 3, they're fatigued); Stage 3 as stage 2 (1 day)","skill_mod":{},"summary":"Midnight milk is a strange and powerful drug, originally invented by the intellect devourers of the alien city of Ilvarandin to remotely steal the …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Drugs","resistance":{},"url":"/Equipment.aspx?ID=3451","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"Midnight Milk","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-3451"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3451","weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","price":3000,"trait":["Alchemical","Consumable","Drug","Ingested","Poison","Rare"],"id":"equipment-3451-3325","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"\" > Midnight Milk May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 184 Usage held in 1 hand Bulk L Activate Single Action Interact --- Midnight milk is a strange and powerful drug, originally invented by the intellect devourers of the alien city of Ilvarandin to remotely steal the bodies of distant dreaming victims through the use of an artifact called the Dream Lens . Pure midnight milk is incredibly rare—almost all of that found beyond the vault of Ilvarandin is instead cut to reduce costs and expenses. Crafting a dose of this dangerous drug requires a wide range of reagents; the most difficult to acquire of these reagents are vials of refined “sweat” harvested via a mithral blade from the fleshy fronds of a rare form of cavetongue fungus known as authul, which grows wild only in remote corners of the Vaults of Orv. When an alchemist mixes midnight milk, they must do so while in a trancelike state that approximates the dreaming mind—a classic method of reaching this state involves the repetition of a wordless chant spoken in a specific meter and rhyme scheme (one that the poet Vumeshki unknowingly duplicated with his dream-inspired poem, “Ilvarandin”). Recently, an experimental form of the drug created by the alchemist Aliver Podiker has been developed, but so far, attempts to replicate refined midnight milk using these methods have met with failure. <title level=\"2\" right=\"Item 5\" pfs=\"\" > Midnight Milk (Experimental) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 184 Price 30 gp Bulk L --- Saving Throw DC 19 Fortitude; Onset 10 minutes ; Maximum Duration 8 hours; Stage 1 +2 item bonus to Perception (1 hour); Stage 2 fatigued (1 hour); Stage 3 unconscious (1 hour; while unconscious, the creature dreams of being drawn down into the Darklands to be ruled by sinister unseen forces—to the dreaming creature, the effect seems to last for years, and the creature is fatigued upon awakening from this stage) <title level=\"2\" right=\"Item 12\" pfs=\"\" > Midnight Milk (Refined) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 184 Price 400 gp Bulk L --- Saving Throw DC 29 Fortitude; Onset 1 minute; Maximum Duration 8 hours; Stage 1 +3 item bonus to Perception (1 hour); Stage 2 unconscious (1 hour; if the creature recovers from the dosage and wakes up before reaching Stage 3, they don't remember their vivid dreams but do wake up feeling revitalized as if they'd enjoyed a full 8 hours of sleep—this doesn't allow the creature to perform their daily preparations more often than once per day though); Stage 3 unconscious (1 hour; the vivid dreams the creature enjoys at Stage 2 shift into phantasmagoric nightmares as described in the text above—during this stage, the creature is a viable Dream Lens target, and once a creature recovers and awakens from Stage 3, they're fatigued) <title level=\"2\" right=\"Item 20\" pfs=\"\" > Midnight Milk (Pure) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 184 Price 14,000 gp Bulk L --- Saving Throw DC 43 Fortitude; Stage 1 +3 item bonus to Perception checks and Will saving throws; Stage 2 unconscious (1 hour; the creature endures phantasmagoric nightmares as described in the text above—during this stage, the creature is a viable Dream Lens target, and once a creature recovers and awakens from Stage 3, they're fatigued); Stage 3 as stage 2 (1 day)","skill_mod":{},"summary":"Saving Throw DC 19 Fortitude; Onset 10 minutes ; Maximum Duration 8 hours; Stage 1 +2 item bonus to Perception (1 hour); Stage 2 fatigued …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Drugs","onset":600,"resistance":{},"url":"/Equipment.aspx?ID=3451","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"Midnight Milk (Experimental)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-3451-3325"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":28800,"item_parent_id":"equipment-3451","weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","price":40000,"trait":["Alchemical","Consumable","Drug","Ingested","Poison","Rare"],"id":"equipment-3451-3326","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"\" > Midnight Milk May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 184 Usage held in 1 hand Bulk L Activate Single Action Interact --- Midnight milk is a strange and powerful drug, originally invented by the intellect devourers of the alien city of Ilvarandin to remotely steal the bodies of distant dreaming victims through the use of an artifact called the Dream Lens . Pure midnight milk is incredibly rare—almost all of that found beyond the vault of Ilvarandin is instead cut to reduce costs and expenses. Crafting a dose of this dangerous drug requires a wide range of reagents; the most difficult to acquire of these reagents are vials of refined “sweat” harvested via a mithral blade from the fleshy fronds of a rare form of cavetongue fungus known as authul, which grows wild only in remote corners of the Vaults of Orv. When an alchemist mixes midnight milk, they must do so while in a trancelike state that approximates the dreaming mind—a classic method of reaching this state involves the repetition of a wordless chant spoken in a specific meter and rhyme scheme (one that the poet Vumeshki unknowingly duplicated with his dream-inspired poem, “Ilvarandin”). Recently, an experimental form of the drug created by the alchemist Aliver Podiker has been developed, but so far, attempts to replicate refined midnight milk using these methods have met with failure. <title level=\"2\" right=\"Item 5\" pfs=\"\" > Midnight Milk (Experimental) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 184 Price 30 gp Bulk L --- Saving Throw DC 19 Fortitude; Onset 10 minutes ; Maximum Duration 8 hours; Stage 1 +2 item bonus to Perception (1 hour); Stage 2 fatigued (1 hour); Stage 3 unconscious (1 hour; while unconscious, the creature dreams of being drawn down into the Darklands to be ruled by sinister unseen forces—to the dreaming creature, the effect seems to last for years, and the creature is fatigued upon awakening from this stage) <title level=\"2\" right=\"Item 12\" pfs=\"\" > Midnight Milk (Refined) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 184 Price 400 gp Bulk L --- Saving Throw DC 29 Fortitude; Onset 1 minute; Maximum Duration 8 hours; Stage 1 +3 item bonus to Perception (1 hour); Stage 2 unconscious (1 hour; if the creature recovers from the dosage and wakes up before reaching Stage 3, they don't remember their vivid dreams but do wake up feeling revitalized as if they'd enjoyed a full 8 hours of sleep—this doesn't allow the creature to perform their daily preparations more often than once per day though); Stage 3 unconscious (1 hour; the vivid dreams the creature enjoys at Stage 2 shift into phantasmagoric nightmares as described in the text above—during this stage, the creature is a viable Dream Lens target, and once a creature recovers and awakens from Stage 3, they're fatigued) <title level=\"2\" right=\"Item 20\" pfs=\"\" > Midnight Milk (Pure) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 184 Price 14,000 gp Bulk L --- Saving Throw DC 43 Fortitude; Stage 1 +3 item bonus to Perception checks and Will saving throws; Stage 2 unconscious (1 hour; the creature endures phantasmagoric nightmares as described in the text above—during this stage, the creature is a viable Dream Lens target, and once a creature recovers and awakens from Stage 3, they're fatigued); Stage 3 as stage 2 (1 day)","skill_mod":{},"summary":"Saving Throw DC 29 Fortitude; Onset 1 minute; Maximum Duration 8 hours; Stage 1 +3 item bonus to Perception (1 hour); Stage 2 unconscious …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Drugs","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=3451","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"Midnight Milk (Refined)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-3451-3326"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3451","weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","price":1400000,"trait":["Alchemical","Consumable","Drug","Ingested","Poison","Rare"],"id":"equipment-3451-3327","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"\" > Midnight Milk May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 184 Usage held in 1 hand Bulk L Activate Single Action Interact --- Midnight milk is a strange and powerful drug, originally invented by the intellect devourers of the alien city of Ilvarandin to remotely steal the bodies of distant dreaming victims through the use of an artifact called the Dream Lens . Pure midnight milk is incredibly rare—almost all of that found beyond the vault of Ilvarandin is instead cut to reduce costs and expenses. Crafting a dose of this dangerous drug requires a wide range of reagents; the most difficult to acquire of these reagents are vials of refined “sweat” harvested via a mithral blade from the fleshy fronds of a rare form of cavetongue fungus known as authul, which grows wild only in remote corners of the Vaults of Orv. When an alchemist mixes midnight milk, they must do so while in a trancelike state that approximates the dreaming mind—a classic method of reaching this state involves the repetition of a wordless chant spoken in a specific meter and rhyme scheme (one that the poet Vumeshki unknowingly duplicated with his dream-inspired poem, “Ilvarandin”). Recently, an experimental form of the drug created by the alchemist Aliver Podiker has been developed, but so far, attempts to replicate refined midnight milk using these methods have met with failure. <title level=\"2\" right=\"Item 5\" pfs=\"\" > Midnight Milk (Experimental) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 184 Price 30 gp Bulk L --- Saving Throw DC 19 Fortitude; Onset 10 minutes ; Maximum Duration 8 hours; Stage 1 +2 item bonus to Perception (1 hour); Stage 2 fatigued (1 hour); Stage 3 unconscious (1 hour; while unconscious, the creature dreams of being drawn down into the Darklands to be ruled by sinister unseen forces—to the dreaming creature, the effect seems to last for years, and the creature is fatigued upon awakening from this stage) <title level=\"2\" right=\"Item 12\" pfs=\"\" > Midnight Milk (Refined) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 184 Price 400 gp Bulk L --- Saving Throw DC 29 Fortitude; Onset 1 minute; Maximum Duration 8 hours; Stage 1 +3 item bonus to Perception (1 hour); Stage 2 unconscious (1 hour; if the creature recovers from the dosage and wakes up before reaching Stage 3, they don't remember their vivid dreams but do wake up feeling revitalized as if they'd enjoyed a full 8 hours of sleep—this doesn't allow the creature to perform their daily preparations more often than once per day though); Stage 3 unconscious (1 hour; the vivid dreams the creature enjoys at Stage 2 shift into phantasmagoric nightmares as described in the text above—during this stage, the creature is a viable Dream Lens target, and once a creature recovers and awakens from Stage 3, they're fatigued) <title level=\"2\" right=\"Item 20\" pfs=\"\" > Midnight Milk (Pure) Source Pathfinder #200: Seven Dooms for Sandpoint pg. 184 Price 14,000 gp Bulk L --- Saving Throw DC 43 Fortitude; Stage 1 +3 item bonus to Perception checks and Will saving throws; Stage 2 unconscious (1 hour; the creature endures phantasmagoric nightmares as described in the text above—during this stage, the creature is a viable Dream Lens target, and once a creature recovers and awakens from Stage 3, they're fatigued); Stage 3 as stage 2 (1 day)","skill_mod":{},"summary":"Saving Throw DC 43 Fortitude; Stage 1 +3 item bonus to Perception checks and Will saving throws; Stage 2 unconscious (1 hour; the creature …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"Drugs","resistance":{},"url":"/Equipment.aspx?ID=3451","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"Midnight Milk (Pure)","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"rare","slug":"equipment-3451-3327"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Relics","speed":{},"weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","trait":["Air","Divine","Relic","Unique"],"id":"equipment-3452","text":"<title level=\"1\" right=\"Item 6\" pfs=\"\" > Monarch May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 184 Usage held in 1 hand Bulk L --- Monarch is an ancient starknife, once wielded by a priest of the Desnan sect known as the Order of the Starless Night, an organization devoted to protecting Golarion from the horrors of the Dark Tapestry. The weapon is made of low-grade silver, and its blades gleam with soft light, equivalent to that of a candle (the glow can be extinguished or activated by the weapon's carrier by activating Monarch as an envision action). The blades bear etchings of monarch butterflies in flight. When discovered in the Pit, Monarch functions as a +1 striking returning starknife that can't have additional property runes, as it's a specific item. Monarch deals an additional 1d6 damage to creatures with the aberration trait, provided the creature isn't disguised as another creature. Activate 10 minutes (envision, Interact); Frequency once per day; Requirements Monarch must possess a major gift; Effect Monarch casts dream message (heightened to 4th level) to your specifications. --- Minor Gifts : wind barrier, word of faith Major Gifts : propelling winds, righteous call Grand Gift : azata's grace\n","element":["Air"],"skill_mod":{},"summary":" Monarch is an ancient starknife, once wielded by a priest of the Desnan sect known as the Order of the Starless Night, an organization devoted to …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Elemental","Planar","Monster","Tradition","Equipment","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3452","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"Monarch","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-3452"},{"primary_source_category":"Adventure Paths","usage":"etched onto a weapon","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","school":"enchantment","price":25000,"trait":["Enchantment","Magical","Uncommon"],"id":"equipment-3453","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Nightmare May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 185 Price 250 gp Usage etched onto a weapon --- A nightmare rune creates minor phantasmal alterations to a weapon's appearance so that those who look upon it see subtle reminders of their deepest fears. An arachnophobe might interpret the cross guard of a nightmare longsword to look like curving, twitching spider legs, for example, while someone who's afraid of sickness might see a nightmare club as a diseased length of bone crawling with flies. These images are all in the mind of the observer, but they also infuse the weapon with additional power. When you hit with a nightmare weapon, add 1d6 mental damage to the damage dealt. In addition, on a critical hit, the target becomes stupefied 1 by overwhelming visions in their mind of personal horrors that linger. If you critically hit a creature that's already stupefied, it becomes frightened 2 as well. These critical hit effects have the emotion, fear, and mental traits. Activate 10 minutes (envision, Interact); Frequency once per day; Effect The nightmare weapon casts nightmare to your specifications.\n","skill_mod":{},"summary":"A nightmare rune creates minor phantasmal alterations to a weapon's appearance so that those who look upon it see subtle reminders of their deepest …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Weapon Property Runes","resistance":{},"url":"/Equipment.aspx?ID=3453","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"Nightmare","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3453"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","school":"necromancy","price":9000,"trait":["Consumable","Magical","Necromancy","Poison","Rare"],"id":"equipment-3454","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Philter of Empty Dreams May contain spoilers from Seven Dooms for Sandpoint Source Pathfinder #200: Seven Dooms for Sandpoint pg. 185 Price 90 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- A philter of empty dreams is a dose of glowing blue liquid that prevents dreams. When you drink a philter of empty dreams , you have no dreams for the next 8 hours and gain a +1 item bonus to saving throws against dream- or nightmare-themed effects (including saving throws against the effects of midnight milk). If you're suffering from an addiction to midnight milk when you drink a philter of empty dreams , the potion attempts to counteract the addiction with a counteract level of 4 and a +15 modifier for the roll. If an intellect devourer who's controlling a stolen body uses the body to drink a philter of empty dreams , the intellect devourer must succeed at a DC 24 Fortitude save or be forced to Exit the Body immediately.\n","skill_mod":{},"summary":"A philter of empty dreams is a dose of glowing blue liquid that prevents dreams. When you drink a philter of empty dreams , you have no dreams for …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Equipment","Mechanics","School","Poison","Affliction","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3454","source_group":["Seven Dooms for Sandpoint"],"spoilers":"Seven Dooms for Sandpoint","name":"Philter of Empty Dreams","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-3454"},{"access":"Tian Xia Origin","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":300,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-3455","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Iron Wine Source Tian Xia Character Guide pg. 104 Price 3 gp Usage held in 1 hand Bulk L Access Tian Xia Origin Activate Single Action (manipulate) --- This strong, clear liquor is made from fermented rice. When you drink a cup of iron wine, your sweat becomes highly combustive for the next 10 minutes, igniting with the slightest bit of friction. This causes your unarmed attacks to deal an additional 1d4 fire damage for the duration of the effect. Drinking more than one cup of iron wine in a single day gives you weakness 5 to fire until your next daily preparations.\n","skill_mod":{},"summary":"This strong, clear liquor is made from fermented rice. When you drink a cup of iron wine, your sweat becomes highly combustive for the next 10 …","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=3455","name":"Iron Wine","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3455"},{"item_child_id":["equipment-3456-3353","equipment-3456-3354"],"access":"Tian Xia Origin","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-3456","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Rainbow Vinegar Source Tian Xia Character Guide pg. 105 Usage held in 1 hand Bulk L Access Tian Xia Origin Activate Single Action (manipulate) --- Black swill with multicolored ribbons makes this vinegar look like an oil spill. Ingesting a dose of rainbow vinegar makes your sweat acidic and nonconductive for 10 minutes. During this time, your unarmed attacks deal an additional 1d4 acid damage, and you have resistance 10 to electricity. Vampires find this vinegar particularly harmful and take an additional 2d4 acid damage instead. Taking more than one dose of rainbow vinegar in a single day gives you weakness 5 to acid until your next daily preparations. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Rainbow Vinegar Source Tian Xia Character Guide pg. 105 Price 15 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Rainbow Vinegar (Greater) Source Tian Xia Character Guide pg. 105 Price 110 gp --- The resistance increases to 15. You deal an additional 1d8 acid damage with your unarmed attacks, or 2d8 acid damage against vampires.","skill_mod":{},"summary":"Black swill with multicolored ribbons makes this vinegar look like an oil spill. Ingesting a dose of rainbow vinegar makes your sweat acidic and …","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=3456","name":"Rainbow Vinegar","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3456"},{"access":"Tian Xia Origin","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3456","weakness":{},"price":1500,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-3456-3353","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Rainbow Vinegar Source Tian Xia Character Guide pg. 105 Usage held in 1 hand Bulk L Access Tian Xia Origin Activate Single Action (manipulate) --- Black swill with multicolored ribbons makes this vinegar look like an oil spill. Ingesting a dose of rainbow vinegar makes your sweat acidic and nonconductive for 10 minutes. During this time, your unarmed attacks deal an additional 1d4 acid damage, and you have resistance 10 to electricity. Vampires find this vinegar particularly harmful and take an additional 2d4 acid damage instead. Taking more than one dose of rainbow vinegar in a single day gives you weakness 5 to acid until your next daily preparations. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Rainbow Vinegar Source Tian Xia Character Guide pg. 105 Price 15 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Rainbow Vinegar (Greater) Source Tian Xia Character Guide pg. 105 Price 110 gp --- The resistance increases to 15. You deal an additional 1d8 acid damage with your unarmed attacks, or 2d8 acid damage against vampires.","skill_mod":{},"summary":"Black swill with multicolored ribbons makes this vinegar look like an oil spill. Ingesting a dose of rainbow vinegar makes your sweat acidic and …","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=3456","name":"Rainbow Vinegar","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3456-3353"},{"access":"Tian Xia Origin","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3456","weakness":{},"price":11000,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-3456-3354","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Rainbow Vinegar Source Tian Xia Character Guide pg. 105 Usage held in 1 hand Bulk L Access Tian Xia Origin Activate Single Action (manipulate) --- Black swill with multicolored ribbons makes this vinegar look like an oil spill. Ingesting a dose of rainbow vinegar makes your sweat acidic and nonconductive for 10 minutes. During this time, your unarmed attacks deal an additional 1d4 acid damage, and you have resistance 10 to electricity. Vampires find this vinegar particularly harmful and take an additional 2d4 acid damage instead. Taking more than one dose of rainbow vinegar in a single day gives you weakness 5 to acid until your next daily preparations. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Rainbow Vinegar Source Tian Xia Character Guide pg. 105 Price 15 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Rainbow Vinegar (Greater) Source Tian Xia Character Guide pg. 105 Price 110 gp --- The resistance increases to 15. You deal an additional 1d8 acid damage with your unarmed attacks, or 2d8 acid damage against vampires.","skill_mod":{},"summary":"The resistance increases to 15. You deal an additional 1d8 acid damage with your unarmed attacks, or 2d8 acid damage against vampires.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=3456","name":"Rainbow Vinegar (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3456-3354"},{"access":"Tian Xia Origin","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":6000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-3457","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Preserved Moonflower Source Tian Xia Character Guide pg. 105 Price 60 gp Usage held in 1 hand Bulk L Access Tian Xia Origin Activate Single Action (manipulate) --- Though these preserved vegetables aren't actual moonflowers, they're made using a moonflower-distilled vinegar. When consumed, tendrils sprout from your veins and curl around you, granting you a +2 status bonus to saves against void effects for 10 minutes and reducing your wounded condition by up to 2. Eating more than one preserved moonflower dish in a day doesn't grant further benefits and makes you drained 1.\n","skill_mod":{},"summary":"Though these preserved vegetables aren't actual moonflowers, they're made using a moonflower-distilled vinegar. When consumed, tendrils sprout from …","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=3457","name":"Preserved Moonflower","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3457"},{"item_child_id":["equipment-3458-3355","equipment-3458-3356"],"access":"Tian Xia Origin","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Magical","Uncommon"],"id":"equipment-3458","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Chilled Fire Noodles Source Tian Xia Character Guide pg. 105 Usage held in 1 hand Bulk L Access Tian Xia Origin Activate Single Action (manipulate) --- These cool noodles are served with dark fermented sauces and vinegars before finally being tossed with spicy chili oil. When you consume the noodles, you temporarily ignore the -1 status penalty to AC and saving throws caused by the fatigued condition for 1 hour. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Chilled Fire Noodles Source Tian Xia Character Guide pg. 105 Price 3 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Chilled Fire Noodles (Greater) Source Tian Xia Character Guide pg. 105 Price 15 gp --- You temporarily ignore the -1 status penalty to AC and saving throws caused by the fatigued condition for 4 hours.","skill_mod":{},"summary":"These cool noodles are served with dark fermented sauces and vinegars before finally being tossed with spicy chili oil. When you consume the noodles, …","primary_source":"Tian Xia Character Guide","trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3458","name":"Chilled Fire Noodles","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3458"},{"access":"Tian Xia Origin","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3458","weakness":{},"price":300,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-3458-3355","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Chilled Fire Noodles Source Tian Xia Character Guide pg. 105 Usage held in 1 hand Bulk L Access Tian Xia Origin Activate Single Action (manipulate) --- These cool noodles are served with dark fermented sauces and vinegars before finally being tossed with spicy chili oil. When you consume the noodles, you temporarily ignore the -1 status penalty to AC and saving throws caused by the fatigued condition for 1 hour. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Chilled Fire Noodles Source Tian Xia Character Guide pg. 105 Price 3 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Chilled Fire Noodles (Greater) Source Tian Xia Character Guide pg. 105 Price 15 gp --- You temporarily ignore the -1 status penalty to AC and saving throws caused by the fatigued condition for 4 hours.","skill_mod":{},"summary":"These cool noodles are served with dark fermented sauces and vinegars before finally being tossed with spicy chili oil. When you consume the noodles, …","primary_source":"Tian Xia Character Guide","trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3458","name":"Chilled Fire Noodles","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3458-3355"},{"access":"Tian Xia Origin","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3458","weakness":{},"price":1500,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-3458-3356","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Chilled Fire Noodles Source Tian Xia Character Guide pg. 105 Usage held in 1 hand Bulk L Access Tian Xia Origin Activate Single Action (manipulate) --- These cool noodles are served with dark fermented sauces and vinegars before finally being tossed with spicy chili oil. When you consume the noodles, you temporarily ignore the -1 status penalty to AC and saving throws caused by the fatigued condition for 1 hour. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Chilled Fire Noodles Source Tian Xia Character Guide pg. 105 Price 3 gp <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Chilled Fire Noodles (Greater) Source Tian Xia Character Guide pg. 105 Price 15 gp --- You temporarily ignore the -1 status penalty to AC and saving throws caused by the fatigued condition for 4 hours.","skill_mod":{},"summary":"You temporarily ignore the -1 status penalty to AC and saving throws caused by the fatigued condition for 4 hours.","primary_source":"Tian Xia Character Guide","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3458","name":"Chilled Fire Noodles (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3458-3356"},{"item_child_id":["equipment-3459-3357","equipment-3459-3358"],"access":"Tian Xia Origin","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"skill":["Acrobatics"],"trait":["Consumable","Magical","Uncommon"],"id":"equipment-3459","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Cloud Buns Source Tian Xia Character Guide pg. 105 Usage held in 1 hand Bulk L Access Tian Xia Origin Activate Single Action (manipulate) --- White, pillowy dough surrounds an interior containing minced meats, spices, and herbs. The dough is steamed with elemental magic to make it light and airy while keeping the meaty center moist. When you consume a bun, a set of small clouds form around your feet that grant you a fly Speed of 30 feet or your speed, whichever is lower, for 1 round. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cloud Buns Source Tian Xia Character Guide pg. 105 Price 17 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cloud Buns (Greater) Source Tian Xia Character Guide pg. 105 Price 150 gp --- You have a fly Speed of 30 feet or your speed, whichever is lower, for 1 minute. You also have a +2 item bonus to Acrobatics checks to Maneuver in Flight.","skill_mod":{},"summary":"White, pillowy dough surrounds an interior containing minced meats, spices, and herbs. The dough is steamed with elemental magic to make it light and …","primary_source":"Tian Xia Character Guide","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3459","name":"Cloud Buns","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3459"},{"access":"Tian Xia Origin","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3459","weakness":{},"price":1700,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-3459-3357","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Cloud Buns Source Tian Xia Character Guide pg. 105 Usage held in 1 hand Bulk L Access Tian Xia Origin Activate Single Action (manipulate) --- White, pillowy dough surrounds an interior containing minced meats, spices, and herbs. The dough is steamed with elemental magic to make it light and airy while keeping the meaty center moist. When you consume a bun, a set of small clouds form around your feet that grant you a fly Speed of 30 feet or your speed, whichever is lower, for 1 round. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cloud Buns Source Tian Xia Character Guide pg. 105 Price 17 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cloud Buns (Greater) Source Tian Xia Character Guide pg. 105 Price 150 gp --- You have a fly Speed of 30 feet or your speed, whichever is lower, for 1 minute. You also have a +2 item bonus to Acrobatics checks to Maneuver in Flight.","skill_mod":{},"summary":"White, pillowy dough surrounds an interior containing minced meats, spices, and herbs. The dough is steamed with elemental magic to make it light and …","primary_source":"Tian Xia Character Guide","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3459","name":"Cloud Buns","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3459-3357"},{"access":"Tian Xia Origin","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3459","weakness":{},"price":15000,"skill":["Acrobatics"],"trait":["Consumable","Magical","Uncommon"],"id":"equipment-3459-3358","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Cloud Buns Source Tian Xia Character Guide pg. 105 Usage held in 1 hand Bulk L Access Tian Xia Origin Activate Single Action (manipulate) --- White, pillowy dough surrounds an interior containing minced meats, spices, and herbs. The dough is steamed with elemental magic to make it light and airy while keeping the meaty center moist. When you consume a bun, a set of small clouds form around your feet that grant you a fly Speed of 30 feet or your speed, whichever is lower, for 1 round. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cloud Buns Source Tian Xia Character Guide pg. 105 Price 17 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Cloud Buns (Greater) Source Tian Xia Character Guide pg. 105 Price 150 gp --- You have a fly Speed of 30 feet or your speed, whichever is lower, for 1 minute. You also have a +2 item bonus to Acrobatics checks to Maneuver in Flight.","skill_mod":{},"summary":"You have a fly Speed of 30 feet or your speed, whichever is lower, for 1 minute. You also have a +2 item bonus to Acrobatics checks to Maneuver in …","primary_source":"Tian Xia Character Guide","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3459","name":"Cloud Buns (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3459-3358"},{"access":"Tian Xia Origin","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":14000,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-3460","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Ghost Fowl Porridge Source Tian Xia Character Guide pg. 105 Price 140 gp Usage held in 1 hand Bulk L Access Tian Xia Origin Activate Single Action (manipulate) --- This robust porridge—made from a cockatrice distilled into a broth, hot peppers from a demonic source, and various toppings—causes diners to utter a ghostly wail from the intense heat. Consuming the porridge grants you a +2 item bonus to saving throws against being petrified for 1 hour. You also gain resistance 3 against physical damage for the duration.\n","skill_mod":{},"summary":"This robust porridge—made from a cockatrice distilled into a broth, hot peppers from a demonic source, and various toppings—causes diners to utter a …","primary_source":"Tian Xia Character Guide","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3460","name":"Ghost Fowl Porridge","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3460"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":2400000,"trait":["Magical","Uncommon"],"id":"equipment-3461","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Caress of the Great Serpent Source Tian Xia Character Guide pg. 126 Price 24,000 gp Usage held in 1 hand Bulk 2 Base Weapon Urumi --- This +3 greater striking extending urumi was fashioned after the legendary eightheaded orochi serpent, with its whiplike metal blades carved to resemble the many heads of the mythical beast, and its hilt wrapped in scaled leather. These weapons are commonly used by those who worship an orochi, raiding and threatening settlements to obtain sacrifices for the beast in hopes of being granted some modicum of its power. Activate—Serpent’s Kiss Three Actions (concentrate) Frequency once per day; Effect You use your urumi as an effigy with which to call upon an orochi’s power, offering your blood in exchange. You can make up to eight Strikes with a –2 penalty, each against a different target within 30 feet. For each Strike you choose to make, you take 1d6 piercing damage. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you’ve made all your attacks.\n","skill_mod":{},"summary":"This + 3 greater striking extending urumi was fashioned after the legendary eightheaded orochi serpent, with its whiplike metal blades carved …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Rarity"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3461","base_item":["Urumi"],"name":"Caress of the Great Serpent","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3461"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide","Book of the Dead"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":1500000,"trait":["Holy","Magical","Rare","Vitality","Positive"],"id":"equipment-3462","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Celestial Peachwood Sword Source Tian Xia Character Guide pg. 128, Book of the Dead pg. 18 Price 15,000 gp Usage held in 1 hand Bulk L Base Weapon Shortsword --- From blade to pommel, this sword is carved from a branch of the now-extinct celestial peach tree. The blade of this +3 greater striking holy vitalizing peachwood shortsword has ancient runes that can permanently destroy the most powerful undead—if you are willing to pay the price. An undead creature of 12th level or lower that takes damage from a Strike with the sword takes 10d6 vitality damage with a DC 35 basic Fortitude save. This damage is separate from the Strike itself and isn't included in any effect based on the Strike's damage. Activate—Violent Exorcism Reaction (concentrate) Frequency once per day; Trigger You critically hit an undead creature with the sword; Effect The creature must succeed at a DC 35 Fortitude save or be destroyed. If the undead fails its saving throw and is destroyed, you suffer a backlash, taking 1d6 void damage per level of the destroyed undead.\n","skill_mod":{},"summary":"From blade to pommel, this sword is carved from a branch of the now-extinct celestial peach tree. The blade of this + 3 greater striking holy …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Rarity","Energy","Planar","Creature Type"],"level":17,"source_category":["Lost Omens","Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3462","base_item":["Shortsword"],"name":"Celestial Peachwood Sword","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3462"},{"primary_source_category":"Lost Omens","usage":"worn cloak","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":3800000,"trait":["Invested","Magical"],"id":"equipment-3463","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Cloak of Waves & Clouds Source Tian Xia Character Guide pg. 128 Price 38,000 gp Usage worn cloak Bulk L --- This magical cloak was crafted from the feathers and scales of a legendary giant fish that could transform into a resplendent bird. Activate—Cut Air and Sea Single Action (concentrate, manipulate) Effect The cloak ripples, becoming either giant eagle feathers or iridescent fish scales. Until you next Activate the cloak, you gain either a swim Speed of 60 feet and the ability to breathe underwater or a fly Speed of 40 feet.\n","skill_mod":{},"summary":"This magical cloak was crafted from the feathers and scales of a legendary giant fish that could transform into a resplendent bird. ","primary_source":"Tian Xia Character Guide","trait_group":["Equipment","Mechanics"],"level":19,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3463","name":"Cloak of Waves & Clouds","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3463"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":50000,"trait":["Magical"],"id":"equipment-3464","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Deathseeker Source Tian Xia Character Guide pg. 128 Price 500 gp Usage held in 1 hand Bulk L Base Weapon Kris --- A hauntingly beautiful and masterfully crafted blade, this +1 striking wounding kris has been whet with the spilled blood of its creator, imbuing violent intent within its crimson curves. When you critically succeed at a Strike made with a deathseeker, the target feels the blade's unbridled bloodlust trying to consume it and must attempt a DC 24 Will save; this effect has the incapacitation trait. Critical Success The target is unaffected and is temporarily immune for 24 hours Success The target takes an additional 1 persistent bleed damage, and the DC for recovering from persistent bleed damage is 17, or 12 with particularly effective assistance. Failure As success, except the target is also confused for 1 round. It gets a flat check to recover from this confusion when it critically succeeds at a Strike against another creature or reduces another living being to 0 Hit Points, but not when it takes damage. Critical Failure As success, except the target is also confused for 3 rounds. It gets a flat check to recover from this confusion when it critically succeeds at a Strike against another creature or reduces another living being to 0 Hit Points, but not when it takes damage.\n","skill_mod":{},"summary":"A hauntingly beautiful and masterfully crafted blade, this + 1 striking wounding kris has been whet with the spilled blood of its creator, …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3464","base_item":["Kris"],"name":"Deathseeker","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3464"},{"item_child_id":["equipment-3465-3359","equipment-3465-3360","equipment-3465-3361"],"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Magical"],"id":"equipment-3465","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Flashblade Source Tian Xia Character Guide pg. 128 Usage held in 2 hands Bulk 2 Base Weapon Nodachi --- A sleek and impossibly lightweight blade attached to a haft scriven with lightning bolts make up this +1 striking nodachi. Activate—Prepare Flash Two Actions (concentrate) Frequency once per 10 minutes; Effect You concentrate with complete focus on your surroundings, breathing in the flashblade’s magic to make you lighter and faster, and the blade of your sword more flexible. You Ready a melee Strike, increasing the flashblade’s reach for that Strike to 15 feet. If the trigger doesn’t occur, this doesn’t count against the flashblade’s frequency. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Flashblade Source Tian Xia Character Guide pg. 128 Price 230 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Flashblade (Greater) Source Tian Xia Character Guide pg. 128 Price 1,900 gp --- This is a +2greater striking nodachi , and the activated reach increases to 20 feet. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Flashblade (Major) Source Tian Xia Character Guide pg. 128 Price 14,700 gp --- This is a +3greater striking nodachi , and the activated reach increases to 25 feet.","skill_mod":{},"summary":"A sleek and impossibly lightweight blade attached to a haft scriven with lightning bolts make up this + 1 striking nodachi . ","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3465","base_item":["Nodachi"],"name":"Flashblade","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3465"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-3465","weakness":{},"price":23000,"trait":["Magical"],"id":"equipment-3465-3359","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Flashblade Source Tian Xia Character Guide pg. 128 Usage held in 2 hands Bulk 2 Base Weapon Nodachi --- A sleek and impossibly lightweight blade attached to a haft scriven with lightning bolts make up this +1 striking nodachi. Activate—Prepare Flash Two Actions (concentrate) Frequency once per 10 minutes; Effect You concentrate with complete focus on your surroundings, breathing in the flashblade’s magic to make you lighter and faster, and the blade of your sword more flexible. You Ready a melee Strike, increasing the flashblade’s reach for that Strike to 15 feet. If the trigger doesn’t occur, this doesn’t count against the flashblade’s frequency. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Flashblade Source Tian Xia Character Guide pg. 128 Price 230 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Flashblade (Greater) Source Tian Xia Character Guide pg. 128 Price 1,900 gp --- This is a +2greater striking nodachi , and the activated reach increases to 20 feet. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Flashblade (Major) Source Tian Xia Character Guide pg. 128 Price 14,700 gp --- This is a +3greater striking nodachi , and the activated reach increases to 25 feet.","skill_mod":{},"summary":"A sleek and impossibly lightweight blade attached to a haft scriven with lightning bolts make up this + 1 striking nodachi .","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3465","base_item":["Nodachi"],"name":"Flashblade","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3465-3359"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-3465","weakness":{},"price":190000,"trait":["Magical"],"id":"equipment-3465-3360","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Flashblade Source Tian Xia Character Guide pg. 128 Usage held in 2 hands Bulk 2 Base Weapon Nodachi --- A sleek and impossibly lightweight blade attached to a haft scriven with lightning bolts make up this +1 striking nodachi. Activate—Prepare Flash Two Actions (concentrate) Frequency once per 10 minutes; Effect You concentrate with complete focus on your surroundings, breathing in the flashblade’s magic to make you lighter and faster, and the blade of your sword more flexible. You Ready a melee Strike, increasing the flashblade’s reach for that Strike to 15 feet. If the trigger doesn’t occur, this doesn’t count against the flashblade’s frequency. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Flashblade Source Tian Xia Character Guide pg. 128 Price 230 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Flashblade (Greater) Source Tian Xia Character Guide pg. 128 Price 1,900 gp --- This is a +2greater striking nodachi , and the activated reach increases to 20 feet. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Flashblade (Major) Source Tian Xia Character Guide pg. 128 Price 14,700 gp --- This is a +3greater striking nodachi , and the activated reach increases to 25 feet.","skill_mod":{},"summary":"This is a +2 greater striking nodachi , and the activated reach increases to 20 feet.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3465","base_item":["Nodachi"],"name":"Flashblade (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3465-3360"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-3465","weakness":{},"price":1470000,"trait":["Magical"],"id":"equipment-3465-3361","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Flashblade Source Tian Xia Character Guide pg. 128 Usage held in 2 hands Bulk 2 Base Weapon Nodachi --- A sleek and impossibly lightweight blade attached to a haft scriven with lightning bolts make up this +1 striking nodachi. Activate—Prepare Flash Two Actions (concentrate) Frequency once per 10 minutes; Effect You concentrate with complete focus on your surroundings, breathing in the flashblade’s magic to make you lighter and faster, and the blade of your sword more flexible. You Ready a melee Strike, increasing the flashblade’s reach for that Strike to 15 feet. If the trigger doesn’t occur, this doesn’t count against the flashblade’s frequency. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Flashblade Source Tian Xia Character Guide pg. 128 Price 230 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Flashblade (Greater) Source Tian Xia Character Guide pg. 128 Price 1,900 gp --- This is a +2greater striking nodachi , and the activated reach increases to 20 feet. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Flashblade (Major) Source Tian Xia Character Guide pg. 128 Price 14,700 gp --- This is a +3greater striking nodachi , and the activated reach increases to 25 feet.","skill_mod":{},"summary":"This is a +3 greater striking nodachi , and the activated reach increases to 25 feet.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3465","base_item":["Nodachi"],"name":"Flashblade (Major)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3465-3361"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand each","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":450000,"trait":["Magical","Uncommon"],"id":"equipment-3466","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Heavenly Rolling Flames Source Tian Xia Character Guide pg. 129 Price 4,500 gp Usage held in 1 hand each Bulk L Base Weapon Feng Huo Lun --- This set of +2 greater striking flaming feng huo lun is warm to the touch and wreathed in the bright red and orange glow of a constantly flickering flame. While wielded, you gain cold resistance 2, and you treat the effects of environmental cold as one degree lower. Heavenly rolling flames can be Activated only if you wield two of them, and Activating them counts against the frequency for both weapons. Activate—Rolling Flight Two Actions (concentrate) Frequency once per hour; Effect You attach the wheels to your feet, and their constant movement and energy allow you to move through the air. You gain a fly Speed of 20 feet for 10 minutes. While in use in this way, you can’t wield the wheels as weapons. You can spend an Interact action at any time to end this effect and re-grip the heavenly rolling flames. If you lack enough free hands to wield them, you drop them in your space. Activate—Speed of Heaven Two Actions (manipulate) Frequency once per day; Effect You cast haste as a 3rd-rank occult spell, but you can target only yourself.\n","skill_mod":{},"summary":"This set of + 2 greater striking flaming feng huo lun is warm to the touch and wreathed in the bright red and orange glow of a constantly …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3466","base_item":["Feng Huo Lun"],"name":"Heavenly Rolling Flames","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3466"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":300000,"trait":["Magical","Uncommon"],"id":"equipment-3467","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Jian of Life's Duality Source Tian Xia Character Guide pg. 129 Price 3,000 gp Usage held in 1 hand Bulk L Base Weapon Longsword --- This +2 greater striking longsword sports no extravagant characteristics save for a blade of pure, unblemished ivory and a hilt of unmarred obsidian. It takes on the propensity of its user, turning whiter or darker based on their actions. The effects of life's duality are based on the number and type of charges it has. It begins with 0 charges and can gain either dark or light charges, up to a maximum of 3 charges of one type. A charge dissipates after 10 minutes or when a charge of the opposite type is gained. If you have a charge of one type and would gain the opposite type of charge, you lose your current charges. Life's duality gains a dark charge when it critically succeeds at a Strike against an opponent or reduces the Hit Points of a living enemy to 0. For each dark charge it has, it deals an additional 1d4 void damage (maximum 3d4). Life's duality gains a light charge when you use a spell, skill check, or ability to restore at least 10 Hit Points to an ally. The damage healed must have been inflicted by a significant foe or threat. For each light charge it has, you gain 1d4 temporary Hit Points at the end of each round (maximum 3d4). Activate—Burst of Duality Three Actions (concentrate) Requirements Life’s duality has 3 dark charges or 3 light charges; Frequency once per day; Effect You unleash the sword’s charged energy in a magical display. You cast a 3-action 5th-rank harm spell if you have 3 dark charges or a 3-action 5th-rank heal spell if you have 3 light charges (DC 30). The sword then reverts to having 0 charges.\n","skill_mod":{},"summary":"This + 2 greater striking longsword sports no extravagant characteristics save for a blade of pure, unblemished ivory and a hilt of unmarred …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3467","base_item":["Longsword"],"name":"Jian of Life's Duality","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3467"},{"skill_mod":{},"summary":"This set of bronze bells bear engravings with symbols representing the word “awaken.” Among kotodama magic users, who seek to touch the souls of …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Rarity"],"primary_source_category":"Lost Omens","level":4,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Item","item_category":"Other","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3468","weakness":{},"name":"Kotodama Bells","trait":["Magical","Uncommon"],"id":"equipment-3468","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Kotodama Bells Source Tian Xia Character Guide pg. 129 Usage held in 1 hand Bulk L --- This set of bronze bells bear engravings with symbols representing the word “awaken.” Among kotodama magic users, who seek to touch the souls of objects using the power of words, the peals of these bells are known to awaken the spirits of even inanimate objects. Activate—Awaken the Soul Two Actions (auditory, concentrate, manipulate) Frequency once per day; Effect You ring the bell and focus on an object of negligible Bulk within 10 feet. The bell’s toll animates the object for 24 hours. The object becomes a minion that can’t attack but can move and take simple Interact actions appropriate for an item of its type, as determined by the GM. For example, a piece of chalk can write a message or draw a symbol, a hand fan can open or fan in a particular direction, or a magnifying glass can set itself up to dramatically reveal incriminating evidence. The animated item has AC 5, 5 Hit Points, a Speed of 10 feet, and automatically fails all saves. If the object is broken, it can no longer move, though it can still Interact as appropriate for an item of its type. As normal with minions you control, you must Command the object to grant it actions.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3468"},{"skill_mod":{},"summary":"This small wooden whistle bears an engraving with a symbol representing the word “query.” Practitioners of kotodama magic use these whistles to speak …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Rarity"],"primary_source_category":"Lost Omens","level":3,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Item","item_category":"Other","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3469","weakness":{},"name":"Kotodama Whistle","trait":["Magical","Uncommon"],"id":"equipment-3469","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Kotodama Whistle Source Tian Xia Character Guide pg. 129 Usage held in 1 hand Bulk L --- This small wooden whistle bears an engraving with a symbol representing the word “query.” Practitioners of kotodama magic use these whistles to speak with the spirits of objects. Activate—Question the Soul Single Action (manipulate) Frequency once per day; Effect You place your hand on an object and play a single note on the whistle, causing the item to stir and respond to your questions for 1 minute. During this time, the object attempts to answer your questions to the best of its ability but can provide an answer of only “yes” or “no.” In most cases, an object has knowledge only of events it was personally present for and has no particular knowledge skills to interpret the events it has seen. If the object can’t answer a question with a simple yes or no answer, it stays silent.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3469"},{"skill_mod":{},"summary":"Peachwood, often cultivated by Pharasmin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when …","item_child_id":["equipment-3470-3364","equipment-3470-3365","equipment-3470-3378","equipment-3470-3379"],"primary_source":"Tian Xia Character Guide","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":8,"source_category":["Lost Omens","Rulebooks"],"source":["Tian Xia Character Guide","Book of the Dead"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3470","weakness":{},"name":"Peachwood","trait":["Precious","Uncommon"],"id":"equipment-3470","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Peachwood Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 --- Peachwood, often cultivated by Pharasmin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it. ## Peachwood Items Hardness HP BT Thin Items Standard-grade 4 16 6 High-grade 24 32 12 Items Standard-grade 5 20 10 High-grade 8 32 16 Structures Standard-grade 12 48 24 High-grade 18 64 32 Material Uses Peachwood Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Peachwood Object (Standard-Grade) Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 500 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Peachwood Object (High-Grade) Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 7,500 gp (per Bulk) <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Peachwood Branch Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 600 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Peachwood Lumber Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 6,000 gp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3470"},{"skill_mod":{},"summary":"Peachwood, often cultivated by Pharasmin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when …","primary_source":"Tian Xia Character Guide","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":8,"source_category":["Lost Omens","Rulebooks"],"source":["Tian Xia Character Guide","Book of the Dead"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3470","item_parent_id":"equipment-3470","weakness":{},"price":50000,"name":"Peachwood Object (Standard-Grade)","trait":["Precious","Uncommon"],"id":"equipment-3470-3364","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Peachwood Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 --- Peachwood, often cultivated by Pharasmin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it. ## Peachwood Items Hardness HP BT Thin Items Standard-grade 4 16 6 High-grade 24 32 12 Items Standard-grade 5 20 10 High-grade 8 32 16 Structures Standard-grade 12 48 24 High-grade 18 64 32 Material Uses Peachwood Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Peachwood Object (Standard-Grade) Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 500 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Peachwood Object (High-Grade) Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 7,500 gp (per Bulk) <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Peachwood Branch Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 600 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Peachwood Lumber Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 6,000 gp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3470-3364"},{"skill_mod":{},"summary":"Peachwood, often cultivated by Pharasmin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when …","primary_source":"Tian Xia Character Guide","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":16,"source_category":["Lost Omens","Rulebooks"],"source":["Tian Xia Character Guide","Book of the Dead"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3470","item_parent_id":"equipment-3470","weakness":{},"price":750000,"name":"Peachwood Object (High-Grade)","trait":["Precious","Uncommon"],"id":"equipment-3470-3365","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Peachwood Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 --- Peachwood, often cultivated by Pharasmin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it. ## Peachwood Items Hardness HP BT Thin Items Standard-grade 4 16 6 High-grade 24 32 12 Items Standard-grade 5 20 10 High-grade 8 32 16 Structures Standard-grade 12 48 24 High-grade 18 64 32 Material Uses Peachwood Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Peachwood Object (Standard-Grade) Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 500 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Peachwood Object (High-Grade) Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 7,500 gp (per Bulk) <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Peachwood Branch Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 600 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Peachwood Lumber Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 6,000 gp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3470-3365"},{"skill_mod":{},"summary":"Peachwood, often cultivated by Pharasmin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when …","primary_source":"Tian Xia Character Guide","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":8,"source_category":["Lost Omens","Rulebooks"],"source":["Tian Xia Character Guide","Book of the Dead"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3470","item_parent_id":"equipment-3470","weakness":{},"price":60000,"name":"Peachwood Branch","trait":["Precious","Uncommon"],"id":"equipment-3470-3378","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Peachwood Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 --- Peachwood, often cultivated by Pharasmin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it. ## Peachwood Items Hardness HP BT Thin Items Standard-grade 4 16 6 High-grade 24 32 12 Items Standard-grade 5 20 10 High-grade 8 32 16 Structures Standard-grade 12 48 24 High-grade 18 64 32 Material Uses Peachwood Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Peachwood Object (Standard-Grade) Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 500 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Peachwood Object (High-Grade) Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 7,500 gp (per Bulk) <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Peachwood Branch Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 600 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Peachwood Lumber Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 6,000 gp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3470-3378"},{"skill_mod":{},"summary":"Peachwood, often cultivated by Pharasmin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when …","primary_source":"Tian Xia Character Guide","trait_group":["Equipment","Rarity"],"primary_source_category":"Lost Omens","level":8,"source_category":["Lost Omens","Rulebooks"],"source":["Tian Xia Character Guide","Book of the Dead"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3470","item_parent_id":"equipment-3470","weakness":{},"price":600000,"name":"Peachwood Lumber","trait":["Precious","Uncommon"],"id":"equipment-3470-3379","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Peachwood Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 --- Peachwood, often cultivated by Pharasmin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it. ## Peachwood Items Hardness HP BT Thin Items Standard-grade 4 16 6 High-grade 24 32 12 Items Standard-grade 5 20 10 High-grade 8 32 16 Structures Standard-grade 12 48 24 High-grade 18 64 32 Material Uses Peachwood Weapon <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Peachwood Object (Standard-Grade) Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 500 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Peachwood Object (High-Grade) Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 7,500 gp (per Bulk) <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Peachwood Branch Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 600 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Peachwood Lumber Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 6,000 gp ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3470-3379"},{"primary_source_category":"Lost Omens","usage":"affixed to armor","source":["Tian Xia Character Guide","Book of the Dead"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":4000,"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-3471","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Peachwood Talisman Source Tian Xia Character Guide pg. 130, Book of the Dead pg. 20 Price 40 gp Usage affixed to armor --- Symbols of good fortune and luck are carved on this thin, square wooden plaque. It smells of sandalwood from the blessings placed upon it. After activation, for the next minute , you can sense attacks from undead. You aren't off-guard to hidden, undetected, or flanking, undead of your level or lower, or undead of your level or lower using surprise attack. However, they can still help their allies flank.\n","skill_mod":{},"summary":"Symbols of good fortune and luck are carved on this thin, square wooden plaque. It smells of sandalwood from the blessings placed upon it. After …","primary_source":"Tian Xia Character Guide","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Lost Omens","Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=3471","name":"Peachwood Talisman","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3471"},{"item_child_id":["equipment-3472-3366","equipment-3472-3367"],"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Tian Xia Character Guide","Book of the Dead"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Uncommon"],"id":"equipment-3472","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Peachwood Weapon Source Tian Xia Character Guide pg. 130, Book of the Dead pg. 20 Usage varies by weapon Bulk varies by weapon Base Material Peachwood --- Peachwood weapons have an auburn tinge in direct sunlight. Peachwood is treated as duskwood for undead creatures' resistances or weaknesses related to duskwood (bypassing a jiang-shi's resistance, for example). In addition, peachwood weapons bypass a small portion of the resistances of any undead creature. Strikes with a peachwood weapon treat an undead's resistances against physical damage as 2 lower for standard-grade peachwood, and 4 lower for high-grade. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Peachwood Weapon (Standard-Grade) Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 2,000 gp (+ 200 gp per bulk) Craft Requirements At least 250 gp of peachwood + 25 gp per Bulk <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Peachwood Weapon (High-Grade) Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 19,000 gp (+ 1,900 gp per Bulk) Craft Requirements At least 9,500 gp of peachwood + 950 gp per Bulk","skill_mod":{},"summary":"Peachwood weapons have an auburn tinge in direct sunlight. Peachwood is treated as duskwood for undead creatures' resistances or weaknesses …","primary_source":"Tian Xia Character Guide","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens","Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=3472","name":"Peachwood Weapon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3472"},{"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Tian Xia Character Guide","Book of the Dead"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-3472","weakness":{},"price":200000,"trait":["Uncommon"],"id":"equipment-3472-3366","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Peachwood Weapon Source Tian Xia Character Guide pg. 130, Book of the Dead pg. 20 Usage varies by weapon Bulk varies by weapon Base Material Peachwood --- Peachwood weapons have an auburn tinge in direct sunlight. Peachwood is treated as duskwood for undead creatures' resistances or weaknesses related to duskwood (bypassing a jiang-shi's resistance, for example). In addition, peachwood weapons bypass a small portion of the resistances of any undead creature. Strikes with a peachwood weapon treat an undead's resistances against physical damage as 2 lower for standard-grade peachwood, and 4 lower for high-grade. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Peachwood Weapon (Standard-Grade) Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 2,000 gp (+ 200 gp per bulk) Craft Requirements At least 250 gp of peachwood + 25 gp per Bulk <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Peachwood Weapon (High-Grade) Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 19,000 gp (+ 1,900 gp per Bulk) Craft Requirements At least 9,500 gp of peachwood + 950 gp per Bulk","skill_mod":{},"summary":"Peachwood weapons have an auburn tinge in direct sunlight. Peachwood is treated as duskwood for undead creatures' resistances or weaknesses …","primary_source":"Tian Xia Character Guide","trait_group":["Rarity"],"level":12,"source_category":["Lost Omens","Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=3472","name":"Peachwood Weapon (Standard-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3472-3366"},{"primary_source_category":"Lost Omens","usage":"varies by weapon","source":["Tian Xia Character Guide","Book of the Dead"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-3472","weakness":{},"price":1900000,"trait":["Uncommon"],"id":"equipment-3472-3367","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Peachwood Weapon Source Tian Xia Character Guide pg. 130, Book of the Dead pg. 20 Usage varies by weapon Bulk varies by weapon Base Material Peachwood --- Peachwood weapons have an auburn tinge in direct sunlight. Peachwood is treated as duskwood for undead creatures' resistances or weaknesses related to duskwood (bypassing a jiang-shi's resistance, for example). In addition, peachwood weapons bypass a small portion of the resistances of any undead creature. Strikes with a peachwood weapon treat an undead's resistances against physical damage as 2 lower for standard-grade peachwood, and 4 lower for high-grade. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Peachwood Weapon (Standard-Grade) Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 2,000 gp (+ 200 gp per bulk) Craft Requirements At least 250 gp of peachwood + 25 gp per Bulk <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Peachwood Weapon (High-Grade) Source Tian Xia Character Guide pg. 129, Book of the Dead pg. 20 Price 19,000 gp (+ 1,900 gp per Bulk) Craft Requirements At least 9,500 gp of peachwood + 950 gp per Bulk","skill_mod":{},"summary":"Peachwood weapons have an auburn tinge in direct sunlight. Peachwood is treated as duskwood for undead creatures' resistances or weaknesses …","primary_source":"Tian Xia Character Guide","trait_group":["Rarity"],"level":18,"source_category":["Lost Omens","Rulebooks"],"item_subcategory":"Precious Material Weapons","resistance":{},"url":"/Equipment.aspx?ID=3472","name":"Peachwood Weapon (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3472-3367"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":400000,"skill":["Lore","Medicine"],"trait":["Magical"],"id":"equipment-3473","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Sun Herald's Stylus Source Tian Xia Character Guide pg. 130 Price 4,000 gp Usage held in 1 hand Bulk 1 --- This writing instrument was made from the spur of one of the giant divine roosters that heralds the presence of Shizuru. While you hold it, you gain a +2 item bonus to Calligraphy Lore and Medicine checks. Activate—Rejuvenating Ink Two Actions (manipulate) Frequency once per day; Effect Drawing a circle on the ground with your stylus, you cast field of life centered on yourself.\n","skill_mod":{},"summary":"This writing instrument was made from the spur of one of the giant divine roosters that heralds the presence of Shizuru . While you hold it, you …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics"],"level":14,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3473","name":"Sun Herald's Stylus","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3473"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":27500,"trait":["Magical","Uncommon"],"id":"equipment-3474","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Tiger Fork Source Tian Xia Character Guide pg. 130 Price 275 gp Usage held in 1 hand Bulk 1 Base Weapon Trident --- The tiger fork is a +1 trident with the disarm and grapple traits. It has wide, flaring prongs that can be used to fend off deadly beasts and entrap opponents during combat. While you have another creature Grabbed with the tiger fork, you gain a +1 circumstance bonus to saves against forced movement effects. Activate—Fork Grip Single Action (manipulate) Requirements Your last action was a successful Strike against a creature; Effect You can activate the tiger fork to attempt to Grapple the creature. This attempt uses the same multiple attack penalty as the required Strike.\n","skill_mod":{},"summary":"The tiger fork is a + 1 trident with the disarm and grapple traits. It has wide, flaring prongs that can be used to fend off deadly beasts and …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3474","base_item":["Trident"],"name":"Tiger Fork","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3474"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":420000,"trait":["Force","Magical","Uncommon"],"id":"equipment-3475","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Twisting Gale Source Tian Xia Character Guide pg. 130 Price 4,200 gp Usage held in 2 hands Bulk 2 Base Weapon Sansetsukon --- This +2 greater striking impactful sansetsukon is made of metal colored pale blue that echoes howling winds when swung and emits the force of a storm when it connects. Activate—Sonic Gale Reaction (concentrate, force, magical) Frequency once per 10 minutes; Trigger You critically hit with the twisting gale; Effect The energy of your follow-through erupts from your opponent in a wave of concussive energy. You deal sonic damage equal to your normal Strike damage with the twisting gale in a 30-foot cone behind your target. Creatures in the area, not including your target, must attempt a basic Fortitude save against your class DC.\n","skill_mod":{},"summary":"This + 2 greater striking impactful sansetsukon is made of metal colored pale blue that echoes howling winds when swung and emits the force of …","primary_source":"Tian Xia Character Guide","trait_group":["Energy","Mechanics","Rarity"],"level":14,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3475","base_item":["Sansetsukon"],"name":"Twisting Gale","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3475"},{"item_child_id":["equipment-3476-3368","equipment-3476-3369","equipment-3476-3370","equipment-3476-3371","equipment-3476-3372","equipment-3476-3373","equipment-3476-3374","equipment-3476-3375"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"trait":["Magical","Wand"],"id":"equipment-3476","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Purification Source Tian Xia Character Guide pg. 130 Usage held in 1 hand --- This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification contain either cleanse affliction , clear mind , or sound body , decided when the wand is created. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the effect until the beginning of your next turn, instead of to fully counteract it, then you can Sustain the Activation of the wand each round to suppress the effect for an additional round, to a maximum of 1 minute. You Sustain the Activation by shaking the wand, so if at any point you release or otherwise drop the wand, the effect immediately stops being suppressed and resumes on the target as normal. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Purification (2nd-rank Spell) Source Tian Xia Character Guide pg. 130 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Purification (3rd-rank Spell) Source Tian Xia Character Guide pg. 130 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Purification (4th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Purification (5th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Purification (6th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Purification (7th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Purification (8th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Purification (9th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 70,000 gp ","skill_mod":{},"summary":"This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3476","name":"Wand of Purification","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3476"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3476","weakness":{},"price":25000,"trait":["Magical","Wand"],"id":"equipment-3476-3368","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Purification Source Tian Xia Character Guide pg. 130 Usage held in 1 hand --- This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification contain either cleanse affliction , clear mind , or sound body , decided when the wand is created. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the effect until the beginning of your next turn, instead of to fully counteract it, then you can Sustain the Activation of the wand each round to suppress the effect for an additional round, to a maximum of 1 minute. You Sustain the Activation by shaking the wand, so if at any point you release or otherwise drop the wand, the effect immediately stops being suppressed and resumes on the target as normal. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Purification (2nd-rank Spell) Source Tian Xia Character Guide pg. 130 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Purification (3rd-rank Spell) Source Tian Xia Character Guide pg. 130 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Purification (4th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Purification (5th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Purification (6th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Purification (7th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Purification (8th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Purification (9th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 70,000 gp ","skill_mod":{},"summary":"This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Equipment"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3476","name":"Wand of Purification (2nd-rank Spell)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3476-3368"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3476","weakness":{},"price":50000,"trait":["Magical","Wand"],"id":"equipment-3476-3369","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Purification Source Tian Xia Character Guide pg. 130 Usage held in 1 hand --- This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification contain either cleanse affliction , clear mind , or sound body , decided when the wand is created. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the effect until the beginning of your next turn, instead of to fully counteract it, then you can Sustain the Activation of the wand each round to suppress the effect for an additional round, to a maximum of 1 minute. You Sustain the Activation by shaking the wand, so if at any point you release or otherwise drop the wand, the effect immediately stops being suppressed and resumes on the target as normal. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Purification (2nd-rank Spell) Source Tian Xia Character Guide pg. 130 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Purification (3rd-rank Spell) Source Tian Xia Character Guide pg. 130 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Purification (4th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Purification (5th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Purification (6th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Purification (7th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Purification (8th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Purification (9th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 70,000 gp ","skill_mod":{},"summary":"This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Equipment"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3476","name":"Wand of Purification (3rd-rank Spell)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3476-3369"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3476","weakness":{},"price":140000,"trait":["Magical","Wand"],"id":"equipment-3476-3370","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Purification Source Tian Xia Character Guide pg. 130 Usage held in 1 hand --- This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification contain either cleanse affliction , clear mind , or sound body , decided when the wand is created. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the effect until the beginning of your next turn, instead of to fully counteract it, then you can Sustain the Activation of the wand each round to suppress the effect for an additional round, to a maximum of 1 minute. You Sustain the Activation by shaking the wand, so if at any point you release or otherwise drop the wand, the effect immediately stops being suppressed and resumes on the target as normal. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Purification (2nd-rank Spell) Source Tian Xia Character Guide pg. 130 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Purification (3rd-rank Spell) Source Tian Xia Character Guide pg. 130 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Purification (4th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Purification (5th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Purification (6th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Purification (7th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Purification (8th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Purification (9th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 70,000 gp ","skill_mod":{},"summary":"This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3476","name":"Wand of Purification (4th-rank Spell)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3476-3370"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3476","weakness":{},"price":300000,"trait":["Magical","Wand"],"id":"equipment-3476-3371","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Purification Source Tian Xia Character Guide pg. 130 Usage held in 1 hand --- This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification contain either cleanse affliction , clear mind , or sound body , decided when the wand is created. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the effect until the beginning of your next turn, instead of to fully counteract it, then you can Sustain the Activation of the wand each round to suppress the effect for an additional round, to a maximum of 1 minute. You Sustain the Activation by shaking the wand, so if at any point you release or otherwise drop the wand, the effect immediately stops being suppressed and resumes on the target as normal. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Purification (2nd-rank Spell) Source Tian Xia Character Guide pg. 130 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Purification (3rd-rank Spell) Source Tian Xia Character Guide pg. 130 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Purification (4th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Purification (5th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Purification (6th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Purification (7th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Purification (8th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Purification (9th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 70,000 gp ","skill_mod":{},"summary":"This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Equipment"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3476","name":"Wand of Purification (5th-rank Spell)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3476-3371"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3476","weakness":{},"price":450000,"trait":["Magical","Wand"],"id":"equipment-3476-3372","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Purification Source Tian Xia Character Guide pg. 130 Usage held in 1 hand --- This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification contain either cleanse affliction , clear mind , or sound body , decided when the wand is created. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the effect until the beginning of your next turn, instead of to fully counteract it, then you can Sustain the Activation of the wand each round to suppress the effect for an additional round, to a maximum of 1 minute. You Sustain the Activation by shaking the wand, so if at any point you release or otherwise drop the wand, the effect immediately stops being suppressed and resumes on the target as normal. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Purification (2nd-rank Spell) Source Tian Xia Character Guide pg. 130 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Purification (3rd-rank Spell) Source Tian Xia Character Guide pg. 130 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Purification (4th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Purification (5th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Purification (6th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Purification (7th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Purification (8th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Purification (9th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 70,000 gp ","skill_mod":{},"summary":"This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Equipment"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3476","name":"Wand of Purification (6th-rank Spell)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3476-3372"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3476","weakness":{},"price":1000000,"trait":["Magical","Wand"],"id":"equipment-3476-3373","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Purification Source Tian Xia Character Guide pg. 130 Usage held in 1 hand --- This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification contain either cleanse affliction , clear mind , or sound body , decided when the wand is created. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the effect until the beginning of your next turn, instead of to fully counteract it, then you can Sustain the Activation of the wand each round to suppress the effect for an additional round, to a maximum of 1 minute. You Sustain the Activation by shaking the wand, so if at any point you release or otherwise drop the wand, the effect immediately stops being suppressed and resumes on the target as normal. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Purification (2nd-rank Spell) Source Tian Xia Character Guide pg. 130 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Purification (3rd-rank Spell) Source Tian Xia Character Guide pg. 130 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Purification (4th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Purification (5th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Purification (6th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Purification (7th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Purification (8th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Purification (9th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 70,000 gp ","skill_mod":{},"summary":"This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3476","name":"Wand of Purification (7th-rank Spell)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3476-3373"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3476","weakness":{},"price":2400000,"trait":["Magical","Wand"],"id":"equipment-3476-3374","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Purification Source Tian Xia Character Guide pg. 130 Usage held in 1 hand --- This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification contain either cleanse affliction , clear mind , or sound body , decided when the wand is created. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the effect until the beginning of your next turn, instead of to fully counteract it, then you can Sustain the Activation of the wand each round to suppress the effect for an additional round, to a maximum of 1 minute. You Sustain the Activation by shaking the wand, so if at any point you release or otherwise drop the wand, the effect immediately stops being suppressed and resumes on the target as normal. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Purification (2nd-rank Spell) Source Tian Xia Character Guide pg. 130 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Purification (3rd-rank Spell) Source Tian Xia Character Guide pg. 130 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Purification (4th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Purification (5th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Purification (6th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Purification (7th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Purification (8th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Purification (9th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 70,000 gp ","skill_mod":{},"summary":"This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Equipment"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3476","name":"Wand of Purification (8th-rank Spell)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3476-3374"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3476","weakness":{},"price":7000000,"trait":["Magical","Wand"],"id":"equipment-3476-3375","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Wand of Purification Source Tian Xia Character Guide pg. 130 Usage held in 1 hand --- This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification contain either cleanse affliction , clear mind , or sound body , decided when the wand is created. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the effect until the beginning of your next turn, instead of to fully counteract it, then you can Sustain the Activation of the wand each round to suppress the effect for an additional round, to a maximum of 1 minute. You Sustain the Activation by shaking the wand, so if at any point you release or otherwise drop the wand, the effect immediately stops being suppressed and resumes on the target as normal. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Wand of Purification (2nd-rank Spell) Source Tian Xia Character Guide pg. 130 Price 250 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Wand of Purification (3rd-rank Spell) Source Tian Xia Character Guide pg. 130 Price 500 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Wand of Purification (4th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 1,400 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wand of Purification (5th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 3,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Wand of Purification (6th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 4,500 gp <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Wand of Purification (7th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 10,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Wand of Purification (8th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 24,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Wand of Purification (9th-rank Spell) Source Tian Xia Character Guide pg. 130 Price 70,000 gp ","skill_mod":{},"summary":"This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Equipment"],"level":20,"source_category":["Lost Omens"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3476","name":"Wand of Purification (9th-rank Spell)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3476-3375"},{"item_child_id":["equipment-3477-3376","equipment-3477-3377"],"primary_source_category":"Lost Omens","usage":"held in 1 or 2 hands","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Magical","Uncommon"],"id":"equipment-3477","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Worldringer Source Tian Xia Character Guide pg. 131 Usage held in 1 or 2 hands Bulk 1 Base Weapon Khakkhara --- This +1 striking khakkhara is topped by an ornate finial depiction of a small-statured traveler with animal companions. While the rings of a khakkhara are normally meant to alert others of one’s presence, the magic of the worldringer enhances the chimes to entreat upon those who hear it. Activate—Chimes of Command Three Actions (manipulate) Frequency once per day; Effect You call upon beings of this plane or another to hear your call. Choose summon lesser servitor or command . You Cast the chosen Spell at 1st rank (DC 19). When casting summon lesser servitor in this way, you must choose to summon a magical animal. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Worldringer Source Tian Xia Character Guide pg. 131 Price 160 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Worldringer (Greater) Source Tian Xia Character Guide pg. 131 Price 4,200 gp --- The weapon is a +2 greater striking khakkhara. Chimes of Command grants you the choice of casting summon lesser servitor or command as 5th-rank spells (DC 33).","skill_mod":{},"summary":"This +1 striking khakkhara is topped by an ornate finial depiction of a small-statured traveler with animal companions. While the rings of a …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3477","base_item":["Khakkhara"],"name":"Worldringer","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3477"},{"primary_source_category":"Lost Omens","usage":"held in 1 or 2 hands","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-3477","weakness":{},"price":16000,"trait":["Magical","Uncommon"],"id":"equipment-3477-3376","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Worldringer Source Tian Xia Character Guide pg. 131 Usage held in 1 or 2 hands Bulk 1 Base Weapon Khakkhara --- This +1 striking khakkhara is topped by an ornate finial depiction of a small-statured traveler with animal companions. While the rings of a khakkhara are normally meant to alert others of one’s presence, the magic of the worldringer enhances the chimes to entreat upon those who hear it. Activate—Chimes of Command Three Actions (manipulate) Frequency once per day; Effect You call upon beings of this plane or another to hear your call. Choose summon lesser servitor or command . You Cast the chosen Spell at 1st rank (DC 19). When casting summon lesser servitor in this way, you must choose to summon a magical animal. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Worldringer Source Tian Xia Character Guide pg. 131 Price 160 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Worldringer (Greater) Source Tian Xia Character Guide pg. 131 Price 4,200 gp --- The weapon is a +2 greater striking khakkhara. Chimes of Command grants you the choice of casting summon lesser servitor or command as 5th-rank spells (DC 33).","skill_mod":{},"summary":"This +1 striking khakkhara is topped by an ornate finial depiction of a small-statured traveler with animal companions. While the rings of a …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3477","base_item":["Khakkhara"],"name":"Worldringer","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3477-3376"},{"primary_source_category":"Lost Omens","usage":"held in 1 or 2 hands","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-3477","weakness":{},"price":420000,"trait":["Magical","Uncommon"],"id":"equipment-3477-3377","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Worldringer Source Tian Xia Character Guide pg. 131 Usage held in 1 or 2 hands Bulk 1 Base Weapon Khakkhara --- This +1 striking khakkhara is topped by an ornate finial depiction of a small-statured traveler with animal companions. While the rings of a khakkhara are normally meant to alert others of one’s presence, the magic of the worldringer enhances the chimes to entreat upon those who hear it. Activate—Chimes of Command Three Actions (manipulate) Frequency once per day; Effect You call upon beings of this plane or another to hear your call. Choose summon lesser servitor or command . You Cast the chosen Spell at 1st rank (DC 19). When casting summon lesser servitor in this way, you must choose to summon a magical animal. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Worldringer Source Tian Xia Character Guide pg. 131 Price 160 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Worldringer (Greater) Source Tian Xia Character Guide pg. 131 Price 4,200 gp --- The weapon is a +2 greater striking khakkhara. Chimes of Command grants you the choice of casting summon lesser servitor or command as 5th-rank spells (DC 33).","skill_mod":{},"summary":"The weapon is a +2 greater striking khakkhara. Chimes of Command grants you the choice of casting summon lesser servitor or command as 5th-rank …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Rarity"],"level":14,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3477","base_item":["Khakkhara"],"name":"Worldringer (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3477-3377"},{"skill_mod":{},"summary":"The Bow of Sun Slaying is a +3 major striking greater frost composite shortbow constructed out of wood, horn, and sinew. It bears carvings of …","primary_source":"Tian Xia Character Guide","trait_group":["Equipment","Energy","Monster","Tradition","Rarity"],"primary_source_category":"Lost Omens","level":20,"usage":"held in 1 hand","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Item","item_category":"Weapons","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3478","weakness":{},"base_item":["Composite Shortbow"],"name":"Bow of Sun Slaying","trait":["Artifact","Cold","Divine","Unique"],"id":"equipment-3478","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Bow of Sun Slaying Source Tian Xia Character Guide pg. 131 Usage held in 1 hand Bulk L Base Weapon Composite Shortbow --- The Bow of Sun Slaying is a +3 major striking greater frost composite shortbow constructed out of wood, horn, and sinew. It bears carvings of a long-forgotten demigod who legends say possessed the ability to destroy the sun with a single arrow. Activate—Darkness for My Foes Single Action (concentrate) Frequency once per day; Requirements Your last action was a successful Strike against your foe with this weapon; Effect You whisper, “Darkness for my foes,” and the target of your last attack takes 10d6 cold damage and 10d6 spirit damage (DC 45 basic Will save).\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-3478"},{"skill_mod":{},"summary":"The Frost Fair Yanyuedao is a +2 greater striking yanyuedao (use statistics for glaive ) once wielded by a legendary military general from Goka. …","primary_source":"Tian Xia Character Guide","trait_group":["Equipment","Energy","Monster","Mechanics","Rarity"],"primary_source_category":"Lost Omens","level":14,"usage":"held in 2 hands","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Item","item_category":"Weapons","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3479","weakness":{},"base_item":["Glaive"],"name":"Frost Fair Yanyuedao","trait":["Artifact","Cold","Magical","Unique"],"id":"equipment-3479","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Frost Fair Yanyuedao Source Tian Xia Character Guide pg. 131 Usage held in 2 hands Bulk 2 Base Weapon Glaive --- The Frost Fair Yanyuedao is a +2 greater striking yanyuedao (use statistics for glaive) once wielded by a legendary military general from Goka. This weapon was constructed from pieces harvested from a dragon’s body. When in an area of severe cold or colder, the Frost Fair Yanyuedao becomes a +3 major striking yanyuedao with a glowing blue cutting edge and the following ability. Activate—Dragon Chill Single Action (manipulate) Effect Until the end of your turn, the Frost Fair Yanyuedao gains the effects of a greater frost rune. While under this effect, if you critically succeed at a Strike using this weapon against a creature who has resistance or immunity to cold, that creature must attempt a DC 31 Fortitude save or be slowed 1 for 1 minute.\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-3479"},{"skill_mod":{},"summary":"These nine flawless gems are set within a golden necklace, their centerpiece a holy ruby pulled from the center of a sun. So long as you are wearing …","primary_source":"Tian Xia Character Guide","trait_group":["Equipment","Tradition","Monster","Rarity"],"primary_source_category":"Lost Omens","level":13,"usage":"worn","source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Worn Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3480","weakness":{},"name":"Navaratna of the Solar Ruby","trait":["Artifact","Divine","Unique"],"id":"equipment-3480","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Navaratna of the Solar Ruby Source Tian Xia Character Guide pg. 131 Usage worn --- These nine flawless gems are set within a golden necklace, their centerpiece a holy ruby pulled from the center of a sun. So long as you are wearing the navaratna, you ignore all environmental effects due to temperature, do not take penalties due to wind, and ignore all damage and effects from droughts, floods, and earthquakes. You are also immune to damage from starvation. The navaratna does not otherwise grant you resistance against damage (such as fire or cold damage). Activate—Sutra of the Flawless Servant Reaction (concentrate, divine, fortune) Frequency once per hour;; Trigger An ally within 30 feet fails a saving throw against an temperature environmental effect; Effect You offer a prayer for your divine protection to extend to your companion. The creature rerolls the triggering saving throw with a +2 item bonus. They must take the new result, even if it is worse. Destruction The navaratna must be swallowed by a fiendish divine lion; the lion must then by killed by drowning in a lake of naga venom and left to rot for a year. At the stroke of midnight on the final day, the artifact is destroyed.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-3480"},{"skill_mod":{},"summary":"Also known as Ruyi Bang , this +3 major striking greater extending grievous bo staff is a legendary artifact wielded by the Monkey King, …","primary_source":"Tian Xia Character Guide","trait_group":["Equipment","Tradition","Monster","Rarity"],"primary_source_category":"Lost Omens","level":20,"usage":"held in 2 hands","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Item","item_category":"Weapons","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3481","weakness":{},"base_item":["Bo Staff"],"name":"Staff of Sun Wukong","trait":["Artifact","Divine","Unique"],"id":"equipment-3481","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Staff of Sun Wukong Source Tian Xia Character Guide pg. 131 Usage held in 2 hands Bulk 2 Base Weapon Bo Staff --- Also known as Ruyi Bang , this +3 major striking greater extending grievous bo staff is a legendary artifact wielded by the Monkey King, Sun Wukong. Unlike normal bo staves, the Staff of Sun Wukong is made of solid iron with two brilliant gold bands at either end. Activate—Meteor Slam Single Action (concentrate, manipulate) Frequency once per day; Effect You extend the staff with the force of a meteor, dealing 10d10 bludgeoning damage to a single creature within 120 feet and making it enfeebled 1 for 1 day. All other creatures within 10 feet of the target (except the staff’s wielder) take 8d10 sonic damage (DC 43 basic Reflex save). Activate Free Action Close at Hand; Effect It’s said that Sun Wukong tucked this magical staff behind his ear during his travels. When not in use, the Staff of Sun Wukong shrinks to the size and weight of a needle or toothpick, making it highly concealable (+4 circumstance bonus to Stealth checks to hide it from sight). In this form, the item has negligible Bulk. You can Activate this ability again to return the staff to its normal size. Activate—Cloud Somersault Single Action (manipulate) Effect You use the shapeshifting capabilities of this relic to propel yourself great distances. You Leap up to 50 feet in any direction. Destruction Despite being made of iron and gold, mundane heat sources can’t damage the Staff of Sun Wukong. Magical fire similarly has no effect on this relic. The only way to destroy this item is to expose it to the intense heat of a specific volcano in the depths of the Songil Sea (though which volcano remains shrouded in myth).\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-3481"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Tian Xia Character Guide"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":18000,"trait":["Alchemical","Consumable","Rare"],"id":"equipment-3482","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Dragon Pearl Source Tian Xia Character Guide pg. 105 Price 180 gp Usage held in 1 hand Bulk L Activate 1 minute (manipulate) --- These fermented and dried tea leaves are rolled into a ball shaped like a pearl. When brewed as a tea and consumed, it promotes an outpouring of vital energy that surges through your body. For the next 10 minutes, you have resistance 15 to void damage, and your unarmed attacks deal an additional 1d6 points of vitality damage on a successful Strike. While this effect is active, whenever a damaging attack or effect would reduce you to 0 Hit Points, you can use your reaction to immediately end the benefits of dragon pearl and remain conscious and standing with 10 Hit Points, increasing your wounded condition by 1.\n","skill_mod":{},"summary":"These fermented and dried tea leaves are rolled into a ball shaped like a pearl. When brewed as a tea and consumed, it promotes an outpouring of …","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=3482","name":"Dragon Pearl","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3482"},{"primary_source_category":"Adventures","usage":"worn armor","source":["Prey for Death"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Prey for Death","price":650000,"trait":["Invested","Magical","Rare"],"id":"equipment-3483","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Assassin's Skin May contain spoilers from Prey for Death Source Prey for Death pg. 101 Price 6,500 gp Usage worn armor Bulk 1 Base Armor Leather Armor --- This +2 greater resilient leather armor was made from the flayed hide of an Elysian pegasus, then dyed a bright crimson so that it appears slick with fresh blood. The wearer of assassin's skin gains a +3 item bonus to Escape checks. Activate—Blood Revitalization Free Action (concentrate) Frequency once per hour; Trigger You would take persistent bleed damage; Effect You don’t take the persistent bleed damage and instead regain Hit Points equal to the bleed damage. The persistent bleed damage ends.\n","skill_mod":{},"summary":"This +2 greater resilient leather armor was made from the flayed hide of an Elysian pegasus, then dyed a bright crimson so that it appears slick …","primary_source":"Prey for Death","trait_group":["Equipment","Mechanics","Rarity"],"level":15,"source_category":["Adventures"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3483","source_group":["Prey for Death"],"spoilers":"Prey for Death","base_item":["Leather Armor"],"name":"Assassin's Skin","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3483"},{"primary_source_category":"Adventures","usage":"worn armor","source":["Prey for Death"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Prey for Death","price":800000,"trait":["Extradimensional","Invested","Magical","Uncommon"],"id":"equipment-3484","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Vernai Shell May contain spoilers from Prey for Death Source Prey for Death pg. 101 Price 8,000 gp Usage worn armor Bulk 1 Base Armor Mantis Shell --- Made from the finest plates of monstrous insect chitin, this +2 greater resilient mantis shell offers superior protection from Mediogalti's hot weather while also allowing the wearer to blend into almost any situation and strike with hidden blades. While wearing this armor, you are protected from extreme heat and severe heat effects. Vernai shell armor includes two extradimensional spaces built into each of the armor's gloves, granting the wearer two places to store items. Each glove can hold one item of 1 Bulk or less. While an item is stored in one of the two gloves, there is nothing to indicate that an item is being held inside it. Activate—Store Item Single Action (manipulate) Requirements At least one of the Vernai shell's two extradimensional spaces is empty; Effect One item you’re holding with a Bulk of 1 or less vanishes into one of the armor’s extradimensional spaces. Activate—Retrieve Item Free Action (concentrate, manipulate) Requirements An item is stored in at least one of the Vernai shell's extradimensional spaces, and you have a free hand.; Effect One item of your choice in either extradimensional space appears in your hand. You can’t Retrieve Item again for 1 minute\n","skill_mod":{},"summary":"Made from the finest plates of monstrous insect chitin, this +2 greater resilient mantis shell offers superior protection from Mediogalti's hot …","primary_source":"Prey for Death","trait_group":["Mechanics","Equipment","Rarity"],"level":15,"source_category":["Adventures"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3484","source_group":["Prey for Death"],"spoilers":"Prey for Death","base_item":["Mantis Shell"],"name":"Vernai Shell","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3484"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Prey for Death"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Prey for Death","price":2400000,"trait":["Magical","Unique"],"id":"equipment-3485","text":"<title level=\"1\" right=\"Item 16\" pfs=\"\" > Blood-Drinker May contain spoilers from Prey for Death Source Prey for Death pg. 101 Price 24,000 gp Usage held in 1 hand Base Weapon Sawtooth Saber --- This +3 greater striking keen sawtooth saber has a black blade that always seems freshly smeared with blood. Activate—Drink Blood Reaction (concentrate) Trigger You reduce a creature to 0 Hit Points with the weapon; Effect You gain a number of temporary Hit Points equal to twice the creature's level. If you're also wielding Fleshrender in your other hand, you instead gain temporary Hit Points equal to three times the creature's level. These Hit Points remain for 1 minute. Activate—Wall of Sabers Two Actions (concentrate, manipulate) Frequency once per hour; Requirements Fleshrender is within 30 feet and isn't currently held by you; Effect A whirling wall of sawtooth sabers appear in the air between the paired weapons. All creatures in a line between you and Fleshrender take 10d6 slashing damage and 4d6 persistent bleed damage (DC 38 basic Reflex save).\n","skill_mod":{},"summary":"This +3 greater striking keen sawtooth saber has a black blade that always seems freshly smeared with blood. ","primary_source":"Prey for Death","trait_group":["Mechanics","Rarity"],"level":16,"source_category":["Adventures"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3485","source_group":["Prey for Death"],"spoilers":"Prey for Death","base_item":["Sawtooth Saber"],"name":"Blood-Drinker","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-3485"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Prey for Death"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Prey for Death","price":625000,"trait":["Magical","Rare"],"id":"equipment-3486","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Bloody Fang May contain spoilers from Prey for Death Source Prey for Death pg. 101 Price 6,250 gp Usage held in 1 hand Base Weapon Dagger --- The bladed inner curve of this +2 greater striking keen wounding dagger has a jagged, saw-like edge, while its handle is wrapped in red leather. Carved from the mandible of a giant praying mantis, this magical weapon's blade is as sharp and serviceable as steel. Activate—Sweeping Slash Two Actions (concentrate, manipulate) Frequency once per day; Effect You swing the dagger in a wide arc, causing a horizontal swipe of blood- red energy to sweep out in a 30-foot cone. All living creatures in the area take 15d6 slashing damage (DC 34 basic Reflex save), plus 1d6 persistent bleed damage on a failed save.\n","skill_mod":{},"summary":"The bladed inner curve of this +2 greater striking keen wounding dagger \thas a jagged, saw-like edge, while its handle is wrapped in red …","primary_source":"Prey for Death","trait_group":["Mechanics","Rarity"],"level":15,"source_category":["Adventures"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3486","source_group":["Prey for Death"],"spoilers":"Prey for Death","base_item":["Dagger"],"name":"Bloody Fang","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3486"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Prey for Death"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Prey for Death","school":"illusion","price":650000,"skill":["Deception"],"trait":["Illusion","Magical","Rare"],"id":"equipment-3487","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Limited\" > Crimson Bluff May contain spoilers from Prey for Death Source Prey for Death pg. 102 Price 6,500 gp Usage held in 1 hand Base Weapon Sawtooth Saber --- This +2 greater striking grievous sawtooth saber has a red hilt and a purple-black blade. Favored by Red Mantis assassins who enjoy using illusions to confound their targets, a crimson bluff constantly flickers and flashes, creating brief afterimages that can be quite distracting. If you use a crimson bluff as part of a gesture when you Create a Diversion, you gain a +2 item bonus to your Deception check. Activate—Shimmer Step Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast blur and then you Step or Stride. Activate—Swap Places Reaction (concentrate) Frequency once per day; Trigger An enemy would hit you with a melee Strike; Requirements You are under the effects of blur ; Effect You swiftly dodge to the side as a momentary image of yourself manifests to distract the foe. The triggering Strike uses the outcome for one degree of success worse than the result of the attack roll. The duration of your blur effect is reduced by 2 rounds.\n","skill_mod":{},"summary":"This +2 greater striking grievous sawtooth saber has a red hilt and a purple-black blade. Favored by Red Mantis assassins who enjoy using …","primary_source":"Prey for Death","trait_group":["School","Monster","Mechanics","Rarity"],"level":16,"source_category":["Adventures"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3487","source_group":["Prey for Death"],"spoilers":"Prey for Death","base_item":["Sawtooth Saber"],"name":"Crimson Bluff","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3487"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Prey for Death"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Prey for Death","price":2400000,"trait":["Magical","Unique"],"id":"equipment-3488","text":"<title level=\"1\" right=\"Item 16\" pfs=\"\" > Fleshrender May contain spoilers from Prey for Death Source Prey for Death pg. 102 Price 24,000 gp Usage held in 1 hand Base Weapon Sawtooth Saber --- This +3 greater striking animated dawnsilver sawtooth saber has many serrated edges and gleams blinding white in bright light. If you're wielding Blood-Drinker in your other hand, increase Fleshrender's attack modifier to +32 instead of +24, and increase its fly Speed to 50 feet when you Set Free Fleshrender.\n","skill_mod":{},"summary":"This +3 greater striking animated dawnsilver sawtooth saber has many serrated edges and gleams blinding white in bright light. If you're …","primary_source":"Prey for Death","trait_group":["Mechanics","Rarity"],"level":16,"source_category":["Adventures"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3488","source_group":["Prey for Death"],"spoilers":"Prey for Death","base_item":["Sawtooth Saber"],"name":"Fleshrender","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-3488"},{"primary_source_category":"Adventures","usage":"held in 2 hands","source":["Prey for Death"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Prey for Death","price":700000,"trait":["Fire","Magical","Unique"],"id":"equipment-3489","text":"<title level=\"1\" right=\"Item 16\" pfs=\"\" > Temperbrand May contain spoilers from Prey for Death Source Prey for Death pg. 102 Price 7,000 gp Usage held in 2 hands Base Weapon Maul --- When the mighty fire-and-metal elemental Temperbrand is defeated, their corpse transforms into a +3 major striking greater flaming grievous shifting maul made of what appears to be molten steel, though it behaves as if it were made of solid metal. When a creature first picks up Temperbrand, they must succeed at a DC 43 Will save to establish their dominance over the weapon. On a success, they become Temperbrand's only accepted wielder and may use the weapon normally. On a failure, the character takes 20d6 fire damage (40d6 fire damage on a critical failure) and drops the weapon as it melts away into slag and immediately reforms in an adjacent space. A new attempt to establish dominance can be made by picking the weapon up again and attempting a new Will save. Once Temperbrand has an accepted wielder, it can't be wielded by anyone else unless the accepted wielder intentionally permits it, declaring so in a loud voice; this permission can be rescinded in a similar manner. Anyone else trying to wield Temperbrand after it has accepted a wielder takes fire damage and causes the weapon to melt away as if they failed the Will save to wield it. The additional fire damage caused by Temperbrand's greater flaming property (but not its persistent fire damage) is splash damage. Temperbrand's wielder is immune to this splash damage. Activate—Molten Smash Two Actions (concentrate, manipulate) Frequency once per day; Effect You smash Temperbrand against the ground or another solid adjacent surface, causing an explosion of molten metal and force to radiate outward in a 20-foot emanation. All creatures in this area take 10d6 fire damage and 6d6 force damage (DC 43 basic Reflex save); those who critically fail this save are knocked prone. You are immune to the effects of Molten Smash, but your allies are not.\n","element":["Fire"],"skill_mod":{},"summary":"When the mighty fire-and-metal elemental Temperbrand is defeated, their corpse transforms into a +3 major striking greater flaming grievous …","primary_source":"Prey for Death","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":16,"source_category":["Adventures"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3489","source_group":["Prey for Death"],"spoilers":"Prey for Death","base_item":["Maul"],"name":"Temperbrand","bulk":0,"category":"equipment","rarity":"unique","slug":"equipment-3489"},{"item_child_id":["equipment-3490-3380","equipment-3490-3381","equipment-3490-3382","equipment-3490-3383"],"primary_source_category":"Adventures","usage":"held in one hand","source":["Prey for Death"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Prey for Death","trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-3490","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Blood Sight Elixir May contain spoilers from Prey for Death Source Prey for Death pg. 102 Usage held in one hand Bulk L Activate Single Action (manipulate) --- This thick, blood-red elixir sharpens your senses and makes you more acutely aware of blood. You gain blood sight with the listed duration and effects. Blood sight has a range of 60 feet and allows you to detect living creatures who are taking persistent bleed damage or who have the dying or wounded conditions. You also detect free-standing puddles or droplets of recently spilled blood. At the GM's discretion, living creatures without blood can't be detected with your blood sight. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Blood Sight Elixir (Lesser) Source Prey for Death pg. 102 Price 10 gp --- The blood sight is an imprecise sense with a duration of 10 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Blood Sight Elixir (Moderate) Source Prey for Death pg. 102 Price 40 gp --- The blood sight is an imprecise sense with a duration of 1 hour. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Blood Sight Elixir (Greater) Source Prey for Death pg. 102 Price 115 gp --- The blood sight is a precise sense with a duration of 1 hour. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Blood Sight Elixir (Major) Source Prey for Death pg. 102 Price 350 gp --- The blood sight is a precise sense with a duration of 1 hour. Your blood sight is especially accurate, allowing you to also detect creatures whose Hit Points are currently at half or less of their maximum. When you detect a creature with blood sight, you get a vague approximation of the value of the creature's bleed damage, dying condition, or wounded condition. This approximation can be noticed as “excessive bleeding,” a creature being “near death,” or some other general sense that doesn't give the exact value.","skill_mod":{},"summary":"This thick, blood-red elixir sharpens your senses and makes you more acutely aware of blood. You gain blood sight with the listed duration and …","primary_source":"Prey for Death","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3490","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Blood Sight Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3490"},{"primary_source_category":"Adventures","usage":"held in one hand","source":["Prey for Death"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3490","weakness":{},"primary_source_group":"Prey for Death","price":1000,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-3490-3380","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Blood Sight Elixir May contain spoilers from Prey for Death Source Prey for Death pg. 102 Usage held in one hand Bulk L Activate Single Action (manipulate) --- This thick, blood-red elixir sharpens your senses and makes you more acutely aware of blood. You gain blood sight with the listed duration and effects. Blood sight has a range of 60 feet and allows you to detect living creatures who are taking persistent bleed damage or who have the dying or wounded conditions. You also detect free-standing puddles or droplets of recently spilled blood. At the GM's discretion, living creatures without blood can't be detected with your blood sight. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Blood Sight Elixir (Lesser) Source Prey for Death pg. 102 Price 10 gp --- The blood sight is an imprecise sense with a duration of 10 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Blood Sight Elixir (Moderate) Source Prey for Death pg. 102 Price 40 gp --- The blood sight is an imprecise sense with a duration of 1 hour. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Blood Sight Elixir (Greater) Source Prey for Death pg. 102 Price 115 gp --- The blood sight is a precise sense with a duration of 1 hour. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Blood Sight Elixir (Major) Source Prey for Death pg. 102 Price 350 gp --- The blood sight is a precise sense with a duration of 1 hour. Your blood sight is especially accurate, allowing you to also detect creatures whose Hit Points are currently at half or less of their maximum. When you detect a creature with blood sight, you get a vague approximation of the value of the creature's bleed damage, dying condition, or wounded condition. This approximation can be noticed as “excessive bleeding,” a creature being “near death,” or some other general sense that doesn't give the exact value.","skill_mod":{},"summary":"The blood sight is an imprecise sense with a duration of 10 minutes.","primary_source":"Prey for Death","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3490","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Blood Sight Elixir (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3490-3380"},{"primary_source_category":"Adventures","usage":"held in one hand","source":["Prey for Death"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3490","weakness":{},"primary_source_group":"Prey for Death","price":4000,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-3490-3381","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Blood Sight Elixir May contain spoilers from Prey for Death Source Prey for Death pg. 102 Usage held in one hand Bulk L Activate Single Action (manipulate) --- This thick, blood-red elixir sharpens your senses and makes you more acutely aware of blood. You gain blood sight with the listed duration and effects. Blood sight has a range of 60 feet and allows you to detect living creatures who are taking persistent bleed damage or who have the dying or wounded conditions. You also detect free-standing puddles or droplets of recently spilled blood. At the GM's discretion, living creatures without blood can't be detected with your blood sight. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Blood Sight Elixir (Lesser) Source Prey for Death pg. 102 Price 10 gp --- The blood sight is an imprecise sense with a duration of 10 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Blood Sight Elixir (Moderate) Source Prey for Death pg. 102 Price 40 gp --- The blood sight is an imprecise sense with a duration of 1 hour. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Blood Sight Elixir (Greater) Source Prey for Death pg. 102 Price 115 gp --- The blood sight is a precise sense with a duration of 1 hour. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Blood Sight Elixir (Major) Source Prey for Death pg. 102 Price 350 gp --- The blood sight is a precise sense with a duration of 1 hour. Your blood sight is especially accurate, allowing you to also detect creatures whose Hit Points are currently at half or less of their maximum. When you detect a creature with blood sight, you get a vague approximation of the value of the creature's bleed damage, dying condition, or wounded condition. This approximation can be noticed as “excessive bleeding,” a creature being “near death,” or some other general sense that doesn't give the exact value.","skill_mod":{},"summary":"The blood sight is an imprecise sense with a duration of 1 hour.","primary_source":"Prey for Death","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":6,"source_category":["Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3490","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Blood Sight Elixir (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3490-3381"},{"primary_source_category":"Adventures","usage":"held in one hand","source":["Prey for Death"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3490","weakness":{},"primary_source_group":"Prey for Death","price":11500,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-3490-3382","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Blood Sight Elixir May contain spoilers from Prey for Death Source Prey for Death pg. 102 Usage held in one hand Bulk L Activate Single Action (manipulate) --- This thick, blood-red elixir sharpens your senses and makes you more acutely aware of blood. You gain blood sight with the listed duration and effects. Blood sight has a range of 60 feet and allows you to detect living creatures who are taking persistent bleed damage or who have the dying or wounded conditions. You also detect free-standing puddles or droplets of recently spilled blood. At the GM's discretion, living creatures without blood can't be detected with your blood sight. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Blood Sight Elixir (Lesser) Source Prey for Death pg. 102 Price 10 gp --- The blood sight is an imprecise sense with a duration of 10 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Blood Sight Elixir (Moderate) Source Prey for Death pg. 102 Price 40 gp --- The blood sight is an imprecise sense with a duration of 1 hour. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Blood Sight Elixir (Greater) Source Prey for Death pg. 102 Price 115 gp --- The blood sight is a precise sense with a duration of 1 hour. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Blood Sight Elixir (Major) Source Prey for Death pg. 102 Price 350 gp --- The blood sight is a precise sense with a duration of 1 hour. Your blood sight is especially accurate, allowing you to also detect creatures whose Hit Points are currently at half or less of their maximum. When you detect a creature with blood sight, you get a vague approximation of the value of the creature's bleed damage, dying condition, or wounded condition. This approximation can be noticed as “excessive bleeding,” a creature being “near death,” or some other general sense that doesn't give the exact value.","skill_mod":{},"summary":"The blood sight is a precise sense with a duration of 1 hour.","primary_source":"Prey for Death","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":9,"source_category":["Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3490","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Blood Sight Elixir (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3490-3382"},{"primary_source_category":"Adventures","usage":"held in one hand","source":["Prey for Death"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3490","weakness":{},"primary_source_group":"Prey for Death","price":35000,"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-3490-3383","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Blood Sight Elixir May contain spoilers from Prey for Death Source Prey for Death pg. 102 Usage held in one hand Bulk L Activate Single Action (manipulate) --- This thick, blood-red elixir sharpens your senses and makes you more acutely aware of blood. You gain blood sight with the listed duration and effects. Blood sight has a range of 60 feet and allows you to detect living creatures who are taking persistent bleed damage or who have the dying or wounded conditions. You also detect free-standing puddles or droplets of recently spilled blood. At the GM's discretion, living creatures without blood can't be detected with your blood sight. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Blood Sight Elixir (Lesser) Source Prey for Death pg. 102 Price 10 gp --- The blood sight is an imprecise sense with a duration of 10 minutes. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Blood Sight Elixir (Moderate) Source Prey for Death pg. 102 Price 40 gp --- The blood sight is an imprecise sense with a duration of 1 hour. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Blood Sight Elixir (Greater) Source Prey for Death pg. 102 Price 115 gp --- The blood sight is a precise sense with a duration of 1 hour. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Blood Sight Elixir (Major) Source Prey for Death pg. 102 Price 350 gp --- The blood sight is a precise sense with a duration of 1 hour. Your blood sight is especially accurate, allowing you to also detect creatures whose Hit Points are currently at half or less of their maximum. When you detect a creature with blood sight, you get a vague approximation of the value of the creature's bleed damage, dying condition, or wounded condition. This approximation can be noticed as “excessive bleeding,” a creature being “near death,” or some other general sense that doesn't give the exact value.","skill_mod":{},"summary":"The blood sight is a precise sense with a duration of 1 hour. Your blood sight is especially accurate, allowing you to also detect creatures whose …","primary_source":"Prey for Death","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":12,"source_category":["Adventures"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3490","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Blood Sight Elixir (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3490-3383"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Prey for Death"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 29 Fortitude","primary_source_group":"Prey for Death","price":20000,"trait":["Alchemical","Consumable","Inhaled","Poison","Uncommon","Virulent"],"id":"equipment-3491","text":"<title level=\"1\" right=\"Item 10\" pfs=\"\" > Breath of the Mantis God May contain spoilers from Prey for Death Source Prey for Death pg. 103 Price 200 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- To prevent one of their victims from being brought back to life, Red Mantis assassins often poison targets with the breath of the mantis god. After a creature is poisoned by this concoction, internal hemorrhaging frequently results in blood issuing from the creature's mouth—a condition referred to by the assassins as having “the breath of the mantis god.” While a creature can attempt to recover normally from the persistent bleed damage caused by breath of the mantis god, the persistent bleed damage will return if the poison's duration is still ongoing. If a creature dies from the poison's effects, the toxin lingers tenaciously in the creature's flesh for 1 year. During this time, if an attempt is made to bring such a slain creature back to life that doesn't create a new body for the deceased (such as with a 7th-rank resurrect ritual), the lingering effects of breath of the mantis god attempts to counteract the resurrection (counteract modifier +17, counteract rank 5). A spell like extract poison can be used to decontaminate a corpse for easier resurrection, but simpler magic such as cleanse cuisine cannot. A 5th-rank or higher cleanse affliction can also attempt to counteract lingering breath of the mantis god. Saving Throw DC 29 Fortitude; Maximum Duration 6 minutes; Stage 1 3d6 persistent bleed and drained 1 (1 minute); Stage 2 3d8 persistent bleed and drained 1 (1 minute); Stage 3 3d10 persistent bleed and drained 2 (1 minute)\n","skill_mod":{},"summary":"To prevent one of their victims from being brought back to life, Red Mantis assassins often poison targets with the breath of the mantis god. After a …","primary_source":"Prey for Death","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":10,"source_category":["Adventures"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3491","source_group":["Prey for Death"],"spoilers":"Prey for Death","stage":["3d6 persistent bleed and drained 1 (1 minute)","3d8 persistent bleed and drained 1 (1 minute)","3d10 persistent bleed and drained 2 (1 minute)"],"name":"Breath of the Mantis God","actions_number":2,"bulk":0.1,"category":"equipment","actions":"Single Action","rarity":"uncommon","slug":"equipment-3491"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Prey for Death"],"type":"Item","item_category":"Grimoires","speed":{},"weakness":{},"primary_source_group":"Prey for Death","school":"illusion","price":1500000,"trait":["Grimoire","Illusion","Rare"],"id":"equipment-3492","text":"<title level=\"1\" right=\"Item 17\" pfs=\"\" > Crimson Tome May contain spoilers from Prey for Death Source Prey for Death pg. 103 Price 15,000 gp Usage held in 1 hand Bulk L --- These tomes are sacred to the Red Mantis assassins, who use them to scribe their spells and record their violent deeds. The first of them were created in Rahadoum, but when the Oath Wars forced the worshippers of Achaekek to flee Rahadoum, many were identified by their crimson tomes , which were destroyed on the spot. Less than a dozen volumes survived, and the secret of creating them has been lost to history. Rumors persist of a first edition of this rare tome—an artifact version of the one presented here, but if these rumors are true, even the Red Mantis have lost track of such a treasure. Each crimson tome is bound in fine red leather with gold filigree on the cover and golden edge gilding. When an illusion spell is prepared from this grimoire, it becomes more difficult to purposefully disbelieve. Creatures that attempt to disbelieve an illusion spell prepared from a crimson tome must roll their check twice and take the worse result; this is a misfortune effect. This does not affect the saving throws of spells with the illusion trait that call for a saving throw to resolve effects other than disbelief, such as with dizzying colors or vision of death . Activate—Crimson Focusing Single Action (manipulate) Frequency once per day; Requirements You have fewer Focus Points than your maximum number of Focus Points; Effect You draw on the crimson tome's energies and regain one Focus Point; the crimson tome's leather binding turns black until your next daily preparations. Activate—Achaekek's Gift Reaction (concentrate, spellshape) Trigger You kill a creature with a spell prepared from the crimson tome ; Effect The crimson tome infuses the slain creature's mortal remains and soul. If an effect attempts to restore the slain creature to life, the crimson tome immediately attempts to counteract that effect (counteract modifier +27, counteract rank 8). If the restoring effect is counteracted, you immediately learn the name, nature, and location of the creature or effect that attempted to bring the dead body back to life. You can only impart Achaekek's Gift on one creature at a time. If you use this ability on another creature, the previous creature loses Achaekek's Gift.\n","skill_mod":{},"summary":"These tomes are sacred to the Red Mantis assassins, who use them to scribe their spells and record their violent deeds. The first of them were …","primary_source":"Prey for Death","trait_group":["Equipment","School","Monster","Rarity"],"level":17,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=3492","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Crimson Tome","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-3492"},{"primary_source_category":"Adventures","usage":"held in 2 hands","source":["Prey for Death"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Prey for Death","price":1400000,"trait":["Magical","Rare","Scrying"],"id":"equipment-3493","text":"<title level=\"1\" right=\"Item 17\" pfs=\"\" > Elysian Clairglass May contain spoilers from Prey for Death Source Prey for Death pg. 103 Price 14,000 gp Usage held in 2 hands Bulk 1 --- Used by soldiers who battle on the borderlands of Elysium, particularly in Gorum’s realm of Clashing Shore, these bronze spyglasses are somewhat plain-looking save for a single diamond set into the largest cylinder. An Elysian clairglass functions like a typical spyglass, but you can see twenty times farther while looking through it, rather than eight times farther. It also grants a +3 item bonus to Perception checks to notice details at a distance. Activate—Seek and Speak Two Actions (concentrate) Frequency once per day; Effect The Elysian clairglass casts clairaudience and clairvoyance on the area you are currently observing with it. As long as you're holding the Elysian clairglass , you can speak through the floating eye or ear created by its spells, causing your voice to manifest as a whisper that only one person in range of the spells can hear, as a booming voice that everyone in range of the spells can hear, or as any combination in between those two extremes. Activate—Pinpoint Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast pinpoint .\n","skill_mod":{},"summary":"Used by soldiers who battle on the borderlands of Elysium, particularly in Gorum’s realm of Clashing Shore, these bronze spyglasses are somewhat …","primary_source":"Prey for Death","trait_group":["Mechanics","Rarity"],"level":17,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=3493","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Elysian Clairglass","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-3493"},{"primary_source_category":"Adventures","usage":"held in 1 hand","source":["Prey for Death"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Prey for Death","trait":["Magical","Uncommon"],"id":"equipment-3494","text":"<title level=\"1\" right=\"Item 11\" pfs=\"\" > Eye of the Mantis May contain spoilers from Prey for Death Source Prey for Death pg. 104 Usage held in 1 hand Bulk L --- This 1-inch tall figurine depicts a crouched praying mantis. It’s usually carved from green jade, crimson marble, or purple porphyry. Regardless of the figurine’s material composition, its gemstone eyes are always a dull ruby red that seems to drink light. Activate—Phantasmal Assassin Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast 4th-rank vision of death (DC 28). To the target, it always appears as if they are being attacked by an immense praying mantis. Activate—Scouting Eye 1 minute (concentrate, manipulate) Frequency once per day; Effect You cast scouting eye .\n","skill_mod":{},"summary":"This 1-inch tall figurine depicts a crouched praying mantis. It’s usually carved from green jade, crimson marble, or purple porphyry. Regardless of …","primary_source":"Prey for Death","trait_group":["Mechanics","Rarity"],"level":11,"source_category":["Adventures"],"resistance":{},"url":"/Equipment.aspx?ID=3494","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Eye of the Mantis","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-3494"},{"item_child_id":["equipment-3495-3384","equipment-3495-3385","equipment-3495-3386"],"primary_source_category":"Adventures","usage":"worn bracers","source":["Prey for Death"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Prey for Death","school":"illusion","trait":["Illusion","Invested","Magical","Uncommon"],"id":"equipment-3495","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Assassin's Bracers May contain spoilers from Prey for Death Source Prey for Death pg. 104 Usage worn bracers Bulk L --- These paired bracers of red leather appear as plain armbands on the outside but display the branded symbol of Achaekek on the inside. They grant the wearer a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5 as armor. You can affix talismans to assassin's bracers as though they were light armor. Activate—Focus on the Doomed Two Actions (concentrate, manipulate) Frequency once per day; Effect You designate one creature within 30 feet. You cast 4th-rank invisibility on yourself, but the designated creature can still see you. The bracers enhance your appearance to the designated creature, making you appear more fearsome and unnerving, granting you a +1 item bonus to attempts to Feint or Demoralize the designated creature. The designated creature takes a –1 item penalty to saving throws against fear effects. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Assassin's Bracers (Type I) Source Prey for Death pg. 104 Price 1,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Assassin's Bracers (Type II) Source Prey for Death pg. 104 Price 6,500 gp --- The item bonuses are +2, and the item penalty is –2. <title level=\"2\" right=\"Item 20\" pfs=\"Limited\" > Assassin's Bracers (Type III) Source Prey for Death pg. 104 Price 70,000 gp --- The item bonuses are +3, and the item penalty is –3","skill_mod":{},"summary":"These paired bracers of red leather appear as plain armbands on the outside but display the branded symbol of Achaekek on the inside. They grant …","primary_source":"Prey for Death","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3495","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Assassin's Bracers","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3495"},{"primary_source_category":"Adventures","usage":"worn bracers","source":["Prey for Death"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3495","weakness":{},"primary_source_group":"Prey for Death","school":"illusion","price":100000,"trait":["Illusion","Invested","Magical","Uncommon"],"id":"equipment-3495-3384","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Assassin's Bracers May contain spoilers from Prey for Death Source Prey for Death pg. 104 Usage worn bracers Bulk L --- These paired bracers of red leather appear as plain armbands on the outside but display the branded symbol of Achaekek on the inside. They grant the wearer a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5 as armor. You can affix talismans to assassin's bracers as though they were light armor. Activate—Focus on the Doomed Two Actions (concentrate, manipulate) Frequency once per day; Effect You designate one creature within 30 feet. You cast 4th-rank invisibility on yourself, but the designated creature can still see you. The bracers enhance your appearance to the designated creature, making you appear more fearsome and unnerving, granting you a +1 item bonus to attempts to Feint or Demoralize the designated creature. The designated creature takes a –1 item penalty to saving throws against fear effects. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Assassin's Bracers (Type I) Source Prey for Death pg. 104 Price 1,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Assassin's Bracers (Type II) Source Prey for Death pg. 104 Price 6,500 gp --- The item bonuses are +2, and the item penalty is –2. <title level=\"2\" right=\"Item 20\" pfs=\"Limited\" > Assassin's Bracers (Type III) Source Prey for Death pg. 104 Price 70,000 gp --- The item bonuses are +3, and the item penalty is –3","skill_mod":{},"summary":"These paired bracers of red leather appear as plain armbands on the outside but display the branded symbol of Achaekek on the inside. They grant …","primary_source":"Prey for Death","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3495","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Assassin's Bracers (Type I)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3495-3384"},{"primary_source_category":"Adventures","usage":"worn bracers","source":["Prey for Death"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3495","weakness":{},"primary_source_group":"Prey for Death","school":"illusion","price":650000,"trait":["Illusion","Invested","Magical","Uncommon"],"id":"equipment-3495-3385","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Assassin's Bracers May contain spoilers from Prey for Death Source Prey for Death pg. 104 Usage worn bracers Bulk L --- These paired bracers of red leather appear as plain armbands on the outside but display the branded symbol of Achaekek on the inside. They grant the wearer a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5 as armor. You can affix talismans to assassin's bracers as though they were light armor. Activate—Focus on the Doomed Two Actions (concentrate, manipulate) Frequency once per day; Effect You designate one creature within 30 feet. You cast 4th-rank invisibility on yourself, but the designated creature can still see you. The bracers enhance your appearance to the designated creature, making you appear more fearsome and unnerving, granting you a +1 item bonus to attempts to Feint or Demoralize the designated creature. The designated creature takes a –1 item penalty to saving throws against fear effects. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Assassin's Bracers (Type I) Source Prey for Death pg. 104 Price 1,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Assassin's Bracers (Type II) Source Prey for Death pg. 104 Price 6,500 gp --- The item bonuses are +2, and the item penalty is –2. <title level=\"2\" right=\"Item 20\" pfs=\"Limited\" > Assassin's Bracers (Type III) Source Prey for Death pg. 104 Price 70,000 gp --- The item bonuses are +3, and the item penalty is –3","skill_mod":{},"summary":"The item bonuses are +2, and the item penalty is –2.","primary_source":"Prey for Death","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":15,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3495","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Assassin's Bracers (Type II)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3495-3385"},{"primary_source_category":"Adventures","usage":"worn bracers","source":["Prey for Death"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3495","weakness":{},"primary_source_group":"Prey for Death","school":"illusion","price":7000000,"trait":["Illusion","Invested","Magical","Uncommon"],"id":"equipment-3495-3386","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Assassin's Bracers May contain spoilers from Prey for Death Source Prey for Death pg. 104 Usage worn bracers Bulk L --- These paired bracers of red leather appear as plain armbands on the outside but display the branded symbol of Achaekek on the inside. They grant the wearer a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5 as armor. You can affix talismans to assassin's bracers as though they were light armor. Activate—Focus on the Doomed Two Actions (concentrate, manipulate) Frequency once per day; Effect You designate one creature within 30 feet. You cast 4th-rank invisibility on yourself, but the designated creature can still see you. The bracers enhance your appearance to the designated creature, making you appear more fearsome and unnerving, granting you a +1 item bonus to attempts to Feint or Demoralize the designated creature. The designated creature takes a –1 item penalty to saving throws against fear effects. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Assassin's Bracers (Type I) Source Prey for Death pg. 104 Price 1,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Assassin's Bracers (Type II) Source Prey for Death pg. 104 Price 6,500 gp --- The item bonuses are +2, and the item penalty is –2. <title level=\"2\" right=\"Item 20\" pfs=\"Limited\" > Assassin's Bracers (Type III) Source Prey for Death pg. 104 Price 70,000 gp --- The item bonuses are +3, and the item penalty is –3","skill_mod":{},"summary":"The item bonuses are +3, and the item penalty is –3","primary_source":"Prey for Death","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":20,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3495","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Assassin's Bracers (Type III)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3495-3386"},{"item_child_id":["equipment-3496-3387","equipment-3496-3388"],"primary_source_category":"Adventures","usage":"worn gloves","source":["Prey for Death"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Prey for Death","skill":["Athletics"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3496","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Limited\" > Mantis Embrace May contain spoilers from Prey for Death Source Prey for Death pg. 104 Usage worn gloves Bulk L --- These stylized red gloves are constructed from plates of leather that have been treated to resemble insect chitin. The gloves grant the wearer a +2 item bonus to Athletics checks to Grapple or Shove. Activate—Crushing Embrace Single Action (manipulate) Frequency once per hour; Requirements You are grappling a creature; Effect You Strike the creature you are grappling with a melee weapon or unarmed attack. This Strike deals an additional 3d6 precision damage and gains the death trait. The body of a creature that is slain by Crushing Embrace is so gruesomely damaged that the creature's body cannot be affected by any effect that requires an intact body to function, such as the talking corpse spell. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Mantis Embrace Source Prey for Death pg. 104 Price 700 gp <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Mantis Embrace (Greater) Source Prey for Death pg. 104 Price 13,000 gp --- The bonus to Athletics is +3, and the additional precision damage is 5d6.","skill_mod":{},"summary":"These stylized red gloves are constructed from plates of leather that have been treated to resemble insect chitin. The gloves grant the wearer a +2 …","primary_source":"Prey for Death","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3496","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Mantis Embrace","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3496"},{"primary_source_category":"Adventures","usage":"worn gloves","source":["Prey for Death"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3496","weakness":{},"primary_source_group":"Prey for Death","price":70000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3496-3387","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Limited\" > Mantis Embrace May contain spoilers from Prey for Death Source Prey for Death pg. 104 Usage worn gloves Bulk L --- These stylized red gloves are constructed from plates of leather that have been treated to resemble insect chitin. The gloves grant the wearer a +2 item bonus to Athletics checks to Grapple or Shove. Activate—Crushing Embrace Single Action (manipulate) Frequency once per hour; Requirements You are grappling a creature; Effect You Strike the creature you are grappling with a melee weapon or unarmed attack. This Strike deals an additional 3d6 precision damage and gains the death trait. The body of a creature that is slain by Crushing Embrace is so gruesomely damaged that the creature's body cannot be affected by any effect that requires an intact body to function, such as the talking corpse spell. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Mantis Embrace Source Prey for Death pg. 104 Price 700 gp <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Mantis Embrace (Greater) Source Prey for Death pg. 104 Price 13,000 gp --- The bonus to Athletics is +3, and the additional precision damage is 5d6.","skill_mod":{},"summary":"These stylized red gloves are constructed from plates of leather that have been treated to resemble insect chitin. The gloves grant the wearer a +2 …","primary_source":"Prey for Death","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3496","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Mantis Embrace","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3496-3387"},{"primary_source_category":"Adventures","usage":"worn gloves","source":["Prey for Death"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3496","weakness":{},"primary_source_group":"Prey for Death","price":1300000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3496-3388","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Limited\" > Mantis Embrace May contain spoilers from Prey for Death Source Prey for Death pg. 104 Usage worn gloves Bulk L --- These stylized red gloves are constructed from plates of leather that have been treated to resemble insect chitin. The gloves grant the wearer a +2 item bonus to Athletics checks to Grapple or Shove. Activate—Crushing Embrace Single Action (manipulate) Frequency once per hour; Requirements You are grappling a creature; Effect You Strike the creature you are grappling with a melee weapon or unarmed attack. This Strike deals an additional 3d6 precision damage and gains the death trait. The body of a creature that is slain by Crushing Embrace is so gruesomely damaged that the creature's body cannot be affected by any effect that requires an intact body to function, such as the talking corpse spell. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Mantis Embrace Source Prey for Death pg. 104 Price 700 gp <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Mantis Embrace (Greater) Source Prey for Death pg. 104 Price 13,000 gp --- The bonus to Athletics is +3, and the additional precision damage is 5d6.","skill_mod":{},"summary":"The bonus to Athletics is +3, and the additional precision damage is 5d6.","primary_source":"Prey for Death","trait_group":["Equipment","Mechanics","Rarity"],"level":17,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3496","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Mantis Embrace (Greater)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3496-3388"},{"item_child_id":["equipment-3497-3389","equipment-3497-3390","equipment-3497-3391"],"primary_source_category":"Adventures","usage":"worn head","source":["Prey for Death"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Prey for Death","trait":["Invested","Magical","Uncommon"],"id":"equipment-3497","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Mask of the Mantis May contain spoilers from Prey for Death Source Prey for Death pg. 104 Usage worn head Bulk L --- The traditional headwear for the Red Mantis assassin is the mask of the mantis . Most of these masks are constructed from hard leather helmets that serve to obscure the assassin's identity and give them the appearance of possessing a mantis's head. Some variants, however, consist only of the mask itself, and are meant to be worn over the face. Regardless of the shape and style, all masks of the mantis function the same. Members of the Vernai can use any mask of the mantis to enhance their frightening presence—something they often do simply to reveal their standing in the society without speaking a word, as detailed fully in the entry for Vernai's Ire activation below. While wearing a mask of the mantis , you gain a +1 item bonus to Perception checks. Activate—Enhance Vision Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast either darkvision or see the unseen on yourself. Activate—Vernai's Ire Two Actions (concentrate) Requirements You are a member of the Vernai; Effect You cause the mask of the mantis's eyes to shimmer with crimson light, granting yourself a far more harrowing visage. This light creates illumination equivalent to that of a candle. You can use this ability again to extinguish the frightening glow, but as long as Vernai's Ire remains active, you gain a +1 item bonus to Intimidation checks. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Mask of the Mantis Source Prey for Death pg. 104 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Mask of the Mantis (Greater) Source Prey for Death pg. 104 Price 1,350 gp --- The item bonus to Perception and Intimidation is +2. When you Enhance Vision, the darkvision spell or see the unseen spell is heightened to 5th-rank. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Mask of the Mantis (Major) Source Prey for Death pg. 104 Price 19,000 gp --- The item bonus to Perception and Intimidation is +3. Activate—Locate Target Two Actions 10 minutes (concentrate) Frequency once per day; Effect You cast pinpoint . If the target of this spell is a creature for which you've accepted a contract to assassinate, you are considered to have seen the creature in person for the purposes of pinpoint's requirements.","skill_mod":{},"summary":"The traditional headwear for the Red Mantis assassin is the mask of the mantis . Most of these masks are constructed from hard leather helmets that …","primary_source":"Prey for Death","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3497","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Mask of the Mantis","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3497"},{"primary_source_category":"Adventures","usage":"worn head","source":["Prey for Death"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3497","weakness":{},"primary_source_group":"Prey for Death","price":15000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3497-3389","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Mask of the Mantis May contain spoilers from Prey for Death Source Prey for Death pg. 104 Usage worn head Bulk L --- The traditional headwear for the Red Mantis assassin is the mask of the mantis . Most of these masks are constructed from hard leather helmets that serve to obscure the assassin's identity and give them the appearance of possessing a mantis's head. Some variants, however, consist only of the mask itself, and are meant to be worn over the face. Regardless of the shape and style, all masks of the mantis function the same. Members of the Vernai can use any mask of the mantis to enhance their frightening presence—something they often do simply to reveal their standing in the society without speaking a word, as detailed fully in the entry for Vernai's Ire activation below. While wearing a mask of the mantis , you gain a +1 item bonus to Perception checks. Activate—Enhance Vision Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast either darkvision or see the unseen on yourself. Activate—Vernai's Ire Two Actions (concentrate) Requirements You are a member of the Vernai; Effect You cause the mask of the mantis's eyes to shimmer with crimson light, granting yourself a far more harrowing visage. This light creates illumination equivalent to that of a candle. You can use this ability again to extinguish the frightening glow, but as long as Vernai's Ire remains active, you gain a +1 item bonus to Intimidation checks. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Mask of the Mantis Source Prey for Death pg. 104 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Mask of the Mantis (Greater) Source Prey for Death pg. 104 Price 1,350 gp --- The item bonus to Perception and Intimidation is +2. When you Enhance Vision, the darkvision spell or see the unseen spell is heightened to 5th-rank. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Mask of the Mantis (Major) Source Prey for Death pg. 104 Price 19,000 gp --- The item bonus to Perception and Intimidation is +3. Activate—Locate Target Two Actions 10 minutes (concentrate) Frequency once per day; Effect You cast pinpoint . If the target of this spell is a creature for which you've accepted a contract to assassinate, you are considered to have seen the creature in person for the purposes of pinpoint's requirements.","skill_mod":{},"summary":"The traditional headwear for the Red Mantis assassin is the mask of the mantis . Most of these masks are constructed from hard leather helmets that …","primary_source":"Prey for Death","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3497","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Mask of the Mantis","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3497-3389"},{"primary_source_category":"Adventures","usage":"worn head","source":["Prey for Death"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3497","weakness":{},"primary_source_group":"Prey for Death","price":135000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3497-3390","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Mask of the Mantis May contain spoilers from Prey for Death Source Prey for Death pg. 104 Usage worn head Bulk L --- The traditional headwear for the Red Mantis assassin is the mask of the mantis . Most of these masks are constructed from hard leather helmets that serve to obscure the assassin's identity and give them the appearance of possessing a mantis's head. Some variants, however, consist only of the mask itself, and are meant to be worn over the face. Regardless of the shape and style, all masks of the mantis function the same. Members of the Vernai can use any mask of the mantis to enhance their frightening presence—something they often do simply to reveal their standing in the society without speaking a word, as detailed fully in the entry for Vernai's Ire activation below. While wearing a mask of the mantis , you gain a +1 item bonus to Perception checks. Activate—Enhance Vision Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast either darkvision or see the unseen on yourself. Activate—Vernai's Ire Two Actions (concentrate) Requirements You are a member of the Vernai; Effect You cause the mask of the mantis's eyes to shimmer with crimson light, granting yourself a far more harrowing visage. This light creates illumination equivalent to that of a candle. You can use this ability again to extinguish the frightening glow, but as long as Vernai's Ire remains active, you gain a +1 item bonus to Intimidation checks. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Mask of the Mantis Source Prey for Death pg. 104 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Mask of the Mantis (Greater) Source Prey for Death pg. 104 Price 1,350 gp --- The item bonus to Perception and Intimidation is +2. When you Enhance Vision, the darkvision spell or see the unseen spell is heightened to 5th-rank. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Mask of the Mantis (Major) Source Prey for Death pg. 104 Price 19,000 gp --- The item bonus to Perception and Intimidation is +3. Activate—Locate Target Two Actions 10 minutes (concentrate) Frequency once per day; Effect You cast pinpoint . If the target of this spell is a creature for which you've accepted a contract to assassinate, you are considered to have seen the creature in person for the purposes of pinpoint's requirements.","skill_mod":{},"summary":"The item bonus to Perception and Intimidation is +2. When you Enhance Vision, the darkvision spell or see the unseen spell is heightened to …","primary_source":"Prey for Death","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3497","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Mask of the Mantis (Greater)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3497-3390"},{"primary_source_category":"Adventures","usage":"worn head","source":["Prey for Death"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3497","weakness":{},"primary_source_group":"Prey for Death","price":1900000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3497-3391","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Mask of the Mantis May contain spoilers from Prey for Death Source Prey for Death pg. 104 Usage worn head Bulk L --- The traditional headwear for the Red Mantis assassin is the mask of the mantis . Most of these masks are constructed from hard leather helmets that serve to obscure the assassin's identity and give them the appearance of possessing a mantis's head. Some variants, however, consist only of the mask itself, and are meant to be worn over the face. Regardless of the shape and style, all masks of the mantis function the same. Members of the Vernai can use any mask of the mantis to enhance their frightening presence—something they often do simply to reveal their standing in the society without speaking a word, as detailed fully in the entry for Vernai's Ire activation below. While wearing a mask of the mantis , you gain a +1 item bonus to Perception checks. Activate—Enhance Vision Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast either darkvision or see the unseen on yourself. Activate—Vernai's Ire Two Actions (concentrate) Requirements You are a member of the Vernai; Effect You cause the mask of the mantis's eyes to shimmer with crimson light, granting yourself a far more harrowing visage. This light creates illumination equivalent to that of a candle. You can use this ability again to extinguish the frightening glow, but as long as Vernai's Ire remains active, you gain a +1 item bonus to Intimidation checks. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Mask of the Mantis Source Prey for Death pg. 104 Price 150 gp <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Mask of the Mantis (Greater) Source Prey for Death pg. 104 Price 1,350 gp --- The item bonus to Perception and Intimidation is +2. When you Enhance Vision, the darkvision spell or see the unseen spell is heightened to 5th-rank. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Mask of the Mantis (Major) Source Prey for Death pg. 104 Price 19,000 gp --- The item bonus to Perception and Intimidation is +3. Activate—Locate Target Two Actions 10 minutes (concentrate) Frequency once per day; Effect You cast pinpoint . If the target of this spell is a creature for which you've accepted a contract to assassinate, you are considered to have seen the creature in person for the purposes of pinpoint's requirements.","skill_mod":{},"summary":"The item bonus to Perception and Intimidation is +3.","primary_source":"Prey for Death","trait_group":["Equipment","Mechanics","Rarity"],"level":18,"source_category":["Adventures"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3497","source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Mask of the Mantis (Major)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3497-3391"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["War of Immortals"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":7000000,"trait":["Magical","Mythic","Rare"],"id":"equipment-3498","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Mythic Armor Potency Source War of Immortals pg. 148 Price 70,000 gp Usage etched onto armor --- This armor is etched with a mythical ward providing unparalleled defense. Increase the armor’s item bonus to AC by 4, and the armor can be etched with four property runes. Activate—Survive Devastation Reaction (concentrate) Trigger An enemy critically succeeds against you with a weapon or unarmed Strike; Effect Spend a Mythic Point; if the triggering Strike was made by a mythic creature, it’s a normal success instead. If it was made by a non-mythic creature, it’s a failure. Craft Requirements Mythic armor potency runes can only be crafted, etched, or transferred by a mythic character capable of making a Crafting check at mythic proficiency (such as by having the Artisan’s Calling).\n","skill_mod":{},"summary":"This armor is etched with a mythical ward providing unparalleled defense. Increase the armor’s item bonus to AC by 4, and the armor can be etched …","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Armor Runes","resistance":{},"url":"/Equipment.aspx?ID=3498","name":"Mythic Armor Potency","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3498"},{"primary_source_category":"Rulebooks","usage":"etched onto armor","source":["War of Immortals"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":7000000,"trait":["Magical","Mythic","Rare"],"id":"equipment-3499","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Mythic Resilent Source War of Immortals pg. 149 Price 70,000 gp Usage etched onto armor --- Mythic resilient runes imbue armor with unrivaled protection from a wide array of effects. The armor grants a +4 item bonus to saving throws to the wearer. Activate—Defy Obliteration Reaction (concentrate) Trigger You critically fail a saving throw; Effect Spend a Mythic Point; if the triggering save was made due to an effect created by a mythic monster, hazard, or other effect, it’s a normal failure instead. If the save was made due to an effect that wasn’t mythic, it becomes a success. Craft Requirements Mythic resilient runes can only be crafted, etched, or transferred by a mythic character capable of making a Crafting check at mythic proficiency (such as by having the Artisan’s Calling).\n","skill_mod":{},"summary":"Mythic resilient runes imbue armor with unrivaled protection from a wide array of effects. The armor grants a +4 item bonus to saving throws to the …","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Armor Runes","resistance":{},"url":"/Equipment.aspx?ID=3499","name":"Mythic Resilent","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3499"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["War of Immortals"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":7000000,"trait":["Magical","Mythic","Rare"],"id":"equipment-3500","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Mythic Striking Source War of Immortals pg. 149 Price 70,000 gp Usage etched onto a weapon --- This weapon is filled with unmatched destructive power. The weapon deals five weapon damage dice. Activate—Unstoppable Devastation Reaction (concentrate) Trigger You roll the weapon damage dice for a Strike with this weapon and do not like the result; Effect Spend a Mythic Point and reroll your weapon damage dice, taking the higher of the two results. Craft Requirements Mythic striking runes can only be crafted, etched, or transferred by a mythic character capable of making a Crafting check at mythic proficiency (such as by having the Artisan’s Calling).\n","skill_mod":{},"summary":"This weapon is filled with unmatched destructive power. The weapon deals five weapon damage dice. ","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Weapon Runes","resistance":{},"url":"/Equipment.aspx?ID=3500","name":"Mythic Striking","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3500"},{"primary_source_category":"Rulebooks","usage":"etched onto a weapon","source":["War of Immortals"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"price":7000000,"trait":["Magical","Mythic","Rare"],"id":"equipment-3501","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Mythic Weapon Potency Source War of Immortals pg. 149 Price 70,000 gp Usage etched onto a weapon --- This weapon strikes with peerless accuracy to pierce the defenses of the mightiest monstrosities. Attack rolls with this weapon gain a +4 item bonus, and the weapon can be etched with four property runes. Activate—Unerring Blow Reaction (concentrate) Trigger You roll an attack roll to Strike with this weapon and receive a critical failure; Effect Spend a Mythic Point and reroll your attack roll with mythic proficiency, taking the higher of the two results. Craft Requirements Mythic weapon potency runes can only be crafted, etched, or transferred by a mythic character capable of making a Crafting check at mythic proficiency (such as by having the Artisan’s Calling).\n","skill_mod":{},"summary":"This weapon strikes with peerless accuracy to pierce the defenses of the mightiest monstrosities. Attack rolls with this weapon gain a +4 item bonus, …","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic","Rarity"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Fundamental Weapon Runes","resistance":{},"url":"/Equipment.aspx?ID=3501","name":"Mythic Weapon Potency","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3501"},{"skill_mod":{},"summary":"This traditional barrel drum has tacked heads in the old military style of Hwanggot and is painted with a many-colored imperial dragon twined around …","primary_source":"War of Immortals","trait_group":["Equipment","Mechanics","Mythic","Rarity"],"primary_source_category":"Rulebooks","level":24,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3507","weakness":{},"name":"Dragon-Lotus Drum","trait":["Artifact","Magical","Mythic","Unique"],"id":"equipment-3507","text":"<title level=\"1\" right=\"Item 24\" pfs=\"Standard\" > Dragon-Lotus Drum Source War of Immortals pg. 150 Usage held in 2 hands Bulk 1 --- This traditional barrel drum has tacked heads in the old military style of Hwanggot and is painted with a many-colored imperial dragon twined around white and pink lotuses, a symbol of long memory. The dragon holds a scroll in its two front claws that bears the inscription “So that the memory of war may be truthfully recalled.” A creature who activates the drum is bound to join its army after death. Once their spirit has fought in a hundred and one battles, they are freed to face whatever fate their soul has earned. However, until this duty is discharged, the dead creature cannot be resurrected, nor can their soul be captured by any other means. Activate—Summon Dragon-Lotus Army Three Actions (concentrate, incarnate, manipulate) Frequency once every 20 years; Effect Spend a Mythic Point; beating the drum summons a spectral army to an area you designate within 500 feet. The army takes its Arrive action when you finish playing. At the end of your next turn, the army Strides up to 60 feet and then takes its Depart action. The Dragon-Lotus Army follows your orders and attempts to not harm you and your allies when possible. The spectral force isn’t fully a creature. It can’t take any other actions, nor can it be targeted or harmed by Strikes, spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic ). The army is Gargantuan, but it doesn’t block movement. Arrive (emotion, fear, mental, sonic) The Sound of Thunder The beating of the drum amplifies to become like the stomping of hundreds of booted feet. The Dragon-Lotus Army appears in perfect formation and gives a brief, staccato battle cry. All enemies in a 60-foot emanation around the army take 16d10 sonic damage (basic DC 48 Fortitude save); each creature who fails its save is also frightened 3 (frightened 4 on a critical failure). Depart Devastating Charge The army readies their motley collection of weapons and Strides forward up to 100 feet in a straight line. Each creature it moves through takes 20d8 bludgeoning, piercing, or slashing damage (whichever would be most harmful at the GM’s discretion) with a basic DC 48 Reflex save. A creature who critically fails its save is also knocked prone. Destruction If the Dragon-Lotus Drum is captured by an enemy of Hwanggot (such as a warring rival nation) and then played continually for 1 week while singing anthems that disparage Hwanggot and its leaders, the drum falls to pieces and the souls bound to it are obliterated.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-3507"},{"skill_mod":{},"summary":"Fashioned from a swath of Mogaru’s red-and-black hide and trimmed with Agyra’s rough scales in green, blue, and white, this cloak draws upon the …","primary_source":"War of Immortals","trait_group":["Equipment","Mechanics","Mythic","Rarity"],"primary_source_category":"Rulebooks","level":20,"usage":"worn cloak","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3508","weakness":{},"name":"Final Scalecloak","trait":["Artifact","Invested","Magical","Mythic","Unique"],"id":"equipment-3508","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Final Scalecloak Source War of Immortals pg. 151 Usage worn cloak Bulk 1 --- Fashioned from a swath of Mogaru’s red-and-black hide and trimmed with Agyra’s rough scales in green, blue, and white, this cloak draws upon the power of both kaiju, but at considerable cost. Any kaiju within a 5-mile radius of the Final Scalecloak can sense the presence and nature of the item, and can also determine whether it’s being worn by a mortal. This sense grows stronger as the item and kaiju near one another, until the kaiju can pinpoint exactly where the cloak is and who currently possesses it. When worn, the Final Scalecloak grants you resistance 15 to physical and precision damage, immunity to electricity, and a Fly speed of 60 feet. You are unaffected by strong winds while flying. Activate—Commune with Kaiju Two Actions (concentrate, manipulate, primal) Frequency once per day; Effect Spend a Mythic Point; you gain the effects of a 6th-rank telepathy spell but can use it only to communicate with Gargantuan animals and beasts. Most kaiju are hostile toward you for wearing the Final Scalecloak, however, requiring great effort to calm them enough to have a conversation. Activate—Embody the Storm Two Actions (concentrate, manipulate, primal) Frequency once per hour; Effect Spend a Mythic Point; a nimbus of crackling electricity surrounds you for 1 minute. You gain a +4 status bonus to AC against ranged projectiles that are at least partly made of metal. If a foe attempts to Strike you with an unarmed attack or melee attack with a weapon at least partly made of metal, that creature takes 3d10 electricity damage (basic DC 40 Reflex save). Destruction The Final Scalecloak is torn to shreds if the wearer is struck by an attack or effect from both Agyra and Mogaru within the same round.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-3508"},{"skill_mod":{},"summary":"This +4 major striking holy morningstar is made of wood and adorned with golden flames traced along its haft and head. It has the razing …","primary_source":"War of Immortals","trait_group":["Equipment","Mechanics","Mythic","Rarity"],"primary_source_category":"Rulebooks","level":21,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3509","weakness":{},"base_item":["Morningstar"],"name":"Freedom's Flame","trait":["Artifact","Magical","Mythic","Unique"],"id":"equipment-3509","text":"<title level=\"1\" right=\"Item 21\" pfs=\"Standard\" > Freedom's Flame Source War of Immortals pg. 151 Usage held in 1 hand Bulk L Base Weapon Morningstar --- This +4 major striking holy morningstar is made of wood and adorned with golden flames traced along its haft and head. It has the razing trait, and it ignores the Hardness of structures used to hold those you feel are being unjustly imprisoned (subject to the GM’s discretion). Activate—Break Free Two Actions (concentrate, manipulate) Effect Spend a Mythic Point; Freedom’s Flame blazes with a rose-red light, creating a beacon of spiritual strength. Any creature within 120 feet that’s currently under a compulsion or control effect can immediately attempt a new saving throw to break free of the effect, with a +3 status bonus. Activate—Holy Retribution Free Action (concentrate, divine) Frequency once per day; Trigger Your previous action was to use Freedom’s Flame to Strike a foe you have witnessed use a compulsion or control effect on an ally within the past hour; Effect Spend a Mythic Point; your blow is empowered by the righteousness of Milani. The target’s holy weakness is triggered again or, if the target doesn’t have a holy weakness, it takes 15 spirit damage. Destruction Freedom’s Flame is sliced in two if struck by a final blade that has been anointed with unholy water created by a level 20 unholy creature.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-3509"},{"skill_mod":{},"summary":"Muted, silvery moonlight gleams along the curved blade of this +4 major striking ghost touch spear . Braided tassels of horsehair dangle …","primary_source":"War of Immortals","trait_group":["Equipment","Mechanics","Mythic","Rarity"],"primary_source_category":"Rulebooks","level":23,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3510","weakness":{},"base_item":["Spear"],"name":"Shadowpiercer","trait":["Artifact","Magical","Mythic","Unique"],"id":"equipment-3510","text":"<title level=\"1\" right=\"Item 23\" pfs=\"Standard\" > Shadowpiercer Source War of Immortals pg. 152 Usage held in 1 hand Bulk 1 Base Weapon Spear --- Muted, silvery moonlight gleams along the curved blade of this +4 major striking ghost touch spear . Braided tassels of horsehair dangle from its sturdy haft, and archaic runes in Nidalese script shimmer along the weapon in the presence of shadow magic. Shadowpiercer ignores immunity and resistance to precision damage of creatures with the incorporeal or shadow trait, and deals an additional 2d6 precision damage to such creatures. While wielding Shadowpiercer , you gain a +2 status bonus to saving throws against darkness and shadow effects; this bonus also applies to allies within 60 feet of you while you wield the spear. If you are a worshipper of Zon-Kuthon, you are drained 4 and enfeebled 4 while carrying or wielding Shadowpiercer . If you use a darkness or shadow effect while carrying or wielding Shadowpiercer , you become enfeebled 4; this condition’s value reduces by 1 at the start of each day you do not have physical contact with Shadowpiercer . Activate—Absorb Shadows Two Actions (concentrate, healing, manipulate, occult) Frequency once per day; Effect You touch Shadowpiercer to a darkness or shadow effect to siphon its energy and bolster yourself. You gain a number of temporary Hit Points equal to four times the effect’s counteract rank. These temporary Hit Points last for 1 hour. In addition, if the effect is causing darkness, that darkness is automatically counteracted within 15 feet of you for as long as you have those temporary Hit Points. This doesn’t provide light—it merely restores the area to its natural illumination level. Activate—Rebuff Gloom Reaction (concentrate, occult) Frequency You don’t currently have the drained condition; Trigger You or an ally within 60 feet is targeted by a darkness or shadow effect; Effect Spend a Mythic Point; the spear drains your vitality to counteract the effect. You can attempt to counteract the effect (+46 modifier level, counteract rank 10). You can activate this effect without having a Mythic Point available but doing so makes you drained 2. Destruction Shadowpiercer simply disappears if a worshipper of Zon-Kuthon casts a 10th-rank darkness spell on it once a day for an entire month while it is unattended.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-3510"},{"skill_mod":{},"summary":"Mounted upon a base of iron, inscribed with innumerable runes, this immense anvil can be used to forge nearly anything into reality. Stories claim …","primary_source":"War of Immortals","trait_group":["Equipment","Mechanics","Mythic","Rarity"],"primary_source_category":"Rulebooks","level":25,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3511","weakness":{},"name":"World Forge","trait":["Artifact","Invested","Magical","Mythic","Unique"],"id":"equipment-3511","text":"<title level=\"1\" right=\"Item 25\" pfs=\"Standard\" > World Forge Source War of Immortals pg. 152 Usage held in 1 hand Bulk 1 --- Mounted upon a base of iron, inscribed with innumerable runes, this immense anvil can be used to forge nearly anything into reality. Stories claim that even metaphorical and abstract concepts, including “a graveknight’s mercy” and “the tears of a living wildfire” have been hammered into solid shape upon Worldforge , though the tales disagree about what form those objects took. The cost of using Worldforge , however, is prohibitive for mere mortals. In addition to the fuel and metal it consumes, Worldforge draws upon the user’s physical and spiritual strength to sustain the act of creation. The demand of its magic is such that no one save gods, or those who are nearly gods, can use it and survive. Activate—Wondrous Forge (downtime, manipulate) Requirements You have the ability to make a Crafting check at mythic proficiency (such as that granted by the Artisan’s Calling); Effect After spending 2 days setting up the work (or 1 if you have the desired item’s formula) and supplying Worldforge with adequate raw materials (as determined by the GM), you attempt to Craft something upon it. The DC and final cost of the item is also determined by the GM. For each day you spend Crafting, you must expend a Mythic Point or your drained condition increases by 1; this condition can’t be reduced until you have finished Crafting the item or you abandon the project. Each day spent Crafting upon the Worldforge counts as 10 days of normal Crafting time. If the value of your drained condition reaches 4, you must attempt a DC 46 Fortitude save or die. If you fail this save or if you abandon the activity, what remains of your project shatters irrecoverably into a multitude of useless fragments. Destruction Worldforge can’t be destroyed as long as Torag maintains his divinity.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-3511"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["War of Immortals"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Magical","Mythic","Unique"],"id":"equipment-3512","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Gut-Ripper Source War of Immortals pg. 171 Usage held in 2 hands Bulk 2 Base Weapon Ogre Hook --- This +1 striking ogre hook causes its owner to dream of past murders conducted with the weapon. Gut-Ripper's mythic magic is tied to the bloodlust of the ogre boss who was holding it upon becoming mythic. If Gut-Ripper doesn't kill a creature each day by midnight, it becomes a non-magical ogre hook. Activate Two Actions Rip Guts! Rip Guts!; Cost 1 Mythic Point; Effect You throw Gut-Ripper in a line of any length up to 60 feet, then it returns to your hands. Each creature in the line takes 2d10 piercing damage with a DC 25 basic Fortitude save. If there's a creature at the end of the line, you instead make a melee Strike against it with the hook that deals an additional 2d10 persistent bleed damage. Each time a creature takes this bleed damage, you regain that many HP; this is a healing vitality effect. This activation can't be used again for 1d4 rounds.\n","skill_mod":{},"summary":"This +1 striking ogre hook causes its owner to dream of past murders conducted with the weapon. Gut-Ripper's mythic magic is tied to the …","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3512","base_item":["Ogre Hook"],"name":"Gut-Ripper","bulk":2,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-3512"},{"skill_mod":{},"summary":"This long-stemmed pipe always emits a thin plume of smoke, even when not lit or in active use. The exact material the pipe is made of varies in every …","primary_source":"War of Immortals","trait_group":["Equipment","Mechanics","Mythic","Rarity"],"primary_source_category":"Rulebooks","level":11,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3513","weakness":{},"name":"Wandering Pipe","trait":["Artifact","Invested","Magical","Mythic","Unique"],"id":"equipment-3513","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Wandering Pipe Source War of Immortals pg. 184 Usage held in 1 hand --- This long-stemmed pipe always emits a thin plume of smoke, even when not lit or in active use. The exact material the pipe is made of varies in every accounting; sometimes made of polished oak, other times ebony, sometimes stone, and in one Erutaki legend the pipe is made of pure ice that somehow holds a flame. Though the wandering pipe is not intelligent, it is rumored to possess a certain capriciousness, leaving the possession of mortals whose lives are not exciting enough but inevitably finding its way back to its one true owner. When held in one hand, the pipe grants its holder a +2 circumstance bonus to Deception checks but imposes a -1 circumstance penalty to Stealth checks made to Hide or Sneak, as its telltale plume of smoke gives away the bearer's position. Activate—Smoky Protections Two Actions (concentrate, manipulate, primal) Cost 1 Mythic Point; Frequency once per day; Effect For the next 10 minutes, smoke gathers around you buoying your steps and protecting you. For the duration of this effect, you gain a fly Speed equal to your land Speed and automatically hover in place, and you have concealment from ranged attacks. Destruction The wandering pipe can be broken as easily as any other wooden pipe, but it always reforms afterward in the hands of the Immortal Trickster or one of his bonded mortals. It can only be broken by the hands of one of the Trickster's bonded mortals who is an honest person acting with good intent; it is said that if this occurs, the Trickster would also be significantly weakened as a result.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-3513"},{"skill_mod":{},"summary":"This object, made of silver light, takes the form of a small musical instrument, prop, or other tool associated with a specific art form. The holder …","item_child_id":["equipment-3514-3392","equipment-3514-3393"],"primary_source":"War of Immortals","trait_group":["Equipment","Tradition","Monster","Mythic","Rarity"],"primary_source_category":"Rulebooks","level":12,"usage":"worn or held in 1 hand","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3514","weakness":{},"name":"Immaculate Instrument","trait":["Artifact","Divine","Mythic","Rare"],"id":"equipment-3514","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Immaculate Instrument Source War of Immortals pg. 203 Usage worn or held in 1 hand Bulk L --- This object, made of silver light, takes the form of a small musical instrument, prop, or other tool associated with a specific art form. The holder of the immaculate instrument never suffers from creative blocks of any kind and their work is always insightful and skilled. A character who uses the immaculate instrument to Perform or Craft can attempt the check at mythic proficiency once per month, and as long as they possess their immaculate instrument , they treat any critical failures with these skills as failures. Destruction If the holder uses the immaculate instrument to intentionally produce a work that is not just mediocre or crass, but one that devalues the public opinion of the art form itself in a showing of at least 100 spectators, the instrument fades away in shame. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Immaculate Instrument Source War of Immortals pg. 203 Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cursed Immaculate Instrument Source War of Immortals pg. 203 Bulk L --- This immaculate instrument has been cursed by the sublime breath it was taken from, causing it to warp, rust, or tarnish, though the holder of the instrument cannot perceive this and rationalizes away any attempt to explain the instrument's obviously cursed nature. Whenever the cursed immaculate instrument is used to produce a work, the holder must succeed on a DC 16 flat check or the work fails, leaving the holder frustrated and raising the DC of subsequent flat checks by 1. When the DC reaches 20, the work fails as normal, but the holder continues to attempt it fruitlessly to the exclusion of all other activities, including eating, drinking, and sleep, until they expire or the curse is broken.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3514"},{"skill_mod":{},"summary":"This object, made of silver light, takes the form of a small musical instrument, prop, or other tool associated with a specific art form. The holder …","primary_source":"War of Immortals","trait_group":["Equipment","Tradition","Monster","Mythic","Rarity"],"primary_source_category":"Rulebooks","level":12,"usage":"worn or held in 1 hand","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3514","item_parent_id":"equipment-3514","weakness":{},"name":"Immaculate Instrument","trait":["Artifact","Divine","Mythic","Rare"],"id":"equipment-3514-3392","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Immaculate Instrument Source War of Immortals pg. 203 Usage worn or held in 1 hand Bulk L --- This object, made of silver light, takes the form of a small musical instrument, prop, or other tool associated with a specific art form. The holder of the immaculate instrument never suffers from creative blocks of any kind and their work is always insightful and skilled. A character who uses the immaculate instrument to Perform or Craft can attempt the check at mythic proficiency once per month, and as long as they possess their immaculate instrument , they treat any critical failures with these skills as failures. Destruction If the holder uses the immaculate instrument to intentionally produce a work that is not just mediocre or crass, but one that devalues the public opinion of the art form itself in a showing of at least 100 spectators, the instrument fades away in shame. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Immaculate Instrument Source War of Immortals pg. 203 Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cursed Immaculate Instrument Source War of Immortals pg. 203 Bulk L --- This immaculate instrument has been cursed by the sublime breath it was taken from, causing it to warp, rust, or tarnish, though the holder of the instrument cannot perceive this and rationalizes away any attempt to explain the instrument's obviously cursed nature. Whenever the cursed immaculate instrument is used to produce a work, the holder must succeed on a DC 16 flat check or the work fails, leaving the holder frustrated and raising the DC of subsequent flat checks by 1. When the DC reaches 20, the work fails as normal, but the holder continues to attempt it fruitlessly to the exclusion of all other activities, including eating, drinking, and sleep, until they expire or the curse is broken.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3514-3392"},{"skill_mod":{},"summary":"This immaculate instrument has been cursed by the sublime breath it was taken from, causing it to warp, rust, or tarnish, though the holder of …","primary_source":"War of Immortals","trait_group":["Equipment","Tradition","Monster","Mythic","Rarity"],"primary_source_category":"Rulebooks","level":12,"usage":"worn or held in 1 hand","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3514","item_parent_id":"equipment-3514","weakness":{},"name":"Cursed Immaculate Instrument","trait":["Cursed","Artifact","Divine","Mythic","Rare"],"id":"equipment-3514-3393","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Immaculate Instrument Source War of Immortals pg. 203 Usage worn or held in 1 hand Bulk L --- This object, made of silver light, takes the form of a small musical instrument, prop, or other tool associated with a specific art form. The holder of the immaculate instrument never suffers from creative blocks of any kind and their work is always insightful and skilled. A character who uses the immaculate instrument to Perform or Craft can attempt the check at mythic proficiency once per month, and as long as they possess their immaculate instrument , they treat any critical failures with these skills as failures. Destruction If the holder uses the immaculate instrument to intentionally produce a work that is not just mediocre or crass, but one that devalues the public opinion of the art form itself in a showing of at least 100 spectators, the instrument fades away in shame. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Immaculate Instrument Source War of Immortals pg. 203 Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cursed Immaculate Instrument Source War of Immortals pg. 203 Bulk L --- This immaculate instrument has been cursed by the sublime breath it was taken from, causing it to warp, rust, or tarnish, though the holder of the instrument cannot perceive this and rationalizes away any attempt to explain the instrument's obviously cursed nature. Whenever the cursed immaculate instrument is used to produce a work, the holder must succeed on a DC 16 flat check or the work fails, leaving the holder frustrated and raising the DC of subsequent flat checks by 1. When the DC reaches 20, the work fails as normal, but the holder continues to attempt it fruitlessly to the exclusion of all other activities, including eating, drinking, and sleep, until they expire or the curse is broken.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3514-3393"},{"skill_mod":{},"summary":"Weapons made from sloughstone exploit Verex-That-Was's hatred of his unwilling transformation, turning his own flesh against him. Processing …","item_child_id":["equipment-3515-3394","equipment-3515-3395","equipment-3515-3396","equipment-3515-3397"],"primary_source":"War of Immortals","trait_group":["Equipment","Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3515","weakness":{},"name":"Sloughstone","trait":["Precious","Rare"],"id":"equipment-3515","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Sloughstone Source War of Immortals pg. 208 --- Weapons made from sloughstone exploit Verex-That-Was's hatred of his unwilling transformation, turning his own flesh against him. Processing sloughstone is difficult and unpleasant, increasing the DC to craft an item with the material by 4. Structures can't be made out of sloughstone. ## Sloughstone Sloughstone Items Hardness HP BT Thin Items Standard-grade 8 36 18 High-grade 11 48 24 Items Standard-grade 12 50 25 High-grade 15 62 31 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Sloughstone Chunk Source War of Immortals pg. 208 Price 500 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Sloughstone Ingot Source War of Immortals pg. 208 Price 5,000 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Sloughstone Object (Standard-Grade) Source War of Immortals pg. 208 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sloughstone Object (High-Grade) Source War of Immortals pg. 208 Price 6,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3515"},{"skill_mod":{},"summary":"Weapons made from sloughstone exploit Verex-That-Was's hatred of his unwilling transformation, turning his own flesh against him. Processing …","primary_source":"War of Immortals","trait_group":["Equipment","Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3515","item_parent_id":"equipment-3515","weakness":{},"price":50000,"name":"Sloughstone Chunk","trait":["Precious","Rare"],"id":"equipment-3515-3394","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Sloughstone Source War of Immortals pg. 208 --- Weapons made from sloughstone exploit Verex-That-Was's hatred of his unwilling transformation, turning his own flesh against him. Processing sloughstone is difficult and unpleasant, increasing the DC to craft an item with the material by 4. Structures can't be made out of sloughstone. ## Sloughstone Sloughstone Items Hardness HP BT Thin Items Standard-grade 8 36 18 High-grade 11 48 24 Items Standard-grade 12 50 25 High-grade 15 62 31 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Sloughstone Chunk Source War of Immortals pg. 208 Price 500 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Sloughstone Ingot Source War of Immortals pg. 208 Price 5,000 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Sloughstone Object (Standard-Grade) Source War of Immortals pg. 208 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sloughstone Object (High-Grade) Source War of Immortals pg. 208 Price 6,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3515-3394"},{"skill_mod":{},"summary":"Weapons made from sloughstone exploit Verex-That-Was's hatred of his unwilling transformation, turning his own flesh against him. Processing …","primary_source":"War of Immortals","trait_group":["Equipment","Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3515","item_parent_id":"equipment-3515","weakness":{},"price":500000,"name":"Sloughstone Ingot","trait":["Precious","Rare"],"id":"equipment-3515-3395","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Sloughstone Source War of Immortals pg. 208 --- Weapons made from sloughstone exploit Verex-That-Was's hatred of his unwilling transformation, turning his own flesh against him. Processing sloughstone is difficult and unpleasant, increasing the DC to craft an item with the material by 4. Structures can't be made out of sloughstone. ## Sloughstone Sloughstone Items Hardness HP BT Thin Items Standard-grade 8 36 18 High-grade 11 48 24 Items Standard-grade 12 50 25 High-grade 15 62 31 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Sloughstone Chunk Source War of Immortals pg. 208 Price 500 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Sloughstone Ingot Source War of Immortals pg. 208 Price 5,000 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Sloughstone Object (Standard-Grade) Source War of Immortals pg. 208 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sloughstone Object (High-Grade) Source War of Immortals pg. 208 Price 6,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3515-3395"},{"skill_mod":{},"summary":"Weapons made from sloughstone exploit Verex-That-Was's hatred of his unwilling transformation, turning his own flesh against him. Processing …","primary_source":"War of Immortals","trait_group":["Equipment","Rarity"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3515","item_parent_id":"equipment-3515","weakness":{},"price":35000,"name":"Sloughstone Object (Standard-Grade)","trait":["Precious","Rare"],"id":"equipment-3515-3396","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Sloughstone Source War of Immortals pg. 208 --- Weapons made from sloughstone exploit Verex-That-Was's hatred of his unwilling transformation, turning his own flesh against him. Processing sloughstone is difficult and unpleasant, increasing the DC to craft an item with the material by 4. Structures can't be made out of sloughstone. ## Sloughstone Sloughstone Items Hardness HP BT Thin Items Standard-grade 8 36 18 High-grade 11 48 24 Items Standard-grade 12 50 25 High-grade 15 62 31 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Sloughstone Chunk Source War of Immortals pg. 208 Price 500 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Sloughstone Ingot Source War of Immortals pg. 208 Price 5,000 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Sloughstone Object (Standard-Grade) Source War of Immortals pg. 208 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sloughstone Object (High-Grade) Source War of Immortals pg. 208 Price 6,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3515-3396"},{"skill_mod":{},"summary":"Weapons made from sloughstone exploit Verex-That-Was's hatred of his unwilling transformation, turning his own flesh against him. Processing …","primary_source":"War of Immortals","trait_group":["Equipment","Rarity"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3515","item_parent_id":"equipment-3515","weakness":{},"price":600000,"name":"Sloughstone Object (High-Grade)","trait":["Precious","Rare"],"id":"equipment-3515-3397","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Sloughstone Source War of Immortals pg. 208 --- Weapons made from sloughstone exploit Verex-That-Was's hatred of his unwilling transformation, turning his own flesh against him. Processing sloughstone is difficult and unpleasant, increasing the DC to craft an item with the material by 4. Structures can't be made out of sloughstone. ## Sloughstone Sloughstone Items Hardness HP BT Thin Items Standard-grade 8 36 18 High-grade 11 48 24 Items Standard-grade 12 50 25 High-grade 15 62 31 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Sloughstone Chunk Source War of Immortals pg. 208 Price 500 gp <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Sloughstone Ingot Source War of Immortals pg. 208 Price 5,000 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Sloughstone Object (Standard-Grade) Source War of Immortals pg. 208 Price 350 gp (per Bulk) <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Sloughstone Object (High-Grade) Source War of Immortals pg. 208 Price 6,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3515-3397"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["War of Immortals"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"saving_throw":"DC 22 Fortitude","trait":["Cursed","Magical","Rare"],"id":"equipment-3516","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Shard of Self-Destruction Source War of Immortals pg. 208 Usage held in 1 hand Bulk L Base Weapon Dagger --- This jagged shard of bone appears to be and functions as a +1 striking dagger with a sharp edge that is perpetually stained with blood. Whenever you critically hit with the weapon, you deal an additional 1d6 persistent bleed damage, but you also take 1d6 persistent bleed damage. You take a –2 penalty to the flat check to remove this bleed damage, and when you succeed at this flat check, you are exposed to Verex's ruin (see below) as the site of the injury grows red and inflamed, your blood vessels discoloring and swelling as if serrated knives were trying to push their way out. Once the curse has activated for the first time, the weapon fuses to you; while you can sheathe the dagger outside of combat, it appears in your hand when a fight begins and you can't sheathe it as long as there is an enemy you can perceive. Verex's Ruin (disease, unholy) Saving Throw DC 22 Fortitude; Onset 1 hour; Stage 1 enfeebled 1 (1 day); Stage 2 enfeebled 2, fatigued, and 1d6 spirit damage each time you would take persistent bleed damage (1 week); Stage 3 as stage 2, but the spirit damage increases to 2d6 (1 week); Stage 4 enfeebled 3, fatigued, and 4d6 spirit damage each time you would take persistent bleed damage (1 week); Stage 5 death\n","skill_mod":{},"summary":"This jagged shard of bone appears to be and functions as a +1 striking dagger with a sharp edge that is perpetually stained with blood. …","primary_source":"War of Immortals","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"onset":3600,"resistance":{},"url":"/Equipment.aspx?ID=3516","stage":[" enfeebled 1 (1 day)","enfeebled 2, fatigued , and 1d6 spirit damage each time you would take persistent bleed damage (1 week)","as stage 2, but the spirit damage increases to 2d6 (1 week)","enfeebled 3, fatigued, and 4d6 spirit damage each time you would take persistent bleed damage (1 week)","death"],"base_item":["Dagger"],"name":"Shard of Self-Destruction","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3516"},{"skill_mod":{},"summary":"Made from the webs spun from the thorax of the Weaver of Webs herself, dreamweb offers a number of mystic benefits. Cloth items and rope made from …","item_child_id":["equipment-3517-3398","equipment-3517-3399","equipment-3517-3400"],"primary_source":"War of Immortals","trait_group":["Equipment","Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3517","weakness":{},"name":"Dreamweb","trait":["Precious","Rare"],"id":"equipment-3517","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Dreamweb Source War of Immortals pg. 215 --- Made from the webs spun from the thorax of the Weaver of Webs herself, dreamweb offers a number of mystic benefits. Cloth items and rope made from dream web have Hardness 4 with 12 HP per inch and a break DC of 16. Light armor made from dream web is lighter than normal cloth or leather: the armor's Bulk is reduced by 1 (reduced to light Bulk if the armor's normal Bulk is 1, with no effect on an item that normally has light Bulk). Light armor made from dream web grants the wearer poison resistance equal to 3 plus the value of its armor potency rune. ## Dreamweb Dreamweb Items Hardness HP BT Thin Items Standard-grade 4 16 8 High-grade 7 28 14 Items Standard-grade 6 32 16 High-grade 9 44 22 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Dreamweb Bolt Source War of Immortals pg. 215 Price 50 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Dreamweb Object (Standard-Grade) Source War of Immortals pg. 215 Price 150 gp (per Bulk) <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dreamweb Object (High-Grade) Source War of Immortals pg. 215 Price 3,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3517"},{"skill_mod":{},"summary":"Made from the webs spun from the thorax of the Weaver of Webs herself, dreamweb offers a number of mystic benefits. Cloth items and rope made from …","primary_source":"War of Immortals","trait_group":["Equipment","Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3517","item_parent_id":"equipment-3517","weakness":{},"price":5000,"name":"Dreamweb Bolt","trait":["Precious","Rare"],"id":"equipment-3517-3398","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Dreamweb Source War of Immortals pg. 215 --- Made from the webs spun from the thorax of the Weaver of Webs herself, dreamweb offers a number of mystic benefits. Cloth items and rope made from dream web have Hardness 4 with 12 HP per inch and a break DC of 16. Light armor made from dream web is lighter than normal cloth or leather: the armor's Bulk is reduced by 1 (reduced to light Bulk if the armor's normal Bulk is 1, with no effect on an item that normally has light Bulk). Light armor made from dream web grants the wearer poison resistance equal to 3 plus the value of its armor potency rune. ## Dreamweb Dreamweb Items Hardness HP BT Thin Items Standard-grade 4 16 8 High-grade 7 28 14 Items Standard-grade 6 32 16 High-grade 9 44 22 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Dreamweb Bolt Source War of Immortals pg. 215 Price 50 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Dreamweb Object (Standard-Grade) Source War of Immortals pg. 215 Price 150 gp (per Bulk) <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dreamweb Object (High-Grade) Source War of Immortals pg. 215 Price 3,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3517-3398"},{"skill_mod":{},"summary":"Made from the webs spun from the thorax of the Weaver of Webs herself, dreamweb offers a number of mystic benefits. Cloth items and rope made from …","primary_source":"War of Immortals","trait_group":["Equipment","Rarity"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3517","item_parent_id":"equipment-3517","weakness":{},"price":15000,"name":"Dreamweb Object (Standard-Grade)","trait":["Precious","Rare"],"id":"equipment-3517-3399","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Dreamweb Source War of Immortals pg. 215 --- Made from the webs spun from the thorax of the Weaver of Webs herself, dreamweb offers a number of mystic benefits. Cloth items and rope made from dream web have Hardness 4 with 12 HP per inch and a break DC of 16. Light armor made from dream web is lighter than normal cloth or leather: the armor's Bulk is reduced by 1 (reduced to light Bulk if the armor's normal Bulk is 1, with no effect on an item that normally has light Bulk). Light armor made from dream web grants the wearer poison resistance equal to 3 plus the value of its armor potency rune. ## Dreamweb Dreamweb Items Hardness HP BT Thin Items Standard-grade 4 16 8 High-grade 7 28 14 Items Standard-grade 6 32 16 High-grade 9 44 22 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Dreamweb Bolt Source War of Immortals pg. 215 Price 50 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Dreamweb Object (Standard-Grade) Source War of Immortals pg. 215 Price 150 gp (per Bulk) <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dreamweb Object (High-Grade) Source War of Immortals pg. 215 Price 3,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3517-3399"},{"skill_mod":{},"summary":"Made from the webs spun from the thorax of the Weaver of Webs herself, dreamweb offers a number of mystic benefits. Cloth items and rope made from …","primary_source":"War of Immortals","trait_group":["Equipment","Rarity"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Item","item_category":"Materials","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3517","item_parent_id":"equipment-3517","weakness":{},"price":300000,"name":"Dreamweb Object (High-Grade)","trait":["Precious","Rare"],"id":"equipment-3517-3400","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Dreamweb Source War of Immortals pg. 215 --- Made from the webs spun from the thorax of the Weaver of Webs herself, dreamweb offers a number of mystic benefits. Cloth items and rope made from dream web have Hardness 4 with 12 HP per inch and a break DC of 16. Light armor made from dream web is lighter than normal cloth or leather: the armor's Bulk is reduced by 1 (reduced to light Bulk if the armor's normal Bulk is 1, with no effect on an item that normally has light Bulk). Light armor made from dream web grants the wearer poison resistance equal to 3 plus the value of its armor potency rune. ## Dreamweb Dreamweb Items Hardness HP BT Thin Items Standard-grade 4 16 8 High-grade 7 28 14 Items Standard-grade 6 32 16 High-grade 9 44 22 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Dreamweb Bolt Source War of Immortals pg. 215 Price 50 gp <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Dreamweb Object (Standard-Grade) Source War of Immortals pg. 215 Price 150 gp (per Bulk) <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Dreamweb Object (High-Grade) Source War of Immortals pg. 215 Price 3,000 gp (per Bulk) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3517-3400"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","price":400,"trait":["Consumable","Magical","Rare"],"id":"equipment-3518","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > One-Hour Flower May contain spoilers from Convocation Source Rival Academies pg. 29 Price 4 gp Usage held in 1 hand Activate Single Action (manipulate) --- Popular with lovers, decorators, and sports fans, the seeds of these ephemeral plants grow and bloom immediately into flowers when placed in any warm environment, including a cup of dirt, a bowl of warm water, and a tightly clenched hand. The color of these flowers varies, but each has an internal glow that sheds bright light in a 30-foot radius. The radius of this light shrinks by 10 feet every 20 minutes. At the end of an hour, the plant disintegrates, leaving only a vaguely pleasant scent in the air.\n","skill_mod":{},"summary":"Popular with lovers, decorators, and sports fans, the seeds of these ephemeral plants grow and bloom immediately into flowers when placed in any warm …","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3518","source_group":["Convocation"],"spoilers":"Convocation","name":"One-Hour Flower","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3518"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Convocation","price":800,"trait":["Alchemical","Consumable","Elixir","Rare"],"id":"equipment-3519","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Spiced Demonade May contain spoilers from Convocation Source Rival Academies pg. 29 Price 8 gp Usage held in 1 hand Activate Single Action (manipulate) --- There are some who claim that the original version of this tart red drink contained the ground skin of actual demons, but in truth, spiced demonade was created by a first-year academy student desperate to look awake and alert after a night of carousing. After consuming spiced demonade, you ignore all effects and penalties from the consumption of alcohol and lack of sleep for 1 hour. These effects resume when the spiced demonade wears off, and you become temporarily immune to spiced demonade for 24 hours.\n","skill_mod":{},"summary":"There are some who claim that the original version of this tart red drink contained the ground skin of actual demons, but in truth, spiced demonade …","primary_source":"Rival Academies","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3519","source_group":["Convocation"],"spoilers":"Convocation","name":"Spiced Demonade","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3519"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","price":1500,"skill":["Diplomacy"],"trait":["Consumable","Magical","Rare"],"id":"equipment-3520","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Conspirator's Cookie May contain spoilers from Convocation Source Rival Academies pg. 29 Price 15 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- The shape and exact flavor of these chocolate-covered cookies vary slightly based on who prepares them and the language they are imbued with when crafted. Although named for their use in obfuscating communications, Diarra finds them useful for quite the opposite reason. After eating one of these treats, you can speak and understand the chosen language for the next hour. If you have the Read Lips or Sign Language feat, you can use that language with those feats. A conspirator's cookie grants you a +1 item bonus to Diplomacy checks to Make an Impression or Request in the chosen language and you can add your level even if untrained. Craft Requirements You must know the chosen language\n","skill_mod":{},"summary":"The shape and exact flavor of these chocolate-covered cookies vary slightly based on who prepares them and the language they are imbued with when …","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3520","source_group":["Convocation"],"spoilers":"Convocation","name":"Conspirator's Cookie","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3520"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","price":300,"trait":["Consumable","Magical","Rare"],"id":"equipment-3521","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Echo Token May contain spoilers from Convocation Source Rival Academies pg. 29 Price 3 gp Usage held in 1 hand --- Visitors to the Echo Repository always emerge with one of these silver coins, stamped with the visage of a faceless queen, somewhere on their person. An echo token carries a minute shard of the Echo Repository's mission to impart lost information. Activate—Flip a Coin Single Action (manipulate) Effect When flipped, the coin disintegrates into a glittery mist. You learn and memorize one random fact about a specific type of Lore (such as Architecture Lore, Elf Lore, Astral Plane Lore) that you didn't previously know, chosen by the GM. The next time you attempt a check to Recall Knowledge on this type of Lore within the next year, you gain a +1 status bonus on the check. You can benefit from only one echo token at a time in this way; if you Flip another echo token, the Lore skill changes. However, the memorized fact will remain perfectly in your memory forever unless magically altered or removed.\n","skill_mod":{},"summary":"Visitors to the Echo Repository always emerge with one of these silver coins, stamped with the visage of a faceless queen, somewhere on their person. …","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3521","source_group":["Convocation"],"spoilers":"Convocation","name":"Echo Token","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3521"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","price":600,"trait":["Consumable","Magical","Rare"],"id":"equipment-3522","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Shaping Sweet May contain spoilers from Convocation Source Rival Academies pg. 41 Price 6 gp Usage held in 1 hand --- Many inhabitants of the First World can shape their environment around them; weaker creatures can only make minor changes, while powerful entities such as the Eldest can remake entire landscapes. A shaping sweet is a gelatinous, fruit-flavored candy that confers a whisper of this ability on you when you eat it. For 1 hour after eating a shaping sweet, you can make each of the following changes to your surroundings with an Interact action. You can make each change only once. Alter Weather You create or eliminate minor precipitation in a 30-foot emanation. Fairy Ring A ring of flowers and mushrooms appears in a 10-foot burst around you, restoring 1 Hit Point at the start of each of your turns to a randomly chosen fey creature within. The ring lasts for 1 minute. Foliate Vegetation grows around you in a 10-foot radius burst, creating light undergrowth that lasts for 1 minute. Terrain Shift The ground in your space rises or falls by 5 feet, remaining at that height for 1 minute. ","skill_mod":{},"summary":"Many inhabitants of the First World can shape their environment around them; weaker creatures can only make minor changes, while powerful entities …","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3522","source_group":["Convocation"],"spoilers":"Convocation","name":"Shaping Sweet","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3522"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Magical","Rare"],"id":"equipment-3523","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Mnemonic Feather May contain spoilers from Convocation Source Rival Academies pg. 43 Usage held in 1 hand --- Murrou crafted these feathers to assist in remembering information. A mnemonic feather is an emu feather imbued with magical energies. You can place the mnemonic feather in a book with an Interact action. As long as the mnemonic feather remains within the book, you recall information contained within that book perfectly, as if you were reading the page, as long as the book is on the same plane as you. When you attempt to Recall Knowledge about a topic contained within the book, you gain a +1 status bonus to the check. Activate—Recite Mnemonic Reaction (auditory, concentrate, mental) Frequency once per day; Trigger An ally within 30 feet attempts a Recall Knowledge check involving the topic in the mnemonic feather’s book; Effect You mentally impart the book’s knowledge to your ally, giving them the benefit of the mnemonic feather .\n","skill_mod":{},"summary":"Murrou crafted these feathers to assist in remembering information. A mnemonic feather is an emu feather imbued with magical energies. You can …","primary_source":"Rival Academies","trait_group":["Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3523","source_group":["Convocation"],"spoilers":"Convocation","name":"Mnemonic Feather","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3523"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","school":"illusion","price":300,"trait":["Consumable","Illusion","Magical","Uncommon"],"id":"equipment-3524","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Illusory Program May contain spoilers from Convocation Source Rival Academies pg. 53 Price 3 gp --- Produced to promote plays, illusory programs are thin pamphlets infused with minor magic. Upon opening one of these pamphlets, readers are treated to a series of tiny illusions that stand on each page, typically showcasing highlights of the performance or profiles of the cast. The magic woven into each page is of the cheap, short-lived variety, fading 24 hours after the program has been opened.\n","skill_mod":{},"summary":"Produced to promote plays, illusory programs are thin pamphlets infused with minor magic. Upon opening one of these pamphlets, readers are treated …","primary_source":"Rival Academies","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3524","source_group":["Convocation"],"spoilers":"Convocation","name":"Illusory Program","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3524"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"primary_source_group":"Convocation","price":1500,"trait":["Uncommon"],"id":"equipment-3525","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Theater Enhancers May contain spoilers from Convocation Source Rival Academies pg. 53 Price 15 gp --- Theater enhancers resemble a pair of opera glasses. When worn, they allow the viewer to see subtle illusions on key props or stage elements that have been cast ahead of time. For instance, a puppet of a demon might appear to project a sinister moving shadow, or a backdrop of a mountain might have snowflakes falling over it. Popular among theatergoers who want a visual experience grander than what they can see with their own eyes, theater enhancers are largely limited to fancy stage productions that can afford the time and money it takes to enchant a stage with them in mind.\n","skill_mod":{},"summary":" Theater enhancers resemble a pair of opera glasses. When worn, they allow the viewer to see subtle illusions on key props or stage elements that …","primary_source":"Rival Academies","trait_group":["Rarity"],"level":1,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3525","source_group":["Convocation"],"spoilers":"Convocation","name":"Theater Enhancers","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3525"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"primary_source_group":"Convocation","price":5000,"trait":["Clockwork","Rare"],"id":"equipment-3526","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Vocal Shells May contain spoilers from Convocation Source Rival Academies pg. 54 Price 50 gp (set of two) --- Used by more technologically inclined bards, ventriloquists, and other performers to throw their voices, this gadget consists of two button-sized conch shells, each containing a miniaturized mechanism designed to pick up and transmit sound. One of the shells is designated the sending shell and contains a tiny indentation. When this indentation is pressed and the shell is close to a source of sound (such as on an actor's necklace), any sound that reaches it is transmitted to the receiver shell. If the receiver shell is located within 20 feet, it plays the sounds captured by the sending shell at a perfect volume and pitch.\n","skill_mod":{},"summary":"Used by more technologically inclined bards, ventriloquists, and other performers to throw their voices, this gadget consists of two button-sized …","primary_source":"Rival Academies","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3526","source_group":["Convocation"],"spoilers":"Convocation","name":"Vocal Shells","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3526"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","price":600,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-3527","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Blood Pack Squib May contain spoilers from Convocation Source Rival Academies pg. 56 Price 6 gp Usage held in 1 hand --- Used by theater troupes in combination with a fake blood pack, this bit of minor magic can simulate a dramatic and sudden wound. A blood pack squib is a small unassuming stone that is keyed to a single fake blood pack in a process that takes 1 minute. Activate—Burst Pack Single Action (manipulate) Requirements The blood pack squib must be within 20 feet of its associated fake blood pack; Effect You lightly squeeze the stone and the fake blood pack dramatically bursts. The creature wearing the fake blood pack gains the benefits of a punctured fake blood pack. A single creature adjacent to the creature wearing the fake blood pack must succeed at a DC 16 Reflex save or be splattered with the fake blood, becoming dazzled until the end of their next turn. You can also activate the blood pack squib as a reaction when the fake blood pack is punctured normally.\n","skill_mod":{},"summary":"Used by theater troupes in combination with a fake blood pack, this bit of minor magic can simulate a dramatic and sudden wound. A blood pack squib …","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3527","source_group":["Convocation"],"spoilers":"Convocation","name":"Blood Pack Squib","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3527"},{"primary_source_category":"Lost Omens","usage":"worn under light armor or clothes","source":["Rival Academies"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"primary_source_group":"Convocation","price":100,"skill":["Deception"],"legacy_id":["equipment-1395"],"trait":["Consumable"],"id":"equipment-3528","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Fake Blood Pack Source Rival Academies pg. 56 Price 1 gp Usage worn under light armor or clothes Bulk L --- Adventurers have found a number of uses for these animal blood–filled bladders, which were originally used in theatrical productions. Whenever you take slashing or piercing damage with the fake blood pack under your clothes or armor, roll a DC 11 flat check. On a success, the blood pack is punctured. You or an ally can puncture the hidden pack intentionally with an Interact action. When faking an injury, a punctured blood pack grants a +2 item bonus to relevant Deception checks, such as to Lie about being injured, for 4 hours after the pack has been punctured or until the blood is washed off, whichever comes first. Abilities that trigger when a creature deals bleed damage, that determine if a creature is bleeding, or are otherwise based on bleed damage don’t trigger or apply for blood from a fake blood pack, which might mean creatures with such abilities automatically realize the ruse.\n","skill_mod":{},"summary":"Adventurers have found a number of uses for these animal blood–filled bladders, which were originally used in theatrical productions. Whenever you …","primary_source":"Rival Academies","trait_group":["Equipment"],"level":0,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3528","source_group":["Convocation"],"name":"Fake Blood Pack","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3528"},{"primary_source_category":"Lost Omens","usage":"worn garment","source":["Rival Academies"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"primary_source_group":"Convocation","price":7500,"trait":["Uncommon"],"id":"equipment-3529","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Hidden Pocket Outfit May contain spoilers from Convocation Source Rival Academies pg. 56 Price 75 gp Usage worn garment Bulk L --- Usually worn by actors but also popular with anyone intent on subterfuge, this outfit resembles a normal piece of clothing, but with multiple pockets designed to conceal blood pack squibs and similar small items. When wearing this outfit, you automatically succeed on all relevant checks to Conceal an Object on your person as long as the object is of light or negligible Bulk. However, someone specifically searching you can still attempt a Perception check against your Stealth DC.\n","skill_mod":{},"summary":"Usually worn by actors but also popular with anyone intent on subterfuge, this outfit resembles a normal piece of clothing, but with multiple pockets …","primary_source":"Rival Academies","trait_group":["Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3529","source_group":["Convocation"],"spoilers":"Convocation","name":"Hidden Pocket Outfit","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3529"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Item","item_category":"Structures","speed":{},"weakness":{},"primary_source_group":"Convocation","school":"illusion","price":90000,"trait":["Illusion","Magical","Rare","Structure"],"id":"equipment-3530","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Illusory Backdrop May contain spoilers from Convocation Source Rival Academies pg. 56 Price 900 gp Bulk 3 when not activated --- This three-panel folding backdrop measures 5 feet tall and 3 feet wide and takes 2 hands to carry when folded up. It projects a preset illusion when fully unfolded. Illusory backdrops are typically used by artists, bards, gallery owners, and the occasional politician, and common illusions include the tops of battlements with grand castles in the background, cozy bowers, and well-appointed rooms. Activate—Set the Scene 1 minute (manipulate) Effect You unfold the illusory backdrop , placing it on the edge of three contiguous 5-foot squares in a straight line. The illusion then emanates in a 15-foot cone from the center of the line, facing straight away from the panel. The illusion contains a scene that includes up to 5 discrete objects (usually foliage or pieces of furniture). The scene is static and lasts for 1 hour, though that duration restarts if the backdrop is refolded and then unfolded again. The appearance of the illusion is determined when the illusory backdrop is crafted and can’t be changed.\n","skill_mod":{},"summary":"This three-panel folding backdrop measures 5 feet tall and 3 feet wide and takes 2 hands to carry when folded up. It projects a preset illusion when …","primary_source":"Rival Academies","trait_group":["School","Monster","Mechanics","Rarity","Equipment"],"level":10,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3530","source_group":["Convocation"],"spoilers":"Convocation","name":"Illusory Backdrop","bulk":3,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3530"},{"item_child_id":["equipment-3531-3401","equipment-3531-3402"],"primary_source_category":"Lost Omens","source":["Rival Academies","Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Other","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Light","Magical","Rare"],"id":"equipment-3531","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Inspiring Spotlight May contain spoilers from Convocation Source Rival Academies pg. 56, Pathfinder #152: Legacy of the Lost God pg. 73 --- An inspiring spotlight consists of a drum-shaped metal housing around several reflective plates. It has the capacity to cast a powerful, narrow beam of light to illuminate important moments or characters on stage. The portable version consists of an 18-inch-diameter lamp on a tripod that can be set up or broken down over the course of 10 minutes. The mounted version is typically 3 feet in diameter and affixed to a bracket above and behind the audience for indoor performances. Activate—Light It Up Single Action (light, manipulate) Frequency once per hour; Effect The inspiring spotlight emits a 5-foot burst of bright magical light within 120 feet. If the burst intersects with an area of magical darkness, the inspiring spotlight attempts to counteract the darkness with a +17 modifier. Creatures within the burst gain a +1 item bonus to saving throws and Charisma-based skill checks. The spotlight remains lit for 1 minute or until you Interact to turn it off. During this time any creature adjacent to the spotlight can move the burst up to 20 feet from the burst’s original position with an Interact action. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Portable Inspiring Spotlight Source Rival Academies pg. 55 Price 650 gp Bulk 3 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Mounted Inspiring Spotlight Source Rival Academies pg. 55 Price 6,500 gp Bulk 8 --- The spotlight has a 240-foot range, the counteract modifier is +25, and the item bonus is +2.","skill_mod":{},"summary":"An inspiring spotlight consists of a drum-shaped metal housing around several reflective plates. It has the capacity to cast a powerful, narrow …","primary_source":"Rival Academies","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Lost Omens","Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3531","source_group":["Convocation","Extinction Curse"],"spoilers":"Convocation","name":"Inspiring Spotlight","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3531"},{"primary_source_category":"Lost Omens","source":["Rival Academies","Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Other","speed":{},"item_parent_id":"equipment-3531","weakness":{},"primary_source_group":"Convocation","price":65000,"trait":["Light","Magical","Rare"],"id":"equipment-3531-3401","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Inspiring Spotlight May contain spoilers from Convocation Source Rival Academies pg. 56, Pathfinder #152: Legacy of the Lost God pg. 73 --- An inspiring spotlight consists of a drum-shaped metal housing around several reflective plates. It has the capacity to cast a powerful, narrow beam of light to illuminate important moments or characters on stage. The portable version consists of an 18-inch-diameter lamp on a tripod that can be set up or broken down over the course of 10 minutes. The mounted version is typically 3 feet in diameter and affixed to a bracket above and behind the audience for indoor performances. Activate—Light It Up Single Action (light, manipulate) Frequency once per hour; Effect The inspiring spotlight emits a 5-foot burst of bright magical light within 120 feet. If the burst intersects with an area of magical darkness, the inspiring spotlight attempts to counteract the darkness with a +17 modifier. Creatures within the burst gain a +1 item bonus to saving throws and Charisma-based skill checks. The spotlight remains lit for 1 minute or until you Interact to turn it off. During this time any creature adjacent to the spotlight can move the burst up to 20 feet from the burst’s original position with an Interact action. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Portable Inspiring Spotlight Source Rival Academies pg. 55 Price 650 gp Bulk 3 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Mounted Inspiring Spotlight Source Rival Academies pg. 55 Price 6,500 gp Bulk 8 --- The spotlight has a 240-foot range, the counteract modifier is +25, and the item bonus is +2.","skill_mod":{},"summary":"An inspiring spotlight consists of a drum-shaped metal housing around several reflective plates. It has the capacity to cast a powerful, narrow …","primary_source":"Rival Academies","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Lost Omens","Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3531","source_group":["Convocation","Extinction Curse"],"spoilers":"Convocation","name":"Portable Inspiring Spotlight","bulk":3,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3531-3401"},{"primary_source_category":"Lost Omens","source":["Rival Academies","Pathfinder #152: Legacy of the Lost God"],"type":"Item","item_category":"Other","speed":{},"item_parent_id":"equipment-3531","weakness":{},"primary_source_group":"Convocation","price":650000,"trait":["Light","Magical","Rare"],"id":"equipment-3531-3402","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Inspiring Spotlight May contain spoilers from Convocation Source Rival Academies pg. 56, Pathfinder #152: Legacy of the Lost God pg. 73 --- An inspiring spotlight consists of a drum-shaped metal housing around several reflective plates. It has the capacity to cast a powerful, narrow beam of light to illuminate important moments or characters on stage. The portable version consists of an 18-inch-diameter lamp on a tripod that can be set up or broken down over the course of 10 minutes. The mounted version is typically 3 feet in diameter and affixed to a bracket above and behind the audience for indoor performances. Activate—Light It Up Single Action (light, manipulate) Frequency once per hour; Effect The inspiring spotlight emits a 5-foot burst of bright magical light within 120 feet. If the burst intersects with an area of magical darkness, the inspiring spotlight attempts to counteract the darkness with a +17 modifier. Creatures within the burst gain a +1 item bonus to saving throws and Charisma-based skill checks. The spotlight remains lit for 1 minute or until you Interact to turn it off. During this time any creature adjacent to the spotlight can move the burst up to 20 feet from the burst’s original position with an Interact action. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Portable Inspiring Spotlight Source Rival Academies pg. 55 Price 650 gp Bulk 3 <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Mounted Inspiring Spotlight Source Rival Academies pg. 55 Price 6,500 gp Bulk 8 --- The spotlight has a 240-foot range, the counteract modifier is +25, and the item bonus is +2.","skill_mod":{},"summary":"The spotlight has a 240-foot range, the counteract modifier is +25, and the item bonus is +2.","primary_source":"Rival Academies","trait_group":["Mechanics","Rarity"],"level":15,"source_category":["Lost Omens","Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3531","source_group":["Convocation","Extinction Curse"],"spoilers":"Convocation","name":"Mounted Inspiring Spotlight","bulk":8,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3531-3402"},{"primary_source_category":"Lost Omens","usage":"worn garment","source":["Rival Academies"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"primary_source_group":"Convocation","price":8000,"trait":["Uncommon"],"id":"equipment-3532","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Monster Suit May contain spoilers from Convocation Source Rival Academies pg. 57 Price 80 gp Usage worn garment Bulk 2 --- Monster suits are used in elaborate and often tawdry performances where actors portray monstrous creatures.These shows tend to feature gratuitous special effects and culminate with the costumed actors engaging in mock battles on stage, to audiences’ delight. A monster suit is crafted to resemble a specific creature with the animal, beast, dragon, fiend, giant, plant, or undead trait. You can wear a monster suit that resembles a creature that is your size or one size larger, though this doesn’t change your actual size. It takes 10 minutes to don a monster suit, and when wearing one, you take a –10-foot item penalty to your Speeds and a –4 circumstance penalty to skill checks for move actions due to the suit’s unwieldy shape. However, the monster suit counts as a using a disguise kit for Impersonating the associated creature, and you gain a +2 item bonus to your Deception check and DC for the activity.\n","skill_mod":{},"summary":"Monster suits are used in elaborate and often tawdry performances where actors portray monstrous creatures.These shows tend to feature gratuitous …","primary_source":"Rival Academies","trait_group":["Rarity"],"level":5,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3532","source_group":["Convocation"],"spoilers":"Convocation","name":"Monster Suit","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3532"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","price":100,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-3533","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Prismatic Dust May contain spoilers from Convocation Source Rival Academies pg. 57 Price 1 gp Usage held in 1 hand Activate Single Action (manipulate) --- This pigmented dust is often used to add color to the lights of a performance. Prismatic dust can be activated while you are adjacent to a source of magical bright light. When activated, the dust is sprinkled into the light, changing the light’s color into the color of the dust for 1 hour. The color of the dust is determined upon the dust’s creation.\n","skill_mod":{},"summary":"This pigmented dust is often used to add color to the lights of a performance. Prismatic dust can be activated while you are adjacent to a source …","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3533","source_group":["Convocation"],"spoilers":"Convocation","name":"Prismatic Dust","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3533"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Convocation","price":300,"trait":["Alchemical","Consumable","Fire","Light","Uncommon"],"id":"equipment-3534","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Spark Wafer May contain spoilers from Convocation Source Rival Academies pg. 57 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- These wafers contain ground-up alchemical reagents that activate shortly after being snapped. First popularized by technicians in Absalom’s Ivy Playhouse, they have spread throughout Golarion as an inexpensive way to add to the visual splendor of a show without relying on magic. When you activate a spark wafer, you bend the wafer, nearly snapping it in two, and then throw it at a corner of a square within 20 feet (all part of the same manipulate action). The wafer then releases a 10-foot-high column of sparks for 1 round. The sparks shed bright light in a 5-foot burst and dim light in the next 5 feet. Any creature that begins their turn in the burst takes 1d4 fire damage (DC 14 basic Reflex save).\n","element":["Fire"],"skill_mod":{},"summary":"These wafers contain ground-up alchemical reagents that activate shortly after being snapped. First popularized by technicians in Absalom’s Ivy …","primary_source":"Rival Academies","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Mechanics","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=3534","source_group":["Convocation"],"spoilers":"Convocation","name":"Spark Wafer","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3534"},{"primary_source_category":"Lost Omens","usage":"worn shoes","source":["Rival Academies"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Convocation","price":125000,"skill":["Acrobatics","Performance"],"trait":["Invested","Magical","Rare"],"id":"equipment-3535","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Talented Tap Shoes May contain spoilers from Convocation Source Rival Academies pg. 57 Price 1,250 gp Usage worn shoes Bulk L --- These stylish shoes were originally created by the Tappin’ Toes Troupe, a group of tap-dancing Taldan bards who achieved massive popularity for their line dance routines. Notoriously lazy when it came to practicing choreography, the troupe enchanted their footwear to enhance their agility. Upon retirement, the troupe sold off their shoe designs, and talented tap shoes have become popular among professional dancers ever since. While wearing the shoes, you gain a +2 item bonus to Acrobatics checks to Balance and Tumble Through an enemy’s space and to Performance checks using dance. Activate—Strut Your Stuff Single Action (manipulate) Frequency once per day; Effect You click the toes of your talented tap shoes on the ground, and for the next minute, whenever you succeed or critically succeed at a Reflex save to avoid a damaging effect, you can Stride half your Speed as a reaction. However, during this time, you take a –2 item penalty to Stealth checks to Sneak.\n","skill_mod":{},"summary":"These stylish shoes were originally created by the Tappin’ Toes Troupe, a group of tap-dancing Taldan bards who achieved massive popularity for their …","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3535","source_group":["Convocation"],"spoilers":"Convocation","name":"Talented Tap Shoes","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3535"},{"primary_source_category":"Lost Omens","usage":"held in 1 or more hands","source":["Rival Academies"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Convocation","school":"illusion","price":8000,"trait":["Illusion","Magical","Uncommon","Visual"],"id":"equipment-3536","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Weapon of False Wounds May contain spoilers from Convocation Source Rival Academies pg. 57 Price 80 gp Usage held in 1 or more hands Bulk L --- These weapons consist mostly of illusions, except in the spots where the weapon would be held. A sword, for example, would consist only of a physical handle with the permanent illusion of a blade. Weapons of false wounds come in all shapes and sizes to help accurately reenact both historic and theatrical combat without risk of injury. The most amazing property of these items is the fact the illusions become partially physical when interacting with other weapons of false wounds , allowing blades to clash and parry as they would in actual combat. As a weapon of false wounds is designed specifically to interact with other illusions, paying attention to subtle changes in the weapon’s appearance can help alert the wielder to nearby illusions. While using this item, you gain a +1 item bonus to Perception checks to disbelieve an illusion.\n","skill_mod":{},"summary":"These weapons consist mostly of illusions, except in the spots where the weapon would be held. A sword, for example, would consist only of a physical …","primary_source":"Rival Academies","trait_group":["School","Monster","Mechanics","Rarity","Sense"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3536","source_group":["Convocation"],"spoilers":"Convocation","name":"Weapon of False Wounds","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3536"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Item","item_category":"Other","speed":{},"weakness":{},"primary_source_group":"Convocation","price":50000,"trait":["Air","Magical","Uncommon"],"id":"equipment-3537","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Windborne Platform May contain spoilers from Convocation Source Rival Academies pg. 57 Price 500 gp Bulk 5 --- These magical platforms are used in a variety of performances. They allow performers to access high places safely, while also serving an important role before the performance even begins. They’re used by various backstage crews to hang lights, curtains, and scenery above the stage. Sometimes several of these platforms are lined up to make an upper and lower stage. This large 10-foot-by-10-foot platform can be secured to a surface as a 1-minute activity. While standing on a secured platform, any creature can use the Adjust Height activation. Activate—Adjust Height Single Action (manipulate) Effect The platform and all creatures and items on the platform either rise or lower up to 10 feet. This action fails if there is more than 50 Bulk on the platform.\n","element":["Air"],"skill_mod":{},"summary":"These magical platforms are used in a variety of performances. They allow performers to access high places safely, while also serving an important …","primary_source":"Rival Academies","trait_group":["Elemental","Planar","Monster","Mechanics","Rarity"],"level":8,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3537","source_group":["Convocation"],"spoilers":"Convocation","name":"Windborne Platform","bulk":5,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3537"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand, hung on a cord, or attached to clothing","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","price":400,"trait":["Consumable","Magical","Mental","Plant","Uncommon"],"id":"equipment-3538","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Twig of Knowledge and Memory May contain spoilers from Convocation Source Rival Academies pg. 64 Price 4 gp Usage held in 1 hand, hung on a cord, or attached to clothing Bulk L Activate Single Action (manipulate) --- This tiny magic item looks like a twig from the rare mti’le tree with its swirls of reddish-gold veins through dark brown wood. Each one is unique and fits easily in the palm of a Medium-sized creature’s hand. When pressed to the temple or lips of a sentient creature, that creature can immediately attempt a check to Recall Knowledge about any subject using a corresponding skill (such as Society to Recall Knowledge about a humanoid); they gain a +1 status bonus on this check. This consumable is not immediately consumed on its first use, but can be used three times before it loses its power and becomes a mundane, if still beautiful, twig.\n","skill_mod":{},"summary":"This tiny magic item looks like a twig from the rare mti’le tree with its swirls of reddish-gold veins through dark brown wood. Each one is unique …","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Creature Type","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3538","source_group":["Convocation"],"spoilers":"Convocation","name":"Twig of Knowledge and Memory","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3538"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","price":700,"trait":["Consumable","Magical","Mental","Plant","Uncommon"],"id":"equipment-3539","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Seed Pod of Rooted Wisdom May contain spoilers from Convocation Source Rival Academies pg. 65 Price 7 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- his tiny magic item looks like a ripe brown fruit from a kapok tree. Inside the fruit are three seeds. Each magical seed releases an effect when swallowed. The first grants you a +1 status bonus on Will saves against fear effects for 10 minutes. The second makes your next 10 words comprehensible to any creature that understands any language. The third lets you recall precisely how to get from where you are to any other place you’ve stayed for more than an hour within the past day. Once the seeds are removed, the fruit is edible, if chewed slowly, and quite tasty, being much sweeter than the non-magical version.\n","skill_mod":{},"summary":"his tiny magic item looks like a ripe brown fruit from a kapok tree. Inside the fruit are three seeds. Each magical seed releases an effect when …","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Creature Type","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3539","source_group":["Convocation"],"spoilers":"Convocation","name":"Seed Pod of Rooted Wisdom","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3539"},{"primary_source_category":"Lost Omens","usage":"affixed to armor","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","price":1000,"trait":["Consumable","Divine","Holy","Rare","Talisman"],"id":"equipment-3540","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Demon-Hunting Bands May contain spoilers from Convocation Source Rival Academies pg. 66 Price 10 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You Stride --- These strips of supple leather, typically about 2 inches wide and 3 feet long, feature sigils, runes, and divine marks that reflect family lineage and beliefs in the old gods of Sarkoris. When activated, the band’s holy patterns surround you as you move, preventing your movement from triggering reactions from demons. The holy patterns scour nearby demons; any demons you pass adjacent to during the triggering movement take damage equal to their weakness to holy effects. You can activate the bands when you Burrow, Climb, Fly, or Swim (instead of Stride) if you have the corresponding movement type.\n","skill_mod":{},"summary":"These strips of supple leather, typically about 2 inches wide and 3 feet long, feature sigils, runes, and divine marks that reflect family lineage …","primary_source":"Rival Academies","trait_group":["Equipment","Tradition","Monster","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Talismans","trigger":"You Stride","resistance":{},"url":"/Equipment.aspx?ID=3540","source_group":["Convocation"],"spoilers":"Convocation","name":"Demon-Hunting Bands","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"rare","slug":"equipment-3540"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Rival Academies"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Convocation","price":14500,"skill":["Performance"],"trait":["Invested","Magical","Rare"],"id":"equipment-3560","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Uzunjati Storytelling Amulet May contain spoilers from Convocation Source Rival Academies pg. 67 Price 145 gp Usage worn --- This round, flat amulet can be made of metal, clay, or leather and is usually highly personalized with runes, sigils, lines of poetry, or a depiction of a storyteller at work. In Azimbye’s case, their gold-rimmed metal amulet boasts fine dwarven workmanship, and bears lines from one of the oldest epic poems of the legendary folk hero Kgalaserke on one side and a stylized portrait of a storytelling event in Ranage’s Circle on the other. While wearing the amulet, you gain a +1 item bonus to Performance checks. Activate—Enamoring Story Free Action (concentrate) Frequency once per day; Trigger The perfect anecdote or story to impress your interlocutor comes floating to your memory.; Effect You attempt to Make an Impression or Request, using a Performance check instead of a Diplomacy check.\n","skill_mod":{},"summary":"This round, flat amulet can be made of metal, clay, or leather and is usually highly personalized with runes, sigils, lines of poetry, or a depiction …","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3560","source_group":["Convocation"],"spoilers":"Convocation","name":"Uzunjati Storytelling Amulet","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3560"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Rival Academies"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Convocation","price":2500,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3561","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Branch Attendant's Mask May contain spoilers from Convocation Source Rival Academies pg. 69 Price 25 gp Usage worn --- Although not all attendants’ masks are enchanted, many apply a first enchantment to celebrate their acceptance into a branch of the academy. While you wear the mask or have it as your bonded item, add the associated cantrip to your prepared cantrips. This has no effect if you do not prepare cantrips from the arcane or primal lists. Cascade Bearers read aura Emerald Boughs root reading Rain-Scribes deep breath Tempest-Sun Mages electric arc Uzunjati prestidigitation ","skill_mod":{},"summary":"Although not all attendants’ masks are enchanted, many apply a first enchantment to celebrate their acceptance into a branch of the academy. While …","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3561","source_group":["Convocation"],"spoilers":"Convocation","name":"Branch Attendant's Mask","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3561"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","price":2300,"trait":["Consumable","Mental","Occult","Uncommon","Water"],"id":"equipment-3562","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Perfection's First Step May contain spoilers from Convocation Source Rival Academies pg. 77 Price 23 gp Usage held in 1 hand Activate Single Action (concentrate) --- This palm-leaf manuscript contains an incomplete philosophical treatise about perfection, which you must complete and provide written commentaries upon before you can activate it. This activity takes 10 minutes, but can occur at any time before you activate the treatise. When you activate perfection’s first step , you cast unbreaking wave advance with a save DC of 19. You are then temporarily immune to benefiting from further copies of perfection’s first step until your next daily preparations.\n","element":["Water"],"skill_mod":{},"summary":"This palm-leaf manuscript contains an incomplete philosophical treatise about perfection, which you must complete and provide written commentaries …","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Tradition","Monster","Rarity","Elemental","Planar"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3562","source_group":["Convocation"],"spoilers":"Convocation","name":"Perfection's First Step","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3562"},{"primary_source_category":"Lost Omens","usage":"affixed to armor","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","price":700,"trait":["Consumable","Magical","Rare","Talisman","Water"],"id":"equipment-3563","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Drop of Convergent Waters May contain spoilers from Convocation Source Rival Academies pg. 79 Price 7 gp Usage affixed to armor Activate Single Action (concentrate) --- Abhaya’s tireless years of study have allowed her to reproduce, at some level, the unconscious melding of elements she experienced during the last Challenge of Sky and Heaven. A single drop of water in a crystalline container is the simplest application of her research. When you activate this talisman, a watery echo of one of your limbs emerges from the container. Make a Strike with your fist or an unarmed attack from your ancestry. This attack gains the magical, reach, and water traits, retains any benefits from appropriate weapon fundamental runes (but not of weapon property runes), and takes no penalties for being used underwater. You can perform this Strike even if you’re in a stance or under a polymorph effect that restricts your Strikes.\n","element":["Water"],"skill_mod":{},"summary":"Abhaya’s tireless years of study have allowed her to reproduce, at some level, the unconscious melding of elements she experienced during the last …","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity","Elemental","Planar","Monster"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=3563","source_group":["Convocation"],"spoilers":"Convocation","name":"Drop of Convergent Waters","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3563"},{"item_child_id":["equipment-3564-3403","equipment-3564-3404","equipment-3564-3405"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-3564","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Dr. Ushernacht's Astonishing Ink May contain spoilers from Convocation Source Rival Academies pg. 89 Usage held in 1 hand Bulk L Activate 10 minutes (manipulate) --- This syrupy ink smells organic and faintly spoiled. It’s tied to one of Ushernacht’s engines, created with a sample of the fluid from inside the engine. If the associated engine stops functioning, all ink linked with it can no longer be activated, including freshly created ink. When you write a question on a sheet of paper using the astonishing ink, handwriting scrawls over the paper after 10 minutes, answering with the knowledge it can draw from its engine. The astonishing ink has all Lore skills and attempts a Recall Knowledge check to answer the question using the listed bonus. At the GM’s discretion, the astonishing ink takes a –4 circumstance penalty to the check if the question relates to advice, emotions, opinions, or other subjective topics. If the astonishing ink fails (but not critically fails) the check to Recall Knowledge, the writing turns blood-red as it forms disturbing words. Anyone reading these words must succeed at a Will save at the listed DC or become stupefied 1 until they get a full night’s rest. The bloody message may also carry valuable or misleading information at the GM’s discretion. You can use a vial of astonishing ink to ask 5 questions before it’s used up. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Minor Astonishing Ink Source Rival Academies pg. 89 Price 10 gp --- The ink has a +10 modifier, and the Will DC is 18. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Moderate Astonishing Ink Source Rival Academies pg. 89 Price 160 gp --- The ink has a +19 modifier, and the Will DC is 27. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Astonishing Ink Source Rival Academies pg. 89 Price 2,250 gp --- The ink has a +28 modifier, and the Will DC is 36.","skill_mod":{},"summary":"This syrupy ink smells organic and faintly spoiled. It’s tied to one of Ushernacht’s engines, created with a sample of the fluid from inside the …","primary_source":"Rival Academies","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3564","source_group":["Convocation"],"spoilers":"Convocation","name":"Dr. Ushernacht's Astonishing Ink","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3564"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3564","weakness":{},"primary_source_group":"Convocation","price":1000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-3564-3403","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Dr. Ushernacht's Astonishing Ink May contain spoilers from Convocation Source Rival Academies pg. 89 Usage held in 1 hand Bulk L Activate 10 minutes (manipulate) --- This syrupy ink smells organic and faintly spoiled. It’s tied to one of Ushernacht’s engines, created with a sample of the fluid from inside the engine. If the associated engine stops functioning, all ink linked with it can no longer be activated, including freshly created ink. When you write a question on a sheet of paper using the astonishing ink, handwriting scrawls over the paper after 10 minutes, answering with the knowledge it can draw from its engine. The astonishing ink has all Lore skills and attempts a Recall Knowledge check to answer the question using the listed bonus. At the GM’s discretion, the astonishing ink takes a –4 circumstance penalty to the check if the question relates to advice, emotions, opinions, or other subjective topics. If the astonishing ink fails (but not critically fails) the check to Recall Knowledge, the writing turns blood-red as it forms disturbing words. Anyone reading these words must succeed at a Will save at the listed DC or become stupefied 1 until they get a full night’s rest. The bloody message may also carry valuable or misleading information at the GM’s discretion. You can use a vial of astonishing ink to ask 5 questions before it’s used up. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Minor Astonishing Ink Source Rival Academies pg. 89 Price 10 gp --- The ink has a +10 modifier, and the Will DC is 18. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Moderate Astonishing Ink Source Rival Academies pg. 89 Price 160 gp --- The ink has a +19 modifier, and the Will DC is 27. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Astonishing Ink Source Rival Academies pg. 89 Price 2,250 gp --- The ink has a +28 modifier, and the Will DC is 36.","skill_mod":{},"summary":"The ink has a +10 modifier, and the Will DC is 18.","primary_source":"Rival Academies","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3564","source_group":["Convocation"],"spoilers":"Convocation","name":"Minor Astonishing Ink","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3564-3403"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3564","weakness":{},"primary_source_group":"Convocation","price":16000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-3564-3404","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Dr. Ushernacht's Astonishing Ink May contain spoilers from Convocation Source Rival Academies pg. 89 Usage held in 1 hand Bulk L Activate 10 minutes (manipulate) --- This syrupy ink smells organic and faintly spoiled. It’s tied to one of Ushernacht’s engines, created with a sample of the fluid from inside the engine. If the associated engine stops functioning, all ink linked with it can no longer be activated, including freshly created ink. When you write a question on a sheet of paper using the astonishing ink, handwriting scrawls over the paper after 10 minutes, answering with the knowledge it can draw from its engine. The astonishing ink has all Lore skills and attempts a Recall Knowledge check to answer the question using the listed bonus. At the GM’s discretion, the astonishing ink takes a –4 circumstance penalty to the check if the question relates to advice, emotions, opinions, or other subjective topics. If the astonishing ink fails (but not critically fails) the check to Recall Knowledge, the writing turns blood-red as it forms disturbing words. Anyone reading these words must succeed at a Will save at the listed DC or become stupefied 1 until they get a full night’s rest. The bloody message may also carry valuable or misleading information at the GM’s discretion. You can use a vial of astonishing ink to ask 5 questions before it’s used up. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Minor Astonishing Ink Source Rival Academies pg. 89 Price 10 gp --- The ink has a +10 modifier, and the Will DC is 18. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Moderate Astonishing Ink Source Rival Academies pg. 89 Price 160 gp --- The ink has a +19 modifier, and the Will DC is 27. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Astonishing Ink Source Rival Academies pg. 89 Price 2,250 gp --- The ink has a +28 modifier, and the Will DC is 36.","skill_mod":{},"summary":"The ink has a +19 modifier, and the Will DC is 27.","primary_source":"Rival Academies","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3564","source_group":["Convocation"],"spoilers":"Convocation","name":"Moderate Astonishing Ink","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3564-3404"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3564","weakness":{},"primary_source_group":"Convocation","price":225000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-3564-3405","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Dr. Ushernacht's Astonishing Ink May contain spoilers from Convocation Source Rival Academies pg. 89 Usage held in 1 hand Bulk L Activate 10 minutes (manipulate) --- This syrupy ink smells organic and faintly spoiled. It’s tied to one of Ushernacht’s engines, created with a sample of the fluid from inside the engine. If the associated engine stops functioning, all ink linked with it can no longer be activated, including freshly created ink. When you write a question on a sheet of paper using the astonishing ink, handwriting scrawls over the paper after 10 minutes, answering with the knowledge it can draw from its engine. The astonishing ink has all Lore skills and attempts a Recall Knowledge check to answer the question using the listed bonus. At the GM’s discretion, the astonishing ink takes a –4 circumstance penalty to the check if the question relates to advice, emotions, opinions, or other subjective topics. If the astonishing ink fails (but not critically fails) the check to Recall Knowledge, the writing turns blood-red as it forms disturbing words. Anyone reading these words must succeed at a Will save at the listed DC or become stupefied 1 until they get a full night’s rest. The bloody message may also carry valuable or misleading information at the GM’s discretion. You can use a vial of astonishing ink to ask 5 questions before it’s used up. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Minor Astonishing Ink Source Rival Academies pg. 89 Price 10 gp --- The ink has a +10 modifier, and the Will DC is 18. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Moderate Astonishing Ink Source Rival Academies pg. 89 Price 160 gp --- The ink has a +19 modifier, and the Will DC is 27. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Astonishing Ink Source Rival Academies pg. 89 Price 2,250 gp --- The ink has a +28 modifier, and the Will DC is 36.","skill_mod":{},"summary":"The ink has a +28 modifier, and the Will DC is 36.","primary_source":"Rival Academies","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3564","source_group":["Convocation"],"spoilers":"Convocation","name":"Major Astonishing Ink","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3564-3405"},{"item_child_id":["equipment-3565-3406","equipment-3565-3407","equipment-3565-3408","equipment-3565-3409"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Consumable","Gadget","Sonic","Uncommon"],"id":"equipment-3565","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aetheric Irritant May contain spoilers from Convocation Source Rival Academies pg. 92 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- An aetheric irritant is a chime that can emit a subsonic frequency that otherworldly beings find unpleasant. When you Activate an aetheric irritant, you sound the chime and place it on the ground in a square within your reach. Creatures with the fey, spirit, or undead traits must attempt a Will save when they enter the affected area and at the beginning of every turn they are in the affected area. Those who fail the save treat the area as difficult terrain until the beginning of their next turn. A creature that critically succeeds at the save is immune to all aetheric irritants for 24 hours. An aetheric irritant continues to hum until it shakes itself to pieces after 10 minutes of being activated or it is moved, whichever comes first. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Lesser Aetheric Irritant Source Rival Academies pg. 92 Price 4 gp --- The aetheric irritant affects an area in a 10-foot emanation and the Will DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Moderate Aetheric Irritant Source Rival Academies pg. 92 Price 11 gp --- The aetheric irritant affects an area in a 15-foot emanation and the Will DC is 18. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Aetheric Irritant Source Rival Academies pg. 92 Price 275 gp --- The aetheric irritant affects an area in a 20-foot emanation and the Will DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Aetheric Irritant Source Rival Academies pg. 92 Price 2,750 gp --- The aetheric irritant affects an area in a 30-foot emanation and the Will DC is 36.","skill_mod":{},"summary":"An aetheric irritant is a chime that can emit a subsonic frequency that otherworldly beings find unpleasant. When you Activate an aetheric irritant, …","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3565","source_group":["Convocation"],"spoilers":"Convocation","name":"Aetheric Irritant","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3565"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3565","weakness":{},"primary_source_group":"Convocation","price":400,"trait":["Consumable","Gadget","Sonic","Uncommon"],"id":"equipment-3565-3406","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aetheric Irritant May contain spoilers from Convocation Source Rival Academies pg. 92 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- An aetheric irritant is a chime that can emit a subsonic frequency that otherworldly beings find unpleasant. When you Activate an aetheric irritant, you sound the chime and place it on the ground in a square within your reach. Creatures with the fey, spirit, or undead traits must attempt a Will save when they enter the affected area and at the beginning of every turn they are in the affected area. Those who fail the save treat the area as difficult terrain until the beginning of their next turn. A creature that critically succeeds at the save is immune to all aetheric irritants for 24 hours. An aetheric irritant continues to hum until it shakes itself to pieces after 10 minutes of being activated or it is moved, whichever comes first. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Lesser Aetheric Irritant Source Rival Academies pg. 92 Price 4 gp --- The aetheric irritant affects an area in a 10-foot emanation and the Will DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Moderate Aetheric Irritant Source Rival Academies pg. 92 Price 11 gp --- The aetheric irritant affects an area in a 15-foot emanation and the Will DC is 18. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Aetheric Irritant Source Rival Academies pg. 92 Price 275 gp --- The aetheric irritant affects an area in a 20-foot emanation and the Will DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Aetheric Irritant Source Rival Academies pg. 92 Price 2,750 gp --- The aetheric irritant affects an area in a 30-foot emanation and the Will DC is 36.","skill_mod":{},"summary":"The aetheric irritant affects an area in a 10-foot emanation and the Will DC is 15.","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","Rarity"],"level":1,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3565","source_group":["Convocation"],"spoilers":"Convocation","name":"Lesser Aetheric Irritant","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3565-3406"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3565","weakness":{},"primary_source_group":"Convocation","price":1100,"trait":["Consumable","Gadget","Sonic","Uncommon"],"id":"equipment-3565-3407","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aetheric Irritant May contain spoilers from Convocation Source Rival Academies pg. 92 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- An aetheric irritant is a chime that can emit a subsonic frequency that otherworldly beings find unpleasant. When you Activate an aetheric irritant, you sound the chime and place it on the ground in a square within your reach. Creatures with the fey, spirit, or undead traits must attempt a Will save when they enter the affected area and at the beginning of every turn they are in the affected area. Those who fail the save treat the area as difficult terrain until the beginning of their next turn. A creature that critically succeeds at the save is immune to all aetheric irritants for 24 hours. An aetheric irritant continues to hum until it shakes itself to pieces after 10 minutes of being activated or it is moved, whichever comes first. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Lesser Aetheric Irritant Source Rival Academies pg. 92 Price 4 gp --- The aetheric irritant affects an area in a 10-foot emanation and the Will DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Moderate Aetheric Irritant Source Rival Academies pg. 92 Price 11 gp --- The aetheric irritant affects an area in a 15-foot emanation and the Will DC is 18. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Aetheric Irritant Source Rival Academies pg. 92 Price 275 gp --- The aetheric irritant affects an area in a 20-foot emanation and the Will DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Aetheric Irritant Source Rival Academies pg. 92 Price 2,750 gp --- The aetheric irritant affects an area in a 30-foot emanation and the Will DC is 36.","skill_mod":{},"summary":"The aetheric irritant affects an area in a 15-foot emanation and the Will DC is 18.","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3565","source_group":["Convocation"],"spoilers":"Convocation","name":"Moderate Aetheric Irritant","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3565-3407"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3565","weakness":{},"primary_source_group":"Convocation","price":27500,"trait":["Consumable","Gadget","Sonic","Uncommon"],"id":"equipment-3565-3408","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aetheric Irritant May contain spoilers from Convocation Source Rival Academies pg. 92 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- An aetheric irritant is a chime that can emit a subsonic frequency that otherworldly beings find unpleasant. When you Activate an aetheric irritant, you sound the chime and place it on the ground in a square within your reach. Creatures with the fey, spirit, or undead traits must attempt a Will save when they enter the affected area and at the beginning of every turn they are in the affected area. Those who fail the save treat the area as difficult terrain until the beginning of their next turn. A creature that critically succeeds at the save is immune to all aetheric irritants for 24 hours. An aetheric irritant continues to hum until it shakes itself to pieces after 10 minutes of being activated or it is moved, whichever comes first. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Lesser Aetheric Irritant Source Rival Academies pg. 92 Price 4 gp --- The aetheric irritant affects an area in a 10-foot emanation and the Will DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Moderate Aetheric Irritant Source Rival Academies pg. 92 Price 11 gp --- The aetheric irritant affects an area in a 15-foot emanation and the Will DC is 18. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Aetheric Irritant Source Rival Academies pg. 92 Price 275 gp --- The aetheric irritant affects an area in a 20-foot emanation and the Will DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Aetheric Irritant Source Rival Academies pg. 92 Price 2,750 gp --- The aetheric irritant affects an area in a 30-foot emanation and the Will DC is 36.","skill_mod":{},"summary":"The aetheric irritant affects an area in a 20-foot emanation and the Will DC is 28.","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3565","source_group":["Convocation"],"spoilers":"Convocation","name":"Greater Aetheric Irritant","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3565-3408"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3565","weakness":{},"primary_source_group":"Convocation","price":275000,"trait":["Consumable","Gadget","Sonic","Uncommon"],"id":"equipment-3565-3409","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Aetheric Irritant May contain spoilers from Convocation Source Rival Academies pg. 92 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- An aetheric irritant is a chime that can emit a subsonic frequency that otherworldly beings find unpleasant. When you Activate an aetheric irritant, you sound the chime and place it on the ground in a square within your reach. Creatures with the fey, spirit, or undead traits must attempt a Will save when they enter the affected area and at the beginning of every turn they are in the affected area. Those who fail the save treat the area as difficult terrain until the beginning of their next turn. A creature that critically succeeds at the save is immune to all aetheric irritants for 24 hours. An aetheric irritant continues to hum until it shakes itself to pieces after 10 minutes of being activated or it is moved, whichever comes first. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Lesser Aetheric Irritant Source Rival Academies pg. 92 Price 4 gp --- The aetheric irritant affects an area in a 10-foot emanation and the Will DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Moderate Aetheric Irritant Source Rival Academies pg. 92 Price 11 gp --- The aetheric irritant affects an area in a 15-foot emanation and the Will DC is 18. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Aetheric Irritant Source Rival Academies pg. 92 Price 275 gp --- The aetheric irritant affects an area in a 20-foot emanation and the Will DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Aetheric Irritant Source Rival Academies pg. 92 Price 2,750 gp --- The aetheric irritant affects an area in a 30-foot emanation and the Will DC is 36.","skill_mod":{},"summary":"The aetheric irritant affects an area in a 30-foot emanation and the Will DC is 36.","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3565","source_group":["Convocation"],"spoilers":"Convocation","name":"Major Aetheric Irritant","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3565-3409"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","price":1500,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-3566","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Krasovnatype May contain spoilers from Convocation Source Rival Academies pg. 92 Price 15 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- A krasovnatype (named after Dr. Krasovna Gerenevich) consists of a carefully prepared silvered glass plate charged by a Stasian coil. When you touch the front of the glass or hold it near a living creature within your reach, an image of that creature’s aura is imprinted on the glass. Once a krasovnatype has an image on it, you can’t use the glass plate on another creature. If you are trained in Occultism, you can look at the image and learn if the associated creature has innate, prepared, or spontaneous spellcasting, along with the tradition of that casting and the highest rank of spells they can cast. Referencing the image grants a +1 item bonus to any Recall Knowledge check regarding the creature.\n","skill_mod":{},"summary":"A krasovnatype (named after Dr. Krasovna Gerenevich) consists of a carefully prepared silvered glass plate charged by a Stasian coil. When you touch …","primary_source":"Rival Academies","trait_group":["Equipment","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3566","source_group":["Convocation"],"spoilers":"Convocation","name":"Krasovnatype","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3566"},{"item_child_id":["equipment-3567-3410","equipment-3567-3411","equipment-3567-3412"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Consumable","Gadget","Spirit","Uncommon"],"id":"equipment-3567","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Maelstromic Destabilizer May contain spoilers from Convocation Source Rival Academies pg. 92 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A maelstromic destabilizer is a whirling gyroscope of burnished bronze and glass. It strengthens the bonds that hold a creature to this world by weakening those same bonds to every other nearby creature. When activated, the destabilizer emits a constant pleasant chime as it spins. For the next minute, the creature holding the gadget gains the listed resistance to spirit damage, while all creatures not immune to spirit damage in a 10-foot emanation gain the listed weakness to spirit damage. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Lesser Maelstromic Destabilizer Source Rival Academies pg. 92 Price 6 gp --- The value for the spirit resistance and weakness is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Moderate Maelstromic Destabilizer Source Rival Academies pg. 92 Price 65 gp --- The value for the spirit resistance and weakness is 5. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Maelstromic Destabilizer Source Rival Academies pg. 92 Price 2,750 gp --- The value for the spirit resistance and weakness is 10.","skill_mod":{},"summary":"A maelstromic destabilizer is a whirling gyroscope of burnished bronze and glass. It strengthens the bonds that hold a creature to this world by …","primary_source":"Rival Academies","trait_group":["Equipment","Creature Type","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3567","source_group":["Convocation"],"spoilers":"Convocation","name":"Maelstromic Destabilizer","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3567"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3567","weakness":{},"primary_source_group":"Convocation","price":600,"trait":["Consumable","Gadget","Spirit","Uncommon"],"id":"equipment-3567-3410","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Maelstromic Destabilizer May contain spoilers from Convocation Source Rival Academies pg. 92 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A maelstromic destabilizer is a whirling gyroscope of burnished bronze and glass. It strengthens the bonds that hold a creature to this world by weakening those same bonds to every other nearby creature. When activated, the destabilizer emits a constant pleasant chime as it spins. For the next minute, the creature holding the gadget gains the listed resistance to spirit damage, while all creatures not immune to spirit damage in a 10-foot emanation gain the listed weakness to spirit damage. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Lesser Maelstromic Destabilizer Source Rival Academies pg. 92 Price 6 gp --- The value for the spirit resistance and weakness is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Moderate Maelstromic Destabilizer Source Rival Academies pg. 92 Price 65 gp --- The value for the spirit resistance and weakness is 5. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Maelstromic Destabilizer Source Rival Academies pg. 92 Price 2,750 gp --- The value for the spirit resistance and weakness is 10.","skill_mod":{},"summary":"The value for the spirit resistance and weakness is 2.","primary_source":"Rival Academies","trait_group":["Equipment","Creature Type","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3567","source_group":["Convocation"],"spoilers":"Convocation","name":"Lesser Maelstromic Destabilizer","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3567-3410"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3567","weakness":{},"primary_source_group":"Convocation","price":6500,"trait":["Consumable","Gadget","Spirit","Uncommon"],"id":"equipment-3567-3411","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Maelstromic Destabilizer May contain spoilers from Convocation Source Rival Academies pg. 92 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A maelstromic destabilizer is a whirling gyroscope of burnished bronze and glass. It strengthens the bonds that hold a creature to this world by weakening those same bonds to every other nearby creature. When activated, the destabilizer emits a constant pleasant chime as it spins. For the next minute, the creature holding the gadget gains the listed resistance to spirit damage, while all creatures not immune to spirit damage in a 10-foot emanation gain the listed weakness to spirit damage. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Lesser Maelstromic Destabilizer Source Rival Academies pg. 92 Price 6 gp --- The value for the spirit resistance and weakness is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Moderate Maelstromic Destabilizer Source Rival Academies pg. 92 Price 65 gp --- The value for the spirit resistance and weakness is 5. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Maelstromic Destabilizer Source Rival Academies pg. 92 Price 2,750 gp --- The value for the spirit resistance and weakness is 10.","skill_mod":{},"summary":"The value for the spirit resistance and weakness is 5.","primary_source":"Rival Academies","trait_group":["Equipment","Creature Type","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3567","source_group":["Convocation"],"spoilers":"Convocation","name":"Moderate Maelstromic Destabilizer","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3567-3411"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3567","weakness":{},"primary_source_group":"Convocation","price":275000,"trait":["Consumable","Gadget","Spirit","Uncommon"],"id":"equipment-3567-3412","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Maelstromic Destabilizer May contain spoilers from Convocation Source Rival Academies pg. 92 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A maelstromic destabilizer is a whirling gyroscope of burnished bronze and glass. It strengthens the bonds that hold a creature to this world by weakening those same bonds to every other nearby creature. When activated, the destabilizer emits a constant pleasant chime as it spins. For the next minute, the creature holding the gadget gains the listed resistance to spirit damage, while all creatures not immune to spirit damage in a 10-foot emanation gain the listed weakness to spirit damage. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Lesser Maelstromic Destabilizer Source Rival Academies pg. 92 Price 6 gp --- The value for the spirit resistance and weakness is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Moderate Maelstromic Destabilizer Source Rival Academies pg. 92 Price 65 gp --- The value for the spirit resistance and weakness is 5. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Maelstromic Destabilizer Source Rival Academies pg. 92 Price 2,750 gp --- The value for the spirit resistance and weakness is 10.","skill_mod":{},"summary":"The value for the spirit resistance and weakness is 10.","primary_source":"Rival Academies","trait_group":["Equipment","Creature Type","Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3567","source_group":["Convocation"],"spoilers":"Convocation","name":"Major Maelstromic Destabilizer","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3567-3412"},{"item_child_id":["equipment-3568-3413","equipment-3568-3414"],"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Consumable","Gadget","Uncommon","Void","Negative"],"id":"equipment-3568","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Moritype May contain spoilers from Convocation Source Rival Academies pg. 92 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This plate of smoky glass is a variation on Dr. Krasovna Gerenevich’s krasovnatype that is imprinted with void energies. Creating the plate requires a living thing to die as part of its electrical charging; most creators use insects or lab mice. The moritype creates an image in the same way as a krasovnatype, but also siphons off part of that aura. If used on a living creature, that creature must attempt a Will save. Critical Success The creature is unaffected. Success If the creature has any innate, prepared, or spontaneous spells, they’re unable to Cast a Spell of their highest-ranked slot for 1 round. Cantrips and focus spells are unaffected. Failure As success, except they can’t cast the 2 highest ranks they have available. Critical Failure As success, except they can’t cast any spells other than cantrips and focus spells <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Moritype Source Rival Academies pg. 92 Price 200 gp --- The Will DC is 27. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Greater Moritype Source Rival Academies pg. 92 Price 2,000 gp --- The Will DC is 35.","skill_mod":{},"summary":"This plate of smoky glass is a variation on Dr. Krasovna Gerenevich’s krasovnatype that is imprinted with void energies. Creating the plate requires …","primary_source":"Rival Academies","trait_group":["Equipment","Rarity","Energy","Planar","Creature Type"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3568","source_group":["Convocation"],"spoilers":"Convocation","name":"Moritype","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3568"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3568","weakness":{},"primary_source_group":"Convocation","price":20000,"trait":["Consumable","Gadget","Uncommon","Void","Negative"],"id":"equipment-3568-3413","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Moritype May contain spoilers from Convocation Source Rival Academies pg. 92 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This plate of smoky glass is a variation on Dr. Krasovna Gerenevich’s krasovnatype that is imprinted with void energies. Creating the plate requires a living thing to die as part of its electrical charging; most creators use insects or lab mice. The moritype creates an image in the same way as a krasovnatype, but also siphons off part of that aura. If used on a living creature, that creature must attempt a Will save. Critical Success The creature is unaffected. Success If the creature has any innate, prepared, or spontaneous spells, they’re unable to Cast a Spell of their highest-ranked slot for 1 round. Cantrips and focus spells are unaffected. Failure As success, except they can’t cast the 2 highest ranks they have available. Critical Failure As success, except they can’t cast any spells other than cantrips and focus spells <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Moritype Source Rival Academies pg. 92 Price 200 gp --- The Will DC is 27. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Greater Moritype Source Rival Academies pg. 92 Price 2,000 gp --- The Will DC is 35.","skill_mod":{},"summary":"The Will DC is 27.","primary_source":"Rival Academies","trait_group":["Equipment","Rarity","Energy","Planar","Creature Type"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3568","source_group":["Convocation"],"spoilers":"Convocation","name":"Moritype","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3568-3413"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3568","weakness":{},"primary_source_group":"Convocation","price":200000,"trait":["Consumable","Gadget","Uncommon","Void","Negative"],"id":"equipment-3568-3414","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Moritype May contain spoilers from Convocation Source Rival Academies pg. 92 Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This plate of smoky glass is a variation on Dr. Krasovna Gerenevich’s krasovnatype that is imprinted with void energies. Creating the plate requires a living thing to die as part of its electrical charging; most creators use insects or lab mice. The moritype creates an image in the same way as a krasovnatype, but also siphons off part of that aura. If used on a living creature, that creature must attempt a Will save. Critical Success The creature is unaffected. Success If the creature has any innate, prepared, or spontaneous spells, they’re unable to Cast a Spell of their highest-ranked slot for 1 round. Cantrips and focus spells are unaffected. Failure As success, except they can’t cast the 2 highest ranks they have available. Critical Failure As success, except they can’t cast any spells other than cantrips and focus spells <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Moritype Source Rival Academies pg. 92 Price 200 gp --- The Will DC is 27. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Greater Moritype Source Rival Academies pg. 92 Price 2,000 gp --- The Will DC is 35.","skill_mod":{},"summary":"The Will DC is 35.","primary_source":"Rival Academies","trait_group":["Equipment","Rarity","Energy","Planar","Creature Type"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3568","source_group":["Convocation"],"spoilers":"Convocation","name":"Greater Moritype","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3568-3414"},{"item_child_id":["equipment-3569-3415","equipment-3569-3416","equipment-3569-3417"],"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Consumable","Gadget","Magical","Uncommon"],"id":"equipment-3569","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Portable Seal May contain spoilers from Convocation Source Rival Academies pg. 93 Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- A portable seal is a stiff framework of copper wires and strategically placed hinges, so that when the device is snapped open it forms an instant geometric design. A tiny Stasian coil is attached, which when activated runs a mixture of occult energy and high-voltage electricity through the wire. The design covers a 5-foot burst when unfolded and must be unfolded into an area free of major obstructions such as rocks or hostile creatures. When a creature with the summoned trait attempts to enter the seal’s area or make a melee Strike against a creature in that area, the summoned creature must attempt a Will save. Success The action occurs normally, and the creature is immune to the effects of this portable seal this round. Failure The movement or Strike is disrupted, but the creature is immune to further effects of the portable seal this round. Critical Failure The movement or Strike is disrupted. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lesser Portable Seal Source Rival Academies pg. 93 Price 45 gp --- The Will DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Moderate Portable Seal Source Rival Academies pg. 93 Price 400 gp --- The Will DC is 28. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Major Portable Seal Source Rival Academies pg. 93 Price 5,000 gp --- The Will DC is 36.","skill_mod":{},"summary":"A portable seal is a stiff framework of copper wires and strategically placed hinges, so that when the device is snapped open it forms an instant …","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3569","source_group":["Convocation"],"spoilers":"Convocation","name":"Portable Seal","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3569"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3569","weakness":{},"primary_source_group":"Convocation","price":4500,"trait":["Consumable","Gadget","Magical","Uncommon"],"id":"equipment-3569-3415","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Portable Seal May contain spoilers from Convocation Source Rival Academies pg. 93 Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- A portable seal is a stiff framework of copper wires and strategically placed hinges, so that when the device is snapped open it forms an instant geometric design. A tiny Stasian coil is attached, which when activated runs a mixture of occult energy and high-voltage electricity through the wire. The design covers a 5-foot burst when unfolded and must be unfolded into an area free of major obstructions such as rocks or hostile creatures. When a creature with the summoned trait attempts to enter the seal’s area or make a melee Strike against a creature in that area, the summoned creature must attempt a Will save. Success The action occurs normally, and the creature is immune to the effects of this portable seal this round. Failure The movement or Strike is disrupted, but the creature is immune to further effects of the portable seal this round. Critical Failure The movement or Strike is disrupted. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lesser Portable Seal Source Rival Academies pg. 93 Price 45 gp --- The Will DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Moderate Portable Seal Source Rival Academies pg. 93 Price 400 gp --- The Will DC is 28. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Major Portable Seal Source Rival Academies pg. 93 Price 5,000 gp --- The Will DC is 36.","skill_mod":{},"summary":"The Will DC is 20.","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3569","source_group":["Convocation"],"spoilers":"Convocation","name":"Lesser Portable Seal","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3569-3415"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3569","weakness":{},"primary_source_group":"Convocation","price":40000,"trait":["Consumable","Gadget","Magical","Uncommon"],"id":"equipment-3569-3416","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Portable Seal May contain spoilers from Convocation Source Rival Academies pg. 93 Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- A portable seal is a stiff framework of copper wires and strategically placed hinges, so that when the device is snapped open it forms an instant geometric design. A tiny Stasian coil is attached, which when activated runs a mixture of occult energy and high-voltage electricity through the wire. The design covers a 5-foot burst when unfolded and must be unfolded into an area free of major obstructions such as rocks or hostile creatures. When a creature with the summoned trait attempts to enter the seal’s area or make a melee Strike against a creature in that area, the summoned creature must attempt a Will save. Success The action occurs normally, and the creature is immune to the effects of this portable seal this round. Failure The movement or Strike is disrupted, but the creature is immune to further effects of the portable seal this round. Critical Failure The movement or Strike is disrupted. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lesser Portable Seal Source Rival Academies pg. 93 Price 45 gp --- The Will DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Moderate Portable Seal Source Rival Academies pg. 93 Price 400 gp --- The Will DC is 28. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Major Portable Seal Source Rival Academies pg. 93 Price 5,000 gp --- The Will DC is 36.","skill_mod":{},"summary":"The Will DC is 28.","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3569","source_group":["Convocation"],"spoilers":"Convocation","name":"Moderate Portable Seal","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3569-3416"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3569","weakness":{},"primary_source_group":"Convocation","price":500000,"trait":["Consumable","Gadget","Magical","Uncommon"],"id":"equipment-3569-3417","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Portable Seal May contain spoilers from Convocation Source Rival Academies pg. 93 Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- A portable seal is a stiff framework of copper wires and strategically placed hinges, so that when the device is snapped open it forms an instant geometric design. A tiny Stasian coil is attached, which when activated runs a mixture of occult energy and high-voltage electricity through the wire. The design covers a 5-foot burst when unfolded and must be unfolded into an area free of major obstructions such as rocks or hostile creatures. When a creature with the summoned trait attempts to enter the seal’s area or make a melee Strike against a creature in that area, the summoned creature must attempt a Will save. Success The action occurs normally, and the creature is immune to the effects of this portable seal this round. Failure The movement or Strike is disrupted, but the creature is immune to further effects of the portable seal this round. Critical Failure The movement or Strike is disrupted. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lesser Portable Seal Source Rival Academies pg. 93 Price 45 gp --- The Will DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Moderate Portable Seal Source Rival Academies pg. 93 Price 400 gp --- The Will DC is 28. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Major Portable Seal Source Rival Academies pg. 93 Price 5,000 gp --- The Will DC is 36.","skill_mod":{},"summary":"The Will DC is 36.","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3569","source_group":["Convocation"],"spoilers":"Convocation","name":"Major Portable Seal","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3569-3417"},{"item_child_id":["equipment-3570-3418","equipment-3570-3419","equipment-3570-3420","equipment-3570-3421"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Consumable","Electricity","Gadget","Teleportation","Uncommon"],"id":"equipment-3570","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Quartz-Coil Rail Transport May contain spoilers from Convocation Source Rival Academies pg. 93 Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- This odd metal rod is often misinterpreted as a mechanical wand of some kind. Any gadgeteer or mage will be able to elaborate on the fact that magic wands do not need to be throughly covered in a copper wire coil and that the pointed quartz crystal at its tip thrums with electricity, not magic. When activated, electricity courses through you, allowing you to move through the voltage that arcs through the air. You instantly transport yourself and any items you’re wearing and holding from your current space to an unoccupied space up to 20 feet away that you can see. If this would bring another creature with you— even if you’re carrying it in an extradimensional container— the teleportation fails. You and all creatures in a line between your original location and your destination take 2 electricity damage. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Lesser Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 20 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moderate Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 150 gp --- The distance you can teleport increases to 40 feet, and the electricty damage increases to 4. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Greater Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 650 gp --- The distance you can teleport increases to 60 feet, and the electricty damage increases to 6. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 8,000 gp --- The distance you can teleport increases to 80 feet, and the electricty damage increases to 8.","skill_mod":{},"summary":"This odd metal rod is often misinterpreted as a mechanical wand of some kind. Any gadgeteer or mage will be able to elaborate on the fact that magic …","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3570","source_group":["Convocation"],"spoilers":"Convocation","name":"Quartz-Coil Rail Transport","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3570"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3570","weakness":{},"primary_source_group":"Convocation","price":2000,"trait":["Consumable","Electricity","Gadget","Teleportation","Uncommon"],"id":"equipment-3570-3418","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Quartz-Coil Rail Transport May contain spoilers from Convocation Source Rival Academies pg. 93 Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- This odd metal rod is often misinterpreted as a mechanical wand of some kind. Any gadgeteer or mage will be able to elaborate on the fact that magic wands do not need to be throughly covered in a copper wire coil and that the pointed quartz crystal at its tip thrums with electricity, not magic. When activated, electricity courses through you, allowing you to move through the voltage that arcs through the air. You instantly transport yourself and any items you’re wearing and holding from your current space to an unoccupied space up to 20 feet away that you can see. If this would bring another creature with you— even if you’re carrying it in an extradimensional container— the teleportation fails. You and all creatures in a line between your original location and your destination take 2 electricity damage. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Lesser Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 20 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moderate Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 150 gp --- The distance you can teleport increases to 40 feet, and the electricty damage increases to 4. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Greater Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 650 gp --- The distance you can teleport increases to 60 feet, and the electricty damage increases to 6. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 8,000 gp --- The distance you can teleport increases to 80 feet, and the electricty damage increases to 8.","skill_mod":{},"summary":"This odd metal rod is often misinterpreted as a mechanical wand of some kind. Any gadgeteer or mage will be able to elaborate on the fact that magic …","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3570","source_group":["Convocation"],"spoilers":"Convocation","name":"Lesser Quartz-Coil Rail Transport","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3570-3418"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3570","weakness":{},"primary_source_group":"Convocation","price":15000,"trait":["Consumable","Electricity","Gadget","Teleportation","Uncommon"],"id":"equipment-3570-3419","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Quartz-Coil Rail Transport May contain spoilers from Convocation Source Rival Academies pg. 93 Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- This odd metal rod is often misinterpreted as a mechanical wand of some kind. Any gadgeteer or mage will be able to elaborate on the fact that magic wands do not need to be throughly covered in a copper wire coil and that the pointed quartz crystal at its tip thrums with electricity, not magic. When activated, electricity courses through you, allowing you to move through the voltage that arcs through the air. You instantly transport yourself and any items you’re wearing and holding from your current space to an unoccupied space up to 20 feet away that you can see. If this would bring another creature with you— even if you’re carrying it in an extradimensional container— the teleportation fails. You and all creatures in a line between your original location and your destination take 2 electricity damage. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Lesser Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 20 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moderate Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 150 gp --- The distance you can teleport increases to 40 feet, and the electricty damage increases to 4. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Greater Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 650 gp --- The distance you can teleport increases to 60 feet, and the electricty damage increases to 6. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 8,000 gp --- The distance you can teleport increases to 80 feet, and the electricty damage increases to 8.","skill_mod":{},"summary":"The distance you can teleport increases to 40 feet, and the electricty damage increases to 4.","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3570","source_group":["Convocation"],"spoilers":"Convocation","name":"Moderate Quartz-Coil Rail Transport","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3570-3419"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3570","weakness":{},"primary_source_group":"Convocation","price":65000,"trait":["Consumable","Electricity","Gadget","Teleportation","Uncommon"],"id":"equipment-3570-3420","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Quartz-Coil Rail Transport May contain spoilers from Convocation Source Rival Academies pg. 93 Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- This odd metal rod is often misinterpreted as a mechanical wand of some kind. Any gadgeteer or mage will be able to elaborate on the fact that magic wands do not need to be throughly covered in a copper wire coil and that the pointed quartz crystal at its tip thrums with electricity, not magic. When activated, electricity courses through you, allowing you to move through the voltage that arcs through the air. You instantly transport yourself and any items you’re wearing and holding from your current space to an unoccupied space up to 20 feet away that you can see. If this would bring another creature with you— even if you’re carrying it in an extradimensional container— the teleportation fails. You and all creatures in a line between your original location and your destination take 2 electricity damage. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Lesser Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 20 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moderate Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 150 gp --- The distance you can teleport increases to 40 feet, and the electricty damage increases to 4. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Greater Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 650 gp --- The distance you can teleport increases to 60 feet, and the electricty damage increases to 6. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 8,000 gp --- The distance you can teleport increases to 80 feet, and the electricty damage increases to 8.","skill_mod":{},"summary":"The distance you can teleport increases to 60 feet, and the electricty damage increases to 6.","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","Mechanics","Rarity"],"level":14,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3570","source_group":["Convocation"],"spoilers":"Convocation","name":"Greater Quartz-Coil Rail Transport","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3570-3420"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3570","weakness":{},"primary_source_group":"Convocation","price":800000,"trait":["Consumable","Electricity","Gadget","Teleportation","Uncommon"],"id":"equipment-3570-3421","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Quartz-Coil Rail Transport May contain spoilers from Convocation Source Rival Academies pg. 93 Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- This odd metal rod is often misinterpreted as a mechanical wand of some kind. Any gadgeteer or mage will be able to elaborate on the fact that magic wands do not need to be throughly covered in a copper wire coil and that the pointed quartz crystal at its tip thrums with electricity, not magic. When activated, electricity courses through you, allowing you to move through the voltage that arcs through the air. You instantly transport yourself and any items you’re wearing and holding from your current space to an unoccupied space up to 20 feet away that you can see. If this would bring another creature with you— even if you’re carrying it in an extradimensional container— the teleportation fails. You and all creatures in a line between your original location and your destination take 2 electricity damage. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Lesser Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 20 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moderate Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 150 gp --- The distance you can teleport increases to 40 feet, and the electricty damage increases to 4. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Greater Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 650 gp --- The distance you can teleport increases to 60 feet, and the electricty damage increases to 6. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Quartz-Coil Rail Transport Source Rival Academies pg. 93 Price 8,000 gp --- The distance you can teleport increases to 80 feet, and the electricty damage increases to 8.","skill_mod":{},"summary":"The distance you can teleport increases to 80 feet, and the electricty damage increases to 8.","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","Mechanics","Rarity"],"level":19,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3570","source_group":["Convocation"],"spoilers":"Convocation","name":"Major Quartz-Coil Rail Transport","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3570-3421"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","price":18000,"trait":["Consumable","Electricity","Gadget","Uncommon"],"id":"equipment-3571","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Static-Muscular Relay May contain spoilers from Convocation Source Rival Academies pg. 93 Price 180 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This glass orb has a Stasian coil in the center, allowing visible electricity to be safely seen within the glass. The electricity that dances within this orb can be transferred to the user of this gadget, allowing their muscles to react and respond much quicker. When activated, you gain a +2 circumstance bonus to Reflex saves and AC for 1 minute, or until you are hit by an attack or fail a Reflex saving throw, whichever happens first.\n","skill_mod":{},"summary":"This glass orb has a Stasian coil in the center, allowing visible electricity to be safely seen within the glass. The electricity that dances within …","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3571","source_group":["Convocation"],"spoilers":"Convocation","name":"Static-Muscular Relay","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3571"},{"item_child_id":["equipment-3572-3422","equipment-3572-3423","equipment-3572-3424"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Consumable","Gadget","Sonic","Uncommon"],"id":"equipment-3572","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Tangibility Resonator May contain spoilers from Convocation Source Rival Academies pg. 93 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- One of the stranger devices to come out of the University of Lepidstadt is a twisted glass contraption that hums with electricity. This vibration is harmless to most but is massively disruptive to the locomotion of incorporeal creatures. When activated, one incorporeal creature within 15 feet must attempt a DC 19 Fortitude saving throw. Once used, the vibrations cause the glass to shatter. Success The target is unaffected. Failure The target is immobilized for 1 round. Critical Failure The target is immobilized and off-guard for 1 round. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Lesser Tangibility Resonator Source Rival Academies pg. 93 Price 25 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Moderate Tangibility Resonator Source Rival Academies pg. 93 Price 300 gp --- The Fortitude DC is 27. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Tangibility Resonator Source Rival Academies pg. 93 Price 2,500 gp --- The Fortitude DC is 35.","skill_mod":{},"summary":"One of the stranger devices to come out of the University of Lepidstadt is a twisted glass contraption that hums with electricity. This vibration is …","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3572","source_group":["Convocation"],"spoilers":"Convocation","name":"Tangibility Resonator","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3572"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3572","weakness":{},"primary_source_group":"Convocation","price":2500,"trait":["Consumable","Gadget","Sonic","Uncommon"],"id":"equipment-3572-3422","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Tangibility Resonator May contain spoilers from Convocation Source Rival Academies pg. 93 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- One of the stranger devices to come out of the University of Lepidstadt is a twisted glass contraption that hums with electricity. This vibration is harmless to most but is massively disruptive to the locomotion of incorporeal creatures. When activated, one incorporeal creature within 15 feet must attempt a DC 19 Fortitude saving throw. Once used, the vibrations cause the glass to shatter. Success The target is unaffected. Failure The target is immobilized for 1 round. Critical Failure The target is immobilized and off-guard for 1 round. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Lesser Tangibility Resonator Source Rival Academies pg. 93 Price 25 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Moderate Tangibility Resonator Source Rival Academies pg. 93 Price 300 gp --- The Fortitude DC is 27. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Tangibility Resonator Source Rival Academies pg. 93 Price 2,500 gp --- The Fortitude DC is 35.","skill_mod":{},"summary":"One of the stranger devices to come out of the University of Lepidstadt is a twisted glass contraption that hums with electricity. This vibration is …","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3572","source_group":["Convocation"],"spoilers":"Convocation","name":"Lesser Tangibility Resonator","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3572-3422"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3572","weakness":{},"primary_source_group":"Convocation","price":30000,"trait":["Consumable","Gadget","Sonic","Uncommon"],"id":"equipment-3572-3423","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Tangibility Resonator May contain spoilers from Convocation Source Rival Academies pg. 93 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- One of the stranger devices to come out of the University of Lepidstadt is a twisted glass contraption that hums with electricity. This vibration is harmless to most but is massively disruptive to the locomotion of incorporeal creatures. When activated, one incorporeal creature within 15 feet must attempt a DC 19 Fortitude saving throw. Once used, the vibrations cause the glass to shatter. Success The target is unaffected. Failure The target is immobilized for 1 round. Critical Failure The target is immobilized and off-guard for 1 round. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Lesser Tangibility Resonator Source Rival Academies pg. 93 Price 25 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Moderate Tangibility Resonator Source Rival Academies pg. 93 Price 300 gp --- The Fortitude DC is 27. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Tangibility Resonator Source Rival Academies pg. 93 Price 2,500 gp --- The Fortitude DC is 35.","skill_mod":{},"summary":"The Fortitude DC is 27.","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3572","source_group":["Convocation"],"spoilers":"Convocation","name":"Moderate Tangibility Resonator","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3572-3423"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3572","weakness":{},"primary_source_group":"Convocation","price":250000,"trait":["Consumable","Gadget","Sonic","Uncommon"],"id":"equipment-3572-3424","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Tangibility Resonator May contain spoilers from Convocation Source Rival Academies pg. 93 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- One of the stranger devices to come out of the University of Lepidstadt is a twisted glass contraption that hums with electricity. This vibration is harmless to most but is massively disruptive to the locomotion of incorporeal creatures. When activated, one incorporeal creature within 15 feet must attempt a DC 19 Fortitude saving throw. Once used, the vibrations cause the glass to shatter. Success The target is unaffected. Failure The target is immobilized for 1 round. Critical Failure The target is immobilized and off-guard for 1 round. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Lesser Tangibility Resonator Source Rival Academies pg. 93 Price 25 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Moderate Tangibility Resonator Source Rival Academies pg. 93 Price 300 gp --- The Fortitude DC is 27. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Tangibility Resonator Source Rival Academies pg. 93 Price 2,500 gp --- The Fortitude DC is 35.","skill_mod":{},"summary":"The Fortitude DC is 35.","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","Rarity"],"level":17,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3572","source_group":["Convocation"],"spoilers":"Convocation","name":"Major Tangibility Resonator","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3572-3424"},{"item_child_id":["equipment-3573-3425","equipment-3573-3426","equipment-3573-3427","equipment-3573-3428"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","school":"illusion","trait":["Consumable","Electricity","Gadget","Illusion","Magical","Uncommon"],"id":"equipment-3573","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Vanishing Shocker May contain spoilers from Convocation Source Rival Academies pg. 93 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- The vanishing shocker is a cube with extruding spikes at each corner. This inscrutable device channels occult energy through the electricity it produces, creating the result of invisible lighting. When activated, the cube floats above your head, creating a field of invisible electricity in a 10-foot emanation that lasts for 1 round. You and creatures within the emanation are concealed. Creatures that enter or start their turn within the area must attempt a DC 22 Reflex save. Success The target is unaffected. Failure The target is off-guard for 1 round. Critical Failure The target is clumsy 1 and off-guard for 1 round. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Lesser Vanishing Shocker Source Rival Academies pg. 93 Price 70 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Moderate Vanishing Shocker Source Rival Academies pg. 93 Price 300 gp --- The Reflex DC is 27. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Greater Vanishing Shocker Source Rival Academies pg. 93 Price 1,300 gp --- The Reflex DC is 33. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Vanishing Shocker Source Rival Academies pg. 93 Price 8,000 gp --- The Reflex DC is 38.","skill_mod":{},"summary":"The vanishing shocker is a cube with extruding spikes at each corner. This inscrutable device channels occult energy through the electricity it …","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","School","Mechanics","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3573","source_group":["Convocation"],"spoilers":"Convocation","name":"Vanishing Shocker","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3573"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3573","weakness":{},"primary_source_group":"Convocation","school":"illusion","price":7000,"trait":["Consumable","Electricity","Gadget","Illusion","Magical","Uncommon"],"id":"equipment-3573-3425","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Vanishing Shocker May contain spoilers from Convocation Source Rival Academies pg. 93 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- The vanishing shocker is a cube with extruding spikes at each corner. This inscrutable device channels occult energy through the electricity it produces, creating the result of invisible lighting. When activated, the cube floats above your head, creating a field of invisible electricity in a 10-foot emanation that lasts for 1 round. You and creatures within the emanation are concealed. Creatures that enter or start their turn within the area must attempt a DC 22 Reflex save. Success The target is unaffected. Failure The target is off-guard for 1 round. Critical Failure The target is clumsy 1 and off-guard for 1 round. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Lesser Vanishing Shocker Source Rival Academies pg. 93 Price 70 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Moderate Vanishing Shocker Source Rival Academies pg. 93 Price 300 gp --- The Reflex DC is 27. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Greater Vanishing Shocker Source Rival Academies pg. 93 Price 1,300 gp --- The Reflex DC is 33. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Vanishing Shocker Source Rival Academies pg. 93 Price 8,000 gp --- The Reflex DC is 38.","skill_mod":{},"summary":"The vanishing shocker is a cube with extruding spikes at each corner. This inscrutable device channels occult energy through the electricity it …","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","School","Mechanics","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3573","source_group":["Convocation"],"spoilers":"Convocation","name":"Lesser Vanishing Shocker","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3573-3425"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3573","weakness":{},"primary_source_group":"Convocation","school":"illusion","price":30000,"trait":["Consumable","Electricity","Gadget","Illusion","Magical","Uncommon"],"id":"equipment-3573-3426","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Vanishing Shocker May contain spoilers from Convocation Source Rival Academies pg. 93 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- The vanishing shocker is a cube with extruding spikes at each corner. This inscrutable device channels occult energy through the electricity it produces, creating the result of invisible lighting. When activated, the cube floats above your head, creating a field of invisible electricity in a 10-foot emanation that lasts for 1 round. You and creatures within the emanation are concealed. Creatures that enter or start their turn within the area must attempt a DC 22 Reflex save. Success The target is unaffected. Failure The target is off-guard for 1 round. Critical Failure The target is clumsy 1 and off-guard for 1 round. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Lesser Vanishing Shocker Source Rival Academies pg. 93 Price 70 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Moderate Vanishing Shocker Source Rival Academies pg. 93 Price 300 gp --- The Reflex DC is 27. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Greater Vanishing Shocker Source Rival Academies pg. 93 Price 1,300 gp --- The Reflex DC is 33. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Vanishing Shocker Source Rival Academies pg. 93 Price 8,000 gp --- The Reflex DC is 38.","skill_mod":{},"summary":"The Reflex DC is 27.","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","School","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3573","source_group":["Convocation"],"spoilers":"Convocation","name":"Moderate Vanishing Shocker","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3573-3426"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3573","weakness":{},"primary_source_group":"Convocation","school":"illusion","price":130000,"trait":["Consumable","Electricity","Gadget","Illusion","Magical","Uncommon"],"id":"equipment-3573-3427","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Vanishing Shocker May contain spoilers from Convocation Source Rival Academies pg. 93 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- The vanishing shocker is a cube with extruding spikes at each corner. This inscrutable device channels occult energy through the electricity it produces, creating the result of invisible lighting. When activated, the cube floats above your head, creating a field of invisible electricity in a 10-foot emanation that lasts for 1 round. You and creatures within the emanation are concealed. Creatures that enter or start their turn within the area must attempt a DC 22 Reflex save. Success The target is unaffected. Failure The target is off-guard for 1 round. Critical Failure The target is clumsy 1 and off-guard for 1 round. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Lesser Vanishing Shocker Source Rival Academies pg. 93 Price 70 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Moderate Vanishing Shocker Source Rival Academies pg. 93 Price 300 gp --- The Reflex DC is 27. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Greater Vanishing Shocker Source Rival Academies pg. 93 Price 1,300 gp --- The Reflex DC is 33. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Vanishing Shocker Source Rival Academies pg. 93 Price 8,000 gp --- The Reflex DC is 38.","skill_mod":{},"summary":"The Reflex DC is 33.","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","School","Mechanics","Rarity"],"level":15,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3573","source_group":["Convocation"],"spoilers":"Convocation","name":"Greater Vanishing Shocker","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3573-3427"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3573","weakness":{},"primary_source_group":"Convocation","school":"illusion","price":800000,"trait":["Consumable","Electricity","Gadget","Illusion","Magical","Uncommon"],"id":"equipment-3573-3428","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Vanishing Shocker May contain spoilers from Convocation Source Rival Academies pg. 93 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- The vanishing shocker is a cube with extruding spikes at each corner. This inscrutable device channels occult energy through the electricity it produces, creating the result of invisible lighting. When activated, the cube floats above your head, creating a field of invisible electricity in a 10-foot emanation that lasts for 1 round. You and creatures within the emanation are concealed. Creatures that enter or start their turn within the area must attempt a DC 22 Reflex save. Success The target is unaffected. Failure The target is off-guard for 1 round. Critical Failure The target is clumsy 1 and off-guard for 1 round. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Lesser Vanishing Shocker Source Rival Academies pg. 93 Price 70 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Moderate Vanishing Shocker Source Rival Academies pg. 93 Price 300 gp --- The Reflex DC is 27. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Greater Vanishing Shocker Source Rival Academies pg. 93 Price 1,300 gp --- The Reflex DC is 33. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Vanishing Shocker Source Rival Academies pg. 93 Price 8,000 gp --- The Reflex DC is 38.","skill_mod":{},"summary":"The Reflex DC is 38.","primary_source":"Rival Academies","trait_group":["Equipment","Energy","Monster","School","Mechanics","Rarity"],"level":19,"source_category":["Lost Omens"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3573","source_group":["Convocation"],"spoilers":"Convocation","name":"Major Vanishing Shocker","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3573-3428"},{"item_child_id":["equipment-3574-3429","equipment-3574-3430","equipment-3574-3431"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Consumable","Magical","Rare"],"id":"equipment-3574","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bloodstone Doll May contain spoilers from Convocation Source Rival Academies pg. 101 Usage held in 1 hand Bulk L Activate Reaction (concentrate, manipulate) Trigger A creature within 60 feet casts a summon spell Requirement You have a free hand --- This small doll has been carved from a fragment of Bloodstone. When you Activate a bloodstone doll in response to another’s magic, you Interact to take it in hand and hold it up toward the triggering creature. Attempt a counteract check against the triggering spell at the listed bonus and rank. If the spell would be counteracted, the bloodstone doll instead influences the summoned creature. You gain control of the summoned creature and can dictate its 2 actions for that turn. The triggering creature then regains control of their summoned creature, but the summoned creature takes a –2 status penalty to attack rolls against you. Your bloodstone doll shatters when the summon spell ends. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Minor Bloodstone Doll Source Rival Academies pg. 101 Price 15 gp --- The bloodstone doll has a counteract modifier of +9 and a counteract rank of 2. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Moderate Bloodstone Doll Source Rival Academies pg. 101 Price 180 gp --- The bloodstone doll has a counteract modifier of +17 and a counteract rank of 5. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Major Bloodstone Doll Source Rival Academies pg. 101 Price 1,800 gp --- The bloodstone doll has a counteract modifier of +25 and a counteract rank of 8.","skill_mod":{},"summary":"This small doll has been carved from a fragment of Bloodstone. When you Activate a bloodstone doll in response to another’s magic, you Interact to …","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","requirement":"You have a free hand","trigger":"A creature within 60 feet casts a summon spell","resistance":{},"url":"/Equipment.aspx?ID=3574","source_group":["Convocation"],"spoilers":"Convocation","name":"Bloodstone Doll","actions_number":1,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"rare","slug":"equipment-3574"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3574","weakness":{},"primary_source_group":"Convocation","price":1500,"trait":["Consumable","Magical","Rare"],"id":"equipment-3574-3429","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bloodstone Doll May contain spoilers from Convocation Source Rival Academies pg. 101 Usage held in 1 hand Bulk L Activate Reaction (concentrate, manipulate) Trigger A creature within 60 feet casts a summon spell Requirement You have a free hand --- This small doll has been carved from a fragment of Bloodstone. When you Activate a bloodstone doll in response to another’s magic, you Interact to take it in hand and hold it up toward the triggering creature. Attempt a counteract check against the triggering spell at the listed bonus and rank. If the spell would be counteracted, the bloodstone doll instead influences the summoned creature. You gain control of the summoned creature and can dictate its 2 actions for that turn. The triggering creature then regains control of their summoned creature, but the summoned creature takes a –2 status penalty to attack rolls against you. Your bloodstone doll shatters when the summon spell ends. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Minor Bloodstone Doll Source Rival Academies pg. 101 Price 15 gp --- The bloodstone doll has a counteract modifier of +9 and a counteract rank of 2. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Moderate Bloodstone Doll Source Rival Academies pg. 101 Price 180 gp --- The bloodstone doll has a counteract modifier of +17 and a counteract rank of 5. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Major Bloodstone Doll Source Rival Academies pg. 101 Price 1,800 gp --- The bloodstone doll has a counteract modifier of +25 and a counteract rank of 8.","skill_mod":{},"summary":"The bloodstone doll has a counteract modifier of +9 and a counteract rank of 2.","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","trigger":"A creature within 60 feet casts a summon spell","resistance":{},"url":"/Equipment.aspx?ID=3574","source_group":["Convocation"],"spoilers":"Convocation","name":"Minor Bloodstone Doll","actions_number":1,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"rare","slug":"equipment-3574-3429"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3574","weakness":{},"primary_source_group":"Convocation","price":18000,"trait":["Consumable","Magical","Rare"],"id":"equipment-3574-3430","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bloodstone Doll May contain spoilers from Convocation Source Rival Academies pg. 101 Usage held in 1 hand Bulk L Activate Reaction (concentrate, manipulate) Trigger A creature within 60 feet casts a summon spell Requirement You have a free hand --- This small doll has been carved from a fragment of Bloodstone. When you Activate a bloodstone doll in response to another’s magic, you Interact to take it in hand and hold it up toward the triggering creature. Attempt a counteract check against the triggering spell at the listed bonus and rank. If the spell would be counteracted, the bloodstone doll instead influences the summoned creature. You gain control of the summoned creature and can dictate its 2 actions for that turn. The triggering creature then regains control of their summoned creature, but the summoned creature takes a –2 status penalty to attack rolls against you. Your bloodstone doll shatters when the summon spell ends. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Minor Bloodstone Doll Source Rival Academies pg. 101 Price 15 gp --- The bloodstone doll has a counteract modifier of +9 and a counteract rank of 2. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Moderate Bloodstone Doll Source Rival Academies pg. 101 Price 180 gp --- The bloodstone doll has a counteract modifier of +17 and a counteract rank of 5. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Major Bloodstone Doll Source Rival Academies pg. 101 Price 1,800 gp --- The bloodstone doll has a counteract modifier of +25 and a counteract rank of 8.","skill_mod":{},"summary":"The bloodstone doll has a counteract modifier of +17 and a counteract rank of 5.","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","trigger":"A creature within 60 feet casts a summon spell","resistance":{},"url":"/Equipment.aspx?ID=3574","source_group":["Convocation"],"spoilers":"Convocation","name":"Moderate Bloodstone Doll","actions_number":1,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"rare","slug":"equipment-3574-3430"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3574","weakness":{},"primary_source_group":"Convocation","price":180000,"trait":["Consumable","Magical","Rare"],"id":"equipment-3574-3431","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Bloodstone Doll May contain spoilers from Convocation Source Rival Academies pg. 101 Usage held in 1 hand Bulk L Activate Reaction (concentrate, manipulate) Trigger A creature within 60 feet casts a summon spell Requirement You have a free hand --- This small doll has been carved from a fragment of Bloodstone. When you Activate a bloodstone doll in response to another’s magic, you Interact to take it in hand and hold it up toward the triggering creature. Attempt a counteract check against the triggering spell at the listed bonus and rank. If the spell would be counteracted, the bloodstone doll instead influences the summoned creature. You gain control of the summoned creature and can dictate its 2 actions for that turn. The triggering creature then regains control of their summoned creature, but the summoned creature takes a –2 status penalty to attack rolls against you. Your bloodstone doll shatters when the summon spell ends. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Minor Bloodstone Doll Source Rival Academies pg. 101 Price 15 gp --- The bloodstone doll has a counteract modifier of +9 and a counteract rank of 2. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Moderate Bloodstone Doll Source Rival Academies pg. 101 Price 180 gp --- The bloodstone doll has a counteract modifier of +17 and a counteract rank of 5. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Major Bloodstone Doll Source Rival Academies pg. 101 Price 1,800 gp --- The bloodstone doll has a counteract modifier of +25 and a counteract rank of 8.","skill_mod":{},"summary":"The bloodstone doll has a counteract modifier of +25 and a counteract rank of 8.","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","trigger":"A creature within 60 feet casts a summon spell","resistance":{},"url":"/Equipment.aspx?ID=3574","source_group":["Convocation"],"spoilers":"Convocation","name":"Major Bloodstone Doll","actions_number":1,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"rare","slug":"equipment-3574-3431"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Convocation","price":5000,"skill":["Diplomacy"],"trait":["Light","Magical","Mental","Rare"],"id":"equipment-3575","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Oathlamp of Accord May contain spoilers from Convocation Source Rival Academies pg. 103 Price 50 gp Usage held in 1 hand Bulk L --- This hooded lantern takes the form of a translucent prism. It functions as a normal hooded lantern, except that it isn’t fueled by oil, but by oaths. While you’re holding the lantern, you gain a +1 item bonus to Diplomacy checks. Activate—Annouce Oath Reaction (light, mental) Trigger You make a promise in good faith; Effect The oathlamp of accord sheds light without consuming fuel until the promise you made is broken or fulfilled. The GM adjudicates whether a spoken promise is broken or fulfilled. This light and the shutters to conceal it work as normal for a hooded lantern. Any creature in the light of the oathlamp becomes aware of the contents of the oath, along with who made it and how long ago.\n","skill_mod":{},"summary":"This hooded lantern takes the form of a translucent prism. It functions as a normal hooded lantern , except that it isn’t fueled by oil, but by …","primary_source":"Rival Academies","trait_group":["Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3575","source_group":["Convocation"],"spoilers":"Convocation","name":"Oathlamp of Accord","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3575"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Convocation","price":1000,"trait":["Alchemical","Earth","Magical","Rare"],"id":"equipment-3576","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Mutator Onyx May contain spoilers from Convocation Source Rival Academies pg. 104 Price 10 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A mutator onyx is a jet-black, alien mineral first found within the walls of the Onyx Citadel but is now used primarily as an alchemical teaching or experimentation tool within Oprak. Pressing the gem into a solid, unattended inanimate object with Hardness 5 or less transforms that object’s surface into a curious syrupy, liquid-like state, reducing its Hardness to 0. One mutator onyx can transform up to a 5-foot cube. After 10 minutes, the matter reverts to its solid state, regaining its Hardness.\n","element":["Earth"],"skill_mod":{},"summary":"A mutator onyx is a jet-black, alien mineral first found within the walls of the Onyx Citadel but is now used primarily as an alchemical teaching or …","primary_source":"Rival Academies","trait_group":["Monster","Equipment","Weapon","Elemental","Planar","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=3576","source_group":["Convocation"],"spoilers":"Convocation","name":"Mutator Onyx","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3576"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Convocation","price":1200,"trait":["Magical","Rare"],"id":"equipment-3577","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Prankster's Perpetual Pieplate May contain spoilers from Convocation Source Rival Academies pg. 105 PFS Note All Pathfinders have access to the prankster’s perpetual pieplate. Price 12 gp Usage held in 1 hand Bulk L --- Although the simple pies that fill this glass plate every minute are edible, they don’t last long enough to sate hunger or provide any real nutritive value. Instead, they can be magically guided at targets, unleashed harmlessly by even the most uncoordinated child. Activate—Project Pastry Single Action (manipulate) Frequency once per minute; Effect You magically hurl the pie at a creature within 30 feet. Unless the target succeeds at a DC 15 Reflex save, they're splattered with a harmless but tasty mess, which remains until it is wiped away with an Interact action or is otherwise cleaned off (like if the target is submerged in water). After a minute, the mess disappears, and the pieplate refills with another kind of pie.\n","skill_mod":{},"summary":"Although the simple pies that fill this glass plate every minute are edible, they don’t last long enough to sate hunger or provide any real nutritive …","primary_source":"Rival Academies","trait_group":["Mechanics","Rarity"],"level":1,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3577","source_group":["Convocation"],"spoilers":"Convocation","name":"Prankster's Perpetual Pieplate","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3577"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Item","item_category":"Contracts","speed":{},"weakness":{},"primary_source_group":"Convocation","skill":["Athletics"],"trait":["Contract","Invested","Occult","Rare"],"id":"equipment-3578","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Zarothrask's Contract May contain spoilers from Convocation Source Rival Academies pg. 106 --- You’ve bargained for power with a gongorinan, but in return, you must avoid furthering demonic goals. You gain a +2 item bonus to Athletics checks to Disarm manufactured items and to Grapple. Once per day, the gongorinan can warp your body with animal features; you must attempt a DC 25 Fortitude save or become sickened 2. When you recover from the sickened condition, your features revert to normal. The gongorinan will usually do this if you sin or aid a demon, even unintentionally. Activate—Gongorinan's Emergence Two Actions (concentrate, mental, morph, occult, unholy) Frequency once per day; Effect Stony tentacles burst out of your body, lashing at foes. Creatures in a 10-foot emanation take 6d6 bludgeoning damage and 2d6 mental damage (DC 25 basic Fortitude save); on a failure, the creature also becomes sickened 1 (sickened 2 on a critical failure) as parts of their anatomy temporarily warp into animal features. When a creature recovers from the sickened condition, its features revert to normal.\n","skill_mod":{},"summary":"You’ve bargained for power with a gongorinan, but in return, you must avoid furthering demonic goals. You gain a +2 item bonus to Athletics checks to …","primary_source":"Rival Academies","trait_group":["Equipment","Tradition","Monster","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Other Contracts","resistance":{},"url":"/Equipment.aspx?ID=3578","source_group":["Convocation"],"spoilers":"Convocation","name":"Zarothrask's Contract","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3578"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Convocation","price":900,"trait":["Consumable","Fungus","Light","Magical","Rare"],"id":"equipment-3579","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Kimanéz Luminescent Toadstool May contain spoilers from Convocation Source Rival Academies pg. 107 Price 9 gp Usage held in 1 hand Bulk L --- This large blue toadstool glimmers with soft, magical light similar to moonlight. The spots of white adorning the mushroom’s cap glow ethereally, as if illuminated from the inside, shedding dim light in a 10-foot radius. Activate—Ward Area 10 minutes (concentrate, light, manipulate) Effect You plant the toadstool in the ground, allowing it to connect to all living fungi and plant matter within 120 feet of its planting. For 8 hours, any corporeal creature that touches the affected matter even accidentally begins to glow with bright magical light in a 10-foot emanation, which persists as long as they remain within 120 feet of the planted mushroom. A creature can move through an area containing affected fungi and plant matter without touching it by treating the area as difficult terrain and succeeding at a DC 18 Acrobatics check.\n","skill_mod":{},"summary":"This large blue toadstool glimmers with soft, magical light similar to moonlight. The spots of white adorning the mushroom’s cap glow ethereally, as …","primary_source":"Rival Academies","trait_group":["Equipment","Creature Type","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3579","source_group":["Convocation"],"spoilers":"Convocation","name":"Kimanéz Luminescent Toadstool","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3579"},{"primary_source_category":"Lost Omens","usage":"tattooed on the body","source":["Rival Academies"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"primary_source_group":"Convocation","price":8000,"skill":["Diplomacy"],"trait":["Divine","Invested","Rare","Tattoo"],"id":"equipment-3580","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Three-Pillared Yang Na May contain spoilers from Convocation Source Rival Academies pg. 108 Price 80 gp Usage tattooed on the body --- This tattoo represents an abstract tree whose trunk is made up of three lines of Tang text. Applied in a ritual involving jasmine, turmeric, and a blossom from a yang na tree, the tattoo provides three blessings. The first blessing keeps your mind still during negotiations, granting a +1 item bonus to Diplomacy checks. Activate—Second Blessing Single Action (concentrate, detection) Effect You learn the direction of the yang na tree that gave the blossom used in creating your tattoo. Most such trees are in Tang Mai, far to the west of the Inner Sea. Activate—Third Blessing Reaction (concentrate) Trigger You take spirit damage; Effect You gain resistance 3 against that spirit damage.\n","skill_mod":{},"summary":"This tattoo represents an abstract tree whose trunk is made up of three lines of Tang text. Applied in a ritual involving jasmine, turmeric, and a …","primary_source":"Rival Academies","trait_group":["Tradition","Monster","Equipment","Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3580","source_group":["Convocation"],"spoilers":"Convocation","name":"Three-Pillared Yang Na","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3580"},{"item_child_id":["equipment-3581-3432","equipment-3581-3433","equipment-3581-3434"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Catalyst","Consumable","Magical","Rare","Unholy"],"id":"equipment-3581","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Demon Bone Tiles May contain spoilers from Convocation Source Rival Academies pg. 111 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- These bones from different types of demons can be used to form temporary barriers. When you crush the bone fragments and blow the resulting dust around yourself as you cast shield , the shield appears as a bone bulwark shaped like the demon’s face. When use Shield Block with the spell, the barrier explodes into many bone fragments. The shards cause persistent bleed damage to each creature adjacent to you that fails a Reflex save at the listed DC. This persistent bleed damage is unholy and can be stopped with an Interact action to remove the shards. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Pusk Bone Tiles Source Rival Academies pg. 111 Price 7 gp --- The persistent bleed damage is 1d4, and the save DC is 16. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Brimorak Bone Tiles Source Rival Academies pg. 111 Price 28 gp --- The persistent bleed damage is 1d6, and the save DC is 20. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Seraptis Bone Tiles Source Rival Academies pg. 111 Price 1,200 gp --- The persistent bleed damage is 2d8, and the save DC is 34.","skill_mod":{},"summary":"These bones from different types of demons can be used to form temporary barriers. When you crush the bone fragments and blow the resulting dust …","primary_source":"Rival Academies","spell":["Shield"],"trait_group":["Equipment","Mechanics","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3581","source_group":["Convocation"],"spoilers":"Convocation","name":"Demon Bone Tiles","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3581"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3581","weakness":{},"primary_source_group":"Convocation","price":700,"trait":["Catalyst","Consumable","Magical","Rare","Unholy"],"id":"equipment-3581-3432","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Demon Bone Tiles May contain spoilers from Convocation Source Rival Academies pg. 111 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- These bones from different types of demons can be used to form temporary barriers. When you crush the bone fragments and blow the resulting dust around yourself as you cast shield , the shield appears as a bone bulwark shaped like the demon’s face. When use Shield Block with the spell, the barrier explodes into many bone fragments. The shards cause persistent bleed damage to each creature adjacent to you that fails a Reflex save at the listed DC. This persistent bleed damage is unholy and can be stopped with an Interact action to remove the shards. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Pusk Bone Tiles Source Rival Academies pg. 111 Price 7 gp --- The persistent bleed damage is 1d4, and the save DC is 16. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Brimorak Bone Tiles Source Rival Academies pg. 111 Price 28 gp --- The persistent bleed damage is 1d6, and the save DC is 20. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Seraptis Bone Tiles Source Rival Academies pg. 111 Price 1,200 gp --- The persistent bleed damage is 2d8, and the save DC is 34.","skill_mod":{},"summary":"The persistent bleed damage is 1d4, and the save DC is 16.","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3581","source_group":["Convocation"],"spoilers":"Convocation","name":"Pusk Bone Tiles","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3581-3432"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3581","weakness":{},"primary_source_group":"Convocation","price":2800,"trait":["Catalyst","Consumable","Magical","Rare","Unholy"],"id":"equipment-3581-3433","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Demon Bone Tiles May contain spoilers from Convocation Source Rival Academies pg. 111 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- These bones from different types of demons can be used to form temporary barriers. When you crush the bone fragments and blow the resulting dust around yourself as you cast shield , the shield appears as a bone bulwark shaped like the demon’s face. When use Shield Block with the spell, the barrier explodes into many bone fragments. The shards cause persistent bleed damage to each creature adjacent to you that fails a Reflex save at the listed DC. This persistent bleed damage is unholy and can be stopped with an Interact action to remove the shards. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Pusk Bone Tiles Source Rival Academies pg. 111 Price 7 gp --- The persistent bleed damage is 1d4, and the save DC is 16. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Brimorak Bone Tiles Source Rival Academies pg. 111 Price 28 gp --- The persistent bleed damage is 1d6, and the save DC is 20. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Seraptis Bone Tiles Source Rival Academies pg. 111 Price 1,200 gp --- The persistent bleed damage is 2d8, and the save DC is 34.","skill_mod":{},"summary":"The persistent bleed damage is 1d6, and the save DC is 20.","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3581","source_group":["Convocation"],"spoilers":"Convocation","name":"Brimorak Bone Tiles","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3581-3433"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Rival Academies"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3581","weakness":{},"primary_source_group":"Convocation","price":120000,"trait":["Catalyst","Consumable","Magical","Rare","Unholy"],"id":"equipment-3581-3434","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Demon Bone Tiles May contain spoilers from Convocation Source Rival Academies pg. 111 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- These bones from different types of demons can be used to form temporary barriers. When you crush the bone fragments and blow the resulting dust around yourself as you cast shield , the shield appears as a bone bulwark shaped like the demon’s face. When use Shield Block with the spell, the barrier explodes into many bone fragments. The shards cause persistent bleed damage to each creature adjacent to you that fails a Reflex save at the listed DC. This persistent bleed damage is unholy and can be stopped with an Interact action to remove the shards. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Pusk Bone Tiles Source Rival Academies pg. 111 Price 7 gp --- The persistent bleed damage is 1d4, and the save DC is 16. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Brimorak Bone Tiles Source Rival Academies pg. 111 Price 28 gp --- The persistent bleed damage is 1d6, and the save DC is 20. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Seraptis Bone Tiles Source Rival Academies pg. 111 Price 1,200 gp --- The persistent bleed damage is 2d8, and the save DC is 34.","skill_mod":{},"summary":"The persistent bleed damage is 2d8, and the save DC is 34.","primary_source":"Rival Academies","trait_group":["Equipment","Mechanics","Rarity"],"level":15,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3581","source_group":["Convocation"],"spoilers":"Convocation","name":"Seraptis Bone Tiles","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3581-3434"},{"skill_mod":{},"summary":"These dice are weighted on one side to ensure they always land with the desired number facing up. Loaded dice grant you a +1 item bonus to Games …","primary_source":"NPC Core","primary_source_category":"Rulebooks","level":1,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3582","weakness":{},"price":500,"skill":["Lore"],"name":"Loaded Dice","id":"equipment-3582","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Loaded Dice Source NPC Core pg. 26 Price 5 gp Usage held in 2 hands Bulk L --- These dice are weighted on one side to ensure they always land with the desired number facing up. Loaded dice grant you a +1 item bonus to Games Lore checks to gamble with the dice. A creature can determine a die is loaded while handling it with a successful secret DC 20 Perception check. Determining dice are loaded without handling the dice is more difficult, especially since smart cheaters switch loaded dice in and out so they don't suspiciously roll the same number over and over. In this case, an observer must succeed at a secret Perception check against the roller's Games Lore or Thievery DC to notice the switches or the patterns.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3582"},{"skill_mod":{},"summary":"This doll contains a hidden compartment or pouch capable of holding a single object of up to light Bulk—typically a bell, rattle, or dried flowers.","item_child_id":["equipment-3583-3435","equipment-3583-3436"],"primary_source":"NPC Core","primary_source_category":"Rulebooks","level":1,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3583","weakness":{},"skill":["Stealth"],"name":"Surprise Doll","id":"equipment-3583","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Surprise Doll Source NPC Core pg. 26 Usage held in 1 hand Bulk L --- This doll contains a hidden compartment or pouch capable of holding a single object of up to light Bulk—typically a bell, rattle, or dried flowers. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Surprise Doll Source NPC Core pg. 26, Grand Bazaar pg. 58 Price 1 gp Bulk L <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Surprise Doll (Exquisite) Source NPC Core pg. 26 Price 10 gp Bulk L --- Hiding an object inside this beautifully crafted surprise doll grants you a +1 item bonus to Stealth checks made to Conceal an Item, as the compartment is particularly well-hidden and weighted to ensure the doll doesn't feel off-balance with an item inside.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3583"},{"skill_mod":{},"summary":"This doll contains a hidden compartment or pouch capable of holding a single object of up to light Bulk—typically a bell, rattle, or dried flowers.","primary_source":"NPC Core","primary_source_category":"Rulebooks","level":1,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3583","item_parent_id":"equipment-3583","weakness":{},"price":100,"name":"Surprise Doll","id":"equipment-3583-3435","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Surprise Doll Source NPC Core pg. 26 Usage held in 1 hand Bulk L --- This doll contains a hidden compartment or pouch capable of holding a single object of up to light Bulk—typically a bell, rattle, or dried flowers. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Surprise Doll Source NPC Core pg. 26, Grand Bazaar pg. 58 Price 1 gp Bulk L <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Surprise Doll (Exquisite) Source NPC Core pg. 26 Price 10 gp Bulk L --- Hiding an object inside this beautifully crafted surprise doll grants you a +1 item bonus to Stealth checks made to Conceal an Item, as the compartment is particularly well-hidden and weighted to ensure the doll doesn't feel off-balance with an item inside.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3583-3435"},{"skill_mod":{},"summary":"Hiding an object inside this beautifully crafted surprise doll grants you a +1 item bonus to Stealth checks made to Conceal an Item , as the …","primary_source":"NPC Core","primary_source_category":"Rulebooks","level":2,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3583","item_parent_id":"equipment-3583","weakness":{},"price":1000,"skill":["Stealth"],"name":"Surprise Doll (Exquisite)","id":"equipment-3583-3436","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Surprise Doll Source NPC Core pg. 26 Usage held in 1 hand Bulk L --- This doll contains a hidden compartment or pouch capable of holding a single object of up to light Bulk—typically a bell, rattle, or dried flowers. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Surprise Doll Source NPC Core pg. 26, Grand Bazaar pg. 58 Price 1 gp Bulk L <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Surprise Doll (Exquisite) Source NPC Core pg. 26 Price 10 gp Bulk L --- Hiding an object inside this beautifully crafted surprise doll grants you a +1 item bonus to Stealth checks made to Conceal an Item, as the compartment is particularly well-hidden and weighted to ensure the doll doesn't feel off-balance with an item inside.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3583-3436"},{"skill_mod":{},"summary":"These goggles are usually fitted with a polished piece of yellow-toned crystal, allowing the wearer some protection against the brightness of the …","primary_source":"NPC Core","primary_source_category":"Rulebooks","level":3,"usage":"worn eyepiece","source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3584","weakness":{},"price":2000,"name":"Sun Goggles","id":"equipment-3584","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Sun Goggles Source NPC Core pg. 59 PFS Note All characters affiliated with the Pathfinder Society have access to this item Price 20 gp Usage worn eyepiece --- These goggles are usually fitted with a polished piece of yellow-toned crystal, allowing the wearer some protection against the brightness of the sun. Near the Crown of the World, a version of these goggles exists where the crystal is replaced by thin slits, mitigating the effects of the sun's reflection on snow. When wearing these goggles, you gain a +1 item bonus to saving throws against effects that could inflict the dazzled condition.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3584"},{"skill_mod":{},"summary":"These are various types of maps used by explorers","item_child_id":["equipment-3585-3437","equipment-3585-3438","equipment-3585-3439","equipment-3585-3440","equipment-3585-3441","equipment-3585-3442","equipment-3585-3443","equipment-3585-3444"],"primary_source":"NPC Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3585","weakness":{},"name":"Map","id":"equipment-3585","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Map Source NPC Core pg. 59 --- These are various types of maps used by explorers <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Geographical Map) Source NPC Core pg. 59 Price 20 gp --- A map of geographical features of an area. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Geologic Map) Source NPC Core pg. 59 Price 25 gp --- A map of a selection of geological features. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Local Map) Source NPC Core pg. 59 Price 10 gp --- A map of a local township or city. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Nautical Chart) Source NPC Core pg. 59 Price 25 gp --- A map of an ocean or sea. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Pictorial Map) Source NPC Core pg. 59 Price 50 gp --- An artistic territory map. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Political Map) Source NPC Core pg. 59 Price 20 gp --- A map of the political borders of a nation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Treasure Map) Source NPC Core pg. 59 Price 200 gp --- A map leading to a specific treasure. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Weather Map) Source NPC Core pg. 59 Price 50 gp --- A map tracking weather patterns.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3585"},{"skill_mod":{},"summary":"A map of geographical features of an area.","primary_source":"NPC Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3585","item_parent_id":"equipment-3585","weakness":{},"price":2000,"name":"Map (Geographical Map)","id":"equipment-3585-3437","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Map Source NPC Core pg. 59 --- These are various types of maps used by explorers <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Geographical Map) Source NPC Core pg. 59 Price 20 gp --- A map of geographical features of an area. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Geologic Map) Source NPC Core pg. 59 Price 25 gp --- A map of a selection of geological features. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Local Map) Source NPC Core pg. 59 Price 10 gp --- A map of a local township or city. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Nautical Chart) Source NPC Core pg. 59 Price 25 gp --- A map of an ocean or sea. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Pictorial Map) Source NPC Core pg. 59 Price 50 gp --- An artistic territory map. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Political Map) Source NPC Core pg. 59 Price 20 gp --- A map of the political borders of a nation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Treasure Map) Source NPC Core pg. 59 Price 200 gp --- A map leading to a specific treasure. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Weather Map) Source NPC Core pg. 59 Price 50 gp --- A map tracking weather patterns.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3585-3437"},{"skill_mod":{},"summary":"A map of a selection of geological features.","primary_source":"NPC Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3585","item_parent_id":"equipment-3585","weakness":{},"price":2500,"name":"Map (Geologic Map)","id":"equipment-3585-3438","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Map Source NPC Core pg. 59 --- These are various types of maps used by explorers <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Geographical Map) Source NPC Core pg. 59 Price 20 gp --- A map of geographical features of an area. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Geologic Map) Source NPC Core pg. 59 Price 25 gp --- A map of a selection of geological features. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Local Map) Source NPC Core pg. 59 Price 10 gp --- A map of a local township or city. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Nautical Chart) Source NPC Core pg. 59 Price 25 gp --- A map of an ocean or sea. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Pictorial Map) Source NPC Core pg. 59 Price 50 gp --- An artistic territory map. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Political Map) Source NPC Core pg. 59 Price 20 gp --- A map of the political borders of a nation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Treasure Map) Source NPC Core pg. 59 Price 200 gp --- A map leading to a specific treasure. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Weather Map) Source NPC Core pg. 59 Price 50 gp --- A map tracking weather patterns.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3585-3438"},{"skill_mod":{},"summary":"A map of a local township or city.","primary_source":"NPC Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3585","item_parent_id":"equipment-3585","weakness":{},"price":1000,"name":"Map (Local Map)","id":"equipment-3585-3439","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Map Source NPC Core pg. 59 --- These are various types of maps used by explorers <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Geographical Map) Source NPC Core pg. 59 Price 20 gp --- A map of geographical features of an area. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Geologic Map) Source NPC Core pg. 59 Price 25 gp --- A map of a selection of geological features. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Local Map) Source NPC Core pg. 59 Price 10 gp --- A map of a local township or city. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Nautical Chart) Source NPC Core pg. 59 Price 25 gp --- A map of an ocean or sea. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Pictorial Map) Source NPC Core pg. 59 Price 50 gp --- An artistic territory map. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Political Map) Source NPC Core pg. 59 Price 20 gp --- A map of the political borders of a nation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Treasure Map) Source NPC Core pg. 59 Price 200 gp --- A map leading to a specific treasure. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Weather Map) Source NPC Core pg. 59 Price 50 gp --- A map tracking weather patterns.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3585-3439"},{"skill_mod":{},"summary":"A map of an ocean or sea.","primary_source":"NPC Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3585","item_parent_id":"equipment-3585","weakness":{},"price":2500,"name":"Map (Nautical Chart)","id":"equipment-3585-3440","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Map Source NPC Core pg. 59 --- These are various types of maps used by explorers <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Geographical Map) Source NPC Core pg. 59 Price 20 gp --- A map of geographical features of an area. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Geologic Map) Source NPC Core pg. 59 Price 25 gp --- A map of a selection of geological features. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Local Map) Source NPC Core pg. 59 Price 10 gp --- A map of a local township or city. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Nautical Chart) Source NPC Core pg. 59 Price 25 gp --- A map of an ocean or sea. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Pictorial Map) Source NPC Core pg. 59 Price 50 gp --- An artistic territory map. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Political Map) Source NPC Core pg. 59 Price 20 gp --- A map of the political borders of a nation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Treasure Map) Source NPC Core pg. 59 Price 200 gp --- A map leading to a specific treasure. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Weather Map) Source NPC Core pg. 59 Price 50 gp --- A map tracking weather patterns.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3585-3440"},{"skill_mod":{},"summary":"An artistic territory map.","primary_source":"NPC Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3585","item_parent_id":"equipment-3585","weakness":{},"price":5000,"name":"Map (Pictorial Map)","id":"equipment-3585-3441","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Map Source NPC Core pg. 59 --- These are various types of maps used by explorers <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Geographical Map) Source NPC Core pg. 59 Price 20 gp --- A map of geographical features of an area. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Geologic Map) Source NPC Core pg. 59 Price 25 gp --- A map of a selection of geological features. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Local Map) Source NPC Core pg. 59 Price 10 gp --- A map of a local township or city. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Nautical Chart) Source NPC Core pg. 59 Price 25 gp --- A map of an ocean or sea. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Pictorial Map) Source NPC Core pg. 59 Price 50 gp --- An artistic territory map. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Political Map) Source NPC Core pg. 59 Price 20 gp --- A map of the political borders of a nation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Treasure Map) Source NPC Core pg. 59 Price 200 gp --- A map leading to a specific treasure. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Weather Map) Source NPC Core pg. 59 Price 50 gp --- A map tracking weather patterns.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3585-3441"},{"skill_mod":{},"summary":"A map of the political borders of a nation.","primary_source":"NPC Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3585","item_parent_id":"equipment-3585","weakness":{},"price":2000,"name":"Map (Political Map)","id":"equipment-3585-3442","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Map Source NPC Core pg. 59 --- These are various types of maps used by explorers <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Geographical Map) Source NPC Core pg. 59 Price 20 gp --- A map of geographical features of an area. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Geologic Map) Source NPC Core pg. 59 Price 25 gp --- A map of a selection of geological features. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Local Map) Source NPC Core pg. 59 Price 10 gp --- A map of a local township or city. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Nautical Chart) Source NPC Core pg. 59 Price 25 gp --- A map of an ocean or sea. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Pictorial Map) Source NPC Core pg. 59 Price 50 gp --- An artistic territory map. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Political Map) Source NPC Core pg. 59 Price 20 gp --- A map of the political borders of a nation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Treasure Map) Source NPC Core pg. 59 Price 200 gp --- A map leading to a specific treasure. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Weather Map) Source NPC Core pg. 59 Price 50 gp --- A map tracking weather patterns.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3585-3442"},{"skill_mod":{},"summary":"A map leading to a specific treasure.","primary_source":"NPC Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3585","item_parent_id":"equipment-3585","weakness":{},"price":20000,"name":"Map (Treasure Map)","id":"equipment-3585-3443","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Map Source NPC Core pg. 59 --- These are various types of maps used by explorers <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Geographical Map) Source NPC Core pg. 59 Price 20 gp --- A map of geographical features of an area. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Geologic Map) Source NPC Core pg. 59 Price 25 gp --- A map of a selection of geological features. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Local Map) Source NPC Core pg. 59 Price 10 gp --- A map of a local township or city. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Nautical Chart) Source NPC Core pg. 59 Price 25 gp --- A map of an ocean or sea. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Pictorial Map) Source NPC Core pg. 59 Price 50 gp --- An artistic territory map. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Political Map) Source NPC Core pg. 59 Price 20 gp --- A map of the political borders of a nation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Treasure Map) Source NPC Core pg. 59 Price 200 gp --- A map leading to a specific treasure. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Weather Map) Source NPC Core pg. 59 Price 50 gp --- A map tracking weather patterns.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3585-3443"},{"skill_mod":{},"summary":"A map tracking weather patterns.","primary_source":"NPC Core","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3585","item_parent_id":"equipment-3585","weakness":{},"price":5000,"name":"Map (Weather Map)","id":"equipment-3585-3444","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Map Source NPC Core pg. 59 --- These are various types of maps used by explorers <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Geographical Map) Source NPC Core pg. 59 Price 20 gp --- A map of geographical features of an area. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Geologic Map) Source NPC Core pg. 59 Price 25 gp --- A map of a selection of geological features. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Local Map) Source NPC Core pg. 59 Price 10 gp --- A map of a local township or city. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Nautical Chart) Source NPC Core pg. 59 Price 25 gp --- A map of an ocean or sea. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Pictorial Map) Source NPC Core pg. 59 Price 50 gp --- An artistic territory map. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Political Map) Source NPC Core pg. 59 Price 20 gp --- A map of the political borders of a nation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Treasure Map) Source NPC Core pg. 59 Price 200 gp --- A map leading to a specific treasure. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Map (Weather Map) Source NPC Core pg. 59 Price 50 gp --- A map tracking weather patterns.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3585-3444"},{"item_child_id":["equipment-3586-3445","equipment-3586-3446","equipment-3586-3447","equipment-3586-3448","equipment-3586-3449"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["NPC Core"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Healing","Magical","Oil","Rare"],"id":"equipment-3586","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Digly's Oil of Sympathy Source NPC Core pg. 65 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This thick, red liquid has a pungent—but not unpleasant—smell. You pour the oil onto a weapon when activating it. If the weapon has damaged a creature within the last 10 minutes, the most recent creature damaged by the weapon regains the listed number of Hit Points. The creature is then temporarily immune to Digly's oil of sympathy for 10 minutes. The magic relies on the malice behind the attack, so the weapon must have been used against an enemy of the attacker. In other words, someone can't voluntarily take damage from a friend's weapon, then heal from it—a fact that made it very difficult for Sir Kenelm Digly to test the oil during its development. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Digly's Oil of Sympathy (Minor) Source NPC Core pg. 65 Price 40 gp Bulk L --- The oil restores 1d10 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Digly's Oil of Sympathy (Lesser) Source NPC Core pg. 65 Price 12 gp Bulk L --- The oil restores 2d10+5 Hit Points. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Digly's Oil of Sympathy (Moderate) Source NPC Core pg. 65 Price 50 gp Bulk L --- The oil restores 3d10+10 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Digly's Oil of Sympathy (Greater) Source NPC Core pg. 65 Price 400 gp Bulk L --- The oil restores 6d10+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Digly's Oil of Sympathy (Major) Source NPC Core pg. 65 Price 5,000 gp Bulk L --- The oil restores 8d10+30 Hit Points.","skill_mod":{},"summary":"This thick, red liquid has a pungent—but not unpleasant—smell. You pour the oil onto a weapon when activating it. If the weapon has damaged a …","primary_source":"NPC Core","trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=3586","name":"Digly's Oil of Sympathy","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3586"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["NPC Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3586","weakness":{},"price":4000,"trait":["Consumable","Healing","Magical","Oil","Rare"],"id":"equipment-3586-3445","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Digly's Oil of Sympathy Source NPC Core pg. 65 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This thick, red liquid has a pungent—but not unpleasant—smell. You pour the oil onto a weapon when activating it. If the weapon has damaged a creature within the last 10 minutes, the most recent creature damaged by the weapon regains the listed number of Hit Points. The creature is then temporarily immune to Digly's oil of sympathy for 10 minutes. The magic relies on the malice behind the attack, so the weapon must have been used against an enemy of the attacker. In other words, someone can't voluntarily take damage from a friend's weapon, then heal from it—a fact that made it very difficult for Sir Kenelm Digly to test the oil during its development. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Digly's Oil of Sympathy (Minor) Source NPC Core pg. 65 Price 40 gp Bulk L --- The oil restores 1d10 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Digly's Oil of Sympathy (Lesser) Source NPC Core pg. 65 Price 12 gp Bulk L --- The oil restores 2d10+5 Hit Points. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Digly's Oil of Sympathy (Moderate) Source NPC Core pg. 65 Price 50 gp Bulk L --- The oil restores 3d10+10 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Digly's Oil of Sympathy (Greater) Source NPC Core pg. 65 Price 400 gp Bulk L --- The oil restores 6d10+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Digly's Oil of Sympathy (Major) Source NPC Core pg. 65 Price 5,000 gp Bulk L --- The oil restores 8d10+30 Hit Points.","skill_mod":{},"summary":"The oil restores 1d10 Hit Points.","primary_source":"NPC Core","trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=3586","name":"Digly's Oil of Sympathy (Minor)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3586-3445"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["NPC Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3586","weakness":{},"price":1200,"trait":["Consumable","Healing","Magical","Oil","Rare"],"id":"equipment-3586-3446","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Digly's Oil of Sympathy Source NPC Core pg. 65 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This thick, red liquid has a pungent—but not unpleasant—smell. You pour the oil onto a weapon when activating it. If the weapon has damaged a creature within the last 10 minutes, the most recent creature damaged by the weapon regains the listed number of Hit Points. The creature is then temporarily immune to Digly's oil of sympathy for 10 minutes. The magic relies on the malice behind the attack, so the weapon must have been used against an enemy of the attacker. In other words, someone can't voluntarily take damage from a friend's weapon, then heal from it—a fact that made it very difficult for Sir Kenelm Digly to test the oil during its development. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Digly's Oil of Sympathy (Minor) Source NPC Core pg. 65 Price 40 gp Bulk L --- The oil restores 1d10 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Digly's Oil of Sympathy (Lesser) Source NPC Core pg. 65 Price 12 gp Bulk L --- The oil restores 2d10+5 Hit Points. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Digly's Oil of Sympathy (Moderate) Source NPC Core pg. 65 Price 50 gp Bulk L --- The oil restores 3d10+10 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Digly's Oil of Sympathy (Greater) Source NPC Core pg. 65 Price 400 gp Bulk L --- The oil restores 6d10+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Digly's Oil of Sympathy (Major) Source NPC Core pg. 65 Price 5,000 gp Bulk L --- The oil restores 8d10+30 Hit Points.","skill_mod":{},"summary":"The oil restores 2d10+5 Hit Points.","primary_source":"NPC Core","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=3586","name":"Digly's Oil of Sympathy (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3586-3446"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["NPC Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3586","weakness":{},"price":5000,"trait":["Consumable","Healing","Magical","Oil","Rare"],"id":"equipment-3586-3447","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Digly's Oil of Sympathy Source NPC Core pg. 65 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This thick, red liquid has a pungent—but not unpleasant—smell. You pour the oil onto a weapon when activating it. If the weapon has damaged a creature within the last 10 minutes, the most recent creature damaged by the weapon regains the listed number of Hit Points. The creature is then temporarily immune to Digly's oil of sympathy for 10 minutes. The magic relies on the malice behind the attack, so the weapon must have been used against an enemy of the attacker. In other words, someone can't voluntarily take damage from a friend's weapon, then heal from it—a fact that made it very difficult for Sir Kenelm Digly to test the oil during its development. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Digly's Oil of Sympathy (Minor) Source NPC Core pg. 65 Price 40 gp Bulk L --- The oil restores 1d10 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Digly's Oil of Sympathy (Lesser) Source NPC Core pg. 65 Price 12 gp Bulk L --- The oil restores 2d10+5 Hit Points. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Digly's Oil of Sympathy (Moderate) Source NPC Core pg. 65 Price 50 gp Bulk L --- The oil restores 3d10+10 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Digly's Oil of Sympathy (Greater) Source NPC Core pg. 65 Price 400 gp Bulk L --- The oil restores 6d10+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Digly's Oil of Sympathy (Major) Source NPC Core pg. 65 Price 5,000 gp Bulk L --- The oil restores 8d10+30 Hit Points.","skill_mod":{},"summary":"The oil restores 3d10+10 Hit Points.","primary_source":"NPC Core","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=3586","name":"Digly's Oil of Sympathy (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3586-3447"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["NPC Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3586","weakness":{},"price":40000,"trait":["Consumable","Healing","Magical","Oil","Rare"],"id":"equipment-3586-3448","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Digly's Oil of Sympathy Source NPC Core pg. 65 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This thick, red liquid has a pungent—but not unpleasant—smell. You pour the oil onto a weapon when activating it. If the weapon has damaged a creature within the last 10 minutes, the most recent creature damaged by the weapon regains the listed number of Hit Points. The creature is then temporarily immune to Digly's oil of sympathy for 10 minutes. The magic relies on the malice behind the attack, so the weapon must have been used against an enemy of the attacker. In other words, someone can't voluntarily take damage from a friend's weapon, then heal from it—a fact that made it very difficult for Sir Kenelm Digly to test the oil during its development. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Digly's Oil of Sympathy (Minor) Source NPC Core pg. 65 Price 40 gp Bulk L --- The oil restores 1d10 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Digly's Oil of Sympathy (Lesser) Source NPC Core pg. 65 Price 12 gp Bulk L --- The oil restores 2d10+5 Hit Points. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Digly's Oil of Sympathy (Moderate) Source NPC Core pg. 65 Price 50 gp Bulk L --- The oil restores 3d10+10 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Digly's Oil of Sympathy (Greater) Source NPC Core pg. 65 Price 400 gp Bulk L --- The oil restores 6d10+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Digly's Oil of Sympathy (Major) Source NPC Core pg. 65 Price 5,000 gp Bulk L --- The oil restores 8d10+30 Hit Points.","skill_mod":{},"summary":"The oil restores 6d10+20 Hit Points.","primary_source":"NPC Core","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=3586","name":"Digly's Oil of Sympathy (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3586-3448"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["NPC Core"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3586","weakness":{},"price":500000,"trait":["Consumable","Healing","Magical","Oil","Rare"],"id":"equipment-3586-3449","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Digly's Oil of Sympathy Source NPC Core pg. 65 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This thick, red liquid has a pungent—but not unpleasant—smell. You pour the oil onto a weapon when activating it. If the weapon has damaged a creature within the last 10 minutes, the most recent creature damaged by the weapon regains the listed number of Hit Points. The creature is then temporarily immune to Digly's oil of sympathy for 10 minutes. The magic relies on the malice behind the attack, so the weapon must have been used against an enemy of the attacker. In other words, someone can't voluntarily take damage from a friend's weapon, then heal from it—a fact that made it very difficult for Sir Kenelm Digly to test the oil during its development. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Digly's Oil of Sympathy (Minor) Source NPC Core pg. 65 Price 40 gp Bulk L --- The oil restores 1d10 Hit Points. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Digly's Oil of Sympathy (Lesser) Source NPC Core pg. 65 Price 12 gp Bulk L --- The oil restores 2d10+5 Hit Points. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Digly's Oil of Sympathy (Moderate) Source NPC Core pg. 65 Price 50 gp Bulk L --- The oil restores 3d10+10 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Digly's Oil of Sympathy (Greater) Source NPC Core pg. 65 Price 400 gp Bulk L --- The oil restores 6d10+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Digly's Oil of Sympathy (Major) Source NPC Core pg. 65 Price 5,000 gp Bulk L --- The oil restores 8d10+30 Hit Points.","skill_mod":{},"summary":"The oil restores 8d10+30 Hit Points.","primary_source":"NPC Core","trait_group":["Equipment","Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=3586","name":"Digly's Oil of Sympathy (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3586-3449"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["NPC Core"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"price":10000,"trait":["Force","Magical","Rare","Staff"],"id":"equipment-3587","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Musket Staff of Force Source NPC Core pg. 81 Price 100 gp Usage held in 2 hands Bulk 1 Base Weapon Flintlock Musket --- A stock carved of enchanted wood forms the base for a musket staff , a magic weapon used by a gunwitch as both a powerful firearm and magical staff. Many other variants exist with different spells. This +1 flintlock musket has a reinforced stock permanently attached to it, and the musket's weapon potency rune (and any other runes) applies to Strikes with the stock as well. The musket staff also contains spells and can be prepared following the same rules as a staff. Cantrip shield 1st force barrage ","skill_mod":{},"summary":"A stock carved of enchanted wood forms the base for a musket staff , a magic weapon used by a gunwitch as both a powerful firearm and magical staff. …","primary_source":"NPC Core","trait_group":["Energy","Mechanics","Rarity","Equipment"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3587","base_item":["Flintlock Musket"],"name":"Musket Staff of Force","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3587"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["NPC Core"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"price":10000,"trait":["Magical","Rare","Staff","Void","Negative"],"id":"equipment-3588","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Musket Staff of the Void Source NPC Core pg. 81 Price 100 gp Usage held in 2 hands Bulk 1 Base Weapon Flintlock Musket --- A stock carved of enchanted wood forms the base for a musket staff , a magic weapon used by a gunwitch as both a powerful firearm and magical staff. Many other variants exist with different spells. This +1 flintlock musket has a reinforced stock permanently attached to it, and the musket's weapon potency rune (and any other runes) applies to Strikes with the stock as well. The musket staff also contains spells and can be prepared following the same rules as a staff. Cantrip void warp 1st grim tendrils ","skill_mod":{},"summary":"A stock carved of enchanted wood forms the base for a musket staff , a magic weapon used by a gunwitch as both a powerful firearm and magical staff. …","primary_source":"NPC Core","trait_group":["Mechanics","Rarity","Equipment","Energy","Planar","Creature Type"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3588","base_item":["Flintlock Musket"],"name":"Musket Staff of the Void","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3588"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["NPC Core"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"price":10000,"trait":["Magical","Rare","Wand"],"id":"equipment-3589","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Pistol Wand Source NPC Core pg. 81 Price 100 gp Usage held in 1 hand Bulk 1 Base Weapon Flintlock Pistol --- Used by gunwitches who want a bit more power each day, a pistol wand is a firearm that also contains an enfeeble spell that can be cast using the same rules as a wand. Many other variants exist with different 1st-rank spells. This +1 flintlock pistol has a reinforced stock permanently attached to it, and the pistol's potency rune (and any other runes) applies to Strikes with the stock as well. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast enfeeble .\n","skill_mod":{},"summary":"Used by gunwitches who want a bit more power each day, a pistol wand is a firearm that also contains an enfeeble spell that can be cast using …","primary_source":"NPC Core","trait_group":["Mechanics","Rarity","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=3589","base_item":["Flintlock Pistol"],"name":"Pistol Wand","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3589"},{"skill_mod":{},"summary":"This magic mirror is the conduit between the mirror seer and the source of their power. Any creature who looks in this silver mirror can speak with …","primary_source":"NPC Core","trait_group":["Equipment","Tradition","Monster","Rarity","Mechanics"],"primary_source_category":"Rulebooks","level":11,"source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Other","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3590","weakness":{},"name":"Malefic Mirror","trait":["Invested","Occult","Rare","Scrying","Unholy"],"id":"equipment-3590","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Malefic Mirror Source NPC Core pg. 107 Bulk 2 --- This magic mirror is the conduit between the mirror seer and the source of their power. Any creature who looks in this silver mirror can speak with the entity the mirror is linked to, but only a creature who has made a pact with the entity can activate the malefic mirror . If the mirror is shattered, any spells created by the mirror end (it has AC 5, object immunities, Hardness 5, HP 20, and BT 10). Activate—Peer Beyond 10 minutes (concentrate, occult) Effect The mirror casts a DC 28 scrying spell for the benefit of the creature activating it. The target must be within the owner's domain (typically within 20 miles of the mirror). The viewer's familiarity with the target doesn't affect the spell's DC. Activate—Mirror Mimicry 10 minutes (concentrate, manipulate, occult) Effect The mirror transforms its owner's appearance into an exact copy of any humanoid the owner desires, with a pale mimicry of that creature's abilities. This has the effects of a 3rd-rank illusory disguise spell with a duration of 4 hours. The activation can also be Dismissed. In addition, the disguised creature can automatically create illusions to mimic the abilities of the subject, with the appearance of spells, abilities, or even impressive physical deeds. These deeds are entirely illusory and can be disbelieved with a successful DC 28 Perception check. If an illusion makes it appear as though the creature moved farther or differently than they actually can (such as making them fly or teleport), the actual creature turns invisible, and their illusory image persists until the end of the creature's next turn. If the creature and their illusory self aren't in the same space at that point, the activation ends, revealing the deception.\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3590"},{"skill_mod":{},"summary":"This long bar has two cuffs that enclose a prisoner's ankles or wrists. Fetters apply a –20-foot circumstance penalty to Speed and disrupt any …","item_child_id":["equipment-3591-3450","equipment-3591-3451","equipment-3591-3452","equipment-3591-3453"],"primary_source":"NPC Core","primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3591","weakness":{},"name":"Fetters","id":"equipment-3591","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Fetters Source NPC Core pg. 123 Bulk L --- This long bar has two cuffs that enclose a prisoner's ankles or wrists. Fetters apply a –20-foot circumstance penalty to Speed and disrupt any manipulate action the bound creature attempts unless it succeeds at a DC 11 flat check. Freeing a creature from simple fetters requires 2 successful DC 23 Thievery checks. Average fetters require 3 successful DC 28 Thievery checks, good fetters require 4 successful DC 33 Thievery checks, and superior fetters require 5 successful DC 43 Thievery checks. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Fetters (Simple) Source NPC Core pg. 123 Price 5 gp Bulk L <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Fetters (Average) Source NPC Core pg. 123 Price 30 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Fetters (Good) Source NPC Core pg. 123 Price 330 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fetters (Superior) Source NPC Core pg. 123 Price 7,500 gp Bulk L ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3591"},{"skill_mod":{},"summary":"This long bar has two cuffs that enclose a prisoner's ankles or wrists. Fetters apply a –20-foot circumstance penalty to Speed and disrupt any …","primary_source":"NPC Core","primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3591","item_parent_id":"equipment-3591","weakness":{},"price":500,"name":"Fetters (Simple)","id":"equipment-3591-3450","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Fetters Source NPC Core pg. 123 Bulk L --- This long bar has two cuffs that enclose a prisoner's ankles or wrists. Fetters apply a –20-foot circumstance penalty to Speed and disrupt any manipulate action the bound creature attempts unless it succeeds at a DC 11 flat check. Freeing a creature from simple fetters requires 2 successful DC 23 Thievery checks. Average fetters require 3 successful DC 28 Thievery checks, good fetters require 4 successful DC 33 Thievery checks, and superior fetters require 5 successful DC 43 Thievery checks. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Fetters (Simple) Source NPC Core pg. 123 Price 5 gp Bulk L <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Fetters (Average) Source NPC Core pg. 123 Price 30 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Fetters (Good) Source NPC Core pg. 123 Price 330 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fetters (Superior) Source NPC Core pg. 123 Price 7,500 gp Bulk L ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3591-3450"},{"skill_mod":{},"summary":"This long bar has two cuffs that enclose a prisoner's ankles or wrists. Fetters apply a –20-foot circumstance penalty to Speed and disrupt any …","primary_source":"NPC Core","primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3591","item_parent_id":"equipment-3591","weakness":{},"price":3000,"name":"Fetters (Average)","id":"equipment-3591-3451","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Fetters Source NPC Core pg. 123 Bulk L --- This long bar has two cuffs that enclose a prisoner's ankles or wrists. Fetters apply a –20-foot circumstance penalty to Speed and disrupt any manipulate action the bound creature attempts unless it succeeds at a DC 11 flat check. Freeing a creature from simple fetters requires 2 successful DC 23 Thievery checks. Average fetters require 3 successful DC 28 Thievery checks, good fetters require 4 successful DC 33 Thievery checks, and superior fetters require 5 successful DC 43 Thievery checks. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Fetters (Simple) Source NPC Core pg. 123 Price 5 gp Bulk L <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Fetters (Average) Source NPC Core pg. 123 Price 30 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Fetters (Good) Source NPC Core pg. 123 Price 330 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fetters (Superior) Source NPC Core pg. 123 Price 7,500 gp Bulk L ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3591-3451"},{"skill_mod":{},"summary":"This long bar has two cuffs that enclose a prisoner's ankles or wrists. Fetters apply a –20-foot circumstance penalty to Speed and disrupt any …","primary_source":"NPC Core","primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3591","item_parent_id":"equipment-3591","weakness":{},"price":33000,"name":"Fetters (Good)","id":"equipment-3591-3452","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Fetters Source NPC Core pg. 123 Bulk L --- This long bar has two cuffs that enclose a prisoner's ankles or wrists. Fetters apply a –20-foot circumstance penalty to Speed and disrupt any manipulate action the bound creature attempts unless it succeeds at a DC 11 flat check. Freeing a creature from simple fetters requires 2 successful DC 23 Thievery checks. Average fetters require 3 successful DC 28 Thievery checks, good fetters require 4 successful DC 33 Thievery checks, and superior fetters require 5 successful DC 43 Thievery checks. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Fetters (Simple) Source NPC Core pg. 123 Price 5 gp Bulk L <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Fetters (Average) Source NPC Core pg. 123 Price 30 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Fetters (Good) Source NPC Core pg. 123 Price 330 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fetters (Superior) Source NPC Core pg. 123 Price 7,500 gp Bulk L ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3591-3452"},{"skill_mod":{},"summary":"This long bar has two cuffs that enclose a prisoner's ankles or wrists. Fetters apply a –20-foot circumstance penalty to Speed and disrupt any …","primary_source":"NPC Core","primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["NPC Core"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3591","item_parent_id":"equipment-3591","weakness":{},"price":750000,"name":"Fetters (Superior)","id":"equipment-3591-3453","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Fetters Source NPC Core pg. 123 Bulk L --- This long bar has two cuffs that enclose a prisoner's ankles or wrists. Fetters apply a –20-foot circumstance penalty to Speed and disrupt any manipulate action the bound creature attempts unless it succeeds at a DC 11 flat check. Freeing a creature from simple fetters requires 2 successful DC 23 Thievery checks. Average fetters require 3 successful DC 28 Thievery checks, good fetters require 4 successful DC 33 Thievery checks, and superior fetters require 5 successful DC 43 Thievery checks. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Fetters (Simple) Source NPC Core pg. 123 Price 5 gp Bulk L <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Fetters (Average) Source NPC Core pg. 123 Price 30 gp Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Fetters (Good) Source NPC Core pg. 123 Price 330 gp Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Fetters (Superior) Source NPC Core pg. 123 Price 7,500 gp Bulk L ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3591-3453"},{"skill_mod":{},"summary":" Nethys Note: Only a PC with the Razmiran Priest Archetype may gain the item's benefits. This mask is made of iron, though more potent versions …","primary_source":"Divine Mysteries","primary_source_category":"Lost Omens","level":2,"usage":"worn mask","source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","source":["Divine Mysteries"],"type":"Item","item_category":"Worn Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3593","weakness":{},"name":"Razmiri Mask","id":"equipment-3593","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Razmiri Mask Source Divine Mysteries pg. 290 Usage worn mask --- Nethys Note: Only a PC with the Razmiran Priest Archetype may gain the item's benefits. This mask is made of iron, though more potent versions crafted by powerful Razmiran priests can be made of silver, gold, or even porcelain. The wearer of this mask gains a +1 item bonus to Deception checks to Lie or Feint. Activate—Call Upon Razmir’s Benevolence Two Actions (concentrate, manipulate, occult) Frequency once per minute; Effect You bend \"divine\" power to your will using the techniques taught you by the Razmiri priesthood. You grant a single target you touch a number of temporary Hit Points equal to twice your level that last for 24 hours. If the target was unconscious, it regains consciousness and doesn't lose consciousness again due to Hit Point loss as long as it has temporary Hit Points from this effect remaining.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3593"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #201: Pactbreaker"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","price":55000,"trait":["Invested","Magical","Rare"],"id":"equipment-3595","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Canopy Bulwark May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 81 Price 550 gp Usage worn armor Bulk 1 Base Armor Leaf Weave --- This suit of +1 assisting leaf weave is composed entirely of primal-infused leaves bestowed by a dying arboreal. The leaves display the vibrant greens of summer, as if full of life, regardless of the time that has passed since the arboreal gifted them. The armor is constantly drawing in imperceptible amounts of primal energy to help bear its wearer’s burdens. You can draw deeply upon the untapped reserves of primal magic within it and infuse yourself with these energies to a limited extent, giving you a burst of quickness. Activate Two Actions command , envision Frequency once per day; Effect You cast haste targeting yourself. In addition to the effects of the spell, visible primal energy surges over the armor for the duration. This has no mechanical impact. Craft Requirements The initial raw materials must include leaves freely given by an arboreal.\n","skill_mod":{},"summary":"This suit of +1 assisting leaf weave is composed entirely of primal-infused leaves bestowed by a dying arboreal . The leaves display the …","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3595","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","base_item":["Leaf Weave"],"name":"Canopy Bulwark","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3595"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","price":60000,"trait":["Magical","Rare"],"id":"equipment-3598","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Clear Cutter's Axe May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 77 Price 600 gp Usage held in 1 hand Bulk L Base Weapon Hatchet --- Wielded by wealthy Taldan knights against the Goroth Lodge, this +1 striking returning hatchet has an axe head resembling a roaring lion’s head. Activate—Slash and Burn Reaction (manipulate) Trigger You critically succeed at a Strike against a plant; Effect The weapon’s etchings pulse with green energy, as it tears through bark, leaf, and wood. The clear cutter’s axe deals an additional 1d10 persistent fire damage to the plant. Activate—Mow Down Two Actions (manipulate) Frequency once per day; Effect You hurl the axe horizontally, sending it flying through the air in a wild, whirling cyclone. The axe flies in a 30-foot emanation around you, eliminating all non-magical undergrowth and any resulting difficult terrain, cover, and concealment in area. It attempts to counteract one magical effect that affects a plant in the area (counteract +20). Plant creatures in the area take 5d6 slashing damage (DC 25 basic Reflex save). As the axe finishes its circuit, it returns to your hand.\n","skill_mod":{},"summary":"Wielded by wealthy Taldan knights against the Goroth Lodge, this +1 striking returning hatchet has an axe head resembling a roaring lion’s …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3598","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","base_item":["Hatchet"],"name":"Clear Cutter's Axe","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3598"},{"primary_source_category":"Adventure Paths","usage":"held in 1 or 2 hands","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","price":145000,"trait":["Light","Magical","Rare"],"id":"equipment-3600","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Lance of Sun's Radiance May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 77 Price 1,450 gp Usage held in 1 or 2 hands Bulk 2 Base Weapon Lance --- Crafted for a long-forgotten knight to slay Avathrael Realmshaper, this +2 striking dragon bane lance is crafted from gleaming steel with a golden silk banner depicting a radiant sun. When in a location of dim light or darkness, the lance of sun’s radiance sheds bright light in a 60-foot radius, and dim light for a further 60 feet. Activate—Banish Darkness Single Action (divine, light, manipulate) Frequency once per hour; Effect You tap the lance’s tip against an object, causing that object to shed light like a torch for 1 hour. Activate—Sun Cutting Scales Two Actions (divine, light, manipulate) Frequency once per day; Effect With a bold proclamation, you thrust the lance forward, firing a beam of brilliant, scouring light in a 120-foot line. Creatures in the area take 6d8 spirit damage, or 6d12 spirit damage if they’re a dragon (DC 28 basic Reflex save). Creatures that critically fail are also blinded for 1 round.\n","skill_mod":{},"summary":"Crafted for a long-forgotten knight to slay Avathrael Realmshaper, this +2 striking dragon bane lance is crafted from gleaming steel with a …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3600","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","base_item":["Lance"],"name":"Lance of Sun's Radiance","bulk":2,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3600"},{"primary_source_category":"Adventure Paths","usage":"affixed to headgear","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","price":600,"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-3607","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Navigator's Feather May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 79 Price 6 gp Usage affixed to headgear Bulk L Activate Free Action (concentrate, fortune) Trigger You would roll a Survival check to Sense Direction or Track but haven’t rolled yet Requirement You’re trained in Survival. --- This jaunty feather is affixed to headgear and can guide you in times of trouble, twisting to point in different directions. When you activate the talisman, you roll the triggering >Survival check to Sense Direction or Track twice, and use the higher result. For 24 hours, you gain a +1 circumstance bonus to Survival checks to Sense Direction, so long as you’re navigating toward the same destination as when you activated the talisman, and a +1 circumstance bonus to Survival checks to Track, so long as you continue to Track the same creature as when you activated the talisman. After 24 hours, the feather disintegrates, becoming mundane dust that blows away on the breeze.\n","skill_mod":{},"summary":"This jaunty feather is affixed to headgear and can guide you in times of trouble, twisting to point in different directions. When you activate the …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Equipment","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","requirement":"You’re trained in Survival.","trigger":"You would roll a Survival check to Sense Direction or Track but haven’t rolled yet","resistance":{},"url":"/Equipment.aspx?ID=3607","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Navigator's Feather","actions_number":0,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-3607"},{"primary_source_category":"Adventure Paths","usage":"affixed to headgear or hair","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","price":5000,"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-3608","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Sage's Bloom May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 79 Price 50 gp Usage affixed to headgear or hair Bulk L Activate Free Action (concentrate) Trigger You attempt a Nature check to Recall Knowledge but haven’t rolled Requirement You’re trained in Nature. --- This simple white flower is placed into a hat or worn braided into your hair. When activated, it releases a soothing scent, which helps you focus your mind. When you activate the talisman, you Recall Knowledge three times, rather than once. If you use Nature for any of these checks and get a critical failure, that check is instead a failure.\n","skill_mod":{},"summary":"This simple white flower is placed into a hat or worn braided into your hair. When activated, it releases a soothing scent, which helps you focus …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","requirement":"You’re trained in Nature.","trigger":"You attempt a Nature check to Recall Knowledge but haven’t rolled","resistance":{},"url":"/Equipment.aspx?ID=3608","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Sage's Bloom","actions_number":0,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-3608"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","price":60000,"trait":["Magical","Uncommon","Void","Wood","Negative"],"id":"equipment-3610","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Bloodroot Shield May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 80 Price 600 gp Usage held in 1 hand Bulk L Base Shield Wooden Shield --- This wooden shield is an interwoven knot of still-living tree roots (Hardness 6, HP 36, BT 18). Activate—Thirsty Roots Single Action (manipulate) Frequency once per day; Effect You hold out the shield as the roots untangle themselves and launch forward, dealing 9d6 void damage to all creatures in a 60-foot line (DC 25 basic Reflex save). On a failed save, a creature takes an additional 5 persistent bleed damage. The shield regains a number of Hit Points equal to half the void damage dealt.\n","element":["Wood"],"skill_mod":{},"summary":"This wooden shield is an interwoven knot of still-living tree roots ( Hardness 6, HP 36, BT 18). ","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Rarity","Energy","Planar","Creature Type","Elemental"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3610","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","base_item":["Wooden Shield"],"name":"Bloodroot Shield","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3610"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","price":580000,"trait":["Fungus","Magical","Staff","Unique"],"id":"equipment-3612","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Cythbikian Staff May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 80 Price 5,800 gp Usage held in 1 hand Bulk 1 --- The Cythbikian staff is a gnarled length of rotting wood, riddled with mold and fungal growths. Originally called the Zibikian staff in honor of its creator, the green man Zibik, with whom Ghorus communed before magically receiving this staff. Ghorus spent years using samples of the staff’s spores to invent weapons for his war against Taldor. When you invest this staff, a thin layer of fungi grows on your hands, remaining until your next daily preparations. If an enemy takes damage from any of the spells you cast by the Cythbikian staff , this fungus spreads up your arms, and you gain temporary Hit Points equal to double that spell’s level. These temporary Hit Points last 10 minutes. Activate—Rule by Roots Three Actions (fungus, manipulate) Frequency once per week; Effect You plunge the Cythbikian staff into the earth, causing a vast fungal network to spread out from the staff, coating the ground, plants, structures, and all creatures in a 100- foot emanation (DC 34 Reflex avoids) until the staff is removed or 24 hours have passed. Non-magical plants in the area die. A creature covered by these fungal growths is grabbed and controlled, physically, by the fungus, as it moves them around like a living puppet. At the beginning of a grabbed creature’s turn, they can attempt to Escape (DC 34). On a failure, the fungus forces them to spend all of their remaining actions moving toward and attacking the nearest creature in the area using melee Strikes with any weapon at their disposal. The fungal growths pay no mind to how the bodies under their control operate, and grabbed creatures are twisted, bent, and contorted in ways that harm their body. Each round, at the end of a grabbed creature’s turn, they take 8d6 bludgeoning damage from this painful manipulation (DC 34 basic Fortitude save). A creature that successfully Escapes or is physically removed from the area is no longer grabbed or controlled. When the Cythbikian staff is removed from the ground, or after 24 hours have passed, the mold dies and this effect ends. Over the course of a week, the mold decays and fertilizes the soil, providing valuable nutrients to the soil and preparing the region for new plant growth. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip timber 1st wall of shrubs , wooden fists 2nd oaken resilience , splinter volley 3rd sudden blight , wall of thorns 4th murderous vine , fungal infestation 5th life-draining roots , plant form 6th lignify , tangling creepers ","skill_mod":{},"summary":"The Cythbikian staff is a gnarled length of rotting wood, riddled with mold and fungal growths. Originally called the Zibikian staff in honor of …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Creature Type","Mechanics","Equipment","Rarity"],"level":15,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3612","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Cythbikian Staff","bulk":1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3612"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Other","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","price":110000,"trait":["Invested","Light","Magical","Rare"],"id":"equipment-3615","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Paradise Light May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 81 Price 1,100 gp Usage held in 1 hand Bulk L --- This crystal phial was created from Brilliance, a condensed planar fragment of the plane of Nirvana which is trapped within Gloaming Arbor. A paradise light glows brightly, shedding bright light in a 30-foot radius and dim light to a further 30 feet. A PC that looks into the paradise light sees images of Nirvana, an idyllic pastoral paradise. A paradise light is required to navigate the heart of the forest in Gloaming Arbor. A paradise light automatically attempts to counteract any magical darkness that it’s light enters. When the paradise light successfully counteracts an area of magical darkness, that area becomes overlain by a reflection of Nirvana, changing the appearance of the area. This illusory transformation lasts for 1 hour. Activate—Sanctum Two Actions (manipulate) Frequency once per hour; Effect You conjure a shard of Nirvana in a 30 foot emanation, temporarily altering the landscape into an soothing meadow for 1 minute. Creatures in the area gain a +1 item bonus to Will saves and Wisdom-based skill checks, and have fast healing 2. A creature in the area that attempts to take a hostile action must succeed at a DC 28 Will save or the hostile action is prevented and the actions they would’ve spent are wasted.\n","skill_mod":{},"summary":"This crystal phial was created from Brilliance, a condensed planar fragment of the plane of Nirvana which is trapped within Gloaming Arbor. A …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3615","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Paradise Light","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3615"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","price":100000,"trait":["Invested","Magical","Rare","Shadow"],"id":"equipment-3616","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Passage Charm May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 81 Price 1,000 gp Usage worn Bulk L --- This glossy black brooch is made of solidified shadows and is a gift, given by Avathrael Realmshaper to their allies to allow them to navigate the heart of the forest within Gloaming Arbor. While wearing a passage charm, you can cast darkness as an innate occult spell twice per day. Activate—Shape the Shadows Three Actions (manipulate) Frequency once per day; Requirements You’re in an area that’s dark or dim light; Effect You command the shadows to do your bidding, forming a path, a ramp, a wall, or stairs. The passage charm casts 5th-rank wall of stone , except the spell loses the earth trait, gains the shadow trait, and has a duration of 24 hours, and the wall is created from solid shadows, rather than stone. If any section of the wall is exposed to bright light, that portion of the wall has its Hardness temporarily reduced by half (to Hardness 7).\n","skill_mod":{},"summary":"This glossy black brooch is made of solidified shadows and is a gift, given by Avathrael Realmshaper to their allies to allow them to navigate the …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Equipment","Mechanics","Rarity","Planar"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3616","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Passage Charm","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3616"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 28 Fortitude","primary_source_group":"Wardens of Wildwood","price":36000,"trait":["Alchemical","Consumable","Fear","Inhaled","Mental","Poison","Uncommon"],"id":"equipment-3619","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Bogeyman Breath May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 76 Price 360 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This dust is created from the powdered bones of ensnared rabbits and other woodland creatures that died from fright. When inhaled, it pollutes the victim’s mind with fear, awakening an unshakable prey response that sees danger lurking in every shadow. Saving Throw DC 28 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 4d6 mental damage, frightened 1, and can’t reduce frightened value for 1 round (1 round); Stage 2 4d6 mental damage, frightened 2, and can’t reduce frightened value for 1 round (1 round); Stage 3 4d6 mental damage, frightened 2, fleeing the poison cloud for 1 round, and can’t reduce frightened value for 1 round (1 round)\n","skill_mod":{},"summary":"This dust is created from the powdered bones of ensnared rabbits and other woodland creatures that died from fright. When inhaled, it pollutes the …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Monster","Equipment","Weapon","Mechanics","Poison","Affliction","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=3619","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","stage":["4d6 mental damage, frightened 1, and can’t reduce frightened value for 1 round (1 round)","4d6 mental damage, frightened 2, and can’t reduce frightened value for 1 round (1 round)","4d6 mental damage, frightened 2, fleeing the poison cloud for 1 round, and can’t reduce frightened value for 1 round (1 round)"],"name":"Bogeyman Breath","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3619"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 30 Fortitude","primary_source_group":"Wardens of Wildwood","price":52500,"trait":["Alchemical","Consumable","Injury","Poison","Uncommon","Virulent","Void","Negative"],"id":"equipment-3620","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Reaper's Shadow May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 76 Price 525 gp Usage held in 2 hands Bulk L Activate Two Actions (manipulate) --- Derived from duskwood sap tapped during the winter solstice, this toxin erodes the connection between body and soul, tricking the latter into assuming the former has already died. Survivors of this near-death experience report ominous tunnel vision, as if the Grim Reaper lurks in their peripheral vision and awaits their final breath. Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 2d12 void damage and doomed 1 for 1 round (1 round); Stage 2 3d12 void damage and doomed 1 for 1 round (1 round); Stage 3 3d12 void damage and doomed 1 (1 round); Stage 4 3d12 void damage and doomed 2 (1 round)\n","skill_mod":{},"summary":"Derived from duskwood sap tapped during the winter solstice, this toxin erodes the connection between body and soul, tricking the latter into …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity","Energy","Planar","Creature Type"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3620","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","stage":["2d12 void damage and doomed 1 for 1 round (1 round)","3d12 void damage and doomed 1 for 1 round (1 round)","3d12 void damage and doomed 1 (1 round)","3d12 void damage and doomed 2 (1 round)"],"name":"Reaper's Shadow","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3620"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","price":250000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3622","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Crushing Bough Bracers May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 76 Price 2,500 gp Bulk L --- Carved from the heartwood of some impossibly large tree on the Plane of Wood or First World, crushing bough bracers enable wearers to cling to and shape plant material with ease. The pine cone designs appear to open and bare their seeds when the bracers are in especially verdant areas. The bracers grant you a 20-foot climb Speed while climbing plants or fungi. Your Strikes deal damage to fungus, plant, and wood creatures as though their resistances were 5 lower (minimum 0). In addition, the bracers allow you to cast timber as an innate primal cantrip. When you cast timber on a plane with the wood planar essence trait (or a supernaturally verdant area, at the GM’s discretion), you can modify the spell in one of the following two ways: increase the spell’s area to 20 feet, to 25 feet if your proficiency rank for spell attack modifier and spell DC is expert, or to 30 feet if your proficiency is legendary; or increase the cantrip’s damage die size to d6.\n","skill_mod":{},"summary":"Carved from the heartwood of some impossibly large tree on the Plane of Wood or First World , crushing bough bracers enable wearers to cling to …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3622","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Crushing Bough Bracers","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3622"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Structures","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","price":34000,"trait":["Magical","Structure","Uncommon","Wood"],"id":"equipment-3626","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Unfolding Tree House May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 78 Price 340 gp Bulk L (when not activated) --- Though it looks like a simple profile of a bird’s wing and body carved into a flat triangle of wood, this magical object can transform into a tree house. Activate—Unfold 1 minute (concentrate, manipulate) Frequency once per day; Effect You unfold the triangle on near-invisible seams and the bird animates, flying up to perch in a tree you designate within 300 feet of you. The bird’s perch can be as high as 200 feet off the ground or the top of the trees, whichever is lower. The bird then alights, expands, and reshapes into an elegantly crafted tree house over the course of 10 minutes. Unlike typical items with the structure trait, this tree house attaches to the tree instead of needing to be on solid ground. Once the tree house is in place, a ladder made of intricately woven vines attached to the tree house unfurls all the way to the ground. It can be manually pulled up by inhabitants of the tree house for safety. The tree house has a small veranda, circular windows, a door with a simple lock, and six bedrolls inside. Atop a small cushion sits a wooden whistle. As an action, you can blow the whistle to create a soft bird call. At this signal, the tree house gradually folds back into a bird over the course of 1 minute, gently ejecting any occupants toward the ladder. Afterward, the bird flies to you, seizes the whistle, and then folds back into the wooden triangle. Unless commanded to dismantle, the tree house stays in place indefinitely, though it’s subject to normal wear and damage.\n","element":["Wood"],"skill_mod":{},"summary":"Though it looks like a simple profile of a bird’s wing and body carved into a flat triangle of wood, this magical object can transform into a tree …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Mechanics","Equipment","Rarity","Elemental"],"level":7,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3626","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Unfolding Tree House","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3626"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","price":287500,"trait":["Earth","Magical","Poison","Uncommon"],"id":"equipment-3627","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Boughshatter May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 79 Price 2,875 gp Usage held in 1 hand Bulk 1 Base Weapon Morningstar --- The spikes of this +2 greater striking standard-grade adamantine morningstar have a faintly green shimmer, as if resembling Ayrzul’s crystalline teeth. The weapon vibrates briefly when first drawn in or carried into a radioactive area, with the intensity of the vibration correlating to the radioactivity’s strength. While you carry Boughshatter , you gain a +4 status bonus to saving throws against radiation, including Ayrzul’s Blight. Activate—Splintering Strike Two Actions (manipulate) Frequency once per minute; Effect Make a Strike with the morningstar that deals an extra die of weapon damage. If you make this Strike against a fungus, plant, or creature with the wood trait, the Strike ignores 10 points of the target’s resistances to bludgeoning and piercing damage, if any. By damaging such a creature, the morningstar causes the target’s flesh to explode in a shower of splinters that affect a 30-foot cone originating from the target’s space, dealing 8d6 piercing damage to creatures in the area (DC 30 basic Reflex save). You and the target are unaffected by these splinters. Activate—Absorb Corruption Reaction (concentrate) Frequency once per day; Trigger You take poison or void damage;; Effect You channel some of the toxic energy into Boughshatter , granting the weapon the effects of either a decaying weapon rune , grievous weapon rune, or wounding weapon rune for 1 minute. While under this effect, the morningstar glows with dim green light in a 20-foot radius.\n","element":["Earth"],"skill_mod":{},"summary":"The spikes of this +2 greater striking standard-grade adamantine morningstar have a faintly green shimmer, as if resembling Ayrzul’s …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Elemental","Planar","Monster","Mechanics","Poison","Affliction","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3627","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","base_item":["Morningstar"],"name":"Boughshatter","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3627"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #204: Stage Fright"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":300000,"trait":["Invested","Magical","Unique"],"id":"equipment-3628","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Scene Stealer's Tunic May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 79 Price 3,000 gp Usage worn armor Bulk L Base Armor Padded Armor --- This suit of padded armor consists of a beautifully woven pleated tunic adorned with a gold pattern and narrow bands of white fur trim on a deep blue background with matching pants, all of which are meant to signal wealth and status. This +2 resilient raiment padded armor was custom designed for Alessandro Domenesso, an actor as well known for their astounding costume changes as for their roguish off-stage activities. Even without utilizing the magic of this armor, it’s elegant enough that it could easily be mistaken as fine clothing. Activate—Look At Me! Two Actions (concentrate, illusion, mental, visual) Frequency once per hour; Effect You make yourself visible and apparent to a creature you can see that’s within 30 feet. The scene stealer’s tunic transforms into something incredibly gaudy, distracting, or otherwise compelling to the target creature, who must attempt a DC 30 Will save. Critical Success The target is unaffected. Success The target is distracted by you and keeps looking your way. They take a –1 status penalty to Perception checks against everything but you, a –1 status penalty to all saving throws against your visual effects, and gain a +2 status bonus to all saving throws against visual effects created by anyone else; these penalties and bonus last for 1 minute. Failure As success, but the target is also off‑guard to everyone other than you as long as you remain visible. Critical Failure As failure, but the target also becomes slowed 1 as they spend extra time on their turn admiring, glowering, or otherwise being distracted by you.\n","skill_mod":{},"summary":"This suit of padded armor consists of a beautifully woven pleated tunic adorned with a gold pattern and narrow bands of white fur trim on a deep …","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3628","source_group":["Curtain Call"],"spoilers":"Curtain Call","base_item":["Padded Armor"],"name":"Scene Stealer's Tunic","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3628"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #204: Stage Fright"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":30000,"trait":["Consumable","Magical","Rare","Shadow","Teleportation"],"id":"equipment-3629","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Netherwalk Incense May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 79 Price 300 gp Usage held in 1 hand Activate 1 minute (concentrate, manipulate) --- This stick of dark-gray incense carries a faint, strange odor that’s different for any creature that smells it—mimicking a scent that evokes feelings of nostalgia or homesickness. You begin the activation of a stick of netherwalk incense by lighting it on fire as a single Interact action, at which point you designate up to 10 willing creatures within 20 feet of you. After spending a minute concentrating on the smoke and its scent, you and the affected creatures move into the Netherworld and can use its warped nature to speed travel. Each hour, your travel covers a distance of 50 miles, during which landmarks appear as vague and symbolic images rather than concrete visuals. You arrive within a mile of your intended destination when you Dismiss the effect or after 8 hours have passed.\n","skill_mod":{},"summary":"This stick of dark-gray incense carries a faint, strange odor that’s different for any creature that smells it—mimicking a scent that evokes feelings …","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Equipment","Mechanics","Rarity","Planar"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3629","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Netherwalk Incense","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3629"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #204: Stage Fright"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":300000,"trait":["Magical","Unique"],"id":"equipment-3630","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Mocker's Swazzle May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 80 Price 3,000 gp Usage held in 1 hand Bulk L --- A swazzle is a device made of two strips of metal bound with sinew and around a reed that, when held to the mouth, causes the user’s voice to take on a distinctive rasping tone. Swazzles are often used by street puppeteers to give their puppets’ voices a unique and memorable timber. A mocker’s swazzle , though, has a different use—rather than simply giving voices to troublemaking puppets, it helps a performer fight back against hecklers in a crowd. Activate—Heckle the Heckler Reaction (auditory, emotion, linguistic, manipulate, mental) Frequency once per hour; Trigger A creature within 30 feet of you attempts and fails to Demoralize you; Effect You quickly fire a retort back at the triggering creature, mocking its failed attempt in a way that makes it laugh at its own ineptitude; you cast laughing fit (DC 30 Will save) on the triggering creature. Activate—Mocking Spell Single Action (auditory, linguistic, spellshape) Frequency once per day; Effect You direct a quick bit of insulting mockery at a creature who can understand you that’s within earshot. If your next action is to cast a mental spell that targets only that creature, that creature takes a –1 item penalty to any saving throw against the spell and, regardless of the result of the saving throw, becomes off-guard until the start of your next turn.\n","skill_mod":{},"summary":"A swazzle is a device made of two strips of metal bound with sinew and around a reed that, when held to the mouth, causes the user’s voice to take on …","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3630","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Mocker's Swazzle","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3630"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #204: Stage Fright"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":300000,"skill":["Performance"],"trait":["Magical","Unique"],"id":"equipment-3631","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Spectacles of Discernment May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 80 Price 3,000 gp Usage held in 1 hand Bulk L --- Designed for a frequent sponsor of theatrical productions who liked to stay informed of all the off-stage drama, these silver opera glasses are affixed to a slender redwood handle. They can’t be worn on the face but must be raised to the eyes and held there, at which point the spectacles of discernment grant a +2 item bonus to Perception checks to notice details at a distance. Activate—Reveal the Truth Single Action (manipulate) Frequency once per day; Effect You raise the spectacles to regard a target creature through them; the target must be within 60 feet. You immediately gain the ability to speak and understand the language the target creature is currently speaking, or its native language if it’s not currently talking, for 24 hours. During this time, you can Interact with the spectacles of discernment to flip down a pair of supplementary lenses. When you do so, if you’re observing the creature you originally targeted, roll a secret counteract check with a counteract modifier of +23 against any illusion, morph, or polymorph effect affecting the target, but only for the purpose of determining whether you see through the disguise or not.\n","skill_mod":{},"summary":"Designed for a frequent sponsor of theatrical productions who liked to stay informed of all the off-stage drama, these silver opera glasses are …","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3631","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Spectacles of Discernment","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3631"},{"primary_source_category":"Adventure Paths","usage":"worn necklace","source":["Pathfinder #204: Stage Fright"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":300000,"trait":["Invested","Magical","Unique"],"id":"equipment-3632","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Crooner's Cravat May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 80 Price 3,000 gp Usage worn necklace --- This long, silky neckcloth has the ability to be tied into a convincing semblance of an elegant evening scarf, a worker’s neck kerchief, an elaborate cravat, or any other neckwear. It also provides a boost to vocal performances, enhancing both projection and the emotive qualities of a performance. In its natural state, this item appears as a long, white silk scarf. A crooner’s cravat grants a +1 item bonus to all Performance checks, but this increases to a +2 item bonus for Performance checks to sing. Activate—Adjust Cravat Two Actions (illusion, manipulate, visual) Frequency once per hour; Effect You make adjustments to the crooner’s cravat , transforming it into any type of stylish chosen neckwear; as you do so, you cast a 1st‑rank illusory disguise on yourself. Activate—Influential Croon Two Actions (auditory, emotion, linguistic) Frequency once per hour; Effect You pour emotion into your vocal performance, projecting an empathetic bond that fascinates listeners. You cast enthrall (DC 30 Will save). When you first activate Influential Croon, you can also cast subconscious suggestion on one creature within 30 feet (DC 30 Will save).\n","skill_mod":{},"summary":"This long, silky neckcloth has the ability to be tied into a convincing semblance of an elegant evening scarf, a worker’s neck kerchief, an elaborate …","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3632","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Crooner's Cravat","bulk":0,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3632"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #204: Stage Fright"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":300000,"trait":["Invested","Magical","Unique"],"id":"equipment-3633","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Herald's Ring May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 80 Price 3,000 gp Usage worn --- Adorned with golden herald horns, this green ring both enhances a performer’s vocal projection and provides partial protection against sonic attacks. Activate—Project Voice Single Action (manipulate) Frequency once per day; Effect When you turn the herald’s ring around your finger three times in either direction, you gain the ability to easily project your voice up to 200 feet without raising the volume of speech, reaching your audience in most venues, including arenas. This effect lasts up to 2 hours. Activate—Reflect Sound Reaction (concentrate) Frequency once per day; Trigger You take sonic damage from a spell or effect; Effect You use the herald’s ring to reflect a portion of the sonic damage back at its source by attempting to counteract the effect. The ring has a counteract modifier of +23. Critical Success All of the damage is reflected back on its source. Success Half of the damage is reflected back at its source, and the other half is negated. Failure Half of the damage is reflected back at the source, and you take the rest of the damage. Critical Failure None of the damage is reflected, but the herald’s ring does absorb enough energy so that you can activate it again today.\n","skill_mod":{},"summary":"Adorned with golden herald horns, this green ring both enhances a performer’s vocal projection and provides partial protection against sonic attacks. …","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3633","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Herald's Ring","bulk":0,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3633"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #204: Stage Fright"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":300000,"skill":["Occultism","Arcana"],"trait":["Invested","Magical","Unique"],"id":"equipment-3634","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Stage Magician's Cloak May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 81 Price 3,000 gp Usage worn cloak Bulk L --- This black velvet cloak has a silvery blue iridescent lining. The cloak can be worn with either side facing out—switching from one side to the other requires two Interact actions. If these actions are both taken on the same turn, the act of removing and redonning the cloak doesn’t cause it to lose its investiture. When worn with the black velvet lining facing out, the stage magician’s cloak grants a +2 item bonus to Occultism checks. When worn with the silvery blue lining facing out, it grants a +2 item bonus to Arcana checks. Activate—Now You See Me... Two Actions (manipulate) Frequency once per day; Effect Distracting colorful smoke blasts outward from the cloak in a 10-foot emanation, causing all creatures in the area to become off‑guard until the start of your next turn (DC 30 Will save). If you were previously concealed, hidden, or undetected, you lose those conditions. You become quickened for 1 round and may use the extra action to Interact, Strike, or Stride. Activate—...Now You Don't Two Actions (manipulate, teleportation) Frequency once per day; Effect Harmless silver smoke issues from the cloak in a 10-foot emanation. You cast a 2nd-rank invisibility on yourself and are transported, along with all items you’re wearing and holding, from your current space to an unoccupied space within 30 feet that you can see. If this would bring another creature with you—even if you’re carrying it in an extradimensional space—the transportation part of this effect fails.\n","skill_mod":{},"summary":"This black velvet cloak has a silvery blue iridescent lining. The cloak can be worn with either side facing out—switching from one side to the other …","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3634","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Stage Magician's Cloak","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3634"},{"primary_source_category":"Adventure Paths","usage":"worn belt","source":["Pathfinder #204: Stage Fright"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":300000,"skill":["Acrobatics"],"trait":["Invested","Magical","Unique"],"id":"equipment-3635","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Tumbler's Belt May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 81 Price 3,000 gp Usage worn belt Bulk L --- This sparkling purple belt was made for the youngest member of a family of jugglers and tumblers who traveled with the Crascondo Company. The thought was this would allow the child to safely participate with their elder siblings and cousins, but the belt found itself being “loaned” more and more often to dare-taking elders in the troupe. The tumbler’s belt grants a +2 item bonus to Acrobatics checks, and whenever you critically succeed at a check to Tumble Through, you gain a +10-foot item bonus to your Speed until the end of your turn. While wearing the tumbler’s belt , you’re not off-guard while you Balance. Activate Reaction Land With Grace; Frequency once per day; Trigger You're falling; Effect Treat your fall as if it were 120 feet shorter. Regardless of whether you take damage or not from the fall, you land on your feet.\n","skill_mod":{},"summary":"This sparkling purple belt was made for the youngest member of a family of jugglers and tumblers who traveled with the Crascondo Company. The thought …","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3635","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Tumbler's Belt","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3635"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #205: Singer, Stalker, Skinsaw Man"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":6000,"trait":["Alchemical","Consumable","Processed","Uncommon"],"id":"equipment-3636","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Euphorium May contain spoilers from Curtain Call Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 81 Price 60 gp Usage held in 2 hands Bulk L Activate 10 minutes (manipulate) --- An alternative to the magical serum of sex shift , euphorium offers similar benefits with a gustatory twist. Euphorium generally takes the form of a light, fluffy cake decorated with overpoweringly sweet frosting and served with alchemically chilled ice cream. Euphorium’s effects begin to manifest as you consume it. With every bite of euphorium , you become a little more yourself. You can pause at any time, halting the transformation midway at a point you choose. In this case, the results persist for 24 hours before reverting slowly over the course of an additional hour, allowing you to approach the experience at your own pace. The remaining dose of euphorium doesn’t spoil (unless it’s temporary due to another effect, such as the limitation of Quick Alchemy) but has no effect on anyone other than the person who initially began eating it. This allows you to restart your transformation when you feel comfortable in doing so. Restarting this way quickly restores reverted changes, letting you “pick up where you left off.” Once you consume the final bite, the effect functions as if you’d activated a serum of sex shift .\n","skill_mod":{},"summary":"An alternative to the magical serum of sex shift , euphorium offers similar benefits with a gustatory twist. Euphorium generally takes the form of …","primary_source":"Pathfinder #205: Singer, Stalker, Skinsaw Man","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=3636","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Euphorium","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3636"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #205: Singer, Stalker, Skinsaw Man"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":2000,"trait":["Consumable","Magical","Potion","Uncommon"],"id":"equipment-3637","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Potion of Passing Fancy May contain spoilers from Curtain Call Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 81 Price 20 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A lesser variant of the serum of sex shift with some interesting quirks, a potion of passing fancy is a staple of Arshean artisans, and most temples keep at least a few doses at hand. Upon drinking the potion, your appearance changes, taking on different sex characteristics in line with another gender expression. You have little control over the details of the change, but it lines up with your deepest heartfelt ideal. More importantly, unlike the serum of sex shift , a potion of passing fancy doesn’t impart the “family resemblance” effect; thus, a drinker too shy or afraid of being recognized to publicly express another gender as themself can experience the change more anonymously. A potion of passing fancy’s effects last for 1 hour before slowly fading over 10 minutes; drinking another before the effect fully ends resets its duration and undoes any fading. If you extend the effect this way a fourth consecutive time, your actual form stabilizes with your current characteristics while retaining a “family resemblance” to your original form, as per the effects of a single serum of sex shift. ","skill_mod":{},"summary":"A lesser variant of the serum of sex shift with some interesting quirks, a potion of passing fancy is a staple of Arshean artisans, and most …","primary_source":"Pathfinder #205: Singer, Stalker, Skinsaw Man","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3637","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Potion of Passing Fancy","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3637"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #205: Singer, Stalker, Skinsaw Man"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":1500000,"skill":["Performance"],"trait":["Magical","Rare"],"id":"equipment-3638","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Limited\" > Sinew-Song May contain spoilers from Curtain Call Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 84 Price 15,000 gp Usage held in 1 hand Bulk L Base Weapon Sickle --- A sinew-song is an ivory violin bow that bears an odd string, one that vibrates on its own, creating the soft sound of violin music whenever it’s swung through the air. When used to play a violin, this ivory bow functions normally but grants a +3 item bonus to any Performance check attempted as a result. It can also be used to mime playing a violin when no instrument is at hand, but in this case, it grants no item bonus to resulting Performance checks. A sinew-song’s primary use is as a weapon—it can be wielded as if it were a +3 keen greater thundering greater striking sickle . Activate—Cutting Cadenza Two Actions (manipulate, sonic) Frequency once per day; Effect You Stride once and then swipe the weapon through the air three times. Shimmering waves of sound slice out in a 30-foot cone. All creatures in the area must attempt a DC 37 Reflex save. Critical Success The creature is unaffected. Success The creature takes damage as if you successfully hit it with a Strike using a sinew-song , but all of the damage is sonic damage. Failure As success, but the creature also takes 2d6 persistent bleed damage. Critical Failure As success, but double the damage and the creature takes 4d6 persistent bleed damage.\n","skill_mod":{},"summary":"A sinew-song is an ivory violin bow that bears an odd string, one that vibrates on its own, creating the soft sound of violin music whenever it’s …","primary_source":"Pathfinder #205: Singer, Stalker, Skinsaw Man","trait_group":["Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3638","source_group":["Curtain Call"],"spoilers":"Curtain Call","base_item":["Sickle"],"name":"Sinew-Song","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3638"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #205: Singer, Stalker, Skinsaw Man"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":650000,"trait":["Holy","Magical","Rare"],"id":"equipment-3639","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Thorn Brush May contain spoilers from Curtain Call Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 85 Price 6,500 gp Usage held in 1 hand Bulk 1 Base Weapon Morningstar --- This +2 greater striking holy shifting morningstar has a head that appears to be a deep crimson metal rose with thorny petals. When you activate a thorn brush to Shift Weapon, you can cause it to take the shape of a painter’s brush. While in this shape, it can’t be used as a weapon (it can still be activated to Shift Weapon back into a morningstar), but it does grant a +2 item bonus to Crafting checks to paint or otherwise use the tool while creating artwork. Activate—Splatter Paint Two Actions (manipulate) Frequency once per day; Effect You swing the weapon in an arc, causing a spray of paint of a color of your choice (chosen from black, blue, green, orange, white, or yellow) to splatter all creatures in a 30-foot cone. Each creature takes 14d6 energy damage based on the color of the paint (void for black, cold for blue, acid for green, fire for orange, vitality for white, or electricity for yellow) and must attempt a DC 34 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is dazzled by paint in its eyes for 1 minute. Critical Failure The creature takes double damage and is blinded by paint in its eyes for 1 round and then dazzled for 1 minute.\n","skill_mod":{},"summary":"This +2 greater striking holy shifting morningstar has a head that appears to be a deep crimson metal rose with thorny petals. When you …","primary_source":"Pathfinder #205: Singer, Stalker, Skinsaw Man","trait_group":["Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3639","source_group":["Curtain Call"],"spoilers":"Curtain Call","base_item":["Morningstar"],"name":"Thorn Brush","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3639"},{"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #205: Singer, Stalker, Skinsaw Man"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":1500000,"trait":["Invested","Magical","Rare","Unholy"],"id":"equipment-3641","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Limited\" > Soulfeeding Mask May contain spoilers from Curtain Call Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 85 Price 15,000 gp Usage worn mask --- This unsettling mask is made from different flensed faces that have been stitched together with bright red thread. Wearing a soulfeeding mask allows you to see others’ souls within their bodies as long as they’re within 60 feet, as if under the effects of see the unseen and truesight (but only against living or undead creatures). Your Perception DC increases by 10 against living creatures who Impersonate undead creatures or against undead creatures who Impersonate living creatures, as you can tell if the creature’s soul has been affected by undeath. The soulfeeding mask’s counteract rank is 9, with a counteract modifier of +31. While wearing a soulfeeding mask , you gain darkvision. If you’re holy, you’re enfeebled 2 while you have a soulfeeding mask invested. Activate—Devour Soul Two Actions (concentrate, death, void) Frequency once per day; Effect The soulfeeding mask’s eyes and jaw open wide, and clouds of darkness and shadow spill out and attempt to engulf a single creature you can see that’s within 30 feet. That creature takes 50 void damage with a DC 36 basic Fortitude save. If the target is undead or otherwise has void healing, this activation loses the death and void traits and gains the vitality trait, and the target takes 50 vitality damage with a DC 36 basic Fortitude save. If the target takes any damage, you become quickened 1 for 1 minute and can use the extra action each round for only Stride actions, unless the damage killed the creature, in which case you can also use the extra action each round for Strike actions as well. Activate—Disgorge Soul Three Actions (concentrate) Requirements You’re quickened as a result of Devour Soul; Effect The soulfeeding mask disgorges the devoured soul. You’re no longer quickened from Devour Soul, and the soulfeeding mask casts duplicate foe (DC 36 Fortitude save) to your specifications, targeting the creature whose soul had been devoured. You must Sustain this effect, unless the target creature was slain by Devour Soul, in which case duplicate foe functions as if the creature had failed its save, and the soulfeeding mask Sustains this spell automatically.\n","skill_mod":{},"summary":"This unsettling mask is made from different flensed faces that have been stitched together with bright red thread. Wearing a soulfeeding mask …","primary_source":"Pathfinder #205: Singer, Stalker, Skinsaw Man","trait_group":["Equipment","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3641","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Soulfeeding Mask","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3641"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #206: Bring the House Down"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":86400,"weakness":{},"saving_throw":"DC 43 Fortitude","primary_source_group":"Curtain Call","price":850000,"skill":["Athletics"],"trait":["Alchemical","Consumable","Ingested","Poison","Rare","Virulent"],"id":"equipment-3642","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Limited\" > Vyre's Bliss May contain spoilers from Curtain Call Source Pathfinder #206: Bring the House Down pg. 81 Price 8,500 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- Vyre’s Bliss is a toxin that looks and tastes like fine wine. Saving Throw DC 43 Fortitude; Maximum Duration 24 hours; Stage 1 off-guard and stupefied 1 (1 round); Stage 2 off-guard, clumsy 1, and stupefied 2 (1 round); Stage 3 off-guard, clumsy 2, and stupefied 3 (1 round); Stage 4 clumsy 2, stupefied 3, and unconscious (8 hours)\n","skill_mod":{},"summary":"Vyre’s Bliss is a toxin that looks and tastes like fine wine. Saving Throw DC 43 Fortitude; Maximum Duration 24 hours; Stage 1 off-guard …","primary_source":"Pathfinder #206: Bring the House Down","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3642","source_group":["Curtain Call"],"spoilers":"Curtain Call","stage":[" off-guard and stupefied 1 (1 round)","off-guard, clumsy 1, and stupefied 2 (1 round)","off-guard, clumsy 2, and stupefied 3 (1 round)","clumsy 2, stupefied 3, and unconscious (8 hours)"],"name":"Vyre's Bliss","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-3642"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #206: Bring the House Down"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":1400000,"skill":["Acrobatics"],"trait":["Consumable","Magical","Rare"],"id":"equipment-3643","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Limited\" > Ashes of the War God May contain spoilers from Curtain Call Source Pathfinder #206: Bring the House Down pg. 81 Price 14,000 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Ashes of the war god may be applied to armor, a weapon, or mixed into an elixir or potion. Armor The armor becomes +3 major resilient armor for 1 day. It retains any property runes. Elixir or Potion In addition to the normal effects drinking the elixir or potion grant you, you gain a +3 item bonus to Athletics checks and Fortitude saves for 1 hour. Weapon The weapon becomes a +3 major striking weapon for 1 day. It retains any property runes.\n","skill_mod":{},"summary":" Ashes of the war god may be applied to armor, a weapon, or mixed into an elixir or potion . Armor The armor becomes +3 major resilient …","primary_source":"Pathfinder #206: Bring the House Down","trait_group":["Equipment","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3643","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Ashes of the War God","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-3643"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #206: Bring the House Down"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":4000000,"trait":["Apex","Holy","Invested","Magical","Rare"],"id":"equipment-3644","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Limited\" > Angelic Opera Cloak May contain spoilers from Curtain Call Source Pathfinder #206: Bring the House Down pg. 81 Price 40,000 gp Usage worn cloak Bulk L --- This luxurious cloak embodies an angel’s swiftness. You gain a +3 item bonus to Acrobatics checks and never take falling damage, as your cloak billows like a pair of wings to soften any fall you take. When you invest in the cloak, you either increase your Dexterity score by 2 or increase it to 18, whichever would give you a higher score. If you are unholy, you are slowed 1 while wearing this cloak. Activate—On Angel's Wings Two Actions (concentrate) Frequency once per hour; Effect The opera cloak transforms into two pairs of brilliant, feathered wings that grant you a fly Speed of 40 feet for 10 minutes. During this time, you gain immunity to paralysis effects and ignore effects that would give you a circumstance penalty to speed.\n","skill_mod":{},"summary":"This luxurious cloak embodies an angel’s swiftness. You gain a +3 item bonus to Acrobatics checks and never take falling damage, as your cloak …","primary_source":"Pathfinder #206: Bring the House Down","trait_group":["Equipment","Mechanics","Rarity"],"level":19,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3644","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Angelic Opera Cloak","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3644"},{"primary_source_category":"Adventure Paths","usage":"worn clothing","source":["Pathfinder #206: Bring the House Down"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":4000000,"trait":["Apex","Holy","Invested","Magical","Rare"],"id":"equipment-3645","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Limited\" > Choral Toga May contain spoilers from Curtain Call Source Pathfinder #206: Bring the House Down pg. 81 Price 40,000 gp Usage worn clothing Bulk L --- This elegant toga is infused with inexhaustible energy to enjoy life possessed by azatas. You gain resistance to poison 20 and become immune to deafened. When you invest in the robes, you either increase your Constitution score by 2 or increase it to 18, whichever would give you a higher score. If you are unholy, you become deafened while wearing the toga. Activate—Elysium's Grasp Reaction (concentrate) Frequency once per hour; Trigger You are exposed to an inhaled poison; Effect Purifying gusts of sweet-scented air swirl around you, making you immune to inhaled poisons for 1 minute. Activate—Elysium's Breath 1 minute (concentrate, healing) Effect The air around the robe constantly circulates to keep you healthy. For 8 hours, you become immune to diseases spread via inhalation, olfactory effects, and environmental effects that would prevent you from breathing (including being underwater or from being strangled).\n","skill_mod":{},"summary":"This elegant toga is infused with inexhaustible energy to enjoy life possessed by azatas . You gain resistance to poison 20 and become immune to …","primary_source":"Pathfinder #206: Bring the House Down","trait_group":["Equipment","Mechanics","Rarity"],"level":19,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3645","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Choral Toga","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3645"},{"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #206: Bring the House Down"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":4000000,"skill":["Society"],"trait":["Apex","Holy","Invested","Magical","Rare"],"id":"equipment-3646","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Limited\" > Draconal Mask May contain spoilers from Curtain Call Source Pathfinder #206: Bring the House Down pg. 81 Price 40,000 gp Usage worn mask Bulk L --- This dragon-themed half-mask helps you to navigate through darkness and to notice things from afar—such as helping to find seats in a theater after a show begins, or to pick up details from a show even if you’re seated in the back row! You gain a +3 item bonus to Perception checks and never take a penalty to Perception checks based on distance or weather. You gain darkvision, or greater darkvision if you have darkvision. When you invest in the mask you either increase your Wisdom score by 2 or increase it to 18, whichever would give you a higher score. If you are unholy, you become blinded as long as you wear the mask. Activate—Dragons See the Truth Reaction (concentrate) Frequency once per hour; Trigger You fail a saving throw against an illusion effect; Effect The mask attempts to counteract the triggering illusion with a counteract rank of 9 and a counteract modifier of +31. You then gain the effects of truesight for 1 minute.\n","skill_mod":{},"summary":"This dragon -themed half-mask helps you to navigate through darkness and to notice things from afar—such as helping to find seats in a theater after …","primary_source":"Pathfinder #206: Bring the House Down","trait_group":["Equipment","Mechanics","Rarity"],"level":19,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3646","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Draconal Mask","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3646"},{"primary_source_category":"Adventure Paths","usage":"worn gloves","source":["Pathfinder #206: Bring the House Down"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":4000000,"skill":["Athletics"],"trait":["Apex","Holy","Invested","Magical","Rare"],"id":"equipment-3647","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Limited\" > Golden Gloves May contain spoilers from Curtain Call Source Pathfinder #206: Bring the House Down pg. 82 Price 40,000 gp Usage worn gloves Bulk L --- These golden-threaded gloves fit snuggly past the elbows, and imbue all other worn clothing with an aristocratic mien. The gloves grant you a +3 item bonus to Society skill checks. When you invest the gloves, you either increase your Intelligence score by 2 or increase it to 18, whichever would give you a higher score. This gives you additional trained skills and languages, as normal for increasing your Intelligence modifier. You must select skills and languages the first time you invest the gloves, and whenever you invest the same golden gloves, you get the same skills and languages you chose the first time. If you are unholy, you become enfeebled 2 when invested in these gloves. Activate—Heaven's Wings Two Actions (manipulate, visual) Frequency once per hour; Effect You throw wide your arms, putting the golden gloves on full display and causing a blazing halo to form above your head. All enemies within a 40-feet emanation must make a DC 41 Fortitude save or be dazzled for 1 minute (or blinded for 1 minute on critical failure). Unholy creatures take a –2 item penalty to their roll. The halo then melts into your body and attempts to counteract any one affliction you are currently suffering of your choice with a counteract rank of 9 and a counteract modifier of +31.\n","skill_mod":{},"summary":"These golden-threaded gloves fit snuggly past the elbows, and imbue all other worn clothing with an aristocratic mien. The gloves grant you a +3 item …","primary_source":"Pathfinder #206: Bring the House Down","trait_group":["Equipment","Mechanics","Rarity"],"level":19,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3647","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Golden Gloves","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3647"},{"primary_source_category":"Adventure Paths","usage":"worn headwear","source":["Pathfinder #206: Bring the House Down"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":4000000,"skill":["Performance"],"trait":["Apex","Holy","Invested","Magical","Rare"],"id":"equipment-3648","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Limited\" > Sacred Valkyrie Helm May contain spoilers from Curtain Call Source Pathfinder #206: Bring the House Down pg. 82 Price 40,000 gp Usage worn headwear Bulk L --- Lightning crackles from the wings flanking this helm, which is emblazoned with images of valkyries in the service of benevolent deities. You gain a +3 item bonus to Athletics checks and gain electricity resistance 20. When you invest in the helm, you either increase your Strength score by 2 or increase it to 18, whichever would give you a higher score. If you are unholy, you become drained 2 as long as you wear the helm. Activate—Path of the Pegasus 10 minutes (concentrate) Frequency once per day; Effect The sacred valkyrie helm casts interplanar teleport to your specifications. When you start this activation, each creature you target with this spell mounts a conjured pegasus who then carries them through reality to arrive at the specified location; each affected creature experiences the 10-minute activation as a kaleidoscopic ride through strange worlds and realities atop a pegasus’s back. Activate—Storm's Arms Two Actions (concentrate, manipulate) Frequency once per day; Effect The helm casts a 9th-rank weapon storm to your specifications. At your option, all damage caused by this spell is electricity damage—in this option, the duplicated weapons created by the spell appear to be made of lightning.\n","skill_mod":{},"summary":"Lightning crackles from the wings flanking this helm, which is emblazoned with images of valkyries in the service of benevolent deities. You gain a …","primary_source":"Pathfinder #206: Bring the House Down","trait_group":["Equipment","Mechanics","Rarity"],"level":19,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3648","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Sacred Valkyrie Helm","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3648"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #206: Bring the House Down"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"primary_source_group":"Curtain Call","price":4000000,"skill":["Stealth"],"trait":["Apex","Holy","Invested","Magical","Rare"],"id":"equipment-3649","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Limited\" > Silvanshee Collar May contain spoilers from Curtain Call Source Pathfinder #206: Bring the House Down pg. 82 Price 40,000 gp Usage worn Bulk L --- A silvanshee collar appears as a collar of prismatic cloth affixed with a tiny bell, but once worn on the body or affixed to your hair, a Tiny cat wearing a similar (but nonmagical) collar appears at your feet. This cat is similar to a silvanshee agathion, but its stats are determined as if you gained the Pet general feat. When you first invest the collar, you must name your silvanshee pet, then build its statistics as detailed in the Pet general feat. The silvanshee has a name (chosen by you) and a unique personality. Whenever you invest the same silvanshee collar, the silvanshee who appears is the same one you named and chose the first time. If you already have a pet, familiar, or other companion that uses the Pet feat, that pet can change its shape as an action to appear as a silvanshee agathion at will (while perhaps retaining some of your pet’s cosmetic traits at your option), but this doesn’t otherwise alter your existing pet’s statistics. As long as you wear the silvanshee collar, you gain a +3 item bonus to Performance checks and a +2 circumstance bonus to Gather Information. When you invest it, you either increase your Charisma score by 2 or increase it to 18, whichever would give you a higher score. If you are unholy, you become clumsy 2 as long as you wear the collar. Activate—Awww! Reaction (concentrate, fortune, visual) Frequency once per hour; Trigger You fail on an attempt to Lie or Make an Impression; Requirements Your pet can observe you; Effect Your pet does something distracting or adorable at the precise moment you failed, allowing you to reroll the failed check and to use the result of your choice as the actual result.\n","skill_mod":{},"summary":"A silvanshee collar appears as a collar of prismatic cloth affixed with a tiny bell, but once worn on the body or affixed to your hair, a Tiny cat …","primary_source":"Pathfinder #206: Bring the House Down","trait_group":["Equipment","Mechanics","Rarity"],"level":19,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3649","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Silvanshee Collar","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3649"},{"primary_source_category":"Adventure Paths","usage":"tattooed on the body","source":["Pathfinder #207: Resurrection Flood"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":13500,"trait":["Invested","Magical","Rare","Tattoo"],"id":"equipment-3656","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Empty Hand Marking May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 79 Price 135 gp Usage tattooed on the body --- Members of the Empty Hand consider themselves leaders of Belkzen, and their fearsome reputation has helped control Urgir for generations. As a proud member or honored guest of the hold, you’ve been allowed to bear their mark. The tattoo depicts a partially closed hand that grasps nothing. Many people wear this tattoo on their faces, but others have it on an exposed shoulder or arm. Activate—Reproach Free Action (concentrate) Frequency once per day; Trigger You successfully Coerce a creature; Effect The maximum duration of the target’s compliance increases to 1d4 days, rather than 1 day.\n","skill_mod":{},"summary":"Members of the Empty Hand consider themselves leaders of Belkzen, and their fearsome reputation has helped control Urgir for generations. As a proud …","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3656","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Empty Hand Marking","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3656"},{"primary_source_category":"Adventure Paths","usage":"tattooed on the body","source":["Pathfinder #207: Resurrection Flood"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":4500,"skill":["Lore"],"trait":["Invested","Magical","Tattoo","Uncommon"],"id":"equipment-3658","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Storied Skin May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 80 Price 45 gp Usage tattooed on the body --- Your skin becomes a canvas that records history as you learn it. When you receive the tattoo, choose a Lore skill. You can add the visual trait to the Recall Knowledge action in order to study your tattoos, granting you a +1 item bonus to your check using the chosen Lore skill. A storied skin tattoo starts with an icon that represents a central event in your subject of study and is usually placed on the forehead or over the heart. Each time you learn about a major event in the history of that subject, an image, design, or symbol appears on your skin to represent the event. Activate—Living History Single Action (concentrate) Frequency once per minute; Effect The tattoo’s design animates for 1 round, crudely portraying some scene associated with the chosen Lore skill.\n","skill_mod":{},"summary":"Your skin becomes a canvas that records history as you learn it. When you receive the tattoo, choose a Lore skill. You can add the visual trait …","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3658","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Storied Skin","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3658"},{"primary_source_category":"Adventure Paths","usage":"held in 1 or 2 hands","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":25000,"trait":["Magical","Uncommon"],"id":"equipment-3659","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Faultline Hammer May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 77 Price 250 gp Usage held in 1 or 2 hands Bulk 2 Base Weapon Earthbreaker --- The steel head of this +1 striking earthbreaker has a large crack that zigzags down its center, making it look like it could crack in half with any swing. This belies the hammer’s strength; its strikes can shatter stone with ease. Activate—Create Faultline Free Action (concentrate) Frequency once per day; Trigger You Strike an object or raised shield with the faultline hammer and would deal piercing damage to that object; Effect Until the end of your next turn, any weapon that Strikes the object deals additional damage as though the weapon had the razing trait. The triggering Strike also deals this additional damage.\n","skill_mod":{},"summary":"The steel head of this +1 striking earthbreaker has a large crack that zigzags down its center, making it look like it could crack in half with …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3659","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","base_item":["Earthbreaker"],"name":"Faultline Hammer","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3659"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":32500,"trait":["Earth","Magical","Uncommon"],"id":"equipment-3660","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Kinetic Club May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 77 Price 325 gp Usage held in 2 hands Bulk 2 Base Weapon Greatclub --- Embedded along the length of this +1 striking greatclub are the teeth and scales of a zetogeki, a giant lizard that can absorb and then release bursts of kinetic energy. The more momentum a wielder builds up while swinging the weapon, the more forceful the impact when it finally makes contact. Activate—Store Kinetic Energy Free Action (concentrate) Frequency once per hour; Trigger You add a circumstance bonus to your attack with the kinetic club’s backswing trait and successfully Strike your target; Effect You channel the club’s stored energy into the Strike, dealing 1d6 additional damage. If the club has a greater striking rune, increase the additional damage to 2d6. If the club has a major striking rune, increase the additional damage to 3d6.\n","element":["Earth"],"skill_mod":{},"summary":"Embedded along the length of this +1 striking greatclub are the teeth and scales of a zetogeki , a giant lizard that can absorb and then …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Elemental","Planar","Monster","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3660","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","base_item":["Greatclub"],"name":"Kinetic Club","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3660"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":13500,"trait":["Magical","Uncommon"],"id":"equipment-3661","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Motivating Treat Bag May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 77 Price 135 gp Usage worn Bulk L --- This stiff, cloth pouch is embroidered with whimsical images of playful pets. When you perform your daily preparations in the presence of your creature companion, three treats appear in the bag: an encouraging treat, a reward treat, and a soothing treat. These treats are always suitable for your companion and last until the next time you perform your daily preparations. Activate—Toss a Treat Reaction (manipulate) Trigger Varies by treat; Effect You pull out one of the treats and toss it up to 30 feet into the waiting mouth of your companion. The effect varies by the treat. Encouraging Treat (mental) Trigger You Command your companion, and it performs a skill check; Effect The treat motivates the companion to perform the task, allowing you to Aid it as though you had prepared to help. Reward Treat (healing, mental) Trigger Your companion critically succeeds at a skill check or attack roll; Effect The treat grants the companion 1d6+6 temporary Hit Points that last until the end of your next turn. Soothing Treat (healing) Trigger Your companion attempts a save to reduce its sickened condition, would reduce the value of its frightened condition at the end of your turn, or attempts a flat check to end persistent damage; Effect Reduce the DC of the check to end persistent damage by 2 or reduce the sickened condition by 2. If the companion would reduce its frightened condition value by 1 at the end of its turn, it instead reduces that condition’s value by 2. Activate—Rustle the Bag Single Action (auditory, manipulate) Effect You Command your companion. Until the end of your turn, it gains a +5-foot status bonus to each of its Speeds, but must use at least one action to move closer to you.\n","skill_mod":{},"summary":"This stiff, cloth pouch is embroidered with whimsical images of playful pets. When you perform your daily preparations in the presence of your …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3661","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Motivating Treat Bag","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3661"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":48000,"trait":["Magical","Uncommon"],"id":"equipment-3662","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Osteomancer's Pouch May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 77 Price 480 gp Usage held in 1 hand --- This leather pouch holds a pair of six-sided dice carved from actual knucklebones. When rolled, the dice grant you a vision of a distant location, though their power is unreliable. Activate—Roll the Bones Two Actions (concentrate, manipulate) Frequency once per day; Effect You roll the dice. If you roll two 1s, the activation fails with no effect. Otherwise, the dice cast clairvoyance for you. When cast in this way, the spell’s range becomes 100 feet × the result of your roll.\n","skill_mod":{},"summary":"This leather pouch holds a pair of six-sided dice carved from actual knucklebones. When rolled, the dice grant you a vision of a distant location, …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3662","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Osteomancer's Pouch","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3662"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":48,"weakness":{},"saving_throw":"DC 26 Fortitude","primary_source_group":"Triumph of the Tusk","price":8500,"trait":["Alchemical","Consumable","Contact","Poison","Uncommon"],"id":"equipment-3663","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Puppetmaster Extract May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Price 85 gp Usage held in 2 hands Bulk L Activate Single Action Interact --- Distilled from a trighoul’s vital fluids, this gummy, ooze-like toxin springs to life when it makes contact with flesh. It swiftly grows spines that dig into the victim, twitching with rudimentary intelligence as they root around for the nervous system. If the toxin embeds itself deeply enough, it seizes control of the victim’s body. Unlike most poisons, puppetmaster extract can affect a dead body with mostly intact flesh. Each round, a corpse without sentience automatically fails its Fortitude save against the poison. At stage 4, the poison stops causing damage and confusion; instead, it reanimates the corpse as an elite plague zombie without the unholy trait; a larger body instead uses statistics for a zombie brute or zombie hulk, whichever matches its size. The corpse stands as a free action at the beginning of its turn and attacks nearby creatures. When the poison’s duration expires or the poison is cured, the body’s state of animation ends. Saving Throw DC 26 Fortitude; Onset 1 minute; Maximum Duration 8 rounds; Stage 1 1d12 piercing damage and 1d12 poison damage (1 round); Stage 2 1d12 piercing damage and 2d12 poison (1 round); Stage 3 1d12 piercing damage, 2d12 poison damage, and confused for 1 round (1 round); Stage 4 3d12 poison damage and confused for 1 round (1 round)\n","skill_mod":{},"summary":"Distilled from a trighoul ’s vital fluids, this gummy, ooze-like toxin springs to life when it makes contact with flesh. It swiftly grows spines …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=3663","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","stage":["1d12 piercing damage and 1d12 poison damage (1 round)","1d12 piercing damage and 2d12 poison (1 round)","1d12 piercing damage, 2d12 poison damage, and confused for 1 round (1 round)","3d12 poison damage and confused for 1 round (1 round)"],"name":"Puppetmaster Extract","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3663"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":35000,"trait":["Magical","Poison","Uncommon"],"id":"equipment-3666","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Venom Lash May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 79 Price 350 gp Usage held in 1 hand Bulk 1 Base Weapon Flail --- With careful alchemical treatments, orc weaponsmiths can enhance the durability and flexibility of giant scorpion tails to create multi-headed +1 striking flails . Additional enchantments allow the stingers to generate their own venom. When you would apply this flail’s critical specialization, you can instead deal 1d6 persistent poison damage to the target. You gain an item bonus to the persistent poison damage equal to the weapon’s item bonus to attack rolls. Activate—Envenom Single Action (manipulate, poison) Frequency once per day; Effect You temporarily fill the flail’s stingers with venom. The next successful Strike you make with it before the end of your next turn deals 2d6 persistent poison damage to the target. If the Strike critically succeeds and if you would apply persistent poison damage with this weapon’s alternate critical specialization, you combine the two effects to deal 3d6 persistent poison damage to the target.\n","skill_mod":{},"summary":"With careful alchemical treatments, orc weaponsmiths can enhance the durability and flexibility of giant scorpion tails to create multi-headed +1 …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Mechanics","Poison","Affliction","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3666","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","base_item":["Flail"],"name":"Venom Lash","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3666"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":50000,"trait":["Earth","Invested","Magical","Uncommon"],"id":"equipment-3667","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Zeto Geki Hide Armor May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 79 Price 500 gp Usage worn armor Bulk 2 Base Armor Hide Armor --- This +1 fire-resistant hide armor is adorned with the shale-like scales of the zetogeki, a giant reptile that dwells near sites of volcanic activity. Like the armor’s namesake, you can adjust the scales to better absorb kinetic energy at the cost of some mobility. Activate Single Action Shift Scales; Frequency once per day; Effect Until the end of your next turn, you gain resistance 5 to bludgeoning, piercing, and slashing damage, but your Speeds are reduced by 10 feet (minimum 5 feet).\n","element":["Earth"],"skill_mod":{},"summary":"This +1 fire-resistant hide armor is adorned with the shale-like scales of the zetogeki , a giant reptile that dwells near sites of volcanic …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3667","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","base_item":["Hide Armor"],"name":"Zeto Geki Hide Armor","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3667"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":8000,"trait":["Alchemical","Consumable","Processed","Uncommon"],"id":"equipment-3668","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Aurochs Jerky May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 80 gp Usage held in 1 hand Activate Two Actions Interact --- Aurochs meat already makes for tough jerky, but with the right alchemical treatment, it becomes legendarily resilient and imparts that durability to those who eat it. Eating the jerky causes a pair of inch-long horns to grow from your forehead (or causes your existing horns to grow noticeably) for 1 hour. During this time, you gain a +1 item bonus to Fortitude saves. You can end the effect prematurely, causing the horns to retract or revert to their normal size, with a free action that has the concentrate trait. Activate—Aurochs' Endurance Free Action (concentrate) Trigger You begin your turn and are fatigued. ; Effect You suppress the fatigued condition for 10 minutes. During this time, you are not immune to fatigue and can become fatigued by subsequent effects, but you gain a +2 item bonus to saving throws against effects that would fatigue you.\n","skill_mod":{},"summary":" Aurochs meat already makes for tough jerky, but with the right alchemical treatment, it becomes legendarily resilient and imparts that durability …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=3668","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Aurochs Jerky","actions_number":4,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3668"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":25000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3670","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Cindergrass Cloak May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 250 gp Usage worn cloak Bulk L --- This hooded cloak woven of long, waxy grass is designed so it can close over your entire body. While wearing this cloak, you have resistance 5 to fire. Activate—Shed Cinders Reaction (manipulate) Frequency once per hour; Trigger You would take fire damage; Effect With a flick of the cloak, you deflect and smother the flames. The cloak’s resistance to fire increases to 15 against the triggering effect. Until the end of your next turn, your flat check to remove persistent fire damage is 10 instead of 15, which is reduced to 5 if another creature uses a particularly appropriate action to help. If you take at least 5 points of fire damage after applying the fire resistance, the cloak gains the broken condition.\n","skill_mod":{},"summary":"This hooded cloak woven of long, waxy grass is designed so it can close over your entire body. While wearing this cloak, you have resistance 5 to …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3670","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Cindergrass Cloak","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3670"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":3300,"trait":["Consumable","Healing","Magical","Oil","Uncommon"],"id":"equipment-3671","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Cindergrass Poultice May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 33 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This thick, waxy gel erases the effects of flame. It restores 2d12 Hit Points to a creature when applied to their body. If the creature has taken fire damage within the last minute, it restores additional Hit Points equal to the amount of fire damage the creature took within the last minute (maximum +10). Finally, the creature becomes immune to the effects of severe heat for 1 hour.\n","skill_mod":{},"summary":"This thick, waxy gel erases the effects of flame. It restores 2d12 Hit Points to a creature when applied to their body. If the creature has taken …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=3671","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Cindergrass Poultice","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3671"},{"primary_source_category":"Adventure Paths","usage":"worn eyepiece","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":25000,"trait":["Magical","Uncommon"],"id":"equipment-3672","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Dust Goggles May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 250 gp Usage worn eyepiece --- These sand-colored goggles keep the harsh weather of the Cinderlands at bay. While wearing the goggles, you ignore penalties to Perception from desert weather effects and gain a +1 bonus to Perception checks involving sight.\n","skill_mod":{},"summary":"These sand-colored goggles keep the harsh weather of the Cinderlands at bay. While wearing the goggles, you ignore penalties to Perception from …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3672","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Dust Goggles","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3672"},{"primary_source_category":"Adventure Paths","usage":"worn pendant","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":62000,"skill":["Survival"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3673","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Eyes Of The Moonwarden May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 620 gp Usage worn pendant --- This beaded pendant crafted by Lyrune-Quah shamans features an uncut moonstone that warns the wearer of danger. When a hostile creature comes within 30 feet of you, the stone glows with moonlight only you can see. Activate—Lunar Illumination Single Action (concentrate) Frequency once per hour; Effect Bright moonlight shines out of the gem in a 30-foot emanation, forcing hostile creatures in the area to make a DC 26 Fortitude save or be blinded for 1 round.\n","skill_mod":{},"summary":"This beaded pendant crafted by Lyrune-Quah shamans features an uncut moonstone that warns the wearer of danger. When a hostile creature comes …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3673","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Eyes Of The Moonwarden","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3673"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":33000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3674","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Nomad's Shawl May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Price 330 gp Usage worn Bulk L --- The intricate beading of this shawl subtly guides you. While you wear the shawl, you always know which direction is north and gain a +1 item bonus to Survival checks. Activate—Mind's Map Single Action (concentrate) Effect You focus your mind’s eye on a location you’ve been to previously. The beads on the shawl shift colors to create a map of the area based on your memories. You can dismiss this effect as a free action.\n","skill_mod":{},"summary":"The intricate beading of this shawl subtly guides you. While you wear the shawl, you always know which direction is north and gain a +1 item bonus to …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3674","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Nomad's Shawl","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3674"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":30000,"trait":["Magical","Uncommon"],"id":"equipment-3675","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Nostalgic Pot May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Price 300 gp Usage held in 1 hand Bulk L --- This small pot filled with pebbles is imbued with the nostalgia of its owner. While this pot is on your person, you get a +1 item bonus to saves against emotion effects. Activate—Jingling Memories Single Action (concentrate, emotion) Frequency once per day; Effect You shake the pot, granting a +1 item bonus to an ally to save against an emotion effect.\n","skill_mod":{},"summary":"This small pot filled with pebbles is imbued with the nostalgia of its owner. While this pot is on your person, you get a +1 item bonus to saves …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3675","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Nostalgic Pot","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3675"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":5500,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-3676","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Pepper Poultice May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Price 55 gp Usage held in 1 hand Activate Single Action Interact --- This mash of Cinderlands peppers has been fermented into a potent poultice to expel toxins from the body. When you have the sickened condition, you can slather this poultice onto your skin to reduce your sickened value by 1.\n","skill_mod":{},"summary":"This mash of Cinderlands peppers has been fermented into a potent poultice to expel toxins from the body. When you have the sickened condition, you …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=3676","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Pepper Poultice","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3676"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":6000,"trait":["Alchemical","Consumable","Processed","Uncommon"],"id":"equipment-3677","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Purple Pepper Powder May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Price 60 gp Usage held in 1 hand --- This nearly black purple powder is made from the extremely spicy Kuthite’s kiss pepper and is a favorite among the Sklar-Quah. When you eat a meal flavored with this purple pepper powder, you gain resistance 10 to fire and resistance 5 to poison for 1 hour.\n","skill_mod":{},"summary":"This nearly black purple powder is made from the extremely spicy Kuthite’s kiss pepper and is a favorite among the Sklar-Quah. When you eat a meal …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=3677","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Purple Pepper Powder","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3677"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":43000,"trait":["Magical","Uncommon"],"id":"equipment-3678","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Returning Starknife May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Price 430 gp Usage held in 1 hand Bulk L Base Weapon Throwing Knife --- This returning throwing knife is specially made for Lyrune- Quah hunters, and its blade is carved with constellations. Activate—Ribbon Wrap Reaction (concentrate) Frequency once per hour; Trigger You deal damage to a target with the starknife; Effect Silver ribbons of starlight entangle the target, dealing 4d6 spirit damage. This is silver damage for the purposes of weaknesses, resistances, and the like. The target must attempt a DC 24 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage and is clumsy 1. Failure The creature takes full damage and is immobilized for 1 round. Critical Failure The creature takes full damage and is restrained with an Escape DC of 24.\n","skill_mod":{},"summary":"This returning throwing knife is specially made for Lyrune- Quah hunters, and its blade is carved with constellations. ","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3678","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","base_item":["Throwing Knife"],"name":"Returning Starknife","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3678"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":65000,"trait":["Magical","Rare"],"id":"equipment-3680","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Shadefield Knife May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Price 650 gp Usage held in 1 hand Bulk L Base Weapon Dagger --- This +1 striking dagger made of black stone is carved from the bloodstained earth of the Shadefields and carries the grudge of the Shoanti who perished on that battlefield. Activate—Vengeful Blood Single Action (concentrate, emotion, fear, mental, visual) Frequency once per hour; Effect Blood seeps out of the knife, coating your hand. Enemies within 30 feet who can see this must succeed at a DC 26 Will save or become frightened 1 (frightened 1 and doomed 1 on a critical failure). The knife continues to bleed for 1 minute or until you make a successful Strike with it, which deals an additional 1d6 persistent bleed damage.\n","skill_mod":{},"summary":"This +1 striking dagger made of black stone is carved from the bloodstained earth of the Shadefields and carries the grudge of the Shoanti who …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3680","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","base_item":["Dagger"],"name":"Shadefield Knife","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3680"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #209: Destroyer's Doom"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":200000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3681","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Amulet of Kinship's Strength May contain spoilers from Triumph of the Tusk Source Pathfinder #209: Destroyer's Doom pg. 82 Price 2,000 gp Usage worn Bulk L --- This weighty brass disk is inscribed with the ancestral names of its previous owners and now includes your own. When worn, it rests against your chest with a heavy warmth, a reminder of the strength of those who came before you. While worn and invested, you gain a +2 item bonus to Will saves. This bonus increases to +3 if the effect has the fear trait. Activate Single Action Strengthen Resolve; Frequency once per day; Effect You extend your resolve to your allies, casting strength of mind on up to three willing targets.\n","skill_mod":{},"summary":"This weighty brass disk is inscribed with the ancestral names of its previous owners and now includes your own. When worn, it rests against your …","primary_source":"Pathfinder #209: Destroyer's Doom","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3681","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Amulet of Kinship's Strength","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3681"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #209: Destroyer's Doom"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":100000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3682","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Aurochs Hide Armor May contain spoilers from Triumph of the Tusk Source Pathfinder #209: Destroyer's Doom pg. 82 Price 1,000 gp Usage worn armor Bulk 2 Base Armor Hide Armor --- Made of the sturdy, thick hide of the aurochs and tempered to be both flexible and durable, this +1 resilient hide armor is imbued with the aurochs’ natural defenses against venomous predators. You gain resistance 5 to poison damage. Activate Single Action Strengthen Resolve; Effect You pull the layers of the armor taut, stiffening your body against incoming forces for 1 minute. While the armor is taut, you have a –1 penalty to Reflex saves and a +2 item bonus to Fortitude saves.\n","skill_mod":{},"summary":"Made of the sturdy, thick hide of the aurochs and tempered to be both flexible and durable, this +1 resilient hide armor is imbued with the …","primary_source":"Pathfinder #209: Destroyer's Doom","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3682","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","base_item":["Hide Armor"],"name":"Aurochs Hide Armor","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3682"},{"primary_source_category":"Adventure Paths","usage":"worn bracers","source":["Pathfinder #209: Destroyer's Doom"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":220000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3683","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Bracers of Pain May contain spoilers from Triumph of the Tusk Source Pathfinder #209: Destroyer's Doom pg. 83 Price 2,200 gp Usage worn bracers Bulk L --- These simple bracers look plain on the exterior, but a series of small, sharp studs line the interior like rows of shark teeth. While these bracers are worn and invested, you gain a +2 item bonus to Will saves. Activate—Sharp Focus Free Action (concentrate) Trigger You gain an effect that makes you immobilized, slowed, stupefied, or paralyzed; Effect Your bracers snap tight onto your wrists, driving the studs into your skin to shock you into focus. You can attempt to counteract the effect causing your condition, with a counteract rank of 6th and a counteract modifier of +22. On a success, you lose the condition. If you have more than one condition from the same source, you only need one counteract check against them.\n","skill_mod":{},"summary":"These simple bracers look plain on the exterior, but a series of small, sharp studs line the interior like rows of shark teeth. While these bracers …","primary_source":"Pathfinder #209: Destroyer's Doom","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3683","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Bracers of Pain","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3683"},{"primary_source_category":"Adventure Paths","usage":"affixed to a weapon","source":["Pathfinder #209: Destroyer's Doom"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":8000,"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-3684","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Gorum's Tear May contain spoilers from Triumph of the Tusk Source Pathfinder #209: Destroyer's Doom pg. 83 Price 80 gp Usage affixed to a weapon Activate Free Action (concentrate, fortune) Trigger You make an attack with the affixed weapon. --- This teardrop-shaped piece of iron is a naturally occurring mineral, said to be a solidified tear of bellicose joy shed by Gorum during his battles. When you activate the Gorum’s tear , you roll your next attack roll twice and take the better result, ignoring any circumstance penalties. You then become off-guard to the creature you targeted until the beginning of your next turn.\n","skill_mod":{},"summary":"This teardrop-shaped piece of iron is a naturally occurring mineral, said to be a solidified tear of bellicose joy shed by Gorum during his …","primary_source":"Pathfinder #209: Destroyer's Doom","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","trigger":"You make an attack with the affixed weapon.","resistance":{},"url":"/Equipment.aspx?ID=3684","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Gorum's Tear","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-3684"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #209: Destroyer's Doom"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":88000,"trait":["Magical","Uncommon"],"id":"equipment-3685","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Dirt Sea In A Jar May contain spoilers from Triumph of the Tusk Source Pathfinder #209: Destroyer's Doom pg. 83 Price 880 gp Usage held in 1 hand Bulk L --- This small jar of dark sand swirls intensely as you peer into it, evoking the dangerous beauty of the Dirt Sea. Activate Single Action or Two Actions (manipulate) Frequency once per day; Effect You pour the contents of the jar onto unworked ground. If you activate this item with one action, you pour the sand into one or two 5-foot squares adjacent to you. If you activate this item with two actions, the sand spreads across a 15-foot cone. The affected space turns into quicksand. Creatures already in the area can Step out of the area as a reaction. The quicksand doesn’t inflict lasting damage to most surfaces or nearby architecture, though a feature surrounded by the quicksand might sink or settle naturally. This terrain lasts for 1 day or until the effect is Dismissed, causing the sand to reappear in the jar.\n","skill_mod":{},"summary":"This small jar of dark sand swirls intensely as you peer into it, evoking the dangerous beauty of the Dirt Sea. ","primary_source":"Pathfinder #209: Destroyer's Doom","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3685","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Dirt Sea In A Jar","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3685"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #209: Destroyer's Doom"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","price":115000,"skill":["Survival","Deception","Diplomacy"],"trait":["Magical","Rare"],"id":"equipment-3687","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Needle of Undeath May contain spoilers from Triumph of the Tusk Source Pathfinder #209: Destroyer's Doom pg. 83 Price 1,150 gp Usage held in 1 hand Bulk L --- This thin, wand-like implement is carved from bone and scrimshawed with depictions of battle. While holding the needle of undeath, mindless undead creatures see you as one of their own and are indifferent to you until you take hostile actions against them, and you have a +2 item bonus to Deception and Diplomacy checks against intelligent undead. This does not affect a summoned undead’s attitude. Activate Single Action Speak with Undead; Frequency once per hour; Effect You can use Diplomacy to Make an Impression on mindless undead or make simple requests of them with a +2 item bonus. You cannot make this request of someone else’s summoned undead.\n","skill_mod":{},"summary":"This thin, wand-like implement is carved from bone and scrimshawed with depictions of battle. While holding the needle of undeath, mindless undead …","primary_source":"Pathfinder #209: Destroyer's Doom","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3687","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Needle of Undeath","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3687"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Spore War","price":450000,"trait":["Magical","Unique"],"id":"equipment-3688","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Limited\" > Castrovel's Beacon May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 4,500 gp Usage held in 1 hand Bulk 1 --- The tip of this +2 greater striking brilliant standard-grade cold iron rapier shines with a flickering sheen of green light that mimics the glittering appearance of Castrovel in the night sky. The carrier of Castrovel’s Beacon instinctively knows Castrovel’s position in the sky even if it hasn’t actually yet risen into view, which grants the wielder a +2 item bonus to Sense Direction when using the stars to orient themself. Additionally, the weapon grants a +2 item bonus to all saving throws against effects that cause the dazzled or blinded conditions. When its brilliant rune is activated, the counteract rank is 6 and the counteract modifier is +21. Activate—Starlight Burst Two Actions (manipulate) Frequency once per day; Effect You cast vibrant pattern from Castrovel’s Beacon as a 6th-rank arcane spell with a DC 31 Will save. Creatures with the elf trait are immune to Starlight Burst, and creatures with the demon trait take a –2 item penalty on all Will saves against the effect.\n","skill_mod":{},"summary":"The tip of this +2 greater striking brilliant standard-grade cold iron rapier shines with a flickering sheen of green light that mimics the …","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Mechanics","Rarity"],"level":14,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3688","source_group":["Spore War"],"spoilers":"Spore War","name":"Castrovel's Beacon","bulk":1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3688"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Spore War","price":450000,"trait":["Holy","Magical","Unique"],"id":"equipment-3689","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Limited\" > Morning Glow May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 4,500 gp Usage held in 2 hands Bulk 2 --- The blade of this +2 greater striking holy standard-grade cold iron elven curve blade shines with a pale fire that illuminates the wielder’s face in a grim visage and produces dim light in a 10-foot emanation. The wielder can suppress or reactivate this light as a single action with the concentrate trait. Activate—Reveal Demons Two Actions (concentrate, manipulate) Frequency once per hour; Effect You brandish Morning Glow and focus on its gleaming light, boosting its illumination so that it produces bright light in a 30-foot emanation (and dim light for another 30 feet) for 10 minutes. All creatures in this area that have the demon trait must attempt a DC 31 Reflex save. Success The demon is unaffected by the glow. Failure The demon becomes outlined with a shimmering aura of dim light that causes it to become dazzled. If the demon was invisible, it becomes concealed instead. If it was already concealed for any other reason, it is no longer concealed. This light affects the demon for 1 minute. Critical Failure As failure, but with a duration of 10 minutes.\n","skill_mod":{},"summary":"The blade of this +2 greater striking holy standard-grade cold iron elven curve blade shines with a pale fire that illuminates the …","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Mechanics","Rarity"],"level":14,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3689","source_group":["Spore War"],"spoilers":"Spore War","name":"Morning Glow","bulk":2,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3689"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"primary_source_group":"Spore War","price":180000,"trait":["Magical","Rare","Staff"],"id":"equipment-3692","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Snowcaster's Staff May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 78 Price 1,800 gp Usage held in 1 hand Bulk 1 --- This +2 striking frost staff is an heirloom that was gifted to Alzarius by his mother when he made his choice to remain in Xer. It is a gift he claims has been handed down through generations of spellcasters in his family. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip frostbite 2nd environmental endurance , resist energy 3rd environmental endurance , slow , wall of wind 4th ice storm , resist energy , vapor form 5th environmental endurance, howling blizzard , wall of ice Craft Requirements Supply one casting of all listed ranks of all listed spells.\n","skill_mod":{},"summary":"This +2 striking frost staff is an heirloom that was gifted to Alzarius by his mother when he made his choice to remain in Xer. It is a …","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Mechanics","Rarity","Equipment"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3692","source_group":["Spore War"],"spoilers":"Spore War","name":"Snowcaster's Staff","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3692"},{"primary_source_category":"Adventure Paths","usage":"worn shoes","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Spore War","price":180000,"skill":["Diplomacy"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3693","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Boots of the Blight May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 78 Price 1,800 gp Usage worn shoes Bulk L --- Tanglebriar is not the only realm plagued by fiendish fungi. The soldiers of Nirmathas have long fought against a similar blight deep in Fangwood, and these boots are one of the more potent tools they’ve developed to help in this pursuit. Now that the Fangwood blight has been mostly contained, many of these boots have been gifted to elven soldiers, for they are equally useful to those who operate within Tanglebriar’s borders. They are also regarded as great trophies for the demons and cultists who dwell within Tanglebriar, for not only can they make use of these boots’ powers, but wearing something created by your enemy gives Treerazer’s agents yet another way to engage in psychological warfare—they often adorn their boots with severed elf ears, or worse! These leather boots remain covered in mud no matter how often they are cleaned. The oiled leather resists water and keeps the feet and legs dry even when wading through water, but the boots retain a damp, fungal smell reminiscent of rotting vegetation. While wearing the boots, you gain a +2 item bonus to Athletics checks to Climb or Swim and to Acrobatics checks to Balance. Activate—Swift Sidestep Reaction (concentrate) Frequency once per hour; Trigger You are about to make a Reflex saving throw against an environmental hazard or terrain feature; Effect The boots help you to avoid the hazard or effect, granting you a +2 status bonus to your saving throw. If you succeed at the saving throw, you become quickened for 1 minute, but can use the additional action only to Stride. Activate—Fungal Stride Two Actions (concentrate) Frequency once per hour; Effect You ignore the effects of difficult terrain and gain resistance 10 to damage caused by hazardous terrain. This activation lasts for 10 minutes.\n","skill_mod":{},"summary":"Tanglebriar is not the only realm plagued by fiendish fungi. The soldiers of Nirmathas have long fought against a similar blight deep in Fangwood, …","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3693","source_group":["Spore War"],"spoilers":"Spore War","name":"Boots of the Blight","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3693"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Spore War","price":120000,"trait":["Invested","Magical","Rare"],"id":"equipment-3694","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Drumish Pearl Token May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 79 Price 1,200 gp Usage worn Bulk L --- This silver brooch features an enormous freshwater pearl pulled from the depths of Lake Encarthan. They are often given to trading partners among Drumish merchants as a sign of favor—not as favored as a fellow Kalistocrat, but nonetheless worth treating well. Openly wearing a Drumish pearl token can work wonders when traveling through Druma, whether on legitimate mercantile business or not, but those who flaunt the token inappropriately must beware of repercussions from the Drumish government! The wearer of a Drumish pearl token benefits from a +2 item bonus to Diplomacy checks to Make an Impression and to their Perception DC when someone attempts to Lie to them. Activate—Subversive Friendship Reaction (concentrate, emotion, mental) Frequency once per day; Trigger You succeed at Making an Impression; Effect You automatically increase the target’s attitude to helpful. If the target’s initial attitude was unfriendly or hostile, they revert to this attitude after 10 minutes and realize they’ve been manipulated by you. Afterward, they might decide to act against you.\n","skill_mod":{},"summary":"This silver brooch features an enormous freshwater pearl pulled from the depths of Lake Encarthan. They are often given to trading partners among …","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3694","source_group":["Spore War"],"spoilers":"Spore War","name":"Drumish Pearl Token","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3694"},{"primary_source_category":"Adventure Paths","usage":"worn headwear","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Spore War","price":300000,"trait":["Invested","Magical","Rare"],"id":"equipment-3695","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Pharasmin Visor May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 79 Price 3,000 gp Usage worn headwear Bulk L --- Popular in Ustalav and other lands where undead are numerous, a Pharasmin visor is a valuable part of any fashionable noble’s armory when attending events in places like Caliphas. This item consists of a metal skullcap helm with a pair of blue crystal lenses extending from each side on metal armatures that can be moved independently in front of or away from the eyes. The helm can appear as either gleaming silver or dull black, and the wearer can alter its appearance whenever they invest the visor. Activate—Pharasma’s Disdain Two Actions (manipulate, mental) Frequency once per day; Effect You adjust the visors so that both are lowered. Your vision becomes obscured, causing you to become dazzled. At the same time, a tiny fraction of Pharasma’s notice seeps out of the visor to fill the area around you in a 30-foot emanation. All undead creatures in this area take 12d6 spirit damage (DC 30 basic Will save). At the end of your turn, both visors automatically rise back up, but you remain dazzled until the start of your next turn. Activate—Pierce the Night Single Action (manipulate) Effect You adjust the helm so that only the left visor is lowered. You gain darkvision until you adjust the visors again or until the item is no longer invested by you, whichever comes first. Activate—Reveal the Unseen Single Action (manipulate) Frequency once per day; Effect You adjust the helm so that only the right visor is lowered. You can see invisible creatures as though they weren’t invisible, although their features are blurred, making them concealed and difficult to identify. You can also see incorporeal creatures like ghosts when they have phased through an object if you are within 10 feet of an object’s surface; they look like blurry shapes seen through those objects. This effect lasts until 8 hours pass, until you adjust the visors again, or until the item is no longer invested by you, whichever comes first. Activate—See Through Death Single Action (manipulate) Effect You adjust the visors so that both are raised. The Pharasmin visor grants a +2 item bonus on all saving throws against effects with the death trait.\n","skill_mod":{},"summary":"Popular in Ustalav and other lands where undead are numerous, a Pharasmin visor is a valuable part of any fashionable noble’s armory when …","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3695","source_group":["Spore War"],"spoilers":"Spore War","name":"Pharasmin Visor","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3695"},{"primary_source_category":"Adventure Paths","usage":"worn garment","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Spore War","price":130000,"skill":["Diplomacy","Performance"],"trait":["Invested","Magical","Rare"],"id":"equipment-3696","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Skirmisher's Coat May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 79 Price 1,300 gp Usage worn garment Bulk L --- Valued among soldiers (particularly those from wartorn Nirmathas) who often find themselves operating undercover, this large-collared garment is reminiscent of a highwayman’s coat. A skirmisher’s coat is cleverly constructed, and contains several concealed pockets and grants the wearer a +2 item bonus to checks made to Conceal an Object. Activate—Costume Change Single Action (concentrate, illusion) Effect You change the shape and appearance of all your clothing, making them appear as ordinary or fine clothes of your imagining. This doesn’t change the statistics of any armor you’re wearing. Only a creature that’s benefiting from truesight or a similar effect can attempt to disbelieve this illusion, with a DC of 28. Activate—Unexpected Armament Single Action (manipulate) Frequency once per day; Effect You reach into one of the coat’s pockets and withdraw a chunk of metal that instantly expands into a common simple or martial melee weapon of your choice. The weapon functions as a +1 striking weapon . When you produce the weapon, you decide if it is made from cold iron or silver, and which one of the following property runes it gains: corrosive, flaming, frost, shock, or thundering. This weapon remains for 1 hour or until it leaves your grasp, at which point it vanishes.\n","skill_mod":{},"summary":"Valued among soldiers (particularly those from wartorn Nirmathas) who often find themselves operating undercover, this large-collared garment is …","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3696","source_group":["Spore War"],"spoilers":"Spore War","name":"Skirmisher's Coat","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3696"},{"primary_source_category":"Adventure Paths","usage":"worn garment","source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Spore War","school":"illusion","price":650000,"trait":["Illusion","Invested","Magical","Unique"],"id":"equipment-3697","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Anima Robe May contain spoilers from Spore War Source Pathfinder #211: The Secret of Deathstalk Tower pg. 81 Price 6,500 gp Usage worn garment Bulk L --- This robe was the favored garment of the legendary Ekujae hero, Iyalirrin. When the draconic god Dahak threatened destruction, Iyalirrin was the primary architect of a powerful ritual to banish him called the anima invocation. Iyalirrin and many others were forced to sacrifice themselves to empower this ritual, but he ensured his Anima Robe remained in good hands before he did so. Since then, the Anima Robe has been worn by dozens of elven occultists and bards who have traveled Golarion and beyond. The Anima Robe has remained in the care of Queen Telandia for only the past few dozen years. While wearing the Anima Robe, you gain a +2 item bonus to Diplomacy checks made to Make an Impression and to all Performance checks. You also gain resistance 10 to to mental damage. Activate—Who Am I? Two Actions (concentrate, illusion, manipulate, visual) Effect With a toss of the robe’s hood, you cast a 3rd-rank illusory disguise on yourself. Activate—Who Are We? Two Actions (concentrate, illusion, manipulate, visual) Frequency once per day; Effect With a whirl of the robe’s hem, you cast a 7th-rank illusory disguise . Activate—Who Are They? Single Action (auditory, concentrate, illusion, manipulate, olfactory, visual) Frequency once per day; Effect With a swish of the robe’s sleeve, you cast a 7th-rank illusory creature .\n","skill_mod":{},"summary":"This robe was the favored garment of the legendary Ekujae hero, Iyalirrin. When the draconic god Dahak threatened destruction, Iyalirrin was the …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3697","source_group":["Spore War"],"spoilers":"Spore War","name":"Anima Robe","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3697"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"primary_source_group":"Spore War","price":650000,"trait":["Divine","Staff","Unique"],"id":"equipment-3698","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Fiendbreaker May contain spoilers from Spore War Source Pathfinder #211: The Secret of Deathstalk Tower pg. 81 Price 6,500 gp Usage held in 1 hand Bulk 1 --- After she led her people through the Darklands to the far side of the world, the elven oracle Jininsiel established the nation of Jinin in the heart of the continent of Tian Xia. As she sought to forge alliances with other lands surrounding her own, Jininsiel crafted potent magic items as gifts. For the people of Tianjing, she created this staff, which served the people of that nation well for many years. They returned it to Jinin as a token of condolence when that nation’s leader passed into the Great Beyond. Many centuries later, when the people of Jinin learned that their kin had returned to Kyonin from Castrovel only to face fiendish threats in their homeland, a group of priests from Jinin traveled across the world to help. They brought with them Fiendbreaker and chose to leave it in Kyonin to help protect them in the future from demonic foes. Fiendbreaker functions as a +2 greater striking holy standard-grade cold iron staff . While wielding the staff, you gain a +2 circumstance bonus to checks made to Recall Knowledge about fiends. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip divine lance 1st sanctuary 2nd see the unseen 3rd anointed ground , holy light 4th clear mind , planar tether 5th banishment , divine wrath 6th holy light , spirit blast ","skill_mod":{},"summary":"After she led her people through the Darklands to the far side of the world, the elven oracle Jininsiel established the nation of Jinin in the heart …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","trait_group":["Tradition","Equipment","Rarity"],"level":15,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3698","source_group":["Spore War"],"spoilers":"Spore War","name":"Fiendbreaker","bulk":1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3698"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Spore War","price":650000,"trait":["Magical","Unique"],"id":"equipment-3699","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Guiding Star Orb May contain spoilers from Spore War Source Pathfinder #211: The Secret of Deathstalk Tower pg. 81 Price 6,500 gp Usage held in 1 hand Bulk L --- Candlaron the Sculptor is one of Kyonin’s most storied and honored wizards. While his final fate is unknown, his greatest creations, the aiudara, remain behind as a legacy of his power—as do other potent items, such as the Guiding Star Orb , a navigational traveling aid that the heroic wizard often relied upon when venturing into an unexplored part of the world. Activate—Embed Location 10 minutes (concentrate) Effect By focusing on the Guiding Star Orb , you embed your current location in the item. Thereafter, anyone who holds the Guiding Star Orb while Casting a Spell with the teleportation trait to travel to this location arrives precisely, without any inaccuracy at all. The Guiding Star Orb can only have one location embedded at a time; if you use this activity a second time, the new location replaces the previous one. Activate—Momentary Aiudara 10 minutes (concentrate, manipulate, teleportation) Frequency once per day; Effect You cause a shimmering magical archway to appear next to you as the Guiding Star Orb casts a 7th-rank teleport to your specifications. If you are teleporting to an aiudara you’ve visited before, you and the targets appear precisely at that location.\n","skill_mod":{},"summary":"Candlaron the Sculptor is one of Kyonin’s most storied and honored wizards. While his final fate is unknown, his greatest creations, the aiudara, …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","trait_group":["Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3699","source_group":["Spore War"],"spoilers":"Spore War","name":"Guiding Star Orb","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3699"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Spore War","price":650000,"trait":["Invested","Magical","Unique"],"id":"equipment-3700","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Slithermaw's Bane May contain spoilers from Spore War Source Pathfinder #211: The Secret of Deathstalk Tower pg. 82 Price 6,500 gp Usage worn armor Bulk L Base Armor Chain Shirt --- This suit of +2 greater resilient elven chain was worn by the elven hero Kyloss Syndar. The armor served him well, but eventually he fell in battle against the demonic hydra Slithermaw. As Kyloss slew the demonic beast, its fangs pierced his chest and mortally wounded the elf. The armor retains several ragged holes along the chest and abdomen where the hydra’s teeth damaged it. Slithermaw’s Bane grants its wearer poison resistance 10, and the resilient rune increases the item bonus on saving throws versus poison by 1 (to +3). Activate—Calistria’s Sting Reaction (concentrate, divine) Frequency once per day; Trigger A creature grapples you; Effect Poison wells up from the armor’s links to seep into the triggering creature’s body, causing it to suffer wracking pains as if it were being stung by thousands of angry wasps. The triggering creature takes 7d6 persistent poison damage (DC 34 basic Fortitude save); this persistent damage cannot be ended as long as the triggering creature continues to grapple you. Activate—Terrain Adaptation 10 minutes (concentrate, divine) Frequency once per day; Effect You alter the exterior of the armor to better adapt to the surrounding terrain: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. You ignore non-magical difficult terrain within the chosen environment and gain a +1 circumstance bonus to saving throws against environmental hazards, natural disasters, and extreme temperatures that originate from that terrain. You are also protected from severe and extreme heat or severe and extreme cold (your choice when you activate this ability). This effect lasts until your next daily preparation.\n","skill_mod":{},"summary":"This suit of +2 greater resilient elven chain was worn by the elven hero Kyloss Syndar. The armor served him well, but eventually he fell in …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","trait_group":["Equipment","Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3700","source_group":["Spore War"],"spoilers":"Spore War","base_item":["Chain Shirt"],"name":"Slithermaw's Bane","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3700"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Spore War","price":650000,"trait":["Magical","Unique"],"id":"equipment-3701","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Soulcutter May contain spoilers from Spore War Source Pathfinder #211: The Secret of Deathstalk Tower pg. 82 Price 6,500 gp Usage held in 1 hand Bulk 2 Base Weapon Elven Curve Blade --- This +2 greater striking astral elven curve blade was the treasured weapon of the Calistrian witch Silisifex, who played several key roles in reclaiming Kyonin from Tanglebriar when the elves returned to Golarion. Although a witch, her mesmerizing skill with the curved blade rivaled that of many soldiers. Her reasons for leaving Soulcutter behind in Kyonin before her final mission into Tanglebriar in an attempt to purify Deathstalk Tower are unknown. As long as you carry Soulcutter , you gain its potency bonus as an item bonus to all saving throws against mental effects. This bonus increases by 2 against possession effects. Activate—Soothe Souls Two Actions (concentrate, healing, manipulate, primal, vitality) Frequency once per day; Effect You whirl Soulcutter in the air around you, rejuvenating the living within a 20-foot emanation around you while castigating those in that area who have no place in nature. You can Sustain this activation for up to 1 minute. Living creatures that start their turn in the area regain 1d8 Hit Points, and any fiend or undead creature that starts its turn in the area takes 1d8 spirit damage. Activate—Soulcutting Storm Two Actions (concentrate, manipulate, primal) Frequency once per day; Effect You swing Soulcutter and cast a 7th-rank weapon storm to your specifications, but all damage caused by the spell is spirit damage. If used to damage a creature that’s possessing another creature, this spell does no damage to the possessed creature.\n","skill_mod":{},"summary":"This +2 greater striking astral elven curve blade was the treasured weapon of the Calistrian witch Silisifex, who played several key …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","trait_group":["Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3701","source_group":["Spore War"],"spoilers":"Spore War","base_item":["Elven Curve Blade"],"name":"Soulcutter","bulk":2,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3701"},{"primary_source_category":"Adventure Paths","usage":"held in 1+ hand(s)","source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Spore War","price":650000,"trait":["Magical","Unique"],"id":"equipment-3702","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Wintershot May contain spoilers from Spore War Source Pathfinder #211: The Secret of Deathstalk Tower pg. 82 Price 6,500 gp Usage held in 1+ hand(s) Bulk 1 Base Weapon Composite Shortbow --- This +2 greater striking frost composite shortbow belonged to a legendary scout, Jelarial, who found herself in command of a company of elves fleeing Mierani north into the Crown of the World to escape the doom of Earthfall thousands of years ago. Wintershot resurfaced during the war to reclaim Kyonin from Tanglebriar several thousand years later, wielded by a succession of mysterious snipers whose movements through the woodland confounded the demons, so much so that it gave rise to rumors that Jelarial’s ghost had returned to the south to aid her kin in a time of need. When making a Strike with Wintershot , targets do not gain concealment from the effects of mist or precipitation, and circumstance penalties to attacks of up to –2 imparted from strong winds are negated. Activate—Auroral Shine Single Action (cold, concentrate, light, primal) Frequency once per 10 minutes; Effect Fire an arrow at a target. If you hit, instead of dealing damage with the arrow, the creature struck must attempt a DC 34 Fortitude save. Critical Success The creature is unaffected. Success The creature is surrounded by shimmering lights akin to an aurora, causing it to become dazzled for 2 rounds. If the creature was invisible, it becomes concealed instead. If the creature was already concealed for any other reason, it is no longer concealed. Failure As success, but the creature also takes 2d6 persistent cold damage, and the light affects the creature for 1 minute. Critical Failure As success, but the creature also takes 4d6 persistent cold damage, and the light affects the creature for 10 minutes. Activate—Signal Flare Single Action (light, manipulate, primal) Frequency once per day; Effect You pull back Wintershot’s string and fire an arrow straight upward. The arrow soars to a height of 500 feet, or until it strikes a solid surface like a ceiling. When it reaches its apex, it explodes in a brilliant burst, creating a 100-foot radius area of bright light and dim light in the next 100 feet. In the night sky, this beacon can be seen clearly for miles. The beacon remains lit for up to 1 minute in a color of your choice. Alternately, you can fire a Signal Flare like a normal arrow to attempt to strike a Target—if it hits, the arrow inflicts normal damage and attempts to counteract one darkness effect of your choice that affects the area you hit with a counteract rank of 7th and a counteract modifier of +26.\n","skill_mod":{},"summary":"This +2 greater striking frost composite shortbow belonged to a legendary scout, Jelarial, who found herself in command of a company of …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","trait_group":["Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3702","source_group":["Spore War"],"spoilers":"Spore War","base_item":["Composite Shortbow"],"name":"Wintershot","bulk":1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3702"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":360,"weakness":{},"saving_throw":"DC 35 Fortitude","primary_source_group":"Spore War","price":200000,"trait":["Alchemical","Consumable","Ingested","Poison","Rare","Virulent"],"id":"equipment-3703","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Limited\" > Deathstalk Mushroom May contain spoilers from Spore War Source Pathfinder #211: The Secret of Deathstalk Tower pg. 83 Price 2,000 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Deathstalk mushrooms that have been alchemically treated into this poison cause those who succumb to suffer horrific hallucinations in which everyone around them distorts into demonic shapes shortly before their own bodies begin to break down and melt from within. Creatures with the fungus trait are immune to this poison and often find the flavor of a deathstalk mushroom to be rather pleasant. Saving Throw DC 35 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 stupefied 1 (1 minute); Stage 2 confused and stupefied 2 (1 minute); Stage 3 16d6 poison damage, confused, and stupefied 3 (1 minute); Stage 4 17d6 poison damage, confused, and stupefied 4 (1 minute)\n","skill_mod":{},"summary":"Deathstalk mushrooms that have been alchemically treated into this poison cause those who succumb to suffer horrific hallucinations in which everyone …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":16,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=3703","source_group":["Spore War"],"spoilers":"Spore War","stage":[" stupefied 1 (1 minute)"," confused and stupefied 2 (1 minute)","16d6 poison damage, confused, and stupefied 3 (1 minute)","17d6 poison damage, confused, and stupefied 4 (1 minute)"],"name":"Deathstalk Mushroom","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-3703"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"primary_source_group":"Spore War","price":450000,"skill":["Folklore"],"trait":["Coda","Occult","Rare","Staff"],"id":"equipment-3704","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Limited\" > Kora of the Unending Story May contain spoilers from Spore War Source Pathfinder #211: The Secret of Deathstalk Tower pg. 83 Price 4,500 gp Usage held in 2 hands Bulk 1 --- This 21-stringed instrument symbolizes connectivity with the past, present, and future. The kora grants a +2 item bonus to Performance checks made to tell stories when used to accompany song or speech. The kora of the unending story is a coda instrument—an item that functions like a staff but in the form of a musical instrument. Activate Cast a Spell; Effect You expend a number of charges from the kora to cast a spell from its list. Cantrip read aura 1st object reading 2nd augury 3rd mind reading 4th read omens 5th vision of death 6th object reading ","skill_mod":{},"summary":"This 21-stringed instrument symbolizes connectivity with the past, present, and future. The kora grants a +2 item bonus to Performance checks made …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","trait_group":["Equipment","Tradition","Rarity"],"level":14,"source_category":["Adventure Paths"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=3704","source_group":["Spore War"],"spoilers":"Spore War","name":"Kora of the Unending Story","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3704"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Item","item_category":"Grimoires","speed":{},"weakness":{},"primary_source_group":"Spore War","price":450000,"trait":["Grimoire","Magical","Unique"],"id":"equipment-3705","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Limited\" > What Doors We Open May contain spoilers from Spore War Source Pathfinder #211: The Secret of Deathstalk Tower pg. 83 Price 4,500 gp Bulk L --- What Doors We Open is the culmination of Aravashnial’s research. Before he was captured, he performed a 1-minute ritual to erase his spells from this book and then hid it at his campsite to prevent his demonic foes from learning too many of his secrets. A spellcaster can transfer their own spells to this grimoire using a similar 1-minute ritual. When a spellcaster prepares their spells from it, they gain the ability to Activate the grimoire until their next daily preparations and gain a +2 item bonus to checks made to Recall Knowledge about demons. A grimoire’s benefits apply only to spells cast via spell slots. No one can use more than one grimoire per day, nor can a grimoire be used by more than one person per day. Activate—Cast Out Single Action (concentrate) Frequency once per day; Effect If the next activity you take this round is to cast banishment prepared from this grimoire, it counts as the extra cost of adding an object that is anathema to the creature and gives the creature a –2 circumstance penalty to its save. If the targeted creature is a demon, increase this to a –3 circumstance penalty. Activate—Open the Door Within Single Action (manipulate) Effect The inside back cover of What Doors We Open features a realistic depiction of a bejeweled door set in a stone wall. When you Open the Door Within, you open that door to reveal an extradimensional space that otherwise functions identically to a type II spacious pouch.\n","skill_mod":{},"summary":" What Doors We Open is the culmination of Aravashnial’s research. Before he was captured, he performed a 1-minute ritual to erase his spells from …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","trait_group":["Equipment","Mechanics","Rarity"],"level":14,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3705","source_group":["Spore War"],"spoilers":"Spore War","name":"What Doors We Open","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3705"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #212: A Voice in the Blight"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Spore War","price":6000000,"trait":["Magical","Rare","Unholy"],"id":"equipment-3713","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Limited\" > Apotheosis Knife May contain spoilers from Spore War Source Pathfinder #212: A Voice in the Blight pg. 79 Price 60,000 gp Usage held in 1 hand Bulk L Base Weapon Dagger --- This slim +3 major striking unholy wounding dagger has a curved blade akin to that of a peeling knife. Soft elf-leather strips adorn the handle. If you are a demon, it amplifies any auras you have by granting a +1 item bonus to your aura’s DCs. Activate—Burrowing Splinter Single Action (manipulate) Frequency once per day; Requirements Your previous action was a successful Strike with the apotheosis knife ; Effect You twist the blade, causing a sliver of the dagger to break off inside the body of the creature you damaged with the apotheosis knife on your prior action. Just as the blade itself cuts away flesh, this splinter slices away at the target’s mind. The target must attempt a DC 43 Will save. If the target is a demon, the burrowing splinter automatically triggers the effects of their sin vulnerability, regardless of their saving throw result. Critical Success The target takes no additional damage. Success The target takes 6d6 mental damage and is stupefied 1 until the end of their next turn. Failure The target takes 6d6 persistent mental damage and is stupefied 1 with an unlimited duration. Critical Failure The target takes 12d6 persistent mental damage, is stupefied 1 with an unlimited duration, and is stunned 3.\n","skill_mod":{},"summary":"This slim +3 major striking unholy wounding dagger has a curved blade akin to that of a peeling knife. Soft elf-leather strips adorn the …","primary_source":"Pathfinder #212: A Voice in the Blight","trait_group":["Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3713","source_group":["Spore War"],"spoilers":"Spore War","base_item":["Dagger"],"name":"Apotheosis Knife","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3713"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #212: A Voice in the Blight"],"type":"Item","item_category":"Other","speed":{},"weakness":{},"primary_source_group":"Spore War","price":1250000,"trait":["Magical","Rare","Void","Negative"],"id":"equipment-3714","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Limited\" > Void Shackles May contain spoilers from Spore War Source Pathfinder #212: A Voice in the Blight pg. 79 Price 12,500 gp Usage held in 2 hands --- Void shackles are built from supernatural crystals that form in the Void—materials that dig painfully into the flesh of those they restrain. A set of void shackles functions as superior manacles, but while they are in the Void, the crystals fluctuate in response to the plane’s energy, which increases all DCs to remove them or Escape by 1 to DC 43. If a check to remove void shackles from a creature fails, the wearer of the manacles takes 10d6 void damage (DC 37 basic Fortitude save). While a creature is manacled, the void shackles attempt to counteract any teleportation effect that targets the manacled creature, with a counteract rank of 9th and a +25 modifier to the roll. If the teleportation effect is countered, the manacled creature takes 10d6 void damage (DC 37 basic Fortitude save). Void shackles can be placed on incorporeal creatures as if they were not incorporeal. An incorporeal creature manacled by void shackles cannot pass through solid objects. Even a soul can be restrained via void shackles , provided the soul was of a 17th- or lower-level creature in life. A soul held in void shackles cannot move on to the afterlife, cannot become undead, and can be transported by simply transporting the shackles. Activate—Affix Shackle Two Actions (manipulate) Effect You affix the void shackles to a helpless or willing creature or to any 17th- or lower-level soul. The shackles grow in size to accommodate the wrists or ankles of any size creature. Activate—Release Shackle Two Actions (manipulate) Effect You cause the void shackles to open and release their prisoner. If you were not the one to affix the shackles to that creature or soul, you must attempt a DC 43 Will save. Critical Success The shackles open. Success The shackles open, but you and the shackled creature take 5d6 void damage. Failure The shackles do not open, and you and the shackled creature take 10d6 void damage. Critical Failure As failure, but 20d6 void damage.\n","skill_mod":{},"summary":" Void shackles are built from supernatural crystals that form in the Void—materials that dig painfully into the flesh of those they restrain. A set …","primary_source":"Pathfinder #212: A Voice in the Blight","trait_group":["Mechanics","Rarity","Energy","Planar","Creature Type"],"level":17,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3714","source_group":["Spore War"],"spoilers":"Spore War","name":"Void Shackles","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3714"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #201: Pactbreaker"],"type":"Item","item_category":"Consumables","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 20","primary_source_group":"Wardens of Wildwood","price":2500,"trait":["Consumable","Inhaled","Magical","Poison","Primal"],"id":"equipment-3715","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Primal Pollen Source Pathfinder #201: Pactbreaker pg. 17 Price 25 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This magical flower immediately grows and blooms when planted, showering the area with intoxicating pollen. Insects take a –4 penalty on Fortitude saves to resist this poison. Saving Throw DC 20; Maximum Duration 6 rounds; Stage 1 fascinated and slowed 1 (1 round); Stage 2 confused and slowed 1 (1 round); Stage 3 confused (1 round); Stage 4 unconscious\n","skill_mod":{},"summary":"This magical flower immediately grows and blooms when planted, showering the area with intoxicating pollen. Insects take a –4 penalty on Fortitude …","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Equipment","Poison","Mechanics","Affliction","Tradition"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3715","source_group":["Wardens of Wildwood"],"stage":[" fascinated and slowed 1 (1 round)"," confused and slowed 1 (1 round)","confused (1 round)"],"name":"Primal Pollen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"equipment-3715"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #201: Pactbreaker"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","price":100,"trait":["Uncommon"],"id":"equipment-3716","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Beekeeper's Smoker May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 48 Price 1 gp Usage held in 1 hand Activate Two Actions (manipulate) --- This device resembles a teapot with a trigger. When filled with cloth fuel (worth 1 cp) and lit, it smolders and gradually fills with smoke for 10 minutes, during which time you can squeeze the trigger to spray smoke. Activate—Spray Smoke Single Action (manipulate) Frequency once per minute; Effect You expel smoke into an adjacent 5-foot square. All creatures in that area are concealed, and other creatures are concealed to them. The smoke lasts for 1d4 rounds or until dispersed by strong wind.\n","skill_mod":{},"summary":"This device resembles a teapot with a trigger. When filled with cloth fuel (worth 1 cp) and lit, it smolders and gradually fills with smoke for 10 …","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3716","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Beekeeper's Smoker","actions_number":4,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3716"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 22 Fortitude","primary_source_group":"Wardens of Wildwood","price":4500,"trait":["Alchemical","Consumable","Contact","Poison","Rare"],"id":"equipment-3717","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Creeping Death May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 17 Price 45 gp Usage held in 2 hands Bulk L Activate Two Actions Interact --- Saving Throw DC 22 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and stunned 1 (2 rounds); Stage 2 2d6 poison damage and confused (1 round); Stage 3 2d6 poison damage and controlled (2 days); Stage 4 dead. A creature that dies while infected with creeping death immediately releases a burst of spores in a 15-foot emanation, exposing creatures in the area to creeping death. If the corpse of a creature killed by creeping death isn’t burned, it rises as the host of a cythnophorian 12 hours later.\n","skill_mod":{},"summary":" Saving Throw DC 22 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and stunned 1 (2 rounds); Stage 2 2d6 …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=3717","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","stage":["2d6 poison damage and stunned 1 (2 rounds)","2d6 poison damage and confused (1 round)","2d6 poison damage and controlled (2 days)"],"name":"Creeping Death","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"equipment-3717"},{"item_child_id":["equipment-3718-3456","equipment-3718-3457","equipment-3718-3458","equipment-3718-3459","equipment-3718-3460","equipment-3718-3461"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #201: Pactbreaker"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Healing","Magical","Rare","Vitality","Wand","Positive"],"id":"equipment-3718","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Limited\" > Arboreal Wand May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 81 Usage held in 1 hand Bulk L --- This gnarled wand is made from the branch of an arboreal. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, the raw primal energy stored within the arboreal from which the wand was made washes over one target you choose and tries to purify its essence. The wand attempts to counteract the lowest level affliction affecting your target. It uses your casting modifier and a counteract rank of half the wand’s item level rounded up. Craft Requirements Supply a casting of heal of the appropriate level and a branch freely given by an arboreal. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Arboreal Wand (2nd-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Arboreal Wand (3rd-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Arboreal Wand (4th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Arboreal Wand (5th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Arboreal Wand (6th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Limited\" > Arboreal Wand (7th-rank spell) Source Pathfinder #201: Pactbreaker pg. 81 Price 40,000 gp ","skill_mod":{},"summary":"This gnarled wand is made from the branch of an arboreal . ","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Mechanics","Rarity","Energy","Planar","Creature Type","Equipment"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3718","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Arboreal Wand","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3718"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #201: Pactbreaker"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3718","weakness":{},"primary_source_group":"Wardens of Wildwood","price":70000,"trait":["Healing","Magical","Rare","Vitality","Wand","Positive"],"id":"equipment-3718-3456","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Limited\" > Arboreal Wand May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 81 Usage held in 1 hand Bulk L --- This gnarled wand is made from the branch of an arboreal. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, the raw primal energy stored within the arboreal from which the wand was made washes over one target you choose and tries to purify its essence. The wand attempts to counteract the lowest level affliction affecting your target. It uses your casting modifier and a counteract rank of half the wand’s item level rounded up. Craft Requirements Supply a casting of heal of the appropriate level and a branch freely given by an arboreal. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Arboreal Wand (2nd-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Arboreal Wand (3rd-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Arboreal Wand (4th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Arboreal Wand (5th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Arboreal Wand (6th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Limited\" > Arboreal Wand (7th-rank spell) Source Pathfinder #201: Pactbreaker pg. 81 Price 40,000 gp ","skill_mod":{},"summary":"This gnarled wand is made from the branch of an arboreal .","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Mechanics","Rarity","Energy","Planar","Creature Type","Equipment"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3718","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Arboreal Wand (2nd-rank spell)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3718-3456"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #201: Pactbreaker"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3718","weakness":{},"primary_source_group":"Wardens of Wildwood","price":140000,"trait":["Healing","Magical","Rare","Vitality","Wand","Positive"],"id":"equipment-3718-3457","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Limited\" > Arboreal Wand May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 81 Usage held in 1 hand Bulk L --- This gnarled wand is made from the branch of an arboreal. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, the raw primal energy stored within the arboreal from which the wand was made washes over one target you choose and tries to purify its essence. The wand attempts to counteract the lowest level affliction affecting your target. It uses your casting modifier and a counteract rank of half the wand’s item level rounded up. Craft Requirements Supply a casting of heal of the appropriate level and a branch freely given by an arboreal. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Arboreal Wand (2nd-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Arboreal Wand (3rd-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Arboreal Wand (4th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Arboreal Wand (5th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Arboreal Wand (6th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Limited\" > Arboreal Wand (7th-rank spell) Source Pathfinder #201: Pactbreaker pg. 81 Price 40,000 gp ","skill_mod":{},"summary":"This gnarled wand is made from the branch of an arboreal .","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Mechanics","Rarity","Energy","Planar","Creature Type","Equipment"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3718","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Arboreal Wand (3rd-rank spell)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3718-3457"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #201: Pactbreaker"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3718","weakness":{},"primary_source_group":"Wardens of Wildwood","price":300000,"trait":["Healing","Magical","Rare","Vitality","Wand","Positive"],"id":"equipment-3718-3458","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Limited\" > Arboreal Wand May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 81 Usage held in 1 hand Bulk L --- This gnarled wand is made from the branch of an arboreal. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, the raw primal energy stored within the arboreal from which the wand was made washes over one target you choose and tries to purify its essence. The wand attempts to counteract the lowest level affliction affecting your target. It uses your casting modifier and a counteract rank of half the wand’s item level rounded up. Craft Requirements Supply a casting of heal of the appropriate level and a branch freely given by an arboreal. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Arboreal Wand (2nd-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Arboreal Wand (3rd-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Arboreal Wand (4th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Arboreal Wand (5th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Arboreal Wand (6th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Limited\" > Arboreal Wand (7th-rank spell) Source Pathfinder #201: Pactbreaker pg. 81 Price 40,000 gp ","skill_mod":{},"summary":"This gnarled wand is made from the branch of an arboreal .","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Mechanics","Rarity","Energy","Planar","Creature Type","Equipment"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3718","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Arboreal Wand (4th-rank spell)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3718-3458"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #201: Pactbreaker"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3718","weakness":{},"primary_source_group":"Wardens of Wildwood","price":650000,"trait":["Healing","Magical","Rare","Vitality","Wand","Positive"],"id":"equipment-3718-3459","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Limited\" > Arboreal Wand May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 81 Usage held in 1 hand Bulk L --- This gnarled wand is made from the branch of an arboreal. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, the raw primal energy stored within the arboreal from which the wand was made washes over one target you choose and tries to purify its essence. The wand attempts to counteract the lowest level affliction affecting your target. It uses your casting modifier and a counteract rank of half the wand’s item level rounded up. Craft Requirements Supply a casting of heal of the appropriate level and a branch freely given by an arboreal. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Arboreal Wand (2nd-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Arboreal Wand (3rd-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Arboreal Wand (4th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Arboreal Wand (5th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Arboreal Wand (6th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Limited\" > Arboreal Wand (7th-rank spell) Source Pathfinder #201: Pactbreaker pg. 81 Price 40,000 gp ","skill_mod":{},"summary":"This gnarled wand is made from the branch of an arboreal .","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Mechanics","Rarity","Energy","Planar","Creature Type","Equipment"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3718","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Arboreal Wand (5th-rank spell)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3718-3459"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #201: Pactbreaker"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3718","weakness":{},"primary_source_group":"Wardens of Wildwood","price":1500000,"trait":["Healing","Magical","Rare","Vitality","Wand","Positive"],"id":"equipment-3718-3460","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Limited\" > Arboreal Wand May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 81 Usage held in 1 hand Bulk L --- This gnarled wand is made from the branch of an arboreal. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, the raw primal energy stored within the arboreal from which the wand was made washes over one target you choose and tries to purify its essence. The wand attempts to counteract the lowest level affliction affecting your target. It uses your casting modifier and a counteract rank of half the wand’s item level rounded up. Craft Requirements Supply a casting of heal of the appropriate level and a branch freely given by an arboreal. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Arboreal Wand (2nd-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Arboreal Wand (3rd-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Arboreal Wand (4th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Arboreal Wand (5th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Arboreal Wand (6th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Limited\" > Arboreal Wand (7th-rank spell) Source Pathfinder #201: Pactbreaker pg. 81 Price 40,000 gp ","skill_mod":{},"summary":"This gnarled wand is made from the branch of an arboreal .","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Mechanics","Rarity","Energy","Planar","Creature Type","Equipment"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3718","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Arboreal Wand (6th-rank spell)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3718-3460"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #201: Pactbreaker"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3718","weakness":{},"primary_source_group":"Wardens of Wildwood","price":4000000,"trait":["Healing","Magical","Rare","Vitality","Wand","Positive"],"id":"equipment-3718-3461","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Limited\" > Arboreal Wand May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 81 Usage held in 1 hand Bulk L --- This gnarled wand is made from the branch of an arboreal. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, the raw primal energy stored within the arboreal from which the wand was made washes over one target you choose and tries to purify its essence. The wand attempts to counteract the lowest level affliction affecting your target. It uses your casting modifier and a counteract rank of half the wand’s item level rounded up. Craft Requirements Supply a casting of heal of the appropriate level and a branch freely given by an arboreal. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Arboreal Wand (2nd-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 700 gp <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Arboreal Wand (3rd-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 1,400 gp <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Arboreal Wand (4th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 3,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Arboreal Wand (5th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 6,500 gp <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Arboreal Wand (6th-rank spell) Source Pathfinder #201: Pactbreaker pg. 241 Price 15,000 gp <title level=\"2\" right=\"Item 19\" pfs=\"Limited\" > Arboreal Wand (7th-rank spell) Source Pathfinder #201: Pactbreaker pg. 81 Price 40,000 gp ","skill_mod":{},"summary":"This gnarled wand is made from the branch of an arboreal .","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Mechanics","Rarity","Energy","Planar","Creature Type","Equipment"],"level":19,"source_category":["Adventure Paths"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3718","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Arboreal Wand (7th-rank spell)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3718-3461"},{"item_child_id":["equipment-3719-3462","equipment-3719-3463","equipment-3719-3464"],"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #201: Pactbreaker"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Consumable","Magical","Rare"],"id":"equipment-3719","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Skitter Knot May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 81 Usage affixed to armor Activate Free Action envision Trigger You are dying at the beginning of your turn. --- Carved from an arboreal’s knuckle, this wooden torus can be activated despite your being unconscious. The knot then sprouts several roots that arch over your body like a spider’s legs. These lift you a few inches off the ground before Striding and carrying you with them. The roots prioritize taking you away from obvious harm, though as a reaction, an ally who speaks Arboreal can command the roots to carry you to a particular point within range. After moving, the roots continue protecting you; this counts as Raising a Shield, giving you a +1 circumstance bonus to AC until the beginning of your next turn. The roots use the Shield Block reaction against the first physical attack against you, after which the roots crumble. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Lesser Skitter Knot Source Pathfinder #201: Pactbreaker pg. 81 Price 50 gp --- The roots carry you up to 10 feet and have Hardness 5. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Skitter Knot Source Pathfinder #201: Pactbreaker pg. 81 Price 275 gp --- The roots carry you up to 15 feet and have Hardness 10. <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Major Skitter Knot Source Pathfinder #201: Pactbreaker pg. 81 Price 1,800 gp --- The roots carry you up to 20 feet and have Hardness 20.","skill_mod":{},"summary":"Carved from an arboreal’s knuckle, this wooden torus can be activated despite your being unconscious. The knot then sprouts several roots that arch …","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"trigger":"You are dying at the beginning of your turn.","resistance":{},"url":"/Equipment.aspx?ID=3719","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Skitter Knot","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"rare","slug":"equipment-3719"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #201: Pactbreaker"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3719","weakness":{},"primary_source_group":"Wardens of Wildwood","price":5000,"trait":["Consumable","Magical","Rare"],"id":"equipment-3719-3462","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Skitter Knot May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 81 Usage affixed to armor Activate Free Action envision Trigger You are dying at the beginning of your turn. --- Carved from an arboreal’s knuckle, this wooden torus can be activated despite your being unconscious. The knot then sprouts several roots that arch over your body like a spider’s legs. These lift you a few inches off the ground before Striding and carrying you with them. The roots prioritize taking you away from obvious harm, though as a reaction, an ally who speaks Arboreal can command the roots to carry you to a particular point within range. After moving, the roots continue protecting you; this counts as Raising a Shield, giving you a +1 circumstance bonus to AC until the beginning of your next turn. The roots use the Shield Block reaction against the first physical attack against you, after which the roots crumble. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Lesser Skitter Knot Source Pathfinder #201: Pactbreaker pg. 81 Price 50 gp --- The roots carry you up to 10 feet and have Hardness 5. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Skitter Knot Source Pathfinder #201: Pactbreaker pg. 81 Price 275 gp --- The roots carry you up to 15 feet and have Hardness 10. <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Major Skitter Knot Source Pathfinder #201: Pactbreaker pg. 81 Price 1,800 gp --- The roots carry you up to 20 feet and have Hardness 20.","skill_mod":{},"summary":"The roots carry you up to 10 feet and have Hardness 5.","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"trigger":"You are dying at the beginning of your turn.","resistance":{},"url":"/Equipment.aspx?ID=3719","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Lesser Skitter Knot","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"rare","slug":"equipment-3719-3462"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #201: Pactbreaker"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3719","weakness":{},"primary_source_group":"Wardens of Wildwood","price":27500,"trait":["Consumable","Magical","Rare"],"id":"equipment-3719-3463","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Skitter Knot May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 81 Usage affixed to armor Activate Free Action envision Trigger You are dying at the beginning of your turn. --- Carved from an arboreal’s knuckle, this wooden torus can be activated despite your being unconscious. The knot then sprouts several roots that arch over your body like a spider’s legs. These lift you a few inches off the ground before Striding and carrying you with them. The roots prioritize taking you away from obvious harm, though as a reaction, an ally who speaks Arboreal can command the roots to carry you to a particular point within range. After moving, the roots continue protecting you; this counts as Raising a Shield, giving you a +1 circumstance bonus to AC until the beginning of your next turn. The roots use the Shield Block reaction against the first physical attack against you, after which the roots crumble. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Lesser Skitter Knot Source Pathfinder #201: Pactbreaker pg. 81 Price 50 gp --- The roots carry you up to 10 feet and have Hardness 5. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Skitter Knot Source Pathfinder #201: Pactbreaker pg. 81 Price 275 gp --- The roots carry you up to 15 feet and have Hardness 10. <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Major Skitter Knot Source Pathfinder #201: Pactbreaker pg. 81 Price 1,800 gp --- The roots carry you up to 20 feet and have Hardness 20.","skill_mod":{},"summary":"The roots carry you up to 15 feet and have Hardness 10.","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"trigger":"You are dying at the beginning of your turn.","resistance":{},"url":"/Equipment.aspx?ID=3719","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Greater Skitter Knot","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"rare","slug":"equipment-3719-3463"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #201: Pactbreaker"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3719","weakness":{},"primary_source_group":"Wardens of Wildwood","price":180000,"trait":["Consumable","Magical","Rare"],"id":"equipment-3719-3464","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Skitter Knot May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 81 Usage affixed to armor Activate Free Action envision Trigger You are dying at the beginning of your turn. --- Carved from an arboreal’s knuckle, this wooden torus can be activated despite your being unconscious. The knot then sprouts several roots that arch over your body like a spider’s legs. These lift you a few inches off the ground before Striding and carrying you with them. The roots prioritize taking you away from obvious harm, though as a reaction, an ally who speaks Arboreal can command the roots to carry you to a particular point within range. After moving, the roots continue protecting you; this counts as Raising a Shield, giving you a +1 circumstance bonus to AC until the beginning of your next turn. The roots use the Shield Block reaction against the first physical attack against you, after which the roots crumble. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Lesser Skitter Knot Source Pathfinder #201: Pactbreaker pg. 81 Price 50 gp --- The roots carry you up to 10 feet and have Hardness 5. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Skitter Knot Source Pathfinder #201: Pactbreaker pg. 81 Price 275 gp --- The roots carry you up to 15 feet and have Hardness 10. <title level=\"2\" right=\"Item 16\" pfs=\"Limited\" > Major Skitter Knot Source Pathfinder #201: Pactbreaker pg. 81 Price 1,800 gp --- The roots carry you up to 20 feet and have Hardness 20.","skill_mod":{},"summary":"The roots carry you up to 20 feet and have Hardness 20.","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Equipment","Mechanics","Rarity"],"level":16,"source_category":["Adventure Paths"],"trigger":"You are dying at the beginning of your turn.","resistance":{},"url":"/Equipment.aspx?ID=3719","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Major Skitter Knot","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"rare","slug":"equipment-3719-3464"},{"item_child_id":["equipment-3720-3465","equipment-3720-3466"],"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Magical","Rare"],"id":"equipment-3720","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Hero's Plate May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 77 Usage worn armor Bulk 4 Base Armor Full Plate --- Golden images of heroic deeds decorate the black plates of this +1 resilient full plate . You gain resistance 5 to mental damage and a +1 status bonus to saves against fear. Activate—Personal Legend Single Action (concentrate) Frequency once per day; Effect The scenes depicted on your armor shift and change, making room to accommodate your current heroic feats. You cast heroism on yourself. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Hero’s Plate Source Pathfinder #202: Severed at the Root pg. 77 Price 1,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Greater Hero’s Plate Source Pathfinder #202: Severed at the Root pg. 77 Price 22,500 gp --- The armor is +2 greater resilient full plate , the resistance increases to 10, the status bonus increases to +2, and heroism is heightened to 6th-rank.","skill_mod":{},"summary":"Golden images of heroic deeds decorate the black plates of this +1 resilient full plate . You gain resistance 5 to mental damage and a +1 …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3720","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","base_item":["Full Plate"],"name":"Hero's Plate","bulk":4,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3720"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-3720","weakness":{},"primary_source_group":"Wardens of Wildwood","price":100000,"trait":["Magical","Rare"],"id":"equipment-3720-3465","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Hero's Plate May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 77 Usage worn armor Bulk 4 Base Armor Full Plate --- Golden images of heroic deeds decorate the black plates of this +1 resilient full plate . You gain resistance 5 to mental damage and a +1 status bonus to saves against fear. Activate—Personal Legend Single Action (concentrate) Frequency once per day; Effect The scenes depicted on your armor shift and change, making room to accommodate your current heroic feats. You cast heroism on yourself. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Hero’s Plate Source Pathfinder #202: Severed at the Root pg. 77 Price 1,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Greater Hero’s Plate Source Pathfinder #202: Severed at the Root pg. 77 Price 22,500 gp --- The armor is +2 greater resilient full plate , the resistance increases to 10, the status bonus increases to +2, and heroism is heightened to 6th-rank.","skill_mod":{},"summary":"Golden images of heroic deeds decorate the black plates of this +1 resilient full plate . You gain resistance 5 to mental damage and a +1 …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3720","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","base_item":["Full Plate"],"name":"Hero’s Plate","bulk":4,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3720-3465"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-3720","weakness":{},"primary_source_group":"Wardens of Wildwood","price":2250000,"trait":["Magical","Rare"],"id":"equipment-3720-3466","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Limited\" > Hero's Plate May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 77 Usage worn armor Bulk 4 Base Armor Full Plate --- Golden images of heroic deeds decorate the black plates of this +1 resilient full plate . You gain resistance 5 to mental damage and a +1 status bonus to saves against fear. Activate—Personal Legend Single Action (concentrate) Frequency once per day; Effect The scenes depicted on your armor shift and change, making room to accommodate your current heroic feats. You cast heroism on yourself. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Hero’s Plate Source Pathfinder #202: Severed at the Root pg. 77 Price 1,000 gp <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Greater Hero’s Plate Source Pathfinder #202: Severed at the Root pg. 77 Price 22,500 gp --- The armor is +2 greater resilient full plate , the resistance increases to 10, the status bonus increases to +2, and heroism is heightened to 6th-rank.","skill_mod":{},"summary":"The armor is +2 greater resilient full plate , the resistance increases to 10, the status bonus increases to +2, and heroism is heightened …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Rarity"],"level":18,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3720","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","base_item":["Full Plate"],"name":"Greater Hero’s Plate","bulk":4,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3720-3466"},{"item_child_id":["equipment-3721-3467","equipment-3721-3468","equipment-3721-3469","equipment-3721-3470"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Alchemical","Bomb","Consumable","Splash","Uncommon","Void","Negative"],"id":"equipment-3721","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Defoliation Bomb May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- This brightly painted ceramic sphere contains chemicals that cause plants to wither and die. A defoliation bomb deals the listed void damage, persistent void damage, and splash damage to all plants in the area. Non-creature plants in the area immediately wither and die. Many types grant a bonus to attack rolls. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 77 Price 7 gp --- The bomb deals 1d6 void damage, 1d4 persistent void damage, and 1 void splash damage. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 18 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 void damage, 2d4 persistent void damage, and 2 void splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 35 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 void damage, 3d4 persistent void damage, and 3 void splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 3,600 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 void damage, 4d4 persistent void damage, and 4 void splash damage.","skill_mod":{},"summary":"This brightly painted ceramic sphere contains chemicals that cause plants to wither and die. A defoliation bomb deals the listed void damage, …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity","Energy","Planar","Creature Type"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3721","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Defoliation Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3721"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3721","weakness":{},"primary_source_group":"Wardens of Wildwood","price":700,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon","Void","Negative"],"id":"equipment-3721-3467","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Defoliation Bomb May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- This brightly painted ceramic sphere contains chemicals that cause plants to wither and die. A defoliation bomb deals the listed void damage, persistent void damage, and splash damage to all plants in the area. Non-creature plants in the area immediately wither and die. Many types grant a bonus to attack rolls. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 77 Price 7 gp --- The bomb deals 1d6 void damage, 1d4 persistent void damage, and 1 void splash damage. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 18 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 void damage, 2d4 persistent void damage, and 2 void splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 35 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 void damage, 3d4 persistent void damage, and 3 void splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 3,600 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 void damage, 4d4 persistent void damage, and 4 void splash damage.","skill_mod":{},"summary":"The bomb deals 1d6 void damage, 1d4 persistent void damage, and 1 void splash damage.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity","Energy","Planar","Creature Type"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3721","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Lesser Defoliation Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3721-3467"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3721","weakness":{},"primary_source_group":"Wardens of Wildwood","price":1800,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon","Void","Negative"],"id":"equipment-3721-3468","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Defoliation Bomb May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- This brightly painted ceramic sphere contains chemicals that cause plants to wither and die. A defoliation bomb deals the listed void damage, persistent void damage, and splash damage to all plants in the area. Non-creature plants in the area immediately wither and die. Many types grant a bonus to attack rolls. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 77 Price 7 gp --- The bomb deals 1d6 void damage, 1d4 persistent void damage, and 1 void splash damage. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 18 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 void damage, 2d4 persistent void damage, and 2 void splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 35 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 void damage, 3d4 persistent void damage, and 3 void splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 3,600 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 void damage, 4d4 persistent void damage, and 4 void splash damage.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d6 void damage, 2d4 persistent void damage, and 2 void splash damage.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity","Energy","Planar","Creature Type"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3721","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Moderate Defoliation Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3721-3468"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3721","weakness":{},"primary_source_group":"Wardens of Wildwood","price":3500,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon","Void","Negative"],"id":"equipment-3721-3469","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Defoliation Bomb May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- This brightly painted ceramic sphere contains chemicals that cause plants to wither and die. A defoliation bomb deals the listed void damage, persistent void damage, and splash damage to all plants in the area. Non-creature plants in the area immediately wither and die. Many types grant a bonus to attack rolls. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 77 Price 7 gp --- The bomb deals 1d6 void damage, 1d4 persistent void damage, and 1 void splash damage. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 18 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 void damage, 2d4 persistent void damage, and 2 void splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 35 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 void damage, 3d4 persistent void damage, and 3 void splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 3,600 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 void damage, 4d4 persistent void damage, and 4 void splash damage.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d6 void damage, 3d4 persistent void damage, and 3 void splash damage.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity","Energy","Planar","Creature Type"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3721","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Greater Defoliation Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3721-3469"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3721","weakness":{},"primary_source_group":"Wardens of Wildwood","price":360000,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon","Void","Negative"],"id":"equipment-3721-3470","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Defoliation Bomb May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- This brightly painted ceramic sphere contains chemicals that cause plants to wither and die. A defoliation bomb deals the listed void damage, persistent void damage, and splash damage to all plants in the area. Non-creature plants in the area immediately wither and die. Many types grant a bonus to attack rolls. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 77 Price 7 gp --- The bomb deals 1d6 void damage, 1d4 persistent void damage, and 1 void splash damage. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 18 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 void damage, 2d4 persistent void damage, and 2 void splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 35 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 void damage, 3d4 persistent void damage, and 3 void splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Defoliation Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 3,600 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 void damage, 4d4 persistent void damage, and 4 void splash damage.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d6 void damage, 4d4 persistent void damage, and 4 void splash damage.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity","Energy","Planar","Creature Type"],"level":18,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3721","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Major Defoliation Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3721-3470"},{"item_child_id":["equipment-3722-3471","equipment-3722-3472","equipment-3722-3473","equipment-3722-3474"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-3722","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Nail Bomb May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 78 Usage held in 1 hand Bulk L Activate Single Action Strike --- This pressurized iron casing bursts open when struck, releasing cold iron shrapnel. The bomb deals the listed piercing damage and piercing splash damage from a cold iron source. Many types grant a bonus to attack rolls. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 8 gp --- The bomb deals 2d4 piercing damage and 1 piercing splash damage. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 16 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 4d4 piercing damage and 2 piercing splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 350 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 6d4 piercing damage and 3 piercing splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 4,000 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 8d4 piercing damage and 4 piercing splash damage.","skill_mod":{},"summary":"This pressurized iron casing bursts open when struck, releasing cold iron shrapnel. The bomb deals the listed piercing damage and piercing splash …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3722","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Nail Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3722"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3722","weakness":{},"primary_source_group":"Wardens of Wildwood","price":800,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-3722-3471","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Nail Bomb May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 78 Usage held in 1 hand Bulk L Activate Single Action Strike --- This pressurized iron casing bursts open when struck, releasing cold iron shrapnel. The bomb deals the listed piercing damage and piercing splash damage from a cold iron source. Many types grant a bonus to attack rolls. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 8 gp --- The bomb deals 2d4 piercing damage and 1 piercing splash damage. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 16 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 4d4 piercing damage and 2 piercing splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 350 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 6d4 piercing damage and 3 piercing splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 4,000 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 8d4 piercing damage and 4 piercing splash damage.","skill_mod":{},"summary":"The bomb deals 2d4 piercing damage and 1 piercing splash damage.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3722","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Lesser Nail Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3722-3471"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3722","weakness":{},"primary_source_group":"Wardens of Wildwood","price":1600,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-3722-3472","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Nail Bomb May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 78 Usage held in 1 hand Bulk L Activate Single Action Strike --- This pressurized iron casing bursts open when struck, releasing cold iron shrapnel. The bomb deals the listed piercing damage and piercing splash damage from a cold iron source. Many types grant a bonus to attack rolls. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 8 gp --- The bomb deals 2d4 piercing damage and 1 piercing splash damage. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 16 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 4d4 piercing damage and 2 piercing splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 350 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 6d4 piercing damage and 3 piercing splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 4,000 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 8d4 piercing damage and 4 piercing splash damage.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 4d4 piercing damage and 2 piercing splash damage.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3722","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Moderate Nail Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3722-3472"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3722","weakness":{},"primary_source_group":"Wardens of Wildwood","price":35000,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-3722-3473","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Nail Bomb May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 78 Usage held in 1 hand Bulk L Activate Single Action Strike --- This pressurized iron casing bursts open when struck, releasing cold iron shrapnel. The bomb deals the listed piercing damage and piercing splash damage from a cold iron source. Many types grant a bonus to attack rolls. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 8 gp --- The bomb deals 2d4 piercing damage and 1 piercing splash damage. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 16 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 4d4 piercing damage and 2 piercing splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 350 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 6d4 piercing damage and 3 piercing splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 4,000 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 8d4 piercing damage and 4 piercing splash damage.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 6d4 piercing damage and 3 piercing splash damage.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3722","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Greater Nail Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3722-3473"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3722","weakness":{},"primary_source_group":"Wardens of Wildwood","price":400000,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-3722-3474","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Nail Bomb May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 78 Usage held in 1 hand Bulk L Activate Single Action Strike --- This pressurized iron casing bursts open when struck, releasing cold iron shrapnel. The bomb deals the listed piercing damage and piercing splash damage from a cold iron source. Many types grant a bonus to attack rolls. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 8 gp --- The bomb deals 2d4 piercing damage and 1 piercing splash damage. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 16 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 4d4 piercing damage and 2 piercing splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 350 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 6d4 piercing damage and 3 piercing splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Nail Bomb Source Pathfinder #202: Severed at the Root pg. 78 Price 4,000 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 8d4 piercing damage and 4 piercing splash damage.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 8d4 piercing damage and 4 piercing splash damage.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":18,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3722","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Major Nail Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3722-3474"},{"item_child_id":["equipment-3723-3475","equipment-3723-3476","equipment-3723-3477","equipment-3723-3478"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3723","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Bougainvillea Blossom May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 78 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- This pink flower has long, slender thorns along the stem. The flower can be used as a catalyst when casting an entangling flora spell, which causes the affected plants to sprout long thorns and vibrant pink blossoms. The area becomes hazardous terrain, dealing the listed piercing damage to an enemy each time it enters an affected square. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 10 gp --- The piercing damage of the hazardous terrain is 1. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Moderate Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 60 gp --- The piercing damage of the hazardous terrain is 2. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 300 gp --- The piercing damage of the hazardous terrain is 3. <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Major Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 1,200 gp --- The piercing damage of the hazardous terrain is 5.","skill_mod":{},"summary":"This pink flower has long, slender thorns along the stem. The flower can be used as a catalyst when casting an entangling flora spell, which …","primary_source":"Pathfinder #202: Severed at the Root","spell":["Entangling Flora"],"trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3723","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Bougainvillea Blossom","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3723"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3723","weakness":{},"primary_source_group":"Wardens of Wildwood","price":1000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3723-3475","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Bougainvillea Blossom May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 78 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- This pink flower has long, slender thorns along the stem. The flower can be used as a catalyst when casting an entangling flora spell, which causes the affected plants to sprout long thorns and vibrant pink blossoms. The area becomes hazardous terrain, dealing the listed piercing damage to an enemy each time it enters an affected square. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 10 gp --- The piercing damage of the hazardous terrain is 1. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Moderate Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 60 gp --- The piercing damage of the hazardous terrain is 2. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 300 gp --- The piercing damage of the hazardous terrain is 3. <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Major Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 1,200 gp --- The piercing damage of the hazardous terrain is 5.","skill_mod":{},"summary":"The piercing damage of the hazardous terrain is 1.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3723","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Lesser Bougainvillea Blossom","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3723-3475"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3723","weakness":{},"primary_source_group":"Wardens of Wildwood","price":6000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3723-3476","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Bougainvillea Blossom May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 78 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- This pink flower has long, slender thorns along the stem. The flower can be used as a catalyst when casting an entangling flora spell, which causes the affected plants to sprout long thorns and vibrant pink blossoms. The area becomes hazardous terrain, dealing the listed piercing damage to an enemy each time it enters an affected square. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 10 gp --- The piercing damage of the hazardous terrain is 1. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Moderate Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 60 gp --- The piercing damage of the hazardous terrain is 2. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 300 gp --- The piercing damage of the hazardous terrain is 3. <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Major Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 1,200 gp --- The piercing damage of the hazardous terrain is 5.","skill_mod":{},"summary":"The piercing damage of the hazardous terrain is 2.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3723","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Moderate Bougainvillea Blossom","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3723-3476"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3723","weakness":{},"primary_source_group":"Wardens of Wildwood","price":30000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3723-3477","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Bougainvillea Blossom May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 78 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- This pink flower has long, slender thorns along the stem. The flower can be used as a catalyst when casting an entangling flora spell, which causes the affected plants to sprout long thorns and vibrant pink blossoms. The area becomes hazardous terrain, dealing the listed piercing damage to an enemy each time it enters an affected square. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 10 gp --- The piercing damage of the hazardous terrain is 1. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Moderate Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 60 gp --- The piercing damage of the hazardous terrain is 2. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 300 gp --- The piercing damage of the hazardous terrain is 3. <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Major Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 1,200 gp --- The piercing damage of the hazardous terrain is 5.","skill_mod":{},"summary":"The piercing damage of the hazardous terrain is 3.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3723","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Greater Bougainvillea Blossom","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3723-3477"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3723","weakness":{},"primary_source_group":"Wardens of Wildwood","price":120000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3723-3478","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Bougainvillea Blossom May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 78 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- This pink flower has long, slender thorns along the stem. The flower can be used as a catalyst when casting an entangling flora spell, which causes the affected plants to sprout long thorns and vibrant pink blossoms. The area becomes hazardous terrain, dealing the listed piercing damage to an enemy each time it enters an affected square. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 10 gp --- The piercing damage of the hazardous terrain is 1. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Moderate Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 60 gp --- The piercing damage of the hazardous terrain is 2. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 300 gp --- The piercing damage of the hazardous terrain is 3. <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Major Bougainvillea Blossom Source Pathfinder #202: Severed at the Root pg. 78 Price 1,200 gp --- The piercing damage of the hazardous terrain is 5.","skill_mod":{},"summary":"The piercing damage of the hazardous terrain is 5.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Equipment","Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3723","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Major Bougainvillea Blossom","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3723-3478"},{"item_child_id":["equipment-3724-3479","equipment-3724-3480"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3724","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Feral Linguist May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 78 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- This wooden whistle is stuffed with cotton and carved with images of bellowing stags, howling wolves, and chirping birds. You can blow on this whistle to use it as a catalyst when casting an animal form spell. When you do, you gain the listed benefit for the duration of the spell. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Feral Linguist Source Pathfinder #202: Severed at the Root pg. 78 Price 3 gp --- You retain the ability to speak, though this doesn’t allow you to cast spells. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Feral Linguist Source Pathfinder #202: Severed at the Root pg. 78 Price 85 gp --- You retain the ability to speak. Once during the spell’s duration, you can cast either a spell of 4th-rank or lower or a cantrip of any level, ignoring the inability to cast spells while in your battle form.","skill_mod":{},"summary":"This wooden whistle is stuffed with cotton and carved with images of bellowing stags, howling wolves, and chirping birds. You can blow on this …","primary_source":"Pathfinder #202: Severed at the Root","spell":["Animal Form"],"trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3724","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Feral Linguist","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3724"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3724","weakness":{},"primary_source_group":"Wardens of Wildwood","price":300,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3724-3479","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Feral Linguist May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 78 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- This wooden whistle is stuffed with cotton and carved with images of bellowing stags, howling wolves, and chirping birds. You can blow on this whistle to use it as a catalyst when casting an animal form spell. When you do, you gain the listed benefit for the duration of the spell. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Feral Linguist Source Pathfinder #202: Severed at the Root pg. 78 Price 3 gp --- You retain the ability to speak, though this doesn’t allow you to cast spells. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Feral Linguist Source Pathfinder #202: Severed at the Root pg. 78 Price 85 gp --- You retain the ability to speak. Once during the spell’s duration, you can cast either a spell of 4th-rank or lower or a cantrip of any level, ignoring the inability to cast spells while in your battle form.","skill_mod":{},"summary":"You retain the ability to speak, though this doesn’t allow you to cast spells.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3724","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Feral Linguist","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3724-3479"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3724","weakness":{},"primary_source_group":"Wardens of Wildwood","price":8500,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3724-3480","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Feral Linguist May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 78 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- This wooden whistle is stuffed with cotton and carved with images of bellowing stags, howling wolves, and chirping birds. You can blow on this whistle to use it as a catalyst when casting an animal form spell. When you do, you gain the listed benefit for the duration of the spell. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Feral Linguist Source Pathfinder #202: Severed at the Root pg. 78 Price 3 gp --- You retain the ability to speak, though this doesn’t allow you to cast spells. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Feral Linguist Source Pathfinder #202: Severed at the Root pg. 78 Price 85 gp --- You retain the ability to speak. Once during the spell’s duration, you can cast either a spell of 4th-rank or lower or a cantrip of any level, ignoring the inability to cast spells while in your battle form.","skill_mod":{},"summary":"You retain the ability to speak. Once during the spell’s duration, you can cast either a spell of 4th-rank or lower or a cantrip of any level, …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3724","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Greater Feral Linguist","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3724-3480"},{"item_child_id":["equipment-3725-3481","equipment-3725-3482","equipment-3725-3483"],"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Magical","Poison","Spellheart","Uncommon"],"id":"equipment-3725","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Foxglove Token May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 78 Usage affixed to armor or a weapon Bulk L --- This small piece of wood is finely carved to depict a foxglove. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to poison damage. Weapon After you cast a plant spell by activating the foxglove token, your Strikes with the weapon it's attached to deal an additional 1d4 poison damage until the end of your next turn. Activate Cast a Spell; Effect You cast puff of poison . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Foxglove Token Source Pathfinder #202: Severed at the Root pg. 78 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Foxglove Token Source Pathfinder #202: Severed at the Root pg. 78 Price 425 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank noxious vapors . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Major Foxglove Token Source Pathfinder #202: Severed at the Root pg. 78 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast petal storm . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank wall of thorns .","skill_mod":{},"summary":"This small piece of wood is finely carved to depict a foxglove. The spell DC of any spell cast by Activating this item is 17. Armor You gain …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Poison","Affliction","Equipment","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3725","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Foxglove Token","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3725"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-3725","weakness":{},"primary_source_group":"Wardens of Wildwood","price":5500,"trait":["Magical","Poison","Spellheart","Uncommon"],"id":"equipment-3725-3481","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Foxglove Token May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 78 Usage affixed to armor or a weapon Bulk L --- This small piece of wood is finely carved to depict a foxglove. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to poison damage. Weapon After you cast a plant spell by activating the foxglove token, your Strikes with the weapon it's attached to deal an additional 1d4 poison damage until the end of your next turn. Activate Cast a Spell; Effect You cast puff of poison . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Foxglove Token Source Pathfinder #202: Severed at the Root pg. 78 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Foxglove Token Source Pathfinder #202: Severed at the Root pg. 78 Price 425 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank noxious vapors . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Major Foxglove Token Source Pathfinder #202: Severed at the Root pg. 78 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast petal storm . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank wall of thorns .","skill_mod":{},"summary":"This small piece of wood is finely carved to depict a foxglove. The spell DC of any spell cast by Activating this item is 17. Armor You gain …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Poison","Affliction","Equipment","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3725","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Foxglove Token","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3725-3481"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-3725","weakness":{},"primary_source_group":"Wardens of Wildwood","price":42500,"trait":["Magical","Poison","Spellheart","Uncommon"],"id":"equipment-3725-3482","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Foxglove Token May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 78 Usage affixed to armor or a weapon Bulk L --- This small piece of wood is finely carved to depict a foxglove. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to poison damage. Weapon After you cast a plant spell by activating the foxglove token, your Strikes with the weapon it's attached to deal an additional 1d4 poison damage until the end of your next turn. Activate Cast a Spell; Effect You cast puff of poison . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Foxglove Token Source Pathfinder #202: Severed at the Root pg. 78 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Foxglove Token Source Pathfinder #202: Severed at the Root pg. 78 Price 425 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank noxious vapors . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Major Foxglove Token Source Pathfinder #202: Severed at the Root pg. 78 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast petal storm . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank wall of thorns .","skill_mod":{},"summary":"Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Poison","Affliction","Equipment","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3725","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Greater Foxglove Token","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3725-3482"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-3725","weakness":{},"primary_source_group":"Wardens of Wildwood","price":175000,"trait":["Magical","Poison","Spellheart","Uncommon"],"id":"equipment-3725-3483","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Foxglove Token May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 78 Usage affixed to armor or a weapon Bulk L --- This small piece of wood is finely carved to depict a foxglove. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to poison damage. Weapon After you cast a plant spell by activating the foxglove token, your Strikes with the weapon it's attached to deal an additional 1d4 poison damage until the end of your next turn. Activate Cast a Spell; Effect You cast puff of poison . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Foxglove Token Source Pathfinder #202: Severed at the Root pg. 78 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Foxglove Token Source Pathfinder #202: Severed at the Root pg. 78 Price 425 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank noxious vapors . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Major Foxglove Token Source Pathfinder #202: Severed at the Root pg. 78 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast petal storm . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank wall of thorns .","skill_mod":{},"summary":"Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Poison","Affliction","Equipment","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3725","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Major Foxglove Token","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3725-3483"},{"item_child_id":["equipment-3726-3484","equipment-3726-3485","equipment-3726-3486"],"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Healing","Magical","Spellheart","Uncommon"],"id":"equipment-3726","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Heartmoss May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 79 Usage affixed to armor or a weapon Bulk L --- This burgundy moss grows in heart-shaped clumps and releases a pleasant, calming scent. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to mental damage and a +1 item bonus to saving throws against effects with the emotion trait. Weapon After you cast a healing spell by activating the heartmoss , the weapon exudes a soothing scent. Your Strikes with the affixed weapon have the nonlethal trait for 1 minute. Until the end of your next turn, Strikes with the affixed weapon cause the target to be stupefied 1 for 1 round if it hits (or for 3 rounds on a critical hit). Activate Cast a Spell; Effect You cast stabilize . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Heartmoss Source Pathfinder #202: Severed at the Root pg. 79 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Heartmoss Source Pathfinder #202: Severed at the Root pg. 79 Price 450 gp --- Resistance when affixed to armor is 5, stupefied value when affixed to a weapon is 2, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank heal . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Major Heartmoss Source Pathfinder #202: Severed at the Root pg. 79 Price 1,750 gp --- Resistance when affixed to armor is 10, stupefied value when affixed to a weapon is 3, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank sound body . Activate Cast a Spell; Frequency once per day; Effect You cast healing well . ","skill_mod":{},"summary":"This burgundy moss grows in heart-shaped clumps and releases a pleasant, calming scent. The spell DC of any spell cast by Activating this item is 17. …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Equipment","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3726","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Heartmoss","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3726"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-3726","weakness":{},"primary_source_group":"Wardens of Wildwood","price":5500,"trait":["Healing","Magical","Spellheart","Uncommon"],"id":"equipment-3726-3484","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Heartmoss May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 79 Usage affixed to armor or a weapon Bulk L --- This burgundy moss grows in heart-shaped clumps and releases a pleasant, calming scent. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to mental damage and a +1 item bonus to saving throws against effects with the emotion trait. Weapon After you cast a healing spell by activating the heartmoss , the weapon exudes a soothing scent. Your Strikes with the affixed weapon have the nonlethal trait for 1 minute. Until the end of your next turn, Strikes with the affixed weapon cause the target to be stupefied 1 for 1 round if it hits (or for 3 rounds on a critical hit). Activate Cast a Spell; Effect You cast stabilize . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Heartmoss Source Pathfinder #202: Severed at the Root pg. 79 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Heartmoss Source Pathfinder #202: Severed at the Root pg. 79 Price 450 gp --- Resistance when affixed to armor is 5, stupefied value when affixed to a weapon is 2, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank heal . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Major Heartmoss Source Pathfinder #202: Severed at the Root pg. 79 Price 1,750 gp --- Resistance when affixed to armor is 10, stupefied value when affixed to a weapon is 3, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank sound body . Activate Cast a Spell; Frequency once per day; Effect You cast healing well . ","skill_mod":{},"summary":"This burgundy moss grows in heart-shaped clumps and releases a pleasant, calming scent. The spell DC of any spell cast by Activating this item is 17. …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Equipment","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3726","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Heartmoss","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3726-3484"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-3726","weakness":{},"primary_source_group":"Wardens of Wildwood","price":45000,"trait":["Healing","Magical","Spellheart","Uncommon"],"id":"equipment-3726-3485","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Heartmoss May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 79 Usage affixed to armor or a weapon Bulk L --- This burgundy moss grows in heart-shaped clumps and releases a pleasant, calming scent. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to mental damage and a +1 item bonus to saving throws against effects with the emotion trait. Weapon After you cast a healing spell by activating the heartmoss , the weapon exudes a soothing scent. Your Strikes with the affixed weapon have the nonlethal trait for 1 minute. Until the end of your next turn, Strikes with the affixed weapon cause the target to be stupefied 1 for 1 round if it hits (or for 3 rounds on a critical hit). Activate Cast a Spell; Effect You cast stabilize . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Heartmoss Source Pathfinder #202: Severed at the Root pg. 79 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Heartmoss Source Pathfinder #202: Severed at the Root pg. 79 Price 450 gp --- Resistance when affixed to armor is 5, stupefied value when affixed to a weapon is 2, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank heal . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Major Heartmoss Source Pathfinder #202: Severed at the Root pg. 79 Price 1,750 gp --- Resistance when affixed to armor is 10, stupefied value when affixed to a weapon is 3, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank sound body . Activate Cast a Spell; Frequency once per day; Effect You cast healing well . ","skill_mod":{},"summary":"Resistance when affixed to armor is 5, stupefied value when affixed to a weapon is 2, and the spell DC is 24.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Equipment","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3726","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Greater Heartmoss","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3726-3485"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-3726","weakness":{},"primary_source_group":"Wardens of Wildwood","price":175000,"trait":["Healing","Magical","Spellheart","Uncommon"],"id":"equipment-3726-3486","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Heartmoss May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 79 Usage affixed to armor or a weapon Bulk L --- This burgundy moss grows in heart-shaped clumps and releases a pleasant, calming scent. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to mental damage and a +1 item bonus to saving throws against effects with the emotion trait. Weapon After you cast a healing spell by activating the heartmoss , the weapon exudes a soothing scent. Your Strikes with the affixed weapon have the nonlethal trait for 1 minute. Until the end of your next turn, Strikes with the affixed weapon cause the target to be stupefied 1 for 1 round if it hits (or for 3 rounds on a critical hit). Activate Cast a Spell; Effect You cast stabilize . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Heartmoss Source Pathfinder #202: Severed at the Root pg. 79 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Heartmoss Source Pathfinder #202: Severed at the Root pg. 79 Price 450 gp --- Resistance when affixed to armor is 5, stupefied value when affixed to a weapon is 2, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank heal . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Major Heartmoss Source Pathfinder #202: Severed at the Root pg. 79 Price 1,750 gp --- Resistance when affixed to armor is 10, stupefied value when affixed to a weapon is 3, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank sound body . Activate Cast a Spell; Frequency once per day; Effect You cast healing well . ","skill_mod":{},"summary":"Resistance when affixed to armor is 10, stupefied value when affixed to a weapon is 3, and the spell DC is 29.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Equipment","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3726","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Major Heartmoss","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3726-3486"},{"item_child_id":["equipment-3727-3487","equipment-3727-3488","equipment-3727-3489","equipment-3727-3490"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Magical","Uncommon","Wand","Wood"],"id":"equipment-3727","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Wand of Splintered Sorrows May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 79 Usage held in 1 hand Bulk L --- This wooden wand is roughly cut, as if it had been crudely chopped from a tree and left forgotten. When held, the wand imparts feelings of deep sorrow. Activate Cast a Spell; Frequency once per day plus overcharge; Effect You cast splinter volley of the indicated rank. Each splinter contains some of the despair felt by cruelly harvested trees, causing any creature damaged by this spell to become stupefied 2 for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target also weeps, becoming slowed 1 for the same duration. Craft Requirements Supply a casting of splinter volley of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Wand of Splintered Sorrows (2nd-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Wand of Splintered Sorrows (4th-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 1,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Wand of Splintered Sorrows (6th-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 4,500 gp <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Wand of Splintered Sorrows (8th-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 24,000 gp ","element":["Wood"],"skill_mod":{},"summary":"This wooden wand is roughly cut, as if it had been crudely chopped from a tree and left forgotten. When held, the wand imparts feelings of deep …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Rarity","Equipment","Elemental"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3727","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Wand of Splintered Sorrows","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3727"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3727","weakness":{},"primary_source_group":"Wardens of Wildwood","price":25000,"trait":["Magical","Uncommon","Wand","Wood"],"id":"equipment-3727-3487","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Wand of Splintered Sorrows May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 79 Usage held in 1 hand Bulk L --- This wooden wand is roughly cut, as if it had been crudely chopped from a tree and left forgotten. When held, the wand imparts feelings of deep sorrow. Activate Cast a Spell; Frequency once per day plus overcharge; Effect You cast splinter volley of the indicated rank. Each splinter contains some of the despair felt by cruelly harvested trees, causing any creature damaged by this spell to become stupefied 2 for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target also weeps, becoming slowed 1 for the same duration. Craft Requirements Supply a casting of splinter volley of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Wand of Splintered Sorrows (2nd-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Wand of Splintered Sorrows (4th-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 1,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Wand of Splintered Sorrows (6th-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 4,500 gp <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Wand of Splintered Sorrows (8th-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 24,000 gp ","element":["Wood"],"skill_mod":{},"summary":"This wooden wand is roughly cut, as if it had been crudely chopped from a tree and left forgotten. When held, the wand imparts feelings of deep …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Rarity","Equipment","Elemental"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3727","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Wand of Splintered Sorrows (2nd-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3727-3487"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3727","weakness":{},"primary_source_group":"Wardens of Wildwood","price":100000,"trait":["Magical","Uncommon","Wand","Wood"],"id":"equipment-3727-3488","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Wand of Splintered Sorrows May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 79 Usage held in 1 hand Bulk L --- This wooden wand is roughly cut, as if it had been crudely chopped from a tree and left forgotten. When held, the wand imparts feelings of deep sorrow. Activate Cast a Spell; Frequency once per day plus overcharge; Effect You cast splinter volley of the indicated rank. Each splinter contains some of the despair felt by cruelly harvested trees, causing any creature damaged by this spell to become stupefied 2 for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target also weeps, becoming slowed 1 for the same duration. Craft Requirements Supply a casting of splinter volley of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Wand of Splintered Sorrows (2nd-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Wand of Splintered Sorrows (4th-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 1,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Wand of Splintered Sorrows (6th-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 4,500 gp <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Wand of Splintered Sorrows (8th-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 24,000 gp ","element":["Wood"],"skill_mod":{},"summary":"This wooden wand is roughly cut, as if it had been crudely chopped from a tree and left forgotten. When held, the wand imparts feelings of deep …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Rarity","Equipment","Elemental"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3727","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Wand of Splintered Sorrows (4th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3727-3488"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3727","weakness":{},"primary_source_group":"Wardens of Wildwood","price":450000,"trait":["Magical","Uncommon","Wand","Wood"],"id":"equipment-3727-3489","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Wand of Splintered Sorrows May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 79 Usage held in 1 hand Bulk L --- This wooden wand is roughly cut, as if it had been crudely chopped from a tree and left forgotten. When held, the wand imparts feelings of deep sorrow. Activate Cast a Spell; Frequency once per day plus overcharge; Effect You cast splinter volley of the indicated rank. Each splinter contains some of the despair felt by cruelly harvested trees, causing any creature damaged by this spell to become stupefied 2 for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target also weeps, becoming slowed 1 for the same duration. Craft Requirements Supply a casting of splinter volley of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Wand of Splintered Sorrows (2nd-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Wand of Splintered Sorrows (4th-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 1,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Wand of Splintered Sorrows (6th-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 4,500 gp <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Wand of Splintered Sorrows (8th-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 24,000 gp ","element":["Wood"],"skill_mod":{},"summary":"This wooden wand is roughly cut, as if it had been crudely chopped from a tree and left forgotten. When held, the wand imparts feelings of deep …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Rarity","Equipment","Elemental"],"level":14,"source_category":["Adventure Paths"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3727","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Wand of Splintered Sorrows (6th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3727-3489"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-3727","weakness":{},"primary_source_group":"Wardens of Wildwood","price":2400000,"trait":["Magical","Uncommon","Wand","Wood"],"id":"equipment-3727-3490","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Wand of Splintered Sorrows May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 79 Usage held in 1 hand Bulk L --- This wooden wand is roughly cut, as if it had been crudely chopped from a tree and left forgotten. When held, the wand imparts feelings of deep sorrow. Activate Cast a Spell; Frequency once per day plus overcharge; Effect You cast splinter volley of the indicated rank. Each splinter contains some of the despair felt by cruelly harvested trees, causing any creature damaged by this spell to become stupefied 2 for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target also weeps, becoming slowed 1 for the same duration. Craft Requirements Supply a casting of splinter volley of the appropriate level. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Wand of Splintered Sorrows (2nd-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 250 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Wand of Splintered Sorrows (4th-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 1,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Wand of Splintered Sorrows (6th-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 4,500 gp <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Wand of Splintered Sorrows (8th-Rank Spell) Source Pathfinder #202: Severed at the Root pg. 79 Price 24,000 gp ","element":["Wood"],"skill_mod":{},"summary":"This wooden wand is roughly cut, as if it had been crudely chopped from a tree and left forgotten. When held, the wand imparts feelings of deep …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Rarity","Equipment","Elemental"],"level":18,"source_category":["Adventure Paths"],"item_subcategory":"Magic Wands","resistance":{},"url":"/Equipment.aspx?ID=3727","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Wand of Splintered Sorrows (8th-Rank Spell)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3727-3490"},{"item_child_id":["equipment-3728-3491","equipment-3728-3492","equipment-3728-3493"],"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Magical","Spellheart","Uncommon"],"id":"equipment-3728","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Clay Sphere May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 80 Usage affixed to armor or a weapon --- This dry clay ball becomes malleable when activated, shifting into a variety of forms. The spell attack roll of any spell cast by Activating this item is +7 and the spell DC 17. Armor You gain resistance 2 to precision damage and a +1 item bonus to saving throws against effects with the morph or polymorph traits. Weapon After you cast a morph or polymorph spell by activating the clay sphere, the weapon becomes malleable, shifting its form to your whims. Your Strikes with the affixed weapon have the versatile bludgeoning, versatile piercing, and versatile slashing trait for 1 minute. Until the end of your next turn, Strikes with the affixed weapon have their damage dice increase by one step. Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Clay Sphere Source Pathfinder #202: Severed at the Root pg. 80 Price 55 gp <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Greater Clay Sphere Source Pathfinder #202: Severed at the Root pg. 80 Price 225 gp --- Resistance when affixed to armor is 5, item bonus when affixed to armor is +2, the spell attack roll is +10, and the spell DC is 20. Activate Cast a Spell; Frequency once per day; Effect You cast enlarge . <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Clay Sphere Source Pathfinder #202: Severed at the Root pg. 80 Price 4,200 gp --- Resistance when affixed to armor is 10, item bonus when affixed to armor is +3, the spell attack roll is +21, and the spell DC is 31. Activate Cast a Spell; Frequency once per day; Effect You cast cursed metamorphosis . Activate Cast a Spell; Frequency once per day; Effect You cast plant form .]","skill_mod":{},"summary":"This dry clay ball becomes malleable when activated, shifting into a variety of forms. The spell attack roll of any spell cast by Activating this …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Equipment","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3728","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Clay Sphere","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3728"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-3728","weakness":{},"primary_source_group":"Wardens of Wildwood","price":5500,"trait":["Magical","Spellheart","Uncommon"],"id":"equipment-3728-3491","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Clay Sphere May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 80 Usage affixed to armor or a weapon --- This dry clay ball becomes malleable when activated, shifting into a variety of forms. The spell attack roll of any spell cast by Activating this item is +7 and the spell DC 17. Armor You gain resistance 2 to precision damage and a +1 item bonus to saving throws against effects with the morph or polymorph traits. Weapon After you cast a morph or polymorph spell by activating the clay sphere, the weapon becomes malleable, shifting its form to your whims. Your Strikes with the affixed weapon have the versatile bludgeoning, versatile piercing, and versatile slashing trait for 1 minute. Until the end of your next turn, Strikes with the affixed weapon have their damage dice increase by one step. Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Clay Sphere Source Pathfinder #202: Severed at the Root pg. 80 Price 55 gp <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Greater Clay Sphere Source Pathfinder #202: Severed at the Root pg. 80 Price 225 gp --- Resistance when affixed to armor is 5, item bonus when affixed to armor is +2, the spell attack roll is +10, and the spell DC is 20. Activate Cast a Spell; Frequency once per day; Effect You cast enlarge . <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Clay Sphere Source Pathfinder #202: Severed at the Root pg. 80 Price 4,200 gp --- Resistance when affixed to armor is 10, item bonus when affixed to armor is +3, the spell attack roll is +21, and the spell DC is 31. Activate Cast a Spell; Frequency once per day; Effect You cast cursed metamorphosis . Activate Cast a Spell; Frequency once per day; Effect You cast plant form .]","skill_mod":{},"summary":"This dry clay ball becomes malleable when activated, shifting into a variety of forms. The spell attack roll of any spell cast by Activating this …","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Equipment","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3728","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Clay Sphere","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3728-3491"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-3728","weakness":{},"primary_source_group":"Wardens of Wildwood","price":22500,"trait":["Magical","Spellheart","Uncommon"],"id":"equipment-3728-3492","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Clay Sphere May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 80 Usage affixed to armor or a weapon --- This dry clay ball becomes malleable when activated, shifting into a variety of forms. The spell attack roll of any spell cast by Activating this item is +7 and the spell DC 17. Armor You gain resistance 2 to precision damage and a +1 item bonus to saving throws against effects with the morph or polymorph traits. Weapon After you cast a morph or polymorph spell by activating the clay sphere, the weapon becomes malleable, shifting its form to your whims. Your Strikes with the affixed weapon have the versatile bludgeoning, versatile piercing, and versatile slashing trait for 1 minute. Until the end of your next turn, Strikes with the affixed weapon have their damage dice increase by one step. Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Clay Sphere Source Pathfinder #202: Severed at the Root pg. 80 Price 55 gp <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Greater Clay Sphere Source Pathfinder #202: Severed at the Root pg. 80 Price 225 gp --- Resistance when affixed to armor is 5, item bonus when affixed to armor is +2, the spell attack roll is +10, and the spell DC is 20. Activate Cast a Spell; Frequency once per day; Effect You cast enlarge . <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Clay Sphere Source Pathfinder #202: Severed at the Root pg. 80 Price 4,200 gp --- Resistance when affixed to armor is 10, item bonus when affixed to armor is +3, the spell attack roll is +21, and the spell DC is 31. Activate Cast a Spell; Frequency once per day; Effect You cast cursed metamorphosis . Activate Cast a Spell; Frequency once per day; Effect You cast plant form .]","skill_mod":{},"summary":"Resistance when affixed to armor is 5, item bonus when affixed to armor is +2, the spell attack roll is +10, and the spell DC is 20.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Equipment","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3728","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Greater Clay Sphere","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3728-3492"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-3728","weakness":{},"primary_source_group":"Wardens of Wildwood","price":420000,"trait":["Magical","Spellheart","Uncommon"],"id":"equipment-3728-3493","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Clay Sphere May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 80 Usage affixed to armor or a weapon --- This dry clay ball becomes malleable when activated, shifting into a variety of forms. The spell attack roll of any spell cast by Activating this item is +7 and the spell DC 17. Armor You gain resistance 2 to precision damage and a +1 item bonus to saving throws against effects with the morph or polymorph traits. Weapon After you cast a morph or polymorph spell by activating the clay sphere, the weapon becomes malleable, shifting its form to your whims. Your Strikes with the affixed weapon have the versatile bludgeoning, versatile piercing, and versatile slashing trait for 1 minute. Until the end of your next turn, Strikes with the affixed weapon have their damage dice increase by one step. Activate Cast a Spell; Effect You cast gouging claw . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Clay Sphere Source Pathfinder #202: Severed at the Root pg. 80 Price 55 gp <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Greater Clay Sphere Source Pathfinder #202: Severed at the Root pg. 80 Price 225 gp --- Resistance when affixed to armor is 5, item bonus when affixed to armor is +2, the spell attack roll is +10, and the spell DC is 20. Activate Cast a Spell; Frequency once per day; Effect You cast enlarge . <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Clay Sphere Source Pathfinder #202: Severed at the Root pg. 80 Price 4,200 gp --- Resistance when affixed to armor is 10, item bonus when affixed to armor is +3, the spell attack roll is +21, and the spell DC is 31. Activate Cast a Spell; Frequency once per day; Effect You cast cursed metamorphosis . Activate Cast a Spell; Frequency once per day; Effect You cast plant form .]","skill_mod":{},"summary":"Resistance when affixed to armor is 10, item bonus when affixed to armor is +3, the spell attack roll is +21, and the spell DC is 31. ]","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Equipment","Rarity"],"level":14,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3728","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Major Clay Sphere","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3728-3493"},{"item_child_id":["equipment-3729-3494","equipment-3729-3495","equipment-3729-3496","equipment-3729-3497"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3729","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Necrotic Cap May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 81 Usage held in 1 hand Bulk L --- You can use this slimy, rotting mushroom as a spell catalyst when you cast an acid grip spell by tapping it against the target, causing the mushroom to release a cloud of necrotic spores. When you do, acid grip loses the acid trait, gains the fungus trait, and all acid damage the spell deals becomes void damage. On a hit, the target additionally gains the enfeebled and sickened conditions, with the listed values, as the spores consume their flesh. As long as the target is taking persistent void damage, they can’t reduce the value of their sickened condition below 1. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Lesser Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 18 gp --- The value of the enfeebled and sickened conditions is 1. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Moderate Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 80 gp --- The value of the enfeebled and sickened conditions is 2. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 350 gp --- The value of the enfeebled and sickened conditions is 3. <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Major Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 1,200 gp --- The value of the enfeebled and sickened conditions is 4.","skill_mod":{},"summary":"You can use this slimy, rotting mushroom as a spell catalyst when you cast an acid grip spell by tapping it against the target, causing the …","primary_source":"Pathfinder #202: Severed at the Root","spell":["Acid Grip"],"trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3729","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Necrotic Cap","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3729"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3729","weakness":{},"primary_source_group":"Wardens of Wildwood","price":1800,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3729-3494","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Necrotic Cap May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 81 Usage held in 1 hand Bulk L --- You can use this slimy, rotting mushroom as a spell catalyst when you cast an acid grip spell by tapping it against the target, causing the mushroom to release a cloud of necrotic spores. When you do, acid grip loses the acid trait, gains the fungus trait, and all acid damage the spell deals becomes void damage. On a hit, the target additionally gains the enfeebled and sickened conditions, with the listed values, as the spores consume their flesh. As long as the target is taking persistent void damage, they can’t reduce the value of their sickened condition below 1. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Lesser Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 18 gp --- The value of the enfeebled and sickened conditions is 1. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Moderate Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 80 gp --- The value of the enfeebled and sickened conditions is 2. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 350 gp --- The value of the enfeebled and sickened conditions is 3. <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Major Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 1,200 gp --- The value of the enfeebled and sickened conditions is 4.","skill_mod":{},"summary":"The value of the enfeebled and sickened conditions is 1.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3729","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Lesser Necrotic Cap","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3729-3494"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3729","weakness":{},"primary_source_group":"Wardens of Wildwood","price":8000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3729-3495","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Necrotic Cap May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 81 Usage held in 1 hand Bulk L --- You can use this slimy, rotting mushroom as a spell catalyst when you cast an acid grip spell by tapping it against the target, causing the mushroom to release a cloud of necrotic spores. When you do, acid grip loses the acid trait, gains the fungus trait, and all acid damage the spell deals becomes void damage. On a hit, the target additionally gains the enfeebled and sickened conditions, with the listed values, as the spores consume their flesh. As long as the target is taking persistent void damage, they can’t reduce the value of their sickened condition below 1. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Lesser Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 18 gp --- The value of the enfeebled and sickened conditions is 1. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Moderate Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 80 gp --- The value of the enfeebled and sickened conditions is 2. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 350 gp --- The value of the enfeebled and sickened conditions is 3. <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Major Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 1,200 gp --- The value of the enfeebled and sickened conditions is 4.","skill_mod":{},"summary":"The value of the enfeebled and sickened conditions is 2.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3729","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Moderate Necrotic Cap","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3729-3495"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3729","weakness":{},"primary_source_group":"Wardens of Wildwood","price":35000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3729-3496","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Necrotic Cap May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 81 Usage held in 1 hand Bulk L --- You can use this slimy, rotting mushroom as a spell catalyst when you cast an acid grip spell by tapping it against the target, causing the mushroom to release a cloud of necrotic spores. When you do, acid grip loses the acid trait, gains the fungus trait, and all acid damage the spell deals becomes void damage. On a hit, the target additionally gains the enfeebled and sickened conditions, with the listed values, as the spores consume their flesh. As long as the target is taking persistent void damage, they can’t reduce the value of their sickened condition below 1. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Lesser Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 18 gp --- The value of the enfeebled and sickened conditions is 1. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Moderate Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 80 gp --- The value of the enfeebled and sickened conditions is 2. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 350 gp --- The value of the enfeebled and sickened conditions is 3. <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Major Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 1,200 gp --- The value of the enfeebled and sickened conditions is 4.","skill_mod":{},"summary":"The value of the enfeebled and sickened conditions is 3.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3729","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Greater Necrotic Cap","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3729-3496"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3729","weakness":{},"primary_source_group":"Wardens of Wildwood","price":120000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3729-3497","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Necrotic Cap May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 81 Usage held in 1 hand Bulk L --- You can use this slimy, rotting mushroom as a spell catalyst when you cast an acid grip spell by tapping it against the target, causing the mushroom to release a cloud of necrotic spores. When you do, acid grip loses the acid trait, gains the fungus trait, and all acid damage the spell deals becomes void damage. On a hit, the target additionally gains the enfeebled and sickened conditions, with the listed values, as the spores consume their flesh. As long as the target is taking persistent void damage, they can’t reduce the value of their sickened condition below 1. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Lesser Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 18 gp --- The value of the enfeebled and sickened conditions is 1. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Moderate Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 80 gp --- The value of the enfeebled and sickened conditions is 2. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 350 gp --- The value of the enfeebled and sickened conditions is 3. <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Major Necrotic Cap Source Pathfinder #202: Severed at the Root pg. 81 Price 1,200 gp --- The value of the enfeebled and sickened conditions is 4.","skill_mod":{},"summary":"The value of the enfeebled and sickened conditions is 4.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Equipment","Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3729","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Major Necrotic Cap","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3729-3497"},{"item_child_id":["equipment-3730-3498","equipment-3730-3499","equipment-3730-3500","equipment-3730-3501"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3730","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Wood-Rotted Root May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 81 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- This palm-sized chunk of wood it rotting, and riddled with mold and fungi. You can crush this wood to use it as a spell catalyst when you cast a oaken resilience . When you do, the bark that covers your skin is rotting, and emits a small cloud of spores whenever you're hurt. For the duration, whenever you take physical damage, your rotting bark skin emits a cloud of spores in the listed emanation. Creatures in the area must attempt a Fortitude save at the listed DC to avoid taking the listed poison damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 11 gp --- The DC is 15, the area is a 5-foot emanation, and the poison damage is 1. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Moderate Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 55 gp --- The DC is 21, the area is a 5-foot emanation, and the poison damage is 1d4. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 190 gp --- The DC is 24, the area is a 10-foot emanation, and the poison damage is 1d8. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 900 gp --- The DC is 29, the area is a 15-foot emanation, and the poison damage is 2d8.","skill_mod":{},"summary":"This palm-sized chunk of wood it rotting, and riddled with mold and fungi. You can crush this wood to use it as a spell catalyst when you cast a …","primary_source":"Pathfinder #202: Severed at the Root","spell":["Oaken Resilience"],"trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3730","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Wood-Rotted Root","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3730"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3730","weakness":{},"primary_source_group":"Wardens of Wildwood","price":1100,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3730-3498","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Wood-Rotted Root May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 81 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- This palm-sized chunk of wood it rotting, and riddled with mold and fungi. You can crush this wood to use it as a spell catalyst when you cast a oaken resilience . When you do, the bark that covers your skin is rotting, and emits a small cloud of spores whenever you're hurt. For the duration, whenever you take physical damage, your rotting bark skin emits a cloud of spores in the listed emanation. Creatures in the area must attempt a Fortitude save at the listed DC to avoid taking the listed poison damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 11 gp --- The DC is 15, the area is a 5-foot emanation, and the poison damage is 1. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Moderate Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 55 gp --- The DC is 21, the area is a 5-foot emanation, and the poison damage is 1d4. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 190 gp --- The DC is 24, the area is a 10-foot emanation, and the poison damage is 1d8. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 900 gp --- The DC is 29, the area is a 15-foot emanation, and the poison damage is 2d8.","skill_mod":{},"summary":"The DC is 15, the area is a 5-foot emanation, and the poison damage is 1.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3730","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Lesser Wood-Rotted Root","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3730-3498"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3730","weakness":{},"primary_source_group":"Wardens of Wildwood","price":5500,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3730-3499","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Wood-Rotted Root May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 81 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- This palm-sized chunk of wood it rotting, and riddled with mold and fungi. You can crush this wood to use it as a spell catalyst when you cast a oaken resilience . When you do, the bark that covers your skin is rotting, and emits a small cloud of spores whenever you're hurt. For the duration, whenever you take physical damage, your rotting bark skin emits a cloud of spores in the listed emanation. Creatures in the area must attempt a Fortitude save at the listed DC to avoid taking the listed poison damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 11 gp --- The DC is 15, the area is a 5-foot emanation, and the poison damage is 1. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Moderate Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 55 gp --- The DC is 21, the area is a 5-foot emanation, and the poison damage is 1d4. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 190 gp --- The DC is 24, the area is a 10-foot emanation, and the poison damage is 1d8. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 900 gp --- The DC is 29, the area is a 15-foot emanation, and the poison damage is 2d8.","skill_mod":{},"summary":"The DC is 21, the area is a 5-foot emanation, and the poison damage is 1d4.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3730","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Moderate Wood-Rotted Root","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3730-3499"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3730","weakness":{},"primary_source_group":"Wardens of Wildwood","price":19000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3730-3500","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Wood-Rotted Root May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 81 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- This palm-sized chunk of wood it rotting, and riddled with mold and fungi. You can crush this wood to use it as a spell catalyst when you cast a oaken resilience . When you do, the bark that covers your skin is rotting, and emits a small cloud of spores whenever you're hurt. For the duration, whenever you take physical damage, your rotting bark skin emits a cloud of spores in the listed emanation. Creatures in the area must attempt a Fortitude save at the listed DC to avoid taking the listed poison damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 11 gp --- The DC is 15, the area is a 5-foot emanation, and the poison damage is 1. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Moderate Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 55 gp --- The DC is 21, the area is a 5-foot emanation, and the poison damage is 1d4. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 190 gp --- The DC is 24, the area is a 10-foot emanation, and the poison damage is 1d8. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 900 gp --- The DC is 29, the area is a 15-foot emanation, and the poison damage is 2d8.","skill_mod":{},"summary":"The DC is 24, the area is a 10-foot emanation, and the poison damage is 1d8.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3730","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Greater Wood-Rotted Root","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3730-3500"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #202: Severed at the Root"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3730","weakness":{},"primary_source_group":"Wardens of Wildwood","price":90000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3730-3501","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Wood-Rotted Root May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 81 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- This palm-sized chunk of wood it rotting, and riddled with mold and fungi. You can crush this wood to use it as a spell catalyst when you cast a oaken resilience . When you do, the bark that covers your skin is rotting, and emits a small cloud of spores whenever you're hurt. For the duration, whenever you take physical damage, your rotting bark skin emits a cloud of spores in the listed emanation. Creatures in the area must attempt a Fortitude save at the listed DC to avoid taking the listed poison damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 11 gp --- The DC is 15, the area is a 5-foot emanation, and the poison damage is 1. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Moderate Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 55 gp --- The DC is 21, the area is a 5-foot emanation, and the poison damage is 1d4. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 190 gp --- The DC is 24, the area is a 10-foot emanation, and the poison damage is 1d8. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Wood-Rotted Root Source Pathfinder #202: Severed at the Root pg. 81 Price 900 gp --- The DC is 29, the area is a 15-foot emanation, and the poison damage is 2d8.","skill_mod":{},"summary":"The DC is 29, the area is a 15-foot emanation, and the poison damage is 2d8.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Equipment","Mechanics","Rarity"],"level":14,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3730","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Major Wood-Rotted Root","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3730-3501"},{"item_child_id":["equipment-3731-3502","equipment-3731-3503","equipment-3731-3504","equipment-3731-3505"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Acid","Alchemical","Bomb","Consumable","Disease","Splash","Uncommon"],"id":"equipment-3731","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Inflamation Flask May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask contains a caustic irritant that makes a target’s skin, scales, or carapace extremely sensitive to further nicks and burns. An inflammation flask deals the listed acid damage and acid splash damage. On a hit, the target also gains weakness to acid, fire, and slashing damage for 3 rounds. Many types of inflammation flask grant a bonus to attack rolls. The target can end the weakness effect by three means: being drenched with water (such as submersion or exposure to an area water effect), being Administered First Aid (whose DC in based on the bomb type), or regaining Hit Points from a single effect equal to twice the inflammation flask’s level. A creature that critically fails to Administer First Aid in this way deals untyped damage to the target equal to the inflammation flask’s initial acid damage. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 5 gp --- The bomb deals 1d6 acid damage and 1 acid splash damage. The target gains weakness 1 to acid, fire, and slashing damage, and theMedicine DC is 17. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 15 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 acid damage and 2 acid splash damage. The target gains weakness 2 to acid, fire, and slashing damage, and the Medicine DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 340 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 acid damage and 3 acid splash damage. The target gains weakness 3 to acid, fire, and slashing damage, and the Medicine DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 3,750 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 acid damage and 4 acid splash damage. The target gains weakness 4 to acid, fire, and slashing damage, and the Medicine DC is 38.","skill_mod":{},"summary":"This flask contains a caustic irritant that makes a target’s skin, scales, or carapace extremely sensitive to further nicks and burns. An …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Energy","Monster","Equipment","Weapon","Affliction","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3731","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Inflamation Flask","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3731"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3731","weakness":{},"primary_source_group":"Wardens of Wildwood","price":500,"trait":["Acid","Alchemical","Bomb","Consumable","Disease","Splash","Uncommon"],"id":"equipment-3731-3502","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Inflamation Flask May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask contains a caustic irritant that makes a target’s skin, scales, or carapace extremely sensitive to further nicks and burns. An inflammation flask deals the listed acid damage and acid splash damage. On a hit, the target also gains weakness to acid, fire, and slashing damage for 3 rounds. Many types of inflammation flask grant a bonus to attack rolls. The target can end the weakness effect by three means: being drenched with water (such as submersion or exposure to an area water effect), being Administered First Aid (whose DC in based on the bomb type), or regaining Hit Points from a single effect equal to twice the inflammation flask’s level. A creature that critically fails to Administer First Aid in this way deals untyped damage to the target equal to the inflammation flask’s initial acid damage. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 5 gp --- The bomb deals 1d6 acid damage and 1 acid splash damage. The target gains weakness 1 to acid, fire, and slashing damage, and theMedicine DC is 17. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 15 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 acid damage and 2 acid splash damage. The target gains weakness 2 to acid, fire, and slashing damage, and the Medicine DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 340 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 acid damage and 3 acid splash damage. The target gains weakness 3 to acid, fire, and slashing damage, and the Medicine DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 3,750 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 acid damage and 4 acid splash damage. The target gains weakness 4 to acid, fire, and slashing damage, and the Medicine DC is 38.","skill_mod":{},"summary":"The bomb deals 1d6 acid damage and 1 acid splash damage. The target gains weakness 1 to acid, fire, and slashing damage, and the Medicine DC is 17.","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Energy","Monster","Equipment","Weapon","Affliction","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3731","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Lesser Inflammation Flask","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3731-3502"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3731","weakness":{},"primary_source_group":"Wardens of Wildwood","price":1500,"trait":["Acid","Alchemical","Bomb","Consumable","Disease","Splash","Uncommon"],"id":"equipment-3731-3503","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Inflamation Flask May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask contains a caustic irritant that makes a target’s skin, scales, or carapace extremely sensitive to further nicks and burns. An inflammation flask deals the listed acid damage and acid splash damage. On a hit, the target also gains weakness to acid, fire, and slashing damage for 3 rounds. Many types of inflammation flask grant a bonus to attack rolls. The target can end the weakness effect by three means: being drenched with water (such as submersion or exposure to an area water effect), being Administered First Aid (whose DC in based on the bomb type), or regaining Hit Points from a single effect equal to twice the inflammation flask’s level. A creature that critically fails to Administer First Aid in this way deals untyped damage to the target equal to the inflammation flask’s initial acid damage. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 5 gp --- The bomb deals 1d6 acid damage and 1 acid splash damage. The target gains weakness 1 to acid, fire, and slashing damage, and theMedicine DC is 17. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 15 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 acid damage and 2 acid splash damage. The target gains weakness 2 to acid, fire, and slashing damage, and the Medicine DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 340 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 acid damage and 3 acid splash damage. The target gains weakness 3 to acid, fire, and slashing damage, and the Medicine DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 3,750 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 acid damage and 4 acid splash damage. The target gains weakness 4 to acid, fire, and slashing damage, and the Medicine DC is 38.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d6 acid damage and 2 acid splash damage. The target gains weakness 2 to acid, fire, and …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Energy","Monster","Equipment","Weapon","Affliction","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3731","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Moderate Inflammation Flask","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3731-3503"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3731","weakness":{},"primary_source_group":"Wardens of Wildwood","price":34000,"trait":["Acid","Alchemical","Bomb","Consumable","Disease","Splash","Uncommon"],"id":"equipment-3731-3504","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Inflamation Flask May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask contains a caustic irritant that makes a target’s skin, scales, or carapace extremely sensitive to further nicks and burns. An inflammation flask deals the listed acid damage and acid splash damage. On a hit, the target also gains weakness to acid, fire, and slashing damage for 3 rounds. Many types of inflammation flask grant a bonus to attack rolls. The target can end the weakness effect by three means: being drenched with water (such as submersion or exposure to an area water effect), being Administered First Aid (whose DC in based on the bomb type), or regaining Hit Points from a single effect equal to twice the inflammation flask’s level. A creature that critically fails to Administer First Aid in this way deals untyped damage to the target equal to the inflammation flask’s initial acid damage. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 5 gp --- The bomb deals 1d6 acid damage and 1 acid splash damage. The target gains weakness 1 to acid, fire, and slashing damage, and theMedicine DC is 17. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 15 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 acid damage and 2 acid splash damage. The target gains weakness 2 to acid, fire, and slashing damage, and the Medicine DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 340 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 acid damage and 3 acid splash damage. The target gains weakness 3 to acid, fire, and slashing damage, and the Medicine DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 3,750 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 acid damage and 4 acid splash damage. The target gains weakness 4 to acid, fire, and slashing damage, and the Medicine DC is 38.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d6 acid damage and 3 acid splash damage. The target gains weakness 3 to acid, fire, and …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Energy","Monster","Equipment","Weapon","Affliction","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3731","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Greater Inflammation Flask","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3731-3504"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3731","weakness":{},"primary_source_group":"Wardens of Wildwood","price":375000,"trait":["Acid","Alchemical","Bomb","Consumable","Disease","Splash","Uncommon"],"id":"equipment-3731-3505","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Inflamation Flask May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- This flask contains a caustic irritant that makes a target’s skin, scales, or carapace extremely sensitive to further nicks and burns. An inflammation flask deals the listed acid damage and acid splash damage. On a hit, the target also gains weakness to acid, fire, and slashing damage for 3 rounds. Many types of inflammation flask grant a bonus to attack rolls. The target can end the weakness effect by three means: being drenched with water (such as submersion or exposure to an area water effect), being Administered First Aid (whose DC in based on the bomb type), or regaining Hit Points from a single effect equal to twice the inflammation flask’s level. A creature that critically fails to Administer First Aid in this way deals untyped damage to the target equal to the inflammation flask’s initial acid damage. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 5 gp --- The bomb deals 1d6 acid damage and 1 acid splash damage. The target gains weakness 1 to acid, fire, and slashing damage, and theMedicine DC is 17. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 15 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 acid damage and 2 acid splash damage. The target gains weakness 2 to acid, fire, and slashing damage, and the Medicine DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 340 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 acid damage and 3 acid splash damage. The target gains weakness 3 to acid, fire, and slashing damage, and the Medicine DC is 30. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Inflammation Flask Source Pathfinder #203 Shepherd of Decay pg. 75 Price 3,750 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 acid damage and 4 acid splash damage. The target gains weakness 4 to acid, fire, and slashing damage, and the Medicine DC is 38.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d6 acid damage and 4 acid splash damage. The target gains weakness 4 to acid, fire, and …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Energy","Monster","Equipment","Weapon","Affliction","Mechanics","Rarity"],"level":18,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3731","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Major Inflammation Flask","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3731-3505"},{"item_child_id":["equipment-3732-3506","equipment-3732-3507","equipment-3732-3508","equipment-3732-3509"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Alchemical","Bomb","Consumable","Poison","Splash","Uncommon"],"id":"equipment-3732","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Spider Satchel May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- The Verduran Forest’s tiny tent-trap spider lays her eggs in a pyramidal web, and her young hatch only in response to intense vibration, such as the struggles of an ensnared insect or even songbird. Sadistic alchemists gather and augment these eggs, packing them in silken satchels that disgorge thousands of biting spider babies on impact. Many types of spider satchel grant a bonus to attack rolls. Until shaken off—or for the desperate target, incinerated—these spiders make it difficult to concentrate on anything other than escaping the swarm. The fascination effect ends automatically if a creature uses further hostile actions against the target, but hostile actions against the target’s allies don’t automatically end the effect. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 75 Price 6 gp --- The bomb deals 1d6 persistent poison damage, 1 poison splash damage, and fascinates the target while the persistent damage lasts. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 76 Price 16 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent poison damage, 2 poison splash damage, and fascinates the target while the persistent damage lasts. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 76 Price 350 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent poison damage, 3 poison splash damage, and fascinates the target while the persistent damage lasts. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 76 Price 4,000 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 persistent poison damage, 4 poison splash damage, and fascinates the target while the persistent damage lasts.","skill_mod":{},"summary":"The Verduran Forest’s tiny tent-trap spider lays her eggs in a pyramidal web, and her young hatch only in response to intense vibration, such as the …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3732","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Spider Satchel","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3732"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3732","weakness":{},"primary_source_group":"Wardens of Wildwood","price":600,"trait":["Alchemical","Bomb","Consumable","Poison","Splash","Uncommon"],"id":"equipment-3732-3506","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Spider Satchel May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- The Verduran Forest’s tiny tent-trap spider lays her eggs in a pyramidal web, and her young hatch only in response to intense vibration, such as the struggles of an ensnared insect or even songbird. Sadistic alchemists gather and augment these eggs, packing them in silken satchels that disgorge thousands of biting spider babies on impact. Many types of spider satchel grant a bonus to attack rolls. Until shaken off—or for the desperate target, incinerated—these spiders make it difficult to concentrate on anything other than escaping the swarm. The fascination effect ends automatically if a creature uses further hostile actions against the target, but hostile actions against the target’s allies don’t automatically end the effect. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 75 Price 6 gp --- The bomb deals 1d6 persistent poison damage, 1 poison splash damage, and fascinates the target while the persistent damage lasts. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 76 Price 16 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent poison damage, 2 poison splash damage, and fascinates the target while the persistent damage lasts. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 76 Price 350 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent poison damage, 3 poison splash damage, and fascinates the target while the persistent damage lasts. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 76 Price 4,000 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 persistent poison damage, 4 poison splash damage, and fascinates the target while the persistent damage lasts.","skill_mod":{},"summary":"The bomb deals 1d6 persistent poison damage , 1 poison splash damage, and fascinates the target while the persistent damage lasts.","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3732","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Lesser Spider Satchel","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3732-3506"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3732","weakness":{},"primary_source_group":"Wardens of Wildwood","price":1600,"trait":["Alchemical","Bomb","Consumable","Poison","Splash","Uncommon"],"id":"equipment-3732-3507","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Spider Satchel May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- The Verduran Forest’s tiny tent-trap spider lays her eggs in a pyramidal web, and her young hatch only in response to intense vibration, such as the struggles of an ensnared insect or even songbird. Sadistic alchemists gather and augment these eggs, packing them in silken satchels that disgorge thousands of biting spider babies on impact. Many types of spider satchel grant a bonus to attack rolls. Until shaken off—or for the desperate target, incinerated—these spiders make it difficult to concentrate on anything other than escaping the swarm. The fascination effect ends automatically if a creature uses further hostile actions against the target, but hostile actions against the target’s allies don’t automatically end the effect. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 75 Price 6 gp --- The bomb deals 1d6 persistent poison damage, 1 poison splash damage, and fascinates the target while the persistent damage lasts. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 76 Price 16 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent poison damage, 2 poison splash damage, and fascinates the target while the persistent damage lasts. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 76 Price 350 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent poison damage, 3 poison splash damage, and fascinates the target while the persistent damage lasts. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 76 Price 4,000 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 persistent poison damage, 4 poison splash damage, and fascinates the target while the persistent damage lasts.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent poison damage, 2 poison splash damage, and fascinates the target while the …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3732","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Moderate Spider Satchel","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3732-3507"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3732","weakness":{},"primary_source_group":"Wardens of Wildwood","price":35000,"trait":["Alchemical","Bomb","Consumable","Poison","Splash","Uncommon"],"id":"equipment-3732-3508","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Spider Satchel May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- The Verduran Forest’s tiny tent-trap spider lays her eggs in a pyramidal web, and her young hatch only in response to intense vibration, such as the struggles of an ensnared insect or even songbird. Sadistic alchemists gather and augment these eggs, packing them in silken satchels that disgorge thousands of biting spider babies on impact. Many types of spider satchel grant a bonus to attack rolls. Until shaken off—or for the desperate target, incinerated—these spiders make it difficult to concentrate on anything other than escaping the swarm. The fascination effect ends automatically if a creature uses further hostile actions against the target, but hostile actions against the target’s allies don’t automatically end the effect. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 75 Price 6 gp --- The bomb deals 1d6 persistent poison damage, 1 poison splash damage, and fascinates the target while the persistent damage lasts. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 76 Price 16 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent poison damage, 2 poison splash damage, and fascinates the target while the persistent damage lasts. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 76 Price 350 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent poison damage, 3 poison splash damage, and fascinates the target while the persistent damage lasts. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 76 Price 4,000 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 persistent poison damage, 4 poison splash damage, and fascinates the target while the persistent damage lasts.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent poison damage, 3 poison splash damage, and fascinates the target while the …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3732","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Greater Spider Satchel","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3732-3508"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3732","weakness":{},"primary_source_group":"Wardens of Wildwood","price":400000,"trait":["Alchemical","Bomb","Consumable","Poison","Splash","Uncommon"],"id":"equipment-3732-3509","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Spider Satchel May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 75 Usage held in 1 hand Bulk L Activate Single Action Strike --- The Verduran Forest’s tiny tent-trap spider lays her eggs in a pyramidal web, and her young hatch only in response to intense vibration, such as the struggles of an ensnared insect or even songbird. Sadistic alchemists gather and augment these eggs, packing them in silken satchels that disgorge thousands of biting spider babies on impact. Many types of spider satchel grant a bonus to attack rolls. Until shaken off—or for the desperate target, incinerated—these spiders make it difficult to concentrate on anything other than escaping the swarm. The fascination effect ends automatically if a creature uses further hostile actions against the target, but hostile actions against the target’s allies don’t automatically end the effect. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Lesser Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 75 Price 6 gp --- The bomb deals 1d6 persistent poison damage, 1 poison splash damage, and fascinates the target while the persistent damage lasts. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Moderate Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 76 Price 16 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent poison damage, 2 poison splash damage, and fascinates the target while the persistent damage lasts. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 76 Price 350 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent poison damage, 3 poison splash damage, and fascinates the target while the persistent damage lasts. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Spider Satchel Source Pathfinder #203 Shepherd of Decay pg. 76 Price 4,000 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 persistent poison damage, 4 poison splash damage, and fascinates the target while the persistent damage lasts.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d6 persistent poison damage, 4 poison splash damage, and fascinates the target while the …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Mechanics","Rarity"],"level":18,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3732","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Major Spider Satchel","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3732-3509"},{"item_child_id":["equipment-3733-3510","equipment-3733-3511"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Consumable","Emotion","Mental","Plant","Uncommon","Wood"],"id":"equipment-3733","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Burglar's Rosebud May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 76 Usage held in 1 hand Activate Single Action (manipulate) --- Though originally intended to protect a green man’s favorite agents against predation by pesky herbivores, thieves have adapted the design to help them disperse guard animals. The soft flower bud belies the horrible perfume contained within. Activated by cracking open the petals, the rosebud exudes a noxious cloud that has the olfactory trait for 10 minutes. If dropped, it fills a 10-foot-burst. If you carry it in one hand and periodically waft it as a free action, the rosebud instead gives you a 10-foot emanation. Creatures that enter or start their turn in the cloud must succeed at a Fortitude save against the listed DC or become sickened 1. Animals and beasts that critically fail are also fleeing for 1 round. A creature that successfully saves against the burglar’s rosebud becomes temporarily immune to the effects for 24 hours. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Burglar's Rosebud Source Pathfinder #203 Shepherd of Decay pg. 76 Price 10 gp --- The DC is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Burglar's Rosebud Source Pathfinder #203 Shepherd of Decay pg. 76 Price 100 gp --- The DC is 24.","element":["Wood"],"skill_mod":{},"summary":"Though originally intended to protect a green man ’s favorite agents against predation by pesky herbivores, thieves have adapted the design to help …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Equipment","Mechanics","Creature Type","Rarity","Elemental"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3733","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Burglar's Rosebud","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3733"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3733","weakness":{},"primary_source_group":"Wardens of Wildwood","price":1000,"trait":["Consumable","Emotion","Mental","Plant","Uncommon","Wood"],"id":"equipment-3733-3510","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Burglar's Rosebud May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 76 Usage held in 1 hand Activate Single Action (manipulate) --- Though originally intended to protect a green man’s favorite agents against predation by pesky herbivores, thieves have adapted the design to help them disperse guard animals. The soft flower bud belies the horrible perfume contained within. Activated by cracking open the petals, the rosebud exudes a noxious cloud that has the olfactory trait for 10 minutes. If dropped, it fills a 10-foot-burst. If you carry it in one hand and periodically waft it as a free action, the rosebud instead gives you a 10-foot emanation. Creatures that enter or start their turn in the cloud must succeed at a Fortitude save against the listed DC or become sickened 1. Animals and beasts that critically fail are also fleeing for 1 round. A creature that successfully saves against the burglar’s rosebud becomes temporarily immune to the effects for 24 hours. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Burglar's Rosebud Source Pathfinder #203 Shepherd of Decay pg. 76 Price 10 gp --- The DC is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Burglar's Rosebud Source Pathfinder #203 Shepherd of Decay pg. 76 Price 100 gp --- The DC is 24.","element":["Wood"],"skill_mod":{},"summary":"The DC is 18.","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Equipment","Mechanics","Creature Type","Rarity","Elemental"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3733","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Burglar's Rosebud","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3733-3510"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3733","weakness":{},"primary_source_group":"Wardens of Wildwood","price":10000,"trait":["Consumable","Emotion","Mental","Plant","Uncommon","Wood"],"id":"equipment-3733-3511","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Burglar's Rosebud May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 76 Usage held in 1 hand Activate Single Action (manipulate) --- Though originally intended to protect a green man’s favorite agents against predation by pesky herbivores, thieves have adapted the design to help them disperse guard animals. The soft flower bud belies the horrible perfume contained within. Activated by cracking open the petals, the rosebud exudes a noxious cloud that has the olfactory trait for 10 minutes. If dropped, it fills a 10-foot-burst. If you carry it in one hand and periodically waft it as a free action, the rosebud instead gives you a 10-foot emanation. Creatures that enter or start their turn in the cloud must succeed at a Fortitude save against the listed DC or become sickened 1. Animals and beasts that critically fail are also fleeing for 1 round. A creature that successfully saves against the burglar’s rosebud becomes temporarily immune to the effects for 24 hours. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Burglar's Rosebud Source Pathfinder #203 Shepherd of Decay pg. 76 Price 10 gp --- The DC is 18. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Burglar's Rosebud Source Pathfinder #203 Shepherd of Decay pg. 76 Price 100 gp --- The DC is 24.","element":["Wood"],"skill_mod":{},"summary":"The DC is 24.","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Equipment","Mechanics","Creature Type","Rarity","Elemental"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3733","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Greater Burglar's Rosebud","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3733-3511"},{"item_child_id":["equipment-3734-3512","equipment-3734-3513","equipment-3734-3514","equipment-3734-3515"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Alchemical","Bomb","Consumable","Olfactory","Plant","Splash","Uncommon"],"id":"equipment-3734","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Durian Bomb May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- Whereas a durian’s aroma ranges from pleasant to revolting depending on the person, a durian bomb is a fruit that’s been alchemically modified for maximum revulsion. Many types of this bomb grant an item bonus to attack rolls. On a successful Strike, a durian bomb deals the listed piercing damage to the target. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb’s type. Creatures in the splash area treat the results of their saving throw as one step better. Creatures sickened by a durian bomb are unable to smell anything else while the sickened condition lasts, suppressing any scent special sense they might have. Once a creature is sickened by a durian bomb , they’re immune to the sickened condition caused by other durian bombs for 1 minute. Critical Success The target is unaffected. Success The creature is sickened 1. Failure The creature is dazzled for 1 round and sickened 1. Critical Failure The creature is dazzled for 1 round and sickened 2. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Lesser Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 4 gp --- The bomb deals 1d4 piercing damage, and the DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Moderate Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 12 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 points of piercing damage, and the DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 275 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 points of piercing damage, and the DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Major Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 2,750 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 points of piercing damage, and the DC is 37.","skill_mod":{},"summary":"Whereas a durian’s aroma ranges from pleasant to revolting depending on the person, a durian bomb is a fruit that’s been alchemically modified for …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Monster","Equipment","Weapon","Sense","Creature Type","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3734","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Durian Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3734"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3734","weakness":{},"primary_source_group":"Wardens of Wildwood","price":400,"trait":["Alchemical","Bomb","Consumable","Olfactory","Plant","Splash","Uncommon"],"id":"equipment-3734-3512","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Durian Bomb May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- Whereas a durian’s aroma ranges from pleasant to revolting depending on the person, a durian bomb is a fruit that’s been alchemically modified for maximum revulsion. Many types of this bomb grant an item bonus to attack rolls. On a successful Strike, a durian bomb deals the listed piercing damage to the target. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb’s type. Creatures in the splash area treat the results of their saving throw as one step better. Creatures sickened by a durian bomb are unable to smell anything else while the sickened condition lasts, suppressing any scent special sense they might have. Once a creature is sickened by a durian bomb , they’re immune to the sickened condition caused by other durian bombs for 1 minute. Critical Success The target is unaffected. Success The creature is sickened 1. Failure The creature is dazzled for 1 round and sickened 1. Critical Failure The creature is dazzled for 1 round and sickened 2. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Lesser Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 4 gp --- The bomb deals 1d4 piercing damage, and the DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Moderate Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 12 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 points of piercing damage, and the DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 275 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 points of piercing damage, and the DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Major Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 2,750 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 points of piercing damage, and the DC is 37.","skill_mod":{},"summary":"The bomb deals 1d4 piercing damage, and the DC is 15.","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Monster","Equipment","Weapon","Sense","Creature Type","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3734","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Lesser Durian Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3734-3512"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3734","weakness":{},"primary_source_group":"Wardens of Wildwood","price":1200,"trait":["Alchemical","Bomb","Consumable","Olfactory","Plant","Splash","Uncommon"],"id":"equipment-3734-3513","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Durian Bomb May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- Whereas a durian’s aroma ranges from pleasant to revolting depending on the person, a durian bomb is a fruit that’s been alchemically modified for maximum revulsion. Many types of this bomb grant an item bonus to attack rolls. On a successful Strike, a durian bomb deals the listed piercing damage to the target. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb’s type. Creatures in the splash area treat the results of their saving throw as one step better. Creatures sickened by a durian bomb are unable to smell anything else while the sickened condition lasts, suppressing any scent special sense they might have. Once a creature is sickened by a durian bomb , they’re immune to the sickened condition caused by other durian bombs for 1 minute. Critical Success The target is unaffected. Success The creature is sickened 1. Failure The creature is dazzled for 1 round and sickened 1. Critical Failure The creature is dazzled for 1 round and sickened 2. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Lesser Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 4 gp --- The bomb deals 1d4 piercing damage, and the DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Moderate Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 12 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 points of piercing damage, and the DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 275 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 points of piercing damage, and the DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Major Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 2,750 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 points of piercing damage, and the DC is 37.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d4 points of piercing damage, and the DC is 17.","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Monster","Equipment","Weapon","Sense","Creature Type","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3734","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Moderate Durian Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3734-3513"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3734","weakness":{},"primary_source_group":"Wardens of Wildwood","price":27500,"trait":["Alchemical","Bomb","Consumable","Olfactory","Plant","Splash","Uncommon"],"id":"equipment-3734-3514","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Durian Bomb May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- Whereas a durian’s aroma ranges from pleasant to revolting depending on the person, a durian bomb is a fruit that’s been alchemically modified for maximum revulsion. Many types of this bomb grant an item bonus to attack rolls. On a successful Strike, a durian bomb deals the listed piercing damage to the target. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb’s type. Creatures in the splash area treat the results of their saving throw as one step better. Creatures sickened by a durian bomb are unable to smell anything else while the sickened condition lasts, suppressing any scent special sense they might have. Once a creature is sickened by a durian bomb , they’re immune to the sickened condition caused by other durian bombs for 1 minute. Critical Success The target is unaffected. Success The creature is sickened 1. Failure The creature is dazzled for 1 round and sickened 1. Critical Failure The creature is dazzled for 1 round and sickened 2. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Lesser Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 4 gp --- The bomb deals 1d4 piercing damage, and the DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Moderate Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 12 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 points of piercing damage, and the DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 275 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 points of piercing damage, and the DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Major Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 2,750 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 points of piercing damage, and the DC is 37.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d4 points of piercing damage, and the DC is 28.","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Monster","Equipment","Weapon","Sense","Creature Type","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3734","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Greater Durian Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3734-3514"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3734","weakness":{},"primary_source_group":"Wardens of Wildwood","price":275000,"trait":["Alchemical","Bomb","Consumable","Olfactory","Plant","Splash","Uncommon"],"id":"equipment-3734-3515","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Durian Bomb May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- Whereas a durian’s aroma ranges from pleasant to revolting depending on the person, a durian bomb is a fruit that’s been alchemically modified for maximum revulsion. Many types of this bomb grant an item bonus to attack rolls. On a successful Strike, a durian bomb deals the listed piercing damage to the target. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb’s type. Creatures in the splash area treat the results of their saving throw as one step better. Creatures sickened by a durian bomb are unable to smell anything else while the sickened condition lasts, suppressing any scent special sense they might have. Once a creature is sickened by a durian bomb , they’re immune to the sickened condition caused by other durian bombs for 1 minute. Critical Success The target is unaffected. Success The creature is sickened 1. Failure The creature is dazzled for 1 round and sickened 1. Critical Failure The creature is dazzled for 1 round and sickened 2. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Lesser Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 4 gp --- The bomb deals 1d4 piercing damage, and the DC is 15. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Moderate Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 12 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 points of piercing damage, and the DC is 17. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 275 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 points of piercing damage, and the DC is 28. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Major Durian Bomb Source Pathfinder #203 Shepherd of Decay pg. 77 Price 2,750 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 points of piercing damage, and the DC is 37.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d4 points of piercing damage, and the DC is 37.","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Monster","Equipment","Weapon","Sense","Creature Type","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3734","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Major Durian Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3734-3515"},{"item_child_id":["equipment-3735-3516","equipment-3735-3517","equipment-3735-3518","equipment-3735-3519"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3735","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Irritating Seedpod May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 77 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- When you crack open this soft, spongy seedpod, you can use it as a catalyst when casting a mist spell. When you do, irritating pollen fills the area for the spell’s duration. Creatures in the area must attempt a Fortitude saving throw at the listed DC to avoid sneezing uncontrollably. On a failed save, the creature gains the listed condition for the listed time. A creature that succeeds at this saving throw becomes temporarily immune to the irritating seedpod’s pollen for 10 minutes. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 11 gp --- The DC is 15. On a failed save, the creature becomes slowed 1 for 1 round. Rather than last for the duration of the spell, the irritating pollen only remains in the area for 1 round. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 55 gp --- The DC is 21. On a failed save, the creature becomes slowed 1 for 1 round. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 190 gp --- The DC is 24. On a failed save, the creature becomes slowed 1 for 3 rounds. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 800 gp --- The DC is 29. On a failed save, the creature becomes slowed 2 for 1 round, then slowed 1 for 3 rounds.","skill_mod":{},"summary":"When you crack open this soft, spongy seedpod, you can use it as a catalyst when casting a mist spell. When you do, irritating pollen fills the …","primary_source":"Pathfinder #203 Shepherd of Decay","spell":["Mist"],"trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3735","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Irritating Seedpod","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3735"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3735","weakness":{},"primary_source_group":"Wardens of Wildwood","price":1100,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3735-3516","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Irritating Seedpod May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 77 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- When you crack open this soft, spongy seedpod, you can use it as a catalyst when casting a mist spell. When you do, irritating pollen fills the area for the spell’s duration. Creatures in the area must attempt a Fortitude saving throw at the listed DC to avoid sneezing uncontrollably. On a failed save, the creature gains the listed condition for the listed time. A creature that succeeds at this saving throw becomes temporarily immune to the irritating seedpod’s pollen for 10 minutes. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 11 gp --- The DC is 15. On a failed save, the creature becomes slowed 1 for 1 round. Rather than last for the duration of the spell, the irritating pollen only remains in the area for 1 round. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 55 gp --- The DC is 21. On a failed save, the creature becomes slowed 1 for 1 round. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 190 gp --- The DC is 24. On a failed save, the creature becomes slowed 1 for 3 rounds. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 800 gp --- The DC is 29. On a failed save, the creature becomes slowed 2 for 1 round, then slowed 1 for 3 rounds.","skill_mod":{},"summary":"The DC is 15. On a failed save, the creature becomes slowed 1 for 1 round. Rather than last for the duration of the spell, the irritating pollen …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3735","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Lesser Irritating Seedpod","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3735-3516"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3735","weakness":{},"primary_source_group":"Wardens of Wildwood","price":5500,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3735-3517","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Irritating Seedpod May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 77 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- When you crack open this soft, spongy seedpod, you can use it as a catalyst when casting a mist spell. When you do, irritating pollen fills the area for the spell’s duration. Creatures in the area must attempt a Fortitude saving throw at the listed DC to avoid sneezing uncontrollably. On a failed save, the creature gains the listed condition for the listed time. A creature that succeeds at this saving throw becomes temporarily immune to the irritating seedpod’s pollen for 10 minutes. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 11 gp --- The DC is 15. On a failed save, the creature becomes slowed 1 for 1 round. Rather than last for the duration of the spell, the irritating pollen only remains in the area for 1 round. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 55 gp --- The DC is 21. On a failed save, the creature becomes slowed 1 for 1 round. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 190 gp --- The DC is 24. On a failed save, the creature becomes slowed 1 for 3 rounds. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 800 gp --- The DC is 29. On a failed save, the creature becomes slowed 2 for 1 round, then slowed 1 for 3 rounds.","skill_mod":{},"summary":"The DC is 21. On a failed save, the creature becomes slowed 1 for 1 round.","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3735","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Irritating Seedpod","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3735-3517"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3735","weakness":{},"primary_source_group":"Wardens of Wildwood","price":19000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3735-3518","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Irritating Seedpod May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 77 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- When you crack open this soft, spongy seedpod, you can use it as a catalyst when casting a mist spell. When you do, irritating pollen fills the area for the spell’s duration. Creatures in the area must attempt a Fortitude saving throw at the listed DC to avoid sneezing uncontrollably. On a failed save, the creature gains the listed condition for the listed time. A creature that succeeds at this saving throw becomes temporarily immune to the irritating seedpod’s pollen for 10 minutes. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 11 gp --- The DC is 15. On a failed save, the creature becomes slowed 1 for 1 round. Rather than last for the duration of the spell, the irritating pollen only remains in the area for 1 round. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 55 gp --- The DC is 21. On a failed save, the creature becomes slowed 1 for 1 round. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 190 gp --- The DC is 24. On a failed save, the creature becomes slowed 1 for 3 rounds. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 800 gp --- The DC is 29. On a failed save, the creature becomes slowed 2 for 1 round, then slowed 1 for 3 rounds.","skill_mod":{},"summary":"The DC is 24. On a failed save, the creature becomes slowed 1 for 3 rounds.","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3735","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Greater Irritating Seedpod","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3735-3518"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3735","weakness":{},"primary_source_group":"Wardens of Wildwood","price":80000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-3735-3519","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Irritating Seedpod May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 77 Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- When you crack open this soft, spongy seedpod, you can use it as a catalyst when casting a mist spell. When you do, irritating pollen fills the area for the spell’s duration. Creatures in the area must attempt a Fortitude saving throw at the listed DC to avoid sneezing uncontrollably. On a failed save, the creature gains the listed condition for the listed time. A creature that succeeds at this saving throw becomes temporarily immune to the irritating seedpod’s pollen for 10 minutes. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 11 gp --- The DC is 15. On a failed save, the creature becomes slowed 1 for 1 round. Rather than last for the duration of the spell, the irritating pollen only remains in the area for 1 round. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 55 gp --- The DC is 21. On a failed save, the creature becomes slowed 1 for 1 round. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 190 gp --- The DC is 24. On a failed save, the creature becomes slowed 1 for 3 rounds. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Irritating Seedpod Source Pathfinder #203 Shepherd of Decay pg. 77 Price 800 gp --- The DC is 29. On a failed save, the creature becomes slowed 2 for 1 round, then slowed 1 for 3 rounds.","skill_mod":{},"summary":"The DC is 29. On a failed save, the creature becomes slowed 2 for 1 round, then slowed 1 for 3 rounds.","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Equipment","Mechanics","Rarity"],"level":14,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3735","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Major Irritating Seedpod","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3735-3519"},{"item_child_id":["equipment-3736-3520","equipment-3736-3521","equipment-3736-3522","equipment-3736-3523"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Acid","Alchemical","Bomb","Consumable","Plant","Splash","Uncommon"],"id":"equipment-3736","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Tenderizer Grenade May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- Made from the acidic flesh of an especially astringent fruit found on the Plane of Wood, this bomb’s contents soften, oxidize, and season whatever they touch. Many types of this bomb grant an item bonus to attack rolls. On a successful Strike, a tenderizer grenade deals the listed acid damage to the target and the listed acid splash damage. Any resistances the target has against bludgeoning, piercing, and slashing damage are reduced by an amount based on the bomb’s type. In addition, the target is showered with appetizing esters, oils, and salts, making them off-guard against jaws Strikes, fangs Strikes, or similar Strikes with a creature’s mouth. These additional effects last until the end of your next turn, or for 1 minute on a critical hit. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Lesser Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 4 gp --- The bomb deals 1d6 acid damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Moderate Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 12 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 points of acid damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 275 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 points of acid damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Major Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 2,750 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 points of acid damage.","skill_mod":{},"summary":"Made from the acidic flesh of an especially astringent fruit found on the Plane of Wood , this bomb’s contents soften, oxidize, and season whatever …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Energy","Monster","Equipment","Weapon","Creature Type","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3736","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Tenderizer Grenade","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3736"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3736","weakness":{},"primary_source_group":"Wardens of Wildwood","price":400,"trait":["Acid","Alchemical","Bomb","Consumable","Plant","Splash","Uncommon"],"id":"equipment-3736-3520","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Tenderizer Grenade May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- Made from the acidic flesh of an especially astringent fruit found on the Plane of Wood, this bomb’s contents soften, oxidize, and season whatever they touch. Many types of this bomb grant an item bonus to attack rolls. On a successful Strike, a tenderizer grenade deals the listed acid damage to the target and the listed acid splash damage. Any resistances the target has against bludgeoning, piercing, and slashing damage are reduced by an amount based on the bomb’s type. In addition, the target is showered with appetizing esters, oils, and salts, making them off-guard against jaws Strikes, fangs Strikes, or similar Strikes with a creature’s mouth. These additional effects last until the end of your next turn, or for 1 minute on a critical hit. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Lesser Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 4 gp --- The bomb deals 1d6 acid damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Moderate Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 12 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 points of acid damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 275 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 points of acid damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Major Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 2,750 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 points of acid damage.","skill_mod":{},"summary":"The bomb deals 1d6 acid damage.","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Energy","Monster","Equipment","Weapon","Creature Type","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3736","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Lesser Tenderizer Grenade","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3736-3520"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3736","weakness":{},"primary_source_group":"Wardens of Wildwood","price":1200,"trait":["Acid","Alchemical","Bomb","Consumable","Plant","Splash","Uncommon"],"id":"equipment-3736-3521","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Tenderizer Grenade May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- Made from the acidic flesh of an especially astringent fruit found on the Plane of Wood, this bomb’s contents soften, oxidize, and season whatever they touch. Many types of this bomb grant an item bonus to attack rolls. On a successful Strike, a tenderizer grenade deals the listed acid damage to the target and the listed acid splash damage. Any resistances the target has against bludgeoning, piercing, and slashing damage are reduced by an amount based on the bomb’s type. In addition, the target is showered with appetizing esters, oils, and salts, making them off-guard against jaws Strikes, fangs Strikes, or similar Strikes with a creature’s mouth. These additional effects last until the end of your next turn, or for 1 minute on a critical hit. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Lesser Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 4 gp --- The bomb deals 1d6 acid damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Moderate Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 12 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 points of acid damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 275 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 points of acid damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Major Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 2,750 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 points of acid damage.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d6 points of acid damage.","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Energy","Monster","Equipment","Weapon","Creature Type","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3736","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Moderate Tenderizer Grenade","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3736-3521"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3736","weakness":{},"primary_source_group":"Wardens of Wildwood","price":27500,"trait":["Acid","Alchemical","Bomb","Consumable","Plant","Splash","Uncommon"],"id":"equipment-3736-3522","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Tenderizer Grenade May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- Made from the acidic flesh of an especially astringent fruit found on the Plane of Wood, this bomb’s contents soften, oxidize, and season whatever they touch. Many types of this bomb grant an item bonus to attack rolls. On a successful Strike, a tenderizer grenade deals the listed acid damage to the target and the listed acid splash damage. Any resistances the target has against bludgeoning, piercing, and slashing damage are reduced by an amount based on the bomb’s type. In addition, the target is showered with appetizing esters, oils, and salts, making them off-guard against jaws Strikes, fangs Strikes, or similar Strikes with a creature’s mouth. These additional effects last until the end of your next turn, or for 1 minute on a critical hit. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Lesser Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 4 gp --- The bomb deals 1d6 acid damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Moderate Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 12 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 points of acid damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 275 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 points of acid damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Major Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 2,750 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 points of acid damage.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d6 points of acid damage.","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Energy","Monster","Equipment","Weapon","Creature Type","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3736","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Greater Tenderizer Grenade","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3736-3522"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #203 Shepherd of Decay"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3736","weakness":{},"primary_source_group":"Wardens of Wildwood","price":275000,"trait":["Acid","Alchemical","Bomb","Consumable","Plant","Splash","Uncommon"],"id":"equipment-3736-3523","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Tenderizer Grenade May contain spoilers from Wardens of Wildwood Source Pathfinder #203 Shepherd of Decay pg. 77 Usage held in 1 hand Bulk L Activate Single Action Strike --- Made from the acidic flesh of an especially astringent fruit found on the Plane of Wood, this bomb’s contents soften, oxidize, and season whatever they touch. Many types of this bomb grant an item bonus to attack rolls. On a successful Strike, a tenderizer grenade deals the listed acid damage to the target and the listed acid splash damage. Any resistances the target has against bludgeoning, piercing, and slashing damage are reduced by an amount based on the bomb’s type. In addition, the target is showered with appetizing esters, oils, and salts, making them off-guard against jaws Strikes, fangs Strikes, or similar Strikes with a creature’s mouth. These additional effects last until the end of your next turn, or for 1 minute on a critical hit. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Lesser Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 4 gp --- The bomb deals 1d6 acid damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Moderate Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 12 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 points of acid damage. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 275 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 points of acid damage. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Major Tenderizer Grenade Source Pathfinder #203 Shepherd of Decay pg. 77 Price 2,750 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 points of acid damage.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d6 points of acid damage.","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Energy","Monster","Equipment","Weapon","Creature Type","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=3736","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Major Tenderizer Grenade","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3736-3523"},{"item_child_id":["equipment-3737-3524","equipment-3737-3525"],"primary_source_category":"Adventure Paths","usage":"worn collar","source":["Pathfinder #205: Singer, Stalker, Skinsaw Man"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"primary_source_group":"Curtain Call","trait":["Coda","Invested","Magical","Rare","Staff"],"id":"equipment-3737","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Limited\" > Gasping Lament May contain spoilers from Curtain Call Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 85 Usage worn collar --- This collar is a silken cord from which hangs a small silver amulet that bears the likeness of a woman with her hand at her throat. A gasping lament is a powerful coda instrument that’s worn rather than held. While you sing, you gain a +2 item bonus to Intimidation checks to Demoralize and to Performance checks. Full rules for coda instruments appear here. Activate Cast a Spell; Effect You expend a number of charges from the collar to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Gasping Lament Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 85 Price 2,000 gp --- Cantrip message 1st charm , command 2nd sonata span , ventriloquism 3rd enthrall , shatter 4th honeyed words , infectious melody 5th command , concordant choir <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Greater Gasping Lament Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 85 Price 14,500 gp --- The item bonuses are +3. 6th noise blast , zealous conviction 7th shatter , vibrant vibrato ","skill_mod":{},"summary":"This collar is a silken cord from which hangs a small silver amulet that bears the likeness of a woman with her hand at her throat. A gasping lament …","primary_source":"Pathfinder #205: Singer, Stalker, Skinsaw Man","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=3737","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Gasping Lament","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3737"},{"primary_source_category":"Adventure Paths","usage":"worn collar","source":["Pathfinder #205: Singer, Stalker, Skinsaw Man"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3737","weakness":{},"primary_source_group":"Curtain Call","price":200000,"skill":["Intimidation","Performance"],"trait":["Coda","Invested","Magical","Rare","Staff"],"id":"equipment-3737-3524","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Limited\" > Gasping Lament May contain spoilers from Curtain Call Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 85 Usage worn collar --- This collar is a silken cord from which hangs a small silver amulet that bears the likeness of a woman with her hand at her throat. A gasping lament is a powerful coda instrument that’s worn rather than held. While you sing, you gain a +2 item bonus to Intimidation checks to Demoralize and to Performance checks. Full rules for coda instruments appear here. Activate Cast a Spell; Effect You expend a number of charges from the collar to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Gasping Lament Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 85 Price 2,000 gp --- Cantrip message 1st charm , command 2nd sonata span , ventriloquism 3rd enthrall , shatter 4th honeyed words , infectious melody 5th command , concordant choir <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Greater Gasping Lament Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 85 Price 14,500 gp --- The item bonuses are +3. 6th noise blast , zealous conviction 7th shatter , vibrant vibrato ","skill_mod":{},"summary":"Cantrip message 1st charm , command 2nd sonata span , ventriloquism 3rd enthrall , shatter 4th …","primary_source":"Pathfinder #205: Singer, Stalker, Skinsaw Man","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=3737","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Gasping Lament","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3737-3524"},{"primary_source_category":"Adventure Paths","usage":"worn collar","source":["Pathfinder #205: Singer, Stalker, Skinsaw Man"],"type":"Item","item_category":"Staves","speed":{},"item_parent_id":"equipment-3737","weakness":{},"primary_source_group":"Curtain Call","price":1450000,"skill":["Intimidation","Performance"],"trait":["Coda","Invested","Magical","Rare","Staff"],"id":"equipment-3737-3525","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Limited\" > Gasping Lament May contain spoilers from Curtain Call Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 85 Usage worn collar --- This collar is a silken cord from which hangs a small silver amulet that bears the likeness of a woman with her hand at her throat. A gasping lament is a powerful coda instrument that’s worn rather than held. While you sing, you gain a +2 item bonus to Intimidation checks to Demoralize and to Performance checks. Full rules for coda instruments appear here. Activate Cast a Spell; Effect You expend a number of charges from the collar to cast a spell from its list. Craft Requirements Supply one casting of all listed levels of all listed spells. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Gasping Lament Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 85 Price 2,000 gp --- Cantrip message 1st charm , command 2nd sonata span , ventriloquism 3rd enthrall , shatter 4th honeyed words , infectious melody 5th command , concordant choir <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Greater Gasping Lament Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 85 Price 14,500 gp --- The item bonuses are +3. 6th noise blast , zealous conviction 7th shatter , vibrant vibrato ","skill_mod":{},"summary":"The item bonuses are +3. 6th noise blast , zealous conviction 7th shatter , vibrant vibrato","primary_source":"Pathfinder #205: Singer, Stalker, Skinsaw Man","trait_group":["Equipment","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Coda","resistance":{},"url":"/Equipment.aspx?ID=3737","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Greater Gasping Lament","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3737-3525"},{"item_child_id":["equipment-3738-3526","equipment-3738-3527","equipment-3738-3528"],"primary_source_category":"Adventure Paths","usage":"tattooed on the body","source":["Pathfinder #207: Resurrection Flood"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","trait":["Invested","Magical","Tattoo","Uncommon"],"id":"equipment-3738","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Limited\" > Aurochs' Might Tattoo May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 79 Usage tattooed on the body --- The auroch depicted by this tattoo is a powerful symbol of strength and resilience. When upgraded, the tattoo expands to depict an increasingly imposing herd of aurochs. Activate—Aurochs Charge Two Actions (concentrate) Frequency once per day; Effect You Stride twice and make a melee Strike against a creature within your reach at any point during your movement. If the Strike hits and deals damage, the target attempts a DC 24 Fortitude save to avoid being toppled by the impact. Critical Success The target is unaffected. Success The target is off-guard until the beginning of its next turn. Failure The target is knocked prone. Critical Failure As failure, but the target also takes 2d6 bludgeoning damage. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Lesser Aurochs' Might Tattoo Source Pathfinder #207: Resurrection Flood pg. 79 Price 475 gp <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Moderate Aurochs' Might Tattoo Source Pathfinder #207: Resurrection Flood pg. 79 Price 2,575 gp --- The Fortitude saving throw DC is 30, and the bludgeoning damage dealt by a critical failure is 4d6. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Greater Aurochs' Might Tattoo Source Pathfinder #207: Resurrection Flood pg. 79 Price 20,000 gp --- The Fortitude saving throw DC is 38, and the bludgeoning damage dealt by a critical failure is 6d6.","skill_mod":{},"summary":"The auroch depicted by this tattoo is a powerful symbol of strength and resilience. When upgraded, the tattoo expands to depict an increasingly …","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3738","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Aurochs' Might Tattoo","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3738"},{"primary_source_category":"Adventure Paths","usage":"tattooed on the body","source":["Pathfinder #207: Resurrection Flood"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-3738","weakness":{},"primary_source_group":"Triumph of the Tusk","price":47500,"trait":["Invested","Magical","Tattoo","Uncommon"],"id":"equipment-3738-3526","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Limited\" > Aurochs' Might Tattoo May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 79 Usage tattooed on the body --- The auroch depicted by this tattoo is a powerful symbol of strength and resilience. When upgraded, the tattoo expands to depict an increasingly imposing herd of aurochs. Activate—Aurochs Charge Two Actions (concentrate) Frequency once per day; Effect You Stride twice and make a melee Strike against a creature within your reach at any point during your movement. If the Strike hits and deals damage, the target attempts a DC 24 Fortitude save to avoid being toppled by the impact. Critical Success The target is unaffected. Success The target is off-guard until the beginning of its next turn. Failure The target is knocked prone. Critical Failure As failure, but the target also takes 2d6 bludgeoning damage. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Lesser Aurochs' Might Tattoo Source Pathfinder #207: Resurrection Flood pg. 79 Price 475 gp <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Moderate Aurochs' Might Tattoo Source Pathfinder #207: Resurrection Flood pg. 79 Price 2,575 gp --- The Fortitude saving throw DC is 30, and the bludgeoning damage dealt by a critical failure is 4d6. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Greater Aurochs' Might Tattoo Source Pathfinder #207: Resurrection Flood pg. 79 Price 20,000 gp --- The Fortitude saving throw DC is 38, and the bludgeoning damage dealt by a critical failure is 6d6.","skill_mod":{},"summary":"The auroch depicted by this tattoo is a powerful symbol of strength and resilience. When upgraded, the tattoo expands to depict an increasingly …","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3738","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Lesser Aurochs' Might Tattoo","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3738-3526"},{"primary_source_category":"Adventure Paths","usage":"tattooed on the body","source":["Pathfinder #207: Resurrection Flood"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-3738","weakness":{},"primary_source_group":"Triumph of the Tusk","price":257500,"trait":["Invested","Magical","Tattoo","Uncommon"],"id":"equipment-3738-3527","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Limited\" > Aurochs' Might Tattoo May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 79 Usage tattooed on the body --- The auroch depicted by this tattoo is a powerful symbol of strength and resilience. When upgraded, the tattoo expands to depict an increasingly imposing herd of aurochs. Activate—Aurochs Charge Two Actions (concentrate) Frequency once per day; Effect You Stride twice and make a melee Strike against a creature within your reach at any point during your movement. If the Strike hits and deals damage, the target attempts a DC 24 Fortitude save to avoid being toppled by the impact. Critical Success The target is unaffected. Success The target is off-guard until the beginning of its next turn. Failure The target is knocked prone. Critical Failure As failure, but the target also takes 2d6 bludgeoning damage. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Lesser Aurochs' Might Tattoo Source Pathfinder #207: Resurrection Flood pg. 79 Price 475 gp <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Moderate Aurochs' Might Tattoo Source Pathfinder #207: Resurrection Flood pg. 79 Price 2,575 gp --- The Fortitude saving throw DC is 30, and the bludgeoning damage dealt by a critical failure is 4d6. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Greater Aurochs' Might Tattoo Source Pathfinder #207: Resurrection Flood pg. 79 Price 20,000 gp --- The Fortitude saving throw DC is 38, and the bludgeoning damage dealt by a critical failure is 6d6.","skill_mod":{},"summary":"The Fortitude saving throw DC is 30, and the bludgeoning damage dealt by a critical failure is 4d6.","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3738","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Moderate Aurochs' Might Tattoo","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3738-3527"},{"primary_source_category":"Adventure Paths","usage":"tattooed on the body","source":["Pathfinder #207: Resurrection Flood"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-3738","weakness":{},"primary_source_group":"Triumph of the Tusk","price":2000000,"trait":["Invested","Magical","Tattoo","Uncommon"],"id":"equipment-3738-3528","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Limited\" > Aurochs' Might Tattoo May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 79 Usage tattooed on the body --- The auroch depicted by this tattoo is a powerful symbol of strength and resilience. When upgraded, the tattoo expands to depict an increasingly imposing herd of aurochs. Activate—Aurochs Charge Two Actions (concentrate) Frequency once per day; Effect You Stride twice and make a melee Strike against a creature within your reach at any point during your movement. If the Strike hits and deals damage, the target attempts a DC 24 Fortitude save to avoid being toppled by the impact. Critical Success The target is unaffected. Success The target is off-guard until the beginning of its next turn. Failure The target is knocked prone. Critical Failure As failure, but the target also takes 2d6 bludgeoning damage. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Lesser Aurochs' Might Tattoo Source Pathfinder #207: Resurrection Flood pg. 79 Price 475 gp <title level=\"2\" right=\"Item 13\" pfs=\"Limited\" > Moderate Aurochs' Might Tattoo Source Pathfinder #207: Resurrection Flood pg. 79 Price 2,575 gp --- The Fortitude saving throw DC is 30, and the bludgeoning damage dealt by a critical failure is 4d6. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Greater Aurochs' Might Tattoo Source Pathfinder #207: Resurrection Flood pg. 79 Price 20,000 gp --- The Fortitude saving throw DC is 38, and the bludgeoning damage dealt by a critical failure is 6d6.","skill_mod":{},"summary":"The Fortitude saving throw DC is 38, and the bludgeoning damage dealt by a critical failure is 6d6.","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Equipment","Mechanics","Rarity"],"level":18,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3738","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Greater Aurochs' Might Tattoo","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3738-3528"},{"item_child_id":["equipment-3739-3529","equipment-3739-3530"],"primary_source_category":"Adventure Paths","usage":"tattooed on the body","source":["Pathfinder #207: Resurrection Flood"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","skill":["Deception","Deception"],"trait":["Invested","Magical","Rare","Tattoo"],"id":"equipment-3739","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Cleft Head Marking May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 79 Usage tattooed on the body --- Caution and misdirection are the hallmarks of your hold. You’ve encountered more travelers than most of Belkzen’s holds ever see, and you need to understand how to deal with them. You’re a proud member of the Cleft Head Hold or have been found worthy of wearing their mark. This tattoo is a crooked line that begins high above one eye and zigzags toward your mouth. The tattoo’s grim appearance can help mask your true motivations. You gain a +1 item bonus to Deception checks to Feint. Activate—Unexpected Strike Free Action (concentrate) Frequency once per day; Trigger You Strike a creature that has the off-guard condition with a weapon attack; Effect You deal an extra 1d6 precision damage to the target. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Lesser Cleft Head Marking Source Pathfinder #207: Resurrection Flood pg. 79 Price 80 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Cleft Head Marking Source Pathfinder #207: Resurrection Flood pg. 79 Price 850 gp --- The item bonus is +2, and Unexpected Strike deals 2d6 precision damage.","skill_mod":{},"summary":"Caution and misdirection are the hallmarks of your hold. You’ve encountered more travelers than most of Belkzen’s holds ever see, and you need to …","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3739","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Cleft Head Marking","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3739"},{"primary_source_category":"Adventure Paths","usage":"tattooed on the body","source":["Pathfinder #207: Resurrection Flood"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-3739","weakness":{},"primary_source_group":"Triumph of the Tusk","price":8000,"skill":["Deception"],"trait":["Invested","Magical","Rare","Tattoo"],"id":"equipment-3739-3529","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Cleft Head Marking May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 79 Usage tattooed on the body --- Caution and misdirection are the hallmarks of your hold. You’ve encountered more travelers than most of Belkzen’s holds ever see, and you need to understand how to deal with them. You’re a proud member of the Cleft Head Hold or have been found worthy of wearing their mark. This tattoo is a crooked line that begins high above one eye and zigzags toward your mouth. The tattoo’s grim appearance can help mask your true motivations. You gain a +1 item bonus to Deception checks to Feint. Activate—Unexpected Strike Free Action (concentrate) Frequency once per day; Trigger You Strike a creature that has the off-guard condition with a weapon attack; Effect You deal an extra 1d6 precision damage to the target. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Lesser Cleft Head Marking Source Pathfinder #207: Resurrection Flood pg. 79 Price 80 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Cleft Head Marking Source Pathfinder #207: Resurrection Flood pg. 79 Price 850 gp --- The item bonus is +2, and Unexpected Strike deals 2d6 precision damage.","skill_mod":{},"summary":"Caution and misdirection are the hallmarks of your hold. You’ve encountered more travelers than most of Belkzen’s holds ever see, and you need to …","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3739","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Lesser Cleft Head Marking","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3739-3529"},{"primary_source_category":"Adventure Paths","usage":"tattooed on the body","source":["Pathfinder #207: Resurrection Flood"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-3739","weakness":{},"primary_source_group":"Triumph of the Tusk","price":85000,"skill":["Deception"],"trait":["Invested","Magical","Rare","Tattoo"],"id":"equipment-3739-3530","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Cleft Head Marking May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 79 Usage tattooed on the body --- Caution and misdirection are the hallmarks of your hold. You’ve encountered more travelers than most of Belkzen’s holds ever see, and you need to understand how to deal with them. You’re a proud member of the Cleft Head Hold or have been found worthy of wearing their mark. This tattoo is a crooked line that begins high above one eye and zigzags toward your mouth. The tattoo’s grim appearance can help mask your true motivations. You gain a +1 item bonus to Deception checks to Feint. Activate—Unexpected Strike Free Action (concentrate) Frequency once per day; Trigger You Strike a creature that has the off-guard condition with a weapon attack; Effect You deal an extra 1d6 precision damage to the target. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Lesser Cleft Head Marking Source Pathfinder #207: Resurrection Flood pg. 79 Price 80 gp <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Cleft Head Marking Source Pathfinder #207: Resurrection Flood pg. 79 Price 850 gp --- The item bonus is +2, and Unexpected Strike deals 2d6 precision damage.","skill_mod":{},"summary":"The item bonus is +2, and Unexpected Strike deals 2d6 precision damage.","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3739","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Greater Cleft Head Marking","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3739-3530"},{"item_child_id":["equipment-3740-3531","equipment-3740-3532","equipment-3740-3533"],"primary_source_category":"Adventure Paths","usage":"tattooed on the body","source":["Pathfinder #207: Resurrection Flood"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","skill":["Diplomacy","Diplomacy","Diplomacy"],"trait":["Invested","Magical","Tattoo","Uncommon"],"id":"equipment-3740","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Flowing Water May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 80 Usage tattooed on the body --- The Flood Truce is a season of relative peace, and this tattoo of a river can soothe your temper when you might otherwise lash out. You gain a +1 item bonus to Diplomacy checks made against orcs who honor the Flood Truce. Activate—Embody the Truce Reaction (concentrate) Frequency once per day; Trigger A mental effect would compel you to harm an ally or bystander; Effect Attempt a counteract check with a counteract rank of 2 to end the effect. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Flowing Water Source Pathfinder #207: Resurrection Flood pg. 80 Price 55 gp <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Moderate Flowing Water Source Pathfinder #207: Resurrection Flood pg. 80 Price 320 gp --- The counteract rank is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Flowing Water Source Pathfinder #207: Resurrection Flood pg. 80 Price 1,200 gp --- The counteract rank is 6.","skill_mod":{},"summary":"The Flood Truce is a season of relative peace, and this tattoo of a river can soothe your temper when you might otherwise lash out. You gain a +1 …","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3740","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Flowing Water","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3740"},{"primary_source_category":"Adventure Paths","usage":"tattooed on the body","source":["Pathfinder #207: Resurrection Flood"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-3740","weakness":{},"primary_source_group":"Triumph of the Tusk","price":5500,"skill":["Diplomacy"],"trait":["Invested","Magical","Tattoo","Uncommon"],"id":"equipment-3740-3531","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Flowing Water May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 80 Usage tattooed on the body --- The Flood Truce is a season of relative peace, and this tattoo of a river can soothe your temper when you might otherwise lash out. You gain a +1 item bonus to Diplomacy checks made against orcs who honor the Flood Truce. Activate—Embody the Truce Reaction (concentrate) Frequency once per day; Trigger A mental effect would compel you to harm an ally or bystander; Effect Attempt a counteract check with a counteract rank of 2 to end the effect. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Flowing Water Source Pathfinder #207: Resurrection Flood pg. 80 Price 55 gp <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Moderate Flowing Water Source Pathfinder #207: Resurrection Flood pg. 80 Price 320 gp --- The counteract rank is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Flowing Water Source Pathfinder #207: Resurrection Flood pg. 80 Price 1,200 gp --- The counteract rank is 6.","skill_mod":{},"summary":"The Flood Truce is a season of relative peace, and this tattoo of a river can soothe your temper when you might otherwise lash out. You gain a +1 …","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3740","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Lesser Flowing Water","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3740-3531"},{"primary_source_category":"Adventure Paths","usage":"tattooed on the body","source":["Pathfinder #207: Resurrection Flood"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-3740","weakness":{},"primary_source_group":"Triumph of the Tusk","price":32000,"skill":["Diplomacy"],"trait":["Invested","Magical","Tattoo","Uncommon"],"id":"equipment-3740-3532","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Flowing Water May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 80 Usage tattooed on the body --- The Flood Truce is a season of relative peace, and this tattoo of a river can soothe your temper when you might otherwise lash out. You gain a +1 item bonus to Diplomacy checks made against orcs who honor the Flood Truce. Activate—Embody the Truce Reaction (concentrate) Frequency once per day; Trigger A mental effect would compel you to harm an ally or bystander; Effect Attempt a counteract check with a counteract rank of 2 to end the effect. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Flowing Water Source Pathfinder #207: Resurrection Flood pg. 80 Price 55 gp <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Moderate Flowing Water Source Pathfinder #207: Resurrection Flood pg. 80 Price 320 gp --- The counteract rank is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Flowing Water Source Pathfinder #207: Resurrection Flood pg. 80 Price 1,200 gp --- The counteract rank is 6.","skill_mod":{},"summary":"The counteract rank is 4.","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3740","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Moderate Flowing Water","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3740-3532"},{"primary_source_category":"Adventure Paths","usage":"tattooed on the body","source":["Pathfinder #207: Resurrection Flood"],"type":"Item","item_category":"Tattoos","speed":{},"item_parent_id":"equipment-3740","weakness":{},"primary_source_group":"Triumph of the Tusk","price":120000,"skill":["Diplomacy"],"trait":["Invested","Magical","Tattoo","Uncommon"],"id":"equipment-3740-3533","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Flowing Water May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 80 Usage tattooed on the body --- The Flood Truce is a season of relative peace, and this tattoo of a river can soothe your temper when you might otherwise lash out. You gain a +1 item bonus to Diplomacy checks made against orcs who honor the Flood Truce. Activate—Embody the Truce Reaction (concentrate) Frequency once per day; Trigger A mental effect would compel you to harm an ally or bystander; Effect Attempt a counteract check with a counteract rank of 2 to end the effect. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Flowing Water Source Pathfinder #207: Resurrection Flood pg. 80 Price 55 gp <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Moderate Flowing Water Source Pathfinder #207: Resurrection Flood pg. 80 Price 320 gp --- The counteract rank is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Flowing Water Source Pathfinder #207: Resurrection Flood pg. 80 Price 1,200 gp --- The counteract rank is 6.","skill_mod":{},"summary":"The counteract rank is 6.","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3740","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Greater Flowing Water","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3740-3533"},{"item_child_id":["equipment-3741-3534","equipment-3741-3535","equipment-3741-3536"],"primary_source_category":"Adventure Paths","usage":"worn bracers","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","skill":["Intimidation","Performance","Intimidation","Performance"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3741","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Rending Gauntlets May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Usage worn bracers Bulk L --- These heavy gloves are reinforced with thick animal hide and sharpened bone. Activate—Shredding Finisher Single Action (manipulate) Frequency once per hour; Requirements You hit the same creature with two unarmed Strikes in the same round; Effect The gauntlets’ spikes dig into the creature just before you tear them free, dealing the listed piercing damage. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Lesser Rending Gauntlets Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Price 130 gp --- The gauntlets deal 2d6 piercing damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Moderate Rending Gauntlets Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Price 1,700 gp --- The gauntlets deal 4d6 piercing damage. <title level=\"2\" right=\"Item 19\" pfs=\"Limited\" > Greater Rending Gauntlets Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Price 32,000 gp --- The gauntlets deal 6d6 piercing damage.","skill_mod":{},"summary":"These heavy gloves are reinforced with thick animal hide and sharpened bone. ","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3741","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Rending Gauntlets","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3741"},{"primary_source_category":"Adventure Paths","usage":"worn bracers","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3741","weakness":{},"primary_source_group":"Triumph of the Tusk","price":13000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3741-3534","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Rending Gauntlets May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Usage worn bracers Bulk L --- These heavy gloves are reinforced with thick animal hide and sharpened bone. Activate—Shredding Finisher Single Action (manipulate) Frequency once per hour; Requirements You hit the same creature with two unarmed Strikes in the same round; Effect The gauntlets’ spikes dig into the creature just before you tear them free, dealing the listed piercing damage. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Lesser Rending Gauntlets Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Price 130 gp --- The gauntlets deal 2d6 piercing damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Moderate Rending Gauntlets Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Price 1,700 gp --- The gauntlets deal 4d6 piercing damage. <title level=\"2\" right=\"Item 19\" pfs=\"Limited\" > Greater Rending Gauntlets Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Price 32,000 gp --- The gauntlets deal 6d6 piercing damage.","skill_mod":{},"summary":"The gauntlets deal 2d6 piercing damage.","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3741","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Lesser Rending Gauntlets","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3741-3534"},{"primary_source_category":"Adventure Paths","usage":"worn bracers","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3741","weakness":{},"primary_source_group":"Triumph of the Tusk","price":170000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3741-3535","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Rending Gauntlets May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Usage worn bracers Bulk L --- These heavy gloves are reinforced with thick animal hide and sharpened bone. Activate—Shredding Finisher Single Action (manipulate) Frequency once per hour; Requirements You hit the same creature with two unarmed Strikes in the same round; Effect The gauntlets’ spikes dig into the creature just before you tear them free, dealing the listed piercing damage. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Lesser Rending Gauntlets Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Price 130 gp --- The gauntlets deal 2d6 piercing damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Moderate Rending Gauntlets Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Price 1,700 gp --- The gauntlets deal 4d6 piercing damage. <title level=\"2\" right=\"Item 19\" pfs=\"Limited\" > Greater Rending Gauntlets Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Price 32,000 gp --- The gauntlets deal 6d6 piercing damage.","skill_mod":{},"summary":"The gauntlets deal 4d6 piercing damage.","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3741","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Moderate Rending Gauntlets","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3741-3535"},{"primary_source_category":"Adventure Paths","usage":"worn bracers","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3741","weakness":{},"primary_source_group":"Triumph of the Tusk","price":3200000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3741-3536","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Rending Gauntlets May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Usage worn bracers Bulk L --- These heavy gloves are reinforced with thick animal hide and sharpened bone. Activate—Shredding Finisher Single Action (manipulate) Frequency once per hour; Requirements You hit the same creature with two unarmed Strikes in the same round; Effect The gauntlets’ spikes dig into the creature just before you tear them free, dealing the listed piercing damage. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Lesser Rending Gauntlets Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Price 130 gp --- The gauntlets deal 2d6 piercing damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Moderate Rending Gauntlets Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Price 1,700 gp --- The gauntlets deal 4d6 piercing damage. <title level=\"2\" right=\"Item 19\" pfs=\"Limited\" > Greater Rending Gauntlets Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Price 32,000 gp --- The gauntlets deal 6d6 piercing damage.","skill_mod":{},"summary":"The gauntlets deal 6d6 piercing damage.","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Equipment","Mechanics","Rarity"],"level":19,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3741","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Greater Rending Gauntlets","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3741-3536"},{"item_child_id":["equipment-3742-3538","equipment-3742-3539","equipment-3742-3560"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","skill":["Intimidation","Intimidation","Intimidation"],"trait":["Magical","Uncommon"],"id":"equipment-3742","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Stormshard May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Usage held in 1 hand Bulk L --- These shards of coalesced necromantic essence are sometimes found in the wake of an ancestor storm. Howling spirits are faintly visible, trapped inside the jagged, dark-green glass. You can use the shard to cow the undead or briefly release the tormented souls from inside the glass. While you hold the stormshard, you gain a +1 item bonus to Intimidation checks to influence the undead. In addition, you can Demoralize undead creatures, even if those creatures are mindless or otherwise immune to emotion, fear, or mental effects. Activate—Free the Spirits Two Actions (concentrate, manipulate) Frequency once per day; Effect You briefly release the spirits from the stormshard before drawing them back into the glass. Each creature in a 10-foot emanation takes 4d8 void damage (DC 20 basic Fortitude save). You treat the result of your saving throw as one degree of success better than its outcome. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Stormshard Source Pathfinder #208: Hoof, Cinder, and Storm pg. 79 Price 1,800 gp --- The item bonus increases to +2. When activating the stormshard to release the spirits, the damage increases to 8d8 (DC 29). In addition, you can choose to increase the radius of the emanation by up to 10 feet. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Stormshard Source Pathfinder #208: Hoof, Cinder, and Storm pg. 79 Price 19,000 gp --- The item bonus increases to +3. When activating the stormshard , the damage increases to 13d8 (DC 38), and you can increase the radius of the emanation by up to 20 feet. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Stormshard Source Pathfinder #208: Hoof, Cinder, and Storm pg. 79 Price 230 gp ","skill_mod":{},"summary":"These shards of coalesced necromantic essence are sometimes found in the wake of an ancestor storm. Howling spirits are faintly visible, trapped …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3742","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Stormshard","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3742"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3742","weakness":{},"primary_source_group":"Triumph of the Tusk","price":180000,"skill":["Intimidation"],"trait":["Magical","Uncommon"],"id":"equipment-3742-3538","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Stormshard May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Usage held in 1 hand Bulk L --- These shards of coalesced necromantic essence are sometimes found in the wake of an ancestor storm. Howling spirits are faintly visible, trapped inside the jagged, dark-green glass. You can use the shard to cow the undead or briefly release the tormented souls from inside the glass. While you hold the stormshard, you gain a +1 item bonus to Intimidation checks to influence the undead. In addition, you can Demoralize undead creatures, even if those creatures are mindless or otherwise immune to emotion, fear, or mental effects. Activate—Free the Spirits Two Actions (concentrate, manipulate) Frequency once per day; Effect You briefly release the spirits from the stormshard before drawing them back into the glass. Each creature in a 10-foot emanation takes 4d8 void damage (DC 20 basic Fortitude save). You treat the result of your saving throw as one degree of success better than its outcome. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Stormshard Source Pathfinder #208: Hoof, Cinder, and Storm pg. 79 Price 1,800 gp --- The item bonus increases to +2. When activating the stormshard to release the spirits, the damage increases to 8d8 (DC 29). In addition, you can choose to increase the radius of the emanation by up to 10 feet. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Stormshard Source Pathfinder #208: Hoof, Cinder, and Storm pg. 79 Price 19,000 gp --- The item bonus increases to +3. When activating the stormshard , the damage increases to 13d8 (DC 38), and you can increase the radius of the emanation by up to 20 feet. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Stormshard Source Pathfinder #208: Hoof, Cinder, and Storm pg. 79 Price 230 gp ","skill_mod":{},"summary":"The item bonus increases to +2. When activating the stormshard to release the spirits, the damage increases to 8d8 (DC 29). In addition, you can …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3742","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Greater Stormshard","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3742-3538"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3742","weakness":{},"primary_source_group":"Triumph of the Tusk","price":1900000,"skill":["Intimidation"],"trait":["Magical","Uncommon"],"id":"equipment-3742-3539","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Stormshard May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Usage held in 1 hand Bulk L --- These shards of coalesced necromantic essence are sometimes found in the wake of an ancestor storm. Howling spirits are faintly visible, trapped inside the jagged, dark-green glass. You can use the shard to cow the undead or briefly release the tormented souls from inside the glass. While you hold the stormshard, you gain a +1 item bonus to Intimidation checks to influence the undead. In addition, you can Demoralize undead creatures, even if those creatures are mindless or otherwise immune to emotion, fear, or mental effects. Activate—Free the Spirits Two Actions (concentrate, manipulate) Frequency once per day; Effect You briefly release the spirits from the stormshard before drawing them back into the glass. Each creature in a 10-foot emanation takes 4d8 void damage (DC 20 basic Fortitude save). You treat the result of your saving throw as one degree of success better than its outcome. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Stormshard Source Pathfinder #208: Hoof, Cinder, and Storm pg. 79 Price 1,800 gp --- The item bonus increases to +2. When activating the stormshard to release the spirits, the damage increases to 8d8 (DC 29). In addition, you can choose to increase the radius of the emanation by up to 10 feet. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Stormshard Source Pathfinder #208: Hoof, Cinder, and Storm pg. 79 Price 19,000 gp --- The item bonus increases to +3. When activating the stormshard , the damage increases to 13d8 (DC 38), and you can increase the radius of the emanation by up to 20 feet. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Stormshard Source Pathfinder #208: Hoof, Cinder, and Storm pg. 79 Price 230 gp ","skill_mod":{},"summary":"The item bonus increases to +3. When activating the stormshard , the damage increases to 13d8 (DC 38), and you can increase the radius of the …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Mechanics","Rarity"],"level":18,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3742","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Major Stormshard","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3742-3539"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3742","weakness":{},"primary_source_group":"Triumph of the Tusk","price":23000,"skill":["Intimidation"],"trait":["Magical","Uncommon"],"id":"equipment-3742-3560","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Stormshard May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 78 Usage held in 1 hand Bulk L --- These shards of coalesced necromantic essence are sometimes found in the wake of an ancestor storm. Howling spirits are faintly visible, trapped inside the jagged, dark-green glass. You can use the shard to cow the undead or briefly release the tormented souls from inside the glass. While you hold the stormshard, you gain a +1 item bonus to Intimidation checks to influence the undead. In addition, you can Demoralize undead creatures, even if those creatures are mindless or otherwise immune to emotion, fear, or mental effects. Activate—Free the Spirits Two Actions (concentrate, manipulate) Frequency once per day; Effect You briefly release the spirits from the stormshard before drawing them back into the glass. Each creature in a 10-foot emanation takes 4d8 void damage (DC 20 basic Fortitude save). You treat the result of your saving throw as one degree of success better than its outcome. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Stormshard Source Pathfinder #208: Hoof, Cinder, and Storm pg. 79 Price 1,800 gp --- The item bonus increases to +2. When activating the stormshard to release the spirits, the damage increases to 8d8 (DC 29). In addition, you can choose to increase the radius of the emanation by up to 10 feet. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Stormshard Source Pathfinder #208: Hoof, Cinder, and Storm pg. 79 Price 19,000 gp --- The item bonus increases to +3. When activating the stormshard , the damage increases to 13d8 (DC 38), and you can increase the radius of the emanation by up to 20 feet. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Stormshard Source Pathfinder #208: Hoof, Cinder, and Storm pg. 79 Price 230 gp ","skill_mod":{},"summary":"These shards of coalesced necromantic essence are sometimes found in the wake of an ancestor storm. Howling spirits are faintly visible, trapped …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3742","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Stormshard","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3742-3560"},{"item_child_id":["equipment-3743-3540","equipment-3743-3541","equipment-3743-3542","equipment-3743-3543"],"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","trait":["Extradimensional","Magical","Uncommon"],"id":"equipment-3743","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Box of Unspoiling May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Usage held in 2 hands Bulk 1 --- This storage container decorated with images of wildlife and berries is popular among Shoanti quahs and other nomadic groups. The box functions like a spacious pouch, holding an amount of Bulk depending on its type, and is inscribed with magic to keep its contents cool to allow for travel with perishable items like meat and fruit. Items in the box are kept fresh for up to a year. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Box of Unspoiling (Type I) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 200 gp --- 25 Bulk <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Box of Unspoiling (Type II) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 575 gp --- 50 Bulk <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Box of Unspoiling (Type III) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 1,640 gp --- 100 Bulk <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Box of Unspoiling (Type IV) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 3,600 gp --- 150 Bulk","skill_mod":{},"summary":"This storage container decorated with images of wildlife and berries is popular among Shoanti quahs and other nomadic groups. The box functions like …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3743","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Box of Unspoiling","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3743"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3743","weakness":{},"primary_source_group":"Triumph of the Tusk","price":20000,"trait":["Extradimensional","Magical","Uncommon"],"id":"equipment-3743-3540","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Box of Unspoiling May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Usage held in 2 hands Bulk 1 --- This storage container decorated with images of wildlife and berries is popular among Shoanti quahs and other nomadic groups. The box functions like a spacious pouch, holding an amount of Bulk depending on its type, and is inscribed with magic to keep its contents cool to allow for travel with perishable items like meat and fruit. Items in the box are kept fresh for up to a year. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Box of Unspoiling (Type I) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 200 gp --- 25 Bulk <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Box of Unspoiling (Type II) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 575 gp --- 50 Bulk <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Box of Unspoiling (Type III) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 1,640 gp --- 100 Bulk <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Box of Unspoiling (Type IV) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 3,600 gp --- 150 Bulk","skill_mod":{},"summary":"25 Bulk","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3743","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Box of Unspoiling (Type I)","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3743-3540"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3743","weakness":{},"primary_source_group":"Triumph of the Tusk","price":57500,"trait":["Extradimensional","Magical","Uncommon"],"id":"equipment-3743-3541","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Box of Unspoiling May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Usage held in 2 hands Bulk 1 --- This storage container decorated with images of wildlife and berries is popular among Shoanti quahs and other nomadic groups. The box functions like a spacious pouch, holding an amount of Bulk depending on its type, and is inscribed with magic to keep its contents cool to allow for travel with perishable items like meat and fruit. Items in the box are kept fresh for up to a year. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Box of Unspoiling (Type I) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 200 gp --- 25 Bulk <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Box of Unspoiling (Type II) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 575 gp --- 50 Bulk <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Box of Unspoiling (Type III) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 1,640 gp --- 100 Bulk <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Box of Unspoiling (Type IV) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 3,600 gp --- 150 Bulk","skill_mod":{},"summary":"50 Bulk","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3743","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Box of Unspoiling (Type II)","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3743-3541"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3743","weakness":{},"primary_source_group":"Triumph of the Tusk","price":164000,"trait":["Extradimensional","Magical","Uncommon"],"id":"equipment-3743-3542","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Box of Unspoiling May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Usage held in 2 hands Bulk 1 --- This storage container decorated with images of wildlife and berries is popular among Shoanti quahs and other nomadic groups. The box functions like a spacious pouch, holding an amount of Bulk depending on its type, and is inscribed with magic to keep its contents cool to allow for travel with perishable items like meat and fruit. Items in the box are kept fresh for up to a year. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Box of Unspoiling (Type I) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 200 gp --- 25 Bulk <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Box of Unspoiling (Type II) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 575 gp --- 50 Bulk <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Box of Unspoiling (Type III) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 1,640 gp --- 100 Bulk <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Box of Unspoiling (Type IV) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 3,600 gp --- 150 Bulk","skill_mod":{},"summary":"100 Bulk","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3743","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Box of Unspoiling (Type III)","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3743-3542"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-3743","weakness":{},"primary_source_group":"Triumph of the Tusk","price":360000,"trait":["Extradimensional","Magical","Uncommon"],"id":"equipment-3743-3543","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Box of Unspoiling May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Usage held in 2 hands Bulk 1 --- This storage container decorated with images of wildlife and berries is popular among Shoanti quahs and other nomadic groups. The box functions like a spacious pouch, holding an amount of Bulk depending on its type, and is inscribed with magic to keep its contents cool to allow for travel with perishable items like meat and fruit. Items in the box are kept fresh for up to a year. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Box of Unspoiling (Type I) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 200 gp --- 25 Bulk <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Box of Unspoiling (Type II) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 575 gp --- 50 Bulk <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Box of Unspoiling (Type III) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 1,640 gp --- 100 Bulk <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Box of Unspoiling (Type IV) Source Pathfinder #208: Hoof, Cinder, and Storm pg. 80 Price 3,600 gp --- 150 Bulk","skill_mod":{},"summary":"150 Bulk","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Mechanics","Rarity"],"level":14,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3743","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Box of Unspoiling (Type IV)","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3743-3543"},{"item_child_id":["equipment-3744-3544","equipment-3744-3545","equipment-3744-3546"],"primary_source_category":"Adventure Paths","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","trait":["Consumable","Magical","Uncommon"],"id":"equipment-3744","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Roc-Shaft Arrow May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Ammunition arrow Activate Single Action Interact --- Each of these arrows is made from an immense roc’s flight feather, most of whose vanes have been trimmed to expose the arrow’s shaft. When an activated roc-shaft arrow hits a target, the arrow briefly grows a pair of avian wings and attempts to carry off the target. The target must succeed at a Fortitude save or be moved to a space you choose within an area determined by the arrow’s type; if the target critically fails, the arrow can move them an additional 10 feet. If this would move the target into a hazardous space, this effect gains the incapacitation trait. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Lesser Roc-Shaft Arrow Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Price 24 gp --- The arrow can move the target 10 feet (20 feet on a critical failure), and the Fortitude save DC is 19. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Moderate Roc-Shaft Arrow Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Price 160 gp --- The arrow can move the target 15 feet (20 feet on a critical failure), and the Fortitude save DC is 27. <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Greater Roc-Shaft Arrow Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Price 1,000 gp --- The arrow can move the target 20 feet (30 feet on a critical failure), and the Fortitude save DC is 34.","ammunition":"arrow","skill_mod":{},"summary":"Each of these arrows is made from an immense roc ’s flight feather, most of whose vanes have been trimmed to expose the arrow’s shaft. When an …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3744","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Roc-Shaft Arrow","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3744"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3744","weakness":{},"primary_source_group":"Triumph of the Tusk","price":2400,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-3744-3544","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Roc-Shaft Arrow May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Ammunition arrow Activate Single Action Interact --- Each of these arrows is made from an immense roc’s flight feather, most of whose vanes have been trimmed to expose the arrow’s shaft. When an activated roc-shaft arrow hits a target, the arrow briefly grows a pair of avian wings and attempts to carry off the target. The target must succeed at a Fortitude save or be moved to a space you choose within an area determined by the arrow’s type; if the target critically fails, the arrow can move them an additional 10 feet. If this would move the target into a hazardous space, this effect gains the incapacitation trait. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Lesser Roc-Shaft Arrow Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Price 24 gp --- The arrow can move the target 10 feet (20 feet on a critical failure), and the Fortitude save DC is 19. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Moderate Roc-Shaft Arrow Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Price 160 gp --- The arrow can move the target 15 feet (20 feet on a critical failure), and the Fortitude save DC is 27. <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Greater Roc-Shaft Arrow Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Price 1,000 gp --- The arrow can move the target 20 feet (30 feet on a critical failure), and the Fortitude save DC is 34.","ammunition":"arrow","skill_mod":{},"summary":"The arrow can move the target 10 feet (20 feet on a critical failure), and the Fortitude save DC is 19.","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3744","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Lesser Roc-Shaft Arrow","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3744-3544"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3744","weakness":{},"primary_source_group":"Triumph of the Tusk","price":16000,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-3744-3545","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Roc-Shaft Arrow May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Ammunition arrow Activate Single Action Interact --- Each of these arrows is made from an immense roc’s flight feather, most of whose vanes have been trimmed to expose the arrow’s shaft. When an activated roc-shaft arrow hits a target, the arrow briefly grows a pair of avian wings and attempts to carry off the target. The target must succeed at a Fortitude save or be moved to a space you choose within an area determined by the arrow’s type; if the target critically fails, the arrow can move them an additional 10 feet. If this would move the target into a hazardous space, this effect gains the incapacitation trait. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Lesser Roc-Shaft Arrow Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Price 24 gp --- The arrow can move the target 10 feet (20 feet on a critical failure), and the Fortitude save DC is 19. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Moderate Roc-Shaft Arrow Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Price 160 gp --- The arrow can move the target 15 feet (20 feet on a critical failure), and the Fortitude save DC is 27. <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Greater Roc-Shaft Arrow Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Price 1,000 gp --- The arrow can move the target 20 feet (30 feet on a critical failure), and the Fortitude save DC is 34.","ammunition":"arrow","skill_mod":{},"summary":"The arrow can move the target 15 feet (20 feet on a critical failure), and the Fortitude save DC is 27.","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3744","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Moderate Roc-Shaft Arrow","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3744-3545"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3744","weakness":{},"primary_source_group":"Triumph of the Tusk","price":100000,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-3744-3546","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Roc-Shaft Arrow May contain spoilers from Triumph of the Tusk Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Ammunition arrow Activate Single Action Interact --- Each of these arrows is made from an immense roc’s flight feather, most of whose vanes have been trimmed to expose the arrow’s shaft. When an activated roc-shaft arrow hits a target, the arrow briefly grows a pair of avian wings and attempts to carry off the target. The target must succeed at a Fortitude save or be moved to a space you choose within an area determined by the arrow’s type; if the target critically fails, the arrow can move them an additional 10 feet. If this would move the target into a hazardous space, this effect gains the incapacitation trait. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Lesser Roc-Shaft Arrow Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Price 24 gp --- The arrow can move the target 10 feet (20 feet on a critical failure), and the Fortitude save DC is 19. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Moderate Roc-Shaft Arrow Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Price 160 gp --- The arrow can move the target 15 feet (20 feet on a critical failure), and the Fortitude save DC is 27. <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Greater Roc-Shaft Arrow Source Pathfinder #208: Hoof, Cinder, and Storm pg. 81 Price 1,000 gp --- The arrow can move the target 20 feet (30 feet on a critical failure), and the Fortitude save DC is 34.","ammunition":"arrow","skill_mod":{},"summary":"The arrow can move the target 20 feet (30 feet on a critical failure), and the Fortitude save DC is 34.","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Equipment","Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3744","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Greater Roc-Shaft Arrow","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3744-3546"},{"item_child_id":["equipment-3745-3547","equipment-3745-3548"],"primary_source_category":"Adventure Paths","usage":"placed on a surface","source":["Pathfinder #209: Destroyer's Doom"],"type":"Item","item_category":"Other","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","trait":["Magical","Uncommon"],"id":"equipment-3745","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Limited\" > Mat of Resilience May contain spoilers from Triumph of the Tusk Source Pathfinder #209: Destroyer's Doom pg. 83 Usage placed on a surface Bulk 1 --- This light but sturdy woven mat, a miniature version of the floating foundations used in villages of the Dirt Sea, is carried tied in a tight roll. When you use an action to unfurl the mat onto an unoccupied horizontal space, the mat covers the existing terrain to create a smooth surface that can be walked on as if it were solid ground. Difficult or hazardous terrain in that square may be treated as normal while the mat of resilience covers it. The mat can be rolled back up or moved to an adjacent square using an Interact action, but it cannot be moved or put away while a creature is atop it. Activate—Steady Ground Single Action (envision) Effect You unfurl the mat and choose which shape it takes, either a 10-foot square or a 20-foot by 5-foot line. Activate—Sturdy Foundation Single Action (manipulate) Requirements A creature is atop the mat; Effect The creature enters a simple stance that makes the most of the mat’s stabilizing magic. While in this stance, if at least half of the creature’s space is atop the mat, it cannot gain the off-guard condition. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Mat of Resilence Source Pathfinder #209: Destroyer's Doom pg. 83 Price 330 gp <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Mat of Resilence Source Pathfinder #209: Destroyer's Doom pg. 83 Price 1,800 gp --- The mat’s surfaces increase to a 20-foot square and a 40- foot by 5-foot line.","skill_mod":{},"summary":"This light but sturdy woven mat, a miniature version of the floating foundations used in villages of the Dirt Sea, is carried tied in a tight roll. …","primary_source":"Pathfinder #209: Destroyer's Doom","trait_group":["Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3745","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Mat of Resilience","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3745"},{"primary_source_category":"Adventure Paths","usage":"placed on a surface","source":["Pathfinder #209: Destroyer's Doom"],"type":"Item","item_category":"Other","speed":{},"item_parent_id":"equipment-3745","weakness":{},"primary_source_group":"Triumph of the Tusk","price":33000,"trait":["Magical","Uncommon"],"id":"equipment-3745-3547","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Limited\" > Mat of Resilience May contain spoilers from Triumph of the Tusk Source Pathfinder #209: Destroyer's Doom pg. 83 Usage placed on a surface Bulk 1 --- This light but sturdy woven mat, a miniature version of the floating foundations used in villages of the Dirt Sea, is carried tied in a tight roll. When you use an action to unfurl the mat onto an unoccupied horizontal space, the mat covers the existing terrain to create a smooth surface that can be walked on as if it were solid ground. Difficult or hazardous terrain in that square may be treated as normal while the mat of resilience covers it. The mat can be rolled back up or moved to an adjacent square using an Interact action, but it cannot be moved or put away while a creature is atop it. Activate—Steady Ground Single Action (envision) Effect You unfurl the mat and choose which shape it takes, either a 10-foot square or a 20-foot by 5-foot line. Activate—Sturdy Foundation Single Action (manipulate) Requirements A creature is atop the mat; Effect The creature enters a simple stance that makes the most of the mat’s stabilizing magic. While in this stance, if at least half of the creature’s space is atop the mat, it cannot gain the off-guard condition. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Mat of Resilence Source Pathfinder #209: Destroyer's Doom pg. 83 Price 330 gp <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Mat of Resilence Source Pathfinder #209: Destroyer's Doom pg. 83 Price 1,800 gp --- The mat’s surfaces increase to a 20-foot square and a 40- foot by 5-foot line.","skill_mod":{},"summary":"This light but sturdy woven mat, a miniature version of the floating foundations used in villages of the Dirt Sea, is carried tied in a tight roll. …","primary_source":"Pathfinder #209: Destroyer's Doom","trait_group":["Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3745","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Mat of Resilence","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3745-3547"},{"primary_source_category":"Adventure Paths","usage":"placed on a surface","source":["Pathfinder #209: Destroyer's Doom"],"type":"Item","item_category":"Other","speed":{},"item_parent_id":"equipment-3745","weakness":{},"primary_source_group":"Triumph of the Tusk","price":180000,"trait":["Magical","Uncommon"],"id":"equipment-3745-3548","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Limited\" > Mat of Resilience May contain spoilers from Triumph of the Tusk Source Pathfinder #209: Destroyer's Doom pg. 83 Usage placed on a surface Bulk 1 --- This light but sturdy woven mat, a miniature version of the floating foundations used in villages of the Dirt Sea, is carried tied in a tight roll. When you use an action to unfurl the mat onto an unoccupied horizontal space, the mat covers the existing terrain to create a smooth surface that can be walked on as if it were solid ground. Difficult or hazardous terrain in that square may be treated as normal while the mat of resilience covers it. The mat can be rolled back up or moved to an adjacent square using an Interact action, but it cannot be moved or put away while a creature is atop it. Activate—Steady Ground Single Action (envision) Effect You unfurl the mat and choose which shape it takes, either a 10-foot square or a 20-foot by 5-foot line. Activate—Sturdy Foundation Single Action (manipulate) Requirements A creature is atop the mat; Effect The creature enters a simple stance that makes the most of the mat’s stabilizing magic. While in this stance, if at least half of the creature’s space is atop the mat, it cannot gain the off-guard condition. <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Mat of Resilence Source Pathfinder #209: Destroyer's Doom pg. 83 Price 330 gp <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Mat of Resilence Source Pathfinder #209: Destroyer's Doom pg. 83 Price 1,800 gp --- The mat’s surfaces increase to a 20-foot square and a 40- foot by 5-foot line.","skill_mod":{},"summary":"The mat’s surfaces increase to a 20-foot square and a 40- foot by 5-foot line.","primary_source":"Pathfinder #209: Destroyer's Doom","trait_group":["Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3745","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Greater Mat of Resilence","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3745-3548"},{"item_child_id":["equipment-3746-3553","equipment-3746-3554","equipment-3746-3555"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Spore War","trait":["Catalyst","Consumable","Magical","Rare"],"id":"equipment-3746","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Black Ash May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 78 Usage held in 1 hand Activate Cast a Spell --- On certain rare occasions, when a particularly despoiled tree or a powerful demonic fungal infestation (such as a Jeharlu Spore) is destroyed, the grimy black ash that remains behind functions as a catalyst called black ash. A wall of thorns empowered with this catalyst gains the fungus trait and appears diseased and toxic, with greasy filaments of dripping fungus growing through its vines. A creature damaged by this wall’s thorns takes an additional amount of persistent poison damage. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Black Ash Source Pathfinder #210: Whispers in the Dirt pg. 78 Price 30 gp --- The persistent damage is 1d6 <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Black Ash Source Pathfinder #210: Whispers in the Dirt pg. 78 Price 200 gp --- The persistent damage is 2d6 <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Major Black Ash Source Pathfinder #210: Whispers in the Dirt pg. 78 Price 1,300 gp --- The persistent damage is 3d6","skill_mod":{},"summary":"On certain rare occasions, when a particularly despoiled tree or a powerful demonic fungal infestation (such as a Jeharlu Spore) is destroyed, the …","primary_source":"Pathfinder #210: Whispers in the Dirt","spell":["Wall of Thorns"],"trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3746","source_group":["Spore War"],"spoilers":"Spore War","name":"Black Ash","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3746"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3746","weakness":{},"primary_source_group":"Spore War","price":3000,"trait":["Catalyst","Consumable","Magical","Rare"],"id":"equipment-3746-3553","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Black Ash May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 78 Usage held in 1 hand Activate Cast a Spell --- On certain rare occasions, when a particularly despoiled tree or a powerful demonic fungal infestation (such as a Jeharlu Spore) is destroyed, the grimy black ash that remains behind functions as a catalyst called black ash. A wall of thorns empowered with this catalyst gains the fungus trait and appears diseased and toxic, with greasy filaments of dripping fungus growing through its vines. A creature damaged by this wall’s thorns takes an additional amount of persistent poison damage. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Black Ash Source Pathfinder #210: Whispers in the Dirt pg. 78 Price 30 gp --- The persistent damage is 1d6 <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Black Ash Source Pathfinder #210: Whispers in the Dirt pg. 78 Price 200 gp --- The persistent damage is 2d6 <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Major Black Ash Source Pathfinder #210: Whispers in the Dirt pg. 78 Price 1,300 gp --- The persistent damage is 3d6","skill_mod":{},"summary":"The persistent damage is 1d6","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3746","source_group":["Spore War"],"spoilers":"Spore War","name":"Black Ash","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3746-3553"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3746","weakness":{},"primary_source_group":"Spore War","price":20000,"trait":["Catalyst","Consumable","Magical","Rare"],"id":"equipment-3746-3554","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Black Ash May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 78 Usage held in 1 hand Activate Cast a Spell --- On certain rare occasions, when a particularly despoiled tree or a powerful demonic fungal infestation (such as a Jeharlu Spore) is destroyed, the grimy black ash that remains behind functions as a catalyst called black ash. A wall of thorns empowered with this catalyst gains the fungus trait and appears diseased and toxic, with greasy filaments of dripping fungus growing through its vines. A creature damaged by this wall’s thorns takes an additional amount of persistent poison damage. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Black Ash Source Pathfinder #210: Whispers in the Dirt pg. 78 Price 30 gp --- The persistent damage is 1d6 <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Black Ash Source Pathfinder #210: Whispers in the Dirt pg. 78 Price 200 gp --- The persistent damage is 2d6 <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Major Black Ash Source Pathfinder #210: Whispers in the Dirt pg. 78 Price 1,300 gp --- The persistent damage is 3d6","skill_mod":{},"summary":"The persistent damage is 2d6","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3746","source_group":["Spore War"],"spoilers":"Spore War","name":"Greater Black Ash","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3746-3554"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3746","weakness":{},"primary_source_group":"Spore War","price":130000,"trait":["Catalyst","Consumable","Magical","Rare"],"id":"equipment-3746-3555","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Black Ash May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 78 Usage held in 1 hand Activate Cast a Spell --- On certain rare occasions, when a particularly despoiled tree or a powerful demonic fungal infestation (such as a Jeharlu Spore) is destroyed, the grimy black ash that remains behind functions as a catalyst called black ash. A wall of thorns empowered with this catalyst gains the fungus trait and appears diseased and toxic, with greasy filaments of dripping fungus growing through its vines. A creature damaged by this wall’s thorns takes an additional amount of persistent poison damage. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Black Ash Source Pathfinder #210: Whispers in the Dirt pg. 78 Price 30 gp --- The persistent damage is 1d6 <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Black Ash Source Pathfinder #210: Whispers in the Dirt pg. 78 Price 200 gp --- The persistent damage is 2d6 <title level=\"2\" right=\"Item 15\" pfs=\"Limited\" > Major Black Ash Source Pathfinder #210: Whispers in the Dirt pg. 78 Price 1,300 gp --- The persistent damage is 3d6","skill_mod":{},"summary":"The persistent damage is 3d6","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Equipment","Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=3746","source_group":["Spore War"],"spoilers":"Spore War","name":"Major Black Ash","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3746-3555"},{"item_child_id":["equipment-3747-3558","equipment-3747-3559","equipment-3747-3561","equipment-3747-3562"],"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Spore War","price":100,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-3747","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Antifungal Salve May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 1 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This foul-smelling pink paste is traditionally kept in a tightly sealed jar. Spreading the salve on exposed skin grants an item bonus to saving throws against all afflictions that have the fungus trait or that originate from creatures with the fungus trait. The bonus lasts for 6 hours. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 160 gp --- You gain a +4 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 675 gp --- The item bonus is +4, and when you apply the salve, the target can immediately attempt a saving throw against one fungal affliction of 14th level or lower that is affecting them. If they succeed, the affliction is neutralized. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Lesser Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 3 gp --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Moderate Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 35 gp --- You gain a +3 item bonus.","skill_mod":{},"summary":"This foul-smelling pink paste is traditionally kept in a tightly sealed jar. Spreading the salve on exposed skin grants an item bonus to saving …","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3747","source_group":["Spore War"],"spoilers":"Spore War","name":"Antifungal Salve","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3747"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3747","weakness":{},"primary_source_group":"Spore War","price":16000,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-3747-3558","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Antifungal Salve May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 1 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This foul-smelling pink paste is traditionally kept in a tightly sealed jar. Spreading the salve on exposed skin grants an item bonus to saving throws against all afflictions that have the fungus trait or that originate from creatures with the fungus trait. The bonus lasts for 6 hours. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 160 gp --- You gain a +4 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 675 gp --- The item bonus is +4, and when you apply the salve, the target can immediately attempt a saving throw against one fungal affliction of 14th level or lower that is affecting them. If they succeed, the affliction is neutralized. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Lesser Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 3 gp --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Moderate Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 35 gp --- You gain a +3 item bonus.","skill_mod":{},"summary":"You gain a +4 item bonus.","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3747","source_group":["Spore War"],"spoilers":"Spore War","name":"Greater Antifungal Salve","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3747-3558"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3747","weakness":{},"primary_source_group":"Spore War","price":67500,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-3747-3559","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Antifungal Salve May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 1 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This foul-smelling pink paste is traditionally kept in a tightly sealed jar. Spreading the salve on exposed skin grants an item bonus to saving throws against all afflictions that have the fungus trait or that originate from creatures with the fungus trait. The bonus lasts for 6 hours. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 160 gp --- You gain a +4 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 675 gp --- The item bonus is +4, and when you apply the salve, the target can immediately attempt a saving throw against one fungal affliction of 14th level or lower that is affecting them. If they succeed, the affliction is neutralized. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Lesser Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 3 gp --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Moderate Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 35 gp --- You gain a +3 item bonus.","skill_mod":{},"summary":"The item bonus is +4, and when you apply the salve, the target can immediately attempt a saving throw against one fungal affliction of 14th level or …","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":14,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3747","source_group":["Spore War"],"spoilers":"Spore War","name":"Major Antifungal Salve","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3747-3559"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3747","weakness":{},"primary_source_group":"Spore War","price":300,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-3747-3561","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Antifungal Salve May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 1 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This foul-smelling pink paste is traditionally kept in a tightly sealed jar. Spreading the salve on exposed skin grants an item bonus to saving throws against all afflictions that have the fungus trait or that originate from creatures with the fungus trait. The bonus lasts for 6 hours. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 160 gp --- You gain a +4 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 675 gp --- The item bonus is +4, and when you apply the salve, the target can immediately attempt a saving throw against one fungal affliction of 14th level or lower that is affecting them. If they succeed, the affliction is neutralized. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Lesser Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 3 gp --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Moderate Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 35 gp --- You gain a +3 item bonus.","skill_mod":{},"summary":"You gain a +2 item bonus.","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3747","source_group":["Spore War"],"spoilers":"Spore War","name":"Lesser Antifungal Salve","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3747-3561"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-3747","weakness":{},"primary_source_group":"Spore War","price":3500,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-3747-3562","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Antifungal Salve May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 1 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This foul-smelling pink paste is traditionally kept in a tightly sealed jar. Spreading the salve on exposed skin grants an item bonus to saving throws against all afflictions that have the fungus trait or that originate from creatures with the fungus trait. The bonus lasts for 6 hours. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Greater Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 160 gp --- You gain a +4 item bonus. <title level=\"2\" right=\"Item 14\" pfs=\"Limited\" > Major Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 675 gp --- The item bonus is +4, and when you apply the salve, the target can immediately attempt a saving throw against one fungal affliction of 14th level or lower that is affecting them. If they succeed, the affliction is neutralized. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Lesser Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 3 gp --- You gain a +2 item bonus. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Moderate Antifungal Salve Source Pathfinder #210: Whispers in the Dirt pg. 77 Price 35 gp --- You gain a +3 item bonus.","skill_mod":{},"summary":"You gain a +3 item bonus.","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=3747","source_group":["Spore War"],"spoilers":"Spore War","name":"Moderate Antifungal Salve","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3747-3562"},{"primary_source_category":"Adventure Paths","usage":"worn garment","source":["Pathfinder #212: A Voice in the Blight"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Spore War","school":"illusion","trait":["Apex","Artifact","Illusion","Intelligent","Invested","Magical","Unique"],"id":"equipment-3750","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Limited\" > Anima Robe (Artifact) May contain spoilers from Spore War Source Pathfinder #212: A Voice in the Blight pg. 72 Usage worn garment Bulk L --- Perception +33; precise low-light vision and hearing within 30 feet Communication telepathy (partner only) Skills Deception +35, Occultism +34, Performance +35 Int +6, Wis +5, Cha +7 Will +33 --- The artistic echo of the Ekujae hero Iyalirrin animates the Anima Robe’s stitching to display embroidered reactions to situations experienced by the wearer. The Anima Robe’s telepathic voice is filled with confidence (almost to the point of cockiness) and is supportive, often encouraging his partner to take risky or showy actions yet never to the extent that would put them in significant harm’s way. The Anima Robe grants a +3 item bonus to Diplomacy checks made to Make an Impression and to all Performance checks, and you gain resistance 15 to mental damage. Activate—Billowing Distraction Two Actions (concentrate) Effect The Anima Robe billows as if in a blustery wind and attempts to Feint a creature you’re adjacent to. Activate—Who Am I? Two Actions (concentrate) Effect The robe’s hood rises up over your head, casting a 4th-rank illusory disguise to your specifications. Activate—Who Are We? Two Actions (concentrate) Frequency once per hour; Effect The robe’s hem swishes, casting a 7th-rank illusory disguise to your specifications. Activate—Who Are They? Two Actions (concentrate) Frequency once per hour; Effect An image of a creature shows up in the robe’s stitching, then appears to come to life; the robe casts an 8th-rank illusory creature to your specifications. The robe can use an action to Sustain this activation for up to 1 minute. Nethys Note: the non-artifact version of the item is here. This artifact's heroic legacy, and its subsequent skills and ability attribute, are presented here. ","skill_mod":{},"summary":"The artistic echo of the Ekujae hero Iyalirrin animates the Anima Robe’s stitching to display embroidered reactions to situations experienced by …","primary_source":"Pathfinder #212: A Voice in the Blight","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3750","source_group":["Spore War"],"spoilers":"Spore War","name":"Anima Robe (Artifact)","alignment":"No Alignment","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3750"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #212: A Voice in the Blight"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Spore War","trait":["Apex","Artifact","Intelligent","Invested","Magical","Staff","Unique"],"id":"equipment-3751","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Limited\" > Fiendbreaker (Artifact) May contain spoilers from Spore War Source Pathfinder #212: A Voice in the Blight pg. 72 Usage held in 1 hand Bulk 1 --- Perception +35; precise low-light vision and hearing within 30 feet Communication telepathy (partner only) Skills Demon Lore +33, Diplomacy +34, Religion +35 Int +5, Wis +7, Cha +6 Will +35 --- The stately echo of Jininsiel, the woman who guided her people through the Darklands to escape the devastation of Earthfall, causes Fiendbreaker to softly shimmer with a silvery radiance equivalent to that of candlelight. Fiendbreaker can activate or deactivate this radiance as a free action once per round on her partner’s turn. Fiendbreaker’s telepathic voice is calm and soothing, seeking to support her partner’s decisions with compliments or warnings against overconfidence as needed. Fiendbreaker functions as a +3 major striking holy high-grade cold iron staff . While wielding the staff, you gain a +3 circumstance bonus to checks to Recall Knowledge about any sort of fiend. Activate Cast a Spell; Frequency once per round; Effect You expend a number of charges from the staff to cast a spell from her list. Fiendbreaker can use this activation only if you’re holding the staff and only if you haven’t used Fiendbreaker to Cast a Spell this round. Likewise, if Fiendbreaker Casts a Spell from the staff, you can’t activate the staff to Cast a Spell this round. Cantrip divine lance 1st sanctuary 2nd see the unseen 3rd anointed ground , holy light 4th clear mind , planar tether 5th banishment , divine wrath 6th holy light , spirit blast 7th divine decree , planar seal 8th divine wrath , holy light 9th banishment , divine decree Activate—Restore Mind Two Actions (concentrate) Frequency once per hour; Effect Fiendbreaker attempts to counteract an ongoing mental affect you’re suffering from, with a counteract rank of 9th and a +25 modifier to the roll (or a +30 modifier if the source of the mental effect on you was created by a fiend). Nethys Note: the non-artifact version of the item is here. This artifact's heroic legacy, and its subsequent skills and ability attribute, are presented here. ","skill_mod":{},"summary":"The stately echo of Jininsiel, the woman who guided her people through the Darklands to escape the devastation of Earthfall, causes Fiendbreaker to …","primary_source":"Pathfinder #212: A Voice in the Blight","trait_group":["Equipment","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3751","source_group":["Spore War"],"spoilers":"Spore War","name":"Fiendbreaker (Artifact)","alignment":"No Alignment","bulk":1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3751"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #212: A Voice in the Blight"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Spore War","trait":["Apex","Artifact","Intelligent","Invested","Magical","Unique"],"id":"equipment-3752","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Limited\" > Guiding Star Orb (Artifact) May contain spoilers from Spore War Source Pathfinder #212: A Voice in the Blight pg. 73 Usage held in 1 hand Bulk L --- Perception +33; precise low-light vision and hearing within 30 feet Communication telepathy (partner only) Skills Arcana +35, Architecture Lore +35, Society +35 Int +7, Wis +5, Cha +6 Will +33 --- The stoic echo of Candlaron the Sculptor, architect of the aiudara network, infuses the Guiding Star Orb . As long as you have him invested, the Guiding Star Orb orbits your body instead of needing to be held in one hand. You can stow the Guiding Star Orb with an Interact action, and he can be snatched out of the air with a successful Disarm action against you. When stowed, the Guiding Star Orb remains invested, but if he’s removed from you via Disarm, your investment ends if you don’t reclaim him by the end of your next turn. The Guiding Star Orb’s voice is scholarly and precise, speaking telepathically with clearly enunciated but often complex words, and he assumes you’re educated enough to keep up with his academic dialogue. As long as you have the Guiding Star Orb invested, teleportation effects created by you or the Guiding Star Orb aren’t affected by the Witchbole’s meddling with teleportation effects, and they can’t be counteracted by the Witchbole. Activate—Blinding Spark Two Actions (concentrate, incapacitation, light, visual) Effect The Guiding Star Orb creates a beam of bright light and fires it at a creature within 30 feet. That creature must attempt a DC 43 Fortitude save, after which that creature is temporarily immune to Blinding Spark for 24 hours. Critical Success The target is unaffected. Success The target is dazzled for 1 round. Failure The target is blinded for 1 round. Critical Failure The target is permanently blinded. Activate—Embed Location Two Actions (concentrate) Effect By focusing, the Guiding Star Orb embeds your current location within. Thereafter, anyone who touches the Guiding Star Orb while casting a spell with the teleportation trait to travel to this location arrives precisely, without any inaccuracy at all. The Guiding Star Orb can have up to three locations embedded at a time; if this activity is used a fourth time, the new location replaces the oldest stored one. Activate—Momentary Aiudara (concentrate) Frequency once per day; Effect A shimmering magical archway appears next to you as the Guiding Star Orb casts a 9th-rank teleport to your specifications. If you’re teleporting to an aiudara you’ve visited before, you and the targets appear precisely at that location. If you’re teleporting to Lotusgate in Kyonin, this effect functions as interplanar teleport if you aren’t on the same plane as Kyonin. Nethys Note: the non-artifact version of the item is here. This artifact's heroic legacy, and its subsequent skills and ability attribute, are presented here. ","skill_mod":{},"summary":"The stoic echo of Candlaron the Sculptor, architect of the aiudara network, infuses the Guiding Star Orb . As long as you have him invested, the …","primary_source":"Pathfinder #212: A Voice in the Blight","trait_group":["Equipment","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3752","source_group":["Spore War"],"spoilers":"Spore War","name":"Guiding Star Orb (Artifact)","alignment":"No Alignment","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3752"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Pathfinder #212: A Voice in the Blight"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Spore War","trait":["Apex","Artifact","Intelligent","Invested","Magical","Unique"],"id":"equipment-3753","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Limited\" > Slithermaw's Bane (Artifact) May contain spoilers from Spore War Source Pathfinder #212: A Voice in the Blight pg. 73 Usage worn armor Bulk L --- Perception +34; precise low-light vision and hearing within 30 feet Communication telepathy (partner only) Skills Intimidation +35, Society +33, Warfare Lore +33 Int +5, Wis +6, Cha +7 Will +34 --- The heroism of Kyloss Syndar, founder of Greengold and slayer of the demonic hydra Slithermaw, imprinted this suit of armor with a gleaming, prismatic sheen that sparkles under bright light. The telepathic voice of Slithermaw’s Bane is boisterous and grandiose, encouraging his partner to take up leadership roles while also providing advice to maintain loyalty and strengthen bonds of friendship. Slithermaw’s Bane is a suit of +3 major resilient greater fortification high-grade elven chain that grants his wearer poison resistance 15, and the item bonus his resilient rune grants to saving throws versus poison increases by 1 to +4. Activate—Calistria’s Sting Reaction (concentrate, poison) Frequency once per day; Trigger A creature grapples you; Effect Poison wells up from the armor’s links to seep into the triggering creature’s body, causing it to suffer wracking pains as if it was being stung by thousands of angry wasps. The triggering creature takes 7d6 persistent poison damage (DC 34 basic Fortitude save); this persistent damage can’t be ended as long as the triggering creature continues to grapple you. Slithermaw’s Bane can’t activate Calistria’s Sting using his actions. Activate—Purge Toxins Two Actions (concentrate) Frequency once per minute; Effect Slithermaw’s Bane attempts to counteract a disease or poison affliction affecting you, with a counteract rank of 9th and a +25 modifier to the roll (+30 modifier if the source of the disease or poison effect on you was created by a fiend). Activate—Adaptation Two Actions (concentrate) Frequency once per hour; Effect You alter the exterior of the armor to better adapt to the surrounding terrain: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. You ignore difficult terrain within the chosen environment and gain a +2 circumstance bonus to saving throws against environmental hazards, natural disasters, and extreme temperatures that originate from that terrain. You’re also protected from severe and extreme heat or severe and extreme cold (your choice when you activate this ability). This effect lasts until your next daily preparations or the next time you activate it, whichever comes first. Nethys Note: the non-artifact version of the item is here. This artifact's heroic legacy, and its subsequent skills and ability attribute, are presented here. ","skill_mod":{},"summary":"The heroism of Kyloss Syndar, founder of Greengold and slayer of the demonic hydra Slithermaw, imprinted this suit of armor with a gleaming, …","primary_source":"Pathfinder #212: A Voice in the Blight","trait_group":["Equipment","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3753","source_group":["Spore War"],"spoilers":"Spore War","name":"Slithermaw's Bane (Artifact)","alignment":"No Alignment","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3753"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #212: A Voice in the Blight"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Spore War","trait":["Apex","Artifact","Intelligent","Invested","Magical","Unique"],"id":"equipment-3754","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Limited\" > Soulcutter (Artifact) May contain spoilers from Spore War Source Pathfinder #212: A Voice in the Blight pg. 73 Usage held in 1 hand Bulk 2 --- Perception +34; precise low-light vision and hearing within 30 feet Communication telepathy (partner only) Skills Nature +34, Religion +34, Survival +34 Int +7, Wis +6, Cha +5 Will +34 --- The echo of the Calistrian witch Silisifex imbues her legendary blade with a shimmering pale-green glow equivalent to that of candlelight; Soulcutter can activate or deactivate this radiance as a free action once per round on her partner’s turn. Soulcutter’s telepathic voice is a sultry whisper that often infuses her observations with a flirtatious edge or a biting sense of dark humor. Soulcutter is a +3 major striking greater astral holy elven curve blade . As long as you carry Soulcutter , you gain her potency bonus as an item bonus to all saving throws against mental effects. This bonus increases by 2 to +5 against possession effects. Activate—Soothe Souls Two Actions (concentrate, healing, manipulate, vitality) Frequency once per hour; Effect Soulcutter creates a pulse of restorative energy, rejuvenating those within a 30-foot emanation around you while castigating those in that area who have no place in nature. Soulcutter can Sustain this activation for up to 1 minute. Living creatures that start their turn in the area regain 2d8 Hit Points, and any fiend or undead creature that starts their turn in the area takes 2d8 spirit damage (DC 38 basic Will save). Activate—Soulcutting Storm Two Actions (concentrate, manipulate, spirit) Frequency once per hour; Effect Soulcutter casts a 9th-rank weapon storm to your specification, but all damage caused by the spell is spirit damage. If used to damage a creature that’s possessing another creature, this spell does no damage to the possessed creature. Activate—Shame Demon Two Actions (concentrate) Effect Soulcutter targets a demon she can see or hear within 30 feet, causing the blade’s green light to well up around the demon for a moment. The demon suffers the effects of its sin vulnerability, if it has any, and is then temporarily immune to Shame Demon for 24 hours. If Soulcutter’s partner wasn’t aware of the normal effects that trigger that demon’s sin vulnerability, they learn it at this time. Nethys Note: the non-artifact version of the item is here. This artifact's heroic legacy, and its subsequent skills and ability attribute, are presented here. ","skill_mod":{},"summary":"The echo of the Calistrian witch Silisifex imbues her legendary blade with a shimmering pale-green glow equivalent to that of candlelight; …","primary_source":"Pathfinder #212: A Voice in the Blight","trait_group":["Equipment","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3754","source_group":["Spore War"],"spoilers":"Spore War","name":"Soulcutter (Artifact)","alignment":"No Alignment","bulk":2,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3754"},{"primary_source_category":"Adventure Paths","usage":"held in 1+ hand(s)","source":["Pathfinder #212: A Voice in the Blight"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Spore War","school":"illusion","trait":["Apex","Artifact","Illusion","Intelligent","Invested","Magical","Unique"],"id":"equipment-3755","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Limited\" > Wintershot (Artifact) May contain spoilers from Spore War Source Pathfinder #212: A Voice in the Blight pg. 73 Usage held in 1+ hand(s) Bulk 1 --- Perception +35; precise low-light vision and hearing within 30 feet Communication telepathy (partner only) Skills Diplomacy +33, Intimidation +35, Survival +35 Int +6, Wis +7, Cha +5 Will +35 --- The echo of the snowcaster Jelarial causes Wintershot to become chill to the touch, yet despite feeling as cold as ice, she never causes harm or discomfort to her partner. Wintershot’s string issues a soft hissing sound, as of snow softly falling, and snowflakes drift down from the string and swiftly melt each time the bow is fired. Wintershot’s voice is eager and excitable, often waxing poetic on a nearby object or creature of beauty or offering compliments to her partner. Wintershot is a +3 major striking greater frost holy composite shortbow . When making a Strike with Wintershot , targets don’t gain concealment from the effects of mist or precipitation, and circumstance penalties to attacks imparted from strong winds are negated. Activate—Auroral Shine Single Action (cold, concentrate, light) Frequency once per minute; Effect Wintershot can’t use this activation. When you activate Auroral Shine, fire an arrow at a target. If you hit, instead of dealing damage with the arrow, the creature struck must attempt a DC 43 Fortitude save. Critical Success The creature is unaffected. Success The creature is surrounded by shimmering lights akin to the aurora, causing it to become dazzled for 2 rounds. If the creature was invisible, it becomes concealed instead. If the creature was already concealed for any other reason, it’s no longer concealed. Failure As success, but the creature also takes 6d6 persistent cold damage, and the lights affect the creature for 1 minute. Critical Failure As success, but the creature also takes 6d6 persistent cold damage, and the lights affect the creature for 10 minutes. Activate—Signal Flare Single Action (light, manipulate) Frequency once per hour; Effect Wintershot fires an arrow-shaped construct of ice straight upward. The arrow soars to a height of 500 feet, or until it strikes a solid surface like a ceiling. When it reaches its apex, it explodes in a brilliant burst, creating a 100-foot radius area of bright light and dim light in the next 100 feet. In the night sky, this beacon can be seen clearly for miles. The beacon remains lit for up to 1 minute in a color of Wintershot’s choice. Alternatively, Wintershot can fire this Signal Flare like a normal arrow to attempt to Strike a target her partner can see—if it hits, the arrow inflicts normal damage and attempts to counteract one darkness effect of Wintershot’s choice that affects the creature struck, with a counteract rank of 9th and a +25 modifier to the roll (+30 modifier if the source of the darkness effect was created by a fiend). Activate—Rimecrust Two Actions (cold, concentrate, incapacitation) Effect Wintershot causes the deep chill of winter to settle upon a single creature she can see or hear within 30 feet. That creature must attempt a DC 43 Fortitude save, after which point they’re temporarily immune to Rimecrust for 24 hours. Critical Success The creature is unaffected. Success The creature’s discomfort and shivering from the sudden drop in temperature causes it to become off-guard until the start of its next turn. Creatures that are immune to cold are immune to this effect. Failure The creature becomes encrusted with ice. It becomes slowed 1 and off-guard for 1 minute, or until it Escapes from the crusting ice (DC 43). Critical Failure The creature is slowed 1 and restrained by crusting ice until it Escapes (DC 43). After it Escapes, it remains slowed 1 and off-guard for 1 minute from the lingering cold. Nethys Note: the non-artifact version of the item is here. This artifact's heroic legacy, and its subsequent skills and ability attribute, are presented here. ","skill_mod":{},"summary":"The echo of the snowcaster Jelarial causes Wintershot to become chill to the touch, yet despite feeling as cold as ice, she never causes harm or …","primary_source":"Pathfinder #212: A Voice in the Blight","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3755","source_group":["Spore War"],"spoilers":"Spore War","name":"Wintershot (Artifact)","alignment":"No Alignment","bulk":1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3755"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #206: Bring the House Down"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Curtain Call","trait":["Apex","Artifact","Divine","Intelligent","Invested","Unique"],"id":"equipment-3756","text":"<title level=\"1\" right=\"Item 21\" pfs=\"Limited\" > Graymist May contain spoilers from Curtain Call Source Pathfinder #206: Bring the House Down pg. 83 Usage worn cloak Bulk L --- Graymist functions as a shadowmist cape . Once restored, Graymist gains these activations. Activate—Diverting Reveal Single Action (concentrate, visual) Frequency once per hour; Effect Graymist manifests a dangerous-looking assassin, who appears to step out out of hiding at any point you can sense within 60 feet. This allows Graymist to Create a Diversion using his Deception skill, but the closest creature to where the Diverting Reveal appears must attempt a DC 44 Will save or become so startled by the assassin’s sudden appearance that they become stunned 3 (or stunned 6 on a critical failure). The assassin vanishes a moment after the diverting reveal, appearing to go back into hiding. Activate—Traceless Retreat Two Actions (concentrate) Frequency once per day; Effect Graymist casts mislead on yourself and up to three other targets of your choice within 30 feet. Graymist sustains this effect up to 1 minute, during which you cannot activate Graymist and Graymist cannot take any other actions.\n","skill_mod":{},"summary":" Graymist functions as a shadowmist cape . Once restored, Graymist gains these activations. ","primary_source":"Pathfinder #206: Bring the House Down","trait_group":["Equipment","Tradition","Rarity"],"level":21,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3756","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Graymist","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3756"},{"primary_source_category":"Adventure Paths","usage":"worn backpack","source":["Pathfinder #206: Bring the House Down"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Curtain Call","trait":["Artifact","Divine","Extradimensional","Invested","Unique"],"id":"equipment-3757","text":"<title level=\"1\" right=\"Item 21\" pfs=\"Limited\" > Red Hand's Satchel May contain spoilers from Curtain Call Source Pathfinder #206: Bring the House Down pg. 83 Usage worn backpack Bulk 1 --- Red Hand’s Satchel is an alchemist’s haversack , with a main section containing an extradimensional space like that of a type IV spacious pouch . Once restored, the satchel gains the following activation. Activate—Instant Alchemy Two Actions (manipulate) Frequency once per hour; Effect You name and then produce a common alchemical item of any level up to level 20 from the satchel’s main compartment. This item has the infused trait and remains potent for 24 hours. Make a flat check with a DC equal to the alchemical item’s level. On failure, you can’t activate Red Hand’s Satchel in this way until the next time you make your daily preparations.\n","skill_mod":{},"summary":" Red Hand’s Satchel is an alchemist’s haversack , with a main section containing an extradimensional space like that of a type IV spacious …","primary_source":"Pathfinder #206: Bring the House Down","trait_group":["Equipment","Tradition","Mechanics","Rarity"],"level":21,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3757","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Red Hand's Satchel","bulk":1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3757"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #206: Bring the House Down"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Curtain Call","trait":["Artifact","Divine","Unique"],"id":"equipment-3758","text":"<title level=\"1\" right=\"Item 21\" pfs=\"Limited\" > Retribution May contain spoilers from Curtain Call Source Pathfinder #206: Bring the House Down pg. 83 Usage held in 1 hand Bulk L --- Retribution is a +3 greater striking keen shifting wounding war razor . Activate—Vengeful Strike Single Action (manipulate) Frequency once per round; Effect You make a Strike with Retribution against a target within 120 feet that you can see and who damaged you within the last minute, as if they were within reach. Once Retribution is restored, it becomes a +3 major striking keen shifting wounding war razor and gains the following additional activations. Activate—Cruel Cut Two Actions (curse, death, manipulate) Frequency once per day; Effect Choose a target within 120 feet who you can see. That target must attempt a DC 44 Fortitude save. Critical Success The target is unaffected. Success The target takes 3d6 persistent bleed damage. Failure As success, but one of their eyes is damaged, rendering them dazzled. The target also becomes drained 1. The dazzled and drained condition are permanent until removed by cleanse affliction or a similar effect. Critical Failure As failure, but 6d6 persistent bleed damage and the target is blinded instead of dazzled, and drained 2 instead of drained 1. If the target is ever reduced to 0 Hit Points or less while under this curse, they immediately die. Activate Reaction Reflect Curse; Frequency once per hour; Trigger You are about to attempt a saving throw against a curse; Effect If you succeed or critically succeed against the curse, it is reflected back to its source and it does not affect you; the source must then attempt a saving throw against the curse.\n","skill_mod":{},"summary":" Retribution is a +3 greater striking keen shifting wounding war razor . Once Retribution is restored, it becomes a +3 …","primary_source":"Pathfinder #206: Bring the House Down","trait_group":["Equipment","Tradition","Rarity"],"level":21,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3758","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Retribution","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3758"},{"primary_source_category":"Adventure Paths","usage":"worn eyepiece","source":["Pathfinder #206: Bring the House Down"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Curtain Call","trait":["Artifact","Divine","Invested","Unique"],"id":"equipment-3759","text":"<title level=\"1\" right=\"Item 21\" pfs=\"Limited\" > White Cleome's Eye May contain spoilers from Curtain Call Source Pathfinder #206: Bring the House Down pg. 83 Usage worn eyepiece Bulk L --- Delicate engravings of spiders and cleomes decorate the silver cover of this magnifying loupe. White Cleome’s Eye functions as spectacles of inquiry , but the item bonuses granted to Perception checks increase by 1 (so +3 while worn, and +4 to Sense Motive when you activate the artifact). Once restored, White Cleome’s Eye gains the following additional activations. Activate—Look to the Past 1 minute (concentrate, manipulate) Frequency once per day; Effect You twist White Cleome’s Eye in a clockwise rotation, allowing you to peer back in time, causing it to cast a 9th-rank retrocognition spell. Activate—Relive the Past Two Actions (concentrate, manipulate) Frequency once per day; Effect You twist White Cleome’s Eye in a counter-clockwise rotation, allowing you to experience previous events that impacted an object you are touching, causing White Cleome’s Eye to cast a 9th-rank object reading spell.\n","skill_mod":{},"summary":"Delicate engravings of spiders and cleomes decorate the silver cover of this magnifying loupe. White Cleome’s Eye functions as spectacles of …","primary_source":"Pathfinder #206: Bring the House Down","trait_group":["Equipment","Tradition","Rarity"],"level":21,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3759","source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"White Cleome's Eye","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3759"},{"primary_source_category":"Adventure Paths","usage":"worn headwear","source":["Pathfinder #212: A Voice in the Blight"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Spore War","trait":["Apex","Artifact","Invested","Primal","Unique"],"id":"equipment-3760","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Limited\" > Viridian Crown May contain spoilers from Spore War Source Pathfinder #212: A Voice in the Blight pg. 77 Usage worn headwear Bulk L --- The monarch of Kyonin imparts a sliver of their personality to the artifact when they are crowned ruler of the nation. The crown’s precise shape changes with their needs. A paranoid ruler might cause the crown to transform into a cowl, while a gregarious one could cause it to become a lofty piece that displays its beauty. Atop Queen Telandia’s brow, the Viridian Crown has assumed its current appearance: brimming with life, its blue-green vines moving and rustling on her brow. While the material that comprises the crown seems to be made of living vines, to the touch it is as resilient as dawnsilver. In the spring, buds bloom into crystalline flowers that give the crown a scintillating appearance. These delicate flower petals naturally fall over time as the season advances, and often serve as temporary tokens or gifts to citizens and dignitaries. The petals are art objects worth a few dozen gp each, but the act of selling them is considered crass by Kyonin’s people–and their fragility ensures that they crumble to dust before too long anyway. Their use as raw materials in the crafting of consumable magic is a timehonored tradition among elves. If you are the properly anointed ruler of Kyonin, or if that ruler has given you permission to wear the crown for a time, as long as you have the Viridian Crown invested, choose either Charisma or Wisdom. The Viridian Crown increases the chosen modifier by 1 or increases it to +4, whichever would give you a higher value. You can change which modifier is adjusted once every 24 hours as you make your daily preparations. As long as you have the crown invested, it imparts knowledge of the fortifying brew and resurrect rituals. When you cast either of these (either as a primary or secondary caster) you gain a +3 item bonus to your skill check. Activate—Invoke the Crown Cast a Spell Frequency once per minute; Effect You cast one of the following spells from the crown at 10th-rank: cleanse affliction , detect poison , heal , or light . Activate—View Subject (concentrate) Effect You focus your thoughts, and the Viridian Crown shows you an image of an elf who has accepted your rule. You must know the elf’s name or have met them in person. This functions as if the Viridian Crown cast scrying to your specifications. The target can resist the scrying effect with a DC 43 Will save if they wish. Activate—Elven Hope Single Action (concentrate, emotion, mental) Frequency once per hour; Effect You draw upon the hope of the elven people, and exude these positive thoughts in a 60-foot emanation. You and all allies in this area gain a +3 status bonus to saving throws against mental effects. You can Sustain this Activation for up to 1 minute. Activate—Garden Sanctuary Two Actions (concentrate, manipulate) Frequency three times per day; Effect You touch the Viridian Crown , then pass your hand outward, palm down. A glorious and beautiful garden blossoms around you in a 30-foot emanation. The plants comprising this garden are of a type appropriate to the terrain, but if no plants are appropriate, you can choose the type. The garden’s plants actively move and twist to oppose passage by your enemies, and they treat the terrain as greater difficult terrain. As long as you begin your turn in the garden sanctuary, it gains the minion trait and can use its two actions to cast spells at your direction. The garden sanctuary’s spells are cast at 9th-rank, and it has 3 spell slots to cast spells each day. It can cast field of life , moment of renewal , or tree of seasons , treating its center as the point of origin for these spells as needed. The garden sanctuary persists until you use this activation again. Destruction The Viridian Crown withers and dies if a rightfully coronated monarch pledges the crown to a demon lord during a ritual that takes 24 hours to complete.\n","skill_mod":{},"summary":"The monarch of Kyonin imparts a sliver of their personality to the artifact when they are crowned ruler of the nation. The crown’s precise shape …","primary_source":"Pathfinder #212: A Voice in the Blight","trait_group":["Equipment","Tradition","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3760","source_group":["Spore War"],"spoilers":"Spore War","name":"Viridian Crown","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3760"},{"primary_source_category":"Lost Omens","usage":"affixed to armor","source":["Shining Kingdoms"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1800,"trait":["Consumable","Magical","Talisman"],"id":"equipment-3761","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Breath of Freedom Source Shining Kingdoms pg. 52 Price 18 gp Usage affixed to armor Activate Reaction (concentrate) Trigger You become grabbed, immobilized, or restrained Requirement You’re an expert in Reflex saves. --- This delicate feather ornament looks fragile but is solid as stone. When you Activate the talisman, you can immediately attempt to Escape.\n","skill_mod":{},"summary":"This delicate feather ornament looks fragile but is solid as stone. When you Activate the talisman, you can immediately attempt to Escape .","primary_source":"Shining Kingdoms","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Talismans","requirement":"You’re an expert in Reflex saves.","trigger":"You become grabbed , immobilized , or restrained ","resistance":{},"url":"/Equipment.aspx?ID=3761","name":"Breath of Freedom","actions_number":1,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"equipment-3761"},{"item_child_id":["equipment-3762-3563","equipment-3762-3564","equipment-3762-3565"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Shining Kingdoms"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Magical","Potion","Rare"],"id":"equipment-3762","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Crimson Godsblood Serum Source Shining Kingdoms pg. 52 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Though it contains but a tiny drop of Gorum’s blood, drinking this thick, swirling potion fills the user with divine wrath and resilience. While under the effect of the potion, you gain a status bonus to physical damage rolls for 1 minute. The first time during that minute you’re reduced to 0 Hit Points but not immediately killed, you avoid being knocked out, regain the listed amount of Hit Points, and become confused for 1 round, and your wounded condition increases by 1. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lesser Crimson Godsblood Serum Source Shining Kingdoms pg. 52 Price 50 gp --- The potion grants a +2 status bonus and restores 2d8+5 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Moderate Crimson Godsblood Serum Source Shining Kingdoms pg. 52 Price 400 gp --- The potion grants a +3 status bonus and restores 3d8+10 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Greater Crimson Godsblood Serum Source Shining Kingdoms pg. 52 Price 5,000 gp --- The potion grants a +4 status bonus and restores 6d8+20 Hit Points.","skill_mod":{},"summary":"Though it contains but a tiny drop of Gorum’s blood, drinking this thick, swirling potion fills the user with divine wrath and resilience. While …","primary_source":"Shining Kingdoms","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3762","name":"Crimson Godsblood Serum","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3762"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Shining Kingdoms"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3762","weakness":{},"price":5000,"trait":["Consumable","Magical","Potion","Rare"],"id":"equipment-3762-3563","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Crimson Godsblood Serum Source Shining Kingdoms pg. 52 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Though it contains but a tiny drop of Gorum’s blood, drinking this thick, swirling potion fills the user with divine wrath and resilience. While under the effect of the potion, you gain a status bonus to physical damage rolls for 1 minute. The first time during that minute you’re reduced to 0 Hit Points but not immediately killed, you avoid being knocked out, regain the listed amount of Hit Points, and become confused for 1 round, and your wounded condition increases by 1. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lesser Crimson Godsblood Serum Source Shining Kingdoms pg. 52 Price 50 gp --- The potion grants a +2 status bonus and restores 2d8+5 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Moderate Crimson Godsblood Serum Source Shining Kingdoms pg. 52 Price 400 gp --- The potion grants a +3 status bonus and restores 3d8+10 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Greater Crimson Godsblood Serum Source Shining Kingdoms pg. 52 Price 5,000 gp --- The potion grants a +4 status bonus and restores 6d8+20 Hit Points.","skill_mod":{},"summary":"The potion grants a +2 status bonus and restores 2d8+5 Hit Points.","primary_source":"Shining Kingdoms","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3762","name":"Lesser Crimson Godsblood Serum","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3762-3563"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Shining Kingdoms"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3762","weakness":{},"price":40000,"trait":["Consumable","Magical","Potion","Rare"],"id":"equipment-3762-3564","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Crimson Godsblood Serum Source Shining Kingdoms pg. 52 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Though it contains but a tiny drop of Gorum’s blood, drinking this thick, swirling potion fills the user with divine wrath and resilience. While under the effect of the potion, you gain a status bonus to physical damage rolls for 1 minute. The first time during that minute you’re reduced to 0 Hit Points but not immediately killed, you avoid being knocked out, regain the listed amount of Hit Points, and become confused for 1 round, and your wounded condition increases by 1. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lesser Crimson Godsblood Serum Source Shining Kingdoms pg. 52 Price 50 gp --- The potion grants a +2 status bonus and restores 2d8+5 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Moderate Crimson Godsblood Serum Source Shining Kingdoms pg. 52 Price 400 gp --- The potion grants a +3 status bonus and restores 3d8+10 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Greater Crimson Godsblood Serum Source Shining Kingdoms pg. 52 Price 5,000 gp --- The potion grants a +4 status bonus and restores 6d8+20 Hit Points.","skill_mod":{},"summary":"The potion grants a +3 status bonus and restores 3d8+10 Hit Points.","primary_source":"Shining Kingdoms","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3762","name":"Moderate Crimson Godsblood Serum","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3762-3564"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Shining Kingdoms"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3762","weakness":{},"price":500000,"trait":["Consumable","Magical","Potion","Rare"],"id":"equipment-3762-3565","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Crimson Godsblood Serum Source Shining Kingdoms pg. 52 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Though it contains but a tiny drop of Gorum’s blood, drinking this thick, swirling potion fills the user with divine wrath and resilience. While under the effect of the potion, you gain a status bonus to physical damage rolls for 1 minute. The first time during that minute you’re reduced to 0 Hit Points but not immediately killed, you avoid being knocked out, regain the listed amount of Hit Points, and become confused for 1 round, and your wounded condition increases by 1. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lesser Crimson Godsblood Serum Source Shining Kingdoms pg. 52 Price 50 gp --- The potion grants a +2 status bonus and restores 2d8+5 Hit Points. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Moderate Crimson Godsblood Serum Source Shining Kingdoms pg. 52 Price 400 gp --- The potion grants a +3 status bonus and restores 3d8+10 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Greater Crimson Godsblood Serum Source Shining Kingdoms pg. 52 Price 5,000 gp --- The potion grants a +4 status bonus and restores 6d8+20 Hit Points.","skill_mod":{},"summary":"The potion grants a +4 status bonus and restores 6d8+20 Hit Points.","primary_source":"Shining Kingdoms","trait_group":["Equipment","Mechanics","Rarity"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=3762","name":"Greater Crimson Godsblood Serum","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3762-3565"},{"item_child_id":["equipment-3763-3566","equipment-3763-3567"],"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Magical","Rare"],"id":"equipment-3763","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Godrending Ammunition Source Shining Kingdoms pg. 52 Ammunition any Activate Single Action (manipulate) --- Embedded in this piece of ammunition is a shining sliver of a warshard. When an activated godrending ammunition hits a target, the body of the struck creature attempts to tear itself apart, causing nauseating pain. Instead of its normal damage, the ammunition deals 10d8 slashing damage. The target can attempt a DC 30 Fortitude saving throw; it takes a –2 circumstance penalty to this save if the Strike was a critical hit. Critical Success The foe takes the normal damage from the ammunition, instead of the 10d8 slashing damage. Success The foe takes half damage. Failure The foe takes full damage and is sickened 1. Critical Failure The foe takes double damage and is sickened 2. A creature reduced to 0 HP from this damage is ripped limb from limb, and it instantly dies; its gear remains. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Godrending Ammunition Source Shining Kingdoms pg. 52 Price 440 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Greater Godrending Ammunition Source Shining Kingdoms pg. 52 Price 3,300 gp --- The damage is 15d8, and the save DC is 38.","ammunition":"any","skill_mod":{},"summary":"Embedded in this piece of ammunition is a shining sliver of a warshard. When an activated godrending ammunition hits a target, the body of the struck …","primary_source":"Shining Kingdoms","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3763","name":"Godrending Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3763"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3763","weakness":{},"price":44000,"trait":["Consumable","Magical","Rare"],"id":"equipment-3763-3566","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Godrending Ammunition Source Shining Kingdoms pg. 52 Ammunition any Activate Single Action (manipulate) --- Embedded in this piece of ammunition is a shining sliver of a warshard. When an activated godrending ammunition hits a target, the body of the struck creature attempts to tear itself apart, causing nauseating pain. Instead of its normal damage, the ammunition deals 10d8 slashing damage. The target can attempt a DC 30 Fortitude saving throw; it takes a –2 circumstance penalty to this save if the Strike was a critical hit. Critical Success The foe takes the normal damage from the ammunition, instead of the 10d8 slashing damage. Success The foe takes half damage. Failure The foe takes full damage and is sickened 1. Critical Failure The foe takes double damage and is sickened 2. A creature reduced to 0 HP from this damage is ripped limb from limb, and it instantly dies; its gear remains. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Godrending Ammunition Source Shining Kingdoms pg. 52 Price 440 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Greater Godrending Ammunition Source Shining Kingdoms pg. 52 Price 3,300 gp --- The damage is 15d8, and the save DC is 38.","ammunition":"any","skill_mod":{},"summary":"Embedded in this piece of ammunition is a shining sliver of a warshard. When an activated godrending ammunition hits a target, the body of the struck …","primary_source":"Shining Kingdoms","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3763","name":"Godrending Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3763-3566"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3763","weakness":{},"price":330000,"trait":["Consumable","Magical","Rare"],"id":"equipment-3763-3567","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Godrending Ammunition Source Shining Kingdoms pg. 52 Ammunition any Activate Single Action (manipulate) --- Embedded in this piece of ammunition is a shining sliver of a warshard. When an activated godrending ammunition hits a target, the body of the struck creature attempts to tear itself apart, causing nauseating pain. Instead of its normal damage, the ammunition deals 10d8 slashing damage. The target can attempt a DC 30 Fortitude saving throw; it takes a –2 circumstance penalty to this save if the Strike was a critical hit. Critical Success The foe takes the normal damage from the ammunition, instead of the 10d8 slashing damage. Success The foe takes half damage. Failure The foe takes full damage and is sickened 1. Critical Failure The foe takes double damage and is sickened 2. A creature reduced to 0 HP from this damage is ripped limb from limb, and it instantly dies; its gear remains. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Godrending Ammunition Source Shining Kingdoms pg. 52 Price 440 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Greater Godrending Ammunition Source Shining Kingdoms pg. 52 Price 3,300 gp --- The damage is 15d8, and the save DC is 38.","ammunition":"any","skill_mod":{},"summary":"The damage is 15d8, and the save DC is 38.","primary_source":"Shining Kingdoms","trait_group":["Equipment","Mechanics","Rarity"],"level":18,"source_category":["Lost Omens"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3763","name":"Greater Godrending Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3763-3567"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Shining Kingdoms"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":300000,"trait":["Magical","Rare"],"id":"equipment-3764","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Screaming Pinion Source Shining Kingdoms pg. 52 Price 3,000 gp Usage held in 2 hands Bulk 1 Base Weapon Flintlock Musket --- This +2 greater striking flintlock musket is an innovation of the Platinum Wing, and possession of one by a civilian is a high crime in Andoran. The gun’s secret is the chip of a warshard used as the hammer in the striking mechanism. Activate—Transcendent Shot Single Action (manipulate) Requirements The screaming pinion is unloaded; Effect You call on the power of the warshard to load the screaming pinion with a bullet made of divine fury. The next attack from the gun deals spirit damage, rather than its typical type, and on a critical hit, the target is subject to the weapon’s critical specialization effect. If the gun isn’t fired before the end of your next turn, the bullet disappears, and the gun becomes unloaded. Activate—Eagle’s Cry Two Actions (concentrate, manipulate, sonic) Frequency once per day; Effect The musket unleashes a piercing sound wave in a 70-foot line. Each creature in the area takes 8d10 sonic damage with a DC 30 basic Fortitude save. A creature that critically fails its save is also deafened. If the screaming pinion has a +3 potency rune, the DC increases to 35, and the damage increases to 10d10.\n","skill_mod":{},"summary":"This +2 greater striking flintlock musket is an innovation of the Platinum Wing, and possession of one by a civilian is a high crime in …","primary_source":"Shining Kingdoms","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3764","base_item":["Flintlock Musket"],"name":"Screaming Pinion","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3764"},{"access":"You’re a member of the Twilight Talons.","primary_source_category":"Lost Omens","usage":"worn","source":["Shining Kingdoms"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"price":12500,"skill":["Deception"],"trait":["Invested","Magical","Tattoo","Uncommon"],"id":"equipment-3765","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Twilight Tattoo Source Shining Kingdoms pg. 52 Price 125 gp Usage worn Access You’re a member of the Twilight Talons. --- This tattoo of a black eagle gripping a sword and arrows in its talons identifies the bearer as a member of the Twilight Talons. Agents typically keep the tattoo hidden unless they need to prove their identity to another member. The bearer gains a +1 item bonus to Deception checks. Activate—Fade Single Action (concentrate, illusion) Effect You hide your tattoo from view. The tattoo is invisible for 1 day and can’t be detected by effects such as detect magic and read aura . You can Dismiss this effect. Activate—Inscribe Two Actions (concentrate, illusion, manipulate) Frequency once per day; Effect You lay your hand on a piece of text, and your tattoo makes a perfect copy of it, storing it as a ring of swirling letters surrounding the design. The tattoo can hold text equivalent to two pages of a book, a single scroll, or a similar area of other surfaces, though it doesn’t replicate any magical effect or other special properties of the original words. You can Dismiss this effect, and when you Dismiss it, the tattoo copies the original text onto a blank writing surface you’re touching.\n","skill_mod":{},"summary":"This tattoo of a black eagle gripping a sword and arrows in its talons identifies the bearer as a member of the Twilight Talons. Agents typically …","primary_source":"Shining Kingdoms","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3765","name":"Twilight Tattoo","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3765"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Shining Kingdoms"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":500,"skill":["Survival","Survival"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3766","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Emperor's Peak Quartz Bracelet Source Shining Kingdoms pg. 100 PFS Note Characters from Five Kings Mountains have access to this option. Price 5 gp Usage worn --- While most residents of—and travelers to—the Five Kings Mountains live underground, a significant number of people explore the regions’ awe-inspiring peaks. Among their many discoveries on Emperor’s Peak is a deposit of rainbow-colored rock crystal quartz with inherent magical properties that aid in survival, especially in the mountains. Dwarven artisans fashion chunks of this translucent quartz into fashionable bracelets. Wearing such a bracelet grants you a +1 item bonus to Survival checks to Sense Direction and Subsist. This bonus increases to +3 when in mountainous terrain. If you attempt a Survival check to Subsist after 8 hours or less of exploration, you take only a –2 penalty instead of a –5 penalty.\n","skill_mod":{},"summary":"While most residents of—and travelers to—the Five Kings Mountains live underground, a significant number of people explore the regions’ awe-inspiring …","primary_source":"Shining Kingdoms","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3766","name":"Emperor's Peak Quartz Bracelet","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3766"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Shining Kingdoms"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":3800000,"trait":["Invested","Magical","Rare"],"id":"equipment-3767","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Keep Stone Amulet Source Shining Kingdoms pg. 101 Price 38,000 gp Usage worn Bulk L --- The superior adamantine-lead alloy known as keep stone is as highly prized as it is expensive, and for good reason: keep stone combines the Hardness and durability of the finest metal with inherent magical protection. Not only does the metal itself resist magical effects, but anyone in proximity to a large amount of it also enjoys a degree of protection from divination magic. Dwarven crafters have attempted to make this extra protection more portable and more affordable in the form of keep stone amulets . Each amulet is unique in its exact shape, size, thickness, and decorations, but typically, a keep stone amulet is roughly palm-sized and engraved with clan symbols, holy aphorisms, or a favorite line of poetry. While wearing a keep stone amulet , if you’re the target of a spell with the detection or scrying trait, the caster must succeed at a DC 5 flat check or lose the spell. Activate—Rebuff Magic Reaction (concentrate, misfortune) Frequency once per day; Trigger You’re the target of a spell with a spell attack roll; Effect The caster must roll the spell attack roll twice and take the worse result.\n","skill_mod":{},"summary":"The superior adamantine -lead alloy known as keep stone is as highly prized as it is expensive, and for good reason: keep stone combines the …","primary_source":"Shining Kingdoms","trait_group":["Equipment","Mechanics","Rarity"],"level":19,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3767","name":"Keep Stone Amulet","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3767"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Shining Kingdoms"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2000,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-3768","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Memory Ribbon Source Shining Kingdoms pg. 101 PFS Note Characters from Five Kings Mountains have access to this option. Price 20 gp Usage worn --- The time-honored tradition of weaving beautiful, embroidered glory ribbons throughout one’s hair and beard remains an important cultural practice among some dwarven clans, with the choice of colors and style of presentation representing status, achievements, and other significant aspects of someone’s position. Magical versions also exist that help enhance the wearer’s memory. These magical ribbons are especially popular when someone has been invited to serve as a toastmaster at a guild banquet or as a master of ceremonies at an important festival. Their use in final oral exams for high positions is, however, hotly debated. Activate—Read the Ribbon's Story Free Action (concentrate) Trigger You attempt a skill check to Recall Knowledge but haven’t rolled yet; Effect The memory ribbon grants you a +2 item bonus to the triggering skill check to Recall Knowledge. Afterward, the ribbon becomes non-magical.\n","skill_mod":{},"summary":"The time-honored tradition of weaving beautiful, embroidered glory ribbons throughout one’s hair and beard remains an important cultural practice …","primary_source":"Shining Kingdoms","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3768","name":"Memory Ribbon","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3768"},{"item_child_id":["equipment-3769-3568","equipment-3769-3569"],"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"skill":["Diplomacy"],"trait":["Divine","Magical","Uncommon"],"id":"equipment-3769","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Bolka's Blessing Source Shining Kingdoms pg. 101 PFS Note Characters from Five Kings Mountains have access to this option. --- This filigree grants you a +1 item bonus to Diplomacy checks and to Perception checks to Sense Motive. Additionally, once per day, the filigree symbol can be activated for a healing effect. Activate—Gift of Life Single Action (concentrate, healing, vitality) Frequency once per day; Effect You regain 3d10 Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bolka's Blessing Source Shining Kingdoms pg. 101 Price 160 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Bolka's Blessing Source Shining Kingdoms pg. 101 Price 1,400 gp --- The bonuses increase to +2, and the healing increases to 6d10.","skill_mod":{},"summary":"This filigree grants you a +1 item bonus to Diplomacy checks and to Perception checks to Sense Motive . Additionally, once per day, the filigree …","primary_source":"Shining Kingdoms","trait_group":["Tradition","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Clan Dagger Filigrees","resistance":{},"url":"/Equipment.aspx?ID=3769","name":"Bolka's Blessing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3769"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-3769","weakness":{},"price":16000,"skill":["Diplomacy"],"trait":["Divine","Magical","Uncommon"],"id":"equipment-3769-3568","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Bolka's Blessing Source Shining Kingdoms pg. 101 PFS Note Characters from Five Kings Mountains have access to this option. --- This filigree grants you a +1 item bonus to Diplomacy checks and to Perception checks to Sense Motive. Additionally, once per day, the filigree symbol can be activated for a healing effect. Activate—Gift of Life Single Action (concentrate, healing, vitality) Frequency once per day; Effect You regain 3d10 Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bolka's Blessing Source Shining Kingdoms pg. 101 Price 160 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Bolka's Blessing Source Shining Kingdoms pg. 101 Price 1,400 gp --- The bonuses increase to +2, and the healing increases to 6d10.","skill_mod":{},"summary":"This filigree grants you a +1 item bonus to Diplomacy checks and to Perception checks to Sense Motive . Additionally, once per day, the filigree …","primary_source":"Shining Kingdoms","trait_group":["Tradition","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Clan Dagger Filigrees","resistance":{},"url":"/Equipment.aspx?ID=3769","name":"Bolka's Blessing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3769-3568"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-3769","weakness":{},"price":140000,"trait":["Divine","Magical","Uncommon"],"id":"equipment-3769-3569","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Bolka's Blessing Source Shining Kingdoms pg. 101 PFS Note Characters from Five Kings Mountains have access to this option. --- This filigree grants you a +1 item bonus to Diplomacy checks and to Perception checks to Sense Motive. Additionally, once per day, the filigree symbol can be activated for a healing effect. Activate—Gift of Life Single Action (concentrate, healing, vitality) Frequency once per day; Effect You regain 3d10 Hit Points. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Bolka's Blessing Source Shining Kingdoms pg. 101 Price 160 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Bolka's Blessing Source Shining Kingdoms pg. 101 Price 1,400 gp --- The bonuses increase to +2, and the healing increases to 6d10.","skill_mod":{},"summary":"The bonuses increase to +2, and the healing increases to 6d10.","primary_source":"Shining Kingdoms","trait_group":["Tradition","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Clan Dagger Filigrees","resistance":{},"url":"/Equipment.aspx?ID=3769","name":"Greater Bolka's Blessing","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3769-3569"},{"item_child_id":["equipment-3770-3570","equipment-3770-3571"],"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"skill":["Society","Diplomacy","Society","Diplomacy"],"trait":["Divine","Magical","Uncommon"],"id":"equipment-3770","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Kols's Oath Source Shining Kingdoms pg. 101 PFS Note Characters from Five Kings Mountains have access to this option. --- This filigree grants you, as the clan dagger’s owner, a +1 item bonus to Society checks and to Diplomacy checks to Request. Additionally, once per day, the filigree symbol can be activated to compel an enemy to act. Activate—Vow Unbreakable Single Action (auditory, concentrate, linguistic, mental) Frequency once per day; Effect You command a creature within 30 feet to Stride away from you, drop prone, or release one item it’s holding. The creature can choose to perform that action as the first action on its next turn; if it doesn’t, it takes 4d6 mental damage (DC 20 basic Will save). <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Kols's Oath Source Shining Kingdoms pg. 101 Price 160 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Kols's Oath Source Shining Kingdoms pg. 101 Price 1,400 gp --- The bonuses increase to +2, the damage increases to 8d6, and the DC increases to 28.","skill_mod":{},"summary":"This filigree grants you, as the clan dagger’s owner, a +1 item bonus to Society checks and to Diplomacy checks to Request . Additionally, once …","primary_source":"Shining Kingdoms","trait_group":["Tradition","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Clan Dagger Filigrees","resistance":{},"url":"/Equipment.aspx?ID=3770","name":"Kols's Oath","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3770"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-3770","weakness":{},"price":16000,"skill":["Society","Diplomacy"],"trait":["Divine","Magical","Uncommon"],"id":"equipment-3770-3570","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Kols's Oath Source Shining Kingdoms pg. 101 PFS Note Characters from Five Kings Mountains have access to this option. --- This filigree grants you, as the clan dagger’s owner, a +1 item bonus to Society checks and to Diplomacy checks to Request. Additionally, once per day, the filigree symbol can be activated to compel an enemy to act. Activate—Vow Unbreakable Single Action (auditory, concentrate, linguistic, mental) Frequency once per day; Effect You command a creature within 30 feet to Stride away from you, drop prone, or release one item it’s holding. The creature can choose to perform that action as the first action on its next turn; if it doesn’t, it takes 4d6 mental damage (DC 20 basic Will save). <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Kols's Oath Source Shining Kingdoms pg. 101 Price 160 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Kols's Oath Source Shining Kingdoms pg. 101 Price 1,400 gp --- The bonuses increase to +2, the damage increases to 8d6, and the DC increases to 28.","skill_mod":{},"summary":"This filigree grants you, as the clan dagger’s owner, a +1 item bonus to Society checks and to Diplomacy checks to Request . Additionally, once …","primary_source":"Shining Kingdoms","trait_group":["Tradition","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Clan Dagger Filigrees","resistance":{},"url":"/Equipment.aspx?ID=3770","name":"Kols's Oath","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3770-3570"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-3770","weakness":{},"price":140000,"skill":["Society","Diplomacy"],"trait":["Divine","Magical","Uncommon"],"id":"equipment-3770-3571","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Kols's Oath Source Shining Kingdoms pg. 101 PFS Note Characters from Five Kings Mountains have access to this option. --- This filigree grants you, as the clan dagger’s owner, a +1 item bonus to Society checks and to Diplomacy checks to Request. Additionally, once per day, the filigree symbol can be activated to compel an enemy to act. Activate—Vow Unbreakable Single Action (auditory, concentrate, linguistic, mental) Frequency once per day; Effect You command a creature within 30 feet to Stride away from you, drop prone, or release one item it’s holding. The creature can choose to perform that action as the first action on its next turn; if it doesn’t, it takes 4d6 mental damage (DC 20 basic Will save). <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Kols's Oath Source Shining Kingdoms pg. 101 Price 160 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Kols's Oath Source Shining Kingdoms pg. 101 Price 1,400 gp --- The bonuses increase to +2, the damage increases to 8d6, and the DC increases to 28.","skill_mod":{},"summary":"The bonuses increase to +2, the damage increases to 8d6, and the DC increases to 28.","primary_source":"Shining Kingdoms","trait_group":["Tradition","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Clan Dagger Filigrees","resistance":{},"url":"/Equipment.aspx?ID=3770","name":"Greater Kols's Oath","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3770-3571"},{"item_child_id":["equipment-3771-3572","equipment-3771-3573"],"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Item","item_category":"Runes","speed":{},"weakness":{},"skill":["Athletics","Intimidation","Athletics","Intimidation"],"trait":["Divine","Magical","Uncommon"],"id":"equipment-3771","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Trudd's Strength Source Shining Kingdoms pg. 101 PFS Note Characters from Five Kings Mountains have access to this option. --- This filigree depiction of a warhammer in front of a kiteshaped shield grants you a +1 item bonus to Athletics checks and to Intimidation checks to Coerce. Additionally, once per day, the filigree symbol can be activated to protect your allies. Activate—Protect the Clan! Single Action (concentrate) Frequency once per day; Effect Protective energy releases in a 10-foot emanation, granting a +1 status bonus to Armor Class to all allies within the area. The bonus lasts for 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Trudd's Strength Source Shining Kingdoms pg. 101 Price 160 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Trudd's Strength Source Shining Kingdoms pg. 101 Price 1,400 gp --- The bonuses to skills and AC increase to +2.","skill_mod":{},"summary":"This filigree depiction of a warhammer in front of a kiteshaped shield grants you a +1 item bonus to Athletics checks and to Intimidation checks …","primary_source":"Shining Kingdoms","trait_group":["Tradition","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Clan Dagger Filigrees","resistance":{},"url":"/Equipment.aspx?ID=3771","name":"Trudd's Strength","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3771"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-3771","weakness":{},"price":16000,"skill":["Athletics","Intimidation"],"trait":["Divine","Magical","Uncommon"],"id":"equipment-3771-3572","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Trudd's Strength Source Shining Kingdoms pg. 101 PFS Note Characters from Five Kings Mountains have access to this option. --- This filigree depiction of a warhammer in front of a kiteshaped shield grants you a +1 item bonus to Athletics checks and to Intimidation checks to Coerce. Additionally, once per day, the filigree symbol can be activated to protect your allies. Activate—Protect the Clan! Single Action (concentrate) Frequency once per day; Effect Protective energy releases in a 10-foot emanation, granting a +1 status bonus to Armor Class to all allies within the area. The bonus lasts for 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Trudd's Strength Source Shining Kingdoms pg. 101 Price 160 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Trudd's Strength Source Shining Kingdoms pg. 101 Price 1,400 gp --- The bonuses to skills and AC increase to +2.","skill_mod":{},"summary":"This filigree depiction of a warhammer in front of a kiteshaped shield grants you a +1 item bonus to Athletics checks and to Intimidation checks …","primary_source":"Shining Kingdoms","trait_group":["Tradition","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Clan Dagger Filigrees","resistance":{},"url":"/Equipment.aspx?ID=3771","name":"Trudd's Strength","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3771-3572"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Item","item_category":"Runes","speed":{},"item_parent_id":"equipment-3771","weakness":{},"price":140000,"skill":["Athletics","Intimidation"],"trait":["Divine","Magical","Uncommon"],"id":"equipment-3771-3573","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Trudd's Strength Source Shining Kingdoms pg. 101 PFS Note Characters from Five Kings Mountains have access to this option. --- This filigree depiction of a warhammer in front of a kiteshaped shield grants you a +1 item bonus to Athletics checks and to Intimidation checks to Coerce. Additionally, once per day, the filigree symbol can be activated to protect your allies. Activate—Protect the Clan! Single Action (concentrate) Frequency once per day; Effect Protective energy releases in a 10-foot emanation, granting a +1 status bonus to Armor Class to all allies within the area. The bonus lasts for 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Trudd's Strength Source Shining Kingdoms pg. 101 Price 160 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Trudd's Strength Source Shining Kingdoms pg. 101 Price 1,400 gp --- The bonuses to skills and AC increase to +2.","skill_mod":{},"summary":"The bonuses to skills and AC increase to +2.","primary_source":"Shining Kingdoms","trait_group":["Tradition","Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Clan Dagger Filigrees","resistance":{},"url":"/Equipment.aspx?ID=3771","name":"Greater Trudd's Strength","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3771-3573"},{"skill_mod":{},"summary":" Note from Nethys: This item is a constituent part of the Splinter of Finality archetype using the archetype artifact rules. The sharpness of …","primary_source":"Shining Kingdoms","trait_group":["Equipment","Tradition","Rarity"],"primary_source_category":"Lost Omens","level":2,"source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3772","weakness":{},"name":"Splinter of Finality","trait":["Artifact","Invested","Occult","Rare"],"id":"equipment-3772","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Splinter of Finality Source Shining Kingdoms pg. 124 --- Note from Nethys: This item is a constituent part of the Splinter of Finality archetype using the archetype artifact rules. The sharpness of this dark metal splinter never dulls. By plunging it into your neck, you anchor your soul to the fragment, granting you protection from those that would harm it at the cost of weakening your body. You take a –1 status penalty to saving throws against effects that would give you the clumsy, drained, or enfeebled condition. At 10th level, the penalty increases to –2. However, you gain spirit resistance equal to your level and a +2 status bonus to saving throws against spirits or haunts and effects that would give you the confused, controlled, doomed, or stupefied conditions. Destruction All 13 splinters of finality must be gathered and used to reconstruct Silent Lenore , which must then be destroyed by means of the blunt the final blade ritual.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3772"},{"skill_mod":{},"summary":"This oversized greataxe , infamous for the chilling laughter it emits whenever it takes a life, was crafted by the frost giant sorcerer Jorngarl …","primary_source":"Shining Kingdoms","trait_group":["Tradition","Rarity"],"primary_source_category":"Lost Omens","level":20,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","source":["Shining Kingdoms"],"type":"Item","item_category":"Weapons","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3773","weakness":{},"base_item":["Greataxe"],"name":"Jorngarl's Harm","trait":["Occult","Unique"],"id":"equipment-3773","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Jorngarl's Harm Source Shining Kingdoms pg. 124 Base Weapon Greataxe --- This oversized greataxe, infamous for the chilling laughter it emits whenever it takes a life, was crafted by the frost giant sorcerer Jorngarl from the final blade named Toothy Morris after it was stolen in an attack on a Gray Gardener convoy. It functions as a +3 major striking vorpal greataxe that retains the unique properties of a final blade , trapping the souls of any it slays and preventing them from being returned to life by any means short of divine intervention, even a wish ritual or similar magic.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-3773"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Shining Kingdoms"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":47500,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3774","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Resonating Crystal Boots Source Shining Kingdoms pg. 149 PFS Note Characters from Kyonin have access to this option. Price 475 gp Usage worn Bulk L --- These supple leather boots are studded with tiny crystals. Activate—Chiming Steps Single Action (auditory, concentrate, sonic) Frequency once per day; Effect Stride up to half your Speed. The crystals ring out with pleasant-sounding chimes that reverberate painfully in the ears of others. Each creature that you pass adjacent to during your Stride takes 4d8 sonic damage (DC 24 basic Fortitude save); a creature takes this damage only once. A creature who critically fails the save is also deafened for 1 minute.\n","skill_mod":{},"summary":"These supple leather boots are studded with tiny crystals. ","primary_source":"Shining Kingdoms","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3774","name":"Resonating Crystal Boots","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3774"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Shining Kingdoms"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":15000,"skill":["Diplomacy"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3775","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Shawl of Seasons Source Shining Kingdoms pg. 149 PFS Note Characters from Kyonin have access to this option. When using a shawl of seasons , the season is the current season where the player is located. Price 150 gp Usage worn Bulk L --- This woven shawl changes its color, material, and abilities with the seasons. In its usual state, it reflects the current season of the environment the wearer is in. The handsome embroidery grants you a +2 item bonus to Diplomacy checks to Make an Impression. Activate—Change of Seasons 10 minutes (concentrate) Frequency once per day; Effect You arrange the shawl on your shoulders to gain the benefits of a season of your choice until your next daily preparations. If the season you choose is the current season, you also gain a +1 item bonus to Fortitude saving throws. Spring The shawl becomes smooth silk covered in delicate flowers. You gain a +5-foot item bonus to your Speed. Summer The shawl becomes light cotton with the hues of fresh grass. You’re protected from the effects of severe heat. Fall The shawl becomes thin leather with an ombre of red and orange leaves. You treat falls as 10 feet shorter. Winter The shawl becomes warm wool as white as snow. You’re protected from the effects of severe cold. ","skill_mod":{},"summary":"This woven shawl changes its color, material, and abilities with the seasons. In its usual state, it reflects the current season of the environment …","primary_source":"Shining Kingdoms","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3775","name":"Shawl of Seasons","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3775"},{"access":"You’re a member of the Lion Blades .","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Shining Kingdoms"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":5000,"trait":["Magical","Uncommon"],"id":"equipment-3776","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Fan Buckler Source Shining Kingdoms pg. 172 Price 50 gp Usage held in 1 hand Bulk L Base Shield Buckler Access You’re a member of the Lion Blades . --- When collapsed, a fan buckler appears to be no more than an elegant wooden fan. Any attempts to discern that there’s more to the item require a successful Perception check against the Deception DC of the wielder. Activate—Unfurl Fan Single Action (manipulate) Effect You transform the fan into a wooden buckler or vice versa.\n","skill_mod":{},"summary":"When collapsed, a fan buckler appears to be no more than an elegant wooden fan. Any attempts to discern that there’s more to the item require a …","primary_source":"Shining Kingdoms","trait_group":["Mechanics","Rarity"],"level":3,"source_category":["Lost Omens"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3776","base_item":["Buckler"],"name":"Fan Buckler","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3776"},{"access":"You’re a member of the Lion Blades .","primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Shining Kingdoms"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":90000,"trait":["Magical","Uncommon"],"id":"equipment-3777","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Lion's Call Source Shining Kingdoms pg. 173 Price 900 gp Usage held in 1 hand Bulk L Access You’re a member of the Lion Blades . --- Given only to highly trusted agents by the grand princes back when Lion Blades protected the Primogen Crown, these historic +1 striking authorized shortswords allow a Lion Blade wielder to locate resources. Activate—Find the Pride Three Actions (arcane, concentrate, manipulate) Frequency once per day; Effect You cast locate at 5th rank to learn the location of one of the following of your choice: the nearest Lion Blade safe house, shadow school, Lion Blade agent, Lion Blade kith, or a person other than yourself who’s in possession of a lion’s call . Activate—Echo the Call Reaction (arcane, concentrate) Frequency once per day; Trigger A creature locates you using another lion’s call ; Effect You immediately learn the location and appearance of the triggering creature. You can communicate telepathically with the triggering creature while you remain within 1 mile of each other for the next hour.\n","skill_mod":{},"summary":"Given only to highly trusted agents by the grand princes back when Lion Blades protected the Primogen Crown, these historic +1 striking …","primary_source":"Shining Kingdoms","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3777","name":"Lion's Call","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3777"},{"item_child_id":["equipment-3778-3574","equipment-3778-3575"],"access":"You’re a member of the Lion Blades .","primary_source_category":"Lost Omens","usage":"worn armor","source":["Shining Kingdoms"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"trait":["Invested","Magical","Uncommon"],"id":"equipment-3778","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Lion's Pelt Source Shining Kingdoms pg. 173 Usage worn armor Bulk 1 Base Armor Leather Armor, Chain Shirt Access You’re a member of the Lion Blades . --- Laurisa Tromaine ordered these as prototype uniforms. The fur-lined pauldrons bear the insignia of a lion with a blade in its mouth. The type of blade indicates which bard school one graduated from. When you disguise the armor via its raiment rune, you can choose whether to conceal this symbol or not. You can also use the rune’s activation to quickly display or hide the insignia. Activate—Contact Ally Single Action (arcane, concentrate) Frequency once per hour; Effect You cast message at 1st rank to a target that you know is also wearing a lion’s pelt uniform. If you and the target share an insignia, the spell is heightened to 3rd rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lion’s Pelt (Leather) Source Shining Kingdoms pg. 173 Price 250 gp Bulk 1 --- The armor is a +1 raiment leather armor . <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lion’s Pelt (Chain) Source Shining Kingdoms pg. 173 Price 250 gp Bulk 1 --- The armor is a +1 raiment chain shirt. ","skill_mod":{},"summary":"Laurisa Tromaine ordered these as prototype uniforms. The fur-lined pauldrons bear the insignia of a lion with a blade in its mouth. The type of …","primary_source":"Shining Kingdoms","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3778","base_item":["Leather Armor","Chain Shirt"],"name":"Lion's Pelt","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3778"},{"access":"You’re a member of the Lion Blades .","primary_source_category":"Lost Omens","usage":"worn armor","source":["Shining Kingdoms"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-3778","weakness":{},"price":25000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3778-3574","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Lion's Pelt Source Shining Kingdoms pg. 173 Usage worn armor Bulk 1 Base Armor Leather Armor, Chain Shirt Access You’re a member of the Lion Blades . --- Laurisa Tromaine ordered these as prototype uniforms. The fur-lined pauldrons bear the insignia of a lion with a blade in its mouth. The type of blade indicates which bard school one graduated from. When you disguise the armor via its raiment rune, you can choose whether to conceal this symbol or not. You can also use the rune’s activation to quickly display or hide the insignia. Activate—Contact Ally Single Action (arcane, concentrate) Frequency once per hour; Effect You cast message at 1st rank to a target that you know is also wearing a lion’s pelt uniform. If you and the target share an insignia, the spell is heightened to 3rd rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lion’s Pelt (Leather) Source Shining Kingdoms pg. 173 Price 250 gp Bulk 1 --- The armor is a +1 raiment leather armor . <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lion’s Pelt (Chain) Source Shining Kingdoms pg. 173 Price 250 gp Bulk 1 --- The armor is a +1 raiment chain shirt. ","skill_mod":{},"summary":"The armor is a +1 raiment leather armor .","primary_source":"Shining Kingdoms","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3778","base_item":["Leather Armor","Chain Shirt"],"name":"Lion’s Pelt (Leather)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3778-3574"},{"access":"You’re a member of the Lion Blades .","primary_source_category":"Lost Omens","usage":"worn armor","source":["Shining Kingdoms"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-3778","weakness":{},"price":25000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3778-3575","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Lion's Pelt Source Shining Kingdoms pg. 173 Usage worn armor Bulk 1 Base Armor Leather Armor, Chain Shirt Access You’re a member of the Lion Blades . --- Laurisa Tromaine ordered these as prototype uniforms. The fur-lined pauldrons bear the insignia of a lion with a blade in its mouth. The type of blade indicates which bard school one graduated from. When you disguise the armor via its raiment rune, you can choose whether to conceal this symbol or not. You can also use the rune’s activation to quickly display or hide the insignia. Activate—Contact Ally Single Action (arcane, concentrate) Frequency once per hour; Effect You cast message at 1st rank to a target that you know is also wearing a lion’s pelt uniform. If you and the target share an insignia, the spell is heightened to 3rd rank. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lion’s Pelt (Leather) Source Shining Kingdoms pg. 173 Price 250 gp Bulk 1 --- The armor is a +1 raiment leather armor . <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Lion’s Pelt (Chain) Source Shining Kingdoms pg. 173 Price 250 gp Bulk 1 --- The armor is a +1 raiment chain shirt. ","skill_mod":{},"summary":"The armor is a +1 raiment chain shirt .","primary_source":"Shining Kingdoms","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3778","base_item":["Leather Armor","Chain Shirt"],"name":"Lion’s Pelt (Chain)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3778-3575"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Shining Kingdoms"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":2800,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3779","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Taldogis Badge Source Shining Kingdoms pg. 173 PFS Note Characters from Taldor have access to this option. Price 28 gp Usage worn --- This badge depicting a hunting dog is used by Eutropia’s supporters to indicate their allegiances. Activate—Bark Two Actions (concentrate, manipulate, subtle) Frequency once per hour; Effect The hunting dog makes a single bark that only you and a single target of your choice within 30 feet can hear. If the target is a supporter of Eutropia, you gain a +2 circumstance bonus to Diplomacy checks against them for the next minute.\n","skill_mod":{},"summary":"This badge depicting a hunting dog is used by Eutropia’s supporters to indicate their allegiances. ","primary_source":"Shining Kingdoms","trait_group":["Equipment","Mechanics","Rarity"],"level":2,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3779","name":"Taldogis Badge","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3779"},{"primary_source_category":"Lost Omens","usage":"worn circlet","source":["Shining Kingdoms"],"type":"Item","item_category":"Apex Items","speed":{},"weakness":{},"price":1500000,"skill":["Diplomacy","Intimidation","Athletics"],"trait":["Apex","Invested","Primal","Unique"],"id":"equipment-3780","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Jaws of the Grogrisant Source Shining Kingdoms pg. 173 Price 15,000 gp Usage worn circlet Bulk L --- The teeth that fell off the Mantle of the Grogrisant were given to the scholars of Houses Fahlspar, Lotheed, Nicodemius, and Zespire, who—after much heated discussion—created this regal circlet. You gain a +3 item bonus to Diplomacy and Intimidation skill checks and Sense Motive checks against creatures that have the primal trait. When you invest in the headband, you either increase your Wisdom modifier by 1 or increase it to +4, whichever would give you a higher value. Activate—Primal Empathy Two Actions (concentrate, mental) Frequency once per hour; Effect You gain the ability to communicate with nature as if you were a part of it. You cast telepathy at 6th rank, which can only be used to communicate with creatures that have the primal trait.\n","skill_mod":{},"summary":"The teeth that fell off the Mantle of the Grogrisant were given to the scholars of Houses Fahlspar, Lotheed, Nicodemius, and Zespire, who—after …","primary_source":"Shining Kingdoms","trait_group":["Equipment","Tradition","Rarity"],"level":17,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=3780","name":"Jaws of the Grogrisant","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-3780"},{"skill_mod":{},"summary":"Princess Eutropia commissioned Taldor’s Imperial College of Heralds to preserve the paws that fell off the Mantle of the Grogrisant . A few weeks …","primary_source":"Shining Kingdoms","trait_group":["Equipment","Tradition","Rarity"],"primary_source_category":"Lost Omens","level":17,"usage":"worn shoes","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Item","item_category":"Apex Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3781","weakness":{},"price":1500000,"name":"Paws of the Grogrisant","trait":["Apex","Invested","Primal","Unique"],"id":"equipment-3781","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Paws of the Grogrisant Source Shining Kingdoms pg. 173 Price 15,000 gp Usage worn shoes Bulk L --- Princess Eutropia commissioned Taldor’s Imperial College of Heralds to preserve the paws that fell off the Mantle of the Grogrisant . A few weeks later, the college presented this pair of boots. You gain a +3 item bonus to Athletics checks and saves against forced movement. When you invest in the boots, you either increase your Strength modifier by 1 or increase it to +4, whichever would give you a higher value. Activate—Grogrisant Leap Single Action (concentrate) Frequency once per day; Effect The Grogrisant’s legendary strength and reflexes empower your movement. You Leap, doubling the vertical and horizontal distance of your Leap action. If you land adjacent to a creature, you can Strike that creature once as part of this action.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-3781"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Shining Kingdoms"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":518400,"weakness":{},"saving_throw":"DC 23 Fortitude","price":5000,"trait":["Alchemical","Consumable","Ingested","Poison","Rare"],"id":"equipment-3782","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > The Dancer's Song Source Shining Kingdoms pg. 173 Price 50 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- A pair of conjoined sahkils known as The Dancers created this poison for the Ninth Army. While stupefied by this poison, a creature can’t treat any creature as its ally. Saving Throw DC 23 Fortitude; Onset 1 minute; Maximum Duration 6 days; Stage 1 2d8 poison damage and stupefied 1 (1 day); Stage 2 3d8 poison damage and stupefied 2 (2 days); Stage 3 4d8 poison damage and stupefied 4 (3 days)\n","skill_mod":{},"summary":"A pair of conjoined sahkils known as The Dancers created this poison for the Ninth Army. While stupefied by this poison, a creature can’t treat …","primary_source":"Shining Kingdoms","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":7,"source_category":["Lost Omens"],"item_subcategory":"Alchemical Poisons","onset":60,"resistance":{},"url":"/Equipment.aspx?ID=3782","stage":["2d8 poison damage and stupefied 1 (1 day)","3d8 poison damage and stupefied 2 (2 days)","4d8 poison damage and stupefied 4 (3 days)"],"name":"The Dancer's Song","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-3782"},{"skill_mod":{},"summary":"The Heart Bloodstone of Arazni represents protection. While holding the Heart Bloodstone , you can feel the gentle rhythm of a beating heart …","primary_source":"Claws of the Tyrant","trait_group":["Equipment","Tradition","Rarity"],"primary_source_category":"Adventures","level":11,"usage":"held in 1 hand","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3783","weakness":{},"name":"Heart Bloodstone of Arazni","trait":["Artifact","Divine","Unique"],"id":"equipment-3783","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Heart Bloodstone of Arazni Source Claws of the Tyrant pg. 109 Usage held in 1 hand Bulk 1 --- The Heart Bloodstone of Arazni represents protection. While holding the Heart Bloodstone , you can feel the gentle rhythm of a beating heart within the jar. Activate—Raise Jar Single Action (manipulate) Effect You hold the jar aloft, and a nimbus of crimson energy surrounds your body. You gain a +2 circumstance bonus to AC until the start of your next turn. Activate—Proclaim Resilence Two Actions (concentrate) Frequency once per day; Requirements You worship Arazni or are favored by her; Effect You make a loud and clear proclamation of your resilience (such as “I will not fall to the hands of my enemies!”). You gain resistance to void damage equal to your level until the beginning of your next turn. Destruction The Heart Bloodstone turns to dust if a worshipper of Arazni is slain while holding the Bloodstone and cursing her name. Any breathing creature within 10 feet of the jar inhales the choking dust, taking 4d6 void damage (DC 28 basic Fortitude save). On a failure, the creature also takes 4 persistent void damage (8 persistent void damage on a critical failure).\n","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-3783"},{"skill_mod":{},"summary":"The Liver Bloodstone of Arazni represents confidence. While holding the Liver Bloodstone , you feel more certain in your abilities. ","primary_source":"Claws of the Tyrant","trait_group":["Equipment","Tradition","Rarity"],"primary_source_category":"Adventures","level":11,"usage":"held in 1 hand","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3784","weakness":{},"name":"Liver Bloodstone of Arazni","trait":["Artifact","Divine","Unique"],"id":"equipment-3784","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Liver Bloodstone of Arazni Source Claws of the Tyrant pg. 109 Usage held in 1 hand Bulk 1 --- The Liver Bloodstone of Arazni represents confidence. While holding the Liver Bloodstone , you feel more certain in your abilities. Activate—Embolden Reaction (concentrate) Frequency once per hour; Trigger You critically succeed on an attack roll, saving throw, or skill check while in encounter mode; Effect You gain temporary Hit Points equal to your level for 1 round. Activate—Arazni's Fervor Two Actions (concentrate, manipulate) Frequency once per day; Requirements You worship Arazni or are favored by her; Effect You hold the Liver Bloodstone aloft, and the Bloodstone glows with crimson light, filling you and your allies with Arazni’s wrath. The Liver Bloodstone casts bless . For the next minute, you can use a free action at the beginning of each of your turns to increase the spell’s emanation radius by 10 feet. You can’t increase the emanation’s radius in any other way. Destruction The Liver Bloodstone melts into a puddle of poison if a worshipper of Arazni willingly submerges the Bloodstone in a lethal contact or consumed poison, then licks the Bloodstone clean. Each creature in a 15-foot emanation is exposed to the poison that destroyed the Bloodstone , as if they’d touched or consumed that poison.\n","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-3784"},{"skill_mod":{},"summary":"The Lung Bloodstone of Arazni represents suffering. While you carry the Lung Bloodstone , you gain the ability to turn your pain into a weapon …","primary_source":"Claws of the Tyrant","trait_group":["Equipment","Tradition","Rarity"],"primary_source_category":"Adventures","level":11,"usage":"held in 1 hand","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3785","weakness":{},"name":"Lung Bloodstone of Arazni","trait":["Artifact","Divine","Unique"],"id":"equipment-3785","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Lung Bloodstone of Arazni Source Claws of the Tyrant pg. 109 Usage held in 1 hand Bulk 1 --- The Lung Bloodstone of Arazni represents suffering. While you carry the Lung Bloodstone , you gain the ability to turn your pain into a weapon against your enemies. Activate—Strength through Pain Reaction (concentrate) Frequency once per hour; Trigger You take damage; Effect You allow the pain to resonate within you, making you stronger. You gain a +1 status bonus to your next Strike or spell attack before the end of your next turn. Activate—Admonish Two Actions (auditory, emotion, incapacitation, mental) Frequency once per day; Requirements You worship Arazni or are favored by her; Effect You point your finger at a creature within 60 feet that has wronged you, and you verbally admonish them. The creature takes 1d4 mental damage for every level you have (basic Will save against your class DC). On a failed save, the creature is also stunned 1 (stunned 3 on a critical failure). Destruction To destroy the Lung Bloodstone , a worshipper of Arazni must willingly impale themself with the Bloodstone’s horned figurehead, dealing themselves 3d6 piercing damage and 3d6 persistent bleed damage. The Lung Bloodstone then evaporates into a cloud of noxious vapors, as toxic cloud (DC 28), that follows the creature that destroyed the Bloodstone for its duration.\n","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-3785"},{"skill_mod":{},"summary":"The Spleen Bloodstone of Arazni represents freedom. Holding the Spleen Bloodstone makes you feel as if no bonds can contain you. ","primary_source":"Claws of the Tyrant","trait_group":["Equipment","Tradition","Rarity"],"primary_source_category":"Adventures","level":11,"usage":"held in 1 hand","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3786","weakness":{},"name":"Spleen Bloodstone of Arazni","trait":["Artifact","Divine","Unique"],"id":"equipment-3786","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Spleen Bloodstone of Arazni Source Claws of the Tyrant pg. 110 Usage held in 1 hand Bulk 1 --- The Spleen Bloodstone of Arazni represents freedom. Holding the Spleen Bloodstone makes you feel as if no bonds can contain you. Activate—Sure Footing Single Action to Three Actions (concentrate) Frequency once per hour; Requirements You aren’t immobilized; Effect You Step or Stride, treating both difficult and greater difficult terrain as normal terrain during the movement. For each additional action you spend, you can Step or Stride again with the same benefits. If you have a climb or fly Speed, you can instead Climb or Fly respectively. Activate—Break Bonds Free Action (concentrate) Frequency once per day; Requirements You worship Arazni or are favored by her; Effect The confused, controlled, grabbed, immobilized, paralyzed, petrified, and restrained conditions, as well as any Speed penalties affecting you, immediately end unless the effect is magical and of 12th level or higher. You can use this ability even if your actions are restricted or otherwise decided for you (such as being confused or controlled). Destruction If a worshipper of Arazni willingly gains the controlled condition or becomes undead while holding the Spleen Bloodstone , the Bloodstone explodes, dealing 10d6 force damage to all creatures in a 20-foot emanation (DC 28 basic Reflex save).\n","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-3786"},{"skill_mod":{},"summary":"This ruby-studded dawnsilver chalice can’t be harmed by any substance it holds, no matter how caustic. Furthermore, liquid placed within the …","primary_source":"Claws of the Tyrant","trait_group":["Equipment","Tradition","Rarity"],"primary_source_category":"Adventures","level":11,"usage":"held in 1 hand","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3787","weakness":{},"name":"Chalice of Ozem","trait":["Artifact","Divine","Unique"],"id":"equipment-3787","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Chalice of Ozem Source Claws of the Tyrant pg. 110 Usage held in 1 hand Bulk L --- This ruby-studded dawnsilver chalice can’t be harmed by any substance it holds, no matter how caustic. Furthermore, liquid placed within the Chalice of Ozem never spills unless its carrier chooses to do so (using a single action with the concentrate trait). Activate—Iomedae's Blessing Two Actions (concentrate, manipulate) Frequency once per hour; Effect You hold the chalice and call out Iomedae’s name. The chalice casts dispelling globe with a +19 modifier to its counteract check. Destruction If the Chalice of Ozem is filled with Iomedae’s blood and Arazni drinks from it, it shatters.\n","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-3787"},{"item_child_id":["equipment-3788-3584","equipment-3788-3591"],"primary_source_category":"Adventure Paths","source":["Pathfinder #213: Thirst for Blood"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","trait":["Magical","Uncommon"],"id":"equipment-3788","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Blood-Drinker Blade May contain spoilers from Shades of Blood Source Pathfinder #213: Thirst for Blood pg. 82 Bulk L --- This +1 striking shortsword has the design of a fanged mouth carved into the handle. Whenever the blade draws blood, it glows with a dull red energy, as if empowered by the taste of blood. Activate—Drink Life Two Actions (concentrate) Frequency once per day; Effect The blood-drinker blade guides your hand to cut a foe and feeds you from their blood. Make a Strike with the blade. On a hit, the attack deals an additional 1d8 persistent bleed damage. You also gain 1d8 temporary Hit Points for 1 minute. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Blood-Drinker Blade (Greater) Source Pathfinder #213: Thirst for Blood pg. 82 Price 700 gp Hands 1 Bulk L --- This is a +1 striking wounding shortsword . You can activate to Drink Life with the blade once per hour instead of once per day. This weapon also has the Exsanguinate activation. Activate—Exsanguinate Single Action (concentrate) Frequency once per day; Requirements Your most recent action was to successfully deal bleed damage to a creature with Drain Life; Effect The blade’s power draws even more blood from your victim. The required creature takes 6d6 bleed damage. You gain temporary Hit Points equal to half the bleed damage the creature takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Blood-Drinker Blade Source Pathfinder #213: Thirst for Blood pg. 82 Price 160 gp ","skill_mod":{},"summary":"This +1 striking shortsword has the design of a fanged mouth carved into the handle. Whenever the blade draws blood, it glows with a dull red …","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3788","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Blood-Drinker Blade","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3788"},{"hands":"1","primary_source_category":"Adventure Paths","source":["Pathfinder #213: Thirst for Blood"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-3788","weakness":{},"primary_source_group":"Shades of Blood","price":70000,"trait":["Magical","Uncommon"],"id":"equipment-3788-3584","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Blood-Drinker Blade May contain spoilers from Shades of Blood Source Pathfinder #213: Thirst for Blood pg. 82 Bulk L --- This +1 striking shortsword has the design of a fanged mouth carved into the handle. Whenever the blade draws blood, it glows with a dull red energy, as if empowered by the taste of blood. Activate—Drink Life Two Actions (concentrate) Frequency once per day; Effect The blood-drinker blade guides your hand to cut a foe and feeds you from their blood. Make a Strike with the blade. On a hit, the attack deals an additional 1d8 persistent bleed damage. You also gain 1d8 temporary Hit Points for 1 minute. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Blood-Drinker Blade (Greater) Source Pathfinder #213: Thirst for Blood pg. 82 Price 700 gp Hands 1 Bulk L --- This is a +1 striking wounding shortsword . You can activate to Drink Life with the blade once per hour instead of once per day. This weapon also has the Exsanguinate activation. Activate—Exsanguinate Single Action (concentrate) Frequency once per day; Requirements Your most recent action was to successfully deal bleed damage to a creature with Drain Life; Effect The blade’s power draws even more blood from your victim. The required creature takes 6d6 bleed damage. You gain temporary Hit Points equal to half the bleed damage the creature takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Blood-Drinker Blade Source Pathfinder #213: Thirst for Blood pg. 82 Price 160 gp ","skill_mod":{},"summary":"This is a +1 striking wounding shortsword . You can activate to Drink Life with the blade once per hour instead of once per day. This weapon …","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3788","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Blood-Drinker Blade (Greater)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3788-3584"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #213: Thirst for Blood"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-3788","weakness":{},"primary_source_group":"Shades of Blood","price":16000,"trait":["Magical","Uncommon"],"id":"equipment-3788-3591","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Blood-Drinker Blade May contain spoilers from Shades of Blood Source Pathfinder #213: Thirst for Blood pg. 82 Bulk L --- This +1 striking shortsword has the design of a fanged mouth carved into the handle. Whenever the blade draws blood, it glows with a dull red energy, as if empowered by the taste of blood. Activate—Drink Life Two Actions (concentrate) Frequency once per day; Effect The blood-drinker blade guides your hand to cut a foe and feeds you from their blood. Make a Strike with the blade. On a hit, the attack deals an additional 1d8 persistent bleed damage. You also gain 1d8 temporary Hit Points for 1 minute. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Blood-Drinker Blade (Greater) Source Pathfinder #213: Thirst for Blood pg. 82 Price 700 gp Hands 1 Bulk L --- This is a +1 striking wounding shortsword . You can activate to Drink Life with the blade once per hour instead of once per day. This weapon also has the Exsanguinate activation. Activate—Exsanguinate Single Action (concentrate) Frequency once per day; Requirements Your most recent action was to successfully deal bleed damage to a creature with Drain Life; Effect The blade’s power draws even more blood from your victim. The required creature takes 6d6 bleed damage. You gain temporary Hit Points equal to half the bleed damage the creature takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Blood-Drinker Blade Source Pathfinder #213: Thirst for Blood pg. 82 Price 160 gp ","skill_mod":{},"summary":"This +1 striking shortsword has the design of a fanged mouth carved into the handle. Whenever the blade draws blood, it glows with a dull red …","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3788","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Blood-Drinker Blade","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3788-3591"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #213: Thirst for Blood"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","price":3500,"trait":["Light","Magical","Uncommon"],"id":"equipment-3789","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Farlight Stone May contain spoilers from Shades of Blood Source Pathfinder #213: Thirst for Blood pg. 82 Price 35 gp Usage held in 1 hand Bulk L --- Farlight stones are common in libraries, monasteries, labs, and other places where simple but silent communication is important. Farlight stones always come in linked pairs, and each of the fist-sized stones can be Activated independently. Activate—Light Single Action (manipulate) Effect The stone begins to glow as a torch, shedding bright light in a 20-foot radius (and dim light to the next 20 feet). You can Activate the stone in this way again to end the effect. Activate—Color Single Action (concentrate) Requirements The stone is glowing with light; Effect You change the color of the stone’s light to any other color, which remains as long as the stone sheds light. Activate—Notify Single Action (concentrate) Requirements The stone is glowing with light; Effect The stone’s light begins to pulse. You can choose the rate of the pulse between slow, moderate, and fast. If the linked stone is within 15 miles, its center begins to glow in the same color and pulse at the same rate. You can use this activation to end the pulsing caused by a linked stone.\n","skill_mod":{},"summary":" Farlight stones are common in libraries, monasteries, labs, and other places where simple but silent communication is important. Farlight stones …","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3789","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Farlight Stone","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3789"},{"item_child_id":["equipment-3790-3585","equipment-3790-3586","equipment-3790-3587"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #213: Thirst for Blood"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","trait":["Consumable","Magical","Plant","Rare"],"id":"equipment-3790","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Moonkeep Flowers May contain spoilers from Shades of Blood Source Pathfinder #213: Thirst for Blood pg. 82 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- These magical flowers are infused with the power to counteract the curse of the werecreature. Intentionally growing these flowers is nearly impossible, as they don’t produce seeds, and the primal magic required to produce them has been lost to time. They occasionally grow in places where a particular powerful werecreature is buried, though if an exact process to guarantee their growth exists, it remains a mystery. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Moonkeep Lily Source Pathfinder #213: Thirst for Blood pg. 82 Price 30 gp --- This thin, white lily has stamens that end in small, round portions resembling the moon. When you eat the flower, you gain the flower’s protection for 1 week. During this time, your curse of the werecreature becomes partially inert. Your jaws Strike doesn’t inflict the curse of the werecreature during this time. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Moonkeep Orchid Source Pathfinder #213: Thirst for Blood pg. 82 Price 30 gp --- This pale orchid glows nearly white when exposed to moonlight. When you eat the flower, you gain its protection for 3 days. During this time, your curse of the werecreature and moon frenzy don’t cause you to automatically transform during a full moon, and you retain full control of your faculties during a full moon. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Moonkeep Hyacinth Source Pathfinder #213: Thirst for Blood pg. 82 Price 400 gp --- This long hyacinth features round buds that bloom into brilliant white petals. When you eat the flower, you immediately become cured of the curse of the werecreature.","skill_mod":{},"summary":"These magical flowers are infused with the power to counteract the curse of the werecreature . Intentionally growing these flowers is nearly …","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Equipment","Mechanics","Creature Type","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3790","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Moonkeep Flowers","actions_number":4,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"equipment-3790"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #213: Thirst for Blood"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3790","weakness":{},"primary_source_group":"Shades of Blood","price":3000,"trait":["Consumable","Magical","Plant","Rare"],"id":"equipment-3790-3585","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Moonkeep Flowers May contain spoilers from Shades of Blood Source Pathfinder #213: Thirst for Blood pg. 82 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- These magical flowers are infused with the power to counteract the curse of the werecreature. Intentionally growing these flowers is nearly impossible, as they don’t produce seeds, and the primal magic required to produce them has been lost to time. They occasionally grow in places where a particular powerful werecreature is buried, though if an exact process to guarantee their growth exists, it remains a mystery. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Moonkeep Lily Source Pathfinder #213: Thirst for Blood pg. 82 Price 30 gp --- This thin, white lily has stamens that end in small, round portions resembling the moon. When you eat the flower, you gain the flower’s protection for 1 week. During this time, your curse of the werecreature becomes partially inert. Your jaws Strike doesn’t inflict the curse of the werecreature during this time. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Moonkeep Orchid Source Pathfinder #213: Thirst for Blood pg. 82 Price 30 gp --- This pale orchid glows nearly white when exposed to moonlight. When you eat the flower, you gain its protection for 3 days. During this time, your curse of the werecreature and moon frenzy don’t cause you to automatically transform during a full moon, and you retain full control of your faculties during a full moon. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Moonkeep Hyacinth Source Pathfinder #213: Thirst for Blood pg. 82 Price 400 gp --- This long hyacinth features round buds that bloom into brilliant white petals. When you eat the flower, you immediately become cured of the curse of the werecreature.","skill_mod":{},"summary":"This thin, white lily has stamens that end in small, round portions resembling the moon. When you eat the flower, you gain the flower’s protection …","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Equipment","Mechanics","Creature Type","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3790","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Moonkeep Lily","actions_number":4,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"equipment-3790-3585"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #213: Thirst for Blood"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3790","weakness":{},"primary_source_group":"Shades of Blood","price":3000,"trait":["Consumable","Magical","Plant","Rare"],"id":"equipment-3790-3586","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Moonkeep Flowers May contain spoilers from Shades of Blood Source Pathfinder #213: Thirst for Blood pg. 82 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- These magical flowers are infused with the power to counteract the curse of the werecreature. Intentionally growing these flowers is nearly impossible, as they don’t produce seeds, and the primal magic required to produce them has been lost to time. They occasionally grow in places where a particular powerful werecreature is buried, though if an exact process to guarantee their growth exists, it remains a mystery. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Moonkeep Lily Source Pathfinder #213: Thirst for Blood pg. 82 Price 30 gp --- This thin, white lily has stamens that end in small, round portions resembling the moon. When you eat the flower, you gain the flower’s protection for 1 week. During this time, your curse of the werecreature becomes partially inert. Your jaws Strike doesn’t inflict the curse of the werecreature during this time. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Moonkeep Orchid Source Pathfinder #213: Thirst for Blood pg. 82 Price 30 gp --- This pale orchid glows nearly white when exposed to moonlight. When you eat the flower, you gain its protection for 3 days. During this time, your curse of the werecreature and moon frenzy don’t cause you to automatically transform during a full moon, and you retain full control of your faculties during a full moon. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Moonkeep Hyacinth Source Pathfinder #213: Thirst for Blood pg. 82 Price 400 gp --- This long hyacinth features round buds that bloom into brilliant white petals. When you eat the flower, you immediately become cured of the curse of the werecreature.","skill_mod":{},"summary":"This pale orchid glows nearly white when exposed to moonlight. When you eat the flower, you gain its protection for 3 days. During this time, your …","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Equipment","Mechanics","Creature Type","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3790","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Moonkeep Orchid","actions_number":4,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"equipment-3790-3586"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #213: Thirst for Blood"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3790","weakness":{},"primary_source_group":"Shades of Blood","price":40000,"trait":["Consumable","Magical","Plant","Rare"],"id":"equipment-3790-3587","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Moonkeep Flowers May contain spoilers from Shades of Blood Source Pathfinder #213: Thirst for Blood pg. 82 Usage held in 1 hand Activate Two Actions (concentrate, manipulate) --- These magical flowers are infused with the power to counteract the curse of the werecreature. Intentionally growing these flowers is nearly impossible, as they don’t produce seeds, and the primal magic required to produce them has been lost to time. They occasionally grow in places where a particular powerful werecreature is buried, though if an exact process to guarantee their growth exists, it remains a mystery. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Moonkeep Lily Source Pathfinder #213: Thirst for Blood pg. 82 Price 30 gp --- This thin, white lily has stamens that end in small, round portions resembling the moon. When you eat the flower, you gain the flower’s protection for 1 week. During this time, your curse of the werecreature becomes partially inert. Your jaws Strike doesn’t inflict the curse of the werecreature during this time. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Moonkeep Orchid Source Pathfinder #213: Thirst for Blood pg. 82 Price 30 gp --- This pale orchid glows nearly white when exposed to moonlight. When you eat the flower, you gain its protection for 3 days. During this time, your curse of the werecreature and moon frenzy don’t cause you to automatically transform during a full moon, and you retain full control of your faculties during a full moon. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Moonkeep Hyacinth Source Pathfinder #213: Thirst for Blood pg. 82 Price 400 gp --- This long hyacinth features round buds that bloom into brilliant white petals. When you eat the flower, you immediately become cured of the curse of the werecreature.","skill_mod":{},"summary":"This long hyacinth features round buds that bloom into brilliant white petals. When you eat the flower, you immediately become cured of the curse of …","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Equipment","Mechanics","Creature Type","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=3790","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Moonkeep Hyacinth","actions_number":4,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"equipment-3790-3587"},{"item_child_id":["equipment-3791-3578","equipment-3791-3579","equipment-3791-3580"],"primary_source_category":"Adventure Paths","source":["Pathfinder #214: The Broken Palace"],"type":"Item","item_category":"Other","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"trait":["Magical","Rare"],"id":"equipment-3791","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Essence Forge May contain spoilers from Shades of Blood Source Pathfinder #214: The Broken Palace pg. 79 Bulk 20 --- An essence forge consists of a large stone workbench with a receptacle for fuel built into the left side. Sparkling crystals are embedded across the forge’s structure, with additional flourishes made from a different material, as appropriate to the type of forge. Life forges are adorned with fossilized bones and petrified wood. They’re used to craft items associated with the divine and primal magic traditions. One must attempt a Nature or Religion check to prime a life forge. Matter forges are decorated with strips of precious metal. They can be used to craft items associated with the arcane and primal magic traditions. One must attempt an Arcana or Nature check to prime a matter forge. Mind forges are accentuated with glittering gemstones. They can be used to craft items associated with the arcane and occult magic traditions. One must attempt an Arcana or Occultism check to prime a mind forge. Spirit forges are emblazoned with strange runes and obscure symbols enhanced by different pigments. They can be used to craft items associated with the divine and occult magic traditions. One must attempt an Occultism or Religion check to prime a spirit forge. Activate—Prime the Forge 1 minute (concentrate, healing, manipulate) Requirements The essence forge doesn’t currently contain any stored essence; Effect You prepare the essence forge for use by placing raw materials in its receptacle then spend an hour concentrating on the forge, using your own magical potential to consume the materials. The combined gp value of the raw materials sets the maximum price of the item you can craft with the essence forge . An essence forge’s receptacle can hold no more than 3 Bulk of raw materials, so coins, gemstones, or small valuable objects or items make for the best sources of fuel. Attempt an Arcana, Nature, Occultism, or Religion check as appropriate for the tradition of essence forge you’re using to focus your magical potential on the receptacle; the DC for this check depends on the type of forge (lesser, moderate, or greater) you’re using. Critical Success The raw materials are consumed, and the essence forge stores essence equal to the value of the raw materials. Additional essence overflows back into you, granting an item bonus to the skill you used to Prime the Forge for the next 24 hours. The size of the item bonus depends on the type of the forge. Success The raw materials are consumed, and the essence forge stores essence equal to the value of the raw materials. Failure The raw materials are consumed, but the burn is inefficient, and the essence forge stores essence equal to half the value of the raw materials. Critical Failure The raw materials are consumed and lost, but no essence is stored in the forge; the raw materials are wasted. Activate—Craft an Item 2 hours (concentrate, manipulate) Requirements The essence forge has been primed with raw materials equaling or exceeding the value o f the item you intend to craft, and you are not fatigued; Effect You place your hands atop the forge’s workspace and focus your concentration on the essence contained within the forge. Choose an item whose formula you have and whose level is equal to or less than the essence forge’s level, or choose an essence charm . The essence forge begins to construct that item as you concentrate, causing an increasingly realistic illusion of the item to come into focus atop the forge’s workspace. Attempt a Crafting check with a DC determined by the forge’s type (lesser, moderate, or greater); this check earns Forge Points (using the Victory Point system). You can sustain this activation for up to 8 hours; each time you sustain the activation, attempt another Crafting check to earn Forge Points. When you choose to end the activation, you become fatigued, and any remaining essence stored in the forge dissipates with no further effect. Consult the sidebar to determine if you were successful in crafting the item you chose. Activate—Absorb Essence Single Action (concentrate, healing, manipulate) Requirements The essence forge contains essence; Effect You absorb the essence in the forge, emptying it and allowing it to be primed. If the essence value in the forge is equal to or greater than the value determined by the forge’s type, the forge heals you for its type’s listed HP. Otherwise the absorbed essence has no effect. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Essence Forge (Lesser) Source Pathfinder #214: The Broken Palace pg. 80 Price 250 gp --- DC 20 check to use the forge. When you critically succeed at Priming the Forge, you gain a +1 item bonus, and when you Absorb Essence worth at least 50 gp, the forge restores 3d8+10 Hit Points <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Essence Forge (Moderate) Source Pathfinder #214: The Broken Palace pg. 80 Price 2,000 gp --- DC 30 check to use the forge. When you critically succeed at Priming the Forge, you gain a +2 item bonus, and when you Absorb Essence worth at least 400 gp, the forge restores 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Essence Forge (Greater) Source Pathfinder #214: The Broken Palace pg. 80 Price 24,000 gp --- DC 40 check to use the forge. When you critically succeed at Priming the Forge, you gain a +3 item bonus, and when you Absorb Essence worth at least 5,000 gp, the forge restores 8d8+30 Hit Points.","skill_mod":{},"summary":"An essence forge consists of a large stone workbench with a receptacle for fuel built into the left side. Sparkling crystals are embedded across …","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3791","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Essence Forge","bulk":20,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3791"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #214: The Broken Palace"],"type":"Item","item_category":"Other","speed":{},"item_parent_id":"equipment-3791","weakness":{},"primary_source_group":"Shades of Blood","price":25000,"skill":["Arcana","Nature","Occultism","Religion"],"trait":["Magical","Rare"],"id":"equipment-3791-3578","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Essence Forge May contain spoilers from Shades of Blood Source Pathfinder #214: The Broken Palace pg. 79 Bulk 20 --- An essence forge consists of a large stone workbench with a receptacle for fuel built into the left side. Sparkling crystals are embedded across the forge’s structure, with additional flourishes made from a different material, as appropriate to the type of forge. Life forges are adorned with fossilized bones and petrified wood. They’re used to craft items associated with the divine and primal magic traditions. One must attempt a Nature or Religion check to prime a life forge. Matter forges are decorated with strips of precious metal. They can be used to craft items associated with the arcane and primal magic traditions. One must attempt an Arcana or Nature check to prime a matter forge. Mind forges are accentuated with glittering gemstones. They can be used to craft items associated with the arcane and occult magic traditions. One must attempt an Arcana or Occultism check to prime a mind forge. Spirit forges are emblazoned with strange runes and obscure symbols enhanced by different pigments. They can be used to craft items associated with the divine and occult magic traditions. One must attempt an Occultism or Religion check to prime a spirit forge. Activate—Prime the Forge 1 minute (concentrate, healing, manipulate) Requirements The essence forge doesn’t currently contain any stored essence; Effect You prepare the essence forge for use by placing raw materials in its receptacle then spend an hour concentrating on the forge, using your own magical potential to consume the materials. The combined gp value of the raw materials sets the maximum price of the item you can craft with the essence forge . An essence forge’s receptacle can hold no more than 3 Bulk of raw materials, so coins, gemstones, or small valuable objects or items make for the best sources of fuel. Attempt an Arcana, Nature, Occultism, or Religion check as appropriate for the tradition of essence forge you’re using to focus your magical potential on the receptacle; the DC for this check depends on the type of forge (lesser, moderate, or greater) you’re using. Critical Success The raw materials are consumed, and the essence forge stores essence equal to the value of the raw materials. Additional essence overflows back into you, granting an item bonus to the skill you used to Prime the Forge for the next 24 hours. The size of the item bonus depends on the type of the forge. Success The raw materials are consumed, and the essence forge stores essence equal to the value of the raw materials. Failure The raw materials are consumed, but the burn is inefficient, and the essence forge stores essence equal to half the value of the raw materials. Critical Failure The raw materials are consumed and lost, but no essence is stored in the forge; the raw materials are wasted. Activate—Craft an Item 2 hours (concentrate, manipulate) Requirements The essence forge has been primed with raw materials equaling or exceeding the value o f the item you intend to craft, and you are not fatigued; Effect You place your hands atop the forge’s workspace and focus your concentration on the essence contained within the forge. Choose an item whose formula you have and whose level is equal to or less than the essence forge’s level, or choose an essence charm . The essence forge begins to construct that item as you concentrate, causing an increasingly realistic illusion of the item to come into focus atop the forge’s workspace. Attempt a Crafting check with a DC determined by the forge’s type (lesser, moderate, or greater); this check earns Forge Points (using the Victory Point system). You can sustain this activation for up to 8 hours; each time you sustain the activation, attempt another Crafting check to earn Forge Points. When you choose to end the activation, you become fatigued, and any remaining essence stored in the forge dissipates with no further effect. Consult the sidebar to determine if you were successful in crafting the item you chose. Activate—Absorb Essence Single Action (concentrate, healing, manipulate) Requirements The essence forge contains essence; Effect You absorb the essence in the forge, emptying it and allowing it to be primed. If the essence value in the forge is equal to or greater than the value determined by the forge’s type, the forge heals you for its type’s listed HP. Otherwise the absorbed essence has no effect. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Essence Forge (Lesser) Source Pathfinder #214: The Broken Palace pg. 80 Price 250 gp --- DC 20 check to use the forge. When you critically succeed at Priming the Forge, you gain a +1 item bonus, and when you Absorb Essence worth at least 50 gp, the forge restores 3d8+10 Hit Points <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Essence Forge (Moderate) Source Pathfinder #214: The Broken Palace pg. 80 Price 2,000 gp --- DC 30 check to use the forge. When you critically succeed at Priming the Forge, you gain a +2 item bonus, and when you Absorb Essence worth at least 400 gp, the forge restores 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Essence Forge (Greater) Source Pathfinder #214: The Broken Palace pg. 80 Price 24,000 gp --- DC 40 check to use the forge. When you critically succeed at Priming the Forge, you gain a +3 item bonus, and when you Absorb Essence worth at least 5,000 gp, the forge restores 8d8+30 Hit Points.","skill_mod":{},"summary":"DC 20 check to use the forge. When you critically succeed at Priming the Forge, you gain a +1 item bonus, and when you Absorb Essence worth at least …","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3791","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Essence Forge (Lesser)","bulk":20,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3791-3578"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #214: The Broken Palace"],"type":"Item","item_category":"Other","speed":{},"item_parent_id":"equipment-3791","weakness":{},"primary_source_group":"Shades of Blood","price":200000,"skill":["Arcana","Nature","Occultism","Religion"],"trait":["Magical","Rare"],"id":"equipment-3791-3579","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Essence Forge May contain spoilers from Shades of Blood Source Pathfinder #214: The Broken Palace pg. 79 Bulk 20 --- An essence forge consists of a large stone workbench with a receptacle for fuel built into the left side. Sparkling crystals are embedded across the forge’s structure, with additional flourishes made from a different material, as appropriate to the type of forge. Life forges are adorned with fossilized bones and petrified wood. They’re used to craft items associated with the divine and primal magic traditions. One must attempt a Nature or Religion check to prime a life forge. Matter forges are decorated with strips of precious metal. They can be used to craft items associated with the arcane and primal magic traditions. One must attempt an Arcana or Nature check to prime a matter forge. Mind forges are accentuated with glittering gemstones. They can be used to craft items associated with the arcane and occult magic traditions. One must attempt an Arcana or Occultism check to prime a mind forge. Spirit forges are emblazoned with strange runes and obscure symbols enhanced by different pigments. They can be used to craft items associated with the divine and occult magic traditions. One must attempt an Occultism or Religion check to prime a spirit forge. Activate—Prime the Forge 1 minute (concentrate, healing, manipulate) Requirements The essence forge doesn’t currently contain any stored essence; Effect You prepare the essence forge for use by placing raw materials in its receptacle then spend an hour concentrating on the forge, using your own magical potential to consume the materials. The combined gp value of the raw materials sets the maximum price of the item you can craft with the essence forge . An essence forge’s receptacle can hold no more than 3 Bulk of raw materials, so coins, gemstones, or small valuable objects or items make for the best sources of fuel. Attempt an Arcana, Nature, Occultism, or Religion check as appropriate for the tradition of essence forge you’re using to focus your magical potential on the receptacle; the DC for this check depends on the type of forge (lesser, moderate, or greater) you’re using. Critical Success The raw materials are consumed, and the essence forge stores essence equal to the value of the raw materials. Additional essence overflows back into you, granting an item bonus to the skill you used to Prime the Forge for the next 24 hours. The size of the item bonus depends on the type of the forge. Success The raw materials are consumed, and the essence forge stores essence equal to the value of the raw materials. Failure The raw materials are consumed, but the burn is inefficient, and the essence forge stores essence equal to half the value of the raw materials. Critical Failure The raw materials are consumed and lost, but no essence is stored in the forge; the raw materials are wasted. Activate—Craft an Item 2 hours (concentrate, manipulate) Requirements The essence forge has been primed with raw materials equaling or exceeding the value o f the item you intend to craft, and you are not fatigued; Effect You place your hands atop the forge’s workspace and focus your concentration on the essence contained within the forge. Choose an item whose formula you have and whose level is equal to or less than the essence forge’s level, or choose an essence charm . The essence forge begins to construct that item as you concentrate, causing an increasingly realistic illusion of the item to come into focus atop the forge’s workspace. Attempt a Crafting check with a DC determined by the forge’s type (lesser, moderate, or greater); this check earns Forge Points (using the Victory Point system). You can sustain this activation for up to 8 hours; each time you sustain the activation, attempt another Crafting check to earn Forge Points. When you choose to end the activation, you become fatigued, and any remaining essence stored in the forge dissipates with no further effect. Consult the sidebar to determine if you were successful in crafting the item you chose. Activate—Absorb Essence Single Action (concentrate, healing, manipulate) Requirements The essence forge contains essence; Effect You absorb the essence in the forge, emptying it and allowing it to be primed. If the essence value in the forge is equal to or greater than the value determined by the forge’s type, the forge heals you for its type’s listed HP. Otherwise the absorbed essence has no effect. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Essence Forge (Lesser) Source Pathfinder #214: The Broken Palace pg. 80 Price 250 gp --- DC 20 check to use the forge. When you critically succeed at Priming the Forge, you gain a +1 item bonus, and when you Absorb Essence worth at least 50 gp, the forge restores 3d8+10 Hit Points <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Essence Forge (Moderate) Source Pathfinder #214: The Broken Palace pg. 80 Price 2,000 gp --- DC 30 check to use the forge. When you critically succeed at Priming the Forge, you gain a +2 item bonus, and when you Absorb Essence worth at least 400 gp, the forge restores 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Essence Forge (Greater) Source Pathfinder #214: The Broken Palace pg. 80 Price 24,000 gp --- DC 40 check to use the forge. When you critically succeed at Priming the Forge, you gain a +3 item bonus, and when you Absorb Essence worth at least 5,000 gp, the forge restores 8d8+30 Hit Points.","skill_mod":{},"summary":"DC 30 check to use the forge. When you critically succeed at Priming the Forge, you gain a +2 item bonus, and when you Absorb Essence worth at least …","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3791","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Essence Forge (Moderate)","bulk":20,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3791-3579"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #214: The Broken Palace"],"type":"Item","item_category":"Other","speed":{},"item_parent_id":"equipment-3791","weakness":{},"primary_source_group":"Shades of Blood","price":2400000,"skill":["Arcana","Nature","Occultism","Religion"],"trait":["Magical","Rare"],"id":"equipment-3791-3580","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Limited\" > Essence Forge May contain spoilers from Shades of Blood Source Pathfinder #214: The Broken Palace pg. 79 Bulk 20 --- An essence forge consists of a large stone workbench with a receptacle for fuel built into the left side. Sparkling crystals are embedded across the forge’s structure, with additional flourishes made from a different material, as appropriate to the type of forge. Life forges are adorned with fossilized bones and petrified wood. They’re used to craft items associated with the divine and primal magic traditions. One must attempt a Nature or Religion check to prime a life forge. Matter forges are decorated with strips of precious metal. They can be used to craft items associated with the arcane and primal magic traditions. One must attempt an Arcana or Nature check to prime a matter forge. Mind forges are accentuated with glittering gemstones. They can be used to craft items associated with the arcane and occult magic traditions. One must attempt an Arcana or Occultism check to prime a mind forge. Spirit forges are emblazoned with strange runes and obscure symbols enhanced by different pigments. They can be used to craft items associated with the divine and occult magic traditions. One must attempt an Occultism or Religion check to prime a spirit forge. Activate—Prime the Forge 1 minute (concentrate, healing, manipulate) Requirements The essence forge doesn’t currently contain any stored essence; Effect You prepare the essence forge for use by placing raw materials in its receptacle then spend an hour concentrating on the forge, using your own magical potential to consume the materials. The combined gp value of the raw materials sets the maximum price of the item you can craft with the essence forge . An essence forge’s receptacle can hold no more than 3 Bulk of raw materials, so coins, gemstones, or small valuable objects or items make for the best sources of fuel. Attempt an Arcana, Nature, Occultism, or Religion check as appropriate for the tradition of essence forge you’re using to focus your magical potential on the receptacle; the DC for this check depends on the type of forge (lesser, moderate, or greater) you’re using. Critical Success The raw materials are consumed, and the essence forge stores essence equal to the value of the raw materials. Additional essence overflows back into you, granting an item bonus to the skill you used to Prime the Forge for the next 24 hours. The size of the item bonus depends on the type of the forge. Success The raw materials are consumed, and the essence forge stores essence equal to the value of the raw materials. Failure The raw materials are consumed, but the burn is inefficient, and the essence forge stores essence equal to half the value of the raw materials. Critical Failure The raw materials are consumed and lost, but no essence is stored in the forge; the raw materials are wasted. Activate—Craft an Item 2 hours (concentrate, manipulate) Requirements The essence forge has been primed with raw materials equaling or exceeding the value o f the item you intend to craft, and you are not fatigued; Effect You place your hands atop the forge’s workspace and focus your concentration on the essence contained within the forge. Choose an item whose formula you have and whose level is equal to or less than the essence forge’s level, or choose an essence charm . The essence forge begins to construct that item as you concentrate, causing an increasingly realistic illusion of the item to come into focus atop the forge’s workspace. Attempt a Crafting check with a DC determined by the forge’s type (lesser, moderate, or greater); this check earns Forge Points (using the Victory Point system). You can sustain this activation for up to 8 hours; each time you sustain the activation, attempt another Crafting check to earn Forge Points. When you choose to end the activation, you become fatigued, and any remaining essence stored in the forge dissipates with no further effect. Consult the sidebar to determine if you were successful in crafting the item you chose. Activate—Absorb Essence Single Action (concentrate, healing, manipulate) Requirements The essence forge contains essence; Effect You absorb the essence in the forge, emptying it and allowing it to be primed. If the essence value in the forge is equal to or greater than the value determined by the forge’s type, the forge heals you for its type’s listed HP. Otherwise the absorbed essence has no effect. <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Essence Forge (Lesser) Source Pathfinder #214: The Broken Palace pg. 80 Price 250 gp --- DC 20 check to use the forge. When you critically succeed at Priming the Forge, you gain a +1 item bonus, and when you Absorb Essence worth at least 50 gp, the forge restores 3d8+10 Hit Points <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Essence Forge (Moderate) Source Pathfinder #214: The Broken Palace pg. 80 Price 2,000 gp --- DC 30 check to use the forge. When you critically succeed at Priming the Forge, you gain a +2 item bonus, and when you Absorb Essence worth at least 400 gp, the forge restores 6d8+20 Hit Points. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Essence Forge (Greater) Source Pathfinder #214: The Broken Palace pg. 80 Price 24,000 gp --- DC 40 check to use the forge. When you critically succeed at Priming the Forge, you gain a +3 item bonus, and when you Absorb Essence worth at least 5,000 gp, the forge restores 8d8+30 Hit Points.","skill_mod":{},"summary":"DC 40 check to use the forge. When you critically succeed at Priming the Forge, you gain a +3 item bonus, and when you Absorb Essence worth at least …","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Mechanics","Rarity"],"level":18,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3791","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Essence Forge (Greater)","bulk":20,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3791-3580"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #214: The Broken Palace"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","trait":["Arcane","Artifact","Clockwork","Rare"],"id":"equipment-3792","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Limited\" > Clockwork Sun May contain spoilers from Shades of Blood Source Pathfinder #214: The Broken Palace pg. 80 Bulk 24 --- At the height of the Azlant Empire, there were those who had the wealth and skill to elevate the hobby of terrarium-keeping into a truly breathtaking endeavor. By deploying a clockwork sun into a subterranean cavern, these power-drunk overlords introduced a day-night cycle to chambers that otherwise would never have felt the touch of sunlight. At Azlant’s height, an elite association of powerful spellcasters and aristocrats kept vast underground terrariums outfitted with clockwork suns, competing to see who could create the most astounding “personal world.” Yet not all clockwork suns were the playthings of the rich and bored. The one in En-Gokal served a practical purpose, nurturing farmlands that kept the inmates and staff of the prison fed. Even now, centuries after the cataclysmic events of Earthfall, this clockwork sun continues its relentless crawl across the cavern above Underheaven. A clockwork sun is an elephant-sized sphere of polished bronze plates fitted with glowing crystals, all arranged around a heart of grinding gears. An array of magical lenses amplifies the energy shed by a single aeon stone set in the center of the artifact, generating light that mimics that of a real sun. A series of short, spider-like legs along one side of the sun grants the artifact lumbering mobility. So long as at least one of these appendages remains in contact with a solid surface, the clockwork sun moves as if gravity were pulling it toward that surface, allowing the sun to move along walls and across ceilings with ease (although a clockwork sun walking on a wall or ceiling immediately falls if it loses contact with this surface). Activate—Set Cycle (concentrate, manipulate) Effect You program the clockwork sun’s motions and periods of illumination over the course of a 24-hour cycle. The clockwork sun follows this cycle exactly and must return to its starting point at the end of each cycle. If it does so, the act of the cycle automatically winds the clockwork sun, and it repeats the cycle. A clockwork sun that encounters an unexpected barrier can navigate simple blockades by moving around or climbing over them—as such, many users set a clockwork sun’s cycle to take less time than 24 hours, giving the artifact plenty of time to return to its starting spot if it’s forced take detours. As part of setting the clockwork sun’s cycle, you also determine the periods during which the artifact is illuminated; the total illumination time can’t be longer than half the sun’s total cycle time (typically 12 hours). While illuminated, a clockwork sun sheds bright light equivalent to that of a sunny day to a radius of 1 mile. A sighted creature that ends their turn within 20 feet of an illuminated clockwork sun and didn’t Avert Gaze during their turn must succeed at a DC 43 Fortitude save or be dazzled for 1 minute (blinded for 1 minute on a critical failure). Creatures at a further distance can look directly at the light without fear, as it’s not as intense as true sunlight. Creatures that are vulnerable to sunlight (such as deros or vampires) do not treat the light of a clockwork sun as true sunlight, but if they start their turn within the illumination, they must succeed at a DC 43 Will save or become sickened 1 (sickened 2 on a critical failure) from the minor but discomforting pain the near sunlight induces. Destruction A clockwork sun can be destroyed by mundane means, but its armored frame and high Hit Points make them difficult to damage. A clockwork sun reduced to 0 HP is destroyed and explodes in a blast of shrapnel and fire in a 40-foot emanation. Creatures in the area take 10d6 piercing and 10d6 fire damage (DC 43 basic Reflex save).\n","skill_mod":{},"summary":"At the height of the Azlant Empire, there were those who had the wealth and skill to elevate the hobby of terrarium-keeping into a truly breathtaking …","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Tradition","Monster","Equipment","Weapon","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3792","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Clockwork Sun","bulk":24,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3792"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #214: The Broken Palace"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","price":4000,"trait":["Alchemical","Consumable","Elixir","Rare"],"id":"equipment-3793","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Bitterblood Elixir May contain spoilers from Shades of Blood Source Pathfinder #214: The Broken Palace pg. 81 Price 40 gp Usage held in 1 hand Bulk L Activate (manipulate) --- Bitterblood elixir is a pale pink color, like that of water tinted by a few drops of blood. After you drink this elixir, your blood becomes dangerous for other creatures to consume. For the next hour, whenever a creature drinks your blood, the elixir changes your blood into a foul-tasting acid as it mixes with the drinker’s saliva. You’re unharmed by this transformation, but the blood drinker must attempt a DC 20 Fortitude save. Critical Success The creature is unaffected. Success The creature takes 2d6 acid damage and is sickened 1. Failure The creature takes 4d6 acid damage and is sickened 2. Critical Failure The creature takes 4d6 acid damage, 2d6 persistent acid damage, and is sickened 3.\n","skill_mod":{},"summary":"Bitterblood elixir is a pale pink color, like that of water tinted by a few drops of blood. After you drink this elixir, your blood becomes dangerous …","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=3793","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Bitterblood Elixir","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3793"},{"item_child_id":["equipment-3794-3581","equipment-3794-3582","equipment-3794-3583"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #214: The Broken Palace"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","trait":["Consumable","Magical","Potion","Rare"],"id":"equipment-3794","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Psyche Salts May contain spoilers from Shades of Blood Source Pathfinder #214: The Broken Palace pg. 81 Usage held in 1 hand Bulk L Activate (manipulate) --- A dose of psyche salts is kept in a small, corked vial. When you activate psyche salts, you uncork and pass the open end of the vial near the head of an adjacent creature. The salts within fizz and evaporate, creating a sour-smelling cloud that envelops the creature’s head before fading. As they do, the vapors attempt to clear harmful influences from the creature’s mind. The creature gains the effect of a clear mind spell and a +1 item bonus to saving throws against mental effects for 10 minutes. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Psyche Salts (Lesser) Source Pathfinder #214: The Broken Palace pg. 81 Price 30 gp --- The psyche salts grants the effects of a 2nd-rank clear mind spell, with a +11 counteract check modifier. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Psyche Salts (Moderate) Source Pathfinder #214: The Broken Palace pg. 81 Price 150 gp --- The psyche salts grants the effects of a 4th-rank clear mind spell, with a +17 counteract check modifier. The item bonus increases to +2. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Psyche Salts (Greater) Source Pathfinder #214: The Broken Palace pg. 81 Price 3,000 gp --- The psyche salts grants the effects of an 8th-rank clear mind spell, with a +27 counteract check modifier. The item bonus increases to +3.","skill_mod":{},"summary":"A dose of psyche salts is kept in a small, corked vial. When you activate psyche salts, you uncork and pass the open end of the vial near the head of …","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3794","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Psyche Salts","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3794"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #214: The Broken Palace"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3794","weakness":{},"primary_source_group":"Shades of Blood","price":3000,"trait":["Consumable","Magical","Potion","Rare"],"id":"equipment-3794-3581","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Psyche Salts May contain spoilers from Shades of Blood Source Pathfinder #214: The Broken Palace pg. 81 Usage held in 1 hand Bulk L Activate (manipulate) --- A dose of psyche salts is kept in a small, corked vial. When you activate psyche salts, you uncork and pass the open end of the vial near the head of an adjacent creature. The salts within fizz and evaporate, creating a sour-smelling cloud that envelops the creature’s head before fading. As they do, the vapors attempt to clear harmful influences from the creature’s mind. The creature gains the effect of a clear mind spell and a +1 item bonus to saving throws against mental effects for 10 minutes. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Psyche Salts (Lesser) Source Pathfinder #214: The Broken Palace pg. 81 Price 30 gp --- The psyche salts grants the effects of a 2nd-rank clear mind spell, with a +11 counteract check modifier. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Psyche Salts (Moderate) Source Pathfinder #214: The Broken Palace pg. 81 Price 150 gp --- The psyche salts grants the effects of a 4th-rank clear mind spell, with a +17 counteract check modifier. The item bonus increases to +2. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Psyche Salts (Greater) Source Pathfinder #214: The Broken Palace pg. 81 Price 3,000 gp --- The psyche salts grants the effects of an 8th-rank clear mind spell, with a +27 counteract check modifier. The item bonus increases to +3.","skill_mod":{},"summary":"The psyche salts grants the effects of a 2nd-rank clear mind spell, with a +11 counteract check modifier.","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3794","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Psyche Salts (Lesser)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3794-3581"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #214: The Broken Palace"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3794","weakness":{},"primary_source_group":"Shades of Blood","price":15000,"trait":["Consumable","Magical","Potion","Rare"],"id":"equipment-3794-3582","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Psyche Salts May contain spoilers from Shades of Blood Source Pathfinder #214: The Broken Palace pg. 81 Usage held in 1 hand Bulk L Activate (manipulate) --- A dose of psyche salts is kept in a small, corked vial. When you activate psyche salts, you uncork and pass the open end of the vial near the head of an adjacent creature. The salts within fizz and evaporate, creating a sour-smelling cloud that envelops the creature’s head before fading. As they do, the vapors attempt to clear harmful influences from the creature’s mind. The creature gains the effect of a clear mind spell and a +1 item bonus to saving throws against mental effects for 10 minutes. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Psyche Salts (Lesser) Source Pathfinder #214: The Broken Palace pg. 81 Price 30 gp --- The psyche salts grants the effects of a 2nd-rank clear mind spell, with a +11 counteract check modifier. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Psyche Salts (Moderate) Source Pathfinder #214: The Broken Palace pg. 81 Price 150 gp --- The psyche salts grants the effects of a 4th-rank clear mind spell, with a +17 counteract check modifier. The item bonus increases to +2. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Psyche Salts (Greater) Source Pathfinder #214: The Broken Palace pg. 81 Price 3,000 gp --- The psyche salts grants the effects of an 8th-rank clear mind spell, with a +27 counteract check modifier. The item bonus increases to +3.","skill_mod":{},"summary":"The psyche salts grants the effects of a 4th-rank clear mind spell, with a +17 counteract check modifier. The item bonus increases to +2.","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3794","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Psyche Salts (Moderate)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3794-3582"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #214: The Broken Palace"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3794","weakness":{},"primary_source_group":"Shades of Blood","price":300000,"trait":["Consumable","Magical","Potion","Rare"],"id":"equipment-3794-3583","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Limited\" > Psyche Salts May contain spoilers from Shades of Blood Source Pathfinder #214: The Broken Palace pg. 81 Usage held in 1 hand Bulk L Activate (manipulate) --- A dose of psyche salts is kept in a small, corked vial. When you activate psyche salts, you uncork and pass the open end of the vial near the head of an adjacent creature. The salts within fizz and evaporate, creating a sour-smelling cloud that envelops the creature’s head before fading. As they do, the vapors attempt to clear harmful influences from the creature’s mind. The creature gains the effect of a clear mind spell and a +1 item bonus to saving throws against mental effects for 10 minutes. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Psyche Salts (Lesser) Source Pathfinder #214: The Broken Palace pg. 81 Price 30 gp --- The psyche salts grants the effects of a 2nd-rank clear mind spell, with a +11 counteract check modifier. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Psyche Salts (Moderate) Source Pathfinder #214: The Broken Palace pg. 81 Price 150 gp --- The psyche salts grants the effects of a 4th-rank clear mind spell, with a +17 counteract check modifier. The item bonus increases to +2. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Psyche Salts (Greater) Source Pathfinder #214: The Broken Palace pg. 81 Price 3,000 gp --- The psyche salts grants the effects of an 8th-rank clear mind spell, with a +27 counteract check modifier. The item bonus increases to +3.","skill_mod":{},"summary":"The psyche salts grants the effects of an 8th-rank clear mind spell, with a +27 counteract check modifier. The item bonus increases to +3.","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Equipment","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3794","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Psyche Salts (Greater)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3794-3583"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #214: The Broken Palace"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","price":10000,"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Diplomacy","Intimidation","Lore","Medicine","Nature","Occultism","Performance","Religion","Society","Stealth","Survival","Thievery"],"trait":["Invested","Magical","Rare"],"id":"equipment-3795","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Essence Charm May contain spoilers from Shades of Blood Source Pathfinder #214: The Broken Palace pg. 81 Price 100 gp Usage worn --- Anyone can use an essence forge to craft an essence charm without needing to know the formula for an essence charm . No larger than a coin, an essence charm is normally worn around the neck or hung from a belt—its exact appearance is up to the crafter. When an essence charm is created, its crafter selects a skill in which they are at least trained. The essence charm grants a +1 item bonus to that skill when worn. Activate—Lucky Charm Reaction (concentrate) Frequency once per day; Trigger You fail or critically fail a check using the essence charm's chosen skill; Effect A failed check becomes a success, and a critical failure becomes a failure.\n","skill_mod":{},"summary":"Anyone can use an essence forge to craft an essence charm without needing to know the formula for an essence charm . No larger than a coin, an …","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3795","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Essence Charm","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3795"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #215: To Blot Out the Sun"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","price":36000,"skill":["Intimidation"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3796","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Security Badge May contain spoilers from Shades of Blood Source Pathfinder #215: To Blot Out the Sun pg. 79 Price 360 gp Usage worn --- When displayed prominently, this iron badge grants you authority and gravitas. You gain a +1 item bonus to Intimidation checks. Activate—Authoritative Command Single Action (auditory, concentrate, incapacitation, linguistic, mental) Effect You shout at a foe within 60 feet, compelling them to stand in place and drop everything they’re holding. The target attempts a DC 23 Will save with the following results. Critical Success The target is unaffected. Success The target is slowed 1 as it does one of the following at the beginning of its next turn: stand in place or release what it’s holding. Failure The target is slowed 2 as it stands in place and releases what it’s holding at the beginning of its next turn. Critical Failure The target is slowed 3 as it spends its next turn to stand in place, release what it’s holding, and place its hands in the air. Special A creature wearing an invested security badge within En-Gokal gains additional benefits, as noted in the adventure text.\n","skill_mod":{},"summary":"When displayed prominently, this iron badge grants you authority and gravitas. You gain a +1 item bonus to Intimidation checks. Special A …","primary_source":"Pathfinder #215: To Blot Out the Sun","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3796","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Security Badge","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3796"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #215: To Blot Out the Sun"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","price":30000,"trait":["Consumable","Gadget","Magical","Uncommon"],"id":"equipment-3797","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Gravity Inverter May contain spoilers from Shades of Blood Source Pathfinder #215: To Blot Out the Sun pg. 80 Price 300 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- When you Activate a gravity inverter , you can either place it in an adjacent space or toss it up to 30 feet away. Once you’ve done so, this metallic device implodes, creating a 10-foot-radius, 40-foot-tall cylinder of unstable gravity that lasts for 4 rounds. All creatures and objects in the area when a gravity inverter is activated, who enter the area, or who begin their turn in the area float upward 10 feet, stopping harmlessly if they collide with a solid object or reach the top of the cylinder. While floating, a creature is off-guard and can’t move unless they Push Off a surface or Fly. Pushing Off is a single action that has the move trait, allowing the creature to move half its Speed in a straight line through the area (if the creature remains in the area, this momentum will be disrupted by the gravity inverter at the beginning of the creature’s next turn, as noted above). At the end of the duration, this gravity well fades—all creatures floating fall to the ground, taking falling damage as appropriate. Creatures who can fly are immune to this fall damage.\n","skill_mod":{},"summary":"When you Activate a gravity inverter , you can either place it in an adjacent space or toss it up to 30 feet away. Once you’ve done so, this …","primary_source":"Pathfinder #215: To Blot Out the Sun","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3797","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Gravity Inverter","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"equipment-3797"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #215: To Blot Out the Sun"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","price":35000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3798","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Miniaturization Module May contain spoilers from Shades of Blood Source Pathfinder #215: To Blot Out the Sun pg. 80 Price 350 gp Usage worn Bulk L --- A miniaturization module is a bulky clockwork belt interwoven with clear rubber tubing. These tubes are filled with distilled liquid magic, which serves as a power source. While wearing a miniaturization module , you gain a +1 item bonus to checks to Escape. Activate—Miniaturize Me! Two Actions (concentrate, manipulate) Frequency once per day; Effect You instantly shrink, becoming Tiny in size. Your equipment shrinks with you but returns to its original size if removed. While Tiny, your reach changes to 0 feet. You remain Tiny for 10 minutes, but you can Dismiss this effect. Activate—Miraculous Escape Reaction ; Frequency once per day; Trigger You become grabbed, immobilized, or restrained; Effect You instinctively trigger the miniaturization module and wiggle free, then move and grow larger, seemingly escaping in a flicker of motion. You become Tiny, then attempt to Escape the triggering effect, gaining a +4 circumstance bonus to this check. If you successfully Escape, you Step into an adjacent space. Regardless of the result, you then return to your original size.\n","skill_mod":{},"summary":"A miniaturization module is a bulky clockwork belt interwoven with clear rubber tubing. These tubes are filled with distilled liquid magic, which …","primary_source":"Pathfinder #215: To Blot Out the Sun","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3798","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Miniaturization Module","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3798"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #215: To Blot Out the Sun"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","price":7000,"trait":["Consumable","Gadget","Magical","Uncommon"],"id":"equipment-3799","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Nap Gas Disperser May contain spoilers from Shades of Blood Source Pathfinder #215: To Blot Out the Sun pg. 80 Price 70 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- When you Activate a nap gas dispenser, you can either place it in an adjacent space or toss it up to 30 feet away. Once you’ve done so, the metallic canister instantly disperses knockout gas in a 15-foot burst. Creatures in the area must attempt a DC 23 Fortitude save, with the following results. This is a poison and incapacitation effect. Critical Success The creature is unaffected. Success The creature takes a –2 status penalty to Perception checks and is slowed 1 for 1 round. Failure The creature is slowed 1 for 1 minute. At the end of their next turn, they fall prone and fall unconscious for 1 minute. A creature can Interact to shake the creature awake as normal, but this doesn’t shorten the duration of the slowed condition. Critical Failure As failure, but the creature is slowed 1 for 1 hour and it takes three Interact actions to wake them.\n","skill_mod":{},"summary":"When you Activate a nap gas dispenser, you can either place it in an adjacent space or toss it up to 30 feet away. Once you’ve done so, the metallic …","primary_source":"Pathfinder #215: To Blot Out the Sun","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=3799","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Nap Gas Disperser","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-3799"},{"primary_source_category":"Adventure Paths","usage":"held","source":["Pathfinder #215: To Blot Out the Sun"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","price":23000,"skill":["Crafting"],"trait":["Magical","Uncommon"],"id":"equipment-3800","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Schematic Scanner May contain spoilers from Shades of Blood Source Pathfinder #215: To Blot Out the Sun pg. 80 Price 230 gp Usage held Bulk 1 --- A schematic scanner is a complex brass device featuring multiple mounted lenses, clamps, and apertures. A schematic scanner can hold the formulas for items as if it were a formula book with unlimited capacity. You can add a formula to the schematic scanner using the Store Schematics activation. A schematic scanner grants you a +2 item bonus to Crafting checks to craft an item whose formula is stored in the schematic scanner . Activate—Store Schematics Three Actions (manipulate) Effect You place the written formula for an item into the schematic scanner and view it through the mounted lenses, magically storing a copy of the formula inside the schematic scanner . Activate—Reverse Engineer Schematics (manipulate) Effect You place an item in front of the schematic scanner , then view the item through the mounted lenses, magically learning the formula for the targeted item, without disassembling or causing harm to the item, and storing the formula in the schematic scanner . Reverse engineering a formula in this way takes 10 minutes and doesn’t cost any gold.\n","skill_mod":{},"summary":"A schematic scanner is a complex brass device featuring multiple mounted lenses, clamps, and apertures. A schematic scanner can hold the formulas …","primary_source":"Pathfinder #215: To Blot Out the Sun","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3800","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Schematic Scanner","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3800"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":450000,"trait":["Invested","Magical","Rare"],"id":"equipment-3801","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Alkenstar Phalanx Source Battlecry! pg. 120 Price 4,500 gp Usage worn armor Bulk 4 Base Armor Full Plate --- This rugged suit of +2 resilient fortification full plate has a large red gemstone inset into the overlapping plates of the chest piece. While wearing the armor, you might be given the role of protecting the flank of an army in battle, or perhaps standing your ground as the last line of defense in a castle keep. Activate—Phalanx Three Actions (concentrate, manipulate, metal) Frequency once per day; Effect You raise walls of rapidly shifting metal plates in two 60-foot lines going in opposite directions. Each wall is 60 feet high and is greater difficult terrain. Whenever a creature enters or starts their turn in the wall’s space, they take 6d10 slashing damage (DC 32 basic Fortitude save). The shifting walls also provide greater cover from any attack originating from the opposite side.\n","skill_mod":{},"summary":"This rugged suit of +2 resilient fortification full plate has a large red gemstone inset into the overlapping plates of the chest piece. …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3801","base_item":["Full Plate"],"name":"Alkenstar Phalanx","bulk":4,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3801"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":35000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3802","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Ankhrav Carapace Source Battlecry! pg. 120 Price 350 gp Usage worn armor Bulk 1 Base Armor Leather Armor --- This +1 leather armor has interlocking panels and short bristles along the outer edges of the arms and legs. While wearing this armor, you gain resistance 2 to acid damage. Activate—Dig Single Action (manipulate) Frequency once per day; Effect The bristles along your limbs enable you to tunnel through dirt and sand. For 1 minute, you gain a burrow Speed equal to half your land Speed.\n","skill_mod":{},"summary":"This +1 leather armor has interlocking panels and short bristles along the outer edges of the arms and legs. While wearing this armor, you …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3802","base_item":["Leather Armor"],"name":"Ankhrav Carapace","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3802"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":70000,"trait":["Invested","Magical"],"id":"equipment-3803","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Autoload Leathers Source Battlecry! pg. 120 Price 700 gp Usage worn armor Bulk 1 Base Armor Leather Armor --- This +1 resilient studded leather armor has a built in ammunition bandolier that, once set up, can be used to almost instantaneously reload a weapon. Activate—Autoload Free Action (manipulate) Frequency once per day; Effect You reload a weapon with reload 1.\n","skill_mod":{},"summary":"This +1 resilient studded leather armor has a built in ammunition bandolier that, once set up, can be used to almost instantaneously reload a …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3803","base_item":["Leather Armor"],"name":"Autoload Leathers","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3803"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":48000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3804","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Balloon Padding Source Battlecry! pg. 120 Price 480 gp Usage worn armor Bulk L Base Armor Padded Armor --- This +1 padded armor enables you to hover above the ground and either drift with the wind or be pulled along by another creature or vehicle. Activate—Inflate 10 minutes (air, manipulate) Frequency once per day; Effect A gas-filled balloon pops out of the back of your armor and begins to inflate. It takes 10 minutes for the balloon to fully inflate and lift you and up to 5 additional Bulk 5 feet off the ground. By taking another 10 minutes, this balloon can be deflated and properly stowed in the back of your armor. Once inflated, you can spend an action that has the manipulate and move traits to adjust the height you are hovering up or down by up to 20 feet each time. If the balloon takes damage (AC 10, Hardness 0), it will quickly deflate and cause you to fall to the ground. The balloon magically repairs itself at the start of each day.\n","skill_mod":{},"summary":"This +1 padded armor enables you to hover above the ground and either drift with the wind or be pulled along by another creature or vehicle. ","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3804","base_item":["Padded Armor"],"name":"Balloon Padding","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3804"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":280000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3805","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Bismuth Armor Source Battlecry! pg. 120 Price 2,800 gp Usage worn armor Bulk 4 Base Armor Full Plate --- This silvery, pink-tinged +2 resilient full plate is polished to the point that its surface is completely reflective. This armor can reflect some of the light generated by magical attacks. Activate—Reflect Shine Reaction (arcane, light, manipulate) Frequency once per hour; Trigger A creature targets you with a magical effect that has the attack trait; Effect You gain a +2 circumstance bonus to AC against the triggering attack. If the attack misses, the spell reflects toward the caster, who becomes dazzled for 1 round.\n","skill_mod":{},"summary":"This silvery, pink-tinged +2 resilient full plate is polished to the point that its surface is completely reflective. This armor can reflect …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3805","base_item":["Full Plate"],"name":"Bismuth Armor","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3805"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":25000,"trait":["Invested","Magical","Rare"],"id":"equipment-3806","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Buoyant Buckle Source Battlecry! pg. 120 Price 250 gp Usage worn armor Bulk 1 Base Armor Leather Armor --- This +1 leather armor has several large pouches along the sides of the torso as well as the front and back sides of the legs. While wearing this armor, you can quickly inflate these large pouches with air, allowing you to float in water. Activate—Flotation Single Action (manipulate) Frequency once per day; Effect You inflate large pouches that allow you to float. You gain a swim Speed equal to half your land Speed. You can swim only along the surface of the water while this is active. You can stow the flotation devices as a 1-minute exploration activity. If the pouches take any damage (AC 10, Hardness 0), they quickly deflate, ending the effect.\n","skill_mod":{},"summary":"This +1 leather armor has several large pouches along the sides of the torso as well as the front and back sides of the legs. While wearing …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3806","base_item":["Leather Armor"],"name":"Buoyant Buckle","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3806"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":50000,"trait":["Invested","Magical"],"id":"equipment-3807","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Command Cuirass Source Battlecry! pg. 120 Price 500 gp Usage worn armor Bulk 3 Base Armor Half Plate --- This +1 half plate is imbued with a series of runes designed to amplify your voice on the battlefield. You are more readily able to command and motivate the troops, even over the din of battle. Activate—Motivate Single Action (concentrate, manipulate) Frequency once per hour; Effect For 1 minute, the volume of your voice is temporarily enhanced, and you gain a +1 status bonus to Diplomacy and Intimidation checks.\n","skill_mod":{},"summary":"This +1 half plate is imbued with a series of runes designed to amplify your voice on the battlefield. You are more readily able to command …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3807","base_item":["Half Plate"],"name":"Command Cuirass","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3807"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":15000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3808","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Crafting Leathers Source Battlecry! pg. 121 Price 150 gp Usage worn armor Bulk 1 Base Armor Leather Armor --- This simple leather armor is adorned with a series of pockets and pouches, all within easy reach. Designed for a busy crafter, each pocket or pouch contains a specific tool required for specialized crafting. Activate—Find Tool Single Action (concentrate, manipulate) Frequency once per hour; Effect You reach into a pouch or pocket and find the specific short or long tool you’re looking for. The armor manifests the tool into existence for 1 hour.\n","skill_mod":{},"summary":"This simple leather armor is adorned with a series of pockets and pouches, all within easy reach. Designed for a busy crafter, each pocket or pouch …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3808","base_item":["Leather Armor"],"name":"Crafting Leathers","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3808"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":22000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3809","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Deep Pockets Source Battlecry! pg. 121 Price 220 gp Usage worn armor Bulk 1 Base Armor Leather Armor --- This +1 leather armor has two medium-sized pockets just above the waist where you might normally place your hands if they were cold. Each pocket is covered with a leather flap that surprisingly remains closed even with dynamic movement and heavy winds. Each individual pocket functions as a type I spacious pouch . Craft Requirements The initial raw materials must include two type I spacious pouches .\n","skill_mod":{},"summary":"This +1 leather armor has two medium-sized pockets just above the waist where you might normally place your hands if they were cold. Each …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3809","base_item":["Leather Armor"],"name":"Deep Pockets","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3809"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":50000,"trait":["Invested","Magical","Rare"],"id":"equipment-3810","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Deep Sea Plate Source Battlecry! pg. 121 Price 500 gp Usage worn armor Bulk 4 Base Armor Full Plate --- The interior of this heavy, brass +1 full plate is lined with waterproof fabric, especially covering the seams between plates. When worn, it provides a sealed environment that protects you from drowning as well as allowing you to move more freely while underwater. Activate—Deep Dive Two Actions (manipulate) Frequency once per day; Effect The deep sea plate enables you to breathe underwater and gives you a swim Speed equal to half your land Speed while in depths of 500 feet or less for 1 hour.\n","skill_mod":{},"summary":"The interior of this heavy, brass +1 full plate is lined with waterproof fabric, especially covering the seams between plates. When worn, it …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3810","base_item":["Full Plate"],"name":"Deep Sea Plate","bulk":4,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3810"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":95000,"skill":["Stealth"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3811","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Eagle Wing Source Battlecry! pg. 121 Price 950 gp Usage worn armor Bulk 1 Base Armor Leather Armor --- Long black feathers cover the leather pieces of this +1 resilient leather armor . The armor gives you the ability to glide safely to earth from high above the battlefield. It also grants you a +2 item bonus to Stealth checks you attempt while in the air. Activate—Soar Single Action (manipulate) Effect You glide slowly toward the ground, 5 feet down and 30 feet forward through the air. Provided you spend at least 1 action gliding on your turn and haven’t yet reached the ground, you remain in the air at the end of your turn. Otherwise, you fall.\n","skill_mod":{},"summary":"Long black feathers cover the leather pieces of this +1 resilient leather armor . The armor gives you the ability to glide safely to earth from …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3811","base_item":["Leather Armor"],"name":"Eagle Wing","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3811"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":450000,"trait":["Cold","Invested","Magical","Uncommon"],"id":"equipment-3812","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Frost Furs Source Battlecry! pg. 121 Price 4,500 gp Usage worn armor Bulk 2 Base Armor Hide Armor --- This fur-lined +2 greater resilient cold-resistant hide armor is favored by warriors in the Crown of the World. In addition to providing excellent protection from extreme elements, the armor also enables you to erect massive walls of ice. Activate—Endure Three Actions (concentrate, manipulate, primal) Frequency once per day; Effect You cast 5th-rank environmental endurance on yourself. Activate—Freeze Enemy Three Actions (cold, concentrate, manipulate, primal) Frequency once per day; Effect You cast wall of ice . Craft Requirements Supply a casting of environmental endurance (5th rank) and wall of ice .\n","skill_mod":{},"summary":"This fur-lined +2 greater resilient cold-resistant hide armor is favored by warriors in the Crown of the World. In addition to providing …","primary_source":"Battlecry!","trait_group":["Energy","Monster","Equipment","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3812","base_item":["Hide Armor"],"name":"Frost Furs","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3812"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":200000,"trait":["Invested","Magical","Rare"],"id":"equipment-3813","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Grisly Brigandine Source Battlecry! pg. 121 Price 2,000 gp Usage worn armor Bulk 1 Base Armor Studded Leather Armor --- This +1 resilient studded leather armor is a gruesome amalgamation of skulls and bones from various creatures held in place with straps of leather that resemble sinew. When you wear this armor, you reek of death, and you can display these trappings in such a way that strikes fear in the hearts of your enemies. Activate—Unveil Fear Reaction (concentrate, occult) Frequency once per hour; Trigger A creature moves within 30 feet of you; Effect You cast fear on the target (DC 30 Will save). Craft Requirements Supply a casting of fear .\n","skill_mod":{},"summary":"This +1 resilient studded leather armor is a gruesome amalgamation of skulls and bones from various creatures held in place with straps of …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3813","base_item":["Studded Leather Armor"],"name":"Grisly Brigandine","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3813"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":7000000,"trait":["Fire","Invested","Magical"],"id":"equipment-3814","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Incendiary Plate Source Battlecry! pg. 121 Price 70,000 gp Usage worn armor Bulk 4 Base Armor Full Plate --- This bright-red +3 greater resilient full plate is adorned with eerily beautiful, angry flames that flow and glow with your movement, making it appear as if you are engulfed in a living fire. You gain resistance 10 to fire while wearing this armor. Activate—Living Flame Two Actions (aura, concentrate, fire) Frequency once per day; Effect The armor engulfs you in a vortex of living fire in a 15-foot emanation for 10 minutes. Creatures that enter this aura or start their turn within it take 10d6 fire damage (DC 40 basic Reflex save). This area is difficult terrain for other creatures.\n","element":["Fire"],"skill_mod":{},"summary":"This bright-red +3 greater resilient full plate is adorned with eerily beautiful, angry flames that flow and glow with your movement, making …","primary_source":"Battlecry!","trait_group":["Energy","Elemental","Planar","Monster","Equipment","Mechanics"],"level":20,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3814","base_item":["Full Plate"],"name":"Incendiary Plate","bulk":4,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3814"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":3500000,"trait":["Invested","Magical","Rare"],"id":"equipment-3815","text":"<title level=\"1\" right=\"Item 19\" pfs=\"Standard\" > Juggernaut Plate Source Battlecry! pg. 122 Price 35,000 gp Usage worn armor Bulk 4 Base Armor Full Plate --- When you are wearing this armor, you’re a veritable battering ram. This +3 greater resilient fortification full plate is topped with a reinforced helmet shaped like a ram’s head that enables you to smash through doors and gates. Activate—Ram Two Actions (manipulate) Frequency once per hour; Effect You Stride up to 60 feet in a straight line. If you end your movement adjacent to an enemy, object, or structure, you can smash it. If you smash an enemy, you deal bludgeoning damage equal to the total distance traveled (DC 39 basic Fortitude save). Objects and structures you smash take damage equal to twice the distance traveled.\n","skill_mod":{},"summary":"When you are wearing this armor, you’re a veritable battering ram. This +3 greater resilient fortification full plate is topped with a …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3815","base_item":["Full Plate"],"name":"Juggernaut Plate","bulk":4,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3815"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":45000,"trait":["Invested","Magical"],"id":"equipment-3816","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Lifting Leather Source Battlecry! pg. 122 Price 450 gp Usage worn armor Bulk 1 Base Armor Leather Armor --- This +1 leather armor has a metal exoskeleton that runs along your back and limbs and grants you increased strength for lifting and carrying. While wearing this armor, you can carry 2 more Bulk than normal before becoming encumbered and up to a maximum of 4 more Bulk. Activate—Heavy Lift Single Action (manipulate) Frequency once per day; Effect For 10 minutes, your physical strength is temporarily bolstered, granting you a +1 status bonus to Athletics checks to Disarm, Reposition, Shove, and Trip.\n","skill_mod":{},"summary":"This +1 leather armor has a metal exoskeleton that runs along your back and limbs and grants you increased strength for lifting and carrying. …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3816","base_item":["Leather Armor"],"name":"Lifting Leather","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3816"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":50000,"trait":["Invested","Magical"],"id":"equipment-3817","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Locust Leather Source Battlecry! pg. 122 Price 500 gp Usage worn armor Bulk 1 Base Armor Studded Leather Armor --- This +1 studded leather armor was specially designed for removing locusts and similar vermin that had swarmed over portions of the battlefield. It’s fully sealed along all of its seams with extra stitching and care, granting a +1 item bonus to Reflex saving throws against Swarming Bites, Swarming Stings, and similar abilities from swarms. In addition, you can create a cloud of smoke that can drive swarms from the area. Activate—Poison Fumes Two Actions (concentrate) Frequency once per day; Effect You emit a quickly fading toxic cloud around you in a 5-foot emanation. All creatures within the emanation take 5d6 poison damage (DC 24 basic Fortitude save). Swarms that fail this save also take 1d6 persistent poison damage.\n","skill_mod":{},"summary":"This +1 studded leather armor was specially designed for removing locusts and similar vermin that had swarmed over portions of the …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3817","base_item":["Studded Leather Armor"],"name":"Locust Leather","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3817"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":43000,"trait":["Invested","Magical"],"id":"equipment-3818","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Message Mail Source Battlecry! pg. 122 Price 430 gp Usage worn armor Bulk 2 Base Armor Chain Mail --- This +1 chain mail is most commonly worn by mid-level leaders in charge of squads or platoons of soldiers and was designed to enable them to relay and receive tactical information from their commanders. Activate—Mail Delivery Single Action (concentrate, manipulate, occult) Frequency once per hour; Effect You cast message as a 3rd-rank spell. Craft Requirements Supply a casting of message (3rd rank).\n","skill_mod":{},"summary":"This +1 chain mail is most commonly worn by mid-level leaders in charge of squads or platoons of soldiers and was designed to enable them to …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3818","base_item":["Chain Mail"],"name":"Message Mail","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3818"},{"item_child_id":["equipment-3819-3592","equipment-3819-3593","equipment-3819-3594"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"trait":["Invested","Magical","Uncommon"],"id":"equipment-3819","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Mitigation Mail Source Battlecry! pg. 122 Usage worn armor Bulk 2 Base Armor Chain Mail --- This +1 resilient chain mail helps bind up your wounds when you’re injured in battle, enabling you to continue fighting. Activate—Salve Two Actions (concentrate, healing, manipulate, vitality) Frequency once per day; Effect You restore 5d10+10 Hit points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Mitigation Mail Source Battlecry! pg. 122 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Greater Mitigation Mail Source Battlecry! pg. 122 Price 3,000 gp --- The armor is +2 resilient chain mail , and the healing is increased to 8d10+15 Hit Points. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Mitigation Mail Source Battlecry! pg. 122 Price 14,000 gp --- The armor is +2 greater resilient chain mail , and the healing is increased to 11d10+20 Hit Points.","skill_mod":{},"summary":"This +1 resilient chain mail helps bind up your wounds when you’re injured in battle, enabling you to continue fighting. ","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3819","base_item":["Chain Mail"],"name":"Mitigation Mail","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3819"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-3819","weakness":{},"price":70000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3819-3592","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Mitigation Mail Source Battlecry! pg. 122 Usage worn armor Bulk 2 Base Armor Chain Mail --- This +1 resilient chain mail helps bind up your wounds when you’re injured in battle, enabling you to continue fighting. Activate—Salve Two Actions (concentrate, healing, manipulate, vitality) Frequency once per day; Effect You restore 5d10+10 Hit points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Mitigation Mail Source Battlecry! pg. 122 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Greater Mitigation Mail Source Battlecry! pg. 122 Price 3,000 gp --- The armor is +2 resilient chain mail , and the healing is increased to 8d10+15 Hit Points. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Mitigation Mail Source Battlecry! pg. 122 Price 14,000 gp --- The armor is +2 greater resilient chain mail , and the healing is increased to 11d10+20 Hit Points.","skill_mod":{},"summary":"This +1 resilient chain mail helps bind up your wounds when you’re injured in battle, enabling you to continue fighting.","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3819","base_item":["Chain Mail"],"name":"Mitigation Mail","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3819-3592"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-3819","weakness":{},"price":300000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3819-3593","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Mitigation Mail Source Battlecry! pg. 122 Usage worn armor Bulk 2 Base Armor Chain Mail --- This +1 resilient chain mail helps bind up your wounds when you’re injured in battle, enabling you to continue fighting. Activate—Salve Two Actions (concentrate, healing, manipulate, vitality) Frequency once per day; Effect You restore 5d10+10 Hit points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Mitigation Mail Source Battlecry! pg. 122 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Greater Mitigation Mail Source Battlecry! pg. 122 Price 3,000 gp --- The armor is +2 resilient chain mail , and the healing is increased to 8d10+15 Hit Points. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Mitigation Mail Source Battlecry! pg. 122 Price 14,000 gp --- The armor is +2 greater resilient chain mail , and the healing is increased to 11d10+20 Hit Points.","skill_mod":{},"summary":"The armor is +2 resilient chain mail , and the healing is increased to 8d10+15 Hit Points.","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3819","base_item":["Chain Mail"],"name":"Greater Mitigation Mail","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3819-3593"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-3819","weakness":{},"price":1400000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3819-3594","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Mitigation Mail Source Battlecry! pg. 122 Usage worn armor Bulk 2 Base Armor Chain Mail --- This +1 resilient chain mail helps bind up your wounds when you’re injured in battle, enabling you to continue fighting. Activate—Salve Two Actions (concentrate, healing, manipulate, vitality) Frequency once per day; Effect You restore 5d10+10 Hit points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Mitigation Mail Source Battlecry! pg. 122 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Greater Mitigation Mail Source Battlecry! pg. 122 Price 3,000 gp --- The armor is +2 resilient chain mail , and the healing is increased to 8d10+15 Hit Points. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Mitigation Mail Source Battlecry! pg. 122 Price 14,000 gp --- The armor is +2 greater resilient chain mail , and the healing is increased to 11d10+20 Hit Points.","skill_mod":{},"summary":"The armor is +2 greater resilient chain mail , and the healing is increased to 11d10+20 Hit Points.","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3819","base_item":["Chain Mail"],"name":"Major Mitigation Mail","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3819-3594"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":15000,"trait":["Invested","Magical"],"id":"equipment-3820","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Parachute Mail Source Battlecry! pg. 122 Price 150 gp Usage worn armor Bulk 2 Base Armor Chain Mail --- Favored by soldiers deployed on airships, this chain mail has a built-in parachute connected to the armor itself, with an additional harness to be worn underneath. It takes 10 minutes and a successful DC 15 Crafting check to successfully repack the parachute. Activate—Deploy Parachute Reaction (manipulate) Frequency once until repacked; Trigger You are falling; Effect Once activated, the parachute will fully deploy within 1 round. If it is deployed at a height greater than 100 feet, the parachute will prevent you from receiving falling damage. If deployed at a height of less than 100 feet, it will reduce the damage taken from falling by half.\n","skill_mod":{},"summary":"Favored by soldiers deployed on airships, this chain mail has a built-in parachute connected to the armor itself, with an additional harness to be …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3820","base_item":["Chain Mail"],"name":"Parachute Mail","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3820"},{"item_child_id":["equipment-3821-3595","equipment-3821-3596","equipment-3821-3597"],"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"trait":["Invested","Magical"],"id":"equipment-3821","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Reactive Mail Source Battlecry! pg. 122 Usage worn armor Bulk 2 Base Armor Chain Mail --- Often heavily battle scared from use, this chain mail is commonly issued to frontline soldiers who are tasked with battling through enemies to reach high-value targets across the battlefield. Activate—Quick Spike Reaction (manipulate, metal) Frequency once per hour; Trigger A creature within 15 feet uses a manipulate action; Effect An iron spike launches from your armor at the target, dealing 2d8 piercing damage to the target (DC 20 basic Reflex save). If the target critically fails, the triggering action is disrupted. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Reactive Mail Source Battlecry! pg. 122 Price 160 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Reactive Mail Source Battlecry! pg. 122 Price 1,400 gp --- The armor is +1 resilient chain mail . The damage increases to 5d8 and the DC increases to 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Reactive Mail Source Battlecry! pg. 122 Price 14,000 gp --- The armor is +2 greater resilient chain mail . The damage increases to 7d8 and the DC increases to 36.","skill_mod":{},"summary":"Often heavily battle scared from use, this chain mail is commonly issued to frontline soldiers who are tasked with battling through enemies to …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3821","base_item":["Chain Mail"],"name":"Reactive Mail","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3821"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-3821","weakness":{},"price":16000,"trait":["Invested","Magical"],"id":"equipment-3821-3595","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Reactive Mail Source Battlecry! pg. 122 Usage worn armor Bulk 2 Base Armor Chain Mail --- Often heavily battle scared from use, this chain mail is commonly issued to frontline soldiers who are tasked with battling through enemies to reach high-value targets across the battlefield. Activate—Quick Spike Reaction (manipulate, metal) Frequency once per hour; Trigger A creature within 15 feet uses a manipulate action; Effect An iron spike launches from your armor at the target, dealing 2d8 piercing damage to the target (DC 20 basic Reflex save). If the target critically fails, the triggering action is disrupted. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Reactive Mail Source Battlecry! pg. 122 Price 160 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Reactive Mail Source Battlecry! pg. 122 Price 1,400 gp --- The armor is +1 resilient chain mail . The damage increases to 5d8 and the DC increases to 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Reactive Mail Source Battlecry! pg. 122 Price 14,000 gp --- The armor is +2 greater resilient chain mail . The damage increases to 7d8 and the DC increases to 36.","skill_mod":{},"summary":"Often heavily battle scared from use, this chain mail is commonly issued to frontline soldiers who are tasked with battling through enemies to …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3821","base_item":["Chain Mail"],"name":"Reactive Mail","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3821-3595"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-3821","weakness":{},"price":140000,"trait":["Invested","Magical"],"id":"equipment-3821-3596","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Reactive Mail Source Battlecry! pg. 122 Usage worn armor Bulk 2 Base Armor Chain Mail --- Often heavily battle scared from use, this chain mail is commonly issued to frontline soldiers who are tasked with battling through enemies to reach high-value targets across the battlefield. Activate—Quick Spike Reaction (manipulate, metal) Frequency once per hour; Trigger A creature within 15 feet uses a manipulate action; Effect An iron spike launches from your armor at the target, dealing 2d8 piercing damage to the target (DC 20 basic Reflex save). If the target critically fails, the triggering action is disrupted. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Reactive Mail Source Battlecry! pg. 122 Price 160 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Reactive Mail Source Battlecry! pg. 122 Price 1,400 gp --- The armor is +1 resilient chain mail . The damage increases to 5d8 and the DC increases to 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Reactive Mail Source Battlecry! pg. 122 Price 14,000 gp --- The armor is +2 greater resilient chain mail . The damage increases to 7d8 and the DC increases to 36.","skill_mod":{},"summary":"The armor is +1 resilient chain mail . The damage increases to 5d8 and the DC increases to 28.","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3821","base_item":["Chain Mail"],"name":"Greater Reactive Mail","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3821-3596"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"item_parent_id":"equipment-3821","weakness":{},"price":1400000,"trait":["Invested","Magical"],"id":"equipment-3821-3597","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Reactive Mail Source Battlecry! pg. 122 Usage worn armor Bulk 2 Base Armor Chain Mail --- Often heavily battle scared from use, this chain mail is commonly issued to frontline soldiers who are tasked with battling through enemies to reach high-value targets across the battlefield. Activate—Quick Spike Reaction (manipulate, metal) Frequency once per hour; Trigger A creature within 15 feet uses a manipulate action; Effect An iron spike launches from your armor at the target, dealing 2d8 piercing damage to the target (DC 20 basic Reflex save). If the target critically fails, the triggering action is disrupted. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Reactive Mail Source Battlecry! pg. 122 Price 160 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Reactive Mail Source Battlecry! pg. 122 Price 1,400 gp --- The armor is +1 resilient chain mail . The damage increases to 5d8 and the DC increases to 28. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Reactive Mail Source Battlecry! pg. 122 Price 14,000 gp --- The armor is +2 greater resilient chain mail . The damage increases to 7d8 and the DC increases to 36.","skill_mod":{},"summary":"The armor is +2 greater resilient chain mail . The damage increases to 7d8 and the DC increases to 36.","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3821","base_item":["Chain Mail"],"name":"Major Reactive Mail","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3821-3597"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":100000,"trait":["Invested","Magical"],"id":"equipment-3822","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Shadow Shroud Source Battlecry! pg. 123 Price 1,000 gp Usage worn armor Bulk 1 Base Armor Leather Armor --- A dark haze seems to envelop you when you wear this dusky +1 resilient shadow leather armor , muffling your steps and concealing your movement. While wearing the armor, you can create even deeper shadows to hide within. Activate—Shroud Two Actions (arcane, concentrate, manipulate) Frequency once per day; Effect You cast darkness as a 4th‑rank spell centered on you. Craft Requirements Supply a casting of darkness (4th rank).\n","skill_mod":{},"summary":"A dark haze seems to envelop you when you wear this dusky +1 resilient shadow leather armor , muffling your steps and concealing your …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3822","base_item":["Leather Armor"],"name":"Shadow Shroud","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3822"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":650000,"trait":["Invested","Magical"],"id":"equipment-3823","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Thunder Mail Source Battlecry! pg. 123 Price 6,500 gp Usage worn armor Bulk 2 Base Armor Chain Mail --- This +2 greater resilient greater electricity-resistant chain mail is adorned with two golden thunderbolts, one along each forearm. Even on a seemingly cloudless day, you can raise your arms to the heavens and draw down a bolt of lightning upon yourself, empowering your armor and blasting your enemies. Activate—Call Down Lightning Single Action (concentrate, electricity, manipulate) Frequency once per day; Effect You conjure a bolt of electricity down onto yourself, dealing 6d6 electricity damage to all creatures in a 10-foot emanation. Additionally, for the next minute, whenever a creature touches you or hits you with a melee unarmed attack or a non-reach melee weapon attack, it takes 1d8 electricity damage.\n","skill_mod":{},"summary":"This +2 greater resilient greater electricity-resistant chain mail is adorned with two golden thunderbolts, one along each forearm. Even on …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3823","base_item":["Chain Mail"],"name":"Thunder Mail","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3823"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":100000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3824","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Umbral Armor Source Battlecry! pg. 123 Price 1,000 gp Usage worn armor Bulk 1 Base Armor Studded Leather Armor --- This dark +1 resilient shadow studded leather armor is frequently used to bypass enemy positions or quickly travel around battlefield obstacles as it allows you to partially transit through the Netherworld. Activate—Shroud Stride Single Action (concentrate, shadow) Frequency once per day; Effect You slip into the Netherworld for a moment, allowing you to Stride twice your speed. This movement doesn’t trigger reactions and ignores difficult and hazardous terrain. Shadows lingers on the armor, causing you to become concealed for 1 round afterward.\n","skill_mod":{},"summary":"This dark +1 resilient shadow studded leather armor is frequently used to bypass enemy positions or quickly travel around battlefield …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3824","base_item":["Studded Leather Armor"],"name":"Umbral Armor","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3824"},{"primary_source_category":"Rulebooks","usage":"worn armor","source":["Battlecry!"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":16000,"trait":["Invested","Magical"],"id":"equipment-3825","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Wilderness Weave Source Battlecry! pg. 123 Price 160 gp Usage worn armor Bulk L Base Armor Padded Armor --- This padded armor is favored by trackers and foragers who frequent uninhabited forests and brush lands. The armor enables you to communicate with wildlife and other animals. Activate—Commune Single Action (concentrate, primal) Frequency once per day; Effect You cast speak with animals on yourself. Craft Requirements Supply a casting of speak with animals .\n","skill_mod":{},"summary":"This padded armor is favored by trackers and foragers who frequent uninhabited forests and brush lands. The armor enables you to communicate with …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=3825","base_item":["Padded Armor"],"name":"Wilderness Weave","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3825"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":3500,"trait":["Extradimensional","Magical","Uncommon"],"id":"equipment-3826","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Bivouac Targe Source Battlecry! pg. 124 Price 35 gp Usage held in 1 hand Bulk L Base Shield Buckler --- This buckler (Hardness 3, HP 6, BT 3) has the appearance of a common wooden shield. Activate—Deploy Encampment 1 minute (manipulate, structure) Effect You pull a strap near the shield’s enarmes to create a makeshift shelter that unfolds over the next minute. The shield becomes a pup tent until you spend another minute collapsing it. Within the tent is a satchel that holds 1 Bulk of rations and replenishes every week.\n","skill_mod":{},"summary":"This buckler (Hardness 3, HP 6, BT 3) has the appearance of a common wooden shield . ","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3826","base_item":["Buckler"],"name":"Bivouac Targe","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3826"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":300000,"trait":["Magical","Uncommon"],"id":"equipment-3827","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Dragon Shield Source Battlecry! pg. 124 Price 3,000 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This moderate reinforcing steel shield (Hardness 8, HP 84, BT 42) has an image of a cinder dragon’s head painted on it. Additional metal adornments accentuate the fearsome mouth. Activate—Burning Path Three Actions (fire, manipulate) Frequency once per day; Effect You Raise your Shield and Stride up to twice your Speed in a straight line. You can move through creatures with this movement, but you can’t end your movement in their space. Creatures you moved through take 5d8 fire damage (DC 31 basic Reflex save). Creatures who critically fail also take 1d8 persistent fire damage.\n","skill_mod":{},"summary":"This moderate reinforcing steel shield (Hardness 8, HP 84, BT 42) has an image of a cinder dragon ’s head painted on it. Additional metal …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3827","base_item":["Steel Shield"],"name":"Dragon Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3827"},{"item_child_id":["equipment-3828-3598","equipment-3828-3599","equipment-3828-3600","equipment-3828-3601"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"trait":["Magical","Uncommon"],"id":"equipment-3828","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Energized Shield Source Battlecry! pg. 124 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This minor reinforcing steel shield (Hardness 8, HP 64, BT 32) is lined with pale silver that glows when struck. Whenever you use the Shield Block reaction, this shield becomes energized for 1 round. Activate—Energized Blast Single Action (force, manipulate) Frequency once per 10 minutes; Requirements The shield is energized; Effect You direct the stored energy into a short blast, targeting a creature within 15 feet. The target takes 2d10 force damage (DC 23 basic Reflex save). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Lesser Energized Shield Source Battlecry! pg. 124 Price 350 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Moderate Energized Shield Source Battlecry! pg. 124 Price 1,300 gp --- The damage increases to 3d10 and the DC increases to 28. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Greater Energized Shield Source Battlecry! pg. 124 Price 6,000 gp --- The damage increases to 4d10 and the DC increases to 34. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Energized Shield Source Battlecry! pg. 124 Price 35,000 gp --- The damage increases to 5d10 and the DC increases to 39.","skill_mod":{},"summary":"This minor reinforcing steel shield (Hardness 8, HP 64, BT 32) is lined with pale silver that glows when struck. Whenever you use the Shield …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3828","base_item":["Steel Shield"],"name":"Energized Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3828"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-3828","weakness":{},"price":35000,"trait":["Magical","Uncommon"],"id":"equipment-3828-3598","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Energized Shield Source Battlecry! pg. 124 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This minor reinforcing steel shield (Hardness 8, HP 64, BT 32) is lined with pale silver that glows when struck. Whenever you use the Shield Block reaction, this shield becomes energized for 1 round. Activate—Energized Blast Single Action (force, manipulate) Frequency once per 10 minutes; Requirements The shield is energized; Effect You direct the stored energy into a short blast, targeting a creature within 15 feet. The target takes 2d10 force damage (DC 23 basic Reflex save). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Lesser Energized Shield Source Battlecry! pg. 124 Price 350 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Moderate Energized Shield Source Battlecry! pg. 124 Price 1,300 gp --- The damage increases to 3d10 and the DC increases to 28. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Greater Energized Shield Source Battlecry! pg. 124 Price 6,000 gp --- The damage increases to 4d10 and the DC increases to 34. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Energized Shield Source Battlecry! pg. 124 Price 35,000 gp --- The damage increases to 5d10 and the DC increases to 39.","skill_mod":{},"summary":"This minor reinforcing steel shield (Hardness 8, HP 64, BT 32) is lined with pale silver that glows when struck. Whenever you use the Shield …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3828","base_item":["Steel Shield"],"name":"Lesser Energized Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3828-3598"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-3828","weakness":{},"price":130000,"trait":["Magical","Uncommon"],"id":"equipment-3828-3599","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Energized Shield Source Battlecry! pg. 124 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This minor reinforcing steel shield (Hardness 8, HP 64, BT 32) is lined with pale silver that glows when struck. Whenever you use the Shield Block reaction, this shield becomes energized for 1 round. Activate—Energized Blast Single Action (force, manipulate) Frequency once per 10 minutes; Requirements The shield is energized; Effect You direct the stored energy into a short blast, targeting a creature within 15 feet. The target takes 2d10 force damage (DC 23 basic Reflex save). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Lesser Energized Shield Source Battlecry! pg. 124 Price 350 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Moderate Energized Shield Source Battlecry! pg. 124 Price 1,300 gp --- The damage increases to 3d10 and the DC increases to 28. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Greater Energized Shield Source Battlecry! pg. 124 Price 6,000 gp --- The damage increases to 4d10 and the DC increases to 34. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Energized Shield Source Battlecry! pg. 124 Price 35,000 gp --- The damage increases to 5d10 and the DC increases to 39.","skill_mod":{},"summary":"The damage increases to 3d10 and the DC increases to 28.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3828","base_item":["Steel Shield"],"name":"Moderate Energized Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3828-3599"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-3828","weakness":{},"price":600000,"trait":["Magical","Uncommon"],"id":"equipment-3828-3600","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Energized Shield Source Battlecry! pg. 124 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This minor reinforcing steel shield (Hardness 8, HP 64, BT 32) is lined with pale silver that glows when struck. Whenever you use the Shield Block reaction, this shield becomes energized for 1 round. Activate—Energized Blast Single Action (force, manipulate) Frequency once per 10 minutes; Requirements The shield is energized; Effect You direct the stored energy into a short blast, targeting a creature within 15 feet. The target takes 2d10 force damage (DC 23 basic Reflex save). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Lesser Energized Shield Source Battlecry! pg. 124 Price 350 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Moderate Energized Shield Source Battlecry! pg. 124 Price 1,300 gp --- The damage increases to 3d10 and the DC increases to 28. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Greater Energized Shield Source Battlecry! pg. 124 Price 6,000 gp --- The damage increases to 4d10 and the DC increases to 34. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Energized Shield Source Battlecry! pg. 124 Price 35,000 gp --- The damage increases to 5d10 and the DC increases to 39.","skill_mod":{},"summary":"The damage increases to 4d10 and the DC increases to 34.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3828","base_item":["Steel Shield"],"name":"Greater Energized Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3828-3600"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-3828","weakness":{},"price":3500000,"trait":["Magical","Uncommon"],"id":"equipment-3828-3601","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Energized Shield Source Battlecry! pg. 124 Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This minor reinforcing steel shield (Hardness 8, HP 64, BT 32) is lined with pale silver that glows when struck. Whenever you use the Shield Block reaction, this shield becomes energized for 1 round. Activate—Energized Blast Single Action (force, manipulate) Frequency once per 10 minutes; Requirements The shield is energized; Effect You direct the stored energy into a short blast, targeting a creature within 15 feet. The target takes 2d10 force damage (DC 23 basic Reflex save). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Lesser Energized Shield Source Battlecry! pg. 124 Price 350 gp <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Moderate Energized Shield Source Battlecry! pg. 124 Price 1,300 gp --- The damage increases to 3d10 and the DC increases to 28. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Greater Energized Shield Source Battlecry! pg. 124 Price 6,000 gp --- The damage increases to 4d10 and the DC increases to 34. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Energized Shield Source Battlecry! pg. 124 Price 35,000 gp --- The damage increases to 5d10 and the DC increases to 39.","skill_mod":{},"summary":"The damage increases to 5d10 and the DC increases to 39.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3828","base_item":["Steel Shield"],"name":"Major Energized Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3828-3601"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":400000,"skill":["Medicine"],"trait":["Magical","Uncommon"],"id":"equipment-3829","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Medic's Shield Source Battlecry! pg. 124 Price 4,000 gp Usage held in 1 hand Bulk L --- This standard-grade dawnsilver shield (Hardness 5, HP 20, BT 10) is inscribed with the symbol of a deity dedicated to healing and medicine. The shield is designed for combat medics to aid combatants or adventurers in the midst of battle. Healer’s tools can be stored on the backside of this shield. This shield grants a +2 item bonus to Medicine checks. Activate—Adrenaline Boost Two Actions (manipulate) Frequency once per day; Effect You grant a medicinal boost to bring someone back into the fray. You Administer First Aid to stabilize an adjacent ally with the dying condition. On a success, they gain 6d6+20 Hit Points, can immediately Stand as a free action, and become quickened for 1 round. They can use this extra action only to Stride or Strike.\n","skill_mod":{},"summary":"This standard-grade dawnsilver shield (Hardness 5, HP 20, BT 10) is inscribed with the symbol of a deity dedicated to healing and medicine. The …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3829","name":"Medic's Shield","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3829"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":6000,"trait":["Magical","Uncommon"],"id":"equipment-3830","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Siege Shield Source Battlecry! pg. 124 Price 60 gp Usage held in 1 hand Bulk 4 Base Shield Tower Shield --- This massive tower shield (Hardness 5, HP 20, BT 10) is crafted from the toughest steel. It’s not ideal for single combat, but it can be used to defend soldiers during a siege. While this shield is raised, you gain resistance to damage from siege weapons equal to half this shield’s Hardness. Activate—Plant Cover Single Action (manipulate) Effect You unequip the shield and prop it on the ground. The shield grants standard cover for one Medium or smaller creature in its square and lesser cover for a Large one.\n","skill_mod":{},"summary":"This massive tower shield (Hardness 5, HP 20, BT 10) is crafted from the toughest steel. It’s not ideal for single combat, but it can be used to …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3830","base_item":["Tower Shield"],"name":"Siege Shield","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3830"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":100000,"trait":["Magical","Uncommon"],"id":"equipment-3831","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Sun Slayer Source Battlecry! pg. 124 Price 1,000 gp Usage held in 1 hand Bulk 1 Base Shield Wooden Shield --- This lesser reinforced wooden shield (Hardness 6, HP 64, BT 32) is painted with intricate, pale-blue knots. The wood has been magically enhanced against solar energy and heat. While you have this shield raised, you gain fire resistance 5. Activate—Sunset Two Actions (darkness, manipulate) Frequency once per day; Requirements You are in sunlight; Effect You raise your shield in the air toward the sunlight, eclipsing it. The area in a 60-foot emanation becomes dim light for 1 minute.\n","skill_mod":{},"summary":"This lesser reinforced wooden shield (Hardness 6, HP 64, BT 32) is painted with intricate, pale-blue knots. The wood has been magically …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3831","base_item":["Wooden Shield"],"name":"Sun Slayer","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3831"},{"item_child_id":["equipment-3832-3602","equipment-3832-3603"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"trait":["Magical","Uncommon"],"id":"equipment-3832","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Testudo Shield Source Battlecry! pg. 124 Usage held in 1 hand Bulk 4 Base Shield Tower Shield --- This tower shield (Hardness 5, HP 20, BT 10) sports a bright red front with a gold inlay of an eagle. While it looks unassuming, this shield can protect not only yourself but also those behind you. Activate—Tortoise Form Two Actions (concentrate, force, manipulate) Frequency once per day; Effect Your shield creates a magical barrier, consisting of translucent copies of the shield. The wall is 1 inch thick, 15 feet long, and 10 feet high. The barrier is conjured adjacent to you in a straight line on the border between squares and lasts for 1 minute. The barrier is created with the Hardness and Hit Points equal to those of the testudo shield and is immune to critical hits and precision damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Testudo Shield Source Battlecry! pg. 124 Price 150 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Greater Testudo Shield Source Battlecry! pg. 124 Price 2,800 gp --- The barrier created is 25 feet long.","skill_mod":{},"summary":"This tower shield (Hardness 5, HP 20, BT 10) sports a bright red front with a gold inlay of an eagle. While it looks unassuming, this shield can …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3832","base_item":["Tower Shield"],"name":"Testudo Shield","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3832"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-3832","weakness":{},"price":15000,"trait":["Magical","Uncommon"],"id":"equipment-3832-3602","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Testudo Shield Source Battlecry! pg. 124 Usage held in 1 hand Bulk 4 Base Shield Tower Shield --- This tower shield (Hardness 5, HP 20, BT 10) sports a bright red front with a gold inlay of an eagle. While it looks unassuming, this shield can protect not only yourself but also those behind you. Activate—Tortoise Form Two Actions (concentrate, force, manipulate) Frequency once per day; Effect Your shield creates a magical barrier, consisting of translucent copies of the shield. The wall is 1 inch thick, 15 feet long, and 10 feet high. The barrier is conjured adjacent to you in a straight line on the border between squares and lasts for 1 minute. The barrier is created with the Hardness and Hit Points equal to those of the testudo shield and is immune to critical hits and precision damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Testudo Shield Source Battlecry! pg. 124 Price 150 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Greater Testudo Shield Source Battlecry! pg. 124 Price 2,800 gp --- The barrier created is 25 feet long.","skill_mod":{},"summary":"This tower shield (Hardness 5, HP 20, BT 10) sports a bright red front with a gold inlay of an eagle. While it looks unassuming, this shield can …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3832","base_item":["Tower Shield"],"name":"Testudo Shield","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3832-3602"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Shields","speed":{},"item_parent_id":"equipment-3832","weakness":{},"price":280000,"trait":["Magical","Uncommon"],"id":"equipment-3832-3603","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Testudo Shield Source Battlecry! pg. 124 Usage held in 1 hand Bulk 4 Base Shield Tower Shield --- This tower shield (Hardness 5, HP 20, BT 10) sports a bright red front with a gold inlay of an eagle. While it looks unassuming, this shield can protect not only yourself but also those behind you. Activate—Tortoise Form Two Actions (concentrate, force, manipulate) Frequency once per day; Effect Your shield creates a magical barrier, consisting of translucent copies of the shield. The wall is 1 inch thick, 15 feet long, and 10 feet high. The barrier is conjured adjacent to you in a straight line on the border between squares and lasts for 1 minute. The barrier is created with the Hardness and Hit Points equal to those of the testudo shield and is immune to critical hits and precision damage. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Testudo Shield Source Battlecry! pg. 124 Price 150 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Greater Testudo Shield Source Battlecry! pg. 124 Price 2,800 gp --- The barrier created is 25 feet long.","skill_mod":{},"summary":"The barrier created is 25 feet long.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3832","base_item":["Tower Shield"],"name":"Greater Testudo Shield","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3832-3603"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":14500,"trait":["Magical","Uncommon"],"id":"equipment-3833","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Tiger Shield Source Battlecry! pg. 125 Price 145 gp Usage held in 1 hand Bulk 1 Base Shield Wooden Shield --- This minor reinforcing wooden shield (Hardness 6, HP 56, BT 28) is made with a sturdy but flexible wood found in Tian Xia. It’s painted with bold, bright colors in the style of a fiendish tiger head. In combat, the eyes of the tiger seem to follow the opponent. Activate—Tiger's Eyes Single Action (manipulate) Frequency once per day; Requirements Your shield is raised; Effect The tiger’s eyes glow and animate. The shield casts ill omen (DC 20) on a target within your melee range. Craft Requirements Supply one casting of ill omen .\n","skill_mod":{},"summary":"This minor reinforcing wooden shield (Hardness 6, HP 56, BT 28) is made with a sturdy but flexible wood found in Tian Xia. It’s painted with …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3833","base_item":["Wooden Shield"],"name":"Tiger Shield","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3833"},{"skill_mod":{},"summary":"When the Lord in Iron shattered, immeasurable fragments fell to Golarion as pieces of metal. This piece of his armor has been shaped into the …","primary_source":"Battlecry!","trait_group":["Equipment","Tradition","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":20,"usage":"held in 1 hand","source_category":["Rulebooks"],"item_subcategory":"Specific Shields","source":["Battlecry!"],"type":"Item","item_category":"Shields","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3834","weakness":{},"name":"Vambrace of Gorum","trait":["Artifact","Divine","Magical","Unique"],"id":"equipment-3834","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Vambrace of Gorum Source Battlecry! pg. 125 Usage held in 1 hand Bulk 2 --- When the Lord in Iron shattered, immeasurable fragments fell to Golarion as pieces of metal. This piece of his armor has been shaped into the Vambrace of Gorum , a supreme reinforcing high-grade adamantine shield (Hardness 20, HP 160, BT 80). Pieces of sharp iron stick out, acting as +3 major striking shield spikes . The Vambrace still holds some of the deity’s power. When the shield is broken, small fragments of metal explode outward, dealing 6d6 piercing damage in a 15-foot cone (DC 40 basic Reflex save). Activate—Blade of Iron Two Actions (concentrate, divine, manipulate) Frequency once per day; Effect The shield reforms into a +3 high-grade adamantine major striking greatsword for 1 minute. While wielding this sword, you gain a +1 circumstance bonus to AC for each adjacent enemy (up to a +4 bonus). Activate—Blood of Iron Single Action (aura, divine) Frequency once per day; Requirements The Vambrace of Gorum is in its shield form; Effect Your shield becomes an empowering symbol of the thrill of battle. You and your allies within 10 feet of you gain 30 temporary Hit Points that last for 1 hour, and reduce your clumsy, enfeebled, frightened, and stupefied conditions by 1. Activate—Bones of Iron Reaction ; Frequency once per 10 minutes; Trigger You use the shield to Shield Block and the attack overcomes the shield’s Hardness; Effect The iron spikes lash out at the creature who made the attack. The creature takes 6d6 piercing damage and 3d6 persistent bleed damage (DC 40 basic Reflex save). Destruction If the Vambrace of Gorum is broken, buried under a rose bush in Nirvana, and left undisturbed for 100 years, it loses all its magic and becomes a standard steel shield.\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-3834"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":300000,"trait":["Magical","Uncommon"],"id":"equipment-3835","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Vanguard's Shield Source Battlecry! pg. 125 Price 3,000 gp Usage held in 1 hand Bulk 3 --- This moderate reinforced standard-grade duskwood tower shield (Hardness 8, HP 84, BT 42) is slightly wider than standard. Designed for bodyguards, it grants the user a small burst of speed to save themself and others from harm. Activate—By Your Side Reaction ; Trigger An effect within 15 feet would deal damage in an area and require a saving throw; Requirements Your shield is raised; Effect You Stride up to 15 feet and grant yourself and creatures adjacent to you after the movement a +2 circumstance bonus to the saving throw against the triggering effect.\n","skill_mod":{},"summary":"This moderate reinforced standard-grade duskwood tower shield (Hardness 8, HP 84, BT 42) is slightly wider than standard. Designed for …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3835","name":"Vanguard's Shield","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3835"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"price":45000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3836","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > War Mage's Buckler Source Battlecry! pg. 125 Price 450 gp Usage held in 1 hand Bulk L Base Shield Buckler --- This minor reinforced buckler (Hardness 6, HP 50, BT 25) is a lightweight metal disk with a rounded bump at the center. The shield gives off a light hum near magic. Activate—Spell Amp Single Action (manipulate) Frequency once per day; Effect You throw your shield up to 30 feet into an unoccupied space you can see. The shield magically floats in the space as a focal point for your magic for 1 minute. You can cast spells using the shield as your point of origin, calculating range and cover from its space instead of yours. You can Dismiss this effect, causing the shield to fly back to your hand. If the shield breaks, the effect ends. ","skill_mod":{},"summary":"This minor reinforced buckler (Hardness 6, HP 50, BT 25) is a lightweight metal disk with a rounded bump at the center. The shield gives off a …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3836","base_item":["Buckler"],"name":"War Mage's Buckler","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3836"},{"item_child_id":["equipment-3837-3604","equipment-3837-3605"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Magical","Uncommon"],"id":"equipment-3837","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Belkzen Deadsmasher Source Battlecry! pg. 126 Usage held in 1 hand Bulk 1 Base Weapon Morningstar --- The head of this imposing steel +2 greater striking vitalizing morningstar is shaped to resemble a cluster of snarling orc faces, their sharpened tusks serving as the spikes. Forged deep in the Hold of Belkzen and wielded by elite warriors tasked with protecting their lands from the servants of the Whispering Tyrant, this brutal weapon grants void resistance 5 to any living creature who wields it. Activate—Untouchable Spirit Reaction (fortune) Frequency once per day; Trigger You fail or critically fail a saving throw against an effect originating from an undead creature that would inflict void damage; Effect Reroll the saving throw and take the better result. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Belkzen Deadsmasher Source Battlecry! pg. 126 Price 2,800 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Greater Belkzen Deadsmasher Source Battlecry! pg. 126 Price 22,000 gp --- This +3 greater striking ghost touch greater vitalizing morningstar grants its wielder void resistance 10.","skill_mod":{},"summary":"The head of this imposing steel +2 greater striking vitalizing morningstar is shaped to resemble a cluster of snarling orc faces, their …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3837","base_item":["Morningstar"],"name":"Belkzen Deadsmasher","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3837"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-3837","weakness":{},"price":280000,"trait":["Magical","Uncommon"],"id":"equipment-3837-3604","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Belkzen Deadsmasher Source Battlecry! pg. 126 Usage held in 1 hand Bulk 1 Base Weapon Morningstar --- The head of this imposing steel +2 greater striking vitalizing morningstar is shaped to resemble a cluster of snarling orc faces, their sharpened tusks serving as the spikes. Forged deep in the Hold of Belkzen and wielded by elite warriors tasked with protecting their lands from the servants of the Whispering Tyrant, this brutal weapon grants void resistance 5 to any living creature who wields it. Activate—Untouchable Spirit Reaction (fortune) Frequency once per day; Trigger You fail or critically fail a saving throw against an effect originating from an undead creature that would inflict void damage; Effect Reroll the saving throw and take the better result. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Belkzen Deadsmasher Source Battlecry! pg. 126 Price 2,800 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Greater Belkzen Deadsmasher Source Battlecry! pg. 126 Price 22,000 gp --- This +3 greater striking ghost touch greater vitalizing morningstar grants its wielder void resistance 10.","skill_mod":{},"summary":"The head of this imposing steel +2 greater striking vitalizing morningstar is shaped to resemble a cluster of snarling orc faces, their …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3837","base_item":["Morningstar"],"name":"Belkzen Deadsmasher","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3837-3604"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-3837","weakness":{},"price":2200000,"trait":["Magical","Uncommon"],"id":"equipment-3837-3605","text":"<title level=\"1\" right=\"Item 13+\" pfs=\"Standard\" > Belkzen Deadsmasher Source Battlecry! pg. 126 Usage held in 1 hand Bulk 1 Base Weapon Morningstar --- The head of this imposing steel +2 greater striking vitalizing morningstar is shaped to resemble a cluster of snarling orc faces, their sharpened tusks serving as the spikes. Forged deep in the Hold of Belkzen and wielded by elite warriors tasked with protecting their lands from the servants of the Whispering Tyrant, this brutal weapon grants void resistance 5 to any living creature who wields it. Activate—Untouchable Spirit Reaction (fortune) Frequency once per day; Trigger You fail or critically fail a saving throw against an effect originating from an undead creature that would inflict void damage; Effect Reroll the saving throw and take the better result. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Belkzen Deadsmasher Source Battlecry! pg. 126 Price 2,800 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Greater Belkzen Deadsmasher Source Battlecry! pg. 126 Price 22,000 gp --- This +3 greater striking ghost touch greater vitalizing morningstar grants its wielder void resistance 10.","skill_mod":{},"summary":"This +3 greater striking ghost touch greater vitalizing morningstar grants its wielder void resistance 10.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3837","base_item":["Morningstar"],"name":"Greater Belkzen Deadsmasher","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3837-3605"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":22500,"trait":["Magical","Uncommon"],"id":"equipment-3838","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Calvary Commander's Lance Source Battlecry! pg. 126 Price 225 gp Usage held in 2 hands Bulk 2 Base Weapon Lance --- This +1 striking lance bears a pennant that displays a standard, heraldry, or other symbols desired by its original creator. When mounted and wielding a cavalry commander’s lance, you gain a +2 circumstance bonus to Diplomacy checks when interacting with anyone loyal to the nation or cause represented by your pennant’s imagery. Activate—Ride Them Down! Single Action (auditory, concentrate, linguistic) Frequency once per day; Requirements Your last action was to Strike and inflict damage on a target with the cavalry commander’s lance ; Effect You shout a command to all mounted allies within 60 feet, granting them a +1 circumstance bonus on the next attack roll they make against the target you just damaged before the start of your next turn.\n","skill_mod":{},"summary":"This +1 striking lance bears a pennant that displays a standard, heraldry, or other symbols desired by its original creator. When mounted and …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3838","base_item":["Lance"],"name":"Calvary Commander's Lance","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3838"},{"item_child_id":["equipment-3839-3606","equipment-3839-3607"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Magical","Uncommon"],"id":"equipment-3839","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Chainbreaker Source Battlecry! pg. 126 Usage held in 1 hand Bulk 1 Base Weapon Pick --- The head of this +1 striking pick is adorned with a detailed etching of an eagle with outstretched wings. When you use it to Strike an unattended object whose intended purpose is to restrain or confine, such as a pair of manacles or the bars of a prison cell, you ignore the first 5 points of the object’s Hardness. Activate—Liberating Strike Two Actions ; Frequency once per day; Effect You Strike a creature with the chainbreaker. If you hit and deal damage, one grabbed or restrained ally within 60 feet of the target can use a reaction to attempt to Escape. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Chainbreaker Source Battlecry! pg. 126 Price 150 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Chainbreaker Source Battlecry! pg. 126 Price 1,750 gp --- This +2 striking pick ignores 10 points of Hardness when Striking restraints.","skill_mod":{},"summary":"The head of this +1 striking pick is adorned with a detailed etching of an eagle with outstretched wings. When you use it to Strike an …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3839","base_item":["Pick"],"name":"Chainbreaker","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3839"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-3839","weakness":{},"price":15000,"trait":["Magical","Uncommon"],"id":"equipment-3839-3606","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Chainbreaker Source Battlecry! pg. 126 Usage held in 1 hand Bulk 1 Base Weapon Pick --- The head of this +1 striking pick is adorned with a detailed etching of an eagle with outstretched wings. When you use it to Strike an unattended object whose intended purpose is to restrain or confine, such as a pair of manacles or the bars of a prison cell, you ignore the first 5 points of the object’s Hardness. Activate—Liberating Strike Two Actions ; Frequency once per day; Effect You Strike a creature with the chainbreaker. If you hit and deal damage, one grabbed or restrained ally within 60 feet of the target can use a reaction to attempt to Escape. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Chainbreaker Source Battlecry! pg. 126 Price 150 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Chainbreaker Source Battlecry! pg. 126 Price 1,750 gp --- This +2 striking pick ignores 10 points of Hardness when Striking restraints.","skill_mod":{},"summary":"The head of this +1 striking pick is adorned with a detailed etching of an eagle with outstretched wings. When you use it to Strike an …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3839","base_item":["Pick"],"name":"Chainbreaker","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3839-3606"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-3839","weakness":{},"price":175000,"trait":["Magical","Uncommon"],"id":"equipment-3839-3607","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Chainbreaker Source Battlecry! pg. 126 Usage held in 1 hand Bulk 1 Base Weapon Pick --- The head of this +1 striking pick is adorned with a detailed etching of an eagle with outstretched wings. When you use it to Strike an unattended object whose intended purpose is to restrain or confine, such as a pair of manacles or the bars of a prison cell, you ignore the first 5 points of the object’s Hardness. Activate—Liberating Strike Two Actions ; Frequency once per day; Effect You Strike a creature with the chainbreaker. If you hit and deal damage, one grabbed or restrained ally within 60 feet of the target can use a reaction to attempt to Escape. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Chainbreaker Source Battlecry! pg. 126 Price 150 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Chainbreaker Source Battlecry! pg. 126 Price 1,750 gp --- This +2 striking pick ignores 10 points of Hardness when Striking restraints.","skill_mod":{},"summary":"This +2 striking pick ignores 10 points of Hardness when Striking restraints.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3839","base_item":["Pick"],"name":"Greater Chainbreaker","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3839-3607"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":24000,"trait":["Magical","Uncommon"],"id":"equipment-3840","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Chain of Command Source Battlecry! pg. 126 Price 240 gp Usage held in 2 hands Bulk 1 Base Weapon Spiked Chain --- This +1 striking spiked chain , strung with bloodied military insignia and other grisly trophies harvested from slain soldiers, is commonly used by hobgoblin commandants to motivate their troops. On a critical hit, the chain of command deals an additional 1d6 mental damage. Activate—Mercy of the Commander Single Action (concentrate) Requirements Your last action was a critical hit with the chain of command ; Effect The chain of command gains the nonlethal trait for 1 minute. Activate—Will of the Commander Single Action (concentrate) Effect You cast command on the target of your critical hit with a DC of 22. Regardless of the outcome, the target is then immune to this effect for 24 hours. Craft Requirements Supply one casting of command .\n","skill_mod":{},"summary":"This +1 striking spiked chain , strung with bloodied military insignia and other grisly trophies harvested from slain soldiers, is commonly …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3840","base_item":["Spiked Chain"],"name":"Chain of Command","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3840"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":16000,"trait":["Magical","Uncommon"],"id":"equipment-3841","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Dazzling Shortbow Source Battlecry! pg. 126 Price 160 gp Usage held in 2 hands Bulk 1 Base Weapon Shortbow --- This +1 striking shortbow is a favorite of mage hunters and those who frequently fight enemies who can turn themselves invisible. A creature who is critically hit with a ranged Strike from a dazzling shortbow must succeed at a DC 19 Fortitude save or be dazzled for 1 minute. Activate—Show Yourself! Two Actions (concentrate) Frequency once per day; Effect You fire an arrow that glows with purple light at a spot. Each creature in a 10-foot burst within 60 feet is affected by revealing light (DC 19). Craft Requirements Supply one casting of revealing light .\n","skill_mod":{},"summary":"This +1 striking shortbow is a favorite of mage hunters and those who frequently fight enemies who can turn themselves invisible . A creature …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3841","base_item":["Shortbow"],"name":"Dazzling Shortbow","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3841"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":47500,"trait":["Magical","Uncommon"],"id":"equipment-3842","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Doomsweeper Source Battlecry! pg. 126 Price 475 gp Usage held in 2 hands Bulk 2 Base Weapon Halberd --- Functioning as a +1 striking halberd when wielded as a weapon, a doomsweeper is a heavy steel rake-like implement commonly used by frontline soldiers to scour the battlefield for unseen dangers. When you hold a doomsweeper extended in front of you, you gain a +1 item bonus to Perception checks to notice any hidden hazards in a 30-foot cone, with the bonus increasing to +2 if you are performing the Scout or Search exploration action. Activate—Clear the Way Two Actions (concentrate, manipulate) Frequency once per day; Requirements You’re holding the doomsweeper in 2 hands; Effect The doomsweeper sweeps the ground clear of obstacles in a 30-foot cone. This automatically removes any mundane effects of 4th level or lower that would hinder ground movement through the area of effect, including caltrops and non-magical difficult terrain features no deeper or higher than 4 feet. It also attempts to counteract any magical dangers or obstacles with a +14 modifier and a counteract rank of 4th. Finally, it attempts a Thievery check with a +14 modifier to disable all non-magical hazards (but not haunts) in the area. You don’t need to be aware of any hazards or effects in the area for the doomsweeper to remove them, but you don’t become aware of them if the attempt fails.\n","skill_mod":{},"summary":"Functioning as a +1 striking halberd when wielded as a weapon, a doomsweeper is a heavy steel rake-like implement commonly used by frontline …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3842","base_item":["Halberd"],"name":"Doomsweeper","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3842"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Intelligent","Occult","Unique"],"id":"equipment-3843","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Draddeth's Edge Source Battlecry! pg. 127 Usage held in 1 hand Bulk 1 Base Weapon Warhammer --- Perception +11; precise vision 30 feet, imprecise hearing 30 feet Communication telepathy (Common, Varisian) Skills Survival +28, Warfare Lore +35 Int +6, Wis +3, Cha +3 Will +28 --- It’s uncertain how or why the intelligence occupying this +2 greater striking shifting warhammer came to be there, but over its many years of battlefield experience, it has proven itself to be a brilliant military tactician on par with some of history’s greatest generals. Its earliest appearance was in the hands of its namesake, General Lord Draddeth, who attributed many of his successful campaigns to the counsel of a magical hammer he had commissioned during the Molthuni Cessation from Cheliax. Though the hammer disappeared upon the general’s death, its legend has persisted, and the colloquialism “the Draddeth Edge”—referring to a natural talent for strategic planning and quick thinking—remains in common usage across Molthune. Draddeth’s Edge possesses a deep and abiding sense of patriotism for the nation of Molthune that sometimes outweighs its loyalty to those wielding it. Wielders who consistently express disrespect for Molthune or admiration for its enemies, or who fail to show proper respect for the hammer’s tactical prowess, inevitably find it missing at some crucial moment when it departs in search of a more suitable comrade in arms. Conversely, it’s unwaveringly loyal to and difficult to separate from those it deems worthy of its devotion. As long as you draw breath, the hammer can’t be knocked from your grasp or dropped unless you will it, even remaining in your hand if you’re rendered unconscious. It also grants an item bonus equal to the bonus it gains from any currently affixed potency rune to recovery checks you make while dying.\n","skill_mod":{},"summary":"It’s uncertain how or why the intelligence occupying this +2 greater striking shifting warhammer came to be there, but over its many years …","primary_source":"Battlecry!","trait_group":["Equipment","Tradition","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3843","base_item":["Warhammer"],"name":"Draddeth's Edge","alignment":"No Alignment","bulk":1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-3843"},{"skill_mod":{},"summary":"The origins of this +3 greater striking rapier are shrouded in mystery, but it earned its name in the hands of an unknown hero who used it to …","primary_source":"Battlecry!","trait_group":["Equipment","Tradition","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":17,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3844","weakness":{},"base_item":["Rapier"],"name":"Final Stand","trait":["Artifact","Divine","Magical","Unique"],"id":"equipment-3844","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Final Stand Source Battlecry! pg. 127 Usage held in 1 hand Bulk 1 Base Weapon Rapier --- The origins of this +3 greater striking rapier are shrouded in mystery, but it earned its name in the hands of an unknown hero who used it to singlehandedly defend a remote Nirmathi village from a vicious gang of bandits, shrugging off dozens of blows that would have felled any other mortal. Only when all of the bandits had been dispatched or driven off did the noble warrior finally succumb to their injuries. While wielding Final Stand , if you take damage that would reduce you to 0 Hit Points but not immediately kill you, attempt a DC 11 flat check. If you succeed, you avoid being knocked out and remain at 1 Hit Point instead. For the remainder of the encounter, you can’t regain Hit Points in any way, though you can be stabilized if you gain the dying condition. If you’re still conscious and there are no nearby enemies that you can perceive, you immediately drop to 0 Hit Points and are dying 1. If you have any other abilities that would allow you to remain at 1 Hit Point when you would be reduced to 0 Hit Points (such as Orc Ferocity), you must use those abilities before you can benefit from Final Stand’s ability. Destruction If the wielder of Final Stand surrenders to their enemies while any of their allies are still standing, the blade weakens and the DC of the flat check permanently increases by 2. Final Stand shatters into hundreds of pieces the moment the DC of the flat check is ever higher than 20.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-3844"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":450000,"trait":["Magical","Uncommon"],"id":"equipment-3845","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > General's Word Source Battlecry! pg. 127 Price 4,500 gp Usage held in 1 hand Bulk 1 Base Weapon Mace --- The mere act of wielding this heavy +2 greater striking thundering mace grants you a distinct air of authority and gravitas. While wielding the weapon, you can cast bullhorn as a 1st-rank cantrip at will. Activate—Battlefield Broadcast Two Actions (concentrate, linguistic, manipulate, mental, occult) Frequency once per day; Effect The weapon amplifies your force of personality across the battlefield with the effects of telepathy for 10 minutes, except the range is 500 feet. The effect ends immediately if you drop your weapon. Craft Requirements Supply one casting of bullhorn and telepathy .\n","skill_mod":{},"summary":"The mere act of wielding this heavy +2 greater striking thundering mace grants you a distinct air of authority and gravitas. While wielding …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3845","base_item":["Mace"],"name":"General's Word","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3845"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":170000,"trait":["Magical","Occult"],"id":"equipment-3846","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Gravedigger's Call Source Battlecry! pg. 127 Price 1,700 gp Usage held in 2 hands Bulk 2 Base Weapon Glaive --- This rusted shovel functions as a +2 striking decaying glaive when wielded as a weapon, but it more closely resembles a neglected tool. Its haft was carved from the trunk of a long-dead tree that once grew among the broken stones of an abandoned cemetery, and its blade was forged from shattered remnants of the armor that failed to protect those buried there. When you carry or wield a gravedigger’s call, you gain a +1 item bonus to Perception checks to Seek haunts and to skill checks to determine the reasons for a haunt or spirit’s existence. Activate—Call the Fallen Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast rouse skeletons as a 5th-rank occult spell. The DC is 30. Craft Requirements Supply one casting of rouse skeletons (5th rank).\n","skill_mod":{},"summary":"This rusted shovel functions as a +2 striking decaying glaive when wielded as a weapon, but it more closely resembles a neglected tool. Its …","primary_source":"Battlecry!","trait_group":["Mechanics","Tradition"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3846","base_item":["Glaive"],"name":"Gravedigger's Call","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3846"},{"access":"A character who is a member of the Hellknights has access to this weapon.","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":1000000,"trait":["Fire","Magical","Uncommon"],"id":"equipment-3847","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Hell's Judgement Source Battlecry! pg. 128 Price 10,000 gp Usage held in 2 hands Bulk 2 Base Weapon Guisarme Access A character who is a member of the Hellknights has access to this weapon. --- These massive +2 flaming greater striking guisarmes are bestowed only upon the most loyal and renowned Hellknight paravicars, especially those who have distinguished themselves in the service of the strict laws of the organization. Activate—Flames of Phlegethon Two Actions (concentrate, divine, manipulate, unholy) Frequency once per day; Effect You strike the ground with your axe, tearing open a one-way rift to the fourth layer of Hell in a 30-foot line that spews a curtain of hellfire. All creatures in the area take 6d6 fire damage and 6d6 spirit damage (DC 37 basic Reflex save) before the rift vanishes.\n","element":["Fire"],"skill_mod":{},"summary":"These massive +2 flaming greater striking guisarmes are bestowed only upon the most loyal and renowned Hellknight paravicars, especially …","primary_source":"Battlecry!","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3847","base_item":["Guisarme"],"name":"Hell's Judgement","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3847"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":25000,"trait":["Magical","Uncommon"],"id":"equipment-3848","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Horselord's Longbow Source Battlecry! pg. 128 Price 250 gp Usage held in 2 hands Bulk 2 Base Weapon Longbow --- These +1 striking longbows , usually decorated with intricate animal carvings and hawk feathers, are a favored weapon among the mounted warriors of the Shriikirri-Quah clan in north-central Varisia, although Shoanti travel widely enough that they find frequent use by cavalries of other nations and cultures as well. While you are mounted, Strikes with this bow gain a +2 circumstance bonus to damage against unmounted creatures who are smaller than your mount.\n","skill_mod":{},"summary":"These +1 striking longbows , usually decorated with intricate animal carvings and hawk feathers, are a favored weapon among the mounted …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3848","base_item":["Longbow"],"name":"Horselord's Longbow","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3848"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":625000,"trait":["Magical","Rare"],"id":"equipment-3849","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Jistkan Colossus Crusher Source Battlecry! pg. 128 Price 6,250 gp Usage held in 2 hands Bulk 2 Base Weapon Maul --- This +2 greater striking maul is a marvel of magical and mechanical engineering, designed thousands of years ago by the mages of the Jistka Imperium for the express purpose of disabling any of the Imperium’s countless magical constructs and automatons that might turn against their creators. When you damage a construct with a Strike from the Jistkan colossus crusher , you deal an additional 1d6 persistent force damage. Additionally, whenever you critically hit a construct with this weapon, the Jistkan colossus crusher briefly disrupts the magical energy signature animating the construct; it must succeed a DC 35 Fortitude save or become stunned 1.\n","skill_mod":{},"summary":"This +2 greater striking maul is a marvel of magical and mechanical engineering, designed thousands of years ago by the mages of the Jistka …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3849","base_item":["Maul"],"name":"Jistkan Colossus Crusher","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3849"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":2200000,"trait":["Magical","Rare"],"id":"equipment-3850","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Jistkan War Crossbow Source Battlecry! pg. 128 Price 22,000 gp Usage held in 2 hands Bulk 2 Base Weapon Arbalest --- These +3 greater striking grievous arbalests are a fantastically intricate creation of the ancient Jistka Imperium, seamlessly weaving together mechanical ingenuity and powerful magic to create one of the deadliest projectile weapons ever devised by human hands. Activate—Bolt of War Single Action ; Frequency once per 10 minutes; Effect Make a Strike with the Jistkan war crossbow , ignoring the penalty for making a Strike within your second or third range increment. Additionally, the arbalest gains the splash trait and deals 10 piercing splash damage for this Strike.\n","skill_mod":{},"summary":"These +3 greater striking grievous arbalests are a fantastically intricate creation of the ancient Jistka Imperium, seamlessly weaving …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3850","base_item":["Arbalest"],"name":"Jistkan War Crossbow","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3850"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":1000000,"trait":["Magical","Rare"],"id":"equipment-3851","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Kithrender Source Battlecry! pg. 128 Price 10,000 gp Usage held in 2 hands Bulk 2 Base Weapon Greataxe --- The head of this heavily notched +2 greater striking fearsome greataxe is crudely inscribed with the face of a hideous fiend, its fangs bared in a twisted leer. The name of the fiend has been lost to history, but legends say it took a particular delight in turning the bonds between mortal beings against them, and that it created these weapons for its mortal acolytes so that they might carry on its cruel work. When you make a successful Strike with a kithrender , it deals 1d6 mental damage to all other enemies within 30 feet who consider the target an ally. All mental damage dealt by this weapon is doubled if the target is uniquely connected by a strong bond, such as family or a creature with the minion trait, or any kind of magical connection, such as telepathy . Activate—Render Connection Free Action (concentrate) Frequency once per 10 minutes; Trigger You reduce an enemy to 0 Hit Points with this weapon; Effect Each foe within 30 feet who considers the target an ally takes an additional 6d8 mental damage (DC 35 basic Will save).\n","skill_mod":{},"summary":"The head of this heavily notched +2 greater striking fearsome greataxe is crudely inscribed with the face of a hideous fiend, its fangs …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3851","base_item":["Greataxe"],"name":"Kithrender","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3851"},{"skill_mod":{},"summary":"The weapon wielded in battle by Szuriel , Rider of War, is a perpetually blood-covered blade that has taken more lives than even the gods can count. …","primary_source":"Battlecry!","trait_group":["Equipment","Tradition","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":25,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3852","weakness":{},"base_item":["Greatsword"],"name":"Lamentation of the Faithless","trait":["Artifact","Divine","Magical","Unholy","Unique"],"id":"equipment-3852","text":"<title level=\"1\" right=\"Item 25\" pfs=\"Standard\" > Lamentation of the Faithless Source Battlecry! pg. 128 Usage held in 2 hands Bulk 2 Base Weapon Greatsword --- The weapon wielded in battle by Szuriel, Rider of War, is a perpetually blood-covered blade that has taken more lives than even the gods can count. Lamentation of the Faithless is a +4 major striking speed unholy greatsword with a blade of unyielding jet-black steel that absorbs all incident light, counteracting all light effects in a 15-foot radius with a +37 modifier as long as the weapon is unsheathed. Any creature within range attempting to use a spell or ability with the light trait must first succeed at a DC 15 flat check, or the attempt fails. Whenever the blade strikes and deals damage to a living creature, its wielder regains 1d12 Hit Points. Activate—Lo and Behold Single Action (manipulate, unholy, visual) Frequency once per day; Effect You raise Lamentation of the Faithless high above the battlefield, presenting its terrible glory for all to witness. All creatures within 60 feet that are able to see the sword must attempt a DC 50 Will save. Creatures with the unholy trait are immune to this effect, but creatures with the holy trait take a –2 status penalty on this save. Critical Success The creature is unaffected. Success The creature is stricken by crushing despair. It becomes slowed 1 as it sobs uncontrollably, and it can’t use reactions while it’s slowed. Failure As success, but the creature is also blinded for 1 round. Critical Failure As failure, but the duration of the blinded condition is 1 minute. Destruction Lamentation of the Faithless can only be destroyed if it’s driven into the ground within the walls of the secluded garden at the summit of Heaven’s mountain by a risen, repentant fiend, whereupon it shatters and crumbles to dust.\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-3852"},{"access":"A character who is a member of the Knights of Lastwall has access to this weapon.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":1000000,"trait":["Magical","Uncommon"],"id":"equipment-3853","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Last Hope Source Battlecry! pg. 129 Price 10,000 gp Usage held in 1 hand Bulk 1 Base Weapon Longsword Access A character who is a member of the Knights of Lastwall has access to this weapon. --- These +2 greater striking vitalizing longswords are granted as special commendations to Knights of Lastwall who perform acts of exceptional heroism or strike decisive blows against the forces of the Whispering Tyrant. Activate—Comes the Dawn Reaction (concentrate, divine, healing, vitality) Frequency once per day; Trigger You regain Hit Points from a magical effect; Effect You release a wave of vital energy in a 30-foot emanation. For every 10 Hit Points you are healed, you restore 1d10 Hit Points to all other living creatures and deal that amount of vitality damage to all undead creatures in the area, with a DC 37 basic Fortitude save.\n","skill_mod":{},"summary":"These +2 greater striking vitalizing longswords are granted as special commendations to Knights of Lastwall who perform acts of exceptional …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3853","base_item":["Longsword"],"name":"Last Hope","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3853"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":50000,"trait":["Magical","Uncommon"],"id":"equipment-3854","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Mageslayer Source Battlecry! pg. 130 Price 500 gp Usage held in 1 hand Bulk 1 Base Weapon Scimitar --- This roughly forged +1 striking scimitar is a favorite instrument of battlefield operatives seeking to weaken an enemy’s forces by strategically eliminating their magical support. A mageslayer deals an additional 1d6 spirit damage to any creature it Strikes that’s capable of casting spells from the arcane tradition. When wearing or wielding a mageslayer, you gain resistance 5 to damage from spells from the arcane tradition.\n","skill_mod":{},"summary":"This roughly forged +1 striking scimitar is a favorite instrument of battlefield operatives seeking to weaken an enemy’s forces by …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3854","base_item":["Scimitar"],"name":"Mageslayer","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3854"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":24000,"trait":["Magical","Uncommon"],"id":"equipment-3855","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Radiant Victory Source Battlecry! pg. 130 Price 240 gp Usage held in 1 hand Bulk L Base Weapon Shortsword --- This finely crafted +1 striking shortsword is carried by field marshals and other military officers who fight alongside their troops on the battlefield. Numerous other types of this blade exist, ranging from falchions to scimitars to longswords, and their appearances vary as widely as the nations and causes to which their wielders swear fealty. Many say that a soldier can tell the worth of their commanding officer by noting whether their primary weapon gives off the faint residual glow associated with a radiant victory . Activate—Rally the Troops Single Action (manipulate, visual) Frequency once per day; Requirements You reduced a creature to 0 Hit Points with a Strike from the radiant victory as your last action; Effect You raise the blade high above your fallen enemy to inspire your comrades, projecting a blazing beacon into the sky that sheds bright light in a 30-foot burst centered on you. This lasts for 1 minute and grants you and all allies within the area a +1 status bonus to attack rolls while within the light.\n","skill_mod":{},"summary":"This finely crafted +1 striking shortsword is carried by field marshals and other military officers who fight alongside their troops on the …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3855","base_item":["Shortsword"],"name":"Radiant Victory","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3855"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":650000,"trait":["Magical","Uncommon","Void","Negative"],"id":"equipment-3856","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Reaper's Toll Source Battlecry! pg. 130 Price 6,500 gp Usage held in 2 hands Bulk 2 Base Weapon Scythe --- This +2 greater striking decaying scythe is deathly cold to the touch and exudes an unmistakable aura of menace. As long as you carry this weapon, your presence repels and noticeably unnerves most animals, causing them to avoid you if possible and react to you with a starting attitude one step worse than normal if made to interact with you directly. The one exception is vermin who scavenge corpses; they appear around you with greater frequency. Small mundane plants, such as grass or flowers, wilt and die after spending 24 hours in close proximity to a reaper’s toll, crumbling to dust 24 hours after that. Activate—Reaper's Claim Reaction ; Frequency once per day; Trigger A creature within 30 feet is reduced to 0 Hit Points; Effect Make a melee Strike with reaper’s toll as though you were in the space of the triggering creature. If your Strike hits, you gain temporary Hit Points equal to half the damage dealt, which last for 1 minute.\n","skill_mod":{},"summary":"This +2 greater striking decaying scythe is deathly cold to the touch and exudes an unmistakable aura of menace. As long as you carry this …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity","Energy","Planar","Creature Type"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3856","base_item":["Scythe"],"name":"Reaper's Toll","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3856"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":90000,"trait":["Invested","Magical","Rare","Void","Negative"],"id":"equipment-3857","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Revenant Blade Source Battlecry! pg. 130 Price 900 gp Usage held in 1 hand Bulk L Base Weapon Sickle --- The mortal agents of powerful necromancers are a varied lot, but they tend to share two things in common: a deep and abiding fear of death, and a desperate hope that loyalty to their foul masters might be rewarded with some means of transcending it. To most of these wretched souls, this simple +1 striking sickle is as close as they will ever come to realizing that desire. Revenant blades are usually created in large numbers to arm a necromancer’s mortal troops before sending them into battle, and despite their name, they can be crafted from whichever base weapon is best suited for the expected conflict. Whatever form it takes, every revenant blade is adorned in some way with a small gem of deep black onyx. When you invest in the weapon, a small portion of your soul is transferred into the gem, bonding it to you and granting the weapon the effects of the decaying rune for as long as it remains invested. Should you die in battle while invested in a revenant blade , its gem shatters, and your corpse rises 1 round later to continue the fight. You become an undead creature under the GM’s control, although you generally retain the motivations and loyalties you had in life. The GM chooses what type of undead you become, selecting an appropriate undead creature that has a level no greater than your level – 5, to a minimum of 0. You can’t be raised from the dead by any means short of a wish ritual until your undead form is destroyed.\n","skill_mod":{},"summary":"The mortal agents of powerful necromancers are a varied lot, but they tend to share two things in common: a deep and abiding fear of death, and a …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity","Energy","Planar","Creature Type"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3857","base_item":["Sickle"],"name":"Revenant Blade","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3857"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":600000,"trait":["Holy","Magical","Uncommon"],"id":"equipment-3858","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Righteous Fury Source Battlecry! pg. 130 Price 6,000 gp Usage held in 1 hand Bulk 1 Base Weapon Longsword --- This gold-plated +2 greater striking holy longsword sports an ornate hilt bearing the religious symbol of Ragathiel, General of Vengeance, and is painstakingly crafted to resemble the divine armaments wielded by the empyreal lord’s celestial soldiers in their battles against the forces of darkness. These weapons are popular among the ranks of those who hold the line against similar enemies, such as the Knights of Lastwall and warriors of the former Mendevian Crusade. Activate—Great Vengeance Single Action (concentrate, divine, holy, spirit, vitality) Frequency once per hour; Trigger Your last action was a successful melee Strike with righteous fury against a creature with the unholy trait; Effect The sword emits a 20-foot-radius emanation of holy fire centered on your target, inflicting 2d8 spirit damage and 2d8 vitality damage to all enemies in the area (DC 34 basic Reflex save). Creatures that fail the save are blinded for 1 round, and those that critically fail are blinded for 1 minute.\n","skill_mod":{},"summary":"This gold-plated +2 greater striking holy longsword sports an ornate hilt bearing the religious symbol of Ragathiel , General of …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3858","base_item":["Longsword"],"name":"Righteous Fury","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3858"},{"item_child_id":["equipment-3859-3608","equipment-3859-3609"],"access":"A character who is a member of the Eagle Knights has access to this weapon.","primary_source_category":"Rulebooks","usage":"held in 1 or 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Magical","Uncommon"],"id":"equipment-3859","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Talonstrike Blade Source Battlecry! pg. 130 Usage held in 1 or 2 hands Bulk 1 Base Weapon Bastard Sword Access A character who is a member of the Eagle Knights has access to this weapon. --- This large +2 striking standard-grade silver bastard sword is the signature weapon of many veteran Eagle Knights. It’s easily recognized by its distinctively notched blade and the stylized wings adorning its cross guard. These blades are sometimes passed down from generation to generation. Activate—Defense of Liberty Reaction ; Frequency once per hour; Trigger You or your mount are targeted by a physical melee or ranged attack; Requirements You are aware of the attack and are not off-guard against it; Effect You or your mount gain a +2 circumstance bonus to AC against the triggering attack. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Talonstrike Blade Source Battlecry! pg. 126 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Greater Talonstrike Blade Source Battlecry! pg. 126 Price 4,500 gp --- Eagle Knights charged with protecting Andoran’s western border against Chelaxian incursion often carry these +2 greater striking standard-grade silver bastard swords , enchanted to offer greater utility when battling fiends. A greater talonstrike blade gains the Grasping Talons activation. Activate—Grasping Talons Reaction (arcane) Frequency once per day; Trigger You hit with a melee Strike using the greater talonstrike blade and deal damage; Effect You cast a 5th-rank planar tether on the creature you just dealt damage to, with a DC of 34. Craft Requirements For a greater talonstrike blade, supply one casting of planar tether .","skill_mod":{},"summary":"This large +2 striking standard-grade silver bastard sword is the signature weapon of many veteran Eagle Knights. It’s easily recognized by …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3859","base_item":["Bastard Sword"],"name":"Talonstrike Blade","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3859"},{"access":"A character who is a member of the Eagle Knights has access to this weapon.","primary_source_category":"Rulebooks","usage":"held in 1 or 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-3859","weakness":{},"price":200000,"trait":["Magical","Uncommon"],"id":"equipment-3859-3608","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Talonstrike Blade Source Battlecry! pg. 130 Usage held in 1 or 2 hands Bulk 1 Base Weapon Bastard Sword Access A character who is a member of the Eagle Knights has access to this weapon. --- This large +2 striking standard-grade silver bastard sword is the signature weapon of many veteran Eagle Knights. It’s easily recognized by its distinctively notched blade and the stylized wings adorning its cross guard. These blades are sometimes passed down from generation to generation. Activate—Defense of Liberty Reaction ; Frequency once per hour; Trigger You or your mount are targeted by a physical melee or ranged attack; Requirements You are aware of the attack and are not off-guard against it; Effect You or your mount gain a +2 circumstance bonus to AC against the triggering attack. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Talonstrike Blade Source Battlecry! pg. 126 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Greater Talonstrike Blade Source Battlecry! pg. 126 Price 4,500 gp --- Eagle Knights charged with protecting Andoran’s western border against Chelaxian incursion often carry these +2 greater striking standard-grade silver bastard swords , enchanted to offer greater utility when battling fiends. A greater talonstrike blade gains the Grasping Talons activation. Activate—Grasping Talons Reaction (arcane) Frequency once per day; Trigger You hit with a melee Strike using the greater talonstrike blade and deal damage; Effect You cast a 5th-rank planar tether on the creature you just dealt damage to, with a DC of 34. Craft Requirements For a greater talonstrike blade, supply one casting of planar tether .","skill_mod":{},"summary":"This large +2 striking standard-grade silver bastard sword is the signature weapon of many veteran Eagle Knights. It’s easily recognized by …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3859","base_item":["Bastard Sword"],"name":"Talonstrike Blade","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3859-3608"},{"access":"A character who is a member of the Eagle Knights has access to this weapon.","primary_source_category":"Rulebooks","usage":"held in 1 or 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-3859","weakness":{},"price":450000,"trait":["Magical","Uncommon"],"id":"equipment-3859-3609","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Talonstrike Blade Source Battlecry! pg. 130 Usage held in 1 or 2 hands Bulk 1 Base Weapon Bastard Sword Access A character who is a member of the Eagle Knights has access to this weapon. --- This large +2 striking standard-grade silver bastard sword is the signature weapon of many veteran Eagle Knights. It’s easily recognized by its distinctively notched blade and the stylized wings adorning its cross guard. These blades are sometimes passed down from generation to generation. Activate—Defense of Liberty Reaction ; Frequency once per hour; Trigger You or your mount are targeted by a physical melee or ranged attack; Requirements You are aware of the attack and are not off-guard against it; Effect You or your mount gain a +2 circumstance bonus to AC against the triggering attack. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Talonstrike Blade Source Battlecry! pg. 126 Price 2,000 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Greater Talonstrike Blade Source Battlecry! pg. 126 Price 4,500 gp --- Eagle Knights charged with protecting Andoran’s western border against Chelaxian incursion often carry these +2 greater striking standard-grade silver bastard swords , enchanted to offer greater utility when battling fiends. A greater talonstrike blade gains the Grasping Talons activation. Activate—Grasping Talons Reaction (arcane) Frequency once per day; Trigger You hit with a melee Strike using the greater talonstrike blade and deal damage; Effect You cast a 5th-rank planar tether on the creature you just dealt damage to, with a DC of 34. Craft Requirements For a greater talonstrike blade, supply one casting of planar tether .","skill_mod":{},"summary":"Eagle Knights charged with protecting Andoran’s western border against Chelaxian incursion often carry these +2 greater striking standard-grade …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3859","base_item":["Bastard Sword"],"name":"Greater Talonstrike Blade","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3859-3609"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":25000,"trait":["Magical","Uncommon"],"id":"equipment-3860","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Ulfen Shieldbreaker Source Battlecry! pg. 131 Price 250 gp Usage held in 1 hand Bulk 1 Base Weapon Battle Axe --- The axe and shield are signature weapons of war and powerful cultural symbols for the Ulfen people. Duels among Ulfen warriors that don’t end in death are traditionally called when one of the combatants’ shield shatters, leading experienced warriors to take as much pride in the resilience of their shields as the sharpness of their axes. This has led to something of an ongoing rivalry between Ulfen armorers seeking to craft unbreakable shields and those seeking to forge unstoppable weapons, with this distinctively bearded +1 striking battle axe representing the current pinnacle of the latter group’s craft. When you damage a raised shield with an Ulfen shieldbreaker, your attack ignores the shield’s first 3 points of Hardness. If the damage is not fully mitigated by any remaining Hardness, the shield takes an additional 1d6 slashing damage from the attack. This damage ignores all Hardness. Activate—Battering Blows Free Action ; Trigger Your melee Strike with the Ulfen shieldbreaker reduces an enemy’s shield below its Broken Threshold; Effect The force of your blow threatens to knock your opponent to the ground. Attempt an Athletics check to Trip the target of the triggering attack. If your attack was powerful enough to destroy the shield outright, you gain a +2 circumstance bonus to the roll.\n","skill_mod":{},"summary":"The axe and shield are signature weapons of war and powerful cultural symbols for the Ulfen people. Duels among Ulfen warriors that don’t end in …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3860","base_item":["Battle Axe"],"name":"Ulfen Shieldbreaker","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3860"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":35000,"legacy_id":["equipment-1577"],"trait":["Magical","Uncommon"],"id":"equipment-3861","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Undead Scourge Source Battlecry! pg. 131 Price 350 gp Usage held in 1 hand Bulk L Base Weapon Dagger --- An undead scourge is a +1 striking vitalizing dagger with a bluish-white metal blade that emits a faint glow. These used to be weapons of Pharasmin undead slayers only, but the slayers have since shared the secrets of their creation with the Knights of Lastwall. Activate—Sever from the Void Free Action (concentrate, divine, vitality) Trigger You hit and damage an undead creature with an undead scourge ; Effect You disrupt the undead’s connection to void energy. For 1 minute, the undead damaged with the dagger can’t be healed by void energy unless the effect attempting to heal the undead first counteracts the undead scourge’s effect, which has a counteract rank of 4th and a DC of 25. Vitality energy still has the usual effects on the undead.\n","skill_mod":{},"summary":"An undead scourge is a +1 striking vitalizing dagger with a bluish-white metal blade that emits a faint glow. These used to be weapons of …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3861","base_item":["Dagger"],"name":"Undead Scourge","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3861"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1500,"trait":["Consumable","Magical"],"id":"equipment-3862","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Battering Ammunition Source Battlecry! pg. 132 Price 15 gp Ammunition any Activate Single Action (manipulate) --- Etched with the symbol of a ram’s head, activated battering ammunition magically gathers momentum as it flies, imparting this momentum to its target on a successful Strike. It deals bludgeoning damage instead of its normal damage type and pushes the target 5 feet on a successful hit.\n","ammunition":"any","skill_mod":{},"summary":"Etched with the symbol of a ram’s head, activated battering ammunition magically gathers momentum as it flies, imparting this momentum to its …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3862","name":"Battering Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3862"},{"item_child_id":["equipment-3863-3610","equipment-3863-3611"],"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Magical"],"id":"equipment-3863","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Burrowing Bolt Source Battlecry! pg. 132 Ammunition arrow, bolt Activate Single Action (manipulate) --- These arrows have tips grooved like a drill bit and angled fletching, causing them to spin quickly about their shaft when fired. When striking a structure or object of Hardness 14 or less within your first range increment, an activated burrowing bolt tunnels into the surface silently and leaves a hole behind it, burrowing through up to 5 feet of material before magically vanishing. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Burrowing Bolt Source Battlecry! pg. 132 Price 55 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Greater Burrowing Bolt Source Battlecry! pg. 132 Price 650 gp --- The bolt can burrow through up to 10 feet of material with Hardness 18 or less.","ammunition":"arrow, bolt","skill_mod":{},"summary":"These arrows have tips grooved like a drill bit and angled fletching, causing them to spin quickly about their shaft when fired. When striking a …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3863","name":"Burrowing Bolt","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3863"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3863","weakness":{},"price":5500,"trait":["Consumable","Magical"],"id":"equipment-3863-3610","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Burrowing Bolt Source Battlecry! pg. 132 Ammunition arrow, bolt Activate Single Action (manipulate) --- These arrows have tips grooved like a drill bit and angled fletching, causing them to spin quickly about their shaft when fired. When striking a structure or object of Hardness 14 or less within your first range increment, an activated burrowing bolt tunnels into the surface silently and leaves a hole behind it, burrowing through up to 5 feet of material before magically vanishing. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Burrowing Bolt Source Battlecry! pg. 132 Price 55 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Greater Burrowing Bolt Source Battlecry! pg. 132 Price 650 gp --- The bolt can burrow through up to 10 feet of material with Hardness 18 or less.","ammunition":"arrow, bolt","skill_mod":{},"summary":"These arrows have tips grooved like a drill bit and angled fletching, causing them to spin quickly about their shaft when fired. When striking a …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3863","name":"Burrowing Bolt","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3863-3610"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3863","weakness":{},"price":65000,"trait":["Consumable","Magical"],"id":"equipment-3863-3611","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Burrowing Bolt Source Battlecry! pg. 132 Ammunition arrow, bolt Activate Single Action (manipulate) --- These arrows have tips grooved like a drill bit and angled fletching, causing them to spin quickly about their shaft when fired. When striking a structure or object of Hardness 14 or less within your first range increment, an activated burrowing bolt tunnels into the surface silently and leaves a hole behind it, burrowing through up to 5 feet of material before magically vanishing. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Burrowing Bolt Source Battlecry! pg. 132 Price 55 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Greater Burrowing Bolt Source Battlecry! pg. 132 Price 650 gp --- The bolt can burrow through up to 10 feet of material with Hardness 18 or less.","ammunition":"arrow, bolt","skill_mod":{},"summary":"The bolt can burrow through up to 10 feet of material with Hardness 18 or less.","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3863","name":"Greater Burrowing Bolt","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3863-3611"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":7500,"trait":["Consumable","Magical"],"id":"equipment-3864","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Extinguishing Ball Source Battlecry! pg. 132 Price 75 gp Ammunition sling bullet Activate Single Action (manipulate) --- This deep-blue glass ball is filled with liquid, and its flight is accompanied by the sound of flowing water. An activated extinguishing ball does no damage. Instead, it bathes the target in a splash of magical water with the following effects, depending on the result of your attack roll. Critical Success As success, but the water removes all instances of persistent acid or fire damage affecting the target. In addition, it reduces the DC of any future flat checks to end persistent acid or fire damage to 10 for 1 minute, as a particularly appropriate type of assistance to end persistent damage. Success The water removes one instance of persistent acid or fire damage affecting the target, as if the target had been submerged in water. If the target is taking persistent damage from multiple sources, you select which one is removed. The water aids in ending any remaining sources of persistent acid or fire damage, reducing the DC of the target’s next flat check to 10, as a particularly appropriate type of assistance to end persistent damage. Failure The extinguishing ball misses the target but impacts nearby, splashing the target with enough water to reduce the DC of their next flat check to end one instance of persistent acid or fire damage to 10, as a particularly appropriate type of assistance to end persistent damage. Critical Failure No effect.\n","ammunition":"sling bullet","skill_mod":{},"summary":"This deep-blue glass ball is filled with liquid, and its flight is accompanied by the sound of flowing water. An activated extinguishing ball does …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3864","name":"Extinguishing Ball","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3864"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":300,"trait":["Consumable","Magical"],"id":"equipment-3865","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Preserving Shot Source Battlecry! pg. 132 Price 3 gp Ammunition any Activate Single Action (manipulate) --- Resembling a large salt crystal, preserving shots are made to allow troops to more easily hunt for food on long marches. When a large or smaller animal is killed by a preserving shot , the meat is magically transformed into jerky, salt pork, or some other preserved form appropriate for the animal, allowing the hunter to quickly butcher it and resume their march without the need to smoke or cure the meat.\n","ammunition":"any","skill_mod":{},"summary":"Resembling a large salt crystal, preserving shots are made to allow troops to more easily hunt for food on long marches. When a large or smaller …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3865","name":"Preserving Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3865"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":8500,"trait":["Consumable","Magical"],"id":"equipment-3866","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Scouting Arrow Source Battlecry! pg. 132 Price 85 gp Ammunition arrow, bolt Activate Single Action (concentrate) --- The tip of this arrow is carved into the shape of a lidless eye. When an activated scouting arrow strikes a surface within the second range increment of the weapon it was fired from, the wielder of that weapon can Seek as though they were at the point of impact of the arrow using their normal senses. After this glimpse, the ammunition crumbles to ash.\n","ammunition":"arrow, bolt","skill_mod":{},"summary":"The tip of this arrow is carved into the shape of a lidless eye. When an activated scouting arrow strikes a surface within the second range increment …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3866","name":"Scouting Arrow","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3866"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2000,"trait":["Consumable","Magical"],"id":"equipment-3867","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Buoyant Shot Source Battlecry! pg. 132 Price 20 gp Ammunition stone sphere (bombard) --- These stone spheres are etched with images of clouds. Each buoyant shot is 1 Bulk instead of 4 and can float on the surface of water instead of sinking. When this ammunition is Launched, a creature who fails their Reflex saving throw is also pushed 5 feet away from the center of the burst (10 feet on a critical failure).\n","ammunition":"stone sphere (<%SIEGE.WEAPONS%12%%>bombard<%END>)","skill_mod":{},"summary":"These stone spheres are etched with images of clouds. Each buoyant shot is 1 Bulk instead of 4 and can float on the surface of water instead of …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Siege Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3867","name":"Buoyant Shot","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3867"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":6000,"trait":["Consumable","Magical"],"id":"equipment-3868","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Calling Stone Source Battlecry! pg. 133 Price 60 gp Ammunition stone (catapult) Activate Single Action (concentrate) --- This magical ammunition is made of clear amber with an inner glow that pulses rapidly. It is used by commanders to aid their troops in focusing fire on a specific enemy location. When activated, the blast area is illuminated in a brilliant light that draws the eye from across the battlefield. This light lasts for 1 minute, during which time Aim actions that end with a siege weapon targeting within the illuminated area can be made using one fewer action than normal (minimum 1).\n","ammunition":"stone (<%SIEGE.WEAPONS%5%%>catapult<%END>)","skill_mod":{},"summary":"This magical ammunition is made of clear amber with an inner glow that pulses rapidly. It is used by commanders to aid their troops in focusing fire …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Siege Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3868","name":"Calling Stone","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3868"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":7500,"trait":["Consumable","Magical","Water"],"id":"equipment-3869","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Flooding Bolt Source Battlecry! pg. 133 Price 75 gp Ammunition heavy ballista bolt (heavy ballista) --- The hardened glass head of this bolt is filled with sloshing sea water. Designed for sinking ships in naval combat, this bolt does damage as normal for its weapon type. If it deals damage to the ship’s hull, it pierces through the wall and lodges itself in place, the tip shattering and flooding the hold at a rate of 10 gallons per round for 1 minute. This bolt can be removed from the hull with an Interact action.\n","element":["Water"],"ammunition":"heavy ballista bolt (<%SIEGE.WEAPONS%7%%>heavy ballista<%END>)","skill_mod":{},"summary":"The hardened glass head of this bolt is filled with sloshing sea water. Designed for sinking ships in naval combat, this bolt does damage as normal …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Elemental","Planar","Monster"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Magical Siege Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3869","name":"Flooding Bolt","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3869"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":15000,"trait":["Consumable","Magical"],"id":"equipment-3870","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Gravitational Flux Source Battlecry! pg. 133 Price 150 gp Ammunition large stone sphere (heavy bombard) --- Small unattended objects tend to levitate slightly around this star-flecked onyx sphere. When Launched, gravity in the area of the burst is briefly inverted. Creatures in the burst must attempt a DC 25 Fortitude save with the following results. Critical Success The creature is unaffected. Success The creature is off-guard for 1 round. Failure The creature is affected by the changing gravity, causing it to be propelled 20 feet straight up. Gravity then immediately returns to normal, potentially causing the creature to fall back to the ground according to the normal falling rules. Critical Failure As failure, but the changing gravity is stronger, increasing the distance it falls up to 40 feet.\n","ammunition":"large stone sphere (<%SIEGE.WEAPONS%17%%>heavy bombard<%END>)","skill_mod":{},"summary":"Small unattended objects tend to levitate slightly around this star-flecked onyx sphere. When Launched, gravity in the area of the burst is briefly …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Magical Siege Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3870","name":"Gravitational Flux","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3870"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":5000,"trait":["Consumable","Magical"],"id":"equipment-3871","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Gruesome Bolt Source Battlecry! pg. 133 Price 50 gp Ammunition ballista bolt (ballista) --- This sickly green ammunition emits an eerie wail as it flies through the air. When a gruesome bolt impacts its target, it embeds a seed of fear in nearby creatures. All creatures within 10 feet of the target are subject to the effects of a 3rd-rank fear spell (DC 19). Craft Requirements Supply one casting of fear (3rd rank).\n","ammunition":"ballista bolt (<%SIEGE.WEAPONS%2%%>ballista<%END>)","skill_mod":{},"summary":"This sickly green ammunition emits an eerie wail as it flies through the air. When a gruesome bolt impacts its target, it embeds a seed of fear in …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Magical Siege Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3871","name":"Gruesome Bolt","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3871"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":20000,"trait":["Consumable","Magical"],"id":"equipment-3872","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Infesting Shot Source Battlecry! pg. 133 Price 200 gp Ammunition stones (trebuchet) --- This stone is riddled with holes and cracks large enough to allow insects or other small vermin to pass through. After it’s Launched, two army ant swarms crawl out of the stone into spaces adjacent to the stone. The swarms are agitated and attack the closest non-ant creatures.\n","ammunition":"stones (<%SIEGE.WEAPONS%9%%>trebuchet<%END>)","skill_mod":{},"summary":"This stone is riddled with holes and cracks large enough to allow insects or other small vermin to pass through. After it’s Launched, two army ant …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Magical Siege Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3872","name":"Infesting Shot","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3872"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":7000,"trait":["Consumable","Magical"],"id":"equipment-3873","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Miring Round Source Battlecry! pg. 133 Price 70 gp Ammunition mortar round (mortar) Activate Single Action (manipulate) --- This ammunition is made of thick glass filled with gray, murky water. When a miring round impacts the ground, it shatters, the murky water soaking into the ground in the normal blast area for the weapon and turning it into soft mud regardless of its normal composition. The area becomes difficult terrain for one minute. Any siege weapons or other heavy objects, as determined by the GM, sink into the mire. Siege weapons that sink in are difficult to operate, requiring 1 additional action to Aim for as long as they remain in the mud. After 1 minute, the mud dries up and the ground returns to its normal composition. Any creatures or objects in the mud are returned to the surface.\n","ammunition":"mortar round (<%SIEGE.WEAPONS%19%%>mortar<%END>)","skill_mod":{},"summary":"This ammunition is made of thick glass filled with gray, murky water. When a miring round impacts the ground, it shatters, the murky water soaking …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Siege Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3873","name":"Miring Round","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3873"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":9000,"trait":["Consumable","Magical"],"id":"equipment-3874","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Planar Shot Source Battlecry! pg. 133 Price 90 gp Ammunition cannonball (cannon) Activate Single Action (manipulate) --- Within each planar shot is a small gem magically linked to one of the following elemental planes: air (electricity), earth (acid), fire (fire), metal (electricity), water (cold), or wood (vitality), chosen when the shot is crafted. This gem shatters upon impact, dealing an additional 1d10 damage of the corresponding type. Any creature that critically fails its Reflex save also takes 1d10 persistent damage of the same type.\n","ammunition":"cannonball (<%SIEGE.WEAPONS%13%%>cannon<%END>)","skill_mod":{},"summary":"Within each planar shot is a small gem magically linked to one of the following elemental planes: air ( electricity ), earth ( acid ), fire ( fire ), …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Magical Siege Ammunition","resistance":{},"url":"/Equipment.aspx?ID=3874","name":"Planar Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3874"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2000,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3875","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Analysis Eye Source Battlecry! pg. 134 Price 20 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This metal disk is engraved with an image of an open eye, which always seems to look directly at the creature viewing it no matter what angle it’s seen from. The first time you succeed at a Strike against a given creature with a weapon under the effect of an analysis eye , as a free action, you learn one weakness or resistance of that creature; if the creature has multiple weaknesses or resistances, the GM selects which one you learn.\n","skill_mod":{},"summary":"This metal disk is engraved with an image of an open eye, which always seems to look directly at the creature viewing it no matter what angle it’s …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3875","name":"Analysis Eye","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3875"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":30000,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3876","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Blade Phantom's Guide Source Battlecry! pg. 134 Price 300 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A blade phantom’s guide is a metal rectangle, often on a chain, etched with an image of a warrior in a fighting stance. When you apply a blade phantom’s guide to a weapon, it summons a spiritual fragment of a warrior who was adept with that weapon. For 1 minute, you treat your proficiency with that weapon as equal to your highest weapon proficiency. This effect cannot affect a weapon whose level is higher than the blade phantom’s guide (11th).\n","skill_mod":{},"summary":"A blade phantom’s guide is a metal rectangle, often on a chain, etched with an image of a warrior in a fighting stance. When you apply a blade …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3876","name":"Blade Phantom's Guide","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3876"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":3000,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3877","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Chivalric Emblem Source Battlecry! pg. 134 Price 30 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Originally created by Taldan cavaliers acting as knights errant, chivalric emblems have since spread across the Inner Sea region and beyond. A chivalric emblem is crafted in the form of a small iron shield, embossed with heraldic insignia. These whetstones call protective spirits into a weapon; the effects last for 1 hour. While wielding a weapon under the effect of a chivalric emblem , if you witness an ally being reduced to 0 Hit Points or taking damage from a critical Strike, you gain a +1 circumstance bonus to attack rolls and damage with that weapon against the creature that damaged that ally for the remainder of the chivalric emblem’s duration.\n","skill_mod":{},"summary":"Originally created by Taldan cavaliers acting as knights errant, chivalric emblems have since spread across the Inner Sea region and beyond. A …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3877","name":"Chivalric Emblem","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3877"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":7000,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3878","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Chroma Kaleidoscope Source Battlecry! pg. 134 Price 70 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- These iron rings filled with kaleidoscopic glass are popular among Shelynites. A chroma kaleidoscope’s effects last for 1 hour. When you critically Strike a creature with a weapon under the effects of a chroma kaleidoscope , a blast of color from the weapon forces them to attempt a Will saving throw against your class DC or spell DC, whichever is higher, with the following effects. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round and dazzled for 1 round after the blindness ends. Critical Failure The creature is stunned 1 and blinded for 1 round, and dazzled for 1 round after the blindness ends.\n","skill_mod":{},"summary":"These iron rings filled with kaleidoscopic glass are popular among Shelynites . A chroma kaleidoscope’s effects last for 1 hour. When you …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3878","name":"Chroma Kaleidoscope","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3878"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":90000,"trait":["Consumable","Magical","Uncommon","Whetstone"],"id":"equipment-3879","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Dimensional Cleavestone Source Battlecry! pg. 134 Price 900 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- The edges of this irregular hunk of obsidian seem to shimmer. While wielding a weapon under the effect of a dimensional cleavestone , you gain the Tear Rift action for 1 minute. Tear Rift Two Actions (magical, manipulate, teleportation) You carve a rent in space in an adjacent square, choosing another square within 30 feet to connect with your rift. A visible slash appears in both locations, displaying the view from the other side. Until the end of your next turn, these two squares are treated as adjacent to each other; for example, creatures could Stride or be Shoved through the rifts to their other side, and a creature adjacent to one rift can Strike a creature adjacent to the other. When Tearing a Rift, you can choose to Step through the rift as part of the activity. The rifts don’t automatically pull creatures or objects through, as they take up only a small amount of space within the square, and a creature sharing a space with a rift is unaffected except for determining adjacency. You can have only one rift active at a time.\n","skill_mod":{},"summary":"The edges of this irregular hunk of obsidian seem to shimmer. While wielding a weapon under the effect of a dimensional cleavestone , you gain the …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3879","name":"Dimensional Cleavestone","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3879"},{"item_child_id":["equipment-3880-3612","equipment-3880-3613"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3880","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Ethereal Crescent Source Battlecry! pg. 135 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This crescent-shaped shard of iridescent metal is strangely translucent, fading to a blurry outline when examined for too long. A weapon under the effects of an ethereal crescent becomes a ghost touch weapon for 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ethereal Crescent Source Battlecry! pg. 135 Price 58 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Greater Ethereal Crescent Source Battlecry! pg. 135 Price 320 gp --- A weapon under the effects of a greater ethereal crescent gains the effects of an astral rune for 1 minute. This does not count against the weapon’s normal maximum number of runes.","skill_mod":{},"summary":"This crescent-shaped shard of iridescent metal is strangely translucent, fading to a blurry outline when examined for too long. A weapon under the …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3880","name":"Ethereal Crescent","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3880"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3880","weakness":{},"price":5800,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3880-3612","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Ethereal Crescent Source Battlecry! pg. 135 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This crescent-shaped shard of iridescent metal is strangely translucent, fading to a blurry outline when examined for too long. A weapon under the effects of an ethereal crescent becomes a ghost touch weapon for 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ethereal Crescent Source Battlecry! pg. 135 Price 58 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Greater Ethereal Crescent Source Battlecry! pg. 135 Price 320 gp --- A weapon under the effects of a greater ethereal crescent gains the effects of an astral rune for 1 minute. This does not count against the weapon’s normal maximum number of runes.","skill_mod":{},"summary":"This crescent-shaped shard of iridescent metal is strangely translucent, fading to a blurry outline when examined for too long. A weapon under the …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3880","name":"Ethereal Crescent","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3880-3612"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3880","weakness":{},"price":32000,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3880-3613","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Ethereal Crescent Source Battlecry! pg. 135 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This crescent-shaped shard of iridescent metal is strangely translucent, fading to a blurry outline when examined for too long. A weapon under the effects of an ethereal crescent becomes a ghost touch weapon for 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ethereal Crescent Source Battlecry! pg. 135 Price 58 gp <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Greater Ethereal Crescent Source Battlecry! pg. 135 Price 320 gp --- A weapon under the effects of a greater ethereal crescent gains the effects of an astral rune for 1 minute. This does not count against the weapon’s normal maximum number of runes.","skill_mod":{},"summary":"A weapon under the effects of a greater ethereal crescent gains the effects of an astral rune for 1 minute. This does not count against the …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3880","name":"Greater Ethereal Crescent","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3880-3613"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2000,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3881","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Featherlight Fletching Source Battlecry! pg. 135 Price 20 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Elven archers were the first to create the featherlight fletching , meant for long-range battles, though artisans of many other ancestries have now learned the art of crafting these whetstones. A featherlight fletching is a feather-shaped trinket crafted of spun silver filigree and aids projectiles in flying true, even over great distances. A ranged weapon under the effects of a featherlight fletching doubles its range increment for 1 minute.\n","skill_mod":{},"summary":"Elven archers were the first to create the featherlight fletching , meant for long-range battles, though artisans of many other ancestries have now …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3881","name":"Featherlight Fletching","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3881"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":20000,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3882","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Foe-Sensing Rod Source Battlecry! pg. 135 Price 200 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Imbued with a spirit fragment that continually surveys the world around it, this crystalline bar is roughened to form a file at one end. When you apply the foe-sensing rod to a weapon, choose aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, giant, monitor, ooze, undead, or both fungus and plant. The spirit fragment is transferred into your weapon for 1 hour, keeping watch for creatures with the chosen trait or traits. The affected weapon vibrates slightly if such a creature is within 60 feet of you, unless the creature is disguised or hidden and has a Deception or Stealth DC of 26 or higher.\n","skill_mod":{},"summary":"Imbued with a spirit fragment that continually surveys the world around it, this crystalline bar is roughened to form a file at one end. When you …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3882","name":"Foe-Sensing Rod","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3882"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":90000,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3883","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Frenzied Quintessence Source Battlecry! pg. 135 Price 900 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Contained within this small iron-bound glass sphere is a raging whirlwind of colors, each fighting for prominence. After a successful Strike with a weapon enhanced by frenzied quintessence , you are quickened for 1 round. You can use the additional action only to Stride toward a foe or Strike.\n","skill_mod":{},"summary":"Contained within this small iron-bound glass sphere is a raging whirlwind of colors, each fighting for prominence. After a successful Strike with a …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3883","name":"Frenzied Quintessence","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3883"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":700,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3884","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Hand of Mercy Source Battlecry! pg. 135 Price 7 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Shaped like an open-palmed hand, this small sculpture of smooth sandstone seems to blunt a weapon when applied rather than sharpen it. For 1 minute, a weapon to which a hand of mercy is applied gains the nonlethal trait and can’t be used to make lethal attacks. Any persistent damage the weapon would deal is negated.\n","skill_mod":{},"summary":"Shaped like an open-palmed hand, this small sculpture of smooth sandstone seems to blunt a weapon when applied rather than sharpen it. For 1 minute, …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3884","name":"Hand of Mercy","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3884"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":500000,"trait":["Consumable","Magical","Uncommon","Whetstone"],"id":"equipment-3885","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Key of Unwinding Source Battlecry! pg. 135 Price 5,000 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A key of unwinding is a narrow brass clock hand, its pointed end fashioned into the shape of a key. When applied to a weapon, a key of unwinding forms a direct link to the Dimension of Time, allowing you to draw on a fragment of temporal power. For 1 minute, you gain the Rewrite Time reaction while wielding the attuned weapon. Rewrite Time Reaction (magical, occult) Trigger You or an ally within your weapon’s reach or range increment would be hit by a Strike or a spell attack roll; Effect Attempt a Strike with the affected weapon against the triggering enemy. On a success, you deal no damage, but you negate the triggering attack or spell. Actions and spell slots used to attempt this attack are lost, and the triggering creature’s multiple attack penalty increases as normal, as the results of the action are siphoned into the Dimension of Time. Any creature attempting to use Rewrite Time more than once per combat becomes slowed 1 for 1 round after each subsequent use, as their own time begins to leech away.\n","skill_mod":{},"summary":"A key of unwinding is a narrow brass clock hand, its pointed end fashioned into the shape of a key. When applied to a weapon, a key of unwinding …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3885","name":"Key of Unwinding","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-3885"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":40000,"trait":["Consumable","Healing","Magical","Whetstone"],"id":"equipment-3886","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Leeching Fangs Source Battlecry! pg. 135 Price 400 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A set of leeching fangs is a metal sculpture in the form of a fanged maw, and when applied to a weapon, it causes the weapon or its ammunition to grow numerous mouths filled with serrated teeth. Leeching fangs establish a metaphysical link between the life force of the wielder of the weapon it’s applied to and those it damages. Whenever you deal Hit Point damage to a living creature with a weapon under the effect of leeching fangs , you heal yourself half the amount of Hit Point damage dealt. This cannot heal you above your maximum number of Hit Points.\n","skill_mod":{},"summary":"A set of leeching fangs is a metal sculpture in the form of a fanged maw, and when applied to a weapon, it causes the weapon or its ammunition to …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3886","name":"Leeching Fangs","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3886"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2000,"trait":["Consumable","Light","Magical","Whetstone"],"id":"equipment-3887","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Limning Gem Source Battlecry! pg. 136 Price 20 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This luminescent white gem glows from within, and a weapon it’s applied to gains its inner radiance, shedding dim light in a 10-foot radius. Successful Strikes with a weapon affected by a limning gem outline the target in a bright white light; if the target was invisible, it becomes concealed instead. This light lasts until the end of your next turn or for the remainder of the limning gem’s duration on a critical hit.\n","skill_mod":{},"summary":"This luminescent white gem glows from within, and a weapon it’s applied to gains its inner radiance, shedding dim light in a 10-foot radius. …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3887","name":"Limning Gem","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3887"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2000,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3888","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Mighty Counterweight Source Battlecry! pg. 136 Price 20 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This thick lead disk is etched with geometric patterns, and a weapon it’s applied to grows unusually heavy. When you attack with a weapon under the effects of a mighty counterweight , you deal an amount of additional bludgeoning damage equal to the number of weapon damage dice.\n","skill_mod":{},"summary":"This thick lead disk is etched with geometric patterns, and a weapon it’s applied to grows unusually heavy. When you attack with a weapon under the …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3888","name":"Mighty Counterweight","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3888"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1200,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3889","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Morph Jewel Source Battlecry! pg. 136 Price 12 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Constructed of an oddly flexible material, this golden jewel holds whatever shape it’s twisted into. Choose bludgeoning, piercing, or slashing when you apply a morph jewel to a weapon. The weapon’s damage becomes that type for 1 minute.\n","skill_mod":{},"summary":"Constructed of an oddly flexible material, this golden jewel holds whatever shape it’s twisted into. Choose bludgeoning, piercing, or slashing when …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3889","name":"Morph Jewel","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3889"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":200000,"trait":["Consumable","Magical","Spirit","Whetstone"],"id":"equipment-3890","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Penultimate Heartbeat Source Battlecry! pg. 136 Price 2,000 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This small hunk of slightly rusted iron gives off a faint reddish glow that occasionally pulses when touched. Tales of penultimate heartbeats say that the metal attracts a creature’s spirit at the moment of death and channels it outward for a grisly display. Once applied to a weapon, a penultimate heartbeat’s effects last for 1 hour. When you reduce a living creature to 0 Hit Points with a weapon under the effect of a penultimate heartbeat , it doesn’t perish immediately (though is visibly on the brink of death). You can Reposition the creature up to 10 feet as a free action, after which it dies in a dramatic fashion appropriate to the injury that killed it. Foes in a 30-foot cone you direct originating from the creature’s final position are sprayed with gore, taking 9d10 spirit damage from the release of the creature’s soul. An affected target attempts a Will save against your class DC or spell DC, whichever is higher. This effect has the emotion, fear, and mental traits. Critical Success The creature is unaffected. Success The creature takes half damage and is frightened 1 from the shock. Failure The creature takes full damage and is frightened 2. For the remainder of the penultimate heartbeat’s duration, the creature can’t reduce the value of the frightened condition below 1 if it ends its turn where it can see you. Critical Failure The creature takes double damage and is frightened 3. For the remainder of the penultimate heartbeat’s duration, the creature can’t reduce the value of the frightened condition below 2 if it ends its turn where it can see you.\n","skill_mod":{},"summary":"This small hunk of slightly rusted iron gives off a faint reddish glow that occasionally pulses when touched. Tales of penultimate heartbeats say …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Creature Type"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3890","name":"Penultimate Heartbeat","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3890"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":190000,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3891","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Phasing Trine Source Battlecry! pg. 136 Price 1,900 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A phasing trine is a metallic triangle embedded with a clear crystal designed in the shape of a bow and nocked arrow. Strikes made with a ranged weapon under the effect of a phasing trine against a target who is observed by or hidden to you (but not undetected) pass through any non-magical barriers or walls in their way, though magical barriers stop the ammunition. These Strikes ignore all cover and circumstance bonuses to AC from shields. The Strike’s damage can’t be reduced with a Shield Block reaction using a non-magical shield.\n","skill_mod":{},"summary":"A phasing trine is a metallic triangle embedded with a clear crystal designed in the shape of a bow and nocked arrow. Strikes made with a ranged …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3891","name":"Phasing Trine","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3891"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":4400,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3892","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Pinpoint Arrowhead Source Battlecry! pg. 136 Price 44 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This metal arrowhead is sharp at the tip but never draws the blood of its user. When you attempt a ranged Strike with a weapon under the effect of a pinpoint arrowhead , you treat any cover the target has as one degree less (for example, treat standard cover as lesser cover, and lesser cover as no cover).\n","skill_mod":{},"summary":"This metal arrowhead is sharp at the tip but never draws the blood of its user. When you attempt a ranged Strike with a weapon under the effect of a …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3892","name":"Pinpoint Arrowhead","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3892"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2700,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3893","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Reactive Flash Source Battlecry! pg. 137 Price 27 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- These whetstones are miniature stone replicas of weapons, such as a sword or an axe, though their function is the same regardless of their shape. When you attempt a Strike as a reaction (such as with a Readied action or the Reactive Strike reaction) using a weapon under the effect of a reactive flash, the target must first succeed at a DC 19 Reflex save or be off-guard against the attack.\n","skill_mod":{},"summary":"These whetstones are miniature stone replicas of weapons, such as a sword or an axe, though their function is the same regardless of their shape. …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3893","name":"Reactive Flash","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3893"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":4000,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3894","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Slayer's Stone Source Battlecry! pg. 137 Price 40 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This dull red stone is shot through with glittering veins of black and silver. When you apply a slayer’s stone to your weapon, choose aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, giant, monitor, ooze, or both fungus and plant. A weapon under the effect of a slayer’s stone deals an additional 1d6 precision damage to the creatures with the chosen trait or traits for 1 minute. It’s up to the GM’s discretion whether this benefit applies against a creature disguised as a creature with the chosen trait or traits.\n","skill_mod":{},"summary":"This dull red stone is shot through with glittering veins of black and silver. When you apply a slayer’s stone to your weapon, choose aberration , …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3894","name":"Slayer's Stone","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3894"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":120000,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3895","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Spellslasher Source Battlecry! pg. 137 Price 1,200 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A spellslasher is made of faceted crystal, its edges sharp and oddly misaligned. When it’s applied to a weapon, it attunes the weapon to magical energies, allowing it to slice through spells as though they were physical threads. While your weapon is under the effect of a spellslasher , you gain the Spellslash reaction; you can use this reaction only with the affected weapon, and the spellslasher’s effects end as soon as you use Spellslash. Spellslash Reaction (magical, manipulate) Trigger You are the only target of a spell; Effect You swing or shoot your weapon to intercept the magic, attempting to counteract the spell. Your counteract rank is equal to half your level (rounded up), and your counteract check modifier is equal to your attack modifier with the affected weapon.\n","skill_mod":{},"summary":"A spellslasher is made of faceted crystal, its edges sharp and oddly misaligned. When it’s applied to a weapon, it attunes the weapon to magical …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3895","name":"Spellslasher","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3895"},{"item_child_id":["equipment-3896-3614","equipment-3896-3615"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3896","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Toothy Knife Source Battlecry! pg. 137 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This jagged bit of metal is pitted and worn but wickedly sharp. The DC of the flat check to end persistent bleed damage dealt by a weapon under the effects of a toothy knife is 17 (or 12 with appropriate assistance). This bleeding still typically ends on its own after 1 minute, as normal. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Toothy Knife Source Battlecry! pg. 137 Price 25 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Greater Toothy Knife Source Battlecry! pg. 137 Price 1,100 gp --- The DC of the flat check to end persistent bleed damage dealt by the affected weapon is 19 (or 14 with appropriate assistance).","skill_mod":{},"summary":"This jagged bit of metal is pitted and worn but wickedly sharp. The DC of the flat check to end persistent bleed damage dealt by a weapon under the …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3896","name":"Toothy Knife","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3896"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3896","weakness":{},"price":2500,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3896-3614","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Toothy Knife Source Battlecry! pg. 137 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This jagged bit of metal is pitted and worn but wickedly sharp. The DC of the flat check to end persistent bleed damage dealt by a weapon under the effects of a toothy knife is 17 (or 12 with appropriate assistance). This bleeding still typically ends on its own after 1 minute, as normal. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Toothy Knife Source Battlecry! pg. 137 Price 25 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Greater Toothy Knife Source Battlecry! pg. 137 Price 1,100 gp --- The DC of the flat check to end persistent bleed damage dealt by the affected weapon is 19 (or 14 with appropriate assistance).","skill_mod":{},"summary":"This jagged bit of metal is pitted and worn but wickedly sharp. The DC of the flat check to end persistent bleed damage dealt by a weapon under the …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3896","name":"Toothy Knife","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3896-3614"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3896","weakness":{},"price":110000,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3896-3615","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Toothy Knife Source Battlecry! pg. 137 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This jagged bit of metal is pitted and worn but wickedly sharp. The DC of the flat check to end persistent bleed damage dealt by a weapon under the effects of a toothy knife is 17 (or 12 with appropriate assistance). This bleeding still typically ends on its own after 1 minute, as normal. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Toothy Knife Source Battlecry! pg. 137 Price 25 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Greater Toothy Knife Source Battlecry! pg. 137 Price 1,100 gp --- The DC of the flat check to end persistent bleed damage dealt by the affected weapon is 19 (or 14 with appropriate assistance).","skill_mod":{},"summary":"The DC of the flat check to end persistent bleed damage dealt by the affected weapon is 19 (or 14 with appropriate assistance).","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3896","name":"Greater Toothy Knife","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3896-3615"},{"item_child_id":["equipment-3897-3616","equipment-3897-3617","equipment-3897-3618"],"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3897","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Transmuting Ingot Source Battlecry! pg. 137 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A miniature ingot of metal hangs upon a leather cord, with deep weapon grooves on its surface. A weapon it’s applied to counts as a particular precious material for physical damage it deals for 1 minute, depending on its type. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Silver Transmuting Ingot Source Battlecry! pg. 137 Price 3 gp <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cold Iron Transmuting Ingot Source Battlecry! pg. 137 Price 4 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Adamantine Transmuting Ingot Source Battlecry! pg. 137 Price 154 gp ","skill_mod":{},"summary":"A miniature ingot of metal hangs upon a leather cord, with deep weapon grooves on its surface. A weapon it’s applied to counts as a particular …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3897","name":"Transmuting Ingot","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3897"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3897","weakness":{},"price":300,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3897-3616","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Transmuting Ingot Source Battlecry! pg. 137 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A miniature ingot of metal hangs upon a leather cord, with deep weapon grooves on its surface. A weapon it’s applied to counts as a particular precious material for physical damage it deals for 1 minute, depending on its type. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Silver Transmuting Ingot Source Battlecry! pg. 137 Price 3 gp <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cold Iron Transmuting Ingot Source Battlecry! pg. 137 Price 4 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Adamantine Transmuting Ingot Source Battlecry! pg. 137 Price 154 gp ","skill_mod":{},"summary":"A miniature ingot of metal hangs upon a leather cord, with deep weapon grooves on its surface. A weapon it’s applied to counts as a particular …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3897","name":"Silver Transmuting Ingot","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3897-3616"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3897","weakness":{},"price":400,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3897-3617","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Transmuting Ingot Source Battlecry! pg. 137 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A miniature ingot of metal hangs upon a leather cord, with deep weapon grooves on its surface. A weapon it’s applied to counts as a particular precious material for physical damage it deals for 1 minute, depending on its type. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Silver Transmuting Ingot Source Battlecry! pg. 137 Price 3 gp <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cold Iron Transmuting Ingot Source Battlecry! pg. 137 Price 4 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Adamantine Transmuting Ingot Source Battlecry! pg. 137 Price 154 gp ","skill_mod":{},"summary":"A miniature ingot of metal hangs upon a leather cord, with deep weapon grooves on its surface. A weapon it’s applied to counts as a particular …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3897","name":"Cold Iron Transmuting Ingot","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3897-3617"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3897","weakness":{},"price":15400,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3897-3618","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Transmuting Ingot Source Battlecry! pg. 137 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A miniature ingot of metal hangs upon a leather cord, with deep weapon grooves on its surface. A weapon it’s applied to counts as a particular precious material for physical damage it deals for 1 minute, depending on its type. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Silver Transmuting Ingot Source Battlecry! pg. 137 Price 3 gp <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cold Iron Transmuting Ingot Source Battlecry! pg. 137 Price 4 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Adamantine Transmuting Ingot Source Battlecry! pg. 137 Price 154 gp ","skill_mod":{},"summary":"A miniature ingot of metal hangs upon a leather cord, with deep weapon grooves on its surface. A weapon it’s applied to counts as a particular …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3897","name":"Adamantine Transmuting Ingot","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3897-3618"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":9000,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3898","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Valorous Coin Source Battlecry! pg. 137 Price 90 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Valorous coins are metal disks emblazoned with two crossed swords, with inscriptions exhorting bravery and optimism. The effects of a valorous coin last for 1 hour. During that time, if you’re reduced below a quarter of your Hit Points while wielding the affected weapon, it empowers you with determination and resolve to finish the fight. You gain temporary Hit Points equal to your level that last for 1 minute, and you gain a +1 circumstance bonus to Strikes and damage rolls with the affected weapon for 1 minute. Once this minute ends, so do all effects and the remaining duration of the valorous coin , and you’re fatigued until you’re healed to your maximum Hit Points.\n","skill_mod":{},"summary":" Valorous coins are metal disks emblazoned with two crossed swords, with inscriptions exhorting bravery and optimism. The effects of a valorous …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3898","name":"Valorous Coin","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3898"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":10100,"trait":["Consumable","Magical","Whetstone"],"id":"equipment-3901","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Windstep Sheath Source Battlecry! pg. 137 Price 101 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Carved of ash wood and decorated with images of clouds and gusting winds, a windstep sheath is a small icon shaped like a weapon sheath or quiver. This whetstone is favored by duelists who like to take their foe by surprise. When you use the Quick Draw feat with a weapon under the effect of a windstep sheath , you can also Step as part of that action, either immediately before or after your Strike.\n","skill_mod":{},"summary":"Carved of ash wood and decorated with images of clouds and gusting winds, a windstep sheath is a small icon shaped like a weapon sheath or quiver. …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Whetstones","resistance":{},"url":"/Equipment.aspx?ID=3901","name":"Windstep Sheath","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-3901"},{"skill_mod":{},"summary":"This magical banner has glittery, arcane threads crosswoven into the fabric, causing it to reflect light in little sparkles. While holding an arcane …","item_child_id":["equipment-3902-3619","equipment-3902-3620"],"primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":10,"usage":"affixed or held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Banners","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3902","weakness":{},"name":"Arcane Standard","trait":["Aura","Magical","Uncommon"],"id":"equipment-3902","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Arcane Standard Source Battlecry! pg. 138 PFS Note If a PC uses an arcane standard’s Magical Weakness ability against a creature which has taken more than one type of energy damage, the player chooses which energy type the creature gains weakness to. Usage affixed or held in 1 hand Bulk L --- This magical banner has glittery, arcane threads crosswoven into the fabric, causing it to reflect light in little sparkles. While holding an arcane standard , you can use the following ability. Activate—Magical Weakness Single Action (concentrate) Frequency once per turn; Effect The magic of the banner causes energy to linger, tearing away at its target, leaving them vulnerable to more. One creature within the banner’s aura that has taken acid, cold, electricity, fire, or sonic damage this turn gains weakness 5 to that damage type for 1 round. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Arcane Standard Source Battlecry! pg. 138 Price 960 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Greater Arcane Standard Source Battlecry! pg. 138 Price 69,000 gp --- The weakness inflicted by Magical Weakness increases to 10.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3902"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3902","weakness":{},"price":96000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3902-3619","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Arcane Standard Source Battlecry! pg. 138 PFS Note If a PC uses an arcane standard’s Magical Weakness ability against a creature which has taken more than one type of energy damage, the player chooses which energy type the creature gains weakness to. Usage affixed or held in 1 hand Bulk L --- This magical banner has glittery, arcane threads crosswoven into the fabric, causing it to reflect light in little sparkles. While holding an arcane standard , you can use the following ability. Activate—Magical Weakness Single Action (concentrate) Frequency once per turn; Effect The magic of the banner causes energy to linger, tearing away at its target, leaving them vulnerable to more. One creature within the banner’s aura that has taken acid, cold, electricity, fire, or sonic damage this turn gains weakness 5 to that damage type for 1 round. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Arcane Standard Source Battlecry! pg. 138 Price 960 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Greater Arcane Standard Source Battlecry! pg. 138 Price 69,000 gp --- The weakness inflicted by Magical Weakness increases to 10.","skill_mod":{},"summary":"This magical banner has glittery, arcane threads crosswoven into the fabric, causing it to reflect light in little sparkles. While holding an arcane …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3902","name":"Arcane Standard","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3902-3619"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3902","weakness":{},"price":6900000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3902-3620","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Arcane Standard Source Battlecry! pg. 138 PFS Note If a PC uses an arcane standard’s Magical Weakness ability against a creature which has taken more than one type of energy damage, the player chooses which energy type the creature gains weakness to. Usage affixed or held in 1 hand Bulk L --- This magical banner has glittery, arcane threads crosswoven into the fabric, causing it to reflect light in little sparkles. While holding an arcane standard , you can use the following ability. Activate—Magical Weakness Single Action (concentrate) Frequency once per turn; Effect The magic of the banner causes energy to linger, tearing away at its target, leaving them vulnerable to more. One creature within the banner’s aura that has taken acid, cold, electricity, fire, or sonic damage this turn gains weakness 5 to that damage type for 1 round. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Arcane Standard Source Battlecry! pg. 138 Price 960 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Greater Arcane Standard Source Battlecry! pg. 138 Price 69,000 gp --- The weakness inflicted by Magical Weakness increases to 10.","skill_mod":{},"summary":"The weakness inflicted by Magical Weakness increases to 10.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3902","name":"Greater Arcane Standard","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3902-3620"},{"skill_mod":{},"summary":"The very fabric of this off-putting magical banner seems to be rotting with a slick, foul texture. Traditionally, these banners were created from the …","item_child_id":["equipment-3903-3621","equipment-3903-3622","equipment-3903-3623","equipment-3903-3624"],"primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":4,"usage":"affixed or held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Banners","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3903","weakness":{},"name":"Banner of Creeping Death","trait":["Aura","Magical","Uncommon"],"id":"equipment-3903","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Banner of Creeping Death Source Battlecry! pg. 138 Usage affixed or held in 1 hand Bulk L --- The very fabric of this off-putting magical banner seems to be rotting with a slick, foul texture. Traditionally, these banners were created from the uniforms of fallen enemy troops, but this is considered a cruel and dishonorable practice by many modern nations. While holding a banner of creeping death , you can use the following ability. Activate—Void’s Embrace Single Action (concentrate, void) Frequency once per minute; Effect A massive wave of void energy floods out from the banner in all directions. All living creatures within the banner’s aura take 1d4+1 void damage (DC 19 basic Fortitude save). <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Lesser Banner of Creeping Death Source Battlecry! pg. 138 Price 120 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moderate Banner of Creeping Death Source Battlecry! pg. 138 Price 750 gp --- The void damage increases to 2d4+2 and the save DC increases to 26. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Greater Banner of Creeping Death Source Battlecry! pg. 138 Price 4,500 gp --- The void damage increases to 4d4+4 and the save DC increases to 32. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Banner of Creeping Death Source Battlecry! pg. 138 Price 36,000 gp --- The void damage increases 8d4+8 and the save DC increases to 42.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3903"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3903","weakness":{},"price":12000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3903-3621","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Banner of Creeping Death Source Battlecry! pg. 138 Usage affixed or held in 1 hand Bulk L --- The very fabric of this off-putting magical banner seems to be rotting with a slick, foul texture. Traditionally, these banners were created from the uniforms of fallen enemy troops, but this is considered a cruel and dishonorable practice by many modern nations. While holding a banner of creeping death , you can use the following ability. Activate—Void’s Embrace Single Action (concentrate, void) Frequency once per minute; Effect A massive wave of void energy floods out from the banner in all directions. All living creatures within the banner’s aura take 1d4+1 void damage (DC 19 basic Fortitude save). <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Lesser Banner of Creeping Death Source Battlecry! pg. 138 Price 120 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moderate Banner of Creeping Death Source Battlecry! pg. 138 Price 750 gp --- The void damage increases to 2d4+2 and the save DC increases to 26. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Greater Banner of Creeping Death Source Battlecry! pg. 138 Price 4,500 gp --- The void damage increases to 4d4+4 and the save DC increases to 32. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Banner of Creeping Death Source Battlecry! pg. 138 Price 36,000 gp --- The void damage increases 8d4+8 and the save DC increases to 42.","skill_mod":{},"summary":"The very fabric of this off-putting magical banner seems to be rotting with a slick, foul texture. Traditionally, these banners were created from the …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3903","name":"Lesser Banner of Creeping Death","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3903-3621"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3903","weakness":{},"price":75000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3903-3622","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Banner of Creeping Death Source Battlecry! pg. 138 Usage affixed or held in 1 hand Bulk L --- The very fabric of this off-putting magical banner seems to be rotting with a slick, foul texture. Traditionally, these banners were created from the uniforms of fallen enemy troops, but this is considered a cruel and dishonorable practice by many modern nations. While holding a banner of creeping death , you can use the following ability. Activate—Void’s Embrace Single Action (concentrate, void) Frequency once per minute; Effect A massive wave of void energy floods out from the banner in all directions. All living creatures within the banner’s aura take 1d4+1 void damage (DC 19 basic Fortitude save). <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Lesser Banner of Creeping Death Source Battlecry! pg. 138 Price 120 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moderate Banner of Creeping Death Source Battlecry! pg. 138 Price 750 gp --- The void damage increases to 2d4+2 and the save DC increases to 26. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Greater Banner of Creeping Death Source Battlecry! pg. 138 Price 4,500 gp --- The void damage increases to 4d4+4 and the save DC increases to 32. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Banner of Creeping Death Source Battlecry! pg. 138 Price 36,000 gp --- The void damage increases 8d4+8 and the save DC increases to 42.","skill_mod":{},"summary":"The void damage increases to 2d4+2 and the save DC increases to 26.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3903","name":"Moderate Banner of Creeping Death","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3903-3622"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3903","weakness":{},"price":450000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3903-3623","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Banner of Creeping Death Source Battlecry! pg. 138 Usage affixed or held in 1 hand Bulk L --- The very fabric of this off-putting magical banner seems to be rotting with a slick, foul texture. Traditionally, these banners were created from the uniforms of fallen enemy troops, but this is considered a cruel and dishonorable practice by many modern nations. While holding a banner of creeping death , you can use the following ability. Activate—Void’s Embrace Single Action (concentrate, void) Frequency once per minute; Effect A massive wave of void energy floods out from the banner in all directions. All living creatures within the banner’s aura take 1d4+1 void damage (DC 19 basic Fortitude save). <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Lesser Banner of Creeping Death Source Battlecry! pg. 138 Price 120 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moderate Banner of Creeping Death Source Battlecry! pg. 138 Price 750 gp --- The void damage increases to 2d4+2 and the save DC increases to 26. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Greater Banner of Creeping Death Source Battlecry! pg. 138 Price 4,500 gp --- The void damage increases to 4d4+4 and the save DC increases to 32. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Banner of Creeping Death Source Battlecry! pg. 138 Price 36,000 gp --- The void damage increases 8d4+8 and the save DC increases to 42.","skill_mod":{},"summary":"The void damage increases to 4d4+4 and the save DC increases to 32.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3903","name":"Greater Banner of Creeping Death","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3903-3623"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3903","weakness":{},"price":3600000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3903-3624","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Banner of Creeping Death Source Battlecry! pg. 138 Usage affixed or held in 1 hand Bulk L --- The very fabric of this off-putting magical banner seems to be rotting with a slick, foul texture. Traditionally, these banners were created from the uniforms of fallen enemy troops, but this is considered a cruel and dishonorable practice by many modern nations. While holding a banner of creeping death , you can use the following ability. Activate—Void’s Embrace Single Action (concentrate, void) Frequency once per minute; Effect A massive wave of void energy floods out from the banner in all directions. All living creatures within the banner’s aura take 1d4+1 void damage (DC 19 basic Fortitude save). <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Lesser Banner of Creeping Death Source Battlecry! pg. 138 Price 120 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Moderate Banner of Creeping Death Source Battlecry! pg. 138 Price 750 gp --- The void damage increases to 2d4+2 and the save DC increases to 26. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Greater Banner of Creeping Death Source Battlecry! pg. 138 Price 4,500 gp --- The void damage increases to 4d4+4 and the save DC increases to 32. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Banner of Creeping Death Source Battlecry! pg. 138 Price 36,000 gp --- The void damage increases 8d4+8 and the save DC increases to 42.","skill_mod":{},"summary":"The void damage increases 8d4+8 and the save DC increases to 42.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3903","name":"Major Banner of Creeping Death","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3903-3624"},{"skill_mod":{},"summary":"This magical banner has an intricately embroidered pattern of shards and cracks across its surface, almost like a broken mirror. Though it always …","item_child_id":["equipment-3904-3625","equipment-3904-3626","equipment-3904-3627"],"primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":8,"usage":"affixed or held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Banners","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3904","weakness":{},"name":"Banner of Piercing Shards","trait":["Aura","Magical","Uncommon"],"id":"equipment-3904","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Banner of Piercing Shards Source Battlecry! pg. 138 Usage affixed or held in 1 hand Bulk L --- This magical banner has an intricately embroidered pattern of shards and cracks across its surface, almost like a broken mirror. Though it always feels dry to the touch, this banner from a distance gleams red as if slightly stained with the blood of your enemies. While holding a banner of piercing shards , you can use the following ability. Activate—Shards Seek Wounds Single Action (concentrate) Frequency once per minute; Effect Shards of sharpened glass violently shoot out from the magical banner into the newly opened wounds of a nearby enemy. The magical banner deals 1d4 persistent bleed damage to any enemy within the banner’s aura that has been dealt damage since the end of your last turn. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Banner of Piercing Shards Source Battlecry! pg. 138 Price 465 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Greater Banner of Piercing Shards Source Battlecry! pg. 138 Price 2,600 gp --- The persistent bleed damage increases to 2d4. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Major Banner of Piercing Shards Source Battlecry! pg. 138 Price 22,000 gp --- The persistent bleed damage increases to 3d4.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3904"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3904","weakness":{},"price":46500,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3904-3625","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Banner of Piercing Shards Source Battlecry! pg. 138 Usage affixed or held in 1 hand Bulk L --- This magical banner has an intricately embroidered pattern of shards and cracks across its surface, almost like a broken mirror. Though it always feels dry to the touch, this banner from a distance gleams red as if slightly stained with the blood of your enemies. While holding a banner of piercing shards , you can use the following ability. Activate—Shards Seek Wounds Single Action (concentrate) Frequency once per minute; Effect Shards of sharpened glass violently shoot out from the magical banner into the newly opened wounds of a nearby enemy. The magical banner deals 1d4 persistent bleed damage to any enemy within the banner’s aura that has been dealt damage since the end of your last turn. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Banner of Piercing Shards Source Battlecry! pg. 138 Price 465 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Greater Banner of Piercing Shards Source Battlecry! pg. 138 Price 2,600 gp --- The persistent bleed damage increases to 2d4. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Major Banner of Piercing Shards Source Battlecry! pg. 138 Price 22,000 gp --- The persistent bleed damage increases to 3d4.","skill_mod":{},"summary":"This magical banner has an intricately embroidered pattern of shards and cracks across its surface, almost like a broken mirror. Though it always …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3904","name":"Banner of Piercing Shards","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3904-3625"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3904","weakness":{},"price":260000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3904-3626","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Banner of Piercing Shards Source Battlecry! pg. 138 Usage affixed or held in 1 hand Bulk L --- This magical banner has an intricately embroidered pattern of shards and cracks across its surface, almost like a broken mirror. Though it always feels dry to the touch, this banner from a distance gleams red as if slightly stained with the blood of your enemies. While holding a banner of piercing shards , you can use the following ability. Activate—Shards Seek Wounds Single Action (concentrate) Frequency once per minute; Effect Shards of sharpened glass violently shoot out from the magical banner into the newly opened wounds of a nearby enemy. The magical banner deals 1d4 persistent bleed damage to any enemy within the banner’s aura that has been dealt damage since the end of your last turn. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Banner of Piercing Shards Source Battlecry! pg. 138 Price 465 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Greater Banner of Piercing Shards Source Battlecry! pg. 138 Price 2,600 gp --- The persistent bleed damage increases to 2d4. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Major Banner of Piercing Shards Source Battlecry! pg. 138 Price 22,000 gp --- The persistent bleed damage increases to 3d4.","skill_mod":{},"summary":"The persistent bleed damage increases to 2d4.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3904","name":"Greater Banner of Piercing Shards","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3904-3626"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3904","weakness":{},"price":2200000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3904-3627","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Banner of Piercing Shards Source Battlecry! pg. 138 Usage affixed or held in 1 hand Bulk L --- This magical banner has an intricately embroidered pattern of shards and cracks across its surface, almost like a broken mirror. Though it always feels dry to the touch, this banner from a distance gleams red as if slightly stained with the blood of your enemies. While holding a banner of piercing shards , you can use the following ability. Activate—Shards Seek Wounds Single Action (concentrate) Frequency once per minute; Effect Shards of sharpened glass violently shoot out from the magical banner into the newly opened wounds of a nearby enemy. The magical banner deals 1d4 persistent bleed damage to any enemy within the banner’s aura that has been dealt damage since the end of your last turn. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Banner of Piercing Shards Source Battlecry! pg. 138 Price 465 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Greater Banner of Piercing Shards Source Battlecry! pg. 138 Price 2,600 gp --- The persistent bleed damage increases to 2d4. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Major Banner of Piercing Shards Source Battlecry! pg. 138 Price 22,000 gp --- The persistent bleed damage increases to 3d4.","skill_mod":{},"summary":"The persistent bleed damage increases to 3d4.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3904","name":"Major Banner of Piercing Shards","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3904-3627"},{"item_child_id":["equipment-3905-3628","equipment-3905-3629","equipment-3905-3630"],"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"weakness":{},"legacy_id":["equipment-1564"],"trait":["Aura","Magical","Uncommon"],"id":"equipment-3905","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Banner of the Restful Source Battlecry! pg. 139 Usage affixed or held in 1 hand Bulk L --- This peach-colored magical banner offers the promise of a good watch and a comfortable sleep. You and allies within the banner’s aura gain a +1 item bonus to Perception DCs and protection from severe cold and heat. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Banner of the Restful Source Battlecry! pg. 139 Price 100 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Banner of the Restful Source Battlecry! pg. 139 Price 2,000 gp --- The item bonus increases to +2. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Banner of the Restful Source Battlecry! pg. 139 Price 36,000 gp --- The item bonus increases to +3.","skill_mod":{},"summary":"This peach-colored magical banner offers the promise of a good watch and a comfortable sleep. You and allies within the banner’s aura gain a +1 item …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3905","name":"Banner of the Restful","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3905"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3905","weakness":{},"price":10000,"legacy_id":["equipment-1564"],"trait":["Aura","Magical","Uncommon"],"id":"equipment-3905-3628","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Banner of the Restful Source Battlecry! pg. 139 Usage affixed or held in 1 hand Bulk L --- This peach-colored magical banner offers the promise of a good watch and a comfortable sleep. You and allies within the banner’s aura gain a +1 item bonus to Perception DCs and protection from severe cold and heat. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Banner of the Restful Source Battlecry! pg. 139 Price 100 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Banner of the Restful Source Battlecry! pg. 139 Price 2,000 gp --- The item bonus increases to +2. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Banner of the Restful Source Battlecry! pg. 139 Price 36,000 gp --- The item bonus increases to +3.","skill_mod":{},"summary":"This peach-colored magical banner offers the promise of a good watch and a comfortable sleep. You and allies within the banner’s aura gain a +1 item …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3905","name":"Banner of the Restful","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3905-3628"},{"legacy_name":["Banner of the Restful"],"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3905","weakness":{},"price":200000,"legacy_id":["equipment-1564"],"trait":["Aura","Magical","Uncommon"],"id":"equipment-3905-3629","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Banner of the Restful Source Battlecry! pg. 139 Usage affixed or held in 1 hand Bulk L --- This peach-colored magical banner offers the promise of a good watch and a comfortable sleep. You and allies within the banner’s aura gain a +1 item bonus to Perception DCs and protection from severe cold and heat. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Banner of the Restful Source Battlecry! pg. 139 Price 100 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Banner of the Restful Source Battlecry! pg. 139 Price 2,000 gp --- The item bonus increases to +2. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Banner of the Restful Source Battlecry! pg. 139 Price 36,000 gp --- The item bonus increases to +3.","skill_mod":{},"summary":"The item bonus increases to +2.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3905","name":"Greater Banner of the Restful","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3905-3629"},{"legacy_name":["Banner of the Restful"],"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3905","weakness":{},"price":3600000,"legacy_id":["equipment-1564"],"trait":["Aura","Magical","Uncommon"],"id":"equipment-3905-3630","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Banner of the Restful Source Battlecry! pg. 139 Usage affixed or held in 1 hand Bulk L --- This peach-colored magical banner offers the promise of a good watch and a comfortable sleep. You and allies within the banner’s aura gain a +1 item bonus to Perception DCs and protection from severe cold and heat. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Banner of the Restful Source Battlecry! pg. 139 Price 100 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Banner of the Restful Source Battlecry! pg. 139 Price 2,000 gp --- The item bonus increases to +2. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Banner of the Restful Source Battlecry! pg. 139 Price 36,000 gp --- The item bonus increases to +3.","skill_mod":{},"summary":"The item bonus increases to +3.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3905","name":"Major Banner of the Restful","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3905-3630"},{"skill_mod":{},"summary":"A single pale star shines bravely amid the dark cloth of this magical banner. The star can be seen even in the dead of night. While holding a banner …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":20,"usage":"affixed or held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Banners","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3906","weakness":{},"price":6000000,"name":"Banner of the Rising Star","trait":["Aura","Magical","Uncommon"],"id":"equipment-3906","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Banner of the Rising Star Source Battlecry! pg. 139 Price 60,000 gp Usage affixed or held in 1 hand Bulk L --- A single pale star shines bravely amid the dark cloth of this magical banner. The star can be seen even in the dead of night. While holding a banner of the rising star , you can use the following ability. Activate—Rise Up Single Action (concentrate, healing) Frequency once per minute; Effect The magical banner lifts your allies from the brink of death. An ally within the banner’s aura with the dying condition regains 30 Hit Points, does not increase their wounded condition, and can Stand as a free action. They become immune to Rise Up for 1 day.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3906"},{"skill_mod":{},"summary":"This magical banner lightens your feet and allows you to move adroitly. This banner is sometimes referred to as the marching flag. You and your …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":14,"usage":"affixed or held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Banners","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3907","weakness":{},"price":380000,"name":"Beacon of the Wilds","trait":["Aura","Magical","Uncommon"],"id":"equipment-3907","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Beacon of the Wilds Source Battlecry! pg. 139 Price 3,800 gp Usage affixed or held in 1 hand Bulk L --- This magical banner lightens your feet and allows you to move adroitly. This banner is sometimes referred to as the marching flag. You and your allies ignore difficult terrain within the banner’s aura.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3907"},{"item_child_id":["equipment-3908-3631","equipment-3908-3632","equipment-3908-3633"],"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"weakness":{},"trait":["Aura","Fire","Magical","Uncommon"],"id":"equipment-3908","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Blazing Banner Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- This magical banner shimmers in a fiery array of reds, oranges, and yellows. The rampant threads catch light in the wind and give the appearance of a blazing flame. Whenever you or an ally within the banner’s aura critically succeeds with a Strike, the Strike deals an additional 1d4 persistent fire damage. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Blazing Banner Source Battlecry! pg. 140 Price 100 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Blazing Banner Source Battlecry! pg. 140 Price 2,000 gp --- The additional persistent fire damage increases to 1d6. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Blazing Banner Source Battlecry! pg. 140 Price 36,000 gp --- The additional persistent fire damage increases to 1d8.","element":["Fire"],"skill_mod":{},"summary":"This magical banner shimmers in a fiery array of reds, oranges, and yellows. The rampant threads catch light in the wind and give the appearance of a …","primary_source":"Battlecry!","trait_group":["Mechanics","Energy","Elemental","Planar","Monster","Rarity"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3908","name":"Blazing Banner","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3908"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3908","weakness":{},"price":10000,"trait":["Aura","Fire","Magical","Uncommon"],"id":"equipment-3908-3631","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Blazing Banner Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- This magical banner shimmers in a fiery array of reds, oranges, and yellows. The rampant threads catch light in the wind and give the appearance of a blazing flame. Whenever you or an ally within the banner’s aura critically succeeds with a Strike, the Strike deals an additional 1d4 persistent fire damage. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Blazing Banner Source Battlecry! pg. 140 Price 100 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Blazing Banner Source Battlecry! pg. 140 Price 2,000 gp --- The additional persistent fire damage increases to 1d6. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Blazing Banner Source Battlecry! pg. 140 Price 36,000 gp --- The additional persistent fire damage increases to 1d8.","element":["Fire"],"skill_mod":{},"summary":"This magical banner shimmers in a fiery array of reds, oranges, and yellows. The rampant threads catch light in the wind and give the appearance of a …","primary_source":"Battlecry!","trait_group":["Mechanics","Energy","Elemental","Planar","Monster","Rarity"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3908","name":"Blazing Banner","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3908-3631"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3908","weakness":{},"price":200000,"trait":["Aura","Fire","Magical","Uncommon"],"id":"equipment-3908-3632","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Blazing Banner Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- This magical banner shimmers in a fiery array of reds, oranges, and yellows. The rampant threads catch light in the wind and give the appearance of a blazing flame. Whenever you or an ally within the banner’s aura critically succeeds with a Strike, the Strike deals an additional 1d4 persistent fire damage. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Blazing Banner Source Battlecry! pg. 140 Price 100 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Blazing Banner Source Battlecry! pg. 140 Price 2,000 gp --- The additional persistent fire damage increases to 1d6. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Blazing Banner Source Battlecry! pg. 140 Price 36,000 gp --- The additional persistent fire damage increases to 1d8.","element":["Fire"],"skill_mod":{},"summary":"The additional persistent fire damage increases to 1d6.","primary_source":"Battlecry!","trait_group":["Mechanics","Energy","Elemental","Planar","Monster","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3908","name":"Greater Blazing Banner","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3908-3632"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3908","weakness":{},"price":3600000,"trait":["Aura","Fire","Magical","Uncommon"],"id":"equipment-3908-3633","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Blazing Banner Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- This magical banner shimmers in a fiery array of reds, oranges, and yellows. The rampant threads catch light in the wind and give the appearance of a blazing flame. Whenever you or an ally within the banner’s aura critically succeeds with a Strike, the Strike deals an additional 1d4 persistent fire damage. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Blazing Banner Source Battlecry! pg. 140 Price 100 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Blazing Banner Source Battlecry! pg. 140 Price 2,000 gp --- The additional persistent fire damage increases to 1d6. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Blazing Banner Source Battlecry! pg. 140 Price 36,000 gp --- The additional persistent fire damage increases to 1d8.","element":["Fire"],"skill_mod":{},"summary":"The additional persistent fire damage increases to 1d8.","primary_source":"Battlecry!","trait_group":["Mechanics","Energy","Elemental","Planar","Monster","Rarity"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3908","name":"Major Blazing Banner","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3908-3633"},{"skill_mod":{},"summary":"The warm, caring light of the sun glows from the center of this magical banner, mirroring the dawn. This magical banner exudes bright light in the …","item_child_id":["equipment-3909-3634","equipment-3909-3635"],"primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":3,"usage":"affixed or held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Banners","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3909","weakness":{},"name":"Dawnfire Beacon","trait":["Aura","Light","Magical","Uncommon"],"id":"equipment-3909","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Dawnfire Beacon Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- The warm, caring light of the sun glows from the center of this magical banner, mirroring the dawn. This magical banner exudes bright light in the banner’s aura (and dim light in an area equal to twice the banner’s aura). This effect is suppressed when you aren’t holding the banner or wielding the weapon it is affixed to. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Dawnfire Beacon Source Battlecry! pg. 140 Price 45 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Major Dawnfire Beacon Source Battlecry! pg. 140 Price 2,600 gp --- This magical banner also grants a +1 status bonus to saving throws against unholy effects to all creatures within the banner’s aura.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3909"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3909","weakness":{},"price":4500,"trait":["Aura","Light","Magical","Uncommon"],"id":"equipment-3909-3634","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Dawnfire Beacon Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- The warm, caring light of the sun glows from the center of this magical banner, mirroring the dawn. This magical banner exudes bright light in the banner’s aura (and dim light in an area equal to twice the banner’s aura). This effect is suppressed when you aren’t holding the banner or wielding the weapon it is affixed to. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Dawnfire Beacon Source Battlecry! pg. 140 Price 45 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Major Dawnfire Beacon Source Battlecry! pg. 140 Price 2,600 gp --- This magical banner also grants a +1 status bonus to saving throws against unholy effects to all creatures within the banner’s aura.","skill_mod":{},"summary":"The warm, caring light of the sun glows from the center of this magical banner, mirroring the dawn. This magical banner exudes bright light in the …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3909","name":"Dawnfire Beacon","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3909-3634"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3909","weakness":{},"price":260000,"trait":["Aura","Light","Magical","Uncommon"],"id":"equipment-3909-3635","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Dawnfire Beacon Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- The warm, caring light of the sun glows from the center of this magical banner, mirroring the dawn. This magical banner exudes bright light in the banner’s aura (and dim light in an area equal to twice the banner’s aura). This effect is suppressed when you aren’t holding the banner or wielding the weapon it is affixed to. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Dawnfire Beacon Source Battlecry! pg. 140 Price 45 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Major Dawnfire Beacon Source Battlecry! pg. 140 Price 2,600 gp --- This magical banner also grants a +1 status bonus to saving throws against unholy effects to all creatures within the banner’s aura.","skill_mod":{},"summary":"This magical banner also grants a +1 status bonus to saving throws against unholy effects to all creatures within the banner’s aura.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3909","name":"Major Dawnfire Beacon","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3909-3635"},{"skill_mod":{},"summary":"This magical banner is off-white with a depiction of a stronghold that’s often colored in a striking blue. Those who stand under the banner are …","item_child_id":["equipment-3910-3636","equipment-3910-3637"],"primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":10,"usage":"affixed or held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Banners","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3910","weakness":{},"name":"Flag of the Stronghold","trait":["Aura","Magical","Uncommon"],"id":"equipment-3910","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Flag of the Stronghold Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- This magical banner is off-white with a depiction of a stronghold that’s often colored in a striking blue. Those who stand under the banner are prepared to face the weapons of war and defend their keep until the end. You and allies within the banner’s aura gain resistance 5 to damage from siege weapons. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Flag of the Stronghold Source Battlecry! pg. 140 Price 1,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Major Flag of the Stronghold Source Battlecry! pg. 140 Price 70,000 gp --- The resistance to damage from siege weapons increases to 10.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3910"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3910","weakness":{},"price":100000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3910-3636","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Flag of the Stronghold Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- This magical banner is off-white with a depiction of a stronghold that’s often colored in a striking blue. Those who stand under the banner are prepared to face the weapons of war and defend their keep until the end. You and allies within the banner’s aura gain resistance 5 to damage from siege weapons. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Flag of the Stronghold Source Battlecry! pg. 140 Price 1,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Major Flag of the Stronghold Source Battlecry! pg. 140 Price 70,000 gp --- The resistance to damage from siege weapons increases to 10.","skill_mod":{},"summary":"This magical banner is off-white with a depiction of a stronghold that’s often colored in a striking blue. Those who stand under the banner are …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3910","name":"Flag of the Stronghold","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3910-3636"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3910","weakness":{},"price":7000000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3910-3637","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Flag of the Stronghold Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- This magical banner is off-white with a depiction of a stronghold that’s often colored in a striking blue. Those who stand under the banner are prepared to face the weapons of war and defend their keep until the end. You and allies within the banner’s aura gain resistance 5 to damage from siege weapons. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Flag of the Stronghold Source Battlecry! pg. 140 Price 1,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Major Flag of the Stronghold Source Battlecry! pg. 140 Price 70,000 gp --- The resistance to damage from siege weapons increases to 10.","skill_mod":{},"summary":"The resistance to damage from siege weapons increases to 10.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3910","name":"Major Flag of the Stronghold","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3910-3637"},{"skill_mod":{},"summary":"Multicolored threads are woven through this magical banner, causing it to appear purple in some light and green in others. The shimmering light …","item_child_id":["equipment-3911-3638","equipment-3911-3639"],"primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":10,"usage":"affixed or held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Banners","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3911","weakness":{},"name":"Hexwise Banner","trait":["Aura","Magical","Rare"],"id":"equipment-3911","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Hexwise Banner Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- Multicolored threads are woven through this magical banner, causing it to appear purple in some light and green in others. The shimmering light offers hope and safety in the face of powerful magic wielders. You and allies within the banner’s aura gain resistance 5 to damage from spells; for spells that apply multiple instances of damage, such as force barrage , this applies only to the first instance of damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Hexwise Banner Source Battlecry! pg. 140 Price 1,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Major Hexwise Banner Source Battlecry! pg. 140 Price 70,000 gp --- The resistance to damage from spells increases to 10.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3911"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3911","weakness":{},"price":100000,"trait":["Aura","Magical","Rare"],"id":"equipment-3911-3638","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Hexwise Banner Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- Multicolored threads are woven through this magical banner, causing it to appear purple in some light and green in others. The shimmering light offers hope and safety in the face of powerful magic wielders. You and allies within the banner’s aura gain resistance 5 to damage from spells; for spells that apply multiple instances of damage, such as force barrage , this applies only to the first instance of damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Hexwise Banner Source Battlecry! pg. 140 Price 1,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Major Hexwise Banner Source Battlecry! pg. 140 Price 70,000 gp --- The resistance to damage from spells increases to 10.","skill_mod":{},"summary":"Multicolored threads are woven through this magical banner, causing it to appear purple in some light and green in others. The shimmering light …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3911","name":"Hexwise Banner","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3911-3638"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3911","weakness":{},"price":7000000,"trait":["Aura","Magical","Rare"],"id":"equipment-3911-3639","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Hexwise Banner Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- Multicolored threads are woven through this magical banner, causing it to appear purple in some light and green in others. The shimmering light offers hope and safety in the face of powerful magic wielders. You and allies within the banner’s aura gain resistance 5 to damage from spells; for spells that apply multiple instances of damage, such as force barrage , this applies only to the first instance of damage. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Hexwise Banner Source Battlecry! pg. 140 Price 1,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Major Hexwise Banner Source Battlecry! pg. 140 Price 70,000 gp --- The resistance to damage from spells increases to 10.","skill_mod":{},"summary":"The resistance to damage from spells increases to 10.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3911","name":"Major Hexwise Banner","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3911-3639"},{"skill_mod":{},"summary":"This magical banner is dip-dyed in an ombre from black to red, mottled and uneven. Whenever you or an ally within the banner’s aura critically …","item_child_id":["equipment-3912-3640","equipment-3912-3641","equipment-3912-3642"],"primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":4,"usage":"affixed or held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Banners","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3912","weakness":{},"name":"Knave's Standard","trait":["Aura","Magical","Uncommon"],"id":"equipment-3912","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Knave's Standard Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- This magical banner is dip-dyed in an ombre from black to red, mottled and uneven. Whenever you or an ally within the banner’s aura critically succeeds with a Strike against an off-guard target, the Strike deals an additional 1d4 precision damage. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Knave’s Standard Source Battlecry! pg. 140 Price 100 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Knave’s Standard Source Battlecry! pg. 140 Price 1,800 gp --- The additional precision damage increases to 1d6. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Knave’s Standard Source Battlecry! pg. 140 Price 36,000 gp --- The additional precision damage increases to 1d8.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3912"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3912","weakness":{},"price":10000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3912-3640","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Knave's Standard Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- This magical banner is dip-dyed in an ombre from black to red, mottled and uneven. Whenever you or an ally within the banner’s aura critically succeeds with a Strike against an off-guard target, the Strike deals an additional 1d4 precision damage. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Knave’s Standard Source Battlecry! pg. 140 Price 100 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Knave’s Standard Source Battlecry! pg. 140 Price 1,800 gp --- The additional precision damage increases to 1d6. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Knave’s Standard Source Battlecry! pg. 140 Price 36,000 gp --- The additional precision damage increases to 1d8.","skill_mod":{},"summary":"This magical banner is dip-dyed in an ombre from black to red, mottled and uneven. Whenever you or an ally within the banner’s aura critically …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3912","name":"Knave’s Standard","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3912-3640"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3912","weakness":{},"price":180000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3912-3641","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Knave's Standard Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- This magical banner is dip-dyed in an ombre from black to red, mottled and uneven. Whenever you or an ally within the banner’s aura critically succeeds with a Strike against an off-guard target, the Strike deals an additional 1d4 precision damage. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Knave’s Standard Source Battlecry! pg. 140 Price 100 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Knave’s Standard Source Battlecry! pg. 140 Price 1,800 gp --- The additional precision damage increases to 1d6. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Knave’s Standard Source Battlecry! pg. 140 Price 36,000 gp --- The additional precision damage increases to 1d8.","skill_mod":{},"summary":"The additional precision damage increases to 1d6.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3912","name":"Greater Knave’s Standard","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3912-3641"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3912","weakness":{},"price":3600000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3912-3642","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Knave's Standard Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- This magical banner is dip-dyed in an ombre from black to red, mottled and uneven. Whenever you or an ally within the banner’s aura critically succeeds with a Strike against an off-guard target, the Strike deals an additional 1d4 precision damage. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Knave’s Standard Source Battlecry! pg. 140 Price 100 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Knave’s Standard Source Battlecry! pg. 140 Price 1,800 gp --- The additional precision damage increases to 1d6. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Major Knave’s Standard Source Battlecry! pg. 140 Price 36,000 gp --- The additional precision damage increases to 1d8.","skill_mod":{},"summary":"The additional precision damage increases to 1d8.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":19,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3912","name":"Major Knave’s Standard","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3912-3642"},{"skill_mod":{},"summary":"This magical banner flaps enthusiastically in the breeze, gleaming across the battlefield. While holding a quickened standard, you can use the …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":18,"usage":"affixed or held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Banners","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3913","weakness":{},"price":2400000,"name":"Quickened Standard","trait":["Aura","Magical","Uncommon"],"id":"equipment-3913","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Quickened Standard Source Battlecry! pg. 140 Price 24,000 gp Usage affixed or held in 1 hand Bulk L --- This magical banner flaps enthusiastically in the breeze, gleaming across the battlefield. While holding a quickened standard, you can use the following ability. Activate—Speed Up Single Action (concentrate) Frequency once per minute; Effect The banner offers a magical boost of adrenaline. An ally within the banner’s aura becomes quickened for 1 round and can use the additional action only to Stride.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3913"},{"skill_mod":{},"summary":"This magical banner mimics the rich green of summer grass. While holding a stalwart’s banner , you can use the following ability. ","item_child_id":["equipment-3914-3643","equipment-3914-3644","equipment-3914-3645"],"primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":7,"usage":"affixed or held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Banners","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3914","weakness":{},"name":"Stalwart's Banner","trait":["Aura","Magical","Uncommon"],"id":"equipment-3914","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Stalwart's Banner Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- This magical banner mimics the rich green of summer grass. While holding a stalwart’s banner , you can use the following ability. Activate—Stand Firm Single Action (concentrate) Frequency once per minute; Effect You and allies within your banner’s aura gain 5 temporary Hit Points and a +1 status bonus to your Fortitude DC and Reflex DC against any effect that would move you or knock you prone. These effects last for 1 round. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Stalwart’s Banner Source Battlecry! pg. 140 Price 360 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Stalwart’s Banner Source Battlecry! pg. 140 Price 2,000 gp --- The temporary Hit Points gained increase to 10, and the status bonus increases to +2. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Stalwart’s Banner Source Battlecry! pg. 140 Price 15,000 gp --- The temporary Hit Points gained increase to 15, and the status bonus increases to +3.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3914"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3914","weakness":{},"price":36000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3914-3643","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Stalwart's Banner Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- This magical banner mimics the rich green of summer grass. While holding a stalwart’s banner , you can use the following ability. Activate—Stand Firm Single Action (concentrate) Frequency once per minute; Effect You and allies within your banner’s aura gain 5 temporary Hit Points and a +1 status bonus to your Fortitude DC and Reflex DC against any effect that would move you or knock you prone. These effects last for 1 round. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Stalwart’s Banner Source Battlecry! pg. 140 Price 360 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Stalwart’s Banner Source Battlecry! pg. 140 Price 2,000 gp --- The temporary Hit Points gained increase to 10, and the status bonus increases to +2. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Stalwart’s Banner Source Battlecry! pg. 140 Price 15,000 gp --- The temporary Hit Points gained increase to 15, and the status bonus increases to +3.","skill_mod":{},"summary":"This magical banner mimics the rich green of summer grass. While holding a stalwart’s banner , you can use the following ability.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3914","name":"Stalwart’s Banner","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3914-3643"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3914","weakness":{},"price":200000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3914-3644","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Stalwart's Banner Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- This magical banner mimics the rich green of summer grass. While holding a stalwart’s banner , you can use the following ability. Activate—Stand Firm Single Action (concentrate) Frequency once per minute; Effect You and allies within your banner’s aura gain 5 temporary Hit Points and a +1 status bonus to your Fortitude DC and Reflex DC against any effect that would move you or knock you prone. These effects last for 1 round. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Stalwart’s Banner Source Battlecry! pg. 140 Price 360 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Stalwart’s Banner Source Battlecry! pg. 140 Price 2,000 gp --- The temporary Hit Points gained increase to 10, and the status bonus increases to +2. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Stalwart’s Banner Source Battlecry! pg. 140 Price 15,000 gp --- The temporary Hit Points gained increase to 15, and the status bonus increases to +3.","skill_mod":{},"summary":"The temporary Hit Points gained increase to 10, and the status bonus increases to +2.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3914","name":"Greater Stalwart’s Banner","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3914-3644"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3914","weakness":{},"price":1500000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3914-3645","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Stalwart's Banner Source Battlecry! pg. 140 Usage affixed or held in 1 hand Bulk L --- This magical banner mimics the rich green of summer grass. While holding a stalwart’s banner , you can use the following ability. Activate—Stand Firm Single Action (concentrate) Frequency once per minute; Effect You and allies within your banner’s aura gain 5 temporary Hit Points and a +1 status bonus to your Fortitude DC and Reflex DC against any effect that would move you or knock you prone. These effects last for 1 round. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Stalwart’s Banner Source Battlecry! pg. 140 Price 360 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Stalwart’s Banner Source Battlecry! pg. 140 Price 2,000 gp --- The temporary Hit Points gained increase to 10, and the status bonus increases to +2. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Major Stalwart’s Banner Source Battlecry! pg. 140 Price 15,000 gp --- The temporary Hit Points gained increase to 15, and the status bonus increases to +3.","skill_mod":{},"summary":"The temporary Hit Points gained increase to 15, and the status bonus increases to +3.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3914","name":"Major Stalwart’s Banner","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3914-3645"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"weakness":{},"price":120000,"trait":["Air","Aura","Magical","Uncommon"],"id":"equipment-3915","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Standard of the Sure-Footed Source Battlecry! pg. 140 Price 1,200 gp Usage affixed or held in 1 hand Bulk L --- This magical banner gleams a brilliant orange with steel-gray embellishments. While holding a standard of the sure-footed , you can use the following ability. Activate—Help Up Single Action (air, concentrate) Frequency once per turn; Effect A gust of wind gives an ally a helpful lift. An ally within the banner’s aura can Stand as a free action.\n","element":["Air"],"skill_mod":{},"summary":"This magical banner gleams a brilliant orange with steel-gray embellishments. While holding a standard of the sure-footed , you can use the …","primary_source":"Battlecry!","trait_group":["Elemental","Planar","Monster","Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3915","name":"Standard of the Sure-Footed","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3915"},{"skill_mod":{},"summary":"This magical banner reminds those who view it of the strong bond they have with their comrades on the battlefield. Whenever you or an ally within the …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":10,"usage":"affixed or held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Banners","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3916","weakness":{},"price":100000,"name":"Standard of the True Ally","trait":["Aura","Magical","Uncommon"],"id":"equipment-3916","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Standard of the True Ally Source Battlecry! pg. 141 Price 1,000 gp Usage affixed or held in 1 hand Bulk L --- This magical banner reminds those who view it of the strong bond they have with their comrades on the battlefield. Whenever you or an ally within the banner’s aura uses an action on your turn to prepare to help with Aid, they can Step or Stride towards an ally as part of that action. They then become immune to this effect for 10 minutes.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3916"},{"item_child_id":["equipment-3917-3646","equipment-3917-3647","equipment-3917-3648"],"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"weakness":{},"trait":["Air","Aura","Magical","Rare"],"id":"equipment-3917","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Swift Standard Source Battlecry! pg. 141 Usage affixed or held in 1 hand Bulk L --- As this magical banner sways in the breeze, the horses embroidered across the fabric seem to gallop at unnatural speeds, racing across the field. You and allies that start your turn within the banner’s aura gain a +5-foot status bonus to land Speeds for 1 round. This bonus is doubled while traveling. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Swift Standard Source Battlecry! pg. 141 Price 2,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Greater Swift Standard Source Battlecry! pg. 141 Price 6,500 gp --- The magical banner instead grants a +10-foot status bonus to land Speeds for 1 round. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Major Swift Standard Source Battlecry! pg. 141 Price 24,000 gp --- The magical banner instead grants a +15-foot status bonus to land Speeds for 1 round.","element":["Air"],"skill_mod":{},"summary":"As this magical banner sways in the breeze, the horses embroidered across the fabric seem to gallop at unnatural speeds, racing across the field. You …","primary_source":"Battlecry!","trait_group":["Elemental","Planar","Monster","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3917","name":"Swift Standard","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3917"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3917","weakness":{},"price":200000,"trait":["Air","Aura","Magical","Rare"],"id":"equipment-3917-3646","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Swift Standard Source Battlecry! pg. 141 Usage affixed or held in 1 hand Bulk L --- As this magical banner sways in the breeze, the horses embroidered across the fabric seem to gallop at unnatural speeds, racing across the field. You and allies that start your turn within the banner’s aura gain a +5-foot status bonus to land Speeds for 1 round. This bonus is doubled while traveling. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Swift Standard Source Battlecry! pg. 141 Price 2,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Greater Swift Standard Source Battlecry! pg. 141 Price 6,500 gp --- The magical banner instead grants a +10-foot status bonus to land Speeds for 1 round. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Major Swift Standard Source Battlecry! pg. 141 Price 24,000 gp --- The magical banner instead grants a +15-foot status bonus to land Speeds for 1 round.","element":["Air"],"skill_mod":{},"summary":"As this magical banner sways in the breeze, the horses embroidered across the fabric seem to gallop at unnatural speeds, racing across the field. You …","primary_source":"Battlecry!","trait_group":["Elemental","Planar","Monster","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3917","name":"Swift Standard","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3917-3646"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3917","weakness":{},"price":650000,"trait":["Air","Aura","Magical","Rare"],"id":"equipment-3917-3647","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Swift Standard Source Battlecry! pg. 141 Usage affixed or held in 1 hand Bulk L --- As this magical banner sways in the breeze, the horses embroidered across the fabric seem to gallop at unnatural speeds, racing across the field. You and allies that start your turn within the banner’s aura gain a +5-foot status bonus to land Speeds for 1 round. This bonus is doubled while traveling. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Swift Standard Source Battlecry! pg. 141 Price 2,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Greater Swift Standard Source Battlecry! pg. 141 Price 6,500 gp --- The magical banner instead grants a +10-foot status bonus to land Speeds for 1 round. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Major Swift Standard Source Battlecry! pg. 141 Price 24,000 gp --- The magical banner instead grants a +15-foot status bonus to land Speeds for 1 round.","element":["Air"],"skill_mod":{},"summary":"The magical banner instead grants a +10-foot status bonus to land Speeds for 1 round.","primary_source":"Battlecry!","trait_group":["Elemental","Planar","Monster","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3917","name":"Greater Swift Standard","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3917-3647"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3917","weakness":{},"price":2400000,"trait":["Air","Aura","Magical","Rare"],"id":"equipment-3917-3648","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Swift Standard Source Battlecry! pg. 141 Usage affixed or held in 1 hand Bulk L --- As this magical banner sways in the breeze, the horses embroidered across the fabric seem to gallop at unnatural speeds, racing across the field. You and allies that start your turn within the banner’s aura gain a +5-foot status bonus to land Speeds for 1 round. This bonus is doubled while traveling. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Swift Standard Source Battlecry! pg. 141 Price 2,000 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Greater Swift Standard Source Battlecry! pg. 141 Price 6,500 gp --- The magical banner instead grants a +10-foot status bonus to land Speeds for 1 round. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Major Swift Standard Source Battlecry! pg. 141 Price 24,000 gp --- The magical banner instead grants a +15-foot status bonus to land Speeds for 1 round.","element":["Air"],"skill_mod":{},"summary":"The magical banner instead grants a +15-foot status bonus to land Speeds for 1 round.","primary_source":"Battlecry!","trait_group":["Elemental","Planar","Monster","Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3917","name":"Major Swift Standard","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3917-3648"},{"skill_mod":{},"summary":"This magical banner seems to impossibly be made from many turning gears that encourage viewers to keep perfect time. Whenever you or an ally within …","item_child_id":["equipment-3918-3649","equipment-3918-3650"],"primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":10,"usage":"affixed or held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Banners","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3918","weakness":{},"name":"Timepiece Standard","trait":["Aura","Magical","Uncommon"],"id":"equipment-3918","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Timepiece Standard Source Battlecry! pg. 141 Usage affixed or held in 1 hand Bulk L --- This magical banner seems to impossibly be made from many turning gears that encourage viewers to keep perfect time. Whenever you or an ally within the banner’s aura uses the Delay or Ready action, you or the ally gain 5 temporary Hit Points that last for 1 minute and then become immune to this effect for 10 minutes. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Timepiece Standard Source Battlecry! pg. 141 Price 1,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Major Timepiece Standard Source Battlecry! pg. 141 Price 70,000 gp --- The temporary Hit Points granted increase to 10.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3918"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3918","weakness":{},"price":100000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3918-3649","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Timepiece Standard Source Battlecry! pg. 141 Usage affixed or held in 1 hand Bulk L --- This magical banner seems to impossibly be made from many turning gears that encourage viewers to keep perfect time. Whenever you or an ally within the banner’s aura uses the Delay or Ready action, you or the ally gain 5 temporary Hit Points that last for 1 minute and then become immune to this effect for 10 minutes. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Timepiece Standard Source Battlecry! pg. 141 Price 1,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Major Timepiece Standard Source Battlecry! pg. 141 Price 70,000 gp --- The temporary Hit Points granted increase to 10.","skill_mod":{},"summary":"This magical banner seems to impossibly be made from many turning gears that encourage viewers to keep perfect time. Whenever you or an ally within …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3918","name":"Timepiece Standard","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3918-3649"},{"primary_source_category":"Rulebooks","usage":"affixed or held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Banners","speed":{},"item_parent_id":"equipment-3918","weakness":{},"price":7000000,"trait":["Aura","Magical","Uncommon"],"id":"equipment-3918-3650","text":"<title level=\"1\" right=\"Item 10+\" pfs=\"Standard\" > Timepiece Standard Source Battlecry! pg. 141 Usage affixed or held in 1 hand Bulk L --- This magical banner seems to impossibly be made from many turning gears that encourage viewers to keep perfect time. Whenever you or an ally within the banner’s aura uses the Delay or Ready action, you or the ally gain 5 temporary Hit Points that last for 1 minute and then become immune to this effect for 10 minutes. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Timepiece Standard Source Battlecry! pg. 141 Price 1,000 gp <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Major Timepiece Standard Source Battlecry! pg. 141 Price 70,000 gp --- The temporary Hit Points granted increase to 10.","skill_mod":{},"summary":"The temporary Hit Points granted increase to 10.","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3918","name":"Major Timepiece Standard","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3918-3650"},{"skill_mod":{},"summary":"This magical banner stands largest on any battlefield. While holding a titan’s standard , you can use the following ability. ","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":18,"usage":"affixed or held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Banners","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3919","weakness":{},"price":2400000,"name":"Titan's Standard","trait":["Aura","Magical","Uncommon"],"id":"equipment-3919","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Titan's Standard Source Battlecry! pg. 141 Price 24,000 gp Usage affixed or held in 1 hand Bulk L --- This magical banner stands largest on any battlefield. While holding a titan’s standard , you can use the following ability. Activate—Titan’s Stature Single Action (concentrate) Frequency once per minute; Effect The magical banner causes a rapid surge of growth. A Medium or smaller ally within the banner’s aura becomes Large for 1 round. Its equipment grows with it but returns to its natural size afterwards. While Large, the ally is clumsy 1, and its reach increases by 5 feet (or by 10 feet if it started out Tiny).\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3919"},{"skill_mod":{},"summary":"This magical banner is imbued with the foolhardy courage of hooligans and troublemakers. Strikes you or an ally make while within the banner’s aura …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":4,"usage":"affixed or held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Banners","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3920","weakness":{},"price":10000,"name":"Vandal's Banner","trait":["Aura","Magical","Uncommon"],"id":"equipment-3920","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Vandal's Banner Source Battlecry! pg. 141 Price 100 gp Usage affixed or held in 1 hand Bulk L --- This magical banner is imbued with the foolhardy courage of hooligans and troublemakers. Strikes you or an ally make while within the banner’s aura ignore the first 2 points of Hardness of an object.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3920"},{"skill_mod":{},"summary":"This magical banner stands as a reminder to fight with everything because you’re fighting for everything. While holding a zealous banner , you can …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":18,"usage":"affixed or held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Banners","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3921","weakness":{},"price":2400000,"name":"Zealous Banner","trait":["Aura","Magical","Uncommon"],"id":"equipment-3921","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Zealous Banner Source Battlecry! pg. 141 Price 24,000 gp Usage affixed or held in 1 hand Bulk L --- This magical banner stands as a reminder to fight with everything because you’re fighting for everything. While holding a zealous banner , you can use the following ability. Activate—Forward with Zeal Single Action (concentrate) Frequency once per minute; Effect The magical banner offers a magical boost of zeal. An ally within the banner’s aura becomes quickened for 1 round and can use the additional action only to Strike.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3921"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":35000,"skill":["Survival"],"trait":["Magical","Uncommon"],"id":"equipment-3922","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Atlas Arcane Source Battlecry! pg. 142 Price 350 gp Usage held in 1 hand --- This well-worn vellum scroll has edges trimmed with golden thread, and it unrolls to reveal a map of the nearby area. The atlas arcane always shows the surrounding area (out to a 36- mile radius centered on the map) with a reasonable level of detail, providing a +1 item bonus to Survival checks and any skill checks to Recall Knowledge, provided the checks are related to the location detailed on the map. Activate—Situation Report Three Actions (auditory, concentrate, detection, manipulate) Frequency once per day; Effect You speak a command phrase, and the map reveals the location of all troop movements within the area it maps. This intel is current the moment the phrase is spoken but does not update afterward, and moving the map does not reveal further intel.\n","skill_mod":{},"summary":"This well-worn vellum scroll has edges trimmed with golden thread, and it unrolls to reveal a map of the nearby area. The atlas arcane always shows …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3922","name":"Atlas Arcane","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3922"},{"skill_mod":{},"summary":"This pale shaft of wood has skulls and the mournful faces of the dead carved into its surface. Cold to the touch, it brings a slight chill to the air …","primary_source":"Battlecry!","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","level":16,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3923","weakness":{},"price":900000,"name":"Baton of the Fallen","trait":["Magical"],"id":"equipment-3923","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Baton of the Fallen Source Battlecry! pg. 142 Price 9,000 gp Usage held in 1 hand Bulk 1 --- This pale shaft of wood has skulls and the mournful faces of the dead carved into its surface. Cold to the touch, it brings a slight chill to the air and smells of freshly disturbed earth. Activate—Gather the Fallen Three Actions (manipulate, occult, void) Frequency once per day; Effect You plant the baton into the ground, the soil softly parting to allow it to be solidly seated. Doing so summons a cloud of ghostly spirits in a 30- foot burst. All creatures within the cloud become concealed, and all creatures outside the cloud become concealed to creatures within it. The spirits deal 8d6 void damage to each creature who enters or begins their turn in the cloud (DC 35 basic Fortitude). You are unaffected by the cloud. This effect lasts 1 minute or ends if an adjacent creature spends an Interact action to knock the baton over.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3923"},{"skill_mod":{},"summary":"This bedroll is made of especially fine cotton, stuffed with goose down, and the hem is inscribed with the sigils of the Dreamlands . If you fall …","primary_source":"Battlecry!","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","level":3,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3924","weakness":{},"price":5000,"name":"Bedroll of Deep Slumber","trait":["Magical"],"id":"equipment-3924","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Bedroll of Deep Slumber Source Battlecry! pg. 142 Price 50 gp Usage held in 2 hands Bulk L --- This bedroll is made of especially fine cotton, stuffed with goose down, and the hem is inscribed with the sigils of the Dreamlands. If you fall asleep in the bedroll, you gain 5 temporary Hit Points that last while you sleep and for 1 minute after you wake up, as well as a +1 status bonus to saves against mental effects that occur while you are asleep, such as the nightmare spell.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3924"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":5000,"skill":["Performance"],"trait":["Magical","Uncommon"],"id":"equipment-3925","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Bellows Pipes Source Battlecry! pg. 142 Price 50 gp Usage held in 2 hands Bulk 1 --- Smaller than breath-powered bagpipes, the uilleann pipes are worked using a set of elbow bellows, and the pipes are made from finely carved bone. This bagpipe grants you a +1 item bonus to Performance checks while playing music with the instrument. Activate—Hand Chords Two Actions (auditory, concentrate, manipulate) Frequency once per day; Effect You execute a complex set of complementary arpeggios for dramatic effect. You and all allies within a 15-foot emanation gain a +1 status bonus to the next attack roll, Perception check, saving throw, or skill check you attempt before the end of your next turn. Each target chooses which roll to use the bonus on before rolling.\n","skill_mod":{},"summary":"Smaller than breath-powered bagpipes, the uilleann pipes are worked using a set of elbow bellows, and the pipes are made from finely carved bone. …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3925","name":"Bellows Pipes","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3925"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":1400000,"skill":["Performance"],"trait":["Magical","Uncommon"],"id":"equipment-3926","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Benthic Drums Source Battlecry! pg. 142 Price 14,000 gp Usage held in 2 hands Bulk 1 --- This large bass drum is made of driftwood and whale hide, with swirling shapes that hint at more distinct and sinister forms carved on its surface. This drum grants you a +2 item bonus to Performance checks while playing music with the instrument. You can communicate basic ideas with whales and other large sea animals by playing music with this instrument. Activate—Call from the Depths Three Actions (concentrate, emotion, fear, manipulate, mental, sonic) Frequency once per week; Effect You drum a song of an ancient creature, calling forth the cries of a great whale in the minds of your foes. All enemies in a 60-foot emanation take 9d10 sonic damage (DC 36 basic Will save). Creatures who fail are also frightened 1.\n","skill_mod":{},"summary":"This large bass drum is made of driftwood and whale hide, with swirling shapes that hint at more distinct and sinister forms carved on its surface. …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3926","name":"Benthic Drums","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3926"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":34000,"skill":["Performance"],"trait":["Magical"],"id":"equipment-3927","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Blakenshipper Source Battlecry! pg. 142 Price 340 gp Usage held in 2 hands Bulk 2 --- This strange instrument is both played and worn, consisting of a set of pipes on a metal arm attached to a harness, a horn, a drum attached to a foot pedal, arm bellows, various keys, cymbals, and more esoteric elements. The blakenshipper grants you a +1 item bonus to Performance checks while playing music with the instrument. Activate—Be the Band Three Actions (auditory, concentrate, manipulate) Frequency once per day; Effect You work double-time, playing an entire band’s composition yourself, bolstering those around you by your mighty effort. You and all allies within a 60-foot emanation gain 15 temporary Hit Points that last for 1 round. For the next minute, you can Sustain to continue the music, granting you and all allies within a 60-foot emanation 5 temporary Hit Points that last for 1 round; this Sustain action gains the auditory and manipulate traits.\n","skill_mod":{},"summary":"This strange instrument is both played and worn, consisting of a set of pipes on a metal arm attached to a harness, a horn, a drum attached to a foot …","primary_source":"Battlecry!","trait_group":["Mechanics"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3927","name":"Blakenshipper","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3927"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":23000,"skill":["Performance"],"trait":["Magical"],"id":"equipment-3928","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Booming Bell Source Battlecry! pg. 143 Price 230 gp Usage held in 1 hand Bulk L --- This large bronze bell has a fine ash handle, and the clapper is made of blackened iron. It grants you a +1 item bonus to Performance checks while playing music with the instrument. Activate—Clarion Crescendo Two Actions (manipulate, sonic) Frequency once per day; Effect You ring a blasting note on the bell that sends shock waves through the air. The blast deals 4d6 sonic damage to each creature in a 15-foot emanation (DC 22 basic Fortitude save). On a failure, the target is also deafened for 1 round.\n","skill_mod":{},"summary":"This large bronze bell has a fine ash handle, and the clapper is made of blackened iron. It grants you a +1 item bonus to Performance checks while …","primary_source":"Battlecry!","trait_group":["Mechanics"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3928","name":"Booming Bell","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3928"},{"skill_mod":{},"summary":"This plain, faintly green bottle full of sand looks deceptively mundane, though it contains a near endless supply of sand. A very slow but steady …","primary_source":"Battlecry!","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","level":7,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3929","weakness":{},"price":35000,"name":"Bottle of Infinite Dust","trait":["Magical"],"id":"equipment-3929","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Bottle of Infinite Dust Source Battlecry! pg. 143 Price 350 gp Usage held in 1 hand Bulk L --- This plain, faintly green bottle full of sand looks deceptively mundane, though it contains a near endless supply of sand. A very slow but steady stream of sand can be poured from the bottle. Up to 1 pound of sand can be produced a day this way. Activate—Grit Geyser Two Actions (earth, manipulate, primal) Frequency once per hour; Effect You aim the bottle and unleash a blast of sand. Scouring grit is released in a 15-foot cone, dealing 4d4 slashing damage to all creatures in the area (DC 23 basic Reflex save). Activate—Sandstorm Three Actions (earth, manipulate, primal) Frequency once per day; Effect You dump out the bottle, creating a swirling sandstorm around you. A 20-foot emanation is filled with blowing sand that obscures vision. This has the effects of mist. The air within the sandstorm is unbreathable; creatures in the area must hold their breath. Creatures entering or starting their turn in the sandstorm take 2d4 slashing damage (DC 23 basic Reflex save). Creatures with the water trait or that are primarily made of liquid take double damage. This sandstorm lasts 10 minutes or until the bottle is corked with an Interact action, whichever comes first.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3929"},{"skill_mod":{},"summary":"This weathered crook is often carried by chaplains of more primal deities. The carved wooden shaft bears the marks of fire damage and smells of …","primary_source":"Battlecry!","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","level":10,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3930","weakness":{},"price":90000,"name":"Constant Crosier","trait":["Magical"],"id":"equipment-3930","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Constant Crosier Source Battlecry! pg. 143 Price 900 gp Usage held in 1 hand Bulk 1 --- This weathered crook is often carried by chaplains of more primal deities. The carved wooden shaft bears the marks of fire damage and smells of campfire meals past. It counts as a wooden religious symbol for deities who grant the nature domain. While traveling in exploration mode, you and your allies within 120 feet count anyone’s travel Speed of 15 feet or lower as 25 feet. Activate—Season of Grit Single Action (manipulate, visual) Frequency once per day; Effect You brandish the constant crosier high in the air and wave it about. All allies within 60 feet who can see the crosier receive a +1 status bonus to Fortitude saves and resistance 5 to persistent damage for 1 minute.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3930"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":180000,"skill":["Performance"],"trait":["Magical"],"id":"equipment-3931","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Core Bugle Source Battlecry! pg. 143 Price 1,800 gp Usage held in 1 hand Bulk L --- This brass horn is marked by age but remains in excellent condition. The rim of the mouth is ringed by finely carved runes. This bugle grants you a +2 item bonus to Performance checks while playing music with the instrument. Activate—Reveille Single Action (auditory, manipulate) Frequency once per day; Effect You blow a swift cadence of sharp notes that carries through the air. You and all allies within a 30- foot emanation can immediately Stand as a free action; this doesn’t provoke reactions.\n","skill_mod":{},"summary":"This brass horn is marked by age but remains in excellent condition. The rim of the mouth is ringed by finely carved runes. This bugle grants you a …","primary_source":"Battlecry!","trait_group":["Mechanics"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3931","name":"Core Bugle","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3931"},{"skill_mod":{},"summary":"This exquisite wicker horn is made of green wood and smells of fresh wheat and barley. ","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":3,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3932","weakness":{},"price":6000,"name":"Cornucopia of Plenty","trait":["Magical","Uncommon"],"id":"equipment-3932","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Cornucopia of Plenty Source Battlecry! pg. 143 PFS Note Changed “exhausted” to “fatigued” as per PFS Guidelines Price 60 gp Usage held in 1 hand Bulk L --- This exquisite wicker horn is made of green wood and smells of fresh wheat and barley. Activate—Bountiful Rations Single Action (manipulate) Frequency once per day; Effect You draw forth and consume a filling snack from this cornucopia. You gain 5 temporary Hit Points that last for 1 minute and suppress the effects of the fatigued condition for 10 minutes.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3932"},{"skill_mod":{},"summary":"This short length of wood is decorated with fine carvings of symbols representing fate. ","primary_source":"Battlecry!","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","level":3,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3933","weakness":{},"price":5000,"name":"Doom Switch","trait":["Magical"],"id":"equipment-3933","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Doom Switch Source Battlecry! pg. 143 Price 50 gp Usage held in 1 hand Bulk L --- This short length of wood is decorated with fine carvings of symbols representing fate. Activate—Bragging Rights Single Action (attack, manipulate) Frequency once per day; Effect You attempt to Strike a significant enemy with the doom switch , marking them for defeat. The switch is treated as a simple melee weapon for the purpose of proficiency. This attack deals no damage. Critical Success You and your allies gain a +1 status bonus to attack rolls against the target for 1 minute. If you reduce the target to 0 Hit Points during this time, you gain temporary Hit Points equal to twice the target’s level for 1 round. Success As critical success, except you gain temporary Hit Points equal to the target’s level. Failure You and your allies take a –1 status penalty to attack rolls against the target for 1 round. Critical Failure You and your allies take a –2 status penalty to attack rolls against the target for 1 round.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3933"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":37000,"skill":["Intimidation"],"trait":["Magical","Rare"],"id":"equipment-3934","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Draconic Verge Source Battlecry! pg. 144 Price 370 gp Usage held in 1 hand Bulk L --- This scepter is made from dragon bone, with minute runes carved along its length, a dragonskin leather grip, and caps of gold on each end. The scepter grants you a +1 item bonus to Intimidation checks to Demoralize. Such items are considered particularly gruesome and vile by dragons, and they’re invariably hostile to any creature they discover carrying a draconic verge , going so far as to single out that individual for destruction. Activate—Dragon’s Eminence Two Actions (concentrate, manipulate) Frequency once per day; Effect You hold the verge aloft, tapping into the majesty of the dragon from whom the verge was made. All enemies in a 60-foot emanation must succeed a DC 23 Will save or become frightened 2 (frightened 3 on a critical failure).\n","skill_mod":{},"summary":"This scepter is made from dragon bone, with minute runes carved along its length, a dragonskin leather grip, and caps of gold on each end. The …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3934","name":"Draconic Verge","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3934"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":3000,"skill":["Intimidation","Diplomacy","Acrobatics","Athletics"],"trait":["Magical","Uncommon"],"id":"equipment-3935","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Feather of the Unfounded Bravado Source Battlecry! pg. 144 Price 30 gp Usage held in 1 hand Bulk L --- This large feather is garishly colored in reds, oranges, and yellows, but on closer inspection, it’s simply a particularly large chicken feather that’s been dyed. Carrying the feather provides a boost to your self-confidence, but it might lead you into dangerous situations. Activate—Overconfident Facade Two Actions (concentrate) Frequency once per day; Effect For 1 hour, the feather grants you a +1 item bonus to Intimidation checks to Demoralize and Diplomacy checks to Make an Impression, but a –1 item penalty on Acrobatics and Athletics checks, as your inflated confidence leads you to attempt things you simply cannot do.\n","skill_mod":{},"summary":"This large feather is garishly colored in reds, oranges, and yellows, but on closer inspection, it’s simply a particularly large chicken feather …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3935","name":"Feather of the Unfounded Bravado","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3935"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":8000,"skill":["Performance"],"trait":["Magical"],"id":"equipment-3936","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Fife of the Faithful Source Battlecry! pg. 144 Price 80 gp Usage held in 2 hands Bulk L --- This small metal fife is of extraordinary fine quality, with gold filigree on the embouchure. A fife of the faithful grants you a +1 item bonus to Performance checks while playing music with the instrument. Activate—Call to Arms Two Actions (auditory, concentrate, manipulate) Frequency once per day; Effect You play a rousing tune on the fife that carries across the battlefield. You and all allies in a 60-foot emanation gain a +1 status bonus to saving throws for 1 round.\n","skill_mod":{},"summary":"This small metal fife is of extraordinary fine quality, with gold filigree on the embouchure. A fife of the faithful grants you a +1 item bonus to …","primary_source":"Battlecry!","trait_group":["Mechanics"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3936","name":"Fife of the Faithful","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3936"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":22500,"skill":["Performance"],"trait":["Magical"],"id":"equipment-3937","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Guangu of the Steppe Source Battlecry! pg. 144 Price 225 gp Usage held in 2 hands Bulk 1 --- This large drum is made of hardwood and horse hide, with white silhouettes of coursing stallions along its circumference. This drum grants you a +1 item bonus to Performance checks while playing music with the instrument. Activate—The Hammer of Hooves Two Actions (auditory, concentrate, manipulate) Frequency once per day; Effect You hammer a thundering beat on the guangu. For 10 minutes, mounted allies within a 60-foot emanation gain a +10-foot status bonus to their mount’s Speeds. They also gain a +1 status bonus to Nature checks to Command an Animal and automatically succeed when they Command an Animal they’re mounted on to take a move action (such as Stride).\n","skill_mod":{},"summary":"This large drum is made of hardwood and horse hide, with white silhouettes of coursing stallions along its circumference. This drum grants you a +1 …","primary_source":"Battlecry!","trait_group":["Mechanics"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3937","name":"Guangu of the Steppe","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3937"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":850000,"skill":["Performance"],"trait":["Magical","Uncommon"],"id":"equipment-3938","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Horn of the Archon Source Battlecry! pg. 144 Price 8,500 gp Usage held in 1 hand Bulk L --- Crafted by archons for mortal use, this trumpet is made of luminous gold and ivory, giving off a soft glow that warms the soul. This trumpet grants you a +2 item bonus to Performance checks while playing music with the instrument. Activate—Archon's Note Single Action (auditory, incapacitation, manipulate) Frequency once per day; Effect You blast a note on the horn so clear and pure that its grandeur stuns your enemies and inspires your allies. Allies in the area gain a +1 status bonus to attack rolls and saving throws for 1 round. Enemies within a 60-foot emanation must attempt a DC 35 Fortitude saving throw. They’re then temporarily immune for 1 day. Critical Success The creature is unaffected. Success The creature is off-guard for 1 round. Failure The creature is stunned 1 and off-guard for 1 round. Critical Failure The creature is stunned 2 and off-guard for 1 round.\n","skill_mod":{},"summary":"Crafted by archons for mortal use, this trumpet is made of luminous gold and ivory, giving off a soft glow that warms the soul. This trumpet grants …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3938","name":"Horn of the Archon","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3938"},{"skill_mod":{},"summary":"This blasphemous idol has the vague outline of a recumbent humanoid, but the more detail one perceives, the more its alien nature is revealed. The …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":15,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3939","weakness":{},"price":700000,"name":"Horrific Effigy","trait":["Magical","Rare"],"id":"equipment-3939","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Horrific Effigy Source Battlecry! pg. 144 Price 7,000 gp Usage held in 1 hand Bulk L --- This blasphemous idol has the vague outline of a recumbent humanoid, but the more detail one perceives, the more its alien nature is revealed. The mere presence of the effigy causes disturbing dreams, and anyone who sleeps within 50 feet of the item must succeed at a DC 30 Will save or awaken fatigued. Activate—Whispers of Leng 10 minutes (auditory, manipulate) Frequency once per day; Effect You whisper a name and whatever details you recall about that person to the effigy, telling it everything you can about your target. The next time the target sleeps, they are subject to a nightmare spell (DC 30). This continues every time the target sleeps until they die, you whisper a new target to the effigy, or the target gets a critical success on their save against the nightmare . Activate—Smothering Lassitude Two Actions (concentrate, manipulate, visual) Frequency once per day; Effect You brandish the effigy aloft, exposing all who see it to its bizarre visage. You and all creatures within a 120-foot emanation must attempt a DC 34 Will save. Critical Success The creature is unaffected. Success The creature is stupefied 1 until the start of your next turn. Failure The creature is stupefied 1 and stunned 1 until the start of your next turn. Critical Failure The creature is stupefied 2 and stunned 1 until the start of your next turn.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3939"},{"skill_mod":{},"summary":"This lantern is made of weathered tin and is cold and moist to the touch. The interior of the lantern, where a wick or candle would normally be …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":12,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3940","weakness":{},"price":190000,"name":"Hungry Lantern","trait":["Magical","Rare"],"id":"equipment-3940","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Hungry Lantern Source Battlecry! pg. 145 Price 1,900 gp Usage held in 1 hand Bulk L --- This lantern is made of weathered tin and is cold and moist to the touch. The interior of the lantern, where a wick or candle would normally be placed, is filled with thick, black smoke, and there’s no way to open the lantern. Activate—Consuming Darkness Three Actions (concentrate, darkness, death, manipulate, spirit) Frequency once per week; Effect Pure, impenetrable darkness flows out of the lantern like smoke and simply eats the light. A 60-foot emanation centered on the lantern is plunged into darkness for 1 minute. This darkness functions as a 4th-rank darkness spell. When the darkness is created, it deals 6d8 spirit damage (DC 30 basic Fortitude save) to all creatures within the area. Any creature reduced to 0 Hit Points from this damage is destroyed entirely, leaving behind only a shadow that will slowly fade over the course of a year.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3940"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":6000,"skill":["Diplomacy","Intimidation"],"trait":["Magical"],"id":"equipment-3941","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Marshal's Baton Source Battlecry! pg. 145 Price 60 gp Usage held in 1 hand Bulk 1 --- This short, thick, stick-like object is crafted of wood and steel. Precious metals decorate the grip, and fine filigree marks the caps on each end. A marshal’s baton grants you a +1 item bonus to Diplomacy and Intimidation checks against troops, individual soldiers, and military leaders. Activate—Stentorian Order Two Actions (auditory, manipulate) Frequency once per day; Effect You issue a command in a booming voice while gesturing with the marshal’s baton and cast a command spell (DC 18). This spell affects troops and swarms as if they were a single creature.\n","skill_mod":{},"summary":"This short, thick, stick-like object is crafted of wood and steel. Precious metals decorate the grip, and fine filigree marks the caps on each end. A …","primary_source":"Battlecry!","trait_group":["Mechanics"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3941","name":"Marshal's Baton","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3941"},{"skill_mod":{},"summary":"This brass pocket watch has an unusually complex winding mechanism, and the name inscribed on the back, as well as the numbers on the face, are …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":8,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3942","weakness":{},"price":50000,"name":"Pocket Watch of Stethelos","trait":["Magical","Rare"],"id":"equipment-3942","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Pocket Watch of Stethelos Source Battlecry! pg. 146 Price 500 gp Usage held in 1 hand Bulk L --- This brass pocket watch has an unusually complex winding mechanism, and the name inscribed on the back, as well as the numbers on the face, are written in a language no one can identify. Repeated use of the pocket watch attracts the attention of terrible creatures of the Dimension of Time. Activate—Steal a Second Single Action (manipulate) Frequency once per day; Effect You manipulate time around an ally within 30 feet, allowing them to perceive time differently for a moment. The target is quickened for 1 round and can use the action only to Step or Stride. Activate—Step Between the Ticks Two Actions (manipulate) Frequency once per day; Effect You gain 3 actions, each of which must be immediately used to Leap, Stand, Step, or Stride. If you have an appropriate Speed, you can add Burrow, Climb, Fly, or Swim to this list. While you take these actions, time pauses. All other creatures are completely unaware of your actions, can’t speak, and can’t use any actions that would be triggered by your movements. While you’re taking these actions, you can’t take any other actions, including any that would be triggered by the move actions. Once the actions are complete, time starts again, and to onlookers, you seem to have suddenly teleported across the distance you traveled.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-3942"},{"skill_mod":{},"summary":"This soft cotton bag has a drawstring of sinew and a jagged embroidery pattern around the mouth. Inside are a seemingly endless number of …","primary_source":"Battlecry!","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","level":12,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3943","weakness":{},"price":180000,"name":"Sack of Hyrdra's Teeth","trait":["Magical"],"id":"equipment-3943","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Sack of Hyrdra's Teeth Source Battlecry! pg. 146 Price 1,800 gp Usage held in 1 hand Bulk 1 --- This soft cotton bag has a drawstring of sinew and a jagged embroidery pattern around the mouth. Inside are a seemingly endless number of needle-sharp teeth. Activate—Sow a Tooth Two Actions (manipulate, occult) Frequency once per hour; Effect You cast forth a tooth from the bag, and where it lands, a skeleton springs up from the ground. This has the effect of phantasmal minion , except the minion appears as a visible skeleton. Activate—Fist Full of Fangs Two Actions (manipulate, occult) Frequency once per day; Effect You draw a whole handful of teeth and cast them to the ground, casting rouse skeletons as a 5th-rank spell (DC 30).\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3943"},{"skill_mod":{},"summary":"This satchel is made of finely worked leather and stitched with golden thread. A complex pattern of trees, leaves, and vines covers its surface. The …","primary_source":"Battlecry!","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":8,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3944","weakness":{},"price":48000,"name":"Satchel of Numberless Seeds","trait":["Magical","Uncommon"],"id":"equipment-3944","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Satchel of Numberless Seeds Source Battlecry! pg. 146 Price 480 gp Usage held in 1 hand Bulk 1 --- This satchel is made of finely worked leather and stitched with golden thread. A complex pattern of trees, leaves, and vines covers its surface. The satchel always contains a bulk of seeds, and drawing one from the bag results in a random tree or crop plant seed. Activate—Seed of Saftey Two Actions (manipulate, primal) Frequency once per day; Effect You draw a seed and cast it into a space within 30 feet. The satchel casts protector tree as a 2nd-rank spell. Activate—Seed of Sustenance Two Actions (healing, manipulate, primal) Frequency once per day; Effect You draw a seed and cast it into a space within 30 feet. A small tree sprouts within 10 minutes, producing 5 fruits. A creature who eats the fruit with an Interact action regains 1d6+2 Hit Points and receives as much nourishment as one meal for a typical human. After an hour, the tree and all its fruits wither away.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3944"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":125000,"skill":["Deception"],"trait":["Magical"],"id":"equipment-3945","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Semaphore of Slanders Source Battlecry! pg. 146 Price 1,250 gp Usage held in 2 hands Bulk L --- This semaphore set consists of two hardwood poles painted white, with finely crafted silk flags bisected by yellow and red fields. A tiny stylized black serpent with its tongue extended is depicted on the top outer corner of each flag. The semaphore of slanders , in addition to being a functioning semaphore set, can be used to send false signals to any enemy forces observing the signaler, providing a +2 item bonus to Deception checks to do so, and allies are always aware of this ruse. Activate—Insidious Insinuation Two Actions (concentrate, emotion, fear, manipulate, mental, visual) Frequency once per day; Effect You activate the semaphore to mislead the enemy. Choose a creature within 60 feet to attempt a DC 28 Will saving throw. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 1 and is off-guard for 1 round. Critical Failure The target is frightened 2 and off-guard for 2 rounds.\n","skill_mod":{},"summary":"This semaphore set consists of two hardwood poles painted white, with finely crafted silk flags bisected by yellow and red fields. A tiny stylized …","primary_source":"Battlecry!","trait_group":["Mechanics"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3945","name":"Semaphore of Slanders","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3945"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":14000,"skill":["Performance"],"trait":["Magical"],"id":"equipment-3946","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Sinuous Recorder Source Battlecry! pg. 146 Price 140 gp Usage held in 2 hands Bulk L --- This ash recorder is highly polished, with a spiral, serpentine pattern etched along its length. The recorder grants you a +1 item bonus to Performance checks while playing music with the instrument. Activate—Sooth Serpents Two Actions (auditory, concentrate, manipulate) Frequency once per day; Effect You play a swift composition that fascinates all snakes, pythons, vipers, and serpents that hear it. At the GM’s discretion, creatures with major serpentine features, such as serpentfolk, are also subjected to this effect. All such creatures within a 30-foot emanation must attempt a DC 20 Will save. Critical Success The target’s attitude toward you decreases by one step. Success The creature is unaffected. Failure The target’s attitude toward you improves by one step, and it feels a powerful urge to dance. It takes a –5- foot penalty to its Speeds for 1 minute as it sways and dances to the music. Critical Failure As failure, but the target’s attitude toward you improves by two steps.\n","skill_mod":{},"summary":"This ash recorder is highly polished, with a spiral, serpentine pattern etched along its length. The recorder grants you a +1 item bonus to …","primary_source":"Battlecry!","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3946","name":"Sinuous Recorder","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3946"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":700000,"skill":["Performance"],"trait":["Magical"],"id":"equipment-3947","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Snare of Speed Source Battlecry! pg. 147 Price 7,000 gp Usage held in 2 hands Bulk 1 --- This snare drum and sticks are made from dark wood, and the skin is fine antelope hide. This drum grants you a +2 item bonus to Performance checks while playing music with the instrument. Activate—Prestissimo Two Actions (auditory, concentrate, manipulate) Frequency once per day; Effect You play the snare with an extreme cadence. You and all allies within a 30-foot emanation gain the quickened condition until the end of your next turn and can use the extra action each round for only Step and Stride actions. Activate—Larghissimo Two Actions (auditory, concentrate, manipulate) Frequency once per day; Effect You play the snare with a lassitude that drains the speed from your foes. Enemies within a 30-foot emanation must attempt a DC 34 Fortitude save. Critical Success The creature is unaffected. Success The creature slowed 1 for 1 round. Failure The creature is slowed 2 for 1 round. Critical Failure The creature is slowed 2 and off-guard for 1 round.\n","skill_mod":{},"summary":"This snare drum and sticks are made from dark wood, and the skin is fine antelope hide. This drum grants you a +2 item bonus to Performance checks …","primary_source":"Battlecry!","trait_group":["Mechanics"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3947","name":"Snare of Speed","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3947"},{"skill_mod":{},"summary":"This stick is a decorative wooden baton with a metal cap on one end and a stylized handle in the shape of a horse or other martial beast on the …","primary_source":"Battlecry!","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","level":4,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3948","weakness":{},"price":7500,"name":"Swagger Stick","trait":["Magical"],"id":"equipment-3948","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Swagger Stick Source Battlecry! pg. 147 Price 75 gp Usage held in 1 hand Bulk L --- This stick is a decorative wooden baton with a metal cap on one end and a stylized handle in the shape of a horse or other martial beast on the other. Mundane swagger sticks are carried by officers in armies all across Golarion. This one is made of particularly fine wood, with an aged silver cap and handle, and small garnets for the creature’s eyes. Activate—Swagger Single Action (manipulate, visual) Frequency once per day; Effect You dramatically swing, twirl, or otherwise brandish the swagger stick to direct your troops. All allied creatures within 30 feet who can see your display gain +1 status bonus to attack rolls, Fortitude saves, and Will saves against mental effects for 1 round.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3948"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":65000,"skill":["Performance"],"trait":["Magical"],"id":"equipment-3949","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Timpani of Panic Source Battlecry! pg. 147 Price 650 gp Usage held in 2 hands Bulk 1 --- This fine copper kettledrum has a dark skin stretched over it, and the tension rods are stained a dark red. This drum grants you a +2 item bonus to Performance checks while playing music with the instrument. Activate—Sustain Dread Single Action (auditory, emotion, fear, manipulate, mental) Frequency once per day; Effect You beat a march on the timpani that continuously increases in tempo. Enemies within a 30-foot emanation must attempt a DC 26 Will save. Critical Success The creature is unaffected. Success The target can’t reduce its frightened value below 1 for 1 round. Failure The target can’t reduce its frightened value below 1 for 1 minute. Critical Failure As failure, and it becomes frightened 1.\n","skill_mod":{},"summary":"This fine copper kettledrum has a dark skin stretched over it, and the tension rods are stained a dark red. This drum grants you a +2 item bonus to …","primary_source":"Battlecry!","trait_group":["Mechanics"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3949","name":"Timpani of Panic","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3949"},{"skill_mod":{},"summary":"This wooden baton is carved with a vine design that spirals from one end of the rod to the other. Similar batons were used by Taldan commanders of …","primary_source":"Battlecry!","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","level":5,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Held Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3950","weakness":{},"price":16000,"name":"Vine Baton","trait":["Magical"],"id":"equipment-3950","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Vine Baton Source Battlecry! pg. 147 Price 160 gp Usage held in 1 hand Bulk L --- This wooden baton is carved with a vine design that spirals from one end of the rod to the other. Similar batons were used by Taldan commanders of their Armies of Exploration for thousands of years. Activate—Forward March! Two Actions (manipulate, visual) Frequency once per day; Effect You brandish the vine baton with a flourish or in some other dramatic manner. You and your allies within 120 feet can Hustle for 1 additional hour. If you enter an encounter during this time period, the effect ends, but you receive a +2 status bonus to your initiative rolls for that encounter.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3950"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Battlecry!"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":14500,"skill":["Performance"],"trait":["Magical"],"id":"equipment-3951","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Warpipes Source Battlecry! pg. 147 Price 145 gp Usage held in 2 hands Bulk 1 --- This finely crafted set of bagpipes bears the hallmark scratches and wear of the battlefield, but it nonetheless shines with polish and has been played with love. These bagpipes grant you a +1 item bonus to Performance checks while playing music with the instrument. Activate—Inspirational Salute Two Actions (auditory, concentrate, manipulate) Frequency once per day; Effect You tap into the great music of the pipes, inspiring all allies who can hear. You and all allies within a 60-foot emanation gain a +1 status bonus to damage rolls and saves against fear effects for 1 minute.\n","skill_mod":{},"summary":"This finely crafted set of bagpipes bears the hallmark scratches and wear of the battlefield, but it nonetheless shines with polish and has been …","primary_source":"Battlecry!","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3951","name":"Warpipes","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3951"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Battlecry!"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":95000,"skill":["Performance"],"trait":["Magical"],"id":"equipment-3952","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Wyvern Nafir Source Battlecry! pg. 147 Price 950 gp Usage held in 1 hand Bulk 1 --- This simple trumpet is carved from a single wyvern horn. A wyvern nafir grants you a +2 item bonus to Performance checks while playing music with the instrument. Activate—Wyvern Scream Two Actions (auditory, concentrate, manipulate, sonic) Frequency once per day; Effect You blast a draconic scream from the nafir. All creatures in a 30-foot cone take 5d10 sonic damage (DC 27 basic Fortitude save). On a failed save, the target is pushed back 5 feet (or 10 feet on a critical failure).\n","skill_mod":{},"summary":"This simple trumpet is carved from a single wyvern horn. A wyvern nafir grants you a +2 item bonus to Performance checks while playing music with …","primary_source":"Battlecry!","trait_group":["Mechanics"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3952","name":"Wyvern Nafir","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3952"},{"primary_source_category":"Rulebooks","usage":"worn headwear (animal) and worn headwear (you)","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":2500,"trait":["Invested","Magical"],"id":"equipment-3953","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Abidance Blinders Source Battlecry! pg. 148 Price 25 gp Usage worn headwear (animal) and worn headwear (you) Bulk 1 --- While many skilled cavalry units have their own beloved mounts, troops often need to make do with whatever animals are available for mounted combat. These blinders, made of dark brown leather, nearly cover an animal’s eyes and prevent it from seeing the dangers around them. It takes 1 minute to affix the blinders on an animal, whose attitude toward you must be indifferent or better. These blinders can be used only on a domesticated animal that doesn’t have combat training or the minion trait. Animals with these blinders on do not suffer from the frightened condition due to being in combat, nor do they automatically flee combat, as would be normal for an animal without combat training. Unless mounted by a rider with the paired headband, which is braided from the same dark brown leather, the animal’s speed is reduced to 10 feet. Activate—It Can’t Hurt You Reaction (concentrate) Frequency once per day; Trigger An animal within 30 feet wearing the paired blinders attempts a saving throw against a fear effect but hasn’t rolled yet; Effect You grant a +1 status bonus to its saving throw against the triggering effect.\n","skill_mod":{},"summary":"While many skilled cavalry units have their own beloved mounts, troops often need to make do with whatever animals are available for mounted combat. …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=3953","name":"Abidance Blinders","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3953"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":90000,"skill":["Intimidation","Lore"],"trait":["Invested","Magical"],"id":"equipment-3954","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Admiral's Bicorne Source Battlecry! pg. 148 Price 900 gp Usage worn headwear Bulk L --- This ostentatious hat is trimmed with gold thread and tiny jewels, all proclaiming your position of authority on the high seas. While wearing the bicorne, you gain a +2 item bonus to Intimidation and Sailing Lore checks. Activate—Fight On Reaction (concentrate) Frequency once per day; Trigger You take damage from an enemy’s Strike or spell attack roll; Effect Despite your wounds, your troops are inspired to fight on. For 1 minute, all allies in a 30-foot emanation gain a +2 status bonus to saving throws against fear effects.\n","skill_mod":{},"summary":"This ostentatious hat is trimmed with gold thread and tiny jewels, all proclaiming your position of authority on the high seas. While wearing the …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3954","name":"Admiral's Bicorne","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3954"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":2500,"trait":["Invested","Magical"],"id":"equipment-3955","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Ally's Kerchief Source Battlecry! pg. 148 Price 25 gp Usage worn --- Organizations generally buy these simple squares of fabric in large batches with an invisible symbol on each. They help armies composed of troops unfamiliar with each other, such as mercenaries or conscripts, to recognize allied units. The kerchiefs might be tied around the head, neck, or arm. They can also be used to root out impostors. Activate—Identify Allies Free Action (concentrate) Trigger You move within 15 feet of a creature wearing a matching ally’s kerchief ; Effect The symbol magically glows above your head. It’s invisible to everyone not invested in a matching ally’s kerchief .\n","skill_mod":{},"summary":"Organizations generally buy these simple squares of fabric in large batches with an invisible symbol on each. They help armies composed of troops …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3955","name":"Ally's Kerchief","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3955"},{"primary_source_category":"Rulebooks","usage":"worn saddle","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":33000,"legacy_id":["equipment-1565"],"trait":["Companion","Invested","Magical","Uncommon"],"id":"equipment-3956","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Barding Saddle Source Battlecry! pg. 148 Price 330 gp Usage worn saddle Bulk 4 --- This saddle is covered with well-polished metal plates on the outside and adjusts to fit any mount. Activate—Ready for Battle Two Actions (manipulate) Effect You touch the metal plates of the saddle, which begin to unfold around the creature, covering your mount in heavy barding that extends from a simple-looking saddle. The Bulk of the saddle is the same in either form, but your mount isn’t affected by the restrictions or the benefits of wearing barding while it’s in saddle form. If the mount is already wearing barding, this has no effect. You return the barding to saddle form by using the same activity.\n","skill_mod":{},"summary":"This saddle is covered with well-polished metal plates on the outside and adjusts to fit any mount. ","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=3956","name":"Barding Saddle","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3956"},{"primary_source_category":"Rulebooks","usage":"worn garmet","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":8500,"trait":["Invested","Magical"],"id":"equipment-3957","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Bloodstained Waistcoat Source Battlecry! pg. 148 PFS Note A bloodstained waistcoat’s change to DCs overwrites any other changes to flat checks, whether beneficial or harmful to the wearer. Price 85 gp Usage worn garmet Bulk L --- This white vest has a large crimson bloodstain that can never be removed. Imbued with the anguish of a comrade who bled to death in the creator’s arms, a bloodstained waistcoat helps prevent you and your fellow soldiers from suffering the same fate. Your flat check to remove persistent bleed damage is DC 10 instead of DC 15, which is reduced to DC 5 if another creature uses a particularly appropriate action to help. Activate—Staunch Bleeding Single Action (manipulate) Frequency once per day; Effect The stain on the bloodstained waistcoat gets slightly larger as you bleed in lieu of an ally. The waistcoat ends a persistent bleed condition for one ally within 30 feet, but you gain that condition with the same parameters.\n","skill_mod":{},"summary":"This white vest has a large crimson bloodstain that can never be removed. Imbued with the anguish of a comrade who bled to death in the creator’s …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3957","name":"Bloodstained Waistcoat","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3957"},{"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":5000,"trait":["Invested","Magical"],"id":"equipment-3958","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Boots of Quick Marching Source Battlecry! pg. 148 Price 50 gp Usage worn shoes Bulk L --- These brown leather shoes have surprisingly thick soles, as though a cobbler had recently repaired them. The tan laces always pull to exactly the right tautness for your feet and ankles to feel supported. You can perform the Hustle exploration mode activity for twice as many minutes as normal, equal to your Constitution modifier × 20 (minimum 20). Activate—Big Step Single Action (concentrate) Frequency once per day; Effect The soles on your boots grow even thicker for a moment, proving a bounce to your step. You Step twice.\n","skill_mod":{},"summary":"These brown leather shoes have surprisingly thick soles, as though a cobbler had recently repaired them. The tan laces always pull to exactly the …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3958","name":"Boots of Quick Marching","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3958"},{"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":3500,"trait":["Invested","Magical"],"id":"equipment-3959","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Boots of the Dead Source Battlecry! pg. 149 Price 35 gp Usage worn shoes Bulk L --- Perhaps you had no other choice than to steal the boots off a fallen soldier. Yours may have been worn out, full of holes, or even coming apart. Did you take them from a fallen ally or adversary? Everyone looks the same after war has its way. Nevertheless, the guilt you feel weighs you down. You gain a +1 item bonus to saving throws and DCs against forced movement. Activate—One of You Single Action (manipulate) Frequency once per hour; Effect You shuffle your boots, which still stink of the dead, causing one undead creature of your choice to think that you too are undead. The target is off-guard against the next melee attack you attempt against it before the end of your current turn.\n","skill_mod":{},"summary":"Perhaps you had no other choice than to steal the boots off a fallen soldier. Yours may have been worn out, full of holes, or even coming apart. Did …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3959","name":"Boots of the Dead","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3959"},{"item_child_id":["equipment-3960-3651","equipment-3960-3652","equipment-3960-3653"],"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"trait":["Invested","Magical"],"id":"equipment-3960","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Boots of the Secret Blade Source Battlecry! pg. 149 Usage worn shoes Bulk L --- You pride yourself on being well prepared with weaponry for any situation. Your dark-gray boots might appear mundane, but you know that they can conjure a blade at any moment. Even the most thorough of searches can’t find a knife that doesn’t exist yet. Activate—Draw Secret Blade Single Action (manipulate) Frequency once per hour; Effect You reach down to your boot, draw a dagger from it, and make a ranged or melee Strike with it. This dagger is created magically and does not exist before being drawn. The dagger remains a physical object until the next time you use Draw Secret Blade, and it disappears as a new blade is created. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Boots of the Secret Blade Source Battlecry! pg. 149 Price 30 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Greater Boots of the Secret Blade Source Battlecry! pg. 149 Price 450 gp --- When you Draw Secret Blade, you draw a +1 striking dagger . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Major Boots of the Secret Blade Source Battlecry! pg. 149 Price 5,500 gp --- When you Draw Secret Blade, you draw a +2 greater striking dagger. ","skill_mod":{},"summary":"You pride yourself on being well prepared with weaponry for any situation. Your dark-gray boots might appear mundane, but you know that they can …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3960","name":"Boots of the Secret Blade","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3960"},{"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3960","weakness":{},"price":3000,"trait":["Invested","Magical"],"id":"equipment-3960-3651","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Boots of the Secret Blade Source Battlecry! pg. 149 Usage worn shoes Bulk L --- You pride yourself on being well prepared with weaponry for any situation. Your dark-gray boots might appear mundane, but you know that they can conjure a blade at any moment. Even the most thorough of searches can’t find a knife that doesn’t exist yet. Activate—Draw Secret Blade Single Action (manipulate) Frequency once per hour; Effect You reach down to your boot, draw a dagger from it, and make a ranged or melee Strike with it. This dagger is created magically and does not exist before being drawn. The dagger remains a physical object until the next time you use Draw Secret Blade, and it disappears as a new blade is created. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Boots of the Secret Blade Source Battlecry! pg. 149 Price 30 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Greater Boots of the Secret Blade Source Battlecry! pg. 149 Price 450 gp --- When you Draw Secret Blade, you draw a +1 striking dagger . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Major Boots of the Secret Blade Source Battlecry! pg. 149 Price 5,500 gp --- When you Draw Secret Blade, you draw a +2 greater striking dagger. ","skill_mod":{},"summary":"You pride yourself on being well prepared with weaponry for any situation. Your dark-gray boots might appear mundane, but you know that they can …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3960","name":"Boots of the Secret Blade","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3960-3651"},{"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3960","weakness":{},"price":45000,"trait":["Invested","Magical"],"id":"equipment-3960-3652","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Boots of the Secret Blade Source Battlecry! pg. 149 Usage worn shoes Bulk L --- You pride yourself on being well prepared with weaponry for any situation. Your dark-gray boots might appear mundane, but you know that they can conjure a blade at any moment. Even the most thorough of searches can’t find a knife that doesn’t exist yet. Activate—Draw Secret Blade Single Action (manipulate) Frequency once per hour; Effect You reach down to your boot, draw a dagger from it, and make a ranged or melee Strike with it. This dagger is created magically and does not exist before being drawn. The dagger remains a physical object until the next time you use Draw Secret Blade, and it disappears as a new blade is created. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Boots of the Secret Blade Source Battlecry! pg. 149 Price 30 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Greater Boots of the Secret Blade Source Battlecry! pg. 149 Price 450 gp --- When you Draw Secret Blade, you draw a +1 striking dagger . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Major Boots of the Secret Blade Source Battlecry! pg. 149 Price 5,500 gp --- When you Draw Secret Blade, you draw a +2 greater striking dagger. ","skill_mod":{},"summary":"When you Draw Secret Blade, you draw a +1 striking dagger .","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3960","name":"Greater Boots of the Secret Blade","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3960-3652"},{"primary_source_category":"Rulebooks","usage":"worn shoes","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3960","weakness":{},"price":550000,"trait":["Invested","Magical"],"id":"equipment-3960-3653","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Boots of the Secret Blade Source Battlecry! pg. 149 Usage worn shoes Bulk L --- You pride yourself on being well prepared with weaponry for any situation. Your dark-gray boots might appear mundane, but you know that they can conjure a blade at any moment. Even the most thorough of searches can’t find a knife that doesn’t exist yet. Activate—Draw Secret Blade Single Action (manipulate) Frequency once per hour; Effect You reach down to your boot, draw a dagger from it, and make a ranged or melee Strike with it. This dagger is created magically and does not exist before being drawn. The dagger remains a physical object until the next time you use Draw Secret Blade, and it disappears as a new blade is created. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Boots of the Secret Blade Source Battlecry! pg. 149 Price 30 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Greater Boots of the Secret Blade Source Battlecry! pg. 149 Price 450 gp --- When you Draw Secret Blade, you draw a +1 striking dagger . <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Major Boots of the Secret Blade Source Battlecry! pg. 149 Price 5,500 gp --- When you Draw Secret Blade, you draw a +2 greater striking dagger. ","skill_mod":{},"summary":"When you Draw Secret Blade, you draw a +2 greater striking dagger.","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3960","name":"Major Boots of the Secret Blade","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3960-3653"},{"skill_mod":{},"summary":"Only the leader of an army could wear this diamond and ruby-encrusted scabbard that somehow always remains shiny no matter how terrible the …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"primary_source_category":"Rulebooks","level":17,"usage":"worn","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Apex Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3961","weakness":{},"price":1500000,"name":"Comandant's Scabbard","trait":["Apex","Invested","Magical"],"id":"equipment-3961","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Comandant's Scabbard Source Battlecry! pg. 149 Price 15,000 gp Usage worn Bulk L --- Only the leader of an army could wear this diamond and ruby-encrusted scabbard that somehow always remains shiny no matter how terrible the conditions. While wearing the scabbard, you feel exceptionally powerful, and you gain a +3 item bonus to Athletics checks. When you invest the scabbard, you either increase your Strength modifier by 1 or increase it to +4, whichever would give you a higher value. The commandant’s scabbard holds one melee weapon of 1 Bulk or lighter. Whenever a weapon is drawn from the scabbard, it gains a +4 status bonus to damage for 1 round. Activate—Commanding Draw Single Action (fortune) Frequency once per hour; Requirements You have a weapon sheathed in your commandant’s scabbard ; Effect You Interact to draw your weapon from your scabbard and Strike with it. On that Strike, you can roll twice and take the better result.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3961"},{"item_child_id":["equipment-3962-3654","equipment-3962-3655"],"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"trait":["Invested","Magical","Uncommon"],"id":"equipment-3962","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Endless Quiver Source Battlecry! pg. 149 Usage worn Bulk 1 --- Elite archers can go through countless arrows over the course of a battle. Smart ones carry an endless quiver to ensure they never run out. This quiver holds 40 mundane arrows and regenerates 10 per hour. Once an arrow is removed from the endless quiver , it dissipates after 1 minute. Activate—Convert Arrows Single Action (manipulate) Frequency once per day; Effect You tap the quiver, and the arrows inside transform into cold iron or silver. They revert to wood after 1 minute. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Endless Quiver Source Battlecry! pg. 149 Price 1,200 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Greater Endless Quiver Source Battlecry! pg. 149 Price 19,000 gp --- The quiver holds 100 arrows at once. You can use Convert Arrows to also transform your arrows into adamantine or dawnsilver.","skill_mod":{},"summary":"Elite archers can go through countless arrows over the course of a battle. Smart ones carry an endless quiver to ensure they never run out. This …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3962","name":"Endless Quiver","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3962"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3962","weakness":{},"price":120000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3962-3654","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Endless Quiver Source Battlecry! pg. 149 Usage worn Bulk 1 --- Elite archers can go through countless arrows over the course of a battle. Smart ones carry an endless quiver to ensure they never run out. This quiver holds 40 mundane arrows and regenerates 10 per hour. Once an arrow is removed from the endless quiver , it dissipates after 1 minute. Activate—Convert Arrows Single Action (manipulate) Frequency once per day; Effect You tap the quiver, and the arrows inside transform into cold iron or silver. They revert to wood after 1 minute. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Endless Quiver Source Battlecry! pg. 149 Price 1,200 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Greater Endless Quiver Source Battlecry! pg. 149 Price 19,000 gp --- The quiver holds 100 arrows at once. You can use Convert Arrows to also transform your arrows into adamantine or dawnsilver.","skill_mod":{},"summary":"Elite archers can go through countless arrows over the course of a battle. Smart ones carry an endless quiver to ensure they never run out. This …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3962","name":"Endless Quiver","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3962-3654"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3962","weakness":{},"price":1900000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3962-3655","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Endless Quiver Source Battlecry! pg. 149 Usage worn Bulk 1 --- Elite archers can go through countless arrows over the course of a battle. Smart ones carry an endless quiver to ensure they never run out. This quiver holds 40 mundane arrows and regenerates 10 per hour. Once an arrow is removed from the endless quiver , it dissipates after 1 minute. Activate—Convert Arrows Single Action (manipulate) Frequency once per day; Effect You tap the quiver, and the arrows inside transform into cold iron or silver. They revert to wood after 1 minute. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Endless Quiver Source Battlecry! pg. 149 Price 1,200 gp <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Greater Endless Quiver Source Battlecry! pg. 149 Price 19,000 gp --- The quiver holds 100 arrows at once. You can use Convert Arrows to also transform your arrows into adamantine or dawnsilver.","skill_mod":{},"summary":"The quiver holds 100 arrows at once. You can use Convert Arrows to also transform your arrows into adamantine or dawnsilver .","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3962","name":"Greater Endless Quiver","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3962-3655"},{"item_child_id":["equipment-3963-3656","equipment-3963-3657"],"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"trait":["Invested","Magical"],"id":"equipment-3963","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Fireproof Gloves Source Battlecry! pg. 149 Usage worn gloves Bulk L --- First developed by blacksmiths to move burning hot workpieces around, fireproof gloves then became popular with soldiers responsible for disabling bombs and magical traps. The thick tan gloves come up over the arm. When wearing these gloves, you gain fire resistance 5. Activate—Release Heat Single Action (concentrate, fire) Frequency once per day; Requirements You have a free hand; Effect You take the heat that’s built up in your gloves and discharge it onto an enemy. You deal 6d8 fire damage to one creature within reach (DC 26 basic Reflex save). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Fireproof Gloves Source Battlecry! pg. 149 Price 650 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Greater Fireproof Gloves Source Battlecry! pg. 149 Price 2,500 gp --- You gain fire resistance 10 when wearing the gloves. When you Release Heat, you instead deal 10d8 fire damage, and the DC is 31.","skill_mod":{},"summary":"First developed by blacksmiths to move burning hot workpieces around, fireproof gloves then became popular with soldiers responsible for disabling …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3963","name":"Fireproof Gloves","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3963"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3963","weakness":{},"price":65000,"trait":["Invested","Magical"],"id":"equipment-3963-3656","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Fireproof Gloves Source Battlecry! pg. 149 Usage worn gloves Bulk L --- First developed by blacksmiths to move burning hot workpieces around, fireproof gloves then became popular with soldiers responsible for disabling bombs and magical traps. The thick tan gloves come up over the arm. When wearing these gloves, you gain fire resistance 5. Activate—Release Heat Single Action (concentrate, fire) Frequency once per day; Requirements You have a free hand; Effect You take the heat that’s built up in your gloves and discharge it onto an enemy. You deal 6d8 fire damage to one creature within reach (DC 26 basic Reflex save). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Fireproof Gloves Source Battlecry! pg. 149 Price 650 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Greater Fireproof Gloves Source Battlecry! pg. 149 Price 2,500 gp --- You gain fire resistance 10 when wearing the gloves. When you Release Heat, you instead deal 10d8 fire damage, and the DC is 31.","skill_mod":{},"summary":"First developed by blacksmiths to move burning hot workpieces around, fireproof gloves then became popular with soldiers responsible for disabling …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3963","name":"Fireproof Gloves","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3963-3656"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3963","weakness":{},"price":250000,"trait":["Invested","Magical"],"id":"equipment-3963-3657","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Fireproof Gloves Source Battlecry! pg. 149 Usage worn gloves Bulk L --- First developed by blacksmiths to move burning hot workpieces around, fireproof gloves then became popular with soldiers responsible for disabling bombs and magical traps. The thick tan gloves come up over the arm. When wearing these gloves, you gain fire resistance 5. Activate—Release Heat Single Action (concentrate, fire) Frequency once per day; Requirements You have a free hand; Effect You take the heat that’s built up in your gloves and discharge it onto an enemy. You deal 6d8 fire damage to one creature within reach (DC 26 basic Reflex save). <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Fireproof Gloves Source Battlecry! pg. 149 Price 650 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Greater Fireproof Gloves Source Battlecry! pg. 149 Price 2,500 gp --- You gain fire resistance 10 when wearing the gloves. When you Release Heat, you instead deal 10d8 fire damage, and the DC is 31.","skill_mod":{},"summary":"You gain fire resistance 10 when wearing the gloves. When you Release Heat, you instead deal 10d8 fire damage, and the DC is 31.","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3963","name":"Greater Fireproof Gloves","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3963-3657"},{"primary_source_category":"Rulebooks","usage":"worn mask","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":8500,"trait":["Air","Invested","Magical"],"id":"equipment-3964","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Gas Mask of Clean Air Source Battlecry! pg. 149 Price 85 gp Usage worn mask Bulk L --- This black canvas mask covers your mouth and nose, with thick tubes coming from the sides. While wearing this mask, you gain a +1 item bonus to saves against inhaled poisons, inhaled diseases, and olfactory effects. Activate—Breathe Clean Single Action (manipulate) Frequency once per day; Effect Your mask springs to life, pumping clean air into your nose and mouth. For 1 round, you are immune to inhaled poisons, inhaled diseases, and olfactory effects. If you have ongoing effects due to such an effect from before activating the mask, those effects continue as normal. If the air around you is unbreathable, you are underwater, or you are in a vacuum, you can breathe normally.\n","element":["Air"],"skill_mod":{},"summary":"This black canvas mask covers your mouth and nose, with thick tubes coming from the sides. While wearing this mask, you gain a +1 item bonus to saves …","primary_source":"Battlecry!","trait_group":["Elemental","Planar","Monster","Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3964","name":"Gas Mask of Clean Air","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3964"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":8000,"trait":["Invested","Magical"],"id":"equipment-3965","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Golden Greaves Source Battlecry! pg. 150 Price 80 gp Usage worn Bulk L --- These shiny greaves made of splinted metal coated with gold protect the shins and help you stand your ground in the heat of battle. While wearing the greaves, you gain a +1 item bonus to your Fortitude DC against forced movement effects and to your Reflex DC against effects that would knock you prone. Activate—Make Them Fall Reaction (concentrate, misfortune) Frequency once per day; Trigger An enemy fails to Reposition, Shove, or Trip you; Effect Your golden greaves glow with a strange light, and you move your legs in just the right way to completely throw off your opponent. Your opponent instead critically fails on the triggering check.\n","skill_mod":{},"summary":"These shiny greaves made of splinted metal coated with gold protect the shins and help you stand your ground in the heat of battle. While wearing the …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3965","name":"Golden Greaves","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3965"},{"primary_source_category":"Rulebooks","usage":"worn gloves","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":9000,"skill":["Athletics"],"trait":["Invested","Magical"],"id":"equipment-3966","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Grippy Gloves Source Battlecry! pg. 150 Price 90 gp Usage worn gloves Bulk L --- A good pair of gloves is a critical item for any soldier, particularly if you plan to get up close to your enemy. When you wear these black leather gloves with fine silver stitching, you gain a +1 item bonus to Athletics checks to Climb, Grapple, and Reposition. Activate—Sticky Grip Single Action (manipulate) Frequency once per day; Requirements You have an enemy grabbed or restrained; Effect Your gloves help you squeeze even more tightly, keeping your opponent from moving freely. The enemy you have grabbed or restrained is slowed 1 for 1 round.\n","skill_mod":{},"summary":"A good pair of gloves is a critical item for any soldier, particularly if you plan to get up close to your enemy. When you wear these black leather …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3966","name":"Grippy Gloves","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3966"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":5500,"trait":["Invested","Magical"],"id":"equipment-3967","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Instrument Harness Source Battlecry! pg. 150 Price 55 gp Usage worn Bulk L --- Many armies recruit musicians among their number, who might keep time for marching with a drum, play out commands with a bugle, or intimidate foes with the bagpipes. Regardless of instrument, these musicians are still soldiers and need to be able to fight as well as play at the drop of a hat. The instrument harness is made from white leather decorated with gold musical symbols. You can attach up to 3 Bulk of musical instruments to the harness. If you drop an attached instrument, it remains safely at your side rather than dropped to the ground. Activate—Ready to Play Free Action ; Frequency once per day; Requirements There is an instrument attached to the instrument harness and you have enough hands free to hold it; Effect Your harness ripples, pulling the required instrument into your hands. You Interact to draw the required instrument, but this manipulate action doesn’t trigger reactions.\n","skill_mod":{},"summary":"Many armies recruit musicians among their number, who might keep time for marching with a drum, play out commands with a bugle, or intimidate foes …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3967","name":"Instrument Harness","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3967"},{"item_child_id":["equipment-3968-3658","equipment-3968-3659"],"primary_source_category":"Rulebooks","usage":"worn belt","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Invested","Magical"],"id":"equipment-3968","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Killer's Belt Source Battlecry! pg. 150 Usage worn belt Bulk L --- Small blood-red rubies decorate this black leather belt, which is a fashion accessory for only the most bloodthirsty soldiers. When you wear this belt, you gain a +1 item bonus to Intimidation checks. Activate—Bleeding Rubies Single Action (manipulate) Frequency once per day; Requirements You have a free hand and your last action was to deal damage to an enemy with a Strike or spell attack roll; Effect You pull a ruby off your belt and crush it into dust. As this dust reaches the enemy you just harmed, it embeds into the skin, causing them to bleed. The target takes 1d6 persistent bleed damage. The ruby reappears on the belt after 24 hours. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Killer’s Belt Source Battlecry! pg. 150 Price 95 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Greater Killer’s Belt Source Battlecry! pg. 150 Price 650 gp --- The belt grants a +2 item bonus to Intimidation checks, and the persistent bleed damage dealt by Bleeding Rubies increases to 2d6.","skill_mod":{},"summary":"Small blood-red rubies decorate this black leather belt, which is a fashion accessory for only the most bloodthirsty soldiers. When you wear this …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3968","name":"Killer's Belt","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3968"},{"primary_source_category":"Rulebooks","usage":"worn belt","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3968","weakness":{},"price":9500,"skill":["Intimidation"],"trait":["Invested","Magical"],"id":"equipment-3968-3658","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Killer's Belt Source Battlecry! pg. 150 Usage worn belt Bulk L --- Small blood-red rubies decorate this black leather belt, which is a fashion accessory for only the most bloodthirsty soldiers. When you wear this belt, you gain a +1 item bonus to Intimidation checks. Activate—Bleeding Rubies Single Action (manipulate) Frequency once per day; Requirements You have a free hand and your last action was to deal damage to an enemy with a Strike or spell attack roll; Effect You pull a ruby off your belt and crush it into dust. As this dust reaches the enemy you just harmed, it embeds into the skin, causing them to bleed. The target takes 1d6 persistent bleed damage. The ruby reappears on the belt after 24 hours. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Killer’s Belt Source Battlecry! pg. 150 Price 95 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Greater Killer’s Belt Source Battlecry! pg. 150 Price 650 gp --- The belt grants a +2 item bonus to Intimidation checks, and the persistent bleed damage dealt by Bleeding Rubies increases to 2d6.","skill_mod":{},"summary":"Small blood-red rubies decorate this black leather belt, which is a fashion accessory for only the most bloodthirsty soldiers. When you wear this …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3968","name":"Killer’s Belt","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3968-3658"},{"primary_source_category":"Rulebooks","usage":"worn belt","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3968","weakness":{},"price":65000,"skill":["Intimidation"],"trait":["Invested","Magical"],"id":"equipment-3968-3659","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Killer's Belt Source Battlecry! pg. 150 Usage worn belt Bulk L --- Small blood-red rubies decorate this black leather belt, which is a fashion accessory for only the most bloodthirsty soldiers. When you wear this belt, you gain a +1 item bonus to Intimidation checks. Activate—Bleeding Rubies Single Action (manipulate) Frequency once per day; Requirements You have a free hand and your last action was to deal damage to an enemy with a Strike or spell attack roll; Effect You pull a ruby off your belt and crush it into dust. As this dust reaches the enemy you just harmed, it embeds into the skin, causing them to bleed. The target takes 1d6 persistent bleed damage. The ruby reappears on the belt after 24 hours. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Killer’s Belt Source Battlecry! pg. 150 Price 95 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Greater Killer’s Belt Source Battlecry! pg. 150 Price 650 gp --- The belt grants a +2 item bonus to Intimidation checks, and the persistent bleed damage dealt by Bleeding Rubies increases to 2d6.","skill_mod":{},"summary":"The belt grants a +2 item bonus to Intimidation checks, and the persistent bleed damage dealt by Bleeding Rubies increases to 2d6.","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3968","name":"Greater Killer’s Belt","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3968-3659"},{"primary_source_category":"Rulebooks","usage":"worn belt","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":24000,"trait":["Invested","Magical"],"id":"equipment-3969","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Lieutenant's Sash Source Battlecry! pg. 150 Price 240 gp Usage worn belt Bulk L --- You wear a brightly colored sash around your waist as a symbol of your new position. You’re bound to make mistakes in this role, but if you can learn from them, perhaps you’ll live long enough to become an officer. If you trigger a reaction from an enemy or a hazard, you gain a +1 circumstance bonus to saving throws you attempt as a result of that reaction and a +1 circumstance bonus to your AC against attacks made during that reaction. Activate—Heads Up! Reaction (concentrate) Frequency once per hour; Trigger One of your allies triggers a reaction from an enemy or a hazard; Effect You share your hard-earned experience with your ally, giving them a +1 circumstance bonus to saving throws they attempt as a result of that reaction and a +1 circumstance bonus to their AC against attacks made during that reaction.\n","skill_mod":{},"summary":"You wear a brightly colored sash around your waist as a symbol of your new position. You’re bound to make mistakes in this role, but if you can learn …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3969","name":"Lieutenant's Sash","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3969"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":120000,"trait":["Invested","Magical"],"id":"equipment-3970","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Locket of Love Left Behind Source Battlecry! pg. 150 PFS Note Replacing the casing of a locket of love left behind takes 30 days of Downtime. Price 1,200 gp Usage worn --- There’s a tiny picture of a beloved partner, child, or even place nestled inside this small gold locket with a heart on the front. The locket reminds you that no matter how terrible the ravages of war are, you have something very important to live for. While wearing the necklace, you gain a +5-foot status bonus to your Speeds when you have the fleeing condition. If you are dying, the DC of recovery checks is reduced by 1. Activate—True Love’s Power Reaction ; Trigger You would die due to a death effect rather than the dying condition; Effect Your love pulls you back from the brink of death and the locket cracks. You avoid dying and remain at 1 Hit Point. You cannot use the ability again until you replace the casing of the locket, which typically takes around 1 month and costs 600 gp.\n","skill_mod":{},"summary":"There’s a tiny picture of a beloved partner, child, or even place nestled inside this small gold locket with a heart on the front. The locket reminds …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3970","name":"Locket of Love Left Behind","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3970"},{"item_child_id":["equipment-3971-3660","equipment-3971-3661","equipment-3971-3662","equipment-3971-3663","equipment-3971-3664"],"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Athletics"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3971","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magical Medals Source Battlecry! pg. 151 Usage worn --- Military leaders or heads of state award these special medals to commend exemplary performance by their top soldiers. They’re typically worn on a special strip of fabric near the lapel, but soldiers from different countries sometimes wear them in other places. No matter how many magical medals you have, they collectively count as one invested item. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Medal of Gorilla’s Might Source Battlecry! pg. 151 Price 25 gp --- This steel medal resembles the head and upper body of a gorilla. It’s typically given in recognition of physical prowess, and it grants you a +1 item bonus to Athletics checks to Climb, Force Open, High Jump, and Long Jump. Activate—Gorila's Second Leap Reaction (concentrate, fortune) Frequency once per day; Trigger You would fail but not critically fail an Athletics check to High Jump or Long Jump; Effect The gorilla on the medal beats its chest, giving you another chance. You reroll the failed check. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Medal of Griffon’s Heart Source Battlecry! pg. 151 Price 80 gp --- This copper medal features a griffon’s face, wings, and talons in profile. It is given in recognition of remarkable bravery, and it grants you a +1 item bonus to saving throws against fear and mental effects. While wearing this pendant, you can also cast forbidding ward as an innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Medal of the Wolf Pack Source Battlecry! pg. 151 Price 350 gp --- There are three wolf’s heads engraved on this pewter medal, typically awarded to squads who demonstrate exceptional teamwork. While wearing the medal of the wolf pack , you gain a +2 circumstance bonus to damage rolls against enemies you are flanking. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Medal of Unicorn’s Purity Source Battlecry! pg. 151 Price 1,700 gp --- The profile of the unicorn on this silver medal has a horn that extends slightly beyond the circular border. This medal is awarded in recognition of true righteousness and exemplary service to a cause. Activate—Unicorn’s Grace Reaction (concentrate, healing, vitality) Frequency once per day; Trigger You would regain Hit Points from a magical effect; Effect You regain an additional 4d6 Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Medal of Phoenix’s Fire Source Battlecry! pg. 151 Price 9,000 gp --- The phoenix on this gold medal is proud and fierce, and the medal features a border shaped like a flame. This medal is considered the highest honor in many countries and is awarded to those soldiers who have truly exemplified the ethics of their country through unbelievable service. Activate—Phoenix’s Sacrifice Free Action (vitality) Frequency once per day; Trigger Your dying condition increases; Effect The phoenix bursts into flames. You lose the dying condition and regain 1 Hit Point. Your wounded value does not increase. You can use this action while unconscious.","skill_mod":{},"summary":"Military leaders or heads of state award these special medals to commend exemplary performance by their top soldiers. They’re typically worn on a …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3971","name":"Magical Medals","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3971"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3971","weakness":{},"price":2500,"skill":["Athletics"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-3971-3660","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magical Medals Source Battlecry! pg. 151 Usage worn --- Military leaders or heads of state award these special medals to commend exemplary performance by their top soldiers. They’re typically worn on a special strip of fabric near the lapel, but soldiers from different countries sometimes wear them in other places. No matter how many magical medals you have, they collectively count as one invested item. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Medal of Gorilla’s Might Source Battlecry! pg. 151 Price 25 gp --- This steel medal resembles the head and upper body of a gorilla. It’s typically given in recognition of physical prowess, and it grants you a +1 item bonus to Athletics checks to Climb, Force Open, High Jump, and Long Jump. Activate—Gorila's Second Leap Reaction (concentrate, fortune) Frequency once per day; Trigger You would fail but not critically fail an Athletics check to High Jump or Long Jump; Effect The gorilla on the medal beats its chest, giving you another chance. You reroll the failed check. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Medal of Griffon’s Heart Source Battlecry! pg. 151 Price 80 gp --- This copper medal features a griffon’s face, wings, and talons in profile. It is given in recognition of remarkable bravery, and it grants you a +1 item bonus to saving throws against fear and mental effects. While wearing this pendant, you can also cast forbidding ward as an innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Medal of the Wolf Pack Source Battlecry! pg. 151 Price 350 gp --- There are three wolf’s heads engraved on this pewter medal, typically awarded to squads who demonstrate exceptional teamwork. While wearing the medal of the wolf pack , you gain a +2 circumstance bonus to damage rolls against enemies you are flanking. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Medal of Unicorn’s Purity Source Battlecry! pg. 151 Price 1,700 gp --- The profile of the unicorn on this silver medal has a horn that extends slightly beyond the circular border. This medal is awarded in recognition of true righteousness and exemplary service to a cause. Activate—Unicorn’s Grace Reaction (concentrate, healing, vitality) Frequency once per day; Trigger You would regain Hit Points from a magical effect; Effect You regain an additional 4d6 Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Medal of Phoenix’s Fire Source Battlecry! pg. 151 Price 9,000 gp --- The phoenix on this gold medal is proud and fierce, and the medal features a border shaped like a flame. This medal is considered the highest honor in many countries and is awarded to those soldiers who have truly exemplified the ethics of their country through unbelievable service. Activate—Phoenix’s Sacrifice Free Action (vitality) Frequency once per day; Trigger Your dying condition increases; Effect The phoenix bursts into flames. You lose the dying condition and regain 1 Hit Point. Your wounded value does not increase. You can use this action while unconscious.","skill_mod":{},"summary":"This steel medal resembles the head and upper body of a gorilla . It’s typically given in recognition of physical prowess, and it grants you a +1 …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3971","name":"Medal of Gorilla’s Might","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3971-3660"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3971","weakness":{},"price":8000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3971-3661","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magical Medals Source Battlecry! pg. 151 Usage worn --- Military leaders or heads of state award these special medals to commend exemplary performance by their top soldiers. They’re typically worn on a special strip of fabric near the lapel, but soldiers from different countries sometimes wear them in other places. No matter how many magical medals you have, they collectively count as one invested item. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Medal of Gorilla’s Might Source Battlecry! pg. 151 Price 25 gp --- This steel medal resembles the head and upper body of a gorilla. It’s typically given in recognition of physical prowess, and it grants you a +1 item bonus to Athletics checks to Climb, Force Open, High Jump, and Long Jump. Activate—Gorila's Second Leap Reaction (concentrate, fortune) Frequency once per day; Trigger You would fail but not critically fail an Athletics check to High Jump or Long Jump; Effect The gorilla on the medal beats its chest, giving you another chance. You reroll the failed check. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Medal of Griffon’s Heart Source Battlecry! pg. 151 Price 80 gp --- This copper medal features a griffon’s face, wings, and talons in profile. It is given in recognition of remarkable bravery, and it grants you a +1 item bonus to saving throws against fear and mental effects. While wearing this pendant, you can also cast forbidding ward as an innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Medal of the Wolf Pack Source Battlecry! pg. 151 Price 350 gp --- There are three wolf’s heads engraved on this pewter medal, typically awarded to squads who demonstrate exceptional teamwork. While wearing the medal of the wolf pack , you gain a +2 circumstance bonus to damage rolls against enemies you are flanking. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Medal of Unicorn’s Purity Source Battlecry! pg. 151 Price 1,700 gp --- The profile of the unicorn on this silver medal has a horn that extends slightly beyond the circular border. This medal is awarded in recognition of true righteousness and exemplary service to a cause. Activate—Unicorn’s Grace Reaction (concentrate, healing, vitality) Frequency once per day; Trigger You would regain Hit Points from a magical effect; Effect You regain an additional 4d6 Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Medal of Phoenix’s Fire Source Battlecry! pg. 151 Price 9,000 gp --- The phoenix on this gold medal is proud and fierce, and the medal features a border shaped like a flame. This medal is considered the highest honor in many countries and is awarded to those soldiers who have truly exemplified the ethics of their country through unbelievable service. Activate—Phoenix’s Sacrifice Free Action (vitality) Frequency once per day; Trigger Your dying condition increases; Effect The phoenix bursts into flames. You lose the dying condition and regain 1 Hit Point. Your wounded value does not increase. You can use this action while unconscious.","skill_mod":{},"summary":"This copper medal features a griffon’s face, wings, and talons in profile. It is given in recognition of remarkable bravery, and it grants you a +1 …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3971","name":"Medal of Griffon’s Heart","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3971-3661"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3971","weakness":{},"price":35000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3971-3662","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magical Medals Source Battlecry! pg. 151 Usage worn --- Military leaders or heads of state award these special medals to commend exemplary performance by their top soldiers. They’re typically worn on a special strip of fabric near the lapel, but soldiers from different countries sometimes wear them in other places. No matter how many magical medals you have, they collectively count as one invested item. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Medal of Gorilla’s Might Source Battlecry! pg. 151 Price 25 gp --- This steel medal resembles the head and upper body of a gorilla. It’s typically given in recognition of physical prowess, and it grants you a +1 item bonus to Athletics checks to Climb, Force Open, High Jump, and Long Jump. Activate—Gorila's Second Leap Reaction (concentrate, fortune) Frequency once per day; Trigger You would fail but not critically fail an Athletics check to High Jump or Long Jump; Effect The gorilla on the medal beats its chest, giving you another chance. You reroll the failed check. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Medal of Griffon’s Heart Source Battlecry! pg. 151 Price 80 gp --- This copper medal features a griffon’s face, wings, and talons in profile. It is given in recognition of remarkable bravery, and it grants you a +1 item bonus to saving throws against fear and mental effects. While wearing this pendant, you can also cast forbidding ward as an innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Medal of the Wolf Pack Source Battlecry! pg. 151 Price 350 gp --- There are three wolf’s heads engraved on this pewter medal, typically awarded to squads who demonstrate exceptional teamwork. While wearing the medal of the wolf pack , you gain a +2 circumstance bonus to damage rolls against enemies you are flanking. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Medal of Unicorn’s Purity Source Battlecry! pg. 151 Price 1,700 gp --- The profile of the unicorn on this silver medal has a horn that extends slightly beyond the circular border. This medal is awarded in recognition of true righteousness and exemplary service to a cause. Activate—Unicorn’s Grace Reaction (concentrate, healing, vitality) Frequency once per day; Trigger You would regain Hit Points from a magical effect; Effect You regain an additional 4d6 Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Medal of Phoenix’s Fire Source Battlecry! pg. 151 Price 9,000 gp --- The phoenix on this gold medal is proud and fierce, and the medal features a border shaped like a flame. This medal is considered the highest honor in many countries and is awarded to those soldiers who have truly exemplified the ethics of their country through unbelievable service. Activate—Phoenix’s Sacrifice Free Action (vitality) Frequency once per day; Trigger Your dying condition increases; Effect The phoenix bursts into flames. You lose the dying condition and regain 1 Hit Point. Your wounded value does not increase. You can use this action while unconscious.","skill_mod":{},"summary":"There are three wolf’s heads engraved on this pewter medal, typically awarded to squads who demonstrate exceptional teamwork. While wearing the …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3971","name":"Medal of the Wolf Pack","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3971-3662"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3971","weakness":{},"price":170000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3971-3663","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magical Medals Source Battlecry! pg. 151 Usage worn --- Military leaders or heads of state award these special medals to commend exemplary performance by their top soldiers. They’re typically worn on a special strip of fabric near the lapel, but soldiers from different countries sometimes wear them in other places. No matter how many magical medals you have, they collectively count as one invested item. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Medal of Gorilla’s Might Source Battlecry! pg. 151 Price 25 gp --- This steel medal resembles the head and upper body of a gorilla. It’s typically given in recognition of physical prowess, and it grants you a +1 item bonus to Athletics checks to Climb, Force Open, High Jump, and Long Jump. Activate—Gorila's Second Leap Reaction (concentrate, fortune) Frequency once per day; Trigger You would fail but not critically fail an Athletics check to High Jump or Long Jump; Effect The gorilla on the medal beats its chest, giving you another chance. You reroll the failed check. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Medal of Griffon’s Heart Source Battlecry! pg. 151 Price 80 gp --- This copper medal features a griffon’s face, wings, and talons in profile. It is given in recognition of remarkable bravery, and it grants you a +1 item bonus to saving throws against fear and mental effects. While wearing this pendant, you can also cast forbidding ward as an innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Medal of the Wolf Pack Source Battlecry! pg. 151 Price 350 gp --- There are three wolf’s heads engraved on this pewter medal, typically awarded to squads who demonstrate exceptional teamwork. While wearing the medal of the wolf pack , you gain a +2 circumstance bonus to damage rolls against enemies you are flanking. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Medal of Unicorn’s Purity Source Battlecry! pg. 151 Price 1,700 gp --- The profile of the unicorn on this silver medal has a horn that extends slightly beyond the circular border. This medal is awarded in recognition of true righteousness and exemplary service to a cause. Activate—Unicorn’s Grace Reaction (concentrate, healing, vitality) Frequency once per day; Trigger You would regain Hit Points from a magical effect; Effect You regain an additional 4d6 Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Medal of Phoenix’s Fire Source Battlecry! pg. 151 Price 9,000 gp --- The phoenix on this gold medal is proud and fierce, and the medal features a border shaped like a flame. This medal is considered the highest honor in many countries and is awarded to those soldiers who have truly exemplified the ethics of their country through unbelievable service. Activate—Phoenix’s Sacrifice Free Action (vitality) Frequency once per day; Trigger Your dying condition increases; Effect The phoenix bursts into flames. You lose the dying condition and regain 1 Hit Point. Your wounded value does not increase. You can use this action while unconscious.","skill_mod":{},"summary":"The profile of the unicorn on this silver medal has a horn that extends slightly beyond the circular border. This medal is awarded in recognition …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3971","name":"Medal of Unicorn’s Purity","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3971-3663"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3971","weakness":{},"price":900000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3971-3664","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magical Medals Source Battlecry! pg. 151 Usage worn --- Military leaders or heads of state award these special medals to commend exemplary performance by their top soldiers. They’re typically worn on a special strip of fabric near the lapel, but soldiers from different countries sometimes wear them in other places. No matter how many magical medals you have, they collectively count as one invested item. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Medal of Gorilla’s Might Source Battlecry! pg. 151 Price 25 gp --- This steel medal resembles the head and upper body of a gorilla. It’s typically given in recognition of physical prowess, and it grants you a +1 item bonus to Athletics checks to Climb, Force Open, High Jump, and Long Jump. Activate—Gorila's Second Leap Reaction (concentrate, fortune) Frequency once per day; Trigger You would fail but not critically fail an Athletics check to High Jump or Long Jump; Effect The gorilla on the medal beats its chest, giving you another chance. You reroll the failed check. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Medal of Griffon’s Heart Source Battlecry! pg. 151 Price 80 gp --- This copper medal features a griffon’s face, wings, and talons in profile. It is given in recognition of remarkable bravery, and it grants you a +1 item bonus to saving throws against fear and mental effects. While wearing this pendant, you can also cast forbidding ward as an innate cantrip. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Medal of the Wolf Pack Source Battlecry! pg. 151 Price 350 gp --- There are three wolf’s heads engraved on this pewter medal, typically awarded to squads who demonstrate exceptional teamwork. While wearing the medal of the wolf pack , you gain a +2 circumstance bonus to damage rolls against enemies you are flanking. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Medal of Unicorn’s Purity Source Battlecry! pg. 151 Price 1,700 gp --- The profile of the unicorn on this silver medal has a horn that extends slightly beyond the circular border. This medal is awarded in recognition of true righteousness and exemplary service to a cause. Activate—Unicorn’s Grace Reaction (concentrate, healing, vitality) Frequency once per day; Trigger You would regain Hit Points from a magical effect; Effect You regain an additional 4d6 Hit Points. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Medal of Phoenix’s Fire Source Battlecry! pg. 151 Price 9,000 gp --- The phoenix on this gold medal is proud and fierce, and the medal features a border shaped like a flame. This medal is considered the highest honor in many countries and is awarded to those soldiers who have truly exemplified the ethics of their country through unbelievable service. Activate—Phoenix’s Sacrifice Free Action (vitality) Frequency once per day; Trigger Your dying condition increases; Effect The phoenix bursts into flames. You lose the dying condition and regain 1 Hit Point. Your wounded value does not increase. You can use this action while unconscious.","skill_mod":{},"summary":"The phoenix on this gold medal is proud and fierce, and the medal features a border shaped like a flame. This medal is considered the highest honor …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3971","name":"Medal of Phoenix’s Fire","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3971-3664"},{"item_child_id":["equipment-3972-3665","equipment-3972-3666"],"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Diplomacy","Medicine"],"trait":["Invested","Magical"],"id":"equipment-3972","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Medic's Armband Source Battlecry! pg. 151 Usage worn Bulk L --- You wear this white armband with a bright blue symbol identifying you as a combat medic. You gain a +1 item bonus to Diplomacy checks to change the attitudes of diseased, poisoned, and wounded creatures. Activate—Do No Harm Free Action (concentrate) Frequency once per day; Trigger An enemy within 30 feet targets you with a Strike or a spell that deals damage; Effect Your armband glows, showing that you’re here as a medic and not as a combatant. Both you and the triggering enemy take a –4 status penalty to damage rolls until the end of your next turn. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Medic’s Armband Source Battlecry! pg. 152 Price 80 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Greater Medic’s Armband Source Battlecry! pg. 152 Price 900 gp --- You gain a +2 item bonus to Medicine checks to Administer First Aid and Treat Wounds, and the status penalty to damage rolls from Do No Harm increases to –8.","skill_mod":{},"summary":"You wear this white armband with a bright blue symbol identifying you as a combat medic. You gain a +1 item bonus to Diplomacy checks to change the …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3972","name":"Medic's Armband","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3972"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3972","weakness":{},"price":8000,"skill":["Diplomacy"],"trait":["Invested","Magical"],"id":"equipment-3972-3665","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Medic's Armband Source Battlecry! pg. 151 Usage worn Bulk L --- You wear this white armband with a bright blue symbol identifying you as a combat medic. You gain a +1 item bonus to Diplomacy checks to change the attitudes of diseased, poisoned, and wounded creatures. Activate—Do No Harm Free Action (concentrate) Frequency once per day; Trigger An enemy within 30 feet targets you with a Strike or a spell that deals damage; Effect Your armband glows, showing that you’re here as a medic and not as a combatant. Both you and the triggering enemy take a –4 status penalty to damage rolls until the end of your next turn. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Medic’s Armband Source Battlecry! pg. 152 Price 80 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Greater Medic’s Armband Source Battlecry! pg. 152 Price 900 gp --- You gain a +2 item bonus to Medicine checks to Administer First Aid and Treat Wounds, and the status penalty to damage rolls from Do No Harm increases to –8.","skill_mod":{},"summary":"You wear this white armband with a bright blue symbol identifying you as a combat medic. You gain a +1 item bonus to Diplomacy checks to change the …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3972","name":"Medic’s Armband","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3972-3665"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3972","weakness":{},"price":90000,"skill":["Medicine"],"trait":["Invested","Magical"],"id":"equipment-3972-3666","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Medic's Armband Source Battlecry! pg. 151 Usage worn Bulk L --- You wear this white armband with a bright blue symbol identifying you as a combat medic. You gain a +1 item bonus to Diplomacy checks to change the attitudes of diseased, poisoned, and wounded creatures. Activate—Do No Harm Free Action (concentrate) Frequency once per day; Trigger An enemy within 30 feet targets you with a Strike or a spell that deals damage; Effect Your armband glows, showing that you’re here as a medic and not as a combatant. Both you and the triggering enemy take a –4 status penalty to damage rolls until the end of your next turn. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Medic’s Armband Source Battlecry! pg. 152 Price 80 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Greater Medic’s Armband Source Battlecry! pg. 152 Price 900 gp --- You gain a +2 item bonus to Medicine checks to Administer First Aid and Treat Wounds, and the status penalty to damage rolls from Do No Harm increases to –8.","skill_mod":{},"summary":"You gain a +2 item bonus to Medicine checks to Administer First Aid and Treat Wounds , and the status penalty to damage rolls from Do No Harm …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3972","name":"Greater Medic’s Armband","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3972-3666"},{"primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":5500,"trait":["Invested","Magical"],"id":"equipment-3973","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Motion-Seeking Lenses Source Battlecry! pg. 152 Price 55 gp Usage worn eyepiece Bulk L --- When you wear these green-tinted glasses, all the movement in the surrounding area seems to jump out at you. You gain a +1 item bonus to your Perception DC against Stealth checks to Hide or Sneak, and anyone attempting to Sneak doesn’t benefit from the circumstance bonus from cover against your Perception DC. Activate—Find the Hidden Single Action (detection, manipulate) Effect You twist the lenses of your glasses as you look for someone hidden. You Seek with a +1 item bonus. If you find a hidden creature or object, you can Point Out as a free action.\n","skill_mod":{},"summary":"When you wear these green-tinted glasses, all the movement in the surrounding area seems to jump out at you. You gain a +1 item bonus to your …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3973","name":"Motion-Seeking Lenses","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3973"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":2500,"trait":["Invested","Magical"],"id":"equipment-3974","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Name Pendant Source Battlecry! pg. 152 Price 25 gp Usage worn --- Many soldiers wear this metal pendant engraved with their name and critical details. Sadly, they also ascertain the identity of fallen soldiers. Many soldiers find that the pendant helps them stay grounded. When you wear your name pendant, you gain a +1 bonus to saving throws against spells and magical effects with the mental trait. Activate—Alert Superior Officer Free Action ; Frequency once per day; Trigger You gain the dying condition; Effect The pendent alerts all other allies within 500 feet who are also wearing a name pendant .\n","skill_mod":{},"summary":"Many soldiers wear this metal pendant engraved with their name and critical details. Sadly, they also ascertain the identity of fallen soldiers. Many …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3974","name":"Name Pendant","bulk":0,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-3974"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":12500,"skill":["Society","Lore"],"trait":["Fortune","Invested","Magical"],"id":"equipment-3975","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Pristine Epaulets Source Battlecry! pg. 152 Price 125 gp Usage worn Bulk L --- Gaudy and sparkling, these intricately decorated epaulets have clearly never seen a battlefield. Worn by officers with more schooling or connections than actual fighting experience, these epaulets grant you a +1 item bonus to Society and Warfare Lore checks. Activate—I Meant to Say Reaction (concentrate, fortune) Frequency once per day; Trigger You critically fail a Diplomacy check; Effect The pristine epaulets are often worn to both tense military negotiations and social events and can help you recover from a misstep. You can reroll the check, but you must take the new result.\n","skill_mod":{},"summary":"Gaudy and sparkling, these intricately decorated epaulets have clearly never seen a battlefield. Worn by officers with more schooling or connections …","primary_source":"Battlecry!","trait_group":["Mechanics","Equipment"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3975","name":"Pristine Epaulets","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3975"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":5000,"trait":["Fortune","Invested","Magical"],"id":"equipment-3976","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Protective Netting Source Battlecry! pg. 152 Price 50 gp Usage worn headwear Bulk L --- Troops fighting in locales filled with insects wear enchanted gauzy nets over their heads, draped from wide flat hats, to protect against swarms of stinging or biting creatures. While wearing protective netting , if you would be exposed to disease or injury poison from an attack, attempt a DC 17 flat check. On a success, you are not exposed. Activate—Flutter Net Reaction (manipulate) Frequency once per day; Trigger A swarm enters your space; Effect Your protective netting flutters rapidly, keeping the swarm away. You gain a +1 item bonus to saving throws against effects originating from swarms for 1 minute.\n","skill_mod":{},"summary":"Troops fighting in locales filled with insects wear enchanted gauzy nets over their heads, draped from wide flat hats, to protect against swarms of …","primary_source":"Battlecry!","trait_group":["Mechanics","Equipment"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3976","name":"Protective Netting","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3976"},{"item_child_id":["equipment-3977-3667","equipment-3977-3668"],"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Invested","Magical"],"id":"equipment-3977","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sailor's Collar Source Battlecry! pg. 152 Usage worn Bulk L --- Veteran sailors like to wear this jaunty blue collar, tied with a small bow in the front and tucked into the belt. It can even save your life if you fall overboard. When wearing the sailor’s collar, you gain a +1 item bonus to Athletics check. Activate—Gasp for Air Reaction (air, concentrate) Frequency once per day; Trigger You fail a Swim check; Effect Your collar inflates, giving you something to breathe from. You can breathe underwater for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sailor’s Collar Source Battlecry! pg. 152 Price 80 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Greater Sailor’s Collar Source Battlecry! pg. 152 Price 850 gp --- You gain a +2 item bonus to Athletics checks. When you Gasp for Air, you additionally gain a 10-foot swim Speed for 1 minute.","skill_mod":{},"summary":"Veteran sailors like to wear this jaunty blue collar, tied with a small bow in the front and tucked into the belt. It can even save your life if you …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3977","name":"Sailor's Collar","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3977"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3977","weakness":{},"price":8000,"skill":["Athletics"],"trait":["Invested","Magical"],"id":"equipment-3977-3667","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sailor's Collar Source Battlecry! pg. 152 Usage worn Bulk L --- Veteran sailors like to wear this jaunty blue collar, tied with a small bow in the front and tucked into the belt. It can even save your life if you fall overboard. When wearing the sailor’s collar, you gain a +1 item bonus to Athletics check. Activate—Gasp for Air Reaction (air, concentrate) Frequency once per day; Trigger You fail a Swim check; Effect Your collar inflates, giving you something to breathe from. You can breathe underwater for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sailor’s Collar Source Battlecry! pg. 152 Price 80 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Greater Sailor’s Collar Source Battlecry! pg. 152 Price 850 gp --- You gain a +2 item bonus to Athletics checks. When you Gasp for Air, you additionally gain a 10-foot swim Speed for 1 minute.","skill_mod":{},"summary":"Veteran sailors like to wear this jaunty blue collar, tied with a small bow in the front and tucked into the belt. It can even save your life if you …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3977","name":"Sailor’s Collar","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3977-3667"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-3977","weakness":{},"price":85000,"skill":["Athletics"],"trait":["Invested","Magical"],"id":"equipment-3977-3668","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Sailor's Collar Source Battlecry! pg. 152 Usage worn Bulk L --- Veteran sailors like to wear this jaunty blue collar, tied with a small bow in the front and tucked into the belt. It can even save your life if you fall overboard. When wearing the sailor’s collar, you gain a +1 item bonus to Athletics check. Activate—Gasp for Air Reaction (air, concentrate) Frequency once per day; Trigger You fail a Swim check; Effect Your collar inflates, giving you something to breathe from. You can breathe underwater for 1 minute. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Sailor’s Collar Source Battlecry! pg. 152 Price 80 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Greater Sailor’s Collar Source Battlecry! pg. 152 Price 850 gp --- You gain a +2 item bonus to Athletics checks. When you Gasp for Air, you additionally gain a 10-foot swim Speed for 1 minute.","skill_mod":{},"summary":"You gain a +2 item bonus to Athletics checks. When you Gasp for Air, you additionally gain a 10-foot swim Speed for 1 minute.","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3977","name":"Greater Sailor’s Collar","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3977-3668"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":8000,"skill":["Stealth"],"trait":["Invested","Magical"],"id":"equipment-3978","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Shining Hackle Source Battlecry! pg. 152 Price 80 gp Usage worn headwear Bulk L --- Some troops wear this plume of short feathers in their hats as part of a formal uniform, but the soft glow emanating from it can be useful elsewhere. While wearing the shining hackle , you gain a +1 item bonus to Perception checks based on sight, but you also take a –1 item penalty to your Stealth checks. Activate—Glowing Hackle Single Action (concentrate, light) Effect Your shining hackle glows even brighter, shedding bright light in a 20-foot radius (and dim light for the next 20 feet). This effect lasts until you Dismiss it.\n","skill_mod":{},"summary":"Some troops wear this plume of short feathers in their hats as part of a formal uniform, but the soft glow emanating from it can be useful elsewhere. …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3978","name":"Shining Hackle","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3978"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":3000,"trait":["Invested","Magical"],"id":"equipment-3979","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Spotless Spats Source Battlecry! pg. 152 Price 30 gp Usage worn --- No soldier in a parade or other formal appearance would dare forget their pristine white spats covering their boots. Their presence inspires the wearer to keep the rest of their uniform equally tidy. While wearing the spotless spats, your outfit is magically cleaned every 10 minutes, as if by the prestidigitation spell.\n","skill_mod":{},"summary":"No soldier in a parade or other formal appearance would dare forget their pristine white spats covering their boots. Their presence inspires the …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3979","name":"Spotless Spats","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3979"},{"primary_source_category":"Rulebooks","usage":"worn garmet","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":2500,"trait":["Invested","Magical"],"id":"equipment-3980","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Squire's Tabard Source Battlecry! pg. 153 Price 25 gp Usage worn garmet Bulk L --- Squires with aspirations of being knights wear these loose, colorful tunics, typically emblazoned with the crest of the knight or kingdom they serve. Activate—At Your Aid Single Action (concentrate) Frequency once per day; Effect You race to the side of an ally who needs your help. You Stride twice, ignoring difficult terrain, but your movement must end adjacent to an ally.\n","skill_mod":{},"summary":"Squires with aspirations of being knights wear these loose, colorful tunics, typically emblazoned with the crest of the knight or kingdom they serve. ","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3980","name":"Squire's Tabard","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3980"},{"primary_source_category":"Rulebooks","usage":"worn collar","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":130000,"trait":["Invested","Magical"],"id":"equipment-3981","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Sturdy Neck Stock Source Battlecry! pg. 153 Price 1,300 gp Usage worn collar Bulk L --- This thick piece of leather decorated with purple threads makes an attractive necktie but also serves a functional purpose: protecting the neck from hits that you don’t see coming. You gain a +1 circumstance bonus to AC against attacks while off-guard from flanking. Activate—Stretch out Stock Single Action (concentrate) Frequency once per day; Effect The sturdy neck stock expands to cover not only your neck but also your shoulders and the back of your head. For 1 minute, you aren’t off-guard to hidden, undetected, or flanking creatures, or creatures using surprise attack of your level or lower.\n","skill_mod":{},"summary":"This thick piece of leather decorated with purple threads makes an attractive necktie but also serves a functional purpose: protecting the neck from …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3981","name":"Sturdy Neck Stock","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3981"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":10000,"skill":["Acrobatics"],"trait":["Invested","Magical"],"id":"equipment-3982","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Tasset of Flexibility Source Battlecry! pg. 153 Price 100 gp Usage worn Bulk L --- You can attach these light-brown leather flaps adorned with gold stitching to a breastplate or even clothing to protect your upper legs in battle. They give you the freedom to move your body to its limit without worrying about exposing yourself to a hit. While wearing the tasset of flexibility , you gain a +1 item bonus to Acrobatics checks. Activate—Lunging Attack Single Action (concentrate) Frequency once per day; Effect The tasset helps you stretch farther than you normally could. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike.\n","skill_mod":{},"summary":"You can attach these light-brown leather flaps adorned with gold stitching to a breastplate or even clothing to protect your upper legs in battle. …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3982","name":"Tasset of Flexibility","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3982"},{"primary_source_category":"Rulebooks","usage":"worn headwear","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":3000,"trait":["Invested","Magical"],"id":"equipment-3983","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Trusty Helmet Source Battlecry! pg. 153 Price 30 gp Usage worn headwear Bulk L --- You keep yourself protected from incoming projectiles with this sturdy steel helmet, painted brown. Activate—Block Manipulation Reaction (concentrate) Frequency once per day; Trigger You gain the stupefied condition; Effect Your trusty helmet protects not only your head but your mind. The value of your stupefied condition is decreased by 1. Activate—Hunker Down Single Action (manipulate) Effect You hunker down, protecting your head using your helmet. You gain a +1 circumstance bonus to your AC against ranged attacks.\n","skill_mod":{},"summary":"You keep yourself protected from incoming projectiles with this sturdy steel helmet, painted brown. ","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3983","name":"Trusty Helmet","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-3983"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":9000,"skill":["Stealth"],"trait":["Invested","Magical"],"id":"equipment-3984","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Underbrush Cloak Source Battlecry! pg. 153 Price 90 gp Usage worn cloak Bulk 1 --- This hooded cloak is lined with rough foliage, vines, and bark that never wilts or rots away. When wearing this cloak, you gain a +1 item bonus to Stealth checks when in heavily forested areas. Activate—One with the Woods Two Actions (manipulate) Frequency once per day; Effect For the next minute, you ignore any difficult terrain caused by plants and fungi, such as bushes, vines, and undergrowth.\n","skill_mod":{},"summary":"This hooded cloak is lined with rough foliage, vines, and bark that never wilts or rots away. When wearing this cloak, you gain a +1 item bonus to …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3984","name":"Underbrush Cloak","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3984"},{"primary_source_category":"Rulebooks","usage":"worn garmet","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":5000,"trait":["Invested","Magical"],"id":"equipment-3985","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Warming Parka Source Battlecry! pg. 153 Price 50 gp Usage worn garmet Bulk 1 --- Only a fool would march an army into a freezing climate without adequate protection. This thick parka with a hood protects you from even the harshest of conditions. You negate the damage from severe environmental cold, reduce the damage from extreme cold to that of severe cold, and reduce the damage from incredible cold to extreme cold. Activate—Extra Warming Single Action (manipulate) Frequency once per day; Effect You draw the hood of your warming parka closed to fend off the cold as much as possible. For the next minute, you gain resistance 3 to cold damage, but also take a –2 item penalty to Perception checks. You can Dismiss this effect.\n","skill_mod":{},"summary":"Only a fool would march an army into a freezing climate without adequate protection. This thick parka with a hood protects you from even the harshest …","primary_source":"Battlecry!","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3985","name":"Warming Parka","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3985"},{"primary_source_category":"Rulebooks","usage":"worn armband","source":["Battlecry!"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":50000,"trait":["Detection","Invested","Magical","Uncommon"],"id":"equipment-3986","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Watcher's Armband Source Battlecry! pg. 153 Price 500 gp Usage worn armband --- Soldiers who wear this burgundy armband serve as law enforcement within the ranks of a nation’s military, seeking out those who would commit crimes while in uniform. While wearing the armband, you gain a +2 item bonus to your Perception DC against Deception checks to Lie to you. In addition, you can cast ring of truth once per day as an innate 3rd-rank occult spell. Activate—Find the Plant Single Action (concentrate, detection, manipulate) Frequency once per day; Effect Sometimes people aren’t in control of their minds. You activate your armband, which, for the next minute, suddenly glows red if anyone within 30 feet of you is under the effect of a magical mental effect that is controlling their mind or body (such as dominate ).\n","skill_mod":{},"summary":"Soldiers who wear this burgundy armband serve as law enforcement within the ranks of a nation’s military, seeking out those who would commit crimes …","primary_source":"Battlecry!","trait_group":["Mechanics","Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3986","name":"Watcher's Armband","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3986"},{"skill_mod":{},"summary":"This leather bandolier holds up to three magazines for repeating weapons in leather pockets that pop open with the quick flick of a thumb. You can …","primary_source":"Battlecry!","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3987","weakness":{},"price":100,"name":"Repeater bandolier","trait":["Uncommon"],"id":"equipment-3987","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Repeater bandolier Source Battlecry! pg. 119 Price 1 gp --- This leather bandolier holds up to three magazines for repeating weapons in leather pockets that pop open with the quick flick of a thumb. You can replace a magazine in a repeating weapon with a magazine from a worn bandolier faster, reducing the number of Interact actions required by 1. You can wear only one repeater bandolier at a time.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3987"},{"skill_mod":{},"summary":"Each war saddle is specifically fitted to a mount’s body type and has numerous straps that can secure you on your mount. You remain mounted even if …","primary_source":"Battlecry!","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3988","weakness":{},"price":5000,"name":"War Saddle","legacy_id":["equipment-1559"],"trait":["Uncommon"],"id":"equipment-3988","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > War Saddle Source Battlecry! pg. 119 Price 50 gp Bulk 1 --- Each war saddle is specifically fitted to a mount’s body type and has numerous straps that can secure you on your mount. You remain mounted even if you fall unconscious until either you or someone else uses an Interact action to unfasten the straps on the saddle. A creature or effect can separate you from your mount by pulling so hard it tears the straps, but to do so, the effect’s DC, attack roll, or skill check must exceed 20.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-3988"},{"item_child_id":["equipment-3989-3669","equipment-3989-3670","equipment-3989-3671"],"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #216: The Acropolis Pyre"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-3989","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Champions Laurels May contain spoilers from Myth-Speaker Source Pathfinder #216: The Acropolis Pyre pg. 81 Usage affixed to armor Activate Free Action (concentrate) Trigger You are about to roll an Acrobatics or Athletics check, and you are trained or better in the skill; Requirements You can perceive at least 12 allies or friendly bystanders encouraging you. --- This elegant crown of laurels can be worn on the head, atop a helmet, or even wrapped around the neck as a torc, signaling the wearer's athletic achievements in a past competition. When you Activate the laurels, you draw strength from your adoring crowd and gain a status bonus to the triggering check. If you critically succeed at the check, you gain temporary Hit Points equal to the item's level that last for 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Champions Laurels (Amateur) Source Pathfinder #216: The Acropolis Pyre pg. 81 Price 6 gp --- These laurels grant a +1 status bonus to the check. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Champions Laurels (Professional) Source Pathfinder #216: The Acropolis Pyre pg. 81 Price 160 gp --- These laurels grant a +2 status bonus to the check. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Champions Laurels (Renowned) Source Pathfinder #216: The Acropolis Pyre pg. 81 Price 3,200 gp --- These laurels grant a +3 status bonus to the check.","skill_mod":{},"summary":"This elegant crown of laurels can be worn on the head, atop a helmet, or even wrapped around the neck as a torc, signaling the wearer's athletic …","primary_source":"Pathfinder #216: The Acropolis Pyre","trait_group":["Equipment","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=3989","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Champions Laurels","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-3989"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #216: The Acropolis Pyre"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3989","weakness":{},"primary_source_group":"Myth-Speaker","price":600,"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-3989-3669","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Champions Laurels May contain spoilers from Myth-Speaker Source Pathfinder #216: The Acropolis Pyre pg. 81 Usage affixed to armor Activate Free Action (concentrate) Trigger You are about to roll an Acrobatics or Athletics check, and you are trained or better in the skill; Requirements You can perceive at least 12 allies or friendly bystanders encouraging you. --- This elegant crown of laurels can be worn on the head, atop a helmet, or even wrapped around the neck as a torc, signaling the wearer's athletic achievements in a past competition. When you Activate the laurels, you draw strength from your adoring crowd and gain a status bonus to the triggering check. If you critically succeed at the check, you gain temporary Hit Points equal to the item's level that last for 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Champions Laurels (Amateur) Source Pathfinder #216: The Acropolis Pyre pg. 81 Price 6 gp --- These laurels grant a +1 status bonus to the check. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Champions Laurels (Professional) Source Pathfinder #216: The Acropolis Pyre pg. 81 Price 160 gp --- These laurels grant a +2 status bonus to the check. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Champions Laurels (Renowned) Source Pathfinder #216: The Acropolis Pyre pg. 81 Price 3,200 gp --- These laurels grant a +3 status bonus to the check.","skill_mod":{},"summary":"These laurels grant a +1 status bonus to the check.","primary_source":"Pathfinder #216: The Acropolis Pyre","trait_group":["Equipment","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=3989","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Champions Laurels (Amateur)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-3989-3669"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #216: The Acropolis Pyre"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3989","weakness":{},"primary_source_group":"Myth-Speaker","price":16000,"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-3989-3670","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Champions Laurels May contain spoilers from Myth-Speaker Source Pathfinder #216: The Acropolis Pyre pg. 81 Usage affixed to armor Activate Free Action (concentrate) Trigger You are about to roll an Acrobatics or Athletics check, and you are trained or better in the skill; Requirements You can perceive at least 12 allies or friendly bystanders encouraging you. --- This elegant crown of laurels can be worn on the head, atop a helmet, or even wrapped around the neck as a torc, signaling the wearer's athletic achievements in a past competition. When you Activate the laurels, you draw strength from your adoring crowd and gain a status bonus to the triggering check. If you critically succeed at the check, you gain temporary Hit Points equal to the item's level that last for 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Champions Laurels (Amateur) Source Pathfinder #216: The Acropolis Pyre pg. 81 Price 6 gp --- These laurels grant a +1 status bonus to the check. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Champions Laurels (Professional) Source Pathfinder #216: The Acropolis Pyre pg. 81 Price 160 gp --- These laurels grant a +2 status bonus to the check. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Champions Laurels (Renowned) Source Pathfinder #216: The Acropolis Pyre pg. 81 Price 3,200 gp --- These laurels grant a +3 status bonus to the check.","skill_mod":{},"summary":"These laurels grant a +2 status bonus to the check.","primary_source":"Pathfinder #216: The Acropolis Pyre","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=3989","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Champions Laurels (Professional)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-3989-3670"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #216: The Acropolis Pyre"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-3989","weakness":{},"primary_source_group":"Myth-Speaker","price":320000,"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-3989-3671","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Champions Laurels May contain spoilers from Myth-Speaker Source Pathfinder #216: The Acropolis Pyre pg. 81 Usage affixed to armor Activate Free Action (concentrate) Trigger You are about to roll an Acrobatics or Athletics check, and you are trained or better in the skill; Requirements You can perceive at least 12 allies or friendly bystanders encouraging you. --- This elegant crown of laurels can be worn on the head, atop a helmet, or even wrapped around the neck as a torc, signaling the wearer's athletic achievements in a past competition. When you Activate the laurels, you draw strength from your adoring crowd and gain a status bonus to the triggering check. If you critically succeed at the check, you gain temporary Hit Points equal to the item's level that last for 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Champions Laurels (Amateur) Source Pathfinder #216: The Acropolis Pyre pg. 81 Price 6 gp --- These laurels grant a +1 status bonus to the check. <title level=\"2\" right=\"Item 10\" pfs=\"Limited\" > Champions Laurels (Professional) Source Pathfinder #216: The Acropolis Pyre pg. 81 Price 160 gp --- These laurels grant a +2 status bonus to the check. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Champions Laurels (Renowned) Source Pathfinder #216: The Acropolis Pyre pg. 81 Price 3,200 gp --- These laurels grant a +3 status bonus to the check.","skill_mod":{},"summary":"These laurels grant a +3 status bonus to the check.","primary_source":"Pathfinder #216: The Acropolis Pyre","trait_group":["Equipment","Mechanics","Rarity"],"level":18,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=3989","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Champions Laurels (Renowned)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-3989-3671"},{"primary_source_category":"Adventure Paths","usage":"worn helm","source":["Pathfinder #216: The Acropolis Pyre"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","price":5500,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3990","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Death Tusk Helm May contain spoilers from Myth-Speaker Source Pathfinder #216: The Acropolis Pyre pg. 81 Price 55 gp Usage worn helm Bulk L --- Slivers of boar tusk are sewn into this leather cap, creating a scaled helmet that channels dozens of boars' ferocity into the wearer. Activate—Boar's Last Stand Free Action (auditory, concentrate) Frequency once per day; Trigger Your turn begins; Requirements You have a doomed or wounded value of 1 or higher; Effect You unleash a fearsome roar. 1 creature of your choice within 30 feet must attempt a DC 16 Will save or become frightened 1 (frightened 2 on a critical failure). Increase this DC by the sum of your doomed and wounded values (maximum DC 20). You then gain 5 temporary Hit Points that last 1 minute.\n","skill_mod":{},"summary":"Slivers of boar tusk are sewn into this leather cap, creating a scaled helmet that channels dozens of boars' ferocity into the wearer. ","primary_source":"Pathfinder #216: The Acropolis Pyre","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3990","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Death Tusk Helm","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3990"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #216: The Acropolis Pyre"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","price":4800,"trait":["Magical","Plant","Uncommon"],"id":"equipment-3991","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Gift of Olives May contain spoilers from Myth-Speaker Source Pathfinder #216: The Acropolis Pyre pg. 81 Price 48 gp Usage held in 1 hand Bulk L --- This expertly trimmed olive branch remains lush and vibrant, even months after being ritually harvested. With a little soil and patience, it can quickly grow into a sheltering tree that later bestows the user with a new gift of olives. Activate—Sew the Cutting Two Actions (healing, manipulate, plant) Requirements You are outside and standing atop an unoccupied 5-foot square with some soil; Effect You drive one end of the cutting into the soil. The cutting immediately grows into an olive tree whose boughs shelter a 15-foot-diameter area. Creatures in the sheltered area gain resistance 3 to any environmental damage, gain a +1 status bonus to saving throws against environmental hazards, and gain a +1 status bonus to Survival checks to Subsist. After 10 minutes, the tree sprouts 8 olives, each of which can be eaten as an action to restore 1 Hit Point and nourish the eater as if they had consumed a full meal. After 8 hours, the olives lose their potency, and the gift of olives cutting detaches from the tree and falls harmlessly to the ground. The olive tree loses its protective abilities and becomes a normal, non-magical olive tree that survives so long as it's growing in a suitable location.\n","skill_mod":{},"summary":"This expertly trimmed olive branch remains lush and vibrant, even months after being ritually harvested. With a little soil and patience, it can …","primary_source":"Pathfinder #216: The Acropolis Pyre","trait_group":["Mechanics","Creature Type","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3991","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Gift of Olives","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3991"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #216: The Acropolis Pyre"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","price":5000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-3992","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Pyrefeather Cloak May contain spoilers from Myth-Speaker Source Pathfinder #216: The Acropolis Pyre pg. 81 Price 50 gp Usage worn cloak Bulk L --- The red and dark-orange feathers of a pyrefowl have been woven into a beautiful cloak. Activate—Deflect Flame Reaction (manipulate) Trigger You would be affected by a fire effect; Effect You flourish the cloak, using the feathers to reduce the incoming heat. You gain fire resistance 5 and a +1 circumstance bonus to saving throws against the triggering effect until the beginning of your next turn. If you are taking persistent fire damage, you can immediately attempt a flat check to end the persistent damage.\n","skill_mod":{},"summary":"The red and dark-orange feathers of a pyrefowl have been woven into a beautiful cloak. ","primary_source":"Pathfinder #216: The Acropolis Pyre","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=3992","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Pyrefeather Cloak","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-3992"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #216: The Acropolis Pyre"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","price":500,"trait":["Consumable","Magical","Talisman","Uncommon","Vitality","Positive"],"id":"equipment-3993","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Pyrefeather Token May contain spoilers from Myth-Speaker Source Pathfinder #216: The Acropolis Pyre pg. 82 Price 5 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You succeed at, fail, or critically fail a recovery check while dying by 1. --- This pyrefowl feather, accentuated with beadwork, stores a spark of the bird's self-healing power. When you Activate the token, you reduce the triggering recovery check's DC by 1, potentially improving your check's degree of success. You also gain 5 temporary Hit Points that last for 1 minute. You can Activate this talisman even while unconscious.\n","skill_mod":{},"summary":"This pyrefowl feather, accentuated with beadwork, stores a spark of the bird's self-healing power. When you Activate the token, you reduce the …","primary_source":"Pathfinder #216: The Acropolis Pyre","trait_group":["Equipment","Mechanics","Rarity","Energy","Planar","Creature Type"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=3993","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Pyrefeather Token","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-3993"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","price":22500,"trait":["Magical","Rare"],"id":"equipment-3994","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Hydra Head Club May contain spoilers from Myth-Speaker Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 77 Price 225 gp Usage held in 1 hand Bulk 1 Base Weapon Club --- This spine and skull of a slain hydra has been picked clean by a carrion bird and crafted into this +1 striking club . In addition to its normal traits, the hydra head club also has the modular P trait, as it can be manipulated to cause the jaws to spring open. Even in death, its head twitches independently. The creature’s famed regenerative powers are still present, despite the creature’s death; if damaged, the hydra head club repairs itself at the rate of 1 Hit Point per minute, unless it has been completed destroyed. Activate—Reactive Snap Free Action (attack) Frequency once per day; Trigger You attempt a Strike as a Reaction; Effect The hydra head club snaps with a momentary burst of its former glory. Your Strike attempt deals an additional 1d6 damage. If your Strike misses, the activation does not count against the hydra head club's activation frequency. Craft Requirements You must supply a skull and spine of a hydra when crafting this weapon.\n","skill_mod":{},"summary":"This spine and skull of a slain hydra has been picked clean by a carrion bird and crafted into this +1 striking club . In addition to its …","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3994","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","base_item":["Club"],"name":"Hydra Head Club","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3994"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","price":15000,"trait":["Magical","Poison","Rare"],"id":"equipment-3995","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Protector's Final Gift May contain spoilers from Myth-Speaker Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 78 Price 150 gp Usage held in 1 hand Bulk 1 Base Weapon Rapier --- Within hives of giant bees, some become protectors of their hive and etch runes onto their stingers via dance. Upon such a bee's death, its stinger can be removed from its body and used as +1 striking rapier , though a hilt often needs to be attached for skilled swordsmanship. The imbued magic allows the stinger to slowly renew a small bit of its venom supply. The wielder can gather this and deliver it during a Strike. The victim is made to see prophetic flashes of their future as it courses through their system. Activate—Apiprophecy Sting Free Action (manipulate) Frequency once per day; Effect The protector's final gift secrets apiprophecy venom, which coats the blade and affects the next creature successfully struck with the blade within the next minute. Apiprophecy Venom (poison) Saving Throw DC 20 Will; Maximum Duration 4 rounds; Stage 1 2d6 mental damage and dazzled\n","skill_mod":{},"summary":"Within hives of giant bees , some become protectors of their hive and etch runes onto their stingers via dance. Upon such a bee's death, its stinger …","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Mechanics","Poison","Affliction","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3995","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","base_item":["Rapier"],"name":"Protector's Final Gift","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3995"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","price":24000,"trait":["Air","Magical","Mythic","Rare"],"id":"equipment-3996","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Vortex Pouch May contain spoilers from Myth-Speaker Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 78 Price 240 gp Usage held in 1 hand --- When empty, the vortex pouch’s net seems too loose to hold much. However, when used to catch the wind, it stretches to hold the air. With nowhere for the wind to go, the air inside it swirls violently. If the caught wind includes a storm, clouds, fog, or similar effect, it’s visible among the whirlwind. Activate—Catch Wind Two Actions (air, manipulate) Requirements The vortex pouch is empty; Effect You gather the nearby air and wind within the vortex pouch . Creatures within a 20-foot emanation must attempt a DC 20 Fortitude save or be moved 5 feet closer toward you as the air rushes into the pouch. Targets that critically fail the save are moved 10 feet. You can Sustain the activation once per round, up to 1 minute, to continue Catching Wind. If you spend a Mythic Point when Catching Wind, the vortex pouch gathers air in a 10-mile radius; though the vortex is only strong enough to forcibly suck in creatures within the original 20-foot emanation, weaker creatures with the air trait and creatures associated with the sky in the 10-mile radius will know your general direction and feel a sense of unease, granting you a +2 status bonus to Intimidation checks against those creatures for 1 week. When you end the activation, the vortex pouch becomes 1 Bulk and you can empty it using Release Wind. Activate—Release Wind Two Actions (air, manipulate) Requirements The vortex pouch contains air or wind; Effect Wind rushes out of the vortex pouch in a 30-foot cone. All creatures in the cone take 8d6 bludgeoning damage (DC 20 basic Fortitude save). Creatures that fail their saving throw are pushed 5 feet away from you; creatures that critically fail are pushed 10 feet. If the caught wind included weather that might deal a different type of damage, Release Wind deals this damage instead (for instance, dealing electricity damage if it caught a thundercloud or cold damage if it caught a blizzard).\n","element":["Air"],"skill_mod":{},"summary":"When empty, the vortex pouch’s net seems too loose to hold much. However, when used to catch the wind, it stretches to hold the air. With nowhere …","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Elemental","Planar","Monster","Mechanics","Mythic","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=3996","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Vortex Pouch","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3996"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #218: Titanbane\r\n"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":36,"weakness":{},"saving_throw":"DC 26 Fortitude","primary_source_group":"Myth-Speaker","price":10000,"trait":["Alchemical","Consumable","Injury","Mythic","Poison","Rare"],"id":"equipment-3997","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Mythotoxin May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 69 Price 100 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Mythotoxin is exceedingly difficult to produce, as it requires fresh venom from a mythic creature that must then be distilled into a more concentrated form. Mythic creatures take a –2 circumstance penalty to saves against mythotoxin. Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage (1 round); Stage 2 3d8 poison damage (1 round); Stage 3 3d10 damage and lose 1 Mythic Point, or become doomed 1 if you have no Mythic Points to lose (1 round; doomed condition value has normal duration)\n","skill_mod":{},"summary":"Mythotoxin is exceedingly difficult to produce, as it requires fresh venom from a mythic creature that must then be distilled into a more …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Monster","Equipment","Weapon","Poison","Mythic","Affliction","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","resistance":{},"url":"/Equipment.aspx?ID=3997","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","stage":["3d6 poison damage (1 round)","3d8 poison damage (1 round)","3d10 damage and lose 1 Mythic Point, or become doomed 1 if you have no Mythic Points to lose (1 round"],"name":"Mythotoxin","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-3997"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #218: Titanbane\r\n"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","price":70000,"trait":["Magical","Mythic","Rare"],"id":"equipment-3998","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Preordained Spear May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 69 Price 700 gp Usage held in 1 hand Bulk 1 Base Weapon Spear --- This +1 striking spear seems to know when its wielder is about to die. Its wooden body bears countless carvings, leaving it thinner than most spears. While you are doomed, a preordained spear glows with a faint red light that gives you a haunted look and sheds dim light within 5 feet. Activate—Delay Doom Single Action (manipulate) Requirements Your name is not on the spear, and you have the doomed condition; Effect Your name appears on the shaft of the preordained spear . Your doomed value decreases by 1, and you regain 1 Mythic Point. Your name fades from the spear the next time you make your daily preparations.\n","skill_mod":{},"summary":"This +1 striking spear seems to know when its wielder is about to die. Its wooden body bears countless carvings, leaving it thinner than most …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Mechanics","Mythic","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=3998","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","base_item":["Spear"],"name":"Preordained Spear","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-3998"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #218: Titanbane\r\n"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","price":100000,"trait":["Magical","Mythic","Unique"],"id":"equipment-3999","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Shield of Snakes May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 69 Price 1,000 gp Usage held in 1 hand Bulk 1 --- A shield of snakes (Hardness 10, HP 90, BT 45) is built to resemble a withering tangle of snakes. These serpents slither and hiss whenever you Raise the Shield. Activate—Snap Up Reaction ; Trigger You roll initiative; Effect The shield of snakes moves into position, allowing you to Raise the Shield. Activate—Snakebite Two Actions (attack) Effect You thrust one of the snake heads at a target, attempting a shield spikes Strike. If you spend 1 Mythic Point, you attempt this Strike at mythic proficiency. On a hit, you inflict damage normally, and then the snakes poison the target, inflicting an additional 2d6 poison damage (DC 27 basic Fortitude save).\n","skill_mod":{},"summary":"A shield of snakes (Hardness 10, HP 90, BT 45) is built to resemble a withering tangle of snakes. These serpents slither and hiss whenever you …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Mechanics","Mythic","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=3999","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Shield of Snakes","bulk":1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-3999"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #218: Titanbane\r\n"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","price":50000,"trait":["Magical","Mythic","Rare"],"id":"equipment-4000","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Worldscale Shield May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 69 Price 500 gp Usage held in 1 hand Bulk 1 --- It’s believed that four worldscale shields (Hardness 9, HP 60, BT 30) exist, each made from the scale of one of the four worldscale serpents rumored to burrow through the heart of the world. When a hero-god went to slay one of these serpents, they found that they first needed to tear a scale from the beast’s body to reveal the vulnerable flesh beneath. These four scales removed became the four worldscale shields . Activate—Absorb Blow Free Action ; Trigger You would take physical damage (bludgeoning, piercing, or slashing) from an attack and you have your worldscale shield Raised; Effect Spend 1 Mythic Point. The worldscale shield completely absorbs the blow, preventing all damage that you would have taken from the attack. The worldscale shield breaks. If it was already broken, it is destroyed.\n","skill_mod":{},"summary":"It’s believed that four worldscale shields (Hardness 9, HP 60, BT 30) exist, each made from the scale of one of the four worldscale serpents …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Mechanics","Mythic","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4000","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Worldscale Shield","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4000"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #218: Titanbane\r\n"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","trait":["Divine","Intelligent","Mythic","Unique"],"id":"equipment-4001","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Aerekostes (Item) May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 79 Usage held in 1 hand Bulk 1 --- Perception +16; precise vision 60 feet, imprecise hearing 60 feet Communication telepathy Skills Arcana +18, Religion +16 Int +6, Wis +4, Cha +3 Will +16 --- Aerekostes is a +1 striking shifting falcata . Though unable to move on their own, Aerekostes can flex, adjust their center of mass, and make other adjustments to adapt to a chosen wielder’s fighting style. For the purposes of proficiency, class abilities, and feats (except those that would increase the weapon’s damage die size), a wielder that Aerekostes approves of can treat Aerekostes as a martial weapon that belongs to their choice of the axe, brawling, club, knife, pick, spear, or sword weapon group. Aerekostes does not actually change form and their critical specialization effect does not change. As a hero-god, Aerekostes is a mythic being who starts each session with their own pool of 3 Mythic Points. Whenever their wielder would regain 2 or more Mythic Points, Aerekostes regains 1 Mythic Point. Activate—Forward Planning Single Action (concentrate, fortune) Frequency once per minute; Effect Aerekostes studies the ongoing combat and myriad ways an upcoming attack might resolve. On the next attack made using Aerekostes before the end of their next turn, their wielder rolls twice and takes the better result. Activate—Spell Reserve Two Actions (concentrate) Effect Aerekostes channels their mythic power into a minor miracle. They spend 1 Mythic Point, then casts one of the following as a 3rd-rank spell (DC 24 save as appropriate): bane , bless , heroism , protection , resist energy , or spiritual armament . Aerekostes can use their actions to Sustain spells. Nethys Note: The rules to worship Aerekostes while possessing them and further weapon advancement are presented here. ","skill_mod":{},"summary":" Aerekostes is a +1 striking shifting falcata . Though unable to move on their own, Aerekostes can flex, adjust their center of mass, …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Tradition","Equipment","Mythic","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4001","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Aerekostes (Item)","alignment":"No Alignment","bulk":1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-4001"},{"item_child_id":["equipment-4002-3672","equipment-4002-3673","equipment-4002-3674","equipment-4002-3675","equipment-4002-3676"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #218: Titanbane\r\n"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","trait":["Consumable","Magical","Uncommon"],"id":"equipment-4002","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Soldier's Syrup May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Usage held in 1 hand --- This thick syrup sweetens potions and creates a distinctive, metallic flavor associated with the festival days in Dhuraxilis. Partygoers are fond of mixing soldier’s syrup with potions to extend their release. Activating a dose of soldier’s syrup requires you to combine it with another consumable potion that takes 1 action to activate. After swirling the mixture for a few moments, you must either imbibe the augmented potion within 1 minute, or the potion reverts to its unaugmented state. The potion’s level cannot exceed that of the soldier’s syrup it is mixed with, otherwise the syrup is wasted. When consumed, a soldier’s syrup –augmented potion does not immediately grant its benefits to you. Instead, you can activate the potion within the next hour as a single action, which has the concentrate trait. You can have only one soldier’s syrup –augmented potion consumed at a time; consuming a second one renders the first one inert. If you do not activate the potion within 1 hour, the potion spoils inside you, and you become enfeebled 1 for 24 hours. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Minor Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 12 gp <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Moderate Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 50 gp <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 400 gp <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 5,000 gp ","skill_mod":{},"summary":"This thick syrup sweetens potions and creates a distinctive, metallic flavor associated with the festival days in Dhuraxilis. Partygoers are fond of …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4002","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Soldier's Syrup","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4002"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #218: Titanbane\r\n"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4002","weakness":{},"primary_source_group":"Myth-Speaker","price":400,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-4002-3672","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Soldier's Syrup May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Usage held in 1 hand --- This thick syrup sweetens potions and creates a distinctive, metallic flavor associated with the festival days in Dhuraxilis. Partygoers are fond of mixing soldier’s syrup with potions to extend their release. Activating a dose of soldier’s syrup requires you to combine it with another consumable potion that takes 1 action to activate. After swirling the mixture for a few moments, you must either imbibe the augmented potion within 1 minute, or the potion reverts to its unaugmented state. The potion’s level cannot exceed that of the soldier’s syrup it is mixed with, otherwise the syrup is wasted. When consumed, a soldier’s syrup –augmented potion does not immediately grant its benefits to you. Instead, you can activate the potion within the next hour as a single action, which has the concentrate trait. You can have only one soldier’s syrup –augmented potion consumed at a time; consuming a second one renders the first one inert. If you do not activate the potion within 1 hour, the potion spoils inside you, and you become enfeebled 1 for 24 hours. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Minor Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 12 gp <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Moderate Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 50 gp <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 400 gp <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 5,000 gp ","skill_mod":{},"summary":"This thick syrup sweetens potions and creates a distinctive, metallic flavor associated with the festival days in Dhuraxilis. Partygoers are fond of …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4002","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Minor Soldier's Syrup","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4002-3672"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #218: Titanbane\r\n"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4002","weakness":{},"primary_source_group":"Myth-Speaker","price":1200,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-4002-3673","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Soldier's Syrup May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Usage held in 1 hand --- This thick syrup sweetens potions and creates a distinctive, metallic flavor associated with the festival days in Dhuraxilis. Partygoers are fond of mixing soldier’s syrup with potions to extend their release. Activating a dose of soldier’s syrup requires you to combine it with another consumable potion that takes 1 action to activate. After swirling the mixture for a few moments, you must either imbibe the augmented potion within 1 minute, or the potion reverts to its unaugmented state. The potion’s level cannot exceed that of the soldier’s syrup it is mixed with, otherwise the syrup is wasted. When consumed, a soldier’s syrup –augmented potion does not immediately grant its benefits to you. Instead, you can activate the potion within the next hour as a single action, which has the concentrate trait. You can have only one soldier’s syrup –augmented potion consumed at a time; consuming a second one renders the first one inert. If you do not activate the potion within 1 hour, the potion spoils inside you, and you become enfeebled 1 for 24 hours. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Minor Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 12 gp <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Moderate Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 50 gp <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 400 gp <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 5,000 gp ","skill_mod":{},"summary":"This thick syrup sweetens potions and creates a distinctive, metallic flavor associated with the festival days in Dhuraxilis. Partygoers are fond of …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4002","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Lesser Soldier's Syrup","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4002-3673"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #218: Titanbane\r\n"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4002","weakness":{},"primary_source_group":"Myth-Speaker","price":5000,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-4002-3674","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Soldier's Syrup May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Usage held in 1 hand --- This thick syrup sweetens potions and creates a distinctive, metallic flavor associated with the festival days in Dhuraxilis. Partygoers are fond of mixing soldier’s syrup with potions to extend their release. Activating a dose of soldier’s syrup requires you to combine it with another consumable potion that takes 1 action to activate. After swirling the mixture for a few moments, you must either imbibe the augmented potion within 1 minute, or the potion reverts to its unaugmented state. The potion’s level cannot exceed that of the soldier’s syrup it is mixed with, otherwise the syrup is wasted. When consumed, a soldier’s syrup –augmented potion does not immediately grant its benefits to you. Instead, you can activate the potion within the next hour as a single action, which has the concentrate trait. You can have only one soldier’s syrup –augmented potion consumed at a time; consuming a second one renders the first one inert. If you do not activate the potion within 1 hour, the potion spoils inside you, and you become enfeebled 1 for 24 hours. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Minor Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 12 gp <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Moderate Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 50 gp <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 400 gp <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 5,000 gp ","skill_mod":{},"summary":"This thick syrup sweetens potions and creates a distinctive, metallic flavor associated with the festival days in Dhuraxilis. Partygoers are fond of …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4002","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Moderate Soldier's Syrup","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4002-3674"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #218: Titanbane\r\n"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4002","weakness":{},"primary_source_group":"Myth-Speaker","price":40000,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-4002-3675","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Soldier's Syrup May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Usage held in 1 hand --- This thick syrup sweetens potions and creates a distinctive, metallic flavor associated with the festival days in Dhuraxilis. Partygoers are fond of mixing soldier’s syrup with potions to extend their release. Activating a dose of soldier’s syrup requires you to combine it with another consumable potion that takes 1 action to activate. After swirling the mixture for a few moments, you must either imbibe the augmented potion within 1 minute, or the potion reverts to its unaugmented state. The potion’s level cannot exceed that of the soldier’s syrup it is mixed with, otherwise the syrup is wasted. When consumed, a soldier’s syrup –augmented potion does not immediately grant its benefits to you. Instead, you can activate the potion within the next hour as a single action, which has the concentrate trait. You can have only one soldier’s syrup –augmented potion consumed at a time; consuming a second one renders the first one inert. If you do not activate the potion within 1 hour, the potion spoils inside you, and you become enfeebled 1 for 24 hours. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Minor Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 12 gp <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Moderate Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 50 gp <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 400 gp <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 5,000 gp ","skill_mod":{},"summary":"This thick syrup sweetens potions and creates a distinctive, metallic flavor associated with the festival days in Dhuraxilis. Partygoers are fond of …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4002","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Greater Soldier's Syrup","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4002-3675"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #218: Titanbane\r\n"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4002","weakness":{},"primary_source_group":"Myth-Speaker","price":500000,"trait":["Consumable","Magical","Uncommon"],"id":"equipment-4002-3676","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Soldier's Syrup May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Usage held in 1 hand --- This thick syrup sweetens potions and creates a distinctive, metallic flavor associated with the festival days in Dhuraxilis. Partygoers are fond of mixing soldier’s syrup with potions to extend their release. Activating a dose of soldier’s syrup requires you to combine it with another consumable potion that takes 1 action to activate. After swirling the mixture for a few moments, you must either imbibe the augmented potion within 1 minute, or the potion reverts to its unaugmented state. The potion’s level cannot exceed that of the soldier’s syrup it is mixed with, otherwise the syrup is wasted. When consumed, a soldier’s syrup –augmented potion does not immediately grant its benefits to you. Instead, you can activate the potion within the next hour as a single action, which has the concentrate trait. You can have only one soldier’s syrup –augmented potion consumed at a time; consuming a second one renders the first one inert. If you do not activate the potion within 1 hour, the potion spoils inside you, and you become enfeebled 1 for 24 hours. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Minor Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 4 gp <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Lesser Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 12 gp <title level=\"2\" right=\"Item 6\" pfs=\"Limited\" > Moderate Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 50 gp <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Greater Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 400 gp <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Major Soldier's Syrup Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 5,000 gp ","skill_mod":{},"summary":"This thick syrup sweetens potions and creates a distinctive, metallic flavor associated with the festival days in Dhuraxilis. Partygoers are fond of …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Equipment","Mechanics","Rarity"],"level":18,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4002","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Major Soldier's Syrup","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4002-3676"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #218: Titanbane\r\n"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","price":1000,"trait":["Alchemical","Consumable","Electricity","Processed","Uncommon"],"id":"equipment-4003","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Sparking Pepper String May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 10 gp Usage held in 1 hand Bulk L Activate Single Action Interact --- Vendors sell these strings of roasted peppers on festival nights in Dhuraxilis. Their spiciness cuts through the fatty meats that are also popular during late nights, and the sparks from the peppers serve as a pick-me-up to maintain the energy for a party. After you eat a sparking pepper string, your body bristles with electricity until the end of your next turn. When you successfully Strike a target with an unarmed attack or a metal weapon, you can end this effect as a free action to have the attack deal an additional 1d6 electricity damage. If not expended before the duration ends, the electricity dissipates harmlessly.\n","skill_mod":{},"summary":"Vendors sell these strings of roasted peppers on festival nights in Dhuraxilis. Their spiciness cuts through the fatty meats that are also popular …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Monster","Equipment","Weapon","Energy","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4003","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Sparking Pepper String","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-4003"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #218: Titanbane\r\n"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","price":46500,"trait":["Magical","Unique"],"id":"equipment-4004","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Hydra Spear May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 465 gp Usage held in 2 hands Bulk 2 Base Weapon Longspear --- This +1 striking longspear of polished white bone features a tip of layered reptilian scales, compressed to form a sharp edge. Akki crafted this spear herself after she and her allies tangled with a hydra plaguing the marshes outside Aelyosos. She pressed the scales of the creature down into a spearpoint mostly through sheer stubbornness, granting it a unique ability. Activate—Hydra Swipe Two Actions ; Frequency once per hour; Effect The spearhead unravels and elongates into a group of snake heads. Make up to three melee Strikes with the Hydra Spear , each at a different creature within 20 feet. These attacks do not count toward your multiple attack penalty until all attacks have been resolved.\n","skill_mod":{},"summary":"This +1 striking longspear of polished white bone features a tip of layered reptilian scales, compressed to form a sharp edge. Akki crafted …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4004","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","base_item":["Longspear"],"name":"Hydra Spear","bulk":2,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-4004"},{"primary_source_category":"Adventure Paths","usage":"worn mask","source":["Pathfinder #218: Titanbane\r\n"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","price":36000,"skill":["Deception","Deception"],"trait":["Invested","Magical","Rare"],"id":"equipment-4005","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Mask of Shifting Monstrosity May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 360 gp Usage worn mask Bulk L --- This mask’s features shift between various nonhuman elements, with each version reveling in grotesque and monstrous variations. During the festivals in Dhuraxilis, these masks are worn by influential and rich humans (or human-appearing populations) to better blend in with the monstrous crowds as they join in the revelry. While wearing the mask, you gain a +1 item bonus to Deception checks. Activate—Monstrosity Meld Single Action (concentrate, polymorph) Frequency once per day; Effect You take on the general appearance of a type of non-humanoid creature that you can see, with the transformation lasting for 8 hours. Activating this effect doesn’t change your traits or statistics, nor does it grant any of the special abilities of the creature you’re imitating. It does not change your size, so a Medium creature that assumes the shape of a manticore remains Medium sized. This effect uses the same rules as the Impersonate activity of Deception. Onlookers always assume you’re the chosen type of creature unless they’re actively Seeking. You gain a +4 item bonus to your Deception DC against such Perception checks and add your level even if untrained.\n","skill_mod":{},"summary":"This mask’s features shift between various nonhuman elements, with each version reveling in grotesque and monstrous variations. During the festivals …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4005","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Mask of Shifting Monstrosity","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4005"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #218: Titanbane\r\n"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","price":70000,"trait":["Magical","Staff","Unique"],"id":"equipment-4006","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Staff of the Ruling Beast May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 80 Price 700 gp Usage held in 1 hand Bulk 1 --- The Staff of the Ruling Beast appears as though it’s made of myriad organic materials crudely woven together, from sinew and hide to bone and scales. The staff serves as a ceremonial sign of Iapholi’s authority, and on rare occasions, she loans it to favored allies to speak in her name. Even then, she expects the staff will be returned at the task’s conclusion, sending ferocious bounty hunters to retrieve it, if necessary. Activate—Overwhelming Sound Two Actions (auditory, manipulate) Frequency once per day; Effect With three sharp taps on the ground, the Staff of the Ruling Beast casts bullhorn as a 5th-rank cantrip, affecting you so long as you hold the staff. While affected, you can make your words rumble with palpable force, allowing creatures (including those who cannot hear) to feel your speech and identify your location as if they were using an imprecise sense. Activate Cast a Spell Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip concordant choir 1st command , ventriloquism 2nd blistering invective , calm 3rd dream message , enthrall Craft Requirements Supply one casting of all listed ranks of all listed spells.\n","skill_mod":{},"summary":"The Staff of the Ruling Beast appears as though it’s made of myriad organic materials crudely woven together, from sinew and hide to bone and …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Mechanics","Equipment","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4006","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Staff of the Ruling Beast","bulk":1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-4006"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #218: Titanbane\r\n"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","price":30000,"trait":["Divine","Invested","Magical","Rare"],"id":"equipment-4007","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Strand of the Seven Births May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 81 Price 300 gp Usage held in 1 hand --- This strand of charms depicts the legendary harpy Ekriathe and her six reincarnated successors. Each charm can be removed and activated. When all of the charms are consumed, the strand becomes inert. Activate—Hero-God's Whisper Two Actions (auditory, interact, light) Effect You detach a charm, which creates a glowing ghostly image of the hero-god depicted on it. This image sheds bright light in a 20-foot radius (and dim light for the next 20 feet) for 1 hour. Allies within the image’s bright light hear the constant whispers of Ekriathe or her successor’s voice, and they gain a +2 status bonus to saving throws against auditory effects. Enemies entering or ending their term in the image’s radius of bright light must attempt a DC 23 Will save. On a failure, the target is fascinated and takes a –2 status penalty to auditory-based Perception checks while they remain in the radius. Creatures that succeed against this effect are temporarily immune for the next 24 hours.\n","skill_mod":{},"summary":"This strand of charms depicts the legendary harpy Ekriathe and her six reincarnated successors. Each charm can be removed and activated. When all …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Tradition","Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4007","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Strand of the Seven Births","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4007"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #218: Titanbane\r\n"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","price":15000,"trait":["Divine","Invested","Magical","Rare"],"id":"equipment-4008","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Successor Doll May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 81 Price 150 gp Usage held in 1 hand Bulk L --- This reversible doll shows Iapholi on one side and the harpy Ekriathe who preceded her in her line of reincarnation on the other. Non-magical successor dolls are popular gifts for children, and Iapholi often distributes them (including a handful of magical versions) on her birthday. Magical successor dolls sometimes frown, smile, or wink as if aware of their surroundings and nearby conversations. Activate—Big Eyes, Pleading Face Reaction (concentrate, emotion, mental, visual) Frequency once per day; Trigger You fail or critically fail to Request a favor; Effect The doll’s eyes grow large as its lips quiver, expressing adorable disappointment. Roll 1d4 and add the result to your Diplomacy check as a circumstance bonus, which might improve the degree of success. Activate—Fierce Gaze, Approving Smile Reaction (concentrate, emotion, mental, visual) Frequency once per day; Trigger You succeed or critically succeed when Coercing a creature; Effect The doll smugly smirks at the creature, either reinforcing how wise it is to heed your demands or innocently reminding it how much happier it is for complying. After the creature finishes following your directives, it must attempt a DC 21 Will save. Success The creature is unaffected. Failure The creature’s fond memory of the doll’s approval overwhelms any hard feelings the creature has toward you; it doesn’t act against you as a result of your coercion unless your demands were truly shocking (such as forcing them to violate any anathema they have or betray a close ally).\n","skill_mod":{},"summary":"This reversible doll shows Iapholi on one side and the harpy Ekriathe who preceded her in her line of reincarnation on the other. Non-magical …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Tradition","Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4008","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Successor Doll","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4008"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hands","source":["Pathfinder #218: Titanbane\r\n"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":30,"weakness":{},"saving_throw":"DC 28 Fortitude","primary_source_group":"Myth-Speaker","price":12000,"trait":["Alchemical","Consumable","Injury","Mythic","Poison","Rare"],"id":"equipment-4009","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Hero Killer May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 38 Price 120 gp Usage held in 1 hands Bulk L Activate Single Action (manipulate) --- Crafted from nightshade plants that grow near sites of mythic power, this poison wreaks havoc on those with a mythic calling. Saving Throw DC 28 Fortitude; Onset 1 round; Maximum Duration 5 rounds; Stage 1 3d6 poison damage and lose 1 Mythic Point (1 round); Stage 2 4d6 poison and stupefied 1 (1 round); Stage 3 6d6 poison damage, stupefied 2, and lose all Mythic Points (1 round)\n","skill_mod":{},"summary":"Crafted from nightshade plants that grow near sites of mythic power , this poison wreaks havoc on those with a mythic calling . Saving Throw DC …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Monster","Equipment","Weapon","Poison","Mythic","Affliction","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Poisons","onset":6,"resistance":{},"url":"/Equipment.aspx?ID=4009","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","stage":["3d6 poison damage and lose 1 Mythic Point (1 round)","4d6 poison and stupefied 1 (1 round)","6d6 poison damage, stupefied 2, and lose all Mythic Points (1 round)"],"name":"Hero Killer","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-4009"},{"item_child_id":["equipment-4010-3677","equipment-4010-3678"],"primary_source_category":"Lost Omens","usage":"worn barding","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"trait":["Companion","Invested","Magical"],"id":"equipment-4010","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Anti-Dragon Barding Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 PFS Note This item uses the same defense stats as light barding. Usage worn barding Bulk L --- Consisting of long steel spikes projecting from light barding, anti-dragon barding helps to protect vulnerable mounts and livestock from massive aerial predators, including dragons, griffons, and rocs. An animal companion wearing anti-dragon barding gains a +2 item bonus to its Fortitude DC and Reflex DC against attempts to Grapple, Reposition, Shove, or Trip it, and a creature that successfully Grapples the animal companion takes 1d4 piercing damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Anti-Dragon Barding Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Anti-Dragon Barding Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 Price 1,700 gp --- The barding grants a +4 item bonus against Grapple, Reposition, Shove, and Trip, and deals 3d4 piercing damage when the wearer is Grappled.","skill_mod":{},"summary":"Consisting of long steel spikes projecting from light barding, anti-dragon barding helps to protect vulnerable mounts and livestock from massive …","primary_source":"Draconic Codex\r\n","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=4010","name":"Anti-Dragon Barding","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4010"},{"primary_source_category":"Lost Omens","usage":"worn barding","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4010","weakness":{},"price":20000,"trait":["Companion","Invested","Magical"],"id":"equipment-4010-3677","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Anti-Dragon Barding Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 PFS Note This item uses the same defense stats as light barding. Usage worn barding Bulk L --- Consisting of long steel spikes projecting from light barding, anti-dragon barding helps to protect vulnerable mounts and livestock from massive aerial predators, including dragons, griffons, and rocs. An animal companion wearing anti-dragon barding gains a +2 item bonus to its Fortitude DC and Reflex DC against attempts to Grapple, Reposition, Shove, or Trip it, and a creature that successfully Grapples the animal companion takes 1d4 piercing damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Anti-Dragon Barding Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Anti-Dragon Barding Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 Price 1,700 gp --- The barding grants a +4 item bonus against Grapple, Reposition, Shove, and Trip, and deals 3d4 piercing damage when the wearer is Grappled.","skill_mod":{},"summary":"Consisting of long steel spikes projecting from light barding, anti-dragon barding helps to protect vulnerable mounts and livestock from massive …","primary_source":"Draconic Codex\r\n","trait_group":["Equipment","Mechanics"],"level":6,"source_category":["Lost Omens"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=4010","name":"Anti-Dragon Barding","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4010-3677"},{"primary_source_category":"Lost Omens","usage":"worn barding","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4010","weakness":{},"price":170000,"trait":["Companion","Invested","Magical"],"id":"equipment-4010-3678","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Anti-Dragon Barding Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 PFS Note This item uses the same defense stats as light barding. Usage worn barding Bulk L --- Consisting of long steel spikes projecting from light barding, anti-dragon barding helps to protect vulnerable mounts and livestock from massive aerial predators, including dragons, griffons, and rocs. An animal companion wearing anti-dragon barding gains a +2 item bonus to its Fortitude DC and Reflex DC against attempts to Grapple, Reposition, Shove, or Trip it, and a creature that successfully Grapples the animal companion takes 1d4 piercing damage. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Anti-Dragon Barding Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 Price 200 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Anti-Dragon Barding Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 Price 1,700 gp --- The barding grants a +4 item bonus against Grapple, Reposition, Shove, and Trip, and deals 3d4 piercing damage when the wearer is Grappled.","skill_mod":{},"summary":"The barding grants a +4 item bonus against Grapple , Reposition , Shove , and Trip , and deals 3d4 piercing damage when the wearer is Grappled.","primary_source":"Draconic Codex\r\n","trait_group":["Equipment","Mechanics"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=4010","name":"Greater Anti-Dragon Barding","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4010-3678"},{"primary_source_category":"Lost Omens","usage":"worn","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":900000,"skill":["Intimidation","Intimidation"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-4011","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Dragon Pearl Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 PFS Note The damage type(s) for this item must be chosen at purchase or when crafted. Price 9,000 gp Usage worn Bulk L --- When an irritant is caught within a dragon’s scales, the dragon’s body protects itself by coating the object in layers of dragon scale. Over time, it can form an item called a dragon pearl . Such pearls, hard and iridescent, are infused with draconic magic and can be powerful tools in the right hands. They’re usually placed in an ornate setting on a pin or necklace. Wearing the dragon pearl grants you a +2 item bonus to Intimidation checks. Activate—Pearlescent Shell Single Action (concentrate) Frequency once per day; Effect You call protective power from the pearl to form a defensive barrier around yourself. You’re affected by an 8th-rank containment spell, which takes on the appearance of shimmering translucent dragon scales. The field has resistance 15 to one damage type related to the dragon the pearl came from. When you activate the pearl, you choose the type from all types the dragon has immunity or resistance to plus a type based on their tradition: force for arcane, spirit for divine, mental for occult, or poison for primal.\n","skill_mod":{},"summary":"When an irritant is caught within a dragon’s scales, the dragon’s body protects itself by coating the object in layers of dragon scale. Over time, it …","primary_source":"Draconic Codex\r\n","trait_group":["Equipment","Mechanics","Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4011","name":"Dragon Pearl","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4011"},{"item_child_id":["equipment-4012-3679","equipment-4012-3680","equipment-4012-3681"],"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"trait":["Magical","Uncommon"],"id":"equipment-4012","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Dragon's Tongue Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 PFS Note The damage type(s) for this item must be chosen at purchase or when crafted. Usage held in 2 hands Bulk 2 Base Weapon Longspear --- This +2 striking longspear was crafted by a renowned monster hunter, who designed the prototype from the bones and scales of a diabolic dragon. The drathyrican folds of a young dragon, the organ that generates their magical breath, are crucial to the operation of the spear. The mechanics of the weapon are largely based on an injection spear: when the safety is disengaged and a secondary lever is squeezed, it produces a magical effect like a dragon’s breath from the hollow tip of the spear. Activate—Breath of the Spear Two Actions (concentrate, manipulate) Effect The dragon’s tongue releases a burst of energy that manifests as a 30-foot cone dealing 6d6 damage with a DC 28 basic Reflex save. You can’t use this activation again for 1d4 rounds. The damage type matches the breath of the dragon the weapon was made from, and this activation has the corresponding trait. Craft Requirements The initial raw materials must include the drathyrican folds of a dragon. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Dragon's Tongue Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 Price 1,350 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Greater Dragon's Tongue Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 Price 2,750 gp --- Made using the drathyrican folds of an adult dragon, the longspear is a +2 greater striking longspear and the activation’s damage is 7d6 (DC 30). <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Major Dragon's Tongue Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 Price 55,000 gp --- Made using the drathyrican folds of an ancient dragon, the longspear is a +3 major striking longspear and the activation’s damage is 10d6 (DC 43).","skill_mod":{},"summary":"This +2 striking longspear was crafted by a renowned monster hunter, who designed the prototype from the bones and scales of a diabolic …","primary_source":"Draconic Codex\r\n","trait_group":["Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4012","base_item":["Longspear"],"name":"Dragon's Tongue","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4012"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-4012","weakness":{},"price":135000,"trait":["Magical","Uncommon"],"id":"equipment-4012-3679","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Dragon's Tongue Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 PFS Note The damage type(s) for this item must be chosen at purchase or when crafted. Usage held in 2 hands Bulk 2 Base Weapon Longspear --- This +2 striking longspear was crafted by a renowned monster hunter, who designed the prototype from the bones and scales of a diabolic dragon. The drathyrican folds of a young dragon, the organ that generates their magical breath, are crucial to the operation of the spear. The mechanics of the weapon are largely based on an injection spear: when the safety is disengaged and a secondary lever is squeezed, it produces a magical effect like a dragon’s breath from the hollow tip of the spear. Activate—Breath of the Spear Two Actions (concentrate, manipulate) Effect The dragon’s tongue releases a burst of energy that manifests as a 30-foot cone dealing 6d6 damage with a DC 28 basic Reflex save. You can’t use this activation again for 1d4 rounds. The damage type matches the breath of the dragon the weapon was made from, and this activation has the corresponding trait. Craft Requirements The initial raw materials must include the drathyrican folds of a dragon. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Dragon's Tongue Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 Price 1,350 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Greater Dragon's Tongue Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 Price 2,750 gp --- Made using the drathyrican folds of an adult dragon, the longspear is a +2 greater striking longspear and the activation’s damage is 7d6 (DC 30). <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Major Dragon's Tongue Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 Price 55,000 gp --- Made using the drathyrican folds of an ancient dragon, the longspear is a +3 major striking longspear and the activation’s damage is 10d6 (DC 43).","skill_mod":{},"summary":"This +2 striking longspear was crafted by a renowned monster hunter, who designed the prototype from the bones and scales of a diabolic …","primary_source":"Draconic Codex\r\n","trait_group":["Mechanics","Rarity"],"level":11,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4012","base_item":["Longspear"],"name":"Dragon's Tongue","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4012-3679"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-4012","weakness":{},"price":275000,"trait":["Magical","Uncommon"],"id":"equipment-4012-3680","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Dragon's Tongue Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 PFS Note The damage type(s) for this item must be chosen at purchase or when crafted. Usage held in 2 hands Bulk 2 Base Weapon Longspear --- This +2 striking longspear was crafted by a renowned monster hunter, who designed the prototype from the bones and scales of a diabolic dragon. The drathyrican folds of a young dragon, the organ that generates their magical breath, are crucial to the operation of the spear. The mechanics of the weapon are largely based on an injection spear: when the safety is disengaged and a secondary lever is squeezed, it produces a magical effect like a dragon’s breath from the hollow tip of the spear. Activate—Breath of the Spear Two Actions (concentrate, manipulate) Effect The dragon’s tongue releases a burst of energy that manifests as a 30-foot cone dealing 6d6 damage with a DC 28 basic Reflex save. You can’t use this activation again for 1d4 rounds. The damage type matches the breath of the dragon the weapon was made from, and this activation has the corresponding trait. Craft Requirements The initial raw materials must include the drathyrican folds of a dragon. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Dragon's Tongue Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 Price 1,350 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Greater Dragon's Tongue Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 Price 2,750 gp --- Made using the drathyrican folds of an adult dragon, the longspear is a +2 greater striking longspear and the activation’s damage is 7d6 (DC 30). <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Major Dragon's Tongue Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 Price 55,000 gp --- Made using the drathyrican folds of an ancient dragon, the longspear is a +3 major striking longspear and the activation’s damage is 10d6 (DC 43).","skill_mod":{},"summary":"Made using the drathyrican folds of an adult dragon, the longspear is a +2 greater striking longspear and the activation’s damage is 7d6 (DC …","primary_source":"Draconic Codex\r\n","trait_group":["Mechanics","Rarity"],"level":13,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4012","base_item":["Longspear"],"name":"Greater Dragon's Tongue","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4012-3680"},{"primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-4012","weakness":{},"price":5500000,"trait":["Magical","Uncommon"],"id":"equipment-4012-3681","text":"<title level=\"1\" right=\"Item 11+\" pfs=\"Standard\" > Dragon's Tongue Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 PFS Note The damage type(s) for this item must be chosen at purchase or when crafted. Usage held in 2 hands Bulk 2 Base Weapon Longspear --- This +2 striking longspear was crafted by a renowned monster hunter, who designed the prototype from the bones and scales of a diabolic dragon. The drathyrican folds of a young dragon, the organ that generates their magical breath, are crucial to the operation of the spear. The mechanics of the weapon are largely based on an injection spear: when the safety is disengaged and a secondary lever is squeezed, it produces a magical effect like a dragon’s breath from the hollow tip of the spear. Activate—Breath of the Spear Two Actions (concentrate, manipulate) Effect The dragon’s tongue releases a burst of energy that manifests as a 30-foot cone dealing 6d6 damage with a DC 28 basic Reflex save. You can’t use this activation again for 1d4 rounds. The damage type matches the breath of the dragon the weapon was made from, and this activation has the corresponding trait. Craft Requirements The initial raw materials must include the drathyrican folds of a dragon. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Dragon's Tongue Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 Price 1,350 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Greater Dragon's Tongue Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 Price 2,750 gp --- Made using the drathyrican folds of an adult dragon, the longspear is a +2 greater striking longspear and the activation’s damage is 7d6 (DC 30). <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Major Dragon's Tongue Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 222 Price 55,000 gp --- Made using the drathyrican folds of an ancient dragon, the longspear is a +3 major striking longspear and the activation’s damage is 10d6 (DC 43).","skill_mod":{},"summary":"Made using the drathyrican folds of an ancient dragon, the longspear is a +3 major striking longspear and the activation’s damage is 10d6 (DC …","primary_source":"Draconic Codex\r\n","trait_group":["Mechanics","Rarity"],"level":20,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4012","base_item":["Longspear"],"name":"Major Dragon's Tongue","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4012-3681"},{"primary_source_category":"Lost Omens","usage":"worn armor","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"price":62500,"trait":["Invested","Magical","Uncommon"],"id":"equipment-4013","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Dragonaut's Wingsuit Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 223 Price 625 gp Usage worn armor Bulk L Base Armor Leather Armor --- This +1 resilient leather armor is made from drake hide, and includes wing-like membranes that connect the limbs to one another. Originally designed to allow riders of aerial mounts to safely dismount if the need arises, such wingsuits remain uncommon but have gained some popularity among thrill-seeking adventurers and some mountain-dwelling communities. Activate—Drake's Glide Single Action (manipulate) Frequency once per day; Effect You take 2 move actions, each of which can be a Fly or Stride. If you don’t have a fly Speed, you gain a 20-foot fly Speed for Fly actions from this activation. Activate—Descend Reaction (concentrate, manipulate) Frequency once per 10 minutes; Trigger You're falling; Effect Your fall slows to 60 feet per round for 1 minute, and if you reach the ground during this time you take no damage from the fall.\n","skill_mod":{},"summary":"This +1 resilient leather armor is made from drake hide, and includes wing-like membranes that connect the limbs to one another. Originally …","primary_source":"Draconic Codex\r\n","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Lost Omens"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4013","base_item":["Leather Armor"],"name":"Dragonaut's Wingsuit","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4013"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":3000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-4014","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Dragon Eye Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 223 Price 30 gp Usage held in 1 hand Bulk L Activate Cast a Spell (add 1 action) --- Even in death, a dragon’s gaze is terrible to behold. When used to cast breathe fire at 3rd rank or higher, an eye from a dragon causes the spell to manifest some of the creature’s fearsome aura and inspire terror. Creatures in the spell’s area must attempt a basic Will save instead of a basic Reflex save, and in addition to taking the spell’s normal damage on a failure, they’re frightened 1. This adds the emotion, fear, and mental traits to the spell.\n","skill_mod":{},"summary":"Even in death, a dragon’s gaze is terrible to behold. When used to cast breathe fire at 3rd rank or higher, an eye from a dragon causes the spell …","primary_source":"Draconic Codex\r\n","spell":["Breathe Fire"],"trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4014","name":"Dragon Eye","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4014"},{"item_child_id":["equipment-4015-3682","equipment-4015-3683","equipment-4015-3684"],"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-4015","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Dragon Scute Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 223 Usage held in 1 hand Bulk L --- The thick plates that form the strongest points in a dragon’s armor can be used as powerful defensive catalysts. Using one of these scales to cast mountain resilience causes the target’s skin to grow a thick layer of draconic scales. Instead of the spell’s normal effects, the target gains damage resistance based on the type and dragon’s tradition. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lesser Dragon Scute Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 223 Price 400 gp --- The scale can be used with mountain resilience of 6th rank or higher. Arcane resistance 5 against all damage from spells Divine resistance 10 to spirit, vitality, and void Occult resistance 10 to mental Primal resistance 7 to bludgeoning, piercing, slashing, and poison <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Moderate Dragon Scute Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 223 Price 2,000 gp --- The scale can be used with mountain resilience of 8th rank or higher. Arcane resistance 7 against all damage from spells Divine resistance 15 to spirit, vitality, and void Occult resistance 15 to mental Primal resistance 10 to bludgeoning, piercing, slashing, and poison <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Greater Dragon Scute Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 223 Price 14,000 gp --- The scale can be used with mountain resilience of 10th rank. Arcane resistance 10 against all damage from spells Divine resistance 20 to spirit, vitality, and void Occult resistance 20 to mental Primal resistance 15 to bludgeoning, piercing, slashing, and poison","skill_mod":{},"summary":"The thick plates that form the strongest points in a dragon’s armor can be used as powerful defensive catalysts. Using one of these scales to cast …","primary_source":"Draconic Codex\r\n","spell":["Mountain Resilience"],"trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4015","name":"Dragon Scute","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4015"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4015","weakness":{},"price":40000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-4015-3682","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Dragon Scute Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 223 Usage held in 1 hand Bulk L --- The thick plates that form the strongest points in a dragon’s armor can be used as powerful defensive catalysts. Using one of these scales to cast mountain resilience causes the target’s skin to grow a thick layer of draconic scales. Instead of the spell’s normal effects, the target gains damage resistance based on the type and dragon’s tradition. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lesser Dragon Scute Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 223 Price 400 gp --- The scale can be used with mountain resilience of 6th rank or higher. Arcane resistance 5 against all damage from spells Divine resistance 10 to spirit, vitality, and void Occult resistance 10 to mental Primal resistance 7 to bludgeoning, piercing, slashing, and poison <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Moderate Dragon Scute Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 223 Price 2,000 gp --- The scale can be used with mountain resilience of 8th rank or higher. Arcane resistance 7 against all damage from spells Divine resistance 15 to spirit, vitality, and void Occult resistance 15 to mental Primal resistance 10 to bludgeoning, piercing, slashing, and poison <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Greater Dragon Scute Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 223 Price 14,000 gp --- The scale can be used with mountain resilience of 10th rank. Arcane resistance 10 against all damage from spells Divine resistance 20 to spirit, vitality, and void Occult resistance 20 to mental Primal resistance 15 to bludgeoning, piercing, slashing, and poison","skill_mod":{},"summary":"The scale can be used with mountain resilience of 6th rank or higher. Arcane resistance 5 against all damage from spells Divine …","primary_source":"Draconic Codex\r\n","spell":["Mountain Resilience"],"trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4015","name":"Lesser Dragon Scute","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4015-3682"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4015","weakness":{},"price":200000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-4015-3683","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Dragon Scute Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 223 Usage held in 1 hand Bulk L --- The thick plates that form the strongest points in a dragon’s armor can be used as powerful defensive catalysts. Using one of these scales to cast mountain resilience causes the target’s skin to grow a thick layer of draconic scales. Instead of the spell’s normal effects, the target gains damage resistance based on the type and dragon’s tradition. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lesser Dragon Scute Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 223 Price 400 gp --- The scale can be used with mountain resilience of 6th rank or higher. Arcane resistance 5 against all damage from spells Divine resistance 10 to spirit, vitality, and void Occult resistance 10 to mental Primal resistance 7 to bludgeoning, piercing, slashing, and poison <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Moderate Dragon Scute Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 223 Price 2,000 gp --- The scale can be used with mountain resilience of 8th rank or higher. Arcane resistance 7 against all damage from spells Divine resistance 15 to spirit, vitality, and void Occult resistance 15 to mental Primal resistance 10 to bludgeoning, piercing, slashing, and poison <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Greater Dragon Scute Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 223 Price 14,000 gp --- The scale can be used with mountain resilience of 10th rank. Arcane resistance 10 against all damage from spells Divine resistance 20 to spirit, vitality, and void Occult resistance 20 to mental Primal resistance 15 to bludgeoning, piercing, slashing, and poison","skill_mod":{},"summary":"The scale can be used with mountain resilience of 8th rank or higher. Arcane resistance 7 against all damage from spells Divine …","primary_source":"Draconic Codex\r\n","spell":["Mountain Resilience"],"trait_group":["Equipment","Mechanics","Rarity"],"level":16,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4015","name":"Moderate Dragon Scute","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4015-3683"},{"primary_source_category":"Lost Omens","usage":"held in 1 hand","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4015","weakness":{},"price":1400000,"trait":["Catalyst","Consumable","Magical","Uncommon"],"id":"equipment-4015-3684","text":"<title level=\"1\" right=\"Item 12+\" pfs=\"Standard\" > Dragon Scute Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 223 Usage held in 1 hand Bulk L --- The thick plates that form the strongest points in a dragon’s armor can be used as powerful defensive catalysts. Using one of these scales to cast mountain resilience causes the target’s skin to grow a thick layer of draconic scales. Instead of the spell’s normal effects, the target gains damage resistance based on the type and dragon’s tradition. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lesser Dragon Scute Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 223 Price 400 gp --- The scale can be used with mountain resilience of 6th rank or higher. Arcane resistance 5 against all damage from spells Divine resistance 10 to spirit, vitality, and void Occult resistance 10 to mental Primal resistance 7 to bludgeoning, piercing, slashing, and poison <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Moderate Dragon Scute Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 223 Price 2,000 gp --- The scale can be used with mountain resilience of 8th rank or higher. Arcane resistance 7 against all damage from spells Divine resistance 15 to spirit, vitality, and void Occult resistance 15 to mental Primal resistance 10 to bludgeoning, piercing, slashing, and poison <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Greater Dragon Scute Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 223 Price 14,000 gp --- The scale can be used with mountain resilience of 10th rank. Arcane resistance 10 against all damage from spells Divine resistance 20 to spirit, vitality, and void Occult resistance 20 to mental Primal resistance 15 to bludgeoning, piercing, slashing, and poison","skill_mod":{},"summary":"The scale can be used with mountain resilience of 10th rank. Arcane resistance 10 against all damage from spells Divine resistance 20 …","primary_source":"Draconic Codex\r\n","spell":["Mountain Resilience"],"trait_group":["Equipment","Mechanics","Rarity"],"level":20,"source_category":["Lost Omens"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4015","name":"Greater Dragon Scute","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4015-3684"},{"skill_mod":{},"summary":"You have exchanged your voice for the authority and breath of your bound dragon. Your voice echoes with the dragon’s idiosyncrasies. You can cast …","primary_source":"Draconic Codex\r\n","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Lost Omens","level":6,"source_category":["Lost Omens"],"item_subcategory":"Draconic Pacts","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4016","weakness":{},"name":"Pact of the Herald and Host","trait":["Contract","Invested","Magical","Rare"],"id":"equipment-4016","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Pact of the Herald and Host Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 226 --- You have exchanged your voice for the authority and breath of your bound dragon. Your voice echoes with the dragon’s idiosyncrasies. You can cast fear as an innate spell once per day, with the spell’s tradition matching that of your bound dragon. Once per day, from any distance, your bound dragon can choose to take control of your voice. They dictate everything you say (or don’t say) for up to 10 minutes. They can choose to speak in any language you or they know, though they can’t use your voice to cast spells or activate items. Activate—Breath of the Dragon Single Action (concentrate) Frequency once per day; Effect You exhale a torrent of energy in a 30-foot cone or a 60-foot line, dealing 1d6 damage per level. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can’t use this ability again for 1d4 rounds. The area, damage type, and type of saving throw match those of your draconic benefactor. This ability has the trait associated with the type of damage it deals. --- Oathbreaker’s Calamity Should either party break the oath, your throat and mouth become swollen and elongated, preventing you from speaking any language but Draconic and causing any use of the Dragon Breath ability granted by this pact to also damage you. The dragon becomes deafened, but call still hear your voice.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4016"},{"skill_mod":{},"summary":"The oath that ties you to your bound dragon transcends the boundaries of life and death. When the pact is made, the dragon chooses one type of …","primary_source":"Draconic Codex\r\n","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"item_subcategory":"Draconic Pacts","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4017","weakness":{},"name":"Duty of the Oathsworn","trait":["Contract","Invested","Magical","Rare"],"id":"equipment-4017","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Duty of the Oathsworn Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 227 --- The oath that ties you to your bound dragon transcends the boundaries of life and death. When the pact is made, the dragon chooses one type of creature other than humanoid. (The GM selects the appropriate trait.) You gain resistance equal to half your level to physical and mental damage from these creatures. You also gain the Draconic Precision action. If you die from damage delivered by a creature of this type, you rise as an undead creature of the dragon’s choice. This undead’s level can be no higher than your level or your bound dragon’s, whichever is lower. This undead creature has your mind; if it’s normally mindless, it loses that trait and any immunity to mental. As you are sworn to slay the enemies of the dragon, the dragon is sworn to protect a chosen group, person, or location chosen by you. When battling in defense of your chosen ward, the dragon bypasses 5 resistance of any creature they would damage. Activate—Draconic Precision Single Action (concentrate) Frequency once per day; Effect Your Strikes against the chosen type of enemy deal an additional 1d6 precision damage for 1 minute. This damage increases to 2d6 if you’re 17th level or higher. --- Oathbreaker’s Calamity Should either party break the oath, both you and the dragon are forever forsworn from comradery. Creatures can’t treat either of you as an ally while in combat.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4017"},{"skill_mod":{},"summary":"You’ve linked your lifespan to your bound dragon. Your natural physical aging ceases and you gain the Draconic Vitality action, but your soul grows …","primary_source":"Draconic Codex\r\n","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Lost Omens","level":12,"source_category":["Lost Omens"],"item_subcategory":"Draconic Pacts","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4018","weakness":{},"name":"The Timeless Bond","trait":["Contract","Invested","Magical","Rare"],"id":"equipment-4018","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > The Timeless Bond Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 227 --- You’ve linked your lifespan to your bound dragon. Your natural physical aging ceases and you gain the Draconic Vitality action, but your soul grows withered and scabrous by the weight of a dragon’s experience with time. Once per week, from any distance, the dragon can use a free action, which has the concentrate trait, to become quickened for 1 minute. They can use the extra action to Stride, Strike, or to contribute an action to casting a spell. When the dragon uses this ability, you age 10 years and become drained 3 for 1 hour. Activate—Draconic Vitality Single Action (concentrate) Frequency once per day; Effect Reduce your doomed value by 2. For 1 hour, you gain a +2 status bonus to saves against poisons and diseases, and a status bonus equal to your level to Hit Points you regain from spells with the same tradition as your bound dragon. --- Oathbreaker’s Calamity Should either party break the oath, you begin aging at an accelerated rate. Every 1d6 days, you must succeed at a flat DC 14 check or age 10 years and become drained 3. In turn, the dragon loses years of experience, reducing its age 100 years every time you fail the flat check. If the dragon is de-aged past the time they made the pact, the pact remains, but the dragon loses all memories of you and the pact.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4018"},{"skill_mod":{},"summary":"You have fully subsumed your soul within that of a dragon’s soul, overloading your very essence with eldritch potential. You immediately retrain your …","primary_source":"Draconic Codex\r\n","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Lost Omens","level":14,"source_category":["Lost Omens"],"item_subcategory":"Draconic Pacts","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4019","weakness":{},"name":"Enkindled Quintessence","trait":["Contract","Invested","Magical","Rare"],"id":"equipment-4019","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Enkindled Quintessence Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 227 --- You have fully subsumed your soul within that of a dragon’s soul, overloading your very essence with eldritch potential. You immediately retrain your class to that of a sorcerer with the draconic bloodline, with your draconic exemplar matching your bound dragon. You are able to cast spells immediately as if you had a full 8 hours of rest and completed your daily preparations; however, you become drained 2 from the strain of igniting your soul’s magical potential. Once per day, from any distance, the dragon can either teleport you to their lair or teleport to switch places with you. This is a 3-action activity with the teleportation trait and the dragon’s tradition trait. --- Oathbreaker’s Calamity Should either party break the oath, both your souls begin to immolate through your physical forms. If either of you casts a spell, they immediately become drained 3 unless they’re casting it to harm the other party. If either of you die as a result of this calamity, you rise as a wraith (if it’s you) or a wyrmwraith (if it’s the dragon).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4019"},{"skill_mod":{},"summary":"Your very quintessence has been hijacked by the agony of Dahak that lingered within your bound dragon. The wracked god’s whispers burn your soul …","primary_source":"Draconic Codex\r\n","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Lost Omens","level":18,"source_category":["Lost Omens"],"item_subcategory":"Draconic Pacts","source":["Draconic Codex\r\n"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4020","weakness":{},"name":"Pact of the Agonized Destroyer","trait":["Contract","Invested","Magical","Rare"],"id":"equipment-4020","text":"<title level=\"1\" right=\"Item 18\" pfs=\"Standard\" > Pact of the Agonized Destroyer Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 227 --- Your very quintessence has been hijacked by the agony of Dahak that lingered within your bound dragon. The wracked god’s whispers burn your soul and ride your body to work in dire concordance with his whims. You are the very face of horror, an heir of the Dragon Plague’s rancor, the Endless Destruction made manifest in an overwhelmed mortal form. You gain the Scream of Unending Destruction activity. In exchange, the dragon who bound you to this pact is now free from the influences of Dahak, losing any boons or abilities that might have been granted if they were a follower of Dahak and gaining a +2 item bonus on saving throws against any spells or abilities cast by followers of Dahak. Activate—Scream of Unending Destruction Two Actions (auditory, concentrate, emotion, fear, incapacitation, mental, unholy) Frequency once per day; Effect Attempt an Intimidation check against the Will DC of each creature in a 30-foot emanation that you observe and that observes you. Critical Success The target must attempt a Fortitude save against your Intimidation DC. On a critical failure, it dies in an explosion of hellfire that deals 6d6 fire damage to each creature in a 5-foot emanation. On any other result, the creature becomes frightened 3 and is fleeing for 1 round. The critical failure effect has the death trait. Success The target becomes frightened 3 and takes 4d6 fire damage. Failure The target becomes frightened 2. Critical Failure The target is unaffected. --- Oathbreaker’s Calamity The souls of both parties begin to become consumed by the agony of Dahak. At the end of each day, you and your dragon become doomed 1 (or increase your doomed values by 1 if you’re already doomed) unless both of you acted in service to Dahak that day. If you or your bound dragon die while under this effect, both of you explode in a catastrophe of hellfire and pitch, dealing 16d6 fire damage to all creatures in a 30-foot emanation; this effect has the divine and unholy traits. If the creature who didn’t die also survives this blast, the pact of the agonized destroyer ends.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4020"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Artifacts","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"illusion","skill":["Stealth"],"legacy_id":["equipment-1818"],"trait":["Artifact","Cursed","Illusion","Invested","Primal","Shadow","Unique"],"id":"equipment-4021","text":"<title level=\"1\" right=\"Item 22\" pfs=\"Limited\" > Shadewither Key May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 229 Usage worn --- This palm-sized talisman hangs on a string of braided bark fibers. It resembles a leaf from some unknown tree similar to oak, carved from jade and then dipped halfway into black ink that looks wet despite feeling completely dry. The gate key was originally created to open the aiudara known as the Seventh Arch. In recent years, corrupting magic has given it additional, stranger powers. When you wear and invest the Shadewither Key , shadows gather around you. You gain a +1 item bonus to Stealth checks. However, this boon comes with great risk: any elf who touches the Shadewither Key is immediately afflicted with the obnubilate curse. Activate—Umbral Double Three Actions (concentrate, manipulate) Effect You touch the Shadewither Key and command the shadows it casts around you to peel away. The shadows form an umbral double that resembles you in every way except for its fiery red eyes and the expression of wicked delight on its face. The double occupies the same space as you and attempts to intercept any attacks aimed at you. A creature must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect; on a failure, they hit the shadowy double instead of you. The effect lasts for 1 minute or until the double is hit, whichever comes first. Once the double is hit, it’s destroyed. As long as the double exists, you don’t gain the Shadewither Key’s item bonus to Stealth checks. Destruction The Shadewither Key’s magic can be destroyed by exposing the artifact to uncontained teleportation energies. If touched to an unlinked or malfunctioning aiudara, the Shadewither Key causes the gate to connect to a new counterpart. If this happens, the key’s magic leaves it, rendering the item useless (as described in the book).\n","skill_mod":{},"summary":"This palm-sized talisman hangs on a string of braided bark fibers. It resembles a leaf from some unknown tree similar to oak, carved from jade and …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Equipment","School","Monster","Tradition","Planar","Rarity"],"level":22,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4021","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Shadewither Key","bulk":0,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-4021"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","price":300,"legacy_id":["equipment-1819"],"trait":["Alchemical","Bomb","Consumable","Light","Uncommon"],"id":"equipment-4022","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Bioluminescence Bomb May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 230 Price 3 gp Usage held in 1 hand Bulk L Activate Single Action Strike --- This vial of glowing goo constantly sheds dim light in a 10-foot radius. When a bioluminescence bomb strikes a creature or a hard surface, it shatters and releases the bioluminescent fluid’s energy in a flare of light. Each creature within 10 feet of where the bomb exploded must succeed at a DC 17 Reflex save or be marked with dye that continues to glow for 24 hours. An affected creature must also attempt a DC 17 Fortitude saving throw against the overwhelming burst of light. Success The creature is unaffected. Failure The creature is dazzled for 1 round. Critical Failure The creature is blinded for 1 round, then dazzled for 1 round.\n","skill_mod":{},"summary":"This vial of glowing goo constantly sheds dim light in a 10-foot radius. When a bioluminescence bomb strikes a creature or a hard surface, it …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4022","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Bioluminescence Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-4022"},{"item_child_id":["equipment-4023-3702","equipment-4023-3703","equipment-4023-3704"],"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["equipment-1820"],"trait":["Invested","Primal","Rare"],"id":"equipment-4023","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Cloak of Gnawing Leaves May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 230 Usage worn cloak Bulk L --- This cloak appears to be woven from a thousand living leaves, hungry for flesh and eager to defend the cloak’s wearer. Activate—Bite Back Reaction (concentrate) Frequency once per day; Trigger You are damaged by a melee attack from an adjacent creature; Effect The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex saving throw. Success The creature is unaffected. Failure The creature takes 1d4 piercing damage. Critical Failure The creature takes 2d4 piercing damage and 1 bleed damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Cloak of Gnawing Leaves Source Gatewalkers (Hardcover) pg. 230 Price 60 gp <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Cloak of Thirsty Fronds Source Gatewalkers (Hardcover) pg. 230 Price 330 gp --- The save DC is 23, and the cloak can be activated once per minute. The leaves deal 1d6 piercing damage to a creature on a failed save, or 2d6 piercing damage and 2 bleed damage on a critical failure. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Cloak of Devouring Thorns Source Gatewalkers (Hardcover) pg. 230 Price 2,000 gp --- The save DC is 30, and the cloak can be activated once per round. The leaves deal 2d6 piercing damage to a creature on a failed save, or 4d6 piercing damage and 3 bleed damage on a critical failure.","skill_mod":{},"summary":"This cloak appears to be woven from a thousand living leaves, hungry for flesh and eager to defend the cloak’s wearer. ","primary_source":"Gatewalkers (Hardcover)","trait_group":["Equipment","Tradition","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4023","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Cloak of Gnawing Leaves","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4023"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4023","weakness":{},"primary_source_group":"Gatewalkers","price":6000,"legacy_id":["equipment-1820"],"trait":["Invested","Primal","Rare"],"id":"equipment-4023-3702","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Cloak of Gnawing Leaves May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 230 Usage worn cloak Bulk L --- This cloak appears to be woven from a thousand living leaves, hungry for flesh and eager to defend the cloak’s wearer. Activate—Bite Back Reaction (concentrate) Frequency once per day; Trigger You are damaged by a melee attack from an adjacent creature; Effect The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex saving throw. Success The creature is unaffected. Failure The creature takes 1d4 piercing damage. Critical Failure The creature takes 2d4 piercing damage and 1 bleed damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Cloak of Gnawing Leaves Source Gatewalkers (Hardcover) pg. 230 Price 60 gp <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Cloak of Thirsty Fronds Source Gatewalkers (Hardcover) pg. 230 Price 330 gp --- The save DC is 23, and the cloak can be activated once per minute. The leaves deal 1d6 piercing damage to a creature on a failed save, or 2d6 piercing damage and 2 bleed damage on a critical failure. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Cloak of Devouring Thorns Source Gatewalkers (Hardcover) pg. 230 Price 2,000 gp --- The save DC is 30, and the cloak can be activated once per round. The leaves deal 2d6 piercing damage to a creature on a failed save, or 4d6 piercing damage and 3 bleed damage on a critical failure.","skill_mod":{},"summary":"This cloak appears to be woven from a thousand living leaves, hungry for flesh and eager to defend the cloak’s wearer.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Equipment","Tradition","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4023","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Cloak of Gnawing Leaves","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4023-3702"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4023","weakness":{},"primary_source_group":"Gatewalkers","price":33000,"legacy_id":["equipment-1820"],"trait":["Invested","Primal","Rare"],"id":"equipment-4023-3703","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Cloak of Gnawing Leaves May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 230 Usage worn cloak Bulk L --- This cloak appears to be woven from a thousand living leaves, hungry for flesh and eager to defend the cloak’s wearer. Activate—Bite Back Reaction (concentrate) Frequency once per day; Trigger You are damaged by a melee attack from an adjacent creature; Effect The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex saving throw. Success The creature is unaffected. Failure The creature takes 1d4 piercing damage. Critical Failure The creature takes 2d4 piercing damage and 1 bleed damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Cloak of Gnawing Leaves Source Gatewalkers (Hardcover) pg. 230 Price 60 gp <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Cloak of Thirsty Fronds Source Gatewalkers (Hardcover) pg. 230 Price 330 gp --- The save DC is 23, and the cloak can be activated once per minute. The leaves deal 1d6 piercing damage to a creature on a failed save, or 2d6 piercing damage and 2 bleed damage on a critical failure. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Cloak of Devouring Thorns Source Gatewalkers (Hardcover) pg. 230 Price 2,000 gp --- The save DC is 30, and the cloak can be activated once per round. The leaves deal 2d6 piercing damage to a creature on a failed save, or 4d6 piercing damage and 3 bleed damage on a critical failure.","skill_mod":{},"summary":"The save DC is 23, and the cloak can be activated once per minute. The leaves deal 1d6 piercing damage to a creature on a failed save, or 2d6 …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Equipment","Tradition","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4023","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Cloak of Thirsty Fronds","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4023-3703"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4023","weakness":{},"primary_source_group":"Gatewalkers","price":200000,"legacy_id":["equipment-1820"],"trait":["Invested","Primal","Rare"],"id":"equipment-4023-3704","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Cloak of Gnawing Leaves May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 230 Usage worn cloak Bulk L --- This cloak appears to be woven from a thousand living leaves, hungry for flesh and eager to defend the cloak’s wearer. Activate—Bite Back Reaction (concentrate) Frequency once per day; Trigger You are damaged by a melee attack from an adjacent creature; Effect The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex saving throw. Success The creature is unaffected. Failure The creature takes 1d4 piercing damage. Critical Failure The creature takes 2d4 piercing damage and 1 bleed damage. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Cloak of Gnawing Leaves Source Gatewalkers (Hardcover) pg. 230 Price 60 gp <title level=\"2\" right=\"Item 7\" pfs=\"Limited\" > Cloak of Thirsty Fronds Source Gatewalkers (Hardcover) pg. 230 Price 330 gp --- The save DC is 23, and the cloak can be activated once per minute. The leaves deal 1d6 piercing damage to a creature on a failed save, or 2d6 piercing damage and 2 bleed damage on a critical failure. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Cloak of Devouring Thorns Source Gatewalkers (Hardcover) pg. 230 Price 2,000 gp --- The save DC is 30, and the cloak can be activated once per round. The leaves deal 2d6 piercing damage to a creature on a failed save, or 4d6 piercing damage and 3 bleed damage on a critical failure.","skill_mod":{},"summary":"The save DC is 30, and the cloak can be activated once per round. The leaves deal 2d6 piercing damage to a creature on a failed save, or 4d6 piercing …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Equipment","Tradition","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4023","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Cloak of Devouring Thorns","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4023-3704"},{"item_child_id":["equipment-4024-3705","equipment-4024-3706","equipment-4024-3707"],"primary_source_category":"Adventure Paths","usage":"worn eyepiece","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["equipment-1821"],"trait":["Invested","Magical","Morph","Rare"],"id":"equipment-4024","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Stalk Goggles May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 230 Usage worn eyepiece --- These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer’s eyes transform and lengthen into snail-like eyestalks. The wobbly eyestalks stretch out through the lens holes and up over the wearer’s head on lengthened optic nerves. Activate—Looksee Single Action (concentrate) Frequency once per day; Effect By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can’t be flanked. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Stalk Goggles Source Gatewalkers (Hardcover) pg. 231 Price 20 gp <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Greater Stalk Goggles Source Gatewalkers (Hardcover) pg. 231 Price 60 gp --- When you activate the goggles, you also gain a +1 item bonus to Perception checks involving sight for the duration of the effect. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Major Stalk Goggles Source Gatewalkers (Hardcover) pg. 231 Price 450 gp --- When you activate the goggles, you also gain a +2 item bonus to Perception checks involving sight and low-light vision for the duration of the effect","skill_mod":{},"summary":"These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer’s eyes transform and lengthen …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4024","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Stalk Goggles","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4024"},{"primary_source_category":"Adventure Paths","usage":"worn eyepiece","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4024","weakness":{},"primary_source_group":"Gatewalkers","price":2000,"legacy_id":["equipment-1821"],"trait":["Invested","Magical","Morph","Rare"],"id":"equipment-4024-3705","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Stalk Goggles May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 230 Usage worn eyepiece --- These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer’s eyes transform and lengthen into snail-like eyestalks. The wobbly eyestalks stretch out through the lens holes and up over the wearer’s head on lengthened optic nerves. Activate—Looksee Single Action (concentrate) Frequency once per day; Effect By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can’t be flanked. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Stalk Goggles Source Gatewalkers (Hardcover) pg. 231 Price 20 gp <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Greater Stalk Goggles Source Gatewalkers (Hardcover) pg. 231 Price 60 gp --- When you activate the goggles, you also gain a +1 item bonus to Perception checks involving sight for the duration of the effect. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Major Stalk Goggles Source Gatewalkers (Hardcover) pg. 231 Price 450 gp --- When you activate the goggles, you also gain a +2 item bonus to Perception checks involving sight and low-light vision for the duration of the effect","skill_mod":{},"summary":"These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer’s eyes transform and lengthen …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4024","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Stalk Goggles","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4024-3705"},{"legacy_name":["Stalk Goggles (Greater)"],"primary_source_category":"Adventure Paths","usage":"worn eyepiece","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4024","weakness":{},"primary_source_group":"Gatewalkers","price":6000,"legacy_id":["equipment-1821"],"trait":["Invested","Magical","Morph","Rare"],"id":"equipment-4024-3706","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Stalk Goggles May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 230 Usage worn eyepiece --- These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer’s eyes transform and lengthen into snail-like eyestalks. The wobbly eyestalks stretch out through the lens holes and up over the wearer’s head on lengthened optic nerves. Activate—Looksee Single Action (concentrate) Frequency once per day; Effect By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can’t be flanked. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Stalk Goggles Source Gatewalkers (Hardcover) pg. 231 Price 20 gp <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Greater Stalk Goggles Source Gatewalkers (Hardcover) pg. 231 Price 60 gp --- When you activate the goggles, you also gain a +1 item bonus to Perception checks involving sight for the duration of the effect. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Major Stalk Goggles Source Gatewalkers (Hardcover) pg. 231 Price 450 gp --- When you activate the goggles, you also gain a +2 item bonus to Perception checks involving sight and low-light vision for the duration of the effect","skill_mod":{},"summary":"When you activate the goggles, you also gain a +1 item bonus to Perception checks involving sight for the duration of the effect.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4024","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Greater Stalk Goggles","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4024-3706"},{"legacy_name":["Stalk Goggles (Major)"],"primary_source_category":"Adventure Paths","usage":"worn eyepiece","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4024","weakness":{},"primary_source_group":"Gatewalkers","price":45000,"legacy_id":["equipment-1821"],"trait":["Invested","Magical","Morph","Rare"],"id":"equipment-4024-3707","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Stalk Goggles May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 230 Usage worn eyepiece --- These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer’s eyes transform and lengthen into snail-like eyestalks. The wobbly eyestalks stretch out through the lens holes and up over the wearer’s head on lengthened optic nerves. Activate—Looksee Single Action (concentrate) Frequency once per day; Effect By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can’t be flanked. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Stalk Goggles Source Gatewalkers (Hardcover) pg. 231 Price 20 gp <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Greater Stalk Goggles Source Gatewalkers (Hardcover) pg. 231 Price 60 gp --- When you activate the goggles, you also gain a +1 item bonus to Perception checks involving sight for the duration of the effect. <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Major Stalk Goggles Source Gatewalkers (Hardcover) pg. 231 Price 450 gp --- When you activate the goggles, you also gain a +2 item bonus to Perception checks involving sight and low-light vision for the duration of the effect","skill_mod":{},"summary":"When you activate the goggles, you also gain a +2 item bonus to Perception checks involving sight and low-light vision for the duration of the …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4024","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Major Stalk Goggles","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4024-3707"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","price":2000,"legacy_id":["equipment-1822"],"trait":["Consumable","Fortune","Magical","Potion","Rare"],"id":"equipment-4025","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Bottled Omen May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 231 Price 20 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This potion holds a tiny, tightly wrapped scroll and tastes like paper. Upon drinking it, you gain a burst of insight into your immediate future—and how to potentially avoid it. When you attempt a saving throw, you can roll twice and use the better result. The potion’s magic ends when you make use of this effect, or after 1 minute. You then become immune to bottled omen potions for 24 hours.\n","skill_mod":{},"summary":"This potion holds a tiny, tightly wrapped scroll and tastes like paper. Upon drinking it, you gain a burst of insight into your immediate future—and …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4025","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Bottled Omen","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-4025"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","price":1200,"legacy_id":["equipment-1823"],"trait":["Consumable","Light","Magical","Potion","Rare"],"id":"equipment-4026","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Draft of Stellar Radiance May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 231 Price 12 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This potion’s bottle glows softly with shimmering silver light. Upon drinking this potion, you’re surrounded by a nimbus of blazing starlight that lasts for 1 minute. You emanate a field of bright light with a 20-foot radius (and dim light for another 20 feet, like a torch). You take a –20 penalty to Stealth checks. Any creature that targets you with an attack or an ability must succeed at a DC 17 Fortitude save or be dazzled for 1 round. A creature who succeeds at this save is immune to the effect for 24 hours.\n","skill_mod":{},"summary":"This potion’s bottle glows softly with shimmering silver light. Upon drinking this potion, you’re surrounded by a nimbus of blazing starlight that …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4026","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Draft of Stellar Radiance","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-4026"},{"item_child_id":["equipment-4027-3708","equipment-4027-3709"],"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Gatewalkers (Hardcover)","PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","skill":["Survival","Survival"],"legacy_id":["equipment-2411"],"trait":["Uncommon"],"id":"equipment-4027","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Astrolabe May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 232, PFS Guide pg. 34 Usage held in 2 hands Bulk L Activate -Calculate 1 minute (manipulate) --- Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival. By spending 1 minute to measure the height of the stars and planets, a holder who knows the time and date can determine the latitude, and a holder who knows their latitude can determine the date and time. An astrolabe also grants a +1 item bonus to checks to identify celestial bodies. A standard astrolabe functions only on steady ground. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Standard Astrolabe Source Gatewalkers (Hardcover) pg. 232 Price 30 gp <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Mariner's Astrolabe Source Gatewalkers (Hardcover) pg. 232 Price 50 gp --- A mariner’s astrolabe contains additional stabilizers that make it suitable for use on moving surfaces, such as the deck of a ship.","skill_mod":{},"summary":"Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival . By …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Rarity"],"level":2,"source_category":["Adventure Paths","Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=4027","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Astrolabe","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4027"},{"legacy_name":["Astrolabe (Standard)"],"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Gatewalkers (Hardcover)","PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-4027","weakness":{},"primary_source_group":"Gatewalkers","price":3000,"skill":["Survival"],"legacy_id":["equipment-2411"],"trait":["Uncommon"],"id":"equipment-4027-3708","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Astrolabe May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 232, PFS Guide pg. 34 Usage held in 2 hands Bulk L Activate -Calculate 1 minute (manipulate) --- Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival. By spending 1 minute to measure the height of the stars and planets, a holder who knows the time and date can determine the latitude, and a holder who knows their latitude can determine the date and time. An astrolabe also grants a +1 item bonus to checks to identify celestial bodies. A standard astrolabe functions only on steady ground. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Standard Astrolabe Source Gatewalkers (Hardcover) pg. 232 Price 30 gp <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Mariner's Astrolabe Source Gatewalkers (Hardcover) pg. 232 Price 50 gp --- A mariner’s astrolabe contains additional stabilizers that make it suitable for use on moving surfaces, such as the deck of a ship.","skill_mod":{},"summary":"Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival . By …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Rarity"],"level":2,"source_category":["Adventure Paths","Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=4027","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Standard Astrolabe","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4027-3708"},{"legacy_name":["Astrolabe (Mariner's)"],"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Gatewalkers (Hardcover)","PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-4027","weakness":{},"primary_source_group":"Gatewalkers","price":5000,"skill":["Survival"],"legacy_id":["equipment-2411"],"trait":["Uncommon"],"id":"equipment-4027-3709","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Astrolabe May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 232, PFS Guide pg. 34 Usage held in 2 hands Bulk L Activate -Calculate 1 minute (manipulate) --- Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival. By spending 1 minute to measure the height of the stars and planets, a holder who knows the time and date can determine the latitude, and a holder who knows their latitude can determine the date and time. An astrolabe also grants a +1 item bonus to checks to identify celestial bodies. A standard astrolabe functions only on steady ground. <title level=\"2\" right=\"Item 2\" pfs=\"Limited\" > Standard Astrolabe Source Gatewalkers (Hardcover) pg. 232 Price 30 gp <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Mariner's Astrolabe Source Gatewalkers (Hardcover) pg. 232 Price 50 gp --- A mariner’s astrolabe contains additional stabilizers that make it suitable for use on moving surfaces, such as the deck of a ship.","skill_mod":{},"summary":"A mariner’s astrolabe contains additional stabilizers that make it suitable for use on moving surfaces, such as the deck of a ship.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Rarity"],"level":3,"source_category":["Adventure Paths","Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=4027","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Mariner's Astrolabe","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4027-3709"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","price":15000,"legacy_id":["equipment-2412"],"trait":["Magical","Uncommon"],"id":"equipment-4028","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Astrolabe of Falling Stars May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 232 Price 150 gp Usage held in 2 hands Bulk L --- This astrolabe is fashioned of magically attuned platinum plates and rings and is inset with carefully measured ruby gems. The astrolabe’s back is engraved with helpful charts, a calendar, and a maker’s mark. An astrolabe of falling stars can be used as a mariner’s astrolabe. In addition, it can produce the following magical effect. Activate—Starfall Two Actions (manipulate) Frequency once per day; Effect With a flick of your finger, you set the astrolabe’s rule spinning, causing the inset rubies to become a blur. Choose a point within 100 feet. The astrolabe of falling stars calls down a brief rain of meteorites in a 10-foot burst centered on that point, dealing 1d8 bludgeoning and 1d8 fire damage to creatures in the area (DC 19 basic Reflex save).\n","skill_mod":{},"summary":"This astrolabe is fashioned of magically attuned platinum plates and rings and is inset with carefully measured ruby gems. The astrolabe’s back is …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4028","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Astrolabe of Falling Stars","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4028"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","price":8000,"legacy_id":["equipment-2413"],"trait":["Magical","Uncommon"],"id":"equipment-4029","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Stargazer's Spyglass May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 232 Price 80 gp Usage held in 2 hands Bulk L --- This ornate spyglass has a brass tube inscribed with constellations and green-tinted lens. It’s often used by field astronomers to pick out greater details among stars and other celestial bodies. Like a typical spyglass, you can see eight times farther while looking through a stargazer’s spyglass. Activate—Twinkle Single Action (concentrate) Effect You set your eye upon a star and think of someone to cast guiding star .\n","skill_mod":{},"summary":"This ornate spyglass has a brass tube inscribed with constellations and green-tinted lens. It’s often used by field astronomers to pick out greater …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4029","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Stargazer's Spyglass","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4029"},{"item_child_id":["equipment-4030-3710","equipment-4030-3711","equipment-4030-3712"],"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["equipment-2414"],"trait":["Acid","Divine","Spellheart","Uncommon"],"id":"equipment-4030","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Pickled Demon Tongue May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 232 Usage affixed to armor or a weapon Bulk L --- This small crystal vial contains the forked end of a demon’s tongue, preserved in brine. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to acid and attacks by demons. Weapon After you cast an acid spell by Activating the pickled demon tongue, your Strikes with the weapon deal an additional 1d4 acid damage until end of your next turn Activate Cast a Spell; Effect You cast caustic blast . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Pickled Demon Tongue Source Gatewalkers (Hardcover) pg. 233 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Pickled Demon Tongue Source Gatewalkers (Hardcover) pg. 233 Price 460 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank acidic burst . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Major Pickled Demon Tongue Source Gatewalkers (Hardcover) pg. 233 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +19, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank acid grip . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank acidic burst .","skill_mod":{},"summary":"This small crystal vial contains the forked end of a demon’s tongue, preserved in brine. The spell attack roll of any spell cast by Activating this …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Energy","Monster","Tradition","Equipment","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4030","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Pickled Demon Tongue","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4030"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4030","weakness":{},"primary_source_group":"Gatewalkers","price":6000,"legacy_id":["equipment-2414"],"trait":["Acid","Divine","Spellheart","Uncommon"],"id":"equipment-4030-3710","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Pickled Demon Tongue May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 232 Usage affixed to armor or a weapon Bulk L --- This small crystal vial contains the forked end of a demon’s tongue, preserved in brine. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to acid and attacks by demons. Weapon After you cast an acid spell by Activating the pickled demon tongue, your Strikes with the weapon deal an additional 1d4 acid damage until end of your next turn Activate Cast a Spell; Effect You cast caustic blast . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Pickled Demon Tongue Source Gatewalkers (Hardcover) pg. 233 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Pickled Demon Tongue Source Gatewalkers (Hardcover) pg. 233 Price 460 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank acidic burst . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Major Pickled Demon Tongue Source Gatewalkers (Hardcover) pg. 233 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +19, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank acid grip . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank acidic burst .","skill_mod":{},"summary":"This small crystal vial contains the forked end of a demon’s tongue, preserved in brine. The spell attack roll of any spell cast by Activating this …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Energy","Monster","Tradition","Equipment","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4030","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Pickled Demon Tongue","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4030-3710"},{"legacy_name":["Pickled Demon Tongue (Greater)"],"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4030","weakness":{},"primary_source_group":"Gatewalkers","price":46000,"legacy_id":["equipment-2414"],"trait":["Acid","Divine","Spellheart","Uncommon"],"id":"equipment-4030-3711","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Pickled Demon Tongue May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 232 Usage affixed to armor or a weapon Bulk L --- This small crystal vial contains the forked end of a demon’s tongue, preserved in brine. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to acid and attacks by demons. Weapon After you cast an acid spell by Activating the pickled demon tongue, your Strikes with the weapon deal an additional 1d4 acid damage until end of your next turn Activate Cast a Spell; Effect You cast caustic blast . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Pickled Demon Tongue Source Gatewalkers (Hardcover) pg. 233 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Pickled Demon Tongue Source Gatewalkers (Hardcover) pg. 233 Price 460 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank acidic burst . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Major Pickled Demon Tongue Source Gatewalkers (Hardcover) pg. 233 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +19, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank acid grip . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank acidic burst .","skill_mod":{},"summary":"Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Energy","Monster","Tradition","Equipment","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4030","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Greater Pickled Demon Tongue","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4030-3711"},{"legacy_name":["Pickled Demon Tongue (Major)"],"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4030","weakness":{},"primary_source_group":"Gatewalkers","price":175000,"legacy_id":["equipment-2414"],"trait":["Acid","Divine","Spellheart","Uncommon"],"id":"equipment-4030-3712","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Pickled Demon Tongue May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 232 Usage affixed to armor or a weapon Bulk L --- This small crystal vial contains the forked end of a demon’s tongue, preserved in brine. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17. Armor You gain resistance 2 to acid and attacks by demons. Weapon After you cast an acid spell by Activating the pickled demon tongue, your Strikes with the weapon deal an additional 1d4 acid damage until end of your next turn Activate Cast a Spell; Effect You cast caustic blast . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Pickled Demon Tongue Source Gatewalkers (Hardcover) pg. 233 Price 60 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Pickled Demon Tongue Source Gatewalkers (Hardcover) pg. 233 Price 460 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank acidic burst . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Major Pickled Demon Tongue Source Gatewalkers (Hardcover) pg. 233 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +19, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank acid grip . Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank acidic burst .","skill_mod":{},"summary":"Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +19, and the spell DC is 29.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Energy","Monster","Tradition","Equipment","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4030","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Major Pickled Demon Tongue","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4030-3712"},{"item_child_id":["equipment-4031-3713","equipment-4031-3714","equipment-4031-3715"],"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["equipment-2415"],"trait":["Divine","Spellheart","Uncommon"],"id":"equipment-4031","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Polished Demon Horn May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 233 Usage affixed to armor or a weapon Bulk L --- This spellheart is fashioned from the tip of a demon’s horn that’s been polished until smooth and shiny. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to unholy. Weapon After you cast an enchantment spell by Activating the horn, your Strikes with the weapon deal an additional 1d4 mental damage until end of your next turn. Activate Cast a Spell; Effect You cast daze . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Polished Demon Horn Source Gatewalkers (Hardcover) pg. 233 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Polished Demon Horn Source Gatewalkers (Hardcover) pg. 233 Price 450 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank fear . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Major Polished Demon Horn Source Gatewalkers (Hardcover) pg. 233 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast outcast’s curse . Activate Cast a Spell; Frequency once per day; Effect You cast vision of death .","skill_mod":{},"summary":"This spellheart is fashioned from the tip of a demon’s horn that’s been polished until smooth and shiny. The spell DC of any spell cast by …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Tradition","Equipment","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4031","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Polished Demon Horn","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4031"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4031","weakness":{},"primary_source_group":"Gatewalkers","price":5500,"legacy_id":["equipment-2415"],"trait":["Divine","Spellheart","Uncommon"],"id":"equipment-4031-3713","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Polished Demon Horn May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 233 Usage affixed to armor or a weapon Bulk L --- This spellheart is fashioned from the tip of a demon’s horn that’s been polished until smooth and shiny. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to unholy. Weapon After you cast an enchantment spell by Activating the horn, your Strikes with the weapon deal an additional 1d4 mental damage until end of your next turn. Activate Cast a Spell; Effect You cast daze . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Polished Demon Horn Source Gatewalkers (Hardcover) pg. 233 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Polished Demon Horn Source Gatewalkers (Hardcover) pg. 233 Price 450 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank fear . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Major Polished Demon Horn Source Gatewalkers (Hardcover) pg. 233 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast outcast’s curse . Activate Cast a Spell; Frequency once per day; Effect You cast vision of death .","skill_mod":{},"summary":"This spellheart is fashioned from the tip of a demon’s horn that’s been polished until smooth and shiny. The spell DC of any spell cast by …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Tradition","Equipment","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4031","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Polished Demon Horn","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4031-3713"},{"legacy_name":["Polished Demon Horn (Greater)"],"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4031","weakness":{},"primary_source_group":"Gatewalkers","price":45000,"legacy_id":["equipment-2415"],"trait":["Divine","Spellheart","Uncommon"],"id":"equipment-4031-3714","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Polished Demon Horn May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 233 Usage affixed to armor or a weapon Bulk L --- This spellheart is fashioned from the tip of a demon’s horn that’s been polished until smooth and shiny. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to unholy. Weapon After you cast an enchantment spell by Activating the horn, your Strikes with the weapon deal an additional 1d4 mental damage until end of your next turn. Activate Cast a Spell; Effect You cast daze . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Polished Demon Horn Source Gatewalkers (Hardcover) pg. 233 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Polished Demon Horn Source Gatewalkers (Hardcover) pg. 233 Price 450 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank fear . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Major Polished Demon Horn Source Gatewalkers (Hardcover) pg. 233 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast outcast’s curse . Activate Cast a Spell; Frequency once per day; Effect You cast vision of death .","skill_mod":{},"summary":"Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Tradition","Equipment","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4031","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Greater Polished Demon Horn","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4031-3714"},{"legacy_name":["Polished Demon Horn (Major)"],"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4031","weakness":{},"primary_source_group":"Gatewalkers","price":175000,"legacy_id":["equipment-2415"],"trait":["Divine","Spellheart","Uncommon"],"id":"equipment-4031-3715","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Polished Demon Horn May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 233 Usage affixed to armor or a weapon Bulk L --- This spellheart is fashioned from the tip of a demon’s horn that’s been polished until smooth and shiny. The spell DC of any spell cast by Activating this item is 17. Armor You gain resistance 2 to unholy. Weapon After you cast an enchantment spell by Activating the horn, your Strikes with the weapon deal an additional 1d4 mental damage until end of your next turn. Activate Cast a Spell; Effect You cast daze . <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Polished Demon Horn Source Gatewalkers (Hardcover) pg. 233 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"Limited\" > Greater Polished Demon Horn Source Gatewalkers (Hardcover) pg. 233 Price 450 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank fear . <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Major Polished Demon Horn Source Gatewalkers (Hardcover) pg. 233 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast outcast’s curse . Activate Cast a Spell; Frequency once per day; Effect You cast vision of death .","skill_mod":{},"summary":"Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Tradition","Equipment","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4031","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Major Polished Demon Horn","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4031-3715"},{"legacy_name":["Aether Marble"],"item_child_id":["equipment-4032-3716","equipment-4032-3717","equipment-4032-3718"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["equipment-2416"],"trait":["Bomb","Consumable","Force","Splash","Uncommon"],"id":"equipment-4032","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Aether Marbles May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 235 Usage held in 1 hand Bulk L Activate Single Action Strike --- Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force damage and force splash damage. Many aether marbles grant an item bonus to attack rolls. Surfaces in the splash area are filled with twisting eddies of force, which are difficult terrain for incorporeal creatures but not for corporeal ones. The force eddies in a square disperse after an incorporeal creature enters the square. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Lesser Aether Marbles Source Gatewalkers (Hardcover) pg. 235 Price 19 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 force damage and 2 force splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Moderate Aether Marbles Source Gatewalkers (Hardcover) pg. 235 Price 360 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 force damage and 3 force splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Greater Aether Marbles Source Gatewalkers (Hardcover) pg. 235 Price 3,400 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 force damage and 4 force splash damage.","skill_mod":{},"summary":"Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Equipment","Energy","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4032","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Aether Marbles","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-4032"},{"legacy_name":["Aether Marble (Lesser)"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4032","weakness":{},"primary_source_group":"Gatewalkers","price":1900,"legacy_id":["equipment-2416"],"trait":["Bomb","Consumable","Force","Splash","Uncommon"],"id":"equipment-4032-3716","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Aether Marbles May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 235 Usage held in 1 hand Bulk L Activate Single Action Strike --- Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force damage and force splash damage. Many aether marbles grant an item bonus to attack rolls. Surfaces in the splash area are filled with twisting eddies of force, which are difficult terrain for incorporeal creatures but not for corporeal ones. The force eddies in a square disperse after an incorporeal creature enters the square. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Lesser Aether Marbles Source Gatewalkers (Hardcover) pg. 235 Price 19 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 force damage and 2 force splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Moderate Aether Marbles Source Gatewalkers (Hardcover) pg. 235 Price 360 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 force damage and 3 force splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Greater Aether Marbles Source Gatewalkers (Hardcover) pg. 235 Price 3,400 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 force damage and 4 force splash damage.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d6 force damage and 2 force splash damage.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Equipment","Energy","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4032","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Lesser Aether Marbles","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-4032-3716"},{"legacy_name":["Aether Marble (Moderate)"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4032","weakness":{},"primary_source_group":"Gatewalkers","price":36000,"legacy_id":["equipment-2416"],"trait":["Bomb","Consumable","Force","Splash","Uncommon"],"id":"equipment-4032-3717","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Aether Marbles May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 235 Usage held in 1 hand Bulk L Activate Single Action Strike --- Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force damage and force splash damage. Many aether marbles grant an item bonus to attack rolls. Surfaces in the splash area are filled with twisting eddies of force, which are difficult terrain for incorporeal creatures but not for corporeal ones. The force eddies in a square disperse after an incorporeal creature enters the square. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Lesser Aether Marbles Source Gatewalkers (Hardcover) pg. 235 Price 19 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 force damage and 2 force splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Moderate Aether Marbles Source Gatewalkers (Hardcover) pg. 235 Price 360 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 force damage and 3 force splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Greater Aether Marbles Source Gatewalkers (Hardcover) pg. 235 Price 3,400 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 force damage and 4 force splash damage.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d6 force damage and 3 force splash damage.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Equipment","Energy","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4032","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Moderate Aether Marbles","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-4032-3717"},{"legacy_name":["Aether Marble (Greater)"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4032","weakness":{},"primary_source_group":"Gatewalkers","price":340000,"legacy_id":["equipment-2416"],"trait":["Bomb","Consumable","Force","Splash","Uncommon"],"id":"equipment-4032-3718","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Aether Marbles May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 235 Usage held in 1 hand Bulk L Activate Single Action Strike --- Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force damage and force splash damage. Many aether marbles grant an item bonus to attack rolls. Surfaces in the splash area are filled with twisting eddies of force, which are difficult terrain for incorporeal creatures but not for corporeal ones. The force eddies in a square disperse after an incorporeal creature enters the square. <title level=\"2\" right=\"Item 4\" pfs=\"Limited\" > Lesser Aether Marbles Source Gatewalkers (Hardcover) pg. 235 Price 19 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d6 force damage and 2 force splash damage. <title level=\"2\" right=\"Item 12\" pfs=\"Limited\" > Moderate Aether Marbles Source Gatewalkers (Hardcover) pg. 235 Price 360 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d6 force damage and 3 force splash damage. <title level=\"2\" right=\"Item 18\" pfs=\"Limited\" > Greater Aether Marbles Source Gatewalkers (Hardcover) pg. 235 Price 3,400 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d6 force damage and 4 force splash damage.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d6 force damage and 4 force splash damage.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Equipment","Energy","Mechanics","Rarity"],"level":18,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4032","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Greater Aether Marbles","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-4032-3718"},{"legacy_name":["Telekinetic Converter"],"primary_source_category":"Adventure Paths","usage":"worn gloves","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","price":195000,"legacy_id":["equipment-2417"],"trait":["Invested","Magical","Rare"],"id":"equipment-4033","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Telekinetic Converters May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 235 Price 1,950 gp Usage worn gloves Bulk L --- Copper cables run from these thick leather gloves to nodes that attach to the wearer’s temples, allowing a spellcaster to convert the magic they normally cast to pure psychic intention. When you Cast a Spell using the telekinetic converters , you substitute any spoken words for simple thoughts, granting the subtle trait to the spell you’re casting. Activate—Mental Fling Two Actions (manipulate) Requirements You have a spellcasting class feature and you can cast cantrips; Effect You cast telekinetic projectile as an occult cantrip, heightened to a spell rank equal to half your level rounded up. Activate—Over Matter Two Actions (manipulate) Requirements You have a spellcasting class feature and have an unexpended spell slot of 5th rank or higher; Effect You cast your choice of telekinetic haul or telekinetic maneuver as a 5th-rank occult spell, consuming one of your unexpended spell slots of the same rank as if you had used it to cast the spell.\n","skill_mod":{},"summary":"Copper cables run from these thick leather gloves to nodes that attach to the wearer’s temples, allowing a spellcaster to convert the magic they …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4033","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Telekinetic Converters","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4033"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","price":10000,"legacy_id":["equipment-2418"],"trait":["Alchemical","Consumable","Elixir","Uncommon"],"id":"equipment-4034","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Psychic Colors Elixir May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 235 Price 100 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This orange liquid lets you visibly detect the psychic energies that enable telekinesis and telepathy. For the next minute, you can sense if a creature you can see is using a telepathic or telekinetic ability, such as the telepathy monster ability, a spell like telekinetic projectile , or similar abilities. You also can sense if an object or creature you can see is being manipulated or contacted by such an ability. Both the user and the target of the ability are outlined in faint shimmers of matching color.\n","skill_mod":{},"summary":"This orange liquid lets you visibly detect the psychic energies that enable telekinesis and telepathy. For the next minute, you can sense if a …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4034","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Psychic Colors Elixir","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-4034"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","price":19000,"legacy_id":["equipment-2419"],"trait":["Alchemical","Consumable","Rare"],"id":"equipment-4035","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Vat-Grown Brain May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 235 Price 190 gp Usage held in 2 hands Bulk 1 Activate Three Actions (manipulate) --- A malformed, artificial brain pulses with alchemical life inside a nutrient-rich vat. When the vat-grown brain is activated, it attempts to counteract one condition of your choice that was gained from an ability with the mental trait, which it does by drawing the negative mental impressions into itself. However, the artificial brain is not robust, and the strain of the transfer quickly destroys it. The vat-grown brain has a counteract level of 5 and a +17 modifier on the roll.\n","skill_mod":{},"summary":"A malformed, artificial brain pulses with alchemical life inside a nutrient-rich vat. When the vat-grown brain is activated, it attempts to …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4035","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Vat-Grown Brain","actions_number":6,"bulk":1,"category":"equipment","pfs":"Limited","actions":"Three Actions","rarity":"rare","slug":"equipment-4035"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","price":70000,"legacy_id":["equipment-2424"],"trait":["Mental","Occult","Unique"],"id":"equipment-4036","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Mindsponge May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 235 Price 700 gp Usage held in 1 hand Bulk L --- A mindsponge appears as a misshapen gray sponge that unsettlingly resembles a malformed human brain. Though pliable in all the same ways as a damp sponge, a mindsponge has no ability to absorb water and, in fact, doesn’t seem terribly porous at all. Instead, a mindsponge is used to absorb thoughts and memories from living creatures. Activate—Wipe Memories Two Actions (concentrate, manipulate) Effect The mindsponge casts modify memory , but only to erase a memory—a mindsponge can’t enhance memory clarity, alter memories, or add false memories. Activate—Absorb Memories 1 minute (concentrate, manipulate) Effect You use the mindsponge to harvest the memories and mental energy of a specially prepared target as it dies. To prepare the target (who must be willing or helpless), you must perform a 10-minute surgery to expose a portion of the target’s brain without killing them. This requires a successful DC 28 Medicine (master) check; if you fail this check, the target dies before you can use the mindsponge . Memories and psychic energy absorbed aren’t taken from the target’s soul but from energies temporarily infused within the body, so that a creature slain in this way who is later brought back to life retains their harvested memories and energy. The corpse of someone who has had their memories harvested is difficult to communicate with via talking corpse —treat the saving throw result against that spell as one degree of success lower than the actual result. A mindsponge can store the memories and energy of up to four creatures at a time. Once full, it cannot be activated at all, other than to squeeze it as an Interact action with the concentrate trait, which causes all of the memories within to drip out as cold ectoplasm, which swiftly evaporates if not used or contained.\n","skill_mod":{},"summary":"A mindsponge appears as a misshapen gray sponge that unsettlingly resembles a malformed human brain. Though pliable in all the same ways as a damp …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Mechanics","Tradition","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4036","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Mindsponge","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-4036"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Structures","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","price":130000,"legacy_id":["equipment-2420"],"trait":["Magical","Rare","Structure"],"id":"equipment-4037","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Ice Forge May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 237 Price 1,300 gp Bulk L When not activated --- While many of the magical wonders created by saumen kar have been destroyed, ice forges , while rare, still see use today among the few individuals who manage to discover and keep one of these portable treasures. When an ice forge isn’t activated, it appears to be a small anvil carved from a lump of ice no larger than an apple. While in this state, the ice forge remains cold to the touch but doesn’t melt in the presence of high temperatures. It can be used to chill a beverage in a small container, although those who venerate and respect these items’ legacy would doubtless find this use to be insulting at best. Activate—Expand Forge Three Actions (concentrate, manipulate) Effect You toss the ice forge onto the ground, and it immediately expands in size, transforming into a fully functional forge that appears to be made of solid ice. Expanded, the ice forge is 10 feet square and 10 feet high. While the forge itself is cold to the touch, it won’t melt in higher temperatures, nor will it cause harm to someone who remains in contact with the chill surface for an extended period of time. The forge can be used to work metal as a normal forge (although fuel must be provided)—the heat created by its use does no harm to the ice forge, nor does it transmit to the surface it sits upon, making an ice forge an ideal solution for those who seek to use forges in areas where open flames or smoke would be dangerous. You can return an ice forge to its handheld anvil form by spending a single action to issue a verbal command, which has the auditory trait. Doing so immediately snuffs out any fire within the forge and leaves behind unused material or ashes. Once deactivated, the forge can’t be activated again for 4 hours. Activate—Ice Sculpture 1 minute (concentrate, manipulate) Frequency once per day; Requirements The ice forge is in forge form; Effect The ice forge casts creation (heightened to 5th rank) to your specifications.\n","skill_mod":{},"summary":"While many of the magical wonders created by saumen kar have been destroyed, ice forges , while rare, still see use today among the few individuals …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Mechanics","Rarity","Equipment"],"level":11,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4037","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Ice Forge","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4037"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","price":15000,"legacy_id":["equipment-2421"],"trait":["Consumable","Magical","Oil","Uncommon"],"id":"equipment-4038","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Oil of Corpse Restoration May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 237 Price 150 gp Usage held in 2 hands Bulk L Activate 1 minute (manipulate) --- Adlet spiritual leaders use this thick purple gel during ancestral worship ceremonies, applying it that the dead so that their bodies can temporarily assume the appearance they had in life. Spreading it over the bones of an undead creature or a lifeless corpse causes the gel to congeal, forming a cosmetic layer that covers or restores any missing or compromised flesh until the body mimics its appearance in life. The dead creature’s flesh looks healthy and whole. An undead creature covered with the oil gains a +2 circumstance bonus on Deception checks to look like a living creature. The gel does not restore life or Hit Points and the flesh quickly rots away 8 hours after application.\n","skill_mod":{},"summary":" Adlet spiritual leaders use this thick purple gel during ancestral worship ceremonies, applying it that the dead so that their bodies can …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4038","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Oil of Corpse Restoration","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4038"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","price":17500,"legacy_id":["equipment-2422"],"trait":["Magical","Uncommon"],"id":"equipment-4039","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Rime Jar May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 237 Price 175 gp Usage held in 2 hands Bulk 1 --- Magical reagents slosh inside this rime‑frosted pottery jar the size of a human head. Despite appearing to be rimed in hoarfrost, the jar is warm to the touch. Ilverani wizards create rime jars to sustain themselves during the coldest winter nights. Activate—Siphon Chill Three Actions (manipulate) Effect The jar draws off the cold and warms your body. If you have the fatigued condition caused by exposure to environmental cold, it removes the condition. For 8 hours after applying the rime, you treat extreme cold as severe cold.\n","skill_mod":{},"summary":"Magical reagents slosh inside this rime‑frosted pottery jar the size of a human head. Despite appearing to be rimed in hoarfrost, the jar is warm to …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4039","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Rime Jar","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4039"},{"primary_source_category":"Adventure Paths","usage":"affix to armor","source":["Gatewalkers (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","price":17500,"legacy_id":["equipment-2423"],"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-4040","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Star of Cynosure May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 237 Price 175 gp Usage affix to armor Activate Free Action (concentrate) Trigger You attempt a Will save against a mental spell, but you haven’t rolled yet Requirement You have master proficiency in Will saves. --- Found throughout Golarion, these star-shaped talismans of whalebone scrimshaw are carved by the Erutaki people from the Crown of the World. They are popular with adherents to the cult of Desna, who believe the talismans protect their dreams. When you activate this talisman, you gain a +2 status bonus to saves against spells with the mental trait for 1 minute. On the triggering save, if the outcome of the roll is a failure, you get a success instead, or if the outcome is a critical failure, you get a failure instead.\n","skill_mod":{},"summary":"Found throughout Golarion, these star-shaped talismans of whalebone scrimshaw are carved by the Erutaki people from the Crown of the World. They are …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","requirement":"You have master proficiency in Will saves.","trigger":"You attempt a Will save against a mental spell, but you haven’t rolled yet","resistance":{},"url":"/Equipment.aspx?ID=4040","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Star of Cynosure","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-4040"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","school":"illusion","price":45000,"trait":["Illusion","Invested","Mythic","Rare"],"id":"equipment-4041","text":"<title level=\"1\" right=\"Item 14\" pfs=\"\" > Paradigm Cube May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 450 gp Usage held in 1 hand Bulk 1 --- A paradigm cube is a perfect 5-inch-square cube of stone. Each side is inlaid with precious crystals of a different color: red, orange, yellow, green, blue, and indigo. When one activates a paradigm cube , one of these sides is selected—it glows with the matching color and then darkens to a shade of violet once the activation ends, indicating that the magic from that particular side of the cube has been expended for the day. Activate—Change Paradgm Single Action (manipulate) Frequency six times per day (but only once per day per color); Effect Select one of the six colors of the cube that hasn’t been activated today, then roll the cube on the ground at your feet and attempt a DC 11 flat check. On a success, your chosen color activates as detailed below. On a failure, roll 1d6 to randomly determine which effect manifests; if the result of the roll is a color that’s already been activated today, no effect occurs. The paradigm cube then immediately returns to your hand. If you spend 1 Mythic Point as part of this activation, your chosen color automatically activates without requiring a flat check, and the chosen effect’s mythic enhancement unlocks. Once activated, the illusion created fills a 60-foot emanation from you and lasts for 1 minute. You can end the effect early by activating Change Paradigm again by tapping the currently active color. 1—Red (emotion, mental, visual) Red is the color of anger and impatience. A crimson haze covers the area, setting everyone within the area on edge. Allies in the area gain a +2 item bonus to Intimidation checks to Coerce. Mythic Enhancement: Allies’ saving throws against mental and incapacitation effects are attempted at mythic proficiency. 2—Orange (light, visual) Orange is the color of glory and opulence. The area becomes bedecked in elegant images, glamorous decor, and spectacular displays, and becomes brightly lit. Allies in the area gain a +2 item bonus to Performance checks, and allies who Rage in the area gain an additional 3 temporary Hit Points above what they would normally gain. Mythic Enhancement: Allies’ Perception checks and Diplomacy checks to Make an Impression or Request are attempted at mythic proficiency. 3—Yellow (emotion, fear, light, mental, visual) Yellow is the color of terror and discord. The area’s illumination, if any, takes on an unnerving, murky yellow tinge and becomes dim light. Allies in the area gain a +2 item bonus to Intimidation checks to Demoralize. Mythic Enhancement: Enemy creatures in the area who gain the frightened condition become slowed 1 as long as they remain frightened, as the yellow light seems to cling to them and slow their movements to a nightmarish crawl. 4—Green (revelation, visual) Green is the color of logic and clarity. Visible text in the area becomes softly illuminated when read. Allies in the area gain a +2 item bonus to Lore checks to Recall Knowledge. Mythic Enhancement: Attempts made by allies to counteract or disbelieve illusions or to save against confusion effects are attempted at mythic proficiency. 5—Blue (emotion, light, mental, visual) Blue is the color of debilitating sadness and fractures in one’s emotional facade. Somber light replaces the normal lighting, filling the area with dim illumination, and moods darken. Allies in the area gain a +2 item bonus to Perception checks to Sense Motive. Mythic Enhancement: An enemy in the area that fails an attack roll, saving throw, or skill check becomes stupefied 1 from sadness until the end of their next turn (stupefied 2 on a critical failure). 6—Indigo (darkness, shadow) Indigo is the color of ignorance and the unknown. The area becomes cloaked in darkness, as per the darkness spell heightened to 6th rank. Allies in the area gain a +2 item bonus to Stealth checks to Hide. Mythic Enhancement: Allies’ saving throws against fear, curse, or visual effects are attempted at mythic proficiency. Craft Requirements You must be a mythic arcane spellcaster capable of attempting Crafting checks at mythic proficiency.\n","skill_mod":{},"summary":"A paradigm cube is a perfect 5-inch-square cube of stone. Each side is inlaid with precious crystals of a different color: red, orange, yellow, …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["School","Monster","Equipment","Mythic","Rarity"],"level":14,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4041","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Paradigm Cube","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-4041"},{"item_child_id":["equipment-4042-3719","equipment-4042-3720","equipment-4042-3721","equipment-4042-3722"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Alchemical","Consumable","Elixir","Rare"],"id":"equipment-4042","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Elixir of the Peaks May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Usage held in 1 hand Bulk L --- With much of New Thassilon located among the rugged heights of the Kodar Mountains, these elixirs have grown in popularity among those frequently travel the region. Activate Single Action (manipulate) Effect For the listed duration, drinking this elixir while in mountainous terrain protects you from the effects of severe cold and grants you an item bonus to Athletics checks made to Climb, High Jump, or Long Jump, as well as to saving throws against the effects of high altitude. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Lesser Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 1 gp, 5 sp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +1, and the elixir lasts for 1 hour. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Moderate Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 6 gp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +2, and the elixir lasts for one day. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 25 gp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +3, and the elixir lasts for 1 day. The elixir also protects against extreme cold. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Major Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 120 gp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +3, and the elixir lasts for 7 days. The elixir also protects against extreme cold.","skill_mod":{},"summary":"With much of New Thassilon located among the rugged heights of the Kodar Mountains, these elixirs have grown in popularity among those frequently …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4042","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Elixir of the Peaks","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-4042"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4042","weakness":{},"primary_source_group":"Revenge of the Runelords","price":150,"trait":["Alchemical","Consumable","Elixir","Rare"],"id":"equipment-4042-3719","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Elixir of the Peaks May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Usage held in 1 hand Bulk L --- With much of New Thassilon located among the rugged heights of the Kodar Mountains, these elixirs have grown in popularity among those frequently travel the region. Activate Single Action (manipulate) Effect For the listed duration, drinking this elixir while in mountainous terrain protects you from the effects of severe cold and grants you an item bonus to Athletics checks made to Climb, High Jump, or Long Jump, as well as to saving throws against the effects of high altitude. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Lesser Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 1 gp, 5 sp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +1, and the elixir lasts for 1 hour. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Moderate Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 6 gp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +2, and the elixir lasts for one day. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 25 gp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +3, and the elixir lasts for 1 day. The elixir also protects against extreme cold. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Major Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 120 gp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +3, and the elixir lasts for 7 days. The elixir also protects against extreme cold.","skill_mod":{},"summary":"The bonus is +1, and the elixir lasts for 1 hour.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4042","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Lesser Elixir of the Peaks","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4042-3719"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4042","weakness":{},"primary_source_group":"Revenge of the Runelords","price":600,"trait":["Alchemical","Consumable","Elixir","Rare"],"id":"equipment-4042-3720","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Elixir of the Peaks May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Usage held in 1 hand Bulk L --- With much of New Thassilon located among the rugged heights of the Kodar Mountains, these elixirs have grown in popularity among those frequently travel the region. Activate Single Action (manipulate) Effect For the listed duration, drinking this elixir while in mountainous terrain protects you from the effects of severe cold and grants you an item bonus to Athletics checks made to Climb, High Jump, or Long Jump, as well as to saving throws against the effects of high altitude. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Lesser Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 1 gp, 5 sp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +1, and the elixir lasts for 1 hour. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Moderate Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 6 gp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +2, and the elixir lasts for one day. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 25 gp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +3, and the elixir lasts for 1 day. The elixir also protects against extreme cold. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Major Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 120 gp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +3, and the elixir lasts for 7 days. The elixir also protects against extreme cold.","skill_mod":{},"summary":"The bonus is +2, and the elixir lasts for one day.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4042","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Moderate Elixir of the Peaks","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4042-3720"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4042","weakness":{},"primary_source_group":"Revenge of the Runelords","price":2500,"trait":["Alchemical","Consumable","Elixir","Rare"],"id":"equipment-4042-3721","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Elixir of the Peaks May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Usage held in 1 hand Bulk L --- With much of New Thassilon located among the rugged heights of the Kodar Mountains, these elixirs have grown in popularity among those frequently travel the region. Activate Single Action (manipulate) Effect For the listed duration, drinking this elixir while in mountainous terrain protects you from the effects of severe cold and grants you an item bonus to Athletics checks made to Climb, High Jump, or Long Jump, as well as to saving throws against the effects of high altitude. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Lesser Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 1 gp, 5 sp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +1, and the elixir lasts for 1 hour. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Moderate Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 6 gp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +2, and the elixir lasts for one day. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 25 gp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +3, and the elixir lasts for 1 day. The elixir also protects against extreme cold. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Major Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 120 gp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +3, and the elixir lasts for 7 days. The elixir also protects against extreme cold.","skill_mod":{},"summary":"The bonus is +3, and the elixir lasts for 1 day. The elixir also protects against extreme cold.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4042","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Greater Elixir of the Peaks","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4042-3721"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4042","weakness":{},"primary_source_group":"Revenge of the Runelords","price":12000,"trait":["Alchemical","Consumable","Elixir","Rare"],"id":"equipment-4042-3722","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Elixir of the Peaks May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Usage held in 1 hand Bulk L --- With much of New Thassilon located among the rugged heights of the Kodar Mountains, these elixirs have grown in popularity among those frequently travel the region. Activate Single Action (manipulate) Effect For the listed duration, drinking this elixir while in mountainous terrain protects you from the effects of severe cold and grants you an item bonus to Athletics checks made to Climb, High Jump, or Long Jump, as well as to saving throws against the effects of high altitude. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Lesser Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 1 gp, 5 sp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +1, and the elixir lasts for 1 hour. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Moderate Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 6 gp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +2, and the elixir lasts for one day. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Greater Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 25 gp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +3, and the elixir lasts for 1 day. The elixir also protects against extreme cold. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Major Elixir of the Peaks Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 120 gp Usage held in 1 hand Bulk L Activate (manipulate) --- The bonus is +3, and the elixir lasts for 7 days. The elixir also protects against extreme cold.","skill_mod":{},"summary":"The bonus is +3, and the elixir lasts for 7 days. The elixir also protects against extreme cold.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4042","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Major Elixir of the Peaks","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4042-3722"},{"item_child_id":["equipment-4043-3723","equipment-4043-3724","equipment-4043-3725"],"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Invested","Magical","Rare"],"id":"equipment-4043","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"\" > Sihedron Medallion May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Usage worn --- These amulets once served as tokens of loyalty between the runelords and their favored agents. Though they vary in appearance, they all share a common design—a leather or metallic cord attached to a metal disc inscribed with the seven-pointed star known as the Sihedron. For original Sihedron medallions created before Earthfall, a runelord of old Thassilon (not a character with the runelord archetype) doesn’t reduce the DC of any scrying spell they cast against a creature that wears a Sihedron medallion even if they have never met the target or are unaware of the target’s identity. If such a runelord successfully scries on a creature wearing an original Sihedron medallion , they can use the wearer’s voice to issue messages to those in the vicinity. Sihedron medallions created in more modern times don’t possess this disadvantage. A dead body that wears a Sihedron medallion doesn’t decay, and bugs or other pests (such as maggots) are prevented from consuming the remains, but unlike the effects of peaceful rest , this doesn’t offer any protection against undeath, nor does it have an impact on spells that require the corpse to have died within a certain amount of time. Activate—Bolster Flesh Two Actions (concentrate, manipulate) Frequency once per day; Effect Your flesh is augmented with magical vitality. You gain 10 temporary Hit Points for 8 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sihedron Medallion Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 16 gp Usage worn Activate Single Action (concentrate, manipulate) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Greater Sihedron Medallion Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 70 gp Usage worn Activate Single Action (concentrate, manipulate) --- The medallion grants a +1 item bonus to saving throws and grants 16 temporary Hit Points when activated. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Major Sihedron Medallion Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 650 gp Usage worn Activate Single Action (concentrate, manipulate) --- The medallion grants a +2 item bonus to saving throws and grants 25 temporary Hit Points when activated.","skill_mod":{},"summary":"These amulets once served as tokens of loyalty between the runelords and their favored agents. Though they vary in appearance, they all share a …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4043","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Sihedron Medallion","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-4043"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4043","weakness":{},"primary_source_group":"Revenge of the Runelords","price":1600,"trait":["Invested","Magical","Rare"],"id":"equipment-4043-3723","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"\" > Sihedron Medallion May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Usage worn --- These amulets once served as tokens of loyalty between the runelords and their favored agents. Though they vary in appearance, they all share a common design—a leather or metallic cord attached to a metal disc inscribed with the seven-pointed star known as the Sihedron. For original Sihedron medallions created before Earthfall, a runelord of old Thassilon (not a character with the runelord archetype) doesn’t reduce the DC of any scrying spell they cast against a creature that wears a Sihedron medallion even if they have never met the target or are unaware of the target’s identity. If such a runelord successfully scries on a creature wearing an original Sihedron medallion , they can use the wearer’s voice to issue messages to those in the vicinity. Sihedron medallions created in more modern times don’t possess this disadvantage. A dead body that wears a Sihedron medallion doesn’t decay, and bugs or other pests (such as maggots) are prevented from consuming the remains, but unlike the effects of peaceful rest , this doesn’t offer any protection against undeath, nor does it have an impact on spells that require the corpse to have died within a certain amount of time. Activate—Bolster Flesh Two Actions (concentrate, manipulate) Frequency once per day; Effect Your flesh is augmented with magical vitality. You gain 10 temporary Hit Points for 8 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sihedron Medallion Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 16 gp Usage worn Activate Single Action (concentrate, manipulate) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Greater Sihedron Medallion Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 70 gp Usage worn Activate Single Action (concentrate, manipulate) --- The medallion grants a +1 item bonus to saving throws and grants 16 temporary Hit Points when activated. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Major Sihedron Medallion Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 650 gp Usage worn Activate Single Action (concentrate, manipulate) --- The medallion grants a +2 item bonus to saving throws and grants 25 temporary Hit Points when activated.","skill_mod":{},"summary":"These amulets once served as tokens of loyalty between the runelords and their favored agents. Though they vary in appearance, they all share a …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4043","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Sihedron Medallion","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4043-3723"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4043","weakness":{},"primary_source_group":"Revenge of the Runelords","price":7000,"trait":["Invested","Magical","Rare"],"id":"equipment-4043-3724","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"\" > Sihedron Medallion May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Usage worn --- These amulets once served as tokens of loyalty between the runelords and their favored agents. Though they vary in appearance, they all share a common design—a leather or metallic cord attached to a metal disc inscribed with the seven-pointed star known as the Sihedron. For original Sihedron medallions created before Earthfall, a runelord of old Thassilon (not a character with the runelord archetype) doesn’t reduce the DC of any scrying spell they cast against a creature that wears a Sihedron medallion even if they have never met the target or are unaware of the target’s identity. If such a runelord successfully scries on a creature wearing an original Sihedron medallion , they can use the wearer’s voice to issue messages to those in the vicinity. Sihedron medallions created in more modern times don’t possess this disadvantage. A dead body that wears a Sihedron medallion doesn’t decay, and bugs or other pests (such as maggots) are prevented from consuming the remains, but unlike the effects of peaceful rest , this doesn’t offer any protection against undeath, nor does it have an impact on spells that require the corpse to have died within a certain amount of time. Activate—Bolster Flesh Two Actions (concentrate, manipulate) Frequency once per day; Effect Your flesh is augmented with magical vitality. You gain 10 temporary Hit Points for 8 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sihedron Medallion Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 16 gp Usage worn Activate Single Action (concentrate, manipulate) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Greater Sihedron Medallion Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 70 gp Usage worn Activate Single Action (concentrate, manipulate) --- The medallion grants a +1 item bonus to saving throws and grants 16 temporary Hit Points when activated. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Major Sihedron Medallion Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 650 gp Usage worn Activate Single Action (concentrate, manipulate) --- The medallion grants a +2 item bonus to saving throws and grants 25 temporary Hit Points when activated.","skill_mod":{},"summary":"The medallion grants a +1 item bonus to saving throws and grants 16 temporary Hit Points when activated.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4043","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Greater Sihedron Medallion","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4043-3724"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4043","weakness":{},"primary_source_group":"Revenge of the Runelords","price":65000,"trait":["Invested","Magical","Rare"],"id":"equipment-4043-3725","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"\" > Sihedron Medallion May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Usage worn --- These amulets once served as tokens of loyalty between the runelords and their favored agents. Though they vary in appearance, they all share a common design—a leather or metallic cord attached to a metal disc inscribed with the seven-pointed star known as the Sihedron. For original Sihedron medallions created before Earthfall, a runelord of old Thassilon (not a character with the runelord archetype) doesn’t reduce the DC of any scrying spell they cast against a creature that wears a Sihedron medallion even if they have never met the target or are unaware of the target’s identity. If such a runelord successfully scries on a creature wearing an original Sihedron medallion , they can use the wearer’s voice to issue messages to those in the vicinity. Sihedron medallions created in more modern times don’t possess this disadvantage. A dead body that wears a Sihedron medallion doesn’t decay, and bugs or other pests (such as maggots) are prevented from consuming the remains, but unlike the effects of peaceful rest , this doesn’t offer any protection against undeath, nor does it have an impact on spells that require the corpse to have died within a certain amount of time. Activate—Bolster Flesh Two Actions (concentrate, manipulate) Frequency once per day; Effect Your flesh is augmented with magical vitality. You gain 10 temporary Hit Points for 8 hours. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Sihedron Medallion Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 16 gp Usage worn Activate Single Action (concentrate, manipulate) <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Greater Sihedron Medallion Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 70 gp Usage worn Activate Single Action (concentrate, manipulate) --- The medallion grants a +1 item bonus to saving throws and grants 16 temporary Hit Points when activated. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Major Sihedron Medallion Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 650 gp Usage worn Activate Single Action (concentrate, manipulate) --- The medallion grants a +2 item bonus to saving throws and grants 25 temporary Hit Points when activated.","skill_mod":{},"summary":"The medallion grants a +2 item bonus to saving throws and grants 25 temporary Hit Points when activated.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Equipment","Mechanics","Rarity"],"level":15,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4043","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Major Sihedron Medallion","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4043-3725"},{"item_child_id":["equipment-4044-3726","equipment-4044-3727"],"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Invested","Magical","Rare"],"id":"equipment-4044","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Sihedron Ring May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Usage worn --- Though simple in appearance, Sihedron rings are among the most treasured tokens a runelord would bestow on an agent in times past. Like the more common Sihedron medallion , Sihedron rings created by the original runelords allow for easier scrying of and speaking through those who wear them; Sihedron rings created in modern times don’t have this disadvantage. As long as it’s invested, a Sihedron ring protects its wearer from environmental extremes, rendering them immune to severe cold and heat. The ring also grants a +1 status bonus to AC against attacks made during reactions. Activate—Costume Change Single Action (concentrate) Effect You change the shape and appearance of any armor or clothing you wear to appear as ordinary or fancy clothing or armor of your imagining. The actual statistics for what you’re wearing doesn’t change. Only a creature that’s benefiting from truesight or a similar effect can attempt to disbelieve this illusion, with a DC of 20. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sihedron Ring Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 25 gp Usage worn Activate (concentrate) <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Sihedron Ring Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 200 gp Usage worn Activate Single Action (concentrate) --- The ring protects from extreme cold or heat and grants a +2 status bonus to AC against attacks made during reactions. Costume Change becomes a free action, with a DC of 29.","skill_mod":{},"summary":"Though simple in appearance, Sihedron rings are among the most treasured tokens a runelord would bestow on an agent in times past. Like the more …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4044","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Sihedron Ring","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-4044"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4044","weakness":{},"primary_source_group":"Revenge of the Runelords","price":2500,"trait":["Invested","Magical","Rare"],"id":"equipment-4044-3726","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Sihedron Ring May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Usage worn --- Though simple in appearance, Sihedron rings are among the most treasured tokens a runelord would bestow on an agent in times past. Like the more common Sihedron medallion , Sihedron rings created by the original runelords allow for easier scrying of and speaking through those who wear them; Sihedron rings created in modern times don’t have this disadvantage. As long as it’s invested, a Sihedron ring protects its wearer from environmental extremes, rendering them immune to severe cold and heat. The ring also grants a +1 status bonus to AC against attacks made during reactions. Activate—Costume Change Single Action (concentrate) Effect You change the shape and appearance of any armor or clothing you wear to appear as ordinary or fancy clothing or armor of your imagining. The actual statistics for what you’re wearing doesn’t change. Only a creature that’s benefiting from truesight or a similar effect can attempt to disbelieve this illusion, with a DC of 20. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sihedron Ring Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 25 gp Usage worn Activate (concentrate) <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Sihedron Ring Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 200 gp Usage worn Activate Single Action (concentrate) --- The ring protects from extreme cold or heat and grants a +2 status bonus to AC against attacks made during reactions. Costume Change becomes a free action, with a DC of 29.","skill_mod":{},"summary":"Though simple in appearance, Sihedron rings are among the most treasured tokens a runelord would bestow on an agent in times past. Like the more …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4044","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Sihedron Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4044-3726"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4044","weakness":{},"primary_source_group":"Revenge of the Runelords","price":20000,"trait":["Invested","Magical","Rare"],"id":"equipment-4044-3727","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"\" > Sihedron Ring May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Usage worn --- Though simple in appearance, Sihedron rings are among the most treasured tokens a runelord would bestow on an agent in times past. Like the more common Sihedron medallion , Sihedron rings created by the original runelords allow for easier scrying of and speaking through those who wear them; Sihedron rings created in modern times don’t have this disadvantage. As long as it’s invested, a Sihedron ring protects its wearer from environmental extremes, rendering them immune to severe cold and heat. The ring also grants a +1 status bonus to AC against attacks made during reactions. Activate—Costume Change Single Action (concentrate) Effect You change the shape and appearance of any armor or clothing you wear to appear as ordinary or fancy clothing or armor of your imagining. The actual statistics for what you’re wearing doesn’t change. Only a creature that’s benefiting from truesight or a similar effect can attempt to disbelieve this illusion, with a DC of 20. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Sihedron Ring Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 69 Price 25 gp Usage worn Activate (concentrate) <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Greater Sihedron Ring Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 200 gp Usage worn Activate Single Action (concentrate) --- The ring protects from extreme cold or heat and grants a +2 status bonus to AC against attacks made during reactions. Costume Change becomes a free action, with a DC of 29.","skill_mod":{},"summary":"The ring protects from extreme cold or heat and grants a +2 status bonus to AC against attacks made during reactions. Costume Change becomes a free …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4044","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Greater Sihedron Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4044-3727"},{"item_child_id":["equipment-4045-3728","equipment-4045-3729","equipment-4045-3730","equipment-4045-3731","equipment-4045-3732","equipment-4045-3733","equipment-4045-3734","equipment-4045-3735","equipment-4045-3736"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Wands","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Arcane","Mythic","Rare","Wand"],"id":"equipment-4045","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Cyrusian Wand May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Usage held in 1 hand Bulk L --- Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but equally audacious in their coloration, shape, and glittering gemstone adornments. A Cyrusian wand only ever contains an arcane spell with the illusion trait. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated rank. If you spend 1 Mythic Point as part of this activation, resolve the spell’s effects at mythic proficiency. Activate—Presume Success Reaction ; Frequency once per day; Trigger You fail the DC 10 flat check when you overcharge the wand; Effect You disbelieve your failure, willing the check to success. Spend 1 Mythic Point and reroll the flat check, then resolve the spell’s effects at mythic proficiency. Craft Requirements You must be a mythic arcane spellcaster capable of supplying a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cyrusian Wand (1st-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 100 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Cyrusian Wand (2nd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 250 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cyrusian Wand (3rd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Cyrusian Wand (4th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 1,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cyrusian Wand (5th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 2,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Cyrusian Wand (6th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 4,500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cyrusian Wand (7th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 10,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cyrusian Wand (8th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 24,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Cyrusian Wand (9th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 70,000 gp Usage held in 1 hand Bulk L ","skill_mod":{},"summary":"Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Tradition","Monster","Mythic","Rarity","Equipment"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=4045","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Cyrusian Wand","bulk":0.1,"category":"equipment","rarity":"rare","slug":"equipment-4045"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4045","weakness":{},"primary_source_group":"Revenge of the Runelords","price":10000,"trait":["Arcane","Mythic","Rare","Wand"],"id":"equipment-4045-3728","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Cyrusian Wand May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Usage held in 1 hand Bulk L --- Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but equally audacious in their coloration, shape, and glittering gemstone adornments. A Cyrusian wand only ever contains an arcane spell with the illusion trait. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated rank. If you spend 1 Mythic Point as part of this activation, resolve the spell’s effects at mythic proficiency. Activate—Presume Success Reaction ; Frequency once per day; Trigger You fail the DC 10 flat check when you overcharge the wand; Effect You disbelieve your failure, willing the check to success. Spend 1 Mythic Point and reroll the flat check, then resolve the spell’s effects at mythic proficiency. Craft Requirements You must be a mythic arcane spellcaster capable of supplying a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cyrusian Wand (1st-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 100 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Cyrusian Wand (2nd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 250 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cyrusian Wand (3rd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Cyrusian Wand (4th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 1,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cyrusian Wand (5th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 2,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Cyrusian Wand (6th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 4,500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cyrusian Wand (7th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 10,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cyrusian Wand (8th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 24,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Cyrusian Wand (9th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 70,000 gp Usage held in 1 hand Bulk L ","skill_mod":{},"summary":"Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Tradition","Monster","Mythic","Rarity","Equipment"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=4045","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Cyrusian Wand (1st-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4045-3728"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4045","weakness":{},"primary_source_group":"Revenge of the Runelords","price":25000,"trait":["Arcane","Mythic","Rare","Wand"],"id":"equipment-4045-3729","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Cyrusian Wand May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Usage held in 1 hand Bulk L --- Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but equally audacious in their coloration, shape, and glittering gemstone adornments. A Cyrusian wand only ever contains an arcane spell with the illusion trait. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated rank. If you spend 1 Mythic Point as part of this activation, resolve the spell’s effects at mythic proficiency. Activate—Presume Success Reaction ; Frequency once per day; Trigger You fail the DC 10 flat check when you overcharge the wand; Effect You disbelieve your failure, willing the check to success. Spend 1 Mythic Point and reroll the flat check, then resolve the spell’s effects at mythic proficiency. Craft Requirements You must be a mythic arcane spellcaster capable of supplying a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cyrusian Wand (1st-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 100 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Cyrusian Wand (2nd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 250 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cyrusian Wand (3rd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Cyrusian Wand (4th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 1,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cyrusian Wand (5th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 2,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Cyrusian Wand (6th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 4,500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cyrusian Wand (7th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 10,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cyrusian Wand (8th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 24,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Cyrusian Wand (9th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 70,000 gp Usage held in 1 hand Bulk L ","skill_mod":{},"summary":"Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Tradition","Monster","Mythic","Rarity","Equipment"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=4045","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Cyrusian Wand (2nd-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4045-3729"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4045","weakness":{},"primary_source_group":"Revenge of the Runelords","price":50000,"trait":["Arcane","Mythic","Rare","Wand"],"id":"equipment-4045-3730","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Cyrusian Wand May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Usage held in 1 hand Bulk L --- Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but equally audacious in their coloration, shape, and glittering gemstone adornments. A Cyrusian wand only ever contains an arcane spell with the illusion trait. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated rank. If you spend 1 Mythic Point as part of this activation, resolve the spell’s effects at mythic proficiency. Activate—Presume Success Reaction ; Frequency once per day; Trigger You fail the DC 10 flat check when you overcharge the wand; Effect You disbelieve your failure, willing the check to success. Spend 1 Mythic Point and reroll the flat check, then resolve the spell’s effects at mythic proficiency. Craft Requirements You must be a mythic arcane spellcaster capable of supplying a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cyrusian Wand (1st-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 100 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Cyrusian Wand (2nd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 250 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cyrusian Wand (3rd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Cyrusian Wand (4th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 1,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cyrusian Wand (5th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 2,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Cyrusian Wand (6th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 4,500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cyrusian Wand (7th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 10,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cyrusian Wand (8th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 24,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Cyrusian Wand (9th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 70,000 gp Usage held in 1 hand Bulk L ","skill_mod":{},"summary":"Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Tradition","Monster","Mythic","Rarity","Equipment"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=4045","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Cyrusian Wand (3rd-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4045-3730"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4045","weakness":{},"primary_source_group":"Revenge of the Runelords","price":100000,"trait":["Arcane","Mythic","Rare","Wand"],"id":"equipment-4045-3731","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Cyrusian Wand May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Usage held in 1 hand Bulk L --- Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but equally audacious in their coloration, shape, and glittering gemstone adornments. A Cyrusian wand only ever contains an arcane spell with the illusion trait. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated rank. If you spend 1 Mythic Point as part of this activation, resolve the spell’s effects at mythic proficiency. Activate—Presume Success Reaction ; Frequency once per day; Trigger You fail the DC 10 flat check when you overcharge the wand; Effect You disbelieve your failure, willing the check to success. Spend 1 Mythic Point and reroll the flat check, then resolve the spell’s effects at mythic proficiency. Craft Requirements You must be a mythic arcane spellcaster capable of supplying a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cyrusian Wand (1st-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 100 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Cyrusian Wand (2nd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 250 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cyrusian Wand (3rd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Cyrusian Wand (4th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 1,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cyrusian Wand (5th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 2,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Cyrusian Wand (6th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 4,500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cyrusian Wand (7th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 10,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cyrusian Wand (8th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 24,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Cyrusian Wand (9th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 70,000 gp Usage held in 1 hand Bulk L ","skill_mod":{},"summary":"Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Tradition","Monster","Mythic","Rarity","Equipment"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=4045","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Cyrusian Wand (4th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4045-3731"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4045","weakness":{},"primary_source_group":"Revenge of the Runelords","price":200000,"trait":["Arcane","Mythic","Rare","Wand"],"id":"equipment-4045-3732","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Cyrusian Wand May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Usage held in 1 hand Bulk L --- Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but equally audacious in their coloration, shape, and glittering gemstone adornments. A Cyrusian wand only ever contains an arcane spell with the illusion trait. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated rank. If you spend 1 Mythic Point as part of this activation, resolve the spell’s effects at mythic proficiency. Activate—Presume Success Reaction ; Frequency once per day; Trigger You fail the DC 10 flat check when you overcharge the wand; Effect You disbelieve your failure, willing the check to success. Spend 1 Mythic Point and reroll the flat check, then resolve the spell’s effects at mythic proficiency. Craft Requirements You must be a mythic arcane spellcaster capable of supplying a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cyrusian Wand (1st-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 100 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Cyrusian Wand (2nd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 250 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cyrusian Wand (3rd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Cyrusian Wand (4th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 1,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cyrusian Wand (5th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 2,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Cyrusian Wand (6th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 4,500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cyrusian Wand (7th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 10,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cyrusian Wand (8th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 24,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Cyrusian Wand (9th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 70,000 gp Usage held in 1 hand Bulk L ","skill_mod":{},"summary":"Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Tradition","Monster","Mythic","Rarity","Equipment"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=4045","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Cyrusian Wand (5th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4045-3732"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4045","weakness":{},"primary_source_group":"Revenge of the Runelords","price":450000,"trait":["Arcane","Mythic","Rare","Wand"],"id":"equipment-4045-3733","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Cyrusian Wand May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Usage held in 1 hand Bulk L --- Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but equally audacious in their coloration, shape, and glittering gemstone adornments. A Cyrusian wand only ever contains an arcane spell with the illusion trait. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated rank. If you spend 1 Mythic Point as part of this activation, resolve the spell’s effects at mythic proficiency. Activate—Presume Success Reaction ; Frequency once per day; Trigger You fail the DC 10 flat check when you overcharge the wand; Effect You disbelieve your failure, willing the check to success. Spend 1 Mythic Point and reroll the flat check, then resolve the spell’s effects at mythic proficiency. Craft Requirements You must be a mythic arcane spellcaster capable of supplying a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cyrusian Wand (1st-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 100 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Cyrusian Wand (2nd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 250 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cyrusian Wand (3rd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Cyrusian Wand (4th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 1,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cyrusian Wand (5th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 2,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Cyrusian Wand (6th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 4,500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cyrusian Wand (7th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 10,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cyrusian Wand (8th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 24,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Cyrusian Wand (9th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 70,000 gp Usage held in 1 hand Bulk L ","skill_mod":{},"summary":"Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Tradition","Monster","Mythic","Rarity","Equipment"],"level":14,"source_category":["Adventure Paths"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=4045","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Cyrusian Wand (6th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4045-3733"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4045","weakness":{},"primary_source_group":"Revenge of the Runelords","price":1000000,"trait":["Arcane","Mythic","Rare","Wand"],"id":"equipment-4045-3734","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Cyrusian Wand May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Usage held in 1 hand Bulk L --- Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but equally audacious in their coloration, shape, and glittering gemstone adornments. A Cyrusian wand only ever contains an arcane spell with the illusion trait. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated rank. If you spend 1 Mythic Point as part of this activation, resolve the spell’s effects at mythic proficiency. Activate—Presume Success Reaction ; Frequency once per day; Trigger You fail the DC 10 flat check when you overcharge the wand; Effect You disbelieve your failure, willing the check to success. Spend 1 Mythic Point and reroll the flat check, then resolve the spell’s effects at mythic proficiency. Craft Requirements You must be a mythic arcane spellcaster capable of supplying a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cyrusian Wand (1st-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 100 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Cyrusian Wand (2nd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 250 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cyrusian Wand (3rd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Cyrusian Wand (4th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 1,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cyrusian Wand (5th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 2,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Cyrusian Wand (6th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 4,500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cyrusian Wand (7th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 10,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cyrusian Wand (8th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 24,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Cyrusian Wand (9th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 70,000 gp Usage held in 1 hand Bulk L ","skill_mod":{},"summary":"Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Tradition","Monster","Mythic","Rarity","Equipment"],"level":16,"source_category":["Adventure Paths"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=4045","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Cyrusian Wand (7th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4045-3734"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4045","weakness":{},"primary_source_group":"Revenge of the Runelords","price":2400000,"trait":["Arcane","Mythic","Rare","Wand"],"id":"equipment-4045-3735","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Cyrusian Wand May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Usage held in 1 hand Bulk L --- Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but equally audacious in their coloration, shape, and glittering gemstone adornments. A Cyrusian wand only ever contains an arcane spell with the illusion trait. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated rank. If you spend 1 Mythic Point as part of this activation, resolve the spell’s effects at mythic proficiency. Activate—Presume Success Reaction ; Frequency once per day; Trigger You fail the DC 10 flat check when you overcharge the wand; Effect You disbelieve your failure, willing the check to success. Spend 1 Mythic Point and reroll the flat check, then resolve the spell’s effects at mythic proficiency. Craft Requirements You must be a mythic arcane spellcaster capable of supplying a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cyrusian Wand (1st-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 100 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Cyrusian Wand (2nd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 250 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cyrusian Wand (3rd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Cyrusian Wand (4th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 1,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cyrusian Wand (5th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 2,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Cyrusian Wand (6th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 4,500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cyrusian Wand (7th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 10,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cyrusian Wand (8th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 24,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Cyrusian Wand (9th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 70,000 gp Usage held in 1 hand Bulk L ","skill_mod":{},"summary":"Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Tradition","Monster","Mythic","Rarity","Equipment"],"level":18,"source_category":["Adventure Paths"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=4045","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Cyrusian Wand (8th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4045-3735"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Wands","speed":{},"item_parent_id":"equipment-4045","weakness":{},"primary_source_group":"Revenge of the Runelords","price":7000000,"trait":["Arcane","Mythic","Rare","Wand"],"id":"equipment-4045-3736","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Cyrusian Wand May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Usage held in 1 hand Bulk L --- Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but equally audacious in their coloration, shape, and glittering gemstone adornments. A Cyrusian wand only ever contains an arcane spell with the illusion trait. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated rank. If you spend 1 Mythic Point as part of this activation, resolve the spell’s effects at mythic proficiency. Activate—Presume Success Reaction ; Frequency once per day; Trigger You fail the DC 10 flat check when you overcharge the wand; Effect You disbelieve your failure, willing the check to success. Spend 1 Mythic Point and reroll the flat check, then resolve the spell’s effects at mythic proficiency. Craft Requirements You must be a mythic arcane spellcaster capable of supplying a casting of the spell at the listed rank. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Cyrusian Wand (1st-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 100 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Cyrusian Wand (2nd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 250 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Cyrusian Wand (3rd-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Cyrusian Wand (4th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 1,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Cyrusian Wand (5th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 2,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Cyrusian Wand (6th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 4,500 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Cyrusian Wand (7th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 10,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Cyrusian Wand (8th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 24,000 gp Usage held in 1 hand Bulk L <title level=\"2\" right=\"Item 20\" pfs=\"Standard\" > Cyrusian Wand (9th-rank Spell) Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 70,000 gp Usage held in 1 hand Bulk L ","skill_mod":{},"summary":"Runelord Xanderghul often crafted Cyrusian wands to bolster his access to his favorite illusion spells. All Cyrusian wands look different but …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Tradition","Monster","Mythic","Rarity","Equipment"],"level":20,"source_category":["Adventure Paths"],"item_subcategory":"Specialty Wands","resistance":{},"url":"/Equipment.aspx?ID=4045","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Cyrusian Wand (9th-rank Spell)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4045-3736"},{"primary_source_category":"Adventure Paths","usage":"worn garment","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","school":"illusion","price":30000,"trait":["Illusion","Invested","Mythic","Rare"],"id":"equipment-4046","text":"<title level=\"1\" right=\"Item 13\" pfs=\"\" > Hollow Robes May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Price 300 gp Usage worn garment Bulk 1 --- These heavy cloth garments function as a set of +2 resilient explorer’s clothing . They feature multiple stylish layers, voluminous sleeves, and long strings of Thassilonian runes along the hems. The robes employ potent illusion magic, sufficient to convince the wearer and any attackers that a devastating blow is nothing more than a flesh wound. Craft Requirements You must be a mythic arcane spellcaster capable of casting invisibility .\n","skill_mod":{},"summary":"These heavy cloth garments function as a set of +2 resilient explorer’s clothing . They feature multiple stylish layers, voluminous sleeves, …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["School","Monster","Equipment","Mythic","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4046","source_group":["Revenge of the Runelords"],"spoilers":"Revenge of the Runelords","name":"Hollow Robes","bulk":1,"category":"equipment","rarity":"rare","slug":"equipment-4046"},{"skill_mod":{},"summary":"Each flawless celestial shawl functions only for a specific tennin and is the culmination of their immortal cultivation. The sash is made of …","primary_source":"Monster Core 2","trait_group":["Equipment","Tradition","Monster","Rarity"],"primary_source_category":"Rulebooks","level":9,"usage":"worn garment","source_category":["Rulebooks"],"source":["Monster Core 2"],"type":"Item","item_category":"Artifacts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4048","weakness":{},"name":"Flawless Celestial Shawl","trait":["Artifact","Divine","Invested","Rare"],"id":"equipment-4048","text":"<title level=\"1\" right=\"Item 9\" pfs=\"\" > Flawless Celestial Shawl Source Monster Core 2 pg. 27 Usage worn garment --- Each flawless celestial shawl functions only for a specific tennin and is the culmination of their immortal cultivation. The sash is made of celestial silken threads stronger than adamantine yet lighter than gossamer. The tennin can draw thread from the flawless celestial shawl to serve as a sterling artisan’s toolkit and workshop to Craft. The sash can be used to work with precious materials of any grade. On any Crafting check the tennin attempts using the shawl, they use the outcome one degree of success better than the result of their roll. Activate—Reweave Three Actions ; Effect The tennin uses the sash to Repair an item. This Repair activity loses the exploration trait.\n","bulk":0,"category":"equipment","rarity":"rare","slug":"equipment-4048"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":18000,"legacy_id":["equipment-3152"],"trait":["Alchemical","Consumable","Lozenge","Uncommon"],"id":"equipment-4055","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Energizing Pill May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 295 Price 180 gp Usage held in 1 hand Activate Single Action (manipulate) --- This special blend of potent herbs comes in the form of a compact ball the size of a marble that allows it to be held in the mouth, where it remains for 1 hour. An energizing pill has a bitter taste at first, but the longer one lets it soak, the more complex and sweet its flavor grows. It heightens your reactions, granting you a +2 item bonus to initiative rolls with Perception. Secondary Effect Reaction Trigger You would become clumsy, drained, enfeebled, frightened, sickened, slowed, or stupefied; Effect Reduce the value of the condition you just gained by 1; if this reduces the value to 0, you don’t gain the triggering condition.\n","skill_mod":{},"summary":"This special blend of potent herbs comes in the form of a compact ball the size of a marble that allows it to be held in the mouth, where it remains …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4055","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Energizing Pill","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-4055"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":2800,"legacy_id":["equipment-3139"],"trait":["Alchemical","Consumable","Healing","Processed","Uncommon"],"id":"equipment-4056","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Invigorating Soap May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 295 Price 28 gp Usage held in 1 hand Bulk L Activate 10 minutes (manipulate) --- This slender bar of pine-scented soap can only be activated when you’re immersed in water. Upon activation, the soap covers you in a sudsy foam that quickly fades, filling you with energy and soothing away aches and pains. It immediately restores 10 Hit Points and removes the fatigued condition. If you begin an 8-hour period of rest immediately after using invigorating soap, you regain an additional 10 Hit Points from resting.\n","skill_mod":{},"summary":"This slender bar of pine-scented soap can only be activated when you’re immersed in water. Upon activation, the soap covers you in a sudsy foam that …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4056","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Invigorating Soap","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4056"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":1200,"legacy_id":["equipment-2685"],"trait":["Alchemical","Consumable","Ingested","Poison","Rare"],"id":"equipment-4057","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Restricted\" > Matsuki's Medicinal Wine May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 295 Price 12 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Old Matsuki’s private brew has quite the kick. In addition to making you tipsy, this medicinal wine works wonders in helping to recover from disease. When you drink a dose of this wine you must succeed at a DC 18 Fortitude save to avoid becoming off-guard for 10 minutes (and also clumsy 1 for this duration if you critically fail the saving throw). Regardless of the saving throw’s results, you gain a +2 item bonus to Fortitude saving throws against diseases and poisons for the next 24 hours. This applies to your daily save against a disease’s progression as well.\n","skill_mod":{},"summary":"Old Matsuki’s private brew has quite the kick. In addition to making you tipsy, this medicinal wine works wonders in helping to recover from disease …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4057","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Matsuki's Medicinal Wine","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-4057"},{"item_child_id":["equipment-4058-3742","equipment-4058-3743","equipment-4058-3744"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["equipment-3153"],"trait":["Alchemical","Bomb","Consumable","Mental","Rare","Splash"],"id":"equipment-4058","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Restricted\" > Silversoul Bomb May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 295 Usage held in 1 hand Bulk L Activate Single Action Strike --- This rare alchemical bomb gathers and concentrates the emotions that linger in a burial ground where generations of beloved ancestors have been interred, infusing that powerful emotional energy into the alchemically prepared powdered silver stored within the bomb. This energy glows with a soft, silver radiance and, if stored in a clear container, allows a silversoul bomb to be used as a torch to illuminate an area. A silversoul bomb grants an item bonus to attack rolls and deals mental damage plus additional effects, according to the bomb’s type. Nindorus are particularly harmed by silversoul bombs and take the listed persistent mental damage, according to the bomb’s type. Against nindorus, the bomb’s item bonus also applies to its save DC to resist being dazzled or blinded. Creatures that have weakness to silver (including most nindorus) have an equal amount of weakness to the mental damage caused by a silversoul bomb, due to the silver infused into the energy within. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Silversoul Bomb Source Season of Ghosts (Hardcover) pg. 296 Price 10 gp --- You gain a +1 item bonus to attack rolls, and the bomb deals 2d4 mental damage, 1d6 persistent mental damage to nindorus, and 2 mental splash damage. A creature that takes splash damage from the bomb and fails a DC 17 Fortitude save is dazzled for 1 round as glowing silver particles cling to its face. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Silversoul Bomb Source Season of Ghosts (Hardcover) pg. 296 Price 250 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 mental damage, 2d6 persistent mental damage to nindorus, and 3 mental splash damage. A creature that takes splash damage from the bomb and fails a DC 28 Fortitude save is blinded for 1 round and then dazzled for 1 round thereafter. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Major Silversoul Bomb Source Season of Ghosts (Hardcover) pg. 296 Price 2,500 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 mental damage, 3d6 persistent mental damage to nindorus, and 4 mental splash damage. A creature that takes splash damage from the bomb is dazzled for 1 round unless it fails a DC 37 Fortitude save, in which case it’s permanently blinded.","skill_mod":{},"summary":"This rare alchemical bomb gathers and concentrates the emotions that linger in a burial ground where generations of beloved ancestors have been …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4058","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Silversoul Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-4058"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4058","weakness":{},"primary_source_group":"Season of Ghosts","price":1000,"legacy_id":["equipment-3153"],"trait":["Alchemical","Bomb","Consumable","Mental","Rare","Splash"],"id":"equipment-4058-3742","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Restricted\" > Silversoul Bomb May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 295 Usage held in 1 hand Bulk L Activate Single Action Strike --- This rare alchemical bomb gathers and concentrates the emotions that linger in a burial ground where generations of beloved ancestors have been interred, infusing that powerful emotional energy into the alchemically prepared powdered silver stored within the bomb. This energy glows with a soft, silver radiance and, if stored in a clear container, allows a silversoul bomb to be used as a torch to illuminate an area. A silversoul bomb grants an item bonus to attack rolls and deals mental damage plus additional effects, according to the bomb’s type. Nindorus are particularly harmed by silversoul bombs and take the listed persistent mental damage, according to the bomb’s type. Against nindorus, the bomb’s item bonus also applies to its save DC to resist being dazzled or blinded. Creatures that have weakness to silver (including most nindorus) have an equal amount of weakness to the mental damage caused by a silversoul bomb, due to the silver infused into the energy within. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Silversoul Bomb Source Season of Ghosts (Hardcover) pg. 296 Price 10 gp --- You gain a +1 item bonus to attack rolls, and the bomb deals 2d4 mental damage, 1d6 persistent mental damage to nindorus, and 2 mental splash damage. A creature that takes splash damage from the bomb and fails a DC 17 Fortitude save is dazzled for 1 round as glowing silver particles cling to its face. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Silversoul Bomb Source Season of Ghosts (Hardcover) pg. 296 Price 250 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 mental damage, 2d6 persistent mental damage to nindorus, and 3 mental splash damage. A creature that takes splash damage from the bomb and fails a DC 28 Fortitude save is blinded for 1 round and then dazzled for 1 round thereafter. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Major Silversoul Bomb Source Season of Ghosts (Hardcover) pg. 296 Price 2,500 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 mental damage, 3d6 persistent mental damage to nindorus, and 4 mental splash damage. A creature that takes splash damage from the bomb is dazzled for 1 round unless it fails a DC 37 Fortitude save, in which case it’s permanently blinded.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls, and the bomb deals 2d4 mental damage, 1d6 persistent mental damage to nindorus, and 2 mental splash …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4058","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Silversoul Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-4058-3742"},{"legacy_name":["Silversoul Bomb (Greater)"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4058","weakness":{},"primary_source_group":"Season of Ghosts","price":25000,"legacy_id":["equipment-3153"],"trait":["Alchemical","Bomb","Consumable","Mental","Rare","Splash"],"id":"equipment-4058-3743","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Restricted\" > Silversoul Bomb May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 295 Usage held in 1 hand Bulk L Activate Single Action Strike --- This rare alchemical bomb gathers and concentrates the emotions that linger in a burial ground where generations of beloved ancestors have been interred, infusing that powerful emotional energy into the alchemically prepared powdered silver stored within the bomb. This energy glows with a soft, silver radiance and, if stored in a clear container, allows a silversoul bomb to be used as a torch to illuminate an area. A silversoul bomb grants an item bonus to attack rolls and deals mental damage plus additional effects, according to the bomb’s type. Nindorus are particularly harmed by silversoul bombs and take the listed persistent mental damage, according to the bomb’s type. Against nindorus, the bomb’s item bonus also applies to its save DC to resist being dazzled or blinded. Creatures that have weakness to silver (including most nindorus) have an equal amount of weakness to the mental damage caused by a silversoul bomb, due to the silver infused into the energy within. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Silversoul Bomb Source Season of Ghosts (Hardcover) pg. 296 Price 10 gp --- You gain a +1 item bonus to attack rolls, and the bomb deals 2d4 mental damage, 1d6 persistent mental damage to nindorus, and 2 mental splash damage. A creature that takes splash damage from the bomb and fails a DC 17 Fortitude save is dazzled for 1 round as glowing silver particles cling to its face. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Silversoul Bomb Source Season of Ghosts (Hardcover) pg. 296 Price 250 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 mental damage, 2d6 persistent mental damage to nindorus, and 3 mental splash damage. A creature that takes splash damage from the bomb and fails a DC 28 Fortitude save is blinded for 1 round and then dazzled for 1 round thereafter. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Major Silversoul Bomb Source Season of Ghosts (Hardcover) pg. 296 Price 2,500 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 mental damage, 3d6 persistent mental damage to nindorus, and 4 mental splash damage. A creature that takes splash damage from the bomb is dazzled for 1 round unless it fails a DC 37 Fortitude save, in which case it’s permanently blinded.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 mental damage, 2d6 persistent mental damage to nindorus, and 3 mental splash damage. …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4058","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Greater Silversoul Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-4058-3743"},{"legacy_name":["Silversoul Bomb (Major)"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4058","weakness":{},"primary_source_group":"Season of Ghosts","price":250000,"legacy_id":["equipment-3153"],"trait":["Alchemical","Bomb","Consumable","Mental","Rare","Splash"],"id":"equipment-4058-3744","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Restricted\" > Silversoul Bomb May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 295 Usage held in 1 hand Bulk L Activate Single Action Strike --- This rare alchemical bomb gathers and concentrates the emotions that linger in a burial ground where generations of beloved ancestors have been interred, infusing that powerful emotional energy into the alchemically prepared powdered silver stored within the bomb. This energy glows with a soft, silver radiance and, if stored in a clear container, allows a silversoul bomb to be used as a torch to illuminate an area. A silversoul bomb grants an item bonus to attack rolls and deals mental damage plus additional effects, according to the bomb’s type. Nindorus are particularly harmed by silversoul bombs and take the listed persistent mental damage, according to the bomb’s type. Against nindorus, the bomb’s item bonus also applies to its save DC to resist being dazzled or blinded. Creatures that have weakness to silver (including most nindorus) have an equal amount of weakness to the mental damage caused by a silversoul bomb, due to the silver infused into the energy within. <title level=\"2\" right=\"Item 3\" pfs=\"Limited\" > Silversoul Bomb Source Season of Ghosts (Hardcover) pg. 296 Price 10 gp --- You gain a +1 item bonus to attack rolls, and the bomb deals 2d4 mental damage, 1d6 persistent mental damage to nindorus, and 2 mental splash damage. A creature that takes splash damage from the bomb and fails a DC 17 Fortitude save is dazzled for 1 round as glowing silver particles cling to its face. <title level=\"2\" right=\"Item 11\" pfs=\"Limited\" > Greater Silversoul Bomb Source Season of Ghosts (Hardcover) pg. 296 Price 250 gp --- You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 mental damage, 2d6 persistent mental damage to nindorus, and 3 mental splash damage. A creature that takes splash damage from the bomb and fails a DC 28 Fortitude save is blinded for 1 round and then dazzled for 1 round thereafter. <title level=\"2\" right=\"Item 17\" pfs=\"Limited\" > Major Silversoul Bomb Source Season of Ghosts (Hardcover) pg. 296 Price 2,500 gp --- You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 mental damage, 3d6 persistent mental damage to nindorus, and 4 mental splash damage. A creature that takes splash damage from the bomb is dazzled for 1 round unless it fails a DC 37 Fortitude save, in which case it’s permanently blinded.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 mental damage, 3d6 persistent mental damage to nindorus, and 4 mental splash damage. …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4058","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Major Silversoul Bomb","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-4058-3744"},{"primary_source_category":"Adventure Paths","usage":"worn armor","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Armor","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":200000,"legacy_id":["equipment-3160"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-4059","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Dragon Turtle Armor May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 296 Price 2,000 gp Usage worn armor Bulk 4 Base Armor Full Plate --- This +1 resilient full plate is crafted from the most colorful fragments chipped from scales of a dragon turtle’s shell, traditionally incorporating that motif in the form of a thicker, sturdier backplate. While wearing this armor, you aren’t off-guard from creatures that flank you, and you ignore the armor’s Speed penalty when you Swim and its check penalty to Athletics checks to Swim.\n","skill_mod":{},"summary":"This +1 resilient full plate is crafted from the most colorful fragments chipped from scales of a dragon turtle’s shell, traditionally …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Armor","resistance":{},"url":"/Equipment.aspx?ID=4059","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Full Plate"],"name":"Dragon Turtle Armor","bulk":4,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4059"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":180000,"legacy_id":["equipment-3162"],"trait":["Fire","Magical","Uncommon"],"id":"equipment-4060","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Limited\" > Dragonfire Halfbow May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 296 Price 1,800 gp Usage held in 1 hand Bulk 1 Base Weapon Composite Shortbow --- Crafted by layering bamboo with strips of sliced scales harvested from a fire-breathing dragon, this bow has a significant draw strength. This design is commonly seen in Hongal, as the shorter limb allows for easier maneuvering on horseback. While the wielder of this +2 striking composite shortbow is mounted, they apply the bow’s item bonus to Nature checks to Command their mount. Activate—Dragon's Arrow Two Actions (concentrate, manipulate) Frequency once per day; Effect You draw the bow back to its maximum draw length without nocking an arrow, and as you release the string, the dragonfire halfbow casts fireball (heightened to 5th rank; DC 29 Reflex save), targeted at a point of your choosing within the spell’s range. You and your mount are immune to the effects of this fireball .\n","element":["Fire"],"skill_mod":{},"summary":"Crafted by layering bamboo with strips of sliced scales harvested from a fire-breathing dragon , this bow has a significant draw strength. This …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4060","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Composite Shortbow"],"name":"Dragonfire Halfbow","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4060"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":125000,"legacy_id":["equipment-3161"],"trait":["Magical","Uncommon"],"id":"equipment-4061","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Evil-Reflecting Shield May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 296 Price 1,250 gp Usage held in 1 hand Bulk 1 --- A bright, octagonal frame surrounds this circular dawnsilver shield, which itself is polished to a mirrorlike sheen that reflects clear and true. While you have this standard-grade dawnsilver shield (Hardness 5, HP 20 BT 10]) raised, you gain its circumstance bonus to saving throws against spells with the [unholy or void trait. Activate—Reflect Evil Reaction (concentrate, fortune) Frequency once per day; Trigger You attempt a saving throw against an effect with the unholy or void traits; Effect Your saving throw result is considered one degree better than the actual result. If this effect turns a success into a critical success, you can reflect some of the effect’s power as a wave of magical backlash back to the source of the triggering effect, as long as the source is within 30 feet. When you do so, the target must succeed at a DC 28 Fortitude save or become stunned 1.\n","skill_mod":{},"summary":"A bright, octagonal frame surrounds this circular dawnsilver shield , which itself is polished to a mirrorlike sheen that reflects clear and true. …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4061","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Evil-Reflecting Shield","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4061"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":10000,"legacy_id":["equipment-2683"],"trait":["Magical","Unique"],"id":"equipment-4062","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Restricted\" > Fiend's Hunger May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 296 Price 100 gp Usage held in 1 hand Bulk L Base Weapon Dagger --- The blade of this +1 low-grade silver dagger has a sickly red tinge. Though once used to send souls to empower Kugaptee, the fury of those slain by the blade now allows its wielder to periodically strike back against fiends. Activate—Avenging Soul Free Action (concentrate, divine, mental) Frequency once per day; Trigger You score a critical hit against a fiend; Effect Vengeful echoes of sacrificed souls lance into the psyche of the fiend struck. After the normal effects of the critical hit, the target must roll a DC 18 Fortitude save. Critical Success The creature is unaffected. Success The creature becomes distracted by vengeful spirits and becomes off-guard until the start of your next turn. Failure As success, but the creature is also slowed 1 for 1 round. Critical Failure As failure, but the creature is slowed 1 for 1 minute.\n","skill_mod":{},"summary":"The blade of this +1 low-grade silver dagger has a sickly red tinge. Though once used to send souls to empower Kugaptee , the fury of those …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4062","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Dagger"],"name":"Fiend's Hunger","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-4062"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":200000,"legacy_id":["equipment-3163"],"trait":["Divine","Rare"],"id":"equipment-4063","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Restricted\" > Four-Tiger Blade May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 296 Price 2,000 gp Usage held in 1 hand Bulk 1 Base Weapon Longsword --- When a once-in-a-lifetime alignment of the stars shone through the roof of a secluded blacksmith’s forge, the smith took advantage to craft their masterpiece. For two hours, they hammered a lump of ordinary steel into a divine blade, etching constellations and wards down its length, then shared their creation’s formula with a small group of close associates before passing away. These weapons are the four-tiger blades , and currently, only a dozen are known to exist—one associated with each month of the year. Each weapon is a +2 striking ghost touch longsword that leaves a noticeable trail of light originating from the engraved stars when it’s swung. Those who pay close attention to the pattern of stars that shine on the blade might note that the depicted constellations change according to those currently in the night sky above. Activate—Ghost Blocking Tiger Reaction (concentrate) Trigger You attempt a Strike with the four-tiger-blade ; Effect Until the start of your next turn, you gain void resistance 10. Activate—Ghost Chasing Tiger Two Actions (concentrate, divine, incapacitation, manipulate) Frequency once per day; Effect Attempt a Strike against a creature you believe to be possessed. This attack deals no damage to the creature, but if the target is possessed, the possessing creature must attempt a DC 29 Will save. Critical Success The possessing creature is unaffected, and you remain unaware of if the target is actually possessed or not. Success The possessing creature is unaffected, but you sense that creature’s control over the target and confirm that the target is possessed. Failure You confirm that the target is possessed. The possessing creature can’t control the target for 1 minute. Critical Failure You confirm the target is possessed an instant before you automatically counteract the possession, causing the possessing creature to vacate the target’s body.\n","skill_mod":{},"summary":"When a once-in-a-lifetime alignment of the stars shone through the roof of a secluded blacksmith’s forge, the smith took advantage to craft their …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Tradition","Rarity"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4063","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Longsword"],"name":"Four-Tiger Blade","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4063"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":90000,"legacy_id":["equipment-3164"],"trait":["Magical","Uncommon"],"id":"equipment-4064","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Lumber Lord's Axe May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 297 Price 900 gp Usage held in 1 hand Bulk 1 Base Weapon Battle Axe --- This unassuming tool wouldn’t look out of place on the belt of an industrious laborer. Grooves worn into the wooden handle over years of use and an irregularly sharpened blade give it the distinct impression of being cherished, and the potent scent of freshly chopped wood always clings to the axe’s blade despite any attempt to clean it or remove the odor. A creature that holds or carries this +2 striking cold iron battle axe feels an obligation to tell the truth and receives a –4 status penalty to its attempts to Lie. A lumber lord’s axe deals 1d6 additional slashing damage to creatures with the fungus or plant trait, as long as the creatures aren’t disguised as non-fungus or non-plant creatures. It’s up to GM discretion whether this additional damage applies against a creature disguised as a fungus or plant creature. Activate—Transformative Polish 1 minute (manipulate) Frequency once per day; Effect You polish and sharpen the axe, after which its scent grows even more powerful and the axe’s blade transforms into your choice of standard-grade adamantine or standard-grade dawnsilver for 1 hour; then after this duration, the woodcutter’s axe reverts to cold iron.\n","skill_mod":{},"summary":"This unassuming tool wouldn’t look out of place on the belt of an industrious laborer. Grooves worn into the wooden handle over years of use and an …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4064","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Battle Axe"],"name":"Lumber Lord's Axe","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4064"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":140000,"legacy_id":["equipment-3165"],"trait":["Magical","Rare"],"id":"equipment-4065","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Restricted\" > Sensei's Parasol May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 297 Price 1,400 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield Base Weapon Bo Staff --- A master once said to his pupil that, in the hands of a skilled practitioner, even a parasol can become a deadly weapon. Returning the next day, the pupil excitedly turned over a parasol forged out of metal slats, explaining that it lowered the amount of skill one would need to exert deadly force. The master sighed, seeing that his pupil had failed to see the point, but accepted the gift nonetheless. Ingenuity was, after all, a virtue. Since then, other smiths have imitated the pupil’s design and crafted additional sensei’s parasols, and they’re highly sought after by those who appreciate multipurpose tools. This weapon functions as a +2 striking bo staff . Activate—Your Attacks Are but Raindrops Single Action (manipulate) Frequency once per day; Effect You cause the metal slats of the parasol to open up, transforming it into a moderate sturdy shield (Hardness 13, HP 104 BT 51]). You can [sustain this activation for up to 10 minutes, after which the sensei’s parasol reverts back to bo staff form. If it’s broken as a shield, it reverts to its undamaged bo staff form. If it’s destroyed as a shield, it reverts to bo staff form and becomes broken. Activate—Defensive Redirection Reaction (concentrate) Frequency once per day; Trigger A creature misses you with a melee Strike; Requirements The sensei’s parasol is in bo staff form and isn’t broken; Effect You redirect the missed Strike to target a creature or object within the triggering creature’s reach. The triggering creature rolls a new Strike against the new target to determine the results of the redirected attack.\n","skill_mod":{},"summary":"A master once said to his pupil that, in the hands of a skilled practitioner, even a parasol can become a deadly weapon. Returning the next day, the …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4065","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Steel Shield","Bo Staff"],"name":"Sensei's Parasol","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4065"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":200000,"legacy_id":["equipment-3166"],"trait":["Magical","Rare","Sonic"],"id":"equipment-4066","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Restricted\" > Thundering Fury Dadao May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 297 Price 2,000 gp Usage held in 2 hands Bulk 2 Base Weapon Greatsword --- This massive, curved blade roars when it crashes down on opponents, seemingly intent on subduing them with sheer force. It’s said materials for the first thundering fury dadaos came from the hide of Yorak, the Horned Thunder, a legendary kaiju that roams the Shanguang desert. The lack of embellishments on this +2 striking thundering greatsword belies a weapon of deadly efficacy. Activate—Thunder Dance Single Action (concentrate) Frequency once per day; Effect You infuse the thundering fury dadao with the speed of lightning and the force of thunder. The weapon gains the agile and forceful traits for one round. You can Sustain this activation for up to 1 minute.\n","skill_mod":{},"summary":"This massive, curved blade roars when it crashes down on opponents, seemingly intent on subduing them with sheer force. It’s said materials for the …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity","Energy","Monster"],"level":12,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4066","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Greatsword"],"name":"Thundering Fury Dadao","bulk":2,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4066"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":6000,"legacy_id":["equipment-2689"],"trait":["Magical","Unique"],"id":"equipment-4067","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Restricted\" > Ugly Cute's Gift May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 297 Price 60 gp Usage held in 1 hand Bulk 1 Base Weapon Spiked Gauntlet --- This spiky, stony fragment shed from Ugly Cute’s carapace fits comfortably over the hand. Though a little bulkier than the typical gauntlet, it still functions as a +1 spiked gauntlet . Activate—Ugly Cute's Favor Two Actions (concentrate, manipulate) Frequency once per day; Effect You draw upon Ugly Cute’s latent spiritual energy to infuse the gauntlet with forceful power. For 1 minute, Ugly Cute’s gift gains the advantages of a ghost touch property rune and deals an additional 2 spirit damage on a successful Strike.\n","skill_mod":{},"summary":"This spiky, stony fragment shed from Ugly Cute’s carapace fits comfortably over the hand. Though a little bulkier than the typical gauntlet, it still …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4067","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Spiked Gauntlet"],"name":"Ugly Cute's Gift","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-4067"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":25000,"legacy_id":["equipment-3154"],"trait":["Consumable","Magical","Potion","Uncommon"],"id":"equipment-4068","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Ascendant Dragon Spirit May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 298 Price 250 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This masterfully crafted spirit is mixed into a potent magical cocktail and packaged in a gourd with an engraving of a dragon coiling around it. Drinking it imparts an intriguing balance of woodsmoke, honey, and bright floral top notes. When consumed, your arms become infused with the deadly power of a dragon’s restless spirit. For 1 minute, your unarmed Strikes deal an additional 1d6 poison damage and an additional 1d6 void damage.\n","skill_mod":{},"summary":"This masterfully crafted spirit is mixed into a potent magical cocktail and packaged in a gourd with an engraving of a dragon coiling around it. …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4068","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Ascendant Dragon Spirit","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-4068"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":15500,"legacy_id":["equipment-3155"],"trait":["Consumable","Magical","Mental","Oil","Uncommon"],"id":"equipment-4069","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Panaceatic Salve May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 298 Price 155 gp Usage held in 2 hands Bulk L Activate Single Action (manipulate) --- This pungent herbal ointment was originally only intended for use as an analgesic. That being said, popular folklore around this salve claims it can do anything from curing fevers to repelling vampires, a reputation that, if nothing else, is easy to get swept up in. When you activate a dose of panaceatic salve by rubbing it on your skin, you gain 4d8+10 temporary Hit Points for 10 minutes. At the end of this duration, if you still retain at least 1 of these temporary Hit Points, you can attempt a new saving throw against an ongoing disease or poison affliction you’re afflicted with; if you fail or critically fail this saving throw, you don’t increase the affliction’s stage.\n","skill_mod":{},"summary":"This pungent herbal ointment was originally only intended for use as an analgesic. That being said, popular folklore around this salve claims it can …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4069","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Panaceatic Salve","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-4069"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":25000,"legacy_id":["equipment-3156"],"trait":["Consumable","Divine","Magical","Uncommon","Vitality","Positive"],"id":"equipment-4070","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Sanctified Beans May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 298 Price 250 gp Usage held in 1 hand Bulk L Activate Two Actions (manipulate) --- These roasted soybeans are blessed by a priest to ward against all various forms of otherworldly influence, but are most effective against incorporeal evils, such as wraiths or path maidens. They can be safely eaten by living creatures and taste delicious when paired with rice wine. When you activate this item, choose an adjacent square to exhale into. You fill that square with soothing vapors that harm any fiend, fey, ghost, spirit, or undead creature that ends their turn in that square for the next minute, causing them to take 4d8+4 spirit damage (DC 28 basic Will save). An incorporeal creature that takes this damage must also attempt a DC 28 Fortitude save to resist being affected as follows. Critical Success The creature is unaffected Success The creature becomes off-guard until the start of your next turn. Failure The creature becomes slowed 1 for 1 round. Critical Failure The creature becomes stunned 1 and is then slowed 1 for 1 round after the stun effect ends.\n","skill_mod":{},"summary":"These roasted soybeans are blessed by a priest to ward against all various forms of otherworldly influence, but are most effective against …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Tradition","Mechanics","Rarity","Energy","Planar","Creature Type"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4070","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Sanctified Beans","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4070"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":500,"legacy_id":["equipment-2688"],"trait":["Consumable","Magical","Snare","Trap","Uncommon"],"id":"equipment-4071","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Spirit Trap May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 298 Price 5 gp Bulk L --- A spirit trap consists of a net dipped in water that has been steeped with sacred herbs to better combat phantoms. This snare’s components function as a net when not set up. You set this snare up in a 10-foot-by-10-foot area. The first creature with the spirit trait that steps into the area must attempt a DC 16 Fortitude save. Additional rules for snares appear here. Critical Success The creature is unaffected. Success The creature is off-guard for 1 round. Failure The creature is immobilized for 1 round. Critical Failure The creature is immobilized until it Escapes (DC 16).\n","skill_mod":{},"summary":"A spirit trap consists of a net dipped in water that has been steeped with sacred herbs to better combat phantoms. This snare’s components function …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Hazard","Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4071","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Spirit Trap","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4071"},{"primary_source_category":"Adventure Paths","usage":"affixed to a weapon","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":16000,"legacy_id":["equipment-3157"],"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-4072","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Taljjae Tassel May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 299 Price 160 gp Usage affixed to a weapon Activate Free Action (concentrate) Trigger Your Strike with the affixed weapon was a critical success. --- The bright red tassels of the creature known as Taljjae are a ubiquitous motif in Hwanggot and are used as charms to pray for good fortune and reward for great effort. They adorn clothing, weapons, and even drinking gourds. These particular tassels carry within them a potent fraction of the mysterious fey’s power. When you activate a Taljjae tassel , your weapon gains the properties of the grievous rune for the duration of the triggering attack.\n","skill_mod":{},"summary":"The bright red tassels of the creature known as Taljjae are a ubiquitous motif in Hwanggot and are used as charms to pray for good fortune and …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=4072","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Taljjae Tassel","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-4072"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":18000,"legacy_id":["equipment-3158"],"trait":["Consumable","Magical","Rare"],"id":"equipment-4073","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Restricted\" > Thousand-Year Dragonroot May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 299 Price 180 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Dragonroots are pale, golden-rooted plants that grow throughout Tian Xia. Just as mandrake roots or ginseng roots are sometimes regarded to have almost humanoid shapes, these roots appear as if they were dragons. They’re commonly used in the formulation of healing potions, but the most sought-after have grown for centuries, for they’re viable for enchantment into thousand-year dragonroots . When you activate a thousand-year dragonroot , your body shimmers with golden light, providing illumination as a torch. You gain a fly Speed of 40 feet and fire resistance 5 for 1 minute.\n","skill_mod":{},"summary":"Dragonroots are pale, golden-rooted plants that grow throughout Tian Xia. Just as mandrake roots or ginseng roots are sometimes regarded to have …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4073","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Thousand-Year Dragonroot","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Restricted","actions":"Single Action","rarity":"rare","slug":"equipment-4073"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":16000,"legacy_id":["equipment-3159"],"trait":["Consumable","Magical","Potion","Uncommon"],"id":"equipment-4074","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Vengeful Demon's Tears May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 299 Price 160 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Vengeful demon’s tears is an infamously noxious spirit mixed into a potent magical cocktail and traditionally packaged in a gourd adorned with an engraving of a terrifying demonic face. Drinking it feels akin to lighting your throat on fire and putting it out with an herbal tonic. When you activate this potion, you gain the quickened condition for 3 rounds and can use the extra action each round to Strike, Stride, or to take the following action. Activate—Release the Demon Single Action (concentrate, healing) Effect You focus on the sensation of life burning within your flesh and gain 2d8 temporary Hit Points for 1 round.\n","skill_mod":{},"summary":" Vengeful demon’s tears is an infamously noxious spirit mixed into a potent magical cocktail and traditionally packaged in a gourd adorned with an …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4074","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Vengeful Demon's Tears","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-4074"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":1000,"skill":["Diplomacy"],"legacy_id":["equipment-3140"],"trait":["Consumable","Magical","Potion","Tea","Uncommon"],"id":"equipment-4075","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Covenant Tea May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 299 Price 10 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This green tea is often steeped in a pot with a dried persimmon. Traditionally, all participants in a complex discussion start their conversation with a tea ceremony involving covenant tea , with each member of the group enjoying the covenant of the shared beverage. Some have been known to use trickery and sleight of hand to ensure that only those whose goals align with the tea preparer’s are served covenant tea, while others in the group are served non-magical (but still delicious) green tea, thus subtly tipping the balance in discussion toward those the tea server favors. This practice has resulted in some regions referring to covenant tea as “trickery tea.” Regardless of what you prefer to call the tea, when you drink it, you gain a +1 item bonus to Diplomacy checks and to your Perception DC for 10 minutes. --- Activate—Tea Ceremony 10 minutes (concentrate, manipulate) The duration increases to 1 hour.\n","skill_mod":{},"summary":"This green tea is often steeped in a pot with a dried persimmon. Traditionally, all participants in a complex discussion start their conversation …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Tea","resistance":{},"url":"/Equipment.aspx?ID=4075","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Covenant Tea","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-4075"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":2000,"skill":["Athletics","Acrobatics"],"legacy_id":["equipment-3141"],"trait":["Consumable","Magical","Potion","Tea","Uncommon"],"id":"equipment-4076","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Energizing Tea May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 300 Price 20 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This sweet and refreshing tea is made with a mixture of honey, lemon slices, and sliced ginger. This is considered to be the bare minimum when serving energizing tea , and many go above and beyond by adding additional citrus fruits or berries to the mix or refusing to serve the tea at all without also serving a full platter of spiced pastries and sweets. This golden tea has energizing properties and, when consumed, grants you a +1 item bonus to Athletics and Acrobatics checks for 10 minutes. --- Activate—Tea Ceremony 10 minutes (concentrate, manipulate) The duration increases to 1 hour.\n","skill_mod":{},"summary":"This sweet and refreshing tea is made with a mixture of honey, lemon slices, and sliced ginger. This is considered to be the bare minimum when …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Tea","resistance":{},"url":"/Equipment.aspx?ID=4076","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Energizing Tea","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-4076"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":1200,"legacy_id":["equipment-3142"],"trait":["Consumable","Magical","Potion","Tea","Uncommon"],"id":"equipment-4077","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Longnight Tea May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 300 Price 12 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This tea is brewed with a mixture of matcha, turmeric, and 10 drops of morning dew, creating a fragrant but mildly bitter tea. The bitter aftertaste is said to be the most important element of longnight tea , for it’s believed that this flavor lingers on the tongue and aids in keeping you awake and alert. The tea is favored by scholars and soldiers alike, although the value to which each attributes the ability to endure long nights without sleeping varies— and is often the subject of unusually impassioned debate. When you drink longnight tea , it grants you a +1 item bonus to saving throws against sleep effects for 1 hour. --- Activate—Tea Ceremony 10 minutes (concentrate, manipulate) The duration increases to 8 hours, and the tea removes the fatigued condition.\n","skill_mod":{},"summary":"This tea is brewed with a mixture of matcha, turmeric, and 10 drops of morning dew, creating a fragrant but mildly bitter tea. The bitter aftertaste …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Tea","resistance":{},"url":"/Equipment.aspx?ID=4077","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Longnight Tea","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-4077"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":15000,"legacy_id":["equipment-3143"],"trait":["Consumable","Magical","Potion","Tea","Uncommon"],"id":"equipment-4078","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Moon Blossom Tea May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 300 Price 150 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This bright and citrusy tea is traditionally made with green tea combined with orange rind shavings and flower petals plucked during a full moon. Some claim to be able to tell the difference if these petals were plucked at other times, but this does not alter the tea’s effects. The tea leaves have a chance to anticipate unexpected encounters. After consuming the tea, you gain a +2 item bonus to all initiative rolls for 1 hour and gain the following reaction. Activate—Evade Peril Reaction (concentrate, fortune) Requirements You roll a failure on a Reflex save; Effect You get a success on the Reflex save instead. Reduce the remaining duration of moon blossom tea by 1 hour; if this reduces the duration to 0, the duration ends. --- Activate—Tea Ceremony 10 minutes (concentrate, manipulate) The duration increases to 4 hours.\n","skill_mod":{},"summary":"This bright and citrusy tea is traditionally made with green tea combined with orange rind shavings and flower petals plucked during a full moon. …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Tea","resistance":{},"url":"/Equipment.aspx?ID=4078","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Moon Blossom Tea","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-4078"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":5000,"legacy_id":["equipment-3144"],"trait":["Consumable","Magical","Potion","Tea","Uncommon"],"id":"equipment-4079","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Peace in Dreams Tea May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 300 Price 50 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This creamy tea is made from warm soy milk steeped with whole, dried chrysanthemum flowers and honey and brewed from when the sun first touches the horizon to when it has fully set. Consuming this tea causes mild drowsiness, aids in sleep, and protects from harmful mental effects. You gain a +1 item bonus to all saving throws against mental effects for 1 hour. --- Activate—Tea Ceremony 10 minutes (concentrate, manipulate) The effects last for 8 hours, and as long as you’re asleep, the item bonus increases to +2.\n","skill_mod":{},"summary":"This creamy tea is made from warm soy milk steeped with whole, dried chrysanthemum flowers and honey and brewed from when the sun first touches the …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Tea","resistance":{},"url":"/Equipment.aspx?ID=4079","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Peace in Dreams Tea","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-4079"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":2500,"legacy_id":["equipment-3145"],"trait":["Consumable","Magical","Potion","Tea","Uncommon"],"id":"equipment-4080","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Resurrection Tea May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 300 Price 25 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Resurrection tea was named for its repugnant taste, said to be “strong enough to kill the living,” and its incredible medicinal properties “powerful enough to raise the dead.” The primary ingredients in this medicinal tea are ginseng and jujubes, enhanced with additional herbs, shaved deer antlers, sugi tree bark, and a variety of mushrooms stewed for several hours in a large pot to form a brown, pulpy, and viscous liquid. The bitterness and earthy taste make the tea rather unappetizing. The tea restores 2d8+5 Hit Points, and you reduce the DC of recovery checks by 1 for 8 hours. --- Activate—Tea Ceremony 10 minutes (concentrate, manipulate) The tea reduces the DC of recovery checks by 3.\n","skill_mod":{},"summary":" Resurrection tea was named for its repugnant taste, said to be “strong enough to kill the living,” and its incredible medicinal properties …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Tea","resistance":{},"url":"/Equipment.aspx?ID=4080","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Resurrection Tea","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-4080"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":6000,"legacy_id":["equipment-3146"],"trait":["Consumable","Magical","Potion","Tea","Uncommon"],"id":"equipment-4081","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Spiritsight Tea May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 300 Price 60 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- Spiritsight tea exudes a soft blue glow, creating illumination equal to that of a candle. When consumed, your eyes take on a soft glow as well, and you can see invisible creatures and objects for 10 minutes; such creatures appear to you as translucent shapes, and they’re concealed to you. You gain a +1 item bonus to Perception checks to Seek incorporeal creatures. --- Activate—Tea Ceremony 10 minutes (concentrate, manipulate) The duration of being able to see invisible creatures and objects increases to 30 minutes, and the duration of the item bonus increases to 8 hours.\n","skill_mod":{},"summary":" Spiritsight tea exudes a soft blue glow, creating illumination equal to that of a candle. When consumed, your eyes take on a soft glow as well, and …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Tea","resistance":{},"url":"/Equipment.aspx?ID=4081","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Spiritsight Tea","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"equipment-4081"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":400,"legacy_id":["equipment-2690"],"trait":["Consumable","Fulu","Magical","Rare","Talisman"],"id":"equipment-4082","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Animal-Turning Fulu May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 301 Price 4 gp Usage affixed to armor Bulk L Activate Reaction (concentrate) Trigger A creature with the animal trait successfully Strikes you. --- Frightened animals depicted on this fulu flee in all directions from a central figure (traditionally represented by a human hunter, but sometimes depicted as a skeletal undead creature or even a fiend with long, broken arms). You activate this fulu, gaining a +2 item bonus to AC against the triggering Strike. If this causes the Strike to miss, you become concealed from the triggering creature until the start of your next turn.\n","skill_mod":{},"summary":"Frightened animals depicted on this fulu flee in all directions from a central figure (traditionally represented by a human hunter, but sometimes …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4082","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Animal-Turning Fulu","actions_number":1,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Reaction","rarity":"rare","slug":"equipment-4082"},{"primary_source_category":"Adventure Paths","usage":"affixed to a weapon","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":400,"legacy_id":["equipment-2691"],"trait":["Consumable","Fulu","Magical","Rare","Talisman"],"id":"equipment-4083","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Firecracker Fulu May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 301 Price 4 gp Usage affixed to a weapon Bulk L Activate Free Action (concentrate) Trigger You critically succeed at an attack roll with the affixed weapon. --- The fulu explodes and showers the area with bright sparks. The struck creature takes an additional 1d4 sonic damage and must succeed at a DC 15 Fortitude save or be dazzled for 1 round (or dazzled for 1 minute on a critical failure).\n","skill_mod":{},"summary":"The fulu explodes and showers the area with bright sparks. The struck creature takes an additional 1d4 sonic damage and must succeed at a DC 15 …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4083","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Firecracker Fulu","actions_number":0,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"rare","slug":"equipment-4083"},{"item_child_id":["equipment-4084-3749","equipment-4084-3750","equipment-4084-3751"],"primary_source_category":"Adventure Paths","usage":"affixed to wall","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","skill":["Stealth","Stealth","Stealth"],"legacy_id":["equipment-2692"],"trait":["Consumable","Fulu","Magical","Rare"],"id":"equipment-4084","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Privacy Ward Fulu May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 301 Usage affixed to wall Bulk L --- This fulu seeks to keep thieves, spies, and unwanted attention away from a room. A depiction of a lock appears in the center of this fulu, which is in turn surrounded by circles of broken keys. When applied to a wall inside a room, all creatures within the room gain an item bonus to Stealth checks against creatures outside the room. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Privacy Ward Fulu (Hallway) Source Season of Ghosts (Hardcover) pg. 301 Price 4 gp --- The privacy ward fulu can shield a room of up to 10 square feet, grants a +1 item bonus, and has a duration of 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Privacy Ward Fulu (Room) Source Season of Ghosts (Hardcover) pg. 301 Price 25 gp --- The fulu can shield a room of up to 30 square feet, grants a +1 item bonus, and has a duration of 8 hours. If you become hidden within the room, you automatically become undetected to creatures of the fulu’s level or lower. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Privacy Ward Fulu (Chamber) Source Season of Ghosts (Hardcover) pg. 301 Price 120 gp --- The fulu can shield a room of up to 90 square feet, grants a +2 item bonus, and has a duration of 24 hours. If you become hidden within the room, you automatically become undetected to creatures of the fulu’s level or lower.","skill_mod":{},"summary":"This fulu seeks to keep thieves, spies, and unwanted attention away from a room. A depiction of a lock appears in the center of this fulu, which is …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4084","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Privacy Ward Fulu","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4084"},{"primary_source_category":"Adventure Paths","usage":"affixed to wall","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4084","weakness":{},"primary_source_group":"Season of Ghosts","price":400,"skill":["Stealth"],"legacy_id":["equipment-2692"],"trait":["Consumable","Fulu","Magical","Rare"],"id":"equipment-4084-3749","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Privacy Ward Fulu May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 301 Usage affixed to wall Bulk L --- This fulu seeks to keep thieves, spies, and unwanted attention away from a room. A depiction of a lock appears in the center of this fulu, which is in turn surrounded by circles of broken keys. When applied to a wall inside a room, all creatures within the room gain an item bonus to Stealth checks against creatures outside the room. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Privacy Ward Fulu (Hallway) Source Season of Ghosts (Hardcover) pg. 301 Price 4 gp --- The privacy ward fulu can shield a room of up to 10 square feet, grants a +1 item bonus, and has a duration of 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Privacy Ward Fulu (Room) Source Season of Ghosts (Hardcover) pg. 301 Price 25 gp --- The fulu can shield a room of up to 30 square feet, grants a +1 item bonus, and has a duration of 8 hours. If you become hidden within the room, you automatically become undetected to creatures of the fulu’s level or lower. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Privacy Ward Fulu (Chamber) Source Season of Ghosts (Hardcover) pg. 301 Price 120 gp --- The fulu can shield a room of up to 90 square feet, grants a +2 item bonus, and has a duration of 24 hours. If you become hidden within the room, you automatically become undetected to creatures of the fulu’s level or lower.","skill_mod":{},"summary":"The privacy ward fulu can shield a room of up to 10 square feet, grants a +1 item bonus, and has a duration of 1 hour.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4084","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Privacy Ward Fulu (Hallway)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4084-3749"},{"primary_source_category":"Adventure Paths","usage":"affixed to wall","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4084","weakness":{},"primary_source_group":"Season of Ghosts","price":2500,"skill":["Stealth"],"legacy_id":["equipment-2692"],"trait":["Consumable","Fulu","Magical","Rare"],"id":"equipment-4084-3750","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Privacy Ward Fulu May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 301 Usage affixed to wall Bulk L --- This fulu seeks to keep thieves, spies, and unwanted attention away from a room. A depiction of a lock appears in the center of this fulu, which is in turn surrounded by circles of broken keys. When applied to a wall inside a room, all creatures within the room gain an item bonus to Stealth checks against creatures outside the room. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Privacy Ward Fulu (Hallway) Source Season of Ghosts (Hardcover) pg. 301 Price 4 gp --- The privacy ward fulu can shield a room of up to 10 square feet, grants a +1 item bonus, and has a duration of 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Privacy Ward Fulu (Room) Source Season of Ghosts (Hardcover) pg. 301 Price 25 gp --- The fulu can shield a room of up to 30 square feet, grants a +1 item bonus, and has a duration of 8 hours. If you become hidden within the room, you automatically become undetected to creatures of the fulu’s level or lower. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Privacy Ward Fulu (Chamber) Source Season of Ghosts (Hardcover) pg. 301 Price 120 gp --- The fulu can shield a room of up to 90 square feet, grants a +2 item bonus, and has a duration of 24 hours. If you become hidden within the room, you automatically become undetected to creatures of the fulu’s level or lower.","skill_mod":{},"summary":"The fulu can shield a room of up to 30 square feet, grants a +1 item bonus, and has a duration of 8 hours. If you become hidden within the room, …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4084","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Privacy Ward Fulu (Room)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4084-3750"},{"primary_source_category":"Adventure Paths","usage":"affixed to wall","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4084","weakness":{},"primary_source_group":"Season of Ghosts","price":12000,"skill":["Stealth"],"legacy_id":["equipment-2692"],"trait":["Consumable","Fulu","Magical","Rare"],"id":"equipment-4084-3751","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Privacy Ward Fulu May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 301 Usage affixed to wall Bulk L --- This fulu seeks to keep thieves, spies, and unwanted attention away from a room. A depiction of a lock appears in the center of this fulu, which is in turn surrounded by circles of broken keys. When applied to a wall inside a room, all creatures within the room gain an item bonus to Stealth checks against creatures outside the room. <title level=\"2\" right=\"Item 1\" pfs=\"Limited\" > Privacy Ward Fulu (Hallway) Source Season of Ghosts (Hardcover) pg. 301 Price 4 gp --- The privacy ward fulu can shield a room of up to 10 square feet, grants a +1 item bonus, and has a duration of 1 hour. <title level=\"2\" right=\"Item 5\" pfs=\"Limited\" > Privacy Ward Fulu (Room) Source Season of Ghosts (Hardcover) pg. 301 Price 25 gp --- The fulu can shield a room of up to 30 square feet, grants a +1 item bonus, and has a duration of 8 hours. If you become hidden within the room, you automatically become undetected to creatures of the fulu’s level or lower. <title level=\"2\" right=\"Item 9\" pfs=\"Limited\" > Privacy Ward Fulu (Chamber) Source Season of Ghosts (Hardcover) pg. 301 Price 120 gp --- The fulu can shield a room of up to 90 square feet, grants a +2 item bonus, and has a duration of 24 hours. If you become hidden within the room, you automatically become undetected to creatures of the fulu’s level or lower.","skill_mod":{},"summary":"The fulu can shield a room of up to 90 square feet, grants a +2 item bonus, and has a duration of 24 hours. If you become hidden within the room, you …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4084","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Privacy Ward Fulu (Chamber)","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4084-3751"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":700,"legacy_id":["equipment-2693"],"trait":["Consumable","Fulu","Magical","Rare","Talisman"],"id":"equipment-4085","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Traveler's Fulu May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 301 Price 7 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You attempt to Sense Direction; Requirements You’re trained in Survival --- This fulu shows a series of constellations and arrows depicting astronomical movements through the night sky. When you activate a traveler’s fulu , the magic infuses your mind with sensations of deja vu, as if you’d been in this region before. Your attempt to Sense Direction functions as if you have a compass, and you use the outcome one degree of success better than the result of your Survival check to Sense Direction, or by two degrees of success if you’re a master in Survival.\n","skill_mod":{},"summary":"This fulu shows a series of constellations and arrows depicting astronomical movements through the night sky. When you activate a traveler’s fulu , …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Fulu","resistance":{},"url":"/Equipment.aspx?ID=4085","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Traveler's Fulu","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"rare","slug":"equipment-4085"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":10000,"skill":["Intimidation"],"legacy_id":["equipment-2682"],"trait":["Invested","Magical","Rare"],"id":"equipment-4086","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Restricted\" > Cape of Justice May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 301 Price 100 gp Usage worn cloak Bulk L --- While Yaezhing is feared and seldom worshipped in the open, some regions of Tian Xia see him as a god of necessary evil and their only hope for justice. This garment is often worn by bounty hunters or priests of Yaezhing, yet non-worshippers of the god of harsh justice sometimes wear this item without fear of religious persecution. The red cape appears almost black while in the shadows, with a lighter red mandala pattern on it that resembles a shuriken. When you invest a cape of justice , you must designate a single creature as your offender. You must have met the creature before, or the creature should have a persona well known to the public (for instance, a bandit’s name or epithet, if not their face as shown on a wanted poster). You gain a +1 item bonus to Demoralize this creature. If you don’t designate a creature as your offender when you invest the cape of justice, or if 24 hours pass without you either slaying or capturing your offender, your thoughts become worried and distracted, and you take a –1 item penalty to Perception checks for the next 24 hours. Activate—Force Shuriken Single Action (force, manipulate) Frequency once per hour; Effect By using a free hand to grab the edge of your cape and give it a quick flourish, you cause a red, shurikenshaped bolt of force to fire at a target within 60 feet that you can see. The shuriken hits automatically and deals 1d4+1 force damage, or 2d4+2 force damage if the target is your designated offender. If the target is within 30 feet, you can attempt to Demoralize the target as a free action after the shuriken strikes them Activate—Enact Justice Two Actions (concentrate, incapacitation, manipulate) Frequency once per day; Effect You produce manacles from the cape and then fling them at a Medium or Small bipedal target within 30 feet. The target must attempt a DC 18 Reflex save. Critical Success The target is unaffected, and the manacles vanish. Success The manacles strike the target’s legs but fail to latch properly. The target is off-guard until the start of your next turn, at which point the manacles vanish. Failure The manacles lock on the target’s legs. The target takes a –15-foot circumstance penalty to its Speeds for 1 minute, or until it Escapes or is freed by someone using Pick a Lock (DC 18), after which the manacles vanish. Critical Failure As failure, but the target is immobilized for as long as the manacles remain in place.\n","skill_mod":{},"summary":"While Yaezhing is feared and seldom worshipped in the open, some regions of Tian Xia see him as a god of necessary evil and their only hope for …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4086","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Cape of Justice","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4086"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":100000,"legacy_id":["equipment-3167"],"trait":["Magical","Uncommon"],"id":"equipment-4087","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Dragon Turtle Artillery May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 302 Price 1,000 gp Usage held in 2 hands Bulk 3 --- One end of this heavy cylinder of steel has been forged in the likeness of a dragon turtle’s head, the mouth gaping wide. Grips at the opposite end allow one to hold and aim this heavy cannon-like barrel with both hands. As long as you’re carrying dragon turtle artillery while you’re on a boat or ship, the DC for any effect to capsize that vehicle increases by 4. Activate—Turtle's Tsunami Two Actions (concentrate, manipulate, water) Frequency once per day; Effect A 50-foot cone of surging water blasts from the mouth of the cannon, dealing 10d6 bludgeoning damage to creatures in its area of effect (DC 27 basic Reflex save). A creature that fails its save is knocked prone.\n","skill_mod":{},"summary":"One end of this heavy cylinder of steel has been forged in the likeness of a dragon turtle’s head, the mouth gaping wide. Grips at the opposite end …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4087","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Dragon Turtle Artillery","bulk":3,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4087"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"illusion","price":130000,"legacy_id":["equipment-3168"],"trait":["Illusion","Magical","Uncommon"],"id":"equipment-4088","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Fan of Falling Words May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 302 Price 1,300 gp Usage held in 1 hand Bulk L --- This folding handheld paper fan appears blank when first found, but if the wielder unfolds its leaves as an Interact action, they display an ink-brush painting of the wielder’s choice. The fan must be closed and opened again to display a different painting. While held, the fan of falling words grants you a +2 item bonus to Performance checks to act or perform comedy, orate, or sing. Activate—Whispered World Three Actions (concentrate, manipulate) Frequency once per day; Effect You manifest the tapestry of your words, causing the image you depict on the fan to leap off its leaves. The fan casts illusory scene to your specifications (DC 27 Will save). While this only takes 3 actions to perform (as opposed to the spell’s normal 10 minutes of casting), the effect has no range, and the 50-foot burst it creates is centered on you.\n","skill_mod":{},"summary":"This folding handheld paper fan appears blank when first found, but if the wielder unfolds its leaves as an Interact action, they display an …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["School","Monster","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4088","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Fan of Falling Words","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4088"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":130000,"legacy_id":["equipment-3169"],"trait":["Magical","Uncommon"],"id":"equipment-4089","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Fortune Cord May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 302 Price 1,300 gp Usage held in 1 hand Bulk L --- In many parts of Tian Xia, it’s tradition to mint coins with holes in the centers for the purpose of being able to thread a cord through them and tie them off for security and ease of transaction. This immaculately braided red cord is made in this tradition and can hold up to 100 coins at any given time. As long as you carry a fortune cord , you gain a +2 item bonus to skill checks to Earn Income. If you load up to 100 coins onto a fortune cord as part of your daily preparations, you can Activate the magic item in two different ways until the next time you make your daily preparations, provided all the loaded coins are of the same type. Activate—Merchant's Bludgeon Single Action (concentrate) Frequency once per day; Requirements You have at least 50 coins loaded onto the fortune cord ; Effect You transform the fortune cord into a +2 striking nunchaku for 1 minute. The type of coin loaded onto the cord determines the additional weapon property rune that manifests on this +2 striking nunchaku , as follows. Copper : corrosive Silver : shock Gold : flaming Platinum : frost Activate—Fling Coins Two Actions (concentrate, manipulate) Effect You whip the fortune cord , causing 10 coins loaded onto it to detach and fire at a creature within 100 feet that you can see. That creature takes 4d6 damage (DC 28 basic Reflex save); the damage type depends on the type of coins you’ve loaded. Copper coins deal acid damage, silver coins deal electricity damage, gold coins deal fire damage, and platinum coins deal cold damage.\n","skill_mod":{},"summary":"In many parts of Tian Xia, it’s tradition to mint coins with holes in the centers for the purpose of being able to thread a cord through them and tie …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4089","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Fortune Cord","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4089"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":6000,"skill":["Diplomacy","Survival"],"legacy_id":["equipment-2684"],"trait":["Invested","Magical","Unique"],"id":"equipment-4090","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Restricted\" > Hongrui's Gratitude May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 303 Price 60 gp Usage worn cloak Bulk L --- Given as thanks for honoring the memories of three unfortunate travelers who met a tragic end in the Willowshore Hinterlands, this red-hooded cloak is decorated with an image of an elaborately dressed performer whose two companions hold a lantern and umbrella for her. Activate—Release Lantern Three Actions (concentrate, light, manipulate) Frequency once per day; Requirements You don’t have the Release Umbrella activation of this cloak active; Effect With a wave of the cloak to the left, you cause the image of the lantern-holding companion on the cloak to vanish. A floating red lantern appears at your side and follows you at an arm’s length while casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. For 1 hour, while the light from this lantern is active, you gain a +1 item bonus to Diplomacy checks. You can Release Lantern again to dismiss the effect. Activate—Release Umbrella Three Actions (concentrate, manipulate) Frequency once per day; Requirements You don’t have the Release Lantern activation of this cloak active; Effect With a wave of the cloak to the right, you cause the image of the umbrella-holding companion on the cloak to vanish. An indestructible red wax paper umbrella appears above you and follows you, shielding you from weather effects, such as rain or bright sunlight. For 1 hour, while this umbrella is active, you gain a +1 item bonus to Survival checks. You can Release Umbrella again to dismiss the effect.\n","skill_mod":{},"summary":"Given as thanks for honoring the memories of three unfortunate travelers who met a tragic end in the Willowshore Hinterlands, this red-hooded cloak …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4090","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Hongrui's Gratitude","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-4090"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"illusion","price":120000,"legacy_id":["equipment-3170"],"trait":["Illusion","Magical","Uncommon"],"id":"equipment-4091","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Jiang-Shi Bell May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 303 Price 1,200 gp Usage held in 1 hand Bulk L --- This ornate handbell creates a sonorous low-pitched tone when rung, as if sounding from a much larger bell than one carried in the hand. The bell is crafted of silver and polished to a reflective sheen, while the bell’s wooden handle is carved with detailed images of various foodstuffs. You can Interact with a jiang-shi bell to brandish it against a jiang‑shi vampire. If a jiang-shi gains the fleeing condition as a result of a jiang-shi bell being brandished, they must run until they’re at least 20 feet away. They take a -2 penalty to the Will save to any attempt to overcome their revulsion toward this object. Activate—Phantom Banquet Two Actions (concentrate, manipulate, olfactory, visual) Frequency once per day; Effect You ring the bell and create an illusory image of a delicious-looking banquet of food laid out on an altar in a 5-foot-square at any point within 30 feet of you that you can see. Any creature that must eat food to survive that’s within 30 feet of the appearance of the illusory food must succeed at a DC 28 Will save or be so distracted by the food’s sight and smell that they become fascinated by it for 10 minutes. This food’s appearance can trigger any jiang-shi’s bitter epiphany weakness; if the food does so, the jiangshi takes a –2 item penalty to their Will save to resist the effects of this weakness.\n","skill_mod":{},"summary":"This ornate handbell creates a sonorous low-pitched tone when rung, as if sounding from a much larger bell than one carried in the hand. The bell is …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["School","Monster","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4091","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Jiang-Shi Bell","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4091"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":130000,"skill":["Performance"],"legacy_id":["equipment-3171"],"trait":["Magical","Uncommon"],"id":"equipment-4092","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Lacquered Waist Drum May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 303 Price 1,300 gp Usage held in 2 hands Bulk 1 --- This hourglass-shaped drum has two heads, each of which produces a different sound when struck. When played together, the resonance of the two sounds is effective in repelling evil spirits. This drum can be played as an instrument, granting a +2 item bonus to Performance. Activate—Memories of Life Two Actions (concentrate, manipulate, vitality) Frequency once per hour; Effect You play both heads of the drums, generating a pulse of energy that targets one creature within 30 feet that has the undead trait. This deals 5d8 vitality damage (DC 28 Fortitude save) to that creature; if the undead also has the ghost trait, the ghost becomes sickened 1 if it fails the save. Activate—Memories of Joy Three Actions (concentrate, manipulate, vitality) Frequency once per hour; Effect You raucously play both heads of the drums, accompanied with shouting and dancing. This display generates a pulse of energy in a 30-foot emanation from you. All undead creatures within this area must attempt a DC 28 Fortitude save. Critical Success The creature takes no damage. Success The creature takes 2d8 vitality damage. Failure The creature takes 5d8 vitality damage; if the creature has the ghost trait, it becomes stupefied 1 for 1 minute. Critical Failure The creature takes 10d8 vitality damage; if the creature has the ghost trait, it becomes stupefied 2 for 1 minute.\n","skill_mod":{},"summary":"This hourglass-shaped drum has two heads, each of which produces a different sound when struck. When played together, the resonance of the two sounds …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4092","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Lacquered Waist Drum","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4092"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":100000,"legacy_id":["equipment-3172"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-4093","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Moonsilver Necklace May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 304 Price 1,000 gp Usage worn --- Those who are in tune with nature understand well the transience of life and the migration of souls. Just as the moon waxes and wanes, so too are the candles of life lit and extinguished. The ritual for creating this item requires an animal sacrifice in direct moonlight, the belief being that creatures sacrificed in this way are blessed to reincarnate into better lives. While you have this silver, crescent-shaped necklace invested, your unarmed melee Strikes are silver weapons with the properties of the ghost touch rune.\n","skill_mod":{},"summary":"Those who are in tune with nature understand well the transience of life and the migration of souls. Just as the moon waxes and wanes, so too are the …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4093","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Moonsilver Necklace","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4093"},{"primary_source_category":"Adventure Paths","usage":"worn helmet","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"illusion","price":8500,"legacy_id":["equipment-2686"],"trait":["Illusion","Invested","Magical","Rare"],"id":"equipment-4094","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Noppera-Bo Hood May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 304 Price 85 gp Usage worn helmet Bulk L --- This unpleasant-looking hood appears to be a completely smooth, round sack of skin that feels uncannily warm to the touch. When you wear this hood and invest it, it merges with your head and face, becoming imperceptible as a worn item except on close examination, which reveals a slight oily sheen to your facial features. You can cause minor shifts and changes to your features while wearing a noppera-bo hood ; this counts as having a disguise kit to Impersonate any creature that’s the same ancestry as you. Activate—Another Face Two Actions (concentrate, morph) Frequency once per day; Effect You focus on the hood’s magic, and then gain the effects of a 1st-rank illusory disguise spell, though it’s a morph effect rather than an illusion effect.\n","skill_mod":{},"summary":"This unpleasant-looking hood appears to be a completely smooth, round sack of skin that feels uncannily warm to the touch. When you wear this hood …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["School","Monster","Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4094","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Noppera-Bo Hood","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4094"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":200000,"legacy_id":["equipment-3173"],"trait":["Magical","Rare"],"id":"equipment-4095","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Restricted\" > Phoenix Fulu Holder May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 304 Price 2,000 gp --- This elegant wooden frame is decorated with numerous downy red feathers that feel almost uncomfortably hot to the touch. A phoenix fulu holder grants a sort of second “life” to any fulu placed for a time within its frame but also gives the fulu wielder a stylish and eye-catching way of displaying such a treasure. You can place any fulu into a phoenix fulu holder as an Interact action. Activate—Duplicate Fulu Single Action (manipulate) Frequency once per day; Requirements An 11th- or lower-level fulu is stored in the phoenix fulu holder ; Effect You take the fulu from the phoenix fulu holder , and an instant later, a glowing image of the fulu you removed manifests in the frame. If the previously stored fulu is consumed within the next 24 hours, the flickering image within the phoenix fulu holder becomes a solid and fully functional duplicate of that fulu. This duplicated fulu functions identically to the original fulu, but if not affixed within 24 hours of its formation, it fades away and vanishes. A duplicated fulu can’t be placed in a phoenix fulu holder to be further duplicated.\n","skill_mod":{},"summary":"This elegant wooden frame is decorated with numerous downy red feathers that feel almost uncomfortably hot to the touch. A phoenix fulu holder …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4095","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Phoenix Fulu Holder","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4095"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Staves","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":182000,"skill":["Diplomacy"],"legacy_id":["equipment-3174"],"trait":["Magical","Rare","Staff"],"id":"equipment-4096","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Restricted\" > Purgatory Emissary's Staff May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 304 Price 1,820 gp Usage held in 1 hand Bulk 1 Base Weapon Staff --- This ash wood staff is topped by a long tassel of bleachedwhite horsehair. Historically carried by the most important of court officials throughout various regions and periods of Tian Xia’s history, purgatory emissary’s staves are also strongly associated with psychopomps serving punitive sentences. It’s thought this connection is a comical nod to the bureaucratic nature of the afterlife. Psychopomps and spirits tend to regard you with a level of respect while you carry a purgatory emissary’s staff. While you wield this staff, you receive a +2 item bonus to all skill checks to adjust a psychopomp’s or spirit’s attitude. When used as a weapon, a purgatory emissary’s staff is a +2 striking ghost touch staff . Activate—Cast a Spell ; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip vitality lash 1st command , sanctuary 2nd clear mind , see the unseen 3rd holy light , ring of truth 4th dispel magic , t alking corpse 5th banishment , truespeech ","skill_mod":{},"summary":"This ash wood staff is topped by a long tassel of bleachedwhite horsehair. Historically carried by the most important of court officials throughout …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity","Equipment"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4096","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Staff"],"name":"Purgatory Emissary's Staff","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4096"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":200000,"legacy_id":["equipment-3175"],"trait":["Invested","Magical","Rare"],"id":"equipment-4097","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Restricted\" > Skyfang Crystal May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 304 Price 2,000 gp Usage worn --- A skyfang crystal appears as a softly glowing length of blue crystal shaped like a gently curved fang; it’s typically affixed to a short length of chain, allowing it to be worn as a necklace or wrapped around a forearm. The light it sheds is equal in strength to that of a candle; it can’t be extinguished but can be blocked simply by wrapping the crystal in cloth, wearing it under clothing, or keeping it in a container. The first of these magical crystals was believed to have been created by a dying dragon who’d spent her life fighting against evil spirits. She plucked a dozen of her smallest teeth from her jaw and offered them to her 12 most trusted allies so that they could continue to track down evil spirits and remain protected as they did so, even after she was gone. As long as you have a skyfang crystal invested, you gain mental resistance 10. If you’re unholy, you’re enfeebled 2 while you have a skyfang crystal invested. Activate—Seek the Unholy Two Actions (concentrate, manipulate) Frequency once per day; Effect You touch the skyfang crystal to your brow and utter the name of a specific fiend or spirit you seek. If the target is on the same plane as you, the skyfang crystal pulses stronger with light when you face in the approximate direction of the named creature, allowing you to Track that creature. The DC for this check is equal to the creature’s Will DC, and you can use Occultism, Religion, or Survival to attempt the check. As long as you’re tracking this fiend or spirit, you gain a +2 item bonus to saving throws against effects that creature generates. This effect persists until you activate the skyfang crystal again to track a different target.\n","skill_mod":{},"summary":"A skyfang crystal appears as a softly glowing length of blue crystal shaped like a gently curved fang; it’s typically affixed to a short length of …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4097","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Skyfang Crystal","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4097"},{"primary_source_category":"Adventure Paths","usage":"tattooed on the body","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Tattoos","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":6000,"skill":["Diplomacy","Intimidation"],"legacy_id":["equipment-2687"],"trait":["Invested","Magical","Rare","Tattoo"],"id":"equipment-4098","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Restricted\" > Spider Lily Tattoo May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 305 Price 60 gp Usage tattooed on the body --- The spider lily tattoo marks you as a trusted member of Granny Hu’s network. This crimson tattoo fades and becomes invisible within a day of being applied, reappearing only when you Activate it, when you gain the doomed condition, or when you die. The higher the doomed value, the more vivid the color. Additional rules for magical tattoos appear here. If your tattoo is plainly visible, you gain a +1 item bonus to Intimidation checks against all creatures that can see the tattoo, but you take a –1 item penalty to Diplomacy checks to Make an Impression on those who understand the actual meaning of the spider lily tattoo (including all of Willowshore’s citizens). Activate—Reveal Tattoo Single Action (concentrate) Requirements Your tattoo isn't currently visible; Effect You make the tattoo visible. You can use this activation again to make the tattoo not visible, unless you have the doomed condition. Activate—Dead Like You Reaction (concentrate) Frequency once per day; Trigger An undead creature detects you for the first time, and you’re aware of the undead creature; Effect The spider lily tattoo manipulates your life force to make you appear to be undead for a short time. Attempt a Deception check against the triggering undead creature’s Perception DC. On a success, the triggering undead believes you’re undead as well—a mindless undead is likely to ignore you, while a sapient undead might react with curiosity or confusion. You can continue attempting Deception checks each round as a single action to Sustain the effect for up to 1 minute.\n","skill_mod":{},"summary":"The spider lily tattoo marks you as a trusted member of Granny Hu’s network. This crimson tattoo fades and becomes invisible within a day of being …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4098","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Spider Lily Tattoo","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4098"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":67500,"skill":["Athletics"],"legacy_id":["equipment-3147"],"trait":["Magical","Unique"],"id":"equipment-4099","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Restricted\" > Injigo's Loving Embrace May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 305 Price 675 gp Usage held in 2 hands --- This net was woven by the jorogumo Injigo, who presented it as a gift to her gnome sweetheart, Mara, to keep her safe in their mountain cottage whenever Injigo left home to go on hunting expeditions. Injigo’s Loving Embrace functions as a typical net. You gain a +1 item bonus to Athletics checks to Grapple with the net. Activate—Ensnare Ghost Two Actions (concentrate, manipulate) Frequency once per day; Effect You spin the net in the direction of an incorporeal creature within 30 feet that you can see. Lines of silken force whip out to lash around the incorporeal creature, who must succeed at a DC 25 Reflex save or become immobilized until the end of your next turn. You can Sustain this activation for up to 1 minute, and the creature must succeed at a DC 25 check to Escape the net. Activate—A Night of Melancholic Dreams 10 minutes (concentrate, manipulate) Frequency once per week; Effect You wrap the net around you like a blanket as you prepare to sleep. As long as you get 8 hours of sleep or analogous rest, you dream of writing love letters to someone you adore: this could be an actual paramour, someone you’re interested in, or someone unknown whose identity you don’t recall after waking. When you wake, you’re filled with a sense of melancholia about those unsent letters, but these feelings distract you from other, more unpleasant thoughts, granting you mental resistance 5 and a +1 item bonus to saving throws against mental effects for the next 8 hours.\n","skill_mod":{},"summary":"This net was woven by the jorogumo Injigo, who presented it as a gift to her gnome sweetheart, Mara, to keep her safe in their mountain cottage …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4099","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Injigo's Loving Embrace","bulk":0,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-4099"},{"primary_source_category":"Adventure Paths","usage":"worn shoes","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":70000,"skill":["Athletics","Athletics"],"legacy_id":["equipment-3148"],"trait":["Invested","Magical","Unique"],"id":"equipment-4100","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Restricted\" > Kinburi's Sandals of Bounding May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 306 Price 700 gp Usage worn shoes Bulk L --- These elevated wooden sandals once belonged to a haughty kitsune named Kinburi. It was well known that her swiftness and grace were unmatched, and observers described her as seeming to glide above the earth with each step. She often challenged others to wager on her speed, but as people began to grow wise, she was forced to conceal her identity or promise to forfeit her sandals if she lost. These sandals give you a +1 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically. Activate—Light-Footed Bound Two Actions (concentrate) Frequency once per hour; Effect You loudly boast about your grace and agility, then take any combination of two High Jumps or Long Jumps. You don’t need to Stride first, and between the two jumps, you need only to come into contact with a physical object before making the second jump; this object doesn’t need to be one that can bear your weight, or even be attached to the ground—you can jump off of a floating feather or a thin branch or even off a paper wall as needed. The sandals’ item bonus increases to +2 for these jumps.\n","skill_mod":{},"summary":"These elevated wooden sandals once belonged to a haughty kitsune named Kinburi. It was well known that her swiftness and grace were unmatched, and …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4100","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Kinburi's Sandals of Bounding","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-4100"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":70000,"legacy_id":["equipment-3149"],"trait":["Grimoire","Magical","Unique"],"id":"equipment-4101","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Restricted\" > Juubun's One Thousand Poems May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 306 Price 700 gp Bulk L --- This well-worn manuscript is side stitched with fading lilac-colored thread. It’s filled with poems written long ago by a philosopher named Seiji Juubun, containing a lifetime of wisdom and presenting information and advice on a tremendous breadth of topics. Additional rules for grimoires appear here. Activate—Poetic Spellcasting Single Action (concentrate, emotion, mental, spellshape) Frequency once per day; Effect If your next action is to Cast a Spell that has the linguistic trait and that targets 1 creature, you’re overtaken by Juubun’s spirit, and the spoken elements of your spell become impressively poetic. If the target is an ally, your words inspire them and they gain 10 temporary Hit Points that last for 1 minute. If the targeted creature is an enemy and the spell requires a saving throw, and if the enemy fails its saving throw, they become sickened 1 as a result of despair and sadness.\n","skill_mod":{},"summary":"This well-worn manuscript is side stitched with fading lilac-colored thread. It’s filled with poems written long ago by a philosopher named Seiji …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4101","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Juubun's One Thousand Poems","bulk":0.1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-4101"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":70000,"legacy_id":["equipment-3150"],"trait":["Magical","Unique"],"id":"equipment-4102","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Restricted\" > Vashu's Ninth Life May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 306 Price 700 gp Usage held in 1 hand Bulk 1 Base Weapon Katana --- This +1 striking ghost touch katana is made from a whisker stolen from the king of cats over 300 years ago by a catfolk rogue named Vashu Vigaru. He sought the magic of the whisker to preternaturally extend his life, and some believe he still lives, having successfully divested himself of the sword to escape the king’s wrath in the end. Activate—Whisker's Sense Free Action (concentrate) Frequency once per hour; Trigger Your turn ends; Effect You extend your senses through the blade, allowing you to react to nearby movement. Vashu’s Ninth Life gains the parry trait and raises itself into parrying position, granting you a +1 circumstance bonus to AC until the start of your next turn. Activate—Full of Life Reaction (concentrate) Frequency once per day; Trigger You slay a living creature with Vashu’s Ninth Life ; Effect A portion of the slain creature’s life force travels through the blade and into your soul, bolstering your own life. You gain the benefits of the Diehard feat for 1 minute. This causes you to die from the dying condition at dying 5 rather than dying 4.\n","skill_mod":{},"summary":"This +1 striking ghost touch katana is made from a whisker stolen from the king of cats over 300 years ago by a catfolk rogue named …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity"],"level":9,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4102","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Katana"],"name":"Vashu's Ninth Life","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"unique","slug":"equipment-4102"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":36000,"legacy_id":["equipment-3132"],"trait":["Magical","Rare"],"id":"equipment-4103","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Restricted\" > Branch of the Great Sugi May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 307 Price 360 gp Usage held in 1 hand Bulk 1 Base Weapon Whip --- This large tree branch is alive, despite having been harvested from the sugi tree it once belonged to. This long, flexible, and limber branch is a +1 striking whip . When used to Strike, the branch snaps with the sound of a cracking whip but fills the air surrounding the point of impact with the pleasant scent of freshly cut cedar and a sprinkling of fallen leaves on the ground. Activate—A Multitude of Branches Three Actions (concentrate, manipulate) Frequency once per day; Effect You place the branch of the great sugi on the corpse of an unholy creature, then cause the branch to suddenly grow into a sugi tree, up to 25 feet tall with a 2-foot-wide trunk. As it grows, it emits a pulse of soothing energy, restoring 3d8+8 Hit Points to all creatures in a 10-foot burst. A character can Climb the tree with a successful DC 10 Athletics check, and its branches effortlessly support the weight of any Medium or smaller creature. The sugi tree reverts to its whip form after 1 hour unless you transform it back before then. Activate—A Single Branch Single Action (manipulate) Effect You transform the branch of the great sugi from its tree form back into its whip form.\n","skill_mod":{},"summary":"This large tree branch is alive, despite having been harvested from the sugi tree it once belonged to. This long, flexible, and limber branch is a …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4103","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Whip"],"name":"Branch of the Great Sugi","bulk":1,"category":"equipment","pfs":"Restricted","rarity":"rare","slug":"equipment-4103"},{"primary_source_category":"Adventure Paths","usage":"worn belt or scarf","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":36000,"legacy_id":["equipment-3133"],"trait":["Invested","Magical","Rare"],"id":"equipment-4104","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Ghost Scarf May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 307 Price 360 gp Usage worn belt or scarf --- This 6-foot-long scarf shimmers with the silvery light of the River of Souls while worn, providing illumination equivalent to that of a candle. You can deactivate or activate this radiance as an Interact action. The dangling lengths of a ghost scarf softly billow in the presence of haunts, granting the wearer a +1 item bonus to all Perception checks and Perception DCs to resolve discovering a haunt or rolling initiative when a haunt triggers. Activate—Ghost Slayer's Caress Single Action (concentrate) Frequency once per day; Effect The scarf extends silvery threads that wrap around a weapon you carry, granting the effects of a ghost touch property rune to that weapon for 5 minutes. If the weapon already bears a ghost touch rune, you instead gain a +1 item bonus to Fortitude saves against effects from incorporeal undead for 5 minutes.\n","skill_mod":{},"summary":"This 6-foot-long scarf shimmers with the silvery light of the River of Souls while worn, providing illumination equivalent to that of a candle. You …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4104","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Ghost Scarf","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4104"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":36000,"skill":["Diplomacy"],"legacy_id":["equipment-3134"],"trait":["Invested","Magical","Rare"],"id":"equipment-4105","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Hairpin of Blooming Flowers May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 307 Price 360 gp Usage worn --- The flower that adorns this hairpin is a blooming lotus flower that varies in color; it regrows in a day after the item is activated. Whether or not the hairpin’s flower is in bloom, as long as you wear it and it’s invested, it grants a +1 item bonus to Diplomacy checks. Activate—Scatter Petals Two Actions (concentrate, manipulate) Frequency once per day; Effect You pluck the flower from the hairpin and scatter the petals, creating a flurry of color in a 10-foot burst centered on you. You become concealed for 1 minute or until you move from your current location. Any creature within the 10-foot burst when you Activate the Item must succeed at a DC 23 Reflex save or become dazzled until the end of its next turn (or blinded until the end of its next turn on a critical failure). The flower blooms again the next day.\n","skill_mod":{},"summary":"The flower that adorns this hairpin is a blooming lotus flower that varies in color; it regrows in a day after the item is activated. Whether or not …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4105","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Hairpin of Blooming Flowers","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4105"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":36000,"legacy_id":["equipment-3135"],"trait":["Invested","Magical","Rare"],"id":"equipment-4106","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Red Thread Knot May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 307 Price 360 gp Usage worn --- This small length of red thread is knotted six times, with a loop at each end so it can either be worn as a bracelet or anklet, or hung from a strap. Activate—Untie Fate Reaction (concentrate, fortune) Frequency once per day; Trigger You critically fail a save; Effect The knot unties one of its six knots, altering your fate in the process. Treat your saving throw as if you failed the check rather than critically failed the check. Once the sixth knot unties, it becomes a non-magical red thread.\n","skill_mod":{},"summary":"This small length of red thread is knotted six times, with a loop at each end so it can either be worn as a bracelet or anklet, or hung from a strap. ","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4106","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Red Thread Knot","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4106"},{"primary_source_category":"Adventure Paths","usage":"worn headwear","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":36000,"skill":["Stealth"],"legacy_id":["equipment-3136"],"trait":["Invested","Magical","Rare"],"id":"equipment-4107","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Resolute Mind Wrap May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 307 Price 360 gp Usage worn headwear --- The followers of the Tan Sugi monastery understood the value of protecting the mind from the intrusion of violence and anger and infused this strip of striped green and brown cloth with their beliefs. Wrapped around the head, the stripes almost evoke the patterns of sugi branches coiled around the wearer’s skull. The resolute mind wrap grants you mental resistance 5. Activate—Shield Thoughts Reaction (concentrate) Frequency once per day; Trigger You attempt a Will saving throw against a mental effect; Effect The resolute mind wrap clings more tightly to your head, granting you a +1 item bonus to your Will saving throw. If you succeed at this saving throw, the resistance to mental damage granted by the resolute mind wrap increases to 10 for 1 minute.\n","skill_mod":{},"summary":"The followers of the Tan Sugi monastery understood the value of protecting the mind from the intrusion of violence and anger and infused this strip …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4107","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Resolute Mind Wrap","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4107"},{"primary_source_category":"Adventure Paths","usage":"worn boots","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":36000,"legacy_id":["equipment-3137"],"trait":["Invested","Magical","Rare"],"id":"equipment-4108","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Root Boots May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 308 Price 360 gp Usage worn boots Bulk L --- The soles of these plain leather boots look like coils of flattened roots. The boots allow for full-foot flexibility despite their sturdy make and smell faintly of evergreen trees. While worn and invested, your footsteps sound like rustling leaves, granting you a +1 item bonus to Stealth checks in a forest or wooded area. Activate—Root Walk Single Action (concentrate) Frequency once per day; Effect The small roots extending from the soles of these boots allow you to move freely and easily across wood. For 10 minutes, you gain a 20-foot climb Speed on trees and other wooden surfaces, and you don't need to use your hands to climb. Activate—Take Root Reaction (concentrate) Frequency once per day; Trigger You’re standing on earth, and something attempts to move you against your will; Effect The roots extend from your boots to grip the ground, granting you a +4 item bonus to your Fortitude DC against effects that attempt to move you, such as Shove or Pull.\n","skill_mod":{},"summary":"The soles of these plain leather boots look like coils of flattened roots. The boots allow for full-foot flexibility despite their sturdy make and …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4108","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Root Boots","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4108"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","price":36000,"legacy_id":["equipment-3138"],"trait":["Magical","Rare"],"id":"equipment-4109","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Spirit Fan May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 308 Price 360 gp Usage held in 1 hand Bulk L Base Weapon Fighting Fan --- This elegant black, gold-tipped +1 striking fighting fan is adorned with images of three golden leaves and a red rope tassel. If a creature is reduced to 0 Hit Points by a spirit fan, the golden leaves on the fan light up, providing illumination equal to that of a torch for 1 minute. Activate—Release Life Energy Two Actions (concentrate, manipulate, vitality) Frequency once per hour; Requirements The spirit fan’s leaves are illuminated; Effect You sweep the spirit fan in the direction of a single target you can see within 30 feet, releasing the life energy in the form of a streak of golden light. The spirit fan goes dark. If the target is a living creature, the energy restores 3d8+8 Hit Points. If the target is undead, it takes 2d8+8 vitality damage (DC 23 basic Fortitude save).\n","skill_mod":{},"summary":"This elegant black, gold-tipped +1 striking fighting fan is adorned with images of three golden leaves and a red rope tassel. If a creature is …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4109","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","base_item":["Fighting Fan"],"name":"Spirit Fan","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4109"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Season of Ghosts (Hardcover)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","school":"illusion","price":25000,"legacy_id":["equipment-3151"],"trait":["Consumable","Illusion","Magical","Rare"],"id":"equipment-4110","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Gossamer Sash May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 342 Price 250 gp Usage held in 1 hand Bulk L Activate 1 hour (concentrate, manipulate, move) --- This lightweight sash of spidersilk measures 20 feet long when fully unfurled. White at one end and shading to violet at the other, occult markings in silver thread are stitched along the sash’s length. When a gossamer sash is held by up to 4 people and they spend 1 hour walking along any road in Shenmen between midnight and sunrise, they step into an immersive mindscape that appears to be a lonely mountainside road inhabited by path maidens who are (at least initially) favorably disposed toward answering questions the travelers might have. Once the path maidens have answered their questions or are slain (whichever comes first), the mindscape ends, and those who traveled it are returned to the point on the road where they first activated the gossamer sash .\n","skill_mod":{},"summary":"This lightweight sash of spidersilk measures 20 feet long when fully unfurled. White at one end and shading to violet at the other, occult markings …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4110","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Gossamer Sash","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4110"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":15500,"legacy_id":["equipment-1612"],"trait":["Alchemical","Consumable","Elixir","Rare"],"id":"equipment-4111","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Baleblood Draft Source Dark Archives (Remastered) pg. 62 Price 155 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This vial of murky, acrid-smelling liquid is derived from a blend of strange blood, typically coming from aberrations and cryptids. It has no special properties when used alone, but if you drink one shortly before drinking an alchemical elixir, you enhance the elixir's duration. Many tales of mysterious cryptids are actually based on encounters with people suffering the aftereffects of such concoctions. After drinking a baleblood draft, the next elixir you drink within 1 minute that has a duration of at least 1 minute and at most 1 hour has its duration extended by 50% (so a lesser cheetah's elixir lasts for a minute and a half instead of 1 minute). However, after pairing baleblood draft with another elixir, you suffer an eerie side effect for 1 week. This side effect never causes serious harm, although it might be inconvenient and is always ominous in appearance. All elixirs made in the same batch cause the same side effect. Drinking another draft with the same side effect extends the side effect's duration by another week, and drinking one with a different side effect causes you to suffer both effects simultaneously.\n","skill_mod":{},"summary":"This vial of murky, acrid-smelling liquid is derived from a blend of strange blood, typically coming from aberrations and cryptids. It has no special …","primary_source":"Dark Archives (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Elixirs","resistance":{},"url":"/Equipment.aspx?ID=4111","name":"Baleblood Draft","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-4111"},{"primary_source_category":"Rulebooks","usage":"worn collar","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":12500,"legacy_id":["equipment-1613"],"trait":["Companion","Invested","Primal"],"id":"equipment-4112","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Chaos Collar Source Dark Archives (Remastered) pg. 62 Price 125 gp Usage worn collar Bulk L --- This unobtrusive collar is made to hide beneath an animal's fur or blend in against scaled skin. It's most often used by unscrupulous trophy hunters hoping to make a name for themselves by defeating threats they artificially created, using hapless animals as pawns. A chaos collar fuses to its animal bearer the first time it's clasped around the creature's neck. Three nights per month, it transforms the animal into the form of a terrifying monster. The appearance is the same size as the original animal and doesn't change the animal's statistics, but it's always something new, horrifying, and unique to that particular chaos collar. The transformation lasts from dusk until dawn, and it occurs with complete randomness throughout the month. An animal slain while wearing a chaos collar remains in the form it had at the time of its death. Once its bearer dies, the collar transforms into a scrap of dirty string and falls off, where the unscrupulous hunter can collect and use it again.\n","skill_mod":{},"summary":"This unobtrusive collar is made to hide beneath an animal's fur or blend in against scaled skin. It's most often used by unscrupulous trophy hunters …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Tradition","Monster"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Companion Items","resistance":{},"url":"/Equipment.aspx?ID=4112","name":"Chaos Collar","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-4112"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1500,"legacy_id":["equipment-1614"],"trait":["Consumable","Magical"],"id":"equipment-4113","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Chimera Thread Source Dark Archives (Remastered) pg. 62 Price 15 gp Activate 10 minutes (manipulate) --- This multicolored skein is twisted together from strands of many different materials. When used to stitch together pieces from the carcasses of two or more animals, it fuses them into a single intact carcass of an outlandish-looking monster with characteristics of the component species. The thread disappears, leaving no obvious seams and smoothing the transition between the parts of the creatures.\n","skill_mod":{},"summary":"This multicolored skein is twisted together from strands of many different materials. When used to stitch together pieces from the carcasses of two …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4113","name":"Chimera Thread","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4113"},{"primary_source_category":"Rulebooks","usage":"worn cloak","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"price":185000,"legacy_id":["equipment-1615"],"trait":["Invested","Primal"],"id":"equipment-4114","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Cloak of the False Foe Source Dark Archives (Remastered) pg. 62 Price 1,850 gp Usage worn cloak Bulk L --- Images of strange animals and distorted figures are woven into this coarse, fur-lined cloak. Activate—Cryptid Shape Single Action (manipulate, polymorph, primal) Frequency once per day; Effect The cloak rises to envelop your head and body, reshaping your appearance into that of a locally feared cryptid. If there is no such figure in local lore, the cloak of the false foe instead alters your appearance into a form imagined by the crafter of the cloak. One choice that occurs with disturbing frequency is a gaunt figure with triple-jointed fingers; an eyeless, hairless head with a lamprey mouth in the center of its face; and stubby tentacles waving down its neck. The transformation also grants the effects of either a 3rd-rank humanoid form spell that lasts for 1 hour if you turn into a Medium cryptid, or a 5th-rank humanoid form spell that lasts for 10 minutes if Kit you turn into a Large cryptid. While you're in cryptid form, any wounds left by your spells and Strikes appear to be the result of the cryptid's unarmed attacks and special abilities to a casual inspection. This doesn't alter the actual damage type inflicted or the effects of such attack. Someone closely studying the wounds can, with a successful DC 30 Medicine check, realize that magic has altered the appearance of the injuries.\n","skill_mod":{},"summary":"Images of strange animals and distorted figures are woven into this coarse, fur-lined cloak. ","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Tradition","Monster"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4114","name":"Cloak of the False Foe","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4114"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":5000,"skill":["Survival"],"legacy_id":["equipment-1616"],"trait":["Uncommon"],"id":"equipment-4115","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Hoax-Hunter's Kit Source Dark Archives (Remastered) pg. 63 Price 50 gp Usage held in 2 hands Bulk 1 --- This wooden box unfolds into a stack of hinged trays holding calipers, magnifying lenses, acids and reagents, comparison sketches of species commonly mistaken for one another, and glass slides for specimen testing. When you use this kit to study accounts of a creature or what it left behind (such as spoor, tracks, or fur samples), you gain a +1 item bonus to Recall Knowledge about the creature or to Track the creature. In addition, if you fail to Recall Knowledge about the creature (but don't critically fail), you're able to eliminate at least one possibility of a common type of animal. For instance, you might be able to verify the creature isn't an ankhrav, even if you get no further information.\n","skill_mod":{},"summary":"This wooden box unfolds into a stack of hinged trays holding calipers, magnifying lenses, acids and reagents, comparison sketches of species commonly …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4115","name":"Hoax-Hunter's Kit","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4115"},{"skill_mod":{},"summary":"This beloved tavern mascot is a shabby old stuffed beast mounted on an immense slab of ironwood. The beast is roughly the size and shape of a …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Other","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4116","weakness":{},"price":200000,"name":"Old Tillimaquin","legacy_id":["equipment-1617"],"trait":["Magical","Unique"],"id":"equipment-4116","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Old Tillimaquin Source Dark Archives (Remastered) pg. 63 Price 2,000 gp Bulk 3 --- This beloved tavern mascot is a shabby old stuffed beast mounted on an immense slab of ironwood. The beast is roughly the size and shape of a wolverine but with a broader snout, blue stripes along its upper legs and bristled back, and a club of spiked bone at the end of its long tail. No one can recall where Old Tillimaquin originally came from, how the taxidermic beast came to stand in its tavern, or even whether it's a genuine article. The tradition of rubbing its bronzed claws for good luck has been observed for so long that the front claws are worn to stubs. Local belief holds that as long as Old Tillimaquin stands, neither fire nor flood will claim its town. Activate—Luck of the Mascot Single Action (fortune, manipulate, occult) Frequency once per month; Effect You rub Old Tillimaquin's bronzed claws for good luck before setting out on a task that might benefit the town. You can reroll a single failed saving throw within the next 24 hours, but you must take the second result, even if it's worse than your original result. Each person who rubs the claws can benefit only once per month, but there's no limit to how many people can draw on Old Tillimaquin's luck.\n","bulk":3,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-4116"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2200,"legacy_id":["equipment-1618"],"trait":["Consumable","Magical"],"id":"equipment-4117","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Sampling Ammunition Source Dark Archives (Remastered) pg. 63 Price 22 gp Ammunition arrow, bolt --- The head of this arrow or bolt is a pointed glass cylinder with a hollow core. Upon hitting a corporeal creature, sampling ammunition captures a small portion of the target's skin, blood, and flesh. The sample falls to the ground below wherever the creature was hit. This sample is sealed and magically preserved inside its chamber, although it deteriorates normally once the cylinder is opened. Sampling ammunition can't collect samples from creatures made entirely of metal, stone, or other hard substances.\n","ammunition":"arrow, bolt","skill_mod":{},"summary":"The head of this arrow or bolt is a pointed glass cylinder with a hollow core. Upon hitting a corporeal creature, sampling ammunition captures a …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4117","name":"Sampling Ammunition","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4117"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":5200,"legacy_id":["equipment-1619"],"trait":["Catalyst","Consumable","Magical","Rare"],"id":"equipment-4118","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Swirling Sand Source Dark Archives (Remastered) pg. 72 Price 52 gp Usage held in 1 hand Bulk L Activate Cast a Spell --- Swirling sand carries a faint trace of strange compulsions from the helical sand spire near Beachcomber. Adding this catalyst to a suggestion spell implants a strange compulsion in one target of the spell. The target creature must spin counterclockwise at the end of its turn if it didn't take a move action that turn. This spin is a free action that has the move trait. This effect lasts for 3 rounds on a success, failure, or critical failure against suggestion (even if the target completes its suggestion in fewer rounds); a target that critically succeeds against suggestion is unaffected by the swirling sand .\n","skill_mod":{},"summary":" Swirling sand carries a faint trace of strange compulsions from the helical sand spire near Beachcomber. Adding this catalyst to a suggestion …","primary_source":"Dark Archives (Remastered)","spell":["Suggestion"],"trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Spell Catalysts","resistance":{},"url":"/Equipment.aspx?ID=4118","name":"Swirling Sand","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4118"},{"access":"Member of the Bellflower Network","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":50,"legacy_id":["equipment-1620"],"trait":["Uncommon"],"id":"equipment-4119","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > False-Bottomed Mug Source Dark Archives (Remastered) pg. 82 Price 5 sp Usage held in 1 hand Bulk L Access Member of the Bellflower Network --- This mug looks like any other; however, the bottom part unscrews to reveal a velvet- lined chamber. These are primarily used by members of the Bellflower Network to sneak messages and small objects to other possible members. The Perception DC to discover the false bottom is 15 if someone specifically examines the mug.\n","skill_mod":{},"summary":"This mug looks like any other; however, the bottom part unscrews to reveal a velvet- lined chamber. These are primarily used by members of the …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4119","name":"False-Bottomed Mug","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4119"},{"access":"Member of a secret society","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"duration":3600,"weakness":{},"saving_throw":"DC 18 Fortitude","price":1000,"legacy_id":["equipment-1621"],"trait":["Alchemical","Consumable","Ingested","Poison","Uncommon"],"id":"equipment-4120","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Forgetful Drops Source Dark Archives (Remastered) pg. 82 Price 10 gp Usage held in 1 hand Bulk 1 Access Member of a secret society Activate Single Action (manipulate) --- These innocuous, colorless drops can be poured directly into a victim's mouth, or slipped into their food or drink. They initially haze a victim's mind slightly, making them easier to fool; in later stages, they can lead to the victim entering a murderous confused state. Secret societies use these drops to befuddle a target or to frame them for violence. Saving Throw DC 18 Fortitude; Onset 5 minutes; Maximum Duration 1 hour; Stage 1 stupefied 1 (10 minutes); Stage 2 stupefied 1 and clumsy 1 (20 minutes); Stage 3 stupefied 1, clumsy 1, and confused (30 minutes)\n","skill_mod":{},"summary":"These innocuous, colorless drops can be poured directly into a victim's mouth, or slipped into their food or drink. They initially haze a victim's …","primary_source":"Dark Archives (Remastered)","trait_group":["Monster","Equipment","Weapon","Poison","Affliction","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Poisons","onset":300,"resistance":{},"url":"/Equipment.aspx?ID=4120","stage":[" stupefied 1 (10 minutes)","stupefied 1 and clumsy 1 (20 minutes)","stupefied 1, clumsy 1, and confused (30 minutes)"],"name":"Forgetful Drops","actions_number":2,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4120"},{"access":"Member of the Esoteric Order of the Palatine Eye","primary_source_category":"Rulebooks","usage":"worn","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":1000,"legacy_id":["equipment-1622"],"trait":["Uncommon"],"id":"equipment-4121","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Glittering Scarab Source Dark Archives (Remastered) pg. 82 Price 10 gp Usage worn Access Member of the Esoteric Order of the Palatine Eye --- This pin is a valuable copy of a popular pin sold in markets throughout Osirion. The original pin is a solid piece, often purchased by tourists. The glittering scarab, though, can be squeezed gently, causing the wings to part and reveal an eye painted underneath them. This pin is used to gain entrance to most meetings of the Esoteric Order of the Palatine Eye. Someone who specifically examines the scarab can find the hidden eye with a successful DC 20 Perception check, though if they know about glittering scarabs, they can simply squeeze it to check for the eye.\n","skill_mod":{},"summary":"This pin is a valuable copy of a popular pin sold in markets throughout Osirion. The original pin is a solid piece, often purchased by tourists. The …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4121","name":"Glittering Scarab","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4121"},{"access":"Member of a secret society","primary_source_category":"Rulebooks","usage":"worn","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":500,"legacy_id":["equipment-1623"],"trait":["Uncommon"],"id":"equipment-4122","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Membership Cords Source Dark Archives (Remastered) pg. 82 Price 5 gp Usage worn Bulk L Access Member of a secret society --- These braided wool cords are threaded with reflective metal threads in patterns specified by the purchaser. No two society's patterns are the same, and purchasers tend to return to the same weaver each time to ensure new cords match previous ones. In a room lit only by dim candlelight, the reflective metal threads shimmer in a specific pattern. Many societies use these cords to prevent outsiders from infiltrating secret meetings and often have someone at the meeting area's entrance checking cords before allowing entry.\n","skill_mod":{},"summary":"These braided wool cords are threaded with reflective metal threads in patterns specified by the purchaser. No two society's patterns are the same, …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4122","name":"Membership Cords","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4122"},{"access":"Member of a secret society","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":500,"legacy_id":["equipment-1624"],"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-4123","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Moonlit Ink Source Dark Archives (Remastered) pg. 82 Price 5 gp Usage held in 1 hand Access Member of a secret society Activate Single Action (manipulate) --- This alchemical ink is applied to a stamping device, typically a wooden seal or chop commissioned by the secret society and costing 1 sp. When the seal is pressed to paper, the ink briefly shows up before fading into invisibility. The stamp can be revealed by exposing the stamped item to direct moonlight for 1 minute. A character checking a good or document marked by a moonlit ink stamp must succeed at a DC 25 Perception check to spot the stamp without exposure to moonlight. In addition to its use by secret societies for their secret books, papers, and messages, some smugglers use moonlit ink to mark their goods.\n","skill_mod":{},"summary":"This alchemical ink is applied to a stamping device, typically a wooden seal or chop commissioned by the secret society and costing 1 sp. When the …","primary_source":"Dark Archives (Remastered)","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4123","name":"Moonlit Ink","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4123"},{"access":"Member of a secret society","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":800,"legacy_id":["equipment-1625"],"trait":["Consumable","Illusion","Magical","Uncommon"],"id":"equipment-4124","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Parchment of Secrets Source Dark Archives (Remastered) pg. 82 Price 8 gp Usage held in 1 hand Bulk L Access Member of a secret society --- This parchment is crafted with illusion magic, allowing for the transfer of secret messages. You can fill the parchment with the usual amount of text, encoding your secret message within the innocuous message. Activate—Hide Message (manipulate) Effect You tap the letters of your secret message one at a time, causing the letters to glow momentarily before fading to their standard ink color, and a symbol of your choice appears at the corner of the page. The next time someone taps the symbol with a writing instrument, the chosen letters glow again, revealing the secret message, and then the power of the parchment is spent.\n","skill_mod":{},"summary":"This parchment is crafted with illusion magic, allowing for the transfer of secret messages. You can fill the parchment with the usual amount of …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","School","Monster","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4124","name":"Parchment of Secrets","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4124"},{"access":"Member of a secret society","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":300,"legacy_id":["equipment-1626"],"trait":["Alchemical","Consumable","Fire","Uncommon"],"id":"equipment-4125","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Self-Immolating Note Source Dark Archives (Remastered) pg. 83 Price 3 gp Usage held in 1 hand Access Member of a secret society Activate Single Action (manipulate) --- This paper is crafted with an unusual formula, causing it to catch fire and self-immolate 5 minutes after being exposed to the air. The item activates automatically when the envelope is opened, which typically takes an Interact action. Anyone holding the note when it catches fire takes 1 fire damage. Often, these notes are given as practical jokes or threats, but secret societies find them quite useful when sharing information about upcoming meetings or any other relevant news. These letters must be written in haste and require the use of their accompanying envelopes, which prevent air from interacting with the paper until the envelope's seal is broken.\n","element":["Fire"],"skill_mod":{},"summary":"This paper is crafted with an unusual formula, causing it to catch fire and self-immolate 5 minutes after being exposed to the air. The item …","primary_source":"Dark Archives (Remastered)","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4125","name":"Self-Immolating Note","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4125"},{"access":"Member of a secret society","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":1000,"legacy_id":["equipment-1627"],"trait":["Uncommon"],"id":"equipment-4126","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Sibling's Coin Source Dark Archives (Remastered) pg. 83 Price 10 gp Usage held in 1 hand Access Member of a secret society --- Contrary to widespread belief, secret handshakes are not the preferred method of confirmation between secret society members, mostly because this would be obvious in the middle of a crowded street or busy tavern. Instead, societies tend to mark each other by carrying sibling's coins. The name was originally coined by a past secret society that has since fallen into obscurity, but its ingenious coins remain. The coins are innocuous, resembling common silver coins until the owner twists the outer edge clockwise. At this point, the face of the coin rotates to reveal the symbol of the secret society of the owner. Suspected compatriots often toy with their coins as a half-recognized fidget, before trying to subtly flash the inscription to their fellow conversationalist. While it's possible to notice the coin's mechanism if you specifically check the coin (DC 20 Perception), few people individually inspect coins unless they have a reason to be suspicious of them. ","skill_mod":{},"summary":"Contrary to widespread belief, secret handshakes are not the preferred method of confirmation between secret society members, mostly because this …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4126","name":"Sibling's Coin","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4126"},{"access":"Member of a secret society","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"illusion","price":60000,"legacy_id":["equipment-1628"],"trait":["Illusion","Magical","Uncommon"],"id":"equipment-4127","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Silent Bell Source Dark Archives (Remastered) pg. 83 Price 600 gp Usage held in 1 hand Bulk L Access Member of a secret society --- This large handbell is made from cast bronze and has a wooden handle. The outside of the bell is covered in fine etchings, showing a group of varied people sitting around a table with clouds obscuring anyone in the background. The clapper is curiously absent from this bell and, when idly rung, it produces no audible sound. Activate—Ring in the Quiet Three Actions (concentrate, manipulate) Frequency once per day; Effect The silent bell creates an invisible wall surrounding a cube, 20 feet to a side, that prevents sound from passing into or from the cube for 10 minutes. The wall isn't solid and doesn't prevent anything but sound from passing through. Since the cube is invisible, creatures can still read lips and body language through the wall.\n","skill_mod":{},"summary":"This large handbell is made from cast bronze and has a wooden handle. The outside of the bell is covered in fine etchings, showing a group of varied …","primary_source":"Dark Archives (Remastered)","trait_group":["School","Monster","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4127","name":"Silent Bell","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4127"},{"access":"Member of a secret society","primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Other","speed":{},"weakness":{},"price":21000,"legacy_id":["equipment-1629"],"trait":["Magical","Uncommon"],"id":"equipment-4128","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Society Portrait Source Dark Archives (Remastered) pg. 83 Price 210 gp Bulk 1 Access Member of a secret society --- These large portraits are commonly commissioned by secret societies to display their current member ranks, and to protect against members who would break their vows to keep their secrets. Each member being painted gives their consent to be traced by the portrait, and they agree to keep their vows for as long as their membership stands or until death, whichever comes first. This consent can be transferred to a new portrait if one is needed once the society expands, without needing another confirmation. Should a member betray the secrets of their society, their image in the society portrait changes within 10 minutes, altering the image of the member by spelling out “TRAITOR” across their form. It provides no details on the specifics of the betrayal. The traitor can attempt a DC 30 Will save or Deception check at the time they betrayed a secret to avoid the portrait revealing their treachery. The traitorous scrawl can be counteracted by dispel magic targeted at the portrait (counteract DC 20, counteract rank of 3).\n","skill_mod":{},"summary":"These large portraits are commonly commissioned by secret societies to display their current member ranks, and to protect against members who would …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4128","name":"Society Portrait","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4128"},{"access":"Member of a secret society","primary_source_category":"Rulebooks","usage":"worn","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":150,"legacy_id":["equipment-1630"],"trait":["Uncommon"],"id":"equipment-4129","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Traitor's Ring Source Dark Archives (Remastered) pg. 83 Price 1 gp, 5 sp Usage worn Access Member of a secret society --- This ring has a thick band supporting a square-cut gem that can be customized to the buyer's preference. The thickness of the band allows it to be taken to any jeweler or blacksmith to be adjusted Note to different hands or fingers from the original make. There is a tiny clasp at the side of the gem that, when pressed, opens the gem, revealing a small, hinged compartment. This compartment is designed to hold one dose of poison, allowing wearers to slip the contents of the ring into the food or drink of an intended target. The compartment can be closed again by gently pressing the gem back into place. Noticing the compartment requires a DC 15 Perception check for anyone inspecting the ring.\n","skill_mod":{},"summary":"This ring has a thick band supporting a square-cut gem that can be customized to the buyer's preference. The thickness of the band allows it to be …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4129","name":"Traitor's Ring","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4129"},{"item_child_id":["equipment-4130-3753","equipment-4130-3754","equipment-4130-3755"],"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Services","speed":{},"weakness":{},"legacy_id":["equipment-1631"],"trait":["Uncommon"],"id":"equipment-4130","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Coded Signal Source Dark Archives (Remastered) pg. 84 --- Secret societies are notorious for their rituals and symbolism, and for working those symbols into their properties and belongings. The silent hunters of the Cat and Mouse Society wear cat masks and brand their lodges with the sign of the sphinx. Some of this is due to ego, some due to what might be best understood as an exercise in branding, but some is to convey messages to members. Unlike other secret messages, coded signals make no effort to direct themselves to a specific individual. Rather, the message is clearly visible, but the actual meaning is decipherable only to members of the secret society. Recognizing the Signal: If one isn't a member of the relevant society, then identifying the presence of a coded signal requires succeeding at a Society check, with a critical success also conveying the general meaning. The DC depends on how secretive and widespread the society is—the Esoteric Order of the Palatine Eye, widespread and famous, might use a simple expert DC of 20, while the paranoid Exarchate of the Infinite Clock might use a simple master DC of 30, and an even more obscure society might use the simple legendary DC of 40. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Temporary) Source Dark Archives (Remastered) pg. 84 Price 10 gp --- Temporary signal examples include newspaper advertisements or temporary illusions. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Permanent) Source Dark Archives (Remastered) pg. 84 Price 100 gp --- Permanent signal examples include graffiti on a wall or small carvings in building stones. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Monument) Source Dark Archives (Remastered) pg. 84 Price 1,000 gp --- Monument signal examples include occult symbolism on a civic landmark or in a seal of an organization.","skill_mod":{},"summary":"Secret societies are notorious for their rituals and symbolism, and for working those symbols into their properties and belongings. The silent …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=4130","name":"Coded Signal","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4130"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-4130","weakness":{},"price":1000,"legacy_id":["equipment-1631"],"trait":["Uncommon"],"id":"equipment-4130-3753","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Coded Signal Source Dark Archives (Remastered) pg. 84 --- Secret societies are notorious for their rituals and symbolism, and for working those symbols into their properties and belongings. The silent hunters of the Cat and Mouse Society wear cat masks and brand their lodges with the sign of the sphinx. Some of this is due to ego, some due to what might be best understood as an exercise in branding, but some is to convey messages to members. Unlike other secret messages, coded signals make no effort to direct themselves to a specific individual. Rather, the message is clearly visible, but the actual meaning is decipherable only to members of the secret society. Recognizing the Signal: If one isn't a member of the relevant society, then identifying the presence of a coded signal requires succeeding at a Society check, with a critical success also conveying the general meaning. The DC depends on how secretive and widespread the society is—the Esoteric Order of the Palatine Eye, widespread and famous, might use a simple expert DC of 20, while the paranoid Exarchate of the Infinite Clock might use a simple master DC of 30, and an even more obscure society might use the simple legendary DC of 40. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Temporary) Source Dark Archives (Remastered) pg. 84 Price 10 gp --- Temporary signal examples include newspaper advertisements or temporary illusions. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Permanent) Source Dark Archives (Remastered) pg. 84 Price 100 gp --- Permanent signal examples include graffiti on a wall or small carvings in building stones. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Monument) Source Dark Archives (Remastered) pg. 84 Price 1,000 gp --- Monument signal examples include occult symbolism on a civic landmark or in a seal of an organization.","skill_mod":{},"summary":"Temporary signal examples include newspaper advertisements or temporary illusions.","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=4130","name":"Coded Signal (Temporary)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4130-3753"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-4130","weakness":{},"price":10000,"legacy_id":["equipment-1631"],"trait":["Uncommon"],"id":"equipment-4130-3754","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Coded Signal Source Dark Archives (Remastered) pg. 84 --- Secret societies are notorious for their rituals and symbolism, and for working those symbols into their properties and belongings. The silent hunters of the Cat and Mouse Society wear cat masks and brand their lodges with the sign of the sphinx. Some of this is due to ego, some due to what might be best understood as an exercise in branding, but some is to convey messages to members. Unlike other secret messages, coded signals make no effort to direct themselves to a specific individual. Rather, the message is clearly visible, but the actual meaning is decipherable only to members of the secret society. Recognizing the Signal: If one isn't a member of the relevant society, then identifying the presence of a coded signal requires succeeding at a Society check, with a critical success also conveying the general meaning. The DC depends on how secretive and widespread the society is—the Esoteric Order of the Palatine Eye, widespread and famous, might use a simple expert DC of 20, while the paranoid Exarchate of the Infinite Clock might use a simple master DC of 30, and an even more obscure society might use the simple legendary DC of 40. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Temporary) Source Dark Archives (Remastered) pg. 84 Price 10 gp --- Temporary signal examples include newspaper advertisements or temporary illusions. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Permanent) Source Dark Archives (Remastered) pg. 84 Price 100 gp --- Permanent signal examples include graffiti on a wall or small carvings in building stones. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Monument) Source Dark Archives (Remastered) pg. 84 Price 1,000 gp --- Monument signal examples include occult symbolism on a civic landmark or in a seal of an organization.","skill_mod":{},"summary":"Permanent signal examples include graffiti on a wall or small carvings in building stones.","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=4130","name":"Coded Signal (Permanent)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4130-3754"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-4130","weakness":{},"price":100000,"legacy_id":["equipment-1631"],"trait":["Uncommon"],"id":"equipment-4130-3755","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Coded Signal Source Dark Archives (Remastered) pg. 84 --- Secret societies are notorious for their rituals and symbolism, and for working those symbols into their properties and belongings. The silent hunters of the Cat and Mouse Society wear cat masks and brand their lodges with the sign of the sphinx. Some of this is due to ego, some due to what might be best understood as an exercise in branding, but some is to convey messages to members. Unlike other secret messages, coded signals make no effort to direct themselves to a specific individual. Rather, the message is clearly visible, but the actual meaning is decipherable only to members of the secret society. Recognizing the Signal: If one isn't a member of the relevant society, then identifying the presence of a coded signal requires succeeding at a Society check, with a critical success also conveying the general meaning. The DC depends on how secretive and widespread the society is—the Esoteric Order of the Palatine Eye, widespread and famous, might use a simple expert DC of 20, while the paranoid Exarchate of the Infinite Clock might use a simple master DC of 30, and an even more obscure society might use the simple legendary DC of 40. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Temporary) Source Dark Archives (Remastered) pg. 84 Price 10 gp --- Temporary signal examples include newspaper advertisements or temporary illusions. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Permanent) Source Dark Archives (Remastered) pg. 84 Price 100 gp --- Permanent signal examples include graffiti on a wall or small carvings in building stones. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Coded Signal (Monument) Source Dark Archives (Remastered) pg. 84 Price 1,000 gp --- Monument signal examples include occult symbolism on a civic landmark or in a seal of an organization.","skill_mod":{},"summary":"Monument signal examples include occult symbolism on a civic landmark or in a seal of an organization.","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=4130","name":"Coded Signal (Monument)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4130-3755"},{"item_child_id":["equipment-4131-3756","equipment-4131-3757","equipment-4131-3758"],"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Services","speed":{},"weakness":{},"legacy_id":["equipment-1632"],"trait":["Uncommon"],"id":"equipment-4131","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Counterfeit Item Source Dark Archives (Remastered) pg. 84 --- Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police attention or dealing with the occasional mystic curse, most members would say it's separating counterfeit goods from real ones. Almost anything can be counterfeited, and counterfeiting is a major criminal enterprise with its own tricks, techniques, and intricacies. Some counterfeiters specialize in the production of adulterated coinage, while others produce beautiful legal documents with forged signatures and stolen stamps. Another class of forger produces artwork in the style of some great master, while ancient relics can be churned out by the dozen in subterranean workshops. You can hire a counterfeiter to create low-grade, medium-grade, or high-grade counterfeit goods. In all cases, the goods can still act as mundane examples of their type (a counterfeit copy of the queen's longsword is still a longsword), and if the original is enchanted, then the counterfeiter attempts to fake the appropriate magical auras. Counterfeit goods don't have any other magical powers, though—a counterfeit scroll can't be used to Cast a Spell, for example. A counterfeit good can't be cheaper than the base item. For example, the sword couldn't be cheaper than a longsword, nor the scroll cheaper than a piece of parchment. An item sold to a store goes through a rigorous vetting process that is extremely likely to detect a counterfeit, so a secret society member can't simply create counterfeits and then sell them at a profit. Counterfeits excel in situations where the item's hand-off is illicit or the item doesn't need to pass intense scrutiny from an appraiser. Detecting Counterfeits: Determining something is counterfeit requires inspecting the item and succeeding at a relevant skill check against the counterfeit's DC. Typically, this is Crafting, but one might use Religion to detect a fake reliquary or Medicine to realize a potion is mere snake oil. Low-grade counterfeits typically have a very easy DC of the item's level, medium-grade counterfeits typically have a standard DC of the item's level, and high-grade counterfeits typically have a hard DC of the item's level. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (Low-Grade) Source Dark Archives (Remastered) pg. 84 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (Medium-Grade) Source Dark Archives (Remastered) pg. 84 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (High-Grade) Source Dark Archives (Remastered) pg. 84\n","skill_mod":{},"summary":"Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=4131","name":"Counterfeit Item","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4131"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-4131","weakness":{},"legacy_id":["equipment-1632"],"trait":["Uncommon"],"id":"equipment-4131-3756","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Counterfeit Item Source Dark Archives (Remastered) pg. 84 --- Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police attention or dealing with the occasional mystic curse, most members would say it's separating counterfeit goods from real ones. Almost anything can be counterfeited, and counterfeiting is a major criminal enterprise with its own tricks, techniques, and intricacies. Some counterfeiters specialize in the production of adulterated coinage, while others produce beautiful legal documents with forged signatures and stolen stamps. Another class of forger produces artwork in the style of some great master, while ancient relics can be churned out by the dozen in subterranean workshops. You can hire a counterfeiter to create low-grade, medium-grade, or high-grade counterfeit goods. In all cases, the goods can still act as mundane examples of their type (a counterfeit copy of the queen's longsword is still a longsword), and if the original is enchanted, then the counterfeiter attempts to fake the appropriate magical auras. Counterfeit goods don't have any other magical powers, though—a counterfeit scroll can't be used to Cast a Spell, for example. A counterfeit good can't be cheaper than the base item. For example, the sword couldn't be cheaper than a longsword, nor the scroll cheaper than a piece of parchment. An item sold to a store goes through a rigorous vetting process that is extremely likely to detect a counterfeit, so a secret society member can't simply create counterfeits and then sell them at a profit. Counterfeits excel in situations where the item's hand-off is illicit or the item doesn't need to pass intense scrutiny from an appraiser. Detecting Counterfeits: Determining something is counterfeit requires inspecting the item and succeeding at a relevant skill check against the counterfeit's DC. Typically, this is Crafting, but one might use Religion to detect a fake reliquary or Medicine to realize a potion is mere snake oil. Low-grade counterfeits typically have a very easy DC of the item's level, medium-grade counterfeits typically have a standard DC of the item's level, and high-grade counterfeits typically have a hard DC of the item's level. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (Low-Grade) Source Dark Archives (Remastered) pg. 84 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (Medium-Grade) Source Dark Archives (Remastered) pg. 84 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (High-Grade) Source Dark Archives (Remastered) pg. 84\n","skill_mod":{},"summary":"Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=4131","name":"Counterfeit Item (Low-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4131-3756"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-4131","weakness":{},"legacy_id":["equipment-1632"],"trait":["Uncommon"],"id":"equipment-4131-3757","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Counterfeit Item Source Dark Archives (Remastered) pg. 84 --- Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police attention or dealing with the occasional mystic curse, most members would say it's separating counterfeit goods from real ones. Almost anything can be counterfeited, and counterfeiting is a major criminal enterprise with its own tricks, techniques, and intricacies. Some counterfeiters specialize in the production of adulterated coinage, while others produce beautiful legal documents with forged signatures and stolen stamps. Another class of forger produces artwork in the style of some great master, while ancient relics can be churned out by the dozen in subterranean workshops. You can hire a counterfeiter to create low-grade, medium-grade, or high-grade counterfeit goods. In all cases, the goods can still act as mundane examples of their type (a counterfeit copy of the queen's longsword is still a longsword), and if the original is enchanted, then the counterfeiter attempts to fake the appropriate magical auras. Counterfeit goods don't have any other magical powers, though—a counterfeit scroll can't be used to Cast a Spell, for example. A counterfeit good can't be cheaper than the base item. For example, the sword couldn't be cheaper than a longsword, nor the scroll cheaper than a piece of parchment. An item sold to a store goes through a rigorous vetting process that is extremely likely to detect a counterfeit, so a secret society member can't simply create counterfeits and then sell them at a profit. Counterfeits excel in situations where the item's hand-off is illicit or the item doesn't need to pass intense scrutiny from an appraiser. Detecting Counterfeits: Determining something is counterfeit requires inspecting the item and succeeding at a relevant skill check against the counterfeit's DC. Typically, this is Crafting, but one might use Religion to detect a fake reliquary or Medicine to realize a potion is mere snake oil. Low-grade counterfeits typically have a very easy DC of the item's level, medium-grade counterfeits typically have a standard DC of the item's level, and high-grade counterfeits typically have a hard DC of the item's level. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (Low-Grade) Source Dark Archives (Remastered) pg. 84 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (Medium-Grade) Source Dark Archives (Remastered) pg. 84 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (High-Grade) Source Dark Archives (Remastered) pg. 84\n","skill_mod":{},"summary":"Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=4131","name":"Counterfeit Item (Medium-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4131-3757"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-4131","weakness":{},"legacy_id":["equipment-1632"],"trait":["Uncommon"],"id":"equipment-4131-3758","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Counterfeit Item Source Dark Archives (Remastered) pg. 84 --- Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police attention or dealing with the occasional mystic curse, most members would say it's separating counterfeit goods from real ones. Almost anything can be counterfeited, and counterfeiting is a major criminal enterprise with its own tricks, techniques, and intricacies. Some counterfeiters specialize in the production of adulterated coinage, while others produce beautiful legal documents with forged signatures and stolen stamps. Another class of forger produces artwork in the style of some great master, while ancient relics can be churned out by the dozen in subterranean workshops. You can hire a counterfeiter to create low-grade, medium-grade, or high-grade counterfeit goods. In all cases, the goods can still act as mundane examples of their type (a counterfeit copy of the queen's longsword is still a longsword), and if the original is enchanted, then the counterfeiter attempts to fake the appropriate magical auras. Counterfeit goods don't have any other magical powers, though—a counterfeit scroll can't be used to Cast a Spell, for example. A counterfeit good can't be cheaper than the base item. For example, the sword couldn't be cheaper than a longsword, nor the scroll cheaper than a piece of parchment. An item sold to a store goes through a rigorous vetting process that is extremely likely to detect a counterfeit, so a secret society member can't simply create counterfeits and then sell them at a profit. Counterfeits excel in situations where the item's hand-off is illicit or the item doesn't need to pass intense scrutiny from an appraiser. Detecting Counterfeits: Determining something is counterfeit requires inspecting the item and succeeding at a relevant skill check against the counterfeit's DC. Typically, this is Crafting, but one might use Religion to detect a fake reliquary or Medicine to realize a potion is mere snake oil. Low-grade counterfeits typically have a very easy DC of the item's level, medium-grade counterfeits typically have a standard DC of the item's level, and high-grade counterfeits typically have a hard DC of the item's level. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (Low-Grade) Source Dark Archives (Remastered) pg. 84 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (Medium-Grade) Source Dark Archives (Remastered) pg. 84 <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Counterfeit Item (High-Grade) Source Dark Archives (Remastered) pg. 84\n","skill_mod":{},"summary":"Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=4131","name":"Counterfeit Item (High-Grade)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4131-3758"},{"item_child_id":["equipment-4132-3759","equipment-4132-3760","equipment-4132-3761","equipment-4132-3762","equipment-4132-3763"],"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Services","speed":{},"weakness":{},"legacy_id":["equipment-1633"],"trait":["Uncommon"],"id":"equipment-4132","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > False Witness Source Dark Archives (Remastered) pg. 84 --- There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over a stack of holy books that the two of them were out drinking—yes, your honor, all night, never left my sight for more than a minute, you have my solemn oath. Lucky thieves have a friend who is willing to be an alibi; for everyone else, there's the false witness, a professional in the art of fraudulent testimony. Some false witnesses are truly freelance, willing to claim to have seen someone for the price of a round of drinks. More respectable witnesses, however, tend to be associated with thieves' guilds, secret societies, and other conspiracies. Such organizations can match a person in need of an alibi with a witness with no apparent connection to them, and they often have large enough numbers that no one witness appears before law enforcement often enough to arouse suspicion. The most expensive and professional false witnesses use memory charms or similar techniques to render their Third Eye Crowntestimony foolproof. Typically, a false witness charges per incident, providing a false alibi and, if necessary, hiring other witnesses to back themselves up and thus foul an investigation. False witnesses generally know better than to ask questions, but depending on their background, might refuse to protect—and might even turn in—someone involved in a particularly heinous crime. A tavern keeper might have no qualms about covering for burglars and footpads but will gladly send a child murderer to the gallows. Detecting False Testimony: To defeat a false witness's testimony, an investigator must succeed at a check against the DC listed in the entry. The check used depends on the investigation: Perception to Sense Motive versus spoken testimony, Society to determine forgeries, and so on. A false witness can sometimes stymie an investigation where the lead investigator is sufficiently lower level than the false witness, and they might be able to delay or befuddle a more serious investigation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > False Witness (Disreputable) Source Dark Archives (Remastered) pg. 84 Price 9 gp --- Disreputable (DC 16) false witnesses fall into two main types: people considered unreliable to a typical investigator—barflies, beggars, petty criminals—and poor actors, their perjury painfully transparent to any court taking a cursory effort to cross-examine them. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > False Witness (Ordinary) Source Dark Archives (Remastered) pg. 84 Price 75 gp --- Ordinary (DC 22) false witnesses are usually on the edges of the criminal community but can at least pass themselves off as respectable: retired thieves, relatives of criminals, or the like. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > False Witness (Respectable) Source Dark Archives (Remastered) pg. 84 Price 450 gp --- Reputable (DC 28) false witnesses are upstanding members of the community, though typically ones with secrets: a merchant who acts as a fence on the side or a clerk with gambling debts. This is the highest level that's ever available to characters without membership in a secret society or similar conspiracy (such as a spy network or thieves' guild). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > False Witness (Honorable) Source Dark Archives (Remastered) pg. 84 Price 1,500 gp --- Honorable (DC 33) false witnesses are pillars of society and likely have no illicit connections save for their contact with the society or conspiracy: well-to-do aristocrats who were discussing business with the subject or somber church deacons who report the subject prayed all night for a loved one's soul. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > False Witness (Unimpeachable) Source Dark Archives (Remastered) pg. 84 Price 7,500 gp --- Unimpeachable (DC 38) false witnesses provide signed affidavits from impeccable sources like the High Priest of Pharasma, the Chief Magistrate of the Royal Court, or the king's favorite aunt.","skill_mod":{},"summary":"There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=4132","name":"False Witness","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4132"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-4132","weakness":{},"price":900,"legacy_id":["equipment-1633"],"trait":["Uncommon"],"id":"equipment-4132-3759","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > False Witness Source Dark Archives (Remastered) pg. 84 --- There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over a stack of holy books that the two of them were out drinking—yes, your honor, all night, never left my sight for more than a minute, you have my solemn oath. Lucky thieves have a friend who is willing to be an alibi; for everyone else, there's the false witness, a professional in the art of fraudulent testimony. Some false witnesses are truly freelance, willing to claim to have seen someone for the price of a round of drinks. More respectable witnesses, however, tend to be associated with thieves' guilds, secret societies, and other conspiracies. Such organizations can match a person in need of an alibi with a witness with no apparent connection to them, and they often have large enough numbers that no one witness appears before law enforcement often enough to arouse suspicion. The most expensive and professional false witnesses use memory charms or similar techniques to render their Third Eye Crowntestimony foolproof. Typically, a false witness charges per incident, providing a false alibi and, if necessary, hiring other witnesses to back themselves up and thus foul an investigation. False witnesses generally know better than to ask questions, but depending on their background, might refuse to protect—and might even turn in—someone involved in a particularly heinous crime. A tavern keeper might have no qualms about covering for burglars and footpads but will gladly send a child murderer to the gallows. Detecting False Testimony: To defeat a false witness's testimony, an investigator must succeed at a check against the DC listed in the entry. The check used depends on the investigation: Perception to Sense Motive versus spoken testimony, Society to determine forgeries, and so on. A false witness can sometimes stymie an investigation where the lead investigator is sufficiently lower level than the false witness, and they might be able to delay or befuddle a more serious investigation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > False Witness (Disreputable) Source Dark Archives (Remastered) pg. 84 Price 9 gp --- Disreputable (DC 16) false witnesses fall into two main types: people considered unreliable to a typical investigator—barflies, beggars, petty criminals—and poor actors, their perjury painfully transparent to any court taking a cursory effort to cross-examine them. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > False Witness (Ordinary) Source Dark Archives (Remastered) pg. 84 Price 75 gp --- Ordinary (DC 22) false witnesses are usually on the edges of the criminal community but can at least pass themselves off as respectable: retired thieves, relatives of criminals, or the like. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > False Witness (Respectable) Source Dark Archives (Remastered) pg. 84 Price 450 gp --- Reputable (DC 28) false witnesses are upstanding members of the community, though typically ones with secrets: a merchant who acts as a fence on the side or a clerk with gambling debts. This is the highest level that's ever available to characters without membership in a secret society or similar conspiracy (such as a spy network or thieves' guild). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > False Witness (Honorable) Source Dark Archives (Remastered) pg. 84 Price 1,500 gp --- Honorable (DC 33) false witnesses are pillars of society and likely have no illicit connections save for their contact with the society or conspiracy: well-to-do aristocrats who were discussing business with the subject or somber church deacons who report the subject prayed all night for a loved one's soul. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > False Witness (Unimpeachable) Source Dark Archives (Remastered) pg. 84 Price 7,500 gp --- Unimpeachable (DC 38) false witnesses provide signed affidavits from impeccable sources like the High Priest of Pharasma, the Chief Magistrate of the Royal Court, or the king's favorite aunt.","skill_mod":{},"summary":"Disreputable (DC 16) false witnesses fall into two main types: people considered unreliable to a typical investigator—barflies, beggars, petty …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=4132","name":"False Witness (Disreputable)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4132-3759"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-4132","weakness":{},"price":7500,"legacy_id":["equipment-1633"],"trait":["Uncommon"],"id":"equipment-4132-3760","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > False Witness Source Dark Archives (Remastered) pg. 84 --- There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over a stack of holy books that the two of them were out drinking—yes, your honor, all night, never left my sight for more than a minute, you have my solemn oath. Lucky thieves have a friend who is willing to be an alibi; for everyone else, there's the false witness, a professional in the art of fraudulent testimony. Some false witnesses are truly freelance, willing to claim to have seen someone for the price of a round of drinks. More respectable witnesses, however, tend to be associated with thieves' guilds, secret societies, and other conspiracies. Such organizations can match a person in need of an alibi with a witness with no apparent connection to them, and they often have large enough numbers that no one witness appears before law enforcement often enough to arouse suspicion. The most expensive and professional false witnesses use memory charms or similar techniques to render their Third Eye Crowntestimony foolproof. Typically, a false witness charges per incident, providing a false alibi and, if necessary, hiring other witnesses to back themselves up and thus foul an investigation. False witnesses generally know better than to ask questions, but depending on their background, might refuse to protect—and might even turn in—someone involved in a particularly heinous crime. A tavern keeper might have no qualms about covering for burglars and footpads but will gladly send a child murderer to the gallows. Detecting False Testimony: To defeat a false witness's testimony, an investigator must succeed at a check against the DC listed in the entry. The check used depends on the investigation: Perception to Sense Motive versus spoken testimony, Society to determine forgeries, and so on. A false witness can sometimes stymie an investigation where the lead investigator is sufficiently lower level than the false witness, and they might be able to delay or befuddle a more serious investigation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > False Witness (Disreputable) Source Dark Archives (Remastered) pg. 84 Price 9 gp --- Disreputable (DC 16) false witnesses fall into two main types: people considered unreliable to a typical investigator—barflies, beggars, petty criminals—and poor actors, their perjury painfully transparent to any court taking a cursory effort to cross-examine them. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > False Witness (Ordinary) Source Dark Archives (Remastered) pg. 84 Price 75 gp --- Ordinary (DC 22) false witnesses are usually on the edges of the criminal community but can at least pass themselves off as respectable: retired thieves, relatives of criminals, or the like. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > False Witness (Respectable) Source Dark Archives (Remastered) pg. 84 Price 450 gp --- Reputable (DC 28) false witnesses are upstanding members of the community, though typically ones with secrets: a merchant who acts as a fence on the side or a clerk with gambling debts. This is the highest level that's ever available to characters without membership in a secret society or similar conspiracy (such as a spy network or thieves' guild). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > False Witness (Honorable) Source Dark Archives (Remastered) pg. 84 Price 1,500 gp --- Honorable (DC 33) false witnesses are pillars of society and likely have no illicit connections save for their contact with the society or conspiracy: well-to-do aristocrats who were discussing business with the subject or somber church deacons who report the subject prayed all night for a loved one's soul. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > False Witness (Unimpeachable) Source Dark Archives (Remastered) pg. 84 Price 7,500 gp --- Unimpeachable (DC 38) false witnesses provide signed affidavits from impeccable sources like the High Priest of Pharasma, the Chief Magistrate of the Royal Court, or the king's favorite aunt.","skill_mod":{},"summary":"Ordinary (DC 22) false witnesses are usually on the edges of the criminal community but can at least pass themselves off as respectable: retired …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=4132","name":"False Witness (Ordinary)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4132-3760"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-4132","weakness":{},"price":45000,"legacy_id":["equipment-1633"],"trait":["Uncommon"],"id":"equipment-4132-3761","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > False Witness Source Dark Archives (Remastered) pg. 84 --- There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over a stack of holy books that the two of them were out drinking—yes, your honor, all night, never left my sight for more than a minute, you have my solemn oath. Lucky thieves have a friend who is willing to be an alibi; for everyone else, there's the false witness, a professional in the art of fraudulent testimony. Some false witnesses are truly freelance, willing to claim to have seen someone for the price of a round of drinks. More respectable witnesses, however, tend to be associated with thieves' guilds, secret societies, and other conspiracies. Such organizations can match a person in need of an alibi with a witness with no apparent connection to them, and they often have large enough numbers that no one witness appears before law enforcement often enough to arouse suspicion. The most expensive and professional false witnesses use memory charms or similar techniques to render their Third Eye Crowntestimony foolproof. Typically, a false witness charges per incident, providing a false alibi and, if necessary, hiring other witnesses to back themselves up and thus foul an investigation. False witnesses generally know better than to ask questions, but depending on their background, might refuse to protect—and might even turn in—someone involved in a particularly heinous crime. A tavern keeper might have no qualms about covering for burglars and footpads but will gladly send a child murderer to the gallows. Detecting False Testimony: To defeat a false witness's testimony, an investigator must succeed at a check against the DC listed in the entry. The check used depends on the investigation: Perception to Sense Motive versus spoken testimony, Society to determine forgeries, and so on. A false witness can sometimes stymie an investigation where the lead investigator is sufficiently lower level than the false witness, and they might be able to delay or befuddle a more serious investigation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > False Witness (Disreputable) Source Dark Archives (Remastered) pg. 84 Price 9 gp --- Disreputable (DC 16) false witnesses fall into two main types: people considered unreliable to a typical investigator—barflies, beggars, petty criminals—and poor actors, their perjury painfully transparent to any court taking a cursory effort to cross-examine them. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > False Witness (Ordinary) Source Dark Archives (Remastered) pg. 84 Price 75 gp --- Ordinary (DC 22) false witnesses are usually on the edges of the criminal community but can at least pass themselves off as respectable: retired thieves, relatives of criminals, or the like. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > False Witness (Respectable) Source Dark Archives (Remastered) pg. 84 Price 450 gp --- Reputable (DC 28) false witnesses are upstanding members of the community, though typically ones with secrets: a merchant who acts as a fence on the side or a clerk with gambling debts. This is the highest level that's ever available to characters without membership in a secret society or similar conspiracy (such as a spy network or thieves' guild). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > False Witness (Honorable) Source Dark Archives (Remastered) pg. 84 Price 1,500 gp --- Honorable (DC 33) false witnesses are pillars of society and likely have no illicit connections save for their contact with the society or conspiracy: well-to-do aristocrats who were discussing business with the subject or somber church deacons who report the subject prayed all night for a loved one's soul. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > False Witness (Unimpeachable) Source Dark Archives (Remastered) pg. 84 Price 7,500 gp --- Unimpeachable (DC 38) false witnesses provide signed affidavits from impeccable sources like the High Priest of Pharasma, the Chief Magistrate of the Royal Court, or the king's favorite aunt.","skill_mod":{},"summary":"Reputable (DC 28) false witnesses are upstanding members of the community, though typically ones with secrets: a merchant who acts as a fence on the …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=4132","name":"False Witness (Respectable)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4132-3761"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-4132","weakness":{},"price":150000,"legacy_id":["equipment-1633"],"trait":["Uncommon"],"id":"equipment-4132-3762","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > False Witness Source Dark Archives (Remastered) pg. 84 --- There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over a stack of holy books that the two of them were out drinking—yes, your honor, all night, never left my sight for more than a minute, you have my solemn oath. Lucky thieves have a friend who is willing to be an alibi; for everyone else, there's the false witness, a professional in the art of fraudulent testimony. Some false witnesses are truly freelance, willing to claim to have seen someone for the price of a round of drinks. More respectable witnesses, however, tend to be associated with thieves' guilds, secret societies, and other conspiracies. Such organizations can match a person in need of an alibi with a witness with no apparent connection to them, and they often have large enough numbers that no one witness appears before law enforcement often enough to arouse suspicion. The most expensive and professional false witnesses use memory charms or similar techniques to render their Third Eye Crowntestimony foolproof. Typically, a false witness charges per incident, providing a false alibi and, if necessary, hiring other witnesses to back themselves up and thus foul an investigation. False witnesses generally know better than to ask questions, but depending on their background, might refuse to protect—and might even turn in—someone involved in a particularly heinous crime. A tavern keeper might have no qualms about covering for burglars and footpads but will gladly send a child murderer to the gallows. Detecting False Testimony: To defeat a false witness's testimony, an investigator must succeed at a check against the DC listed in the entry. The check used depends on the investigation: Perception to Sense Motive versus spoken testimony, Society to determine forgeries, and so on. A false witness can sometimes stymie an investigation where the lead investigator is sufficiently lower level than the false witness, and they might be able to delay or befuddle a more serious investigation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > False Witness (Disreputable) Source Dark Archives (Remastered) pg. 84 Price 9 gp --- Disreputable (DC 16) false witnesses fall into two main types: people considered unreliable to a typical investigator—barflies, beggars, petty criminals—and poor actors, their perjury painfully transparent to any court taking a cursory effort to cross-examine them. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > False Witness (Ordinary) Source Dark Archives (Remastered) pg. 84 Price 75 gp --- Ordinary (DC 22) false witnesses are usually on the edges of the criminal community but can at least pass themselves off as respectable: retired thieves, relatives of criminals, or the like. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > False Witness (Respectable) Source Dark Archives (Remastered) pg. 84 Price 450 gp --- Reputable (DC 28) false witnesses are upstanding members of the community, though typically ones with secrets: a merchant who acts as a fence on the side or a clerk with gambling debts. This is the highest level that's ever available to characters without membership in a secret society or similar conspiracy (such as a spy network or thieves' guild). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > False Witness (Honorable) Source Dark Archives (Remastered) pg. 84 Price 1,500 gp --- Honorable (DC 33) false witnesses are pillars of society and likely have no illicit connections save for their contact with the society or conspiracy: well-to-do aristocrats who were discussing business with the subject or somber church deacons who report the subject prayed all night for a loved one's soul. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > False Witness (Unimpeachable) Source Dark Archives (Remastered) pg. 84 Price 7,500 gp --- Unimpeachable (DC 38) false witnesses provide signed affidavits from impeccable sources like the High Priest of Pharasma, the Chief Magistrate of the Royal Court, or the king's favorite aunt.","skill_mod":{},"summary":"Honorable (DC 33) false witnesses are pillars of society and likely have no illicit connections save for their contact with the society or …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=4132","name":"False Witness (Honorable)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4132-3762"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-4132","weakness":{},"price":750000,"legacy_id":["equipment-1633"],"trait":["Uncommon"],"id":"equipment-4132-3763","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > False Witness Source Dark Archives (Remastered) pg. 84 --- There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over a stack of holy books that the two of them were out drinking—yes, your honor, all night, never left my sight for more than a minute, you have my solemn oath. Lucky thieves have a friend who is willing to be an alibi; for everyone else, there's the false witness, a professional in the art of fraudulent testimony. Some false witnesses are truly freelance, willing to claim to have seen someone for the price of a round of drinks. More respectable witnesses, however, tend to be associated with thieves' guilds, secret societies, and other conspiracies. Such organizations can match a person in need of an alibi with a witness with no apparent connection to them, and they often have large enough numbers that no one witness appears before law enforcement often enough to arouse suspicion. The most expensive and professional false witnesses use memory charms or similar techniques to render their Third Eye Crowntestimony foolproof. Typically, a false witness charges per incident, providing a false alibi and, if necessary, hiring other witnesses to back themselves up and thus foul an investigation. False witnesses generally know better than to ask questions, but depending on their background, might refuse to protect—and might even turn in—someone involved in a particularly heinous crime. A tavern keeper might have no qualms about covering for burglars and footpads but will gladly send a child murderer to the gallows. Detecting False Testimony: To defeat a false witness's testimony, an investigator must succeed at a check against the DC listed in the entry. The check used depends on the investigation: Perception to Sense Motive versus spoken testimony, Society to determine forgeries, and so on. A false witness can sometimes stymie an investigation where the lead investigator is sufficiently lower level than the false witness, and they might be able to delay or befuddle a more serious investigation. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > False Witness (Disreputable) Source Dark Archives (Remastered) pg. 84 Price 9 gp --- Disreputable (DC 16) false witnesses fall into two main types: people considered unreliable to a typical investigator—barflies, beggars, petty criminals—and poor actors, their perjury painfully transparent to any court taking a cursory effort to cross-examine them. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > False Witness (Ordinary) Source Dark Archives (Remastered) pg. 84 Price 75 gp --- Ordinary (DC 22) false witnesses are usually on the edges of the criminal community but can at least pass themselves off as respectable: retired thieves, relatives of criminals, or the like. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > False Witness (Respectable) Source Dark Archives (Remastered) pg. 84 Price 450 gp --- Reputable (DC 28) false witnesses are upstanding members of the community, though typically ones with secrets: a merchant who acts as a fence on the side or a clerk with gambling debts. This is the highest level that's ever available to characters without membership in a secret society or similar conspiracy (such as a spy network or thieves' guild). <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > False Witness (Honorable) Source Dark Archives (Remastered) pg. 84 Price 1,500 gp --- Honorable (DC 33) false witnesses are pillars of society and likely have no illicit connections save for their contact with the society or conspiracy: well-to-do aristocrats who were discussing business with the subject or somber church deacons who report the subject prayed all night for a loved one's soul. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > False Witness (Unimpeachable) Source Dark Archives (Remastered) pg. 84 Price 7,500 gp --- Unimpeachable (DC 38) false witnesses provide signed affidavits from impeccable sources like the High Priest of Pharasma, the Chief Magistrate of the Royal Court, or the king's favorite aunt.","skill_mod":{},"summary":"Unimpeachable (DC 38) false witnesses provide signed affidavits from impeccable sources like the High Priest of Pharasma , the Chief Magistrate of …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=4132","name":"False Witness (Unimpeachable)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4132-3763"},{"item_child_id":["equipment-4133-3764","equipment-4133-3765","equipment-4133-3766"],"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Services","speed":{},"weakness":{},"legacy_id":["equipment-1634"],"trait":["Uncommon"],"id":"equipment-4133","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Political Favor Source Dark Archives (Remastered) pg. 84 --- For many, the allure of being in a secret society is the chance to place their hands on the levers of power in government. Members can rub elbows with the great and good, introduce themselves to politicians and power brokers, and (Counterfeit) form bonds through shared allegiances unavailable to the common rabble. They can lean on those connections for a favor, some little trifle that might matter a great deal to them. Purchasing political favors typically requires membership in a secret society that has significant political sway in the region (such as the Esoteric Order of the Palatine Eye in Ustalav). At the GM's discretion, characters with similarly deep connections (perhaps by virtue of having the royalty background) might also be able to purchase political favors. While the options below assume the favors are being purchased with cash, in most secret societies, favors are more likely to be traded for other favors or services rendered. The granter of the favor isn't necessarily a member of a secret society, but anyone in high office is invariably entangled in webs of favor and obligation. The degree of the favor is based on how much effort it requires of the decision-maker and how much risk to which it exposes them. This can vary depending on the NPC. A moderate favor that takes days or weeks of work for a lord in high standing might be fulfilled with one sentence from a monarch. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Minor) Source Dark Archives (Remastered) pg. 84 Price 50 gp --- Minor favors involve little risk and can be done in a matter of minutes, or at most, a few hours. Examples include signing a search warrant against a target of no political importance or arranging the loan of some horses from a military stable. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Moderate) Source Dark Archives (Remastered) pg. 84 Price 1,000 gp --- Moderate favors require work from the politician and the expenditure of at least some political capital, such as having the government purchase a specific building, or reassigning a meddlesome city watch officer. Typically, only NPCs of 11th level or higher can grant such favors. If an NPC is a specialist with a higher level for some tasks, that higher level could apply here, as determined by the GM. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Major) Source Dark Archives (Remastered) pg. 84 Price 10,000 gp --- Major favors are serious, politically fraught, or otherwise controversial: pardoning a notorious criminal or granting a royal trade monopoly. Typically, only NPCs of 17th level or higher can grant such favors, with exceptions for specialists.","skill_mod":{},"summary":"For many, the allure of being in a secret society is the chance to place their hands on the levers of power in government. Members can rub elbows …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=4133","name":"Political Favor","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4133"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-4133","weakness":{},"price":5000,"legacy_id":["equipment-1634"],"trait":["Uncommon"],"id":"equipment-4133-3764","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Political Favor Source Dark Archives (Remastered) pg. 84 --- For many, the allure of being in a secret society is the chance to place their hands on the levers of power in government. Members can rub elbows with the great and good, introduce themselves to politicians and power brokers, and (Counterfeit) form bonds through shared allegiances unavailable to the common rabble. They can lean on those connections for a favor, some little trifle that might matter a great deal to them. Purchasing political favors typically requires membership in a secret society that has significant political sway in the region (such as the Esoteric Order of the Palatine Eye in Ustalav). At the GM's discretion, characters with similarly deep connections (perhaps by virtue of having the royalty background) might also be able to purchase political favors. While the options below assume the favors are being purchased with cash, in most secret societies, favors are more likely to be traded for other favors or services rendered. The granter of the favor isn't necessarily a member of a secret society, but anyone in high office is invariably entangled in webs of favor and obligation. The degree of the favor is based on how much effort it requires of the decision-maker and how much risk to which it exposes them. This can vary depending on the NPC. A moderate favor that takes days or weeks of work for a lord in high standing might be fulfilled with one sentence from a monarch. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Minor) Source Dark Archives (Remastered) pg. 84 Price 50 gp --- Minor favors involve little risk and can be done in a matter of minutes, or at most, a few hours. Examples include signing a search warrant against a target of no political importance or arranging the loan of some horses from a military stable. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Moderate) Source Dark Archives (Remastered) pg. 84 Price 1,000 gp --- Moderate favors require work from the politician and the expenditure of at least some political capital, such as having the government purchase a specific building, or reassigning a meddlesome city watch officer. Typically, only NPCs of 11th level or higher can grant such favors. If an NPC is a specialist with a higher level for some tasks, that higher level could apply here, as determined by the GM. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Major) Source Dark Archives (Remastered) pg. 84 Price 10,000 gp --- Major favors are serious, politically fraught, or otherwise controversial: pardoning a notorious criminal or granting a royal trade monopoly. Typically, only NPCs of 17th level or higher can grant such favors, with exceptions for specialists.","skill_mod":{},"summary":"Minor favors involve little risk and can be done in a matter of minutes, or at most, a few hours. Examples include signing a search warrant against a …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=4133","name":"Political Favor (Minor)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4133-3764"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-4133","weakness":{},"price":100000,"legacy_id":["equipment-1634"],"trait":["Uncommon"],"id":"equipment-4133-3765","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Political Favor Source Dark Archives (Remastered) pg. 84 --- For many, the allure of being in a secret society is the chance to place their hands on the levers of power in government. Members can rub elbows with the great and good, introduce themselves to politicians and power brokers, and (Counterfeit) form bonds through shared allegiances unavailable to the common rabble. They can lean on those connections for a favor, some little trifle that might matter a great deal to them. Purchasing political favors typically requires membership in a secret society that has significant political sway in the region (such as the Esoteric Order of the Palatine Eye in Ustalav). At the GM's discretion, characters with similarly deep connections (perhaps by virtue of having the royalty background) might also be able to purchase political favors. While the options below assume the favors are being purchased with cash, in most secret societies, favors are more likely to be traded for other favors or services rendered. The granter of the favor isn't necessarily a member of a secret society, but anyone in high office is invariably entangled in webs of favor and obligation. The degree of the favor is based on how much effort it requires of the decision-maker and how much risk to which it exposes them. This can vary depending on the NPC. A moderate favor that takes days or weeks of work for a lord in high standing might be fulfilled with one sentence from a monarch. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Minor) Source Dark Archives (Remastered) pg. 84 Price 50 gp --- Minor favors involve little risk and can be done in a matter of minutes, or at most, a few hours. Examples include signing a search warrant against a target of no political importance or arranging the loan of some horses from a military stable. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Moderate) Source Dark Archives (Remastered) pg. 84 Price 1,000 gp --- Moderate favors require work from the politician and the expenditure of at least some political capital, such as having the government purchase a specific building, or reassigning a meddlesome city watch officer. Typically, only NPCs of 11th level or higher can grant such favors. If an NPC is a specialist with a higher level for some tasks, that higher level could apply here, as determined by the GM. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Major) Source Dark Archives (Remastered) pg. 84 Price 10,000 gp --- Major favors are serious, politically fraught, or otherwise controversial: pardoning a notorious criminal or granting a royal trade monopoly. Typically, only NPCs of 17th level or higher can grant such favors, with exceptions for specialists.","skill_mod":{},"summary":"Moderate favors require work from the politician and the expenditure of at least some political capital, such as having the government purchase a …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=4133","name":"Political Favor (Moderate)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4133-3765"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-4133","weakness":{},"price":1000000,"legacy_id":["equipment-1634"],"trait":["Uncommon"],"id":"equipment-4133-3766","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Political Favor Source Dark Archives (Remastered) pg. 84 --- For many, the allure of being in a secret society is the chance to place their hands on the levers of power in government. Members can rub elbows with the great and good, introduce themselves to politicians and power brokers, and (Counterfeit) form bonds through shared allegiances unavailable to the common rabble. They can lean on those connections for a favor, some little trifle that might matter a great deal to them. Purchasing political favors typically requires membership in a secret society that has significant political sway in the region (such as the Esoteric Order of the Palatine Eye in Ustalav). At the GM's discretion, characters with similarly deep connections (perhaps by virtue of having the royalty background) might also be able to purchase political favors. While the options below assume the favors are being purchased with cash, in most secret societies, favors are more likely to be traded for other favors or services rendered. The granter of the favor isn't necessarily a member of a secret society, but anyone in high office is invariably entangled in webs of favor and obligation. The degree of the favor is based on how much effort it requires of the decision-maker and how much risk to which it exposes them. This can vary depending on the NPC. A moderate favor that takes days or weeks of work for a lord in high standing might be fulfilled with one sentence from a monarch. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Minor) Source Dark Archives (Remastered) pg. 84 Price 50 gp --- Minor favors involve little risk and can be done in a matter of minutes, or at most, a few hours. Examples include signing a search warrant against a target of no political importance or arranging the loan of some horses from a military stable. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Moderate) Source Dark Archives (Remastered) pg. 84 Price 1,000 gp --- Moderate favors require work from the politician and the expenditure of at least some political capital, such as having the government purchase a specific building, or reassigning a meddlesome city watch officer. Typically, only NPCs of 11th level or higher can grant such favors. If an NPC is a specialist with a higher level for some tasks, that higher level could apply here, as determined by the GM. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Political Favor (Major) Source Dark Archives (Remastered) pg. 84 Price 10,000 gp --- Major favors are serious, politically fraught, or otherwise controversial: pardoning a notorious criminal or granting a royal trade monopoly. Typically, only NPCs of 17th level or higher can grant such favors, with exceptions for specialists.","skill_mod":{},"summary":"Major favors are serious, politically fraught, or otherwise controversial: pardoning a notorious criminal or granting a royal trade monopoly. …","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Secret Society Membership Services","resistance":{},"url":"/Equipment.aspx?ID=4133","name":"Political Favor (Major)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4133-3766"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":3000,"legacy_id":["equipment-1635"],"trait":["Consumable","Healing","Magical","Potion","Rare"],"id":"equipment-4134","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Wine of the Blood Source Dark Archives (Remastered) pg. 114 Price 30 gp Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- This wine, prepared using the blood of a creature with overwhelming vitality, soothes the body, mind, and spirit with a temporary sense of euphoria and rest. When you drink wine of the blood , you recover 2d10 Hit Points. Additionally, the wine attempts to counteract every negative emotion effect affecting you, with a counteract rank of 3 and a counteract modifier of +9. Lastly, you gain a +1 status bonus to all Will saves and a +2 status bonus against emotion effects for 1 minute.\n","skill_mod":{},"summary":"This wine, prepared using the blood of a creature with overwhelming vitality, soothes the body, mind, and spirit with a temporary sense of euphoria …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Potions","resistance":{},"url":"/Equipment.aspx?ID=4134","name":"Wine of the Blood","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-4134"},{"skill_mod":{},"summary":"This musical instrument is crafted from the horn of an aoyin—a large, cannibalistic beast whose form resembles an ox with a white body, four horns, …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":13,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4135","weakness":{},"name":"Horn of the Aoyin","legacy_id":["equipment-1636"],"trait":["Cursed","Magical","Rare"],"id":"equipment-4135","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Limited\" > Horn of the Aoyin Source Dark Archives (Remastered) pg. 115 Usage held in 2 hands Bulk 1 --- This musical instrument is crafted from the horn of an aoyin—a large, cannibalistic beast whose form resembles an ox with a white body, four horns, and hair as coarse as straw—and carved with fell symbols. If the horn of the aoyin's owner doesn't use the instrument's activation on sapient creatures at least once a day, the horn of the aoyin activates at some point of its own choosing on the owner, and the owner critically fails with no saving throw. Activate—Cannibal Call Two Actions (auditory, emotion, incapacitation, magical, manipulate, mental) Frequency once per hour; Requirements You're trained in Performance; Effect You blow the horn, creating a low growling sound. Creatures other than you in a 60-foot emanation must attempt a DC 30 Will save. Those who fail become overwhelmed with an animalistic rage and the urge to consume flesh for 1 round, or 1 minute on a critical failure. They indiscriminately attack the nearest target unaffected by the magic of the horn unless there are no such targets, at which point they set on each other. While affected, they gain a jaws unarmed attack that deals 1d8 piercing damage, deal an additional 2 damage with unarmed attacks, and lose the ability to use any weaponry. They also gain a +2 status bonus to saving throws against mental effects, can detect bleeding creatures and open wounds as an imprecise sense with a range of 30 feet, and gain a +10-foot status bonus to their Speed. Lastly, they take a –1 penalty to AC and are unable to use concentrate actions other than Seeking. Creatures who critically succeed are temporarily immune for 24 hours. Craft Requirements A horn of the aoyin can be crafted only from a single aoyin horn. Crafting this object must be undertaken using tools soaked in the wielder's blood.\n","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4135"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":15000,"legacy_id":["equipment-1637"],"trait":["Magical","Uncommon"],"id":"equipment-4136","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Dog-Bone Knife Source Dark Archives (Remastered) pg. 134 Price 150 gp Usage held in 1 hand Bulk 1 Base Weapon Dagger --- The blade of this +1 striking dagger is made from the thigh bone of a canine that died in the act of protecting its master. A werecreature or other creature willingly under the effects of a non-permanent polymorph effect damaged by a dog-bone knife must succeed at a DC 19 Will save or immediately revert to its natural form—this has no effect on a creature unwillingly polymorphed. On a successful save, the creature is temporarily immune to this effect for 1 minute. Kushtakas and other creatures vulnerable to canines take a –2 circumstance penalty to saves against this effect, and this weapon overcomes any resistance such creatures have to physical attacks.\n","skill_mod":{},"summary":"The blade of this +1 striking dagger is made from the thigh bone of a canine that died in the act of protecting its master. A werecreature or …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4136","base_item":["Dagger"],"name":"Dog-Bone Knife","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4136"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"price":95000,"legacy_id":["equipment-1638"],"trait":["Invested","Magical","Rare","Teleportation"],"id":"equipment-4137","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Compass of Transpositional Awareness Source Dark Archives (Remastered) pg. 154 Price 950 gp Usage held in 1 hand Bulk L --- The silver face of this glass-encased compass is etched with dozens of esoteric symbols, obscure icons, and inscrutable abbreviations. Activate—Track Teleportation Single Action (concentrate, manipulate) Frequency once per minute; Effect You point the compass of transpositional awareness at an extant teleportation effect (such as a magical portal) or the site of a teleportation effect that existed within the last 1 minute (such as the space where a creature just cast translocate ). Attempt an Occultism check to determine to where the effect leads or led. The DC of this check is the effect's counteract DC. On a success, you know roughly the destination of the teleportation effect (for example “the Plane of Fire,” “north,” or “Avistan”). On a critical success, you ascertain the exact destination within mere feet for local effects (such as translocate) or within a few miles for long-range effects (such as teleport , interplanar teleport , or interdimensional portals). Activate—Triangulate Single Action (concentrate, manipulate) Frequency once per day; Effect You use the compass of transpositional awareness to triangulate your current coordinates and those of your intended destination using teleportation magic. For 1 minute, whenever you cast a teleportation spell that has a range, increase that spell's range by 30 feet. If the spell normally has a range of touch, extend its range to 30 feet.\n","skill_mod":{},"summary":"The silver face of this glass-encased compass is etched with dozens of esoteric symbols, obscure icons, and inscrutable abbreviations. ","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4137","name":"Compass of Transpositional Awareness","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4137"},{"item_child_id":["equipment-4138-3767","equipment-4138-3768"],"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"skill":["Diplomacy"],"legacy_id":["equipment-1639"],"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-4138","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Conrasu Coin Source Dark Archives (Remastered) pg. 155 Usage affixed to armor Activate Free Action (concentrate) --- These wooden discs sometimes form spontaneously at the Wood Pile, a secret conrasu location suffused with extraplanar energy. A conrasu coin can be activated to call upon the power of a specific type of aeon. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Conrasu Coin (Arbiter) Source Dark Archives (Remastered) pg. 155 Price 7 gp --- Trigger You attempt a Diplomacy check to Make an Impression. This coin has small wings like an arbiter, the messenger and diplomat aeon. When you activate the coin, you gain a +2 circumstance bonus on the Diplomacy check, which increases to a +3 circumstance bonus to Make an Impression on a creature with the aeon trait. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Conrasu Coin (Bythos) Source Dark Archives (Remastered) pg. 155 Price 200 gp --- Trigger You're targeted with an attack but the opponent hasn't rolled yet. This cog-like coin bears an hourglass on one side and the four-armed silhouette of a bythos—aeons that steward over time—on the other. When activated, you catch a glimpse of your body moving on one of its potential timelines in response to danger and you follow those movements to dodge. You gain a +2 circumstance bonus to AC against the attack, and after resolving the attack, you can Stride up to 10 feet without triggering reactions. If you have the Nimble Roll feat and the attack misses, you can Stride up to 20 feet instead.","skill_mod":{},"summary":"These wooden discs sometimes form spontaneously at the Wood Pile, a secret conrasu location suffused with extraplanar energy. A conrasu coin can be …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=4138","name":"Conrasu Coin","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-4138"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4138","weakness":{},"price":700,"skill":["Diplomacy"],"legacy_id":["equipment-1639"],"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-4138-3767","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Conrasu Coin Source Dark Archives (Remastered) pg. 155 Usage affixed to armor Activate Free Action (concentrate) --- These wooden discs sometimes form spontaneously at the Wood Pile, a secret conrasu location suffused with extraplanar energy. A conrasu coin can be activated to call upon the power of a specific type of aeon. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Conrasu Coin (Arbiter) Source Dark Archives (Remastered) pg. 155 Price 7 gp --- Trigger You attempt a Diplomacy check to Make an Impression. This coin has small wings like an arbiter, the messenger and diplomat aeon. When you activate the coin, you gain a +2 circumstance bonus on the Diplomacy check, which increases to a +3 circumstance bonus to Make an Impression on a creature with the aeon trait. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Conrasu Coin (Bythos) Source Dark Archives (Remastered) pg. 155 Price 200 gp --- Trigger You're targeted with an attack but the opponent hasn't rolled yet. This cog-like coin bears an hourglass on one side and the four-armed silhouette of a bythos—aeons that steward over time—on the other. When activated, you catch a glimpse of your body moving on one of its potential timelines in response to danger and you follow those movements to dodge. You gain a +2 circumstance bonus to AC against the attack, and after resolving the attack, you can Stride up to 10 feet without triggering reactions. If you have the Nimble Roll feat and the attack misses, you can Stride up to 20 feet instead.","skill_mod":{},"summary":"Trigger You attempt a Diplomacy check to Make an Impression . This coin has small wings like an arbiter, the messenger and diplomat aeon. When …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=4138","name":"Conrasu Coin (Arbiter)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-4138-3767"},{"primary_source_category":"Rulebooks","usage":"affixed to armor","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4138","weakness":{},"price":20000,"legacy_id":["equipment-1639"],"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-4138-3768","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Conrasu Coin Source Dark Archives (Remastered) pg. 155 Usage affixed to armor Activate Free Action (concentrate) --- These wooden discs sometimes form spontaneously at the Wood Pile, a secret conrasu location suffused with extraplanar energy. A conrasu coin can be activated to call upon the power of a specific type of aeon. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Conrasu Coin (Arbiter) Source Dark Archives (Remastered) pg. 155 Price 7 gp --- Trigger You attempt a Diplomacy check to Make an Impression. This coin has small wings like an arbiter, the messenger and diplomat aeon. When you activate the coin, you gain a +2 circumstance bonus on the Diplomacy check, which increases to a +3 circumstance bonus to Make an Impression on a creature with the aeon trait. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Conrasu Coin (Bythos) Source Dark Archives (Remastered) pg. 155 Price 200 gp --- Trigger You're targeted with an attack but the opponent hasn't rolled yet. This cog-like coin bears an hourglass on one side and the four-armed silhouette of a bythos—aeons that steward over time—on the other. When activated, you catch a glimpse of your body moving on one of its potential timelines in response to danger and you follow those movements to dodge. You gain a +2 circumstance bonus to AC against the attack, and after resolving the attack, you can Stride up to 10 feet without triggering reactions. If you have the Nimble Roll feat and the attack misses, you can Stride up to 20 feet instead.","skill_mod":{},"summary":"Trigger You're targeted with an attack but the opponent hasn't rolled yet. This cog-like coin bears an hourglass on one side and the four-armed …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Talismans","resistance":{},"url":"/Equipment.aspx?ID=4138","name":"Conrasu Coin (Bythos)","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"equipment-4138-3768"},{"skill_mod":{},"summary":"This massive tome's yellowed pages curl at the edges, and the letters on its face and spine are too worn to be read. When you open the book, it …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":15,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4139","weakness":{},"name":"Book of Lost Days","legacy_id":["equipment-1640"],"trait":["Cursed","Magical","Unique"],"id":"equipment-4139","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Limited\" > Book of Lost Days Source Dark Archives (Remastered) pg. 160 Usage held in 2 hands Bulk 1 --- This massive tome's yellowed pages curl at the edges, and the letters on its face and spine are too worn to be read. When you open the book, it always opens to a page that seems to perfectly answer the question you had in mind, but reading more than a few lines causes your head to swim alarmingly. Activate—Study Memory 1 hour (concentrate, manipulate) Requirements You open the book while trying to learn information about any topic. The Book of Lost Days permits you to view another's memory, which contains information about that subject commensurate to rolling a total of 40 to Recall Knowledge about the topic, with additional context provided on a success or critical success. The price for this knowledge is the memory of a day in your past, and the vitality of a day in your future. You lose the memory of that day completely, and the total of all the knowledge you learned on that date is added to the book's repository of information. The book, not you, chooses which memories are taken, preferring days with concentrated emotional resonance, and thus tends to steal significant life moments. This loss affects only your memories; it has no effect on your level, class, feats, or other character choices. Your natural lifespan is also shortened by 1 day. The loss of this life energy causes you to be drained 2. You can't reduce the drained condition for 2 days, after which you can recover normally from the condition. Creatures have occasionally managed to use the Book of Lost Days not to gain others' knowledge but to wipe their minds clean of painful memories or deadly secrets. Their memories aren't destroyed but merely stored in the book, where someone else might later retrieve them.; Effect You aren't drained\n","bulk":1,"category":"equipment","pfs":"Limited","rarity":"unique","slug":"equipment-4139"},{"skill_mod":{},"summary":"This mirror appears to give warnings about the future, but subtle and malevolent hands designed the silver-framed glass to lure heroes into bringing …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":11,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4140","weakness":{},"name":"Calamity Glass","legacy_id":["equipment-1641"],"trait":["Cursed","Magical","Rare","Scrying"],"id":"equipment-4140","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Calamity Glass Source Dark Archives (Remastered) pg. 160 Usage held in 1 hand Bulk L --- This mirror appears to give warnings about the future, but subtle and malevolent hands designed the silver-framed glass to lure heroes into bringing doom upon those they hope to save. Activate—Mirror, Mirror 1 minute (concentrate, manipulate) Frequency You activate the calamity glass and obtain a vision related to a likely action or event within the next 48 hours. The calamity glass decides what vision to show, though if you think about a specific event, the vision is typically at least tangentially related. No matter what, the mirror shows only tragedies. The mirror's visions are accurate but misleading, as they depict tragedies that could be averted but in so doing might lead to greater suffering. For example, a calamity glass might show a family starving as the result of harbor officials turning away a boatload of improperly documented grain. Without intervention, this future will come to pass. What the mirror didn't show is the grain was improperly labeled and carelessly stored, resulting in its contamination with poisonous mold capable of killing hundreds. Purifying and then distributing the grain would avert both the calamity glass's vision and the greater suffering its curse attempted to create.; Effect once per week\n","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4140"},{"skill_mod":{},"summary":"Those who fail to see the curse view this object as a priceless gift, capable of restoring life to the deceased, but deep in the heart of this …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":16,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4141","weakness":{},"name":"Gift of the Poisoned Heart","legacy_id":["equipment-1642"],"trait":["Consumable","Cursed","Magical","Rare","Unholy"],"id":"equipment-4141","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Limited\" > Gift of the Poisoned Heart Source Dark Archives (Remastered) pg. 160 Usage held in 1 hand Activate 1 minute (concentrate, manipulate) --- Those who fail to see the curse view this object as a priceless gift, capable of restoring life to the deceased, but deep in the heart of this diamond lies a single flaw: a fissured occlusion of sickly, tainted red. To activate the diamond, place it on the relatively intact body of a creature that died within the past year. The stone shatters, restoring the recipient to life with the effects of a successful resurrect ritual, except there's no limit to the level of the creature that can be revived. This gift of life comes with a terrible cost: the recipient believes you—and anyone else who aided in the resurrection— deliberately caused their death and revived them only in furtherance of some nefarious scheme. Having a proxy activate the gift of the poisoned heart is of no use, as the item's magic sniffs out all coconspirators and uses your attempt to avoid the drawback to feed the resurrected creature's paranoia. No amount of information or persuasion can alleviate this mistrust, as the cursed creature twists the facts endlessly to fit their delusion. Only magic such as cleanse affliction can neutralize this effect, and the subject resists any attempt to alter their beliefs by magic.\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4141"},{"skill_mod":{},"summary":"This life-sized, hollow, golden goose statuette has an open, fanged mouth and an unsettling aura of hunger. Fiends sometimes present it as a gift to …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":11,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4142","weakness":{},"name":"Golden Goose","legacy_id":["equipment-1643"],"trait":["Cursed","Magical","Rare","Unholy"],"id":"equipment-4142","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Limited\" > Golden Goose Source Dark Archives (Remastered) pg. 160 Usage held in 2 hands Bulk L --- This life-sized, hollow, golden goose statuette has an open, fanged mouth and an unsettling aura of hunger. Fiends sometimes present it as a gift to mortals whose greed makes them susceptible to temptation. While the golden goose can be used without malice, those who possess such a thing often find its glittering lure erodes their morals over time. Activate—Golden Goose (manipulate) Frequency once per day; Effect You feed the goose the warm, still-bloody heart of any sapient, non-unholy creature who died within the past hour. The golden goose's eyes flare red as it chews the heart into pulp. Once the heart is destroyed, the goose lays a golden egg worth 50 gp, or 100 gp if you murdered the creature for no reason other than to feed the goose. After 12 such eggs are laid, the next time you activate the golden goose, it transmutes your heart to gold. This effect functions as petrify , with a DC 30 Fortitude save to resist. If you become petrified, you turn to solid, transparent stone. Your heart becomes a golden egg worth 100 gp, which can be retrieved only by shattering your body. Whether or not you turn to stone, the golden goose dissipates with a honk into sulfurous smoke.\n","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4142"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"legacy_id":["equipment-1644"],"trait":["Consumable","Cursed","Magical","Potion","Rare"],"id":"equipment-4143","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Mistranslator's Draft Source Dark Archives (Remastered) pg. 161 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- A pickled lizard's tongue, tied into a knot, floats in this oily potion. When you drink it, you can speak and understand all spoken (but not written) languages for 1 hour. However, if you attempt to translate any spoken language, your translation is always erroneous in a way likely to cause substantial confusion or anger, typically reducing the listener's attitude toward you by one step. You aren't aware of your error, and any attempt to correct the mistake only compounds it.\n","skill_mod":{},"summary":"A pickled lizard's tongue, tied into a knot, floats in this oily potion. When you drink it, you can speak and understand all spoken (but not written) …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4143","name":"Mistranslator's Draft","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-4143"},{"skill_mod":{},"summary":"This gold ring seems to offer good fortune to the wearer when they're charitable to those in need, but its curse was created to tear societies apart …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":7,"usage":"worn","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4144","weakness":{},"name":"Ring of Sneering Charity","legacy_id":["equipment-1645"],"trait":["Cursed","Magical","Magical","Rare"],"id":"equipment-4144","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Ring of Sneering Charity Source Dark Archives (Remastered) pg. 161 Usage worn --- This gold ring seems to offer good fortune to the wearer when they're charitable to those in need, but its curse was created to tear societies apart by inflaming class resentments and discrediting good works of true charity. Upon donning the ring, you must attempt a secret DC 25 Will save to avoid activating its magic. If you succeed, the ring's curse remains dormant, and it appears to be an exhausted item with no magic left. If you fail, the curse awakens, and the ring fuses to you. You're compelled to spend 10% of your wealth—and 10% of any future wealth you obtain—on charity. However, your acts of charity are insensitive and so insulting that they earn the recipients' enmity. For example, upon learning someone lost a child, you might toss money at them “to buy a new one.” You can't understand why your gifts aren't met with gratitude and resent the unappreciative recipients, and you firmly believe you should be able to call upon them for favors. You consider yourself an ideal philanthropist, and you constantly try to ingratiate yourself with other charitable organizations and individuals by offering to guide their donations to be more like your own.\n","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4144"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"legacy_id":["equipment-1646"],"trait":["Consumable","Cursed","Magical","Rare","Unholy"],"id":"equipment-4145","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Limited\" > Rose of Loves Lost Source Dark Archives (Remastered) pg. 161 Usage held in 1 hand Bulk L Activate Single Action (manipulate) --- No thorns are visible on this ruby-red crystal rose, which seems to grant a boon to a loved one, but it draws three beads of blood when first bestowed upon an unwitting recipient. Hags delight in using the rose's curse to ruin young lovers, but it can be found anywhere—even buried innocently in a treasure hoard. You activate the rose of loves lost by giving it to someone toward whom you feel romantic attraction. This item functions only if you feel genuine attraction and desire, and it doesn't function if you know the item's curse. If the target accepts the gift, they must succeed at a DC 27 Will save or be affected by charm with an unlimited duration. Every 24 hours, the victim attempts another Will save to break the spell. If they fail three consecutive Will saves, they become doomed 1, as the rose inflicts a lethal wasting disease. This value can't decrease while the curse continues. Instead, it worsens every 3 days the victim fails to break the rose's spell, until the victim either dies or shakes off the curse. A successful saving throw or cleanse affliction (of 4th rank or higher) ends the charm and enables the victim to begin decreasing their doomed value.\n","skill_mod":{},"summary":"No thorns are visible on this ruby-red crystal rose, which seems to grant a boon to a loved one, but it draws three beads of blood when first …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4145","name":"Rose of Loves Lost","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"equipment-4145"},{"skill_mod":{},"summary":"Half-formed, unreadable runes drift across this weathered stone tablet, which resembles a tombstone too eroded to be legible. Created by a long-dead …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":8,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Cursed Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4146","weakness":{},"name":"Tablet of Chained Souls","legacy_id":["equipment-1647"],"trait":["Cursed","Magical","Rare"],"id":"equipment-4146","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Tablet of Chained Souls Source Dark Archives (Remastered) pg. 161 Usage held in 2 hands Bulk L --- Half-formed, unreadable runes drift across this weathered stone tablet, which resembles a tombstone too eroded to be legible. Created by a long-dead order of scholars dedicated to Pharasma, the tablet of chained souls can be a powerful tool in laying uneasy spirits to rest, but its magic exacts a heavy cost. Activate—Spirit Carving Three Actions (concentrate,manipulate) Effect You present the tablet to a ghost or lay it on a haunted site. The tablet's words resolve into a cryptic but accurate clue about the spirit's unfinished business. Upon reading the tablet's words, you're subject to a geas that requires you to right that wrong and lay the ghost to rest. If you die without completing the task, you become a ghost, cursed to remain until another recovers the tablet and discharges your duty.\n","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4146"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"skill":["Deception","Performance"],"legacy_id":["equipment-1648"],"trait":["Cursed","Invested","Magical","Rare"],"id":"equipment-4147","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Limited\" > Taleteller's Ring Source Dark Archives (Remastered) pg. 161 Usage worn --- Smiling faces are inscribed about this silver band. You become a fluent weaver of fictions, gaining a +2 item bonus to Deception checks to Lie, Deception DCs against Sense Motive, and Performance checks for storytelling. Whenever you're under suspicion or being questioned by an authority figure, you find yourself compulsively spinning absurd, tall tales that are so unconvincing that they make you look guilty even when you're innocent. The ring's bonuses vanish, and any listener can quickly determine you're lying. Nevertheless, you're completely unable to be honest in such situations.\n","skill_mod":{},"summary":"Smiling faces are inscribed about this silver band. You become a fluent weaver of fictions, gaining a +2 item bonus to Deception checks to Lie , …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4147","name":"Taleteller's Ring","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4147"},{"skill_mod":{},"summary":"With a handshake, you traded future wealth for a bottomless purse of gems and other valuables. Using the purse, you can always sell items for their …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"item_subcategory":"Bargained Contracts","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4148","weakness":{},"name":"Bottomless Purse","legacy_id":["equipment-1649"],"trait":["Contract","Invested","Magical","Rare"],"id":"equipment-4148","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Bottomless Purse Source Dark Archives (Remastered) pg. 164 --- With a handshake, you traded future wealth for a bottomless purse of gems and other valuables. Using the purse, you can always sell items for their normal sell value during downtime, even if you aren't anywhere near a settlement. You just put them into the purse, and within a day, the proper sale price appears in coins and gems. Once per day, from any distance, the entity that holds your bargained contract automatically sells a common consumable item in your possession, giving you back only half the normal amount for a sold item. Activate—Fair Trade Two Actions (concentrate) Frequency once per day; Effect You deposit up to 30 gp of gems and coins in a separate pouch of the bottomless purse while thinking of a common consumable item costing that amount of money. You then upend the pouch. The item you imagined comes tumbling out into your hand.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4148"},{"skill_mod":{},"summary":"You tore your eye from the socket and offered it to whatever spirit would take it. In return, you received a glass eye in its place. This eye allows …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"item_subcategory":"Bargained Contracts","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4149","weakness":{},"name":"Cryolite Eye","legacy_id":["equipment-1650"],"trait":["Contract","Invested","Magical","Rare"],"id":"equipment-4149","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Cryolite Eye Source Dark Archives (Remastered) pg. 164 --- You tore your eye from the socket and offered it to whatever spirit would take it. In return, you received a glass eye in its place. This eye allows you to see as normal, and when you succeed at a Perception check against an illusion, you get a critical success instead. Once per day, from any distance, the entity that holds your bargained contract can overwhelm your cryolite eye with magical energy, causing images to float over your vision that inflict the dazzled condition on you for 1 minute. Activate—Look Beyond Two Actions (concentrate) Frequency once per day; Effect You look through the glass eye sealing your bargained contract . The contract casts see the unseen affecting you.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4149"},{"skill_mod":{},"summary":"At the crossroads under a new moon, you traded your face for one that you can mold as though it were clay, sealed with a ribbon worn around your neck …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":7,"source_category":["Rulebooks"],"item_subcategory":"Bargained Contracts","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4150","weakness":{},"name":"Hand-Hewed Face","legacy_id":["equipment-1651"],"trait":["Contract","Invested","Magical","Rare"],"id":"equipment-4150","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Hand-Hewed Face Source Dark Archives (Remastered) pg. 164 --- At the crossroads under a new moon, you traded your face for one that you can mold as though it were clay, sealed with a ribbon worn around your neck to hide the seam. Your true appearance changes to that of a generic member of your ancestry. You can shape your facial features with your hands and thus don't need a disguise kit to Impersonate, and you don't take circumstance penalties to Impersonate someone due to the difference in your facial features. Once per day, from any distance, the entity that holds your bargained contract can change their appearance to match your appearance from before you sealed the contract, or the appearance you're currently using through Impersonate. When they do, your face transforms to your new true appearance—that of a generic member of your ancestry—and you become stunned 3 by the sudden backlash. Activate—Fresh Face Two Actions (manipulate) Requirements You have used Impersonate and molded your face into a different face.; Effect You peel your current face from your skin, revealing the true generic appearance from your bargained contract . This allows you to duck out of sight and remove the facial component of your disguise almost immediately, though clothing or other elements might still give you away.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4150"},{"skill_mod":{},"summary":"Whether due to the inconvenience of having a physical body or the desperation of impending starvation, you were drawn to a person offering relief …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"item_subcategory":"Bargained Contracts","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4151","weakness":{},"name":"Key to the Stomach","legacy_id":["equipment-1652"],"trait":["Contract","Invested","Magical","Rare"],"id":"equipment-4151","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Key to the Stomach Source Dark Archives (Remastered) pg. 165 --- Whether due to the inconvenience of having a physical body or the desperation of impending starvation, you were drawn to a person offering relief from hunger. You swallowed a key, which remains in your stomach, that continuously satiates you. You no longer need to eat or drink. Once per day, from any distance, the entity that holds your bargained contract can have the key sealing your bargained contract absorb all items in your stomach, which prevents you from benefiting from items that require you to eat or drink them, such as potions and elixirs, for 10 minutes. During this time, the entity gains the benefits of these items instead. Activate—Iron Gut Two Actions (concentrate) Frequency once per day; Effect You absorb any poisons with the key sealing your bargained contract . You're affected by a 5th-rank cleanse affliction spell to remove a poison (counteract modifier +15).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4151"},{"skill_mod":{},"summary":"Sealed with a vial containing the ashes from your childhood home, you traded the memories of your early life to stay focused on the present, allowing …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"item_subcategory":"Bargained Contracts","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4152","weakness":{},"name":"Lost Ember","legacy_id":["equipment-1653"],"trait":["Contract","Invested","Magical","Rare"],"id":"equipment-4152","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Lost Ember Source Dark Archives (Remastered) pg. 165 --- Sealed with a vial containing the ashes from your childhood home, you traded the memories of your early life to stay focused on the present, allowing you to avoid distractions during combat. Once per day, from any distance, the entity that holds your bargained contract can take one of your memories. This functions as a casting of rewrite memory that doesn't grant you a saving throw and can't be reversed by any means without stealing the memory back first. Activate—Fix Focus Free Action (concentrate) Frequency once per day; Trigger You start your turn off-guard or confused; Effect A speck of ash from the vial sealing your bargained contract appears out of nowhere on your tongue, bringing your senses into focus. You suppress the off-guard or confused condition until the start of your next turn. You can use this free action when you're confused, even though you normally can't take actions of your choice when confused.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4152"},{"skill_mod":{},"summary":"You traded your senses to a hag for unrivaled expertise stolen from various souls who were once the greatest in their field. Your bargained contract …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"item_subcategory":"Bargained Contracts","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4153","weakness":{},"name":"Stone of Unrivaled Skill","legacy_id":["equipment-1654"],"trait":["Contract","Invested","Magical","Rare"],"id":"equipment-4153","text":"<title level=\"1\" right=\"Item 17\" pfs=\"Standard\" > Stone of Unrivaled Skill Source Dark Archives (Remastered) pg. 165 --- You traded your senses to a hag for unrivaled expertise stolen from various souls who were once the greatest in their field. Your bargained contract is sealed by sleeping with a pitch-black stone under your pillow every night. Choose one skill when you seal this bargained contract . You become an expert in that skill; if you were already an expert, you become a master, and if you were already a master, you become legendary. Once per day, from any distance, the hag that holds your contract can take over your senses for 10 minutes, during which time the hag hears, sees, smells, tastes, and feels everything you would typically experience. During this time, you're dazzled by your own disjointed senses. Activate—Taste Fluency Two Actions (concentrate) Frequency once per day; Effect You place the stone sealing your bargained contract in your mouth. For the next 10 minutes, you gain a +3 status bonus to skill checks using the skill you chose for your contract.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4153"},{"skill_mod":{},"summary":"At a wellspring, you gave your blood to a force of nature and received a vial from the wellspring's heart in return. Once per 10 minutes, when your …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"item_subcategory":"Bargained Contracts","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Contracts","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4154","weakness":{},"name":"Vial of the Immortal Wellspring","legacy_id":["equipment-1655"],"trait":["Contract","Invested","Magical","Rare"],"id":"equipment-4154","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Vial of the Immortal Wellspring Source Dark Archives (Remastered) pg. 165 --- At a wellspring, you gave your blood to a force of nature and received a vial from the wellspring's heart in return. Once per 10 minutes, when your dying value would increase above 3, you instead become unconscious and are no longer dying; this doesn't prevent you from being killed by death effects or the doomed condition. Once per day, from any distance, the entity that holds your bargained contract can possess you and control your actions, leaving you unaware of what goes on. This possession automatically succeeds, regardless of any countermeasures you might take. Normally this lasts for only 1 round if during an encounter, or no longer than a few minutes during exploration. However, the more you rely on the power of the wellspring's heart to survive death, the longer it can possess you the next time it chooses to do so, doubling the amount of time with each use, to a maximum duration of 1 day. Once the entity possesses you, this duration resets. Activate—Spring of Life Two Actions (concentrate) Frequency once per day; Effect You drink from the vial of water that seals your bargained contract . You gain the effects of a 9th-rank, 2-action heal spell.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4154"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Item","item_category":"Contracts","speed":{},"weakness":{},"skill":["Performance"],"legacy_id":["equipment-1656"],"trait":["Contract","Invested","Magical","Rare"],"id":"equipment-4155","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Self-Emptying Pocket Source Dark Archives (Remastered) pg. 165 --- You never perform to an empty crowd after promising any profits to a phantom in a playhouse, sealed by holes that appear in your pockets. By meeting with the attendees at your events, you can use Performance instead of Diplomacy to Gather Information. When you would use Performance to Earn Income, you don't earn any gold pieces, as the money disappears before you can even count it. The entity that holds your bargained contract can influence your reception any time you perform for a crowd or Activate the pocket. If they influence your performance favorably, you gain a +2 item bonus to your Performance check. If they influence your performance unfavorably, you take a -2 item penalty to your Performance check. If you've failed to earn the entity money in quite a while, it often influences your performance unfavorably. Activate—Beguiling Presence Two Actions (concentrate) Frequency once per day; Effect You exercise all of your charm on a creature, turning a chance meeting into an impromptu performance that commands attention. Attempt a single Performance check against the Perception DC of the creature. On a success, the creature is affected as though by a successful Deception check to Create a Diversion. The entity that holds your contract can influence this performance as well.\n","skill_mod":{},"summary":"You never perform to an empty crowd after promising any profits to a phantom in a playhouse, sealed by holes that appear in your pockets. By meeting …","primary_source":"Dark Archives (Remastered)","trait_group":["Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Bargained Contracts","resistance":{},"url":"/Equipment.aspx?ID=4155","name":"Self-Emptying Pocket","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4155"},{"item_child_id":["equipment-4166-3770","equipment-4166-3771","equipment-4166-3772","equipment-4166-3773"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Alchemical","Bomb","Consumable","Splash","Uncommon","Void","Negative"],"id":"equipment-4166","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Atrophy Bomb May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 209 Usage held in 1 hand Bulk L Activate Strike --- Atrophy bombs contain powerful chemicals developed by Urgathoan alchemists that sap a living creature's strength and drain their energy. A primary living target that takes damage from an atrophy bomb becomes enfeebled until the start your next turn. Many types of bombs grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Atrophy Bomb (Lesser) Source Pathfinder #222: Hellbreakers pg. 209 Price 4 gp --- The bomb deals 1d4 persistent void damage and 1 void splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Atrophy Bomb (Moderate) Source Pathfinder #222: Hellbreakers pg. 209 Price 11 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 persistent void damage and 2 void splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Atrophy Bomb (Greater) Source Pathfinder #222: Hellbreakers pg. 209 Price 255 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 persistent void damage and 3 void splash damage, and the target is enfeebled 2 until the start of your next turn. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Atrophy Bomb (Major) Source Pathfinder #222: Hellbreakers pg. 209 Price 2,550 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 persistent void damage and 4 void splash damage, and the target is enfeebled 2 until the start of your next turn.","skill_mod":{},"summary":"Atrophy bombs contain powerful chemicals developed by Urgathoan alchemists that sap a living creature's strength and drain their energy. A primary …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity","Energy","Planar","Creature Type"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4166","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Atrophy Bomb","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4166"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4166","weakness":{},"primary_source_group":"Hellbreakers","price":400,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon","Void","Negative"],"id":"equipment-4166-3770","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Atrophy Bomb May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 209 Usage held in 1 hand Bulk L Activate Strike --- Atrophy bombs contain powerful chemicals developed by Urgathoan alchemists that sap a living creature's strength and drain their energy. A primary living target that takes damage from an atrophy bomb becomes enfeebled until the start your next turn. Many types of bombs grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Atrophy Bomb (Lesser) Source Pathfinder #222: Hellbreakers pg. 209 Price 4 gp --- The bomb deals 1d4 persistent void damage and 1 void splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Atrophy Bomb (Moderate) Source Pathfinder #222: Hellbreakers pg. 209 Price 11 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 persistent void damage and 2 void splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Atrophy Bomb (Greater) Source Pathfinder #222: Hellbreakers pg. 209 Price 255 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 persistent void damage and 3 void splash damage, and the target is enfeebled 2 until the start of your next turn. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Atrophy Bomb (Major) Source Pathfinder #222: Hellbreakers pg. 209 Price 2,550 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 persistent void damage and 4 void splash damage, and the target is enfeebled 2 until the start of your next turn.","skill_mod":{},"summary":"The bomb deals 1d4 persistent void damage and 1 void splash damage, and the target is enfeebled 1 until the start of your next turn.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity","Energy","Planar","Creature Type"],"level":1,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4166","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Atrophy Bomb (Lesser)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4166-3770"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4166","weakness":{},"primary_source_group":"Hellbreakers","price":1100,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon","Void","Negative"],"id":"equipment-4166-3771","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Atrophy Bomb May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 209 Usage held in 1 hand Bulk L Activate Strike --- Atrophy bombs contain powerful chemicals developed by Urgathoan alchemists that sap a living creature's strength and drain their energy. A primary living target that takes damage from an atrophy bomb becomes enfeebled until the start your next turn. Many types of bombs grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Atrophy Bomb (Lesser) Source Pathfinder #222: Hellbreakers pg. 209 Price 4 gp --- The bomb deals 1d4 persistent void damage and 1 void splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Atrophy Bomb (Moderate) Source Pathfinder #222: Hellbreakers pg. 209 Price 11 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 persistent void damage and 2 void splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Atrophy Bomb (Greater) Source Pathfinder #222: Hellbreakers pg. 209 Price 255 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 persistent void damage and 3 void splash damage, and the target is enfeebled 2 until the start of your next turn. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Atrophy Bomb (Major) Source Pathfinder #222: Hellbreakers pg. 209 Price 2,550 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 persistent void damage and 4 void splash damage, and the target is enfeebled 2 until the start of your next turn.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d4 persistent void damage and 2 void splash damage, and the target is enfeebled 1 until the …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity","Energy","Planar","Creature Type"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4166","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Atrophy Bomb (Moderate)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4166-3771"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4166","weakness":{},"primary_source_group":"Hellbreakers","price":25500,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon","Void","Negative"],"id":"equipment-4166-3772","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Atrophy Bomb May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 209 Usage held in 1 hand Bulk L Activate Strike --- Atrophy bombs contain powerful chemicals developed by Urgathoan alchemists that sap a living creature's strength and drain their energy. A primary living target that takes damage from an atrophy bomb becomes enfeebled until the start your next turn. Many types of bombs grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Atrophy Bomb (Lesser) Source Pathfinder #222: Hellbreakers pg. 209 Price 4 gp --- The bomb deals 1d4 persistent void damage and 1 void splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Atrophy Bomb (Moderate) Source Pathfinder #222: Hellbreakers pg. 209 Price 11 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 persistent void damage and 2 void splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Atrophy Bomb (Greater) Source Pathfinder #222: Hellbreakers pg. 209 Price 255 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 persistent void damage and 3 void splash damage, and the target is enfeebled 2 until the start of your next turn. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Atrophy Bomb (Major) Source Pathfinder #222: Hellbreakers pg. 209 Price 2,550 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 persistent void damage and 4 void splash damage, and the target is enfeebled 2 until the start of your next turn.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d4 persistent void damage and 3 void splash damage, and the target is enfeebled 2 until the …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity","Energy","Planar","Creature Type"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4166","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Atrophy Bomb (Greater)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4166-3772"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4166","weakness":{},"primary_source_group":"Hellbreakers","price":255000,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon","Void","Negative"],"id":"equipment-4166-3773","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Limited\" > Atrophy Bomb May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 209 Usage held in 1 hand Bulk L Activate Strike --- Atrophy bombs contain powerful chemicals developed by Urgathoan alchemists that sap a living creature's strength and drain their energy. A primary living target that takes damage from an atrophy bomb becomes enfeebled until the start your next turn. Many types of bombs grant an item bonus to attack rolls. <title level=\"2\" right=\"Item 1\" pfs=\"\" > Atrophy Bomb (Lesser) Source Pathfinder #222: Hellbreakers pg. 209 Price 4 gp --- The bomb deals 1d4 persistent void damage and 1 void splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Atrophy Bomb (Moderate) Source Pathfinder #222: Hellbreakers pg. 209 Price 11 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 persistent void damage and 2 void splash damage, and the target is enfeebled 1 until the start of your next turn. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Atrophy Bomb (Greater) Source Pathfinder #222: Hellbreakers pg. 209 Price 255 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 persistent void damage and 3 void splash damage, and the target is enfeebled 2 until the start of your next turn. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Atrophy Bomb (Major) Source Pathfinder #222: Hellbreakers pg. 209 Price 2,550 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 persistent void damage and 4 void splash damage, and the target is enfeebled 2 until the start of your next turn.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d4 persistent void damage and 4 void splash damage, and the target is enfeebled 2 until the …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity","Energy","Planar","Creature Type"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4166","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Atrophy Bomb (Major)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4166-3773"},{"item_child_id":["equipment-4167-3774","equipment-4167-3775"],"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-4167","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Bortled Favorite May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 209 Usage held in 2 hands Bulk L Activate (manipulate) --- An Isgeri specialty from Etran's Folly, this root vegetable porridge was named after the dwarf trader Bort Bargith. When you eat this porridge, you can Hustle for an additional 10 minutes during exploration. This lasts for 24 hours or until you make your next daily preparations, whichever comes first. <title level=\"2\" right=\"Item 2\" pfs=\"\" > Bortled Favorite (Lesser) Source Pathfinder #222: Hellbreakers pg. 209 Price 5 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"\" > Bortled Favorite (Moderate) Source Pathfinder #222: Hellbreakers pg. 209 Price 25 gp Bulk L --- You can Hustle for an additional 20 minutes.","skill_mod":{},"summary":"An Isgeri specialty from Etran's Folly, this root vegetable porridge was named after the dwarf trader Bort Bargith. When you eat this porridge, you …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4167","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Bortled Favorite","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4167"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4167","weakness":{},"primary_source_group":"Hellbreakers","price":500,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-4167-3774","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Bortled Favorite May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 209 Usage held in 2 hands Bulk L Activate (manipulate) --- An Isgeri specialty from Etran's Folly, this root vegetable porridge was named after the dwarf trader Bort Bargith. When you eat this porridge, you can Hustle for an additional 10 minutes during exploration. This lasts for 24 hours or until you make your next daily preparations, whichever comes first. <title level=\"2\" right=\"Item 2\" pfs=\"\" > Bortled Favorite (Lesser) Source Pathfinder #222: Hellbreakers pg. 209 Price 5 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"\" > Bortled Favorite (Moderate) Source Pathfinder #222: Hellbreakers pg. 209 Price 25 gp Bulk L --- You can Hustle for an additional 20 minutes.","skill_mod":{},"summary":"An Isgeri specialty from Etran's Folly, this root vegetable porridge was named after the dwarf trader Bort Bargith. When you eat this porridge, you …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4167","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Bortled Favorite (Lesser)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4167-3774"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4167","weakness":{},"primary_source_group":"Hellbreakers","price":2500,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-4167-3775","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Bortled Favorite May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 209 Usage held in 2 hands Bulk L Activate (manipulate) --- An Isgeri specialty from Etran's Folly, this root vegetable porridge was named after the dwarf trader Bort Bargith. When you eat this porridge, you can Hustle for an additional 10 minutes during exploration. This lasts for 24 hours or until you make your next daily preparations, whichever comes first. <title level=\"2\" right=\"Item 2\" pfs=\"\" > Bortled Favorite (Lesser) Source Pathfinder #222: Hellbreakers pg. 209 Price 5 gp Bulk L <title level=\"2\" right=\"Item 5\" pfs=\"\" > Bortled Favorite (Moderate) Source Pathfinder #222: Hellbreakers pg. 209 Price 25 gp Bulk L --- You can Hustle for an additional 20 minutes.","skill_mod":{},"summary":"You can Hustle for an additional 20 minutes.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Food","resistance":{},"url":"/Equipment.aspx?ID=4167","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Bortled Favorite (Moderate)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4167-3775"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":300,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-4168","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Limited\" > Serene Smelling Salts May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 209 Price 3 gp Usage held in 1 hand Bulk L Activate (manipulate) --- This package of smelling salts has such a pungent stench, it can snap any creature out of a panicked state. When used on yourself or a creature within your reach, that target reduces the value of its frightened condition by 1 and becomes temporarily immune to any serene smelling salts for 1 hour.\n","skill_mod":{},"summary":"This package of smelling salts has such a pungent stench, it can snap any creature out of a panicked state. When used on yourself or a creature …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":0,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4168","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Serene Smelling Salts","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4168"},{"item_child_id":["equipment-4169-3776","equipment-4169-3777","equipment-4169-3778"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-4169","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Silverscrap Bomb May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 209 Usage held in 1 hand Bulk L Activate Strike --- Silverscrap bombs are compact clusters of silver shards that explode upon impact, shredding everything in the vicinity. The bomb grants an item bonus to attack rolls and deals piercing damage and piercing splash damage, according to the bomb's type. All damage from the bomb is treated as silver for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Silverscrap Bomb (Lesser) Source Pathfinder #222: Hellbreakers pg. 209 Price 11 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 piercing damage and 2 piercing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Silverscrap Bomb (Moderate) Source Pathfinder #222: Hellbreakers pg. 209 Price 255 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 piercing damage and 3 piercing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Silverscrap Bomb (Greater) Source Pathfinder #222: Hellbreakers pg. 209 Price 2,550 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 piercing damage and 4 piercing splash damage.","skill_mod":{},"summary":"Silverscrap bombs are compact clusters of silver shards that explode upon impact, shredding everything in the vicinity. The bomb grants an item bonus …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4169","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Silverscrap Bomb","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4169"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4169","weakness":{},"primary_source_group":"Hellbreakers","price":1100,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-4169-3776","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Silverscrap Bomb May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 209 Usage held in 1 hand Bulk L Activate Strike --- Silverscrap bombs are compact clusters of silver shards that explode upon impact, shredding everything in the vicinity. The bomb grants an item bonus to attack rolls and deals piercing damage and piercing splash damage, according to the bomb's type. All damage from the bomb is treated as silver for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Silverscrap Bomb (Lesser) Source Pathfinder #222: Hellbreakers pg. 209 Price 11 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 piercing damage and 2 piercing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Silverscrap Bomb (Moderate) Source Pathfinder #222: Hellbreakers pg. 209 Price 255 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 piercing damage and 3 piercing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Silverscrap Bomb (Greater) Source Pathfinder #222: Hellbreakers pg. 209 Price 2,550 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 piercing damage and 4 piercing splash damage.","skill_mod":{},"summary":"You gain a +1 item bonus to attack rolls. The bomb deals 2d4 piercing damage and 2 piercing splash damage.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4169","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Silverscrap Bomb (Lesser)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4169-3776"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4169","weakness":{},"primary_source_group":"Hellbreakers","price":25500,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-4169-3777","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Silverscrap Bomb May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 209 Usage held in 1 hand Bulk L Activate Strike --- Silverscrap bombs are compact clusters of silver shards that explode upon impact, shredding everything in the vicinity. The bomb grants an item bonus to attack rolls and deals piercing damage and piercing splash damage, according to the bomb's type. All damage from the bomb is treated as silver for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Silverscrap Bomb (Lesser) Source Pathfinder #222: Hellbreakers pg. 209 Price 11 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 piercing damage and 2 piercing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Silverscrap Bomb (Moderate) Source Pathfinder #222: Hellbreakers pg. 209 Price 255 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 piercing damage and 3 piercing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Silverscrap Bomb (Greater) Source Pathfinder #222: Hellbreakers pg. 209 Price 2,550 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 piercing damage and 4 piercing splash damage.","skill_mod":{},"summary":"You gain a +2 item bonus to attack rolls. The bomb deals 3d4 piercing damage and 3 piercing splash damage.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":11,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4169","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Silverscrap Bomb (Moderate)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4169-3777"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4169","weakness":{},"primary_source_group":"Hellbreakers","price":255000,"trait":["Alchemical","Bomb","Consumable","Splash","Uncommon"],"id":"equipment-4169-3778","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Silverscrap Bomb May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 209 Usage held in 1 hand Bulk L Activate Strike --- Silverscrap bombs are compact clusters of silver shards that explode upon impact, shredding everything in the vicinity. The bomb grants an item bonus to attack rolls and deals piercing damage and piercing splash damage, according to the bomb's type. All damage from the bomb is treated as silver for the purposes of weaknesses, resistances, and the like. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Silverscrap Bomb (Lesser) Source Pathfinder #222: Hellbreakers pg. 209 Price 11 gp --- You gain a +1 item bonus to attack rolls. The bomb deals 2d4 piercing damage and 2 piercing splash damage. <title level=\"2\" right=\"Item 11\" pfs=\"\" > Silverscrap Bomb (Moderate) Source Pathfinder #222: Hellbreakers pg. 209 Price 255 gp --- You gain a +2 item bonus to attack rolls. The bomb deals 3d4 piercing damage and 3 piercing splash damage. <title level=\"2\" right=\"Item 17\" pfs=\"\" > Silverscrap Bomb (Greater) Source Pathfinder #222: Hellbreakers pg. 209 Price 2,550 gp --- You gain a +3 item bonus to attack rolls. The bomb deals 4d4 piercing damage and 4 piercing splash damage.","skill_mod":{},"summary":"You gain a +3 item bonus to attack rolls. The bomb deals 4d4 piercing damage and 4 piercing splash damage.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"level":17,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Bombs","resistance":{},"url":"/Equipment.aspx?ID=4169","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Silverscrap Bomb (Greater)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4169-3778"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":2700,"trait":["Alchemical","Consumable","Uncommon"],"id":"equipment-4170","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Verdant Poultice May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 209 Price 27 gp Usage held in 1 hand Activate (manipulate) --- This poultice of herbs and dried berries found throughout Isger was invented by those fighting against Cheliax's diabolic intrusion and those warring against demons at the Worldwound. You can use a verdant poultice on a creature that's taking persistent damage from a fiend; attempt a Nature check with a +1 item bonus against the DC of the effect that caused the persistent damage. On a success, the persistent damage ends.\n","skill_mod":{},"summary":"This poultice of herbs and dried berries found throughout Isger was invented by those fighting against Cheliax's diabolic intrusion and those warring …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Other","resistance":{},"url":"/Equipment.aspx?ID=4170","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Verdant Poultice","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4170"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":5000,"trait":["Alchemical","Consumable","Rare"],"id":"equipment-4171","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Warding Paste May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 210 Price 50 gp Usage held in 1 hand Activate Three Actions (manipulate) --- Silver filings to ward off fiends, cold iron filings to repulse demons and fey, and powders made from garlic, peppers, and wort to repel undead creatures are combined into this gritty paste. A container of warding paste contains enough to cover one suit of armor or set of clothes. For the next hour, creatures with the unholy trait take a –1 circumstance penalty to melee attacks against the affected outfit's wearer.\n","skill_mod":{},"summary":"Silver filings to ward off fiends, cold iron filings to repulse demons and fey, and powders made from garlic, peppers, and wort to repel undead …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Alchemical Tools","resistance":{},"url":"/Equipment.aspx?ID=4171","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Warding Paste","actions_number":6,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Three Actions","rarity":"rare","slug":"equipment-4171"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":700,"trait":["Consumable","Magical","Talisman"],"id":"equipment-4172","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Greased Axle Source Pathfinder #222: Hellbreakers pg. 210 Price 7 gp Usage affixed to armor Activate Single Action (concentrate) Requirement You're grabbed or restrained. --- When rogues and scoundrels find themselves in sticky situations, a greased axle is a quick way out. You attempt a check to Escape, with a +1 item bonus to your check. If you critically fail, you get a failure instead.\n","skill_mod":{},"summary":"When rogues and scoundrels find themselves in sticky situations, a greased axle is a quick way out. You attempt a check to Escape , with a +1 item …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","requirement":"You're grabbed or restrained .","resistance":{},"url":"/Equipment.aspx?ID=4172","source_group":["Hellbreakers"],"name":"Greased Axle","actions_number":2,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"equipment-4172"},{"primary_source_category":"Adventure Paths","usage":"affixed to a slashing weapon","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":300,"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-4173","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Harpy's Talon May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 210 Price 3 gp Usage affixed to a slashing weapon Activate Free Action (concentrate) Trigger You successfully Strike a creature with the affixed weapon. --- This sharp metal claw is used to inflict additional pain upon your enemies. When you activate the harpy's talon , the weapon deals persistent bleed damage equal to the number of weapon damage dice. If the Strike was a critical success, the persistent bleed damage increases to twice the number of weapon damage dice.\n","skill_mod":{},"summary":"This sharp metal claw is used to inflict additional pain upon your enemies. When you activate the harpy's talon , the weapon deals persistent bleed …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","trigger":"You successfully Strike a creature with the affixed weapon.","resistance":{},"url":"/Equipment.aspx?ID=4173","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Harpy's Talon","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-4173"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":7500,"trait":["Consumable","Magical","Talisman","Vitality","Positive"],"id":"equipment-4174","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Impelling Symbol Source Pathfinder #222: Hellbreakers pg. 210 Price 75 gp Usage affixed to armor Activate Free Action (concentrate) Trigger You Cast a Spell that restores Hit Points to another creature. --- This simple religious symbol bolsters you when you help others. When you activate it, you gain a number of temporary Hit Points equal to your level plus the rank of the spell you cast. These temporary Hit Points last for 1 minute.\n","skill_mod":{},"summary":"This simple religious symbol bolsters you when you help others. When you activate it, you gain a number of temporary Hit Points equal to your level …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics","Energy","Planar","Creature Type"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","trigger":"You Cast a Spell that restores Hit Points to another creature.","resistance":{},"url":"/Equipment.aspx?ID=4174","source_group":["Hellbreakers"],"name":"Impelling Symbol","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"common","slug":"equipment-4174"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":3000,"trait":["Consumable","Magical","Oil","Uncommon"],"id":"equipment-4175","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Restful Salve May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 210 Price 30 gp Usage held in 2 hands Bulk L Activate (manipulate) --- A restful salve is a compound that can be applied to the skin to prevent undeath. If applied to a fresh corpse, the corpse doesn't decay, nor can it be transformed into an undead or otherwise controlled until the sun rises the next morning. If applied to a living creature, this salve lasts for only 1 hour due to the body's natural excretions. For that duration, the salve wards off effects that would cause undeath upon dying.\n","skill_mod":{},"summary":"A restful salve is a compound that can be applied to the skin to prevent undeath. If applied to a fresh corpse, the corpse doesn't decay, nor can …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Oils","resistance":{},"url":"/Equipment.aspx?ID=4175","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Restful Salve","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4175"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands (see text)","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":5000,"trait":["Consumable","Extradimensional","Magical","Uncommon"],"id":"equipment-4176","text":"<title level=\"1\" right=\"Item 3\" pfs=\"\" > Smuggler's Padlock May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 210 Price 50 gp Usage held in 2 hands (see text) Bulk L Activate 1 minute (manipulate) --- This padlock exists in a dormant state while it's closed and its associated key is in the keyhole. To activate this item, you remove the key, which causes the keyhole to become a portal to an extradimensional space. This space can hold a single object of up to 1 Bulk by pressing it against the keyhole. At any point within the next 24 hours, the key can be used to open the lock with an Interact action, which safely releases the item onto the ground in your space. If the lock isn't opened within the next 24 hours, the key disintegrates, and from then on, a creature who succeeds at a DC 16 Thievery check can Pick the Lock open to release the item. On a critical failure, the padlock is destroyed and its contents are lost forever.\n","skill_mod":{},"summary":"This padlock exists in a dormant state while it's closed and its associated key is in the keyhole. To activate this item, you remove the key, which …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4176","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Smuggler's Padlock","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4176"},{"item_child_id":["equipment-4177-3779","equipment-4177-3780"],"primary_source_category":"Adventure Paths","usage":"affixed to a weapon","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-4177","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Thorn of Milani May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 210 Usage affixed to a weapon Activate Free Action (concentrate) Trigger You hit a creature with the affixed weapon. --- This pure white thorn glows bright with the spirit of justice. When you activate the thorn, you deal an additional 1d4 spirit damage with the holy trait. You then gain weakness 1 to unholy until the end of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Thorn of Milani (Lesser) Source Pathfinder #222: Hellbreakers pg. 210 Price 12 gp <title level=\"2\" right=\"Item 7\" pfs=\"\" > Thorn of Milani (Moderate) Source Pathfinder #222: Hellbreakers pg. 210 Price 60 gp --- You deal an additional 2d4 spirit damage and don’t gain weakness to unholy.","skill_mod":{},"summary":"This pure white thorn glows bright with the spirit of justice. When you activate the thorn, you deal an additional 1d4 spirit damage with the holy …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","trigger":"You hit a creature with the affixed weapon.","resistance":{},"url":"/Equipment.aspx?ID=4177","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Thorn of Milani","actions_number":0,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"equipment-4177"},{"primary_source_category":"Adventure Paths","usage":"affixed to a weapon","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4177","weakness":{},"primary_source_group":"Hellbreakers","price":1200,"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-4177-3779","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Thorn of Milani May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 210 Usage affixed to a weapon Activate Free Action (concentrate) Trigger You hit a creature with the affixed weapon. --- This pure white thorn glows bright with the spirit of justice. When you activate the thorn, you deal an additional 1d4 spirit damage with the holy trait. You then gain weakness 1 to unholy until the end of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Thorn of Milani (Lesser) Source Pathfinder #222: Hellbreakers pg. 210 Price 12 gp <title level=\"2\" right=\"Item 7\" pfs=\"\" > Thorn of Milani (Moderate) Source Pathfinder #222: Hellbreakers pg. 210 Price 60 gp --- You deal an additional 2d4 spirit damage and don’t gain weakness to unholy.","skill_mod":{},"summary":"This pure white thorn glows bright with the spirit of justice. When you activate the thorn, you deal an additional 1d4 spirit damage with the holy …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","trigger":"You hit a creature with the affixed weapon.","resistance":{},"url":"/Equipment.aspx?ID=4177","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Thorn of Milani (Lesser)","actions_number":0,"bulk":0,"category":"equipment","actions":"Free Action","rarity":"uncommon","slug":"equipment-4177-3779"},{"primary_source_category":"Adventure Paths","usage":"affixed to a weapon","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4177","weakness":{},"primary_source_group":"Hellbreakers","price":6000,"trait":["Consumable","Magical","Talisman","Uncommon"],"id":"equipment-4177-3780","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Thorn of Milani May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 210 Usage affixed to a weapon Activate Free Action (concentrate) Trigger You hit a creature with the affixed weapon. --- This pure white thorn glows bright with the spirit of justice. When you activate the thorn, you deal an additional 1d4 spirit damage with the holy trait. You then gain weakness 1 to unholy until the end of your next turn. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Thorn of Milani (Lesser) Source Pathfinder #222: Hellbreakers pg. 210 Price 12 gp <title level=\"2\" right=\"Item 7\" pfs=\"\" > Thorn of Milani (Moderate) Source Pathfinder #222: Hellbreakers pg. 210 Price 60 gp --- You deal an additional 2d4 spirit damage and don’t gain weakness to unholy.","skill_mod":{},"summary":"You deal an additional 2d4 spirit damage and don’t gain weakness to unholy.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Talismans","trigger":"You hit a creature with the affixed weapon.","resistance":{},"url":"/Equipment.aspx?ID=4177","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Thorn of Milani (Moderate)","actions_number":0,"bulk":0,"category":"equipment","actions":"Free Action","rarity":"uncommon","slug":"equipment-4177-3780"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":1600,"skill":["Stealth"],"trait":["Consumable","Magical"],"id":"equipment-4178","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Unassuming Face Paint Source Pathfinder #222: Hellbreakers pg. 211 Price 16 gp Usage held in 2 hands Activate Three Actions (manipulate) --- When these drab pigments are applied to your face, you appear plain and inconspicuous for 10 minutes. You gain a +2 item bonus to Stealth checks and DCs while blending into a crowd during this time. If you take a hostile action, the effects of unassuming face paint immediately end.\n","skill_mod":{},"summary":"When these drab pigments are applied to your face, you appear plain and inconspicuous for 10 minutes. You gain a +2 item bonus to Stealth checks …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Consumables","resistance":{},"url":"/Equipment.aspx?ID=4178","source_group":["Hellbreakers"],"name":"Unassuming Face Paint","actions_number":6,"bulk":0,"category":"equipment","pfs":"Limited","actions":"Three Actions","rarity":"common","slug":"equipment-4178"},{"item_child_id":["equipment-4179-3781","equipment-4179-3782","equipment-4179-3783"],"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Spellhearts","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Magical","Spellheart","Uncommon"],"id":"equipment-4179","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Devilwing Badge May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 211 Usage affixed to armor or a weapon --- This small tearing of a devil's wing has been cleansed with holy water before being mounted onto a silver badge. The spell attack modifier of any spell cast by Activating this item is +8, and the spell DC is 18. Armor You gain resistance 2 to fire and unholy. Weapon After you cast a spell by Activating the devilwing badge , your Strikes with the weapon deal an additional 1d4 spirit damage until the end of your next turn. Activate Cast a Spell; Effect You cast divine lance . <title level=\"2\" right=\"Item 4\" pfs=\"\" > Devilwing Badge Source Pathfinder #222: Hellbreakers pg. 211 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Devilwing Badge (Greater) Source Pathfinder #222: Hellbreakers pg. 211 Price 425 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack modifier is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast crisis of faith . <title level=\"2\" right=\"Item 12\" pfs=\"\" > Devilwing Badge (Major) Source Pathfinder #222: Hellbreakers pg. 211 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack modifier is +19, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank crisis of faith . Activate Cast a Spell; Frequency once per day; Effect You cast divine wrath .","skill_mod":{},"summary":"This small tearing of a devil's wing has been cleansed with holy water before being mounted onto a silver badge. The spell attack modifier of any …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Mechanics","Equipment","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4179","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Devilwing Badge","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4179"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4179","weakness":{},"primary_source_group":"Hellbreakers","price":9000,"trait":["Magical","Spellheart","Uncommon"],"id":"equipment-4179-3781","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Devilwing Badge May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 211 Usage affixed to armor or a weapon --- This small tearing of a devil's wing has been cleansed with holy water before being mounted onto a silver badge. The spell attack modifier of any spell cast by Activating this item is +8, and the spell DC is 18. Armor You gain resistance 2 to fire and unholy. Weapon After you cast a spell by Activating the devilwing badge , your Strikes with the weapon deal an additional 1d4 spirit damage until the end of your next turn. Activate Cast a Spell; Effect You cast divine lance . <title level=\"2\" right=\"Item 4\" pfs=\"\" > Devilwing Badge Source Pathfinder #222: Hellbreakers pg. 211 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Devilwing Badge (Greater) Source Pathfinder #222: Hellbreakers pg. 211 Price 425 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack modifier is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast crisis of faith . <title level=\"2\" right=\"Item 12\" pfs=\"\" > Devilwing Badge (Major) Source Pathfinder #222: Hellbreakers pg. 211 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack modifier is +19, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank crisis of faith . Activate Cast a Spell; Frequency once per day; Effect You cast divine wrath .","skill_mod":{},"summary":"This small tearing of a devil's wing has been cleansed with holy water before being mounted onto a silver badge. The spell attack modifier of any …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Mechanics","Equipment","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4179","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Devilwing Badge","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-4179-3781"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4179","weakness":{},"primary_source_group":"Hellbreakers","price":42500,"trait":["Magical","Spellheart","Uncommon"],"id":"equipment-4179-3782","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Devilwing Badge May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 211 Usage affixed to armor or a weapon --- This small tearing of a devil's wing has been cleansed with holy water before being mounted onto a silver badge. The spell attack modifier of any spell cast by Activating this item is +8, and the spell DC is 18. Armor You gain resistance 2 to fire and unholy. Weapon After you cast a spell by Activating the devilwing badge , your Strikes with the weapon deal an additional 1d4 spirit damage until the end of your next turn. Activate Cast a Spell; Effect You cast divine lance . <title level=\"2\" right=\"Item 4\" pfs=\"\" > Devilwing Badge Source Pathfinder #222: Hellbreakers pg. 211 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Devilwing Badge (Greater) Source Pathfinder #222: Hellbreakers pg. 211 Price 425 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack modifier is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast crisis of faith . <title level=\"2\" right=\"Item 12\" pfs=\"\" > Devilwing Badge (Major) Source Pathfinder #222: Hellbreakers pg. 211 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack modifier is +19, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank crisis of faith . Activate Cast a Spell; Frequency once per day; Effect You cast divine wrath .","skill_mod":{},"summary":"Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack modifier is +14, and the spell DC is 24. …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Mechanics","Equipment","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4179","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Devilwing Badge (Greater)","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-4179-3782"},{"primary_source_category":"Adventure Paths","usage":"affixed to armor or a weapon","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Spellhearts","speed":{},"item_parent_id":"equipment-4179","weakness":{},"primary_source_group":"Hellbreakers","price":175000,"trait":["Magical","Spellheart","Uncommon"],"id":"equipment-4179-3783","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Limited\" > Devilwing Badge May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 211 Usage affixed to armor or a weapon --- This small tearing of a devil's wing has been cleansed with holy water before being mounted onto a silver badge. The spell attack modifier of any spell cast by Activating this item is +8, and the spell DC is 18. Armor You gain resistance 2 to fire and unholy. Weapon After you cast a spell by Activating the devilwing badge , your Strikes with the weapon deal an additional 1d4 spirit damage until the end of your next turn. Activate Cast a Spell; Effect You cast divine lance . <title level=\"2\" right=\"Item 4\" pfs=\"\" > Devilwing Badge Source Pathfinder #222: Hellbreakers pg. 211 Price 90 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Devilwing Badge (Greater) Source Pathfinder #222: Hellbreakers pg. 211 Price 425 gp --- Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack modifier is +14, and the spell DC is 24. Activate Cast a Spell; Frequency once per day; Effect You cast crisis of faith . <title level=\"2\" right=\"Item 12\" pfs=\"\" > Devilwing Badge (Major) Source Pathfinder #222: Hellbreakers pg. 211 Price 1,750 gp --- Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack modifier is +19, and the spell DC is 29. Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank crisis of faith . Activate Cast a Spell; Frequency once per day; Effect You cast divine wrath .","skill_mod":{},"summary":"Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack modifier is +19, and the spell DC is 29. …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Mechanics","Equipment","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4179","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Devilwing Badge (Major)","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-4179-3783"},{"primary_source_category":"Adventure Paths","usage":"worn cloak","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":23000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-4180","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Hellhusk Shroud May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 211 Price 230 gp Usage worn cloak --- This hooded cloak is popular among those who must evade or surveil fiendish authorities. The grisly secrets behind this garment belies its innocuous appearance; its fabrics include threads woven from the hair, blood, and scales of various devils. When invested, a hellhusk shroud doesn't appear to radiate a magic aura to detect magic or similar spells unless the spells are 4th rank or higher. As long as you're wearing the cloak, you can read and speak Diabolic. Activate—Horned Husk Single Action (illusion, manipulate, olfactory, visual) Frequency once per day; Effect The cloak wraps around you, becoming a second skin that suffuses you with Hell's corrosive brimstone. Your appearance becomes that of a nondescript low-level devil, and you gain a +1 status bonus to your Deception checks when you Lie to maintain your disguise. To creatures with scent, you also smell like a devil. Activate—Hellish Senses Single Action (concentrate, manipulate) Frequency once per day; Effect You pull your hood up, allowing the remnants of fallen devils to nestle closely and whisper Hell's secrets. You gain fiendsense as an imprecise sense within 60 feet, allowing you to sense creatures with the fiend trait as a vague sense. This effect lasts for 10 minutes or until you take this action again\n","skill_mod":{},"summary":"This hooded cloak is popular among those who must evade or surveil fiendish authorities. The grisly secrets behind this garment belies its innocuous …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4180","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Hellhusk Shroud","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4180"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":13000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-4181","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Limited\" > Lazybones Pendant May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 211 Price 130 gp Usage worn --- A lazybones pendant is a six-sided die pendant carved from the regretful bones of Work-Too-Hard Whappa, a goblin unusually industrious in life and said to be making up for a long-overdue rest in his afterlife. Depicted on the five sides of this six-sided die are representations of Whappa engaged in various acts of slothful mischief, while the remaining side is utterly blank; apparently, he's so engrossed in his indolence that even his image has forgotten to show up on that side of the die. When you wear and invest in this pendant, you gain a +1 item bonus to checks when you Follow the Expert. Activate—Can't Somone Else Do it Three Actions (concentrate, manipulate, occult) Frequency once per day; Effect You cast phantasmal minion , summoning an ephemeral version of yourself. When you Activate the pendant and each time you Sustain the spell, your phantasmal minion gains a reaction that can be used only to Aid an ally. It uses your skills for any skill checks and can't Aid an attack.\n","skill_mod":{},"summary":"A lazybones pendant is a six-sided die pendant carved from the regretful bones of Work-Too-Hard Whappa, a goblin unusually industrious in life and …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4181","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Lazybones Pendant","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4181"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":3500,"skill":["Diplomacy","Intimidation"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-4182","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Ring of Fair Assessment May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 212 Price 35 gp Usage worn --- While the Kalistocrats of Druma profiteer off selling weapons to both Hellbreakers and Hellknights, they also offer options suitable for intelligence and counterintelligence efforts. This white gold ring grants you a +1 item bonus to skill checks to Decipher Writing that's primarily numerical or mathematical in nature as well as to skill checks to Make an Impression and Coerce to convince others of the fairness or accuracy of your judgments. Activate—Fair Assessment Two Actions (concentrate, manipulate, mental) Frequency once per hour; Effect The Prophecies of Kalistrade reveal the secrets of wealth to you; this appears as a balance sheet of numbers only you can see. Choose an area of up to 1 cubic foot within 30 feet; you can estimate the value in gold pieces of any items within this area. If you attempt to estimate the value of items worn or held by a creature, you must succeed at a Society check to Decipher Writing against their Will DC.\n","skill_mod":{},"summary":"While the Kalistocrats of Druma profiteer off selling weapons to both Hellbreakers and Hellknights, they also offer options suitable for intelligence …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4182","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Ring of Fair Assessment","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4182"},{"item_child_id":["equipment-4183-3784","equipment-4183-3785","equipment-4183-3786"],"primary_source_category":"Adventure Paths","usage":"worn garment","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Invested","Magical","Uncommon"],"id":"equipment-4183","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Robe of the Erinys May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 212 Usage worn garment Bulk L --- This exquisite scarlet robe embroidered with golden depictions of fiends and their weapons is fashioned after the garb of the cloistered Sisters of the Golden Erinys. The robe's belt is embroidered to look like a snake, complete with metal fangs. Activate—Biting Belt Two Actions (concentrate, manipulate) Frequency once per day; Effect You remove the robe's belt and snap it at an enemy within your reach. As you do, it briefly animates to bite that foe, dealing 2d8 poison damage with a basic DC 18 Fortitude save. On a critical failure, the target is also sickened 1. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Robe of the Erinys Source Pathfinder #222: Hellbreakers pg. 212 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Robe of the Erinys (Greater) Source Pathfinder #222: Hellbreakers pg. 212 Price 475 gp --- The snake deals 4d8 poison damage, and the DC is 24. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Robe of the Erinys (Major) Source Pathfinder #222: Hellbreakers pg. 212 Price 2,750 gp --- The snake deals 6d8 poison damage, and the DC is 31.","skill_mod":{},"summary":"This exquisite scarlet robe embroidered with golden depictions of fiends and their weapons is fashioned after the garb of the cloistered Sisters of …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4183","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Robe of the Erinys","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4183"},{"primary_source_category":"Adventure Paths","usage":"worn garment","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4183","weakness":{},"primary_source_group":"Hellbreakers","price":5500,"trait":["Invested","Magical","Uncommon"],"id":"equipment-4183-3784","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Robe of the Erinys May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 212 Usage worn garment Bulk L --- This exquisite scarlet robe embroidered with golden depictions of fiends and their weapons is fashioned after the garb of the cloistered Sisters of the Golden Erinys. The robe's belt is embroidered to look like a snake, complete with metal fangs. Activate—Biting Belt Two Actions (concentrate, manipulate) Frequency once per day; Effect You remove the robe's belt and snap it at an enemy within your reach. As you do, it briefly animates to bite that foe, dealing 2d8 poison damage with a basic DC 18 Fortitude save. On a critical failure, the target is also sickened 1. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Robe of the Erinys Source Pathfinder #222: Hellbreakers pg. 212 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Robe of the Erinys (Greater) Source Pathfinder #222: Hellbreakers pg. 212 Price 475 gp --- The snake deals 4d8 poison damage, and the DC is 24. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Robe of the Erinys (Major) Source Pathfinder #222: Hellbreakers pg. 212 Price 2,750 gp --- The snake deals 6d8 poison damage, and the DC is 31.","skill_mod":{},"summary":"This exquisite scarlet robe embroidered with golden depictions of fiends and their weapons is fashioned after the garb of the cloistered Sisters of …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4183","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Robe of the Erinys","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4183-3784"},{"primary_source_category":"Adventure Paths","usage":"worn garment","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4183","weakness":{},"primary_source_group":"Hellbreakers","price":47500,"trait":["Invested","Magical","Uncommon"],"id":"equipment-4183-3785","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Robe of the Erinys May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 212 Usage worn garment Bulk L --- This exquisite scarlet robe embroidered with golden depictions of fiends and their weapons is fashioned after the garb of the cloistered Sisters of the Golden Erinys. The robe's belt is embroidered to look like a snake, complete with metal fangs. Activate—Biting Belt Two Actions (concentrate, manipulate) Frequency once per day; Effect You remove the robe's belt and snap it at an enemy within your reach. As you do, it briefly animates to bite that foe, dealing 2d8 poison damage with a basic DC 18 Fortitude save. On a critical failure, the target is also sickened 1. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Robe of the Erinys Source Pathfinder #222: Hellbreakers pg. 212 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Robe of the Erinys (Greater) Source Pathfinder #222: Hellbreakers pg. 212 Price 475 gp --- The snake deals 4d8 poison damage, and the DC is 24. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Robe of the Erinys (Major) Source Pathfinder #222: Hellbreakers pg. 212 Price 2,750 gp --- The snake deals 6d8 poison damage, and the DC is 31.","skill_mod":{},"summary":"The snake deals 4d8 poison damage, and the DC is 24.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4183","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Robe of the Erinys (Greater)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4183-3785"},{"primary_source_category":"Adventure Paths","usage":"worn garment","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4183","weakness":{},"primary_source_group":"Hellbreakers","price":275000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-4183-3786","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Limited\" > Robe of the Erinys May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 212 Usage worn garment Bulk L --- This exquisite scarlet robe embroidered with golden depictions of fiends and their weapons is fashioned after the garb of the cloistered Sisters of the Golden Erinys. The robe's belt is embroidered to look like a snake, complete with metal fangs. Activate—Biting Belt Two Actions (concentrate, manipulate) Frequency once per day; Effect You remove the robe's belt and snap it at an enemy within your reach. As you do, it briefly animates to bite that foe, dealing 2d8 poison damage with a basic DC 18 Fortitude save. On a critical failure, the target is also sickened 1. <title level=\"2\" right=\"Item 3\" pfs=\"\" > Robe of the Erinys Source Pathfinder #222: Hellbreakers pg. 212 Price 55 gp <title level=\"2\" right=\"Item 8\" pfs=\"\" > Robe of the Erinys (Greater) Source Pathfinder #222: Hellbreakers pg. 212 Price 475 gp --- The snake deals 4d8 poison damage, and the DC is 24. <title level=\"2\" right=\"Item 13\" pfs=\"\" > Robe of the Erinys (Major) Source Pathfinder #222: Hellbreakers pg. 212 Price 2,750 gp --- The snake deals 6d8 poison damage, and the DC is 31.","skill_mod":{},"summary":"The snake deals 6d8 poison damage, and the DC is 31.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics","Rarity"],"level":13,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4183","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Robe of the Erinys (Major)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4183-3786"},{"item_child_id":["equipment-4184-3902","equipment-4184-3903"],"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","skill":["Thievery","Thievery"],"trait":["Invested","Magical","Uncommon"],"id":"equipment-4184","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Shacklebreaker May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 212 Usage worn Bulk L --- This bracelet has three charms depicting a dagger, a shield, and a rose. While wearing this bracelet, you gain a +1 item bonus to Thievery checks. Whenever you roll a success to free someone from manacles, it counts as two successes (three on a critical success). Activate—No Chains Reaction (manipulate) Frequency once per day; Trigger A creature attempts to Grapple you; Requirements You are aware of the creature and aren't off-guard; Effect The bracelet yanks your body in one direction, attempting to throw off your attacker's grip. You gain a +1 circumstance bonus to your Fortitude DC against the triggering Grapple. <title level=\"2\" right=\"Item 4\" pfs=\"\" > Shacklebreaker Source Pathfinder #222: Hellbreakers pg. 212 Price 100 gp <title level=\"2\" right=\"Item 10\" pfs=\"\" > Shacklebreaker (Greater) Source Pathfinder #222: Hellbreakers pg. 212 Price 950 gp --- The item bonus is +2, and the circumstance bonus to your Fortitude DC is +2.","skill_mod":{},"summary":"This bracelet has three charms depicting a dagger, a shield, and a rose. While wearing this bracelet, you gain a +1 item bonus to Thievery checks. …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4184","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Shacklebreaker","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4184"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4184","weakness":{},"primary_source_group":"Hellbreakers","price":10000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-4184-3902","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Shacklebreaker May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 212 Usage worn Bulk L --- This bracelet has three charms depicting a dagger, a shield, and a rose. While wearing this bracelet, you gain a +1 item bonus to Thievery checks. Whenever you roll a success to free someone from manacles, it counts as two successes (three on a critical success). Activate—No Chains Reaction (manipulate) Frequency once per day; Trigger A creature attempts to Grapple you; Requirements You are aware of the creature and aren't off-guard; Effect The bracelet yanks your body in one direction, attempting to throw off your attacker's grip. You gain a +1 circumstance bonus to your Fortitude DC against the triggering Grapple. <title level=\"2\" right=\"Item 4\" pfs=\"\" > Shacklebreaker Source Pathfinder #222: Hellbreakers pg. 212 Price 100 gp <title level=\"2\" right=\"Item 10\" pfs=\"\" > Shacklebreaker (Greater) Source Pathfinder #222: Hellbreakers pg. 212 Price 950 gp --- The item bonus is +2, and the circumstance bonus to your Fortitude DC is +2.","skill_mod":{},"summary":"This bracelet has three charms depicting a dagger, a shield, and a rose. While wearing this bracelet, you gain a +1 item bonus to Thievery checks. …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4184","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Shacklebreaker","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4184-3902"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4184","weakness":{},"primary_source_group":"Hellbreakers","price":95000,"trait":["Invested","Magical","Uncommon"],"id":"equipment-4184-3903","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"\" > Shacklebreaker May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 212 Usage worn Bulk L --- This bracelet has three charms depicting a dagger, a shield, and a rose. While wearing this bracelet, you gain a +1 item bonus to Thievery checks. Whenever you roll a success to free someone from manacles, it counts as two successes (three on a critical success). Activate—No Chains Reaction (manipulate) Frequency once per day; Trigger A creature attempts to Grapple you; Requirements You are aware of the creature and aren't off-guard; Effect The bracelet yanks your body in one direction, attempting to throw off your attacker's grip. You gain a +1 circumstance bonus to your Fortitude DC against the triggering Grapple. <title level=\"2\" right=\"Item 4\" pfs=\"\" > Shacklebreaker Source Pathfinder #222: Hellbreakers pg. 212 Price 100 gp <title level=\"2\" right=\"Item 10\" pfs=\"\" > Shacklebreaker (Greater) Source Pathfinder #222: Hellbreakers pg. 212 Price 950 gp --- The item bonus is +2, and the circumstance bonus to your Fortitude DC is +2.","skill_mod":{},"summary":"The item bonus is +2, and the circumstance bonus to your Fortitude DC is +2.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4184","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Shacklebreaker (Greater)","bulk":0.1,"category":"equipment","rarity":"uncommon","slug":"equipment-4184-3903"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":22500,"trait":["Invested","Magical","Rare"],"id":"equipment-4185","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Token of Salt and Earth May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 212 Price 225 gp Usage worn --- This charm is usually worn around the neck or hanging from a belt. It consists of a three-part hourglass with individual glass bulbs filled with sea salts, charcoal ash, and minute slivers of silver. It grants the wearer a +1 item bonus to Stealth checks to Hide and Sneak from creatures with the unholy trait. Activate—Hide from the Hateful Two Actions (illusion, manipulate, occult, subtle) Frequency once per day; Effect By rotating the charm along one of its concentric rings, you become invisible to creatures with the fiend, fey, or undead trait (your choice) for 1 minute. If you use a hostile action, you're no longer invisible after the action is completed.\n","skill_mod":{},"summary":"This charm is usually worn around the neck or hanging from a belt. It consists of a three-part hourglass with individual glass bulbs filled with sea …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Equipment","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4185","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Token of Salt and Earth","bulk":0,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4185"},{"item_child_id":["equipment-4186-3787","equipment-4186-3788"],"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Magical","Uncommon"],"id":"equipment-4186","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Whispering Wire May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 212 Usage held in 1 hand --- This coiled cord of brightly colored wire can be twisted neatly into any shape. Activate—Words on the Wind Single Action (concentrate) Frequency once per 10 minutes; Effect You quietly mouth words to the wire, which sends them to a target with the effects of the message cantrip. <title level=\"2\" right=\"Item 2\" pfs=\"\" > Whispering Wire Source Pathfinder #222: Hellbreakers pg. 212 Price 30 gp <title level=\"2\" right=\"Item 5\" pfs=\"\" > Whispering Wire (Greater) Source Pathfinder #222: Hellbreakers pg. 212 Price 125 gp --- The wire duplicates the effects of message at 3rd-rank.","skill_mod":{},"summary":"This coiled cord of brightly colored wire can be twisted neatly into any shape. ","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4186","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Whispering Wire","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4186"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-4186","weakness":{},"primary_source_group":"Hellbreakers","price":3000,"trait":["Magical","Uncommon"],"id":"equipment-4186-3787","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Whispering Wire May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 212 Usage held in 1 hand --- This coiled cord of brightly colored wire can be twisted neatly into any shape. Activate—Words on the Wind Single Action (concentrate) Frequency once per 10 minutes; Effect You quietly mouth words to the wire, which sends them to a target with the effects of the message cantrip. <title level=\"2\" right=\"Item 2\" pfs=\"\" > Whispering Wire Source Pathfinder #222: Hellbreakers pg. 212 Price 30 gp <title level=\"2\" right=\"Item 5\" pfs=\"\" > Whispering Wire (Greater) Source Pathfinder #222: Hellbreakers pg. 212 Price 125 gp --- The wire duplicates the effects of message at 3rd-rank.","skill_mod":{},"summary":"This coiled cord of brightly colored wire can be twisted neatly into any shape.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4186","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Whispering Wire","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-4186-3787"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Held Items","speed":{},"item_parent_id":"equipment-4186","weakness":{},"primary_source_group":"Hellbreakers","price":12500,"trait":["Magical","Uncommon"],"id":"equipment-4186-3788","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Limited\" > Whispering Wire May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 212 Usage held in 1 hand --- This coiled cord of brightly colored wire can be twisted neatly into any shape. Activate—Words on the Wind Single Action (concentrate) Frequency once per 10 minutes; Effect You quietly mouth words to the wire, which sends them to a target with the effects of the message cantrip. <title level=\"2\" right=\"Item 2\" pfs=\"\" > Whispering Wire Source Pathfinder #222: Hellbreakers pg. 212 Price 30 gp <title level=\"2\" right=\"Item 5\" pfs=\"\" > Whispering Wire (Greater) Source Pathfinder #222: Hellbreakers pg. 212 Price 125 gp --- The wire duplicates the effects of message at 3rd-rank.","skill_mod":{},"summary":"The wire duplicates the effects of message at 3rd-rank.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Mechanics","Rarity"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4186","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Whispering Wire (Greater)","bulk":0,"category":"equipment","rarity":"uncommon","slug":"equipment-4186-3788"},{"primary_source_category":"Adventure Paths","usage":"held in 2 hands","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":50000,"trait":["Magical","Uncommon"],"id":"equipment-4187","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Limited\" > Calamity May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 212 Price 500 gp Usage held in 2 hands Bulk 2 Base Weapon Greatsword --- Hewn from a solid block of ensorcelled stone, this +1 striking greatsword is monumental in heft as well as destructive force. The weapon is named for the disbelieving leaders of the Seventh Army of Exploration, who denied the power of such a weapon and claimed their losses came from natural disasters. When wielded against creatures that are larger than you, the sword gains the sweep trait. Activate—Shatter Legions Two Actions (earth) Frequency once per day; Effect You smash the sword down upon the ground with the anger of a conquered land and a subjugated people. Each creature in a 30-foot cone takes 4d12 piercing damage with a DC 24 basic Reflex save as the earth shatters beneath their feet. Until the beginning of your next turn, you gain the benefits of standard cover from the broken soil around you.\n","skill_mod":{},"summary":"Hewn from a solid block of ensorcelled stone, this +1 striking greatsword is monumental in heft as well as destructive force. The weapon is …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4187","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","base_item":["Greatsword"],"name":"Calamity","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4187"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":6000,"trait":["Magical","Uncommon"],"id":"equipment-4188","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Crimson Thorn May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 213 Price 60 gp Usage held in 1 hand Bulk 1 Base Weapon Asp Coil --- This +1 asp coil is used by many trained Sisters of the Golden Erinys. It has a deep-red hue on each segment of the blade complemented by a pitch-black pommel. Death isn't the worst outcome for someone on the receiving end of its lashes. Activate—Taste the Pain Free Action (manipulate, visual) Frequency once per hour; Trigger Your last action was a Strike with the crimson thorn that dealt damage to a creature; Effect Attempt an Intimidation check to Demoralize the creature you dealt damage to with a +2 item bonus to the roll. You don't take any penalties to this check for not sharing a language.\n","skill_mod":{},"summary":"This +1 asp coil is used by many trained Sisters of the Golden Erinys. It has a deep-red hue on each segment of the blade complemented by a …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4188","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","base_item":["Asp Coil"],"name":"Crimson Thorn","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4188"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":8000,"trait":["Magical","Rare"],"id":"equipment-4189","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Dreamcrusher May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 213 Price 80 gp Usage held in 1 hand Bulk 1 Base Weapon Pick --- The Order of the Rack uses weapons like the dreamcrusher to crush those who dare stand in the way. This +1 longsword has additional weight at the tip of its blade for the wielder to drive home their strikes. Activate—Doom the Rebel Single Action (concentrate, mental) Frequency once per 10 minutes; Requirements Your last action was a Strike with the dreamcrusher that critically hit a creature; Effect The creature you critically hit must attempt a DC 19 Will save. On a failure, they take a –1 status penalty to attack rolls and skill checks for 1 round (1 minute on a critical failure).\n","skill_mod":{},"summary":"The Order of the Rack uses weapons like the dreamcrusher to crush those who dare stand in the way. This +1 longsword has additional weight at the …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4189","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","base_item":["Pick"],"name":"Dreamcrusher","bulk":1,"category":"equipment","pfs":"Limited","rarity":"rare","slug":"equipment-4189"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":7000,"trait":["Holy","Magical","Uncommon"],"id":"equipment-4190","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Fiendsbane Shield May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 213 Price 70 gp Usage held in 1 hand Bulk 1 Base Weapon Shield Boss --- This low-grade silver shield (Hardness 3, HP 12, BT 6) is equipped with a +1 shield boss emblazoned with the image of a beheaded fiend. Any creature with the unholy trait that wields the shield becomes enfeebled 2 and can't recover from this condition while wielding the shield. Activate—Silvery Backlash Free Action (concentrate, holy) Frequency once per day; Trigger You Shield Block an attack from a creature with the unholy trait; Effect The fiendsbane shield's Hardness increases to 10, and the symbol of the beheaded demon lashes out in silvery ribbons, dealing 3d6 slashing damage (DC 19 basic Reflex save) to the creature whose attack you blocked. This damage is treated as silver for the purposes of weaknesses, resistances, and the like.\n","skill_mod":{},"summary":"This low-grade silver shield (Hardness 3, HP 12, BT 6) is equipped with a +1 shield boss emblazoned with the image of a beheaded fiend. Any …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4190","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","base_item":["Shield Boss"],"name":"Fiendsbane Shield","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4190"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":24500,"trait":["Magical","Uncommon"],"id":"equipment-4191","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Limited\" > Imposing Shield May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 213 Price 245 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- A favorite of Hellknights, this steel shield (Hardness 6, HP 36, BT 18) is often emblazoned with the symbol of a Hellknight order and often notched with the number of times it has absorbed damage. Activate—Terrifying Block Free Action (concentrate, emotion, fear, mental) Frequency once per 10 minutes; Trigger You Shield Block; Effect When a weapon strikes an imposing shield , the sigil glows with a chilling light. The creature that made the attack that triggered your Shield Block becomes frightened 2. If the Shield Block reduced the incoming damage to 0, the creature instead becomes frightened 3.\n","skill_mod":{},"summary":"A favorite of Hellknights, this steel shield (Hardness 6, HP 36, BT 18) is often emblazoned with the symbol of a Hellknight order and often notched …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4191","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","base_item":["Steel Shield"],"name":"Imposing Shield","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4191"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":6000,"trait":["Magical","Uncommon"],"id":"equipment-4192","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Magnetic Bola May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 213 Price 60 gp Usage held in 1 hand Bulk 1 Base Weapon Bola --- This heavy metallic +1 bola is a favorite tool of rebels and rabble-rousers against armored opponents. Due to its weight, it has a range increment of 15 feet. When you successfully Strike a creature made of metal or wearing metal armor with this weapon, the bola attaches to the metal and the targeted creature takes a –10-foot circumstance penalty to its Speed until it spends an Interact action to remove the bola. Activate—Overcharge Single Action (electricity, manipulate, metal) Frequency once per day; Effect You overcharge the magnetic properties of the bola. You deal an extra 1d6 electricity damage with your next Strike with this weapon. On a hit, the target must also succeed at a DC 18 Reflex save or become clumsy 1 round (or clumsy 2 on a critical failure), in addition to the normal effects. If the target is wearing metal armor, they take a –2 circumstance penalty to their save. Craft Requirements The initial raw materials must include a conductive metal.\n","skill_mod":{},"summary":"This heavy metallic +1 bola is a favorite tool of rebels and rabble-rousers against armored opponents. Due to its weight, it has a range …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Mechanics","Rarity"],"level":3,"source_category":["Adventure Paths"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4192","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","base_item":["Bola"],"name":"Magnetic Bola","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4192"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers","GM Core"],"type":"Item","item_category":"Shields","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":36000,"trait":["Magical","Uncommon"],"id":"equipment-4193","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Martyr's Shield May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 214, GM Core pg. 305 Price 360 gp Usage held in 1 hand Bulk 1 Base Shield Steel Shield --- This silvery minor reinforcing steel shield (Hardness 8, HP 64, and BT 32) bears the image of two soldiers standing side-by-side. Activate—Self Sacrifice Reaction (manipulate) Frequency once per minute; Trigger An ally within 20 feet of you would take physical damage; Requirements The martyr's shield is raised; Effect When you activate this shield, it magically imposes itself in front of the triggering ally and takes the damage for them with the effects of Shield Block. Any damage that isn't prevented by the shield is transferred onto you.\n","skill_mod":{},"summary":"This silvery minor reinforcing steel shield (Hardness 8, HP 64, and BT 32) bears the image of two soldiers standing side-by-side. ","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Mechanics","Rarity"],"level":7,"source_category":["Adventure Paths","Rulebooks"],"item_subcategory":"Specific Shields","resistance":{},"url":"/Equipment.aspx?ID=4193","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","base_item":["Steel Shield"],"name":"Martyr's Shield","bulk":1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4193"},{"primary_source_category":"Adventure Paths","usage":"1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Relics","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Fire","Magical","Relic","Unique"],"id":"equipment-4194","text":"<title level=\"1\" right=\"Item 8\" pfs=\"\" > Bounty's Light May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 214 Usage 1 hand Bulk L --- This magical torch that's made up of a bouquet of living summer flowers functions as a greater staff of fire. Its light turns on and off with an Interact action. --- Minor Gifts: heat haze, incandescent sight Major Gifts: jet propulsion, searing wave Grand Gift: blazing soul\n","element":["Fire"],"skill_mod":{},"summary":"This magical torch that's made up of a bouquet of living summer flowers functions as a greater staff of fire . Its light turns on and off with an …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Equipment","Rarity"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Relic Seeds","resistance":{},"url":"/Equipment.aspx?ID=4194","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Bounty's Light","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-4194"},{"primary_source_category":"Adventure Paths","usage":"2 hands","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Relics","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Magical","Relic","Unique","Wood"],"id":"equipment-4195","text":"<title level=\"1\" right=\"Item 8\" pfs=\"\" > Lifebloom May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 214 Usage 2 hands Bulk 2 --- This +1 vitalizing striking glaive is said to have been carved from a single branch of an ancient white ash tree deep in the Arthfell Forest. The grain of the weapon' s blade is especially tight, giving the weapon both incredible durability and a finish that resembles silver and steel folded by a master smith. --- Minor Gifts: apothecary's garden, healing wave Major Gifts: inextinguishable, petal dance Grand Gift: life everlasting\n","element":["Wood"],"skill_mod":{},"summary":"This +1 vitalizing striking glaive is said to have been carved from a single branch of an ancient white ash tree deep in the Arthfell Forest. …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Mechanics","Equipment","Rarity","Elemental"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Relic Seeds","resistance":{},"url":"/Equipment.aspx?ID=4195","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Lifebloom","bulk":2,"category":"equipment","rarity":"unique","slug":"equipment-4195"},{"primary_source_category":"Adventure Paths","usage":"2 hands","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Relics","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Magical","Relic","Unique","Void","Negative"],"id":"equipment-4196","text":"<title level=\"1\" right=\"Item 8\" pfs=\"\" > Reaper's Sigh May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 214 Usage 2 hands Bulk 2 --- This +1 wounding striking scythe is a weapon of intricately embellished blackened metals and polished surfaces. It was originally intended to venerate Urgathoa in her role as the herald of autumn in pre-Taldor Isger but has recently found more malevolent meaning. With the scythe in her hands, Urgathoa was said to cull the harvest for feast to usher in the cold, bleak winters. As Urgathoa's legends took a darker tone, the scythe's own legend was reclaimed to venerate Erastil and Pharasma as part of the holiday for which it now claims a name. --- Minor Gifts: death gaze, living death Major Gifts: pierce the veil, tide of death Grand Gift: grim specter\n","skill_mod":{},"summary":"This +1 wounding striking scythe is a weapon of intricately embellished blackened metals and polished surfaces. It was originally intended to …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Mechanics","Equipment","Rarity","Energy","Planar","Creature Type"],"level":8,"source_category":["Adventure Paths"],"item_subcategory":"Relic Seeds","resistance":{},"url":"/Equipment.aspx?ID=4196","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Reaper's Sigh","bulk":2,"category":"equipment","rarity":"unique","slug":"equipment-4196"},{"primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Relics","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Magical","Relic","Unique","Water"],"id":"equipment-4197","text":"<title level=\"1\" right=\"Item 10\" pfs=\"\" > Woe May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 170 Usage worn Bulk L --- Little is known about the origins of this wintry cloak of snowflakes, which functions as a living mantle but with snow instead of plants. --- Minor Gifts : monsoon curtain, tidal crash Major Gifts : bottomless reservoir, flowing footsteps Grand Gift : ripples and waves\n","element":["Water"],"skill_mod":{},"summary":"Little is known about the origins of this wintry cloak of snowflakes, which functions as a living mantle but with snow instead of plants. \r\n Minor …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Mechanics","Equipment","Rarity","Elemental","Planar","Monster"],"level":10,"source_category":["Adventure Paths"],"item_subcategory":"Relic Seeds","resistance":{},"url":"/Equipment.aspx?ID=4197","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Woe","bulk":0.1,"category":"equipment","rarity":"unique","slug":"equipment-4197"},{"access":"You're a follower of Urgathoa .","primary_source_category":"Adventure Paths","usage":"worn","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":36000,"trait":["Divine","Invested","Uncommon"],"id":"equipment-4198","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Limited\" > Pallid Crystal May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 199 Price 360 gp Usage worn Access You're a follower of Urgathoa . --- This finger-shaped crystal on a thin strip of leather bridges the worlds of life and undeath, shifting from a pale opaque pink when worn by a living creature to a deep translucent purple when worn by an undead creature. While wearing the necklace, rotten food and drink taste as if they were fresh and can be eaten with no ill effects. If you're healed by healing vitality effects, you gain void resistance 5, but if you're healed by void effects, you instead gain vitality resistance 5.\n","skill_mod":{},"summary":"This finger-shaped crystal on a thin strip of leather bridges the worlds of life and undeath, shifting from a pale opaque pink when worn by a living …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Tradition","Monster","Equipment","Rarity"],"level":7,"source_category":["Adventure Paths"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4198","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Pallid Crystal","bulk":0,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4198"},{"primary_source_category":"Adventure Paths","usage":"held in 1 hand","source":["Pathfinder #222: Hellbreakers"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","price":10000,"trait":["Divine","Uncommon"],"id":"equipment-4199","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Limited\" > Platter of Putrid Dreams May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 199 Price 100 gp Usage held in 1 hand Bulk L --- This silver platter and cloche set is intricately carved with scenes of overflowing feast tables. When you speak the command word, a dish is created for your lips and tongue alone. Anyone else who tries to eat the summoned food is compelled to immediately vomit it back up, unchewed and undigested. Activate—Savory Feast 10 minutes (concentrate, exploration, manipulate) Frequency once per week; Effect Speaking “savor” as you lift the lid creates a dish you've never tasted before, whether it's the unique delicacy of a far-flung region or the forbidden flesh of a sapient creature. If you spend 10 minutes consuming the entire meal, you regain 2d6+8 Hit Points and gain a +2 status bonus to saving throws against being sickened for 24 hours, but if you attempt to ingest anything else in that time—including elixirs and potions—you must first succeed at a DC 5 flat check or the action is wasted.\n","skill_mod":{},"summary":"This silver platter and cloche set is intricately carved with scenes of overflowing feast tables. When you speak the command word, a dish is created …","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Tradition","Monster","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Equipment.aspx?ID=4199","source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Platter of Putrid Dreams","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4199"},{"skill_mod":{},"summary":"A blade launcher has a bow-like assembly mounted on a handled frame. The frame can be configured to fire either a dagger , dart , shuriken , or …","primary_source":"Guns & Gears","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":1,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4200","weakness":{},"price":1800,"name":"Blade Launcher","trait":["Uncommon"],"id":"equipment-4200","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Blade Launcher Source Guns & Gears pg. 64 Price 18 gp Usage held in 2 hands Bulk 1 --- A blade launcher has a bow-like assembly mounted on a handled frame. The frame can be configured to fire either a dagger, dart, shuriken, or starknife. Configuring a blade launcher requires three Interact actions. Once properly configured, loading an appropriate thrown weapon into a blade launcher requires a single Interact action. A blade launcher can’t fire weapons for which it’s not currently configured. A weapon fired with a blade launcher loses the agile, monk, thrown, and versatile traits, if it has them, and has a range increment of 40 feet. Due to losing the thrown weapon trait, returning and most other effects that allow a weapon to return don’t function; even if a launched weapon did return, you’d still need to load it into the blade launcher with an Interact action to fire the blade launcher again.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4200"},{"skill_mod":{},"summary":"This long, hollow tube is held in two hands and braced over the shoulder. Inside, it contains a small metal basket sized to hold alchemical bombs . …","primary_source":"Guns & Gears","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":1,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4201","weakness":{},"price":2000,"name":"Bomb Launcher","trait":["Uncommon"],"id":"equipment-4201","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Bomb Launcher Source Guns & Gears pg. 64 Price 20 gp Usage held in 2 hands Bulk 1 --- This long, hollow tube is held in two hands and braced over the shoulder. Inside, it contains a small metal basket sized to hold alchemical bombs. A chute in the top delivers an alchemical bomb into the internal basket, while a lever on the underside pulls the basket back and locks it in place. Loading an alchemical bomb into a bomb launcher requires a single Interact action. With a pull of a trigger, the basket speeds forward, allowing you to Strike with the loaded alchemical bomb over long distances. Bombs fired with a bomb launcher have a range increment of 60 feet.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4201"},{"skill_mod":{},"summary":"This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a batonlike shape, and clamped shut. You can …","item_child_id":["equipment-4202-3789","equipment-4202-3790"],"primary_source":"Guns & Gears","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":1,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4202","weakness":{},"name":"Deployable Cover","trait":["Uncommon"],"id":"equipment-4202","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Deployable Cover Source Guns & Gears pg. 64 Usage held in 2 hands Bulk 1 --- This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a batonlike shape, and clamped shut. You can rapidly deploy it on the ground with an Interact action to create cover. Deployable cover is large enough to Take Cover behind, allowing you (and others) to gain standard cover when you use the Take Cover action. Before it can be used again, deployable cover must be carefully folded and clamped shut, which takes 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Deployable Cover Source Guns & Gears pg. 64 Price 15 gp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Deployable Cover (Ballistic Cover) Source Guns & Gears pg. 64 Price 35 gp --- Specially crafted to protect against bullet fire, a ballistic cover also works against other physical projectiles, such as arrows, bolts, and thrown weapons. While a creature has cover from Taking Cover behind a ballistic cover, it gains resistance 2 to piercing damage from ranged weapons and ranged unarmed attacks.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4202"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-4202","weakness":{},"price":1500,"trait":["Uncommon"],"id":"equipment-4202-3789","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Deployable Cover Source Guns & Gears pg. 64 Usage held in 2 hands Bulk 1 --- This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a batonlike shape, and clamped shut. You can rapidly deploy it on the ground with an Interact action to create cover. Deployable cover is large enough to Take Cover behind, allowing you (and others) to gain standard cover when you use the Take Cover action. Before it can be used again, deployable cover must be carefully folded and clamped shut, which takes 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Deployable Cover Source Guns & Gears pg. 64 Price 15 gp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Deployable Cover (Ballistic Cover) Source Guns & Gears pg. 64 Price 35 gp --- Specially crafted to protect against bullet fire, a ballistic cover also works against other physical projectiles, such as arrows, bolts, and thrown weapons. While a creature has cover from Taking Cover behind a ballistic cover, it gains resistance 2 to piercing damage from ranged weapons and ranged unarmed attacks.","skill_mod":{},"summary":"This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a batonlike shape, and clamped shut. You can …","primary_source":"Guns & Gears","trait_group":["Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4202","name":"Deployable Cover","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4202-3789"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-4202","weakness":{},"price":3500,"trait":["Uncommon"],"id":"equipment-4202-3790","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Deployable Cover Source Guns & Gears pg. 64 Usage held in 2 hands Bulk 1 --- This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a batonlike shape, and clamped shut. You can rapidly deploy it on the ground with an Interact action to create cover. Deployable cover is large enough to Take Cover behind, allowing you (and others) to gain standard cover when you use the Take Cover action. Before it can be used again, deployable cover must be carefully folded and clamped shut, which takes 1 minute. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Deployable Cover Source Guns & Gears pg. 64 Price 15 gp <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Deployable Cover (Ballistic Cover) Source Guns & Gears pg. 64 Price 35 gp --- Specially crafted to protect against bullet fire, a ballistic cover also works against other physical projectiles, such as arrows, bolts, and thrown weapons. While a creature has cover from Taking Cover behind a ballistic cover, it gains resistance 2 to piercing damage from ranged weapons and ranged unarmed attacks.","skill_mod":{},"summary":"Specially crafted to protect against bullet fire, a ballistic cover also works against other physical projectiles, such as arrows, bolts, and thrown …","primary_source":"Guns & Gears","trait_group":["Rarity"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4202","name":"Deployable Cover (Ballistic Cover)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4202-3790"},{"skill_mod":{},"summary":"This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload …","item_child_id":["equipment-4203-2226","equipment-4203-2227","equipment-4203-3791","equipment-4203-3792"],"primary_source":"Guns & Gears","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4203","weakness":{},"name":"Grappling Gun","trait":["Uncommon"],"id":"equipment-4203","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Grappling Gun Source Guns & Gears pg. 64 Usage held in 2 hands Bulk 1 --- This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel’s crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wrist Grappler Source Firebrands pg. 82 Price 25 gp Hands 1 Bulk 2 Access Second-mark members of the Firebrands have access to this item. --- This specialized grappling gun, which attaches to your wrist, connects to a spool of 50 feet of thin metal cord attached to a pack on your back. The wrist grappler and pack are small enough that they can be concealed with a loose jacket or similar piece of clothing. You can deploy or stow the gun from the attached wrist device with an Interact action. Reloading a wrist grappler uses the same process as reloading a standard grappling gun and takes 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Wrist Grappler (Clockwork) Source Firebrands pg. 85 Price 40 gp Hands 1 Bulk 2 Access Second-mark members of the Firebrands have access to this item. --- Reloading a clockwork wrist grappler takes three Interact actions. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Grappling Gun Source Guns & Gears pg. 64 Price 3 gp <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Grappling Gun (Clockwork) Source Guns & Gears pg. 64 Price 15 gp --- Clockwork controls the reel on this grappling gun, reeling the grappling hook back in when you pull a lever. Reloading a clockwork grappling gun takes three Interact actions.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4203"},{"access":"Second-mark members of the Firebrands have access to this item.","hands":"1","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Firebrands"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-4203","weakness":{},"price":2500,"trait":["Uncommon"],"id":"equipment-4203-2226","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Grappling Gun Source Guns & Gears pg. 64 Usage held in 2 hands Bulk 1 --- This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel’s crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wrist Grappler Source Firebrands pg. 82 Price 25 gp Hands 1 Bulk 2 Access Second-mark members of the Firebrands have access to this item. --- This specialized grappling gun, which attaches to your wrist, connects to a spool of 50 feet of thin metal cord attached to a pack on your back. The wrist grappler and pack are small enough that they can be concealed with a loose jacket or similar piece of clothing. You can deploy or stow the gun from the attached wrist device with an Interact action. Reloading a wrist grappler uses the same process as reloading a standard grappling gun and takes 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Wrist Grappler (Clockwork) Source Firebrands pg. 85 Price 40 gp Hands 1 Bulk 2 Access Second-mark members of the Firebrands have access to this item. --- Reloading a clockwork wrist grappler takes three Interact actions. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Grappling Gun Source Guns & Gears pg. 64 Price 3 gp <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Grappling Gun (Clockwork) Source Guns & Gears pg. 64 Price 15 gp --- Clockwork controls the reel on this grappling gun, reeling the grappling hook back in when you pull a lever. Reloading a clockwork grappling gun takes three Interact actions.","skill_mod":{},"summary":"This specialized grappling gun , which attaches to your wrist, connects to a spool of 50 feet of thin metal cord attached to a pack on your back. …","primary_source":"Firebrands","trait_group":["Rarity"],"level":2,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=4203","name":"Wrist Grappler","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4203-2226"},{"access":"Second-mark members of the Firebrands have access to this item.","hands":"1","primary_source_category":"Lost Omens","usage":"held in 2 hands","source":["Firebrands"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-4203","weakness":{},"price":4000,"trait":["Uncommon"],"id":"equipment-4203-2227","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Grappling Gun Source Guns & Gears pg. 64 Usage held in 2 hands Bulk 1 --- This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel’s crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wrist Grappler Source Firebrands pg. 82 Price 25 gp Hands 1 Bulk 2 Access Second-mark members of the Firebrands have access to this item. --- This specialized grappling gun, which attaches to your wrist, connects to a spool of 50 feet of thin metal cord attached to a pack on your back. The wrist grappler and pack are small enough that they can be concealed with a loose jacket or similar piece of clothing. You can deploy or stow the gun from the attached wrist device with an Interact action. Reloading a wrist grappler uses the same process as reloading a standard grappling gun and takes 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Wrist Grappler (Clockwork) Source Firebrands pg. 85 Price 40 gp Hands 1 Bulk 2 Access Second-mark members of the Firebrands have access to this item. --- Reloading a clockwork wrist grappler takes three Interact actions. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Grappling Gun Source Guns & Gears pg. 64 Price 3 gp <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Grappling Gun (Clockwork) Source Guns & Gears pg. 64 Price 15 gp --- Clockwork controls the reel on this grappling gun, reeling the grappling hook back in when you pull a lever. Reloading a clockwork grappling gun takes three Interact actions.","skill_mod":{},"summary":"Reloading a clockwork wrist grappler takes three Interact actions.","primary_source":"Firebrands","trait_group":["Rarity"],"level":3,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=4203","name":"Wrist Grappler (Clockwork)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4203-2227"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-4203","weakness":{},"price":300,"trait":["Uncommon"],"id":"equipment-4203-3791","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Grappling Gun Source Guns & Gears pg. 64 Usage held in 2 hands Bulk 1 --- This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel’s crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wrist Grappler Source Firebrands pg. 82 Price 25 gp Hands 1 Bulk 2 Access Second-mark members of the Firebrands have access to this item. --- This specialized grappling gun, which attaches to your wrist, connects to a spool of 50 feet of thin metal cord attached to a pack on your back. The wrist grappler and pack are small enough that they can be concealed with a loose jacket or similar piece of clothing. You can deploy or stow the gun from the attached wrist device with an Interact action. Reloading a wrist grappler uses the same process as reloading a standard grappling gun and takes 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Wrist Grappler (Clockwork) Source Firebrands pg. 85 Price 40 gp Hands 1 Bulk 2 Access Second-mark members of the Firebrands have access to this item. --- Reloading a clockwork wrist grappler takes three Interact actions. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Grappling Gun Source Guns & Gears pg. 64 Price 3 gp <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Grappling Gun (Clockwork) Source Guns & Gears pg. 64 Price 15 gp --- Clockwork controls the reel on this grappling gun, reeling the grappling hook back in when you pull a lever. Reloading a clockwork grappling gun takes three Interact actions.","skill_mod":{},"summary":"This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload …","primary_source":"Guns & Gears","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4203","name":"Grappling Gun","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4203-3791"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-4203","weakness":{},"price":1500,"trait":["Uncommon"],"id":"equipment-4203-3792","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Grappling Gun Source Guns & Gears pg. 64 Usage held in 2 hands Bulk 1 --- This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel’s crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Wrist Grappler Source Firebrands pg. 82 Price 25 gp Hands 1 Bulk 2 Access Second-mark members of the Firebrands have access to this item. --- This specialized grappling gun, which attaches to your wrist, connects to a spool of 50 feet of thin metal cord attached to a pack on your back. The wrist grappler and pack are small enough that they can be concealed with a loose jacket or similar piece of clothing. You can deploy or stow the gun from the attached wrist device with an Interact action. Reloading a wrist grappler uses the same process as reloading a standard grappling gun and takes 1 minute. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Wrist Grappler (Clockwork) Source Firebrands pg. 85 Price 40 gp Hands 1 Bulk 2 Access Second-mark members of the Firebrands have access to this item. --- Reloading a clockwork wrist grappler takes three Interact actions. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Grappling Gun Source Guns & Gears pg. 64 Price 3 gp <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Grappling Gun (Clockwork) Source Guns & Gears pg. 64 Price 15 gp --- Clockwork controls the reel on this grappling gun, reeling the grappling hook back in when you pull a lever. Reloading a clockwork grappling gun takes three Interact actions.","skill_mod":{},"summary":"Clockwork controls the reel on this grappling gun, reeling the grappling hook back in when you pull a lever. Reloading a clockwork grappling gun …","primary_source":"Guns & Gears","trait_group":["Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4203","name":"Grappling Gun (Clockwork)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4203-3792"},{"skill_mod":{},"summary":"This wide, hollow tube is two to three feet long and fires an unattached net at much greater range than one can be thrown. A net launcher can be …","primary_source":"Guns & Gears","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":1,"usage":"held in 2 hands","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4204","weakness":{},"price":1600,"name":"Net Launcher","trait":["Rare"],"id":"equipment-4204","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Net Launcher Source Guns & Gears pg. 65 Price 16 gp Usage held in 2 hands Bulk 1 --- This wide, hollow tube is two to three feet long and fires an unattached net at much greater range than one can be thrown. A net launcher can be wielded while propped up on your shoulder or cradled under your arm. A net must be carefully folded to be launched without tangling. Properly loading a net into a net launcher takes 1 minute. A net fired with a net launcher can target a Medium or smaller creature within 40 feet, rather than 20 feet.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4204"},{"remaster_name":["Wind-up Wings"],"item_child_id":["equipment-4205-3793","equipment-4205-3794"],"primary_source_category":"Rulebooks","usage":"attached to a thrown weapon","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"trait":["Clockwork","Rare"],"id":"equipment-4205","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Wind-Up Wings Source Guns & Gears pg. 65 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to a thrown weapon Bulk 1 --- These delicate clockwork wings enable thrown weapons to soar through the air at high speeds, performing turns and other aerial maneuvers midflight. Wind-up wings also have different types of special effects depending on the type. Wind-up wings must be attached to a thrown weapon and wound to function. A thrown weapon with an attached set of wind-up wings can’t have anything else attached to it, or the wings cease to function. Attaching or detaching a pair of wind-up wings to a thrown weapon requires a repair kit, and the process takes 10 minutes. Winding an attached pair of wind-up wings takes three Interact actions. There are a variety of wind-up wings, with different effects. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Wind-Up Wings (Flutterback) Source Guns & Gears pg. 65 Price 50 gp --- When you make a thrown Strike with the weapon to which a pair of flutterback wind-up wings are attached, and the wings are wound, the wings fly the weapon back to your hand after the Strike is complete. If your hands are full when the weapon returns, the wings hover in place three feet above the ground. At the end of your turn, the wings are wound down; they don’t function again until wound. If you aren’t holding the weapon when the flutterback wind-up wings become wound down, the weapon falls to the ground. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wind-Up Wings (Homing) Source Guns & Gears pg. 65 Price 1,800 gp --- When you make a thrown Strike with the weapon to which a pair of homing wind-up wings are attached, and the wings are wound, the wings seek out your target, flying through cover and avoiding obstacles. You ignore the target’s concealed condition and reduce the target’s cover by one step (lesser cover to no cover, standard cover to lesser cover, or greater cover to standard cover). After the Strike is complete, the wings are wound down; they don’t function again until wound.","skill_mod":{},"summary":"These delicate clockwork wings enable thrown weapons to soar through the air at high speeds, performing turns and other aerial maneuvers midflight. …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4205","name":"Wind-Up Wings","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4205"},{"remaster_name":["Wind-up Wings (Flutterback)"],"primary_source_category":"Rulebooks","usage":"attached to a thrown weapon","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-4205","weakness":{},"price":5000,"trait":["Clockwork","Rare"],"id":"equipment-4205-3793","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Wind-Up Wings Source Guns & Gears pg. 65 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to a thrown weapon Bulk 1 --- These delicate clockwork wings enable thrown weapons to soar through the air at high speeds, performing turns and other aerial maneuvers midflight. Wind-up wings also have different types of special effects depending on the type. Wind-up wings must be attached to a thrown weapon and wound to function. A thrown weapon with an attached set of wind-up wings can’t have anything else attached to it, or the wings cease to function. Attaching or detaching a pair of wind-up wings to a thrown weapon requires a repair kit, and the process takes 10 minutes. Winding an attached pair of wind-up wings takes three Interact actions. There are a variety of wind-up wings, with different effects. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Wind-Up Wings (Flutterback) Source Guns & Gears pg. 65 Price 50 gp --- When you make a thrown Strike with the weapon to which a pair of flutterback wind-up wings are attached, and the wings are wound, the wings fly the weapon back to your hand after the Strike is complete. If your hands are full when the weapon returns, the wings hover in place three feet above the ground. At the end of your turn, the wings are wound down; they don’t function again until wound. If you aren’t holding the weapon when the flutterback wind-up wings become wound down, the weapon falls to the ground. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wind-Up Wings (Homing) Source Guns & Gears pg. 65 Price 1,800 gp --- When you make a thrown Strike with the weapon to which a pair of homing wind-up wings are attached, and the wings are wound, the wings seek out your target, flying through cover and avoiding obstacles. You ignore the target’s concealed condition and reduce the target’s cover by one step (lesser cover to no cover, standard cover to lesser cover, or greater cover to standard cover). After the Strike is complete, the wings are wound down; they don’t function again until wound.","skill_mod":{},"summary":"When you make a thrown Strike with the weapon to which a pair of flutterback wind-up wings are attached, and the wings are wound, the wings fly the …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4205","name":"Wind-Up Wings (Flutterback)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4205-3793"},{"remaster_name":["Wind-up Wings (Homing)"],"primary_source_category":"Rulebooks","usage":"attached to a thrown weapon","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-4205","weakness":{},"price":180000,"trait":["Clockwork","Rare"],"id":"equipment-4205-3794","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Wind-Up Wings Source Guns & Gears pg. 65 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to a thrown weapon Bulk 1 --- These delicate clockwork wings enable thrown weapons to soar through the air at high speeds, performing turns and other aerial maneuvers midflight. Wind-up wings also have different types of special effects depending on the type. Wind-up wings must be attached to a thrown weapon and wound to function. A thrown weapon with an attached set of wind-up wings can’t have anything else attached to it, or the wings cease to function. Attaching or detaching a pair of wind-up wings to a thrown weapon requires a repair kit, and the process takes 10 minutes. Winding an attached pair of wind-up wings takes three Interact actions. There are a variety of wind-up wings, with different effects. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Wind-Up Wings (Flutterback) Source Guns & Gears pg. 65 Price 50 gp --- When you make a thrown Strike with the weapon to which a pair of flutterback wind-up wings are attached, and the wings are wound, the wings fly the weapon back to your hand after the Strike is complete. If your hands are full when the weapon returns, the wings hover in place three feet above the ground. At the end of your turn, the wings are wound down; they don’t function again until wound. If you aren’t holding the weapon when the flutterback wind-up wings become wound down, the weapon falls to the ground. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Wind-Up Wings (Homing) Source Guns & Gears pg. 65 Price 1,800 gp --- When you make a thrown Strike with the weapon to which a pair of homing wind-up wings are attached, and the wings are wound, the wings seek out your target, flying through cover and avoiding obstacles. You ignore the target’s concealed condition and reduce the target’s cover by one step (lesser cover to no cover, standard cover to lesser cover, or greater cover to standard cover). After the Strike is complete, the wings are wound down; they don’t function again until wound.","skill_mod":{},"summary":"When you make a thrown Strike with the weapon to which a pair of homing wind-up wings are attached, and the wings are wound, the wings seek out your …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4205","name":"Wind-Up Wings (Homing)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4205-3794"},{"item_child_id":["equipment-4206-3795","equipment-4206-3796","equipment-4206-3797","equipment-4206-3798","equipment-4206-3799"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to armor or traveler's clothing","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4206","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Armor Plating Source Guns & Gears pg. 66 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to armor or traveler's clothing Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement. The process of attaching the plating takes 10 minutes and grants the wearer of the armor the listed temporary Hit Points for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Armor Plating (Lesser) Source Guns & Gears pg. 66 Price 4 gp --- The wearer gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Armor Plating (Moderate) Source Guns & Gears pg. 66 Price 12 gp --- The wearer gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Armor Plating (Greater) Source Guns & Gears pg. 66 Price 70 gp --- The wearer gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Armor Plating (Major) Source Guns & Gears pg. 66 Price 600 gp --- The wearer gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Armor Plating (True) Source Guns & Gears pg. 67 Price 8,000 gp --- The wearer gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4206","name":"Ablative Armor Plating","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4206"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to armor or traveler's clothing","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4206","weakness":{},"price":400,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4206-3795","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Armor Plating Source Guns & Gears pg. 66 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to armor or traveler's clothing Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement. The process of attaching the plating takes 10 minutes and grants the wearer of the armor the listed temporary Hit Points for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Armor Plating (Lesser) Source Guns & Gears pg. 66 Price 4 gp --- The wearer gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Armor Plating (Moderate) Source Guns & Gears pg. 66 Price 12 gp --- The wearer gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Armor Plating (Greater) Source Guns & Gears pg. 66 Price 70 gp --- The wearer gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Armor Plating (Major) Source Guns & Gears pg. 66 Price 600 gp --- The wearer gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Armor Plating (True) Source Guns & Gears pg. 67 Price 8,000 gp --- The wearer gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The wearer gains 5 temporary Hit Points that last for 1 minute or until lost.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4206","name":"Ablative Armor Plating (Lesser)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4206-3795"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to armor or traveler's clothing","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4206","weakness":{},"price":1200,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4206-3796","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Armor Plating Source Guns & Gears pg. 66 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to armor or traveler's clothing Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement. The process of attaching the plating takes 10 minutes and grants the wearer of the armor the listed temporary Hit Points for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Armor Plating (Lesser) Source Guns & Gears pg. 66 Price 4 gp --- The wearer gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Armor Plating (Moderate) Source Guns & Gears pg. 66 Price 12 gp --- The wearer gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Armor Plating (Greater) Source Guns & Gears pg. 66 Price 70 gp --- The wearer gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Armor Plating (Major) Source Guns & Gears pg. 66 Price 600 gp --- The wearer gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Armor Plating (True) Source Guns & Gears pg. 67 Price 8,000 gp --- The wearer gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The wearer gains 10 temporary Hit Points that last for 10 minutes or until lost.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4206","name":"Ablative Armor Plating (Moderate)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4206-3796"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to armor or traveler's clothing","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4206","weakness":{},"price":7000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4206-3797","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Armor Plating Source Guns & Gears pg. 66 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to armor or traveler's clothing Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement. The process of attaching the plating takes 10 minutes and grants the wearer of the armor the listed temporary Hit Points for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Armor Plating (Lesser) Source Guns & Gears pg. 66 Price 4 gp --- The wearer gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Armor Plating (Moderate) Source Guns & Gears pg. 66 Price 12 gp --- The wearer gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Armor Plating (Greater) Source Guns & Gears pg. 66 Price 70 gp --- The wearer gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Armor Plating (Major) Source Guns & Gears pg. 66 Price 600 gp --- The wearer gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Armor Plating (True) Source Guns & Gears pg. 67 Price 8,000 gp --- The wearer gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The wearer gains 20 temporary Hit Points that last for 1 hour or until lost.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4206","name":"Ablative Armor Plating (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4206-3797"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to armor or traveler's clothing","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4206","weakness":{},"price":60000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4206-3798","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Armor Plating Source Guns & Gears pg. 66 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to armor or traveler's clothing Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement. The process of attaching the plating takes 10 minutes and grants the wearer of the armor the listed temporary Hit Points for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Armor Plating (Lesser) Source Guns & Gears pg. 66 Price 4 gp --- The wearer gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Armor Plating (Moderate) Source Guns & Gears pg. 66 Price 12 gp --- The wearer gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Armor Plating (Greater) Source Guns & Gears pg. 66 Price 70 gp --- The wearer gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Armor Plating (Major) Source Guns & Gears pg. 66 Price 600 gp --- The wearer gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Armor Plating (True) Source Guns & Gears pg. 67 Price 8,000 gp --- The wearer gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The wearer gains 30 temporary Hit Points that last for 1 hour or until lost.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4206","name":"Ablative Armor Plating (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4206-3798"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to armor or traveler's clothing","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4206","weakness":{},"price":800000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4206-3799","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Armor Plating Source Guns & Gears pg. 66 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to armor or traveler's clothing Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement. The process of attaching the plating takes 10 minutes and grants the wearer of the armor the listed temporary Hit Points for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Armor Plating (Lesser) Source Guns & Gears pg. 66 Price 4 gp --- The wearer gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Armor Plating (Moderate) Source Guns & Gears pg. 66 Price 12 gp --- The wearer gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Armor Plating (Greater) Source Guns & Gears pg. 66 Price 70 gp --- The wearer gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Armor Plating (Major) Source Guns & Gears pg. 66 Price 600 gp --- The wearer gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Armor Plating (True) Source Guns & Gears pg. 67 Price 8,000 gp --- The wearer gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The wearer gains 40 temporary Hit Points that last for 1 hour or until lost.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4206","name":"Ablative Armor Plating (True)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4206-3799"},{"item_child_id":["equipment-4207-3800","equipment-4207-3801","equipment-4207-3802","equipment-4207-3803","equipment-4207-3804"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to a shield","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4207","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Shield Plating Source Guns & Gears pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to a shield Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can’t attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes. When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield temporary Hit Points that last for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Shield Plating (Lesser) Source Guns & Gears pg. 67 Price 4 gp --- The shield gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Shield Plating (Moderate) Source Guns & Gears pg. 67 Price 12 gp --- The shield gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Shield Plating (Greater) Source Guns & Gears pg. 67 Price 70 gp --- The shield gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Shield Plating (Major) Source Guns & Gears pg. 67 Price 600 gp --- The shield gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Shield Plating (True) Source Guns & Gears pg. 67 Price 8,000 gp --- The shield gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4207","name":"Ablative Shield Plating","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4207"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to a shield","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4207","weakness":{},"price":400,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4207-3800","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Shield Plating Source Guns & Gears pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to a shield Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can’t attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes. When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield temporary Hit Points that last for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Shield Plating (Lesser) Source Guns & Gears pg. 67 Price 4 gp --- The shield gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Shield Plating (Moderate) Source Guns & Gears pg. 67 Price 12 gp --- The shield gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Shield Plating (Greater) Source Guns & Gears pg. 67 Price 70 gp --- The shield gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Shield Plating (Major) Source Guns & Gears pg. 67 Price 600 gp --- The shield gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Shield Plating (True) Source Guns & Gears pg. 67 Price 8,000 gp --- The shield gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The shield gains 5 temporary Hit Points that last for 1 minute or until lost.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4207","name":"Ablative Shield Plating (Lesser)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4207-3800"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to a shield","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4207","weakness":{},"price":1200,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4207-3801","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Shield Plating Source Guns & Gears pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to a shield Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can’t attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes. When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield temporary Hit Points that last for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Shield Plating (Lesser) Source Guns & Gears pg. 67 Price 4 gp --- The shield gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Shield Plating (Moderate) Source Guns & Gears pg. 67 Price 12 gp --- The shield gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Shield Plating (Greater) Source Guns & Gears pg. 67 Price 70 gp --- The shield gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Shield Plating (Major) Source Guns & Gears pg. 67 Price 600 gp --- The shield gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Shield Plating (True) Source Guns & Gears pg. 67 Price 8,000 gp --- The shield gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The shield gains 10 temporary Hit Points that last for 10 minutes or until lost.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4207","name":"Ablative Shield Plating (Moderate)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4207-3801"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to a shield","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4207","weakness":{},"price":7000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4207-3802","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Shield Plating Source Guns & Gears pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to a shield Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can’t attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes. When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield temporary Hit Points that last for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Shield Plating (Lesser) Source Guns & Gears pg. 67 Price 4 gp --- The shield gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Shield Plating (Moderate) Source Guns & Gears pg. 67 Price 12 gp --- The shield gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Shield Plating (Greater) Source Guns & Gears pg. 67 Price 70 gp --- The shield gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Shield Plating (Major) Source Guns & Gears pg. 67 Price 600 gp --- The shield gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Shield Plating (True) Source Guns & Gears pg. 67 Price 8,000 gp --- The shield gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The shield gains 20 temporary Hit Points that last for 1 hour or until lost.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4207","name":"Ablative Shield Plating (Greater)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4207-3802"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to a shield","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4207","weakness":{},"price":60000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4207-3803","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Shield Plating Source Guns & Gears pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to a shield Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can’t attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes. When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield temporary Hit Points that last for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Shield Plating (Lesser) Source Guns & Gears pg. 67 Price 4 gp --- The shield gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Shield Plating (Moderate) Source Guns & Gears pg. 67 Price 12 gp --- The shield gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Shield Plating (Greater) Source Guns & Gears pg. 67 Price 70 gp --- The shield gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Shield Plating (Major) Source Guns & Gears pg. 67 Price 600 gp --- The shield gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Shield Plating (True) Source Guns & Gears pg. 67 Price 8,000 gp --- The shield gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The shield gains 30 temporary Hit Points that last for 1 hour or until lost.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4207","name":"Ablative Shield Plating (Major)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4207-3803"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"attached to a shield","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4207","weakness":{},"price":800000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4207-3804","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Ablative Shield Plating Source Guns & Gears pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage attached to a shield Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. --- Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can’t attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes. When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield temporary Hit Points that last for the stated duration or until lost. Removing the plating early destroys it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Ablative Shield Plating (Lesser) Source Guns & Gears pg. 67 Price 4 gp --- The shield gains 5 temporary Hit Points that last for 1 minute or until lost. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Ablative Shield Plating (Moderate) Source Guns & Gears pg. 67 Price 12 gp --- The shield gains 10 temporary Hit Points that last for 10 minutes or until lost. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Ablative Shield Plating (Greater) Source Guns & Gears pg. 67 Price 70 gp --- The shield gains 20 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Ablative Shield Plating (Major) Source Guns & Gears pg. 67 Price 600 gp --- The shield gains 30 temporary Hit Points that last for 1 hour or until lost. <title level=\"2\" right=\"Item 19\" pfs=\"Standard\" > Ablative Shield Plating (True) Source Guns & Gears pg. 67 Price 8,000 gp --- The shield gains 40 temporary Hit Points that last for 1 hour or until lost.","skill_mod":{},"summary":"The shield gains 40 temporary Hit Points that last for 1 hour or until lost.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":19,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4207","name":"Ablative Shield Plating (True)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4207-3804"},{"item_child_id":["equipment-4208-3805","equipment-4208-3806","equipment-4208-3807","equipment-4208-3808"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn (attached to footwear or feet)","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4208","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blast Boots Source Guns & Gears pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn (attached to footwear or feet) Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- These sets of rockets come in pairs and strap onto existing footwear (or a creature’s feet). Inserting them and aligning them properly takes 1 minute. When you Activate the blast boots, you can High Jump or Long Jump, without the need to Stride first. Higher-level versions increase the distance of your High Jump or Long Jump. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blast Boots (Lesser) Source Guns & Gears pg. 67 Price 3 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blast Boots (Moderate) Source Guns & Gears pg. 67 Price 11 gp --- When you Activate the moderate blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 30 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 45 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Blast Boots (Greater) Source Guns & Gears pg. 67 Price 140 gp --- When you Activate the greater blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 50 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 75 feet. Additionally, for 1 minute, the greater blast boots continue to boost your jumps. Every time you Leap during the duration, you can move 30 feet in any direction, or your normal Leap distance, whichever is further. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blast Boots (Major) Source Guns & Gears pg. 67 Price 2,750 gp --- When you Activate the major blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 80 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 120 feet. Additionally, for 1 minute, the major blast boots remain active, allowing you to clumsily fly through the air for the duration. You gain a 30-foot Fly speed for the duration, but any time you Fly, you are clumsy 1 until the start of your next turn.","skill_mod":{},"summary":"These sets of rockets come in pairs and strap onto existing footwear (or a creature’s feet). Inserting them and aligning them properly takes 1 …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4208","name":"Blast Boots","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4208"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn (attached to footwear or feet)","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4208","weakness":{},"price":300,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4208-3805","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blast Boots Source Guns & Gears pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn (attached to footwear or feet) Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- These sets of rockets come in pairs and strap onto existing footwear (or a creature’s feet). Inserting them and aligning them properly takes 1 minute. When you Activate the blast boots, you can High Jump or Long Jump, without the need to Stride first. Higher-level versions increase the distance of your High Jump or Long Jump. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blast Boots (Lesser) Source Guns & Gears pg. 67 Price 3 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blast Boots (Moderate) Source Guns & Gears pg. 67 Price 11 gp --- When you Activate the moderate blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 30 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 45 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Blast Boots (Greater) Source Guns & Gears pg. 67 Price 140 gp --- When you Activate the greater blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 50 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 75 feet. Additionally, for 1 minute, the greater blast boots continue to boost your jumps. Every time you Leap during the duration, you can move 30 feet in any direction, or your normal Leap distance, whichever is further. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blast Boots (Major) Source Guns & Gears pg. 67 Price 2,750 gp --- When you Activate the major blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 80 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 120 feet. Additionally, for 1 minute, the major blast boots remain active, allowing you to clumsily fly through the air for the duration. You gain a 30-foot Fly speed for the duration, but any time you Fly, you are clumsy 1 until the start of your next turn.","skill_mod":{},"summary":"These sets of rockets come in pairs and strap onto existing footwear (or a creature’s feet). Inserting them and aligning them properly takes 1 …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4208","name":"Blast Boots (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4208-3805"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn (attached to footwear or feet)","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4208","weakness":{},"price":1100,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4208-3806","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blast Boots Source Guns & Gears pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn (attached to footwear or feet) Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- These sets of rockets come in pairs and strap onto existing footwear (or a creature’s feet). Inserting them and aligning them properly takes 1 minute. When you Activate the blast boots, you can High Jump or Long Jump, without the need to Stride first. Higher-level versions increase the distance of your High Jump or Long Jump. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blast Boots (Lesser) Source Guns & Gears pg. 67 Price 3 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blast Boots (Moderate) Source Guns & Gears pg. 67 Price 11 gp --- When you Activate the moderate blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 30 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 45 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Blast Boots (Greater) Source Guns & Gears pg. 67 Price 140 gp --- When you Activate the greater blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 50 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 75 feet. Additionally, for 1 minute, the greater blast boots continue to boost your jumps. Every time you Leap during the duration, you can move 30 feet in any direction, or your normal Leap distance, whichever is further. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blast Boots (Major) Source Guns & Gears pg. 67 Price 2,750 gp --- When you Activate the major blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 80 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 120 feet. Additionally, for 1 minute, the major blast boots remain active, allowing you to clumsily fly through the air for the duration. You gain a 30-foot Fly speed for the duration, but any time you Fly, you are clumsy 1 until the start of your next turn.","skill_mod":{},"summary":"When you Activate the moderate blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 30 feet. When you Activate …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4208","name":"Blast Boots (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4208-3806"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn (attached to footwear or feet)","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4208","weakness":{},"price":14000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4208-3807","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blast Boots Source Guns & Gears pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn (attached to footwear or feet) Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- These sets of rockets come in pairs and strap onto existing footwear (or a creature’s feet). Inserting them and aligning them properly takes 1 minute. When you Activate the blast boots, you can High Jump or Long Jump, without the need to Stride first. Higher-level versions increase the distance of your High Jump or Long Jump. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blast Boots (Lesser) Source Guns & Gears pg. 67 Price 3 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blast Boots (Moderate) Source Guns & Gears pg. 67 Price 11 gp --- When you Activate the moderate blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 30 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 45 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Blast Boots (Greater) Source Guns & Gears pg. 67 Price 140 gp --- When you Activate the greater blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 50 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 75 feet. Additionally, for 1 minute, the greater blast boots continue to boost your jumps. Every time you Leap during the duration, you can move 30 feet in any direction, or your normal Leap distance, whichever is further. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blast Boots (Major) Source Guns & Gears pg. 67 Price 2,750 gp --- When you Activate the major blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 80 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 120 feet. Additionally, for 1 minute, the major blast boots remain active, allowing you to clumsily fly through the air for the duration. You gain a 30-foot Fly speed for the duration, but any time you Fly, you are clumsy 1 until the start of your next turn.","skill_mod":{},"summary":"When you Activate the greater blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 50 feet. When you Activate …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4208","name":"Blast Boots (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4208-3807"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn (attached to footwear or feet)","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4208","weakness":{},"price":275000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4208-3808","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Blast Boots Source Guns & Gears pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn (attached to footwear or feet) Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- These sets of rockets come in pairs and strap onto existing footwear (or a creature’s feet). Inserting them and aligning them properly takes 1 minute. When you Activate the blast boots, you can High Jump or Long Jump, without the need to Stride first. Higher-level versions increase the distance of your High Jump or Long Jump. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Blast Boots (Lesser) Source Guns & Gears pg. 67 Price 3 gp <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blast Boots (Moderate) Source Guns & Gears pg. 67 Price 11 gp --- When you Activate the moderate blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 30 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 45 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Blast Boots (Greater) Source Guns & Gears pg. 67 Price 140 gp --- When you Activate the greater blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 50 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 75 feet. Additionally, for 1 minute, the greater blast boots continue to boost your jumps. Every time you Leap during the duration, you can move 30 feet in any direction, or your normal Leap distance, whichever is further. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Blast Boots (Major) Source Guns & Gears pg. 67 Price 2,750 gp --- When you Activate the major blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 80 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 120 feet. Additionally, for 1 minute, the major blast boots remain active, allowing you to clumsily fly through the air for the duration. You gain a 30-foot Fly speed for the duration, but any time you Fly, you are clumsy 1 until the start of your next turn.","skill_mod":{},"summary":"When you Activate the major blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 80 feet. When you Activate …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4208","name":"Blast Boots (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4208-3808"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":1000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4209","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Cauterizing Torch Source Guns & Gears pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 10 gp Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- This small, clockwork torch device uses a trigger-operated sparker to ignite a flow of flammable gas, creating a short, hot flame capable of rapidly cauterizing wounds and helping to stop bleeding. The cauterizing torch is applied to yourself or an adjacent target. The target attempts an immediate flat check to end any persistent bleed effect with the lower DC for particularly effective assistance.\n","skill_mod":{},"summary":"This small, clockwork torch device uses a trigger-operated sparker to ignite a flow of flammable gas, creating a short, hot flame capable of rapidly …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4209","name":"Cauterizing Torch","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4209"},{"item_child_id":["equipment-4210-3809","equipment-4210-3810","equipment-4210-3811"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-4210","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Chameleon Suit Source Guns & Gears pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn over armor and clothes Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- This complex clockwork outerwear, worn over armor or other clothing, is composed of thin, interlocking scales of myriad colors attached to numerous clockwork gears that can rotate between all visible colors and shades. When activated, the clockwork gears work double-time to temporarily switch and adjust the scales to match the exact coloration of the area around you, allowing you to blend in as long as you stay still. For the duration, you can Hide without needing cover or concealment to do so. This doesn’t allow you to Sneak without ending your movement in cover or concealment, however, as the clockwork flips over and adjusts the scales to match your background as you move, giving the impression of rippling waves of color and revealing your movement. Once the duration expires, the overworked clockwork and scales fall apart. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Chameleon Suit Source Guns & Gears pg. 67 Price 16 gp --- The effect lasts for 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Chameleon Suit (Greater) Source Guns & Gears pg. 68 Price 80 gp --- The effect lasts for 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Chameleon Suit (Major) Source Guns & Gears pg. 68 Price 320 gp --- The effect lasts for 1 hour.","skill_mod":{},"summary":"This complex clockwork outerwear, worn over armor or other clothing, is composed of thin, interlocking scales of myriad colors attached to numerous …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4210","name":"Chameleon Suit","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4210"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4210","weakness":{},"price":1600,"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-4210-3809","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Chameleon Suit Source Guns & Gears pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn over armor and clothes Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- This complex clockwork outerwear, worn over armor or other clothing, is composed of thin, interlocking scales of myriad colors attached to numerous clockwork gears that can rotate between all visible colors and shades. When activated, the clockwork gears work double-time to temporarily switch and adjust the scales to match the exact coloration of the area around you, allowing you to blend in as long as you stay still. For the duration, you can Hide without needing cover or concealment to do so. This doesn’t allow you to Sneak without ending your movement in cover or concealment, however, as the clockwork flips over and adjusts the scales to match your background as you move, giving the impression of rippling waves of color and revealing your movement. Once the duration expires, the overworked clockwork and scales fall apart. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Chameleon Suit Source Guns & Gears pg. 67 Price 16 gp --- The effect lasts for 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Chameleon Suit (Greater) Source Guns & Gears pg. 68 Price 80 gp --- The effect lasts for 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Chameleon Suit (Major) Source Guns & Gears pg. 68 Price 320 gp --- The effect lasts for 1 hour.","skill_mod":{},"summary":"The effect lasts for 1 minute.","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4210","name":"Chameleon Suit","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4210-3809"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4210","weakness":{},"price":8000,"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-4210-3810","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Chameleon Suit Source Guns & Gears pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn over armor and clothes Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- This complex clockwork outerwear, worn over armor or other clothing, is composed of thin, interlocking scales of myriad colors attached to numerous clockwork gears that can rotate between all visible colors and shades. When activated, the clockwork gears work double-time to temporarily switch and adjust the scales to match the exact coloration of the area around you, allowing you to blend in as long as you stay still. For the duration, you can Hide without needing cover or concealment to do so. This doesn’t allow you to Sneak without ending your movement in cover or concealment, however, as the clockwork flips over and adjusts the scales to match your background as you move, giving the impression of rippling waves of color and revealing your movement. Once the duration expires, the overworked clockwork and scales fall apart. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Chameleon Suit Source Guns & Gears pg. 67 Price 16 gp --- The effect lasts for 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Chameleon Suit (Greater) Source Guns & Gears pg. 68 Price 80 gp --- The effect lasts for 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Chameleon Suit (Major) Source Guns & Gears pg. 68 Price 320 gp --- The effect lasts for 1 hour.","skill_mod":{},"summary":"The effect lasts for 10 minutes.","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4210","name":"Chameleon Suit (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4210-3810"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4210","weakness":{},"price":32000,"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-4210-3811","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Chameleon Suit Source Guns & Gears pg. 67 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn over armor and clothes Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- This complex clockwork outerwear, worn over armor or other clothing, is composed of thin, interlocking scales of myriad colors attached to numerous clockwork gears that can rotate between all visible colors and shades. When activated, the clockwork gears work double-time to temporarily switch and adjust the scales to match the exact coloration of the area around you, allowing you to blend in as long as you stay still. For the duration, you can Hide without needing cover or concealment to do so. This doesn’t allow you to Sneak without ending your movement in cover or concealment, however, as the clockwork flips over and adjusts the scales to match your background as you move, giving the impression of rippling waves of color and revealing your movement. Once the duration expires, the overworked clockwork and scales fall apart. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Chameleon Suit Source Guns & Gears pg. 67 Price 16 gp --- The effect lasts for 1 minute. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Chameleon Suit (Greater) Source Guns & Gears pg. 68 Price 80 gp --- The effect lasts for 10 minutes. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Chameleon Suit (Major) Source Guns & Gears pg. 68 Price 320 gp --- The effect lasts for 1 hour.","skill_mod":{},"summary":"The effect lasts for 1 hour.","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4210","name":"Chameleon Suit (Major)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4210-3811"},{"item_child_id":["equipment-4211-3812","equipment-4211-3813","equipment-4211-3814"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-4211","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Clockwork Goggles Source Guns & Gears pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn eyepiece Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- This heavy set of mechanical goggles contains a variety of different lenses for different situations, including lenses that filter light at different intensities and frequencies and even some that capture heat and other stimuli. Clockwork mechanisms can swap between the lenses rapidly as needed. However, many of these lenses can only capture a single stimulus once and then are forever etched with it, making them unsuitable for long-term use. When activated, the clockwork mechanism on the goggles rapidly switches between the different lenses, granting you the benefits of all of them for a brief period of time. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Clockwork Goggles Source Guns & Gears pg. 68 Price 3 gp --- When activated, you gain low-light vision for 10 minutes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Clockwork Goggles (Greater) Source Guns & Gears pg. 68 Price 15 gp --- When activated, you gain low-light vision and darkvision for 10 minutes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Clockwork Goggles (Major) Source Guns & Gears pg. 68 Price 80 gp --- When activated, you gain low-light vision, darkvision, and the effects of see invisibility for 10 minutes.","skill_mod":{},"summary":"This heavy set of mechanical goggles contains a variety of different lenses for different situations, including lenses that filter light at different …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4211","name":"Clockwork Goggles","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4211"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4211","weakness":{},"price":300,"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-4211-3812","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Clockwork Goggles Source Guns & Gears pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn eyepiece Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- This heavy set of mechanical goggles contains a variety of different lenses for different situations, including lenses that filter light at different intensities and frequencies and even some that capture heat and other stimuli. Clockwork mechanisms can swap between the lenses rapidly as needed. However, many of these lenses can only capture a single stimulus once and then are forever etched with it, making them unsuitable for long-term use. When activated, the clockwork mechanism on the goggles rapidly switches between the different lenses, granting you the benefits of all of them for a brief period of time. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Clockwork Goggles Source Guns & Gears pg. 68 Price 3 gp --- When activated, you gain low-light vision for 10 minutes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Clockwork Goggles (Greater) Source Guns & Gears pg. 68 Price 15 gp --- When activated, you gain low-light vision and darkvision for 10 minutes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Clockwork Goggles (Major) Source Guns & Gears pg. 68 Price 80 gp --- When activated, you gain low-light vision, darkvision, and the effects of see invisibility for 10 minutes.","skill_mod":{},"summary":"When activated, you gain low-light vision for 10 minutes.","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4211","name":"Clockwork Goggles","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4211-3812"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4211","weakness":{},"price":1500,"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-4211-3813","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Clockwork Goggles Source Guns & Gears pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn eyepiece Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- This heavy set of mechanical goggles contains a variety of different lenses for different situations, including lenses that filter light at different intensities and frequencies and even some that capture heat and other stimuli. Clockwork mechanisms can swap between the lenses rapidly as needed. However, many of these lenses can only capture a single stimulus once and then are forever etched with it, making them unsuitable for long-term use. When activated, the clockwork mechanism on the goggles rapidly switches between the different lenses, granting you the benefits of all of them for a brief period of time. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Clockwork Goggles Source Guns & Gears pg. 68 Price 3 gp --- When activated, you gain low-light vision for 10 minutes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Clockwork Goggles (Greater) Source Guns & Gears pg. 68 Price 15 gp --- When activated, you gain low-light vision and darkvision for 10 minutes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Clockwork Goggles (Major) Source Guns & Gears pg. 68 Price 80 gp --- When activated, you gain low-light vision, darkvision, and the effects of see invisibility for 10 minutes.","skill_mod":{},"summary":"When activated, you gain low-light vision and darkvision for 10 minutes.","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4211","name":"Clockwork Goggles (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4211-3813"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn eyepiece","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4211","weakness":{},"price":8000,"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-4211-3814","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Clockwork Goggles Source Guns & Gears pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn eyepiece Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- This heavy set of mechanical goggles contains a variety of different lenses for different situations, including lenses that filter light at different intensities and frequencies and even some that capture heat and other stimuli. Clockwork mechanisms can swap between the lenses rapidly as needed. However, many of these lenses can only capture a single stimulus once and then are forever etched with it, making them unsuitable for long-term use. When activated, the clockwork mechanism on the goggles rapidly switches between the different lenses, granting you the benefits of all of them for a brief period of time. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Clockwork Goggles Source Guns & Gears pg. 68 Price 3 gp --- When activated, you gain low-light vision for 10 minutes. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Clockwork Goggles (Greater) Source Guns & Gears pg. 68 Price 15 gp --- When activated, you gain low-light vision and darkvision for 10 minutes. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Clockwork Goggles (Major) Source Guns & Gears pg. 68 Price 80 gp --- When activated, you gain low-light vision, darkvision, and the effects of see invisibility for 10 minutes.","skill_mod":{},"summary":"When activated, you gain low-light vision, darkvision, and the effects of see invisibility for 10 minutes.","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4211","name":"Clockwork Goggles (Major)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4211-3814"},{"item_child_id":["equipment-4212-3815","equipment-4212-3816","equipment-4212-3817","equipment-4212-3818"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Cold","Consumable","Gadget","Uncommon"],"id":"equipment-4212","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cryomister Source Guns & Gears pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- When you Activate a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you’ve done so, the metallic device instantly disperses a heavy mist, settling quickly on nearby flat surfaces and forming a sheet of ice. The cryomister creates a burst with a radius depending on the type, making the affected area difficult terrain for 1 minute; , at the GM’s discretion, however, this duration might be reduced in unusually hot conditions or increased in unusually cold ones. If an affected square takes fire damage, the difficult terrain is removed. Though not designed as a weapon, the cryomister’s rapidly cooling mist deals cold splash damage depending on the type to creatures in the area on activation. Creatures attempting to move through the affected area can attempt an Acrobatics check with a DC depending on the type to ignore the difficult terrain and move at their normal Speed. Throwing the cryomister onto the surface of a liquid creates a floating piece of ice for the same duration, capable of supporting one or more creatures of the listed size. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cryomister (Lesser) Source Guns & Gears pg. 68 Price 3 gp --- The area is a 5-foot burst, the Acrobatics DC is 17, and the cold splash damage is 1. The floating ice can support one creature up to Medium size. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cryomister (Moderate) Source Guns & Gears pg. 68 Price 25 gp --- The area is a 10-foot burst, the Acrobatics DC is 21, and the cold splash damage is 3. The floating ice can support one Large creature or two Medium or smaller creatures. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cryomister (Greater) Source Guns & Gears pg. 68 Price 250 gp --- The area is a 15-foot burst, the Acrobatics DC is 30, and the cold splash damage is 5. The floating ice can support one Huge creature, two Large creatures, or four Medium or smaller creatures. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cryomister (Major) Source Guns & Gears pg. 68 Price 2,500 gp --- The area is a 20-foot burst, the Acrobatics DC is 39, and the cold splash damage is 8. The floating ice can support one Gargantuan creature, two Huge creatures, four Large creatures, or eight Medium or smaller creatures. The ice can’t support Gargantuan creatures larger than a 20-by-20-foot space, such as a mu spore.","skill_mod":{},"summary":"When you Activate a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you’ve done so, the metallic device …","primary_source":"Guns & Gears","trait_group":["Energy","Monster","Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4212","name":"Cryomister","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4212"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4212","weakness":{},"price":300,"trait":["Cold","Consumable","Gadget","Uncommon"],"id":"equipment-4212-3815","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cryomister Source Guns & Gears pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- When you Activate a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you’ve done so, the metallic device instantly disperses a heavy mist, settling quickly on nearby flat surfaces and forming a sheet of ice. The cryomister creates a burst with a radius depending on the type, making the affected area difficult terrain for 1 minute; , at the GM’s discretion, however, this duration might be reduced in unusually hot conditions or increased in unusually cold ones. If an affected square takes fire damage, the difficult terrain is removed. Though not designed as a weapon, the cryomister’s rapidly cooling mist deals cold splash damage depending on the type to creatures in the area on activation. Creatures attempting to move through the affected area can attempt an Acrobatics check with a DC depending on the type to ignore the difficult terrain and move at their normal Speed. Throwing the cryomister onto the surface of a liquid creates a floating piece of ice for the same duration, capable of supporting one or more creatures of the listed size. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cryomister (Lesser) Source Guns & Gears pg. 68 Price 3 gp --- The area is a 5-foot burst, the Acrobatics DC is 17, and the cold splash damage is 1. The floating ice can support one creature up to Medium size. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cryomister (Moderate) Source Guns & Gears pg. 68 Price 25 gp --- The area is a 10-foot burst, the Acrobatics DC is 21, and the cold splash damage is 3. The floating ice can support one Large creature or two Medium or smaller creatures. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cryomister (Greater) Source Guns & Gears pg. 68 Price 250 gp --- The area is a 15-foot burst, the Acrobatics DC is 30, and the cold splash damage is 5. The floating ice can support one Huge creature, two Large creatures, or four Medium or smaller creatures. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cryomister (Major) Source Guns & Gears pg. 68 Price 2,500 gp --- The area is a 20-foot burst, the Acrobatics DC is 39, and the cold splash damage is 8. The floating ice can support one Gargantuan creature, two Huge creatures, four Large creatures, or eight Medium or smaller creatures. The ice can’t support Gargantuan creatures larger than a 20-by-20-foot space, such as a mu spore.","skill_mod":{},"summary":"The area is a 5-foot burst, the Acrobatics DC is 17, and the cold splash damage is 1. The floating ice can support one creature up to Medium size.","primary_source":"Guns & Gears","trait_group":["Energy","Monster","Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4212","name":"Cryomister (Lesser)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4212-3815"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4212","weakness":{},"price":2500,"trait":["Cold","Consumable","Gadget","Uncommon"],"id":"equipment-4212-3816","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cryomister Source Guns & Gears pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- When you Activate a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you’ve done so, the metallic device instantly disperses a heavy mist, settling quickly on nearby flat surfaces and forming a sheet of ice. The cryomister creates a burst with a radius depending on the type, making the affected area difficult terrain for 1 minute; , at the GM’s discretion, however, this duration might be reduced in unusually hot conditions or increased in unusually cold ones. If an affected square takes fire damage, the difficult terrain is removed. Though not designed as a weapon, the cryomister’s rapidly cooling mist deals cold splash damage depending on the type to creatures in the area on activation. Creatures attempting to move through the affected area can attempt an Acrobatics check with a DC depending on the type to ignore the difficult terrain and move at their normal Speed. Throwing the cryomister onto the surface of a liquid creates a floating piece of ice for the same duration, capable of supporting one or more creatures of the listed size. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cryomister (Lesser) Source Guns & Gears pg. 68 Price 3 gp --- The area is a 5-foot burst, the Acrobatics DC is 17, and the cold splash damage is 1. The floating ice can support one creature up to Medium size. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cryomister (Moderate) Source Guns & Gears pg. 68 Price 25 gp --- The area is a 10-foot burst, the Acrobatics DC is 21, and the cold splash damage is 3. The floating ice can support one Large creature or two Medium or smaller creatures. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cryomister (Greater) Source Guns & Gears pg. 68 Price 250 gp --- The area is a 15-foot burst, the Acrobatics DC is 30, and the cold splash damage is 5. The floating ice can support one Huge creature, two Large creatures, or four Medium or smaller creatures. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cryomister (Major) Source Guns & Gears pg. 68 Price 2,500 gp --- The area is a 20-foot burst, the Acrobatics DC is 39, and the cold splash damage is 8. The floating ice can support one Gargantuan creature, two Huge creatures, four Large creatures, or eight Medium or smaller creatures. The ice can’t support Gargantuan creatures larger than a 20-by-20-foot space, such as a mu spore.","skill_mod":{},"summary":"The area is a 10-foot burst, the Acrobatics DC is 21, and the cold splash damage is 3. The floating ice can support one Large creature or two Medium …","primary_source":"Guns & Gears","trait_group":["Energy","Monster","Equipment","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4212","name":"Cryomister (Moderate)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4212-3816"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4212","weakness":{},"price":25000,"trait":["Cold","Consumable","Gadget","Uncommon"],"id":"equipment-4212-3817","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cryomister Source Guns & Gears pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- When you Activate a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you’ve done so, the metallic device instantly disperses a heavy mist, settling quickly on nearby flat surfaces and forming a sheet of ice. The cryomister creates a burst with a radius depending on the type, making the affected area difficult terrain for 1 minute; , at the GM’s discretion, however, this duration might be reduced in unusually hot conditions or increased in unusually cold ones. If an affected square takes fire damage, the difficult terrain is removed. Though not designed as a weapon, the cryomister’s rapidly cooling mist deals cold splash damage depending on the type to creatures in the area on activation. Creatures attempting to move through the affected area can attempt an Acrobatics check with a DC depending on the type to ignore the difficult terrain and move at their normal Speed. Throwing the cryomister onto the surface of a liquid creates a floating piece of ice for the same duration, capable of supporting one or more creatures of the listed size. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cryomister (Lesser) Source Guns & Gears pg. 68 Price 3 gp --- The area is a 5-foot burst, the Acrobatics DC is 17, and the cold splash damage is 1. The floating ice can support one creature up to Medium size. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cryomister (Moderate) Source Guns & Gears pg. 68 Price 25 gp --- The area is a 10-foot burst, the Acrobatics DC is 21, and the cold splash damage is 3. The floating ice can support one Large creature or two Medium or smaller creatures. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cryomister (Greater) Source Guns & Gears pg. 68 Price 250 gp --- The area is a 15-foot burst, the Acrobatics DC is 30, and the cold splash damage is 5. The floating ice can support one Huge creature, two Large creatures, or four Medium or smaller creatures. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cryomister (Major) Source Guns & Gears pg. 68 Price 2,500 gp --- The area is a 20-foot burst, the Acrobatics DC is 39, and the cold splash damage is 8. The floating ice can support one Gargantuan creature, two Huge creatures, four Large creatures, or eight Medium or smaller creatures. The ice can’t support Gargantuan creatures larger than a 20-by-20-foot space, such as a mu spore.","skill_mod":{},"summary":"The area is a 15-foot burst, the Acrobatics DC is 30, and the cold splash damage is 5. The floating ice can support one Huge creature, two Large …","primary_source":"Guns & Gears","trait_group":["Energy","Monster","Equipment","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4212","name":"Cryomister (Greater)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4212-3817"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4212","weakness":{},"price":250000,"trait":["Cold","Consumable","Gadget","Uncommon"],"id":"equipment-4212-3818","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Cryomister Source Guns & Gears pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- When you Activate a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you’ve done so, the metallic device instantly disperses a heavy mist, settling quickly on nearby flat surfaces and forming a sheet of ice. The cryomister creates a burst with a radius depending on the type, making the affected area difficult terrain for 1 minute; , at the GM’s discretion, however, this duration might be reduced in unusually hot conditions or increased in unusually cold ones. If an affected square takes fire damage, the difficult terrain is removed. Though not designed as a weapon, the cryomister’s rapidly cooling mist deals cold splash damage depending on the type to creatures in the area on activation. Creatures attempting to move through the affected area can attempt an Acrobatics check with a DC depending on the type to ignore the difficult terrain and move at their normal Speed. Throwing the cryomister onto the surface of a liquid creates a floating piece of ice for the same duration, capable of supporting one or more creatures of the listed size. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Cryomister (Lesser) Source Guns & Gears pg. 68 Price 3 gp --- The area is a 5-foot burst, the Acrobatics DC is 17, and the cold splash damage is 1. The floating ice can support one creature up to Medium size. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Cryomister (Moderate) Source Guns & Gears pg. 68 Price 25 gp --- The area is a 10-foot burst, the Acrobatics DC is 21, and the cold splash damage is 3. The floating ice can support one Large creature or two Medium or smaller creatures. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Cryomister (Greater) Source Guns & Gears pg. 68 Price 250 gp --- The area is a 15-foot burst, the Acrobatics DC is 30, and the cold splash damage is 5. The floating ice can support one Huge creature, two Large creatures, or four Medium or smaller creatures. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Cryomister (Major) Source Guns & Gears pg. 68 Price 2,500 gp --- The area is a 20-foot burst, the Acrobatics DC is 39, and the cold splash damage is 8. The floating ice can support one Gargantuan creature, two Huge creatures, four Large creatures, or eight Medium or smaller creatures. The ice can’t support Gargantuan creatures larger than a 20-by-20-foot space, such as a mu spore.","skill_mod":{},"summary":"The area is a 20-foot burst, the Acrobatics DC is 39, and the cold splash damage is 8. The floating ice can support one Gargantuan creature, two Huge …","primary_source":"Guns & Gears","trait_group":["Energy","Monster","Equipment","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4212","name":"Cryomister (Major)","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4212-3818"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Gadget","Rare"],"id":"equipment-4213","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Electromuscular Stimulator Source Guns & Gears pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn Bulk 1 Activate Two Actions Interact --- This rare gadget uses Stasian technology to grant someone a burst of activity, though its use can be painful. The electromuscular stimulator must be carefully attached to you, requiring 1 minute to do so. You can attach an electromuscular stimulator to yourself. When you Activate an attached electromuscular stimulator, roll a Crafting check, using the Crafting modifier of the creature who attached the stimulator to you, with a DC equal to the standard DC for your level. The effects of the activation depend on the result of the Crafting check. Critical Success You gain the quickened condition for 1 minute and can use the extra action each round only to Stride or Strike. Success As critical success, but you also take 3 persistent electricity damage. Failure You gain the quickened condition for 2 rounds and can use the extra action each round only to Stride or Strike. You take 3 persistent electricity damage. Critical Failure You take 2d6 electrical damage and 3 persistent electricity damage.\n","skill_mod":{},"summary":"This rare gadget uses Stasian technology to grant someone a burst of activity, though its use can be painful. The electromuscular stimulator must be …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4213","name":"Electromuscular Stimulator","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"rare","slug":"equipment-4213"},{"item_child_id":["equipment-4214-3819","equipment-4214-3820","equipment-4214-3821","equipment-4214-3822"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4214","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Etheric Essence Disruptor Source Guns & Gears pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Stasian etheric-spirit singers, though without the need for a Stasian coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active divine or occult spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Etheric Essence Disruptor (Lesser) Source Guns & Gears pg. 68 Price 12 gp --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Etheric Essence Disruptor (Moderate) Source Guns & Gears pg. 69 Price 40 gp --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Etheric Essence Disruptor (Greater) Source Guns & Gears pg. 69 Price 300 gp --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Etheric Essence Disruptor (Major) Source Guns & Gears pg. 69 Price 1,300 gp --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Stasian etheric-spirit singers, though without …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4214","name":"Etheric Essence Disruptor","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4214"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4214","weakness":{},"price":1200,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4214-3819","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Etheric Essence Disruptor Source Guns & Gears pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Stasian etheric-spirit singers, though without the need for a Stasian coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active divine or occult spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Etheric Essence Disruptor (Lesser) Source Guns & Gears pg. 68 Price 12 gp --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Etheric Essence Disruptor (Moderate) Source Guns & Gears pg. 69 Price 40 gp --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Etheric Essence Disruptor (Greater) Source Guns & Gears pg. 69 Price 300 gp --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Etheric Essence Disruptor (Major) Source Guns & Gears pg. 69 Price 1,300 gp --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"The range is 30 feet, the counteract modifier is +7, and the counteract level is 2.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4214","name":"Etheric Essence Disruptor (Lesser)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4214-3819"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4214","weakness":{},"price":4000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4214-3820","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Etheric Essence Disruptor Source Guns & Gears pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Stasian etheric-spirit singers, though without the need for a Stasian coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active divine or occult spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Etheric Essence Disruptor (Lesser) Source Guns & Gears pg. 68 Price 12 gp --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Etheric Essence Disruptor (Moderate) Source Guns & Gears pg. 69 Price 40 gp --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Etheric Essence Disruptor (Greater) Source Guns & Gears pg. 69 Price 300 gp --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Etheric Essence Disruptor (Major) Source Guns & Gears pg. 69 Price 1,300 gp --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"The range is 40 feet, the counteract modifier is +13, and the counteract level is 4.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4214","name":"Etheric Essence Disruptor (Moderate)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4214-3820"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4214","weakness":{},"price":30000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4214-3821","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Etheric Essence Disruptor Source Guns & Gears pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Stasian etheric-spirit singers, though without the need for a Stasian coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active divine or occult spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Etheric Essence Disruptor (Lesser) Source Guns & Gears pg. 68 Price 12 gp --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Etheric Essence Disruptor (Moderate) Source Guns & Gears pg. 69 Price 40 gp --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Etheric Essence Disruptor (Greater) Source Guns & Gears pg. 69 Price 300 gp --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Etheric Essence Disruptor (Major) Source Guns & Gears pg. 69 Price 1,300 gp --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"The range is 60 feet, the counteract modifier is +18, and the counteract level is 6.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4214","name":"Etheric Essence Disruptor (Greater)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4214-3821"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4214","weakness":{},"price":130000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4214-3822","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Etheric Essence Disruptor Source Guns & Gears pg. 68 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Stasian etheric-spirit singers, though without the need for a Stasian coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active divine or occult spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Etheric Essence Disruptor (Lesser) Source Guns & Gears pg. 68 Price 12 gp --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Etheric Essence Disruptor (Moderate) Source Guns & Gears pg. 69 Price 40 gp --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Etheric Essence Disruptor (Greater) Source Guns & Gears pg. 69 Price 300 gp --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Etheric Essence Disruptor (Major) Source Guns & Gears pg. 69 Price 1,300 gp --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4214","name":"Etheric Essence Disruptor (Major)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4214-3822"},{"item_child_id":["equipment-4215-3823","equipment-4215-3824","equipment-4215-3825","equipment-4215-3826"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4215","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Explosive Mine Source Guns & Gears pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 2 hands Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- When you Activate an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that square. If you have time in advance to prepare, you can place the mine on the ground before activating it, and you or an ally can try to use Stealth to Conceal an Object before you Activate the mine. If you don’t Conceal the mine, its position is obvious at a glance. Once activated, the mine is primed to explode when enough pressure is placed on the square where it’s located. Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing the listed fire damage to any creatures in a 5-foot emanation with a basic Reflex save. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Explosive Mine (Lesser) Source Guns & Gears pg. 69 Price 4 gp --- The mine deals 2d6 fire damage, and the Reflex DC is 15. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Explosive Mine (Moderate) Source Guns & Gears pg. 69 Price 40 gp --- The mine deals 6d6 fire damage, and the Reflex DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Explosive Mine (Greater) Source Guns & Gears pg. 69 Price 400 gp --- The mine deals 12d6 fire damage, and the Reflex DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Explosive Mine (Major) Source Guns & Gears pg. 69 Price 4,000 gp --- The mine deals 18d6 fire damage in a 10-foot emanation, and the Reflex DC is 38.","skill_mod":{},"summary":"When you Activate an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4215","name":"Explosive Mine","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4215"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4215","weakness":{},"price":400,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4215-3823","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Explosive Mine Source Guns & Gears pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 2 hands Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- When you Activate an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that square. If you have time in advance to prepare, you can place the mine on the ground before activating it, and you or an ally can try to use Stealth to Conceal an Object before you Activate the mine. If you don’t Conceal the mine, its position is obvious at a glance. Once activated, the mine is primed to explode when enough pressure is placed on the square where it’s located. Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing the listed fire damage to any creatures in a 5-foot emanation with a basic Reflex save. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Explosive Mine (Lesser) Source Guns & Gears pg. 69 Price 4 gp --- The mine deals 2d6 fire damage, and the Reflex DC is 15. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Explosive Mine (Moderate) Source Guns & Gears pg. 69 Price 40 gp --- The mine deals 6d6 fire damage, and the Reflex DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Explosive Mine (Greater) Source Guns & Gears pg. 69 Price 400 gp --- The mine deals 12d6 fire damage, and the Reflex DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Explosive Mine (Major) Source Guns & Gears pg. 69 Price 4,000 gp --- The mine deals 18d6 fire damage in a 10-foot emanation, and the Reflex DC is 38.","skill_mod":{},"summary":"The mine deals 2d6 fire damage, and the Reflex DC is 15.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4215","name":"Explosive Mine (Lesser)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4215-3823"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4215","weakness":{},"price":4000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4215-3824","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Explosive Mine Source Guns & Gears pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 2 hands Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- When you Activate an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that square. If you have time in advance to prepare, you can place the mine on the ground before activating it, and you or an ally can try to use Stealth to Conceal an Object before you Activate the mine. If you don’t Conceal the mine, its position is obvious at a glance. Once activated, the mine is primed to explode when enough pressure is placed on the square where it’s located. Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing the listed fire damage to any creatures in a 5-foot emanation with a basic Reflex save. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Explosive Mine (Lesser) Source Guns & Gears pg. 69 Price 4 gp --- The mine deals 2d6 fire damage, and the Reflex DC is 15. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Explosive Mine (Moderate) Source Guns & Gears pg. 69 Price 40 gp --- The mine deals 6d6 fire damage, and the Reflex DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Explosive Mine (Greater) Source Guns & Gears pg. 69 Price 400 gp --- The mine deals 12d6 fire damage, and the Reflex DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Explosive Mine (Major) Source Guns & Gears pg. 69 Price 4,000 gp --- The mine deals 18d6 fire damage in a 10-foot emanation, and the Reflex DC is 38.","skill_mod":{},"summary":"The mine deals 6d6 fire damage, and the Reflex DC is 20.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4215","name":"Explosive Mine (Moderate)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4215-3824"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4215","weakness":{},"price":40000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4215-3825","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Explosive Mine Source Guns & Gears pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 2 hands Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- When you Activate an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that square. If you have time in advance to prepare, you can place the mine on the ground before activating it, and you or an ally can try to use Stealth to Conceal an Object before you Activate the mine. If you don’t Conceal the mine, its position is obvious at a glance. Once activated, the mine is primed to explode when enough pressure is placed on the square where it’s located. Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing the listed fire damage to any creatures in a 5-foot emanation with a basic Reflex save. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Explosive Mine (Lesser) Source Guns & Gears pg. 69 Price 4 gp --- The mine deals 2d6 fire damage, and the Reflex DC is 15. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Explosive Mine (Moderate) Source Guns & Gears pg. 69 Price 40 gp --- The mine deals 6d6 fire damage, and the Reflex DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Explosive Mine (Greater) Source Guns & Gears pg. 69 Price 400 gp --- The mine deals 12d6 fire damage, and the Reflex DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Explosive Mine (Major) Source Guns & Gears pg. 69 Price 4,000 gp --- The mine deals 18d6 fire damage in a 10-foot emanation, and the Reflex DC is 38.","skill_mod":{},"summary":"The mine deals 12d6 fire damage, and the Reflex DC is 29.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4215","name":"Explosive Mine (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4215-3825"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4215","weakness":{},"price":400000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4215-3826","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Explosive Mine Source Guns & Gears pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 2 hands Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- When you Activate an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that square. If you have time in advance to prepare, you can place the mine on the ground before activating it, and you or an ally can try to use Stealth to Conceal an Object before you Activate the mine. If you don’t Conceal the mine, its position is obvious at a glance. Once activated, the mine is primed to explode when enough pressure is placed on the square where it’s located. Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing the listed fire damage to any creatures in a 5-foot emanation with a basic Reflex save. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Explosive Mine (Lesser) Source Guns & Gears pg. 69 Price 4 gp --- The mine deals 2d6 fire damage, and the Reflex DC is 15. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Explosive Mine (Moderate) Source Guns & Gears pg. 69 Price 40 gp --- The mine deals 6d6 fire damage, and the Reflex DC is 20. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Explosive Mine (Greater) Source Guns & Gears pg. 69 Price 400 gp --- The mine deals 12d6 fire damage, and the Reflex DC is 29. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Explosive Mine (Major) Source Guns & Gears pg. 69 Price 4,000 gp --- The mine deals 18d6 fire damage in a 10-foot emanation, and the Reflex DC is 38.","skill_mod":{},"summary":"The mine deals 18d6 fire damage in a 10-foot emanation, and the Reflex DC is 38.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4215","name":"Explosive Mine (Major)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4215-3826"},{"item_child_id":["equipment-4216-3827","equipment-4216-3828","equipment-4216-3829","equipment-4216-3830"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4216","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Flare Beacon Source Guns & Gears pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon’s location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be dazzled until they are no longer adjacent to it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Flare Beacon (Lesser) Source Guns & Gears pg. 70 Price 4 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Flare Beacon (Moderate) Source Guns & Gears pg. 70 Price 35 gp --- The beacon shines bright light in a 60-foot radius and dim light in the next 60 feet. Creatures within a 10-foot radius of the beacon must succeed at a DC 20 Fortitude save or be dazzled until they are no longer within 10 feet of it. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Flare Beacon (Greater) Source Guns & Gears pg. 70 Price 180 gp --- The beacon shines bright light in a 100-foot radius and dim light in the next 100 feet. Creatures within a 20-foot radius of the beacon must succeed at a DC 27 Fortitude save or be dazzled until they are no longer within 20 feet of it. Additionally, on a critical failure, they are also blinded for 1 round. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Flare Beacon (Major) Source Guns & Gears pg. 70 Price 1,500 gp --- The beacon shines bright light in a 180-foot radius and dim light in the next 180 feet. Creatures within a 30-foot radius of the beacon must succeed at a DC 35 Fortitude save or be dazzled until they are no longer within 30 feet of it. Additionally, on a critical failure, they are also blinded for 1 round.","skill_mod":{},"summary":"Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon’s location, to …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4216","name":"Flare Beacon","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4216"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4216","weakness":{},"price":400,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4216-3827","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Flare Beacon Source Guns & Gears pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon’s location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be dazzled until they are no longer adjacent to it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Flare Beacon (Lesser) Source Guns & Gears pg. 70 Price 4 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Flare Beacon (Moderate) Source Guns & Gears pg. 70 Price 35 gp --- The beacon shines bright light in a 60-foot radius and dim light in the next 60 feet. Creatures within a 10-foot radius of the beacon must succeed at a DC 20 Fortitude save or be dazzled until they are no longer within 10 feet of it. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Flare Beacon (Greater) Source Guns & Gears pg. 70 Price 180 gp --- The beacon shines bright light in a 100-foot radius and dim light in the next 100 feet. Creatures within a 20-foot radius of the beacon must succeed at a DC 27 Fortitude save or be dazzled until they are no longer within 20 feet of it. Additionally, on a critical failure, they are also blinded for 1 round. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Flare Beacon (Major) Source Guns & Gears pg. 70 Price 1,500 gp --- The beacon shines bright light in a 180-foot radius and dim light in the next 180 feet. Creatures within a 30-foot radius of the beacon must succeed at a DC 35 Fortitude save or be dazzled until they are no longer within 30 feet of it. Additionally, on a critical failure, they are also blinded for 1 round.","skill_mod":{},"summary":"Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon’s location, to …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4216","name":"Flare Beacon (Lesser)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4216-3827"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4216","weakness":{},"price":3500,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4216-3828","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Flare Beacon Source Guns & Gears pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon’s location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be dazzled until they are no longer adjacent to it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Flare Beacon (Lesser) Source Guns & Gears pg. 70 Price 4 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Flare Beacon (Moderate) Source Guns & Gears pg. 70 Price 35 gp --- The beacon shines bright light in a 60-foot radius and dim light in the next 60 feet. Creatures within a 10-foot radius of the beacon must succeed at a DC 20 Fortitude save or be dazzled until they are no longer within 10 feet of it. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Flare Beacon (Greater) Source Guns & Gears pg. 70 Price 180 gp --- The beacon shines bright light in a 100-foot radius and dim light in the next 100 feet. Creatures within a 20-foot radius of the beacon must succeed at a DC 27 Fortitude save or be dazzled until they are no longer within 20 feet of it. Additionally, on a critical failure, they are also blinded for 1 round. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Flare Beacon (Major) Source Guns & Gears pg. 70 Price 1,500 gp --- The beacon shines bright light in a 180-foot radius and dim light in the next 180 feet. Creatures within a 30-foot radius of the beacon must succeed at a DC 35 Fortitude save or be dazzled until they are no longer within 30 feet of it. Additionally, on a critical failure, they are also blinded for 1 round.","skill_mod":{},"summary":"The beacon shines bright light in a 60-foot radius and dim light in the next 60 feet. Creatures within a 10-foot radius of the beacon must succeed at …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4216","name":"Flare Beacon (Moderate)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4216-3828"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4216","weakness":{},"price":18000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4216-3829","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Flare Beacon Source Guns & Gears pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon’s location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be dazzled until they are no longer adjacent to it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Flare Beacon (Lesser) Source Guns & Gears pg. 70 Price 4 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Flare Beacon (Moderate) Source Guns & Gears pg. 70 Price 35 gp --- The beacon shines bright light in a 60-foot radius and dim light in the next 60 feet. Creatures within a 10-foot radius of the beacon must succeed at a DC 20 Fortitude save or be dazzled until they are no longer within 10 feet of it. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Flare Beacon (Greater) Source Guns & Gears pg. 70 Price 180 gp --- The beacon shines bright light in a 100-foot radius and dim light in the next 100 feet. Creatures within a 20-foot radius of the beacon must succeed at a DC 27 Fortitude save or be dazzled until they are no longer within 20 feet of it. Additionally, on a critical failure, they are also blinded for 1 round. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Flare Beacon (Major) Source Guns & Gears pg. 70 Price 1,500 gp --- The beacon shines bright light in a 180-foot radius and dim light in the next 180 feet. Creatures within a 30-foot radius of the beacon must succeed at a DC 35 Fortitude save or be dazzled until they are no longer within 30 feet of it. Additionally, on a critical failure, they are also blinded for 1 round.","skill_mod":{},"summary":"The beacon shines bright light in a 100-foot radius and dim light in the next 100 feet. Creatures within a 20-foot radius of the beacon must succeed …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4216","name":"Flare Beacon (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4216-3829"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4216","weakness":{},"price":150000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4216-3830","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Flare Beacon Source Guns & Gears pg. 69 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon’s location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be dazzled until they are no longer adjacent to it. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Flare Beacon (Lesser) Source Guns & Gears pg. 70 Price 4 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Flare Beacon (Moderate) Source Guns & Gears pg. 70 Price 35 gp --- The beacon shines bright light in a 60-foot radius and dim light in the next 60 feet. Creatures within a 10-foot radius of the beacon must succeed at a DC 20 Fortitude save or be dazzled until they are no longer within 10 feet of it. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Flare Beacon (Greater) Source Guns & Gears pg. 70 Price 180 gp --- The beacon shines bright light in a 100-foot radius and dim light in the next 100 feet. Creatures within a 20-foot radius of the beacon must succeed at a DC 27 Fortitude save or be dazzled until they are no longer within 20 feet of it. Additionally, on a critical failure, they are also blinded for 1 round. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Flare Beacon (Major) Source Guns & Gears pg. 70 Price 1,500 gp --- The beacon shines bright light in a 180-foot radius and dim light in the next 180 feet. Creatures within a 30-foot radius of the beacon must succeed at a DC 35 Fortitude save or be dazzled until they are no longer within 30 feet of it. Additionally, on a critical failure, they are also blinded for 1 round.","skill_mod":{},"summary":"The beacon shines bright light in a 180-foot radius and dim light in the next 180 feet. Creatures within a 30-foot radius of the beacon must succeed …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4216","name":"Flare Beacon (Major)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4216-3830"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn (attached to footwear or feet)","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2100,"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-4217","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Gadget Skates Source Guns & Gears pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 21 gp Usage worn (attached to footwear or feet) Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact (move) --- Gadget skates are metal devices that come in pairs and strap onto existing footwear (or a creature’s feet). When you Activate gadget skates, clockwork gears reveal small wheels that propel you along the ground, moving you up to twice your Speed. During this movement, you must succeed at a DC 20 Acrobatics check to turn up to 90 degrees, and you can’t turn more than once or more than 90 degrees. During the activation and after the activation is complete, you can’t Stride, Step, or otherwise move on the ground until the end of your next turn. However, you can use this movement instead of a Stride to perform a High Jump or Long Jump just after the activation ends, in the direction of your last movement using the gadget skates. You can Sustain the Activation of your gadget skates for up to 1 minute. Starting on the turn after you Activate the gadget skates, the first time you Sustain the Activation each turn, you gain the effects of the activation again: you move up to twice your Speed in the same direction as your last movement with the gadget skates, and the restrictions continue to apply until you choose to cease Sustaining the Activation or you reach the maximum duration. Once the effect ends, the skates fall away and you can move normally.\n","skill_mod":{},"summary":"Gadget skates are metal devices that come in pairs and strap onto existing footwear (or a creature’s feet). When you Activate gadget skates, …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4217","name":"Gadget Skates","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4217"},{"item_child_id":["equipment-4218-3831","equipment-4218-3832"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn (attached to handwear or hands)","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-4218","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Gecko Pads Source Guns & Gears pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn (attached to handwear or hands) Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- Gecko pads are thin, clockwork devices shaped like palms, which can be strapped onto existing handwear or a creature’s hands. When activated, they whir to life and improve your grip on surfaces, while slowly releasing a sticky substance stored within the device’s surface to help you climb. The pads give you a climb Speed equal to your Speed as long as your hands are free. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Gecko Pads Source Guns & Gears pg. 70 Price 25 gp --- The climb Speed lasts for 10 minutes. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Gecko Pads (Greater) Source Guns & Gears pg. 70 Price 125 gp --- The climb Speed lasts for 1 hour.","skill_mod":{},"summary":"Gecko pads are thin, clockwork devices shaped like palms, which can be strapped onto existing handwear or a creature’s hands. When activated, they …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4218","name":"Gecko Pads","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4218"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn (attached to handwear or hands)","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4218","weakness":{},"price":2500,"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-4218-3831","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Gecko Pads Source Guns & Gears pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn (attached to handwear or hands) Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- Gecko pads are thin, clockwork devices shaped like palms, which can be strapped onto existing handwear or a creature’s hands. When activated, they whir to life and improve your grip on surfaces, while slowly releasing a sticky substance stored within the device’s surface to help you climb. The pads give you a climb Speed equal to your Speed as long as your hands are free. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Gecko Pads Source Guns & Gears pg. 70 Price 25 gp --- The climb Speed lasts for 10 minutes. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Gecko Pads (Greater) Source Guns & Gears pg. 70 Price 125 gp --- The climb Speed lasts for 1 hour.","skill_mod":{},"summary":"The climb Speed lasts for 10 minutes.","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4218","name":"Gecko Pads","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4218-3831"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn (attached to handwear or hands)","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4218","weakness":{},"price":12500,"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-4218-3832","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Gecko Pads Source Guns & Gears pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn (attached to handwear or hands) Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- Gecko pads are thin, clockwork devices shaped like palms, which can be strapped onto existing handwear or a creature’s hands. When activated, they whir to life and improve your grip on surfaces, while slowly releasing a sticky substance stored within the device’s surface to help you climb. The pads give you a climb Speed equal to your Speed as long as your hands are free. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Gecko Pads Source Guns & Gears pg. 70 Price 25 gp --- The climb Speed lasts for 10 minutes. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Gecko Pads (Greater) Source Guns & Gears pg. 70 Price 125 gp --- The climb Speed lasts for 1 hour.","skill_mod":{},"summary":"The climb Speed lasts for 1 hour.","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4218","name":"Gecko Pads (Greater)","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4218-3832"},{"item_child_id":["equipment-4219-3833","equipment-4219-3834","equipment-4219-3835","equipment-4219-3836"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4219","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Impact Foam Chassis Source Guns & Gears pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn over armor and clothes Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate see below --- While you’re wearing an impact foam chassis wrapped around your body, it Activates automatically whenever you fall at least 10 feet, causing a layer of soft, flexible impact foam to expand beneath and around you to cushion the fall. The impact foam decreases the falling damage by up to the listed amount, taking damage equal to the amount of falling damage the foam reduced. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you’re surrounded in foam, you are immobilized and have standard cover against other creatures, and other creatures have standard cover against you. The foam has an Escape DC of 15; a creature can also remove it by spending three Interact actions. You or others can also attack the foam (the foam has an AC of 12), which disperses if reduced to 0 Hit Points. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Impact Foam Chassis (Lesser) Source Guns & Gears pg. 70 Price 3 gp --- A lesser impact foam chassis prevents up to 20 falling damage and has 20 Hit Points. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Impact Foam Chassis (Moderate) Source Guns & Gears pg. 70 Price 15 gp --- A moderate impact foam chassis prevents up to 50 falling damage and has 40 Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Impact Foam Chassis (Greater) Source Guns & Gears pg. 70 Price 150 gp --- A greater impact foam chassis prevents up to 100 falling damage and has 100 Hit Points. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Impact Foam Chassis (Major) Source Guns & Gears pg. 70 Price 650 gp --- A major impact foam chassis prevents up to 200 falling damage and has 200 Hit Points.","skill_mod":{},"summary":"While you’re wearing an impact foam chassis wrapped around your body, it Activates automatically whenever you fall at least 10 feet, causing a …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4219","name":"Impact Foam Chassis","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4219"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4219","weakness":{},"price":300,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4219-3833","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Impact Foam Chassis Source Guns & Gears pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn over armor and clothes Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate see below --- While you’re wearing an impact foam chassis wrapped around your body, it Activates automatically whenever you fall at least 10 feet, causing a layer of soft, flexible impact foam to expand beneath and around you to cushion the fall. The impact foam decreases the falling damage by up to the listed amount, taking damage equal to the amount of falling damage the foam reduced. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you’re surrounded in foam, you are immobilized and have standard cover against other creatures, and other creatures have standard cover against you. The foam has an Escape DC of 15; a creature can also remove it by spending three Interact actions. You or others can also attack the foam (the foam has an AC of 12), which disperses if reduced to 0 Hit Points. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Impact Foam Chassis (Lesser) Source Guns & Gears pg. 70 Price 3 gp --- A lesser impact foam chassis prevents up to 20 falling damage and has 20 Hit Points. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Impact Foam Chassis (Moderate) Source Guns & Gears pg. 70 Price 15 gp --- A moderate impact foam chassis prevents up to 50 falling damage and has 40 Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Impact Foam Chassis (Greater) Source Guns & Gears pg. 70 Price 150 gp --- A greater impact foam chassis prevents up to 100 falling damage and has 100 Hit Points. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Impact Foam Chassis (Major) Source Guns & Gears pg. 70 Price 650 gp --- A major impact foam chassis prevents up to 200 falling damage and has 200 Hit Points.","skill_mod":{},"summary":"A lesser impact foam chassis prevents up to 20 falling damage and has 20 Hit Points.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4219","name":"Impact Foam Chassis (Lesser)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4219-3833"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4219","weakness":{},"price":1500,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4219-3834","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Impact Foam Chassis Source Guns & Gears pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn over armor and clothes Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate see below --- While you’re wearing an impact foam chassis wrapped around your body, it Activates automatically whenever you fall at least 10 feet, causing a layer of soft, flexible impact foam to expand beneath and around you to cushion the fall. The impact foam decreases the falling damage by up to the listed amount, taking damage equal to the amount of falling damage the foam reduced. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you’re surrounded in foam, you are immobilized and have standard cover against other creatures, and other creatures have standard cover against you. The foam has an Escape DC of 15; a creature can also remove it by spending three Interact actions. You or others can also attack the foam (the foam has an AC of 12), which disperses if reduced to 0 Hit Points. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Impact Foam Chassis (Lesser) Source Guns & Gears pg. 70 Price 3 gp --- A lesser impact foam chassis prevents up to 20 falling damage and has 20 Hit Points. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Impact Foam Chassis (Moderate) Source Guns & Gears pg. 70 Price 15 gp --- A moderate impact foam chassis prevents up to 50 falling damage and has 40 Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Impact Foam Chassis (Greater) Source Guns & Gears pg. 70 Price 150 gp --- A greater impact foam chassis prevents up to 100 falling damage and has 100 Hit Points. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Impact Foam Chassis (Major) Source Guns & Gears pg. 70 Price 650 gp --- A major impact foam chassis prevents up to 200 falling damage and has 200 Hit Points.","skill_mod":{},"summary":"A moderate impact foam chassis prevents up to 50 falling damage and has 40 Hit Points.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4219","name":"Impact Foam Chassis (Moderate)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4219-3834"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4219","weakness":{},"price":15000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4219-3835","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Impact Foam Chassis Source Guns & Gears pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn over armor and clothes Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate see below --- While you’re wearing an impact foam chassis wrapped around your body, it Activates automatically whenever you fall at least 10 feet, causing a layer of soft, flexible impact foam to expand beneath and around you to cushion the fall. The impact foam decreases the falling damage by up to the listed amount, taking damage equal to the amount of falling damage the foam reduced. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you’re surrounded in foam, you are immobilized and have standard cover against other creatures, and other creatures have standard cover against you. The foam has an Escape DC of 15; a creature can also remove it by spending three Interact actions. You or others can also attack the foam (the foam has an AC of 12), which disperses if reduced to 0 Hit Points. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Impact Foam Chassis (Lesser) Source Guns & Gears pg. 70 Price 3 gp --- A lesser impact foam chassis prevents up to 20 falling damage and has 20 Hit Points. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Impact Foam Chassis (Moderate) Source Guns & Gears pg. 70 Price 15 gp --- A moderate impact foam chassis prevents up to 50 falling damage and has 40 Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Impact Foam Chassis (Greater) Source Guns & Gears pg. 70 Price 150 gp --- A greater impact foam chassis prevents up to 100 falling damage and has 100 Hit Points. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Impact Foam Chassis (Major) Source Guns & Gears pg. 70 Price 650 gp --- A major impact foam chassis prevents up to 200 falling damage and has 200 Hit Points.","skill_mod":{},"summary":"A greater impact foam chassis prevents up to 100 falling damage and has 100 Hit Points.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4219","name":"Impact Foam Chassis (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4219-3835"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4219","weakness":{},"price":65000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4219-3836","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Impact Foam Chassis Source Guns & Gears pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage worn over armor and clothes Bulk L Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate see below --- While you’re wearing an impact foam chassis wrapped around your body, it Activates automatically whenever you fall at least 10 feet, causing a layer of soft, flexible impact foam to expand beneath and around you to cushion the fall. The impact foam decreases the falling damage by up to the listed amount, taking damage equal to the amount of falling damage the foam reduced. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you’re surrounded in foam, you are immobilized and have standard cover against other creatures, and other creatures have standard cover against you. The foam has an Escape DC of 15; a creature can also remove it by spending three Interact actions. You or others can also attack the foam (the foam has an AC of 12), which disperses if reduced to 0 Hit Points. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Impact Foam Chassis (Lesser) Source Guns & Gears pg. 70 Price 3 gp --- A lesser impact foam chassis prevents up to 20 falling damage and has 20 Hit Points. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Impact Foam Chassis (Moderate) Source Guns & Gears pg. 70 Price 15 gp --- A moderate impact foam chassis prevents up to 50 falling damage and has 40 Hit Points. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Impact Foam Chassis (Greater) Source Guns & Gears pg. 70 Price 150 gp --- A greater impact foam chassis prevents up to 100 falling damage and has 100 Hit Points. <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Impact Foam Chassis (Major) Source Guns & Gears pg. 70 Price 650 gp --- A major impact foam chassis prevents up to 200 falling damage and has 200 Hit Points.","skill_mod":{},"summary":"A major impact foam chassis prevents up to 200 falling damage and has 200 Hit Points.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4219","name":"Impact Foam Chassis (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4219-3836"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":500,"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-4220","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Instant Spy Source Guns & Gears pg. 70 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 5 gp Usage held in 1 hand Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- An instant spy is a tiny clockwork device that is small enough to be easily hidden. It contains the same audio-recording mechanisms as a clockwork spy, as well as a short‑lived gemstone that can store up to 1 hour of sound to play back later. Once you have activated the instant spy, it surreptitiously begins recording all the sounds around it for an hour. In general, it can hear sounds that are clearly audible in the location where you activated it, but not sounds that would require a Perception check with a DC of 10 or greater to hear. The GM determines exactly what the instant spy can hear and record, as well as whether or not the recording is clear in a situation where the original sound is quiet, distorted, or intentionally obscured. When the recording is complete, once within the next 24 hours, you or another creature can use an Interact action to play back the stored audio in its entirety, after which the gem crumbles to dust. If no one plays the recorded sounds back within 1 day, the gem crumbles into dust anyway. This prevents the information from falling into the wrong hands later. It’s typical to use the Conceal an Object action to hide an instant spy in a location once you’ve activated it, since if you don’t hide it, it’s relatively easy to discover in a thorough search, despite the fact that it’s small and relatively unobtrusive.\n","skill_mod":{},"summary":"An instant spy is a tiny clockwork device that is small enough to be easily hidden. It contains the same audio-recording mechanisms as a clockwork …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4220","name":"Instant Spy","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4220"},{"item_child_id":["equipment-4221-3837","equipment-4221-3838","equipment-4221-3839"],"primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Aura","Consumable"],"id":"equipment-4221","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Magnetic Suit Source Guns & Gears pg. 70 Usage worn over armor and clothes Bulk 1 Activate Two Actions Interact --- This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or repel. While set to attract, you take a –1 status penalty to your AC against attacks made by metal weapons, while creatures within a 10-foot emanation for you and your allies gain a +1 status bonus to their AC. If set to repel, you gain a +1 status bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +1 status bonus to Athletics checks to Climb metal objects and Grapple metal creatures and a –1 status penalty to Athletics checks to Shove metal creatures. While repelling metal, you gain a +1 status bonus to Athletics checks to Shove metal creatures, but you take a –1 status penalty to Climb metal objects and Grapple metal creatures. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Magnetic Suit Source Guns & Gears pg. 71 Price 20 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Magnetic Suit (Greater) Source Guns & Gears pg. 71 Price 200 gp --- The area that gains an AC bonus when attracting is a 15-foot emanation, and the status bonuses and penalties increase from 1 to 2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Magnetic Suit (Major) Source Guns & Gears pg. 71 Price 2,000 gp --- The area that gains an AC bonus when attracting is a 20-foot emanation, and the status bonuses and penalties increase from 1 to 3.","skill_mod":{},"summary":"This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or …","primary_source":"Guns & Gears","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4221","name":"Magnetic Suit","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4221"},{"primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4221","weakness":{},"price":2000,"trait":["Aura","Consumable"],"id":"equipment-4221-3837","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Magnetic Suit Source Guns & Gears pg. 70 Usage worn over armor and clothes Bulk 1 Activate Two Actions Interact --- This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or repel. While set to attract, you take a –1 status penalty to your AC against attacks made by metal weapons, while creatures within a 10-foot emanation for you and your allies gain a +1 status bonus to their AC. If set to repel, you gain a +1 status bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +1 status bonus to Athletics checks to Climb metal objects and Grapple metal creatures and a –1 status penalty to Athletics checks to Shove metal creatures. While repelling metal, you gain a +1 status bonus to Athletics checks to Shove metal creatures, but you take a –1 status penalty to Climb metal objects and Grapple metal creatures. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Magnetic Suit Source Guns & Gears pg. 71 Price 20 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Magnetic Suit (Greater) Source Guns & Gears pg. 71 Price 200 gp --- The area that gains an AC bonus when attracting is a 15-foot emanation, and the status bonuses and penalties increase from 1 to 2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Magnetic Suit (Major) Source Guns & Gears pg. 71 Price 2,000 gp --- The area that gains an AC bonus when attracting is a 20-foot emanation, and the status bonuses and penalties increase from 1 to 3.","skill_mod":{},"summary":"This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or …","primary_source":"Guns & Gears","trait_group":["Mechanics","Equipment"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4221","name":"Magnetic Suit","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4221-3837"},{"primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4221","weakness":{},"price":20000,"trait":["Aura","Consumable"],"id":"equipment-4221-3838","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Magnetic Suit Source Guns & Gears pg. 70 Usage worn over armor and clothes Bulk 1 Activate Two Actions Interact --- This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or repel. While set to attract, you take a –1 status penalty to your AC against attacks made by metal weapons, while creatures within a 10-foot emanation for you and your allies gain a +1 status bonus to their AC. If set to repel, you gain a +1 status bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +1 status bonus to Athletics checks to Climb metal objects and Grapple metal creatures and a –1 status penalty to Athletics checks to Shove metal creatures. While repelling metal, you gain a +1 status bonus to Athletics checks to Shove metal creatures, but you take a –1 status penalty to Climb metal objects and Grapple metal creatures. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Magnetic Suit Source Guns & Gears pg. 71 Price 20 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Magnetic Suit (Greater) Source Guns & Gears pg. 71 Price 200 gp --- The area that gains an AC bonus when attracting is a 15-foot emanation, and the status bonuses and penalties increase from 1 to 2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Magnetic Suit (Major) Source Guns & Gears pg. 71 Price 2,000 gp --- The area that gains an AC bonus when attracting is a 20-foot emanation, and the status bonuses and penalties increase from 1 to 3.","skill_mod":{},"summary":"The area that gains an AC bonus when attracting is a 15-foot emanation, and the status bonuses and penalties increase from 1 to 2.","primary_source":"Guns & Gears","trait_group":["Mechanics","Equipment"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4221","name":"Magnetic Suit (Greater)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4221-3838"},{"primary_source_category":"Rulebooks","usage":"worn over armor and clothes","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4221","weakness":{},"price":200000,"trait":["Aura","Consumable"],"id":"equipment-4221-3839","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Magnetic Suit Source Guns & Gears pg. 70 Usage worn over armor and clothes Bulk 1 Activate Two Actions Interact --- This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or repel. While set to attract, you take a –1 status penalty to your AC against attacks made by metal weapons, while creatures within a 10-foot emanation for you and your allies gain a +1 status bonus to their AC. If set to repel, you gain a +1 status bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +1 status bonus to Athletics checks to Climb metal objects and Grapple metal creatures and a –1 status penalty to Athletics checks to Shove metal creatures. While repelling metal, you gain a +1 status bonus to Athletics checks to Shove metal creatures, but you take a –1 status penalty to Climb metal objects and Grapple metal creatures. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Magnetic Suit Source Guns & Gears pg. 71 Price 20 gp <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Magnetic Suit (Greater) Source Guns & Gears pg. 71 Price 200 gp --- The area that gains an AC bonus when attracting is a 15-foot emanation, and the status bonuses and penalties increase from 1 to 2. <title level=\"2\" right=\"Item 16\" pfs=\"Standard\" > Magnetic Suit (Major) Source Guns & Gears pg. 71 Price 2,000 gp --- The area that gains an AC bonus when attracting is a 20-foot emanation, and the status bonuses and penalties increase from 1 to 3.","skill_mod":{},"summary":"The area that gains an AC bonus when attracting is a 20-foot emanation, and the status bonuses and penalties increase from 1 to 3.","primary_source":"Guns & Gears","trait_group":["Mechanics","Equipment"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4221","name":"Magnetic Suit (Major)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"equipment-4221-3839"},{"item_child_id":["equipment-4222-3840","equipment-4222-3841","equipment-4222-3842","equipment-4222-3843"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4222","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Material Essence Disruptor Source Guns & Gears pg. 71 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to counteract an active arcane or primal spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Material Essence Disruptor (Lesser) Source Guns & Gears pg. 71 Price 60 gp --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Material Essence Disruptor (Moderate) Source Guns & Gears pg. 71 Price 360 gp --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Material Essence Disruptor (Greater) Source Guns & Gears pg. 71 Price 1,400 gp --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Material Essence Disruptor (Major) Source Guns & Gears pg. 71 Price 6,500 gp --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4222","name":"Material Essence Disruptor","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4222"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4222","weakness":{},"price":6000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4222-3840","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Material Essence Disruptor Source Guns & Gears pg. 71 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to counteract an active arcane or primal spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Material Essence Disruptor (Lesser) Source Guns & Gears pg. 71 Price 60 gp --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Material Essence Disruptor (Moderate) Source Guns & Gears pg. 71 Price 360 gp --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Material Essence Disruptor (Greater) Source Guns & Gears pg. 71 Price 1,400 gp --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Material Essence Disruptor (Major) Source Guns & Gears pg. 71 Price 6,500 gp --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"The range is 30 feet, the counteract modifier is +7, and the counteract level is 2.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4222","name":"Material Essence Disruptor (Lesser)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4222-3840"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4222","weakness":{},"price":36000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4222-3841","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Material Essence Disruptor Source Guns & Gears pg. 71 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to counteract an active arcane or primal spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Material Essence Disruptor (Lesser) Source Guns & Gears pg. 71 Price 60 gp --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Material Essence Disruptor (Moderate) Source Guns & Gears pg. 71 Price 360 gp --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Material Essence Disruptor (Greater) Source Guns & Gears pg. 71 Price 1,400 gp --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Material Essence Disruptor (Major) Source Guns & Gears pg. 71 Price 6,500 gp --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"The range is 40 feet, the counteract modifier is +13, and the counteract level is 4.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4222","name":"Material Essence Disruptor (Moderate)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4222-3841"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4222","weakness":{},"price":140000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4222-3842","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Material Essence Disruptor Source Guns & Gears pg. 71 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to counteract an active arcane or primal spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Material Essence Disruptor (Lesser) Source Guns & Gears pg. 71 Price 60 gp --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Material Essence Disruptor (Moderate) Source Guns & Gears pg. 71 Price 360 gp --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Material Essence Disruptor (Greater) Source Guns & Gears pg. 71 Price 1,400 gp --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Material Essence Disruptor (Major) Source Guns & Gears pg. 71 Price 6,500 gp --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"The range is 60 feet, the counteract modifier is +18, and the counteract level is 6.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4222","name":"Material Essence Disruptor (Greater)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4222-3842"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4222","weakness":{},"price":650000,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4222-3843","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Material Essence Disruptor Source Guns & Gears pg. 71 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Two Actions Interact --- A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to counteract an active arcane or primal spell within the listed range, with the listed counteract modifier and counteract level. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Material Essence Disruptor (Lesser) Source Guns & Gears pg. 71 Price 60 gp --- The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Material Essence Disruptor (Moderate) Source Guns & Gears pg. 71 Price 360 gp --- The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Material Essence Disruptor (Greater) Source Guns & Gears pg. 71 Price 1,400 gp --- The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Material Essence Disruptor (Major) Source Guns & Gears pg. 71 Price 6,500 gp --- The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","skill_mod":{},"summary":"The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4222","name":"Material Essence Disruptor (Major)","actions_number":4,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4222-3843"},{"item_child_id":["equipment-4223-3844","equipment-4223-3845"],"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4223","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Smoke Fan Source Guns & Gears pg. 71 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- When you Activate a smoke fan, it creates a cloud of colored smoke. The smoke fills a 5-foot radius. The creator chooses the smoke’s color when creating the smoke fan. Creatures within the smoke’s area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Smoke Fan Source Guns & Gears pg. 71 Price 5 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Smoke Fan (Greater) Source Guns & Gears pg. 71 Price 75 gp --- The smoke’s radius is 20 feet, and the creator can choose for the smoke to be a mixture of colors.","skill_mod":{},"summary":"When you Activate a smoke fan, it creates a cloud of colored smoke. The smoke fills a 5-foot radius. The creator chooses the smoke’s color when …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4223","name":"Smoke Fan","actions_number":2,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4223"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4223","weakness":{},"price":500,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4223-3844","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Smoke Fan Source Guns & Gears pg. 71 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- When you Activate a smoke fan, it creates a cloud of colored smoke. The smoke fills a 5-foot radius. The creator chooses the smoke’s color when creating the smoke fan. Creatures within the smoke’s area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Smoke Fan Source Guns & Gears pg. 71 Price 5 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Smoke Fan (Greater) Source Guns & Gears pg. 71 Price 75 gp --- The smoke’s radius is 20 feet, and the creator can choose for the smoke to be a mixture of colors.","skill_mod":{},"summary":"When you Activate a smoke fan, it creates a cloud of colored smoke. The smoke fills a 5-foot radius. The creator chooses the smoke’s color when …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4223","name":"Smoke Fan","actions_number":2,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4223-3844"},{"access":" Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4223","weakness":{},"price":7500,"trait":["Consumable","Gadget","Uncommon"],"id":"equipment-4223-3845","text":"<title level=\"1\" right=\"Item 2+\" pfs=\"Standard\" > Smoke Fan Source Guns & Gears pg. 71 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Usage held in 1 hand Bulk 1 Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- When you Activate a smoke fan, it creates a cloud of colored smoke. The smoke fills a 5-foot radius. The creator chooses the smoke’s color when creating the smoke fan. Creatures within the smoke’s area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Smoke Fan Source Guns & Gears pg. 71 Price 5 gp <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Smoke Fan (Greater) Source Guns & Gears pg. 71 Price 75 gp --- The smoke’s radius is 20 feet, and the creator can choose for the smoke to be a mixture of colors.","skill_mod":{},"summary":"The smoke’s radius is 20 feet, and the creator can choose for the smoke to be a mixture of colors.","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4223","name":"Smoke Fan (Greater)","actions_number":2,"bulk":1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4223-3845"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":600,"trait":["Clockwork","Consumable","Gadget","Uncommon"],"id":"equipment-4224","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Wind-Up Cart Source Guns & Gears pg. 71 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 6 gp Usage held in 2 hands Bulk 2 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Activate Single Action Interact --- This primitive device can be cobbled together from springs, wheels, and scrap and is commonly used to carry rocks or other dead weight forward to trigger traps. It can be loaded with up to 4 Bulk of items. Most creatures aren’t small enough to fit on the cart, and even for Tiny creatures, it makes for a choppy ride; while riding the cart, a creature gains two actions at the start of each of its turns, instead of three. Once activated, the cart moves forward at a speed of 30 feet per round on your turn for up to 1 minute. If it strikes an obstruction, it attempts to continue its movement, pushing with an Athletics bonus of +5, once per round. The wind-up cart has AC 15, Hardness 2, 24 Hit Points, and a Break Threshold of 12. After its 1-minute duration completes, the cart collapses back into scrap.\n","skill_mod":{},"summary":"This primitive device can be cobbled together from springs, wheels, and scrap and is commonly used to carry rocks or other dead weight forward to …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4224","name":"Wind-Up Cart","actions_number":2,"bulk":2,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4224"},{"skill_mod":{},"summary":"This tin clockwork lizard is activated when a creature moves adjacent to it, at which point it spits out a glob of acid. The target must succeed at a …","primary_source":"Guns & Gears","trait_group":["Energy","Monster","Equipment","Weapon","Hazard","Rarity"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4225","weakness":{},"price":1500,"name":"Acid Spitter","trait":["Acid","Clockwork","Clockwork","Consumable","Consumable","Gadget","Mechanical","Snare","Trap","Uncommon","Uncommon"],"id":"equipment-4225","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Acid Spitter Source Guns & Gears pg. 78 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 15 gp Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- This tin clockwork lizard is activated when a creature moves adjacent to it, at which point it spits out a glob of acid. The target must succeed at a DC 20 Reflex saving throw or take 3d6 acid damage. Critical Success The creature is unaffected. Success The creature takes full damage. Failure The creature takes full damage and 5 persistent acid damage. Critical Failure The creature takes double damage and 10 persistent acid damage.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4225"},{"skill_mod":{},"summary":"When a creature enters the snare’s square, several strands of strong wires ending in jagged hooks latch onto it before hauling it to the ground. The …","primary_source":"Guns & Gears","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4226","weakness":{},"price":16000,"name":"Binding Snare","trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-4226","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Binding Snare Source Guns & Gears pg. 78 Price 160 gp --- When a creature enters the snare’s square, several strands of strong wires ending in jagged hooks latch onto it before hauling it to the ground. The snare deals 2d6 piercing damage, and the targeted creature must attempt a DC 28 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is knocked prone and immobilized for 1 round (Escape DC 28). Critical Failure The creature takes double damage, is knocked prone, and is restrained for 1 round (Escape DC 28).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4226"},{"skill_mod":{},"summary":"This simple clockwork bird is no larger than a sparrow, designed to be wound up and perched on a tree branch or ledge. The Tiny clockwork remains …","primary_source":"Guns & Gears","trait_group":["Sense","Monster","Equipment","Weapon","Hazard","Rarity"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4227","weakness":{},"price":800,"name":"Clockwork Chirper","trait":["Auditory","Clockwork","Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-4227","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Clockwork Chirper Source Guns & Gears pg. 79 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 8 gp Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- This simple clockwork bird is no larger than a sparrow, designed to be wound up and perched on a tree branch or ledge. The Tiny clockwork remains immobile and silent until a Small or larger creature enters the square beneath its perch, at which point it springs into action. Once activated, it flies around making a loud chirping sound that can be heard up to 500 feet away. The bird then follows the creature that activated it for up to one hour or until it is destroyed, doing its best to stay just above the creature and out of reach, and continuing its string of loud chirps. The bird is an object with a Speed 10 feet, and a fly Speed of 25 feet. It has AC 15, Hardness 5, HP 10 (BT 5) and object immunities. Once broken, it can no longer fly. It can’t attack or otherwise damage other creatures. After an hour has passed after its activation, the clockwork chirper falls into a pile of useless components.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4227"},{"skill_mod":{},"summary":"These cute and unassuming toy monkeys are often dressed in loud clothing and carry a percussion instrument. It’s activated once a creature moves …","primary_source":"Guns & Gears","trait_group":["Sense","Monster","Equipment","Weapon","Hazard","Rarity"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4228","weakness":{},"price":500,"name":"Clockwork Monkey","trait":["Auditory","Clockwork","Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-4228","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Clockwork Monkey Source Guns & Gears pg. 79 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 5 gp Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- These cute and unassuming toy monkeys are often dressed in loud clothing and carry a percussion instrument. It’s activated once a creature moves adjacent to the square it sits in, at which point it leaps on the creature, scurrying about on its agile hind legs while it pounds on its instrument, riding the creature and raising a racket. The creature being assaulted by the monkey must find a way to escape its agitator either via flinging the monkey off with the Escape action (DC 18) or by breaking the monkey. The monkey has AC 19, Hardness 2, HP 10 (BT 5) and object immunities.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4228"},{"skill_mod":{},"summary":"This modified Stasian coil of metal and glass stands about three feet tall. It activates when at least three creatures are within 20 feet of it, or …","primary_source":"Guns & Gears","trait_group":["Equipment","Energy","Monster","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4229","weakness":{},"price":900000,"name":"Death Coil","trait":["Consumable","Electricity","Mechanical","Rare","Snare","Trap"],"id":"equipment-4229","text":"<title level=\"1\" right=\"Item 20\" pfs=\"Standard\" > Death Coil Source Guns & Gears pg. 79 Price 9,000 gp --- This modified Stasian coil of metal and glass stands about three feet tall. It activates when at least three creatures are within 20 feet of it, or if at least one creature stays within 20 feet of it for more than 1 round. It then lashes out with a torrent of electrical energy dealing 7d12 electricity damage to all creatures within 20 feet of it. Due to the fact that it doesn’t trigger immediately when a creature enters its square, abilities like Surprise Snare don’t work with a death coil. Creatures within that area must attempt a DC 43 Fortitude saving throw. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is stunned 2. Critical Failure The creature takes double damage is stunned 4.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4229"},{"skill_mod":{},"summary":"This snare uses clockwork stressed almost to the breaking point, which activates with a powerful explosion that deals 3d8 piercing damage to the …","primary_source":"Guns & Gears","trait_group":["Sense","Monster","Equipment","Weapon","Hazard"],"primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4230","weakness":{},"price":1200,"name":"Detonating Gears Snare","trait":["Auditory","Clockwork","Consumable","Mechanical","Snare","Trap"],"id":"equipment-4230","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Detonating Gears Snare Source Guns & Gears pg. 79 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 12 gp --- This snare uses clockwork stressed almost to the breaking point, which activates with a powerful explosion that deals 3d8 piercing damage to the first creature entering the snare’s square. The creature must attempt a DC 19 Reflex saving throw. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and 3 persistent bleed damage. Critical Failure The creature takes double damage and 6 persistent bleed damage.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4230"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"price":2500,"trait":["Clockwork","Consumable","Fire","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-4231","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Flame Drake Snare Source Guns & Gears pg. 79 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 25 gp Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- The snare takes the form of a Tiny, drake‑like clockwork toy. When a creature enters its square the snare activates, causing the drake to spit a gout of fire in a 15-foot cone in the direction from which the creature entered. For instance, if a creature entered the square coming from the east, the cone would point east, to hit any allies behind the triggering creature. Those within the cone must succeed a DC 19 basic Reflex save or take 6d6 fire damage. After spitting its fire, the snare falls apart.\n","element":["Fire"],"skill_mod":{},"summary":"The snare takes the form of a Tiny, drake ‑like clockwork toy. When a creature enters its square the snare activates, causing the drake to spit a …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Hazard","Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4231","name":"Flame Drake Snare","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4231"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"price":1000,"trait":["Clockwork","Consumable","Fire","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-4232","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Fire Box Source Guns & Gears pg. 80 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 10 gp Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- Anyone who opens the box triggers a clockwork mechanism that unleashes a 15-foot cone of fire. The cone issues forth in a random direction determined by the GM but always including the creature who opened the box. Those within the cone must succeed at a DC 17 basic Reflex save or take 4d6 fire damage.\n","element":["Fire"],"skill_mod":{},"summary":"Anyone who opens the box triggers a clockwork mechanism that unleashes a 15-foot cone of fire. The cone issues forth in a random direction …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Hazard","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4232","name":"Fire Box","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4232"},{"skill_mod":{},"summary":"The snare takes the form of a Tiny frost worm clockwork toy. When a creature enters its square, the snare activates, causing the worm to let loose …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Energy","Hazard","Rarity"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4233","weakness":{},"price":11500,"name":"Frost Worm Snare","trait":["Clockwork","Cold","Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-4233","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Frost Worm Snare Source Guns & Gears pg. 80 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 115 gp Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- The snare takes the form of a Tiny frost worm clockwork toy. When a creature enters its square, the snare activates, causing the worm to let loose a 30-foot line of frost in the direction from which the creature entered the square. For instance, if a creature entered the square coming from the south, the worm would shoot the line south, to hit any allies of the triggering creature. Those within the line must succeed a DC 25 basic Reflex save or take 10d6 cold damage. After spitting its frost, the snare falls apart.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4233"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Snares","speed":{},"weakness":{},"price":600,"trait":["Clockwork","Consumable","Fire","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-4234","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Noisemaker Snare Source Guns & Gears pg. 80 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 6 gp Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- When a creature enters this snare’s square, it triggers an extremely loud clockwork device, which explodes with a bang that can be heard from 200 feet away and deals 1d8 fire damage. The creature must attempt a DC 18 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is deafened for 1 round. Critical Failure The creature takes double damage and is deafened for 1 minute.\n","element":["Fire"],"skill_mod":{},"summary":"When a creature enters this snare’s square, it triggers an extremely loud clockwork device, which explodes with a bang that can be heard from 200 …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Energy","Elemental","Planar","Hazard","Rarity"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4234","name":"Noisemaker Snare","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4234"},{"skill_mod":{},"summary":"This cute and unassuming dragon toy activates once a creature moves into its square. It then unleashes a rapid burst of toxic gas in a 10-foot …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Hazard","Poison","Affliction","Rarity"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4235","weakness":{},"price":12000,"name":"Puff Dragon","trait":["Clockwork","Consumable","Mechanical","Poison","Snare","Trap","Uncommon"],"id":"equipment-4235","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Puff Dragon Source Guns & Gears pg. 80 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 120 gp Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- This cute and unassuming dragon toy activates once a creature moves into its square. It then unleashes a rapid burst of toxic gas in a 10-foot emanation. Those within the emanation when the snare is activated must attempt a DC 25 Fortitude saving throw or take 3d6 poison damage. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is sickened 1. Critical Failure The creature takes double damage and is sickened 2.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4235"},{"skill_mod":{},"summary":"This snare uses tightly wound springs, clockwork, and shrapnel to cause devastating damage. When a creature enters the snare’s square, the trap …","primary_source":"Guns & Gears","trait_group":["Equipment","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4236","weakness":{},"price":70000,"name":"Shrapnel Snare","trait":["Consumable","Mechanical","Snare","Trap","Uncommon"],"id":"equipment-4236","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Shrapnel Snare Source Guns & Gears pg. 80 Price 700 gp --- This snare uses tightly wound springs, clockwork, and shrapnel to cause devastating damage. When a creature enters the snare’s square, the trap releases, dealing 12d6 piercing damage in a deafening explosion. Everyone in a 10-foot radius of the snare’s square must attempt a DC 31 Reflex save. Critical Success The creature in unaffected, Success The creature takes half damage and is deafened for 1 round. Failure The creature takes full damage, 2d6 persistent piercing damage, and is deafened for 1 minute. Critical Failure The creature takes double damage, 4d6 persistent piercing damage, and is deafened for 1 minute.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4236"},{"skill_mod":{},"summary":"This complicated snare is affixed with various crystals and Stasian coils attached to strange electrical relays, working on the same principles as …","primary_source":"Guns & Gears","trait_group":["Equipment","Energy","Monster","Hazard","Rarity"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4237","weakness":{},"price":9000,"name":"Spirit Snare","trait":["Consumable","Electricity","Mechanical","Rare","Snare","Trap"],"id":"equipment-4237","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Spirit Snare Source Guns & Gears pg. 80 Price 90 gp --- This complicated snare is affixed with various crystals and Stasian coils attached to strange electrical relays, working on the same principles as etheric spirit singers. When an incorporeal creature enters its square, the device lets loose an ectoplasmic web that lashes around the creature’s spectral form. The creature must succeed a DC 26 Reflex saving throw or become immobilized for 1 round. On a critical failure, the creature becomes immobilized for 1 minute. In either case, the incorporeal creature can attempt to Escape (DC 26).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4237"},{"skill_mod":{},"summary":"This clockwork cobra activates when a creature enters its square, at which point it lashes out and spits venom, dealing 3d6 poison damage. The target …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Hazard","Poison","Affliction","Rarity"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Snares","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4238","weakness":{},"price":2300,"name":"Tin Cobra","trait":["Clockwork","Consumable","Mechanical","Poison","Snare","Trap","Uncommon"],"id":"equipment-4238","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Tin Cobra Source Guns & Gears pg. 80 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 23 gp Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- This clockwork cobra activates when a creature enters its square, at which point it lashes out and spits venom, dealing 3d6 poison damage. The target must attempt a DC 21 Fortitude save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is sickened 1. Critical Failure The creature takes double damage is sickened 2.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4238"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Held Items","speed":{},"weakness":{},"school":"necromancy","price":97000,"trait":["Magical","Necromancy","Rare"],"id":"equipment-4239","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Galvanic Mortal Coil Source Guns & Gears pg. 82 Price 970 gp Usage held in 1 hand Bulk L --- This porous steel coil wraps around a shard of onyx, supplementing the closely guarded science of galvaspheres with the magic of necromancy. When embedded in a body comprised of flesh, the blood and other fluids catalyze electrical pulses within the coil, activating the necromantic energies. In living creatures, this causes a dangerous surge that can damage the heart. In corpses, however, this can create a limited window of reanimation, with access to the corpse’s final memories. Galvanic mortal coils are even rarer than other galvaspheres, and thought by most to be merely hypothetical. Activate Interact; Frequency once per hour; Effect You drive the coil into a living creature that has 0 HP while attaching the other end to yourself, in order to damage their heart and possibly siphon their life force. The galvanic mortal coil casts death knell on the creature (DC 27). Activate (10 minutes) Interact; Frequency once per day; Effect You implant the coil into a corpse. The coil casts talking corpse on the body.\n","skill_mod":{},"summary":"This porous steel coil wraps around a shard of onyx, supplementing the closely guarded science of galvaspheres with the magic of necromancy . When …","primary_source":"Guns & Gears","trait_group":["Mechanics","School","Rarity"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4239","name":"Galvanic Mortal Coil","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4239"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"price":2000,"trait":["Consumable","Gadget","Rare"],"id":"equipment-4240","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Galvasphere Source Guns & Gears pg. 82 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 20 gp Usage held in 1 hand Bulk L Activate Two Actions Interact --- A galvasphere animates a corpse to motion via electricity, rather than necromancy. When you Activate the galvasphere by inserting it into an adjacent intact Medium or Small humanoid corpse, the corpse animates as a galvaheart zombie for 1 minute. The galvaheart zombie has the statistics of a zombie shambler except that it is a construct instead of an undead, isn’t evil, can’t be harmed by positive energy, and is the same size as the corpse (Medium or Small). The zombie is your minion and performs the actions you choose when you Command it. If you don’t Command it, it takes no action, twitching in place as the electricity that animates it slowly expends itself.\n","skill_mod":{},"summary":"A galvasphere animates a corpse to motion via electricity, rather than necromancy. When you Activate the galvasphere by inserting it into an adjacent …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Gadgets","resistance":{},"url":"/Equipment.aspx?ID=4240","name":"Galvasphere","actions_number":4,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"rare","slug":"equipment-4240"},{"primary_source_category":"Rulebooks","usage":"affixed to shield","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","price":17500,"trait":["Consumable","Evocation","Magical","Rare","Talisman"],"id":"equipment-4241","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Shockguard Coil Source Guns & Gears pg. 83 Price 175 gp Usage affixed to shield Bulk L Activate Free Action Interact Trigger You Shield Block a foe’s melee unarmed attack or melee attack with the affixed shield. --- This miniature Stasian coil talisman emits small sparks when jostled. It uses a combination of Stasian technology and evocation magic to erupt in electricity when discharged. When you activate the coil, the foe takes 2d12 electricity damage (DC 27 basic Reflex save). On a failed save, the foe is flat-footed until the start of its next turn.\n","skill_mod":{},"summary":"This miniature Stasian coil talisman emits small sparks when jostled. It uses a combination of Stasian technology and evocation magic to erupt in …","primary_source":"Guns & Gears","trait_group":["Equipment","School","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Talismans","trigger":"You Shield Block a foe’s melee unarmed attack or melee attack with the affixed shield.","resistance":{},"url":"/Equipment.aspx?ID=4241","name":"Shockguard Coil","actions_number":0,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"rare","slug":"equipment-4241"},{"skill_mod":{},"summary":"Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can …","item_child_id":["equipment-4242-3846","equipment-4242-3847","equipment-4242-3848","equipment-4242-3849"],"primary_source":"Guns & Gears","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4242","weakness":{},"skill":["Performance","Performance","Performance","Performance"],"name":"Spirit-Singer","trait":["Rare"],"id":"equipment-4242","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears pg. 83 Bulk L --- Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit‑singer grants you a +1 item bonus to Performance checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren’t actively Searching for it, due to the distortions of the spirit-singer’s music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer’s music and that can’t otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit‑singer in a particular position and uses both hands to play. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears pg. 83 Price 150 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spirit-Singer (Handheld) Source Guns & Gears pg. 83 Price 200 gp Usage held in two hands Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spirit-Singer (Incredible) Source Guns & Gears pg. 83 Price 1,250 gp --- This spirit-singer is fine-tuned to the point that you can analyze its song more intricately. Increase the item bonus to Performance checks near spiritual disturbances, and the item bonus to detecting haunts and incorporeal undead to +2. While playing the spirit-singer, you can notice haunts that normally require you to have a master proficiency in Perception to detect. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spirit-Singer (Incredible Handheld) Source Guns & Gears pg. 83 Price 1,650 gp Usage held in two hands Bulk 1 --- This spirit-singer functions just like an incredible spirit-singer, except for its Usage and Bulk.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4242"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-4242","weakness":{},"price":15000,"skill":["Performance"],"trait":["Rare"],"id":"equipment-4242-3846","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears pg. 83 Bulk L --- Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit‑singer grants you a +1 item bonus to Performance checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren’t actively Searching for it, due to the distortions of the spirit-singer’s music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer’s music and that can’t otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit‑singer in a particular position and uses both hands to play. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears pg. 83 Price 150 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spirit-Singer (Handheld) Source Guns & Gears pg. 83 Price 200 gp Usage held in two hands Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spirit-Singer (Incredible) Source Guns & Gears pg. 83 Price 1,250 gp --- This spirit-singer is fine-tuned to the point that you can analyze its song more intricately. Increase the item bonus to Performance checks near spiritual disturbances, and the item bonus to detecting haunts and incorporeal undead to +2. While playing the spirit-singer, you can notice haunts that normally require you to have a master proficiency in Perception to detect. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spirit-Singer (Incredible Handheld) Source Guns & Gears pg. 83 Price 1,650 gp Usage held in two hands Bulk 1 --- This spirit-singer functions just like an incredible spirit-singer, except for its Usage and Bulk.","skill_mod":{},"summary":"Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can …","primary_source":"Guns & Gears","trait_group":["Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4242","name":"Spirit-Singer","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4242-3846"},{"primary_source_category":"Rulebooks","usage":"held in two hands","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-4242","weakness":{},"price":20000,"skill":["Performance"],"trait":["Rare"],"id":"equipment-4242-3847","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears pg. 83 Bulk L --- Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit‑singer grants you a +1 item bonus to Performance checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren’t actively Searching for it, due to the distortions of the spirit-singer’s music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer’s music and that can’t otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit‑singer in a particular position and uses both hands to play. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears pg. 83 Price 150 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spirit-Singer (Handheld) Source Guns & Gears pg. 83 Price 200 gp Usage held in two hands Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spirit-Singer (Incredible) Source Guns & Gears pg. 83 Price 1,250 gp --- This spirit-singer is fine-tuned to the point that you can analyze its song more intricately. Increase the item bonus to Performance checks near spiritual disturbances, and the item bonus to detecting haunts and incorporeal undead to +2. While playing the spirit-singer, you can notice haunts that normally require you to have a master proficiency in Perception to detect. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spirit-Singer (Incredible Handheld) Source Guns & Gears pg. 83 Price 1,650 gp Usage held in two hands Bulk 1 --- This spirit-singer functions just like an incredible spirit-singer, except for its Usage and Bulk.","skill_mod":{},"summary":"Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can …","primary_source":"Guns & Gears","trait_group":["Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4242","name":"Spirit-Singer (Handheld)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4242-3847"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-4242","weakness":{},"price":125000,"skill":["Performance"],"trait":["Rare"],"id":"equipment-4242-3848","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears pg. 83 Bulk L --- Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit‑singer grants you a +1 item bonus to Performance checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren’t actively Searching for it, due to the distortions of the spirit-singer’s music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer’s music and that can’t otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit‑singer in a particular position and uses both hands to play. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears pg. 83 Price 150 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spirit-Singer (Handheld) Source Guns & Gears pg. 83 Price 200 gp Usage held in two hands Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spirit-Singer (Incredible) Source Guns & Gears pg. 83 Price 1,250 gp --- This spirit-singer is fine-tuned to the point that you can analyze its song more intricately. Increase the item bonus to Performance checks near spiritual disturbances, and the item bonus to detecting haunts and incorporeal undead to +2. While playing the spirit-singer, you can notice haunts that normally require you to have a master proficiency in Perception to detect. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spirit-Singer (Incredible Handheld) Source Guns & Gears pg. 83 Price 1,650 gp Usage held in two hands Bulk 1 --- This spirit-singer functions just like an incredible spirit-singer, except for its Usage and Bulk.","skill_mod":{},"summary":"This spirit-singer is fine-tuned to the point that you can analyze its song more intricately. Increase the item bonus to Performance checks near …","primary_source":"Guns & Gears","trait_group":["Rarity"],"level":11,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4242","name":"Spirit-Singer (Incredible)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4242-3848"},{"primary_source_category":"Rulebooks","usage":"held in two hands","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-4242","weakness":{},"price":165000,"skill":["Performance"],"trait":["Rare"],"id":"equipment-4242-3849","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears pg. 83 Bulk L --- Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit‑singer grants you a +1 item bonus to Performance checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren’t actively Searching for it, due to the distortions of the spirit-singer’s music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer’s music and that can’t otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit‑singer in a particular position and uses both hands to play. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Spirit-Singer Source Guns & Gears pg. 83 Price 150 gp <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spirit-Singer (Handheld) Source Guns & Gears pg. 83 Price 200 gp Usage held in two hands Bulk 1 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Spirit-Singer (Incredible) Source Guns & Gears pg. 83 Price 1,250 gp --- This spirit-singer is fine-tuned to the point that you can analyze its song more intricately. Increase the item bonus to Performance checks near spiritual disturbances, and the item bonus to detecting haunts and incorporeal undead to +2. While playing the spirit-singer, you can notice haunts that normally require you to have a master proficiency in Perception to detect. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Spirit-Singer (Incredible Handheld) Source Guns & Gears pg. 83 Price 1,650 gp Usage held in two hands Bulk 1 --- This spirit-singer functions just like an incredible spirit-singer, except for its Usage and Bulk.","skill_mod":{},"summary":"This spirit-singer functions just like an incredible spirit-singer, except for its Usage and Bulk.","primary_source":"Guns & Gears","trait_group":["Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4242","name":"Spirit-Singer (Incredible Handheld)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4242-3849"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":189300,"skill":["Medicine"],"trait":["Rare"],"id":"equipment-4243","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Violet Ray Source Guns & Gears pg. 83 Price 1,893 gp Usage held in 2 hands Bulk 2 --- One of the many wondrous devices brought into the world by Stasian technology is the seemingly miraculous violet ray. Physicians claim it anything from headaches to heartburn, or nausea to deafness, all with an easy and painless treatment. The device is a glass vacuum with an insulated handle connected to a small Stasian coil. When powered, the glass tube fills with purple light and becomes warm to the touch. Pressing the tube to one’s body is said to increase blood flow, eliminate toxins, and many other beneficial effects. A violet ray functions as a set of healer’s tools and provides a +2 item bonus to Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. Activate Three Actions Interact; Frequency once per day; Effect You apply the violet ray to an adjacent creature and attempt to counteract the blinded, clumsy, confused, deafened, drained, enfeebled, sickened, or stupefied condition with a counteract level of 6 and a counteract modifier of +22, using the source of the condition to determine the condition’s counteract level and DC. If the condition was caused by an ongoing effect and you don’t remove that effect, the condition returns after 1 minute. Each use of this ability can only counteract a single condition.\n","skill_mod":{},"summary":"One of the many wondrous devices brought into the world by Stasian technology is the seemingly miraculous violet ray. Physicians claim it anything …","primary_source":"Guns & Gears","trait_group":["Rarity"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4243","name":"Violet Ray","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4243"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":150000,"trait":["Electricity","Light","Uncommon"],"id":"equipment-4244","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Aquarium Lamp Source Guns & Gears pg. 84 Price 1,500 gp Bulk 20 Activate Single Action Interact --- The aquarium lamp is a combination light source and exotic animal aquarium, intended to provide rich nobles amusement and illumination. It takes the shape of a glass cube 50 feet wide and seven feet high filled with sea water, flanked by two much smaller water tanks. A sparse brass frame around the device keeps the tanks themselves from touching the ground and serves as a mounting point for a pair of electrical coils on the top, which are enclosed within separate glass tubes. Six electric eels swim within the central tank, while a number of animals belonging to species considered to be the eels’ natural prey swim in the smaller feeding tanks. With the simple pull of a lever attached to either smaller tank, one of the prey animals is released into the eel tank. Within seconds, the eels converge on the hapless animal, using their electrical charges to stun their victims. When this happens, the salty seawater conducts the electrical energy into transfer coils hidden within the brass frame, which send the energy to the top-mounted electrical coils. The end result produces enough light to fully illuminate a room as though it were midday. This device is an expression of a recent trend among certain Avistani nobles to blend form and function in their manors’ interior decorations. In such circles, ostentatious decorations that serve no functional purpose are derided as “tacky” and “unrefined.” If a noble in such company wishes not to be ridiculed, they must be sure that each decoration adds something to the room beyond the aesthetic. The aquarium lamp is the latest tool in this social arms race, and it’s already proven popular with its target market. When active, the aquarium lamp produces bright light in a 60-foot radius (and dim light for the next 60 feet). Each activation provides enough energy for 10 minutes of use, and the two feeding tanks combined carry enough prey animals for 50 activations before needing to be refilled, though electric eels usually need feeding only once per day, and won’t go after the prey if they’re all full. While electric eels are not aggressive to their aquarium keepers and will gradually learn to associate them with food, they can engage in violent social behavior, especially when they are young. This behavior leads to small fights involving tail slapping, biting, and discharged electricity, the last of which causes the lamp to illuminate without hitting the lever to release prey. The electric eels live around 15 years if kept well-fed.\n","skill_mod":{},"summary":"The aquarium lamp is a combination light source and exotic animal aquarium, intended to provide rich nobles amusement and illumination. It takes the …","primary_source":"Guns & Gears","trait_group":["Energy","Monster","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4244","name":"Aquarium Lamp","actions_number":2,"bulk":20,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4244"},{"skill_mod":{},"summary":"This device was originally created by an inventor who had way more books they wanted to access than available wall space to store them. Each of the …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4245","weakness":{},"price":1500,"name":"Clockwork Bookshelf","trait":["Clockwork","Uncommon"],"id":"equipment-4245","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Limited\" > Clockwork Bookshelf Source Guns & Gears pg. 85 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 15 gp Bulk 4 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- This device was originally created by an inventor who had way more books they wanted to access than available wall space to store them. Each of the bookshelf’s six levels is actually loaded with a pair of shelves instead of a single shelf. A simple switch on the side of the bookshelf flips the corresponding shelf to the other side, revealing any books stored in the paired shelf. While this makes the clockwork bookshelf a little deeper than a normal bookshelf, in order to fit both shelves, it effectively allows you to store twice as many books using the same amount of wall space. Those who wish to keep volumes hidden from visitors (or perhaps stow a weapon or potion within a false book) often load the hidden shelf first, then switch to the second shelf lined with more respectable volumes.\n","bulk":4,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4245"},{"skill_mod":{},"summary":"This handy clockwork device is too expensive for most warehouses and shipping docks to make use of it, but some nobles have purchased the item for …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4246","weakness":{},"price":5000,"name":"Clockwork Box Packer","trait":["Clockwork","Uncommon"],"id":"equipment-4246","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Limited\" > Clockwork Box Packer Source Guns & Gears pg. 85 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 50 gp Bulk 4 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- This handy clockwork device is too expensive for most warehouses and shipping docks to make use of it, but some nobles have purchased the item for their staff as a status symbol, and merchants who are in the shipping trade can afford to slowly reap the benefits of its usage. It takes 1 minute to wind a clockwork box packer; after which, it can function for up to 1 hour. You can indicate how high you want the clockwork box packer to stack boxes and what the packing storage dimensions are. Once packing instructions have been input, you can load a crate onto the clockwork box packer, and it begins its task. Once the box is stacked, the clockwork box packer closes the box, if necessary, then ties a ribbon or cord around it from a supply loaded into the clockwork box packer in advance. Once the package is secure, the clockwork box packer stacks it and then swivels back into position, ready to accept another box. In this way, the clockwork device can finish within minutes a packing job that might take humanoid workers an hour.\n","bulk":4,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4246"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","usage":"worn armor","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":20000,"trait":["Clockwork","Uncommon"],"id":"equipment-4247","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Clockwork Disguise Source Guns & Gears pg. 85 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 200 gp Usage worn armor Bulk 6 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- Sometimes, just disguising one’s face just isn’t convincing enough. Clockwork disguises were invented to supplement regular disguise kits, which are used all across Golarion. For example, if a spy wants to infiltrate a military camp, they must be wearing the same type of armor as the soldiers stationed there—or else have a very good explanation for their commander as to why they’re out of proper uniform! The clockwork disguise is intended to help avoid such awkward, potentially fatal confrontations. The clockwork disguise looks like a harness connected to hundreds of small metal plates that cover the user’s torso and arms. Each of these plates is equipped with several hinges, allowing them to be shaped into a wide variety of patterns. When these shaped plates are arranged and connected, they can be made to look like almost any basic suit of light or medium metal armor, though armor embellishments such as those worn by highranking officers are beyond this device. The arrangement process takes some time, but once it’s completed, the user need only perform a few simple adjustments to a clockwork mechanism in the disguise to make the plate arrangement into a new preset configuration. Afterwards, when the user flips a switch on the harness’s belt to one of three positions, the plates shift, overlap, and connect as necessary to transform the disguise into the desired preset configuration. The clockwork disguise can have up to three preset configurations at a time, and most users use a minimum of two: the one required for their current task, and a suitably inconspicuous configuration for when the first configuration is unnecessary. Giving a clockwork disguise a new preset configuration requires 20 minutes of work. The clockwork disguise can have a maximum of three preset configurations at a time, and it can only mimic light and medium armor suits made of metal. The clockwork disguise is light armor and has the following stats, regardless of which type of armor it mimics: AC Bonus +2; Dex Cap +3; Check Penalty –1; Strength 12; Group plate Activate Single Action Interact; Effect Transform the clockwork disguise into any one current preset configuration of the user’s choice.\n","skill_mod":{},"summary":"Sometimes, just disguising one’s face just isn’t convincing enough. Clockwork disguises were invented to supplement regular disguise kits, which are …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4247","name":"Clockwork Disguise","bulk":6,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4247"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","usage":"worn","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":20000,"trait":["Air","Clockwork","Uncommon","Water"],"id":"equipment-4248","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Clockwork Diving Suit Source Guns & Gears pg. 86 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 200 gp Usage worn Bulk 4 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- The clockwork diving suit is a marvel of technology that allows its user to breathe underwater for hours at a time without the aid of magic. Compared to a more traditional magically-assisted diving suit using a bottle of air, a clockwork diving suit is both less expensive and better protected, making clockwork diving suits a good choice for characters who prefer more protection. However, they also come with a built-in time limit, which magical diving suits circumvent. A clockwork diving suit is a bulky, fully sealed suit of armor lined with a complex series of filter-equipped bladders that store and circulate air for the user to breathe. A glass faceplate on the front of the helmet allows the user to see what’s going on in front of them. The suit’s rigidity and mechanisms severely restrict the user’s range of movement and keeps them from moving faster than a slow walk on the sea floor. To compensate for this, a clockwork water jet mechanism is installed in the suit’s back. The water jet includes both a vacuum system and separate air bladder; it’s activated with a simple pull of a lever on the suit’s belt. When the lever is pulled, the vacuum system sucks in seawater, and seconds later, the air bladder sprays the water out and propels the user short distances. This mechanism is also necessary for the suit to surface without walking to shore—it’s too heavy to float on its own. Most wearers can only swim a few feet before sinking back to the water’s floor. The diving suit contains enough air for three hours of operation, and the clockwork components can operate for up to 3 hours before the suit needs winding. If you run out of air, drowning and suffocation rules begin to apply as normal. This air supply can be refilled by spending one hour in an area with air, and you can rewind the clockwork in a process that takes 10 minutes to complete. The diving suit is a suit of medium armor, and it has the following stats: AC Bonus +4; Dex Cap +1; Check Penalty –4; Speed Penalty –15 ft; Strength 18 Activate Two Actions Interact; Effect The diving suit shoots out a water jet that causes you to Swim 25 feet in a straight line. The distance of this movement is unaffected by your swim Speed, if you have one, or the armor’s Speed penalty. However, difficult terrain, such as the difficult terrain for moving up or down or moving against a current, still slows this movement.\n","element":["Air","Water"],"skill_mod":{},"summary":"The clockwork diving suit is a marvel of technology that allows its user to breathe underwater for hours at a time without the aid of magic. Compared …","primary_source":"Guns & Gears","trait_group":["Elemental","Planar","Monster","Equipment","Weapon","Rarity"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4248","name":"Clockwork Diving Suit","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4248"},{"skill_mod":{},"summary":"A clockwork megaphone uses cunning clockwork gears to adjust the shape and angle of the cone within the megaphone, allowing you to raise or lower the …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4249","weakness":{},"price":1500,"name":"Clockwork Megaphone","trait":["Clockwork","Uncommon"],"id":"equipment-4249","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Clockwork Megaphone Source Guns & Gears pg. 87 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 15 gp Bulk 1 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- A clockwork megaphone uses cunning clockwork gears to adjust the shape and angle of the cone within the megaphone, allowing you to raise or lower the volume, widen or contract the angle in which you project your voice, or both at the same time. This makes a clockwork megaphone far more useful than an ordinary megaphone for situations where you want to make sure that everyone in a particular venue or location can hear you without being so loud that your voice comes across as a painful shout. It takes 1 minute to wind up a clockwork megaphone, which allows it to remain active for up to 1 hour of adjustments, only counting the time you change the megaphone’s settings, not the time you spend speaking. Since it automatically enters standby mode when not in use, this typically means you don’t have to wind up the clockwork megaphone for months, or even years, depending on how often you adjust the settings each day.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4249"},{"skill_mod":{},"summary":"The darkened lenses of these goggles protect sensitive eyes from bright light but make seeing in the dark more difficult. While wearing day goggles, …","primary_source":"Guns & Gears","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":2,"usage":"worn eyepiece","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4250","weakness":{},"price":3000,"name":"Day Goggles","trait":["Uncommon"],"id":"equipment-4250","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Day Goggles Source Guns & Gears pg. 87 Price 30 gp Usage worn eyepiece Bulk L --- The darkened lenses of these goggles protect sensitive eyes from bright light but make seeing in the dark more difficult. While wearing day goggles, you gain a +1 item bonus to saving throws against visual light effects. However, while wearing the goggles, you take a –2 item penalty to visual Perception checks and you treat areas of bright light as dim light and areas of dim light as darkness for the purpose of whether you can see. While this is normally a disadvantage, if you have light blindness, you aren’t dazzled in bright light as long as you continue wearing the day goggles, since to your eyes, there is only dim light. You can wear the goggles around your neck or on your forehead, granting no benefits, but allowing you to move them over your eyes with a single Interact action, without having to withdraw them first.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4250"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":4500,"trait":["Electricity","Fire","Rare"],"id":"equipment-4251","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Electrocable Source Guns & Gears pg. 87 Price 45 gp Usage held in 2 hands Bulk L --- This footlong length of conductive cable is capped on both ends by grounded handles containing Stasian coils. These coils can be turned on or off as a single action. While on, the coils electrify the cable, dealing 1d6 electricity and 1d6 fire damage in a thin precise line to anything the cable touches, though the cable is too unwieldy to use as a weapon. Electrocables are typically used to “cut” a thin straight line through metal. They ignore 10 points of a metal object’s hardness.\n","element":["Fire"],"skill_mod":{},"summary":"This footlong length of conductive cable is capped on both ends by grounded handles containing Stasian coils. These coils can be turned on or off as …","primary_source":"Guns & Gears","trait_group":["Energy","Monster","Elemental","Planar","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4251","name":"Electrocable","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4251"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":200,"trait":["Clockwork","Uncommon"],"id":"equipment-4252","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Extendible Pincer Source Guns & Gears pg. 87 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 2 gp Usage held in 2 hands Bulk L Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- This extendable rod features a pincer on one end and clamped handle on the other. By squeezing the handle, the pincer opens or closes. As an Interact action, you can extend or retract the rod by 5 feet to one of three settings, allowing you to Interact to pick up an object with the pincer either within your own space, in an adjacent space, or exactly 10 feet away.\n","skill_mod":{},"summary":"This extendable rod features a pincer on one end and clamped handle on the other. By squeezing the handle, the pincer opens or closes. As an …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4252","name":"Extendible Pincer","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4252"},{"skill_mod":{},"summary":"This fine cloak is lined with tiny tubes of slowly reacting alchemical reagents. These chemicals generate heat, which is circulated throughout the …","primary_source":"Guns & Gears","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":5,"usage":"worn cloak","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4253","weakness":{},"price":16000,"name":"Heated Cloak","trait":["Uncommon"],"id":"equipment-4253","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Heated Cloak Source Guns & Gears pg. 87 Price 160 gp Usage worn cloak Bulk L --- This fine cloak is lined with tiny tubes of slowly reacting alchemical reagents. These chemicals generate heat, which is circulated throughout the cloak by the wearer’s movements. While active, the wearer is protected from severe cold. The cloak offers no protection from extreme or incredible cold. It operates for 24 hours and can be reset with a simple process that takes 1 minute.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4253"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"school":"enchantment","price":3000,"trait":["Divine","Enchantment","Good","Mental","Uncommon"],"id":"equipment-4254","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Holy Steam Ball Source Guns & Gears pg. 87 Price 30 gp (2 gp per refill) Usage held in 1 hand Bulk L Activate Single Action Interact --- The holy steam ball is an odd-looking device that’s nevertheless effective at reinforcing its user’s mind against fiendish control. It’s a hollow black-rubber ball with small, flexible twin tubes sticking out from its center. Sealed within the rubber ball is vapor made from a mixture of evaporated holy water and a special type of incense smoke. The tube’s twin prongs are placed into the user’s nostrils, after which the user squeezes the rubber ball to activate the device, forcing the vapor into the user’s body through their nose. The holy power contained within the vapor strengthens the user’s will against creatures that are weak to holy water, making it tougher for malevolent creatures to subvert the user’s mind. When the holy steam ball was first introduced in Mendev fifty years ago, few trusted it’s efficacy. The nation had seen many charlatans peddle so-called “anti-demon” products, and most thought this was no different. Only when soldiers of the Mendevian Crusades used the ball and personally testified to its effectiveness did suspicion gave way to enthusiastic use. Nobody remembers who first invented the holy steam ball ; they’re likely lost to history because most initially thought it was a scam. After receiving endorsement from the Mendevian Crusade, a team of alchemists and inventors were able to determine the vapor’s exact composition and mass produce them. The holy steam ball’s highly specialized purpose kept it from widespread use outside of the nations that once bordered the Worldwound. Yet with the return of the Whispering Tyrant in the past few years, the growing undead threat presents a new opportunity for more citizens to use holy steam balls for protection against the mind control powers of vampires and other undead. After using a holy steam ball , you must refill it before the next use in a process that takes five minutes to complete. Activate Single Action Interact; Requirements The holy steam ball is filled with evaporated holy water and incense smoke.; Effect You release the stored steam and smoke to grant yourself its protections. Each use of the holy steam ball lasts for 1 hour and gives you a +2 item bonus to Will saving throws against possession effects from fiends and undead and effects from fiends and undead that cause the controlled condition.\n","skill_mod":{},"summary":"The holy steam ball is an odd-looking device that’s nevertheless effective at reinforcing its user’s mind against fiendish control. It’s a hollow …","primary_source":"Guns & Gears","trait_group":["Tradition","School","Alignment","Mechanics","Rarity"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4254","name":"Holy Steam Ball","actions_number":2,"bulk":0.1,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4254"},{"skill_mod":{},"summary":"An ignitor uses interlocking clockwork to create a small spark in order to ignite flammable materials. While holding the ignitor, you can Interact …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon"],"primary_source_category":"Rulebooks","level":1,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4255","weakness":{},"price":500,"name":"Ignitor","trait":["Clockwork"],"id":"equipment-4255","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Ignitor Source Guns & Gears pg. 88 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 5 gp Usage held in 1 hand --- An ignitor uses interlocking clockwork to create a small spark in order to ignite flammable materials. While holding the ignitor, you can Interact with it to ignite a flammable object within reach.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4255"},{"skill_mod":{},"summary":"The light writer is a cutting edge invention, first created in Absalom in late 4721, combining magic and clockwork innovation to allow its operator …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","School","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4256","weakness":{},"school":"evocation","price":20000,"name":"Light Writer","trait":["Clockwork","Evocation","Light","Rare"],"id":"equipment-4256","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Light Writer Source Guns & Gears pg. 88 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 200 gp (3 gp for 10 metal plates) Bulk 2 --- The light writer is a cutting edge invention, first created in Absalom in late 4721, combining magic and clockwork innovation to allow its operator to create a true-to-life, monochromatic portrait of people or a scene over the course of 20 minutes of exposure. It consists of two flat metal squares, one larger than the other, connected by a tube of leather similar to that found on a bellows. The smaller square, which sits at the front of the device, has a small glass lens in the center of it. The larger square contains a specially treated metallic plate on the inside; its exterior also has both a small control stick connected via flexible wire, and a small metal tube attached to the top and pointing forward. The user presses a button on the control stick to activate the light writer . Upon activation, magical light illuminates the tube, producing a steady light for 20 minutes. This light is captured by the lens and projected onto the metal plate, slowly creating an image of the scene in front of the lens. The plate can then be removed, allowing the image to be displayed anywhere the owner desires. The light writer is mounted on a tripod and must be perfectly still during operation to prevent any defects from appearing in the plate image. If creating a captured image of a living creature, it is equally important for that creature to remain still throughout the process, to avoid a ghostlike blurring of the final image.\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4256"},{"skill_mod":{},"summary":"Powered by electricity, you can turn a mechanical torch on and off by toggling a lever on the torch with an Interact action. When active, the …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon"],"primary_source_category":"Rulebooks","level":1,"usage":"held in 1 hand","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4257","weakness":{},"price":1000,"name":"Mechanical Torch","trait":["Clockwork"],"id":"equipment-4257","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Mechanical Torch Source Guns & Gears pg. 88 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 10 gp Usage held in 1 hand Bulk L --- Powered by electricity, you can turn a mechanical torch on and off by toggling a lever on the torch with an Interact action. When active, the torch sheds bright light in either a 20-foot radius (and dim light to the next 40 feet) or a 40‑foot cone (and dim light to the next 40 feet). Changing this area requires a single Interact action to flip a switch. The torch carries sufficient charge to operate for ten minutes. You can recharge the torch in 1 minute via an integrated crank-charging mechanism, turning the clockwork gears and generating sparks to power the torch, though doing so requires two hands.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4257"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":12500,"trait":["Air","Clockwork","Uncommon"],"id":"equipment-4258","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Nightbreeze Machine Source Guns & Gears pg. 88 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 125 gp Bulk 4 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- The nightbreeze machine can turn a scorching hot room into a comfortable one with just the pull of a lever. Its outer shell is a brass cube half as tall as the average human that houses a series of flat metal “blades” in a circular arrangement. When placed on a flat surface, a creature within reach can Interact to flip the lever, turning the machine on. When the machine is active, the blades begin to spin rapidly, setting the air in the room into motion, which cools off the room’s inhabitants. A front-mounted metal grate prevents anyone from coming into accidental contact with the spinning blades without impeding airflow. The nightbreeze machine was recently commissioned by Malduoni, Keeper of the First Law, leader of the nation of Rahadoum. He tasked the country’s brightest inventors with creating devices that would, in his words, “Ensure that no mortal need fear death from the desert heat.” This machine was the first creation to come out of this consolidated engineering effort, but it won’t be the last. A nightbreeze machine can affect an enclosed area of no more than 50 feet by 50 feet and has negligible effect when used in a larger enclosed area or outside. While active, it reduces the effects of severe heat by one step to mild heat, and reduces extreme heat to severe heat. A nightbreeze machine isn’t powerful enough to reduce the effects of incredible heat, though fortunately such heat isn’t found naturally in the deserts of Rahadoum. A nightbreeze machine runs for 8 hours, after which it must be wound in a process that takes 10 minutes to complete. The 8 hours of activity don’t have to be consecutive.\n","element":["Air"],"skill_mod":{},"summary":"The nightbreeze machine can turn a scorching hot room into a comfortable one with just the pull of a lever. Its outer shell is a brass cube half as …","primary_source":"Guns & Gears","trait_group":["Elemental","Planar","Monster","Equipment","Weapon","Rarity"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4258","name":"Nightbreeze Machine","bulk":4,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4258"},{"skill_mod":{},"summary":"Whether it’s a parchment with ominous pentagrams and dangerous magical symbols inscribed upon it, incriminating legal documents, or just simply paper …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4259","weakness":{},"price":3000,"name":"Paper Shredder","trait":["Clockwork","Uncommon"],"id":"equipment-4259","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Paper Shredder Source Guns & Gears pg. 88 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 30 gp Bulk 2 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- Whether it’s a parchment with ominous pentagrams and dangerous magical symbols inscribed upon it, incriminating legal documents, or just simply paper waste, sometimes you just need to make sure a document is completely destroyed in a way that makes it nearly impossible to read afterwards. Enter the paper shredder, a clockwork device that performs exactly this function. With 1 minute of wind-up, a paper shredder can function for up to 1 hour of shredding, and it automatically enters standby mode when not in use, meaning the device can typically go for weeks between wind-ups unless you shred an exceptionally large volume of paper. Setting a piece of paper or parchment into the paper shredder takes a single Interact action, which means you can shred up to three pages of paper or parchment each round. If the page is longer than normal, it takes longer to shred, as determined by the GM. Additionally, only one person can use the shredder each round, limiting it to shredding three pages per round regardless of how many people are available to feed paper into it. The paper shredders rips and tears the paper or parchment apart into tiny disjointed strips. This is typically sufficient to destroy glyphs of warding and other similar dangerous magical traps on the paper, though the GM might determine that particularly resilient magical traps find some way to survive their shredding. If the paper is magically protected or otherwise has more Hardness than a normal sheet of paper or parchment, the shredder can’t shred it. After churning such hardened paper for 1 round, the shredder spits it back out without harming the shredder. This prevents shredding any other paper during that round.\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4259"},{"skill_mod":{},"summary":"The printing press is a revolutionary machine that combines movable type with a mechanical inking system and screw press, allowing for the mass …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4260","weakness":{},"price":60000,"name":"Printing Press","trait":["Clockwork","Rare"],"id":"equipment-4260","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Printing Press Source Guns & Gears pg. 89 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 600 gp Bulk 20 --- The printing press is a revolutionary machine that combines movable type with a mechanical inking system and screw press, allowing for the mass production of large volumes of text. Using the press, a worker can produce up to 3,600 identical pages per day. In order to use the printing press, you must first set the type for the page you want to print. Time required to set type varies depending on the number of characters used; from 1 hour for small pages with brief text, to 8 hours for a full-sized normal page of text, though extreme examples may be outside this range. When you prepare a page for printing, you can include engraved images in addition to text. No magical properties of text are transferred in the printing process, so it cannot be used to mass-produce magical scrolls, glyphs of warding, or similar spells or magic items.\n","bulk":20,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4260"},{"primary_source_category":"Rulebooks","usage":"worn backpack","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":600000,"trait":["Clockwork","Rare","Steam"],"id":"equipment-4261","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Steamflight Pack Source Guns & Gears pg. 89 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 6,000 gp Usage worn backpack Bulk 2 Activate Single Action Interact --- The steamflight pack allows its user to fly without using magic or wings. Each steamflight pack looks like a large brass backpack with two large nozzles mounted on the sides pointing downward. It also features metal arms reaching around the front that terminate in handles with activation buttons on them. When the user holds down an activation button, a complex series of mechanisms pumps water from the large tank in the backpack and releases it through the nozzles as powerful jets of steam, enabling the user to fly short distances. Tilting the handle adjusts the nozzles’ angles, allowing the user to control the direction of their flight. When active, the steamflight pack gives the user a fly Speed of 20 feet. It carries enough water for 20 minutes of operation and can be refilled in five minutes with a supply of normal water and a funnel. Activate Two Actions Interact; Effect You turn the steamflight pack on or off.\n","skill_mod":{},"summary":"The steamflight pack allows its user to fly without using magic or wings. Each steamflight pack looks like a large brass backpack with two large …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4261","name":"Steamflight Pack","actions_number":2,"bulk":2,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"equipment-4261"},{"skill_mod":{},"summary":"This hefty winch is powered by a small steam engine and includes a 100 ft. length of steel cable, which enables you to haul a heavier load than you …","primary_source":"Guns & Gears","trait_group":["Rarity","Equipment"],"primary_source_category":"Rulebooks","level":8,"usage":"operated with two hands","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4262","weakness":{},"price":42500,"name":"Steam Winch","trait":["Rare","Steam"],"id":"equipment-4262","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Steam Winch Source Guns & Gears pg. 89 Price 425 gp Usage operated with two hands Bulk 2 --- This hefty winch is powered by a small steam engine and includes a 100 ft. length of steel cable, which enables you to haul a heavier load than you could with a hand cranked winch or comealong. A steam winch allows you to slowly pull a heavy load (usually up to 50 Bulk) along a flat surface or up and down a vertical expanse. Attaching a steam winch to a device takes three Interact actions, while starting the winch (and getting it warm enough to operate) takes 10 minutes. Once in operation, a steam winch requires regular maintenance to function. Every twenty minutes, the boiler must be refilled and heat levels maintained.\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4262"},{"skill_mod":{},"summary":"Clockwork timepieces come in a variety of sizes and aesthetic styles, but they’re all designed to display the accurate time of day down to the …","item_child_id":["equipment-4263-3850","equipment-4263-3851"],"primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4263","weakness":{},"name":"Timepiece","trait":["Clockwork","Uncommon"],"id":"equipment-4263","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Timepiece Source Guns & Gears pg. 89 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- Clockwork timepieces come in a variety of sizes and aesthetic styles, but they’re all designed to display the accurate time of day down to the second. Clockwork timepieces have a 24-hour activation cycle, after which they must wound in a process that takes 1 minute to complete. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Timepiece (Desktop Clock) Source Guns & Gears pg. 89 Price 10 gp Bulk 3 --- Desktop clocks have been designed to be small enough to only take up a quarter of a typical writing desk’s surface area, but they’re still too bulky and heavy to be lugged around casually. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Timepiece (Grand Clock) Source Guns & Gears pg. 89 Price 50 gp Bulk 16 --- These towering, ten-foot-tall clocks have been painstakingly handcrafted by skilled artisans and feature loud chimes that can be heard hourly throughout a manor. Owners of grand clocks usually tend to display them prominently in a study, lounge area, or foyer.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4263"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-4263","weakness":{},"price":1000,"trait":["Clockwork","Uncommon"],"id":"equipment-4263-3850","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Timepiece Source Guns & Gears pg. 89 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- Clockwork timepieces come in a variety of sizes and aesthetic styles, but they’re all designed to display the accurate time of day down to the second. Clockwork timepieces have a 24-hour activation cycle, after which they must wound in a process that takes 1 minute to complete. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Timepiece (Desktop Clock) Source Guns & Gears pg. 89 Price 10 gp Bulk 3 --- Desktop clocks have been designed to be small enough to only take up a quarter of a typical writing desk’s surface area, but they’re still too bulky and heavy to be lugged around casually. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Timepiece (Grand Clock) Source Guns & Gears pg. 89 Price 50 gp Bulk 16 --- These towering, ten-foot-tall clocks have been painstakingly handcrafted by skilled artisans and feature loud chimes that can be heard hourly throughout a manor. Owners of grand clocks usually tend to display them prominently in a study, lounge area, or foyer.","skill_mod":{},"summary":"Desktop clocks have been designed to be small enough to only take up a quarter of a typical writing desk’s surface area, but they’re still too bulky …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4263","name":"Timepiece (Desktop Clock)","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4263-3850"},{"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.","primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-4263","weakness":{},"price":5000,"trait":["Clockwork","Uncommon"],"id":"equipment-4263-3851","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Timepiece Source Guns & Gears pg. 89 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. --- Clockwork timepieces come in a variety of sizes and aesthetic styles, but they’re all designed to display the accurate time of day down to the second. Clockwork timepieces have a 24-hour activation cycle, after which they must wound in a process that takes 1 minute to complete. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Timepiece (Desktop Clock) Source Guns & Gears pg. 89 Price 10 gp Bulk 3 --- Desktop clocks have been designed to be small enough to only take up a quarter of a typical writing desk’s surface area, but they’re still too bulky and heavy to be lugged around casually. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Timepiece (Grand Clock) Source Guns & Gears pg. 89 Price 50 gp Bulk 16 --- These towering, ten-foot-tall clocks have been painstakingly handcrafted by skilled artisans and feature loud chimes that can be heard hourly throughout a manor. Owners of grand clocks usually tend to display them prominently in a study, lounge area, or foyer.","skill_mod":{},"summary":"These towering, ten-foot-tall clocks have been painstakingly handcrafted by skilled artisans and feature loud chimes that can be heard hourly …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4263","name":"Timepiece (Grand Clock)","bulk":16,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4263-3851"},{"skill_mod":{},"summary":"This common wheelchair is ideal for everyday use, but isn’t designed for adventuring. Basic chairs are most common among non-adventurers.","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks","Lost Omens"],"source":["Guns & Gears","Grand Bazaar"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4264","weakness":{},"price":50,"name":"Basic Chair","id":"equipment-4264","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Basic Chair Source Guns & Gears pg. 91, Grand Bazaar pg. 70 Price 5 sp Bulk 2 --- This common wheelchair is ideal for everyday use, but isn’t designed for adventuring. Basic chairs are most common among non-adventurers.\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4264"},{"skill_mod":{},"summary":"This wheelchair is tailored for adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A traveler’s …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4265","weakness":{},"price":500,"name":"Traveler's Chair","id":"equipment-4265","text":"<title level=\"1\" right=\"Item 1\" pfs=\"Standard\" > Traveler's Chair Source Guns & Gears pg. 91 Price 5 gp Bulk 3 --- This wheelchair is tailored for adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A traveler’s chair has small mechanisms, either made from interlocking wood pieces, clockwork, or other devices, that allow the chair to traverse up or down stairs without any additional difficulty (moving up stairs is still difficult terrain, just like for other characters), and move through other such environments that adventurers and travelers encounter without any additional difficulty, such as ladders and uneven ground.\n","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4265"},{"skill_mod":{},"summary":"This clockwork traveler’s chair is shaped like a wheeled frog, with springs attached to the bottom and an extensible tongue on the front. ","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Uomoto characters, characters from Eihlona, automatons with memories of Jistka, and Arcadians all have access to uncommon magitechnological options from the first two chapters of this book.","primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4266","weakness":{},"price":47500,"name":"Frog Chair","trait":["Clockwork","Magical","Uncommon"],"id":"equipment-4266","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Frog Chair Source Guns & Gears pg. 91 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 475 gp Bulk 3 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Uomoto characters, characters from Eihlona, automatons with memories of Jistka, and Arcadians all have access to uncommon magitechnological options from the first two chapters of this book. --- This clockwork traveler’s chair is shaped like a wheeled frog, with springs attached to the bottom and an extensible tongue on the front. Activate Single Action Interact; Frequency once per hour; Effect You activate the wheelchair’s springs to make hopping leaps. For 1 minute, whenever you Leap with the wheelchair, you can jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action. Activate Single Action Interact; Effect You activate the wheelchair’s tongue to grab a nearby object and bring it to you. Interact to pick up an unattended object within 15 feet and bring it to your empty hand. If you don’t have a hand to take the object, it falls in your space instead.\n","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4266"},{"skill_mod":{},"summary":"This clockwork traveler’s chair has spinnerets and spider legs that allow it to roll up walls, fire web lines to pull you to a location, and obstruct …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Mechanics","Rarity"],"access":"Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Uomoto characters, characters from Eihlona, automatons with memories of Jistka, and Arcadians all have access to uncommon magitechnological options from the first two chapters of this book.","primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4267","weakness":{},"price":180000,"name":"Spider Chair","trait":["Clockwork","Magical","Uncommon"],"id":"equipment-4267","text":"<title level=\"1\" right=\"Item 12\" pfs=\"Standard\" > Spider Chair Source Guns & Gears pg. 91 PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book Price 1,800 gp Bulk 3 Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Uomoto characters, characters from Eihlona, automatons with memories of Jistka, and Arcadians all have access to uncommon magitechnological options from the first two chapters of this book. --- This clockwork traveler’s chair has spinnerets and spider legs that allow it to roll up walls, fire web lines to pull you to a location, and obstruct foes with webs. While using the chair, you gain a climb Speed equal to your Speed. Activate Single Action Interact; Frequency once per minute; Effect The chair shoots a web line at a solid wall, floor, or ceiling up to 60 feet away and then pulls itself and you to that location. Activate Two Actions Interact; Frequency once per hour; Effect You cause the chair to launch an enormous web to hinder your foes, with the effects of a 4th-level web spell.\n","bulk":3,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4267"},{"skill_mod":{},"summary":"This traveler’s chair uses magic and Stasian technology, storing up power in its Stasian coils to arc lightning through your foes and grant brief …","primary_source":"Guns & Gears","trait_group":["Energy","Monster","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Assistive Items","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4268","weakness":{},"price":440000,"name":"Storm Chair","trait":["Electricity","Magical","Rare"],"id":"equipment-4268","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Storm Chair Source Guns & Gears pg. 91 Price 4,400 gp Bulk 3 --- This traveler’s chair uses magic and Stasian technology, storing up power in its Stasian coils to arc lightning through your foes and grant brief spurts of flight. Activate Two Actions Interact (electricity, evocation, magical) Frequency once per hour; Effect You create a ball of electricity around the chair, surrounding it in a damaging aura of electricity and using electromagnetism to briefly levitate. For 1 minute, you gain a fly Speed equal to your Speed and adjacent creatures that hit you with a melee attack, as well as creatures that touch or hit you with an unarmed attack, take 2d6 electricity damage each time. As normal, this applies to creatures who choose to touch you, not when you touch or attack another creature. Activate Two Actions Interact (electricity, evocation, magical) Frequency once per day; Effect You release the majority of the stored up energy from your storm chair, devastating foes in a chain of electricity. This has the effects of chain lightning with a DC of 31.\n","bulk":3,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4268"},{"item_child_id":["equipment-4269-3853","equipment-4269-3854","equipment-4269-3855"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Uncommon"],"id":"equipment-4269","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Breath Blaster Source Guns & Gears pg. 154 Usage held in 2 hands Bulk 2 Base Weapon Blunderbuss --- A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath weapons or the ability to spit energy are occasionally used. The implementation of the dragon’s trachea allows the firearm to unleash a torrent of pure energy in the form of gouts of flame or bolts of electricity. A breath blaster’s Strikes deal either acid, cold, electricity, fire, or poison damage, depending on the dragon type or other creature from which it was made, though it can otherwise be used like a normal blunderbuss. A breath blaster also can be activated to fire a line of energy in a 30-foot line or 15-foot cone, chosen when it’s created and typically corresponding to the shape of the breath weapon used by the type of dragon or creature from which the breath blaster was created. In theory, the foundational techniques required to create a breath blaster would allow for other damage types, but such breath blasters would require the trachea from the correct dragon or creature type and additional creation techniques, making such a breath blaster rare rather than uncommon. Activate Two Actions Interact (evocation, magical) Frequency once per minute; Effect You fire the breath blaster , dealing 4d6 damage of the appropriate type in the appropriate area. Creatures in the area must attempt a DC 24 basic Reflex save (or Fortitude save if the damage is poison). Craft Requirements The initial raw materials must include the trachea of a ritually hunted dragon or other creature with a breath weapon with the appropriate damage type and area (line or cone) for the breath blaster . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Breath Blaster Source Guns & Gears pg. 154 Price 500 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Breath Blaster (Greater) Source Guns & Gears pg. 154 Price 4,500 gp --- The greater breath blaster’s activation deals 6d6 damage and the DC is 31. It’s a +2 greater striking blunderbuss . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Breath Blaster (Major) Source Guns & Gears pg. 154 Price 24,000 gp --- The major breath blaster’s activation deals 10d6 damage, the DC is 38, and the area increases to either a 60-foot line or a 30-foot cone, chosen when it’s created. It’s a +3 greater striking blunderbuss .","skill_mod":{},"summary":"A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath weapons …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4269","base_item":["Blunderbuss"],"name":"Breath Blaster","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4269"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-4269","weakness":{},"school":"evocation","price":50000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-4269-3853","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Breath Blaster Source Guns & Gears pg. 154 Usage held in 2 hands Bulk 2 Base Weapon Blunderbuss --- A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath weapons or the ability to spit energy are occasionally used. The implementation of the dragon’s trachea allows the firearm to unleash a torrent of pure energy in the form of gouts of flame or bolts of electricity. A breath blaster’s Strikes deal either acid, cold, electricity, fire, or poison damage, depending on the dragon type or other creature from which it was made, though it can otherwise be used like a normal blunderbuss. A breath blaster also can be activated to fire a line of energy in a 30-foot line or 15-foot cone, chosen when it’s created and typically corresponding to the shape of the breath weapon used by the type of dragon or creature from which the breath blaster was created. In theory, the foundational techniques required to create a breath blaster would allow for other damage types, but such breath blasters would require the trachea from the correct dragon or creature type and additional creation techniques, making such a breath blaster rare rather than uncommon. Activate Two Actions Interact (evocation, magical) Frequency once per minute; Effect You fire the breath blaster , dealing 4d6 damage of the appropriate type in the appropriate area. Creatures in the area must attempt a DC 24 basic Reflex save (or Fortitude save if the damage is poison). Craft Requirements The initial raw materials must include the trachea of a ritually hunted dragon or other creature with a breath weapon with the appropriate damage type and area (line or cone) for the breath blaster . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Breath Blaster Source Guns & Gears pg. 154 Price 500 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Breath Blaster (Greater) Source Guns & Gears pg. 154 Price 4,500 gp --- The greater breath blaster’s activation deals 6d6 damage and the DC is 31. It’s a +2 greater striking blunderbuss . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Breath Blaster (Major) Source Guns & Gears pg. 154 Price 24,000 gp --- The major breath blaster’s activation deals 10d6 damage, the DC is 38, and the area increases to either a 60-foot line or a 30-foot cone, chosen when it’s created. It’s a +3 greater striking blunderbuss .","skill_mod":{},"summary":"A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath weapons …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4269","base_item":["Blunderbuss"],"name":"Breath Blaster","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4269-3853"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-4269","weakness":{},"school":"evocation","price":450000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-4269-3854","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Breath Blaster Source Guns & Gears pg. 154 Usage held in 2 hands Bulk 2 Base Weapon Blunderbuss --- A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath weapons or the ability to spit energy are occasionally used. The implementation of the dragon’s trachea allows the firearm to unleash a torrent of pure energy in the form of gouts of flame or bolts of electricity. A breath blaster’s Strikes deal either acid, cold, electricity, fire, or poison damage, depending on the dragon type or other creature from which it was made, though it can otherwise be used like a normal blunderbuss. A breath blaster also can be activated to fire a line of energy in a 30-foot line or 15-foot cone, chosen when it’s created and typically corresponding to the shape of the breath weapon used by the type of dragon or creature from which the breath blaster was created. In theory, the foundational techniques required to create a breath blaster would allow for other damage types, but such breath blasters would require the trachea from the correct dragon or creature type and additional creation techniques, making such a breath blaster rare rather than uncommon. Activate Two Actions Interact (evocation, magical) Frequency once per minute; Effect You fire the breath blaster , dealing 4d6 damage of the appropriate type in the appropriate area. Creatures in the area must attempt a DC 24 basic Reflex save (or Fortitude save if the damage is poison). Craft Requirements The initial raw materials must include the trachea of a ritually hunted dragon or other creature with a breath weapon with the appropriate damage type and area (line or cone) for the breath blaster . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Breath Blaster Source Guns & Gears pg. 154 Price 500 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Breath Blaster (Greater) Source Guns & Gears pg. 154 Price 4,500 gp --- The greater breath blaster’s activation deals 6d6 damage and the DC is 31. It’s a +2 greater striking blunderbuss . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Breath Blaster (Major) Source Guns & Gears pg. 154 Price 24,000 gp --- The major breath blaster’s activation deals 10d6 damage, the DC is 38, and the area increases to either a 60-foot line or a 30-foot cone, chosen when it’s created. It’s a +3 greater striking blunderbuss .","skill_mod":{},"summary":"The greater breath blaster’s activation deals 6d6 damage and the DC is 31. It’s a +2 greater striking blunderbuss .","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4269","base_item":["Blunderbuss"],"name":"Breath Blaster (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4269-3854"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-4269","weakness":{},"school":"evocation","price":2400000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-4269-3855","text":"<title level=\"1\" right=\"Item 8+\" pfs=\"Standard\" > Breath Blaster Source Guns & Gears pg. 154 Usage held in 2 hands Bulk 2 Base Weapon Blunderbuss --- A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath weapons or the ability to spit energy are occasionally used. The implementation of the dragon’s trachea allows the firearm to unleash a torrent of pure energy in the form of gouts of flame or bolts of electricity. A breath blaster’s Strikes deal either acid, cold, electricity, fire, or poison damage, depending on the dragon type or other creature from which it was made, though it can otherwise be used like a normal blunderbuss. A breath blaster also can be activated to fire a line of energy in a 30-foot line or 15-foot cone, chosen when it’s created and typically corresponding to the shape of the breath weapon used by the type of dragon or creature from which the breath blaster was created. In theory, the foundational techniques required to create a breath blaster would allow for other damage types, but such breath blasters would require the trachea from the correct dragon or creature type and additional creation techniques, making such a breath blaster rare rather than uncommon. Activate Two Actions Interact (evocation, magical) Frequency once per minute; Effect You fire the breath blaster , dealing 4d6 damage of the appropriate type in the appropriate area. Creatures in the area must attempt a DC 24 basic Reflex save (or Fortitude save if the damage is poison). Craft Requirements The initial raw materials must include the trachea of a ritually hunted dragon or other creature with a breath weapon with the appropriate damage type and area (line or cone) for the breath blaster . <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Breath Blaster Source Guns & Gears pg. 154 Price 500 gp <title level=\"2\" right=\"Item 14\" pfs=\"Standard\" > Breath Blaster (Greater) Source Guns & Gears pg. 154 Price 4,500 gp --- The greater breath blaster’s activation deals 6d6 damage and the DC is 31. It’s a +2 greater striking blunderbuss . <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Breath Blaster (Major) Source Guns & Gears pg. 154 Price 24,000 gp --- The major breath blaster’s activation deals 10d6 damage, the DC is 38, and the area increases to either a 60-foot line or a 30-foot cone, chosen when it’s created. It’s a +3 greater striking blunderbuss .","skill_mod":{},"summary":"The major breath blaster’s activation deals 10d6 damage, the DC is 38, and the area increases to either a 60-foot line or a 30-foot cone , …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4269","base_item":["Blunderbuss"],"name":"Breath Blaster (Major)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4269-3855"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":10000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-4270","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Drake Rifle Source Guns & Gears pg. 154 Price 100 gp Usage held in 2 hands Bulk 2 --- A drake rifle is a firearm made from the saliva glands of a drake. The firearm launches small bursts of empowered spittle instead of typical rounds of ammunition. A drake rifle is a +1 weapon . It’s a distinct type of martial firearm that deals 1d10 damage with a range increment of 150 feet and reload 1. It deals acid, cold, electricity, fire, or poison damage, depending on the drake from which it was made. On a critical hit, the spittle clings to the target and they take persistent damage of the same type as the weapon equal to 1d4 + the number of weapon damage dice. A drake rifle does not add critical specialization effects. Activate Three Actions Interact (evocation, magical) Frequency once per day; Effect You fire a large, specialized burst designed to hamper your foes. Make a ranged Strike with the drake rifle . As long as the Strike isn’t a critical failure, the drake rifle deals 1 splash damage per weapon damage die to the target and creatures within 5 feet of the target. This splash damage is of the same type as its normal damage. On a hit, the drake rifle provides one of the following additional effects based on its damage type: Acid Clinging acid makes it painful and sickening to move. The target becomes sickened 1. Cold Frozen spittle clings to the target. The target takes a –10-foot status penalty to their Speeds for 1 minute. Electricity Small bursts of electricity continue to spark and jolt the target. The target becomes dazzled and flat-footed for 1d4 rounds. Fire A massive explosion knocks the target back. The target is pushed 10 feet away from you, and if it’s on the ground, it falls prone. Poison Noxious vapors fill the target’s lungs. The target becomes enfeebled 1 and clumsy 1 for 1 minute. Craft Requirements The initial raw materials must include the saliva glands of a ritually hunted drake with a breath weapon that deals the appropriate damage type for the drake rifle .\n","skill_mod":{},"summary":"A drake rifle is a firearm made from the saliva glands of a drake. The firearm launches small bursts of empowered spittle instead of typical rounds …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4270","name":"Drake Rifle","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4270"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"transmutation","price":70000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-4271","text":"<title level=\"1\" right=\"Item 9\" pfs=\"Standard\" > Growth Gun Source Guns & Gears pg. 155 Price 700 gp Usage held in 1 hand Bulk 2 Base Weapon Hand Cannon --- A growth gun is a +1 striking hand cannon made from the regenerative flesh of a hydra, troll, or other similar creature. It has an attached flesh sac that slowly replenishes one shot each round and can be loaded like a normal round of ammunition. It fires regenerating gobbets of flesh, bone, or teeth, determined by the damage type selected for its modular trait. A growth gun can be fired underwater, though it’s still limited by the selected damage type as normal. Activate Two Actions Interact (magical, transmutation) Frequency once per minute; Effect Make a ranged Strike. On a hit, the creature becomes covered in a mass of flesh that continues to grow on the target for a brief time. The creature becomes slowed 1 for 1 round, after which the growth withers and falls off. Craft Requirements The initial raw materials must include the flesh of a creature with regeneration.\n","skill_mod":{},"summary":"A growth gun is a +1 striking hand cannon made from the regenerative flesh of a hydra , troll , or other similar creature. It has an …","primary_source":"Guns & Gears","trait_group":["Mechanics","School","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4271","base_item":["Hand Cannon"],"name":"Growth Gun","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4271"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"transmutation","price":650000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-4272","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Petrification Cannon Source Guns & Gears pg. 155 Price 6,500 gp Usage held in 2 hands Bulk 2 Base Weapon Double-barreled Musket --- Built from the taxidermic body of a basilisk, a petrification cannon functions as a +2 greater striking double-barreled musket . A petrification cannon can be activated to fire a beam of energy that transforms flesh into stone. Activate Two Actions Interact (magical, transmutation) Frequency once per hour; Effect A beam of coiling energy leaps from the petrification cannon at a target within 60 feet. The target must attempt a Fortitude save against DC 34 with the effects of flesh to stone . Craft Requirements The initial raw materials must include the body of a basilisk.\n","skill_mod":{},"summary":"Built from the taxidermic body of a basilisk , a petrification cannon functions as a +2 greater striking double-barreled musket . A …","primary_source":"Guns & Gears","trait_group":["Mechanics","School","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4272","base_item":["Double-barreled Musket"],"name":"Petrification Cannon","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4272"},{"item_child_id":["equipment-4273-3856","equipment-4273-3857","equipment-4273-3858"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Uncommon"],"id":"equipment-4273","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Screech Shooter Source Guns & Gears pg. 155 Usage held in 2 hands Bulk 2 Base Weapon Harmona Gun --- Built from the larynx of an owlbear, terror shrike, or similar animal that possesses a frightening screech or similar special ability, a screech shooter is a special +1 striking harmona gun designed to fire terrifying blasts of sound. A screech shooter deals sonic damage but can otherwise be used like a normal harmona gun. Activate Two Actions Interact (emotion, enchantment, fear, magical, mental) Frequency once per hour; Effect The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3 and fleeing for 1 round. Craft Requirements The initial raw materials must include the larynx of a creature with a frightening screech. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Screech Shooter Source Guns & Gears pg. 155 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Screech Shooter (Greater) Source Guns & Gears pg. 155 Price 3,000 gp --- A greater screech shooter is a +2 greater striking harmona gun . The DC for the activation is 30 and it affects creatures in a 40-foot emanation. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Screech Shooter (Major) Source Guns & Gears pg. 155 Price 15,000 gp --- The DC for the activation is 37 and it affects creatures in a 50-foot emanation.","skill_mod":{},"summary":"Built from the larynx of an owlbear , terror shrike , or similar animal that possesses a frightening screech or similar special ability, a screech …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4273","base_item":["Harmona Gun"],"name":"Screech Shooter","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4273"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-4273","weakness":{},"school":"evocation","price":70000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-4273-3856","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Screech Shooter Source Guns & Gears pg. 155 Usage held in 2 hands Bulk 2 Base Weapon Harmona Gun --- Built from the larynx of an owlbear, terror shrike, or similar animal that possesses a frightening screech or similar special ability, a screech shooter is a special +1 striking harmona gun designed to fire terrifying blasts of sound. A screech shooter deals sonic damage but can otherwise be used like a normal harmona gun. Activate Two Actions Interact (emotion, enchantment, fear, magical, mental) Frequency once per hour; Effect The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3 and fleeing for 1 round. Craft Requirements The initial raw materials must include the larynx of a creature with a frightening screech. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Screech Shooter Source Guns & Gears pg. 155 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Screech Shooter (Greater) Source Guns & Gears pg. 155 Price 3,000 gp --- A greater screech shooter is a +2 greater striking harmona gun . The DC for the activation is 30 and it affects creatures in a 40-foot emanation. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Screech Shooter (Major) Source Guns & Gears pg. 155 Price 15,000 gp --- The DC for the activation is 37 and it affects creatures in a 50-foot emanation.","skill_mod":{},"summary":"Built from the larynx of an owlbear , terror shrike , or similar animal that possesses a frightening screech or similar special ability, a screech …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4273","base_item":["Harmona Gun"],"name":"Screech Shooter","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4273-3856"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-4273","weakness":{},"school":"evocation","price":300000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-4273-3857","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Screech Shooter Source Guns & Gears pg. 155 Usage held in 2 hands Bulk 2 Base Weapon Harmona Gun --- Built from the larynx of an owlbear, terror shrike, or similar animal that possesses a frightening screech or similar special ability, a screech shooter is a special +1 striking harmona gun designed to fire terrifying blasts of sound. A screech shooter deals sonic damage but can otherwise be used like a normal harmona gun. Activate Two Actions Interact (emotion, enchantment, fear, magical, mental) Frequency once per hour; Effect The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3 and fleeing for 1 round. Craft Requirements The initial raw materials must include the larynx of a creature with a frightening screech. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Screech Shooter Source Guns & Gears pg. 155 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Screech Shooter (Greater) Source Guns & Gears pg. 155 Price 3,000 gp --- A greater screech shooter is a +2 greater striking harmona gun . The DC for the activation is 30 and it affects creatures in a 40-foot emanation. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Screech Shooter (Major) Source Guns & Gears pg. 155 Price 15,000 gp --- The DC for the activation is 37 and it affects creatures in a 50-foot emanation.","skill_mod":{},"summary":"A greater screech shooter is a +2 greater striking harmona gun . The DC for the activation is 30 and it affects creatures in a 40-foot …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4273","base_item":["Harmona Gun"],"name":"Screech Shooter (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4273-3857"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-4273","weakness":{},"school":"evocation","price":1500000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-4273-3858","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Screech Shooter Source Guns & Gears pg. 155 Usage held in 2 hands Bulk 2 Base Weapon Harmona Gun --- Built from the larynx of an owlbear, terror shrike, or similar animal that possesses a frightening screech or similar special ability, a screech shooter is a special +1 striking harmona gun designed to fire terrifying blasts of sound. A screech shooter deals sonic damage but can otherwise be used like a normal harmona gun. Activate Two Actions Interact (emotion, enchantment, fear, magical, mental) Frequency once per hour; Effect The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3 and fleeing for 1 round. Craft Requirements The initial raw materials must include the larynx of a creature with a frightening screech. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Screech Shooter Source Guns & Gears pg. 155 Price 700 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Screech Shooter (Greater) Source Guns & Gears pg. 155 Price 3,000 gp --- A greater screech shooter is a +2 greater striking harmona gun . The DC for the activation is 30 and it affects creatures in a 40-foot emanation. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Screech Shooter (Major) Source Guns & Gears pg. 155 Price 15,000 gp --- The DC for the activation is 37 and it affects creatures in a 50-foot emanation.","skill_mod":{},"summary":"The DC for the activation is 37 and it affects creatures in a 50-foot emanation .","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4273","base_item":["Harmona Gun"],"name":"Screech Shooter (Major)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4273-3858"},{"item_child_id":["equipment-4274-3859","equipment-4274-3860","equipment-4274-3861"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Uncommon"],"id":"equipment-4274","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Spider Gun Source Guns & Gears pg. 155 Usage held in 2 hands Bulk 2 --- A spider gun is a +1 striking weapon . It’s a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 poison damage with a range increment of 30 feet and reload 1. On a critical hit, the venom clings to the target and they take persistent poison damage equal to 1d4 + the number of weapon damage dice. A spider gun does not add critical specialization effects. The gun can be activated to fire webbing that hampers other creatures. Activate Single Action Interact (conjuration, magical) Frequency once per round; Effect You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an Athletics check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it’s immobilized for 1 round or until it Escapes (DC 20) or destroys the webbing. Craft Requirements The initial raw materials for the spider gun must include the fangs and spinneret of a giant spider or other Large spider. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spider Gun Source Guns & Gears pg. 156 Price 250 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spider Gun (Greater) Source Guns & Gears pg. 156 Price 1,400 gp --- The gun’s webbing requires at least 15 slashing damage or 5 fire damage to clear away and the DC is 25. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spider Gun (Major) Source Guns & Gears pg. 156 Price 6,500 gp --- A major spider gun is a +2 greater striking weapon. The gun’s webbing requires at least 25 slashing damage or 15 fire damage to clear away and the DC is 34.","skill_mod":{},"summary":"A spider gun is a +1 striking weapon . It’s a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4274","name":"Spider Gun","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4274"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-4274","weakness":{},"school":"evocation","price":25000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-4274-3859","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Spider Gun Source Guns & Gears pg. 155 Usage held in 2 hands Bulk 2 --- A spider gun is a +1 striking weapon . It’s a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 poison damage with a range increment of 30 feet and reload 1. On a critical hit, the venom clings to the target and they take persistent poison damage equal to 1d4 + the number of weapon damage dice. A spider gun does not add critical specialization effects. The gun can be activated to fire webbing that hampers other creatures. Activate Single Action Interact (conjuration, magical) Frequency once per round; Effect You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an Athletics check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it’s immobilized for 1 round or until it Escapes (DC 20) or destroys the webbing. Craft Requirements The initial raw materials for the spider gun must include the fangs and spinneret of a giant spider or other Large spider. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spider Gun Source Guns & Gears pg. 156 Price 250 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spider Gun (Greater) Source Guns & Gears pg. 156 Price 1,400 gp --- The gun’s webbing requires at least 15 slashing damage or 5 fire damage to clear away and the DC is 25. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spider Gun (Major) Source Guns & Gears pg. 156 Price 6,500 gp --- A major spider gun is a +2 greater striking weapon. The gun’s webbing requires at least 25 slashing damage or 15 fire damage to clear away and the DC is 34.","skill_mod":{},"summary":"A spider gun is a +1 striking weapon . It’s a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4274","name":"Spider Gun","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4274-3859"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-4274","weakness":{},"school":"evocation","price":140000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-4274-3860","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Spider Gun Source Guns & Gears pg. 155 Usage held in 2 hands Bulk 2 --- A spider gun is a +1 striking weapon . It’s a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 poison damage with a range increment of 30 feet and reload 1. On a critical hit, the venom clings to the target and they take persistent poison damage equal to 1d4 + the number of weapon damage dice. A spider gun does not add critical specialization effects. The gun can be activated to fire webbing that hampers other creatures. Activate Single Action Interact (conjuration, magical) Frequency once per round; Effect You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an Athletics check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it’s immobilized for 1 round or until it Escapes (DC 20) or destroys the webbing. Craft Requirements The initial raw materials for the spider gun must include the fangs and spinneret of a giant spider or other Large spider. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spider Gun Source Guns & Gears pg. 156 Price 250 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spider Gun (Greater) Source Guns & Gears pg. 156 Price 1,400 gp --- The gun’s webbing requires at least 15 slashing damage or 5 fire damage to clear away and the DC is 25. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spider Gun (Major) Source Guns & Gears pg. 156 Price 6,500 gp --- A major spider gun is a +2 greater striking weapon. The gun’s webbing requires at least 25 slashing damage or 15 fire damage to clear away and the DC is 34.","skill_mod":{},"summary":"The gun’s webbing requires at least 15 slashing damage or 5 fire damage to clear away and the DC is 25.","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4274","name":"Spider Gun (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4274-3860"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-4274","weakness":{},"school":"evocation","price":650000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-4274-3861","text":"<title level=\"1\" right=\"Item 6+\" pfs=\"Standard\" > Spider Gun Source Guns & Gears pg. 155 Usage held in 2 hands Bulk 2 --- A spider gun is a +1 striking weapon . It’s a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 poison damage with a range increment of 30 feet and reload 1. On a critical hit, the venom clings to the target and they take persistent poison damage equal to 1d4 + the number of weapon damage dice. A spider gun does not add critical specialization effects. The gun can be activated to fire webbing that hampers other creatures. Activate Single Action Interact (conjuration, magical) Frequency once per round; Effect You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an Athletics check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it’s immobilized for 1 round or until it Escapes (DC 20) or destroys the webbing. Craft Requirements The initial raw materials for the spider gun must include the fangs and spinneret of a giant spider or other Large spider. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Spider Gun Source Guns & Gears pg. 156 Price 250 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Spider Gun (Greater) Source Guns & Gears pg. 156 Price 1,400 gp --- The gun’s webbing requires at least 15 slashing damage or 5 fire damage to clear away and the DC is 25. <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Spider Gun (Major) Source Guns & Gears pg. 156 Price 6,500 gp --- A major spider gun is a +2 greater striking weapon. The gun’s webbing requires at least 25 slashing damage or 15 fire damage to clear away and the DC is 34.","skill_mod":{},"summary":"A major spider gun is a +2 greater striking weapon. The gun’s webbing requires at least 25 slashing damage or 15 fire damage to clear away and …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4274","name":"Spider Gun (Major)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4274-3861"},{"primary_source_category":"Rulebooks","usage":"held in 1 or 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":25000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-4275","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Spike Launcher Source Guns & Gears pg. 156 Price 250 gp Usage held in 1 or 2 hands Bulk 2 --- Built from the spiked tail of a manticore, a spike launcher is designed to launch large, spear-like projectiles. A spike launcher is a +1 striking weapon . It’s a distinct type of martial firearm that deals 1d8 piercing damage. It has the backstabber, fatal aim d12, and kickback traits with a range increment of 120 feet and reload 2. It uses the critical specialization of the bow weapon group, rather than the firearm critical specialization. Activate Three Actions Interact (evocation, magical) Frequency once per day; Requirements The spike launcher is loaded; Effect The spike launcher fires a volley of smaller spikes in a 10-foot burst centered anywhere within its range. Make a Strike with the spike launcher against each creature in the area. On a success, the spike causes the creature to take a –5-foot status penalty to their Speed. On a critical success, the creature becomes immobilized instead. In either case, the creature, or an adjacent creature, can use an Interact action to remove the spike and end the penalty or immobilized condition. The wielder's multiple attack penalty does not increase until they've completed all granted Strikes. Craft Requirements The initial raw materials must include the tail of a manticore.\n","skill_mod":{},"summary":"Built from the spiked tail of a manticore , a spike launcher is designed to launch large, spear-like projectiles. A spike launcher is a +1 …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4275","name":"Spike Launcher","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4275"},{"item_child_id":["equipment-4276-3862","equipment-4276-3863","equipment-4276-3864"],"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Uncommon"],"id":"equipment-4276","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Tentacle Cannon Source Guns & Gears pg. 156 Usage held in 2 hands Bulk 2 --- A tentacle cannon is a +1 striking weapon , built using components from squids, krakens, and sometimes even stranger tentacled creatures like alghollthu. It’s a distinct type of martial firearm that deals 1d8 piercing damage. It has the capacity 5, concussive, and fatal d12 traits, a range increment of 30 feet, and reload 2. The weapon itself resembles a five-barreled handheld cannon with each barrel made from a hollowed out tentacle. Activate Two Actions Interact (magical, transmutation) Effect You cause one of the tentacles forming the weapon’s five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle attempts to Grapple with a +13 bonus. It can attempt to Grapple any creature, regardless of size. On a success, the tentacle pulls the creature up to 10 feet directly towards you, until it’s in a square adjacent to you. Activate Single Action Interact; Requirements The tentacle cannon has a creature grabbed; Effect You continue to keep the tentacle cannon’s hold on one creature it has grabbed. Attempt another check to Grapple the creature with a +13 bonus. Activate Two Actions Interact; Frequency once per hour; Effect The cannon fires a spray of ink in a 15-foot cone. Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in ink and becomes blinded for 1 round and dazzled for 1 minute or until it removes the ink. On a critical failure, the creature becomes blinded and dazzled; both conditions last for 1 minute or until it removes the ink. The creature, or an adjacent creature, can use an Interact action to remove the ink from its eyes to remove the blinded and dazzled conditions. Craft Requirements The initial raw materials must include the tentacles and ink glands of a creature with a tentacle Strike and ink. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Tentacle Cannon Source Guns & Gears pg. 156 Price 360 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Tentacle Cannon (Greater) Source Guns & Gears pg. 156 Price 2,000 gp --- A greater tentacle cannon is a +2 greater striking weapon . It has a +20 bonus to Grapple, and its ink spray DC is 30. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tentacle Cannon (Major) Source Guns & Gears pg. 156 Price 15,000 gp --- A major tentacle cannon is a +3 greater striking weapon . It has a +27 bonus to Grapple, and its ink spray DC is 37.","skill_mod":{},"summary":"A tentacle cannon is a +1 striking weapon , built using components from squids , krakens , and sometimes even stranger tentacled creatures like …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4276","name":"Tentacle Cannon","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4276"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-4276","weakness":{},"school":"evocation","price":36000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-4276-3862","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Tentacle Cannon Source Guns & Gears pg. 156 Usage held in 2 hands Bulk 2 --- A tentacle cannon is a +1 striking weapon , built using components from squids, krakens, and sometimes even stranger tentacled creatures like alghollthu. It’s a distinct type of martial firearm that deals 1d8 piercing damage. It has the capacity 5, concussive, and fatal d12 traits, a range increment of 30 feet, and reload 2. The weapon itself resembles a five-barreled handheld cannon with each barrel made from a hollowed out tentacle. Activate Two Actions Interact (magical, transmutation) Effect You cause one of the tentacles forming the weapon’s five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle attempts to Grapple with a +13 bonus. It can attempt to Grapple any creature, regardless of size. On a success, the tentacle pulls the creature up to 10 feet directly towards you, until it’s in a square adjacent to you. Activate Single Action Interact; Requirements The tentacle cannon has a creature grabbed; Effect You continue to keep the tentacle cannon’s hold on one creature it has grabbed. Attempt another check to Grapple the creature with a +13 bonus. Activate Two Actions Interact; Frequency once per hour; Effect The cannon fires a spray of ink in a 15-foot cone. Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in ink and becomes blinded for 1 round and dazzled for 1 minute or until it removes the ink. On a critical failure, the creature becomes blinded and dazzled; both conditions last for 1 minute or until it removes the ink. The creature, or an adjacent creature, can use an Interact action to remove the ink from its eyes to remove the blinded and dazzled conditions. Craft Requirements The initial raw materials must include the tentacles and ink glands of a creature with a tentacle Strike and ink. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Tentacle Cannon Source Guns & Gears pg. 156 Price 360 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Tentacle Cannon (Greater) Source Guns & Gears pg. 156 Price 2,000 gp --- A greater tentacle cannon is a +2 greater striking weapon . It has a +20 bonus to Grapple, and its ink spray DC is 30. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tentacle Cannon (Major) Source Guns & Gears pg. 156 Price 15,000 gp --- A major tentacle cannon is a +3 greater striking weapon . It has a +27 bonus to Grapple, and its ink spray DC is 37.","skill_mod":{},"summary":"A tentacle cannon is a +1 striking weapon , built using components from squids , krakens , and sometimes even stranger tentacled creatures like …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4276","name":"Tentacle Cannon","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4276-3862"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-4276","weakness":{},"school":"evocation","price":200000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-4276-3863","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Tentacle Cannon Source Guns & Gears pg. 156 Usage held in 2 hands Bulk 2 --- A tentacle cannon is a +1 striking weapon , built using components from squids, krakens, and sometimes even stranger tentacled creatures like alghollthu. It’s a distinct type of martial firearm that deals 1d8 piercing damage. It has the capacity 5, concussive, and fatal d12 traits, a range increment of 30 feet, and reload 2. The weapon itself resembles a five-barreled handheld cannon with each barrel made from a hollowed out tentacle. Activate Two Actions Interact (magical, transmutation) Effect You cause one of the tentacles forming the weapon’s five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle attempts to Grapple with a +13 bonus. It can attempt to Grapple any creature, regardless of size. On a success, the tentacle pulls the creature up to 10 feet directly towards you, until it’s in a square adjacent to you. Activate Single Action Interact; Requirements The tentacle cannon has a creature grabbed; Effect You continue to keep the tentacle cannon’s hold on one creature it has grabbed. Attempt another check to Grapple the creature with a +13 bonus. Activate Two Actions Interact; Frequency once per hour; Effect The cannon fires a spray of ink in a 15-foot cone. Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in ink and becomes blinded for 1 round and dazzled for 1 minute or until it removes the ink. On a critical failure, the creature becomes blinded and dazzled; both conditions last for 1 minute or until it removes the ink. The creature, or an adjacent creature, can use an Interact action to remove the ink from its eyes to remove the blinded and dazzled conditions. Craft Requirements The initial raw materials must include the tentacles and ink glands of a creature with a tentacle Strike and ink. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Tentacle Cannon Source Guns & Gears pg. 156 Price 360 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Tentacle Cannon (Greater) Source Guns & Gears pg. 156 Price 2,000 gp --- A greater tentacle cannon is a +2 greater striking weapon . It has a +20 bonus to Grapple, and its ink spray DC is 30. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tentacle Cannon (Major) Source Guns & Gears pg. 156 Price 15,000 gp --- A major tentacle cannon is a +3 greater striking weapon . It has a +27 bonus to Grapple, and its ink spray DC is 37.","skill_mod":{},"summary":"A greater tentacle cannon is a +2 greater striking weapon . It has a +20 bonus to Grapple, and its ink spray DC is 30.","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4276","name":"Tentacle Cannon (Greater)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4276-3863"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"item_parent_id":"equipment-4276","weakness":{},"school":"evocation","price":1500000,"trait":["Evocation","Magical","Uncommon"],"id":"equipment-4276-3864","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Tentacle Cannon Source Guns & Gears pg. 156 Usage held in 2 hands Bulk 2 --- A tentacle cannon is a +1 striking weapon , built using components from squids, krakens, and sometimes even stranger tentacled creatures like alghollthu. It’s a distinct type of martial firearm that deals 1d8 piercing damage. It has the capacity 5, concussive, and fatal d12 traits, a range increment of 30 feet, and reload 2. The weapon itself resembles a five-barreled handheld cannon with each barrel made from a hollowed out tentacle. Activate Two Actions Interact (magical, transmutation) Effect You cause one of the tentacles forming the weapon’s five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle attempts to Grapple with a +13 bonus. It can attempt to Grapple any creature, regardless of size. On a success, the tentacle pulls the creature up to 10 feet directly towards you, until it’s in a square adjacent to you. Activate Single Action Interact; Requirements The tentacle cannon has a creature grabbed; Effect You continue to keep the tentacle cannon’s hold on one creature it has grabbed. Attempt another check to Grapple the creature with a +13 bonus. Activate Two Actions Interact; Frequency once per hour; Effect The cannon fires a spray of ink in a 15-foot cone. Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in ink and becomes blinded for 1 round and dazzled for 1 minute or until it removes the ink. On a critical failure, the creature becomes blinded and dazzled; both conditions last for 1 minute or until it removes the ink. The creature, or an adjacent creature, can use an Interact action to remove the ink from its eyes to remove the blinded and dazzled conditions. Craft Requirements The initial raw materials must include the tentacles and ink glands of a creature with a tentacle Strike and ink. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Tentacle Cannon Source Guns & Gears pg. 156 Price 360 gp <title level=\"2\" right=\"Item 13\" pfs=\"Standard\" > Tentacle Cannon (Greater) Source Guns & Gears pg. 156 Price 2,000 gp --- A greater tentacle cannon is a +2 greater striking weapon . It has a +20 bonus to Grapple, and its ink spray DC is 30. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Tentacle Cannon (Major) Source Guns & Gears pg. 156 Price 15,000 gp --- A major tentacle cannon is a +3 greater striking weapon . It has a +27 bonus to Grapple, and its ink spray DC is 37.","skill_mod":{},"summary":"A major tentacle cannon is a +3 greater striking weapon . It has a +27 bonus to Grapple, and its ink spray DC is 37.","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Beast Guns","resistance":{},"url":"/Equipment.aspx?ID=4276","name":"Tentacle Cannon (Major)","bulk":2,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4276-3864"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"price":36000,"trait":["Cobbled","Magical","Uncommon"],"id":"equipment-4277","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Liar's Gun Source Guns & Gears pg. 156 Price 360 gp Usage held in 1 hand Bulk L Base Weapon Pepperbox --- This dubious weapon gets its name from the fact that it’s typically crafted with multiple false barrels so that it’s more difficult for enemies to predict the weapon’s angle of fire from the four working barrels. Most of the time, this gun functions as a +1 striking pepperbox with capacity 4 instead of capacity 3, albeit one with a complicated loading mechanism involving rotating the barrels. In a pinch though, all four of the real barrels can be fired simultaneously. Activate Two Actions Interact; Effect Make up to four Strikes with the liar’s gun . Each of the four Strikes must be against a different target within a 20-foot cone. You apply and increasing your multiple attack penalty for the four Strikes only after resolving all attacks. If the weapon misfires on any of these attacks, wait to apply the misfire until you resolve all of the attacks.\n","skill_mod":{},"summary":"This dubious weapon gets its name from the fact that it’s typically crafted with multiple false barrels so that it’s more difficult for enemies to …","primary_source":"Guns & Gears","trait_group":["Weapon","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4277","base_item":["Pepperbox"],"name":"Liar's Gun","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4277"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"school":"transmutation","trait":["Cursed","Magical","Rare","Transmutation"],"id":"equipment-4278","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Arboreal's Revenge Source Guns & Gears pg. 160 Usage held in 2 hands Bulk 2 Base Weapon Blunderbuss --- This walnut and brass +1 striking blunderbuss has a natural look, with wood worn smooth by time, but left knotted and gnarled. The handgrip beneath the flared muzzle is a wellpositioned bulging tree knot, and the long stock looks as if it was grown to fit you. On closer examination, the whorls and rings in the wood resemble eyes. Arboreal’s revenge is a haunted firearm constructed with wood hewn from a living arboreal, slaying the arboreal and trapping its spirit in the firearm. Perhaps a patient wielder could one day put the arboreal’s spirit to rest, or at least come to terms with it, abating the drawbacks of the weapon while keeping its advantages. When you first fire arboreal’s revenge , the blunderbuss fuses with you, after which it’s almost impossible to remove it from your possession with a remove curse or similar effect, like many cursed items. You gain weakness 5 to fire and the flat check for you to recover from persistent fire damage increases from 15 to 17, or from 10 to 12 if you receive appropriate help. Whenever you wield arboreal’s revenge , the arboreal spirit bound to the blunderbuss attempts to overtake you. The wood handgrip sprouts roots which grow around your hand, binding both of your hands to the firearm. You gain a +4 circumstance bonus to your Reflex DC when defending against checks to Disarm you. However, you can’t Release your grip on the blunderbuss until you forcibly tear off the roots, though they do allow you to move your hands enough (and only enough) to reload and fire the blunderbuss. Tearing off the roots takes 1 minute. The arboreal haunting the firearm can use the following two effects whenever it wants, often using them at random. You can coax it into performing them each intentionally once per day, with the following activations. Activate Free Action command; Frequency once per day; Effect The arboreal haunting the blunderbuss attempts to regrow itself into a new physical body by sprouting from the bodies of all the creatures that the firearm recently harmed. You and all creatures within 60 feet damaged by arboreal’s revenge within the last minute must attempt a DC 20 Fortitude saving throw. On a failure, they take a –10-foot circumstance penalty to their Speeds as roots rapidly sprout from their wounds, which lasts until they Escape (DC 20). Activate Two Actions command, Interact; Frequency once per day; Effect You cast barkskin from the blunderbuss as a 2nd-level primal spell. However, the weakness to fire imposed by barkskin is cumulative with the weakness to fire imposed by this weapon’s curse, for a total of weakness 8 to fire.\n","skill_mod":{},"summary":"This walnut and brass +1 striking blunderbuss has a natural look, with wood worn smooth by time, but left knotted and gnarled. The handgrip …","primary_source":"Guns & Gears","trait_group":["Equipment","Mechanics","Rarity","School"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4278","base_item":["Blunderbuss"],"name":"Arboreal's Revenge","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4278"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"school":"evocation","trait":["Cursed","Evocation","Fire","Magical","Rare"],"id":"equipment-4279","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Immolation Clan Pistol Source Guns & Gears pg. 160 Usage held in 1 hand Bulk 1 Base Weapon Clan Pistol --- This charred and blackened +2 striking clan pistol is coated in a thick layer of soot and grease and its retort sounds uncomfortably like a scream. Clearly at dangerous risk of misfire, this weapon claimed the life of its dwarven crafter shortly after completion and is haunted by that pained spirit. This ever-burning spirit keeps the firearm warm to the touch, regardless of surrounding environment. No matter how much you clean and maintain it, an immolation clan pistol is always at risk of a misfire, and the flat check to avoid a misfire is DC 7 rather than DC 5. On a misfire, an immolation clan pistol releases a blast of concentrated fire, dealing you 2d6 fire damage and 2d6 persistent fire damage. An immolation clan pistol fuses with you when you first fire it. While you’re fused with the immolation clan pistol , the pained spirit haunts your dreams, forcing you to relive its death each night. If you fired the immolation clan pistol that day, you are unharmed by these dreams. If you didn’t fire the immolation clan pistol that day, but still possess it, you awaken fatigued. If you no longer possess the immolation clan pistol , the spirit of its dwarven smith is enraged by your neglect; you awaken fatigued and aflame, taking 2d6 persistent fire damage. Regardless, these nightmares possess clues to the spirit’s life. If you take the immolation clan pistol to the site of its creation and repair it with tools belonging to the tormented spirit, you might be able to break the curse. If the spirit is set free, this weapon becomes a +2 greater striking flaming clan pistol with no other abilities or curses. Activate Two Actions command, Interact; Frequency once per day; Effect You allow yourself to become partially possessed by the immolated spirit bound to the hand cannon. For 1 minute, you look like a flaming corpse. During this time, you gain a +2 status bonus to Intimidation checks and the immolation clan pistol becomes a +2 striking flaming clan pistol .\n","element":["Fire"],"skill_mod":{},"summary":"This charred and blackened +2 striking clan pistol is coated in a thick layer of soot and grease and its retort sounds uncomfortably like a scream. …","primary_source":"Guns & Gears","trait_group":["Equipment","School","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4279","base_item":["Clan Pistol"],"name":"Immolation Clan Pistol","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4279"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Cursed Items","speed":{},"weakness":{},"school":"enchantment","trait":["Cursed","Enchantment","Evil","Fire","Magical","Rare"],"id":"equipment-4280","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Pact-Bound Pistol Source Guns & Gears pg. 161 Usage held in 1 hand Bulk L Base Weapon Dueling Pistol --- Wielded in over a hundred duels by the famed Ustalavic noblewoman Countess Tasya Iserav, this +1 striking fearsome dueling pistol is a work of master craftsmanship, almost eerie in the axiomatic perfection present in each dimension and detail. Commissioned at great expense and artfully designed by a team of the finest gunsmiths, this exquisite mahogany pistol has adamantine detailing. The ruby-eyed, leering devil’s face that surrounds the barrel was intended to strike fear into the Countess’s opponents—of which there were many. Countess Tasya credited this weapon with her exceptional success in dueling circles and refused to name the weapon’s creators for fear their works would fall into an opponent’s hands. In the past decade, seven replicas of the Countess’s famed pistol have arisen, each said to be crafted by the Countess’s anonymous gunsmiths. That each of these weapon’s wielders have quickly risen to become exceptional duelists in their own right has lent credence to their claims. Despite public pressure, wielders of these replicas have refused to square off against the Countess. Despite the weapon’s beauty and utility, a pact-bound pistol is a cursed weapon and a physical manifestation of an infernal contract sworn between the bearer of the weapon and the Archdevil Mephistopheles. Each pact-bound pistol was crafted not by a team of master artisans, but by Countess Tasya Iserav herself, a secret diabolist and devoted priestess of The Crimson Son. The very act of firing the weapon is an acceptance of the contract’s terms and causes the weapon to fuse to you. Thereafter, the weapon reappears in your possessions within 1 minute of you discarding it, and can’t be destroyed or thrown away permanently, until the curse is removed. Whenever you attack a living creature with the pact‑bound pistol, text from the infernal contract is seared into your flesh, causing you to lose 1 Hit Point, or 2 Hit Points if the attack was a critical success. The text appears one sentence at a time, from the beginning to the end and is written in Infernal. When the contract is fully scribed (see below), you no longer lose Hit Points when you attack a living creature. These burned phrases heal over as scars which can’t be removed while you are fused to the weapon, although they can be covered and disguised. Each time a creature dies within 1 hour of being damaged by a pact-bound pistol , that creature must attempt a DC 25 Will saving throw. On a failure, their soul is consigned to the Archdevil Mephistopheles; their soul immediately goes to Hell and they can’t be returned to life through any means short of divine intervention, a heist, or a successful appeal in the courts of Hell; even powerful magic such as wish is insufficient. After you have consigned 9 souls to Mephistopheles in this way, the contract is fully scribed upon your flesh. You become immune to fire damage and the pact-bound pistol becomes a +2 striking greater fearsome dueling pistol . Your soul belongs to Mephistopheles and immediately goes to Hell when you die. You can’t be returned to life through any means, even through the divine intervention of a deity. Failing to wield a pact-bound pistol is a breach of contract. Each day you go without firing the pact‑bound pistol at a living creature, you must attempt a Will saving throw. On a failure, you become stupefied 1. If you are already stupefied, the value of your stupefied condition increases by 1, to a maximum of stupefied 4. While you’re fused with the pact-bound pistol , you can’t reduce the value of your stupefied condition except by damaging a living creature with it. Whenever you damage a living creature with it, if you are suffering from the stupefied condition due to the pact-bound pistol , your stupefied condition is removed.\n","element":["Fire"],"skill_mod":{},"summary":"Wielded in over a hundred duels by the famed Ustalavic noblewoman Countess Tasya Iserav, this +1 striking fearsome dueling pistol is a work …","primary_source":"Guns & Gears","trait_group":["Equipment","School","Alignment","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4280","base_item":["Dueling Pistol"],"name":"Pact-Bound Pistol","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4280"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Intelligent","Occult","Rare"],"id":"equipment-4281","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Animate Dreamer Source Guns & Gears pg. 161 Usage held in 2 hands Bulk 2 Base Weapon Dwarven Scattergun --- Perception +26; precise vision 60 feet, imprecise hearing 30 feet Communication telepathy (Common, and six other common languages) Skills Arcana +30, Deception +27, Diplomacy +27, Occultism +30 Int +6, Wis +4, Cha +4 Will +26 --- The gunsmith that created this marvelous +2 greater striking spell-storing scattergun poured so much love and care into its creation that the weapon gained a spark of sentience. However, at first it was completely incapable of expressing itself. This led a seething frustration to grow within the weapon, as it yearned desperately to respond to the same love and affection that created it. Through decades of effort, it gained the ability to communicate empathically, then telepathically. Now, the weapon is capable of exerting its influence over other inanimate objects. Despite the weapon’s progress, years of feeling helpless have given the animate dreamer a singular goal: to obtain and occupy a body of its own. An animate dreamer is cunning, intelligent, and patient. It urges you to create a body for it and is willing to go to any lengths to see its goals come to fruition, including coercion, deception, and violence. An animate dreamer desires a permanent body but isn’t picky about the body’s form or the methods it has to use in order to gain it. Therefore, an animate dreamer is just as happy in a living body stolen from an innocent as it would be in an artificially constructed body, or even an undead corpse. If you refuse to work towards creating or obtaining a body for the animate dreamer , it will likely use its possession ability to try and take control of you and use your body to find a permanent replacement for itself. Activate Two Actions command; Requirements The animate dreamer has a stored spell. It can see a creature it hit and damaged within the last minute, and that creature’s within 120 feet of animate dreamer ; Effect The animate dreamer casts its stored spell at a target that meets the requirements. This empties the spell from the weapon and allows a spell to be cast into it again. The animate dreamer has a spell attack roll of +25 and a spell DC of 33 with the stored spell. Activate Three Actions command; Effect The animate dreamer focuses on a single unattended inanimate object in an area it can see and exerts its will over the object, temporarily levitating it around. The animate dreamer casts mage hand as a 5th-level occult spell. Activate Three Actions command; Frequency once per day; Effect The animate dreamer attempts to achieve its goal of occupying a body of its own and casts possession as a 7th-level spell with a spell DC of 33. The weapon still functions as a +2 greater striking spell-storing scattergun while this effect is active but loses all other special abilities until the spell expires and the animate dreamer’s intellect returns to it.\n","skill_mod":{},"summary":"The gunsmith that created this marvelous +2 greater striking spell-storing scattergun poured so much love and care into its creation that the …","primary_source":"Guns & Gears","trait_group":["School","Equipment","Tradition","Rarity"],"level":15,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4281","base_item":["Dwarven Scattergun"],"name":"Animate Dreamer","alignment":"CN","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4281"},{"primary_source_category":"Rulebooks","usage":"held in 1 or 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Intelligent","Primal","Rare"],"id":"equipment-4282","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Boastful Hunter Source Guns & Gears pg. 162 Usage held in 1 or 2 hands Bulk 2 Base Weapon Jezail --- Perception +11; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common) Skills Nature +9, Performance +10, Survival +11 Int +0, Wis +2, Cha +3 Will +11 --- Possessing a boisterous, proud demeanor, this +1 jezail is an aspiring big game hunter, always quick to share a tale of its bold adventures and predatory conquests—although the veracity of such tales is often questionable. A boastful hunter enjoys tracking and hunting animals of all kinds but takes particular pleasure in taking down large, dangerous, or rare animals. Against an animal, the boastful hunter deals 1d6 additional damage. On a critical hit against an animal, the boastful hunter also deals 1d6 persistent bleed damage. A boastful hunter urges you to face off against tougher and tougher creatures—a challenge the ambitious rifle may not be adequate to deal with. If the boastful hunter goes one week without participating in a hunt against an animal of at least your level, it becomes bored. A bored boastful hunter complains incessantly and imposes a –1 item penalty to attack rolls against non-animal targets. A bored boastful hunter can be appeased by using it in combat against an animal of at least your level. Unable to accept its own weaknesses, a boastful hunter blames any failed hunts on you, and considers remarks about its strength or quality a terrible insult. An insulted boastful hunter badmouths you to sentient creatures you interact with, imposing a –1 item penalty to Deception, Diplomacy, and Intimidation skill checks, and all attacks with it incur a misfire chance until the weapon is appeased. An insulted boastful hunter can be appeased by complimenting it and succeeding at a Diplomacy check against its Will DC two days in a row. You can only attempt a Diplomacy check to appease the boastful hunter once each day.\n","skill_mod":{},"summary":"Possessing a boisterous, proud demeanor, this +1 jezail is an aspiring big game hunter, always quick to share a tale of its bold adventures …","primary_source":"Guns & Gears","trait_group":["School","Equipment","Tradition","Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4282","base_item":["Jezail"],"name":"Boastful Hunter","alignment":"NG","bulk":2,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4282"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Intelligent","Occult","Rare"],"id":"equipment-4283","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Duchy Defender Source Guns & Gears pg. 162 Usage held in 2 hands Bulk 1 Base Weapon Flintlock Pistol --- Perception +26; precise vision 60 feet, imprecise hearing 30 feet Communication speech (Common, Dwarven, Kelish, Osiriani) Skills Diplomacy +23, Intimidation +23, Alkenstar Lore +25, Firearm Lore +25, Society +21 Int +2, Wis +5, Cha +4 Will +26 --- Patriotic to the extreme, this +2 greater striking flaming flintlock musket was among the first firearms forged in the Gunworks and was wielded by Ancil Alkenstar, founder of the Grand Duchy of Alkenstar. In Alkenstar’s hands, the musket was used to defend the burgeoning Grand Duchy from outside threats, including mutants of the Mana Wastes, Nexian constructs, and undead from Geb. After Ancil’s death, the weapon was passed down, per his own decree, not to his heirs but to the greatest defender of Alkenstar, as determined by the weapon’s previous owner. Over time, the devotion and heroism of each successive wielder left a psychic imprint on the weapon, until it developed an intellect and drive of its own. A duchy defender is a powerful weapon with a rigid personality. It follows the laws of Alkenstar to the letter, and fights in defense of its nation. If these two priorities ever clash, a duchy defender prioritizes the protection of Alkenstar and its citizens over following the laws themselves, since laws can change, but the people will always need protecting. If you break the laws of Alkenstar, a duchy defender goes out of its way to call attention to you at inopportune times, such as when you’re engaged in an illegal activity, and attempts to see you pay for your crimes, up to and including outing you to law enforcement and providing testimony against you in court. If a duchy defender is used unjustly against a citizen of Alkenstar, the weapon automatically misfires. If the weapon is removed from the Grand Duchy of Alkenstar without a reason that directly benefits the duchy, the duchy defender transports itself away, reappearing in the hands of a previous worthy owner, or elsewhere in Alkenstar if no such previous owner lives. In the hands of a worthy owner, a duchy defender is nearly impossible to steal, since it transports itself back to you at the first opportunity after someone takes it, and it grants you a +2 circumstance bonus to their Reflex DC to resist being disarmed of it. Activate Two Actions command; Frequency once per round; Effect The duchy defender focuses its will on a single target it can see and who it knows is guilty of committing a crime within Alkenstar’s borders. The next time the duchy defender damages this target, it deals an additional 2d8 precision damage. Activate Three Actions command (conjuration, magical, teleportation) Effect The duchy defender travels through the air at a speed faster than light, returning to the hands of a previous owner who has been deemed worthy. If the owner’s hands are full, the duchy defender instead appears on the ground in their space. If there is no previous owner the duchy defender deems worthy that lives, it instead travels to a random public location within Alkenstar. Traveling to an unknown location is draining; after doing so, the duchy defender can’t transport itself anywhere for 1d4 days.\n","skill_mod":{},"summary":"Patriotic to the extreme, this +2 greater striking flaming flintlock musket was among the first firearms forged in the Gunworks and was …","primary_source":"Guns & Gears","trait_group":["School","Equipment","Tradition","Rarity"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4283","base_item":["Flintlock Pistol"],"name":"Duchy Defender","alignment":"LG","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4283"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Intelligent Items","speed":{},"weakness":{},"school":"enchantment","trait":["Arcane","Enchantment","Intelligent","Rare"],"id":"equipment-4284","text":"<title level=\"1\" right=\"Item 8\" pfs=\"Standard\" > Sunken Pistol Source Guns & Gears pg. 163 Usage held in 1 hand Bulk 1 Base Weapon Dragon Mouth Pistol --- Perception +12; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common) Skills Intimidation +19, Navigation Lore +14, Sailing Lore +14 Int +0, Wis +2, Cha +4 Will +16 --- A sunken pistol is imbued with the unfulfilled desires and insatiable greed of its previous wielder, a notorious pirate drowned at sea. Once a beautiful and artistically wrought weapon, a sunken pistol is coated in a fine layer of dried salt and encrusted with barnacles. Each shot fired from this +1 striking dragon mouth pistol is now coated in a layer of salty ectoplasm and has the effects of a ghost touch rune. You can shoot the sunken pistol underwater, even when using black powder ammunition. A sunken pistol urges you to amass a horde of treasure even a dragon would be proud of. The methods used to acquire these riches matter not to the greedy pirate pistol, so long as you amass and hoard excessive wealth. Above all else, a sunken pistol desires the return of its own treasure, which might rest in the wreck of its sunken ship’s hold or be hidden on a dangerous island. In pursuit of treasure, a sunken pistol offers nautical and navigation advice to you, though it refuses such aid during less lucrative ventures. If you prove a profitable partner, the sunken pistol aids you in combat by Demoralizing your opponents (see the first Activation below). If you prove charitable or unwilling to retrieve its treasure, the sunken pistol turns its ire on you, Demoralizing you during combat until you relent. If you repeatedly refuse the sunken pistol , it would be wise to not accept water breathing from it, as it might attempt to drown you to allow a more suitable wielder to acquire it from your corpse. The sunken pistol can use the following activations. Activate Single Action command; Frequency once per minute; Effect The sunken pistol curses and insults a creature it can see, attempting an Intimidation check to Demoralize that creature. Activate Three Actions command; Frequency once per day; Effect The sunken pistol casts water breathing on you as a 3rd-level arcane spell. The sunken pistol can Dismiss this spell, so be sure to keep the gun happy if you’re relying on its good graces to breathe!\n","skill_mod":{},"summary":"A sunken pistol is imbued with the unfulfilled desires and insatiable greed of its previous wielder, a notorious pirate drowned at sea. Once a …","primary_source":"Guns & Gears","trait_group":["Tradition","Monster","School","Equipment","Rarity"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4284","base_item":["Dragon Mouth Pistol"],"name":"Sunken Pistol","alignment":"CN","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4284"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Fire","Magical","Poison","Unique"],"id":"equipment-4285","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Hyldarf's Fang Source Guns & Gears pg. 164 Usage held in 1 hand Bulk 1 Base Weapon Hand Cannon --- This +2 greater striking hand cannon is carved and crafted from a single large fang, worn with age and cracked with red lines. The tip of the fang has been filed down, but still leaks black fluid occasionally. It was fashioned from the tooth of the tor linnorm Hyldarf by a half-Ulfen gunsmith from Tian Xia who sought the title of linnorm king. Though the smith failed to slay the linnorm, he did claim the mighty dragon’s tooth and fashion it into a magic firearm that still drips warm venom. Hyldarf survived the encounter with her attacker and slew the gunsmith years later, though by then the smith had already bequeathed the weapon to his chosen heir and it was far out of her grasp. The linnorm still searches for her missing tooth, portending potential doom for the weapon’s owner. The weapon deals an additional 2d6 fire damage on a successful Strike, plus 3d10 persistent fire damage on a critical hit. Fire damage dealt by this weapon (including persistent fire damage and damage from Hyldarf’s Venom) ignores the target’s fire resistance. Activate Three Actions command, evision; Frequency once per day; Effect You call upon Hyldarf’s power to gain the magic of a linnorm for a brief time. For 1 minute, you gain the effects of fly , freedom of movement , and true seeing as well as fire resistance 20. Activate Single Action Interact; Frequency once per minute; Effect You soak your shot in the fluid of the fang, imbuing it with Hyldarf’s venom. The next Strike you make with Hydalf’s Fang before the end of your next turn delivers the venom to the target. Hyldarf’s Venom (fire, injury, poison) Saving Throw DC 34; Maximum Duration 3 rounds; Stage 1 3d6 fire damage and sickened 1; Stage 2 6d6 fire damage and sickened 2.\n","element":["Fire"],"skill_mod":{},"summary":"This +2 greater striking hand cannon is carved and crafted from a single large fang, worn with age and cracked with red lines. The tip of the …","primary_source":"Guns & Gears","trait_group":["School","Energy","Elemental","Planar","Monster","Mechanics","Poison","Affliction","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4285","base_item":["Hand Cannon"],"name":"Hyldarf's Fang","bulk":1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-4285"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Unique"],"id":"equipment-4286","text":"<title level=\"1\" right=\"Item 6\" pfs=\"Standard\" > Iris of the Sky Source Guns & Gears pg. 165 Usage held in 2 hands Bulk 2 Base Weapon Jezail --- This +1 striking jezail is built from white hot metal and has a ruby fused into the palm wood stock. When the iris of the sky misfires, you take 5 persistent fire damage. The first firearm of this type came as the result of a gunslinger who entreated an efreeti, wishing for the might of the desert sun. The weapon constantly glows and burns with a brilliant intensity. The firearm has since belonged to an extensive string of users and been replicated several times, though each wielder of the weapon, whether the original or one of its copies, has eventually ended up as a charred husk, slain by fire in battle or unusual accidents that no one could quite explain except, perhaps, the efreet. Activate Single Action envision; Frequency once per minute; Effect You focus the solar energy housed in the ruby to release a gout of solar flame instead of a bullet. Make a Strike with the iris of the sky . All damage from this Strike is fire damage and the target takes an additional 1d6 fire damage and 1d6 persistent fire damage. Activate Two Actions command, envision (fortune) Frequency once per minute; Effect You make a wish into the iris of the sky , yearning for it to strike true, and then fire. Strike against a foe with the iris, rolling the attack roll twice and taking the better result. If the attack is a failure, you take 5 persistent fire damage.\n","skill_mod":{},"summary":"This +1 striking jezail is built from white hot metal and has a ruby fused into the palm wood stock. When the iris of the sky misfires, you …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4286","base_item":["Jezail"],"name":"Iris of the Sky","bulk":2,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-4286"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Magical","Unique"],"id":"equipment-4287","text":"<title level=\"1\" right=\"Item 15\" pfs=\"Standard\" > Mountebank's Passage Source Guns & Gears pg. 165 Usage held in 1 hand Bulk 1 Base Weapon Flintlock Pistol --- This +2 greater striking flintlock pistol has the odd construction of possessing two triggers, one of soapstone and one of onyx, clearly separated with individual trigger guards. Originally created by a student at Blythir College in Alkenstar, the mountebank’s passage has the ability to create temporary linked portals on existing surfaces. The weapon disappeared shortly after its invention, but rumors have circulated that it now belongs to a group of thieves who use it to commit impossible robberies. Activate Single Action Interact; Requirements the mountebank’s passage isn’t loaded; Effect You pull the soapstone trigger. Choose a vertical surface within 120 feet. A beam of white energy crackles to the vertical surface and creates a white portal on that surface. Any creature who moves through the white portal comes out through the mountebank’s passage’s black portal, if one exists on the same plane. Using this activation causes any previous white portal to disappear, even if you don’t create a new portal; otherwise, the portal lasts until your next daily preparations. Activate Single Action Interact; Requirements the mountebank’s passage isn’t loaded; Effect You pull the onyx trigger. Choose a vertical surface within 120 feet. A beam of black energy crackles to the vertical surface and creates a black portal on that surface. Any creature who moves through the black portal comes out through the mountebank’s passage’s white portal, if one exists on the same plane. Using this activation causes any previous black portal to disappear; even if you don’t create a new portal; otherwise, the portal lasts until your next daily preparations.\n","skill_mod":{},"summary":"This +2 greater striking flintlock pistol has the odd construction of possessing two triggers, one of soapstone and one of onyx, clearly …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Rarity"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4287","base_item":["Flintlock Pistol"],"name":"Mountebank's Passage","bulk":1,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-4287"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"necromancy","trait":["Evil","Magical","Necromancy","Unique"],"id":"equipment-4288","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Reaper's Grasp Source Guns & Gears pg. 165 Usage held in 2 hands Bulk 2 Base Weapon Arquebus --- This +2 striking arquebus has an ashwood stock plated with worked silver, featuring a mosaic of agonized skulls carved into the metal. The mere mention of Galt’s infamous final blades is enough to make any mortal creature shudder. Used to execute political opponents in the nation’s constant civil war, these guillotines hold the souls of those they execute, preventing them from reaching a natural afterlife. When one of the final blades was destroyed in 4710, some of the metal from its remains made its way to Alkenstar and was reforged into a deadly firearm that retained the guillotine’s soul-stealing properties. Whenever the reaper’s grasp kills a sapient living or undead creature, a portion of that creature’s soul is drawn inexorably into the weapon, and another skull is added to the mosaic as if scrawled by an invisible hand, to a maximum of 10 souls. Creatures whose souls are protected by outside forces, such as a lich’s soul cage, are immune to this effect, though the process, while painful, does not prevent the soul from going to the afterlife or being resurrected Keep track of the level of each creature whose souls are stored in the reaper’s grasp . Activate Single Action envision (evil) Requirements There’s at least one soul stored in the reaper’s grasp ; Effect You channel the necromantic energy of a soul stored in the weapon into your next attack, increasing the attack’s destructive power. Choose a soul stored in the weapon. The next Strike you make with the reaper’s grasp before the end of your turn deals an additional negative damage equal to twice the level of the creature whose soul you chose. Using this ability releases the chosen soul, and a skull on the mosaic fades away. Activate Single Action envision (evil) Requirements There’s at least one soul stored in the reaper’s grasp ; Effect You channel the necromantic energy of a soul stored in the weapon into a mantle around you, protecting you from harm. Choose a soul stored in the weapon. You gain temporary Hit Points equal to three times the level of the creature whose soul you chose, which last until the end of your next turn. Using this ability releases the chosen soul, and a skull on the mosaic fades away.\n","skill_mod":{},"summary":"This +2 striking arquebus has an ashwood stock plated with worked silver, featuring a mosaic of agonized skulls carved into the metal. The mere …","primary_source":"Guns & Gears","trait_group":["Alignment","Mechanics","School","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4288","base_item":["Arquebus"],"name":"Reaper's Grasp","bulk":2,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-4288"},{"primary_source_category":"Rulebooks","usage":"held in 2 hands","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"enchantment","trait":["Enchantment","Magical","Primal","Unique"],"id":"equipment-4289","text":"<title level=\"1\" right=\"Item 16\" pfs=\"Standard\" > Rowan Rifle Source Guns & Gears pg. 166 Usage held in 2 hands Bulk 2 --- In a dense forest within Arcadia, djezet fell from the sky millennia ago, even before Earthfall. While this metal was poisonous to most of the plant life growing nearby, one stubborn rowan tree refused to die, its roots slowly absorbing djezet in small particles from the ground until the entire plant was suffused with it. Fey bowyers discovered the remarkable plant and coaxed it into growing into a very particular shape, its branching trunks woven together into a tightly twisted and naturally rifled barrel. One of the legendary star guns, Arcadia’s greatest treasures, the Rowan Rifle is a +2 greater fearsome speed greater striking advanced firearm with a range of increment of 300 feet. It deals 1d8 fire damage and has the backstabber, concussive, and fatal d12 traits. As a star gun, the Rowan Rifle runs on magic, and doesn’t use ammunition or black powder. As a weapon forged to protect the fey peoples of Arcadia, the Rowan Rifle’s enchantments prevent it from ever causing harm to a creature with the fey trait; any attempt to shoot a fey with it results in an automatic misfire. This legendary star gun is as much a badge of office as a weapon, as it denotes dominion over all Briarbough. If the Rowan Rifle’s wielder is fey, or if they were specifically given the Rowan Rifle by a fey creature who recognized them as a worthy champion, they can use the following activations. Activate Single Action envision; Effect You will the Rowan Rifle to change the energy it fires from the white-hot energy of summer that glows like a star to the shivering chill of winter, the crackling electricity of the storm, or even the sonic vibrations of a roar. The Rowan Rifle’s damage type changes from its current damage type to cold, electricity, fire, or sonic. On the next sunrise, the Rowan Rifle returns to dealing fire damage. Activate Two Actions command, Interact; Effect The Rowan Rifle fires a 60-foot line of liquid djezet that wraps around all creatures in the affected area before hardening, which impedes them with metallic vines unless the affected creature succeeds at a DC 35 Reflex save. A creature who fails the save takes a –15-foot circumstance penalty to their Speeds, and a creature who critically fails is immobilized. A creature who succeeds at a DC 35 Escape check ends this effect. Otherwise, the djezet vines last for 10 minutes before crumbling away. Activate command, envision, Interact (1 minute); Frequency once per 10 minutes; Effect You hold aloft the Rowan Rifle and step into a tree in Briarbough, and you tree stride to another tree in Briarbough.\n","skill_mod":{},"summary":"In a dense forest within Arcadia, djezet fell from the sky millennia ago, even before Earthfall. While this metal was poisonous to most of the plant …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Tradition","Rarity"],"level":16,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4289","name":"Rowan Rifle","bulk":2,"category":"equipment","pfs":"Standard","rarity":"unique","slug":"equipment-4289"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"illusion","price":140000,"trait":["Illusion","Primal","Rare"],"id":"equipment-4290","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Tiger's Claw Source Guns & Gears pg. 166 Price 1,400 gp Usage held in 1 hand Bulk 1 Base Weapon Dueling Pistol --- This +2 striking fearsome dueling pistol is made from fine tigerwood, with the head of a tiger as the muzzle. Beneath the tiger head is a claw shaped bayonet. One of a set of four guns crafted as a gift to a Zenj family for delivery of rare healing and diseaseabating herbs during an outbreak of a deadly disease in the Grand Duchy of Alkenstar, these firearms are now passed down to those who have done brave acts in service to the Zenj people. The flintlock sparks thrown by this weapon take the shape of pouncing tigers and the firearm’s report sounds like a tiger’s growl. Clever wielders use the firearm’s report to panic their prey into mistakes and then pounce for the kill. This firearm’s bullets deal slashing damage instead of piercing and add an additional 1d6 persistent bleed damage on a critical hit. This persistent bleed damage causes tiger‑claw-shaped wounds to appear on the target. Activate Two Actions envision; Frequency once per day; Effect You capitalize on the fears your firearm engenders, terrifying your foes. Make a ranged Strike with this firearm against a target. If you successfully deal damage to your target, the target is also affected by a 4th-level phantasmal killer with a spell DC of 28. While phantasmal killer typically takes the shape of the target’s worst fear, this effect always appears to the target in the form of a majestic and ferocious tiger.\n","skill_mod":{},"summary":"This +2 striking fearsome dueling pistol is made from fine tigerwood, with the head of a tiger as the muzzle. Beneath the tiger head is a …","primary_source":"Guns & Gears","trait_group":["School","Monster","Tradition","Rarity"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4290","base_item":["Dueling Pistol"],"name":"Tiger's Claw","bulk":1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4290"},{"primary_source_category":"Rulebooks","usage":"held in 1 hand","source":["Guns & Gears"],"type":"Item","item_category":"Weapons","speed":{},"weakness":{},"school":"evocation","price":300000,"trait":["Chaotic","Evocation","Magical","Rare"],"id":"equipment-4291","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Pistol of Wonder Source Guns & Gears pg. 167 Price 3,000 gp Usage held in 1 hand Bulk L Base Weapon Flintlock Pistol --- This +2 greater striking flintlock pistol bears strange, jagged markings of erratic design and has an oddly squishy grip. It can be activated to produce a variety of unusual effects. Activate Two Actions command, Interact; Effect Choose a creature within 60 feet and roll a percentile die on the table below to determine the pistol’s effect. If an entry lists a spell, the pistol Casts that Spell at the indicated level (or at its lowest level, if no level is listed). You make any decisions for a spell cast by the pistol unless otherwise indicated, except that it must only target the creature you chose, or the creature you chose must be the center of the spell’s area, if it has an area but no targets. The only exception to the limitation on targeting is if the effect specifically states it targets you. If the spell’s range is less than 60 feet, increase the range to 60 feet. Any spell DC required is DC 29, and any spell attack roll required is +21. If the pistol casts a spell on you, you don’t get a saving throw or any other defense against it. Once activated, the pistol can’t be activated again for 1d4 hours. ## Pistol of Wonder d% Wondrous Effect 1–2 The pistol casts phantom steed (4th level) to produce a pale horse adjacent to you; only you can ride it. 3 The target becomes a shiny metal color (bronze, copper, or iron) and any sound or speech becomes tinny and robotic in nature; this effect lasts 1 month. 4–5 The pistol casts dimensional anchor. 6 &lt;%SPELLS%1655%%&gt; Modify memory (6th level) causes the target to forget you ever existed; you can’t Sustain the Spell. 7–13 A short rod protrudes from the pistol and unfurls a small flag that reads “Bang!”. The pistol can't be fired until the flag is removed, which requires a single Interact action. 14–16 You are pushed 30 feet directly away from the target; if you hit an object or creature, you stop, but take falling damage equal to the distance you moved (if you hit a creature, it takes the same amount of falling damage). 17–19 The target is pushed 30 feet directly away from you; if it hits an object or creature, it stops, but takes falling damage equal to the distance it moved (if it hits another creature, the other creature takes the same amount of falling damage). 20 You don't need to eat or drink for 1 week. 21–25 The pistol casts cloudkill . 26–30 The pistol casts heroism on you. 31 The pistol casts tree shape on you, except you appear as a Medium wooden grave marker bearing your name and the current date; you can’t Dismiss the spell for 1 round. 32 The pistol casts mask of terror , except the target appears as a more fearsome and violent version of itself to all observers. 33–35 The target knows you have a bullet with its name on it; the first time you Strike the target with the pistol before the end of your next turn, roll the attack roll twice and take the highest result (this is a fortune effect). 36–37 The pistol casts cloak of colors on you with a duration of 1d10 rounds. 38–47 The pistol casts hydraulic push (4th level) as water streams from the pistol. 48–50 The pistol casts dimension door on you, teleporting you to the space adjacent to the target opposite your current position; if that space isn’t clear, you instead teleport to the nearest open space. 51 The pistol casts disintegrate . 52 Dozens of tattered, nonmagical playing cards burst from the pistol's barrel. 53–54 Shadows crowd around the target, making all creatures concealed to the target while not in bright light; this effect lasts for 1 hour. 55–57 Normal vegetation within 30 feet of the target immediately dies and turns to ash. 58 The pistol casts dinosaur form on you to transform you into a triceratops; the pistol protrudes from the base of your front horn, and you can fire (but not reload) the pistol while in this form. 59 All non-artifact ammunition in your possession crumbles to dust. 60–69 You are quickened for 1 minute. You can use the extra action only to reload or fire the pistol. 70–71 The target is quickened for 1 minute. It can use the extra action only to Step or Stride. 72-79 The pistol casts phantasmal killer . 80–81 Dozens of bullet holes appear in the target's nonmagical clothing. The effect is purely cosmetic. 82–85 The pistol casts outcast's curse . 86 The pistol vanishes, reappearing among your possessions once it can be activated again. 87–91 The pistol casts solid fog , but with swirling dust and sand instead of fog. 92–96 The pistol casts stoneskin on you, making your skin rough and leathery; the target ignores the resistance you gain from this spell, and the target’s attacks don’t reduce the spell’s duration. 97–99 The pistol casts uncontrollable dance with a duration of 3 rounds, even on a failure or critical failure. 100 Reroll two results and apply both in the order rolled; further results of 100 on these rerolls have no effect. ","skill_mod":{},"summary":"This +2 greater striking flintlock pistol bears strange, jagged markings of erratic design and has an oddly squishy grip. It can be activated …","primary_source":"Guns & Gears","trait_group":["Alignment","School","Mechanics","Rarity"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Specific Magic Weapons","resistance":{},"url":"/Equipment.aspx?ID=4291","base_item":["Flintlock Pistol"],"name":"Pistol of Wonder","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4291"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":500,"skill":["Survival","Survival"],"trait":["Alchemical","Consumable"],"id":"equipment-4292","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Standard\" > Aromatic Ammunition Source Guns & Gears pg. 168 Price 5 gp Ammunition any Activate Single Action Interact --- The components of this ammunition emit a strong smell when combined during its activation. A creature hit by an activated aromatic ammunition gains a distinct odor for up to 1 hour or until the scent is washed off (requiring at least a gallon of water and 10 minutes of scrubbing). Any creatures within 30 feet smell the target, allowing even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which they can detect the target using their scent compared to the normal range of their scent.\n","ammunition":"any","skill_mod":{},"summary":"The components of this ammunition emit a strong smell when combined during its activation. A creature hit by an activated aromatic ammunition gains a …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4292","name":"Aromatic Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4292"},{"item_child_id":["equipment-4293-3865","equipment-4293-3866","equipment-4293-3867"],"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Consumable","Consumable","Evocation","Magical"],"id":"equipment-4293","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Awakened Metal Shot Source Guns & Gears pg. 168 Ammunition round Activate Single Action Interact --- These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal’s true potential. Each version has a different special effect. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Adamantine Shot) Source Guns & Gears pg. 168 Price 3,500 gp --- The shot is a high-grade adamantine bullet. The awakened adamantine breaks through any resistance. The shot ignores the first 20 resistance a creature has to physical damage, all damage, or piercing or bludgeoning damage. Against a golem or creature who already has a resistance bypassed by adamantine, or a weakness to adamantine, the shot shatters the target’s defenses, causing them to become flat-footed for 1 minute instead. Because adamantine is uncommon, this version of awakened metal shot is uncommon even for gunslingers or other characters with access to uncommon guns and bullets from this book. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Cold Iron Shot) Source Guns & Gears pg. 168 Price 2,300 gp --- The shot is a high-grade cold iron bullet. The awakened cold iron attempts to disrupt enchantments the target placed on others’ minds. You can name a creature you believe to be enchanted by your target or allow the shot to choose an enchanted creature randomly. On a hit, the shot attempts to counteract the enchantment the target is using to manipulate that creature’s mind. The counteract level is 9, and the counteract modifier is +27. If you fail (but don’t critically fail) the counteract check against a demon or fey, you get a success instead. If you hit a demon or fey with no active enchantment effects on other creatures, the target is stupefied 1 for 1 minute instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Silver Shot) Source Guns & Gears pg. 168 Price 2,300 gp --- The shot is a high-grade silver bullet. The awakened silver gleams with altered celestial moonlight designed to weaken and expose devils and werecreatures. On a hit, it attempts to counteract any polymorph effect on the target. The counteract level is 9, and the counteract modifier is +27. If you fail (but don’t critically fail) the counteract check against a devil or a werecreature, you get a success instead. If you counteracted the Change Shape ability, the creature can’t use that ability again for 1 round, or 1 minute on a critical success. If you hit a devil or werecreature not under a polymorph effect, the target is enfeebled 1 for 1 minute instead.","ammunition":"round","skill_mod":{},"summary":"These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal’s true potential. Each version has a different …","primary_source":"Guns & Gears","trait_group":["Equipment","School","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4293","name":"Awakened Metal Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4293"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4293","weakness":{},"school":"evocation","price":350000,"trait":["Consumable","Evocation","Magical"],"id":"equipment-4293-3865","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Awakened Metal Shot Source Guns & Gears pg. 168 Ammunition round Activate Single Action Interact --- These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal’s true potential. Each version has a different special effect. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Adamantine Shot) Source Guns & Gears pg. 168 Price 3,500 gp --- The shot is a high-grade adamantine bullet. The awakened adamantine breaks through any resistance. The shot ignores the first 20 resistance a creature has to physical damage, all damage, or piercing or bludgeoning damage. Against a golem or creature who already has a resistance bypassed by adamantine, or a weakness to adamantine, the shot shatters the target’s defenses, causing them to become flat-footed for 1 minute instead. Because adamantine is uncommon, this version of awakened metal shot is uncommon even for gunslingers or other characters with access to uncommon guns and bullets from this book. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Cold Iron Shot) Source Guns & Gears pg. 168 Price 2,300 gp --- The shot is a high-grade cold iron bullet. The awakened cold iron attempts to disrupt enchantments the target placed on others’ minds. You can name a creature you believe to be enchanted by your target or allow the shot to choose an enchanted creature randomly. On a hit, the shot attempts to counteract the enchantment the target is using to manipulate that creature’s mind. The counteract level is 9, and the counteract modifier is +27. If you fail (but don’t critically fail) the counteract check against a demon or fey, you get a success instead. If you hit a demon or fey with no active enchantment effects on other creatures, the target is stupefied 1 for 1 minute instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Silver Shot) Source Guns & Gears pg. 168 Price 2,300 gp --- The shot is a high-grade silver bullet. The awakened silver gleams with altered celestial moonlight designed to weaken and expose devils and werecreatures. On a hit, it attempts to counteract any polymorph effect on the target. The counteract level is 9, and the counteract modifier is +27. If you fail (but don’t critically fail) the counteract check against a devil or a werecreature, you get a success instead. If you counteracted the Change Shape ability, the creature can’t use that ability again for 1 round, or 1 minute on a critical success. If you hit a devil or werecreature not under a polymorph effect, the target is enfeebled 1 for 1 minute instead.","ammunition":"round","skill_mod":{},"summary":"The shot is a high-grade adamantine bullet. The awakened adamantine breaks through any resistance. The shot ignores the first 20 resistance a …","primary_source":"Guns & Gears","trait_group":["Equipment","School","Mechanics"],"level":18,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4293","name":"Awakened Metal Shot (Awakened Adamantine Shot)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4293-3865"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4293","weakness":{},"school":"evocation","price":230000,"trait":["Consumable","Evocation","Magical"],"id":"equipment-4293-3866","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Awakened Metal Shot Source Guns & Gears pg. 168 Ammunition round Activate Single Action Interact --- These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal’s true potential. Each version has a different special effect. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Adamantine Shot) Source Guns & Gears pg. 168 Price 3,500 gp --- The shot is a high-grade adamantine bullet. The awakened adamantine breaks through any resistance. The shot ignores the first 20 resistance a creature has to physical damage, all damage, or piercing or bludgeoning damage. Against a golem or creature who already has a resistance bypassed by adamantine, or a weakness to adamantine, the shot shatters the target’s defenses, causing them to become flat-footed for 1 minute instead. Because adamantine is uncommon, this version of awakened metal shot is uncommon even for gunslingers or other characters with access to uncommon guns and bullets from this book. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Cold Iron Shot) Source Guns & Gears pg. 168 Price 2,300 gp --- The shot is a high-grade cold iron bullet. The awakened cold iron attempts to disrupt enchantments the target placed on others’ minds. You can name a creature you believe to be enchanted by your target or allow the shot to choose an enchanted creature randomly. On a hit, the shot attempts to counteract the enchantment the target is using to manipulate that creature’s mind. The counteract level is 9, and the counteract modifier is +27. If you fail (but don’t critically fail) the counteract check against a demon or fey, you get a success instead. If you hit a demon or fey with no active enchantment effects on other creatures, the target is stupefied 1 for 1 minute instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Silver Shot) Source Guns & Gears pg. 168 Price 2,300 gp --- The shot is a high-grade silver bullet. The awakened silver gleams with altered celestial moonlight designed to weaken and expose devils and werecreatures. On a hit, it attempts to counteract any polymorph effect on the target. The counteract level is 9, and the counteract modifier is +27. If you fail (but don’t critically fail) the counteract check against a devil or a werecreature, you get a success instead. If you counteracted the Change Shape ability, the creature can’t use that ability again for 1 round, or 1 minute on a critical success. If you hit a devil or werecreature not under a polymorph effect, the target is enfeebled 1 for 1 minute instead.","ammunition":"round","skill_mod":{},"summary":"The shot is a high-grade cold iron bullet. The awakened cold iron attempts to disrupt enchantments the target placed on others’ minds. You can name …","primary_source":"Guns & Gears","trait_group":["Equipment","School","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4293","name":"Awakened Metal Shot (Awakened Cold Iron Shot)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4293-3866"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4293","weakness":{},"school":"evocation","price":230000,"trait":["Consumable","Evocation","Magical"],"id":"equipment-4293-3867","text":"<title level=\"1\" right=\"Item 17+\" pfs=\"Standard\" > Awakened Metal Shot Source Guns & Gears pg. 168 Ammunition round Activate Single Action Interact --- These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal’s true potential. Each version has a different special effect. <title level=\"2\" right=\"Item 18\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Adamantine Shot) Source Guns & Gears pg. 168 Price 3,500 gp --- The shot is a high-grade adamantine bullet. The awakened adamantine breaks through any resistance. The shot ignores the first 20 resistance a creature has to physical damage, all damage, or piercing or bludgeoning damage. Against a golem or creature who already has a resistance bypassed by adamantine, or a weakness to adamantine, the shot shatters the target’s defenses, causing them to become flat-footed for 1 minute instead. Because adamantine is uncommon, this version of awakened metal shot is uncommon even for gunslingers or other characters with access to uncommon guns and bullets from this book. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Cold Iron Shot) Source Guns & Gears pg. 168 Price 2,300 gp --- The shot is a high-grade cold iron bullet. The awakened cold iron attempts to disrupt enchantments the target placed on others’ minds. You can name a creature you believe to be enchanted by your target or allow the shot to choose an enchanted creature randomly. On a hit, the shot attempts to counteract the enchantment the target is using to manipulate that creature’s mind. The counteract level is 9, and the counteract modifier is +27. If you fail (but don’t critically fail) the counteract check against a demon or fey, you get a success instead. If you hit a demon or fey with no active enchantment effects on other creatures, the target is stupefied 1 for 1 minute instead. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Awakened Metal Shot (Awakened Silver Shot) Source Guns & Gears pg. 168 Price 2,300 gp --- The shot is a high-grade silver bullet. The awakened silver gleams with altered celestial moonlight designed to weaken and expose devils and werecreatures. On a hit, it attempts to counteract any polymorph effect on the target. The counteract level is 9, and the counteract modifier is +27. If you fail (but don’t critically fail) the counteract check against a devil or a werecreature, you get a success instead. If you counteracted the Change Shape ability, the creature can’t use that ability again for 1 round, or 1 minute on a critical success. If you hit a devil or werecreature not under a polymorph effect, the target is enfeebled 1 for 1 minute instead.","ammunition":"round","skill_mod":{},"summary":"The shot is a high-grade silver bullet. The awakened silver gleams with altered celestial moonlight designed to weaken and expose devils and …","primary_source":"Guns & Gears","trait_group":["Equipment","School","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4293","name":"Awakened Metal Shot (Awakened Silver Shot)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4293-3867"},{"item_child_id":["equipment-4294-3868","equipment-4294-3869","equipment-4294-3870"],"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable","Consumable"],"id":"equipment-4294","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Black Powder Source Guns & Gears pg. 169 Ammunition round Activate Single Action Interact --- Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions. Black powder becomes inert and useless when wet and must be kept in a sealed, water-tight container. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Black Powder (Dose or Round) Source Guns & Gears pg. 169 Price 1 cp --- The smallest unit of black powder that still has a simple use, a dose can be a simple package paper parcel around black powder or it can be packaged with a metal bullet or pellet to be used as ammunition. When ignited with a fuse or exposed to direct flame, a dose of black powder explodes. This isn’t powerful enough to deal damage but makes a loud sound and could trigger further explosions. A fuse for a dose can be created with a few twists of paper and causes the dose to explode the round after it’s lit. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Black Powder (Horn) Source Guns & Gears pg. 169 Price 5 gp --- A horn contains 500 doses worth of black powder. A horn can be detonated by leaving a small trail of black powder and then lighting it. Each 5-foot square requires one dose of black powder to create a trail through. As long as the horn is mostly full (at least 400 doses remaining) it can be detonated to deal 1d6 fire damage in a 5-foot burst (DC 16 basic Reflex save). It takes 1 round per 15 feet of powder trail laid down for a horn to detonate after the trail is lit. If multiple horns detonate simultaneously, it can increase the area of the explosion, but the damage in overlapping areas doesn’t increase. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Black Powder (Keg) Source Guns & Gears pg. 169 Price 50 gp --- A keg contains 5,000 doses of black powder and can be detonated in the same way as a horn. As long as the keg is mostly full (at least 4,000 doses remaining) this deals 3d6 fire damage in a 20-foot burst (DC 20 basic Reflex save). Detonating multiple kegs can increase the area, but not the damage, of this effect; detonating a keg and any horns at the same time in an overlapping area also doesn’t increase the damage.","ammunition":"round","skill_mod":{},"summary":"Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions. Black powder becomes inert and …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4294","name":"Black Powder","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4294"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4294","weakness":{},"price":1,"trait":["Alchemical","Consumable"],"id":"equipment-4294-3868","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Black Powder Source Guns & Gears pg. 169 Ammunition round Activate Single Action Interact --- Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions. Black powder becomes inert and useless when wet and must be kept in a sealed, water-tight container. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Black Powder (Dose or Round) Source Guns & Gears pg. 169 Price 1 cp --- The smallest unit of black powder that still has a simple use, a dose can be a simple package paper parcel around black powder or it can be packaged with a metal bullet or pellet to be used as ammunition. When ignited with a fuse or exposed to direct flame, a dose of black powder explodes. This isn’t powerful enough to deal damage but makes a loud sound and could trigger further explosions. A fuse for a dose can be created with a few twists of paper and causes the dose to explode the round after it’s lit. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Black Powder (Horn) Source Guns & Gears pg. 169 Price 5 gp --- A horn contains 500 doses worth of black powder. A horn can be detonated by leaving a small trail of black powder and then lighting it. Each 5-foot square requires one dose of black powder to create a trail through. As long as the horn is mostly full (at least 400 doses remaining) it can be detonated to deal 1d6 fire damage in a 5-foot burst (DC 16 basic Reflex save). It takes 1 round per 15 feet of powder trail laid down for a horn to detonate after the trail is lit. If multiple horns detonate simultaneously, it can increase the area of the explosion, but the damage in overlapping areas doesn’t increase. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Black Powder (Keg) Source Guns & Gears pg. 169 Price 50 gp --- A keg contains 5,000 doses of black powder and can be detonated in the same way as a horn. As long as the keg is mostly full (at least 4,000 doses remaining) this deals 3d6 fire damage in a 20-foot burst (DC 20 basic Reflex save). Detonating multiple kegs can increase the area, but not the damage, of this effect; detonating a keg and any horns at the same time in an overlapping area also doesn’t increase the damage.","ammunition":"round","skill_mod":{},"summary":"The smallest unit of black powder that still has a simple use, a dose can be a simple package paper parcel around black powder or it can be packaged …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4294","name":"Black Powder (Dose or Round)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4294-3868"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4294","weakness":{},"price":500,"trait":["Alchemical","Consumable"],"id":"equipment-4294-3869","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Black Powder Source Guns & Gears pg. 169 Ammunition round Activate Single Action Interact --- Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions. Black powder becomes inert and useless when wet and must be kept in a sealed, water-tight container. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Black Powder (Dose or Round) Source Guns & Gears pg. 169 Price 1 cp --- The smallest unit of black powder that still has a simple use, a dose can be a simple package paper parcel around black powder or it can be packaged with a metal bullet or pellet to be used as ammunition. When ignited with a fuse or exposed to direct flame, a dose of black powder explodes. This isn’t powerful enough to deal damage but makes a loud sound and could trigger further explosions. A fuse for a dose can be created with a few twists of paper and causes the dose to explode the round after it’s lit. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Black Powder (Horn) Source Guns & Gears pg. 169 Price 5 gp --- A horn contains 500 doses worth of black powder. A horn can be detonated by leaving a small trail of black powder and then lighting it. Each 5-foot square requires one dose of black powder to create a trail through. As long as the horn is mostly full (at least 400 doses remaining) it can be detonated to deal 1d6 fire damage in a 5-foot burst (DC 16 basic Reflex save). It takes 1 round per 15 feet of powder trail laid down for a horn to detonate after the trail is lit. If multiple horns detonate simultaneously, it can increase the area of the explosion, but the damage in overlapping areas doesn’t increase. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Black Powder (Keg) Source Guns & Gears pg. 169 Price 50 gp --- A keg contains 5,000 doses of black powder and can be detonated in the same way as a horn. As long as the keg is mostly full (at least 4,000 doses remaining) this deals 3d6 fire damage in a 20-foot burst (DC 20 basic Reflex save). Detonating multiple kegs can increase the area, but not the damage, of this effect; detonating a keg and any horns at the same time in an overlapping area also doesn’t increase the damage.","ammunition":"round","skill_mod":{},"summary":"A horn contains 500 doses worth of black powder. A horn can be detonated by leaving a small trail of black powder and then lighting it. Each 5-foot …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4294","name":"Black Powder (Horn)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4294-3869"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4294","weakness":{},"price":5000,"trait":["Alchemical","Consumable"],"id":"equipment-4294-3870","text":"<title level=\"1\" right=\"Item 0+\" pfs=\"Standard\" > Black Powder Source Guns & Gears pg. 169 Ammunition round Activate Single Action Interact --- Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions. Black powder becomes inert and useless when wet and must be kept in a sealed, water-tight container. <title level=\"2\" right=\"Item 0\" pfs=\"Standard\" > Black Powder (Dose or Round) Source Guns & Gears pg. 169 Price 1 cp --- The smallest unit of black powder that still has a simple use, a dose can be a simple package paper parcel around black powder or it can be packaged with a metal bullet or pellet to be used as ammunition. When ignited with a fuse or exposed to direct flame, a dose of black powder explodes. This isn’t powerful enough to deal damage but makes a loud sound and could trigger further explosions. A fuse for a dose can be created with a few twists of paper and causes the dose to explode the round after it’s lit. <title level=\"2\" right=\"Item 2\" pfs=\"Standard\" > Black Powder (Horn) Source Guns & Gears pg. 169 Price 5 gp --- A horn contains 500 doses worth of black powder. A horn can be detonated by leaving a small trail of black powder and then lighting it. Each 5-foot square requires one dose of black powder to create a trail through. As long as the horn is mostly full (at least 400 doses remaining) it can be detonated to deal 1d6 fire damage in a 5-foot burst (DC 16 basic Reflex save). It takes 1 round per 15 feet of powder trail laid down for a horn to detonate after the trail is lit. If multiple horns detonate simultaneously, it can increase the area of the explosion, but the damage in overlapping areas doesn’t increase. <title level=\"2\" right=\"Item 6\" pfs=\"Standard\" > Black Powder (Keg) Source Guns & Gears pg. 169 Price 50 gp --- A keg contains 5,000 doses of black powder and can be detonated in the same way as a horn. As long as the keg is mostly full (at least 4,000 doses remaining) this deals 3d6 fire damage in a 20-foot burst (DC 20 basic Reflex save). Detonating multiple kegs can increase the area, but not the damage, of this effect; detonating a keg and any horns at the same time in an overlapping area also doesn’t increase the damage.","ammunition":"round","skill_mod":{},"summary":"A keg contains 5,000 doses of black powder and can be detonated in the same way as a horn. As long as the keg is mostly full (at least 4,000 doses …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon"],"level":6,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4294","name":"Black Powder (Keg)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4294-3870"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"enchantment","price":90000,"trait":["Consumable","Consumable","Enchantment","Incapacitation","Magical","Mental","Sleep","Uncommon"],"id":"equipment-4295","text":"<title level=\"1\" right=\"Item 14\" pfs=\"Standard\" > Dreaming Round Source Guns & Gears pg. 169 Price 900 gp Ammunition round Activate Single Action command --- The night sky seems contained in this glass projectile. When an activated dreaming round damages a creature, it induces drowsiness. The creature must attempt a DC 30 Fortitude save. Critical Success The creature is unaffected and becomes temporarily immune for 1 minute. Success The creature becomes slowed 1 and fatigued for 1 round. Failure The creature becomes fatigued and slowed 1, and must attempt another Fortitude save at the end of each of its turns. If it fails, its slowed condition increases by 1. A successful save reduces the slowed condition by 1. If the slowed condition is removed or reduced to 0, the effect and the fatigued condition end. If the target’s actions are reduced to 0 by this effect, it immediately falls into a deep sleep and is unconscious, during which it no longer attempts a save at the end of its turn. It wakes up automatically after 1 hour or if it takes damage, but not due to non-painful stimuli (such as noise or being nudged). When it wakes up, its slowed condition decreases by 1, though it must once again save at the end of each of its turns and might risk falling asleep again. Critical Failure As failure, except the target is initially slowed 2.\n","ammunition":"round","skill_mod":{},"summary":"The night sky seems contained in this glass projectile. When an activated dreaming round damages a creature, it induces drowsiness. The creature …","primary_source":"Guns & Gears","trait_group":["Equipment","School","Mechanics","Rarity"],"level":14,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4295","name":"Dreaming Round","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4295"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":2200,"trait":["Acid","Alchemical","Consumable","Consumable","Uncommon"],"id":"equipment-4296","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Eroding Bullet Source Guns & Gears pg. 169 Price 22 gp Ammunition round Activate Single Action Interact --- Eroding bullets cast a faint green glow, and smell like the sicklysweet organic gases that rise from corpses. Handling an eroding bullet without gloves deals 1 point of acid damage and leaves the putrid scent coated on your fingers. Upon Striking an enemy,the glass casing inside the bullet bursts, releasing a splattering of bubbling green acid that coats the target. The target takes 2d6 persistent acid damage in addition to the damage normally dealt by the attack.\n","ammunition":"round","skill_mod":{},"summary":"Eroding bullets cast a faint green glow, and smell like the sicklysweet organic gases that rise from corpses. Handling an eroding bullet without …","primary_source":"Guns & Gears","trait_group":["Energy","Monster","Equipment","Weapon","Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4296","name":"Eroding Bullet","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4296"},{"item_child_id":["equipment-4297-3871","equipment-4297-3872","equipment-4297-3873"],"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"trait":["Alchemical","Consumable"],"id":"equipment-4297","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Exsanguinating Ammunition Source Guns & Gears pg. 170 Ammunition any Activate Single Action Interact --- This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains the listed weakness to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Exsanguinating Ammunition Source Guns & Gears pg. 170 Price 15 gp --- The target gains weakness 1 to persistent bleed damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Exsanguinating Ammunition (Greater) Source Guns & Gears pg. 170 Price 80 gp --- The target gains weakness 3 to persistent bleed damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Exsanguinating Ammunition (Major) Source Guns & Gears pg. 170 Price 360 gp --- The target gains weakness 5 persistent bleed damage","ammunition":"any","skill_mod":{},"summary":"This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4297","name":"Exsanguinating Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4297"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4297","weakness":{},"price":1500,"trait":["Alchemical","Consumable"],"id":"equipment-4297-3871","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Exsanguinating Ammunition Source Guns & Gears pg. 170 Ammunition any Activate Single Action Interact --- This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains the listed weakness to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Exsanguinating Ammunition Source Guns & Gears pg. 170 Price 15 gp --- The target gains weakness 1 to persistent bleed damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Exsanguinating Ammunition (Greater) Source Guns & Gears pg. 170 Price 80 gp --- The target gains weakness 3 to persistent bleed damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Exsanguinating Ammunition (Major) Source Guns & Gears pg. 170 Price 360 gp --- The target gains weakness 5 persistent bleed damage","ammunition":"any","skill_mod":{},"summary":"The target gains weakness 1 to persistent bleed damage.","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4297","name":"Exsanguinating Ammunition","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4297-3871"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4297","weakness":{},"price":8000,"trait":["Alchemical","Consumable"],"id":"equipment-4297-3872","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Exsanguinating Ammunition Source Guns & Gears pg. 170 Ammunition any Activate Single Action Interact --- This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains the listed weakness to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Exsanguinating Ammunition Source Guns & Gears pg. 170 Price 15 gp --- The target gains weakness 1 to persistent bleed damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Exsanguinating Ammunition (Greater) Source Guns & Gears pg. 170 Price 80 gp --- The target gains weakness 3 to persistent bleed damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Exsanguinating Ammunition (Major) Source Guns & Gears pg. 170 Price 360 gp --- The target gains weakness 5 persistent bleed damage","ammunition":"any","skill_mod":{},"summary":"The target gains weakness 3 to persistent bleed damage.","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon"],"level":8,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4297","name":"Exsanguinating Ammunition (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4297-3872"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Alchemical Items","speed":{},"item_parent_id":"equipment-4297","weakness":{},"price":36000,"trait":["Alchemical","Consumable"],"id":"equipment-4297-3873","text":"<title level=\"1\" right=\"Item 4+\" pfs=\"Standard\" > Exsanguinating Ammunition Source Guns & Gears pg. 170 Ammunition any Activate Single Action Interact --- This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains the listed weakness to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration. <title level=\"2\" right=\"Item 4\" pfs=\"Standard\" > Exsanguinating Ammunition Source Guns & Gears pg. 170 Price 15 gp --- The target gains weakness 1 to persistent bleed damage. <title level=\"2\" right=\"Item 8\" pfs=\"Standard\" > Exsanguinating Ammunition (Greater) Source Guns & Gears pg. 170 Price 80 gp --- The target gains weakness 3 to persistent bleed damage. <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Exsanguinating Ammunition (Major) Source Guns & Gears pg. 170 Price 360 gp --- The target gains weakness 5 persistent bleed damage","ammunition":"any","skill_mod":{},"summary":"The target gains weakness 5 persistent bleed damage","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4297","name":"Exsanguinating Ammunition (Major)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4297-3873"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"conjuration","price":6500,"trait":["Conjuration","Consumable","Consumable","Fey","Magical","Uncommon"],"id":"equipment-4298","text":"<title level=\"1\" right=\"Item 7\" pfs=\"Standard\" > Fairy Bullet Source Guns & Gears pg. 170 PFS Note The glitterdust spell cast by the fairy bullet has a DC of 23 (as is standard for a 7th-level item). Price 65 gp Ammunition round Activate Two Actions command, envision --- These bullets glimmer with emerald green light that dances across the surface of the bullet like a mischievous sprite. On a successful Strike, a fairy bullet casts revealing light (DC 23) extending outward from a corner of the target's space. You choose which corner of the target's space you want the burst to extend out from at the time you declare the associated Strike. Since the fairy bullet is fired before revealing light can reveal the target, the effects don’t affect the flat check for the attack roll with the fairy bullet if the target is hidden from you.\n","ammunition":"round","skill_mod":{},"summary":"These bullets glimmer with emerald green light that dances across the surface of the bullet like a mischievous sprite . On a successful Strike , a …","primary_source":"Guns & Gears","trait_group":["School","Equipment","Creature Type","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4298","name":"Fairy Bullet","actions_number":4,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"equipment-4298"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Alchemical Items","speed":{},"weakness":{},"price":1600,"trait":["Alchemical","Consumable","Consumable","Uncommon"],"id":"equipment-4299","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Glue Bullet Source Guns & Gears pg. 170 Price 16 gp Ammunition round Activate Single Action Interact --- These cartridges are filled with sticky clear glue. When a glue bullet hits, a syrupy webbing coats the target and sticks to the ground or a nearby surface, hindering their movement. The target takes a –10-foot circumstance penalty to its Speeds for 2d4 rounds, or until it Escapes against a DC of 18. On a critical hit, the target is also immobilized until it Escapes.\n","ammunition":"round","skill_mod":{},"summary":"These cartridges are filled with sticky clear glue. When a glue bullet hits, a syrupy webbing coats the target and sticks to the ground or a nearby …","primary_source":"Guns & Gears","trait_group":["Monster","Equipment","Weapon","Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Alchemical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4299","name":"Glue Bullet","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4299"},{"item_child_id":["equipment-4300-3874","equipment-4300-3875","equipment-4300-3876"],"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"evocation","trait":["Consumable","Consumable","Evocation","Fire","Magical","Splash","Uncommon"],"id":"equipment-4300","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Meteor Shot Source Guns & Gears pg. 171 Ammunition round Activate Single Action Interact --- This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot , it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon’s normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain. In addition, the Strike gains the following critical failure effect. Critical Failure The weapon misfires. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Meteor Shot Source Guns & Gears pg. 171 Price 70 gp --- The ammunition deals 3d6 fire damage in a 5-foot emanation around the target (DC 23 basic Reflex save). <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Meteor Shot (Greater) Source Guns & Gears pg. 171 Price 400 gp --- The ammunition deals 6d6 fire damage in a 10-foot emanation around the target (DC 29 basic Reflex save). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Meteor Shot (Major) Source Guns & Gears pg. 171 Price 3,000 gp --- The ammunition deals 9d6 fire damage in a 20-foot emanation around the target (DC 37 basic Reflex save).","element":["Fire"],"ammunition":"round","skill_mod":{},"summary":"This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot , it explodes into a small swarm of meteors as it reaches …","primary_source":"Guns & Gears","trait_group":["Equipment","School","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4300","name":"Meteor Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4300"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4300","weakness":{},"school":"evocation","price":7000,"trait":["Consumable","Evocation","Fire","Magical","Splash","Uncommon"],"id":"equipment-4300-3874","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Meteor Shot Source Guns & Gears pg. 171 Ammunition round Activate Single Action Interact --- This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot , it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon’s normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain. In addition, the Strike gains the following critical failure effect. Critical Failure The weapon misfires. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Meteor Shot Source Guns & Gears pg. 171 Price 70 gp --- The ammunition deals 3d6 fire damage in a 5-foot emanation around the target (DC 23 basic Reflex save). <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Meteor Shot (Greater) Source Guns & Gears pg. 171 Price 400 gp --- The ammunition deals 6d6 fire damage in a 10-foot emanation around the target (DC 29 basic Reflex save). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Meteor Shot (Major) Source Guns & Gears pg. 171 Price 3,000 gp --- The ammunition deals 9d6 fire damage in a 20-foot emanation around the target (DC 37 basic Reflex save).","element":["Fire"],"ammunition":"round","skill_mod":{},"summary":"The ammunition deals 3d6 fire damage in a 5-foot emanation around the target (DC 23 basic Reflex save).","primary_source":"Guns & Gears","trait_group":["Equipment","School","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4300","name":"Meteor Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4300-3874"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4300","weakness":{},"school":"evocation","price":40000,"trait":["Consumable","Evocation","Fire","Magical","Splash","Uncommon"],"id":"equipment-4300-3875","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Meteor Shot Source Guns & Gears pg. 171 Ammunition round Activate Single Action Interact --- This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot , it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon’s normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain. In addition, the Strike gains the following critical failure effect. Critical Failure The weapon misfires. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Meteor Shot Source Guns & Gears pg. 171 Price 70 gp --- The ammunition deals 3d6 fire damage in a 5-foot emanation around the target (DC 23 basic Reflex save). <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Meteor Shot (Greater) Source Guns & Gears pg. 171 Price 400 gp --- The ammunition deals 6d6 fire damage in a 10-foot emanation around the target (DC 29 basic Reflex save). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Meteor Shot (Major) Source Guns & Gears pg. 171 Price 3,000 gp --- The ammunition deals 9d6 fire damage in a 20-foot emanation around the target (DC 37 basic Reflex save).","element":["Fire"],"ammunition":"round","skill_mod":{},"summary":"The ammunition deals 6d6 fire damage in a 10-foot emanation around the target (DC 29 basic Reflex save).","primary_source":"Guns & Gears","trait_group":["Equipment","School","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4300","name":"Meteor Shot (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4300-3875"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4300","weakness":{},"school":"evocation","price":300000,"trait":["Consumable","Evocation","Fire","Magical","Splash","Uncommon"],"id":"equipment-4300-3876","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Meteor Shot Source Guns & Gears pg. 171 Ammunition round Activate Single Action Interact --- This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot , it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon’s normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain. In addition, the Strike gains the following critical failure effect. Critical Failure The weapon misfires. <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Meteor Shot Source Guns & Gears pg. 171 Price 70 gp --- The ammunition deals 3d6 fire damage in a 5-foot emanation around the target (DC 23 basic Reflex save). <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Meteor Shot (Greater) Source Guns & Gears pg. 171 Price 400 gp --- The ammunition deals 6d6 fire damage in a 10-foot emanation around the target (DC 29 basic Reflex save). <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Meteor Shot (Major) Source Guns & Gears pg. 171 Price 3,000 gp --- The ammunition deals 9d6 fire damage in a 20-foot emanation around the target (DC 37 basic Reflex save).","element":["Fire"],"ammunition":"round","skill_mod":{},"summary":"The ammunition deals 9d6 fire damage in a 20-foot emanation around the target (DC 37 basic Reflex save).","primary_source":"Guns & Gears","trait_group":["Equipment","School","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4300","name":"Meteor Shot (Major)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4300-3876"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"illusion","price":30000,"trait":["Consumable","Illusion","Magical"],"id":"equipment-4301","text":"<title level=\"1\" right=\"Item 11\" pfs=\"Standard\" > Silencing Shot Source Guns & Gears pg. 171 Price 300 gp Ammunition any Activate Single Action envision --- This shimmering, golden-hued ammunition never makes any sound. A creature hit by a silencing shot is subject to the effects of a 4th-level silence spell (DC 25). Craft Requirements Supply one casting of silence at 4th level.\n","ammunition":"any","skill_mod":{},"summary":"This shimmering, golden-hued ammunition never makes any sound. A creature hit by a silencing shot is subject to the effects of a 4th-level …","primary_source":"Guns & Gears","trait_group":["Equipment","School","Monster","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4301","name":"Silencing Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"equipment-4301"},{"item_child_id":["equipment-4302-3877","equipment-4302-3878"],"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"transmutation","trait":["Consumable","Magical","Transmutation","Uncommon"],"id":"equipment-4302","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Stepping Stone Shot Source Guns & Gears pg. 171 Ammunition round Activate Single Action envision, Interact --- A series of small stone discs pressed into a single round make up this ammunition. When you fire an activated stepping stone shot , whether you hit or miss your target, the shot creates a series of supports in a line that creatures can walk on as if solid ground. The line can ascend or descend at a 45-degree angle. The discs support any amount of weight, but don’t otherwise pose any sort of obstacle; creatures and attacks can move through them if they wish. They crumble to dust if anything attempts to move or otherwise manipulate them. A creature can use a two-action activity, which has the manipulate trait, to Stride up to its speed on the stones while causing them to crumble behind it. This ammunition does not work in firearms with the scatter trait. The maximum length of the line depends on the type of ammunition. However, the line also can’t extend beyond the maximum distance for a Strike from your firearm (usually six times the firearm’s range increment). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Stepping Stone Shot Source Guns & Gears pg. 171 Price 65 gp --- The stones reach up to 100 feet, and they last up to the end of your next turn if no one collapses them. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Stepping Stone Shot (Greater) Source Guns & Gears pg. 171 Price 185 gp --- The stones reach up to 250 feet, and they last up to 1 minute if no one collapses them.","ammunition":"round","skill_mod":{},"summary":"A series of small stone discs pressed into a single round make up this ammunition. When you fire an activated stepping stone shot , whether you hit …","primary_source":"Guns & Gears","trait_group":["Equipment","Mechanics","School","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4302","name":"Stepping Stone Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4302"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4302","weakness":{},"school":"transmutation","price":6500,"trait":["Consumable","Magical","Transmutation","Uncommon"],"id":"equipment-4302-3877","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Stepping Stone Shot Source Guns & Gears pg. 171 Ammunition round Activate Single Action envision, Interact --- A series of small stone discs pressed into a single round make up this ammunition. When you fire an activated stepping stone shot , whether you hit or miss your target, the shot creates a series of supports in a line that creatures can walk on as if solid ground. The line can ascend or descend at a 45-degree angle. The discs support any amount of weight, but don’t otherwise pose any sort of obstacle; creatures and attacks can move through them if they wish. They crumble to dust if anything attempts to move or otherwise manipulate them. A creature can use a two-action activity, which has the manipulate trait, to Stride up to its speed on the stones while causing them to crumble behind it. This ammunition does not work in firearms with the scatter trait. The maximum length of the line depends on the type of ammunition. However, the line also can’t extend beyond the maximum distance for a Strike from your firearm (usually six times the firearm’s range increment). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Stepping Stone Shot Source Guns & Gears pg. 171 Price 65 gp --- The stones reach up to 100 feet, and they last up to the end of your next turn if no one collapses them. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Stepping Stone Shot (Greater) Source Guns & Gears pg. 171 Price 185 gp --- The stones reach up to 250 feet, and they last up to 1 minute if no one collapses them.","ammunition":"round","skill_mod":{},"summary":"The stones reach up to 100 feet, and they last up to the end of your next turn if no one collapses them.","primary_source":"Guns & Gears","trait_group":["Equipment","Mechanics","School","Rarity"],"level":7,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4302","name":"Stepping Stone Shot","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4302-3877"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"item_parent_id":"equipment-4302","weakness":{},"school":"transmutation","price":18500,"trait":["Consumable","Magical","Transmutation","Uncommon"],"id":"equipment-4302-3878","text":"<title level=\"1\" right=\"Item 7+\" pfs=\"Standard\" > Stepping Stone Shot Source Guns & Gears pg. 171 Ammunition round Activate Single Action envision, Interact --- A series of small stone discs pressed into a single round make up this ammunition. When you fire an activated stepping stone shot , whether you hit or miss your target, the shot creates a series of supports in a line that creatures can walk on as if solid ground. The line can ascend or descend at a 45-degree angle. The discs support any amount of weight, but don’t otherwise pose any sort of obstacle; creatures and attacks can move through them if they wish. They crumble to dust if anything attempts to move or otherwise manipulate them. A creature can use a two-action activity, which has the manipulate trait, to Stride up to its speed on the stones while causing them to crumble behind it. This ammunition does not work in firearms with the scatter trait. The maximum length of the line depends on the type of ammunition. However, the line also can’t extend beyond the maximum distance for a Strike from your firearm (usually six times the firearm’s range increment). <title level=\"2\" right=\"Item 7\" pfs=\"Standard\" > Stepping Stone Shot Source Guns & Gears pg. 171 Price 65 gp --- The stones reach up to 100 feet, and they last up to the end of your next turn if no one collapses them. <title level=\"2\" right=\"Item 10\" pfs=\"Standard\" > Stepping Stone Shot (Greater) Source Guns & Gears pg. 171 Price 185 gp --- The stones reach up to 250 feet, and they last up to 1 minute if no one collapses them.","ammunition":"round","skill_mod":{},"summary":"The stones reach up to 250 feet, and they last up to 1 minute if no one collapses them.","primary_source":"Guns & Gears","trait_group":["Equipment","Mechanics","School","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4302","name":"Stepping Stone Shot (Greater)","actions_number":2,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"equipment-4302-3878"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Consumables","speed":{},"weakness":{},"school":"divination","price":900,"trait":["Consumable","Divination","Magical"],"id":"equipment-4303","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Trustworthy Round Source Guns & Gears pg. 171 Price 9 gp Ammunition any Activate Free Action command --- This ammunition was developed in Dongun Hold to minimize casualties to friendly fire, and is always marked by a burnished copper head or tip so it can be easily identified. Before you can fire a trustworthy round , you must call out a target. You don’t need to specify a name; the target could be “The angry tiger attacking our group on the left.” The round will only hit the specified target and will turn to gossamer dust midair if it misses the intended target or comes into contact with anything else; this also prevents abilities that redirect attacks. The round doesn’t have any capabilities beyond your own to determine whether someone is who you think they are, so you can’t use it to determine a disguised creature’s identity. If you specify a target of “Seltyiel” and shoot someone disguised as Seltyiel who you thought was Seltyiel, the attack will still hit, whereas if you were about to hit a disguised Seltyiel who you didn’t recognize to be Seltyiel, the round would dissolve.\n","ammunition":"any","skill_mod":{},"summary":"This ammunition was developed in Dongun Hold to minimize casualties to friendly fire, and is always marked by a burnished copper head or tip so it …","primary_source":"Guns & Gears","trait_group":["Equipment","School","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Magical Ammunition","resistance":{},"url":"/Equipment.aspx?ID=4303","name":"Trustworthy Round","actions_number":0,"bulk":0,"category":"equipment","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"equipment-4303"},{"skill_mod":{},"summary":"A sambuca is a long, covered troop bridge designed to help troops move from sea to land. Preparing it for use requires lashing together two galleys …","primary_source":"Guns & Gears","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4304","weakness":{},"price":12000,"name":"Sambuca","trait":["Rare"],"id":"equipment-4304","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Sambuca Source Guns & Gears pg. 177 Price 120 gp --- A sambuca is a long, covered troop bridge designed to help troops move from sea to land. Preparing it for use requires lashing together two galleys or other ships of similar size. The sambuca is then mounted across the ships on one end with its length suspended upward, and attached to pulleys fastened to the tops of the ships’ masts. Once the ships are moved into position, the sambuca can be lowered to rest on a battlement or other surface, allowing troops to rush from the ships onto their intended destination. The sambuca has AC 17, Fort +11, Ref +5, Hardness 8, HP 32 (BT 16), and object immunities. It’s covered on all sides to protect those who cross, granting them greater cover. The end of the sambuca can be lowered by teams operating the pulleys in concert. This requires three crew members on each ship, and they can lower the far end of the sambuca by 15 feet each round they work.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"rare","slug":"equipment-4304"},{"skill_mod":{},"summary":"This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you …","item_child_id":["equipment-4305-3880","equipment-4305-3881"],"primary_source":"Guns & Gears","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4305","weakness":{},"skill":["Stealth","Stealth","Stealth"],"name":"Camouflage Suit","trait":["Uncommon"],"id":"equipment-4305","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Camouflage Suit Source Guns & Gears pg. 178 Bulk L --- This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you blend in seamlessly with the environment. Due to the abrasive nature of the materials used, this item is unsuitable for use by unarmored characters. You can prepare the suit for use within your current environment by using an exploration activity that takes at least 10 minutes, but sometimes longer if the materials are hard to find or the environment is unusual enough to warrant additional difficulty in preparing camouflage that can blend with it consistently. A suit prepared in this manner grants you a +1 item bonus to Stealth checks while you attempt to Hide or Sneak in the specific environment it has been prepared for The suit remains usable in this manner until you rest for the night, though it doesn’t grant the benefit whenever you aren’t in the appropriate environment. The GM might rule that some environments are unusual enough that you can’t create a camouflage suit appropriate for the environment. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Camouflage Suit Source Guns & Gears pg. 179 Price 10 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Camouflage Suit (Superb) Source Guns & Gears pg. 179 Price 140 gp --- A superb camouflage suit is fashioned from especially well-blended materials and gives you a +2 item bonus to the check instead of a +1 item bonus.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4305"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-4305","weakness":{},"price":1000,"skill":["Stealth"],"trait":["Uncommon"],"id":"equipment-4305-3880","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Camouflage Suit Source Guns & Gears pg. 178 Bulk L --- This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you blend in seamlessly with the environment. Due to the abrasive nature of the materials used, this item is unsuitable for use by unarmored characters. You can prepare the suit for use within your current environment by using an exploration activity that takes at least 10 minutes, but sometimes longer if the materials are hard to find or the environment is unusual enough to warrant additional difficulty in preparing camouflage that can blend with it consistently. A suit prepared in this manner grants you a +1 item bonus to Stealth checks while you attempt to Hide or Sneak in the specific environment it has been prepared for The suit remains usable in this manner until you rest for the night, though it doesn’t grant the benefit whenever you aren’t in the appropriate environment. The GM might rule that some environments are unusual enough that you can’t create a camouflage suit appropriate for the environment. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Camouflage Suit Source Guns & Gears pg. 179 Price 10 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Camouflage Suit (Superb) Source Guns & Gears pg. 179 Price 140 gp --- A superb camouflage suit is fashioned from especially well-blended materials and gives you a +2 item bonus to the check instead of a +1 item bonus.","skill_mod":{},"summary":"This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you …","primary_source":"Guns & Gears","trait_group":["Rarity"],"level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4305","name":"Camouflage Suit","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4305-3880"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-4305","weakness":{},"price":14000,"skill":["Stealth"],"trait":["Uncommon"],"id":"equipment-4305-3881","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Camouflage Suit Source Guns & Gears pg. 178 Bulk L --- This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you blend in seamlessly with the environment. Due to the abrasive nature of the materials used, this item is unsuitable for use by unarmored characters. You can prepare the suit for use within your current environment by using an exploration activity that takes at least 10 minutes, but sometimes longer if the materials are hard to find or the environment is unusual enough to warrant additional difficulty in preparing camouflage that can blend with it consistently. A suit prepared in this manner grants you a +1 item bonus to Stealth checks while you attempt to Hide or Sneak in the specific environment it has been prepared for The suit remains usable in this manner until you rest for the night, though it doesn’t grant the benefit whenever you aren’t in the appropriate environment. The GM might rule that some environments are unusual enough that you can’t create a camouflage suit appropriate for the environment. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Camouflage Suit Source Guns & Gears pg. 179 Price 10 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Camouflage Suit (Superb) Source Guns & Gears pg. 179 Price 140 gp --- A superb camouflage suit is fashioned from especially well-blended materials and gives you a +2 item bonus to the check instead of a +1 item bonus.","skill_mod":{},"summary":"A superb camouflage suit is fashioned from especially well-blended materials and gives you a +2 item bonus to the check instead of a +1 item bonus.","primary_source":"Guns & Gears","trait_group":["Rarity"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4305","name":"Camouflage Suit (Superb)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4305-3881"},{"skill_mod":{},"summary":"This leather holster is crafted to better hide small firearms from view. Only firearms designed for use in one hand are small enough to disguise with …","primary_source":"Guns & Gears","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4306","weakness":{},"price":2500,"name":"Concealed Holster","trait":["Uncommon"],"id":"equipment-4306","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Concealed Holster Source Guns & Gears pg. 179 Price 25 gp Bulk L --- This leather holster is crafted to better hide small firearms from view. Only firearms designed for use in one hand are small enough to disguise with this holster. You gain a +1 item bonus to Stealth checks and DCs to hide or conceal a firearm or hand crossbow in this holster.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4306"},{"skill_mod":{},"summary":"These small pieces of cloth and stuffing have been crafted to dramatically muffle sound and easily slide into and out of the ear canals of humanoid …","primary_source":"Guns & Gears","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4307","weakness":{},"price":10,"name":"Earplugs","id":"equipment-4307","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Earplugs Source Guns & Gears pg. 179 Price 1 sp Hands 1 Bulk L --- These small pieces of cloth and stuffing have been crafted to dramatically muffle sound and easily slide into and out of the ear canals of humanoid creatures. You can insert or remove earplugs from your ears or a willing creature’s ears with a single Interact action using one hand. They take a –2 circumstance penalty to all auditory Perception checks but also gain a +2 circumstance bonus to saving throws against auditory effects.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4307"},{"skill_mod":{},"summary":"This kit contains cleaning cloth, oil, small steel brushes, and other minor tools necessary for proper cleaning and maintenance of a firearm. Without …","primary_source":"Guns & Gears","trait_group":["Rarity"],"hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4308","weakness":{},"price":10,"name":"Firearm Cleaning Kit","trait":["Uncommon"],"id":"equipment-4308","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Firearm Cleaning Kit Source Guns & Gears pg. 179 PFS Note Characters with access to a firearm also automatically are granted access to the firearm cleaning kit. Price 1 sp Hands 2 Bulk L --- This kit contains cleaning cloth, oil, small steel brushes, and other minor tools necessary for proper cleaning and maintenance of a firearm. Without a firearm cleaning kit, you can’t perform the necessary tasks during your daily preparations to ensure that your firearm isn’t at risk of misfiring under normal use conditions.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4308"},{"skill_mod":{},"summary":"While gunslingers have many methods for practicing their aim, these sturdy paper targets are excellent for tracking a gunslinger’s progress over …","primary_source":"Guns & Gears","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4309","weakness":{},"price":20,"name":"Practice Targets","trait":["Uncommon"],"id":"equipment-4309","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Practice Targets Source Guns & Gears pg. 179 Price 2 sp (Price per 10) Bulk L --- While gunslingers have many methods for practicing their aim, these sturdy paper targets are excellent for tracking a gunslinger’s progress over time, keeping score of how close they came to hitting the most vital spots. These targets are also used in situations where more detailed accuracy must be recorded, such as firearm competitions. Practice targets can appear in many shapes and sizes and usually come in packs of 10 held in protective cases made of heavy cloth or light leather.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4309"},{"skill_mod":{},"summary":"One of the more prolifically used devices developed in the infamous Alkenstar Gunworks, these small firearm components are capable of muffling most …","primary_source":"Guns & Gears","trait_group":["Rarity"],"hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4310","weakness":{},"price":10,"name":"Silencer","trait":["Uncommon"],"id":"equipment-4310","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Silencer Source Guns & Gears pg. 179 Price 1 sp Hands 1 Bulk L --- One of the more prolifically used devices developed in the infamous Alkenstar Gunworks, these small firearm components are capable of muffling most of the weapons’ explosive sound when fired. Without a silencer, a firearm’s shot makes a loud and distinctive bang, which can easily be heard through doors and thin walls, but firearms equipped with silencers only make a quiet noise when fired. Due to engineering constraints, a silencer can’t be attached to any firearm with the scatter trait. Attaching a silencer to a firearm takes 1 minute, and the silencer is consumed the first time a shot is fired through it.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4310"},{"skill_mod":{},"summary":"Tripods are designed for use with kickback weapons, as a way for gunslingers with lower strength to accurately use these more powerful weapons by …","primary_source":"Guns & Gears","trait_group":["Rarity"],"hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4311","weakness":{},"price":20,"name":"Tripod","trait":["Uncommon"],"id":"equipment-4311","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Tripod Source Guns & Gears pg. 179 Price 2 sp Hands 2 Bulk 1 --- Tripods are designed for use with kickback weapons, as a way for gunslingers with lower strength to accurately use these more powerful weapons by sacrificing mobility instead. They can be set up and attached to a firearm with a single Interact action using one hand, setting the tripod in your square. While this sturdy piece of engineering is in use, you don’t take the –2 penalty for firing a kickback weapon, even if your Strength isn’t high enough to avoid the penalty. However, you must retrieve the tripod with a single Interact action before you can move the firearm to a different position. Normally, when you’re hidden or undetected, you become observed if you do anything except Hide, Sneak, or Step. However, deploying or retrieving a tripod with an Interact action doesn’t automatically make you observed, so long as you don’t set up or remove the tripod when it’s in a spot where creatures can see the tripod itself.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4311"},{"remaster_name":["Waterproof Carrying Case"],"hands":"2","primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":20,"trait":["Uncommon"],"id":"equipment-4312","text":"<title level=\"1\" right=\"Item 0\" pfs=\"Standard\" > Waterproof Firearm Carrying Case Source Guns & Gears pg. 179 Price 2 sp Hands 2 Bulk L --- This buttoned, leather case protects a firearm and up to 6 rounds of ammunition from being damaged by water or other environmental effects.\n","skill_mod":{},"summary":"This buttoned, leather case protects a firearm and up to 6 rounds of ammunition from being damaged by water or other environmental effects.","primary_source":"Guns & Gears","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=4312","name":"Waterproof Firearm Carrying Case","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4312"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"school":"conjuration","price":6000,"trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-4313","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Gunner's Bandolier Source Guns & Gears pg. 179 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Price 60 gp Usage worn Bulk L --- This incredibly spacious bandolier can hold up to 4 onehanded crossbows or firearms that take no more than 1 action to completely reload (typically meaning that weapons with the capacity or repeating traits won’t fit in the bandolier’s holsters). A gunner’s bandolier can be etched with runes as though it were a ranged weapon. When you invest the gunner’s bandolier , you can attune it to each of the 4 weapons holstered in it. Activate Single Action envision; Effect You empower one of the attuned weapons in the bandolier, granting it the runes etched onto the gunner’s bandolier and removing the runes from any previously drawn weapon. Then, you Interact to draw the weapon. Activate Three Actions envision; Effect All weapons that were attuned to the bandolier when you invested it, not including any weapons you’re currently wielding, return to the bandolier, and one of the returned weapons is automatically reloaded.\n","skill_mod":{},"summary":"This incredibly spacious bandolier can hold up to 4 onehanded crossbows or firearms that take no more than 1 action to completely reload (typically …","primary_source":"Guns & Gears","trait_group":["School","Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4313","name":"Gunner's Bandolier","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4313"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"school":"conjuration","price":5200,"trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-4314","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Immaculate Holsters Source Guns & Gears pg. 180 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Price 52 gp Usage worn Bulk L --- This pristine leather belt is made of treated and polished black leather with silver fittings; it features a pair of matching leather holsters that can each fit a one-handed firearm or hand crossbow. Activate Three Actions envision; Frequency once per day; Effect Up to two firearms currently holstered in the immaculate holsters are instantly cleaned and oiled, protecting them from accidental misfires (though not misfires caused as a result of using a feat or ability). The holstered weapons are also reloaded with non-magical 0-level ammunition appropriate to a weapon of their type; if a firearm has multiple chambers, such as a slide pistol, each empty chamber is loaded. Immaculate holsters can’t reload the cartridge of a repeating weapon.\n","skill_mod":{},"summary":"This pristine leather belt is made of treated and polished black leather with silver fittings; it features a pair of matching leather holsters that …","primary_source":"Guns & Gears","trait_group":["School","Equipment","Mechanics","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4314","name":"Immaculate Holsters","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4314"},{"item_child_id":["equipment-4315-3882","equipment-4315-3883"],"primary_source_category":"Rulebooks","usage":"worn","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-4315","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Lucky Draw Bandolier Source Guns & Gears pg. 180 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage worn Bulk L --- This beige bandolier has a rectangular holster, which allows it to contain a standard-sized Harrow deck, and red pockets embroidered with goldwork in a strange but appealing mixture of Alkenstar and Varisian motifs. Activate Single Action Interact; Frequency once per day; Effect You draw a card from the bandolier and Interact to load the card into a gun or crossbow you’re wielding that requires 1 action to reload. The drawn card immediately transforms into magical ammunition with a type depending on the drawn card’s suit, and a new copy of that card returns to the deck, ready to be drawn again. When the card transforms into ammunition, it transforms into a firearm round or crossbow bolt appropriate for the weapon you chose to reload, even if magical ammunition of the drawn variety would normally be limited to ammunition of a different type (such as a storm arrow normally only being available in arrow form). Either draw a card from the Harrow deck or roll 1d6 to determine the suit of the card. The result determines the type of magical ammunition the card becomes, as per the table below. Magical ammunition created this way lasts 10 minutes or until you fire it, whichever comes first. ## Lucky Draw Bandolier d6 Ability (Suit) Ammunition 1 Strength (Hammer) Meteor shot 2 Dexterity (Key) Storm arrow 3 Constitution (Shield) Corrosive ammunition 4 Intelligence (Book) Explosive shot 5 Wisdom (Star) Terrifying ammunition 6 Charisma (Crown) Fairy bullet <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Lucky Draw Bandolier Source Guns & Gears pg. 180 Price 700 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lucky Draw Bandolier (Greater) Source Guns & Gears pg. 180 Price 2,000 gp --- You can activate a greater lucky draw bandolier once per hour instead of being able to activate it once per day.","skill_mod":{},"summary":"This beige bandolier has a rectangular holster, which allows it to contain a standard-sized Harrow deck , and red pockets embroidered with goldwork …","primary_source":"Guns & Gears","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4315","name":"Lucky Draw Bandolier","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4315"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-4315","weakness":{},"school":"conjuration","price":70000,"trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-4315-3882","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Lucky Draw Bandolier Source Guns & Gears pg. 180 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage worn Bulk L --- This beige bandolier has a rectangular holster, which allows it to contain a standard-sized Harrow deck, and red pockets embroidered with goldwork in a strange but appealing mixture of Alkenstar and Varisian motifs. Activate Single Action Interact; Frequency once per day; Effect You draw a card from the bandolier and Interact to load the card into a gun or crossbow you’re wielding that requires 1 action to reload. The drawn card immediately transforms into magical ammunition with a type depending on the drawn card’s suit, and a new copy of that card returns to the deck, ready to be drawn again. When the card transforms into ammunition, it transforms into a firearm round or crossbow bolt appropriate for the weapon you chose to reload, even if magical ammunition of the drawn variety would normally be limited to ammunition of a different type (such as a storm arrow normally only being available in arrow form). Either draw a card from the Harrow deck or roll 1d6 to determine the suit of the card. The result determines the type of magical ammunition the card becomes, as per the table below. Magical ammunition created this way lasts 10 minutes or until you fire it, whichever comes first. ## Lucky Draw Bandolier d6 Ability (Suit) Ammunition 1 Strength (Hammer) Meteor shot 2 Dexterity (Key) Storm arrow 3 Constitution (Shield) Corrosive ammunition 4 Intelligence (Book) Explosive shot 5 Wisdom (Star) Terrifying ammunition 6 Charisma (Crown) Fairy bullet <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Lucky Draw Bandolier Source Guns & Gears pg. 180 Price 700 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lucky Draw Bandolier (Greater) Source Guns & Gears pg. 180 Price 2,000 gp --- You can activate a greater lucky draw bandolier once per hour instead of being able to activate it once per day.","skill_mod":{},"summary":"This beige bandolier has a rectangular holster, which allows it to contain a standard-sized Harrow deck , and red pockets embroidered with goldwork …","primary_source":"Guns & Gears","trait_group":["School","Equipment","Mechanics","Rarity"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4315","name":"Lucky Draw Bandolier","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4315-3882"},{"primary_source_category":"Rulebooks","usage":"worn","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-4315","weakness":{},"school":"conjuration","price":200000,"trait":["Conjuration","Invested","Magical","Uncommon"],"id":"equipment-4315-3883","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Lucky Draw Bandolier Source Guns & Gears pg. 180 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage worn Bulk L --- This beige bandolier has a rectangular holster, which allows it to contain a standard-sized Harrow deck, and red pockets embroidered with goldwork in a strange but appealing mixture of Alkenstar and Varisian motifs. Activate Single Action Interact; Frequency once per day; Effect You draw a card from the bandolier and Interact to load the card into a gun or crossbow you’re wielding that requires 1 action to reload. The drawn card immediately transforms into magical ammunition with a type depending on the drawn card’s suit, and a new copy of that card returns to the deck, ready to be drawn again. When the card transforms into ammunition, it transforms into a firearm round or crossbow bolt appropriate for the weapon you chose to reload, even if magical ammunition of the drawn variety would normally be limited to ammunition of a different type (such as a storm arrow normally only being available in arrow form). Either draw a card from the Harrow deck or roll 1d6 to determine the suit of the card. The result determines the type of magical ammunition the card becomes, as per the table below. Magical ammunition created this way lasts 10 minutes or until you fire it, whichever comes first. ## Lucky Draw Bandolier d6 Ability (Suit) Ammunition 1 Strength (Hammer) Meteor shot 2 Dexterity (Key) Storm arrow 3 Constitution (Shield) Corrosive ammunition 4 Intelligence (Book) Explosive shot 5 Wisdom (Star) Terrifying ammunition 6 Charisma (Crown) Fairy bullet <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Lucky Draw Bandolier Source Guns & Gears pg. 180 Price 700 gp <title level=\"2\" right=\"Item 12\" pfs=\"Standard\" > Lucky Draw Bandolier (Greater) Source Guns & Gears pg. 180 Price 2,000 gp --- You can activate a greater lucky draw bandolier once per hour instead of being able to activate it once per day.","skill_mod":{},"summary":"You can activate a greater lucky draw bandolier once per hour instead of being able to activate it once per day.","primary_source":"Guns & Gears","trait_group":["School","Equipment","Mechanics","Rarity"],"level":12,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4315","name":"Lucky Draw Bandolier (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4315-3883"},{"item_child_id":["equipment-4316-3884","equipment-4316-3885"],"primary_source_category":"Rulebooks","usage":"attached to firearm or crossbow (scope)","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"school":"divination","trait":["Divination","Magical"],"id":"equipment-4316","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Darkvision Scope Source Guns & Gears pg. 180 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm or crossbow (scope) Bulk L --- These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical properties into their design. While relatively useless under normal lighting conditions, these crystals can help bring things into focus when used in dim light. The scope is then given an enchantment to enhance these properties for use in darkness. The scope grants you a +1 item bonus to Perception checks involving sight in areas of dim light visible through the scope (as well as in areas of darkness, if the scope has been activated). Activate Single Action Interact; Effect You gain darkvision until the beginning of your next turn, as long as you continue to look through the scope. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Darkvision Scope Source Guns & Gears pg. 181 Price 160 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Darkvision Scope (Greater) Source Guns & Gears pg. 181 Price 5,500 gp --- The item bonus is +2 and activating the scope grants greater darkvision until the beginning of your next turn, as long as you continue to look through the scope.","skill_mod":{},"summary":"These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical …","primary_source":"Guns & Gears","trait_group":["School","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4316","name":"Darkvision Scope","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4316"},{"primary_source_category":"Rulebooks","usage":"attached to firearm or crossbow (scope)","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-4316","weakness":{},"school":"divination","price":16000,"trait":["Divination","Magical"],"id":"equipment-4316-3884","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Darkvision Scope Source Guns & Gears pg. 180 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm or crossbow (scope) Bulk L --- These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical properties into their design. While relatively useless under normal lighting conditions, these crystals can help bring things into focus when used in dim light. The scope is then given an enchantment to enhance these properties for use in darkness. The scope grants you a +1 item bonus to Perception checks involving sight in areas of dim light visible through the scope (as well as in areas of darkness, if the scope has been activated). Activate Single Action Interact; Effect You gain darkvision until the beginning of your next turn, as long as you continue to look through the scope. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Darkvision Scope Source Guns & Gears pg. 181 Price 160 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Darkvision Scope (Greater) Source Guns & Gears pg. 181 Price 5,500 gp --- The item bonus is +2 and activating the scope grants greater darkvision until the beginning of your next turn, as long as you continue to look through the scope.","skill_mod":{},"summary":"These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical …","primary_source":"Guns & Gears","trait_group":["School","Mechanics"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4316","name":"Darkvision Scope","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4316-3884"},{"primary_source_category":"Rulebooks","usage":"attached to firearm or crossbow (scope)","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-4316","weakness":{},"school":"divination","price":550000,"trait":["Divination","Magical"],"id":"equipment-4316-3885","text":"<title level=\"1\" right=\"Item 5+\" pfs=\"Standard\" > Darkvision Scope Source Guns & Gears pg. 180 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm or crossbow (scope) Bulk L --- These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical properties into their design. While relatively useless under normal lighting conditions, these crystals can help bring things into focus when used in dim light. The scope is then given an enchantment to enhance these properties for use in darkness. The scope grants you a +1 item bonus to Perception checks involving sight in areas of dim light visible through the scope (as well as in areas of darkness, if the scope has been activated). Activate Single Action Interact; Effect You gain darkvision until the beginning of your next turn, as long as you continue to look through the scope. <title level=\"2\" right=\"Item 5\" pfs=\"Standard\" > Darkvision Scope Source Guns & Gears pg. 181 Price 160 gp <title level=\"2\" right=\"Item 15\" pfs=\"Standard\" > Darkvision Scope (Greater) Source Guns & Gears pg. 181 Price 5,500 gp --- The item bonus is +2 and activating the scope grants greater darkvision until the beginning of your next turn, as long as you continue to look through the scope.","skill_mod":{},"summary":"The item bonus is +2 and activating the scope grants greater darkvision until the beginning of your next turn, as long as you continue to look …","primary_source":"Guns & Gears","trait_group":["School","Mechanics"],"level":15,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4316","name":"Darkvision Scope (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4316-3885"},{"item_child_id":["equipment-4317-3886","equipment-4317-3887"],"primary_source_category":"Rulebooks","usage":"attached to firearm (scope)","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"school":"transmutation","skill":["Survival","Survival"],"trait":["Magical","Transmutation"],"id":"equipment-4317","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Magnetite Scope Source Guns & Gears pg. 181 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm (scope) Bulk L --- More of a field projector than a scope, this small cylinder of magnetite has been enchanted to spread and accelerate the shrapnel of a scatter weapon further than the weapon’s natural capabilities. Furthermore, some of the floating magnetite inside the scope’s structure can help you when attempting to determine the your allies’ locations. The magnetite scope grants you a +2 item bonus to Survival checks to Sense Direction when using the scope to assist you in navigating. This scope can only be attached to firearms with the scatter trait. Activate Single Action Interact; Effect The next Strike you make this round with the gun to which the scope is attached has its scatter radius increased by 5 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magnetite Scope Source Guns & Gears pg. 181 Price 800 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnetite Scope (Greater) Source Guns & Gears pg. 181 Price 16,000 gp --- The item bonus is +3, and activating the scope increases the scatter radius by 10 feet.","skill_mod":{},"summary":"More of a field projector than a scope, this small cylinder of magnetite has been enchanted to spread and accelerate the shrapnel of a scatter weapon …","primary_source":"Guns & Gears","trait_group":["Mechanics","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4317","name":"Magnetite Scope","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4317"},{"primary_source_category":"Rulebooks","usage":"attached to firearm (scope)","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-4317","weakness":{},"school":"transmutation","price":80000,"skill":["Survival","Survival"],"trait":["Magical","Transmutation"],"id":"equipment-4317-3886","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Magnetite Scope Source Guns & Gears pg. 181 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm (scope) Bulk L --- More of a field projector than a scope, this small cylinder of magnetite has been enchanted to spread and accelerate the shrapnel of a scatter weapon further than the weapon’s natural capabilities. Furthermore, some of the floating magnetite inside the scope’s structure can help you when attempting to determine the your allies’ locations. The magnetite scope grants you a +2 item bonus to Survival checks to Sense Direction when using the scope to assist you in navigating. This scope can only be attached to firearms with the scatter trait. Activate Single Action Interact; Effect The next Strike you make this round with the gun to which the scope is attached has its scatter radius increased by 5 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magnetite Scope Source Guns & Gears pg. 181 Price 800 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnetite Scope (Greater) Source Guns & Gears pg. 181 Price 16,000 gp --- The item bonus is +3, and activating the scope increases the scatter radius by 10 feet.","skill_mod":{},"summary":"More of a field projector than a scope, this small cylinder of magnetite has been enchanted to spread and accelerate the shrapnel of a scatter weapon …","primary_source":"Guns & Gears","trait_group":["Mechanics","School"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4317","name":"Magnetite Scope","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4317-3886"},{"primary_source_category":"Rulebooks","usage":"attached to firearm (scope)","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-4317","weakness":{},"school":"transmutation","price":1600000,"trait":["Magical","Transmutation"],"id":"equipment-4317-3887","text":"<title level=\"1\" right=\"Item 9+\" pfs=\"Standard\" > Magnetite Scope Source Guns & Gears pg. 181 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm (scope) Bulk L --- More of a field projector than a scope, this small cylinder of magnetite has been enchanted to spread and accelerate the shrapnel of a scatter weapon further than the weapon’s natural capabilities. Furthermore, some of the floating magnetite inside the scope’s structure can help you when attempting to determine the your allies’ locations. The magnetite scope grants you a +2 item bonus to Survival checks to Sense Direction when using the scope to assist you in navigating. This scope can only be attached to firearms with the scatter trait. Activate Single Action Interact; Effect The next Strike you make this round with the gun to which the scope is attached has its scatter radius increased by 5 feet. <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magnetite Scope Source Guns & Gears pg. 181 Price 800 gp <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnetite Scope (Greater) Source Guns & Gears pg. 181 Price 16,000 gp --- The item bonus is +3, and activating the scope increases the scatter radius by 10 feet.","skill_mod":{},"summary":"The item bonus is +3, and activating the scope increases the scatter radius by 10 feet.","primary_source":"Guns & Gears","trait_group":["Mechanics","School"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4317","name":"Magnetite Scope (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4317-3887"},{"item_child_id":["equipment-4318-3888","equipment-4318-3889","equipment-4318-3890"],"primary_source_category":"Rulebooks","usage":"attached to firearm or crossbow (scope)","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"school":"divination","trait":["Divination","Magical"],"id":"equipment-4318","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magnifying Scope Source Guns & Gears pg. 181 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm or crossbow (scope) Bulk L --- These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to visual Perception checks to Seek creatures through the scope. Activate Single Action Interact; Effect While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the weapon to which the scope is attached by 5 feet until the beginning of your next turn or until you’re no longer wielding the weapon, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magnifying Scope Source Guns & Gears pg. 181 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magnifying Scope (Greater) Source Guns & Gears pg. 181 Price 800 gp --- The item bonus is +2, and activating the scope increases the range increment by 10 feet. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnifying Scope (Major) Source Guns & Gears pg. 181 Price 16,000 gp --- The item bonus is +3, and activating the scope increases the range increment by 20 feet.","skill_mod":{},"summary":"These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to …","primary_source":"Guns & Gears","trait_group":["School","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4318","name":"Magnifying Scope","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4318"},{"primary_source_category":"Rulebooks","usage":"attached to firearm or crossbow (scope)","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-4318","weakness":{},"school":"divination","price":7000,"trait":["Divination","Magical"],"id":"equipment-4318-3888","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magnifying Scope Source Guns & Gears pg. 181 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm or crossbow (scope) Bulk L --- These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to visual Perception checks to Seek creatures through the scope. Activate Single Action Interact; Effect While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the weapon to which the scope is attached by 5 feet until the beginning of your next turn or until you’re no longer wielding the weapon, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magnifying Scope Source Guns & Gears pg. 181 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magnifying Scope (Greater) Source Guns & Gears pg. 181 Price 800 gp --- The item bonus is +2, and activating the scope increases the range increment by 10 feet. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnifying Scope (Major) Source Guns & Gears pg. 181 Price 16,000 gp --- The item bonus is +3, and activating the scope increases the range increment by 20 feet.","skill_mod":{},"summary":"These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to …","primary_source":"Guns & Gears","trait_group":["School","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4318","name":"Magnifying Scope","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4318-3888"},{"primary_source_category":"Rulebooks","usage":"attached to firearm or crossbow (scope)","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-4318","weakness":{},"school":"divination","price":80000,"trait":["Divination","Magical"],"id":"equipment-4318-3889","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magnifying Scope Source Guns & Gears pg. 181 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm or crossbow (scope) Bulk L --- These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to visual Perception checks to Seek creatures through the scope. Activate Single Action Interact; Effect While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the weapon to which the scope is attached by 5 feet until the beginning of your next turn or until you’re no longer wielding the weapon, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magnifying Scope Source Guns & Gears pg. 181 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magnifying Scope (Greater) Source Guns & Gears pg. 181 Price 800 gp --- The item bonus is +2, and activating the scope increases the range increment by 10 feet. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnifying Scope (Major) Source Guns & Gears pg. 181 Price 16,000 gp --- The item bonus is +3, and activating the scope increases the range increment by 20 feet.","skill_mod":{},"summary":"The item bonus is +2, and activating the scope increases the range increment by 10 feet.","primary_source":"Guns & Gears","trait_group":["School","Mechanics"],"level":9,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4318","name":"Magnifying Scope (Greater)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4318-3889"},{"primary_source_category":"Rulebooks","usage":"attached to firearm or crossbow (scope)","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-4318","weakness":{},"school":"divination","price":1600000,"trait":["Divination","Magical"],"id":"equipment-4318-3890","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Magnifying Scope Source Guns & Gears pg. 181 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Usage attached to firearm or crossbow (scope) Bulk L --- These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to visual Perception checks to Seek creatures through the scope. Activate Single Action Interact; Effect While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the weapon to which the scope is attached by 5 feet until the beginning of your next turn or until you’re no longer wielding the weapon, whichever comes first. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Magnifying Scope Source Guns & Gears pg. 181 Price 70 gp <title level=\"2\" right=\"Item 9\" pfs=\"Standard\" > Magnifying Scope (Greater) Source Guns & Gears pg. 181 Price 800 gp --- The item bonus is +2, and activating the scope increases the range increment by 10 feet. <title level=\"2\" right=\"Item 17\" pfs=\"Standard\" > Magnifying Scope (Major) Source Guns & Gears pg. 181 Price 16,000 gp --- The item bonus is +3, and activating the scope increases the range increment by 20 feet.","skill_mod":{},"summary":"The item bonus is +3, and activating the scope increases the range increment by 20 feet.","primary_source":"Guns & Gears","trait_group":["School","Mechanics"],"level":17,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4318","name":"Magnifying Scope (Major)","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4318-3890"},{"primary_source_category":"Rulebooks","usage":"attached to firearm (scope)","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"school":"transmutation","price":90000,"trait":["Magical","Transmutation"],"id":"equipment-4319","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Scope of Limning Source Guns & Gears pg. 182 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Price 900 gp Usage attached to firearm (scope) Bulk L --- The dwarven gunsmiths of Dongun Hold originally created these scopes to help them clear out vermin in underground areas. This scope captures the sound that echoes off a creature hit by the firearm and transforms it into light, illuminating the target for all to see. Activate Single Action Interact (auditory, light, transmutation) Effect If your next Strike from the weapon to which the scope is attached hits a creature, the sound of the impact transforms into light, causing the creature to glow until the end of your next turn. A visible creature can’t be concealed while they glow. If a creature is invisible, they’re concealed while glowing, rather than being undetected. Because the effect requires a solid impact, incorporeal creatures are unaffected unless the bullet can deal force damage or has the effects of the ghost touch property rune.\n","skill_mod":{},"summary":"The dwarven gunsmiths of Dongun Hold originally created these scopes to help them clear out vermin in underground areas. This scope captures the …","primary_source":"Guns & Gears","trait_group":["Mechanics","School"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4319","name":"Scope of Limning","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4319"},{"primary_source_category":"Rulebooks","usage":"attached to firearm or crossbow (scope)","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"school":"divination","price":300000,"trait":["Divination","Magical"],"id":"equipment-4320","text":"<title level=\"1\" right=\"Item 13\" pfs=\"Standard\" > Scope of Truth Source Guns & Gears pg. 182 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Replace the word \"transmutation\" in the scope of truth with the word \"polymorph.\" Price 3,000 gp Usage attached to firearm or crossbow (scope) Bulk L --- The scope of truth is a bit bigger than most to accommodate larger lenses, which have been magically prepared with tiny shards from crystal balls to reveal the truth. The scope grants you a +2 item bonus to Perception checks made to Seek in areas you can see through the scope. Activate Two Actions Interact; Frequency once per day; Effect For the next 10 minutes, you can see things through the scope as they actually are. The GM rolls a secret counteract check with a +20 counteract modifier and a counteract level of 7 against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it, not to end the spell or effect. For instance, if the check succeeds against a polymorph spell, you can see the creature’s true form, but you don’t end the spell.\n","skill_mod":{},"summary":"The scope of truth is a bit bigger than most to accommodate larger lenses, which have been magically prepared with tiny shards from crystal balls …","primary_source":"Guns & Gears","trait_group":["School","Mechanics"],"level":13,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4320","name":"Scope of Truth","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4320"},{"primary_source_category":"Rulebooks","usage":"worn saddle","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"price":2000,"trait":["Uncommon"],"id":"equipment-4321","text":"<title level=\"1\" right=\"Item 2\" pfs=\"Limited\" > Gunner's Saddle Source Guns & Gears pg. 182 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Price 20 gp Usage worn saddle Bulk 2 --- Developed by marauders from the Mana Wastes, this clockwork saddle comes with a retractable weapon mount that can be used as a tripod to stabilize a weapon with the kickback trait. Just like a normal tripod, you Interact to deploy the tripod to stabilize the firearm, and then again to retract the tripod to move it. The saddle uses complex hydraulics to protect the steed from the firearm’s recoil.\n","skill_mod":{},"summary":"Developed by marauders from the Mana Wastes, this clockwork saddle comes with a retractable weapon mount that can be used as a tripod to stabilize …","primary_source":"Guns & Gears","trait_group":["Rarity"],"level":2,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4321","name":"Gunner's Saddle","bulk":2,"category":"equipment","pfs":"Limited","rarity":"uncommon","slug":"equipment-4321"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"school":"transmutation","price":70000,"trait":["Magical","Transmutation","Uncommon"],"id":"equipment-4322","text":"<title level=\"1\" right=\"Item 10\" pfs=\"Standard\" > Immovable Tripod Source Guns & Gears pg. 182 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Price 700 gp Bulk 1 --- This copper tripod with an immovable rod at its core is a perfect example of engineering ingenuity applied to magic items, adapting the eccentric power of an immovable rod for the pragmatic use of stabilizing weapons without the need for solid ground on which to stabilize them. In addition to extraplanar and aquatic environments, these devices have seen use by flying and climbing snipers who would otherwise have no way to mitigate their weapons’ fierce kickback. Activate Single Action Interact; Effect You deploy the tripod and press a button to lock it into place via the immovable rod , allowing you to deploy the tripod in midair, underwater, or anywhere else where you don’t have a solid horizontal surface available. If you Activate the tripod by pushing the button again, you release and retrieve the tripod. While anchored, the tripod can be moved only if 8,000 pounds of pressure are applied to it or if a creature uses Athletics to Force Open the tripod with a DC of 40 (though most intelligent creatures can just push the button to release the tripod).\n","skill_mod":{},"summary":"This copper tripod with an immovable rod at its core is a perfect example of engineering ingenuity applied to magic items, adapting the eccentric …","primary_source":"Guns & Gears","trait_group":["Mechanics","School","Rarity"],"level":10,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4322","name":"Immovable Tripod","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4322"},{"skill_mod":{},"summary":"Powerful firearms like the arquebus were originally used to defend fortifications or ships, mounted on casements or pintles to steady their aim and …","item_child_id":["equipment-4323-3891","equipment-4323-3892"],"primary_source":"Guns & Gears","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4323","weakness":{},"name":"Portable Weapon Mount","trait":["Uncommon"],"id":"equipment-4323","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Portable Weapon Mount Source Guns & Gears pg. 182 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Bulk 1 --- Powerful firearms like the arquebus were originally used to defend fortifications or ships, mounted on casements or pintles to steady their aim and offset their recoil. More mobile means of stabilizing weapons with kickback were developed as firearms began to spread across the Inner Sea. The standard tripod takes an Interact action to deploy using one hand. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Portable Weapon Mount (Monopod) Source Guns & Gears pg. 182 Price 2 sp --- Monopods are lighter and can be deployed with a single hand using the same action as drawing the firearm. They still require an Interact action to retrieve. Monopods are less stable than a tripod, and firing a kickback weapon from a monopod without the necessary Strength reduces the penalty to a –1 circumstance penalty instead of removing it entirely. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Portable Weapon Mount (Tripod, Shielded) Source Guns & Gears pg. 183 Price 50 gp Bulk 5 --- A shielded tripod resembles a squat shield on a tripod. You can deploy and retrieve a shielded tripod with an Interact action, as normal, but while a shielded tripod is in your square, you can use the Take Cover action to gain standard cover behind the tripod’s shield. You can’t use this cover to Hide or Sneak, as normal for times when your cover still leaves your position obvious.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4323"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-4323","weakness":{},"price":20,"trait":["Uncommon"],"id":"equipment-4323-3891","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Portable Weapon Mount Source Guns & Gears pg. 182 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Bulk 1 --- Powerful firearms like the arquebus were originally used to defend fortifications or ships, mounted on casements or pintles to steady their aim and offset their recoil. More mobile means of stabilizing weapons with kickback were developed as firearms began to spread across the Inner Sea. The standard tripod takes an Interact action to deploy using one hand. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Portable Weapon Mount (Monopod) Source Guns & Gears pg. 182 Price 2 sp --- Monopods are lighter and can be deployed with a single hand using the same action as drawing the firearm. They still require an Interact action to retrieve. Monopods are less stable than a tripod, and firing a kickback weapon from a monopod without the necessary Strength reduces the penalty to a –1 circumstance penalty instead of removing it entirely. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Portable Weapon Mount (Tripod, Shielded) Source Guns & Gears pg. 183 Price 50 gp Bulk 5 --- A shielded tripod resembles a squat shield on a tripod. You can deploy and retrieve a shielded tripod with an Interact action, as normal, but while a shielded tripod is in your square, you can use the Take Cover action to gain standard cover behind the tripod’s shield. You can’t use this cover to Hide or Sneak, as normal for times when your cover still leaves your position obvious.","skill_mod":{},"summary":"Monopods are lighter and can be deployed with a single hand using the same action as drawing the firearm. They still require an Interact action to …","primary_source":"Guns & Gears","trait_group":["Rarity"],"level":1,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4323","name":"Portable Weapon Mount (Monopod)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4323-3891"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"item_parent_id":"equipment-4323","weakness":{},"price":5000,"trait":["Uncommon"],"id":"equipment-4323-3892","text":"<title level=\"1\" right=\"Item 1+\" pfs=\"Standard\" > Portable Weapon Mount Source Guns & Gears pg. 182 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Bulk 1 --- Powerful firearms like the arquebus were originally used to defend fortifications or ships, mounted on casements or pintles to steady their aim and offset their recoil. More mobile means of stabilizing weapons with kickback were developed as firearms began to spread across the Inner Sea. The standard tripod takes an Interact action to deploy using one hand. <title level=\"2\" right=\"Item 1\" pfs=\"Standard\" > Portable Weapon Mount (Monopod) Source Guns & Gears pg. 182 Price 2 sp --- Monopods are lighter and can be deployed with a single hand using the same action as drawing the firearm. They still require an Interact action to retrieve. Monopods are less stable than a tripod, and firing a kickback weapon from a monopod without the necessary Strength reduces the penalty to a –1 circumstance penalty instead of removing it entirely. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Portable Weapon Mount (Tripod, Shielded) Source Guns & Gears pg. 183 Price 50 gp Bulk 5 --- A shielded tripod resembles a squat shield on a tripod. You can deploy and retrieve a shielded tripod with an Interact action, as normal, but while a shielded tripod is in your square, you can use the Take Cover action to gain standard cover behind the tripod’s shield. You can’t use this cover to Hide or Sneak, as normal for times when your cover still leaves your position obvious.","skill_mod":{},"summary":"A shielded tripod resembles a squat shield on a tripod. You can deploy and retrieve a shielded tripod with an Interact action, as normal, but while …","primary_source":"Guns & Gears","trait_group":["Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Stabilizers","resistance":{},"url":"/Equipment.aspx?ID=4323","name":"Portable Weapon Mount (Tripod, Shielded)","bulk":5,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4323-3892"},{"remaster_name":["Air Cartridge Firing System"],"primary_source_category":"Rulebooks","usage":"attached to firearm (firing mechanism)","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"price":7500,"trait":["Uncommon"],"id":"equipment-4324","text":"<title level=\"1\" right=\"Item 4\" pfs=\"Standard\" > Air Cartridge Firing system Source Guns & Gears pg. 183 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Weapons that install an air cartridge firing system and that have the kickback trait retain the trait and the associated drawbacks. Price 75 gp Usage attached to firearm (firing mechanism) --- Air cartridge firing mechanisms use a container of compressed air affixed to a sealed system that releases the air in a small burst to propel ammunition, and they’re the default used in Arcadian air repeaters. Any firearm can be modified to replace its normal firing mechanism with an air cartridge firing system, allowing the weapon to be fired underwater or in other conditions that would normally prevent the ignition of black powder. The air cartridges lack much of the propulsive power of black powder, however, imposing a –10-foot penalty to the attached firearm’s range increment. Weapons with the kickback trait don’t gain that trait’s benefits when using an air cartridge firing system. Attaching an air cartridge firing system takes one hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires.\n","skill_mod":{},"summary":"Air cartridge firing mechanisms use a container of compressed air affixed to a sealed system that releases the air in a small burst to propel …","primary_source":"Guns & Gears","trait_group":["Rarity"],"level":4,"source_category":["Rulebooks"],"item_subcategory":"Other Modifications","resistance":{},"url":"/Equipment.aspx?ID=4324","name":"Air Cartridge Firing system","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4324"},{"item_child_id":["equipment-4325-3893","equipment-4325-3894"],"primary_source_category":"Rulebooks","usage":"worn and attached to two weapons (see below)","source":["Guns & Gears"],"type":"Item","item_category":"Worn Items","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Invested","Magical"],"id":"equipment-4325","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Blazons of Shared Power Source Guns & Gears pg. 183 Usage worn and attached to two weapons (see below) --- These brass emblems come in a variety of designs, usually customized to the purchaser to reflect the heraldry of a family or guild. Blazons of shared power come in sets of three. When you invest the blazons, you wear one of the three on your chest, and you attach the others to a pair of one-handed weapons, choosing one as the primary weapon and one as the secondary weapon. These weapons can be either melee weapons or ranged weapons. As long as you’re wielding both the primary weapon and the secondary weapon, the secondary weapon gains the benefit of the fundamental runes on the primary weapon. A weapon can only have a single blazon of shared power attached to it at a time. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blazons of Shared Power Source Guns & Gears pg. 183 Price 52 gp Bulk 5 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blazons of Shared Power (Greater) Source Guns & Gears pg. 183 Price 1,350 gp Bulk 5 --- A set of greater blazons of shared power also replicates property runes from the primary weapon, so long as the secondary weapon meets all the prerequisites for a given rune and isn’t a specific weapon. The secondary weapon gains the benefits of those runes. All of its own runes are suppressed. When you invest the blazons, you can elect for them to transfer only fundamental runes, in which case they function as standard blazons of shared power .","skill_mod":{},"summary":"These brass emblems come in a variety of designs, usually customized to the purchaser to reflect the heraldry of a family or guild. Blazons of …","primary_source":"Guns & Gears","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4325","name":"Blazons of Shared Power","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4325"},{"primary_source_category":"Rulebooks","usage":"worn and attached to two weapons (see below)","source":["Guns & Gears"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4325","weakness":{},"school":"evocation","price":5200,"trait":["Evocation","Invested","Magical"],"id":"equipment-4325-3893","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Blazons of Shared Power Source Guns & Gears pg. 183 Usage worn and attached to two weapons (see below) --- These brass emblems come in a variety of designs, usually customized to the purchaser to reflect the heraldry of a family or guild. Blazons of shared power come in sets of three. When you invest the blazons, you wear one of the three on your chest, and you attach the others to a pair of one-handed weapons, choosing one as the primary weapon and one as the secondary weapon. These weapons can be either melee weapons or ranged weapons. As long as you’re wielding both the primary weapon and the secondary weapon, the secondary weapon gains the benefit of the fundamental runes on the primary weapon. A weapon can only have a single blazon of shared power attached to it at a time. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blazons of Shared Power Source Guns & Gears pg. 183 Price 52 gp Bulk 5 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blazons of Shared Power (Greater) Source Guns & Gears pg. 183 Price 1,350 gp Bulk 5 --- A set of greater blazons of shared power also replicates property runes from the primary weapon, so long as the secondary weapon meets all the prerequisites for a given rune and isn’t a specific weapon. The secondary weapon gains the benefits of those runes. All of its own runes are suppressed. When you invest the blazons, you can elect for them to transfer only fundamental runes, in which case they function as standard blazons of shared power .","skill_mod":{},"summary":"These brass emblems come in a variety of designs, usually customized to the purchaser to reflect the heraldry of a family or guild. Blazons of …","primary_source":"Guns & Gears","trait_group":["School","Equipment","Mechanics"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4325","name":"Blazons of Shared Power","bulk":5,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4325-3893"},{"primary_source_category":"Rulebooks","usage":"worn and attached to two weapons (see below)","source":["Guns & Gears"],"type":"Item","item_category":"Worn Items","speed":{},"item_parent_id":"equipment-4325","weakness":{},"school":"evocation","price":135000,"trait":["Evocation","Invested","Magical"],"id":"equipment-4325-3894","text":"<title level=\"1\" right=\"Item 3+\" pfs=\"Standard\" > Blazons of Shared Power Source Guns & Gears pg. 183 Usage worn and attached to two weapons (see below) --- These brass emblems come in a variety of designs, usually customized to the purchaser to reflect the heraldry of a family or guild. Blazons of shared power come in sets of three. When you invest the blazons, you wear one of the three on your chest, and you attach the others to a pair of one-handed weapons, choosing one as the primary weapon and one as the secondary weapon. These weapons can be either melee weapons or ranged weapons. As long as you’re wielding both the primary weapon and the secondary weapon, the secondary weapon gains the benefit of the fundamental runes on the primary weapon. A weapon can only have a single blazon of shared power attached to it at a time. <title level=\"2\" right=\"Item 3\" pfs=\"Standard\" > Blazons of Shared Power Source Guns & Gears pg. 183 Price 52 gp Bulk 5 <title level=\"2\" right=\"Item 11\" pfs=\"Standard\" > Blazons of Shared Power (Greater) Source Guns & Gears pg. 183 Price 1,350 gp Bulk 5 --- A set of greater blazons of shared power also replicates property runes from the primary weapon, so long as the secondary weapon meets all the prerequisites for a given rune and isn’t a specific weapon. The secondary weapon gains the benefits of those runes. All of its own runes are suppressed. When you invest the blazons, you can elect for them to transfer only fundamental runes, in which case they function as standard blazons of shared power .","skill_mod":{},"summary":"A set of greater blazons of shared power also replicates property runes from the primary weapon, so long as the secondary weapon meets all the …","primary_source":"Guns & Gears","trait_group":["School","Equipment","Mechanics"],"level":11,"source_category":["Rulebooks"],"item_subcategory":"Other Worn Items","resistance":{},"url":"/Equipment.aspx?ID=4325","name":"Blazons of Shared Power (Greater)","bulk":5,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4325-3894"},{"primary_source_category":"Rulebooks","usage":"attached to firearm (firing mechanism)","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"price":1000,"trait":["Consumable","Uncommon"],"id":"equipment-4326","text":"<title level=\"1\" right=\"Item 3\" pfs=\"Standard\" > Breech Ejectors Source Guns & Gears pg. 183 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Price 10 gp Usage attached to firearm (firing mechanism) --- These spring-loaded inserts can be fitted into the breech of a double-barreled firearm over the course of 10 minutes or during the firearm’s daily maintenance. After the weapon is fired, the ejectors hasten the reloading process by ejecting the spent detritus from the fired rounds. This allows you to reload both barrels of the double-barreled weapon as a single Interact action the next time you reload the weapon as long as you do so before the end of your next turn. However, the ejectors are consumed in the process, and you must spend the time to insert a new set to gain the benefit again.\n","skill_mod":{},"summary":"These spring-loaded inserts can be fitted into the breech of a double-barreled firearm over the course of 10 minutes or during the firearm’s daily …","primary_source":"Guns & Gears","trait_group":["Equipment","Rarity"],"level":3,"source_category":["Rulebooks"],"item_subcategory":"Other Modifications","resistance":{},"url":"/Equipment.aspx?ID=4326","name":"Breech Ejectors","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4326"},{"primary_source_category":"Rulebooks","usage":"attached to firearm","source":["Guns & Gears"],"type":"Item","item_category":"Customizations","speed":{},"weakness":{},"price":12000,"trait":["Uncommon"],"id":"equipment-4327","text":"<title level=\"1\" right=\"Item 5\" pfs=\"Standard\" > Large Bore Modifications Source Guns & Gears pg. 183 PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Price 120 gp Usage attached to firearm Bulk 1 --- These modifications include a heavier stock and larger replacement barrel designed to increase the stopping power of firearms. Large bore modifications can only be applied to firearms with the kickback or scatter traits, and attaching large bore modifications takes 1 hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires. When you attach large bore modifications to a kickback weapon, the bonus to damage granted by the kickback trait increases from 1 to 2 additional damage and the Strength requirement to fire the weapon without penalty increases to 18. When you attach large bore modifications to a weapon with the scatter trait, the radius of the scatter effect increases by 5 feet, but the weapon imposes a –2 penalty on attack rolls if the wielder’s Strength score is less than 14. If the weapon has both the kickback and scatter traits, apply both sets of modifications with the Strength requirement raised to 18 to avoid penalties when firing.\n","skill_mod":{},"summary":"These modifications include a heavier stock and larger replacement barrel designed to increase the stopping power of firearms. Large bore …","primary_source":"Guns & Gears","trait_group":["Rarity"],"level":5,"source_category":["Rulebooks"],"item_subcategory":"Other Modifications","resistance":{},"url":"/Equipment.aspx?ID=4327","name":"Large Bore Modifications","bulk":1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-4327"}]